Tryll - Redemption Astral Plane 
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TSR has released two excellent source books: A Guide to the Astral Plane and A Guide to the Ethereal Plane. Unfortunately, they did not release a random encounter system for the Astral (there is one in the Etheral book), so I created my own. Here is its. The table is meant for DM's who already possess the Guide to the Astral Plane: If you don't you're not going to have much use for this table. For every 12 hour period spent on the Astral Plane, the characters have a 20% chance of having an encounter. If an encounter is called for, roll 1d100 and consult the following table.

1d100 Roll Encounter
01 Stray missile
02-05 Battle scene
6-10 Psychic wind
11-14 Emotional Tempest
15 Dreamstorm
16-17 1d2 githyanki warriors
18-19 1 githyanki warrior, 1 githyanki warlock
20 Githyanki fortress
21-22 Githyanki astral ship
23-24 Astral deva
25 Astral dragon
26 Mated Astral dragons
27-28 Kodragon
29 Astral Dreadnought
30-32 Astral Searcher
33-34 Astral Whale
35 Bebilith
36 Berbalang
37 Brain Collector
38-40 Dhour
41-42 Foo Creature
43-44 Shedu
45-50 Spectral hound
51-100 No encounter

Encounters Explained

Astral Deva: See A Guide to the Astral Plane, page 68.
Astral Dragon: See A Guide to the Astral Plane, page 71.
Astral Dreadnought: Due to the rarity of this encounter, if rolled, it has only a 50% chance of actually occurring. See A Guide to the Astral Plane, page 71 for further details.
Astral Searcher: See A Guide to the Astral Plane, page 72.
Astral Streaker: See A Guide to the Astral Plane, page 72.
Astral Whale: See A Guide to the Astral Plane, page 73.
Battle Scene: The party has stumbled across the scene of a battle. The dead float here, free from decay and eerily still, perfectly preserved in the timeless Astral. There are 1d4 bodies floating here, along with several spheres of blood (thanks to the lack of gravity). There is a 15% chance that the bodies have not been looted, and may have several useful items (DM's discretion).
Bebilith: See A Guide to the Astral Plane, page 73.
Berbalang: See A Guide to the Astral Plane, page 74.
Brain Collector: See A Guide to the Astral Plane, page 75.
Dhour: See A Guide to the Astral Plane, page 75.
Dreamstorm: See A Guide to the Astral Plane, page 43.
Emotional Tempest: See A Guide to the Astral Plane, page 43.
Foo Creature: See A Guide to the Astral Plane, page 76.
Githyanki: See A Guide to the Astral Plane, page 44.
Kodragon: See A Guide to the Astral Plane, page 76.
Psychic Wind: See A Guide to the Astral Plane, page 42.
Shedu: See A Guide to the Astral Plane, page 76.
Spectral Hound: See A Guide to the Astral Plane, page 76.
Stray Missile: Due to the total lack of gravity on the Astral Plane, any distance weapon which misses its target flies onwards, into the vast emptiness of the Astral. Such weapons fly onwards, their speed and momentum (hence, dangerousness) unabated, until they strike something. One character in the party (chose randomly) is struck by such a missile, which comes from a random direction (remember, it can come from any direction). To determine the missile type, roll 1d6: 1= sheaf arrow; 2=flight arrow; 3=dagger; 4=dart; 5=sling stone; 6=sling bullet. There is a 15% chance that this missile will actually be magical (nothing too powerful). To determine any possible bonuses to the missile damage due to high Strength, roll 1d6-2 and add this amount to the missile's damage.


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