Forest Travel Encounters (Web Version)

12/01/2021

Someone asked for a web version of the Forest Encounter table so here it is:

D100Encounter
1Old burial site (2 human bodies 4sp if searched)
2Delayed by a huge pack of bears moving through the forest. Lose a day of travel
3Heavy rains cause paths to become thick mud. No travel movement.
4Abandoned bear den: A Wilderness Lore check (DC 15) identifies the creature 
5A small family of gnome fishers – Give rumor/hint
6A small group of ferrets by the pond. Flee when PC approaches.
7Wide deer path. Gain a day or travel.
8Traveling gypsies on a Wagon (4d2) – Tell Fortune for 1sp. Roll Rory’s Story Cubes
9Small spring with fish (1d4 temp hit points)
10When 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. 
11The party stops to rest and notices a tree bearing immense fruit which is magical. (1d6 temp HP)
12Dead human adventurer – Long sword, chain shirt, 14sp, backpack (bite mark on leg – poison)
13A 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.
14The party bumps into a young gold dragon in the form of a young human male.
15Far off, very far off, a beast screams out. A flock of birds takes flight from the surrounding trees.
16A set of clothes and jewelry next to a stream. Nobody is around. 50GP
17Flying Monster Overhead – dead body in the mouth (Manticore)
18Unnaturally quiet
19Bridge out – Circle back (lose a day of travel)
20Flying Monster Overhead – dead body in the mouth (Young green dragon)
21Pilgrams – 1d3 – Can oer Healing (NPC – Acolyte)
22Small abandoned camp. A sack with one potion of healing lying next to a stump.
23Warlock’s Trumpetbloom (Creature Codex)
24A 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.
25Party finds a small boat on a lake. While crossing the lake, the party encounters a drowned maiden.
26Party sees a falling star crash into the forest somewhere. (Never find it since it was an illusion).
27The 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.
28The party is followed by the protector of the forest trying to scare away the party. (Treant)
29Naked man laying on the ground. Unconfused. Scratches. (Werewolf )
30Bridge with a troll. Pay 1gp each to cross
31Cats 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).
32Party finds a small boat on a lake. Using the boat saves the party from walking around. Gain 1 day of travel.
33After 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
34Party spots a golden elk. If followed, it leads them to a magic weapon (+1 Longsword or BattleAxe) stuck in a tree.
35A pile of shit with human clothes, hair, and bones in.
36Colony of 2d4 Giant Spiders
37Party notices eyes following them. Never can find out what it is.
38Hill giant pass by the group. Stealth rolls or they are spotted!
39A stone in the party’s campfire breaks open and contains a 50GP gem.
40A group of goblins arguing over directions.
41A pile of bones (used to be a goblinoid)
42Sunny day with few clouds.
43Pack of 2d6 starving wolves
44Powerful storm. Lose 1 day of travel
45Glowing fungus found – worth 50gp to a Herbalist
46Passing ranger gives PCs directions. Gain a day of travel.
47A pair of lumberjacks. They give directions. Gain 1 day of travel.
48Campsite with a smoldering fire. A few hours old!
49Naked Woman swimming in water  (Succubus)
50One 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.
51A cloudy day with light winds
52Hunting party returning to camp. They were very successful and shared the bounty with the party. Gain rations.
53Sword 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.
54PCs 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)
55Seated Wizard, reading a book, mysterious (NPC – Mage)
56Shambler (Shambling Mound)
57Random PC gets twisted ankle. Lose 1 day of travel.
58A parrot is found on a branch repeating the words ‘By the Gods what is that?!’
59Dense fog. Lose 1 day of travel.
60Body of dead giant elk – Owlbear attacks soon after
61A small group of pixies playing in the forest. They can give directions through the forest. Gain 1 day of travel.
62Sack lying at the side of a path. It is a bag of holding that contains a bunch of clothes and simple tools.
63Petrified: 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.
64Owlbear attacks
65Tree covered in boils at ooze pus
66One large ancient tree surrounded by 12 smaller trees in a circle!
67Patch of herbs. Medicine Check DC 12. Success = gain 1 healing potion
68A 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.
69A small path through the undergrowth makes travel easy. Gain 1 day of travel.
70Party finds a large tree that has a small dwelling in it. Safe camp.
71Corpse hanging in a tree by vines. WIS Save DC 12 or gain 1 madness
72Passing druid. Gives nature’s blessing. Players have advantage on the next roll
73Shunned one in dirty rags (Diseased – skin sores)
74A hunting party of Orcs or goblins returning to their home with the body of an elk.
75Clear starry night during camp. Beautiful view. Lose 1 Madness.
76Light rain
77Flying Monster Overhead – dead body in its mouth (Chimera)
78Boomer Fungi (Tome of Beast 2)
79The old stone altar, long forgotten or used.
80Animal Graveyard – lots of bones of many large animals
81Large clearing full of wild Flowers. If the party slows down to smell the flowers, lose one Madness.
82Burnt Arcane symbols on tree/boulder 1d3; 1=  Invoking an evil god or summoning, 2= Invoking a good god or summoning, 3 =  Protective Ward 
83Hornet Nest was disturbed by the party. Dex Save 12 or 1d4 piercing damage.
84Perfect traveling weather. Gain 1 day or travel.
85You 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.
86Dead animal – slash marks on side (claws?)
87Warm and sunny
88A grove of Fruit trees. Gain rations
89Child of Yggdrasil (Creature Codex)
90Bandit Camp (Tents) 2d12 bandits
91A merchant with a cart with a broken wheel. If PCs help, they gain one potion of healing but lose a day of travel.
92Cool stream. Gain water.
93A 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.
94Wandering Riding Horse (saddle) – looks injured and tired
95Slightly overcast
96A small stream runs across the path. In the water are 3GP and 2SP.
97The party finds an old shrine to a lost god. If an offering is left, that PC gains inspiration.
98Bad storm. Seek shelter. Do not move forward.
99Smoldering & smoking remains – large funeral pyre – burnt body
100Empty rotting backpack, rotting food

Keep on gaming!

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