TEXT: 1
  
  2
  Introduction
  Author
  J. Evans Payne
  Cover Scene Art
  Kim van Deun
  Iconography 
  J. Payne
  Design & Concept
  Jason Payne
  Developer
  Jason E. Payne
  Producer
  Jason Evans Payne
  Editor
  J. E. Payne
  Layout and Graphic Design
  Jason E. P.
  Cover Art and Logos
  Enyap Nosaj
  Cartography
  J. Evans Payne
  Typesetting
  J. Snave Enyap
  Proofreading
  Beattin A. Dedhaurs
  Colophon
  Infinium Game Studio is:
  Infinium Game Studio is:
  CEO
  J. Evans Payne
  Creative Director
  J. Evans Payne
  Lead Editor
  J. Evans Payne
  VP Marketing & Sales
  J. Evans Payne
  CFO
  J. Evans Payne
  Artistic Director
  J. Evans Payne
  Legal Stuff
  Legal Stuff
  FlexTale: Environmental Encounters © 2021 J. Evans 
  Payne.  
  Reproduction without the written permission of the author 
  is expressly forbidden.  Dark Obelisk, Berinncorte, FlexTale, 
  FTEG, FlexTale Encounter Generator, Mondaria, Geomorphic 
  Cartography, and Aquilae are trademarks of Infinium Game 
  Studio, all rights reserved. 
  All characters, names, places, items, art and text herein are copyrighted by J. 
  Evans Payne.  The mention of or reference to any company or product in these 
  pages is not a challenge to the trademark or copyright concerned.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder 
  Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/
  pathfinderRPG for more information on the Pathfinder Roleplaying Game. 
  Paizo Publishing, LLC does not guarantee compatibility, and does not endorse 
  this product.
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  under the Pathfinder Roleplaying Game Compatibility License. See http://
  paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license.
  This product uses the OSRIC™ System (Oldschool System Reference and Index 
  Compilation™). The OSRIC™ system text may be found at http://www.knights-
  n-knaves.com/osric. The OSRICTM text is copyright of Stuart Marshall. 
  “OSRIC™” and “Oldschool System Reference and Index Compilation™” are 
  trademarks of Stuart Marshall and Matthew Finch and may be used only in 
  accordance with the OSRIC™ license.
  
  3
  Introduction
  Table of Contents
  Colophon 
  2
  Infinium Game Studio is: 
  2
  Legal Stuff 
  2
  Table of Contents (Condensed) 
  3
  Table of Contents 
  3
  Introduction 
  5
  Overview & Usability 
  6
  What Is This Book? 
  6
  The FlexTale Difference 
  6
  Zero-Prep Usage 
  6
  Context & Assumptions 
  6
  Strengths 
  6
  What This Book is NOT 
  6
  How to Use This Book 
  6
  When to Roll 
  6
  Environment Encounter Tables 
  7
  Environment Encounters 
  8
  Overview 
  8
  Environment Encounters 
  8
  Types of Environment Encounter 
  8
  Combat Encounters 
  8
  Event Encounters 
  8
  Quirk Encounters 
  8
  No-Result Encounters 
  8
  Types of Environment 
  8
  Types of Environment 
  9
  Badlands 
  11
  Desert 
  12
  Farmland 
  13
  Forest 
  14
  Forest (Pine) 
  15
  Grassland 
  16
  Hills (Brown, High) 
  17
  Hills (Green, Low) 
  18
  Icefield 
  19
  Jungle 
  20
  Lava 
  21
  Marsh / Swamp 
  22
  Mountain 
  23
  Plains 
  24
  Rocky Waste 
  25
  Savannah 
  26
  Scrub 
  27
  Snow 
  28
  Tundra 
  29
  Volcanic Rock 
  30
  Wasteland 
  31
  Coastal 
  32
  Lake/River 
  33
  No-Result Encounters 
  34
  Overview 
  34
  Specific No-Result Encounters 
  34
  No Encounter; Rest Safely 
  34
  No Encounter; Pass Safely 
  34
  No Encounter; Rising Tension 
  34
  Combat Encounters 
  35
  Overview 
  35
  Simplified Combat Encounters 
  35
  Initiative and Surprise 
  35
  Specific Combat Encounters 
  35
  Add X Hit Dice 
  35
  Subtract X Hit Dice 
  35
  Difficult Terrain 
  36
  Event Encounters 
  37
  Overview 
  37
  Result Variability 
  37
  Choices & Implications 
  37
  Specific Event Encounters 
  37
  Desperate Victim 
  37
  Dragon Fly-By 
  39
  Illusory Hallucination 
  39
  Giant Patrol 
  40
  Avalanche 
  41
  Lava Burst 
  41
  Missing Townsfolk 
  41
  Nomadic Quest 
  42
  Opportunistic Bandits 
  42
  Pinefall 
  43
  Permafrost Rupture 
  43
  Poison Haze 
  43
  Possessed Caravan 
  44
  Private Property 
  45
  Shake-Down 
  45
  Shepherd Quest 
  46
  Something in the Air 
  46
  Shifting Terrain 
  46
  Strangling Flora 
  47
  Temporary Mutation 
  47
  Completely Lost 
  48
  Splintertrees 
  48
  Washed Ashore 
  48
  Suffering Adventurer 
  49
  Drowning Victim 
  50
  Stranded Adventurer 
  51
  Townsfolk Fight 
  52
  Quirk Encounters 
  54
  Overview 
  54
  Result Variability 
  54
  Choices & Implications 
  54
  Specific Quirk Encounters 
  54
  Annoying Tagalong 
  54
  Boulder Throw 
  55
  Blizzard 
  55
  Sleetstorm 
  56
  Caravan 
  56
  Cave-In 
  58
  Creepy Runes 
  58
  Cartographer Quest 
  59
  Deranged Bandits 
  59
  Fae Curiosity 
  60
  Guard Picket 
  61
  Her Ladyship’s Lands 
  61
  Ingredient Forage 
  62
  Misinformation 
  62
  Mysterious Bubbling Spring 
  63
  Table of Contents (Condensed)
  Colophon 
  2
  Table of Contents (Condensed) 
  3
  Table of Contents 
  3
  Introduction 
  5
  Overview & Usability 
  6
  Environment Encounter Tables 
  7
  Environment Encounters 
  8
  Types of Environment 
  9
  No-Result Encounters 
  34
  Combat Encounters 
  35
  Event Encounters 
  37
  Quirk Encounters 
  54
  Utility Tables 
  70
  Utility Tables 
  71
  Open Gaming License (OGL) 
  85
  
  4
  Introduction
  Stampede 
  64
  Poisonous Foliage 
  64
  Rockslide 
  65
  Sandslide 
  65
  Ambient Malaise 
  65
  Message in a Bottle 
  66
  Magma Plume 
  66
  Corpse Quest 
  66
  Ashstorm 
  67
  Sudden Pit 
  67
  Toxic Oasis 
  67
  You Should Really Have That Looked At 
  68
  Traveler Corpses 
  68
  What’s That? 
  69
  Utility Tables 
  70
  Utility Tables 
  71
  Introduction 
  71
  Quadded Difficulty  
  71
  QuickStart Difficulty Class Generator 
  72
  QuickStart Treasure, Low Coin Generator 
  73
  QuickStart Treasure, Medium Coin Generator 
  74
  QuickStart Treasure, High Coin Generator 
  75
  QuickStart Treasure, Low Gem Generator 
  76
  QuickStart Treasure, Medium Gem Generator 
  77
  QuickStart Treasure, High Gem Generator 
  78
  QuickStart Potion Generator 
  79
  QuickStart Mundane Item Generator 
  80
  QuickStart Armor Generator 
  81
  QuickStart Weapon Generator 
  82
  QuickStart Combat Encounter Generator 
  83
  Open Gaming License (OGL) 
  85
  
  5
  Introduction
  Introduction
  Introduction
  
  6
  Introduction
  Overview & Usability
  What Is This Book?
  What Is This Book?
  This book was designed to fuel overland adventures and to 
  generate a dynamic, interesting set of random encounters 
  that might occur during such travel.
  Though it can be used exclusively as a content generator for 
  a traditional TTRPG, its best use is in combination with other 
  adventure content or campaign settings.
  Any fantasy RPG will eventually involve overland travel 
  between points of interest on the “macro” map of the fantasy 
  realm you’re playing in.  
  Using this book to help determine what interesting things 
  might occur to the adventuring party during such travel is 
  the best use of this book.
  The FlexTale Difference
  Although random encounter tables are not hard to come by, 
  what sets this tome apart is the diversity, complexity, and 
  ease of use that allows D/GMs to generate a rich assortment 
  of interesting random encounters.
  Best of all, the whole point of FlexTale books like this one 
  is to make it possible to generate such amazing adventure 
  content with zero preparation.
  Zero-Prep Usage
  That’s right: you can just pick this book up without preamble 
  or even without reading it first, roll on the FlexTable that’s 
  appropriate for the terrain that the PCs are walking through, 
  and you’re off and running!
  No prep?  No problem!
  Context & Assumptions
  Context & Assumptions
  This book assumes the following:
  • The reader is a D/GM for a fantasy tabletop roleplaying 
  game (TTRPG).
  • The reader is well-versed in the basic mechanics of the 
  rules system of her or his choice.
  Strengths
  This book works best when used in combination with an 
  established narrative.  It’s not designed to create an entire 
  storyline on the fly.  
  Rather, its purpose is to “flesh out” a narrative that you 
  already have determined, either from purchasing an existing 
  published module or home-brewing your own thoughts.
  Most published adventure content really skimps on the 
  notion of what might occur to the party in between major 
  points of interest.
  And as thorough as you yourself might be in generating 
  your own homebrew content, most people focus on the 
  major “setpiece” events of interest that are part of the core 
  storyline, and rarely devote a great deal of time to the lesser 
  but still interesting events that might happen to connect 
  those events.
  This book contains versatile but accessible FlexTables for 
  23 different types of terrain—well in excess of what most 
  overland maps differentiate!  Behind each one of those tables 
  is a myriad of Events, Quirks, and deadly challenges.
  And finally, within most Events or Quirks lies a rich diversity 
  of different content.
  It’s not unreasonable to state that using this book will 
  transform the way you look at traveling between major 
  points of interest... and you might even find yourself looking 
  forward to, rather than dreading, your next “random 
  encounter” roll!
  What This Book is NOT
  What This Book is NOT
  This book was not designed to generate full-fleshed dynamic 
  narratives.  
  Other books in the FlexTale line (for example, the FlexTale 
  Solo Adventuring Toolkit) do contain tools along these lines, 
  and this book was designed to integrate easily with such 
  tomes.
  How to Use This Book
  How to Use This Book
  There is no wrong way to use this book.  However, as the 
  approach used is perhaps somewhat different than other 
  takes on similar material, some guidance may be useful to 
  consider.
  When to Roll
  Ultimately, the frequency of how often to roll on an 
  Environmental Encounter Table is really up to you, the D/
  GM.  
  However, it’s recommended that you establish some sort of 
  balance between rolling every time the party moves a hex in 
  any direction, and rolling only once in a blue moon.
  Many rules systems already describe how to determine the 
  frequency of rolling for random encounters.
  One approach you could use to override that is as follows:
  • Each time the adventuring party travels to a new overland 
  hex, roll a 
    1d4: on a 1, you must make a roll on the 
  Environmental Encounter table that corresponds to the 
  terrain you are moving into (not the terrain you are 
  moving from).
  
  7
  Environmental Encounters
  Environment Encounter Tables
  Environment Encounter Tables
  
  8
  Environmental Encounters
  Overview
  Overview
  Random encounter tables as a general concept tend to be 
  a love/hate thing: some players and DMs use them as an 
  essential tool to help build story and dictate a dynamic and 
  ever-changing plot; others submit occasionally to the notion 
  as a means of inserting a threat and breaking up the pace of 
  overland, macro-scale travel.
  Whatever your current feeling toward the concept, this 
  section aims to create a dynamic and interesting approach to 
  random encounter tables.
  Environment Encounters
  At its core, this section is about dedicating a separate 
  random encounter table to each type of landscape one might 
  travel through when moving about the game world in a 
  macro (that is, days of travel as opposed to minutes or hours 
  of movement) context. 
  There’s an element of novel innovation there, already, in 
  that description: although having dedicated “Mountain 
  Encounters” is hardly a new invention, recognizing the 
  full suite of more than 20 different environments goes far 
  beyond what most TTRPGs enumerate.
  Further than that, though, each table in this section presents 
  other kinds of interesting and fun encounters that go beyond 
  a simple “roll for initiative” interaction that serve mainly to 
  drain a bit of your hit points and spells en route.
  Types of Environment 
  Types of Environment 
  Encounter
  Encounter
  There are three general types of encounter described in this 
  section: Combat, Event, and Quirk.  There’s also a set of 
  results where no encounter actually occurs, called No-Result 
  Encounters. 
  Let’s discuss each of these in a bit more detail.
  Combat Encounters
    These are what you most likely came here expecting: 
  fight 1-4 kobolds, flee from 1d2 wyverns, that sort of thing.  
  Despite this book’s attempts at innovation and livening 
  things up in creative and new ways, Combat Encounters still 
  have a venerable and useful place in this section.
  Monsters that can be reliably expected to be native to, or are 
  iconic of, a certain type of landscape might be encountered 
  in your travels.  That’s just the way of the dangerous fantasy 
  world.
  Even here, though, there is room for innovation: using the 
  quadded statblocks that are presented in Aquilae: Bestiary 
  of the Realm, you can take monsters from a wide variety of 
  typical Challenge Rating, and present them to PCs of nearly 
  any level. 
  Event Encounters
    Special Event Encounters are meant to feel special or 
  interesting.  Although they’re not necessarily “set pieces”, 
  they have a feel of being more than just a random encounter 
  result.
  In a traditional gaming environment, Event Encounters 
  should be indistinguishable from hooks into more substantial 
  adventures or modules, keeping the players on their toes and 
  forcing them to treat even a random-table roll as something 
  to be reckoned with.
  Quirk Encounters
    Less dangerous than a Combat Encounter, and less 
  meaningful and significant than an Event Encounter, Quirk 
  Encounters are interesting and flavorful dressing that liven 
  things up on the road in a manner suiting the environment 
  you’re traveling through.
  Quirk Encounters can be atmospheric, thematic, or even 
  meteorological in nature, but all serve a similar purpose: 
  make things interesting and instill a sense of foreboding and 
  tension into what might otherwise be a humdrum point-to-
  point transit.
  No-Result Encounters
    In some cases, it is possible that when you’re called 
  upon to make a roll on a random encounter table, there is no 
  encounter to be found.  These options are called No-Result 
  Encounters.
  Types of Environment
  Types of Environment
  Some rules systems recognize a small handful of types of 
  terrain; others differentiate between a dozen or more.
  The lists in this book were created to align with the overland 
  mapping style and approach used by Infinium Game Studio.  
  More specifically, the terrain types described in this section 
  reflect those used to illustrate the landmasses in the Western 
  Realm Gazetteer (in development as of this writing).
  There are 23 distinct environments to be described.  Your 
  rules system and/or other tools may recognize a smaller set 
  of terrains; feel free to ignore those that are duplicative or 
  unnecessary in your view or in the language of your rules 
  system.
  Please refer to the Types of Environment table starting on 
  the next page for a quick overview and a sample image of 
  each terrain.
  Environment Encounters
  
  9
  Environmental Encounters
  Table 1: Types of Environment
  Example
  Name
  Description
  Badlands
  Desolate and barren landscape, often destroyed by war, 
  pestilence, famine, or natural disaster.  Still harbors life, 
  however.
  Desert
  Nearly devoid of water, desert landscapes typically consist 
  of sand, dunes, and flat terrain that stretches inhospitably 
  into the horizon.
  Farmland
  Warm and welcoming, farmland tends to be grasslands 
  or other terrains that have been found to have rich and 
  fertile soil.
  Forest
  Deciduous trees gather thickly here.  Though typically 
  adjacent to farmland and grasslands, and often harboring 
  settlements, dense forests can still be dangerous.
  Forest, Pine
  Higher terrain breeds hardier, taller, and more robust 
  trees to withstand the elements and cold.  Darker and 
  more dangerous, pine forests are often found near rising 
  heights and descending temperatures.
  Grassland
  Gentle and rich lands teeming with mostly nonthreatening 
  life.
  Hills, Brown
  Foreboding and tall hills, tending toward rocky 
  mountainous terrain, often hiding dangerous threats.
  Hills, Green
  Gentle, rolling hills, often simply a more vertically-
  interesting form of grassland or forest.  
  Icefield
  Frigid temperatures and persistent winds make long-
  term settlements difficult, yet not impossible.  Frozen 
  wasteland with little natural precipitation.
  Jungle
  Hot, dense jungle teeming with threats of all manner, such 
  environs can nevertheless sustain bountiful settlements 
  for those used to the conditions.
  Lava
  Molten rivulets of melted rock and earth permeate the 
  otherwise solid surface of this volatile terrain.
  Types of Environment
  
  10
  Environmental Encounters
  Example
  Name
  Description
  Marsh
  Swampland containing myriad rivers, lakes, and natural 
  wetlands.  Dangerous to pass through; nearly impossible 
  to live in long-term without substantial adaptation and 
  defense.
  Mountain
  High hills leading to rocky heights and snow-covered 
  peaks.
  Plains
  Flat expanses of cold grasslands.  Though often 
  fertile, plains are rarely converted to farmland due to 
  temperature and/or natural threats.
  Rocky Waste
  Flat expanses of rock and splintered earth found amongst 
  mountains; typically found in craters and immense 
  plateaus surrounded by massive mountain ranges.
  Savannah
  A mixture of desert and forest, containing sufficient water 
  and precipitation to support a vast ecosystem, both within 
  its demarcations as well as beyond.
  Scrub
  A more arid savannah, leading more toward the desert 
  component of the mixture of terrains.
  Snow
  Like icefields, but can be found in low-land zones as well.  
  Natural precipitation can be plentiful, but is always snow 
  and sleet and wintry mixtures at best.
  Tundra
  Perpetually frozen earth in a mixture of terrain types.  
  Though often found near pine forests, tundra itself is 
  generally treeless and harbors only brush and a mixture of 
  rocky soils.
  Volcanic
  Like lava, but dormant, or sufficiently thick in crust so 
  that molten earth is not a constant threat.  Desolate lack of 
  natural precipitation and the presence of volatile threats, 
  however, are omnipresent.
  Wasteland
  Similar to Badlands, but nearly inhospitable to life as 
  we typically would think of it.  Flora and fauna in these 
  regions are twisted, dark, and scary.
  Coastal
  Where land and sea meet, a unique ecosystem forms, 
  much desired for settlements but much contested by 
  volatile oceanic fauna.
  Lake / River
  Passable or not, fresh or salinated, lakes and rivers form 
  natural boundaries and come with their own threats.
  
  11
  Environmental Encounters
  FlexTable 1: Badlands Environment Encounters FlexTable
   A
   B
   C
   D
  Outcome
  1
  -
  1
  1-5
    No Encounter; Rest Safely
  2
  1
  2-3
  6-10
    No Encounter; Pass Safely
  3
  2
  4
  11-14
    No Encounter; Rising Tension
  4
  3-5
  -
  -
    Add 1d6 Hit Dice
  5
  6
  -
  -
    Subtract 1d2 Hit Dice
  6
  7-9
  -
  -
    Difficult Terrain
  7
  10-11
  5
  -
    1d3 Remorhazes
  8
  12-13
  6
  -
    2d4 Giant Scorpions
  9
  14-15
  7
  -
    1d2 Lamias
  10
  16
  8-9
  -
    Poison Haze
  11
  17
  10-11
  -
    Splintertrees
  12
  -
  12-13
  15
    Stranded Adventurer
  13
  18
  14-15
  -
    1d6 Opportunistic Bandits
  14
  19
  16-17
  -
    Shake-Down
  15
  -
  -
  -
    Rockslide
  16
  -
  -
  -
    Toxic Oasis
  17
  -
  18
  16
    Mysterious Bubbling Spring
  18
  -
  -
  17
    Traveler Corpses
  19
  -
  19
  18
    Caravan
  20
  20
  20
  19-20
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, or if no other Context described applies to the 
  circumstances. 
  • 
    Use Context B: 
  For an emphasis on combat encounters.
  Badlands
  Badlands
  • 
    Use Context C: 
  For an emphasis on event 
  encounters.
  • 
    Use Context D: 
  For an emphasis on safe transit,  
  but yet still with a bit of potential intrigue.
  
  12
  Environmental Encounters
  FlexTable 2: Desert Environment Encounters FlexTable
   A
   B
   C
   D
  Outcome
  -
  -
  1
  1-5
    No Encounter; Rest Safely
  1
  -
  2-3
  6-10
    No Encounter; Pass Safely
  2
  1
  4
  11-12
    No Encounter; Rising Tension
  4
  2-4
  -
  -
    Add 1d4 Hit Dice
  5
  5
  -
  -
    Subtract 1d4 Hit Dice
  6
  6-8
  -
  -
    Difficult Terrain
  7
  9-11
  5
  -
    2d4 Giant Bats
  8
  12-14
  6
  -
    3d4 Giant Scorpions
  9
  15-17
  7
  -
    1d3 Lamias
  10
  -
  8-9
  13
    Shifting Terrain
  11
  -
  10-11
  14
    Illusory Hallucination
  12
  -
  12-13
  15
    Desperate Victim
  13
  18
  14-15
  -
    1d6 Opportunistic Bandits
  14
  19
  16-17
  -
    Possessed Caravan
  15
  -
  -
  16
    Sandslide
  16
  -
  -
  -
    Toxic Oasis
  17
  -
  -
  -
    Sudden Pit
  18
  -
  18
  17
    Traveler Corpses
  19
  -
  19
  18
    Caravan
  20
  20
  20
  19-20
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, or if no other Context described applies to the 
  circumstances. 
  • 
    Use Context B: 
  For an emphasis on combat encounters.
  Desert
  Desert
  • 
    Use Context C: 
  For an emphasis on event 
  encounters.
  • 
    Use Context D: 
  For an emphasis on safe transit,  
  but yet still with a bit of potential intrigue.
  
  13
  Environmental Encounters
  FlexTable 3: Farmland Environment Encounters FlexTable
   A
   B
   C
   D
  Outcome
  1
  1
  1-2
  1-5
    No Encounter; Rest Safely
  2
  2
  3-6
  6-10
    No Encounter; Pass Safely
  3
  3
  7
  11-13
    No Encounter; Rising Tension
  4
  4-5
  -
  -
    Add 1d2 Hit Dice
  5
  6
  -
  -
    Subtract 1d3 Hit Dice
  6
  -
  -
  -
    Difficult Terrain
  7
  7-9
  -
  -
    2d4 Zombies
  8
  10-11
  -
  -
    2d4 Gnolls
  9
  12-14
  8
  -
    1d4 Giant Rats
  10
  15
  9-10
  -
    Townsfolk Fight
  11
  -
  11
  -
    Missing Townsfolk
  12
  -
  12-13
  14
    Stranded Adventurer
  13
  16-18 14-15
  -
    1d4 Opportunistic Bandits
  14
  19
  16-17
  15
    Private Property
  15
  -
  -
  -
    Guard Picket
  16
  -
  -
  -
    Her Ladyship’s Lands
  17
  -
  18
  16
    Misinformation
  18
  -
  -
  17
    Traveler Corpses
  19
  -
  19
  18
    Caravan
  20
  20
  20
  19-20
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, or if no other Context described applies to the 
  circumstances. 
  • 
    Use Context B: 
  For an emphasis on combat encounters.
  Farmland
  Farmland
  • 
    Use Context C: 
  For an emphasis on event 
  encounters.
  • 
    Use Context D: 
  For an emphasis on safe transit,  
  but yet still with a bit of potential intrigue.
  
  14
  Environmental Encounters
  FlexTable 4: Forest Environment Encounters FlexTable
   A
   B
   C
   D
  Outcome
  1
  -
  1
  1-5
    No Encounter; Rest Safely
  2
  1
  2
  6-10
    No Encounter; Pass Safely
  3
  2
  3
  11-13
    No Encounter; Rising Tension
  4
  3-5
  -
  -
    Add 1d4 Hit Dice
  5
  6-7
  -
  -
    Subtract 1d4 Hit Dice
  6
  8
  -
  -
    Difficult Terrain
  7
  9-10
  -
  -
    1d6 Dire Wolves
  8
  11-12
  -
  -
    2d6 Assassin Vines
  9
  13-14
  -
  -
    1d6 Giant Wasps
  10
  -
  4-8
  14
    Shifting Terrain
  11
  15
  9-10
  -
    Splintertrees
  12
  -
  11-13
  15
    Stranded Adventurer
  13
  16-17 14-16
  -
    2d4 Opportunistic Bandits
  14
  -
  17-18
  -
    Shake-Down
  15
  -
  -
  16
    Ingredient Forage
  16
  18
  -
  -
    Poisonous Foliage
  17
  19
  -
  -
    Sudden Pit
  18
  -
  -
  17
    Traveler Corpses
  19
  -
  19
  18
    Fae Curiosity
  20
  20
  20
  19-20
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, or if no other Context described applies to the 
  circumstances. 
  • 
    Use Context B: 
  For an emphasis on combat encounters.
  Forest
  Forest
  • 
    Use Context C: 
  For an emphasis on event 
  encounters.
  • 
    Use Context D: 
  For an emphasis on safe transit,  
  but yet still with a bit of potential intrigue.
  
  15
  Environmental Encounters
  FlexTable 5: Forest (Pine) Environment Encounters FlexTable
   A
   B
   C
   D
  Outcome
  1
  -
  1
  1-3
    No Encounter; Rest Safely
  2
  1
  2-3
  4-7
    No Encounter; Pass Safely
  3
  2
  4
  8-13
    No Encounter; Rising Tension
  4
  3-4
  -
  -
    Add 1d6 Hit Dice
  5
  5
  -
  -
    Subtract 1d3 Hit Dice
  6
  6-8
  -
  -
    Difficult Terrain
  7
  9-11
  5
  -
    2d4 Dire Wolves
  8
  12-14
  6
  -
    2d6 Dire Badgers
  9
  15
  -
  -
    2d4 Centaurs
  10
  -
  7-9
  -
    Pinefall
  11
  16
  10-11
  -
    Splintertrees
  12
  -
  12-14
  14
    Stranded Adventurer
  13
  17
  -
  -
    2d6 Opportunistic Bandits
  14
  18
  -
  -
    Shake-Down
  15
  -
  15-16
  -
    Rockslide
  16
  -
  17-18
  -
    Poisonous Foliage
  17
  19
  -
  -
    Deranged Bandits
  18
  -
  -
  15-16
    Traveler Corpses
  19
  -
  19
  17-18
    Creepy Runes
  20
  20
  20
  19-20
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, or if no other Context described applies to the 
  circumstances. 
  • 
    Use Context B: 
  For an emphasis on combat encounters.
  Forest (Pine)
  Forest (Pine)
  • 
    Use Context C: 
  For an emphasis on event 
  encounters.
  • 
    Use Context D: 
  For an emphasis on safe transit,  
  but yet still with a bit of potential intrigue.
  
  16
  Environmental Encounters
  FlexTable 6: Grassland Environment Encounters FlexTable
   A
   B
   C
   D
  Outcome
  1
  -
  1
  1-5
    No Encounter; Rest Safely
  2
  1
  2-3
  6-10
    No Encounter; Pass Safely
  3
  2
  4
  11-14
    No Encounter; Rising Tension
  4
  3-4
  -
  -
    Add 1d3 Hit Dice
  5
  5
  -
  -
    Subtract 1d3 Hit Dice
  6
  6
  -
  -
    Difficult Terrain
  7
  7-8
  -
  -
    1d2 Ghosts
  8
  9-13
  5
  -
    2d4 Giant Rats
  9
  14-16
  6
  -
    2d6 Giant Wasps
  10
  17
  7-10
  -
    Shifting Terrain
  11
  -
  11-13
  15
    Nomadic Quest
  12
  -
  14-15
  16
    Stranded Adventurer
  13
  18
  16
  -
    2d4 Opportunistic Bandits
  14
  19
  17
  -
    Shake-Down
  15
  -
  -
  -
    Guard Picket
  16
  -
  -
  -
    Misinformation
  17
  -
  18
  -
    What’s That?
  18
  -
  -
  17
    Traveler Corpses
  19
  -
  19
  18
    Caravan
  20
  20
  20
  19-20
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, or if no other Context described applies to the 
  circumstances. 
  • 
    Use Context B: 
  For an emphasis on combat encounters.
  Grassland
  Grassland
  • 
    Use Context C: 
  For an emphasis on event 
  encounters.
  • 
    Use Context D: 
  For an emphasis on safe transit,  
  but yet still with a bit of potential intrigue.
  
  17
  Environmental Encounters
  FlexTable 7: Hills (Brown, High) Environment Encounters FlexTable
   A
   B
   C
   D
  Outcome
  1
  -
  1
  1-5
    No Encounter; Rest Safely
  2
  1
  2-3
  6-10
    No Encounter; Pass Safely
  3
  2
  4-5
  11-14
    No Encounter; Rising Tension
  4
  3-5
  -
  -
    Add 1d6 Hit Dice
  5
  6
  -
  -
    Subtract 1d3 Hit Dice
  6
  7-8
  -
  -
    Difficult Terrain
  7
  9-10
  -
  -
    1d3 Hill Giants
  8
  11-13
  6
  -
    1d4 Griffons
  9
  14-16
  7
  -
    2d4 Harpies
  10
  -
  8-9
  15
    Dragon Fly-By
  11
  -
  10-11
  -
    Splintertrees
  12
  -
  12-13
  16
    Stranded Adventurer
  13
  17-18 14-15
  -
    2d6 Opportunistic Bandits
  14
  19
  16
  -
    Shake-Down
  15
  -
  17
  -
    Rockslide
  16
  -
  18
  -
    Boulder Throw
  17
  -
  -
  -
    Cave-In
  18
  -
  19
  17-18
    Traveler Corpses
  19
  -
  -
  -
    Possessed Caravan
  20
  20
  20
  19-20
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, or if no other Context described applies to the 
  circumstances. 
  • 
    Use Context B: 
  For an emphasis on combat encounters.
  Hills (Brown, High)
  Hills (Brown, High)
  • 
    Use Context C: 
  For an emphasis on event 
  encounters.
  • 
    Use Context D: 
  For an emphasis on safe transit,  
  but yet still with a bit of potential intrigue.
  
