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D6 Forest Random Encounters

D&D 5e · 594 scenarios · Roll d100 → roll D6

A complete D&D 5e random encounter table for forest scenes. Roll a d100 to pick a set, then roll a D6 to pick a scenario within that set — 594 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.

How to roll this table

  1. When the party enters a forest, roll a d100.
  2. The d100 result picks one of 100 scenario sets below.
  3. Then roll a D6 to pick one of 6 scenarios inside that set.
  4. Read the scenario to your players and run the scene. Add a monster stat block if combat starts.

The D6 Forest encounter table

d100 = 1

  1. D6=1:An overgrown magical fountain once revered by an ancient order. Restoring it dispenses a single-use potion of all healing.
  2. D6=2:A party of 1d4+1 bandits are on their way to a nearby town to rob it. They are walking.
  3. D6=3:Players hear a loud roar from nearby. A huge lion comes out of the woods and attacks them.
  4. D6=4:Lumberjacks are building a log cabin by the side of the road. They are not happy and want something else to do. If they get something else to do, they will attack.
  5. D6=5:A group of men are hunting deer in the forest. They are wearing leather armor and carrying spears and bows and arrows.
  6. D6=6:A group of two dwarves and a halfling are riding horses along the road. They are on their way to a funeral for a fallen comrade.

d100 = 2

  1. D6=1:A group of peasants are sitting around a fire. They're having a discussion about the local lord.
  2. D6=2:A group of 1d4+1 dwarves are traveling through the forest, hoping to be discovered. They're members of a mining troupe that is looking for new members. They're looking for an opportunity to mine in a new location.
  3. D6=3:You come across a small village. In the village, there is a ship. The ship is docked in the harbor near the village. The ship has a beautiful mast and sail. If the party asks about the ship, the villagers will tell them that the ship was washed up on shore and the mast and sail were not broken. The villagers were able to fix the ship. They were able to repair the mast and sail.
  4. D6=4:Three human bandits emerge from the forest. They are in a bad mood and are looking for a fight. They are wearing basic leather armour and each is armed with a sword and small shield.
  5. D6=5:A group of 2d6 bandits are setting up camp for the night. They are setting up a fire, sharpening their weapons, and getting ready to eat some food before they go to sleep for the night.
  6. D6=6:ZM - A group of 2d6 hunters ride in on horseback. The hunters are looking for a group of bandits that have been terrorizing their village.

d100 = 3

  1. D6=1:A group of 2d4 men are walking through the forest, looking for work. They are poor and will accept any work offered to them. They will mention that they saw a dragon flying over head recently and that has scared away all of the local game. They will ask if they can borrow some food since they are starving and haven't had anything to eat in days. If players give them food, they might follow them around for a while..
  2. D6=2:The party sees some human tracks in the mud. They lead to a nearby clearing where there is some kind of altar made out of stone with writing on it. If any member of the party can read it, they will discover that it's a contract between a wizard and a local cleric who are both trying to summon a demon into this dimension so they can share the power and both become gods instead of one being stuck as an arch-bishop while the other is stuck as a cardinal.
  3. D6=3:A group of 3d4 goblins are setting up an ambush in this area by laying traps and hiding behind trees, rocks, and bushes.
  4. D6=4:A group of 2d4 hobgoblins are doing some sort of experiment in a camp in the woods. They are working with strange liquids and vapors, and there's a 50% chance every hour that they will cause a mutation in something within 10' of them if anyone is watching or nearby.
  5. D6=5:A group of 1d4+1 elven rangers are standing by a small campfire. They are on their way to a nearby village to help defend it against an invasion by goblins and kobolds.
  6. D6=6:You come across a group of 1d4+1 gnolls who are led by a gnoll shaman who is level six and possesses a staff made out of bones. The gnolls are hunting deer and rabbits.

d100 = 4

  1. D6=1:The ground crumbles beneath the party, dropping them into an underground cavern filled with bioluminescent flora and deadly forest creatures.
  2. D6=2:Ghost Knight. A ghost knight appears and attacks the players for trespassing in his forest.
  3. D6=3:A group of adventurers are walking down the path. They are going on an adventure. They have been on many adventures and they are confident but cautious at the same time.
  4. D6=4:The party sees a group of men and women walking along the path. They are traveling together as a small family group.
  5. D6=5:A group of young elven adventurers are on their first mission together deep in the woods where they believe an ancient ruin is located where an ancient artifact is being held by a powerful lich who is not yet awake or aware of their presence yet.
  6. D6=6:A group of hunters and guards are looking for a group of bandits who have been attacking merchants from a nearby town. They will attack the party if they see them.

d100 = 5

  1. D6=1:Q - While traveling through the forest, the party comes across a small pond with a small island in the middle of it. On the island is a small cottage. When the party gets close to the island, 2d6+2 gnolls attack from the cottage.
  2. D6=2:A sudden, powerful gust of wind blows away the party’s map and essential gear. They must find and retrieve their belongings while evading sylvan predators attracted by the commotion.
  3. D6=3:A group of 1d4+2 dwarven miners are looking for gold in the nearby hills. They have found a vein and are celebrating by getting drunk and singing songs of their clan while they excavate the vein.
  4. D6=4:A group of 3d6 halflings are setting traps to catch deer.
  5. D6=5:An eerie wail cuts through the air, and the party finds themselves confronted by a banshee seeking vengeance for an age-old grievance connected to their ancestry.
  6. D6=6:Four elven wizards are studying magic in a clearing in the woods. They are studying a scroll that they found in their travels. The wizards are from a nearby elven city and they are studying here because of the quietness of the area.

d100 = 6

  1. D6=1:A group of 2d6+1 humans are traveling through a nearby forest. They are simple farmers who plan on going from village to village selling their goods.
  2. D6=2:A group of wizards are studying the constellations and discussing their theories about the coming year.
  3. D6=3:An old man is sitting on a log by the side of the trail, singing songs about heroes and adventure... He looks hungry and tired... If the players feed him or offer him shelter for the night, he will tell them a story about an ancient dungeon that is nearby... This dungeon has been abandoned for hundreds of years...
  4. D6=4:The players hear a voice from above them, telling them not to go any further or they will die. They look up and see a banshee who is laughing at them and telling them that they will all be destroyed if they continue on down the trail. The banshee seems to be stuck to the tree above her, unable to get down or up.
  5. D6=5:A group of 3 humans are traveling to a nearby city. They have a cart full of apples. The apples are grown in the forest and are very good. The cart of apples is worth about 50 gold pieces.
  6. D6=6:Two large spiders are fighting over a small field mouse.

d100 = 7

  1. D6=1:The players come across an abandoned campfire. Nearby are two skeletons sitting next to the campfire. One skeleton is holding an axe. The other skeleton has an arrow in its back.
  2. D6=2:A young dragon is stuck in a tree, unable to fly due to a broken wing. It begs the adventurers for help and offers them a valuable item from its hoard in exchange for healing its wing.
  3. D6=3:The forest floor becomes an intricate mosaic of shifting colors that convey emotions through the feet. Harmonizing with it can lead to serenity or discord.
  4. D6=4:A group of 2 orcs are hunting deer in the forest. One orc is an excellent archer. The other orc is an excellent hunter. If players watch the orcs hunt they will learn how to hunt deer in woods.
  5. D6=5:The party comes across a log cabin. The log cabin belongs to an old hermit. He's an old man who likes to be left alone to read his books and enjoy his solitude. If anyone approaches he will either attack them with his dagger or he will run away into the woods. If anyone pursues him, he will try to lead them away from his log cabin by running in circles through the woods.
  6. D6=6:A group of 2d6 wolves attack, thinking the party is a pack of wolves looking to take over their territory.

d100 = 8

  1. D6=1:A group of skeletons are dancing around a bonfire. They look like they are having fun and enjoying themselves.
  2. D6=2:The party comes across a man who is lost and confused in the forest. If players help him, they will discover that the man is a cultist who wants to bring back the Old Gods and destroy humanity. He will attack players.
  3. D6=3:An elderly human merchant named Fredrick is traveling through the forest, hoping to reach a nearby town before nightfall. He has a few rare gems and a few rare herbs for sale at fairly reasonable prices.
  4. D6=4:The party hears the distress call of a young griffon tangled in vines. Freeing it will earn them a favor from its parent, a majestic griffon leader.
  5. D6=5:The ground crumbles beneath the party, dropping them into an underground cavern filled with bioluminescent flora and deadly forest creatures.
  6. D6=6:A group of men and women are walking through the woods, singing and celebrating their victory over the monsters that live there.

d100 = 9

  1. D6=1:A band of spectral warriors testing the players’ honor. Meeting their standards rewards ethereal armor increasing agility.
  2. D6=2:A group of traveling merchants are walking down the path. They will stop and sell food and water to the players.
  3. D6=3:A group of whimsical fairies challenges the adventurers to a game of hide-and-seek. The prize for winning is a small bag of fairy dust that can cast minor illusions.
  4. D6=4:A group of 2d4+2 merchants are traveling through the forest. They are carrying an assortment of tools and weapons that they will trade with players for food or water or whatever they can get from them.
  5. D6=5:The party encounters a group of 2d6 elves traveling in the woods. They're hunting for a particular plant which is said to cure most diseases. <
  6. D6=6:A group of hunters have captured a wyvern. They are trying to tie it up. The hunters will attack anyone who gets in their way. During the fight, the wyvern breaks free and flies away.

d100 = 10

  1. D6=1:A group of 2d6+2 humans are hunting deer in the forest.
  2. D6=2:A trail of blood leads the party to a clearing where a wounded celestial stag lies, surrounded by dark anointed hunters who view its death as a divine calling.
  3. D6=3:A family of beavers is building an ambitious dam and invite the players to help. The beavers reward them with a special enchanted pebble they found.
  4. D6=4:They encounter a jackalope who speaks in riddles and puns. If they solve his riddles, he gives them a single-use wand that casts “Create Food and Water.”
  5. D6=5:A group of children are playing an imaginary game of tag, but they're making strange noises as they're playing their game of tag as if they were actually running away from their imaginary foes...
  6. D6=6:A group of soldiers is marching in the opposite direction of the players. The soldiers are on their way to join a nearby war. They will fight the players if they approach them.

d100 = 11

  1. D6=1:A group of men on horses approach the party and ask if they have seen a group of elves. The men on horses are part of a group of knights and they are looking for the elves because they are wanted for a crime they did not commit.
  2. D6=2:A group of 1d4 knights are on patrol, looking for orcs and ogres. They will escort players to their city if they need help with anything.
  3. D6=3:A group of 1d4+1 bandits are hiding in the woods, waiting for a party of adventurers to pass by. They want to ambush and rob them.
  4. D6=4:The players come across a group of traveling bards, but as they approach, the bards start to transform into werewolves. It is revealed that they are actually cursed by a vengeful witch and the players must find a way to break the curse or defeat the werewolves.
  5. D6=5:As players make their way through the forest, they come across a beautiful woman who is actually a nereid, a creature made of water. She is being pursued by a group of 1d6 satyrs who wish to make her their wife. If players choose to help the nereid, she will reward them with a blessing of safe travels through the forest.
  6. D6=6:In a hidden part of the forest, players come across a mystical tree that grows different types of magical fruit. However, the tree is guarded by a group of 1d4 treants who will only allow those who pass their test to taste the fruit. The test involves navigating through a maze of roots and solving riddles.

d100 = 12

  1. D6=1:A group of 2d6 men are walking through the forest, looking for work. They are poor and will accept any work offered to them. Players can offer work or just give them some gold to get them to go away.
  2. D6=2:A man is stumbling through the forest. He is lost and frightened. He is carrying a small fortune in gold. He will give the players directions back to town if they ask him.
  3. D6=3:Bunch of 1d6+3 attacking drow wield flaming swords. They have a 1 in 6 chance of being a male drow cleric of Lolth who can cast poison spray.
  4. D6=4:A group of 1d10 bandits are camped near the road, waiting for travelers to pass by so they can rob them.
  5. D6=5:Three human bandits emerge from the forest. They are in a bad mood and are looking for a fight. They are wearing basic leather armour and each is armed with a sword and small shield.
  6. D6=6:At a clearing, you see a giant sitting on its knees, crying.

d100 = 13

  1. D6=1:Lying on the ground before you is a dead warrior. The corpse is holding a shield in one hand, and has a bloody sword in the other. It is obvious that the man was killed in battle. If the party investigates, they will find that the corpse is of a level 2 fighter named John, and he was part of an adventuring party that got lost in the forest.
  2. D6=2:The party hears a strange creature singing in a high-pitched voice. The creature is a small pixie that has been captured by a group of goblins.
  3. D6=3:A group of humans is building a log cabin on the side of the road. They want to be left alone. They will attack if they feel threatened or if they're asked to do something they feel is against their principles.
  4. D6=4:The players come across a group of traveling bards, but as they approach, the bards start to transform into werewolves. It is revealed that they are actually cursed by a vengeful witch and the players must find a way to break the curse or defeat the werewolves.
  5. D6=5:You come across a small village. In the village, there is a ship. The ship is docked in the harbor near the village. The ship has a beautiful mast and sail. If the party asks about the ship, the villagers will tell them that the ship was washed up on shore and the mast and sail were not broken. The villagers were able to fix the ship. They were able to repair the mast and sail.
  6. D6=6:A thick book with yellow pages. If read, the players will gain knowledge about a random subject for 1d4 hours. During that time, they will have disadvantage on all rolls due to distraction from the knowledge gained from reading the book.

d100 = 14

  1. D6=1:A troll charges out of nowhere, swinging a massive club and demanding the party hand over any food they have. If they can find a way to appease the troll peacefully, they may discover that it has a missing tooth that needs replacing.
  2. D6=2:The party hears the sound of an argument. If they investigate, they will find a group of 3d6 human villagers arguing about whether or not to hire the party to deal with the goblin problem in their village.
  3. D6=3:The players come upon a group of men and women dressed in black robes. They are chanting to a dark god. The dark god is known as the god of death and decay.
  4. D6=4:You see a single, lone figure sitting on a tree branch. As you approach, they reveal themselves to be an elf. They introduce themselves as Drizzt Do'Urden, wielding two scimitars and ready for a friendly bout of sparring.
  5. D6=5:A group of adventurers are walking down the path. They are going on an adventure. They have been on many adventures and they are confident but cautious at the same time.
  6. D6=6:Mists in the distance, a red glow that dances on the ground. The party hears a roar, and then a shadow passes overhead. A dragon has been hunting in this area recently.

d100 = 15

  1. D6=1:You see a druid who has just been hunting in this area, and he has just killed an elk which he will use for food for himself and for his animal companions that are with him in this area. He will give players a skin from the elk if they ask for one - he will also tell them that he has seen goblins in this area but he has not encountered any yet and he hopes he does not run into any because he does not want to kill them because he does not want to be hunted down for that reason alone.
  2. D6=2:The players come across a small village of 10 humanoids (goblins, kobolds, orcs, etc) who are celebrating a recent victory over their enemies.
  3. D6=3:Mist. A faint mist rises from the ground. A flying dragon attacks the players.
  4. D6=4:A party of 2d4+2 orcs emerge from the forest. They are in a bad mood and are looking for a fight. They are carrying torches and wearing leather armour. They are armed with swords, axes, and crossbows.
  5. D6=5:A party of 3d4+3 elves are hunting for food in the forest near a small pond filled with frogs, fish and turtles. Their leader is a level 1 ranger named 'Eloy' who wields a longsword and has 3d8+3 experience points.
  6. D6=6:A group of 6d4 barbarians are practicing their fighting skills in a nearby field. They will not attack unless provoked.

d100 = 16

  1. D6=1:A group of children are playing tag in the forest. They look up and see the group, they run away screaming 'monster!'
  2. D6=2:The players come across a group of 2d4+2 random adventurers in the forest. They were on their way to a nearby city but got lost. They are happy to join the players.
  3. D6=3:A man is walking through the woods, muttering to himself and looking at the ground. If the players approach him, he will ask for directions to a nearby town. If players try to talk to him, he will answer their questions but not make eye contact and will walk away as soon as he can. He is actually a mad wizard, who has escaped from his sanctuary and is trying to get back before anyone notices that he is gone.
  4. D6=4:Players hear a loud roar from nearby. A huge lion comes out of the woods and attacks them.
  5. D6=5:A small woman who appears to be about 30 years old approaches the players and asks for help finding her daughter, who was lost in the woods about a week ago. The woman's name is Mary and she is actually an elder green dragon who has been masquerading as a human for 100 years after being cursed by a cockatrice egg she ate when she was young. She is under orders from her dragon lord not to reveal her true nature to anyone until her daughter has been found, but if players agree to help find her daughter (a young green dragon named Jenny), she will reward them with a single scale from her wing which can be used as an unlimited supply of potion of curing.
  6. D6=6:The forest becomes a symphony of light and sound, with rays of sunlight transforming into music and shadows whispering harmony. Interacting with this ethereal orchestra can grant the party inspiration or temporary magical abilities.

d100 = 17

  1. D6=1:The players hear the sound of glass shattering. They turn and see a human in full plate armor with two glass swords and two glass shields. He is covered in blood and attacking 2d6 wolves. His name is Sir Burd and he is a member of the Order of the Shattered Sword. He wants to join the party and help them slay a dragon.
  2. D6=2:The players stumble on a camp. It has 2d4 goblins who are cooking fish over a raging fire. The goblins will ask for food and will trade for it with the players. The goblins are not very smart and will trade for anything that is shiny or will light on fire.
  3. D6=3:A group of 3d4 Halfling thieves are planning a heist on a local village. They will ask the party to help them with the heist. If the party decides to help them with their heist, they will end up getting double-crossed by the halflings and lose all their money and items as well as get arrested by the town guard.
  4. D6=4:A group of 2d6+2 humans are hunting deer in the forest. They yell and scream when they see players nearby. If players don't attack them first, they will run away and hide in the bushes for 1d4 hours before returning to hunt again.
  5. D6=5:A group of 2d6 giant lizards are in the forest.
  6. D6=6:A menacing storm threatens to destroy an elven settlement. Helping them prepare earns a protective amulet crafted by elven priests.

d100 = 18

  1. D6=1:A fortune teller is sitting under a tree. She tells the players that they will have bad luck for a week. They will get lost in the forest and fight goblins for a week.
  2. D6=2:You spot a group of 2d6 men and women, led by a cleric, traveling through the forest. They are on their way to a nearby village to help the villagers with their problems.
  3. D6=3:A gentle breeze carries the aroma of memories, evoking powerful emotions that reveal hidden strengths or challenges within the party.
  4. D6=4:Rogues looking for artifacts.
  5. D6=5:A group of faeries are having a tea party in the middle of a clearing. They invite the players to join them, but the tea is actually a powerful hallucinogen that causes them to experience vivid and sometimes terrifying illusions.
  6. D6=6:A group of giant spiders attack the party as they make their way through a particularly thick part of the forest. It turns out that the spiders are actually under a spell cast by a young druid who has been experimenting with magic.

d100 = 19

  1. D6=1:You see a group of humans fighting with a group of elves. No players can participate in this battle. The humans and elves are allies with one another. If the players interfere, the humans and elves will turn on them. They will fight until one side is dead.
  2. D6=2:A mischievous sprite dashes across the path, followed closely by an exasperated forest gnome trying to catch the sprite. The gnome offers the adventurers a small bag of gold if they help him.
  3. D6=3:A group of 2d6 orcs are gathering supplies.
  4. D6=4:A group of 1d10 knights on horseback pass by, escorting a nobleman to his castle which is nearby.
  5. D6=5:Players find a small clearing in the forest where 2d6 goblins are playing a game of dice. They will attack the players because they believe they are preventing them from making an offering to their god.
  6. D6=6:A lake ripples like quicksilver, reflecting not just images but emotions. Gazing upon it too long can stir uncontrollable feelings within the heart.

d100 = 20

  1. D6=1:A man is stumbling through the forest. He is lost and frightened. He is carrying a small fortune in gold. He will give the players directions back to town if they ask him.
  2. D6=2:The players see a group of men and women gathering wood. They will ask the players if they can help them gather wood. If the players accept, they will be paid with a small amount of gold for their time. They are gathering wood to build a home for a family that has been displaced after an attack on their village by bandits.
  3. D6=3:The party hears a strange creature singing in a high-pitched voice. The creature is a small pixie that has been captured by a group of goblins.
  4. D6=4:The players stumble across a group of 2d4 gnomes who are trying to catch a thief who has been stealing from them.
  5. D6=5:A group of seven humans, three elves, and two dwarves are walking along the road singing a song about a battle that happened a long time ago. They are on their way to a wedding.
  6. D6=6:The party comes across a small church. When they approach it, they notice it has no doors or windows.

d100 = 21

  1. D6=1:As the players make their way through the forest, they come across a clearing with a group of 3d6 wood elves performing a ritual to bless their crops. The players can either join in the ritual and receive a blessing for their own crops or disrupt the ritual and face the wrath of the elves.
  2. D6=2:Kite flying in the sky. You hear a strange noise in the distance. The sound of a kite. Suddenly, a kite flies overhead, trailing a strange-looking string behind it. The string is covered in small spikes. The kite passes overhead and disappears into the distance.
  3. D6=3:The forest canopy parts to reveal a tree with leaves like pages of a book, each containing a key event from an ancient prophecy that may concern the party.
  4. D6=4:A group of 2d4 elves are walking down the road. They are singing about how great elves are. They will stop and sing for anyone who stops to listen.
  5. D6=5:The party follows a trail of unusual, glowing footprints that lead them to a glade where a celestial being is trapped by dark magical chains, pleading for assistance.
  6. D6=6:A group of 3d4+3 dwarves are walking down the road. They are looking for work and are willing to join up with a party for a year and a half a month.

d100 = 22

  1. D6=1:ZM - A mid-level wizard and his apprentice ride in on horseback. The wizard casts a spell on the party and summons a horde of 2d6+4 gnolls from the nearby woods. The gnolls attack the party.
  2. D6=2:A group of 1d10 men in chainmail armor, riding horses and carrying swords, are riding through the woods. They are on patrol and will ask the players their business in the woods before attacking them no matter what the party says.
  3. D6=3:Nymphs are dancing and singing on the trail, trying to lure a person off the trail.
  4. D6=4:A group of 2d6 elves are walking through the forest. They are carrying a bag of supplies. If players approach, they will attack.
  5. D6=5:A group of men and women is gathering wood. They are making furniture that they sell to passing merchants. If the players approach, they will ask them if they want to buy any furniture that they have made.
  6. D6=6:A party of 2d4+2 orcs emerge from the forest. They are in a bad mood

d100 = 23

  1. D6=1:A group of 2d6+3 cultists surround the players and attack them. The cultists are led by a powerful necromancer who has raised a horde of zombies and skeletons to help him defeat the players.
  2. D6=2:A man is standing next to a tree, writing with a stick in the dirt on the tree. He is muttering to himself. If players approach he will stop writing and attack them. He is a low-level warrior with a temper who is trying to make a name for himself. He'll fight to the death.
  3. D6=3:A group of men is sitting around a campfire. They are talking about a powerful dragon that has been terrorizing the area.
  4. D6=4:Raging bears are on the hunt for food, and if they find players, they will attack.
  5. D6=5:The party hears the distress call of a young griffon tangled in vines. Freeing it will earn them a favor from its parent, a majestic griffon leader.
  6. D6=6:A group of 3d6 humans are hunting deer.

d100 = 24

  1. D6=1:A group of 2d6+2 dwarves are walking in the direction of the players. They are coming from an underground fortress. The fortress is a home to a group of 2d6 goblins and 1d4 hobgoblins. The dwarves are looking for treasure and want to sack the fortress. If the players choose to help them, they will find a chest full of gold coins, gems, and jewelry.
  2. D6=2:Druids of the Grove hide out in the forest.
  3. D6=3:While exploring the forest, players come across a group of 2d4 harpies who are using their seductive voices to lure travelers into their trap. The harpies are actually being controlled by a powerful succubus who wants to add the players to her collection of thralls. Players must resist the temptation and find a way to break the succubus' hold on the harpies.
  4. D6=4:more orcs joining the battle every round until they're defeated or until they have 10 more orcs than the number of players in the party.
  5. D6=5:A random NPC is sitting on a log. He has been sitting there for the last four hours. If the players talk to him, he will tell them about the time he was sitting in a tree watching a deer for six hours. It is up to the players whether they want to hear the story or not.
  6. D6=6:The party comes across a group of men wearing robes and carrying what seems to be bones and other animal parts. These men are actually druids who are trying to learn more about the local animals

d100 = 25

  1. D6=1:A group of 3d4 men are walking through the forest, looking for work. They are poor and will accept any work offered to them. Players can offer work or just give them some gold to get them to go away.
  2. D6=2:An ancient forest dragon awakening from slumber, deranged by a curse. Freeing it from its madness bestows the dragon’s protection.
  3. D6=3:A group of 1d4 dwarves are mining for gold and silver in a nearby cave. They have set up a base camp and a large pile of rocks. They will attack if they are attacked or discovered.
  4. D6=4:You hear music from nearby. The sounds of a joyful celebration can be heard from a distance. A group of half-orcs is celebrating their anniversary. They're drunk and singing songs about their leader, who is called the 'Big Red'.
  5. D6=5:Four humans are walking through the forest carrying saddle bags filled with potatoes and onions.
  6. D6=6:You come across a group of 1d4+1 gnolls who are led by a gnoll shaman who is level six and possesses a staff made out of bones. The gnolls are hunting deer and rabbits.

