LostSoul
Adventurer
What do you guys think of this distribution?
This is meant for hex crawling. The idea is that you figure out the level of the "area" - the dungeon, the Moon Hills, the Gardbury Downs, the Cairngorm Peaks, etc. Then you make a roll on another table to figure out if there's anything of note in the hex. Once you have that, you make a roll on the following table to figure out what level this feature is.
The point of it is, I guess, to provide players with information about the level of risk a certain area has so they can make informed choices about what they want to do.
Here's the table:
Does that distribution look good? Should there be a chance for features of much higher level? Should the chance for lower-level features be greater?
Here's an example of how it works.
Let's say I've set the Gardbury Downs as level 3. I roll to see what's in the hex; I get "Ruins". I roll 1d20 (a 15) and check the chart; I get level 4. The ruins are set to level 4.
After rolling on my Ruins table, I get a 10,000 year old scorched plain dotted with dragon bones and broken weapons. The contents are Monster, Trick, and Something Strange - all of which are level 4.
I don't have my Monster By Level table worked out yet, so I'll just make it up: Monster: A Human Mage has made a small lair in the rib cage of an ancient fallen dragon and is using it to complete his mad studies. He has bound 4 Fire Bats (XP 975, level 4) to serve him. The mage has 145 gp worth of alchemical reagents and 25 sp.
Trick: The dragon's heart has shrivelled into a small lump of coal which can be used to communicate with the dragon, though there is a chance it will devour the user's soul (attack +7 vs Will, 3d10+4 psychic damage, characters killed by this attack are gone forever) when used. Communicating with the dragon is just like Consult Mystic Sages, though no component cost is required and can be used by a character of any level.
Something Strange: Strange purple toads live in a stagnant pool here; if licked, the character is attacked (+7 vs Fort, Hit: 3d6+4 poison and psychic damage and ongoing poison 5. First failed save: the character is stunned (save ends). Second failed save: the character falls into a catatonic trance for 2d6 hours (no save). Effect: the character gains a +2 power bonus to Will defense for 1d6 hours).
This is meant for hex crawling. The idea is that you figure out the level of the "area" - the dungeon, the Moon Hills, the Gardbury Downs, the Cairngorm Peaks, etc. Then you make a roll on another table to figure out if there's anything of note in the hex. Once you have that, you make a roll on the following table to figure out what level this feature is.
The point of it is, I guess, to provide players with information about the level of risk a certain area has so they can make informed choices about what they want to do.
Here's the table:
Code:
Area Feature Level
Lvl 1 2 3 4 5 6 7 8 9
1 1-10 11-15 16-17 18-19 20 - - - -
2 1-2 3-12 13-15 16-17 18-19 20 - - -
3 1 2-3 4-12 13-15 16-17 18-19 20 - -
4 - 1 2-3 4-12 13-15 16-17 18-20 20 -
5 - - 1 2-3 4-12 13-15 16-17 18-19 20
Area Feature Level
Lvl 4 5 6 7 8 9 10 11 12
6 1 2-3 4-12 13-15 16-17 18-19 20 - -
7 - 1 2-3 4-12 13-15 16-17 18-19 20 -
8 - - 1 2-3 4-12 13-15 16-17 18-19 20
9 - - - 1 2-3 4-12 13-15 16-17 18-20
10 - - - - 1 2-3 4-12 13-15 16-20
Does that distribution look good? Should there be a chance for features of much higher level? Should the chance for lower-level features be greater?
Here's an example of how it works.
Let's say I've set the Gardbury Downs as level 3. I roll to see what's in the hex; I get "Ruins". I roll 1d20 (a 15) and check the chart; I get level 4. The ruins are set to level 4.
After rolling on my Ruins table, I get a 10,000 year old scorched plain dotted with dragon bones and broken weapons. The contents are Monster, Trick, and Something Strange - all of which are level 4.
I don't have my Monster By Level table worked out yet, so I'll just make it up: Monster: A Human Mage has made a small lair in the rib cage of an ancient fallen dragon and is using it to complete his mad studies. He has bound 4 Fire Bats (XP 975, level 4) to serve him. The mage has 145 gp worth of alchemical reagents and 25 sp.
Trick: The dragon's heart has shrivelled into a small lump of coal which can be used to communicate with the dragon, though there is a chance it will devour the user's soul (attack +7 vs Will, 3d10+4 psychic damage, characters killed by this attack are gone forever) when used. Communicating with the dragon is just like Consult Mystic Sages, though no component cost is required and can be used by a character of any level.
Something Strange: Strange purple toads live in a stagnant pool here; if licked, the character is attacked (+7 vs Fort, Hit: 3d6+4 poison and psychic damage and ongoing poison 5. First failed save: the character is stunned (save ends). Second failed save: the character falls into a catatonic trance for 2d6 hours (no save). Effect: the character gains a +2 power bonus to Will defense for 1d6 hours).