has long since come and gone, but I am still planning on finishing up my "entry" one of these days. I took a new job that involved getting trained and then starting an office up that had been closed due to widespread corruption for several months. I literally did not have a day off except for Thanksgiving and Christmas for several months. Real life once again intrudes on an awesome hobby!
, so it is not like I totally left D&D behind for a few months. I just haven't kept up on my bloggerly duties.
I am going to try to dust off what I had started for the challenge and present it here, starting with some (incomplete) random encounter tables. This first post does not really have anything to do with the cards I got, directly. These are incomplete random encounter tables for road travel through the abandoned vineyards and farmlands outside of the last frontier town. The wilderness setting I came up with was directly influenced by the cards, but no cards show up in these charts. If I had finished the Hex Special Chart the cards would have been more directly involved.
Farmland (road travel): (2d6 - roll once per hex traveled across)
2: Possibly Dangerous Encounter
3: Physical Obstacle
4-5: Physical Feature
6-7: Animal Encounter
8-9: Civilized Encounter
10: Rare Animal
11: Rare Person
12: Roll on the Special Chart for this hex
2: Possibly Dangerous Encounter (Farmland Road) (2d6)
2:Aggressive Wild Boars at the edge of the road roll 1d6: 1-3: 1d4 3 HD boars and 1d4 2 HD sows, 4-5: 1d4 3 HD boars and 2d4 2 HD sows, 6: 1 5 HD boar, 1d6 3 HD boars and 2d6 2 HD sows
3: Biting Fly Swarm persists for 1d6 turns (Save vs. Poison every turn if no precautions taken - minor fever persists for 2d6 days, unless double sixes are rolled for duration; then Save vs. Poison again or drop into a potentially fatal fever coma)
4:Ground Wasp Nest (roll for surprise; if surprised, swarm targets random PC, attacking each round like a 5 HD monster, 2d4 damage, pursuing for 2d6 rounds. Other PCs that remain in the area or attempt to help must Save vs. Spells or find themselves targeted as well using the same rules.
5-6: Aggressive Dog on the road roll 1d6: 1-3: 1d6 1 HD stray dogs, 4-5: 2+1 HD Guard Dog, 6: 1d4 2+1 HD Guard Dogs
7-8: Local Drunks (Thugs) in a foul mood roll 1d6: 1-3: two 0-level thugs, 4: 1d4 0-level thugs; 5: 1d4 1st level thugs; 6: 1d4 2nd level thugs and 1 3rd level thug)
9:Fracas in the Field roll 1d6: 1-3: 2d6 1 HD Hired Hands quarrelling, 4-5: 1d4 2 HD Hunters pursuing game, 6: Predator attacking a calf (1d6, 1-3: 2d6 wolves,4-5: mountain lion, 6: one mountain lion attacks, one mountain lion is hidden)
10: Aggressive Bull on the road roll 1d6: 1-3: 5 HD, 1d8 charge, 1d6 trample 4-5: 6 HD, 2d6 charge, 1d8 trample; 6: 7 HD, 2d6 charge, 2d6 trample
11: Travelling Sellswords approach roll 1d6: 1-3: 1d4 2nd level fighters; 4: 1d4 3rd level fighters on horseback; 5: two 5th level fighters on horseback with 1d6 extra horses and 2d4 1st level fighters; 6: 1 8th level fighter in wagon, 2d4 3rd level fighters on horseback and 2d6 1st level fighters
12: Poisonous Critter roll 1d6: 1-3: Snake, random PC or horse is attacked (1 HD, 1 damage, Save vs. Poison if not wearing boots or take 3d6 damage), 4-5: Large Snake, random target is attacked (3 HD, 1d6 damage, Save vs. Poison or take 5d6 damage), 6: Scorpion (1 HD) attacks random party member or horse, Save vs. Poison or Death
