MORTAL QUEST
SEA AND SETTLEMENT ENCOUNTER TABLES
SEA VOYAGE ENCOUNTER TABLE
1D60 Encounter:
1 Desert Island: 50% Nothing 50% Rescue
2 Sargasso Sea: Delayed + Starve
3 Doldrums: Delayed + Thirst
4 Lost at Sea: Navigation XX: Delayed + Thirst
5 Monsoon: Storm XX: Sink
6 Tidal Wave: Storm XX DM -2: Sink
7 Hurricane: Storm XX DM -1: Sink
8 Tropical Paradise: Resupply and Rest
9 Ghost Ship Pirates (Spirits 4/+14/+7) Fast
10 Sea Serpent (Aquatic Dragon 5/+16/+9) Scales. Fast
11 Kraken (Aquatic Monster 10/+18/+6)
12 Leviathan (Aquatic Monster 12/+20/+5)
13 Merfok on Mantises (Aquatic Men 3/+10/+10) Fast
14 Cursed Ship Pirates (Men 4/+10/+8) Range+3
15 Skeleton Crew Pirate Ship (Undead 3/+11/+6) Hoard
16 Port: Resupply for 2 Gold
17 Harbor: Resupply for 2 Gold
18 Cannibal Island: (Poison Men 3/+9/+11) Range+3: Resupply
19 Sea Devils (Aquatic Men 5/+12/+6) Ambushers Range+2
20 Safe Passage: Navigation XX: Progress
21 School of Fish: Fishing XX: Food
22 Tritons on Hippocampi: (Aquatic Men 3/+11/+5) Fast
24 Shipwreck Survivors: Rescue
25 Spoilage: Lose all Food
26 Mutinous Crew (Men 3/+9/+12) Ambushers
27 Singing Sirens: Wits XX: (Mind Aquatic Men 2/+13) Slow
28 Giant Octopus (Aquatic Monster 4/+15/+6) Food
29 Sea Dragon (Aquatic Dragon 5/+17/+5) Scales. Fast
30 Crab Men with Man-Catchers (Aquatic Men 4/+10/+5)
31 Buccaneers Night Raid (Men 3/+9/+10) Ambushers
32 Corsairs (Men 4/+10/+8) Fast Hoard Range+3
33 Undead Sea Rovers (Aquatic Regenerating Undead 3/+11/+7) Fast
34 Fishing Village: Resupply for 1 Gold
35 Pirate Town: Brawl (Men 2/+5/+2 Slow) Resupply for 3 Gold
36 Reef: Navigation XX: Sink (4 Less Casualties)
37 Rocks: Navigation XX: Sink (3 Less Casualties)
38 Shallows: Navigation XX DM +1: Sink (No Casualties)
39 Giant Whirlpool: Navigation XX: Sink
40 Dolphins: Gain Luck
41 Strong Headwinds: Navigation XX DM -2: Delay
42 Sea Turtles: Fishing XX: Food
43 Whale Sighting: Hunt XX DM -2: Food
44 Lush Island: Roll twice on Dinosaur Island Table
45 Flying Fish: Fishing XX DM +1: Food
46 Calm Sea: 50% Nothing 50% Starve
47 Driftwood: Nothing
48 Stowaway: Rescue
49 Giant Squid (Aquatic Monster 5/+14/+3) Shell: Food
50 Flotsam and Jetsam: Demoralized
51 Old Man of the Sea: Cursed
52 Sea Hag (Mage 3/+7/+9)
53 Blessing of the Sea King: Blessed
54 Albatross: Guide
55 Greek Isles: Roll Twice on the Greek Island Table
56 Jungle Island: Roll Twice on the Jungle Table
57 Land Sighted: Roll on the Event Table
Note: Unless stated All of the above encounters are of the Aquatic Terrain Type
RIVER CROSSING ENCOUNTER TABLE
1D10 Encounter:
1 Bridge Troll (Regenerating Giant 6/+15/+10) Ambusher [A]
2 Flooded: Delay
3 Black Knight Contest: Fight XX: Delay [W]
4 Raging River: Strong XX: Separated Next Turn [A]
5 Ferryman: Pay 1 Gold to Cross
6 Lady Bathing: Morale Boost
7 Sturdy Bridge: Nothing
8 Ford Shallow Portion: Swift XX: One Relic Washed Away [A]
9 Highwayman: Pay all Gold or (Man 2/+6/+5) Fast [W]
10 Good Spot: Fishing XX: Food [A]
Note: At a River you automatically gain 2 Drink Tokens
VILLAGE ENCOUNTER TABLE
1D20 Encounter:
1 Roll once on the Tavern Table
2 Roll twice on the Tavern Table
3 Healer: Cost 1 Gold to Heal 1 Wounded Hero
4 Smithy: Cost 1 Gold: Well Equipped or Adventure Gear
5 Church: Blessed
6 Buy Draft Horses: Cost 2 Gold: All Heroes Mounted
7 Buy Provisions: Cost 1 Gold: Resupply
8 Peasants Plea: Quest or Info
9 Harvest Festival: Delay + Morale Boost
10 Opportunistic Serfs with Knives (Men 2/+4/+6)
11 Help round up Loose Livestock: Track XX: Food [W]
12 Skirmish: Goblin Raiders: (Men 3/+6/+7)
13 Barn Raising: Strong XX: Morale Boost
14 Young Adventurer: Recruit
15 Common Thief: Detect XX: Lose 1 Random Relic
16 Visit Well: Gain 2 Drink Tokens
17-18 Sleep in Barn: Nothing
19+ Roll on Event Table
Note: Unless stated All of the above encounters are of the Settlement Terrain Type
CASTLE ENCOUNTER TABLE
1D30 Encounter:
1 Dismissed: Wits XX DM -2: Barred
2 Tournament Melee: Contest Fight XX Unmounted: Prize
3 Tournament Joust: Contest Fight XX Mounted: Prize
4 Competition Archery: Contest Range XX No Magic: Prize
5 Market Day: Cost 1 Gold. Resupply up to Twice
6 Stables: Mounted: Riding Horses
7 Invited to Feast: Rest + Info
8 Mixed up in Castle Intrigue: Wits XX: Murder
9 Visit Chapel: Blessed
10 Insulted: Fight Random Castle Defender
11 Ghost on Parapets: Wits XX: Info or (Spirit 2/+11/+6)
12 Adventurous Henchman: Recruit
13 Captured: Wits XX: Imprisoned
14 Dungeon Door: Roll 3 Times on Basic Dungeon Encounter Table
15 Wounds Attended to: Healed
16 Call for Heroes: Noble Quest: Quest or Info
17 Siege: Castle attacked by Random Quest Foe. Help Defend it.
18 Attend Court: Wits XX: Info or Barred
19 Given Aid: Well Equipped or Loot or Adventure Gear or Mounted
20 Lord Grants Request: Quest or Recruit or Relic
21 Gain Lady's Favor: Wits XX: Morale Boost
22 Siege: Castle Attacked by Random Major Foe. See Notes.
23 Get too Close: Moat Monster (5/+12/+7) Ambusher [A]
24 Bell Tower: Track XX: Hunchback (Man 3/+8/+9): Relic
25 Royal Decree: 50% Delay 50% Pay 2 Gold
26 Royal Archives: Study
27+ Roll on Event Table
Note: Unless stated All of the above encounters are of the Settlement Terrain Type
CASTLE NOTES
-The First Encounter you always get at a Castle is 1: Dismissed.
If they don't like you you're not getting across the Drawbridge.
-In a Siege, the Castle Defenders are working with you so you get +5
to all Tests not including Spell and Bless Tests.
CASTLE DEFENDER TABLE
1D10 Encounter:
1 Lord of the Castle (Man 3/+14/+8) Armored. Has 2 Relics
2 Champion (Man 3/+16/+9) Armored and Shielded. Has 1 Relic Weapon
3 Wizard (Man Mage 2/+6/+7) Zap +2
4 Men at Arms (Men 3/+13/+8) Armored
5 Yeomen (Men 3/+7/+8) Range +3
6 Guards (Men 4/+8/+8) Shielded
7 Captain of the Guard (Man 3/+12/+10) Ambusher
8 Huntsman (Men 3/+10/+12) Range +4 Ambusher
9 Knights (Men 3/+14/+7) Armored and Shielded
10 Soldiers (Men 4/+9/+8) Shielded
TAVERN/INN ENCOUNTER TABLE
1D10 Encounter:
1 Cloaked Stranger sitting in Corner: Quest or Info
2 Good Night’s Sleep: Cost 1 Gold. Rest
3 Hear Rumors: Cost 1 Gold: Info
4 Card Game: Gamble and Win 1D6-3 Gold
5 Get Drunk: Cost 1 Gold
6 Looking for Adventure: Recruit
7 Welcoming Wenches: Delay
8 Barroom Brawl (Men 4/+4/+4)
9 Arrange with Innkeeper: Pay 3 Gold: Resupply and Mounted
10 Minstrel: Music XX: Morale Boost
Note: Unless stated All of the above encounters are of the Settlement Terrain Type
TOWN AND CITY ENCOUNTER TABLE
1D100 Encounter:
1 Raw Sewage: Irritant
2 Shop: Roll once on Tavern Table
3 Shop: Roll twice on Tavern Table
4 Shop: Roll thrice on Tavern Table
5 Shop: Winery: Buy a Few Bottles: Cost 1 Gold: Drink
6 Lepers: Cost 1 Gold or Disease
7 Night Watch requires Bribe: Cost 3 Gold or Imprisoned
8 Constable has Questions: Wits XX: Imprisoned
9 Buy Fancy New Clothes: Cost 1 Gold
10 Shop: Antiquities: Random Relic for Sale: Costs 1D6 Gold
11 Busker: Gamble and Win 1D6-3 Gold
12 Shop: Gambling House: Gamble and Win 1D6-3 Gold
13 Pick Pocket: Detect XX: Lose 1 Gold
14 Shop: Barber Surgeon: Cost 1 Gold to Heal 1 Wounded Hero
15 Shop: Tinker: Cost 1 Gold: Gain 2 Gear Tokens
16 Lucky Fountain: Gain Luck
17 Public: Temple: Costs 1 Gold: Blessed
18 Shop: Horse Merchant: Cost 2 Gold: All Heroes Mounted
19 Public: Library: Discard Magic Hand and Fill to Max
20 Shop: Buy Premium Pipeweed: Costs 1 Gold. Gain Luck
21 Shop: Armorer: You may buy Non-Magic Heavy Armor for 1 Gold
22 Thieves: Detect XX: Lose 1 Random Relic
23 Shop: Brothel: Costs 1 Gold: Morale Boost
24 Feast Day: Music XX: Food
25 Old City Walls: Climb XX: Progress
26 Public: Bazaar: Sell a Relic for 1D6 Gold
27 Lepers: Cost 1 Gold or Disease
28 Wrestling Ring: Contest Strong XX: Prize
29 Boxing Ring: Contest Fight XX No Armor or Weapons: Prize
30 Shop: Alchemist: Buy 1 Potion for 1 Gold
31 Shop: Scribe: Buy 1 Scroll for 1 Gold
32 Shop: Trader: Trade 1 Relic for a Random Relic
33 Back Alley Thugs (Men 3/+7/+10) Ambushers
34 Accosted by Duelist: Contest Fight XX DM -4: Murder
35 Target of Assassin: Detect XX DM -7: Murder
36 Music Competition: Music XX: Prize
37 Fair: Cost 1 Gold: Morale Boost
38 Graveyard: Ghoul (Regenerating Undead 2/+6/+7)
39 Sewer Exit: Giant Rats (Beasts Disease Swarm 3/+5)
40 Holy Day: Blessed
41 Masquerade: Wits XX: Info
42 Public: Mercenary Post: Cost 3 Gold: Recruit
43 Adventurers: Recruit up to Twice
44 Pilgrims: XX Priest: Quest or Blessed
45 Inquisitors: Swift XX: Delay
46 Assist in Man-Hunt: Track XX: Reward
47 Wanted Posters: Track XX: Reward
48 Tax Collector: Swift XX: Cost 1 Gold or Imprisoned
49 Con Artist: Wits XX DM -3: Lose 1D3 Gold
50 Pugnacious Ruffians (Men 3/+6/+7)
51 Funeral Procession: Nothing
52 Wander the Streets: Nothing
53 Cutpurse: Detect XX: Lose 1 Gold.
54 Contacted by Secret Society: Quest or Recruit
55 Aristocratic Fop and Bodyguards (Men 3/+8/+5) Slow
56 Charlatan: Con Artist: Wits XX DM -3: Lose 1 Gold
57 Beggars: Cost 1 Gold: Info
58 Bring out your Dead: Plague: Tough XX: Disease
59 Factional Intrigue: Wits XX: Delay if Fail + Info if Win
60 Insulted by Rakes (Men 3/+9/+6) Fast
61 Public: Baths: Rest or Healed
62 Shop: Fletcher: Cost 1 Gold: Extra Ammo
63 Shop: Provisioners: Cost 2 Gold: Well Equipped
64 Shop: Herbalist: Cost 1 Gold: Medicinals
65 Shop: Brewer: Buy a Keg: Cost 1 Gold: Drink
66 Public: Town Square: Wits XX: Info
67 Public: Docks: Finish Turn with 3 Rolls on the Sea Table
68 Street Urchin: Pay 1 Gold: Ally (Street Swift)
69 Shop: Fortune Teller: Cost 1 Gold: Change Fate
70 Flee from Angry Mob: Swift XX or Climb XX: Massacre
71 Raging Fire: Swift XX or Climb XX: Massacre
72 Roll on Event Table
73 Curfew: Nothing
74 Carnival: Delay + Blessed
75 Arena Spectacle: Delay + Morale Boost
76 Public: Academy: Study or Recruit a Hero with Lore Trait
77-90 Pick any Public or Shop result
91+ Roll on Event Table
Note: Unless stated All of the above encounters are of the Settlement Terrain Type
MAJOR FOE TABLE NOTATION
Foes are Combat Challenges.
They have the notation of (Type X/+Y/+Z)
X = Hits and Armor Trait Bonus
+Y = Fight Trait Bonus. Half of +Y rounded down = Strength Trait Bonus
+Z = Stealth Trait Bonus
-The Range of the Swiftness Trait is given by the Terms:
Slow (1D3 -1) or Fast (1D6 +5) If neither are mentioned, the
Foe will have a Swiftness of (1D3 +2)
-The Armored and Metallic Traits will Double the Armor Bonus.
-Traits like Shielded, Shell, Stone, Scales, Thick Hide give +2 to Armor
-The Type will include 1 or more Traits. If any of these traits can be
Negated (like Poison or Mind or Invisible) the Fight Trait will be
reduced by -5 to a Minimum of Zero.
LINKS