Monster Island - Jungle Encounters (d100)

Random Tables from Monster Island by Design Mechanism - Sandbox Campaign

Game system(s): Mythras, RuneQuest 6. Although its fairly system neutral really!
Line: Mythras
Genre: Roleplaying, BRP, D100,

NOTE: Tables still require the book or PDF to get creature stats and encounter details. Links to the books are below:

Monster Island from DriveThruRPG Store: https://www.drivethrurpg.com/product/116267/Monster-Island
Monster Island Companion from DriveThruRPG Store: https://www.drivethrurpg.com/product/116269/Monster-Island-Companion

d100 Encounter Roll

1-2

Beast Stampede

3-4

Bubbling Mudpit

5-24

Dangerous Plant

Roll on "Monster Island - Flora"

25-26

Dead Bodies

Roll on "Dead Body Type & Deaths"

27-28

Desperate Exile

29-30

Dreaming God

31-32

Escorted Sorcerer

A High Folk sorcerer, borne upon a slave-carried palanquin and escorted by a group of Roll 1d6+12 Resolve: {1-2?High Folk of lower caste|3-4?enslaved lowland savages|5-6?animate undead}. At least half are equipped as guards.

33-34

Forgotten Necropolis

Resolve: {1?The tomb is of an arch-mage of note (see Sepulchre of Soleks page 95 for an example)|2-6?The tomb is of a lesser sorcerer}

35-36

Haunted Tiki

Roll on "Haunted Tiki Type" of Roll on "Monster Island - Spirit Intensity"

37-38

Helpless Child

39-40

Hired Thugs

41-42

Hunting Party

Resolve: {1-3?Savages|4-5?High Folk|6?Colonists}

43-44

Insane Madman

45-46

Labouring Natives

Roll 2d6+6 Natives

47-48

Lethal Trap

A trap is stumbled upon with a Difficulty of Roll 40+1d6/0.10 which will be sprung on those unaware of its presence. Resolve: {1?Death Trap of some sort, intended to kill.|2-6?Ensnaring trap of some sort, intended to capture live prey.}

49-50

Lost Explorers

51-70

Malicious Monster

Roll on "Monster Island - Jungle Fauna"

71-72

More Ruins

Resolve: {1?Roll on "Monster Island - Jungle Fauna"|2?Roll on "Monster Island - Flora"|3-6?Nothing}

73-74

Mysterious Stele

Roll 1d6+4 Metres Tall

75-76

Native Settlement

Resolve: {1-5?Bustling Settlement|6?Deserted and Decaying}

77-78

Natural Resource

Resolve: {1?Roll on "Monster Island - Natural Produce"|2?Roll on "Monster Island - Tusk Collection"|3?Roll on "Monster Island - Narcotics and Perfumes"|4?Roll on "Monster Island - Type of Artwork"|5?Roll on "Monster Island - Poisons"|6?Roll on "Weapons"}

79-80

Nefarious Cultists

Roll 1d6+6 cultists Resolve: {1-3?seek a dangerous

creature.|4-5?seek a lowland native.|6?seek a human colonist.

(potentially one of the characters)} Resolve: {They have already captured a victim.|}

81-82

Ominous Sinkhole

Roll 1d8*50 Metres Deep. Resolve: {1-3?The bottom of the sinkhole is flooded.|4-5?The bottom is jungle covered, potentially the home to Dangerous Plants or a Malicious Monster.|6?The bottom is bare rock but filled with poisonous volcanic fumes.}

83-84

Peaceful Drummer

85-86

Pursued Slave

87-88

Questing Kahuna

Resolve: {1-3?He is a Worshipper questing to find and awaken his fetch.|4-5?He is a Shaman seeking new spirit allies.|6?He is a High Shaman hunting down a dangerously malicious spirit.}

89-90

Quicksand Pool

91-92

Sacrificial Site

Roll on "Sacrificial Site Type"

93-94

Spirit Source

Roll on "Spirit Source Type" of Roll on "Monster Island - Spirit Intensity"

95-96

Tomb Robbers

Roll 1d6+1 Avaricious colonists. Resolve: {1?They have already pillaged a burial place or some other collapsed ruin, potentially angering the local tribe of savages (or the High Folk if upon the plateau) and act suspiciously towards strangers.|2-6?They are empty-handed.}

97-98

Travelling Merchant

A small troop of Roll 1d12+12 Resolve: {50%?colonists|50%?savages} organised

as a merchant caravan, at least half the number being

warriors of some sort and the rest baggage bearers or pack

animal tenders, led by whomever is in charge of the expedition.

99-100

War Party

A dangerous group of Roll 5d6 Resolve: {50%?High Folk|50%?savages} prepared for outright war.


Subcharts

Dead Body Type & Deaths (d6)

d6 Result

1

Resolve: {1-3?Colonists|4-5?Savages|6?High Folk} cut down with weapons

2

Resolve: {1-3?Colonists|4-5?Savages|6?High Folk} torn apart by animals

3

Resolve: {1-3?Colonists|4-5?Savages|6?High Folk} poisoned by some plant or creature

4

Resolve: {1-3?Colonists|4-5?Savages|6?High Folk} died from a virulent disease

5

Resolve: {1-3?Colonists|4-5?Savages|6?High Folk} so maggot-ridden that means of death are unidentifiable

6

Resolve: {1-3?Colonists|4-5?Savages|6?High Folk} bare bones piled up in a small pyramid

Haunted Tiki Type (d6)

d6 Result

1

Cannibal Spirit (page 204)

2

Curse Spirit

3

Death Spirit

4

Haunt (of a bad person)

5

Sickness Spirit

6

Wraith

Sacrificial Site Type (d6)

d6 Sacrificial Site

1

Twin saplings bent over, between which the sacrifice is tied, so that it is torn apart when the vines holding the trees are cut

2

A short, sheer cliff from which sacrifices are tossed onto a flat gore stained boulder

3

Evil looking carved totem pole, sharpened at its top, on which sacrifices are slowly impaled

4

Monstrously shaped altar stone atop which sacrifices are eviscerated

5

Huge hollow tree filled with a nest of carnivorous insects, to which a honey or nectar covered victim is tied

6

Small cenote-type pool filled with crocodiles or piranha fish into which the victim is cast

Spirit Source Type (d10)

d10 Spirit Source

1

Bane Spirits

2

Cannibal Spirit (see page 204)

3

Curse Spirits

4

Death Spirits

5

Guardian Spirits

6

Predator Spirits

7

Shape-shifting Spirits

8

Sickness Spirits

9

Undeath Spirits

10

Roll again but +1 to their Intensity