Random Encounters

Random Encounters are an interesting way to fill your campaign with danger and wonder.

When your characters travel around, you can ask them to roll a Luck Check for a Random Encounter. The higher the result, the more beneficial the encounter is. The lower the result, the more dangerous the encounter is.

Contents

When to use a Random Encounter

These tables are a versatile tool that can be used in various ways. They are particularly useful for generating random encounters during travels or improvising situations on the spot.

For a travel, it is advised that you have more than 1 Random Encounter, especially when there is a change in Environment. That way, the players will feel each leg of the journey.

Luck Check

Whenever there’s a chance of a rare event happening or if there’s a chance for a rare item to appear, your GM might ask for a Luck Check to determine if you were lucky enough to experience that rare opportunity. 

Luck Checks are the only type of check that doesn’t use any skill. Instead, you just add your Luck stat to the roll.

When there are random encounters, the players decide who is going to roll the Luck Check. However, that player can only roll a Luck Check again after all other players have rolled.

How Many Luck Checks During Travel

During travel, you can use Luck checks to add variety and new experiences. But you may be asking yourself, how many should you do?

A good rule of thumb is the following:

How Many Encounters Travel Distance
1
Short Travel
2
Medium Travel
3 or more
Long Travel

We are not considering rest, distance traveled, speed, etc. In an urban adventure, a Short Travel can be a couple of blocks, and a Long Travel can be across the city. While in a regional adventure, a Short Travel could be from village to village, and a Long Travel could be across the entire region.

You can use pre-made encounters or the random encounters we provide. Don’t be afraid to add or remove encounters depending on the flow of the game and story. This flexibility allows you to tailor the adventure to your group’s preferences and ensure a smooth and engaging experience.

How to use Random Encounters

These tables are separated by Tier and Environment.

Tables from higher Tiers will be more dangerous and deadly, but will also offer higher results as well.

The Environments are categorized as follows:

  • Arctic
  • Coast
  • Desert
  • Forest
  • Grassland
  • Mountain
  • Swamp
  • Urban
  • Underworld

Use the tables that match the environment your players are currently in. You can also modify the tables to suit your preferences.

Adjusting the Encounter

There are a lot of monsters in this game, which can make it complicated to search for them.

For this reason, monsters always have their names in italic, and they have their category and Tier next to it in parentheses. This way, you can easily find them in the book.

However, some encounters can have multiple creatures at once. The table will only tell the Tier and the Creature, but it’s up to you to adjust the Challenge Points of the encounter.

Don’t worry, it’s easy to adjust the encounter! Simply pick the creatures you want to use and make sure their Challenge Points are equal or similar to the players’ total level.

Example: The encounter says Goblinoids (Tier 1) appeared. In this case, I would simply go to the Goblinoid section in the monster book and choose Tier 1 Goblinoids.

If I have three Level 2 characters, then I would simply pick Goblinoids that match about 6 Challenge points.

If you want to make the combat easier, just put a few fewer Challenge points in the encounter. If you want to make it harder, just put a couple more Challenge points in the encounter.

You can give a look at the Encounter Guide section for better details.

Changing the Table

As the GM, feel free to change the Random Table as you like.

If the party is already fully rested and they gained a Full rest from the table result, you can easily change the result to something else, like receiving a random treasure instead.

If you feel the combat encounter is going to be too easy or hard, or you simply want to use another type of monster, feel free to do that as well.

Example of a Random Table
Luck Check Encounter
1 or less
An encounter with a creature that is 1 Tier above
2 to 4
An Hard Encounter with a creature of same Tier
5 to 7
An Encounter with a creature of same Tier
8 to 10
A balanced or easy combat encounter.
11 to 14
Something neutral if Tier 1. If it is higher Tier, a pack of supplies, Containing Med Kits, Special Material, or something else of your choice
15 to 17
An equipment or Consumables
18 to 20
A powerful equipment
21 or more
You encounter a safe haven. Its not much, but there is enough for a Full rest

