diff --git a/charts.tex b/charts.tex index 2fefc805653bf19a7e68639a9a615738fb4f9b22..d35650bda20ce8bf317caf40f07c18428313dc45 100644 --- a/charts.tex +++ b/charts.tex @@ -548,19 +548,14 @@ } \newcommand\tempoChart{ - \begin{rollchart} + \begin{nametable}{General Tempo Chart} \textbf{Roll} & \textbf{Result} \\\hline - 8 & Two encounters strike the troupe at the same time, and add another for the next two days. If more than one encounter happens on the same day, they always double up! \\ - 7 & Two encounters strike the troupe at the same time! \\ - 6 & An encounter strikes immediately, and add another the next day. - If two encounters occur on the same day, they happen at the same time! \\ - 5 & An encounter strikes later today. \\ - 4 & An encounter strikes tomorrow, but today is quiet. (\textit{skip 1, apply encounter}) \\ - 3 & The area falls quiet. Two days of nothing pass, then an encounter strikes. (\textit{skip 2, apply encounter}) \\ - 2 & Nothing stirs for three days, then trouble strikes. (\textit{skip 3, apply encounter}) \\ - 1 & The troupe have four full days of peace, then nothing happens. (\textit{skip 4, roll again}) \\ - 0 & The troupe have five full days of peace, then nothing happens. (\textit{skip 5, roll again}) \\ - -1 & The troupe have six full days of peace, then nothing happens. (\textit{skip 6, roll again}) \\ - \end{rollchart} + 6 & Encounter, and reroll! \\ + 5 & Encounter. \\ + 4 & Encounter. \\ + 3 & 1 day peace. \\ + 2 & 2 days peace. \\ + 1 & 3 days peace. \\ + \end{nametable} } diff --git a/gm.tex b/gm.tex index 1152e3051dddbd9af99cc9f1d034442d5e2c2b52..a3b3a93a5a1239a7b96785c957a1834f010e10f0 100644 --- a/gm.tex +++ b/gm.tex @@ -285,33 +285,49 @@ Warmer seasons have their own challenges, including floods in some colder region Check out the other encounter tables in \textit{Adventures in Fenestra}, \autopageref{regionEncounters}. }{} -\subsubsection{Timing Encounters} +\subsubsection{Encounter Tempo} \index{Encounter Tempo} \index{Tempo, Encounters} \label{tempo} -Different areas have different encounters-tempos. -Some push persistent activity at the players, while others will leave them to travel, unimpeded. - -The tempo chart lets you roll, and note the next time the players should expect an encounter, and roll again. -Fast-paced areas might gain a bonus to the roll, while slower areas gain a penalty. +To find out if you have an encounter, roll on the Tempo Chart, below. \tempoChart -To come up with some encounters quickly, you can just roll all the dice at once. -We'll call the first die, the `\textbf{tempo}' die, and we can make a calendar for the group quickly by checking each day with three dice. +If you need to re-roll, simply add the next result. + +Rolling a `2' means the troupe can travel for two days uninterrupted, then roll again. +If you have to roll again, add the next result. + +`3, 3, 5', means 2 days of peace, then 1 encounter. +Rolling `6, 5, 1, 3' means two encounters at once, then 4 days of peace. + +The following example is a complete encounter plan for a troupe, with the \textbf{tempo roll} shown in bold: \begin{itemize} - \item[\textbf{4}, 4, 4]) Day 2 has a bear stalking the party. - \item[\textbf{1}]) Day 3 has nothing happening, so we roll again to see what day 7 brings. - \item[\textbf{6}, 3, 4]) Day 7 has brings a storm, along with\ldots. - \item[5, 1]) 10 bandits attacking the next day! - \item[\textbf{5}, 6, 4]) Day 8 brings \iftoggle{aif}{a mouthdigger}{an owlbear}. + \item[\textbf{5,2}]) 1 encounter, and 2 days of peace. + \begin{itemize} + \item[4,2]) 6 bandits ambush the party. + \end{itemize} + \item[\textbf{3,4}]) day 4 is peaceful, and day 5 has an encounter. + \begin{itemize} + \item[4,2]) This time, 9 bandits attack. + \end{itemize} + \item[\textbf{6,4}]) Day 6 has to encounters at the same time. + \begin{itemize} + \item[6,3]) $1D6+2$ Gnolls. + \item[5,3]) $1D6+4$ Brigands. + \end{itemize} \end{itemize} -They might think they have the beast under control, but the bandits will take the opportunity to launch a surprise attack if they can. +So on the sixth day, the party find 8 gnolls stalking them, waiting for the right time to attack. +Hours later, they find 9 bandits laying an ambush for them. + +If the party notice the gnolls, they may fight them early. +If they only notice the bandits, they might think they have an easy fight, but then get ambushed by gnolls in their weakened state a moment later. +If they notice both, they might be able to reason with the bandits, shouting `hey, we are being stalked, so even if you kill us, you will have another fight on your hands'. -With five rolls, we've just made a full calendar for the next in-game week. +With seven rolls, we've just made a full calendar for the next in-game week. Rolling ahead of time like this can help keep sessions fluid, and for some extra prep, you can always roll up two or three lists of encounters -- one for each area which the \glspl{pc} might move through. \subsection{Aggressive Encounters}