So I wrote a random encounter table with a new mechanic to fit the salt marsh surrounding the Indigo River. Source materials include the monsters of Moldvay, the creatures of Cook, alongside the Fiend Folio and first edition Monster Manual.
Wandering Monsters - Salt Marsh / Estuary
Rolling Encounters
In the salt marsh, there is a 1-in-6 chance of an encounter roughly every four hours.If an encounter is rolled, determine vaguely when during that period it will occur by rolling a d4.
To determine the type of encounter, roll two dice:
- During the night, the die rolled should be eight sided: a d8.
- During the day, the die rolled should be six sided: a d6.
- Depending on tide level, consult the correct column in the table.
- During periods of transition, the manner in which this process is modified is left to the discretion of the GM.
Encounter Table
Roll | High Tide | Low Tide |
---|---|---|
2
|
1-4 Kelpie (FF, 55)
|
1-3 Algoids (FF, 11)
|
3
|
1-2 Giant Catfish (X, 35)
|
1-4 Trolls (X, 41)
|
4
|
1-3 Bull Shark (X, 39)
|
2 Assassin Bug (FF 12)
|
5
|
1 Crocodile (X, 29)*
|
1-4 Giant Crayfish (MM, 15)
|
6
|
2-7 Salt Water Termites (X, 40)
|
1-4 Giant Toads (X, 40)
|
7
|
6-48 Bullywugs (FF, 16)
|
3-24 Buccaneers (X, 35)
|
8
|
1-8 Sea Snakes (B, 42)
|
Insect Swarm (B, 37)
|
9
|
2-8 Drowned Sailors (as Zombie: B, 44)
|
3-12 Former Settlers (Skeleton, B, 42)
|
10
|
2-12 Harpies (MM, 51)
|
1-10 Stirges (B, 43)
|
11
|
3-24 Sahuagin (MM, 84)
|
1 Giant Hornet
|
12
|
1-6 Wights (B, 44)
|
1 Shambling Mound (MM, 87)
|
13
|
2-12 Giant Crabs (MM, 15)
|
1-6 Shadows (B, 41)
|
14
|
1 Coffer Corpse (FF, 19)
|
1 Groaning Spirit (MM, 50)
|
15
|
1 Will-o-Wisp (MM, 101)
|
1-4 Apparition (FF, 12)
|
16
|
1 Ghost (MM, 43)
|
1-3 Spectre (X, 39)
|
1-in-6: Giant | 2-in-6: Large | 3-in-6: Standard |
Page References
B - Moldvay Basic X - Cook Expert |
MM - AD&D Monster Manual FF - Fiend Folio |
Why not use a preexisting table?
Although, truly, there is an abundance of wilderness and dungeon encounter tables themed around the marsh, I wanted the table for Watchtower on the Indigo River to reflect a few core principles:- Tide Matters. The tide changes the landscape and the things that live around it; so likewise should it change the adventure.
- Circadian Rhythm. The sun and moon moving in slow sync across the firmament changes the atmosphere of the wild; so likewise should it change the tone of the adventure: motivating the players to take it into consideration during their planning.
- Rareness of Rare Monsters. Some monsters, according to their source material, are more uncommon than others. I wanted the table to reflect that - producing small chances for uncommon creatures and large chances for common ones. Similarly, the creatures people talk about should be able to be placed as common - making reason to talk about them.
- The Dead Walk at Night. Tied in to #2 above, undead are always scarier - and more abundant - at night.
Plus - making tables is fun.
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