Lair of the Dusk Witch

Random Encounters (Deadworlds)

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System Encounters

When the players' ship enters a region, and each week spent in the region thereafter, there is a 2-in-6 chance of a system encounter: another ship entered or was in the region. On a 1, it is staying in the region for some reason (ambushing, surveying, refueling), while on a 2, it is passing through or leaving the region.

If there is a random system encounter, roll 2d6 on the Region Encounter Roll. If the ship is Scanning (Active or Passive), roll to see if it gets a detection lock on the player's starship. If they get a detection lock, they make a Reaction Roll. All permanent/preplaced entities in the region (planets, ships, space stations) also roll for detection locks if they are Scanning.

If the Reaction roll is less than Friendly, the ship will take action. Neutral ships will attempt to continue their mission unless engaged. Defensive ships form a defensive line around their ward. Aggressive ships will attempt to engage the player's ship. Evasive ships will attempt to fleet the region.

Roll Encounter Ship Stance Scanning
2 Letter of Marque Privateer [[Letter of Marque Corvette]] Aggressive Active
3 Raiding Pirates Pirate Fleet Defensive Passive
4 Local Naval Patrol Varies, typically a [[Revenue Cutter]] Defensive Active
5 Loot-Laden Pirates Pirate Fleet Evasive Passive
6 Hunting Pirates Pirate Fleet Aggressive Passive
7 Far Trader [[Free Merchant]] Neutral Passive
8 Civilian System Ship System Hauler, System Freighter, or System Liner Neutral Active
9 Foreign Courier Ship [[Link Courier]] Evasive Passive
10 Foreign Naval Patrol 1d3-2 Assault Frigate, 1d2-1 Frontline Corvette, 1d4-1 Aggressive Active
11 Espionage Ship [[Forward Courier]] Evasive Passive
12 Grand Merchant Fleet 1 Grand Merchant, 1d4-2 Escorts Neutral Active

Pirates are a common enough sight in the Deadworlds, and are dangerous to travellers and traders. Hunting Pirates are looking for targets or waiting in ambush at the edge of systems. Loot-Laden Pirates have already filled their holds, and are fleeing back to their hidden lair. Raiding Pirates are in the middle of raiding a planetary settlement or space station. Unless stopped, they will succeed and escape with loot in 48 hours.

There are specific Pirate Fleets operating in the Deadworlds, each with a different composition. If one is destroyed or driven out, another will rise to take its place. When determining which Pirate Fleet is in the region, roll below:

Roll Raiding Pirates Loot-Laden Pirates Hunting Pirates
1 Local Pirates Local Pirates Local Pirates
2 Adjacent Pirates Local Pirates Local Pirates
3 Adjacent Pirates Adjacent Pirates Adjacent Pirates
4 Adjacent Pirates Adjacent Pirates Adjacent Pirates
5 Distant Pirates Adjacent Pirates Distant Pirates
6 Distant Pirates Distant Pirates Distant Pirates

Local Pirates are the pirate fleet based in the current system. Adjacent Pirates are pirates from a randomly-determined adjacent system. Distant pirates are from either a Deadworlds system more than one jump away, or from outside the Deadworlds.

Deadworld Pirate Fleets:

Ground Encounters

Wilderness Encounters

Wilderness encounters have a 2-in-6 chance per day of travel. Traveling stealthily, and at least at half speed, reduces this chance to 1-in-6. Lifeless Body is used for planets, moons, or other bodies that can be navigated, but have no life or atmosphere.

Roll Encounter Necropolis Zelotupia Caliban Namur Lifeless Body
2-3 Very Dangerous Hard-to-Fight thing Leviathan Roving Monstrosity Cosmic Radiation Burst
4 Local rare creature Salemite submarine Mounted Survivor Raiding party
5 Local people Whalers/Fishers Survivor salvager band (nearest enclave)
6 Local creature or threat Deep Creature Survivor defenders (nearest enclave)
7 Recurring Character Recurring Character Recurring Character Recurring Character Recurring Character
8 Caravan or civilian vessel Cargo Ship Survivor Caravan (hidden)
9 Marauders Poaching Whalers Victorian Platoon
10 Marauders Sea Raiders Victorian Company
11-12 Dangerous Powerful Opportunity Thing SEA Hammer Victorian Reclamation Battalion Roll on System Encounters. That ship is landing or doing a close flyby.

Settled Encounters

Encounters are primarily with law enforcement, roll 2d6-2; if less than Law Level, a law enforcement encounter occurs.

Other settled encounters are rare, and typically only occur when players are looking for trouble. They occur when:

Roll Starport/Space Station Entertainment District Isolated Settlement
2-3 Ruling gang Ruling gang Itinerant Merchant
4-5 Shore Party Toughs Thieves Local Notables
6-8 Con artist Con artist Local Toughs
9-10 Merchant Crime in progress Emergency in progress
11-12 Patron Sex workers Itinerant Workers

Toughs and gangs require protection money, and may also demand a Readied item. Thieves will attempt to sneakily remove an item or container, either through pickpocketing or nicking it when the characters are distracted. Con artists will typically arrive with a bad deal, and attempt to convince the players to give them money for a reward. There's a 25% that it will, in some way, actually pay off for A Patron has a job offer for the characters Merchants are willing to transact with one piece of adventuring gear, energy, pharmaceuticals,

Roll Emergencies in Progress Crimes in Progress
1 A critical piece of technology is now on fire, and the fire threatens the whole settlement not just the tech Grand theft auto/rustling
2 Vehicle crash against characters (if not avoided)/animal loose or stampeding towards characters Violent store robbery
3 Mugging
4 Kidnapping
5 Shootout
6

Other encounter ideas: