Random Encounter Table - Overworld Travel in Friday DnD Game | World Anvil
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Random Encounter Table - Overworld Travel

Overworld Rules:

 

Hex Tiles and Movement:

Each hex in the overworld counts as 24 Miles. Plains, Hills, Roads, or other straightforward paths are considered normal terrain, which allows the party to move at a slow (allows you to use stealth), normal, or fast pace (at a -5 to passive perception). Forests, Swamps, Jungles, and Mountains are considered difficult terrain, and cannot be moved through at a fast pace.  

Navigation and Getting Lost:

The party appoints a navigator who leads the group throughout the travel. If the party does not have a guide, a map, a road to follow, the Navigator then makes a Survival Check each time they enter a new hex, where the DC is dependent on the region. If the DC is failed, then the party is lost and moves in a direction based off of a D8. They can then make another survival check after the day's travel has ended. The party must do this for each hex traveled through.   1. North East   2. East   3. South East   4. South West   5. West   6. North West   7. Where you started that day   8. Reroll   If the Navigator and party is unfamiliar with the are, then the survival check is made with a -5. If they are familiar, then it is made with a +5.  

Random Encounters/Weather:

  For each hex moved through, the DM rolls a D10; where on a 1, the party will randomly encounter something based off the region. Sometimes, regions may require more than a single roll, depending on how dangerous it is supposed to be.  

Random Places:

  When moving through a hex, the DM rolls a D12; where a 12 will Yield some sort of strange location denotated by the area. When rolling, you may also wish to add one or two encounters from the random encounters part for flavor.  

Hysteria Virus Infected Creatures:

  When a creature is selected for the encounter, roll a D6. On a 6, the creature is infected with the Hysteria Virus; meaning it gets:  
  • 50% more HP
  • Will never run
  • Deals an extra 1d12 Necrotic for all it's attacks, which are considered infected with the hysteria virus.
  • Resistant to Necrotic
  • Crit on 19-20
  •   Random acts of nature can also cause issues for the party. Each region that might have something like this occur has a table associated with it. For each hex passed through, roll a percentile die to see what occurs, if anything.   Weather is dependent on the season, and is effected by the are as well. As a general rule, see (https://www.gmbinder.com/share/-M6xAC_2zw4BzpByxO-c).    

    North Eastern Area:

       

    Last Chance Forest/Jungle:

    Survival DC: 18   The last chance Frontier has two layers - the first of which is a thick forest of trees ranging from 40-60ft in height, with ashy brown wood (Everfar Trees). Small shrubs with small, bright orange persalla berries grow in large swaths, but then the transition begins. Humidity and heat can be felt as the canopy above turns from tall, thin branches, into a coat of large, thick leaves. Vines as wide as arms, and mushrooms the size of watermelons are seen as you cut you make your way through; cutting down the tall, damp pieces of plant before you.   1.

    Chizena (Immense Moth)

    Huge to Gargantuan insect, neutral
    Armor Class: 19
    Hit Points: 280
    Speed: 30 ft , fly: 70 ft , climb: 30 ft

    STR

    24 +7

    DEX

    20 +5

    CON

    18 +4

    INT

    6 -2

    WIS

    14 +2

    CHA

    10 +0

    Saving Throws: Str +10, Dex +8
    Skills: Stealth +8
    Damage Resistances: Bludgeoning
    Damage Immunities: Poison
    Condition Immunities: Paralyzed, Poisoned
    Senses: Thermal 500ft   Passive Perception 18

    Wind Blast (Cantrip): Range 240ft, +7, 3 Targets. On hit, target takes 2d12 +5 force damage, and must make a DC 19 strength saving throw. On a failed save, the target is knocked back 15 feet, and is prone.   Silk Speed Slash (Cantrip): Range 120ft, +7, 2 Targets. On hit, the target takes 3d6 +5 slashing damage, and their speed is halved until the beginning of the Chizena's next turn. This is cumulative (min 5ft of movement)   Multi-String Shot (4/Day): 240ft, up to 4 targets. Each target must succeed a DC 19 dexterity saving throw, where on a failed save, the targets are blinded and restrained. The string has an AC of 14, and 30 HP, as well as being vulnerable to fire, and slashing damage, and resisting to bludgeoning damage. The targets may attempt a DC 14 Athletics check to end the blinded condition, however, the string must be cut in order to free the creature from the restrained condition.   Sonic Screech (3/Day): Choose up to 3 creatures it can see. Each one must succeed a DC 16 wisdom saving throw. On a failed save, the targets take 4d12 psychic damage, and are deafened until the start of the Chizena's next turn.        


