Random Encounters


Alternatively you may not want to write out an entire season of episodes for gameplay. You may want an occasional afternoon or evening of gaming with friends, in which case you will prefer the random encounters method of playing. If you've never played random encounters, it's easy. 

Roll for your encounter outlined below. A single game may have more than one encounter, depending on how much time you wish to play. Below you will find much of what you need to run a single random encounters game. If you come up against a situation you believe you can't resolve or feel not enough information has been provided, don't panic. The whole point of a random encounters game is that you are not prepared and have no idea what is going to happen. And even when you're prepared you cannot possibly anticipate everything the PCs are going to do. One method of resolving a situation is to roll a d20. Anything over 10 is successful. It's easy and keeps the game moving. 

Random encounters are also good for ongoing episodes. A short side-quest or brief encounter while traveling will add a little variety and help PCs gain both XP and IP.  

And remember, most of all have fun.  


RANDOM ENCOUNTER (SPACE)


Roll for Encounter


1. Poisonous nebula: once ship is about half way into nebula the crew will suffer loss of 2 Immunity Points every two minutes of real time until they scan the ship. For every 4 points of Immunity lost they lose 2 CP. Once they scan the ship the poison is discovered. Pilot must then roll for an escape. If first roll is successful they escape with no problems. If roll fails they will suffer continued losses until they roll successfully. Nebula is too massive to navigate around. Must go through. 


2. Asteroid field: roll d20 again to determine how many asteroids pilot must avoid. Pilot will then roll under their Agility for each. A fail means a collision with an asteroid causing a loss of 1 Hull Point for each. 


3. Shedim Marauders: DM determines how many ships pilot must escape. To escape pilot must roll under their Agility first to avoid each ship, after which they can then roll for an escape using their bonus. Another crew member may man the weapons If pilot fails the escape roll the ship is caught and the crew will need to fight their way out. See Shedim in Part Five for details. 


4. Astro-Squid: see Part Five for details. 


5. Distress Signal (genuine): the scanners pick up a distress beacon leading to a ship in trouble. DM may determine what that trouble is or may use this scenario: a family in a small Astro Hopper was attacked by marauders. They managed to find a large asteroid on which to hide but now their situation is so desperate they had to chance activating their distress beacon. The crew must hurry to help the family before they are discovered by the marauders. 


6. Distress Signal (trap): either marauders or NPC group is familiar with has set a trap. When they respond to the distress signal they are ambushed by overwhelming odds and must fight their way out. 


7. Solar Flare: a nearby star erupts and sends out a massive flare which strikes the ship, causing 2 HP of damage and disabling the onboard AI and all internal systems including propulsion. Set adrift the crew must find a way out of this predicament. 


8. Field of Debris (obvious): not far from a planet or space station scanners pick up a field of debris commonly called space junk. If shields are active the ship can pass through debris with no problems. If no shields pilot will need to roll under their Agility to avoid. If fail ship takes 1 HP of damage. 


9. Field of Debris (undetected): this debris is so small it is not detected by scanners. If shields are not active or ship does not have shields the ship takes 2 HP of damage.


10. Field of Debris (internal damage): the ship encountered debris and passed through it safely without taking damage to the outer hull, but internal systems have suffered damage causing ship wide malfunctions to be determined by DM. 


11. Electrical Field: the ship passes through an undetected electrical field taking 1 HP of damage to the outer hull. In addition the ship's internal systems are malfunctioning, as determined by DM. 


12. Sleep Paralysis: during a sleep period a malfunction has caused a chemical reaction in the ship's oxygen supply transforming it into a strong sleep agent and inducing suspended animation. When crew awakens they discover much more time has passed than expected (determined by DM). 


13. Carbon Dioxide Poisoning: during induced suspended animation a malfunction in the breathing apparatus causes the exhalation of breath to turn poisonous. DM determines who is affected. That PC then rolls under their Immunity. If succeed they will wake up and the ship's onboard AI will then detect the threat and sound an alert for a medical emergency. If roll is a fail they are dead. DM ADVISORY: REROLL FOR A DIFFERENT ENCOUNTER IF YOU DO NOT WANT TO KILL A PC. RISK IS HIGH. 


