The Knowledge of the Apothecary

     The Apothecary is a fundamental part of the D&D world, and is just as important as Divine healing for a more mundane setting. Your players could be playing a priest of a faith, but could also be a type of Apothecary that uses herbs and practical methods of healing.
     Most PC groups always forget that the more mundane ways of healing can be just as effective in a campaign as the quick methods of a potion or blessings. It is important to have a backup plan in case these quick ways of getting back Hit Points are not available, and having a PC with the knowledge to heal at all can be vital to survival.
     There are many different ways to go about introducing the slower and less effective ways of healing to a group, but it is important that it not be as easy as just brewing a tea or finding an herb. Making the process more involving gives a larger appreciation to the NPCs they come across that heal in this way!
     There are 6 vital points of knowledge one should know to be the most effective at healing another naturally. While having just one of these subjects known can help get the process started, having more of these subjects studied will make the Apothecary far more effective. The following six subjects have both descriptions of what the basic proficiency will help with, along with its expanded version called Sage Knowledge.
- Herbalism -     How to spot, identify, and harvest herbs. This allows a PC to make a check in the wild to locate herbs, and understand their uses.
          Sage Knowledge: Expanded understanding of Botany, and how to grow your own herbs in a controlled environment. This gives a +4 to Harvesting Dangerous Plants, and gives a chance to identify rare or magical herbs with a successful check.
- Alchemy -     Understand the basic materials and core elements of nature, and how to apply those ideas in a practical way.
          Sage Knowledge: A complex understand of how chemicals interact, how to manipulate elements, and a material's arcane alignment. Advanced material spell component use and which components enhance spell effects.
- Healing -     How to spot and treat superficial wounds, and to understand the basic treatment of injuries. Fundamental ideas on how to treat symptoms of illness.
          Sage Knowledge: Quickly identify conditions or illnesses, and how to treat them. Administer and oversee long term treatment with full recovery.
- Poisons -     Understand the signs of poisonous condition, along with basic knowledge of what materials could be a poison. Know the types of poisons and their signature onset effects.
          Sage Knowledge: Know the proper dosage of poison to use to attain a desired effect. Be able to maintain safety when concocting or using a poisonous substance.
- Brewing -     How to brew ale and wine from scratch. Know how to brew teas and herbal concoctions properly to obtain benefits from their herbal properties.
          Sage Knowledge: How to distill, combine, and condense an ingestable substance for medicinal purposes. Ferment and develop new alcoholic drinks and understand palate interactions.
- Nature -     Basic understanding of how wilderness thrives, along with the small creatures that inhabit it. Know how landscapes effect the general circle of life.
          Sage Knowledge: Intimate understanding on how life, nature, and environment shift and effect one another. Complex knowledge of toxins, venom, and poisonous environments.
   
   

The Orrery of Si'Thyial


The Orrery of Si'Thyial
Created By: Archmage Si'Thyial
Time Period: MR348, The Age of Lawless Arcana
Created on: The Prime Material
Contains Life Essence
Rarity: Artifact, Unique

This is a one of a kind artifact from Magic Reign, Created by Archmage Si'Thyial. It was his intention to study the Inner Planes, and find a way to draw from them as sources. To do this, he spent his entire life creating a device that would help him travel around the fastest, by modifying a model he made when he was under tutelage. He would never get to go on his adventure, as it wasn't until near the end of his life he developed a spell to draw a sustained amount of Arcana, which he was able to etch into the crystalline casing. Before he was able to test the device, he perished of disease. The soul of Archmage Si'Thyial is attached to this item, but is non-acting.

Description
The core only, it is a Thick Rod made of intricate gears and dials. Many rings are stacked upon each other creating layers of cogs, wheels, and combinations of small moving parts. Upon the top is an orb of a clear nature, emitting a faint yellow white glow. In between the many rings, has a clear crystalline barrier that is protecting extremely small parts. Some of the dials have arcane markings upon them, indicating days, months, seasons, and celestial cycles. There are dials that have a small gold clamp, and a hole through the ring. There is a string of numbers, letters, and symbols etched into the metal of each gold clamp. There are 8 Clamps. The bottom of the rod has 4 feet that are made of solid iron, resembling the claws of a Draconian Creature.

