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Random Wilderness Features / Encounters / Events

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.

Overall (%) - For moving into Hex Remote Structure (%)


00-09 NPC (00-14) 00-09 Single House (if Road Hex - then 50% Outpost on Road instead)
10-19 Animal Herd (15-29) 00-09 Hermit
20-39 Wandering Monster Table (other PDF) (30-66) 10-29 Single Family
40-44 Lair (not on civilized hex) (00-04) 30-44 Commune - 3d2 Families
45-54 Remote Structure (05-33) 45-54 Druid
55-69 Ruined Stucture (34-70) 55-64 Herbalist
70-78 Past Event (67-81) 65-70 Witch
79-88 Current Event (82-96) 71-76 Werecreature
89 Lost Item (97) 77-81 Cultists 1d3 (NPC - Cultist)
90-97 Natural Structure (71-97) 82-91 Hunter
98-99 Remarkable Event or Feature (98-99) (98-99) 92-99 Bandit / Criminal
10-12 Small Castle (p8 + p12,14,15 GMM-WD)
(If Pre-Generating Map features only use these) 13-15 Large Castle (p10 + p12,14,15 GMM-WD)
- Remarkable Features only 00-29 16-19 Temple (GMM-UD p88,90)
(if moving over already explored hexes use these)
20-24 Travellers Respite Hut
- Remarkable Events only 30-99
(If Exploring a NEW Hex roll d% and use the numbers
25-39 Farm Stead and small farm fields (if Road Hex - then check:)
on the left, ie ALL entries are possible) 00-19 Farm Stead & Fields on Road
20-69 Hamlet on Road
70-99 Minor Village on Road
40-49 Stone Well - still in use - (GMM-DD p264) + 30% p266
Ruined Structure (%) !! 50-54 Tower
00-04 Dry Well - (GMM-DD p264) + 30% p266 00-19 Isolated Fighters Guild
05-09 Ancient Stone Pillars 20-29 Mage
10-14 Collasped and half walls 30-49 Small Watch Tower (Guards 10 & 1d4+6 mounts)
15-19 Scattered stone blocks 50-89 Religious Commune (NPCs - Acolytes/Priest)
20-24 Fallen Statues (1d4) (See Remote Structre (60-62) ) 90-99 Isolated Library (Researchers 3d2)
25-34 Small Ruins (GMM-WD p16, 20) + (30% Haunt p22) ? 55-59 Shallow Grave with makeshift tombstone (GMM-UD p34) !
35-43 Ruined Building (GMM-UD p62, 64) 60-62 Stone Statue to a (50%) God or (50%) Other + Dressing (GMM-DD p233) !
44-49 Abandoned Mine ? 00-59 Personality (GMM-DD p231)
50-54 Ruined Small House (25% Cellar) 60-99 Beasts / Monsters (GMM-DD p232)
55-59 Ruined Small Tower (50% Dungeon) ? 63-65 Old tall - thick wooden pole inscribed with:
60-64 Ruined Small Keep (75% Dungeon) ? 00-24 picture glyphs
65-69 Ruined Stone Walls & Stairs into Small Dungeon ? 25-49 feathers
70-74 Abandonded & dusty cottage. Belongings still there ? 50-74 small animal skulls
75-78 1d3 Massive (30’ high) statues - still standing - Ancient 75-99 tattered weathered woven scarves
(See Remote Structure (60-62) ) 66-78 Inn / Road House (If no Road - ignore and re-roll)
79-95 Large Ruins (GMM-WD p18, 20) + (30% Haunt p22) ? 79-82 Working Mine (25% each: Humans, Goblins, Dwarves, Kobolds) ?
96-99 Ancient Mausoleum (GMM-UD p35): 00-59 Copper
00-19 Empty 60-89 Silver
20-89 Dead Body - random item (50%) 90-97 Gold
90-99 Undead - random magical item (30%) 98-99 Diamond
83-86 Stone Altar (GMM-DD p20,22) + 10% Trap (p24) !
87-90 Stone Dias with Pillars !
91-95 Outlaw / Criminal Camp (Tents)
96-99 Bandit Camp (Tents)

Visible From Road (Perception DC)


Distance Human Size Low Structure (~25’) High Structure (>50’) Large Structure (>100’) Massive Structure (>200’)
3 No No 20 15 10
2.5 No 25 15 10 Yes
2 25 20 10 Yes Yes
1.5 20 15 Yes Yes Yes
1 15 10 Yes Yes Yes
.5 10 Yes Yes Yes Yes
(Miles)