d100 = 26

  1. D6=1:A man is standing on the side of the path, he is injured. He can not walk. He will beg for help and then attack the closest person when they try to help him.
  2. D6=2:A man is standing in the road. He looks like he has not slept in days. His eyes are bloodshot and haunted by what he has seen or experienced. He says, 'You must help me...' He then runs off into the woods like a madman.
  3. D6=3:An incredibly fast chipmunk named Speedy challenges the adventurers to a race. If beaten, he gifts the winner an enchanted acorn that grants a temporary speed boost.
  4. D6=4:The forest path narrows and becomes overgrown. A group of 2d6 goblins attack the party.
  5. D6=5:As the party makes camp for the night, they hear the sound of someone screaming for help. When they go to investigate, they find a damsel in distress being held captive by a group of bandits.
  6. D6=6:A group of 2d6 elves on horseback and 2d6 guards are going through the forest, looking for work. They are poor and will accept any work offered to them. Players can offer work or just give them some gold to get them to go away

d100 = 27

  1. D6=1:The party comes across 7 enchanted forest paths. Traversing the correct one leads them to a tree of wisdom, imparting crucial knowledge for their quest.
  2. D6=2:A dream manifests where the players are confronted by spectral versions of themselves, locked in an ancient struggle that mirrors their own quests and inner battles.
  3. D6=3:A group of 1d4 hunters are hunting a large animal. If the players help them, they will give them 1d6+2 arrows made from the animal they are hunting. The arrows are magical and will allow players to shoot at range without penalty for 1d4 days after being fired once. The hunters are actually werewolves in disguise.
  4. D6=4:A deer emerges from the underbrush with golden antlers. When touched, it transforms into a radiant constellation, guiding the party towards a hidden glade.
  5. D6=5:A centaur named Roland the Brave rides past, telling the players that he killed a nearby griffon. The griffon was carrying 4d6 gold pieces. The players can find the griffon, but it is actually a mimic.
  6. D6=6:A group of 2d4 humans are hunting for food. They are led by a paladin who is looking for a lost temple which is said to be filled with food.

d100 = 28

  1. D6=1:A group of 1d4+4 knights are on patrol, looking for bandits and thieves. They will escort players to their city if they need help with anything.
  2. D6=2:Players come across a small band of 2d6 kobolds who are on their way to a nearby cave to make an offering to their god. They will attack the players because they believe they are preventing their god from being worshipped.
  3. D6=3:The ground crumbles beneath the party, dropping them into an underground cavern filled with bioluminescent flora and deadly forest creatures.
  4. D6=4:A group of elves are riding through the forest. They are carrying sacks of potatoes and onions.
  5. D6=5:A group of kids are playing tag in the forest. They are wearing common clothes.
  6. D6=6:Players rescue druids reshaping the forest to combat an eldritch void. Earns blessings from spirits influencing the outcomes of sober decisions.

d100 = 29

  1. D6=1:Trees bend down to form cradles that gently rock the party to sleep, offering a vision of a long-lost era to any who enter their embrace.
  2. D6=2:A group of men are gathering firewood in the forest. They are wearing leather armor and carrying axes and shields.
  3. D6=3:A group of 3d6 centaurs are searching for food for their herd of horses and donkeys. They will attack if players get too close!
  4. D6=4:A group of 1d4+2 halflings are wandering through the forest looking for work. If the players offer them work, they will ask them to clear out a nearby cave that has been infested by kobolds.
  5. D6=5:Kite flying in the sky. You hear a strange noise in the distance. The sound of a kite. Suddenly, a kite flies overhead, trailing a strange-looking string behind it. The string is covered in small spikes. The kite passes overhead and disappears into the distance.
  6. D6=6:A group of orcs are traveling through the forest. They have captured 1d6 human children and are using them as captives to slow down any pursuers.

d100 = 30

  1. D6=1:As they travel deeper into the forest, the party hears distant chanting. Drawn to it, they find a hidden cult preparing a dark ritual that must be stopped to prevent a terrible evil from being unleashed.
  2. D6=2:A group of 1d4+1 elven rangers are standing by a small campfire. They are on their way to a nearby village to help defend it against an invasion by orcs and ogres.
  3. D6=3:An altar guarded by a celestial being. Respecting it properly grants a one-time divine intervention in the players’ favor.
  4. D6=4:The party hears a man yell out in pain. The party sees a man rolling around on the ground, holding his leg. He has been bitten by a snake.
  5. D6=5:A group of hobgoblins are marching down the path. They are on their way to attack a nearby village.
  6. D6=6:A group of gnolls are running towards the players. They are trying to get away from a group of half-orcs. Half-Orcs are chasing the gnolls and throwing rocks at the gnolls.

d100 = 31

  1. D6=1:A group of 2d6 orcs are attacking a village and attempting to burn it down.
  2. D6=2:The players stumble across a group of 2d4 gnomes who are trying to catch a thief who has been stealing from them.
  3. D6=3:A satyr plays a hauntingly beautiful tune on his pan flute, luring unsuspecting travelers deeper into the forest. Those who follow the tune end up lost and disoriented, wandering in circles until the satyr reveals himself and demands a toll for his music.
  4. D6=4:D20 forest animals, each with a 1 in 20 chance of being a magical creature (20% chance per animal of being a magical creature).
  5. D6=5:There's a group camped out near you, watching your party clandestinely.
  6. D6=6:A group of men are gathering fruit and berries. They will ask the players if they would like some fruit.

d100 = 32

  1. D6=1:Families in Peril Five families of farmers are traveling through the forest to their village in the South. They are being attacked by a large group of bandits who have been robbing them along the way.
  2. D6=2:A thick fog has settled over the forest, causing travel to be slow and dangerous.
  3. D6=3:A powerful druid has created a massive tree that has grown so large it covers almost the entire forest. The tree is inhabited by all sorts of creatures and has its own ecosystem. However, a dark force has infiltrated the tree and is causing it to wither. Players must journey inside the tree and defeat the dark force in order to save it.
  4. D6=4:A group of skeletons are dancing around a bonfire. They look like they are having fun and enjoying themselves.
  5. D6=5:The players stumble upon a small village in the forest, it is abandoned except for one man who is stumbling around in circles muttering to himself. He will ask the party to help him find his son, who has run off into the forest. He will give them a description of his son, and he will tell them that if they find him, they should bring him back to him before it gets dark -- before the goblins come out. If players follow the old man's instructions, they will find a small boy sitting in the middle of a clearing who looks like he is lost or hiding from something -- if players interact with him, he will snarl at them and run away into the woods. If players follow him, they will find him hiding behind a rock -- if players interact with him again, he will cast confusion on one player at random then disappear into thin air (actually dimension door away)
  6. D6=6:A group of bandits are hiding in the bushes, waiting for a rich merchant to pass by.

d100 = 33

  1. D6=1:A druid turned into stone. Freeing him from the curse returns the druid to nature, blessing players with the wisdom of the forest.
  2. D6=2:A group of 1d12 bandits are on patrol. They are on the look out for anyone trying to pass through the forest. They are not very good at their job, and will let people pass.
  3. D6=3:A group of humans in fancy robes are walking through the forest on their way to a nearby town. They are lost and need help finding their way back to the main trail.
  4. D6=4:For some, the truth is more important than the facts. A passing cleric makes up a story about the local area.
  5. D6=5:A group of 1d10 orcs are celebrating their victory over a group of elves. The orcs are drinking alcohol and singing songs about their battle with the elves. A nearby cave has blood on the ground and arrows stuck in the walls.
  6. D6=6:A group of humans is building a log cabin on the side of the road. They are poor and are willing to work for players for about 1d4 weeks for room and board and about 1d4 gold pieces per week.

d100 = 34

  1. D6=1:A human ranger is on the run from a group of rogue elves. He is running through the forest, dodging trees and branches. The rogue elves are gaining on him.
  2. D6=2:You come across a trail of several men who are wearing robes and sandals. The trail appears to be leading into the forest. The men appear to be clerics of some sort. If players investigate, they will discover that the priests are from the Temple of Voss in the city of Neverwinter, and they are coming out here to pray in the wilderness and seek answers to their prayers.
  3. D6=3:Players come across a group of peasants trying to dig their way out of the forest. They are attacked by 1d4 wolves.
  4. D6=4:Trees bend down to form cradles that gently rock the party to sleep, offering a vision of a long-lost era to any who enter their embrace.
  5. D6=5:A group of merchants have been traveling along the road here, and they have brought guns with them that they are trying to sell to the local people in the area.
  6. D6=6:A group of 3d4 goblins are sneaking through the woods carrying sacks filled with apples and turnips.

d100 = 35

  1. D6=1:Two men are walking down the path, talking to each other quietly about something that the players cannot hear because they are too far away from them.
  2. D6=2:Manticores are fighting with a group of orcs. No players can participate in this battle. The orcs and manticores are allies with one another. If the players interfere, the orcs will turn on them. They will fight until one side is dead.
  3. D6=3:A woman with one arm and one leg
  4. D6=4:The sound of a loud argument can be heard nearby. Closer inspection shows that it is coming from a group of 3d6 halfling bards. The bards are arguing over their new song, The Hobgoblin Moon. The winner will receive a bag of gold.
  5. D6=5:A group of halflings are sitting around a campfire. They are playing cards and betting on the game.
  6. D6=6:The players find a small campfire with a man sitting next to it. He is an elderly man and he is telling stories about his adventures with an old adventuring company. He will ask the players if they want to hear his story.

d100 = 36

  1. D6=1:Two men are sitting on a log. They're talking about how strange it is that the peasants are so scared of their lord.
  2. D6=2:A group of 1d4+1 halflings are traveling through the forest, hoping to be discovered. They're members of a bardic troupe that is looking for new members. They're looking for an opportunity to perform before a large audience. They're not very good bards or actors.
  3. D6=3:A group of men on horses approach the party and ask if they have seen a group of elves. The men on horses are part of a group of knights and they are looking for the elves because they are wanted for a crime they did not commit.
  4. D6=4:The players find a small campfire with a man sitting next to it. He is an elderly man and he is telling stories about his adventures with an old adventuring company. He will ask the players if they want to hear his story.
  5. D6=5:A group of 2d6 dwarves are lost. They will tell you that they are peaceful traders and that they are on their way to a nearby city. They will ask you to escort them to the city. Once there, they will offer to buy the players' items and pay them well for their trouble.
  6. D6=6:A group of 2d6 wolves attack, thinking the party is a pack of wolves looking to take over their territory.

d100 = 37

  1. D6=1:Two drunk elves are walking down the road. They are singing about how the world is ending.
  2. D6=2:The players hear a group of people arguing. They are a group of mercenaries who are waiting for their leader to return. If they spot the players, they will attack.
  3. D6=3:The players encounter a forest pool where the water reflects their innermost thoughts and desires. Drinking from it grants great power but also reveals hidden truths.
  4. D6=4:The forest floor is covered in bizarre, bioluminescent fungi that react to the party's presence. As they pass through, the fungi release spores that induce vivid, disorienting hallucinations.
  5. D6=5:A human ranger is on the run from a group of rogue elves. He is running through the forest, dodging trees and branches. The rogue elves are gaining on him.
  6. D6=6:A group of traveling merchants is camped in the woods, hoping to catch a break from the bandits in the area. They are offering their customers a 10% discount off their goods.

d100 = 38

  1. D6=1:The party follows a trail of unusual, glowing footprints that lead them to a glade where a celestial being is trapped by dark magical chains, pleading for assistance.
  2. D6=2:The party sees a man rolling around on the ground, holding his leg. He has been bitten by a snake. He is deathly afraid of snakes and will not accept help from anyone who has been touched by a snake. If players try to help him, he will yell at them and tell them to leave him alone!
  3. D6=3:A group of 2d6 rangers are camping in the forest. They are on patrol, looking for poachers.
  4. D6=4:A druid comes running through the forest, pursued by a group of one-eyed men. The men are armed with spears and shields. The druid's name is Jasper. He is a good cleric who was captured by the one-eyed men and forced to work as their slave. He'll be glad to be rescued.
  5. D6=5:Inside the trunk of a tree, there is a large owl sitting there. It hoots at the party and flies off down the road.
  6. D6=6:A group of wizards are studying in a nearby clearing. They will offer to join the party if players help them with their research by fighting off an attack from a nearby band of orcs.

