Random Encounter Roll:
Roll 1d6 once per 4 hours of travelling (once between Helix and the Barrowmaze):1-3: roll on Random Encounter table below
4-6: no encounter
Random Encounter Table (d8):
1. Signs: roll on the Barrowmoor Random Encounter Table (p.240), but only encounter signs (d6):1-2: that the monsters were there or
3-4: are nearby (possible encounter depending on party decisions), or
5-6: find dead monsters
2. Wandering monsters: roll on the Barrowmoor Random Encounter Table (p.240)*
3. Wandering monsters: roll on the Barrowmoor Random Encounter Table (p.240)*
4. Wandering monsters: roll on the Barrowmoor Random Encounter Table (p.240)*
5. Wandering monsters: roll on the Barrowmoor Random Encounter Table (p.240)*
6. Stray Barrowmaze monsters: roll on the Barrow Mounds random encounter table (p.28), with half the number appearing (round up)
7. On strange paths: stumble upon swamp crypt (if travelling with a competent guide, swamp conditions caused a short detour)
8. Lost (ignore if travelling with a competent guide**): add one hour of travel time and check again (random encounter roll d6, if 1-3, roll on this table again with a +1, this is cumulative; if 4-6: back on track)
9. Rolling 9 or higher: found the Barrowmaze, but enter at unusual location, 1d4: 1=N, 2=E, 3=S, 4=W; roll d40 for hex on N/S, or d22 for W/E)
*If part of the journey is happening during the night, roll 1d4 to see at which hour of travel the encounter occurs. If occuring at night, add +1 on the Barrowmoor Random Encounter Table for each hour after dark (or before dawn).
**If one of the characters or a henchman guides the party, let them roll INT DC15. If successful, ignore this encounter (back on track after a 20 minute detour).
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