Showing posts with label encounter table. Show all posts
Showing posts with label encounter table. Show all posts

Tuesday, 30 April 2019

Keystone Species Encounter Table

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This one of those "thinking aloud"post where I had an idea for something and see what it looks like when I write it out.
Which hopefully results in something usable , salvage , inspiring or at the very least interesting.

This idea is building an areas encounter table around a single species , in order to make it feel more alive and dynamic , and allow more forewarning to happen about the more dangerous encounters.

So you decide on a keystone "species" (though this can be any thing "ëncountable") and think how it would effect everything else.

What is a keystone species? Let me just copy/paste from wiki here:

"A classic keystone species is a predator that prevents a particular herbivorous species from eliminating dominant plant species. If prey numbers are low, keystone predators can be even less abundant and still be effective. Yet without the predators, the herbivorous prey would explode in numbers, wipe out the dominant plants, and dramatically alter the character of the ecosystem."


 A keystone species doesn't have to be a predator but we'll start with one because it's the easiest to d&d.
 

So let's take the Hydra-Moray from  the "Ramanan Sivaranjan Excellence in Gaming Best God Damn Book of 2015"award winning book Fire On The Velvet Horizon.

It's one of the simplest monsters in there, a hydra of eels , so it will do nicely.

Let's have it live a mangroove, because they are under used biomes. Mangroves are great because you have all kinds of water monsters there but have the party  still basically on land.

Real life mangroves are kind of a nightmare to travel on foot, the footing is treacherous, sharp protrudings from the mangrove roots ,  deep sucking mud and biting insects.

But for our purposes I'll say there's more reliable ground than there actually is.

What does a Hydra Moray eat? Basically everything.  It will eat the mussels and other shellfish , it will eat fish, it will eat alligators , it will will eat too slow climbers and flyers.

So I'm think it's unlikely to have another large predator here unless its swam in from further away.

However smaller & faster and/or more versatile predator/scavengers seem plausible (also I could always have something with some unusual property allowing its survival.)


So let's have some kind of tree climbing Hyena-Otter.


Like the Amazonian giant otter but hunting in packs and a rapid climber . They will scavenge, eat shellfish, chase smaller or weaker Hydra Moray away from kills, snip off stray bits of a meal or even a head, or just finish off the remains.

They will retreat into the tree tops when endangered and make large messy nests there.

Okay now for hapless prey animal.  Gibbons.The Bald-screamer gibbon which I'm making up , it's nearly hairless and has a look of constant fear on its face. It eats leaves, fruit , bark and occasional shellfish.
They will get eaten in the water and they will get eaten in the trees. They have the long limbed graceful  swinging in trees but in the water they have an absurd looking butterfly stroke .

They will squirt big jets of blinding green shit loaded with herbal toxins from their diet if disturbed, while fleeing and hooting.

This hooting will attract attention of the Otters but not the Moray.



Now I got 3 beasts lets build an encounter table.

I don't have a clear system about how I do these numbers , but generally I treat a hex/ turn of traveling like doing a room in a dungeon so I like a 3/3/3 of Definite threat, possible threat, environmental.
Definite Threat is something that is very likely to result in harm unless action is taken, a possible threat will result in harm only in specific situations or fuckery, and environmental is traces of the threat , clues, and resources.

Then with those categories , where needed, a third are unluckier than usual and a third  are luckier.

That's my guidelines here anyway. I'm still not 100% in these numbers and I actually deviated from it when making the below table. ヽ(。_°)ノ
Note that a lot of traditional encounter chances are created with them as a counter /penalty /risk to taking too much time/ covering distance , while I use them as a "what are we doing this session" generator.

Any Large amount of Noise (i.e Gibbons) , or blood in the water ,will trigger another encounter roll , only using results relating to Hydras or Otters

Definite Threats
1. A younger , wounded, or depleted Hydra Moray. It has less than normal heads (1d4+2) , will follow at a distance and attack if approached , the party seems weak, or there's a lot of blood in the water. It will settle for at least a dogs worth of meat.
2. A healthy Adult moray will become aware of the party and start slowly swimming towards them , waiting for the best moment to strike. It will want at least 2 adults worth of food , and if it incapacitates one while the rest of the party flee , it will stash the downed one under a root mass and continue 
 3.Adult Moray about to eat or currently eating a shark or crocodile . Will defend its meal against others. Roll again to see if anything else shows .
4. 1d4 younger Otters. Will follow just out of reach , both in the water or tree branches looking cute. Will attempt to snatch and flee with food or small animals , and attack isolated injured individuals
5. Standard pack of otters , 5+1d6 of them. Lolling about in branches and eating shellfish.  Will attack a weak looking party, try and chase off other packs or smaller morays from a kill. If the next encounter triggers an encounter roll , this pack will show up.
 6. Otter Nest. Looks kind of like a bunch of flotsam jammed in a tree. 2d8 pups present. 1d4 otters present that will chase off anyone getting close. Another 2d6 will show up if prolonged combat or aggravation happens. The pups are worth a lot for their fur, and use as  hunting./guard animal. 
The nest also might have rings or jewellery from limbs or heads brought back here for the pups to eat.
 7. Shark
8.Crocodile
9-15: Gibbons up trees . Will freak out if disturbed, shitting jets of blinding spray and making a lot of noise.
16 A corpse up a tree. Legs eaten off, rest of body stripped of bone. Some salvagable equipment
17. Battered down smaller trees
18. Submerged corpse under a root mass, with a single limb rising up. Hydra Moray that stashed it was driven out of the area.
19. Crocodile corpse caught up in emerging root mass, being picked clean by crabs
20. Knocked over Otter nest , ripped open.  Human limb and gibbon bones through the compacted nest surface of fur, plant material , and feces. Some jewellery.


Next post , if my or your interest continues , will have one the following goals:

>Make a  way simpler version of this.

>Show an example with lots more variety

><Maybe do one with something other than an alpha predator

>Or even building it around something that isn't part of the food chain (directly) like rogue golems, or wandering bands of undead

Wednesday, 4 September 2013

Sewers Tables That I meant to do awhile a go

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF I've been  needed to do this for awhile .
THINGS THAT ONE CAN FIND IN THE UNDERGROUND SEWERS

Cults:
1. Sublime Broiling: worship moon milch | semi real illusions
2. Glory Meat: worship a spherical flesh elemental | transform in to brutish hulks
3.Whistling Night: Construct "deep listening pits"to hear the "whistling between the stars" Wear bird masks with whistle beaks | summon nightgaunts
4.The Bell Drowners. They drown bells. The music of a efficiently drowned bell is rather unsettling |ultrasonic abilities
5. The Stabbers : so divination by reading organs, but if you change the organs (With dexterity,  speed and special knives like olive pitters) before the reading you can change the future. In theory | Surgical instruments, weird internal damage and fate interference
6. The Gigglers: like those people that have organized therapeutic  laughing sessions but have the doctrine that laughter is more therapeutic if the environment is extremely unfunny. Set up tableau that are either horrifying or absurdly banal. | Piranha flails
7. Essentialists: The human body has unnecessary parts that can be removed for greater efficiency. And replaced with beans. | Explosive seed projection, plant monsters
8. The Bombers: bonsai pyrotechnics. Try to blow up exaclty one thing like hope or disapproval. | bombchus


The cult is currently:
1. ceremonys
2. plannings
3.going to war
4.recovering after defeat
5. Out doing non-cult stuff
6. flipping the fuck out









Gangs of Thieves
1. Second story gang with trained squibbon grappling hooks
2. Midgets that disguise themselves as children
3. Fagan with mind control fungus hats and his child slaves
4. Conjoined Twins with a cadre of trained monekys
5. gas spore prostitutes
5. Graverobbers , also dabble in blackmail via a Speak With The Dead ritual they stumbled upon
6. Kidnappers, use blow darts with paralyzing poison from a rare species of bat found here
7.Spys and blackmailers, specialize in disguise themselves as plants
8. Snatch and grabbers , ride trained climbing goats

What are they doing?
1. Falling out violently
2. Counting spoils
3. Playing cards
4. Waiting for a meet
5. Leaving for a job
6. Hiding from retribution

Alchemical horrors

1. Homunculus swarm
2.gas-spore prostitutes 
2.Perpetually melting wax golem, keeps trying to turn into you. Kinda results in the death throes of the T1000
3.Stilt legged rats. YOu  think they are  swimming but they are really just walking.
4.Cimim: like a mimic but always appears as the most extremely unlikely and not particularly desirable thing relative to the enviroment. SO in a sewer, a feather 4 post bed or a roast chicken.
5.A centipede made from monkeys.
6.Monkeys made from centipedes.
7. Swimming mirrors. Possible harmless.
8.A symbiotic second skin. Now lurching around looking for someone to attach to. Not a good idea.
9.A giant tongue , studded with teeth.
10.Frog of Holding.



Lost Places
1.Bathhouse
2.Cold store
3.Arena
4. Zoo
5. Arsenal
6. Voluntary entombment cells
7. Elevator
8. Pumphouse

Enigmas
1. A blind basilisk with a seeing eye parrot. Parrot constantly whispering descriptions of the environment to it. Basilisk is intelligent and fairly benign. The parrot however is judgmental and suspicious. If the Basilisk gets a good enough description of you from the parrot it can still use its gaze attack, except without limits on range or line of sight. That is because the Basilisk has far too much knowledge of philosophy.
2.A Sundial with moving shadow corresponds to another worlds sun
3.crude shelves with books. Books have haphazard yet skilled bindings. Content is violent angular scribbling.
4.Statues hanging from chains around their feet, so the head remains in sewage
5. A ghost trapped in a crack in a wall. Crack is not really big enough for the violently distorted face crushed into it.
6. Luminous hissing roses
7.Storage room for a theatre.
 8.Childrens drawings on the walls


Critters
1.Squibbons
2.Glowworms
3.Starfish
4.Sewer Manatee
5.Pale Giraffe
6.Raccoon, cave adapted
7.Big moths
8. Diving Beetles
9. Bat eating spiders
10. Bats with symbiotic anemones  , with paralytic poison

Predators/roving locus of destruction
1. Wight
2.Flailsnail
3. Ogre
4. trogloraptor
5. Murder Weasel
6. Giant Crab
7. Harpoon tongued Great Eel
8. Alligator
9. Shambling mound
10.Hydra with heads that appear as giant rats from a distance.

