Tuesday, June 16, 2026

Random Encounters and Events for that New Colony

Continuing with my ruminations on colony/settlement formation and the adventure potential of the same, I present another new random encounter table. 

When a PC is running or working for a colony or new settlement, use this table instead of the standard Random Encounters. The frequency of encounters is the same - 5+ on 1D, daily.

Unlike Star Trek, not every planet in Traveller is habitable and inviting.  

Please note that this is not attempting to be comprehensive "how to run a colony" rules. The game is about Adventure, and these encounters should produce those. See also D66 Reasons Why the Colony Failed.

11 2D New colonists

12 Missing person reported

13 2D New colonists

14 2D workers

15 Death, suspicious

16 Animal encounter

21 Bad weather

22 2D Soldiers

23 Accident

24 Political dispute

25 3D Security forces

26 Disease

31 1D Adventurers

32 Noble, 2D retinue

33 2D Hunters, guide

34 Lone Drifter

35 Researchers

36 Missionaries

41 1D Fugitives

42 2D Fugitives

43 New Resource potential

44 Animal encounter

45 Bandits

46 Ambushing Brigands

51 Scout Ship

52 Tinker/repairman

53 Vigilantes

54 Prospectors

55 Pilgrims

56 Crime

61 Free Trader

62 Specialist

63 Breakdown

64 ICO snooper

65 Death, natural

66 Pirate ship

When a harmful event occurs, the Referee assigns a DM to the Saving Throw based upon the presence of NPCs assigned to address the issue. Diseases > doctors, crime > marshals, breakdowns > mechanics, etc.

Colony Morale: begins at 9, positive. Each month make a Referee reaction throw. Negative, morale drops by 1. Neutral, no change. Positive, morale raises by 1. If morale reaches 2, there is an automatic revolt. Morale at 3 or 4 will revolt as per the reaction table. If morale reaches 12, no reaction throws for 1D months. DM -1 if morale is negative, DM +1 if morale is positive.

Referee reaction throw: Referee throws 2D in secret. 2-5 is a negative reaction, 6-8 is a neutral reaction, 9-12 is a positive reaction.

PC(s) is/are colony leader(s). Specialists are henchmen with skills assigned to tasks (mechanic, doctor, guard, etc.) Laborers are unskilled henchmen.

Descriptions

Accident An accident has occurred. Referee throw 1D. On 1: one injury, 2-4: 1D injuries, 5-6: 1Dx1D injuries. Severity is 3D damage. PC throw 8+ to respond in time, if response is slow all injuries worsen by 1D. DM +Medical skill of specialist doctor.

Adventurers Referee reaction throw. On a Negative reaction, adventurers are agents of an antagonist sent to cause trouble. On a Neutral reaction, adventurers are bounty hunters searching for fugitives (any will do). On a Positive reaction: a patron of the colony hired them as guards for 1D months. Quantity: 1D.

Animal Encounter Resolve as any animal encounter, but add a DM +1 to the throw for the animal(s) to attack.

Bad Weather Bad weather halts work and may cause injury, disease or breakdown. Referee throw 8+ for each and impose results.

Bandits Referee reaction throw, DM -3. Positive reaction, they offer goods to trade and act honestly. Neutral reaction, act suspicious but cause no trouble. Add DM -1 to the reaction throw the next time Bandits appear. Negative reaction, bandits cause a distraction (brawl, arson, etc.) and attempt to steal goods, aided by 1D additional bandits. Quantity 2D.

Breakdown Something important fails or is damaged. Referee throws 2D+2 for repair target. If the target is 12+ and the breakdown is not repaired, the item is ruined and must be replaced.

Brigands Brigands will attack to kidnap and steal. PC and Referee throws for surprise. Colonies with Guards get an additional DM +1. If PC side is surprised, the PCs can take no action until the Brigands are withdrawing. If no surprise run a combat encounter. Brigands have guns, armor, vehicles and a leader. Quantity 3D.

Crime A violent or property crime has been committed. Referee throws 1D. 1-2= bar brawl, 3=shootout between 2 people, 4= arson, 5= robbery, 6 throw again. 1-4= rape, 5-6= murder. A Marshal on the job gives a DM -1 on these throws.

Death, accidental A colonist (on a Referee throw of 9+ it is 1D colonists) dies in some kind of accident. Next morale throw gets a DM -1. Referee Reaction throw, on a Negative reaction there is a Political Dispute over who is to blame, or how the crisis was handled by the leadership.

Death, suspicious A colonist has died under suspicious circumstances. The colony leader (or appointed henchman) must decide if a crime has been committed. Referee throw 1D: on 1-4: cause is natural/accidental, 5: negligent homicide, 6: murder.

Disease A disease has spread through the colony. Referee throw 1Dx1D for number of cases. See Diseases in Traveller JTAS article.

Free Trader Referee throws D66 on the Trade table for the goods the Trader has for sale. Will buy general colony goods at Cr 500/ton. On a Positive reaction, the Trader will pledge to return on a schedule, every 4 weeks.

Fugitives Referee reaction throw. Positive reaction, they will stay and become workers in exchange for sanctuary. Neutral reaction, fugitives will stay for 1D weeks and then move on without warning. Negative reaction, appears neutral but will steal a vehicle and flee in 1D days. Quantity 2D.

