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Combat Events Table

robjh

First Post
For the chaotically-aligned DM, the following table can be used to introduce an additional random element of chance into a battle. At the start of each round the DM rolls once on the table. At the whim of the DM, the result is arbitrarily applied to any one combatant (or pair of combatants) that matches the appropriate circumstances.

Code:
[B]1d20                          Result[/B]
 01   On a failed melee attack against a weapon-wielding
      opponent, the weapons (or shields) become entangled. It
      requires a move action to become unentangled. While
      locked together, can initiate a grapple as a free
      action without provoking an attack of opportunity or
      needing to succeed at a grab. If they do so they can
      not perform an attack of opportunity during the round.
 02   While moving within 5' of a fallen combatant, a creature
      slips on the blood and entrails. The creature must
      succeed at a DC 12 Balance skill check or fall prone.
 03   During a near miss on an attack, the opponents weapon
      (or shield) is placed in an unfavorable position and
      the strike may result in a sundering. The sunder attempt
      can be initiated by the attacker as a free action
      without provoking an attack of opportunity. During the
      opposed attack rolls, use the result of the failed
      attack for the attack roll of the attacker, applying a
      +2 circumstance bonus due to the favorable placement.
 04   In the heat of combat, a spell is miscast in a subtle
      manner and interacts with another spell already in
      effect. One of the two spells (chosen at random) fails
      while the other is maximized in effect for the duration
      of the spell, per the Maximize Spell metamagic feat.
 05   An event during the round briefly distracts all the
      combatants. One character (or creature) realizes a
      sudden opportunity to take advantage of the distraction.
      The character's initiative is set to the current count,
      and they are no longer flat-footed. In addition they are
      not subject to attacks of opportunity during the current
      round.
 06   Following an exchange of blows, a piece of armor comes
      loose on one of the combatants (chosen at random).
      This makes movement more awkward until the armor is
      properly re-attached, an activity that requires a full
      round action. Until this occurs, the Maximum Dexterity
      Bonus of the armor is reduced by -4 (to a minimum of 0)
      and the Armor Check Penalty is increased by the same.
 07   Two combatants that exchanged melee attacks during the
      round find their positions reversed. The two
      automatically swap positions on the battlefield.
 08   A combatant suddenly has a favorable opportunity
      to hurl their melee weapon at an exposed enemy, to
      devastating effect. As a normal attack, they can choose
      to throw their weapon at the selected opponent, even if
      the weapon can not normally be thrown. In so doing they
      receive a +4 circumstance bonus on the attack and a
      minimum range increment of 10 ft.
 09   One of the combatants is temporarily blinded during a
      melee. This may be caused by a helmet getting knocked
      to the side by a blow, or some fluid or dirt being
      flung into the eyes of the defender. It requires a move
      action for the creature or character to restore their
      sight to normal.
 10   An attacker who has not properly maintained their bow
      string suddenly has it snap under tension. Most archers
      and crossbow-wielding warriors carry extra strings, but
      it requires a standard action to replace the broken
      cord. However, such accidents are unheard with expert
      archers or fighters who are wielding a magical bow.
 11   In the heat of battle a spell wielder experiences
      problems employing material components while casting
      a spell. They must succeed on a Concentration skill
      check at DC 15 in order to recover and successfully
      unleash the spell.
 12   One of the enemy NPCs who is currently engaged in the
      combat (usually a leader) deliberately pulls back from
      the fight and begins to yell instructions in their
      native tongue. This could be a command for a particular
      maneuver; an attempt to rally morale; a a call for aid
      from allies or a reserve, or a futile and stupid
      gesture. The message requires a full round action to
      complete, and the effect depends on the circumstances
      and the relation of the enemy NPC with his or her
      allies.
 13   A favorable moment during the combat allows for a
      well-placed kick by a combatant. The character gains a
      bonus action that they must use for the kick, which can
      be used for a bull rush, disarm, sunder or trip without
      provoking an attack of opportunity.
 14   Following a failed melee attack, the attacker swiftly
      pulls a light weapon out of their belt (or a concealed
      location) and makes a bonus attack with a -2 penalty.
      They can take no other actions during the round and
      can not perform an attack of opportunity.
 15   During a poorly executed attack, the combatant may lose
      their grip on their weapon. On a roll of a natural 1,
      the combatant must succeed on a Strength or Dexterity
      check (whichever is less favorable) at DC 10 or lose
      the weapon. It crashes to the ground at least 5' away
      in a random direction.
 16   On a successful critical hit the melee weapon becomes
      stuck in the opponent, and must be dislodged as a
      physical action. The weapon can be extracted by a move
      action, which usually requires Strength check at DC 10
      + natural armor, as a standard action, depending on the
      nature of the foe. Each round the weapon remains lodged
      in the opponent, however, it inflicts normal damage
      from blood loss (but with no bonus for Strength).
 17   At the start of the round a character (or creature)
      realizes a sudden, golden opportunity and acts on the
      impulse. The creature's initiative is increased by +4,
      and they are moved to the appropriate spot in the order.
 18   A combatant wielding a one-handed weapon has a sudden
      opportunity to put a melee opponent off balance by
      switching hands. The attacker receives a -2 penalty
      for the off-hand attack, but the defender loses their
      Dexterity bonus to AC (if any) due to the surprise
      move.
 19   A missile weapon (or a hurled weapon) that misses its
      original opponent goes badly awry and instead flies
      toward the nearest creature to the target. The
      attacker makes another attack roll, but with a -4
      penalty for the wild shot. On a successful attack the
      target takes the normal damage from the weapon.
 20   One of the combatants has not been properly maintaining
      their edged weapon, armor, or shield. In the case of a
      (non-magical) weapon, the damage inflicted is reduced
      by -1 until it is repaired or sharpened. For the armor
      or shield, the AC is reduced by -1 until it is repaired.
      Characters that regularly maintain their equipment are
      rarely affected by this result.
 

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