Tag: Table

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  • Magical Side Effects

    Back to [[Encounter Design]] Back to [[Rules]] Chance of Mishap while casting in the Center or when injured while casting in the Fade (Int roll for Magic-User/Illusionist or Wisdom roll for Cleric/Druid) 1d20+Proficiency Bonus+Cha bonus |20 | …

  • Random Skill Set

    [[Encounter Design | Back to Encounter Design]] h3. Standard Skills for D and D |1-3 |[[Sense Skills Table]]| |4-6 |[[Knowledge Skills Table]]| |7 |[[Professional Skill Table]]| |8-12 |[[Physical Skill Table]]| |13-16 |[[Guile Skills Table]]| | …

  • Sense Skills Table

    [[Encounter Design | Back to Encounter Design]] [[Random Skill Set | Back to Random Skill Set ]] 1 Read Lips 2-3 Find Hidden Item 4-5 Find Hidden Person or Monster 6 Wis Avoid a magic trap 7 Wis Avoid a trap 8 Wis Avoid Being Surprised …

  • Knowledge Skills Table

    [[Encounter Design | Back to Encounter Design]] [[Random Skill Set | Back to Random Skill Set ]] Wis Navigate- by land Wis Navigate- by Sea Wis Navigate- by Land Int High Society- Events Int High Society- People Int High Society- Objects Int Put …

  • Physical Skill Table

    [[Encounter Design | Back to Encounter Design]] [[Random Skill Set | Back to Random Skill Set ]] Dex Fast Draw Dex Acrobatic Stunt Dex Jump onto or from a moving platform Dex Survive a fall 1-4 Dex Balance beam 5-8 Str Break a gate 9-12 Str …

  • Guile Skills Table

    [[Encounter Design | Back to Encounter Design]] [[Random Skill Set | Back to Random Skill Set ]] # Cha Rile the Troops # Cha Give a Speech # Wis Imitate # Dex Cheat at a gambling game # Wis Win at a gambling game # Wis Make a forged document # …

  • Magic Skills Table

    [[Encounter Design | Back to Encounter Design]] [[Random Skill Set | Back to Random Skill Set ]] 1-2 Avoid a magic trap 3-4 Detect illusion 5 Dream 6 Know something mystical is nearby 7 Meditate 8 Recognize outside influence 9 Resist spiritual …

  • Terrain Table

    Back to [[Encounter Design]] 1-4 Alcove 5-8 Altar 9-12 Animal lair/nest 13-15 Animatronic band* 16-19 Animatronic clock 20-23 Antechamber 24-27 Anvil 28-31 Aquarium 32-35 Arch 36-39 Archway 40-43 Armchair 44-47 Armoire 48-51 Armor 52- …

  • Encounter Design

    Step 1: Roll up a place for the encounter to happen. If the encounter is in a constructed area, [[Random Dungeon Area Description|roll here]]. If the encounter begins in a natural underground area [[Random Underground Area|roll here]]. If the …

  • Treasure Map Table

    Return to [[Encounter Design]] |Dice |Result| |01 -05 |False map| |06-70 |Map to monetary treasure| |71 -90 |Map to magic treasure| |91-00 |Map to a combined hoard| |01 -20|labyrinth of caves found in the lair| |2 1 -60|outdoors, 5-8 miles …

  • Monetary Treasure Table

    Back to [[Encounter Design]] [[Treasure Chest Description]] High End Treasure |Dice|Results| |1-2|20,000-80,000 copper pieces (2d4), 20,000-50,000 silver pieces| |3-5|5,000-30,000 electrum pieces (5d6)| |6-10|3,000-18,000 gold pieces (3d6)| |11 …

  • Magic Horde Table

    Back to [[Encounter Design]] |Roll|Result| |1-5 |Any item rolled on Magic ltem Table, plus 4 Potions| |6-8 |Any 2 items rolled on Magic ltem Table| |9-12 |1 Sword, 1 Armor or Shield, 1 Miscellaneous Weapon| |13-14 |Any 3 items, no Sword or Potions| …

  • Combined Horde Table

    Back To [[Encounter Design]] |Roll|Result| |01-20|1-2 [[Monetary Treasure Table]] and 1-5 [[Magic Horde Table|Magic Horde]]| |21-40|6-10 [[Monetary Treasure Table]] and 1-5 [[Magic Horde Table|Magic Horde]]| |41-55|3-5 8 6-10 [[Monetary Treasure …

  • Art Objects Table

    Back to [[Encounter Design]] Back to [[Art Treasure Table]] |Roll|Art Objects| |1 |Black helmet of an evil fallen knight whom the owner had personally slain| |2 |Chalk sketch on slate of a beautiful woman lying on her side asleep| |3 |Crossed …

  • Treasure Chest Description

    Back to [[Encounter Design]] Back to [[Monetary Treasure Table]] On a 1-4, the chest is [[Lock and Key Descriptions|locked]]. On a 5, the chest is Wizard Locked. On a 6, the chest is unlocked. On a 1-3, the chest is [[Random Trap Table|trapped]]. …

  • Random Trap Table

    Back to [[Encounter Design]] h3. Random Trap Generator h4. Trap Defense 1 Saving Throw 2 Ability Check 3 Surprise or Special Sense 4-5 AC 6 Spell Defense h4. Results of Trap 1 Damage and Effect 2-3 Effect 4-6 Damage …

  • Random Dungeon Area Description

    Back to [[Encounter Design]] Encounters take place 50% in [[Corridor Design|corridors]] or 50% in [[Room Design|room]] Condition of [[Tables of Walls|Walls]] h3. State of the Area (2d20-1) # Room is [[Environmental Hazard Table|environmentally …

  • Room Design

    Back to [[Encounter Design]] Back to [[Random Dungeon Area Description]] [[Table of Exits]] h3. Room Shape 1-10 Square 11-15 Roll on Odd-Shaped Room Table I 16-20 Roll on Odd-Shaped Room Table II h3. Odd-Shaped Room Table 1 Oddly Shaped- …

  • Environmental Hazard Table

    Back to [[Random Dungeon Area Description ]] Back to [[Encounter Design]] 1 Acid 2-3 Air 4-5 Cold 6-7 Earth 8-9 Fire 10 Force 11-12 Lighening 13 Necrotic 14 Poison 15 Psychic 16 Radiant 17-18 Thunder 19-20 Water

  • Random Room Height

    Back to [[Encounter Design]] Back to [[Random Dungeon Area Description]] 1-6 Room is tall 7-13 Ceiling too low, stooping 14-16 Ceiling too low, short or lower 17-18 Ceiling too low, tiny or lower 19 Ceiling is endlessly tall 20 …

  • Casualty Tables

    Back to [[Encounter Design]] Back to [[Random Dungeon Area Description ]] h3. Corpses 1 1 Attached to a torture rack, stretched beyond all recognition 2 Body bloated with water, eyes and skin appear blue and clammy 3 Carefully preserved body with …

  • Table of Liquids

    Back to [[Encounter Design]] Back to [[Random Dungeon Area Description ]] 1 Acid 2 Ale 3 Blood 4 Hot wax 5 Ink 6 Oil 7 Ooze 8 Paint 9 Poison 10 Quicksilver 11 Rusty water 12 Sewage 13 Slime 14 Solvent 15 Stagnant water 16 Tar/pitch 17 …

  • Smells Table

    Back to [[Encounter Design]] Back to [[Random Dungeon Area Description]] 2 Wet fur 3 Blood 4 Burning flesh 5 Burning torches 6 Burning wood 7 Cheap perfume 8 Cooked bacon 9 Cut weeds 10 Dead fish 11 Decayed vegetation 12 Fresh hay 13 …

  • Table of Debris

    Back to [[Encounter Design]] Back to [[Random Dungeon Area Description]] 1 Box pieces 2 Broken glass 3 Caltrops 4 Crumbling statue 5 Fiery coals 6 Half-decayed body 7 Horse manure 8 Loose rocks 9 Mist hiding the floor 10 Pile of books 11 …

  • Dungeon Mystery Table

    Back to [[Encounter Design]] Back to [[Random Dungeon Area Description]] 1 Arcs of lightning crisscross the hall/chamber 2 Belch of fire erupts from cracks in doorway 3 Blood trickles from cracks in the walls 4 Candles seem to burn without end 5 …

