Saturday, November 26, 2016

The Grounds Wandering Monsters

Roll for random encounters using 1d6 once every six turns. On a 1, there is an encounter. Double the odds if the group is making a lot of noise or in similar situations.

Day Time Encounter Table
1d12
Description
1
1d4 badger (10% with giant badgers instead)
2
1d2 black bears
3
1d4 brownies
4
1d2+1 ghost spiders
5
1d3 giant bombardier beetle (50%) or 1 stag (50%)
6
Ad4 giant flamingos (50%) or 1d6+2 tree gnomes (50%)
7
1d6+2 jousting wasps (50%) or 1d4+1 spelling bees (50%)
8
1d4 keepers
9
1d4+3 sugar goblins
10
1d4 thermite workers
11
1d4+1 vegetable men
12
See Unusual Encounter Subtable

Night Time Encounter Table
1d12
Description
1
1d3+1 ghost spiders
2
2d4 giant bats
3
1d4 giant centipedes
4
1d4 giant fire beetles
5
1 giant mole (10% chance of giant brain mole)
6
1d2 giant owls
7
1d2 giant weasels
8
1d6+1 halfling thieves
9
1d2 ogres
10
1d4+1 stirge
11
1d4+2 sugar goblins
12
See Unusual Encounter Subtable

Unusual Encounter Subtable
1d8
Description
1
Downpour
2
Fog
3
Hobgoblins
4
Iron egg
5
Knight
6
1d4+1 pixies
7
1 rust monster
8
1d4 +1 wood elves


Day and Night Time Encounters

Badger
Badger (AC 4; MV 6”(3”); HD 1+2; #AT 2 claws and 1 bite; D 1-2/1-2/1-3; XP 20 + 2/hp)


Giant Badger
Giant Badger (AC 4; MV 6”(3”); HD 3; #AT 2 claws and 1 bite; D 1-3/1-3/1-6; XP 35 + 3/hp)


Black Bear
Black Bear (AC 7; MV 12”; HD 3+3; #AT 2 claws and 1 bite; D 1-3/1-3/1-6; SA Hugs: 2-8; XP 85 + 4/hp)


Brownie
Brownie (AC 3; MV 12”; HD 1-4 hit points; #AT 1; D Small sword for 1-3; SA Spell use; SD Save as 9th level cleric, never surprised; XP 65 + 1/hp)


Ghost Spider
Ghost Spider (AC 5; MV 15” + 9” hop; HD 3+3; #AT 1 bite; D 2-5; SA Jump, spit acid; XP 125 + 4/hp)


Giant Bat
Giant Bat (AC 8; MV 3”/18”; HD 1; #AT 1 bite; D 1-4; SA Disease; XP 10 + 1/hp)


Giant Bombardier Beetle
Giant Bombardier Beetle (AC 4; MV 9”; HD 2+2; #AT 1 bite; D 2-12; SA Acid cloud; SD Firing cloud; XP 105 + 3/hp)


Giant Centipede
Giant Centipede (AC 9; MV 15"; HD 1-2 hit points; #AT 1 bite; D Nil; SA Poison; XP 30 + 1/hp)


Giant Fire Beetle
Giant Fire Beetle (AC 4; MV 12”; HD 1+2; #AT 1 bite; D 2-8; XP 20 + 2/hp)


Giant Flamingo
Giant Flamingo (AC 7; MV 6"//18"; HD 2; #AT 1 peck; D 1-4; MR 50%; XP 65+2/hp)


Giant Brain Mole
Giant Brain Mole (AC 7; MV 3”(8”); HD 2+2; hp ; #AT 1 bite; D 1-6; SA Paralysis, mind thrust; XP 145 + 3/hp)


Giant Mole
Giant Mole (AC 7; MV 3”(8”); HD 2+2; #AT 1 bite; D 1-6; SA Paralysis; XP 90 + 3/hp)


Giant Owl
Giant Owl (AC 6; MV 3”/18”; HD 4; #AT 2 talons and 1 beak; D 2-8/2-8/2-5; SA Surprise on a 1-5; XP 150 + 4/hp)


Giant Weasel
Giant Weasel (AC 6; MV 15”; HD 3+3; #AT 1 bite; D 2-12; SA Drain blood; XP 125 + 4/hp)


Halfling
Neutral Evil Halfling Thieves (AC 10; MV 9”; T1; #AT 1; D Short sword or sling; SA +3 with bow or sling; XP 28 + 2/hp)

Thief skills: PP 35%, OL 30% F/RT 25% MS 25% HS 25% HN 15% CW 70% RL –

Each halfling will have 3-18 (3d6) silver spanners and 5-10 (1d6+4) sling stones. They will each be armed with both a sling and a sword. There is a 60% chance they will have 1d4+3 trained giant rats.