The crystal casing that is protecting the smallest, most intricate parts is covered in small, flowing runes that glow with a soft dark blue. There seems to be many layers of these runes within the thickness of the crystal.

The rings are still in continual motion, as the device is keeping track of time and position. The orb in the middle will glow the color of the plane they are on:
    • Fire = Red
    • Blue = Water
    • Brown = Earth
    • Clear = Air
    • Yellow = Prime Material
**NOTE** The device is not currently glowing **NOTE**

The strange numbers, letters, and symbols on the gold clamps represent the precise measurements and dimensions of the other pieces needed to operate the entire device. They require perfect sphere chunks of gemstone no lower value of 2500gp, needing one of each Ruby, Sapphire, Diamond, and Amber. The other 4 pieces need precious stones shaped into a perfect sphere, no lower that 2000gp in value: an Opal, Pearl, Red Jasper, and Amethyst. These will be placed upon tiny bowls to keep the spheres from falling, attached to rods at the specified distance and height from the core. The rods must be made of Deep Mithril, and the little bowls must be made of Mithril.



The power source is enchanted to deliver jolts of arcane energy into the device when activated, but it is currently running on just the initial enchantment. The etching in the crystal is what it is burning up, and it needs to be refreshed. The etching is already there, and will only require an expert Gem Cutter to etch into the crystal and restore the enchantment before it burns up.

Operation

When assembled correctly, it will keep precise time, give you an exact position on the current inner plane you are on, and will grant the ability to travel freely between the planes. By dialing a position into the Orrery, the relic will root into the mithril trimmed keel of what ever vessel you are within, and create a protective barrier to that specific plane your traveling too. You will take flight, and within the skies transverse through the ethereal plane; quickly making your way to your destination. The destination must be within the inner planes, and must be accessible through the Ethereal plane.

The protective barrier is always active, no matter what plane you are on.
     Static Barrier – Allows the craft to fly and balance. Allows the Navigator to control the ship at their will. Provides atmosphere.

Plane of:
     Fire – Protected from Fire and Magic Fire
     Water – Protected from Water, along with the pressure of being deep under water.
     Earth – Provides protection from the wild nature and acts as camouflage.
     Air – Provides Maximum atmosphere
     Ethereal – Masks the presence of the ship within the Ethereal.
     Prime Material – Protection from Normal Missiles, can not be struck by lightning.

Special Material

Deep Mithril – By taking Mithril and repeatedly melting it by dragon fire, its color will turn from bright silver to a glass polished gray black (Gunmetal in color). This will cause the Mithril to be extremely light, and turn into an arcane super-magnet. Deep Mithril can pull in Arcana from the air and cause decay. The metal is volatile, and will decay back into normal Mithril if the arcane energy it is collecting isn't being expended or stored immediately.

Parts to Assemble

1 Ruby – Polished with super-heated flame (Blue or White) (Flame Elemental)
1 Sapphire – Water jet cut to a perfect sphere (Water Elemental or Djinn)
1 Diamond – Sand blasted and spun to create an almost invisible object (Air Elemental)
1 Amber – Rolled in powdered stone until glass-like (Earth Elemental)
1 Opal – The opal must have a cosmic sheen, as if looking at a storm brewing amongst the stars.
1 Pearl – It must be naturally made into a perfect sphere, and be completely white with absolute pearl-essence.
1 Red Jasper – Must be completely red, with no black veins
1 Amethyst – Just has to be a perfect sphere.

