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This chart assumes an encounter has been rolled. It can be used as a d10 chart for a specific region or a d100 chart for the entire island.
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In my game encounters are probably more rare than usual in the South and North areas.
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South |
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1
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Roll Twice, both results are here and probably fighting; if you get this result again roll three times |
2
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1d8 Large Crabs (~4 ft tall) |
3
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8d8 Large Crabs migrating to the ocean to breed; will attack anything preventing them from getting to the waterline or interfering with mating or egg laying |
4
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8d8 Juvenile Crabs (~1-2 ft) Migrating from the ocean to the tree line; will attack anything blocking them |
5
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1d4 Flying Land Manta; can camouflage as sand or tree bark but only does this to avoid or escape from fights; can call others subsonically |
6
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[1] Living Sand [2 - 3] Sand Elemental [4] Dust Devil (as the spell but under it's own control) |
7
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1d6 Shipwrecked humanoids; 50% chance they are pirates |
8
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4d4 Skeletons (undead, animated, probably former shipwrecked pirates) |
9
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2d4 Ghouls (or equivalent medium-difficulty undead; probably former shipwrecked pirates; might take prisoners) |
10
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Roll a d4 and consult this chart [1=7, 2-3=8, 4=9] plus a Wight (or equivalent mid-higher level intelligent undead {think miniboss not boss}; former shipwrecked humanoid) |
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South East |
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11
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Vampire Necromancer and former pirate, plus some of his crew [roll 1d4 twice and see South: 1=8, 2-3=9, 4=10]; Likely to fight but might hear out attempts to parlay; track as important NPC |
12
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Spirit of the River that bifurcates the Southern half of the island; Demigod level; consult Quelong or roll yr own; Hates Undead |
13
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1d6 ragged sailors nearly mad with hunger and malnutrition; if convinced to submit to physical examination, marks of undead feeding are present |
14
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1d4+1 intelligent Gibbons clumsily fishing from a raft made exertly with forest materials |
15
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2d4 Gibbon Hunters; their goal is not agression but to bring food back to the village - if that involves agression, however… |
16
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Treetop village of intelligent Gibbons, don't care about money for it's own sake but are willing to trade and/or provide temporary shelter; clever with building things but only use forest materials |
17
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1d4 Snakes; [1] normal, but 1d4 more of them [2-3] Giant River Snake [4] Emmisary of the River Spirit on a mission |
18
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1d4 River Crocodiles; one on the first round, then the seond (If any) makes it's presence known, etc |
19
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Elven river traders; 50% chance they are followed by Elven or Lizardfolk bandits |
20
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Lizardfolk river trader/hunters; easily offended and aggressive; 50% chance followed by Elven or Lizardfolk bandits |
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East |
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21
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The trees are too thick to pass the way the PCs want to go. Roll for how time consuming it is to hack through. Chopping trees sure is loud. If rolled again, the PCs see a Treant move. It will bargain for their silence. |
22
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a bear. |
23
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2d6 hungry carniverous fish migrating over land |
24
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Lizardfolk hunting party; they are preoccupied with the hunt and will be abrupt and dismissive. |
25
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2d4 Large Spiders (Get Surprise Round on PCs with INT+WIS < 26) |
26
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Lizardfolk bandits. |
27
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Lizardfolk patrol; they will be aggressive and easily offended. |
28
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Lizardfolk town around the base of a waterfall/start of the river. They may take outsiders prisoner for a few days of questioning. They are xenophobic, rude, aggressive, but not stupid. |
29
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The Questing Beast! |
30
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Normal forest animals (deer, rabbits, etc) |
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North East |
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31
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Long buried treasure exposed by the tide and wind; 50% chance a Sandwurm has mistaken it for an unhatched egg and is protecting it |
32
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[1] Living Sand [2 - 3] Sand Elemental [4] Dust Devil (as the spell but under it's own control) |
33
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10d4 Migration of carnivorous, amphibious fish with jaws like steel traps and a low, cunning intelligence. Good thing they're only 3d4 inches tall. Those familiar can manipulate their instincts. |
34
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3d4 Seahuagin - near-bestial fish people who are only on land to hunt and will try to eat anything they think they can take. Communication with land-dwellers takes painful concentration for them. |
35
