Random Encounter Tables - Anyone used them?

Post/Author/DateTimePost
#1

JohnLynch

Jan 14, 2015 18:14:35

I'm running an old fashioned dungeon crawl tonight (complete with graph paper for the players) and have used a random encounter table to populate many of the rooms (some rooms I custom stocked though). I originally made it a straight d20 roll, but after reading the advice in the DMG decided to go with 1d12+1d8. The tables gone through a few different permutations (detailed over here) but the final encounter table I've decided to use is as follows:

* 2: Necromancer as zombie + 2d4 zombies
* 3-4: 4d4 crawling claws
* 5-11: 1d4 skeletons
* 12-15: 2d4 zombies
* 16-18: 4d4 zombies + treasure
* 19: Banshee
* 20: 1 Ghoul + 3d4 zombie + 1d4 skeletons

 

This is intended as a sandbox for character levels 1+. I haven't shied away from allowing difficult encounters to be rolled as I've deliberately used mindless undead in tight quarters. The terrain should work in the player's favour unless they let themselves get surrounded.

 

Assuming 6 players (I'm expecting 5-6 players), here are the encounters I've rolled up thus far (still got about half of the level to roll up before tonight's game):

  1. 4 zombies (Medium)
  2. 9 crawling claws (Easy)
  3. 2 dead zombies, 8 animated zombies and some treasure (Deadly)
  4. 1 Ghoul, 10 zombies and 2 skeletons (Deadly)
  5. 3 skeletons. (Easy)
  6. 2 skeletons. (Easy)
  7. 1 skeleton. (Easy)
  8. 6 zombies. (Deadly)
  9. 14 zombies and a statuette and some treasure (Deadly)
  10. 13 crawling claws (Medium)
  11. 6 zombies (Hard)
  12. 7 zombies (Hard)
  13. Banshee (Deadly)

This was out of a potential 22 rooms (I roll on the encounter table if I roll a 10+ on a d20). I'll be interested to see how these encounters work out. The session will only go for 3 hours so I don't expect them to work through all of the encounters (which encounters they go with is up to them). I won't be rewarding XP for creatures killed but instead treasure found in a nod to old school gaming but also in an effort to encourage players to avoid combat wherever possible (I typically don't enjoy running dungeon crawls, but wanted to give it a shot for tonight's game).

 

Has anyone else used the random encounter table guidelines in the DMG? If so, what did your encounter tables look like and how did they work in actual play?

#2

AaronOfBarbaria

Jan 14, 2015 19:16:23

I haven't used the d12+d8 encounter tables since the last time they were in the DMG (2nd edition), but back then I used them fairly often... if I had one made up, which I often didn't because I'm not as much of a "planner DM" as I am an "improvise everything at the table, completely wing it, respond to what the players are doing or talking about rather than actually driving the campaign... and yet my players won't believe me that I didn't plan a thing DM"

 

Oddly enough, since 5th edition has come out I've gotten two campaigns up and running, and while one is me converting Rappan Athuk and using the encounter tables included there (which are mostly a single-roll system that assigns encounters to the d20 results ranging from 1 to typically 6, but sometimes as high as 10, and then treats all the higher results than that as "no encounter"), the other is a campaign which I am actually doing prep-writing for, and part of that prep has been designing encounter tables for the areas that the party are traveling through during the first couple "episodes" of the tale.

 

They are custom tailored to the campaign, both world and style, and the first represents a stretch of plains and hills that makes up the bulk of a recently fallen empire, that the ousted imperial ruling class are actually waging war on to try and reclaim, and have been for a couple hundred years... and are also goblins.  (Note: these encounters are designed for a party of 5 3rd or 4th level characters on mounts, with their brain's screwed on tight)

 

The Drenna Plains, Spring of FY 1155

  1. (ignore this, is for format)
  2.  Hobgoblin captain on dire wolf, with 1d3 hobgoblins on worgs
  3. 2d4 Hobgoblins mounted on worgs
  4. 1d3 Ankheg
  5. 2d6 Worgs (not goblin domesticated)
  6. 1 Veteran (seeking not to become another corpse), a dozen freshly killed soldiers, and 2 ogres (trying to kill that pesky veteran)
  7. Small squad of soldiers breaking or patroling
  8. Group of harrassed commoners
  9. 2d4 axe beak, agitated and relocating due to distant fighting
  10. A Druid, doing druid things
  11. 1 Ogre
  12. 2 Bugbears
  13. Half-ogre on dire wolf
  14. 1d4+1 cockatrice
  15. 1d4 scouts, looking for goblins
  16. 2d6 bandits and their captain
  17. 1 Ettin
  18. 1 free-range Gorgon
  19. 2d4+4 goblins and their boss
  20. Goblin boss on dire wolf, with 2d3 goblins on wolves

The second represents the forest they will travel through for the last bit of their journey before arriving at their destination, and primarily consists of incedental encounters with things that live in forests, and encountering the various sorts of peace keeper to be found.

 

The Briar Wall Forest, between Rivergate and Cyroth, Spring of FY 1155

  1. (ignore again)
  2. 1 Troll
  3. 1 Shambling mound
  4. 2d6 bandits and their captain
  5. 1d4 hobgoblins and their captain
  6. 2 ogres
  7. 1 will-o'-wisp
  8. 2d6 giant wasps
  9. 2d6 twig blights
  10. Dryad, assessing party as friend or foe
  11. Centaur patrolman
  12. A Druid, doing druid things
  13. Veteran patrolman
  14. 2d6+2 wolves
  15. 2d6 Needle blights, 1 vine blight
  16. 1d8+6 pixies
  17. Ettercap and 1d6 giant wolf spiders
  18. 1d4 giant spiders
  19. 1d3 owlbears
  20. 1 Unicorn

So far, they have been serving their purpose (to keep me feeling organized and sure of what is to be found in the world - yet allowing me to feel as though nothing is set in stone), though I don't think my players have really noticed a difference that they would attribute to my use of random tables - it seems more likely to me they would just chalk the improved state of our campaigns up to us using 5th edition in general, rather than something so specific.

#3

Noon

Jan 15, 2015 16:44:50

Especially when XP is given only for treasure, it's not the encounters that are important - it's how you can avoid the encounters, if at all, that's important.

 

I suggest having a random table that suggests a way of (if possible) avoiding combat and getting the treasure (also I'm not saying the PC's have to use the right way to do it - sometimes the players have another method of avoiding it that will seem to work to you). Then roll on it for each room.

 

There's not much point making only treasure give XP but then forcing combat to occur to get the treasure. Old school sandbox was about the thrill of avoiding combat to get treasure, or the thrill of fighting for your life if you screwed up at that.

(Reply to #3)

AaronOfBarbaria

Noon wrote:
#5

JohnLynch

Jan 15, 2015 21:57:36

Last night's game was a good success. The use of the random encounter table helped cut down on the required thinking for me as to what was or wasn't located in any given area while still providing a challenge. After successfully negating a non-random encounter (and one that was meant to have insurmountable odds) through the use of environmental features, they started getting cocky and bypassed a couple of random encounters before provoking two fights at once. This caused a very harrowing fight with the PCs potentially have a large wipe out. However through the use of bravery and self-sacrifice everyone was kept alive. The crawling claws I'd rolled up that would randomly travel from room to room opening and closing doors got more than a few puzzled looks as the PC's fought for their lives. Although it did explain why they kept hearing doors opening and closing (thus releasing and imprisoning zombies at random) in this supposedly abandoned dungeon.

 

Noon wrote:
#6

Noon

Jan 16, 2015 15:35:24

AaronOfBarbaria wrote:
(Reply to #6)

AaronOfBarbaria

Noon wrote: