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Credits
Written by Eric Diaz.

Art (cover and all interior art)


Some artwork © 2015 Dean Spencer, used with permission. All rights reserved.

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Legal
Old-School Essentials is a trademark of Necrotic Gnome. The trademark and Old-School Essentials logo are used with
permission of Necrotic Gnome, under license.

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Special thanks:
Alpha readers: Howard Bampton.
Rick Troula for cover/logo design and support.
All blog readers and friends who provided me feedback.
Everyone on our little Discord channel.

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Your contributions have significantly improved this book.

The distance mechanic mentioned in Chapter 1 (i.e., 1d6x1d6x10 yards) was directly inspired by this blog post.
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Thanks to Ava Islam for the idea!

Inspired by the works of Gygax, Arneson, Moldvay, Cook, and many others.

If you want to playtest my books in the future, get in touch on social media or blogger.
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You can find more of my work in my blog: methodsetmadness.blogspot.com.

Stay in touch!
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I would love to hear your ideas and opinions!

©2024 Eric Diaz

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Table of Contents
Credits .............................................................................. 2 Dungeon encounters ............................................. 11
Introduction ..................................................................... 4 Dragon encounters ................................................ 12
A note on apps, random tables, and AI ................... 4 Encounters with big groups and big creatures ...... 12
1. Encounter procedures and optional rules ................... 5 Lairs ........................................................................ 12

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Random encounter check ........................................ 5 Repeated encounters ............................................ 12
Encounter tables ...................................................... 5 Rivers, seas and water encounters ........................ 13

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Number appearing ................................................... 5 Underwater and aerial encounters........................ 13
Surprise and initiative .............................................. 6 2. Encounter tables (1d100) .......................................... 14
Distance ................................................................... 6 Barren, Hills, Mountains ............................................ 15
Reaction ................................................................... 6 City ............................................................................. 17
Alternative encounter procedure ............................ 7 Clear, grasslands ........................................................ 19
Analyzing encounter procedures ................................. 8 Desert......................................................................... 21

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Interpreting encounters........................................... 8
Interpreting reactions .............................................. 8
Interpreting surprise ................................................ 9
Forest ......................................................................... 23
Jungle ......................................................................... 25
Lake, river .................................................................. 27
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Encounter difficulty ................................................. 9 Ocean, Sea ................................................................. 29
Evasion and avoiding encounters ............................ 9 Settled ........................................................................ 31
Morale.................................................................... 10 Swamp ....................................................................... 33
Special encounter situations ..................................... 11 3. One year in the Wilderness ....................................... 35
Borderland encounters .......................................... 11 4. Open Game License ................................................... 43
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City and settled encounters ................................... 11


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Introduction
I started writing this book because I needed it for my own games. I was dissatisfied with the number of rolls I had to make
to create a random encounter - sometimes, more than half a dozen before I could begin to describe to my players what
they see. I like randomness but rolling that many dice while the players wait was not fun for anyone.
I started thinking of ways to simplify these rolls, or make things more dynamic. I also wrote down my impressions about
the meaning of certain rolls. For example, what does a confused wolf (or ant) want? Should you fit encounters to match
the levels of the PCs?

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These reflections and optional rules are what the first part of the book is about.
I also wanted to have a tool that gave me quick, interesting encounters, without much effort from the referee. Still, I did
not want to rely on apps, as I prefer to let the players make some rolls, for several reasons.
I did not want simply to “script” the encounters beforehand. I enjoy randomness and emergent stories. I want the players

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to know that the world is often controlled by its internal logic and random chance rather than the whims of the referee.
This is the second part of the book – random tables that will give you not only the name of a monster, but also how
number encountered, time, distance, initial reaction and whether they are surprised or not.
I also added little details that might help the referee to use these tables on the fly. These are often the answers to
obvious questions that the players can ask (such as “what does the trader trades”) of little bits of information that might
be immediately useful (a human NPC’s name, for example).
These tables are organized in 1d100 entries so I can let players roll and we can all be surprised by the results.

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The third part of the book describes, basically, a year in the wilderness – giving you a random encounter check, a succinct
description of weather and some random details. This part will take the job of rolling random encounters completely out
of your hands, and even let your table forgo encounter rolls entirely if that is what you want.
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Each part of the book is independent. The optional rules in the first part are not automatically applied to the second, the
third part can be used by itself or in combination with the other two, etc.

A note on apps, random tables, and AI


Part two of this book has one thousand entries - and required more than ten thousand dice rolls. This was not done by
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hand, of course; I had the help of online rollers and AI. I did adjust a few oddities, but the results of the rolls are mostly
(probably more than 90%) unchanged.
I also used some random tables and AI to come up with names and a few situations. Most of it was me, and it took quite
a while. I think AI might one day make my hobby of writing games obsolete… but we are not there yet!
In any case, this book contains NO AI “ART”. All the art in this book is stock art by Dean Spencer, who doesn’t use AI
according to his own social media.
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1. Encounter procedures and optional rules
The basic procedure for encounters follows these steps:
1. Check for random encounters.
2. Check the encounter table.
3. Determine number appearing.
4. Check for surprise (and initiative).

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5. Determine encounter distance.
6. Check reaction.
This section analyses most of these steps and provides alternatives for those who want them.

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Random encounter check
The chances of random encounters vary according to terrain: usually, 1-in-6 in grasslands (clear, plains), 2-in-6 in barren
lands, hills, deserts, woods, oceans and rivers, and 3-in-6 in mountains, jungles, and swamps. This means you have an
average of one encounter per six, three or two days of travel, respectively.
If you want to avoid rolling six times to get an encounter in the grasslands, for example, you can invert the rationale: roll
1d12 to see how many days the PCs will travel before the next encounter (a one means an encounter in the first day of

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travel, etc.). Use 1d6 for forests and hills, 1d4 for jungles, and so on.
Adjust the numbers to taste – for example, if you want to make encounters happen more often, count 8-hour periods
instead of days.
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In addition, if you think deserts should be a little less crowded, use 1d10 or 1d12 instead of 1d6.

Encounter tables
To save some time, I have consolidated tables and sub-tables (that usually produce 96 results) into 1d100 tables. The
odds of each encounter remain almost the same, but encounters have been organized in a random order. This means
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that you only need to roll once – if you roll a 53, for example, you can just go to 54 for your next encounter, or roll again
if you prefer.
The last four results in each table were added by me, as I thought appropriate for my games; feel free to ignore them and
roll again if you want. I used monsters that felt appropriate and underutilized, adding some realism and variety to existing
tables. I added a few ordinary bears – usually absent from random tables – insect swarms, crocodiles (also absent
everywhere but swamps) and saber-toothed tigers. Basilisk and salamanders were re-rolled in the sea as usual.
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I avoided the urge to simply change the tables, as I want to experience the game more or less as written. The hardest part
for me was sea encounters (see below).
Another alternative is rolling again on a different table every time you roll 96-00 and dislike the results. For example, if
you are in the forest, near a mountain, you can roll for a mountain encounter.

Number appearing
For every encounter, I rolled for number appearing exactly as suggested by the book. See “borderland encounters”,
below, for an idea to reduce the number of monsters appearing near town.

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Surprise and initiative
These rolls are connected. You usually roll for initiative only if you are not surprised. I find this redundant; you can just
roll 1d6 for each side to decide both surprise and initiative (with one caveat: if only one side is surprised, it cannot take
action in the first round).
Example: the PCs roll 2, the monsters roll 1. Both parties are surprised at first, and the PCs gain initiative for the next
round. If the monster rolls 5 and the PCs roll 1, the monster gets to attack first, and the PCs cannot act; roll initiative
again next round.
One important thing to remember is that rolling for initiative does not mean starting a combat. The side that gains

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initiative has a good opportunity of running away or making a sign of good will before the other side can act.
In any case, for the encounters described in the next chapter, I rolled a d6 for each encounter, indicating if the creatures
are surprised or not. It is up to the reader if you want to use the same number for initiative too, as described above.

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Distance
Encounter distance in the wilderness is usually 4d6 × 10 yards (or 1d4 × 10 yards if either side is surprised).
If you want to skip this roll, just multiply the surprise roll from both sides and multiply the result by 10 yards. E.g., if one
side rolls 4 and the other 5, they are 200 yards away.
I like terrain to affect that; optionally, halve the distance in closed canopy forest or foggy hills and double the distances in
the desert and open seas, unless the creature in question is coming from below the surface, or is otherwise hidden,
camouflaged, or concealed.

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Flying creatures may be seen from a longer distance in open skies during the day. Conversely, fog and rain may reduce
visibility, halving or even dividing it by four for the heaviest storms.
On dark nights, you could simply ignore longer distances and consider sources of light instead. Alternatively, you could
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describe that the PCs hear something coming, but it is beyond the reach of their bonfire… This might create a scary and
memorable encounter.

Reaction
I roll reaction to determine a creature’s initial disposition. This is not affected by Charisma. Once you know the
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disposition, you can decide how the PC’s actions and Charisma will influence reaction. To do this, you must consider what
languages the parties speak, what stories they tell, what they offer, etc. Creatures without language can understand
some gestures, such as an offering of food.
When rolling reaction, I do not like giving the same odds to every creature; it feels like some should be friendlier than
others. Assigning a disposition to every creature might be too much, but for now I am occasionally giving chaotic
monsters a -1 penalty to reaction (meaning they are usually more hostile), and lawful creatures a +1 bonus in most
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circumstances.
You could decide rolling unmodified 2 or 12 might ignore any of these bonuses, allowing every creature to attack PCs on
sight or try to befriend them, if that result is conceivable.
[The results in chapter 2 were rolled with 2d6 and no bonuses or penalties, resulting in the occasional friendly monster.
The referee might adjust if so desired].
As the encounter progresses, you intuitively know what happens next (through role-playing). You can occasionally roll
again if you are unsure about how a creature will take an offer, threat, etc. If you do, make sure to add a bonus or penalty
due to initial disposition (say, -4 for hostile creatures, +4 if indifferent) and other circumstances. After this second roll, it
is very likely that creatures will take action: attack if hostile, negotiate if possible, or simply leave if still uncertain.

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One important thing to remember is that uncertainty gives the PCs options. They can take the time to evade, attack, offer
food, and so on. Likewise, an “indifferent” result is very positive, as it allows the PCs to choose to engage or not.
Sometimes, the PCs will approach or run without knowing the creature’s initial disposition! This uncertainty is part of the
game too.
Finally, it is worth noticing that some creatures have a nature that will eventually show. Tigers can be friendly for now,
but better not keep them around when they’re hungry, and so on. The longer the encounter lasts, the more likely the
creature will behave according to its nature.

