Sunday, 9 February 2014

Sewers chase table



Sewers chase table

Roll 1D20

1 Dead end: the sewer that you are running down has come to a dead end, unlucky. The chase is over, because the only way out seems to be back the way you came.

2 Drop off: the tunnel you are running down has come to a stop over (1D6, 1-2 shallow pool (cant dive into this, save vs breath weapon or take 1D4 damage as you fall wrong, 3-4 deep pool (the pool of water below is deep enough for you to jump into without getting hurt, roll on the large pool table as something might be in there), 5-6 another tunnel (save vs breath weapon, if passed nothing happens, if failed take 1D4 damage and increase/decrease the lead by 1))

3 Shrinking tunnel: the tunnel is becoming lower and or thinner as you are running down it, anyone that is taller than a dwarf must get down and crawl (dwarfs can bend over a bit and still move fine). If being chased by/chasing a dwarf or something smaller, they get away/catch you. Otherwise you are all now crawling. Remember to take this into account for all future rolls

4 Widening tunnel: the tunnels are becoming taller and or wider as you are running down it, roll on the encounter table. If your lead is more than 6 you can hide in here and end the case.

5 Ladder: a ladder or something similar is up ahead on the wall, it provides a way out. If your lead is more than 6 you can climb it and escape. If your lead is less and you decide to climb it the chase continues on land

6 Large pool: you come to a large and or deep pool, if your lead is more than 7 you can hide in here and escape. Roll on the large pool table below

7 Crocodiles: you have managed to come into an area where crocodiles either live or hunt, they aren’t exactly happy to see you either. Roll 1D8, 1-2 you found 1D4 crocodiles, 3-4 you have stumbled onto a crocodile nest there is 2D8 crocodiles here (1D3 are adults), 5-6 crocodile corpse (there is probably something in the stomach), 7-8 giant or dire crocodile

8 Thieves: you have come across some thieves, there is 2D4 of them. If you are being chased by or are chasing thieves make a save vs breath weapon, if you pass the chase continues as normal and increase/decrease the lead by 1. If you fail you are now in combat with the new thieves and the old ones either catch you or get away

9 Orphans: a bunch of orphans that live down here in the sewers, there is 2D8 of them. If you are chasing or being chased by orphans make a save vs breath weapon, if you pass the chase continues as normal and increase/decrease the lead by 2. If you fail you are now in combat with the new orphans and the old ones either catch you or escape. Orphans don’t like to fight well armed or armoured people, as soon as one of them dies or is badly injured the rest will scatter into the tunnels or various hiding places (see below for possessions)

10 Object of note: this could be anything from a treasure chest to something nice and shiny under the surface of the water, or even some sort of dead body. Make a roll under half INT to try and remember where it is to come back to it later

11 Trap: some sort of trap has been set here, roll 1D6 1-2 snare/net: make a save vs breath weapon, if passed nothing happens, if failed the chase is over as you are either hanging upside down or caught under a net. 3-4 pitfall: make a save vs breath weapon, if passed increase the lead by 1, if failed you take 1D6 damage and the chase is over. 5-6 poison: make a save vs poison, if passed you take 1D4 damage, if failed you take 1D4 damage and are paralysed for 1D3 turns. This only effects the person being chased (the one in front)

12 Higher tunnel spilling water: water is spilling down from a tunnel above the one you are in. make a save vs breath weapon, if passed nothing happens (apart from you getting wet), if failed you slip over your DEX bonus is no longer included your initiative rolls for the rest of the chase, increase/decrease the lead by 1 (you are also now wet)

13 Sudden water surge: the water through this area of the sewers flows, but all of a sudden the flow has increased. Make a save vs breath weapon, if passed you manage to not get swept away (you grab the wall, someone else, or whatever), if failed you are swept away by the sudden wave or water, this ends the chase.

14 Rats: you have come upon an area that rats either hunt or live. Roll 1D8 1-2 1D8 giant rats, 3-4 rat swarm, 5-6 1D3+1 rat swarms, 7-8 rats nest (1D6 giant rats, 1D2+1 rat swarms)

15 Partially blocked: part of the area has been blocked off by, roll 1D6 1-2 random debris (save vs breath weapon, if passed nothing happens and the chase continues, if failed you don’t get though, increase/decrease the lead by 1 and try again), 3-4 dammed up area (roll on large pool table), 5-6 pile of bodies (roll under half INT to remember the area if you want to come back later), 7-8 partial collapse (save vs breath weapon, if passed nothing happens, if failed increase/decrease the lead by 1 and try again) this can also be used to get access to the surface (if lead is more than 7 and you choose this, you escape into the crowd or down a back alley)

16 Cave in: part of the surface area above has collapsed into the sewer, this area is full of random debris and what was once probably someones home. Make a roll under half INT to see a way past, otherwise you have to go back up to the surface. A successful climb check is needed to get to the surface, if you fail you take 1D3 falling damage, and increase/decrease the lead by 1

17 Unexpected landmark: something is down here that you were not quite expecting to see, it could be a alter to some god, a secret exit into somewhere (like a pub or the palace), a old hut or shack, really anything. Roll on the encounter table and ignore any result that isn’t cultist, thieves, sewer rats, or guardsmen

