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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Something glints in the water of a river or lake. One swim later the characters may possess a ring or similar piece of jewellery that may or may not be enchanted, and possibly belonging to someone else.
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.
Who let the dogs out? A noble hunting party with horses, horns and hounds rush through camp, without any concern for what or who gets trampled underfoot.
A secluded cave or meadow turns out to be the home of a recluse or hermit who is terrified of the characters at first. If approached in a non-hostile fashion he may offer shelter and travelling supplies from his garden, as well as prove very knowledgeable of the wilderness of the region.
A boar has piglets and the heroes are way too close! Cue charging tusked inferno!

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