| d4 | Result |
|---|---|
1 |
Wilderness Event | Roll on "Wilderness Events" |
2 |
Passive Encounter | Roll on "Passive Encounters" |
3 |
Hostile Encounter | Roll on "Hostile Encounters" |
4 |
Nothing Happens |
Subcharts
Wilderness Events (d20)
| d20 | Result |
|---|---|
1 |
Avalanche!! |
2 |
A blizzard rolls through and is strong enough to send grown men airborne. Travel is delayed by 1d12 days |
3 |
The Wind begins to shriek and the temperature plummets. |
4 |
One of the party members falls into a sinkhole |
5 |
The party gets lost. Make a DC 14 survival check to get back on track. Every failure counts as 1 day lost |
6 |
The party’s path is suddenly blocked by a frozen lake covered in thin ice. They can risk crossing it, or add 1d6 hours to the travel time to go around. |
7 |
The party loses supplies |
8 |
A fierce hailstorm pelts the party members. Everyone is covered in bruises and welts, and travel speed is reduced by half |
9 |
The party discovers the remains of a merchant caravan that was annihilated by something massive |
10 |
The Northern lights flash across the sky |
11 |
The players discover a frozen pond. Fishing maybe? |
12 |
The players see local wildlife creatures |
13 |
The party discovers some wild horses roaming across the snow fields |
14 |
The party encounters a rare animal companion / mystic plant |
15 |
The Storeman appears |
16 |
A white raven appears. These rare creatures are a symbol of good omen. Everyone receives 1 inspiration point |
17 |
The party manages to find a secluded hot springs paradise. Everyone can gain the benefits of a Long Rest here |
18 |
The party discovers a town |
19 |
The party finds a dungeon containing great treasures within |
20 |
The party finds a shortcut! The party automatically reaches their ultimate destination 1d8 days early. Everyone gains 10% exp |
Passive Encounters (d20)
| d20 | Result |
|---|---|
1 |
A festering wound a party member picked up from somewhere is sending pulses of pain throughout their body. They automatically fail any travel rolls they must perform for 1d6 days |
2 |
The frozen corpses of some unfortunate travelers |
3 |
A regiment of Hollow Knights are carrying out an execution on some escaped prisoners. |
4 |
An escaped prisoner begs the players to help or to look at the other way at the very least |
5 |
A lost and disoriented traveler is begging the party for supplies |
6 |
The party discovers the remains of a freshly consumed animal |
7 |
A traveler or group of travelers are lost, disoriented, and starving. Can the party spare resources to help them? |
8 |
The party is startled awake at night by extremely loud cracking sounds. The sap within some of the trees in this area flash froze and caused the trunks to explode. |
9 |
King Magnus appears in the dreams of the party members and checks in with the party |
10 |
A Unique Encounter occurs……. Roll on "Unique Encounters" |
11 |
An abandoned campsite/shack |
12 |
A hunter/trapper from a nearby town is searching for game in the area |
13 |
A traveling caravan of merchants and suppliers are passing by |
14 |
The party discovers a shrine to the Six Saints. Do they pray at one? |
15 |
The Storeman appears |
16 |
A cloister of Loreseekers are conducting research on the animals and plants in the area |
17 |
The party finds a lively camp of travelers. They may be friendly……or hostile…. |
18 |
An explorer discovers the party and is willing to escort them to the nearest town |
19 |
The party feels the presence of Frost Fae in the area |
20 |
Muriel the soothsayer is practicing divination magic in the middle of the woods. She beckons the party to accept a tarot reading |
Hostile Encounters (d20)
| d20 | Result |
|---|---|
1 |
The Great White Dragon |
2 |
Mirage Arcane Spectre |
3 |
Adult White Dragon |
4 |
Solitary Hag / Hag Coven |
5 |
Frost Giants |
6 |
Arctic Howler |
7 |
Blizzard-Wing Owl |
8 |
Frostbite Spider |
9 |
Frost Salamander |
10 |
Arctic Screecher |
11 |
Ice Troll |
12 |
Polar Bear |
13 |
Sabertooth Tiger |
14 |
Cutthroats |
15 |
Greedlings |
16 |
Snow Golems |
17 |
Wolf Pack |
18 |
Wooly Mammoths |
19 |
Urayuli |
20 |
Ice Devil |
Unique Encounters (d20)
| d20 | Result |
|---|---|
1 |
The party meets a renowned warrior and local legend that is in search of a worthy opponent |
2 |
A ghostly apparition of a small boy approaches the party, and asks them to return a harp that belongs to his friend in the city he grew up in |
3 |
The party discovers an ancient battlefield |
4 |
The party finds an old statue of a ruler from centuries past. The eyes are made of diamonds. |
5 |
The party finds the remains of an excavation site. The mining camp is deserted and covered in a mysterious black mold |
6 |
A traveling painter, unbothered by the harsh elements, offers to paint a portrait of the party |
7 |
The party discovers psychedelic mushrooms |
8 |
A missing house pet with a name tag appears and nuzzles up to one of the party members. The collar says it belongs to a family in a city that’s inconveniently out of the way |
9 |
A man runs up to the party and asks them to take them to the nearest city to be cured of a curse. This NPC has been cursed with severely bad luck by a Bheur Hag. |
10 |
A trapped wizard in a nearby cave uses the Skywrite Spell to message people to save him |
11 |
A bird flying overhead accidentally drops a key with a ribbon wrapped around it |
12 |
A stranger walks up to the party and sits at their campfire unannounced |
13 |
The party meets a doctor and a priestess of St. Asonia. They are on their way to the hamlet of Faldor’s Crossing after hearing word of a mysterious illness plaguing its people |
14 |
The party discovers a secret and beautiful grove filled with magical flora and fauna begging to be explored. However, there is more to this place than meets the eye |
15 |
The party finds a chest containing the mother of all poisons buried deep in the snow |
16 |
The party encounters a bridge that’s rumored to be cursed. Some say it creates illusions, others say it creates a time loop, and few say it marks you for death |
17 |
The party finds a serene pond deep within the forests that is miraculously unfrozen despite being a stagnant water source. The water has a warm glow and a magic hue to it. |
18 |
The party discovers the City of Masks. This unmarked village has all of its inhabitants wearing masks to conceal their identities. There are indeed dark forces at play here |
19 |
The party discovers a trail of footprints going into a cave. They notice that there are no footprints going out of it though…. |
20 |
The party sees a meteorite crash into the snow fields before them. Encrusted on this meteor are shards of an otherworldly crystal known as Omnium. The party can harvest the omnium with a pickaxe and there’s enough to make a weapon or sell for a handsome price |
Untitled - Sun 02 Mar 17:35:37 (d6)
| d6 | Result |
|---|---|
1-6 |
Untitled - Sun 02 Mar 17:35:53 (d6)
| d6 | Result |
|---|---|
1-6 |