random wilderness events - d&d 5th ed

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 Random Wilderness Features / Encounters / Events  These charts are used to g enerate Rand om Encounte rs/Features both Prior to the game session, to populate an area, or d uring a game session. 1d6 per hex (1-2 Indicates something of note) - Random Area 1d6 (1:North, 2:South, 3:West, 4:East or 5-6:Center) (If entering an already explored Hex with a feature present then 1 = Encounter Previous Feature, 2 = New Encounter) (A New Encounter on a Road, if Wandering Monster Table is rolled, re-roll and must accept new result, including Wandering Monster Table) Overall (%) - For moving into Hex 00-09 NPC (00-14) 10-19 Animal Herd (15-29) 20-39 Wandering Monster Table (other PDF) (30-66) 40-44 Lair (not on civilized hex) (00-04) 45-54 Remote Structure (05-33) 55-69 Ruined Stucture (34-70) 70-78 Past Event (67-81) 79-88 Current Event (82-96) 89 Lost Item (97) 90-97 Natural Structure (71-97) 98-99 Remarkable Event or Feature (98-99) (98-99) (If Pre-Generating Map features only use these) - Remarkable Features only 00-29 (if moving over already explored hexes use these)  - Remarkab le Events only 30-99 (If Exploring a NEW Hex roll d% and use the numbers  on the left, ie ALL entries are possible)  Ruined Structure (%) !! 00-04 Dry Well - (GMM-DD p264) + 30% p266 05-09 Ancient Stone Pillars 10-14 Collasped and half walls 15-19 Scattered stone blocks 20-24 Fallen Statues (1d4) (See Remote Structre (60-62) ) 25-34 Small Ruins (GMM- WD p16, 20) + (30% Haunt p22) ? 35-43 Ruined Building (GMM-UD p62, 64) 44-49 Abandoned Mine ? 50-54 Ruined Small House (25% Cellar) 55-59 Ruined Small Tower (50% Dungeon) ? 60-64 Ruined Small Keep (75% Dungeon) ? 65-69 Ruined Stone Walls & Stairs into Small Dungeon ? 70-74 Abandonded & dusty cottage. Belongings still there ? 75-78 1d3 Massive (30’ high) statues - still standing - Ancient  (See Remote Structure (60-62) ) 79-95 Large Ruins (GMM-WD p18, 20) + (30% Haunt p22) ? 96-99 Ancient Mausoleum (GMM-UD p35):  00-19 Empty  20-89 Dead Body - random item (50%)  90-99 Undead - random magical item (30%) Adventurer s (%) 00-29 Human 00-14 Fighter 00-19 LG 00 Lvl 1 30-44 Dwarf 15-29 Ranger 20-49 NG 01-04 Lvl 2 45-59 Elf 30-39 Cleric 50-79 CG 05-14 Lvl 3 60-64 Half-Elf 40-49 Rogue 80-84 N 15-34 Lvl 4 65-79 Haling 50-59 Wizard 85-89 LE 35-64 Lvl 5 80-84 Gnome 60-64 Bard 90-94 NE 65-84 Lvl 6 85-89 Half-Orc 65-69 Monk 95-99 CE 85-94 Lvl 7 90-94 Dragonborn 70-74 Sorcerer 95-98 Lvl 8 95-99 Tieing 75-79 Warlock 99 Lvl 9  80-89 Barbarian  90-94 Paladin  95-99 Druid Bandits Hooks & Opportunites (GMM-WD p46) Merchants Hooks & Opportunites (GMM-WD p48) Bards Hooks & Opportunites (GMM-WD p50) Fighters & Adventurers Hooks & Opportunites (GMM-WD p52) Visible From Road (Perception DC) Distance Human Size Low Structure (~25’) High Structure (>50’) Large Structure (>100’) Massive Structure (>200’) 3 No No 20 15 10 2.5 No 25 15 10 Yes 2 25 20 10 Y es Yes 1.5 20 15 Yes Yes Yes 1 15 10 Yes Yes Yes .5 10 Yes Yes Yes Yes (Miles) Remote Structure (%) 00-09 Single House (if Road Hex - then 50% Outpost on Road instead)  00-09 Hermit  10-29 Single Family  30-44 Commune - 3d2 Families  45-54 Druid  55-64 Herbalist  65-70 Witch  71-76 Werecreature  77-81 Cultists 1d3 (NPC - Cultist)  82-91 Hunter  92-99 Bandit / Criminal 10-12 Small Castle (p8 + p12,14,15 GMM-WD) 13-15 Large Castle (p10 + p12,14,15 GMM-WD) 16-19 Temple (GMM-UD p88,90) 20-24 Travellers Respite Hut 25-39 Farm Stead and small farm elds (if Road Hex - then check:)  00-19 Farm Stead & Fields on Road  20-69 Hamlet on Road  70-99 Minor Village on Road 40-49 Stone Well - still in use - (GMM-DD p264) + 30% p266 50-54 Tower 00-19 Isolated Fighters Guild  20-29 Mage  30-49 Small Watch Tow er (Guards 10 + 1d4. 6 mounts)  50-89 Religious Commune (NPCs - Acolytes/Priest)  90-99 Isolated Library (Researchers 3d2) 55-59 Shallow Grave with makeshift tombstone (GMM-UD p34) ! 60-62 Stone Statue to a (50%) God or (50%) Other + Dressing (GMM-DD p233) !  00-59 Personality (GMM-DD p231)  60-99 Beasts / Monsters (GMM-DD p232) 63-65 Old tall - thick wooden pole inscribed with:  00-24 picture glyphs  25-49 feathers  50-74 small animal skulls  75-99 tattered weathered woven scarves 66-78 Inn / Road House (If no Road - ignore and re-roll) 79-82 Working Mine (Humans, Goblins, Dwarves, Kobolds) ?  00-59 Copper  60-89 Silver  90-97 Gold  98-99 Diamond 83-86 Stone Altar (GMM-DD p20,22) + 10% Trap (p24) ! 87-90 Stone Dias with Pillars ! 91-95 Outlaw / Criminal Camp (Tents) 96-99 Bandit Camp (Tents)  

