TheWayForwardQuest/RandomEncounterTable2: Difference between revisions
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** '''136-139''': The odd fellow wants you to assist him with some "trivial task": | ** '''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.) | *** 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''': | * '''40-45''': Xiaomei encounters an Omen...(Roll on the Result Table) | ||
** ''' | ** ''Really Bad'': ... a very Dark Omen. (Take [b]10d8[/b] HP damage,pass out, -10 to rolls.) (1d100 -> 95 to overcome, gain Large XP Reward on success) | ||
** | ** ''Bad'': ... a Dark Omen (Take [b]8d8[/b] HP damage, -7 to rolls). (1d100 -> 70 to overcome, gain Large XP Reward on success) | ||
** ''Meh'': ... a Omen (Take [b]4d8[/b] HP damage, -3 to rolls.) (1d100 -> 50 to overcome, gain Medium XP Reward on success) | |||
** ''Good'': ... a Good Omen (Gain +3 morale to rolls.) | |||
** ''Really Good'' ... a Good Omen (Gain +5 morale to rolls.) | |||
** ''Extraordinary'': .. a very Good Omen (Gain +7 to rolls, cleanse negative Omens, [b]Large XP[/b] reward.) | |||
* '''46-53''': You spend the day in your appointed patrols across the forests surrounding the city. You spot nothing. | * '''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)) | ** '''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)) | ||
Line 153: | Line 157: | ||
! Tag !! XP !! Currency !! Skills | ! Tag !! XP !! Currency !! Skills | ||
|- | |- | ||
| Tiny || | | Tiny || 3d8 || 1d10-5 cp, min 0 || - | ||
|- | |- | ||
| Small || | | Small || 4d8 || 1d10+1 cp || +1 to 1 skill | ||
|- | |- | ||
| Medium || | | Medium || 5d10 || 2d10+1 cp || +2 to 1 skill; or +1 to 2 skills | ||
|- | |- | ||
| Large || | | Large || 6d10 || 1d10+1 sp || +2 to 1 skill, +1 to another; or +1 to 3 skills | ||
|- | |- | ||
| Huge || | | Huge || 7d10 || 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 || | | Extraordinary || 8d12 || 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 || | | Legendary || 9d14 || 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 | ||
|} | |} |
Revision as of 20:19, 11 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, Luck rolls -7
- 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... (Roll on 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) (Luck rolls are made at -2.)
- 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, with Luck rolls -5.)
- Meh: ... the information is genetically useful, but you should check on it. (Medium XP Reward on DC 50 Gather Information, Small XP Reward elsewise.)
- Good: ... the information is alarming, and you set up a report - you can't get there in time. (as above, but DC 35 Gather Information)
- Really Good: land is full of strong magical power that can be adapted. DC 20 to..
- Extraordinary: As Really Good. Double the reward.
- 15: A fennebeast Sorcerer is having issues with her new spell. On helping her with it.. (roll on Result Table)
- Really Bad: ...the spell vastly malfunctions, and Xiaomei is knocked out. She does not gain the spell, but +1 Curse and +1 Curse Healed + Small XP Reward.
- Bad: .. the spell malfunctions, and Xiaomei takes a penalty to all her rolls of -4 for a day. (+1 Curse/+1 Curse Healed)(Medium XP Reward)
- Meh: ... the spell malfunctions, and Xiaomei has a funny penalty. (as above) (Gain Small Skill Reward, focus on magical skills.)
- Good: ... the spell mostly works, but there's an oddity. Something weird related to the spell. (ibid.) (Gain Small Skill Reward, focus on magical skills.)
- Really Good: .. the spell works, albeit at a low level. Xiaomei gains a copy of the spell, but it needs some improvements before it's fully usable. (Receive (Inferior) scroll copy, Medium XP Reward) (Gain Small Skill Reward, focus on magical skills.)
- Extraordinary: .. the spell works, very well. Xiaomei gains a copy of the spell, in a very refined form. (Receive (Superior) scroll copy, Medium XP Reward) (Gain Small Skill Reward, focus on magical skills.)
- Roll 1d20, on a 10+, gain a follow up encounter with a suspicious magi... [Large Reward XP for second] (the followup encounter is a chase. Large Currency Reward and if 10sp: roll for 1d10 titanium coins.)
- 16-19: A felinebeast has been stalking guard movements. (On a DC 60 Perception check; see Failure for failing the check) You run across the man and.. (Roll on Result Table)
- Really Bad: .. they're an enemy agent, with at least one partner waiting to ambush in counterspy stuff. [Large Reward XP, roll: vs DC 70 Highest of Combat Skills to take no damage (6d10 on failure.)]
- Bad: ...they're a thief. With a partner waiting to ambush anyone who runs across the felinebeast. [Medium Reward XP, roll vs DC 55 Highest of Combat Skills to take no damage (5d10 on failure)]
- Meh: ... they're a thief, but with no partner. (DC 40 Combat to catch, DC 40 to avoid taking 4d10 damage. Gain Medium XP per successful check.)
