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osric:chapter4

Chapter 4: Dungeons, Towns And Wildernesses

Dungeons

Not all OSRIC adventures involve dungeons—but many will. Dungeon design is an art rather than a science, and can be surprisingly satisfying. The purpose of the following sections is partly to help a harassed GM, or one short of time, to create areas of a dungeon randomly, and partly to give some indication of what kinds of challenge are suitable for which parts of the dungeon.

A dungeon or other adventure setting is more than merely monsters and treasures. The clever GM will draw the players into the world by serving as their eyes and ears. Compare and contrast the following statements:

Example #1: “Your party travels down the 60-ft corridor without incident and arrives at a locked door.”

Example #2: “With the thief scouting for traps in front of the party, you proceed slowly down the corridor. The guttering torchlight throws eerie, flickering shadows upon the walls, revealing darker stone and cruder workmanship than that of the previous level. Unfortunately the torchlight doesn't shed enough light to see to the end, all you can see by the yellow flame is the corridor continuing on into the darkness 40-ft away. A faint current of icy cold air blows into your faces, carrying with it a dank and mouldy smell as the thief pauses for a moment, looking at something on the damp stone floor before continuing. As you pass by you note the badly dented helmet he was examining. It appears damaged beyond all use. From somewhere behind comes the faint sound of slithering—perhaps the sound of one of the many pests inhabiting the lower levels of the dungeon, or is it something more? After travelling about 60-ft, you arrive at a solid looking door, its heavy wood beams solidly bound with rusting iron. The slithering noise has ceased, for now.”

Both passages describe the same 60-ft trek down an empty corridor to a door. Compare the dry and somewhat terse language of the first with the complete involvement of the player's senses contained in the second: the GM describes what the characters see, smell, and hear. They have arrived at the door and are very likely wondering what may be prowling the corridor behind them, just outside of the range of their puny torches. It's a harmless pest, but the players don't know that; the GM is simply telling them what the characters hear. Now contrast the two door descriptions. The players go from a rather bland statement about the door being locked, information to which they should not yet have access, to almost seeing the patches of rust on the sturdy iron bindings and wondering if they will easily get through the door.

It is about this method of filling out the dungeon with sensory input for the players that this section of the OSRIC rules speaks. It is called dungeon dressing and, as we saw above, dungeon dressing can elevate a mundane trip down 60-ft of corridor from an interlude into an experience. Tables are provided for random generation or, as always, the GM may pick and choose specific items for maximum effect. Note the tables are best served in areas otherwise lacking features of note. That is to say, the nuances of your carefully crafted sights, sounds, and smells may be lost upon the party battling for their lives against a horde of skeleton warriors. Although random tables are included, results should still be edited for a degree of consistency.

Air Currents Table

d% Result d% Result
01-05 slight breeze 70-75 still, cold air
06-10 damp, slight breeze 76-85 still, warm air
11-12 gusting breeze 86-87 slight updraft
13-18 cold current of air 88-89 strong updraft
19-20 slight downdraft 90-93 strong wind
21-22 strong downdraft 94-95 strong, gusting wind
23-69 still 96-00 strong, moaning wind

Odours Table

d% Result d% Result
01-03 acrid 66-70 putrid
04-05 chlorine 71-75 rotting vegetation
06-39 dank and mouldy 76-77 salty wet
40-49 earthy 78-82 smoky
50-57 manure 83-89 stale, foetid
58-61 metallic 90-95 sulphur
62-65 ozone 96-00 urine

General Table

d% Result d% Result
01 ashes 61 leather boot
02-04 badly dented helmet 62-64 lantern
05-06 bent iron bar 65-68 mould
07 bits of hair or fur 69 pick handle
08 blunted javelin head 70 pole or rope (broken)
09 bones 71 pottery shards
10-19 broken arrow 72-73 rags
20 broken bottle 74 rats
21-22 ceiling damp 75-76 rubble
23-24 corroded chain 77 sack
25-26 cobwebs 78 scattered teeth or fangs
27 copper coin, bent 79 scratches on wall
28-29 cracks in ceiling 80 slime on ceiling
30-33 cracks in floor 81 slime on floor
34-40 cracks in wall 82-83 slime on wall
41 cracked flask 84 spike
42-44 cracked hammer head 85 sticks
45-49 dagger hilt 86 strap (shield or armour)
50 dripping water 87 straw
51 dried blood 88 stones
52 dry leaves and twigs 89 sword hilt
53-55 dung 90-91 torch stub
56 dust 92-93 wall damp
57 floor damp 94-95 water (puddle or trickle)
58 food item 96 wax drippings
59 fungi 97 wax blob or candle stub
60 guano 98-00 wood

Noises

d% Result d% Result
01-05 bang or slam 50-53 knocking
06 bellow or bellowing 54-55 laughter
07 bong 56-57 moaning
08 buzzing 58-60 murmuring
09-10 chanting 61 music
11 chiming 62 rattling
12 chirping 63 ringing
13 clanking 64 roar or roaring
14 clashing 65-68 rustling
15 clicking 69-72 scratching or scrabbling
16 coughing 73-74 scream or screaming
17-18 creaking 75-77 scuttling
19 drumming 78 shuffling
20-23 footsteps ahead 79-80 slithering
24-26 footsteps approaching 81 snapping
27-29 footsteps behind 82 sneezing
30-31 footsteps receding 83 sobbing
32-33 footsteps to the side 84 splashing
34-35 faint giggling 85 splintering
36 gong 86-87 squeaking
37-39 grating 88 squeal or squealing
40-41 groaning 89-90 tapping
42 grunting 91-92 thud
43-44 hissing 93-94 thumping
45 hooting 95 tinkling
46 trumpet sounding 96 twanging
47 howling 97 whining
48 humming 98 whispering
49 jingling 99-00 whistling

Furnishings

d% Result d% Result
01 altar 50 kettle
02 armchair 51 loom
03 armoire 52 mat
04 arras 53 mattress
05 bag 54 mural
06 barrel 55 oven
07-08 bed 56 pail
09 bench 57 painting
10 blanket 58-60 pallet
11 box 61 pans
12 brazier 62-64 pedestal
13 bucket 65 pegs
14 buffet 66 pillow
15 bunks 67 pots
16 barrel 68-70 quilt
17 cabinet 71 rug
18 candelabrum 72 rushes
19 carpet 73 sack
20 cask 74 sconce
21 cauldron 75 screen
22 chandelier 76-77 sheet
23 charcoal 78 shelf
24-25 chair 79 shrine
26 chest 80 sideboard
27 chest of drawers 81 sofa
28 coal 82 spinning wheel
29 couch 83 staff
30 crate 84 stand
31 cresset 85 statue
32-33 cupboard 86 stool
34 cushion 87-88 table
35 dais 89 tapestry
36 desk 90 throne
37 fireplace with wood 91 trestle
38 fireplace and mantle 92 trunk
39 firkin 93 tub
40-42 fountain 94 tun
43 fresco 95 utensil (cooking etc.)
44 grindstone 96 urn
45 hammock 97 wall basin and font
46 hamper 98 wardrobe
47 hogshead 99 wood billets
48-49 idol 00 workbench

Religious

d% Result d% Result
01-05 altar 56-58 offertory container
06-08 bell 59 paintings or frescoes
09-11 brazier 60-61 pews
12 candelabrum 62 pipes
13-14 candles 63 prayer rug
15 candlesticks 64 pulpit
16 cassocks 65 rail
17 chime 66-67 robes
18-19 altar cloth 68-69 sanctuary
20-23 columns or pillars 70-71 screen
24 curtain or tapestry 72-76 shrine
25 drum 77 side chair
26-27 font 78-79 stand
28-29 gong 80-82 statue
30-35 holy symbol 83 throne
36-37 holy writings 84-85 thurible
38-43 idol 86-88 tripod
44-48 incense burner 89-90 vestry
49 kneeling bench 91-97 vestments
50-53 lamp 98-99 votive light
54-55 lectern 00 whistle

Torture Chamber

d% Result d% Result
01-02 bastinadoes 49-50 pillory
03 bell, huge 51-54 pincers
04-06 bench 55-56 pliers
07-10 iron boots 57-58 huge pot
11-15 branding irons 59-66 rack
16-20 brazier 67-68 ropes
21-22 cage 69 stocks
23-26 chains 70-71 stool
27 chair with straps 72-75 strappado
28 clamps 76-78 straw
29-31 cressets 79-80 table
32 fetters 81 thongs
33-35 fire pit 82-85 thumb screws
36 grill 86-88 torches
37-38 hooks 89-90 “U” Rack
39-43 iron maiden 91 vice
44 knives 92-93 well
45 manacles 94-96 wheel
46 oubliette 97-99 whips
47-48 oil 00 whip, cat-o-nine tails

Alchemy Lab

d% Result d% Result
01-03 alembic 54 magic circle
04-05 balance and weights 55 mortar and pestle
06-09 beaker 56 pan
10 bellows 57-58 parchment
11 bladder 59 pentacle
12-13 bottle 60 pentagram
14-16 book 61 phial
17 bowl 62 pipette
18 box 63 pot
19-22 brazier 64 prism
23 cage 65 quill
24-25 cauldron 66-68 retort
26 candle 69 stirring/mixing rod
27 candlestick 70-71 scroll
28 carafe 72 scroll tube
29-30 chalk 73 sheet
31 crucible 74 skin
32 cruet 75 skull
33 crystal ball 76 spatula
34 decanter 77 measuring spoon
35 desk 78 stand
36 dish 79 stool
37-38 flask 80 stuffed animal
39 funnel 81 tank container
40 furnace 82 tongs
41-44 herbs 83 tripod
45 horn 84 tube, container
46 hourglass 85-86 tube, piping
47-48 jar 87 tweezers
49 jug 88-90 vial
50 kettle 91 water clock
51 ladle 92 wire
52-53 lamp 93-00 workbench

Container Contents

d% Result d% Result
01-03 ashes 49-56 liquid
04-06 bark 57-58 lump
07-09 bone 59-61 oily
10-14 chunks 62-65 paste
15-17 cinders 66-68 pellets
18-22 crystals 69-81 powder
23-26 dust 82-83 Semi-liquid
27-28 fibres 84-85 skin or hide
29-31 gelatin 86-87 splinters
32-33 globes 88-89 stalks
34-37 grains 90-92 strands
38-40 greasy 93-95 strips
41-43 husks 96-00 viscous
44-48 leaves

Personal and Miscellaneous

d% Result d% Result
01 awl 51 fuel oil
02 bandages 52 scented oil
03 basin 53 pan
04-05 basket 54 parchment
06 beater 55 pitcher
07 book 56 musical pipes
08-09 bottle 57 smoking pipe
10 bowl 58 plate
11 small box 59 platter
12-13 brush 60 pot
14 candle 61 pouch
15 candle snuffer 62 puff
16 candlestick 63 quill
17 walking cane 64 razor
18 case 65 rope
19 small casket 66 salve
20 chopper 67 saucer
21 coffer 68 scraper
22 cologne 69 scroll
23 comb 70 shaker
24 cup 71 sifter
25 decanter 72 soap
26 dipper 73 spigot
27 dish 74 spoon
28 earspoon 75 stopper
29 ewer 76 statuette or figurine
30 flagon 77 strainer
31 flask 78 tankard
32 food 79 thongs
33 fork 80 thread
34 grater 81-84 tinderbox
35 grinder 85-86 towel
36 hourglass 87 tray
37 jack (container) 88 trivet
38 jar 89 tureen
39 jug 90-91 twine
40 kettle 92 unguent
41 knife 93 vase
42 knucklebones 94 vial
43 ladle 95 wallet
44-45 lamp or lantern 96 washcloth
46 masher 97 whetstone
47 mirror 98 wig
48 mug 99 wool
49-50 needle and thread 00 yarn

Clothing and Footwear

d% Result d% Result
01-02 apron 47-48 kirtle
03-04 belt 49-50 leggings
05 blouse 51-54 linen drawers
06-08 boots 55-58 linen undershirt
09 buskins 59 mantle
10-12 cap 60 pantaloons
13-16 cloak 61-63 petticoat
17-18 coat 64-70 pouch or purse
19 coif 71-74 sandals
20 doublet 75-76 scarf
21-22 dress 77 shawl
23-24 frock or pinafore 78-79 shift
25-26 gauntlets 80-83 slippers
27-28 girdle 84-86 smock
29 gloves 87-89 stockings
30-31 gown 90 surcoat
32-34 hat 91 toga
35 habit 92-94 trousers
36-39 hood 95-96 tunic
40-41 hose 97 veil
42-44 jerkin 98-99 vest
45-46 kerchief 00 wrapper

Food and Drink

d% Result d% Result
01-02 ale 39-42 mead
03 apricots 43-46 grain meal
04-05 apples 47-56 meat
06 beans 57 milk
07-10 beer 58 muffins
11 berries 59 mushrooms
12 biscuits 60-62 nuts
13 brandy 63-64 onions
14-18 bread 65 pastries
19 broth 66 peaches
20 butter 67 pears
21 cakes 68 peas
22-24 cheese 69 pickles
25 cookies 70 pie
26 eggs 71 plums
27 fish 72-74 porridge
28 shellfish 75 prunes
29-30 fowl 76 pudding
31 grapes 77 raisins
32 greens 78-80 soup
33 gruel 81-82 stew
34 honey 83 sweetmeats
35 jam 84-87 tea
36 jelly 88-89 tubers, roots
37 leeks 90-95 water
38 lentils 96-00 wine

Seasonings

d% Result d% Result
01-15 garlic 56-58 pepper
16-50 herbs 59-85 salt
51-55 mustard 86-00 vinegar

List of Formal Room Names

AntechamberEntry-Secret-
ArmouryGallerySeraglio
Audience-Game RoomShrine
AviaryGreat HallSitting Room
Banquet-GuardroomSmithy
BarracksHallSolar
BathHallwayStable
BedroomHaremStorage
BestiaryKennelStrongroom
BoudoirKitchenStudy
CellLaboratoryTemple
ChantryLibraryThrone Room
ChapelLoungeToilet
CisternMeditationTorture Chamber
Class-ObservatoryTraining
ClosetOfficeTrophy Room
Conjuring-PantryVault
CorridorPenVestibule
CourtPrisonWaiting Room
CryptPrivyWater Closet
Dining-ReceptionWell
Divination-RefectoryWorkroom
DormitoryRobing-Workshop
Dressing RoomSalon

Trap Generation and Placement

The trap generation chart below is not an exhaustive list. In fact, a quick perusal of this chart should readily produce several variations on the themes presented herein. It should also be noted that some traps can be combined to great effect. For instance, a spiked pit trap might trigger a swinging log to “help” the players in. Use your imagination.

There are various possible trap levels appropriate for different situations, as follows:

Nuisance: A hidden trap door with a 10-ft drop.

Hazardous: A hidden trap door with a 10-ft drop onto spikes.

Dangerous: A hidden trap door with a 10-ft drop onto poisoned spikes (for extra nastiness, have the pit lock shut after the victim falls in).

Fatal: All the above plus a 10 ton stone block the exact shape of the pit that drops down from the ceiling into the pit.

Trap Placement

Generally traps should be suited to the dungeon level on which they are situated and the potential treasure they guard. Thus a trap on the first dungeon level that leads to an area infested with ferocious but poverty-stricken monsters should be nuisance, while a trap on the sixteenth dungeon level that protects a pair of dragons' treasure hoard while the dragons are out hunting should be fatal.

Intelligent creatures that live near a trap will always have some means of avoiding or disarming it—whether this be an alternative route they habitually take or some mechanical or magical means of bypassing it. If they use the trap to protect their lair, treasure or young, they will maintain the trap to the best of their ability (perhaps cleaning away bloodstains or other evidence of its existence, for example). And if the player characters learn to bypass the trap, intelligent monsters may try to find a way of making it effective again—perhaps by moving it or adding additional features, according to their ability and resources.

When placing traps, think about their purpose in the game and the effect they will have on playing style. Traps are there to increase “the risk of dungeoneering and to encourage skilled play; good dungeons have a judicious mixture of monsters, traps and roleplaying encounters.

Let's consider two OSRIC GMs. One likes to use many traps, some of which cause instant death with no save, while another prefers to use much fewer traps and always permits a saving throw.

The first GM's players will adapt. They will move slowly and carefully through the dungeon, and may have summoned creatures or created zombies to move ahead of them; triggering any traps they might encounter. They will tend to capture prisoners and question them under charm or some similar magic about the dungeon environment, and evil aligned characters may use captives like mining canaries. The pace of play will be slow owing to the characters' caution.

The second GM's players will tend not to be thieves. They will move more rapidly through the dungeon to try to achieve surprise against any foes they might encounter, and the game will have a more heroic feel to it.

Decide which style of game suits you and your group and design traps in your dungeons accordingly.

