GM Tools: SET ENCOUNTERS
By Connors
Unlike random encounters, set encounters require detailing by the GM and should be done ahead of time. Basically all of the following are just ideas for creating detailed encounters or places, people and events that can impact on the PCs. Some will directly affect them and others will simply occur around them. I find it best to mold events to the adventure a group may be doing.
Most GMs will generate ideas directly from what they read or see (there was a recent poll on this site about such a thing), but sometimes when I find time to write encounters I don't know where to start. That is where this table comes in; it gives a starting point.
Text in "[abc]" indicates resources where GMs can get further information to expand the idea. Modify the table to reflect the resources you have to draw upon. I have given some examples (but would love to hear more) where ideas can be found. I have a copy of these extra sources handy during a game. Some entries refer to other charts and documents I have put together. I have given guidelines from which ideas may develop, but otherwise a GM could insert their own unique idea generators into these spots.
Again some GMs will find coming up with ideas for set encounters easy and may not use this chart, some may glean it for ideas and for those that love randomness - go for it.
I would love to hear of more resources to add to the table. I would also like to hear any comments regarding this or any of the other GM Tools - especially if you have made use of them J
There is a chance for a set encounter occurring each day. Roll a 10 and consult the table below. (I have a section on our Campaign Calendar for this).
Number of Set Encounters per Day
| Roll | Number of Set Encounters | |
| 1-6 | 0 | |
| 7-8 | 1 | |
| 9 | 2 | |
| 10 | 3 |
| d100 | Set Encounters |
| 01-04 | Detailed Random Encounter: Roll a Random Encounter for the area and write it up as a fully detailed Set Encounter including possible lair, treasure, motivations etc. |
| 05-06 | Blunder/Mishap: Roll a Random Encounter for the area and write it up as a fully detailed Set Encounter including possible lair, treasure, motivations etc. |
| 07-10 | Minor Loss/Find: PC finds or loses an item of low value. [Dragon Magazine #207 p31 has items to find]. Otherwise just choose minor item from Core Rulebook I or any other book with equipment. |
| 11-13 | Illness: PC is exposed to ailment, such as a common cold or something similar that requires Fort save DC 12. Failure results in a one-time loss of 2 points of ability damage (depending on illness). Two saves breaks the illness. There is a 10% this is a disease [Core Rulebook I and Book of Vile Darkness from Wizards of the Coast, Nyambe: African Adventures from Atlas Games]. |
| 14-15 | Trap: PCs stumble into/discover someone's trap/snare/pitfall. It is most likely used to capture game. [Core Rulebook I & Dungeon Master's Guide II both Wizards of the Coast, Traps & Treachery and Traps & Treachery II both by Fantasy Flight Games, The Wurst of Grimtooth's Traps from Necromancer Games]. |
| 16-17 | Imagination: PC sees or hears something that is not there. Possibly roll again for what is imagined. |
| 18-21 | Local Rumor: PCs hear a local rumor through gossip, poster, crier, or even get a summons by local lord/ruler. |
| 22-23 | Theft: PC(s) are the target of a local thief. Usually a petty thief (lvl 1-4) but may be (10%) large group, high level individual or plot enacted by an organised group. |
| 24-26 | Common Annoyance: Something hinders the PC's in a minor way. This could be insects preventing them from sleeping, a mount goes lame, food is spoiled or a small animal such as a snake gets into sleeping gear. [Dragon Magazine #259 p50 has a table of Common Annoyances]. |
| 27-30 | Odd Find: PCs discover a small place or peculiar item. Egs: unmarked grave, ring of mushrooms, monster droppings, tree split in half, footbridge, a noose with occupant, etc [Dragon Magazine# 259 p50 has two d100 tables of such odd finds]. |
