Goon Deeps of Sargolis:Narm: Difference between revisions
added weather table |
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8: Encounter! Roll on the encounter table.<br /> | 8: Encounter! Roll on the encounter table.<br /> | ||
9: Discovery! Roll on the discovery table.<br /> | 9: Discovery! Roll on the discovery table.<br /> | ||
== Encounters (open lands) roll d6 + danger level == | == Encounters (open lands) roll d6 + danger level == | ||
2: merchants; can trade for any two items<br /> | 2: merchants; can trade for any two items<br /> | ||
Line 30: | Line 28: | ||
8: fortress (hostile); DS 10 to avoid patrols<br /> | 8: fortress (hostile); DS 10 to avoid patrols<br /> | ||
9: ruins (hostile)<br /> | 9: ruins (hostile)<br /> | ||
== Weather changes (open lands) roll d6 == | |||
1: warmer<br /> | |||
2: cooler<br /> | |||
3: wetter<br /> | |||
4: drier<br /> | |||
5: windier<br /> | |||
6: calmer<br /> |
Revision as of 18:26, 2 April 2021
a subpage of the Goon Deeps of Sargolis.
Travel Tables (open lands) roll d6 + danger level (1-3), twice per day.
2: A respite.
3: Encounter! Roll on the encounter table.
4: A respite.
5: Discovery! Roll on the encounter table.
6: Weather changes.
7: Discovery! Roll on the discovery table.
8: Encounter! Roll on the encounter table.
9: Discovery! Roll on the discovery table.
Encounters (open lands) roll d6 + danger level
2: merchants; can trade for any two items
3: flooding; add 1 day to travel time
4: road blocked by storm debris; add 1/2 day to travel time on wheels
5: merchants; can trade for any two items
6: 2-7 desperate bandits armed with bows; DS 10 to talk out of robbery, DS 8 to fight
7: 1-3 knights; DS 10 to talk out of "taxation," DS 12 to fight
8: roaming livestock; add 1/2 day to travel time; DS 8 to avoid injury
9: windstorm; add 1 day to travel time; DS 10 to avoid injury
Discoveries (open lands) roll d6 + danger level
2: fortress (friendly); hospitality + repairs
3: village (friendly); can trade for any items or repairs
4: village (friendly); can trade for any items or repairs
5: farmstead (friendly?); hospitality
6: ruins (abandoned?)
7: ruins (abandoned?)
8: fortress (hostile); DS 10 to avoid patrols
9: ruins (hostile)
Weather changes (open lands) roll d6
1: warmer
2: cooler
3: wetter
4: drier
5: windier
6: calmer