Random encounter

Random event table; 6s are good for the players.

Weather Condition ->

Monster Condition \/

1 bad weather

2

3

4

5

6 good weather

1 bad monster

W+2 / M+2

W / M+2

W / M+2

M+2

M+2

GW / M+2

2

W+2 / M

W / M

W / M

M

M

GW / M

3

W+2

W / M

W / M

M

M

GW / M

4

W+2

W

W

GW

5

W+2

W

W

GW

6 good monster

W+2 / GM

W / GM

W / GM

GM

GM

GW / GM

Weather Conditions : roll a d2 and roll a d6 on the table, add +2 to the roll if it’s bad weather.

D6

D2

Weather

1

2

Light Humidity : every hour all characters in Heavy Armor make a Con save DC 10 : on a fail they must take short rest or gain a level of exhaustion. 

2

2

Sunny : All creatures have -1 to perception checks made to see something while they are in sunlight.

3

2

Medium Humidity : every hour all characters in Heavy or Medium Armor make a Con save DC 10 : on a fail they must take short rest or gain a level of exhaustion.

4

2

Dry : every hour all creatures make a Water Save DC 10 or lose one hit die for 24 hours.

5

2

Heavy Humidity : every hour all characters in Light, Medium or Heavy Armor make a Con save DC 10 : on a fail they must take short rest or gain a level of exhaustion.

6

2

Dry : every hour all creatures make a Water Save DC 10 or lose one hit die for 24 hours.

Heavy Sun : All creatures have -1 to perception checks made to see something while they are in sunlight.

Sunburn :  All creatures without natural armor or armor, must make a con save DC 10: on a fail they have -1 to all ability and skill checks until they take a long rest.

7

2

Sand Storm : obscurement after d4 (0 – 5 – 10 – 15)

Pelting Sands : every turn all creatures make a Str save DC 10 : on a fail, they are pushed 5 feet, and take 1 fire damage and 1 bludgeoning damage.

8

2

Extreme Sun : all creatures in sunlight have Sunlight Sensitivity, creatures that already have sunlight sensitivity are blind.

Radiant Sun : all creatures take 1 damage per a round in sunlight.

Extreme Humidity : every hour all characters in Light, Medium or Heavy Armor make a Con save DC 10 : they gain a level of exhaustion on a fail.

D6

D2

Weather

1

1

Cloudy : Dim Light

2

1

Fog : obscurement after d6 (5 – 10 – 15 – 20 – 25 – 30) 

3

1

Wind : Reduce ranged attack range by (10 – 20 – 30 – 40 – 50 – 60)

4

1

Rain : All non-road land movement is difficult terrain

5

1

Rain : All non-road land movement is difficult terrain

Wind : Reduce ranged attack range by d6 (10 – 20 – 30 – 40 – 50 – 60)

6

1

Rain : All non-road land movement is difficult terrain

Lightning Bolt : every minute all creatures with metal armor or weapons must make a Dex save DC 10, they take 4d6 Lightning damage on fail.

7

1

Acid Rain : All non-road land movement is difficult terrain, take 1d4 acid damage every hour.

Lightning Bolt : every hour all creatures with metal armor or weapons must make a Dex Save DC 10, they take 4d6 Lightning damage on fail

Wind : Reduce ranged attack range by d6 (10 – 20 – 30 – 40 – 50 – 60)

8

1

Hail : All movement is difficult terrain, Str Save DC 10, Become prone and take 1d6 cold damage and 1d6 Bludgeoning damage on fail.

Lightning Bolt : every minute all creatures with metal armor or weapons must make a Dex Save DC 10, 4d6 Lightning damage on fail

Rain : All non-road land movement is difficult terrain 

Wind : Reduce ranged attack range by (10 – 20 – 30 – 40 – 50 – 60)

Random Monster : 

1

Small War Scout group

2

Cave monsters

3

War Scouts with “Dogs”

4

Territorial Animal 

5

Cave monsters + War Scouts

6

Monstrous Animal

7

Cave monsters vs War Scouts vs Monstrous Animal

8

War Battalion

Good Monster Encounter

1

2d4+4 Goat Herd

2

Merchant d4 (magic items – provisions – basic items – quest scroll)

3

Magican (Poisoned alchemist's fire – mana stone – 1 Magic item – Portal)

4

Tame Siege (Elephant – Bear – Lion – Scorpion)

5

Wandering Soldier (Samurai – Archer – Phalanx – Hero)

6

2d6 group of refugees

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