BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Travel Random Encounter Table

Use This table when you are sailing the astral.
Number Encounter
1 The players are attacked by an irate Dragon
2 A shooting star flies overhead and strikes beyond some nearby hills. This asteroid contained one or more Outsiders.
3 A dreadful Lindworm is roused from sleep by the player's passage. They must flee or face it in battle.
4 The players meet a man on the road. He is fearful and is hauling a bag of coin. He is a thief, but he stole from a sleeping dragon, and the gold is cursed.
5 The players come across the site of a massacre. A group of men seem to have murdered each-other in an argument over a bag of gold. The gold is cursed.
6 A cave lies ahead, a cold wind blowing from below. This is actually a tunnel made by a Tunneler Worm, and if the players descend downwards it will attack them.
7 The players meet a travelling Sidhe travelling haven out of curiosity. They are haughty and arrogant, but they are old and thus very powerful with sword, bow and spell, and will absolutely not tolerate insults towards their person.
8 The players are stalked by a fright, it will prey on the players as they sleep and give them bad dreams until it is discovered. While suffering bad dreams, the players cannot fully rest.
9 As the players make camp, their camp is attacked by a group of ravenous Ghouls. The encounter will likely leave one or more of the players afflicted with ghoul fever which will need to be swiftly cured.
10 The players have ventured into the hunting grounds of a Lizardmen tribe. They will confront them to try to force them away.
11 The players meet a Jotnar hunting party. Fight or flee.
12 The players come across a hungry savage giant. Fight or flee.
13 Players are attacked by an insane mutant, afflicted with Aetherblight. The creature is dangerous, equiped with a selection of offensive mutations.
14 The players are attacked by a Tu'vok slaver, travelling with an entourage of mutant horrors.
15 A druid circle makes contact with the players, except it is actually a band of werewolves or a cult of baphomet, or just a radical cult of gaia. Either way, they want to kill the players.
16 Players see in the distance a ghost spider nest. A threat to nearby people, trade routes and general safety, but very dangerous to attack or just travel near.
17 One or more of the players catch a mysterious illness. (Suggested symptoms include fevers, hallucinations), requiring either extended rest or expensive services from a priest to cure.
18 A great predator has caught the player's scent and is stalking them. They must shake pursuit, attempt to confront the predator or hope it loses interest after seeing their continued vigilance.
19 Players come across a wildling warband. It is a not insignifficant force.
20 A group of Dragonslayers pass through the area. They are barely better than bandits, and if the players appear weak they will attempt to rob them.
21 The players encounter some Wyverns.
22 The players come across a guarded "merchant" caravan. They are actually narcotics smugglers, and if asked to display their wares will decline. They will become defensive and even hostile if the players dont stop asking
23 A group of belligirent Ogre mercenaries are met on the street. They are looking for trouble and will harass or even attack the players, but are easily distractable or brought into inner-party conflict.
24 A minor natural disaster occurs. A rockslide, flood, blizzard, a terrible storm, something that is really dangerous to be in.
25 The players are attacked by a group of Blood bats in the evening or as they make camp. They (mostly) don't kill but they do injure, drain blood and weaken.
26 A large boulder near the road is actually a Rock Spider. If one of the players is lagging behind or the players in general look weak, it will reveal itself and attack.
27 There is some faint trails of smoke in the distance. If the players investigate, they find a bandit camp, the bandits have not spotted them.
28 A full moon rises overhead. A nearby group of werewolves begin their hunt with howls and hoots.
29 The players are attacked by a Terror. It will attack them every night, retreating whenever they seriously fight it, repeating this until they make it to safety or chase it down over an extended period of time.
30 A band of raiding Wildlings attacks the players. They are relentlessly aggressive and will only retreat once most of them are dead.
31 The players are attacked by a hunting pack of Ghost spiders.
32 The players encounter a small village not marked on the maps. While the place seems friendly at first, and the villagers offer the players room and board in exchange for some stories of their life on the road, this is a ruse. Take your pick, cannibals, werewolves, cultists, the villagers were illusions cast by an insane mage, whatever works.
