Random Drift Encounter


Homebrew


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The Core Rulebook mentions this, but doesn't include any tables.
Let's make one.

1:Asteroid field
Rocks ranging from pebbles to big chunks the size of Delaware. You can add a day going around it or weave through with a piloting check -6.

2:Goblin Pirates
An Idaran Vanserai painted red with a skull and crossbones on each side. Replace science officers with warriors and add 5 more. It will demand surrender, try to take down the shields, then close for boarding. If they lose shields and weapons, they will run away. If followed, they will go to a seemingly broken drift beacon, then return to normal space. That's where the goblin pirate base is.


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I'm working on a d100 table for random encounters to throw in once in a while during our upcoming campaign. These are some of my ideas so far:

1) Drift wraiths.
The undead spirits of hapless creatures sucked into the drift as a result of ships jumping through the drift, assault the PC's ship.

2) Derelict.
The PCs come across a massive lifeless spaceship, drifting powerless through the drift. What potential secrets does the derelict hold of its horrible fate?

3) Fire storms.
The PCs pass through the wild and uncontrollable remnants of a shattered piece of the Fire Plane, that was drawn into the drift. Can they navigate the fire storms safely.

4) Lost city.
A broken piece of some planet contains a domed city with a marooned population. Can the PCs help save the people of the lost city, or does the domed city contain some dark secret?

5) Drift raiders.
A group of pirates have made a base on a large piece of drifting planetoid debris within the drift. From there they launch raids on innocent drift teavellers.

6) Drive malfunction.
A sudden burst of strange energy rips through the ship, overloading systems, and disabling the drift drive, tearing the ship from the drift. The PCs are now stranded somewhere in unknown space without a drift drive. Where are they, and what is that strange planet off the starboard window?


I'm renumbering this for this new table.

Necrodemus wrote:

I'm working on a d100 table for random encounters to throw in once in a while during our upcoming campaign. These are some of my ideas so far:

3: Drift wraiths.
The undead spirits of hapless creatures sucked into the drift as a result of ships jumping through the drift, assault the PC's ship. Directly convert wraiths from the bestiary. Physical armor offers no protection, but personal force fields do.

4) Derelict.
The PCs come across a massive lifeless spaceship, drifting powerless through the drift. What potential secrets does the derelict hold of its horrible fate?

5) Fire storms.
The PCs pass through the wild and uncontrollable remnants of a shattered piece of the Fire Plane, that was drawn into the drift. Can they navigate the fire storms safely.

6) Lost city.
A broken piece of some planet contains a domed city with a marooned population. Can the PCs help save the people of the lost city, or does the domed city contain some dark secret?

7) Drift raiders.
A group of pirates have made a base on a large piece of drifting planetoid debris within the drift. From there they launch raids on innocent drift teavellers.

8) Drive malfunction.
A sudden burst of strange energy rips through the ship, overloading systems, and disabling the drift drive, tearing the ship from the drift. The PCs are now stranded somewhere in unknown space without a drift drive. Where are they, and what is that strange planet off the starboard window?


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9: Garragakal Attack!
One or more Garragakals use their phase through ability to enter the ship's cargo hold as the ship enters the drift and immediately begin hunting the PC's on their own ship. Adjust the number of Garragakals up or down as needed or increase/decrease their CR.

10: Water Storm.
A huge chunk of the elemental plane of water enters the drift along with the PC's ship. The pilot, science officer, and engineer must work together to avoid damaging the ship or its thrusters (they don't like water in them). Possible attack by water elementals if they attempt to explore rather than avoid. Watch out for that shark!

11: Earth Storm.
A huge chunk of the elemental plane of earth enters the drift along with the PC's ship. The pilot, science officer, and engineer must work together to avoid damaging the ship. Possible attack by earth elementals if they attempt to explore rather than avoid. Chance to find rare metals and/or gemstones. Watch out for that shark!

12: Near miss!
The PC's ship is trying to enter the drift at a point in space-time at the same time as another ship is trying to exit the drift at the same point. Both ship's pilots must succeed at evasive maneuvers to avoid a collision. Failure leaves both ships adrift in the drift until they can perform repairs. The other ship can be an ally (20%) who will help them repair their ship, a neutral party (60%) who would have to be negotiated with if the PC's want help or want to help, or an enemy (20%) that either tries to engage with lasers or a boarding action to steal parts for repairs.


