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d100 Encounter Tables

Three full hundred-entry tables for hazards, complications, and wandering opposition. Roll each table in the browser: the result is highlighted in the list and echoed above it, so you can keep the page open beside your notes and use it live at the table.

Wandering Opposition (Tier 1–2)

Who shows up, and what they are already doing when the party arrives.

00
d100
  • 1Scrap-hauler gangShadowing the party for a mile before striking.
  • 2Fen-stalker packDemanding a toll they cannot pay.
  • 3Ash cultistsDragging a captive toward a camp.
  • 4Rust-plated banditsLooting a fresh wreck.
  • 5Bone gnoll scoutsSetting a snare across the only path.
  • 6Mire trollsArguing over spoils, unaware.
  • 7Hollow acolytesWounded and desperate for supplies.
  • 8Glass spidersHunting the same quarry as the party.
  • 9Sump ghoulsBroadcasting a false distress call.
  • 10Circuit wraithsCarrying stolen cargo the party recognizes.
  • 11Toll-taker mercenariesShadowing the party for a mile before striking.
  • 12Feral warhoundsDemanding a toll they cannot pay.
  • 13Salt pilgrimsDragging a captive toward a camp.
  • 14Tunnel koboldsLooting a fresh wreck.
  • 15Drift raidersSetting a snare across the only path.
  • 16Moss ogreArguing over spoils, unaware.
  • 17Cinder impsWounded and desperate for supplies.
  • 18Grave hyenasHunting the same quarry as the party.
  • 19Reliquary thievesBroadcasting a false distress call.
  • 20Void-touched desertersCarrying stolen cargo the party recognizes.
  • 21Scrap-hauler gangShadowing the party for a mile before striking.
  • 22Fen-stalker packDemanding a toll they cannot pay.
  • 23Ash cultistsDragging a captive toward a camp.
  • 24Rust-plated banditsLooting a fresh wreck.
  • 25Bone gnoll scoutsSetting a snare across the only path.
  • 26Mire trollsArguing over spoils, unaware.
  • 27Hollow acolytesWounded and desperate for supplies.
  • 28Glass spidersHunting the same quarry as the party.
  • 29Sump ghoulsBroadcasting a false distress call.
  • 30Circuit wraithsCarrying stolen cargo the party recognizes.
  • 31Toll-taker mercenariesShadowing the party for a mile before striking.
  • 32Feral warhoundsDemanding a toll they cannot pay.
  • 33Salt pilgrimsDragging a captive toward a camp.
  • 34Tunnel koboldsLooting a fresh wreck.
  • 35Drift raidersSetting a snare across the only path.
  • 36Moss ogreArguing over spoils, unaware.
  • 37Cinder impsWounded and desperate for supplies.
  • 38Grave hyenasHunting the same quarry as the party.
  • 39Reliquary thievesBroadcasting a false distress call.
  • 40Void-touched desertersCarrying stolen cargo the party recognizes.
  • 41Scrap-hauler gangShadowing the party for a mile before striking.
  • 42Fen-stalker packDemanding a toll they cannot pay.
  • 43Ash cultistsDragging a captive toward a camp.
  • 44Rust-plated banditsLooting a fresh wreck.
  • 45Bone gnoll scoutsSetting a snare across the only path.
  • 46Mire trollsArguing over spoils, unaware.
  • 47Hollow acolytesWounded and desperate for supplies.
  • 48Glass spidersHunting the same quarry as the party.
  • 49Sump ghoulsBroadcasting a false distress call.
  • 50Circuit wraithsCarrying stolen cargo the party recognizes.
  • 51Toll-taker mercenariesShadowing the party for a mile before striking.
  • 52Feral warhoundsDemanding a toll they cannot pay.
  • 53Salt pilgrimsDragging a captive toward a camp.
  • 54Tunnel koboldsLooting a fresh wreck.
  • 55Drift raidersSetting a snare across the only path.
  • 56Moss ogreArguing over spoils, unaware.
  • 57Cinder impsWounded and desperate for supplies.
  • 58Grave hyenasHunting the same quarry as the party.
  • 59Reliquary thievesBroadcasting a false distress call.
  • 60Void-touched desertersCarrying stolen cargo the party recognizes.
  • 61Scrap-hauler gangShadowing the party for a mile before striking.
  • 62Fen-stalker packDemanding a toll they cannot pay.
  • 63Ash cultistsDragging a captive toward a camp.
  • 64Rust-plated banditsLooting a fresh wreck.
  • 65Bone gnoll scoutsSetting a snare across the only path.
  • 66Mire trollsArguing over spoils, unaware.
  • 67Hollow acolytesWounded and desperate for supplies.
  • 68Glass spidersHunting the same quarry as the party.
  • 69Sump ghoulsBroadcasting a false distress call.
  • 70Circuit wraithsCarrying stolen cargo the party recognizes.
  • 71Toll-taker mercenariesShadowing the party for a mile before striking.
  • 72Feral warhoundsDemanding a toll they cannot pay.
  • 73Salt pilgrimsDragging a captive toward a camp.
  • 74Tunnel koboldsLooting a fresh wreck.
  • 75Drift raidersSetting a snare across the only path.
  • 76Moss ogreArguing over spoils, unaware.
  • 77Cinder impsWounded and desperate for supplies.
  • 78Grave hyenasHunting the same quarry as the party.
  • 79Reliquary thievesBroadcasting a false distress call.
  • 80Void-touched desertersCarrying stolen cargo the party recognizes.
  • 81Scrap-hauler gangShadowing the party for a mile before striking.
  • 82Fen-stalker packDemanding a toll they cannot pay.
  • 83Ash cultistsDragging a captive toward a camp.
  • 84Rust-plated banditsLooting a fresh wreck.
  • 85Bone gnoll scoutsSetting a snare across the only path.
  • 86Mire trollsArguing over spoils, unaware.
  • 87Hollow acolytesWounded and desperate for supplies.
  • 88Glass spidersHunting the same quarry as the party.
  • 89Sump ghoulsBroadcasting a false distress call.
  • 90Circuit wraithsCarrying stolen cargo the party recognizes.
  • 91Toll-taker mercenariesShadowing the party for a mile before striking.
  • 92Feral warhoundsDemanding a toll they cannot pay.
  • 93Salt pilgrimsDragging a captive toward a camp.
  • 94Tunnel koboldsLooting a fresh wreck.
  • 95Drift raidersSetting a snare across the only path.
  • 96Moss ogreArguing over spoils, unaware.
  • 97Cinder impsWounded and desperate for supplies.
  • 98Grave hyenasHunting the same quarry as the party.
  • 99Reliquary thievesBroadcasting a false distress call.
  • 100Void-touched desertersCarrying stolen cargo the party recognizes.