8 Precision-Molded, Deep Mithril Rods to Exact Specification

Alchemical Symbols

     Its really easy to use symbols to better describe an object or method. Alchemical Symbols like these provide a way to bridge the gap to some basic things you might find with D&D. A Recipe might use this way of writing it down instead of a standard way, giving your players another way to look at the situation, or even providing an extra layer of challenge.

   Using symbols in your campaign is very easy, and can help put emphasis on a particular aspect, or allow your players to better find themselves as their characters. Having a special way to communicate has a lasting effect, and can be the detail you need to make a moment.

     By being able to quantify in symbols, and some examples of what different things mean, you can make your own key or legend: Allowing symbols to be manipulated by the players gives a chance for them to become their character momentarily.

     You are free to develop your own symbols and meanings, making them situation specific or character specific. Allowing a player to build on the current narrative and develop their own method of symbol usage can benefit everyone.

     For the picture of the canvas, I used common alchemic symbols and their most associated meaning. It was super easy to measure a grid and keep the size of the symbols the same. I used a 12x48 Inch Black Canvas, and measured Eighteen 4x4 inch squares to draw in. I painted on an easel, but in hindsight should have done it on a flat surface to avoid the dripping. I used Titanium White Acrylic Paint.

Here is a key to the symbols in the picture, and what they are suppose to mean. I had just Googled each of their definitions, and copied here.

Pound - Weight
16 Ounces, 1 Pint
- Saltpeter -
a white crystalline salt, occurring naturally and produced synthetically, used in fertilizer, as a meat preservative, and as a constituent of gunpowder.
Salt
is a mineral composed primarily of sodium chloride, a chemical compound belonging to the larger class of salts.
Pint - Volume
16 Ounces, 1 Pound
Sulfur
is a bright yellow, crystalline solid at room temperature.
Gold
a yellow precious metal, the chemical element of atomic number 79, used especially in jewelry and decoration and to guarantee the value of currencies.
Ounce – Weight
1/16 Pound
Lead
is a heavy metal that is denser than most common materials. Lead is soft and malleable, and also has a relatively low melting point.
Copper
is a soft, malleable, and ductile metal with very high thermal and electrical conductivity.
Dram - Weight
1/8 Ounce
Tin
is a silvery metal that characteristically has a faint yellow hue. Tin, like indium, is soft enough to be cut without much force.
Copper Acetate
appears as a blue-green crystalline solid. The hydrated derivative, which contains one molecule of water for each Cu atom.
Scruple - Weight
1/3 Dram
Phosphorus
exists in two major forms, white phosphorus and red phosphorus, but because it is highly reactive, phosphorus is never found as a free element.
Iron
is a mineral that our bodies need for many functions. It is by mass the most common element.
Pinch - Weight
1/4 Scruple
Sulfuric Acid
is a colorless, odorless, and syrupy liquid that is soluble in water and is synthesized in reactions that are highly exothermic.
Quick Silver
is a heavy, silvery-white liquid metal. Compared to other metals, it is a poor conductor of heat, but a fair conductor of electricity.


Special Materials

     Every item in D&D can be tied to some sort of metal work, stone work, etc. A charm, to accents, and just plain being made of something special. The color, kind, and rarity of its composition could play a big role in the value of the item, its functions, or perhaps contain an arcane secret. Here are 5 types of crafting materials you can use to help make your descriptions and rarity stick out.

Blue Mithril


     A natural blend of Mithril Ore enriched by Arcana, the color of a bright silver with a sheen of light blue gives it away. Its infusion allows it to have an arcane super-conductor like quality along with a self-healing ability, making this a rare and sought after material of any caster.
     Working with the metal is extremely difficult and requires an extraordinary amount of care, otherwise its quality can be destroyed. It can be enchanted by up to 12 circles of spells, and can statically reshape itself to best fit a tight space.
     Examples of items that could benefit from Blue Mithril:
          - Giving a blade the edge of Blue Mithril may allow it to never need sharpening, as once crafted into an edge, it will heal itself and reshape to razor sharp.
          - Making a key, and allowing the metal to reshape into the lock and open it for you. This would be the master of all keys.
          - Creating a complex magic item, being able to put multiple enchantments, or just a few complex spells rolled into one.


