Random encounters

Travelling encounters

 * 1) Signs of (random encounter) can track, camp remains
 * 2) 2. Small obstacle/hazard -
 * 3) ravine
 * 4) fallen tree
 * 5) quicksand
 * 6) local trap
 * 7) grounded on a sandbar (mud) (leeches)
 * 8) boardwalk between paddy fields collapsed - dead oxen lie floating in the water. 15' gap, 5' on the other side is also rotten and will collapse. Bad stuff in water. (dc 15 jump?)
 * 9) Refugee cart pulled by oxen stuck in rut - oxen at back will have their backs broken in 3 rounds. Animal handling check to realise. Cart can be pulled out with DC 40 check or 25 if using a lever (dc 10 craft). Add results.
 * 10) flooded ford - fast moving water, dc 15 swim - jagged wreckage downstream (+8, 2d6)
 * 11) bog - carpentry (dc 10) or survival (dc 15) to make a raft
 * 12) scree slope - landslide, 70' of trail collapsed, rope pegged across the slide.
 * 13) more than 100lbs on rope - snaps. Keep hold of rope - dc 15 str. If falling, 60', 3d6 damage/round. dc15 dex stops slide. dc 15 climb to get across after rope is gone.
 * 14) 3. Interesting flavour - small shrine, waterfall, submerged statue, fruit bats hanging from trees, flying in flocks, useful herb, crashed dragonfly automaton
 * 15) 4. Paranoia fuel - the sound of drums, eyes in the forest, crucified corpse, the sound of distance shells
 * 16) Unmanned sampan, wizards on dragonflies, flayed skins in tree (Yapefulu the Skinner), Monk leading Jiangshi
 * 1) Unmanned sampan, wizards on dragonflies, flayed skins in tree (Yapefulu the Skinner), Monk leading Jiangshi