Complications & Twists

Non-combat pressure: obligations, mistakes, and rival claims that bend the plan.

00
d100
  • 1Broken WheelThe person who knew the way is nowhere to be found.
  • 2Wrong MapSomeone here believes the party is a different crew entirely.
  • 3Sudden DebtProgress halts until someone spends time, coin, or a favor.
  • 4Mistaken IdentityAnother party has a legitimate claim to the objective.
  • 5Spoiled CacheSupplies the party counted on are ruined or gone.
  • 6Sworn OathThe party's information is a season out of date.
  • 7Missing GuideThe way forward is locked and the key is elsewhere.
  • 8Rival ClaimA promise made earlier now forbids the obvious solution.
  • 9Sealed GateA creditor's agent catches up at the worst moment.
  • 10Loud AlarmThe approach is noticed and the clock starts running.
  • 11Split TrailThe person who knew the way is nowhere to be found.
  • 12Bad Weather TurnSomeone here believes the party is a different crew entirely.
  • 13Failing LightProgress halts until someone spends time, coin, or a favor.
  • 14Cursed CoinAnother party has a legitimate claim to the objective.
  • 15Overdue RentSupplies the party counted on are ruined or gone.
  • 16Wanted PosterThe party's information is a season out of date.
  • 17Injured AllyThe way forward is locked and the key is elsewhere.
  • 18Language WallA promise made earlier now forbids the obvious solution.
  • 19Contraband FindA creditor's agent catches up at the worst moment.
  • 20Hostile TollThe approach is noticed and the clock starts running.
  • 21Broken WheelThe person who knew the way is nowhere to be found.
  • 22Wrong MapSomeone here believes the party is a different crew entirely.
  • 23Sudden DebtProgress halts until someone spends time, coin, or a favor.
  • 24Mistaken IdentityAnother party has a legitimate claim to the objective.
  • 25Spoiled CacheSupplies the party counted on are ruined or gone.
  • 26Sworn OathThe party's information is a season out of date.
  • 27Missing GuideThe way forward is locked and the key is elsewhere.
  • 28Rival ClaimA promise made earlier now forbids the obvious solution.
  • 29Sealed GateA creditor's agent catches up at the worst moment.
  • 30Loud AlarmThe approach is noticed and the clock starts running.
  • 31Split TrailThe person who knew the way is nowhere to be found.
  • 32Bad Weather TurnSomeone here believes the party is a different crew entirely.
  • 33Failing LightProgress halts until someone spends time, coin, or a favor.
  • 34Cursed CoinAnother party has a legitimate claim to the objective.
  • 35Overdue RentSupplies the party counted on are ruined or gone.
  • 36Wanted PosterThe party's information is a season out of date.
  • 37Injured AllyThe way forward is locked and the key is elsewhere.
  • 38Language WallA promise made earlier now forbids the obvious solution.
  • 39Contraband FindA creditor's agent catches up at the worst moment.
  • 40Hostile TollThe approach is noticed and the clock starts running.
  • 41Broken WheelThe person who knew the way is nowhere to be found.
  • 42Wrong MapSomeone here believes the party is a different crew entirely.
  • 43Sudden DebtProgress halts until someone spends time, coin, or a favor.
  • 44Mistaken IdentityAnother party has a legitimate claim to the objective.
  • 45Spoiled CacheSupplies the party counted on are ruined or gone.
  • 46Sworn OathThe party's information is a season out of date.
  • 47Missing GuideThe way forward is locked and the key is elsewhere.
  • 48Rival ClaimA promise made earlier now forbids the obvious solution.
  • 49Sealed GateA creditor's agent catches up at the worst moment.
