Encounters in the Wilderness

What awaits once the heroes leave the roads and villages of civilization behind and venture out into the wilds? Animals, monsters, and nature, of course! Bring spare rations.

This table is designed for a European inspired fantasy set in a technological and cultural age equivalent to the Middle Ages up to the Early Modern Period (ca. 1100-1750 AD) but most encounters can be applied to other climates than the forests and plains of Medieval Europe as well.

Elves that look suspiciously like Canadian Indians, or something.

This generator currently has 106 entries.

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Recent rains or storms have toppled trees and sent mudslides downhill; the path ahead is blocked and the characters will have to take a longer route.
The sound of someone singing beautifully in the distance may cause characters to step off the safe path near a riverbed, lake, or in a swamp or delta. Ghost luring travellers to their death, or local girl who a) knows where to walk safely and b) likes to sing?
A small circle of standing stones may be the secret location of a religious sect, a remnant of ancient astrologers, or perhaps the abode of local faerie.
Entering a sheltered glade or dell the heroes happen upon a celebration of supernatural creatures. Whether they end up dancing and drinking with the sidhe, racing centaurs, or playing dice all night with friendly trolls, it’s going to be a tale worth telling! And, of course, everything vanishes without a trace come the dawn (except the hangovers, those stay).
As the heroes make their way back towards civilization with the loot from whatever adventure they just completed they are accosted by another group of adventurers—who view them as a random encounter promising lots of easy loot.

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