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