Broken Sorcery
Chapter 14

Encounters

Everything from common barkeepers to surprise encounters. NPC interaction may trigger a Reaction.

Reaction

NPCs do whatever the GM determines is the most appropriate for them based on their motives and the current situation.

Your GM might call for you to roll a Reaction for interactions regarding an attempted persuasion, deception, or intimidation.

  • Check: Charisma Modifier + Reaction Bonuses

The GM consults the following table based on your current disposition (the top row) towards the NPC(s) to determine their Reaction (the roll’s result).

# FRIENDLY SKITTISH THREATENING
1–4 Hostile Hostile Hostile
5–8 Threatening Threatening Hostile
9–12 Skittish Skittish Skittish
13–16 Skeptical Negative Frightened
17–20 Friendly Skeptical Submissive

Loyalty

Followers, hirelings, and other NPCs will have varying loyalty to you. Many situations may call for a Loyalty Check.

Situations might include: asking an NPC to give you something of value, persuading an NPC to follow you contrary to their beliefs or best judgement, or remaining by your side in battle when things are looking grim.

The GM sets a Difficulty based on your relationship to the NPC and the current situation. The Difficulty may or may not be kept secret.

  • Check: Charisma Modifier + Loyalty Bonuses

  • On success, the NPC aids your cause! Otherwise, the NPC might Flee, resist, or attempt to deceive you

Perception

Your Perception measures your overall awareness of your environment. Detect noises, spot a tower in the distant horizon, or locate hidden doors and objects. Perception might be the difference between ambushing a Goblin or being their lunch.

  • Check: Wisdom Modifier + Perception Bonuses

Wanderlust

Each Hex that is Explored (see Exploration) has a chance for a wandering monster Encounter, using the following tables.

A Note On Fairies: Due to their invisible nature, and their natural appearance as mundane organic objects, such as stones, leaves, water, etc., Fairy encounters—marked with an asterisk (*)—typically go completely unnoticed. Spellcasters can often sense their presence, but know that if you don’t bother them, typically they won’t bother you.

Aquatic

Encounters while traveling between land are rare. 5% Encounter chance per-hex.

DAY NIGHT ENCOUNTER
01-50 01-50 Commoner (d30)
51-68 51-68 Fairy *
61-68 61-68 Shark
69-76 69-76 Imp
77-83 77-83 Merfolk
84-86 84-89 Infernal
87-89 90-95 Octopus, Giant
90-97 96-97 Siren
98-99 98-99 Kraken
100 100 Roll twice

Conjured

Manifestations of powerful Spellcasters.

DAY / NIGHT ENCOUNTER
01-10 Animated Armor
11-20 Elemental, Air
21-30 Elemental, Earth
31-40 Elemental, Fire
41-50 Elemental, Water
51-60 Golem, Clay
61-70 Golem, Flesh
71-80 Golem, Stone
81-89 Mimic
90-100 Golem, Iron

Forest

Forest encounters range everywhere from prankster sprites to sleepy forest Dragons. 20% Encounter chance per-hex.

DAY NIGHT ENCOUNTER
01-20 01-20 Commoners (d30)
21-27 21-47 Bat, Giant Vampire
28-52 48-52 Fairy *
53-59 53-56 Bandit
60-65 57-60 Elf
66-71 61-64 Gnome
72-76 65-67 Imp
77-81 68-69 Troll
82 70-82 Wolf, Dire
83-85 83-84 Basilisk
86-88 85-87 Dark Elf
89-90 88 Dragon, Green
91-92 89 Dryad
93-94 90-94 Infernal
95 95 Nymph
96 96 Pixie
97 97 Sprite
98 98 Treant
99 99 Unicorn
100 100 Roll twice

Hills

Anything from small Halfling settlements to rampaging Cyclopses. 25% Encounter chance per-hex.

DAY NIGHT ENCOUNTER
01-15 01-15 Commoners (d30)
16-36 16-36 Fairy *
37-58 37-58 Halfling
59-83 59-83 Imp
84-93 84-85 Giant, Hill
94-95 86-95 Infernal
96-99 96-99 Cyclops
100 100 Roll twice

Mountains

Treacherous peaks and snowy ice-caps. 10% Encounter chance per-hex.

DAY NIGHT ENCOUNTER
01-05 01-05 Commoners (d30)
06-52 06-52 Fairy *
53-80 53-80 Imp
81-85 81-82 Dragon, White
86-89 83-84 Giant, Stone
90 85-93 Infernal
91-94 94 Roc
95-96 95-96 Dragon, Blue
97 97 Ettin
98 98 Giant, Frost
99 99 Yeti
100 100 Roll twice

Ruins

The discarded ruins of lost Civilizations.

DAY NIGHT ENCOUNTER
01-05 01-05 Commoners (d30)
06-07 06-21 Bat, Giant Vampire
08-18 22-23 Centipede, Giant
19-29 24-25 Fairy *
30-40 26 Rat, Giant
41 27-41 Skeleton
42-45 42 Bone Knight
46-49 43 Brain Sucker
50-52 44 Gargoyle, Stone
53-55 45 Gelatinous Cube
56 46-52 Ghoul
57-59 53 Imp
60-62 54-60 Thief
63-65 61 Troll
66 62-68 Wight
67-69 69 Wyvern
70-73 70 Basilisk
74-76 71 Dragon, Black
77-79 72 Dragon, White
80-82 73 Gargoyle, Glass
83-84 74 Ghost
85 75-80 Infernal
86-87 81 Vampire Minion
88 82-87 Zombie
89-90 88-89 Roll on the Conjured table
91-92 90 Cockatrice
93-94 91 Dragon, Red
95 92-93 Lich
96 94-95 Skeleton Warrior
97-98 96 Skull Knights
97 Vampire
99 98-99 Zombie Mutant
100 100 Roll twice

Subterrane

Lurkers of the dark underground realms.