    Regeneration: The Chizenna gains 20 HP at the beginning of its turn.   Camoflauge: Standing still, the Chizenna refracts light to where it cannot be detected from the surrounding environment, so long as the environment is in a forest, jungle, or other heavily forested area.   Magic Resistant Carapace: The carapace of the Chizenna can naturally reflect magic attacks. When a spell that would hit the carapace occurs, roll a D6, where on a 5-6, the attack is reflected back. On a 4, the spell does nothing.   All Seeing Eyes: The Chizena cannot be surprised.

    Actions

    Multi-Spell: The Chizena can make 2 cantrip attacks, but they must be the same cantrip. Multi-Claw: The moth can make 4 claw attacks, and one bite attack.   Bite: Reach 10ft, +10, 2d12 +7 Claw: Reach 5ft, +10, 1d12 +7

    Legendary Actions

    (3/Round)   Silk Lift: 240ft, The Chizena chooses a creature that is stuck in its web. The creature must make a DC 15 dexterity saving throw, otherwise it is hit with string and hoisted up to the Chizena. The Chizena can only have a maximum of 2 people lifted at a time.   (2) Spell Surge: The Chizena may cast one non-cantrip spell.   Cantrip Surge: The Chizena may cast one cantrip.   Mass Claw: The Chizena may make a multi-claw attack.

    A large moth with several glowing eyes moving down its thorax. It is a saturated green, and stripes of brown along its body.   An Apex Creature, the Chizena is known as the 'Shielded Eye' of the forest, due to how rugged and sturdy they are. Often, they will attack with devastating guests of wind from their wings, as well as shooting silk.

    Suggested Environments

    Dense Forests, Rainforests, Jungles

      2.

    Sapxi (Stun Mosquitos)

    Small to Medium insect, neutral
    Armor Class: 14
    Hit Points: 22
    Speed: 15 ft , fly: 40 ft

    STR

    8 -1

    DEX

    16 +3

    CON

    8 -1

    INT

    4 -3

    WIS

    10 +0

    CHA

    8 -1

    Saving Throws: Dex +6
    Skills: Stealth +6
    Damage Vulnerabilities: Bludgeoning
    Damage Resistances: Lightning, Slashing
    Senses: Passive Perception 16 (Blood Sense)

    Blood Sense: The Sapxi's passive perception is 16, and gets a +6 when searching for blood filled food sources. If a creature the Sapxi is looking for is undead, or carries no blood, then they do not get the bonus, and must roll at disadvantage.   Speedy Movement: The first hit against the Sapxi is made with disadvantage. Once hit, the Sapxi loses this trait until 24 hours have passed after being hit.   Paralyzed Knowledge: The Sapxi knows when a creature within 120ft of itself is paralyzed, and will move towards that target. If a target is within range of it to attack, it will take the disengage action and move.

    Actions

    Paralyzing Sting: Reach +5, +6, 2d6 +3. On a hit, the target must make a DC 14 constitution save. On a failed save, the target is paralyzed for up to 1 minute. The target may attempt a DC 19 Constitution save at the end of their turn to the end the effect early.   Blood Suck: Reach +5, +6, 2d4+3. If the target is paralyzed, then the bite does an extra 1d12 piercing damage. As well, the target loses strength and con. (1D4 each). If the target brings any of these stats to 0, the target is sucked dry, and dies.

    A hardened carapace of silver coloration, with bright yellow dots on top of it. It has a front nose for penetrating, as well as a back stinger.   Rather harmless alone, but in swarms, they tend to be much more aggressive and deadly. These creatures deliver a painful shot from their stinger, which leave their prey temporarily paralyzed, with which they all suck the blood out of.

    Suggested Environments

    Swamps, Marshes, Rainforests

      3.

    Piqungo (Ripe Fruit Picker)

    Large to Huge beast, neutral
    Armor Class: 17 Natural Armor
    Hit Points: 45
    Speed: 30 ft , climb: 30 ft

    STR

    18 +4

    DEX

    16 +3

    CON

    14 +2

    INT

    6 -2

    WIS

    12 +1

    CHA

    8 -1

    Damage Immunities: Poison
    Condition Immunities: Poisoned
    Senses: Passive Perception 14 Darkvision 30 ft

    Natural Odor: At the beginning of its turn, all creatures within 5ft must make a DC 13 Constitution Saving throw. On a failed save, the target is poisoned, and silenced, and can choose to make a saving throw as an action to break the affliction.   Pack Tactics  

    Actions

    Multattack: Can make 3 Fist attacks, or 3 fling attacks   Fist: Reach 5ft, +7, 2d6 +4   Shit Fling: 45/90, +7, 1d6 +4. On hit, a target must make a DC 15 Constitution save, otherwise they are silenced and poisoned. At the beginning of their turn, they may attempt to make the save.