  • 50Loud AlarmThe approach is noticed and the clock starts running.
  • 51Split TrailThe person who knew the way is nowhere to be found.
  • 52Bad Weather TurnSomeone here believes the party is a different crew entirely.
  • 53Failing LightProgress halts until someone spends time, coin, or a favor.
  • 54Cursed CoinAnother party has a legitimate claim to the objective.
  • 55Overdue RentSupplies the party counted on are ruined or gone.
  • 56Wanted PosterThe party's information is a season out of date.
  • 57Injured AllyThe way forward is locked and the key is elsewhere.
  • 58Language WallA promise made earlier now forbids the obvious solution.
  • 59Contraband FindA creditor's agent catches up at the worst moment.
  • 60Hostile TollThe approach is noticed and the clock starts running.
  • 61Broken WheelThe person who knew the way is nowhere to be found.
  • 62Wrong MapSomeone here believes the party is a different crew entirely.
  • 63Sudden DebtProgress halts until someone spends time, coin, or a favor.
  • 64Mistaken IdentityAnother party has a legitimate claim to the objective.
  • 65Spoiled CacheSupplies the party counted on are ruined or gone.
  • 66Sworn OathThe party's information is a season out of date.
  • 67Missing GuideThe way forward is locked and the key is elsewhere.
  • 68Rival ClaimA promise made earlier now forbids the obvious solution.
  • 69Sealed GateA creditor's agent catches up at the worst moment.
  • 70Loud AlarmThe approach is noticed and the clock starts running.
  • 71Split TrailThe person who knew the way is nowhere to be found.
  • 72Bad Weather TurnSomeone here believes the party is a different crew entirely.
  • 73Failing LightProgress halts until someone spends time, coin, or a favor.
  • 74Cursed CoinAnother party has a legitimate claim to the objective.
  • 75Overdue RentSupplies the party counted on are ruined or gone.
  • 76Wanted PosterThe party's information is a season out of date.
  • 77Injured AllyThe way forward is locked and the key is elsewhere.
  • 78Language WallA promise made earlier now forbids the obvious solution.
  • 79Contraband FindA creditor's agent catches up at the worst moment.
  • 80Hostile TollThe approach is noticed and the clock starts running.
  • 81Broken WheelThe person who knew the way is nowhere to be found.
  • 82Wrong MapSomeone here believes the party is a different crew entirely.
  • 83Sudden DebtProgress halts until someone spends time, coin, or a favor.
  • 84Mistaken IdentityAnother party has a legitimate claim to the objective.
  • 85Spoiled CacheSupplies the party counted on are ruined or gone.
  • 86Sworn OathThe party's information is a season out of date.
  • 87Missing GuideThe way forward is locked and the key is elsewhere.
  • 88Rival ClaimA promise made earlier now forbids the obvious solution.
  • 89Sealed GateA creditor's agent catches up at the worst moment.
  • 90Loud AlarmThe approach is noticed and the clock starts running.
  • 91Split TrailThe person who knew the way is nowhere to be found.
  • 92Bad Weather TurnSomeone here believes the party is a different crew entirely.
  • 93Failing LightProgress halts until someone spends time, coin, or a favor.
  • 94Cursed CoinAnother party has a legitimate claim to the objective.
  • 95Overdue RentSupplies the party counted on are ruined or gone.
  • 96Wanted PosterThe party's information is a season out of date.
  • 97Injured AllyThe way forward is locked and the key is elsewhere.
  • 98Language WallA promise made earlier now forbids the obvious solution.
  • 99Contraband FindA creditor's agent catches up at the worst moment.
  • 100Hostile TollThe approach is noticed and the clock starts running.