Arctic Random Encounters

Tier 1
Luck Check Encounter
1 or less
The cold was so strong, that an Ice Statue (Ice Construct, Tier 2) is formed from the ice
2 to 4
The Blizzard is so harsh, that a Living Snow (Ice Construct, Tier 1) appears. It seems hostile to you
5 to 7
A very angry Bear (Common Beast, Tier 1) appears. Some fool probably disturbed its sleep
8 to 10
Predators hunt for food. A pack of Wolves (Common Beast, Tier 1) appears and attacks
11 to 14
A bunch of Penguins (Aquatic Beast, Tier 0) appear. They were hunting fish.
15 to 17
You encounter a pack of supplies (1d4 Standard Med Kits, 1d6 Common Alchemical, or 1 Uncommon Special material)
18 to 20
You find a Pot of Heating (Uncommon Miscellaneous)
21 or more
You encounter a safe haven: a small cavern with old bones laying around. You gain the benefits of a Full rest.
Tier 2
Luck Check Encounter
1 or less
A Yeti (Tier 3) appears. It is hunting prey for fun
2 to 4
A Young Yeti (Yeti, Tier 2) appears. It is hunting to prove its worth to its tribe
5 to 7
The cold was so strong, that an Ice Statue (Ice Construct, Tier 2) is formed from the ice
8 to 10
Predators hunt for food. A pack of Dire Wolves (Common Beast, Tier 2) appears and attacks
11 to 14
You encounter a pack of supplies (1d4 Standard Med Kits, 1d6 Common Alchemical, or 1 Uncommon Special material)
15 to 17
You find 1d4 Consumables (Common Potions or Common Magical Scrolls)
18 to 20
You find a Pot of Heating (Uncommon Miscellaneous)
21 or more
You encounter a safe haven: a cavern entrance with ancient elvish runes on the walls. You gain the benefits of a Full rest.
Tier 3
Luck Check Encounter
1 or less
A Young Ice Dragon (Dragons, Tier 4) appears. It is looking for some snacks to bite.
2 to 4
You encounter a High Ice Statue (Ice Construct, Tier 3). It is guarding a shrine
5 to 7
You encounter a Howling Banshee (Spectrals, Tier 3). It was left to die by its companies
8 to 10
A Yeti (Tier 3) and a couple of Dire Wolves (Common Beast, Tier 2) appears. They are hunting
11 to 14
You encounter a pack of supplies (1d4 Magical Med Kits, 1d6 Magical Alchemical, or 1 Rare Special material)
15 to 17
You encounter a frozen ancient warrior. On its hands, you find a Elemental Weapon (Rare Weapon)
18 to 20
You find a long abandoned camp. With minor repairs the party can take a Long rest and also find more gear. (The party gains 1 Uncommon and Rare Special Items.)
21 or more
You encounter a safe haven: an abandoned fancy igloo. You gain the benefits of a Full rest.
Tier 4
Luck Check Encounter
1 or less
An Ice Dragon (Dragons, Tier 5) appears. It is looking for its younger brother
2 to 4
A Young Ice Dragon (Dragons, Tier 4) appears. It is looking for some snacks to bite
5 to 7
An ancient force awakens from beneath the thick layers of ice. A Gigantic Ice Statue (Ice Construct, Tier 4) appears
8 to 10
The ice is melting by itself, and it appears to be alive. A Water Elemental (Core Elementals, Tier 4) appears
11 to 14
You encounter a pack of supplies (2d4 Magical Med Kits, 2d6 Magical Alchemical, or 1 Very Rare Special material)
15 to 17
You find 2d4 Consumables (Magical Potions or Rare Magical Scrolls)
18 to 20
You stumble upon a frozen weapon. It appears it's been there for decades, absorbing the elemental frost magic. You find a Gelid Frost Weapon (Very Rare Weapon)
21 or more
You encounter a safe haven: the ruins of an Ice Giant house. You gain the benefits of a Full rest.