  18
  Environmental Encounters
  FlexTable 8: Hills (Green, Low) Environment Encounters FlexTable
   A
   B
   C
   D
  Outcome
  1
  -
  1
  1-5
    No Encounter; Rest Safely
  2
  1
  2-3
  6-10
    No Encounter; Pass Safely
  3
  2
  4
  11-12
    No Encounter; Rising Tension
  4
  3-5
  -
  -
    Add 1d3 Hit Dice
  5
  6
  -
  -
    Subtract 1d3 Hit Dice
  6
  7
  -
  -
    Difficult Terrain
  7
  8-10
  -
  -
    2d4 Ogres
  8
  11-13
  -
  -
    1d4 Bulettes
  9
  14-16
  5
  -
    2d4 Dire Lions
  10
  -
  6-9
  13-14
    Shepherd Quest
  11
  -
  10-11
  -
    Missing Townsfolk
  12
  -
  12-13
  15
    Stranded Adventurer
  13
  17
  14-15
  -
    1d6 Opportunistic Bandits
  14
  18
  16-17
  16
    Annoying Tagalong
  15
  19
  -
  -
    Guard Picket
  16
  -
  -
  -
    Her Ladyship’s Lands
  17
  -
  18
  -
    Misinformation
  18
  -
  -
  17
    Traveler Corpses
  19
  -
  19
  18
    Caravan
  20
  20
  20
  19-20
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, or if no other Context described applies to the 
  circumstances. 
  • 
    Use Context B: 
  For an emphasis on combat encounters.
  Hills (Green, Low)
  Hills (Green, Low)
  • 
    Use Context C: 
  For an emphasis on event 
  encounters.
  • 
    Use Context D: 
  For an emphasis on safe transit,  
  but yet still with a bit of potential intrigue.
  
  19
  Environmental Encounters
  FlexTable 9: Icefield Environment Encounters FlexTable
   A
   B
   C
   D
  Outcome
  1
  -
  -
  1-2
    No Encounter; Rest Safely
  2
  1
  1-2
  3-6
    No Encounter; Pass Safely
  3
  2
  3-5
  7-11
    No Encounter; Rising Tension
  4
  3-5
  -
  -
    Add 1d6 Hit Dice
  5
  6
  -
  -
    Subtract 1d3 Hit Dice
  6
  7-10
  -
  -
    Difficult Terrain
  7
  11-13
  6
  -
    1d3 Wyverns
  8
  14-16
  7
  -
    1d4 Frost Giants
  9
  17-18
  8
  -
    1d6 Trolls
  10
  -
  9-11
  12
    Desperate Victim
  11
  19
  12-13
  -
    Dragon Fly-By
  12
  -
  14-16 13-14
    Nomadic Quest
  13
  -
  17-18
  15
    Shifting Terrain
  14
  -
  19
  16
    Stranded Adventurer
  15
  -
  -
  -
    Cave-In
  16
  -
  -
  -
    Rockslide
  17
  -
  -
  -
    Sudden Pit
  18
  -
  -
  17
    Traveler Corpses
  19
  -
  -
  18
    What’s That?
  20
  20
  20
  19-20
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, or if no other Context described applies to the 
  circumstances. 
  • 
    Use Context B: 
  For an emphasis on combat encounters.
  Icefield
  Icefield
  • 
    Use Context C: 
  For an emphasis on event 
  encounters.
  • 
    Use Context D: 
  For an emphasis on safe transit,  
  but yet still with a bit of potential intrigue.
  
  20
  Environmental Encounters
  FlexTable 10: Jungle Environment Encounters FlexTable
   A
   B
   C
   D
  Outcome
  1
  -
  -
  1-3
    No Encounter; Rest Safely
  2
  1
  1-2
  4-8
    No Encounter; Pass Safely
  3
  2
  3-4
  9-11
    No Encounter; Rising Tension
  4
  3-4
  -
  -
    Add 1d4 Hit Dice
  5
  5-6
  -
  -
    Subtract 1d2 Hit Dice
  6
  7-10
  -
  -
    Difficult Terrain
  7
  11-12
  5
  -
    2d4 Assassin Vines
  8
  13-14
  6
  -
    2d6 Giant Botflies
  9
  15-16
  7
  -
    1d4 Dire Tigers
  10
  17
  8-9
  -
    2d4 Opportunistic Bandits
  11
  -
  10-11
  -
    Poison Haze
  12
  -
  12-13
  12-13
    Shifting Terrain
  13
  18
  14-15
  -
    Strangling Flora
  14
  -
  16-17
  14
    Completely Lost
  15
  -
  -
  15
    Creepy Runes
  16
  19
  -
  -
    Deranged Bandits
  17
  -
  18
  -
    Poisonous Foliage
  18
  -
  -
  -
    Toxic Oasis
  19
  -
  19
  16-18
    Traveler Corpses
  20
  20
  20
  19-20
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, or if no other Context described applies to the 
  circumstances. 
  • 
    Use Context B: 
  For an emphasis on combat encounters.
  Jungle
  Jungle
  • 
    Use Context C: 
  For an emphasis on event 
  encounters.
  • 
    Use Context D: 
  For an emphasis on safe transit,  
  but yet still with a bit of potential intrigue.
  
  21
  Environmental Encounters
  FlexTable 11: Lava Environment Encounters FlexTable
   A
   B
   C
   D
  Outcome
  1
  -
  -
  1
    No Encounter; Rest Safely
  2
  1
  1-2
  2-4
    No Encounter; Pass Safely
  3
  2
  3-4
  5-10
    No Encounter; Rising Tension
  4
  3-4
  -
  -
    Add 2d4 Hit Dice
  5
  5
  -
  -
    Subtract 1d2 Hit Dice
  6
  6-10
  -
  -
    Difficult Terrain
  7
  11-12
  5
  -
    1d4 Fire Giants
  8
  13-14
  6
  -
    1d4 Wyverns
  9
  15-16
  7
  -
    1d2 Rocs
  10
  -
  8-9
  -
    Poison Haze
  11
  -
  10-11
  -
    Desperate Victim
  12
  17
  12-13
  11-12
    Dragon Fly-By
  13
  -
  14-15 13-14
    Illusory Hallucination
  14
  18
  16-17
  -
    Lava Burst
  15
  -
  18
  15-16
    Creepy Runes
  16
  -
  -
  17-18
    Mysterious Bubbling Spring
  17
  19
  -
  -
    Magma Plume
  18
  -
  -
  -
    Ashstorm
  19
  -
  19
  -
    Toxic Oasis
  20
  20
  20
  19-20
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, or if no other Context described applies to the 
  circumstances. 
  • 
    Use Context B: 
  For an emphasis on combat encounters.
  Lava
  Lava
  • 
    Use Context C: 
  For an emphasis on event 
  encounters.
  • 
    Use Context D: 
  For an emphasis on safe transit,  
  but yet still with a bit of potential intrigue.
  
  22
  Environmental Encounters
  FlexTable 12: Marsh/Swamp Environment Encounters FlexTable
   A
   B
   C
   D
  Outcome
  1
  -
  -
  1
    No Encounter; Rest Safely
  2
  1
  1-2
  2-3
    No Encounter; Pass Safely
  3
  2
  3-4
  4-5
    No Encounter; Rising Tension
  4
  3-5
  -
  -
    Add 1d6 Hit Dice
  5
  6
  -
  -
    Subtract 1d4 Hit Dice
  6
  7-9
  -
  -
    Difficult Terrain
  7
  10-11
  5
  -
    1d4 Catoblepases
  8
  12-13
  6
  -
    1d4 Gray Oozes
  9
  14-15
  7
  -
    2d4 Giant Frogs
  10
  16
  8-9
  -
    Poison Haze
  11
  17
  10-11
  6
    Possessed Caravan
  12
  -
  12-13
  7-8
    Something in the Air
  13
  18
  14-15
  -
    Strangling Flora
  14
  -
  16-17
  -
    Completely Lost
  15
  19
  -
  9
    Deranged Bandits
  16
  -
  18
  10-11
    Fae Curiosity
  17
  -
  -
  12-13
    Poisonous Foliage
  18
  -
  -
  14-15
    Ambient Malaise
  19
  -
  19
  16-18
    Ingredient Forage
  20
  20
  20
  19-20
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, or if no other Context described applies to the 
  circumstances. 
  • 
    Use Context B: 
  For an emphasis on combat encounters.
  Marsh / Swamp
  Marsh / Swamp
  • 
    Use Context C: 
  For an emphasis on event 
  encounters.
  • 
    Use Context D: 
  For an emphasis on safe transit,  
  but yet still with a bit of potential intrigue.
  
  23
  Environmental Encounters
  FlexTable 13: Mountain Environment Encounters FlexTable
   A
   B
   C
   D
  Outcome
  1
  -
  1
  1-3
    No Encounter; Rest Safely
  2
  1
  2-3
  4-7
    No Encounter; Pass Safely
  3
  2
  4
  8-10
    No Encounter; Rising Tension
  4
  3-4
  -
  -
    Add 1d6 Hit Dice
  5
  5
  -
  -
    Subtract 1d4 Hit Dice
  6
  6-9
  -
  -
    Difficult Terrain
  7
  10-11
  5
  -
    1d2 Cloud Giants
  8
  12-13
  6
  -
    1d4 Fire Giants
  9
  14-15
  7
  -
    1d2 Frost Giants
  10
  16
  8-9
  -
    Dragon Fly-By
  11
  17
  10-11
  -
    Giant Patrol
  12
  18
  12-13
  -
    Avalanche
  13
  -
  14-15
  -
    Splintertrees
  14
  -
  16-17
  11-13
    Stranded Adventurer
  15
  19
  -
  -
    Boulder Throw
  16
  -
  -
  -
    Cave-In
  17
  -
  18
  14-16
    Cartographer Quest
  18
  -
  19
  -
    Rockslide
  19
  -
  -
  17-18
    Traveler Corpses
  20
  20
  20
  19-20
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, or if no other Context described applies to the 
  circumstances. 
  • 
    Use Context B: 
  For an emphasis on combat encounters.
  Mountain
  Mountain
  • 
    Use Context C: 
  For an emphasis on event 
  encounters.
  • 
    Use Context D: 
  For an emphasis on safe transit,  
  but yet still with a bit of potential intrigue.
  
  24
  Environmental Encounters
  FlexTable 14: Plains Environment Encounters FlexTable
   A
   B
   C
   D
  Outcome
  1
  1
  1
  1-5
    No Encounter; Rest Safely
  2
  2
  2-4
  6-10
    No Encounter; Pass Safely
  3
  3
  5
  11-14
    No Encounter; Rising Tension
  4
  4-6
  -
  -
    Add 1d3 Hit Dice
  5
  7-8
  -
  -
    Subtract 1d3 Hit Dice
  6
  -
  -
  -
    Difficult Terrain
  7
  9-11
  6
  -
    1d3 Dire Lions
  8
  12-14
  7
  -
    1d3 Dire Tigers
  9
  15-16
  8
  -
    2d6 Antelope / Elk
  10
  -
  9-10
  -
    Missing Townsfolk
  11
  -
  11-12
  -
    Nomadic Quest
  12
  17-18
  13
  15
    1d4 Opportunistic Bandits
  13
  19
  14
  -
    Shake-Down
  14
  -
  15-16
  -
    Shifting Terrain
  15
  -
  -
  -
    Annoying Tagalong
  16
  -
  17
  -
    Cartographer Quest
  17
  -
  -
  16
    Guard Picket
  18
  -
  18
  17
    Corpse Quest
  19
  -
  19
  18
    Traveler Corpses
  20
  20
  20
  19-20
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, or if no other Context described applies to the 
  circumstances. 
  • 
    Use Context B: 
  For an emphasis on combat encounters.
  Plains
  Plains
  • 
    Use Context C: 
  For an emphasis on event 
  encounters.
  • 
    Use Context D: 
  For an emphasis on safe transit,  
  but yet still with a bit of potential intrigue.
  
  25
  Environmental Encounters
  FlexTable 15: Rocky Waste Environment Encounters FlexTable
   A
   B
   C
   D
  Outcome
  1
  -
  1
  1-3
    No Encounter; Rest Safely
  2
  1
  2-3
  4-9
    No Encounter; Pass Safely
  3
  2-3
  4-5
  10-12
    No Encounter; Rising Tension
  4
  4-5
  -
  -
    Add 2d4 Hit Dice
  5
  6
  -
  -
    Subtract 1d6 Hit Dice
  6
  7-9
  -
  -
    Difficult Terrain
  7
  10-11
  6
  -
    1d3 Hill Giants
  8
  12-13
  7
  -
    1d4 Trolls
  9
  14-15
  8
  -
    2d10 Orcs
  10
  -
  9-10
  13
    Illusory Hallucination
  11
  16
  11-12
  -
    Giant Patrol
  12
  -
  13-14
  14
    Nomadic Quest
  13
  -
  15-16
  -
    Completely Lost
  14
  -
  17-18
  -
    Suffering Adventurer
  15
  -
  19
  15
    Cartographer Quest
  16
  17
  -
  -
    Deranged Bandits
  17
  -
  -
  16
    Mysterious Bubbling Spring
  18
  18-19
  -
  -
    Ashstorm
  19
  -
  -
  18
    Traveler Corpses
  20
  20
  20
  19-20
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, or if no other Context described applies to the 
  circumstances. 
  • 
    Use Context B: 
  For an emphasis on combat encounters.
  Rocky Waste
  Rocky Waste
  • 
    Use Context C: 
  For an emphasis on event 
  encounters.
  • 
    Use Context D: 
  For an emphasis on safe transit,  
  but yet still with a bit of potential intrigue.
  
  26
  Environmental Encounters
  FlexTable 16: Savannah Environment Encounters FlexTable
   A
   B
   C
   D
  Outcome
  1
  1
  1
  1-9
    No Encounter; Rest Safely
  2
  2
  2-3
  10-13
    No Encounter; Pass Safely
  3
  3
  4
  14
    No Encounter; Rising Tension
  4
  4-5
  -
  -
    Add 1d4 Hit Dice
  5
  6
  -
  -
    Subtract 1d3 Hit Dice
  6
  -
  -
  -
    Difficult Terrain
  7
  7-9
  5
  -
    1d4 Dire Lions
  8
  10-12
  6
  -
    3d6 Elk
  9
  13-15
  7
  -
    1d4 Dire Tigers
  10
  -
  8-9
  -
    Missing Townsfolk
  11
  -
  10-11
  15
    Nomadic Quest
  12
  16
  12-13
  -
    1d6 Opportunistic Bandits
  13
  -
  14-15
  16
    Shepherd Quest
  14
  -
  16-17
  -
    Shifting Terrain
  15
  -
  18
  17
    Annoying Tagalong
  16
  -
  19
  18
    Cartographer Quest
  17
  17-19
  -
  -
    Stampede
  18
  -
  -
  -
    Her Ladyship’s Lands
  19
  -
  -
  -
    Traveler Corpses
  20
  20
  20
  19-20
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, or if no other Context described applies to the 
  circumstances. 
  • 
    Use Context B: 
  For an emphasis on combat encounters.
  Savannah
  Savannah
  • 
    Use Context C: 
  For an emphasis on event 
  encounters.
  • 
    Use Context D: 
  For an emphasis on safe transit,  
  but yet still with a bit of potential intrigue.
  
  27
  Environmental Encounters
  FlexTable 17: Scrub Environment Encounters FlexTable
   A
   B
   C
   D
  Outcome
  1
  -
  1
  1-2
    No Encounter; Rest Safely
  2
  1
  2-3
  3-10
    No Encounter; Pass Safely
  3
  2
  4
  11-13
    No Encounter; Rising Tension
  4
  3-5
  -
  -
    Add 1d3 Hit Dice
  5
  6
  -
  -
    Subtract 1d2 Hit Dice
  6
  7-9
  -
  -
    Difficult Terrain
  7
  10-11
  5
  -
    1d4 Giant Scorpions
  8
  12-13
  6
  -
    3d4 Camels
  9
  14-15
  7
  -
    2d4 Dire Lions
  10
  16
  8-9
  -
    Possessed Caravan
  11
  -
  10-11
  14
    Something in the Air
  12
  -
  12-13
  15
    Shifting Terrain
  13
  17
  14-15
  -
    Splintertrees
  14
  -
  16-17
  -
    Suffering Adventurer
  15
  -
  -
  16
    Ingredient Forage
  16
  18
  -
  -
    Stampede
  17
  -
  -
  -
    Ambient Malaise
  18
  -
  18
  17
    Corpse Quest
  19
  19
  19
  18
    Toxic Oasis
  20
  20
  20
  19-20
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, or if no other Context described applies to the 
  circumstances. 
  • 
    Use Context B: 
  For an emphasis on combat encounters.
  Scrub
  Scrub
  • 
    Use Context C: 
  For an emphasis on event 
  encounters.
  • 
    Use Context D: 
  For an emphasis on safe transit,  
  but yet still with a bit of potential intrigue.
  
  28
  Environmental Encounters
  FlexTable 18: Snow Environment Encounters FlexTable
   A
   B
   C
   D
  Outcome
  1
  -
  -
  1-2
    No Encounter; Rest Safely
  2
  1
  1-3
  3-8
    No Encounter; Pass Safely
  3
  2
  4
  9-11
    No Encounter; Rising Tension
  4
  3-5
  -
  -
    Add 2d4 Hit Dice
  5
  6
  -
  -
    Subtract 1d6 Hit Dice
  6
  7-10
  -
  -
    Difficult Terrain
  7
  11-12
  5
  -
    1d3 Frost Giants
  8
  13-14
  6
  -
    1d2 Young White Dragons
  9
  15-16
  7
  -
    1d4 Trolls
  10
  -
  8-9
  12
    Desperate Victim
  11
  -
  10-11
  13
    Illusory Hallucination
  12
  17
  12-13
  -
    Avalanche
  13
  -
  14-15
  14
    Completely Lost
  14
  -
  16-17
  15
    Suffering Adventurer
  15
  18
  -
  -
    Blizzard
  16
  -
  -
  -
    Sleetstorm
  17
  19
  -
  16
    Cave-In
  18
  -
  18-19
  17
    Traveler Corpses
  19
  -
  -
  18
    Sudden Pit
  20
  20
  20
  19-20
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, or if no other Context described applies to the 
  circumstances. 
  • 
    Use Context B: 
  For an emphasis on combat encounters.
  Snow
  Snow
  • 
    Use Context C: 
  For an emphasis on event 
  encounters.
  • 
    Use Context D: 
  For an emphasis on safe transit,  
  but yet still with a bit of potential intrigue.
  
  29
  Environmental Encounters
  FlexTable 19: Tundra Environment Encounters FlexTable
   A
   B
   C
   D
  Outcome
  1
  -
  1
  1-3
    No Encounter; Rest Safely
  2
  1
  2-3
  4-11
    No Encounter; Pass Safely
  3
  2
  4
  12-14
    No Encounter; Rising Tension
  4
  3-5
  -
  -
    Add 1d4 Hit Dice
  5
  6
  -
  -
    Subtract 1d4 Hit Dice
  6
  7
  -
  -
    Difficult Terrain
  7
  8-10
  5
  -
    1d3 Hill Giants
  8
  11-13
  6
  -
    1d4 Trolls
  9
  14-16
  7
  -
    1d6 Ogres
  10
  17
  8-9
  -
    Giant Patrol
  11
  18
  10-11
  -
    Permafrost Rupture
  12
  -
  12-13
  15
    Shepherd Quest
  13
  -
  14-15
  -
    Something in the Air
  14
  -
  16-17
  16
    Suffering Adventurer
  15
  -
  -
  -
    Sleetstorm
  16
  -
  18
  17
    Caravan
  17
  -
  19
  18
    Ingredient Forage
  18
  19
  -
  -
    Stampede
  19
  -
  -
  -
    Ashstorm
  20
  20
  20
  19-20
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, or if no other Context described applies to the 
  circumstances. 
  • 
    Use Context B: 
  For an emphasis on combat encounters.
  Tundra
  Tundra
  • 
    Use Context C: 
  For an emphasis on event 
  encounters.
  • 
    Use Context D: 
  For an emphasis on safe transit,  
  but yet still with a bit of potential intrigue.
  
  30
  Environmental Encounters
  FlexTable 20: Volcanic Rock Environment Encounters FlexTable
   A
   B
   C
   D
  Outcome
  1
  -
  -
  1
    No Encounter; Rest Safely
  2
  1
  1-2
  2-7
    No Encounter; Pass Safely
  3
  2
  3-4
  8-12
    No Encounter; Rising Tension
  4
  3-4
  -
  -
    Add 2d4 Hit Dice
  5
  5
  -
  -
    Subtract 1d4 Hit Dice
  6
  6-9
  -
  -
    Difficult Terrain
  7
  10-11
  5
  -
    1d3 Storm Giants
  8
  12-13
  6
  -
    1d2 Young Black Dragons
  9
  14
  7
  -
    1d2 Cloud Giants
  10
  -
  8-9
  13
    Dragon Fly-By
  11
  15
  10-11
  -
    Avalanche
  12
  16
  12-13
  -
    Lava Burst
  13
  -
  14-15
  -
    Poison Haze
  14
  -
  16-17 14-15
    Completely Lost
  15
  -
  -
  -
    Boulder Throw
  16
  17
  -
  -
    Rockslide
  17
  -
  18
  16-18
    Ambient Malaise
  18
  18
  -
  -
    Magma Plume
  19
  19
  19
  -
    Ashstorm
  20
  20
  20
  19-20
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, or if no other Context described applies to the 
  circumstances. 
  • 
    Use Context B: 
  For an emphasis on combat encounters.
  Volcanic Rock
  Volcanic Rock
  • 
    Use Context C: 
  For an emphasis on event 
  encounters.
  • 
    Use Context D: 
  For an emphasis on safe transit,  
  but yet still with a bit of potential intrigue.
  
  31
  Environmental Encounters
  FlexTable 21: Wasteland Environment Encounters FlexTable
   A
   B
   C
   D
  Outcome
  1
  -
  -
  1-2
    No Encounter; Rest Safely
  2
  1
  1-2
  3-7
    No Encounter; Pass Safely
  3
  2
  3-4
  8-11
    No Encounter; Rising Tension
  4
  3-5
  -
  -
    Add 1d6 Hit Dice
  5
  6
  -
  -
    Subtract 1d2 Hit Dice
  6
  7-10
  -
  -
    Difficult Terrain
  7
  11-12
  5
  -
    1d4 Trolls
  8
  13-14
  6
  -
    2d4 Ogres
  9
  15-16
  7
  -
    3d8 Orcs
  10
  -
  8-9
  12
    Nomadic Quest
  11
  -
  10-11
  -
    Poison Haze
  12
  -
  12-13
  13
    Possessed Caravan
  13
  -
  14-15
  14
    Something in the Air
  14
  -
  16-17
  15
    Temporary Mutation
  15
  -
  -
  16
    Mysterious Bubbling Spring
  16
  -
  18
  -
    Ambient Malaise
  17
  17
  -
  -
    Ashstorm
  18
  18
  -
  -
    Toxic Oasis
  19
  19
  19
  17-18
    You Should Really Have Someone Look At 
  That
  20
  20
  20
  19-20
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, or if no other Context described applies to the 
  circumstances. 
  • 
    Use Context B: 
  For an emphasis on combat encounters.
  Wasteland
  Wasteland
  • 
    Use Context C: 
  For an emphasis on event 
  encounters.
  • 
    Use Context D: 
  For an emphasis on safe transit,  
  but yet still with a bit of potential intrigue.
  
  32
  Environmental Encounters
  FlexTable 22: Coastal Environment Encounters FlexTable
   A
   B
   C
   D
  Outcome
  1
  1
  1
  1-9
    No Encounter; Rest Safely
  2
  2
  2-3
  10-13
    No Encounter; Pass Safely
  3
  3
  4
  14
    No Encounter; Rising Tension
  4
  4-5
  -
  -
    Add 1d3 Hit Dice
  5
  6
  -
  -
    Subtract 1d2 Hit Dice
  6
  7
  -
  -
    Difficult Terrain
  7
  8-10
  5
  -
    2d6 Giant Crabs
  8
  11-13
  6
  -
    2d4 Giant Scorpions
  9
  14-16
  7
  -
    2d4 Dire Sharks
  10
  -
  8-9
  -
    Missing Townsfolk
  11
  17-18
  10-11
  -
    1d6 Opportunistic Bandits
  12
  -
  12-13
  15
    Washed Ashore
  13
  -
  14-15
  16
    Stranded Adventurer
  14
  19
  16-17
  -
    Townsfolk Fight
  15
  -
  -
  17
    Cartographer Quest
  16
  -
  -
  -
    Her Ladyship’s Lands
  17
  -
  18
  -
    Misinformation
  18
  -
  -
  -
    Corpse Quest
  19
  -
  19
  18
    Traveler Corpses
  20
  20
  20
  19-20
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, or if no other Context described applies to the 
  circumstances. 
  • 
    Use Context B: 
  For an emphasis on combat encounters.
  Coastal
  Coastal
  • 
    Use Context C: 
  For an emphasis on event 
  encounters.
  • 
    Use Context D: 
  For an emphasis on safe transit,  
  but yet still with a bit of potential intrigue.
  
  33
  Environmental Encounters
  FlexTable 23: Lake/River Environment Encounters FlexTable
   A
   B
   C
   D
  Outcome
  1
  1
  1
  1-8
    No Encounter; Rest Safely
  2
  2
  2-3
  9-12
    No Encounter; Pass Safely
  3
  3
  4
  13
    No Encounter; Rising Tension
  4
  4-5
  -
  -
    Add 1d4 Hit Dice
  5
  6
  -
  -
    Subtract 1d2 Hit Dice
  6
  7
  -
  -
    Difficult Terrain
  7
  8-10
  5
  -
    2d6 Giant Leeches
  8
  11-13
  6
  -
    2d4 Dire Sharks
  9
  14-16
  7
  -
    2d6 Giant Crabs
  10
  17
  8-9
  -
    Missing Townsfolk
  11
  18
  10-11
  -
    Private Property
  12
  -
  12-13
  -
    Shepherd Quest
  13
  -
  14-15
  14
    Washed Ashore
  14
  -
  16-17
  15
    Drowning Victim
  15
  -
  -
  -
    Fae Curiosity
  16
  -
  18
  16
    Ingredient Forage
  17
  -
  19
  17
    Message in a Bottle
  18
  -
  -
  -
    What’s That?
  19
  19
  -
  18
    Caravan
  20
  20
  20
  19-20
    Reroll with Advantage
  Contexts
  • 
    Use Context A: 
  By default, or if no other Context described applies to the 
  circumstances. 
  • 
    Use Context B: 
  For an emphasis on combat encounters.
  Lake/River
  Lake/River
  • 
    Use Context C: 
  For an emphasis on event 
  encounters.
  • 
    Use Context D: 
  For an emphasis on safe transit,  
  but yet still with a bit of potential intrigue.
  
  34
  Environmental Encounters
  Overview
  Overview
  Traditional random-encounter tables rarely differentiate 
  between types of “No-Result Encounters”, often simply 
  stating “No Encounter”.
  This book recognizes that there are different kinds of safety.
  Specific No-Result 
  Specific No-Result 
  Encounters
  Encounters
  The following specific results appear on the environment 
  encounter tables.  
  Unless otherwise indicated in the specific environment table 
  entry, the description below applies to all situations in which 
  these specific results appear.  For example, a “Rest Safely” 
  result means the same thing whether you receive it in the 
  Wastelands, or in the Grasslands.
  No Encounter; Rest Safely
    The rarest of all random-encounter results: not only 
  do you not suffer a threatening scenario, but you actually 
  benefit from the situation.  
  You may pass unmolested through the current terrain, until 
  you are called upon to make another random encounter roll.
  In addition, you may rest safely one time for up to a full 
  rest in the current environment.
  As a solo D/GM, you will be aware of this result and the 
  benefit it grants; if you are using this book in the context 
  of a traditional TTRPG group, you may choose to reveal this 
  benefit, or not, to the PCs.
  No Encounter; Pass Safely
    The default “no result” situation that you’re likely 
  used to seeing in most wandering-monster tables: nothing 
  interesting, or threatening, occurs right now.  
  You may pass through the current terrain safely, but unless 
  otherwise indicated in the description of the terrain you’re 
  traversing, you may not safely rest here and incur an 
  additional roll on the environment encounter table if you 
  attempt it.
  No Encounter; Rising Tension
    As Pass Safely above, but there’s something in the air; 
  it’s a little too quiet; you have a bad feeling about this.  
  You may pass safely for now, but the next time you are called 
  upon to make a random encounter roll, you do so with 
    
  Disadvantage (roll twice, select the less preferable result).
  No-Result Encounters
  
  35
  Environmental Encounters
  Overview
  Overview
  Combat encounters consist of threatening monsters that 
  attack your party.
  Simplified Combat Encounters
  You’ll note that of the 20 results available to each 
  environment table, actual monster results constitute a very 
  small minority of the possibilities.
  That’s by design.  Monster encounter tables are a dime a 
  dozen; you can find or craft ones to your liking fairly easily.
  The focus of this book, as you may have noticed by now, 
  is to present new, innovative, interesting, and narratively 
  complex options for solo play.  Knowing that, okay, now you 
  fight 1d2 giant scorpions is useful, but it’s hardly innovative.
  Note, too, that other IGS books address this need in far more 
  exhaustive and creative detail.  
  Specifically:
  • The Bestiary Master Index contains tables and references 
  to pages in Aquilae: Bestiary of the Realm volumes.
  • The FlexTale Monsters book contains hundreds of tables 
  exhaustively describing combinations of creatures by 
  combat context.
  Both of these tomes are in development as of this writing.
  Substituting More Complex Monster 
  Results
  If you prefer a more detailed monster list, or if you would 
  like to use the definitive IGS options mentioned above, you 
  can take the following approach:
  • Treat all specific monster results on the environment 
  encounter tables in this section the same.  That is, there 
  is no difference between a result of “1d2 Giant Scorpions” 
  and “2d6 Kobolds”; they both mean the same thing: a 
  monster combat encounter.
  • Whenever you receive a monster combat encounter result 
  on an environment encounter table in this section, roll on 
  the wandering-monster or creature list of your choice to 
  determine the specific creatures involved.
  • Note that other combat encounter results that modify the 
  encounter (see below) still apply.
  Initiative and Surprise
  If your rules system allows for surprise and initiative, your 
  party could be ambushed by the encounter.  Some rules 
  systems and house rules address this possibility specifically; 
  you are instead welcome to use the alternative approach 
  described below.
  Simplified Ambush Rules
    Roll initiative as you normally would for the encounter.    
  • If your rules system lacks the concept of Initiative 
  altogether, make one roll for the monsters and one for 
  the PCs: each “side” rolls 1d20, and adds the Dexterity 
  or Agility modifier of the member of their side with the 
  highest value for that ability score.
  • If the monsters roll higher than all of the PCs, then they 
  ambush the party; the monsters receive a free round of 
  actions before combat continues normally.
  • If all of the PCs roll higher than the monsters, then the 
  party takes the creatures by surprise: they receive a free 
  round of actions before combat continues normally.
  Specific Combat 
  Specific Combat 
  Encounters
  Encounters
  The following specific results appear on the environment 
  encounter tables.  
  Unless otherwise indicated in the specific environment table 
  entry, the description below applies to all situations in which 
  these specific results appear.  For example, a “Rest Safely” 
  result means the same thing whether you receive it in the 
  Wastelands, or in the Grasslands.
  Add X Hit Dice
    Roll again on the same table, ignoring and rerolling until 
  you receive a specific monster or set of monsters as a result.  
  Each monster that you then encounter receives a benefit of 
  additional X Hit Dice.  
  If you receive additional “Add X Hit Dice” results in your 
  rerolls, add those additional amounts to the benefit.  For 
  example, if your initial result is “Add 1 Hit Die”, and then 
  your reroll is “Add 2 Hit Dice”, and then roll a specific 
  monster, the resulting monsters you encounter will receive 
  an additional 3 Hit Dice each.
  Monsters receive all impacts corresponding to that benefit, 
  e.g., additional hit points, attack bonuses, and so on, as 
  dictated by the rules system you are using.
  For those using Aquilae: Bestiary of the Realm, if the total 
  of X is at least 4, you may simply use the stat block that is 
  one quadded difficulty band higher than what you would 
  normally use.
  If you are successful in defeating the resulting beefed-up 
  monsters, you may choose any one Reward roll associated 
  with the victory with 
    Advantage (roll twice, select your 
  preferred result).
  Subtract X Hit Dice
    As Add X Hit Dice above, but the X is subtracted from 
  each monster’s Hit Dice, not added.  
  If this brings all of the monsters’ Hit Dice below 1, then no 
  Combat Encounters
  
  36
  Environmental Encounters
  combat encounter takes place.
  For those using Aquilae: Bestiary of the Realm, if the total 
  of X is at least 4, you may simply use the stat block that is 
  one quadded difficulty band lower than what you would 
  normally use.
  If a combat encounter does take place even after applying 
  this penalty, and you are successful in defeating the resulting 
  beefed-up monsters, you must make any Reward rolls 
  associated with the victory with 
    Disadvantage (roll 
  twice, select the less preferred result).
  Difficult Terrain
    Roll again on the same table, ignoring and rerolling non-
  combat results until you receive a specific monster or set of 
  monsters as a result.  
  Any other combat encounter results that you receive during 
  these rerolls stack.  For example, if your initial result is 
  “Difficult Terrain”, and your first reroll is “Add 1 Hit Die”, 
  and then you roll a specific monster, that monster receives 
  an additional Hit Die, and the party suffers from difficult 
  terrain in that combat.
  The PCs treat the combat landscape as Difficult Terrain for 
  the duration of the fight.  If your rules system does not have 
  formal mechanics to support this concept, you are welcome 
  to ignore this effect, or use the simplified rules below.
  Note that as the party is fighting any monsters encountered 
  in their home terrain, the enemy creatures do not suffer the 
  effects of Difficult Terrain for the combat.
  Simplified Difficult Terrain Rules
  For those suffering combat in what they treat as Difficult 
  Terrain, the following effects apply.
  • All movement speeds are halved.
  • Combat maneuvers, special melee attacks, or anything 
  that involves moving about and making a check or a roll 
  are all performed with 
    Disadvantage (roll twice, 
  select the less preferred result).
  
  37
  Events
  Overview
  Overview
  Event Encounters are designed to be significant and 
  interesting things that might happen in the course of 
  overland travel.  
  They’re differentiated from Quirk Encounters in that Events 
  are more meaningful, potentially more dangerous, and have 
  more notable consequences than Quirks.
  This section describes the dozens of Event Encounters, each 
  of which applies to one or more terrain types as listed in 
  subsequent sections.
  Rewards & Penalties
  Rewards & Penalties
  Note that throughout this book, you may see references to 
  “Rewards” and “Penalties”.  
  If you are using other FlexTale resources (for example, the 
  FlexTale Solo Adventuring Toolkit), these terms have built-
  in tables and tools to generate.
  If you’re not using FlexTale, then use your rules system’s 
  tables for generating treasure and/or rewards.  Penalties 
  are a bit trickier, as most rules systems lack this formal 
  designation.  As the D/GM, you are free to create Penalties to 
  apply to the PCs as you wish.
  Result Variability
  Result Variability
  The cause, context, or “flavor” of a given Event Encounter 
  may differ based on where it’s discovered.  “Stranded 
  Adventurer”, for example, could be wildly different 
  depending on where it’s found: in the Savannah, it could 
  simply be someone who has lost their way and is in need 
  of directions; in the Mountains, it could be someone who is 
  desperate for supplies or they will perish.
  In some cases, the encounter description contains additional 
  options and randomization that adds additional interest and 
  context to the result.
  Choices & Implications
  Choices & Implications
  Some Events have additional implications, impacts, rewards, 
  or penalties that apply based on how the PCs react to the 
  circumstances of the Event.
  These will be listed as follows:
    
    Ignore the Victim
  The implications of the decision involved follows.  Some 
  common implications are that the party may receive a 
  Reward, or suffer a Penalty.
  In many cases as well, there may be a description of what 
  actions qualify for this choice.  For example, “aiding” 
  someone may involve magical healing, but it could instead be 
  a simple skill check.
  Specific Event 
  Specific Event 
  Encounters
  Encounters
  The following specific results appear on the environment 
  encounter tables.  
  Unless otherwise indicated in the specific environment table 
  entry, the description below applies to all situations in which 
  these specific results appear.  For example, a “Rest Safely” 
  result means the same thing whether you receive it in the 
  Wastelands, or in the Grasslands.
  Desperate Victim
    A sentient creature is the victim of a threat. You can 
  choose to help, hinder, or ignore that victim.
  Before aiding or ignoring the victim, you may roll on the 
  table below to determine the nature of the threat and its 
  origins.
  Table 2: Desperate Victim Event Threat
  D20
  Threat
  1-5
  Violence
  6-9
  Ambiguous Threat
  10-11
  Intimidation
  12-15 Belief Persecution
  16-18 Innate Aspect Hatred
  19
  Monstrous Violence
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Violence: Someone has whipped, punched, or otherwise 
  physically assaulted the victim, and there’s every reason 
  to believe it will happen again and/or get worse.
  • Ambiguous Threat: Although nothing explicit has been 
  mentioned or enacted as of yet, the undertones have been 
  increasingly clear that something terrible will take place 
  soon.
  • Belief Persecution: Be it for religious, philosophical, or 
  scientific beliefs; or even just a firm stance on how to cut 
  sandwiches; the victim is being picked on or harassed 
  because of what they believe.
  • Innate Aspect Hatred: Racism; sexual identity 
  and preference; hair, eye, or skin color; and other 
  innate physiological attributes are the cause for the 
  victimization.
  • Monstrous Violence: One or more monstrous creatures 
  have set upon the victim.  This could be an honest 
  Event Encounters
  
  38
  Events
  mistake—the victim was wearing a honey-scented cologne 
  that morning, or they wandered off the path too far and 
  the creature is simply defending its territory.  However 
  things started, the situation is dire now.
    
    Ignore the Victim
  If you choose to ignore the victim, roll on the table below to 
  determine the implications of your decision.
  Table 3: Desperate Victim Event Ignore
  D20
  Implications
  1-9
  No Effect
  10-11
  Displease Faction
  12-15 Word Gets Around
  16-19 Comes Back to Bite You
  20
    Reroll with Advantage
  Let’s explore these results in more detail: 
  • No Effect: There are neither positive, nor negative, 
  implications from your decision.
  • Displease Faction: A faction with which one or more of 
  the PCs is associated learns of the act, and is displeased.  
  Perhaps the ignored victim collapsed upon the entrance 
  of the faction, and told the tale of the party’s bad-
  Samaritan actions.  If the party is associated with one or 
  more religious factions, randomly select one; if they are 
  not, randomly select a faction of a secular nature.  The 
  next time one or more PCs interact with one or more 
  members of the displeased faction, they must make a 
    
  Diplomacy (or equivalent) check; failure means the party 
  degrades one level of Attitude in the eyes of the faction.
  • Word Gets Around: As Displease Faction, but applies 
  to the next settlement that the party encounters; failure 
  at the next social interaction of a member of that village 
  means the Attitude of the settlement itself toward the 
  party, and the default Attitude of every villager therein, 
  degrades.
  • Comes Back to Bite You: At the conclusion of the current 
  gaming session, the party suffers one 
    Penalty at 
  random as a culmination of their choice.
    
    Aid the Victim
  You may instead decide to aid the victim.  
  Roll on the table below to determine what sort of aid the 
  victim requires.
  Table 4: Desperate Victim Event Aid Requirement
  D20
  Aid Requirement
  1-5
  Escort
  6-10
  Heal
  D20
  Aid Requirement
  11-15
  Protect
  16-19 Placate
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Escort: This involves escorting the victim (spawn an 
    
  Escort Quest, p 184) to a nearby location.  Randomly 
  select a settlement; that is the one to which you must 
  escort the victim.  They have no possessions, and must be 
  defended against any monsters or other threats your party 
  encounters during the transit.  If you are keeping track of 
  rations and food, you must also feed the victim.
  • Heal: The victim suffers from either damage or 
  malaise.  Any sort of magical healing that constitutes an 
  expenditure is sufficient; potions or uses of magic or class 
  abilities limited by uses per day count.  Infinitely-usable 
  cantrips, osirons, or uses of Heal or similar skills do not 
  count.
  • Protect: Randomly select a monster encounter appropriate 
  to this terrain type; that creature(s) arrives 2d4 rounds 
  after speaking with the victim.  You must ensure the 
  victim survives the attack to be successful.
  • Placate: Listen to the victim and hear their pain.  Make a 
  Diplomacy, Sense Motive, or equivalent skill check, with 
  DC randomly determined if applicable.  Failure means the 
  victim flees and you fail the Aid.
  Aid the Victim Success
  If you successfully complete one of the above actions, roll 
  on the table below to determine the implications of your 
  decision.
  Table 5: Desperate Victim Event Aid Implications
  D20
  Implications
  1-5
  No Effect
  6-12
  Reward
  13-15 Follower
  16-19 Word Gets Around
  20
    Reroll with Advantage
  Let’s explore these results in more detail: 
  • No Effect: Aside from the altruistic inner glow that 
  satisfies when the day is through, there is no further 
  mechanical or narrative benefit to be derived from your 
  actions.
  • Reward: The party receives one 
    Reward at random.  
  This might be given directly by the aided person (“I’ve not 
  much to give you in thanks, but here...”), or awarded to 
  the party by a loved one or other interested party.
  • Follower: The NPC you have just aided follows you around 
  
  39
  Events
  devotedly as a combination of thanks and hero-worship, or 
  perhaps simply because you have made them safe and they 
  see no other safety elsewhere in their lives.  Though the 
  NPC is a oth-level commoner, they are still in your care 
  and protection.
  • Word Gets Around: Word spreads of your generosity, 
  and you benefit from this word-of-mouth.  Roll a 
    d6: 
  on a 1-3, this is a Settlement; on a 4-6, this is Faction.  
  Randomize the settlement or faction with which you 
  gain a degree of positive Attitude; for either, this applies 
  to the default Attitude of any NPC you encounter with 
  membership in that thing.
  Dragon Fly-By
    These environs are not infrequently traversed by 
  dragons, either en route to their lairs or conquests, or simply 
  because this area itself is their habitat.
  You may roll on the table below to determine the behavior of 
  the dragon as it approaches.
  Table 6: Dragon Fly-By Event Behavior
  D20
  Behavior
  1-5
  Ignores You Entirely
  6-9
  Casual Breath Weapon
  10-11
  Lands and Questions
  12-15 Lands and Fights
  16-18 Attacks from Air
  19
  Aids You
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Ignores You Entirely: If you don’t draw attention to 
  yourself or attack, the dragon will continue on its path 
  without further incident.  It’s as though it was a modern-
  day plane in the sky.
  • Casual Breath Weapon: The dragon sees you, but isn’t 
  interested enough to do anything serious about it.  Out of 
  boredom or the merest whiff of curiosity, it tosses a breath 
  weapon your way.  Use the table below to determine the 
  dragon color and type, which will in turn dictate the 
  nature of the breath weapon used.
  • Lands and Questions: As above, but the curiosity is 
  greater: the dragon lands and asks you why you’re here, 
  what you’re about, and so on.  If your answers displease it 
  (i.e., fail social checks), treat this as Lands and Fights; if 
  it is not annoyed by your presence (i.e., succeed on social 
  checks), treat this as Ignores You Entirely.
  • Lands and Fights: Either you’ve annoyed the dragon 
  by your reactions, or it’s just in a terrible mood; either 
  way, it lands and attacks you.  If your party’s alignment 
  generally doesn’t clash with that of the dragon’s (i.e., for 
  most parties, if it’s a chromatic dragon), you can attempt 
  a social skill check to calm the monster down, in which 
  case, your first successful skill check lets you “downgrade” 
  this result to Lands and Questions.
  • Attacks from Air: As Lands and Fights, except it flies 
  about, using breath weapons, magic, and fly-by attacks.  
  Unless you can fly, too, or have telepathy or other means 
  of forcing communication, you do not have the option to 
  downgrade this as with Lands and Fights.
  • Aids You: Whether out of boredom, curiosity, or genuine 
  interest, the dragon decides to help you.  If it has buff or 
  healing spells that would aid you, it uses those on your 
  party; if it does not, or if you are in no need of such magic, 
  it accompanies you and will scare away the next random 
  encounter that’s in the least way negative.  Dragons are 
  fickle folk, so this effect ends without tangible benefit if 
  the dragon has still not scared away an encounter by the 
  time you reach the next settlement or point of interest.
  Dragon Fly-By Color / Type
  If you successfully complete one of the above actions, roll
  You should also roll on the following table to determine the 
  color and nature of the dragon that’s performing the fly-by.  
  Depending on the environment that produced this Event, 
  the results on the table below may result in a seemingly odd 
  combination—a dragon species selected below might not 
  typically inhabit the climate that you are encountering them 
  in, for example.  
  Narratively, you can assume in such circumstances that the 
  dragon in question is either lost, en route from far away, or 
  is approaching out specifically because of where you are, and 
  has diverged from its normal location as a result.
  Table 7: Dragon Fly-By Event Dragon Color
  D20
  Dragon Color
  1-5
  White
  6-9
  Gold
  10-11
  Black
  12-15 Silver
  16-18 Green
  19
  Red
  20
    Reroll with Advantage
  Illusory Hallucination
    The sensations, atmosphere, particulates, or other 
  characteristics of the environment cause you to conclude 
  things visually that are not accurate.
  Roll on the table below to determine the more specific, 
  mechanical/narrative nature of the effect.
  
  40
  Events
  Table 8: Illusory Hallucination Event Effect
  D20
  Effect
  1-5
  Lose Time Wandering
  6-9
  Distracted
  10-11
  Confused
  12-15 Become Lost
  16-18 Attract Attention
  19
  Bolstered
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Lose Time Wandering: You aren’t certain of the right 
  path.  As a result, you lose  
    2d4 hours before you can 
  make any further progress.  You can use a successful 
    
  Survival check (or equivalent skill, magical spell, or class 
  ability) to halve this duration.  If this lost time brings you 
  to another random-encounter check, then roll as normal.
  • Distracted: You can’t quite keep your mind on the 
  task at hand.  Perhaps you visualized an oasis, and 
  you’re convinced it was a mirage, but part of you keeps 
  wondering if perhaps you were too hasty to dismiss the 
  image.  All of your checks and rolls are at -1 until you 
  reach a terrain hex of a different kind.
  • Confused: You know your mind is playing tricks on you, 
  and that your senses are not entirely your own, but 
  you’re not quite sure what to do about it.  In addition to 
  suffering -1 to all checks and rolls as Distracted above, 
  you must make a Wisdom check each time you move a 
  hex, so long as you continue to move through this terrain 
  type: failure means you lose 
    1d4 hours while you 
  struggle with your confusion.  If your rules system lacks 
  a formal mechanism to make a Wisdom check, roll a d20, 
  and compare to your Wisdom score: if your roll is equal 
  to or less than your Wisdom, you succeed in the check.  
  Remember to suffer a penalty to that check as a result of 
  your confusion!
  • Become Lost: An even more dire form of Distraction or 
  Confusion above, you have no idea where you are, or 
  which direction to go.  You must pass a 
    Survival check 
  (or equivalent skill, magical spell, or class ability) in order 
  to move out of your current location; all such checks are 
  made at -2.  Each time you fail this check, you lose 
    
  2d4 hours.  Once you successfully pass this check, apply of 
  the results of Confused above, but instead of suffering a -1 
  penalty, you suffer a -2 penalty.
  • Attract Attention: Your reaction to the hallucination 
  has drawn unwanted attention.  Perhaps you thought the 
  mirage was a monster, and shouted loudly; maybe you saw 
  a hapless traveler far away, and called out to them before 
  you realized your mistake.  Roll on the random encounter 
  table as you normally would, but reroll anything that 
  doesn’t involve a combat or negative consequences to your 
  party.
  • Bolstered: Either the mirage actually gives you 
  confidence, or your ability to see through it successfully 
  grants you courage.  Either way, so long as you continue to 
  move through this type of terrain, you gain a +1 bonus on 
  all checks and rolls.  Any random environment encounter 
  rolls you make in this terrain that produce an Illusory 
  Hallucination result can be ignored.
  Giant Patrol
    A group of giants walks about regularly in this area, and 
  comes near you.  
  This is similar to the Dragon Fly-By event, except of course 
  that it involves giants instead of dragons.
  If the environment you produced this result in has listed a 
  Giant as one of the potential combat encounters you hazard 
  while traveling here, the Giant Patrol consists of that number 
  and kind of Giant (randomize if more than one kind of Giant 
  combat encounter is possible here).  
  If there are no Giants listed as a possible combat encounter 
  here, the Patrol consists of 
    2d4 Hill Giants.
  You may roll on the table below to determine the more 
  specific nature of the encounter.
  Table 9: Giant Patrol Event Behavior
  D20
  Behavior
  1-5
  Ignores You Entirely
  6-9
  Casual Rock Toss
  10-11
  Questions
  12-15 Fights
  16-18 Attacks from Distance
  19
  Aids You
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Ignores You Entirely: If you don’t draw attention to 
  yourself or attack, the giants will continue on their travels 
  without further incident.  
  • Casual Rock Toss: The giants see you, but aren’t 
  interested enough to do anything serious about it.  Out of 
  boredom or the merest whiff of curiosity, they will each 
  toss a rock your way.  Use normal rock-throwing rules for 
  the type of giant encountered; they will leave you alone 
  and walk away after their dread humor is satisfied.
  • Questions: As above, but the curiosity is greater: the 
  giants approach you, and ask you why you’re here, what 
  you’re about, and so on.  If your answers displease them 
  (i.e., fail social checks), treat this as Fights; if they is not 
  annoyed by your presence (i.e., succeed on social checks), 
  treat this as Ignores You Entirely.
  • Fights: Either you’ve annoyed the giants by your 
  reactions, or they’re just in a terrible mood; either way, 
  they approach and attack you.  You can attempt a social 
  
  41
  Events
  skill check to calm the creatures down, in which case, 
  your first successful skill check lets you “downgrade” this 
  result to Questions.
  • Attacks from Distance: A combination of Causal Rock 
  Toss and Fights, this result means that the giants fight 
  you in full, but try to do so at a distance, constantly 
  throwing rocks until they are reduced to half their starting 
  HP.  If you close to melee range with them, they will 
  continue to fight hand-to-hand.
  • Aids You: Whether out of boredom, curiosity, or genuine 
  interest, the giants decide to help you.  They will 
  accompany you and will scare away the next random 
  encounter that’s in the least way negative.  At the best of 
  times, such an alliance is temporary at best; this effect 
  ends without tangible benefit if the giants have still not 
  scared away an encounter by the time you reach the next 
  settlement or point of interest.
  Avalanche
    A rolling collapse of untold tons of snow and ice falls 
  down and threatens to crush you.
  Everyone in the party suffers 
    1d4 points of bludgeoning 
  damage per Hit Die they possess.  This represents not only 
  the initial onslaught of the snow and ice, but also the cold 
  damage they suffer as they dig their way out of the resulting 
  debris.
  Any individual party member may make a 
    Dexterity or 
  Reflex (with randomized DC), or a Spell save to halve this 
  damage.
  The party as a whole may make a 
    Survival check, a 
    Perception check, or 
    Knowledge (Nature) check 
  (or any equivalents to any of those skills or abilities), with 
  randomized DC.  Success means that you noticed the event 
  about to occur, before it happened, and were able to move 
  quickly to a less dangerous area; the entire party may halve 
  the damage suffered as a result.
  If the party succeeds in the above check to notice the 
  avalanche before it happens, any individual party member 
  who also then succeeds on their Dexterity (or equivalent) 
  save is able to move fully out of the dangerous zone, and 
  suffers no damage at all.
  Lava Burst
    A plume of magma escapes from a crack in the semi-
  liquid crust of the terrain nearby.
  Everyone in the party suffers 
    1d6 points of fire damage 
  per Hit Die they possess.  
  Any individual party member may make a 
    Dexterity or 
  Reflex (with randomized DC), or a Spell save to halve this 
  damage.
  The party as a whole may make a 
    Survival check, a 
    Perception check, or 
    Knowledge (Nature) check 
  (or any equivalents to any of those skills or abilities), with 
  randomized DC.  Success means that you noticed the event 
  about to occur, before it happened, and were able to move 
  quickly to a less dangerous area; the entire party may halve 
  the damage suffered as a result.
  If the party succeeds in the above check to notice the lava 
  burst before it happens, any individual party member who 
  also then succeeds on their Dexterity (or equivalent) save is 
  able to move fully out of the dangerous zone, and suffers no 
  damage at all.
  Missing Townsfolk
    One or more people have gone missing.  Although they 
  may simply be out for a stroll and gotten lost, their loved 
  ones fear the worst, and are very eager for any assistance to 
  be had in finding them.
  There are 
    1d4-1 missing townsfolk.  Treat a 0 result as a 
  1.
  You may choose to search for the missing townsfolk, or 
  ignore the opportunity.
  You may roll on the table below to determine what actually 
  happened to the missing people.
  Table 10: Missing Townsfolk Event Circumstances
  D20
  Circumstances
  1-5
  Tryst
  6-9
  Got Lost
  10-11
  Ran Away
  12-15 Hiding From Threat
  16-18 Wounded by Threat
  19
  Slain
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Tryst: The missing person snuck out to engage in a 
  romantic liaison, probably with someone they shouldn’t be 
  doing this with.  If the Missing Townsfolk is a singleton, 
  then they were engaged in the affair with a completely 
  unrelated party; if two or more people are Missing, then 
  they were all participating together in the dalliance.  Once 
  discovered, the Missing Townsfolk will disengage and 
  return home.  If you want to help keep their secret, it is a 
  double-or-nothing proposition: You will have to succeed 
  in a Diplomacy (or equivalent social-subterfuge check) 
  once you return.  If you succeed on this lie, the thankful 
  lover will give you an additional 
    Reward on top of 
  that given by their grateful loved ones... but if you fail the 
  check, neither the lover, nor the lied-to loved ones, will 
  grant you any reward.
  • Got Lost: The missing people are innocently lost, and 
  merely need someone to point the way home.  Perhaps 
  they had a picnic and got drunk or high on nearby 
  mushrooms.  
  • Ran Away: The missing people intended to run away 
  from home.  Maybe they had a fight with their loved ones, 
  
  42
  Events
  or perhaps this was the culmination of years’ worth of 
  disagreements.  Upon encountering someone actively 
  looking for them, they will reconsider briefly: it’s a 
  simple matter of a social check (Diplomacy, Intimidate, 
  or equivalent) to convince them to return home; failure 
  means they will run away from you, and you’ll have to 
  physically apprehend and carry them back to succeed.
  • Hiding From Threat: A monster, serial killer, stalker, or 
  other threat of violence is nearby, and they are missing 
  because they are hiding from it.  You may attempt to use 
  Stealth to sneak them home; failure means you must roll 
  on the random environment encounters table until you 
  produce a combat encounter, then defeat those monsters.
  • Wounded by Threat: The missing townsfolk was able to 
  fend off a violent threat, but not before suffering a wound 
  that makes it impossible to limp home.  Medical skill, or 
  magical healing, is required to help them home.
    
    Ignore the Missing Townsfolk
  If you choose to ignore the missing townsfolk, the 
  implications are the same as those described in “Table 653: 
  Desperate Victim Event Ignore” on page 38.
    
    Search for the Missing Townsfolk
  You may instead decide to help find the townsfolk.  
  This involves searching the countryside nearby until you 
  locate the missing people.
  Mechanically, travel around nearby hexes adjacent to where 
  you encountered the Missing Townsfolk event.  Each hex 
  you travel in this manner, there is a cumulative chance of 
  locating the missing people.  If you succeed in a Perception 
  (or Investigation, or equivalent skill or class ability check if 
  such applies in your rules system) check (with randomized 
  DC), this chance is 10%; if you do not attempt this check or 
  fail it, the chance is 5%.
  That is, the first time you search, you have either a 5% or 
  a 10% chance; the next time you search, you add either 5% 
  or 10% to that chance.  So your second search could be 5%, 
  10%, 15%, or 20%, based on the success or failure of the two 
  checks involved in the first two searches.
  During this time, you roll for additional random 
  environmental encounters as normal based on how much 
  time you spend searching.
  Once you locate the missing townsfolk, use the Missing 
  Townsfolk Event Circumstances table above to determine 
  what, if any, action or options apply.
  Search Success
  If you successfully locate the townsfolk, and enact the 
  resolution required by the particular Circumstances, a 
  reward may await you upon escorting them back home.
  Unless contradicted by something more specific in the 
  Circumstances above, once you escort the townsfolk back 
  to the hex in which you encountered the Missing Townsfolk 
  event, roll on the table below to determine the implications.
  Table 11: Missing Townsfolk Event Success Implications
  D20
  Implications
  1-5
  Thanks Only
  6-12
  Reward
  13-15 Follower
  16-19 Word Gets Around
  20
    Reroll with Advantage
  Let’s explore these results in more detail: 
  • Thanks Only: Aside from the altruistic inner glow that 
  satisfies when the day is through, there is no further 
  mechanical or narrative benefit to be derived from your 
  actions.  Perhaps the folk you have aided are simple and 
  have little to offer in return, or perhaps they suspected 
  you were lying to them, or maybe they were so angry 
  at their missing loved ones that they have no emotion 
  left over to feel gratitude toward those responsible for 
  returning them.
  • Reward: The party receives one 
    Reward at random, 
  given by the missing townsfolk’s loved ones.
  • Follower: One of the NPCs you have just aided follows you 
  around devotedly as a combination of thanks and hero-
  worship, or perhaps simply because you have made them 
  safe and they see no other safety elsewhere in their lives.  
  Though the NPC is a oth-level commoner, they are still in 
  your care and protection.
  • Word Gets Around: Word spreads of your generosity, 
  and you benefit from this word-of-mouth.  Roll a 
    d6: 
  on a 1-3, this is a Settlement; on a 4-6, this is Faction.  
  Randomize the settlement or faction with which you 
  gain a degree of positive Attitude; for either, this applies 
  to the default Attitude of any NPC you encounter with 
  membership in that thing.
  Nomadic Quest
    A wandering hermit, effectively native to this terrain, 
  wishes to learn more about the far-flung regions of the 
  environment.
  Mechanically, treat this receiving a randomly-generated 
  Exploration Quest.  Once you have completed the quest, 
  you may return to the location in which you encountered the 
  Nomadic Quest environment event to receive any rewards 
  associated with its completion.
  Opportunistic Bandits
    A group of Neutral Evil bandits (Fighters equal in level 
  to your average party level) accosts you.  They will fight until 
  half their number are slain, and will then attempt to flee.  
  This Event always includes a randomized quantity of bandits; 
  make this determination once you encounter this result.
  The bandits themselves have mundane gear: each possesses 
  
  43
  Events
  leather armor, a short sword, 2 daggers, a shortbow, and 10 
  arrows.  They carry no other treasure of note.
  When this event takes place normally, the bandits will greet 
  you and demand payment.  
    Pay Off the Bandits
  If you give them at least 10% of the total value of your 
  possessions, the bandits will leave you alone and allow to to 
  pass unmolested.  This has no further impact to you or the 
  bandits.
   
    Flee from the Bandits
  If you successfully flee from the bandits, they may pursue 
  you.
  The next time you receive an “Opportunistic Bandits” 
  environmental encounter result, the bandits will ambush you 
  and will receive a free round of actions before combat starts 
  as normal.  
  In addition, add +1 bandit per die rolled.  So an Event 
  description that normally lists “2d4 Opportunistic Bandits” 
  would actually involve 2d4+2 bandits who surprise you.
   
    Defeat the Bandits
  If you defeat the bandits, you can of course loot the corpses 
  of those you have slain.
  If you defeat the bandits by causing some of them to flee,  
  multiply the number of bandits by 5; the result is the 
  percentage change that a reward has been posted for these 
  bandits and they are wanted men and women.  If you slew 
  them all, this multiplier is instead 10.
  One way or another, unless you fled the bandits, you may 
  receive a reward: The next time you visit a settlement, roll 
    d100 and compare to this chance: success means you are 
  given a 
    Reward at random by the security forces there.
  Pinefall
    With barely a crack of warning, a series of enormous 
  trees breaks from their base and tumbles toward you.
  Each party member suffers 
    1d6 points of bludgeoning 
  damage for every full 2 Hit Dice they possess.  
  Before the Pinefall occurs, the party as a whole may 
  make a 
    Survival check, a 
    Perception check, or 
    Knowledge (Nature) check (or any equivalents to any 
  of those skills or abilities), with randomized DC.  Success 
  means that you noticed the event about to occur, before it 
  happened, and were able to move quickly to a less dangerous 
  area; the entire party may halve the damage suffered as a 
  result.  You make this attempt once, before the trees begin to 
  fall.
  Any individual party member may make a 
    Dexterity 
  or Reflex (with randomized DC), or a Spell save to halve 
  this damage.  If the party succeeded in the above Survival 
  (or equivalent) roll, each PC makes their Dexterity (or 
  equivalent) check with  
    Advantage (roll twice, select 
  your preferred result).
  If the party succeeds in the above check to notice the pinefall 
  before it happens, any individual party member who also 
  then succeeds on their Dexterity (or equivalent) save is 
  able to move fully out of the dangerous zone, and suffers no 
  damage at all.
  Multiple trees fall in this manner: the above scenario occurs 
    1d4+1 times in total.  Remember that the Survival check 
  to notice the phenomenon before it occurs only takes place 
  once, at the start of the event.
  Permafrost Rupture
    The region of permanently-frozen earth in the area 
  around you has suffered unnatural warming, perhaps as a 
  result of so many travelers overhead.
  This can have a variety of impacts; roll on the table below to 
  determine the more specific effect.
  Table 12: Permafrost Rupture Event Effects
  D20
  Effect
  1-5
  Burst of Dust
  6-9
  Cave-In
  10-11
  Sudden Pit
  12-15 Poison Haze
  16-18 Long-Buried Disease
  19
  Monstrous Emergence
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Burst of Dust: A plume of dust and debris puffs out 
  unexpectedly from the ground.  There is no further 
  mechanical effect of the event.
  • Cave-In / Sudden Pit: Treat either of these as the Quirk 
  encounter of the same name.
  • Poison Haze: Treat this as the Event of the same name.
  • Long-Buried Disease: Each party member must make 
  a 
    Fortitude / Constitution / Death save (with 
  randomized DCs for those systems to which the concept 
  applies).  Failure means they suffer the effects of a disease 
  that is so ancient, there is no name for it; it was last seen 
  on the surface eons ago, and likely afflicted creatures that 
  may not have even resembled the PCs.  The impact is that 
  a random Ability Score suffers 1d4 points of damage (or 
  permanent reduction) until the victim receives a remove 
  disease or similar magical healing effect that repairs 
  diseases.  The disease is non-magical in nature and has no 
  further effect.  Once the disease is removed, the Ability 
  Score afflicted returns to normal.  Randomize which 
  Ability Score is affected once for the entire group when 
  this event is encountered—the disease affects all victims 
  the same way.
  • Monstrous Emergence: A creature long-buried in the 
  frozen earth was not dead, and has recovered their vitality 
  
  44
  Events
  somehow.  Roll on the appropriate environment encounter 
  table until you receive a combat encounter; the monsters 
  that you face as a result receive full hit points per hit die 
  and will fight to the death.
  Poison Haze
    The air hangs thicky in a dense fog here.  Sometimes 
  showing hints of yellow, other times tints of green, the 
  particulates are clearly not ideal for most life.
  The malaise has a chance of affecting each party member.  
  For every hex of this terrain type traveled through, starting 
  immediately upon encountering this event, each party 
  member must make a 
    Fortitude / Constitution / Death 
  save (with randomized DCs for those systems to which the 
  concept applies).  
  Success means they have fended off the effects of the Poison 
  Haze for the time being.
  Failure may produce a variety of results, as the poison 
  affects creatures differently.  Roll on the table below for each 
  PC who fails their save amidst the Poison Haze.
  Once suffering, an afflicted creature does not have to make 
  further saves while traveling through this terrain, but their 
  condition remains until they leave the region.  
  Once they leave this terrain type, each afflicted creature may 
  make another save, with the same DC if applicable.  Success 
  means all effects are removed immediately; failure means 
  the effects remain, but can be remedied if the creature 
  receives even 1 point of magical healing.
  Table 13: Poison Haze Event Effects
  D20
  Effects
  1-5
  -1 on Attacks
  6-9
  -1 on Checks
  10-11
  -2 on Saves
  12-15 Disadvantage on Checks
  16-18 Disadvantage on Attack Rolls
  19
  Disadvantage on Saves
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • -1 on Attacks: All attack rolls made by the affected 
  creature suffer a -1 penalty. 
  • -1 on Checks: As above, but applies only to skill and ability 
  checks.
  • -2 on Saves: As above, but applies to all saving throws 
  made by the creature.
  • Disadvantage on Checks: All skill and ability checks made 
  by the victim suffer 
    Disadvantage (roll twice, select 
  the less favorable result).
  • Disadvantage on Attack Rolls: As above, but applies only 
  to attack rolls.
  • Disadvantage on Saves: As above, but applies to saving 
  throws.
  Possessed Caravan
    A phantom vision of a long-lost caravan passes nearby.  
  Ghostly apparitions in tattered clothing whip the reins of 
  zombie horses, while wagons with visibly decrepit wheels 
  tumble impossibly on along the landscape.
  If the party makes a successful 
    Stealth check, or 
  otherwise is able to hide, the Possessed Caravan is merely a 
  creepy novelty.
  If they fail, however, or do not even attempt to hide from the 
  phenomenon, the event takes a much different focus.  Roll on 
  the table below to determine the more specific effect.
  Table 14: Possessed Caravan Event Effect
  D20
  Effect
  1-5
  Corporeal Caravan
  6-9
  Ignores You Anyway
  10-11
  Passes Through You
  12-15 Draws Attention
  16-18 Drops Loot
  19
  Attacks You
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Corporeal Caravan: Though ghostly in appearance, the 
  Possessed Caravan is quite corporeal, and in fact they 
  retain sufficient intelligence (and wares!) to conduct 
  a creepy, yet effective, business.  Treat this Event as a 
  Caravan Quirk instead.
  • Ignores You Anyway: Though you haven’t successfully 
  dodged their attention, the Possessed Caravan doesn’t 
  seem to care about you.  They move along, ignoring you.  
  You may hail them or otherwise attempt to attract their 
  attention, running the risk of a less favorable result, and 
  forcing a reroll on this table; if you do so, the second roll 
  holds and cancels this result.
  • Passes Through You: It seems as though the Possessed 
  Caravan turns course and tries to run you down, though 
  their half-dead eyes don’t seem to focus on you, and 
  nothing you do or say seems to have any effect on their 
  behavior.  Each PC must make a 
    Dexterity / Reflex 
  / Spell save (with randomized DCs for those systems 
  to which the concept applies).  Success means you’re 
  able to dodge out of the way before the apparitions pass 
  through you; failure means that you suffer a curse: more 
  specifically, you suffer one 
    Penalty at random.  Note 
  that since this effect applies to each PC, a party with 
  multiple characters may suffer a great deal of negative 
  impact from this result if they fail their saves!
  
  45
  Events
  • Draws Attention: Though the Possessed Caravan itself 
  ignores you entirely, their hoots, hollers, and other 
  carousing sounds attract the attention of nearby monsters.  
  Roll on the appropriate environmental encounter table 
  until you receive a combat encounter, and apply it.  The 
  Possessed Caravan itself has no further impact.
  • Drops Loot: Visually, this appears as Ignores You 
  Anyway.  In the wake of the Possessed Caravan’s passing, 
  however, keen-eyed observers may spot something: 
  each PC may make a 
    Perception / Investigation 
  / Wisdom check (with randomized DCs for systems to 
  which that concept applies).  Success means they spot the 
  loot dropped; failure from all PCs means nobody notices 
  anything.  The loot itself takes the form of a random 
  Material Reward.
  Private Property
    Townsfolk who claim to be the rightful owners of this 
  territory approach you, and demand that you leave the area 
  immediately.  
  Mechanically, this means 
    2d6 0th-level commoners.  
  They are unarmored, and are improvisationally but 
  effectively armed with daggers, pitchforks, and the like (1d6 
  slashing damage equivalent in melee).  They each possess 
  2d12 cp.
  Whether these folk are truly the lawful owners, if the land 
  even belongs to anyone, or if they are merely a slightly more 
  conversationally-creative form of Opportunistic Bandits 
  above... none of that really matters when pitchforks are 
  brandished your way.
  Though the narrative options are nuanced and many, 
  structurally, you may either comply, or try to talk your way 
  out of the situation.
    Leave Immediately
  If you agree to leave immediately, make a 
    Diplomacy (or 
  equivalent) check.  
  Success means the “owners” let you leave without further 
  ado, perhaps guffawing to themselves that meagrely-
  armed commoners were able to stare down heavily-armed 
  adventurers.
  Failure means they ask for an additional bribe as a “cost” of 
  “trespassing” on their lands.  This takes the form of 1/20th 
  of your monetary wealth, rounded down, in whatever form 
  or combination of forms you wish (e.g., coin, coin and gems, 
  gems only, etc.).  You may give them weapons, armor, or 
  other items of value, but the calculation of your monetary 
  wealth should only include coins and gems.
  If you give them the bribe, treat this as a success on the 
  Diplomacy check above; they let you go.
  If you don’t want to; you can attempt a 
    Intimidate (or 
  equivalent) check; success means they let you go without 
  the bribe; failure means you must either give them the bribe 
  or fight them.  At this point, treat as Intimidate and Stay 
  below, with a failed check.
    Intimidate and Stay
  You can try and talk these folk down.
  Mechanically, you can attempt a 
    Diplomacy or 
  Intimidate (or equivalents) check.  
  Success means they either admit they don’t own the land, 
  or make a big show of grudgingly allowing you to stay; they 
  trouble you no further.
  Failure means that they take offense at the mere notion that 
  their authority isn’t obeyed.  They fight you, but will flee 
  once half their number are slain.
  Shake-Down
    A group of armed and armored people approach you, 
  and demand money for their protection.  It’s dangerous in 
  these parts, you see, and they are the only source of security 
  and peace the region.  And they don’t work for free, no sir, 
  and they have expenses, you see.
  The gang consists of 
    2d4 Fighters, each of level equal to 
  the average party level minus 2 (minimum 1).  Each is armed 
  with a longsword, dagger, and shortbow, carries 10 arrows, 
  and wears leather armor.
  Between them, they carry sufficient material wealth to merit 
  a single roll on “QuickStart Treasure, Low Coin Generator” 
  on page 73.
  You may choose to pay them, negotiate with them, flee, or 
  attack.
  If at any point in the below decision-making, you owe the 
  gang money (i.e., have not Negotiated your way out of paying 
  altogether), and do not run away, but refuse to pay, they 
  will attack you; treat the circumstances at that point as the 
  Attack choice below.
    Pay
  The Shake-Down is immediately satisfied if you give the 
  ruffians a bribe equal to 1/20th of your monetary wealth, 
  rounded down, in coins of whatever combination of 
  denominations you wish.  The gang leaves you be from that 
  point onward; you may ignore future environment encounter 
  results of “Shake-Down” so long as you continue to travel in 
  this terrain type.  That is, your chance to encounter another 
  Shake-Down is reset as soon as you move onto a hex of a 
  different terrain type than the current one.
    Negotiate
  You may attempt to haggle over the price of their “security” 
  offering.  Make a 
    Diplomacy (or equivalent) check, with 
  DC randomized.  Success means that you get them to halve 
  the amount of the bribe required to satisfy their interest.
  You may continue to attempt Negotiations in this manner.  
  Each success again halves the amount.  
  At any time in your negotiations so long as they are 
  succeeding, you may choose to stop further checks and 
  simply pay the amount currently negotiated.
  Four successive successful Negotiations checks will cause 
  them to lose interest, and go about their business without 
  further hassle and with zero cost to you.
  
  46
  Events
  Beware, however, for this is a “push your luck” situation: 
  if you fail even once, the gang will reset their intentions to 
  their original stance: 1/20th, or fight.
    Flee
  You can run away.  The gang will be so shocked at this 
  outcome that they won’t immediately chase you.  
  Move one hex in a random direction.
  Once you have fled a Shake-Down event, the gang will 
  recognize you next time, and not allow for as favorable 
  outcomes: the next time you roll a Shake-Down event (in this 
  terrain type or any other), you will encounter the same gang.  
  Negotiations checks you attempt suffer 
    Disadvantage 
  (roll twice, select the less favorable result).
    Attack
  You can choose to fight the gang (or be forced to do so based 
  on other decisions, above).  
  When the first one of their number falls, the remaining 
  warriors will ask you to relent; they will recognize that you 
  clearly don’t need their help surviving in this environment, 
  and therefore you may proceed without paying the protection 
  money.  
  If you continue to attack them beyond that point, they will 
  fight back, but will flee once half their original number are 
  defeated.
  Shepherd Quest
    A shepherd who works this terrain has lost something.  
  It could be a sheep, it could be a crook or quarterstaff.
  Treat this receiving a randomly-generated Rescue Quest.  
  Role-wise, the location to which you must return the rescued 
  cargo is the hex in which you encountered the Shepherd 
  Quest event.
  Something in the Air
    There’s something in the air, here.  It’s almost tangible, 
  you feel like you can taste it, or feel it on your skin, slimy 
  and slick like a mysterious phantom overlaying your flesh.
  Aside from a general sense of unease, this Event may also 
  manifest in a number of ways, none of which is terribly 
  great.
  Nothing immediately happens, mechanically.  If you continue 
  to move through terrain of this type, each hex you move 
  through, roll on the table below to determine if something 
  more significant occurs.
  Treat any roll other than “Something in the Air” below as 
  the equivalent Event of the name indicated.
  Even if you encounter, and resolve, another event from this 
  table, the Something in the Air effect remains so long as you 
  keep moving through this terrain type: you must continue to 
  roll each hex traversed in this manner.
  Once you move into a hex whose terrain differs from that in 
  which you first encountered this Event, the Something in the 
  Air effect dissipates.
  Table 15: Something in the Air Event Movement Effect
  D20
  Effect
  1-5
  Something in the Air
  6-9
  Illusory Hallucination
  10-11
  Desperate Victim
  12-15 Missing Townsfolk
  16-18 Shifting Terrain
  19
  Poison Haze
  20
    Reroll with Advantage
  Shifting Terrain
    Whether it’s a trick of the light, your vision failing to 
  adjust, you can’t quite read the terrain.  If you didn’t know 
  any better, you could swear that it’s shifting, changing, even 
  as you try to get a read on things.
  In some environments, the terrain can and does actually 
  shift: snowfall, wind, and storms can physically alter the 
  landscape, making navigation challenging and even simple 
  traversal perilous.
  Roll on the table below to determine the effect of a particular 
  Shifting Terrain effect.  
  For each hex you traverse that is the same terrain type as 
  that where you first encountered this event, make another 
  roll on this table, as the Shifting Terrain alters.  Each time 
  you make a roll on this table, previous effects rolled on this 
  table no longer apply—that is, only one effect from the table 
  below applies in any given hex of terrain.
  Table 16: Shifting Terrain Event Effect
  D20
  Effect
  1-5
  Difficult Terrain
  6-9
  Too Quiet
  10-11
  Navigational Error
  12-15 Way is Cleared
  16-18 Sudden Pit
  19
  Treasure Revealed
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Difficult Terrain: The entire landscape counts as Difficult 
  Terrain for your party.  Creatures native to this region 
  (i.e., those encountered in other Events and Quirks) are 
  unaffected, as they are used to the shifts and changes 
  in the environment.  For rules systems that lack a 
  formal mechanic for Difficult Terrain, your movement 
  
  47
  Events
  speed is halved, and you suffer 
    Disadvantage (roll 
  twice, select the less favorable result) for any complex 
  maneuvers or movements you attempt that involve a roll 
  or a check.  
  • Too Quiet: Sands collapse, snow shifts, or brush tumbles 
  away, leaving the party exposed.  Make another roll on 
  the appropriate environment encounters table; ignore any 
  result that is not a combat encounter.  Any further rolls 
  on an encounter table are made with 
    Disadvantage 
  (roll twice, select the less favorable result) so long as this 
  effect is in place; “less favorable” in this case means the 
  most combat-oriented result.
  • Navigational Error: You’re not sure which way is which 
  any more.  Move one hex in a random direction, and make 
  an environmental encounter table roll once you land in 
  the new location.  Before your forced movement, you may 
  use an appropriate navigational skill or tool check (with 
  randomized DC, for systems that require one) to overcome 
  this error; success means you may ignore this effect for 
  this hex.
  • Way is Cleared: Though most of the time, Shifting Terrain 
  causes frustration or danger, sometimes it can be a 
  blessing.  The sands, snow, or other landscape has cleared, 
  making your way forward much more straightforward.  
  You may ignore any normal requirements to make further 
  environmental encounter checks so long as you travel in 
  this terrain type.  In addition, while moving through this 
  type of terrain, you move at half-again speed (i.e., 150% 
  of your normal pace).
  • Sudden Pit: Treat this as the Quirk of the same name.
  • Treasure Revealed: The sands, snow, or debris reveals 
  a hidden cache, or dropped belongings.  Make a roll on  
  “QuickStart Treasure, Low Coin Generator” on page 
  73.
  Strangling Flora
    The surrounding plant life suddenly reveals itself to be 
  hostile, as roping vines and poisonous tendrils reach for you.
    2d4 such tendrils attack your party.  Randomize which 
  PC each tendril attacks.  For each attack, the targeted PC 
  may attempt a 
    Dexterity / Reflex / Spell save (with 
  randomized DCs for those systems to which the concept 
  applies).
  Success on a given save means that that PC has avoided that 
  particular attack.  Succeeding on a save does not provide 
  immunity from other attacks; each one must be saved for 
  separately.
  Roll on the table below to determine the effect if you do not 
  avoid the Strangling Flora.  As various types of plant life are 
  involved, make a separate roll for each attack.
  Table 17: Strangling Flora Event Effect
  D20
  Effect
  1-5
  Crushing Vine
  D20
  Effect
  6-9
  Thorny Vine
  10-11
  Virulent Tendril
  12-17
  Poisonous Tendril
  18
  Tripping Vine
  19
    Reroll Twice
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Crushing Vine: The victim suffers 
    1d4 points of 
  bludgeoning damage for every 3 Hit Dice or fraction 
  thereof they have.  For example, a 5th-level Wizard would 
  suffer 2d4 damage.
  • Thorny Vine: As above, but the damage is 
    1d4 points 
  of piercing damage per 2 Hit Dice.
  • Virulent Tendril: The victim suffers 
    1d4 points of 
  poison damage for every Hit Die they possess.
  • Poisonous Tendril: As Virulent Tendril, but the damage 
  is 
    1d4 for every 2 Hit Dice or fraction thereof.
  • Tripping Vine: The victim is tripped to the ground.  While 
  this inflicts no damage in and of itself, it makes them an 
  easy target: any other attacks this event from Strangling 
  Flora will automatically target this victim, and they suffer  
    Disadvantage (roll twice, select the less favorable 
  result) on their saves to avoid the attacks.
  • Reroll Twice: Roll twice more on this table and apply 
  both effects.  Ignore this result if rolled again.  Duplicate 
  results on this table do not stack; for example, if you 
  reroll two Crushing Vine results, you still only suffer 1d4 
  points of damage per 3 HD.
  Temporary Mutation
    The atmosphere in this region causes some truly strange 
  physiological effects... you hope they are temporary!
  Each PC must make a 
    Constitution / Fortitude / Breath 
  Weapon save (with randomized DCs for those systems to 
  which the concept applies).  Success means your body has 
  warded off the mutations for the time being.
  Failure means you must roll on the table below to determine 
  the nature of the effect.  
  Succeed or fail, while you remain in this terrain type, each 
  hex traversed requires this save, and if failed, imposes an 
  additional effect rolled at random on this table.
  Duplicate results as a result of this movement do not stack.
  Once you move into a hex of a different terrain, each 
  afflicted PC must make a 
    Constitution / Fortitude 
  / Breath Weapon save (with randomized DCs for those 
  systems to which the concept applies).  Once you succeed at 
  this save, the Temporary Mutation is removed.  So long as 
  you keep failing, you must re-attempt this save each hex of 
  
  48
  Events
  movement until it is succeeded.
  Table 18: Temporary Mutation Event Effect
  D20
  Effect
  1-5
  Third Appendage
  6-9
  Horns
  10-11
  Insect Eyes
  12-15 Uncontrollable Braying
  16-18 Uncanny Awareness
  19
  Telepathy
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Third Appendage: Leg or arm, this will be useful once you 
  get used to it... but that’s going to take some time.  For 
  now, your movement speed is halved as you stumble about 
  trying to deal with this new thing on your body.  You must 
  also remove your armor, as it was not constructed with 
  this additional appendage in mind.
  • Horns: You’ve got big horns on your head.  If you’re using 
  a rules system with a Charisma Ability Score, you suffer 
  a -2 penalty to that score so long as the mutation is in 
  effect. On the positive side, your melee attacks inflict an 
  additional 
    1d4 points of piercing damage.
  • Insect Eyes: You grow hideous-looking insect eyes atop 
  your normal eyes.  This is excellent for seeing in multiple 
  directions at once; you gain 
    Advantage (roll twice, 
  select the more favorable result) on Initiative checks, 
    
  Perception checks to notice traps or movement, and any 
  other rolls or checks that involve surprise or detecting 
  movement.  The multifaceted complexity of what you see, 
  however, is nauseating: you suffer 
    Disadvantage (roll 
  twice, select the less favorable result) on all attack rolls 
  and other skill checks.
  • Uncontrollable Braying: Like a dog, goat, or other 
  creature, you periodically emit a loud, guttural bleat 
  or bay.  In addition to the embarrassment, this noise 
  attracts other creatures: your rolls on random encounter 
  tables suffer 
    Disadvantage (roll twice, select the less 
  favorable result) so long as you have this mutation.
  • Uncanny Awareness: Your vestibular system has been 
  augmented significantly.  All of your 
    Dexterity and 
  Reflex saves, and all saves or checks based on movement 
  and reaction, are made with 
    Advantage (roll twice, 
  select the more favorable result).  You’re not used to the 
  sensory overload, however; all social checks and checks 
  involving conversation or speech, or saves related to 
  sound or sonic effects, suffer 
    Disadvantage (roll 
  twice, select the less favorable result).
  • Telepathy: You hear the voices of others.  You can talk via 
  telepathy to any creature within 100’.  This mutation does 
  not grant you any language you do not already have; your 
  telepathic communications are expressed just as normal 
  voice would be, so you pick the language and what to say.  
  You can also hear a little bit of people’s surface thoughts; 
  you gain 
    Advantage (roll twice, select the more 
  favorable result) on social checks related to understanding 
  people (e.g., Sense Motive).
  Completely Lost
    You have absolutely no idea where you are, any more. 
  Until you recover your bearings, you must move one hex in a 
  random direction.  This effect persists even if you move into 
  terrain of a different type.
  Each hex you move through, you may select one PC in your 
  party to try and navigate your way out of the situation.  
  Make a navigational skill check (e.g., 
    Knowledge 
  (Geography)).  Using a navigational tool (compass, sextant, 
  map specific to this area, guide / sherpa / hireling native 
  to this region) grants 
    Advantage (roll twice, select the 
  more favorable result) on this roll.
  Failure means you continue to move randomly.  
  Your first success means you may move intentionally in 
  the direction of your choice.  You must continue to make 
  navigational checks each hex of movement, however, until 
  you score two successes in a row.
  While you are Completely Lost, you must still make other 
  environmental encounter checks as you normally would; any 
  encounters that result do not remove this effect.
  Splintertrees
    The trees in this area might be sentient, or might simply 
  be reacting to movement.  You don’t have enough time to 
  consider the underlying reasons, though, because you’re too 
  busy trying to dodge the needle-like darts of pine and thorn 
  that they are flinging your way!
  When you encounter this Event, the Splintertrees fling 
    
  1d6 darts at your party.  
  For each dart, randomize which party member is targeted.  
  Each PC, for each dart attack they suffer, may attempt a 
    
  Dexterity or Reflex (with randomized DC), or a Spell save to 
  avoid the dart completely.
  For each dart that is not dodged in this manner (i.e., if the 
  save is failed), the victim suffers 
    1d4 points of piercing 
  damage.
  After the initial wave of darts, roll a 
    1d6; if you roll 
  equal to or less than the number of dart waves you’ve 
  suffered already, the Splintertrees relent.  If you roll over the 
  number of waves, then they launch another wave of darts—
  repeat the above process for another wave of 1d6 darts.
  This means that the Splintertrees might end up tossing a 
  maximum total of 36 darts your way!
  If this process results in more than 3 waves of darts, the 
  party receives 
    Advantage (roll twice, select the more 
  favorable result) on their saves for any waves beyond the 
  third, as they would likely have taken cover or moved far 
  
  49
  Events
  enough away from the Splintertrees that it would be more 
  difficult for them to hit.
  Washed Ashore
    Something has been beached on the coastline here.  You 
  don’t need a check to notice it; it’s pretty unavoidable and 
  stands out on the sand or rock.
  Roll on the table below to determine what has been Washed 
  Ashore.
  Table 19: Washed Ashore Event Effect
  D20
  Effect
  1-5
  Corpse
  6-9
  Well-Equipped Corpse
  10-11
  Stunned Monster
  12-15 Ruined Treasure
  16-18 Sealed Treasure
  19
    Reroll Twice
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Corpse: A dead body.  Nothing else to see, here; move 
  along.
  • Well-Equipped Corpse: Ah, now this is a bit more 
  interesting.  The dead body is dressed in leather armor 
  and bears a shortsword and dagger; they also have a 
  shortbow that has been rendered useless by the elements, 
  and an empty quiver.
  • Stunned Monster: It’s a creature on the shoreline, 
  stunned by its journey here.  Roll on the appropriate 
  environment encounter table until you get a combat 
  encounter result; a single instance of that creature is what 
  has washed ashore.  Use 
    Stealth or its equivalent 
  in your rules system (with DC randomly determined for 
  systems requiring that value) to avoid detection; if it 
  notices you, it will attack to the death.  If you encounter 
  this result more than once, each successive result adds one 
  to the monster type already determined; you don’t need to 
  re-randomize which creature is there more than once.
  • Ruined Treasure: It’s tempting and exciting to see 
  a treasure chest, map tube, crate, or sack.  If you 
  investigate, there is a 
    15% chance that it is trapped; 
  generate a random trap using the “QuickStart Trap 
  Generator” on page 20.  In all likelihood, the treasure 
  is ruined by the sea and there is nothing useful inside: 
  there is only a 15% chance (25% if you successfully 
  noticed and disarmed the trap) that you may treat this as 
  Sealed Treasure below.
  • Sealed Treasure: A watertight chest, casket, bag, or other 
  secure container has found its way to the shore.  It is 
  untrapped, and may be unlocked easily (requiring no skill 
  or check).  The party receives a random Material Reward 
  within.
  • Reroll Twice: Roll twice again on this table and apply both 
  results.  Results do stack.  The Reroll Twice result itself 
  stacks as well, up to 4 times total.
  Suffering Adventurer
    An adventurer, not unlike yourselves, limps weakly 
  toward you, stumbles, and then collapses.  You can choose to 
  help, hinder, or ignore the Suffering Adventurer.
    
    Ignore the Adventurer
  If you choose to ignore the victim, roll on the table below to 
  determine the implications of your decision.
  Table 20: Suffering Adventurer Event Ignore
  D20
  Implications
  1-5
  No Effect
  6-8
  Displease Faction
  9-13
  Word Gets Around
  14-19 Comes Back to Bite You
  20
    Reroll with Advantage
  Let’s explore these results in more detail: 
  • No Effect: There are neither positive, nor negative, 
  implications from your decision.
  • Displease Faction: A faction with which one or more of 
  the PCs is associated learns of the act, and is displeased.  
  Perhaps the ignored adventurer collapsed upon the 
  entrance of the faction, and told the tale of the party’s 
  bad-Samaritan actions.  If the party is associated with one 
  or more religious factions, randomly select one; if they 
  are not, randomly select a faction of a secular nature.  
  The next time one or more PCs interact with one or more 
  members of the displeased faction, they must make a 
    
  Diplomacy (or equivalent) check; failure means the party 
  degrades one level of Attitude in the eyes of the faction.
  • Word Gets Around: As Displease Faction, but applies 
  to the next settlement that the party encounters; failure 
  at the next social interaction of a member of that village 
  means the Attitude of the settlement itself toward the 
  party, and the default Attitude of every villager therein, 
  degrades.
  • Comes Back to Bite You: At the conclusion of the current 
  gaming session, the party suffers one 
    Penalty at 
  random as a culmination of their choice.
    
    Aid the Adventurer
  You may instead decide to aid the adventurer.  
  Roll on the table below to determine what sort of aid the 
  victim requires.
  
  50
  Events
  Table 21: Suffering Adventurer Event Aid Requirement
  D20
  Aid Requirement
  1-5
  Stabilize & Heal
  6-10
  Magical Healing
  11-15
  Remove Disease
  16-19 Cure Poison
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Stabilize & Heal: Near death, the adventurer clings 
  desperately to life, but is failing in this attempt.  To render 
  aid, you must stabilize the bleeding-out adventurer at 
  minimum, using 
    Heal skill checks (or equivalent).  
  Any amount of magical healing also qualifies as aid.
  • Magical Healing: To fully aid the adventurer, you must 
  restore them to vitality.  This requires an amount of 
  magical healing equal to at least 
    3d8 hit points.
  • Remove Disease: The adventurer suffers from a 
  nonmagical disease.  Any magical or nonmagical effect 
  that removes disease will suffice to cure the victim.
  • Cure Poison: As above, but poison, rather than disease.
  Aid the Adventurer Success
  If you successfully complete one of the above actions, roll 
  on the table below to determine the implications of your 
  decision.
  Table 22: Suffering Adventurer Event Aid Implications
  D20
  Implications
  1
  No Effect
  2-13
  Reward
  14
  Follower
  15-19 Word Gets Around
  20
    Reroll with Advantage
  Let’s explore these results in more detail: 
  • No Effect: Aside from the altruistic inner glow that 
  satisfies when the day is through, there is no further 
  mechanical or narrative benefit to be derived from your 
  actions.
  • Reward: The party receives one 
    Reward at random.  
  This might be given directly by the aided person (“I’ve not 
  much to give you in thanks, but here...”), or awarded to 
  the party by a loved one or other interested party.
  • Follower: The NPC you have just aided follows you around 
  devotedly as a combination of thanks and hero-worship, or 
  perhaps simply because you have made them safe and they 
  see no other safety elsewhere in their lives.  Though the 
  NPC is a oth-level commoner, they are still in your care 
  and protection.
  • Word Gets Around: Word spreads of your generosity, 
  and you benefit from this word-of-mouth.  Roll a 
    d6: 
  on a 1-3, this is a Settlement; on a 4-6, this is Faction.  
  Randomize the settlement or faction with which you 
  gain a degree of positive Attitude; for either, this applies 
  to the default Attitude of any NPC you encounter with 
  membership in that thing.
  Drowning Victim
    A helpless person is drowning.  You may choose to 
  ignore them, or help them.
    