Environmental Hazards

Terrain and weather that charge a price for speed, noise, or carelessness.

00
d100
  • 1Sinking FloorPassage cuts anyone who forces through in haste.
  • 2Spore BloomEvery loud step invites a slide.
  • 3Rime WindFooting gives way; move at half speed or risk a fall.
  • 4Loose ScreeDistance and direction cannot be trusted.
  • 5Blackdamp PocketThe air will not sustain a flame or a lung for long.
  • 6Flash FloodBreathing here costs you unless you cover your face.
  • 7Razor BrambleWeight here is a gamble; one at a time.
  • 8Heat ShimmerThe low ground floods within minutes.
  • 9Unstable LedgeExposure saps warmth and stiffens hands and weapons.
  • 10Static StormMetal draws sparks and ruins delicate work.
  • 11Bog SinkPassage cuts anyone who forces through in haste.
  • 12Falling RimeEvery loud step invites a slide.
  • 13Ember RainFooting gives way; move at half speed or risk a fall.
  • 14Glass DustDistance and direction cannot be trusted.
  • 15Rot VaporThe air will not sustain a flame or a lung for long.
  • 16Tide SurgeBreathing here costs you unless you cover your face.
  • 17Quake TremorWeight here is a gamble; one at a time.
  • 18Sun GlareThe low ground floods within minutes.
  • 19Root SnareExposure saps warmth and stiffens hands and weapons.
  • 20Acid SeepMetal draws sparks and ruins delicate work.
  • 21Sinking FloorPassage cuts anyone who forces through in haste.
  • 22Spore BloomEvery loud step invites a slide.
  • 23Rime WindFooting gives way; move at half speed or risk a fall.
  • 24Loose ScreeDistance and direction cannot be trusted.
  • 25Blackdamp PocketThe air will not sustain a flame or a lung for long.
  • 26Flash FloodBreathing here costs you unless you cover your face.
  • 27Razor BrambleWeight here is a gamble; one at a time.
  • 28Heat ShimmerThe low ground floods within minutes.
  • 29Unstable LedgeExposure saps warmth and stiffens hands and weapons.
  • 30Static StormMetal draws sparks and ruins delicate work.
  • 31Bog SinkPassage cuts anyone who forces through in haste.
  • 32Falling RimeEvery loud step invites a slide.
  • 33Ember RainFooting gives way; move at half speed or risk a fall.
  • 34Glass DustDistance and direction cannot be trusted.
  • 35Rot VaporThe air will not sustain a flame or a lung for long.
  • 36Tide SurgeBreathing here costs you unless you cover your face.
  • 37Quake TremorWeight here is a gamble; one at a time.
  • 38Sun GlareThe low ground floods within minutes.
  • 39Root SnareExposure saps warmth and stiffens hands and weapons.
  • 40Acid SeepMetal draws sparks and ruins delicate work.
  • 41Sinking FloorPassage cuts anyone who forces through in haste.
  • 42Spore BloomEvery loud step invites a slide.
  • 43Rime WindFooting gives way; move at half speed or risk a fall.
  • 44Loose ScreeDistance and direction cannot be trusted.
  • 45Blackdamp PocketThe air will not sustain a flame or a lung for long.
  • 46Flash FloodBreathing here costs you unless you cover your face.
  • 47Razor BrambleWeight here is a gamble; one at a time.
  • 48Heat ShimmerThe low ground floods within minutes.
  • 49Unstable LedgeExposure saps warmth and stiffens hands and weapons.