14. Hallucinations: a PC inexplicably experiences visions they cannot explain, both onboard ship and out in space. If they call for a scan of themselves a medical emergency will cure them. Otherwise they will lose 1 Sanity Point every two minutes of real time, believing their visions are real. Other PCs may intervene. 


15. Radiation Exposure: crew members experience sickness, losing 5 points of Immunity and 2 CP. A scan will cause the ship's onboard AI to activate a medical emergency and save them. All losses are restored. If no scan they will continue to lose Immunity and CP untill they are dead. 


16. Unknown Planet: scanners pick up a previously undetected planet suitable for life. Investigation reveals a large hostile ship of marauders already in orbit of the planet. Scans detect unknown lifeforms being taken aboard. 


17. Giant Asteroid Spider: a lone asteroid is the home to this monster, where the organic remains of an Astro Squid attract curious investigators. See Part Five. 


18. Roaming City: a small rogue planetoid is the host for this city with a space port. Anything can happen! 


19. Abandoned Space Station: in orbit of a planet that once featured an advanced society this setting is home to a horde of Phaegus Zombies. See Part Five. These monsters are not detected by scanners. 


20. Meteor Chase: a sentient living space-faring creature resembling a meteor chases the ship. It is first discovered when the ship's onboard AI sounds a proximity alert, warning of an impending collision from astern. Having course corrected the creature matches the ship's course. Creature will continue to do so. There are many ways the situation can be resolved. Scans will reveal it is a living creature. Creature is curious but not hostile. It has no appendages and no means of defending itself. However, it can be communicated with telepathically, although it will not initiate communication. A single blast from the ship's weapons will kill it. 



RANDOM ENCOUNTERS (PLANETARY) 


Roll for Encounter
 

1). Bandits: the classic RPG scenario. Roll for number of bandits. Assign each standard bandit Attack/Injury +1, CP 4, and a Captain Attack/Injury +2, CP 5.

2). Lost Dog: a large dog comes happily bounding down the trail. A successful roll under Perception reveals a leash and collar around the dog's neck. The dog moves along and a few moments later a commoner is seen on the trail with his young son. They are calling out the dog's name. Non-threatt encounter. 

3). Free Fish: along a river the PCs notice a school of fish struggling to swim upstream. Easy pickinggs. As they are collecting free fish they hear the sudden roar of a mother bear and her two cubs. And they are hungry. Bear Attack +1 Injury +4. CP 6.

4). Howling Wolf: in the middle of the night the PCs hear a wolf howl followed by yelping. The wolf is stuck in a large patch of thorny bushes. If they set it free the wolf is grateful and lets them pet it before it departs to join its pack the PCs did not notice were there. If they do not set it free the wolf pack attacks the PCs. Six wolves Attack/Injury +2, CP 5. 

5). Robin Hood: a friendly thief stands atop a log blocking the road. He asks if they are friends of the local sheriff who has been over-taxing the good people of Sherwood. After some bantering the thief decides they are good people and invites them to share dinner back at the camp of his own friends, which turns out to be the forest home of Robin Hood and his Merry Men. They eat, drink, and have a good time while making new friends, spending only a few hours distracted by the fun. At some point Robin Hood announces they must be on their way. The band of Merry Men are led away by a minstrel singing a celebratory song and the PCs watch as they disappear into a mist and vanish. When everything is back to normal a successful roll under Intuition reveals that 24 hours have passed. 

6). Loud Cry: out of nowhere the PCs hear a loud cry for help. They find a single adventurer who encountered bandits and was barely able to escape, but now they are lying in a pool of their own blood. They notice the victim's tattoos. If they decide to help they will face 3 Mage Hunters, Attack/Injury +3 CP 5.  When the victim has been healed and the situation resolved they will give the PCs one pocket pouch. DM may decide if there are any items within. 

7). Traveling Merchant: a merchant drives a large wagon full of merchandise along the same road. It's starting to get dark so they ask if they can hire the PCs as guards for the night. 

