Tables

These tables were created for 2nd Edition AD&D and may not be compatible with later editions.

Weather

Here is the weather system for my game. It is a combination of the rules from the Wilderness Survival Guide and the Valley of Dust and Fire.

At the beginning of the adventure, roll on the Temperature chart to determine starting weather. Then on every succeeding day roll on the Day to Day Change chart to determine whe weather change for each subsequent day. Note that the Day and Night temperatures go together; do not roll twice for each day.

Temperature Day to Day Change Wind
2d6 Day Night 2d6 Temp. Change 2d6 Day Night
2 Cool Cold 2   – 3 steps 2 None None
3 Warm Cold 3   – 2 steps 3 None None
4 Warm Cool 4   – 2 steps 4 Light None
5 Hot Cool 5   – 1 step 5 Light Light
6 Hot Cool 6   – 1 step 6 Mod. Light
7 V. Hot Cool 7   no change 7 Mod. Light
8 V. Hot Cool 8   + 1 step 8 Strong Mod.
9 V. Hot Warm 9   + 1 step 9 Strong Mod.
10 V. Hot Warm 10   + 2 steps 10 Storm Mod.
11 Furnace Warm 11   + 2 steps 11 Storm Strong
12 Furnace Hot 12   + 3 steps 12 Sirocco Storm

Cool and Cold temperatures halve water requirements from the normal daytime rate. Furnace temperatures double water consumption and cause characters wearing any armor to suffer heat exhaustion as though wearing metal armor, and characters attempting to sleep, even in shade, suffer penalties as if they were sleeping in the open. All terrain costs increase by +1 MP.

Wind is best chosen; no chart can accurately depict desert wind patterns. Often it will blow (Strong or Storm) every other day for weeks at a time. However, you can also roll on the chart (which needs tweaking, anyway). However, desert wind nearly always blows in one direction. Pick a primary wind direction and stick with it. Strong winds double terrain costs for flying only. Storm winds triple terrain costs for ground movement and quadruple terrain costs for flyers. Sirocco winds prevent all flight and reduce ground movement to one mile per day. When a sirocco arises, it lasts 1d4 days and nights before ending. Do not reroll weather until the storm blows itself out.

Road Encounters

Following is a 2 – 20 chart for encounters on the roads of the Tyr region. These tables are optional—using them requires a good bit of DM creativity. But they can add a great deal of spice and creativity to travels on the road. These tables have not been thoroughly playtested! Use them as inspiration for your own game.

These tables contain items that are not necessarily encounters by the definition in the DMG. Some items are meant for atmosphere, as discussed on p. 137, DMG. In fact, this table is meant to determine every single person, creature, event or item they meet on the road, except for planned encounters. Whether any particular roll is significant or not is up to the DM.

Encounter Frequency

I have set encounters on the roads of the Tyr region as 1-2 on 1d10 during daytime, and 1-3 on 1d10 at night, checked once per hour while travelling. This results in slightly (about 5%) less chance to encounter at least one monster in a day as in the wilderness.

Road Encounter Table
Die Roll Frequency Encounter
2 Very Rare
3 Very Rare
4 Rare
5 Uncommon*
6 Uncommon*
7 Common**
8 Common**
9 Common
10 Common
11 Common
12 Common
13 Common
14 Common**
15 Common**
16 Uncommon*
17 Uncommon*
18 Rare
19 DM Special
20 DM Special

Combat Planner

Allies Level Speed AC Init Percep Insight Vision Fort Ref Will HP
Baalefast 1 6 14 normal 12 15 15 23(11)
Magda 1 5 17 low-light 15 11 12 31(15)
Ashara 1 5 20 normal 14 12 13 27(13)
Tuck 1 6 16 normal 11 16 13 25(12)
Caelwyn 1 5 16 low-light 12 10 15 26(13)
Natasha 1 6 18 low-light 14 14 12 24(12)
 
 
 
 
Enemies Speed AC Init Melee Ranged Vision Fort Ref Will HP
Encounter A2
K.Skirmisher (K) 6 15 +5 +6/AC 1d8 none dark 11 14 13 27(13)
Kobold Minon (M) 6 15 +3 +4/AC 4 +4/AC 4 dark 11 13 11 1)1 2)1 3)1 4)1 5)1 6)1 7)1 8)1 9)1 10)1
K.Dragonshield (D) 6 18 +4 7/AC 1d63 none dark 14 13 13 36(18)
Kobold Slinger (S) 6 13 +3 5/AC 1d43 6/AC 1d63 dark 12 14 12 24(12)
Encounter A3
Kobold Minon (M) 6 15 +3 +4/AC 4 +4/AC 4 dark 11 13 11 1)1 2)1 3)1 4)1 5)1 6)1 7)1 8)1 9)1 10)1
K.Skirmisher (K) 6 15 +5 +6/AC 1d8 none dark 11 14 13 1:27(13) 2:27(13) 3:27(13)
K.Dragonshield (D) 6 18 +4 7/AC 1d63 none dark 14 13 13 1:36(18) 2:36(18)
K.Wyrmpriest (W) 6 17 +5 +7/AC 1d8 6/ref 1d103 dark 13 15 15 36(18)
Irontooth (I) [1AP; +2 save] 6 18 +2 8/AC 1d84 none low-light 18 16 17 106(53)
 
 
 

Tables

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