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Not the Same Ol’ Bandits. An All Dice Table to Generate a Unique Encounter with Fugitives

Content of the article: "Not the Same Ol’ Bandits. An All Dice Table to Generate a Unique Encounter with Fugitives"



Every person you encounter has their own goals, fears, and Idiosyncrasies.

For a fancy PDF of this All Dice Table along with 3 other unique encounter tables (beasts, otherworldly creatures, and fugitives (but they're all silly or lighthearted), you can snag them on https://rexiconjesse.itch.io/creature-feature. You can get more All Dice Tables on my itch page as well.



No two folk are the same. One ratkin you meet fears drowning and by extension the feel of liquids fills them with dread. Another seeks challenge above all else and will rise to the occasion no matter how dire the situation seems.

With the roll of a set of dice, you can generate a unique encounter with a band of fugitives, not just the same ol' bandits. This All Dice Table provides everything from their appearance to their goals, how to defeat them without fighting, the loot they drop if defeated, and more. You can use this as a guide to create your own unique encounters, pick and choose your favorites, or use them as-is and generate something new for everyone at the table. Do what fits your game best.




HOW TO USE AN ALL DICE TABLE

  • Choose which All Dice Table you want to use
  • Grab these six dice:
    • d4 (four-sided die)
    • d6 (six-sided die)
    • d8 (eight-sided die)
    • d10 (ten-sided die)
    • d12 (twelve-sided die)
    • d20 (twenty-sided die)
  • Roll all six dice
  • Read the text in the top right column of the table followed by the text for the corresponding number you rolled for that die
  • Together, they make up a blueprint for what the NPC has been doing. Interpret as you see fit, be it literal or as a way to influence your own ideas

Example:

If you rolled a 2 (d4), 6 (d6), 2 (d8) 3 (d10), 6 (d12), and 16 (d20), your unique encounter would be:

You encounter… a traveling band that lulls people to sleep but always gives them great dreams folks don’t want to wake from, allowing them to rob people with ease. They’re well-funded, giving them access to incredible equipment. Additionally, they’re always willing to make a deal, so long as they come out on top. Their current goal is to… bring in all of the other fugitives around them in because one of them are actually an undercover agent, so if they can side with the party to defeat the rest, they will. If you defeat it, you will find a satchel full of strange flesh that can be grafted to a wound and heal it completely. Another way to win is by saving someone dear to them.

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u/DougTheDragonborn and myself — u/RexiconJesse — wrote these. We hope you enjoy them!


Fugitive Encounters (Serious)

You encounter a dangerous fugitive with much at stake.

Roll 1d20 You encounter…
1 a large gnoll leading a band of cultists in a ritual, clothed in blood-soaked robes.
2 a blemmye with a collection of humanoid skulls ordaining them.
3 a harpy carrying sensitive and ill-gotten letters from a high-ranking official.
4 a party of assassins who make their weapons out of the bones of their victims.
5 a traveling band that lulls people to sleep but always gives them great dreams folks don’t want to wake from, allowing them to rob people with ease.
6 a group of tunneling lizardfolk who create sinkholes to rob wagons, separate parties, and take out high-priority targets underground.
7 a serial killer who’s always close to a murder, but they seem nice and always have a convincing alibi.
8 a group who plant specially-bred fungi with psychedelic properties in their airborne spores along a country road, causing travelers to hallucinate and making them easy to rob.
9 a merfolk who hides bodies in the river if they show up near the shore with a sack of money tied to them.
10 a mage who curses people to explode after they take a certain number of steps unless they pay for them to extend the curse’s step requirement.
11 a naga with a taste for eating humanoids whole.
12 a group of halfling and gnomes infected with extra-dimensional parasites.
13 a towering troll possessed by a murderous and malcontent spirit.
14 a mob boss and a few lackeys about to execute a narc.
15 a traveling shopkeeper who gives change in copper pieces only. These copper pieces are small mite constructs that consume and teleport other coinage back to the shopkeeper.
16 a hitman for hire with a mask that can transform their face and hair into anyone else’s.
17 a father who sold his neighbors’ souls to heal his child.
18 a witch hauling suspiciously squirming bags of potatoes.
19 a horse thief who uses the bodies of the horses they steal to make large flesh golems.
20 a group who steal pleasant memories from people and then sell those memories to others.
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Roll 1d12 There’s something different about them.
1 They cannot see and must use other senses to counter this.
2 They are immune to status ailments.
3 They’re a well-preserved corpse (or corpses) controlled by someone else.
4 They’re well-versed in combat and are more difficult to hit than expected.
5 They are extremely persuasive.
6 They have a small but influential following that will seek revenge on those who do them harm.
7 They’re related to someone in the party.
8 They can supernaturally tell the truth from a lie.
9 They can move nearly twice as fast as most folk.
10 They’re well-funded, giving them access to incredible equipment.
11 They have two very different physical forms that they can switch between at will.
12 Insects and wild vermin around them obey their commands and trained vermin must fight against their influence.



Roll 1d10 Additionally,…
1 they ever lie but do enjoy a good truth-bending.
2 they are willing to betray the people they’re with if they get a better offer.
3 they whole-heartedly believe what they are doing is for the greater good.
4 they have seen an alternate future and what they are doing right now is to avoid it.
5 they fear something so completely, they’re willing to do anything to avoid it.
6 a creature from beyond the veil is controlling them.
7 they’re always willing to make a deal, so long as they come out on top.
8 they’re under an infernal contract to complete their task in order to gain a wondrous reward.
9 they really hate what they’re doing, but it’s a living.
10 they can psychically communicate to humanoids, but their voice sounds completely different.

Roll 1d8 Their current goal is to…
1 get enough money and resources to retire and live comfortably.
2 save their family who are held captive.
3 they want a better life for their family, and they’re willing to do whatever it takes to secure it.
4 bring in all of the other fugitives around them in because one of them are actually an undercover agent, so if they can side with the party to defeat the rest, they will.
5 do what they’re doing as a favor to a djinn to get a wish.
6 pay off a massive debt they’ve accumulated.
7 appease a powerful creature they’ve upset.
8 bring peace to their homeland through their current actions.

Roll 1d6 If you defeat it, you will find…
1 the deed to a farmhouse, plot of land, and a small inheritance.
2 that you can turn them in (dead or alive) for the bounty on their head.
3 a small folder full of single-use spells anyone can activate.
4 the unusual steeds they were riding, who is outstanding and quickly takes to their new rider.
5 a scratched compass that points toward large amounts of gold rather than north.
6 a satchel full of strange flesh that can be grafted to a wound and heal it completely.
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Roll 1d4 Another way to win is by…
1 paying them more than what they’ll make doing what they planned.
2 having a way to absolve them of all of their crimes.
3 knowing how to help them get back at their biggest rival and helping them with that plan.
4 saving someone dear to them.

__

I am here to entertain folks and bring them together. I hope this helps. RexiconJesse.com.

Source: reddit.com

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