Happiness is a New Notepad
14 hours ago
"A common mistake most DMs make is to rely too much on random die rolls. An entire evening can be spoiled if an unplanned wilderness encounter on the way to the dungeon goes badly for the party. The DM must use good judgment in addition to random tables. Encounters should be scaled to the strength of the party and should be in harmony with the theme of the adventure." (Emphasis mine.)
Roll a d6:The Northern Marches wilderness is designed so that the further the party gets from the town of New Hareth the more dangerous the encounter, I can then pick monsters of the appropriate difficulty and terrain.
1-2 Monster - these can either be lairs or dungeons
3 Trap - I use this for actual traps, difficult terrain such as a river crossing, cliff face, etc., or clues such as trails, totems, footprints, etc.
4 Special - I often use the Judges Guild Ravaged Ruins table
5-6 Empty