Running a by-the-book 5e hex crawl takes practice. There are a lot of fiddly rules on different pages: you have to skip back and forth between the sections on weather, wandering monsters, getting lost, and random hex contents.
I’ve been running hex crawls lately and I’ve boiled down the relevant rules (for me) into a single random encounter chart. Based on the current location/terrain type, the DM fills specific encounters into the chart, Mad Libs-style. The chart does the heavy lifting for determining weather events, chances to get lost, monsters both in their lair and out, surprise, and landscape features.
This chart also reminds me to run a good mix of encounter types: some monsters are friendly! sometimes you run into an inexplicable mystery of the ancient world! Many “encounters” don’t lead to combat! (Of the 12 slots on this table, you only need about 5 potential combats.) With a relatively small and varied number of possible encounters, you can design a bunch that you really want to run, instead of lots of “2d6 goblins” filler. The DM, at least, should be excited to roll on the random encounter table. Here’s my encounter chart template as a PDF.
D&D 4e Encounter Builder. Create a combat encounter for Dungeons and Dragons 4th edition by adding and removing creatures either manually or from the compendium, which you can save for use later or share with others.
Nov 14, 2017 Using The DMG's Random Dungeon Tables Part One: Layout DravenSwiftbow. Beginners Guide to Encounter Design Part One. Creating your own RPG Campaign.
Checking for encounters: Roll d6 four times a day: morning travel, afternoon travel, first night watch, second night watch. Any roll of 6 means that you roll on the encounter chart. (Or use the official 5e rule: roll 20, encounter on 18-20. Pretty much the same odds, but I like the traditional d6.)
Rolling on the encounter chart: Roll d12 on this chart while traveling, or d6 while stationary (for instance, while resting). The chart is organized so that stationary encounters can’t sneak up on you while you’re not moving.
I was chatting with Martin Ralya (from Gnome Stew) about building random encounter tables and thought I’d try to capture some of my thoughts here. For a long time I’ve leaned toward simulationism in gaming. I wanted to know why everything was and for it to make sense. The Angry GM delivers advice to players and dungeon masters of fantasy role-playing games with humor, snark, and attitude. Game masters and players are sure to find something of use, whether they are playing AD&D, D&D 3.5, D&D 4E, 5E, Pathfinder, D&D Next, or any other role-playing game. The True Random Encounter Table. Dungeon Master’s Guide Preview: Building Memorable NPCs. Dungeons And Dragons Characters Dnd Characters Dm Screen Dungeon Master's Guide Dnd 5e Homebrew Dungeons And Dragons Homebrew Dragon Rpg Character Sheet Character Creation.
1: Plot advancing creature: This means different things in different campaigns. If you’re running a campaign about the rise of Tiamat, you might populate this slot with dragons or Tiamat cultists. In my open-ended game where the characters are pursuing their own goals, I fill this slot with people or groups related to characters, like the drow assassin that’s chasing the noble. If you’re running a totally plotless hex crawl, fill this slot with a high-level monster (it potentially advances the story by killing the party!)
2: Intelligent creature: Any locale-appropriate group or creature with tool-using intelligence or higher. At night, if the characters hide their camp and don’t light a fire, treat this roll as no encounter (unless your intelligent monsters has darkvision or a sharp sense of smell). That’s the advantage the PCs get for not lighting a fire.
3: Unintelligent creature: Beasts or unintelligent monsters. Most beasts shy away from fire. If the characters are resting and have a campfire lit, treat this roll as no encounter (unless they’re fearless or fire-based beasts). That’s the advantage the PCs get for lighting a fire.
4: Ambush creature: Use stealthy creatures or creatures with special movement modes (flying, burrowing, climbing, swimming, incorporeal). All of these creatures can typically take the party by surprise, so check for surprise against the party’s Perception (rules for perception while traveling: PHB 182). If the PCs are currently using a special movement mode, populate this slot entirely with matching creatures (flying PCs may ignore almost all other encounters, but a 4 is always another flying creature.)
5: Beneficial creature: There are actually a few good monsters in D&D, along with friendly adventurers, kobold bands looking for a new king, and suspicious traders with valuable information to sell. You could roll d4 on this chart to find out what kind of beneficial encounter this is.
