Random Encounter Table

Quick inspiration to throw random encounter style obstacles in the way of your travelling adventuring party. Great for those days you haven’t got the time to prepare something of your own, or you suspect your players have come to know your design style too well.

The random encounters are listed with stats and other required data from the IMAGINES system. Feel free to adapt the suggestions to any other game system as you please.

This generator currently contains 9 entries.

Encounter #3: The Revenant

Victim of a murder or an accident, this is the risen body of a man who died not too long ago. He seeks revenge or justice and is likely to attack anyone in his way. Maybe he can no longer tell people from one another and assumes that anyone alive is his enemy.

The Revenant
(Human, ghost)

Presence 7, Physique 9, Psyche 10, Potential 6, Technology 10

Appearance 11, Charisma 13, Authority 18, Agility 19, Strength 16, Intelligence 14, Memory 18, Discipline 20, Power 9, Control 11, Operation 17, Construction 14

#5, AR -7, DMG +1, HP 36, DEF (72), Luck 7, ALT 49%, INTU 32%

Skills: Brawling (46%). Coolness (28%), Dagger (36%)

Weapons: None. Armour: None.

  • Fearless. The character is unusually difficult to rattle. They suffer no penalty to Discipline checks due to frightening or disheartening circumstances.
  • Impulsive. The character acts before thinking. They often let their feelings get in the way of their judgment.
  • Dead body. The undead do not breathe and they do not have a circulatory system. They are not damaged by gases or toxins. Undead are not normally affected by lycanthropy, poisons, heat (though they can burn), cold, or magic that affects body functions. They do not take bleeding damage from injury and they have no body heat. Undead that imitate living body functions do not have this quirk.
  • Faith kills. All damage taken from religious symbols or artefacts of faith such as holy water is tripled. The mere act of being on hallowed ground causes damage at a rate of 1 hp/minute. Accelerated regeneration rates due to undeath (such as vampires and others possess) do not apply to faith damage.
  • Healing kills. Magic powered by the Sphere of Light works poorly on the undead. Spells that normally restore health do the equivalent amount of health damage instead as the ‘life’ force of the undead is entropy, the antithesis of healing.
  • Bound. Ghosts are bound to a location or an object and can only appear nearby. In this case, the object may be anything the adventurers picked up recently.
  • Excellent night vision. Ghosts have excellent eyesight in the dark.
  • Death restrictions. The only way to permanently kill a ghost is to burn its remains; otherwise it will rise anew come the night. Otherwise, the ghost’s reason for lingering must be resolved, through ritual, deed, or prayer, causing it to move on from this world.
  • No reflection. Ghosts have no reflection in mirrors or polished surfaces.
  • Corporeal. The ghost may interact with the physical as a living being would. It cannot pass through solid objects.
  • Distorted. Some ghosts become dark shadows full of red eyes and sharp teeth, terrible to behold and void of any resemblance to what they looked like in life—or even to human beings.
  • Cold Aura. The ghost’s presence feels cold to anyone who are within two metres of her. On a succeeded Intuition check others will perceive that the unnatural chill stems from the ghost’s undead aura.
  • Only one message.
  • The ghost can only communicate one, simple sentence which never changes—likely a cry or plea for help.


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