OTHER DUST - Quick Encounter Tables

"Other Dust" by Kevin Crawford (C) 2012-2023

Generating encounters for the postapocalyptic spin-off of SWN (Stars Without Number)
Get the pdf on https://preview.drivethrurpg.com/de/product/103502/other-dust.

All textual materials in this document are copyrighted by Sine Nomine Publishing. No infringement intended.

This chart uses input variables
  • Terrain
Result

Encounter: {$Terrain}

{%if Terrain == "none"%}
You are alone...
(select a Terrain)

{%elif Terrain == "General_Wilderness"%}
Roll on "Encounters 1" (columns: 1)

(Intelligent foes are equipped with hide armor and spears unless otherwise indicated)

{%elif Terrain == "Radioactive_Badland_or_Deep_Waste"%}
Roll on "Encounters 1" (columns: 2)

(Intelligent foes are equipped with hide armor and spears unless otherwise indicated)

{%elif Terrain == "Lake_or_Ocean_or_Coastal_Land"%}
Roll on "Encounters 2" (columns: 1)

(Intelligent foes are equipped with hide armor and spears unless otherwise indicated)

{%elif Terrain == "Necropolis_or_Heavy_Urbanized_Area"%}
Roll on "Encounters 2" (columns: 2)

(Intelligent foes are equipped with hide armor and spears unless otherwise indicated)

{%end%}


Subcharts

Encounters 1 (d12)

d12 General Wilderness Radioactive Badlands and Deep Wastes

1

Roll 1d8 Blinder Bird(s) seeking prey: AC 6, Move 30' Fly, HD 1-1, Atk: +1/1d4 claw, Skill +2, Save 15+, Morale 7

Roll 2d4 demented Cult Warriors: AC 6, Move 20', HD 1, Atk: +1/1d6 Spear, Skill +1, Save 15+, Morale 10

2

Roll 2d4 Wolfman hunters on the prowl: AC 6, Move 20', HD 1, Atk: +1/1d6 spear, Skill +1, Save 15+, Morale 8

1 vicious Flaysnake lying in wait: AC 7, Move 20', HD 3, Atk: +4/1d6 bite+poison, Skill +2, Save 14+.

Poison is Toxicity 8, Virulence 3, Interval 2 rounds and does 1d6 Constitution points damage per failed save.

3

1 Ghoul Bear looking for carrion: AC 5, Move 20', HD 4, Atk: Two +6/1d8 claws, Skill +2, Save 13+, Morale 9

1 Glow Turtle gnaws on dry foilage: AC 2, Move 25', HD 5, Atk: +6/1d10 bite, Skill +1, Save 13+, Morale 8

4

Roll 2d4 Gorehounds in a pack: AC 7, Move 20', HD 1, Atk: +3/1d6 bite, Skill +1, Save 15+, Morale 8. The Alpha has 3 HD.

1 Grinder Worm erupts: AC 6, Move 20’ Burrow 1’/round, HD 5, Atk: +7/1d12 Bite, Skill +2, Save 13+, Morale 10

5

1 hungry Gut Weasel: AC 5, Move 40', HD 3, Atk: Two +6/1d6 claws, Skill +1, Save 14+, Morale 9

1 Manscorpion is hunting: AC 5, Move 20’ Climb 20’, HD 3, Atk: All at +5 ~1d6/1d6/1d6+poison, Skill +3, Save 13+, Morale 9.

Poison is Toxicity 10, Interval of 1 round, and Virulence of 1. For each failed save the victim loses 1d10 points of Dexterity. At Dexterity 0, they are immobile and helpless. Lost points return at the rate of 1d4 per day of rest.

6

Roll 1d8 Tribal(s) from the nearest enclave: AC 6, Move 20', HD 1, Atk: +1/1d6 spear, Skill +1, Save 15+, Morale 8

1 berserk Warbot roams endlessly: AC 0, Move 30’ Flight 30’, 60 HP, Atk: +12 each for 1d8+4 monoblade and 1d10+2 laser rifle, Skill +4, Save 10+, Morale 10.

It must operate on broadcast power from somewhere nearby.

7

Roll 2d4 Raiders seeking victims: AC 6, Move 20', HD 1, Atk: +1/1d6 spear, Skill +1, Save 15+, Morale 7

Roll 2d4 savage Skewmen seek prey: AC 8, Move 15’, HD 1, Atk: +1/1d4 club, Skill +1, Save 15+, Morale 8

8

Roll 1d4 Redhorn(s) among Roll 1d8 cattle: AC 6, Move 30', HD 3, Atk: All at +3 ~ 1d6/1d6/1d6/1d8, Skill +1, Save 14+, Morale 8

Roll 1d6+2 Wanderers with PC classes of level Roll 1d4+1. They’ve probably come to scavenge a nearby ruin.

9

Patch of radioactivity. If the PCs don't possess a geiger counter, each must make a Radiation save.

Severe hot zone. If the PCs don’t possess a geiger counter, each must make two Radiation saves.

10

Ancient Mandate stun mine on the trail to discourage illicit travel between zones. Explodes under one PC as a stun grenade.

