John-Michael Gariepy

Archive for the tag “Random Encounters”

Dungeons and Dragons Random Encounters: Level 9

For an explanation and introduction to Random Encounters, go to Why would anyone make a giant chart of Random Encounters?

Roll once for each adventurer in your party.  Whenever you roll a Brute, or a Solider, add two of that creature and roll one less time total.  If the last creature you roll is a brute, or a soldier, your players will have to suck it up.  There will be more experience for them anyway.  Whenever Minions are rolled, add the number of minions shown to the encounter and count them as one creature for the purposes of generating an encounter.  Whenever an Elite creature is rolled, count it as two separate creatures for the purpose of generating an encounter.  When a Solo creature is a, stop rolling, since a solo monster by itself is a good challenge for characters of that level.  If you’ve already rolled up three creatures before the solo joined the party, you may want to indicate to your players that now would be a good time to run…

01- 05 Roll again on the Level 8 Random Encounter Chart.

06 – 10 Roll on the Random Hindrances Chart.

11-13 (Artillery) Destrachan

14 – 16 (Artillery) Flame Snake Read more…

Random Encounters for 4th Edition Dungeons and Dragons

Or, why would anyone make a giant chart of Random Encounters?

The simple explanation is, because it’s fun to let randomness dictate how the adventure is going to play out.  But why is that fun?  Ah, yes.  Good show.

Random encounters are fun because they add a bit of mystery and exploration for the player in a game of Dungeons and Dragons who knows everything else that’s going to happen in his game:  The Dungeon Master.  This sense of confusion and wonder spills over to the players as well.  If the Dungeon Master doesn’t know what will happen next, then anything is possible.  Your game will feel fresh, and alive, and the possibilities in your campaign will widen.

Random Encounters are also useful because they can fill in gaps for when you don’t know what happens next.  Instead of stilted conversations, or another tedious fight with the guards, a random encounter can let you borrow something from someone else’s playbook for a while, before getting back on track.

There will always be criticism when playing like this, of course.  Some people will maintain that true creativity can’t come from a Read more…

Dungeons and Dragons Random Encounters: Level 1

For an explanation and introduction to Random Encounters, go to Why would anyone make a chart for random encounters?

Roll once for each adventurer in your party.  Whenever you roll a Brute, or a Soldier, add two of that creature and roll one less time total.  If the last creature you roll is a brute, or a soldier, your players will have to suck it up.  There will be more experience for them anyway.  Whenever Minions are rolled, add the number of minions shown to the encounter and count them as one creature for the purposes of generating an encounter.

Since first level encounters are incapable of randomly becoming lower level encounters, there is a 5% higher chance that the monster will be hindered in some way to help balance this out.

01 – 10 Roll on the Random Hindrances Table.

11-14 (Artillery)  Halfling Slinger

15 – 20 (Artillery)  Kobold Slinger Read more…

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