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The Random Encounter Table Thread.
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8 Apr 09, 15:49
Post: #11
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RE: The Random Encounter Table Thread.
(8 Apr 09 15:18)Sacrificial Lamb Wrote: Anyone reading these tables might notice that some of the creatures exist in large numbers. It's not too weird for a dozen or so Orcs or Goblins to appear in a random encounter. This implies that these tables will work best with dungeons/locations that are geographically large. You don't want to shove a dozen Orcs into a 10-foot by 10-foot room, so personally, I'd make maps with larger chambers... Your foolish adherence to Euclidian geometry is noted, Citizen.
Linux geek: Ubuntu Lucid Lynx (10.04) AMD 64bit CodeMonkey: PHP, MySQL, Perl My GPG public key is in my profile 'Let them call me rebel, and welcome, I have no concern for it, but I should suffer the misery of devils, were I to make a whore of my soul.' - Thomas Paine, on integrity |
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8 Apr 09, 16:00
(This post was last modified: 8 Apr 09 16:18 by Sacrificial Lamb.)
Post: #12
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RE: The Random Encounter Table Thread.
(8 Apr 09 15:46)KenHR Wrote: These are awesome. The little details are great, as are the non-monster encounters. You're welcome. I'm still editing it even now. There'll be more to come soon...Oh..! A couple more things. You might notice that some of the monsters are listed as "curious" or "inquisitive". This means that the monster in question is not necessarily hostile (initially), but just wants to check out any intruders. Of course, trigger-happy adventurers might elicit a violent response anyway... ![]() Also, the Planar Rejuvenation Chambers can make things a real pain in the ass if you're fighting the Grues. I'd make it so that it takes at least a couple rounds to properly remove any of the crystals, so it gives them some time to fuck around with potential thieves... Since I'm sick at home today, I'll type up one or two more tables tonight. Once I get a few more of 'em cranked out, I'll go on and stat them up... Edit: I'm trying to put in a new post...but instead, I keep adding to my last post. Weird..
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9 Apr 09, 01:16
(This post was last modified: 10 Jun 09 23:03 by Sacrificial Lamb.)
Post: #13
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RE: The Random Encounter Table Thread.
Aaaaaaand.....here's another one.
![]() Wilderness Encounter Table * 01-02 Unattended campfire; 25% chance of it still smoking; broken foliage in surrounding area * 03-04 Fresh water pond; fish swimming about, 10% chance of Brown Bear appearing in 1d12 rounds, 25% chance of Moose appearing in 1d10 rounds (AC 6; MV 12; HD 5+5; HP 30; #AT 3; DMG 1d6/1d6/1d8; SA paw hit on natural 18+ enables hug for 2d6 dmg; SD fight 1d4 rounds at 0 to -8 HP, dies at -9 HP; AL N; SZ L; XP 480) * 05-06 1d4 Giant Lynxes skulking about; possibly hiding in foliage (AC 6; MV 12; HD 2+2; HP 12; #AT 3; DMG 1d2/1d2/1d4; SA if Giant Lynx strikes with both forepaws, it gets two additional attacks; rear claws for 1d3/1d3; SD Hide 90%; surprise on 1-5 on d6; Detect Traps 75%; AL N; SZ M; XP 86) * 07-09 3d8 Human Bandits gathered around 1d4 campfires; armed with broadswords and short bows; 3d8 tents set up in the area (AC 7; MV 9; HD 0 [1d6]; HP 4; #AT 1 or 2; DMG 2d4 [broadsword] or 1d6 [short bow]; AL CN; SZ M; XP 14; Equipment: leather armor, shield, broadsword, short bow, quiver, 20 arrows, 1d8+1 gp, 2d8+2 sp, 3d8+3 cp) * 10-12 Circular stone well filled with fresh water; 10% chance of hostile Water Elemental appearing from it within 1d8 rounds (AC 2; MV 6/18; HD 8; HP 40; #AT 1; DMG 5d6; SA can upset small watercraft [8 tons], or slow/stop watercraft [40 tons]; SD +2 