The Drippy Downs: Perilous Encounters
TableMucklands Book of Random Encounters · p.9
Open source p.9No table.
| Roll | Result |
|---|---|
| 1–2 | Ornery ETTINS come barrelling down a hill rolling boulders for sport. They're headed straight for the PCs! |
| 3–4 | DWEORGS with empty cages hoot and holler, looking for their next captives to shove into their fighting pit. They attack with man-catchers. |
| 5–6 | An enormous, strange flower grows out of a tree stump. Spores erupt from it at the slightest touch causing grogginess. Vitality Check: On a 5-, suffer to all Checks for 1 day. |
| 7–8 | A herd of defensive GELK lash out at the PCs for encroaching on their territory on top of a grassy hill. |
| 9–10 | SPONGOSAURS charge out of a mossy tunnel. |
| 11–12 | Priggle the Looney, a goblin inventor, fires strange metallic pyramids into the clouds out of a cannon, creating bolts of lighting that strike the ground. Priggle cackles with chaotic glee as the lightning blasts trees and causes fires. |
| 13–14 | Ten boxes of Subterranean Pits and Lairs LLC explosives are soaked from a flash rain storm. Half a dozen TROGGLES are trying to dry them out with burning torches. |
| 15–16 | A bogril junkmonger is headed to Fleabag County, but he's lost one of his best items: The Sword of Egbright Jack. Last place he remembered having it was at an abandoned Ettin Den a few miles west of here. He's too tired to go back, but if the PCs bring it back to him, dinner's on him and he'll trade a random Magic item. The Ettin Den is a Random Dungeon filled with ettins. |
| 17–18 | The PCs find a huge sack in the middle of the road. It looks like there's something moving inside. Turns out it's a giant web sac of baby GIANT INKPOT SPIDERS ready to hatch. |
| 19–20 | A rotten tree suddenly falls and splits open, revealing a group of hungry CURDLE SNAILS. |
| 21–22 | A PC steps on a half-buried chest marked with the Felmog symbol for the Order of the Cloven Tongue. It has five pouches of Ancient Coins. Felmog Outriders are looking for it and will be ruthless against thieves. |
| 23–24 | The PCs find a shallow pool with a single SCUMSEER apparently asleep, or perhaps in a strange trance. The PCs feel compelled to stay with the SCUMSEER for the night. Once asleep, the PCs find themselves trapped in a dream (a Random Dungeon) with the hungry SCUMSEER who wishes to devour their minds. Escape the dream to defeat the villain. |
| 25–26 | A lonely DWEORG named Urda lumbers down the road and collapses at the PCs' feet with an arrow in her back. She is alive, but BANDITS are not far behind. |
| 27–28 | Thurbad the ETTIN hollers from the hills as his clan bangs rocks together. The PCs have trespassed into his kingdom and he is angry! |
| 29–30 | A gigantic MUNG, the size of a house, indiscriminately roams the land, consuming all in its path. |
| 31–32 | A WEREWOLF by the name of Ulgerak the Dire slouches chained to a tree. Anyone who looks into his eyes must make a Mettle Check to resist setting him free. |
| 33–34 | A gregarious bard by the name of Elodie Elkhart hails the PCs and strikes up conversation. She does her best to ingratiate herself, singing a song of flattery. She is actually seeking revenge against one of the PCs for some past slight that the PC can't even remember. |
| 35–36 | There's something in the trees above. Glowing lights hover through the branches. The PCs have just accidentally disturbed a WISP. |
| 37–38 | The PCs walk along a narrow rock ledge when the pathway crumbles beneath their feet. It will be a long, bumpy fall down a ravine if they don't catch themselves with a Nimbleness Check! |
| 39–40 | A large group of MERCENARIES escort a faerie prince named Windyrill and mistake the PCs for BANDITS, wasting no time to attack. |
| 41–42 | A caravan of merrymaking nomads invites the PCs to join them on their travels. They sing and tell stories, and even flirt. One nomad, however, intends to steal from the PCs. |
| 43–44 | Rork the TROLL lumbers after the PCs angrily. He is furious because they didn't even say thank you for clearing a rockslide from the road. He demands payment or else. |
| 45–46 | The PCs encounter a gnome riding a fox who pleads for aid. A group of YOWLJACKS are burning a farm nearby. |
| 47–48 | As the day progresses the PCs realize something strange: none of them have shadows. DARKLINGS follow them and intend to steal their shadows forever. |
| 49–50 | The PCs find a copse of trees surrounding a massive sinkhole where an OGRE named Ragasha dwells. She has been waiting a long time for adventurers to replace her escaped IMP FAMILIAR as servants. |
| 51–52 | THORNHAWKS attempt to snatch and carry away the smallest PC. |
