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These charts are used to generate Random Encounters/Features both Prior to the game session, to populate an area, or during a game session.
Pre-Gen: 1d6 per hex (1-2 Indicates something of note) - Random Area 1d6 (1:North, 2:South, 3:West, 4:East or 5-6:Center)
Post-Gen (In Game): 1d12 per hex travelled or per time period* (1-2 indicates players come across something of note)
(If entering an already explored Hex with a feature present then 1 = Encounter Previous Feature**, otherwise roll a New Encounter)
(A New Encounter on a Road, if Wandering Monster Table is rolled, re-roll and must accept new result, including Wandering Monster Table, ie
this represents that it is generally safer to travel by road to avoid Wandering Monsters. The roads do have other threats though.)
* Check once each short rest, check once every 4 of hours long rest, check once every 4 hours of exploring underground or as deemed by the DM.
** If possible, eg if the party are following a road and the previous feature is not near the road then it’s not possible, so roll a New Encounter.
Adventurers (%)
00-29 Human 00-14 Fighter 00-19 LG 00 Lvl 1 Fighters & Adventurers
30-44 Dwarf 15-29 Ranger 20-49 NG 01-04 Lvl 2 Hooks & Opportunites (GMM-WD p52)
45-59 Elf 30-39 Cleric 50-79 CG 05-14 Lvl 3
60-64 Half-Elf 40-49 Rogue 80-84 N 15-34 Lvl 4 Bards
65-79 Halfling 50-59 Wizard 85-89 LE 35-64 Lvl 5 Hooks & Opportunites (GMM-WD p50)
80-84 Gnome 60-64 Bard 90-94 NE 65-84 Lvl 6
85-89 Half-Orc 65-69 Monk 95-99 CE 85-94 Lvl 7
90-94 Dragonborn 70-74 Sorcerer 95-98 Lvl 8
Bandits
Hooks & Opportunites (GMM-WD p46)
95-99 Tiefling 75-79 Warlock 99 Lvl 9
80-89 Barbarian
90-94 Paladin Merchants
95-99 Druid Hooks & Opportunites (GMM-WD p48)
Remarkable Event or Feature (%) Natural Structure (%)
00-04 Stone Well with Arcane Ruins (water gives Effect) 00-09 Cave into ground - with small number of caverns
00-59 Feather Fall 00-09 Empty
60-89 Detect Magic 10-59 Small Cave (GMM-WD p24, 26) + (30% Feature p28)
90-99 Jump 60-69 Animals
05-09 Stone Well with Symbol of Good God (water gives Effect) 70-79 Bandits
00-59 Cure Wounds 80-89 Monsters
60-89 Bless 90-97 Old straw bed & tattered blanket / clothes
90-99 Protection from Evil 98-99 Locked Chest -(GMM-DD p50,52) - 50% traped (GMM-DD p54)
10-14 Stone Well with Symbol of Evil God (water gives effect) 00-49 No Coins 00-49 No Jewellery 00-49 No Item
00-59 Detect Poison and Disease 50-79 CP (3d6 *100) 50-79 1d6 Gems (10gp) 50-94 Trinket
60-89 Bane 80-94 SP (2d10 *100) 80-94 1d4 Gems (50gp) 95-99 Magic Item
90-99 Protection from Good 95-99 GP (1d100) 95-99 1d3 Gems (100gp)
15-19 Ancient Glowing Stone Pillar - glyphs - if touched ** 10 Dug Mound - buried Sack with Random Magic Item
00-02 Changes Sex 11-12 Glowing fungus found - worth 50gp to a Herbalist
03-22 Blessing - Gain Inspiration 13-15 Animal Graveyard - lots of bones of many large animals
23-27 Ages 4d4 years older 16-19 Animal nest (either in tree / bush) - 1d4 large rare eggs 20gp each
28-42 Arcane Blast - Take 2d5 Damage 20-23 Pond, Large ^^
43-57 Heals - Fully Heals and Gain 1d8 Temporary HP 24-27 Fruit, Large amount (provide enough for 1d3 provisions)
58-62 Ages 1d4 years younger 00-32 Berries
63-72 Gates in Random Creature 33-65 Apples
73-82 Random Ability Score Increase +1 for 1d6 days 66-99 Pears
83-92 Random Ability Score Decrease -1 for 1d4 days 27-29 Wild Flowers
92-93 Changed Alignment 30-34 One large ancient tree surrounded by 12 smaller trees in a circle !
94-99 Random Magical Item appears 35-39 Lake, Small ^^
20-24 Ancient black tree with twisted branches, red liquid oozes: 40-43 Bad smell - sulphur
00-39 Poison 44-48 Large scattered boulders and rocky outcrops
40-59 Healing Liquid (as Cure Wounds) 49-54 Spring, drinkable water !
