d30 | Result |
---|---|
1 |
Pilgrims travelling to an ancient shrine Roll 6d6 0-level pilgrims. Resolve: {15%?led by level Roll 1d3 cleric.|} |
2 |
Bandits Roll 2d6 0-level fighters 2nd level fighter leader |
3 |
Soldiers travelling to join up with their main force. Roll 1d6*50 0-level fighters lead by 3rd level fighter (captain), plus 1st level fighter per 50 soldiers (sergeants) Resolve: {German|Swedish|Danish|French} |
4 |
Roll 2d4 lepers run out of the closest town. 0-levels. Save vs. poison each hour of contact to avoid catching leprosy. |
5 |
Roll 1d6 peasants (0-level) digging a mass grave Attracts Roll 1d4+1 ghouls at night. Ghouls: HD: 2; AC: 14; Rasping tongue +2 (1d6, save vs paralysis or lose Dex equal to damage); Morale: 9 |
6 |
Witch Hunter Resolve: {catholic|protestant} Resolve: {Fighter level 1-4|Cleric level 1-4|Specialist level 1-6|0-level} Accompanied by Roll 2d4 0-level assistants and guards |
7 |
Ruined Village Resolve: {75%?Roll 1d3 rag pickers|} Resolve: {25%?Roll 1d4 ghouls|} |
8 |
Travelling Merchant with wagon and pack animals Roll 1d3+1 guards (Fighter 1) Selling Roll d3 on [1-4: general goods; 5: luxury goods; 6: weapons and armor] for Roll 1d6*100sp in cash. |
9 |
Travelling performers Roll 4d4 actors, musicians, and acrobats Resolve: {20%?of Magic User level 1-4|} |
10 |
Hungry Wolves! Roll 2d6 wolves (2 HD; AC: 12; Bite +2 (1d6); Morale 7) |
11 |
Large tree full of Roll 3d30 corpses hanging from nooses. Resolve: {25%?chance of attracting Roll 3d6 ghouls at night|} Resolve: {20%?chance of being haunted by marco-spectre|} Macro-Spectre: HD: number of bodies/3, HP: number of bodies; AC: 12; Ectoplasmic torrent +HD to hit (1d12 damage, save or lose 1 from all attributes); Only hurt by magic, silver, or cold iron; Morale: 12 |
12 |
Orphans Roll 2d6 pre-adolescent children. Lost, frightened, and hungry. |
13 |
Roll 3d6 prisoners of war, crucified along the road. Very much dead. |
14 |
Battlefield littered with the recently dead. Roll 1d6 rag pickers Resolve: {15%?chance of attracting 2d6 ghouls|} Resolve: {1?chance each turn of finding something interesting among the dead soldiers|2-8?} |
15 |
Roll 1d6*10 refugees. 0-level Cold, hungry, and desperate. |
16 |
Ancient cemetery Resolve: {25%?chance of containing passage to Ghoul Market|} Resolve: {20%?chance of buried valuable grave goods (Roll 2d6*50sp value)|} |
17 |
Magic User (level Roll 1d6), travelling to visit an associate. Accompanied by bonded and disguised demon with HD equal to MU’s level. |
18 |
Dead horse lies bloated in the middle of the road. Stomach will erupt with Roll 2d6 deadly snakes (1 HD; AC 12; Bite +1 (1 damage, save or loose 3d6 CON); Morale 7). |
19 |
Dead man hangs from a tree. His crime is branded onto his chest: Resolve: {Rape|Murder|Horse theft|Desertion|Heresy|Witchcraft} |
20 |
Farm with Roll 1d6+1 family members (0 levels) Disposition is Resolve: {Friendly but boastful|Suspicious and surly|Fearful and violent|Superstitious but generous|Pious but mournful|Cannibals}. |
21 |
Band of Roll 1d4+2 deserters. (1st level fighters, morale 5) Swords and pole arms, guns but no ammo. Frightened, but not looking for a fight. |
22 |
Bear, maddened by sickness HD 5; AC 14; Claw/claw/bite +5 (1d4/1d4/1d6); save vs poison or contract rabies; Morale 10 |
23 |
3 plague doctors (2nd level specialists) travelling to infested village. Carry Roll 3d4 bottles of medicine. (15% chance of actually being functional healing potions, 2d4 hp) |
24 |
Man (0-level) pulling a wagonload of corpses What’s he up to? Resolve: {1-4?Taking the corpses to a nearby mass grave|5-6?Taking corpses to sell to a necromancer he knows (level Roll 1d6+3 Magic User)} |
25 |
Traveling noble, off to visit a relation in a nearby city Level 0 noble, guarded by Roll 1d6+2 2nd level fighters. Roll 2d6*100sp in cash, gifts, and jewelry. |
26 |
Hermit, washing his clothes in a nearby stream. Level Roll d4 cleric. Hair shirt, staff, pet goat, hallucinogenic mushrooms. |
27 |
Eloping Couple Young 0-level minor nobles from rival families. Horse, Roll 2d6*20sp in cash and jewelry. Bad instincts and no survival skills. Perused by bounty hunter (level 5 specialist, 2-6 chance each night of catching up to them). Families have each issued a 500sp bounty for their child’s safe return. |
28 |
Old, abandoned windmill Decent shelter. Resolve: {20%?used by Roll 1d4 witches (level Roll 1d4 magic users) to grind children’s bones into meal.|} |
29 |
Vampire, traveling to new lair. Roll 1d6 0-level minions. Horses and wagon with coffin full of grave dirt. Deed to ancient building. Vampire: HD: 8; AC: 16; Claw/Claw +8 (1d6, if both claws hit the vampire bites and drains blood for 1d4 CON per round); Only hurt by magic, silver, or fire; Charm Person at will; Vampire powers; Morale: 10 |
30 |
Apocalypse Angel, visible a mile away, harvesting souls from Resolve: {Plague-ridden village|Famine-ruined farms|Bloody battlefield|Mass-suicide} Apocalypse Angel: HD: 12; AC: 18; Sword of Ruination +12 (4d6, 2 attacks per round); Ashen Gaze (save or disintegrate); Morale 12 |
Bleak Europe Random Encounters (d30)
This random table has been sourced from a link in the comment section of this reddit post. It was shared by /u BernieTheFlumph but the original source is his blog post.
From the reddit comment: "...specifically designed it to have a mixture of interaction-vs-combat entries. It's designed for 17th century Europe, but should be easy enough to adapt to most fantasy settings."
Check for encounters twice per day while travelling across war-torn Central Europe.
An encounter happens on a roll of a 1 on 1d6.
Roll 1d30 to find out what the PCs have discovered.
Citation
by Joshua LH Burnett https://bernietheflumph.blogspot.com/2018/12/ah-now-this-is-stuff-i-love-doing.html