    Ignore the Victim
  If you choose to ignore the victim, roll on the table below to 
  determine the implications of your decision.
  Table 23: Drowning Victim Event Ignore
  D20
  Implications
  1-12
  No Effect
  13-14 Survive Anyway & Vengeful
  15-17
  Word Gets Around
  18-19 Comes Back to Bite You
  20
    Reroll with Advantage
  Let’s explore these results in more detail: 
  • No Effect: There are neither positive, nor negative, 
  implications from your decision.
  • Survive Anyway & Vengeful: Though you ignore the 
  victim and don’t help them, a twist of fate (a helpful wave, 
  a log floating by at just the right time) means they survive 
  anyway without your help.  They noticed you, however, 
  and that you explicitly chose to do nothing.  The next time 
  you roll a Drowning Victim event, it will be the almost-
  drowned NPC who shows up, with a gang of allies, to 
  enact revenge upon your party.  Treat the recovered victim 
  as a Fighter of level equal to your average party level, 
  with one ally Fighter for every 2 PCs or fraction thereof 
  in your party.  The ally Fighters are each of level equal to 
  the drowning victim, minus 1d2; roll separately for each 
  ally.  Each of the gang is armed with a longsword, dagger, 
  shortbow, 10 arrows, and leather armor.
  • Word Gets Around: The next settlement you come to 
  has heard of your choice.  Failure at the next social 
  interaction of a member of that village means the Attitude 
  of the settlement itself toward the party, and the default 
  Attitude of every villager therein, degrades.
  • Comes Back to Bite You: At the conclusion of the current 
  gaming session, the party suffers one 
    Penalty at 
  random as a culmination of their choice.
  
  51
  Events
    
    Aid the Victim
  You may instead decide to aid the adventurer.  
  This requires a series of 
    Swim checks (or Athletics, or 
  your system’s equivalent, each with a separately-randomized 
  DC for systems that require it) to swim out to the victim, 
  grab them, and then swim back.
  Roll 
    1d6; this is the number of successful Swim checks 
  you need to roll in order to complete the rescue.
  Each time you fail a roll, roll a 
    1d20; if the result is equal 
  to or less than the number of times you have failed a Swim 
  check in this challenge, the victim drowns and you receive no 
  benefit for your actions.
  Aid the Victim Success
  If you successfully complete one of the above actions, roll 
  on the table below to determine the implications of your 
  decision.
  Table 24: Drowning Victim Event Aid Implications
  D20
  Implications
  1
  No Effect
  2-10
  Reward
  11-12
  Follower
  13-19 Word Gets Around
  20
    Reroll with Advantage
  Let’s explore these results in more detail: 
  • No Effect: Aside from the altruistic inner glow that 
  satisfies when the day is through, there is no further 
  mechanical or narrative benefit to be derived from your 
  actions.
  • Reward: The party receives one 
    Reward at random.  
  This might be given directly by the aided person (“I’ve not 
  much to give you in thanks, but here...”), or awarded to 
  the party by a loved one or other interested party.
  • Follower: The NPC you have just aided follows you around 
  devotedly as a combination of thanks and hero-worship, or 
  perhaps simply because you have made them safe and they 
  see no other safety elsewhere in their lives.  Though the 
  NPC is a oth-level commoner, they are still in your care 
  and protection.
  • Word Gets Around: Word spreads of your generosity, 
  and you benefit from this word-of-mouth.  Roll a 
    d6: 
  on a 1-3, this is a Settlement; on a 4-6, this is Faction.  
  Randomize the settlement or faction with which you 
  gain a degree of positive Attitude; for either, this applies 
  to the default Attitude of any NPC you encounter with 
  membership in that thing.
  Stranded Adventurer
    An adventurer wanders about, separated from the rest 
  of his party, terrified, and aimless.  There but for the grace 
  of the gods, go you.
  The Stranded Adventurer is a Fighter equal in level to your 
  average party level, minus 1 (minimum 1).  They are dressed 
  in chainmail, and are equipped with a longsword, shield, 
  dagger, longbow, and 20 arrows.
  You may ignore the Stranded Adventurer, help them 
  reconnect with their group, or kill them and take their loot.
   
    Kill the Adventurer
  If outnumbered, the Stranded Adventurer will try to flee, 
  already being in a state of near-panic at being alone to begin 
  with.  
  If you successfully slay the adventurer, you can loot her 
  body; in addition to the equipment described, she’s in 
  possession of coinage equal to a single roll on “QuickStart 
  Treasure, Low Coin Generator” on page 73.
  Whether you successfully slay her, or if she escapes your 
  murderous attempt, there is a chance of her comrades 
  discovering the situation and connecting it to you: Roll on 
  the Stranded Adventurer Event Ignore table below, but treat 
  all results other than “No Effect” as “Comes Back to Bite 
  You”.
    
    Ignore the Adventurer
  If you choose to ignore the Stranded Adventurer, roll on the 
  table below to determine the implications of your decision.
  Table 25: Stranded Adventurer Event Ignore
  D20
  Implications
  1-8
  No Effect
  9
  Displease Faction
  10-12 Word Gets Around
  13-19 Comes Back to Bite You
  20
    Reroll with Advantage
  Let’s explore these results in more detail: 
  • No Effect: There are neither positive, nor negative, 
  implications from your decision.
  • Displease Faction: A faction with which one or more of 
  the PCs is associated learns of the act, and is displeased.  
  Perhaps the ignored adventurer collapsed upon the 
  entrance of the faction, and told the tale of the party’s 
  bad-Samaritan actions.  If the party is associated with one 
  or more religious factions, randomly select one; if they 
  are not, randomly select a faction of a secular nature.  
  The next time one or more PCs interact with one or more 
  members of the displeased faction, they must make a 
    
  Diplomacy (or equivalent) check; failure means the party 
  degrades one level of Attitude in the eyes of the faction.
  • Word Gets Around: As Displease Faction, but applies 
  to the next settlement that the party encounters; failure 
  at the next social interaction of a member of that village 
  means the Attitude of the settlement itself toward the 
  
  52
  Events
  party, and the default Attitude of every villager therein, 
  degrades.
  • Comes Back to Bite You: The Stranded Adventurer 
  eventually does reconnect with her comrades on her 
  own, and they universally are upset with your decision 
  to ignore their friend.  The next time you roll a Stranded 
  Adventurer event, it instead becomes an ambush, where 
  the Stranded Adventurer and 
    2d4 of her party 
  (equipped similarly to the Adventurer herself) attack you, 
  seeking revenge.  They will flee once half of their number 
  are slain.
    
    Aid the Adventurer
  You may instead decide to aid the adventurer.  
  This involves escorting her until you reconnect her with the 
  rest of her party.  It’s uncertain where they are, however.
  Each time you move through an overland terrain hex while 
  escorting her, roll on the table below.  Each time you move 
  into a new settlement, you may make a roll on the table 
  below with 
    Advantage (roll twice, select the more 
  favorable result).
  Table 26: Stranded Adventurer Event Aid Results
  D20
  Aiding Results
  1
  Party Dead
  2-5
  Attracts the Wrong Attention
  6-13
  Found Clue
  14-16 Found Party; Acclaim
  17-20 Found Party; Reward
  Let’s explore some of these results in more detail: 
  • Party Dead: You discover that the Stranded Adventurer’s 
  party is dead.  Maybe you come across the bodies, or 
  perhaps you simply confirm the status with a faction 
  leader, or a cleric who interred their bodies.  Whatever 
  the case, the search is at an end.  The Stranded Adventurer 
  either comes into possession of the loot her party had had, 
  or receives some other form of death benefit: as a result, 
  the party receives one 
    Reward at random. 
  • Attracts the Wrong Attention: All this asking-about 
  and searching has attracted the attention of thieves and 
  ruffians.  
    2d4 Rogues/Thieves, each of level equal to 
  your average party level minus 2 (minimum 1) attack you.  
  They will flee once half their number are slain.
  • Found Clue: Although you haven’t discovered the missing 
  party yet, you do find information that leads you to 
  suspect their whereabouts.  Your next roll on the above 
  table receives the benefit of 
    Advantage (roll twice, 
  select the more favorable result).
  • Found Party; Acclaim: You found them!  Huzzah!  That’s 
  where the good news ends, though, I’m afraid: bereft of 
  funds and having had to sell much of their accumulated 
  treasure, the missing party is little better off than their 
  missing Stranded Adventurer ally.  Though they have 
  nothing material to offer you in thanks, they do offer to 
  tout your achievements to all who will listen.  You may 
  pick any one Faction or Settlement; the Attitude of that 
  entity toward your party increases in rank by one as a 
  result of the acclaim they foster.
  • Found Party; Reward: Not only have you finally found 
  the Stranded Adventurer’s missing allies, it turns out 
  they’ve hardly been idle while conducting their own 
  search to reunite.  They’re well-off and are only too happy 
  to gleefully share it.  The party receives 
    1d4+1 
    
  Rewards (p 399), each determined at random. 
  Townsfolk Fight
    You come across a group of townsfolk who are about to 
  come to blows.  The cause is some minor squabble that has 
  festered over time, has marinated in alcohol, and has been 
  seasoned by the boredom of day-to-day townsfolk life.
  The two opposing viewpoints are each represented by 
    
  2d8 0th-level commoners, each armed with a club, dagger, 
  or improvised weapon (1d4 melee damage, 1d3 ranged if 
  thrown)
  You may intervene to defuse the situation, ignore the 
  squabble, or try to fight on behalf of one side or the other.
    
    Intervene to Defuse
  You must make 
    1d6 
    Diplomacy or Intimidate (or 
  equivalent) checks, each with a randomly-determined DC for 
  systems which use that mechanic.  
  For each failure you suffer, you are on the receiving end of 
  one round of combat by one of the groups (determined at 
  random).  If you fight back at all, you immediately lose the 
  ability to 
    Intervene, and this turns into a 
    Fight 
  choice instead (see below).
  If you suffer more failures than successes in your checks, 
  the intervention does not work.  You cannot walk away 
  now, though, because you’ve intervened; you can re-attempt 
  another Intervention (start this process over again, with the 
  same rules), or start to Fight.
  If you have at least as many successes as failures in your skill 
  checks, you are successful overall: the two groups realize 
  that this is stupid, and walk away from each other.  The 
  Attitude from members of the nearest settlement towards 
  your party increases by one rank as a result.
    
    Ignore the Squabble
  If you try to walk away, you are noticed unless you succeed 
  at a 
    Stealth (or equivalent) check.
  If you’re noticed, the groups ask you what you think about 
  the situation.  
  You may immediately choose to switch to an 
    Intervene 
  choice.  
  Alternately, you may talk your way out of the situation 
  entirely: make a single 
    Diplomacy or Intimidate (or 
  equivalent) check.  Failure means you now switch to 
    
  Intervene, and suffer 
    Disadvantage (roll twice, select 
  
  53
  Events
  the less favorable result) on your first check.
  If you’re not noticed as you slink away, or if you talk your 
  way out of it if you are noticed, this Event ends to no further 
  positive or negative effect.
    
    Fight
  You may pick a side (arbitrarily, since this debate makes 
  little sense to begin with) and fight on their behalf, or 
  you may simply fight everyone present.  If you attack any 
  member of one group, the members of the other group won’t 
  attack you; if you attack members of both groups, all of them 
  will attack you.
  Either group will flee once half its members are slain.  If 
  you’re fighting both groups, everyone will flee once half of 
  either group (or half of the total overall) is slain.
  Aside from the meager weaponry they drop in death or 
  dishonor, you may scrape through their bodies to gather 
  enough coppers equivalent to a single roll on “QuickStart 
  Treasure, Low Coin Generator” on page 73.
  
  54
  Quirks
  Overview
  Overview
  Quirk Encounters are designed to be minor distractions 
  from the plodding boredom of overland travel.  
  They are unlikely to result in PC death, and in most cases 
  don’t represent a serious threat.  
  This section describes the dozens of Quirk Encounters, each 
  of which applies to one or more terrain types as listed in 
  subsequent sections.
  Result Variability
  Result Variability
  The cause, context, or “flavor” of a given Quirk Encounter 
  may differ based on where it’s discovered.  “Cave-In”, for 
  example, could be wildly different depending on where it’s 
  found: in the Hills, it could be a region of loose rocks; in an 
  Icefield, it could be a pit of snow and cold.
  In some cases, the encounter description contains additional 
  options and randomization that adds additional interest and 
  context to the result.
  Choices & Implications
  Choices & Implications
  Some Quirks have additional implications, impacts, rewards, 
  or penalties that apply based on how the PCs react to the 
  circumstances of the Quirk.
  These will be listed as follows:
    
    Ignore the Caravan
  The implications of the decision involved follows.  Some 
  common implications are that the party may receive a 
  Reward, or suffer a Penalty.
  In many cases as well, there may be a description of what 
  actions qualify for this choice.  For example, “aiding” 
  someone may involve magical healing, but it could instead be 
  a simple skill check.
  Specific Quirk 
  Specific Quirk 
  Encounters
  Encounters
  The following specific results appear on the environment 
  encounter tables.  
  Unless otherwise indicated in the specific environment table 
  entry, the description below applies to all situations in which 
  these specific results appear.  For example, a “Rest Safely” 
  result means the same thing whether you receive it in the 
  Wastelands, or in the Grasslands.
  Annoying Tagalong
    A shepherd, farmhand, lost child, abandoned captive, 
  runaway slave, or other loner you encounter on the road 
  takes a liking to your party, and follows you... whether you 
  desire this behavior or not.
  At any time, you may attempt a 
    Diplomacy or 
  Intimidate (or equivalent) check to dissuade the Tagalong 
  from following you.  Use a randomized DC for systems that 
  require one.
  Your first failure means you must roll on the table below to 
  determine the true nature and background of the Tagalong, 
  which may have other effects as well.
  Success means that the Tagalong regretfully abandons you, 
  to no further effect.
  Table 27: Annoying Tagalong Quirk Nature
  D20
  Nature
  1-5
  Bored Worker
  6-9
  Lost Child
  10-11
  Abandoned Captive
  12-15 Runaway Slave
  16-18 Deranged Miscreant
  19
  Wolf in Sheep’s Clothing
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Bored Worker: This person is shirking their duties as 
  a farmhand, hunter, ingredient harvester, or so on.  A 
  successful check to dissuade means they shrug and simply 
  get on with work; it was an interesting diversion but one 
  quickly forgotten.
  • Lost Child: You’re the parental figures they wish they 
  had, and being told to get lost makes them cry haplessly 
  and admit their situation.  You may attempt another 
    
  Diplomacy (or equivalent) check to calm them down; 
  failure means they run away from you tearfully, and will 
  tell anyone they encounter of the mean nasty people 
  who wouldn’t help a lost child: the Attitude of the next 
  settlement you enter toward your party will degrade 
  one step.  If you do calm them down successfully, they 
  don’t run away, and you can escort them home (which 
  for simplicity will just so happen to be the nearest 
  settlement).  When you do so, the Attitude of that 
  settlement toward your party will improve one step.
  • Abandoned Captive: Some monster had imprisoned this 
  tagalong, but they had escaped before dinnertime.  They 
  are terrified to be alone, and react poorly to being told 
  to scram.  If you used 
    Intimidate, they might decide 
  they’re better off alone than with yet another threat, and 
  they leave you with no further effect.  If you used 
    
  Diplomacy, the tagalong makes a plea to stay.  If you tell 
  them no again, they leave, but they might follow you at 
  a distance and try to steal from you: each long rest you 
  Quirk Encounters
  
  55
  Quirks
  make from now until when you enter the next settlement, 
  there is a 
    5% chance that they will steal 
    3d10 gp 
  from you while you sleep.
  • Runaway Slave: A sentient monster or villain had 
  enslaved this person, or they had gotten swept up in a 
  cull by the local military.  Whatever the background, they 
  escaped as soon as they were able, and are of no mind to 
  subject themselves to servitude any further.  Your asking 
  them to leave is confirmation that this isn’t a suitable 
  situation for them, long-term, but they do try to change 
  your mind before departing.  Make one final check; if you 
  fail, they continue to tag along, but you may make more 
  attempts in the future.  Success means they leave to no 
  further effect.
  • Deranged Miscreant: They weren’t really lost to begin 
  with, they were just trying to case the joint before the 
  score.  They reveal their criminal nature, and ask for a 
  bribe if the party truly wishes to be left alone.  Though 
  they make reference to their “gang” who will set upon 
  them if they don’t make with the coin, you’re not certain 
  if this is a bluff or truth.  If you part with 25 gp per class 
  level your party possesses, the miscreant will leave you 
  alone.  If you don’t bribe them in full, they will spit at 
  your feet and run away, but it could be that their claim 
  wasn’t a bluff: The next time you roll an Annoying 
  Tagalong Quirk, there is a 
    35% chance that the 
  “gang” will materialize; that Annoying Tagalong Quirk 
  instead turns into an ambush involving 
    2d4 Rogues/
  Thieves, each with level equal to your average party level 
  minus 3 (minimum 1).  The gang is armed with daggers, 
  short swords, leather armor, and shortbows with 5 arrows 
  apiece; they will fight until half their number are slain, 
  and will then flee.  If the gang turns out to be a bluff, then 
  the Quirk is just a normal Annoying Tagalong situation.
  • Wolf in Sheep’s Clothing: The Tagalong was actually a 
  villain all along!  When you ask them to leave, they reveal 
  their true nature, and attack you.  They are a Magic-User 
  / Sorcerer / Wizard (if you must pick a specialty, select 
  one at random) of level equal to your average party level, 
  plus 2.  They will attack to the death and have prepared 
  combat spells appropriate to their level.
  Boulder Throw
    Someone—a bored giant, most likely—tosses a rock or 
  two your way.  It could even be that the boulder simply falls 
  from regions higher up; you can’t see sufficiently to tell for 
  sure.  There’s no follow-up in terms of attacks, so it truly 
  seems as though they are bored or no longer see you.
  In all, 
    2d4 boulders are thrown at the party.  For each 
  boulder, randomly select a PC in the party that needs to 
  avoid the throw or suffer damage.
  Any individual party member may make a 
    Dexterity 
  or Reflex (with randomized DC), or a Spell save, for each 
  boulder that targets them.  
  Success means that rock is dodged and no damage is 
  incurred.
  Failure means that person is struck by that rock.  For each 
  such incident, roll on the table below to determine damage 
  and/or effects.
  Table 28: Boulder Throw Quirk Effects
  D20
  Effect
  1-2
  Scrapes and Bruises
  3-5
  Unsure Footing
  6-10
    2d6 bludgeoning
  11-16
    2d8 bludgeoning
  17-18
    3d8 bludgeoning
  19
    3d12 bludgeoning
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Scrapes and Bruises: The “boulder” is really more of a 
  pellet, and/or you are able to dodge enough out of the way 
  so that it’s merely an annoyance that doesn’t even register 
  in terms of hit point damage.
  • Unsure Footing: Though you manage to escape the 
  path of the boulder itself, the maneuver has left you in 
  an unstable situation, and you fear for your mobility 
  should another rock come at you.  If you are the target of 
  any subsequent rocks in this Boulder Throw quirk, you 
  make your saves and rolls on the above table with 
    
  Disadvantage (roll twice, select the less favorable result).
  • XdY Bludgeoning Damage: You suffer the listed amount 
  of damage from the rock.
  Blizzard
    Snowstorms and winds blanket the region.  Your vision 
  is reduced, and your movement hampered.
  Blizzards can produce a variety of effects, ranging from 
  annoying to deadly.  Immediately when encountering this 
  Quirk, and for each hex of movement through this type of 
  terrain thereafter, roll on the table below to determine the 
  specific effect for that moment.
  The Blizzard Quirk ends if you roll the Blizzard Ends result, 
  or if you move to a hex of a different terrain type.  Note that 
  entering a settlement in this terrain type does not conclude 
  the Blizzard.
  Table 29: Blizzard Quirk Effects
  D20
  Effect
  1-5
  Damaging Hail
  6-9
  Flying Ice Chunks
  10-11
  Reduced Visibility
  12-15 Hampered Movement
  16-18 Punishing Winds
  
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  Quirks
  D20
  Effect
  19
  Blizzard Ends
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Damaging Hail: Small balls of ice plink off your armor.  
  The larger pieces are more troublesome.  Each PC suffers 
    1d3 bludgeoning damage for every 2 Hit Dice they 
  possess.  Any PC may attempt a 
    Constitution or 
  Fortitude (with randomized DC), or a Paralysis save, to 
  halve this damage.
  • Flying Ice Chunks: The winds are strong enough to loosen 
  ambient ice shards and fling them dangerously at you.  As 
  Damaging Hail above, except that the damage is 
    1d6 
  bludgeoning and slashing damage per 2 Hit Dice, and the 
  save to halve damage is 
    Dexterity / Agility / Spell 
  based.
  • Reduced Visibility: You lose track of where you are.  Treat 
  as suffering a Shifting Terrain Event.  The Blizzard 
  continues, however, so the new Shifting Terrain Event 
  stacks with the ongoing Blizzard Quirk.
  • Hampered Movement: Despite the winds and snow, you 
  still know where you’re going, it’s just hard to get there.  
  Your movement speed is halved for the duration of the 
  Blizzard.  Ignore this result if encountered again during 
  this Blizzard.
  • Punishing Winds: Despite your bundles of armor and 
  clothing, the icy-cold winds rip through you.  Each PC 
  suffers 
    1d8 cold damage for every 3 Hit Dice they 
  possess.  Any PC may attempt a 
    Constitution or 
  Fortitude (with randomized DC), or a Paralysis save, to 
  halve this damage.
  • Blizzard Ends: Thank the gods—the storm has receeded!  
  Conclude the Blizzard event; you don’t have to roll on this 
  table any longer when continuing your movement through  
  this terrain type.
  Sleetstorm
    Cold rivulets of rain pelt you mercilessly.
  Immediately when encountering this Quirk, and for each hex 
  of movement thereafter, roll on the table below to determine 
  the specific effect for that moment.
  The Sleetstorm Quirk ends if you roll the Storm Ends 
  result.  Note that entering a settlement does not conclude the 
  Sleetstorm, and unlike many other weather-based Events 
  and Quirks, the storm does not end if you enter terrain 
  different from the type that produced the storm.
  Table 30: Sleetstorm Quirk Effects
  D20
  Effects
  1-3
  Annoying
  4-8
  Cold
  9-10
  Reduced Visibility
  11-14
  Hampered Movement
  15-17
  Icy Rain
  18-19 Storm Ends
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Annoying: This is nobody’s favorite weather, and it’s sure 
  not doing anyone’s morale a favor.  Still, it could be worse: 
  there’s no mechanical effect to the party for now.
  • Cold: It’s cold, and the wetness doesn’t help.  Each party 
  member suffers 
    1d3 nonlethal cold damage for every 
  2 Hit Dice they possess.  For rules systems that do not 
  distinguish nonlethal damage, treat this as cold damage.  
  Any PC may attempt a 
    Constitution or Fortitude 
  (with randomized DC), or a Paralysis save, to ignore this 
  damage entirely.
  • Reduced Visibility: You lose track of where you are.  Treat 
  as suffering a Shifting Terrain Event.  The Sleetstorm 
  continues, however, so the new Shifting Terrain Event 
  stacks with the ongoing Sleetstorm Quirk.
  • Hampered Movement: Despite the winds and snow, 
  you still know where you’re going, it’s just hard to get 
  there.  Your movement speed is halved for the duration of 
  the Sleetstorm.  Ignore this result if encountered again 
  during this Sleetstorm.
  • Icy Rain: The weird temperature differences between Up 
  There and Down Here mean that you’re essentially being 
  struck by flying icicles.  Each party member suffers 
    
  1d6 piercing damage per 3 Hit Dice; any PC may attempt 
  a 
    Dexterity / Agility / Spell to ignore this damage 
  entirely.
  • Storm Ends: With a final puttering of frigid liquid upon 
  your backs, the Sleetstorm dissippates.
  Caravan
    A series of vehicles and/or animals strolls slowly past, 
  guided by traders.
  You may choose to ignore the Caravan, trade with the 
  Caravan, or attack the Caravan.
    
    Ignore the Caravan
  Although most Caravans love to trade en route, their 
  main purpose almost by definition is to make it to their 
  destination.  That you have a similar focus doesn’t upset 
  them in the least.  (They leave you alone, too.)
  
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  Quirks
    
    Trade With the Caravan
  You can approach the Caravan and attempt to trade.  
    
  60% of the time, they will immediately open up shop and 
  you can trade with them (see below).  
  If this roll to engage is failed, you can make one 
    
  Diplomacy (or equivalent) check (with randomized DC for 
  systems that require one) to recapture their interest.  Failure 
  means they want to be left alone; perhaps they’re behind 
  schedule, or maybe they view your party as being more likely 
  to be a threat than a profit.  Success at this check means they 
  shrug, and open up shop as though this check wasn’t even 
  necessary to begin with.
  Caravan Wares
  If successfully engaged, roll on the following table to 
  determine what they have for sale.
  Table 31: Caravan Quirk Wares
  D20
  Wares
  1-3
  Odds and Ends
  4-8
  Food
  9-14
  Basic Supplies
  15-17
  Arms and Armor
  18
  Potions
  19
    Reroll Twice
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Odds and Ends: Curios, knickknacks, and antiques; there’s 
  little here to interest most adventurers.  Even so, there is 
  a slight chance to find a diamond in the rough: 
    5% of 
  the time, there’s a minor magical item that has somehow 
  gone un-identified mixed in with the rubbish and 
  heirlooms.  If this is the case, roll up a random magical 
  item using your rules system’s normal treasure tables; 
  that item is, amazingly, for sale for 1/20th of its normal 
  sale price.
  • Food: Rations, ingredients, and other staples to keep the 
  hungry fed.  This might be a supply line for the military, 
  hoping to make a profit en route.  You can purchase any 
  non-magical, ordinary food supplies your rules system 
  identifies here.
  • Basic Supplies: Bedrolls, grappling hooks, and ten foot 
  poles: it’s all here.  All mundane equipment (i.e., not in 
  any of the other categories in this table) from your rules 
  system’s tables is available for purchase.
  • Arms and Armor: Shields, armor, and weapons are for 
  sale here.  This could be a military supply train, hoping 
  to scrape up some extra coin for themselves.  All gear 
  is nonmagical, but there is a 
    20% chance that 
  masterwork items are for sale (for rules systems that 
  support that notion).
  • Potions: This could be an alchemist’s wagon: potions of 
  first-level spells are for sale here.  The PCs may name a 
  given spell they desire and the caravan will check their 
  inventory; in each case, there is a 
    15% chance that 
    1d6 bottles of that potion is for sale.  Healing potions 
  (cure light wounds and the like) are always available in 
  this scenario.
  • Reroll Twice: Reroll twice on this table; items from both 
  categories that result are for sale.  Ignore this result if 
  rerolled either time.  If the same result is rolled twice 
  in your reroll, it means the Caravan has so much of that 
  inventory that they’ll perhaps let it go more cheaply; you 
  may make your roll on the Pricing table below with 
    
  Advantage (roll twice, select the more favorable result).
  Caravan Pricing
  Don’t get too cocky or excited just yet: Once you’ve 
  established what they have for sale, roll on the following 
  table to determine their pricing approach.
  Table 32: Caravan Quirk Pricing
  D20
  Pricing
  1-5
  50%
  6-9
  75%
  10-11
  100% (normal pricing)
  12-15 150%
  16-18 200%
  19
  300%
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • x%: The percentage refers to the multiplier applied to 
  “normal” pricing.  So for an item that normally sells for 10 
  gp, a result of 50% means that the Caravan is selling it for 
  5 gp.
  • 100%: This result means that items are for sale at their 
  usual, full retail, price.
  Selling to the Caravan
  Most Caravans mainly want to sell items and get to 
  their destination, but even the most singularly-focused 
  entrepreneur is usually open to a bargain.
  There’s a chance you may sell your items to the Caravan.  
  If you wish to sell only mundane (i.e., nonmagical) items, 
  make a single check: 
    70% of the time, the Caravan will 
  buy from you.  If this roll to engage is failed, you can make 
  one 
    Diplomacy (or equivalent) check (with randomized 
  DC for systems that require one) to convince them.
  For each separate magical item you wish to sell, make a 
  similar check, but the chance is only 
    25%.  You may 
  attempt a 
    Diplomacy (or equivalent) check before rolling 
  this d100; if you succeed, you may make the d100 roll with 
  
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  Quirks
  Advantage (roll twice, select the more favorable result), 
  but if you fail, you don’t even get to roll the d100, and the 
  Caravan will make no more purchases from your party.
    