    Purple Gorillas which have red stripes, and moss growing on their back, with which bright purple mushrooms grow. They smell horrid as a way to mark their territory, and often travel in packs. While they are not aggressive immediately, they will defend their territory with vigor if they feel it is threatened.
      4. Alchemist   5. Traveling Caravan   6. Expeditionary Force   7. Merial Soldiers (50/50 if hostile, but are looking for a Tiefling girl who escaped from prison and they need to get her back)   8. Double Trouble  

    Places:

      1. A target practice range that looks to be long abandoned, save for the straw dolls.   2. Hung up hides of (random monster) that looked like some weren't good enough to be taken with.   3. A small home with a fire pit still going, but no one is home.   4. Dead Expeditionary Force Soldiers   5. Dead Merial/Algorath Soldiers that look long forgotten from an ancient fight.   6. Double Trouble  

    Green Bellow (Outskirts):

    Survival Check (14)   Green Bellow is surrounded by vineyards of various fruits that leave a sweet smell wafting through the internals of the city. Farmlands spread throughout the jungles, allowing dirt paths that have been well used to direct people to them. The trees are thin and tall, made up of palm trees, rope trees (thick vined trees), and more. There is a humidity around the area as well, with canopies that become so dense that they occasionally block out most light.   1. Magvitis (T-Rex)

    Magvitis CR: 8

    Huge dinosaur, unaligned
    Armor Class: 17
    Hit Points: 140
    Speed: 50 ft

    STR

    25 +7

    DEX

    10 +0

    CON

    19 +4

    INT

    2 -4

    WIS

    14 +2

    CHA

    9 -1

    Skills: Perception +4
    Damage Resistances: Both Magical and Non-Magical Slashing Damage, Cold, Lightning
    Senses: Passive Perception: 14
    Challenge Rating: 8

    Walking Tinder: Anytime the Magvitis is hit with an attack that deals fire damage, roll a D6. On a 6, it is lit on fire, taking 1d10 fire damage on each turn for 1d4 rounds.   Vine Control: The Magvitis can magically control the vines it has on its back and move them as if they were a limb.   Plant Growth: Whenever the Magvitis misses an attack, roll a D6. On a 1, a 10ft sphere of vines and grass centered on a character grows under them. The area is difficult terrain, and anyone starting their turn, or entering the sphere must make a DC 14 dexterity saving throw or be unable to move. The vines have an AC of 12, and 6 HP. Anyone that cannot move may make an escape DC of 16 on their turn as an action to be freed.

    Actions

    Multiattack: The Magvitis makes 5 attacks. 4 With it's vines, and one with its bite, and one with its tail. It cannot hit the same target with its bite and tail attacks.   Vines: Reach 10ft, +5, (2d6 +2) slashing.   Bite: Reach 15ft, +10, (4d12 +7) piercing. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the Magvitis can't bite another target. At the beginning of its turn, as a reaction, the Magvitis can use its bite on the grappled creature.   Tail: +10, Reach 10ft, (3d8+7) bludgeoning.

    Long vines of ivy dangle from this bipedal dinosaur's body like a cloak; having large swaths of green grass growing along its backside. From head to tail, it looks to be as long as a tavern, and as tall as one, too. Underneath the canopy of green, you can see brown, sleek scales over developed muscle. The head of the creature is the size of a small wagon; with a massive set of jaws, which leer open into a set of razor sharp teeth.

    Suggested Environments

    Dense Forests with lush vegetation

      2. Greenback Wolf Pack

    Greenback Wolf CR: 4

    Large beast, unaligned
    Armor Class: 15
    Hit Points: 45
    Speed: 49 ft

    STR

    18 +4

    DEX

    16 +3

    CON

    15 +2

    INT

    4 -3

    WIS

    13 +1

    CHA

    6 -2

    Skills: Perception +4, Stealth +6
    Senses: Passive Perception 14
    Challenge Rating: 4

    Pack Tactics: The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.  

    Actions

    Bite: +8, Reach 5ft, (3d6+4) piercing damage.

    Fur of soft brown leads upwards towards a gradient of greens along the tops of the fur. This wolf is a hulking creature the size of a large horse.

