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Random Encounters 240510

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0% found this document useful (0 votes)
586 views12 pages

Random Encounters 240510

Uploaded by

softnhard.report
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Random encounters is not affiliated with, sponsored, or endorsed by Fria Ligan AB.

This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License.
These twelve random encounter tables are designed
In the Woodlands ........................................................... 3
for Dragonbane, published by Fria Ligan AB. They
In the Wilderness ........................................................... 4 can be used in any European-like fantasy setting.
At the Seashores ............................................................. 5 Each table corresponds to a different environment
in a temperate climate zone.
Crossing Rivers ............................................................... 7
Monster stats, etc., are referred to by the page in the
In Cultivated Lands ........................................................ 8
Rule Book (RB), the adventure book with the Dragon
In the Towns.................................................................... 9 Emperor campaign from the core box (DE), or
Wild Animals ................................................................. 10 Bestiary (B).
References are made to treasure cards. A set of
treasure cards is included with the official
Dragonbane Boxed set.
When referring to a group, gang, or horde of NPCs
or monsters it is up to the GM to decide the level of
threat posed to the player characters. A general
guideline might be that the adversaries match the
number of player characters.

Random Encounters is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License.

Text and design: Christian Klinge, 2024


Drawings, and frontpage photo: Christian Klinge

Playtest: Eskil Klinge, Peter Graabach-Klinge,


and Christian Klinge
2
The resin from the pine trees fills the air with a The quiet calm of the forest is only broken by
delightful fragrance, while the faint call of an elk the chirping of birds and the rustling of branches as
calf can be heard from a distance. a startled stag swiftly flees through the woods.

The player characters face an attack, roll 1d3. The player characters face an attack, roll 1d3.
A cunning worg (B p. 102) sneaks up behind the A giant spider (B p. 82) has woven its web across
player characters. the path, seeking to trap the travellers.
The trail is barred by a fallen tree; lurking Goblin scouts (B p. 6) have set an ambush,
behind it, a gang of hobgoblin fighters (B p. 8) swarming down from the treetops. They fight
prepares for an assault. desperately until the last goblin.
A Lonely Bear (RB p. 99) seeks food. A great lynx (see appendix) try to catch and eat
the player characters.
Along the path, there looms an aged forest troll (B
p. 54). Its stench fills the air, and its laughter echoes A forest giant (B p. 60) crashes through the
around it. To make him leave, each player character thickets. It accuses the player characters of hunting
must part with at least one gold coin. a doe with a fawn. The giant can be appeased with
Persuasion.
Within a glade stands a powerful henge of 18
standing stones. It's a fairy circle, an ancient The forest opens into a small meadow with an ice-
sanctuary built by fairies. Myths & Legends can blue spring. This is an elven shrine. The site carries
reveal that the fairy circle has been abandoned for incredible serenity. At the bottom of the small
at least a century. Inside the circle, they can find spring pond, offerings can be seen equivalent to two
offerings equal to two treasure cards. treasure cards.

The pinewoods show signs of settlement, with A halfling peddler (RB p. 105) named Kolle walks
fallen trees and scattered litter. Further ahead, in a along the road but seems lost, though he denies this.
clearing, lies a hamlet built from rough timber. The He doesn't appear particularly clever. He sells shoes,
orcs (B p. 12) inhabiting the hamlet are suspicious of boots, and socks that he makes himself.
outsiders but not hostile. The player characters can
A foul smell of cabbage and rot fills the air. The
use Bartering to convince the orcs to sell fresh
player characters glance upwards to find themselves
supplies.
in the midst of a goblin township built high among
Two elven hunters (RB p. 105) lie in ambush. They the tree branches. Apparently, the goblins (B p. 6)
do not harm those of good intentions but are on the defecate directly onto the forest floor. They are
hunt for some orcs settling in their forest. They fearful of strangers, hiding inside their houses, but
offer a reward in gold or elven goods to anyone who can be calmed with Persuasion. The township is
can guide them to the orcs. mostly inhabited by women and children.

