Tables
These tables were created for 2nd Edition AD&D and may not be compatible with later editions.
Weather
Here is the weather system for my game. It is a combination of the rules from the Wilderness Survival Guide and the Valley of Dust and Fire.
At the beginning of the adventure, roll on the Temperature chart to determine starting weather. Then on every succeeding day roll on the Day to Day Change chart to determine whe weather change for each subsequent day. Note that the Day and Night temperatures go together; do not roll twice for each day.
| Temperature | Day to Day Change | Wind | |||||
|---|---|---|---|---|---|---|---|
| 2d6 | Day | Night | 2d6 | Temp. Change | 2d6 | Day | Night |
| 2 | Cool | Cold | 2 | – 3 steps | 2 | None | None |
| 3 | Warm | Cold | 3 | – 2 steps | 3 | None | None |
| 4 | Warm | Cool | 4 | – 2 steps | 4 | Light | None |
| 5 | Hot | Cool | 5 | – 1 step | 5 | Light | Light |
| 6 | Hot | Cool | 6 | – 1 step | 6 | Mod. | Light |
| 7 | V. Hot | Cool | 7 | no change | 7 | Mod. | Light |
| 8 | V. Hot | Cool | 8 | + 1 step | 8 | Strong | Mod. |
| 9 | V. Hot | Warm | 9 | + 1 step | 9 | Strong | Mod. |
| 10 | V. Hot | Warm | 10 | + 2 steps | 10 | Storm | Mod. |
| 11 | Furnace | Warm | 11 | + 2 steps | 11 | Storm | Strong |
| 12 | Furnace | Hot | 12 | + 3 steps | 12 | Sirocco | Storm |
Cool and Cold temperatures halve water requirements from the normal daytime rate. Furnace temperatures double water consumption and cause characters wearing any armor to suffer heat exhaustion as though wearing metal armor, and characters attempting to sleep, even in shade, suffer penalties as if they were sleeping in the open. All terrain costs increase by +1 MP.
Wind is best chosen; no chart can accurately depict desert wind patterns. Often it will blow (Strong or Storm) every other day for weeks at a time. However, you can also roll on the chart (which needs tweaking, anyway). However, desert wind nearly always blows in one direction. Pick a primary wind direction and stick with it. Strong winds double terrain costs for flying only. Storm winds triple terrain costs for ground movement and quadruple terrain costs for flyers. Sirocco winds prevent all flight and reduce ground movement to one mile per day. When a sirocco arises, it lasts 1d4 days and nights before ending. Do not reroll weather until the storm blows itself out.
Road Encounters
Following is a 2 – 20 chart for encounters on the roads of the Tyr region. These tables are optional—using them requires a good bit of DM creativity. But they can add a great deal of spice and creativity to travels on the road. These tables have not been thoroughly playtested! Use them as inspiration for your own game.
These tables contain items that are not necessarily encounters by the definition in the DMG. Some items are meant for atmosphere, as discussed on p. 137, DMG. In fact, this table is meant to determine every single person, creature, event or item they meet on the road, except for planned encounters. Whether any particular roll is significant or not is up to the DM.
Encounter Frequency
I have set encounters on the roads of the Tyr region as 1-2 on 1d10 during daytime, and 1-3 on 1d10 at night, checked once per hour while travelling. This results in slightly (about 5%) less chance to encounter at least one monster in a day as in the wilderness.
| Road Encounter Table | ||
|---|---|---|
| Die Roll | Frequency | Encounter |
| 2 | Very Rare | |
| 3 | Very Rare | |
| 4 | Rare | |
| 5 | Uncommon* | |
| 6 | Uncommon* | |
| 7 | Common** | |
| 8 | Common** | |
| 9 | Common | |
| 10 | Common | |
| 11 | Common | |
| 12 | Common | |
| 13 | Common | |
| 14 | Common** | |
| 15 | Common** | |
| 16 | Uncommon* | |
| 17 | Uncommon* | |
| 18 | Rare | |
| 19 | DM Special | |
| 20 | DM Special | |
Combat Planner
| Allies | Level | Speed | AC | Init | Percep | Insight | Vision | Fort | Ref | Will | HP |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Baalefast | 1 | 6 | 14 | normal | 12 | 15 | 15 | 23(11) | |||
| Magda | 1 | 5 | 17 | low-light | 15 | 11 | 12 | 31(15) | |||
| Ashara | 1 | 5 | 20 | normal | 14 | 12 | 13 | 27(13) | |||
| Tuck | 1 | 6 | 16 | normal | 11 | 16 | 13 | 25(12) | |||
| Caelwyn | 1 | 5 | 16 | low-light | 12 | 10 | 15 | 26(13) | |||
| Natasha | 1 | 6 | 18 | low-light | 14 | 14 | 12 | 24(12) | |||
| Enemies | Speed | AC | Init | Melee | Ranged | Vision | Fort | Ref | Will | HP |
|---|---|---|---|---|---|---|---|---|---|---|
| Encounter A2 | ||||||||||
| K.Skirmisher (K) | 6 | 15 | +5 | +6/AC 1d8 | none | dark | 11 | 14 | 13 | 27(13) |
| Kobold Minon (M) | 6 | 15 | +3 | +4/AC 4 | +4/AC 4 | dark | 11 | 13 | 11 | 1)1 2)1 3)1 4)1 5)1 6)1 7)1 8)1 9)1 10)1 |
| K.Dragonshield (D) | 6 | 18 | +4 | 7/AC 1d63 | none | dark | 14 | 13 | 13 | 36(18) |
| Kobold Slinger (S) | 6 | 13 | +3 | 5/AC 1d43 | 6/AC 1d63 | dark | 12 | 14 | 12 | 24(12) |
| Encounter A3 | ||||||||||
| Kobold Minon (M) | 6 | 15 | +3 | +4/AC 4 | +4/AC 4 | dark | 11 | 13 | 11 | 1)1 2)1 3)1 4)1 5)1 6)1 7)1 8)1 9)1 10)1 |
| K.Skirmisher (K) | 6 | 15 | +5 | +6/AC 1d8 | none | dark | 11 | 14 | 13 | 1:27(13) 2:27(13) 3:27(13) |
| K.Dragonshield (D) | 6 | 18 | +4 | 7/AC 1d63 | none | dark | 14 | 13 | 13 | 1:36(18) 2:36(18) |
| K.Wyrmpriest (W) | 6 | 17 | +5 | +7/AC 1d8 | 6/ref 1d103 | dark | 13 | 15 | 15 | 36(18) |
| Irontooth (I) [1AP; +2 save] | 6 | 18 | +2 | 8/AC 1d84 | none | low-light | 18 | 16 | 17 | 106(53) |
