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(TFT) cities vs villages vs random encounters



ok michael
what about this (unfinished)?
TFT- Random Encounters
Often small hamlets will be found that are too small to be described on
gazetteers, her are some ways of instantly spicing them up.  

1: Dwarven Mining Settlements
Dwarven settlements will consist of 10-60 32 point dwarves seeking their
fortune under 'them thar hills'. As dwarves can carry twice as much as men,
and with limited underground space available, they will rarely have steeds
in underground dwellings. Likewise hirelings of other races are generally
inefficient for the same reason, and thus will rarely be found (a giant can
carry a lot but not enough to justify the huge excavation required for the
tunnel to fit him in.). Earth elementals are very valuable to dwarves for
several reasons: they can be paid (and fed) with minerals, which dwarves
are good at finding and storing (unlike lots of food which goes bad and
produces methane - not good for underground!).

Leader
Hero (1-4) or Wizard (5-6) with 37+1d6 points attribute total
Lieutenants
there is a 3 in 6 chance of 1d3 with 34+1d6 points attribute total (Heroes
4 in 6)
Extras
1: a Sandwitch

2: 1d6 stone (1-4) or metallic (5-6) earth elementals

3: a mechanician with assorted dastardly thingies.

2: Elvish Communities
These will contain 10-60 32 point elves (equal mix male and female), with
children equal to a quarter of the total.
Leader
Hero (1-3) or Wizard (4-6) with 37+1d6 points attribute total
Lieutenants
there is a 3 in 6 chance of 1d3 with 34+1d6 points attribute total (Heroes
4 in 6)
Extras
1: 1d6+2 cu sith



3: Gnome Villages
These will consist of 15-90 31 point gnomes (equal mix male and female),
with half again as many children. In more dangerous areas, gnomes (the
majority of whom dislike combat) will try to utilize more protection, such
as animal guards and mounts. Gnomes are excellent husbanders and often
their animals are so well looked after that they are even fitter than most
of their kind (3 in 6 chance of a 1 point improvement in DX or 10% in total
ST points (equal probability for each) - note this does not apply to PC
gnomes, these husbanders spend all their time tending and caring for their
animals!
Leader
Hero (1-4) or Wizard (5-6) with 36+1d6 points attribute total
Lieutenants
there is a 3 in 6 chance of 1d3 with 34+1d6 points attribute total (Heroes
4 in 6)
Extras
1: 1d3 giant badgers

2:1d6+1 Al-mi'raj

3:1d6 giant weasels

4:2d6 guard dogs (any size)

4: Halfling Villages
These will consist of 20-120 30 point halflings (equal mix male and
female), with half again as many children making mischief about the place.
In more dangerous areas, halflings (the majority of whom dislike combat)
will try to utilize more protection, such as animal guards, sleep poison
darts and suchlike.
Furthermore, halflings, being such charismatic and friendly folk will
sometimes make friends with nearby local muscle (such as giants, humans or
dwarves)

Leader
Hero (1-5) or Wizard (6) with 35+1d6 points attribute total
Lieutenants
there is a 3 in 6 chance of 1d3 with 32+1d6 points attribute total (Heroes
4 in 6)
 
Extras

1: bowmen have sleep darts (made from local herb - 2/ST (1-2), 3/ST (3-5)
or 4/ST (6) to avoid sleep for 1d6 hours - all poison from a particular
village will be the same strength).  There will be at least one naturalist
in the village.
NB: halflings frown on lethal poisons

2: 1d6 giant weasels as pets/guards

3:1d6+1 Al-mi'raj

4:1d6 friendly pixies/sprites

5: 2d6 guard dogs (small/medium)

6: a giant 

5: Orcish Settlements
Usually ramshackle communities of 20-120 orcs, often with other assorted
monsters.


Leader
Hero (1-5) or Wizard (6) with 39+1d6 points attribute total
Lieutenants
there is a 3 in 6 chance of 1d6+1 with 35+1d6 points attribute total
(Heroes 4 in 6)
 Extras:
1: 5-30 giant boars for riding

2: some surly trolls (1d6)

3: a giantoid (fomorian, cyclops or ettin)

4: 1d3 ogres

5: 2d6 giant wolverines as pets or guard animals

6: orcs with ST over 14 wear Warg-hide armour (1 HS/A no DX penalty)

7: a 4-hex (1-4) or 7-hex (5-6) green dragon.



6: Enchanted Woods
These places are strange magical areas, generally forests or sometimes
meadows where fairy creatures live. Explanations vary from the mystical
(close contact with a demiplane of magic or faerie realm, or some form of
conflux with one or more elemental planes) to physical (increased
ionization levels of molecules or increased potential energy from some as
yet undetermined source).  The woods resemble old-growth forest, but for
brighter colours and more variety of life-forms (all sorts of odd fungi,
mosses, lichen and ferns as well as flowers, shrubs and trees). Faerie
rings and standing stones may be seen. Flora with magical properties are
frequent. A scholar or expert naturalist, on a 4/IQ roll, will be able to
find 1d6 berries that can heal for 1d6 damage each (takes 1 hour
searching). 
Magic is stronger and easier to cast - +2 on adjDX for all spellcasters, +1
per die of damage inflicted.

Faerie Encounter Table

2d6 pixies
2d6 sprites
1d6 pilgrims (equal chance of elf or gnome party)
1d6+2 cu sith
1d6+4 al-mi-r'aj
1d6 giant wasps
1d6+1 giant frogs
1d6 treants
2d6 nixies




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