diff --git a/gm.tex b/gm.tex index e3e624b55ff08153dc3e6dfc6b265ffc146372f0..1a99f087654430948a2c75e66219876c2cdb21c0 100644 --- a/gm.tex +++ b/gm.tex @@ -39,12 +39,16 @@ 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 Redfall's forests: -\end{multicols} +The forest can be a dangerous place, but not nearly as dangerous as the marshes. +The entire Redfall area is infested with ghouls, but they get much more common once one passes beyond the forest's edge and into the marches. + +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}{Redfall} Marshes & Forest & Result \\\hline - \li & Mana Lake. \\ \li & Elven fortress. \\ \li & Hobgoblins. \\ \li \lii Ghouls. \\ @@ -57,15 +61,6 @@ Marshes & Forest & Result \\\hline \end{encounters} -\begin{multicols}{2} - -The forest can be a dangerous place, but not nearly as dangerous as the marshes. -The entire Redfall area is infested with ghouls, but they get much more common once one passes beyond the forest's edge and into the marches. - -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 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.