Post by mahrundl on Jun 1, 2011 6:37:32 GMT -5
Thanks for the link. A lot of tables in there to check out.
Would love to see your campaign world's random events table whenever you get a chance to post it.
You asked for it...
The formatting isn't great, but it should be intelligible:
Roll D100 | Event | Event Description | |
01 - 08: | Flock Of Birds | Type: (D6) | Direction: (D10) |
1: Pigeons | 1: N | ||
2: Crows | 2: NE | ||
3: Ducks / Geese | 3: E | ||
4: Cockatoos | 4: SE | ||
5: Starlings | 5: S | ||
6: Gulls | 6: SW | ||
7: W | |||
Height: (D6) | 8: NW | ||
1 - 3: Treetop | 9: Direction of travel | ||
4 - 6: High up | 10: Opposite direction of travel | ||
09 - 20: | Notable Plant | Type: (2D6) | |
2 : Magical Plant | |||
3 - 4: Medicinal Plant | |||
5 - 9: Food Plant | |||
10-11: Poisonous Plant | |||
12 : Special Plant | |||
See plant sub-tables | |||
21 - 21: | Poacher | Flees from you. L2 SR vs SPD to catch, as the poacher knows the area much better than you. 50 gp reward for turning him / her in. | |
22 - 23: | Eyes In The Underbrush | They disappear into the brush before you can get near them. | |
24 - 27: | Startle Small Creature | You startle a small creature (rat, rabbit, lizard, quail, etc.) which scurries away. May try to shoot it. | |
28 - 29: | Startle Large Creature | You startle a large creature (boar, bear, goat, mountain lion, etc.) which (D6) 1 - 5: Flees 6: Attacks (MR 10 - 50) | |
30 - 30: | Remains Of A Small Camp | You find a filled in firepit, tracks of several people and other items indicating that someone has camped here. On 5 - 6 on D6, it is a previous campsite of the party. If the tracks are followed, the tracks are lost after 100' or so. | |
31 - 31: | Minor Earthquake | Each character must make a L1 SR vs DX to avoid falling (no damage) as the ground shakes. | |
32 - 32: | Crevasse | You find a 2' wide crevasse, recently opened by a Minor Earthquake. It is rather deep, but easy to jump over (no SR required). | |
33 - 34: | Traces Of Travellers | Some small trace of a passing traveller is found - a few old footprints, scraps of food, single sock. Nothing will be of any value. | |
35 - 36: | Branch Falls From Tree | A large branch falls from a tree. It falls closest to the character whose L1 SR vs LK total is the lowest, but never actually hits them (possibly brushed by leaves). If there are no trees, the branch will still fall... | |
37 - 37: | Twist Ankle In Rabbit Hole | All characters must make L1 SR vs LK. The player who fails by most / succeeds by least twists their ankle in a rabbit hole. If their SR was failed, they are at -4 DX for the next 4 hours. | |
38 - 39: | Drop / Lose Small Item | L1 SR vs LK for all characters. The lowest total loses a small item (tinderbox, small article of clothing, dagger in belt, etc.) that could conceivably be lost while walking (i.e. gems in your backpack aren't candidates, but a belt pouch is). L3 SR vs IQ to notice that you have just lost it, otherwise it is gone. | |
40 - 43: | Pestered By Insects | The party is plagued by flies, mosquitoes, bees, midges, wasps or other normal sized insects. No damage, but very annoying. If they have an insect repelling plant / potion / spell, it will work. | |
44 - 44: | Quicksand | Leading character steps into quicksand. L2 SR vs DX to react quickly enough to avoid getting stuck. Otherwise, the rest of the party have 1 turn to rescue the victim before they drown. Of course, a trapped person can fly / levitate out. | |
45 - 46: | Interesting Rock Formation | A rock formation is spotted that: (D6) | |
1 - 3: Looks like a face, hand, animal or other formation | |||
4 - 5: Looks like it may be a good mining site. This can be reported to the authorities for a 100 gp reward or the party can register a claim and attempt to mine it themselves. | |||
6 : The rock give off palpable evil or good vibes. No reason for the vibes will be found. | |||
