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# Part of Simon Phipp's RuneQuest/Glorantha Site

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  Simon E. Phipp(Geo Cities)
  Simon E. Phipp(Work - Birmingham)
Last Updated On 12 June 1999

# Dorastor Terrain and Encounters

Whilst Dorastor is a Chaos Nest and could well use the Chaos Nest encounter tables, it is as large as most Gloranthan countries, so I preferred to use an extended Encounter Table for different areas of Dorastor.

I split Dorastor into different types of areas and derived a combination of those areas with the normal terrain types. Some areas will be different still, for instance Riskland would be more like Open Plains than the rest of Dorastor and Ghost Dirt would have far more ghosts and spirits, the Seven Hills would be a combination of Hills, Elven Forest and Chaos Nest. I may add those areas later on.

Name | Terrain | Chaos Type | Storms
Poison Thorn Woods | Forest | Forest | Few
Hell Wood | Forest | Forest | Few
Spider Woods | Forest | Forest/Undead | Few/Medium
Ash Flats | Plains | Plains | Medium
Ghostdirt Plain | Plains | Plains/Ghosts | Many
Rotground | Plains | Plains | Many
Nangtali's Plateau | Plains | Plains/Hills | Many
Tobros Mountains | Hills | Hills | Few
Bolini Range | Hills | Hills | Few

Each terrian type has a chance of a Storm, a chance of a Terrain change and a chance of an encounter. These should be rolled when the PCs pass through the area, one roll in each stated period. Obviusly, the terrain should not change continually, but there willbe changes from the norm. Encounters should be randomly rolled and acted on - Dorastor is that sort of place.

