3.1 Encounters
Roll an Encounter Check (1d6) each time you depart a hex.
If PCs give off a strong psychic signature, check twice & combine the results.
On results of 1-4, roll more 1d6s on Encounter subtables until you have enough details.
Encounter Check
| 1d6 | Encounter Category |
|---|---|
| 1 | Chance Encounter |
| 2 | Terrain Encounter |
| 3 | Faction Encounter |
| 4 | Personal Event |
| 5-6 | Nothing Happens |
Nothing Happens
Chance Encounter
Terrain Encounter
Faction Encounter
Personal Event
Encounter Context
Roll Reaction, Encounter Distance, Encounter Timing & Surprise (2d6) as needed.
| 2d6 | Reaction | E. Distance | E. Timing | Surprise |
|---|---|---|---|---|
| 2- | Violent. | 10 meters. | Just after departure. | PCs hunted and ambushed. |
| 3-5 | Threatening. | 2d6 meters. | 1d6 miles from origin. | PCs surprised. |
| 6-8 | Dismissive. | 2d6 x 10 meters. | Halfway there. | No surprise. |
| 9-11 | Quizzical. | 1d6 x 100 meters. | 1d6 miles from destination. | Encounter unaware. |
| 12+ | Trusting. | 1 kilometer. | They arrived before you. | Encounter unaware & vulnerable. |
Encounter distances beyond a reasonable line of sight may be considered omens, received as a trace in the dust, a message from an ally or a predictive vision.