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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A bright shooting star illuminates the night sky. Omen of bad times to come or heralding the birth of a king? Or just a stellar phenomenon of interest only to astronomers?
A flock of geese settle near the characters for the night. Geese leave a surprisingly large and messy amount of droppings, and are notoriously noisy—not to mention aggressive if disturbed.
The characters come across a faerie circle—a ring of mushrooms in the middle of a pleasant glade. Anyone who steps into the circle has a self-affecting fumble rolled for them on the Magic Gone Wild table the first time. Repeat attempts are not likely to produce any result.
A campsite in the wilderness clearly belongs to a hunter or trapper; fresh hides are drying and furs are packed for transport. But where is the owner?
A massive briar patch blocks the path ahead. Pass through with machetes, or ride around? What’s in the middle, Sleeping Beauty’s castle?

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