6: Weather: If you make the standard 4 random encounter checks per day, you have about an 8% to 12% daily chance to hit bad weather. (The DMG weather chart gives a 15% daily chance of heavy precipitation. Of course, this is probably lower in practice because few DMs roll on the weather chart every day.) Feel free to use any place- and season-appropriate weather that challenges or inconveniences the characters in some way, or use the official weather rules in the DMG p. 109. Possible weather inconveniences: while exposed to the weather, you can’t benefit from a long rest; low visibility forces a Survival check to avoid becoming lost; fords and valleys are flooded.
7. Lair: Locale-appropriate bad guys (or beasts) live here. Usually lairs are where creatures keep their treasure. This could also be a dungeon entrance. No matter the level of the PCs, I make 1 in 6 lairs contain monsters with more than 10 HD/level/CR. Alert PCs shouldn’t run into a cave without scouting first.
8. Survival Check or Hazard: The rules for getting lost (DMG 105) are vague: a Survival check is made “when you decide it’s appropriate.” Consider this encounter slot a reminder. Characters might get lost because of detours, low visibility, or hazards. Hazards include rockslides, quicksand, etc, all detailed in the DMG p. 110.
9. Path Choice: Take a forest shortcut? Ford the river or caulk the wagon? The tradeoff might be apparent (safe path vs. quick path), or a Survival check, or good reasoning, might be needed to reveal which choice is best.
Mac pro efi update.dmg download. Jun 21, 2016 Mac Pro EFI Firmware Update download. Upgrades and stabilizes the work of Mac Pro. Download Review Comments Questions & Answers. Visit the home page at support.apple.com. Latest versions of Mac Pro EFI Firmware Update. MacProEFIUpdate1.5.dmg (32-bit) 2.2 MB.
If you get Ifan's special Crossbow, it has a big Pierce bonus too. Also Bull Rush from the Horns in Poly does Pierce.Ifan's Wolf pet does Pierce, so does the Condor Pet. Take some Polymorph for Skin Graft to reset the cooldowns.You can also get Pierce damage combining Necro's Decay or Scoundrel's Corrupted Blade with Restoration(heal) from Hydro. Range dmg vs pierce maplestoy 2. Spec into Finesse for both.
VMware Fusion PRO 8.5 Serial License Features:The program has a special mode of operation that allows the user to keep the same layout as in Mac OS X. The application without problems has been on multi-core processors, as well as with the latest versions of Mac OS X Lion. We can also install system designed for Windows (10, 8/8.1, XP, Vista, and 7) x64 and x86 architectures. Vmware fusion 8.5 8 5824040 dmg. Fusion connects with vSphere, ESXi and Fusion servers to launch, control and manage both virtual machines and physical hosts. When working in a virtual system can gain access to the network and to the physical device type CD-ROM drives and printers, as well as to all the other devices connected by USB-cameras, digital cameras, and USB flash drives.
10. Beneficial location: Typically, this means a friendly settlement or homestead (1 in 6 chance of being bigger than a village). Random settlement rules are on DMG 112. In the uncharted wilds, this might instead mean a treasure or natural resource, or a magic resource like a stand of healing herbs or a teleportation circle, or (valuable late in the day) a defensible place to camp.
11. Ruin: One cool thing about the 5e assumptions is that ruins seem to be about as common as civilized spots. A ruin might be a lair or the entrance to a dungeon, but it might just be an abandoned village or castle, an ancient monument (DMG 108), or a weird locale (DMG 109) that hints at lost history beyond the scope of the adventure.
12. Tracks: It’s cool when the PCs gather information that lets them make informed decisions about their surroundings. Roll d12 on this table; there are tracks, noises, glimpses, or other signs that lead to (or let the PCs avoid) that encounter or location.
OK, so much for the chart explanation. Now here’s an example chart that I’ve made for my campaign, and some blank ones in case you want to print them up and use them.
