Tuesday, March 29, 2011

Lake Kalij, Part II

Part I.

The problem with using the 2-20 table for random encounters is that you come to have a great variety of encounters you may not want. Thus, I've implemented the following 2-12 table:

2. Very Rare
3. Rare
4. Uncommon
5. Uncommon
6. Common
7. Common
8. Common
9. Uncommon
10. Uncommon
11. Rare
12. Very Rare

This way, for those of you who love statistics, you have 36 possible dice combinations (6x6), of which 16 (5+6+5, roughly 45%) will result in Common encounters, 14 (3+4+4+3, roughly 38%) in Uncommon encounters, 4 (2+2, roughly 11%) in Rare encounters and 2 (1+1, roughly 6%) in Very Rare encounters. You may add more complexity by rolling 3d6 for each encounter (in that case curves are in the DMG, so it's even easier.)

Western Forest
2. Troll
3. Convoy
4. Patrol, orcs
5. Patrol, goblins
6. Boar
7. Squirrel
8. Wolf
9. Centipede, giant
10. Patrol, worg rider goblins
11. Worg
12. Patrol, Gruknartz

Plains
2. Centipede, megalo-
3. Wolf, dire
4. Boar
5. Mercenaries
6. Convoy
7. Bandits
8. Patrol, peasants of Stadt
9. Horse
10. Snake, poisonous
11. Worg
12. Pilgrim

Mountains
2. Carrion Crawler
3. Caveman
4. Snake, poisonous
5. Scorpion, huge
6. Orc
7. Ogre
8. Bugbear
9. Hobgoblin
10. Weasel
11. Gorgon
12. Ettin

Hills
2. Ettercap
3. Pilgrim
4. Snake, giant poisonous
5. Bandit
6. Skunk
7. Raven
8. Mule
9. Ghoul
10. Bear
11. Patrol, Baron Petrowitz Knights
12. Basilisk

Swamp
2. Spawn of the Toad Demon
3. Sub-human
4. Basilisk
5. Toad, giant
6. Centipede, huge
7. Flying, swarm
8. Crocodile
9. Snail, giant
10. Leech, giant
11. Ghoul
12. Ghast

Eastern Forest
2. Dryad
3. Ant, giant
4. Badger
5. Skeleton
6. Toad, giant
7. Squirrel
8. Wolf
9. Zombie
10. Leprechaun
11. Brownie
12. The Silent Watcher

Convoys are usually composed of 10-20 men-at-arms and 6 light horses. The merchant is demi-human only 1 in 6 (2-3 dwarf, 4 elf, 5 hobbit, 6 other). Most merchants (80%) sell slaves – male slaves are chained and must walk, women and children are transported in wagons. Other goods include jewels, weapons and armor, food and wine. Roll a d6 to determine destination: 1-4 Ibkah, 5 Stadt, 6 Castle Petrowitz/Broon.

Special Monsters are described in their respective one-page adventures.

Random Weather (Winter)
2. Snowstorm
3. Snow
4. Storm
5. Rain
6. Cloudy
7. Windy
8. Cloudy
9. Rain
10. Storm
11. Snow
12. Snowstorm

Random Weather (Autumn/Spring)
2. Storm
3. Rain
4. Rain
5. Cloudy
6. Windy
7. Sunny
8. Windy
9. Cloudy
10. Rain
11. Rain
12. Storm

Random Weather (Summer)
2. Hailstorm
3. Storm
4. Rain
5. Cloudy
6-8. Sunny
9. Cloudy
10. Rain
11. Storm
12. Hailstorm

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