Overland travel encounter tables

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Slloyd14
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Overland travel encounter tables

Post by Slloyd14 » Sun Apr 12, 2015 11:26 am

Hi all! I've started making some tables for overland travel. Since well fed and well rested heroes restore 8 stamina points a day and restore all lost magic points, most of the encounters revolve around sapping their provisions, increasing the time the journey takes or affecting other stats like luck or skill.

I have made the encounters so there are as few rolls as possible (as they are probably not a major part of an adventure) or they could take as long as the heroes want with discussion about problem solving or negotiation with NPCs. There are very few straight combat encounters. For those, it would probably be best to use the tables in the Heroes' Companion.

I have made all the creatures/NPCs quite mundane as I want to save special creatures for encounters that aren't just wandering monster encounters. If you can encounter a dragon whilst strolling through the hills, to me, it takes some of the specialness of dragons away (also, it's no fun if you can't get its treasure either).

Mountains

1: The heroes come across a 5m wide crevasse that spreads out for miles. Unless they can think of some way to cross it safely, they will have to travel for an extra 2 days.

2: A raging storm hits the mountains. Thunder crashes around the heroes and lightning crackles in the sky. Rain or snow blast the heroes. The storm carries on for 2 days. Any hero who does not have appropriate clothing will lose 4 stamina points per day. If they cannot find or make appropriate shelter (anyone with a mountain lore score of 2 or more can find a cave), they will lose 4 stamina points that night and restore no other stamina.

3: The heroes have a lot of scrambling and climbing to do over these parts. Any hero whose climb + mountain lore skill combined is 3 or more manages it without injury (having spikes and a mallet counts as 1 point. Roping each other together counts as one point. Every LUCK point a hero spends counts as one point). If even one hero doesn't, they will slow the party down and add 1 extra day to the journey. That hero also loses 4 stamina points from falls.

4: The heroes come to a rope bridge spanning a 10m wide crevasse over a rushing river. Do they trust it? Every hero who crosses it must test their luck. If they fail, the bridge snaps and they fall into the river. Unless they have 1 or more points in the swim skill, they will lose 4 stamina points from being bashed against rocks and from the cold of being submerged in water. They also lose 2 meals of provisions as they are wet and inedible.

5: The heroes come across a crystal. Any hero who touches it who also has 1 or more points in the magic lore skill will gain 1 luck point.

6: The heroes have to make sure they are going in the right direction. If any single hero's combined mountain lore and navigation skills are 3 or more, they go in the right direction. Otherwise they get lost and wander aimlessly for 2 days.

Plains

1: The heroes encounter a group of nomads (SKILL 7 STAMINA 10, ride 2, mounted combat 2, sword, bow, no armour) riding horses. There is one per hero. The nomads have a neutral attitude to the heroes and have nothing besides 4 provisions each and lots of water. How this encounter plays out depends on the heroes. They are willing to swap food for gold and/or weapons and armour if they heroes approach peacefully and bring up the subject.

2: The heroes come across a merchant caravan coming from the opposite direction. In case they try anything stupid, it is well guarded (3 guards per hero SKILL 8 STAMINA 10 sword, leather hauberk and shield), but the heroes can buy some food from the caravan (4gp per meal), healing supplies for 4gp each and one healing preparation for 8gp (restores 1d6 stamina).

3: The heroes find a large pack of wolves (2 per hero SKILL 7 STAMINA 6 small bite, no armour) feeding on a corpse. The heroes can avoid combat with meals and the animal lore skill. Every point the heroes have in animal lore scares one wolf away. Every meal the heroes throw to the wolves distracts one wolf enough to stop it attacking.

4: The heroes need to make sure that they are following the right trail. Unless one hero has a combined plains lore and navigation of 2 or more, they will follow the wrong trail and lose 1 day of travel.

5: The heroes come across a man orc village. They can take 1 more day to skirt around it or they can travel nearby. If they travel nearby, they will be attacked by a group of man-orcs (2 per hero, SKILL 8 STAMINA 6, hand axe, light armour).

6: The heroes come across a shrine to a god that at least one of the heroes has religion lore for. Any hero that has 1 or more point in religion lore for that god who prays at the shrine restores 1 luck point.

Jungle

1: One of the heroes (decide randomly) is bitten by a poisonous snake. They must test their luck to see if they are going to succumb to the poison. If they are lucky, they lose 2 stamina points. If they are unlucky, they lose 1 skill and 4 stamina points and are unable to travel for 1 day due to fever.

2: One hero may fall into a pit filled with wooden stakes. If they make a skill + awareness roll, they can avoid it. Otherwise, they must test their luck or fall in and twist their ankle. The lose 1 skill and 3 stamina points and must rest for 1 day before moving on.

3: The jungle is thick here and the heroes have to make sure they stay on the right path. If any hero has a combined jungle lore + navigation skill of 3 or more, they are OK. Otherwise they get lose and wander aimlessly for 2 days.

