For each hex explored, roll 1d20. On a 1-10, there is no encounter. An 11-16 forces a roll on the Combat Encounters table, and an 18-20 will warrant a roll on the Social Encounters table.
If the players choose to take a long rest in a hex, roll again.
The usage column is for tracking how many times these encounters have been put into play. I suggest the Deadly encounters only occur once. If you roll an encounter more times than suggested, choose another encounter in that difficulty bracket.
Combat Encounters usually result in violence, unless the party manages to avoid detection entirely, waiting for the monster to pass, or using stealth to move around it.
Social Encounters involve non-player characters that have their own agenda, but are not immediately threatening or violent. Some may request aid, offer support, or be willing to trade for goods and information.
|6||Animated Mining Contraption||Medium|
|9||Flying Mining Pick, zombie||Easy|
|12||Steam mephits (2)||Easy|
|14||Myconid adult, needle blight||Medium|
|15||Violet fungus, Twig blights (2)||Medium|
|16||Dretch, Manes (2)||Medium|
|18||Myconid adult, Scarecrow||Hard|
|19||Myconid adults (2)||Hard|
- Ghast: This was a shaman of the lost Munsee tribe, who betrayed his people and cursed them.
- Pseudodragons: These Chinese dragons are locked in a brightly colored laminate chest.
- Steam Mephits: They can be found inhabiting old mining contraptions which can be salvaged.
|Lost miners||Safe passage to surface||$120|
|Surveyors||Map information||Map information|
|Bandit prisoner||To be free||Service as henchman|
|Medicine man||To find a rare plant||Potions|
|Sherrif and deputy||Location of a criminal||$100 each|
|Telemancer||Monster defeated, telegraph line connected||Communication services|
|Sprite warrior||Bandit scalps||Sleep poison or antidote|
|Thief||His hidden stash to remain a secret||Will buy/sell black market goods|