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These are my Master charts used to determine a Random Encounter/Event/Feature for us in D&D Edition 5. They can be used to generate interesting features in an area before a game session and/or used during a game session for interesting events. They also refer to my Wandering Monster Table PDF (which is also available here) and also refer to some books from Raging Swan Press. None of the material from the Raging Swan Press is presented here, only page reference numbers. So you will need to go get a copy of those books - which I do highly recommend. The specific books are detailed within this document.

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  • Random Wilderness Features / Encounters / Events

    These charts are used to generate Random Encounters/Features both Prior to the game session, to populate an area, or during a game session.

    1d6 per hex (1-2 Indicates something of note) - Random Area 1d6 (1:North, 2:South, 3:West, 4:East or 5-6:Center)(If entering an already explored Hex with a feature present then 1 = Encounter Previous Feature, 2 = New Encounter)

    (A New Encounter on a Road, if Wandering Monster Table is rolled, re-roll and must accept new result, including Wandering Monster Table)

    Overall (%) - For moving into Hex00-09 NPC (00-14)10-19 Animal Herd (15-29)20-39 Wandering Monster Table (other PDF) (30-66)40-44 Lair (not on civilized hex) (00-04)45-54 Remote Structure (05-33)55-69 Ruined Stucture (34-70)70-78 Past Event (67-81)79-88 Current Event (82-96)89 Lost Item (97)90-97 Natural Structure (71-97)98-99 Remarkable Event or Feature (98-99) (98-99)

    (If Pre-Generating Map features only use these) - Remarkable Features only 00-29(if moving over already explored hexes use these) - Remarkable Events only 30-99(If Exploring a NEW Hex roll d% and use the numbers on the left, ie ALL entries are possible)

