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Horseman of the Apocalypse - Warmtail

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Random encounters can be used to achieve several different effects. In the case of the Avernian Hexcrawl, they’re designed to provide flexible content that will give a dynamic life to the Avernian wastelands, either as the PCs travel between keyed locations or while fleshing out those locations during play.

When using the Avernian Random Encounters, you may find it useful to check out:

The random encounters will use material from several sources, which are referenced using abbreviations:

ENCOUNTER CHECKS

Roll 2d10 and 1d12.

  • A roll of 1 on 1d10 indicates an encounter. (Double 1’s indicate two simultaneous encounters.)
  • A roll of doubles on d10’s (other than double 1’s) indicates that you should roll on the Designed Encounters table. Otherwise roll on the Procedural Encounters table for each one. (If you roll a designed encounter you’ve already used, roll a procedural encounter instead.)
  • If the PCs are traveling on/along the Styx, there’s a 50% chance that any procedural should be rolled on the Styx Encounters table instead of the normal table.
  • For each procedural encounter, check Track %, then Lair %.
  • A roll of 1 on 1d12 indicates the PCs have encountered the keyed location in the hex. (If there are multiple keyed locations in the current hex, determine which one is encountered randomly.)

These results can be combined into a simultaneous encounter. (For example, rolling doubles on the d10’s and 1 on the d12 would indicate a scripted encounter taking place at the hex’s keyed location. Or you might roll a procedural tracks encounter plus a location encounter, indicating that the PCs have found tracks at they keyed location.)

DESIGN NOTES

I don’t typically use designed encounters (for reasons discussed here), unless there’s some specific design goal or advantage to be gained. In this case, as described above, I’m drawing encounter material from a wide variety of sources, and several of these include really good prepackaged encounters. It would be silly not to include this material, even though it adds a little extra complexity to our encounter checks.

Actually, I’m hoping that by using multiple dice and checking for doubles, that I have at least managed to streamline the number of dice rolls. (I was also quite pleased to easily generate simultaneous encounters with this system, which I felt were particularly important to include (a) given the fractious nature of Avernus and (b) to provide significantly more variety to the encounters.)

For procedural encounters, the tables have been designed to usually generate an encounter between 7th Level Deadly (8,500 XP) and 12th Level Hard (15,000 XP) for five PCs. Since multiple encounters can occur simultaneously, this creates a functional range from 8,500 XP to 30,000 XP (which is Deadly for 15th level characters).

(Some encounters are an exception to this towards the lower end, where interesting or relevant fiends have been included even if would take a bajillion of them to hit the desired challenge range. They’ll either be scenic in nature or provide a little extra color when generated simultaneously with another encounter.)

This distribution is generally achieved on some form of bell curve, so the extremes will be relatively unusual. The net effect, however, is that Avernus will be very dangerous when the PCs first arrive and they will never be able to feel completely safe in Hell. This is deliberate because, well… It’s Hell. But it should also be mitigated to some degree because not every encounter should be thirsting for the PCs’ blood (which you can simulate using the Avernian Reactions table, or improvise according to your own predilections).

It is also possible to generate a very rare dangerous devil. These fiends are individually Deadly encounters for Level 12 to Level 18 characters (22,500 XP to 47,500 XP). They are obviously incredibly dangerous, particularly if they get combined with another encounter. Things to consider include:

  • Assuming either indifference or a non-hostile intent on the part of these devils (e.g., the PCs see them flying far overhead or they offer the PCs a standing offer for their souls).
  • Choosing to ignore the dangerous devil encounters entirely (or selectively ignoring them as appropriate).
  • Increasing the Tracks % for these encounters (possibly to 100%) so that the PCs become aware of the danger without being immediately confronted by it.

Or just roll with it and let the dice fall where they may.

Go to Part 7H-B: Designed Encounters

2 Responses to “Remixing Avernus – Part 7H: Avernian Random Encounters”

  1. Joelle says:

    I feel like I must be missing something here, and I’m wondering if you could clarify.

    > I was also quite pleased to easily generate simultaneous encounters with this system, which I felt were particularly important to include

    Are simultaneous encounters only generated on double 1’s? If so, a 1% probability seems quite low for something important, so low that it might easily never happen through the course of an entire campaign. This is what makes me think I’m missing something

    > A roll of doubles on d10’s (other than double 1’s) indicates that you should roll on the Designed Encounters table. Otherwise roll on the Procedural Encounters table for each one. (If you roll a designed encounter you’ve already used, roll a procedural encounter instead.)

    I’m kind of confused by the whole second sentence. What is the condition of this “otherwise”? In the case that what doesn’t happen? And roll procedural encounters “for each” what? Each dice? Each doubles?

    Probably just misreading, but I would very much appreciate any tips. Thanks!

  2. Isikyus says:

    @Joelle,

    > Are simultaneous encounters only generated on double 1’s? If so, a 1% probability seems quite low for something important, so low that it might easily never happen through the course of an entire campaign. This is what makes me think I’m missing something

    Are you accounting for the fact this is 1% of encounter checks, not of encounters that do get triggered?
    If I’m understanding Justin’s rules correctly, 1 in 28 encounters will be a simultaneous one.

    Of the 100 possible 2d10 results:

    * 18 trigger a single procedural encounter: 1-10, 21, 31, 41, 51, 61, 71, 81, and 91
    * A further 9 trigger (single?) designed encounters: 22, 33, 44, 55, 66, 77, 88, 99, and 00
    * A roll of 11 is a simultaneous encounter.

    > I’m kind of confused by the whole second sentence. What is the condition of this “otherwise”? In the case that what doesn’t happen? And roll procedural encounters “for each” what? Each dice? Each doubles?

    I’m not sure of this either. I’m inclined to read it as a typo and just treat a roll with neither 1’s or doubles as “no encounter” — I might be misunderstanding, but the resulting mechanic seems like it’d play OK.

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