Random Trap Generation

d% Result d% Result
1-2 acid spray 51-52 oil-filled pit with dropping lit torch
3-4 bolt, crossbow 53-54 pit trap triggered by false door
5-6 bridge, collapsing 55-56 pit with dropping ceiling block
7-8 bridge, illusory 57-58 pit with locking trap door
9-10 caltrops drop from ceiling 59-60 pit, 10-ft
11-12 ceiling block drops behind players 61-62 poisoned bolt, crossbow
13-14 ceiling blocks drop in front of and behind players 63-64 poisoned caltrops
15-16 ceiling block drops in front of players 65-66 poisoned spear, ballista
17-18 ceiling block drops on players 67-68 poisoned spike pit
19-20 ceiling block seals players in room or area 69-70 portcullis drops behind players
21-22 elevator room 71-72 portcullises drop in front of and behind players
23-24 elevator room, deactivates for 24 hours 73-74 portcullis drops in front of players
25-26 elevator room, one way 75-76 rolling stone ball, height and width of corridor
27-28 falling door 77-78 scything blade, ankle-high
29-30 flame jets 79-80 scything blade, neck-high
31-32 flooding room 81-82 sliding room changes facing or location
33-34 gas, blinding 83-84 spear, ballista
35-36 gas, fear 85-86 spiked log trap
37-38 gas, flammable 87-88 spiked pit
39-40 gas, sleep 89-90 spring-loaded pile-driver disguised as a door
41-42 gas, slowing 91-92 stairs fold flat into a sliding chute
43-44 greased chute 93-94 stairs collapse
45-46 lightning bolt 95-96 teleporter
47-48 log trap, swinging 97-98 trip wire
49-50 obscuring fog 99-00 wire, neck high

Tricks

Tricks make something harmless appear dangerous, or make something dangerous appear harmless. Create an expectation but fulfil it in an entirely extraordinary manner: an expensive diamond ring resting in a sturdy lead coffer, or is it? The ring is a well made but worthless trinket, the box is solid gold painted to appear as lead. This is the essence of the trick. Use the two tables below to generate random tricks. The first table will generate a mundane object commonly found in most dungeons, and the second will provide an unexpected attribute.

Tricks—features

d% Feature d% Feature
1-3 altar 51-53 monster
4-6 arch 54-56 mosaic
7-10 ceiling 57-60 painting
11-13 container* 61-63 passage
14-16 dome 64-66 pedestal
17-20 door** 67-70 pillar/Column
21-23 fire 71-73 pit
24-26 fireplace 74-76 pool
27-30 force field 77-80 room
31-33 fountain 81-83 stairway
34-36 furnishing 83-86 statue
37-40 idol 87-90 tapestry
41-43 illusion 91-93 vegetation
44-46 machine 94-96 wall
47-50 mirror 97-00 well

*Any: jar, box, coffer, chest, barrel, vase, casket, etc.

**Any door: secret, concealed, valve, arch, etc.

Tricks—attributes

d% Feature d% Feature
1 ages 51 increases Dexterity
2 animated 52 increases Intelligence
3 anti-Magic 53 increases Strength
4 appearing 54 increases Wisdom
5 asks 55 intelligent
6 attacks 56 invisible
7 changes class 57 laughs
8 changes minds from one body to another 58 magnetic
9 changes sex 59 makes younger
10 collapsing 60 moves
11 combination 61 null gravity
12 dances 62 one-way
13 decreases Charisma 63 opposite alignment
14 decreases Constitution 64 pivots
15 decreases Dexterity 65 plays games
16 decreases Intelligence 66 points
17 decreases Strength 67 poison
18 decreases Wisdom 68 polymorphing
19 directs 69 random alignment
20 disappearing 70 randomly acts
21 disintegrates 71 reduces
22 dispenses coins 72 repellent/repulses
23 dispenses counterfeit coins 73 resists magic
24 dispenses counterfeit gems 74 reverse gravity
25 dispenses counterfeit jewellery 75 reverse wish fulfilment
26 dispenses counterfeit magic item 76 riddles
27 dispenses counterfeit map 77 rising
28 dispenses gems 78 rolls
29 dispenses jewellery 79 shifting
30 dispenses magic item 80 shoots
31 dispenses map 81 sings
32 distorted depth 82 sinking
33 distorted height 83 sliding
34 distorted length 84 sloping
35 distorted width 85 spinning
36 electric shock 86 steals
37 enlarges 87 suggests
38 enrages 88 suspends animation
39 false 89 symbiotic
40 flesh to stone 90 takes
41 foretells 91 talks
42 fruit 92 talks in poetry and rhymes
43 gaseous 93 talks nonsense
44 geas 94 talks very intelligently
45 gravity decreased 95 talks, spell casting
46 gravity increased 96 teleports
47 greed inducing 97 unusual colour/texture/ material
48 hovers 98 variable gravity
49 increases Charisma 99 wish fulfilment
50 increases Constitution 00 yells and screams

Example of use: Gina the GM needs a trick to round out a dungeon map. Taking her trusty d% in hand, she rolls a 37 on the feature table and a 55 on the attribute table. This yields a result of idol, intelligent. She decides the room will contain a carved idol which holds the mind and soul of a long departed adventurer. The idol knows something of the surrounding dungeon rooms but not much else. Depending on how the party approaches and treats with the idol, it may relate some of its knowledge to them.

Gina decides to roll a second trick for a different room and rolls a 25 then 31, which yields a result of fireplace, dispenses map. She places an unlit fireplace in the room in question that has a rolled up map of the next level down hidden among the logs stacked neatly within.

Random Dungeon Generation

This GM aid is designed for on-the-fly dungeon generation when a gaming session takes an unexpected turn. It can also serve to spur the imagination when one's artistic abilities fail and can even be used for solo play. The following tables should be appropriate for everything from one level side-quests to generating add-on levels for the GM's own mega-dungeon. The GM is advised to freely “fudge” the die roll if an impossible result is generated. If the tables dictate a room which will not fit in the available space, for instance, then either resize the room or re-roll. Remember at all times the random dungeon generator is an aid rather than a hard and fast set of rules. For the purposes of this table OSRIC defines a room as having exits which are closed by a door or other portal, whereas a chamber has open exits such as archways.

How to create a random dungeon:

  • Roll or pick a starting area on Table 1. If the pre-generated starting areas are used, skip to step #6. If an empty starting area is desired, then skip to step #7.
  • Roll room shape and size on Table 2(a) or Table 2(b).
  • Roll number of exits on Table 5.
  • Roll for location of room exits on Table 6.
  • Roll direction for chamber exit passages on Table 7, or what lies beyond the door for rooms on Table 20.
  • Roll contents for room on Table 8, consult sub-tables for content as indicated.
  • If no particular table is indicated, the corridor continues for 30-ft. Then check Table 18: General.

After the room is completely resolved, begin rolling up the various corridors and rooms generated in step #4 using the steps above as a guideline.

Table 1: Starting locations. Use this table if you are starting from scratch. If you already have a starting location go to Table 7: Exit Direction, Passage or Table 19: Behind the Door; as appropriate. If you wish to begin your dungeon with a more standard starting room result proceed to Table 2: Rooms & Chambers.

Table 1: Starting Area Shape

D6 Starting Area D6 Starting Area
1 Use area 1 4 Use area 4
2 Use area 2 5 Use area 5
3 Use area 3 6 Use area 6

Table 2: Rooms & Chamber

Table 2(a): Room

D6 Room Size D6 Room Size
1 10-ft×10-ft 12-13 20-ft×30-ft
2-4 20-ft×20-ft 14-15 20-ft×40-ft
5-7 30-ft×30-ft 16-18 30-ft×40-ft
8-10 40-ft×40-ft 19-20 Special*
11 10-ft×20-ft

*refer to Table 3: Special Rooms or Chambers.

Proceed to Table 5: Number of Exits

Table 2(b): Chambers

D20 Chamber D20 Chamber
1 10-ft×20-ft 11-13 20-ft×40-ft
2-4 20-ft×20-ft 14-15 40-ft×50-ft
5-6 30-ft×30-ft 16-17 40-ft×60-ft
7-8 40-ft×40-ft 18-20 Special*
9-10 20-ft×30-ft

*refer to Table 3: Special Rooms or Chambers.

Proceed to Table 5: Number of Exits

Table 3: Special Rooms or Chambers

D20 Shape D20 Shape
1 Cave 11-12 Oval
2-6 Circular* 13-14 Special**
7-8 Hexagonal 15-17 Trapezoidal
9-10 Octagonal 18-20 Triangular

*Roll 1d20: 1-6 room has a pool (see Table 15: Pools), 7 room has a well, 8-11 room has a shaft, 12-20 proceed to Table 4.

**GM's discretion. Freehand draw an unusual shape, or pick a standard room as needed for mapping needs, or re-roll.

Proceed to Table 4: Approximate Size Table for Unusual Rooms

Table 4: Approximate Size Table for Unusual Rooms

D20 Size (square-ft) D20 Size (square-ft)
1-3 500 11-12 3,250
4-6 1,000 13-15 4,000
7-8 1,500 16-20 re-roll*
9-10 2,500

*Roll again and add result to 1,000 square-ft. If 15-20 is rolled a second time, increase base square footage to 2,000 and re-roll. Each subsequent roll of 16-20 adds an additional 1,000 square-ft until a result of 1-15 is obtained.

Proceed to Table 5: Number of Exits

Table 5: Number of Exits

D20 Room Area (square-ft) # Exits Room Area (square-ft) # Exits
1-4 < 500 1 > 500 2
5-7 < 500 2 > 500 3
8-9 < 500 3 > 500 4
10-12 < 1,000 0* > 1,000 1
13-15 < 1,500 0* > 1,500 1
16-19 Any 1d4 Any 1d4
20 Any 1** Any 1**

*Check for secret doors: any section of wall close to another mapped room or passage has a 25% chance of a secret door, otherwise this room/chamber is a dead end.

**This result switches things up a bit. If rolling for a room exit, this result calls for a passage. If rolling for a chamber exit this result indicates a door.

Proceed to Table 6: Exit Location

Table 6: Exit Location*

D20 Location D20 Location
1-4 Left wall 13-16 Right wall
5-12 Opposite wall 17-20 Same wall

*If a passage or door placement per the above table would open into a previously mapped space, roll 1d20. The door will be moved to the opposite wall on a 1-10, the door remains where it is but is a secret door on an 11-15, the door remains where it is but is a one-way door on a roll of 16-20.

If Passage, Proceed to Table 7: Exit Direction, Chamber Passage. If Door, Proceed to Table 20: Behind the Door

Table 7: Exit Direction, Chamber Passage

This table is for use with passages (which exit a chamber). For doors, consult Table 20: Behind the Door.

D20 Direction
1-16 Straight
17-18 Left 45 degrees*
19-20 Right 45 degrees*

* If passage cannot bend in the direction indicated, bend the passage the other way. For example, a left 45 degree bend would become a right 45 degree bend.

Proceed to Table 22: Passage Width

Table 8: Chamber or Room Contents

D20 Result
1-7 Empty
8-11 Monster (determine randomly)
12-17 Monster and Treasure (refer to GM monster tables and see Table 9: Treasure)
18 Stairs (see Table 13: Stairs)
19 Trick or Trap (see above)
20 Treasure (see Chapter 5: Treasure and Table 9)

Proceed to Table 9: Treasure Container

Table 9: Treasure Container

D20 Container D20 Container
1-2 Bags 11-12 Pottery Jars
3-4 Sacks 13-14 Metal Urns
5-6 Coffers 15-16 Stone Containers
7-8 Chests 17-18 Iron Trunks
9-10 Large Chests 19-20 None, loose

Optional, or 50% chance: Consult Tables 10 and 11. Treasure amounts are determined on Table 12.

Table 10: Treasure Guards & Wards

D20 Treasure
1-2 Blade scything across inside
3-4 Contact poison on container
5-6 Contact poison on treasure
7 Gas released by opening container
8 Explosive runes
9-10 Poisoned needles in lock
11 Poisoned needles in handles
12 Poisonous insect or reptile living inside container
13 Spears released from walls when container opened
14 Spring darts firing from front of container
15 Spring darts firing from top of container
16 Spring darts firing up from inside bottom of container
17 Stone block dropping in front of container
18 Symbol
19 Trapdoor opening in front of container
20 Trapdoor opening 6-ft in front of container

Table 11: Treasure Hidden By or In

D20 Hidden by or in
1-2 Behind a loose wall stone
3-4 Illusion to change appearance or hide item
5-7 Invisibility
8-11 In a nearby secret room
12 In an ordinary container in plain view
13 Inside or under trash or dung heap
14 Non-magically disguised
15 Secret space under container
16-17 Secret compartment in container
18-20 Under a loose flooring stone

Table 12: Treasure Amount

If the treasure is guarded by a monster, roll twice and add 1 to each roll. Otherwise roll once at no bonus.

D20 Result
1-5 2d10×100cp
6-10 2d10×100 sp
11-13 2d8×100 ep
14-15 1d4×100 gp
16-17 2d10×10pp
18 Gems/Jewellery—roll 1d8, 1-5 = 1d3 gems, 6-8 = 1 jewellery
19 Roll 1d8, 1-5 = no treasure, 6-8 = 1 magic item
20 1 magic item

Results from this table should be multiplied by the level of the dungeon concerned. So if the party is on the third dungeon level and the d20 shows “13”, they will receive 3d4×100 gp rather than 1d4. If the party is on the fifth dungeon level and a magic item is rolled, the party actually receives 5 magic items. The GM should adjust any extreme results to keep them proportional.

Table 13: Stairs

D20 Result D20 Result
1-5 Down 1 level 12 Chimney up 1 level, passage continues
6 Down 2 levels 13 Chimney up 2 levels, passage continues
7 Down 3 levels 14 Chimney down 2 levels, passage continues
8-9 Up 1 level 15-16 Trap door down 1 level, passage continues
10 Up to a dead end 17 Trap door down 2 levels, passage continues
11 Down to a dead end 18-20 Down 1 level into chamber

Table 14: Caves

Note: The lowest levels of dungeons are often composed of caves and caverns. Use this table for caves and roll for exits on Table 5.

D20 Cave
1-5 Cave 40-ft×60-ft
6-7 Cave 50-ft×75-ft
8-9 Double Cave: 30-ft×30-ft, 60-ft×60-ft
10-11 Double Cave: 30-ft×50-ft, 80-ft×100-ft*
12-14 Cavern 100-ft×125-ft*
15-16 Cavern 125-ft×150-ft
17-18 Cavern 150-ft×200-ft*
19-20 Cavern 300-ft×400-ft**

*Roll on Table 15: Pools.

**Roll on Table 16: Lakes.

Table 15: Pools

D20 Result
1-12 No pool
13-14 Pool
15-16 Pool, monster
17-19 Pool, monster, and treasure
20 Magic pool, go to Table 17: Magic Pools

Table 16: Lakes

GMs should note the opportunity to use aquatic or amphibious monster encounters.

D20 Result
1-12 No lake
13-15 Lake
16-17 Lake, monster
18-19 Lake, monster and treasure
20 Enchanted Lake*

*Lake serves as a portal to special area such as a temple on the Elemental Plane of Water or other remote and exotic location. If no map is prepared the GM should treat this as a result of: lake, monster, treasure.

Table 17: Magic Pools

In order to learn the secret of a magic pool, adventurers must actually enter the water.

D20 Result
1-8 Roll 1d20. Pool turns gold pieces into platinum pieces (1-12) or lead (13-20); after doing this once, pool is non-magical.
9-15 Characters in pool will either lose (01-50 on d%) or gain (51-00) 1 point from a randomly-determined attribute. Roll 1d6: 1=strength, 2=dexterity, 3=constitution, 4=intelligence, 5=wisdom, 6=charisma. One time only effect, each character checked separately for loss or gain and affected characteristic.
16-17 Talking pool, will grant 1 wish to any characters of like alignment and damage all others (1d20 points). Wish must be used within 24 hours. Roll 1d20 for pool's alignment: 1-6 LG; 7-9 LE; 10-12 CG; 13-17 CE; 18-20 TN.
18-20 Transporter pool. Roll 1d20: 1-7 back to surface; 8-12 elsewhere on level; 13-16 1 level down; 17-20 many miles away for wilderness or outdoor adventure. This one can be especially fiendish if not all characters in the party are standing in the pool.

Table 18: General

D20 Result
1-3 Chamber. Roll on Table 2(b): Chambers. Check again on this table 30-ft after leaving chamber
4 Continue straight, check this table again in 50-ft
5 Dead End, check for secret doors as per Table 6: Exit Location
6-10 Door. Consult Table 19: Door Location, if result is not a straight ahead door result check this table again in 30-ft
11-14 Side passage. See Table 21: Side Passages, check this table again in 30-ft
15 Stairs. Go to Table 13: Stairs
16-19 Turn. Consult Table 24: Turns and check this table again in 30-ft
20 Wandering Monster, re-roll on this table to determine monster location and approach

Table 19: Door Location

If door indicated is a left or right door, roll 1d20 again. On a result of 1-3 there is also a door on the opposite side.

