Random Wilderness Events - D&D 5th Ed
Short Description
These are my Master charts used to determine a Random Encounter/Event/Feature for us in D&D Edition 5. They can be u...
Description
Random Wilderness Features / Encounters / Events These charts are used to generate Random Encounters/Features both Prior to the game session, to populate an area, or during a game session. 1d6 per hex (1-2 Indicates something of note) - Random Area 1d6 (1:North, 2:South, 3:West, 4:East or 5-6:Center) (If entering an already explored Hex with a feature present then 1 = Encounter Previous Feature, 2 = New Encounter) (A New Encounter on a Road, if Wandering Monster Table is rolled, re-roll and must accept new result, including Wandering Monster Table)
Overall (%) - For moving into Hex 00-09 10-19 20-39 40-44 45-54 55-69 70-78 79-88 89 90-97 98-99
NPC Animal Herd Wandering Monster Table (other PDF) Lair (not on civilized hex) (00-04) Remote Structure (05-33) Ruined Stucture (34-70) Past Event Current Event Lost Item Natural Structure (71-97) Remarkable Event or Feature (98-99)
Remote Structure (%) 00-09
(00-14) (15-29) (30-66)
(67-81) (82-96) (97) (98-99)
10-12 13-15 16-19 20-24 25-39
(If Pre-Generating Map features only use these) - Remarkable Features only 00-29 (if moving over already explored hexes use these) - Remarkable Events only 30-99 (If Exploring a NEW Hex roll d% and use the numbers on the left, ie ALL entries are possible)
40-49 50-54
Ruined Structure (%) !! 00-04 05-09 10-14 15-19 20-24 25-34 35-43 44-49 50-54 55-59 60-64 65-69 70-74 75-78 79-95 96-99
Dry Well - (GMM-DD p264) + 30% p266 Ancient Stone Pillars Collasped and half walls Scattered stone blocks Fallen Statues (1d4) (See Remote Structre (60-62) ) Small Ruins (GMM-WD p16, 20) + (30% Haunt p22) ? Ruined Building (GMM-UD p62, 64) Abandoned Mine ? Ruined Small House (25% Cellar) Ruined Small Tower (50% Dungeon) ? Ruined Small Keep (75% Dungeon) ? Ruined Stone Walls & Stairs into Small Dungeon ? Abandonded & dusty cottage. Belongings still there ? 1d3 Massive (30’ high) statues - still standing - Ancient (See Remote Structure (60-62) ) Large Ruins (GMM-WD p18, 20) + (30% Haunt p22) ? Ancient Mausoleum (GMM-UD p35): 00-19 Empty 20-89 Dead Body - random item (50%) 90-99 Undead - random magical item (30%)
Visible From Road (Perception DC) Distance 3 2.5 2 1.5 1 .5 (Miles)
Adventurers (%) 00-29 30-44 45-59 60-64 65-79 80-84 85-89 90-94 95-99
Human Dwarf Elf Half-Elf Halfling Gnome Half-Orc Dragonborn Tiefling
Human Size No No 25 20 15 10
00-14 15-29 30-39 40-49 50-59 60-64 65-69 70-74 75-79 80-89 90-94 95-99
Low Structure (~25’) No 25 20 15 10 Yes
Fighter Ranger Cleric Rogue Wizard Bard Monk Sorcerer Warlock Barbarian Paladin Druid
55-59 60-62 63-65
66-78 79-82
83-86 87-90 91-95 96-99
Single House (if Road Hex - then 50% Outpost on Road instead) 00-09 Hermit 10-29 Single Family 30-44 Commune - 3d2 Families 45-54 Druid 55-64 Herbalist 65-70 Witch 71-76 Werecreature 77-81 Cultists 1d3 (NPC - Cultist) 82-91 Hunter 92-99 Bandit / Criminal Small Castle (p8 + p12,14,15 GMM-WD) Large Castle (p10 + p12,14,15 GMM-WD) Temple (GMM-UD p88,90) Travellers Respite Hut Farm Stead and small farm fields (if Road Hex - then check:) 00-19 Farm Stead & Fields on Road 20-69 Hamlet on Road 70-99 Minor Village on Road Stone Well - still in use - (GMM-DD p264) + 30% p266 Tower 00-19 Isolated Fighters Guild 20-29 Mage 30-49 Small Watch Tower (Guards 10 + 1d4. 