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Better Battles
Use the tables below to get your creative juices flowing and build unique, exciting encounters. Simply roll a D20 for Table
1 and Table 2 to determine the hazardous terrain and special feature present during the encounter, and then roll a D100
(or D% + D10) to determine the tide-turning event. An example encounter might be: A room with a stone floor covered in
thick ice and a heavy mounted crossbow on a raised dais at its center. At some point in the encounter, the PCs fallen
enemies will begin rising as horrific undead!
2 Glyphs etched into the floor dispel magic. 12 Stone flooring radiating extreme heat.
5 Slime-covered stone flooring. 15 Thick tree roots growing through the floor.
8 Room ringed with burning gutter of fire. 18 Nonsensical series of stairs and ladders.
9 Floor littered with skulls and bones. 19 Intermittent pressure plates activate flame spouts.
10 Intermittent pressure plates activate dart traps. 20 Faded letters in floor spell out a clue.
4 Alchemists table with bubbling liquids. 14 Crates filled with acid flasks.
9 Kegs filled with explosive fire powder. 19 Large hanging glass chandelier.
10 Overflowing water channel. 20 Faded murals with hidden switches and levers.
Table 3 Encounter Events
01-02 Room begins flooding with water. 51-52 Floor falls away in sections.
03-04 Secret door appears when splashed with blood. 53-54 Mutiny erupts within enemy ranks.
05-06 Spears rise from floor/walls/ceiling. 55-56 Room begins filling with noxious gas.
07-08 Room begins revolving. 57-58 Rocky spires jut up from the ground.
09-10 Murder holes open in the walls and ceiling. 59-60 Massive pit opens in the center of the room.
13-14 Something flammable catches fire. 63-64 Doors seal themselves with magical runes.
15-16 Enemies retreat and take cover behind barricade. 65-66 Magical effects fill enemies with violent rage.
17-18 Walls begin closing in to crush everyone. 67-68 Arcane obelisks appear and begin spewing spells.
19-20 Room begins freezing over. 69-70 Enemies surrender and call for parley.
21-22 Enemies fire ranged weapons from the rafters. 71-72 Wall rises from the floor to divide the room in half.
23-24 Wall crumbles to reveal a monstrous creature. 73-74 Rift appears and begins pulling things in.
25-26 Wall of blades bursts from the floor. 75-76 All nearby light sources go out.
27-28 Enemy boss appears. 77-78 Strong wind threatens to knock everyone prone.
29-30 Fallen enemies rise as undead. 79-80 Enemy pulls out a wand and starts slinging spells.
31-32 Summoning circle activates and creatures appear. 81-82 Fallen weapons float to attack PCs.
33-34 Statue begins pulling all metal towards itself. 83-84 Debris begins falling from the ceiling.
35-36 Enemy draws repeating crossbow and opens fire. 85-86 Gravity doubles, weighing everything down.
37-38 Empty suit of armor activates to attack PCs. 87-88 PCs weapons get brief elemental damage.
39-40 Huge chasm opens up in the floor. 89-90 Enemies start throwing alchemists fire.
41-42 Bigger monster appears to chase enemies away. 91-92 PCs begin experiencing hallucinations.
43-44 Enemy downs a potion and doubles in size. 93-94 Unknown force seizes control of enemies.
45-46 Massive tree erupts from the ground. 95-96 Room begins collapsing.