Random Encounters

Hex (4,3) - Kave of Wunderz - the warband explores a cave and recovers 200gp, but loses 30HD of goblins/orcs in the process.  Installed by Chief Rockbrain.

Except where otherwise noted, Random Encounters have a 50-50 chance of occurring as written during the night.  If the encounter occurs during the daytime, add the bonus in parenthesis.

Grasslands (2d6)

  1. N/A
  2. Outside Tribesorcs: You encounter 1d6x10HD of strange orcs who volunteer to join your force.
  3. Good Hunting: Your outriders score well on the hunt.  Add 100gp worth of victuals and pelts to your load.
  4. Jailbreak!  You manage to round up all but 1d2x10HD (+10HD) worth of your slaves, who escape into the grasslands
  5. Human Abolitionists: Attacked by 1d6x10HD (+1d3x10HD) humans if the force contains slaves or prisoners, otherwise no effect
  6. Goblin Warriors: Attacked by 2d3x10HD (-10HD) goblins
  7. Human Raiders: Attacked by 1d6x10HD (+1d3x10HD) humans
  8. Thieves in the daylight: Thieves abscond with 100gp (+100gp) from your wagons
  9. Human Crusaders: Attacked by 2d3x10HD (+20HD) humans if the force contains a shaman or witch, otherwise no effect
  10. Breakdown!  One wagon busts a wheel, you must remain in this hex for one additional day.  Roll for random encounters tomorrow as normal
  11. Making Good Time: This force moves an extra hex today
  12. Special Event: Roll once on the Special Event table.  If you get a unique event that has already occurred, treat as no effect.

Marsh

  1. N/A
  2. Stuck!  You have become lost in the Marsh.  This force must remain here, lighting little candles of their own for the next 1d3 days.
  3. Swamp Hag: The Swamp Hag curses you in the name of Lamalla. On your next raid, you must re-roll any results of a 1 on the raiding table.  The second roll stands, even if it is another 1.
  4. Morass: One of your wagons sinks into the mud.  You manage to save the contents, but must use porters to carry what you salvaged, which reduces your speed to 1 hex every two days until you reach a home hex or Malturrim.
  5. Jailbreak: Your slaves attempt to escape. You manage to round up all but 1d3x10HD worth of slaves - the rest escape into the watery morass
  6. Attacked by a force of 2d3x10HD troglodytes (-10HD)
  7. Attacked by a force of 2d6x10HD troglodytes (-10HD)
  8. Attacked by a force of 2d3x10HD troglodytes (-10HD)
  9. Morass: Your wagons sink into the mud.  You manage to save the contents, but must carry what you salvaged, which reduces your speed to 1 hex every two days until you reach a home hex or Malturrim.
  10. Swamp Dwellers: You are hit by degenerate, inbred human thieves who manage to steal 200gp (+200gp) from your wagons.
  11. Bad omen: On your next raid, you suffer an unfavorable one column shift on the CRT.
  12. Special Event: Roll once on the following table.  If you get a unique event that has already occurred, re-roll until you get a result that has not occurred.

Special Events

  1. The Barrows.  You encounter a land of the dead.  The land is silent, and no encounter occurs here the first time this event is rolled.  For the rest of the campaign any force that enters this hex has a 1 in 3 chance of encountering and being attacked by 3d6x10HD worth of skeletons.  They fight at night but cannot be taken prisoner. If defeated, their bones crumble into dust, leaving nothing behind.
  2. Strange Portal.  A large stone doorway filled with purple glowing mists stands in the center of this hex for the rest of the game.  Any force that starts its day in this hex can opt to enter the portal, which whisks them to Malturrim.  This is a one-way journey.
  3. Treasure Map.  One of your orcs discovers the skeleton of a dead human warrior.  He finds a map to a treasure worth 2,000gp.  Roll for a random hex where the treasure is buried.  Reroll if the destination puts the force in Carntium, Kor Torrigan, Goblin Town, or Malturrim.  You must send a party to dig up the treasure, which takes no additional time upon arrival in that hex.  If the treasure is located in another orc's home hex, he will notice your digging and have an opportunity to attack before you complete the recovery.
  4. The Hedge Wizard.  Your force encounters a wandering hedge wizard who offers to sell you a Bag of Rain for 500gp.  This magic item can cause rain to fall in one hex for one day and has three uses.  Whether attacked or bargained with, the hedge wizard disappears and is never seen again.
  5. Dire Wolfpack.  The wolves can be tamed, but only at a cost.  The player can convert 30HD of orcs into 20HD of warg riders (the other 10HD are killed trying to tame the beasts) in as many increments of 30HD as he wishes.  These riders can move two hexes per day but must remain with the current force unless led by a subchief or shaman.
  6. The dragon's lair.  The Dragon lives in this hex.  He sleeps on a pile of 5,000gp, and attacks any who enter this hex.  When first rolled, the player loses half of his forces to the ravages of the beat.  To defeat the dragon on subsequent turns, roll 1d6 for every full 10HD worth of attackers.  A total score of 40 must be rolled to kill the dragon.  On a score of less than 40, the force is wiped out.  

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