D20 Result
1-6 Left
7-12 Right
13-20 Ahead

Table 20: Behind the Door

This table is for use with doors that exit a room. For passages, consult Table 7: Exit Direction, Chamber Passage. Always check width of corridors on Table 22: Passage Width.

D20 Result
1-3 Side door: parallel passage. Door straight ahead: 10-ft×10-ft room
4-8 Straight passage
9 Passage 45 degrees left
10 Passage 45 degrees right
11-18 See Table 2(a): Rooms
19-20 See Table 2(b): Chambers

Table 21: Side Passages

D20 Result
1-4 left 90 degrees
5-8 right 90 degrees
9 left 45 degrees (d6, 1-3 ahead, 4-6 behind)
10 right 45 degrees (d6, 1-3 ahead, 4-6 behind)
11-13 passage T's
14-15 passage Y's
16-19 four-way intersection
20 five-way intersection*

* Usually two passages along the x-axis, two along the y-axis, and one diagonal.

Table 22: Passage Width

Die Width
1 5-ft
2-13 10-ft
14-17 20-ft
18 30-ft
19-20 See Table 23: Special Passages

Proceed to Table 18: General

Table 23: Special Passages

D20 Result D20 Result
1-7 40-ft wide* 16-19 river***
8-12 50-ft wide* 20 chasm****
13-15 stream**

* There is a 50% chance that the passage contains a single or double row of columns. If a double row, there is a 10% chance the columns support a balcony or gallery above.

** Determine passage width via an additional roll. The stream bisects the passage. It will be bridged 75% of the time.

*** Determine passage width via an additional roll. The river bisects the passage. It will be bridged 50% of the time or have a boat 25% of the time (50% chance the boat is on the player's side).

**** Determine passage width via an additional roll. The chasm bisects the passage and is a long sheer drop (nominally 100-ft). It will be bridged 50% of the time or have a narrower spot suitable for jumping across 25% of the time.

Table 24: Turns

D20 Result
1-9 left 90 degrees
10 left 45 degrees (d6, 1-3 ahead, 4-6 behind)
11-19 right 90 degrees
20 right 45 degrees (d6, 1-3 ahead, 4-6 behind)

Using the Random Dungeon Generator for Solo Play

OSRIC is not really designed for solo play, but it is possible to use this random dungeon generator for such a purpose.

Start with Table 1: Starting locations in the middle of a sheet of graph paper. Use the charts from the OSRIC random encounters section to resolve the various monster encounters and generate treasure. You can appeal to your friends at your local gaming club or on-line for sealed information to use with special encounters and areas.

To resolve listening at doors, roll 1d12 and treat a result of 1-5 as a monster encounter. Use Table 8: Chamber or Room Contents but treat any result as including a monster encounter. Otherwise, any monster encounters rolled should be ignored unless the creatures would be silent (undead, bugbears, etc.).

ESP, scrying, and other means of magical detection can be resolved in the following manner. A roll of 1 on 1d6 indicates a monster in the area being checked. Roll the encounter using the relevant GM table and ignoring any monster of the two methods, with designed areas surrounded by randomly-generated areas.

Stocking the Dungeon: You may wish to use the “Random Encounters” section that follows to stock your dungeon, or you may wish to design specific areas without reference to random tables. Many GMs use a mixture of the two methods, with designed areas surrounded by randomly-generated areas.

The degree to which dungeon “ecology” matters is up to the individual GM. Some GMs give thought to food sources, water sources and latrine facilities; others do not bother. The authors recommend the following golden rule: Dungeons don't have to make sense, but they do need to be full of variety. Having said this, a little thought on the placement of creatures doesn't go amiss—if there's some logic behind the dungeon, then it's easier for skilled players to work out what's going on and use it to their advantage, and rewarding player skill is an important aspect of the OSRIC system.

Random Encounters

Random Dungeon Encounters

Directions: When a random monster encounter is called for, roll a d12. Cross-reference the result with the dungeon level where the encounter occurs on the Monster Sub-table Matrix. Once the sub-table is found, roll a d% to determine the actual monster(s) encountered.

The # column lists the numbers encountered on the dungeon level equivalent to the monster's level. If encountered on a lower or higher level, adjust the numbers encountered as follows:

Lesser monsters encountered on a lower dungeon level should have their numbers increased by the same amount for each dungeon level lower than their monster level. For example, the sub-table# column lists 2d10 for goblins (first level) encountered on the first level of the dungeon. If encountered on the third level of the dungeon, they would be three times as numerous (6d10). The same procedure applies equally to higher level monsters, with the following exceptions:

NPC parties or individuals encountered have their class-level increased rather than their numbers.

Ninth and tenth level monsters usually are encountered with attendants or minions at lower levels in lieu of greater numbers.

Greater monsters encountered on a higher dungeon level will have their numbers decreased by 1 for each dungeon level higher than their monster level (minimum of 1). For example, the sub-table # column calls for 1d8 Shadows on the fourth level of the dungeon. If encountered on the third level, the range would be reduced to 1d8-1. Greater monsters that may normally have minions will have fewer minions or none at all if encountered on a higher dungeon level.

Monster Sub-Table Matrix

Level Beneath the Surface Monster Level
1 2 3 4 5 6 7 8 9 10
1-2 1-8 9-11 12
3 1-5 6-8 9-10 11 12
4 1-4 5-7 8-9 10 11 12
5 1-3 4-5 6-7 8-9 10 11 12
6 1-2 3-4 5-6 7-8 9 10 11 12
7 1 2-3 4-5 6-7 8 9 10 11 12
8 1 2 3-4 5-6 7 8 9 10 11 12
9 1 2 3 4-5 6-7 8 9 10 11 12
10-11 1 2 3 4 5-6 7-8 9 10 11 12
12-13 1 2 3 4 5 6-7 8-9 10 11 12
14-15 1 2 3 4 5 6 7-8 9-10 11 12
16+ 1 2 3 4 5 6 7 8-9 10-11 12

Creating Unique Encounter Tables

Instructions: If the GM wants to include new monsters on their encounter tables, the GM should make cross-reference monsters by level and frequency when filling each frequency slot with an appropriate monster using the template provided.

Unique Encounter Tables—level template

d% Monster Encountered #
01-02 Very Rare 2
03-04 Very Rare 2
05-07 Very Rare or Rare 3
08-11 Rare 4
12-15 Rare 4
16-20 Uncommon 5
21-25 Uncommon 5
26-30 Uncommon or Common 5
31-40 Common 10
41-50 Common 10
51-60 Common 10
61-70 Common 10
71-75 Uncommon or Common 5
76-80 Uncommon 5
81-85 Uncommon 5
86-89 Rare 4
90-93 Rare 4
94-96 Very Rare or Rare 3
97-98 Very Rare 2
99-00 Very Rare 2

Monster Level One

d% Monster Encountered #
01-02 Devil, Asaggim 1d10
03-04 Halfling 3d6
05-07 NPC Party varies
08-11 Demon, Soul Worm 1
12-15 Rat, Giant 1d10×5
16-20 Vulchling 1d4
21-25 Bat 5d10
26-30 Goblin 2d10
31-40 Men, Bandit 2d4
41-50 Orc 3d10
51-60 Frog, Giant 1d8
61-70 Beetle, Giant Fire 1d4
71-75 Kobold 4d10
76-80 Dog, Wild 1d4
81-85 Bat, Giant 1d6
86-89 Skeleton 1d10
90-93 Rot Grub 5d4
94-96 Vilstrak 1d6
97-98 Gnome 4d6
99-00 Men, Berserker 1d6

Monster Level Two

d% Monster Encountered #
01-02 NPC Party varies
03-04 Giant Ant, Worker 2d10
05-07 Poltergeist 1
08-11 Flind 1d12
12-15 Toad, Giant 1d4
16-20 Grimlock 2d10
21-25 Hobgoblin 2d10
26-30 Dakon 1d10
31-40 Piercer 3d6
41-50 Troglodyte 1d10
51-60 Badger, Giant 1d2
61-70 Spider, Large 1d8
71-75 Bugbear 1d6
76-80 Gnoll 2d10
81-85 Stirge 1d10+5
86-89 Zombie 1d8
90-93 Coffer Corpse 1
94-96 Troll, Ice 1d6
97-98 Centipede, Huge 1d12
99-00 Dwarf 4d4

Monster Level Three

d% Monster Encountered #
01-02 Ape, Carnivorous 1d3
03-04 Centipede, Giant 1d2
05-07 Rust Monster 1d2
08-11 Wolf, Dire 1d4
12-15 Harpy 1d6
16-20 Ghoul 1d6
21-25 Lycanthrope, Wererat 1d8
26-30 Frog, Giant 1d8
31-35 Devil, Lemure 5d6
36-40 NPC Party—see Sub-table varies
41-50 Lizard, Giant 1d6
51-60 Ogre 1d10
61-70 Carrion Creeper 1d6
71-75 Beetle, Giant Boring 1d6
76-80 Bugbear 2d8
81-85 Wight 1d4
86-89 Fungi, Violet 1d4
90-93 Dark Creeper 1
94-96 Dragon—see Sub-table 1
97-98 Zombie, Monster 1d3
99-00 Spider, Huge 1d6

Monster Level Three—Dragon Sub-table

d% Type Age Hit Points per HD
01-30 Black Very Young 1
31-60 Brass Very Young 1
61-00 White Very Young 1

Monster Level Four

d% Monster Encountered #
01-02 Amber Creeping Vine 1
03-04 Spider, Giant 1d2
05-07 Blink Dog 1d4
08-11 Ghast 1d3
12-15 Amber Creeping Vine Zombie 1d2
16-20 Piercer 3d6
21-25 Cockatrice 1d3
26-30 Snake, Giant Boa 1
31-35 Demon, Dretch 2d4
36-40 NPC Party—see Sub-table varies
41-50 Beetle, Giant Stag 1d6
51-60 Lycanthrope, Werewolf 1d6
61-70 Devil, Spiked 2d4
71-75 Snake, Giant Cobra 1
76-80 Gargoyle 1d8
81-85 Dragon—see Sub-table 5
86-89 Shadow 1d8
90-93 Lycanthrope, Wereboar 1d4
94-96 Grey Ooze 1d3
97-98 Hell Hound 2d6
99-00 Crypt Thing 1

Monster Level Four—Dragon Sub-table

d% Type Age Hit Points per HD
01-10 Black Young/Sub-adult 2/3
11-20 Blue Very Young/Young 1/2
21-30 Brass Young/Sub-adult 2/3
31-35 Bronze Very Young/Young 1/2
36-50 Copper Very Young/Young 1/2
51-55 Gold Very Young/Young 1/2
56-70 Green Very Young/Young 1/2
71-80 Red Very Young/Young 1/2
81-85 Silver Very Young/Young 1/2
86-00 White Young/Sub-adult 2/3

Monster Level Five

d% Monster Encountered #
01-02 Genie 1
03-04 Caryatid Column 1d4
05-07 Medusa 1d2
08-11 Mobat 1d4
12-15 Tiger, Smilodon 1
16-20 Minotaur 1d8
21-25 Scorpion, Giant 1d2
26-30 Snake, Giant Boa 1
31-40 Demon, Shub 1d4
41-50 Bear, Greater Cave 1d2
51-60 NPC Party—see Sub-table varies
61-70 Devil, Manalishi; Red 1d4
71-75 Dragon—see Sub-table 1
76-80 Spider, Phase 1
81-85 Hydra, 5 or 6 heads 1
86-89 Ogre Mage 1d3
90-93 Lycanthrope, Werebear 1d4
94-96 Caterwaul 1
97-98 Hell Hound 2d6
99-00 Snake, Giant Amphisbaena 1

Monster Level Five—Dragon Sub-table

d% Type Age Hit Points per HD
01-08 Black Young Adult/Adult 4/5
09-18 Blue Sub-Adult/Young Adult 3/4
19-30 Brass Young Adult/Adult 4/5
31-35 Bronze Sub-Adult/Young Adult 3/4
36-50 Copper Sub-Adult/Young Adult 3/4
51-55 Gold Sub-Adult/Young Adult 3/4
56-70 Green Sub-Adult/Young Adult 3/4
71-80 Red Sub-Adult/Young Adult 3/4
81-87 Silver Sub-Adult/Young Adult 3/4
88-00 White Young Adult/Adult 4/5

Monster Level Six

d% Monster Encountered #
01-02 Wraith 1d6
03-04 Demon, Quasit 1
05-07 Coeurl 1d4
08-11 Mummy 1d4
12-15 Dragon - see Sub-table 1
16-20 Devil, Erinyes 1d3
21-25 Troll 1d12
26-30 Otyugh, Lesser 1d2
31-35 Devil, Manalishi; (1-2) Black; (3-4) Blue; (5-6) Green, (7-8) White 1d3
36-40 NPC Party—see Sub-table varies
41-50 Giant, Hill 1d10
51-60 Wight 1d8
61-70 Sphinx; (1-3) Gyno-, (4-6) Hieraco- 1
71-75 Wyvern 1d3
76-80 Hydra, 7 or 8 heads 5
81-85 Manticore 1d2
86-89 Troll, Giant 1d12
90-93 Lizard, Giant Monitor 1d4
94-96 Hell Hound 2d6
97-98 Banshee 1
99-00 Spectral Troll 1d2

Monster Level Six—Dragon Sub-table

d% Type Age Hit Points per HD
01-10 Black Old 6
11-20 Blue Adult 5
21-30 Brass Old 6
31-35 Bronze Adult 5
36-50 Copper Adult 5
51-55 Gold Adult 5
56-70 Green Adult 5
71-80 Red Adult 5
81-85 Silver Adult 5
86-00 White Old 6

Monster Level Seven

d% Monster Encountered #
01-02 Golem; (1-3) Clay, (4-6) Flesh 1
03-04 Giant, Ettin 1d2
05-07 Chimæra 1d4
08-11 Spectre 1d4
12-15 Basilisk 1d2
16-20 Giant; (1-3) Fire, (4-6) Stone 1d8
21-25 Demon, Babau 1d3
26-30 Sphinx; (1-3) Andro-, (4-6) Crio- 1
31-35 Lamia 1
36-40 NPC Party—see Sub-table varies
41-50 Lizard, Giant; (1-3) Fire, (4-6) Cave 1d2
51-55 Skeleton Warrior 1
56-60 Shedu 1d2
61-70 Will-o-the-wisp 1
71-75 Naga, Spirit 1d3
76-80 Devil; (1-3) Bearded, (4-6) Bone 1d2
81-85 Hydra, 9 or 10 heads 1
86-89 Dragon—see Sub-table 1
90-93 Cyclops 1
94-96 Barghest 1
97-98 Troll, Giant Two-headed 1d3
99-00 Afreet 1

Monster Level Seven—Dragon Sub-table

d% Type Age Hit Points per HD
01-10 Black Very Old 7
11-20 Blue Old 6
21-30 Brass Very Old 7
31-35 Bronze Old 6
36-50 Copper Old 6
51-55 Gold Old 6
56-70 Green Old 6
71-80 Red Old 6
81-85 Silver Old 6
86-00 White Very Old 7

Monster Level Eight

d% Monster Encountered #
01-03 Naga, Guardian 1d2
04-07 Golem, Stone 1
08-11 Giant, Cloud 1
12-15 Vampire 1d2
16-20 Devil, Ice 1
21-25 Devil, Barbed 1d2
26-30 Otyugh, Lesser 1d2
31-40 Demon, Class A 1d3
41-50 NPC Party—see Sub-table varies
51-60 Demon, Ekivu 5d4
61-70 Hydra, 11 or 12 heads 1
71-80 Elemental; (1-2) Earth, (3-4) Air, (5-6) Fire, (7-8) Water 1
81-89 Dragon—see Sub-table 1
90-93 Lammasu 1d4
94-00 Ghost 1

Monster Level Eight—Dragon Sub-table

d% Type Age Hit Points per HD
01-12 Black Ancient 8
13-25 Blue Very Old 7
26-30 Brass Ancient 8
31-35 Bronze Very Old 7
36-45 Copper Very Old 7
46-50 Gold Very Old 7
51-60 Green Very Old 7
61-80 Red Very Old 7
81-85 Silver Very Old 7
86-00 White Ancient 8

Monster Level Nine

d% Monster Encountered #
01-07 Trapper 1
08-11 Devil, Pit Fiend 1
12-30 Otyugh, Greater 1
26-40 NPC Party—see Sub-table varies
41-55 Class B Demon 1d3
56-70 Hydra, 12-heads 1
71-80 Dragon—see Sub-table 1 or 2
81-89 Purple Worm 1d2
90-93 Demonette 1
94-96 Roper 1d4
97-00 Golem, Iron 1

Monster Level Nine—Dragon Sub-table

d% Type Age Hit Points per HD
01-12 2× Black Ancient+Old 8+6
13-25 Blue Ancient 8
26-30 2× Brass Ancient+Old 8+6
31-35 Bronze Ancient 8
36-45 Copper Ancient 8
46-50 Gold Ancient 8
51-60 Green Ancient 8
61-80 Red Ancient 8
81-85 Silver Ancient 8
86-00 2× White Ancient+Very Old 8+7

Monster Level Ten

d% Monster Encountered #
01-07 Demon, Class E 1d3
08-11 Giant, Storm 1
12-15 Otyugh, Greater 1
16-20 NPC Party—see Sub-table varies
21-30 Demon, Class C 1d3
31-40 Elemental, Earth 1
41-50 Elemental, Air 1
51-60 Elemental, Fire 1
61-70 Elemental, Water 1
71-80 Demon, Class D 1d3
81-89 Dragon—see Sub-table 2
90-95 Demon, Class F 1d3
96-00 Lich 1

Monster Level Ten—Dragon Sub-table

d% Type Age Hit Points per HD
01-20 Blue Ancient+Very Old 8+7
21-25 Bronze Ancient+Very Old 8+7
26-35 Copper Ancient+Very Old 8+7
36-40 Gold Ancient+Old 8+6
41-60 Green Ancient+Very Old 8+7
61-95 Red Ancient+Old 8+6
96-00 Silver Ancient+Old 8+6

NPC Parties (all Dungeon Levels)

Numbers & Classes: There will always be 2-5 characters in a party, with additional henchmen or hirelings to round the entire party out to 9 persons. To determine the number of characters present, roll 1d4+1 and note the result. Next, roll d% on the sub-table below to determine the profession for each NPC. The GM should ignore or alter any results that exceed the maximum number for that profession or yield contradictory results (i.e. a paladin and an assassin). The remaining party slots should be filled with henchmen/hirelings (see below for instructions).

