Showing posts with label random encounters. Show all posts
Showing posts with label random encounters. Show all posts

Sunday, August 23, 2015

Evilspeak Encounters

Here is a *SPOILER* full and lazily compiled encounter chart of things in the movie Evilspeak (1981) which is excellent and you should watch it.


1   Powerful priest accompanied by 1d20 guards escorting heretic and 1d20 followers to exile
2. fetus with toad arms/toad with fetus arms
3.  cult priest giving a history lecture
4. military brass petitioning politician for funds
5.  zombie arms burst from walls/floor, holding party in place
6. preserved fetus forcing way out of jar
7.  demonic priest with magic sword
8. teen bullies with darts
9.    ignorant teen with spell book
10 annoying bully that is the son of a local important figure
11. hogs
12 a secretary trying to pry a valuable looking gem off of an evil artifact
13   a computer with a searchable index of rituals and spells
14  a sympathetic cook
15 bullies in animal masks pretending (convincingly) to be evil cultists, actually local youths
16   a computer possessed by an ancient evil priest, demands sacrifices, will lend powers
17 flesh eating hogs
18   a levitating, demon-posessed youth with a vorpal sword
19 a pedophile handyman

20  roll twice








Saturday, January 5, 2013

Encounter Tables for The Grey Waste of Kalak-Nur & Random Weapons

I used these during the play by post to some extent, but modified the results situationally.

d20 Grey Waste Encounters, roll twice, ignore dupes if necessary
1-3. 3d6 scavengers, 1d4: 1-humans 2-bugmen 3-giant beetles 4-whispering creepers
4-5. cult, 1d4: 1-worship still working part of crashed ship 2-worship local strong personality 3-worship legit deity from another plane 4-worship demon
6-7. 3d6 skeletons, 1d4: 1-armed 2-armed&armored 3-spellcaster 4-wearing your clothes from the future
8. ghosts; roll 1d4 as entry 1-3.
9. looted/burned out caravan, 30% chance survivor hiding in wreckage
10. 1d4 hungry Fire Lizards
11-12. 2d6 Goat Men working for Mocata
13. cargo from crashed ship with intact loot; roll 1d4 then roll 1d12 twice more on Encounters table for this location; 1d4: 1-1d4 "land speeders" 2-1d4 blasters 3-week's worth of food; 30% perishable; 30% intact refrigerated container 4-works of art or other treasure
14. crashed ship, 1d4: 1-In pieces 2-small 3-medium 4-large; if rolled again see # 13.
15. unattended weapon just laying there in the sand
16. Powerful inhuman presence; possibly technological
17. Trading expedition
18. survivors of catastrophe in need of help; roll 1d8 on this chart to find out what's nearby they need saving from
19. If South, lost Sahaguapede; If North, errant Ludo; if middle, intact trading caravan
20. roll again using 1d12

d12 Random Weapons
1. decent sabre; d6 or as medium sword
2. roll again and is of good make, +1 or 3 more charges
3. blaster, 1d4 charges
4. laser sword and dying Sister of the Black Veil looking for honorable person to entrust it to
5. stupidly large anime-scale sword; 1d10 and acts as shield but penalty to all stealth
6-7. standard from LL or LotFP equip chart
8. laser sling, as normal sling but no need for bullets and +1 to hit
9. bola
10. explosive
11. spear
12. laser atl atl, 3 charges

Wednesday, November 7, 2012

d20 Encounter table for the Western lands of Kalak-Nur

The Western Lands: Encounter tables

Above ground: 1d20

1. 1d4 large basking lizards; can be trained as mounts for Halflings or Dwarves but hard to tame
2. 1d4+2 starved coyotes; 30% chance of bite conveying zombie infection
3. 2 vultures; roll 1d20 for INT due to radiation exposure; talks if INT over 7; one possibly can be acquired as companion as DM sees fit; 30% chance of bite conveying zombie infection
4. armed NPC party of scavengers, will assess you and potentially attack to get your stuff; interested in any treasure or tech you can lead them to
5. 1d4 agressive, hungry cougars
6. starving family that wandered West looking for food even though they knew better; 75% chance are infected with zombie plague but haven't changed yet
7. giant fucking sandworm! SHIIIIIT! Oh, whew, it has a rider/controller. If you don't mess with him, he'll probably steer clear.
8. an old, malfunctioning robot or other machine from spaceship or mining facility; stats as electrical trap or shrieker that attracts zombies
9. hawk made of finely worked metal, speaks common, has task for you from powerful figure
10. 1d6 lost robot workers from Victarion's plantation estate; would appreciate escort home; roll 1d10 and consult 11-20 from this chart for random encounters while escorting them
11. one scavenger; survivor of zombie attack on NPC party; hurt and pitiful at first but 75% chance will turn on party for their stuff if opportunity arises (knows of second NPC party and leads you to 4)
12. giant fucking sandworm! SHIIIIT! It's wild!
13. 1d4 zombie coyotes
14. 3d4 slow zombies
15. 3d4 slow zombies and 2d4 fast zombies
16. 1d10 + 10 slow zombies and 1d4 intelligent zombies
17. 1d10 + 10 slow zombies and an Awakened Sorcerer
18. 1d4 "Zombie Kings", big balls of entangled zombies rolling toward you
19. huge mass of zombies; will notice loud sounds; better gone around or tricked into leaving than fought
20. Victor Victarion and 3d4 armed robot escorts on hovercraft out surveying the area

This can also be used as a progressive 1d8 chart; the closer you are to Victarion's plantation in the Western Lands, the higher your 8 options on the chart are.

