Travel Encounters & Complications (Greed Island) (d11)

Greed Island TRPG

This chart can be used to roll up a random travel encounter or complication for the Greed Island Tabletop RPG.
These specifically apply to Non-Traversal Card travel.

When introducing villages, towns, and cities into your Greed Island adventure, keep in mind that every new location visited by the players will be then onward be easily accessible to your players due to the existence of traversal cards such as '1009 Return' and '1039 Accompany'.


Greed Island Tabletop RPG.
https://old.reddit.com/r/GreedIsland/

d11 Result

1

Creature Encounter!

A group of creatures attack the party. The creatures may be adopted from the base game's respective bestiary, giving them the typical special properties granted to creatures being ported into Greed Island.

Resolve: {This particular group has the ability to cast Roll on "Creature Special Features (Travel)"|This particular group of creatures has no access to any Greed Island spells.}

2

Obstacle!

A powerful barrier or entity does not let players cross through an area unless all of their Free Slots are empty.

3

Roll on "Trade Offers (Greed Island)"

4

Tribute

A large group of dangerous, GNPCs control the area and demand that each player give them one Resolve: {F|E|D} Rank card before they are allowed to pass without trouble.

5

Obstacle!

Players are required to utilize one of their currently owned Specified Slot Card to be able to gain access the location.

6

Roll on "1039 Accompany' Ambush (Greed Island)"

7

Rare Creatures!

The party stumbles upon passive, yet difficult to acquire Rank Resolve: {D|C|B} creatures.

These creatures avoid being captured by using any special abilities and properties they posses, but they do not attempt to harm the PCs.

The creatures may be adopted from the base game's respective bestiary, giving them the typical special properties granted to creatures being ported into Greed Island.

Resolve: {This particular group has the ability to cast Roll on "Creature Special Features (Travel)"|This particular group of creatures has no access to any Greed Island spells.}

8

Roll on "Special Weather (Greed Island)"

9

Roll on "1040 Contact (Greed Island)"

10

Roll on "Travelling Merchant (Travel)"

11

Roll on "Ante (Greed Island Mini Game)"


Subcharts

Miscellaneous Minor Events (Travel) (d6)

d6 Result

1-6

Parties Clashing!

Two groups of players can be heard engaging in card-PVP at a distance.

Will the PCs get involved?

You can generate the players involved using the Greed Island Player generator.

Creature Special Features (Travel) (d14)

d14 Result

1

1006 Pickpocket, once per day. Upon being defeated, aside from converting into a card, they also drop any previously stolen cards. Cards that the creature might have previously stolen from other players can be rolled for using the Random Card table.

2

1028 Rock Toss, once per day.

3

1022 Corruption, once per day, specifically used on Resolve: {random Spell|random Specified Slot} Cards. The corrupted card turns into a relatively worthless item card related to the creature.

4

1021 Mug, specifically used on Resolve: {food|weapon|tool|Traversal Spell|Stealing Spell|Transformation Spell|Spell} cards. Upon being defeated, aside from converting into a card, they also drop any previously stolen cards, including those stolen from previous players. If the player does not own any of the targeted type of cards, 1021 Mug fails.

5

1014 Leave, which is used on players, once per day. Should the players not have the proper defensive cards to protect themselves from its effects, they are ejected from the game, and all their Free Slot cards are destroyed.

6

1012 Relegate, once per day. The effects of this particular variation of Relegate send the targeted players to the village, town, city, or other miscellaneous settlement they last visited.

7

1018 Levy, once per day. Upon being defeated, aside from converting into a card, they also drop any previously stolen cards. Cards that the creature might have previously stolen from other players can be rolled for using the Random Card table.

8

1007 Thief, once per day. Upon being defeated, aside from converting into a card, they also drop any previously stolen cards.

9

1013 Origin, once per day.

10

1024 Dispel, once per day. The targeted player's Faked, Cloned, or Mimicked cards return to their original form, those sitting in Numbered Slots immediately being destroyed.

11

1029, Bullet, once per day. Players that find out the creature's

12

1037 Recycle. They typically target a player's currently equipped gear as well as any weapons or tools at hand.

13

1005 Magnetic Force, but only if the creature is aggressive. It utilizes it to approach any players that rely on attacking/supporting from a safe distance, and also those who attempt to run away.

14

The creature has minions that continue to spawn around them until defeated.

Travelling Merchant (Travel) (d1)

Result

Travelling Merchant!

Roll on Travelling Merchant.