ENCOUNTER CHART FOR THE WILD HILLS: 1: Plot advancing creature: Depends on the group. Let’s say a monk who’s challenging the monk PC to duel for an available position in the heirarchy: someone murdered the Grand Master of Flowers. 2: Intelligent creature: A paladin from a well-known paladin order. He tells the PCs that he has fought through Hell and returned with a book of devil truenames, and he is fleeing from a pack of vengeful devils. He will accept any help: fight his pursuers (encounter 5); escort him to his destination, which is a holy priory; take his book from him for safekeeping; etc. He is actually a blackguard and he is on his way to sell the book to a devil in a ruined priory. 3: Unintelligent creature: Ghosts of an extinct dwarf clan. They snipe at the party with their ghostly flintlock rifles; from their ancient dwarven curses, it appears that they think the PCs are goblins. They are nearly mindless and cannot be reasoned with. When down to 1/2 HP, each starts retreating to a jumble of bones and treasure in a valley about a mile away. If the bones are blessed, the ghosts will rest. 4: Ambush creature: Hungry wyvern family; will try to fly off with the first PC casualty. Target horses preferentially. 5: Beneficial creature: A troop of paladins searching for the blackguard who stole their book of devil truenames. They will bless and heal friendly PCs and will offer a reward for the book’s return. 6: Weather: Unseasonal snowstorm which follows and surrounds a pack of 7 ravenous winter wolves. Under moonlight, the wolves turn into 7 cursed and miserably cold brothers. 7. Lair: A small tribe of sheep-raising ogres, unusually well-supplied with wool kilts, led by Queen Morag, a relatively industrious and intelligent ogre. If the party seems too powerful to kill, she’ll offer to hire out her warriors as mercenaries (100 GP a day or best offer). 8. Survival Check or Hazard: A miles-wide area of canyons and plateaus. It’s easy to get lost or hit a dead end in the canyons, while staying on the plateaus requires crossing the occasional abyss. 9. Path Choice: Entrance to a long tunnel which leads in the general direction of the PCs’ travel, but descends. Various side passages lead back to the surface while the main tunnel goes to the underdark. 10. Beneficial location: An empty tower with ominous gargoyles up top. They’re actually non-animate stone gargoyles. However all the wood floors are rotten and will collapse under more than #500 weight (characters get saves to avoid falling). The top floor (unless it’s damaged) has a weather-stained permanent summoning circle which can be activated to summon an imp who will answer one question per day: the imp can cast Scry to try to answer the question. Before answering each question, the imp will demand the answer to a personal question about the asker’s life. 11. Ruin: A sloping round tower, three hundred feet tall, completely solid (no inside space). An outside spiral staircase leads to a thirty-foot-wide platform on top, protected by battlements. On the platform are the signs of many old campfires. This is a safe place to camp (except in lightning storms). The bottom of the tower has a gnawed appearance because local peasants have removed stones for their building projects. 12. Tracks: An unseasonal path of quickly-melting snow which leads to encounter 6.
Create a combat encounter for Dungeons and Dragons 4th edition by adding and removing creatures either manually or from the compendium, which you can save for use later or share with others. Full directions are below or in each header. You need to have Javascript enabled to use this.
Looking for 5th Edition? It's right here.
You can also view encounters others have made in the public encounters list.
Main [?][hide]
Party Size:
Party Level:
Monster level:
Monster Type:
XP Value: 0
Budget: 500
Difficulty: None
Dnd Dmg Encounter Building Table Saw
Current Encounter [?][hide]
Save/Load [?][hide]
Encounter Name: Encounter Notes:
You need to log in first to save encounters.
Directions [?][hide]
Select your party level and size under Main. If this is a shared encounter you may first need to click the Reset Encounter button, under the Main section above. Then add creatures to the encounter by selecting the monster level and its type (standard, minion, elite, or solo) and click the add button. Monster levels highlighted in green are likely too easy for your party, while monster levels highlighted in red are likely too hard.
You can also use the DDI compendium to build encounters. Search for enemies based on level, role, difficulty, and/or name and click search. You'll get the creature's name and a link to the creature's statblock in the compendium for referencing. Click on the creature's name and then click add to add it to the encounter with its name and statblock link.
Dnd Encounter Calculator
The current XP value of your encounter (XP Value), as well as your target xp amount (Budget), and its difficulty are displayed under Current Encounter. You can adjust the amount of monsters or remove them in the Qty row in Current Encounter. If you use the Compendium Builder there will also be a clickable name that will take you to that creature's statblock. Clicking the [e] in the Names column allows you to edit the names of creatures in the encounter.
Dnd Random Encounter Tables Pdf
You can save or load encounters to/from your desktop, clipboard, or account. If you register or log in an account on the left you can store the encounter on the site and access it again from anywhere; if you choose to make the encounter public when saving to your account you can also share the URL to it with others, allowing them to view and use your encounter. Be sure to include some notes on how the encounter should be played and the general monster strategy.
This website exists thanks to the contribution of patrons on Patreon. If you find these tools helpful, please consider supporting this site. Even just disabling your adblocker will help (it's only text and plain image ads I promise). Becoming a patron will upgrade your account to premium, giving you no ads and more features.
Dnd Dmg Encounter Building Table Ideas
Shout outs: Stacey and Justin Kitchur. Their contribution stands as a beacon of hope for all adventurers!