Вы находитесь на странице: 1из 1

NO BLOODY RANGERS

vs. the howling wilderness. The encounter tables are generalized, given the
vast numbers of monsters to choose from.

HEX CRAWLING FOR NO BLOODY HEROES

OPEN/GRASSLAND/PLAINS/DESERT/FARMLAND

HEX CRAWLING 101


The distance across any given hex can vary, the scale determined by the GM
when the map is generated/created.
It is assumed that a character can walk his/her Move Rate x3 miles per day
across open terrain. Across difficult terrain, the distance is halved. Across
really difficult terrain (such as a mountain), it is quartered.
Travelling along a decent road increases the distance travelled by 50%.
Horses are assumed to have a Move Rate of 8. A horse can carry one person,
with gear, without penalty. But loading down a horse will reduce its Move
Rate.

GETTING LOST

If the party does become lost, roll 1d6 to randomly determine which hex side
they exit (yes, it is entirely possible that they could end up going in the right
direction anyways). Naturally, dont tell the party they are lost, nor give
them any indication theyve exited through the wrong hex side. If theyre
mapping properly, they should realize somethings wrong soon enough.
Note that it is generally not possible to become lost while travelling along a
road. However, it is entirely possible the party might take a wrong turn along
the way, especially if the road is not properly marked.

WILDERNESS ENCOUNTERS
Each time the party enters a hex, roll 1d6: on a roll of 1 some kind of
encounter occurs. Roll 1d6 on the following chart:
Wilderness
Lair/Dungeon
Ruins
Settlement
Random Encounter
Random Encounter
Special

Civilized/Road
Ruins
Settlement
Random Encounter
Random Encounter
Random Encounter
Special

Lair/Dungeon Use a random dungeon or monster lair.


Ruins Roll 1d6 for type of ruins; 50% chance the ruins are occupied; roll on
appropriate random encounter table.
1d6
1
2
3

Ruins
Strange Monument
Ruined temple/shrine
Abandoned settlement

1d6
4
5
6

Ruins
Pyramid/ziggurat
Ruined fort/castle
Derelict structure/ship

Settlement Roll 1d6 to determine size:


1d6 roll
1-3
4-5
6

Wilderness
Hamlet
Village
Castle/Fortification/Temple

Civilized
Village
Township
Castle/Fortification/Temple

Special Roll 1d6 on the following table:


1d6
1
2
3

Ruins
Storm (rain/sand/snow)
Storm (rain/sand/snow)
Earthquake/landside

Wilderness
Herd Animals
Humans
Goblinoids
Burrowing Monster
Flying Monster

Civilized
Humans
Herd Animals
Goblinoids
Burrowing Monster
Flying Monster

FOREST/WOODS/JUNGLE
1d6 roll
1-2
3
4
5
6

Wilderness
Goblinoids
Humans
Predatory Monster
Predatory Monster
Burrowing Monster

Civilized
Humans
Goblinoids
Herd Animals
Predatory Monster
Burrowing Monster

HILLS/MOUNTAINS

While travelling through wilderness, the party has a 1-in-6 chance of


becoming lost (unless they have some special means of never becoming lost,
like a magic compass). Check each time the party enters a new hex.

1d6 Roll
1
2
3
4
5
6

1d6 roll
1-2
3
4
5
6

1d6
4
5
6

Ruins
Unnatural storm
Battle site (50% ongoing)
Strange signs/portents

RANDOMENCOUNTERS
The nature of an encounter depends in part on where it occurs, both in terms
of terrain type and whether the encounter occurs in relatively civilized lands

1d6 roll
1-2
3
4
5
6

Wilderness
Goblinoids
Giants
Humans
Burrowing Monster
Flying Monster

Civilized
Humans
Goblinoids
Giants
Burrowing Monster
Flying Monster

HUMAN ENCOUNTERS
1d6 roll
1-2
3
4
5
6

Wilderness
Savages
Bandits
Nomads
Cannibals
Cultists

Civilized
Lawful Civilians
Civilized Patrol
Bandits
Pilgrims
Cultists

GOBLINOID ENCOUNTERS
1d6 roll
1-2
3
4
5
6

Wilderness
Orcs
Goblins
Hobgoblins
Bug Bears
Ogres

Civilized
Goblins
Orcs
Hobgoblins
Bug Bears
Ogres

Burrowing Monsters Usually burst up from the ground, with a 3-in-6 chance
of surprising the party.
Flying Monsters Usually can be seen from a great distance, as long as the
party is being reasonably vigilant. Likewise, most flying monsters will also be
able to see ground prey from a great distance.
Predatory Monsters Ground-based monsters, usually patrolling their
territory, attacking any intruders they come across.

CASTLE/FORTIFICATION/TEMPLE OCCUPANTS
Roll once to determine the type of leader. Leaders are always 6 +1d4 HD.
Then roll once per leaders HD on the followers table.
1d6
1
2
3
4
5
6

Leader
Fighter Lord
Barbarian Chief
Bandit Ringleader
Cult Leader
Evil High Priest
Wizard

1d6
1
2
3
4
5
6

Followers
1d4x10 light infantry
1d4 x 10 archers
1d4 x 10 heavy infantry
1d4 x 10 cavalry
1d4 siege weapons
1d4 fantastic troops

Fantastic Troops Any logical combination of low-level wizards, priests,


monsters, undead or specialist troops (like gryphon riders).
No Bloody Rangers by Ed Green. A supplement for No Bloody Heroes,
based on Nicolas Dessaux's Searchers of the Unknown.

Вам также может понравиться