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)

Past Event (%) ! NPC (%)


00-04 Dead Body (1d2) - (GMM-DD p62) 00-09 Travelling Merchant Wagon - 50% that 1d2 Guards present *
00-09 Fresh - Today 10-15 Hunting Party - 1d4
10-49 Within Last week 16-18 Druid
50-79 Within Last few months 19-21 Explorers - 1d3 (50% on mounts)
80-99 Very old 22-27 Adventurers - 3d2 (80% on mounts)
-------- 28-33 Bard (80% on mount)
00-19 Corpse of Monster (GMM-DD p64) 34-44 Goods Wagons train - Guards 3d2 *
20-89 Corpse of Humanoid (GMM-DD p65) 45-49 Pilgrams - 1d3 - Can offer Healing (NPC - Acolyte)
90-99 Corpse of Adventurer (GMM-DD p66) 50-53 Suspicious Character (50% on mount)
05-16 Large pool of blood 54-56 Unconscious Character tied up (victim of previous bandits)
17-36 Dead animal 00-09 Adventurer (GMM-DD p38)
37-46 Area of fire / destruction ! 10-49 Merchant (GMM-DD p40)
47-51 Signs of ground being dug up and old sacks laying around ! 50-89 Commoner
52-56 Altar (GMM-DD p20,22) + 10% Trap (p24) - bloody body *** 90-99 Evil Humanoid (GMM-DD p42)
57-71 Campsite with a smoldering fire. A few hours old ! 57-58 Seated Wizard, reading book, mysterious (NPC - Mage)
72-81 Scene of recent skirmish - dead humans / humainoids &monsters ! 59-63 Travelling gypsies on a Wagon (4d2)
82-86 Smoldering & smoking remains - large funerial pyre - burnt body 64-66 Lost Caravan Guard (caravan got attacked - now seperated)
87-91 Dead adventurer - in gear - arrows sticking out of him !! 67-70 Shunned one in dirty rags
92-93 Dead Body hanging (noose) from tree branch (see 00-04) 00-29 Diseased - skin sores
94-95 Burnt Arcane symbols on tree / boulder 30-59 Lunatic - shouting random sentences
00-32 Invoking a evil god or summoning 60-99 Beggar - asks for any coin or food
33-65 Invoking a good god or summoning 71-76 Barbarian (NPC - Berserker)
66-99 Protective Ward - no longer active 77-84 Ranger
96-97 Large Giant Skull ! 85-86 Naked man laying on ground. Unconfused. Scratches. (Werewolf )
98-99 Wandering Riding Horse (saddle) - looks injured and tired 87-88 Naked Woman swiming in water #
89 Naked Woman swming in water # (Succubus)
90-99 Mounted Watch Patrol (2d3):
00-49 General Patrol
50-74 Looking for escaped prisoner
75-99 Looking for Monsters / bandits in area
Current Event (%) Lost Item (%) (80% rusted / tarnished tatterred)
00-03 Fire covering 1d6 (50% yards or 50% miles) $ 00-01 Random Weapon
00-09 Animals attacking woman & child 02-23 Clothing - Robe / Shirt / Pants / Boot / Glove
00-19 Wolf (1d2) 24-38 Coins (1d4) (Random Type)
20-39 Black Bear (1d2) 39-68 Random Utensil (Fork / Knife / Cup)
40-59 Boar (1d2) 69 Jewellry (Random)
60-74 Brown Bear (1d2) 70-79 Storage - Backpack, sack, pouch
75-84 Dire Wolf (1d2) 80-94 Random Trinket
85-89 Lion (1d2) 95-99 Diary - Leather bound - Trival entries
90-94 Panther (1d2)
95-99 Tiger (1d2)
10-19 Robbers attacking travellers (1d2)
00-49 Bandits (1d2+1)
50-99 Thugs (2d2)
20-29 Monsters attacking travellers Animal Herd (%) @
00-19 Goblins (1d2+1) 00-08 Wolves (4d4)
20-39 Kobolds (1d2+2) 09-18 Boars (3d4)
40-54 Orcs (1d2) 19-23 Axe Beaks (3d4)
55-59 Axe Beak (1d2) 24-43 Deers (5d4)
60-69 Bugbear (1d2) 44-58 Wild Horses (4d4)
70-73 Cockatrice (1d2) 59-78 Elk (5d4)
74-83 Gnoll (1d2+1) 79-88 Hyena (5d3)
84-93 Hobgoblin (1d2+1) 89-98 Jackal (5d3)
94-98 Ogre (1) 99 Elephants (4d3)
99 Troll (1)
30-39 Animal munching on dead body
00-29 Wolf 00-39 Animal @@
30-54 Black Bear 40-59 Goblin
55-74 Brown Bear 60-79 Kobold
75-84 Dire Wolf 80-89 Human
85-89 Lion 90-99 Adventurer
90-94 Panther
95-99 Tiger
40-74 Minor Event:
Grasslands - Plains (GMM-WD p110) if on Road 20% Random Encounter instead (GMM-WD p114) or Wandering Monster Table
Low Scrub - Borderlands (GMM-WD p56) if on Road 20% Random Encounter instead (GMM-WD p60) or Wandering Monster Table
Light Trees - Forests & Woodlands (GMM-WD p74) if on Road 20% Random Encounter instead (GMM-WD p82) or Wandering Monster Table
Heavy Trees - Forests (Primal) (GMM-WD p84) if on Road 20% Random Encounter instead (GMM-WD p91) or Wandering Monster Table
Marsh - Swamps (GMM-WD p116)
Desert - Desert (GMM-WD p62)
Farmlands - Farmlands (GMM-WD p68) if on Road 20% Random Encounter instead (GMM-WD p72) or Wandering Monster Table
Barren Rock - Mountains (GMM-WD p104) if on Road 20% Random Encounter instead (GMM-WD p108) or Wandering Monster Table
Hills?? - Hills (GMM-WD p98) if on Road 20% Random Encounter instead (GMM-WD p102) or Wandering Monster Table
River or Sea or Large Lake (vessel) - Sea Voyages (GMM-WD p 135) or 20% Omen (GMM-WD p134) or Wandering Monster Table
Coast - Coast (GMM-WD p124)
Snow - Frozen Lands (GMM-WD p92)
75-79 Flying Monster Overhead - dead body in mouth
00-14 Chimera 00-79 Animal @@
15-29 Wyvern 80-99 Humaniod
30-44 Giant Eagle
45-59 Griffin
60-64 Hippogriff
65-84 Giant Vulture
85-89 Manticore
90-99 Young Green Dragon
80-84 Mage Duel - two Spell Casters attacking each other
85-89 Naked female tied on altar (GMM-DD p20,22). Several Cultists around (1d3+4)
90-98 Prisoner being chased by several Guards (1d2+2)
99 Thugs (1d3+2) digging up stolen treasure (sacks in ground)
00-49 CP (2d100*10) 00-49 1d6 Gems (10gp) 00-94 Trinkets (1d4)
50-79 SP (6d100) 50-79 1d4 Gems (50gp) 95-99 Magic Item
80-94 GP (2d100) 80-94 1d3 Gems (100gp)
95-99 PP (3d20) 95-99 1d2 Gems (250gp)

