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Tr aveling Events - Side Tables

Roll 1d100 on the main table to generate an event for your overland traveling fantasy roleplaying campaign.
For random Persons, Flora, Fauna, Vermin, Injuries and Conditions, roll 1d20 on the corresponding tables below.
Re-roll unwanted results.

Persons Flor a Fauna


1. Hunter / Fisher 1. Edible Herbs 1. Bat
2. Trapper / Poacher 2. Edible Plants 2. Beaver / Badger
3. Recluse / Hermit 3. Edible Berries / Nuts 3. Eagle / Hawk / Owl
4. Researcher / Geologist 4. Edible Fruits / Vegetables 4. Duck / Swan / Loon
5. Witch / Warlock 5. Edible Mushrooms 5. Goose / Heron / Pheasant
6. Peasant / Farmer 6. Edible Flowers 6. Bear
7. Berry Picker / Herb Collector 7. Non-Edible Herbs 7. Bison
8. Woodcutter 8. Non-Edible Plants 8. Cat / Lynx / Bobcat
9. Animal Trainer 9. Non-Edible Berries / Nuts 9. Deer / Reindeer
10. Druid / Shaman 10. Non-Edible Fruits / Vegetables 10. Fox
11. Traveler / Wanderer 11. Non-Edible Mushrooms 11. Frog / Toad
12. Traveling Merchant 12. Non-Edible Flowers 12. Hare / Rabbit
13. Adventurer / Explorer 13. Unknown Herbs 13. Horse
14. Barbarian / Nomad 14. Unknown Plants 14. Ibex
15. Bandit / Thief 15. Unknown Berries / Nuts 15. Jackal
16. Leper 16. Unknown Fruits / Vegetables 16. Mole
17. Camper / Hiker 17. Unknown Mushrooms 17. Moose
18. Criminal 18. Unknown Flowers 18. Wild Boar
19. Madman 19. Moss 19. Wolf
20. Pilgrim 20. Tree / Bush 20. Wolverine

Vermin Injuries Conditions


1. Ant 1. Severe Blisters 1. Fever
2. Centipede 2. Sunburn / Heat Stroke 2. Headache
3. Cockroach 3. Frostbite / Hypothermia 3. Infection
4. Earwig 4. Ankle / Leg Sprain 4. Allergy
5. Grasshopper 5. Muscle Strain 5. Nausea / Vomiting
6. Huntsman Spider 6. Muscle Cramp 6. Inflammation
7. Louse 7. Cut / Laceration 7. Weakness
8. Leech 8. Scrape / Scratch 8. Dizziness / Confusion
9. Parasite 9. Knee Injury / Sprain 9. Fainting
10. Fly 10. Muscle Swelling / Inflammation 10. Exhaustion / Fatigue
11. Mosquito 11. Blunt Force Trauma 11. Mental Exhaustion
12. Rat 12. Concussion 12. Shortness of Breath
13. Scorpion 13. Puncture / Stab Wound 13. Bellyache
14. Locust 14. Flayed Skin / Chafing 14. Food Poisoning
15. Web Weaver Spider 15. Burns 15. Insomnia
16. Snake 16. Dislocated Joint 16. Dehydration / Malnutrition
17. Termite 17. Bone Fracture 17. Rashes
18. Tick 18. Bleeding 18. Heartburn
19. Wasp 19. Dental Injury 19. Side Stitch
20. Hornet 20. Internal Bleeding 20. Pneumonia
Tr aveling Events - Main Table
1. Become lost and spend 1d20 hours / days searching for 26. Suffer [Condition] that makes it impossible to continue
a suitable landmark to use as navigation reference for the day / 1d20 hours
2. Accidentally took a detour / more dangerous path 27. A slight [Condition] causes an accident which causes [Injury]
3. Forced to backtrack or take higher risk due to difficult 28. Encounter a [Person] who has [Condition] / [Injury] and
/ impassable terrain (Quicksand / Overgrowth / Mire / needs help – a potential friend / ally
Rift / Cliff Wall) 29. The group is stalked by a hungry predator / monster
4. Find a large quantity of exceptional [Flora] 30. A neglected / previous wound gets infected
5. Find common [Flora] 31. Discover a heavily wooded area that makes for a perfect
6. Find valuable [Flora] used in medicinal brew / salve spot for an ambush or hiding place
(Drugs / Nutrition / Healing / Pain Relief / Calming) 32. Discover a good look-out spot which reveals [Flora] /
7. Find rare [Flora] in an inconvenient location that [Fauna] / landmark / view / enemy / monster / camp
requires climbing / swimming / jumping / monkey bar 33. Discover an awe inspiring view (Valley / Foothills /
climbing / crawling / diving Ravine / Waterfall / Forest / Mountain)
8. Spot wildlife / [Fauna] / monster 34. A river crossing requires locating a ford and overcoming
9. Find a quicker alternative route that requires climbing / the strong current – weak characters or loose gear may
crawling / swimming / balancing / jumping be swept away with the water
10. The route ahead requires climbing / crawling / 35. Encounter a [Person] (Friendly / Hostile / Deceiving)
swimming / balancing / jumping 36. Encounter a lonely / suicidal / depressed / lost [Person]
11. Discover recent / old tracks / droppings of wildlife / 37. Find a hidden cave / burrow / lair / pit / tunnel –
[Fauna] / monster entrance may require crawling / climbing / squeezing
12. Hear the call of rare wildlife / [Fauna] / monster 38. An accident occurs where the mount / packing animal
13. Cargo from the cart / backpack / saddle bag is lost requires animal handling, healing and care
(Stolen / Fallen Off) 39. An accident occures where the wagon / cart suffers
14. Witness a crime (Poaching / Woodcutting / Murder / damage and requires repairs / new wheel(s)
Assault / Thieving) 40. The group suffers wavering morale (Low Inspiration /
15. Find an old camping site left behind by a [Person] Motivation / Doubt / Distrust / Exhaustion / Lack of Sleep)
16. Experience a natural phenomenon (Rainbow / Aurora / 41. Discover a lake with a secret (Treasure / Creature /
Lightning / Hurricane) – is it a sign from above? Does it Monster / Entity / Legend / Myth / Magic)
imply some magical significance? 42. A collapsed bridge / causeway requires wading /
17. A remote sanctuary (Sect / Cult / Brotherhood / swimming / balancing / jumping
Religion) offers refreshments and a place to rest 43. Walk into a crude man-made trap (Pit / Spike / Net /
18. Get stung / bitten by a venomous insect / parasite / Trip Wire / Poison Needle)
snake / spider / scorpion 44. A fresh water brook provides refreshment and a place
19. Discover a hermit's hut where he / she brews potions / to rest – is it safe though?
skins animals / communes with gods / meditates / lives 45. Loud wildlife / birds make it impossible to sleep during
20. Someone in the group becomes ill and requires a several nights in a row – lack of sleep causes exhaustion
medicine man / healer / apothecary 46. The path requires crossing a river where unprotected
21. Find a lost item (Weapon / Tool / Equipment / Saddle / gear becomes submerged – potentially ruining scrolls,
Wagon / Cart / Wheel / Flask / Jewelry) maps, bread, etc
22. Accidentally drop an item (Weapon / Equipment) down 47. The path requires crossing a deep, muddy swamp area
a cliff / river / canyon / ravine / lava river with [Vermin], leeches and other pests
23. Encounter a [Person] who offers to act as guide for a fee 48. The path requires crossing a dangerous river (Rapids /
