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Encounter Tables

Travel and Survival/Wilderness Encounter Table

(Based on Murphy Barrett’s idea)   Notes: I don't have that table posted yet. But I can describe the process I used to create it. Since it's GURPS, it's a d66 table, ie roll 2d6 and read them off like you would % dice, don't sum them. That gives me 36 possibilities.   From there I broke it down into 6 sets of 6 options. Of the 6 options, 1 is Good, 1 is Positive, 2 are Neutral, one is Negative, and 1 is Bad.   Good results are when something unambiguously good happens, such as finding food, treasure, or other things with no contest. You just got lucky.   Positive results are when something nice happens, such as good weather so you travel a little further, or even just morale boosters.   Neutral results are ambiguous and involve choices, each with good and bad elements. For example, a dog wanders into camp looking for food. If the PCs feed it, it'll hang around. If not it'll leave. So the question is, is having the benefit of a dog worth feeding him?   Negative results are more inconvenient than anything else. Loss of supplies or equipment, delays, things like that.   Bad are directly injurious to the party, like bandits or falling in a ravine.   It's also fairly mixed between terrain, weather, monsters/bandits, or just random events.   I think a table like this would work best if tailored to a particular game. My plan is to have one for traveling on road, a worse one for traveling off-road, one for generic towns/settlements, and maybe one each for major settlements. Though I'm not sure I need the ones for specific settlements, I might be able to write it flexibly enough to tailor it.   Oh, another note, the way I figured to work the Danger rating in is that for Good results, you get whatever-Danger, and for bad results, you'd find, say, X+Danger bandits. So I don't need different tables for more dangerous areas. The Danger rating modifies the regular table results.   Water sources aren’t necessarily pure and clean. Lakes/ponds are contaminated on 6-, rivers on 5-, streams 4-. Subtract 1 for cold water. If you drink from a contaminated source, roll HT+2 to avoid effects. Diseases include Cholera, Cryptosporidiosis (diarrhea), E. Coli (on a critical failure), Giardia (diarrhea), Legionnaire’s Disease (pneumonia). Crypto and Giardia are the two most common diseases.  

Sample Table

  Good
11 You found treasure (a stone in a clearing in the woods has a sword sticking out of it; your campsite has an old fallen log that you can sit on, and inside is a bag with cool stuff stashed in it, long forgotten; you find a bird’s nest, filled with shiny baubles collected by an acquisitive bird; etc)
12 You found useful mundane equipment (climbing gear, rope, a sturdy tarp, a fisherman’s hut with fishing poles, hooks, and line, etc)
13 That environmental obstacle? Yeah, it’s really not that bad (old Dwarven tunnel going through a mountain, meaning you don’t have to climb over it in the snow and ice; the deep ravine/crevasse you need to cross has a handy rope bridge just over there; a guide appears and help you find your way, etc)
14 You meet a beneficial NPC (could be a wandering peddlar who just happens to have something you need; wandering wise woman, who might have useful info or important item; a wandering wizard, willing to sell a spell book; an adventurer who might want to join the party, etc)
