Random Encounters on the Roads or Wilds of Athas
Written by Raddu, and first published on 2024-07-21
A table of social encounters in the wilds or roads of Athas.
Taking inspiration from Level Up Advanced 5e’s Trials and Treasures book, I created a D100 table of social encounters in the wilds or roads of Athas.
Roll | Encounter |
---|---|
1 | A group of escaped slaves seeking refuge from their brutal templar overseer. |
2 | A lone, wandering psionicist seeking lost knowledge of the ancient past. |
3 | A patrol of half-giant guards who suspect the PCs of water theft. |
4 | A noble’s patrol demanding tribute to pass through their territory. |
5 | A desperate merchant whose caravan of kanks has been attacked by raiders. |
6 | A dying elven courier with a message that could shift the balance of power in the Tablelands. |
7 | Curious pack of thri-kreen, who wish to approach and inspect the PCs, as the kreen are unfamiliar with their kind. |
8 | An erdlu herder, blocking the path and seeking help against desert predators. |
9 | A defiler seeking subjects to experiment on with his forbidden magic. |
10 | A visionary predicting the return of a long-lost and verdant paradise. |
11 | A young gladiator dreaming of gold and glory, wishing to join the party. |
12 | A rancher accusing the adventurers of scaring away his precious crodlu. |
13 | A traveling arena troupe looking for new fighters and entertainers. |
14 | A trader in rare cactus wine, too drunk on his own wares to find his way back home. |
15 | A solemn procession carrying the remains of a renowned gladiator. |
16 | A ranger of the wastelands demanding proof of the party’s intentions. |
17 | A messenger from the Veiled Alliance with a secret mission for the party. |
18 | A child with a unique psionic talent, lost and afraid in the wilderness. |
19 | A bounty hunter tracking a notorious and wanted defiler across the desert. |
20 | An exuberant bard recounting tales of ancient Athas in exchange for protection. |
21 | A disgraced noble challenging anyone to duels to regain their honor. |
22 | A druid trying to recruit adventurers to protect an oasis from defilers. |
23 | A mad sorcerer proclaiming the discovery of a new source of magic. |
24 | A pair of elves on a daring heist against House Stel. |
25 | An aged sorcerer traveling to an obscure ruin, seeking arcane artifacts. |
26 | A villager desperate to find a lost heirloom in the sands. |
27 | A column of templar soldiers, off to enforce the will of their sorcerer-king. |
28 | A desperate adventurer selling maps to secret water sources. |
29 | A cursed artifact holder, looking to pass on their burden. |
30 | An old ally or foe from a past campaign, bearing news or a challenge. |
31 | A wanderer with no memory, carrying a mysterious artifact. |
32 | An archaeologist unearthing the secrets of a fallen civilization. |
33 | A group of nomads sharing tales and supplies around a fire. |
34 | Monks seeking the wisdom of the ancients in hidden sanctuaries. |
35 | A survivor of a raid, warning of a powerful warlord’s approach. |
36 | A rogue templar seeking redemption, or perhaps just a new master. |
37 | A beggar who knows the city’s secrets, trading them for sustenance. |
38 | Refugees from a village recently conquered by a sorcerer-king. |
39 | An abandoned mekillot, its cargo looted but valuable clues left behind. |
40 | A slave caravan, with a chance to free the captives or bargain with the slavers. |
41 | A zealot preaching the downfall of the sorcerer-kings. |
42 | A fruit seller with potion fruits made from rare desert plants. |
43 | A wanderer who believes one of the PCs is their lost kin. |
44 | The lone survivor of a bandit gang, offering loot for protection. |
45 | An alchemist seeking rare components that are guarded by desert creatures. |
46 | A beastmaster transporting a rare creature to the arena. |
47 | Bandits who mistake the party for an easy target, but quickly reconsider. |
48 | Dwarven miners singing of a legendary undiscovered vein of metal. |
49 | A festival in a small village, celebrating a rare, brief period of fertility. |
50 | Adventurers on a quest to free a city from its tyrannical ruler. |
