Wednesday, May 20, 2015

WIP: Random Wilderness Encounters

Two encounter tables from my current Work in Progress:

Random Wilderness Encounters (1d10)
While PCs are travelling, roll once per non-labeled hex on the encounter table below; if a result has already been encountered, roll again or insert your own encounter: 

  1. Giant Bee: AC 6 (13), HD 3, #AT 1 sting, D 1d3 + poison, XP 240
  2. Black Bear: AC 7 (12), HD 4+1, #AT 2 claws/1 bite, D 1d3/1d6, XP 120, Special: Hug (1d8)
  3. No encounter
  4. Hungering Vine: AC 9 (10),HD 8, #AT all within 10 ft. or 1 “tail”, D 1d8/4d10, XP 2000, Special: Destroys weapons successfully hitting it, generates darkness, partially immune to lightning, causes fear
  5. No encounter
  6. Goblin Scout: AC 6 (13), HD 1d6 hp, #AT 1 weapon, D 1d6, XP 10, Special: -1 to hit in sunlight
  7. Feral Sow: AC 7 (12), HD 3+3 #AT 1 gore, D 3d4, XP 120; Special: continue attacks 2 rounds after death
  8. No encounter
  9. 3 Goblin Raiders: AC 6 (13), HD 1d6 hp, #AT 1 weapon, D 1d6, XP 10, Special: -1 to hit in sunlight
  10. Mad Cow: AC 7 [12]; HD 3, #AT 1 gore, D 1d6, XP 60


Encounters in the Fields (1d6)
2-acre plots of wheat, rye, and barley surround the huts and the farmhouse. If the PCs enter the fields, roll on the encounter tables below (1d6):

  1. 2 Goblin Scouts: AC 6 (13), HD 1d6 hp, #AT 1 weapon, D 1d6, XP 10, Special: –1 to hit in sunlight
  2. Poisonous Snake: AC 5 (14), HD 1d6 hp, #AT 1 bite, D 1hp + poison, XP 30, Special: Lethal poison (+2 save)
  3. Giant Field Mouse: AC 8 (11), HD 1d4 hp, #AT 1 bite. D 1d3, XP 5, Special: 5% are diseased
  4. Angry Ram: AC 9 (10), HD 1, #AT 1 gore, D 1d6, XP 40
  5. Wild Mule: AC 8 (11), HD 2, #AT 1 bite/2 hooves, D 1d4/2d4, XP 50
  6. Giant Tick: AC 4 (15), HD 3, #AT 1 bite, D 1d4, XP 120, Special: Drain blood, disease