| 1d25 | Result |
|---|---|
1 |
Gets lost and needs to be found by expending another characters time. |
2 |
Doesn't find anything |
3-6 |
Doesn't find anything |
7-10 |
Finds rations for a day If a player has and is proficient with Cook's utensils, they can attempt a DC10 check to make the rations last 2 days. |
11-14 |
Finds rations for two days. If a player has and is proficient with Cook's utensils, they can attempt a DC10 check to make the rations last 4 days. |
15-18 |
Finds rations for a day, and hunts an animal with valuable body parts that can be sold for about 20gp. If one of the players has and is proficient in Leatherworker's tools, they can attempt a DC10 check to increase it's value to 30gp. |
19-21 |
Finds rations for one day and useful components. Players can create 1d4 "Potions of Healing" (DMG p.187) if they have a herbalism kit with them and one of the players is proficient with it. Alternatively, if a player has and is proficient with a Poisoner's Kit, they can craft 1d4 vials of Drow Poison (DMG p.258) . Both of this crafting checks have a DC12 and require a quarter-day to do it. |
22-24 |
Finds rations for one day and useful components. Players can create 2d4 "Potions of Healing" (DMG p.187) if they have a herbalism kit with them and one of the players is proficient with it. Alternatively, if a player has and is proficient with a Poisoner's Kit, they can craft 2d4 vials of Drow Poison (DMG p.258). Both of this crafting checks have a DC12 and require a quarter-day to do it. |
25 |
Finds the corpse of a powerful beign and is able to collect their parts for a total sell of around 500gp in a big city, and uncommon item or the ingredients for an uncommon item. |
Subcharts
Powerful beigns (d6)
| d6 | Result |
|---|---|
1 |
A wyvern. The players also get 2d6 vials of Wyvern poison and, at the DM's discretion, the body parts can also be used to craft a weapon or piece of armor. |
2 |
A Unicorn. The horn can be used to cast the "Healing Touch" ability once. A character with proficiency in Arcana can attempt an Arcana (Wisdom) check DC17 to make this ability work once a day. Alternatively, the horn can be sold for an extra 100gp. |
3 |
Skeleton of a forgotten adventurer, has an uncommon magical item in it's belongings. (Magic Item Table B, DMG. 144) |
4 |
A Guardian Naga. There is enough blood to be drunk by one character. That character must succeed a DC15 Constitution save or become incapacitated due to the poison, and will only be cured by a healing spell of 3rd level or higher. On a success, the character can now use the "Spit Lesser Poison" Action. |
5 |
Salamander. The players get 3d6 vials of Salamander blood, that can be applied to weapons to make them deal an extra 1d6 Fire Damage. |
6 |
A Bulette. A character that is proficient in and has Leather-worker's tools can craft gauntlets that give the wearer a burrowing speed equal to their normal speed and boots that grant the wearer the Standing Leap ability from the bulette's stat block and the "Killer Leap" action. |