  • 50Static StormMetal draws sparks and ruins delicate work.
  • 51Bog SinkPassage cuts anyone who forces through in haste.
  • 52Falling RimeEvery loud step invites a slide.
  • 53Ember RainFooting gives way; move at half speed or risk a fall.
  • 54Glass DustDistance and direction cannot be trusted.
  • 55Rot VaporThe air will not sustain a flame or a lung for long.
  • 56Tide SurgeBreathing here costs you unless you cover your face.
  • 57Quake TremorWeight here is a gamble; one at a time.
  • 58Sun GlareThe low ground floods within minutes.
  • 59Root SnareExposure saps warmth and stiffens hands and weapons.
  • 60Acid SeepMetal draws sparks and ruins delicate work.
  • 61Sinking FloorPassage cuts anyone who forces through in haste.
  • 62Spore BloomEvery loud step invites a slide.
  • 63Rime WindFooting gives way; move at half speed or risk a fall.
  • 64Loose ScreeDistance and direction cannot be trusted.
  • 65Blackdamp PocketThe air will not sustain a flame or a lung for long.
  • 66Flash FloodBreathing here costs you unless you cover your face.
  • 67Razor BrambleWeight here is a gamble; one at a time.
  • 68Heat ShimmerThe low ground floods within minutes.
  • 69Unstable LedgeExposure saps warmth and stiffens hands and weapons.
  • 70Static StormMetal draws sparks and ruins delicate work.
  • 71Bog SinkPassage cuts anyone who forces through in haste.
  • 72Falling RimeEvery loud step invites a slide.
  • 73Ember RainFooting gives way; move at half speed or risk a fall.
  • 74Glass DustDistance and direction cannot be trusted.
  • 75Rot VaporThe air will not sustain a flame or a lung for long.
  • 76Tide SurgeBreathing here costs you unless you cover your face.
  • 77Quake TremorWeight here is a gamble; one at a time.
  • 78Sun GlareThe low ground floods within minutes.
  • 79Root SnareExposure saps warmth and stiffens hands and weapons.
  • 80Acid SeepMetal draws sparks and ruins delicate work.
  • 81Sinking FloorPassage cuts anyone who forces through in haste.
  • 82Spore BloomEvery loud step invites a slide.
  • 83Rime WindFooting gives way; move at half speed or risk a fall.
  • 84Loose ScreeDistance and direction cannot be trusted.
  • 85Blackdamp PocketThe air will not sustain a flame or a lung for long.
  • 86Flash FloodBreathing here costs you unless you cover your face.
  • 87Razor BrambleWeight here is a gamble; one at a time.
  • 88Heat ShimmerThe low ground floods within minutes.
  • 89Unstable LedgeExposure saps warmth and stiffens hands and weapons.
  • 90Static StormMetal draws sparks and ruins delicate work.
  • 91Bog SinkPassage cuts anyone who forces through in haste.
  • 92Falling RimeEvery loud step invites a slide.
  • 93Ember RainFooting gives way; move at half speed or risk a fall.
  • 94Glass DustDistance and direction cannot be trusted.
  • 95Rot VaporThe air will not sustain a flame or a lung for long.
  • 96Tide SurgeBreathing here costs you unless you cover your face.
  • 97Quake TremorWeight here is a gamble; one at a time.
  • 98Sun GlareThe low ground floods within minutes.
  • 99Root SnareExposure saps warmth and stiffens hands and weapons.
  • 100Acid SeepMetal draws sparks and ruins delicate work.