During Long Rest Watches Roll Chart
1 - a restless night. One PC does not gain any benefits from the long rest.
2 - PC on watch starts to nod off - Roll CON to stay awake.
3 - a large rodent wanders through the camp it seems to be begging for food.
4 - one PC starts talking in their sleep about "all that blood".
5 - PC hears an owl hooting, however cannot spot its den nearby.
6 - A ghost appears and asks PC for a favour - to find locket and take it to their daughter.
7 - PC gets really hungry - tomorrow's rations are looking delicious.
8 - PC gets wrapped up in own thoughts, reflecting upon decisions made in their past.
9 - PC hear a couple chatting and laughing as they walk by in the night - werewolves or Vampires.
10 - PC spot some glowing mushrooms just outside of camp.
11 - A fire starts nearby - PC can see an orange glow to the sky and embers permeating into the sky.
12 - Raccoons come in and eat all the rations. They also poo in PC's favourite spare set of clothes.
13 - PC gets stung by 1d4 creature ... for 1 damage.
1 = scorpion, 2 = wasp, 3 = mosquito, 4 = lice
14 - camped out on a sink hole. Roll a d20 - On a 15 or below, the sinkhole gives way. The sinkhole could lead to an abandoned mine or other facility. Could also be a simple hole.
15 - PC smells something cooking - a nearby goblin camp and they are roasting a pig on a spit. They do not notice the player unless they are particularly careless.
16 - particularly cold night - there is an elderly Faerie Dragon sleeping wrapped up in the corner of a tent in order to stay warm and dry.
17 - A thrush (bird) shows up at the camp and refuses to leave.
18 - PC slept on a root - have a tender spot or sore back for 1d4 hours - distracted during watch.
19 - Spider crawled into PC's boot. Do a perception check before putting boots on unless they knock the boots out first.
20 - A herd of (fill in random animal) rush toward the campsite - spooked by something nearby.
21 - A vicious storm begins to brew in the area. Raging winds and torrential rain begin to fall.
22 - A nearby fire flickers green for a moment, then subsides. Magic? Perhaps.
23 - Far off, very far off, someone screams
24 - Silence. Oppressive silence. Is that a good omen? PCs hope it is...
25 - A rumble of thunder. The sky is restless.
26 - Something lies in the dirt face down - looks like it's been there a while. 1 = a book, 2 = a shoe, 3 = a bounty note, 4 = a painting
27 - A predator (appropriate to environment) lurks nearby. It's watching camp intently.
28 - PC wets the bed (no damage - just smell awful the next day)
29 - One PC has a nightmare and wakes up screaming. Then they go right back to sleep.
30 - A madman is heard nearby, jabbering: "He is angry, He demands me to please Him!"
31 - A sleeping PC has bad gas - all PCs roll CON or wake up annoyed.
32 - A small native animal approaches. If the PCs are kind to it, it reveals itself to be a wildshaped druid, and casts a beneficial spell. If they are unkind it reveals itself to be a druid and casts a detrimental spell. It then disappears into the trees nearby.
33 - Everyone's shoes are filled to the brim with dirt - all PCs deny doing it.
34 - A pixie has replaced all your water with wine.
35 - A pack of wolves is heard howling at the moon nearby, a few minutes later PCs hear a rely much farther away.
36 - A brown bear (or a large creature native to the environment) walks into camp, trying to sniff out the player's rations.
37 - A foraging party of chaotic evil 2 orcs find the camp - if they see the PC on watch, the player at watch roll intimidation - they may decide that it would not be wise to try anything and they wander off.
38 - PC hear the sounds of a wounded animal in a trap. roll a d20, if it crits then the animal is magical and intelligent and may offer compensation for its release. (They can let it out, or dine on it, or can ignore it, or can search for the hunter who placed the trap).
39 - Two cultists carrying a bonded sacrifice pass near enough to the camp. If freed, the sacrifice will run away immediately.
40 - Another adventuring party's camp has settled near by and the PCs can hear their merry celebration over their last adventure. Could potentially trade goods with the nearby party.
41 - A meteor lands nearby
42 - A group of 1d4 wild boar attempt to eat all the food items. PC on watch can potentially lure them away.
43 - A solemn procession of hooded figures carrying lanterns pass nearby.
44 - A friendly giant approaches the camp, asking for directions.
45 - In the morning, before leaving, PCs notice a valuable item is missing. Roll WIS to remember where they left it.
46 - allergens are particularly bad this night - PCs roll CON or wake up in a coughing, sneezing, red eyed fit. Disadvantage on perception for the following day.
47 - PCs receive a message through magpie.
48 - A wizard teleports into the camp, they are very flustered. They will reward the PCs if they assist in finding a special book.
49 - one PC won't stop snoring - other players roll CON or are woken up and cannot get back to sleep due to the snoring. Disadvantage on ability checks for 1d4 hours in the morning.
50 - the party has a group dream and the artifact they acquired in it appears when they wake up. A demon is having a little fun. The artifact is likely cursed in some way
51 - one PC dreams of eating some delicious chicken, only to be awoken by a chicken sitting on them.
52 - PC hears a cry from nearby. Upon investigation the PC finds a 1 year old child whose mother lies dying close by, and father is already dead - attacked by an Owlbear (or another environment appropriate creature). The child is hungry and cold.
53 - a squirrel absconds with [1d4] coins, or a mundane small object in the PCs possession.
54 - a cursory check, or gulp, shows the PCs' waterskins have some gross looking growth in it, rendering the water within rancid and undrinkable
55 - PC sees a shooting star.
56 - a group of priests walks past the camp offering their blessing and prayers for a night at party's fire.
