Designing For Unique Wilderness
Encounters
by Daniel Clifton
-
By use of the following tables, a DM may quickly
determine
the terrain in which any encounter occurs according to the type
of hex the party is travelling through. The tables may also be used
to
create maps of the area surrounding special sights such as castles,
cities,
and dungeons. Additionally, the tables are ideal for resolving the
shape
of battlefields for D + D as
well as any other wargame.
For encounters, consider a 4 foot square area and determine
terrain to each corner section of 4 square feet. If a river flows
through the hex in question, then allow a 10% chance that it will flow
across the field with an additional 10% chance that it will have a
ford
(if an encounter with a swimmer is indicated, then the river will always
be on the field; and if the party is travelling upon a road, then an
appropriate
bridge or ford will be located at the river.) To determine the
course of the river, first randomly locate it in one of the areas,
find the
initial direction of flow in chart 6-A, and then plot its course according
to chart 6-B from one four-square-foot area to the next until both
ends
are plotted off the field. Roll on the appropriate chart for each area,
plotting the flow of streams as with rivers immediately upon rolling
the
proper number. Next, find the grade of slopes and hills by rolling
on
the matching ‘A’ chart (grade also indicates height, ie. gentle = one
level,
steep = three levels, etc.). Finally, the run of slopes is determined
as
with rivers using table 6-C to find the facing of the slopes if it
can be decided
that some sort of high ground such as a mountain peak exists off
the field. Chart 6-C is also used when one slope is indicated to cross
another
that has already been plotted in which case the new slope will turn
to run parallel to the original one, either facing in the same direction
(slope faces away from high ground) or the opposite direction (slope
faces high ground). If a slope is indicated to cross a river or a stream,
there is a 75% chance that it will turn to face the watercourse and
run
parallel to it off the field. Once the general features are determined,
the
dungeon master may blend them together at his discretion, shrinking
or
enlarging any features to fit the area.
Monsters and party will be placed in opposite
corner sections. If either
is located in dense woods, double chances of surprise and find normal
sighting distance between 20 and 120 feet. If either is located in
light woods, find normal sighting distance between 20 and 100 yards.
If
both monsters and party are located in featureless areas with clear
lines
of sight, halve chances of surprise and normal sighting distance will
always
be at a maximum.
If this method is used to map larger areas, decrease the possibility
of slopes and streams in proportion to the increase in area.
Table #1 -- Clear
Die |
Feature |
01-70 |
Featureless |
71-77 |
Hill* |
78-82 |
Rough Ground |
83-84 |
Marsh |
85-88 |
Slope* |
89-93 |
Light Woods |
94-97 |
Stream* |
98-00 |
Pond* |
-
Table #1A -- Grades
Die |
Grade |
01-60 |
Gentle |
61-90 |
Average |
91-98 |
Steep |
99-00 |
Sheer |
* Roll Again:
-
Die |
Feature |
01-90 |
No Additional Features |
91-95 |
Additional Light Wounds |
96-00 |
Additional Rough Ground |
-
Table #2 -- Rough
Die |
Feature |
01-25 |
Featureless |
26-45 |
Hill* |
46-60 |
Rough Ground |
61-70 |
Slope* |
71-77 |
Dense Brush |
78-85 |
Light Woods |
86-89 |
Dense Woods |
90-91 |
Marsh |
92-95 |
Stream* |
96-00 |
Pond* |
-
Table #2A -- Grades
Die |
Grade |
01-35 |
Gentle |
36-75 |
Average |
76-95 |
Steep |
96-00 |
Sheer |
* Roll Again:
-
Die |
Additional Feature |
01-60 |
None |
61-75 |
Rough Ground |
76-81 |
Dense Brush |
82-94 |
Light Woods |
95-00 |
Dense Woods |
-
Table #3 -- Mountainous
Die |
Feature |
1-15 |
Featureless |
16-55 |
Slope* |
56-60 |
Hill* |
61-70 |
Rough Ground |
71-75 |
Dense Brush |
76-87 |
Light Woods |
88-95 |
Dense Woods |
96-00 |
Stream* |
-
Table #3A -- Grades
Die |
Grade |
1-5 |
Gentle |
6-30 |
Average |
31-85 |
Steep |
86-00 |
Scheer |
* Roll Again:
-
Die |
Additional Feature |
01-60 |
None |
61-70 |
Rough Ground |
71-77 |
Dense Brush |
78-91 |
Light Woods |
92-00 |
Dense Woods |
-
Table #4 -- Wooded
Die |
Feature |
1-5 |
Featureless |
6-40 |
Dense Woods |
41-60 |
Light Woods |
61-65 |
Dense Brush |
66-68 |
Rough Ground |
69-75 |
Slope* |
76-89 |
Hill* |
90-91 |
Marsh |
92-95 |
Stream* |
96-00 |
Pond* |
-
Table #4A -- Grades
Die |
Feature |
01-50 |
Gentle |
51-85 |
Average |
86-96 |
Steep |
97-00 |
Sheer |
* Roll Again
-
Die |
Additional Feature |
1-60 |
None |
16-60 |
Dense Woods |
61-90 |
Light Woods |
91-94 |
Rough Ground |
95-00 |
Dense Brush |
-
Table #5 -- Marshy
Die |
Feature |
1-5 |
Featureless |
6-25 |
Marsh |
26-55 |
Pond* |
56-65 |
Stream* |
66-80 |
Dense Brush |
81-85 |
Rough Ground |
86-93 |
Dense Woods |
94-98 |
Light Woods |
99-00 |
Gentle Hill* |
* Roll Again.
-
Additional Feature
Die |
Feature |
1-5 |
None |
6-50 |
Marsh (None if Hill) |
51-70 |
Dense Brush |
71-80 |
Rough Ground |
81-93 |
Dense Woods |
94-00 |
Light Woods |
-
Table #6A -- Initial Run of Rivers, Streams,
and Slopes
Die |
Course |
1 |
North - South |
2 |
Northeast - Southwest |
3 |
East - West |
4 |
Northwest - Southeast |
-
Table #6B -- Course of Runs
Die |
Course |
1-2 |
Course turns clockwise |
3-4 |
Course goes straight |
5-6 |
Course turns counterclockwise |
-
Table #6C -- Facing of Slopes
Die |
Facing |
1 |
Slope faces high ground |
2 |
Slope faces away from high ground |