Created 9 months ago, last updated 9 months ago
Description
This d100 table is designed to help DnD 5e game masters create exciting and varied wilderness encounters for level 1 characters. It provides 100 unique random encounters that range from friendly animals, to mysterious strangers, to dangerous monsters. The categories of encounters include animals, NPCs, natural phenomena, and monsters. Each encounter includes a description of the encounter as well as any suggested rewards or penalties associated with it. This table will provide game masters with an array of interesting and unexpected options for their players to explore in the wilds!
| Range | Description |
|---|---|
| 1 | A friendly deer stands in the path ahead and eagerly awaits your approach. It appears tame, and if you offer it food it will happily accept and follow you for a time before departing. |
| 2 | The PCs come across a small clearing in the woods where they find a family of foxes playing with each other. If the PCs approach them, they will stop and watch warily, but won't attack unless provoked. If the PCs leave them alone, they may be rewarded with an animal skin or fur as a sign of friendship from one of the foxes. |
| 3 | A strange old man, with a long white beard and clothes in tatters, is sitting by a campfire at the edge of a clearing. He offers to tell your party an ancient legend or two if they will share their dinner with him. |
| 4 | A small, friendly fox is curled up in a patch of sunlight, sleeping soundly. It looks content and unafraid of the presence of your characters. |
| 5 | A small pack of friendly wolves have taken up residence near a nearby watering hole. They seem to be content with their surroundings and are happy to see adventurers pass by. As long as the adventurers remain respectful, the wolves will let them be. |
| 6 | A friendly wild boar is rooting around in a nearby bush and sniffing at the players. It seems curious and tolerant of their presence, but will quickly run away if threatened. |
| 7 | A small, friendly fox is encountered in the wilderness. It appears to be injured and it looks as if it is seeking help. If the characters choose to help the fox, they may be rewarded with a slight bonus to their next Wisdom check. |
| 8 | A large, white-furred wolf appears in the distance. It stares at the characters for a moment before turning and running away. If pursued, it will lead them to a small cabin deep in the woods. Inside they find an old hermit who will offer them food and shelter if they listen to his stories of the wilds. |
| 9 | A friendly creature native to the wilderness, such as a fox or rabbit, appears in front of the players and follows them for some time before departing. The creature does not appear to be aggressive but is curious about their presence. |
| 10 | The characters come across a small cabin in the woods, abandoned and overgrown with vines. Inside lies a single chest filled with coins and jewelry that have been left untouched for many years. |
| 11 | The characters come across an old, abandoned cabin in the middle of the wilderness. Inside, they find a mysterious chest filled with gold coins and magical trinkets. |
| 12 | A small, rather beat-up looking sailboat is beached in a small cove. Inside the boat are a few supplies and an old journal detailing the adventures of its former owner. The supplies can be taken without penalty, but the journal may contain some useful information for the characters if they choose to read it. |
| 13 | The party stumbles across an old abandoned camp. There is no sign of its original occupants, but the campfire has been recently lit and a small pot of stew sits on its edge, still steaming. It is clear that someone else has been here recently. |
| 14 | The player's stumble across a large, flat stone with strange symbols carved into it. Upon closer inspection, the symbols appear to be ancient runes of an unknown language. If the characters take their time to study the runes, they may be able to decipher them and gain knowledge of some kind. |
| 15 | You stumble across a small clearing in the woods. In the center of it is an old, gnarled tree that looks like it has been here for many years. When you approach, a loud cawing can be heard and you notice a large raven perched atop the tree. The bird watches you for a moment before taking flight, leaving behind a small leather pouch with some coins inside. |
| 16 | You stumble across a small clearing in the forest where a lone gnome is gathered around a campfire, singing to himself and playing his lute. He looks up as you approach and offers you some of his food and drink with a warm smile. He's friendly and willing to chat if approached politely, though he doesn't seem keen on leaving the woods anytime soon. |
| 17 | A group of wild boars is foraging around the area. They seem unbothered by the presence of adventurers and will let them pass, but if provoked they will charge and attack! Be careful! |
