Tables Beyond Wandering Monsters

From Wiki-Mage
Jump to: navigation, search

Contents

More Than Wandering Monsters

Very often during gameplay, DM's will roll about once per hour for Wandering Monsters to determine if a random encounter with an opponent(s) will occur that wasn't planned by the DM. While the DMG random encounter tables offer a lot of options, they combine both combat opponents and non-combat encounters on the same tables.

Sometimes though, other things happen to a party even when no Wandering Monsters are encountered that can add a new dimension to the game.

In addition to the Wandering Monsters dice roll, we offer the Shit Happens dice roll tables and the Who Is It dice roll tables of non-opponents to be added to the once per hour checks for encounters and events.

Random Rolling

I use a d10 to determine random encounters unlike most DM's. I assign types of encounters to each side of the die.

Since I include "Shit Happens" and "Who Is It" rolls to "Wandering Monsters", I assign type of encounter to a number.

Dice: 1d10

  1. Nothing
  2. Shit Happens
  3. Who Is It
  4. SH and WII
  5. Riddle Me This
  6. Wandering Monsters
  7. SH and WM
  8. WII and WM
  9. All three
  10. Nothing


Because "Shit Happens" and "Who Is It" tables include "Nothing" There is just as much chance of a quiet, uneventful time for the PC's as there is something coming up.

Shit Happens Tables

Pretty much speaks for itself.


Rural Roads

Dice: 1d10

  1. Nothing
  2. Horse breaks a leg
  3. Cart/Wagon loses a wheel
  4. Nothing
  5. Herd blocking road (*see herd sub-table)
  6. Run over/walk over ground nest of stinging insects (*see stinging insects sub-table)
  7. Nothing
  8. Tree has fallen over road
  9. Road is flooded
  10. Nothing

Urban Streets

Dice: 1d10

  1. Nothing
  2. Guard stops you to check your papers. No papers, he will arrest you.
  3. Cart/Wagon loses a wheel
  4. Traffic control personnel redirecting you to turn to the right
  5. Sinkhole in road
  6. People jaywalking in front of you
  7. Parade is going by, lasts 3d6 rounds
  8. Traffic control personnel redirecting you to turn to the left
  9. Road is flooded
  10. Nothing

Outskirts/Suburbs Of Town

Dice: 1d10

  1. Nothing
  2. Horse breaks a leg
  3. Cart/Wagon loses a wheel
  4. Run over a skunk
  5. Animal runs into road in front of you *(see animal sub-table)
  6. Kids (1d4) run into road in front of you
  7. Guard stops you to check your papers. No papers, he will arrest you.
  8. Farm wagon taking up whole road.
  9. Road is flooded
  10. Nothing

Who Is It Tables

Non-opponent random encounters. Upon rolling from these tables, if an encounter is rolled, the identified encounter character is approaching the party of PC's to talk with them.


Tolkein's Folks

Dice: 1d12

  1. Nothing
  2. Halfling asking for directions to Mordor
  3. Old Man in Grey looking for an old man in White
  4. Three halflings looking for food
  5. Old man in white looking for glowing ball
  6. Dwarf looking for nearest blacksmith/forge
  7. Little creature looking for his "precious"
  8. Nothing
  9. Human man, about 35, asking for directions to Gondor
  10. Nothing
  11. Elf man asking for news of Tom Bombadil
  12. Nothing

Dwarves On A Mission

Dice: 1d6

  1. Nothing
  2. Two dwarves on foot, looking for another Dwarf with a keg of rum. He cheated their price on the keg.
  3. One Dwarf, riding on a pony, with a mule tied behind carrying a keg of rum. He is looking for a safe place to stay.
  4. One female dwarf, looking for a dwarf on a pony leading a mule. He made her walk after buying a keg of rum.
  5. Six dwarves in a wagon, looking for two dwarves who stole one of their kegs of rum.
  6. Nothing


Riddle Me This

  1. A Dwarf offers a wager of two 100 GP diamonds IF a riddle is correctly answered correctly.
  2. A Gnome offers a wager of a bag of gold dust worth 250 GP if a riddle is answered correctly.
  3. A Halfling offers a wager of 1000 SP IF a riddle is correctly answered correctly.
  4. An Elf offers a wager of a quarrel (24) of magic +1 arrows IF a riddle is correctly answered correctly.

Wandering Monsters

Wandering monsters can include just about any type of opponent that is most likely to turn up in a given area. This includes humans/humanoids. These are intended to be "quick rolls" that keep the action going. As opposed to referring to the more elaborate random encounter tables in the DMG. These are thought to be some of the most common/likely types of attackers one would meet up with in the various environments.

In Town

Dice: 1d8

  1. Nothing
  2. Pick Pocket/Thief
  3. Robbers (1d4)
  4. Nothing
  5. Soldiers (1d10)
  6. Angry Mob (1 to 100 / 2d10)
  7. Giant rats (1d10)
  8. Nothing

Outskirts/Suburbs

Dice: 1d8

  1. Nothing
  2. Giant Rats
  3. Bandits (1d4)
  4. Nothing
  5. Soldiers (1d10)
  6. Slavers (1d10)
  7. Mountain Lion(s) (1d4)
  8. Nothing

Rural/Fields/Plains

Dice: 1d8

  1. Nothing
  2. Bandits (1d10)
  3. Ogre (1d8)
  4. Nothing
  5. Soldiers (1d10)
  6. Manticore (1d4)
  7. Wolf (1d8)
  8. Nothing

Hill/Mountain Regions

Dice: 1d8

  1. Nothing
  2. Hill Giant (1d10)
  3. Bandits (1d10)
  4. Nothing
  5. Soldiers (1d10)
  6. Goblin (4d20)
  7. Orc (3d20)
  8. Nothing

Bodies of Water

Dice: 1d8

  1. Nothing
  2. Crocodile (3d6)
  3. Pirate (1d20)
  4. Nothing
  5. Lizard Man(1d10)
  6. Hippo (2d6)
  7. Water Weird (1-3)
  8. Nothing

Sub-Tables

Herd Sub-Table

Dice: 1d4

  1. Cattle
  2. Buffalo
  3. Oxen
  4. Wildabeast

Stinging Insects Sub-Table

Dice: 1d4

  1. Bumble bees
  2. Yellow Jackets
  3. Hornets
  4. Wasps


Animals Sub-Table

Dice: 1d4

  1. Dog
  2. Cat
  3. Goat
  4. Chicken
Personal tools
Namespaces
Variants
Actions
Navigation
Toolbox