or better weapon to hit; can only stray 6" from their element [lose 1 point from each dmg die if outside its element]; AL N; SZ L; XP 1,225) * 13-14 3d6 1st-level Gnome Fighters at an encampment of 3d6 brightly-colored tents; 10% chance of them being accompanied by 1d4 Leprechauns (AC 7; MV 6; HP 7; #AT 1; DMG 1d6 [short sword] or 1d6 [spear]; STR 12, INT 12, WIS 10, DEX 13, CON 14, CHA 11; SA +1 to hit Kobolds and Goblins; SD +4 to saves vs magic wands, staves, rods, and spells; 60 ft infravision; -4 AC bonus against Gnolls, Bugbears, Ogres, Trolls, Ogre Magi, Giants, and Titans; Mining Sense, 10-ft-radius; AL NG; SZ S; XP 58; Equipment: studded leather armor, short sword, spear, 2d6+1 gp, 2d8+2 sp, 2d10+3 cp) Leprechauns (AC 8; MV 15; HD 1/2+1; HP 5; #AT 0; DMG nil; SA polymorph non-living objects; create illusions; ventriloquism; 75% pick pockets; SD 80% magic resistance; invisibility; immune to surprise; AL N; SZ S; XP 64) * 15-20 Rainstorm; lasts for 1d4 hours; -2 penalty to d20 rolls, and -10% chance to other tasks * 21-24 2d6 Elven hunters; armed with longswords and longbows (AC 6; MV 9; HP 7; #AT 1 or 2; DMG 1d8 [longsword] or 1d6 [longbow]; STR 13, INT 13, WIS 8, DEX 15, CON 11, CHA 12; SA +1 to hit with bows and with short sword or longsword; SD 90% resistance to Sleep and Charm spells; find hidden portals [1 on d6 if passing within 10 ft of door; finds secret doors on 1-2 on d6 if actively searching; discovers concealed portals on 1-3 on d6]; 60 ft infravision; stealth [if alone and in non-metallic armor, surprises opponents on 1-4 on d6; surprises on 1-2 on d6 if opening a portal]; AL CG; SZ M; XP 50; Equipment: studded leather armor, longsword, longbow, quiver, 20 arrows, dagger, 3d20+3 gp, 2d10+2 sp, 2d10+2 cp) * 25-26 Log cabin; 25% chance of 1d6 Human Berserkers appearing within 3d10 rounds; armed with broadswords and battleaxes; 10% chance of Werebear appearing within 3d12 rounds; armed with broadsword +3 (AC 7; MV 12; HD 0 [1d6 HP]; HP 5; #AT 1 [2]; DMG 2d4 [broadsword] or 1d8 [battleaxe]; SA berserker rage [attack twice per round, or once with a +2 to hit]; AL N; SZ M; XP 19; Equipment: studded leather armor, broadsword, battleaxe, 1d8+1 gp, 3d6+3 sp, 5d4+5 cp) Werebear (AC 2; MV 9; HD 7+3; HP 50; #AT 3 [1]; DMG 1d3/1d3/2d4 or 2d4+3 in Human form [broadsword +3]; SA lycanthropy [bite creature for 50% or more of its HP, is infected by lycanthropy; may summon 1d6 Brown Bears within 2d6 turns if such creatures are within 1 mile; hug for 2d8 dmg; SD hit only by silver or +1 or better weapons; heal wounds at three times normal rate; immune to disease; Cure Disease in a creature within 1d4 weeks; AL CG; SZ M; XP 1,950) Brown Bears (AC 6; MV 12; HD 5+5; HP 30; #AT 3; DMG 1d6/1d6/1d8; SA paw hit on natural 18+ enables hug for 2d6 dmg; SD fight 1d4 rounds at 0 to -8 HP; AL N; SZ L; XP 480) * 27-28 Ring of magic mushrooms; consumption of a mushroom has a 10% chance of acting as a random potion; a Druid will instantly recognize it, and if standing within it, can use it to cast Call Woodland Beings 3/day; 10% chance of 1d6 curious Leprechauns showing up within 2d6 rounds whether or not spell is cast (AC 8; MV 15; HD 1/2+1; HP 4; #AT 0; DMG nil; SA polymorph non-living objects; create illusions; ventriloquism; 75% pick pockets; SD 80% magic resistance; immune to surprise; AL N; SZ S; XP 63) * 29-30 Circle of stones; enchanted to enable spellcaster to regenerate 1 HP/round within it, and recover lost spells in one-fourth the normal time * 31-32 Secretive Dryad, hiding in the safety of her tree (AC 9; MV 12; HD 2; HP 10; #AT 1; DMG 1d4 [dagger]; SA charm person, save at -3, cast 3/day; SD dimension door to tree; AL N; SZ M; XP 93) * 33-34 2d4 Satyrs wandering around; approachable and friendly; 25% chance of being accompanied by Satyr pipesman (AC 5; MV 18; HD 5; HP 25; #AT 1; DMG 2d4; SD surprised on 1 on d6; hide in foliage 90%; AL N; SZ M; XP 255) Satyr pipesman (AC 5; MV 18; HD 5; HP 30; #AT 1; DMG 2d4 or 1d8+2 [battleaxe +2]; SA pipes [Charm, Sleep or Cause Fear in all within 6" hearing radius unless they save vs magic; SD surprised on 1 on d6; hide in foliage 90%; AL N; SZ M; XP 355) * 36-40 3d6 cultists (treat as Human Pilgrims), friendly to Druids; armed with scimitars and spears (AC 8; MV 12; HD 0 [1d6 HP]; HP 4; #AT 1; DMG 1d8 [scimitar] or 1d6 [spear]; AL N; SZ M; XP 14; Equipment: leather armor, scimitar, spear, dagger, mistletoe, 2d6 gp, 2d6 sp, 2d6 cp) * 41-42 Shattered remnant of a cobblestone road, leading into a small pond * 43-45 Small stream filled with frogs and small fish; 10% chance of finding 1d10 cp there * 46-48 Fresh water pond; prime fishing spot; 25% chance of 1d8 Human fisherman (treat as Human Merchants); 25% chance of 1d6 Halfling fisherman (AC 10; MV 12; HD 0 [1d6]; HP 4; #AT 1; DMG 1d4 [knife]; AL NG; SZ M; XP 14; Equipment: knife, fishing pole, 1d6+1 gp, 2d6+2 sp, 3d6+3 cp) Halfling fishermen (AC 10; MV 12; HD 0 [1d6]; HP 4; #AT 1; DMG 1d4 [knife]; SD +3 to saves vs wands, staves, rods, and spells; 30 ft infravision; direction sense [detect grade or slope in passage upwards or downwards 75%; determine direction 50%]; stealth [if alone and in non-metallic armor, surprises opponents on 1-4 on d6; surprises on 1-2 on d6 if opening a portal; AL LG; SZ M; XP 22; Equipment: knife, fishing pole, 1d6+1 gp, 2d6+2 sp, 3d6+3 cp) * 49-50 Very strong windstorm; lasts for 2d8 turns; within it, creatures suffer a -2 penalty to percentile rolls; a curious Air Elemental has a 10% chance of appearing during the storm (AC 2; MV 36; HD 8; HP 40; #AT 1; DMG 2d10; SA in aerial combat, +1 to hit, +2 dmg per dmg dice; whirlwind [truncated reverse cone, 2" bottom diameter, 6" top diameter, 8" height; kills creatures under 3 HD, inflicts 2d8 dmg on all other non-aerial creatures; takes 1 turn to create]; SD +2 or better weapon to hit; AL N; SZ L; XP 1,400) * 51-52 1d12 Ravens strutting around; will make noise if anything enters the vicinity (AC 7; MV 1/36; HD 1/4; HP 2; #AT 1; DMG 1; SA 10% chance of inflicting eye loss; AL N; SZ S; XP 9) * 53-54 Human Druid of 5th-level quietly resting in the trees; ignores passerby unless addressed (AC 7; MV 12; HP 25; #AT 1; DMG 1d8+1 [scimitar +1] or 1d6+1 [spear +1]; STR 13, INT 13, WIS 15, DEX 15, CON 13, CHA 15; SD identify plants, animals, and pure water; pass through overgrown areas without leaving trail at normal MV; +2 save against fire and lightning; AL N, SZ M; XP 500; Spells: [1st-level: Animal Friendship, Detect Magic, Speak With Animals, Predict Weather; 2nd-level: Charm Person or Mammal, Cure Light Wounds, Feign Death; 3rd-level: Call Lightning, Plant Growth; Equipment: leather armor, scimitar +1, spear +1, dagger, mistletoe, 2d10+1 gp, 3d10+2 sp, 4d10+3 cp) * 55-56 1d12 Treants; will quietly watch intruders, and avoid confrontation, unless provoked; taking an axe to a tree in the area, and indiscriminately using fire will absolutely provoke them (AC 0; MV 12; HD 10; HP 50; #AT 2; DMG 3d6/3d6; SA animate trees within 6", inflict 1 point of structural dmg on fortifications; SD fire vulnerability [+4 AC penalty against fire attacks, save against fire attacks at -4, fire inflicts +1 HP/damage dice]; AL CG; SZ L; XP 3,250) * 57-58 2d8 Orc hunters; armed with broadswords and spears; 10% chance of 1d4 Ogres accompanying them; armed with two-handed swords (AC 6; MV 9; HD 1; HP 5; #AT 1; DMG 2d4 [broadsword] or 1d6 [spear]; AL LE; SZ M; XP ) * 59-60 1d6 Centaur scouts exploring area; armed with lances, longswords, and shortbows (AC 5 [4]; MV 18; HD 4; HP 20; #AT ; DMG ; AL N/CG; SZ L; XP ) * 61-64 1d6 Raccoons; curious and will beg for food; 25% chance of being vicious and hostile enough to attack (AC 7; MV 12; HD 1; HP 5; #AT 1; DMG 1d3; AL N; SZ S; XP 15) * 65-66 Grove of apple trees; 10% chance of apples functioning as