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The Random Encounter Table Thread.
21 May 09, 04:03
Post: #21
RE: The Random Encounter Table Thread.
Okay. After taking many weeks off, I finally got another one done. Enjoy. Smile

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24 May 09, 20:46 (This post was last modified: 11 Jun 09 04:13 by Sacrificial Lamb.)
Post: #22
RE: The Random Encounter Table Thread.
This list is designed for random encounters in the streets of a large town or city. Feel free to plunder it for ideas....Smile

Urban Encounter Table
* 01-04 2d4 Human Tradesman (treat as Human Merchants) making their way to or from work (AC 10; MV 12; HD 0 [1d6 HP]; HP 4; #AT 1; DMG 1d4 [dagger]; AL LN; SZ M; XP 14; Equipment: dagger; 2d8+2 gp, 3d8+2 sp, 4d8+4 cp)
* 05-06 1d4 Hungry Dogs, friendly and looking for treats (AC 7; MV 15; HD 1+1; HP 6; #AT 1; DMG 1d4; AL N; SZ S; XP 32)
* 07-08 1d6 Wandering Knights (treat as 3rd-level Human Fighters) accompanied by 1d6 heralds (treat as Human Merchants) (AC 2; MV 6; HP 21; #AT 1; DMG 1d8 [longword] or 1d6+1 [medium lance] or 1d6+1 [footman's flail]; STR 15, INT 13, WIS 10, DEX 9, CON 12, CHA 13; AL LN; SZ M; XP ; Equipment: platemail armor, shield, longsword, medium lance, 3d20 gp, 2d10 sp, 2d10 cp) Heralds (AC 7; MV 12; HD 0 [1d6 HP]; HP 5; #AT 1; DMG 1d8 [longsword]; AL LN; SZ M; XP 15; Equipment: leather armor, shield, longsword; 2d8+2 gp, 3d8+2 sp, 4d8+4 cp)
* 09-10 Flock of 1d12+6 Ravens strutting about and looking for food (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)
* 11-15 2d6+1 Laborers (treat as Human Berserkers), non-descript in appearance; armed with footman's picks (AC 7; MV 12; HD 0 [1d6 HP]; HP 5; #AT 1 [2]; DMG 1d6+1 [footman's pick]; SA berserker rage [attack twice per round, or once with a +2 to hit]; AL N; SZ M; XP 19; Equipment: studded leather armor, footman's pick, 1d8+2 gp, 3d6+4 sp, 5d4+6 cp)
* 16-17 1d4+2 Centaurs; likely to be displaced nobility, armed with broadswords and medium lances; glacially polite (AC 5; MV 18; HD 4; HP 20; #AT 2 or 2; DMG 1d6 [hooves] and 2d4 [broadsword] or 1d6 [hooves] and 1d6+1 [medium lance]; AL N; SZ L; XP 165; Equipment: broadsword, medium lance, 3d8+3 gp, 4d8+4 sp, 5d8+5 cp)
* 18-19 Human Magic-User of 8th-level; 25% chance of being accompanied by 2d6 Human Berserker servants (AC 8; MV 12; HP 30; #AT 1; DMG 1d4+2 [dagger +2] or 1d6 [staff]; STR 11, INT 17, WIS 14, DEX 8, CON 15, CHA 13; SA spells; AL LE; SZ M; XP ; Spells: [1st-level: Charm Person, Detect Magic, Magic Missile, Sleep; 2nd-level: Forget, Invisibility, Wizard Lock; 3rd-level: Dispel Magic, Fireball, Fly; 4th-level: Dimension Door, Polymorph Other]; Equipment: Ring of Protection +2, dagger +2, staff, Potion of Healing, Potion of Invisibility, Scroll of Dimension Door, 6d10 gp, 6d10 sp, 10d10 cp; Berserkers (AC 7; MV 12; HD 0 [1d6 HP]; HP 5; #AT 1 [2]; DMG 2d4 [broadsword]; 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, 1d0+2 gp, 3d8+4 sp, 5d6+6 cp)
* 20-21 1d6 Human courtesans; friendly, though a bit larcenous (AC 10; MV 12; HD 0 [1d6 HP]; HP 3; #AT 1; DMG 1d4 [dagger]; AL CN; SZ M; XP 13; Equipment: dagger; 1d4+1 gp, 2d4+2 sp, 3d4+3 cp)
* 22-23 1d6+1 Dwarven light footmen, all 1st-level Fighters, armed with warhammers, longswords, and light crossbows; friendly, fond of Dwarven spirits (AC 7; MV 6; HP 9; #AT 1; DMG 1d6 [warhammer] or 1d8 [longsword] or 1d8 [light crossbow]; STR 13, INT 10, WIS 14, DEX 10, CON 16, CHA 9; SA +1 to hit Half-Orcs, Goblins, Hobgoblins, and Orcs; SD +4 to saves vs magic wands, staves, rods, and spells; +4 to saves vs poison; 60 ft infravision; -4 AC bonus against Ogres, Trolls, Ogre Magi, Giants, Titans; Mining Sense, 10-ft-radius; AL LN; SZ S; XP 54; Equipment: ringmail, warhammer, longsword, light crossbow, quiver, 15 bolts, 2d8+1 gp, 2d8+2 sp, 2d8+3 cp)