Coast Random Encounters

Tier 1
Luck Check Encounter
1 or less
A Giant Crayfish (Aquatic Beast, Tier 2) appears. It is creating chaos on the beach
2 to 4
You find a Giant Glowing Octopus (Tier 1). It looks very territorial.
5 to 7
This is an Ambush! A gang of Bandits (Tier 1) appear and try to steal from you.
8 to 10
You find a weird aquatic alien-like creature. A Royal Void Jellyfish (Void Jellyfish, Tier 1) appears
11 to 14
A Young Naiad (Tier 1) appears. It seems playful and just looking to have fun
15 to 17
You encounter a pack of supplies (1d4 Standard Med Kits, 1d6 Common Cooking Ingredients, or 1 Uncommon Special material)
18 to 20
You find a Bubble Helmet (Uncommon Helmet)
21 or more
You encounter a safe haven: a wrecked fisher boat .You gain the benefits of a Full rest.
Tier 2
Luck Check Encounter
1 or less
A Giant Crab (Aquatic Beast, Tier 3) appears. It is protecting its territory
2 to 4
A strange Fog comes from the sea. A part of it create life and attacks. A Living Mist (Tier 2) ambushes you.
5 to 7
A Giant Crayfish (Aquatic Beast, Tier 2) appears. It is creating chaos on the beach
8 to 10
A River Spirit (Elementals, Tier 2) appears. It seems lost and angry
11 to 14
You encounter a pack of supplies (1d4 Standard Med Kits, 1d6 Common Cooking Ingredients, or 1 Uncommon Special material)
15 to 17
You find a Bubble Helmet (Uncommon Helmet)
18 to 20
You find a clue to a hidden treasure. The location doesn't appear to be that far away. (The treasure is 6d4 gold coins if found. It requires a Skill Challenge of 4 success.)
21 or more
You encounter a safe haven: a small abandoned fisher shack.You gain the benefits of a Full rest.
Tier 3
Luck Check Encounter
1 or less
Spirits of the last storm formed into a Water Elemental (Core Elementals, Tier 4). Like the waves that formed it, its raging
2 to 4
An unknown terror has come from the depths of the sea. A Cosmic Spawn (Tier 3) appears
5 to 7
Giant Crab (Aquatic Beast, Tier 3) appear. It is protecting its territory
8 to 10
Pirates are looting the coast! Bandits (Tier 3) appear to rob you
11 to 14
You encounter a pack of supplies (1d4 Magical Med Kits, 1d6 Exotic Cooking Ingredients, or 1 Rare Special material)
15 to 17
You find 1d4 Consumables (Magical Potions or Rare Magical Scrolls)
18 to 20
You find a treasure map, which can lead to gold. The treasure might be difficult to reach, but it is not impossible. (The treasure is 10d4 gold coins if found. It requires a Skill Challenge of 5 success.)
21 or more
You encounter a safe haven: a small fisher village.You gain the benefits of a Full rest.
Tier 4
Luck Check Encounter
1 or less
Leviathrax, the Oblivion Devourer Whale (Demons, Tier 5) has awaken from the depths of the sea. It is hungry and it is devouring everything on sight
2 to 4
A Water Elemental (Core Elementals, Tier 4) appears. It is in a killing rampage, attacking everything on sight
5 to 7
A Young Electric Dragon (Dragons, Tier 4) is flying around the coast. It seems to have lost something and it is clearly paranoid
8 to 10
You encounter an ancient forge with Cyclopians (Tier 4). They demand a toll in the form of knowledge or items
11 to 14
You encounter a pack of supplies (2d4 Magical Med Kits, 2d6 Exotic Cooking Ingredients, or 1 Very Rare Special material)
15 to 17
An ancient tome has come to the coast. You find a Cosmic Tome (Miscellaneous, Very Rare)
18 to 20
You know about a legend of an ancient treasure nearby. The treasure is only a myth, but the possible reward would be huge. (The treasure is 8d4 platinum coins if found. It requires a Skill Challenge of 6 success.)
21 or more
You encounter a safe haven: a lost paradise beach with a waterfall and plentiful trees. You gain the benefits of a Full rest.

Desert Random Encounters

Tier 1
Luck Check Encounter
1 or less
A Devil's Trooper (Devils, Tier 2) appears. It is recruiting desperate lost people in the desert to fight on an Infernal War
2 to 4
A Lesser Scorn Demon (Demons, Tier 1) appears. It seems to be feeding from the hate of the lost souls that died in the desert
5 to 7
You encounter a Living Stone (Lesser Elementals, Tier 1) wandering the desert
8 to 10
A gang of Orcs (Tier 1) appears. They are looking for supplies or water...
11 to 14
A pack of Kobolds (Tier 1) appears. They are here to make a ruckus!
15 to 17
You encounter a pack of supplies (1d4 Standard Med Kits, 1d6 Common Magical Gems, or 1 Uncommon Special material)
18 to 20
You find a Rain Orb (Orbs, Common)
21 or more
You encounter a safe haven: a dry well. It has some ruin structures around t. You gain the benefits of a Full rest.
Tier 2
Luck Check Encounter
1 or less
You encounter a Cactus Lizard (Carnivore Plants, Tier 3). It seems a little bit dry and it is looking for blood to hydrate itself
2 to 4
A Devil's Trooper (Devils, Tier 2) appears. It is recruiting desperate lost people in the desert to fight on an Infernal War
5 to 7
You find an Empty Void Spirit (Spectrals, Tier 2) wandering the desert. It haunts a specific area
8 to 10
Various Burning Man (Elementals, Tier 2) appears. They are manifestation of the countless lost souls in the desert
11 to 14
You encounter a pack of supplies (1d4 Standard Med Kits, 1d6 Uncommon Magical Gems, or 1 Uncommon Special material)
15 to 17
You find a Rain Orb (Orbs, Common)
18 to 20
You find a caravan crossing the desert. They are willing to give you a ride
21 or more
You encounter a safe haven: a ruins of a forgotten civilization. You gain the benefits of a Full rest.
Tier 3
Luck Check Encounter
1 or less
That boulder seems suspicious. It is a hidden Earth Elemental (Core Elementals, Tier 4) ready to attack
2 to 4
You encounter a Cactus Lizard (Carnivore Plants, Tier 3). It seems a little bit dry and it is looking for blood to hydrate itself
5 to 7
You encounter Giant Scorpions (Arthropods, Tier 3). They were buried beneath the sand waiting for its prey
8 to 10
A Scorn Demon (Demon, Tier 3) appears. It seems to be feeding from the hate of the lost souls that died in the desert
11 to 14
You encounter a pack of supplies (1d4 Magical Med Kits, 1d6 Rare Magical Gem, or 1 Rare Special material)
15 to 17
You find a caravan crossing the desert. They are willing to give you a ride
18 to 20
You find a Wind Blade (Rare Weapon) buried in the sand
21 or more
You encounter a safe haven: an oasis. You gain the benefits of a Full rest.
Tier 4
Luck Check Encounter
1 or less
A group of Stone Giants (Giants, Tier 5) are crossing the desert and destroying everything in their way
2 to 4
Draganush, the Corrupted Wyvern (Demon, Tier 4) appears flying in the desert. It is eating the lost souls in the desert
5 to 7
That boulder seems suspicious. It is a hidden Earth Elemental (Core Elementals, Tier 4) ready to attack
8 to 10
A Devious Manticore (Mythological Beast, Tier 4) is flying around the desert. It is creating illusions to trick travelers and then eat them
11 to 14
You encounter a pack of supplies (2d4 Magical Med Kits, 1d6 Very Rare Magical Gem, or 1 Very Rare Special material)
15 to 17
You find a Snake Buckler (Rare Shield)
18 to 20
You find a Winged Cape (Very Rare Accessory) buried on the sand
21 or more
You encounter a safe haven: a magical oasis brimming with life and fey creatures. You gain the benefits of a Full rest.

