The Random Encounter Table Thread.
Hey, guys.  I had planned to do this a while ago, but as always, life got in the way. However, I'm here now to share some Random Encounter Tables with y'all. Right now, I'm gonna focus on encounters for AD&D (1e), and the goal is to have a list of quick and easy encounters that DMs can use in a jiffy for their own campaigns. Certain things will be taken into account, such as:
* Time of day
* Wilderness area
* Arctic area
* Dungeon ecology
* Urban encounters
* Seasonal encounters (spring, winter, etc.)
These tables will grow over time. I'll begin by statting a modified version of the first table I wrote up in the "Wilderness Adventures" thread...(note: this first table is not completely statted out yet, [edit: the first table is now finished..])...
Sacrificial Lamb Wrote:Here's a random table I just created for this post. Assume it takes place during the day in the springtime. The site is near an ancient oak of immense size that is rumored to vastly increase both wizardly and druidic magic in its vicinity. Roll on it 1d6 times per day.
Wilderness Encounter Table
* 01-04 Flock of 4d6 Ravens strutting around, picking at a carcass (AC 7; MV 1/36; HD 1/4; HP 2; #AT 1; DMG 1; SA 10% chance of inflicting eye loss; AL N; SZ S; XP 9)
* 05-10 Brown Bear foraging for food at a stream (AC 6; MV 12; HD 5+5; HP 30; #AT 3; DMG 1d6/1d6/1d8; SA paw hit on natural 18+ enables hug for 2d6 dmg; SD fight 1d4 rounds at 0 to -8 HP, dies at -9 HP; AL N; SZ L; XP 480)
* 11-12 Green Dragon napping (AC 2; MV 9/24; HD 8; HP 40; #AT 3; DMG 1d6/1d6/2d10; SA 3/day breathe poison chlorine gas cloud 5" long, 4" wide, 3" high, dmg equal to dragon's HP, save for half damage; can radiate fear, targets save at +5; SD 60 ft infravision; detect hidden/invisible creatures within 5"; AL LE; SZ L; XP 1,575)
* 13-14 Human Ranger of 6th level crouched in a tree (AC 8; MV 12, HP 42; #AT 1 or 2; DMG 1d8+2/1d8+8 against giant-class creatures [longsword +1] or 1d6 [shortbow]; STR 17, INT 13, WIS 15 DEX 11 CON 15, CHA 13; SA +6 DMG to giant-class creatures; SD 50% surprise others; only surprised on 1 in 6; tracking; AL NG; SZ M; XP 1,051; equipment: leather armor, longsword +1, dagger, handaxe, shortbow, quiver, 20 arrows, 3d10 gp, 3d10 sp, 5d10 cp)
* 15-19 Hawk circling overhead (AC 6; MV 1/33; HD 1; HP 5; AT 3; DMG 1d2/1d2/1; SA 100 ft dive provides +2 to hit, and double damage for talons [no beak attack possible in dive]; beak attack has 25% chance of blinding an eye; AL N; SZ S; XP 23)
* 20-23 1d4+1 squirrels fighting over a nut (AC 8; MV 9; HD 1/4; HP 1; #AT 1; DMG 1; AL N; SZ S; XP 6)
* 24-25 Human Druid of 7th level in a camouflaged tree house (AC 8; MV 12; HP 42; #AT 1; DMG 1d8+3 [scimitar +2] or 1d6+1 [spear]; STR 16, INT 13, WIS 16, DEX 9, CON 15, CHA 15; SD identify plants, animals, and pure water; pass through overgrown areas without leaving trail at normal MV; immunity to charm spells cat by woodland creatures; assume animal form 3/day; +2 save against fire and lightning; AL N, SZ M; XP 1,415; Spells: [1st-level: Animal Friendship, Detect Magic, Purify Water, Speak With Animals; 2nd-level: Charm Person or Mammal, Create Water, Cure Light Wounds, Feign Death; 3rd-level: Call Lightning, Plant Growth, Summon Insects; 4th-level: Cure Serious Wounds]; Equipment: leather armor, scimitar +2, spear, potion of green dragon control, dagger, mistletoe, 2d10+2 gp, 3d10+3 sp, 4d10+4 cp)