The air is thick with the smell of smoke, and soon Slowly, an impenetrable mist creeps between the
the woods are ablaze. A successful Bushcraft roll trees. The air chills, becoming damp, and visibility is
allows them to escape the wildfire. On a failure, each reduced to just a few metres ahead. Roll for
player character loses gear equivalent to two item Bushcraft; on a failure, you become lost, wasting a
slots and takes 2d6 damage from the flames. shift of travel.

3
The path unveils a magnificent view of majestic The hum of bees fills the air, and violet heather
peaks that, in the distance, tower to immense flowers carpet the gentle hills. In the distance, a
heights, all framed by the presence of soaring herd of mammoths is calmly grazing.
eagles.
The player characters face an attack, roll 1d3.
The player characters face an attack, roll 1d3. Harpies (B p. 24) roam the landscape in search of
The trail tightens into a narrow pass, patrolled prey. They strike unexpectedly and fiercely.
by a minotaur (B p. 32) that slays all travellers. The sound of galloping hooves grows louder as
The path is blocked by a massive boulder. A the riders approach. A mob of aggressive orc
gang of hobgoblin fighters (B p. 8) lies in ambush warriors (B p. 12), on horseback, is on a
behind the rock to rob the travellers. marauding expedition.
A mighty panther (se appendix) is hunting. A pack of wolves (RB p. 99) is hunting for prey
and has targeted the player characters.
Onward on the trail, on a rocky ledge, perches a
mountain troll (B p. 56). It is ancient and eager for a Nestled in a hollow beneath a gigantic oak tree, a
tale of might and magic. It might become hostile if Lindworm (B p. 123) rests. It is willing to converse
its request is denied but grants a treasure card as a but will attempt to deceive the player characters to
reward if indulged. make them an easy meal. The Lindworm hoards
treasure equivalent to two treasure cards.
A peculiar light flickers from a small cave beside
the pathway. Upon closer inspection, it turns out to Callis, a wandering Satyr (B p. 36) who is a bard,
be a nest of a dragon with three eggs inside. The arrives, singing and dancing down the track. Callis is
eggs rest upon treasures equivalent to two treasure a charlatan and a seducer who wants to join the
cards per egg. Dragon eggs have poisonous shells; quest. His real motive is to reach the treasure, take
anyone who touches them is afflicted by a lethal the loot, and vanish.
poison with potency 7. This can be revealed by a On a high cliff stands a mysterious castle ruin.
Beast Lore roll. Constructed from jet-black stones, it is adorned with
A sturdy pathway winds into a narrow ravine. At demonic symbols. In the crumbling great hall, there
the end lies an abandoned dwarven mine. It appears is a big circle of runes. If the castle is searched using
to have been hastily abandoned, and treasures Spot Hidden, valuables equal to two treasure cards
equating to two treasure cards are left unattended. can be found.

Smoke curls skyward from a small thorp with two A caravan of horses is being herded across the
oversized buildings. Five ogre children are teasing a hills, led by orc merchants (B p. 12). The orcs from
pig. An ogre lady (B p. 10) appears and addresses the these parts are known for breeding the finest
player characters with a commanding tone. She horses. While their main focus is trade, they are also
insists they dance and sing for the ogre children to quick to take offense. Roll Bartering to avoid
calm them down. Roll Performance to entertain the aggressions.
ogre children. A violent thunderstorm erupts, making it hard to
A rumbling thunder echoes from the slopes, and escape the lightning strikes. Roll Acrobatics. On a
dust rises. Stones and boulders tumble down the failure, the lightning hits, dealing 2d8 damage.
mountainside. Roll Evade to escape the landslide. On Furthermore, all clothing and gear get soaked, and
a failure, the rocks deal 4d8 bludgeoning damage. everyone becomes Cold.

