Wednesday, 7 August 2013

Random Forest

So I am working through my hexenbracken stuff again and this time I am working on something that has a lot of promise even though I don’t think that it will end up seeing up play time because of its geographical location, but that doesn’t mean that I can’t put it somewhere else or use it somewhere else I guess, cos umm FUCK THE RULES I HAVE MONEY

So anyway the area I have decided to work upon is 11 28 and it reads thusly

11 28
There is something special hidden deep in the forest here, but its protected by the forest itself. The forest paths will change, the trees will attack, the random animals will ambush and then lead the party astray, even the weather doesnt want it found. What it is? No one knows

I figure that this has a lot of potential for random tables or some sort of crazy forest stuff, I have actually decided to check out the surrounding hexes too so that I can maybe flavour it a bit more too, but anyway here goes.

Random forest:

Day
Roll 1D100
01-25: potentially hostile encounter (roll on table 1)
26-45: the path changes (roll on table 2)
46-60: the weather changes (roll on table 3)
60-83: occurrence of note (roll on table 4)
84-95: no encounter
96-00: roll twice more on this table

Night
Roll 1D100
01-30: potentially hostile encounter (roll on table 1)
31-50: the path changes (roll on table 2)
51-60: the weather changes (roll on table 3)
61-87: occurrence of note (roll on table 4)
88-00: no encounter


TABLE 1
Roll 1D100
01-06: Bat swarm
07-13: Spider (roll 1D6: 1-2: giant spiders, 3-5: medium/large sized spiders, 6: demonic giant spiders)
14-19: Lost halflings (from sunnyhill 1127)
20-24: Monkey people (1227)
25-29: Wolf pack
30-36: Heard of deer
37-41: Snake (roll 1D10: 1-2: constrictor, 3-5: venomous, 6-7: giant snake, 8-9: viper, 10: snake people)
42-47: Tigers
48-52: Baboon people (1227)
53-58: Bears
59-62: Trents
63-68: Barbarian heroes (1027)
69-74: Goblins
75-78: Wild mage
79-82: Giant leech (roll 1D12: 1-2: giant bats, 3-4 large snakes, 5-6: giant leech, 7-8: leech swarm, 9-10: carrion crawlers, 11-12: large spiders)
83-86: Dire boars
87-88: Unicorn
89-92: Shambling mound
93-97 Golem (roll 1D8: 1-2: clay, 3-5: wood, 6-7: insect (treat as maggot), 8: stone)
98-99: Oracle
00: Old woodsman hut (roll 1D6: 1: terrifying presence, 2: madman, 3: portal to elsewhere, 4: normal hut, 5: old witches place, 6: amazingly restful place)



TABLE 2
Roll 1D100
01-08: Thick trees
09-17: Quicksand
18-26: Wait-a-while
27-35: Gympie
36-43: Path loops upon itself
44-52: Leads to an open area
53-60: Lots of vines
61-65: Serene lake
66-73: Falling leaves
74-79: Trees begin to look like each other
80-85: Path disappears
86-90: Multiple paths appear and disappear
91-00: Forest fire

TABLE 3
Roll 1D100
01-10: Heavy rain
11-20: Earthquake
21-30: Snow
31-40: Lightning
41-50: Sand storm
51-60: Extreme wind
61-70: Flash flood
71-80: Tornado
81-90: Fire rain
91-99: Acid rain
00: Volcanic eruption

TABLE 4
Roll 1D100
01-06: Doppelganger
07-12: Woodsman hut
13-18: Dimensional portal
19-24: A doorway
25-30: Trees come to life
31-36: Time speeds up
37-42: Time slows down
43-48: Area shift
49-54: Ghosts are battling (players cant interact)
55-60: A storm is happening in a 10m x 10m area (roll on table 3)
61-66: Dragon
67-72: Powerful wizard
73-78: Hydra
79-84: Inter-dimensional planer shift
85-92: Random person of note
93-00: Oracle 

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