ASTRAL & ETHEREAL ENCOUNTERS

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Appendix C:
Random Monster Encounters
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DMG

Encounters occur 1 in 20; check at the beginning, midpoint, and end of the
journey. If an encounter is indicated (usually 20 on the die), consult the
appropriate table and roll percentile dice. Read to the right on the table to
find the creature encountered and the number encountered. Evasion is
possible only if the adventurers are able to MOVE more quickly than the
monster encountered.

Psychic Wind & Ether Cyclone

While you can threaten the dire effects of the Psychic Wind and the Ether Cyclone,
these devices cannot be fully employed unless you have
developed extensive information on the various planes, or else you have
obtained commercial offerings on the subject. Becoming lost or injured is
always possible, of course, and this is detailed below:
 

Chance for Wind Or Cyclone Blowing: The chance of a delayed or disrupted
journey is 5% per plane crossed (including alternate worlds) or
solar system travelled to. Effects of these forces are shown prior to the
encounter tables.

ASTRALLY PROJECTED: PSYCHIC WIND
Dice Score Effect of Wind
1-12 Slows travel only, incurs 1 additional check for random encounter. 
13-16 Blows off course, and party is lost for 2-20 days' time, then must return to starting place.
17-19 Blows off course so that party arrives at a different destination as determined by random method. 
20 Storm blows, and unless a save vs. Magic is made, the silver cord is broken, and the party is killed. 
If a save is successful, the party is lost for 4-40 days and must return to the starting place thereafter. 

Note: If [astral projection] does not involve a silver cord attachment, then
the party concerned is both lost and arrives at a different destination when
struck by a psychic storm wind.
 

ETHEREAL: ETHER CYCLONE
Dice Score Effects of Cyclone
1-10 Blows so as to move party in random direction at 120' per round, and if travelling is involved, party is slowed so as to incur 1 additional encounter check. 
11-15 Blows to a different plane than the party is on or desires to travel to; usual encounter checks must be made.
16-18 Blows so as to cause party to be lost for 5-60 days, and when no longer lost the party will at a different plane as determined by random means. 
19-20 Storm cyclone causes party to be lost for 10-20 days, and unless save vs. Magic is made, the party is blown to the Astral Plane. If a save is successful, then party will still arrive at a randomly determined plane touched by the ether. <>

ASTRAL & ETHEREAL ENCOUNTER TABLES

Astral Encounter Table
 
Dice Score Creature Encountered Numbers
01-04 Aerial servant 1
05-10 Basilisk* 1-2
11-13 Cockatrice* 1-2
14-16 Demon, major 1-4
17-22 Demon, minor 1-3
23 Demon, prince 1
24 Devil, arch- 1
25-28 Devil, greater 1
29-37 Devil, lesser 1-3
38 Dragon, chromatic 1
39 Dragon, platinum 1
40-41 Gorgon* 1-2
42-46 Human traveller -- see Human Subtable** -
47-49 Intellect devourer 1-2
50-55 Invisible stalker 1-3
56-61 Ki-rin 1
62-63 Medusa* 1-2
64-71 Night hag 1-4
72-74 Nightmare 1-4
75-79 Rakshasa 1-3
80-91 Shedu 2-5
92 Titan, elder 1
93-97 Titan, lesser 1
98-00 Titan, major 1

* See below next table.

** See below next table.

Ethereal Encounter Table
 
Dice Score Creature Encountered Numbers
01-05 Aerial servant 1
06-10 Basilisk* 1-2
11-13 Cockatrice* 1-4
14-18 Couatl 1-4
19-26 Djinni 1
27 Dragon, chromatic 1
28 Dragon, platinum 1
29-30 Efreeti 1-3
31-37 Elemental, air 1
38-39 Elemental, earth 1
40-41 Elemental, fire 1
42 Elemental, water 1
43-48 Ghost 1
49-50 Gorgon* 1-2
51-52 Groaning spirit 1-2
53-57 Human traveller -- see Human Subtable -
58-59 Intellect Devourer 1-2
60-62 Invisible Stalker 1-3
63-68 Ki-rin 1
69-76 Lammasu 2-8
77-78 Medusa* 1-2
79-80 Nightmare 1-4
81-82 Salamander 2-5
83-87 Spider, phase 1-6
88-94 Thought eaters 1-3
95-97 Wind walkers 2-5
98-00 Xorn 3-6

* These creatures' perceptions extend into the astral and ethereal planes
(as do their magical attack forms), but they do not actually travel
therein. Their possible appearance applies only to situations in which
the encounter allows effect to extend from the Prime Material Plane;
otherwise, ignore the encounter result and roll again.

* The Human Subtable <Character Subtable> used for DUNGEON RANDOM ENCOUNTERS is used, with the following modifications.
Party size will be only 1-6. No limits to the number of characters of one class apply.
There will always be 1 cleric; if 2 or more in the party, there will also be
a minimum of 1 magic-user. Character level will be:
 
CLERIC 9th-18th
   Druid 7th-14th
FIGHTER 8th-15th
   Paladin 7th-16th
   Ranger 7th-16th
MAGIC-USER 11th-20th
   Illusionist 10th-17th
THIEF 9th-16th
   Assassin 10th-15th
MONK 8th-17th
BARD+ 11th-18th

+ 7th or 8th level fighter ability, 6th to 9th level (d4 for determination) thief ability.
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