15 You stumble upon a patch of healing herbs
16 Foraging nets 2x usual amounts of food   Positive
21 Excellent weather gives 1.2x distance
22 Beautiful sunrise or sunset gives a morale boost, -1 Exhaustion
23 Any bad weather you are suffering from suddenly stops
24 You stumble across a natural, clear spring
25 Caravan of traders going in the opposite direction; they might be interested in some trading with the party
26 Clear travel: the way is surprisingly easy on the feet, -2 exhaustion for the distance traveled   Neutral
31 You’ve stumbled upon a shrine to
32 You see game animals in the middle distance
33 Old ruins discovered
34 You come across a group of brigands, they haven’t seen you yet
35 An abandoned shelter is found (lean to, cave, etc)
36 A dog wanders into camp (feed the dog, or shoo the dog away, or….) If fed, it will stick around.
41 Wildfire in the distance
42 A local runs to you with a tale of a monster attacking their settlement and begs for help
43 You enter a Low Mana zone (some magic items stop working, casting is difficult/impossible)
44 Equipment breakage; not immediately life-threatening, but potentially annoying
45 Group of soldiers force you off the road as they pass by
46 Ravine side you are walking along collapses, party member slips and falls (roll appropriate DX checks), likely loss of equipment as it dislodges from pack/belt/etc   Negative
51 Bad weather reduces your travel distance, +1 exhaustion
52 The bridge across a ravine/river is damaged and unusable until repaired
53 You lose the trail and get lost; an orienteering roll is required to get back on track, +2 exhaustion
54 Food supplies raided by pests; several days food lost
55 Old ruins found; Something nasty lives there and knows you’ve trespassed….
56 Dangerous animals attack   Bad
61 Entered an area surrounded by wildfire; must turn around and attempt to escape the fire
62 Tracked down by bounty hunters: you are mistaken for criminals and are apprehended; even if the bounty hunters are defeated, there is still an outstanding warrant for your arrest
63 You’ve accidentally stumbled into Elven defenses surrounding an abandoned settlement (basically, the forest is attacking you: animate plants, chemical defenses, etc)
64 Dangerous monsters attack
65 Extremely bad weather forces you to find shelter, stopping travel for 1-3 days.
66 Large group of brigands ambush you    

3d6 version

  Good
111 You found treasure (a stone in a clearing in the woods has a sword sticking out of it; your campsite has an old fallen log that you can sit on, and inside is a bag with cool stuff stashed in it, long forgotten; you find a bird’s nest, filled with shiny baubles collected by an acquisitive bird; etc)
112 You found useful mundane equipment (climbing gear, rope, a sturdy tarp, a fisherman’s hut with fishing poles, hooks, and line, etc)
113 That environmental obstacle? Yeah, it’s really not that bad (old Dwarven tunnel going through a mountain, meaning you don’t have to climb over it in the snow and ice; the deep ravine/crevasse you need to cross has a handy rope bridge just over there; a guide appears and help you find your way, etc)
114 You meet a beneficial NPC (could be a wandering peddler who just happens to have something you need; wandering wise woman, who might have useful info or important item; a wandering wizard, willing to sell a spell book; an adventurer who might want to join the party, etc)
115 Party stumbles upon a patch of healing herbs (d6: 1-Brinn, 2-Burnett, 3-Candaran, 4, 5, 6-herbal ingredients for Healing potions worth $200 [which is enough to supply 12 potions])
116 Foraging nets 2x usual amounts of food
121 Party finds a short cut; +20% additional travel distance (or -2 exhaustion)
122 Rare Plants- Party notices rare and valuable plants; roll survival to collect them.
123 Rare herb found (1d6 doses)
124 Abandoned Wagon stuck in mud - crates to be looted
125 Scouting- Good view provided by a ridge can scout an additional 20% area
126 Perfect Fishing Spot - +3 on fishing rolls made here can fish for up to 3 hours before the pool is disturbed and the bonus is lost; extra foraged food
131 Secluded Grove somewhat magical - perfect place to rest. Resting here grants +20% movement the next day and a reduction of an extra 2 Exhaustion.
132 The party comes across a long forgotten cache of weapons. Most of the mundane weapons have long rusted but a single weapon lies at the bottom of the cache looks brand new. Maybe a magic item? Cursed?
133 A horse is tied up to a tree. No one is around; the area within reach of the reins have been completely eaten, and the horse is starving. Conclusion: it’s abandoned, and now yours.
134 Party comes across a spidlar tree. Chewing the leaves acts as a stimulant, allowing the recovery of fatigue at twice the rate. However, about an hour later, the recovered fatigue is lost, resulting in a fatigued, drowsy state. Unless you take another dose…. There are 12 doses on the tree (assuming you leave enough on the tree for it to survive), 20 doses total if you don’t mind denuding it and possibly killing it.
