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The Random Encounter Table Thread.
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11 Jun 09, 01:56
Post: #31
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RE: The Random Encounter Table Thread.
Okay, the Urban Encounter Table is finished, but for some strange reason, it feels incomplete. I guess I'll just have to make some more of 'em. Well, enjoy....
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11 Jun 09, 16:04
(This post was last modified: 13 Jul 09 03:14 by Sacrificial Lamb.)
Post: #32
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RE: The Random Encounter Table Thread.
Another one.
![]() Dungeon Encounter Table * 01-02 A Carrion Crawler slowly wandering around, probing the area (AC 3 [head]/AC 7 [body]; MV 12; HD 3+1; HP 16; #AT 8; DMG paralysis; SA save vs paralyzation or be paralyzed; AL N; SZ L; XP 214) * 03-06 A group of 2d6+1 Wererats, armed with longswords, might or might not be in Human form; amused by "little people", such as Halflings, Gnomes, and Leprechauns (AC 6; MV 12; HD 3+1; HP 16; #AT 1; DMG 1d8 [longsword]; SA lycanthropy [ if Wererat bites or strikes creature with weapon for 50% or more of its HP, victim is infected by lycanthropy; may summon and control 2d6 Giant Rats; SD hit only by silver or +1 or better weapons; surprised on 1-4 on d6; AL LE; SZ S-M; XP ) Giant Rat (AC 7; MV 12; HD 1/2; HP 2; #AT 1; DMG 1d3; SA 5% chance of inflicting serious disease; save vs poison, or be afflicted; AL N; SZ S; XP 7) * 07-08 Wind blowing through area; acts as Gust of Wind spell * 09-11 2d6+1 Orcs gathered around a fire pit; noisy and argumentative; armed with broadswords and battleaxes (AC 6; MV 9; HD 1; HP 5; #AT 1; DMG 2d4 [broadswords] or 1d8 [battleaxe]; AL LE; SZ M; XP 15; Equipment: ringmail, shield, broadsword, battleaxe; 1d8 gp, 2d8 sp, 3d8 cp) * 12-13 1d6+3 Rats scurry 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) * 14-15 1d10 empty vials; 10% chance of one of them being a vial of holy water; 10% chance of one of them being a random magical potion * 16-17 Rectangular stone well filled with fresh water * 18-20 2d6+6 Human Bandits gathered around a fire pit; arrogant, boastful, and violent; armed with longswords; however, they tend to avoid killing religious figures, such as Clerics or Druids, due to superstitious fear (AC 6; MV 9; HD 0 [1d6 HP]; HP 4; #AT 1; DMG 1d8 [longsword]; AL CN[E]; SZ M; XP 14; Equipment: studded leather armor, shield, longsword, dagger; 1d6+1 gp, 2d8+2 sp, 3d10+3 cp) * 21-24 A large Behir takes residence in this area; does not attack Orcs as it is used to receiving regular sacrifice from Orcs in the area; hostile to anyone else; 10% chance of random magical ring inside its body (AC 4; MV 15 [climb at half-speed]; HD 12; HP 60; #AT 1 and 1 or 1 and 6; DMG 2d4/1d4+1 or 2d4/1d6 x 6 [second dmg only occurs if Behir coils around opponent, and strikes with its talons 6 times per round]; SA discharge 20-ft long stroke of electricity 1/turn [DMG 24, half if save vs breath weapon is made]; SD immune to electricity and poison; AL NE; SZ L; XP 3,810) * 25-27 Large pool of water; 10% chance of it being inhabited by a curious Water Elemental; can easily be bribed with magical potions (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) * 28-32 Square pit; filled with refuse and trash; fetid smell; 1d4+1 wooden buckets in the area * 33-35 3d12 mushrooms providing dim greenish illumination in the room; each mushroom has a 10% chance of duplicating the effect of a magic potion (roll randomly); normal animals avoid this area * 36-39 1d12+3 Orcs gathered around a fire pit; armed with broadswords and footman's picks; will go violently berserk if in the presence of Elves (AC 6; MV 9; HD 1; HP 5; #AT 1; DMG 2d4 [broadswords] or 1d6+1 [footman's pick]; AL LE; SZ M; XP 15; Equipment: ringmail, shield, broadsword, footman's pick; 1d10 gp, 2d10 sp, 3d10 cp) * 40-41 Pool of shimmering blue water, encircled by luminescent vegetation; 25% chance that drinking from it has the effect of a random magical potion upon the imbiber; 25% chance of pool being