# Woods | Encounters | Undead | Intelligent Chaos | Unintelligent Chaos | Were-Creatures | Raiders
5% Storm 15% Terrain Change 80% Encounter Roll every 6 Hours | 01-02 Undead 03-06 Were Creature 07-14 Intelligent Chaos 15-18 Unintelligent Chaos 19 Raiders 20 Special | 01-03 Zombies 04-08 Vampire 09-13 Ghosts 14-15 Mummies 16-18 Skeletons 19-20 Ghouls | 01-02 Broo 03-05 Scorpionmen [1-3] Spidermen [4-6] 06-08 Ogre [1-3] Jack o' Bear [4-6] 09-13 Elves 14-15 Elven Soldiers 16-17 Runners 18 Pixies 19 Dryads 20 Kua-Toa | 01-03 Gorp 04-06 Walktapus 07-10 Dragonsnail 11-15 Cockatrice 16-18 Snakes 19-20 Basilisk | 01-04 Tiger Son 05-10 Bearwalker 11-17 Wolfbrother 18-20 Tuskbrother | 01-05 Trolls (Zorak Zoran) 06-08 Trolls 07-12Uroxi 13-16 Orlanthi 17 Babeester Gor 18-19 Mostali 20 Lunars
# Plains | Encounters | Undead | Intelligent Chaos | Unintelligent Chaos | Were-Creatures | Raiders
40% Storm 15% Terrain Change 80% Encounter Roll every 6 Hours | 01-05 Undead 06-08 Were Creature 09-13 Intelligent Chaos 14-17 Unintelligent Chaos 18-19 Raiders 20 Special | 01-03 Zombies 04-10 Vampire 11-13 Ghosts 14-15 Mummies 16-19 Skeletons 20 Ghouls | 01-04 Broo 05 Spidermen 06-09 Scorpionmen 10-13 Ogre 14-15 Jack o' Bear 16 Stonemen 17 Elves 18 Giant 19 Dragon 20 Kua-Toa | 01-02 Gorp 03-04 Walktapus 05-07 Dragonsnail 08-09 Snakes 10-11 Cockatrice 12-13 Basilisk 14-16 Cliff Toad 17-20 Rock Lizard | 01--05 Tiger Son 06-10 Bearwalker 11-15 Wolfbrother 16-20 Tuskbrother | 01-03 Trolls (ZZ) 04-06 Trolls( Kaarg) 07-09 Uroxi 10-13 Orlanthi 14 Elves 15-16 Broo Warband 17-18 Ogre Warband 19 Dwarves 20 Lunars
# Hills | Encounters | Undead | Intelligent Chaos | Unintelligent Chaos | Were-Creatures | Raiders/Non-Chaos
50% Storm 15% Terrain Change 80% Encounter Roll every 12 Hours | 01-02 Undead 03-05 Were Creature 06-09 Intelligent Chaos 10-13 Unintelligent Chaos 14-19 Raiders/Non-Chaos 20 Special | 01-04 Zombies 05-09 Vampire 10-13 Ghosts 14-15 Mummies 16-19 Skeletons 20 Ghouls | 01-05 Broo 06-10 Scorpionmen 11-12 Spidermen 13-14 Ogre 15 Jack o' Bear 16-18 Stonemen 19 Giant 20 Kua-Toa | 01-05 Rock Lizard 06-10 Cliff Toad 11 Wyvern 12-13 Gargoyle 14-15 Snakes 16-17 Cockatrice 18 Basilisk 19 Gorp 20 Walktapus | 01--05 Tiger Son 06-10 Bearwalker 11-18 Wolfbrother 19-20 Tuskbrother | 01-05 Trolls (ZZ) 06-08 Trolls( Kaarg) 09-10 Uroxi 10-12 Orlanthi 13-14 Broo Warband 15-16 Ogre Warband 17 Dwarves 18 Lunars 19 Wind Children 20 Griffens,br>
# River | Encounters | Undead | Intelligent Chaos | Unintelligent Chaos | Were-Creatures | Raiders/Non-Chaos
Chance for Storm and Terrain Change are as terrain through which river passes 80% Encounter Roll every 6 Hours | 01-05 Undead 06-09 Were Creature 10-13 Intelligent Chaos 14-17 Unintelligent Chaos 18-19 Raiders/Non-Chaos 20 Special | 01-06 Zombies 07 Vampire 08-13 Ghosts 14-15 Mummies 16-18 Skeletons 19-20 Ghouls | 01-03 Newtling Broo 04-05 Other Broo 06-09 Scorpionmen 10 Spidermen 11-12 Jack o' Bear [4-6] 13-15 Ogres 16-17 Elves 18 Giant 19-20 Kua-Toa | 01-05 Gorp 06-10 Walktapus 11-14 Dragonsnail 15 Snakes 16 Cockatrice 17 Basilisk 18-19 Giant Toad 20 Brollochans | 01-03 Tiger Son 04-06 Bearwalker 07-09 Wolfbrother 10-12 Tuskbrother 13-20 Shark Men | 01-04 Newtlings 05-06 Fish 07 Ducks 08-09 Wyrm 10 Dragon 11 Trolls (Zorak Zoran) 12 Trolls 03-14 Uroxi 15-16 Orlanthi 17-18 Boatmen 19-20 Lunars
# Marshes | Encounters | Undead | Intelligent Chaos | Unintelligent Chaos | Were-Creatures | Raiders/Non-Chaos
40% Storm 25% Terrain Change 80% Encounter Roll every 6 Hours | 01-05 Undead 06-07 Were Creature 08-12 Intelligent Chaos 13-18 Unintelligent Chaos 19 Raiders 20 Special | 01-03 Zombies 04-12 Vampire 13-16 Ghosts 17 Mummies 18-19 Skeletons 20 Ghouls | 01-04 Newtling Broo 05-08 Other Broo 09 Scorpionmen 10-13 Ogre 14-16 Jack o' Bear 17 Giant 18 Wyrm 19 Dragon 20 Kua-Toa | 01-04 Gorp 05-08 Walktapus 09-11 Dragonsnail 12-14 Snakes 15 Cockatrice 16 Basilisk 17-18 Cliff Toad 19-20 Rock Lizard | 01--06 Tiger Son 07-10 Bearwalker 11-15 Wolfbrother 16-18 Tuskbrother 19-20 Shark Men | 01-04 Newtlings 05-06 Fish 07 Ducks 08-09 Wyrm 10 Dragon 11 Trolls (Zorak Zoran) 12 Trolls 03-14 Uroxi 15-16 Orlanthi 17-18 Boatmen 19-20 Lunars