Forest Random Encounters

Tier 1
Luck Check Encounter
1 or less
You encounter a group of Redcaps (Tier 2) running wild. They are covered in blood
2 to 4
A wild Bear (Common Beast, Tier 1) appears. It look rather aggressive
5 to 7
Predators hunt for food. A pack of Wolves (Common Beast, Tier 1) appears and attacks
8 to 10
You encounter a tribe of Elves (Tier 1). They don't like outsiders...
11 to 14
A Young Dryad (Tier 1) appears. It seems playful and just looking for fun
15 to 17
You encounter a pack of supplies (1d4 Standard Med Kits, 1d4 Common Herbs, or 1 Uncommon Special material)
18 to 20
You find an Inverted Boots (Uncommon Boots)
21 or more
You encounter a safe haven: a fallen tree that serves as shelter. You gain the benefits of a Full rest.
Tier 2
Luck Check Encounter
1 or less
You encounter a Troll (Tier 3). It wants to fight something...
2 to 4
You encounter a group of Redcaps (Tier 2) running wild. They are covered in blood
5 to 7
You encounter an Animated Tree (Tier 2). It sees you as a threat to the forest...
8 to 10
You encounter a tribe of Elves (Tier 2). They don't like outsiders...
11 to 14
You encounter a pack of supplies (1d4 Standard Med Kits, 1d4 Common Herbs, or 1 Uncommon Special material)
15 to 17
You find an Inverted Boots (Uncommon Boots)
18 to 20
You find a Natural Armor (Uncommon Armor)
21 or more
You encounter a safe haven: an abandoned outpost. You gain the benefits of a Full rest.
Tier 3
Luck Check Encounter
1 or less
You encounter an Elder Tree (Animated Tree, Tier 4). It wants you out of the forest, now!
2 to 4
A Cave Owlbear (Mythological Beast, Tier 3) appears. It looks like some fool interrupted its sleep...
5 to 7
You encounter a Troll (Tier 3). It wants to fight something...
8 to 10
You encounter an Animated Tree (Tier 3). It sees you as a threat to the forest...
11 to 14
You encounter a pack of supplies (1d4 Magical Med Kits, 1d4 Uncommon Herbs, or 1 Rare Special material)
15 to 17
You encounter a Bag of Defensive Wasps (Rare Miscellaneous)
18 to 20
You encounter a Tree Staff (Rare Magical Staff)
21 or more
You encounter a safe haven: an elf village hidden in the trees. You gain the benefits of a Full rest.
Tier 4
Luck Check Encounter
1 or less
You encounter an Acid Dragon (Dragons, Tier 5). His lair seems to be nearby
2 to 4
You find an Ancient Hag (Tier 4). You don't want to be near her...
5 to 7
You encounter an Elder Tree (Animated Tree, Tier 4). It wants you out of the forest, now!
8 to 10
You encounter a small group of Hill Giants (Giants, Tier 4). They seem to be hunting people
11 to 14
You encounter a pack of supplies (2d4 Magical Med Kits, 1d4 Rare Herbs, or 1 Very Rare Special material)
15 to 17
You encounter a weapon that carries the souls of all beasts. You find a Weapon of Polymorph (Very Rare Weapon)
18 to 20
You find an Ancestral Natural Armor (Very Rare Armor)
21 or more
You encounter a safe haven: an ancient fey ruin. You gain the benefits of a Full rest.