24. Discover the aftermath of a battle (Armor Scraps / Quicksand / Lava / Tar / Toxic / Boiling Water)
Broken Weapons / Broken Wagon / Bones) 49. The path requires crossing a perilous rope bridge / log /
25. Suffer material damage (Clothes / Equipment / Cart / plank / causeway
Wagon / Gear / Bags / Weapons / Armor / Accessory)
50. Discover a volcano / fissure (Active / Dormant) – the 76. Discover an abandoned village / ghost town / fortress /
volcanic ash / lava makes travel extremely dangerous, tower / palace / castle / mill / stables / shed
hot and exhausting 77. Encounter a tribe of uncivilized humans / cannibals /
51. Discover abnormally large nests for [Vermin] nomads / druids / shamans / barbarians
52. A mistaken identity – the next guard post will believe 78. Experience hallucinations / optical illusions / auditory illusions
that someone in the group is a wanted criminal 79. Road signs are sabotaged / misleading leading the
53. Experience a natural disaster (Landslide / Avalanche group astray / in the wrong direction
/ Flash Flood / Wildfire / Earthquake / Flooding / 80. Someone becomes separated from the traveling group
Hurricane / Thunderstorm) 81. Suffer mental distress (Anxiety / Stress / Paranoia /
54. Discover a new species (Wildlife / Monster / Insect / Panic Attack / Fear / Frustration / Depression)
[Fauna] / [Vermin] / Bird) 82. Discover a site / landmark with historical / mythological
55. Difficult terrain necessitates higher food / energy intake / religious / cultural significance
– rations and provisions will deplete faster 83. An unlucky member of the group has forgotten to pack
56. Climate necessitates higher water consumption – sufficient resource (Food / Drink / Tool / Extra Clothing)
rations and provisions will deplete faster 84. A strong gust of wind carries away tent / blanket / tarp
57. Difficult terrain causes [Injury] (Sharp Rocks / Brambles / cloak / hat
/ Thorns / Steep Angle / Loose Rocks) 85. Accidentally disturb an insect hive / animal nest /
58. Experience solar eclipse / lunar eclipse / star alignment [Vermin] nest / monster lair
/ shooting stars / meteor fall 86. Camping site attracts [Vermin] / [Fauna] / monsters /
59. The local population shuns the group – they will not enemies / humans
offer hospitality to strangers 87. Suffer poisoning by accidentally touching plant / tree /
60. Discover a beautiful location that inspires song / poetry cactus / animal
/ writing / spiritual insight / peace of mind 88. An unattended camp fire / torch spreads fire to nearby
61. Discover an abandoned building (Ruin / Fountain / dry materials
Shrine / Memorial Site / House / Hut / Tent) 89. Discover a hidden ancient stone portal engraved with
62. Discover a grave site (Forgotten / Hidden / Cursed / mystical runes (Teleportation / One-way Dimensional
Primitive / Royal / Ancient) Gate / Summoning Gate)
63. Encounter a dangerous beast / monster feeding on prey 90. Slip / trip / fall in an inconvenient circumstance /
64. Encounter the king’s men looking for a [Person] – there location suffering [Injury]
might be a reward for capturing the person 91. Discover a bottomless pit / abyss / rift / sinkhole / well
65. Spot a mysterious guiding light / will-o’-wisp – it leads 92. Become sickened from drinking unsafe water
to a shortcut / deep swamp 93. Suffer altitude sickness (Headache / Vomiting /
66. Find a valuable item (Gem / Medallion / Necklace / Tiredness / Confusion / Trouble Sleeping / Dizziness)
Earring / Gold) – the owner might want it back 94. Discover a lost backpack / bag / pouch / purse
67. Discover a hidden grove / waterfall / meadow / glade 95. Suffer vertigo on a sheer cliff side path (Fainting /
68. Unprotected food supplies become spoiled by insects / [Vermin] Vomiting / Sweating / Pulled to One Direction / Nausea)
69. There is danger in the area (Falling Rocks / Falling 96. Discover remnants from witchcraft / shaman /
Boulders / Falling Ice / Falling Trees / Falling Branches) necromancer / demonologist ritual with skeletal
70. Attacked by blood sucking leeches / ticks / mosquitoes / bats remains / burnt candles / strange carvings
71. Pollen fills the air (Poisonous / Hallucinogenic / Allergy 97. Discover remnants of forgotten civilization (Temple /
Inducing / Sleep Inducing) City / Shrine / Tomb / Altar) – is it haunted or inhabited
72. Discover a large ancient stone labyrinth – what might be by someone / something? Does it have magic powers?
found in the middle? 98. A [Person] drawn to the sight of the camp fire
73. Encounter a [Person] left for dead (Explorer / Religious approaches the camp at night
Defector / Escaped Prisoner / Pilgrim / Criminal) 99. Find a [Person] that has been missing from the nearest
74. Encounter a dead [Person] / [Fauna] (Killed / Executed / village (Dead / Alive)
Sacrificed / Tortured / Maimed) 100. Find a piece of lost clothing (Coat / Boots / Hat /
75. Discover a natural spring of healthy mineral water Breeches / Gloves / Scarf / Ribbon)

