Thursday, 2 February 2012

Langrim Island - Encounter Tables



While travelling through, or exploring an area, each hex has a 30% chance per day of generating an encounter.


Table 2.2: Southern Lowlands
d20
1-7 Small game (30%)
8-9 Wild dogs (2d4)
10-11 Boar (d6 = 1-4: one, 5-6: 1d3+1)
12-13 Goblins (2d4)
14-15 Merchant w/ 1d4 guards
16-17 Legion patrol (d6 = 1-2: ten infantry, 3-4: twenty infantry: 5-6: six cavalry)
18 Bulette (1)
19 Shadow (1)
20 Wyvern (1)


Table 2.3: Northern Lowlands
d20
1-7 Small game (50%)
8-9 Wolf (1d3+1)
10-11 Boar (d6 = 1-4: one, 5-6: 1d3+1)
12-13 Goblins (d6 = 1-4: 1d3+1, 5-6: 2d6)
14-15 Hunters (1d4)
16-17 Greenvale patrol (d6 = 1-4: 1 knight + 3 men-at-arms, 5-6: 4 knights + 12 men-at-arms)
18 Boar, giant (1d2)
19 Bulette (1)
20 Wyvern (1)

Table 2.3: Hills
d20
1-10 Small game (25%)
11-12 Wolf (2d4)
13-14 Ghast (2d6-1)
15-16 Goblins (d6 = 1-4: 1d4+2, 5-6 = 2d6+3)
17 Bulette (1)
18 Ettin (1)
19 Giant, Hill (1)
20 Wyvern (1)

Table 2.4 Forest
d20
1-10 Small game (40%)
11-12 Kobold (2d8)
13-14 Goblins (d6 = 1-4: 1d4+2, 5-6 = 2d6+3)
15-16 Slug, Giant (1)
17 Slithering tracker (1)
18 Leprechaun (1)
19 Brownie (1)
20 Banshee (1)

Table 2.5 Mountain
d20
1-10 Nothing
11-12 Kobold (3d10)
13-14 Gargoyle (1d4)
15-16 Goblins (d6 = 1-4: 1d4+2, 5-6 = 2d6+3)
17 Harpy (1)
18 Eagle, Giant (1)
19 Giant, Hill (1)
20 Wyvern (1)

Storyteller's note: This is my first attempt at creating random encounter tables, and I guess we'll see how it works in game.

[Picture source: Muddy Colors]

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