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Wilderness Encounters in the Thickets Campaign

Use the procedures found in The Nightmares Underneath, page 357.

The default encounter die in most areas of the wilderness is a d8.
In a hex that contains an entrance to a nightmare, or a similarly dangerous location, it is a d6. Be aware that some of these locations move.




Encounters Along the Road


1. 1d6 Exiles. 1 in 6 chance they accompany a trader from nearby settlement, with d4-1 hired guards.

2. 2d10 Bandits.

3. Beasts of the Wilds.

4. 1d6 Militant scouts, determine faction and any special equipment.

5. 1d4 Devils.

6. 1d10 Interred (stats as Silent Accusers). If only 1 appears, it has escaped of its own accord.

7. 2d6 Sun Courtiers.

8. A Horseman.


Encounters on the River


1. 1d6 Exiles. 1 in 6 chance they are the crew of a raft or boat.

2. 2d6 Bandits.

3. Beasts of the Wilds.

4. 1d6 militant scouts, determine faction and any special equipment.

5. 1d6 Interred (stats as Silent Accusers). 1 in 4 chance they are stuck in the river current.

6. 2d6 Sun Courtiers.

7. The Stalker.

8. A Horseman.


Encounters in the Near Wilds


1. 1d6 Exiles.

2. 2d10 Bandits.

3. Beasts of the Wilds.

4. 2d10 Merchant-Industrialist Militiamen.

5. 1d4 Devils.

6. 1d8 State-Sanctioned Thaumaturgists.

7. 3d6 Iridescent Globes.

8. A Horseman.


Encounters in the Middle Wilds


1. 3d4 Exiles.

2. 2d10 Bandits.

3. Beasts of the Wilds.

4. 2d6 Interred (stats as Silent Accusers).

5. Tomb Guardian.

6. 2d6 Sun Courtiers.

7. A being from an extant nightmare, chosen at random.

8. A Horseman.


Encounters in the Far Wilds


1. 1d6 Rittersnakes.

2. 2d6 Interred.

3. Beasts of the Wilds.

4. Tomb Guardian.

5. 1d4+1 Thorn Priests

6. 1d3 Poison Trees

7. Occult-Futurist balloon with 1d6 scouts

8. A Horseman.


Encounters in the Mountains


1. 1d6 Exiles.

2. 2d10 Bandits.

3. Beasts of the Wilds.

4. 2d6 Interred (stats as Silent Accusers).

5. A Blackbird.

6. 1d4+1 Adepts of the Flame.

7. Tomb Guardian.

8. A Horseman.


Encounters on the Coast


1. 1d6 Exiles.

2. 2d6 Occult-Futurist Scouts. 1 in 4 chance they have a balloon.

3. 1d6 Rittersnakes.

4. 3d6 Iridescent Globes.

5. 1d6 Glass Thieves.

6. 1d6 Illuminators. Asleep during the day.

7. Occult-Futurist Dirigible.

8. A Horseman.


Stats for silent accusers, rittersnakes, sun courtiers, the stalker, thaumaturgists, iridescent globes, tomb guardians, thorn priests, poison trees, blackbirds, adepts of the flame, glass thieves, and illuminators can all be found in the TNU Bestiary available through Johnstone Metzger’s patreon.
I use various human statblocks from Only Monsters Here for Occult-Futurists, militants of various stripes, bandits.
Exiles are usually bog standard people who I often just forego putting stats to barring circumstances where that specifically becomes necessary.

Up next Play Report 11 - A Small Reunion Beasts of the Wilds A supplemental table for the Wilderness Encounter tables. 1. 2d6 King’s Dogs. 2. 2d6 Wolves. 3. Big cat. 4. Bear. 1-in-8
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