60-79 Strength Liquid 55-59 Hot Spring (non-drinkable)
80-99 Mind Affecting Drug (as Strong Alcohol) 60-94 Dressing:
25-29 Moonwell (1d8+Wis Mod) Heals or Poisons if person has Grasslands - Plains (GMM-WD p112)
threatened nature. If full moon (either) also Lesser Restoration Low Scrub - Borderlands (GMM-WD p58)
30-34 Earth quake - small crack opens in ground Light Trees - Forests & Woodlands (GMM-WD p78)
35-39 Meter Strike @ Heavy Trees - Forests (Primal) (GMM-WD p88)
40-69 Arcane Diffusement - Off Pitch Hum ## Marsh - Swamps (GMM-WD p118)
(20% Spell Failure. Can not Use Higher Spell Slots) Desert - Desert (GMM-WD p64)
70-99 Arcane Enrichment - Low Pitch Hum ## Farmlands - Farmlands (GMM-WD p70)
(Spell DCs +5. Spells treated as Spell Slot +1) Barren Rock - Mountains (GMM-WD p106)
Hills?? - Hills (GMM-WD p100)
Coast - Coast (GMM-WD p 128)
Snow - Frozen Lands (GMM-WD p94)
95-99 Ancient Massive Crater (1d3 * 100’ feet across)
Common (%)
From Civilized Hex
1 Hex 2+ Hexes Creature Number Terrain Feature
00-11 00-13 Bugbear 1d4 * 10 Forrests / Hills / Mountains Caves / Abandoned Dungeons
12-22 14-27 Gnolls 2d4 * 10 Any (Not Snows / Marshes) Caves / Abandoned Dungeons, Ruins
23-41 28-41 Goblins 5d3 * 10 Forrests / Hills / Mountains Caves / Abandoned Dungeons, Ruins
42-59 42-56 Hobgoblins 2d4 * 10 Any (Not Marshes, Deserts) Caves / Abandoned Dungeons, Ruins / Constructed Buildings
60-77 57-70 Kobolds 3d4 * 10 Forrests / Hills / Mountains Caves / Abandoned Dungeons / Constructed Tunnels
78-87 71-84 Lizardfolk 2d4 * 10 Marshes/Coastal/Lakes Constructed Buildings (Huts)
88-99 85-99 Orcs 2d4 * 10 Any (Not Marshes, Deserts) Caves / Abandoned Dungeons, Ruins / Defeated Villages
Un-Common (%)
From Civilized Hex
2 Hexes 3+ Hexes Creature Number Terrain Feature
00-49 00-29 Ankheg 1d2 * 10 Hills / Mountains Caves / Constructed Tunnels
50-74 30-39 Merfolk 3d4 * 10 Ocean (min 3 hexes from land) Undersea City
40-64 Roc 1 Mountains (min 3 hexes from civilized) Caves
75-99 65-89 Troll 1 Forrests / Hills / Mountains Caves
90-99 Yuan-Ti 2d2 * 10 Marsh / Jungles (min 3 hexes from civilized) City
Legendary (%)
From Civilized Hex
3 Hexes 4+ Hexes Creature Number Terrain Feature Regional
00 Aboleth 1 Deep Ocean or Deep Lake (min 4 hexes from land) Deep Cave with water 1 mile
00-19 01-05 Beholder 1 Any Abandoned Temples / Ruins 1 mile
(10% Death Tyrant) Dungeon / Caves
20-39 06-08 Demi-Lich 1 Any Dungeon / Temple / Ruins Within Lair
Dragon (min 4 hexes)
09-15 Black 1 Marsh / Jungle / Forrests (Heavy) Large Ruins 6 miles
16-21 Blue 1 Barren / Mountain Ruins / Caves 6 miles
22-27 Green 1 Forrests (Heavy) / Marsh / Jungle / Snow Caves (esp near water) 1 mile
28-34 Red 1 Mountain Deep caves (esp near lava) 6 miles
35-42 White 1 Snow Caves 6 miles
43-49 Brass 1 Any Large Ruins / Open Caves 6 miles
50-56 Bronze 1 Coastal Caves 6 miles
57-64 Copper 1 Hills / Mountains Caves 6 miles
65-70 Gold 1 Rivers / Lakes / any near water Caves 6 miles
71-76 Silver 1 Mountains Caves / Ruins / Mines 6 miles
77-79 Kraken 1 Deep Ocean (min 4 hexes) Cave 6 miles
80 Lich 1 Any (min 4 hexes) Ruins / Towers / Tombs / Temple -
40-59 81-85 Mummy Lord 1 Any (not Snow, Jungle, or Marsh) Ancient Temple or Tomb Within Lair
60-79 86-94 Unicorn 1 Forrests Ruins / Clearings Within Lair
80-99 95-99 Vampire 1 Any Castle / Forts / Manor 1 mile
Seperate Wandering Monster Table PDF (Based on Terrain Type and Average Party Level)
Ivan Cannon
elfshadow@iinet.net.au
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