Random Encounters (5e fallout Campaign Setting)

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Random Encounters[edit]

When attempting to make a journey more interesting, one may use the following random events. Roll 1d100, bringing the associated encounter to the party. On a 100, roll 1d20, adding that amount to the result. Encounters above 100 could be considered “wacky”, and as such may be rerolled if you wish.

1. Herd[edit]

The party comes across a pack of 2d4 brahmin and 1d4 townies herding them. They may trade with them for meat, hides, or even the brahmin themselves. If killed or robbed, each herder has 1d4 brahmin hides, 1d6 brahmin steaks, 2d4 bottles of water, and 2d10 caps.

2. NCR Scouts[edit]

The party encounters 2d6 NCR troopers. They will ask them to either: a.) fix their mobile radio with a DC 14 Arcana check for 4d6 + 2 5.56mm rounds or caps, b.) ask for directions to a local settlement where they will treat the party to a drink, or c.) ask the party to repair one of their rifles in exchange for a ballistic pistol with 1d4 full magazines of ammunition.

3. Brotherhood Patrol[edit]

The party encounters 2d4 Brotherhood knights. They will attempt to seize any obvious piece of technology more advanced than a laser pistol (laser rifle, plasma pistol, robots), but will not search them.

4. Super Mutant Patrol[edit]

The party encounters 1d12 super mutants, mutant hounds, or centaurs. They will either attack the party on sight or continue on their way, giving the party a wide berth for various reasons including scouting for a larger force or wariness of humans do to discrimination.

5. Enclave Patrol[edit]

The party encounters 1d4 Enclave soldiers. They will attempt to kill any creatures available except those who appear to be from a vault, who they will attempt to kidnap.

6. Shootout[edit]

The party encounters 3d4 scavengers defending a diner from 2d8 raiders. Both parties will be unaware of the party. Unless the party enters the diner or attacks one group, they will be ignored.

7. Wandering Merchant[edit]

The party encounters humanoid with 2d4 guards and 1d4 brahmin. They can trade with this humanoid, who’s inventory is average at best. The guards will attack if the party approaches within 15 feet of the merchant with weapons drawn.

8. Raiders[edit]

The party encounters 1d6 raiders. They will attack the party on sight.

9. Gecko Nest[edit]

The party wanders into the nest of 3d8 geckos. They will attack on sight.

10. Hunters[edit]

The party encounters 1d4 scavengers fighting 1d6 beasts.

11. Slavers[edit]

The party encounters 2d6 raiders and 1d4 townies. The raiders will either 1.) attempt to sell the slaves to the party for 100 caps each or 2.) attempt to enslave the party.

12. Mole Rat Nest[edit]

The party encounters 2d4 of each rat type. They will attack on sight.

13. Deathclaw Nest[edit]

The party encounters 2d12 deathclaws and 1 deathclaw matriarch and alpha. They will attack on sight.

14. Pack of Dogs[edit]

The party encounters 3d4 dogs of any type. They will not attack unless attacked.

15. Brotherhood Paladins[edit]

The party encounters 1d6 Paladins. They will not be agressive to the players, and will be en route to a pre-War ruin to recover

16. I think-bush, therefore I...[edit]

The party encounters a small canyon with a well worn road running through it. 3d4 safety cones line the road, each with a fragmentation mine under it, and there is an overturned semi-trailer. 2 raiders hide on both sides of the 30 foot high canyon and can be seen with a voluntary Perception check or Passive Perception of 15. If the party enter the canyon, they will be attacked after they reach halfway through or set off 1 mine. Inside the overturned trailer is a varmint rifle with a scope and 30 5.56 Caliber rounds.

17. Stand-off[edit]

The party encounters a group of 2d4 townies and scavengers in a stand-off over a closed fridge. The party may attempt to diffuse the situation, let the group shoot each other, or shoot them themselves. Inside the fridge is 1d6 food items and cans of water.

18. Bounty Hunters[edit]

The party encounters a group of 1d6 couriers who will approach them, tell the party they were payed 10d10 caps to kill them, and attempt to do so unless the party can match the offer.

19. Stars of the Midnight Ranger[edit]

The party encounters 1 veteran ranger aiming their anti-materials rifle at a group of 2d4 slavers or legionaries with 1d4 slaves.

20. Legion Patrol[edit]

The party encounters 3d4 legionaries. They will either pass the party without conflict, attempt to enslave the party by force, or barter for slaves and other goods.