random potions * 67-69 Eagle perched high in a tree, surveying the area (AC 6; MV 1/30; HD 1+3; HP 8; AT 3; DMG 1d2/1d2/1-2; SA 100 ft dive provides +2 to hit, and double damage for talons [no beak attack possible in dive]; AL N; SZ S; XP 44) * 70-71 1d4 Trolls guarding a stone bridge overlooking a stream; will demand a toll to pass; 25% chance armed with two-handed swords; otherwise attacks normally (AC 4; MV 12; HD 6+6; HP 36; #AT 3; DMG 1d4+4/1d4+4/2d6 or 1d10+4 [two-handed sword]; SD regenerate 3 HP/round; 90 ft infravision; AL CE; SZ L; XP 638) * 72-73 1d10 wild Horses (treat as Medium Horses); grazing on some wild foliage (AC 7; MV 18; HD 2+2; HP 12; #AT 3; DMG 1d6/1d6/1d3; AL N; SZ L; XP 71) * 74-75 Green Dragon; will probably attempt to devour livestock and pack animals; 25% chance of it also attempting to kidnap comely females (CHA 16+ or COM 16+), and ransom them for treasure (AC 2; MV 9/24; HD 8; HP 40; #AT 3; DMG 1d6/1d6/2d10; SA 3/day breathe poison chlorine gas cloud 5" long, 4" wide, 3" high, dmg equal to dragon's HP, save for half damage; can radiate fear, targets save at +5; SD 60 ft infravision; detect hidden/invisible creatures within 5"; AL LE; SZ L; XP 1,575) * 76-77 1d6 Deer grazing in the forest; normally avoids confrontation; 10% chance of attacking intruders (AC 7; MV 18; HD 2; HP 10; #AT 1; DMG 1d6; AL N; SZ M; XP 40) * 78-79 Shattered remains of cobblestone road * 80-82 Animal carcass, belonging to either a Deer or a Moose * 83-84 Hungry rabbit nibbling on grass; flees if anything approaches (AC 6; MV 18; HD 1/4; HP 1; #AT 1; DMG 1; AL N; SZ S; XP 6) * 85-86 1d6+1 Wolves; 25% chance of being hungry enough to attack Humans, but will avoid fire (AC 7; MV 18; HD 2+2; HP 12; #AT 1; DMG 1d4+1; AL N; SZ M; XP 71) * 87-88 Graveyard; 10% chance of 1d12 Skeletons appearing within 2d8 rounds; 10% chance of 1d12 Zombies appearing within 2d8 rounds (AC 7; MV 12; HD 1; HP 5; #AT 1; DMG 1d6; SD half damage from edged weapons; immune to Sleep, Charm, Hold, and cold spells; holy water inflicts upon it 2d4 dmg/vial; AL N; SZ M; XP 23) Zombies (AC 8; MV 6; HD 2; HP 10; #AT 1; DMG 1d8; SD immune to sleep, charm and hold spells; immune to cold spells; AL N; SZ M; XP 56) * 89-90 1d4 Wyverns; highly vicious and aggressive (AC 3; MV 6/24; HD 7+7; HP 42; #AT 2; DMG 2d8/1d6; SA poison [victim struck by tail must save vs poison or die; even if victim makes save, he suffers 1d6 dmg]; AL N/NE; SZ L; XP 1,070) * 91-93 Cluster of stones in a shadowy area of the forest; small swarm of glowing fireflies flitting above it * 94-95 Village; 3d6 quaint-looking houses; 3d12+3 Villagers (treat as Human Merchants) in the area, accompanied by 3d10+10 Sheep, 2d6+2 Horses (treat as Medium Horses), and 1d6 Dogs; wary of strangers; 10% chance of there being an inn (AC 10; MV 12; HD 0 [1d6]; HP 4; #AT 1; DMG 1d4 [dagger] or 1d6 [pitchfork]; AL LN; SZ M; XP 14) Sheep (AC 6; MV 15; HD 2; HP 10; #AT 1; DMG 1d2; SA charge [charge of 20ft or more adds +1 to hit, and doubles dmg]; AL N; SZ M; XP 48) Medium Horses (AC 7; MV 18; HD 2+2; HP 12; #AT 3; DMG 1d6/1d6/1d3; AL N; SZ L; XP 71) Dogs (AC 6; MV 12; HD 1+1; HP 6; #AT 1; DMG 1d4; AL N; SZ S; XP 32) * 96-98 Scorch marks marring the ground; 10% chance of 1d4 Firefriends appearing within 1d6 turns (AC 4; MV 3/15; HD 1+4; HP 9; #AT 1; DMG 1d2; SA 1/turn can fire a beam of greenish light from its abdomen; 14 ft range; 5d4 dmg [half dmg if save vs wands is successful]; SD immune to electricity and fire; AL N/NG; SZ S; XP 54) * 99-00 Smoldering campfire; 10% chance of a Fire Snake coiled within it (AC 6; MV 4; HD 2; HP 10; #AT 1; DMG 1d4; SA paralysation for 2d4 turns [save vs poison]; 60% chance of surprising opponents; SD immune to fire; AL N; SZ S; XP 93) Edit: It's May 24th, Sunday night, and I'm still editing this. Stay tuned for more between today and tomorrow... Edit Number Two: It's May 29th, Friday morning, and I've done some editing of the earlier tables, as well as this one. It's coming along... Edit Number Three: It's June 2nd....very early Tuesday morning, and this table is finally completed. The project continues at its glacial pace...
