Random Hive World Encounters (d20)

A random encounter table that can be used in Dark Heresy, Inquisitor and the original Rogue Trader, with Ken Rolston's Orcs In Space RPG rules.

d20 Info

1

Noxious gas cloud from local factory: Toughness save or -1 to all actions for Roll 1d3 days.

2

Purveyor: sells common items (anything under 5 points value and anything on the equipment table, herein), but he has a 15% chance to possess one random rare item worth up to 20 points. Points value translates into Imperial denarii on a 1 for 1 basis.

3

Lost noblewoman. Take her home safe for Roll 2d20 denarii reward.

4

Press gang; 1 merc officer and Roll 1d4 Human Mercs; desperate for "recruits". Roll up as Imperial Army.

5

Small Giant Insect tunnels into the area, see 40k rulebook for details

6

Tomb Entrance: See Tomb Encounter Table, below.

7

Wealthy merchant, Roll 1d4 Human Thug guards (basic humans with swords and autoguns) and random wares worth Roll 1d20 imperial denarii.

8

Tavern: Sells food and the local ale, Roll 1d6 patron are presently within, roll for each: Roll d6 on [adventurers for hire; mercenaries; wealthy merchants and their guards; rumormongers; pickpockets; special encounters of some kind]. Other areas of these tables will give indications on how to deal with each type of patron encounter.

9

Starving mutant cannibals: Roll 1d6 Human Thugs (basic humans with one mutation), and improvised weapons.

10

Blind Seer: Answers one (only) yes or no question for Roll 1d10 denarii, 60% accurate. The seer is a psyker with special powers, so the question can be about anything, and the Narrator must answer honestly.

11

Ork raiders: Roll 1d6 randomly equipped.

12

Low Level Adeptus Arbites; randomly equipped; question anyone acting suspiciously.

13

Lone Genestealer on kidnapping raid.

14

Corpse with jewelry worth Roll 1d20 denarii (65% chance it was a trap set by Roll 1d6 gangers, (basic humans, one has one mutation, swords).

15

Small Giant Spider attacks from the rubble: see 40k rulebook for details.

16

Rumormongers Guild: Answer questions regarding the local area only for Roll 1d6 denarii each, 80% accurate.

17

1 small giant flying insect attacks from above: see 40k rulebook for details.

18

Hive quake: Initiative Save or pinned under rubble; you and each comrade who aids you can roll a 15% chance to dig you out each turn: Roll 1 in 6 chance of encounter each turn while pinned, counts only if hostile encounter (indicating a trap).

19

Exit or shuttle to the Space Port or Space Station. It is guarded by Roll 1d4 Human Thug guards (basic humans with swords and autoguns) who will not let you leave until you pay a 1 denarius each emigration tax.

20

Roll on "Special Encounter Ideas" and roll once more on this table.