12/01/2021
Someone asked for a web version of the Forest Encounter table so here it is:
| D100 | Encounter |
| 1 | Old burial site (2 human bodies 4sp if searched) |
| 2 | Delayed by a huge pack of bears moving through the forest. Lose a day of travel |
| 3 | Heavy rains cause paths to become thick mud. No travel movement. |
| 4 | Abandoned bear den: A Wilderness Lore check (DC 15) identifies the creature |
| 5 | A small family of gnome fishers – Give rumor/hint |
| 6 | A small group of ferrets by the pond. Flee when PC approaches. |
| 7 | Wide deer path. Gain a day or travel. |
| 8 | Traveling gypsies on a Wagon (4d2) – Tell Fortune for 1sp. Roll Rory’s Story Cubes |
| 9 | Small spring with fish (1d4 temp hit points) |
| 10 | When your players awake in the morning after a restless night of camping, they discover footprints all around them in the dirt. Their backpacks have been looked through, but nothing has been stolen. |
| 11 | The party stops to rest and notices a tree bearing immense fruit which is magical. (1d6 temp HP) |
| 12 | Dead human adventurer – Long sword, chain shirt, 14sp, backpack (bite mark on leg – poison) |
| 13 | A great elk is seen watching the party from a distance. It almost looks as if the elk is wearing a crown made of twigs and vines. |
| 14 | The party bumps into a young gold dragon in the form of a young human male. |
| 15 | Far off, very far off, a beast screams out. A flock of birds takes flight from the surrounding trees. |
| 16 | A set of clothes and jewelry next to a stream. Nobody is around. 50GP |
| 17 | Flying Monster Overhead – dead body in the mouth (Manticore) |
| 18 | Unnaturally quiet |
| 19 | Bridge out – Circle back (lose a day of travel) |
| 20 | Flying Monster Overhead – dead body in the mouth (Young green dragon) |
| 21 | Pilgrams – 1d3 – Can oer Healing (NPC – Acolyte) |
| 22 | Small abandoned camp. A sack with one potion of healing lying next to a stump. |
| 23 | Warlock’s Trumpetbloom (Creature Codex) |
| 24 | A sign attached to a tree tells about the immediate danger of nearby hunting grounds of a gnoll tribe. In the woods is a tribe of 4d20 gnolls called the Far Fangs because of their preferred way of fighting – with ranged weapons and traps. |
| 25 | Party finds a small boat on a lake. While crossing the lake, the party encounters a drowned maiden. |
| 26 | Party sees a falling star crash into the forest somewhere. (Never find it since it was an illusion). |
| 27 | The party finds a well-labeled “wishing well: insert money for fortune.” Every (PC level) GP thrown in adds grants the “lucky” feat for one hour, or until used. |
| 28 | The party is followed by the protector of the forest trying to scare away the party. (Treant) |
| 29 | Naked man laying on the ground. Unconfused. Scratches. (Werewolf ) |
| 30 | Bridge with a troll. Pay 1gp each to cross |
| 31 | Cats appear to be watching the party from the trees. Dozens upon dozens of them. Whenever a member of the party approaches them they run away and can’t be found (may serve as lookouts for a darker force). |
| 32 | Party finds a small boat on a lake. Using the boat saves the party from walking around. Gain 1 day of travel. |
| 33 | After spending more and more time in the forest, the players start to notice the trees have grown faces. It’s unknown if this is just them going crazy, or if it’s real. +1 Madness |
| 34 | Party spots a golden elk. If followed, it leads them to a magic weapon (+1 Longsword or BattleAxe) stuck in a tree. |
| 35 | A pile of shit with human clothes, hair, and bones in. |
| 36 | Colony of 2d4 Giant Spiders |
| 37 | Party notices eyes following them. Never can find out what it is. |
| 38 | Hill giant pass by the group. Stealth rolls or they are spotted! |
| 39 | A stone in the party’s campfire breaks open and contains a 50GP gem. |
| 40 | A group of goblins arguing over directions. |
| 41 | A pile of bones (used to be a goblinoid) |
| 42 | Sunny day with few clouds. |
| 43 | Pack of 2d6 starving wolves |
| 44 | Powerful storm. Lose 1 day of travel |
| 45 | Glowing fungus found – worth 50gp to a Herbalist |
| 46 | Passing ranger gives PCs directions. Gain a day of travel. |
| 47 | A pair of lumberjacks. They give directions. Gain 1 day of travel. |
| 48 | Campsite with a smoldering fire. A few hours old! |
| 49 | Naked Woman swimming in water (Succubus) |