Giant Rat (AC 7; MV 12"//6"; HD 1-4 hit points; #AT 1 bite; D 1-3; SA Disease; XP 7 + 1/hp)


Jousting Wasp
Jousting Wasp (AC 5; MV 3”/15”; HD 1-4 hit points; #AT 1 sting; D 1-2; SA Attack as 4 HD monster on first attack; XP 5 +1/hp)


Keeper
Keepers (AC 6; MV 12"; hp 5 each; #AT 1 fist; D 1-4; SA Possession; XP 15 each)


Ogre
Ogre (AC 5; MV 9”; HD 4+1; #AT 1; D By weapon type +2 to damage due to strength; XP 90+5/hp)

Ogres will be carrying oversize crude spears or clubs (1d8 damage). Each will have a sack or pouch holding 10-60 each of gold crescents, silver spanners, and copper pieces as well as odds and ends such as bones, cheese, hard tack, and favorite rocks.


Spelling Bee
Spelling Bee (AC 5; MV 3”/15”; HD 1+1; #AT 1 sting; D 1-6; SA Spell use; XP 65 + 2/hp)


Stag
Stag (AC 7; MV 24”; HD 3; #AT 1 antlers or 2 forehooves; D 2-8 or 1-3/1-3 ; XP 35 + 3/hp)


Stirge
Stirge (AC 8; MV 3”/18”; HD 1+1; #AT 1 bite; D 1-3; SA Drain blood, attack as 4 hit dice monster; XP 36 + 2/hp)


Sugar Goblin
Sugar Goblin (AC 9; MV 6"; HD 1-1; #AT 1; D Short sword; SD Half damage from weapons; XP 14 + 1/hp)

The sugar goblins are on an errand for their mistress at Area 23. They will be armed with sword canes (treat as short sword) painted up to look like candy canes. There is a 40% chance the group will be carrying a bag of 20-80 (20d4) gold crescents for trade or bribe.


Tree Gnome
Tree Gnome (AC 7; MV 6”@12”; HD 1; #AT 1; D Dagger or short bow; SD Save at 4 levels higher; XP 10 + 1/hp)

This group will be a well-equipped scouting party. Each gnome will have a dagger, a wooden shield, a short bow, and 1d10+10 arrows. They will have 3d6 silver spanners in total to assist in trade. They will happily invite interested adventurers to Area 26 if they think there is the possibility that they can obtain metal goods and other items that they are unable to manufacture.


Thermite
Thermite Worker (AC 4; MV 15”; HD 2+2; #AT 1 bite; D 1-6; SA +4 to hit with blistering spittle for 2-8; XP 50+3/hp)

There is a 25% chance they will be accompanied by 1d2 Warriors

Thermite Warrior (AC 3; MV 15”; HD 3+3; #AT 1 bite; D 1-8; SA +4 to hit with blistering spittle for 3-12; XP 85+4/hp)


Vegetable Man
Vegetable Men (AC 10; MV 12”; HD 1; #AT 1; D Short sword; XP 10 + 1/hp)

The type of vegetable man is determined by random roll. Roll once on the following table for each vegetable man in the group.

Roll 1d8
Vegetable Man
1
Apple
2
Asparagus
3
Broccoli
4
Carrot
5
Potato
6
Spinach
7
Turnip
8
Tomato

There is a 40% chance they will be accompanied by 1-4 Pea Heads as task masters and overseers.

Pea Heads (AC 5; MV 9”; HD 1+1; #AT 1; D Broad sword; SA Vomit; XP 28 + 2/hp)

Each pea head has 2-8 gold crescents.



Unusual Encounters

Downpour
There is a brief period of heavy rain (1d3 turns), followed by a resumption of typical weather.