* 24-25 1d12 1st-level Thieves, searching for an easy mark, mostly non-violent, will likely flee from combat (AC 6; MV 12; HP 4; #AT 1; DMG 1d4 [dagger]; STR 10, INT 11, WIS 11, DEX 16, CON 13, CHA 11; SA back stabbing [double damage from behind]; SD thief abilities [PP 30%, OL 30%, F/RT 20%, MS 15%, HS 10%, HN 10%, CW 85%]; AL CN; SZ M; XP ; Equipment: leather armor, dagger, 1d6+1 gp, 2d6+2 sp, 3d6+3 cp)
* 26-27 Wind blowing through area; acts as Gust of Wind spell
* 28-30 Gang of 3d4+3 Human Bandits, armed with broadswords (AC 7; MV 12; HD 0 [1d6 HP]; HP 4; #AT 1; DMG 2d4 [broadsword]; AL CN [CE]; SZ M; XP 14; Equipment: leather armor, shield, broadsword, dagger; 1d6+1 gp, 2d8+2 sp, 3d10+3 cp)
* 31-32 Tax collector (6th-level Human Thief) making his rounds; accompanied by an Ogre bodyguard, and 1d6+6 Human guardsmen (AC 7; MV 12; HP 30; #AT 1; DMG 1d4 [dagger]; STR 12, INT 14, WIS 9, DEX 15, CON 15, CHA 13; SA back stabbing [triple damage from behind]; SD thief abilities [PP 55%, OL 47%, F/RT 45%, MS 47%, HS 37%, HN 20%, CW 92%, RL 30%]; AL LE; SZ M; XP ; Equipment: leather armor, dagger, 3d6 gems of 5d20 gp value, 1d12+30 gp, 2d12+40 sp, 3d12+50 cp) Ogre (AC 5; MV 9; HD 4+1; HP 30; #AT 1; DMG 1d10+2 [two-handed sword]; AL CE; SZ L; XP ; Equipment: two-handed sword, 3d20 gp, 4d20 sp, 5d20 cp) Guardsmen (AC 7; MV 9; HD 0 [1d6 HP]; HP 5; #AT 1; DMG 1d8 [longsword]; AL LE; SZ M; XP 15; Equipment: ringmail armor, longsword, 1d6+1 gp, 2d8+2 sp, 3d10+3 cp)
* 33-34 2d4 Rats scurry around, looking for food (AC 7; MV 15; HD 1/4; HP 1; #AT 1; DMG 1; SA 5% chance of causing disease unless target saves vs poison; AL N; SZ S; XP 6)
* 35-37 2d4 tradesmen (treat as Human Merchants) making their way to or from work; likely to be smiths, coopers, etc (AC 10; MV 12; HD 0 [1d6 HP]; HP 4; #AT 1; DMG 1d4 [knife]; AL N; SZ M; XP 14; Equipment: knife; 2d8+2 gp, 3d8+2 sp, 4d8+4 cp)
* 38-39 3d4 Halfling laborers; friendly, hardworking, mellow (AC 10; MV 12; HD 0 [1d6]; HP 4; #AT 1; DMG 1d4 [dagger]; 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: dagger, 1d6+1 gp, 2d8+2 sp, 3d10+3 cp)
* 40-41 2d4+2 Human goodwives gossiping, or shopping (treat as Human Merchants) (AC 10; MV 12; HD 0 [1d6 HP]; HP 3; #AT 1; DMG 1d4 [dagger]; AL LN; SZ M; XP 13; Equipment: dagger; 1d10+2 gp, 2d10+4 sp, 3d10+6 cp)
* 42-43 1d12 Goblins, armed with shortswords; cautious, quiet (AC 7; MV 6; HD 1-1; HP 4; #AT 1; DMG 1d6 [shortsword]; AL LE; SZ S; XP 14; Equipment: studded leather armor, shortsword, 1d6 gp, 2d6 sp, 3d6 cp)
* 44-48 1d6 Human Merchants; very courteous to rich-looking customers; 25% chance that each is accompanied by 1d4+1 guardsman (AC 10; MV 12; HD 0 [1d6 HP]; HP 4; #AT 1; DMG 1d4 [dagger]; AL LN; SZ M; XP 14; Equipment: dagger; 2d8+2 gp, 3d8+2 sp, 4d8+4 cp) Guardsmen (AC 7; MV 9; HD 0 [1d6 HP]; HP 5; #AT 1; DMG 1d8 [longsword] or 1d8 [battleaxe]; AL LN; SZ M; XP 15; Equipment: ringmail armor, longsword, battleaxe, 1d8+1 gp, 2d8+2 sp, 3d8+3 cp)
* 49-50 1d4 1st-level Elven Thieves, acting as courtesans (AC 8; MV 12; HP 4; #AT 1; DMG 1d4 [dagger]; STR 9, INT 12, WIS 9, DEX 16, CON 10, CHA 16; SA back stabbing [double damage from behind]; +1 to hit with bows and with short sword or longsword; SD thief abilities [PP 35%, OL 25%, F/RT 20%, MS 20%, HS 20%, HN 15%, CW 85%]; 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 CN; SZ M; XP ; Equipment: dagger, 1d6+1 gp, 2d6+2 sp, 3d6+3 cp)
* 51-52 1d12 2nd-level Human Clerics praying at a shrine (AC 8; MV 12; HP 10; #AT 1; DMG 1d6+1 [footman's mace]; STR 13, INT 13, WIS 16, DEX 9, CON 12, CHA 9; SA spells; turn undead; AL LN; SZ M; XP 135; Spells: [1st-level: Combine, Command, Cure Light Wounds, Detect Magic]; Equipment: heavy cloak [acts as leather armor], footman's mace, holy symbol, 3d6 gp, 2d8 sp, 2d10 cp)
* 53-54 Well filled with fresh rain water; 10% chance of it being inhabited by a hostile Water Weird (AC 4; MV 12; HD 3+3; HP 18; #AT 0; DMG nil; SA strikes as 6 HD monster; save vs paralyzation or be dragged into the water; SD edged weapons only inflict 1 HP dmg; blunt weapon cause normal damage; dmg equal to its HP disrupts the Water Weird, but it reforms again within 2 rounds; cold spells slow it; fire-based spells inflict half or no damage; purify water spell kills it; all other attacks do not harm or disrupt it; it can take over a Water Elemental on an 11 or higher on a d20; AL CE; SZ L; XP 257)
* 55-56 Human Fighter of 3rd-level, acting as a blacksmith; 25% chance of 1d4 assistants (treat as Human Merchants) (AC 8; MV 12; HP 24; #AT 1; DMG 2d4+1 [broadsword] or 1d4+2 [hammer]; STR 16, INT 13, WIS 6, DEX 9, CON 15, CHA 13; AL CG; SZ M; XP 156; Equipment: leather apron [acts as leather armor], broadsword, hammer, 3d20 gp, 2d10 sp, 2d10 cp) Assistants (AC 8; MV 12; HD 0 [1d6 HP]; HP 5; #AT 1; DMG 2d4 [broadsword] or 1d4+1 [hammer]; AL N; SZ M; XP 15; Equipment: leather apron [acts as leather armor], broadsword, hammer; 1d8+1 gp, 2d8+2 sp, 3d8+3 cp)
* 57-58 Very strong windstorm, lasting for 2d6 turns; within it, creatures suffer a -2 penalty to d20 rolls, and -10% 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)
* 59-60 Hawk circling overhead (AC 6; MV 1/33; HD 1; HP 5; AT 3; DMG 1d2/1d2/1; SA 100 ft dive provides +2 to hit, and double damage for talons [no beak attack possible in dive]; beak attack has 25% chance of blinding an eye; AL N; SZ S; XP 23)
* 61-63 City guard making the rounds; 5th-level Human Fighter accompanied by 3d4 0-level Human guardsman (treat as Heavy Footmen); polite to tradesmen and nobility; obnoxious to lower-class citizens and Thieves (AC 5; MV 9; HP 40; #AT 1; DMG 1d8 [longsword]; STR 15, INT 11, WIS 12, DEX 13, CON 15, CHA 12; AL LN; SZ M; XP ; Equipment: chainmail armor, longsword, dagger, 3d20 gp, 2d10 sp, 2d10 cp) Guardsmen (AC 7; MV 9; HD 0 [1d6 HP]; HP 5; #AT 1; DMG 1d8 [longsword]; AL LN; SZ M; XP 15; Equipment: ringmail armor, longsword, 1d8+1 gp, 2d8+2 sp, 3d8+3 cp)
* 64-65 1d6 harlots; eager and friendly, especially towards Elves (AC 10; MV 12; HD 0 [1d6 HP]; HP 3; #AT 1; DMG 1d4 [dagger]; AL N; SZ M; XP 13; Equipment: dagger; 1d4 gp, 2d4 sp, 3d4 cp)
* 66-67 Elven Witch Mother (7th-level Fighter/7th-level Magic-User) accompanied by 1d6+1 Elven Witches (3rd-level Fighter/3rd-level Magic-User); glacially polite; usually keep to their own kind, but take strong interest in beings with odd magical powers (AC 4; MV 12; HP 35; #AT 1; DMG 1d8+1 [longsword +1] or 1d6 [staff]; STR 13, INT 16, WIS 13, DEX 15, CON 12, CHA 15; SA spells; +1 to hit with bows and with short sword or longsword; SD spells; 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 N; SZ M; XP 1,375; Spells: [1st-level: Charm Person, Detect Magic, Magic Missile, Read Magic; 2nd-level: Invisibility, Web, Wizard Lock; 3rd-level: Dispel Magic, Lightning Bolt; 4th-level: Polymorph Other]; Equipment: elven