Hunters Referee reaction throw. Positive reaction, the hunters skill level serves as a -DM on the throws for animal encounters for 1D months. Referee throws for the hunters, on a 10+ (DM Hunting skill) the reduction is good for a year.

ICO Snooper Will present himself as some other kind of NPC. If not detected or neutralized, he will report back to his bosses and the next batch of colonists or fugitives will all work for the ICO.

Lone Drifter A solitary person shows up with only what he can carry. On a throw of 8+ he has a useful skill. On a Positive reaction he will work for the town for 1D months before moving on.

Missing Person A colonist is reported missing. PC must decide how to respond. Referee throw 1D. On 1-2: person returns on their own, 3: found by searchers, 4-5: never found, 6: found dead – suspicious death.

Missionaries Referee throws for town's reaction to them. PC decides for himself. On 9+, the missionaries have a medic-1 with them. If town reaction is positive, they will request to stay for 1 year. Quantity: 1D

New Colonists 2D new residents arrive. Referee throw 2D for each. On 2-4 the colonist has skill-1 as a Traveller; on 10-12 it is skill-2. On 5-9 no special skills, the colonist goes into the general labor pool.

All the comforts of home, right?

New Resource potential     Use my Random Value table to determine how much new revenue this resource brings to the colony.  Assume 50% of that value goes to the PC as profit. 

Noble Referee reaction throw. Negative reaction, the Noble is heading up a rival colony nearby, 1Dx20% the size of PC's colony. Neutral reaction, Noble is considering being a patron of the colony. PC can negotiate an agreement. A reaction throw of 10+ seals the deal. DM +Admin or Liaison. Positive reaction, the Noble wants to invest in the colony, 2DxCr10,000. The Noble will reside in the colony for 2 months, and faces the risks like all the colonists.

Pilgrims A religious group wants to set up a (permanent) settlement adjacent to or attached to the PC's colony. Referee Reaction throw to determine the pilgrim's stance towards the colony. If Missionaries arrive when Pilgrims are present, DM-3 on the Reaction throw. Religious strife is possible. Pilgrims will have 1D specialists with them. Quantity 5D.

Political dispute Work is stopped until the dispute is resolved. Colony leader makes a Throw or lose 1Dx3 workers permanently. Referee throw 2D+2 for target, DM +Admin or Liaison skill.

Prospectors NPCs looking for new exploitable resources. On a throw of 9+, DM +skill, they find one. Ownership is resolved by a throw by the PC, DM +Admin or Liaison. Referee throws 2D for target. Use the Random Values table for the value per ton of the resource. Prospectors will stay in the area for 1D weeks. Quantity 1D.

Pirate Ship A Type-P Corsair appears overhead and demands 2D hostages and a hold full of loot, or they will fire on the colony. If the colony has anti-spacecraft defenses, they may engage in starship combat. The colonists can negotiate, +Liaison skill, -2DM because they're pirates. The colony can fight the pirates on the ground. Throw for surprise and play out the combat. If the colony loses to the pirates, DM -3 on next Morale throw. If the colony drives off the pirates, DM +2 on next Morale throw.

Researchers   Scientists, studying something about the local environs or even studying the colony itself.  Researchers bring their own Advanced Base with them, and set up to work for 1D+3 weeks. They will not offer assistance to the colony, but may need the colony's help depending on what events transpire. If any harmful Event occurs, on a Referee throw of 7+ it affects the researchers.  Quantity: 1D+2. 

Scout Ship Referee Reaction throw. 2= actually a pirate attack 3-5= mission is census & taxes, 6-8= may have information or rumors to trade, 9-12= buys local goods, has information to share. Crew= 1D-2, minimum 1.

Security forces / Soldiers Referee reaction throw. Negative reaction, the soldiers attempt to subdue/capture the colony for an enemy. Neutral reaction, the soldiers are patrolling for fugitives or enemies. Positive reaction, the soldiers are ordered to guard the town for 1D+2 weeks. Quantity: 3D

Specialist   A trained NPC joins the colony. Referee determines what skills the specialist has. On a Referee throw of 2 exactly the specialist is a quack/faker who will cause an adverse Event in 1D weeks. At the Referee's option the specialist is a TAS Warden.

Tinker/Repairman Referee Reaction throw, DM +2. On a Positive reaction he works for 1D weeks, on a Neutral reaction he works for 1 week, on a Negative reaction he charges double, and leaves in a week. Skill-1

Vigilantes Are hunting for Fugitives. If there are Fugitives in town, there will be a combat between the two on a 5+, with or without colony reaction. If there are no fugitives, on a Negative reaction, the vigilantes will attempt to arrest someone from the colony on some charge. Leaders must respond to this action.

Workers Temporary colonists on a contract for 1D months. Each has skill-1 in one skill. At the end of the contract, colony leader can persuade them to stay on a throw of 9+ DM Admin/Liaison. Quantity 3D.


Please share your ideas for events or encounters in the comments. Also anywhere I've missed a description or not made sense, point it out and I'll try to fix it. Permission is here granted to copy and adapt but not to sell the contents of this post. 

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