TheWayForwardQuest/RandomEncounterTable2: Difference between revisions
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** ''Duchy of Trevor'': on a mysterious mission. (On a 1d100 roll of at least 60, unlock a subquest and mission (only once). Elsewise, get a ''Large Skill Reward'') | ** ''Duchy of Trevor'': on a mysterious mission. (On a 1d100 roll of at least 60, unlock a subquest and mission (only once). Elsewise, get a ''Large Skill Reward'') | ||
* '''06-10''': The various magi of the city are seeking to establish a guild tower and hall for magi to practice on rather than use fields with hasty protections and wards. However... (Result Table) | * '''06-10''': The various magi of the city are seeking to establish a guild tower and hall for magi to practice on rather than use fields with hasty protections and wards. However... (Result Table) | ||
** ''Really Bad'': the land is cursed, maybe on an Indian Graveyard, or cursed by a dying witch. DC 80 to.. | ** ''Really Bad'': the land is cursed, maybe on an Indian Graveyard, or cursed by a dying witch. DC 80 to.. [Double the Reward] | ||
** ''Bad'': the land seems to have an issue with hostile spirits. DC 60 to.. | ** ''Bad'': the land seems to have an issue with hostile spirits. DC 60 to.. | ||
** ''Meh'': the land just needs some work to secure it against possible spying. DC 50 to.. | ** ''Meh'': the land just needs some work to secure it against possible spying. DC 50 to.. | ||
** ''Good'': the land is full of magical power that just needs direction. DC | ** ''Good'': the land is full of magical power that just needs direction. DC 40 to... | ||
** ''Really Good'': | ** ''Really Good'': land is full of strong magical power that can be adapted. DC 20 to.. | ||
** ''Extraordinary'': As Really Good. Double the reward. | |||
** .. Spiritual Arts; Success: ''Huge XP Reward'', ''Large Currency Reward'', and gain Subquest: Help build the Magi Tower. Failure: ''Medium XP Reward'' and gain Subquest: Find a place for the Magi Tower | |||
* '''11-14''': Overhear a rumour about ongoing activities of .... Gain Information. | * '''11-14''': Overhear a rumour about ongoing activities of .... Gain Information. | ||
** Roll 1d6: 1-2 Unaligned Monsters 3-4 Hostile Monsters 5 Moncolisian Empire 6 Yeng Death Squads | ** Roll 1d6: ''1-2'': Unaligned Monsters ''3-4:'' Hostile Monsters ''5'': Moncolisian Empire ''6'': Yeng Death Squads | ||
** '' | ** However... (Result Table) | ||
** ''' | *** ''Really Bad'': ...the information is so fragmentary, and you swear one of them is lying, such that you can't do anything with it. (''Small XP Reward'') | ||
*** ''Bad'': .. the information kinda is useful, but you'll have to work for it to be useful. Some legwork is called for. (''Large XP Reward'' on DC 75 Gather Information, ''Medium XP Reward'' elsewise.) | |||
* '''15''': Encounter a fennebeast Sorcerer having issues with her new spell. On helping her with it, gain a random low-level spell, and +1 to K(Kerian Mystical Arts) Roll 1d100. On 50+, gain a follow up encounter about a suspicious fellow. [''Medium Reward'' XP for first], [''Large Reward'' XP for second] (the followup encounter is a chase. ''Large Currency Reward'' and if 10sp: roll for 1d10 titanium coins.) | * '''15''': Encounter a fennebeast Sorcerer having issues with her new spell. On helping her with it, gain a random low-level spell, and +1 to K(Kerian Mystical Arts) Roll 1d100. On 50+, gain a follow up encounter about a suspicious fellow. [''Medium Reward'' XP for first], [''Large Reward'' XP for second] (the followup encounter is a chase. ''Large Currency Reward'' and if 10sp: roll for 1d10 titanium coins.) | ||
** '''115''': Start in reverse. | ** '''115''': Start in reverse. |
Revision as of 14:38, 10 January 2024
Random Encounter Table
Roll | Result |
---|---|
1-2 | Really Bad |
3-6 | Bad |
7-14 | Meh |
15-18 | Good |
19-20 | Really Good |
20+ | Excellent |
On a 50 or higher on a roll of 1d100, roll again for an encounter. [Xiaomei has a +35]
Encounter Table
Roll 1d100+LUK: On a result exceeding 100, multiply rewards by *(1+(roll-100)) e.g 116 is *1.16 (1+(116-100) and subtract 100 for the encounter. For every 5 exceeding, roll Xd6, with any number of 4 or more a success. Consult Extraordinary Encounter Table
- 01-05: Spotted by adventurers out of the ...(Result Table)(Gain Medium XP Reward)
- Really Bad: Principality of Yang, Bad: Moncolisian Empire, Meh: Grand Duty of Chalpixtla, Good: Grand Duchy of Molia, Really Good: Order of the White Hawk, Excellent: Duchy of Trevor.
- Moncolisian Empire: They are hostile. Skill must be combat or narrative related.
- Principality of Yang: they attack on sight. (Gain Large XP Reward)
- Grand Duchy of Chalapixtla: who want to trade or get food as they lost theirs (Gain Large XP Reward, Medium Currency Reward)
- Duchy of Trevor: on a mysterious mission. (On a 1d100 roll of at least 60, unlock a subquest and mission (only once). Elsewise, get a Large Skill Reward)
- 06-10: The various magi of the city are seeking to establish a guild tower and hall for magi to practice on rather than use fields with hasty protections and wards. However... (Result Table)
- Really Bad: the land is cursed, maybe on an Indian Graveyard, or cursed by a dying witch. DC 80 to.. [Double the Reward]
- Bad: the land seems to have an issue with hostile spirits. DC 60 to..
- Meh: the land just needs some work to secure it against possible spying. DC 50 to..
- Good: the land is full of magical power that just needs direction. DC 40 to...
- Really Good: land is full of strong magical power that can be adapted. DC 20 to..
- Extraordinary: As Really Good. Double the reward.
- .. Spiritual Arts; Success: Huge XP Reward, Large Currency Reward, and gain Subquest: Help build the Magi Tower. Failure: Medium XP Reward and gain Subquest: Find a place for the Magi Tower
- 11-14: Overhear a rumour about ongoing activities of .... Gain Information.
- Roll 1d6: 1-2: Unaligned Monsters 3-4: Hostile Monsters 5: Moncolisian Empire 6: Yeng Death Squads
- However... (Result Table)
- Really Bad: ...the information is so fragmentary, and you swear one of them is lying, such that you can't do anything with it. (Small XP Reward)
- Bad: .. the information kinda is useful, but you'll have to work for it to be useful. Some legwork is called for. (Large XP Reward on DC 75 Gather Information, Medium XP Reward elsewise.)
- 15: Encounter a fennebeast Sorcerer having issues with her new spell. On helping her with it, gain a random low-level spell, and +1 to K(Kerian Mystical Arts) Roll 1d100. On 50+, gain a follow up encounter about a suspicious fellow. [Medium Reward XP for first], [Large Reward XP for second] (the followup encounter is a chase. Large Currency Reward and if 10sp: roll for 1d10 titanium coins.)
- 115: Start in reverse.
- 16-19: A felinebeast has been stalking guard movements. You run across the man and..
- Roll 1d6: 1-3 It's a thief. 4-5 it's an enemy agent 6 it's an agent of the constabulary evaluating their training. Gain [Medium Reward XP]
- '116-110 He has a partner. (except for 6, where you're attacked by an enemy agent.) Reward increases to Large Reward XP
- 20: An adventuring party needs an extra member.
- Roll 1d6: 1-2 Gain Medium Reward XP, Medium Currency Reward (D-rank missions); 3-4 Twice rewards of the first, C-rank mission. 5-6 Three times reward of the first, 1d10 prism coins, 2d10 HP damage on a success (1d100+Perception+Best Combat Weapon Skill), 4d10 HP damage on a failure. (XP reward is -10 XP)
- 120: Reroll all numbers not 5-6, take the result. Roll an additional 1d100 if it's a 5 or 6, and on a 10- unlock an event 'Chased by a ..?' and 90+ 'Rescued by a passing Hero'
- 21-24: Run away and hide from a hostile party of..
- Roll 1d6: 1-2 adventurers (Medium Reward XP), 3-4 soldiers (Large Reward XP), 5-6 betrayers!!! (Huge Reward XP)
- 121-124: Roll 1d100, on a 10-, replace with !!demons!! (Xiaomei must roll a Stealth check vs DC 80 or then burn 30 MP/20 Qi, take 40 HP damage, and banish them.) (Gain Extraordinary Reward XP)(Title: Demon Slayer)(Subquest: "Unsettling Encounter")
- 25-26: Run across an old shrine, decrepit.