6 mounts) 50-89 Religious Commune (NPCs - Acolytes/Priest) 90-99 Isolated Library (Researchers 3d2) Shallow Grave with makeshift tombstone (GMM-UD p34) ! Stone Statue to a (50%) God or (50%) Other + Dressing (GMM-DD p233) ! 00-59 Personality (GMM-DD p231) 60-99 Beasts / Monsters (GMM-DD p232) Old tall - thick wooden pole inscribed with: 00-24 picture glyphs 25-49 feathers 50-74 small animal skulls 75-99 tattered weathered woven scarves Inn / Road House (If no Road - ignore and re-roll) Working Mine (Humans, Goblins, Dwarves, Kobolds) ? 00-59 Copper 60-89 Silver 90-97 Gold 98-99 Diamond Stone Altar (GMM-DD p20,22) + 10% Trap (p24) ! Stone Dias with Pillars ! Outlaw / Criminal Camp (Tents) Bandit Camp (Tents)
High Structure (>50’) 20 15 10 Yes Yes Yes
00-19 20-49 50-79 80-84 85-89 90-94 95-99
LG NG CG N LE NE CE
Large Structure (>100’) 15 10 Yes Yes Yes Yes
00 01-04 05-14 15-34 35-64 65-84 85-94 95-98 99
Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5 Lvl 6 Lvl 7 Lvl 8 Lvl 9
Massive Structure (>200’) 10 Yes Yes Yes Yes Yes
Fighters & Adventurers
Hooks & Opportunites (GMM-WD p52)
Bards
Hooks & Opportunites (GMM-WD p50)
Bandits
Hooks & Opportunites (GMM-WD p46)
Merchants
Hooks & Opportunites (GMM-WD p48)
Remarkable Event or Feature (%) 00-04
05-09
10-14
15-19
20-29
30-34 35-39 40-69 70-99
Stone Well with Arcane Ruins (water gives Effect) 00-59 Feather Fall 60-89 Detect Magic 90-99 Jump Stone Well with Symbol of Good God (water gives Effect) 00-59 Cure Wounds 60-89 Bless 90-99 Protection from Evil Stone Well with Symbol of Evil God (water gives effect) 00-59 Detect Poison and Disease 60-89 Bane 90-99 Protection from Good Ancient Glowing Stone Pillar - glyphs - if touched ** 00-02 Changes Sex 03-22 Blessing - Gain Inspiration 23-27 Ages 4d4 years older 28-42 Arcane Blast - Take 2d5 Damage 43-57 Heals - Fully Heals and Gain 1d8 Temporary HP 58-62 Ages 1d4 years younger 63-72 Gates in Random Creature 73-82 Random Ability Score Increase +1 for 1d6 days 83-92 Random Ability Score Decrease -1 for 1d4 days 92-93 Changed Alignment 94-99 Random Magical Item appears Ancient black tree with twisted branches, red liquid oozes: 00-39 Poison 40-59 Healing Liquid (as Cure Wounds) 60-79 Strength Liquid 80-99 Mind Affecting Drug (as Strong Alcohol) Earth quake - small crack opens in ground Meter Strike @ Arcane Diffusement - Off Pitch Hum ## (20% Spell Failure. Can not Use Higher Spell Slots) Arcane Enrichment - Low Pitch Hum ## (Spell DCs +5. Spells treated as Spell Slot +1)
Natural Structure (%) 00-09
10 11-12 13-15 16-19 20-23 24-27
27-29 30-34 35-39 40-43 44-48 49-54 55-59 60-94
95-99
Past Event (%) ! 00-04
05-16 17-36 37-46 47-51 52-56 57-71 72-81 82-86 87-91 92-93 94-95
96-97 98-99
Dead Body (1d2) - (GMM-DD p62) 00-09 Fresh - Today 10-49 Within Last week 50-79 Within Last few months 80-99 Very old -------00-19 Corpse of Monster (GMM-DD p64) 20-89 Corpse of Humanoid (GMM-DD p65) 90-99 Corpse of Adventurer (GMM-DD p66) Large pool of blood Dead animal Area of fire / destruction ! Signs of ground being dug up and old sacks laying around ! Altar (GMM-DD p20,22) + 10% Trap (p24) - bloody body Campsite with a smoldering fire. A few hours old ! Scene of recent skirmish - dead humans / humainoids &monsters ! Smoldering & smoking remains - large funerial pyre - burnt body Dead adventurer - in gear - arrows sticking out of him !! Dead Body hanging (noose) from tree branch (see 00-04) Burnt Arcane symbols on tree / boulder 00-32 Invoking a evil god or summoning 33-65 Invoking a good god or summoning 66-99 Protective Ward - no longer active Large Giant Skull ! Wandering Riding Horse (saddle) - looks injured and tired