Fog
A fof bank moves in, reducing visibility to 20 feet. It will last for 1d4 hours.


Hobgoblin
A group of hobgoblins is in the area. These are members of Vicenne's group from the Inner Ward, looking to expand trading opportunities or perhaps out to bust some heads.

1d6+2 Hobgoblins (AC 5; MV 9”; HD 1+1; #AT 1; D Black iron broad sword or black iron dagger ; XP 20+2/hp)

1 Hobgoblin Sergeant (AC 5; MV 9”; HD 1+1; hp 9; #AT 1; D Black iron bastard sword or black iron dagger; XP 38)

Each hobgoblin will have 0-9 (1d10-1) gold crescents, 0-14 (2d8-2) silver spanners, and 0-19 (1d20-1) copper pieces. The sergeant will have double wealth. Each will carry a sword and a dagger.

There is a 60% chance that they will have 1d4+3 goblin laborers who will be carrying bags holding 100-400 gold pieces worth a goods.

Goblins (AC 6; MV 6”; HD 1-1; #AT 1; D Short sword; XP 10+1/hp)

Each goblin will have 0-9 (1d10-1) silver spanners and 0-11 (1d12-1) copper pieces.


Iron Egg
The party sees an iron egg (the size of a hen's egg) lying on the ground (90%) or one falls from the Magic Coud Castle with a high pitched 'woooooo' sound (10%). If it falls from the sky, it has a 10% chance per character in the party of striking a random person. The character can roll a dodge (save vs petrification) to see if he or she got out of the way in time. If it hits it does 1d8+2 damage.


Knight
A knight from the Perilous Forest has entered the Grounds on a quest or perhaps he or she is lost. The knight is mounted on a warhorse and will have a squire 90% of the time. If there is no squire, that means that the squire has died and the knight may be looking for a replacement. Determine the knight's alignment as follows:

Roll d%
Alignment
01-48
Lawful Good
49-57
Neutral Good
58-60
Chaotic Good
61-76
Lawful Neutral
77-79
True Neutral
80
Chaotic Neutral
81-96
Lawful Evil
97-99
Neutral Evil
100
Chaotic Evil

Knight (AC 3; MV 6"; F8; #AT 3/2; D By weapon; XP 600 + 12/hp)

Heavy War Horse (AC 7; MV 15”; HD 3+3; #AT 2 hoof thrusts and 1 bite; D 1-8/1-8/1-3; XP 60 + 4/hp)

Squire (AC 8; MV 12"; F2; #AT 1; D By weapon; XP 35 + 3/hp)

Squire's Light War Horse (AC 7; MV 24”; HD 2; #AT 2 hoof thrusts; D 1-4/1-4; XP 20 + 2/hp)

The knight will be wearing plate armor and carrying a lance, a dagger, and either a bastard sword (70%) or a morning star (30%). The squire will have a dagger and either a hand axe (30%) or a spear (70%). The squire will be carrying the wealth (1d100 each of gold crescents, silver spanners, and copper pieces) as the knight will be above such. In addition they will have such items (bed rolls, flint and tinder, food) as is needed for outdoor adventuring.

If you wish, you may substitute one of the knights found in the Perilous Forest Random Encounters table or keyed encounter area.


Pixie
Pixie (AC 5; MV 6"/12"; HD 1-4 hit points; #AT 1; D By weapon; SA Special arrows, spell use, magic; SD Invisibility; MR 25%; XP 105 + 1/hp)


Rust Monster
This creature is devouring iron eggs it finds lying about.

Rust Monster (AC 2; MV 18”; HD 5; #AT 2 antennae; D Nil; SA Destroys metal; SA Hit on monster destroys metal; XP 185 + 4/hp)


Wood Elf
Wood Elf (AC 6; MV 12”; HD 1+1; hp ; #AT 1; D By weapon; SA +1 to hit with bow or sword; SD 90% resistant to sleep and charm; XP 28 + 2/hp)

The elves will be 75% likely to seek to avoid an encounter. They wear studded leather armor and each has a 1d4 platinum sirastars, 1d6 gold vinimes, and 1d8 silver tamos. Half will have long bows (with ad10+10 arrows) and each will also carry either a spear or a long sword (50%b chance of either).

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