random encounters

| Jan 1, 0001

Terrain Effects on Movement

Terrain Movement
Trail / road* 1 1/2
Clear / city / grassland 1
Forest / muddy ground / snow 2/3
Hill / desert / broken terrain 2/3
Mountain / swamp / jungle 1/2
Ice / glacier 1/2
  • Unpaved roads allow travelers to ignore every terrain modifier except muddy ground/snow
  • Paved roads allow travelers to ignore every terrain modifier except snow

Traveling Rates by Terrain

Travel Mode Trail Clear Hills Mountains Desert
Foot, no enc 36 24 16 12 16
Foot. It enc 24 12 8 6 8
Foot, hvy enc 12 8 6 4 6
Camel 48 32 24 16 32
Elephant 36 24 12 8 8
Riding horse 72 48 36 24 16
Donkey or mule 36 24 16 12 16
War horse 36 24 16 12 8
Draft horse 24 16 12 8 8
Ox 16 12 10 8 6

Chance of Encounter

Dungeon and City

Roll 1d6 every two turns when traveling and roll 1d12 once during the night. On a 1 an encounter occurs

Wilderness

Determine the type of terrain the party is in and roll:

  • 1d6 once during the day.

  • 1d12 once when camped at night.

Terrain Type Result for Encounter
Clear, grasslands, inhabited or settled 1
Forest, river, hills, barren lands, desert, ocean or arial 1-2
Swamp, jungle, or mountains 1-3

Game Day Checklist

  1. Daybreak: Party prepares for travel, studies spells, selects travel direction.
  2. Getting Lost: DM rolls ld6 to see if party becomes lost. If so, see the “Land Travel” section in Chapter 6.
  3. Daytime wandering Monsters: The DM makes a ld6 roll for wandering monsters for the daytime hours. See the Chance of Encounter Table for determining rolls.
  4. Encounter Results: Based on the DM’s die roll, the party does the following:
    • a. If no wandering monsters arc encountered, party concludes movement and daylight period ends. Skip to Step 6.
    • b. If wandering monsters are encountered, the DM goes to the Encounter Checklist, below. If the characters want to evade or pursue encountered monsters, the DM goes to the “Eva· sion and Pursuit” section later in this chapter.
  5. Resume Travel: After the encounter, the party may resume travel. If they are lost, the DM may (at his option) recheck the direction of travel.
  6. Nightfall: The party finds a place to stop and rest.
  7. Nighttime Wandering Monsters: The DM makes a ldl2 roll for wandering monsters for the nighttime hours. See the Chance of Encounter Table for determining rolls. If an encounter is indicated. the DM chooses the watch during which it occurs; two or three PC guards can be posted during the night, each taking an equal amount of time guarding the party while on watch. Continue with one of the following steps:
    • a. If an encounter occurs, the DM uses the Encounter Checklist, below.
    • b. If no encounter occurs, the DM proceeds to Step 9. 8. Resume Rest: Once any nighttime encounter is over, the party returns to rest.
  8. Night’s End: Return to Step 1 above.

Wilderness Encounters Table

1d8 Clear,Grasslands
1 Human
2 Flyer
3 Humanoid
4 Animal
5 Animal
6 Unusual
7 Dragon
8 Insect
1d8 Woods
1 Human
2 Flyer
3 Humanoid
4 Insect
5 Unusual
6 Animal
7 Animal
8 Dragon
1d8 River
1 Human
2 Flyer
3 Humanoid
4 Insect
5 Swimmer
6 Swimmer
7 Animal
8 Dragon

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