47 - 47: | Overgrown Path | You find traces of a much overgrown path. It may lead to something if you have it prepared; otherwise, it will peter out after 300 yards or so in either direction. | |
48 - 48: | Eclipse | Roll D6: | |
1 - 5: Partial eclipse | |||
6 : Total eclipse. If in a town, there is a 2 in 6 chance of being injured by a terrified crowd (2D6 damage, armour does not protect) fleeing. | |||
49 - 63: | Encounter | A random encounter. Use the Encounter tables. | |
64 - 64: | Signs Of Wolves | Roll D6: | |
1 - 4: You hear wolves howling in the near distance. | |||
5 - 6: You turn just in time to see a wolf disappearing into the undergrowth. | |||
65 - 65: | Ancient Religious Site | You find a disused altar, shrine or tiny temple. There are slight good or evil vibes, but they are very faint. On 12 on 2D6, the party can find some small relics, worth about 20 gp. | |
66 - 66: | Bear / Rabbit Trap | The trailing character must make L1 SR vs LK or they accidentally step into a bear / rabbit trap, taking D6 / 3D6 damage. Armour does protect here. To escape requires characters to apply 10 / 20 ST points to the trap. 5 in 6 of these traps are rabbit traps. | |
67 - 68: | Shower Of Rain | A light shower of rain passes over, lasting about 2 minutes. It has negligible effect unless the temperature is very low, in which case a L2 SR vs CON is required or ST will be reduced by 10% for 4 days as a cold sets in. | |
69 - 69: | Swampy Ground | A large pack of swampy ground is in the way. It will halve speed of travel for the next 2 hours. No effect if on a major road - it's still muddy, but doesn't impede travel that much. | |
70 - 70: | Food Spoiled | The next time that the party eats, they will discover that some of their provisions (D6 - 3 days, minimum 1) have spoiled. No effect if all provisions are unspoilable, which requires specific action on their part (a bag of holding, magical preserving jars, etc.). | |
71 - 72: | Beehive | A beehive is found. Characters may try a L3 SR vs IQ and L2 SR vs DX to remove honeycomb and royal jelly. This will restore 2D6 CON and raise ST by 2 permanently for 1 character, or two characters may use half each for halved effects. If split amongst more than 2, it restores D6 lost ST per person. | |
73 - 77: | Spring, Stream Or Waterfall | Roll D6 for type: | |
1 - 3: Stream | |||
4 - 5: Spring | |||
6 : Waterfall | |||
D6 for water quality: | |||
1 - 3: Fresh (restores D6 - 2 CON, minimum 1) | |||
4 - 5: Muddy but drinkable if desperate | |||
6 : Tainted (lose D6 CON and D6 - 2 ST (minimum 1)) | |||
If the water is anything other than Tainted, there will be fish present on 1 - 2 on D6. | |||
78 - 79: | Find Small Item | Roll 2D6: | |
2 : Item is useable | |||
3 - 11: Item is unusable | |||
12 : Item is useable and slightly magical | |||
Items will be of the sort that would be lost in Drop / Lose Item. Magic will be of a minor sort - self cleaning, self repairing, add a small amount in combat, etc. If the item is a container of some sort (e.g. a pouch), the contents may still be OK even if the item itself is unusable (e.g. uncorroded coins in a ruined pouch). In that case, determine the content as you see fit. | |||
80 - 82: | Minor Injury | Each character makes L1 SR vs LK. The character with the lowest total takes D6 damage (armour does not help) due to being bitten, falling, sunburn, etc. | |
83 - 85: | Sound Of Horns Blowing | The party hears the sound of horns blowing in the far distance. | |
86 - 87: | Ruined Hut | A small rude hut is found in ruins. It is empty of anything of value. | |
88 - 88: | Faery Ring | The party finds a faery ring (circle of toadstools). If they do not take care, and damage the ring, each person not taking care will lose 1 LK permanently. | |
89 - 89: | Small Landslide | Not far away, there is a small landslide on the side of a hill. Investigating it will trigger another slide, doing 4D6 damage to all involved. Armour takes hits, but shields do not in this case. | |
90 - 90: | Fallen Wooden Sign | There is a wooden sign lying on the ground. It has writing on it but the writing has faded too much to be read. | |