135 While crossing a stream, someone in the party notices a flash of gold. It’s a small nugget, worth $50 on the open market. If four or more hours are spent looking, more can be found, based on a Vision roll: $100 per point of success (minimum of $100). Prospecting here might be lucrative….
136
141
142 Pristine Lake - +4 on fishing rolls made here may fish for 4 hours before the water is too disturbed to grant any benefit
143 Party sees a Bushmead Flower bush. It’s a mild sedative, used as a painkiller. There are 12 doses that you can harvest from it.
144
145
146
151 A discarded backpack is found between some rocks. It contains moldy food, some edible waxed cheese, 40’ of rope, a whetstone, small knife, and a canteen filled with water. There is also a folded map, hand-drawn, that seems to indicate that there is some kind of treasure nearby.
152
153
154
155 Party comes across an active campsite. If they wait around (or look for) the traveller, they will meet an old Orcish man who used to be a member of the Rural Watch. He’s retired, and just exploring and enjoying the wilds. He will share his fire, and the wild boar he killed that day. He is also a source of historical information about the area (general stuff, mainly). When they part, he will offer one of the boar’s haunches (+4 meals).
156 Party stumbles across what appears to be an abandoned Elven village, abandoned long ago and now completely overgrown. It’s only visible as a village because of the arch trees, a few grown buildings high up in the trees (now pretty wild and not groomed at all), and, if searched for, the waste processing plants (rinqualastë) at the perimeter of the village. The remaining buildings are in decent enough shape to provide some shelter, if augmented with some camping gear. (And the site gives Comfort, Concealment, and Sightline, effectively a critical success on the Survival roll for camping). A Vision roll will allow the party to discover one of the wooden preservation boxes, shoved into a corner and almost completely overgrown with branches. It’s 4 cuft, with the Preservation spell enchanted on it. Any foodstuffs put inside will not go bad. It’s bulky, but only weighs 8 lbs when empty. It is of Fine quality, with decorative carvings.
161 A corpse is found. It’s old, dead for a while and picked over by scavengers. If it is searched, a rolled up piece of sturdy fabric will be found inside a pocket, tied with a cord so it won’t unroll, and 6” wide and 12’ long when unrolled. It’s a Blackout Strip (it will show as magical to someone who uses Mage Sight on it, although it is obvious when unrolled and the field of Blackness appears).
162
163
164 Party comes across a patch of wild onions. +2 meals for foraging purposes.
165 A small pouch is found at the base of a tree. It contains 4 doses of Speed (powder).
166 A small pond is stumbled across. It glows faintly bluish. Swimming in it reduces any Exhaustion by 1; camping for the night by it results in very good sleep, giving pleasant dreams and -2 Exhaustion. By morning, the glow is gone.   Positive
211 Excellent weather gives 1.2x distance
212 Beautiful sunrise or sunset gives a morale boost, -1 Exhaustion
213 Any bad weather you are suffering from suddenly stops
214 You stumble across a natural, clear spring
215 Caravan of traders going in the opposite direction; they might be interested in some trading with the party
216 Clear travel: the way is surprisingly easy on the feet, -2 exhaustion for the distance traveled
221 A wandering company of grim mercenaries in search of employment.
222 You find a really good campsite (well-sited; good for defense, hiding the fire, etc)
223 Weather suddenly changes for the better
224 A twisted ash tree stands within an old cemetery; a ruby-tipped iron rod rests within a dark hollow (what does it do….)
225 The road ahead passes through a verdant garden of flowering trees and hedges; morale boost
226 Countless shooting stars suddenly fill the sky; pretty show boosts spirits
231 You find a short cut; +10% additional travel distance (or -1 exhaustion)
232 Domestic Animal all alone (dog, horse, pony, donkey, mule, steer, pig, chicken)
233 Mineral Spring- if players decide to soak in the healing waters (taking an hour or so) they gain +1 exhaustion and +10% movement the following day.
