Random Tables from Monster Island by Design Mechanism - Sandbox Campaign
Game system(s): Mythras, RuneQuest 6. Although its fairly system neutral really!
Line: Mythras
Genre: Roleplaying, BRP, D100,
Monster Island from DriveThruRPG Store: https://www.drivethrurpg.com/product/116267/Monster-Island
Monster Island Companion from DriveThruRPG Store: https://www.drivethrurpg.com/product/116269/Monster-Island-Companion
d100 | Encounter | Roll |
---|---|---|
1-2 |
Beast Stampede |
|
3-4 |
Bubbling Mudpit |
|
5-24 |
Dangerous Plant |
Roll on "Monster Island - Flora" |
25-26 |
Dead Bodies |
Roll on "Dead Body Type & Deaths" |
27-28 |
Desperate Exile |
|
29-30 |
Dreaming God |
|
31-32 |
Escorted Sorcerer |
A High Folk sorcerer, borne upon a slave-carried palanquin and escorted by a group of Roll 1d6+12 Resolve: {1-2?High Folk of lower caste|3-4?enslaved lowland savages|5-6?animate undead}. At least half are equipped as guards. |
33-34 |
Forgotten Necropolis |
Resolve: {1?The tomb is of an arch-mage of note (see Sepulchre of Soleks page 95 for an example)|2-6?The tomb is of a lesser sorcerer} |
35-36 |
Haunted Tiki |
Roll on "Haunted Tiki Type" of Roll on "Monster Island - Spirit Intensity" |
37-38 |
Helpless Child |
|
39-40 |
Hired Thugs |
|
41-42 |
Hunting Party |
Resolve: {1-3?Savages|4-5?High Folk|6?Colonists} |
43-44 |
Insane Madman |
|
45-46 |
Labouring Natives |
Roll 2d6+6 Natives |
47-48 |
Lethal Trap |
A trap is stumbled upon with a Difficulty of Roll 40+1d6/0.10 which will be sprung on those unaware of its presence. Resolve: {1?Death Trap of some sort, intended to kill.|2-6?Ensnaring trap of some sort, intended to capture live prey.} |
49-50 |
Lost Explorers |
|
51-70 |
Malicious Monster |
Roll on "Monster Island - Jungle Fauna" |
71-72 |
More Ruins |
Resolve: {1?Roll on "Monster Island - Jungle Fauna"|2?Roll on "Monster Island - Flora"|3-6?Nothing} |
73-74 |
Mysterious Stele |
Roll 1d6+4 Metres Tall |
75-76 |
Native Settlement |
Resolve: {1-5?Bustling Settlement|6?Deserted and Decaying} |
77-78 |
Natural Resource |
Resolve: {1?Roll on "Monster Island - Natural Produce"|2?Roll on "Monster Island - Tusk Collection"|3?Roll on "Monster Island - Narcotics and Perfumes"|4?Roll on "Monster Island - Type of Artwork"|5?Roll on "Monster Island - Poisons"|6?Roll on "Weapons"} |
79-80 |
Nefarious Cultists |
Roll 1d6+6 cultists Resolve: {1-3?seek a dangerous creature.|4-5?seek a lowland native.|6?seek a human colonist. (potentially one of the characters)} Resolve: {They have already captured a victim.|} |
81-82 |
Ominous Sinkhole |
Roll 1d8*50 Metres Deep. Resolve: {1-3?The bottom of the sinkhole is flooded.|4-5?The bottom is jungle covered, potentially the home to Dangerous Plants or a Malicious Monster.|6?The bottom is bare rock but filled with poisonous volcanic fumes.} |
83-84 |
Peaceful Drummer |
|
85-86 |
Pursued Slave |
|
87-88 |
Questing Kahuna |
Resolve: {1-3?He is a Worshipper questing to find and awaken his fetch.|4-5?He is a Shaman seeking new spirit allies.|6?He is a High Shaman hunting down a dangerously malicious spirit.} |
89-90 |
Quicksand Pool |
|
91-92 |
Sacrificial Site |
Roll on "Sacrificial Site Type" |
93-94 |
Spirit Source |
Roll on "Spirit Source Type" of Roll on "Monster Island - Spirit Intensity" |
95-96 |
Tomb Robbers |
Roll 1d6+1 Avaricious colonists. Resolve: {1?They have already pillaged a burial place or some other collapsed ruin, potentially angering the local tribe of savages (or the High Folk if upon the plateau) and act suspiciously towards strangers.|2-6?They are empty-handed.} |
97-98 |
Travelling Merchant |
A small troop of Roll 1d12+12 Resolve: {50%?colonists|50%?savages} organised as a merchant caravan, at least half the number being warriors of some sort and the rest baggage bearers or pack animal tenders, led by whomever is in charge of the expedition. |
99-100 |
War Party |
A dangerous group of Roll 5d6 Resolve: {50%?High Folk|50%?savages} prepared for outright war. |
d6 | Result |
---|---|
1 |
Resolve: {1-3?Colonists|4-5?Savages|6?High Folk} cut down with weapons |
2 |
Resolve: {1-3?Colonists|4-5?Savages|6?High Folk} torn apart by animals |
3 |
Resolve: {1-3?Colonists|4-5?Savages|6?High Folk} poisoned by some plant or creature |
4 |
Resolve: {1-3?Colonists|4-5?Savages|6?High Folk} died from a virulent disease |
5 |
Resolve: {1-3?Colonists|4-5?Savages|6?High Folk} so maggot-ridden that means of death are unidentifiable |
6 |
Resolve: {1-3?Colonists|4-5?Savages|6?High Folk} bare bones piled up in a small pyramid |
d6 | Result |
---|---|
1 |
Cannibal Spirit (page 204) |
2 |
Curse Spirit |
3 |
Death Spirit |
4 |
Haunt (of a bad person) |
5 |
Sickness Spirit |
6 |
Wraith |
d6 | Sacrificial Site |
---|---|
1 |
Twin saplings bent over, between which the sacrifice is tied, so that it is torn apart when the vines holding the trees are cut |
2 |
A short, sheer cliff from which sacrifices are tossed onto a flat gore stained boulder |
3 |
Evil looking carved totem pole, sharpened at its top, on which sacrifices are slowly impaled |
4 |
Monstrously shaped altar stone atop which sacrifices are eviscerated |
5 |
Huge hollow tree filled with a nest of carnivorous insects, to which a honey or nectar covered victim is tied |
6 |
Small cenote-type pool filled with crocodiles or piranha fish into which the victim is cast |
d10 | Spirit Source |
---|---|
1 |
Bane Spirits |
2 |
Cannibal Spirit (see page 204) |
3 |
Curse Spirits |
4 |
Death Spirits |
5 |
Guardian Spirits |
6 |
Predator Spirits |
7 |
Shape-shifting Spirits |
8 |
Sickness Spirits |
9 |
Undeath Spirits |
10 |
Roll again but +1 to their Intensity |