Monday, April 1, 2013
ON THE ROADS - WANDERERS in KOS
ON THE ROADS - (some) WANDERERS in KOS
When traveling the roads, PCs will encounter many other people traveling from place to place. The Incantation for Safe Travel only prevents
non-sapient monsters and Bleed-Throughs from treading upon the road; other humans and beastmen are eager to relieve travelers of their valuables.
Make a check every 2 turns
Near a city: 85% of 1 encounter, 40% chance of 2 simultaneously
Near a town: 50%
Near a village: 25%
Near a bridge: 25%
Everywhere else: 5%
Most of the time, there will be a visible dustcloud to indicate the presence of another party at 1/4 miles. however, if the encounter roll was double-digits (as in, 77, 88, etc)
then a curve in the road or a hill pass blocks the other party from view until the last second, at which point you will be in Close Encounter range. Characters with survival training
or extraordinary senses may be able to avert surprise; this is left to the DM's imagination of circumstance
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1. HOSTILE
2. CARAVAN
3. ADVENTURERS
4. PILGRIMS
1. HOSTILE ENCOUNTER
1. slavers
2. raiders
3. brigands
4. louts
5. local villain
6. "toll keepers"
7. con men
8. monsterfolk raid
9. Dust Devils
10. Wayward Knight
2. CARAVAN
1. 1d20 freemen to market, +1d10 tradesmen, 50% chance of 1d6 youths armed with simple weapons, 25% chance of local authority figure (elder, warrior, etc).
2. 1d20 farms from market, same as above but with smaller, more valuable possessions (+1d20 gold)
3. moving away - 1d3-1 freeman and his family carting all their posessions on an pack lizard. eager to know road ahead, know little of area
4. messenger - carrying an important message of some kind. Heavily armed, well-paid and with an ill-tempered and very fast riding-bird
5. 1d4 x 1d4 haunted-looking people. they have seen ghastly things and wander without purpose
6. LOCAL FIGURE & RETINUE
7. surly locals - pretend to be traders/huntsmen, unwilling to trade, will give deliberately false and dangerous advice
8. mishap - blocking the road and causing annoyance is an overturned cart, vicious donkey, etc. delay of 1d4 hours (checking for encounters meanwhile)
9. Slaves for sale
10. Jon Mith
11. "Rooster"
12. rich folks traveling with large retinue
13. Soldiers - templars, knights, light infantry, cavalry, heavy infantry, mixed units, mercenary band, militia, free companies
14. evil caravan in disguise - yellow morths wait in the carts among other horrors
15. giant mammalian creature carries a small town on its back
16. fortune tellers! forecasts! lucky charms!
3. Adventurers
1. 1d2 MERCENARIES. Currently looking for work (50%) or already on a mission (50%). friendly with any other members of
the Mercenary Brotherhood. In general, their advice can be trusted. Mercenaries often travel together for mutual protection.
2. 1d3 Skalds, willing to play for money or teach new song for 100 Lunars
3. traveling smith
4. Philosopher a) looking to hire somebody to get something, b) visiting a special and dangerous place, c) visiting a local friend, d) seeking muscle to take somewhere dangerous for little reason
5. peddler / tinker
6. woodsmen
7. prospector(s)
8. adventuring gang
9. Enigmat
f the encounter roll is 00, you have encountered one of the Six Slain Thanes or the Pale King himself. Pray to your Gods for clemency
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