Cave into ground - with small number of caverns 00-09 Empty 10-59 Small Cave (GMM-WD p24, 26) + (30% Feature p28) 60-69 Animals 70-79 Bandits 80-89 Monsters 90-97 Old straw bed & tattered blanket / clothes 98-99 Locked Chest -(GMM-DD p50,52) - 50% traped (GMM-DD p54) 00-49 No Coins 00-49 No Jewellery 00-49 No Item 50-79 CP (3d6 *100) 50-79 1d6 Gems (10gp) 50-94 Trinket 80-94 SP (2d10 *100) 80-94 1d4 Gems (50gp) 95-99 Magic Item 95-99 GP (1d100) 95-99 1d3 Gems (100gp) Dug Mound - buried Sack with Random Magic Item Glowing fungus found - worth 50gp to a Herbalist Animal Graveyard - lots of bones of many large animals Animal nest (either in tree / bush) - 1d4 large rare eggs 20gp each Pond, Large ^^ Fruit, Large amount (provide enough for 1d3 provisions) 00-32 Berries 33-65 Apples 66-99 Pears Wild Flowers One large ancient tree surrounded by 12 smaller trees in a circle ! Lake, Small ^^ Bad smell - sulphur Large scattered boulders and rocky outcrops Spring, drinkable water ! Hot Spring (non-drinkable) Dressing: Grasslands - Plains (GMM-WD p112) Low Scrub - Borderlands (GMM-WD p58) Light Trees - Forests & Woodlands (GMM-WD p78) Heavy Trees - Forests (Primal) (GMM-WD p88) Marsh - Swamps (GMM-WD p118) Desert - Desert (GMM-WD p64) Farmlands - Farmlands (GMM-WD p70) Barren Rock - Mountains (GMM-WD p106) Hills?? - Hills (GMM-WD p100) Coast - Coast (GMM-WD p 128) Snow - Frozen Lands (GMM-WD p94) Ancient Massive Crater (1d3 * 100’ feet across)
NPC (%) 00-09 10-15 16-18 19-21 22-27 28-33 34-44 45-49 50-53 54-56
57-58 59-63 64-66 67-70
71-76 77-84 85-86 87-88 89 90-99
Travelling Merchant Wagon - Guards 1d2. Wagon * Hunting Party - 1d4 Druid Explorers - 1d3 (50% on mounts) Adventurers - 3d2 (80% on mounts) Bard (80% on mount) Goods Wagon - Guards 3d2 * Pilgrams - 1d3 - Can offer Healing (NPC - Acolyte) Suspicious Character (50% on mount) Unconscious Character tied up (victim of previous bandits) 00-09 Adventurer (GMM-DD p38) 10-49 Merchant (GMM-DD p40) 50-89 Commoner 90-99 Evil Humanoid (GMM-DD p42) Seated Wizard, reading book, mysterious (NPC - Mage) Travelling gypsies on a Wagon (4d2) Lost Caravan Guard (caravan got attacked - now seperated) Shunned one in dirty rags 00-29 Diseased - skin sores 30-59 Lunatic - shouting random sentences 60-99 Beggar - asks for any coin or food Barbarian (NPC - Berserker) Ranger Naked man laying on ground. Unconfused. Scratches. (Werewolf ) Naked Woman swiming in water # Naked Woman swming in water # (Succubus) Mounted Watch Patrol (2d3): 00-49 General Patrol 50-74 Looking for escaped prisoner 75-99 Looking for Monsters / bandits in area
Current Event (%) 00-03 00-09
10-19 20-29
30-39
40-74
75-79
80-84 85-89 90-98 99
Lost Item (%) (80% rusted / tarnished tatterred)
