Overland Exploration Tables

 

Please use common sense with this table. If the country or area you're visiting did not experience a nuclear explosion then ignore radiation hazards and treat the roll as Nothing. Likewise if you roll a rockslide in a plains area.
01-30 Nothing
31-55 Lost
56-75 Encounter
  01-20 2D6 animals attack the adventurers looking for food. The GM should choose a wild carnivorous species that fits the locale.
  21-35 Encounter a hermit who is willing to provide them with shelter and food for the night. He will also have local area knowledge.
  36-50 If the group has not posted a guard for the night each player will be robbed. If they have posted a guard, the guard must make a perception roll to detect the D10 thieves else the group still loses their stuff. 
  51-65 Encounter D6 travellers headed in the same general direction as the players. They ask to join the party for the remainder of the trip.
  66-80 Encounter 10 +D10 members of the local militia. Roll a D100; 01-20 the group was ambushed by the brigade; 21-50, the group is stopped by the brigade and asked some questions; 51-80 the group has seen the brigade but the brigade has not noticed the group; 81-00 the group has caught the brigade in a compromising situation.
81-90 Stumble into a trap. Whoever set it wont be far away.
  91-00 Stumble onto a minefield.
76-92 Location
  01-20 Find a game trail. Will lead to D20 wild game (foxes, rabbits, pheasants, deer, etc.) and on 01-75 also leads to water. 
  21-40 Find a main road. At some point it will lead to either a town or a city which will be D100kms away. 
  41-60 Find an entrance to a subway which in turn leads to a buried city.
  61-80 Find a D10 x10 metre radius crater containing either a wrecked spaceship or meteor.
  81-00 Find an an abandoned dwelling or farm.
93-97 Natural Hazard
01-40 D20 rocks fall from the cliffs above or a nearby volcano doing D100 damage each. 
41-60 A mudslide envelops the area. Any caught in it must evade or be suffocated.
61-80 A flash flood envelops the area. Any caught in it must evade or drown.
81-90 An earthquake shakes the area. Any caught in it must evade or take injury from falling objects. Shelter is no help.
91-95 A firestorm envelops the area. Any caught in it must evade or be burnt alive. If you're in a location that contains flammable materials you're in a world of hurt. This event does a lot of damage very quickly if shelter cannot be found.
96-00 A volcano is erupting in this area. Any caught in it must leave quickly or witness fireworks up close and personal. Firebrands, rock falls, minor earthquakes, poison gas and ash are typical of the type of damage that pc’s are likely to face. 
98-00 Toxic Hazard
  01-30 This area is covered with toxic spills. Navigating through it will be hazardous. 
31-50 Black rain begins falling for D4-1 hours. It contains toxic material of a nature that requires a save vs  Toxins. It is believed to be caused by clouds of corrosive gasses commingling with ordinary rain clouds in the upper atmosphere. It has caustic properties which withers plants, discolours stone, causes metals to rust, and does D10 damage per round to organic substances (skin, wood, cloth, hide, etc). 
51-70 An unnatural toxic fog or mist permeates this area. Treat as black rain but unmoving.
  71-80 This location contains radioactive material that inflicts D100 rads. 
  81-90 There is a rapidly approaching radiation storm of D100 metre diametre size. It  inflicts D100 rads on anyone caught in it and travels at a speed of D100kph. 
  91-00 An unnatural glowing fog or mist permeates this area. Treat as a radiation storm but unmoving.

 

 

Weather Table
01-20 Snow
  01-50 Light snow; 0°C. Shivering, uncomfortable.
  51-80 Heavy snow; -1°C to -10°C. Rasped breathing. D4 cold damage per minute. 50% chance of fainting every 8 minutes. -1 strike, dodge, etc. 
  81-00 Blizzard; -11°C to -30°C. This is difficult to move in. Eyes are half shut. 70% chance of fainting every minute. D6 cold damage every 2 rounds. -3 to strike, dodge, etc.
21-40 Haze
  01-35 Mist; visibility less than 1 kilometre on the ground.
  36-70 Fog; visibility less than 200 metres on the ground or 1 kilometre in the air. 
  71-00 Pea soup; visibility less than 15 metres on the ground or 75 metres in the air. 
41-60 Rain
  01-50 Drizzle; more spittle than true rain.
  51-90 Downpour; noisy, heavy rain. Will be soaked within a minute and the ground will be slippery.
  91-00 Storm;
61-80 Windy
  01-50 Breeze; light wind. 
  51-90 Gust; strong wind which knocks over small objects and may even push characters a little.
  91-00 Hurricane; any characters who cant find shelter are likely to be killed.
81-00 Sunny
  01-50 Bright; 20°C-25°C.
  51-70 Hot; 26°C-35°C. Discomfort. Shortness of breath. Sweating. -5% on all skill rolls.
  71-85 Very hot; 36°C-39°C. Blurry vision. Breathing is difficult. 50% chance of fainting every 8 minutes. -1 on all combat rolls. -10% on all skill rolls.
  86-95 Sweltering; 40°C-45°C. Heat exhaustion with 70% chance of fainting and vomiting every 4 minutes. -5 on all combat rolls, -25% on skill rolls. Extreme heat also reduces IQ thinking ability by -1 point per 10C over 400C when in direct exposure.
  96-00 Intense; 45°C+. 50% chance of heatstroke every 2 minutes. No bonuses maybe used with combat rolls, -50% on skill rolls.

 

 

The Post Apocalypse Era