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4/30/2014 9:41 pm  #1


That was random

Has anyone made any random encounter tables? Esp. wilderness random encounter tables? Esp. anyone who would share them / let me totally rip them off? You see, I'm a lazy, lazy man.

 

4/30/2014 11:10 pm  #2


Re: That was random

I noticed there were none to be found trying to scratch build a gm screen, suggestion pages for monster types in various adventure locals but no dice rolls to go with em.  could be handy

 

5/01/2014 12:33 pm  #3


Re: That was random

I'm working on some.  No promises as to when they'll be done.  My job is murder right now. http://cdn.boardhost.com/emoticons/stoned.png


"The fear of death, its risk each time, is one of the most stimulating parts of the game. It therefore behooves the referee to include as many mystifying and dangerous areas as is consistent with a reasonable chance for survival." - J. Eric Holmes
 

5/01/2014 3:38 pm  #4


Re: That was random

Here is one that I've been tinkering with. It's a wilderness encounter table for Cape Calencia, beyond Calencia Village. It is intended for low-level adventurers, but the wilderness is the wilderness. ;) This is a portion of my forthcoming Ghost Ship of the Desert Dunes module:


WANDERING MONSTERS (Mainland)


By day, most wandering monsters will not approach the village. Check for wandering monsters once per hour. Generally, wandering monsters can be encountered on a 1-in-12 chance within 2 miles of the village, and a 1-in-6 chance beyond 2 miles. At night, however, it should always be a 1-in-6 chance, regardless of distance. If an encounter is determined, next roll a d% to determine the type. Note: These encounters are not “balanced”; the jungle is not friendly, nor should it be.
 
Wandering Monster Table
d% / Result
01–20 / ape-man (1d6)
21 / archæopteryx (1)
22–23 / aurochs (1)
24–28 / bat, giant* (1d6)
29–35 / bear, black (1)
36–40 / bee, giant (1d6)
41–55 / boar (1d6)  
56–57 / deer, giant elk (1d2)
58–65 / deer, red (2d6)
66 / harpy (1)
67–76 / lion (1)
77–78 / sloth, ground (1)
79–80 / snake, python (1)
81–83 / snake, viper (1)
84–85 / spider, giant, crab (1)
86–89 / stirge (3d4)
90–93 / tick, giant (1d4)
94 / weasel, giant* (1)
95–00 / wolf (2d4)
 
* Strictly nocturnal animal. Roll again if day time.
 


Astonishing Swordsmen & Sorcerers of Hyperborea - A Role-Playing Game of Swords, Sorcery, and Weird Fantasy
 

5/01/2014 4:41 pm  #5


Re: That was random

Fantastic. Just the kind of work-I-didn't-want-to-do I was looking for. I think my players might be walking along the line of towns in the Gal Hills toward Gal. If I place any hex encounters, I'll post them here, but this can easily be adapted for Gal. Thanks, Ghul. You should write games!

     Thread Starter
 

5/01/2014 4:51 pm  #6


Re: That was random

I'll just turn "deer, red" into "colour out of space" ...

     Thread Starter
 

5/01/2014 5:12 pm  #7


Re: That was random

Actually, quick and dirty Gal Hills adaptation, with the Celestial Phenomena table referenced. And a tentacular horror. Because you gotta love what you do:

Wandering Monster Table
d% / Result
01–05 / ape, mountain (1)
06-09 / beetle, giant, bombardier (1d4)
10-12 / beetle, giant, stag (1)
13-16 / ferret, giant (1d4)
17-18 / fomorian (1)
19-20 / orc (daemon Pict) (2d6)
21 / archæopteryx (1)
22–23 / aurochs (1)
24–28 / eagle, giant (1-4: 1, 5-6: 2) / bat, giant* (1d6)
29–35 / bear (1), black 1-4, brown 5, cave 6
36–49 / bee, giant (1d6)
40 / Roll on Cosmic Event table. If possible encounter indicated: 1. colour out of space (1) ; 2. crab-men (1d6); 3. daemon, succubus (1); 4. dwarf (1d6); 5. elder thing (1d2); 6. great race (yithian) (1d2); 7. mi-go (1d2); 8. night-gaunt (1d2); 9. scorpioid (1d4); 10. snake-men (1)
41–55 / boar (1d6)  
56–57 / deer, giant elk (1d2)
58–60 / deer, red (5d6)
61-65 / frog, giant (2d4)
66 / oon, scout lvl. 2-8 (1)
67-68 / hyaena (2d4) or (1/6) giant hyaena (1d4)
69-71 / hyaena-men (1d6)
72–76 / lion (1)
77–78 / sloth, ground (1)
79–80 / snake, python (1)
81–83 / snake, viper (1)
84–85 / spider, giant, crab (1)
86–88 / stirge (3d4)
89 / tentacular horror (1)
90–93 / tick, giant (1d4)
94 / weasel, giant* (1)
95–00 / wolf (2d4)
 

     Thread Starter
 

5/01/2014 5:12 pm  #8


Re: That was random

Handy Haversack wrote:

I'll just turn "deer, red" into "colour out of space" ...

Ha! That's the spirit. ;)
 


Astonishing Swordsmen & Sorcerers of Hyperborea - A Role-Playing Game of Swords, Sorcery, and Weird Fantasy
 

5/01/2014 5:14 pm  #9


Re: That was random

Ghul wrote:

Handy Haversack wrote:

I'll just turn "deer, red" into "colour out of space" ...

Ha! That's the spirit. ;)
 

Well, I kind of did . . .

     Thread Starter
 

5/01/2014 5:22 pm  #10


Re: That was random

Yes, the fomorians in particular are a perfect addition to Gal Hills encounters.


Astonishing Swordsmen & Sorcerers of Hyperborea - A Role-Playing Game of Swords, Sorcery, and Weird Fantasy
 

5/01/2014 7:12 pm  #11


Re: That was random

Is there a particular source for the tentacular horror? Some short story that I *really* should have read by now?

     Thread Starter
 

5/01/2014 9:11 pm  #12


Re: That was random

Handy Haversack wrote:

Is there a particular source for the tentacular horror? Some short story that I *really* should have read by now?

I was actually inspired by John Carpenter's The Thing.
 


Astonishing Swordsmen & Sorcerers of Hyperborea - A Role-Playing Game of Swords, Sorcery, and Weird Fantasy
 

5/01/2014 9:47 pm  #13


Re: That was random

That makes so much sense. It also implies they can be defeated through liberal use of J&B. I'm on it.

     Thread Starter
 

5/01/2014 10:24 pm  #14


Re: That was random

You just need Wilford Brimley to kill all the dogs with a fire axe.


"The fear of death, its risk each time, is one of the most stimulating parts of the game. It therefore behooves the referee to include as many mystifying and dangerous areas as is consistent with a reasonable chance for survival." - J. Eric Holmes
 

5/01/2014 10:48 pm  #15


Re: That was random

It's the right thing to do. And the tasty way to do it.

     Thread Starter
 

8/21/2014 12:46 pm  #16


Re: That was random

I'm making a random encounter table for my Vikings & Valkyries group; from the next session, we'll be using the AS&SH rules (but they are yet to be transported to Hyperborea), according to which they are about 3rd level. So far, I've got this:

d100 / Result
1-5 / ape, mountain (1)
6-10 / bat, giant (1d10)
11-12 /bear, black (1)
13-17 / bear, brown (1)
18 / bear, cave (1)
19-20 / bear, polar (1)
21-26 / cave-man (1d6)
27-31 / ferret, giant (1d6)
32 / giant, frost (1)
33-37 / lion, mountain (1)
38-52 / man, vikings (2d4)
53-58 / man, wild berserker (1d6)
59 / salamander, ice (1)
60-64 / snow-man, abominable (1d4)
65-69 / troll (1)
70-74 / weasel, giant (1)
75 / werewolf (1)
76-87 / wolf (2d4)
88-92 / wolf, dire (1d6)
93-95 / wolf, winter (1)
96-100 / wolverine (1d2)

Thoughts?