234 Monster Carcass - some parts are salvagable (and valuable), if whatever is feeding on it can be scared away/dealt with
235 Animal Path - Easier movement add +10% today but have a chance of encountering the creature the trail belongs to; likely something large and dangerous
236 A dim-witted troll named Gnasher is attempting to save his pet boar named Snouts from being eaten by a large carnivorous stun lizard. If they help the troll save his pet he can lead them to a hidden location (ruins, or a cave, or a natural spring, or a high mana zone) in the forest/jungle.
241 Small out of place detail catches someone's eye in the surrounding brush. If followed it leads to a Magic Ritual Circle (shoddily constructed, only can tell this detail if a Magic Ritual, Occult, or Thaumatology roll is made). Exploded mage remnants are strewn around the circle; good chance there is a minor magic item present in the debris, and possibly a spell book.
242 Mushrooms! good eating
243 An ancient elf welcomes all who make it to his shanty in the forest, happily selling and exchanging magic items with them. Part of the deal always includes the customer giving up something they love or there is no deal.
244 A discarded backpack is found under a bush. It contains moldy food, 25’ of rope, a whetstone, small knife, and a canteen filled with stale water.
245 Marshy area has a lot of game here. +3 to hunting related rolls.
246 You find an abandoned snare, with a freshly killed rabbit in it.
251 A leather case is found, discarded in a ravine at the side of the road. It contains three unmarked potions (Fear, Foolishness, and Weakness).
252 Party comes across an active campsite. If they wait around (or look for) the traveller, they will meet an old Human man who used to be a member of the Rural Watch. He’s retired, and just exploring and enjoying the wilds. He will share his fire, and the wild boar he killed that day. He is nice, and friendly, but isn’t much of a source of information.
253 Party stumbles across what appears to be an abandoned Elven village, abandoned long ago and now completely overgrown. It’s only visible as a village because of the arch trees, a few grown buildings high up in the trees (now pretty wild and not groomed at all), and, if searched for, the waste processing plants (rinqualastë) at the perimeter of the village. The remaining buildings are in decent enough shape to provide some shelter, if augmented with some camping gear. (And the site gives Comfort, Concealment, and Sightline, effectively a critical success on the Survival roll for camping).
254 While crossing a stream, someone in the party notices a flash of gold. It’s a single gold coin (worth $100). If the party stays and looks for more, it will take a couple hours before they realize it’s the only one.
255 Party finds a meadow, filled with fragrant wildflowers. They can see beautiful butterflies and can hear the hum of honeybees. -1 exhaustion due to morale bonus.
256 Party comes to a river, filled with fish. +2 to fishing skill, or +1 meal while “foraging/hunting”.
261 A jumble of fallen trees provides good shelter for a campsite (automatically gives “concealment”). It will also provide good cover in a fight, if necessary.
262 Party finds a tall, easily climbed tree that can provide a good vantage point to get above the forest canopy and scout the area. This could result in a bonus to navigation, or faster travel, or some other appropriate benefit.
263 Hot spring. Too hot to sit in like a hot tub, but it makes for a nice warm bathing experience.
264 Natural spring has fresh, clean water. Much better than streams, rivers, ponds, etc.
265
266   Neutral
311 The wind picks up and dark storm clouds gather ahead.
312 Party stumbles upon old graveyard
313 “Peddler” offers party a stolen item for a good price, but someone is actively trying to get their property back.