91 - 91: | Scuffed Diagram In The Dirt | The party notices that someone has being scratching diagrams in the dirt. Roll D6: | |
1 - 5: It is scuffed too much to be readable. | |||
6 : It is still readable, and indicates where a buried treasure (300 gp) may be found. It will take 4 hours to get the treasure and return here. There is a 2 in 6 chance that someone else has already dug up the treasure. | |||
92 - 92: | Mineshaft | Roll D6: | |
1 - 4: Boarded up. If opened and examined (takes 6 days, or 2 days if a dwarf or gnome is involved), it is shown to be played out. | |||
5 : Boarded up. If opened and examined (takes 6 days, or 2 days if a dwarf or gnome is involved), it can be determined that it is somewhat viable. Will produce a net income of 500 gp per year if the characters decide to re-open it, or 1500 gp per year if they run it personally (which precludes adventuring). Or they can get a reward for reporting it (500gp). | |||
6 : Open hole. L2 SR vs LK for the party leader to avoid falling in. This is a natural opening, not an old mine. If examined (takes 2 days, or 6 hours if a dwarf or gnome is involved), it can be determined that it is a rich seam. Will produce a net income of 1500 gp per year if the characters decide to re-open it, or 3000 gp per year if they run it personally (which precludes adventuring). Or they can get a reward for reporting it (2000 gp). | |||
93 - 95: | Weathered Bones | There are the remains of a skeleton here. 1 in 6 will be human and show signs of having met with foul play. | |
96 - 96: | Rotting Corpse | Each character must make a L2 SR vs CON or throw up (-3 ST for the next 6 hours) due to the smell. 4 in 6 will be lying on an item. | |
Roll D6 for item: | |||
1 - 3: Rotting pouch with 75 gp in it. | |||
4 - 5: Silver dagger worth 120 gp. | |||
6 : Small backpack containing 400 gp in pearls and a silver pendant worth 25 gp. It does not detect as magical in daylight but causes the wearer to see at night as though they had a Cateyes spell cast on them. It does detect as magical when it is affecting the wearer. | |||
97 - 98: | Thunderstorm | A thunderstorm approaches. To see if it catches the party, roll D10 twice: | |
Position Relative to Storm: (D8) | Storm Moves: (D8) | ||
1: N | 1: N | ||
2: NE | 2: NE | ||
3: E | 3: E | ||
4: SE | 4: SE | ||
5: S | 5: S | ||
6: SW | 6: SW | ||
7: W | 7: W | ||
8: NW | 8: NW | ||
If the storm passes within 1 compass point of the party (e.g. if the party starts out S of the storm and the storm moves SW, S or SE), they are caught in it. There will be thunder, lightning and pouring rain, as follows: | |||
Storm is directly overhead: | Lasts 30 minutes. | ||
Storm is one compass point away: | Lasts 15 minutes. Reduce SRs below by 1 level. | ||
Characters must make L3 SR vs CON to avoid huddling on the ground in terror. Any character who makes this roll may make a L4 SR vs ST to prevent one horse fleeing in terror, or a L6 SR vs ST to hold two animals. Any war trained animals will reduce these ST SRs by 1 level, as they are trained to resist fear. After the storm, roll for food spoilage as per 70. All characters must make a L3 SR vs CON or ST will be reduced by 30% for 7 days as a severe cold sets in. | |||
99 - 99: | Dust Devil / Sandstorm | The party is caught in (D6): | |
1 - 4: Dust devil - L2 SR vs LK or take D6 damage (armour does not protect) and blinded for 10 minutes. | |||
5 - 6: Sandstorm - L4 SR vs LK or take 3D6 damage (armour does not protect) and blinded for 1 hour. | |||
Suitable precautions (e.g. a cloth over the eyes and mouth, hiding inside a full cloak) will reduce the above SRs by 2 levels ('min 5' applies on L0 or lower SRs). | |||
00 - 00: | Broken Cartwheel | A broken cartwheel is found next to the party's direction of travel. It will be there even in totally inappropriate circumstances (e.g. if the party is scaling a sheer cliff...). |
Let me know what you think.