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1d6 Elves in forest-dweller garb studying the opened corpses of a Seahuagin and Carnivorous amphibious fish. They have biomechanical devices (not seen on the island unless specifically mentioned) |
36-37 |
Automated biomechanical defenses; it is unclear what they are defending. Turret guns, rolling spiked balls, bubbles of viscous fluid, etc - see entry # 46 |
38
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Sea flora and fauna in various states of decomposition |
39
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A strange hag with featured both elven and scaly gathering decomposing sea flora and fauna or parts of a broken biomechanical device; she is not used to people |
40
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OH FUCK A SANDWURM |
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North |
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41
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Sheer cliff face; or, if the party is stationary, a herd of shaggy but well-groomed goats screaming at them |
42
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1d4 biomechanical laser turrets of elven make pop from the rock and shoot anything that moves |
43
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Elven goatherd with whip made from a tail and biomech rock climbing gear (1-2) looking for his flock (3-4) herding his screaming flock |
44
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4d3 Elven Guard Patrol; they have whips (made from tails), swords, sting ray darts (save vs paralyze or be paralyzed) and 50% chance of 1d4 laser pistols with 3 shots each |
45
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1d6 Elven Scientists with biomechanical and sci-fi instruments; 50% chances they are experimenting with re-animating Lizardfolk corpses |
46
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Viscous gelatin one-way hidden door to the biomechanical dungeon of once-elves that extends far under the island; the inhabitants resemble land-dwellers less and less the further down one goes |
47
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1d6 Once-Elves, ratlike, sparse wiry hair all over, with either huge eyes or no eyes, bare nostrils with no nose, and whiplike tails. At a disadvantage in light. Carrying biomech versions of random normal equipment |
48
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3d6 giant sea slugs oozing over the mountains; they will try to eat any elves they encounter |
49
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Elven Guard biomech tower; 20+5d6 Guards (see 44), laser cannon mounted to the tower, 3d6 living insect vehicles with man-sized compartments in their shells |
50
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Lost Creature (1 - Seahuagin, 2 - Lizardfolk, 3 - Octo-person, 4 - Sand Demon, 5 - 2d4 Zombie Sailors, 6 - 7 snakes dancing around glyphs burned into rock |
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North West |
(mountains rise toward middle of hex) |
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51
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Gravely, sandy climbing; (1-3) if no climbing skill or gear, DEX checks to avoid slipping 5d10 feet (4) cliff pit filled with sand; PC with lowest DEX is buried and suffocating |
52
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1d8 rabid starving goats with decaying bridles of eleven make; biomech weapons woven into fur firing at random |
53-54 |
1d2 cave bears with 0-3 cubs angry that you're in their territory |
55-56 |
4d4 Once-Elves performing a summoning ritual; at least 1 on lookout. If not disrupted, in 4+1d4 rounds (1-2) amoral, uncaring fey entity (3-4) 1d4 demons |
57-58 |
4d3 Elven Guard Patrol; they have whips (made from tails), swords, sting ray darts (save vs paralyze or be paralyzed) and 50% chance of 1d4 laser pistols with 3 shots each |
59
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Mountain Spring; water itself is safe but carnivorous fish present with poisonous bite (save VS paralysis or prone 1d6 rounds cumulative) |
60
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2d4 starving Once-Elves |
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West |
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61
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Roll on W,NW,SW, results are here and probably fighting; if you get this result again roll three times |
62
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Biomech defenses as 36-37 but covered in inky oil bubble preventing them from working (unless a result of 61, then functional) |
63
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Shimmering water spirit enjoying the sun or moonlight; will try to become insubstantial/escape; if trapped will grant 1 casting of a watery version of a 1-3rd level spell but will hold grudge |
64
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underground trading post with poorly hidden door; runes prevent anyone carrying biomech or elven items from entering; all patrons and traders are intelligent Octopoids |
65-67 |
4d6 Octopoids (1-2) Journeying East toward center of island with sea things to trade (3-4) Journeying West toward ocean with fey/elven/forest things from trading |
68
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1d4 Flying Land Manta; can camouflage as sand or tree bark but only does this to avoid or escape from fights; can call others subsonically |
69
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[1] Living Sand [2 - 3] Sand Elemental [4] Dust Devil (as the spell but under it's own control) |
70
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3d4 Seahuagin - near-bestial fish people, cunning (1-2) journeying East (3-4) journeying West. Willing to trade if treated with respect.Communication takes concentration for them. |
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SouthWest |
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71
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Piles of stones are Rock Dauber nests; Giant Wasps that can burrow through stone. On a critical hit, they shatter a metal item carried by their prey, starting with held items |
72
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A pit opens up where the rock is thin; 5d100 feet deep. Any pit over 100 feet deep opens to the lush underground forest fed by the river and tended by Once-Elves. |
73
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Ancient shrine of Elven make defended by 4d4 ancient biomech guards. |
74