Grassland Random Encounters

Tier 1
Luck Check Encounter
1 or less
You find Lions (Common Beast, Tier 2). They are on the hunt
2 to 4
You encounter a pack of Gnolls (Tier 1). They are in a hunger frenzy
5 to 7
You encounter a pack of Hyenas (Common Beast, Tier 1). They are preying upon you
8 to 10
You find a couple of banished Centaurs (Tier 1). They're looking for trouble...
11 to 14
You find a pack of Hippogriff (Mythological Beast, Tier 1) flying by
15 to 17
You encounter a pack of supplies (1d4 Standard Med Kits, 1d4 Common Herbs, or 1 Uncommon Special material)
18 to 20
You encounter a Singing Reed (Uncommon Miscellaneous)
21 or more
You encounter a safe haven: a tall tree to hide from predators. You gain the benefits of a Full rest.
Tier 2
Luck Check Encounter
1 or less
A Wyvern (Tier 3) is flying by and looking for prey
2 to 4
An Old Cockatrice (Gorgons, Tier 2) appears. It has seen its fair share of fights and it looks bitter..
5 to 7
You encounter a pack of Gnolls (Tier 2). They are in a hunger frenzy.
8 to 10
You find Lions (Common Beast, Tier 2). They are on the hunt.
11 to 14
You encounter a pack of supplies (1d4 Standard Med Kits, 1d4 Common Herbs, or 1 Uncommon Special material)
15 to 17
You encounter a Townfolks (Tier 0) collecting roots, berries and other supplies. They seems friendly and helpful
18 to 20
You encounter a Blood Talisman (Uncommon Accessory)
21 or more
You encounter a safe haven: a hidden valley, with water and shade. You gain the benefits of a Full rest.
Tier 3
Luck Check Encounter
1 or less
You encounter a small group of Hill Giants (Giants, Tier 4). They seem to be hunting people
2 to 4
Multiple Piranha Plants (Carnivore Plants, Tier 3) sprout from the ground and ambushes you!
5 to 7
A Wyvern (Tier 3) is flying by and looking for prey
8 to 10
You find yourself in the territory of Royal Griffons (Mythological Beast, Tier 3). They are know for being aggressive...
11 to 14
You encounter a pack of supplies (1d4 Magical Med Kits, 1d4 Uncommon Herbs, or 1 Rare Special material)
15 to 17
You find 1d4 Consumables (Magical Potions or Rare Runes)
18 to 20
You find a Weapon of Speed (Rare Weapon)
21 or more
You encounter a safe haven: a cave full of resources. You gain the benefits of a Full rest.
Tier 4
Luck Check Encounter
1 or less
The grasslands burns. A Red Dragon (Dragons, Tier 5) searches for something while leaving a trail of fire and destruction
2 to 4
There is a fire spreading in the grasslands. A Fire Elemental (Core Elementals, TIer 4) is born from it
5 to 7
Rumors say of an evil beast lurks in the area. You just found out the rumors were true. A Chimera (Mythological Beast, Tier 4) appears
8 to 10
You encounter a small group of Hill Giants (Giants, Tier 4). They seem to be hunting people
11 to 14
You encounter a pack of supplies (1d4 Magical Med Kits, 1d4 Uncommon Herbs, or 1 Rare Special material)
15 to 17
You find 2d4 Consumables (Magical Potions or Rare Runes)
18 to 20
You find a Blood Hyena Skull (Very Rare Accessory)
21 or more
You encounter a safe haven: an outpost full of resources. You gain the benefits of a Full rest.

