TheWayForwardQuest/RandomEncounterTable2

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Random Encounter Table

Result Quality (1d20+[LUK/8, rounded down.])
Roll Result
1-2 Really Bad
3-6 Bad
7-14 Meh
15-17 Good
18-19 Really Good
20+ Excellent

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

Encounters that add a subquest will remove a followup encounter to resolve it.

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)
  • 06-08: The various magi of the city are seeking to establish [First] a guild tower and hall for magi to practice on rather than use fields with hasty protections and wards [Subsuquent] specialized training fields in and around the city for various types of mana and magic. However... (Result Table)
    • Really Bad: the land is cursed, maybe on an very old burial grave, 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 [First Time] gain Subquest: Help build the Magi Tower. Failure: Medium XP Reward and gain Subquest: Find a place for the Magi Tower, Luck rolls -7; [Second Time] gain Subquest: Bring Peace, Purification and Rest to Phoenix City either way.
  • 09-10: ???
  • 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 generically 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.
  • 36-41: Encounter an odd fellow. Learn a bit of a local knowledge skill and
    • 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)
    • the odd fellow asks you to assist him with some "trivial task":
      • Roll 1d6: 1-2 D-rank task (Medium XP), 3-4 C-rank task (Large XP), 5-6 B-rank (Huge XP) 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]; For Spell Rarity.. (roll on result table)
        • Really Bad: Common/Lv. 0
        • Bad: Common/Lv. 1
        • Meh: Common/Lv. 2
        • Good: Rare/Lv. 1
        • Really Good: Legendary/Lv. 1
        • Extraordinary: Epic/Lv. 1
  • 42: Xiaomei encounters a distressed passerby ..(Roll on the Result Table)
    • Really Bad: ... who is lying to get a guard in a trap for hostage!! (DC 80 Sense Motive; failure DC 60 Escape Artist; failure ???) (Medium XP Reward)
    • Bad: ... who saw their kid stolen by Monsters... (DC 60 Sense Motive) (Medium XP Reward)
    • Meh: ... who had their stuff stolen. (DC 80 Gather Information to find out who for a Large XP Reward, take their details on failure for Small XP Reward)
    • Good: ... who is trying to hire an adventurer to check on their relative, in the forest where monsters are sighted (Medium XP Reward)
    • Really Good ... who is trying to hire an adventurer to escort her to her relative. (Medium XP Reward, Small Currency Reward)
    • Extraordinary: ... Really Good, but Medium Currency Reward instead.
  • 43-45: Xiaomei encounters an Omen...(Roll on the Result Table)
    • Really Bad: ... a very Dark Omen. (Take 10d8 HP damage,pass out, -10 to rolls.) (1d100 -> 95 to overcome, gain Large XP Reward on success)
    • Bad: ... a Dark Omen (Take 8d8 HP damage, -7 to rolls). (1d100 -> 70 to overcome, gain Large XP Reward on success)
    • Meh: ... a Omen (Take 4d8 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...
    • Really Bad: ... due to their spring being taken over by Monstrous Beavers. Xiaomei clears it, and the stream flows again.. only for an Angry Water Elemental to attack her. (Take 10d8 HP damage) (gain Large XP Reward on success)
    • Bad: ... due to their spring being taken over by bandits. Xiaomei clears it, and the stream flows again.. only for the bandit chief to attack her. (Take 7d8 HP damage) (gain Large XP Reward on success)
    • Meh: ... due to a farmer illegally diverting the stream. Xiaomei forces it to flow normally, and has to deal with an angry farmer.. who turns out to be a magi. (Take 4d8 HP damage) (gain Large XP Reward on success.)
    • Good: ... due to a town diverting the stream to form a lake. Xiaomei assists, and the stream is again restored once the lake reaches a certain height. (gain Large XP Reward on success.)