    Suggested Environments

    Thick Forests

      3. Serpalin (Giant Snake)

    Fulsarbor CR: 8

    Large beast, unaligned
    Armor Class: 17
    Hit Points: 130
    Speed: 30 ft , swim: 30 ft

    STR

    18 +4

    DEX

    17 +3

    CON

    14 +2

    INT

    1 -5

    WIS

    14 +2

    CHA

    3 -4

    Skills: Perception +4, Stealth +8
    Damage Resistances: Bludgeoning, Force
    Senses: Passive Perception 14, Blindsight 30ft
    Challenge Rating: 8

    False Tree Camouflage: If the Fulsarbor is in a forest that it is familiar with, it can disguise itself as the trunk of a tree. A perception check of 22 discerns that the tree is a fake.

    Actions

    Multiattack: The Fulsarbor may make two attacks. One with its bite, and the other with its constrict.   Bite: +7, Reach 10ft, (3d8+4) piercing damage. (DC 14 constitution saving throw), else target takes (2d6) poison damage, a level of exhaustion, and is paralyzed.   Constrict: +7, Reach 10ft, (3d8+4) bludgeoning damage. A target hit is grappled (escape DC 18), and restrained. The Fulsarbor can only have two targets restrained at once.   Crush: Requires at least one target to be restrained. (3d8 +4) bludgeoning damage.

    Reactions

    Crush: If the Fulsarbor has at least one creature restrained, it can use its crush attack as a bonus action.

    A creature with scales that are just as rugged and rough as bark on trees. The earthen colorations decorate this serpent, which coils up to be as tall as a tree itself. Venom drips from its gray mouth as it looks out with mute green eyes.

    Suggested Environments

    Dense Forests

      4. Monster Hunters   5. Traveling Eskaldra (Goddess of Nature) Clerics/Priests   6. Headhunters   7. Key Area (An old Algorathain Battle site with a ruined keep. There will be a note discussing a strange platform he saw in Sky Strike Mountain while moving through. It had ash on top of the snow. This will lead to another Ancient Ones area)   8. Double Trouble

    Sable Mountains:

    Survival Check (20) through mountains   Survival Check (16) around mountains   The Sable Mountains are a mountain range which spans for miles in front of the Reaper Tundra. Transitioning from open field to a radical jump in loose debris at the bottom-as if the structures shot up overnight. They are made of gray, earthen stone placed on uneven ground, where the smallest slip can lead to a twisted ankle, or worse. From wide, open plateaus at the bottom, to spiraling, cliff-hugging paths near the top, it is dangerous to tread into without any sort of mountain climbing experience, and can get lost on abrupt paths that end without a map.   (The Sable Mountains are extremely dangerous, and require a DC 24 survival check every 8 hours in order to ensure the best odds of staying on the right path. Moving through the mountain counts as difficult terrain for anyone walking on it.   (75-80) Thin Cliffs   (81-90) Rockslide Destroyed Path   (91-97) Path Collapses Under The Party   (98-100) Rockslide Above the Party (40d6)       1. Emerollers (2d6 Large Emerald Pill Bugs)   2. Colett (Giant Stone Bear)   3. Vuralsimul (Giant Stone Snapping Turtle)   4. Orc Miners   5. Wandering Goliath Group   6. Dwarven Gem Collectors   7. Key Area (An old Temple to Arials [Goddess of Light] that had a rock fall on top of it, having now a skeleton under it, but is holding a ring of x ray vision. In the old ruins, there is a note saying that the item brings bad luck to whoever takes it. The ring has a 50/50 chance each day to curse you. If you are cursed that day, every skill check, saving throw, and attack takes a 1d8 penalty.   8. Double Trouble  

    North Cheydler Lake:

    (Survival DC: 12)   North Cheydler Lake is primarily meadows, and low-lying hills, save for the beautiful, crystalline water of the massive body of water. Within these beautiful meadows are somewhat dangerous creatures, as well as rare herbs for which can be used as muscle relaxants, recreational drugs for highs, and berries for poisons. It is also a fantastic fishing spot, as it boasts some of the largest species of fish in the entirety of Algorath.   1. Fishermen   2. Swarm of Isul Finches (2d4 swarms)   3. Swarm of Rainbow Stun Butterflies (4d4 Swarms)   4. Herbalist/Medicine Man   5. Vidueo Oppo (2 Huge Foxes. One of fire, and one of Ice.)   6. Perinal Appa (2d4 Apple Throwing Trees)   7. Carpalice (2D12 Medium Sized Spotted Brown/Tan Crabs)   8. Double Trouble    

    Places:

      1. Old makeshift campsite that hasn't been touched in months.   2. The corpse of a treasure hunter found with bite marks on his bones.   3. An old statue depicting a random deity. It looks extremely old, and well made.   4. A church made from wood which has several decade-old elven corpses. They look like they died in a fight.   5. An old farm which has been overtaken by trees growing into it.   6. Double Trouble (Either from places, or encounters).

