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.

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An old rune stone or similar monument from ancient times lies covered under moss and vines. Whatever is written on it probably stopped being relevant hundreds of years ago.
The brook or pond that the characters and their mounts drank from in the morning turns out to have been polluted. Cue 2d12 hours of misery—hopefully there’s plenty large leafed plants around for everyone.
A character finds a hunter’s trap—perhaps by walking into it, perhaps by noticing it hidden in the tall grass. The hunter may be nearby, or the traps are long abandoned. Bonus points for bear traps and large pits with spikes on the bottom.
A small patrol of elves, faerie, or other group of woodland dwellers—in a setting where humanity is the only intelligent species, they’ll be an isolated group of loggers and trappers, perhaps—who don’t quite seem to appreciate the characters’ intrusion on what they perceive to be their land.
A humble farmer or peasant wanders the wilds with a bag or basket of offerings, or leading a cow on a rope. They are paying off the local monster who refrains from eating villagers as long as the gifts keep coming.

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