    Ruined Structure (%) !!00-04 Dry Well - (GMM-DD p264) + 30% p26605-09 Ancient Stone Pillars10-14 Collasped and half walls15-19 Scattered stone blocks20-24 Fallen Statues (1d4) (See Remote Structre (60-62) )25-34 Small Ruins (GMM-WD p16, 20) + (30% Haunt p22) ?35-43 Ruined Building (GMM-UD p62, 64)44-49 Abandoned Mine ?50-54 Ruined Small House (25% Cellar)55-59 Ruined Small Tower (50% Dungeon) ?60-64 Ruined Small Keep (75% Dungeon) ?65-69 Ruined Stone Walls & Stairs into Small Dungeon ?70-74 Abandonded & dusty cottage. Belongings still there ?75-78 1d3 Massive (30 high) statues - still standing - Ancient (See Remote Structure (60-62) )79-95 Large Ruins (GMM-WD p18, 20) + (30% Haunt p22) ?96-99 Ancient Mausoleum (GMM-UD p35): 00-19 Empty 20-89 Dead Body - random item (50%) 90-99 Undead - random magical item (30%)

    Adventurers (%) 00-29 Human 00-14 Fighter 00-19 LG 00 Lvl 130-44 Dwarf 15-29 Ranger 20-49 NG 01-04 Lvl 245-59 Elf 30-39 Cleric 50-79 CG 05-14 Lvl 360-64 Half-Elf 40-49 Rogue 80-84 N 15-34 Lvl 465-79 Haling 50-59 Wizard 85-89 LE 35-64 Lvl 580-84 Gnome 60-64 Bard 90-94 NE 65-84 Lvl 685-89 Half-Orc 65-69 Monk 95-99 CE 85-94 Lvl 790-94 Dragonborn 70-74 Sorcerer 95-98 Lvl 895-99 Tieing 75-79 Warlock 99 Lvl 9 80-89 Barbarian 90-94 Paladin 95-99 Druid

    BanditsHooks & Opportunites (GMM-WD p46)

    MerchantsHooks & Opportunites (GMM-WD p48)

    BardsHooks & Opportunites (GMM-WD p50)

    Fighters & AdventurersHooks & Opportunites (GMM-WD p52)

    Visible From Road (Perception DC)Distance Human Size Low Structure (~25) High Structure (>50) Large Structure (>100) Massive Structure (>200)3 No No 20 15 102.5 No 25 15 10 Yes2 25 20 10 Yes Yes1.5 20 15 Yes Yes Yes1 15 10 Yes Yes Yes.5 10 Yes Yes Yes Yes(Miles)

    Remote Structure (%)00-09 Single House (if Road Hex - then 50% Outpost on Road instead) 00-09 Hermit 10-29 Single Family 30-44 Commune - 3d2 Families 45-54 Druid 55-64 Herbalist 65-70 Witch 71-76 Werecreature 77-81 Cultists 1d3 (NPC - Cultist) 82-91 Hunter 92-99 Bandit / Criminal10-12 Small Castle (p8 + p12,14,15 GMM-WD)13-15 Large Castle (p10 + p12,14,15 GMM-WD)16-19 Temple (GMM-UD p88,90)20-24 Travellers Respite Hut25-39 Farm Stead and small farm elds (if Road Hex - then check:) 00-19 Farm Stead & Fields on Road 20-69 Hamlet on Road 70-99 Minor Village on Road40-49 Stone Well - still in use - (GMM-DD p264) + 30% p26650-54 Tower 00-19 Isolated Fighters Guild 20-29 Mage 30-49 Small Watch Tower (Guards 10 + 1d4. 6 mounts) 50-89 Religious Commune (NPCs - Acolytes/Priest) 90-99 Isolated Library (Researchers 3d2)55-59 Shallow Grave with makeshift tombstone (GMM-UD p34) !60-62 Stone Statue to a (50%) God or (50%) Other + Dressing (GMM-DD p233) ! 00-59 Personality (GMM-DD p231) 60-99 Beasts / Monsters (GMM-DD p232)63-65 Old tall - thick wooden pole inscribed with: 00-24 picture glyphs 25-49 feathers 50-74 small animal skulls 75-99 tattered weathered woven scarves66-78 Inn / Road House (If no Road - ignore and re-roll)79-82 Working Mine (Humans, Goblins, Dwarves, Kobolds) ? 00-59 Copper 60-89 Silver 90-97 Gold 98-99 Diamond83-86 Stone Altar (GMM-DD p20,22) + 10% Trap (p24) !87-90 Stone Dias with Pillars !91-95 Outlaw / Criminal Camp (Tents)96-99 Bandit Camp (Tents)

  • NPC (%)00-09 Travelling Merchant Wagon - Guards 1d2. Wagon *10-15 Hunting Party - 1d416-18 Druid19-21 Explorers - 1d3 (50% on mounts)22-27 Adventurers - 3d2 (80% on mounts)28-33 Bard (80% on mount)34-44 Goods Wagon - Guards 3d2 *45-49 Pilgrams - 1d3 - Can oer Healing (NPC - Acolyte)50-53 Suspicious Character (50% on mount)54-56 Unconscious Character tied up (victim of previous bandits) 00-09 Adventurer (GMM-DD p38) 10-49 Merchant (GMM-DD p40) 50-89 Commoner 90-99 Evil Humanoid (GMM-DD p42)57-58 Seated Wizard, reading book, mysterious (NPC - Mage)59-63 Travelling gypsies on a Wagon (4d2)64-66 Lost Caravan Guard (caravan got attacked - now seperated)67-70 Shunned one in dirty rags 00-29 Diseased - skin sores 30-59 Lunatic - shouting random sentences 60-99 Beggar - asks for any coin or food71-76 Barbarian (NPC - Berserker)77-84 Ranger85-86 Naked man laying on ground. Unconfused. Scratches. (Werewolf )87-88 Naked Woman swiming in water #89 Naked Woman swming in water # (Succubus)90-99 Mounted Watch Patrol (2d3): 00-49 General Patrol 50-74 Looking for escaped prisoner 75-99 Looking for Monsters / bandits in area

    Past Event (%) !00-04 Dead Body (1d2) - (GMM-DD p62) 00-09 Fresh - Today 10-49 Within Last week 50-79 Within Last few months 80-99 Very old -------- 00-19 Corpse of Monster (GMM-DD p64) 20-89 Corpse of Humanoid (GMM-DD p65) 90-99 Corpse of Adventurer (GMM-DD p66)05-16 Large pool of blood17-36 Dead animal37-46 Area of re / destruction !47-51 Signs of ground being dug up and old sacks laying around !52-56 Altar (GMM-DD p20,22) + 10% Trap (p24) - bloody body57-71 Campsite with a smoldering re. A few hours old !72-81 Scene of recent skirmish - dead humans / humainoids &monsters !82-86 Smoldering & smoking remains - large funerial pyre - burnt body87-91 Dead adventurer - in gear - arrows sticking out of him !!92-93 Dead Body hanging (noose) from tree branch (see 00-04)94-95 Burnt Arcane symbols on tree / boulder 00-32 Invoking a evil god or summoning 33-65 Invoking a good god or summoning 66-99 Protective Ward - no longer active96-97 Large Giant Skull !98-99 Wandering Riding Horse (saddle) - looks injured and tired