Deep Mithril


     By taking Mithril and repeatedly melting it by dragon fire, its color will turn from bright silver to a glass polished grey black (Gunmetal in color). This will cause the mithril to be extremely light, and turn into an arcane super-magnet.
     Working with the material is difficult as even with it is in liquid form, it is light enough to be inherently brittle. If you wish to make something of this, it requires a mold to be made, and then poured.
     Deep Mithril when exposed will draw in static arcana like a sponge. The process of drawing in the energy causes the metal to decay back to normal mithril, unless the energy has a place to go immediately. This makes Deep Mithril hard to come by outside of a dragon's influence, as it is extremely difficult to expend the arcana fast enough to prevent this from decaying back to normal.
     Examples of items that could benefit from Deep Mithril:
          - If enough of it is in contact with a caster, they can draw from the metal rather than their own spell point pool.
          - Create an item that can store the arcana for later use.
          - Create a generator of sorts, by making a machine that expends the energy right away for something magic or mechanical.

Bealfyre Stone


     A lightweight stone that is native to the lower planes, it has a flat black color with a porous texture. The stone is extremely brittle, and will crumble to a powder if pressure is applied. Its soot-like nature makes it stain easy, and leaves behind a black that can't be removed. Other names for this stone include Soul Ash, Black Powder, and Devil Dust.
     Making anything from Bealfyre is almost impossible, but can be done. Always brought down to its powder form, it has been used as a polish, an explosive, and an ink. Primarily used in alchemy, it is a difficult material to acquire even within larger laboratories. Using it as an ink has been thought to better bind its scribe to what they are writing, although it doesn't have any arcane influence.
     Bealfyre is used mainly for its heat generating, as only a small bit of friction is needed to make this material light on fire. If directly lit with flame, it will flash bright and hot for a moment, and be expended into nothing. If polishing a weapon, it will light the edge with fire that is thought to help it maintain an edge.

Fae Switch


     These twigs, no bigger than a foot in length and the thickness of a thumb have a strange orange colored bark that looks like it is naturally etched into the wood. The hexagram pattern of the bark is extremely small, but forms a tight web around the wood. The wood is not wet or slimy, but is slippery when held. How the wood is created is still a mystery, as each end comes to a point, and no other knots can been seen in the wood.
     The wood, being it is naturally already worked into its final shape, is able to retain spell circles, 1 circle per inch of wood. It is a highly sought after wand material, as well as being a collector's item. Altering the wood will cause it to lose all of its magical property, and will diminish the value of the item. This wood will attract Fae in the area, as it is a prized delicacy, and is consumed by them for its healing properties. 

 Yellow Dragon's Foot


     An herb of a true legendary quality, it is said it can restore life to a recently deceased, it can heal all wounds, and will restore the vigor of its consumer. A root that is rumored to be found on mountains and the forests nearby them. Its bright yellow color root accompanied by red thorns that look like reptilian digits, can be found in clusters up to 3, but rarely do they get the opportunity to grow that long, as once they are dug up, they only have a limit of 3 months to be used before the magical healing property of the root no longer works.
     This root can keep a party member from death, it can also be divided into 6 portions, making up to 6 Potions of Greater Healing. Finding this root is truly lucky, as it is considered the most rare of roots to find.
     Yellow Dragon's Foot will glow with detect magic as the school of Divine Magic, and the Sphere of Healing. As long as it has the glow, it will heal with its full magical property. If the glow is gone, so is its wondrous healing.
     


Creative Casting


Creative Casting

The Three Components to a Spell
| Verbal | Material | Somatic |

     No matter what kind of spell caster you are, spells are always made up of some kind of component. Standard casting has three types; Verbal, Material, and Somatic. These components are vital, and are more often than not a requirement. Some spells may only use 1 or two of these components, which may make a certain spell or school more desirable. Most often times, these can also become an extremely creative means to role-play.