    • Really Good ... due to a sulking Large Water Elemental. Xiaomei cleans the energy of nearby crystals, and the Water Elemental lets the water flow again. (gain Large XP Reward on success)
    • Extraordinary: ... and spots a gold vein, starting a gold mine as they work to route the stream around it. (gain Large XP Reward and Medium Currency Reward. Pheonix City gains a gold mine.)
  • 72: A lone traveler has lost his way in the forest. (+1 Luck)
    • 172: As 72. But +2 Luck.
  • 73-74 ???
  • 75-78: 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... (Roll on Result Table)
    • Really Bad: .. and they are much too strong for Xiaomei. (Take [b]9d10[/b] HP damage. Gain forced quest "Defeat the Necromancer of <village name>", lose two encounters to training.
    • Bad: .. and they are too strong for Xiaomei. Lose an encounter, but return with a party (Gain Adventurer Contacts.) (Gain Extraordinary Currency/XP Reward, + Guild XP)
    • Meh: ... and Xiaomei returns with a party (as above)
    • Good: .. and Xiaomei defeats the Necromancer (Gain Extraordinary XP Reward, [b]3d10[/b] HP damage +Respect)
    • Really Good: ..as above, but only [b]1d10[/b] HP damage. (as above +Guild XP)
    • Extraordinary : .. as above, but rescues a few villagers hiding in a cellar with a wandering Celebrant. (gain Ex. Currrency/XP +Guild XP +Respect)
  • 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. She finds.. (Roll on Reward Table)
    • Really Bad: .. they're very dead. The cause, a Bandersnatch, is still there. Xiaomei defeats the Bandersnatch but takes ([b]5d10[/b]) HP damage. (Legendary XP/Currency Reward)
    • Bad: ... they're very dead. The cause, a Fire Elemental, is gone... (Medium XP/Currency Reward, gain subquest "Hunt down the Fire Elemental")
    • Meh: ... they're mostly dead. The cause, some bandits, are still there. Xiaomei defeats them. (Large XP/Currency Reward)
    • Good: ... they're somewhat dead. Xiaomei arrives to drive off the Gelatinous Cube. (as above)
    • Really Good: .. they're injured and only one dead. Xiaomei arrives to drive off the bandits. (As above)
    • Extraordinary: .. they're about to face the [Bandersnatch/Fire Elemental] and with her help, they defeat it. (Legendary XP/Currency Reward)
  • 88: Xiaomei finds a peculiar book, and in a lucky coincidence, finds the owner. (+1 Luck). On a 75+ on a d100, gain +2 luck.
  • 89-91: Xiaomei runs into a wanted criminal, and .. (Roll on Result)
    • Really Bad: .. they get the drop on her. (10d10 HP damage, DC 80 Combat to overpower, else, have to flee, gain subquest "Apprehend <name>"; on success, (+Adv Gulid XP, +rep with guards, Huge XP Reward)
    • Bad: ... they nearly get the drop on her. (As above, except DC 60 and 7d10 HP damage)
    • Meh: ... they try to get the drop on her. (DC 70 Perception, or as above. If spotted, take 2d10 damage.)
    • Good: ... she tries to get the drop on them. (DC 60 Stealth, or as Bad.)
    • Really Good: .. they are unaware, and she tries to get the drop on them. (DC 40 Stealth, or as Bad.)
    • Extraordinary: .. they are completely unaware, (DC 20 Stealth, get Legendary XP Reward, and double Guild XP and +Rep with guards; else Bad.)
  • 92-94: Xiaomei assists druids and ranges with efforts to move trees from a planned farmland, and to help set up protected forests. (Medium XP Reward). On 50+ on a d100, 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). On a 50+ on a d100, this tournament has several masters in disguise participating, and she learns quite a bit more. (Large Skill Reward, Medium XP Reward, gain a level of understanding on a random Technique.)
  • 100: Xiaomei has an interesting vision while meditating in the morning. (+2 Luck). On a 75+ on a d100, gain +3 Luck.

Reward Chart (Rounded down):

Roll Rewards (All get +LUK/8, 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