Mountain Random Encounters

Tier 1
Luck Check Encounter
1 or less
The nights can be cold. Cold as hell. A Lesser Frost Demon (Lesser Demons, Tier 2) appears
2 to 4
The winds bring a beautiful song. A pack of Harpies (Tier 1) start a sudden attack!
5 to 7
Lesser Living Mist (Lesser Elementals, Tier 1) appears. They appear to be protecting the mountain
8 to 10
Giant Centipedes (Arthropods, Tier 1) appears. It seems they are carnivorous...
11 to 14
You encounter a pack of Giant Goats (Common Beast, Tier 1). They are grazing around
15 to 17
You encounter a pack of supplies (1d4 Standard Med Kits, 1d6 Common Magical Gems or 1 Uncommon Special material)
18 to 20
You find Boots of Feather Steps (Uncommon Boots)
21 or more
You encounter a safe haven: a small cave. You gain the benefits of a Full rest.
Tier 2
Luck Check Encounter
1 or less
You encounter a Troll (Tier 3). It wants to fight something...
2 to 4
The nights can be cold. Cold as hell. A Lesser Frost Demon (Lesser Demons, Tier 2) appears
5 to 7
The winds bring a beautiful song. A pack of Harpies (Tier 2) start a sudden attack!
8 to 10
Living Mist (Lesser Elementals, Tier 2) appears. They appear to be protecting the mountain
11 to 14
You encounter a pack of supplies (1d4 Standard Med Kits, 1d6 Uncommon Magical Gems, or 1 Uncommon Special material)
15 to 17
You find Boots of Feather Steps (Uncommon Boots)
18 to 20
You find Wind Gauntlets (Uncommon Gauntlet)
21 or more
You encounter a safe haven: a cave with old bones. You gain the benefits of a Full rest.
Tier 3
Luck Check Encounter
1 or less
A Young Wind Dragon (Dragons, Tier 4) is taking its first steps to become a mountain guardian and it is quick to judgment
2 to 4
The mountain is surrounded by a strange storm. A Living Plasma (Complex Elementals, Tier 3) appears
5 to 7
The nights can be cold. Cold as hell. A Frost Demon (Demons, Tier 3) appears
8 to 10
You encounter a Troll (Tier 3). It wants to fight something...
11 to 14
You encounter a pack of supplies (1d4 Magical Med Kits, 1d6 Rare Magical Gems, or 1 Rare Special material)
15 to 17
You find 1d4 Consumables (Magical Potions or Rare Runes)
18 to 20
You find a Wind Slashing Gauntlets (Rare Gauntlet)
21 or more
You encounter a safe haven: an empty giant nest. You gain the benefits of a Full rest.
Tier 4
Luck Check Encounter
1 or less
The skies are angry and disturbed. You see the silhouette of an angry face covering the skies. A Cloud Giant (Giants, Tier 5) descent to strike you
2 to 4
On the top of the mountain, a legendary guardian is found. It protects it from intruders that are not welcome. A Guardian Ape (Guardian Beast, TIer 4) appears
5 to 7
A Young Wind Dragon (Dragons, Tier 4) is taking its first steps to become a mountain guardian and it is quick to judgment
8 to 10
Strong winds a running on the mountain. They form a Wind Elemental (Core Elementals, Tier 4)
11 to 14
You encounter a pack of supplies (2d4 Magical Med Kits, 1d6 Very Rare Magical Gems, or 1 Very Rare Special material)
15 to 17
You find a Bag of Wind (Rare Miscellaneous)
18 to 20
You find a Horn of the Greater Steeds (Very Rare Miscellaneous)
21 or more
You encounter a safe haven: a dwarf ruin. You gain the benefits of a Full rest.

Swamp Random Encounters

Tier 1
Luck Check Encounter
1 or less
You encounter an Ogre (Ogres, Tier 2). It wants you out of its swamp
2 to 4
The bodies of drowned people come back to life! Ghouls (Tier 1) appear!
5 to 7
A group of Crocodiles (Aquatic Beast, Tier 1) ambushes you!
8 to 10
You encounter multiple Slimes (Oozes, Tier 1). They are mindlessly aggressive
11 to 14
The swamp is stinking more than usual. You have disadvantage on all Charisma-related Checks until you finish a Full Rest
15 to 17
You encounter a pack of supplies (1d4 Standard Med Kits, 1d6 Simple Poisons or 1 Uncommon Special material)
18 to 20
You find a Snake Rope (Uncommon Miscellaneous)
21 or more
You encounter a safe haven: A dry land to sleep. You gain the benefits of a Full rest.
Tier 2
Luck Check Encounter
1 or less
You encounter a strange sack made of flesh. A Young Hydra (Hydras, Tier 3) burst out of it!
2 to 4
You encounter an Ogre (Ogres, Tier 2). It wants you out of its swamp
5 to 7
The earth itself seems to move in the murky swamp waters. An Earth Golem (Tier 2) appears.
8 to 10
Multiple Giant Mosquito (Arthropods, Tier 2) are attracted by your blood
11 to 14
You encounter a pack of supplies (1d4 Standard Med Kits, 1d6 Simple Poisons or 1 Uncommon Special material)
15 to 17
You find a Wand of Vines (Uncommon Wand)
18 to 20
You find a Toxic Gauntlet (Uncommon Gauntlet)
21 or more
You encounter a safe haven: An empty Hut. You gain the benefits of a Full rest.
Tier 3
Luck Check Encounter
1 or less
You encounter an ancient ruin. It looks like someone alter it to be a lair, a dragon's lair... You encounter a Young Acid Dragon (Dragons, Tier 4)
2 to 4
Multiple head of beasts comes out of murky water. It is too late when realize they are all from the same beast! A encounter a Hydra (Tier 3)
5 to 7
The air stinks and the swamp water is even darker than usual. You are ambushed by Living Poisons (Oozes, Tier 3)
8 to 10
The air is filled with strange spores. You encounter multiple Fungal Spawn (Tier 3)
11 to 14
You encounter a pack of supplies (1d4 Magical Med Kits, 1d6 Moderate Poisons or 1 Rare Special material)
15 to 17
You find 1d4 Consumables (Magical Potions or Potent Poisons)
18 to 20
You find an Amulet of Toxicity (Rare Accessory)
21 or more
You encounter a safe haven: A forgotten and ancient ruin. You gain the benefits of a Full rest.
Tier 4
Luck Check Encounter
1 or less
The water grows thick. The air stinks so much that hurts the eyes. This is not normal, not even for a swamp. As go further, the water turn black, all the vegetation is dead. From far away you can already see the legend: Hydraculus, the Beast with Infinite Heads (Hydras, Tier 5)
2 to 4
You encounter an ancient ruin. It looks like someone alter it to be a lair, a dragon's lair... You encounter a Young Acid Dragon (Dragons, Tier 4)
5 to 7
You encounter an ancient ruin. This one seems to be conserved. It looks like it is protected by a Guardian Serpent (Guardian Beast, Tier 4)
8 to 10
The water from the swamp starts to move on its own. A Water Elemental (Core Elementals, Tier 4) appears
11 to 14
You encounter a pack of supplies (2d4 Magical Med Kits, 1d6 Potent Poisons or 1 Very Rare Special material)
15 to 17
You find 2d4 Consumables (Magical Potions or Potent Poisons)
18 to 20
You find an Armor of Rot (Very Rare Armor)
21 or more
You encounter a safe haven: An ongoing Satyr party from the feywild. You gain the benefits of a Full rest.

