Professional Documents
Culture Documents
Slips Trips & Flying Turnips - Random Combat Events
Slips Trips & Flying Turnips - Random Combat Events
dom Eve
ntTabl
es
f
orCombatEnc
oun
ter
s
Slips, Trips
& Flying Turnips:
Combat Random Events
by PAUL BIMLER
CREDITS:
All
text
by
Paul
Bimler
Art
sourced
from
DM’s
Guild
Creator
Resources,
William
McAusland
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers
League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their
distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized
use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The
Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
COMBAT IS MESSY!
COMBAT IS MESSY!
The idea that we enter combat in a vacuum is preposterous; life is always happening around us.
What is presented below is a small selection of tables that contain random, rollable events. The DM
will choose how to use these. How I personally use them is that at the start of every round I make a
hidden d100 roll to myself. If the result is 90 or above (or 95), I consider implementing a random
occurence. And generally, it will take a different form every time, adapting to the circumstances /
monsters that are being encountered.
Some of these events have the potential to lead to sidequests, introducing NPCs… any number of
things.
Keep in mind that these are meant as suggestions…. as DM you might feel that the direction given
in the text is unfair, so adapt as you see fit. Think of these as possible directions, ways to spark ideas.
And if you don’t like what you get, roll again!
1. An animal runs across your path, tripping you or the enemy up.
2. An arrow from a sniper goes whistling towards you from an unseen location. +4 to hit with
advantage.
3. Weapon gets dropped. No bonus action available to that character.
4. Sweat drips into your eye. -1 from next attack roll.
5. Piece of furniture / rock / bottle / random item thrown at one of the combatants by someone
unseen
6. A wild dog strays into the fight and starts savaging the biggest creature.
7. A passerby gets in the way of one of your opponents and is shoved hard into a stall. The stall
is broken into pieces and the merchant is furious, yelling at you. He begins throwing objects
at all involved in the fray.
8. A cart overturns nearby, spilling watermelons all over the road. Everyone roll dex check,
DC9. A failed check means you fall over and are prone.
1. The city guard appears and starts to try and break up the ruckus.
2. Taking advantage of the situation, a street urchin or pickpocket robs a player of the DM’s
choice. DC 15 wisdom check to notice. Do they do something about it, possibly spend an
action?
3. A pursuit runs through the area of combat - one or more creatures being pursued by other
creatures. They ignore the combat and keep running!
4. A swipe of a weapon happens to cut open someone’s coin purse. 3d100 gold spills out all over
the floor!
5. A crying child wanders into the midst of the battle, unaware of what is going on, yelling
“Mummy! Mummy!” One of your enemies (the furthest one away) is about to strike it…
6. A merchants cart is overturned and watermelons go rolling everywhere. Dex check or you
become prone.
7. A bystander pushes you hard in the back. If this places the PC in melee range of an enemy
that enemy gets advantage on their attack if it is their turn next.
8. Another fight breaks out nearby, temporarily distracting your opponent. +1 to your next
attack roll on that opponent.
DUNGEON EVENTS
• cobble
• monsters
• traps
• architecture (poor construction?)
• the dungeon boss
• natural events like earthquakes
• streams
• prisoners
• natural wildlife
• citizens of the dungeon (harmless creatures who've just sort of come to be there?)
• Lore of the dungeon / ancient curses
• NPCs
• And whatever else you can think of!
Looking at that list, we can choose one and think, ok, natural events. Perhaps the whole dungeon is
sitting on top of a volcano, which suddenly decides to erupt!
• The earth
• The weather
• Monsters
• Trees
• Boulders
• Nearby residents
• Natural events
• Rivers
• Natural wildlife
• Lore of the Land
• NPCs
This list is about the same, but the abundance of natural features and wildlife outdoors gives us a lot
of possibilities in terms of randomness.
For Urban, we have another list of variables:
• Cobble
• Traffic
• Architecture
• Weather
• City guard / constabulary
• Peasants / bystanders
• Children
• Nearby residents
• Natural events
• Animals
• Monsters on the loose!
• NPCs
You get the idea. List the factors in your setting, and then think about how you could play with
those to create new and interesting random events.