    Attack the Caravan
  The Caravan consists of 
    2d8 0th-level commoners (sales 
  people, drivers, stablehands, and the like) and 
    2d4 
  Guards.  Each Guard is a Fighter with level equal to your 
  average party level minus 1 (minimum 1), and is equipped 
  with a light crossbow and 10 bolts, dagger, and a battleaxe or 
  longsword (1d8 melee damage), and wears leather armor.
  The Guards know that their careers are over if they fail 
  their mission and allow the Caravan to be slaughtered and/
  or plundered, and so they will all fight to the death.  The 
  commoners will surrender immediately once all Guards are 
  slain.
  Profit from looting a destroyed Caravan is equivalent to 
  “QuickStart Treasure, Medium Coin Generator” on page 
  74.
  Before you start counting those coins, though, consider that 
  word has a way of getting around: there is a 
    20% chance 
  that the nearest settlement’s Attitude toward the party will 
  degrade two steps.  In addition, the next time a Caravan 
  Quirk is encountered, there is a 
    30% chance that the 
  new Caravan will have heard of the party’s killing of the 
  other Caravan, and the new Caravan will have nothing to do 
  with the party and will not trade with them.
  Cave-In
    An expanse of terrain collapses under the sudden 
  presence of your party.
  You may roll on the table below to determine the nature of 
  the Cave-In.
  Table 33: Cave-In Quirk Effects
  D20
  Effect
  1-5
  Whoa!  Careful, There!
  6-9
  Another Step, And...
  10-11
  Irksome Tumble
  12-15 A Slight Fall
  16-18 A Big Fall
  19
  Pointy Down Here
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Whoa!  Careful, There!: The terrain falls apart a few 
  yards from where you were walking.  It’s unsettling, but 
  fortunately, nobody in the party falls victim to it.
  • Another Step, And...: Right in front of you, the terrain 
  falls away, revealing a pit.  There’s nothing in it, and 
  nobody falls in, so there’s no immediate effect.  If the 
  party proceeds to move through another hex of this 
  terrain type, however, it produces another, separate Cave-
  In Quirk; roll on this table again when that happens.
  • Irksome Tumble: An annoyance, but not damaging: 1d3 
  party members (chosen at random) fall into a shallow put 
  of debris.  Getting out is fairly straightforward, but the 
  incident has put native fauna on high alert: make your 
  next environmental encounter check at 
    Disadvantage 
  (roll twice, select the less favorable result) so long as it 
  occurs in this terrain type.
  • A Slight Fall: The terrain falls open in the equivalent of a 
  10’ deep pit.  1d3 party members (chosen at random) fall 
  inside; each suffers 1d6 points of bludgeoning damage.  
  Climbing out is straightforward and doesn’t even require a 
  skill check.
  • A Big Fall: As with A Slight Fall above, but a much deeper 
  chasm: 1d3 party members (chosen at random) fall into 
  a gaping hole of terrain.  Each suffers 3d6 bludgeoning 
  damage, and must get out somehow.  The sides are 
  stereotypical of the terrain you’re amidst when you 
  encountered the Cave-In Quirk.
  • Pointy Down Here: As above, but waiting for you at the 
  bottom of the pit is debris that inflicts additional damage 
  when you land atop it.  Reroll on this table until you 
  receive a result of A Slight Fall or A Big Fall.  You suffer 
  that effect, plus each PC who falls into the put suffers an 
  additional 1d8 points of piercing damage.  For each Pointy 
  Down Here result that you roll while rerolling to attain 
  one of the other listed results, add another 1d8 points of 
  piercing damage.
  Creepy Runes
    You find an area covered in mystical-looking 
  inscriptions.  They’re definitely not naturally-occuring, and 
  merely recognizing that they are there gives you chills.
    
    Avoid the Runes
  If you declare that you immediately look away, you may 
  avoid any further direct effect from the Creepy Runes.  
  If you do, reroll on the environmental encounter table 
  that produced this result, and reroll any results of “No 
  Encounter”—the presence of the Runes means that 
  something will definitely happen here!
    
    Examine the Runes
  If you don’t choose to avoid the Runes immediately, you may 
  examine them.  This may or may not produce an additional 
  effect; roll on the table below to determine.  
  Roll once for each set of Creepy Runes encountered; the 
  effect described applies to the entire party.  
  Note that because some effects have individually-determined 
  ending conditions, the Creepy Runes might persist for some 
  PCs in your party longer than others.
  
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  Quirks
  Table 34: Creepy Runes Quirk Effect
  D20
  Effect
  1-3
  I’ve Got a Bad Feeling About This
  4-9
  Can’t Stop Thinking About It
  10-12 Aura of Suffering
  13-17
  Aura of Malaise
  18
  Aura of Intensity
  19
  Benevolent Charm
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • I’ve Got a Bad Feeling About This: Examining the Runes 
  has left you unsettled and ill at ease.  You’re not happy 
  here, and can’t wait to get out of the immediate area.  
  Your party cannot take any form of Rest until you leave 
  this hex (short or long).
  • Can’t Stop Thinking About It: The language of the Runes, 
  whatever it once was, burns into your subconscious, 
  and although there is no visible immediate effect, you 
  find yourself pondering the symbols from time to time, 
  whether you want to avoid the effect or not.  Every hex of 
  movement hereafter, there is a 
    5% chance that this 
  evaluation of the memory of the Runes produces an effect.  
  If it does, reroll on the above table, rerolling any results 
  of “Can’t Stop Thinking About It”.  This effect ends if you 
  receive any sort of magical healing, or successfully sleep 
  through a long rest.
  • Aura of Suffering: Pain seems amplified to you, and 
  wounds seem to staunch themselves much more slowly.  
  You suffer double damage each time you suffer slashing 
  or piercing damage.  This effect remains until the next 
  time you conclude a combat encounter in which you are 
  successful.
  • Aura of Malaise: You’re acutely aware of the many 
  sources of potential contagion, infection, and virulence in 
  the area.  And make no mistake: there are many, in the life 
  of any adventurer.  You make all checks and saves against 
  poison, disease, acid or psychic damage, or curses with 
    
  Disadvantage (roll twice, select the less favorable result).  
  This effect ends the next time you are cured of poison or 
  disease, or receive a magical healing effect which includes 
  such cures in its effects whether you currently suffer from 
  them or not.
  • Aura of Intensity: Your senses are sharp, you seem keenly 
  aware of everything that’s going on, and your short-term 
  memory is enhanced.  While under this effect, you gain 
  experience at 150% the normal rate.  For example, if you 
  gain 200 XP while under this Aura, you receive instead 
  300 XP.  This effect ends the next time you gain a level, or 
  if you receive negative levels, level drain, or ability drain 
  or damage (for rules systems which support any of those 
  concepts), or fail any Death save (for rules systems which 
  involve that concept.
  • Benevolent Charm: You feel lucky, and as though the wind 
  is at your back... as though the universe wishes you well.  
  All of your saving throws are made with 
    Advantage 
  (roll twice, select the more favorable result).  This effect 
  ends as soon as you fail any saving throw.
  Cartographer Quest
    A wizened but learned individual approaches you, 
  admitting to a strange fancy, and asking your assistance in 
  aiding the endeavor.
  The Cartographer is trying to map the world, one bit 
  at a time.  You can help by taking careful notes of each 
  environment you traverse.
  Each hex of overland terrain you travel through, make a 
  simple Wisdom check (roll d20; if equal to or less than 
  the highest Wisdom of any PC in your party, you succeed).  
  Keep track of your successes; each one means that you have 
  noted something that will be of sufficient interest to the 
  Cartographer.
  The next time you encounter a Cartographer Quest Quirk, it 
  means you once again meet up with the odd Cartographer 
  who had commissioned your help.
  You may “trade in” successes as follows with the 
  Cartographer any time you encounter him, or stockpile them 
  for a greater reward the next time you run into him.
  There is no limit to the number of successes you may trade in 
  at a given meeting, nor to the number of successes you may 
  accumulate in your journeys.  
  Taking notes for the Cartographer in this manner does 
  not suspend or otherwise affect the need to roll for 
  environmental encounters as normal, so although you may 
  keep taking notes forever, it’s not without risk!
  Cartographer Hex Success Exchange Rates:
  • 2 Successes: Low Coin, page 73
  • 6 Successes: Medium Coin, page 74
  • 12 Successes: High Coin, page 75
  • 5 Successes: Low Gems, page 76
  • 13 Successes: Medium Gems, page 77
  • 20 Successes: High Gems, page 78
  • 10 Successes: Potions, page 79
  Deranged Bandits
    A group of odd-looking, weirdly-behaving miscreants 
  approaches you.  They don’t seem to be asking for anything 
  in particular, and you clutch not your jewels, but the hilt of 
  your weapons.
  Mechanically, treat the Deranged Bandits as a group of 
    2d6 Rogues/Thieves, each of class level equal to your 
  average party level, minus 2 (minimum 1).  Each is equipped 
  with shoddy (but effective) leather armor and either a 
  dagger (
    75% chance, 1d4 melee damage), or a short 
  sword (
    25% chance, 1d6 melee damage).
  You cannot run away from the Deranged Bandits, as they 
  will follow you.  If you devise a magical means of either 
  
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  Quirks
  rooting them in one spot, or traveling supernaturally quickly, 
  then they will follow you to the next hex.
  Your party has one round of actions before the Bandits take 
  action.  
  After one round of your party taking actions, and every 
  round thereafter on the Bandits’ turn, roll on the table 
  below to determine their behavior.  Roll only once; the effect 
  described applies to the entire group of Bandits.
  The Deranged Bandits Quirk ends if you slay all of the 
  Bandits, or when they roll a “Run Away!” result below.
  Table 35: Deranged Bandits Quirk Effect
  D20
  Effect
  1-5
  Shifty Movement
  6-9
  Attack!
  10-11
  Attack Poorly
  12-15 Attack Viciously
  16-18 Distracted
  19
  Run Away!
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Shifty Movement: The Bandits move from side to side, 
  brandishing their weapons.  This makes you ill at ease, but 
  does not count as an attack.
  • Attack!: The Bandits attack as in a normal combat 
  encounter.  (E.g., if you’re using FlexAI rules, treat them 
  as Skirmishers and roll for behavior accordingly.)
  • Attack Poorly: As above, but their insanity makes them 
  overzealous and ineffective.  The Bandits suffer 
    
  Disadvantage (roll twice, select the less favorable result) 
  on their attack rolls this round.
  • Attack Viciously: Zeal can distract, but it can also 
  increase focus.  The Bandits inflict double damage this 
  round, and (for systems which support the concept) 
  automatically confirm threatened critical hits.
  • Distracted: The Bandits are listening to things only they 
  can hear, and looking at things only they seem to see.  As 
  a result, they’re easier to attack right now: attacks against 
  the Bandits until their next round gain 
    Advantage 
  (roll twice, select the more favorable result).
  • Run Away!: The Bandits flee immediately, perhaps at an 
  unseen signal that makes sense only to the deranged.
  Fae Curiosity
    Magical creatures from beyond the glade take a fleeting 
  interest in the party during the passage through what they 
  consider to be their lands.
  At the best of times, fae are unpredictable; the moreso in 
  uncertain circumstances such as the middle of the woods.
  Immediately upon receiving this Quirk, and for each hex of 
  travel throug this terrain type hereafter, roll on the table 
  below to determine the more specific effect on the party.
  The Fae Curiosity Quirk ends when you move into a hex of 
  different terrain, or when you roll “No Further Interest” 
  below.
  Unless otherwise noted below, all effects remain until 
  you leave the terrain type where you received this result.  
  This means that you may accumulate all, or contradictory, 
  effects.  Multiple instances of a given effect do not stack with 
  themselves.
  Table 36: Fae Curiosity Quirk Effect
  D20
  Effect
  1-5
  Observation Only
  6-9
  Unlucky
  10-11
  Lucky
  12-15 Gluefeet
  16-18 Sudden Roar
  19
  No Further Interest
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Observation Only: Whatever Fae creatures are watching 
  you, they’re only watching, at least for the time being.  
  No mechanical effect, but your skin prickles; they’re out 
  there, somewhere, hidden and waiting.
  • Unlucky: The hairs on the back of your neck arch up and 
  wither, and your senses dull as from after a few rounds at 
  the taproom.  Your saving throws suffer 
    Disadvantage 
  (roll twice, select the less favorable result), and attacks 
  made against you gain 
    Advantage (roll twice, select 
  the more favorable result).  
  • Lucky: As Unlucky, but the effect is reversed: you gain 
    Advantage (roll twice, select the more favorable 
  result) in your saves, and attacks against you suffer 
    
  Disadvantage (roll twice, select the less favorable result).
  • Gluefeet: Your movement rate is halved.  In addition, 
  make environmental encounter rolls with 
    
  Disadvantage (roll twice, select the less favorable result).
  • Sudden Roar: Roll on the appropriate environmental 
  encounter table and keep rolling until you receive a 
  combat encounter result.  The number of creatures that 
  appears is the maximum allowed.  For example, if the 
  encounter states “1d4” creatures, 4 appear.
  • No Further Interest: You have failed to suitably entertain 
  the fae watchers, and they take their attentions elsewhere.  
  The Fae Curiosity Quirk ends.
  
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  Quirks
  Guard Picket
    You are stopped by a group of guards who claim to be 
  part of the local security forces.
  Mechanically, this consists of 
    2d4 Fighters, each of class 
  level equal to your average part level minus 1 (minimum 1).  
  Each wears chainmail and holds a spear, and is equipped 
  with a dagger and light crossbow with 5 bolts.
  Roll on the table below to determine what the Guard Picket 
  wants from your party, if anything.
  In any scenario in which you are fighting the Guards, they 
  will flee if you slay half their number.  Any Guards that are 
  slain can be looted for the equipment described above.  If you 
  are able to loot at least one Guard, you also find an amount 
  of coin equal to the amount the Picket would have asked of 
  your party as a bribe (see “Safety Ain’t Cheap”, below).
  If this Quirk ends with your having slain at least one Guard, 
  there is a 
    25% chance that the nearest Settlement’s 
  Attitude toward your party degrades by one step.
  Table 37: Guard Picket Quirk Effect
  D20
  Effect
  1-5
  Keep Your Nose Clean, Citizen
  6-9
  Safety Ain’t Cheap
  10-11
  Have You Seen Anything?
  12-15 What Do You Hear?
  16-18 Scout For Me, Would You?
  19
  Hey, Look, Gals: Target Practice
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Keep Your Nose Clean, Citizen: There’s some gruff talk 
  about the importance of law in today’s society, and the 
  vital and unsung role of guards in our civilization... but 
  gruff talk is all it is.  Move along, folks.
  • Safety Ain’t Cheap: The same “guards are vital” speech 
  as above, but it ends with a fairly blatant suggestion that 
  a few silver pieces would be put to good use in aiding 
  their duties.  The bribe is 
    2d20 gold pieces, multiplied 
  by the number of Hit Dice the party possesses across all 
  characters.  Failure or refusal to provide this amount 
  means the PCs must either succeed in a 
    Diplomacy (or 
  equivalent) check (with randomized DC for systems that 
  require one), or fight the guards.  
  • Have You Seen Anything?: Above all, the guards want 
  information, rumor, or gossip: anything that would 
  distract from the boredom or walking uneventful 
  countryside.  If you can tell them of at least one 
  environmental encounter or combat encounter that 
  you’ve had since the last time you were in a settlement, 
  it will suffice; if you cannot or refuse to share your gory 
  vicariously-enticing details, reroll this result.
  • Scout For Me, Would You?: The guards are concerned that 
  enemy or monstrous forces are encroaching their domain, 
  and ask your help in scouting ahead.  You must travel 
    
  1d4 hexes in a randomly-determined direction, and then 
  report back to this hex with your findings (during which 
  time you must still roll for environmental encounters as 
  normal).  If you don’t agree to do this, treat this result as 
  Safety Ain’t Cheap instead.  If you agree to do this, but 
  then ignore the requirements, the next time you encounter 
  a Guard Picket Quirk, it will be the guards that you lied 
  to: immediately treat it as receiving a Safety Ain’t Cheap 
  result, but double the bribe requested to avoid a fight.
  • Hey, Look, Gals: Target Practice: The Guards 
  immediately attack you once you’re close enough.  They 
  don’t really care about a bribe; after all, once they’ve 
  killed you, they can loot your bodies for everything rather 
  than just the bribe.  
  Her Ladyship’s Lands
    A group of patrolling guards or other security officers 
  approach you and brusquely inform you that you are 
  trespassing on the owned property of the local royal entity.  
  The group consists of 
    1d4 Elite Guards, 
    2d4 regular 
  Guards, and 
    1d6 Officials. 
  Elite Guards carry longswords, shields, plate armor, 
  daggers, and heavy crossbows with 5 bolts apiece.  They are 
  also Fighters of class level equal to your average party level 
  plus 1.
  Regular Guards are equipped with halberds, chainmail, 
  daggers, and light crossbows with 5 bolts apiece.  They are 
  each Fighters with class levels equal to your average party 
  level minus 2 (minimum 1).
  Officials count as 0th-level commoners.  They wear no 
  armor and are equipped only with daggers.
  The group as a whole demands not only that you depart 
  at once and never return without full, written, and sealed 
  authority; but also that you remand the payment which 
  would have been required to arrange a permit in the first 
  place.
  This bribe is equal to 1/10th of your current total coin 
  wealth, but can be satisfied via coin, gems, items, or any 
  combination of material wealth.
  You can fight the group, satisfy the bribe, or flee.
    
    Fight the Group
  The group will fight until half its total starting Guards have 
  been slain.  At this point, the Officials will all flee, the bribe 
  forgotten.  The remaining Guards have a 
    75% chance of 
  staying and fighting.  Check again each time they lose one of 
  their number.
  If you slay all the Guards, or slay enough Guards to force 
  the remainder to flee, you may loot their corpses for the 
  equipment described, plus a total assemblage of coin equal 
  to one roll on the Medium Coin QuickStart Table on page 
  74.
  Note that regardless of the legitimacy of the bribe they 
  were trying to extract, they were indeed agents of the local 
  
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  Quirks
  authority.  The nearest settlement’s Attitude toward you will 
  decrease by one step until you can reach an official there and 
  describe what occured.
    
    Satisfy the Bribe
  If you make the full payment requested, the group will 
  leave you alone, but will insist that you leave immediately.  
  Mechanically, this means leaving the current hex, retreating 
  in the direction you came from.  If you move back into 
  the hex in which you encountered Her Ladyship’s Lands, 
  you will automatically encounter that Quirk again.  This 
  phenomenon is canceled once you reach a settlement of any 
  kind.
  If you refuse to leave the hex, or if you do not or cannot pay 
  the full amount required, treat this as Fight the Group.
    
    Flee
  So long as you flee in the direction you came from, the group 
  will leave you alone.  
  If you return to this hex, however, you will once again 
  encounter a Her Ladyship’s Lands Quirk, and it will 
  automatically count as Fight the Group.
  If you do not return to this hex, there is still a long-term 
  effect: the next time you encounter a Her Ladyship’s Lands 
  Quirk, the bribe required will be doubled.
  Ingredient Forage
    This area is rife with natural flora that is highly prized 
  by alchemists and magic-users alike.
  You may spend some time here foraging for alchemical 
  ingredients and material spell components.
  For each hour you spend foraging here, roll on the table 
  below.  The rich diversity of rare plants also attracts 
  animals; there is a cumulative 
    5% chance that while 
  you forage, something else happens as well; roll on the 
  appropriate environmental encounters table.  
  For example, the first hour you spend, you make one roll 
  on the table below, then a d100 roll; on a 1-5, make an 
  encounter roll as well.  The second hour, you make another 
  roll on the table below, then another d100 roll, except this 
  time, on a 1-10, an encounter roll occurs.
  When you are forced to make an environmental encounter 
  roll as a result of the above, there is no more opportunity 
  to forage; you have either become distracted, or the natural 
  flora has been depleted.
  Any time you would roll on the table below, you may attempt 
  a 
    Knowledge (Nature), Survival, or equivalent skill 
  check or ability that involves a dice roll and chance of 
  failure; use a randomized DC for rules systems that require 
  one.  If you succeed on this check, you may choose to make 
  another check, and so on, with no limit so long as you 
  continue to succeed.
  If you stop before you fail any of these checks, you may 
  increase the results of a gp result on the table below by 10% 
  for each success you rolled.  So if you succeeded four times, 
  then stopped rolling, your result would be 140% of the 
  amount indicated below.
  If you fail one of these checks, however, your confidence 
  leads you astray: not only is the result of any forage result 
  below halved, but you must stop foraging in this hex 
  afterwards.
  Successes or failures on these checks have no effect for a 
  Poison Barb result rolled below.
  Table 38: Ingredient Forage Quirk Results
  D20
  Result
  1
  Poison Barb
  2-8
  d20 gp
  9-13
  d20 x 10 gp
  14-16 d20 x 20 gp
  17-18 d20 x 50 gp
  19
  d20 x 100 gp
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • d20 x Y gp: Roll the formula listed; the result is the 
  equivalent value in gold pieces of the ingredients you 
  harvest.  You may simply sell these the next time you’re 
  in a settlement to an apothecary or alchemist for the 
  gold coin, or you may count the forage as any equivalent 
  combination of naturally-occurring spell components, 
  alchemical ingredients, or poisons.  Use common sense: 
  you won’t harvest scorpion venom from plants, but 
  belladonna is realistic.
  • Poison Barb: You accidentally prick yourself with 
  something that you should avoid pricking yourself with.  
  Make a 
    Constitution or Fortitude (with randomized 
  DC), or a Paralysis save.  Success means you simply waste 
  that forage dealing with the wound.  Failure means you 
  suffer 
    2d8 poison damage.  
  Misinformation
    You run across a fellow traveler with news to share.  
  Unfortunately, you discover well after the fact that the 
  information shared was in fact inaccurate.
  The information shared, and the result of believing it, is 
  determined at random by rolling on the table below.
  After rolling on the table below, you may attempt a 
    
  Sense Motive (or equivalent) check; success means the 
  effect may be lessened as indicated in each result description 
  below.  
  Table 39: Misinformation Quirk Effect
  D20
  Effect
  1-5
  Navigational Error
  
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  Quirks
  D20
  Effect
  6-9
  Safety Error
  10-11
  Political Error
  12-15 Cultural Faux Pas
  16-18 Meteorological Error
  19
  Fauna Locality Error
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Navigational Error: Did she say “east”?  Seems like 
  she meant “west”.  The next time you move to another 
  overland hex, roll a 
    d6: on a 1-4, you move instead 
  to a hex in a random direction.  This effect ends when 
  you roll a 5-6 on this attempt and are able to successfully 
  move as you had intended.  If you succeeded on your 
  Sense Motive check, you move successfully (and the effect 
  terminates) on a 4-6 instead.
  • Safety Error: That “savannah” that he described coming 
  up ahead sure looks like it’s a swamp, instead.  The next 
  time you make a roll on any environmental encounter 
  table, make that roll with 
    Disadvantage (roll 
  twice, select the less favorable result).  This effect ends 
  the next time you roll any No Encounter result on an 
  environmental encounter table.  If you passed your Sense 
  Motive check, this effect ends after the next roll on an 
  environmental encounter table regardless of the result.
  • Political Error: You could have sworn that traveler said 
  that this village was a theocracy, not an oligarchy!  It 
  makes it really difficult to get anything done around here 
  until you get your bearings.  In the next settlement you 
  encounter, you will suffer 
    Disadvantage (roll twice, 
  select the less favorable result) on social checks with 
  guards and security forces, political officials, and faction 
  leaders.  This effect ends after you make 3 successful 
  social checks in that settlement.  If you made your Sense 
  Motive check, then this effect ends after you make 1 
  successful social check in that settlement.
  • Cultural Faux Pas: Gesturing with your ring finger in 
  the air turns out to be the precise opposite of wishing the 
  target of the gesture a good day and prosperous life as 
  you were led to believe.  Oops!  In the next settlement you 
  encounter, you will suffer 
    Disadvantage (roll twice, 
  select the less favorable result) on social checks with all 
  residents and denizens.  This effect ends after you make 
  2 successful social checks in that settlement.  If you made 
  your Sense Motive check, then this effect ends after you 
  make 1 successful social check in that settlement.
  • Meteorological Error: Red sky in the morning, birds 
  take warning.  Or was it “sailors take warning”?  Or was 
  it “better build an awning”?  Ugh, either you misheard 
  the idiom, or the traveler did.  Either way, you haven’t 
  prepared for the weather.  Your movement speed is 
  halved the next time you traverse an overland hex.  This 
  effect ends the next time you are forced to make an 
  environmental encounter check.  If you passed your 
  Sense Motive check, you may attempt a 
    Knowledge 
  (Nature) check; if successful, you may ignore this effect 
  entirely immediately as your innate senses and own 
  knowledge override the misinformation you were given.
  • Fauna Locality Error: The traveler said “anteaters”, but 
  it sure seems as though there’s an infestation of antlions 
  instead.  The next time you roll on an environmental 
  encounter table, roll three times on that table; any combat 
  encounter results are the event that takes place.  If no 
  combat encounter is rolled, you may select from the three 
  rolls as you wish.  If you passed your Sense Motive check, 
  roll twice on the table instead of three times.  This effect 
  ends the next time you suffer a combat encounter as a 
  result of an environmental encounter table roll.
  Mysterious Bubbling Spring
    An odd swelling of the earth here reveals a bubbling 
  concoction of... well, you’re not quite sure what it is.  But 
  damn if it isn’t interesting.
  The exact nature of the Spring varies from quirk to quirk.  
  If you touch the Spring, drink from the Spring, or dip an 
  item in the Spring, roll on the table below.  Each result’s 
  description indicates if it applies to one or more of these 
  approaches.  
  If the result you roll does apply to the approach you used, 
  then that’s the nature of the Spring; apply the effects 
  accordingly.  
  If the result you roll does not apply to the approach you 
  used, then the result rolled is not the nature of the Spring.  
  You may use another approach to try and determine what’s 
  going on; if you do, roll again on the table, rerolling any 
  result that has already been rolled and ruled out via the 
  above heuristic.
  The nature of the Spring does not change once established 
  via the above method.
  The purpose of the above, somewhat convoluted, means 
  of determining the nature of the Spring is to ensure 
  that whatever it is, you will only find it out after you’ve 
  committed to exposing yourself or an item to its effects.
  Table 40: Mysterious Bubbling Spring Quirk Nature
  D20
  Nature & Effect
  1-6
  Poison (drink)
  7-11
  Blessing (drink)
  12-15 Incorporeality (item, touch)
  16
  Ghostly (item, touch)
  17-18 Acidic Corrosion (item, drink, touch)
  19
  Magical Enhancement (item)
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Poison: The person drinking from the Spring suffers 2d8 
  
  64
  Quirks
  poison damage.  There is no save, since you willingly 
  imbibed poisonous liquid.  The poisonous nature of the 
  liquid ends mere seconds after it leaves the Spring, so it is 
  not possible to bottle the liquid and use it elsewhere, for 
  example.
  • Blessing: Invigorating life flows through you.  You receive  
    Advantage (roll twice, select the more favorable 
  result) on all saving throws, and double the numerical 
  effects from magical healing effects, until the end of the 
  current gaming session.  Each time a creature drinks from 
  this Spring (including the first time), roll a 
    d6: on a 
  1-2, the effects are depleted and the Spring produces no 
  further effects for other drinkers (other than providing 
  refreshingly pure water).
  • Incorporeality: The item or appendage dipped into the 
  water gains incorporeality until the end of the current 
  gaming session.  For rules systems that lack a formal 
  description of that phenomenon: incorporeal weapons 
  can hit only ghosts and other incorporeal monsters; 
  incorporeal armor is only proof against attacks from 
  incorporeal monsters and effects; incorporeal body parts 
  are treated as incorporeal natural weapons.  Generally 
  speaking, incorporeal things can only affect and be 
  affected by other incorporeal things.  You can only dip 
  appendages (arms, legs) into the liquid.
  • Ghostly: A more useful, beneficial form of Incorporeality 
  above: the item or appendage dipped is only partly 
  incorporeal, and can therefore affect and be affected by 
  things that are material (i.e., not incorporeal) as well as 
  incorporeal.  
  • Acidic Corrosion: Creatures touching this liquid suffer 
  2d6 points of acid damage, with no save.  Creatures 
  drinking from the liquid suffer 2d12 points of acid 
  damage, with no save.  Mundane items dipped are 
  instantly destroyed.  Magical items dipped are destroyed 
  unless they make a saving throw; for rules systems that 
  lack this mechanic, have the creature dipping the item 
  make a 
    Constitution or Fortitude (with randomized 
  DC), or a Paralysis save. 
  • Magical Enhancement: The item dipped receives a bluish-
  purple magical haze around it for the remainder of the 
  current gaming session.  Its magical enhancement bonus 
  is increased by +1, with no limit.  For rules systems that 
  do not formally describe this mechanic: Magical weapons 
  receive an additional +1 to damage and attack rolls; 
  magical armor and shields grant an additional +1 bonus 
  to Armor Class.  Potions dipped receive a +1 per die bonus 
  to all numerical effects; for example, a healing potion that 
  normally heals for 2d4+3 points of damage would instead 
  heal for 2d4+5 points of damage after being dipped.  All of 
  these effects last only until the end of this session.  Each 
  time an item is dipped in this Spring (including the first 
  time), roll a 
    d6: on a 1-2, the effects are depleted and 
  the Spring produces no further effects for other dipped 
  items.
  Stampede
    A vast herd of wild creatures thunders toward you.  
  There’s barely enough time to get out of the way!
  Roll on the table below to determine the nature of the threat 
  and the potential effects.
  Each PC may attempt a 
    Dexterity / Agility / Spell saving 
  throw (with DCs randomly determined for systems which 
  require them).  
  Failure means that PC suffers full damage.
  Success means they halve this damage; they may choose to 
  attempt a second saving throw.  Success a second time means 
  they fully get out of the way and avoid all damage.  Failure 
  this second time means they not only fail to find better 
  footing, but they slip and tumble, and suffer full damage 
  despite having succeeded with their first save.
  Table 41: Stampede Quirk Damage Threat
  D20
  Threat
  1-5
  2d6 bludgeoning
  6-9
  2d8 bludgeoning
  10-11
  3d6 bludgeoning
  12-15 4d6 bludgeoning and piercing
  16-18 5d6 bludgeoning and piercing
  19
  6d6 bludgeoning and piercing
  20
    Reroll with Advantage
  Poisonous Foliage
    The native plant life here seems poisonous even to brush 
  against.  You’d best watch your step while passing through 
  here.
  You may choose to immediately go back the way you came 
  rather than risk the Poisonous Foliage here.  If you do, 
  you may ignore this Quirk entirely, but you must make an 
  environmental encounter check immediately for the hex to 
  which you retreat.
  Roll on the table below to determine the specific effect.
  Table 42: Poisonous Foliage Quirk Effect
  D20
  Effect
  1-5
  Pass Safely
  6-9
  Dodge or 2d4 poison
  10-11
  Dodge or 3d4 poison
  12-15 Withstand or 3d6 poison
  16-18 Dodge or Withstand or 3d8 poison
  19
  Dodge or Withstand or 4d8 poison
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  
  65
  Quirks
  • Pass Safely: Though the tendrils and oily fronds threaten 
  from all sides, you’re able to avoid them sufficiently to 
  suffer no ill effects.
  • Dodge or XdY Poison: Each PC must succeed in a 
    