8). Dual: a dual between two adventurers is blocking the road. Distracted, the PCs are suddenly ambushed by a group of six bandits attacking everyone. The two dualists join the fight. Bandits Attack/Injury +1 CP 5. Captain Attack/Injury+2 CP 6. 

9). Burning House: a mother outside cries that her child is still inside the burning house. After saving the child and before escaping the flames, the PCs hear the mewing of a kitten. 

10). Priest's Warning: a priest addresses a gathering, warning of a nearby well that has been poisoned. If PCs investigate they discover a corpse at the bottom of the well which turns out to be the body of a local commoner who died of an infectious disease. 

11). Magic Inscription: a tree, building, or other structure is discovered bearing what appears to be a magical inscription. The inscription disappears and only reappears in the moonlight. After some investigation they determine it is not actually magical, but a prank by a few kids, having been made with invisible paint.When the authorities learn of the prank the kids are arrested and face a harsh sentence. The PCs need to sway the authorities to lighten the sentence. 

11). Weeping Widow: a young woman is sitting on the side of a bridge, crying. If engaged she tells the PCs that her husband was a soldier and was recently killed in battle. They had very little money while he was alive and now she has no money to care for herself and has been unable to find work. She was planning on ending her life. 

12). Partners in Crime: after a day's journey the PCs make a stop at a rather inviting tavern. On stage is a performer who has the audience captivated, including the PCs. While they are watching the performer a thief is silently robbing them. 

13). Rival Needs Help: an NPC the PCs are familiar with tells them they just returned from a harrowing experience in a dungeon, cavern, or sewer in which two of their comrades were killed. They ask for their help. If they agree the NPC betrays them by abandoning them when they enter an expansive dark area in which they are attacked by an Asag. While PCs are fighting the rival steals items and supplies not on their persons. 

14). Deserted Island: in the center of a large lake sits a lone island. There are rafts nearby and a long tether line obviously anchored to the island. If PCs visit the island they find it is inhabited by hordes of Phaegus Zombies. When PCs return to the raft they find it is in need of repairs. 

15). Large Pit: clearing brush away and out of their path, the PCs nearly fall into a large pit. It is deep and dark and it seems to be breathing with warm air coming up from the bottom. It is the home of a Pazuzu. 

16). Ghost Wagon: early in the day PCs see a wagon speeding past them. Later, during the night, they are awakened by the sounds of a wagon traveling the road. They see a pale red glow and the apparition of a wagon, which turns and races for them. Neither the wagon or its driver can be injured. The driver only wants information as to which direction they saw the previous wagon traveling in. If PCs are friendly and helpful the driver will reward them with treasure they carry inside the wagon. 

17). Along a riverbank PCs find a rowboat. If they take the boat they can travel down the river until they come to shallow waters and are forced to abandon the boat, which has banked near a tower. Inside the tower is a lonely hermit who hordes a treasure trove of banned books.  

18). Fabler Prisoners: a troop of soldiers from The Order of the Supreme Dragon Lord are transporting prisoners in cages. The PCs see adults and children of various races; elves, dwarves, hobbits, fairies, etc., who are all malnourished and weak. Obviously they are slaves and they are being taken to serve the Dragon Lord of Treph, Baron Drucius. If the PCs can set these people free they will gain valuable NPC allies. 

19). Forbidden Tree: a large fruit bearing tree provides a free meal. When PCs eat the fruit they feel a surge of energy rush over them. Their stats all increase by 5 but do not exceed 20 and their CP increases by 5 but does not exceed 20. This effect will last for one battle per each fruit. They may pluck all the fruit equaling no more than one roll of a d20. Once the tree has been plucked of all its fruit it vanishes but it will leave behind a single golden acorn. If the acorn is planted elsewhere the tree will grow overnight and repeat the cycle. 

20). Giant Boar: trees along a path show signs of rutting from what may be the antlers of a buck, but they are too high to be from a deer. As they continue on they are taken by surprise by a massive boar who snorts and roars. PCs must roll successfully under their Intuition or have -4 to Attack for 3 rounds of battle. Giant Boar Attack +3 Injury +4 CP 10. 


RANDOM FIENDS (planetary)

Roll for Encounter 

1). Blemmyae
2). Roc
3). Imdugud
4). Asag
5). Rabisu
6). Humbaba
7). Pazuzu
8). Imp
9). Kamadme
10). Udug
11). Ishar
12). Lamma
13). Banshee
14). Ekimmu
15). Alulammashtu
16). Usumgallu
17). Urmahulu
18). Phaegus Zombie (single)
19). Phaegus Zombies (group, swarm, crowd, mob)
20). Phaegus Zombies (horde) 

RANDOM FIENDS (space) 

Roll for Encounter 

1-4). Shedim 
5-9). Anxu
10-14). Abraxas 
15-17). Astro Squid
18-20). Asteroid Spider Crab 


HAZARDS

Roll  – Roll successfully under Immunity or suffer 1 CP Injury. 

1-3). Mold
4-8). Slime
9-10). Gas
11-15). Spiders
16-17). Biting Roaches
18-20). Electrical Charge 


OBSTACLE

Roll

1). Death Field: a red field of energy blocks the way with no way of disarming it. Passing through causes 3 CP Injury. 

2). Strong Winds: throughout the length of the corridor Speed is reduced by 2. 

3). Blade Barrier: a large blade blocks the way. PCs must roll under their Agility to avoid or suffer 4 CP Injury. 

4-8). Cave-in: to move forward PCs must dig through. 

9-12). Chasm: 1d20 ft across and 1d20 ft deep. If PCs fall 2 CP Injury. 

13-14). Flooding: 1d20 ft of water blocks the way for 1d20 ft across. 

15). Lava: for 10 ft across lava blocks the way. PCs must make a successful roll under their Agility to leap. Failure will result in death. 

16). Huge Mushrooms: tasty mushrooms block the way with a powerful sweet aroma. PCs must make a successful roll under their Education or eat some of the mushrooms, after which they must make a successful roll under their Immunity or vomit what they just ate with a loss of 1 CP. 

17). Gaseous Vapor: passing through the cloud OCs must make a successful Immunity roll or suffer 1 CP Injury. 

18). Anti-Gravity: PCs fall upside down to the ceiling suffering 1 CP Injury. They must then make a successful Agility roll to climb down out of the trap. Failure is another 1 CP Injury until they can escape into the next room or corridor. 

19). Fire: a fire has spontaneously appeared in the corridor and PCs must make a successful Agility roll or suffer 2 CP Injury. 

20). Forcefield: an invisible shield blocks the way. Only magic can cause it to dissipate or the blast from an energy weapon. 


TRAPS

Roll

1). Ballistics fire from an object or wall. 4 CP Injury. 

2). Staircase collapses to become a slippery ramp leading to a pit of spikes. 3 CP Injury. 

3). Ceiling is collapsing. PCs must make successful Agility roll or suffer 2 CP Injury. 

4). Ceiling reveals spikes and slowly lowers to a fixed position of 3 ft above the floor. If successful roll under Agility PCs can escape or suffer 2 CP Injury. 

5). Trap door opens on the floor leading 8 ft down into a pit of 1d20 of snakes. Each snake bite causes 1 CP Injury until PCs can climb out. 

6). Clanging noise attracts a nearby monster. 

7). Touching an object triggers a blast of fire: 3 CP Injury. 

8). Entire floor collapses but does little damage: 2 CP Injury. 

9). Vent releases gas that causes temporary blindness with a failed roll against Immunity. 

10). Floor is electrified; 2 CP Injury. 

11). Giant wheel rolls down a ramp or staircase. PCs must make successful Agility roll or be pinned, taking 2 CP Injury. If pinned they must make a successful roll under their own toughness to escape. 

12). Bolt of lightning shoots out from a wall; 3 CP Injury. 

13). Locked room floods with water. 

14). A suit of armor comes to life. DM's choice. 

15). Spears spring out. 2 CP Injury. 

16). An incline collapses over a 20 ft deep pit. 1 CP Injury. 

17). Blast of cyclonic air knocks PCs back; 1 CP Injury. 

