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Old 05-04-2021, 09:37 AM   #11
Apollonian
 
Join Date: Aug 2004
Location: Portland, OR
Default Re: Sample Fantasy Wandering Monster Tables

Thanks! I can always use random tables, and I'm glad to see someone else doing the work for me :D
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Old 05-04-2021, 10:12 AM   #12
Stormcrow
 
Join Date: Aug 2004
Location: Ronkonkoma, NY
Default Re: Sample Fantasy Wandering Monster Tables

Very impressive lists!

Quote:
Originally Posted by jimminy View Post
These tables make the GURPS cardinal sin of using D10s. It was just easier to compile things that way, and will make it easier to expand the list later.
GURPS uses six-sided dice partly because they're easy to find and cheaper, and partly because sticking to one type of die lets you use the same bell curve throughout. But there's no requirement that you use only six-sided dice. Don't sweat it.

The only thing you need to do is make sure each monster will appear with approximately the frequency you want. You appear to have tweaked the numbers to do this, so everything's cool.

Quote:
I don't imagine that when a peasant walks down a country road and has an encounter he meets half these beasts, but adventurers are a special breed and adventure tends to find them.
D&D solved this problem by having civilized area lists and uncivilized area lists, and rules to determine how far from a town or castle would be considered civilized. It would be more work on your part, but you might consider doing something like this. You put in more patrol encounters and fewer ravenous dragon encounters on the civilized area lists, that sort of thing.
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Old 05-04-2021, 09:40 PM   #13
Dustin
 
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Join Date: Oct 2004
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Default Re: Sample Fantasy Wandering Monster Tables

Outstanding! I'm running a old-school delve with some procedurally generated elements; this will definitely come in handy.
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Old 05-05-2021, 07:54 PM   #14
StevenH
 
Join Date: Feb 2008
Location: Portland, Oregon
Default Re: Sample Fantasy Wandering Monster Tables

I use something a bit different. Not all encounters are monsters, and not all of them are necessarily bad.

Travel and Survival/Wilderness Table (Based on Murphy Barrett’s idea)

Notes (mostly from Murphy):
I don't have that table posted yet. But I can describe the process I used to create it. Since it's GURPS, it's a d66 table, ie roll 2d6 and read them off like you would % dice, don't sum them. That gives me 36 possibilities.

From there I broke it down into 6 sets of 6 options. Of the 6 options, 1 is Good, 1 is Positive, 2 are Neutral, one is Negative, and 1 is Bad.

Good results are when something unambiguously good happens, such as finding food, treasure, or other things with no contest. You just got lucky.

Positive results are when something nice happens, such as good weather so you travel a little further, or even just morale boosters.

Neutral results are ambiguous and involve choices, each with good and bad elements. For example, a dog wanders into camp looking for food. If the PCs feed it, it'll hang around. If not it'll leave. So the question is, is having the benefit of a dog worth feeding him?

Negative results are more inconvenient than anything else. Loss of supplies or equipment, delays, things like that.

Bad are directly injurious to the party, like bandits or falling in a ravine.

It's also fairly mixed between terrain, weather, monsters/bandits, or just random events.

I think a table like this would work best if tailored to a particular game. My plan is to have one for traveling on road, a worse one for traveling off-road, one for generic towns/settlements, and maybe one each for major settlements. Though I'm not sure I need the ones for specific settlements, I might be able to write it flexibly enough to tailor it.

Oh, another note, the way I figured to work the Danger rating in is that for Good results, you get whatever-Danger, and for bad results, you'd find, say, X+Danger bandits. So I don't need different tables for more dangerous areas. The Danger rating modifies the regular table results.

Water sources aren’t necessarily pure and clean. Lakes/ponds are contaminated on 6-, rivers on 5-, streams 4-. Subtract 1 for cold water. If you drink from a contaminated source, roll HT+2 to avoid effects. Diseases include Cholera, Cryptosporidiosis (diarrhea), E. Coli (on a critical failure), Giardia (diarrhea), Legionnaire’s Disease (pneumonia). Crypto and Giardia are the two most common diseases.