- On 25, Xiaomei can opt to restore it to restore an old shrine to [roll 1d7 for god]
- On 26, it is cursed, and if Xiaomei knows Dispel, she can try to dispel the curse. Dispel must be L5. She can grind at it, until it is dispelled.
- 125: Restored, the shrine shoots a beam of light at a hidden treasure chest containing a divine spell scroll to learn from. XP: Medium Reward
- 126: The cursed shrine has defenders that must be defended. 10 XP per monster.
- 27-28: Find a useful item. See 1d20 roll chart for results.
- 127-128: Useful item worth three times more. Risk three times more on result.
- 29-30: Meet a baker who needs help moving supplies. Have a relaxing afternoon learning how to bake and socialize. (+1 to a social skill, +1 to Craft(bakery); Medium XP Reward
- 129-130: Gain double gains, meet a [Contact]
- 31-33: You run into an army training fellow. He shanghais you into fighting his squad to teach them more tactics and to humble them. He just asks you do not use magic except to enhance yourself. (XP: Medium XP Reward, +2 to a combat skill used.)
- 131-133: You then fight him. Roll 1d100+VIT+Combat Skill vs DC 50 to win. On a close win or win gain double XP, and respect.
- 34-35: You run into a Meditant who spends the afternoon criticizing your self-cultivation and skills. (XP: 4d6-1; +10 Qi, +1 WIS, DEX and VIT.)
- 134-135: After an afternoon, he says "You have potential. I give you my starting technique." (Gain a Katana Technique) If a starting art is not yet at Understanding, advance it one step.
- 36-39: Encounter an odd fellow. Learn a bit of a local knowledge skill and XP +1d6
- 001-025: history. (+2 to Local History)
- 026-050: customs. (+2 to Local Customs)
- 051-075: nobility. (+2 to Local Nobility)
- 076-100: religion. (+2 to Local Religion)
- 136-139: The odd fellow wants you to assist him with some "trivial task":
- Roll 1d6: 1-2 D-rank task, 3-4 C-rank task, 5-6 B-rank task. Task is unexpectedly difficult, but Xiaomei should always get a useful spell out of it, as well as roll 1d20, then on a 10+: 1d6: 1-2 [1-2 bow 3-4 gun/chakram 5-6 chakram/boomerang]; 3-4 [1-2 armored kimono 3-4 armored cheongsam 5-6 armored dress] 5-6 [1-2 ring of detection 3-4 ring of protection 5-6 ring of survival] (if no gun up to now, do not award gun.)
- 40-45: A Dark Omen. (write in.)
- 140-145: Dark Omen inflicts HP: 4d6-5 and a Shaken: -7 roll penalty.
- On a 1d100, 90+, overcome the Dark Omen. Gain a Large XP Reward.
- 46-53: You spend the day in your appointed patrols across the forests surrounding the city. You spot nothing.
- 146-153: Roll 1d20, on a 5, spot and deal with a thief you turn over to the guards. (Medium XP Reward); 10: Spot and deal with an infiltrator (combat, Large XP Reward); 15: Run across signs of a smuggler/spy route, turn it over to your superiors. (Large XP Reward, City more stable); 20: Run across a magical crystal you can affix to gear for a magical bonus. (This can only be done three times.) (Large XP Reward; Crystal (minor))
- 54-56: A fanatic of the Order of the Pure World is encountered in the city streets.
- Roll 1d20: (1-5) They attack. Gain Medium XP Reward; (6-10) they're spotted about to attack an innocent. On DC 40 vs Combat, they are stopped. (Gain Medium XP Reward, +2 Respect (City); (11-15) spotted fleeing an attack. (DC 50 vs Combat to apprehend) (Gain Large Reward XP); 16-19 ambushing player (Gain Extraordinary Reward XP) 20 ambushing player with an ally.(Gain Extraordinary Reward XPx 2)
- 154-156 Double the fanatics, double the fun. (double the XP)
- On a 1d100, 85+, a passing guardsman joins the melee, preventing HP damage.
- 57 - Xiaomei spots a craftsman performing an expert work, and spends some time watching, and learning. (+2 to a craft skill.)
- 157 - This craftsman is an enchanter or one capable of imbuing magic into their crafts. (+2 to a magical craft skill)
- 58: In the market, meet a commoner who needs medical aid. (DC 30 Healing check, or cure spell use.) (Medium XP Reward) (+1 Healing)
- 158: DC 53 Healing or 3 MP cure spell use. (Large XP Reward) (+2 Healing)
- 59-63: Tapped to escort a visiting dignitary.