     Verbal components are most often incantations, small phrases, or a single word. If it is required by the spell then a wizard must be able to speak. This is the most common component to a spell, which makes a silenced wizard almost a non-threat. They can be the hardest to role-play, because it requires some execution. There are no easy ways to use the verbal component creatively, which makes it easy to overlook. Knowing a bit of Latin can make for an interesting flair, as well as sounding as if in the heat of the moment.

     Material components become the most pesky things. Spells that require them are worth it, but you only have a finite amount of material. This is also an area that can be ambiguous, because a spell might ask for a “Leaf” or “Colored Sand”. By choosing a specific material over an other one that can be used, you can fine tune some role-play. Maybe a mint smell takes to the air when you cast with a mint leaf. Perhaps the colored sand is your character's favorite color. This method could make casting the same spell unique depending on what is available to you.

     Somatic components are by far the best way to add memorable moments to your sessions. This component is a movement or motion, allowing you to illustrate the spell your character is casting. When you cast Fireball, you may buck your arm back with a supposed recoil, or when casting invisibility you may wrap yourself in an invisible cloak. The possibilities are truly endless, as each spell could warrant any motion and can be tailored to a character for a certain style.

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(Example – After a volley of war shot is fired, Juxin the Wizard has a round to react. He casts Protection from Normal Missiles, which deflects all normally fired or thrown missiles.

(Player) “I thrust my left fist forward while gripping a piece of turtle shell, imagining my arm threading the straps of a tower shield 'Deflecto'. Quickly, I go to a kneeling position with my back half turned, holding my arm up as if I were covered by a massive shield.”

(GM) As the arrows come down and are sure to strike, they deflect away just as contact should be made, leaving you unharmed.)
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Cantrip, The 0-Level Spell
     Cantrip is the very first spell a wizard normally casts, and most often times only involves a Somatic component. This is a very simple hand motion that resembles the desired action to occur, and can be a very easy way to tie into the performance part of role-play. A GM with the somatic movements for just a few common cantrips can spark the group's emotion toward role-play. A player can learn these gestures, and use it as a way to silently role-play when the time comes. Cantrips are simple and can be just as memorable as a Fireball spell.
     With so many cantrip-like spells to cast, it can be very easy to find learning movements to be daunting. But you only need to know a few of the common ones to help facilitate the mood. Most cantrips are the simple hand motions we make to actually do stuff. For example, tying a shoe could be translated into a simple hand motion. Even if you don't practice how a cantrip can be done, you can still come up with it in mid game. Not everyone has to cantrip the same way every time, so it make be unique to a character or NPC. The standard “Candle Light” cantrip is a small flame at the end of ones index finger after a short snap. A special way to do this cantrip might be to drag your finger like a match, or even clap your thumb down into a fist to have partial flame concealment. The possibilities are endless, as there are so many very small things you can do with cantrip.
     The spell is extremely flexible with what it is capable of. The general limitations to cantrip are:
  • They can not cause loss of HP
  • They can not affect concentration of spellcasters
  • They can not duplicate any other spell effects
These rules make creating your own cantrip fairly easy, allowing you to innovate a way to make a remedial task that much easier.

Adding a Theme to Your Casting Style
     Some wizards who specialize in a school or element might have a specific way to cast spells. From a very noticeable wind up to the most subtle of dances. A theme to your casting can be a pivotal part of how your character is played. An Illusionist may only cast when they feel their somatic movements are concealed, or an Evoker might always cantrip a flame in their hand and only manipulate the fire they produce to cast further spells. Getting other proficiancies may help you in weaving the theme together, such as dancing while casting
     No theme or style should be able to give you any benefit beyond what the spell states. Just because it would make sense if your spell was better because you were doing a specific action, doesn't make the spell any more effective.
     In all cases, consult your GM before settling on how a casting theme or style should be played mechanically. Some systems allow you bonuses because you cast in an awkward way, while in others you may need some sort of skill that would make sense for you to even perform the style.