 

8/22/2014 11:21 am  #17


Re: That was random

Well, I can't endorse any random encounter table that doesn't have a tentacular horror on it, but other than this, this looks good! For more Hyperborea flavor, you might consider whether adding any of these would work for you: ape, albino (and ape, albino superior); great race and/or mi-go; mammoth, wooly; man of leng; night-gaunt; remorhaz; vhuurmis; wight; wraith; zombie. Just a thought to weird it up a bit.

     Thread Starter
 

8/22/2014 5:39 pm  #18


Re: That was random

Looks good, Mr. Midgard! I agree with Handy -- maybe not every one he mentioned, but just a few to create a little more of a weird vibe.


Astonishing Swordsmen & Sorcerers of Hyperborea - A Role-Playing Game of Swords, Sorcery, and Weird Fantasy
 

8/28/2014 10:03 am  #19


Re: That was random

sometimes random tables make up 70% of my game materials. Especially with sandbox style games.
Aqualine Turtles; D10These turtles lay eggs on the beach and have a sharp bite.Al N, SZ, S, Mv 10(Sw 40), DX 6, AC 7, HP1, Att 1, Dmg, 1d3, Sv 16, Mrl 4

2Legion Crabs; 2D8Territorial blue crustaceans object to your campAl N, SZ, S, Mv 15, DX 4, AC 8, HP1, Att 1, Dmg, 1d3, Sv 17, Mrl 7

3Noon Snakes; D4Named for the sun bathing late in the day, annoyed if provoked these green 3ft serpents have a poisonous bite.Al N, SZ, S, Mv 20, DX 6, AC 7, HD1, Att 1, Dmg, 1d4, Sv 17, Mrl 8

4Marmots; D6Live amongst the scrub in family groups, these brown rodents  Al N, SZ, S, Mv 30, DX 9, AC 9, HP1, Att 1, Dmg, 1d3, Sv 18, Mrl 3

5Western Turns; D8 White sea birds that scavenge the beachAl N, SZ, S, Mv 15(fly 50), DX 12, AC 8, HP1, Att 1, Dmg, 1d3, Sv 17, Mrl 2

6Ochre Jelly Fish; D6 Large reddish mess of tentacles and briny tripe. Imobile on the sands but but poisonousAl N, SZ, S, Mv 10(Sw 20), DX 4, AC 9, HP1, Att 1, Dmg, 1d3, Sv 18, Mrl 12

this is a table from an adventure i sent to Scaley as part of an adventure. (didn't copy well over from google docs im afraid.

I often do tables for npcs, encounters, junk found on market stalls etc.

this table is slightly more interesting;

Name (s) / d12 rolltype / Stats / Description

1 Naa Hosh / 1Demon Al C, SZ, L, Mv 30, DX 11, AC 1, HD7, Att 2, Dmg, stab 1d8/ claw 1d6, Sv 12, Mrl 10, XP 1500A muscular 8ft being of dark purple skin blotched by black veins. His head is of a ravenous lizard. He sports 4 arms, two of which are topped by great bone blades. He will slay all who do not grant him honour.

2 Kulijn / 2 - 4Demon Al C, SZ, L, Mv 30, DX 7, AC 3, HD10, Att 6, Dmg, scratch 1d6 / (20% swallow), Sv 14, Mrl 8, XP 1700 If grabbed a player may be swallowed, save vs avoidLike a giant silver millipede but with a gaping maw at either end and human like hands for his 100 legs down his 12m length. Kuljin is in fact calm and entirely disinterested in the mortals of this realm, he may by accident eat a passerby however. If attacked, his hunger will become insatiable .

3 Gerrark The Star Eyed/ 4-6 Demon Al C, SZ, M, Mv 30, DX 8, AC 0, HD5, Att 2, Dmg, tendil lash 1d6/ star ray beam 2d6 , Sv 13, Mrl 8, XP 1500Appears as a cloud of fine tendrils of countless colours. From within the tendrils jewel like eyes are often seen. It will seek to ensnare and consume the minds of all whom ponder the stars.

