The Magic Circle
Random Encounter Table.
So first up is the random encounter table i use. To work this, one rule i have is that different regions have different danger levels. If you are in the deepest core of hell, the danger level would be abould 25 (meaning that that is the average level of monsters & hazards found there, also the recommended party level). But if you are in the fields outside of a peaceful village, the danger level might be 1 (stray goblins, wild dogs or such).
A random encounter roll is normally done every 6 hours (could be every d6 hours) for whenever you are in an unsafe area, which is mostly, but not restricted to, outside of guarded towns or in the wild.
Certain other circumstances factors into the encounter roll, mostly depending on the place. If an area were long abandoned, the chance for ‘no encounter’ could rise very much, or if it has a history of very strong monsters you would add +10 to the result of the random encounter table. If the party is sleeping you take off 10 points to the result, since the 6 hours they stay put they have less risk of running into anything than 6 hours on the road.
Roll a d100 every 6 or d6 hours in an unsafe area, add any bonuses or penalties to the roll due to circumstances and check what you get. In case of an encounter, roll a d3 to see what level of the encounter. (example, the party is in a haunted forest, danger level 15, but they are sleeping so they subtract 10 from the score. They are also sleeping next to a purified clear pond of water, where monsters usually stay away from, so subtract another -20 for that. A roll on the dice shows 55, so after all bonuses are counted in they get 25. They roll a d2 and get 2, so the encounter level will be 10, not a problem for our lvl 17 heroes, even if they were attacked in their sleep)
1-15 = No encounter
16-20 = Danger Level -8 to -6
21-30 = Danger Level -6 to -4
31-40 = Danger Level -4 to -2
41-55 = Danger Level -2 to 0
56-70 = Danger Level 0 to +2
71-80 = Danger Level +2 to +4
81-90 = Danger Level +4 to +6
91-95 = Danger Level +6 to +8
96-99 = Danger Level +8 to +10
100 = Danger Level +10>
Now then, if you run into monsters, what you have left to ask yourself is what kind of monsters that wants to chew on the heroes brains tonight. Now it’s time for another roll of the dice, roll a d6 to see the amount of monsters. (On the earlier roll, the encounter level for the monsters were 10, which should be monsters worth 2.500 all together. on a roll on the d6, you roll a 1, in which case they get attacked by a bunch of low level monsters, lower than 10, but still the encounter level is 10. On a roll of 5, they can get attacked by higher level monsters, but not very many in that case)
1 = Many weaklings
2 = Weakings with elite
3 = Decent opponents
4 = Decent opponents with elite
5 = Few strong ones
6 = Few strong ones with elite
There is also a way to do quickbattles, only for a random encounter. First of, roll the good old d100 and see how your luck goes. Add 10 to the score for each encounter level higher the encounter is than the party, and subtract 10 from the score for each level higher the party is than the encounter level. The result is how much this battle will cost you, and the surges, Action Points and Dailies are chosen after the roll how to divide between the party who lost them. (in this instance, the party level 17 were fighting an encounter level 10, if we’re using the same example as before. The dm rolls 46, so the score gets to -24 after the battle is done, chooses one character in their party to lose a healing surge and they get all the experience and loot after their inevitable victory)
< -50 = 0 Surges lost
-49 to 0 = 1 Surges lost
1 to 19 = 2 Surges lost. 1 Daily Item lost
20-29 = 3 surges lost. 2 Daily Item lost. 1 Action Point lost
30-39 = 4 surges lost. 2 Daily Item lost. 1 Daily lost. 1 Action Point lost
40-51 = 5 surges lost. 3 Daily Item lost. 1 Daily lost. 1 Action Point lost
52-59 = 6 surges lost. 4 Daily Item lost. 1 Daily lost. 2 Action Points lost
60-65 = 7 surges lost. 4 Daily Item lost. 1 Daily lost. 2 Action Points lost
66-71 = 8 surges lost. 5 Daily Item lost. 2 Dailies lost. 2 Action Points lost
72-76 = 9 surges lost. 6 Daily Item lost. 2 Dailies lost. 3 Action Points lost
77-82 = 10 surges lost. 6 Daily Item lost. 2 Dailies lost. 3 Action Points lost
83-89 = 11 surges lost. 7 Daily Item lost. 2 Dailies lost. 3 Action Points lost
90-97 = 12 surges lost. 8 Daily Item lost. 3 Dailies lost. 4 Action Points lost
98-104 = 13 surges lost. 8 Daily Item lost. 3 Dailies lost. 4 Action Points lost
105-112 = 14 surges lost. 9 Daily Item lost. 3 Dailies lost. 4 Action Points lost
113-121 = 15 surges lost. 10 Daily Item lost. 3 Dailies lost. 5 Action Points lost
122-130 = 16 surges lost. 10 Daily Item lost. 4 Dailies lost. 5 Action Points lost
131-139 = 17 surges lost. 11 Daily Item lost. 4 Dailies lost. 5 Action Points lost
140-149 = 1 Character crippled. Roll again with an additional -50 penalty
150-161 = 2 Characters crippled. Roll again with an additional -50 penalty
162-170 = 3 Characters crippled. Roll again with an additional -50 penalty
171-180 = 1 Character dead. Roll again with an additional -50 penalty
181-190 = 2 Characters dead. Roll again with an additional -50 penalty
191-199 = 3 Characters dead. Roll again with an additional -50 penalty
200+ = game over. Don’t get this, it would be sad.
You can also exchange everything should you need after a battle.
- Healing Surge = 1/2 Daily Item. 1/4 Action Point. 1/5 Daily
- Daily Item = 1 Healing Surge. 1/2 Action Point. 1/3 Daily
- Action Point = 2 Healing Surges. 1 Daily Item. 1/2 Daily.
- Daily = 2 Healing Surges. 1 Daily Item. 1/2 Action Point.
- You are able to find out more about a town you’re in (such as population, military, economy and other things) by rolling streetwise
- You can find out the approximate danger level in an area you’re in by rolling Nature if you’re in a natural environment outside, Dungeoneering if you’re underground. Arcana if you’re in a magical unnatural surrounding and religion if you’re in a divine area. The DC check is moderate and depends on the danger level of the area. A DC check of double that score and you can tell the exact danger level of the area
- A burst or blast that doesn’t have any physical shape (like a psychic burst that affects your mind) other targets or normal objects doesn’t give cover
- When flanking you only gain combat advantage when you use a melee attack against the creature you’re flanking