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Dungeon Master's Guide

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CHECKING FOR RANDOM ENCOUNTERS<br />

You decide when a random encounter happens, or you<br />

roll. Consider checking for a random encounter once<br />

every hour, once every 4 to 8 hours, or once during the<br />

day and once during a long rest-whatever makes the<br />

most sense based on how active the area is.<br />

If you roll, do so with a d20. If the result is 18 or<br />

higher, a random encounter occurs. You then roll on an<br />

appropriate random encounter table to determine what<br />

the adventurers meet, rerolling if the die result doesn't<br />

make sense given the circumstances.<br />

Random encounter tables might be provided as part<br />

of the adventure you're running, or you can use the<br />

information in this chapter to build your own. Creating<br />

your own tables is the best way to reinforce the themes<br />

and flavor of your home campaign.<br />

Not every run-in with a nother creature counts as<br />

a random encounter. Encounter tables don't usually<br />

include rabbits hopping through the undergrowth,<br />

harmless rats scurrying through dungeon halls, or<br />

average citizens walking through the streets of a city.<br />

Random encounter tables present obstacles and events<br />

that advance the plot, foreshadow important elements or<br />

themes of the adventure, and provide fun distractions.<br />

\<br />

CREATING R ANDOM E NCOUNTER TABLES<br />

Creating your own random encounter tables is<br />

straightforward. Determine what sort of encounters<br />

might occur in a given dungeon area, figure out the<br />

likelihood of a particular encounter occurring, then<br />

arrange the results. An "encounter" in this case could be<br />

a single monster or NPC, a group of monsters or NPCs,<br />

a random event (such as an earth tremor or a parade),<br />

or a random discovery (such as a charred corpse or a<br />

message scrawled on a wall).<br />

Assemble Your Encounters. Once you've established<br />

a location through which the adventurers are likely to<br />

pass, be it a wilderness area or dungeon complex, make<br />

a list of creatures that might be found wandering there.<br />

If you're not sure which creatures to include, appendix B<br />

has lists of monsters organized by terrain type.<br />

For a sylvan woodland, you might create a table<br />

that includes centaurs, faerie dragons, pixies, sprites,<br />

dryads, satyrs, blink dogs, elks, owlbears, treants, giant<br />

owls, and a unicorn. If elves inhabit the forest, the table<br />

might also include elf druids and elf scouts. Perhaps<br />

gnolls are threatening the woods, so adding gnolls and<br />

hyenas to the table would be a fun surprise for players.<br />

Another fun surprise would be a wandering predator,<br />

such as a displacer beast that likes to hunt blink dogs.<br />

The table could also use a few random encounters of<br />

a less monstrous nature, such as a grove of burned<br />

trees (the handiwork of the gnolls), an ivy-covered<br />

elven statue, and a plant with glowing berries that turn<br />

creatures invisible when ingested.<br />

When choosing monsters for a random encounter<br />

table, try to imagine why the monsters would be<br />

encountered outside their lairs. What is each monster<br />

up to? Is it on patrol? Hunting for food? Searching for<br />

something? Also consider whether a creature is moving<br />

stealthily as it travels through the area.<br />

As with planned encounters, random encounters<br />

are more interesting when they happen in memorable<br />

locations. Outdoors the adventurers might be crossing<br />

a forest clearing when they encounter a unicorn or<br />

be pushing through a dense section of forest when<br />

they come across a nest of spiders. Crossing a desert,<br />

characters might discover an oasis haunted by wights or<br />

a rocky outcropping on which a blue dragon perches.<br />

Probabilities. A random encounter table can be<br />

created in a number of ways, ranging from simple (roll<br />

ld6 for one of six possible encounters) to complicated<br />

(roll percentile dice, modify for time of day, and crossindex<br />

the modified number with the dungeon level). The<br />

sample encounter table presented here uses a range of<br />

2 to 20 (nineteen entries total), generated using 1d12<br />

+ 1d8. The probability curve ensures that encounters<br />

appearing in the middle of the table are more likely to<br />

occur than encounters placed at the beginning or end<br />

of the table. A roll of 2 or 20 is rare (about a 1 percent<br />

chance of either), while each of the rolls from 9 to 13<br />

occurs a little over 8 percent of the time.<br />

The Sylvan Forest Encounters table is an example<br />

of a random encounter table that implements the ideas<br />

mentioned above. Creature names in bold refer to stat<br />

blocks that appear in the Monster Manual.<br />

86<br />

CHAPTER 3 I CREATING ADVENTURES

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