Alternative Spell Usage
     Taking a spell and making it your own is always a great moment to have, but using a spell in an unintended way and making it work is a labor of art. Understanding a spell in and out, and quickly making what you have work in a pinch sticks out.
     Most times, the effect a spell has when used in an alternative way will be far less than what a more pointed spell would do. The outcome might be just enough of what you were looking for, or could be just not how you imagined it would be. Ultimately, it is up to the GM to determine how well the outcome turns out to be.
     In an obscured circumstance, a quick thinking caster uses Detect Magic, knowing their opponent is using an enchanted weapon. This will allow a character better visibility to see the foe and either dodge or cast. This may open up other options for them to use, or even level the playing field.
     Casting Fog and focusing his Cantrip, along with his skills to Paint, Scuplt and Ventriloquism, Athale the Arcane Entertainer would tell stories to entire taverns and inns all throughout the realm, but also show them through colored shapes and moving scenes with fog. Throwing his voice into the sound effects of the foggy fireworks and tiny poofs of horse hooves, he would do all of this, only to pick up a lass for the evening... for free.
     Using Fire Trap on a tiny steel box can be the start of a firearm. By attaching the box to a barrel, and having a mechanism to open the box, the very first propulsion system for a fire arm could be made. Depending on the engineer, it could be as crude or masterfully crafted as they pleased. As long as Fire Trap, or a way to recharge the item is made, anyone could use this.
     Noticing that your foe is getting help from a nearby caster, it is clear to that the enemy casting is concentrating on your current foe. A spell that requires him to see him could be the cause of why he is so hard to defeat. Thinking quickly, you cast invisibility to everyone within 10'. This will give his enemy a Save v. Spell, but if failed, will also cause him to become invisible.

The Sorcerer Class

Homebrew Information - The Sorcerer Class


     AD&D 2nd Edition provides the basic classes necessary to get a game going, and includes a great selection of tools for spell-casters alike. Wizard, Specialist Wizards, and Wild Mages can each have their own impact on a game world and your campaigns, but can also be over played. The Sorcerer gives the player the ability to have the entire spell list at their finger tips, but will risk severe consequences should they over use their power. By allowing a player to play a more open ended spell-caster with risk, it can create a role-playing experience unique to your game.
   
The Sorcerer Class - Player Document will outline the basic understanding of how the new Sorcerer Class works, and its tweaked mechanics. A player will use this to help them during character creation and in play.

The Sorcerer Class - GM Tables will help determine the outcome of spells should the Sorcerer fail during spell casting. This should be kept hidden from your players, as the outcome could be nothing, or cause an effect to everyone.

Arcane Magic v. Divine Magic

     In AD&D 2nd Edition, when a wizard wakes up after a long rest they are required to study their spelltome to fix the magic they will be using for the day. When a priest wakes, they pray to their deities for the blessings they want, and fix their spells that way. What makes a wizard a wizard and a priest a priest though? Wizardly Priests and Priestly Wizards can interchange their spells between both. This is where confusion is most often times found, and it can be confusing for other players who are trying to understand mechanically why these characters can perform as such.
     It is important to define a clear line between the two, but understand how the mechanic works for characters who walk the line. The character does not get double the spellpoints to allocate, so how do you decide how much goes to each?
     What matters the most here is the source of where the power is coming. Arcane magic must come from some sort of store of arcana, some source that is on the same plane as the caster. It could be an item, a place, or even an event of some kind. In my own homebrew game world, I use what is called the Well of Magic. The Well of Magic is a source on my Prime Material that all arcane magic is sourced from. If your from the Prime Material, this is where you are drawing your magic.
     Divine magic is much different, in that the source of the power comes from a being, entity, or outsider. A priest who prays to this intelligent omniscient source is granted a very small portion of influence as asked for, and allows the priest to cast their prayed for spells.
     Should a player get to pick from both Arcane and Divine magics, they will use their maximum spell point allocation between the two, studying the spells they have access to, and praying for the blessings they desire. The primary difference between the two kinds of magic comes down to the source of where it is coming from.
     To conclude, Arcane Magic's source comes from a place or thing from the Prime Material, and Divine Magic comes from a being, entity, or outsider with influence outside of the Prime Material.