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Tr avel Events - Optional Tables
Roll 1d20 on these optional tables for specific details or inspiration.

Wilderness Features Location Names Road Names


1. Valley / Canyon 1. The Woods of Eternal Silence 1. The Arrow Pass
2. Gulch / Ravine 2. The Forbidden Forest 2. King's Pick
3. Mountain Ridge 3. Jackal's Rift 3. Miller's Path
4. River / Brook / Stream 4. Hermit's Rock 4. North Bird Trail
5. Grove / Field 5. Devil's Tongue 5. Lake Walk
6. Heathlands 6. Sanguine Abyss 6. Fox Track
7. Meadowlands 7. Snake-blood Mountain 7. The River Rock
8. Waterfall 8. The Devil's Bog 8. Lucky Path
9. Steep Slope 9. Moon-mist Basin 9. Ten Pinecones
10. Cliffside 10. The Titan's Summit 10. Hermit's Road
11. Hanging Rock 11. Black Rift 11. The Long One
12. Labyrinthine Rock Formations 12. The Marble Steppes 12. Moonlit Path
13. Lakeside 13. Troll's Castle 13. Whispering Way
14. Lava Flow 14. The Man-Tree 14. Goldfire Crossing
15. Volcanic Desert 15. Rivers of Crystals 15. Rider's Trail
16. Plateaus 16. The Dirty Stream 16. Bear's Back
17. Sand Dunes 17. Thinker's Throne 17. Mile's Mile
18. Wetlands 18. Meteor Rift 18. The Red Crest
19. Caves / Ice Caves 19. Angel's Breath 19. Weasel's Way
20. Craters 20. Guilt's Hill 20. Devil's Run

Village Names Weather Conditions Road Side Encounters


1. Fairfort 1. Rain 1. Farmer with Wagon
2. Millhem 2. Heavy Rainfall 2. Lovers
3. Roset 3. Snow 3. Apprentice
4. Bircher 4. Blizzard 4. Hunter / Forester with Packhorse
5. Bogslake 5. Hail 5. Children
6. Sandlake 6. Large Hail 6. Accoucheur / Accoucheus
7. Overburg 7. Sandstorm 7. Domesticated Animal
8. Bellham 8. Thick Mist 8. Dairymaid
9. Queenslet 9. Temperature Change (Cold / Hot) 9. Merchant with Trade Cargo
10. Mist Holme 10. Extreme Temperature (Cold / Hot) 10. Dung Carter
11. Hawk-Bee 11. Change in Humidity 11. Shepherd
12. Ormewich 12. Earthquake 12. Landlord
13. Piertin 13. Erupting Volcano 13. Beekeeper
14. Solhem 14. Erupting Geyser 14. Bandits
15. Thornbury 15. Dust Devils 15. Pilgrims
16. Warwich 16. Frost 16. Monks / Nuns
17. Greenwall 17. Thunderstorm 17. Herald
18. Last Thorp 18. Cold Wave 18. Prison Transport
19. Edsglade 19. Heat Wave 19. Military Unit
20. Wittsdale 20. Drought 20. Noble Carriage

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