| 53–54 | The PCs wander through a field of flowers. The farther they go, they begin to notice that the flowers are shuffling and dancing around them. FWITTLES erupt from beneath the PCs' feet with deadly pollen. |
| 55–56 | For the last hour, a dense mist has gathered around the PCs' feet. This is no ordinary mist, this is GLOOM. |
| 57–58 | FAERIES flitter from a ring of toadstools where they had been congregating to share funny stories with one another. They are furious that the PCs have apparently been eavesdropping and curse them! |
| 59–60 | An adventurer's pack is left in the center of a game trail. Upon approaching it, WARBLING TRAPNOODLES leap from the pack and attack. |
| 61–62 | The PCs find a cottage made from plants, flowers, and vines. Should the PCs enter, the house swallows them up, sending them into a deadly Random Dungeon of tunnels as the house slowly tries to digest them. |
| 63–64 | The PCs find a small army of PIXIES guarding a mud hut. They assume the PCs are there to release their enemy, a WITCH called Marleg, and immediately attack. |
| 65–66 | A CENTAUR war party charges from a hilltop, wielding bows, axes and warhammers. They demand the PCs leave the area or be trampled and smashed. |
| 67–68 | A moaning GHOST beckons travelers to enter its burial mound. Mettle Check to resist going inside this Random Dungeon. The GHOST wishes to possess the most hearty PC to finally get revenge on the long dead Graag Gargoon, former Goblin King, who is often attributed as the Founder of the Dungeon Era. |
| 69–70 | Several CANKERBOARS root around the grass, searching for carrion to eat. They notice the PCs and the largest one snorts to the others to eat them. |
| 71–72 | A green barrow mound stands alone in a flowery field. The tomb's entry stone is displaced and from the darkness an old VAMPIRE called Alazandra emerges. They accuse the PCs of stealing a precious Relic. |
| 73–74 | The PCs encounter a marsh. A random PC accidentally plunges into deep water filled with lantern-eyed SCUMSEERS. They look to have been performing some sort of profane ritual involving bones. |
| 75–76 | A huge ETTIN called Morgamoo purchases a cage filled with ORCHES from a YOWLJACK merchant in a hood. Morgamoo licks her lips as she opens the cage and gives a pouch of Ancient Coins to the YOWLJACK. |
| 77–78 | A FLINDERKIN warlock emerges from hiding. They are named Kylor the Collector, and for every point of Dread the PCs suffer at Kylor's hands, he bottles it up into Courage Potions to sell to the highest bidder. |
| 79–80 | The PCs find a ruined windmill. Inside, the vengeful GHOST of a farmer demands revenge for the death of his beloved Leona at the hands of BANDITS! The GHOST screams as the PCs approach, assuming they are the BANDITS. |
| 81–82 | HARPIES search through the bones of a THUNDERHORN. They are looking for meat scraps and complaining to each other that they are starving. As the PCs approach, the HARPIES lick their chops. |
| 83–84 | A black tree grows from a crack in the earth. The tree is called the Old Oko, and is believed to have once been a BEAMKIN who set roots into cursed earth. Now the tree is a stationary, carnivorous monster that attempts to snare the PCs and devour them. |
| 85–86 | The PCs wander over a patch of large mushrooms. Hidden within the mushrooms is a boggle THIEF with a blow dart laced with sleeping poison. The THIEF attempts to stun the PCs to feed them to his pet SPONGOSAUR. |
| 87–88 | The PCs have an uneventful day but, as they set up camp for the night, they hear hissing in the shadows beyond the light of their fire. SARPATHI REAVERS descend upon them. |
| 89–90 | Screaming BANDITS charge the PCs, only for the PCs to discover the BANDITS themselves are running for their lives from a screeching VULTOR. |
| 91–92 | A pack of WEREWOLVES emerge from a bramble patch to capture the PCs and steal their gear for themselves. |
| 93–94 | A KOBOLD toadie with a bag of SINGE VIPERS holds up the PCs for any valuables they might have. If they refuse or have none, he throws the vipers at the PCs and runs. |
| 95–96 | TROLLS in suits of antique armor guard a broken bridge. They command the PCs to pay an outrageously expensive toll. Ancient Coins! |
| 97–98 | The PCs find a wooden hut and a huge anvil in front of it. A ten foot hammer rests against the anvil with an engraving of a troll's face on it. Beneath the hammer is a bag of faceless Gold Coins, 10 pouches worth. Should the PCs take the coins, the TROLL called Caul the Coinmaker, stomps out of the hut enraged. |
| 99–100 | Storm clouds churn above. A hibernating DRAKE wakes from the sounds of thunder and sees the PCs as its next meal. |