We make our own monsters, then fear them for what they show us about ourselves.The Unwritten, Vol. 1: Tommy Taylor and the Bogus Identity by Mike Carey and Peter Gross
Since Forbidden Lands became my go-to system, I've been unable to resist the urge to homebrew. I promised myself that I wouldn't, but here we are. We make our own monsters. The monster in question? Random encounter tables that aren't tied to the Forbidden Lands setting. Because, of course, I'm running my own setting. (I really like to make my own monsters.)
The d66 Encounter Die
Himeon leaned in to poke the fire, casually grabbing his bow in the process. Something watches us and hungers, he said.
Forbidden Lands Gamemaster's Guide, from Fria Ligan AB
I'm going to be doing this by adapting Necropraxis' famous encounter die mechanic. (I've always wanted to play around with this.) Now, some of the encounter types are already covered by the Forbidden Lands journey rules, specifically the mishap tables:
The LEADING THE WAY mishaps table already covers Setbacks, Fatigue and Expiration.
Expiration and Advantage are also covered by the resource rules and other journey activities.
Some mishaps would be better suited as Environment encounters (you wouldn't get a downpour in the middle of a desert, for example).
I feel like mishap tables should only include problems the characters might create for themselves: Fatigue (including Sprained Ankle and Torn Clothes) and exploration setbacks (including Lost and Blocked Terrain).
Random encounters should include colour, such as rainbows, orchards, warm days, etc. That's fun.
Percept is covered by KEEP WATCH and therefore redundant.
Given the above, we can adapt the Forbidden Lands d66 table format to approximate an overloaded encounter roll, which will be divided into 6 ranges with the following categories:
Hazard or Environment (blizzards, landslides, floods, downpours, fog, forest fires)
61-65
Location
66
Adjacent region encounter
Mishaps
Recategorising some mishaps as encounters means we'll have to strip out some of the journey rule mishaps. The modified mishap tables are as follows:
LEADING THE WAY mishaps table
1d6
Mishap
1-2
Blocked Terrain
3-4
Lost
5
Minor Injury (result 25–26 in the table for blunt trauma, FLPH pg. 197)
6
Torn Clothes
FORAGING mishaps table
1d6
Mishap
1-2
Poisonous
3-4
Minor Injury (result 25–26 in the table for blunt trauma, FLPH pg.
197)
5-6
Torn Clothes
Desert Cedars, New Mexico, 1920 by George Elbert Burr.
The Northern Measure
The Northern Measure is a land of choking dust and sharp winds, echoing the chaos of the Grey Waste far to the west. Once verdant, it was destroyed by the Devastation of Inroth, its only inhabitants are faded ghosts, the grey skinned dust-folk and what wildlife that can cling to life.
Northern Measure Random Encounters
d66
Encounter
11-31
None
32-36
Ghost settlement
41
Zone 1 NPCs
42
Perfidious Bastard starlings
43
Dust folk
44
Scolosi
45
Dust wight
46
Starving scavengers
51
Dust storm
52
Circling buzzards
53
Landslide (FLPH pg. 148)
54
Quicksand (FLPH pg. 148)
55
The Withering Inrothian Curse
56
Scorching heat
61
Hustmere
62
The Pauper’s Palace
63
Balfort
64
The Hust
65
The Palsied Tower
66
Adjacent region random encounter
Summary
Try not make your own monsters.
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