Simple Gamemaster Oracle
D6 | Result |
1 | No, and |
2 | No |
3 | No, but |
4 | Yes, but |
5 | Yes |
6 | Yes, and |
Random direction table
D8 | Compass Direction |
1 | North |
2 | North East |
3 | East |
4 | South East |
5 | South |
6 | South West |
7 | West |
8 | North West |
Reaction Table
Whilst I am using Charisma ability checks for Human and Demi-Human reactions, I am still employing the usual reaction rolls for Monsters. However, I prefer this slightly more nuanced table from BECMI than the single roll version in B/X.
Monster Reaction Chart |
First Roll | Reaction |
2 | Immediate Attack |
|
3-5 | Possible attack, roll again* |
| 2-8 | Attack |
| 9-12 | Uncertain, roll again* |
| | 2-5 | Attack |
| | 6-8 | Leave |
| | 9-12 | Friendly |
|
6-8 | Uncertain, roll again* |
| 2-5 | Attack |
| 6-8 | Negotiate, roll again* |
| | 2-5 | Attack |
| | 6-8 | Leave |
| | 9-12 | Friendly |
| 9-12 | Friendly |
|
9-11 | Possibly Friendly, roll again | | |
| 2-5 | Uncertain, roll again* |
| | 2-5 | Attack |
| | 6-8 | Leave |
| | 9-12 | Friendly |
| 6-12 | Friendly |
|
12 | Immediately Friendly |
Random Weather
1D20 | Spring | Summer | Autumn | Winter |
1 | Storm | Unseasonably Cold & Wet | Unseasonably Cold & Wet/snow | Storm |
2 | Unseasonably Cold & Wet/snow | Temperate & Wet | Storm | Snow |
3 | Cold and dry | Temperate & Wet | Storm | Snow |
4 | Cold and dry | Temperate & Wet | Storm | Snow |
5 | Cold and dry | Overcast & Temperate | Cold & wet | Cold & wet |
6 | Temperate & Wet | Overcast & Temperate | Cold & wet | Cold & wet |
7 | Temperate & Wet | Overcast & Temperate | Cold & wet | Cold & wet |
8 | Temperate & Wet | Warm and fine | Temperate & Wet | Cold & wet |
9 | Temperate & Wet | Warm and fine | Temperate & Wet | Cold & wet |
10 | Temperate & Wet | Warm and fine | Temperate & Wet | Overcast & cold |
11 | Overcast & Temperate | Warm and fine | Temperate & Wet | Overcast & cold |
12 | Overcast & Temperate | Warm and fine | Overcast & Temperate | Overcast & cold |
13 | Overcast & Temperate | Warm and fine | Overcast & Temperate | Overcast & cold |
14 | Overcast & Temperate | Warm and fine | Overcast & Temperate | Overcast & cold |
15 | Warm and fine | Warm and fine | Overcast & Temperate | Cold and fine |
16 | Warm and fine | Warm and fine | Warm and fine | Cold and fine |
17 | Warm and fine | Warm and fine | Warm and fine | Cold and fine |
18 | Warm and fine | Storm | Warm and fine | Cold and fine |
19 | Warm and fine | Storm | Warm and fine | Overcast & Temperate |
20 | Unseasonably Hot | Heatwave | Unseasonably Hot | Unseasonably Warm |
Beach/Coast Random Encounter Table
Roll 1D12 | Beach/Coast Random Encounter Table |
1 | 1 random object / treasure |
2 | 1 snake |
3 | 1D4 Fishermen |
4 | 1 Giant Beetle |
5 | 1D6 Smugglers/Pirates |
6 | 1 Giant Crab |
7 | insect Swarm |
8 | 1 Sea Hydra |
9 | 1D4 Merman/Siren |
10 | 1 Giant Octopus / Squid |
11 | Aquatic Animal Carcass |
12 | Special NPC |
Moorland Random Encounter Table
Roll 1D20 | Result |
1-2 | Terrain feature e.g. stone ring |
3 | 1 Hill Giant |
4 | 1D8 Deer |
5 | Special NPC |
6 | 1D4 Harpies |
7 | Thick Fog. Party gets lost and walks in a random direction. They lose half a day of travel, AND, roll d20 again for another random encounter. |
8 | 2D4 Wolves |
9 | 1D6 Piskies |
10-11 | 1 Ghost / Banshee / Wight / Malign Spirit |
12 | Bog. 1st Character must make successful perception (Wisdom) check to notice, or risk falling. If first character fails, the 2nd character must make a successful Dexterity check or also fall in. Characters falling in the bog will sink and be lost forever in 1D4 rounds, unless rescued. |
13 | Caves |
14 | Strange symbols/totems |
15 | 1D4 Hag |
16 | 1 Troll |
17-19 | Ancient Barrow |
20 | The Terror of Taynemoor |
Forest Wandering Encounter Table
Roll 3D6 | Result |
3 | 1d4 Pixies / Sprites |
4 | 1D4 Elves |
5 | Willow Wisp / Malign Spirit |
6 | 1 BugBear |
7 | 2D4 Kobolds |
8 | 1D4 Wild Boar |
9 | 2D6 Goblins |
10 | 2D4 Brigands |
11 | 2D6 Deer |
12 | 2D6 Wolves |
13 | 1D4 Giant Spiders |
14 | 1D6 Giant Rats |
15 | 1D4 Hags |
16 | 1 Bear |
17 | Special Feature |
18 | Special NPC |
Mine Wandering Encounter Table
Roll 2D4 | Result |
2 | Gas pocket - Character with highest Wisdom score makes a perception (Wisdom) check. If successful, the party have 1 round to extinguish any naked flames (Dexterity Check), else there is an explosion causing 1D6 points of damage . In addition, there is a 3-in-6 chance the explosion will cause a collapse (see below) |
3 | 1D6 Swarms of Bats |
4 | 1D6 Giant Rats |
5 | 2D6 Skeletons |
6 | 2D6 Zombies |
7 | 1D4 Lost Miners |
8 | Cave in / Collapse - Make a surprise check, if not surprised, Characters must pass dexterity check or be buried alive, causing 2D6 points of damage. Character that survive cannot escape and will die of thirsty/hunger in days equal to their half their constitution (rounded down), unless rescued. |
Sea Voyage Wandering Encounter Table
3D6 | Result |
3 | Giant Squid/Octopus (Kraken) |
4 | Plesiosaur |
5 | Sea hydra |
6 | Sea Hag |
7 | Wreck |
8 | Merchant(s) |
9 | Siren(s) |
10 | Fishing boats |
11 | Pirates / Raiders |
12 | Pod of Whales / Dolphins |
13 | Naval Vessel |
14 | Merfolk |
15 | Hippogriff |
16 | Sea Serpent |
17 | Maelstrom |
18 | Special NPC |
Fell Moors Wandering Encounter Table
1D12 | Result |
1 | Black Willow |
2 | 1 Will'o'Wisp |
3 | Terrain feature / strange symbols |
4 | 1 Troll |
5 | 1 Hill giant |
6 | Ancient Barrow |
7 | Cyclops |
8 | 1D6 Ghouls |
9 | 1 Wight or Banshee |
10 | 2D6 Beastmen (use Gnoll profile) |
11 | Bog. 1st Character must make successful perception (Wisdom) check to notice, or risk falling. If first character fails, the 2nd character must make a successful Dexterity check or also fall in. Characters falling in the bog will sink and be lost forever in 1D4 rounds, unless rescued. |
12 | Special NPC |
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