Wednesday, February 11, 2015

River Encounter Generator, Part 2

This is part two of my jungle river generator. This can be used with the river section table or on its own.  It's a simple random encounter table that uses creatures mostly found in the 5e Monster Manual, a few of my own creations that can be found in my blog (follow the links) and a few extras.

Encounters:
Roll 2d20 at least once per day for random encounters or whenever you think the party needs some excitement. Many encounters are not meant for the players to engage.  Some may be too strong for the party and are intended to be avoided. Luckily a number of river sections provide enough room to go around the monster (like a lake where a hydra has made home on one of its far banks…enticing, but probably safer just taking the long way around the other side of the lake). A few monsters will be on a bank just watching the party (a congress of baboons in the trees). As long as the party is in a part of the river that is wide enough or doesn't try to land near these monsters, then they’ll typically pass safely. A lot of monsters swarm as a survival tactic. Some have evolved unique characteristics to increase their chances in the dangerous jungle.

If a party attempts to fight on vessels that hold less than three people (like a rowboat), then attacks gain disadvantage due to the instability of the vessel. If a player or creature is hit on small vessels, they must make a save to stay in the boat (DEX DC 12).

Not all rolls will result in a creature appropriate for the section of the river. Treat these rolls as a no encounter or roll again, if it’s been too quiet. Don’t forget to give a good description of the surrounding bank, some creatures are protecting their lairs or territories and some are trying to lure prey to the shore.

2 – 1d4 Cockatrice (p. 42) – attacks from the air; found in open sections of the river

3 – Displacer Beast (p. 81) – seen along the bank; 2d4 per day chance it will follow the boats

4 – Plesiosaurus (p. 80) – found in deep water, like a lake or middle of a large river

5 – 1d4 Dryads (p. 121) – protecting exceptionally large trees on the bank; sometimes protecting an entire island in a braided section or an overgrown section may be a protected tree

6 – Ettercap (p. 131) – the surrounding trees become covered in thick spider webs that is the nest of the ettercap; if this creature is found in an overgrown or underground section of the river, the party may be forced to engage the creature.

7 – Stone Golem (p. 170) – single statue is seen standing near the bank with vines and moss growing on it; the ruins of a temple surround the golem; should only be approached with caution

8 – Green Hag (p.177) – a hag’s lair may be seen on the bank or it may be hidden in the shadows; she may attempt to lure the party deep into the jungle before attacking

9-10 – Something large moves through the jungle; trees shake and breaking branches can be heard, but no one can see what’s causing the activity

11 – Hydra (p. 190) – this is a very powerful creature and should only be attempted by experienced or foolhardy parties; enough room should be given to allow the party to go around, if desired.

12 – 4 to 10 Lizardfolk (p. 204) – one of the humanoid tribes of the jungle; they’ll attack with their javelins from the bank or attempt to lure the party to the shore

13 – 5 to 10 Stirge (p. 284) – living in the shadows of the canopy or a large, hollow trunk, these creatures will attack the party as they pass

14 – Water Weird (p. 299) – this elemental is a remnant from a wizard that has been lost to time; the creature is in a pool and protects a ruined tower

15 – Awakened Tree (p. 317) – the fey touched tree sits still until prey gets close enough to attack; its branches may reach over the river

16-17 – 10 Baboons (p. 318) – the troop sits in the trees watching the party pass; if the party lands the boat close to the troop, they may attack; poop throwing is optional

18-19 – Crocodile (p. 320) – a common creature found along the banks or in the water of calmer waters; sometimes groups of crocodiles will be found

20 – 4 to 8 Flying Snakes (p. 322) – groups of flying snakes will launch themselves across rivers to attack passing prey

21-22 – Giant Constrictor Snake (p. 324) – a giant snake can be seen hanging in a tree; if this creature is encountered in an over grown area, avoiding the snake may be impossible

23-24 – Giant Frog (p. 325) – found sitting in the shadows or muddy areas along the banks; may take to the water, if provoked

25-26 – Giant Wolf Spider (p. 330) – hides in burrows along the bank; will ambush if the party lands their boat on a bank near the burrow

27-28 – Drums are heard in the distance. There source or purpose are unknown.

29-30 – Swarm of Bats (p. 337) – found in nearly every area of the river living inside trunks of large trees, but will usually only emerge during late dusk; the exception is swarms found in caves.

31-32 – Swarm of Poisonous Snakes (p. 338) – large nest of poisonous snakes can be found living in the low hanging branches of trees or exposed roots at the base of large trees

33 – Swarm of Quippers (p. 338) 1 in 4 chance they are flying; they may not be noticed unless something enters the water (Flying Quippers)

34 – Panther  (p. 333) – prowls the banks and may follow the party for sometime; tracking the group until the land their boat

35 – Band of Chu’Mwarg (4 to 10) – small headhunters of the jungles; they will track the party until they can attack

36 – Crazed Jungle Druid (p. 346) – watches from the shadows; may attack if the party notices the druid or attempts to land on the bank.

37-40 – Oddly quiet; the jungle seems to be still, almost as if it’s watching and waiting.

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