Difference between revisions of "Goon Deeps of Sargolis:Narm"

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(Travel Tables (open lands) roll d6 + danger level (1-3), twice per day.)
(added weather table)
Line 10: Line 10:
 
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 />
<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 11:26, 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