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Nentir Vale Random Encounter Charts - WIP
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<blockquote data-quote="Entropi" data-source="post: 4330473" data-attributes="member: 68849"><p>Other stuff that might be of interest:</p><p></p><p></p><p>[CODE][B]Encounter Die Chart[/B]</p><p>Time of Day Encounter Die</p><p>Day 1d8</p><p>Night 1d6</p><p>Night (with campfire) 1d4</p><p>[B]</p><p></p><p>[B]Encounter Interval Chart[/B]</p><p>Terrain Interval </p><p>Hills 4 Hours </p><p>Mountains 3 Hours</p><p>Plains 6 Hours</p><p>Road* 8 Hours</p><p>Swamp 1 Hour</p><p>Woods 2 Hours</p><p> * Only when traveling – when camping use surrounding terrain</p><p></p><p>Make one encounter roll every interval (or fraction thereof).</p><p>A die roll of 1 indicates an encounter. A die roll of 2 indicates an encounter if the party is Patrolling.</p><p></p><p></p><p>[B]Patrol[/B]</p><p>The party will sometimes gain quests to patrol an area. They may also sign on with the Fallcrest Militia and ride daily patrols in the regions bordering the Heartlands. The party is also considered to on patrol whenever they are actively seeking wilderness encounters. </p><p>Patrolling parties travel at half their normal overland movement speed (their tactical movement is unaffected) and have an increased chance of random encounters.</p><p>The party is never considered to be on patrol while camping.</p><p></p><p>[B]Campfires[/B]</p><p>The party must decide whether or not they will build a fire when camping in the wild. Building a fire will increase the chance of an encounter occurring. However, many non-intelligent monsters fear fire and will keep their distance from it. Also, the fire will provide light in case the party is attacked (which could be important for human characters). So a campfire has advantages and disadvantages that must be considered.</p><p></p><p>[B]Wilderness Random Encounter Step-By-Step[/B]</p><p></p><p>1. Consult the campaign map and determine which region the party occupies. Roll on the Regional Encounter Table for that region.</p><p></p><p>2. Roll on subtables as directed until the encounter is determined.</p><p></p><p>3. Determine if the monsters are eligible for Ambush. Monsters are eligible for ambush if they have a Stealth skill modifier of +5 or higher, and are intending to ambush.</p><p>If so, make a Stealth check for the monsters opposed by the Passive Perception of the party. Use the Stealth modifier of the least stealthy member of the group (a monster/group that is 10 squares or more away from the other monsters may make a separate Stealth check). If the Stealth check is successful, the monsters achieve surprise. Proceed directly with step </p><p></p><p>4. Make an opposed Perception check. Each side uses the highest modifier among it's members. If either side beats the other by more than 10, that side achieves surprise.</p><p></p><p>5. Determine encounter distance based on the result of the opposed check in step 4.</p><p></p><p>6. Lay out tactical map configuration.</p><p></p><p>7. Designate a set-up zone for the PCs. PCs set up their minis.</p><p></p><p>8. Determine set-up zones for the monsters as necessary. Set up monsters.</p><p></p><p>9. Conduct surprise round or roll for initiative.</p><p></p><p></p><p></p><p></p><p>[B]Encounter Distance Table[/B]</p><p>Opposed PER Hills & Woods & Swamps &</p><p>Check Result Plains Mntns Deep Wds</p><p> </p><p>Monsters achieved surprise 8-10 2-3 1</p><p>Monsters won by 6-10 9-11 3-4 2</p><p>Monsters won by 1-5 12-14 5-6 3</p><p>PCs won by 1-5 15-17 7-8 4</p><p>PCs won by 6-10 18-20 9-10 5</p><p>PCs achieved surprise 21-23 11-12 6</p><p></p><p>Road Encounters</p><p>Roll on Terrain Table of surrounding terrain</p><p>Traveling Merchant</p><p>Militia Riders</p><p>Humanoid Ambush</p><p>Bandit Ambush</p><p>Farmer and Cart</p><p>Small Caravan</p><p>Nobles</p><p>Hunting Party</p><p>Mercenaries</p><p>Adventurers</p><p>Whitecloaks</p><p>Pilgrimage</p><p>Flyer Table</p><p>Traveler</p><p>Tradesmen</p><p>NPC </p><p></p><p>There is a chance of militia intervention in any monster encounter on a patrolled road. Roll for intervention at the start of combat. If it occurs, 2d4 militia minions and a captain arrive after 1d3 rounds. and assist the PCs in their battle as necessary.</p><p>[/CODE]</p></blockquote><p></p>