    Remarkable Event or Feature (%)00-04 Stone Well with Arcane Ruins (water gives Eect) 00-59 Feather Fall 60-89 Detect Magic 90-99 Jump05-09 Stone Well with Symbol of Good God (water gives Eect) 00-59 Cure Wounds 60-89 Bless 90-99 Protection from Evil10-14 Stone Well with Symbol of Evil God (water gives eect) 00-59 Detect Poison and Disease 60-89 Bane 90-99 Protection from Good15-19 Ancient Glowing Stone Pillar - glyphs - if touched ** 00-02 Changes Sex 03-22 Blessing - Gain Inspiration 23-27 Ages 4d4 years older 28-42 Arcane Blast - Take 2d5 Damage 43-57 Heals - Fully Heals and Gain 1d8 Temporary HP 58-62 Ages 1d4 years younger 63-72 Gates in Random Creature 73-82 Random Ability Score Increase +1 for 1d6 days 83-92 Random Ability Score Decrease -1 for 1d4 days 92-93 Changed Alignment 94-99 Random Magical Item appears20-29 Ancient black tree with twisted branches, red liquid oozes: 00-39 Poison 40-59 Healing Liquid (as Cure Wounds) 60-79 Strength Liquid 80-99 Mind Aecting Drug (as Strong Alcohol)30-34 Earth quake - small crack opens in ground35-39 Meter Strike @40-69 Arcane Diusement - O Pitch Hum ## (20% Spell Failure. Can not Use Higher Spell Slots)70-99 Arcane Enrichment - Low Pitch Hum ## (Spell DCs +5. Spells treated as Spell Slot +1)

    Natural Structure (%)00-09 Cave into ground - with small number of caverns 00-09 Empty 10-59 Small Cave (GMM-WD p24, 26) + (30% Feature p28) 60-69 Animals 70-79 Bandits 80-89 Monsters 90-97 Old straw bed & tattered blanket / clothes 98-99 Locked Chest -(GMM-DD p50,52) - 50% traped (GMM-DD p54) 00-49 No Coins 00-49 No Jewellery 00-49 No Item 50-79 CP (3d6 *100) 50-79 1d6 Gems (10gp) 50-94 Trinket 80-94 SP (2d10 *100) 80-94 1d4 Gems (50gp) 95-99 Magic Item 95-99 GP (1d100) 95-99 1d3 Gems (100gp)10 Dug Mound - buried Sack with Random Magic Item 11-12 Glowing fungus found - worth 50gp to a Herbalist13-15 Animal Graveyard - lots of bones of many large animals16-19 Animal nest (either in tree / bush) - 1d4 large rare eggs 20gp each20-23 Pond, Large ^^ 24-27 Fruit, Large amount (provide enough for 1d3 provisions) 00-32 Berries 33-65 Apples 66-99 Pears27-29 Wild Flowers30-34 One large ancient tree surrounded by 12 smaller trees in a circle !35-39 Lake, Small ^^40-43 Bad smell - sulphur44-48 Large scattered boulders and rocky outcrops49-54 Spring, drinkable water !55-59 Hot Spring (non-drinkable)60-94 Dressing: Grasslands - Plains (GMM-WD p112) Low Scrub - Borderlands (GMM-WD p58) Light Trees - Forests & Woodlands (GMM-WD p78) Heavy Trees - Forests (Primal) (GMM-WD p88) Marsh - Swamps (GMM-WD p118) Desert - Desert (GMM-WD p64) Farmlands - Farmlands (GMM-WD p70) Barren Rock - Mountains (GMM-WD p106) Hills?? - Hills (GMM-WD p100) Coast - Coast (GMM-WD p 128) Snow - Frozen Lands (GMM-WD p94)95-99 Ancient Massive Crater (1d3 * 100 feet across)

  • Animal Heard (%) @00-08 Wolves (4d4)09-18 Boars (3d4)19-23 Axe Beaks (3d4)24-43 Deers (5d4)44-58 Wild Horses (4d4)59-78 Elk (5d4)79-88 Hyena (5d3)89-98 Jackal (5d3)99 Elephants (4d3)

    ! Possible chance of random item / coins / gems being present (10%)!! Possible chance of random item / coins / gems being present (20%) and/or Monsters or Bandits * Only possible if on road - otherwise re-roll** Stops glowing & functioning after the rst touch. Takes 1 year to start up again.^ Only possible if Light Trees or Heavy Trees^^ If Desert, treat as an Oasis# If no River or Lake, then a very small water pond is present## Temporary eect only - will only last that day@ Seen at distance on horizon@@ Animals include - Baboon, Baor, Deer, Horse, Elk, Goat, Mule, Giant Snake ? Possible Mini Adventure?? Hills - area that has elevation that the total expands over at least two levels & has no Trees$ If re not reasonable, ie raining or no vegitation, then ignore this result and re-roll. If re is present, the re is observed from a far distance, ie see smoke rst.