314 Stumble upon a broken down wagon, with a locked chest nearby; no body is found, but there are traces of dried blood
315 Party stumbles upon a small settlement
316 A child starts following the party, kid might or might not be useful
321 Find an old statue in the wilderness (large in scale)
322 Find an abandoned camp, looks like someone had been there a short while ago but mysteriously disappeared suddenly
323 An altar in a clearing with a fresh body on it (killed not too long ago, as in no more than hours)
324 A large dead spot of forest (possibly still dangerous….)
325 Abandoned town ruin
326 A dragon is seen, flying overhead
331 A small cave (what’s in it?….)
332 Trees in the area have territorial claw marks on them
333 A corrupted tree stands amidst the haunted ruins of an ancient temple complex; many withered corpses hang from its branches
334 A female Hobbit herbalist collecting plants has been entrusted with a dire warning by a dying Rural Watchman
335 A wounded traveler lies on the road/trail, recently attacked by brigands
336 A ring of toadstools lies in a farmer's field, surrounded by abandoned tools
341 A group of peasants gathering firewood; they are quarreling over when the local tax collector should be murdered
342 The thunderous roar of a great waterfall can be heard from ahead
343 A group of Orcs gathering wild fruits
344 Smoke and the scent of roasting meat comes from a woodsman's camp
345 A long-abandoned witch's hovel stands amidst twisted and thorny trees.
346 An apex predator (griffin, dragon, roarer, etc) circles high overhead.
351 A bear and a pack of wolves stand off over a slain deer.
352 The ruins of an old, ruined stronghold. Something monstrous has recently left the castle dungeon.
353 An ancient runestone stands beside the road, surrounded by jagged shards of metal.
354 A group of dwarven miners, quarreling over which tavern serves the best ale.
355 A lofty elm tree stands amidst ancient runestones. Time seems to pass more slowly here.
356 An ancient runestone stands here, surrounded by monstrous claw marks.
361 The decapitated the corpse of a troll lies on the ground.
362 A pool of murky water amidst a verdant jungle.
363 A man who must have been alive mere hours before lies dead in the jungle heat. He wears no armor but is covered in deep bloody wounds and some type of poison is evident.
364 You come across a clearing. A red-yellow-blue Bird of Paradise is dancing and flashing his feathers in an attempt to attract a mate. If any party member wears a combination of red/yellow, red/blue, or yellow/blue the bird will attempt to "seduce" the player. If any party member decides to engage the bird of Paradise in a "dance off" the party member can "win" if a successful Performance or Dancing skill roll is made.
365 You stumble across a group of smugglers arguing about which tree they buried their treasure under. It appears that they haven't noticed you.
366 Carrion Birds circle overhead squawking. Off the path is a group of desecrated bodies. Arranged in a star pattern.
411 You’ve stumbled upon a shrine to (insert god)
412 You see game animals in the middle distance
413 Old ruins discovered
414 You come across a group of brigands, they haven’t seen you yet
415 An abandoned shelter is found (lean to, cave, etc)
416 A dog wanders into camp (feed the dog, or shoo the dog away, or….) If fed, it will stick around.
421 Wildfire in the distance
422 A local runs to you with a tale of a monster attacking their settlement and begs for help
423 You enter a Low Mana zone (some magic items stop working, casting is difficult/impossible)
424 Equipment breakage; not immediately life-threatening, but potentially annoying
425 Group of soldiers force you off the road as they pass by
426 Ravine side you are walking along collapses, party member slips and falls (roll appropriate DX checks), likely loss of equipment as it dislodges from pack/belt/etc
431 The ruins of Thunda's Hold. The surrounding area is burnt and lifeless.
432 Sprung trap on the road. Javelins broken and laying about, sharp sticks tied to treebranch, pit trap with a body in it.
433 Group of 3d trihorns leap through the nearby woods
434 Bird drops a key with a brightly colored ribbon tied to it on the path in front of you; it will attack to get it back, but it won’t really risk its life for it.
435 Dead body. No obvious cause of death
436 Recently cut trees
441 Strange runes have been found on trees throughout the forest, though they appear to have appeared from nowhere rather than being carved. The trees are oozing some kind of magical goop from the runes, but otherwise seem healthy. The nature of the magic goop is unknown and so far their effects are untested.
