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encounters

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Encounters

How's this work? There are three different encounter charts based on proximity to civilization: Civilized, Wilds, and Deepwilds.

  • If you're traveling in Civilized areas (any hex claimed by a community) roll a d12 and consult the Civilized table.
  • If you're traveling in Wilds areas (any hex unclaimed by any community) roll a d12 as normal, and then roll another “indicator” one. If the indicator die's result is an even number, consult the Civilized table with the first die's value. If not, consult the Wilds table.
  • If you're traveling in Deepwilds areas (hexes at least three regions away from the nearest community-claimed hexes) roll a d12 as usual, then roll two indicator dice. If both indicators are even numbers, consult the Deepwilds table. If one is even and the other odd, consult the Wilds table. If both are odd, consult the Civilized table.

Encounter tables refer to categories of encounter rather than individual types, since individual details will vary depending on the biome. The exact circumstances are also left vague- GMs are encouraged to use their imagination to fill in the gaps.

  • Weather- unusual weather patterns
  • Flora- local plants of interest
  • Ambient- critter, unlikely to cause trouble
  • Pest- weak creature, might cause non-combat trouble
  • Sapient- intelligent community-based creature
  • Apex- most dangerous thing around
  • Hunter- aggressive creature
  • Ruin- legacy buildings
  • Anomaly- weird/alien creature
Die Civilized
1 Unusual weather for the next few days. Roll this result again before it's over and it'll get really bad.
2 Traveling sapient.
3 Pest hiding in a patch of flora.
4 Sapient using a ruin.
5 Sapient herding/shooing ambient.
6 Wandering ambient.
7 Sapient conflicting with sapient.
8 Sapient trapping pest.
9 Sapient harvesting flora.
10 Sapient having trouble.
11 Ambient annoyed by pest.
12 Hunter conflicting with sapient.
Die Wilds
1 Unusual weather for the next few days. Roll this result again before it's over and it'll get really bad.
2 Ambient fleeing hunter.
3 Wild flora full of ambient.
4 Anomaly in ruin.
5 Lost/outcast/brigand sapient.
6 Ruin used as den by hunter.
7 Pest swarm.
8 Hunter consuming a dead ambient.
9 Ruin overgrown with flora.
10 Injured hunter and/or ambient.
11 Wandering anomaly.
12 Signs of apex.
Die Deepwilds
1 Unusual weather for the next few days. Roll this result again before it's over and it'll get really bad.
2 Hunter swarm.
3 Unusually bold ambient.
4 Anomaly with unusual strain of flora.
5 Hunter conflicting with apex.
6 Hunter conflicting with pest.
7 Unusually large ruin.
8 Many ambient and/or sapient remains.
9 Anomaly conflicting with apex.
10 Sapient conflicting with apex.
11 Apex using a ruin.
12 Apex conflicting with apex.
encounters.1515883177.txt.gz · Last modified: 2018/01/13 15:39 by kyle