    Current Event (%)00-03 Fire covering 1d6 (50% yards or 50% miles) $00-09 Animals attacking woman & child 00-19 Wolf (1d2) 20-39 Black Bear (1d2) 40-59 Boar (1d2) 60-74 Brown Bear (1d2) 75-84 Dire Wolf (1d2) 85-89 Lion (1d2) 90-94 Panther (1d2) 95-99 Tiger (1d2)10-19 Robbers attacking travellers (1d2) 00-49 Bandits (1d2+1) 50-99 Thugs (2d2)20-29 Monsters attacking travellers 00-19 Goblins (1d2+1) 20-39 Kobolds (1d2+2) 40-54 Orcs (1d2) 55-59 Axe Beak (1d2) 60-69 Bugbear (1d2) 70-73 Cockatrice (1d2) 74-83 Gnoll (1d2+1) 84-93 Hobgoblin (1d2+1) 94-98 Ogre (1) 99 Troll (1)30-39 Animal munching on dead body 00-29 Wolf 00-39 Animal @@ 30-54 Black Bear 40-59 Goblin 55-74 Brown Bear 60-79 Kobold 75-84 Dire Wolf 80-89 Human 85-89 Lion 90-99 Adventurer 90-94 Panther 95-99 Tiger40-74 Minor Event: Grasslands - Plains (GMM-WD p110) if on Road 20% Random Encounter instead (GMM-WD p114) Low Scrub - Borderlands (GMM-WD p56) if on Road 20% Random Encounter instead (GMM-WD p60) Light Trees - Forests & Woodlands (GMM-WD p74) if on Road 20% Random Encounter instead (GMM-WD p82) Heavy Trees - Forests (Primal) (GMM-WD p84) if on Road 20% Random Encounter instead (GMM-WD p91) Marsh - Swamps (GMM-WD p116) Desert - Desert (GMM-WD p62) Farmlands - Farmlands (GMM-WD p68) if on Road 20% Random Encounter instead (GMM-WD p72) Barren Rock - Mountains (GMM-WD p104) if on Road 20% Random Encounter instead (GMM-WD p108) Hills?? - Hills (GMM-WD p98) if on Road 20% Random Encounter instead (GMM-WD p102) River or Sea or Large Lake (vessel) - Sea Voyages (GMM-WD p 135) or 20% Omen (GMM-WD p134) Coast - Coast (GMM-WD p124) Snow - Frozen Lands (GMM-WD p92)75-79 Flying Monster Overhead - dead body in mouth 00-14 Chimera 00-79 Animal @@ 15-29 Wyvern 80-99 Humaniod 30-44 Giant Eagle 45-59 Grin 60-64 Hippogri 65-84 Giant Vulture 85-89 Manticore 90-99 Young Green Dragon80-84 Mage Duel - two Spell Casters attacking each other85-89 Naked female tied on altar (GMM-DD p20,22). Several Cultists around (1d3+4)90-98 Prisoner being chased by several Guards (1d2+2)99 Thugs (1d3+2) digging up stolen treasure (sacks in ground) 00-49 CP (2d100*10) 00-49 1d6 Gems (10gp) 00-94 Trinkets (1d4) 50-79 SP (6d100) 50-79 1d4 Gems (50gp) 95-99 Magic Item 80-94 GP (2d100) 80-94 1d3 Gems (100gp) 95-99 PP (3d20) 95-99 1d2 Gems (250gp)

    Lost Item (%) (80% rusted / tarnished tatterred)00-01 Random Weapon02-23 Clothing - Robe / Shirt / Pants / Boot / Glove24-38 Coins (1d4) (Random Type)39-68 Random Utensil (Fork / Knife / Cup)69 Jewellry (Random)70-79 Storage - Backpack, sack, pouch80-94 Random Trinket95-99 Diary - Leather bound - Trival entries

