Characters will often need to travel from one place to another, whether through the wilderness or along a more travelled road. These journeys can simply be glossed over, or random events can be added to make them more interesting.
This is a collection of 100 random encounters characters can have during their journey. Some of these are potentially beneficial, some are potentially harmful and some are simply puzzling.
This supplement is also available in system-neutral and Pathfinder versions. All three copies are not needed.
To use the list, either roll d100 for a random result or select appropriate ones manually.
Here are some sample results:
58. The party finds themselves in the midst of an avalanche. A CR 14 Dexterity save allows members to avoid damage, but those who fail take 2d6 damage from falling rocks, and are knocked prone. The road is difficult terrain once the avalanche is over, but it can be traversed with care.
59. The party comes across a wyvern roost. It’s rutting season, so the wyverns are active and swarming. If the party is cornered by a wyvern, a DC 20 Animal Handling check will calm it enough for
them to leave. If the party takes no precautions to stay clear of the roost, they should be attacked by a CR+1 amount of wyverns at least once per day.
60. A dead cart with a cage on top of it is going down the road. It’s half-filled with corpses. A DC 12 Religion check reveals these “death traps” are meant for transporting the dead when undeath is a real risk.
Released: 8th September 2018 Pages: 14
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