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13: First Contact
An unfamiliar ship has crossed their path, having just developed drift drive. For example, a Gnoll exploratory cruiser. Their culture favors both animating and eating the dead, of all races. They are in control of a system, and might be open to setting up a drift beacon for their homeworld, or they could become offended and side with the death fleet.


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14: First World Remnants
A chunk of the First World floats through the drift, the unstoppable life energies keeping an atmosphere tied to it. The fey there are overjoyed to meet sentients after so long marooned in the Drift. Whether they wish to chat, trade, or play the classic malicious fey pranks on them is up to the GM.

15: Drift Storm
A vast swathe of aetheric energies has been pulled into the drift, the latent energies of the Drift mixing with the unstable aether. The pilot must make a piloting check to avoid it or the science officer must make a check to reconfigure the shields to protect themselves from the nebulous storm. Failure results in damage to the engines and drift drives.


16: Twilight planet
The ship is caught in a space current heading for a humongous door surrounded by clocks, eyes, and other weird visuals. If they fail to break free they pass through the suddenly open door, and find themselves near what looks like Verces. It seems to have suffered an atomic war. The one surviving city has only one resident. A depressed human who's glasses are broken. The countryside contains giant humanoids who are hostile to visitors. There is also an underground civilization. These mutants are all horribly disfigured in the same way. When a normal human is born to these mutants, they are horrified and export them to a colony on the largest moon of Bretheda. Bretheda similarly sends their mutant children to the underground civilization. The irradiated toys and manicans have gained a sort of life, but they freeze when anyone looks right at them.


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17:We Space Bears
A drift beacon is found between two known starsystems. When you come out of drift, you find a large space station that was a refueling station for sublight traffic. The hybrid human bear creatures that used to be the only ones who could make the trip(because they could hibernate) have settled here. A lot of criminals are hiding out here too. The bears are also waiting for a sleeper ship they sent to the nearest other galaxy. It could return with predatory insect monsters aboard, the descendant cubs of the original spacebears as the crew, or maybe both.


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18: Beacon Ship
It's a large freighter, damaged, and derelict. It is equipped with a gravity sensor array and partially filled with new drift beacons. Main power is flickering and the whole main computer is offline. All the escape pods are gone. The drift drive, and most other systems, have broken down with age.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

19: Escape Pod
The PCs pick up the distress signal of a lone escape pod drifting through space. Bringing it aboard they find the occupant is dead. Who is this person, and what happened to their ship? While the PCs try to figure this out, something that was hidden aboard the escape pod enters their ship and proceeds to hunt them down one by one.

Alternatively, the escapee is alive and recounts a harrowing tale of their doomed ship and how they are the sole survivor. But they aren't quite what they seem to be, and strange things begin happening on the PC's ship...


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20:Ice Berg
There is a big chunk of ice, dead ahead. As the ship turns, the planet sized chunk of ice seems to be moving to match. When the adventurers take a shuttle to investigate, they find frost giants, winter wolves, ice elementals, frozen zombies, and a grand machine deep inside the planet. There's a lot of switches and dials. Can they translate them so they know which one goes from "Block" to "Evade"?


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21 distorted space

The local universe is now only slightly bigger than your ship. Out of your view port you see the aft of your ship. Out of the sides you see the back of your own head. Looking up you see your feet.


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BigNorseWolf wrote:

21 distorted space

The local universe is now only slightly bigger than your ship. Out of your view port you see the aft of your ship. Out of the sides you see the back of your own head. Looking up you see your feet.

Don't look down, or, "How much room is there for vomit in here?"

22: A Thorough Hull Cleaning
Some sort of horrific looking organism has attached itself to the ship’s outer hull, and appears to be spreading. There’s a small flotilla of (doesn’t matter what you make these, in an AD&D 2E Spelljamming game, they were Space Gypsies) ships on your scanners, broadcasting that they are selling their services to remove this horrific space growth.
The trick is generally that the organism, despite looking awful, is harmless. And the flotilla of helpful ships are the ones spreading the organism, just to make a buck. The players would have to either identify the organism on their own, and then either lose some money to some scammers or try and clean the ship off yourself, depending on the results of the checks.