4: The heroes come across a group of pygmies (two per hero, SKILL 6 STAMINA 5 blowpipe 2, blowpipe). The blowpipe has poisoned darts in it. If a hero is struck by one, they must test their luck. If they are unlucky, they will be knocked out for 5 minutes. The pygmies are unfriendly and not necessarily hostile. They will accept food as a bribe. If the pygmies attack the heroes and all the heroes are knocked out, they will awake with all their food missing. If any heroes are still standing, the pygmies will flee as they have no other weapons. The pygmies are very hard to communicate with (unless they have the natural linguist talent).

5: Some harmless animals (such as monkeys) attempt to steal some of the heroes' food at night. If they don't have anyone doing watch (but if they do have watch, they won't restore stamina from sleep) and if no one has the light sleeper talent or 3 or more points in awareness, they will lose 2 meals each.

6: The heroes come across a large tree dripping with fruit. Anyone with 2 or more points in jungle lore will be able to identify them. If they are identified or if anyone eats them, roll a die. One the roll of 1-3, the fruit gives the eater debilitating stomach cramps. They will lose 2 stamina points and can't move for 1 day. On a 4-6, the fruits are nutritious. The heroes can collect 4 meals worth of fruit.

Ship

1: Someone has bought the wrong charts and the navigator can't work out where they are. Unless one hero has 3 or more points in navigation and sea lore combined, the journey will take 2 extra days.

2: The ship is struck by a storm. On the roll of a 1-2 on 1d6, the ship is damaged and the journey will take 3 extra days as the crew repair the ship.

3: When the crew and heroes have gone to shore to rest, they find an unfriendly group of pirates (2 per hero SKILL 7 STAMINA 8 sword, light armour) are also resting. The pirates are unfriendly, though not necessarily hostile. They would be willing to buy food from the heroes and they have 24gp.

4: The ship stops at an outpost. The heroes can by provisions for 4gp a meal, healing supplies for 4gp each and one healing preparation (restores 1d6 stamina points) for 10gp.

5: The heroes stop off at the place of an ancient tomb. Each hero rolls 1 die. On the roll of a 1, a spirit will curse them, making them lose 1 luck point.

6: Rats have eaten loads of the ship's biscuits! There is not enough food for the journey. The ship has to come ashore and the crew has to search for food. Any hero with the survivor talent can find 3 meals. Any hero whose combined fishing and hunting score is 2 or more finds 2 meals.
Last edited by Slloyd14 on Sun Apr 12, 2015 8:57 pm, edited 1 time in total.
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Re: Overland travel encounter tables

Post by Slloyd14 » Sun Apr 12, 2015 11:37 am

Desert

1: The heroes find an oasis and can refill their water bottles.

2: The heroes might get lost on the shifting sands. Unless any one hero has a combined desert lore + navigation skill of 3 or more, they wander for an extra 1 day in the desert.

3: A sandstorm hits the heroes. The heroes have to sit tight for 1 day while it blows over.

4: There are sink holes in the desert! Any hero who does not have a combined awareness + desert lore skill of 2 or more will fall into one and lose 2 stamina points.

5: The heroes come across an oasis inhabited by some unfriendly nomads (2 per hero, skill 7 stamina 8, sword). They are unwilling to let heroes get water from it unless they offer them something valuable (such as weapons, food or something that the nomads can't get).

6: Two giant lizards (SKILL 8 STAMINA 9 3 attacks, large bite, light armour) attack the heroes. Any hero with 2 or more points in animal lore can scare off one lizard. 3 provisions can distract 1 lizard allowing the heroes to escape.
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Slloyd14
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Re: Overland travel encounter tables

Post by Slloyd14 » Sun Apr 12, 2015 11:50 am

Hills

1: The heroes might get lost. Unless any hero has a combined hill lore + navigation skill of 3 or more, they spend an extra 2 days wandering aimlessly.

2: The heroes come across a ruined village. Any hero who searches through them can test their luck. Any hero who is lucky finds 8gp worth of coins and trinkets.

3: The heroes come across two bears (Skill 9 stamina 8, large claws +1, light armour). Any hero with 2 or more points in animal lore can scare one away. 3 meals can distract 1 bear enough to let them escape.

4: There is a lot of scrambling to be done over the rocky hills. Any hero who does not have 2 or more points in climb and hill lore combined (spikes count as 1 point, rope counts as 1 point and spending a LUCK point can count as 1 point) will slow the party down and they will have to spend 1 extra day going through the hills.

5: The heroes come across a 5m wide river. Anyone with 1 or more point in swim can get across it without trouble. Otherwise, they lose 2 stamina points. Other ways to get across include making a raft, cutting down a tree to make a bridge or flying across with magic. Otherwise they heroes have to travel for 1 extra day to get around it.

6: The heroes come across an inn where they can buy food for 5gp a meal and stay the night for 1gp.
http://virtualfantasies.blogspot.com/

A blog about writing gamebooks. My musings on how to write a gamebook and what makes a good gamebook.

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