| 31-34 | Dwelling: PCs come across building of some sort. (Cave, lair, mine, fort, castle, monastery, temple, farm/estate, hamlet). Roll d10: 1 new or under construction, 2-6 inhabited, 7 abandoned, 8 occupied by creature/group that doesn't belong there, 9-10 ruins. |
| 35-40 | Patrol/Soldiers: PCs come across a patrol that belongs to the realm through which they are traveling. 10% patrol is from neighbouring lands scouting new lands. |
| 41-43 | Water: PCs come across somewhere to fill their waterskins. (Stream, spring, well, oasis, pond, puddle etc). Roll d10: 1-7 unclaimed/unoccupied, 8-10 claimed/occupied. |
| 44-45 | Trick/Riddle/Puzzle: The characters are presented with a tricky situation or a riddle. Write in a scenario where solving this is pivotal or leads to some award. [Dragon Magazine #282 p34, 1E Dungeon Master's Guide by TSR p216]. |
| 46-47 | Dream/Vision: Random PC or NPC remembers a very vivid dream or has vision when not asleep. Roll d10: 1-5 no relevance, 6-7 relevant to current quest, 8-9 message from divine power, 10 wraith/shadow/dream spirit attacks mind. [Dragon Magazine #324 p44 has ideas on dream adventures and creatures.] |
| 48-51 | Followers/Henchmen: PCs encounter potential cohort or followers. For current status roll d10: 1-4 working for local hero/villain, 5-7 on their way to join hero/villain, 8-9 wish to join the PCs or one of them, 10 local hero actually want PCs as followers/cohorts. |
| 52-53 | Establishment Event: The next establishment the PCs stay in an event happens. Egs: tavern brawl (of course), burglary, fire, job offer, etc Roll d10: 1-3 before/as they arrive, 4-7 whilst there, 8-10 once they leave. [Dragon Magazine #145 p18 has a list of Stronghold Events & #284 p97. Dungeon Master's Guide II Wizards of the Coast p186 has Business-related Events. Dragon Magazine #284 p97 also has a list of possible activities individuals are doing in a tavern - this could be used here]. |
| 54-56 | Traveler: The next NPC, creature or group met are from one of the neighboring kingdoms. Or DM can detail such a group now. |
| 57-58 | Paper Document: The PCs come into the possession of a map, book, letter or other written document. [Ideas are in Dragon Magazines #207 p25 & #209 p49]. |
| 59-62 | Periodical-inspired Encounter: Use Dragon Magazine or an article from any other periodical that caught your eye (or choose at random J) to develop a set encounter. |
| 63-69 | Picture-inspired Encounter: Use a picture of choice from any source to detail a set encounter. |
| 70-73 | Random Realm Event for PCs/Immediate area: Roll on Realm Random Event chart, but the result only affects the PCs directly or applies to their immediate surrounds. (It does NOT apply to realm). For example 'Fire' may mean the barn where the PCs are staying catches fire. I use a modified "Countrycraft" article by Ray Winniger in Dragon Magazine #293, p40. This table appears below. Each has detailed descriptions - willing to post some as examples. |
| d100 | Event | |
| 01-03 | Arcane Event | |
| 04 | Artifact | |
| 05-10 | Bandits | |
| 11-12 | Birth | |
| 13 | Blessed | |
| 14-17 | Controversy | |
| 18 | Curse | |
| 19-21 | Disappearance of Species | |
| 22-26 | Discovery | |
| 27-31 | Disorder | |
| 32-33 | Fire | |
| 34-36 | Food Stores Damaged | |
| 37-39 | Food Stores Increased | |
| 40-41 | Invasion/Horde | |
| 42-45 | Large/Numerous Game | |
| 46-49 | Large/Numerous Predator(s) | |
| 50-55 | Major Organization | |
| 56-62 | Natural Disaster | |
| 63-65 | None | |
| 66-69 | Plague | |
| 70 | Planar Encounter | |
| 71-80 | Political Strife | |
| 81-82 | Refugees | |
| 83-87 | Region Specific | |
| 88-92 | Religious Order | |
| 93-96 | Resources Found | |
| 97-99 | Resources Lost | |
| 00 | Roll Twice |
