| Roll 1D20 | Result |
| 1-2 | Terrain feature e.g. stone ring |
| 3 | 1 Hill Giant |
| 4 | 1D8 Deer |
| 5 | Special NPC |
| 6 | 1D4 Harpies |
| 7 | Thick Fog. Party gets lost and walks in a random direction. They lose half a day of travel, AND, roll d20 again for another random encounter. |
| 8 | 2D4 Wolves |
| 9 | 1D6 Piskies |
| 10-11 | 1 Ghost / Banshee / Wight / Malign Spirit |
| 12 | Bog. 1st Character must make successful perception (Wisdom) check to notice, or risk falling. If first character fails, the 2nd character must make a successful Dexterity check or also fall in. Characters falling in the bog will sink and be lost forever in 1D4 rounds, unless rescued. |
| 13 | Caves |
| 14 | Strange symbols/totems |
| 15 | 1D4 Hag |
| 16 | 1 Troll |
| 17-19 | Ancient Barrow |
| 20 | The Terror of Taynemoor |
Moorland Cave Encounter
| 1D12 | Result |
| 1 | 1 Hydra |
| 2 | 1D6 harpies |
| 3 | 1 Ogre |
| 4 | 1 Hill Giant |
| 5 | 1 Cave Bear |
| 6 | 1D6 Ghouls |
| 7 | 1 Rock Python |
| 8 | 3D6 Giant Rats |
| 9 | 1 Banshee |
| 10 | 4D4 Kobolds |
| 11 | 1 Troll |
| 12 | Special NPC(s) |
Special NPC Type
| 1D6 | NPC Type |
| 1 | Escaped Prisoner |
| 2 | Hermit |
| 3 | Necromancer / Dark Wizard |
| 4 | 1D4 Adventurers |
| 5 | The Four Rivers Saboteur |
| 6 | The Four Rivers Saboteur |
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