4
A large herd of calm aurochs is foraging on the The shrieks of the many seagulls are
green marshland stretching all the way down to the overshadowed solely by the surging waves crashing
blue water. against the sharp rocks of the coast, where seals
perch with curious eyes.
The player characters face an attack, roll 1d3.
All of a sudden, a hungry hydra (B p. 88) emerges The player characters face an attack, roll 1d3.
from the murky waters and assaults the player Two Naiads (B p. 34) by the edge of the water are
characters. playfully splashing water towards each other.
From some small boats, there is a crew of dwarf They will immediately attempt to enchant the
bandits (RB p. 105) smuggling illegal mead. They player characters.
suspect the player characters are in league with A crew of black mallard pirates (RB p. 105) lurks
the sheriff and attack. in ambush in their boats behind some cliffs off
From the grass, a viper (DE p. 76) raises itself the shore. They have crossbows.
and strikes out at the player characters. The player characters trespass on a Walrus herd
(see Appendix). A huge old male will immediately
The stench reaches the player characters from a defend the females.
great distance. A troll (RB p. 97) lurks in a bog
covered by dense fog. On the rocky shore below the chalk cliffs, a Sea
Serpent is nestled at the edge of the water, deep in
At the shoreline, a pair of mermaids is serenading. slumber. It is almost invisible against the white
They are open to initiating an interesting cliffs. Roll Sneaking to avoid arousing it. There is no
conversation with the player characters. They are escape up the steep cliffs.
familiar with an abandoned pirate's hideout out at
sea, where there are certainly treasures to uncover. Just offshore from the cliff-lined coast, the wreck
of a merchant cog is stranded. It can be reached
Walking down the road is a cheerful young with Swimming. In the captain's cabin, there are
wolfkin named Fango. He is happy to meet the valuables equal to two treasure cards, but below
player characters and is keen to join them. deck, a Giant Octopus (B p. 80) lurks.
However, he is a thief (RB p. 105), and at night, he
steals half of the player characters' money. He can The forest extends all the way to the beach,
be caught red-handed with Awareness. concealing a deserted pirate's hideout among the
trees. The huts and watchtowers within lay in ruins.
By the waterside, a small misty ferry point Within the huts, valuables equivalent to two
harbours a boat with a mysterious ferryman. He is treasure cards can be found, along with a nautical
tall and thin, does not reveal his name, but is willing chart.
to ferry the player characters across the water for a
very small fee. There is something strange about The sheriff's militia is scouring the coast for
him. With Myths & Legends, he can be unveiled as a pirates. The guards (RB p. 105) suspect the player
cunning vampire (B p. 116). characters of piracy and intend to bring them in for
questioning. Roll Persuasion to attempt to escape
While the player characters walk along a marshy the situation.
shore, the tidal water starts rising dramatically. Roll
Swimming to reach dry land. Everyone becomes The sky darkens, and a storm lashes in from the
Cold from the freezing water. After a stretch, the sea. The player characters must roll Evade to seek
water recedes again. shelter. On a failure, a falling tree deals 2d6
bludgeoning damage.

5
6
The ford is marked with monoliths on either The wide, rushing river runs bubbling through
side of the river. The water in the river ripples the four arches of the firmly constructed stone
gently over a distinct line of steppingstones. bridge.

The player characters face an attack, roll 1d3. The bridge is constructed with eight gigantic
An Eel Beast (DE p. 63) wriggles around the stone slabs. A cave troll (B p. 52) stands at its centre,
steppingstones of the ford. claiming to be the builder. The troll demands gold
A Brook Horse (B p. 72) glaring menacingly at coins as tolls from every traveller.
the player characters from the middle of the
ford. The once-sturdy bridge was built from oak
A Mischief of Rats swarms forward as soon as timber, but it is now partially scorched and
the player characters step into the water. impassable. Local peasants can explain how the two
local lords are in a feud, and the bridge was burned
The ford is knee-deep, its waters bubbling over a down during a skirmish.
gravel riverbed. Two swan maidens (B p. 38) are
bathing in the river. They are gorgeous and naked; The player characters are caught in the middle of
they become angry if anyone spies on them. If the an unstable wooden bridge as a gang of bandits (RB
player characters announce their arrival, the swan p. 105) advances on the bridge from both ends. They
maidens will willingly share details about an demand all weapons and possessions as security for
abandoned dwarven mine where treasures are the lives of the player characters. Use Persuasion to
certainly waiting to be found. negotiate.