51 | A warrior honoring a fallen comrade, offering a quest for vengeance. |
52 | A victim of a sorcerer-king’s experiment, seeking a cure or release. |
53 | A marketplace selling items from before the time of the sorcerer-kings. |
54 | A noble underestimating the dangers of the desert, in need of rescue. |
55 | A celestial event that augurs significant change, drawing many to observe. |
56 | A fortune-teller warning of a great sandstorm that will change the party’s fate. |
57 | A merchant dealing in ancient relics, each with a story and a curse. |
58 | A guide offering safe passage through a deadly area, for a price. |
59 | A telepathic call for help, leading to an obsidian orb containing the mind of a being, psionically trapped within for ages. |
60 | An elemental spirit manifesting before the party, offering a boon or a challenge. |
61 | A group of silt pirates ambushing travelers near a silt estuary. |
62 | A sage seeking escorts to ancient ruins, promising knowledge and power. |
63 | A pair of escaped arena beasts, now terrorizing a nearby settlement. |
64 | A group of children, descendants of a sorcerer-king, desperately trying to hide their powers. |
65 | A lone thri-kreen, challenging the party to a traditional hunting game. |
66 | A clandestine network of freedom fighters plotting to overthrow a minor noble. |
67 | A ghostly apparition of an ancient champion, seeking closure. |
68 | A caravan of exotic goods from a far-off land, surrounded by mysterious guards. |
69 | A mul gladiator and a member of a noble’s caravan, seeking freedom from his life of forced combat. |
70 | A quickly approaching psychic storm, threatening to overwhelm unshielded minds. |
71 | A recently reactivated ancient construct, lost and confused in the modern world. |
72 | A secret gathering of the Veiled Alliance, under threat of discovery. |
73 | A sentient plant creature, offering wisdom in exchange for protection from defilers. |
74 | A band of raiders, attacking with tactics hitherto unseen in the region. |
75 | A scholar possessed by the spirit of a long-dead sorcerer-king, seeking artifacts. |
76 | An elemental priest, seeking help to heal a corrupted oasis. |
77 | A group of halflings, curious and dangerous. |
78 | A bard singing forbidden songs of revolution and hope. |
79 | A merchant specializing in rare and dangerous magical artifacts. |
80 | A massive sandstorm uncovers the entrance to a previously hidden tomb, other adventurers are already there when the party arrives.. |
81 | A group of adventurers turned bandits, grown desperate in the harsh desert wastes. |
82 | An ancient library and undying librarian, both hidden and protected by powerful illusions. |
83 | A dragon sighted in the far distance, stirring fear and awe in all who see it. |
84 | A psionic duel between two powerful mindbenders, threatening to ensnare bystanders. |
85 | A meeting of tribal chieftains, discussing a potential alliance. |
86 | A water priestess with the power to find water, pursued by many. |
87 | An escaped sorcerer-king’s experiment, still mutating and quickly losing control. |
88 | A trader, offering maps showing “safe” passages through the Crimson Savannah. |
89 | A group of clerics, attempting to bring rain to a region of the desert. |
90 | A wizard on the run, offering secrets in exchange for protection. |
91 | A group of adventurers from another world, struggling to survive or understand Athas. |
92 | A lone survivor of a caravan, with tales of a monstrous attack. |
93 | A tribe of gith, offering alliance against a common enemy. |
94 | A naive young noble from a city-state, lost while seeking adventure. |
95 | A pair of druids, in conflict over the best use of their powers in a dying world. |
96 | A psionic message from a distant place, begging for help. |
97 | An oasis that appears and disappears, rumored to be guarded by spirits. |
98 | A wandering spirit guide, offering to lead the party to a place of power. |
99 | A massive skeletal drake, awakened from its slumber and now threatening nearby lands. |
100 | An ancient arena, unearthing itself from the sands and replete with spectral gladiators demanding a final battle for release. |