  • Lair (%)From Civilized Hex (Settlement & Main Road)1 Hex 2 Hexes 3 Hexes 4+ Hexes Type 00-99 00-79 00-74 00-64 Common - 80-99 75-98 65-94 Un-common- - 99 95-99 Legendary

    Common (%)From Civilized Hex1 Hex 2+ Hexes Creature Number Terrain Feature00-11 00-13 Bugbear 1d4 * 10 Forrests / Hills / Mountains Caves / Abandoned Dungeons12-22 14-27 Gnolls 2d4 * 10 Any (Not Snows / Marshes) Caves / Abandoned Dungeons, Ruins23-41 28-41 Goblins 5d3 * 10 Forrests / Hills / Mountains Caves / Abandoned Dungeons, Ruins42-59 42-56 Hobgoblins 2d4 * 10 Any (Not Marshes, Deserts) Caves / Abandoned Dungeons, Ruins / Constructed Buildings60-77 57-70 Kobolds 3d4 * 10 Forrests / Hills / Mountains Caves / Abandoned Dungeons / Constructed Tunnels78-87 71-84 Lizardfolk 2d4 * 10 Marshes/Coastal/Lakes Constructed Buildings (Huts)88-99 85-99 Orcs 2d4 * 10 Any (Not Marshes, Deserts) Caves / Abandoned Dungeons, Ruins / Defeated Villages

    Un-Common (%) From Civilized Hex2 Hexes 3+ Hexes Creature Number Terrain Feature00-49 00-29 Ankheg 1d2 * 10 Hills / Mountains Caves / Constructed Tunnels50-74 30-39 Merfolk 3d4 * 10 Ocean (min 3 hexes from land) Undersea City 40-64 Roc 1 Mountains (min 3 hexes from civilized) Caves75-99 65-89 Troll 1 Forrests / Hills / Mountains Caves 90-99 Yuan-Ti 2d2 * 10 Marsh / Jungles (min 3 hexes from civilized) City

    Legendary (%)From Civilized Hex3 Hexes 4+ Hexes Creature Number Terrain Feature Regional 00 Aboleth 1 Deep Ocean or Deep Lake (min 4 hexes from land) Deep Cave with water 1 mile 00-19 01-05 Beholder 1 Any Abandoned Temples / Ruins 1 mile (10% Death Tyrant) Dungeon / Caves20-39 06-08 Demi-Lich 1 Any Dungeon / Temple / Ruins Within Lair Dragon (min 4 hexes) 09-15 Black 1 Marsh / Jungle / Forrests (Heavy) Large Ruins 6 miles 16-21 Blue 1 Barren / Mountain Ruins / Caves 6 miles 22-27 Green 1 Forrests (Heavy) / Marsh / Jungle / Snow Caves (esp near water) 1 mile 28-34 Red 1 Mountain Deep caves (esp near lava) 6 miles 35-42 White 1 Snow Caves 6 miles 43-49 Brass 1 Any Large Ruins / Open Caves 6 miles 50-56 Bronze 1 Coastal Caves 6 miles 57-64 Copper 1 Hills / Mountains Caves 6 miles 65-70 Gold 1 Rivers / Lakes / any near water Caves 6 miles 71-76 Silver 1 Mountains Caves / Ruins / Mines 6 miles 77-79 Kraken 1 Deep Ocean (min 4 hexes) Cave 6 miles 80 Lich 1 Any (min 4 hexes) Ruins / Towers / Tombs / Temple -40-59 81-85 Mummy Lord 1 Any (not Snow, Jungle, or Marsh) Ancient Temple or Tomb Within Lair60-79 86-94 Unicorn 1 Forrests Ruins / Clearings Within Lair80-99 95-99 Vampire 1 Any Castle / Forts / Manor 1 mile

    Seperate Books (Available from Raging Swan Press):GMM-WD = GMs Miscellany - Wilderness Dressing BookGMM-UD = GMs Miscellany - Urban DressingGMM-DD = GMs Miscellany - Dungeon Dressing

    Seperate Wandering Monster Table PDF (Based on Terrain Type and Average Party Level)