  • Dungeon Wildlife Table

    Back to [[Encounter Design]] Back to [[Random Dungeon Area Description]] 1 Bat 2 Bear 3 Bobcat 4 Centipede 5 Crickets 6 Flatworms 7 Fox 8 Frog 9 Hellgrammit 10 Insects 11 Monkey 12 Packrat 13 Pikas 14 Raccoon 15 Salamanders 16 Sasquatch …

  • Table of Exits

    Back to [[Encounter Design]] All exits either involve a door or a hole. For all doors, roll a 2d6. On an 11 or 12. The door is secret. On a 5-9, the door is standard. On a 10, roll on the [[Table for Doors]], on a 2-4 Roll on [[Table for Doors 2 …

  • Table for Doors 2

    Back to [[Encounter Design]] Back to [[Table of Exits]] 1 Ancient clock designed to be easily moveable for those who know it is a door 2 Circular wooden door with circular brass strands 3 Clear door of glass cut with the emblem of a forgotten king …

  • Table for Secret Doors

    Back to [[Encounter Design]] Back to [[Table of Exits]] 1 Bookcase swings away from the wall to reveal a passageway. Pulling a particular book back opens the door. It leads to a private study. 2 Brick wall behind a fireplace slides upward. Opens by …

  • Environmental Effects Table

    Back to [[Encounter Design]] Back to [[Random Dungeon Area Description]] 1 Blood 2 Brambles/ivy 3 Cold 4 Condensation 5 Dew 6 Dirt/mud 7 Dust 8 Fungus 9 Heat 10 Ice 11 Lice 12 Lichen 13 Mist 14 Mold 15 Moss 16 Rust 17 Rubble 18 Steam …

  • Random Natural Effects

    Back to [[Encounter Design]] Back to [[Random Dungeon Area Description]] 1 Cavern of stalactites stretches out, a small ledge climbing to great heights on the far side 2 Full of a strange purple fungus growing on the walls and in corners 3 Great …

  • Tables of Walls

    Back to [[Encounter Design]] Back to [[Random Dungeon Area Description]] h3. Dungeon Wall Contents |Roll|Contents (50%)|Unusual Stone (50%)|Stone Pattern (40%)| |1 |Alcoves|Broken glass mixed in|Alternating rows of bricks and stones| |2 |Animal …

  • Friendly NPC Encounter Table

    Back to [[Encounter Design]] 30% chance it's a [[Table of Captives|captive]] # Monster of Characters' Alignment # Monster of Good Alignment # Travelling Merchant # Travelling Merchant- supernatural # Fighters of the Characters' Alignment # …

  • Random Sounds Table

    Back to [[Encounter Design]] 1 Buzzing of thousands of cicadas threatens to drown out all but the loudest of conversations. 2 Clock ticks far more slowly than normal; each tick is followed by a deep, rumbling moan. 3 Distant tinkling as if from a …

  • Corridor Design

    Back to [[Encounter Design]] Cage walls 2 Columns/pillars 3 Crumbling ceiling 4 Dais 5 Footholds 6 Gravel floor 7 Handholds 8 Handrail, metal 9 Handrail, rope 10 Handrail, wooden 11 Intersecting iron rod 12 Jutting stone 13 Short stairs …

  • Fountain Table

    1 Basin of rock lies below a miniature replica of a great cliffside, water flowing down the sides 2 Casket with a sleeping vampire inside flows water from beneath the corpse 3 Cobra standing up with its mouth opens as if leaping forward to strike …

  • Table of Captives

    Back to [[Encounter Design]] 1 Adun Eltone. An important local merchant, he was abducted for ransom. He could reward the party well for his rescue. 2 Alsiril. This half-elf bard allowed himself to be captured. He wants to write an epic tale of …

  • Professional Skill Table

    Back to [[Encounter Design]] Back to [[Random Skill Set]] 1 Armorer 2 Bowyer/f letcher 3 Former/gardener 4 Forester 5 Gambler 6 Hunter/fisher (hook and line) 7 Husbandman (animal husbandry) 8 Jeweler/lapidary 9 Leather worker/tanner 10 Limner …

  • Random Underground Area

    Back to [[Encounter Design]] |1 | Ledge| |2 | Open Cave| |3 | Cramped Cave| |4 | Cave Pond| |5 | Underground stream| |6 | Shelf| |7 | Cave Exit (safe)| |8 | Cave Exit (unsafe)| |9 | Dead end (cramped)| |10 | Dead end (open)| |11 | Bridge| | …