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<blockquote data-quote="S'mon" data-source="post: 4247374" data-attributes="member: 463"><p>This should help from:</p><p><a href="http://judgesguild.net/guildhall/pegasus/pegasus_01/wilderness.shtml" target="_blank">http://judgesguild.net/guildhall/pegasus/pegasus_01/wilderness.shtml</a></p><p></p><p><em>To use the table, roll 3 die: one d4 and two d10, using the d4 as a hundreds digit and the d10 as normal percentile die a number between 101 and 499 is obtained. Simply match up the rolled number with a table entry.</em></p><p><em></em></p><p><em>Not included in my version but also possible or desirable for individual Judges to add could be: Army Patrols, Surveyors, Miners/Loggers, River Boats/Rafts (as applicable), Adventurers, Cavemen, Stockades, Gullies or High Ridges, Nomad Tribes, Travelling Religious Officials, Travelling Nobility, Tinkers and Craftsmen, Companies of Actors/ Musicians, Walls (as per Great Wall of China or Adrian’s Wall in Northumberland, England) and Geysers. This is simply intended to show that my lists are not even close to exhausting all of the logical possibilities.</em></p><p><em></em></p><p><em>By using this list, or one based on it, your wildernesses may not be any more safe, but they also may not be as predictable either. This bit of local color can make a better, and more realistic game for everybody.</em></p><p><em></em></p><p><em>Roll Encounter </em></p><p><em>101 – 110 Castle </em></p><p><em>111 – 130 Well or Cistern </em></p><p><em>131 – 140 Temple or Shrine </em></p><p><em>141 – 170 Monestary </em></p><p><em>171 – 190 Villa </em></p><p><em>191 – 210 Village </em></p><p><em>211 – 239 Cave </em></p><p><em>240 – 255 Mine </em></p><p><em>256 – 275 Graveyard or Crypt </em></p><p><em>276 – 300 Creek or Stream </em></p><p><em>301 – 315 Bridges </em></p><p><em>316 – 330 Tower </em></p><p><em>331 – 355 Herdsmen </em></p><p><em>356 – 394 Peasants </em></p><p><em>395 – 400 Animal Packs </em></p><p><em>401 – 410 Mills (water, etc.) </em></p><p><em>411 – 419 Road Sections </em></p><p><em>420 – 430 Small Lakes </em></p><p><em>431 – 437 Crater </em></p><p><em>438 – 443 Hermit </em></p><p><em>444 – 450 Hunting Party </em></p><p><em>451 – 464 Merchants </em></p><p><em>465 – 470 Barns </em></p><p><em>471 – 479 Pilgrims </em></p><p><em>480 – 490 Druid Groves </em></p><p><em>491 – 499 Ruined Forts </em></p></blockquote><p></p>
[QUOTE="S'mon, post: 4247374, member: 463"] This should help from: [url]http://judgesguild.net/guildhall/pegasus/pegasus_01/wilderness.shtml[/url] [I]To use the table, roll 3 die: one d4 and two d10, using the d4 as a hundreds digit and the d10 as normal percentile die a number between 101 and 499 is obtained. Simply match up the rolled number with a table entry. Not included in my version but also possible or desirable for individual Judges to add could be: Army Patrols, Surveyors, Miners/Loggers, River Boats/Rafts (as applicable), Adventurers, Cavemen, Stockades, Gullies or High Ridges, Nomad Tribes, Travelling Religious Officials, Travelling Nobility, Tinkers and Craftsmen, Companies of Actors/ Musicians, Walls (as per Great Wall of China or Adrian’s Wall in Northumberland, England) and Geysers. This is simply intended to show that my lists are not even close to exhausting all of the logical possibilities. By using this list, or one based on it, your wildernesses may not be any more safe, but they also may not be as predictable either. This bit of local color can make a better, and more realistic game for everybody. Roll Encounter 101 – 110 Castle 111 – 130 Well or Cistern 131 – 140 Temple or Shrine 141 – 170 Monestary 171 – 190 Villa 191 – 210 Village 211 – 239 Cave 240 – 255 Mine 256 – 275 Graveyard or Crypt 276 – 300 Creek or Stream 301 – 315 Bridges 316 – 330 Tower 331 – 355 Herdsmen 356 – 394 Peasants 395 – 400 Animal Packs 401 – 410 Mills (water, etc.) 411 – 419 Road Sections 420 – 430 Small Lakes 431 – 437 Crater 438 – 443 Hermit 444 – 450 Hunting Party 451 – 464 Merchants 465 – 470 Barns 471 – 479 Pilgrims 480 – 490 Druid Groves 491 – 499 Ruined Forts [/I] [/QUOTE]
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