Sage's Sanctum

Revolver Random Encounter Table

I like to make a new Encounter table for each region of my game. Here is a table of random encounters for the Silver Hills region where my game currently takes place.

Random Encounters (2d6)

Roll Event
2 Wandering Alien
3 Bear
4 GoBo and Tsa-Lee
5 1d6 Zombies and 1d6 Skeletons
6 1d4 Satchel Union Monks
7 1d4 Ratling Samurai and 1d4 Cambions
8 Mountain Lion
9 1d4 Black Rose Cowboys
10 The Noble Mothman
11 Tsuchinoko
12 Roll twice!

Wandering Alien

The only surviving alien from a crashed ship. He can’t speak human languages, and is confused and afraid. He looks like the little grey guys with big heads in the X Files.

The_Unnatural_TXF

16 Grit, 8 Brawn, 8 Agility, 17 Mind
Laser pistol: 1d8, leaves burns
Items: 2 Laser cartridges (1d6 usage die), mysterious potion (Drinking it makes your head expand and soften, your mind increases by 1, your brawn decreases by 1).

What do you find?

1d4

  1. The party finds animals with perfect holes in them, the edges of the holes are singed, as if the wound was torn open and cauterized in the same moment. It’s still hot.
  2. The alien is sitting on a stump with his bulbous head in his hands, sad, frustrated and confused. He wants to find his way back to his ship.
    3.The alien is fruitlessly trying to climb a tree, his arms are too small to reach the branch he needs to get to.
  3. The party finds what looks like a discarded pistol cartridge, but it’s made of a strange metal, and doesn’t look like it would hold any bullets you’ve seen. The alien is in the hex and can be found if searched for.

Bear

It’s a bear.

20 Grit, 18 Brawn, 13 Agility, 4 Mind, 1 Defense Maul: 1d8 A bear can climb as easily as it moves.

What do you find?

1d4
1.The bear is napping on a sunny rock, a silver dagger is stuck in its side. 2. The bear is fishing in a pond. It has a small pile of fish it plans to bring home to its cubs.
3. The bear is mauling a deer.
4. The party finds clumps of bear fur and blood. It leads to the bear tearing apart a wolf. It was injured in the fight and has 13 Grit remaining.

GoBo and Tsa-Lee

An ogre and the human who hunts with him

GoBo

17 Brawn, 8 Agility, 12 Mind
Smash: 2d6
Throw (with Tsa’Lee): Throws Tsa-Lee at a nearby target. The target must make a Brawn check or be knocked prone, Tsa-lee gets to make an attack either way.

Appearance: Hairy except for the face, which has been burned, scar at the corner of the mouth. He wears a huge, shoddily made, cowboy hat.

GoBo is an ogre that is ruthlessly protective of Tsa’Lee and is her primary hunting partner. He is untrusting of others and sees strangers as threats. Speaks very limited common.

Tsa-lee/Lola

12 Brawn, 16 Agility, 14 Mind
Claws: 1d6, 1 in each hand
Open vein: The target must make a Brawn check or bleed for 1 damage per turn for 1d6 turns
Execute: 1d12 damage to a bleeding target

Appearance: Short for a human, messy long hair tied back, wears a wooden mask of a horned creature, keeps a metal claw attached to her hand.

Tsa-Lee, meaning little foot in ogre, is the adopted daughter of Gobo and his ogre partners. She loves her parents and is happy to either drive dangerous humans away from the ogre’s camp, or lure in ones that look like prey. Speaks common fluently.

What do you find?

1d4

  1. The party finds a deer with claw marks on it, about the size of a human hand, but deep. The kill looks recent.
  2. The party finds a smashed caravan. There’s a 3 in 6 chance that there is a survivor. What’s left of the caravan is covered in fur. The bodies in the caravan have claw marks.
  3. GoBo and Tsa-lee are breaking for lunch. You see Tsa-Lee spread a large blanket and pull out a small hunk of bread, a huge hunk of bread, and similarly disparate-sized portions of dried meat.
  4. A messy looking young woman sprints out of the forest, yelling for help. She claims her caravan was attacked and she needs help saving her friends. She wants to lead the party to the woods where GoBo is waiting to ambush them.

1d6 Zombies and 1d6 Skeletons

Zombie

4 Grit, 12 Brawn, 6 Dexterity, 4 Mind
Claw: 1d4
Undead fortitude: If a zombies Grit is reduced to 0, it can make a brawn check to avoid dying. If it succeeds it stays up at 1 hp and reduces its brawn by 4.

Skeleton

3 grit, 10 Brawn, 8 Dexterity, 4 Mind, 1 Defense
Rusty Knife: 1d6
Dry Bones: If the body of a skeleton isn’t burned or doused in water, it reanimates 1d10 minutes after being killed.

What do you find?

1d4

  1. The zombies and skeletons are attacking 1d4 travelers, who are either running or cowering.
  2. The party finds a raccoon that has been violently torn apart, as if eaten raw by hand. Bloody footsteps lead away from the body.
  3. A hunter is trying to lead the zombies and skeletons to a nearby monster/animal lair. She wants the undead to weaken the animal for her.
  4. The undead aimlessly meander towards the closest town.

