GRAND UNIFIED RANDOM ENCOUNTER SYSTEM
When to draw:
Each
outdoor square the party passes through
Each
day a group spends scouting an outdoor square
Each
night spent encamped outdoors
Each
4 hours spent roaming around in a town or village during the day
Each
turn spent up to no good in a settlement at night
Card Result:
Joker:
DM’s Choice/Special: if PC spends inspiration, then PC’s
choice
Spades: no encounter
Ace/Face Card: A hostile creature is perceived, but not encountered. Perhaps the PCs see spoor or the remains of a victim or hear a noise in the distance.
Number Card: A weather change event
Hearts:
potential helpful encounter
Ace:
helpful healing hermit, cleric, druid
King: spirit or fey creature with helpful advice
Queen: convenient shelter or unknown dungeon
Jack: helpful peddler with things to
sell
Number Card: deer or wild boar to hunt, if desired, good pick
pocketing target
Diamonds: encounter with humans or
demi-human locals
Ace:
Noble, Knights or Leaders with soldiers
Face Card: Patrol (Knights, Archers and/or Guards or
the like as appropriate)
Odd numbered Card: thieves, bandits, cultists, perhaps
disguised as commoners
Even numbered card: commoners doing their business
Clubs:
potentially hostile encounter
Wilderness:
Ace/Face Card: serious monster (probably owlbears), coming
right for you
Odd Number Card: Orc or goblinoid
raiders
Even Number Card: other wilderness monster (use Xanathar’s
Guide)
Urban:
Ace/Face Card: Potentially hostile NPC with entourage
Odd Number Card: The Town Watch
Even Number Card: roll city encounter from Xanathar’s Guide