Tomorrow: below ground.
after that: 1d12 benefits of hanging with the Goblins for a week.


Monday, May 28, 2012

6 Random Encounters, 6 Plot Hooks

Memorial Day Bonus! These tables can be used in parallel (IE you roll once and take the same number for both tables) or randomly (Roll twice). Or whatever you want.

6 Random Encounters:

1. Ambush by diseased Gnoll bandits! Usually this many would defeat the PCs, but they are sick. Do the PCs catch the illness?
2. Roving band of rascally kobold children. Not evil, but hungry, poor, and mischievous.
3. A dapper young man in odd fashion who is trying to make sense of a map of the area. He has one or many clearly magical devices.
4. A group of snobby elephant-headed warriors who are willing to take the PCs as squires.
5. Hundreds of stray cats sitting calmly, listening to one cat meow. Will go on for 30 minutes +
6. A light-tight wagon being driven by Unseen Servant with seven frightened, battle-ravaged vampires inside.

6 Plot Hooks:

1. If left alive long enough to question, they will point the PCs to the lair of an evil wizard who experimented on them.
2. If not helped, or attacked and some escape, they return later as bandits and the local town blames PCs.
3. If helped and befriended, will give the PCs transport in a strange device to anywhere they want.
4. On a secret spy mission and trying to get the PCs involved without telling them.
5. If disturbed or attacked, will put the PCs to sleep on a failed save (before scattering). Affected PCs have strange dreams and wake up somewhere far away.
6. Just looking for some way to peacefully co-exist, but if convinced that it is futile, will suicidally attack PCs.

Sunday, May 27, 2012

Encounter Type and Nine-headed Monster Tables

Roll 1d4 to determine encounter type or do whatever you want:

1. The thing is enraged/a mindless killer, all heads attack no matter what.
2. The thing is wary of intruders and attacks them based upon triggers (PCs getting near eggs, treasure, mate; PCs mentioning a certain person or concept, etc).
3. Diplomatic encounter; the thing has knowledge or influence the PCs need, but the heads' different personalities fight over whether it should help them; different methods will persuade different heads, some conflicting. (method that convinces one head may anger another)
4. The thing needs something the PCs have (item, knowledge, influence) but looks like something the PCs need to kill; it will defend itself, but stop attacking if the PCs let up. Killing it is Evil and will enrage townsfolk/powerful wizard/the PCs' God.

CHAOS HYDRA - Nine heads - roll** nine times to start, (optionally: twice whenever a head is severed and two grow in place):

1. Bear head in clown makeup; bite attacks as bear & fear effect
2. Mummy head; berates PCs for modern dress/language/behavior while casting spells at them; smells bad
3. Baby dragon head; bite/breath attacks as baby dragon; wants to know where mommy is
4. Adult dragon head; bite/breath as appropriate; wants treasure
5. Sleazy Adult dragon head; wants to gamble with PCs; cheats magically
6. Old Dragon head; wants other heads to shut up so it can sleep
7. Orc chieftain head; just wants respect
8. Snake head; always lies; bite/poison attack
9. Dumb bearded guy; always tell truth, accidentally; one strong arm grows next to this head holding a club weapon
10. Giant fist that punches PCs forever
11. Lion head; will be appeased if PCs convince him he is their leader; roar/bite attacks
12. Wolf head; just wants to be fed -"I don't think you head me correctly. What you heard was: 'Give me A LOT of your food'; what I said was 'Give me ALL of your food.'"
13. Mind-flayer head
14. Neck-Beard; wants to teach PCs new games and play them; all heads will be placated while PCs are playing games with him, but immediately attack if PCs express boredom, try to leave, or try another tactic
15. *Blonde animal or human head with ridiculous pompadour and underbite; Says, "heh heh, heh hehe," a lot and wants to be shown cool stuff like fire; if unimpressed, PCs being eaten by other heads is cool stuff; if fed and shown something REALLY cool, cowl will drop over head and frenzied sounds emerge as this head attacks other heads while creature runs in random pattern
16. Portable hole/vacuum; PC are sucked in 1/rd if fail STR check; stored until end of battle or quest completed inside. Inside is an alternate dimension that is either a tricky trap maze with Cenobite-type demons or a creepy alternate version of the PCs' home town OR BOTH
17. Deer head; antler attack; plant foods makes it happy
18. Demon head; wants to be freed from rest of creature and returned to hell
19. Entire baby with god-like strength and ego
20. Human head with decaying mask and crazy eyes; invokes power of maddening dark forces from beyond understanding that generally put the PCs to sleep

*ALT for 15 or any entries not appropriate to game/setting: head of dead former companion or family member that attempts to convince PCs that they were the ones who should have died; is magically persuasive and induces PCs to suicide

**DOUBLE ALTS to replace any human heads above for extra monsterness or whole table above for simplicity:
1. Cockatrice head - beak strike turns PC to stone
2. Crocodile head
3. Medusa head
4. Frog head with tongue attack
5. Insect head with acid vomit attack
6. Giant snake head; speaks common and wants to be told how pretty it is; bite/poison attacks