4 The MassesDemonAl C, SZ, L, Mv 30, DX 6, AC 3, HD9, Att 3, Dmg, bite 1d8 , Sv 14, Mrl 9, XP 1500A fleshy mass of mouths and orifices that shuffles along the ground. It will smell and attempt to consume any humanoid that wanders within 3m of it.

5 The Jasrdei / 6-8Alien, No. appearing D6 Al N, SZ, M, Mv 30, DX 12, AC 1, HD1+2, Att 1, Dmg, punch 1d4 or  magic missile 1d6, Sv 16, Mrl 9, XP 80the proportions of a rotund man with lilac scaled skin and the many prismed eyes of a fly. These beings have no mouth but a neck gill, and three fingered hands. They wear dust brown robes when not in the water and wield black wands in combat.

6 The Armosh 9-10Alien, No. appearing D8 Al C, SZ, L, Mv 40, DX 15, AC 4, HD1, Att 2, Dmg, claw 1d6/1d6, Sv 17, Mrl 10, XP 80These 7ft Praying Manti turn transparent when they touch water, but otherwise shift colours depending on their mood. If they turn red, they are aggravated by inferior life forms.

7 A Lory Spirit 10-13Spirit, No. appearing D6Al L, SZ, M, Mv 30, DX 10, AC 6, HD2, Att 1, Dmg, peck 1d6, Sv 17, Mrl 6, XP 50Great multi coloured (purples, reds, and blacks) ethereal parrot. These spirits oft sing together and will happily converse with any Pc about the nature of the universe in Celestial language.

8 Solistice 10-15Spirit, No. appearing D4Al N, SZ, M, Mv 30, DX 11, AC 4, HD1, Att 1, Dmg,shriek 1d4, Sv 17, Mrl 5, XP 40 Can cast sleepA pale gray female form that it is difficult to see in focus with the human eye. These solitary ladies will shriek if disturbed or cast sleep and flee.

9 Motafa 15-20Spirit, No. appearing D4Al N, SZ, M, Mv 30, DX 13, AC 2, HD1, Att 1, Dmg, Choke 1d6, Sv 15, Mrl 7, XP 50A drifting wisp of white fog that takes human form when settled, or another form as a practical jest. The Motafa can form any shape and appear solid to the eye. When threatened they will either disguise themselves as pillars, or vases, or attempt to engulf their oppressors.Ancient

10 Atlantean Spirits 21-23
Spirit, No. appearing D6Al N, SZ, M, Mv 30, DX 11, AC 3, HD1+1, Att 1, Dmg, Punch 1d3, Sv 15, Mrl 9, XP 50 An ethereal visage of a taller build of atlantean man or woman. These beings talk amongst themselves in a strange dialect of Helenic. They will ignore the players and are immune to non magical attacks.

11 Destructoid 23-25 ConstructAl N, SZ, M, Mv 40, DX 7, AC -2, HD3, Att 2, Dmg punch 1d6, laser 3d6, Sv 17, Mrl 9, XP 200this 8ft tall man of iron moves slowly and with mechanical precision. He, she, IT, has the frame of a man, but cruder with armour for skin and a mask of steel for a face.

12 Giiyratrix 25-30 ConstructAl N, SZ, M, Mv 30, DX 5, AC -2, HD2, Att 4, Dmg backhand slap, 1d6,, Sv 14, Mrl 10, XP 150A stone golem but only 5ft tall and with 6 arms attached to a weathered statue of a torso, these creatures guard ancient palaces on rain ruined worlds.

Last edited by The_Great_Lestrade (8/28/2014 10:08 am)

 

10/23/2014 8:05 pm  #20


Re: That was random

I like random tables, and un-balanced Judges Guild type encounters. Characters should be aware of their movement rates (for high tailing ithttp://cdn.boardhost.com/emoticons/rambo.png
), or brush up on their negotiation skills


I filled my palace with deadly traps so trap admirers will come and visit me

AFS magazine - pulp literature meets old school gaming http://hallsoftizunthane.blogspot.com/
 

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