Expanding my gazetteer to include random encounter tables for the environment the PCs are in, I wanted to include non-monster encounters. Something that causes a bit of stress on the PCs but isn't inherently dangerous -- so I wanted to create a random encounter for 'travel incident' or 'weather'.
Now, there isn't a lot out there for DCC on these subjects. I looked at cold-environment adventure modules, the Goodman Games DCC forums,. the DCC Adventuring & Exploration Guide written by Brent Ault, and my AD&D Wilderness Exploration Guide -- nothing was really great there for what I wanted. I didn't want rule bloat or complex rule systems, I didn't want something overly specific requiring a separate table for each environment, I just wanted something flavourful to make travel interesting. I then read my B/X Companion and found inspiration to have some simpler ways to handle travel and weather and used it as my guideline.
Below are two 'encounters' that I have seeded on my encounter tables. I hope you find them of use. If you have any suggestions on how to improve these, drop me a line at archadethered@gmail.com.
Travel Incident: Things happen when travelling, whether it’s on a
well-paved road or trekking through a dense forest – roll 1d6 for the type of
travel incident: (1) Boon; (2) Inconvenience; (3) Lost?; (4) Obstacle; (5)
Minor Injury; (6) Tracks/Spoor, and consult the results below.
Boon: Find a pond
swarming with fish, an apple tree laden with fruit, a crude signpost, a cache
of food, prey trapped in a hunter’s trap, a vantage point showing a better
path, a friendly traveller who crosses their path, and so on. Either make a PC make an appropriate DC 10 check to gain
1d6 days food, or gain an additional 1d3 hours travel, or gain some important information or clue about the region.
Inconvenience: Someone
loses something out of their pack, someone finds a berry bush that’s actually
poisonous, bramble bushes get caught up in a traveller’s cloak, a wagon slides
into the ditch, a pack of boars needs circling around, a stream needs fording – no actual harm comes to the PCs, but either
lose 1d3 hours of travel time or make the unluckiest PC make a Luck check or
lose something they carry.
Lost?: There’s a
chance the party gets turned around, follows a path that’s not traversable requiring
doubling back, or they lose time just arguing over a map or the alignment of
the stars -- make the lowest Luck PC make a Luck check or the party gets
slightly lost, losing 1d3 hours travel time.
Obstacle: A ravine,
cliff, river, steep slope, etc. Make the
PC leading the party make a DC 12 Strength or Agility check (you choose) or the
party loses 1d3 hours of travel time.
Minor Injury: A horse
becomes lame, a wagon wheel breaks, someone rests in a patch of poison ivy, a
swarm of wasps attacks someone, someone got food poisoning, the swamp they are travelling through is giving
off noxious gases, a PC gets hit by a falling branch, or something similar. Randomly choose a party member or mount, have
them suffer 1d3 hp damage and lose an hour of travel time.
Tracks/Spoor: Tracks,
a dead animal that was prey, or the far off sound of a creature. Roll again for a random encounter to determine the source, and if the party
wishes to pursue the encounter, make them make an appropriate DC 14 ability check (for
tracking the trail, sighting the creature, etc) and they can choose to encounter
it if successful, but lose 1d3 hours of travel time on their side-trek.
Weather: While normally weather does not impede the party or cause significant
harm or danger, when extreme weather strikes there is a chance it will be a
setback or hazard for the adventuring party, roll 1d4: (1) Extreme heat/cold;
(2) Rain/Snow, (3) Storm; (4) Other
Extreme heat or cold: Unusually
hot or cold weather for the season requires the travelling party to have each
member make a DC 10 Fortitude save (+4 if wearing appropriate clothing) or suffer
1d3 subdual damage. The extreme heat or
cold lasts for 3d6 hours.
Rain/Snow/Fog: Precipitation
appropriate to the season and terrain doesn’t cause any significant harm, but impedes
travel by 1d3 hours and lasts for 3d6 hours.
While the inclement weather is occurring, it is a DC 15 chance to notice
any encounters or overcome any hazards during that time.
Storm: Extreme precipitation
strikes, such as a blizzard, sandstorm, lightning storm, hail storm, or
worse. The lowest Luck PC in the party should
make a Luck check or everyone in the party suffers 1d4 subdual damage and
travel is impeded by 1d6 hours. The storm
lasts for 1d6 hours, and it is a DC 18 chance to notice any encounters or
overcome any hazards during that time.
Other: Some strange and extreme weather-related occurrence happens – it could be flooding, an avalanche, a mudslide, an earthquake,
or the like. Have an encounter that requires a DC 15 Reflex or Fortitude save
from everyone or they each suffer 1d6 damage and lose 1d6 hours of travel time.
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