Once
every exploration turn, or 10 in game minutes, the dungeon master
will make a d20 roll.
The
roll has two ranges; the Encounter Range and the Scout Range. Any
result outside of these two ranges is considered a miss and play is
resumed.
Encounter
Range
The
default Encounter range is 1-3. On a roll of 1, 2, or 3, a random
encounter is rolled. For every point of encumbrance the party has
over maximum, for every loud pack animal, and for having many or
multiple sources of light the encounter range is boosted by +1 per.
This means a party with a small mule with full packs along with each
party member carrying huge, encumbering bags of coins would get +2,
or would roll a random encounter on a roll of 1-5.
Scout Range
The
default Scout range is 19-20. On a roll of 19 or 20, the party will
come across monster tracks, dung, or bones of its victims. Examining
these will give a clue of what kind of monsters are located in this
area; the referee should roll on the random encounter list and
prepare a sign of that monsters passing, such as burnt corpses for
dragons or a strangely polished and slippery floor for oozes. For
non-corporeal monsters like ghosts, the track could instead be a far
off wailing or the ghosts open and desecrated tomb. Each Rogue/Thief
in the party increases the Scout range by +1, so with two thieves in
tow the party gets a Scout result on a roll of 17-20, and so on.
Note: This idea is stolen and modified from here.
Note: This idea is stolen and modified from here.
Whenever
you find a track, someone can attempt to identify what kind of
monster it belongs to. They roll once on the below list, and find out
that clue. If you ever roll the same category of the same monster a
second time; you fully identify the monster.
Monster
Clues - 1d6
[1] Armor
Class & HD- You find spent
scales or skin, or the footprints; and from their size you can
estimate the creature's size and weight. This is approximate.
[2]
Attacks & Damage Type-
Based on the corpses of its victims, you can tell this creature
bisects them with a huge sword, or break their skulls in with its
hooves, or burns people alive.
[3]
Elemental Weakness-
The monster seems to wallow in this mud to protect itself from heat,
or builds a nest filled with warm plumage to protect from cold.
[4]
Morale- This area is
marked by the creature's scent, showing it is territorial. Or there
are several burrows nearby, showing it darts into them to hide if it
can. Goblin warbanners dropped in a retreat.
[5]
Number Appearing-
Aprox. size of the common scouting or hunting party. You can count
the number of individual footprints, or by listening to the far off
howling chorus.
[6]
Magical Abilities-
This creature has an aura, or leaves behind arcane symbols on its
territory. The gnolls plucked out the eyes of their victims, a sign
of a paranoid shaman. Oddly twisted greenery, or objects still enchanted and floating with unseen sorcery.
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