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Random Encounters

When Delving or Overland Journeying, the encounter die rolling a 1 means a random encounter.

These encounter rules are designed to help you, the GM, fairly determine an encounter and easily run their games. You can use it, or use it as a reference for building your own.

Encounter Random Table

You are encouraged to use your own random tables, or make random tables that roughly follow the distribution in the table below. See Generic Monster Statblocks.

d6 Encounter
1 High Danger: Above party level
2-4 Moderate Danger: About party level
5 Low Danger: Below party level
6 Mystical Encounter

Not all encounters are assumed to be monsters. Some could be environmental, perhaps the onset of a crumbling cavern. Some may even be helpful, like a wandering merchant. Remember to check Monster Reactions, or Social Reactions, whichever is more appropriate.

Unintelligent monsters make Morale Checks to decide if they flee when things get hairy.

Overland Distance

Have the Scout PC make a Wisdom Check, with a DC equal to 5 + the creature's Level.

Check Result Creature Distance Effect
Critical Failure Engaged PCs are Surprised
Failure 1 Zone PCs are Surprised
Success 1 Zone None
Critical Success 1 Zone Creature is Surprised

Delving Distance

The encountered creature(s) are placed at the edge of the PC's vision.

If the PCs are in Darkness, they are Surprised.

Encounter Direction

If there is not a clear path for the encountered creature(s) to come from, the GM may use a d12 to determine their O'clock position.

Creature Behavior

Optional Determine a creature's current behavior, complications, and a goal.

d10 Activity Complication Goal
1 Hunting something Hungry FOOD (in dire need of a meal)
2 Hiding from something Being followed Coins (d12 x level x 100)
3 Guarding something Hates boss Magic items (equal to level)
4 Socializing (if in a group) Injured Random item (for some reason)
5 Digging for something Caught in trap Territory (get out of my swamp)
6 Building or nesting Tending to ally Information (rival faction / region)
7 Carrying supplies Broken gear Blood (they need the PCs blood)
8 Eating something Understaffed Trade (a random selection of goodies)
9 Fighting off creatures Captured Mission (they are on a quest)
10 Sleeping Sickly / Young Directions (they are lost)