At either end of the ford, two menhirs stand The bridge spans the rushing river in one mighty
inscribed with runes and symbols, radiating an air arc. On the far side, the bridge is flanked by two
of magic. A Myths & Legends roll reveals it to be an stone towers. Toll collectors (RB p. 105) stand watch
ancient spell protecting travellers from wet feet. at the bridge, demanding tolls and taxes from all
travellers. The fee can be negotiated with Bartering.
The ford has fallen into disrepair, and neither the
road nor the river has been maintained. At an ancient bridge, the player characters
Nevertheless, the local lord has instructed his encounter an old mage (RB p. 105) named Bunak. He
guards (RB p. 105) to levy a road toll for passage. The has lost his way and does not know his destination.
charge can be negotiated with Bartering. He welcomes help and is happy to join the
fellowship. Yet, he is a confused old man and always
The ford is a difficult crossing over a rushing loses track of his location and purpose.
river, and the player characters become stranded on
a rock in the middle of the stream. Out of the blue, a Next to the well-constructed stone bridge stands
barge driver arrives to help them across on his a cozy roadside inn, crafted from finely hewn ashlar
barge. He keeps his name to himself. A Myths & stones. The roaring fires create a merry atmosphere
Legends roll could reveal that he is a blood demon in the inn, and the guests are enjoying malt beer
(B p. 136) in disguise. and ripe meat off the bone. The innkeeper, Gæjldûr,
is a cheerful dwarf.
A sudden tidal wave surges down over the
otherwise serene ford. The player characters must
roll for Swimming to avoid being swept away by the
strong current.

7
From afar, the mooing of the cows is interrupted The fine highway winds through the wavering
only by the melodic songs of the milkmaids. The wheat fields, lined with pruned willows. The villages
calves bleat, and the sun shines from a blue sky. appear prosperous in this region.

The player characters face an attack, roll 1d3. Alongside the road, nestled between two villages,
An ancient and wrathful Guardian Demon (B p. lies a lone graveyard. The tombstones stand in
144) lurks behind a row of standing stones. solemn silence. The graveyard is cursed, and living
In a wet marshland, a pack of greedy wolfkin dead (B p. 112) will rise from the graves and attack
bandits (RB p. 105) lies in ambush. those who trespass on the site. Two treasure cards
A pack of aggressive dogs (RB p. 99), driven by can be found in the graves.
bloodlust, has fled from a nearby village.
The columns of smoke rising from the burning
On a misty hilltop stands an ancient temple, now village can be seen from afar. All the farms in the
in ruins. It was once a magnificent sight. Searching village are engulfed in flames. Wounded and dead
the building with Spot Hidden, can uncover peasants lie on the ground, the few survivors are
valuables beneath the altar equivalent to two trying to extinguish the fire at the temple. The
treasure cards. peasants explain that they are victims in a feud
between the two local Lords.
Suddenly, the player characters notice
mushrooms and chanterelles sprouting up all over. In a thicket, a gang of highwaymen (RB p. 105) is
A plume of smoke from a small settlement of peat preparing for a raid. The player characters can join
houses and leafy huts catches their eye — it is a them through Bartering, attempt to escape with
goblin settlement. The goblins extend an invitation Persuasion, or defeat them.
for a stew meal. Their mushroom stew is a potency 8
sleeping poison, effective on everyone except The local peasants are wary of highwaymen.
nightkin. They are very unwilling to provide shelter for the
night. They can be swayed with Persuasion, but will
The echo of marching boots fills the air. A small have second thoughts and bolt the barn overnight.
army is on the march. The commander, a local Lord, By morning, the sheriff comes to arrest the player
is engaged in a bitter feud with his neighbour. He characters.
immediately suspects the player characters of being
spies but can be reassured with Persuasion. The trumpets blare, and a herald shouts. A
tournament knight (RB p. 105) with his entire
Young halfling shepherd Berger perches on a retinue travels down the road, seeking fame and
hillock tending his sheep. He plays a soft tune on a glory. The knight, Sir Houmuth, is proud and
small wooden flute. If the players stay and listen for arrogant, and he despises the common people,
a while, they will heal a condition or regain 1d6 HP. including the player characters.
The heavens gather in a fierce tempest. Flags and banners of all colours flutter from the
Hailstones, as large as apples, descend upon the trees and houses in the village. The tables have been
player characters. It is crucial to find shelter. Use prepared for a feast. It is the festival for the local
Evade to avoid taking 1d6 bludgeoning damage. deity, and everyone is invited. Mead and ale will
flow, and two enormous pigs roast over a grand
bonfire.

