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Table of Contents
Random Encounter Tables
Use these when travel slows, tension drops, or you need a spark.
Roll 1d20 for encounter type.
| d20 | Encounter |
|---|---|
| 1–2 | Ambush or sudden danger |
| 3–4 | Environmental hazard |
| 5–6 | Chase / pursuit |
| 7–9 | Social complication |
| 10–12 | Minor combat threat |
| 13–14 | Resource opportunity (loot, shelter, fuel, ally) |
| 15–16 | Mystery clue |
| 17–18 | Elite enemy or mini-boss |
| 19 | Major twist |
| 20 | Campaign-altering event |
Quick Prompts by Genre
Fantasy
1. Bandits demanding toll 2. Fey trick, swapped path 3. Ruins with fresh footprints 4. Sick village, strange symbols 5. Rival adventurers racing you
Sci-Fi
1. Distress beacon 2. Patrol scan (hide, bribe, run) 3. Hull breach / system failure 4. Smuggler cache with tracker 5. AI ghost in local network
Cyberpunk
1. Corp hit squad sweeps the block 2. Gang checkpoint 3. Black ICE on a public node 4. Stolen cyberware “for sale” (sting) 5. Viral clip goes live—your face is in it
Western
1. Wanted posters (someone matches you) 2. Train delay (robbery brewing) 3. Drought, desperate ranchers 4. Feud at the saloon 5. Deputy asks for “help” (really leverage)
Encounter Difficulty Dial
To tune difficulty quickly:
- Minor threat: 1 standard enemy per 2 PCs
- Standard: 1 standard per PC
- Hard: 2 minions per PC OR 1 elite per 2 PCs
- Deadly: 1 boss + 1 minion per PC
“Something Happens” Table (Fast Spark)
When you need a twist, roll 1d10:
1 Someone lies convincingly 2 Someone recognizes a PC 3 Something valuable is unguarded 4 A timer starts (fire, flood, lockdown) 5 Reinforcements arrive for the opposition 6 Innocents are at risk 7 The map/location changes unexpectedly 8 A betrayal is revealed 9 A rival offers an alliance 10 The real objective appears
