Random Aubori Forest Encounters (d12)

d12 Result

1

You stumble on a pair of owlbear cubs. Mama owlbear is nowhere in sight, at least for now.

2

In the distance, and slightly off the trial you see a small tree house. There is a wiff of smoke slowly rising from the chimney. If players decide to investigate it appears to belong to an happy little elven family who is out for the day.

3

Suddenly 2d4 wild boars rush out of the underbrush and charge #2 and #3 in marching order.

4

You come upon an an especially dense thicket of vines and brambles that stretches across your path. Everyone must make an athletics check, DC 14. Any who fail, throughly disturb a patch of strange purple fungus in the middle of the thicket. The nearest 2 people in marching order must make a constitution saving throw DC17 or become poisoned (disadvantage on Attack rolls and Ability Checks) for the next 24 hours.

5

A thick mist drifts in and obscures vision in the forrest for the next 1d4 + 2 hours. All perception and survival checks are made at disadvantage.

6

Up ahead in the forrest you catch a glimps of a Giant Elk. He looks straight at you for a moment and you can hear a voice in your mind ask: Dandilions, have you seen any?

7

You walk up on a crazy druid mumbling about volcanos being end of the world. He will try to convince the players they must keep this knowledge secret at all costs. But also warn the rest of the world of the impending doom.

8

You do a double take as up ahead there is a fairy ring of Giant Mushrooms, (see Giant Fey Mushrooms Table). They are about the size of a large fruit tree and all different colors. If players are extremely wary, have a strange looking bird or monkey come up to the red mushroom and eat it a bit. The players watch the creature grow in size (tiny to small). Players who harvest parts of the mushroom cap and perform the appropriate nature, arcana or alchemy tool checks (DC set by GM) can essentially turn the mushrooms into dust or potions with the similar properties.

9

You stop for a rest in a little glade slap full of dandelions.

10

You see a beautiful elven woman strolling away from you into the forrest. She wears long flowing green robes and her curly golden hair flows over her shoulders and down her back. As she steps, flowers appear in her path and she seems to be speaking with a little bird perched on her shoulder, though you can't make out the words she says. If players try to speak to her, she makes eye contact, smiles then turns and slowly disappears into the forest.

11

A pack of 2d6+2 rabid wolves slowly emerges from the bushes hungry and growling. Anyone who is bitten must roll a d20. On 10 or less they don't regain hit points on a long rest and can't benefit from hit die until Lesser Restoration is cast on them. Magical healing (spell or potion) is effective.

12

You pass through a more boggy part of the forrest with many Cyprus trees. But something is different about these. They seem... malevolent. Assign each player a number and roll a d4. Have them make a DEX saving throw (DC 13). On a fail the tree's knee moves at just the right time to trip them and knock them prone. They take 1d4 bludgeoning damage and the trees all burst out laughing. If the players choose to dash through the area, they have advantage on the DEX save. They can also try reasoning with the trees. This goes on for 10 rounds (6 if players run) or less if the party can successfully convince the trees to leave them alone (Persuasion DC 21/ Intimidation DC 25).