21. Desert Stalkers[edit]

The party encounters a strangely flat 200 ft. by 200 ft. area of desert. Randomly scattered across this area are 15 Hidden desert stalkers. Animal and human bones line the sides of the only safe path through. They will not be agressive unless the party enters a nest. Desert stalkers will not come to each other’s aid.

22. Desert Stalker Mating Season[edit]

The party encounters a strangely flat 200 ft. by 200 ft. area of desert. 20 desert stalkers swarm across this land, laying and fertilizing eggs. The party enters this area, all desert stalkers aware of them will become hostile.

23. Small Farm[edit]

The party stumbles across a small farmhouse with 1d4 townies and 1d2 Brahmin. The crops can be bartered for or the party can attempt to steal the crops with a successful DC 14 stealth check and a successful DC 10 slight of hand check. If stolen, the party gains 2d6 raw plants.

Special Encounters[edit]

101. Café of Broken Dreams[edit]

The party encounters a run down diner. Inside are various characters the player considered playing, but didn’t and unfinalized versions of player and non-player characters.

102. Crashed Shuttle[edit]

The party encounters a crashed shuttle from Star Trek. It must have gone though a space-time distortion. Its red-shirted occupants have 2d10 stimpacks and 1d4-3 alien blasters with 45 pieces of ammunition.

103. Guardian Portal[edit]

The party encounters a large stone ring. Walking through the ring results in them being sent back in time temporarily. Regardless of the actions taken by the players, they ultimately cause the instigating event of their adventure before being sent back to their proper time.

104. King Arthur’s Knights[edit]

The party encounters 5 men wearing large suits of elaborate armor and wielding swords. These characters use the statistics of Brotherhood paladins with shishkebabs. They will ask if you know the direction of the “Holy Hand Grenade of Antioch”. After giving them an answer, the party will be rewarded 500 caps.

105. King Arthur’s Knights Fighting a Rat[edit]

The party encounters the Knights fighting a particularly strong rat. This rat uses the statistics of a legendary deathclaw, save for being Small. On the other side of the fight sits a cave, inside which is a Holy Hand Grenade. This can be used to kill the rat instantly. Each knight has 500 caps and 200 microfusion cells.

106. A Man Guarding a Bridge[edit]

The party encounters a man wearing purple robes guarding the only bridge over a treacherous canyon. He uses the statistics of Frank Horrigan, save for being Medium. He will ask the party 3 questions. If the party answers all questions correct, he will move from blocking the bridge. If they answer a question wrong, their hit points are reduced by half their maximum. If they ask the man a question he does not know the answer to, which isn’t particularly difficult, he will explode, leaving behind only his robes which act as an oversuit with the statistics of a full set of combat armor, not including the helmet, and weighs 1 pound.

107. Maud’s Muggers[edit]

The party is ambushed by 6 old women wielding rolling pins that use the statistics of scavengers.

108. Recon Craft[edit]

The party encounters a hovering alien spacecraft. The door is locked, but 3 aliens wielding blasters patrol the exterior. One will be designated the captain, wearing orange highlights. If the captain is killed before the others become aware of the party, they will not attack. Otherwise, the aliens will shoot on sight. Each alien will have 40 alien power cells.

109. The Monster’s Name is Gigan[edit]

The party encounters 1 geckozilla engaged in combat with a super mutant behemoth whose hands have been replaced with obnoxiously large knives. The remaining creature will be hostile to any other creature.

110. Strange Mine[edit]

The party encounters a mine burrowing straight into the ground with perfectly square walls. If the party delves into the mine, they will discover a cube chest with 5 gold bars and 5 pieces of scrap metal. If they delve further, they will find 2d6 giant cube spiders that use the statistics of ants.

111. You’re Finally Awake[edit]

The party encounters a small town. Above it flies 1 geckozilla with a flying speed of 60 feet that will attack any creature it sees.

112. Johnson and the Arugulas[edit]

The party encounters a single legionary on a raised concrete platform fighting off 6 skeleton-like ghouls.

113. Kings of Monsters[edit]

The party encounters one geckozilla fighting an ape-like mega sloth. The fight doesn’t last that long.

114. The Nest[edit]

The party encounters a ridiculously large cave. Deep within are 15 geckozilla and a set of 16 suitcase-like lead-lined metal boxes. Each box has 5,000 caps.



117. Figured They’d Try Shooting Their Way Out[edit]

The party encounters a lawful good hellfire trooper wearing green armor and wielding an assault rifle, and a lawful good lakelurk capable of speaking Common wielding a proton axe fighting a group of 3d10 aliens and 3d4 hairy super mutants.




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