3: Physical Obstacle (Farmland Road) (2d6)
2-3: Fallen Tree
4-5: Herd of Sheep (4d8 sheep) roll 1d6: 1-5: herded by 1d4 1HD sheep dog (1 HD shepherd within earshot), 6: unattended
6-7: Herd of Cows (4d6 cows: if number of cows is 4-8: roll 1d10, 9-12: roll 2d6, 13-15: roll 1d12, 16-20: roll 3d6, 21-24: roll 1d20) : 1-10: herded by 1 1HD mounted farmhand and two 1 HD dogs, 11: herded by 2 1 HD mounted farmhands, 12: herded by 2 2HD mounted farmhands and 1d4 1 HD dogs, 13-15: herded by 1d4 mounted 1 HD farmhands and 1d6 1 HD dogs, 16-17: herded by 1d6 mounted 1 HD farmhands and 1d6 1 HD dogs, 18-19: 20: unattended
8-9: Washed Out Section (1d6 turns of travel, 10% chance per turn of a wheel breaking or horse turning an ankle unless speed is reduced)
10: Broken Down Wagon roll 1d6: 1-3: abandoned full of produce, 4-5: 1d4 children waiting for pa to return, 6: full of beer kegs, being pulled by two brothers, runaway horse
11: Large Boulder (2d6 hundred pounds)
12: Fire roll 1d6 1-3: small field fire, 4-5: large field fire, restricts visibility, extends 1d6 turns, 6: large fire blocks path for 2d6 turns ahead
4: Physical Feature (Farmland Road) (2d6) (all buildings are set back from the main road, dwellings accessible by a well defined path)
2: Bridge over chasm roll 1d6: 1-4: Wood Bridge, 5-6: Stone Bridge
3: Stone Wall roll 1d6: 1-4: mostly fallen, 5: in poor repair, 6: in good repair
4:Wooden Fence roll 1d6: 1-3: in poor repair, 4-5: in good repair, 6: freshly painted white
5: Old Orchard roll 1d6: 1:Apple, 2: Pear, 3: Nectarine, 4: Peach, 5: Plum, 6:Cherry
6: Stand of Hard Wood (good quality, straight grain, old trees)
7: Outbuilding roll 1d6: 1-3: 3 sided cattle shelter, 4: Barn, 5: Grain Silo, 6: Bunk for Hired Hands
8: Corral roll 1d8: 1-3: 2d6 pigs, 4: 2d6 goats, 5: 4d8 sheep, 6: 4d6 cows, 7: 2d6 horses 8: abandoned and now home to a huge honey bee hive in the old trough
9: Farm House roll 1d8: 1-2: abandoned, 3-4: 1 family hovel, 5: 1 family farmhouse, 6: 2 family farm house, 7: Ale House, 8: Country Estate
10: Year Round Stream roll 1d6: 1-3 decent fishing, 4-5: good fishing, 6: great fishing
11: Thorn Bushes choke the road for 1/4 mile roll 1d6: 1-3: there is an established trail around the briar patch, 1/2 mile detour, 4: there is a narrow overgrown trail down the middle of the road, 5: there are wasp nests, and no easy trail, use ground wasp result under Farmland Road Dangerous Encounters if a path is cleared, 6: a 5 HD witch with 1 2nd and 2 1st level wizard spells and 1 2nd and 1 1st level cleric spells lives in the briar patch. Roll 1d4 random potions and 1d4 doses of deadly poison for the witch.
12: Interesting Mushroom Patch roll 1d6: 1: mildly nauseating, 2-4: edible, 5: rare curative (as a prepared broth): delays poison and grants a new Save vs. Poison or Disease, 6: poisonous, appears as edible (1-3 on d4) or rare curative (4 on d4); Save vs. Poison or Death if ingested
I probably won't finish the planned charts for the challenge, but I will still put the main gist of my ideas out there in the next few posts. My cards inspired a creative twist on the traditional frontier sandbox, and I can't wait to show how a Moon Dragon, a Sun Dragon, and an Astral Dragon all fit into it!