33 The players are attacked by a furious dryad who mistakes them for vandals come to destroy its ancient domain. If the misunderstanding is cleared up, the dryad apologizes and leaves.
34 A richly decorated coach passes the players on the road. It is a Vampire and his entourage. They keep their nature secret if at all possible.
35 The players are pursued by a Goblin. It will begin to mess with them over the following days with escalating pranks.
36 The players are met by the caravan of a venerable mage. His bodyguards are well-paid and rather zealous in guarding his valuable property and the mage himself, everybody here is powerful, but the caravan carries many valuable magical goods.
37 There is some faint trails of smoke in the distance. If the players investigate, they find a bandit camp, but the bandits have spotted them already and are not surprised.
38 The players' camp is stalked by a group of Terror Wolves. They can be scared off or fought.
39 The players come across tracks from a Drake. This is its territory, it might be better to avoid the area rather than risk its wrath.
40 The road is blocked by a fallen tree.
41 The players meet a group of knights. They are returning from a tourney, or a battle.
42 Along the road is a druidic guiding stone. It can only be read by those that speak Wildspeak. It points to a nearby sacred grove inhabited by Dryads. It also warns outsiders to not approach unless they have business with them.
43 The players come across a middle-aged woman travelling alone. She is actually a Witch and will curse the players if they make trouble for her.
44 A travelling priest meets the players on the road. He will offer to share their camp and heal some of their injuries free of charge.
45 The players come across a bunch of dancing lights in the night. It is a bunch of vengeful Shades!
46 In the night, the players are attacked by Blood bats. They will attempt to harvest the players but will retreat if wounded.
47 The players meed a mad sorcerer, rambling about the Living Stars.
48 an upturned cart lies besides the road, and its occupants ask for aid. This is a trap, it is actually bandits, if the players fall for the ruse or in general look weak the bandits will try to kill them. If they instead look very tough, the few bandits set out as bait will accept the players' help and thank them profusely but claim to be too poor to reward them.
49 A dragon flies overhead, but spares the players no mind.
50 A person posessed by a Demon meets the players. It is antagonistic, either mocking them, intimidates them, tries to trick them into a bad deal or outright attacks them.
51 There is an ancient ruin off in the distance. It might harbor some treasures, but might also be inhabited by monsters.
52 A large mutated beast attacks the party.
53 The players are attacked by an insane Werewolf, completely consumed by his bloodlust. The players can nonlethally subdue him to calm him down or kill him.
54 The players come across a sleeping Lindworm. They must pass it by quietly or risk a violent confrontation.
55 Two starving Terror Wolves approach! They can be distracted by dropping some meat or rations or they will attack!
56 The players took a wrong turn! They aren't where they expected to be, and their travel will be delayed.
57 A great galestorm interrupts the journey. The players must rush to cover or rusk injury from falling trees and the like.
58 The players meet a traveling Nephilim warrior. They are friendly but mostly wish to be left alone.
59 A Khuzu outcast meets the players on the road and asks if they have any food. He will leave peacefully no matter the answer.
60 The players come across a reclusive religious community. A small village, either a cult, religious radicals or puritans, it does not matter. They are distrustful of outsiders, seeing them as impure or otherwise dangerous. They will however not be hostile unless provoked.
61 Players meet a travelling Lizardman. A ranger, hunter or maybe even a shaman. He is wary of those he does not know but is honest, direct and does not seek conflict.
62 The players meet an ogre mercenary on the road. He's looking for work and will apprechiate being pointed towards any conflict zones.
63 The players are confronted by the vengeful shade of an ancient warrior. He attempts to attack them, but if somehow calmed down can be put to rest if he is assured that his ancient enemy is long dead.
64 The players are attacked by wild animals into whose territory they have accidentaly intruded.
65 A great rainstorm interrupts the journey.
66 A dead boar lies at the side of the road. If it is investigated it will be found that it died from poison, its meat is tainted and should not be eaten.
67 A group of downtrodden villagers are encountered. Their farms were destroyed by Wildlings and they beg for help from the players. They fear they may have to turn to banditry to make a living soon.
68 A group of bandits run a scam on the road; they pop up surrounding travellers and demand a toll be paid to them. The toll is steep but not ruinous. If the travelers pay up, the bandits let them go, if not they attack.
