d100 D&D 5eSkyrim based random encounters (d100)

d100 Result

1

A heavily wounded hunter approach the party. If the party chose to help him, 1d4 extra bandits try ambush the party.

2

A giant is in battle with a dragon

3

A group of 1d6 Forsworn ambush and attack 1d4 Orcs.

4

A group of (1d6 + 1) bandits are trying to kill (1d2 + 1) giants and a mammoth.

5

A dragon flies past without attacking (unless provoked).

6

A group of (1d4 + 1) Imperial soldiers lead a Stormcloak prisoner.

7

A group of (1d2 + 1) Saber tooth cats attack a mammoth.

8

A group of (1d2 - 1) Spriggans battle a Troll.

9

A group of 1d4 Imperial Soldiers fight another group of 1d4 Stormcloak Soldiers.

10

A conjurer* battles three bandits. * (Ideally, 1d4 - 1 levels higher than the players)

11

A group of 1d4 Thalmor battle against another grupo of 1d4 Stormcloak Soldiers.

12

A scavenger loots from the corpses of dead soldiers in a battlefield. Approaching too closely will cause him to attack.

13

A Thalmor Justiciar and a group (1d4 + 1) Thalmor guards escorting a prisoner. Speaking to the Justiciar will reveal that the prisoner is a follower of Talos. Trying to dissuade the group or free the prisioner will lead to him thinking that the players are heretics and all of them will attack.

14

A group of (1d4 +1) bounty hunters attack the party. A Note ordering this attack can be found on bodies.

15

A drunk Orc that is hostile. Their inventory will hold 4d10 bottles of alcoholic drinks.

16

A group of 1d4 companions are out hunting 1d2 Sabre Cats.

17

A Hunter has been bitten by a vampire and asks for help. You can cure his disease (Requires a Greater Restoration) or escort him to the nearest cleric.

18

A group of (1d4 - 1) Vigilants of Stendarr are in battle with a random* type Atronach. *(Roll 1d4, 1 = Fire Atronach, 2 = Frost Atronach, 3 = Storm Atronach, 4 = Roll 2 more d4, ignoring other 4's)

19

A woman's corpse on the ground has a note mentioning a stolen pendant. The item in question can be found on one of two nearby bandits. Said pendant is worth 50 gp.

20

A Dunmer Farmer is on his way to sign up with the Imperial Legion in Solitude.

21

A group of 1d4 Forsworn ambush a merchant and a horse. If the merchant survives, he will reward the players with 50 gp or a good discount in the remaining of his stock.

22

A corpse of a hunter is close to a live Spriggan, which attacks the players if they aproach. A note is found on the body describing a platonic love between the dead hunter and the nature.

23

A group of (1d4 - 1) Ice Wraiths are winding through the air. They attack the players when approached.

24

A Spriggan battles a Hagraven in the wilderness.

25

A random* type Atronach is battling a Witch. *(Roll 1d4, 1 = Fire Atronach, 2 = Frost Atronach, 3 = Storm Atronach, 4 = Roll 2 more d4, ignoring other 4's)

26

A group of 1d4 Imperials soldiers are walking along the road, in the opposite direction the party is going.

27

A stray dog is battling against two Wolves. If the players kills the wolves and the dog survives, it can become a follower.

28

A member of the Thieves Guild holds the players up for some gold. Can be avoided if one member of the party is a member of the guild.

29

A bandit's corpse is lying on the ground, and a horse is standing nearby. With a successfull CD 17 Animal Handling check, the horse follow simple instrucions and will allow be mounted by the tammer.

30

A group of 1d4 Stormcloaks soldiers are walking along the road, in the opposite direction the party is going.

31

A solitary Vigilant of Stendarr battles against 1d6 skeletons.

32

A group of 1d6 Forsworn ambush a group of 1d4 Imperial Soldiers.

33

Two children offer to sell the players some Dwemer artifacts, a fork, and a knife. They can also be persuaded to tell where they found all this, point them to a Dwemer ruin.

34

The players sees a vampire attacking an innocent. If they choose to approach, is revealed that the "victim" is actually the vampire's Thrall. Both attack.

