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.

Give me five!

A well camouflaged common dragon with the Amphibian core quirk lurks in a pond or river, preying on deer and other sizeable mammals leaning in to drink.
A couple of abandoned crates or packs by a river or lake hints of smugglers in the area—but why did they leave their contraband here, and will they be coming back for it?
Local predators track the group and may attack travellers who step apart from the group/away from the fire, or mounts and pack animals straying too far from their owners.
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 boar has piglets and the heroes are way too close! Cue charging tusked inferno!

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