Urban Random Encounters

Tier 1
Luck Check Encounter
1 or less
You piss off the wrong person. You are in the High Noble (Nobles, Tier 2) black list...
2 to 4
Nasty creatures lurk in the city sewers. There must be an open drain, because Ratoids (Tier 1) swarms in the alley
5 to 7
People are following you. When you realize this, its already too late. Bandits (Tier 1) are trying to rob you!
8 to 10
A couple of Guards (Humanoid Guards, Tier 1) stop you. Maybe you did something wrong, or maybe they are just corrupt...
11 to 14
You encounter a Merchant (Townsfolk, Tier 1). He looks honest, but it is also with his Bodyguards (Guards, Tier 1)
15 to 17
You encounter a pack of supplies (1d4 Standard Med Kits, 1d6 Silver or 1 Uncommon Special material)
18 to 20
You find a Collar of Tongue Trick (Uncommon Accessory)
21 or more
You encounter a safe haven: An empty warehouse. You gain the benefits of a Full rest.
Tier 2
Luck Check Encounter
1 or less
You encounter a strange figure (Gambler Devil (Devils, Tier 3)) and it wants to play a game of chance with you. It can be any game you want
2 to 4
Nasty creatures lurk in the city sewers. There must be an open drain, because Ratoids (Tier 2) swarms in the alley
5 to 7
People are following you. When you realize this, its already too late. Bandits (Tier 2) are trying to rob you!
8 to 10
You piss off the wrong person. You are in the High Noble (Nobles, Tier 2) black list...
11 to 14
You encounter a pack of supplies (1d4 Standard Med Kits, 2d6 Silver or 1 Uncommon Special material)
15 to 17
You find a Collar of Tongue Trick (Uncommon Accessory)
18 to 20
You find a Bag Holding (Rare Miscellaneous)
21 or more
You encounter a safe haven: A cheap tavern. You gain the benefits of a Full rest.
Tier 3
Luck Check Encounter
1 or less
Prince Armstrong (Noble, Tier 4) is visiting the town. He thinks you look formidable and wants to test your steel in a sparring match!
2 to 4
You encounter a strange figure (Gambler Devil (Devils, Tier 3)) and it wants to play a game of chance with you. It can be any game you want
5 to 7
For some reason, someone wants you dead. Assassin (Tier 3) are hunting you down
8 to 10
The ground seems to be moving on its own... A Living Concrete (Oozes, Tier 3) ambushes you!
11 to 14
You encounter a pack of supplies (1d4 Magical Med Kits, 1d6 Gold or 1 Rare Special material)
15 to 17
You find 1d4 Consumables (Magical Potions or Rare Magical Scrolls)
18 to 20
You find a Phaistos Disc (Rare Miscellaneous)
21 or more
You encounter a safe haven: A temple that is willing to shelter people. You gain the benefits of a Full rest.
Tier 4
Luck Check Encounter
1 or less
Not everything seems to be what it is. In the middle of a crowd, you lock eyes with a strange figure. It's eyes were glowing arcane blue. That strange figure is an Arcane Dragon (Dragons, Tier 5), and it doesn't like to be noticed. You are in danger, extreme danger...
2 to 4
Prince Armstrong (Noble, Tier 4) is visiting the town. He thinks you look formidable and wants to test your steel in a sparring match!
5 to 7
For some reason, someone really wants you dead. Someone hired a Mage Assassin (Tier 4) to kill you
8 to 10
Red falling stars accompanied by a full moon is bad news. A Moon Cursed Wererat (Lycanthropy, Tier 4) is roaming the city
11 to 14
You encounter a pack of supplies (2d4 Magical Med Kits, 2d6 Gold or 1 Very Rare Special material)
15 to 17
You find 2d4 Consumables (Magical Potions or Rare Magical Scrolls)
18 to 20
You find a Flute of Rats and Children (Very Rare Miscellaneous)
21 or more
You encounter a safe haven: For some reason, an important person invites you to stay with them. You gain the benefits of a Full rest.