  Dexterity / Agility / Spell saving throw (with DCs 
  randomly determined for systems which require them) 
  or suffer the listed poison damage.  Success means no 
  damage is suffered.
  • Withstand or XdY Poison: Each PC must succeed in a 
    Constitution or Fortitude (with randomized DC), 
  or a Paralysis save, or suffer the listed poison damage.  
  Success means half damage is suffered.
  • Dodge or Withstand or XdY Poison: You may choose 
  which save to employ, here.  Success at Dodging means no 
  damage; success at Withstanding means half damage.
  Rockslide
    Loose rocks, some pebble-sized and some as large 
  as boulders, slide down the landscape, loosed perhaps by 
  creatures prowling, or perhaps simply because it was their 
  time to fall.  Whatever the case, you’d best be nimble to 
  avoid the slide!
  Each PC must make a 
    Dexterity / Agility / Spell saving 
  throw (with DCs randomly determined for systems which 
  require them) to avoid suffering crushing damage from the 
  Rockslide.
  Failure means that PC suffers 
    1d6 bludgeoning damage 
  for every 3 Hit Dice or fraction thereof that they possess.
  Success on the save means they are able to move out of the 
  way to safety, and suffer no damage.
  Sandslide
    Shifting sands underfoot make for perilous positioning.  
  A sudden pivot sends what you thought was a solid dune 
  tumbling down the landscape.
  Each PC must make a 
    Dexterity / Agility / Spell saving 
  throw (with DCs randomly determined for systems which 
  require them) to maintain their footing.  Success means you 
  merely stumble.  
  Failure means you fall.  Dunes are hardly notorious for 
  inflicting falling damage, so you suffer no hit point loss, but 
  the tremors and movement might attract attention.
  Roll once on this terrain’s environmental encounter table 
  for every PC who fails their save in this manner.  Ignore 
  all results that are not combat results.  Any and all combat 
  results that you roll occur, as the monsters are attracted to 
  the commotion.
  If you roll more than one monster encounter, the creatures 
  from the first come next round, with the creatures from each 
  other roll arriving in subsequent rounds, spaced out by 2 
  rounds apiece.
  Ambient Malaise
    You have a sinking, nauseous feeling in the pit of your 
  stomach just walking through this area.  It’s nothing specific, 
  but it’s definitely something nearly tangible that you can 
  feel.
  Immediately upon receiving this Quirk, and for each hex you 
  move through terrain of this type subsequently, roll on the 
  following table to determine the more specific effects of the 
  Ambient Malaise, if any.  Roll once, and apply the result to 
  all PCs unless otherwise indicated in the effect description.
  The effects rolled on any given hex of movement apply and 
  stack so long as you are suffering from the Ambient Malaise 
  Quirk.  Repeated rolls of a given result do not stack with 
  themselves.
  The Ambient Malaise Quirk ends when you move into a hex 
  of a terrain type different from where you first encountered 
  the Quirk.
  Table 43: Ambient Malaise Quirk Effects
  D20
  Effect
  1-5
  Stomach Butterflies
  6-9
  Low-Grade Nausea
  10-11
  Periodic Retching
  12-15 Ennui
  16-18 Despair
  19
  Doubled Resolve
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Stomach Butterflies: You’re uneasy and anxious, but 
  there is no further mechanical impact.
  • Low-Grade Nausea: It’s nothing you can’t handle, but it’s 
  hard to ignore.  You suffer 
    Disadvantage (roll twice, 
  select the less favorable result) on your attack and damage 
  rolls until the Malaise ends.
  • Periodic Retching: Every so often, you must stop and 
  vomit.  This is annoying to say the least, and between 
  the noise, the delay, and the increased ease with which 
  any monster might track you, it means that any rolls 
  on environmental encounter tables are made with 
    
  Disadvantage (roll twice, select the less favorable result).  
  You also suffer 
    Disadvantage (roll twice, select the 
  less favorable result) on 
    Constitution, Fortitude, or 
  Paralysis saving throws.
  • Ennui: You’re just not motivated to do very much right 
  now.  In order to move into a different hex, the majority 
  of the party must succeed in a 
    Wisdom or Will (with 
  randomized DC), or a Wand save.  If the majority of the 
  party fail their saves, you must remain in the same hex 
  and make an environmental encounter check while there.  
  Success of a majority of the team means you may move 
  
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  Quirks
  one hex, but you must still continue to make these Ennui 
  saves in order to keep moving.  If at any time the entire 
  party succeeds in their saves, the Ennui effect terminates.
  • Despair: You worry that any of this is worthwhile, and 
  question whether there is any bright future in store for 
  you after all of this questing and fighting and slogging 
  through terrorizing environments.  Anyone wishing to cast 
  a Divine spell (or anything powered by faith, belief, or 
  confidence, so for example any morale or fear-conquering 
  effects) must first succeed in a 
    Wisdom or Will (with 
  randomized DC), or a Wand save.  Failure means the 
  spell fizzles and the slot is lost, or ability is lost while the 
  Malaise functions.  Success means you may cast the spell 
  or use the ability as normal, but any dice rolls associated 
  with the effect (spell attack, healing, etc.) are made with 
    Disadvantage (roll twice, select the less favorable 
  result).
  • Doubled Resolve: The malaise simply serves to bolster 
  your spirits.  After all, if there’s something wrong in the 
  region, that simply means that it’s an opportunity to make 
  it right!  All your saving throws gain 
    Advantage (roll 
  twice, select the more favorable result) while you are 
  under the effects of the Ambient Malaise.
  Message in a Bottle
    You discover a literal message in a bottle: a rolled-up 
  piece of handwriting inside a stoppered glass container.
  Roll on the table below to determine the specific effect of the 
  Message in a Bottle.
  Table 44: Message in a Bottle Quirk Effects
  D20
  Effect
  1-2
  Waterlogged
  3-5
  Personal Note
  6-10
  Map
  11-15
  Quest Aid
  16-18 Healing Words
  19
  Magic Scroll
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Waterlogged: The stopper has been lost or damaged, and 
  the note, whatever it once was, has been ruined.
  • Personal Note: Maybe it’s a recipe for a favorite type of 
  pie, or a love note that someone never had the guts to 
  deliver directly.  Whatever its nature, it’s not helpful in 
  any tangible manner, and is nothing more than a curiosity 
  to be discarded.
  • Map: It’s a map of a certain location, hand-drawn, but 
  serviceable, and useful.  You may “expend” this map at 
  any time to produce any one of the following effects: A: 
  avoid making an environmental encounter roll; B: double 
  your movement speed while navigating through a certain 
  terrain type; C: gaining 
    Advantage (roll twice, select 
  the more favorable result) to rolls related to tracking or 
  navigating (
    Survival, Knowledge (Geography), etc.).
  • Quest Aid: It’s information that just happens to be related 
  to a Quest.  This need not be a quest that you currently 
  are pursuing; perhaps the information seems useless and 
  irrelevant right now, but later, once you pick up the trail 
  of a narrative, you’ll go back to the Message in a Bottle 
  and it will make a lot more sense.  Mechanically, you may 
  “expend” this Quest Aid at any time to produce any one of 
  the following effects: A: gain 
    Advantage (roll twice, 
  select the more favorable result) on all checks in any 
  one social encounter related to a Quest; B: gain 
    2d4 
  Clues related to any single active Quest (if you are using 
  FlexTale Quest rules that involve Clues); C: avoid any 
  one random encounter forced upon you in the course of 
  pursuing resolution of a quest.
  • Healing Words: As you struggle to decipher the script, 
  warm pink magic floats off the page and into your body.  
  The reader regains 
    1d8 hit points for every 2 Hit Dice 
  or fraction thereof they possess.
  • Magic Scroll: Improbably, within the bottle is a magical 
  scroll, of spell level 
    1d6.  Use your rules system’s 
  treasure tables to determine which spell it is.
  Magma Plume
    Magma erupts from a crack in the semi-liquid crust of 
  the terrain nearby.
  Everyone in the party suffers 
    1d4 points of fire damage 
  per Hit Die they possess.  
  Any individual party member may make a 
    Dexterity or 
  Reflex (with randomized DC), or a Spell save to halve this 
  damage.
  The party as a whole may make a 
    Survival check, a 
    Perception check, or 
    Knowledge (Nature) check 
  (or any equivalents to any of those skills or abilities), with 
  randomized DC.  Success means that you noticed the event 
  about to occur, before it happened, and were able to move 
  quickly to a less dangerous area; the entire party may halve 
  the damage suffered as a result.
  If the party succeeds in the above check to notice the lava 
  burst before it happens, any individual party member who 
  also then succeeds on their Dexterity (or equivalent) save is 
  able to move fully out of the dangerous zone, and suffers no 
  damage at all.
  After the initial damage effect described above, the current 
  hex counts as Difficult Terrain for the remainder of your 
  time in it.  You move at half speed while in this sort of 
  terrain.
  Corpse Quest
    You happen upon a mysterious corpse that leads to more 
  questions than answers.
  
  67
  Quirks
  Looting or examining the body turns up only 
    2d4 copper 
  pieces, a rusted and useless dagger, and tattered clothing.
  Roll on the table below to determine what additional effects 
  are in play, if any.
  Table 45: Corpse Quest Quirk Effect
  D20
  Effect
  1-5
  He’s Dead, Jim
  6-9
  Murdered Scion
  10-11
  Suicidal Lover
  12-15 Random Quest
  16-18 Random Quest with Information
  19
  Random Quest with Leads
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • He’s Dead, Jim: Sometimes a mysterious dead body is just 
  a mysterious dead body.  Move along, nothing further to 
  see here.
  • Murdered Scion: This body is the son or daughter of 
  a wealthy and/or important family, and from the stab 
  wounds or poison smirches, it’s clear foul play was 
  involved.  The next settlement you visit just happens to be 
  home to the family of the Murdered Scion; informing them 
  of what occurred is heartbreaking, but brings closure to 
  their anxiety, and they are grateful in the form of a roll on 
  the Medium Coin QuickStart Table, page 74.
  • Suicidal Lover: Distraught from circumstances, engaged 
  in complications that seem too dire to find a way out of, or 
  caught in a deadly love triangle: this poor soul considered 
  suicide to be their only way out, even if for just one fatal 
  moment.  Asking around in the next settlement you visit 
  will quickly turn up those who are desperate for news of 
  what fate befell their beloved; though the truth comes as 
  a despairing shock, they give what small token of thanks 
  they are capable of in their grief, which amounts to a roll 
  on the Low Coin QuickStart Table, page 73.
  • Random Quest: Something about, or on, the corpse sparks 
  a random quest.  If you are using the FlexTale Quest 
  system, roll up a new quest completely at random.  If you 
  are using an alternate system, use that system’s rules to 
  spark the intrigue.
  • Random Quest with Information: As Random Quest 
  above, but there’s information that serves as valuable 
  to get you started.  All checks or rolls associated with 
  pursuit of this new quest gain 
    Advantage (roll twice, 
  select the more favorable result) for the remainder of this 
  gaming session.
  • Random Quest with Leads: As Random Quest with 
  Information above, but you also benefit from 
    2d4 
  Clues related to this new Quest.  Perhaps obviously, this 
  notion only benefits you if you are using FlexTale Quest 
  rules that involve Clues, and if you randomize a Quest that 
  requires Clues.
  Ashstorm
    Brutal winds toss particles about; the sky and air are 
  laden with stinging sand and ash that blights vision and 
  burns the lungs.
  An Ashstorm has multiple effects, as follows:
  Movement speed is halved while in this type of terrain.
  To move to a different hex, you must succeed in a 
  navigational check: Survival (or equivalent tracking ability), 
  Knowledge (Geography), or some similar talent or effect that 
  is either magical in nature, or requires a check or roll.
  For each hex of Ashstorm the party moves through, each 
  PC must succeed in a 
    Constitution or Fortitude (with 
  randomized DC), or a Paralysis save, or suffer 
    1d4 
  points of fire damage for every 3 Hit Dice or fraction thereof 
  they possess as the fiery tidbits burn your lungs.  
  The Ashstorm persists until you move out of the type of 
  terrain in which you first encountered it, or if every PC in 
  your party succeeds in your “burning lungs” saving throws.
  Sudden Pit
    The ground opens up suddenly beneath your feet, and a 
  small chasm appears!
  Each PC must attempt a 
    Dexterity / Agility / Spell 
  saving throw (with DCs randomly determined for systems 
  which require them).  
  Success means you are able to jump out of the way before 
  falling into the Sudden Pit.
  Failure means you fall: you suffer 
    1d6 points of 
  bludgeoning damage for every 2 Hit Dice or fraction thereof 
  you possess.
  Climbing out of the naturally-occuring Sudden Pit takes a 
    
  2d10 minutes, but is otherwise unremarkable.
  Toxic Oasis
    A vision, a dream, a respite, appears before you.  
  Rubbing your eyes, you grin as you realize this is no mirage.  
  Despair settles in, though, once you approach: for this is no 
  ordinary breach of hostile terrain, it is a Toxic Oasis.
  Poisonous water, venomous creatures, or acidic reservoirs: 
  there is a variety of Toxic Oases that might be encountered.
  Roll on the table below to determine the specific effect 
  discovered.
  Table 46: Toxic Oasis Quirk Effect
  D20
  Effect
  1-5
  Unpleasant Water
  
  68
  Quirks
  D20
  Effect
  6-9
  Poisoned Water
  10-11
  Poisonous Foliage
  12-15 Venomous Drinking Hole
  16-18 Ambient Malaise
  19
  Ugly Healing Spring
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Unpleasant Water: It’s brackish and tastes bad, but it’s 
  drinkable.  You may fill your horns with the disgusting-
  tasting but life-sustaining liquid.
  • Poisoned Water: The smell as well as the sight of the 
  water clues even the most ignorant that this water is 
  poisonous to drink.  If for some reason a creature still 
  drinks from the oasis, they must make a 
    Constitution 
  or Fortitude (with randomized DC), or a Paralysis save, 
  or suffer 
    2d10 points of poison damage.  The water’s 
  poisonous nature survives being taken from this spot, so it 
  can be bottled and used, but must be imbibed in order to 
  create the damaging effect.
  • Poisonous Foliage: The water is potable and fresh, but 
  the fronds of foliage nearby are poisonous.  Each PC must 
  make a 
    Constitution or Fortitude (with randomized 
  DC), or a Paralysis save, or suffer 
    2d6 points of 
  poison damage as they brush up against the plants before 
  they notice.
  • Venomous Drinking Hole: This water is home to a 
  unnaturally venomous sort of monster.  Roll on the 
  appropriate environmental encounter table until you 
  produce a monster result; that monster approaches.  If 
  that monster already has a poisonous or venomous ability, 
  saving throws against it suffer 
    Disadvantage (roll 
  twice, select the less favorable result).  If the creatures 
  attacking normally do not have a poisonous feature, their 
  natural weapons inflict a poison attack as well: each 
  creature struck must succeed in a 
    Constitution or 
  Fortitude (with randomized DC), or a Paralysis save or 
  they suffer 2d4 points of poison damage.
  • Ambient Malaise: The Toxic Oasis doesn’t produce an 
  immediate, direct effect, but the PCs suffer from Ambient 
  Malaise; enact the Quirk of that name.
  • Ugly Healing Spring: It’s ugly and smells bad, but the 
  waters from this spring have natural healing properties.  
  Anyone who drinks from it shivers in revulsion, but 
  receives the benefit of healing 
    1d4 points of damage 
  for every 2 Hit Dice or fraction thereof they possess.  This 
  healing effect works only once for each creature.
  You Should Really Have That 
  Looked At
    While strolling through this landscape, you notice boils 
  and sores have appeared on your flesh.
  This can produce a number of effects.  Randomly determine 
  one PC in the party to receive the boils and sores.
  Immediately upon receiving this Quirk, and for every hex of 
  overland movement thereafter, roll on the table below.
  Effects of different kinds stack, but multiple instances of the 
  same result do not stack with each other.
  You Should Really Have That Looked At and its effects 
  persist until an afflicted creature receives any sort of healing 
  effect that cures disease.  The effect is nonmagical.
  Table 47: You Should Really Have That Looked At Quirk 
  Effects
  D20
  Effect
  1-5
  Ugly But Stable
  6-9
  Fester
  10-11
  Infect
  12-15 Itch
  16-18 Gangrene
  19
  Pass Out
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Ugly But Stable: The wound is disgusting, but doesn’t 
  seem to have changed at all.  This result does not add to or 
  change existing effects.
  • Fester: The wound has gotten worse.  Your next roll on 
  this table is made with 
    Disadvantage (roll twice, 
  select the less favorable result), but there is no further 
  immediate effect.
  • Infect: The virulence of whatever is causing this works 
  its way into your flesh more deeply.  You suffer 
    1d4 
  points of acid damage for every 3 Hit Dice or fraction 
  thereof you possess.
  • Itch: The constant need to scratch the wound—or to 
  avoid doing so!—causes a distraction.  You suffer 
    
  Disadvantage (roll twice, select the less favorable result) 
  on all checks and saves.
  • Gangrene: The rot and decay of the wound is easily 
  scented by monsters.  Roll twice immediately on the 
  appropriate environmental encounter table; ignore all 
  results that aren’t combat encounters.
  • Pass Out: The wound has gotten too deep and too rotted.  
  The afflicted PC passes out, and will remain in a coma-like 
  state until they remedy the Quirk.
  Traveler Corpses
    As any traveler will tell you, the paths between points of 
  interest are littered with the bodies of those who could not 
  
  69
  Quirks
  make it to their destination.  It’s a sad, but very true, aspect 
  of life in this realm, and it’s only a matter of time before you 
  run into a Traveler Corpse while on the road.
  Roll on the table below to determine the nature of the body 
  discovered.
  Unless otherwise indicated below, the corpse possesses a 
  dagger-equivalent melee weapon and an ordinary set of 
  commoner clothing.
  Table 48: Traveler Corpse Quirk Nature
  D20
  Nature of Corpse
  1-5
  Traveler
  6-10
  Refugee
  11-14
  Military
  15-16 Merchant
  17-18 Pilgrim
  19
  Adventurer
  20
    Reroll with Advantage
  Let’s explore some of these results in more detail: 
  • Traveler: This person might have made frequent commute 
  from one place to another, or perhaps they were returning 
  from selling their monthly harvest.  They bear a little coin, 
  but nothing else: roll on the Low Coin QuickStart Table, 
  page 73.
  • Refugee: This poor soul was fleeing persecution or 
  terrible conditions, and suffered the ultimate fate en 
  route to what they believed was a better life.  Secreted 
  away in their clothing is their life savings, converted into 
  a gem that is easily transported: roll on the Low Gems 
  QuickStart Table, page 76.
  • Military: This well-equipped soldier was either a 
  deserter, trying to catch up to the rest of her unit, or a 
  scout who never made it back to make a report.  She’s 
  garbed in chainmail, and bears a longbow, 10 arrows, 
  dagger, and a short sword.
  • Merchant: This traveler was carrying a fair amount of 
  coin to trade afar.  Whatever killed him did a poor job 
  of locating this money on his body: you may roll on the 
  Medium Coin QuickStart Table, page 74.
  • Pilgrim: A religious devotee, traveling to visit a site of 
  sacredness to her faith.  She possesses a random Potion 
  (roll on the Potions QuickStart Table, page 79).
  • Adventurer: A fellow quester and glory-seeker, such as 
  yourselves!  As you well know, such folk need to be well-
  prepared.  Loot-wise, treat as a combination of Military, 
  Merchant, and Pilgrim.
  What’s That?
    You could have sworn that you heard something.  Or saw 
  something.  Did you see that?  Did you hear it?
  Roll again on the appropriate environmental encounter table, 
  ignoring further results of “What’s That?”.  
  If you roll a No Encounter result, that’s what is actually 
  happening; you saw a trick of the light, perhaps, in thinking 
  that it was something else initially.
  If you roll an actual encounter, you have advance warning: 
  you may choose to avoid it entirely if you wish.
  
  70
  Utility Tables
  Utility Tables
  Utility Tables
  
  71
  Utility Tables
  Utility Tables
  Introduction
  Introduction
  The following Utility Tables have been taken from the far 
  more thorough set of such tables included in FlexTale Solo 
  Adventuring Toolkit and the FlexTale Solo Adventuring 
  QuickStart.
  Although they were originally published to be used with solo 
  adventuring in mind, they were designed from the start to be 
  useful to both solo and traditional DMs alike.
  Their inclusion here fuels a great deal of diversity and 
  flexibility in using the content in this book.
  Quadded Difficulty 
  Quadded Difficulty 
  Throughout the QuickStart tables, you’ll see an array 
  of colored icons.  These correspond to four “bands” of 
  difficulty: 
    Low / 
    Moderate / 
    Advanced / 
    
  Elite.
  Please refer to “Quadded Challenge” on page 120 for a 
  more complete discussion of the subject.
  As quick introduction to the concept, these difficulty bands 
  are meant to correspond to the average party level (APL), or 
  class level if you are a solo adventurer.  Take the maximum 
  PC level supported by your rules system and divide by four 
  to establish the rough rule of thumb for what PC levels these 
  four bands correspond to.
  For example, for many systems, 20 is the maximum level: the 
  table below indicates a suggested range for each difficulty 
  band.
  Using Quadded Difficulty is entirely optional, but it allows 
  you to scale adventure content as appropriate to your level.  
  Taking 1d6 damage as a level 18 paladin, for example, doesn’t 
  really matter that much!
  Table 49: Scaling Quadded Statblocks
  PC Level / Creature 
  Challenge Rating
  Variable-Challenge Quad
  1-4
    Low
  5-10
    Moderate
  11-15
    Advanced
  16+
    Elite
  
  72
  Utility Tables
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  If the party and its allies are of advanced abilities relative 
  to their level and/or the dungeon; i.e., for additional 
  challenge.
  QuickStart Difficulty Class Generator
  QuickStart Difficulty Class Generator
  • 
    Use Context C: 
  If the party and its allies are of reduced abilities relative 
  to their level and/or the dungeon; i.e., for less challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  FlexTable 24: QuickStart Difficulty Class
   A
   B
   C
   D
  Pathfinder
  5E
  PF 2E
  OSR
  DCC
  1
  1-2
  -
  1-4
    Susceptible:
  Reroll to determine DC, but suffer 
    Disadvantage on the 
  save.
  2-5
  3-4
  1-6
  -
    10
    12
    14
    16
    10
    12
    14
    15
    14
    20
    25
    30
  +3 on roll
    5
    7
    9
    11
  6-10
  5-8
  7-12
  5-7
    12
    14
    16
    18
    12
    14
    16
    17
    16
    22
    27
    32
  +2 on roll
    6
    8
    10
    12
  11-14
  9-11
  13-15
  8-10
    14
    16
    18
    20
    13
    15
    17
    18
    18
    20
    30
    34
  +1 on roll
    8
    10
    12
    14
  15-16 12-14
  16
  11-13
    16
    18
    22
    24
    14
    17
    19
    20
    20
    22
    32
    36
  Normal 
  roll
    10
    12
    14
    16
  17
  15-16
  17
  14-16
    18
    22
    24
    26
    15
    17
    20
    22
    22
    24
    34
    38
  -1 on roll
    12
    14
    16
    18
  18
  17-18
  -
  17-18
    20
    23
    26
    30
    16
    18
    22
    25
    24
    28
    36
    40
  -2 on roll
    14
    16
    18
    20
  19
  19
  -
  19-20
    22
    25
    30
    40
    18
    20
    24
    28
    25
    28
    38
    42
  -3 on roll
    16
    18
    20
    22
  20
  20
  18-20
  -
    Resistant:
  Reroll to determine DC, but gain 
    Advantage on the save.
  
  73
  Utility Tables
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  If the party and its allies are of advanced abilities relative 
  to their level and/or the dungeon; i.e., for additional 
  challenge.
  QuickStart Treasure, Low Coin Generator
  QuickStart Treasure, Low Coin Generator
  • 
    Use Context C: 
  If the party and its allies are of reduced abilities relative 
  to their level and/or the dungeon; i.e., for less challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  FlexTable 25: QuickStart Treasure, Low Coin
   A
   B
   C
   D
  Pathfinder
  5E
  PF 2E
  OSR
  DCC
  1
  1-2
  -
  1-4
    Contact Poison:
  Reroll.  The treasure that results contains a contact poison, 
  applied as the loot is collected.  
  A subsequent “Contact Poison” result (either a second result 
  on this table, or a result on this table stacked with an overall 
  Treasure roll of “Contact Poison”) indicates you suffer 
    
  Disadvantage on saves related the the poison.
  2
  3-5
  -
  5-7
  No treasure / debris of no value
  3-6
  6-9
  1-3
  8-11
    1d6 gp
    2d8 gp
    3d10 gp
    4d12 gp
    1d4 gp
    2d5 gp
    3d8 gp
    4d10 gp
    1d8 gp
    2d10 gp
    3d12 gp
    4d20 gp
    1d4 gp
    2d5 gp
    3d8 gp
    4d10 gp
    1d4 gp
    2d5 gp
    3d8 gp
    4d10 gp
  7-9
  10-13
  4-6
  12-14
    1d10 gp
    2d20 gp
    3d20 gp
    5d20 gp
    1d8 gp
    2d12 gp
    3d12 gp
    5d12 gp
    1d12 gp
    3d20 gp
    4d20 gp
    6d20 gp
    1d8 gp
    2d12 gp
    3d12 gp
    5d12 gp
    1d8 gp
    2d12 gp
    3d12 gp
    5d12 gp
  10-14 14-17
  7-10
  15-18
    1d12 gp
    3d20 gp
    4d20 gp
    6d20 gp
    1d10 gp
    3d12 gp
    3d20 gp
    4d20 gp
    1d20 gp
    4d20 gp
    6d20 gp
    8d20 gp
    1d10 gp
    3d12 gp
    3d20 gp
    4d20 gp
    1d10 gp
    3d12 gp
    3d20 gp
    4d20 gp
  15-16
  18
  11-15
  19
    1d20 gp
    4d20 gp
    5d20 gp
    7d20 gp
    1d12 gp
    4d12 gp
    6d12 gp
    8d12 gp
    2d20 gp
    4d20 gp
    8d20 gp
    10d20 gp
    1d12 gp
    4d12 gp
    6d12 gp
    8d12 gp
    1d12 gp
    4d12 gp
    6d12 gp
    8d12 gp
  17-18
  19
  16
  20
    2d20 gp
    6d20 gp
    8d20 gp
    10d20 gp
    1d20 gp
    4d20 gp
    6d20 gp
    8d20 gp
    3d20 gp
    8d20 gp
    12d20 gp
    14d20 gp
    1d20 gp
    4d20 gp
    6d20 gp
    8d20 gp
    1d20 gp
    4d20 gp
    6d20 gp
    8d20 gp
  19
  20
  17-18
  -
    Additional Treasure:
  Reroll twice.  Receive both results.  
  “Double Treasure” can stack up to 3x total.
  20
  -
  19-20
  -
    Favorable Treasure:
  Reroll twice.  Select your preference of the results rolled.  
  “Favorable Treasure” stacks up to 3x total: that is, if you 
  get this result twice, you may roll three times, and pick your 
  single preferred result.
  
  74
  Utility Tables
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  If the party and its allies are of advanced abilities relative 
  to their level and/or the dungeon; i.e., for additional 
  challenge.
  QuickStart Treasure, Medium Coin Generator
  QuickStart Treasure, Medium Coin Generator
  • 
    Use Context C: 
  If the party and its allies are of reduced abilities relative 
  to their level and/or the dungeon; i.e., for less challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  FlexTable 26: QuickStart Treasure, Medium Coin
   A
   B
   C
   D
  Pathfinder
  5E
  PF 2E
  OSR
  DCC
  1
  1-2
  -
  1-4
    Contact Poison:
  Reroll.  The treasure that results contains a contact poison, 
  applied as the loot is collected.  
  A subsequent “Contact Poison” result (either a second result 
  on this table, or a result on this table stacked with an overall 
  Treasure roll of “Contact Poison”) indicates you suffer 
    
  Disadvantage on saves related the the poison.
  2
  3-5
  -
  5-7
  No treasure / debris of no value
  3-6
  6-9
  1-3
  8-11
    1d12 gp
    3d20 gp
    4d20 gp
    6d20 gp
    1d10 gp
    3d12 gp
    3d20 gp
    4d20 gp
    1d20 gp
    4d20 gp
    6d20 gp
    8d20 gp
    1d10 gp
    3d12 gp
    3d20 gp
    4d20 gp
    1d10 gp
    3d12 gp
    3d20 gp
    4d20 gp
  7-9
  10-13
  4-6
  12-14
    1d20 gp
    4d20 gp
    5d20 gp
    7d20 gp
    1d12 gp
    4d12 gp
    6d12 gp
    8d12 gp
    2d20 gp
    4d20 gp
    8d20 gp
    10d20 gp
    1d12 gp
    4d12 gp
    6d12 gp
    8d12 gp
    1d12 gp
    4d12 gp
    6d12 gp
    8d12 gp
  10-14 14-17
  7-10
  15-18
    2d20 gp
    6d20 gp
    8d20 gp
    10d20 gp
    1d20 gp
    4d20 gp
    6d20 gp
    8d20 gp
    3d20 gp
    8d20 gp
    12d20 gp
    14d20 gp
    1d20 gp
    4d20 gp
    6d20 gp
    8d20 gp
    1d20 gp
    4d20 gp
    6d20 gp
    8d20 gp
  15-16
  18
  11-15
  19
    4d20 gp
    6d20 gp
    8d20 gp
    10d20 gp
    2d20 gp
    5d20 gp
    7d20 gp
    9d20 gp
    6d20 gp
    8d20 gp
    10d20 gp
    12d20 gp
    2d20 gp
    5d20 gp
    7d20 gp
    9d20 gp
    2d20 gp
    5d20 gp
    7d20 gp
    9d20 gp
  17-18
  19
  16
  20
    6d20 gp
    8d20 gp
    12d20 gp
    14d20 gp
    4d20 gp
    6d20 gp
    8d20 gp
    10d20 gp
    8d20 gp
    12d20 gp
    14d20 gp
    20d20 gp
    4d20 gp
    6d20 gp
    8d20 gp
    10d20 gp
    4d20 gp
    6d20 gp
    8d20 gp
    10d20 gp
  19
  20
  17-18
  -
    Additional Treasure:
  Reroll twice.  Receive both results.  
  “Double Treasure” can stack up to 3x total.
  20
  -
  19-20
  -
    Favorable Treasure:
  Reroll twice.  Select your preference of the results rolled.  
  “Favorable Treasure” stacks up to 3x total: that is, if you 
  get this result twice, you may roll three times, and pick your 
  single preferred result.
  