Fire covering 1d6 (50% yards or 50% miles) $ 00-01 Random Weapon Animals attacking woman & child 02-23 Clothing - Robe / Shirt / Pants / Boot / Glove 00-19 Wolf (1d2) 24-38 Coins (1d4) (Random Type) 20-39 Black Bear (1d2) 39-68 Random Utensil (Fork / Knife / Cup) 40-59 Boar (1d2) 69 Jewellry (Random) 60-74 Brown Bear (1d2) 70-79 Storage - Backpack, sack, pouch 75-84 Dire Wolf (1d2) 80-94 Random Trinket 85-89 Lion (1d2) 95-99 Diary - Leather bound - Trival entries 90-94 Panther (1d2) 95-99 Tiger (1d2) Robbers attacking travellers (1d2) 00-49 Bandits (1d2+1) 50-99 Thugs (2d2) Monsters attacking travellers 00-19 Goblins (1d2+1) Animal Heard (%) @ 20-39 Kobolds (1d2+2) 00-08 Wolves (4d4) 40-54 Orcs (1d2) 09-18 Boars (3d4) 55-59 Axe Beak (1d2) 19-23 Axe Beaks (3d4) 60-69 Bugbear (1d2) 24-43 Deers (5d4) 70-73 Cockatrice (1d2) 44-58 Wild Horses (4d4) 74-83 Gnoll (1d2+1) 59-78 Elk (5d4) 84-93 Hobgoblin (1d2+1) 79-88 Hyena (5d3) 94-98 Ogre (1) 89-98 Jackal (5d3) 99 Troll (1) 99 Elephants (4d3) Animal munching on dead body 00-29 Wolf 00-39 Animal @@ 30-54 Black Bear 40-59 Goblin 55-74 Brown Bear 60-79 Kobold 75-84 Dire Wolf 80-89 Human 85-89 Lion 90-99 Adventurer 90-94 Panther 95-99 Tiger Minor Event: Grasslands - Plains (GMM-WD p110) if on Road 20% Random Encounter instead (GMM-WD p114) Low Scrub - Borderlands (GMM-WD p56) if on Road 20% Random Encounter instead (GMM-WD p60) Light Trees - Forests & Woodlands (GMM-WD p74) if on Road 20% Random Encounter instead (GMM-WD p82) Heavy Trees - Forests (Primal) (GMM-WD p84) if on Road 20% Random Encounter instead (GMM-WD p91) Marsh - Swamps (GMM-WD p116) Desert - Desert (GMM-WD p62) Farmlands - Farmlands (GMM-WD p68) if on Road 20% Random Encounter instead (GMM-WD p72) Barren Rock - Mountains (GMM-WD p104) if on Road 20% Random Encounter instead (GMM-WD p108) Hills?? - Hills (GMM-WD p98) if on Road 20% Random Encounter instead (GMM-WD p102) River or Sea or Large Lake (vessel) - Sea Voyages (GMM-WD p 135) or 20% Omen (GMM-WD p134) Coast - Coast (GMM-WD p124) Snow - Frozen Lands (GMM-WD p92) Flying Monster Overhead - dead body in mouth 00-14 Chimera 00-79 Animal @@ 15-29 Wyvern 80-99 Humaniod 30-44 Giant Eagle 45-59 Griffin 60-64 Hippogriff 65-84 Giant Vulture 85-89 Manticore 90-99 Young Green Dragon Mage Duel - two Spell Casters attacking each other Naked female tied on altar (GMM-DD p20,22). Several Cultists around (1d3+4) Prisoner being chased by several Guards (1d2+2) Thugs (1d3+2) digging up stolen treasure (sacks in ground) 00-49 CP (2d100*10) 00-49 1d6 Gems (10gp) 00-94 Trinkets (1d4) 50-79 SP (6d100) 50-79 1d4 Gems (50gp) 95-99 Magic Item 80-94 GP (2d100) 80-94 1d3 Gems (100gp) 95-99 PP (3d20) 95-99 1d2 Gems (250gp)
! Possible chance of random item / coins / gems being present (10%) !! Possible chance of random item / coins / gems being present (20%) and/or Monsters or Bandits * Only possible if on road - otherwise re-roll ** Stops glowing & functioning after the first touch. Takes 1 year to start up again. ^ Only possible if Light Trees or Heavy Trees ^^ If Desert, treat as an Oasis # If no River or Lake, then a very small water pond is present ## Temporary effect only - will only last that day @ Seen at distance on horizon @@ Animals include - Baboon, Baor, Deer, Horse, Elk, Goat, Mule, Giant Snake ? Possible Mini Adventure ?? Hills - area that has elevation that the total expands over at least two levels & has no Trees $ If fire not reasonable, ie raining or no vegitation, then ignore this result and re-roll. If fire is present, the fire is observed from a far distance, ie see smoke first.