! Possible chance of random item / coins / gems being present (10%)


!! Possible chance of random item / coins / gems being present (20%) and/or Monsters or Bandits
* Only possible if on road - otherwise re-roll
** Stops glowing & functioning after the first touch. Takes 1 year to start up again.
*** Not likely near a road, if so, the altar is a temporary one made out of logs of wood and small piled stones
^ Only possible if Light Trees or Heavy Trees
^^ If Desert, treat as an Oasis
# If no River or Lake, then a very small water pond is present
## Temporary effect only - will only last that day
@ Seen at distance on horizon
@@ Animals include - Baboon, Baor, Deer, Horse, Elk, Goat, Mule, Giant Snake
? Possible Mini Adventure
?? Hills - area that has elevation that the total expands over at least two levels & has no Trees
$ If fire not reasonable, ie raining or no vegitation, then ignore this result and re-roll. If fire is present, the fire is observed from a far distance,
ie see smoke first.
Lair (%)
From Civilized Hex (Settlement & Main Road)
1 Hex 2 Hexes 3 Hexes 4+ Hexes Type
00-99 00-79 00-74 00-64 Common
- 80-99 75-98 65-94 Un-common
- - 99 95-99 Legendary

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 Books (Available from Raging Swan Press):


GMM-WD = GMs Miscellany - Wilderness Dressing Book
GMM-UD = GMs Miscellany - Urban Dressing
GMM-DD = GMs Miscellany - Dungeon Dressing

Seperate Wandering Monster Table PDF (Based on Terrain Type and Average Party Level)

Ivan Cannon

elfshadow@iinet.net.au
http://www.reddit.com/user/ElfShadow/
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