* 26-35 Rainstorm, lasts for 1d6 hours, -2 penalty to d20 rolls, and -10% to other tasks when in the thick of it
* 36-38 Large bee hive, has a 10% chance of attracting brown bear within 1d6 turns (AC 6; MV 12; HD 5+5; HP 30; #AT 3; DMG 1d6/1d6/1d8; SA paw hit on natural 18+ enables hug for 2d6 dmg; SD fight for 1d4 rounds at 0 to -8 HP; AL N; SZ L; XP 480)
* 39-42 1d6+2 Goblins passing through, armed with short bows and spears, their temperament is nervous and quiet (AC 6; MV 6; HD 1-1; HP 4; #AT 1 or 2; DMG 1d6 [spear] or 1d6 [shortbow]; AL LE; SZ S; XP 14; Equipment: studded leather armor, shield, spear, shortbow, quiver, 12 arrows, 1d6 gp, 2d6 sp, 3d6 cp)
* 43-46 Dryad, appears to be an elf maiden with flowers in her hair; 90% likely to be mistaken for beautiful elf maiden, unless the character is an Elf, Half-Elf, Ranger, or Druid; she hides unless she sees male PC with 16 or higher Charisma, in which case she becomes very friendly and helpful (AC 9; MV 12; HD 2; HP 10; #AT 1; DMG 1d4 [dagger]; SA charm person, save at -3, cast 3/day; SD dimension door to tree; AL N; SZ M; XP 93)
* 47-48 Unattended campfire, still smoking, remnants of unfinished meal, broken sword on ground
* 49-50 Elven Magic-User with black cat familiar, of 7th-level, avoids confrontation if possible (AC 8; MV 12; HP 20 [24]; #AT 1; DMG 1d4+1 [dagger +1] or 1d6 [staff]; STR 11, INT 17, WIS 9, DEX 15, CON 11, CHA 14; SA spells; +1 to hit with bows and with short sword or longsword; SD spells; 90% resistance to Sleep and Charm spells; find hidden portals [1 on d6 if passing within 10 ft of door; finds secret doors on 1-2 on d6 if actively searching; discovers concealed portals on 1-3 on d6]; 60 ft infravision; stealth [if alone and in non-metallic armor, surprises opponents on 1-4 on d6; surprises on 1-2 on d6 if opening a portal]; AL N; SZ M; XP 1,375; Spells: [1st-level: Detect Magic, Find Familiar, Magic Missile, Read Magic, Sleep; 2nd-level: Invisibility, Web, Wizard Lock; 3rd-level: Fly, Lightning Bolt; 4th-level: Dimension Door]; Equipment: Ring of Protection +1, dagger +1, staff, Potion of Healing, Potion of Invisibility, Scroll of Dimension Door, 6d10 gp, 6d10 sp, 10d10 cp; [cat familiar] AC 6; MV 15; HD 1/2; HP 4; #AT 2; DMG 1d2/1; SA rear claws for 1d2 dmg [if forepaw claw attack hits opponent]; surprise others 1-3 on d6; SD surprised on 1 on d6; AL N; SZ S; XP 15)
* 51-52 Dozens of butterflies fly around the PCs, before passing by
* 53-54 Goat with bell tied around its neck, bleating pitifully, very hungry, will follow PCs that feed it (AC 7; MV 15; HD 1+2; HP 7; #AT 1; DMG 1d3; SA charge [+2 to hit, +1d2 dmg]; AL N; SZ M; XP 42)
* 55-56 Treant; normally hidden, but will aid injured characters; however, it becomes violent if PCs take an axe to living trees in its presence (AC 0; MV 12; HD 10; HP 50; #AT 2; DMG 3d6/3d6; SA animate trees within 6", inflict 1 point of structural dmg on fortifications; SD fire vulnerability [+4 AC penalty against fire attacks, save against fire attacks at -4, fire inflicts +1 HP/damage dice]; AL CG; SZ L; XP 3,250)