442 A skeleton wearing tattered but fine-quality clothing is found nestled in some tree roots.
443 A crystal Shard about the size of a hand is found under a bush.
444 In a clearing you see bones scattered all over. There are several skulls, all painted in vibrant colors and arranged in some specific pattern.
445 You see a flash of colored light in the distance (in a different direction than where you are going). What is it? Who is it? What does it mean?
446 Stack of planed timber leaned against trees with a tarp over them
451 Half-eaten carcass of a large animal lies across the road. Now you know what that nasty smell was.
452 Abandoned and ruined village is stumbled upon. Something may be living here….
453 You walk into an area with a lot of trees marked with red ribbons (perhaps they are marked for lumber).
454 Party finds a large cluster of tetherbee plants.
455 Party sees, in the distance, a Kingtree. It’s over a thousand feet tall, and may house an Elven settlement.
456 Fallen tree or boulder blocks the way forward.
461 You see an old, stone statue of an anthropomorphized deer. It’s mostly covered in vines and other plants.
462 You meet a Rural Watch patrol of two patrollers.
463 You enter an area of Spikevines. You can go through, possibly taking some damage, getting stuck, or tear some clothing, or you can go around, adding two miles to your trip.
464 You stumble into an area of Snapweed. You start making loud popping noises with every step. If there are enemies around, they know where you are and are on their way.
465 You come to an area with an old arch tree; archways form something of a maze as no one seems to have groomed this plant for centuries.
466 The area ahead is a bog that stretches as far as you can see to either side. Must go through, or around. If through, movement is quartered; if you go around, it will add eight miles to the trip; and standard movement penalties apply (whatever penalties there were before you got to the bog).   Negative
511 Area has noxious gas erupting or seeping from the ground. Lose 10% of movement to carefully traverse it, or -20% to go around.
512 A malevolent tree stands amidst the fell ruins of an ancient city. A company of undead warriors stands watch over it. There is a good chance they will notice the party. The undead are all skeletons, all very old, and some in states of disrepair (missing limbs, broken bones, etc). There are 2d skeletons standing around the tree. If attacked, another 1d skeletons will appear every fifth turn for 12 cycles (1 minute). They will enter from the edges of the area, emerging from ruined buildings as if being called. Skeleton stats: ST 9-13, DX 12-15, IQ 7-11, HT 10 DR 2+ armor, which will likely be just rotting linen gambeson. A few might have chain shirts for an extra DR 4. They are Fragile (Brittle) and take 2x damage from crushing weapons.
513 Criminal sneaks into camp and plants murder weapon on party (mostly useful if law enforcement is using a Seeker or Trace spell)
514 Party stumbles upon a small settlement under attack by brigands/corrupt “city guard”. The hamlet is tiny; just eight families, with 3-5 people in each. There isn’t even an inn, just an alehouse. So there might be a total of 25 people who might be considered adult, and they are just farmers; they aren’t the “fight back” type. They are too busy protecting their children from the bad guys. There are 6-10 bad guys (depends upon how big the party is). The leader is ST 14, DX 12, IQ 11, HT 12, cbt ref, combat skills-14-15, misc “brigand” skills 12-14. The mooks are ST 11-13, DX 11-12, IQ 10, HT 11-12, combat skills 13-14 range, “brigand” skills 11-13.
515 Get attacked by insect pests (clouds of mosquitoes, biting flies, etc). This will result in bites that itch horribly, resulting in -1 exhaustion due to not sleeping well. HT+1 check to avoid disease (malaria, septic flux, yellow fever, dengue fever, river blindness, Black Plague, etc).
516 Weather suddenly changes for the worse. Could be rain, snow, or even heat.
521 Fallen tree blocks the road; time must be taken to remove/bypass it.
522 There is a fork in the road here, unmarked on any map. Which road is represented on the map? Where does the other one go? Why isn’t it on the map?
523 A female bear watches over several of her young near where the party needs to cross the river. It’s the ford. The river is too swift/deep elsewhere anywhere nearby. The party may need to go up or down river a few miles to cross.