Highshine nanites have infected all normal and dirty rations carried, leaving them inedible and/or transformed into an unholy sort of life influenced by their original organism. Old Terran rations are immune.

11

Vicious mutant plant life strikes Roll 1d4 PCs; +5 to hit, 1d6 damage. The plants can't move and die easily under blades.

Infectious nanite zone: all PCs must save versus Physical Effect or Luck or else be sickened with Slow Blood: Toxicity 10, Interval of one week, Virulence 4. While infected, suffer the Torpid negative effect. Each failed save adds another condition: Sluggish, Incapacitated, and then Dead.

12

An abandoned structure might have something interesting in it ~ roll once on the Random Loot rewards table.

A relic undisturbed by looters; roll on the Random Loot reward table at +10.

Encounters 2 (d12)

d12 Lake, Ocean, or Coastal Lands Necropolis or Heavily Urbanized Areas

1

Roll 3d6 Fishmen guard their domain: AC 9, Move 20’ Swim 30’, HD 1, Atk: +1/1d6 spear, Skill +1, Save 15+, Morale 7

Resolve: {1 _**Manscorpion**_ lairs|2 _**Manscorpions**_ lair} here: AC 5, Move 20’ Climb 20’, HD 3, Atk: All at +5- 1d6/1d6/1d6+poison, Skill +3, Save 13+, Morale 9.

Poison is Toxicity of 10, Interval of 1 round, and Virulence of 1. For each failed save the victim loses 1d10 points of Dexterity. At Dexterity 0, they are immobile and helpless. Lost points return at the rate of 1d4 per day of rest.

2

Roll 3d6 aquatic Heritor Bugs swarm up the side: AC 7, Move 15’, 1 HP, Atk: +1/1d4 bite, Skill +1, Save 15+, Morale 10

Roll 2d8 Raiders hide in a ruined building: AC 6, Move 20’, HD 1, Atk: +1/1d6 spear, Skill +1, Save 15+, Morale 8

3

Roll 1d6 Trader(s) man(s) a small ship: AC 5, Move 20’, HD 3, Atk: +3/1d8 Revolver, Skill +2, Save 14+, Morale 9

Roll 1d6 Trader(s) seeks to reach their hidden stash: AC 5, Move 20’, HD 3, Atk: +3/1d8 Revolver, Skill +2, Save 14+, Morale 9

4

Roll 1d4 aquatic Security Bot(s) hunt intruders: AC 4, Move 30’ Swim, 12 HP, Atk: +4/1d10+2 Laser Rifle, Skill +1, Save 14+, Morale 12.

They must be recharging themselves from some nearby power source.

1 ancient Security Bot vainly defends a long-ruined building: AC 4, Move 20’, 12 HP, Atk: +4/1d10+2 Laser Rifle, Skill +1, Save 14+, Morale 12.

A live power source probably exists in the building.

5

Roll 2d4 Whiskered Devils seek prey: AC 3, Move 15’ Swim 30’, HD 2, Atk: +3/1d8 claw, Skill +2, Save 14+, Morale 8

Roll 3d6 Heritor Bugs erupt from disturbed rubble: AC 7, Move 15’, 1 HP, Atk: +1/1d4 bite, Skill +1, Save 15+, Morale 10

6

Roll 2d8 Tribals from the nearest enclave are sailing: AC 6, Move 20’, HD 1, Atk: +1/1d6 spear, Skill +1, Save 15+, Morale 8

Roll 1d8 Tribal(s) is/are picking over the debris: AC 6, Move 20’, HD 1, Atk: +1/1d6 spear, Skill +1, Save 15+, Morale 8

7

Roll 4d8 Raiders have turned pirate: AC 6, Move 20’, HD 1, Atk: +1/1d6 spear, Skill +1, Save 15+, Morale 8

Roll 2d4 Skewmen scout for their village: AC 8, Move 15’, HD 1, Atk: +1/1d4 club, Skill +1, Save 15+, Morale 8

8

Roll 1d6+2 Wanderers with PC classes of level Roll 1d4+1, exploring the sea or seeking a lost ruin.

Roll 1d6+2 Wanderers with PC classes of level Roll 1d4+1 are plundering this wreckage.

9

A vicious squall blows up. If the PCs are aboard a ship, move Roll 1d3 hex(es) in a random direction. If onto land, the ship suffers 2d20 HP of damage per hex it can’t travel. Otherwise, the captain makes a Luck save or the ship takes Roll 2d20 HP damage.

A ruin collapses under the PCs. Each character must make a Luck save or fall 6 meters.

10

Mutant salt mites have gotten into the canteens or water casks. If not protected by Old Terran packaging or flasks, all fresh water is rendered undrinkable.

Patch of radioactivity. If the PCs don’t possess a geiger counter, each must make a Radiation save.

11

A sunken building scrapes a seagoing party’s hull. The ship takes Roll 2d20 damage.

Sudden electrical discharge from ancient cabling. The PC at the front must make a Luck save or take Roll 1d10 damage.

12

Mutant seaweed traps the ship for Roll 1d6 day(s). On land, radioactive sea wrack forces a Radiation saving throw for the party.

Stumbled on a hidden lair [double the number of creatures present]:

Re-roll (cols="2", dice="1d8")