guarded by a 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) * 42-43 Black Dragon in the area, possibly skulking around in the shadows; can be soothed with the sounds of beautiful music (AC 3; MV 12/30; HD 7; HP 35; #AT 3; DMG 1d4/1d4/3d6; SA 3/day spit acid in a 1/2" wide stream, extending in a line 6" long, 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 980) * 44-48 Shimmering green moss; provides dim illumination within 10 feet; is edible (heals 1 HP per mouthful; 6 HP maximum/day); 10% chance of Leprechaun in area playing pranks on a Troll; 10% chance of 1d6+2 Goblins showing up in 1d12 rounds (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) Troll (AC 4; MV 12; HD 6+6; HP 36; #AT 3; DMG 1d4+4/1d4+4/2d6; SD regenerate 3 HP/round; 90 ft infravision; AL CE; SZ L; XP 638) Goblins (AC 6; MV 6; HD 1-1; HP 4; #AT 1; DMG 1d6 [shortsword] or 1d6 [club]; AL LE; SZ S; XP 14; Equipment: studded leather armor, shield, shortsword, club, 1d4+1 gp, 2d4+2 sp, 3d4+3 cp) * 49-50 A large stone altar inscribed with runes; creatures touching it are infused with life-giving energies, regenerating 1 HP/turn, and cease to physically age; healing spells cast upon creatures in physical contact with the altar work at maximum effectiveness here; creatures touching it automatically succeed at System Shock/Resurrection Survival checks, even when subject to revivification; creatures resting upon it can enter a magical sleep resembling death, and program themselves to awaken at a certain time, even centuries later; altar guarded by a jealous and possessive Ghost; its aging abilities cannot affect creatures touching the altar, but its other abilities can; the Ghost (and potentially multiple other beings) can Magic Jar into the altar; altar acts as gateway to a demiplane (which should be treated as extension of Ethereal Plane) closely connected to Ethereal Plane, but gateway can normally only be accessed via Magic Jar spell; if turned, the Ghost flees and Magic Jars into the altar; creatures inside that demiplane should be considered to be "touching" the altar (AC 0/8; MV 9; HD 10; HP 50; #AT 1; DMG touch ages 10d4 years; SA if creatures see ghost, victims must save vs magic or age 10 years and flee in panic for 2d6 turns [clerics above 6th-level immune, humanoids above 8th-level receive +2 to save]; Magic jar within 6"; SD AC 8 on ethereal plane; when semi-materialized, AC 0, take half damage from silver/full damage from magic weapons; only attacked by spells in ethereal state, or by telepathy; AL LE; SZ M; XP 4,900) * 51-52 Small band of 1d6+2 Dwarven light footman, all 1st-level Fighters, armed with warhammers, broadswords, and light crossbows; cautious and alert (AC 5; MV 6; HP 8; #AT 1; DMG 1d6 [warhammer] or 2d4 [broadsword] or 1d8 [light crossbow]; STR 13, INT 11, WIS 13, DEX 11, CON 15, 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: chainmail, warhammer, broadsword, light crossbow, quiver, 15 bolts, 2d8+1 gp, 2d10+2 sp, 2d12+3 cp) * 53-57 Cluster of 3d12+10 Bats, huddled close together (AC 8/AC 4 [under ideal flying conditions]; MV 1/24; HD 1/4; HP 1; #AT 1; DMG 1; AL N; SZ S; XP 6) * 58-60 2d6+3 Rats skittering around (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) * 61-64 Hideout for splinter cell of a local Thieves' Guild acting as a group of bandits; gang of 3d6 Human Thieves, all 1st-level, except their leader, who is 6th-level (AC 6; MV 12; HP 4; #AT 1; DMG 2d4 [broadsword]; STR 13, INT 11, WIS 9, DEX 16, CON 13, CHA 10; 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, broadsword, 1d6+1 gp, 2d6+2 sp, 3d6+3 cp) Bandit Leader (AC 7; MV 12; HP 24; #AT 1; DMG 2d4 [broadsword]; STR 13, INT 13, WIS 9, DEX 16, CON 13, CHA 14; SA back stabbing [triple damage from behind]; SD thief abilities [PP 55%, OL 52%, F/RT 45%, MS 47%, HS 37%, HN 20%, CW 92%, RL 30%]; AL CN; SZ M; XP ; Equipment: leather armor, broadsword, 1d12+20 gp, 2d12+30 sp, 3d12+40 cp) * 65-66 Two wooden tables and 1d6+3 chairs; 10% chance of a random magical scroll hidden in the room * 67-70 Well filled with fresh, drinkable water; 25% chance of random magical ring at bottom of well; 10% 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) * 71-73 1d6+6 wooden barrels; mostly empty, though there is a 25% chance of finding a silver dagger (50 gp value) in one of the barrels * 74-77 Flock of 3d10+3 pigeons clustered in this area (AC 7; MV 1/27; HD 1/4; HP 1; #AT 1; DMG 1; AL N; SZ S; XP 6) * 78-80 Cluster of shimmering, greenish stones; provides faint illumination for the area * 81-84 1d4 Hungry Dogs, skittish and afraid (AC 7; MV 15; HD 1+1; HP 6; #AT 1; DMG 1d4; AL N; SZ S; XP 32) * 85-86 1d4 Cats; skittish, but might approach a friendly Human or Demihuman; hostile to Rats and Wererats; recognizes Wererats instantly (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) * 87-90 Circular pit; filled with refuse and trash; fetid smell; 1d4+1 wooden buckets in the area * 91-92 Earth Elemental is magically bonded with the walls of this area, and cannot escape; stronger and more clever than normal, can speak Common; will beg passerby for help if it suspects they can free it; will be very grateful to whomever frees it; can be freed using spells such as Move Earth, Stone Shape, Conjure Elemental, Limited Wish and Wish; other methods will probably injure it; has 1d10 random Ioun Stones secreted upon its body; if rescued, might offer some or all of them as reward (AC 2; MV 6; HD 16; HP 128; #AT 1; DMG 4d8; SA -2 dmg per dmg dice against aerial opponents; inflicts 2d4 structural dmg against constructions on stone/earth; SD +2 or better weapon to hit; AL N; SZ L; XP ) * 93-95 Piles of stone, broken pottery, and shattered wooden furniture litter the floor; 1d16+6 Giant Centipedes hide amidst the rubble (AC 9; MV 15; HD 1/4; HP 1; #AT 1; DMG nil; SA poison [target saves at +4]; AL N; SZ S; XP 31) * 96-97 Shattered wooden table and 2d4 chairs; 10% chance of 1d4 Ear Seekers in the area; will seek out warm-blooded creatures that sleep nearby, and prey upon them; 25% chance of finding 1d12 gp, and 10% chance random magical ring somewhere inside the room (AC 9; MV 1; HD 1/8; HP 1; #AT 1; DMG special; SA lay 1d8+8 tiny eggs in host, then crawls out and dies; eggs hatch in 4d6 hours, with 90% chance of killing host; cure disease spell destroys eggs; AL N; SZ S; XP 8) * 98-00 Group of 1d6+6 Goblins gathered around a fire pit, armed with short swords and spears; smoking pipes and giggling incessantly (AC 6; MV 6; HD 1-1; HP 4; #AT 1; DMG 1d6 [short sword] or 1d6 [spear]; AL LE; SZ S; XP 14; Equipment: studded leather armor, shield, short sword, spear, 1d8+1 gp, 2d10+2 sp, 3d12+3 cp) Edit: I just started working on it, and will finish it later... Edit Number Two: It's July 5th now, Sunday night, and I'm updating it. I'll be taking breaks as I work on other non-D&D stuff, but stay tuned... Edit Number Three: It's July 7th, very early Tuesday morning, and this table is complete. I'll edit it later... http://www.facebook.com/home.php#/profil...ef=profile |
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18 Jun 09, 13:35
Post: #33
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RE: The Random Encounter Table Thread.
I envy your boundless energy.
These are awesome. Ken's Files of Various Gaming Utility |
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19 Jun 09, 07:09
Post: #34
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RE: The Random Encounter Table Thread.
(18 Jun 09 13:35)KenHR Wrote: I envy your boundless energy. lol!! Thank you. If only my energy really was boundless! I've needed a break from this for a few days. I've been working on some Random Encounter Tables for D&D 3.5, as I think it'll be a help to our quasi-newbie DM, plus I've had to write the campaign journal for our group's D&D game. I'll return to this soon though. Count on it.
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3 Jul 09, 04:23
Post: #35
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RE: The Random Encounter Table Thread.
Okay, I added a little bit more, but nobody get excited, because it's not much.
I'll start pumping out some more stuff later. Hopefully, I'll have this table completed over the weekend, then I'll start another one...
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7 Jul 09, 02:34
(This post was last modified: 7 Jul 09 02:37 by Sacrificial Lamb.)
Post: #36
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RE: The Random Encounter Table Thread.
Okay. The last encounter table has just been completed. I still need to edit these tables some more, but it's finished......for now. I hope these continue to entertain.
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7 Jul 09, 20:21
(This post was last modified: 8 Jul 09 23:38 by Sacrificial Lamb.)
Post: #37
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RE: The Random Encounter Table Thread.
Wilderness Encounter Table
* 01-02 Unattended campfire, still smoking, remnants of unfinished meal, 1d6 wooden stakes on the ground; holy symbol hidden inside the campfire; 10% chance of a vampire appearing within 1d12 rounds (AC 1; MV 12/18; HD 8+3; HP 50; #AT 1; DMG 1d6+4; SA energy drain [drain 2 levels per hit]; victims drained of all levels become Vampires under control of its slayer within 1 day after buried [only if buried]; if target meets Vampire's gaze, Vampire may charm person; target saves at -2; in subterranean surroundings, summon 10d10 rats or bats within 2d6 rounds[the latter only confusing and obscuring opponents' vision, but not physically attacking]; in wilderness surroundings, summon 3d6 wolves within 2d6 rounds; SD +1 or better weapon to hit; regenerate 3 HP/round; if brought to zero HP, forced into gaseous form; must then return to its coffin within 2 hours, rest 8 hours, and reforms corporeal body; immune to sleep, charm, and hold spells; immune to poison and paralysis; take half damage from cold and electricity; can assume gaseous form at will; shapechange into large bat [flight is MV 18]; Vampires recoil from garlic, mirrors, holy symbols [if they are presented boldly]; garlic causes it to hesitate 1d4 rounds, while a mirror or holy symbol will cause it to position itself so that the object is not between itself and its intended victim; exposure to direct sunlight kills it in 1 turn, and it becomes powerless immediately; immersion in running water kills it within 3 rounds; wooden stake driven through its heart kills it for as long as stake remains; to finish task, must sever head and fill its mouth with holy wafers; holy water inflicts 1d6+1 dmg/vial; AL CE; SZ M; XP 2,800) * 03-06 Flock of 6d6 small assorted birds chattering incessantly; Dryad hidden inside her tree; if she is attacked, birds will fly to her defense; she hides unless she sees male PC with 16 or higher Charisma, in which case she might attempt to charm him (AC 7; MV 1/27; HD 1/4; HP 1; # AT 1; DMG 1; AL N; SZ S; XP 6) Dryad (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) * 07-11 Hawk soaring 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) * 12-21 Rainstorm, lasts for 1d6 hours, -2 penalty to d20 rolls, and -10% to other tasks when in the thick of it * 22-23 1d6+4 Wolves; vicious, and liable to attack if they outnumber parties two-to-one (AC 7; MV 18; HD 2+2; HP 12; #AT 1; DMG 1d4+1; AL N; SZ M; XP 71) * 24-28 Brown Bear ambling around (AC 4; 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) * 29-33 2d6 Elven hunters, all 1st-level Fighters, armed with longswords and longbows, arrogant, and might attack strangers if not approached properly (AC 6; MV 9; HP 7; #AT 1 or 2; DMG 1d8 [longsword] or 1d6 [longbow]; STR 15, INT 13, WIS 9, DEX 15, CON 9, CHA 11; 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 CN; SZ M; XP 50; Equipment: elven chainmail, longsword, longbow, quiver, 20 arrows, dagger, 3d12 gp, 2d10 sp, 2d8 cp) * 34-35 Log cabin; 25% chance of 1d6 Human Berserkers appearing within 3d10 rounds; armed with broadswords and battleaxes (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, 1d6+1 gp, 3d6+3 sp, 5d6+5 cp) * 36-39 1d6 Deer grazing in the forest; normally avoids confrontation; will approach a friendly Druid or Ranger that means it no harm (AC 7; MV 18; HD 2; HP 10; #AT 1; DMG 1d6; AL N; SZ M; XP 40) * 40-41 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) * 42-43 Green Dragon; likely attempts to devour livestock and pack animals (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) * 44-45 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) * 46-47 Piles of rubble and 1d6 cracked stone columns; skeletal remains magically bonded with the columns; if Speak With Dead is used to glean information from skeletal remains, then up to seven questions can be asked for each usage of the spell, with no limit to the time questioned; the caster will sense this when the spell is cast; if a question is asked at night, there is a 10% chance of 1d6 hostile Wraiths attacking the party (AC 4; MV 12/24; HD 5+3; HP 28; #AT 1; DMG 1d6; SA Energy Drain [drain one level per hit]; SD silver or magic weapons to hit; AL LE; SZ M; XP ) * 48-51 1d6 Raccoons; curious and attentive (AC 7; MV 12; HD 1; HP 5; #AT 1; DMG 1d3; AL N; SZ S; XP 15) * 52-54 2d4 wild Horses (treat as Medium Horses); alert for danger; avoids contact with others in the vicinity (AC 7; MV 18; HD 2+2; HP 12; #AT 3; DMG 1d6/1d6/1d3; AL N; SZ L; XP 71) * 55-56 1d6 Pegasi; curious about Elves and fey creatures, but tends to avoid others (AC 6; MV 24/48; HD 4; HP 20; #AT 3; DMG 1d8/1d8/1d3; AL CG; SZ L; XP ) * 57-60 Fresh water pond; prime fishing spot; 25% chance of 1d8 Human fisherman (treat as Human Merchants); 25% chance of 1d6 Halfling fisherman; 10% chance of Brown Bear appearing in 1d10 rounds; 10% chance of curious Water Elemental appearing in 1d12 rounds (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) Brown Bear (AC 4; 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) Water Elemental (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) * 61-63 1d6 Ogres; armed with two-handed swords; very hostile to Elves and Humans; might attempt to take captives (AC 5; MV 9; HD 4+1; HP 25; #AT 1; DMG 1d10+2 [two-handed sword]; AL CE; SZ L; XP 215; Equipment: two-handed sword, 4d12 gp, 5d12 gp, 6d12 cp) * 64-65 2d6 Satyrs wandering around; hostile and suspicious of strangers (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) * 66-67 1d12 Treants; probably sleeping, but will awaken if passerby touch them or make loud noises; hostile to beings taking an axe to a tree in the area, and careless use of fire will anger 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) * 68-70 1d10+3 Orcs gathered around a fire pit; sullen and quiet; armed with broadswords and battleaxes (AC 6; MV 9; HD 1; HP 5; #AT 1; DMG 2d4 [broadswords] or 1d8 [battleaxe]; AL LE; SZ M; XP 15; Equipment: ringmail, shield, broadsword, battleaxe; 1d6 gp, 2d8 sp, 3d10 cp) * 71-72 Wind blowing through area; acts as Gust of Wind spell * 73-75 3d10 Human Bandits gathered around 1d6 campfires; armed with broadswords and short bows; 3d10 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, 1d6+1 gp, 2d8+2 sp, 3d10+3 cp) * 76-80 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, 1d10+3 gp, 2d10+5 sp, 3d10+7 cp) * 81-82 Circle of stones; Invisible Stalker guarding the area; 25% chance of the circle being enchanted to enable spell-casters to regenerate 1 HP/round within it, and recover lost spells in one-fourth the normal time; whatever else it guards might still be here (AC 3; MV 12; HD 8; HP 40; #AT 1; DMG 4d4; SA ; SD 30% magic resistance; invisibility, opponents have -4 to hit unless they can see invisible creatures; AL N; SZ L; XP 1,225) * 83-86 2d6 Goblins passing through, armed with short bows and spears; likely to taunt passerby, and then flee (AC 6; MV 6; HD 1-1; HP 4; #AT 1 or 2; DMG 1d6 [spear] or 1d6 [shortbow]; AL LE; SZ S; XP 14; Equipment: studded leather armor, shield, spear, shortbow, quiver, 12 arrows, 1d6 gp, 2d6 sp, 3d6 cp) * 87-89 3d6 cultists (treat as Human Pilgrims), friendly to Druids; hostile to all others; armed with scimitars and spears (AC 8; MV 12; HD 0 [1d6 HP]; HP 4; #AT 1; DMG 1d8 [scimitar] or 1d6 [spear]; AL NE; SZ M; XP 14; Equipment: leather armor, scimitar, spear, dagger, mistletoe, 1d6 gp, 2d6 sp, 3d6 cp) * 90-91 Satyr pipesman; friendly on the surface, but will attempt to rob others when presented with the opportunity (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) * 92-93 Rabbit poking its head out of a burrow; flees if anything approaches (AC 6; MV 18; HD 1/4; HP 1; #AT 1; DMG 1; AL N; SZ S; XP 6) * 94-95 Ettin passing through the area; hostile to other creatures (AC 3; MV 12; HD 10; HP 50; #AT 2; DMG 2d8/3d6; SD surprised on 1 on d6; AL CE; SZ L; XP ) * 96-98 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) * 99-00 Human Ranger of 6th level; curious about passerby; will aid others in need (AC 6; MV 12, HP 40; #AT 1 or 2; DMG 1d8/1d8+6 against giant-class creatures [longsword] or 1d6 [shortbow]; STR 14, INT 13, WIS 14 DEX 16 CON 14, CHA 13; SA +6 DMG to giant-class creatures; SD 50% surprise others; only surprised on 1 in 6; tracking; AL CG; SZ M; XP ; equipment: leather armor, longsword, dagger, handaxe, shortbow, quiver, 20 arrows, 3d8 gp, 3d10 sp, 3d12 cp) http://www.facebook.com/home.php#/profil...ef=profile |
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8 Jul 09, 20:56
Post: #38
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RE: The Random Encounter Table Thread.