Alternative encounter procedure

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This is an alternative procedure for random encounters. Keep the parts you want, and discard what you dislike. You can
replace all steps but the first by using 1d100 and the encounters from the next chapter.
1. Check how many days until the next random encounters using 1d4, 1d6 or 1d12.

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2. Check which creature was encountered.
3. Determine number appearing.
4. Check for surprise (and initiative) with 1d6 for each side.
5. Find encounter distance by multiplying both d6s, and then multiplying the result by 10 yards (5 yards in dense
vegetation, 20 yards in clear plains and deserts).
6. Check initial disposition without modifying by Charisma.

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Analyzing encounter procedures
This section contains reflections and advice on how to interpret the results of the dice when rolling random encounters.

Interpreting encounters
When you try to come up with a justification for an encounter, take past adventures and encounters into account. Elves
might have been hunting the trolls or boars you have seen a couple of days ago. Merchants might attack you on sight
because they have been attacked by bandits and have become paranoid. A dragon might be in deep sleep after eating a
group of adventurers. Or you might find the same group of giant hawks twice – but now they are hungry!

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In addition, tie encounters to your setting and campaign when possible. Are all the berserkers here part of the same clan?
Who is this noble associated with? Are these goblins patrols from the nearby dungeon?
Random encounters do not need to feel random – they are there for a reason, if the reason is not obvious at first.

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Interpreting reactions
Reactions roll can usually produce five results: immediate attack, hostile, uncertain, indifferent or friendly. Apart from the
first one, the others are not always easy to understand and explain. The reaction table functions well for intelligent
creatures (humanoids, etc.), but animals and other creatures require further explanation.
Here are some alternate ways to look at the reaction table.

2 or less
3-5
General/NPC
Attacks
Hostile, may attack
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Attacks
Hungry, territorial
Lawful
Attacks, may be mistaken
Fanatical, self-righteous
Chaotic
Attacks
Bullying, callous
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6-8 Uncertain, confused Curious about humanoids Suspicious but fair Opportunist
9-11 Indifferent, may negotiate Avoid humanoids Well-intentioned Greedy, cowardly
12 or more Eager, friendly Docile, domesticable Forgiving, charitable Needy, insecure

Attacking creatures may have any reason listed under “hostile” for their attacks. Sometimes, they are just paranoid,
desperate or bloodthirsty – which may cause them to attack even if outnumbered. They might have mistaken the PCs for
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enemies and might reconsider if the PCs try to parlay immediately.


Hostile creatures are looking for a fight and may attack soon (maybe next round if nothing changes) – especially if they
outnumber the PCs. PCs dropping food or gold might prevent a chase. Most creatures with self-preservation instincts will
not start a fight they know they cannot win, preferring to retreat if defeat is obvious. However, creatures with lower
comprehension such as snakes and bees may attack anyway.
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Uncertain creatures try to gain more information before deciding how to treat the PCs. Animals must decide if the PCs
are predators, prey, or something different. Here, as in most cases, a creature might revert to its nature. An evil monster,
for example, might be sizing the PCs and looking for an opportunity to strike (or run!).
Indifferent creatures have other goals and are not interested in the PCs, unless they are an obvious threat or
opportunity. Animals might be eating or looking for other game (or mating opportunities) and will simply avoid an
encounter. Intelligent creatures will be naturally curious about the PC’s motives and will look to exchange information or
trade.
Friendly humanoids see the PCs as possible allies. Friendly beasts simply do not see the PCs as enemies or prey. This
doesn’t mean they can be easily domesticated. They might simply be docile at the moment because they have fed
recently. Even hostile and evil creatures can be friendly if desperate enough.

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Some creatures will fall between two or more categories (e.g., semi-intelligent animals, dragons without language,
chaotic animals, and so on). If this is the case, choose the entry that makes more sense on any given occasion.
Some creatures just have fewer reactions (skeletons, golems, oozes, etc.), either because they just follow orders or
because they have very limited sentience. In these cases, their reactions are more or less automatic, but not always
obvious. For example, insects can attack you “for no reason” because you stepped on one by accident and it released
pheromones. Skeletons might simply ignore you because they are guarding one specific door you did not touch.
In all cases, however, the reaction roll can be skipped or ignored. Zombies always attack on sight, for example, and you
can rule skeletons do the same. Bees can ignore you, but if you simply kick the beehive, they will probably attack, and so
on.

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Interpreting surprise
Surprised creatures can be distracted by eating, hunting other creatures, sleeping, or looking for mating opportunities.

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Groups of intelligent humanoids might be arguing, joking, smoking, playing a game, making a fire, etc.
Surprising creatures can be hidden by vegetation (or rocks, darkness, dunes, etc.), or coming from an unexpected
direction (below the ground, over the trees, turning a corner, etc.).

Encounter difficulty
I would definitely advise against changing encounter difficulty to match the PCs level, for several reasons. First, it makes

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the setting feel “fake”, as if it was built around the PCs. Second, it robs the players of the feeling of running away from
stronger creatures until they can finally face them.
Encounter difficulty varies a lot. The PCs can control it somewhat by getting further away from civilization (see
“Borderland Encounters”, below),
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The referee should also add dangerous dungeons and lairs to the setting; it is up to the players to decide how “deep”
they are willing to go.
In any case, remember this is a game, and outcomes shouldn’t always be predictable! Removing the risk of failure also
removes most of the fun.
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Evasion and avoiding encounters


The possibility of evasion should always be kept in mind, as the PCs will often encounter creatures they cannot defeat.
Most encounters should be easily avoided if the creatures are surprised, and the PCs are not. Otherwise, if the PCs need
to make evasion checks, there might be a chance that they will get lost after they do. Even if they don’t, fleeing often
requires going in an unintended direction, making PCs lose precious time.
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In open spaces, fleeing creatures might be forced to turn 180º (or less, but at least 90º).
Certain types of terrain will make evasion impossible if the pursuer is faster – for example, rivers and deserts. On the
other hand, many creatures might avoid chasing PCs unless they have a reason to do so.
The referee will often have to judge things on a case-by-case basis. Avoiding a beehive in a forest is a lot easier than
avoiding a faster pirate ship in a calm sea.
Most animals will not pursue PCs for multiple days unless they are starved and think PCs are adequate prey. Humanoids
may decide to ignore or report back.

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Morale
Morale is usually checked when one side loses one individual in combat, and when half of the group is incapacitated. I
use this rule for groups of two to ten. For single creatures, I check morale when half the HP is lost. For large groups, I
check morale when more than 10% of their number is incapacitated, and then again at 50%.
Additionally, you can check for morale when one side is significantly outnumbered, overwhelmed, etc. In any case, a
second successful morale check means fighting to death.

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Special encounter situations

Borderland encounters
Traditionally, only characters of level four and above go adventuring in the wilds, and they are subject to finding a few
dragons, half a dozen giants, or 20 bandits that may attack on sight – even on “settled” lands!
If your game includes wilderness adventuring for lower levels, you could change the number of monsters according to the
distance from the nearest “base”. To make things easy, divide the number encountered by three near very
settled/fortified areas, and by two in the borderlands between wilderness and civilization, whenever this is adequate to

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your setting.
If the result of the division is smaller than one (for example, when you find “1/3 of a hydra”), you can either replace the
monster for a weaker/smaller version or by a chance of having no encounter at all (in our example, only 33% of finding an

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actual hydra; otherwise, you find nothing).
Of course, you could add even more nuance, exceptions and special rules. In practice, I find that the rules above are
enough to make borderlands distinct from actual wilderness.
The PCs should be able to discover which area is which with relative ease. Strongholds have their own rules and rumors
about going “too far”. The referee may have distinct areas marked on the map or just rule that the “wilderness” begins if
you travel more than three days (or five hexes, leagues, etc.) away from a large settlement/stronghold.
This allows low-level characters to survive a few encounters… provided they do not venture too far!

City and settled encounters e


City and settled encounters require a bit more nuance than usual. An immediate attack by humans within a city usually
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requires some explanation. Bandits may occasionally attack at random, thinking outsiders carrying gold are fair game, but
other NPCs should have some additional reason.
Violence against PCs within the confines of a city or in settled areas can be explained by alcohol, xenophobia, greed,
religious hatred, honest mistakes, or some personal vendetta. In any case, the attacker usually knows that there might be
consequences to their actions and would be more careful. If the goal is just to steal or drive the PCs away, the attackers
might look for other methods to accomplish that.
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Some cities are wretched hives of scum and villainy, of course; in these places, all bets are off.
If you want to add some intrigue to your games, an “immediate attack” will often have some sinister cult or mastermind
behind them. They will often have powerful allies in town or plausible deniability. Sometimes, finding why the encounter
happened is a quest unto itself.
Alternatively, “immediate attack” might mean “immediately starts looking for an opportunity to harm the PCs”. Every
encounter can use the same lenses: someone has taken interest in the PCs, and might approach them deliberately,
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instead of simply bumping into them by accident in the middle of the street.
Even a hostile encounter can result in a job offer or quest. The difference is that the NPC might not be exactly honest or
loyal while dealing with the PCs.

Dungeon encounters
This book focuses on wilderness encounters, as indicated in the title. Most ideas can apply to dungeon encounters, but
each dungeon has its own environment and particularities. In my opinion, every dungeon should have its own list of
encounters, encounter frequency, distance (which will be severely limited in small dungeons), possible reactions,
factions, etc.

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Dragon encounters
Dragon encounters might be just too common in the classic tables. This is good if you want your game to have lots of
dragons, but most settings do not have that many.
Random dragons also create some odd results. For example, the chances of finding 1d4 dragons in the wilderness are
significant, and they are always of a random color – even though green dragons live in forests and blue dragons live in
deserts. The “unusual” basilisk appears three times more often than hawks when you are in the mountains, and
salamanders (which should be confined to very hot or cold places) are almost everywhere.

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Here is an easy fix: when you roll a dragon that is not appropriate to the terrain, simply roll again once and take the
second roll (this is a variation of the “double dragon” house rule from an unknown author).
It is up to the referee to decide the appropriate terrain for some creatures; I always re-roll hydras once (also
salamanders, unless you are near to extreme temperatures), just because I like them to be rare.

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If you want dragons to be both more solitary and more powerful, you can occasionally swap two dragons for one big old
dragon with some (maybe 2d6) additional HD. There could be even bigger dragons out there, but throwing them
randomly at the party would probably be mean...

Encounters with big groups and big creatures


A group of five PCs is very likely to hear 40 brigands approaching – or maybe even a big creature (such as a hydra) in a
forest.

