Given here is a list of possible encounters the party may come across on their travels across
the air, coast, desert, forest, mountains, plains, ruins, sea, tundra, underground, urbanity,
and wetlands. Creature and combat encounters are separated by difficulty, with
Non-Combat encounters given after all creature encounters for a given
area. Encounters can be used to spice up an adventure, convey the danger of an area, serve as a
launching point for any plot threads you may have in mind, or something else entirely! The only
limits are your creativity and the tier of your party. When picking encounters, you can roll
on the appropriate table or pick and choose which one(s) you like.
The Frequency of Encounters
How frequently the party encounters something dangerous or outright hostile to them should,
of course, be dependent on how dangerous the area they are traveling through is. Assuming you
did not roll for an encounter in Chapter 8, at some point during
each day the party is travelling through a given area, roll a d12, and whether or not the party
has an encounter depends on how safe the area is: if the area is relatively safe (e.g.
well-traveled roads or the affluent section of a city), the party has an encounter on a roll of 1;
if the area is relatively unsafe (e.g. woods nearby civilization or waters sometimes used for
trade routes), then the party has an encounter on rolls of <2; lastly, if the area is
relatively dangerous (e.g. a monster-infested cave system or an uncharted island), the party has
an encounter on rolls of <4. As for what tier these encounters are, you can roll for
it (using 1d6, with Non-Combat encounters occurring on a roll of 6) or decide for yourself,
depending on your desires.
Combat Encounters
Air encounters carry a special danger with them; if a character is knocked off of
their mount or vehicle, they enter freefall, and could very well die if they are not
saved. When in freefall over a height of > 30 meters, assume a creature falls
30 meters/sec; remember that for every 3 meters fallen, a character takes an amount
of fall damage depending on their Size, up to
190 damage dice.
Air encounters carry a special danger with them; if a character is knocked off of
their mount or vehicle, they enter freefall, and could very well die if they are not
saved. When in freefall over a height of > 30 meters, assume a creature falls
30 meters/sec; remember that for every 3 meters fallen, a character takes an amount
of fall damage depending on their Size, up to
190 damage dice.