1d4 Satchel Union Monks

A group of horse-riding monks with messenger bags full of letters. They are illiterate, as their order demands, so that they cannot read the mail they deliver.

Monk

8 Grit, 12 Brawn, 14 Agility, 11 Mind
Fist: 1d4
Counter: Once per turn, a monk can immediately make a fist attack against a target that just hit them with a melee attack, even if it’s not the monk’s turn.

What do you find?

1d4

  1. The satchel union monks are merrily riding their horses, having just completed their deliveries. They ride towards the office, their bags full of fresh letters.
  2. The satchel union monks are fighting a group of bandits who seek to steal the letters, suspecting political secrets lie within.
  3. The satchel union monks are resting by a pool of water, rinsing off and eating. When one rinses, another carries their messenger bag. The letters never go unattended.
  4. The monks are practicing their techniques. They stand in a line and repeat strikes and kicks in unison.

1d4 Ratling Fighters and 1d4 Cambions

Ratlings and Cambion’s from a nearby camp.

Ratling Fighter

5 Grit, 10 Brawn, 12 Agility, 10 Mind
Claws: 1d6
Spear: 1d8

Cambion Gunners

3 Grit, 9 Brawn, 11 Agility, 11 Mind
Claws: 1d4
Pistol: 1d6

What do you find?

1d4

  1. The ratlings are having a dispute with 1d8 humans from the closest town. The ratlings claim they are just hunting in the area, the humans accuse them of encroaching on the town.
  2. The ratlings and cambions have set up camp. The Ratlings are sharpening their weapons, the cambions are resting, except for one, who is reading over a contract.
  3. The ratlings are arguing with a trio of humans over who has the right to a deer. There are two bullet holes in the deer.
  4. The ratlings are constructing a roadblock with the intention of collecting tolls.

Mountain Lion

It’s a mountain lion

15 Grit, 14 Brawn, 15 Agility, 4 Mind, 1 Defense
Claws: 1d6
Pounce: If the mountain lion moved towards a target before attacking them, the target must make a Brawn check or be knocked prone.

What do you find?

1d4

  1. The mountain lion is currently stalking a flock of geese, slowly creeping towards them.
  2. The mountain lion is playing with her cubs in a clearing.
  3. The mountain lion is dragging a pair of fox carcasses back to its home.
  4. There are two mountain lions, eyeing each other as potential mates.

1d4 Black Rose Cowboys

Dressed in black with silver revolvers at their hips. The best mercenaries money can buy.

Russellrodeocowgirlonabuckinghorse (1)

12 Grit, 13 Brawn, 13 Agility, 12 Mind
Revolver: 1d6 damage
Dynamite: 1d10 blast
Items: Rope and manacles

What do you find?

1d4

  1. A small camp of cowboys, one is keeping watch while the others rest or are away.
  2. The cowboys are fighting 1d8 zombies, as they have been employed to put down the undead.
  3. A cowboy sits on a log, meticulously cleaning the parts of his revolver.
  4. The cowboys have broken for lunch. Half are eating while the other half are practicing shooting bottles out of the air.

The Noble Mothman

The noble Mothman is cursed to portend disasters they are unable to prevent. They are called to regions creeping towards calamity, slowly drawn closer to the site of the disaster, just in time to witness it. The Noble Mothman cannot speak.

30 grit, 14 Brawn, 18 Agility, 16 Mind, 2 defense
Dueling Sword: 1d8
Flight: The Noble Mothman can fly effortlessly
Ear Shattering Screech: Everyone in ear shot makes a Brawn check or is deafened for 1d4 hours and takes 1d6 damage

What do you find?

1d3

  1. In the distance, on a faraway cliff, you see a human-esque figure, but winged and fluffy, despite the distance its red eyes dart between each party member, staring right through them.
  2. The noble Mothman stands in the path of the party, wanting to see their worth. They will throw a blade in front of the party, inviting any one of them to a have a duel. The Noble Mothman will not fight to kill. If the duelist fights bravely, he will offer them a noble weapon, and potions to heal their wounds. If they run, The Noble Mothman will not chase them, leaving disappointed.
  3. A traveler practically runs into the party, screaming about a giant bird creature with glowing red eyes.

Tsuchinoko

Doeti_Nozuchi

4 Grit, 8 Brawn, 13 Agility, 4 Mind

Venomous Bite: 1d4 damage and the target must make a Brawn Check or take 1d4 Brawn damage.
Roll: A Tsuchinoko can loop into a ball as an action, allowing it to move twice as fast as a human. When it rolls into someone, they must make a Brawn or Agility check to avoid falling prone.

What do you find?

1d4

  1. 1d4 Tsuchinoko sunning themselves on a rock, snoring.
  2. 1d4 Tsuchinoko formed into a hoop careen down a hill towards the party.
  3. A Tsuchinoko looped around a warm chunk of gold (worth 15s).
  4. An angry farmer out hunting for Tsuchinoko that ate his plants (there are 1d6 hidden in tall grass in the area)