| 50 | One member of the party hears the creaking of the trees and the sounds of the forest suddenly stop, then a voice right behind them whispers their name in a hoarse voice, but there is no one there. None of the others notice anything different. |
| 51 | A cloudy day with light winds |
| 52 | Hunting party returning to camp. They were very successful and shared the bounty with the party. Gain rations. |
| 53 | Sword in the Pond: You find a pond. 10ft deep in the center of the pond is a sword glowing. Inside the pond, a water elemental patiently waits. The sword is also a curse. |
| 54 | PCs pass a unicorn in the forest. She nods and vanishes. In the spot where she was is a sack of healing potions (one for each PC) |
| 55 | Seated Wizard, reading a book, mysterious (NPC – Mage) |
| 56 | Shambler (Shambling Mound) |
| 57 | Random PC gets twisted ankle. Lose 1 day of travel. |
| 58 | A parrot is found on a branch repeating the words ‘By the Gods what is that?!’ |
| 59 | Dense fog. Lose 1 day of travel. |
| 60 | Body of dead giant elk – Owlbear attacks soon after |
| 61 | A small group of pixies playing in the forest. They can give directions through the forest. Gain 1 day of travel. |
| 62 | Sack lying at the side of a path. It is a bag of holding that contains a bunch of clothes and simple tools. |
| 63 | Petrified: A pair of petrified humans. On closer inspection, you notice they were bitten. Every 100ft or so you find another petrified body. A Flock of Cockatrice has made a lair in a nearby cave. |
| 64 | Owlbear attacks |
| 65 | Tree covered in boils at ooze pus |
| 66 | One large ancient tree surrounded by 12 smaller trees in a circle! |
| 67 | Patch of herbs. Medicine Check DC 12. Success = gain 1 healing potion |
| 68 | A hooded figure sits on a stump. He does not respond to anything. If you attack or touch the figure they collapse into a swarm of spiders. |
| 69 | A small path through the undergrowth makes travel easy. Gain 1 day of travel. |
| 70 | Party finds a large tree that has a small dwelling in it. Safe camp. |
| 71 | Corpse hanging in a tree by vines. WIS Save DC 12 or gain 1 madness |
| 72 | Passing druid. Gives nature’s blessing. Players have advantage on the next roll |
| 73 | Shunned one in dirty rags (Diseased – skin sores) |
| 74 | A hunting party of Orcs or goblins returning to their home with the body of an elk. |
| 75 | Clear starry night during camp. Beautiful view. Lose 1 Madness. |
| 76 | Light rain |
| 77 | Flying Monster Overhead – dead body in its mouth (Chimera) |
| 78 | Boomer Fungi (Tome of Beast 2) |
| 79 | The old stone altar, long forgotten or used. |
| 80 | Animal Graveyard – lots of bones of many large animals |
| 81 | Large clearing full of wild Flowers. If the party slows down to smell the flowers, lose one Madness. |
| 82 | Burnt Arcane symbols on tree/boulder 1d3; 1= Invoking an evil god or summoning, 2= Invoking a good god or summoning, 3 = Protective Ward |
| 83 | Hornet Nest was disturbed by the party. Dex Save 12 or 1d4 piercing damage. |
| 84 | Perfect traveling weather. Gain 1 day or travel. |
| 85 | You suddenly realize that all the noise in the forest is gone. As if silence had been cast but you can still talk and make noise as normal. Suddenly the forest is filled with howls, screeches, and buzzing so loud it deafens the party. When the party can hear again the forest is back to normal. |
| 86 | Dead animal – slash marks on side (claws?) |
| 87 | Warm and sunny |
| 88 | A grove of Fruit trees. Gain rations |
| 89 | Child of Yggdrasil (Creature Codex) |
| 90 | Bandit Camp (Tents) 2d12 bandits |
| 91 | A merchant with a cart with a broken wheel. If PCs help, they gain one potion of healing but lose a day of travel. |
| 92 | Cool stream. Gain water. |
| 93 | A sign on the road tells about the immediate danger of nearby hunting grounds of a gnoll tribe. If they don’t slow down, 2d6 gnolls ambush party. |
| 94 | Wandering Riding Horse (saddle) – looks injured and tired |
| 95 | Slightly overcast |
| 96 | A small stream runs across the path. In the water are 3GP and 2SP. |
| 97 | The party finds an old shrine to a lost god. If an offering is left, that PC gains inspiration. |
| 98 | Bad storm. Seek shelter. Do not move forward. |
| 99 | Smoldering & smoking remains – large funeral pyre – burnt body |
| 100 | Empty rotting backpack, rotting food |
Keep on gaming!