Difference between revisions of "Encounters"

From Amar RPG
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:[[Treant]]

Revision as of 18:26, 15 October 2017

Definitions

Amar is populated by a generous wildlife as well as several humanoids and other creatures. The Game Master is adviced to use the online character and random encounter generator to automate encounters and make game play swift and efficient.

Please note that in creating encounters manually, the Game Master will roll dice to determine attributes and skills. As usual, a D6 means to roll one 6-sided dice, 2D6 means rolling two dice and adding them for a total, while D6/2+2 means "roll a dice, divide by two (round up) and add two to get the total. An O6 means an open-ended roll with a 6-sided dice (see The Character) and 3O6+5 would mean to roll three open-ended dice and adding 5 for the total score.

Attack skills are given in parenthesis behind the weapon(s). The skill is modified by the Off/Def given. Add the Damage Bonus for the encounter to the weapon's Dam to get the total damage for the weapon.

For humanoids, the potential for each attribute is also given (when there are two numbers, the first is for males, the other for females).

Base movement in flat terrain (plains) for every creature is covered under each encounter ("Move"). The base movement for humans is 30 kilometers per day. This includes carrying equipment/weapons/armor, resting and meal breaks and travelling 10 hours per day. The movement in combat is the base movement in meters x0.4 per round (i.e. 12 for humans)

Animals

These are just some of the notable animals enriching the Kingdom of Amar.

Brown Bear
Cave Lion
Deer
Griffin
Horse
King Eagle
Moose
Mule
Peregrine Falcon
Pig
Sparrow Hawk
White Shark
Wild Boar
Wolf
Wyvern
Two-headed badger
Rock-croc

Creatures

These are the most notable creatures in the Kingdom.

Arax
Centaur
Demon
Dragon
Drake
Dwarf
Elf
Faerie
Giant
Giant spider
Goblin
Human
Lizard Man
Merfolk
Ogre
Spell Searcher
Treant
Troll
Trollkin
Vampire
Werewolf
Zombie

Encounter tables

If the Game Master wants to roll manually for encounter, use the tables below.

Encounters are rolled for (D6) 3 times per day and once per night.

Encounter chance
1 Local encounter
2 No encounter
3 No encounter
4 No encounter
5 Encounter if on road (otherwise, tracks/sounds)
6 Encounter
Encounter
Rural Plain Hills Mountain Forest
Small animal 1 1-2 1-2 1-2 1-2
Large animal 2 3 3 3-4 3-4
Human 3-5 4-5 4-5 5 5
Special 6 6 6 6 6

Small animals include dogs, cats, rodents, martens, birds and reptiles.

Large animals
Rural Plain Hills Mountain Forest
Cattle 1-2 1-2 1 1 1
Pig/Warthog 3-4 3 2 2
Deer/Horse 5 4 3 2-3 3
Bear 4 4 4
Wolf 6 5 5 5 5
Large Cat 6 6 6 6
Animals activities
1-2 Sleeping/dormant
3-4 Hunting/fleeing
5-6 Eating
Humans
Rural Plain Hills Mountain Forest
Residents 1-2 1 1 1 1
Caravan 2 2 2 2
Officials/Soldiers 3 3 3 3 3
Adventurers/Criminals 4 4 4 4 4
Traveling Merchant(s) 5 5 5 5 5
GM's choice 6 6 6 6 6
Residents
Rural Plain Hills Mountain Forest
Farmer 1-2 1 1 1
Hunter/Fisherman/Forester 2 2 2-3 1-2
Laborers/Craftsmen 3 3 3 4 3
Servants 4 4 4 5 4
High Class 5 5 5 5
GM's choice 6 6 6 6 6
Residents activities
1 Eating/drinking/gambling/hanging around etc.
2 To/from market/church/temple/friends etc.
3 Seeking/offering directions/services/employment/lodgings etc.
4 On errand/bringing a message.
5 Working.
6 Working.
Officials activities
1 Guarding.
2 On patrol/collecting taxes/inspecting businesses.
3 On mission, moving/guarding cargo.
4 Investigating crime/hunting criminal(s).
5 Recruiting or seeking employment.
6 Off duty.
Adventurers/Criminals activities
1 Eating/drinking/gambling/dividing loot etc.
2 To/from adventure/raid.
3 Escorting goods/smuggling.
4 Seeking/offering services or goods.
5 Escaping law/service or hunting criminals.
6 Engaging in fight/raid/robbery etc.
Special
Rural Plain Hills Mountain Forest
Roll 2X on original table 1-2 1 1 1 1
Special event 3 2 2 2 2
Humanoid 4 3 3 3 3
Monster 5 4-5 4-5 4-5 4-5
GM's choice 6 6 6 6 6
Special event
Rural Plain Hills Mountain Forest
Tracks/sounds (reroll for what) 1 1 1 1 1
Animal trap 2
Spoilage/food loss 2 2 2 2 3
Equipment loss/horse wounded 3 3 3 2 3
Party lost 4 4 3 4
Landslide/avalanche 4
Bog 5
Extreme weather/flood 4-5 5 5 5 5
GM's choice 6 6 6 6 6
Humanoid
Rural Plain Hills Mountain Forest
Arax 1 1 1 1 1
Trollkin/Troll (50/50) 2 2 2 2 2
Ogre 3 3
Elf 3 3 3-4
Dwarf 4-5 4-5 4-5 4-6
Goblin 6 6 6 5-6
Monster
Rural Plain Hills Mountain Forest
Giant spider 1
Cave lion 1 1 1 2
Faerie 1-2 2 2 2 3
Werewolf 3 3 3 3 4
Vampire 4 4 4 3 4
Demon 5 5 5 4-5 5
GM's choice 6 6 6 6 6

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