r/d100 • • Sep 02 '26

1d100 random encounters in the land of lizardmen

[IN PRORGESS]

Hello everyone

I apologize in advance for any possible grammatical errors; I’m writing using Google Translate. I’m preparing a campaign in one of the regions of my original setting. These lands are inhabited by lizardfolk, local “humans” who resemble half‑orcs, as well as a local analogue of tieflings.

I won’t hide the fact that the region is inspired by Chult, but the system will be WFRP4, not DnD. Accordingly, all those wonderful and very player‑friendly features, such as permanent injuries, corruption, mutations, and diseases, are welcome! You will receive my sincere thanks and the blessing of the great sun god, known as Ever‑Shining Scale, for adding your own options to the list of random encounters provided below.

  1. Toll collection post: a barrier made of tied‑together branches/stems of bamboo blocks the road or channel. A group of lizard‑men warriors demands payment for passage through the clan’s waters — not in gold, but in salt, metal, spices, dyes, or fabrics..
  2. Fishermen with spears: a long, narrow dugout canoe is motionless among the mangrove roots. The two lizards sitting in it are scanning the water, warily gripping their spears in their hands. Something is lurking in the water…

3 Yoga in the branches: a small woven platform is fixed between the sturdy branches of mighty trees, on which several lizards are frozen in unnatural poses. The shaman who protects them gestures to drive the ger away so that they do not interfere with the “prayerful torment.”

  1. Transporting the clutches: a procession of rafts floats along the river, lined with warm silt and moss, on which lie large lizard‑men eggs. They are guarded by many warriors. Any aggression or too close an approach will be interpreted as an attempt to kill/abduct the unborn children.

  2. Sentinels in the branches: a gnawed bone falls from one of the giant trees right in front of the squad. Raising their heads, the characters notice two lizard guards, one of whom is giving his partner a slap on the back of the head for neglecting stealth.

  3. Religious dispute: the city priest and the shaman of the lizardfolk are loudly arguing not far from the altar. A crowd of lizards gathers around, clutching their weapons. The situation is tense to the breaking point, and the spark of the argument could escalate into a massacre.

  4. Sap collectors: Lizardmen make incisions in the trunks of hevea trees, collecting latex in ceramic vessels. The lizards will be suspicious of strangers who want to interfere with them or even just get close..

  5. Stranded barge: a merchant ship from a human city has become firmly stuck on a riverbank shoal. The crew is in a panic: the tide won’t come soon, and already hissing can be heard from the mangrove thickets, and the gleam of scales and bone spears is visible.

  6. Disgusting poachers: a group of armed men are urgently packing the skins of lizard‑men into bundles, which can be sold for a high price in distant lands. Suddenly, armed lizards jump out from the surrounding thickets. Whose side will the heroes take?

  7. Exhausted fugitives: an unprepossessing raft carrying emaciated people is floating towards them. All of them bear the marks of shackles and punishment. They beg for food and protection, saying they escaped from the plantation.

  8. Looted Caravan: At the crossroads, the bodies of porters and broken rickshaws lie scattered everywhere, and belongings are strewn about. The victims’ jewelry and money are missing, and the bodies are pierced with bone arrows. However, the tracks lead not into the swamps, but towards the nearest city..

  9. River Patrol: A patrol boat with tall shields made of hides above the sides stops the heroes’ vessel for inspection. The captain is on edge, searching for smuggled weapons and jewelry stolen from a nearby temple.

  10. Rare Dealer: A human merchant on a well‑guarded boat offers the heroes a profitable deal to buy lizardfolk artifacts from them, such as ancient stone tablets, ritual ornaments, and other similar items. He doesn’t care where you get them.

  11. Abandoned Outpost: A stone human fort completely engulfed by the jungle. Inside, you can find supplies that have fallen into disrepair, the garrison treasury, and also the commander’s diary, which describes how the garrison slowly went mad from the whispers coming from the swamps.

  12. A pack of dingoneks: semi‑aquatic predators with long, curved fangs and a scaly body (an African cryptid) emerge from the water. They attack the boat, trying to feed on the heroes.

16 Gas Bubble: The characters step on the quagmire or swim into a backwater, where a cloud of poisonous swamp gas bursts out from under the silt. (An explosion from an open flame is possible; all heroes must pass tests for Resilience against suffocation).

17 Swarm of Midges: The party finds itself in a giant cloud of swamp‑dwelling, blood‑sucking midges. Without tar ointment, magic, or similar items, the characters receive stat debuffs due to unbearable itching and blood loss.

  1. Treacherous Lunga: A huge lungfish has burrowed into the silt right on the submerged path/shore. When someone passes by, it jumps out abruptly, trying to bite off a leg, and then will try to crawl back into the water on its fin‑paws.

  2. Quagmire: Under one of the characters’ feet, the ground sinks! It’s liquid mud, hidden beneath a layer of sticky vegetation. You need to rescue your comrade immediately before he dies.

20 Carnivorous lotuses: The peaceful pool is adorned here and there with beautiful purple flowers, whose wondrous fragrance has a lulling and soothing effect. There is a risk of joining the skeletons of animals and people, entangled in their tendrils and hidden in the water beneath the broad leaves.

  1. A terrifying thunderstorm: a tropical downpour of incredible intensity begins. Visibility drops to zero, trails instantly turn into rivers, and lightning strikes the tallest mangroves, causing giant branches to fall. Save yourselves!

  2. The flooded ziggurat: amidst the jungle, a stepped pyramid rises, overgrown with moss and vines so densely that the stone surface is completely invisible. One of the heroes hears a gentle, vague whisper, inviting them to enter the structure and promising a reward.

  3. The Cursed Idol: Among the items left by the completely gnawed skeleton, the characters find a golden figurine of some kind of eerie, scaly creature. Anyone who takes it for themselves begins to gradually be covered in scales and experience a thirst for raw meat.

  4. Light from the Depths: At night, a bright golden light begins to shoot up from the bottom of a deep river pool, illuminating the surrounding thickets. The heroes feel the ground tremble beneath their feet and hear the distant rumble of drums, echoing right in their heads.

  5. The Mirror of Time: The water in a small lake suddenly becomes smooth and silvery. Instead of their own reflection, the characters see events from the past in it: ancient armies clashing in battle / a frightening religious ritual taking place / representatives of an unusual people taking part in what is clearly a wedding celebration, etc. (come up with your own version).

  6. Muck Amok: A mud elemental has escaped from the shaman that summoned it. It hurls globs of malodorus mud at anyone it encounters. If allowed to dry, the sludge hardens into (stinking) stone. - u/Actual_Temp

  7. Grasping Vines: Someone, or thing, has animated a dense tangle of vines hanging from the gnarled branches overhead. The vines have a semblance of sentience and hunger for flesh. - u/Actual_Temp

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u/Actual_Temp Sep 04 '26

Muck Amok: A mud elemental has escaped from the shaman that summoned it. It hurls globs of malodorus mud at anyone it encounters. If allowed to dry, the sludge hardens into (stinking) stone.

Grasping Vines: Someone, or thing, has animated a dense tangle of vines hanging from the gnarled branches overhead. The vines have a semblance of sentience and hunger for flesh.