* 57-58 Curious rabbit, will flee if PCs get closer than 10 feet, unless PC has Animal Empathy of some kind (AC 6; MV 18; HD 1/4; HP 2; #AT 1; DMG 1; AL N; SZ S; XP 7)
* 59-64 1d6+2 Elven hunters, all 1st-level Fighters, armed with longswords and longbows, a bit arrogant, but will possibly aid friendly PCs (AC 6; MV 9; HP 7; #AT 1 or 2; DMG 1d8 [longsword] or 1d6 [longbow]; STR 13, INT 13, WIS 9, DEX 15, CON 11, CHA 11; SA +1 to hit with bows and with short sword or longsword; SD 90% resistance to Sleep and Charm spells; find hidden portals [1 on d6 if passing within 10 ft of door; finds secret doors on 1-2 on d6 if actively searching; discovers concealed portals on 1-3 on d6]; 60 ft infravision; stealth [if alone and in non-metallic armor, surprises opponents on 1-4 on d6; surprises on 1-2 on d6 if opening a portal]; AL CG; SZ M; XP 50; Equipment: studded leather armor, longsword, longbow, quiver, 20 arrows, dagger, 3d20 gp, 2d10 sp, 2d10 cp)
* 65-66 Talking frog, formerly a Halfling Thief (levels 3), can still speak due to modified Polymorph spell, will beg for help, and promise almost anything for a way of undoing the curse (AC 7; MV 6; HP 12; #AT 1; DMG 1d2 [unarmed]; STR 9, INT 13, WIS 8, DEX 17, CON 11, CHA 13; SA back stabbing [double damage from behind]; SD +3 to saves vs wands, staves, rods, and spells; 30 ft infravision; direction sense [detect grade or slope in passage upwards or downwards 75%; determine direction 50%]; stealth [if alone and in non-metallic armor, surprises opponents on 1-4 on d6; surprises on 1-2 on d6 if opening a portal; thief abilities [PP 50%, OL 48%, F/RT 35%, MS 42%, HS 40%, HN 20%, CW 72%]; AL N; SZ S; XP 208)
* 67-68 Group of 1d8 +4 skeletons armed with short swords, all guarding a well; something precious is in the well, though what that is, is for you to decide... (AC 7; MV 12; HD 1; HP 5; #AT 1; DMG 1d6 [short sword]; SD half damage from edged weapons; immune to Sleep, Charm, Hold, and cold spells; holy water inflicts upon it 2d4 dmg/vial; AL N; SZ M; XP 23)
* 69-70 Unattended large pile of acorns
* 71-73 Flock of 6d6 small assorted birds chattering incessantly, their presence is annoying enough to cause a -1 penalty to d20 rolls, and -5% penalty to percentile rolls (AC 7; MV 1/27; HD 1/4; HP 1; # AT 1; DMG 1; AL N; SZ S; XP 6)
* 74-76 War party of 1d10+2 Orcs, irritable, hungry, and spoiling for a fight; armed with battleaxes and spears (AC 6; MV 9; HD 1; HP 5; #AT 1; DMG 1d8 [battleaxe] or 1d6 [spear]; AL LE; SZ M; XP 15; Equipment: studded leather armor, shield, battleaxe, spear, 1d6+1 gp, 1d6+2 sp, 1d6+3 cp)
* 77-78 1d4+3 Wolves, curious, but only attacks in self-defense (AC 7; MV 18; HD 2+2; HP 12; #AT 1; DMG 1d4+1; AL N; SZ M; XP 71)
* 79-80 Very strong windstorm, lasting for 2d6 turns; within it, creatures suffer a -2 penalty to d20 rolls, and -10% penalty to percentile rolls; a curious Air Elemental has a 10% chance of appearing during the storm (AC 2; MV 36; HD 8; HP 40; #AT 1; DMG 2d10; SA in aerial combat, +1 to hit, +2 dmg per dmg dice; whirlwind [truncated reverse cone, 2" bottom diameter, 6" top diameter, 8" height; kills creatures under 3 HD, inflicts 2d8 dmg on all other non-aerial creatures; takes 1 turn to create]; SD +2 or better weapon to hit; AL N; SZ L; XP 1,400)