chainmail, longsword +1, staff, Potion of Healing, Scroll of Lightning Bolt, 6d12 gp, 6d12 sp, 10d12 cp; Elven Witches (AC 5; MV 12; HP 15; #AT 1; DMG 1d8 [longsword] or 1d6 [staff]; STR 13, INT 15, WIS 12, DEX 13, CON 11, CHA 14; SA spells; +1 to hit with bows and with short sword or longsword; SD spells; 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 N; SZ M; XP ; Spells: [1st-level: Charm Person, Detect Magic; 2nd-level: Invisibility; Equipment: elven chainmail, longsword, staff, Potion of Healing, 3d12 gp, 3d12 sp, 3d12 cp
* 68-76 Rainstorm, lasts for 1d6 hours, -2 penalty to d20 rolls, and -10% to other tasks when in the thick of it
* 77-78 1d6 squirrels scampering about, searching for food (AC 8; MV 9; HD 1/4; HP 1; #AT 1; DMG 1; AL N; SZ S; XP 6)
* 79-80 Hungry, but friendly dog, whining and begging for food (AC 6; MV 12; HD 2+2; HP 12; #AT 1; DMG 2d4; AL N; SZ M; XP 71)
* 81-82 1d4 Cats; skittish, but might approach a friendly Human or Demihuman; hostile to Rats (AC 6; MV 15; HD 1/2; HP 3; #AT 2; DMG 1d2/1; SA rear claws for 1d2 dmg; surprise prey 50%; SD surprised on 1 on 1d6; AL N; SZ S; XP 8)
* 83-84 Human Teamster leading 1d4 Medium Horses (AC 8; MV 12; HD 0 [1d6 HP]; HP 5; #AT 1; DMG 1d4 [dagger] or 1d2 [whip]; AL CN; SZ M; XP 15; Equipment: leather armor, dagger, whip, 2d8+2 gp, 3d8+2 sp, 4d8+4 cp) Medium Horses (AC 7; MV 18; HD 2+2; HP 12; #AT 3; DMG 1d6/1d6/1d3; AL N; SZ L; XP 71)
* 85-86 Street lantern; 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)
* 87-88 1d6 Rats skittering around, searching for food (AC 7; MV 15; HD 1/4; HP 1; #AT 1; DMG 1; SA 5% chance of causing disease unless target saves vs poison; AL N; SZ S; XP 6)
* 89-90 1d12 Pigeons strutting about (AC 7; MV 1/27; HD 1/4; HP 1; #AT 1; DMG 1; AL N; SZ S; XP 6)
* 91-92 Local Human warlord (8th-level Fighter), accompanied by its subdued White Dragon, and 2d6 retainers (treat as Human Berserkers) (AC 5; MV 9; HP 64; #AT 1; DMG 2d4+5 [broadsword +2]; STR 18:70, INT 12, WIS 8, DEX 9, CON 15, CHA 15; AL CN; SZ M; XP 1,368; Equipment: chainmail armor, broadsword +2, dagger, potion of evil dragon control, 3d20 gp, 2d10 sp, 2d10 cp) White Dragon (AC 3; MV 12/30; HD 6; HP 30; #AT 3; DMG 1d4/1d4/2d8; SA 3/day breathe cone of cold [frost] 7" long, with base diameter of 2.5", 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 CE; SZ L; XP 655) Berserkers (AC 7; MV 12; HD 0 [1d6 HP]; HP 5; #AT 1 [2]; DMG 2d4 [broadsword]; 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, 1d8+2 gp, 3d6+4 sp, 5d4+6 cp)
* 93-94 Well filled with fresh, drinkable water; 25% chance of well being tainted; if the well is tainted; 10% chance of well containing Water Weird (AC 4; MV 12; HD 3+3; HP 18; #AT 0; DMG nil; SA strikes as 6 HD monster; save vs paralyzation or be dragged into the water; SD edged weapons only inflict 1 HP dmg; blunt weapon cause normal damage; dmg equal to its HP disrupts the Water Weird, but it reforms again within 2 rounds; cold spells slow it; fire-based spells inflict half or no damage; purify water spell kills it; all other attacks do not harm or disrupt it; it can take over a Water Elemental on an 11 or higher on a d20; AL CE; SZ L; XP 257)
* 95-98 A gang of 3d4 street rats (children) playing; 10% chance of some of them resorting to thievery (AC 10; MV 12; HD 0 [1d6 HP]; HP 2; #AT 1; DMG 1d4 [knife]; AL CN; SZ M; XP 12; Equipment: knife; 3d6 cp)
* 99-00 Hidden Leprechaun, liable to play pranks on passerby, can be befriended with offers of alcohol and/or gold (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)