Dorastoran Storms

Lasts 1D20 rounds

1. Acid Rain (POT 1D6, all locations)
2. Dust Storm (1D6 sciuring damage/round - 1D3 locations,destroys armour, stopped by Protection)
3. Poison Rain (POT 2D6 contact poison)
4. Fiery Rain (1D6 / round, 1D3 locations, stopped by armourand Protection, damage x 5% chance of igniting leather/clothing)
5. Hail (2D6 / round to 1D3 locations, stopped by armour)
6. Rock Storm (3D6/round to 1D3 locations, stopped by armour)
7. Diseased Rain (Exposed to 1 random disease)
8. Mist of Knives (1D3 -1 damage to all locations each round, armour does not protect)
9. Creature Rain (1D10 creatures, 1D6 for area 1-Plains, 2-Forest, 3-Hills, 4-River, 5-Marsh, 6-LOcal Terrain)
10. Normal Rain (Halves Movement and Perception Rolls)
11. Blizzard (Halves Movement, Perception Rolls and most other skills)
12. Special Storm (See Below)

Storm Severity (1D6)

  1-3 Normal Storm
  4 Severe Storm (affects 2D3 locations)
  5 Potent Storm (Double damage)
  6 Severe and Potent (double damage and 2D3 locations)

Special Storms

Roll on the following table, all effects must overcome the POW of each member of the party and is effectively a 3 point Divine Spell,so it is blocked by Countermagic 6.

1. Madness Storm (POW 40 Madness attack, effects last for 40 - CON hours)
2. Fear Storm (POW 40 Fear attack, effects last for 40 - CON hours)
3. Rage Storm (POW 40 Berserker spell, lasts for 40 - INT hours)
4. Mindblast Storm (POW 40 Mindblast attack, effects last for 40 - INT hours)
5. Sleep Storm (POW 40 Sleep attack, effects last for 40 - POW hours)
6. Stasis Storm (POW 40 attack, person is rooted to the spot for 40 - STR hours)
7. Wanderlust Storm (POW 40 Run away for 40 - CON hours in a random (1D8) direction, different for each PC)
8. Teleport Storm (POW 40 attack, telported in random (1D8) direction for 1D10 x 100 metres, 1D6 - 1=individual PC is telported elsewhere, 5-6 kept in group)
9. Whirlwind (STR 100 + 1D20wind picks up each party member and deposits him 1D6 kilometres away in a random (1D8) direction)
10. Chaos Storm (POW 40 Reverse Chaos attack, effects last for 40 - POW hours)

Terrain Change

Roll on the following table to see how the local terrain changes, area takes 1D3 hours to cross.

1. Marsh
2. Hills
3. Rocky
4. Woods
5. River Valley
6. Plain
7. Mountain
8. Special Terrain Feature

Special Terrain Feature

Area takes 3D6 rounds to cross.

1. Poison (Air is POT 2D6 poison gas, ground is POT 1D6 contact poison)
2. Ash (Visibility 2D6 metres, CONx5% or choke taking 1D8 chest damage per round)
3. Acid (Ground is POT 1D6 acid)
4. Dust (Visibility 2D6 metres, CONx5% or choke taking 1D8 chest damage per round)
5. Fire (Ground does 1D6 damage to locations in contact with ground, water does 1D6 damage to akll immersed locations)
6. Darkness (Visibility 1D6 metres (x2 farsee, x5 Catseye) all Combat skills - 75%)
7. Rotting Area (Decaying vegetation and flesh.
   Anyone here is exposed to a random disease, anyone injured here is exposed to 1D3 diseases, disease rolls are CONx3% not CONx5%
   Roll %ge dice,
     if fail CONx1 lose 1D6x5% to all skills due to nausea
     if fail CONx3 throw up for 1D6 rounds, incapacitated and lose skills as above
     if failCONx5% pass out for 40 - CON rounds then roll again)
8. Roll Twice and Combine

[End]