Whether on the road or travelling through the wilderness, characters can encounter other people, creatures and oddities. Some may be friendly or helpful, some may be hostile or dangerous and some may simply be strange. Some could be used as ideas for side treks or adventures. Rather than glossing over treks between places, this list can be used to add random events to the journey.



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Here is a sample result:



There is loud grunting and cursing off the path. If the party follows it, and makes a DC 13 Survival check, they find a clearing with a huge still in it. Working the still is a massive man whose height easily tops ten feet. The half-giant regards the party with suspicion, but a DC 15 Persuasion check (with advantage if the party offers to help), makes him friendlier. He’s quite knowledgeable on the chemistry of brewing, but seems to be having trouble with his still, and a DC 15 Intelligence check, or use of mending will allow you to fix the problem. If the party helps him fix the still, he will give each of them a “little” bottle (one sized for a Medium-sized creature) of the alcohol. It is potent, requiring a DC 12 Constitution save if drunk. Failure results in passing out for 1d4 rounds.



One page is the front cover, one page the front matter and one page the Open Game License.



This supplement is also available in system neutral and Pathfinder versions. The former is a bit shorter and doesn't have the Pathfinder or 5E stats for some items. You do not need to buy all three versions.

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