69 An old man with a beard is sitting by a fire. He is looking at his map and cursing. The man’s name is Joshua. He is looking for mushrooms to eat.
70 Three lizardfolk hunters, hunting party. They are out looking for food. They are willing to trade with the players if they have anything to offer.
71 Players see an elder drake on the hunt. It isnt targeting them but will react violently if they interrupt its meal.
72 The players come across a valuable item, clutched in the hands of a corpse. If investigating the corpse, it will be discovered they were hit by lightning. The item is actually cursed with misfortune, and as long as the players own it they will suffer many accidents.
73 The Players come across a Khuzu trader. He has nothing exceptional in his possession, a minor magic item at most.
74 A group of Raven Knights travel the road. They are witch-hunters and will respond very critically to frivolous use of magic and will become outright hostile if they see magic misused.
75 The players meet a traveler from a distant land, such as Scyjia, Ravil, Jushain, Klario or some place like it. Throw a proverbial dart on the world map perhaps.
76 The players find an abandoned wizard's lair. The wizard has moved on and taken most of his belongings with him, leaving his lair to slowly crumble. Still, there are some defences and perhaps a few trinkets left inside.
77 A shooting star flies overhead and crashes beyond some hills. It is a Riftstone comet and at the crash site several samples of pure rifstone can be collected to be sold or used in crafting.
78 The players come across a small shrine dedicated to Hermes. Presenting a prayer of offering might lead to swifter or safer travels.
79 The players see a herd of bison as well as their ogre shepherd pass by in the distance.
80 The players come across a bushel of Dragonblooms.
81 A faster path is found! The players accelerate their travel pace.
82 The players meet an old hermit. He tells them about portends of doom and the end of the world, but its mostly fearmongering nonsense.
83 The Players encounter a herd of deer. They have not spotted them yet. Gain some food.
84 The players come across a band of rangers, tasked with keeping the road/area safe and mostly surviving by themselves. They will approach the players cautiously but friendly and will share their camp if the players agree, sharing some advice on the local area.
85 When the players make camp, they are approached by a Malaci in the form of a talking raven that offers helpful advice or a prophecy in exchange for some scraps of knowledge the players may offer. If they refuse, he mocks them and flies away.
86 The players meet a warrior on the road. He will challenge the strongest warrior among them to a friendly bout and will, if sufficiently impressed, reward his opponent with a small bag of coin and share any helpful information he might know.
87 The players come across a heap of debris. Among the debris is a minor holy relic, delivering the relic to a temple of the associated deity will grant a player a minor boon.
88 The players come across a traveling group of pilgrims. They mean no harm and will pray for the players' save travels.
89 A stone Golem is found lying along the path. It is lacking its soulstone and is damaged but can be repaired, granting the players a loyal companion.
90 The players meet a travelling merchant. He has a guard escort and is initially wary of the players, but is open to stopping and showing off his wares.
91 A group of dead monster hunters lie ahead, their bodies and armor rotten but magical weaponry can be found on their bodies.
92 The players find a cache of survival gear and supplies, uncovered by a recent storm. It likely belongs to a ranger or druid in the area but will spoil if left as is.
93 The players find a safe spot to put up camp.
94 The players come across a travelling mage that is actually a Malaci in disguise. He offers to trade knowledge for knowledge, allowing the players to change some of their skills around. Before they are able to question the individual further, they are gone.
95 The players come across an ore vein rich in rare metals. they may report it to be harvested or take a few chunks for themselves.
96 The players come across a dead traveler. His pack may have some useful supplies or valuables.
97 There is a Demonic cult conducting a ritual in the wilderness! The players arrive just in time to witness a gate to hell begin to spew forth demons.
98 A destroyed caravan lies ahead. The beast that tore the defenders apart is gone, having eaten its fill. A chest of treasure can be found aboard.
99 The players come across a large animal that recently succumbed to its wounds. Its hunter isnt far behind.
100 The Players come across the broken remains of a wizard's laboratory, with the dead inhabitant's remains still inside. The lab contains alchemical components, some minor magical trinkets and some intriguing magical secrets.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!