NPC Classes-Sub-Table

d% Character Class Max. # per party
01-16 Cleric 3
17-20 Druid 2
21-50 Fighter 5
51-53 Paladin 2
54-57 Ranger 2
58-75 Magic user 3
76-80 Illusionist 1
81-98 Thief 4
99-00 Assassin 2

NPC Levels: The level of each NPC will be equal to the level of the dungeon on which they are encountered through dungeon level 4. After that, they will be between 7th and 12th level (1d6+6). From dungeon level 13 and downwards, they will be between 11th and 16th level (1d6+10).

Demi-humans and Multi-Class NPCs: As a guideline, assume Demi-human NPCs and henchmen to be approximately 20% of the total number of characters in the party. If the randomly generated class is severely limited or impossible for the particular race, use that class or its closest equivalent as one of the 2 or 3 classes for that individual NPC. Approximately 50% of Demi-humans will have 2 professions, and another 25% will have three. To randomly determine race and chance of multi-class professions, refer to the following table:

d% Race % Multi-class
01-25 Dwarf 15%
26-50 Elf 80%
51-65 Gnome 25%
66-75 Half-elf 80%
76-85 Halfling 15%
86-00 Half-orc 50%

Hirelings and Henchmen: Hirelings and men-at-arms will only accompany their employers when encountered on the 1st-3rd dungeon levels. On deeper expeditions, the entourage will be made up only of henchmen. Determine the ability scores, class and level of hirelings and henchmen by rolling on the appropriate sub-tables in the “Hirelings and Henchmen” section. They will have one third the level of their master plus 1 level for every 3 of their master's levels. For example, a 9th-lvlmagicuser NPC may be accompanied by a 6th-lvl magic user henchman.

Equipment: NPC parties should be equipped with arms, armour and supplies typical to a party of dungeon delvers. Henchmen should be assumed to have equipment ap- propriate to their level. Hirelings will only possess lower quality arms and armour and few supplies.

Spells: The GM should assume NPC and henchmen spell- casters will have memorised a full assortment of spells appropriate to their party as a whole.

Notes on Play: When a player party encounters a party of NPCs and their henchmen, the GM should carefully consider the alignment and makeup of the NPC party before determining their course of action. A relatively weaker NPC party than the players' may use alternate means to resolve the situation. Trickery, parley, bluffing and fleeing are all important possibilities to consider before finally resort- ing to combat. Unless they are surprised, the GM should always treat them as alert and prepared for anything. Once actual contact has been made with an NPC party, the GM should check for reaction. Whatever the result of the negotiations, NPC parties will NEVER choose to join the PCs unless it is to their immediate advantage. This should also involve few if any rewards for the players' party. Unlike monster encounters, the GM should personally direct the actions of the NPCs as if they were player characters. Rather than checking morale as usual, the GM should favour the course of action that is likely to bring the NPCs the greatest benefit.

If the NPC party bests the players they need not kill them. Ransom, slavery, imprisonment or sacrifice are interesting alternatives to simple execution.

Finally, it is highly recommended that the GM prepare for encounters with random NPC groups before actual play begins. By generating a list of such parties in advance, the GM can quickly refer to them without stopping play. After the encounter the GM can either cross-off the NPC party from his or her list or make additional notations for future reference.

NPC Level Table 1 Table 2 Table 3 Table 4
1st 1 (10%)
2nd 2 (20%)
3rd 2 (30%) 1 (10%)
4th 2 (40%) 1 (20%)
5th 2 (50%) 1 (30%)
6th 3 (60%) 2 (40%)
7th 3 (70%) 2 (50%) 1 (10%)
8th 3 (80%) 2 (60%) 1 (20%)
9th 3 (90%) 2 (70%) 1 (30%)
10th 3 (100%) 2 (80%) 1 (40%)
11th 3 (100%) 2 (90%) 1 (50%) 1 (10%)
12th 3 (100%) 2 (100%) 1 (60%) 1 (20%)
13th+ 3 (100%) 2 (100%) 1 (100%) 1 (60%)

Sub-Table 1

d% Magic Item
01-05 Potion of Climbing, Potion of Flying
06-10 Potion of Extra-healing, Potion of Polymorph Self
11-15 Potion of Fire Resistance, Potion of Speed
16-20 Potion of Healing, Potion of Giant Strength
21-25 Potion of Heroism, Potion of Invulnerability
26-30 Potion of Human Control, Potion of Levitation
31-35 Potion of Super-heroism, Potion of Animal Control
36-40 Scroll: 1 spell (lvl 1d6)
41-45 Scroll: 2 spells (lvl 1d4)
46-50 Scroll: Protection from Magic
51-55 Ring of Invisibility (any)
56-60 Ring of Protection +1 (any)
61-65 Leather Armour +1
66-70 Shield +1
71-75 Sword +1
76-80 10× Arrows +1
81-85 4× Bolts +2
86-90 Dagger +1
91-95 Javelin +2
96-00 Mace +1

Sub-Table 2

d% Magic Item
01-05 Gauntlets of Ogre Power (ACDFPRT)
06-10 Scroll: 3 spells (lvl 1d6+1)
11-15 Scroll: 3 spells (lvl 1d8+1)
16-20 Ring of Fire Resistance (any), Ring of Invisibility (any)
21-25 Ring of Protection +3 (any)
26-30 Staff of Paralysation (DM)
31-35 Wand of Illusion (IM)
36-40 Wand of Negation (CDIM)
41-45 Bracers of Armour, AC 4 (any)
46-50 Brooch of Shielding (any)
51-55 Cloak of Elvenkind (any)
56-60 Dust of Appearance (any)
61-65 Figurine of Wondrous Power: Serpentine Owl (any)
66-70 3× Javelins of the Raptor (AFPR)
71-75 Chain Mail Armour +1, Shield +2
76-80 Splint Mail Armour +2
81-85 Sword +3
86-90 Crossbow of Speed (AFPRT), Hammer +2
91-95 Shortbow +2
96-00 3× Potion of Extra-healing, Potion of Invulnerability

Sub-Table 3

d% Magic Item
01-05 Ring of Protection +3 (any)
06-10 Ring of Spell Storing (any)
11-15 Rod of Cancellation (any)
16-20 Roll d6 1-3: Staff of the Serpent (CD) 4-6: Staff of Compulsion (CM)
21-25 Bag of Tricks (any)
26-30 Boots of Speed (any)
31-35 Boots of Striding and Springing (any)
36-40 Cloak of Displacement, Minor (any)
41-45 Gauntlets of Ogre Power (ACDFPRT)
46-50 Pipes of the Sewers (any)
51-55 Robe of Blending (IM)
56-60 Rope of Climbing (any), Rope of Entanglement (AFPRT)
61-65 Plate Mail +3, Shield +2
66-70 Shield +5
71-75 Sword, Defender (AFPRT)
76-80 Mace +3
81-85 Spear +3
86-90 Mantle of Magic Resistance (any)
91-95 Drums of Panic (any)
96-00 Rod of Rulership (FPR)

Sub-Table 4

d% Magic Item
01-05 Hammer of the Dwarfs (F)
06-10 Scarab of Protection (any)
11-15 Periapt of Wound Closure (any)
16-20 Circlet of Blasting, Minor (M)
21-25 Ring of Genie Summoning (any)
26-30 Ring of Spell Turning (any)
31-35 Rod of Striking (CDIM)
36-40 Wand of Fire (DM)
41-45 Cube of Force (any)
46-50 Eyes of Charming (IM)
51-55 Horn of Valhalla (special)
56-60 Robe of Scintillating Colours (IM)
61-65 Amulet of Natural Armour +4 (any)
66-70 Plate Mail +4, Shield +3
71-75 Sword, Keenblade (AFPRT)
76-80 Arrow of Slaying (AFPRT)
81-85 Ring of 3 Wishes (any)
86-90 Robe of the Archmagi (IM)
91-95 Dagger of Venom (AFT)
96-00 Cubic Gate (CDIM)

Random Urban Encounters

Player characters are also likely to have random encounters when roaming the streets in a town or city. The GM should check for random encounters every three turns or as desired. The GM is encouraged to design his or her own encounter charts keyed to each district or ward. When a pre-designed table is unavailable, the Urban Encounters Table is useful for most circumstances. The GM should exercise discretion when generating random encounters and keep in mind the particular place where the encounter occurs. Improbable or inconvenient results can be ignored and treated as if no encounter occurred. The GM is also encouraged to disguise the true nature of urban encounters by describing NPCs in vague and/or similar terms.

0-level NPCs

Most of the NPCs encountered while adventuring in urban or civilised countryside areas are normal folk, with no adventuring profession such as fighting, spell-casting or thievery. These normal humans may vary slightly accord- ing to the particular milieu, but can be roughly grouped into 5 general types according to their level of activity.

0-Level NPC Groups

Type Hp Combat Ability Examples
Infirm 1d3 -3 “to hit”/damage Elders, Children, Beggars, Plague Victims
Sedentary 1d4 -2 “to hit”/damage Clerks, Scribes, Shopkeepers, Minor Officials
Active 1d4+1 0-level Craftsmen, Servants, Merchants, Boatmen
Fit 1d4+2 0-level Farmers, Miners, Labourers, Sailors, Militiamen
Very Fit 1d6+1 0-level Soldiers, Watchmen, Bodyguards, Men-at-Arms

Urban Encounter Sub-tables

Several of the encounter entries refer to one or more of the following sub-tables to detail general encounter types.

Race Sub-table

d% Race d% Race
01-10 Dwarf 29-34 Halfling
11-15 Elf 35-40 Half-Orc
16-20 Gnome 41-00 Human
21-28 Half-Elf

Red-light Profession Subtable

d% Profession d% Profession
01-02 Cheap harlot 46-48 Wealthy gigolo
03-10 Slovenly whore 49-63 Sleazy tout
11-18 Brazen streetwalker 64-65 Shifty procurer
19-20 Typical tart 66-73 Seductive dancer
21-22 Saucy wench 74-80 Finely-attired concubine
23-25 Expensive call-girl 81-82 Penniless hag
26-27 Haughty mistress 83-90 Amoral street hustler
28-29 Sly panderer 91-95 Foppish bawd
30-38 Rich pimp 96-97 Elegant doxy
39-45 Wanton lady-of-the-night 98-00 Sleepy-eyed trollop

Urban Professions Sub-table

d% Profession d% Profession
01-02 Assassin 46-48 Illusionist
03-10 Bandit 49-63 Labourer
11-18 Brigand 64-65 Magic user
19-20 City Guard 66-73 Mercenary
21-22 City Offical 74-80 Merchant
23-25 City Watchman 81-82 Noble
26-27 Cleric 83-90 Rake
28-29 Druid 91-95 Ruffian
30-38 Fighter 96-97 Thief
39-45 Gentleman 98-00 Tradesman

Noble Professions Sub-table

d% Class Level
01-50 Normal Human 0
51-85 Fighter d8+4
86-00 Cleric d8+4

Nighttime Encounters Sub-table

d% Encounter # Encountered & Notes
01-03 Assassin* 1d3
04-05 Bandit 3d4 and Leader
06-08 Beggar 1d2
09-10 Brigand 3d4 and Leader
11 Guardsman 2d8 and Leader
12 Official (1-9) Minor Official (10) Major Official and 2d4 Guardsmen
13-21 Watchman 5 Men-at-Arms (0-lvl) and Sergeant (lvl 1d3) and a Cleric (lvl d4+1)
22 Cleric* A d6+5-lvl Cleric with 1d6-1 d4-lvl Assistant Clerics
23 Demon GM's discretion. Only 1 encountered.
24 Devil GM's discretion. Only 1 encountered.
25 Doppelgänger d4+2. See Urban Professions Sub-table for their disguise
26 Druid* A d6+5-lvl Druid with (1-5) 1d4-1 d4-lvl Lesser Druids or (6-10) 1d4 d6-lvl Fighters
27-31 Drunk See Urban Professions Sub-table for exact type
32-33 Fighter* 2d4+4-lvl Fighter with 1d4-1 d4-lvl Henchmen
34-35 Gentleman (1-4) Foppish Dandy and d4 Sycophants, (5-6) Gentlewoman, or (7-10) d4+6-lvl Nobleman Fighter and d4 similar friends
36 (1-3) Ghast, (4-10) Ghoul 2d4, 4d4
37 Ghost 1
38-42 Giant Rats 4d6
43 Townsperson 0-lvl Normal Human
44-50 Prostitute See Red Light Professions Sub-table for exact type
51 Illusionist* A d4+6-lvl Illusionist with (1-5) d4-1 d4-lvl Apprentice Illusionists or (6-10) 1d3 d6-lvl Fighter Bodyguards
52 (1-5) Labourer, (6-10) Peddler 3d4 rough workmen 0-lvl Normal Men 1d3 peddlers selling simple goods on the street
53 Magic user* A d6+6-lvl Magic User with (1-4) d4 d6-lvl Apprentice Magic users (5-7) d4 d4+3-lvl Fighter Bodyguards or (8-10) d2 Apprentices and d2 Bodyguards as above
54-58 Mercenary 3d4 d6-1-lvl Fighters
59-60 Merchant 1d3 Merchants and 2d4 0-lvl Mercenary Guards and 1 d4-lvl Mercenary Leader
61 Troubadour 1d4 Travelling bards, musicians or actors
62 Night Hag GM's discretion. Only 1 encountered.
63-64 Noble** (1-7) Nobleman and 1d4 d4-lvl Fighter Bodyguards (8-10) Noblewoman
65 Paladin* A d4+5-lvl Paladin
66 Pilgrim 3d4 Pilgrims (Normal Humans)
67 Press Gang 2d8 1st-lvl Fighters and a d4+1-lvl Leader all wielding clubs
68-71 Thugs 1d4+1 d6+4-lvl Fighters
72 Rakshasa GM's discretion. 1d3 encountered.
73 Ranger* A d4+6-lvl Ranger
74-80 (1-8) Muggers, (9-10) Humanoid d6+6 2nd-lvl Fighters armed with clubs Humanoids (Orcs, Kobolds, Goblins, etc. GM's discretion.)
81 Shadow GM's discretion. 2d4 encountered.
82 Spectre GM's discretion. 1d3 encountered.
83-88 Thief* A d4+7-lvl Thief and 1d3-1 d4-lvl Apprentice Thieves
89-90 Tradesman 2d4 Artisans, craftsmen or skilled workmen (Normal Humans)
91-93 Wererat 2d4 encountered (1-5) in human form (6-10) in giant rat form
94 Weretiger 1d2 encountered (1-9) in human form (10) in tiger form
95-96 Werewolf 2d4 encountered (1-5) in human form (6-10) in wolf form
97 Wight GM's discretion. 1d4+1 encountered.
98 Will-o-the-Wisp GM's discretion. 1d2 encountered.
99 Wraith GM's discretion. 1d4 encountered.
00 (1-8) Vampire, (9-10) Lich GM's discretion. 1 encountered in human (1-2), giant bat (3-6) or gaseous form (7-10), GM's discretion. Only 1 encountered.

*For these encounters, check first to see if the NPC is a human or demi-human on the Race Sub-table.