d100 = 39

  1. D6=1:A group of 2d4+2 merchants are traveling through the forest. They are carrying an assortment of tools and weapons that they will trade with players for food or water or whatever they can get from them.
  2. D6=2:Three to five dwarves are walking through the forest carrying heavy pick axes and hammers.
  3. D6=3:A thunderbird's nest threatened by volcanic activity. Safeguarding it earns the party protection from elemental forces.
  4. D6=4:Wailing of a baby in the distance. It can be heard faintly in the background. A group of 2d6+2 humans are praying and wailing over the baby. If they are disturbed, they will attack.
  5. D6=5:A group of children are playing hide and seek in the forest. They are wearing common clothes.
  6. D6=6:A group of 2d6 ogres are having a feast.

d100 = 40

  1. D6=1:An elusive shadow stag guiding them to an arcane sanctuary shielding from magical detection.
  2. D6=2:A group of 6d6 halflings are celebrating their annual halfling festival.
  3. D6=3:The sound of a woman weeping can be heard in the distance. It sounds like it's coming from a small, abandoned house.
  4. D6=4:A group of 1d4+3 dwarves are searching for treasure in a nearby cave. They are armed with short swords and shields, but they prefer to fight with their axes if they have to battle any monsters while underground.
  5. D6=5:A magical riddle contest hosted by an ancient treant. Winning it earns a rare magical seed that grows instantly into whatever the player needs most.
  6. D6=6:The players hear singing in the distance. As they get closer, they see 2d6 humans singing and dancing in the middle of the road. They will

d100 = 41

  1. D6=1:A group of 2d6 elves are walking through the forest. They are carrying a bag of supplies. If players approach, they will attack.
  2. D6=2:The players find a large group of 3d10+20 humans. They are armed with swords and shields. They are led by a captain named Haggis who is a 3rd level warrior with a shield and a sword.
  3. D6=3:A group of 1d10+10 goblins are on their way to a nearby village to attack it.
  4. D6=4:A group of 1d4+1 elven rangers are standing by a small campfire. They are on their way to a nearby village to help defend it against an invasion by bugbears and hobgoblins.
  5. D6=5:A group of 1d4+2 dwarven miners are looking for gold in the nearby hills.
  6. D6=6:A group of 2d6+2 humans are hunting deer in the forest.

d100 = 42

  1. D6=1:A group of 2d6+2 dwarves are walking in the direction of the players. They are coming from an underground fortress. The fortress is a home to a group of 2d6 goblins and 1d4 hobgoblins. The dwarves are looking for treasure and want to sack the fortress. If the players choose to help them, they will find a chest full of gold coins, gems, and jewelry.
  2. D6=2:A mischievous faerie dragon leads players to a lost human noble. Returning the noble earns significant favors from their powerful family.
  3. D6=3:A group of 1d4 hunters are hunting a large animal. If the players help them, they will give them 1d6+2 arrows made from the animal they are hunting. The arrows are magical and will allow players to shoot at range without penalty for 1d4 days after being fired once. The hunters are actually werewolves in disguise.
  4. D6=4:In a clearing, the party comes across a group of gnomes who are frantically trying to build a flying machine. They explain that they are trying to reach the moon and need the party's help to finish their invention.
  5. D6=5:A sudden, unnatural fog envelops the forest path, reducing visibility to near zero. Distorted whispers and distant screams echo through the mist, leading the party off the road and into a perilous bog.
  6. D6=6:A group of men are sitting around a campfire, talking about how they had been attacked by some strange creatures in the forest that day after they had been hunting for game for their village. One of them was killed in the attack, however they were able to fend off the creatures long enough for reinforcements to arrive from the village, where they managed to kill off all but one of the creatures which had escaped into the woods after killing another villager in front of them before escaping.

d100 = 43

  1. D6=1:A group of men and women in chain mail and shields are running through the forest as if they are being chased by something. They scream as they run by, and the players can see that their shields have the crest of an army from a foreign land not far from this area of the woods. They are running east to west, away from the players.
  2. D6=2:The party comes across a group of men and women who are tired and hungry. They ask players for help. The men and women are actually scouts for a group of mercenaries, and they are looking for easy prey.
  3. D6=3:A group of men are searching for something they have lost in the forest.
  4. D6=4:The players hear a loud roaring sound coming from a cave nearby. If they investigate, they will find a large cave entrance with a 10'x10'x10' stone carving of a lizard in front of it. The lizard is made out of a smooth stone, like it was carved there. If they try to push it or destroy it, it will feel very, very heavy. The lizard is actually made out of stone, but it is so well made, it looks real. The lizard is a stone golem.
  5. D6=5:A group of otters is running a miniature amusement park by the river, complete with rides like “Log Flume” and “Nut Ferris Wheel.” The adventurers can partake in the rides, earning tiny prizes.
  6. D6=6:D4 Goblins emerge from the forest. They are in a bad mood and are looking for a fight. They are carrying torches and wearing basic leather armour. They are armed with short swords and small shields.

d100 = 44

  1. D6=1:Q - A group of 2d6 humans are hunting a group of deer. If the players get too close, they will attack.
  2. D6=2:A group of 1d4 knights are on patrol, looking for orcs and ogres. They will escort players to their city if they need help with anything.
  3. D6=3:A group of 6d4+4 orcs are waiting to ambush any party that comes by. They are setting up a trap for the party.
  4. D6=4:Tiefling hunting a giant.
  5. D6=5:The players stumble across a small camp where three humans are hunting deer. They will ask the players to join them for dinner if they have any. They will give the players information about a nearby cave if they are offered any food or drink.
  6. D6=6:A group of humans are hunting boar. The humans are level 2. The boar are level 2. The players can help the humans or help the boar.

d100 = 45

  1. D6=1:The players find a chipmunk gardener tending to his tiny acorn and leaf garden. He offers gardening tips that translate to minor nature-based bonuses.
  2. D6=2:A band of 5 goblins harassing a dryad. By defending the dryad, she grants the players a token that allows communication with forest creatures.
  3. D6=3:A group of 1d8 1st level fighters are running on the road. They are running to the west, because they believe they will find safety there. They are running away from something. They are only looking out for themselves, and will attack anyone who gets in their way.
  4. D6=4:A group of 2d4+2 travelers appear to be lost. They are happy to join the players if they can help them get to a nearby city.
  5. D6=5:A fallen tree blocks the path, but as the players try to move it, the tree comes to life and attacks them. It is actually a treant transformed by a powerful wizard as punishment for not protecting the forest. The players must either convince the treant to help them or defeat it in battle.
  6. D6=6:A group of 1d6 wyverns are flying overhead. They are flying high, and are not attracted to anything on the ground.

d100 = 46

  1. D6=1:A woodpecker band is playing a concert, using their pecks to create rhythms on trees. They invite one of the adventurers to be their ‘guest drummer’ for a set.
  2. D6=2:The adventurers meet a bear named Barry who is trying to write poetry but keeps getting stuck. They help him finish his poems, earning his gratitude and some whimsical forest lore.
  3. D6=3:While resting in the forest, players are approached by a group of friendly wererabbits who invite them to a dance party to celebrate the full moon. However, the wererabbits' rivals, a clan of werewolves, are determined to ruin the party. Players must protect the wererabbits while they enjoy their celebration.
  4. D6=4:A man is walking along the trail. He will tell the players about an abandoned castle filled with monsters and treasure!
  5. D6=5:Troll hunting a giant.
  6. D6=6:A group of women and men are arguing about whether or not to leave their home town. They are angry because they are tired of the taxes. If players approach, the people will ask them to help them overthrow the rulers of the town.

d100 = 47

  1. D6=1:A group of 2d6+5 soldiers approach the players and tell them that they have been sent by their king to escort them safely to their destination. The soldiers are actually a group of assassins who have been hired to kill the players.
  2. D6=2:The party stumbles upon a beautiful clearing in the forest that seems to have an otherworldly aura. When they enter, they find themselves in a pocket dimension ruled by a powerful and mysterious fey creature.
  3. D6=3:A group of women is walking through the woods. They are carrying supplies. If the players approach, they will ask them if they can carry their supplies for them. The women are on their way to a small village to help the villagers rebuild after an attack by bandits left many injured and dead.
  4. D6=4:A woman is sitting on a log by the side of the trail. She is looking tired and cold and she is shivering slightly even though it is warm outside. She is lost and she needs help getting back to town.
  5. D6=5:The adventurers find a wise old tortoise who offers them cryptic advice in exchange for wild berries. His advice is often humorous but may hold a grain of truth.
  6. D6=6:A group of one hundred dwarves are marching along the road. They are singing a song about a battle that happened a long time ago. They are on their way to a funeral for a fallen comrade.

d100 = 48

  1. D6=1:A group of traveling merchants on horseback pass by. They are carrying sacks of potatoes and onions.
  2. D6=2:A group of 2d4 goblins are sitting in the middle of a clearing in the forest playing music on their pipes.
  3. D6=3:have been spying on the party and have seen them pass by this old well. They have come out of their caves to steal food and supplies from nearby villages and towns. They have seen the party travelling through the area and want to attack them while they are weak and injured.
  4. D6=4:A group of seven humans, three elves, and two dwarves are walking along the road singing a song about a battle that happened a long time ago. They are on their way to a funeral for a fallen comrade.
  5. D6=5:The party is approached by a strange man who appears to be insane. His name is Friedrich, and he is a philosopher who is trying to prove that magic doesn't exist by walking through a magic mist that was created by a wizard to protect his property from thieves and other intruders. He will explain that he needs to walk through the mist again to prove that it doesn't exist and that he needs someone to walk with him for protection from the creatures that inhabit the mist.
  6. D6=6:A chilling wind brings with it the scent of decay. Following the smell, the party finds an ancient, rotting tree with human-like faces embedded in the bark, whispering dire warnings and threats.

d100 = 49

  1. D6=1:The adventurers meet a pompous peacock who believes he can predict the future based on his feather patterns. He offers to give each adventurer a “feather fortune.”
  2. D6=2:A band of 2d6+2 human bandits are in the woods, hunting for food. They have stolen some goods from a nearby village and need to get them somewhere safe.
  3. D6=3:The party comes across a small village that is under siege by a group of hill giants and their giant wolves.
  4. D6=4:A flock of silent, ravenous crows begins to follow the party. Their numbers grow disturbingly large, and they seem to be waiting for the party to make a fatal mistake.
  5. D6=5:A group of 2d4 elves are hunting for game to eat.
  6. D6=6:You see a group of travelers gathered around a mysterious statue in the forest. Upon closer inspection, it turns out to be a cursed statue that causes anyone who touches it to slowly turn into stone. The travelers are trying to figure out a way to break the curse before it's too late.

d100 = 50

  1. D6=1:Mule deer buck, 1d4+3. Males are territorial and will attack if they feel threatened. They are fast, and their antlers are as deadly as any sword.
  2. D6=2:The sound of battle in the distance alerts the players to a battle between two tribes of halflings. The battle is over a contested piece of land. Both tribes are small and weak. The players may attack them or choose to help one side or the other.
  3. D6=3:A group of 2d6 lizard men scouts are in the forest. They are looking for prey. They attack the party if they attack any of the lizard men.
  4. D6=4:A wild pack of wolves has taken over a nearby village and the villagers have fled. The party must find a way to peacefully relocate the wolves or fight them off in order to help the villagers return to their homes.
  5. D6=5:A group of 1d4+1 elven rangers are standing by a small campfire. They are on their way to a nearby village to help defend it against an invasion by bugbears and hobgoblins.
  6. D6=6:A group of 1d4+1 humans and 1d4+1 elves are celebrating their alliance and the end of their war by drinking, eating, and laughing together around a campfire. If the players approach, they will invite them to join in on their celebration.