524 A Hobbit hermit believes that the Moon King is trying to steal his eye; he might try to harass the party unless handled well
525 A traveler flees in panic from a manticore overhead. The manticore is hunting him, and if the party gives the traveler refuge, it will attack.
526 You encounter a black mire. A noxious fog fills the still air. There is a chance it’s the lair of a caustigus.
531 A member of the party becomes convinced they are lost - despite all signs otherwise. Another party member can try to convince them, but it will require some kind of psychology-type skill; alternatively, they can make an IQ-3 save to snap out of the paranoia themselves. While distracted by these thoughts they are at -2 on survival and perception checks. (Works best if the GM gives the player a note after “rolling” for each character: “The more you think about it, the more you are convinced that the party is going the wrong way. And no one else seems to notice, and they all seem convinced that there is nothing wrong.”).
532 Heat Stroke - Each party member has a chance to gain exhaustion from the overbearing heat and humidity. HT-2 save or lose 1 exhaustion. If critical failed, lose 2 exhaustion.
533 While moving through a river a few leeches attach themselves (Per-2 to notice them for each mile traveled; each failure results in 1hp damage).
534 Dense Fog - Reduce Vision to about 30’.
535 The unearthly howl of a monstrous beast echoes through the air; if party ignores it, they will be attacked
536 Plump white fruit hang from a tree overhead giving off a sweet and spicy aroma biting into it lets the thousands of tiny spiders free. Make a Fright-4 check (those with arachnophobia make the check at -10).
541 Weevils found in all foodstuffs. Everything edible you had has rotted; must hunt for food or begin starving.
542 If riding, a girth strap breaks; Riding-2 roll to avoid injury as you fall off the horse.
543 Member of party gets severe blisters; party is slowed down, -20% distance traveled.
544 Party has to move through mud/dense thicket/brambles/thick undergrowth; halve speed/distance
545 A cloud of stinging flies darkens the sky overhead.
546 Someone in party sprains an ankle when their foot turns under them.
551 Bad weather reduces your travel distance, +1 exhaustion
552 The bridge across a ravine/river is damaged and unusable until repaired
553 You lose the trail and get lost; an orienteering roll is required to get back on track, +2 exhaustion
554 Food supplies raided by pests; several days food lost
555 Old ruins found; Something nasty lives there and knows you’ve trespassed….
556 Dangerous animals attack
561 Sloping, rocky ground; roll DX or have foot slip on loose rock and risk sliding/falling
562 You trigger an alchemical trap. A pastille of Madness ignites (3 yd diameter area, 8’ high).
563 Dangerous plant life attack (possibly “escaped” Elven-designed species?) (Blood Tree, Man-Trap, Whipweed, Poisonpuffs, Gallows Tree, Greendread, Lynchlichen, Bloodvines, Devilbush, Dropweed, Drygrass, Herecine, Puffweed, Tangle Weeds.)
564 Tree or rocks fall, DX rolls required to get out of the area or risk being hit.
565 Party find itself in a Whipweed and Spikevine area, left over from an old, now gone Elven village.
566 Giant webs have been seen, covering nearly the entire area. Giant spiders are likely all around.   Bad
611 Entered an area surrounded by wildfire; must turn around and attempt to escape the fire
612 Tracked down by bounty hunters: you are mistaken for criminals and are apprehended; even if the bounty hunters are defeated, there is still an outstanding warrant for your arrest
613 You’ve accidentally stumbled into Elven defenses surrounding an abandoned settlement (basically, the forest is attacking you: animate plants, chemical defenses, etc)
614 Dangerous monsters attack
615 Extremely bad weather forces you to find shelter, stopping travel for 1-3 days.
616 Large group of brigands ambush you
621 A host of deadly Elven archers. Each of them is wearing layered cloth armor engraved with alien (Not Elvish) symbols. They are NOT friendly
622 The party begins traversing a bog only to realize it is actually a tar pit - ST check to extract themselves from the sticky stuff. Travel is at -20% distance.
