TheWayForwardQuest/RandomEncounterTable1

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Random Encounter Table

On a 50 or higher on a roll of 1d100, roll again for an encounter. [Xiaomei has a +35]

Roll for result line (1d20+[LUK/50, rounded down.])

Result of Rolls
Roll Result
1-2 Really Bad
3-6 Bad
7-14 Meh
15-18 Good
19-20 Really Good
20+ Excellent

Table

Roll 1d100+LUK:

  • [Setting Specific] 01-10: Recognized as the pet of the Magi by Celebrants of Kahria. They take pity on her, teaching her better how to survive. (Gain 1d6+(LUK/30, rounded down) XP, +1 to a skill.)
  • [Setting Specific] 11-19: Overhear a rumour about ongoing activities of Monsters. Gain Information.
  • 20-25: Caught. Must run away. Reputation loss of 1d6. XP +1d6
  • [Setting Specific] 26-35: Useful item laying on the ground. Roll again on the result line.
  • 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)
  • 40-45: A Dark Omen. (write in.)
  • [Setting Specific] 46-53: Your "employer" insists you learn a random skill and help with experiments. (XP +1d6, roll for a result on the 1d20+[LUK/50]); [REPLACE]
  • [Setting Specific] 54-57: In the market, meet someone who seeks to liberate you. (Unlock Special Event.); [REPLACE]
  • [Setting Specific] 58-58: In the market, meet a fanatic of the Order of the Pure World. Roll 1d40+LUK. On a higher roll, chances of combat.
  • 59-71: Encounter a kind adventurer who teaches a skill. (Gain 1d6+(LUK/30) XP, +1 to a skill.)
  • 72-84: Encounter a malicious adventurer who curses Xiaomei vs a DC 30 Resistance check. Every 5 times, gain +1 Resistance, +1 Knowledge(Mystical Arts). Gain 1d6+(LUK/30) XP, -5 to all rolls next turn.)
  • [Setting Specific] 85-90: An Auspicious Sign; Encounter a member of the Order of the White Hawk. (XP +1d6, gain Contacts.)
  • 91-97: Encounter an unintelligent Monster on the outskirts of town. Roll 1d40+LUK. On a higher roll, chances of combat. Gain XP: 1d6+(LUK/30) without it.
  • 98: Encounter a vista with a mystical feature. If a caster, gain +4 MP. If not, gain the Feat: Mystical Affinity.

[Setting Specific] +4 MP/+4 Qi instead of +4 MP. Feat: [Mystical Affinity: You have been touched by the inherent mysticism of the world, and have grasped a glimpse of the inner secrets. It calls to your soul, and you answered. Gain the ability to cast spells. User must pick type and method.]

  • 99: Encounter the ghost of a hero or adventurer. In return for setting them to rest, they offer to teach a power or ability. First time: Gain Title "Bringer of Peace": +1 WIS, +1 CHA, +5 to all rolls involving the undead. [Setting Specific] Gain +5 Respect with the Kerian Pantheon. Second Time: Gain Title "Answered the Last Hope": +3 CHA, +2 WIS, +10 to all rolls involving exorcising, purifying, or sending undead or ghosts on. [Setting Specific] Gain +5 Respect to all worshipers of the Kerian Pantheon.
  • 100: [Setting Specific] Meeting with a Monster tribal leader. Write-in effects.
  • 101-105: 01-10 but double XP and +1 to two skills.
  • 106-110: 01-10 but double XP, no skills, and 1d10 damage as angry adventurers attempt to attack.
  • 111-115: Attempt a Investigation check vs DC 28, to 1d6+(LUK/20) XP, can predict a Monster attack with good accuracy.
  • 116-120: As 16-20, but gain +1d6+(LUK/20) XP.
  • 121-125: Caught. Covered by a passing adventurer, who will ask for a favor in return.
  • 126-135: Useful item worth three times more. Risk three times more on result.
  • 136-139: Gain a professor who wishes to use Xiaomei as an example of how to learn or teach. Double stat gains, double XP, gain rival student (..somehow)
  • 140-145: Dark Omen inflicts HP: 4d6-5 and a Shaken: -7 roll penalty.
  • 146-153: The experiments inflict a more lasting magical effect. Gain an ability related to the experiment.
  • 154-157: As 54-57. This has more consequences now.
  • 158: Meet two fanatics, combat will ensue.
  • 159-171: As 59-71: Added to an adventurer party for a D rank task. Gain XP 6d6-5, +1 to two skills, Proficiency increase one step. They take their weapon back, but on a 1d20 roll of 15+ if the player can cast, are taught in secret a way to summon a magical weapon. Gain Contacts, and if they get the secret weapon, Contacts in the Order of the White Hawk.
  • 172-184: Curse is now -10 to all rolls, vs a DC 40 Resistance check to reduce to -3. On a success of +50, no curse. On a success of +75, the adventurers are cursed by the gods as they would curse Xiaomei. (Every 5 times, gain +1 Resistance, +1 Knowledge(Mystical Arts). Gain 1d6+(LUK/30) XP)
  • 185-190: Encounter fleeting Monsters and Order of the White Hawk.
  • 191-197: As 91-97, but can attempt a DC 60 Empathy check to lead it into the wilderness. Gain XP: 4d6-3+LUK/30 on success, else see combat. [Setting Specific] DC 40 check instead. Note both require access to the skill, else no check can be made.
  • 198-200: As 98-100.