d100 = 51

  1. D6=1:A group of 3d6 halflings are setting traps to catch deer.
  2. D6=2:The players find a pool of crystal clear water. If a character drinks from the pool, he or she is attacked by a water elemental that rises from the pool and attempts to drown the character.
  3. D6=3:The players hear the sound of glass shattering. They turn and see a human in full plate armor with two glass swords and two glass shields. He is covered in blood and attacking 2d6 wolves. His name is Sir Burd and he is a member of the Order of the Shattered Sword. He wants to join the party and help them slay a dragon.
  4. D6=4:A group of 1d4 ogres are trying to get a massive boulder off of the road ahead. They will not attack unless provoked.
  5. D6=5:A group of hunters approach the party and ask if they have seen a group of men on horses. The hunters are part of a group that is hired by people in towns and villages to hunt down dangerous creatures that have been attacking people in these towns and villages.
  6. D6=6:You come across a trail of several men who are wearing robes and sandals. The trail appears to be leading into the forest. The men appear to be clerics of some sort. If players investigate, they will discover that the priests are from the Temple of Voss in the city of Neverwinter, and they are coming out here to pray in the wilderness and seek answers to their prayers.

d100 = 52

  1. D6=1:A group of 1d4+1 bandits are hiding in the woods, waiting for a party of adventurers to pass by. They want to ambush and rob them.
  2. D6=2:A pair of wood elves are being attacked by a flock of sparrows. The sparrows can be made to flee if the players help the elves. If the players do, the elves will grant them a +2 bonus on any night time stealth rolls in their territory.
  3. D6=3:A group of humans are traveling through the forest. They are wealthy merchants on a business pilgrimage to their home city.
  4. D6=4:The party sees a group of men and women walking along the path. They are traveling together as a small family group.
  5. D6=5:A group of peasants are having a party in the clearing. They've brought a keg of ale and a few instruments.
  6. D6=6:The air grows thick with tension as the sun sets. Shadows begin to move independently, and strange figures can be seen just beyond the edge of the light, silently observing the party.

d100 = 53

  1. D6=1:A group of goblins are riding wolves. The wolves are level 3, the goblins are level 2. The wolves will attack first, then the goblins will attack when their wolves have been killed.
  2. D6=2:A group of 2d6+2 humans are praying and wailing over the body of a fallen comrade. If they are disturbed, they will attack the players.
  3. D6=3:A group of 2d4+4 human nomads is traveling through the forest looking for a new home to settle in because their old home has been over-hunted by their own tribe from over-population.
  4. D6=4:A group of 2d6 town watch guards, who say they were told to patrol the forest and protect travelers, are searching for a man who killed a town watch guard's sister. They will ask the players if they have seen him.
  5. D6=5:A group of 2d8 cultists are sacrificing a young woman to their dark god in hopes of bringing about the end of the world...
  6. D6=6:A group of 2d4+2 orcs is walking down the road nearby. They are on their way to a nearby city to cause mayhem and destruction. They believe by doing so, they will be rewarded with more gold and food. They will attack any player who approaches them or even looks at them funny.

d100 = 54

  1. D6=1:Up ahead, players can hear a group of humans arguing about something. As players get closer, they will hear that they are arguing about a magical potion. The potion has been cursed by a powerful wizard and they will give it to players to destroy it if they do not want to drink it.
  2. D6=2:A group of elves is practicing archery near a small stream. They will ask the players if they want to join in on the fun.
  3. D6=3:While traveling through the forest, players come across a pond surrounded by 2d8 satyrs playing their instruments and dancing. They are friendly and offer players food and drink. However, if players eat or drink, they will fall into a deep sleep for 1d4 hours. When they wake up, they will find that the satyrs have disappeared and their possessions have been stolen.
  4. D6=4:A group of elves are fighting with a group of humans about 20 of each.
  5. D6=5:A group of humans are walking down the road nearby. They are on their way to a nearby city to work in factories and make weapons and armor for the local army. They are tired and hungry and looking for a place to rest for the night before continuing their journey the next day. They
  6. D6=6:The party hears the distress call of a young griffon tangled in vines. Freeing it will earn them a favor from its parent, a majestic griffon leader.

d100 = 55

  1. D6=1:A pastoral but mysterious beast keeper guiding lost animals. Assisting her binds their fates with an animal companion from her care.
  2. D6=2:A man is sitting against a tree, he is injured. He will beg for help, then attack when someone gets close enough to help him.
  3. D6=3:While camping in the forest, players are visited by a group of friendly brownies. They offer to help with tasks around the camp in exchange for food and shelter. However, if players disrespect the brownies or treat them poorly, they may exact their revenge by causing chaos in the players' camp.
  4. D6=4:A group of people are standing in the middle of the road. They're arguing about a lost family member, who's been missing for five days now without a trace. The family is worried that something terrible has happened to their missing member.
  5. D6=5:Players find a treasure chest. The chest contains 1d4 + 10 gp, 10 gems worth 2gp each, and 1d6 gems worth 5gp each.
  6. D6=6:A man is walking down the road with a loaf of bread under one arm and a small jug of wine in the other hand. He tells the players that he was walking home from visiting his sister in the nearby town when he was attacked by a wolf, but killed it by stabbing it in the throat with his knife which he then threw at another wolf before it could get too close, but then he tripped over his dog and fell down, breaking his jug of wine and his loaf of bread which was given to him by his mother when he was little and still lived with her in that same village, but luckily he had his flask of wine with him so he could still go home with some food today even though he didn't get much else done today like he planned because of all of this, but at least he can go home with some wine even though there won't be any bread or wine at his home tonight now because of all this..." He will continue talking as if no one says anything until someone says something like 'Sorry to hear that' or 'Glad you weren't hurt' or 'Glad you got home safely' or anything like that, then he will stop talking and say 'Thanks' before continuing again..."

d100 = 56

  1. D6=1:A harp's soothing music caught in the breeze guiding the party to a mystical clearing where they can commune with heavenly beings for blessings.
  2. D6=2:A man is walking down the trail with a large box on his back. The box is covered in a black cloth. The man is walking very fast and looks nervous and scared. As he passes the players, he whispers, 'Do not look inside the box!' If the players look inside the box, they will see a man, dead and covered in black fur.
  3. D6=3:A group of 2d6+3 Orcs are arguing and threatening to kill each other over a dispute.
  4. D6=4:The party finds a group of men, who are wearing strange cloaks. They are carrying staffs and wands. If the party approaches, they will talk to the players about their spellcasting guild, and offer to let them in and teach them spells. They want to take over the local town and become the most powerful wizards in the land.
  5. D6=5:Two young green dragons are playing tag through the trees above the forest floor.
  6. D6=6:A group of ducks is hosting their version of a cooking show, attempting to bake “mud pies." They invite the adventurers to be guest judges, leading to some muddy but tasty culinary creations.

d100 = 57

  1. D6=1:A group of people are standing in the middle of the road. They're arguing about a lost family member, who's been missing for five days now without a trace. The family is worried that something terrible has happened to their missing member.
  2. D6=2:The party stumbles upon a group of goblins who are arguing over a valuable object they found in the forest. It turns out to be a magical ring that grants the wearer invisibility, but at a cost.
  3. D6=3:A large black dragon attacks. If players defeat it, they will find a bag of 100 gold in the dragon's stomach.
  4. D6=4:The party discovers an elaborate mosaic on the forest floor, depicting scenes of terrible battles and monstrous creatures. As they study it, a long-dormant golem begins to awaken.
  5. D6=5:A group of 2d6 bandits are celebrating their recent victory in battle against an army of ogres. They will invite the players to join them in their celebration, but they will get angry if anyone tries to leave or tries to talk about anything other than ogres and their battle with them.
  6. D6=6:The players encounter a troupe of animal acrobats performing their routine. The animals are looking for new tricks and ask if the adventurers can teach them some.

d100 = 58

  1. D6=1:A group of 2d6 hunters on horseback are moving through the forest. One of them is dragging a dead deer behind him.
  2. D6=2:A pack of 1d6 wolves are trying to catch a deer. The deer is running away, but it is slowing down because it is injured. The wolves are hungry and determined to catch their meal.
  3. D6=3:A group of 3d6 bandits are traveling through the forest, carrying an assortment of weapons and shields and armor that they will trade with players for food or water or whatever they can get from them.
  4. D6=4:Some things are worth dying for. A passing paladin dies to save a stranger from a vicious dog.
  5. D6=5:A group of whimsical fairies challenges the adventurers to a game of hide-and-seek. The prize for winning is a small bag of fairy dust that can cast minor illusions.
  6. D6=6:A Treasure Chest. The players find a treasure chest filled with gold, gems, and magical items!

d100 = 59

  1. D6=1:A nature spirit’s plea to free a trapped forest giant. Success grants the party strength equivalent to the giant for a day.
  2. D6=2:Two men wearing robes are walking along the trail. They will offer to cast a magic spell on one of the player's items for 150 gold pieces.
  3. D6=3:A group of 2d6+3 Orcs are getting drunk and yelling at each other.
  4. D6=4:Deep within the forest, two men are sitting around a campfire, one is sitting in a chair while the other is sitting on the ground. The man sitting in the chair will ask any players if they would like to join him for dinner, which is nothing more than some small game he has caught while they were sitting around talking.
  5. D6=5:Pouring rain. A group of 2d4+2 goblins are walking through the forest and are surprised by the rain. They run for shelter, but get turned around.
  6. D6=6:A group of traveling merchants is camped in the woods, hoping to catch a break from the bandits in the area. They are offering their customers a 10% discount off their goods.

d100 = 60

  1. D6=1:A group of 2d6 men are walking through the forest, looking for work. They are poor and will accept any work offered to them. Players can offer work or just give them some gold to get them to go away.
  2. D6=2:Three to five dwarves are walking through the forest carrying heavy pick axes and hammers.
  3. D6=3:Lizardfolk hunting a giant.
  4. D6=4:A group of humans is building a log cabin on the side of the road. They are poor and are willing to work for players for about 1d4 weeks for room and board and about 1d4 gold pieces per week.
  5. D6=5:A group of 1d4+3 orcs attack!
  6. D6=6:The adventurers find a snail racing track where the snails move incredibly slowly, but the excitement is palpable. The players can place bets or even enter their own snail.

d100 = 61

  1. D6=1:A group of men are gathering firewood in the forest. They are wearing leather armor and carrying axes and shields and dogs (2d8 dogs).
  2. D6=2:A family of wood elves is hunting in the forest. They will attack.
  3. D6=3:Vines attack from the trees.
  4. D6=4:A pack of 5 wolves are hunting for food. If players are nearby, they will attack.
  5. D6=5:In front of you is a signpost with three arrows pointing in different directions. One arrow points to an abandoned dwarven mine, one arrow points to an abandoned elven village, and one arrow points to an abandoned human village.
  6. D6=6:The party is attacked by a group of 2d6 bobcats. They want to kill the party and take over their territory.

d100 = 62

  1. D6=1:The party comes upon a small clearing in the forest. In the clearing is a camp. The camp is mostly empty. However, there are a few items left behind by the campers. One of the items that is left behind is a pair of boots. One of these boots has a small hole in it. If someone puts their foot into the boot with the hole in it, they will get an electric shock. Anyone wearing the other boot gets an electric shock if they step into water.
  2. D6=2:A group of elves are hunting in the forest. If they are surprised, they will run away. They will offer to join the party if they are not slaughtered first.
  3. D6=3:The party hears a man yell out in pain. The party sees a man rolling around on the ground, holding his leg. He has been bitten by a snake.
  4. D6=4:A tiny flying piglet named Porky thinks he’s a dragon and asks the adventurers to help him “breathe fire.” They create a makeshift magic show that ends up being adorable and entertaining.
  5. D6=5:A group of 1d8+1 goblins are hunting for food. They've trapped a giant boar in a pit trap. The pit is 10 feet deep and filled with spikes at the bottom.
  6. D6=6:A group of 2d4 gnolls are hunting for food. If players are nearby, they will attack.

d100 = 63

  1. D6=1:A group of 2d4+2 hobgoblins are looking for someone to attack.
  2. D6=2:A group of 2d6 elves are sitting around a campfire, singing songs while they roast some meat over the fire. One of the elves is wearing an ornate robe, which looks like it has been enchanted with some kind of spell because it's glowing slightly.
  3. D6=3:A group of 1d4 ice elementals have invaded the forest, causing the temperature to drop drastically. The creatures of the forest are struggling to survive in the cold. Players must find a way to defeat the ice elementals and bring warmth back to the forest.
  4. D6=4:A group of one thousand elves are marching along the road. They are singing a song about a battle that happened a long time ago.
  5. D6=5:A group of 1d4+2 bandits are hiding in the bushes from a group of 1d4+2 guards. The bandits are planning to rob the guards when they pass by.
  6. D6=6:A group of 6d4+4 orcs are waiting to ambush any party that comes by. They are setting up a trap for the party.