    Reaper Tundra:

    Survival Check (10)   The Reaper Tundra is a vast icy hell that is a sea of snowy hills, and open caverns that drop hundreds of feet down through sheets of ice. The average temperature is -49 Fahrenheit. Wind Chill can lower these temperatures as much as 80 degrees. (Use the https://endlessnightinicewinddale.obsidianportal.com/wikis/weather-rules to adjudicate cold weather.)     (60-70) Strong Wind   (71-80) Mist or Snow   (81-90) Heavy Precipitation   (91-98) Snowstorm   (99-100) Blizzards       1. Giant Snow Centipede (Yalskuri)   2. Large Ice Wyvern   3. Gargantuan Ice Kraken   4. Reprobates   5. Reaper Division (Looks like Adventurers of High Levels)   6. Old Merial Encampment, still usable   7. Key Area (A hill of snow that has a cave inside of it where the party will hear munching noises. Inside will be an iced over Tyal Doregmah that is infected with the Hysteria Virus eating a Expeditionary Force Group. Once killed, there will be a note talking about a new subspecies of the creature potentially in the Reaper Tundra. One of them will have 2 Diamonds on them, as well as a ring of warming.)   8. Double Trouble  

    Mud Claw (Outskirts):

    Survival DC: 13   The stench of decay and filth emanates from the bog that is the outskirts of the village of Mud Claw. Old, black mushroom covered corpses of trunks are now soaking in the brown layer of sludge above the surface of the water. Thick paths of mud barely surface above the stagnant water, where even sections that don't have sludge only appear cloudy, and dragon-fly ridden. Stable footing is not a luxury you have, as it feels like you are going to be sucked under with each footstep you take. Thin, 25ft tall trees lurch over from under the who-knows-how deep areas of this open pool.   1. A 3d6 Mudflap Crocodiles   2. A Byurical (A Large Amphibian Fish That Can Spit Mud, and has sharp teeth)   3. A Brown Tail Alpha Gholia with 2d6 pack members   4. Two Lizardfolk Fishermen Fighting Over a Mudflap Crocodile catch, as it has both hooks in them, and they both don't want to share the glory   5. Dwarven Gem Sellers on their way to Green Bellow from Olgeldel   6. Alchemist looking for rare herbs and materials in order to create a potion of Hill Giant Strength (150 GP worth of ingredients)   7. An old shack sitting lakeside with a man who had recently died sitting in a rocking chair across his long dead wife. Over the fireplace is a silver fishing rod, as well as several stuffed creatures from the area.   8. Double Trouble  

    White-Witch Tundra:

    Survival DC: 21   The frigid chill of the Magica Climb eats away at your bones. The sky itself is a permanent white, with snowfall landing down around you at a constant pace. From right, to left, you see crevices of varying sizes, and soft hills of snow, but other than that, there is very little to see, as the distance in front of you does not provide adequite sight, due to the mist-like blanket blocking your vision further than 200ft. However, strangely enough, the shadow of the mountains in the distance, can always be seen. Extreme Cold: Creatures without cold weather gear, or resistance to cold damage, must make a DC 10 constitution saving throw each hour, or take one level of exhaustion.   Weather Conditions:   (1-20) Clear Day (21-50) Heavy Perciptiation (50-70) Strong Winds (71-90) Snowstorm (91-100) Blizzard   1. 2d4 (Shelki) Snow Raptors   2. 1D6 (Gulrag) Dire Snow Bears   3. A lone cabin, long forgotton in the snow   4. 2D12 (Snowcaps) Snow Pirates   5. Several mutilated Crowe Harvest Members   6. 3d6 Meriel Soldiers   7. A Yarhunus (Massive Akrid)   8. Double Trouble  

    Forgotten Mountain Range:

    Survival: DC 25   Icy, sharp spires of rock jut out from the sheer vertical cliffs of the mountains. Snow around you seems to sell false lies of safe ground, and howling winds sound like screeching death as they permiate through the air. The oxygen is becoming thinner as you move up.   Weather Conditions: (1-20) Broken Pathway (21-40) Nothing (41-60) A cave opening (1 in 4 chance of a shortcut) (61-80) Frozen Ice Plateu (All frigid water under them) (81-90) Path completely snowed over (91-100) Avalanche   1. 2D6 Ice-Scale Spiders   2. 4D6 Snow Harpies   3. 1D4 Ancient Snow Golemns   4. A lone note in a skeletal hand in the snow   5. A lost Guard   6. 3D12 Yetis   7. 1d4 Ripportun (Raidraptors)   8. Double Trouble

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