Wednesday, January 9, 2013

Random Encounter Tables: Adventuring around Nulb

I needed to get to these eventually. The Temple of Elemental Evil has some random encounter tables for adventures taking place in the wilderness around Nulb. These are useful, if a bit cursory, for getting a feel for the place. It includes tables for woodlands, swamp, and river adventures. In addition, they're useful for overland travel between Hommlet and Nulb, and I imagine I'll mostly be using them in that respect, though if I get truly grandiose ideas I may create another couple mini-dungeons for the PCs to visit, so the players have some choice. (However, I figure a large part of that strategic choice is made when they come to the table. They know I'm running a romp through the Temple of Elemental Evil, and it's not like I'm the only game in town.)

Without further ado, here they are:

Nulb Encounter tables (roll 3d6)

Scrub/Forest/road (9 or less, roll twice per day and twice per night, double that if off-road):

00-10:    Wild boars (1d6-3 minimum 1) (roll 1d6; on a 1, this is a herd consisting of 1d6 x 30 adults)
10-25:    Wolves (3d10; roll 1d6, on a 1, substitute dire wolves from DF 2 instead)
26-30:    Day: Scouting/hunting party of elves (3d6)
              Night: Werewolves (1d4; alternatively, a different 'were' if you like)
31-45:    Gnoll band (4d10)
46-60:    Bugbears (1d10)
61-70:    On road: small merchant caravan (1 in 6 chance of being diguised evil pilgrims)
              Off road: Bandits, as below
71-90:    Bandits  (4d6) (outfitted like Nulb militia and probably are)
91-99:    Roll twice more
00:         Special, roll on the Specials table


Swamp/Pond/Road (9 or less, roll twice per day and twice per night, double that if off-road):

00-15:    Giant frogs, 1d10 as per the moathouse
16-20:    Day: Giant snake
              Night: Ghouls, (2d6 led by 1d6-3 ghasts - like ghouls but with 3-hex nauseating aura and +1 vs.
              turning)
21-30:    Leaping Leeches, effectively infinite. If you need a precise number, roll 1d100 x 100
31-45:    Wolves, (3d10; roll 1d6, on a 1, substitute dire wolves from DF 2 instead)
46-60:    Gnoll band (4d10)
61-70:    Toxic Slorn, (1d6)
71-80:    On road: small merchant caravan (1 in 6 chance of being diguised evil pilgrims)
              Off road: bandits, as below
81-90:    Bandits  (4d6) (outfitted like Nulb militia and probably are)
91-99:    Roll twice more
00:         Special, roll on the Specials table

Specials:
00-05:    Large Merchant Caravan (PCs may trade at the caravan for normal prices, everything except
              non-perishable magical goods, e.g. magic swords and armor or artefacts)
06-10:    Horde pygmies (1d10 x 10)
11-20:    Orc raiding party (1d6 x 15)
21-25:    Wyverns (1d6)
26-35:    Slugbeast
36-45:    Stirges (5d10)
46-56:    Day: Dryad
              Night:
56-65:    Trolls, 1d6-2, minimum 1
61-65:    Giant Ape
66-75:    Hunting party from the temple, roll 1d6:
              1-4: Humans (5d10), packing earth temple robes and outfitted like guards (chain and shield,
              crossbow and broadsword)
              5: Bugbears (2d6) packing fire temple robes and outfitted like guards (chain and shield, bastard
              sword or mace)
              6: Humans (2d6) w/ orcs (2d6) packing water temple robes and outfitted like guards (chain and
              shield, bows, crossbows)
76-85:    Another adventuring party
86-90:    Ogres, 2d6
91-00:    Batchala flock, 3d10


Also, I apologize to anyone on a mobile device or non-standard resolution. I had to format these by hand with spaces,because Blogger doesn't have table support except in the HTML mode, which I'm far too lazy to wrangle with at the moment.

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