d100 = 64

  1. D6=1:Four humans are walking through the forest carrying saddle bags filled with potatoes and onions.
  2. D6=2:A group of men are walking down the path. They are singing loudly. They are drunk and unhappy about being lost in the forest.
  3. D6=3:Mist. A faint mist rises from the ground. A flying dragon attacks the players.
  4. D6=4:A man is walking down the path. He has a dagger in his hand. He looks scared. He has been robbed.
  5. D6=5:The forest floor morphs into translucent glass. Underneath, the party sees hundreds of faces gazing upwards, whispering secrets that only the brave would dare listen.
  6. D6=6:A group of orcs are sitting around a campfire, eating roast horse. They will notice the players and attack.

d100 = 65

  1. D6=1:A group of 1d4+2 half-elven rangers are walking down the road. They are looking for work and are willing to join up with a party for a year and a half a month.
  2. D6=2:The party encounters a lone adventurer who claims to have been separated from their group. However, as night falls, this figure reveals their true, monstrous form and attacks.
  3. D6=3:A group of 1d4+1 bandits are hiding in the woods, waiting for a party of adventurers to pass by. They want to ambush and rob them.
  4. D6=4:A man is standing in the road. He looks like he has not slept in days. His eyes are bloodshot and haunted by what he has seen or experienced. He says, 'You must help me...' He then runs off into the woods like a madman.
  5. D6=5:Trees with glowing, crystalline bark pulse with arcane energy. Touching them reveals hidden magical secrets but may also unleash dormant forest spirits.
  6. D6=6:A group of people are standing around a small campfire, roasting apples on wooden sticks. They're discussing a strange creature that has been seen in the forest. The creature has been seen twice now and is described as being a strange creature with tentacles instead of hair.

d100 = 66

  1. D6=1:A group of 2d6 hobgoblin archers are in the forest.
  2. D6=2:An old abandoned temple
  3. D6=3:Nightfall brings a parade of bioluminescent creatures that seem to dance to a silent tune only few can hear. Following them reveals a hidden kingdom shrouded in mystery.
  4. D6=4:A group of pilgrims on their way to a temple
  5. D6=5:A turtle slowly crosses their path, claiming to be “Sir Shelldon,” the knight. He challenges one adventurer to a “duel” that involves rolling for slow but determined moves.
  6. D6=6:A group of 2 elves are hunting deer. One of the elves is an excellent archer. The other elf is an excellent hunter. If players watch the elves hunt they will learn how to hunt deer in woods.

d100 = 67

  1. D6=1:An old woman dressed in black robes approaches the party and asks them to help her with something. She wants them to help her with a ritual at her house. If players are nice, she will give them a magic sword. If players are mean, she will curse them and send a skeleton warrior after them.
  2. D6=2:At a clearing, you see a giant sitting on its knees, crying.
  3. D6=3:A group of 2d6 dwarves are lost. They will ask you for directions. They are not hostile, but they are wearing chain mail and carrying swords.
  4. D6=4:A figure appears cloaked in shadows, its face twisted but kind. The creature offers to transfer a portion of its knowledge to the party, though the cost is steep—a fundamental truth about the party's world will be forever altered.
  5. D6=5:A group of children are playing an imaginary game of tag, but they're making strange noises as they're playing their game of tag as if they were actually running away from their imaginary foes...
  6. D6=6:Bands of orcs are fighting with a group of elves - allied orcs and elves - about 20 of each. The orcs want to kill the elves or enslave them or something.

d100 = 68

  1. D6=1:The forest is dark and twisted, a place where nightmares come to life. A random encounter will reveal that the players are lost in the dark forest, where everything is alive. The darkness is caused by a thick darkness spell cast by an evil priest who lives nearby.
  2. D6=2:A tiny flying piglet named Porky thinks he’s a dragon and asks the adventurers to help him “breathe fire.” They create a makeshift magic show that ends up being adorable and entertaining.
  3. D6=3:A wild pack of wolves has taken over a nearby village and the villagers have fled. The party must find a way to peacefully relocate the wolves or fight them off in order to help the villagers return to their homes.
  4. D6=4:A group of 3d6 human rangers are discussing the recent attacks from the goblins. If the party interrupts, they will attack as well.
  5. D6=5:A group of 3d6 halflings are setting traps to catch deer.
  6. D6=6:A chilling wind brings with it the scent of decay. Following the smell, the party finds an ancient, rotting tree with human-like faces embedded in the bark, whispering dire warnings and threats.

d100 = 69

  1. D6=1:A group of 2d6+3 Orcs are mending their armor and shields.
  2. D6=2:A group of men are on their way to a funeral. They are singing a song about a battle that happened a long time ago. They are on their way to a funeral for a fallen comrade.
  3. D6=3:Nightfall brings a parade of bioluminescent creatures that seem to dance to a silent tune only few can hear. Following them reveals a hidden kingdom shrouded in mystery.
  4. D6=4:A group of 1d4+2 half-elven rangers are walking down the road. They are looking for work and are willing to join up with a party for a year and a half a month.
  5. D6=5:A group of 2d6 bandits are cutting down a tree. If players approach, they will attack.
  6. D6=6:A group of 3d4 hobgoblins are hunting in the forest. They are carrying short bows and short swords and are looking for game. They are wearing green tunics and brown pants and are carrying backpacks made of leather. If the players get close, they will attack. If they win, they will loot the players for their stuff and then leave without harming them.

d100 = 70

  1. D6=1:Mummy
  2. D6=2:The trees part to reveal a tranquil pond with perfectly still water. Disturbing the water's surface summons a vengeful naiad who guards her domain fiercely.
  3. D6=3:ZM - A group of 2d6 hunters ride in on horseback. The hunters are looking for a pack of wolves that have been terrorizing their village.
  4. D6=4:An incredibly fast chipmunk named Speedy challenges the adventurers to a race. If beaten, he gifts the winner an enchanted acorn that grants a temporary speed boost.
  5. D6=5:The party discovers a faerie ring with mushrooms glowing faintly in the dusk. Disturbing the ring summons a vengeful fairie lord who subjects the intruders to twisted games of life and death.
  6. D6=6:Bunch of goblins are in a camp, and one of them is wearing a leather jacket and boots. He looks like a human. They are cooking a deer. The deer is still alive, and is tied up to a tree.

d100 = 71

  1. D6=1:A magical riddle contest hosted by an ancient treant. Winning it earns a rare magical seed that grows instantly into whatever the player needs most.
  2. D6=2:A man is sitting against a tree, he is injured. He will beg for help, then attack when someone gets close enough to help him.
  3. D6=3:An incredibly fast chipmunk named Speedy challenges the adventurers to a race. If beaten, he gifts the winner an enchanted acorn that grants a temporary speed boost.
  4. D6=4:A flock of 1d10+10 birds flies overhead, chirping loudly as they do so.
  5. D6=5:Kite flying in the sky. You hear a strange noise in the distance. The sound of a kite. Suddenly, a kite flies overhead, trailing a strange-looking string behind it. The string is covered in small spikes. The kite passes overhead and disappears into the distance.
  6. D6=6:A group of young men are wandering through the forest -- they appear lost -- if approached, one of them will ask for help finding his way home -- if players guide them back to their home village or anywhere else, they will attempt to seduce one of the party members (Perception Check DC 20 revealed that they are incubi and this was only a ruse to get players alone somewhere with them so they could feed)

d100 = 72

  1. D6=1:A group of scouts from a nearby city are looking for bandits.
  2. D6=2:The party follows a trail of unusual, glowing footprints that lead them to a glade where a celestial being is trapped by dark magical chains, pleading for assistance.
  3. D6=3:A group of men are riding horses through the forest. They are dressed in leather armor and carry swords and shields. They are looking for someone to help them. They have a job for the players if they are willing to help.
  4. D6=4:A group of 2d6 orcs are gathering supplies.
  5. D6=5:A bird with feathers of shimmering light sings a song that materializes visions of possible futures. Each verse gives a choice, creating a fork in their destiny.
  6. D6=6:A group of 2d4 Knights is on the road, heading for some town/city that has been attacked by a horde of Goblins. The knights will be happy to help the party defeat the horde of goblins and will fight alongside of them. They will also provide them with information on the town/city that they are headed to, information that they would not normally give to strangers. The Knights will ask the party if they want to join the Knights and help defend the town/city. If the party says yes, they will invite the party to come along with them back to the city/town. Once they get there, the Knights will introduce the party to their leader and explain to the party how they can join the Knights by becoming a squire. The party's role as a squire will be to carry their leader's stuff and to do whatever they're told. The party will be taught basic combat skills and will be used to help fight off any attacks against the Knights or their allies. If the party refuses to join the Knights, the Knights will either help them fight off the horde of goblins (if the party needs help) or will leave on their own.

d100 = 73

  1. D6=1:You hear a horse whinny nearby. If you follow the sound, you find a bandit named Killer Kane, who needs help killing a troll. If the players help, he will stay with the party for a few days.
  2. D6=2:The players find a lost child of a half-orc tribe. Returning the child earns lifelong gratitude and a favor to call upon one time.
  3. D6=3:A druid’s grove infected by dark magic. Cleansing it restores the grove's power, allowing players to call upon the druid’s aid in times of need.
  4. D6=4:The forest floor becomes soft, almost like quicksand. As the party navigates carefully, a group of swamp creatures begins to emerge, blending seamlessly with the mud and foliage.
  5. D6=5:A group of 2d4 Knights is on the road, heading for some town/city that has been attacked by a horde of Goblins. The knights will be happy to help the party defeat the horde of goblins and will fight alongside of them. They will also provide them with information on the town/city that they are headed to, information that they would not normally give to strangers. The Knights will ask the party if they want to join the Knights and help defend the town/city. If the party says yes, they will invite the party to come along with them back to the city/town. Once they get there, the Knights will introduce the party to their leader and explain to the party how they can join the Knights by becoming a squire. The party's role as a squire will be to carry their leader's stuff and to do whatever they're told. The party will be taught basic combat skills and will be used to help fight off any attacks against the Knights or their allies. If the party refuses to join the Knights, the Knights will either help them fight off the horde of goblins (if the party needs help) or will leave on their own.
  6. D6=6:The players stumble on a camp. It has 2d6+2 goblins who are cooking fish over a raging fire. The goblins will ask for food and will trade for it with the players. The goblins are not very smart and will trade for anything that is shiny or will light on fire.

d100 = 74

  1. D6=1:A group of 2d4+3 goblins are on their way to meet with a member of another tribe.
  2. D6=2:Two groups of 2d4 gnomes are fighting each other over territory. They will invite the players to join them in their fight, but it will turn out to be an ambush!
  3. D6=3:Players hear a loud noise coming from somewhere up ahead. As they get closer to the noise, they see a group of 2d6 human soldiers who are looking for the players. They are friendly and interested in hiring the players to help them fight against a nearby group of bandits who have been attacking their villages lately.
  4. D6=4:They find a squirrel detective named Nutlocks investigating a “stolen” acorn mystery. The squirrel pleads for their help, and solving the case earns them a detective’s magnifying glass.
  5. D6=5:Two groups of 1d4+2 Orcs are fighting over territory in the woods.
  6. D6=6:A river’s flow is blocked by a fallen tree, threatening the wildlife. By clearing the obstruction, a water spirit grants the party the ability to breathe underwater for 1 hour.

d100 = 75

  1. D6=1:A group of 4 humans are hunting deer in the forest. One human is an excellent archer. The other three humans are excellent hunters. If players watch the humans hunt they will learn how to hunt deer in woods.
  2. D6=2:A group of 2d6 giant spiders are feasting on 2d6 dead horses.
  3. D6=3:You come across a village where all of the buildings are made out of leather and bones that are sharpened into spears and swords that are aimed at the party when they enter. If the party approaches, they will be attacked by 1d6+3 orcs who are led by an orc shaman who is level six and possesses a staff made out of bone with a skull on it which has been sharpened into a sword that can be used as a sword or as a throwing weapon.
  4. D6=4:A group of 3d4 gnolls approach the party and demand that they hand over their weapons and valuables to them or they will kill them all.
  5. D6=5:A group of one thousand orcs are marching along the road. They are singing a song about a battle that happened a long time ago.
  6. D6=6:As the party traverses through a dense part of the forest, they hear the sound of children crying. When they investigate, they find a group of cursed children who have been turned into stone statues by a vengeful witch.