**See the Noble Sub-table for Noble NPC professions.

Daytime Encounters Sub-table

d% Encounter # Encountered & Notes
01 Assassin* 1d3
02 Bandit 3d4 and Leader
03-12 Beggar 1d2
13 Brigand 3d4 and Leader
14-18 Guardsmen 2d8 and Leader
19-21 Official (1-9) Minor Official (10) Major Official and 2d4 Guardsmen
22-23 Watchman 5 Men-at-Arms (0-lvl) and Sergeant (lvl 1d3) and a Cleric (lvl d4+1)
24-25 Cleric* A d6+5-lvl Cleric with 1d6-1 d4-lvl Assistant Clerics
26 Druid* A d6+5-lvl Druid with (1-5) 1d4-1 d4-lvl Lesser Druids or (6-10) 1d4 d6-lvl Fighters
27 Drunk See Urban Professions Sub-table for exact type
28-29 Fighter* 2d4+4-lvl Fighter with 1d4-1 d4-lvl Henchmen
30-33 Gentleman (1-4) Foppish Dandy and d4 Sycophants (5-6) Gentlewoman (7-10) d4+6-lvl Nobleman Fighter and d4 similar friends
34 Giant Rats 2d4
35-39 Townsperson 0-lvl normal Human
40-41 Harlot See Red Light Professions Sub-table for exact type
42 Illusionist* A d4+6-lvl Illusionist with (1-5) d4-1 d4-lvl Apprentice Illusionists or (6-10) 1d3 d6-lvl Fighter Bodyguards
43-50 (1-5) Labourer, (6-10) Peddler 3d4 rough workmen 0-lvl Normal Men 1d3 peddlers selling simple goods on the street
51 Magic user* A d6+6-lvl Magic User with (1-4) d4 d6-lvl Apprentice Magic users (5-7) d4 d4+3-lvl Fighter Bodyguards or (8-10) d2 Apprentices and d2 Bodyguards as above
52-55 Mercenary 3d4 d6-1-lvl Fighters
56-62 Merchant 1d3 Merchants (0-lvl normal Humans)
63 Troubadour 1d4 Travelling bards, musicians or actors
64-65 Night Hag GM's discretion. Only 1 encountered .
66 Noble** (1-7) Nobleman and 1d4 d4-lvl Fighter Bodyguards (8-10) Noblewoman
67-69 Paladin* A d4+5-lvl Paladin
70 Pilgrim 3d4 Pilgrims (normal Humans)
71-72 Press Gang 2d8 1st-lvl Fighters and a d4+1-lvl Leader all wielding clubs
73 Thugs 1d4+1 d6+4-lvl Fighters
74-78 Rakshasa GM's discretion. 1d3 encountered .
79-82 Thief* A d4+7-lvl Thief and 1d3-1 d4-lvl Apprentice Thieves
83-97 Tradesman 2d4 Artisans, craftsmen or skilled workmen (normal Humans)
98 Wererat 2d4 encountered (1-9) in human form (10) in giant rat form
99 Weretiger 1d2 encountered in human form
00 Werewolf 2d4 encountered in human form

*For these encounters, check first to see if the NPC is a human or Demi-human on the Race Sub-table.

**See the Noble Sub-table for Noble NPC professions.

Random Wilderness Encounters

For the purposes of Wilderness Encounter Tables it is recommended the most prevalent terrain within the party's current hex be used. This means a party in the foothills of a mountain range, a hex with mostly hills and a few mountains, would use the “Hills” encounter table. With a little imagination, these tables should allow the GM to generate interesting and challenging encounters. The user should bear in mind that many terrain types encompass many different lands and dice may dictate an encounter the GM feels inappropriate to the situation. If this should happen feel free to re-roll, choose arbitrarily from the list, or find a way to make an unusual encounter work. The “Special” encounter column included with each terrain type is aimed specifically at introducing these chaotic types of encounters into your milieu.

Unlike dungeon encounters, wilderness encounters are not keyed to party level or strength. As a rule of thumb, the GM should use the “No. Encountered” entry in the rulebook to generate specific numbers. Players, for their part, should learn and develop the fine art of running away. Wandering about the wilderness of most campaign milieus is a hazardous pastime.

The Human (and Demi-human) Encounter Table lists various settlements and strongholds. These may be used to insert adventure hooks into the campaign, or give the party a relatively safe place to rest and re-equip. They may, of course, be ignored if they do not fit with your plans. We have limited the encounters to hamlets, villages, and small keeps in order to not interfere with the GM's carefully designed maps.

The NPCTables, explained more fully below, maybe used to generate lone NPCs or complete adventuring NPC parties. Tables are provided for generating NPCs and NPC parties in the Dungeon Encounter Tables section of these rules.

Regarding the Lost World Encounter Tables:

Lost World settings are chaotic places. OSRIC adds a little chaos into the tables but feel free to expand upon this idea. You may wish to add encounters with UFO aliens, Tarzan™, present day humans from non-magical and high science worlds, even a giant ape which fancies itself a King.

The Past, Present, and Future time travellers are labels relative to the player character's “normal” time.

Dinosaurids are man-sized evolved dinosaurs roughly equivalent to humans in terms of stats, particularly intelligence.

Cavemen are roughly equivalent to Neanderthal proto-humans. The advanced cavemen referred to by the tables are akin to Cro-Magnon proto-humans.

The Time-Lost Village encounter refers to a settlement of humans or Demi-humans that is “unstuck in time” and randomly relocates to various eras, perhaps even changing physical location when time-shifting. One may look to various sources for inspiration, including the musical “Brigadoon”, the UK television series “Dr. Who”, and the US television series “The Time Tunnel.”

Explanation of NPC Types

Decoys: serve either to distract the party from something else, or put the party at ease and lure them into a dangerous situation. For example: a group of charmed humans who seek to lure the PC party into the den of a rakshasa.

Escapees: these NPCs have escaped from imprisonment by some nearby entity. The NPCs may have little or no equipment or weapons and are either under pursuit from their captors or will be shortly.

Joiners: seek to join the PCs. The GM is free to manufacture motivation appropriate to his or her needs, either malevolent or benevolent.

Runners: The NPCs are fleeing or avoiding an encounter. Whatever they are fleeing is probably chasing them, whatever they are avoiding may or may not be aware of their presence. Unlike escapees, these NPCs will be appropriately armed, armoured, and equipped.

Searchers: are looking for something, usually an item or person. The possibilities are myriad, a few examples are: seeking a powerful artifact, weapon, stolen item; or, seeking a friend, arch-enemy, or kidnapped daughter of the local woodcutter.

Survivors: 1 or 2 demoralized survivors of an otherwise wiped out adventuring party. They may have limited equipment and be in need of healing.

Wolves (in sheep's clothing): an encounter with something that appears human but is not. This category includes were-creatures, doppelgängers, polymorphed creatures, and the like. The disguised creature may not necessarily mean the party harm, the avatar of a benevolent deity who doesn't wish to reveal his or her divinity to the party is one example that comes to mind.

d% Aquatic d% Arctic d% Desert d% Forest d% Graveyard
01-10 Airborne 01-05 Airborne 01-04 Airborne 01-10 Airborne 01-03 Airborne
11-15 Animal 06-17 Animal 05-19 Animal 11-30 Animal 04-13 Animal
16-17 Dragon 18-22 Dragon 20-24 Dragon 31-36 Dragon 14-16 Dragon
18-21 Giant 23-37 Giant 25-29 Giant 37-41 Giant 17 Giant
22-31 Human/ Demi-human 38-47 Human/ Demi-human 30-49 Human/ Demi-human 42-48 Human/ Demi-human 18-22 Human/ Demi-human
32-46 Humanoid 48-57 Humanoid 50-61 Humanoid 49-56 Humanoid 23-37 Humanoid
47-56 Monster 58-82 Monster 62-76 Monster 57-76 Monster 38-57 Monster
57-58 NPC 83 NPC 77-83 NPC 77-78 NPC 58-62 NPC
59 Undead 84 Undead 84 Undead 79 Undead 63-87 Undead
60-69 Invertebrates 85-89 Invertebrates 85-96 Invertebrates 80-88 Invertebrates 88-97 Invertebrates
70-99 Water 90-99 Water 97-98 Water 89-98 Water 98 Water
00 Special 00 Special 99-00 Special 99-00 Special 99-00 Special
d% Hills d% Jungle d% Lost World d% Marine d% Mountains
01-15 Airborne 01-15 Airborne 01-15 Airborne 01-10 Airborne 01-19 Airborne
16-25 Animal 16-25 Animal 16-27 Animal 11-15 Animal 20-39 Animal
26-30 Dragon 26-27 Dragon 28 Large Carnivore 16 Dragon 40-44 Dragon
31-40 Giant 28-29 Giant 29 Large Herbivore 17-20 Giant 45-52 Giant
41-60 Human/ Demi-human 30-37 Human/ Demi-human 30-35 Human/ Demi-human 21-30 Human/ Demi-human 53-62 Human/ Demi-human
61-75 Humanoid 38-49 Humanoid 36-50 Humanoid 31-45 Humanoid 63-77 Humanoid
76-90 Monster 50-67 Monster 51-70 Other Dinosaurs 46-60 Monster 78-82 Monster
91-92 NPC 68-69 NPC 71-73 NPC 61-65 NPC 83-84 NPC
93 Undead 70-74 Undead 74 Undead 66 Undead 85 Undead
94-98 Invertebrates 75-89 Invertebrates 75-89 Invertebrates 67-69 Invertebrates 86-92 Invertebrates
99 Water 90-99 Water 90-99 Water 70-99 Water 93-95 Water
00 Special 00 Special 00 Special 00 Special 96-00 Special
d% Plains d% Rural d% Tundra d% Wetlands*
01-19 Airborne 01-10 Airborne 01-08 Airborne 01-05 Airborne
20-29 Animal 11-20 Animal 09-23 Animal 06-15 Animal
30-31 Dragon 21 Dragon 24-27 Dragon 16-18 Dragon
32 Giant 22 Giant 28-33 Giant 19-20 Giant
33-52 Human/ Demi-human 23-58 Human/ Demi-human 34-43 Human/ Demi-human 21-22 Human/ Demi-human
53-60 Humanoid 59-66 Humanoid 44-58 Humanoid 23-37 Humanoid
61-75 Monster 67-76 Monster 59-78 Monster 38-57 Monster
76-78 NPC 77-80 NPC 79-80 NPC 58 NPC
79 Undead 81 Undead 81 Undead 58-60 Undead
80-89 Invertebrates 82-91 Invertebrates 82-91 Invertebrates 61-80 Invertebrates
90-97 Water 92-99 Water 92-99 Water 81-95 Water
98-00 Special 00 Special 00 Special 95-00 Special

*Specific encounters from the wetlands table should be rolled on either the aquatic or the marine subtable (GM's option, or 50% chance of each).

Random Wilderness Encounters - Aquatic

1d20 Airborne Animal Dragon Giant Human Humanoid
1 Bat Baboon Dragon, Black Hill Giant Castle Bugbear
2 Bat Bear, Black Dragon, Black Hill Giant Dwarf Flind
3 Bat Boar, Warthog Dragon, Black Hill Giant Elf Gnoll
4 Bat Cat, Wild Dragon, Black Hill Giant Fishing Village Gnoll
5 Bat, Giant Cattle, Wild Dragon, Black Hill Giant Gnome Goblin
6 Bat, Giant Cougar Dragon, Black Hill Giant Halfling Grimlock
7 Bird Dog, Wild Dragon, Black Hill Giant Hamlet Hobgoblin
8 Bird Elephant, African Dragon, Black Hill Giant Men, Bandit Hobgoblin
9 Bird Horse, Pony Dragon, Bronze Hill Giant Men, Bandit Hobgoblin
10 Bird Horse, Wild Dragon, Bronze Hill Giant Men, Brigand Kobold
11 Bird, Huge Hyena Dragon, Gold Hill Giant Men, Brigand Orc
12 Bird, Giant Jackal Dragon, Green Hill Giant Men, Buccaneer Orc
13 Chimæra Lizard, Giant Dragon, Green Hill Giant Men, Buccaneer Orc
14 Cockatrice Lizard, Giant Monitor Dragon, Green Hill Giant Men, Merchant Orc
15 Shedu Rat Dragon, Green Hill Giant Men, Merchant Orc
16 Sphinx, Crio- Rat, Giant Dragon, Red Storm Giant Men, Merchant Orc
17 Sphinx, Hieraco- Rhinoceros Dragon, Red Storm Giant Men, Nomad Troglodyte
18 Stirge Snake, Giant Adder Dragon, Red Storm Giant Men, Pilgrim Troll
19 Stirge Snake, Giant Boa Dragon, Red Storm Giant Men, Pirate Troll
20 Stirge Wolf Dragon, Red Storm Giant Men, Pirate Troll, Giant
1d20 Monster NPC Undead Inverte­brates Water Special
1 Basilisk Decoys Ghast Ant, Giant Soldier Beetle, Giant Water Demon, Class A
2 Behir Decoys Ghast Ant, Giant Worker Crayfish, Giant Demon, Class B
3 Blink Dog Escapees Ghoul Beetle, Giant Bombardier Crocodile Demon, Ekivu
4 Blink Dog Escapees Ghoul Beetle, Giant Boring Crocodile, Giant Demon, Shub
5 Bulette Escapees Ghoul Beetle, Giant Fire Eel, Giant Electric Devil, Bearded
6 Caterwaul Joiners Ghoul Beetle, Giant Rhinoceros Eel, Giant Weed Devil, Manalishi, Red
7 Centaur Joiners Ghoul Beetle, Giant Stag Fish, Giant Gar Devil, Spiked
8 Cyclops Joiners Ghoul Centipede, Giant Fish, Giant Pike Devil, Spiked
9 Dracolisk Joiners Skeleton Centipede, Huge Frog, Giant Elemental, Air
10 Hell Hound Runners Skeleton Centipede, Large Hippopotamus Elemental, Air
11 Jackalwere Runners Skeleton Centipede, Large Locathah Elemental, Water
12 Lammasu Searchers Skeleton Centipede, Large Merman Elemental, Water
13 Lizard Man Searchers Skeleton Fly, Giant Blowfly Naga, Water Elemental, Water
14 Lizard Man Searchers Skeleton Fly, Giant Horsefly Nixie Elemental, Water
15 Lizard Man Searchers Will-o-the-Wisp Scorpion, Giant Sea Serpent Homonculus
16 Lizard, Giant Fire Searchers Zombie Spider, Giant Spider, Giant Water Invisible Stalker
17 Owlbear Survivors Zombie Spider, Huge Toad, Giant Invisible Stalker
18 Owlbear Wolves ISC Zombie Spider, Large Toad, Giant Poisonous Night Hag
19 Pseudo-Dragon Wolves ISC Zombie, Monster Wasp, Giant Triton Pixie
20 Worg Wolves ISC Zombie, Monster Wasp, Giant Turtle, Giant Snapping Rakshasha

Random Wilderness Encounters - Arctic

1d20 Airborne Animal Dragon Giant Human Humanoid
1 Bird Bear, Polar Dragon, Black Giant, Cloud Dwarf, Mountain Bugbear
2 Bird, Huge Bear, Polar Dragon, Black Giant, Cloud Dwarf, Mountain Bugbear
3 Bird, Giant Bear, Polar Dragon, Black Giant, Frost Dwarf, Mountain Flind
4 Chimæra Bear, Polar Dragon, Black Giant, Frost Men, Bandit Flind
5 Cockatrice Dog, Wild Dragon, Black Giant, Frost Men, Bandit Gnoll
6 Cockatrice Dog, Wild Dragon, Black Giant, Frost Men, Bandit Gnoll
7 Griffon Dog, Wild Dragon, Bronze Giant, Frost Men, Berserker Goblin
8 Harpy Dog, Wild Dragon, Bronze Giant, Frost Men, Berserker Goblin
9 Hippogriff Walrus Dragon, Bronze Giant, Frost Men, Berserker Hobgoblin
10 Nightmare Walrus Dragon, Red Giant, Frost Men, Berserker Hobgoblin
11 Pegasus Walrus Dragon, Red Giant, Frost Men, Berserker Hobgoblin
12 Roc Wolf Dragon, Red Giant, Frost Men, Brigand Troll
13 Shedu Wolf Dragon, White Giant, Frost Men, Brigand Troll
14 Sphinx, Hieraco- Wolf Dragon, White Giant, Frost Men, Brigand Troll, Giant
15 Sphinx, Andro- Wolf Dragon, White Giant, Frost Men, Merchant Troll, Giant 2-Headed
16 Sphinx, Crio- Wolf Dragon, White Giant, Frost Men, Merchant Troll, Ice
17 Sphinx, Gyno- Wolf Dragon, White Giant, Stone Men, Merchant Troll, Ice
18 Stirge Wolverine Dragon, White Giant, Stone Men, Pilgrim Troll, Ice
19 Vulchling Wolverine Dragon, White Giant, Storm Men, Pilgrim Troll, Ice
20 Wyvern Wolverine Dragon, White Giant, Storm Werewolf Troll, Ice
1d20 Monster NPC Undead Invertebrates Water Special
1 Basilisk Decoys Ghost Ant, Giant Soldier Barracuda Aerial Servant
2 Blink Dog Decoys Ghost Ant, Giant Soldier Barracuda Barghest
3 Blink Dog Escapees Ghost Ant, Giant Soldier Crab, Giant Barghest
4 Blink Dog Escapees Ghost Ant, Giant Soldier Eel, Giant Moray Bone Devil
5 Coeurl Escapees Phantom Ant, Giant Soldier Fish, Levithian Demon, Babau
6 Naga, Guardian Joiners Phantom Beetle, Giant Stag Kraken Demon, Class A
7 Owlbear Joiners Phantom Beetle, Giant Stag Nixie Demon, Shub
8 Remorhaz Joiners Shadow Beetle, Giant Stag Octopus, Giant Demon, Shub
9 Remorhaz Joiners Shadow Beetle, Giant Stag Portuguese Man O' War Demonette
10 Remorhaz Runners Vampire Beetle, Giant Stag Sea Serpent Demoniac
11 Remorhaz Runners Vampire Beetle, Giant Water Shark Devil, Ice
12 Remorhaz Searchers Vampire Beetle, Giant Water Shark Devilcat
13 Worg Searchers Vampire Beetle, Giant Water Squid, Giant Hobgoblin
14 Worg Searchers Wight Beetle, Giant Water Squid, Giant Imp
15 Worg Searchers Wight Spider, Phase Walrus Kullule
16 Worg Searchers Wight Spider, Phase Walrus Lemure
17 Yeti Survivors Will-o-the-Wisp Spider, Phase Walrus Devil, Manalishi, White
18 Yeti Wolves ISC Will-o-the-Wisp Spider, Phase Walrus Men, Dervish
19 Yeti Wolves ISC Will-o-the-Wisp Spider, Phase Walrus Quasit
20 Yeti Wolves ISC Will-o-the-Wisp Spider, Phase Walrus Quasit

Random Wilderness Encounters - Desert

1d20 Airborne Animal Dragon Giant Human Humanoid
1 Bird Camel Dragon, Blue Giant, Cloud Men, Bandit Flind
2 Bird Camel Dragon, Blue Giant, Cloud Men, Bandit Flind
3 Bird, Huge Camel Dragon, Blue Giant, Cloud Men, Bandit Flind
4 Bird, Giant Cat, Wild Dragon, Blue Ogre Men, Brigand Gnoll
5 Chimæra Cat, Wild Dragon, Brass Ogre Men, Brigand Gnoll
6 Chimæra Dog, Wild Dragon, Brass Ogre Men, Brigand Gnoll
7 Cockatrice Horse, Wild Dragon, Brass Ogre Men, Dervish Goblin
8 Cockatrice Jackal Dragon, Brass Ogre Men, Dervish Grimlock
9 Cockatrice Jackal Dragon, Bronze Ogre Men, Dervish Grimlock
10 Manticore Jackal Dragon, Bronze Ogre Men, Dervish Hobgoblin
11 Manticore Jackal, Dire Dragon, Copper Ogre Men, Dervish Orc
12 Manticore Jackal, Giant Dragon, Copper Ogre Men, Nomad Orc
13 Nightmare Rat Dragon, Gold Ogre Men, Nomad Orc
14 Roc Rat Dragon, Gold Ogre Men, Nomad Troll
15 Roc Rat, Giant Dragon, Green Ogre Mage Men, Nomad Troll
16 Sphinx, Hieraco- Rat, Giant Dragon, Red Ogre Mage Men, Pilgrim Troll
17 Sphinx, Andro- Snake, Giant Adder Dragon, Red Ogre Mage Men, Pilgrim Troll, Giant
18 Sphinx, Crio- Snake, Giant Boa Dragon, Red Ogre Mage Wereboar Troll, Giant
19 Sphinx, Gyno- Snake, Giant Cobra Dragon, Red Ogre Mage Wererat Troll, Giant 2-Headed
20 Stirge Snake, Giant, Amphisbaena Dragon, Silver Ogre Mage Werewolf Troll, Giant 2-Headed
1d20 Monster NPC Undead Inverte­brates Water Special
1 Ankheg Decoys Ghast Ant, Giant Queen (Hive) Beetle, Giant Water Bear, Polar
2 Basilisk Decoys Ghast Ant, Giant Soldier Beetle, Giant Water Elemental, Air
3 Behir Decoys Ghoul Ant, Giant Soldier Crayfish, Giant Elemental, Earth
4 Blink Dog Escapees Ghoul Ant, Giant Soldier Crocodile Elemental, Earth
5 Bulette Escapees Ghoul Ant, Giant Worker Crocodile Elemental, Fire
6 Dracolisk Escapees Ghoul Centipede, Giant Crocodile, Giant Elemental, Fire
7 Hell Hound Escapees Ghoul Centipede, Giant Crocodile, Giant Elemental, Water
8 Jackalwere Joiners Lich Centipede, Huge Eel, Giant Electric Genie
9 Jackalwere Joiners Mummy Centipede, Huge Fish, Giant Gar Genie
10 Lammasu Runners Mummy Centipede, Large Fish, Giant Pike Invisible Stalker
11 Lammasu Runners Mummy Centipede, Large Hippopotamus Mephit, Fire
12 Monster Searchers Mummy Fly, Giant Blowfly Hippopotamus Mephit, Fire
13 Naga, Guardian Searchers Mummy Fly, Giant Horsefly Hippopotamus Mephit, Lava
14 Naga, Guardian Searchers Skeleton Warrior Fly, Giant Horsefly Naga, Water Mephit, Smoke
15 Pseudo-Dragon Searchers Vampire Scorpion, Giant Spider, Giant Water Mephit, Steam
16 Pseudo-Dragon Survivors Vampire Spider, Giant Spider, Giant Water Necrophidius
17 Purple Worm Wolves ISC Wight Spider, Huge Spider, Giant Water Night Hag
18 Purple Worm Wolves ISC Zombie Spider, Large Toad, Giant Rakshasha
19 Worg Wolves ISC Zombie Spider, Phase Toad, Giant Troll, Spectral
20 Worg Wolves ISC Zombie, Juju Wasp, Giant Toad, Giant Xorn

Random Wilderness Encounters - Forest

1d20 Airborne Animal Dragon Giant Human Humanoid
1 Bat Badger Dragon, Bronze Giant, Hill Castle Bugbear
2 Bat Bear, Black Dragon, Bronze Giant, Hill Elf Flind
3 Bat, Mobat Bear, Brown Dragon, Gold Giant, Hill Elf Gnoll
4 Bat, Giant Boar, Wild Dragon, Gold Giant, Hill Elf Gnoll
5 Bird Cat, Wild Dragon, Gold Ogre Elf Grimlock
6 Bird Dog, Wild Dragon, Green Ogre Hamlet Grimlock
7 Bird, Huge Horse, Pony Dragon, Green Ogre Men, Bandit Grimlock
8 Bird, Giant Horse, Wild Dragon, Green Ogre Men, Bandit Hobgoblin
9 Chimæra Jackal Dragon, Green Ogre Men, Brigand Kobold
10 Cockatrice Jackal, Dire Dragon, Green Ogre Men, Brigand Kobold
11 Nightmare Rat Dragon, Green Ogre Men, Merchant Kobold
12 Pegasus Rat, Giant Dragon, Green Ogre Men, Merchant Kobold
13 Pixie Snake, Giant Adder Dragon, Green Ogre Men, Merchant Orc
14 Shedu Snake, Giant Boa Dragon, Red Ogre Mage Men, Pilgrim Orc
15 Sphinx, Hieraco- Snake, Giant Cobra Dragon, Red Ogre Mage Men, Pilgrim Orc
16 Sphinx, Andro- Snake, Giant, Amphisbaena Dragon, Red Ogre Mage Men, Pilgrim Troll
17 Sphinx, Crio- Wolf Dragon, Red Ogre Mage Werebear Troll
18 Sphinx, Gyno- Wolf, Dire Dragon, Red Ogre Mage Wereboar Troll, Giant
19 Stirge Wolverine Dragon, Red Ogre Mage Wererat Troll, Giant
20 Wyvern Wolverine, Giant Dragon, Red Ogre Mage Werewolf Troll, Giant 2-Headed
1d20 Monster NPC Undead Inverte­brates Water Special
1 Centaur Decoys Banshee Ant, Giant Queen (Hive) Beetle, Giant Water Demon, Succubus
2 Centaur Decoys Banshee Ant, Giant Soldier Beetle, Giant Water Devil, Bearded
3 Dryad Decoys Banshee Ant, Giant Worker Crayfish, Giant Devil, Manalishi, Green
4 Dryad Escapees Ghoul Ant, Giant Worker Crayfish, Giant Devil, Pit Fiend
5 Faun Escapees Ghoul Beetle, Giant Bombardier Crocodile Elemental, Air
6 Faun Escapees Ghoul Beetle, Giant Bombardier Crocodile Elemental, Earth
7 Leprechaun Escapees Shadow Beetle, Giant Fire Crocodile Elemental, Fire
8 Leprechaun Joiners Shadow Beetle, Giant Fire Crocodile, Giant Elemental, Water
9 Minotaur Joiners Shadow Beetle, Giant Stag Eel, Giant Electric Golem, Clay
10 Nymph Runners Shadow Centipede, Giant Eel, Giant Electric Invisible Stalker
11 Nymph Runners Skeleton Centipede, Huge Fish, Giant Gar Mephit, Fire
12 Owlbear Runners Skeleton Centipede, Large Fish, Giant Gar Mephit, Lava
13 Owlbear Searchers Skeleton Fly, Giant Blowfly Fish, Giant Pike Mephit, Smoke
14 Pseudo-Dragon Searchers Skeleton Fly, Giant Horsefly Fish, Giant Pike Mephit, Steam
15 Slug, Giant Searchers Wraith Scorpion, Giant Frog, Giant Necrophidius
16 Sylph Searchers Wraith Spider, Giant Nixie Night Hag
17 Treant Survivors Zombie Spider, Huge Nixie Nilbog
18 Treant Survivors Zombie Spider, Large Nixie Quasit
19 Unicorn Wolves ISC Zombie, Vine Spider, Phase Toad, Giant Sea Serpent
20 Worg Wolves ISC Zombie, Vine Wasp, Giant Toad, Giant Poisonous Xorn

Random Wilderness Encounters - Graveyard

1d20 Airborne Animal Dragon Giant Human Humanoid
1 Bat Badger Dragon, Black Ettin Alchemist's Lab Gnoll
2 Bat Bear, Black Dragon, Black Ettin Hamlet Gnoll
3 Bat Bear, Brown Dragon, Black Ettin Men, Bandit Gnoll
4 Bat, Mobat Boar, Wild Dragon, Black Ettin Men, Bandit Goblin
5 Bat, Mobat Dog, Wild Dragon, Black Ettin Men, Bandit Goblin
6 Bat, Giant Hyena Dragon, Green Ettin Men, Bandit Goblin
7 Bat, Giant Jackal Dragon, Green Ettin Men, Brigand Goblin
8 Bird Rat Dragon, Green Ettin Men, Brigand Goblin
9 Bird Rat Dragon, Green Giant, Hill Men, Brigand Goblin
10 Bird, Huge Rat Dragon, Green Giant, Hill Men, Brigand Grimlock
11 Bird, Huge Rat Dragon, Green Ogre Men, Brigand Grimlock
12 Bird, Giant Rat, Giant Dragon, Green Ogre Men, Pilgrim Hobgoblin
13 Bird, Giant Rat, Giant Dragon, Green Ogre Men, Pilgrim Hobgoblin
14 Gargoyle Snake, Giant Adder Dragon, Green Ogre Men, Pilgrim Hobgoblin
15 Gargoyle Snake, Giant Adder Dragon, Green Ogre Men, Pilgrim Orc
16 Vulchling Snake, Giant Boa Dragon, Red Ogre Men, Pilgrim Orc
17 Vulchling Snake, Giant Cobra Dragon, Red Ogre Mage Men, Pilgrim Orc
18 Vulchling Snake, Giant, Amphisbaena Dragon, Red Ogre Mage Wererat Orc
19 Wyvern Wolf Dragon, Red Ogre Mage Wererat Orc
20 Wyvern Wolf, Dire Dragon, Red Ogre Mage Wizard's Tower Orc
1d20 Monster NPC Undead Inverte­brates Water Special
1 Amber Creeping Vine Decoys Banshee Ant, Giant Queen (Hive) Crayfish, Giant Afreet
2 Amber Creeping Vine Decoys Coffer Corpse Ant, Giant Soldier Crayfish, Giant Barghest
3 Amber Creeping Vine Decoys Ghast Ant, Giant Worker Crayfish, Giant Caryatid Column
4 Basilisk Decoys Ghost Beetle, Giant Bombardier Crocodile Demon, Class F
5 Basilisk Decoys Ghoul Beetle, Giant Fire Crocodile Demonette
6 Behir Escapees Lich Beetle, Giant Stag Crocodile Demoniac
7 Bulette Escapees Mummy Centipede, Giant Crocodile, Giant Devil, Assaggim
8 Carcass Creeper Escapees Phantom Centipede, Huge Eel, Giant Electric Devil, Erinyes
9 Carcass Creeper Joiners Shadow Centipede, Large Eel, Giant Electric Devil, Shaitan
10 Carcass Creeper Joiners Skeleton Centipede, Large Spider, Giant Water Devil, Soul Worm
11 Caterwaul Runners Skeleton Warrior Fly, Giant Blowfly Spider, Giant Water Devilcat
12 Crypt Thing Runners Spectre Fly, Giant Blowfly Toad, Giant Doppelgänger
13 Crypt Thing Runners Vampire Fly, Giant Horsefly Toad, Giant Imp
14 Hell Hound Searchers Wight Scorpion, Giant Toad, Giant Lemure
15 Jackalwere Searchers Will-o-the-Wisp Spider, Giant Toad, Giant Mephit, Fire
16 Lamia Survivors Wraith Spider, Huge Toad, Giant Mephit, Lava
17 Medusa Survivors Zombie Spider, Large Toad, Giant Poisonous Mephit, Smoke
18 Naga, Spirit Wolves ISC Zombie, Juju Spider, Large Toad, Giant Poisonous Mephit, Steam
19 Rot Grub Wolves ISC Zombie, Monster Spider, Phase Toad, Giant Poisonous Necrophidius
20 Worg Wolves ISC Zombie, Vine Wasp, Giant Turtle, Giant Snapping Night Hag

Random Wilderness Encounters - Hills

1d20 Airborne Animal Dragon Giant Human Humanoid
1 Bird Cougar Dragon, Black Ettin Elf Bugbear
2 Bird Cougar Dragon, Bronze Ettin Farming Village Bugbear
3 Bird Dog, Wild Dragon, Bronze Ettin Gnome Bugbear
4 Bird, Huge Dog, Wild Dragon, Bronze Ettin Gnome Bugbear
5 Bird, Huge Horse, Wild Dragon, Bronze Giant, Hill Gnome Bugbear
6 Bird, Giant Rat Dragon, Gold Giant, Hill Halfling Grimlock
7 Chimæra Rat Dragon, Green Giant, Hill Halfling Grimlock
8 Cockatrice Rat Dragon, Green Giant, Hill Hamlet Hobgoblin
9 Griffon Rat, Giant Dragon, Green Giant, Hill Men, Bandit Hobgoblin
10 Harpy Rat, Giant Dragon, Red Giant, Hill Men, Bandit Hobgoblin
11 Harpy Snake, Giant Adder Dragon, Red Giant, Hill Men, Bandit Kobold
12 Harpy Snake, Giant Adder Dragon, Red Ogre Men, Brigand Kobold
13 Nightmare Snake, Giant Boa Dragon, Red Ogre Men, Merchant Orc
14 Pegasus Snake, Giant Cobra Dragon, Red Ogre Men, Merchant Orc
15 Pixie Snake, Giant, Amphisbaena Dragon, Red Ogre Men, Merchant Troll
16 Shedu Wolf Dragon, Red Ogre Men, Pilgrim Troll
17 Stirge Wolf Dragon, Red Ogre Mage Stronghold Troll
18 Stirge Wolf Dragon, Red Ogre Mage Wereboar Troll
19 Vulchling Wolf, Dire Dragon, Red Titan Wererat Troll, Giant
20 Wyvern Wolverine Dragon, Silver Titan Werewolf Troll, Giant 2-Headed
1d20 Monster NPC Undead Inverte­brates Water Special
1 Basilisk Decoys Banshee Ant, Giant Queen (Hive) Crayfish, Giant Barghest
2 Behir Decoys Ghast Ant, Giant Queen (Hive) Crayfish, Giant Barghest
3 Blink Dog Decoys Ghost Ant, Giant Soldier Crayfish, Giant Demon, Class B
4 Caterwaul Escapees Ghoul Ant, Giant Soldier Crocodile Demon, Succubus
5 Coeurl Escapees Ghoul Ant, Giant Soldier Crocodile Devil, Manalishi, Back
6 Dracolisk Escapees Ghoul Ant, Giant Worker Crocodile Devil, Spiked
7 Leprechaun Escapees Lich Beetle, Giant Bombardier Crocodile, Giant Devil, Spiked
8 Leprechaun Escapees Shadow Beetle, Giant Fire Eel, Giant Electric Doppelgänger
9 Lizard, Giant Fire Joiners Shadow Beetle, Giant Stag Fish, Giant Gar Elemental, Air
10 Lizard, Giant Fire Joiners Skeleton Centipede, Giant Fish, Giant Pike Elemental, Earth
11 Medusa Joiners Skeleton Centipede, Huge Fish, Levithian Elemental, Fire
12 Minotaur Joiners Skeleton Centipede, Large Frog, Giant Elemental, Water
13 Naga, Guardian Runners Skeleton Fly, Giant Blowfly Frog, Giant Genie
14 Owlbear Runners Spectre Fly, Giant Horsefly Nixie Golem, Iron
15 Owlbear Runners Vampire Scorpion, Giant Nixie Golem, Stone
16 Pseudo-Dragon Searchers Vampire Spider, Giant Spider, Giant Water Homonculus
17 Rust Monster Searchers Wraith Spider, Huge Spider, Giant Water Men, Berserker
18 Treant Survivors Zombie Spider, Large Toad, Giant Nilbog
19 Unicorn Wolves ISC Zombie Spider, Phase Toad, Giant Rakshasa
20 Worg Wolves ISC Zombie Wasp, Giant Toad, Giant Poisonous Xorn

