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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: Tamed, Wilds, and Deepwilds.

  • If you're traveling in Tamed areas (any hex claimed by a community) roll a d12 and consult the Tamed 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 Wilds table with the first die's value. If not, consult the Tamed 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 an indicator die. If the result is even, consult the Deepwilds table. If not, consult the Wilds one instead.

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 for the area.
  • Flora: Local plants, fungi, etc of interest.
  • Ruin: Legacy buildings and structures.
  • Ambient: Critters unlikely to cause trouble. Usually herbivores.
  • Pest: Creatures that usually irritate more than threaten.
  • Sapient: Intelligent creatures that build communities.
  • Hunter: An aggressive creature, often willing to attack.
  • Anomaly: Particularly weird/alien creatures. Unpredictable in behavior.
  • Apex: The most dangerous things around. Almost always solo.
Die Tamed
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.

Biomes

Exhale Damp stony mountains rich in geothermic activity.
Imperial Cities and settlements of humanity.
Magnephyll Iron-rich magnetic forests that utilize lightning energy.
Manifest Mysterious alternate dimension accessed through dreams.
Metro Reef Partially-sunken city overgrown by coral.
Undercroft Tunnels, caverns and open spaces under the earth.
encounters.1515958435.txt.gz · Last modified: 2018/01/14 12:33 by kyle