Wilderness Encounters [now with my Keep on the Borderlands encounters]

Ashrem Bayle

Explorer
Thanks for the info guys. Keep it coming.

Here is what I have layed out for my Keep on the Borderlands game:


ENCOUNTERS OUTSIDE THE KEEP

Random Encounters

Chance of Encounter
Daytime: 15% each day
Nighttime: 25% each night

Modifiers:
+1% per person in group.
+5% with light source (night)
+2% per horse
+5% with carriage
+5% on road
-5% in heavy woods
+5% more than 5 miles away from Keep
+10% more than 10 miles away from Keep
+15% more than 30 miles away from Keep

Standard Encounter - 1d100
1-5 Kobolds 2d4
6-15 Orcs 1d6
16-20 Gnolls 1d6
21-30 Goblins 2d4
31-35 Hobgoblins 1d6
36-40 Bugbears 1d4
41-45 Ogre 1d2
46-50 Werewolf 1d4
51-55 Dire Wolf 1d6
56-60 Brown Bear 1d2
61-65 Black Bear 1d2
66-70 Stirge 1d8
71-75 Owlbear 1
76-80 Wilderness Accident
81-90 Any Animal n/a
90-00 Special see below

Special - 1d12
1. The Monstrous Cook
2. A Wagon in Ruins
3. Storm/Forest Fire
4. Crazy Druid
5. Diseased Rabbit
6. Strange Rock Formation
7. Ants in his Pants
8. Cliffside
9. The Ball of Stone
10. The Crumbled Farmhouse
11. Ancient Ship Anchor
12. Fording the Creek

Wilderness Accidents – 1d6

1. Twisted Ankle: Fortitude save (DC: 15) or movement is halved.
2. Stabbed by branch. (+5 to hit, 1d4 dmg)
3. Stepped in hole: Fortitude save (DC: 20) or movement is halved.
4. Fell in water: Reflex (DC:15) to avoid.
5. Trip and fell: Reflex (DC:15) to avoid 2d4 bludgeoning damage.
6. Falling tree branch: Reflex (DC:15) to avoid 2d4 bludgeoning damage.


Special Encounters

1. The Monstrous Cook
The PCs discover a hot spring with a rope coming out of it. Searching reveals a cooked goblin and large footprints.
The footprint belong to an ogre who is wading in a creek trying to spear fish.

2. A Wagon in Ruins
The PCs encounter an old wagon that fell into a pit trap dug by kobolds. The wagon has been hear for years and the kobolds that dug the trap are long gone.
In the wagon, the PCs find a suit of chainmail +1 beside it lays an old chest the looks to have been beaten pretty bad. It is locked (DC:25) and contains 200gp worth of assorted coins and a letter to Lord Ap’Kalim that reads simply: “The horse is sick. Send more corn. Love Jan” The letter is ten years old.

3. Storm/Forest Fire
A storm sweeps over the land. Winds increase to severe and rain comes down in a downpour (see pg. 87 in DMG).
The first time this happens, lightning strikes nearby in the forest and starts a forest fire just before the PCs are attacked by a small group of humanoids (roll 2d20 on the Standard Encounter chart.).

4. Crazy Druid
The PCs stumble upon a the forest home of Gargan, the crazed druid. He tries to make them leave his forest and then spies on them in the form of a sparrow.
If they do anything to harm the forest, he will attack. He follows for three days before giving up.

5. Diseased Rabbit
While in the woods or on the road, the PCs encounter a rabbit dead of Red Ache (see pg. 75 in DMG).

6. Strange Rock Formation
When viewed from a certain angle, a rock formation look like it may have once been carved into the shape of a face.

7. Ants in his Pants
Unless a PC chosen at random makes a Wilderness Lore check (DC:5), he falls to sleep near an ant bed.

8. Cliffside
The PC’s trail is blocked by a 40ft rock wall. Successful climb checks (DC: 15 first 20’, 10 for the last 20’) are needed to bypass. They will have to walk a half mile out of their way to go around.

9. The Ball of Stone
Hidden within a thick batch of trees is a smoothly worked 5’ diameter ball of white and grey marble sitting on a pedestal. The ball emits a hallow spell effect with a permanent bless spell.
The ball has no markings of any kind.

10. The Crumbled Farmhouse
The PCs stumble across and old burned out farmhouse. Nothing remains except the foundation. A Search check (DC:25) reveals a wooden trap door covered in rubble.
Inside is the remains of the family who died of starvation trapped below. The father has since become an Allip.
Inside, the PCs find a shortsword +1 and 5d20gp worth of jewelry and coins.

11. Ancient Ship Anchor
Far away from any civilization, the PCs find an old ship anchor half buried in the ground. There is no clue as to why it is here.

12. Fording the Creek
The PCs come upon a small creek. At is thinnest section, it is 14ft wide and goes to 1ft. deep. The PCs need to find a way across.
 
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