Traveling the roads in Castles & Crusades should feel like a mix of high-fantasy wonder and "old school" peril. The Siege Engine thrives on these moments where a simple journey turns into a test of Attribute Checks.
Here is a D100 Road to Adventure table, broken down by encounter type to keep your prep organized.
The Road to Adventure (D100)
| Roll (D100) | Encounter Type | Description |
| 01–15 | Common Travelers | Pilgrims, merchants, or a local tax collector with a nervous escort. |
| 16–30 | The Lawless | Bandits posing as toll-collectors or a roadside ambush. |
| 31–45 | Obstacles | A washed-out bridge, a fallen ancient monolith, or a magical fog. |
| 46–60 | Nature's Wrath | Dire wolves, a grumpy Owlbear, or a swarm of stirges. |
| 61–75 | The Supernatural | A ghostly hitchhiker, a faerie ring, or a weeping statue. |
| 76–90 | Military/Political | A knight-errant seeking a duel or a troop of the local Baron’s scouts. |
| 91–00 | High Peril/Wonder | A young dragon overhead or a portal flickering in a ruin. |
Detailed Encounter Table
| D100 | Encounter Detail |
| 01-05 | The Broken Axle: A merchant’s wagon is tipped. He offers 10gp for a Strength check to help lift it, but he’s actually smuggling forbidden scrolls. |
| 06-12 | Pilgrims of the Flame: 1d12 monks traveling to a distant shrine. They offer a warm meal and a +1 bonus to the next Wisdom save in exchange for stories. |
| 13-20 | The "Toll" Bridge: 6 Goblins (HD 1-1) have rigged a rope bridge to collapse unless a "shiny tax" is paid. |
| 21-28 | The Hanging Tree: A lone corpse dangles from an oak. A note pinned to his chest reads "Thief." Is he actually dead, or is this a Ghoul baiting a trap? |
| 29-35 | Sudden Sinkhole: The lead character must make a Dexterity (Prime/Non-Prime) check or fall into an old burial chamber. |
| 36-42 | The Wandering Tinker: Sells oddities. He has one Potion of Healing but it tastes like old boots and requires a Constitution check to stay down. |
| 43-50 | Wolf Pack: 1d8 Wolves are tracking the party. They won't attack until nightfall unless provoked. |
| 51-58 | The Knight of Flowers: A Cavalier blocks the path, demanding a poem or a duel to prove the party's "nobility of spirit." |
| 59-65 | Misty Apparition: A spectral carriage thunders past. Anyone standing in the road must save vs. Fear or be shaken for 1 hour. |
| 66-73 | Abandoned Camp: Smoldering fire, half-eaten food, and bloodstains leading into the woods. A classic "side quest" hook. |
| 74-80 | Mercenary Company: 20 heavy infantry marching to a local war. They are grumpy, hungry, and likely to "requisition" the party's horses. |
| 81-88 | The Stone Giant's Game: A Stone Giant is tossing boulders near the road. He’s not attacking; he’s playing "fetch" with a very large, very scared dire bear. |
| 89-95 | Shrine of the Lost: A small wayside altar. Praying here grants a one-time Heroic Spirit (reroll one die), but draws the attention of a jealous minor demon. |
| 96-99 | The Chimera: Spied nesting on a ridge 300 yards away. It hasn't seen the party... yet. |
| 100 | The Wandering Wizard: A high-level Wizard (level 10+) asks for a pinch of tobacco. If treated well, he casts Teleport to their destination. |
CK Tip: The "Rule of Three"
In Castles & Crusades, road encounters work best when they affect the party's resources. When rolling an encounter, try to involve one of these three things:
Time: Does this delay them from reaching the town before the gates lock?
Health: Does this force the Cleric to burn a spell slot before the dungeon?
Gold: Is there a bribe or a tempting, shiny lure?
Note on Challenge Classes (CC): If a character tries to talk their way out of a bandit ambush, remember to set the Challenge Class based on the Bandit Leader’s level.
$$CC = Level/HD + Difficulty Mod$$
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