Thank you for stopping by!

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The Art of Non-Combat Random Encounters

     Investigating the world and digging up every little bit of information can lead to a wide variety of situations. These circumstances can be anything, ranging from dangerous to mundane, but more often than not its completely random.
     Encounters can be planned of course, but that is a part of the narrative, or perhaps what your players have pushed for. What happens next in the over arching story is determined by how the group interacts with the world around them and is most often times pre-determined before your gaming session.
     It is the random encounter that can change the tide of the game, the strange predicament that can shift the mood or even make the over arching story of 'what is to come' a different experience. As a GM, those random encounters can be a very daunting task to undertake no matter how small. You can't plan for them, you can't know everything involved with them, and you certainly can't predict the outcome of them, because they should be just as random to you as your players.
     Combative random encounters could easily be rolled and planned out before you start. Having two or three waiting in the wings is always an option, and generating the theme of that encounter to tie into your current narrative is entirely up to you. In my opinion, these are generally the best encounters for players, because we all get to roll dice and feel the thrill of risk. This is also the part of the game that is the most exciting, and normally ends with a high amount of character experience and loot.
     The non-combat random encounter is where a masterful GM can generate a situation that the players can either role-play though, sidestep, or simply just experience. Some can lead to combat as well, giving players an opportunity to roll some dice. These encounters require a detailed understanding of a few key factors, and can be answered by simple questions;
  • Exactly where are your PCs when the encounter occurs? Think about the natural environment, the weather conditions, and the climate of the region. What time of the day is it? What are the stages of the heavenly bodies?
  • The types of others around, such as NPCs, monsters, and other groups of populous. Are you currently within a town or city? What could be occupying the area? Are there any calendar holidays being celebrated?
  • The primary senses; Sight, Sound, Touch, Taste, and Smell. Do any of these senses overpower another? Which is the first sense to become aware? Are any senses hindered or disabled?
     Every one of these factors are under your constant control, and need to be known before you start ANY random encounter. Knowing these key features can help you as a GM better lay out a situation while it is being presented.
     There are an infinite number of encounters you can create that are not combat oriented, and can be as small or large in scale as your want. Coming up with what happens though should always be random, and can be done by rolling on a pre-generated table. The encounters do not have to be detailed on your table however, and can be vaguely written to make them fit your current situation.

These Non-Combat Random Encounters Tables will help anyone get started on generating encounters at the table quickly, and will allow the GM to fill in the blanks to help fit the campaign or setting. While the tables themselves wont give you an entire picture of what the encounter will be, it will help get the ball rolling for what will happen.

     Random encounters are an important part of RPGs, and will give your world the feel of being real. Always keep your players thinking and feeling as if anything can happen! Just as in real life a mundane interaction, coincidence, or just something plain random can change the path of a character or result in dire circumstance. Make your players relate to their characters by providing them with the chaos of life.
     

RPM Zombicide Scenarios

Zombicide has been a favorite cooperative board game of ours for a while, and we have developed our own custom scenarios to share. Listed below you will find links to all of our custom games.
  • [Base Game] Sewer Escape| 6+ Characters | Difficulty - Hard | Est. Time 4 to 5 Hours     Sewer Escape Leads 6 Characters out of their city, with the only way out being through the sewers below. This is a Two-Part Mission, taking about 4 to 5 hours to complete from start to finish. The first part should only take 2 to 3 hours, so if time is short, you can record your characters in between and pick it back up another time.