The Planar Crossing

Forest Encounter Table. Roll for every 1 Hour spent in the Forest

Roll 1D100 for an encounter.
If the creature is not hostile, you may attempt an Animal Handling check to tame the creature (DC next to the monster). If you fail the check, the creature turns hostile unless otherwise stated.1) A school of rare and never seen before fish can be found on the recently soaked ground. Some can be seen twitching or flopping around. You may sell one of these fish for 60gp.
1) Animated Armor – Is Hostile
2) Brass Dragon Wyrmling – DC30 Then must pass a persuasion check of DC20
3) Bugbear – Is Hostile
4) Copper Dragon Wyrmling – DC33 Then must pass a persuasion check of DC27
5) Death Dog – DC18
6) Dire Wolf – DC18
8) Dryad – Is Hostile
9) Duergar – Is Hostile
10) Ghoul – Is Hostile
11) Giant Eagle – DC18
12) Giant Spider – DC20
13) Giant Toad – DC16
14) Harpy – Is Hostile
15) Hippogriff – DC19
16) Imp – Is Hostile
17) Quasit – Is Hostile
18) Specter – Is Hostile
19) Tiger – DC17
20) Ankheg – DC18
21) Awakened Tree – Is Hostile
22) Azer – Is Hostile
23) Black Dragon Wyrmling – DC30 Then must pass a persuasion check of DC20
24) Bronze Dragon Wyrmling – DC32 Then must pass a persuasion check of DC22
25) Ettercap – Is Hostile
26) Gargoyle – Is Hostile
27) Gelatinous Cube – Is Hostile
28) Ghast – Is Hostile
29) Giant Constrictor Snake – Is Hostile
30) Gibbering Mouther – Is Hostile
31) Green Dragon Wyrmling – DC32 Then must pass a persuasion check of DC26
32) Grick – Is Hostile
33) Griffon – DC19
34) A large chest partially sunken in the ground. A DC20 Nature or Investigation check will tell you that this chest is a mimc. If on a failure the mimic gains surprise and attacks.
35) Minotaur Skeleton – Is Hostile
36) Ogre Zombie – Is Hostile
37) Pegasus – DC22
38) Rhinoceros – DC18
39) Saber-Toothed Tiger – DC18
40) Sea Hag – Is Hostile
41) Silver Dragon Wyrmling – DC31 Then must pass a persuasion check of DC22
42) Swarm of Poisonous Snakes – Is Hostile
43) Wererat – Is Hostile
44) White Dragon Wyrmling – DC30 Then must pass a persuasion check of DC16
45) Will-o’-Wisp – Is Hostile
46) Basilisk – DC19
47) Bearded Devil – Is Hostile
48) Blue Dragon Wyrmling – DC31 Then must pass a persuasion check of DC22
49) Doppelganger. If the party has more than two players, the Doppelganger will attempt to flee
50) Gold Dragon Wyrmling – DC33 Then must pass a persuasion check of DC26
51) Green Hag – Is Hostile
52) Hell Hound – DC19
53) Manticore – DC20
54) Minotaur – Is Hostile
55) Mummy – Is Hostile
56) Nightmare – DC24
57) Owlbear – DC19
58) Phase Spider – DC21
59) Werewolf – Is Hostile
60) Wight – Is Hostile
61) Winter Wolf – DC18
62) Black Pudding – Is Hostile
63) Chuul – DC20
64) A Couatl polymorphed as an Elven Ranger runs away.
65) Ettin – Is Hostile
66) Ghost – Is Hostile
67) Lamia – Is Hostile
68) Red Dragon Wyrmling – DC32 Then must pass a persuasion check of DC22
69) Succubus/Incubus – If the party has only one person the creature will try to charm them. If the party size is larger than one, it will use Etherealness to escape
70) Weretiger – Is Hostile
71) Air Elemental – Is Hostile
72) Barbed Devil – Is Hostile
73) Bulette – DC21
74) Earth Elemental – Is Hostile
75) Fire Elemental – Is Hostile
76) Flesh Golem – Is Hostile
77) Gorgon – Is Hostile
78) Half-Red Dragon Veteran – Is Hostile
79) Hill Giant – Is Hostile
80) Night Hag – Is Hostile
81) Otyugh – DC24
82) Roper – Is Hostile
83) Salamander – Is Hostile
84) Shambling Mound – DC20
85) Triceratops – DC20
86) Unicorn – DC28
87) Water Elemental – Is Hostile
88) Werebear – Is Hostile
89) Wraith – Is Hostile
90) Xorn – Is Hostile
91) Chimera – DC20
92) Drider – Is Hostile
93) Invisible Stalker – Is Hostile
94) Mammoth – DC18
95) Vrock – DC25
96) Wyvern – DC24
97) Young Brass Dragon – DC35 Then must pass a persuasion check of DC22
98) Young White Dragon – DC35 Then must pass a persuasion check of DC20
99) A small House, Inside is Elric of Indel (retired) blowing out clouds of animated smoke. If you take a short rest here, he will lecture you about death and the afterlife. (if rolled before 9 Feb 2022, roll again)
100) You see a Rift open up and spit out a monster with some appropriate material that the creature would normally be found around. Roll again. The new monster will be visibly confused as long as it has an intelligence
2 A Giant Elk moving parallel to the tree line, aggressive if approached
You find a small village sparsely inhabited mostly by commoners.
You can try to ask the villagers for directions (DC25 CHA), or leave.
On a success you get to reroll the next encounter for this table.
On a failure they give you directions that leads you out of the forest (DC20 Insight to ignore their directions)
You stumble upon a pile of bones, If you succeed a DC15 Nature check, role on the table for encounter 1 to determine what bones you find. If the monster does not have bones, you come across some sort of evidence of its death.
5 You spook a grouse hiding in a bush, it flies off.
The forest opens up to reveal Castle Midgaurd.
You may pay 10PP to rent a room for each night.
If you do so, you may take short or long rests here for the amount that you have paid.
Once you leave the castle, you must re-roll it to find it again.
On a successful DC20 perception/investigation check, you find the entrance to the Lower Midgaurd dungeon. (You may only perform this check once per visit of the castle.)

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Forest Hunting table, Survival check DC 15

1: 1d2 Giant Boars
2: 1d2 Giant Elk
3: 1d2 Awakened Trees
4: 1d2 winter wolves
5: 1d2 Griffons
6: 1d2 Giant Constrictor Snakes

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Forest Harvest table, Nature check DC 15

1 1d2 Dazzling Orchids worth 10 Gp each
2 1d2 Satisfying Fruit (Heals 1d2 Hp)
3: 1d2 lbs of Honey Comb worth 10 Gp per lb
4: 1d2 Swarms of Insects (Bees)
5: 1d2 Sinister Blossoms worth 10 Gp each
6: 1d2 Energizing Mushrooms (Heals 1d2 Hp)

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