Underworld Random Encounters

Tier 1
Luck Check Encounter
1 or less
You encounter a forgotten ruin. There are strange statues trough all over the place. Some of them are Gargoyles (Tier 2) preparing for an ambush....
2 to 4
The air stinks heavily of chlorine. You start hearing an unnatural buzzing sound. Cosmic Flies (Cosmic Insects, Tier 1) are nearby
5 to 7
You hear pain moans echoing through the caves. They comes from a Lesser Demon Spawn (Demons, Tier 1)
8 to 10
Skeletons (Tier 1) roam the Underworld. You find some of them
11 to 14
A tormented figure is offering servitude. It says it must have a master. A Religion Check (DC 13) reveals that it is a Pact Slave (Devil, Tier 1)
15 to 17
You encounter a pack of supplies (1d4 Standard Med Kits, 1d6 Common Magical Gems, or 1 Uncommon Special material)
18 to 20
You find a Blessed Talisman (Common Accessory)
21 or more
You encounter a safe haven: The rib cage of a giant creature that died long ago. You gain the benefits of a Full rest.
Tier 2
Luck Check Encounter
1 or less
Some fool has awaken a Lesser Vampire (Vampire, Tier 3) in the area. It thirsts for blood!
2 to 4
You encounter a forgotten ruin. There are strange statues trough all over the place. Some of them are Gargoyles (Tier 2) preparing for an ambush....
5 to 7
You find a beautiful ornamented door. Who knows what could be on the other side. There nothing. It was just a Large Mimic (Mimic, Tier 2) sticked to the wall
8 to 10
A Bone Enchanter (Skeletons, Tier 2) and his Skeletons (Tier 1) buddies are roaming the area
11 to 14
You encounter a pack of supplies (1d4 Standard Med Kits, 1d6 Common Magical Gems, or 1 Uncommon Special material)
15 to 17
You encounter a a strange Merchant. It its friendly and it's selling all kinds of oddities for a cheap price. A Religion Check (DC 15) reveals that it is a Devil Merchant (Devil, Tier 2)
18 to 20
You find a Cursed Talisman (Uncommon Accessory)
21 or more
You encounter a safe haven: A house that resembles one of the player's childhood home. You gain the benefits of a Full rest.
Tier 3
Luck Check Encounter
1 or less
You a close a spider nest, full of webs. No wait! The webs are actually Nightmare Webs (Oozes, Tier 4) and are there to hunt you!
2 to 4
You encounter the corpse of a dragon. Oh no, the corpse is moving. It is an Undead Dragon (False Dragons, Tier 3)!
5 to 7
You are close to a magma spot, and encounter a Living Molten Metal (Complex Elemental, Tier 3)
8 to 10
Some fool has awaken a Lesser Vampire (Vampire, Tier 3) in the area. It thirsts for blood!
11 to 14
You encounter a pack of supplies (1d4 Magical Med Kits, 1d6 Rare Magical Gems, or 1 Rare Special material)
15 to 17
You find 1d4 Consumables (Magical Potions or Rare Magical Scrolls)
18 to 20
You find a Black Skull (Rare Miscellaneous)
21 or more
You encounter a safe haven: A friendly undead village. You gain the benefits of a Full rest.
Tier 4
Luck Check Encounter
1 or less
A Higher Vampire (Tier 5) is visiting the area for a great banquet. He looks more than happy to suck all the blood out of our body!
2 to 4
You encounter a strange lost figure roaming the underworld, wearing nothing but some worn out arcane robes. You just encounter a Lesser Lich (Lich, Tier 4)
5 to 7
A Vampire (Tier 4) is roaming the area. It is preparing a banquet for its higher ups...
8 to 10
You a close a spider nest, full of webs. No wait! The webs are actually Nightmare Webs (Oozes, Tier 4) and are there to hunt you!
11 to 14
You encounter a pack of supplies (2d4 Magical Med Kits, 1d6 Very Rare Magical Gems, or 1 Very Rare Special material)
15 to 17
You find a Black Skull (Rare Miscellaneous)
18 to 20
You find a Dimensional Cube (Very rare Miscellaneous)
21 or more
You encounter a safe haven: A lost cyclopian blacksmith that is willing to give shelter if you don't bother him. You gain the benefits of a Full rest.