Random Wilderness Encounters - Jungle

1d20 Airborne Animal Dragon Giant Human Humanoid
1 Bat Ape Dragon, Black Ettin Men, Bandit Flind
2 Bat Ape Dragon, Black Ettin Men, Bandit Gnoll
3 Bat Ape Dragon, Bronze Ettin Men, Brigand Gnoll
4 Bat, Mobat Ape, Carnivorous Dragon, Bronze Ettin Men, Brigand Grimlock
5 Bat, Mobat Ape, Carnivorous Dragon, Green Ettin Men, Merchant Grimlock
6 Bat, Mobat Baboon Dragon, Green Ettin Men, Merchant Hobgoblin
7 Bat, Giant Baboon Dragon, Green Ettin Men, Merchant Orc
8 Bat, Giant Elephant, African Dragon, Green Ettin Men, Merchant Orc
9 Bat, Giant Elephant, Asian Dragon, Green Giant, Cloud Men, Merchant Orc
10 Bat, Giant Jackal Dragon, Green Giant, Cloud Men, Pilgrim Tribesman
11 Bird Jackal Dragon, Green Giant, Fire Men, Pilgrim Tribesman
12 Bird, Huge Jackal, Dire Dragon, Green Giant, Fire Stronghold Tribesman
13 Bird, Giant Lion Dragon, Green Ogre Village Tribesman
14 Chimæra Lizard, Giant Monitor Dragon, Red Ogre Village Tribesman
15 Cockatrice Lizard, Giant Monitor Dragon, Red Ogre Wereboar Tribesman
16 Couatl Rat Dragon, Red Ogre Wereboar Troll
17 Couatl Rat Dragon, Red Ogre Weretiger Troll
18 Vulchling Rat, Giant Dragon, Red Ogre Weretiger Troll, Giant
19 Wyvern Tiger Dragon, Red Ogre Mage Weretiger Troll, Giant
20 Wyvern Tiger Dragon, Red Ogre Mage Werewolf Troll, Giant 2-Headed
1d20 Monster NPC Undead Inverte­brates Water Special
1 Amber Creeping Vine Decoys Shadow Ant, Giant Soldier Crocodile Afreet
2 Amber Creeping Vine Decoys Skeleton Beetle, Giant Bombardier Crocodile Barghest
3 Amber Creeping Vine Decoys Skeleton Beetle, Giant Boring Eel, Giant Electric Barghest
4 Amber Creeping Vine Decoys Skeleton Beetle, Giant Boring Eel, Giant Electric Demon, Dretch
5 Ankheg Escapees Skeleton Beetle, Giant Fire Crocodile Demon, Ekivu
6 Basilisk Escapees Zombie Beetle, Giant Rhinoceros Crocodile Demon, Quasit
7 Basilisk Escapees Zombie Beetle, Giant Rhinoceros Frog, Giant Demon, Uduk
8 Blink Dog Escapees Zombie Beetle, Giant Stag Frog, Giant Demonette
9 Blink Dog Joiners Zombie, Juju Centipede, Giant Frog, Giant Demoniac
10 Coeurl Joiners Zombie, Juju Centipede, Huge Hippopotamus Devil, Bearded
11 Coeurl Runners Zombie, Juju Centipede, Large Hippopotamus Devil, Manalishi, Bue
12 Dakon Runners Zombie, Monster Fly, Giant Blowfly Nixie Devil, Pit Fiend
13 Dakon Searchers Zombie, Monster Fly, Giant Blowfly Spider, Giant Water Devilcat
14 Dakon Searchers Zombie, Monster Fly, Giant Horsefly Spider, Giant Water Doppelgänger
15 Dracolisk Searchers Zombie, Vine Scorpion, Giant Toad, Giant Elemental, Air
16 Hell Hound Searchers Zombie, Vine Spider, Giant Toad, Giant Elemental, Earth
17 Hell Hound Survivors Zombie, Vine Spider, Huge Toad, Giant Poisonous Elemental, Fire
18 Rot Grub Wolves ISC Zombie, Vine Spider, Large Toad, Giant Poisonous Elemental, Water
19 Rot Grub Wolves ISC Zombie, Vine Spider, Phase Turtle, Giant Snapping Genie
20 Worg Wolves ISC Zombie, Vine Wasp, Giant Turtle, Giant Snapping Mastodon

Random Wilderness Encounters - Lost World

1d20 Airborne Animal Large Carnivore Large Herbivore Human Humanoid
1 Archaeopteryx Badger, Giant Albertosaurus Apatosaurus Cavemen Grimlock
2 Archaeopteryx Bear, Cave Albertosaurus Apatosaurus Cavemen Grimlock
3 Bat, Giant Bear, Cave Albertosaurus Argentinosaurus Cavemen Grimlock
4 Bat, Giant Boar, Giant Albertosaurus Argentinosaurus Cavemen Grimlock
5 Bat, Giant Hyena, Giant Allosaurus Brachiosaurus Cavemen Grimlock
6 Bat, Mobat Jackal, Giant Allosaurus Camarasaurus Cavemen Grimlock
7 Bat, Mobat Lion, Cave Allosaurus Camarasaurus Cavemen Troglodyte
8 Bird, Huge Mammoth Gorgosaurus Centrosaurus Cavemen Troglodyte
9 Bird, Huge Mammoth Gorgosaurus Cetiosaurus Cavemen Troglodyte
10 Bird, Giant Mastodon Gorgosaurus Cetiosaurus Cavemen Troglodyte
11 Bird, Giant Rat, Giant Saurophaganax Diceratops Cavemen Troglodyte
12 Pteranodon Rhinoceros, Woolly Saurophaganax Diplodocus Cavemen, Advanced Troglodyte
13 Pteranodon Snake, Giant Adder Saurophaganax Diplodocus Cavemen, Advanced Troglodyte
14 Pteranodon Snake, Giant Boa Tarbosaurus Monoclonius Cavemen, Advanced Troglodyte
15 Pterodactyl Tiger, Smilodon Tarbosaurus Pentaceratops Cavemen, Advanced Troglodyte
16 Pterodactyl Tiger, Smilodon Tarbosaurus Pentaceratops Cavemen, Advanced Troglodyte
17 Quetzalcoatlus Wolf, Dire Tyrannosaurus Styracosaurus Dinosauroid Troll
18 Quetzalcoatlus Wolf, Dire Tyrannosaurus Styracosaurus Dinosauroid Troll
19 Rhamphorynchus Wolf, Dire Tyrannosaurus Triceratops Dinosauroid Troll
20 Rhamphorynchus Wolverine, Giant Tyrannosaurus Triceratops Time-Lost Village Troll
1d20 Other Dinos NPC Undead Inverte­brates Water Special
1 Anklyosaurus Escapees Skeleton Beetle, Giant Bombardier Archelon Achaierai
2 Ceratosaurus Escapees Skeleton Beetle, Giant Boring Crocodile, Giant Achaierai
3 Ceratosaurus Escapees Skeleton Beetle, Giant Fire Dunkleosteus Barghest
4 Compsognathus Escapees Skeleton Beetle, Giant Rhinoceros Dunkleosteus Demon, Class A
5 Deinonychus Escapees Skeleton Beetle, Giant Stag Elasmosaurus Demon, Class B
6 Dilophosaurus Escapees Skeleton Centipede, Giant Kraken Demon, Class F
7 Dimetrodon Runners Skeleton Centipede, Giant Mosasaurus Demon, Dretch
8 Dimetrodon Runners Skeleton Centipede, Huge Nothosaurus Demon, Ekivu
9 Euparkeria Searchers Wight Centipede, Huge Octopus, Giant Demon, Quasit
10 Iguanadon Searchers Wight Centipede, Large Plesiosaurus Demon, Uduk
11 Iguanadon Survivors Wight Centipede, Large Plesiosaurus Devil, Assaggim
12 Iguanadon Survivors Wraith Fly, Giant Blowfly Sea Serpent Devil, Horned
13 Ornitholestes Survivors Wraith Fly, Giant Blowfly Shark Devil, Horned
14 Phorusrhacid Survivors Zombie Fly, Giant Horsefly Spider, Giant Water Devil, Ice
15 Phorusrhacid Survivors Zombie Scorption, Giant Squid, Giant Devil, Ice
16 Plateosaurus Survivors Zombie Spider, Giant Toad, Giant Devil, Imp
17 Plateosaurus Survivors Zombie Spider, Huge Toad, Giant Poisonous Devil, Pit Fiend
18 Stegosaurus Time Travellers, “Future” Zombie Spider, Large Turtle, Giant Sea Devil, Shaitan
19 Stegosaurus Time Travellers, “Past” Zombie Wasp, Giant Turtle, Giant Snapping Devil, Soul Worm
20 Velociraptor Time Travellers, “Present” Zombie Wasp, Giant Whale Kullule

Random Wilderness Encounters - Marine

1d20 Airborne Animal Dragon Giant Human Humanoid
1 Bird Ape, Carnivorous Dragon, Black Giant, Cloud Fishing Village Flind
2 Bird Boar, Giant Dragon, Black Giant, Cloud Men, Bandit Gnoll
3 Bird Boar, Warthog Dragon, Blue Giant, Storm Men, Bandit Gnoll
4 Bird Dog, Wild Dragon, Brass Giant, Storm Men, Brigand Gnoll (S5, WD2)
5 Bird, Huge Horse, Wild Dragon, Bronze Giant, Storm Men, Buccaneer Goblin
6 Bird, Huge Jackal Dragon, Bronze Giant, Storm Men, Buccaneer Goblin
7 Bird, Huge Jackal Dragon, Bronze Giant, Storm Men, Buccaneer Grimlock
8 Bird, Giant Lizard, Giant Dragon, Copper Giant, Storm Men, Merchant Grimlock
9 Bird, Giant Lizard, Giant Monitor Dragon, Gold Giant, Storm Men, Merchant Hobgoblin
10 Bird, Giant Lizard, Giant Monitor Dragon, Gold Giant, Storm Men, Merchant Hobgoblin
11 Chimæra Lizard, Giant Monitor Dragon, Gold Ogre Men, Merchant Hobgoblin
12 Chimæra Lizard, Giant Monitor Dragon, Gold Ogre Men, Pilgrim Kobold
13 Chimæra Rat Dragon, Green Ogre Men, Pirate Orc
14 Cockatrice Rat Dragon, Red Ogre Men, Pirate Orc
15 Cockatrice Rat Dragon, Red Ogre Men, Pirate Orc
16 Harpy Rat, Giant Dragon, Red Ogre Wereboar Troll
17 Harpy Rat, Giant Dragon, Red Ogre Wererat Troll
18 Manticore Snake, Giant Adder Dragon, Red Ogre Mage Wererat Troll
19 Nightmare Snake, Giant Adder Dragon, Red Ogre Mage Weretiger Troll, Giant
20 Wyvern Snake, Giant Adder Dragon, Silver Ogre Mage Werewolf Troll, Giant 2-Headed
1d20 Monster NPC Undead Inverte­brates Water Special
1 Basilisk Decoys Banshee Centipede, Giant Barracuda Dark Stalker
2 Behir Decoys Lich Centipede, Giant Crab, Giant Demon, Quasit
3 Blink Dog Escapees Shadow Centipede, Huge Crab, Giant Demon, Quasit
4 Caterwaul Escapees Shadow Centipede, Huge Crab, Giant Demon, Succubus
5 Crabman Escapees Skeleton Centipede, Large Crab, Giant Demon, Succubus
6 Crabman Joiners Skeleton Centipede, Large Eel, Giant Moray Devil, Imp
7 Crabman Joiners Skeleton Fly, Giant Blowfly Eel, Giant Weed Elemental, Water
8 Crabman Joiners Skeleton Fly, Giant Blowfly Kraken Elemental, Water
9 Cyclops Joiners Skeleton Fly, Giant Blowfly Locathah Elemental, Water
10 Cyclops Joiners Spectre Fly, Giant Horsefly Locathah Homonculus
11 Cyclops Joiners Wight Fly, Giant Horsefly Merman Invisible Stalker
12 Hell Hound Joiners Wight Fly, Giant Horsefly Merman Iron Golem
13 Jackalwere Runners Wight Scorpion, Giant Sea Serpent Mephit, Fire
14 Jackalwere Runners Will-o-the-Wisp Scorpion, Giant Sea Serpent Mephit, Lava
15 Lizard Man Runners Will-o-the-Wisp Scorpion, Giant Shark Mephit, Smoke
16 Lizard Man Searchers Wraith Spider, Giant Shark Mephit, Steam
17 Lizard Man Searchers Zombie Spider, Huge Shark Night Hag
18 Pseudo-Dragon Survivors Zombie Spider, Large Triton Rakshasa
19 Unicorn Wolves ISC Zombie Spider, Phase Turtle, Giant Sea Troll, Spectral
20 Worg Wolves ISC Zombie Wasp, Giant Whale Xorn

Random Wilderness Encounters - Mountains

1d20 Airborne Animal Dragon Giant Human Humanoid
1 Bat Bear, Black Dragon, Bronze Ettin Dwarf Bugbear
2 Bat Bear, Brown Dragon, Bronze Giant, Cloud Dwarf Bugbear
3 Bird Bear, Brown Dragon, Bronze Giant, Cloud Dwarf Bugbear
4 Bird Cougar Dragon, Bronze Giant, Fire Dwarf, Mountain Bugbear
5 Bird, Huge Cougar Dragon, Gold Giant, Fire Dwarf, Mountain Goblin
6 Bird, Huge Cougar Dragon, Gold Giant, Fire Keep, Small Goblin
7 Bird, Giant Cougar Dragon, Gold Giant, Fire Men, Bandit Goblin
8 Griffon Dog, Wild Dragon, Gold Giant, Hill Men, Bandit Goblin
9 Griffon Dog, Wild Dragon, Green Giant, Stone Men, Bandit Goblin
10 Griffon Dog, Wild Dragon, Red Giant, Stone Men, Brigand Goblin
11 Harpy Lizard, Giant Cave Dragon, Red Giant, Stone Men, Brigand Grimlock
12 Harpy Lizard, Giant Cave Dragon, Red Giant, Stone Men, Merchant Grimlock
13 Hippogriff Rat Dragon, Red Giant, Storm Men, Merchant Hobgoblin
14 Hippogriff Rat Dragon, Red Giant, Storm Men, Pilgrim Hobgoblin
15 Nightmare Rat Dragon, Red Ogre Men, Pilgrim Troll
16 Pegasus Rat, Giant Dragon, Red Ogre Men, Pilgrim Troll
17 Roc Rat, Giant Dragon, Silver Ogre Village, Mining Troll, Giant
18 Stirge Snake, Giant Adder Dragon, Silver Ogre Mage Werebear Troll, Giant
19 Stirge Snake, Giant Adder Dragon, Silver Ogre Mage Werebear Troll, Giant
20 Stirge Snake, Giant Adder Dragon, Silver Titan Wereboar Troll, Giant
1d20 Monster NPC Undead Inverte­brates Water Special
1 Cyclops Decoys Ghast Centipede, Giant Beetle, Giant Water Demon, Class F
2 Cyclops Decoys Ghost Centipede, Giant Beetle, Giant Water Demon, Quasit
3 Cyclops Decoys Ghost Centipede, Huge Beetle, Giant Water Demon, Quasit
4 Cyclops Escapees Ghoul Centipede, Huge Beetle, Giant Water Devil, Manalishi, Black
5 Hell Hound Joiners Ghoul Centipede, Large Beetle, Giant Water Devil, Ice
6 Hell Hound Joiners Ghoul Centipede, Large Frog, Giant Devil, Imp
7 Jackalwere Joiners Lich Fly, Giant Blowfly Frog, Giant Devil, Imp
8 Jackalwere Joiners Lich Fly, Giant Blowfly Frog, Giant Doppelgänger
9 Lizard, Giant Fire Runners Skeleton Fly, Giant Horsefly Naga, Water Elemental, Air
10 Lizard, Giant Fire Searchers Skeleton Scorpion, Giant Nixie Elemental, Earth
11 Medusa Searchers Skeleton Warrior Scorpion, Giant Nixie Elemental, Earth
12 Medusa Searchers Skeleton Warrior Spider, Giant Nixie Elemental, Earth
13 Medusa Searchers Vampire Spider, Giant Nixie Elemental, Fire
14 Medusa Survivors Vampire Spider, Huge Toad, Giant Elemental, Water
15 Rust Monster Survivors Vampire Spider, Huge Toad, Giant Night Hag
16 Rust Monster Survivors Wraith Spider, Large Toad, Giant Nilbog
17 Unicorn Wolves ISC Wraith Spider, Large Toad, Giant Poisonous Rakshasa
18 Unicorn Wolves ISC Wraith Spider, Phase Toad, Giant Poisonous Tiger, Smilodon
19 Worg Wolves ISC Zombie Wasp, Giant Toad, Giant Poisonous Troll, Spectral
20 Worg Wolves ISC Zombie Wasp, Giant Turtle, Giant Snapping Xorn

