Encounter Tables

by zone, scaled by party tier — roll on a Wandering Danger result of 1 or 2
How to use these

The Wandering Danger die decides whether something happens; these tables decide what. Roll once per watch when travelling or camping, and once every third turn when delving. On a 1 (Encounter), the party meets it now. On a 2 (Sign), roll anyway and describe the traces instead — tracks, a carcass, smoke, a sound — as a warning of what's in the area. On a 6 (Opportunity), use a Wonder or Traveler entry as something useful rather than threatening.

Always make a Reaction Roll for anything that could plausibly talk, trade, or ignore the party. Many entries below are only fights if handled as fights.

The kind column tags each entry. For what beats a given kind and what its appearance means, see the Bestiary — this document owns what appears where and in what numbers; the Bestiary owns kinds and weaknesses.

Party tierScaling
Novice (levels 1–4)Use listed numbers as written. Single big creatures appear as sign, at a distance, or already occupied with something else.
Adept (levels 5–10)Double group numbers, or add a leader/elite. Single big creatures engage directly.
Master (levels 11+)Triple group numbers and add a leader, or substitute the greater cousin (wolves → dire wolves, ghoul → ghast pack, hag → coven).

Adjust for party size: fewer than three, use the tier below for numbers; five or more, use the tier above.

Village & Fields settled ground

Mostly mundane, lightly wondrous. Violence here is the exception and should feel like an intrusion.

d12KindEncounter
1beastWolves at the stock pens by night — 2d4, bold from a hard season.
2beastA boar in the barley, enormous and unbothered; the field is being ruined by the hour.
3humanDeserters or road-thieves, 1d4+2, working the lanes and claiming to be the lord's men.
4humanA tithe-collector or bailiff from the lord's seat, unwelcome, escorted, and asking who the strangers are.
5wonderThe offering-stone at the field's edge has been overturned. Nobody in the village will touch it.
6wonderLights over the fen or the far pasture. The villagers watch from doorways and go back inside.
7feySmall folk in the granary — nothing stolen, everything moved. An offering will settle it; violence will not.
8feyA hedge-lane walker met at dusk who asks a small favor and offers a small gift. Both cost more than they look.
9undeadSomething is coming up out of the churchyard or the old barrow at the field's corner. 1d3 ghouls.
10travelerA peddler with news of three other villages, half of it wrong, one piece of it vital.
11travelerRefugees from a hamlet further out, with a story nobody in this village wants to hear.
12humanRival marked folk, here for the same bounty and not pleased about it.

The Wild Road between settlements

d12KindEncounter
1beastWolf pack shadowing the party for a mile before committing — 2d4.
2monsterFen-drowned at a ford or wet crossing, 1d4+2 — mindless, hungry, no reaction roll.
3monsterGiant spiders strung across a wooded stretch of road, 1d4.
4goblinoidGoblin raiders off the road, 2d4, more interested in the baggage than the fight.
5goblinoidA hobgoblin patrol, 1d4+2 — standard-bearing, screened, drilled, and openly assessing whether this is worth it.
6humanBandits at a pinch-point, 1d6+2, who would genuinely rather be paid than fight.
7imperialAn imperial bridge or milestone, still sound after a thousand years, the king's mark cut over the old one — and something using it as a lair, a toll post, or a shrine.
8wonderThe straight road runs on past where it should end. Following it is a choice.
9feyA crossroads meeting: an elven wanderer, unhurried, on business of their own, willing to trade a truth for a truth.
10undeadA wraith or barrow-wight bound to a stretch of road where something bad happened. 1.
11travelerA merchant train or pilgrim band, nervous, hiring guards at poor rates.
12weatherWeather closes in hard. Shelter must be found, and the only shelter nearby is already occupied.