| 18 | A mysterious stranger appears from the shadows of the trees. He is dressed in a long, hooded robe and carries an old staff topped with a large crystal. He speaks in a strange language, but his eyes are kind and he offers you something—a magical gem that warms your hands when held. It is said to grant its bearer great luck! Rewards: Magical Gem (grants +1 to all luck rolls). |
| 19 | A small family of deer grazing in a nearby meadow. If the characters are able to approach them without frightening them, they may be able to get close enough to pet one of the does. |
| 20 | A small herd of deer grazing in a clearing, they seem harmless and may even be friendly if approached cautiously. If the characters approach them with caution, they can make a Charisma (Animal Handling) check to attempt to befriend one of the deer, granting them an animal companion for their travels. |
| 21 | A small herd of mountain goats can be seen grazing on the rocky terrain. If interacted with, they will shy away but not flee. They may provide a small source of sustenance if hunted. |
| 22 | A small group of friendly druids is camped in a nearby clearing. They are keen to talk with the adventurers and offer advice about surviving in the wilderness, as well as some knowledge about local flora and fauna. There is also a chance that they might be able to provide some useful magical items or spells if the adventurers prove themselves worthy. |
| 23 | You come across a small pond with a stone pedestal in the center, upon which sits an ancient bronze medallion. It is emblazoned with a mysterious symbol and has a faint magical aura about it. If touched, the medallion will grant its wearer protection from physical harm and grants them advantage on saving throws against poison damage. |
| 24 | A small herd of deer is grazing in the woods. The players can take advantage of this opportunity to hunt, but they must be careful and mindful not to disrupt the natural balance by taking too much. If successful, they could receive food and hides for crafting. |
| 25 | A small family of wild boars is grazing near a babbling brook. The boars appear to be friendly and approach the party cautiously, sniffing them curiously. If the party provides food or treats, they may become more friendly and even follow the group for a short while! |
| 26 | A friendly, but shy, deer is grazing nearby. It takes notice of the characters and stares at them with curiosity, but will not approach them unless they make a concerted effort to do so. If they do manage to make contact with the deer, it may be inclined to follow them for a short while or even become their companion if they are particularly kind and patient. |
| 27 | A ruggedly handsome hunter has set up camp in the wilderness. He greets the party warmly, offering them a hot meal by his fire if they can help him with a task: tracking down an elusive and dangerous beast that has been terrorizing the area. The hunter will reward each member of the party with 50gp if they are successful in their quest. |
| 28 | The characters come across a small pond where a family of otters can be seen playing and swimming in the water. They seem friendly and unafraid of the characters, allowing them to get close enough to observe their antics. This could be a great opportunity for the players to learn more about local wildlife or perhaps even befriend one of these playful creatures. |
| 29 | A group of adventurers are camped in a nearby clearing. They seem friendly and willing to share their tales with any who approach them, but they may be looking for help on a quest of theirs. |
| 30 | A small family of deer grazing in a clearing. If the players approach quietly, they can watch them for a few minutes before they take off into the woods. |
| 31 | A small flock of sheep has strayed away from their shepherd, who is asking for help in finding them. The sheep have scattered across the area and will be difficult to find without a bit of effort; however, if the characters manage to reunite all of the sheep with the shepherd he will reward them with a small bag of coins. |
| 32 | A small family of forest sprites can be found living in the treetops. They are friendly and welcoming to those who show them respect, offering helpful advice for traversing the wilds and gifts of natural food and trinkets. |
| 33 | You come across a clearing in the woods where a group of deer have gathered. The animals appear to be unafraid of you and approach cautiously, allowing you to get close enough to pet them. |
| 34 | A friendly fox approaches the party, looking for food. The fox is friendly and will not attack, but it may try to steal scraps from the party's supplies if given the chance. It can be tamed with patience and some treats, and could potentially become a loyal companion! |
| 35 | A huge, ancient oak tree stands alone in a clearing at the top of a hill. It appears to have been here for centuries and is covered in strange symbols and runes. As the characters approach, they notice that a small fairy has taken up residence among the roots. The fairy offers them an enchanted acorn if they can help her with a task - she needs someone to scare away some pesky birds that have been raiding her garden! |