Sample Table

Good
11 You found treasure (a stone in a clearing in the woods has a sword sticking out of it; your campsite has an old fallen log that you can sit on, and inside is a bag with cool stuff stashed in it, long forgotten; you find a bird’s nest, filled with shiny baubles collected by an acquisitive bird; etc)
12 You found useful mundane equipment (climbing gear, rope, a sturdy tarp, a fisherman’s hut with fishing poles, hooks, and line, etc)
13 That environmental obstacle? Yeah, it’s really not that bad (old Dwarven tunnel going through a mountain, meaning you don’t have to climb over it in the snow and ice; the deep ravine/crevasse you need to cross has a handy rope bridge just over there; a guide appears and help you find your way, etc)
14 You meet a beneficial NPC (could be a wandering peddlar who just happens to have something you need; wandering wise woman, who might have useful info or important item; a wandering wizard, willing to sell a spell book; an adventurer who might want to join the party, etc)
15 You stumble upon a patch of healing herbs
16 Foraging nets 2x usual amounts of food


Positive
21 Excellent weather gives 1.2x distance
22 Beautiful sunrise or sunset gives a morale boost, -1 Exhaustion
23 Any bad weather you are suffering from suddenly stops
24 You stumble across a natural, clear spring
25 Caravan of traders going in the opposite direction; they might be interested in some trading with the party
26 Clear travel: the way is surprisingly easy on the feet, -2 exhaustion for the distance traveled


Neutral
31 You’ve stumbled upon a shrine to <god>
32 You see game animals in the middle distance
33 Old ruins discovered
34 You come across a group of brigands, they haven’t seen you yet
35 An abandoned shelter is found (lean to, cave, etc)
36 A dog wanders into camp (feed the dog, or shoo the dog away, or….) If fed, it will stick around.
41 Wildfire in the distance
42 A local runs to you with a tale of a monster attacking their settlement and begs for help
43 You enter a Low Mana zone (some magic items stop working, casting is difficult/impossible)
44 Equipment breakage; not immediately life-threatening, but potentially annoying
45 Group of soldiers force you off the road as they pass by
46 Ravine side you are walking along collapses, party member slips and falls (roll appropriate DX checks), likely loss of equipment as it dislodges from pack/belt/etc


Negative
51 Bad weather reduces your travel distance, +1 exhaustion
52 The bridge across a ravine/river is damaged and unusable until repaired
53 You lose the trail and get lost; an orienteering roll is required to get back on track, +2 exhaustion
54 Food supplies raided by pests; several days food lost
55 Old ruins found; Something nasty lives there and knows you’ve trespassed….
56 Dangerous animals attack


Bad
61 Entered an area surrounded by wildfire; must turn around and attempt to escape the fire
62 Tracked down by bounty hunters: you are mistaken for criminals and are apprehended; even if the bounty hunters are defeated, there is still an outstanding warrant for your arrest
63 You’ve accidentally stumbled into Elven defenses surrounding an abandoned settlement (basically, the forest is attacking you: animate plants, chemical defenses, etc)
64 Dangerous monsters attack
65 Extremely bad weather forces you to find shelter, stopping travel for 1-3 days.
66 Large group of brigands ambush you
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Old 05-05-2021, 07:56 PM   #15
StevenH
 
Join Date: Feb 2008
Location: Portland, Oregon
Default Re: Sample Fantasy Wandering Monster Tables

Alternatively...


Localized Encounter Tables

Roll 2 dice, taking each as a digit.