Monday, 5 August 2013

derangers+encounter table for arabian nights

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF Ryan Silva asked for some fluff for a class based on crazy.

 By fluff , I presume you mean the descriptions and all?
I have some what done this!

Actually I think I wandered off and did something else.

DERANGERS

So wizards get by on what they know and clerics who they know and everyone else gets by on what ever they get their hands on.
 Derangers however are simply wrong, but too stubborn, dumb, or crazy to realize that they are. ANd that kind of works for them. For awhile any, there is only so long you can cheat luck and casuality before it comes a piling in on them. 6 paths.

charisma : Alienist  destructive resonance mimicry. You mimic someone exactly but just a little bit off setting off existential collapse in the viewer. someone that just cannot quite get social cues . Always too loud or too quiet or too soon. Treat any negative charisma modifiers as positive for purposes of adding to hit and damage rolls against intelligent foes. If using stat checks, roll over charisma for intimidation, bluff or any social situation that doesn't require the other party to like you afterwards . An Alienist risks total catatonic ego collapse.

wisdom . Delusionist. If you believe hard enough its real for you. Can perceive patterns in unconnected events and then influence them anyway. Risk seeing everything so interconnected that they dare not take a single step lest it set off a lethal chain of consequence. Treat negative modifiers to wisdom as positive as long as you can make up an explanation for everything. As soon as you hesitant on a explanation or get caught out on a contradiction it is negative again.  

intelligence: Faker: not a real wizard. Sometimes not a real anything.  Suspected rogue illusion .Manages to cast spells but not the same one twice. Risks losing hold on their own reality.
http://spellmix.pushingcows.se/ (thanks to Jensan Thuresson)

constitution:Wretch: a hypochondriac that makes up new diseases to fight the diseases they already have. It works most of the time, making them a dangerous petridish of virulent mystic plagues. Risks losing the delicate balance of ills and vomiting up organs.

strength: Beast: Those guys that think they are a werewolf. You actually get the stats of the werecreature with the hitdice nearest your level, but must spend a equal amount of time with the mentality of the prey animal/plant

dexterity: Loon: drunken master even when sober


Jensan wanted an Arabian nights encounter table for a harbour city.
 (roll a d12 for night time, 2d6 for day time)
Which is funny because I was reading some of it the other day. Man some of the originally stories were filthy. That one about the 3 christian knights is basically paragraph after paragraph about how they smelt like farts and would steal the teeth from their own grandma while sodomizing a black slave. While farting.  I'm serious.

1 . Ghuls gambling on fresh body parts
2. Wailing woman. She has lost her family to a curse/Jinn/scheming vizier
3. Mysterious fountain. Will speak riddles and inflict curses for those that fail to deriddle the riddle.
4.Guards enforcing bizarre edicts of Sultan.
5.Trained Monkey or Dog or Parrot. Possibly all 3 in a gang. probably cursed with a long story behind it
6. Pickpockets
7. Cursed beggar with long story about what happened.
8. Enchanted animal being sold as ordinary animal, pleading for help. Because curse. Has a long story behind it.
9. Street Cobras.
10. Scheming Merchant , really disguised genius/scheming vizier/ Jinn. Has a scheme to get around the curse on some treasure.
11.Mischievous Pair of Jinn looking for a truly good being and a truly evil being. Because wager.
12.Ghost with a long story and a curse.


Look here is random generate for some of these storys and schemes:
http://www.random-generator.com/index.php?title=Arabian_Nights-Ish_Scenario_Generator

Thursday, 18 July 2013

Fossil City Encounter Table+ firey heavey ship rules

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technically Zzarchov got in first but this one is easier 
M. Diaz 
has requested an encounter table for a fossil city.
1. Chronolily
2. Shoggoth
3.Gizzery
4. Kun
5.Jummrlng
6.gilgamash
7.pyroclastic-ghoul
8.quaggoth
9.vaccum elemental
10. Dust elemental
11.egarus
12.vacuous
13.Nulus
14.Umbral
15.Nemesis
16.Brain mole
17.rogue illusions that trap you in them
18.Sand taken
19. Stray parts of clay golems still performing their duties
20.ghost sharks


OKAY I'll do the rules for a fighting on a burning ship in heaving water.
The On Fire part
The first round of the combat the d.m rolls a d20. Anyone who rolls that number in that round (attack rolls , saving throws, damage etc) is now on fire.
The second round , same procedure but the d.m rolls two d20s. Anyone who rolls either number catches fire etc.
3rd round 3d20s etc, until doubles are rolled. At the point the ship proceeds to break apart and sink.
(the mast falls through the hull or something)

The Heaving water part.
Fumble chance is now 1-2 and you must make a dex save , in addition to the normal fumbling or fall into the ocean. The condition "being in the ocean" does not stack and negates the conditions "being on fire" unless there is a sub condition "white phosphorus"