I
rolled a "2" for one of my stats creating a new Classic
Traveller PC and an extremely poor attribute roll (in this case DEX)
got me thinking about how to incorporate the low stat into the
overall character concept. I was also hankering to use Classic
Traveller to game out baroque Space Opera styled adventures and using
extreme ability rolls as a jumping off place for creating alien
characters seemed like a way to go. But first I decided to finish out
enlistment and background skills before I came down on some type of
new alien species.
The
character failed initial enlistment and was subsequently drafted into
“Other”. After surviving an initial term of service this new
character failed a reenlistment roll and entered the campaign world
with the skills Mechanical-1 and Medical-1.
So
a Saroid Priest-Scientist from a planet of primitive mystics travels
to a mining colony looking for help in reaching the Vault of the
Stars. His mission, reset a celestial machine to protect the universe
for the next ten thousand years.
This
is all tangential to the meat of this post, wilderness encounter
tables in Traveller, but here we go.
With
my adventure idea writ in broad strokes it is time to fill in the
details, to key the dungeon. Classic Traveller relies on Encounter
Tables to drive the action during a game. I believe the LBB's
encourage the referee to create their own specific to the adventure
worlds. So I took the plunge and started drafting encounter tables
for the world where the adventures would occur.
The randomly
generated World Profile gave me a thick jungle planet 80%-85% water
covered with a tainted atmosphere. Mining outposts with a total
population of 50,000 live high in the mountains while native
tribesmen keep to themselves in the toxic jungles below. The
adventure should lead a group of PC's to penetrate the planet's
jungles in search of a lost city. As you can see one table sometimes
sprouted another and in no time I had a satisfactory adventure
setting for the PC's! In writing these up I'm just following the
LBB's suggestions. There are no hard and fast rules on why the tables
are the way they are. Each creature will still need its own stat
block, but at least with a good set of tables I know what is actually
there. One thing for sure,
tread the jungles of Ramea with care!
Adventure Encounters
Daily
Encounter Chance is 50%. If an encounter is indicated roll on the
following appropriate Encounter Table for terrain type.
Ramea
Jungle Encounter Table roll
1d20
1 Raccoon
Men
2 Insect,
Giant
3 Sauroid,
Giant
4 Cat,
Giant
5-7 Wilderness
Hazard
8-10 Weather
11 Snake
Men
12-13
Insect, Swarm
14 Dangerous
Plant
15-20 No
Encounter
Forbidden
City Encounter Table roll
2d6
2 Sauroid,
Giant
3 Insect
Stinging Flyer, Giant
4 Plant
Barrier
5 Raccoon
Men
6 Snake,
Giant
7 Spider
Men
8 Herd
Animals; Stampede Check
9
Equipment Failure
10 Intact
Structure
11 Water
Feature
12
Other Scavenging Party
What
are the Natives Doing? roll
1d6
1-2 Establishing
Territory
3-4 Hunting
for Food
5-6 Traveling
to a place of Worship
Insect
Type roll
1d6
1-2 Trapper
3-4 Pouncer
5-6 Flyer
Sauroid
Type roll
1d6
1-2 Aquatic;
Single, Large
3-4 Tree
Dwelling; Herd or Single, Medium
5-6 Ground
Dwelling; Herd or Single, Large
Wilderness
Hazard roll
1d6
1-2 Groge/Crevase;
delays
travel and forces another encounter check.
3-4 Water
Barrier; lake, mire/swamp or river. Delays travel and forces another
encounter check.
5-6 Tectonic
Activity; volcanic, geothermal, quicksand.
Weather
roll 1d6
1-2 Driving
Rain;
stops
travel for
6-12 hours.
3-4 Corrosive
Cloud;
atmosphere
is much more corrosive than normal.
Piece
of equipment fails.
5-6 Thick
Clouds; low light and decreased visibility.
Swarm
Type roll 1d6
1-2 Ants,
mobile.
3-4 Termites,
stationary.
5-6 Aquatic,
during water crossing.
Dangerous
Plant
Uses
vines to grasp and strangle prey.
Plant
Barrier
roll 1d6
1-2 Blocks
Progress; delays
travel and forces another encounter check.
3-4 Attacks!
5-6 Has
Scientific Value.
Intact
Structure* roll
1d6
1-2 Creature;
roll for Giant Slug, Carnivorous Swarm, or Giant Spider.
3-4 Tribesmen;
roll for either Raccoon, Snake, or Spider.
5-6 Empty
*
Further 50% chance a tradeable good will be found.
Water
Feature roll
1d6
1-2 Blocks
Progress; delays
travel and forces another encounter check.
3-4 Provides
subterranean access to the wormhole.
5-6 Others present; roll for either tribesmen, predator/prey stand off, lurking
predator.
Other
Scavenging Party roll
1d6
1-2 Pirates
hiding out.
3-4 Scouts
surveying.
5-6 Scientists
on expedition.
For the map of the lost city I plan on using I1 Dwellers of the Forbidden City, and the machine to repair there is The Puissant Machine from the Dread Machine adventure module. It would work excellent here and is free. Game on!
[Edit: 08-08-17]
Here are the stats for;
For the map of the lost city I plan on using I1 Dwellers of the Forbidden City, and the machine to repair there is The Puissant Machine from the Dread Machine adventure module. It would work excellent here and is free. Game on!
[Edit: 08-08-17]
Here are the stats for;
Ral
Al'Neon (a priestly Sauroid)
8286A5
Age 112
1 term
Cr25,000