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9 Apr 09, 17:35
(This post was last modified: 9 Apr 09 18:02 by Sacrificial Lamb.)
Post: #14
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RE: The Random Encounter Table Thread.
I've changed my mind, and have decided to stat these three other encounter tables before I create some new ones. The creative process will be easier for me that way. Anyone popping in here from time to time will see the statblocks for the last three tables being gradually filled in...
That's all. Carry on.
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11 Apr 09, 22:31
Post: #15
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RE: The Random Encounter Table Thread.
A thought. When multiple monsters appear in an encounter, the experience point value (XP) is for each monster. So....for example, if six Goblins appear, and they're listed as having "XP 14", that's a total of 84 XP (14 x 6 = 84). And now I shall continue statting the encounter tables....
http://www.facebook.com/home.php#/profil...ef=profile |
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14 Apr 09, 02:39
Post: #16
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RE: The Random Encounter Table Thread.
Once I get these tables statted up, I'll crank out a couple more dungeon tables, and then switch over to some urban tables. It's important to have some cool stuff to play with on the way to the dungeon...
http://www.facebook.com/home.php#/profil...ef=profile |
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14 Apr 09, 09:18
Post: #17
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RE: The Random Encounter Table Thread.
Excellent stuff...thanks for keeping it coming!
Re: urban encounters. Are you familiar with the 76 Patrons or Startown Liberty supplements for Traveller? I always thought it would be interesting to make a fantasy version. Basically you had a very general encounter ("Noble asks for passage to a planet 4 parsecs away and will pay Cr10000 for the service."); each entry had a small d6 table that would add twists or complications. Hmmm...perhaps there's another thread in that...
Ken's Files of Various Gaming Utility |
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14 Apr 09, 12:28
(This post was last modified: 14 Apr 09 12:46 by Sacrificial Lamb.)
Post: #18
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RE: The Random Encounter Table Thread.
(14 Apr 09 09:18)KenHR Wrote: Excellent stuff...thanks for keeping it coming! No, I'm not familiar with it, but it sounds cool. I've never really read Traveller, though I know what it's about. I'd like to pick up the game some time... http://www.facebook.com/home.php#/profil...ef=profile |
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16 Apr 09, 15:44
Post: #19
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RE: The Random Encounter Table Thread.
Hi, guys!
I'll finish statting these tables later on this week. First, I need to complete a 3.5 table I'm working on over at therpgsite for our 3.5 game. Our DM is a little wet behind the ears, so I figured I'd make things easier for him by creating a sample Encounter Table. I'll return here to chip away at the tables in this thread from time to time during the week....
http://www.facebook.com/home.php#/profil...ef=profile |
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16 Apr 09, 16:19
Post: #20
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RE: The Random Encounter Table Thread.
You're not on a deadline here.
Ken's Files of Various Gaming Utility |
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I'm still editing it even now. There'll be more to come soon...


