Okay, so now that I have a basic Rogue's Gallery (I say basic because I still have some more in the works, a Lurcher Minion named "Telekinetic Trickster" and a couple of Bosses) let's see if I can figure out the encounter mechanics.

Let's say there are 8 train cars, and then the engine, and the bandits have set the train to run out of control and crash into the last stop at True Madil (or some such) so that the Heroes have to clear the Bandits and stop the train (further down the line I can add a time limit mechanic, but for now let's leave that alone).

So we need to generate an encounter for each train car. Let's say there's something valuable in car four, and car eight is right next to the engine, so we'll generate a boss in each of those cars, meaning we need to roll for each train car and then roll for the Archvillains in cars 4 and 8 (in addition to the minions we roll for those cars).

Sir Jerric wrote:For a random generation table, map the encounters to the probability table on page 454: roll 2 dice for the first wave, results 0-5 provide six different options, tougher foes on the higher results.

Or each entry is a single enemy, and a wave might have 3x 2-dice and 1x 4-dice enemies, for example.

Wait a minute. How does this work? Like 2 on the table is not the probability of getting a 2, it's the probability of getting a 2 or higher. Hmmm.

Maybe I should have it such that

every pair on the encounter roll generates something? I regret not being better at maths right now.

Okay, so Archvillains are easy because there are less than 6. I will probably make more of them, but for now we can just roll 1 D6 for each of the two Archvillians in a run and reroll any blanks or double-ups.

Wait a minute. Now that the numbers don't matter, any individual pair is as likely as any other (because 4 isn't better than 2, they're plain different things)! So I don't have to worry about Maths anyway!

Well that's easy then!

Okay, so there's probably a better way to do this which will require maths, but in the short term let's just go with this.

RulesBefore beginning the run, roll for each carriage to determine beforehand what the heroes will encounter. Only the narrator should look at the results. Note that the 'Weathy Backer' and 'Gunsmithing Prodigy' each modify the entire encounter. In the future I'll add a Seeker who can cause later encounters to attack the players early, and a Coppercloud who can prevent player Seekers from seeing what is up ahead.

Carriages 1-3 Roll dice equal to the amount of players

Carriages 4-8 Roll dice equal to twice the amount of players

Each dice face generates one of the following minions:

1. Telekinetic Trickster

2. Koloss-blooded Fire-fist

3. Shotgunner

4. Gunner

5. Knife Fighter

Nudge. Steelrunner Swordsman

Special results (these occur only once per run)3 of a kind (e.g. three 1s) 1 Wealthy Backer in that carriage, as well as the three minions the dice generate normally.

(MORE TO COME - Seeker, Coppercloud, Basic Gunsmith)

Additionally, roll 1 die for the boss in Carriage 4, and one for the boss in Carriage 8 (reroll a double up or blank):

1. Pewter Savant Bandit

2. Sparker Tinslinger

3. Gunsmithing Prodigy

(MORE TO COME - Seeker Mastermind, )

How does that look everyone?