| 36 | A farmer has lost his goats and is asking for help finding them. He will reward the characters with a bag of silver coins if they are able to find them and bring them back safely. |
| 37 | An old woman is sitting in a clearing, surrounded by a flock of crows. She beckons to the characters and offers them some wisdom if they will listen to her stories. If the characters are willing, she tells them tales of adventure and danger that she has experienced in her long life - stories which may provide useful insight into their current situation or any challenges they may face. |
| 38 | A small pond is inhabited by a family of friendly giant toads. They are curious and not afraid of the players, even if they approach closely. If interacted with in a peaceful manner, they can provide some helpful advice on navigating the area. |
| 39 | The PCs come across a group of friendly mountain goats grazing in the grass. These creatures are harmless and will allow the PCs to get close enough to pet them, but they shy away if approached too quickly. They may be willing to provide milk or other food items if offered some kind of reward. |
| 40 | A family of friendly deer greets the party and follows them for a short distance, before bounding away into the undergrowth. The party may be rewarded with a bonus to their Nature checks when travelling through similar terrain in the future. |
| 41 | A small, but fierce pack of wild dogs is stalking the area. The dogs are unsure of the presence of the adventurers and will bark and growl at them before retreating into the bushes. If provoked, they will attack with ferocity. They carry a variety of fleas and ticks that can be passed to anyone who comes into contact with them, so caution should be taken when engaging with them. |
| 42 | A small herd of deer is grazing in the area. They are friendly and can be approached without fear, but they will run away if startled or attacked. The players may be able to hunt one for food, depending on their hunting abilities. |
| 43 | You come across a small clearing in the woods, and in the center of it is a large boulder with an ancient rune carved into its side. When you approach, an old man wearing tattered robes steps out from behind the rock and introduces himself as a powerful wizard. He offers to grant you one wish if you can answer his riddle: "What walks on four legs in the morning, two legs at noon, and three legs in the evening? |
| 44 | A friendly, yet mischievous, creature scurries across your path. Upon closer inspection, you realize it is a small faerie! She introduces herself as Aspen and offers to help guide you through the wilderness in exchange for a favor of her choosing at some point in the future. |
| 45 | A halfling druid wearing a wide-brimmed hat is tending to a group of wild goats, feeding them from the basket he carries. He has an air of peacefulness about him and greets the characters warmly if they approach. If they are friendly, he will allow them to rest in his camp for the night and share some of his food with them. |
| 46 | A small, friendly griffon that is curious about the adventurers and follows them around for a short time. It does not attack or harass the party and may even prove helpful in certain situations, such as warning of danger nearby or providing transportation. The griffon eventually leaves when it feels like it has gathered enough information from its new friends. |
| 47 | A large, friendly bear is foraging for food in the area. It does not appear to be aggressive and will likely leave if approached cautiously. If interacted with positively, it may even become a temporary companion of the party! |
| 48 | A mysterious stranger is camped out at a nearby clearing. He wears a hooded cloak and keeps to himself, refusing to speak with anyone who approaches him. He seems harmless, but he carries an eerie air that warns of possible danger. If the characters choose to approach him, they may be able to learn more about his story or acquire some useful knowledge or items from him in exchange for any goods they have on them. |
| 49 | A group of friendly elves can be found around a campfire in the middle of a clearing, singing and playing music. They are on a journey to explore the wilds and will be happy to provide directions or answer questions about their travels. They may also offer food and drink in exchange for tales of adventure. |
| 50 | A small stream flows through the area, and a family of otters can be seen playing in it. They seem friendly, but if approached too closely they will quickly flee back into the water. |
| 51 | The characters come across a clearing in the woods and find a small cottage. A kindly old woman stands outside, tending to her garden. She offers them tea and warm hospitality, and tells them stories of the forest and its creatures. |
| 52 | You come across a small pond, its surface shimmering in the moonlight. A large fish leaps from the water and noses around your feet before leaping back into the depths. If you can catch it with a successful DC 10 Wisdom (Animal Handling) check, you may have a delicious meal! |