Random Wilderness Encounters - Plains

1d20 Airborne Animal Dragon Giant Human Humanoid
1 Bat Buffalo Dragon, Black Ettin Halfling Flind
2 Bat, Giant Buffalo Dragon, Blue Ettin Halfling Gnoll
3 Bird Bull Dragon, Blue Ettin Halfling Gnoll
4 Bird Cattle, Wild Dragon, Brass Ettin Halfling Goblin
5 Bird Horse, Draft Dragon, Bronze Ettin Halfling Goblin
6 Bird, Huge Horse, Heavy Dragon, Bronze Giant, Hill Men, Bandit Goblin
7 Bird, Huge Horse, Light Dragon, Copper Giant, Hill Men, Bandit Goblin
8 Bird, Huge Horse, Medium Dragon, Gold Giant, Hill Men, Brigand Grimlock
9 Bird, Giant Horse, Pony Dragon, Gold Giant, Hill Men, Brigand Grimlock
10 Bird, Giant Horse, Wild Dragon, Green Giant, Hill Men, Merchant Hobgoblin
11 Shedu Hyena Dragon, Green Giant, Hill Men, Merchant Kobold
12 Sphinx, Hieraco- Hyena, Dire Dragon, Green Ogre Men, Merchant Kobold
13 Sphinx, Andro- Lion Dragon, Green Ogre Men, Merchant Kobold
14 Sphinx, Crio- Rhinoceros Dragon, Red Ogre Men, Nomad Orc
15 Sphinx, Gyno- Rhinoceros, Woolly Dragon, Red Ogre Men, Nomad Orc
16 Stirge Snake, Giant Adder Dragon, Red Ogre Men, Nomad Orc
17 Stirge Snake, Giant Boa Dragon, Red Ogre Men, Nomad Troll
18 Wyvern Snake, Giant Cobra Dragon, Red Ogre (S3) Men, Pilgrim Troll
19 Wyvern Snake, Giant, Amphisbaena Dragon, Red Ogre Mage Tower, Wizard Troll, Giant
20 Wyvern Tiger Dragon, Silver Titan Village, Farming Troll, Giant 2-Headed
1d20 Monster NPC Undead Inverte­brates Water Special
1 Ankheg Decoys Banshee Beetle, Giant Bombardier Beetle, Giant Water Afreet
2 Ankheg Decoys Coffer Corpse Beetle, Giant Fire Beetle, Giant Water Ape, Carnivorous
3 Ankheg Escapees Ghast Centipede, Giant Beetle, Giant Water Barghest
4 Ankheg Escapees Ghost Centipede, Giant Crayfish, Giant Demon, Ekivu
5 Basilisk Joiners Ghoul Centipede, Huge Crayfish, Giant Demon, Uduk
6 Blink Dog Joiners Ghoul Centipede, Large Crocodile Demonette
7 Blink Dog Joiners Lich Fly, Giant Blowfly Crocodile Demoniac
8 Bulette Joiners Mummy Fly, Giant Blowfly Eel, Giant Electric Devil, Manalishi, Blue
9 Bulette Joiners Phantom Fly, Giant Blowfly Eel, Giant Electric Devil, Erinyes
10 Centaur Runners Shadow Fly, Giant Horsefly Fish, Giant Gar Devil, Imp
11 Centaur Runners Skeleton Scorpion, Giant Fish, Giant Gar Devil, Lemure
12 Centaur Searchers Skeleton Scorpion, Giant Fish, Giant Pike Devil, Soul Worm
13 Jackalwere Searchers Skeleton Warrior Scorpion, Giant Frog, Giant Devil, Spiked
14 Owlbear Searchers Spectre Spider, Giant Frog, Giant Dragon, White
15 Pseudo-Dragon Survivors Vampire Spider, Huge Nixie Elemental, Earth
16 Purple Worm Survivors Wight Spider, Large Spider, Giant Water Golem, Flesh
17 Purple Worm Survivors Wraith Spider, Phase Spider, Giant Water Kullule
18 Purple Worm Survivors Zombie Wasp, Giant Toad, Giant Nilbog
19 Purple Worm Wolves ISC Zombie Wasp, Giant Toad, Giant Phorusrhacid
20 Worg Wolves ISC Zombie Wasp, Giant Toad, Giant Poisonous Velociraptor

Random Wilderness Encounters - Rural

1d20 Airborne Animal Dragon Giant Human Humanoid
1 Bat Badger Dragon, Blue Ettin Halfling Gnoll
2 Bat Bear, Brown Dragon, Bronze Ettin Halfling Gnoll
3 Bat Bull Dragon, Bronze Ettin Halfling Gnoll
4 Bat Cat, Domestic Dragon, Bronze Ettin Men, Bandit Goblin
5 Bat Cat, Domestic Dragon, Bronze Ettin Men, Bandit Goblin
6 Bat Cat, Domestic Dragon, Bronze Ettin Men, Brigand Goblin
7 Bat, Giant Cattle, Wild Dragon, Gold Ettin Men, Brigand Hobgoblin
8 Bat, Giant Cattle, Wild Dragon, Gold Ettin Men, Merchant Hobgoblin
9 Bird Dog, War Dragon, Green Giant, Cloud Men, Merchant Hobgoblin
10 Bird Dog, War Dragon, Green Giant, Fire Men, Pilgrim Kobold
11 Bird Dog, Wild Dragon, Red Giant, Hill Men, Pilgrim Kobold
12 Bird Horse, Draft Dragon, Red Giant, Storm Men, Pilgrim Kobold
13 Bird Horse, Heavy Dragon, Red Ogre Men, Pilgrim Kobold
14 Bird Horse, Light Dragon, Silver Ogre Werebear Orc
15 Bird, Huge Horse, Medium Dragon, Silver Ogre Wereboar Orc
16 Bird, Huge Horse, Pony Dragon, Silver Ogre Wererat Orc
17 Bird, Giant Horse, Wild Dragon, Gold Ogre Mage Wererat Orc
18 Bird, Giant Rat Dragon, Gold Ogre Mage Wererat Orc
19 Wyvern Rat Dragon, Gold Ogre Mage Wererat Troll
20 Wyvern Wolf Dragon, Gold Ogre Mage Werewolf Troll
1d20 Monster NPC Undead Inverte­brates Water Special
1 Ankheg Decoys Ghast Ant, Giant Soldier Crayfish, Giant Amber Creeping Vine
2 Ankheg Decoys Ghost Beetle, Giant Stag Crayfish, Giant Barghest
3 Faun Escapees Ghoul Centipede, Giant Crayfish, Giant Barghest
4 Faun Escapees Ghoul Centipede, Huge Crayfish, Giant Crabman
5 Hell Hound Joiners Lich Centipede, Large Crayfish, Giant Dakon
6 Hell Hound Joiners Mummy Fly, Giant Blowfly Crocodile Demon, Class C
7 Lizard Man Joiners Phantom Fly, Giant Blowfly Crocodile Demon, Quasit
8 Lizard Man Joiners Poltergeist Fly, Giant Blowfly Crocodile Demon, Succubus
9 Naga, Guardian Joiners Shadow Fly, Giant Blowfly Eel, Giant Electric Demonette
10 Naga, Guardian Joiners Shadow Scorpion, Giant Fish, Giant Gar Demonette
11 Otyugh, Greater Joiners Shadow Scorpion, Giant Fish, Giant Pike Demoniac
12 Otyugh, Greater Runners Skeleton Spider, Giant Frog, Giant Demoniac
13 Otyugh, Lesser Runners Skeleton Warrior Spider, Giant Frog, Giant Devil, Horned
14 Otyugh, Lesser Runners Spectre Spider, Huge Nixie Devil, Imp
15 Owlbear Searchers Vampire Spider, Huge Sea Serpent Devil, Manalishi, Red
16 Owlbear Searchers Wight Spider, Large Toad, Giant Golem, Clay
17 Rot Grub Survivors Wraith Spider, Large Toad, Giant Hydra
18 Rot Grub Survivors Zombie Spider, Large Toad, Giant Poisonous Will o'the Wisp
19 Shambling Mound Wolves ISC Zombie Spider, Large Toad, Giant Poisonous Yeti
20 Shambling Mound Wolves ISC Zombie, Monster Spider, Phase Turtle, Giant Snapping Zombie, Vine

Random Wilderness Encounters - Tundra

1d20 Airborne Animal Dragon Giant Human Humanoid
1 Bird Bear, Brown Dragon, Black Giant, Cloud Men, Bandit Bugbear
2 Bird, Huge Bear, Black Dragon, Black Giant, Cloud Men, Bandit Bugbear
3 Bird, Giant Bear, Polar Dragon, Black Giant, Cloud Men, Bandit Flind
4 Chimæra Bear, Polar Dragon, Black Giant, Frost Men, Bandit Flind
5 Cockatrice Bear, Polar Dragon, Bronze Giant, Frost Men, Berserker Gnoll
6 Cockatrice Dog, Wild Dragon, Bronze Giant, Frost Men, Berserker Gnoll
7 Griffon Dog, Wild Dragon, Bronze Giant, Frost Men, Berserker Goblin
8 Harpy Dog, Wild Dragon, Bronze Giant, Frost Men, Berserker Goblin
9 Hippogriff Walrus Dragon, Bronze Giant, Frost Men, Berserker Hobgoblin
10 Nightmare Walrus Dragon, Red Giant, Frost Men, Brigand Hobgoblin
11 Pegasus Walrus Dragon, Red Giant, Frost Men, Brigand Kobold
12 Roc Wolf Dragon, Red Giant, Frost Men, Brigand Orc
13 Shedu Wolf Dragon, Red Giant, Stone Men, Merchant Orc
14 Sphinx, Hieraco- Wolf Dragon, Red Giant, Storm Men, Merchant Orc
15 Sphinx, Andro- Wolf Dragon, White Giant, Storm Men, Merchant Troll
16 Sphinx, Crio- Wolf Dragon, White Giant, Storm Men, Pilgrim Troll, Giant
17 Sphinx, Gyno- Wolf Dragon, White Giant, Storm Men, Pilgrim Troll, Giant 2-Headed
18 Stirge Wolverine Dragon, White Giant, Storm Port, Smuggler Troll, Ice
19 Vulchling Wolverine Dragon, White Giant, Storm Village, Fishing Troll, Ice
20 Wyvern Wolverine Dragon, White Giant, Storm Werewolf Troll, Ice
1d20 Monster NPC Undead Vermin Water Special
1 Basilisk Decoys Ghast Beetle, Giant Stag Barracuda Aerial Servant
2 Blink Dog Decoys Ghoul Beetle, Giant Stag Barracuda Ape, Carnivorous
3 Blink Dog Decoys Ghoul Beetle, Giant Stag Crab, Giant Barghest
4 Blink Dog Decoys Ghoul Beetle, Giant Stag Eel, Giant Moray Barghest
5 Coeurl Escapees Skeleton Beetle, Giant Stag Fish, Levithian Demonette
6 Remorhaz Escapees Skeleton Beetle, Giant Water Kraken Demoniac
7 Remorhaz Escapees Skeleton Beetle, Giant Water Nixie Devil, Ice
8 Remorhaz Joiners Vampire Beetle, Giant Water Octopus, Giant Devil, Ice
9 Remorhaz Joiners Wight Beetle, Giant Water Octopus, Giant Devilcat
10 Remorhaz Runners Wight Centipede, Giant Octopus, Giant Elemental, Fire
11 Worg Runners Wight Centipede, Huge Portuguese Man O'War Elemental, Fire
12 Worg Runners Will-o-the-Wisp Centipede, Large Sea Serpent Elf
13 Worg Searchers Will-o-the-Wisp Fly, Giant Blowfly Shark Halfling
14 Worg Searchers Wraith Fly, Giant Horsefly Shark Imp
15 Yeti Survivors Zombie Spider, Giant Squid, Giant Kullule
16 Yeti Survivors Zombie Spider, Huge Squid, Giant Lemure
17 Yeti Wolves ISC Zombie Spider, Large Turtle, Giant Sea Devil, Manalishi, White
18 Yeti Wolves ISC Zombie Spider, Phase Turtle, Giant Sea Pterodactyl
19 Yeti Wolves ISC Zombie Spider, Phase Walrus Quasit
20 Yeti Wolves ISC Zombie, Monster Spider, Phase Walrus Quasit

Random Wilderness Encounters - Dinosaur Encounter Sub-table

1d8 Result
1 Tyrannosaurids & Allosaurids
2 Hadrosaurids
3 Sauropods
4 Ceratopsians
5 Other Dinosaurs I
6 Other Dinosaurs II
7 Marine Dinosaurs
8 Flying Dinosaurs

Tyrannosaurids & Allosaurids

1d6 Result Era
1 Albertosaurus Cretaceous
2 Allosaurus Jurassic
3 Gorgosaurus Cretaceous
4 Saurophaganax Jurassic
5 Tarbosaurus Cretaceous
6 Tyrannosaurus Cretaceous

Hadrosaurids

1d6 Result Era
1 Charonosaurus Cretaceous
2 Edmontosaurus Cretaceous
3 Hyphacrosaurus Cretaceous
4 Sauralophus Cretaceous
5 Shantungosaurus Cretaceous
6 Telmatosaurus Cretaceous

Sauropods

1d6 Result Era
1 Apatosaurus Jurassic
2 Argentinosaurus Cretaceous
3 Brachiosaurus Jurassic
4 Camarasaurus Jurassic
5 Cetiosaurus Jurassic
6 Diplodocus Jurassic

Ceratopsians

1d6 Result Era
1 Centrosaurus Cretaceous
2 Diceratops Cretaceous
3 Monoclonius Cretaceous
4 Pentaceratops Cretaceous
5 Styracosaurus Cretaceous
6 Triceratops Cretaceous

Other Dinosaurs I

1d6 Result Era
1 Anklyosaurus Cretaceous
2 Ceratosaurus Jurassic
3 Iguanadon Cretaceous
4 Plateosaurus Triassic
5 Stegosaurus Jurassic
6 Velociraptor Cretaceous

Other Dinosaurs II

1d6 Result Era
1 Compsognathus Jurassic
2 Deinonychus Cretaceous
3 Dilophosaurus Jurassic
4 Dimetrodon Permian
5 Euparkeria Triassic
6 Ornitholestes Jurassic

Marine Dinosaurs

1d6 Result Era
1 Archelon Cretaceous
2 Dunkleosteus Devonian
3 Elasmosaurus Cretaceous
4 Mosasaurus Cretaceous
5 Nothosaurus Triassic
6 Plesiosaurus Jurassic

Flying Dinosaurs

1d6 Result Era
1 Archaeopteryx Jurassic
2 Pteranodon Cretaceous
4-5 Pterodactyl Jurassic
5 Quetzalcoatlus Cretaceous
6 Rhamphorynchus Jurassic
osric/chapter4.txt · Last modified: 2021/07/10 19:40 by robertfreemanday

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