Previously I've posted two posts about random encounter generation, both of which within the framework of PARIAH (but easily adaptable to your old school game of choice blah blah...). The first attempt was inspired by Goblin Punch's encounter stew, but modified to accommodate the skills system I'd built into PARIAH (this version was included in the zine). I wasn't entirely happy with it, especially when playing it online and started to think about how I could move things around and create something more coherent but also thematic.
I googled "Nature spirit - scary" and got this |
https://aloneinthelabyrinth.blogspot.com/2021/07/genius-loci-linking-encounters-hazards.html
That post has become one of the most popular on this site, no doubt due to it being featured in an edition of The Glatisant. Nonetheless what was presented was somewhat incomplete.
This represents an attempt to grant that post a little more polish.
Hex Encounter Tables
The GENIUS LOCI materialises, roll for additional encounter (1d8):
1: HAZARD | 2: MISHAP
3: Tiger | 4: Dinosaur
5: Witch | 6: Blood drinker
7: Just the Genius Loci | 8: The Great Forest Spirit
Weather worsens (max 2 steps) until the pariahs leave the hex.
Foraging yields nothing of value.
Roll for an encounter (1d8):
1: HAZARD | 2: MISHAP
3: Shaman | 4: Insect swarm
5: Hunting party | 6: Robber fly
7: Pariah | 8: Genius Loci
Weather worsens (max 1 step) until pariahs leave the hex.
Chance of getting lost increases by one step.
Foraging is disadvantaged or somehow penalised.
Reaction rolls with non-human entities is at -1.
Roll for an encounter (1d8):
1-6: No encounter
7:Spirit- touched | 8: Spirit of dead
Roll for an encounter:
1-2: DISCOVERY | 3-4: FORTUNE
5: Insect Swarm | 6: Giant frog
7: Leopard | 8: Lizard
- Weather improves (max 1 step) until pariahs leave the hex.
- The chance of getting lost reduces one step.
- Forage with advantage.
- Reaction rolls with non-human entities is at +1.
- Reduce the chance of being surprised by an encounter by one step.
The GENIUS LOCI materialises, roll for additional encounter (1d8):
1-2: DISCOVERY | 3-4: FORTUNE
5: Dusk spirit | 6: Dusk spirit
7: Spell-Spirit (rogue invocation) | 8: Spirit disguised as a human
- Weather improves (max 1 step) until pariahs leave the hex.
- The chance of getting lost reduces one step.
- Forage with advantage.
- Reaction rolls with non-human entities is at +1.
- Reduce the chance of being surprised by an encounter by one step.
In addition to the above effects, the spirit manifests in an awesome display and wants to communicate the importance of their locus to the party/band. It may provide them with a special quest or gift.
Note that within each reaction "band" there's a 1d8 min-table detailing the encounter. The random generation of these tables (try it! It's never the same each time) was fun but didn't flow together, and didn't feel very terrain specific for some reason.
I liked the environmental effects and the division of encounters by reaction type, which I feel is at the core of this and wish to carry over. To repeat:
2 HOSTILE
The pariahs' very presence has angered the ruling spirit: the sky darkens, the air cools (or gets dramatically warmer) and the environment grows quieter.
- It materialises, demanding they leave immediately and tells them not to return.
- Refusal to comply is met with violence, but offers of tributes may ameliorate the spirit.
- Weather worsens (max 2 steps) until the pariahs leave the hex.
- Foraging yields nothing of value.
3-5 AGGRAVATED
The pariahs have annoyed the genius.
- Weather worsens (max 1 step) until pariahs leave the hex.
- Chance of getting lost increases by one step.
- Foraging is disadvantaged or somehow penalised.
- Reaction rolls with non-human entities is at -1.
6-8 NEUTRAL/OBLIVIOUS/AMBIGUOUS
The spirit of the place is either unaware or unconcerned by the pariahs: there is no noticeable change to the weather or atmosphere in any way.
9-11 CURIOUS
The atmosphere lightens. A feeling of positivity pervades the environment. The spirit is interested to see how the pariahs will respond to this elevation: if their gratitude is not expressed on their next visit, the consequences could be dire.
- Weather improves (max 1 step) until pariahs leave the hex.
- The chance of getting lost reduces one step.
- Foraging is at advantage
- Reaction rolls with non-human entities is at +1.
- Reduce the chance of being surprised by an encounter by one step.
12 FASCINATED
The spirit has taken a shine to the pariahs, perhaps one particular (determine randomly). In addition to the above effects, the spirit manifests in an awesome display and wants to communicate the importance of their [hex] to the party/band. It may provide them with a special quest or gift (see below).
A Detour Into the Unknown
But first, a sidestep into another encounter generator: Goblin's Henchman's In the Heart of the Unknown.
Follow the link for a complete list of GH's titles: https://preview.drivethrurpg.com/en/browse?author=Goblin%27s%20Henchman |
I have sung the praises of Goblin's Henchman on multiple occasions. I think what they have done with hex flowers is of a massive service to this hobby and it keeps on giving. I say this because I don't want to explain what a hex flower is again, just read this blogpost Anyway, I digress.
On the right hand side of the image above you will see a table running from 2 (or less) to 24 (or more)
Note, however, that the dice used to roll upon it are a D6 and D10, providing a possible range of 2-16.
Courtesy https://anydice.com/ |
Note also that when two dice of different sizes are rolled together, the distribution is trapezoid in shape: a central table of flat probabilities tapering off at the extremities. The larger the disparity between dice sizes, the larger the size of the tabletop.
The "Mechanic"
As per the genius loci post, the GM makes a reaction roll on 2d6 whenever they would ordinarily make an encounter check: this roll refers to the genius reaction table above add advantage (3d6 keep highest 2) or disadvantage (3d6 keep lowest 2) as the GM sees fit. In addition a D20 is rolled, and the total of all dice provides is then read of the table. This provides a range of 3-32, or 30 individual entries.
Encounters are arranged so that (generally) the lower the result the more threatening the encounter.
So What?
- Providing discoveries, fortunes, mishaps and hazards
- Environmental effects in Genius Loci reaction
- Weighing encounter reactions in accordance with Genius Loci reaction
Links
Pariah original encounter mechanic:
https://aloneinthelabyrinth.blogspot.com/2020/04/wilderness-encounters.html
The superior Goblin Punch Encounter Stew by which the above was inspired:
http://goblinpunch.blogspot.com/2019/07/encounter-stew.html
That popular Genius Loci post of which this is an extension:
https://aloneinthelabyrinth.blogspot.com/2021/07/genius-loci-linking-encounters-hazards.html
The edition of The Glatisant in which the above featured:
https://questingbeast.substack.com/p/the-glatisant-issue-18
Jungle hex generator:
https://aloneinthelabyrinth.blogspot.com/2021/09/pariah-hexgen-13-jungle-tropical-forest.html
Goblin's Henchman's DTRPG Oeuvre:
https://preview.drivethrurpg.com/en/browse?author=Goblin%27s%20Henchman
Into the Heart of the Unknown on DTRPG:
https://www.drivethrurpg.com/product/292935/In-the-Heart-of-the-Unknown--Procedural-Hex-Crawling-Engineaffiliate_id=774882
Hex flowers:
https://goblinshenchman.wordpress.com/2018/10/25/2d6-hex-power-flower/
Dice probabilities via AnyDice:
https://anydice.com/
My Pariah remix, Heart of the Primal Unknown
https://www.drivethrurpg.com/product/369092/Heart-of-the-Primal-Unknown
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