- Roll 1d20: (6-10) Waylaid by thieves. DC 40 vs Combat to drive off. (Large XP Reward) (16-20) spy attempts to pickpocket important information. DC 60 vs Perception to stop; DC 60 vs Combat to catch. (+2d4 XP per successful check) (+15 cp per check) else: nothing much happens (Small XP Reward).
- 159-163 There's now a market chase. (DC +5) (XP Reward becomes Large, +Medium Currency Reward)
- 61-64: Cultists attack you in return for killing a god. (Medium XP Reward)
- 161-164 A lot of them. Roll 1d100+armor+melee+10 vs DC 60 to take only 3d10 damage (6d10 elsewise). On a Major Success, drive off or defeat the cultists (upgrade reward to Huge XP Reward and Extraordinary Currency Reward. Gain +1 to a combat skill.)
- 65-66: The city is still being built - the previous adventurers focused primarily on walls, mystical defenses, infrastructure, and normal defenses. Many still need things being built. Xiaomei helps out with a (Medium XP Reward, Medium Currency Reward)
- Roll 1d20: (1-3, Shop 4-12 Small House, 13-17 Medium House, 18-20 Government Institution)
- 165-166: A bomb is found during construction, and must be dealt with. Get Large rewards instead.
- 67-71: During patrols, Xiaomei finds a nearby stream has dried up. (Medium XP Reward, Medium Currency Reward)
- 167-171: Xiaomei has to defeat someone/thing defending the cause. (Large XP Reward, Large Currency Reward) + chance of artifact
- 72: A lone traveler has lost his way in the forest. (+1 Luck)
- 172: As 72. But +2 Luck.
- 73-78: Xiaomei discovers a small village that is populated with shadows and zombies. The villagers are actually shadows wearing robes and robes
of leather armor. The shadows are under the control of a necromancer who lives in the town chapel. ('Extraordinary XP Reward)
- 173-178: The shadows are a bit much of a threat, and Xiaomei returns with a party. (Gain Adventurer Contacts.) (Gain Extraordinary Currency Reward, + Guild XP)
- 79-84: A group of farmers are planting seeds in their fields. Xiaomei assists for a (Medium XP Reward)
- 179-184: The farmers mention an odd nighttime incident with some of their crops. Xiaomei can fight or drive off the mandagora or work out some form of agreement. (DC 50 Empathy check + DC 40 Persuasion, 50 Diplomacy) XP starts with Large, increases to Extraordinary with use of checks.
- 85-87: There has been some odd reports out of a prospecting party. Xiaomei investigates. (Large XP Reward, Large Currency Reward)
- 185-187: The party is very dead. Xiaomei drives off the cause. (Legendary XP Reward, Legendary Currency Reward)
- 88: Xiaomei finds a peculiar book, and in a lucky coincidence, finds the owner. (+1 Luck)
- 188: As 88. But +2 Luck.
- 89-94: Xiaomei assists druids and ranges with efforts to move trees from a planned farmland, and to help set up protected forests. (Medium XP Reward)
- 189-194: They have to stop someone attempting to log the protected forests. (Upgrade to Large XP Reward)
- 95-99: Xiaomei participates in a martial arts tournament. (Medium Skill Reward, Small XP Reward)
- 195-199: This tournament has several masters in disguise participating, and she learns quite a bit more. (Large Skill Reward, Medium XP Reward)
- 100: Xiaomei has an interesting vision while meditating in the morning. (+2 Luck)
- 200: Gain +3 Luck.
Reward Chart (Rounded down):
Tag | XP | Currency | Skills |
---|---|---|---|
Tiny | 1d8 | 1d10-5 cp, min 0 | - |
Small | 2d6 | 1d10+1 cp | +1 to 1 skill |
Medium | 3d8 | 2d10+1 cp | +2 to 1 skill; or +1 to 2 skills |
Large | 4d10 | 1d10+1 sp | +2 to 1 skill, +1 to another; or +1 to 3 skills |
Huge | 7d8 | 2d10+2 sp | +3 to 1 skill, +2 to another; or +2 to 2 skills and +1 to another; or +1 to 5 skills |
Extraordinary | 7d10 | 1d10+1 tp | +4 to 1 skill, +3 to another; or +3 to 2 skills, +1 to another; or +2 to 3 skills, and +1 to another; or +1 to 7 skills |
Legendary | 13d8 | 1d10 pp | +5 to 1 skill, +4 to another; or +4 to 2 skills, +1 to another; or +3 to 3 skills; or +2 to 4 skills and +1 to another; or +1 to 9 skills |