57 - A dense fog rolls in and persists through the early morning (disadvantage on perception for 1d4 hours).
58 - A stranger approaches the campsite, making no effort of stealth. They are kind and will comply if the awake PC asks them to remove their weapons. They reveal themselves to be a vampire, in dire need of blood. They ask for a donation, but will walk away disappointed if the player refuses.
59 - Succubus appears to the PC, and offers a great time with no strings attached. If the player agrees, she gleefully pulls out a chessboard and asks if they want to be the white or black pieces.
60 - The night has been particularly hot and humid, all PC's that can sweat wake up sticky and smelly.
61 - The night has been particularly dry, PCs wake up with cracked, bleeding lips and a dry thirst.
62 - The night has been particularly wet, the PC's clothes are now all sodden with cold mud.
63 - PC finds a pseudodragon rummaging around the groups treasury, if questioned they will claim to be a real dragon cursed with being very, very small.
64 - a neglected and beaten mule will wake the party up with it's pained bleating. Deal with it, and they can go back to sleep.
65 - During the middle of the rest, a strange goblin approaches the camp. They are looking for directions to the nearest city. If helped, the PCs can find them in the city to which they pointed the goblin off to. They might even give them a reward.
66 - Crickets chirp incessantly. Their chirping reminds one PC of an old song once heard. That song gets stuck in their head.
67 - the fire dies out. It is pitch dark. (get more wood? perhaps leads to something interesting happening - PC could reroll on this table to determine what happens while searching for firewood)
68 - One PC accidentally slept on top of their arm. That player has -2 to dex rolls for 1d4 hours in the morning.
69 - A snake is found coiled near the camp. If approached it slithers quickly away leaving a nest of 2d4+2 red eggs. They act as a healing potion if added to food.
70 - A puppy, looking to play, wakes the party in the night. A child comes to collect it in the morning and leaves a copper for the brave heroes.
71 - A mysterious stranger comes to the camp and asks to stay the night. Leaves a gilded box of fine tobacco/tea/coffee beans/hard candies when they leave at dawn
72 - A threatening note is stabbed into a nearby tree with a peculiar knife.
73 - Kids are hiding nearby throwing pebbles into the camp.
74 - some mischievous fay/sprite has managed to somehow extend PCs slumber. Party over-sleep by 2d4 hours (except Elves).
75 - It is one full moon (DM can initiate something based on this, or just leave it like nothing happened). Other moon is dim.
76 - PC can hear very distant and faint music
77 - An insect falls into a PCs mouth while they sleep.
78 - Random PC awakes to find a trinket beneath their backpack (roll from trinket list).
79 - As the party awakens - PC with highest passive perception sees a glimmer beneath a tree. Upon further inspection they find a skeletal hand clutching 1d4 electrum coins + 5d10 silver pieces.
80 - While packing up, a bat does their business on (Random pc) in plain sight of everyone.
81 - One PC accidentally slept on a poisonous plant (appropriate to the environment) and now has a rash for 1d4 hours.
82 - The night was excessively cold. As a result of the frost, it will take 1 complete action to unsheath weapons using scabbards for 1d8 hours.
83 - PC meet a group of adventurers coming the other way. They are friendly and share information. In the morning both groups discover an item of value seems to be missing from their belongings. A mischievous NPC is likely at work here.
84 - Over the course of several hours dozens of large predators begin to gather at the edges of the camp, they aren't hostile but they bar the Party from leaving. Eventually a druid appears and demands to know why the PCs desecrated a previous location.
85 - PCs share tales of their childhoods (perhaps embellishing to a degree) - perhaps someone reveals a major background point - inspiration for whichever PC did the best (subjective) job roleplaying.
86 - Lightning strikes a nearby graveyard (1d8 zombies begin to wander within it).
87 - A green hag casts sleep on the PC on watch. She leaves a mysterious bottle of liquid on the ground and leaves. the liquid is magically made to look extremely enticing, but have a detrimental effect upon being drunk.
88 - One of the PCs has a lucid dream, the dream begins with the PC waking up in the party's camp and having an urge to wander off. This dream may offer insight into what challenge the party will face, it could also just be nonsense dictated by the PC who has control in the lucid dream. They wake up at the DM's discretion.
89 - A traveling merchant appears when the party wakes up (sells any useful adventuring supplies that the PC may have forgotten to purchase before leaving the city).
90 - A group of 1d4 bandits raid the camp at night, all PCs wake up and must defend themselves. However, right before combat begins a horn is blown and the bandits retreat. Why?
91 - One PC getsa restful sleep and restore one additional hit die in the morning.
92 - At the very edge of a PCs vision, they think they see a unicorn passing through.
93 - There are tremors in the middle of the night. If camped out near structures, awake and make a Dex save or take damage from falling structures (the tremors wake them before the structure falls, no disadvantage). Similarly if camped in a forest then maybe a tree falls, make a dex saving throw.
94 - A large piece of fruit falls on ROLL for party member's head. If there are no trees in site, the most likely culprit is a bird who dropped the fruit it was carrying (feel free to make a monty python joke). The source of the falling fruit could also be a child's prank or something similar.
95 - A random PC catches a cold, disadvantage on ability checks for 4d6 hours.
96 - A single bard approaches the party and offers them some strong spirits and good stories in exchange for a nights company.
97 - The Sunrise is particularly beautiful. PC on watch at the time - gain inspiration.
98 - An NPC explains party cannot allowed to camp here, and demands 2d4 silver from the party.
99 - A dragon flies overhead. It seems that it did not spot the Party.
100 - A gemstone falls from the sky. What is it worth? And where did it come from?

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