DAY NIGHT ENCOUNTER
01-02 01-02 Commoners (d30)
03-07 03-11 Bat, Giant Vampire
08-13 12-17 Centipede, Giant
14-19 18-22 Fairy *
20-26 23-28 Goblin
27-32 29-33 Kobold
33-38 34-38 Ogre
39-41 39-41 Bone Knight
42-44 42-44 Brain Sucker
45-47 45-47 Bugbear
48-52 48-52 Dwarf
53-55 53-55 Gelatinous Cube
56-59 56-59 Gnome
60-62 60-62 Goblin Shaman
63-65 63-65 Gray Ooze
66-68 66-68 Hobgoblin
69-71 69-71 Imp
72-75 72-74 Dark Elf
76-78 75-76 Deep Gnome
79 77-79 Infernal
80-81 80-81 Minotaur
82-83 82-83 Mummy
84-85 84-85 Phase Spider
86-90 86-90 Conjured (d100)
91-92 91 Death Crawlers
93-94 92-93 Deep Dwarf
95-96 94-95 Dragon, Red
97-98 96-98 Lich
99 99 Void Beings
100 100 Roll twice

Swamp

Bogs obscured by mist—crawling with dangerous creatures. 40% Encounter chance per-hex.

DAY NIGHT ENCOUNTER
01-05 01-05 Commoners (d30)
06-19 06-19 Crocodile
20-31 20-31 Fairy*
32-43 32-43 Frog, Giant
44-52 44-46 Bone Knight
53-60 47-48 Imp
61-68 49-50 Lizardfolk
69-75 51 Snake, Giant
76 52-75 Wight
76 Will-o'-wisp
77-88 77 Dragon, Black
89 78-89 Infernal
90 90 Conjured (d100)
91-99 91-99 Hag
100 100 Roll twice

Urban

Every day people, strange acquaintances, and the supernatural who inhabit Civilizations.

DAY NIGHT ENCOUNTER
01-05 01-03 Bard
06-10 04-06 Cleric
11-13 07-08 Fairy *
14-17 09-10 Fighter
18-21 11-12 Goblin
22-25 13-14 Guard
26-29 15-16 Halfling
30-32 17-18 Horse
33-36 19-20 Human
37-39 21-22 Peasant
40-42 23-24 Priest
43-45 25-26 Rat, Giant
46 27-46 Skeleton
47-49 47-48 Soldier
50-52 49-50 Thug
53-56 51 Bandit
57-59 52-55 Cultist
60-62 56 Dwarf
63-64 57 Elf
65-66 58 Gargoyle, Stone
67-68 59 Gnome
69-70 60 Imp
71-72 61 Knight
73-74 62 Orc
75 63-66 Thief
76 67-70 Wererat / Ratkin
77 71-74 Werewolf / Werebear
78-80 75-78 Assassin
81-83 79 Dark Elf
84 80 Gargoyle, Glass
85 81 Ghost
86 82-85 Infernal
87-88 86 Monarch
89-90 87 Paladin
91 88 Spawn
89 Spectre
92 90 Vampire Minion
93 91 Wizard
94 92 Wizard Apprentice
93 Wraith
95 94 Conjured (d100)
96-97 95 Doppleganger
98 96-98 Succubus / Incubus
99 Vampire
99-100 100 Void Beings

Wilderness

Raw, untouched biomes of the Earth: forests, canyons, deserts, grasslands, lakes, and rivers. 20% Encounter chance per-hex.

DAY NIGHT ENCOUNTER
01-05 01-05 Commoners (d30)
06-07 06-13 Bat, Giant Vampire
08-10 14-15 Centipede, Giant
11-13 16-17 Fairy *
14-16 18-19 Horse
17-19 20-21 Kobold
20-22 22-23 Ogre
23-25 24-25 Spider, Giant
26-28 26-27 Bandit
29-30 28 Bear, Dire
31-32 29 Berserker
33 30 Boar, Dire
34 31 Centaur
35-36 32-34 Cultist
37-38 35 Druid
39-40 36 Elf
41 37-39 Ghoul
42 40 Gnoll
43-44 41 Gnome
45 42 Griffon
46 43 Hobgoblin
47 44 Imp
48-49 45 Knight
50 46 Lion
51 47 Manticore
52-53 48 Orc
54-55 49 Orc Chieftain
56 50 Scorpion, Giant
57 51 Troll
58 52-54 Wererat / Ratkin
59 55-57 Werewolf / Werebear
58 Will-o'-wisp
60 59-61 Wolf, Dire
61 62 Wyvern
63 Banshee
62-63 64 Basilisk
64-65 65-66 Dark Elf
66-67 67 Dragon, Green
68-69 68 Dryad
70 69-72 Infernal
71-72 73 Nymph
73-74 74 Owlbear
75-76 75 Phase Spider
77-78 76 Pixie
79-80 77-78 Ranger
79 Shadow Reaver
81-82 80 Spawn
81 Spectre
83-84 82 Sprite
85-86 83 Treant
87-88 84 Unicorn
85 Wraith
89 86-89 Zombie
90 90 Conjured (d100)
91-92 91 Archdruids
93-94 92-93 Cockatrice
94-95 Nightmare
95-96 96-97 Pegasus
97-98 98 Sphinx
99 99 The Faded
100 100 Roll twice