TheRPGSite

Other Games, Development, & Campaigns => Design, Development, and Gameplay => Topic started by: S'mon on December 05, 2014, 05:51:17 AM

Title: 5e D&D Random Encounter Tables
Post by: S'mon on December 05, 2014, 05:51:17 AM
I had a go making a couple generic encounter tables for 5e D&D. Anyone else got any? I like 2d10 as it gives clean % chances for each entry, eg a 2 or 20 occurs 1% of the time, an 11 occurs 10% of the time.

5e Random Encounter Tables

Road/Semi-Civilised.  Basic Rules monsters.
2d10 4/day: morning, noon, afternoon, night. Encounter occurs 1 in 6.
2= Ogre CR 2, 1-4.
3= Orc CR ½, 2-12.
4= Brown Bear CR 1, 1.
5= Goblin CR ¼, 2-16. 25% with Bugbear CR 1 leader
6= Berserker CR 2, 1-4.
7= Knight CR 3, 1-3, 75% with Squires (as Guard).
8= Cultist CR 1/8, 2-16. If 10 or more have a Priest leader. 25% chance 1-8  zombies CR ¼.
9=  Bandit CR 1/8, 2-20. If 10 or more have a Thug CR ½ (75%) or Berserker CR 2 (25%) as leader.
10= Acolyte CR ¼ traveller, 1. Typically on a church errand.
11= Commoner CR 0, Peasant traveller, 1-6. Typically travelling to or from market.
12= Commoner CR 0, Merchant, 1-4, with wagon or pack mules. 50% chance of 1-6 Guards CR 1/8.
13= Priest CR 2, 50% with 1-4 Acolytes CR ¼.
14= Patrol: 11-20 Guard CR 1/8, commanded by a Knight CR 3.  25% chance of a Priest CR 2.
15= Thug CR ½, 1-6.
16= Wolf CR 1/4, 1-10,  may attack lone or weak-looking travellers.
17= Hobgoblin CR ½ 2-8  
18= Werewolf CR 3, 1.
19= Giant Spider CR 1, 1-4.
20= Troll CR 5, 1-2


NPC Encounters. Uses Monster Manual NPCs.
2d10. Check 4/day 1 in 6, or as desired.
2= Archmage CR 12
3= Druid CR 2
4= Berserker CR 2
5= Tribal Warrior CR 1/8
6= Bandit Captain CR 2, 75% with Bandits CR 1/8
7= Cultist CR 1/8, 50% with Cult Fanatic CR 2
8= Thug CR ½, 25% with Gladiator CR 5
9= Acolyte CR 1/4
10= Bandit CR 1/8
11= Commoner CR 0
12= Scout CR 1/2
13= Guard CR 1/8 (patrol)
14= Noble CR 1/8, with Knight or Guards
15= Knight CR 3
16= Veteran CR 3
17= Spy CR 1
18= Priest CR 2
19= Mage CR 6
20= Assassin CR 8