ENCOUNTER CHANCE: Check once per watch. The time at which an encounter takes place during the watch can be determined randomly (see Watches).
|CHECK||PER WATCH||PER DAY|
|1 in 1d6||16%||66%|
|2 in 1d6||33%||91%|
|1 in 1d8||13%||57%|
|2 in 1d8||25%||82%|
|1 in 1d10||10%||46%|
|2 in 1d10||20%||73%|
|1 in 1d20||5%||26%|
BORDER ENCOUNTERS: % chance in a hex bordering on a different region of rolling on that region’s encounter tables.
Exploration encounters only occur during watches in which the characters are traveling or otherwise exploring the area. They do not occur during watches in which the characters are resting or otherwise stationary.
LOCATION: This exploration encounter indicates that the characters have encountered a keyed location within the hex. Most hexes have only a single keyed location. For hexes with multiple keyed encounters, determine the location encountered randomly. (Some locations may have occurrence probabilities.)
On Road/River/Trail: The location is on a road, river, or trail. Parties traveling along the road, river, or trail will automatically encounter the location. Parties not on the road, river, or trail will usually not encounter the location.
Visible: The location is large enough or tall enough to be seen anywhere within the hex. Parties entering the hex automatically spot the location. (If a distance in hexes is given, then the location can be seen from that many hexes away.)
Hidden: The location is difficult to spot. When this encounter is generated, make a second encounter check. If an encounter is not indicated, the location has not actually been found. (If the party is in exploration mode, make the second check twice.)
% LAIR: The percentage listed is the chance that the creature is encountered in their lair. If the creature is encountered in their lair, the encounter is considered an exploration encounter.
Note: This check functionally generates a new location for the current hex (the lair of the indicated creature type). Over time and thru play, this encounter system will continue to add new content to your hex key (helping to fill the vast, howling emptiness of a typical hex).
% TRACKS: The percentage listed is the chance that the creature’s tracks are found (not the creature itself). Tracks are only found as an exploration encounter. Characters must make a Survival check at the appropriate DC to notice the tracks. Tracks are usually 1d10 days old. DMs can determine where the tracks lead (although they’ll usually circle back to the creature’s lair in both directions).
Note: Check to see if the encounter is tracks. If it is not, then check to see if it’s a lair. If it is not, then it’s a wandering encounter. Notice that these additional checks will substantially reduce the odds of a night time encounter (when the party is not on the move).
SAMPLE ENCOUNTER TABLE
Encounter Check: 1 in 1d8
Border Encounters: 50%
Encounter Type (1d20):
|Lizardmen (hex A10, A13)|
|1d2 tree trolls (hex C13)|
|Ghouls (hex A12, E9)|
|Zombies (hex E9)|
|Jungle Bear (hairless, use black bear stats)|
|Orcs (hex B7)|
Note: I indicate hexes which are already keyed as potential lairs for this creature type. This can inform the nature of wandering encounters and/or suggest a potential origin/terminus for tracks.
This material is covered by the Open Game License.