| 53 | A group of friendly, intelligent badgers has set up a small camp in the wilderness and welcome you with open arms. They offer to share their food and fire with you, as well as provide some helpful advice about the local area if you're willing to listen. |
| 54 | A mysterious stranger emerges from the shadows of a nearby copse of trees. He appears to be a tall, thin man with long black hair and an air of mystery about him. After some conversation, he reveals that he is an ancient wizard who has been searching for powerful artifacts in the area. He offers to let the party accompany him on his quest if they help him find what he seeks. |
| 55 | A small group of friendly wild boars is foraging for food nearby. If the characters approach cautiously, they may be able to gain the animals’ trust and ride them as mounts. The boars are not aggressive, but they will attempt to flee if threatened. |
| 56 | Encounter A family of wild boars is foraging in the area. They will not attack unless provoked, but they can be aggressive if approached too closely. If the characters are able to successfully approach and befriend the animals, they may be rewarded with a small amount of fresh meat or hide. |
| 57 | A young deer stops in the middle of your path, seemingly unafraid of you. It stands still, staring at you with its bright eyes until it finally hops away into the brush. If interacted with, the deer may lead your party to a hidden meadow full of delicious wild fruits and herbs! |
| 58 | A small group of bandits have set up camp in the wilderness and are on the lookout for unsuspecting travelers. They will try to intimidate characters into giving up their goods or money, but if they stand their ground, the bandits will back down. If defeated, they may drop a few coins or items as loot. |
| 59 | A small family of deer grazing peacefully in a clearing. If the characters do not disturb them, they will ignore the party and continue to graze. However, if the characters attempt to hunt or capture one of the deer, they will flee into the woods before any harm can be done. |
| 60 | As the party travels through a dense forest, they come across a clearing in which stands a large and ancient oak tree. At its base is an old man wearing tattered robes, leaning against the trunk and playing a small flute. He looks up at the party with wise eyes, offering them his music as a blessing before continuing on their journey. |
| 61 | A strange-looking bird sits atop a large rock, squawking in an odd language. It appears to be trying to communicate something important, though it is not clear what. If the players are able to understand the bird’s words, they may learn of a hidden stash of treasure nearby. |
| 62 | You come across an ancient tree, its trunk and branches covered in strange symbols you don't recognize. Its roots are so deep that it seems to have been standing for centuries. As you approach, a spirit appears and introduces itself as the guardian of this sacred place - it will reward adventurers who show respect and care for the land, but will punish those who seek only destruction. |
| 63 | A wild boar is blocking the path, snorting and pawing at the ground aggressively. It appears to be protecting a nearby bush which contains an old leather bag with 20 gold coins inside. If the adventurers approach too closely, it will charge! |
| 64 | A large flock of birds is gathered in a clearing, their song filling the air with a beautiful melody. As you approach, they take flight and reveal an ancient chest full of coins, trinkets, and jewelry. |
| 65 | The characters come across a small clearing with a single apple tree in the center. A black-feathered raven sits atop the tree, watching them intently as they approach. As they get closer, the raven caws and takes flight, revealing an old chest that was hidden beneath its wings. Inside the chest is a magical necklace that grants its wearer +2 to their Charisma score. |
| 66 | A large flock of birds is circling a nearby area and they seem to be agitated. When the characters approach, they can see that the flock is swarming around a small, glittering object that is lodged in the trunk of an old tree. The object appears to be some kind of gemstone or jewelry item. If removed from its resting place, the birds will fly away peacefully and reveal the treasure for the characters to claim as their own. |
| 67 | A small pond in a clearing where a family of friendly otters are playing and splashing around. If the characters approach quietly, they may be able to get close enough to feed them. The reward for doing so is gaining the trust of the otters, who may provide assistance or information if needed later on in their journey. |
| 68 | A band of traders is passing through the area, and they offer the party a chance to barter or trade for goods or services. The traders have various trinkets and items on their carts that may be of use to adventurers. They are friendly, but wary of strangers, so it’s best to approach them with caution. |
