Un resultado de zona verde en la tirada de dispersión significa un encuentro aleatorio. Estos varían desde inofensivos herbívoros (que pueden resultar en cena gratis para un hábil hombre de campo) a varios tipos de encuentros molestos o potencialmente peligrosos con individuos buscando la riqueza del personaje.
d100 roll Encounter
Animal Encounter
01 A large bear ambles into camp.
02-03 A lone sheep wanders into your camp.
04-06 A lone, scraggly, unbranded cow wanders into camp.
07 A skunk waddles boldly into the midst of your camp.
08 You find a common scorpion in your boot – after it stings you. See Chapter 1.3|Wound Effects, Diseases & Poison for details.
09 You see a mangy, half-starved dog lurking on the edge of your camp.
10 You see a cougar stalking your camp.
11 You see a rattlesnake sunning itself on a nearby rock. It takes 1d4 hours to carefully chase him away.
12 You shifted the wrong woodpile – a black widow spider bites you. See Chapter 1.3|Wound Effects, Diseases & Poison for details.
13-16 You spot a deer on the edge of your camp.
17 You stick your hand in the wrong dark corner of your tent/cabin - a brown recluse spider bites you. See Chapter 1.3|Wound Effects, Diseases & Poison for details.
Weather
18-19 A flash flood reaches your camp. No prospecting on site possible for 1d4+2 days.
20-23 A heavy downpour of rain (or snow, in winter) occurs. No prospecting on site for 1d4-1 (minimum 1) days.
24 You spot smoke from a large forest fire moving in your direction.
25 Your tent catches on fire. No work possible today.
26 Your tent/roof blows away. No work possible today.
27-29 River Flooded. No prospecting possible for 1d4 days.
Disease
30 Must have been some bad food or water, because you might now have Brain Fever (typhoid). See Chapter 1.3|Wound Effects, Diseases & Poison to determine if you ward off the illness.
31 You may have cought brochitis. See Chapter 1.3|Wound Effects, Diseases & Poison to determine if you fight off the illness.
32 Must have been some bad food or water – you possibly catch cholera. See Chapter 1.3|Wound Effects, Diseases & Poison to determine if you ward off the affliction.
33-34 You start coughing – you might have caught the croup. See Chapter 1.3|Wound Effects, Diseases & Poison to determine if you ward off the illness.
35 A slight fever and sore throat might develop into diptheria. See Chapter 1.3|Wound Effects, Diseases & Poison to determine if you fight off the affliction.
36-38 Exposed to Influenza. See Chapter 1.3|Wound Effects, Diseases & Poison to determine if you Ward off the illness.
39-41 Mosquitos are bad this season – you might catch malaria. See Chapter 1.3|Wound Effects, Diseases & Poison to determine if you fight off the illness. (In winter: ignore this result and re-roll on this table.)
42 Little red bumps appear on your skin – you’ve caught measles. See Chapter 1.3|Wound Effects, Diseases & Poison to determine if you ward off the illness.
43-44 Your slight cough could develop into pneumonia. See Chapter 1.3|Wound Effects, Diseases & Poison to determine if you ward off the illness.
45 You brushed against the wrong foliage – it was poison oak. See Chapter 1.3|Wound Effects, Diseases & Poison for details.
People
46 Fur Trader: hails you and asks the way to nearest town.
47-48 Prospector: shows up stating ownership of your claim.
49-50 Indian: one approaches your camp.
51-54 Prospector: starts working a claim above yours.
55-59 Banditos: Three enter your camp and demand your gold.
60-61 Mystery: you hear a distant gunshot echoing from somewhere out of sight.
62-63 Investor: approaches player about partnering up.
64-67 Vagrant: offers to help work claim in exchange for food or shares in the spoils.
68-69 Claim Jumper: Character arrives to find 1d4 Claim Jumpers working the site.
70-72 Bushwhacker: 1d4 Bushwhackers lie in hiding waiting to ambush Character and relieve him of his gold when he’s unsuspecting. They attack on his trip back to town.
73-74 Make me an offer: NPC makes offer on claim/work site.
75-76 Indians: steal your mule/horse.
Annoyances
77-81 Bugs get into your food – lose half of it.
82-85 Rodents get into your food – no more than one meal’s worth remains.
86-88 You awaken to find all your mining equipment smashed or missing.
89-93 Largest piece of equipment breaks. No prospecting on site possible with it until repaired (Average difficulty check for the skill check related to repairing this piece of equipment - probably Carpentry).
94-97 Your most frequently used piece of equipment breaks. No prospecting on site possible with it until repaired (Average difficulty check for the skill check related to repairing this piece of equipment – probably Carpentry).
98-00 Injury: Make Dex Check. Failure indicates character injured himself (see Table 1.2-14: Non-Weapon Injury Location).
Motivo: Prospección
Tirada: 1d100
Resultado: 33
Motivo: Cartografía
Tirada: 1d100
Resultado: 57
Como me has dicho que debía tirar aquí, he habilitado la escena para que yo pueda escribir. Comprueba si tienes que dar permisos al resto de los jugadores.
(sólo para el director)
Durante el día, buscas en la zona H4
La tirada de Prospección es 33. Jeb está convencido de que no hay oro en esta zona, tendrá que seguir buscando más arriba otro día.
Seguimos en la escena, aquí no hay que hacer más tiradas.
La tirada de Cartografía la aplico en la propia escena.
La tirada de Prospección hay que hacerla como oculta en el futuro.
No obstante, como el prospector no sabe si hay oro en la zona, el director consulta su mapa y hace la tirada en secreto. Si la tirada del personaje tiene éxito, el personaje está convencido de que el lugar tiene potencial para rendir oro.
Tirada oculta
Motivo: Prospección K3
Tirada: 1d100
Resultado: 88
k3: DÍA1: Jeb cree que hay oro pero no encuentra nada.
Día2: Prospección 74 éxito, pasa a zona C (rica).
Motivo: k3(zonaC-d)
Tirada: 1d20
Resultado: 1(+1)=2
Motivo: k3(zonaC)
Tirada: 1d20
Resultado: 7(+2)=9
Motivo: k3(zonaC).disp
Tirada: 1d104
Resultado: 24
Motivo: k3.dia2bis
Tirada: 1d20
Resultado: 7(+3)=10
Motivo: k3.dia2.enc
Tirada: 1d100
Resultado: 56
Motivo: jeb.K3.dia3-4
Tirada: 1d20
Resultado: 19(+4)=23
día 3 éxito: 1d20 +1 por habilidad y +3 por éxitos previos. Perfecto, 100% potencial de zona tipo C.
Segúnt able, 8d10+80 = 140 dólares. Una pepita de $50, resto pequeños.
Lavado => 1 tonelada al día.
Motivo: oro(C)
Tirada: 8d10
Resultado: 60(+80)=140
Motivo: pepita.mas.grande
Tirada: 1d140
Resultado: 105
día 4: resultad 19 (+1 habilidad y +4 éxitos previos), carta 6S => zona roja, 100%
119$
Motivo: Jeb.K3.día4(zonaC)
Tirada: 1d20
Resultado: 14(+5)=19
Motivo: Jeb.K3.día4(zonaC)dispersion
Tirada: 1d52
Resultado: 32
Motivo: Jeb.K3.día4(zonaC)$
Tirada: 8d10
Resultado: 39(+80)=119