Dorastor Terrain and Encounters



Send comments and/or criticism to Simon E. Phipp
Created On 12 June 1999
Last Updated On 12 June 1999
Copyright (c) Simon E. Phipp 1999

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 WoodsForestForestFew
Hell WoodForestForestFew
Spider WoodsForestForest/UndeadFew/Medium
Ash FlatsPlainsPlainsMedium
Ghostdirt PlainPlainsPlains/GhostsMany
RotgroundPlainsPlainsMany
Nangtali's PlateauPlainsPlains/HillsMany
Tobros MountainsHillsHillsFew
Bolini RangeHillsHillsFew

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]