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If you want to make surprise/initiative more detailed, you could assign a bonus (+1 to +3) to the smaller side, if there is a
significant difference. Alternatively, you can describe someone surprised by a dragon or army as temporarily paralyzed by
fear!
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Another option for large groups is that only a small fraction is encountered at first, with the rest of the group being
nearby and approaching in 1d6 turns, if necessary.

Lairs
It is up to the referee to decide when the PCs find a monster lair. As a rule of thumb, you can assign a 1-in-6 chance of
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finding a monster lair (with five times more creatures) near an encounter.
A lair does not appear out of thin air most of the time. Instead, the PCs will see a castle in the distance, the entrance to a
cave, a nearby fortress, etc., as they encounter a smaller group. The lair can be completely undetected if the PCs do not
choose to pursue it, especially if it is hidden, underground, etc.
A humanoid lair will contain a large number of people that are unable to fight. Likewise, monster and beast lairs will
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include whelps, eggs, etc. As a rule of thumb, I assume half the creatures found in lairs are unable to fight effectively.

Repeated encounters
Sometimes, you will get two similar encounters in a short period – maybe even one single day apart. This is not a
problem. Despite the urge to have novel, varied encounters, repeated encounters make sense for the setting (i.e., “this
area is overrun with wolves”) and for the game (as the players get more familiar with the monsters encountered).
The referee can decide that a repeated encounter means finding the exact same creatures – if they survived the last
encounter, of course. “These seem to be the same wolves, but the pack is a little larger – and now they seem hungry”.
Past encounters can affect future ones. If the PCs kill a group of orcs, the next group encountered can be hostile and
suspicious, as they did not hear from their allies in a while… or even found their corpses.

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Likewise, the same NPCs can be found over and over again if this makes sense within the setting (but not if they were
going the opposite way, for example). Having recurring encounters and NPCs makes the setting tighter and more
believable.
The referee can also “assign” NPCs for certain regions, especially when they are found in cities, so that a “noble”
encounter in each city is with the local baron. Most NPCs travel often (especially adventurers), while others might be
more stationary (especially some nobles and acolytes).
However, when using Chapter 2, the referee might prefer to re-roll some or all circumstances (distance, reaction, number
appearing, surprise, etc.) rather than re-using a past encounter, or simply roll 1d100 again to get a new encounter.

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Rivers, seas and water encounters
I found a few problems with lake/sea encounter tables. Rather than changing them, I tried to keep most entries and

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adapt to the appropriate environments.
For example, whales could be found in rivers and lakes, so I added large crocodiles – same HD as killer whales – as an
option (you can use sea serpents instead – they seem to fit rivers and lakes, despite the name). I left the sharks in there
as it is not an impossible occurrence, although I only listed bull sharks, leaving mako sharks and great whites to the seas.
As for merchant wagons found in rivers and seas, I replaced them with boats and ships.
In the sea, most encounters happen at a distance and can be easily avoided by a flying or swimming creature (which are
rarely surprised by ships). In rivers, some encounters might be difficult to avoid without direct contact.

Underwater and aerial encounters e


These types of occasions are rare and not thoroughly examined in this book, except for the brief notes in this section.
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Visibility is severely limited underwater. If you need a quick rule, visibility will be similar to that of a torch in the dark (30’
radius), twice as much in extremely clear water, and half as much in murky water. Deep, dark waters might have no
visibility at all for ordinary humans. Encounter distance is limited accordingly.
The type of underwater encounters you might have will vary
immensely depending on the specific environment. Walking on a
riverbed could produce typical river encounters, while traversing
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the deep ocean floor would be a completely different matter.


Therefore, these issues should probably be discussed in
specific underwater modules.
Aerial encounters are the opposite. Fly high enough and you
can see for miles and miles, limited only by weather and your
own eyes. Encounter distance might be increased ten-fold
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in a clear day, and most encounters are easily


ignored if you encounter a creature that cannot fly.
That is, unless you are flying low enough and the
opposition has bows… In any case, flight might be
impossible due to extreme weather, unless you are
flying above the clouds with no need for rest.
Like underwater encounters, aerial encounters are
probably best judged on a case-by-case basis.

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2. Encounter tables (1d100)
This chapter contains one thousand encounters – 100 entries for each type of terrain. When you need a random
encounter, roll 1d100 and check the corresponding line.
Each terrain has a small summary of:
Encounter frequency: How often an encounter happens.
Distance: in yards. Some terrain types have an optional modifier. For example, forest encounters can occur at half
distance, at the referee’s discretion.

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Travel speed: self-explanatory.
Chance of getting lost: self-explanatory.
The tables are divided into 8 columns:

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# is the number of the encounter. Usually, I roll 1d100 and check the corresponding entry.
NA means number appearing. It includes the entire group. For example, a group of nobles usually has 2-12 people,
including one actual noble, one squire, and up to ten retainers.
Encounter names the type of creature encountered.
Time is the hour of the day the encounter occurs. This is entirely optional; in my games, I use it to decide if encounters
happen during the day or night, and, if PCs are taking shifts at night, who sees the creatures first.

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Distance is encounter distance, measured in yards. These do not include the optional modifier from each terrain type.
Surpr. Indicates whether the creature is surprised. The referee may choose to sue the number indicated for initiative (see
Chapter 1).
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React. means reaction – immediate attack (A), hostile (H), uncertain (U), indifferent (I) or friendly (F).
Details answers the most common questions the referees may have.
Humanoids often receive the name of a leader. Some NPCs have a class and level [e.g., fighter, elf, magic-user, dwarf, and
so on] and alignment. “[F7, L]” means a 7th level lawful fighter. Sometimes, personality traits or disposition are suggested.
Beasts include other relevant bits (for example, HD, whether a dragon is sleeping or able to cast spells, type of beast
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encounter when there are multiple creatures under similar entries – e.g., sharks)
This column will also describe other aspects of encounters or give you a few keywords for inspiration. As always, use
whatever suits your games.
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14
Barren, Hills, Mountains
Encounter frequency: 2-in-6 (or each 1d6 days).
Distance: in yards, as indicated on the table.
Travel speed: 50% slower (mountains) or 33% slower (barren, hills) - i.e., 12/18 miles/day if unencumbered. 50% faster
on roads (18/24 miles/day if unencumbered).
Chance of getting lost: 2-in-6.

# NA Encounter Time Distance Surpr. React. Detail


1 6 Wolf, Dire 09:00 100/40 Yes (1) 9 (I) Hunting, indifferent to humanoids.

e
2 30 Brigand 18:00 150/20 No (5) 7 (U) Rolf the Rat [F2]. Curious about the PC’s goals.
3 4 Dragon, Blue 12:00 110/10 No (4) 9 (I) Spellcaster, sleeping. Haughty.
4 5 High-Level Fighter 03:00 200/40 Yes (1) 9 (I) Victor Ironfist [F7, L]. Hates slavers. Mounted.
5 12 Wolf 22:00 120/10 No (5) 5 (H) Hungry, attack immediately if PCs are outnumbered.

fil
6 1 Troll 06:00 100/40 No (5) 11 (I) Lonely and afraid, wants easier prey.
7 5 High-Level Magic-U. 15:00 120/30 No (5) 11 (I) Merrick [M7, L]. Polymorph Self. Gentle, inquisitive.
8 24 Berserker 11:00 130/20 No (5) 12 (F) Gromm’s clan is extremely hospitable.
9 8 Hippogriff 04:00 110/20 No (6) 10 (I) Docile, distracted, taming will take time and effort.
10 3 Chimera 20:00 90/20 Yes (1) 10 (I) Drowsy, finishing an antelope.
11 3 Giant, Frost 08:00 140/20 Yes (2) 9 (I) Ignores tiny creatures.
12 8 Expert Advent. 17:00 130/30 No (5) 8 (U) Elysia [M7, N]. Slayers of goblins. Mounted.
13 2 Giant, Storm 14:00 150/10 Yes (2) 4 (H) Arrogant and territorial. See humans as inferior, slaves.
14 6 Giant, Hill 07:00 110/20 No (4) 3 (H) Stupid, territorial and aggressive.
15
16
17
18
2
1
1
6
Dragon, White
Chimera
Roc, Giant
Mule
e
01:00
23:00
10:00
02:00
120/10
170/30
180/10
140/30
Yes (2)
Yes (2)
No (5)
No (4)
12 (F)
6 (U)
5 (H)
3 (H)
No language/spells, sleeping. Peaceful.
Scared, breath attack if cornered, might leave.
Tries to swoop until it can carry someone to lair.
Rabid, wounded, unnaturally scared.
pl
19 3 Dragon, Black 03:00 110/20 No (5) 6 (U) Spellcaster, awake. Commanding, demands answers.
20 3 Lycant., Weretiger 13:00 150/30 No (3) 12 (F) Looking human. Curious and playful.
21 5 Ape, White 19:00 110/10 Yes (2) 10 (I) Climbing, foraging, eating plants.
22 3 Blink Dog 21:00 60/20 Yes (2) 3 (H) Hunting evil humanoids that look like you.
23 4 Dragon, Red 16:00 130/30 No (4) 8 (U) Spellcaster, awake. Intimidating but unconcerned.
24 3 Giant, Cloud 00:00 190/30 No (6) 5 (H) Dislike intruders, throw rocks until you leave or die.
25 4 Dragon, Green 10:00 100/30 Yes (2) 6 (U) No language/spells, awake, curious about humans.
m

26 4 Lycant., Werebear 03:00 120/20 No (6) 10 (I) Ragged and suspicious but hospitable.
27 3 Giant, Stone 08:00 90/20 Yes (2) 9 (I) Indifferent to humans, may trade.
28 10 Griffon 12:00 180/30 No (5) 8 (U) Curious, perched on rocks or trees.
29 7 Lycant., Wererat 07:00 130/20 Yes (2) 3 (H) Trying to ambush you, in rat form.
30 22 Dwarf 04:00 160/40 Yes (1) 9 (I) Durim [D7]. Looking for mines and monsters.
31 2 Giant, Frost 15:00 130/10 No (5) 4 (H) Looking for battle.
32 15 Herd Animal 01:00 200/10 No (5) 9 (I) A herd of elk (4 HD) eating grass.
Sa

33 11 Pegasus 22:00 90/10 No (3) 4 (H) A territorial, aggressive group.


34 31 Troglodyte 20:00 190/30 Yes (2) 8 (U) Surround enemies before and eventually attack.
35 4 Manticore 09:00 110/40 No (4) 8 (U) Evaluate the PCs, then might throw spikes.
36 30 Neanderthal 18:00 60/40 Yes (2) 10 (I) Shy and a bit startled but friendly.
37 1 Giant, Stone 06:00 110/40 No (6) 6 (U) Building a home. Shy, uninterested.
38 23 Gnome 11:00 150/10 No (3) 6 (U) Grixit [2 HD]. Curious, might buy gems.
39 4 Cat, Mountain Lion 13:00 150/40 No (5) 7 (U) Will attack if PCs run, may ignore them if outnumbered.
40 2 Dragon, Green 02:00 140/30 No (4) 10 (I) No language/spells, sleeping.
41 29 Dwarf 16:00 170/20 No (6) 3 (H) Belgard [D5]. Darkstone clan. Stubborn, suspicious.
42 10 Centaur 14:00 80/20 No (3) 9 (I) Shy, prefer to avoid contact.
43 7 Lycant., Werewolf 23:00 90/30 No (5) 6 (U) Pollux [5 HD]. Disguised as hunters, avoid attention.
44 6 Hawk 21:00 110/10 Yes (2) 6 (U) Perched on rocks, evaluating PCs.
45 1 Hydra (or Sea H.) 05:00 110/30 No (6) 7 (U) 11 heads. Returning to its cave.

15
46 10 Neanderthal 19:00 130/20 No (6) 8 (U) Hunting bears. Unsure about the PCs but avoid combat.
47 4 Salamander 00:00 120/40 No (4) 6 (U) 4 flame or 2 frost. Evaluate the PCs.
48 1 Hydra (or Sea H.) 17:00 200/20 No (3) 7 (U) 9 heads. Confused about PC's presence.
49 6 Lycant., Wereboar 01:00 110/10 No (4) 2 (A) Attack immediately in wereboar form.
50 6 Treant 10:00 180/30 No (5) 5 (H) Fought orcs recently, suspects PCs are orcs.
51 5 Basilisk 19:00 210/10 Yes (2) 10 (I) Passing by.
52 3 Dragon, Red 08:00 160/10 No (3) 6 (U) No language/spells, awake, hunting.
53 1 Roc, Small 12:00 160/20 Yes (1) 9 (I) Resting on a rock.
54 6 Ape, White 05:00 140/20 No (6) 8 (U) Going back to lair, a bit curious about humanoids.
55 27 Goblin 23:00 170/30 No (3) 9 (I) Hunting dwarves, not interested in others.

e
56 4 Basilisk 02:00 90/20 Yes (1) 4 (H) Defending its nest.
57 40 Orc 15:00 160/20 No (5) 8 (U) Krug. Coward bullies, prefer tribute to battle.
58 37 Goblin 07:00 150/30 Yes (2) 9 (I) Avoiding daylight in a cave or shadow.
59 26 Kobold 03:00 160/30 No (6) 8 (U) Planning an ambush.
60 3 Dragon, White 21:00 190/40 No (6) 6 (U) No language/spells, awake, resting.

fil
61 4 Roc, Large 06:00 160/20 No (3) 3 (H) Hungry, very aggressive.
62 18 Gnome 18:00 170/10 No (5) 3 (H) See PCs as invaders, might talk to a friendly dwarf.
63 40 Brigand 09:00 160/40 No (5) 4 (H) Bloody Agnes [F4]. We will take ALL your money!
64 5 Troll 14:00 170/30 No (4) 4 (H) Hunting for human flesh.
65 6 Merchant 04:00 180/10 Yes (1) 3 (H) 12 wagons, 24 guards, 2 LTs. Forbidden scrolls.
66 4 Dragon, Gold 11:00 170/40 No (3) 5 (H) Spellcaster, awake. Regal, authoritarian.
67 2 Giant, Cloud 20:00 130/10 No (6) 5 (H) Aggressive, will not allow PCs to pass.
68 7 Harpy 16:00 130/30 Yes (1) 8 (U) Escape if outnumbered, sing/attack otherwise.
69 3 Manticore 10:00 120/30 No (6) 2 (A) Eager for human flesh.
70
71
72
73
1
2
1
7
Hawk
Dragon, Gold
Hydra (or Sea H.)
Gargoyle
e
13:00
01:00
22:00
00:00
180/10
150/20
110/30
100/30
No (4)
No (5)
No (4)
No (6)
12 (F)
8 (U)
6 (U)
11 (I)
Alone and docile.
Spellcaster, awake. Noble, honorable.
8 heads. Slowly regenerating the 9th.
Standing perfectly still.
pl
74 19 Rock Baboon 17:00 200/40 No (5) 3 (H) Violent apes.
75 6 High-Level Cleric 07:00 110/30 Yes (2) 4 (H) Ulrich [C8, C]. You disrupted a bloody ritual. Mounted.
76 5 Giant, Hill 02:00 160/40 Yes (2) 6 (U) Confused about PCs, want food.
77 3 Gorgon 15:00 120/30 Yes (2) 7 (U) Grazing.
78 50 Orc 13:00 120/10 Yes (2) 2 (A) Gortrak. They have an ogre. Enraged by bloodlust.
79 35 Kobold 11:00 150/20 No (6) 9 (I) Going back to their cave.
80 8 Snake, Pit Viper 04:00 140/40 No (6) 7 (U) Avoid humans.
m

81 1 Hydra (or Sea H.) 09:00 150/30 Yes (2) 4 (H) 6 heads. Surprised, irritated.
82 4 Medusa 20:00 170/10 Yes (1) 5 (H) Cruel, collect statues.
83 18 Bandit 06:00 130/40 Yes (1) 4 (H) Kai [T2]. They need money fast.
84 21 Troglodyte 01:00 120/40 No (5) 9 (I) Despise people but might ignore you if you go.
85 1 Dragon, Black 18:00 100/10 Yes (1) 5 (H) No language/spells, awake, feral.
86 3 Snake, Rattler 08:00 170/20 No (4) 4 (H) Will attack unless PCs hear rattle and avoid.
87 3 Giant, Storm 05:00 150/40 Yes (2) 8 (U) Curious about PCs, if a bit condescending.
Sa

88 4 Salamander 21:00 80/30 Yes (1) 9 (I) 4 flame or 3 frost. Resting together.
89 2 Dragon, Blue 23:00 100/10 No (5) 7 (U) Spellcaster, awake. Try to see if PCs are an easy meal.
90 2 Basilisk 14:00 140/40 No (5) 6 (U) Curious about humans.
91 3 Hawk, Giant 12:00 140/20 Yes (2) 9 (I) Flying by.
92 3 Wyvern 19:00 140/40 No (3) 4 (H) Vicious predators.
93 1 Warp Beast 16:00 130/40 Yes (1) 12 (F) Behaves like a kitten for some reason.
94 2 Bear, Cave 05:00 130/40 No (6) 8 (U) Walking back to cave with food in mouth.
95 2 Wyvern 10:00 120/40 No (5) 9 (I) Perched on rocks, eating goats.
96 16 Berserker 22:00 130/20 No (4) 4 (H) Gorne hates strangers in his lands!
97 1 Bear, Grizzly 00:00 120/30 Yes (2) 10 (I) Resting or walking peacefully.
98 11 Wolf 18:00 110/30 No (4) 8 (U) Avoid contact, unless attacked by few PCs.
99 1 Insect Swarm 02:00 120/20 No (4) 5 (H) Aggressive bumblebees.
100 1 Cat, Sabre-Toothed 15:00 100/40 Yes (2) 9 (I) Solitary, indifferent.

16
City
Encounter frequency: 3-in-6 (or each 1d4 days). Optional: 1-in-6 (or each 1d12 days).
Distance: in yards, as indicated on the table. Optional: halve distances in the city.
Travel speed: N/A.
Chance of getting lost: N/A.

# NA Encounter Time Distance Surpr. React. Detail


1 11 Veteran 12:00 150/10 Yes (2) 6 (U) Pyter [F1, C]. Unemployed soldiers.
2 9 Bandit 06:00 120/40 No (4) 8 (U) Disguised as traders.

e
3 7 Expert Advent. 17:00 120/20 Yes (2) 7 (U) Thoren [D8, L]. Searching for gold.
4 21 Bandit 09:00 200/10 Yes (2) 7 (U) Fane [F3]. Defensive, suspicious.
5 6 Noble 03:00 130/20 Yes (2) 7 (U) Baron Willes and retainers, partying after midnight.
6 11 Trader 22:00 120/30 Yes (2) 9 (I) Berengaria. Silk scarves. Pleasant.

fil
7 7 Veteran 15:00 180/40 No (3) 4 (H) Maffeo [F2, C]. Angry mercenaries, may challenge a PC.
8 7 Trader 08:00 180/20 No (3) 5 (H) Aimeric. Precious gemstones. Paranoid, arrogant.
9 19 Bandit 11:00 160/20 Yes (1) 4 (H) Startled, aggressive, did not want to be found.
10 4 High-Level Fighter 05:00 140/10 No (5) 2 (A) Serra Redblade [F9, C]. Always looking for a fight.
11 15 Acolyte 20:00 130/30 Yes (2) 6 (U) Aeliana [C4, L]. Single-minded wanderers.
12 11 Bandit 02:00 170/40 No (6) 6 (U) Might sneak on you to rob you.
13 7 High-Level Fighter 13:00 140/30 No (3) 9 (I) Thane the Brave [F8, N]. Pragmatic mercenary.
14 15 Bandit 07:00 170/20 No (6) 7 (U) Offer some information, probably false.
15 2 Merchant 01:00 150/10 No (5) 5 (H) 4 wagons, 8 guards. Jewels, very suspicious.
16
17
18
19
6
10
9
17
High-Level Fighter
Acolyte
Veteran
Merchant
e
18:00
10:00
23:00
04:00
120/20
130/40
190/40
140/10
No (5)
Yes (1)
No (5)
No (5)
8 (U)
8 (U)
11 (I)
7 (U)
Sonya Ironheart [F10, L]. Looking for a liege.
Eldric [C4, C]. Searchers of the unknown and occult.
Carlo [F3, N]. Tired war veterans.
34 wagons, 68 guards, 6 LTs. Silk.
pl
20 5 High-Level Fighter 16:00 120/40 Yes (1) 10 (I) Darius the Vanquisher [F9, L]. In it for glory.
21 5 Wight 21:00 190/30 No (3) 3 (H) Hunt the living at night.
22 6 Basic Adventurers 14:00 170/10 No (5) 9 (I) Adalrik [M3, L]. Absent-minded.
23 12 Ghoul 19:00 190/20 No (4) 9 (I) Lost, attack if approached.
24 8 High-Level Fighter 00:00 120/10 No (6) 11 (I) Arya Quicksteel [F8, N]. See PCs as peers.
25 5 Basic Adventurers 08:00 140/40 Yes (2) 4 (H) Bela [E3, N]. Paranoid about other adventurer parties.
26 4 Expert Advent. 03:00 170/40 No (6) 10 (I) Valeria [C4, N]. Tomb robbers.
m

27 12 Skeleton 11:00 170/10 Yes (1) 6 (U) Defending a building.


28 5 Expert Advent. 15:00 110/40 No (3) 8 (U) Draco [F11, C]. In it for the fame.
29 6 Basic Adventurers 07:00 160/10 Yes (1) 5 (H) Casimir [H2, C]. Looking for profit, by whatever means.
30 7 Spectre 09:00 160/30 No (6) 5 (H) Hate the living.
31 8 Acolyte 02:00 160/30 No (3) 9 (I) Elara [C2, N]. Disinterested, nature-loving.
32 17 Bandit 12:00 130/40 No (3) 12 (F) Merry mountebanks. "Wanna gamble, friends?"
33 4 High-Level Fighter 20:00 90/20 No (6) 5 (H) Magnus Backbreaker [F9, L]. Challenges one of PCs.
Sa

34 5 Trader 01:00 90/30 Yes (1) 6 (U) Melisende. Handcrafted jewelry.


35 12 Trader 13:00 150/20 No (6) 7 (U) Eudes. Exotic spices. May offer a tasting.
36 7 Merchant 04:00 110/30 No (5) 3 (H) 14 wagons, 28 guards, 2 LTs. Overpriced spices.
37 12 Trader 06:00 140/20 No (6) 6 (U) Sancha. Fine porcelain.
38 9 Expert Advent. 18:00 140/10 No (6) 6 (U) Sylas [F8, L] and the Ironclad Battalion, monster hunters.
39 20 Merchant 14:00 110/30 Yes (2) 3 (H) 40 wagons, 80 guards, 8 LTs. Wine.
40 22 Bandit 22:00 160/20 No (3) 8 (U) Soren [C2]. Gently asks for money "for the poor".
41 6 Expert Advent. 17:00 140/40 No (6) 4 (H) Lorelei [E5, N] and the Nightstalkers. Discreet explorers.
42 12 Acolyte 05:00 200/10 Yes (1) 3 (H) Severian [C2, L]. Hardened inquisitors.
43 13 Ghoul 10:00 160/20 Yes (1) 4 (H) Hungry for human flesh.
44 3 Wraith 23:00 130/40 No (6) 3 (H) Haunts this place and will not let you pass.
45 10 Bandit 16:00 140/10 No (6) 6 (U) Hands on weapons, say they don't want trouble.
46 9 Trader 21:00 130/40 Yes (2) 4 (H) Orabilis. Tea. If you don’t want to buy, go away!

17
47 3 Veteran 19:00 140/10 No (5) 5 (H) Roslaba [F1, L]. Uneasy, recently defeated.
48 8 Noble 00:00 90/30 Yes (1) 7 (U) The flamboyant Duke Vladys and troupe.
49 9 Skeleton 01:00 140/40 No (6) 4 (H) Raised from nearby cemetery, murderous.
50 9 Zombie 08:00 140/30 No (5) 7 (U) Heavy clothes, looking almost human. Always attack.
51 4 Veteran 07:00 160/40 Yes (1) 6 (U) Xandra [F3, N]. Calmly preparing for battle.
52 11 Trader 12:00 180/40 No (6) 7 (U) Alda. Hand-carved figurines.
53 6 High-Level Fighter 02:00 150/40 Yes (1) 10 (I) Freya Bloodeyes [F7, C]. Following rumors of treasure.
54 12 Trader 20:00 130/10 No (5) 7 (U) Amadeus. Rugs. Solicitous if PCs look wealthy.
55 16 Acolyte 08:00 160/30 Yes (1) 9 (I) Henger [C2, C]. Hedonistic pleasure cult.
56 6 Noble 14:00 120/40 No (5) 8 (U) Viscount Laaric, proud and suspicious.

e
57 10 Trader 09:00 130/40 No (5) 3 (H) Meliora. Forbidden, mind-twisting perfumes.
58 10 Trader 05:00 170/40 Yes (2) 6 (U) Galien. Decorative candles and chandeliers.
59 5 Noble 23:00 170/40 No (5) 5 (H) Sir Lancmat and his posse of overconfident ruffians.
60 9 Trader 18:00 140/10 No (5) 2 (A) Raimbaut. Arms dealer, wants no witnesses.
61 12 Merchant 03:00 160/10 No (6) 7 (U) 24 wagons, 48 guards, 4 LTs. Leather goods.

fil
62 8 Trader 11:00 150/30 No (4) 6 (U) Sibylla. Incense. Appreciates spellcasters.
63 1 Merchant 06:00 100/30 No (4) 8 (U) 2 wagons, 4 guards. Gold and silver.
64 7 Veteran 21:00 160/40 No (6) 12 (F) Alvise [F1, N]. Young, cheerful, hoping for glory.
65 9 Trader 13:00 90/40 No (6) 9 (I) Boniface. Leather goods.
66 8 Bandit 01:00 170/20 No (6) 9 (I) Disguised as beggars.
67 7 Basic Adventurers 10:00 140/20 Yes (2) 6 (U) Maffeo [H2, C]. A sibarite, in this for fun.
68 18 Bandit 04:00 190/20 No (5) 7 (U) Want to know if PCs are authorities.
69 10 Noble 15:00 190/10 No (3) 9 (I) Earl Baldwin is chatty if approached.
70 4 Expert Advent. 22:00 110/30 No (6) 8 (U) Ragnar [T10, L]. Find money, give (some) to the poor.
71
72
73
74
9
10
11
11
Bandit
Trader
Acolyte
Noble
e
17:00
19:00
00:00
07:00
130/40
140/20
80/10
160/30
Yes (1)
No (5)
No (5)
Yes (1)
8 (U)
8 (U)
7 (U)
5 (H)
Hate a local lord but no beef with PCs.
Yolanda. Glassware.
Theodorus [C5, N]. Keeper of balance. Aloof, meditative.
Margrave Lothar hates foreigners.
pl
75 10 Merchant 02:00 60/20 No (5) 10 (I) 20 wagons, 40 guards, 4 LTs. Incense.
76 11 Bandit 13:00 110/20 Yes (1) 10 (I) Rolling dice, distracted.
77 11 Mummy 07:00 150/20 Yes (2) 4 (H) Raised from nearby mausoleum.
78 9 Trader 20:00 130/20 No (3) 5 (H) Eleonora. Fine clothing. Despises "dirty peasants".
79 10 Trader 11:00 110/30 No (4) 11 (I) Ermengarde. Tapestries. Looking fro patrons.
80 4 Noble 02:00 180/20 No (4) 9 (I) Baronet Euler, discreet schemer.
81 6 Vampire 08:00 150/40 No (3) 8 (U) Hidden in basement during the day, avoid being seen.
m

82 16 Acolyte 16:00 110/20 Yes (1) 10 (I) Gwydon [C4, C]. Followers of the obscene serpent religion.
83 10 Trader 05:00 140/20 Yes (1) 9 (I) Almaric. Forbidden/risqué books.
84 7 Basic Adventurers 22:00 150/20 No (5) 4 (H) Euphemia [M1, N]. Obstinate, insecure.
85 10 Trader 15:00 170/40 Yes (2) 5 (H) Caterina. Paintings. Some are false.
86 6 Basic Adventurers 03:00 140/20 No (5) 10 (I) Finnian [H1, L]. Trustworthy, welcoming.
87 6 Veteran 19:00 180/40 No (3) 4 (H) Philip [F2, N]. Trouble-makers.
88 18 Bandit 09:00 120/20 No (5) 7 (U) Evaluate the PCs. Potential marks?
Sa

89 12 Ghoul 06:00 180/20 Yes (2) 6 (U) Disguised and quiet, wait for PCs to approach.
90 7 Expert Advent. 14:00 120/30 No (5) 3 (H) Elowen [D9, C]. Ruffians, may attack rivals.
91 5 Trader 04:00 150/40 Yes (2) 9 (I) Isolier. Musical instruments, likes to show them.
92 16 Zombie 23:00 100/30 No (3) 2 (A) Attack immediately.
93 6 Bandit 12:00 160/20 No (3) 7 (U) Unsure about PC's capabilities, avoid battle.
94 10 Trader 10:00 90/30 No (3) 12 (F) Eberhard. Half-price potions. 50% will work as intended.
95 5 Basic Adventurers 18:00 110/20 No (3) 10 (I) Gaia [F2, C]. Brave, overconfident, adventurous.
96 11 Trader 01:00 150/20 Yes (2) 5 (H) Roderigo. Furs. A rugged, dour hunter.
97 16 Acolyte 17:00 150/20 No (4) 12 (F) Theodor [C4]. Friendly and charitable.
98 16 Bandit 21:00 170/40 No (5) 3 (H) A dangerous gang of robbers. Pay or die!
99 5 Noble 00:00 140/30 No (5) 7 (U) Sir Duncan, a merry tournament knight.
100 16 Trader 07:00 100/20 Yes (2) 11 (I) Toris. Buys and sells ancient objects.

18
Clear, grasslands
Encounter frequency: 1-in-6 (or each 1d12 days).
Distance: in yards, as indicated on the table.
Travel speed: 100% (150% in maintained roads); i.e., 24/36 miles/day if unencumbered.
Chance of getting lost: 1-in-6.

# NA Encounter Time Distance Surpr. React. Detail

e
1 9 Expert Advent. 02:00 160/40 Yes (1) 5 (H) Gideon [M8, N]. Feel superior, demand respect.
2 4 Troll 13:00 130/20 No (4) 12 (F) Maybe the village has some criminals to give us?
3 9 Driver Ant 16:00 190/10 Yes (2) 6 (U) Eating a tree from the inside.
4 3 Spider, Tarantella 08:00 170/30 No (3) 8 (U) Waiting without moving.

fil
5 1 Hydra (or Sea H.) 05:00 160/10 Yes (2) 6 (U) 7 heads. Oblivious.
6 20 Nomad 15:00 190/10 No (3) 10 (I) Tari. Peaceful goat herders.
7 2 Dragon, White 03:00 140/30 Yes (2) 12 (F) No language/spells, sleeping.
8 2 Elephant 22:00 130/30 No (6) 8 (U) Wandering.
9 8 Lycant., Wererat 11:00 140/30 No (3) 10 (I) In human form, sneaky but not amiable.
10 22 Berserker 09:00 90/10 No (6) 5 (H) You are now our thralls! Behave and you will live!
11 1 Dragon, Black 19:00 90/10 No (6) 8 (U) No language/spells, sleeping.
12 4 Beetle, Fire 06:00 150/10 No (6) 6 (U) Flying away.
13 6 Snake, Pit Viper 14:00 180/10 Yes (1) 7 (U) Surprised, may attack.
14 5 Cat, Lion 04:00 110/10 No (3) 2 (A) They have a taste for humanoid meat.
15
16
17
18
9
2
3
3
Lycant., Werewolf
Hawk, Giant
Salamander
Rhagodessa
e
10:00
23:00
12:00
01:00
170/30
160/10
120/10
140/40
No (4)
Yes (1)
Yes (1)
Yes (2)
4 (H)
7 (U)
8 (U)
10 (I)
Raz [5HD]. In wolf form. Hunting people.
Circling.
3 flame or 3 frost. Watch and wait.
Climbing a nearby tree.
pl
19 5 Pegasus 17:00 170/10 No (4) 7 (U) Dispersed, grazing, shy but unconcerned.
20 13 Bandit 21:00 150/30 Yes (1) 4 (H) Suspicious and aggressive, try to threaten the PCs.
21 1 Dragon, Red 00:00 140/20 No (5) 2 (A) No language/spells, awake, ruthless.
22 10 Hobgoblin 08:00 150/40 No (4) 5 (H) Belligerent.
23 7 Ferret, Giant 02:00 180/40 No (4) 6 (U) Burrowing.
24 30 Brigand 13:00 140/30 No (5) 10 (I) Lupo [F2]. Asks for information and secrecy.
25 6 Roc, Small 16:00 130/10 No (4) 6 (U) Curious.
m

26 8 Cat, Lion 12:00 80/20 No (5) 10 (I) Feeding on dead carcasses.


27 17 Driver Ant 16:00 110/30 Yes (1) 7 (U) Scattered.
28 1 Dragon, Blue 08:00 150/20 No (4) 6 (U) No language/spells, sleeping.
29 3 Wyvern 09:00 160/30 No (5) 6 (U) Flying over, looking for easy prey.
30 6 Merchant 20:00 120/30 No (4) 3 (H) 12 wagons, 24 guards, 2 LTs. Paranoid smugglers.
31 17 Rock Baboon 03:00 130/20 No (3) 7 (U) Primitive and curious.
32 7 Robber Fly 05:00 170/20 Yes (2) 7 (U) Hiding in the grass.
Sa

33 4 Snake, Rattler 14:00 130/30 No (6) 2 (A) PCs walked near a nest.
34 7 Noble 01:00 170/10 No (6) 4 (H) Count Bernand inquires strangers, demands tariffs.
35 19 Killer Bee 23:00 180/40 No (3) 5 (H) Very aggressive.
36 2 Lycant., Wereboar 10:00 160/40 No (4) 9 (I) Quiet, avoid conflict.
37 19 Herd Animal 04:00 120/20 No (6) 5 (H) Irritated, territorial pronghorn antelopes (2HD).
38 10 Elephant 11:00 110/10 No (3) 8 (U) Migrating.
39 3 Medusa 21:00 80/10 No (3) 8 (U) Cautious, avoid conflict unless it is easy.
40 5 Boar 13:00 140/20 Yes (2) 8 (U) Eating roots.
41 20 Merchant 18:00 170/30 No (5) 12 (F) 40 wagons, 80 guards, 8 LTs. Eager to sell exotic food.
42 13 Herd Animal 06:00 170/20 No (5) 8 (U) Wildebeests (3HD) grazing.
43 50 Horse, Wild 15:00 100/20 Yes (2) 11 (I) Tranquil, running peacefully.
44 7 Elf 22:00 110/30 Yes (2) 5 (H) Distrustful of non-elves.
45 11 Griffon 17:00 150/40 Yes (2) 5 (H) Territorial, defending nearby nest.

19
46 11 Ferret, Giant 19:00 100/20 Yes (2) 7 (U) Sleeping.
47 4 Warp Beast 00:00 160/30 No (6) 2 (A) Violent hunters.
48 3 Mule 08:00 160/20 Yes (1) 7 (U) Grazing.
49 20 Pixie 02:00 70/10 No (5) 11 (I) Unseen, look like strange winds.
50 5 Blink Dog 16:00 120/10 No (6) 12 (F) Behave like domesticated, may follow you for a day.
51 3 Dragon, Green 09:00 150/40 No (5) 8 (U) Spellcaster, awake, conversing and plotting.
52 2 Gorgon 21:00 170/20 No (3) 8 (U) Confused by the PCs.
53 3 Basilisk 12:00 130/10 No (6) 7 (U) Walking away.
54 40 Horse, Wild 05:00 140/20 Yes (2) 6 (U) Protective of the herd.
55 20 Sprite 17:00 200/40 No (3) 10 (I) Reclusive, avoid humans.

e
56 12 Bugbear 03:00 80/40 No (6) 7 (U) Try to scare you away.
57 2 Weasel, Giant 16:00 180/30 Yes (1) 9 (I) Resting calmly.
58 3 Spider, Black Widow 10:00 70/30 No (5) 8 (U) Passing by.
59 7 High-Level Fighter 22:00 90/20 Yes (1) 7 (U) Helene the Cruel [F10, C]. Pillager. Mounted.
60 5 Gargoyle 07:00 130/30 No (3) 5 (H) Guarding nearby place (church or cemetery).

fil
61 22 Halfling 18:00 150/20 No (6) 10 (I) Easygoing, sybaritic, eating and smoking.
62 2 Hawk, Giant 14:00 140/10 No (4) 3 (H) Hungry and aggressive.
63 4 Giant, Hill 06:00 150/30 No (5) 7 (U) Unsure, dumbfounded, hungry.
64 1 Hawk, Giant 01:00 170/20 No (5) 7 (U) Flying to the mountains.
65 1 Spider, Crab 11:00 70/10 No (5) 7 (U) Crossing the grass.
66 1 Hydra (or Sea H.) 04:00 100/30 Yes (2) 6 (U) 8 heads. Feeding on elephant carcass.
67 2 Boar 20:00 170/10 No (5) 6 (U) Roaming peacefully.
68 28 Goblin 13:00 170/10 No (4) 5 (H) Uzumaki tribe. Hate humans.
69 14 Centaur 08:00 160/20 No (4) 7 (U) Curious, proud but playful.
70
71
72
73
18
3
8
3
Killer Bee
Chimera
Thoul
Snake, Pit Viper
e
23:00
15:00
02:00
19:00
150/30
120/20
180/40
160/40
Yes (1)
No (5)
Yes (2)
No (3)
8 (U)
8 (U)
6 (U)
7 (U)
Sitting on flowers.
Curious about humans.
May attack sleeping PCs.
Avoid humans.
pl
74 40 Pixie 00:00 110/10 No (6) 6 (U) Curious about humans.
75 12 Hippogriff 09:00 160/10 Yes (1) 5 (H) Hungry and very aggressive.
76 7 High-Level Magic-U. 21:00 140/30 No (4) 11 (I) Zephyrus [M8, N]. Fire Ball. Share rumors. Mounted.
77 2 Dragon, Gold 12:00 170/20 No (3) 8 (U) Spellcaster, sleeping. Professorial, condescending.
78 11 Mule 05:00 90/10 No (3) 12 (F) Looking for new masters.
79 3 Scorpion, Giant 17:00 110/40 No (4) 6 (U) Keeping a distance.
80 5 Basilisk 03:00 130/30 No (5) 11 (I) Shy.
m

81 5 Ogre 16:00 160/10 No (6) 6 (U) Asking travelers for food, may get aggressive.
82 8 Cockatrice 10:00 90/10 No (3) 11 (I) In ominous, clumsy flight.
83 20 Orc 22:00 70/40 No (6) 9 (I) Draknul. Willing to parlay.
84 8 Beetle, Oil 07:00 190/20 Yes (1) 6 (U) Revolving earth.
85 24 Stirge 18:00 170/40 No (6) 2 (A) Hungry for blood.
86 4 Lycant., Werebear 14:00 150/30 No (6) 5 (H) Territorial and a bit paranoid.
87 5 Beetle, Tiger 06:00 140/10 No (6) 4 (H) Hungry, mindless.
Sa

88 3 Weasel, Giant 01:00 130/20 No (3) 4 (H) Dangerous predators.


89 16 Rock Baboon 11:00 100/40 No (6) 7 (U) Scream and wait for answers.
90 5 High-Level Cleric 04:00 150/30 No (6) 3 (H) Nicasia [C9, N]. Accuse PCs of greed, demand gold.
91 2 Lycant., Weretiger 20:00 220/40 Yes (2) 10 (I) Human form. Capricious, nonchalant.
92 19 Bandit 13:00 150/30 No (5) 4 (H) Nobody passes without paying the toll.
93 6 Robber Fly 08:00 150/20 No (4) 8 (U) Hiding in the grass.
94 3 Treant 23:00 200/40 No (5) 10 (I) Remains quiet, waits for PCs to speak or pass by.
95 11 Gnoll 15:00 130/10 Yes (2) 9 (I) Eating raw meat.
96 1 Snake, Rattler 02:00 170/10 No (3) 9 (I) Slithering around.
97 5 Wolf 19:00 140/10 No (5) 3 (H) Hungry, aggressive.
98 2 Cat, Sabre-Toothed 00:00 90/20 Yes (1) 8 (U) Aggressive only if approached.
99 2 Insect Swarm 09:00 120/30 No (5) 12 (F) Harmless honeybees, do not sting, have honey.
100 2 Bear, Black 21:00 150/40 No (3) 5 (H) Confused, aggressive.

20
Desert
Encounter frequency: 3-in-6 (or each 1d4 days). Optional: reduce to 1-in-6 (or each 1d12 days).
Distance: in yards, as indicated on the table. Optional: double distances in the desert.
Travel speed: 33% slower (100% in maintained roads); i.e., 16/24 miles/day if unencumbered.
Chance of getting lost: 3-in-6.