[QUOTE="Entropi, post: 4330473, member: 68849"] Other stuff that might be of interest: [CODE][B]Encounter Die Chart[/B] Time of Day Encounter Die Day 1d8 Night 1d6 Night (with campfire) 1d4 [B] [B]Encounter Interval Chart[/B] Terrain Interval Hills 4 Hours Mountains 3 Hours Plains 6 Hours Road* 8 Hours Swamp 1 Hour Woods 2 Hours * Only when traveling – when camping use surrounding terrain Make one encounter roll every interval (or fraction thereof). A die roll of 1 indicates an encounter. A die roll of 2 indicates an encounter if the party is Patrolling. [B]Patrol[/B] The party will sometimes gain quests to patrol an area. They may also sign on with the Fallcrest Militia and ride daily patrols in the regions bordering the Heartlands. The party is also considered to on patrol whenever they are actively seeking wilderness encounters. Patrolling parties travel at half their normal overland movement speed (their tactical movement is unaffected) and have an increased chance of random encounters. The party is never considered to be on patrol while camping. [B]Campfires[/B] The party must decide whether or not they will build a fire when camping in the wild. Building a fire will increase the chance of an encounter occurring. However, many non-intelligent monsters fear fire and will keep their distance from it. Also, the fire will provide light in case the party is attacked (which could be important for human characters). So a campfire has advantages and disadvantages that must be considered. [B]Wilderness Random Encounter Step-By-Step[/B] 1. Consult the campaign map and determine which region the party occupies. Roll on the Regional Encounter Table for that region. 2. Roll on subtables as directed until the encounter is determined. 3. Determine if the monsters are eligible for Ambush. Monsters are eligible for ambush if they have a Stealth skill modifier of +5 or higher, and are intending to ambush. If so, make a Stealth check for the monsters opposed by the Passive Perception of the party. Use the Stealth modifier of the least stealthy member of the group (a monster/group that is 10 squares or more away from the other monsters may make a separate Stealth check). If the Stealth check is successful, the monsters achieve surprise. Proceed directly with step 4. Make an opposed Perception check. Each side uses the highest modifier among it's members. If either side beats the other by more than 10, that side achieves surprise. 5. Determine encounter distance based on the result of the opposed check in step 4. 6. Lay out tactical map configuration. 7. Designate a set-up zone for the PCs. PCs set up their minis. 8. Determine set-up zones for the monsters as necessary. Set up monsters. 9. Conduct surprise round or roll for initiative. [B]Encounter Distance Table[/B] Opposed PER Hills & Woods & Swamps & Check Result Plains Mntns Deep Wds Monsters achieved surprise 8-10 2-3 1 Monsters won by 6-10 9-11 3-4 2 Monsters won by 1-5 12-14 5-6 3 PCs won by 1-5 15-17 7-8 4 PCs won by 6-10 18-20 9-10 5 PCs achieved surprise 21-23 11-12 6 Road Encounters Roll on Terrain Table of surrounding terrain Traveling Merchant Militia Riders Humanoid Ambush Bandit Ambush Farmer and Cart Small Caravan Nobles Hunting Party Mercenaries Adventurers Whitecloaks Pilgrimage Flyer Table Traveler Tradesmen NPC There is a chance of militia intervention in any monster encounter on a patrolled road. Roll for intervention at the start of combat. If it occurs, 2d4 militia minions and a captain arrive after 1d3 rounds. and assist the PCs in their battle as necessary. [/CODE] [/QUOTE]
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