Lair (%)
From Civilized Hex (Settlement & Main Road) 1 Hex 2 Hexes 3 Hexes 4+ Hexes 00-99 00-79 00-74 00-64 80-99 75-98 65-94 99 95-99
Type Common Un-common Legendary
Common (%)
From Civilized Hex 1 Hex 2+ Hexes 00-11 00-13 12-22 14-27 23-41 28-41 42-59 42-56 60-77 57-70 78-87 71-84 88-99 85-99
Creature Bugbear Gnolls Goblins Hobgoblins Kobolds Lizardfolk Orcs
Number 1d4 * 10 2d4 * 10 5d3 * 10 2d4 * 10 3d4 * 10 2d4 * 10 2d4 * 10
Terrain Forrests / Hills / Mountains Any (Not Snows / Marshes) Forrests / Hills / Mountains Any (Not Marshes, Deserts) Forrests / Hills / Mountains Marshes/Coastal/Lakes Any (Not Marshes, Deserts)
Feature Caves / Abandoned Dungeons Caves / Abandoned Dungeons, Ruins Caves / Abandoned Dungeons, Ruins Caves / Abandoned Dungeons, Ruins / Constructed Buildings Caves / Abandoned Dungeons / Constructed Tunnels Constructed Buildings (Huts) Caves / Abandoned Dungeons, Ruins / Defeated Villages
Number 1d2 * 10 3d4 * 10 1 1 2d2 * 10
Terrain Hills / Mountains Ocean (min 3 hexes from land) Mountains (min 3 hexes from civilized) Forrests / Hills / Mountains Marsh / Jungles (min 3 hexes from civilized)
Un-Common (%) From Civilized Hex 2 Hexes 3+ Hexes 00-49 00-29 50-74 30-39 40-64 75-99 65-89 90-99
Creature Ankheg Merfolk Roc Troll Yuan-Ti
Feature Caves / Constructed Tunnels Undersea City Caves Caves City
Legendary (%)
From Civilized Hex 3 Hexes 4+ Hexes Creature Number 00 Aboleth 1 00-19 01-05 Beholder 1 (10% Death Tyrant) 20-39 06-08 Demi-Lich 1 Dragon (min 4 hexes) 09-15 Black 1 16-21 Blue 1 22-27 Green 1 28-34 Red 1 35-42 White 1 43-49 Brass 1 50-56 Bronze 1 57-64 Copper 1 65-70 Gold 1 71-76 Silver 1 77-79 Kraken 1 80 Lich 1 40-59 81-85 Mummy Lord 1 60-79 86-94 Unicorn 1 80-99 95-99 Vampire 1
Terrain Deep Ocean or Deep Lake (min 4 hexes from land) Any Any
Feature Deep Cave with water Abandoned Temples / Ruins Dungeon / Caves Dungeon / Temple / Ruins
Marsh / Jungle / Forrests (Heavy) Barren / Mountain Forrests (Heavy) / Marsh / Jungle / Snow Mountain Snow Any Coastal Hills / Mountains Rivers / Lakes / any near water Mountains Deep Ocean (min 4 hexes) Any (min 4 hexes) Any (not Snow, Jungle, or Marsh) Forrests Any
Large Ruins 6 miles Ruins / Caves 6 miles Caves (esp near water) 1 mile Deep caves (esp near lava) 6 miles Caves 6 miles Large Ruins / Open Caves 6 miles Caves 6 miles Caves 6 miles Caves 6 miles Caves / Ruins / Mines 6 miles Cave 6 miles Ruins / Towers / Tombs / Temple Ancient Temple or Tomb Within Lair Ruins / Clearings Within Lair Castle / Forts / Manor 1 mile
Seperate Books (Available from Raging Swan Press): GMM-WD = GMs Miscellany - Wilderness Dressing Book GMM-UD = GMs Miscellany - Urban Dressing GMM-DD = GMs Miscellany - Dungeon Dressing
Seperate Wandering Monster Table PDF (Based on Terrain Type and Average Party Level)
Regional 1 mile 1 mile Within Lair
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