http://goblinpunch.blogspot.com/2019/07/encounter-stew.html
Google dice, uploaded to my google blog via my google android phone. Sleepwalking into dystopia... |
I ran it a few sessions, but then thought about making a few alterations to squeeze it into the skill attribute check/ skill system I'd built for my table, and then followed with some setting-specific encounter tables.
THE MECHANIC
Every time the party enters a new hex roll for encounters with a set of dice in a bowl, using different coloured dice if possible.The standard dice are as follows:
- Encounter die—a red D12. The GM is free to increase or decrease the die size to modulate the likelihood of encounters.
- Caution die—a blue D4. Use a bigger die if the pariahs are attempting to move stealthily (see below).
- Awareness die—a yellow D6. If a party member has the listening skill, use that die instead.
Deduct the awareness and caution dice from the encounter die and consult the generic encounters table (below).
- If the caution dies shows a “1” whatever they encounter is immediately aware of them (it cannot be surprised).
- If the awareness die shows a “1” whatever they encounter automatically gains surprise.
Encounters occur at a distance of 4d12 feet. Roll an additional D12 for each “12” rolled and add to the total.
MOVING WITH CAUTION (STEALTH)
The party may increase their caution die from a D4 to a D6 if they move through the wilderness at half speed. This reduces the likelihood of an encounter, and also means they are more likely to catchwhatever they encounter unawares.
A group of more than ten pariahs is unable to move cautiously.
If a particularly stealthy pariah leads the group, they may increase the caution die to match their stealth skill. The party must still move at half speed.
HUNTING & TRACKING
A party moving at half speed may also elect to hunt & track: the purpose is to keep their eyes and ears open for signs of any big game or unusual creatures, to find their tracks and to trail them.The dice set-up and how they’re interpretated differs somewhat from the usual encounter array:
- A 4th die is added, a green D6.
- This might be a larger die if a party member is skilled at tracking. Note, this party member must take point and their stealth die must be used (if applicable).
- Roll for an encounter as usual, but with the addition of the tracking die.
- A roll of 4 or higher on the tracking die means a trail has been found:
- If an encounter has also been rolled, the trail leads to that encounter (if the party choose to follow it).
- If no encounter has been rolled, the trail will lead back to a lair/nest/camp of a randomly determined creature.
- Tracking means the party/ band will spend their entire journey time exploring the hex.
The GM is encouraged to supply as much additional information as they think appropriate to the situation, describing footprints, tracks or other details the pariahs might observe, and encourage the players to act on this information as they see fit.
Furthermore, if desired, the GM can take other factors such as terrain and weather into account, and whether the pariahs have animal allies that can assist them on the hunt.
NIGHT ENCOUNTER
If the party is travelling at night, they will usually require some torches to light their way to avoid becoming lost (though they may navigate by the moon and stars in open country). Carrying torches or other forms of illumination has the the following effects on the party:- they may not use their caution die.
- They also lose their awareness die as the confusing soundscapes of night and relative darkness confuse and confound their senses.
- Instead, the encounter die is opposed by an illumination die. The size is set by the Gm (maximum D12, minimum D2): the brighter the light(s) the bigger the die.
- Deduct the illumination die from the encounter die to calculate random encounters.
Parties travelling at night without torches increase their chance of getting lost and must move at half speed. To move stealthily they must move at ¼ of their normal rate. Otherwise, use the same rules for generating encounters listed above
ENCOUNTER DISTANCE
Encounters occur at a distance of 4d12 x 10 feet. Roll an additional D12 for each “12” rolled and add to the total.Example:
The GM rolls 8, 12, 1 and 6. The additional die roll 3, for a total of 30. The encounter will occur at 300’.
Variable encounter distance
THE EXPLORATION TURN
This encounter method is also employed during the exploration phase of play, though the dice are rolled each ten minute turn instead of only when a new hex is entered.
Roll or choose an appropriate encounter from the corresponding sub-table below.
* For predators, roll again for prey/rivals on 1d20. Results higher than 12 indicate the predators are resting and no other animals are nearby.
** For scavengers, roll again for prey/rivals on 1d20. There is a 75% chance that any additional creatures are already dead. Results higher than 12 indicate the scavengers are resting and no other animals are nearby.
All other animals have a 1 in 4 chance of being accompanied by another creature (1 in 8 in the desert).
* For predators, roll again for prey/rivals on the animals table with 1d20. Results higher than 12 indicate the predators are lying in wait and no other animals are nearby.
** For giant leeches and parasitic worms, roll 1d20 on the animals table for their prey, ignoring results higher than 12.
All other animals have a 1 in 4 chance of being accompanied by another creature (1 in 8 in the desert).
*Roll each column separately.
Good lord, I feel like your encounter tables really give a sense of the landscape and lore. And there's just so *much*
ReplyDeleteAll cribbed from the Cook Expert set (with some amendments)!
DeleteAnd I thinks that's as it should be, right? Rather than reams and reams of historical and geographical text for a GM to read through and occasionally bore the players with the players can learn about the world around them through the characters and creatures they meet.