Roll D6 for the things below.
[center [h3 Encounter Table/1]]
D1: Easy Challenge
D2: Medium
D3 Hard
D4: Deadly
Find CR and alter accordingly with the kobold fightclub.
Have the PC's find a device that allows them to sense
"Mutations" attached to another device that can sense the players Combat Prowess.
Senses how dangerous an area is compared to them.
Green: Easy Encounters for their level or lower
Yellow: Normal Encounters:
Orange: Hard encounters
Red: Deadly Encounters
Black: Beyond Deadly and not recommended
[center [h3 Non Combat Encounter List/2]]
[https://www.dndbeyond.com/forums/dungeons-dragons-discussion/dungeon-masters-only/26392-a-d100-non-combat-random-encounter-table Here]
[h3 Nature/Obstacle/Trap Encounter/3]
[h3 Improvise an Encounter/Story Moment/4]
1: Improvise completely OR they find a settlement of some kind.
D4 for how well populated armed.
D1: Legit just a small group of 1-6 people
D2: A larger Group 1-12 people
D3: A full on village (Possibly) 3-60 people (Roll 3D20's)
D4: A well armed base or decent civilization a hub of sorts
2: The clock turns Black for a creature they shouldn't handle in the distance or an energy around
3: Story Plot line Hook for a party member
4: Natural weather/disaster issue
[h3 Possible Treasure/5]
Roll a second D4 (Searching action applies here as well)
1: Magic Item Chance: (Not always weapon or armor though) (May be tied to a deadly encounter)
2: Possible money/treasure!
3: Healing potions
4: Food supplies (Explaination)
[h3 Quest Given (Or quest advancement)/6]
[h3 Searching]
If they are searching for a specific thing that encompasses the table or does not encompass it have them roll Survival.
1/6 chance to find said thing.
Survival 10 is 2/6
Survival 15 is 3/6
Survival is 4/6 chance
[center [h3 Dungeon Opportunity/7]]
(Other quest can lead into a dungeon easily)
1: Trap: (Use danger chart and be creative and roll for it.)
2: Ambush: Give them a chance to sneak on the party. (Can only be normal or easy encounter)
3: Have a chance to ambush them if Sneak/Perception passes!
4: Run into a friendly face in the dungeon
5: Treasure Chart (CR Appropriate to a "Boss" of Easy,Normal,Hard,Deadly) not Hoard though.
6: Paths Split (Roll for what is in each path but don't tell them just describe what they see.)
D4 to see how many paths it breaks into.
End of a dungeon let them face an encounter/boss and possibly gain a treasure hoard for it!
[center [h3 Social Encounter/Exploration 8]]
Roll D4
If 1-2 it's Social Encounter (Only if it makes sense) if not?
3-4 it's exploration like.. Running into a tunnel or a mountain.
Or having multiple paths to choose from on you're journey.
[h3 Hoard]
When rolling for rewards if the encounter felt scary/quest worthy or just make sense I'll have them roll from the "Hoard" table for better rewards.