I made another one. It was a quickee. Enjoy.
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9 Jul 09, 00:57
(This post was last modified: 2 Sep 09 16:01 by Sacrificial Lamb.)
Post: #39
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RE: The Random Encounter Table Thread.
Here we go again...
Dungeon Encounter Table * 01-04 2d10 Rats scurrying around piles of trash and dry bones (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) * 05-06 Pile of rubble; close inspection of the floor near the rubble reveals a faded pentagram; any Necromantic spell cast within the confines of the pentagram might (10%/spell level chance) summon 1d6 extremely hostile Wraiths instead (AC 4; MV 12/24; HD 5+3; HP 28; #AT 1; DMG 1d6; SA Energy Drain [drain one level per hit]; SD silver or magic weapons to hit; AL LE; SZ M; XP ) * 07-08 3d10 mushrooms providing dim illumination in the room; each mushroom has a 10% chance of duplicating the effect of a magic potion (roll randomly); normal animals avoid this area * 09-10 2d6 Skeletons guarding the area; will attack intruders; armed with clubs (AC 7; MV 12; HD 1; HP 5; #AT 1; DMG 1d6 [club]; SD half damage from edged weapons; immune to Sleep, Charm, Hold and cold spells; holy water vial inflicts upon it 2d4 dmg/vial; AL N; SZ M; XP 23) * 11-12 Wind blowing through area; acts as Gust of Wind spell * 13-15 3d10 mushrooms providing dim illumination in the room; each mushroom has a 10% chance of duplicating the effect of a magic potion (roll randomly); normal animals avoid this area * 16-17 Masked Ogre warrior surveying the area; arrogant and cruel; 10% chance of him being accompanied by 2d6 Orcs (AC 5; MV 9; HD 4+1; HP 30; #AT 1; DMG 1d10+3 [two-handed sword +1, Flame Tongue]; AL CE; SZ L; XP ; Equipment: two-handed sword, 3d20 gp, 4d20 sp, 5d20 cp) Orcs (AC 6; MV 9; HD 1; HP 5; #AT 1; DMG 2d4 [broadswords] or 1d6+1 [footman's pick]; AL LE; SZ M; XP 15; Equipment: ringmail, shield, broadsword, footman's pick; 1d10 gp, 2d10 sp, 3d10 cp) * 18-22 Square pit; filled with refuse and trash; fetid smell; 1d4+1 wooden buckets in the area * 23-24 Pentagram on floor engraved with mystic runes; faintly shimmers and registers as magical if the proper spells are cast; if spellcaster has Conjure Elemental spell, can use pentagram to summon Elemental without using up a spell slot * 25-26 3d10 mushrooms providing dim illumination in the room; each mushroom has a 10% chance of duplicating the effect of a magic potion (roll randomly); normal animals avoid this area Edit: It's September 1st, Tuesday night, and I'm adding some more stuff. To be continued....
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15 Jul 09, 01:19
(This post was last modified: 15 Jul 09 01:20 by Sacrificial Lamb.)
Post: #40
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RE: The Random Encounter Table Thread.
Just to let everyone know, I posted one of my Random Encounter Tables over at therpgsite. Figured it'd be cool to share with everyone what I'm doing, though I only made at a non-game specific "random table" thread.
I'm wondering if I should just create a separate random table thread for AD&D, because otherwise it might be too unfocused as a thread topic. Hmm.... In any case, I'll work on this other table soon....
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If only my energy really was boundless!
