Extras‎ > ‎Custom Creations‎ > ‎Jreyst's Lab‎ > ‎Random Encounters‎ > ‎Terrain‎ > ‎

Road or Trade Route

Trail or Road (sparsely traveled)


Roll percent (%) dice at the beginning of each day when the characters are preparing spells or breaking camp to determine if any encounters occur during the day. The number of rolls and percentage chance for an encounter is modified based on where the characters are or other situations. For each encounter rolled, roll 1d12 and add it to 7. That is the hour of the day that the encounter occurs. For example, a roll of 1 would mean the encounter occurs at 8am. A roll of 9 would indicate the encounter occurs at 4pm.

Roll percent (%) dice at the end of each day when the characters are setting up camp to determine if any encounters occur overnight. The number of rolls and percentage chance for an encounter is modified based on where the characters are or other situations. For each encounter rolled, roll 1d12 and add it to 7pm. That is the hour of the day that the encounter occurs. For example, a roll of 1 would mean the encounter occurs at 8pm. A roll of 9 would indicate the encounter occurs at 4am.

Day Night
Die Roll Encounter Type
01-15 Potentially hostile encounter. Roll on Table 1 for the appropriate climate/terrain.
16-20 Unusual weather/terrain. Roll on Table 2 for the appropriate climate/terrain.
21-25 Notable Occurrence. Roll on Table 3 for the appropriate climate/terrain.
26-50 Travelers or non-hostile encounter. Roll on Table 4 for the appropriate climate/terrain.
51-00 No encounter.
Die Roll Encounter Type
01-30 Potentially hostile encounter. Roll on Table 1 for the appropriate climate/terrain.
31-35 Unusual weather/terrain. Roll on Table 2 for the appropriate climate/terrain.
36-40 Notable Occurrence. Roll on Table 3 for the appropriate climate/terrain.
41-45 Travelers or non-hostile encounter. Roll on Table 4 for the appropriate climate/terrain.
46-00 No encounter.
Roll Result
01-07 NPC adventurers: 1d8 adventurers; roll on table 8-1 to determine party composition if desired.
08-19 Traders/caravan: One or more merchants transporting goods. Roll on table 8-2 to determine composition.
20-31 Hunting party (food): A group of 1d8 people out hunting game for food. 50% these are Com1 led by a Rgr2; otherwise they are Rgr1 led by a Rgr4.
32-38 Hunting party (sport): A group of 1d10 aristocrats (level 1d6 each) with a ranger huntmaster (level = one less than highest aristocrat level) and 1-3 retainers per aristocrat. They are 75% likely to be mounted, and 60% likely to have hounds or similar beasts for flushing game.
39-42 Scouts: A group scouting for a nomadic or barbaric tribe located 1d20 miles away. They will attempt to observe the PCs but avoid a confrontation. The group consists of 1d6 members, each a ranger or rogue of up to 4th level.
43-46 War band: A military force out to loot and pillage. Consists of 3d20 common members (War1 if a class is needed), led by one first level fighter, ranger, or barbarian per five members, one 3rd level fighter, 
47-58 Foot patrol: Soldiers or militiamen keeping the trade routes safe. 3d6 common soldiers, two 2nd level lieutenants, and a 4th level leader. ranger, or barbarian per ten members, and one fighter, ranger, or barbarian war leader level 5-7. Group is 1% 
59-65 Mounted patrol: Soldiers mounted on light warhorses or the equivalent. There are 2d8 common soldiers, one 3rd level lieutenant, and one 5th level leader.
66-72 Brigands: A semi organized band of 2d10 first level rogues and warriors, led by a single leader (roll on table 8-1 to determine leader's class and level).
73-76 Pilgrims: A band of worshippers of a particular deity (roll or choose on table 8-4 to determine which), led by a leader cleric or monk. The pilgrims are 80% commoners, but otherwise are monks or clerics of 1st-3rd level. The leader is always at least 4th level.
77-80 Lone knight: Seeking to prove his mettle; this could be a paladin, a competent fighter, or a blackguard seeking to slay champions of good. Roll on table 8-1 to determine specifics. Will always be mounted on a heavy warhorse and well armed. 80% likely to have 1d3 commoner retainers or slaves.
81-84 Slavers: 4d6 slaves in chains guarded by 2d4 first level warriors and 1-3 3rd level lieutenants. Group is led by an expert level 3-6.
85-96 Locals: A band of 1d10 local farmers, woodsmen, etc. traveling the road, all Com1-3.
97-00 Roll from the Urban Encounters table, using the chart based on the largest community within 20 miles.