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CHAOS SUBTABLES
Introduction: This table is to be used in two ways. First, it is under in conjucntion with the other regional encounter charts presented herein. When a roll on those charts refers to the Chaos Subtable, the GM should then roll on the appropriate Chaos Cultists or Chaos Monsters chart.
In addition, in the Word RQ Campaign, in Y1636 the Lunar Glowline touched the Block in Prax and cracked the Block. From that time on Chaos began to seep into the world. To reflect this, whenever any encounter is indicated in Y1636 or later in my campaign, the GM would first roll a Chaos check on the CHAOS RISING table below. If the Chaos check failed, then the GM could go to the appropriate regional encounter charts. as you can see from the CHAOS RISING chart, Glorantha was going ot be in bad shape come Y1675 without heroic intervention!
Contents:
Region: ALL
Chance:
| 1636 = 1% | 1646 = 11% | 1656 = 21% | 1666 = 31% |
| 1637 = 2% | 1647 = 12% | 1657 = 22% | 1667 = 32% |
| 1638 = 3% | 1648 = 13% | 1658 = 23% | 1668 = 33% |
| 1639 = 4% | 1649 = 14% | 1659 = 24% | 1669 = 34% |
| 1640 = 5% | 1650 = 15% | 1660 = 25% | 1670 = 35% |
| 1641 = 6% | 1651 = 16% | 1661 = 26% | 1671 = 36% |
| 1642 = 7% | 1652 = 17% | 1662 = 27% | 1672 = 37% |
| 1643 = 8% | 1653 = 18% | 1663 = 28% | 1673 = 38% |
| 1644 = 9% | 1654 = 19% | 1664 = 29% | 1674 = 39% |
| 1645 = 10% | 1655 = 20% | 1665 = 30% | 1675 = 40% |
Each year thereafter increase the chance by 1%.
If Chaos is indicated, roll on the Chaos Table Chart below.
CHAOS TABLE CHART:
01-35 = CHAOS CULTISTS (see Subtable
A)
36-75 = CHAOS MONSTERS (see Subtable B)
76-99 = CHAOS MANIFESTATION (see Note C)
00 = GM'S CHOICE OR SPECIAL
If either Monsters or Cultists are indicated, roll another D100. On a 01-10, a mixed group will occur, to be determined on both subtables.
01-25 = Krarshti
26-30 = Vivamortists
31-50 = Malliants
51-65 = Thanatari
66-75 = Cacodemonists
76-80 = Thedists
81-85 = Porcharngos
86-95 = Chaos Devotees
96-00 = Other
Allow a 10% chance for a mixed group, thereby rerolling on the above chart. Allow a further 10% chance for another cult to be present, and so forth.
Allow a 10% chance that any given cultist is also a Chaos Devotee, with D3 Chaos Features.
Krarshti: Includes D6 members, often undercover. Allow a 15% for a Rune level to be present and a 5% chance that D3 Krarshtkids follow nearby. also allow a 10% chance that any given member is an Ogre.
Vivamortists: Includes D4 members looking for potential victims. Allow a 15% chance at night that one of the D4 is a Vampire. Allow a 15% chance that there are D6 undead (Ghouls, Zombies, or Skeletons) at hand.
Malliants: Includes D6 worshippers (50% chance theya re involuntary worshippers). If voluntary Initiates, then allow a 15% chance for a Rune level to be present. In addition, allow a 50% chance that some or all of the worshippers are Broos.
Thanatari: Includes D3 members with an 18% chance that a Rune level is present.
Cacodemonists: Includes D6 members with a 15% chance that a Rune level is present. There is an 80% chance all of the members are Ogres, otherwise, allow a 50% chance that each member is either a human or an Ogre.
Thedists: Includes D8 Broos with a 10% chance of a Rune level being present.
Porcharngos: Includes D4 members with a 20% chance that a Rune level is present. There is an additional 15% chance that D3 Gorp are nearby.
Chaos Devotees: Includes D6 human members, all with D3 Chaos Features.
Others: Includes D6 members of
a Demon, Spirit, or Other Chaos Cult or the GM's Choice.
01-12 = Scorpion Men
13-30 = Gorp
31-34 = Walktapi
35 = Demon
36-50 = Snakes
51-54 = Ghouls
55-60 = Zombies
61-65 = Skeletons
66-70 = Ghosts
71 = Basilisk
72 = Cockatrice
73 = Catoblepas
74-90 = Dragonsnail
91-95 = Jack O' Bears
96-97 = Cave Trolls
98-99 = Horrors
00 = Special
Scorpion Men: Includes D8 creatures with a 10% chance of a Rune level leader.
Gorp: Roll on the following table:
01-40 = Acid Gorp
41-65 = Glue Gorp
66-80 = Paralysis Gorp
81-85 = Breeder Gorp
86-90 = Exploder Gorp
91-95 = Zoomer Gorp
96-99 = Regenerating Gorp
00 = Other Exotic Type Gorp
Then roll for size:
01-20 = Micro
21-50 = Small
51-80 = Medium
81-95 = Large
96-99 = Huge
00 = Colassal
Usually 1 gorp will be encountered, but 15% of the time D3 will be encountered.
Walktapi: Includes 1 creature with a rare 5% chance of D2 creatures.
Demon: GM's choice regarding type and number. These could be gleaned from an old White Dwarf Magazine article on RQ demons or using the Daemons from TOTR. In addition, strange creature like the Jabberwock (from the Gateway Bestiary) or the Clootie from the Munchrooms scenario can be used. Finally, home-made GM chaos demons can be devised.
Snakes: D6 snakes of a type determined on the table below:
01-15 = Stake Snake
16-25 = Mace Snake
26-35 = Sword Snake
36-60 = Venom Snake
61-75 = Acid Spitting Snake
76-85 = Poison Spitting Snake
86-95 = Stink Spitting Snake
96-00 = Exotic Snake Type
Ghouls: D8 encountered.
Zombies: D4 encountered.
Skeletons: D6 encountered.
Ghosts: Usually 1 ghost in encountered, although there is a 5% chance that D3 are encountered. These will often be the victims of chaos, now insane and bound to a site.
Basilisks, Cockatrices, Catoblepas: usually 1 encountered, with a 5% chance of D2 for cockatrices and catoblepas.
Dragonsnails: Usually 1 encountered, but 35% of the time D2 are found. Roll for each snail: 01-75 = 1 head, 76-99 = 2 heads, 00 = 3+ head (aka Hydrasnail).
Jack O' Bears: D3 encountered.
Cave Trolls: D3 encountered.
Horrors: Use any strange monsters from Elder Secrtes or Dorastor. Ideas are listed below:
Special: GM's Choice.
NOTE C - CHAOS MANIFESTATIONS:
I have not bothered to create a chart for these, since they shoudl vary each time. Ideas and examples of such things include:
You get the idea. Be creative.
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