Civilization/Roads/Fields

Good
11 Abandoned Wagon stuck in mud - crates to be looted
12 A small pouch is found at the base of a tree. It contains 4 doses of Speed (powder).
13 You found treasure (a stone in a clearing in the woods has a sword sticking out of it; your campsite has an old fallen log that you can sit on, and inside is a bag with cool stuff stashed in it, long forgotten; you find a bird’s nest, filled with shiny baubles collected by an acquisitive bird; etc)
14 You found useful mundane equipment (climbing gear, rope, a sturdy tarp, a fisherman’s hut with fishing poles, hooks, and line, etc)
15 That environmental obstacle? Yeah, it’s really not that bad (old Dwarven tunnel going through a mountain, meaning you don’t have to climb over it in the snow and ice; the deep ravine/crevasse you need to cross has a handy rope bridge just over there; a guide appears and help you find your way, etc)
16 You meet a beneficial NPC (could be a wandering peddler who just happens to have something you need; wandering wise woman, who might have useful info or important item; a wandering wizard, willing to sell a spell book; an adventurer who might want to join the party, etc)

Positive
21 Caravan of traders going in the opposite direction; they might be interested in some trading with the party
22 A wandering company of grim mercenaries in search of employment.
23 A twisted ash tree stands within an old cemetery; a ruby-tipped iron rod rests within a dark hollow (what does it do….)
24 Domestic Animal all alone (dog, horse, pony, donkey, mule, steer, pig, chicken)
25 Small out of place detail catches someone's eye in the surrounding brush. If followed it leads to a Magic Ritual Circle (shoddily constructed, only can tell this detail if a Magic Ritual, Occult, or Thaumatology roll is made). Exploded mage remnants are strewn around the circle; good chance there is a minor magic item present in the debris, and possibly a spell book.
26 Excellent weather gives 1.2x distance

Neutral
31 Party stumbles upon old graveyard
32 “Peddler” offers party a stolen item for a good price, but someone is actively trying to get their property back.
33 Stumble upon a broken down wagon, with a locked chest nearby; no body is found, but there are traces of dried blood
34 A child starts following the party, kid might or might not be useful
35 A female Hobbit herbalist collecting plants has been entrusted with a dire warning by a dying Rural Watchman
36 A group of peasants gathering firewood; they are quarreling over when the local tax collector should be murdered

41 You stumble across a group of smugglers arguing about which tree they buried their treasure under. It appears that they haven't noticed you.
42 The wind picks up and dark storm clouds gather ahead.
43 A dragon is seen, flying overhead
44 A dog wanders into camp (feed the dog, or shoo the dog away, or….) If fed, it will stick around.
45 Wildfire in the distance
46 Fallen tree or boulder blocks the way forward.

Negative
51 Party stumbles upon a small settlement under attack by brigands/corrupt “city guard”
52 Fallen tree blocks the road; time must be taken to remove/bypass it
53 There is a fork in the road here, unmarked on any map
54 Weather suddenly changes for the worse
55 A member of the party becomes convinced they are lost - despite all signs otherwise. Another party member can try to convince them, but it will require some kind of psychology-type skill; alternatively, they can make an IQ-3 save to snap out of the paranoia themselves. While distracted by these thoughts they are at -2 on survival and perception checks. (Works best if the GM give player a note after “rolling” for each character: “The more you think about it, the more you are convinced that the party is going the wrong way. And no one else seems to notice, and they all seem convinced that there is nothing wrong.”)
56 Weevils found in all foodstuffs. Everything edible you had has rotted; must hunt for food or begin starving.

Bad
61 Large group of brigands ambush you
62 Dangerous monsters attack
63 Extremely bad weather forces you to find shelter, stopping travel for 1-3 days.
64 Insect Swarms - Lose 10% movement if they are ignored; there is a chance each party member is infected with a disease (HT check; 1d days incubation time).
65 Someone in the party stumbles/trips on something (cobblestone, curb, tree root, whatever) and must make a HT-2 roll to avoid spraining their ankle. A critical failure on the roll means they broke a bone in their foot.
66 An alchemical trap goes off, sending lit pastilles of the Death potion. There are three pastilles, sent out in an arc.