Deep Forest past the treeline

d12KindEncounter
1beastDire wolves or a hunting bear, 1d3 — territorial rather than hungry.
2monsterAn owlbear, 1, with a den nearby and a reason to be defensive.
3monsterFoglights over a boggy hollow, 1d4 — they lead travelers off the path and wait.
4goblinoidA goblin warren's outer sentries, 2d6, well dug in and expecting trouble.
5feyA dryad whose tree is threatened by charcoal-burners; her patience ran out last season.
6feyA nymph at a pool who will answer one question truthfully in exchange for something the asker values.
7feyRedcaps or malicious small folk, 1d4+2, who are simply hostile and want no bargain.
8feyA hag's territory — bones on thread, a path swept clean, and terms available to anyone desperate.
9wonderA clearing out of season — snow in summer, blossom in autumn. Nothing attacks. Something is watching.
10wonderAn offering-shrine kept up by no village anyone can name, with fresh gifts on it.
11humanA hermit, outlaw, or hedge-witch living out here on purpose, and not glad of company.
12elvenGrown stone under the leaf litter, following the grain of the land — legible as built only once the pattern repeats.

Mountain Reach

d12KindEncounter
1beastA cave bear or mountain cats, 1d3, defending a den on the only good path.
2monsterHarpies above a pass, 1d4+1, patient and well-fed.
3monsterA troll under a bridge or in a scree hollow, 1 — and a local custom of paying it.
4goblinoidHobgoblin outriders, 1d4+2, mapping the passes to imperial survey pattern for a company that needs somewhere to winter.
5goblinoidOrc or goblin miners who have broken into something they should have left alone.
6humanA dwarven village's patrol, correct, formal, and wanting to know the party's business in their hills.
7feyA spirit of the stone or the pass, offended by something recent and specific.
8wonderA cairn that has been maintained for centuries by nobody the party can find.
9weatherWhiteout, rockfall, or a storm that makes the high route impassable for a day.
10undeadThe dead of an old campaign, still holding a position that no longer matters. 1d4.
11imperialAn imperial watchtower or road-cut, repaired once during the king's push, abandoned since — and lately reoccupied.
12dwarvenA sealed adit or gate freshly opened by frost, weather, or somebody's shovel. It was sealed deliberately.

Coastal Reach

d12KindEncounter
1monsterFen-drowned or drowned dead washing in on the tide, 1d6.
2monsterSomething large in the shallows that has learned boats mean food. 1.
3beastSeabirds or shore-beasts mobbing a carcass — and what killed it is still nearby.
4humanWreckers, smugglers, or a fishing crew doing something they'd kill to keep quiet.
5feyA selkie or sea-spirit with a grievance about a bargain the village has been cheating.
6feyA nymph of a tidal spring, visible only at low water, with a warning and a price.
7wonderThe tide goes out further than it should and stays out, exposing something.
8wonderBells heard offshore in fog, from no ship and no steeple.
9travelerA ship's boat put ashore with survivors, cargo, or a passenger nobody will explain.
10undeadA drowned crew that comes ashore on a particular night, 1d6, looking for a particular person.
11weatherA storm surge cuts the party off from the village until the water drops.
12elderA tide-locked shrine or drowned foundation, reachable for only a few hours. Older than the Empire.

Ruins & Dungeons underground

Roll every third turn of delving (a turn is 10 minutes), and again whenever the party is loud, lit, or forces a door. Watches are for above ground; turns are for below it.

d12KindEncounter
1verminGiant rats, bats, or stirges, 2d6 — a nuisance that costs resources, not lives.
2monsterGiant spiders in a collapsed section, 1d4, with old cocooned remains worth searching.
3undeadGhouls roused by the party's noise, 1d4+1.
4undeadA barrow-wight or bound spirit that speaks before it fights — and can be answered.
5goblinoidSquatters — goblins, or worse-organized things, who got here first and made it home.
6humanA rival delving crew: alive and hostile, alive and desperate, or very recently dead.
7hazardStructural failure — a floor, a ceiling, or a flooded passage that changes the route.
8hazardA ward or trap still working exactly as intended after centuries.
9feyA guardian bound to the place by an old pact, testing intent before permitting passage.
10wonderA memory-echo: the place plays back a scene from when it was in use.
11wonderOfferings left by generations of villagers — proof this pact has been paid before.
12monsterThe thing the contract was actually about, met early and out of position.