18-20 Encounter: roll on the encounter table


Large pool table: roll 1D12
1 Crocodile (HD 3, HP 15, AC 16 (natural), attacks: bite 1D8+3)
2 Snake (HD 2, HP 8, AC 15 (natural), attacks: bite 1D6+3, constrict 1D6+3, poison save vs poison, if passed nothing, if failed 1D6 damage for 1D3 rounds (25% chance of being a poison snake)
3 Corpse (1D 1 animal, 2 human, 3 elf, 4 dwarf, 5 child, 6 pile of corpses (roll 1D8 more times, include this roll if it’s the second time it’s been rolled, ignore if it’s the third or more)
4 Spiders (1D3+1) (HD 2, HP 8, AC 14 (natural) attacks: bite 1D4+2, web (count as spell, can cast 3 times)
5 Bats (1D8) (HD 1, HP 5, AC 14 (natural), attacks: bite 1D4)
6 Silver/Gold/Gems (1D100 worth of whatever)
7 Stray Dogs (1D6) (HD 1, HP 4, AC 13 (natural), attacks: bite 1D6, claws 1D6) (might be friendly 49%)
8 Hidden underwater shelf (there is a 17% chance that something else is down here, including a secret escape tunnel) if lead is more than 6 the chase is over
9 Flooded tunnel (a tunnel that leads back into a unexplored area of the sewer, it seems to be all underwater though)
10-12 nothing

Encounter table: roll 1D20
1 Crocodile (HD 3, HP 15, AC 16 (natural), attacks: bite 1D8+3)
2 Rats (rats: HD 1, HP 4, AC 12, attacks: bite 1D4 damage (40% chance of plague, save vs poison or take 1D6 damage every morning until healed or a successful save)
3 Rat swarm (rat swarm: HD 4, HP 15, AC 10, attacks: bite/scratch 1D8 damage)
4 Spiders (1D6) (HD 2, HP 8, AC 14 (natural) attacks: bite 1D4+2, web (count as spell, can cast 3 times)
5 Cultists (1D8) (HD 2, HP 7, AC 12 (unarmoured), weapons knife and poison)
6 Guardsmen (1D4) (HD 2, HP 12, AC 14 (leather), weapons (1D10 1-2 short sword and shield, 3-4 spear and shield, 5-6 crossbow and short sword 7-8 long sword and shield, 9-10 crossbow and long sword and shield)
7 Thief (HD 2, HP 8, AC 14 (leather), weapons (1D10 1-2 knifes, 3-4 club and knifes, 5-6 knifes and short sword, 7-8 blowgun and club, 9-10 blowgun and sword and knifes)
8 Orphans (1D8) (HD 1, HP 4, AC 12, weapons (1D4 1-2 club, 3-4 knife), used to slow down and steal off people, save vs breath weapon or lower/raise lead by 2)
9 Sewer Rat (HD 2, HP 9, AC 14 (leather), weapons (1D10 1-2 knife, 3-4 short sword, 5-6 small club, 7-8 blowgun and knife, 9-10 man catcher)
10 Snake (HD 2, HP 8, AC 15 (natural), attacks: bite 1D6+3, constrict 1D6+3, poison save vs poison, if passed nothing, if failed 1D6 damage for 1D3 rounds (25% chance of being a poison snake)
11 Bats (1D10) (HD 1, HP 5, AC 14 (natural), attacks: bite 1D4)
12 Insects (follow you around, decrease the lead by 2 if you are being chased (the one in front) (need to wash to get rid of them)
13 Crocodiles (1D3+1) (HD 3, HP 15, AC 16 (natural), attacks: bite 1D8+3)
14 Snakes (1D8) (HD 2, HP 8, AC 15 (natural), attacks: bite 1D6+3, constrict 1D6+3, poison save vs poison, if passed nothing, if failed 1D6 damage for 1D3 rounds (25% chance of being a poison snake)
15 Undead (1D6 1 skeleton (HD 1, HP 8, AC 13 (natural/unarmoured), weapons (1D10 1-2 short sword and shield, 3-4 spear and shield, 5-6 crossbow and short sword 7-8 long sword and shield, 9-10 crossbow and long sword and shield)), 2 zombie (HD 1, HP 9, AC 12 (unarmoured), attacks: unarmed 1D6, bite 1D6 and save vs poison, if passed nothing, if failed take 1D4 temp CON loss), 3 skeleton animal (HD 1, HP 8, AC 13 (natural/unarmoured), attacks: claws 1D6, bite 1D6), 4 zombie animal (HD 1, HP 6, AC 14 (natural), attacks: claws 1D6, bite 1D6 and save vs poison, if passed nothing, if failed take 1D4 temp CON loss) , 5 bone swarm (HD 4, HP, 23, AC 14 (natural/unarmoured) attacks: claws 2D8, bite 2D6), 6 necromancer (HD 2, HP 9, AC 14 (leather), weapons: knife, spell book: cause light wounds, control undead, summon zombie)
16 Stray Dogs (1D6) (HD 1, HP 4, AC 13 (natural), attacks: bite 1D6, claws 1D6) (might be friendly 49%)
17 Thieves (1D6) (HD 2, HP 8, AC 14 (leather), weapons (1D10 1-2 knifes, 3-4 club and knifes, 5-6 knife and short sword, 7-8 blowgun and club, 9-10 blowgun and sword and knifes)
18 Sewer Rats (1D6) (HD 2, HP 9, AC 14 (leather), weapons (1D10 1-2 knife, 3-4 short sword, 5-6 small club, 7-8 blowgun and knife, 9-10 man catcher)
19 Roll twice (ignore this if rolled again)
20 Nothing

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