Encounter Cards:
Each square the
party passes through, or each day a group spends scouting a square, or each
night spent encamped outdoors, requires the DM to secretly draw one encounter
card from a standard playing card deck, with the results as below.
Card Result:
Joker:
DM’s Choice/Special: if PC spends inspiration, then PC’s
choice
Spades: no encounter
Hearts:
potential helpful encounter
Ace:
helpful healing hermit
King: spirit or fey creature with helpful advice
Queen: convenient shelter or unknown dungeon
Jack: helpful peddler with things to
sell
Number Card: deer or wild boar to hunt, if desired
Diamonds: encounter with humans or
demi-human locals
Ace:
Noble, Knights or Leaders with soldiers
Face Card: Patrol (Knights, Archers and/or Guards or
the like as appropriate)
Odd numbered Card: thieves, bandits, cultists, perhaps
disguised as commoners
Even numbered card: commoners doing their business
Clubs:
encounter with hostile monsters
Ace/Face Card: serious monster (probably owlbears), coming
right for you
Odd Number Card: Orc or goblinoid
raiders
Even Number Card: other wilderness monster
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