d100 = 76

  1. D6=1:ZM - A group of 2d6 hunters ride in on horseback. The hunters are looking for a pack of wolves that have been terrorizing their village.
  2. D6=2:Players find a group of 1d4+1 gnomes. They are looking for a lost companion.
  3. D6=3:A man is sitting on a tree branch not too far off the ground. He acts like he is birding but he is really a thief who is watching for trespassers on his employer's land so that he can rob them later or kill them if necessary.
  4. D6=4:A group of 2d6 bandits are setting up camp for the night. They are setting up a fire, sharpening their weapons, and getting ready to eat some food before they go to sleep for the night.
  5. D6=5:A group of 6d4+4 orcs are waiting to ambush any party that comes by. They are setting up a trap for the party.
  6. D6=6:A green dragon is perched on a high tree branch. It is watching a woodcutter at work at the base of the tree. The woodcutter is unaware of the dragon's presence.

d100 = 77

  1. D6=1:A druid’s grove infected by dark magic. Cleansing it restores the grove's power, allowing players to call upon the druid’s aid in times of need.
  2. D6=2:A group of sentient talking animals asks the players for help in rescuing their friend, a powerful wizard who was turned into a mouse by an evil sorcerer. They need the players' help to defeat the sorcerer and break the spell.
  3. D6=3:The players come across a group of 2d4+2 random adventurers in the forest. They were on their way to a nearby city but got lost. They are happy to join the players.
  4. D6=4:ZM - A group of 2d6 hunters ride in on horseback. The hunters are looking for a group of gnolls that have been terrorizing the town nearby. The gnolls have been attacking the village and kidnapping the villagers.
  5. D6=5:A group of 1d4+1 humans from a nearby village are trying to kill a band of 2d6 orcs who have been attacking their village.
  6. D6=6:The party sees a group of 2d6+12 anthropomorphic rabbits. They are not hostile, but they will offer the party a free meal. The meal is actually an enchantment spell that will make the party fall asleep for a night and a day.

d100 = 78

  1. D6=1:A group of 2d4+2 travelers appear to be lost. They are happy to join the players if they can help them get to a nearby city.
  2. D6=2:Deep within the forest, two men are sitting around a campfire, one is sitting in a chair while the other is sitting on the ground. The man sitting in the chair will ask any players if they would like to join him for dinner, which is nothing more than some small game he has caught while they were sitting around talking.
  3. D6=3:The party discovers an elaborate mosaic on the forest floor, depicting scenes of terrible battles and monstrous creatures. As they study it, a long-dormant golem begins to awaken.
  4. D6=4:The forest grows unnaturally cold, and an aura of fear pervades the area. The party is soon assailed by hunger-driven wights, drawn to the warmth of the living.
  5. D6=5:A group of soldiers are fortifying their camp.
  6. D6=6:You come across a small village. In the village, there is a ship. The ship is docked in the harbor near the village. The ship has a beautiful mast and sail. If the party asks about the ship, the villagers will tell them that the ship was washed up on shore and the mast and sail were not broken. The villagers were able to fix the ship. They were able to repair the mast and sail.

d100 = 79

  1. D6=1:A group of 2d6 hobgoblin archers are in the forest.
  2. D6=2:A group of humans are fishing in a nearby pond. They will stop and ask players to join them for dinner. If players do so, they will be forced to stay for several days until the catch is brought in.
  3. D6=3:The party stumbles upon a meadow where every flower is a miniature version of a common animal. The flowers sing softly in unison, a harmonious lullaby that fills the air with tranquility.
  4. D6=4:A group of two gnomes and a halfling are riding horses along the road. They are on their way to a wedding.
  5. D6=5:The party discovers an elaborate mosaic on the forest floor, depicting scenes of terrible battles and monstrous creatures. As they study it, a long-dormant golem begins to awaken.
  6. D6=6:A group of 2d6+2 dwarves are walking down the road. They are looking for work and are willing to join up with a party for a year and a half a month.

d100 = 80

  1. D6=1:A group of 1d4+5 hobgoblins come out of hiding and attempt to attack the party while they are traveling through this forest. If they are not successful in their ambush, they will try to attack the party again 1d4 days later on their way out of the forest if the party has not killed them before then.
  2. D6=2:The party hears the distress call of a young griffon tangled in vines. Freeing it will earn them a favor from its parent, a majestic griffon leader.
  3. D6=3:A group of 2d6 hunters ride in on horseback. The hunters are looking for a group of kobolds that have been terrorizing the town nearby. The kobolds have been attacking the village and kidnapping the villagers.
  4. D6=4:A group of 1d4+1 dwarves are traveling through the forest, hoping to be discovered. They're members of a mining troupe that is looking for new members. They're looking for an opportunity to mine in a new location.
  5. D6=5:Zipping through the forest you are attacked by a group of 1d4+1 hobgoblins. If the party wins, they will find a treasure chest. The chest contains 1d6 potions. The potions are magical and have a purple color. They have a powerful healing effect.
  6. D6=6:A man and his wife are walking down the road, arguing with each other. The man is wearing leather armor and carrying a sword and shield, while the woman is wearing a dress and doesn't appear to be armed or dangerous in any way. If the party approaches them, they will stop arguing with each other and ask the party for directions to the next town or village, as they are lost and haven't been able to find their way out of the forest yet.

d100 = 81

  1. D6=1:A trail of blood leads the party to a clearing where a wounded celestial stag lies, surrounded by dark anointed hunters who view its death as a divine calling.
  2. D6=2:A chatty owl named Hootster offers riddles in exchange for shiny objects. Solving his riddles leads to acquiring his special owl feather quill as a prize.
  3. D6=3:You see a group of gnomes fighting with a group of dwarves. No players can participate in this battle. The gnomes and dwarves are allies with one another. If the players interfere, the gnomes and dwarves will turn on them. They will fight until one side is dead.
  4. D6=4:The party encounters a group of 2d6 elves traveling in the woods. They're hunting for a particular plant which is said to cure most diseases. <
  5. D6=5:Players find a group of 1d4+2 dwarves. They are looking for a lost companion.
  6. D6=6:While exploring the forest, players come across a talking tree. The tree, who is actually a treant, is wise and knowledgeable about the forest. It may offer advice and information to the players, but only if they answer its riddles and solve its puzzles.

d100 = 82

  1. D6=1:A group of hunters approach the party and ask if they have seen a group of men on horses. The hunters are part of a group that is hired by people in towns and villages to hunt down dangerous creatures that have been attacking people in these towns and villages.
  2. D6=2:A group of 1d8+1 goblins are hunting for food. They've trapped a giant boar in a pit trap. The pit is 10 feet deep and filled with spikes at the bottom.
  3. D6=3:A group of 6d4 barbarians are practicing their fighting skills in a nearby field. They will not attack unless provoked.
  4. D6=4:A group of 1d4 centaurs ride past, telling the players that they were hired to kill a nearby dragon. The dragon is actually an illusion created by a wizard that the players can interact with.
  5. D6=5:Players find an old hermit in the forest who is losing his eyesight. Helping him recover or relocate grants each player a single-use potion of invisibility.
  6. D6=6:A party of 2d4+2 goblins emerge from the forest. They are in a bad mood and are looking for a fight. They are carrying torches and wearing leather armour. They are armed with short swords and small shields. Their leader is an ogre named Grub-Stomper, an Ogre Barbarian that has a challenge rating of 2 and has been cross-bred with a giant grub to create a Grubman.

d100 = 83

  1. D6=1:The party finds a legendary sword embedded in stone, its guardian spirit only allowing the worthy to withdraw it for a great quest.
  2. D6=2:A group of 1d4+2 dwarven miners are looking for gold in the nearby hills. They have found a vein and are celebrating by getting drunk and singing songs of their clan while they excavate the vein.
  3. D6=3:A magical leyline damaged by a battle. Repairing it earns powerful spells refreshing faster when standing within a forest.
  4. D6=4:A party of 2d4+2 orcs emerge from the forest. They are in a bad mood and are looking for a fight. They are carrying torches and wearing leather armour. They are armed with swords, axes, and crossbows.
  5. D6=5:A small group of 2d4+2 Gnolls are watching the party from a distance.
  6. D6=6:A group of men are standing around a campfire, they are singing songs and telling stories. If anyone approaches, they will invite them to join in. They are actually plotting to rob and kill anyone who joins in their camp.

d100 = 84

  1. D6=1:A soft glow leads them to a grove of floating lanterns, each housing a wisp of lost knowledge. Choosing a lantern provides a memory, spell, or secret, at the cost of leaving behind a current possession.
  2. D6=2:A witch has placed a curse on the players and they must find a way to reverse it before it's too late. The witch's cottage is nearby and she can be found there, if players can find it...
  3. D6=3:You come across a cave entrance that leads into the ground. If the party goes into the cave, they will find a tunnel that leads into a dungeon complex. The dungeon complex is a home to 1d4+1 goblins and 1d4+1 hobgoblins who are led by a hobgoblin warlord named Zuggzug. Zuggzug is a level six fighter with two swords who wants to capture the party and cook them for dinner.
  4. D6=4:A group of 1d6 dwarves are celebrating their victory over a nearby tribe of orcs. They will invite the players to join them in a feast, but it will turn out to be an ambush!
  5. D6=5:The adventurers find a deer asking for acting tips. The deer has a troupe that performs in the forest and involves the players in an impromptu comedic drama.
  6. D6=6:A group of 3d6 humans are sitting around a campfire, talking about their latest hunting expedition where they went into a nearby forest to hunt down some wild animals for food and resources. They were surprised when they encountered a group of orcs while they were hunting, because they didn't expect to find orcs so far away from their usual territory. The orcs attacked immediately when

d100 = 85

  1. D6=1:Uneven ground. The party is walking along a trail when they step on uneven ground. A giant snake (CR
  2. D6=2:You see a disturbed area of forest where something had been dug up. After some investigation, you find a hidden underground room. In it is a chest filled with 2d6 magic items and scrolls, along with a note that reads, "I give this to you, since someday you will need it."
  3. D6=3:You stumble upon a pixie talent show, where 1d8 pixies are trying to outdo each other with their mini magic tricks and acrobatics. They invite the adventurers to be the judges and might gift them with a pixie dust pouch as a thank-you.
  4. D6=4:A group of 2d4 knights on horses are riding down the trail, looking for adventures to go on...
  5. D6=5:A man is walking through the woods, muttering to himself and looking at the ground. If the players approach him, he will ask for directions to a nearby town. If players try to talk to him, he will answer their questions but not make eye contact and will walk away as soon as he can. He is actually a mad wizard, who has escaped from his sanctuary and is trying to get back before anyone notices that he is gone.
  6. D6=6:The players stumble on a camp. It has 2d4 goblins who are cooking fish over a raging fire. The goblins will ask for food and will trade for it with the players. The goblins are not very smart and will trade for anything that is shiny or will light on fire.

d100 = 86

  1. D6=1:A group of 2d6 bandits are cutting down a tree. If players approach, they will attack.
  2. D6=2:A group of 2d6 hunters have been tracking a giant boar for several days, and they will try to capture it alive if at all possible.
  3. D6=3:A group of hunters are hunting boar in the forest. They are wearing leather armor and carrying spears and bows and arrows and dogs (2d8 dogs).
  4. D6=4:A woodpecker band is playing a concert, using their pecks to create rhythms on trees. They invite one of the adventurers to be their ‘guest drummer’ for a set.
  5. D6=5:A duck with an eye patch and a wooden leg insists he's Captain Quackers of the Pond Pirates and invites the adventurers to join his crew for a mock pirate adventure.
  6. D6=6:A group of 6d4+4 kobolds led by a dragon that is flying in the distance. If players get closer, the dragon attacks.

d100 = 87

  1. D6=1:A group of 3d6 human rangers are discussing the recent attacks from the goblins. If the party interrupts, they will attack as well.
  2. D6=2:A massive oak tree has fallen across the path ahead. It blocks the way.
  3. D6=3:Trees with glowing, crystalline bark pulse with arcane energy. Touching them reveals hidden magical secrets but may also unleash dormant forest spirits.
  4. D6=4:A party of four hobgoblins emerge from the forest. They are in a bad mood and are looking for a fight. They are wearing basic leather armour and each is armed with a sword and small shield. Their leader is an hobgoblin named Striker, a Hobgoblin Fighter that has a challenge rating of 1+2 and has been cross-bred with a Zebra to create a Zebron (a Zebra/Horse creature with stripes and mane).
  5. D6=5:The players hear a man talking to himself. He is sitting on a tree branch high above their heads. If they look up, he will stop talking. If they look away, he will start up again when they look back at him. He is a mad wizard who has been experimented on by his own companions, and now he has become a talking bird that can only speak in riddles about what has happened to him since he was turned into this form.
  6. D6=6:A group of children are playing tag in the forest. They look up and see the group, they run away screaming 'monster!'