# NA Encounter Time Distance Surpr. React. Detail


1 5 High-Level Fighter 14:00 130/20 No (6) 9 (I) Rollo [F9, L]. On a mission, ignores PCs. Mounted.
2 10 Nomad 08:00 150/10 Yes (1) 6 (U) Ujin. Curious about travelers.

e
3 11 Hobgoblin 19:00 220/20 No (5) 11 (I) Traveling elsewhere.
4 7 Thoul 05:00 140/40 No (3) 7 (U) May attack if approached.
5 1 Hydra (or Sea H.) 17:00 160/10 No (6) 6 (U) 7 heads.
6 20 Nomad 02:00 120/30 Yes (2) 10 (I) Sengu. Singing and dancing.

fil
7 4 Dragon, White 11:00 200/40 No (6) 11 (I) No language/spells, awake, flying high above.
8 1 Cat, Lion 10:00 110/40 No (5) 6 (U) Alone, avoid combat against groups.
9 6 Spectre 22:00 110/40 No (3) 6 (U) Tortured spirits, angry if approached.
10 60 Dervish 03:00 180/20 No (5) 8 (U) Travelling.
11 3 Dragon, Black 18:00 120/30 Yes (1) 5 (H) No language/spells, awake, very hungry.
12 2 Giant, Fire 07:00 90/20 No (6) 8 (U) Curious about travelers.
13 5 Camel 16:00 160/30 No (6) 8 (U) Resting in small shade.
14 6 Wraith 01:00 170/20 No (5) 9 (I) Floating ominously above sand.
15 3 Hawk 13:00 90/40 Yes (2) 10 (I) Migrating to other lands.
16
17
18
19
7
7
1
8
Salamander
Ogre
Manticore
Expert Advent.
e
04:00
20:00
09:00
12:00
140/40
130/20
110/40
140/20
No (4)
No (6)
No (4)
No (6)
11 (I)
9 (I)
10 (I)
8 (U)
7 flame or 1 frost. Passing by, uninterested.
Lazy, unconcerned.
Currently ignoring the group.
Aurelia [T10, C] and her Shadow Crew. Mounted.
pl
20 3 Dragon, Red 23:00 170/20 Yes (1) 5 (H) Spellcaster, awake, tyrannical, despise humans.
21 10 Merchant 15:00 80/10 No (3) 4 (H) 20 wagons, 40 guards, 4 LTs. Protect rare manuscripts.
22 6 Cat, Lion 06:00 140/30 No (3) 7 (U) Follow PCs for a while.
23 30 Dervish 21:00 180/40 Yes (2) 9 (I) Hospitable.
24 6 Roc, Small 00:00 150/40 Yes (1) 9 (I) Watching from above, circling.
25 5 Camel 14:00 100/10 No (4) 9 (I) Grazing, tranquil.
26 3 Ogre 08:00 220/40 Yes (2) 3 (H) Scared, stupid and murderous.
m

27 4 Dragon, Blue 19:00 130/30 Yes (1) 7 (U) Spellcaster, awake. Proud.
28 1 Wyvern 05:00 150/30 Yes (1) 5 (H) Scared and hungry.
29 40 Nomad 17:00 110/40 Yes (1) 7 (U) Kulan [F4]. Strong, proud warriors.
30 4 Lizard, Tuatara 02:00 70/20 Yes (2) 8 (U) Resting in the sun.
31 2 Manticore 11:00 180/10 No (4) 5 (H) Follow the PCs, attack when they rest.
32 2 Snake, Rattler 10:00 150/30 Yes (2) 7 (U) Waiting in the sun.
33 30 Nomad 22:00 180/10 No (3) 9 (I) Togul [F2]. Wise travelers, carry books.
Sa

34 3 Hawk, Giant 03:00 180/20 Yes (1) 6 (U) Resting.


35 26 Skeleton 18:00 120/30 No (6) 6 (U) Defending a tomb or ruin.
36 14 Herd Animal 07:00 140/20 Yes (1) 6 (U) Zebu cattle (3HD), half-starved.
37 7 Cat, Lion 16:00 170/20 No (6) 9 (I) Hunting for easier prey.
38 3 Vampire 01:00 80/10 Yes (1) 7 (U) Observe PCs from afar, as wolves (or giant bats).
39 4 Camel 13:00 140/10 Yes (1) 10 (I) Domesticated, docile. Pre-owned.
40 30 Nomad 04:00 140/20 Yes (1) 4 (H) Ong [F2]. Violent slavers.
41 18 Herd Animal 20:00 50/40 Yes (2) 10 (I) A herd of wandering goats [1HD].
42 7 High-Level Cleric 09:00 180/10 No (4) 12 (F) Mirella [C6, L]. Benevolent wanderers. Mounted.
43 8 Griffon 12:00 90/10 No (5) 4 (H) Starved, prefer horses, mules, and halflings.
44 5 Cat, Lion 23:00 190/30 Yes (1) 9 (I) Ignore PCs they don’t approach.
45 18 Zombie 15:00 100/20 No (3) 7 (U) Raising from the sand. Always attack.
46 9 Lizard, Gecko 06:00 150/40 Yes (2) 7 (U) Hunting insects.

21
47 40 Nomad 21:00 120/40 Yes (1) 10 (I) Jemel [F4]. Fierce but friendly hunters.
48 11 Ghoul 00:00 120/30 No (5) 6 (U) Hunting people.
49 1 Dragon, Green 14:00 120/10 No (3) 3 (H) No language/spells, awake, aggressive.
50 5 Mummy 08:00 100/20 No (3) 5 (H) Desiccated and angry.
51 12 Ghoul 19:00 120/10 No (5) 7 (U) Try to surround and ambush.
52 19 Herd Animal 05:00 180/20 No (5) 12 (F) White oryx (2 HD), docile.
53 5 Roc, Large 17:00 130/20 Yes (2) 8 (U) Flying high, uninterested.
54 5 Expert Advent. 02:00 150/10 Yes (1) 9 (I) Fenriel [E6, L]. Roam the woods, keeping order.
55 1 Spider, Tarantella 11:00 220/20 Yes (2) 7 (U) Moving slowly.
56 30 Pixie 10:00 140/40 Yes (1) 7 (U) Surprise while flying around dancing.

e
57 16 Merchant 22:00 160/10 Yes (1) 11 (I) 32 wagons, 64 guards, 6 LTs. Precious oils.
58 4 Gargoyle 03:00 120/30 Yes (2) 4 (H) Resting on stones, startled, will attack but not chase.
59 6 High-Level Magic-U. 18:00 200/40 No (4) 8 (U) Aurora [M9, N]. Teleport. Suspicious. Mounted.
60 4 Hawk 07:00 110/40 No (5) 7 (U) Ominously circling above.
61 40 Dervish 16:00 110/40 No (6) 3 (H) Fanatical, on a mission to slay infidels.

fil
62 6 Hawk 01:00 180/20 No (6) 7 (U) Flying by, looking for small animals.
63 21 Sprite 13:00 120/30 Yes (1) 10 (I) Startled, try to move away.
64 1 Hydra (or Sea H.) 04:00 90/20 No (6) 10 (I) 8 heads. Shedding skin.
65 6 Camel 20:00 160/30 Yes (1) 7 (U) Wild, unconcerned.
66 9 High-Level Fighter 09:00 170/20 Yes (2) 9 (I) Galen [F8, C]. Returning home from battle. Mounted.
67 10 Ghoul 12:00 90/40 No (6) 6 (U) Hungry and callous.
68 9 Ogre 23:00 140/40 No (4) 7 (U) Eating around bonfire.
69 2 Chimera 15:00 130/20 No (3) 7 (U) Uncertain, may use breath.
70 10 Nomad 06:00 110/40 No (6) 7 (U) Finnian. Lively horse breeders.
71
72
73
74
5
3
5
1
Snake, Pit Viper
Hawk, Giant
Noble
Dragon, Gold
e
21:00
00:00
14:00
08:00
140/20
170/20
80/10
140/30
No (3)
No (3)
No (5)
Yes (2)
4 (H)
3 (H)
5 (H)
7 (U)
Aggressive, hissing.
Starved.
Duke Reynard, paranoid and vengeful.
Spellcaster, awake. Proud, mysterious.
pl
75 6 Lizard, Gecko 19:00 180/40 No (5) 2 (A) Angry, hungry.
76 10 Orc 05:00 150/40 No (3) 5 (H) Tragnor. Angry, aggressive, could accept a big bribe.
77 3 Basilisk 17:00 100/10 No (5) 5 (H) Hunting rodents, aggressive to humans.
78 7 Noble 02:00 220/40 No (4) 9 (I) Sheik Farzid, welcoming to travelers.
79 4 Gargoyle 11:00 130/30 No (3) 6 (U) Resting on ruins.
80 30 Nomad 10:00 150/30 No (3) 4 (H) Roder [F2]. Warlike raiders.
81 23 Goblin 22:00 110/40 No (6) 8 (U) Hungry, not particularly quarrelsome.
m

82 1 Roc, Giant 03:00 70/20 No (6) 5 (H) Aggressive carnivore.


83 19 Skeleton 18:00 180/10 No (4) 4 (H) Hate the living.
84 10 Hobgoblin 07:00 150/30 No (5) 7 (U) Suspicious.
85 2 Spider, Tarantella 16:00 180/10 No (3) 7 (U) Looking around for prey.
86 1 Lizard, Tuatara 01:00 180/20 No (5) 7 (U) Sitting on a rock.
87 1 Snake, Pit Viper 13:00 120/30 No (5) 8 (U) Basking in the sun.
88 8 Wight 04:00 140/20 Yes (2) 6 (U) Twisted corpses rising from the sands.
Sa

89 6 High-Level Cleric 20:00 170/20 No (5) 2 (A) Oisin [C6, L]. Fanatic hermits. Mounted.
90 50 Orc 09:00 80/10 No (6) 8 (U) Urgog. Mocks PCs, demands tribute.
91 7 Zombie 12:00 140/10 No (4) 11 (I) Desiccated. Always attack.
92 20 Dervish 23:00 140/20 No (4) 6 (U) Suspicious of strangers, likes lawful PCs.
93 2 Snake, Rattler 15:00 50/40 No (6) 3 (H) Will attack unless PCs hear the rattle and avoid.
94 13 Herd Animal 06:00 180/10 No (6) 5 (H) Aggressive addaxes or gazelles [2 HD].
95 4 Manticore 21:00 90/10 Yes (1) 9 (I) Not particularly hungry, might ignore.
96 5 High-Level Magic-U. 00:00 190/30 No (4) 2 (A) Eldrin [M8, C]. Massmorph. Cruel thief. Mounted.
97 3 Scorpion, Giant 14:00 100/20 No (6) 8 (U) Ignoring humans.
98 2 Lizard, Tuatara 08:00 150/40 Yes (2) 11 (I) Resting in the sun, distracted.
99 2 Insect Swarm 19:00 120/40 No (6) 6 (U) Scorpion swarm, attack if PCs are surprised.
100 4 Scorpion, Giant 05:00 120/30 No (4) 4 (H) Aggressive beasts.

22
Forest
Encounter frequency: 2-in-6 (or each 1d6 days).
Distance: in yards, as indicated on the table. Optional: halve distances in forests.
Travel speed: 33% slower (100% in maintained roads); i.e., 16/24 miles/day if unencumbered.
Chance of getting lost: 2-in-6.