| 69 | A curious fox appears out of nowhere and follows the party around, watching their every move. It won't interact or approach them directly, but it seems to be studying them intently. If the party leaves it alone, eventually it will wander off into the wilds after a few hours. |
| 70 | An old, grizzled dwarf is walking along the trail. He stops to rest and offers a warm welcome to any who pass by. He tells stories of his adventures in the wilderness and offers advice on how best to handle any dangers that may lie ahead. He carries a large sack full of trinkets he has collected over his travels, but doesn't seem particularly interested in trading them away. |
| 71 | A small group of friendly, brightly colored birds is perched in a nearby tree. They chirp and flutter their wings excitedly when they see the adventurers, seemingly eager to make their acquaintance. The birds seem harmless enough, but if the adventurers approach too closely they take flight and scatter away quickly. |
| 72 | A young druid has been separated from their order and is trying to find their way back. They are lost and confused, but friendly and willing to answer questions if approached peacefully. They may offer the party helpful advice or a small magical trinket as a reward for helping them on their journey. |
| 73 | A large, majestic stag with a magnificent rack of antlers is drinking from a nearby pool. If the characters approach it cautiously and offer it some food, they can earn its trust and be granted safe passage through its territory. |
| 74 | A large and beautiful waterfall cascades down the side of a rocky cliff face, creating a majestic scene. At the bottom of the falls is a small pool of crystal clear water. The surrounding area is peaceful and serene, making it an ideal spot for a moment's rest. |
| 75 | A large flock of brightly colored birds swirls around a nearby tree, singing a cheerful song. If the characters interact with them in any way, they will be rewarded with a small gift from the birds—a single gemstone or piece of jewelry worth 25gp. |
| 76 | A bizarrely dressed figure stands in the middle of a clearing, surrounded by a circle of strange symbols drawn in the dirt. The figure is wearing a tattered black cloak and appears to be chanting something unintelligible. When approached, they look up and say nothing but gesture for you to follow them deeper into the woods. If followed, the figure will lead you to a hidden grove containing an ancient artifact that grants its bearer one wish - although it also comes with an unexpected twist! |
| 77 | A mysterious figure stands atop a nearby hill, wearing a long dark cloak and carrying a staff. The figure beckons the adventurers to come closer, but as they approach it quickly disappears in a puff of smoke. Upon investigation of the area, the adventurers find an old spell book that contains some basic magical spells that could be beneficial for their journey. |
| 78 | A strange fog rolls in from the east, obscuring your vision and muffling sound. As you continue to walk through this eerie mist, a faint voice can be heard calling out for help. Upon further investigation, you find a small fairy-like creature who is lost and looking for her way home. She offers to grant you one wish if you help guide her back safely. |
| 79 | A small flock of fluttering butterflies follows your party, seemingly mesmerized by the adventurers’ movements. The colorful insects provide a pleasant distraction from the journey and can be seen as a sign of good luck. |
| 80 | A friendly family of deer approach the characters, and one of them has a golden necklace around its neck. If the players are able to take it off without hurting the deer, they may keep it as a reward. |
| 81 | 81) A large tree has fallen across a narrow path, blocking passage. The trunk is too thick to be moved by hand, or even with the help of a group. A nearby river can provide enough water for an experienced druid to cast a powerful spell which will cause the tree to disappear, clearing the way and allowing safe passage. |
| 82 | While exploring, the characters stumble across a small glade with a bubbling fountain at its center. The fountain is inlaid with precious stones and is surrounded by lush grass and colorful flowers. Upon closer inspection, the characters notice that the water in the fountain is faintly glowing, creating an enchanting atmosphere. They can drink from it if they wish – any who do will feel their wounds heal slightly and gain a temporary burst of energy. |
| 83 | A small group of gnomes is gathered around a campfire, singing and laughing. They have just finished their travels and are enjoying the night before setting out for their next destination. They warmly welcome the adventurers to join them for food and conversation, offering stories about their journeys as well as advice on how to survive in the wilderness. |
| 84 | A small family of wild horses gallop through the area, leaving a trail of hoof prints behind them. They are friendly and if the characters approach them they may be willing to interact with them. Characters may have the opportunity to tame and ride one of these horses if they prove themselves trustworthy. |