| 74-75 | Random Realm Action for PCs/Immediate area: Roll on Realm Action chart, but the result only affects the PCs directly or applies to their immediate surrounds. For example a result of 'Build Structure' whilst PC's are in a small town may be the erection of an extra barn at the inn where the PCs are staying. If the result does not make sense treat the result as a local festival, games, contest, or religious ceremony. (It does NOT apply to realm). Again this is a modified "Countrycraft" article by Ray Winniger in Dragon Magazine #293, p40. This table appears below. Each has detailed descriptions - willing to post some as examples. |
| d100 | Event | |
| 01-04 | Build Base | |
| 05-12 | Build Guarding Army | |
| 13-15 | Build Roads | |
| 23-25 | Buy Resource | |
| 26-27 | Clear/Cultivate Land | |
| 28-34 | Conduct Diplomacy | |
| 35-36 | Delay/Ready Action/Do Nothing | |
| 37-44 | Hold Games or Festivals | |
| 45-46 | Make War | |
| 47 | Move Capital | |
| 48-53 | Open Trade | |
| 54-60 | Recruit Military Strength | |
| 61-64 | Recruit Magical Might | |
| 65-68 | Recruit Divine Backing | |
| 69-70 | Sell Resource | |
| 71-80 | Take Action vs. Problem | |
| 81-00 | Take Action According to Alignment |
| 76-90 | Major Event: Roll on Major Events Table below. |
| 91-96 | Roll Twice: Roll twice on this table and combine the results. Any roll of 76+ results in Major Event. |
| 97-00 | Roll Three Times: Roll three times on this table and combine the results. Any roll of 76+ results in Major Event. |
MAJOR ENCOUNTERS
| d100 | Major Event |
| 01-07 | Local Realm Action: The local area or its ruler (county/town/neighborhood/forest etc) rolls an action on the Realm Actions Table (see above). This effect does NOT affect the realm, just the local area where the PCs are currently. For example a result of 'Build Structure' will be something of importance for the region. The local lord may have ordered a barracks built, a military training camp or a local guild hall. |
| 08-18 | Local Realm Random Event: The local area (county/town/neighbourhood/forest etc) rolls for an event on the Realm Random Events Table (see above). This effect does NOT effect the realm, just the local area where the PCs are currently. A 'Fire' here would indicate a sizable fire in town that may spread to several buildings. |
| 19-21 | PCs Witness Realm Random Event: The PCs witness one of their realms' random events or the consequences of it for this turn/season. This level of event affects the realm as a whole. (eg: Soldiers recruiting military might or in case of a 'Fire' a major bushfire or one that levels a large part of a city). |
| 22-24 | PCs Witness Realm Action: The PCs witness their realms'/realm's ruler(s) action or the consequences of it for this turn/season. This level of action has come from the top and has an influence on the realm. (eg: "Build Structure" here would be a new border fort, an extensive castle or a royal academy for government trained spell casters). |
| 25-27 | Extra Realm Random Event: The realm in which the PCs currently are rolls another event on the Realm Random Event Table and all effects apply immediately. In other words the realm has experienced an extra event. |
| 28-30 | Extra Realm Random Event (Nearby Realm): A realm that borders the one in which the PCs currently are rolls another event on the Realm Random Event Table and all effects apply immediately. In other words the neighbouring realm has experienced an extra event that may impact upon the realm where the PCs are. |
| 31-33 | Superior Item: PCs come across item of quality. It could be the next item they acquire or the DM could detail one now. Ideas: it is a leveled item needing xp, magical, cultural item, masterwork item, made of different materials, famous item, strange/rare item. |
| 34-37 | Spirit Encounter: The spirits decide to impact upon the PCs and their doings. This may simply be incorporeal undead, but is more likely nature or ancestral spirits. (Depends upon how spirits are used in the CS). Equal chance of this encounter being for good or ill. |