- Good: .. it's an agent of the constabulary who will be specializing in undercover missions. Gain Medium XP.
- Really Good: .. it's an adventurer working on their stealth. Gain Medium XP
- Extraordinary: ... it's a enemy agent with no partner. DC 60 Combat to catch. On Catch: Huge XP Reward, On Fail: Medium XP. Gain subquest: "Investigate City Construction."
- Failure: City loses some stability, gain subquest "Solve the Thefts.".
- 20: An adventuring party needs an extra member as it goes into the forest... (Roll on the Result Table)
- Really Bad: ... but are very over their head, as it turns out to be an A-Rank mission, posted as a C-rank mission. Roll an additional d10. On 1 and 2, unlock an event 'Chased by a ...?' and 9-10 'Rescued by a passing hero. Else: DC 80 Combat+Perception. Success: 'Large XP Reward. Medium Currency Reward. Failure: 9d10 HP damage, 30+1d8 Mp and 50+1d8 Qi expenditure, no currency reward, and only a small XP Reward. Either one unlocks 'Investigate the Mission' subquest.
- Bad: ... and find the job severely understated the conditions. This is a B-Rank mission, posted as a D-rank mission. DC 60 Combat+Perception. Success: 'Large XP Reward. Medium Currency Reward. Failure: 6d10 HP damage, 20+1d6 MP, 40+1d6 Qi. This also unlocks Investigate the Mission subquest.
- Meh: .. and find the job slightly understated the conditions. This is a C-rank mission, posted as a D-rank mission. DC 40 Combat+Perception. Success: Medium XP Reward, Medium Currency Reward. Failure: No rewards.
- Good: .. and find the job is pretty simple. No roll. Success: Medium XP Reward, Medium Currency Reward
- Really Good: .. and find the job is pretty simple. There was some treasure there, which the party split up. Success: Medium XP Reward, Large Currency Reward
- Extraordinary: .. and find the job is simple. There is an odd twist to it, though.. (DC 60 Perception to detect watchers.. ) (watchers)(Quest: Investigate the Mission)(Success on both: Huge XP Reward, Huge Currency Reward)(no perception success: Large to both.)
- 21-24: While in the woods, you are forced to run away and hide from an oncoming hostile party of .. (Roll on Reward Table)
- Really Bad: .. armed soldiers from the Moncolisian Empire. (DC 70 Stealth to ambush. Defeat: Medium Reward (XP & Currency); Successful Stealth check increases by one tier; Run Away is Small Reward XP. Take 5d10 HP damage if stealth failed.)
- Bad: ... a hostile cultist party from the Order of the Pure World (DC 60 Stealth to ambush. Defeat: Medium Reward (XP & Currency); Successful Stealth check increases by one tier; Run Away is Small Reward XP. Take 4d10+5 HP damage if stealth failed.)
- Meh: ... an unfriendly adventurer party. (DC 50 Stealth to ambush; DC 50 Diplomacy/DC 40 Persuasion check)(Large Reward XP either way on successful check.). Take 4d10 damage if either fails.
- Good:
- Really Good:
- Extraordinary: ... it's a enemy agent with no partner. DC 60 Combat to catch. On Catch: Huge XP Reward, On Fail: Medium XP. Gain subquest: "Investigate City Construction."
- Roll a 1d100, and on 10-, no matter which result: demons. Demons?! (Xiaomei must roll a Stealth check vs DC 80 and then burn 10 MP/10 Qi to banish them or 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: Xiaomei encounters an Omen...(Roll on the Result Table)
- Really Bad: ... a very Dark Omen. (Take [b]10d8[/b] HP damage,pass out, -10 to rolls.) (1d100 -> 95 to overcome, gain Large XP Reward on success)
- Bad: ... a Dark Omen (Take [b]8d8[/b] HP damage, -7 to rolls). (1d100 -> 70 to overcome, gain Large XP Reward on success)
- Meh: ... a Omen (Take [b]4d8[/b] HP damage, -3 to rolls.) (1d100 -> 50 to overcome, gain Medium XP Reward on success)
- Good: ... a Good Omen (Gain +3 morale to rolls.)
- Really Good ... a Good Omen (Gain +5 morale to rolls.)
- Extraordinary: .. a very Good Omen (Gain +7 to rolls, cleanse negative Omens, [b]Large XP[/b] 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 | 3d8 | 1d10-5 cp, min 0 | - |
Small | 4d8 | 1d10+1 cp | +1 to 1 skill |
Medium | 5d10 | 2d10+1 cp | +2 to 1 skill; or +1 to 2 skills |
Large | 6d10 | 1d10+1 sp | +2 to 1 skill, +1 to another; or +1 to 3 skills |
Huge | 7d10 | 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 | 8d12 | 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 | 9d14 | 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 |