d100 = 88

  1. D6=1:A deer emerges from the underbrush with golden antlers. When touched, it transforms into a radiant constellation, guiding the party towards a hidden glade.
  2. D6=2:A party of 2d4+2 orcs emerge from the forest. They are in a bad mood and are looking for a fight. They are carrying torches and wearing leather armour. They are armed with swords, axes, and crossbows.
  3. D6=3:A group of 1d4+1 humans from a nearby village are trying to kill a band of 2d6 orcs who have been attacking their village.
  4. D6=4:As the party continues on their journey, they come across a group of elves who are fiercely protecting the entrance to a hidden temple. They explain that the temple holds powerful artifacts that should not fall into the wrong hands.
  5. D6=5:A group of traveling merchants are walking down the path. They will stop and sell food and water to the players.
  6. D6=6:Manticore attacks.

d100 = 89

  1. D6=1:They encounter a traveling merchant caravan seemingly deserted overnight. Apparitions of the merchants offer cryptic warnings about the “night whisperer” that attacked them before fading away.
  2. D6=2:A group of men are walking down the road. They are arguing about something. The party can choose to listen in on their conversation to find out what they're talking about. The men are talking about the local tavern and one of the men is complaining because he can't get in because he's too poor.
  3. D6=3:A group of wizards are studying in a nearby clearing. They will offer to join the party if players help them with their research by fighting off an attack from a nearby band of orcs.
  4. D6=4:A group of traveling entertainers is passing through the area, looking for new places to perform at. They are offering a free show for anyone interested.
  5. D6=5:Two young green dragons are playing tag through the trees above the forest floor.
  6. D6=6:Q - A group of 2d6 humans are gathering wood for a campfire. If the players get too close, they will attack.

d100 = 90

  1. D6=1:A group of chipmunks offers to show the adventurers the way through the forest in exchange for a funny story. The funnier the story, the better guidance they provide.
  2. D6=2:A Treasure Chest. The players find a treasure chest filled with gold, gems, and magical items!
  3. D6=3:The underbrush rustles, and a gentle breeze carries the scent of blood. Emerging from the forest is a weary traveler, claiming they are being hunted by relentless creatures who can disguise themselves as any living being.
  4. D6=4:A party of 2d4+2 goblins emerge from the forest. They are in a bad mood and are looking for a fight. They are carrying torches and wearing leather armour. They are armed with short swords and small shields. Their leader is an ogre named Grub-Stomper, an Ogre Barbarian that has a challenge rating of 2 and has been cross-bred with a giant grub to create a Grubman.
  5. D6=5:The players come across a group of 1d4 half-elf rangers and their wolf companions, who are out on patrol.
  6. D6=6:An elderly human merchant named Fredrick is traveling through the forest, hoping to reach a nearby town before nightfall. He has a few rare gems and a few rare herbs for sale at fairly reasonable prices.

d100 = 91

  1. D6=1:Apple Tree. An apple tree grows in the forest. It has an apple on it. The players can eat the apple. If they do they gain +1 to a random ability score for 1d4 days.
  2. D6=2:A man is following a group of travellers, waiting for them to stop so he can rob them.
  3. D6=3:The party hears the shriek of a wyvern. The beast soon appears, hungry and menacing, intent on making the party its latest meal.
  4. D6=4:A group of lumberjacks are about to start a log rolling contest.
  5. D6=5:A group of 3d4 men are walking through the forest, looking for work. They are poor and will accept any work offered to them. Players can offer work or just give them some gold to get them to go away.
  6. D6=6:A massive, ancient tree stands before them, its bark covered in faces trapped in eternal agony. The spirits within beg for release, but freeing them will awaken the slumbering demon that imprisoned them.

d100 = 92

  1. D6=1:A group of 2d4 men are walking through the forest, looking for work. They are poor and will accept any work offered to them. They will mention that they saw a dragon flying over head recently and that has scared away all of the local game. They will ask if they can borrow some food since they are starving and haven't had anything to eat in days. If players give them food, they might follow them around for a while..
  2. D6=2:The players stumble upon a small village in the forest, it is abandoned except for one man who is stumbling around in circles muttering to himself. He will ask the party to help him find his son, who has run off into the forest. He will give them a description of his son, and he will tell them that if they find him, they should bring him back to him before it gets dark -- before the goblins come out. If players follow the old man's instructions, they will find a small boy sitting in the middle of a clearing who looks like he is lost or hiding from something -- if players interact with him, he will snarl at them and run away into the woods. If players follow him, they will find him hiding behind a rock -- if players interact with him again, he will cast confusion on one player at random then disappear into thin air (actually dimension door away)
  3. D6=3:A group of 2d4 gnolls are hunting for food. If players are nearby, they will attack. They're led by a hobgoblin shaman who has an eye patch over one eye... he can cast one spell per day...
  4. D6=4:The party comes across a small village that is under siege by a group of hill giants and their giant wolves.
  5. D6=5:The party finds a small, grassy knoll with an ancient stone circle at its peak. As they investigate, ghostly druids appear, furious at the intrusion and wielding powerful nature magic.
  6. D6=6:A group of 2d6 hunters are hunting in the forest. They are hunting for food for their village.

d100 = 93

  1. D6=1:The adventurers discover a family of raccoons conducting a dramatic play. The raccoons ask the adventurers to be the audience and even offer them a role in their next production.
  2. D6=2:A group of 2d6 men and women are sitting around a fire, drinking alcohol and singing songs about their lives as miners, farmers, blacksmiths, and so on.
  3. D6=3:A group of bandits are riding through the forest. They are carrying sacks of potatoes and onions.
  4. D6=4:A group of 3d20+5 men are hunting deer in the woods. If a player approaches they will stop and ask what they are doing there. If the players do not answer they will be attacked.
  5. D6=5:A group of men are walking down the path. They are going on a hunting trip. They have dogs with them. The dogs are well trained, well fed and friendly.
  6. D6=6:A group of faeries appear before the party, claiming to have a powerful magic item that they are willing to trade for a valuable item they lost deep in the forest. The item turns out to be a powerful but mischievous sentient ring.

d100 = 94

  1. D6=1:A group of 2d6 hunters have been tracking a giant boar for several days, and they will try to capture it alive if at all possible.
  2. D6=2:The players come across a small village of 10 humanoids (goblins, kobolds, orcs, etc) who are celebrating a recent victory over their enemies.
  3. D6=3:A small patch of mushrooms is growing. They are not edible.
  4. D6=4:A group of traveling entertainers is passing through the area, looking for new places to perform at. They are offering a free show for anyone interested.
  5. D6=5:A group of 3d6 humans are sitting around a campfire, talking about their latest trading expedition where they traveled into a nearby forest to trade with a group of gnomes who had set up camp there recently. The humans were set up for a trap when they arrived at the gnome camp, but they managed to get away with some goods anyway because the gnomes were laughing too hard at first to notice what was happening before they got away with some goods.
  6. D6=6:The forest is enveloped in an ethereal fog. Out of the mist, an ancient, floating ship appears, sailing through the trees as if it were the ocean. The ship's spectral crew beckons the party onboard.

d100 = 95

  1. D6=1:The adventurers meet a bear named Barry who is trying to write poetry but keeps getting stuck. They help him finish his poems, earning his gratitude and some whimsical forest lore.
  2. D6=2:A group of 2d6 lizard men are in the forest.
  3. D6=3:In front of you is a signpost with three arrows pointing in different directions. One arrow points to an abandoned dwarven mine, one arrow points to an abandoned elven village, and one arrow points to an abandoned human village.
  4. D6=4:A group of 1d10 knights on horseback pass by, escorting a nobleman to his castle which is nearby.
  5. D6=5:A group of men with giant swords strapped to their backs are walking through the forest. They are talking about their swords. They attack players on sight.
  6. D6=6:The forest floor gives way to an enormous chessboard, with trees as pieces. Placing a foot upon a square, the pieces come to life, playing out a silent, grand game that mirrors the party’s own dilemmas.

d100 = 96

  1. D6=1:A hollow tree acts as a portal to the players' childhood memories, allowing them to relive pivotal moments and possibly change past mistakes.
  2. D6=2:A group of 1d4+1 halflings are traveling through the forest, hoping to be discovered. They're members of a bardic troupe that is looking for new members. They're looking for an opportunity to perform before a large audience. They're not very good bards or actors.
  3. D6=3:A group of 1d4+3 kobolds are in the process of setting up camp for the night. They will not attack for fear of attracting more enemies to their camp location.
  4. D6=4:A series of blood-curdling screams pierce the silence. Following the sounds leads the party to a gruesome scene of ritualistic sacrifices, with a deranged cultist in the process of preparing their next victim.
  5. D6=5:Two groups of 2d4 gnomes are fighting each other over territory. They will invite the players to join them in their fight, but it will turn out to be an ambush!
  6. D6=6:A group of one thousand elves are marching along the road. They are singing a song about a battle that happened a long time ago.

d100 = 97

  1. D6=1:The party finds a campfire that has not been used for several days. There is a half-eaten deer carcass nearby. If they investigate, they will find it's still fresh and there are tracks around it that are not human or animal tracks.
  2. D6=2:A band of 2d6 berserkers attack the party, believing that they have been wronged and that they can right the wrongs by attacking anyone who crosses their path.
  3. D6=3:A group of elves are hunting deer. The elves are level 2. The deer are level 2. The players can help the elves or help the deer.
  4. D6=4:Players come across one of the Hateful Holes, a deep hole in the ground full of bones. If they investigate, they can find this hole leads to an underground cave with a small dragon and two juvenile black dragons. The dragon will try to get rid of the players as soon as possible, but can be convinced to help with the dragon menace if players convince him they are not part of the cult.
  5. D6=5:A group of 2d6+3 Orcs are mending their armor and shields.
  6. D6=6:A group of men and women are celebrating near a campfire. If players approach them, they will ask for help with their problem. The men and women are actually merchants who were robbed by bandits. They were celebrating because they were able to get some of their goods back.

d100 = 98

  1. D6=1:Two men with swords and shields are standing watch over a chest filled with gold and jewels. They are keeping an eye out for any intruders who might try to steal their treasure.
  2. D6=2:A group of 1d4+1 elves are guarding a legendary sword. The sword is in an open treasure chest. It is worth 3,000 gold pieces. The elves are in a camp. The elves will not attack if they are not attacked by the party.
  3. D6=3:A group of young elven adventurers are on their first mission together deep in the woods where they believe an ancient ruin is located where an ancient artifact is being held by a powerful lich who is not yet awake or aware of their presence yet.
  4. D6=4:Roots rise to form an elaborate maze adorned with ancient runes that glow with a haunting light. Navigating it successfully grants a boon from the forest itself.
  5. D6=5:Wizard studying in an isolated Forest.
  6. D6=6:The party sees a group of 2d6+12 centaurs that are hunting game. They will not talk to the party unless they are invited to join the hunt. If they accept, then the centaurs will give them a magic bow that always hits its target with an arrow made of pure gold. It can only be used once per day, but it guarantees a hit and damage roll of 19 or 20 on any target no matter how far away it is or how small it is.

d100 = 99

  1. D6=1:A group of bandits hiding in the bushes with weapons drawn. If players get too close, they will attack. They are not very good bandits.
  2. D6=2:A group of 2d6+2 dwarves are walking down the road. They are looking for work and are willing to join up with a party for a year and a half a month.
  3. D6=3:A sacred forest path guarded by a spectral knight who only allows passage to proven heroes, rewarding them with a piece of his enchanted armor.
  4. D6=4:A band of 6 poachers is driving a herd of rare forest creatures closer to an abyss. Stopping them earns the party the undying allegiance of a forest guardian.
  5. D6=5:A group of 2d6+2 humans are praying and wailing over the body of a fallen comrade. If they are disturbed, they will attack.
  6. D6=6:A ghostly procession of past adventurers moves silently through the forest. Any attempt to interact reveals their fates and imparts both warnings and blessings.

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A random encounter scenario is just the start of a scene. Pair it with a creature from our D&D 5e monsters catalogue (3,000+ monsters with full stat blocks), an NPC from our pre-built D&D NPC roster, a spell from the D&D 5e spell list, and a reward from the D&D magic items catalogue — and you have a full one-page session ready to drop on your D&D 5e or 2024 party.

Other dice tiers for the forest: D1, D4, D8, D10.

Want a different setting? Browse all 41 D&D encounter locations — from arctic plains to elemental planes, every D&D 5e location has its own table on Doungim.

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