@@ -50,13 +50,6 @@ Each time the players pass through a region, roll $3D6$ on the encounter table a
You can make a unique encounter table for each region in your campaign to individuate them.
As an example, have a look at Gloomhaven's forests:
The forest can be a dangerous place, but not nearly as dangerous as the marshes.
The entire Gloomhaven area is infested with ghouls, but they get much more common once one passes beyond the forest's edge and into the marshes.
Some encounters presented are fairly benign.
Wolves may try to steal the party's food, but they're not dangerous, and human traders simply provide an opportunity to gain news, and travel with a little more safety.
Despite the different tables, the overlap provides some cohesion to the area.
\begin{encounters}{Gloomhaven}
Marshes & Forest & Result \\\hline
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@@ -73,6 +66,13 @@ Marshes & Forest & Result \\\hline
\end{encounters}
The forest can be a dangerous place, but not nearly as dangerous as the marshes.
The entire Gloomhaven area is infested with ghouls, but they get much more common once one passes beyond the forest's edge and into the marshes.
Some encounters presented are fairly benign.
Wolves may try to steal the party's food, but they're not dangerous, and human traders simply provide an opportunity to gain news, and travel with a little more safety.
Despite the different tables, the overlap provides some cohesion to the area.
If you reach a result which is not listed, there is no encounter.
If you roll an encounter on trips (three of the same number) roll again, and if you get another encounter, combine the two.
If you get a griffin and a bandit, perhaps the players stumble upon bandits in the woods, attempting to pilfer griffin eggs for a patron.
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@@ -102,7 +102,7 @@ Let's look at an example from a village area: