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DB House Rule:
Journey Table
by Bruce Paris

Roll 1d8 to see how many Journey Rolls are made on this table. This should be rolled on the Outward Journey, then again for the Return Journey. There is a 25% chance that Wilderness Encounters will include a Lair with some Level Appropriate treasure. Roll on the Treasure Tables.

1d100

Description Of What Happens

1-10

This leg of your journey passes uneventfully.

11-12

On your journey, you encounter the local tax collector. Each party member must pay the taxman 15gp + [10 x APL]. If you cannot pay, then he forces you to pay it off in the local workhouse before you can continue your journey. Make a Fortitude save DC 10+APL. If you fail, then you become ill and are sickened (as per the DMG) for your next three turns.

13-14

Your journey takes you across some very difficult terrain. Everybody must make a Survival check DC 10+APL. Those who fail must then make a Fortitude save DC 8+APL or take 3+APL points of damage due to the difficulty of the trail.

15-16

On your journey, you come across a local militia patrol. Any PC with ranks in Gather Information may make a check (DC 10+APL). A successful check means that the militia take pity on you and relay some information about the creatures in the place where you’re going. This gives all of you +2 to your Initiative rolls whilst at your place of destination.

17-18

You have become lost in a forest. Those PCs who can speak with plants, or speak with animals, may do so in order to find a way out. Otherwise, someone might climb a tree (Climb check DC 10+APL) in order to see the way out (Survival check DC 8+APL). Elven characters might make a Survival check DC 8+APL in order to find an Elven community to ask for a way out (Gather Information DC 8+APL). Otherwise, everybody must make a Fortitude save DC 8+APL to avoid taking 1+APL points of damage due to lack of safe direction.

19-20

You come across a wagon which has clearly been attacked by fearsome creatures. It appears they were after “fresh meat”, and may have left some items behind in their raid … A successful Search check of the wagon (DC 13+APL) will discover some Treasure. This check may be made by every player character. Roll once on the appropriate Level Treasure Table.

21-22

You are traveling through a large forest when you notice a bushfire begins! First, each character must make a Spot check DC 13+APL in order to see the fire before it reaches them! If at least one character makes this check, then this card is played no more. If the Spot checks fail, then the characters are surprised by the fire and must flee through the bush. Each PC must make a Dex check DC 8+APL three times in order to outrun the fire. Each time the Dex check fails, the PC takes 1+APL points of burn damage.

23-24

You find yourself traveling through a dense fog. The party must make one successful Survival check (DC 15+APL). Only one try is allowed per player. If the party succeeds (at least once), they do not get lost. If the party fails, then they get lost. Every character must make a Fortitude save DC 10+APL or take 1+APL points of damage from bumping into rocks, trees, and other objects on your journey.

25-26

Your journey takes you by a village where the local shaman cures your wounds for free. Any PC who has taken damage on their journey, or who is not on full hit points, is now cured to full hit points.

27-28

You pass through a town which is renowned for its arcane magic. Anyone in the party can now buy up to THREE arcane scrolls worth 100gp x APL each at half normal price. The purchase must be made immediately.

29-30

Wilderness Encounter (Any): Place down a forest path tile. Get players to place their figures in the centre part of the path. Consult the Any Wilderness Environment chart (p.96 DMG). Choose a creature with a CR closest to the APL of the party (round up). Roll randomly to see which direction the creature comes from, and who they attack. Reward: CR x 30xp. See Monster Manual for creature stats.

31-32

You pass through a town which is renowned for its divine magic. Anyone in the party can now buy up to THREE divine scrolls worth 100gp x APL each at half normal price. The purchase must be made immediately.

33-34

Wilderness Encounter (Cold Forest): Place down a forest path tile. Get players to place their figures in the centre part of the path. Consult the Cold Forests chart (p.96 DMG). Choose a creature with a CR closest to the APL of the party (round up). Roll randomly to see which direction the creature comes from, and who they attack. Reward: CR x 30xp. See Monster Manual for creature stats.

35-36

You pass through a town which is renowned for its alchemy. Anyone in the party can now buy up to THREE potions worth 100gp x APL each at half normal price. The purchase must be made immediately.

37

Wilderness Encounter (Cold Hills): Place down a forest path tile. Get players to place their figures in the centre part of the path. Consult the Cold Hills chart (p.96 DMG). Choose a creature with a CR closest to the APL of the party (round up). Roll randomly to see which direction the creature comes from, and who they attack. Reward: CR x 30xp. See Monster Manual for creature stats.

38-39

You pass through a town which is renowned for its crafting of masterwork weapons. Each player may have one ordinary weapon (already in their possession) upgraded into a masterwork weapon for half normal price. This upgrade must be paid for and completed immediately.

 

40

You pass through a town which is renowned for its crafting of magic weapons. Each player may have one masterwork weapon (already in their possession) upgraded into a magical weapon for half normal price. This upgrade must be paid for and completed immediately. Bonus restrictions apply as per APL: APL 1-4 = +1 weapon; APL 5-7 = +2 weapon; APL 8-10 = +3 weapon.

41-42

You pass through a town which is renowned for its crafting of masterwork armor. Each player may have one ordinary armor (already in their possession) upgraded into masterwork armor for half normal price. This upgrade must be paid for and completed immediately.

43

You pass through a town which is renowned for its crafting of magic armor. Each player may have one set of masterwork armor (already in their possession) upgraded into magical armor for half normal price. This upgrade must be paid for and completed immediately. Bonus restrictions apply as per APL: APL 1-4 = +1 armor; APL 5-7 = +2 armor; APL 8-10 = +3 armor.

44-45

You pass through a town which is renowned for its crafting of masterwork shields. Each player may have one ordinary shield (already in their possession) upgraded into a masterwork shield for half normal price. This upgrade must be paid for and completed immediately.

46

You pass through a town which is renowned for its crafting of magic shields. Each player may have one masterwork shield (already in their possession) upgraded into a magical shield for half normal price. This upgrade must be paid for and completed immediately. Bonus restrictions apply as per APL: APL 1-4 = +1 shield; APL 5-7 = +2 shield; APL 8-10 = +3 shield.

47-48

Wilderness Encounter (Cold Marshes):   Place down a forest path tile. Get players to place their figures in the centre part of the path. Consult the Cold Marshes chart (p.96 DMG). Choose a creature with a CR closest to the APL of the party (round up). Roll randomly to see which direction the creature comes from, and who they attack. Reward: CR x 30xp. See Monster Manual for creature stats.

49-50

Wilderness Encounter (Cold Mountains): Place down a desert path tile. Get players to place their figures in the centre part of the path. Consult the Cold Mountains chart (p.96 DMG). Choose a creature with a CR closest to the APL of the party (round up). Roll randomly to see which direction the creature comes from, and who they attack. Reward: CR x 30xp. See Monster Manual for creature stats.

51-52

Wilderness Encounter (Temperate Deserts): Place down a desert path tile. Get players to place their figures in the centre part of the path. Consult the Temperate Deserts chart (p.96 DMG). Choose a creature with a CR closest to the APL of the party (round up). Roll randomly to see which direction the creature comes from, and who they attack. Reward: CR x 30xp. See Monster Manual for creature stats.

53-54

Wilderness Encounter (Temperate Forests): Place down a forest path tile. Get players to place their figures in the centre part of the path. Consult the Temperate Forests chart (p.96 DMG). Choose a creature with a CR closest to the APL of the party (round up). Roll randomly to see which direction the creature comes from, and who they attack. Reward: CR x 30xp. See Monster Manual for creature stats.

55-56

Wilderness Encounter (Temperate Hills): Place down a forest path tile. Get players to place their figures in the centre part of the path. Consult the Temperate Hills chart (p.97 DMG). Choose a creature with a CR closest to the APL of the party (round up). Roll randomly to see which direction the creature comes from, and who they attack. Reward: CR x 30xp. See Monster Manual for creature stats.

57-58

Wilderness Encounter (Temperate Marshes): Place down a forest path tile. Get players to place their figures in the centre part of the path. Consult the Temperate Marshes chart (p.97 DMG). Choose a creature with a CR closest to the APL of the party (round up). Roll randomly to see which direction the creature comes from, and who they attack. Reward: CR x 30xp. See Monster Manual for creature stats.

59-60

Wilderness Encounter (Temperate Mountains): Place down a desert path tile. Get players to place their figures in the centre part of the path. Consult the Temperate Mountains chart (p.97 DMG). Choose a creature with a CR closest to the APL of the party (round up). Roll randomly to see which direction the creature comes from, and who they attack. Reward: CR x 30xp. See Monster Manual for creature stats.

61-62

Wilderness Encounter (Temperate Plains): Place down a forest path tile. Get players to place their figures in the centre part of the path. Consult the Temperate Plains chart (p.97 DMG). Choose a creature with a CR closest to the APL of the party (round up). Roll randomly to see which direction the creature comes from, and who they attack. Reward: CR x 30xp. See Monster Manual for creature stats.

63-64

Wilderness Encounter (Warm Deserts): Place down a desert path tile. Get players to place their figures in the centre part of the path. Consult the Warm Deserts chart (p.97 DMG). Choose a creature with a CR closest to the APL of the party (round up). Roll randomly to see which direction the creature comes from, and who they attack. Reward: CR x 30xp. See Monster Manual for creature stats.

65-66

Wilderness Encounter (Warm Forests): Place down a forest path tile. Get players to place their figures in the centre part of the path. Consult the Warm Forests chart (p.97 DMG). Choose a creature with a CR closest to the APL of the party (round up). Roll randomly to see which direction the creature comes from, and who they attack. Reward: CR x 30xp. See Monster Manual for creature stats.

67-68

Wilderness Encounter (Warm Hills): Place down a forest path tile. Get players to place their figures in the centre part of the path. Consult the Warm Hills chart (p.97 DMG). Choose a creature with a CR closest to the APL of the party (round up). Roll randomly to see which direction the creature comes from, and who they attack. Reward: CR x 30xp. See Monster Manual for creature stats.

69-70

Wilderness Encounter (Warm Marshes): Place down a forest path tile. Get players to place their figures in the centre part of the path. Consult the Warm Marshes chart (p.98 DMG). Choose a creature with a CR closest to the APL of the party (round up). Roll randomly to see which direction the creature comes from, and who they attack. Reward: CR x 30xp. See Monster Manual for creature stats.

71-72

Wilderness Encounter (Warm Mountains): Place down a desert path tile. Get players to place their figures in the centre part of the path. Consult the Warm Mountains chart (p.98 DMG). Choose a creature with a CR closest to the APL of the party (round up). Roll randomly to see which direction the creature comes from, and who they attack. Reward: CR x 30xp. See Monster Manual for creature stats.

73-74

Wilderness Encounter (Warm Plains): Place down a forest path tile. Get players to place their figures in the centre part of the path. Consult the Warm Plains chart (p.97 DMG). Choose a creature with a CR closest to the APL of the party (round up). Roll randomly to see which direction the creature comes from, and who they attack. Reward: CR x 30xp. See Monster Manual for creature stats.

75

You come to a town which does not welcome strangers. The PCs have two choices:

EITHER: If any PC has ranks in Forgery, then he/she can make a Forgery check (DC 10+APL) in order to produce fake papers which pass the party off as Locals. OR Each PC must pay 20gp x Character Level in taxes and bribes (so that the group can pass through the town). A failed Forgery check results in each PC having to pay double the taxes. If a PC can’t pay, then he/she is flogged in the town square (doing 3+APL hit points of damage to that PC).

76

Your party meets a kind druid who has befriended a flock of giant eagles. The druid offers for the eagles to fly you the rest of the way of your journey – thus avoiding drawing any more Journey cards in this section of the adventure. Your party may accept or decline this offer.

77-78

Along the road, your party meets another adventuring party who are returning from a successful dungeon raid. The party leader asks if any of you can Appraise the emerald idol which the party liberated from the dungeon. He will pay the successful Appraiser 25gp x APL for a successful Appraise. DM: An Appraise check (DC 13+APL) will reveal the emerald idol to be worth 1,000gps x APL. And just in case any of you were thinking about taking it, you notice that this adventuring party is very high level. Anybody attacking this party will be killed outright.

79-80

A little knowledge is a good thing. Your knowledge has been able to help somebody else. Every PC who has ranks in Knowledge (Arcana) or Knowledge (The Planes) earns 25gp x Number of Ranks for their services. Plus 25xp x APL in experience.

81-82

A little knowledge is a good thing. Your knowledge has been able to help somebody else. Every PC who has ranks in Knowledge (Architecture and Engineering) earns 25gp x Number of Ranks for their services. Plus 25xp x APL in experience.

83-84

A little knowledge is a good thing. Your knowledge has been able to help somebody else. Every PC who has ranks in Knowledge (Dungeoneering) earns 25gp x Number of Ranks for their services. Plus 25xp x APL in experience.

85-86

A little knowledge is a good thing. Your knowledge has been able to help somebody else. Every PC who has ranks in Knowledge (Geography) earns 25gp x Number of Ranks for their services. Plus 25xp x APL in experience.

87-88

A little knowledge is a good thing. Your knowledge has been able to help somebody else. Every PC who has ranks in Knowledge (History) earns 20gp x Number of Ranks for their services. Plus 25xp x APL in experience.

89-90

A little knowledge is a good thing. Your knowledge has been able to help somebody else. Every PC who has ranks in Knowledge (Local) earns 25gp x Number of Ranks for their services. Plus 25xp x APL in experience.

91-92

A little knowledge is a good thing. Your knowledge has been able to help somebody else. Every PC who has ranks in Knowledge (Nature) earns 25gp x Number of Ranks for their services. Plus 25xp x APL in experience.

93-94

A little knowledge is a good thing. Your knowledge has been able to help somebody else. Every PC who has ranks in Knowledge (Nobility) earns 25gp x Number of Ranks for their services. Plus 25xp x APL in experience.

95-96

A little knowledge is a good thing. Your knowledge has been able to help somebody else. Every PC who has ranks in Knowledge (Religion) earns 25gp x Number of Ranks for their services. Plus 25xp x APL in experience.

97

Your journey has been relatively quiet. This has allowed those of you with ranks in a Craft skill to practice your art.

Every PC who has ranks in a Craft earns 50gp x Number of Ranks for the goods they craft and then sell in the nearest town.

98

Your journey has been relatively quiet. This has allowed those of you with ranks in a Profession skill to practice your trade. Every PC who has ranks in a Profession earns 50gp x Number of Ranks for the services they sell in the nearest town.

99

Sometimes, you just know too much … Your knowledge of a dangerous thing has drawn the attention of assassins. Every PC who has ranks in Knowledge must pay a bribe of 25gp x Number of Ranks to the local militia, so that they may receive safe passage through this region. If you can’t pay, you must give your experience for free. Lose 100xp x APL in experience.

00

You have drawn unnecessary attention to yourselves …Your knowledge of a Craft or a Profession has drawn the attention of poor farmers who think you’re too good for yourself. Every PC who has ranks in a Craft or Profession must pay a bribe of 25gp x Number of Ranks to the local farmer’s guild, so that they may receive safe passage through this region. If you can’t pay, you must give your experience for free. Lose 100xp x APL in experience.

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All original material is © 2005 by The Other Game Company and Stefan Pietraszak unless stated otherwise. Read the Open Game License here.