# NA Encounter Time Distance Surpr. React. Detail


1 20 Pixie 03:00 140/20 No (3) 8 (U) High pitch singing but nothing to be seen.
2 27 Stirge 14:00 160/40 No (5) 5 (H) Hunting any mammal.

e
3 2 Pegasus 10:00 100/10 Yes (1) 10 (I) A pregnant couple, protective and careful.
4 3 Roc, Small 22:00 140/30 Yes (2) 5 (H) Need food for nests, prefer mules and horses.
5 4 Lycant., Weretiger 07:00 130/10 No (4) 6 (U) Hunting as humans, some hidden.
6 11 Herd Animal 19:00 120/20 Yes (1) 8 (U) Caribou [2 HD] eating grass.

fil
7 3 Spider, Tarantella 15:00 100/30 Yes (2) 2 (A) Attack from all sides.
8 13 Driver Ant 02:00 110/10 No (4) 9 (I) Carrying leaves to somewhere else.
9 1 Hydra 18:00 150/40 Yes (2) 5 (H) 6 heads with long necks appear between the trees!
10 20 Brigand 09:00 130/10 Yes (1) 10 (I) Alberic [F2]. No need for trouble, we are pros.
11 16 Berserker 23:00 160/20 No (3) 5 (H) This is OUR land, strangers!
12 1 Spider, Black Widow 06:00 140/30 Yes (2) 11 (I) Eating a large rodent, distracted.
13 1 Dragon, Gold 11:00 110/40 No (5) 9 (I) Spellcaster, in human form, seeks knowledge.
14 6 Cat, Panther 20:00 130/10 No (6) 5 (H) You look like lunch.
15 6 Merchant 08:00 150/20 No (5) 2 (A) 12 wagons, 24 guards, 2 LTs. Think you are bandits!
16
17
18
19
5
6
3
4
Lycant., Wereboar
Wolf, Dire
Cyclops
Rhagodessa
e
12:00
01:00
17:00
21:00
100/30
140/10
120/40
160/10
No (5)
No (6)
Yes (1)
No (4)
10 (I)
11 (I)
5 (H)
5 (H)
Appear as berserkers, friendly at first.
Feeding on a dead boar.
Human vermin! Get out of my way!
Approaching quickly.
pl
20 5 Boar 04:00 120/20 No (4) 5 (H) Digging for food, hostile.
21 21 Bandit 13:00 160/20 Yes (2) 6 (U) Lark [T3].
22 2 Warp Beast 16:00 180/10 No (3) 11 (I) Walking calmly, carrying a dead lizard in the mouth.
23 3 Lizard, Tuatara 00:00 140/30 Yes (1) 5 (H) Lazy and still, unless you get near.
24 32 Goblin 05:00 150/10 No (5) 9 (I) What goods do you have? Let us barter!
25 5 Lizard, Gecko 14:00 200/10 No (4) 5 (H) Hungry and getting close.
26 1 Lycant., Werebear 10:00 220/20 No (5) 7 (U) In bear form, startled but curious.
m

27 1 Chimera 22:00 210/10 No (4) 9 (I) Evil but cowardly, avoids PCs.
28 6 High-Level Magic-U. 07:00 230/40 Yes (1) 6 (U) Morgana [M10, N]. Conjure Elemental. Uneasy.
29 3 Spider, Crab 19:00 190/20 Yes (1) 6 (U) They are above us!
30 8 Beetle, Oil 15:00 200/30 No (5) 6 (U) Partially buried.
31 5 Unicorn 03:00 170/20 No (5) 8 (U) Proud and peaceful, eating grass.
32 2 Medusa 18:00 190/10 Yes (1) 7 (U) Just two old women in veils.
33 4 Wolf 09:00 180/40 No (4) 9 (I) Unlikely to attack humans.
Sa

34 12 Elf 23:00 150/30 No (6) 7 (U) Protective of the forest, asks questions.
35 2 Basilisk 06:00 170/10 No (3) 4 (H) Scared and hostile, will attack if PCs don’t run.
36 14 Griffon 11:00 220/20 No (4) 6 (U) Hungry for beasts of burden or pets.
37 7 Unicorn 20:00 160/10 No (6) 9 (I) Trotting peacefully in the woods.
38 12 Beetle, Fire 08:00 210/20 Yes (2) 5 (H) Glowing, agitated bugs all around.
39 33 Sprite 12:00 170/10 Yes (2) 11 (I) Come play with us!
40 4 Lizard, Gecko 01:00 190/30 Yes (1) 3 (H) Jump from trees and attack.
41 3 Dragon, Red 17:00 150/10 No (5) 8 (U) No language/spells, sleeping.
42 3 Snake, Pit Viper 21:00 160/20 No (4) 6 (U) Nearly stepped on one!
43 11 Robber Fly 04:00 210/40 Yes (1) 9 (I) Hunting killer bees.
44 2 Hawk 13:00 220/10 No (5) 5 (H) Circling lower and lower.
45 40 Brigand 16:00 230/20 No (5) 11 (I) Owin [F4]. Howdy! Are you looking for a job?
46 1 Hydra 00:00 160/30 Yes (1) 3 (H) 10 heads, just awakened, terrible mood.

23
47 6 Treant 05:00 200/10 No (5) 9 (I) Didn’t see you there! Welcome to our home!
48 17 Bugbear 14:00 190/40 No (4) 8 (U) Looking for slaves, will consider the PCs.
49 6 Cat, Panther 10:00 150/10 Yes (2) 6 (U) Unsure, may attack if approached carelessly.
50 6 Salamander 22:00 180/20 Yes (2) 7 (U) 6 flame or 1 frost. Surprised and confused.
51 1 Hawk, Giant 07:00 200/10 No (3) 6 (U) Only attacks a mule/horse.
52 7 Expert Advent. 19:00 210/30 Yes (1) 8 (U) Lyra [C6, N], Clan of Steel. Pious warriors. Mounted.
53 3 Dryad 15:00 190/40 No (6) 4 (H) “Come closer, my love”.
54 8 Ogre 02:00 230/20 No (4) 4 (H) Callous monsters.
55 12 Centaur 18:00 160/10 No (5) 6 (U) Roaming freely, may question strangers.
56 4 Dragon, Black 09:00 170/30 No (4) 7 (U) No language/spells, awake, flying around.

e
57 9 Blink Dog 23:00 210/20 Yes (1) 7 (U) Teleport around you to see observe your actions.
58 14 Gnoll 06:00 220/40 Yes (1) 3 (H) Tried an ambush, enraged that they were surprised.
59 3 Cat, Tiger 11:00 150/10 Yes (2) 7 (U) Cautious, avoid attacking big groups.
60 3 Hawk 20:00 140/20 No (5) 10 (I) Resting on the trees.
61 20 Killer Bee 08:00 160/40 No (5) 3 (H) Attack anyone near hive.

fil
62 8 Bandit 12:00 100/10 No (4) 12 (F) "You look tough! Wanna join and get rich?"
63 5 Beetle, Tiger 01:00 140/30 No (6) 7 (U) Climbing on a tree.
64 10 Herd Animal 17:00 130/10 Yes (1) 5 (H) Startled red deer [2 HD], caught by surprise.
65 2 Dragon, White 21:00 120/20 No (4) 9 (I) No language/spells, awake, flying around.
66 6 High-Level Fighter 04:00 100/30 Yes (1) 6 (U) Brynn Battleaxe [F8, N]. Mounted.
67 2 Scorpion, Giant 13:00 110/10 Yes (2) 3 (H) Territorial monsters.
68 7 Lycant., Wererat 16:00 150/40 No (6) 7 (U) Opportunists, gather information.
69 6 Thoul 00:00 130/10 No (5) 8 (U) Watch from a distance.
70 9 Lycant., Werewolf 05:00 160/20 Yes (2) 7 (U) Talk, evaluate PC's weapons.
71
72
73
74
4
5
13
8
High-Level Cleric
Wyvern
Hippogriff
Robber Fly
e
14:00
10:00
22:00
07:00
140/30
110/40
130/10
150/20
Yes (2)
Yes (1)
Yes (1)
Yes (1)
7 (U)
10 (I)
3 (H)
7 (U)
Parthenia [C9, N]. Crossing the forest in pilgrimage.
Resting with bellies full.
The whole flock is startled by your presence!
Hiding in woods.
pl
75 7 Basic Adventurers 19:00 100/30 No (4) 8 (U) Hadrian [F1, C]. Pragmatic, careful.
76 21 Killer Bee 15:00 140/10 Yes (2) 8 (U) Flying around.
77 10 Brigand 03:00 120/40 No (5) 7 (U) Alys [F1]. Too few, unlikely to pick a fight.
78 5 Cockatrice 18:00 160/10 Yes (1) 9 (I) Hunting insects.
79 3 Cat, Tiger 02:00 160/20 No (4) 5 (H) Sneaking on the group, attack if undetected.
80 5 Wolf 23:00 160/20 No (5) 6 (U) Tracking, suspicious of humans.
81 30 Orc 06:00 180/10 No (4) 10 (I) Uglun. Inquires PCs, might be hired as mercenaries.
m

82 8 Wolf, Dire 11:00 140/30 No (4) 5 (H) They turn and snarl, looking ravenous.
83 14 Driver Ant 20:00 150/10 Yes (2) 7 (U) Carrying food and one shiny object.
84 2 Dragon, Blue 08:00 200/10 No (3) 9 (I) No language/spells, sleeping.
85 4 Gorgon 12:00 220/20 No (6) 4 (H) Territorial and aggressive.
86 5 Boar 01:00 210/10 No (4) 7 (U) Resting under a tree.
87 4 Spider, Crab 17:00 230/40 No (3) 5 (H) Attack from above trees.
88 7 Gargoyle 21:00 190/20 No (3) 7 (U) Perched on trees.
Sa

89 2 Dragon, Green 04:00 200/30 No (6) 6 (U) No language/spells, awake.


90 2 Lizard, Tuatara 13:00 170/20 No (5) 9 (I) Sitting still, probably sleeping.
91 3 Spider, Crab 16:00 190/10 No (5) 6 (U) Waiting on trees.
92 5 Giant, Hill 00:00 180/40 No (5) 5 (H) Bullies, want to steal your food.
93 5 Basilisk 05:00 150/30 No (3) 9 (I) Sitting on a tree.
94 5 Snake, Pit Viper 14:00 170/10 Yes (1) 6 (U) Surprised, may attack.
95 12 Hobgoblin 10:00 220/20 No (3) 6 (U) Well disciplined, inquisitive.
96 7 Troll 22:00 160/10 No (5) 10 (I) Where can we find more humans around here?
97 4 Bear, Grizzly 07:00 210/20 Yes (1) 5 (H) Territorial.
98 11 Wolf 19:00 170/10 No (4) 6 (U) Curious about PCs.
99 3 Insect Swarm 15:00 190/30 No (5) 10 (I) Hornets. Easy to avoid, unless provoked.
100 2 Bear, Black 02:00 150/10 No (5) 5 (H) Angry.

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