35

A random* type of Atronach is seen wandering the landscape. *(Roll 1d4, 1 = Fire Atronach, 2 = Frost Atronach, 3 = Storm Atronach, 4 = Roll 2 more d4, ignoring other 4's)

36

A group of 1d4 Ice Wraiths battling (1d4 - 1) bandits in the snow.

37

An adventurer taunts the group on the road, spoiling for a fight. The party may oblige, talk their way out of it or straigh up kill him.

38

A Skooma Dealer offers the players some of his stock. You can purchase or use intimidation to get your fix. He will attack if the party expresses doubts about the legality of the transaction.

39

A Dark Brotherhood assassin tries to kill you. The assassin is generic, not from the sanctuary. This random event can happen even if the some member of the party joins the Dark Brotherhood.

40

An Imperial Farmer is on his way to sign up with the Stormcloaks in Windhelm.

41

A group of 1d2 thiefs will attempt to rob the party. A successful persuasion or intimidation check will dissuade them from the assault.

42

A ghost can be found while exploring. It does not say anything when talked to. If followed, it will lead you to its grave site which is being ransacked by 1d6 bandits.

43

A pack of (1d4 + 1) wolves attack a troll.

44

A lone warrior that calls the front member of the party a "milk drinker." The warrior can be persuaded or intimidated, but it its very likely that him will start attacking.

45

A lone peddler riding a horse through the wilderness. The party may buy several alchemy ingredients, simple magical itens, and ores from him.

46

A hunter, when aproached, transforms into a werewolf and becomes hostile toward the party. Werewolves might also travel in packs.

47

A wizard approaches the party, challenging most proficient the magic user for a duel until death. If the duel is refused, he will attack the party from behind. If the rest of the party inteferes, he will teleport out nad come back, after some time with mercenaries.

48

A group of (1d4 - 1) Vampires battle against a pack of 1d2 Werewolfs.

49

You find 1d8 cages with half of them occupied with wolves, if the player try to open the cages, a group fo 1d4 trappers attack, alongside the wolves. Once dead, the trappers are a lootable source of animal pelts, meat, hide armor and weapons.

50

A group of 1d6 Thalmor attack the players. There will be a note ordering the attack.

51

A lone high level conjurer wearing high level heavy armor will start to attack the group without cause. Uses 5th level offensive spells, or small steel dagger up close.

52

A giant spider gets trapped in its own web at the side of the road. She look furious.

53

A troll is passed out next a fallen cart of varius mead. There is 1d10 recoverable bottles of mead. The troll is not hostile

54

With a CD 15 perception check, the players can see that they are in the middle of a fairy circle. If the cicle is disturbed, 1d2 Spriggans appear and are hostile.

55

A woman paladin is distresed, praying to the divines non-stop. She's saw an undead for the first time, and it was her father. With a sucessfull persuasion check to calm her (CD 20), she offer help to heal the party

56

Two noblemen are walking along the road escorted by two soldiers, going in the oposite direction of the party.

57

A necromancer on the ground being kicked by 1d6 Skeletons.

58

A group of 1d6 Forsworns are preparing a campfire. A nord farmer is tied to a tree nearby.

59

A company of (1d4 + 2) Imperial Soldiers marching to Cyrodill, but the party recognize a duo of wanted criminals amongst the ranks.

60

A bandit is battling against a wild animal*. *(Roll 1d4, 1 = Elk, 2 = Wolf, 3 = Bear, 4 = Saber-toothed cat)

61

A group of 1d4 companions are out hunting a mammoth.

62

A coven of 1d4 witches attacks the party in the wilderness. They may have a hagraven with them.

63

A Fugitive approaches, gives an item to the party, and runs. A Hunter then appears asking about him and the item. The party can lie, tell the truth, keep the item, or return it to the hunter.

64

M'aiq the Liar shares his wisdom with the party.

65

The party find the corpse of a dead Treasure Hunter with a letter leading them to a nearby stash, with a valuable item inside a small treasure chest. Requires a sucessfull Investigation check CD 18 to find.