| 38-40 | Powerful Enemy Society: The PCs inadvertently get mixed up with a known organisation or one ruled by a powerful, intelligent monster such as a dragon/lich/mind flayer. The society should be an enemy of the PCs. This may occur when the PCs bump off some minor minions belonging to the group or foil its plans. |
| 41-43 | Powerful Helpful Society: A group comes forward to reward the PCs for their efforts. Maybe the PCs rescued one of its members, eliminated one of its enemies etc. PCs may be asked to join. |
| 44-48 | Distant Traveler: The next NPC, creature or group met are from a distant land or kingdom. Or DM can detail such a group now. |
| 49-50 | Mystery/Omen: A strange occurrence or odd item presents itself to the PCs. [See Dragon Magazine #240 p82 or #281 p36 for ideas]. This will depend upon cultural beliefs as to what is an omen. |
| 51-55 | Adventure Consequences: Someone/thing from the PCs previous adventures reappears. [Dragon Magazine #212 p24]. |
| 56-58 | Historical/Ancient Site: PCs hear of, visit, or even stumble upon an ancient site or one of historical significance. Historical sites include great monuments, battlefields, barrows, cemeteries where famous people are buried, libraries, places where something was first found/created. [See Dragon Magazine #241 p21 & #327 p27for ideas regarding ancient sites and archeological adventures]. |
| 59-63 | Major Loss/Find: PC finds or loses an item of high value. They may discover unlooted body, lone mount, abandoned hut, hidden stash etc. Losses could include weapon, mount, wealth, gems, jewelry, magic item, useful gear. |
| 64-65 | Close Encounter: Something weird or rare happens to PC(s). Lightning may strike nearby, a bridge could collapse, make up something like this. |
| 66-68 | Famous NPC: PCs get to see/meet a famous person. What are they famous for? Roll d10: 1-2 royalty/rulers, 3-5 their class and abilities, 6-8 a skill/NPC class (eg painter), 9-10 V.I.P of organization (including religious) and possibly a prestige class. |
| 69-74 | NPC Party: PCs run into another adventuring group. Could become rivals, friends, enemies, associates. |
| 75-76 | Planar Gate/Encounter: PCs hear of, or come across a gate to another random plane. Encounters around the portal should indicate where the portal leads. |
| 77-87 | PCs Background: This can be related to character contacts, family, enemies, rivals, guilds/organisations they have contact with, friends, lovers, religions, or instructors. Something from a PCs background impacts upon the current adventure OR something simply happens to change his background. Examples include births, deaths, appearance of someone, inheritances etc. [Dragon Magazine #228 p43]. |
| 88-91 | Caravan: PCs encounter large group of travelers. This could include merchants, distant traders, gypsies, buccaneers, pilgrims, nomads, cattle drivers etc. |
| 92-95 | Plants: PCs discover/hear of/locate powerful herbs, magical plants, monstrous plants, rare plants. |
| 96-00 | Battle/Fight: PCs hear of or encounter a large-scale battle. Roll random encounters to decide whom it is between. This is usually a large battle fought within a realm - not two realms going to war. It could be local militia vs raiders, humanoid tribes fighting each other, town people uprising against the soldiery, etc. Size of battle, roll d10: 1-4 melee 1d10 combatants each side, 5-8 skirmish 1d10x10 individuals each side, 9-10 small war 1d10x100 individuals each side. |
Re: GM Tools: SET ENCOUNTERS
Thanks guys.
This is probably my favourite too :) This one is the first stop when I sit down to write encounters or plot developments for a campaign.
Re: GM Tools: SET ENCOUNTERS
Yeah, this is definitely my favourite of your tables, Connors. Not only is this handy for coming up with a few encounters to drop into a campaign, but it's also perfect to use to generate rumours that the local NPC's can pass onto the PC's.
I've already got a few ideas for encounters for my PBeM (yes, I am still planning on getting that up and running again :), and hope to come up with a few ideas that may help to expand it.
cheers
blair