| 85 | A mysterious stranger wearing a hooded cloak appears on the path before you. He introduces himself as an old wizard, offering to share his knowledge of the local area in exchange for a favor. If accepted, he will happily answer any questions you may have about the surrounding wilderness. |
| 86 | The characters stumble upon a small, abandoned camp in the woods. As they search through the camp, they discover an old diary that tells of a hidden treasure somewhere in the nearby hills. Whoever wrote the diary has long since disappeared and it is up to the characters to uncover the secret of this mysterious treasure! |
| 87 | A large flock of birds has been startled by something and is now flying in circles above the wilderness. They are clearly agitated, but they do not seem to be attacking anyone or anything. If the characters investigate further, they may find a nest with an injured bird inside that can be healed or cared for. Doing so will earn them some good karma from the local wildlife! |
| 88 | You come across a small family of deer, grazing in the grass. They seem to be friendly and unafraid, allowing you to approach them without fear. As you observe them, an elderly man appears from behind a nearby bush. He is dressed in fine clothes and carries a staff with a gemstone embedded at its tip. The man warmly greets you and explains that he is a druid who has been caring for these animals for many years. He invites you to join him on his journey through the wilderness, offering advice and knowledge if needed. |
| 89 | A family of friendly badgers approach the characters and appear to be asking for help. When asked, they explain that their burrow has been taken over by a family of belligerent rats who are driving them out. The badgers offer the party a reward if they can clear out the rat infestation. |
| 90 | A small pond with a family of friendly otters swimming in it. The otters seem interested in getting to know the characters better and may offer some kind of reward for helping them out with something they need. |
| 91 | A small family of foxes can be seen in the distance, their bright coats standing out against the trees and grass. They seem friendly and approachable, but are slightly cautious when it comes to strangers. If approached peacefully, they may allow the characters to get close enough to pet them or even bring food. |
| 92 | A group of three giant rats, who have been attracted by the smell of food on your adventurers. The rats are skittish and will flee if confronted, but they may be convinced to trade for some of their loot (which includes a few small gems). |
| 93 | A large flock of birds is perched on the branches of a nearby tree. As you approach, they take flight in a cloud of feathers and song, leaving behind an abandoned nest with two baby birds inside it. The birds seem to be healthy and unharmed, but without their parents they will not survive for long in the wild. If your characters choose to care for them, they could be rewarded with a unique pet or companion down the line! |
| 94 | An old and weathered druid appears in the middle of a meadow. He greets the party with a friendly smile, offering to share some of his wisdom if they answer three riddles correctly. If they answer incorrectly, he will disappear without another word. |
| 95 | A small group of deer come into view, their coats a beautiful golden hue. The animals are cautious but friendly and may be approached without fear. If the characters attempt to befriend them, they will be rewarded with a bundle of sweet-smelling herbs that can be used for healing or other magical purposes. |
| 96 | A flock of crows suddenly begin to circle around the party, cawing loudly and aggressively. The birds eventually disperse, but not before dropping a small pouch at the feet of one of the characters. Inside is a magical charm that grants its bearer advantage on Wisdom (Perception) checks. |
| 97 | A group of 3 friendly bards have set up camp in a nearby clearing and are playing music around a crackling fire. They are eager to share their stories, songs, and experiences with your party. Rewards: Gaining insight into the area or a +1 bonus to any Charisma based checks made during the conversation. |
| 98 | A small stream has been dammed up, forming a shallow pool with an abundance of fish. The player characters can catch their dinner if they can find the right bait and technique. If successful, the PCs will receive a reward of two days' worth of rations for each character. |
| 99 | A friendly group of dire wolves (CR 1/4) has been following the characters for some time, watching from a safe distance. While they are not aggressive, they seem to be waiting for something or someone. If the characters approach them cautiously and offer food, the animals may allow themselves to be petted or even ridden! |
| 100 | A passing caravan of traders, offering a variety of goods for sale. The merchants are friendly and eager to make a deal, but watch out for pickpockets! |