66

A group of 1d4 bandits are in battle against a merchant and a horse. If the merchant survives, he will reward the players with 50 gp or a good discount in the remaining of his stock.

67

The party stumbles upon a cart and three charred humanoid corpses after a dragon attack.

68

A farmer is leading a painted cow along the road to a local. This is part of a ritual so the giants and farmers live harmoniously together.

69

A dragon attacks the party.

70

A Frost Mage and a Fire Mage are battling in the wilderness.

71

A hooded character (Vampire) with red eyes yell "Die, Flesh!," summon a gargoyle, and attack the party.

72

A group of (1d4 - 1) vampires attack the party.

73

A bandit leader and 1d4 bandits are about to kill another bandit.

74

A heavily wounded hunter approach the party. If the party chose to help him, he will recompensate them for 10 gp per HP point healed.

75

A caravan of Khajiit is traveling in the opposite direction than the party, the have wares to trade.

76

A group of (1d4 - 1) hunters is ambushed by (1d6 - 1) Spriggans.

77

A group of 1d4 bandits wear the armor of a few dead soldiers lying close by. They demand a toll, which can be paid or refused, which results in combat. Members of the Imperial Legion can call them out on their disguise, while Stormcloaks can reject their "authority." Both options result in combat.

78

An official bounty collector approaches the party in the wilderness and offers the chance to pay off the nounty on their heads for a 1.5x the price (If the not have a bounty on them in the moment they can persuade their way out). Choose to pay, flee, or kill.

79

The party meet two farmers displaced after a recent dragon attack. The party may help with gold or taking the dragon down.

80

A troll runs into the road, if the party doesn't do anything it runs off, a Flame Atronach is chasing and flights them.

81

A group of 1d4 Thalmor are walking along the road, in the opposite direction the party is going.

82

A group of (1d4 - 1) Vigilants of Stendarr battling against a Vampire.

83

A Skooma dealer is being beaten to death by a troll. The dealer will most likely be killed unless the party helps them. Afterwards you can try purchase. No additional reward is given for saving the dealer.

84

A lone peddler on a horse being attacked by a bandit. If he survives, he will offer 100 gp to the players, alongside a good discount on his gems, ores and magical itens.

85

A farmer, when neared, transforms into a werewolf and becomes hostile toward the Dragonborn.

86

A Dremora lord is on the loose attacking every thing in his path, and the party happens to stumble on him.

87

A Boethiah Cultist attacks the Dragonborn. He carries the book Boethiah's Proving.

88

A group of 1d4 companions are out hunting (1d4 - 1) Bears.

89

A overly nice little girl aproach the party, with a basket full of flower, she gives each player a flower and disapper when not observed anymore. Each flower can transform in a random level 1-4 spell when the wielder do sometinhg nice to others.

90

A despondent young mage gives his a random staff or wand after speaking to the players, dejected that he could not get into the College of Winterhold.

91

A Boethiah Cultist attacks the Dragonborn. He carries the book Boethiah's Proving.

92

A group of 1d4 Vigilants of Stendarr will be standing in the open next to dead bodies. They will call the party to come closer, revealing the fact that they are vampires in disguise, reanimating the corpses.

93

A group of (1d4 + 1) travelers are drinking and chanting alongside the road and inviting the party to share a Honningbrew Mead. If the party shares their own Honningbrew Mead with the drunks, they  will give the Dragonborn a necklace worth 50 gp. If the party tries to share Black-Briar Mead, the group will state their hatred for Black-Briar Mead and become bitter, but not hostile, to the party.

94

The group cross the path of ale salesman. He will offer varius types of ales for the go.

95

A group of 1d6 skeletons are in battle with a bear.

96

The party meet a Hunter and his dog wandering in the wilderness. He will offer his product in the form of pelts and meat.

97

A Giant is walking along the road with a painted cow close by. He is not hostile to the party, unless they get to much close to him.

98

A rookie group of adventurers, that mimic the atual formation of the party, claims to be the best band of adventurers in the region and demands the party to surrender all their weapons.

99

An old orc is seeking for an honorable death and ask help fo the party.

100

The group witness a colossal battle between two dragons.