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23: Booze Sea

The PCs encounter an ocean worth of pure alcohol drifting through space/the drift. The massive glob of alcohol is roughly spherical is shape and clean of debris or other contaminants. What's hidden in its core? Do any life forms live in it? Who may be interested in such a discovery?


I hope something like this shows up in an official supplement. Presumably either a Guide to Ships, or a Guide to Exploration.


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24:PUDB: Previously Undetected Drift Beacon
The signal is weak and intermittent. You can fix it up and charge it up. You are probably supposed to come out of drift and at least scan it. Either the GM has a set encounter or is adding some random space objects to a randomly generated solar system. There may be resources, new allies, or at least some XPs to be had.


25:Slipstream
You arrive at your destination a week before you entered drift.


26 Meteoroid storm

Small chunks of rock or other debris moving at high speed. It will take you N rounds to fly out of the field.

(DCs and damage can be changed to fit an appropriate challenge level obviously)

Roll piloting check. Take the best outcome that the roll qualifies you for.

DC < 14: 3 meteoroids hit
DC 14: 2 meteoroids hit
DC 19: 1 meteoroid hits
DC 24: no meteoroids hit this round

For each meteoroid hit, roll 1d4 to determine the arc that they hit.
1: port arc
2,3: forward arc
4: starboard arc

Each meteoroid does 3d6 damage.

A point weapon can destroy a meteoroid before it hits using the same rules as for destroying a tracking weapon (the meteoroids have a speed of 16).


breithauptclan wrote:

26 Meteoroid storm

Small chunks of rock or other debris moving at high speed. It will take you N rounds to fly out of the field.

(DCs and damage can be changed to fit an appropriate challenge level obviously)

Roll piloting check. Take the best outcome that the roll qualifies you for.

DC < 14: 3 meteoroids hit
DC 14: 2 meteoroids hit
DC 19: 1 meteoroid hits
DC 24: no meteoroids hit this round

For each meteoroid hit, roll 1d4 to determine the arc that they hit.
1: port arc
2,3: forward arc
4: starboard arc

Each meteoroid does 3d6 damage.

A point weapon can destroy a meteoroid before it hits using the same rules as for destroying a tracking weapon (the meteoroids have a speed of 16).

I don't know, it feels kind of weird to have meteors flying in completely random directions. I'd be inclined to roll one for direction, and then unless the players specifically change the orientation of the ship ( which would come at a cost in terms of either transit time or piloting check DC ), they all hit that arc.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

27 A Living Planet
A hive-minded super entity consisting of countless merged space-faring near-barathu (same stats, different culture). The entity is so large as to support a number of alien ecosystems and even independent life-forms upon its surface.

28 Polyfluid Sea
The polyfluid sea's liquid form is its only meaningful distinction from UPBs. Should the PCs make a closer inspection of the fluid nebula (perhaps thinking they've struck it rich), they find that the polyfluid sea is not only worthless, but also a highly dangerous school of mimic-like space-oozes.


Metaphysician wrote:
I don't know, it feels kind of weird to have meteors flying in completely random directions.

That is with the meteoroids coming from one direction. 50% of the time the damage is in the one arc. The 25% hits on the other arcs are from the pilot turning the ship when trying to fly around things.

You could change what arc they hit normally, or even change the percentages by using a different die.

I just wanted to throw a wrench into the strategy of piling all of the shield points into the one arc and just plowing through.


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29.Wormhole dimensional corridor
If you fail to avoid it, you slide along it like a trolly car and end up in an alternate plane. There is a topic table in 1st edition homebrew that you can roll on or select.


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30. Cloud of the Lost; a swirling cloud of every package to ever be lost in the mail and every sock to ever be lost in the laundry.


FormerFiend wrote:
30. Cloud of the Lost; a swirling cloud of every package to ever be lost in the mail and every sock to ever be lost in the laundry.

Also your keys, the lost colony, and bigfoot.


Goth Guru wrote:
FormerFiend wrote:
30. Cloud of the Lost; a swirling cloud of every package to ever be lost in the mail and every sock to ever be lost in the laundry.
Also your keys, the lost colony, and bigfoot.

I might just work a chart up and call this the Cloud of Many Things. Who wants free stuff and/or nightmares?!?

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