18). A large block of stone falls from the ceiling to block the way. 

19). Walls slowly slide together. 

20). Spiked walls slowly slide together for potential 3 CP Injury.




RANDOM TREASURE & ITEMS

Roll

1). 1d20 PP
2). 1d20 GP
3)/ 1d20 SP
4). 1d20 BP
5). 1d20 CP
6). Jeweled Gold Crown
7). Jeweled platinum ring
8). Small gold statuette with rubies
9). Gold cup with emeralds
10). Gold jewelry box 
11). Gold sarcophagus, empty 
12). Jade chess board with set of solid platinum pieces 
13). Ivory drinking horn with platinum filigree 
14). Disguise kit
15). Guitar
16). Drum
17). Armor repair kit with tools
18). Dragon treats (cage of small living animals) 
19). Toy (for child) 
20). Cook's utensils 

ADDITIONAL ITEMS

1). Sledge hammer
2). Mirror
3). Block & tackle
4). Manacles
5). Shovel
6). Crowbar
7). Rope (40 ft) 
8). Small bell 
9)/ A clean handkerchief 
10). Soap
11). Empty sack
12). Large glass jar filled with clean water (drinking)
13). A neatly folded set of clean clothes
14). Bottle of wine
15). A large wooden container of ashes
16). A small pouch of pipe tobacco 
17). A belt of Mage's Leather 
18). Dragon's tooth 
19). A piece of bread and cheese wrapped in cloth
20). Black (or other color) hooded robe. 


TRINKETS 

1). A brass disk divided by a 23 pointed star, and inset 7 small glass beads around the edge, with a series of small gauged holes and notches drilled in the disk. They are astonishingly precise, and are a wonder of manufacturing skill and machined tolerances.

2). A tiny wooden box with a hollow globe of crystal filled with quicksilver and a fine-sized crystal glass boat and boatman inside it. The boatman occasionally changes poses, and sometimes catches little crystal fish.

3). A compact, rugged brass clock in a small travelling case, which tells the time accurately and never loses a minute so long as it is carefully wound each day. It accurately records the phases of the moon, as well as local noon, sunrise, sunset, star-rise, and local midnight.

4). A rectangle of cloudy white crystal, edged with silver. Looking through it will always show the position of the sun on a cloudy day.

5). A complete deck of antique playing cards that once belonged to a royal family. The face of one of the queens has been scribbled out.

6). A fine-toothed comb carved from a beautiful seashell and inlaid with silver.

7). A small bunch of grapes carved from a dark red crystal. Licking them or placing them in your mouth will give you the flavor of grapes, but no sustenance.

8) A curiously made coin of magically toughened glass, stamped with obscure ritual imagery and filled with quicksilver, without seams or air bubbles. They are about 20% larger than the size of a standard gold coin, but five times thicker and weighing 5 times as much as a single coin (10 per pound). To a numismatist collector it may be worth anywhere from 30 to 150gp. It contains 30gp worth of quicksilver.

9) A polished looking-glass made from a thin-slab of pyrite the size of one's hand. The back is etched with a sort of symbolic nonsense that resists decipherment. It weighs 4 pounds.

10) A heavy brass tube two feet long, and an inch across, in the shape of a stylized dragon's head and mouth.

11) A small statue of an animal, with a mouthpiece or whistle, and all made from terra-cotta pottery. When one blows through the end, the statue sounds authentically like the animal it looks like.

12) A small crystal ball filled with smoke. The smoke changes color to reflect the weather in a specific location.

13) A scrap of parchment outlining the solution to a puzzle.

14) A broach made from a large opal and the bones of giant insects.

15) A clear gem on a chain that gradually changes color when exposed to sunlight.

16) A bracelet of silver beads. If a bead is separated from the bracelet it will always roll in the direction of the wearer.

17) A whistle that attracts small mammalian creatures when blown.

18) A miniature trident with fey patterns inscribed on it.

19) A small porcelain frog, which releases a little spray of water if stroked along its back.

20) A platinum gambling chip, with a small crescent piece carved out of the center.


