Setting up Yaksha's hexfill as the 'regional encounter table' for the collapsing lizardfolk imperium of the Scaled Lands - it is the same just making the reference space bigger. I already had the d10xd4 encounters done as penance for screwing it up in my previous test (a d14 table... oops).
To recall - the requirements are:
- 1 Unique Encounter
- 2 Tools/Gimmicks for the region
- d10+d4 Local Encounters
- d10 Small Jobs
- d6 Big Jobs
- d20 Scene-setting sights/stage design
- d6 bounties/location implications
- d6 ways to expand/change-up the area set to tone.
- 3d10 names for places (locales/nature sights/crossings.)
Based on the success of using this method for the fuzzier, less structured parts of the dual-mode hexcrawl campaign, it seemed like the right tool for the Lizard Kings 2d20 Conan campaign where I was not planning to deploy a hex-map at all. There is a map, which will make broad regional chunking be sensible but since I will not be using structured travel mechanics, it seemed like something looser, more point-crawl-like was in order.
The region I am looking at is this escarpment edge above the drop into the deep abyssal basin below. Down there be hot-house jungles, dinosaurs, all sorts of things yet to be discovered. The top edge is the somewhat known space where play starts.
So for the marked in settlements, I already had information, what I need was a set of encounter tables for general out-and-about along the escarpments edge. The first pass of this is below, slightly modified for the 2d20 system by swapping the d6 bounty/location implications to be d6 complications. I wanted these as ready-to-go, 'could happen anywhere' conditions I can throw at players whenever things get worse for them through my spending Doom or their rolling badly.
d10/d4 Encounters in the Scaled Lands
1. Wizard Kingdom Expeditionary Force (1. Couriers, 2. Outland Mercenaries, 3. Spies, 4. Local Auxilliaries)
2. Lizard Imperials (1. Tribune, 2. Taxmen, 3. Magistrate, 4. Regiment)
3. Local Militia (1. Posse, 2. Patrol, 3. Monster Hunters, 4. Garrison)
4. Merchants (1. Blue Dragon Cultists, 2. Shattered City Trading Coster, 3. Local Traders, 4. Imperial Procurers)
5. Adventurers (1. Locals, 2. Imperials (official scalyfolk), 3. Deep Basin Wanderers (private scalyfolk), 4. Extra-planetary Explorers)
6. Nearby Dwellers (1. Farmers, 2. Foresters, 3. Fishers, 4. Herders)
7. Lurkers (1. Small God Cultists, 2. Site Keepers, 3. Minions of an absent master, 4. Lost villagers)
8. Roaming Monsters (1. Shambling Mound, 2. Giant Pitcher Plant, 3. Strangler Vines, 4. Displacer Beast)
9. Beasties (1. Migrating Herd, 2. Roosting Flock, 3. Cubs + Parents, 4. Territorial Titan)
10. Factioneers (1. Red Dragon glory-seekers, 2. Adherents of the Devouring Sun, 3. Followers of the Nourishing Sun, 4. Templars of the Great Fire Beyond)
1 Unique Encounter - venturers seeking to blaze a new descent path to the great basin, certain they know of the location of lost riches
2 Tools/Gimmicks for the region
-- dinosaur beasts of burden - spike-tails, club-tails, and tri-horns - all of which have lots of intertia, get cranky and have at least one way to ruin your day. A small tank for the party on a good day, a rampaging beast inside the camp
-- verticality - the great escarpment down to the deep basin with lots of scope for fights happening on narrow ledges or within vine bundles or tree roots
d10 Small Jobs
1. Red dragon cultists want you to scout, drive a monster into their ambush
2. Imperial procurers want an updated survey of local settlements, many of whom want to remain forgotten
3. Caravan looking for replacement guards after dinosaur attack
4. Hired by cultists to act as operators of caravanserai to bait ambush
5. Explorers/surveyors looking for some muscle for a ruin-dive
6. Wardens of a shrine need some cultists driven off
7. Outlanders need a message brought to a mercenary camp
8. Local militia want specialists to plumb a catacomb
9. Sage collective want a relic recovered
10. Lizardfolk magistrate wants a fugitive found and brought back alive
d6 Big Jobs
1. Caravan never showed up - attempted message indicates drover dead - dino wandered off, go get it back
2. Lizards mobilising to break Dwaven siege of settlement - run in ahead of them, raid temple
3. Cultists going beserk, summon help - convince the lizard it is worth them getting moving
4. Adventures swear they found treasure in outskirts, died in bar-fight; back-track their movements to find the score
5. Expedition lost at base of escarpment - find and rescue or loot the corpses, as preferred
6. Local aristocrats have depleted local sources of desired spice, descend to the deep basin and fetch more
d20 Scene-setting sights/stage design
1. Daybreak shrine
2. Solar furnaces
3. Hotsprings
4. Heated site
5. Abandoned tower of astronomer
6. Interplanetary portal
7. Star-light capacitor spires
8. Forest-swallowed lizardfolk settlements
9. Towering anti-dinosaur fortifications
10. Cultivated hives of pharmacopeia bees
11. Vault of hibernating lizardfolk regiment
12. Serpentfolk shrines
13. Dinosaur lair
14. Abandoned skyship port
15. Ruined infernal shrine
16. Depopulated settlement (active but far less inhabitants)
17. Elemental fire temple converted to forge
18. Dinosaur caravan
19. Forgotten ruin
20. Ambush aftermath
d6 complications
1. Devouring insects
2. Overwhelming sun
3. Dripping, slimy surfaces
4. Treacherous footing
5. Crumbling structures
6. Stalking dinosaurs
d6 ways to expand/change-up the area set to tone.
1. Originally lizardfolk location being restored and reoccupied by tabaxi
2. Predatory dinosaurs moving in
3. Hallucinogenic honey hive found, locals losing grip
4. Devouring sun cultists turned location into ambush
5. Flooded with refugees from dwaven attack
6. Imperial lizard regiment camped on way to front, old ways being enforced
d20 names for places (locales/nature sights/crossings.)
1. Obsidian Mirror
2. Staircase
3. Threshold
4. Sholtipec
5. Sholimeth
6. Supileth
7. Mersuumaar
8. Bitalen
9. Barianthuul
10. Zaysunthul
11. Chalcedra
12. Tremsaar
13. Narenthul
14. Zomilest
15. Somaroon
16. Tesseral
17. Chumagaar
18. Pun Narenthra
19. Derusal
20. Far Suriel

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