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Ancient Elven shrine inhabited by the Order of The Way, a cult of Elves that reject their Fey ancestry through meditation; they will kill to keep their location private |
75
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1d4 Earth Elementals who are wary of other creatures but mostly want to be left alone |
76
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2-4 Bears |
77
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1d4 Snakes; [1] normal, but 1d4 more of them [2-3] Giant River Snake [4] Emmisary of the River Spirit on a mission |
78
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(if at night) 5d4 blood sucking bats (if daytime) 1d4+1 Giant Vultures (just big enough that a foolishly brave person might want to tame and ride) |
79
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A shaft to the underground forest of the Once-Elves lined with plants that secrete hallucinogens; 2 repeated fails to Save VS Poison also paralyze |
80
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1d6+2 Order of the Way Adherents, walking in a line and chanting. They are foraging; mountain fauna that can hear will willingly surrender to a snapped neck or slit throat by the Adherents |
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Outer Center Ring of Island |
(omitting SW slice of Outer Center Ring)
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81
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4d4 Biomech armed Elven Slavers with a cart(s) carrying 0-10 Undead, 0-10 Seahuagins, 0-10 Lizardfolk, 0-10 Octopoids, 0-10 Gibbons (d12-2 or d20-10, DMs choice, ignore negatives) |
82
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4d3 Elven Guard Patrol; they have whips (made from tails), swords, sting ray darts (save vs paralyze or be paralyzed) and 50% chance of 1d4 laser pistols with 3 shots each |
83-85 |
Elven Guard biomech tower; 20+5d6 Guards (see 44), laser cannon mounted to the tower, 3d6 living insect vehicles with man-sized compartments in their shells |
86
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1d4 Elves and 0-3 Fey (1-3) making a shady deal (4) fighting (Elves trying to drive the Fey toward the center of the island) |
87
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1d4 Elven merchants, will try to swindle non-Elves, have hidden biomech distress call that summons Elven guards, have 0-3 shock pistols |
88
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2d4 Elven Citizens who scoff, sneer, and yell racial comments at non-Elves |
89
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2d4 Elven Slavers posing as open minded job recruiters |
90
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A Fey creature (1-2) going wild and destroying things while the Elven Guard tries to figure out what to do (3-4) hidden from Elves, looking to make a”deal” |
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Outer Center Ring of Island |
(SW Slice)
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91
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Elven Guard biomech tower; 20+5d6 Guards (see 44), laser cannon mounted to the tower, 3d6 living insect vehicles with man-sized compartments in their shells |
92
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3d4 Once-Elves, scavenging |
93
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Ancient shrine of Elven make defended by 4d4 ancient biomech guards and 0-19 Once-Elves |
94
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Portal to random island location hidden nearby; lost&confused creature (1 Seahuagin, 2 Lizardfolk, 3 Octopoid, 4 Sand Demon, 5 2d4 Zombie Sailors, 6 1d6 Once-Elves |
95
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Roll on forest table from nearest RPG book |
96
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Pool of water fed by underground river; roll on East but replace “Lizardfolk” with “Once-Elves” |
97
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Overgrown/hidden cave; underground river surfaces inside; defended by 2d4 Once-Elves and 0-5 forest animals turned into Fungus Zombies |
98
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Overgrown/hidden cave with signs of recent passage; will lead to underground Once-Elf settlement |
99
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An emmisary of the River Spirit on some inscrutable mission |
100
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Stealthy Elven scouts making observations on nearby Once-Elves; not friendly to non-Elves but want to stay hidden at all costs. |
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Center of Island |
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A mad place of the Fey where mortals are overwhelmed with nonsensical hallucinations while trying to navigate intricate magical deals, comforts, persuasions, affairs;
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or perhaps a strangely empty and peaceful land that is too quiet where items mysteriously disappear;
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or perhaps a portal to another land;
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perhaps a great black mountain where no life dwells that greedily draws metal to it with violent force;
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perhaps a great golden throne, larger than any human would need, crusted with jewels and luminous; anyone sitting on it (or touching it at all?)will vanish, only to appear somewhere else in the world with no memory;
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some have said it is a great pit to The Underworld; a way to bypass Charons Toll (and any other usual requirement for entering the Land of the Dead)
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Was the whole island a drunken dream? Here we are in a familiar tavern…but friend, you appear older. And where is yon gear we used in the dream? Have we been robbed while in drunken slumber?
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Another pit, another Underworld; Demons and Fires and great mountains of freezing obsidian lined with cave-prisons inhabited by moaning, tortured souls. Is there one waiting for you?
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The Dwelling of the River Spirit, a place of pure energy that only reptilian kind are meant to be
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Your heart's desire is here, But It Will Not Come Easy…
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