Edit: I'm still fiddling around with this, and much of it will change. Keep reading for updates...

Edit Number Two: Aaaaand as of now....June 11th, early Thursday morning, this table is finished. Smile

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29 May 09, 04:29
Post: #23
RE: The Random Encounter Table Thread.
I'm still editing the Encounter Tables, and should have the second-to-last one done soon. Progress is slow, but steady...Big Grin

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1 Jun 09, 04:48 (This post was last modified: 1 Jun 09 04:50 by Sacrificial Lamb.)
Post: #24
RE: The Random Encounter Table Thread.
The tables are still comin' along. Take note that the XP listing is for each individual monster. Just thought I'd throw that out there...Smile

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1 Jun 09, 08:55
Post: #25
RE: The Random Encounter Table Thread.
Outstanding! Keep up the good work!

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1 Jun 09, 14:39
Post: #26
RE: The Random Encounter Table Thread.
(1 Jun 09 08:55)StormBringer Wrote:  Outstanding! Keep up the good work!

Thank you. Big Grin

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2 Jun 09, 02:49
Post: #27
RE: The Random Encounter Table Thread.
Okay! I've just completed the encounter table on page two (post #13), and edited a couple stats in the first encounter table as well. The stats in the first table for the Human Druid and Halfling polymorphed into a frog have just been modified. All the stats for any Elves have also been updated. Now I'll get to work on that last, unfinished table. And after that....well, we'll see.....Wink

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3 Jun 09, 03:19
Post: #28
RE: The Random Encounter Table Thread.
Augh! Okay, I modified the stats in the first table again for the Halfling Thief polymorphed into a frog. I added the back stabbing ability, and modified the XP total. Whee! Editing...ain't it fun?! ConfusedSmileBig Grin

The last table is gradually being updated...

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9 Jun 09, 19:42
Post: #29
RE: The Random Encounter Table Thread.
I'm gonna take a break from this for a couple days, as I'm working on some Random Encounter Tables for D&D 3.5. Yes, I know.....blasphemy!! Big Grin

Be back to finish this soon...

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10 Jun 09, 12:07
Post: #30
RE: The Random Encounter Table Thread.
Excellent! Looking forward to more tables after the break.

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