MaxWilson
2020-04-23, 12:06 PM
Wilderness encounters don't necessarily need to be deadly, they just need to be interesting, as in, give the players meaningful decisions to make and have an impact. For me, a simple random encounter table might look like:
Roll a d6:
(1) This bridge is guarded by 3 aquatic trolls who demand a 10 gp toll to cross. The bridge is 40' long and 10' wide, and the trolls have total cover while underneath the bridge. Their treasure hoard of 500 gp and a Decanter of Endless Water is hidden under the bridge.
(2) A wicked innkeeper runs a gambling den. He offers cheap lodging, but will attempt to steal belongings. His sad-looking slave girl Dorsil attempts to warn the players, but is afraid to be seen speaking with them.
(3) Tax collectors! The king's representatives demand proof of taxes paid, and if proper documentation cannot be supplied, PCs must pay an arms tax of 10 gp per horse and 20 gp per weapon, receiving a tax receipt good for the rest of the year in exchange. The tax collector is not a threat and can be easily slain (6 HP, no attacks, AC 10), but his escort (four 3rd level fighters, AC 18 chain mail and shields, lances and longbows, mounted on warhorses) will do their best to protect him, and if he is slain will try to report his murder to the proper authorities.
(4) An Annis Hag haunts these woods. She has captured several children and holds them in a holding pen outside her cottage, which is made out of candy. The PCs can hear the children wailing.
(5) An orc horde sweeps down from the mountains, killing and looting everything in its path! PCs encounter refugees on the road, who beg them for protection and vengeance. The orc horde is half a day's travel away and consists of 50 orc raiders who prefer to operate at night (40 Orcs, 4 Orogs, 4 Blades of Ilneval, 2 Orc Warchiefs). There are 300 human noncombatant refugees, and if the PCs do not intervene 100 will die and 100 will be taken as slaves tonight.
(6) A travelling wizard offers to swap spells. He is 5th level and has 10 spells in his spellbook. Roll them randomly.
Once results have been used, cross them off and replace them with something else.
Probably none of these encounters is a deadly threat for a party over 6th level but they're also not just pointless fights for no reason either, and the players will have the opportunity to choose whether and how to engage.
What are your goals for wilderness encounters, and can you give some examples from your notes of what they look like?
Roll a d6:
(1) This bridge is guarded by 3 aquatic trolls who demand a 10 gp toll to cross. The bridge is 40' long and 10' wide, and the trolls have total cover while underneath the bridge. Their treasure hoard of 500 gp and a Decanter of Endless Water is hidden under the bridge.
(2) A wicked innkeeper runs a gambling den. He offers cheap lodging, but will attempt to steal belongings. His sad-looking slave girl Dorsil attempts to warn the players, but is afraid to be seen speaking with them.
(3) Tax collectors! The king's representatives demand proof of taxes paid, and if proper documentation cannot be supplied, PCs must pay an arms tax of 10 gp per horse and 20 gp per weapon, receiving a tax receipt good for the rest of the year in exchange. The tax collector is not a threat and can be easily slain (6 HP, no attacks, AC 10), but his escort (four 3rd level fighters, AC 18 chain mail and shields, lances and longbows, mounted on warhorses) will do their best to protect him, and if he is slain will try to report his murder to the proper authorities.
(4) An Annis Hag haunts these woods. She has captured several children and holds them in a holding pen outside her cottage, which is made out of candy. The PCs can hear the children wailing.
(5) An orc horde sweeps down from the mountains, killing and looting everything in its path! PCs encounter refugees on the road, who beg them for protection and vengeance. The orc horde is half a day's travel away and consists of 50 orc raiders who prefer to operate at night (40 Orcs, 4 Orogs, 4 Blades of Ilneval, 2 Orc Warchiefs). There are 300 human noncombatant refugees, and if the PCs do not intervene 100 will die and 100 will be taken as slaves tonight.
(6) A travelling wizard offers to swap spells. He is 5th level and has 10 spells in his spellbook. Roll them randomly.
Once results have been used, cross them off and replace them with something else.
Probably none of these encounters is a deadly threat for a party over 6th level but they're also not just pointless fights for no reason either, and the players will have the opportunity to choose whether and how to engage.
What are your goals for wilderness encounters, and can you give some examples from your notes of what they look like?