TRICKS

Items

1) Book
2) Brain preserved in a jar
3) Burning fire
4) Cracked gem
5) Door
6) Fresco
7) Furniture
8) Glass sculpture
9) Mushroom field
10) Painting
11) Plant or tree
12) Pool of water
13) Runes engraved on wall or floor
14) Skull
15) Sphere of magical energy
16) Statue
17) Stone Obelisk
18) Suit of armor
19) Tapestry or Rug
20) Target Dummy

Trick Effect 

1) Ages the first person to touch the object
2) The touched object animates, or it animates other objects nearby
3) Asks three skill-testing questions (if all three are answered correctly a reward appears)
4) Bestows resistances or vulnerability
5) Changes a character's alignment, personality, size, appearance, or sex when touched
6) Changes one substance into another, such as gold to lead or metal to brittle crystal
7) Creates a force field
8) Creates an illusion
9) Suppresses magic items for a time
10) Enlarges or reduces characters
11) Magic mouth speaks a riddle
12) Confusion (targets all creatures within 10 ft.)
13) Gives directions (true or false)
14) Grants a wish
15) Flies about to avoid being touched
16) Increases, reduces, negates, or reverses gravity
17)  Contains an imprisoned creature
18) Locks or unlocks exits
19) Prevents movement
20) Swaps two or more character's minds


NOISES 

1) Bang or slam
2) Buzzing
3) Chanting
4) Clanking
5) Coughing
6) Creaking
7) Drumming
8) Footsteps
9) Giggling (faint)
10) Gong
11) Grating
12) Groaning
13( Grunting
14) Hissing
15) Horn or trumpet sounding
16( Howling
17) Humming
18) Jingling
19) Thud
20) Whistling 


AIR

1-2) Clear and damp
3-4) Clear and drafty
5-6) Clear but cold
7-8) Foggy or misty and cold
9-10) Clear, with mist covering floor
11-12) Clear and warm
13-14) Hazy and humid
15-16) Smoky or steamy
17-18) Clear, with smoke covering ceiling
19-20) Clear and windy


ODOR

1-2) Acrid
3-4) Chlorine
5-6) Dank or moldy
7-8) Earthy
9-10) Manure
11-12) Metallic
13) Ozone
14) Putrid
15) Rotting vegetation
16) Salty and wet
17) Smoky
18) Stale
19) Sulfurous
20) Urine


FEATURES

1) Ashes
2) Bones
3) Bottle, broken
4) Chain, corroded
5) Club, splintered
6) Cobwebs
7) Dagger hilt
8) Damp ceiling
9)Dried blood
10) Dripping blood
11) Dung
12) Dust
13) Flask, cracked
14) Food scraps
15) Fungi (common)
16) Guano
17) Teeth or fangs, scattered
18) Torch stub
19) Wall Scratching
20) Wood pieces, rotting


GENERAL FURNISHING

1) Altar
2) Armchair
3) Armoire
4) Barrel (40 gallon)
5) Bed
6( Bench
7) Box (large)
8) Bucket
9) Bunks
10) Cabinet
11) Carpet (large)
12) Chair, plain
13) Chest, large
14) Chest, medium
15) Chest of drawers
16) Closet (wardrobe)
17) Couch
18) Cupboard
19) Desk
20) Fireplace 

ADDITIONAL FURNISHINGS 

1) Hamper
2) Painting
3) Pillow
4) Quilt
5) Shelf
6) Shrine
7) Sofa
8) Stand
9) Statue
10) Table, large
11) Table, long
12) Table, low
13) Table, round
14) Table, small
15) Table, trestle
16) Tapestry
17) Throne
18) Trunk
19) Tub
20) Workbench


CONTENTS OF PERSONAL CONTAINERS 

1) Ash
2) Bark
3) Body organs
4) Bones
5) Cinders
6) Crystals
7) Dust
8) Fibers
9) Gelatin
10) Grains
11) Grease
12) Husks
13) Leaves
14) Liquid, thin
15) Liquid, viscous
16) Lumps, unidentifiable
17) Oil
18) Paste
19) Pellets
20) Powder








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