  75
  Utility Tables
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  If the party and its allies are of advanced abilities relative 
  to their level and/or the dungeon; i.e., for additional 
  challenge.
  QuickStart Treasure, High Coin Generator
  QuickStart Treasure, High Coin Generator
  • 
    Use Context C: 
  If the party and its allies are of reduced abilities relative 
  to their level and/or the dungeon; i.e., for less challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  FlexTable 27: QuickStart Treasure, High Coin
   A
   B
   C
   D
  Pathfinder
  5E
  PF 2E
  OSR
  DCC
  1
  1-2
  -
  1-4
    Contact Poison:
  Reroll.  The treasure that results contains a contact poison, 
  applied as the loot is collected.  
  A subsequent “Contact Poison” result (either a second result 
  on this table, or a result on this table stacked with an overall 
  Treasure roll of “Contact Poison”) indicates you suffer 
    
  Disadvantage on saves related the the poison.
  2
  3-5
  -
  5-7
  No treasure / debris of no value
  3-6
  6-9
  1-3
  8-11
    6d20 gp
    8d20 gp
    12d20 gp
    14d20 gp
    4d20 gp
    6d20 gp
    8d20 gp
    10d20 gp
    8d20 gp
    12d20 gp
    14d20 gp
    20d20 gp
    4d20 gp
    6d20 gp
    8d20 gp
    10d20 gp
    4d20 gp
    6d20 gp
    8d20 gp
    10d20 gp
  7-9
  10-13
  4-6
  12-14
    1d6x100
    2d4x100
    2d8x100
    2d12x100
    1d4x100
    1d6x100
    2d4x100
    2d6x100
    2d6x100
    4d8x100
    6d8x100
    6d12x100
    1d4x100
    1d6x100
    2d4x100
    2d6x100
    1d4x100
    1d6x100
    2d4x100
    2d6x100
  10-14 14-17
  7-10
  15-18
    3d6x100
    4d8x100
    6d10x100
    8d12x100
    1d6x100
    2d4x100
    2d6x100
    2d10x100
    6d6x100
    8d8x100
    10d10x100
    12d12x100
    1d6x100
    2d4x100
    2d6x100
    2d10x100
    1d6x100
    2d4x100
    2d6x100
    2d10x100
  15-16
  18
  11-15
  19
    1d4 x 1k
    2d6 x 1k
    3d8 x 1k
    4d12 x 1k
    2d20x100
    2d20x100
    1d6 x 1k
    2d4 x 1k
    1d8 x 1k
    2d10 x 1k
    3d12 x 1k
    4d20 x 1k
    2d20x100
    2d20x100
    1d6 x 1k
    2d4 x 1k
    2d20x100
    2d20x100
    1d6 x 1k
    2d4 x 1k
  17-18
  19
  16
  20
    1d12 x 1k
    2d12 x 1k
    4d12 x 1k
    6d20 x 1k
    1d10 x 1k
    2d10 x 1k
    4d8 x 1k
    6d12 x 1k
    2d12 x 1k
    4d12 x 1k
    8d12 x 1k
    8d20 x 1k
    1d10 x 1k
    2d10 x 1k
    4d8 x 1k
    6d12 x 1k
    1d10 x 1k
    2d10 x 1k
    4d8 x 1k
    6d12 x 1k
  19
  20
  17-18
  -
    Additional Treasure:
  Reroll twice.  Receive both results.  
  “Double Treasure” can stack up to 3x total.
  20
  -
  19-20
  -
    Favorable Treasure:
  Reroll twice.  Select your preference of the results rolled.  
  “Favorable Treasure” stacks up to 3x total: that is, if you 
  get this result twice, you may roll three times, and pick your 
  single preferred result.
  
  76
  Utility Tables
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  If the party and its allies are of advanced abilities relative 
  to their level and/or the dungeon; i.e., for additional 
  challenge.
  QuickStart Treasure, Low Gem Generator
  QuickStart Treasure, Low Gem Generator
  • 
    Use Context C: 
  If the party and its allies are of reduced abilities relative 
  to their level and/or the dungeon; i.e., for less challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  FlexTable 28: QuickStart Treasure, Low Gem
   A
   B
   C
   D
  Pathfinder
  5E
  PF 2E
  OSR
  DCC
  1
  1-2
  -
  1-4
    Contact Poison:
  Reroll.  The treasure that results contains a contact poison, 
  applied as the loot is collected.  
  A subsequent “Contact Poison” result (either a second result on 
  this table, or a result on this table stacked with an overall 
  Treasure roll of “Contact Poison”) indicates you suffer 
    
  Disadvantage on saves related the the poison.
  2
  3-5
  -
  5-7
  No treasure / debris of no value
  3-8
  6-9
  1-3
  8-11
  Agates:
    1d4x; 2 gp/ 
    1d8x; 5 gp/ 
    1d12x; 10 gp/ 
    1d20x; 15 gp/
  Agates:
    1d4x; 2 gp/ 
    1d8x; 3 gp/ 
    1d12x; 8 gp/ 
    1d20x; 10 gp/
  Agates:
    1d4x; 5 gp/ 
    1d8x; 8 gp/ 
    1d12x; 15 gp/ 
    1d20x; 20 gp/
  Agates:
    1d4x; 2 gp/ 
    1d8x; 3 gp/ 
    1d12x; 8 gp/ 
    1d20x; 10 gp/
  9-11
  10-14
  4-6
  12-14
  Azurite:
    1d4x; 4 gp/ 
    1d8x; 8 gp/ 
    1d12x; 13 gp/ 
    1d20x; 20 gp/
  Azurite:
    1d4x; 3 gp/ 
    1d8x; 5 gp/ 
    1d12x; 10 gp/ 
    1d20x; 15 gp/
  Azurite:
    1d4x; 8 gp/ 
    1d8x; 12 gp/ 
    1d12x; 18 gp/ 
    1d20x; 25 gp/
  Azurite:
    1d4x; 3 gp/ 
    1d8x; 5 gp/ 
    1d12x; 10 gp/ 
    1d20x; 15 gp/
  12-16 15-18
  7-11
  15-19
  Blue Quartz:
    1d4x; 8 gp/ 
    1d8x; 10 gp/ 
    1d12x; 15 gp/ 
    1d20x; 25 gp/
  Blue Quartz:
    1d4x; 5 gp/ 
    1d8x; 7 gp/ 
    1d12x; 10 gp/ 
    1d20x; 20 gp/
  Blue Quartz:
    1d4x; 12 gp/ 
    1d8x; 15 gp/ 
    1d12x; 20 gp/ 
    1d20x; 30 gp/
  Blue Quartz:
    1d4x; 5 gp/ 
    1d8x; 7 gp/ 
    1d12x; 10 gp/ 
    1d20x; 20 gp/
  17-18
  19
  12-16
  20
  Hematite:
    1d4x; 10 gp/ 
    1d8x; 14 gp/ 
    1d12x; 19 gp/ 
    1d20x; 30 gp/
  Hematite:
    1d4x; 8 gp/ 
    1d8x; 10 gp/ 
    1d12x; 15 gp/ 
    1d20x; 25 gp/
  Hematite:
    1d4x; 15 gp/ 
    1d8x; 20 gp/ 
    1d12x; 25 gp/ 
    1d20x; 35 gp/
  Hematite:
    1d4x; 8 gp/ 
    1d8x; 10 gp/ 
    1d12x; 15 gp/ 
    1d20x; 25 gp/
  19
  20
  17-18
  -
    Additional Treasure:
  Reroll twice.  Receive both results.  
  “Double Treasure” can stack up to 3x total.
  20
  -
  19-20
  -
    Favorable Treasure:
  Reroll twice.  Select your preference of the results rolled.  
  “Favorable Treasure” stacks up to 3x total: that is, if you get 
  this result twice, you may roll three times, and pick your single 
  preferred result.
  
  77
  Utility Tables
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  If the party and its allies are of advanced abilities relative 
  to their level and/or the dungeon; i.e., for additional 
  challenge.
  QuickStart Treasure, Medium Gem Generator
  QuickStart Treasure, Medium Gem Generator
  • 
    Use Context C: 
  If the party and its allies are of reduced abilities relative 
  to their level and/or the dungeon; i.e., for less challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  FlexTable 29: QuickStart Treasure, Medium Gem
   A
   B
   C
   D
  Pathfinder
  5E
  PF 2E
  OSR
  DCC
  1
  1-2
  -
  1-4
    Contact Poison:
  Reroll.  The treasure that results contains a contact poison, 
  applied as the loot is collected.  
  A subsequent “Contact Poison” result (either a second result on 
  this table, or a result on this table stacked with an overall 
  Treasure roll of “Contact Poison”) indicates you suffer 
    
  Disadvantage on saves related the the poison.
  2
  3-5
  -
  5-7
  No treasure / debris of no value
  3-8
  6-9
  1-3
  8-11
  Amber:
    1d4x; 85 gp/ 
    1d8x; 150 gp/ 
    1d12x; 275 gp/ 
    1d20x; 375 gp/
  Amber:
    1d4x; 50 gp/ 
    1d8x; 75 gp/ 
    1d12x; 150 gp/ 
    1d20x; 200 gp/
  Amber:
    1d4x; 100 gp/ 
    1d8x; 175 gp/ 
    1d12x; 300 gp/ 
    1d20x; 400 gp/
  Amber:
    1d4x; 50 gp/ 
    1d8x; 75 gp/ 
    1d12x; 150 gp/ 
    1d20x; 200 gp/
  9-11
  10-14
  4-6
  12-14
  Amethyst:
    1d4x; 100 gp/ 
    1d8x; 150 gp/ 
    1d12x; 300 gp/ 
    1d20x; 400 gp/
  Amethyst:
    1d4x; 75 gp/ 
    1d8x; 100 gp/ 
    1d12x; 200 gp/ 
    1d20x; 300 gp/
  Amethyst:
    1d4x; 125 gp/ 
    1d8x; 150 gp/ 
    1d12x; 325 gp/ 
    1d20x; 450 gp/
  Amethyst:
    1d4x; 75 gp/ 
    1d8x; 100 gp/ 
    1d12x; 200 gp/ 
    1d20x; 300 gp/
  12-16 15-18
  7-11
  15-19
  Red Garnet:
    1d4x; 125 gp/ 
    1d8x; 200 gp/ 
    1d12x; 350 gp/ 
    1d20x;450 gp/
  Red Garnet:
    1d4x; 100 gp/ 
    1d8x; 125 gp/ 
    1d12x; 250 gp/ 
    1d20x;350 gp/
  Red Garnet:
    1d4x; 150 gp/ 
    1d8x; 300 gp/ 
    1d12x; 400 gp/ 
    1d20x;500 gp/
  Red Garnet:
    1d4x; 100 gp/ 
    1d8x; 125 gp/ 
    1d12x; 250 gp/ 
    1d20x;350 gp/
  17-18
  19
  12-16
  20
  Jade:
    1d4x; 150 gp/ 
    1d8x; 250 gp/ 
    1d12x; 400 gp/ 
    1d20x;500 gp/
  Jade:
    1d4x; 125 gp/ 
    1d8x; 175 gp/ 
    1d12x; 300 gp/ 
    1d20x;400 gp/
  Jade:
    1d4x; 200 gp/ 
    1d8x; 400 gp/ 
    1d12x; 500 gp/ 
    1d20x;650 gp/
  Jade:
    1d4x; 125 gp/ 
    1d8x; 175 gp/ 
    1d12x; 300 gp/ 
    1d20x;400 gp/
  19
  20
  17-18
  -
    Additional Treasure:
  Reroll twice.  Receive both results.  
  “Double Treasure” can stack up to 3x total.
  20
  -
  19-20
  -
    Favorable Treasure:
  Reroll twice.  Select your preference of the results rolled.  
  “Favorable Treasure” stacks up to 3x total: that is, if you get 
  this result twice, you may roll three times, and pick your single 
  preferred result.
  
  78
  Utility Tables
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  If the party and its allies are of advanced abilities relative 
  to their level and/or the dungeon; i.e., for additional 
  challenge.
  QuickStart Treasure, High Gem Generator
  QuickStart Treasure, High Gem Generator
  • 
    Use Context C: 
  If the party and its allies are of reduced abilities relative 
  to their level and/or the dungeon; i.e., for less challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  FlexTable 30: QuickStart Treasure, High Gem
   A
   B
   C
   D
  Pathfinder
  5E
  PF 2E
  OSR
  DCC
  1
  1-2
  -
  1-4
    Contact Poison:
  Reroll.  The treasure that results contains a contact poison, 
  applied as the loot is collected.  
  A subsequent “Contact Poison” result (either a second result on 
  this table, or a result on this table stacked with an overall 
  Treasure roll of “Contact Poison”) indicates you suffer 
    
  Disadvantage on saves related the the poison.
  2
  3-5
  -
  5-7
  No treasure / debris of no value
  3-8
  6-9
  1-3
  8-11
  Aquamarine:
    1d4x; 500 gp/ 
    1d8x; 1000 gp/ 
    1d12x; 1250 gp/ 
    1d20x; 1500 gp/
  Aquamarine:
    1d4x; 250 gp/ 
    1d8x; 500 gp/ 
    1d12x; 750 gp/ 
    1d20x; 1000 gp/
  Aquamarine:
    1d4x; 750 gp/ 
    1d8x; 1250 gp/ 
    1d12x; 1500 gp/ 
    1d20x; 2000 gp/
  Aquamarine:
    1d4x; 250 gp/ 
    1d8x; 500 gp/ 
    1d12x; 750 gp/ 
    1d20x; 1000 gp/
  9-11
  10-14
  4-6
  12-14
  Violet Garnet:
    1d4x; 600 gp/ 
    1d8x; 1250 gp/ 
    1d12x; 1500 gp/ 
    1d20x; 2000 gp/
  Violet Garnet:
    1d4x; 500 gp/ 
    1d8x; 750 gp/ 
    1d12x; 1000 gp/ 
    1d20x; 1250 gp/
  Violet Garnet:
    1d4x; 1000 gp/ 
    1d8x; 1500 gp/ 
    1d12x; 1750 gp/ 
    1d20x; 2250 gp/
  Violet Garnet:
    1d4x; 500 gp/ 
    1d8x; 750 gp/ 
    1d12x; 1000 gp/ 
    1d20x; 1250 gp/
  12-16 15-18
  7-11
  15-19
  Black Pearl:
    1d4x; 750 gp/ 
    1d8x; 1500 gp/ 
    1d12x; 1750 gp/ 
    1d20x;2500 gp/
  Black Pearl:
    1d4x; 650 gp/ 
    1d8x; 1000 gp/ 
    1d12x; 1250 gp/ 
    1d20x;1500 gp/
  Black Pearl:
    1d4x; 1000 gp/ 
    1d8x; 2000 gp/ 
    1d12x; 2500 gp/ 
    1d20x;3000 gp/
  Black Pearl:
    1d4x; 650 gp/ 
    1d8x; 1000 gp/ 
    1d12x; 1250 gp/ 
    1d20x;1500 gp/
  17-18
  19
  12-16
  20
  Yellow Topaz:
    1d4x; 800 gp/ 
    1d8x; 1750 gp/ 
    1d12x; 2000 gp/ 
    1d20x;3000 gp/
  Yellow Topaz:
    1d4x; 750 gp/ 
    1d8x; 1250 gp/ 
    1d12x; 1500 gp/ 
    1d20x;2000 gp/
  Yellow Topaz:
    1d4x; 1000 gp/ 
    1d8x; 2000 gp/ 
    1d12x; 2500 gp/ 
    1d20x;3500 gp/
  Yellow Topaz:
    1d4x; 750 gp/ 
    1d8x; 1250 gp/ 
    1d12x; 1500 gp/ 
    1d20x;2000 gp/
  19
  20
  17-18
  -
    Additional Treasure:
  Reroll twice.  Receive both results.  
  “Double Treasure” can stack up to 3x total.
  20
  -
  19-20
  -
    Favorable Treasure:
  Reroll twice.  Select your preference of the results rolled.  
  “Favorable Treasure” stacks up to 3x total: that is, if you get 
  this result twice, you may roll three times, and pick your single 
  preferred result.
  
  79
  Utility Tables
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  If the party and its allies are of advanced abilities relative 
  to their level and/or the dungeon; i.e., for additional 
  challenge.
  QuickStart Potion Generator
  QuickStart Potion Generator
  • 
    Use Context C: 
  If the party and its allies are of reduced abilities relative 
  to their level and/or the dungeon; i.e., for less challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  FlexTable 31: QuickStart Potion
   A
   B
   C
   D
  Outcome
  1
  1-2
  -
  1-4
    Cursed / Poison:
  Assume this discovery is made only after ingesting enough 
  of the concoction to suffer its consequences.
  Roll on the 
    Afflictions table.
  2-8
  3-6
  1-3
  5-9
  Healing: 
  Roll to recover the following hit points:
   
    1d8 
    2d10 
    4d12 
    4d20
  9
  7
  4-5
  -
  Cure Poison
  10
  8
  6-7
  -
  Remove Curse
  11
  9
  8-9
  -
  Remove Disease
  12-13
  10-16 10-12 10-16 Enhance Ability: 
  Roll 1d6 to randomize which ability receives a +4 bonus (1=STR, 
  2=DEX, 3=CON, 4=INT, 5=WIS, 6=CHA).  
  This enhancement lasts for 2d4 map rooms.
  14-15
  17
  13
  17
  Spider Climb
  16-17
  18
  14
  18-20 Water Breathing
  18
  19
  15-16
  -
    Favorable Effect:
  Reroll twice.  Choose which effect the potion contains.  
  Make this decision upon receiving the treasure.  
  Reroll any further rolls of “Favorable Effect”.
  19
  20
  17-18
  -
    Multiple Doses:
  Reroll twice.  Receive one potion of each result.  Can stack 
  up to 5x.  
  20
  -
  19-20
  -
    Compound Effect:
  Reroll twice.  Reroll “Cursed / Poison” results. 
  Receive the benefits of both results when the potion is 
  imbibed.  “Compound Effect” can stack up to 4x total.  
  
  80
  Utility Tables
  Summary
  The categories of results listed are most closely attuned to 
  the Pathfinder roleplaying game.  However, the categories 
  should map relatively easily to other fantasy rules systems.  
  To assist with such a mapping, each result also includes a 
  handful of samples; rather than randomly determine based 
  on your ruleset’s list of items, you may simply roll a D6 to 
  quickly determine your mundane treasure.
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  QuickStart Mundane Item Generator
  QuickStart Mundane Item Generator
  • 
    Use Context B: 
  If the party and its allies are of advanced abilities relative 
  to their level and/or the dungeon; i.e., for additional 
  challenge.
  • 
    Use Context C: 
  If the party and its allies are of reduced abilities relative 
  to their level and/or the dungeon; i.e., for less challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  FlexTable 32: QuickStart Mundane Items
   A
   B
   C
   D
  Outcome
  1
  1-2
  -
  1-4
    Contact Poison:
  Reroll.  The treasure that results contains a contact poison, applied 
  as the loot is collected.  
  2-8
  3-6
  1-3
  5-9
  No treasure / debris of no value
  9
  7
  4-5
  10
  Adventuring Gear:  
  1=bedroll (1 sp); 2=2d6x fishhooks (1 sp each); 3=compass (10 gp); 
  4=rope, 50’; 5=hooded lantern (7 gp); 6=2d4x dwarven trail rations (2 
  gp each)
  10
  8
  6-7
  11
  Alchemical Creations: 
  1=2d4x salt (5 sp each); 2=2d6x silver (1 gp each); 3=1d4x alchemist’s 
  fire (20 gp each, thrown weapon, 1d6 fire damage in a 5’ radius and 
  flammable); 4=1d4x acid flask (10 gp each, thrown weapon 1d6 acid 
  damage in a 5’ radius); 5=1d4x doses of poison (causes additional 1d8 
  poison damage upon successful hit); 6=everburning torch (110 gp)
  11
  9
  8-9
  12-13 Books, Paper, & Writing Supplies: 
  1=book, empty (10 gp); 2=spellbook, empty (15 gp);  
  3=1d4x doses of ink (8 gp each); 4=2d10x sheets parchment (2 sp each); 
  5=scroll case (1 gp plus 20% chance of containing a magic scroll); 
  6=2d4x sealing wax (1 gp each)
  12-15
  10-17 10-13 14-18 Clothing: 
  1=1d6x peasant’s outfit (1 sp each); 2=explorer’s garb (10 gp); 
  3=1d2x scholar’s outfit (5 gp); 4=1d4x traveler’s outfit (1 gp each); 
  5=cold weather outfit (8 gp); 6=noble’s outfit (100 gp)
  16-17
  18
  14
  19-20 Locks & Tools: 
  1=1d4x 10’ chain (30 gp per section); 2=key (grants 1 reroll on a locked 
  door); 3=skeleton key (2d4 rerolls on locked doors); 4=lock (40 gp); 
  5=manacles (50 gp); 6=thieves’ tools (grants advantage on 1d4 locked 
  door attempts)
  18
  19
  15-16
  -
    Additional Treasure +1:
  Reroll twice.  Receive both results.  
  “Additional Treasure” results can stack up to 3x total.
  19-20
  20
  17-20
  -
    Favorable Treasure:
  Reroll twice.  Select your preference of the results rolled.  
  “Favorable Treasure” stacks up to 3x total: that is, if you get 
  this result twice, you may roll three times, and pick your single 
  preferred result.
  
  81
  Utility Tables
  Summary
  The categories of results listed are most closely attuned to 
  the Pathfinder roleplaying game.  However, the categories 
  should map relatively easily to other fantasy rules systems.  
  To assist with such a mapping, each result also includes a 
  handful of samples; rather than randomly determine based 
  on your ruleset’s list of items, you may simply roll a D6 to 
  quickly determine your treasure.
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  QuickStart Armor Generator
  QuickStart Armor Generator
  • 
    Use Context B: 
  If the party and its allies are of advanced abilities relative 
  to their level and/or the dungeon; i.e., for additional 
  challenge.
  • 
    Use Context C: 
  If the party and its allies are of reduced abilities relative 
  to their level and/or the dungeon; i.e., for less challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  FlexTable 33: QuickStart Armor
   A
   B
   C
   D
  Outcome
  1
  1-2
  -
  1-4
    Contact Poison:
  Reroll.  The treasure that results contains a contact poison, applied 
  as the loot is collected.  
  2-5
  3-6
  1-2
  5-9
  No treasure / debris of no value
  6-10
  7-12
  3-6
  10-14 Light Armor: 
  1-4=Leather; 5-6=Studded Leather
   
    Normal  
    +1 AC 
    +1d3 AC 
    +1d4 AC
  11-12
  13-14
  7-9
  15
  Medium Armor: 
  1=Scale mail; 2-3=Breastplate; 3-6=Chainmail
   
    Normal  
    +1 AC 
    +1d3 AC 
    +1d4 AC
  13-14
  15
  10-11
  16
  Heavy Armor: 
  1-4=Half plate; 5-6=Full plate
   
    Normal  
    +1 AC 
    +1d3 AC 
    +1d4 AC
  15-16
  16-17 12-13 17-19 Shield: 
  1=Buckler; 2-3=Light shield; 4-5=Heavy shield; 6=Tower shield
   
    Normal  
    +1 AC 
    +1d3 AC 
    +1d4 AC
  17
  18
  14-15
  20
  Spiked:  
  Roll again.  Result is Spiked: Inflicts piercing damage when wearer 
  suffers a melee strike with a natural weapon or unarmed strike.
   
    1d4 
   
    1d6  
    2d4  
    2d6
  18
  19
  16-17
  -
    Additional Treasure +1:
  Reroll twice.  Receive both results.  
  “Additional Treasure” results can stack up to 3x total.
  19-20
  20
  18-20
  -
    Favorable Treasure:
  Reroll twice.  Select your preference of the results rolled.  
  “Favorable Treasure” stacks up to 3x total: that is, if you get 
  this result twice, you may roll three times, and pick your single 
  preferred result.
  
  82
  Utility Tables
  Summary
  The categories of results listed are most closely attuned to 
  the Pathfinder roleplaying game.  However, the categories 
  should map relatively easily to other fantasy rules systems.  
  To assist with such a mapping, each result also includes a 
  handful of samples; rather than randomly determine based 
  on your ruleset’s list of items, you may simply roll a D6 to 
  quickly determine your treasure.
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  QuickStart Weapon Generator
  QuickStart Weapon Generator
  • 
    Use Context B: 
  If the party and its allies are of advanced abilities relative 
  to their level and/or the dungeon; i.e., for additional 
  challenge.
  • 
    Use Context C: 
  If the party and its allies are of reduced abilities relative 
  to their level and/or the dungeon; i.e., for less challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  FlexTable 34: QuickStart Weapon 
   A
   B
   C
   D
  Outcome
  1
  1-2
  -
  1-4
    Contact Poison:
  Reroll.  The treasure that results contains a contact poison, applied 
  as the loot is collected.  
  2-5
  3-6
  1-2
  5-9
  No treasure / debris of no value
  6-10
  7-12
  3-6
  10-14 Light Melee: 
  1-3=Dagger (1d4); 4-5=Club (1d6); 6=Mace (1d8)
   
    Normal  
    +1   
    +1d3 
    +1d4
  11-12
  13-14
  7-9
  15
  Two-Handed Melee: 
  1=Staff (1d6); 3=Greatclub (1d8); 4=Greatsword (1d10);  
  5=Greataxe (1d10); 6=Halberd (1d10)
   
    Normal  
    +1   
    +1d3 
    +1d4
  13-14
  15
  10-11
  16
  Ranged: 
  1=Sling; 2-4=Shortbow (1d6); 5-6=Longbow (1d8)
   
    Normal  
    +1   
    +1d3 
    +1d4
  15-16
  16-17 12-13 17-19 Martial: 
  1=Battleaxe (1d8); 2-3=Shortsword (1d6); 4-5=Longsword (1d8); 
  6=Warhammer (1d8)
   
    Normal  
    +1   
    +1d3 
    +1d4
  17
  18
  14-15
  20
  Improved: 
  Roll again.  Result gains an additional +1 enhancement bonus that stacks 
  with any rolled in the result.  Reroll further results of “Improved”.
  18
  19
  16-17
  -
    Additional Treasure +1:
  Reroll twice.  Receive both results.  
  “Additional Treasure” results can stack up to 3x total.
  19-20
  20
  18-20
  -
    Favorable Treasure:
  Reroll twice.  Select your preference of the results rolled.  
  “Favorable Treasure” stacks up to 3x total: that is, if you get 
  this result twice, you may roll three times, and pick your single 
  preferred result.
  
  83
  Utility Tables
  Contexts
  • 
    Use Context A: 
  By default, for an ordinary level of challenge, or if no 
  other Context described applies to the circumstances.
  • 
    Use Context B: 
  If the party and its allies are of advanced abilities relative 
  to their level and/or the dungeon; i.e., for additional 
  challenge.
  QuickStart Combat Encounter Generator
  QuickStart Combat Encounter Generator
  • 
    Use Context C: 
  If the party and its allies are of reduced abilities relative 
  to their level and/or the dungeon; i.e., for less challenge.
  • 
    Use Context D: 
  If you wish for an advanced level of difficulty regardless 
  of the party’s abilities, or to introduce a bit of bad luck to 
  the proceedings.
  FlexTable 35: QuickStart Combat Encounter
   A
   B
   C
   D
  Outcome
  1-2
  -
  1-3
  -
  Kobold
  3-4
  -
  4-5
  -
  Zombie
  5-6
  1
  6-7
  -
  Skeleton
  7
  2
  8-9
  -
  Orc
  8
  3
  10-12
  -
  Giant Spider
  9
  4
  13-14
  1
  Giant Scorpion
  10
  5
  15
  2
  Hill Giant
  11
  6
  16
  3
  Troll
  12
  7
  17
  4
  Mimic
  13
  8
  18
  5
  Gelatinous Cube
  14
  9
  19
  6
  Owlbear
  15
  10
  20
  7
  Manticore
  16
  11
  -
  8-9
  Young Black Dragon
  17
  12
  -
  10
  Fire Elemental
  18
  13
  -
  11
  Black Pudding
  19
  14
  -
  12-13
  Wraith
  20
  15
  -
  14
  Purple Worm
  -
  16
  -
  15
  Rust Monster
  -
  17
  -
  16
  Mummy
  -
  18
  -
  17
  Wyvern
  -
  19
  -
  18
  Earth Elemental
  -
  20
  -
  19-20 Young Red Dragon
  
  84
  Utility Tables
  FlexTable 36: QuickStart Damaging Spell
   A
   B
   C
   D
  Outcome
  1
  1-2
  -
  1-4
    Complex Unlucky Magic:
  Roll again.  You suffer 
    Disadvantage on your save against the 
  magic, or enemies gain 
    Advantage on their saves.
  -
  3
  1
  5-7
    Fickle Unlucky Magic:
  Reroll.  Double any numeric results suffered by you, or halve 
  results suffered by enemies.  Reroll subsequent results of “Fickle 
  Unlucky Magic”.
  2
  4
  2
  8
  Magic Missile (force / bludgeoning damage)
   
    1d4+1 
   
    3d4+3 
    6d4+6 
    8d4+8
  3
  5
  3-4
  9
  Deafness (for 1d8 rooms)
  4
  -
  5
  -
  Acid Arrow (acid damage)
   
    2d4 
   
    4d4  
    8d4  
    12d4
  5
  6
  6
  10
  Blindness (for 1d8 rooms)
  6
  7
  7
  11
  Cone of Cold (cold damage)
   
    2d6 
   
    4d6  
    8d6  
    14d6
  7
  8
  8
  12
  Lightning Bolt (electricity damage)
   
    2d6 
   
    4d6  
    8d6  
    14d6
  8
  9
  9
  -
  Fireball (fire damage)
   
    2d6 
   
    6d6  
    10d6 
    16d6
  9
  10
  10
  13
  Meteor Swarm (fire damage)
   
    2d8 
   
    6d8  
    10d8 
    20d8
  10
  11
  11
  -
    Poison (save or suffer)
  11
  12
  -
  14
    Curse (save or suffer)
  12
  13
  12
  -
    Disease (save or suffer)
  13
  14
  13
  15
  Ability Score Decrease: -4 STR for 1d8 rooms
  14
  15
  14
  16
  Ability Score Decrease: -4 DEX for 1d8 rooms
  15
  16
  15
  17
  Ability Score Decrease: -4 CON for 1d8 rooms
  16
  17
  16
  18
  Ability Score Decrease: -4 INT for 1d8 rooms
  17
  18
  17
  19
  Ability Score Decrease: -4 WIS for 1d8 rooms
  18
  19
  -
  20
  Ability Score Decrease: -4 CHA for 1d8 rooms
  19
  20
  18
  -
    Fickle Lucky Magic:
  Reroll.  Double any numeric results suffered by enemies, or halve 
  results suffered by you.  Reroll subsequent results of “Fickle Lucky 
  Magic”.
  20
  -
  19-20
  -
    Complex Magic:
  Roll again.  You gain 
    Advantage on your save against the 
  magic, or enemies suffer 
    Disadvantage on their saves.
  
  85
  Appendices
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  Taylor. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Infinium Game Studios/FlexTale Environmental Encounters.pdf