* 81-82 Hungry, but friendly dog, whines and begs for food (AC 6; MV 12; HD 2+2; HP 12; #AT 1; DMG 2d4; AL N; SZ M; XP 71)
* 83-84 1d4 Centaurs, armed with short bows and spears, curious and cautious (AC 5; MV 18; HD 4; HP 20; #AT 2 or 2; DMG 1d6 [arrows] or 1d6 [hooves] and 1d6 [spear]; AL N; SZ L; XP 165; Equipment: short bow, quiver, 20 arrows, spear, 1d8 gp, 1d8 sp, 2d8 cp)
* 85-86 1d4 raccoons; curious and bold, will approach non-hostile PCs, looking for food (AC 7; MV 12; HD 1; HP 5; #AT 1; DMG 1d3; AL N; SZ S; XP 15)
* 87-88 1d4 Ogres, violent and cruel, but can be negotiated with, provided there are no elves in the party; armed with two-handed swords (AC 5; MV 9; HD 4+1; HP 21; #AT 1; DMG 1d10+2 [two-handed sword]; AL CE; SZ L; XP 195; Equipment: two-handed sword, 6d20 gp, 5d20 sp, 4d20 cp, 1d2 elven skulls)
* 89-90 Moose grazing in the forest (AC 7; MV 15; HD 4; HP 20; #AT 2; DMG 1d6/1d6; SA charge [+2 to hit, 2d6 dmg]; AL N; SZ L; XP 165)
* 91-92 Wild boar foraging for truffles, will viciously charge PCs that reach within 15 feet of it (AC 7; MV 15; HD 3+3; HP 18; #AT 1; DMG 3d4; SA fights for 1d4+1 rounds after reaching 0 to -6 HP, dies at -7 HP; AL N; SZ M; XP 157)
* 93-94 1d12 skulls on a pole, all next to a small burial mound; using Speak With Dead on any of the skulls has a 5% chance of summoning an angry Ghost (AC 0/8; MV 9; HD 10; HP 50; #AT 1; DMG touch ages 10d4 years; SA if creatures see ghost, victims must save vs magic or age 10 years and flee in panic for 2d6 turns [clerics above 6th-level immune, humanoids above 8th-level receive +2 to save]; Magic jar within 6"; SD AC 8 on ethereal plane; when semi-materialized, AC 0, take half damage from silver/full damage from magic weapons; only attacked by spells in ethereal state, or by telepathy; AL LE; SZ M; XP 4,900)
* 95-96 1d6 Deer cautiously making their way through the forest, will flee if PCs approach (AC 7; MV 18; HD 2; HP 10; #AT 1; DMG 1d6; AL N; SZ M; XP 40)
* 97-98 Unusual notches cut into the side of some stones, shaped like runes; if touched, 10% chance of PCs triggering some form of Magic Mouth spell, curious Earth Elemental has 10% chance of appearing within 1d6 turns (AC 2; MV 6; HD 8; HP 40; #AT 1; DMG 4d8; SA -2 dmg per dmg dice against aerial opponents; inflicts 2d4 structural dmg against constructions on stone/earth; SD +2 or better weapon to hit; AL N; SZ L; XP 950)
* 99-00 Small pond and stream, filled with salmon; brown bear has 10% chance of appearing within 1d12 turns (AC 6; MV 12; HD 5+5; HP 30; #AT 3; DMG 1d6/1d6/1d8; SA paw hit on natural 18+ enables hug for 2d6 dmg; SD fight 1d4 rounds at 0 to -8 HP; AL N; SZ L; XP 480)
Okay, I'm gonna take a break from stat-blocking all this stuff (as it takes a long time to do it!), but I'll finish this later. When it's fully statted, it should be a more convenient tool for DMs out there. If you guys think I should separate the stat blocks from the encounter descriptions, please let me know. Maybe I'll just put the encounter descriptions in bold text....
Edit: I'm putting it into bold text now...
Second Edit: The first table is done. For now.  Enjoy...
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