Wilderness

Good
11 Party stumbles upon a patch of healing herbs (d6: 1-Brinn, 2-Burnett, 3-Candaran, 4, 5, 6-herbal ingredients for Healing potions worth $200 [which is enough to supply 12 potions])
12 Perfect Fishing Spot - +3 on fishing rolls made here can fish for up to 3 hours before the pool is disturbed and the bonus is lost; extra foraged food
13 Secluded Grove somewhat magical - perfect place to rest. Resting here grants +20% movement the next day and a reduction of an extra 2 Exhaustion.
14 The party comes across a long forgotten cache of weapons. Most of the mundane weapons have long rusted but a single weapon lies at the bottom of the cache looks brand new. Maybe a magic item? Cursed?
15 While crossing a stream, someone in the party notices a flash of gold. It’s a small nugget, worth $50 on the open market. If four or more hours are spent looking, more can be found, based on a Vision roll: $100 per point of success (minimum of $100). Prospecting here might be lucrative….
16 Party comes across an active campsite. If they wait around (or look for) the traveller, they will meet an old Orcish man who used to be a member of the Rural Watch. He’s retired, and just exploring and enjoying the wilds. He will share his fire, and the wild boar he killed that day. He is also a source of historical information about the area (general stuff, mainly). When they part, he will offer one of the boar’s haunches (+4 meals).

Positive
21 Excellent weather gives 1.2x travel distance
22 Clear travel: the way is surprisingly easy on the feet, -2 exhaustion for the distance traveled
23 You find a really good campsite (well-sited; good for defense, hiding the fire, etc)
24 You find a short cut; +10% additional travel distance (or -1 exhaustion)
25 Mushrooms! good eating (+2 meals for foraging purposes)
26 Marshy area has a lot of game here. +3 to hunting related rolls.

Neutral
31 Party stumbles upon a small settlement.
32 Find an abandoned camp, looks like someone had been there a short while ago but mysteriously disappeared suddenly.
33 An altar in a clearing with a fresh body on it (killed not too long ago, as in no more than hours).
34 An apex predator (griffin, dragon, roarer, etc) circles high overhead.
35 Trees in the area have territorial claw marks on them.
36 The thunderous roar of a great waterfall can be heard from ahead.

41 A lofty elm tree stands amidst ancient runestones. Time seems to pass more slowly here.
42 A man who must have been alive mere hours before lies dead in the jungle heat. He wears no armor but is covered in deep bloody wounds and some type of poison is evident.
43 Old ruins discovered.
44 You enter a Low Mana zone (some magic items stop working, casting is difficult/impossible)
45 Equipment breakage; not immediately life-threatening, but potentially annoying
46 You enter an area of Spikevines. You can go through, possibly taking some damage, getting stuck, or tear some clothing, or you can go around, adding two miles to your trip.

Negative
51 Area has noxious gas erupting or seeping from the ground. Lose 10% of movement to carefully traverse it, or -20% to go around
52 A malevolent tree stands amidst the fell ruins of an ancient city. A company of undead warriors stands watch over it. There is a good chance they will notice the party.
53 Get attacked by insect pests (clouds of mosquitoes, biting flies, etc)
54 You encounter a black mire. A noxious fog fills the still air. (Possible caustigus?)
55 A member of the party becomes convinced they are lost - despite all signs otherwise. Another party member can try to convince them, but it will require some kind of psychology-type skill; alternatively, they can make an IQ-3 save to snap out of the paranoia themselves. While distracted by these thoughts they are at -2 on survival and perception checks. (Works best if the GM give player a note after “rolling” for each character: “The more you think about it, the more you are convinced that the party is going the wrong way. And no one else seems to notice, and they all seem convinced that there is nothing wrong.”)
56 Food supplies raided by pests; several days food lost

Bad
61 Entered an area surrounded by wildfire; must turn around and attempt to escape the fire.
62 Dangerous monsters attack
63 Extremely bad weather forces you to find shelter, stopping travel for 1-3 days.
64 The party begins traversing a bog only to realize it is actually a tar pit - ST check to extract themselves from the sticky stuff. Travel is at -20% distance.
65 Stalking predators - The party is stalked by predators all day, these enemies seem far too powerful to fight and the party decides to travel through the night to lose them. Gain an extra +40% distance of movement, but all party members lose 4 exhaustion.
66 Someone steps on a Reek, which then attacks. See Fantasy Bestiary, page 58.
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