Inner City Urban Encounters Table
Day light hours
- Morlocks Scouting Party 1d20 1-3 hit points(Day light goggles)
- 1d4 gangers (count as barbarians) 1-4 hit points
- Church of Center Intelligence Missionaries 1d6
- C.H.U.D 1d6 20% of random mental mutation -Storm Drain Hunting Party -3 all daylight rolls
- Travelling Merchants 1d10 50% of ancient vehicle & or horses
- 1d3 Flaming Telepaths
- Mutant Gangers 5% chance of psychics
- 1d20 rats or 10% chance of giant rats max hit points
- 1d10 hawkoids flock
- 1d20 child gangers hopped up on Muscle max hit points
When The Lights Go Out
- Mutant Party Goers 1d3 for twilight hours or 1d6 for late night 40% of illicit substance
- 1d6 giant rats or mutant coyotes
- 1d20 morlock scouting party with machine guns
- 1d4 Giant Slugs
- 1d10 zombies hungry & max hit points
- 1d6 giant leeches hanging from nearby buildings
- 1d6 mutant ladies of the evening or alien sex workers
- 1d20 gangers pure strain humans max hit points
- 1d8 cultists looking for sacrifices & trouble 20% of mutations
- 1d20 Carnivorous plant mutants hunting party 10% of mental mutations or artifacts
CHUDs, Morlocks, carnivorous plants...You've got all the bases covered!
ReplyDeleteI do try my best with some of these Trey! Thanks For the comment! Hope all is very well! There will be more yet to come!
ReplyDeleteI think I'm missing the reference, because what's a "flaming telepath"?
ReplyDeleteAre they the dudes from Scanners? Because...awesome!
Inspired by
ReplyDeletehttp://www.youtube.com/watch?v=qttI6oytqpw
They can be found here & played using Swords & Wizardry or Labyrinth Lord
http://planetalgol.blogspot.com/2010/01/flaming-telepaths.html
Thanks for the comment Justin! There will be more stuff coming!
Delete