8
Shouts and commotion fill the streets. Traders The midnight bell tolls from the temples, and
are calling out their deals, and a crowd of customers the watchmen stroll calmly through the streets. It is
gathers around the bustling stalls. quiet; only from the dingy taverns can drunken
chants be heard.
The player characters face an attack, roll 1d3.
A flock of harpies (B p. 24), which resides in the The player characters face an attack, roll 1d3.
bell tower of the Grand Temple, is hunting for After dark, the streets are haunted by ghostly
prey in the streets. Witch Hounds (DE p. 101).
A gang of bandits (RB p. 105) emerges from a A gang of cultists (RB p. 105), armed with clubs,
shadowy passage. assaults anyone walking by.
The untamed dogs of the streets (RB p. 99) are A drift of pigs, the size of boars (RB p. 99),
unfriendly towards unfamiliar faces. attacks from a pile of rubbish.

A span of oxen (RB p. 99) being driven towards A ghastly green light gleams from the windows of
the meat market is causing a ruckus. The massive a warehouse. Inside, an arch mage and two cultists
creatures trample through the streets, destroying (RB p. 105) are conducting a ritual to summon a
everything in their path. Roll Evade to avoid the shadow demon (B p. 146).
furious herd.
In the graveyard outside a temple, a shrouded
A sneakthief (RB p. 105) discreetly roams the figure skulks around. It is a Guardian Demon (B p.
streets, relieving the pockets of the trading people. 144) protecting the grave of an ancient black
Roll Awareness to notice the scoundrel. Should he magician.
slip by unnoticed, he steals a third of the player
From an abandoned yet charming house,
characters' coins.
dreadful screams echo. Rumours imply the house is
An abandoned yet charming house captures the haunted. Within, haunts an irate mummy (B p. 112),
attention of the player characters. Locals claim it is who is displeased with intruders.
haunted. Inside, the house appears peaceful, but
A large band of goblins (B p. 6), twice the number
countless signs reveal the presence of a grim
of player characters, sneaks out from an alley. They
monster haunting it at midnight.
are headed to snatch the town hall bell to use it as a
A troupe of mysterious hooded individuals (RB p. pot for their mushroom stew. The goblins invite the
105) strolls in procession through the streets, player characters to join the feast.
chanting a beautiful song in an unfamiliar tongue.
All the bells toll, and within seconds, the player
Roll Languages to reveal the demonic nature of the
characters find themselves amidst a raging town
magical hymn.
fire. Roll Acrobatics to escape the flames. The fire
Dense fog mingles with the billowing smoke from ravages one-tenth of the town's houses.
the chimneys. Visibility is limited to 15 metres
through this sticky smog. Roll Constitution to resist
the Sickness in the polluted haze.

9
Aurochs 12 18 Horns (skill level 10, damage 2d10) Awareness 12, Evade 8
Eagle 24 6 Claws (skill level 12, damage d6) Awareness 14, Evade 16
Lynx 12 10 Bite (skill level 8, damage 2d6) Awareness 12, Evade 14, Sneaking 16
Mammoth 12 28 Tusks (skill level 12, damage 2d10) Awareness 8, Evade 8 Armour 2
Panther 14 16 Bite (skill level 12, damage 2d8) Awareness 12, Evade 12, Sneaking 12
Rats 20 3/rat Bites (skill level 10, damage 2/rat) Awareness 12, Evade 14 Swarm
Seagulls 20 2/bird Beak (skill level 8, damage 1/bird) Awareness 14, Evade 10 Swarm
Seal 8 10 Bite (skill level 8, damage 1d6) Awareness 10, Evade 6
Stag 16 16 Horns (skill level 10, damage 1d10) Awareness 10, Evade 12
Walrus 8 18 Tusks (skill level 10, damage 2d6) Awareness 8, Evade 6 Armour 1

Aurochs yields 2D12 rations of food when slaughtered.


Mammoths yields 5D6 rations of food when slaughtered.
Seagulls yields 1 ration of food per bird when slaughtered.
Seals yields 2D6 rations of food when slaughtered.
Stags yields 4d4 rations of food when slaughtered.
Walrus’ yields 2D10 rations of food when slaughtered.
The meat should be cooked (RB p. 103).

10

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