Random Encounters - North

This table is to be used to generate random encounters on the roads in the northern part of the Nymanthium Empire. Roll six times a day, morning half, noon, afternoon, first watch, second watch and third watch.

Roll d20

1-5
No Encounter

6
Giant Eagle
On a DC 15 Perception check, the players see a giant eagle circling overhead.

7
Worsening Weather (Storm)
As the party travels, a storm rolls in. Roll the following tables to determine severity and duration.
Duration 3d4 hours
Severity 1d6
1 – Chill moves in, dampness and dense fog obscuring vision. Mist seems to just cling in the air for the duration.
2-3 Mild rain making everything wet and muddy.
3-4 Moderate rain, thunder. Typical summer storm. Rain reduces vision and makes travel miserable.
5 – Heavy rain, moderate wind make things difficult. Rainwater washes out trails and muddy roads increase travel time 2×.
6 – Seek Shelter! Driving sleet and rain reduce vision to 5’. Heavy wind makes travel difficult at best. Attempting to travel in this weather is not advised and will require survival checks to keep from getting lost or losing horses or goods.

8
Travelers Opposite Direction
A caravan of 1d4 carts is slowing making their way in the opposite direction of the travelers.

9
Migrating Herd
The party stumbles upon a herd of roaming animals (Sheep, Elk, Buffalo).

10
Bandits (2d4 Bandits with Bandit Captain)
The party is beset upon by an ambush. A log has fallen across the road, or there’s a broken covered wagon. They ask for help, but when the PCs aren’t looking they ambush them with the captain shiving anyone helping repair the wagon and the rest of the bandits popping out of the cart with light crossbows.

11
Crazy Druid
They meet an odd druid named Bun-bun. He is a bit scrambled but if you share a meal and
some wine with him he will show you a shortcut that cuts your travelling time
considerably. He has ears like a bat and if the word crazy falls he will become really mad
and his voice will sound like the thunder, winds will pick up, and he will disappear into
the twirling leaves. The storm will last a whole 2d8 hours and if there is no proper shelter
there might be some survival checks in order to make it without losing one thing or
another (Branches in eyes, flying equipment, tents and bedrolls).

12
Cursed Crow
A crow starts to follow the party from the sky, sometimes landing and khawing at them.
The thing is that to all but one of the players this sounds like a normal bird, but this
one player swears he hears it say ‘’I will come for you, I will’’ over and over again. On the
third day the crow is gone but that same evening this player will be attacked by this
cursed creature in his dreams. The dream involves him slow-running through the
current environment in nothing but a loincloth while being attacked by this bird dealing
mental damage in the process, wisdoms saves to wake up. Once he wakes up a dark
figure falls from the tree in a fury of sounds, beak, and claws as it attacks the player.
The creature looks like a bird, but almost humanoid and definitely cursed in some evil
twisted way (use kenku stats).

13
Cray-cray Nay-nay
They meet an odd druid named Mud. He is a bit scrambled but if you share a meal and
some wine with him he will show you a shortcut that cuts your travelling time
considerably. He has ears like a bat and if the word crazy falls he will become really mad
and his voice will sound like the thunder, winds will pick up, and he will disappear into
the twirling leaves. The storm will last a whole 2d8 hours and if there is no proper shelter
there might be some survival checks in order to make it without losing one thing or
another (Branches in eyes, flying equipment, tents and bedrolls).

14
Express Messenger
A lone rider in a military uniform yells to make way as he passes and then continues onward.

15
Wolves
A pack of 3d4 Dire Wolves is stalking the party. A DC 15 Perception check notices the pack. They wait until the party stops for the night before attacking.

16-18
Cleansing Inspection
The road ahead is blocked by a check point. 2d4 Watchmen are here with a Watch Captain to inspect travelers on the road for contraband. They’re specifically looking for anyone or anything that violates the Antimagic Decree.

19
Bulette
The party hears a rumbling in the distance with a DC 13 Perception check. Right before the bulette attacks, the horses whinney and seem to not want to obey. A second later, a large bulette jumps out of the ground and onto the front of the cart or onto the first few people in the party.

20
Wyvern
In the distance the party spots something in the sky. It could be a bird, but it seems to be tracking them. A DC 20 Perception check will reveal it to be a Wyvern. The party can seek shelter or otherwise attempt to evade the beast or it will attack them in 1d4 hours of travel.

Random Encounters - North

Tanis - Nymanthium Empire brenhill