623 Insect Swarms - Lose 10% movement if they are ignored; there is a chance each party member is infected with a disease (HT check; 1d days incubation time).
624 Large branch falls in the path ahead; DX roll to avoid being hit. If hit take Roll 1d cr damage.
625 A gang of savage Orc marauders. They have recently attacked a caravan of weapons merchants, and are well-armed and armored.
626 Fungal Spores - The party passes through a section of jungle that is beset by a fungal plague. HT-2 Save or -2 exhaustion; a critical fail will cause 1d damage. The area is littered with dead animals covered in the fungus.
631 Party ends up in the middle of a stampede
632 Stalking predators - The party is stalked by predators all day, these enemies seem far too powerful to fight and the party decides to travel through the night to lose them. Gain an extra +40% distance of movement, but all party members lose 4 exhaustion.
633 Party is caught between two warring tribes/groups; both sides consider the party to be allied with their enemies, thus the party is attacked by both groups from two different directions.
634 Party is attacked by a Bloodtree.
635 Crystalline fungus has started growing, releasing tiny crystals instead of spores. When these crystals attach to living creatures they sap the energy from and cover people all over until they fall into a coma.
636 A strange fungus has started propagating throughout the woods and their spores have had a myriad of effects on travellers and wildlife alike. Effects range from benign haziness to red-eyed rage or even loss of senses for weeks at a time.
641. Party stumbles into an area with some Whipweed.
642 Flash Flood- As the characters are crossing a streambed or valley a flash flood bursts upon the area. Characters must make a DX roll to get to a safe location. Those who fail the check are swept away in the flood and moved 20' per turn with the water. Each round they are in the flood characters take 1d-1 cr damage from debris in the water and must make a Swimming roll or risk drowning. Every ten turns characters in the flood can make a Swimming roll to extract themselves from the floodwaters.
643 Party is attacked by a pack of flickerbugs (1d-1, minimum 2).
644 Tree falls- DX roll or take Roll 3d cr damage.
645 You stumble upon a subterranean ravine/sinkhole. PER roll to see it before you risk falling, DX roll to not fall in. A jungle or forest hydra lives in it, and attacks.
646 Party is attacked by stun lizards (1d-3, minimum 1).
651 Someone in the party stumbles/trips on something (cobblestone, curb, tree root, whatever) and must make a HT-2 roll to avoid spraining their ankle. A critical failure on the roll means they broke a bone in their foot.
652 Hunter's Snare Trap - Per-3 roll to spot, if failed the leading party member is stuck.
653 Meteor- A sizable meteor (shard) falls in the jungle. The characters hear the approaching roar 3 seconds before impact. It strikes within 20' of the group and blasts a large (20') crater in the earth. All characters within 40' radius take Roll 2d6 imp damage from the flying debris.
654 Someone in the party is attacked by a giant centipede.
655 You come across an area of Poisonpuffs. Sense roll discover the poison gas in order to hold your breath, then you have to get out of the area before needing to breathe. Otherwise you start taking damage from the poison.
656 Someone steps on a Reek, which then attacks. See Fantasy Bestiary, page 58.
661 Hunter's Pit Trap - Per-3 roll to spot; if failed, leading party member falls in and takes 3d imp damage from spikes in the bottom.
662 Party is attacked by phorusrhacids (terror birds). 1d-1 birds, minimum 2.
663 You come across a Blood Tree. If this is during camping time, you have made your camp under one of them.
664 Tendrils from a Man-Trap plant have grabbed your ankle. It wants some dinner, and dinner is you.
665 An alchemical trap goes off, sending lit pastilles of the Death potion. There are three pastilles, sent out in an arc.
666 A recent fire consumed an area, and fire spirits now roam the ashes and burnt trees attacking all on sight. Even the surviving flora and fauna seem to be corrupted.

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