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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