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.
Shore
Random Encounters
1d12 |
Description |
1-2 |
1d4+1
Fangtooth Fishmen |
3-4 |
1d4+2
Froglodytes |
5 |
1d3
Giant Crayfish |
6 |
1d4+1
Giant Frogs |
7 |
1d4
Giant Poisonous Frogs |
8 |
1d6+1
Lizard Men |
9 |
1d3+1
Mock Lobsters |
10 |
1d2
Salt Pukes |
11 |
1
Sea Hag |
12 |
1d2
Sharkadons |
Fangtooth
Fishman
Fangtooth
Fishmen (AC 4; MV 9”//18”; HD 4+4; #AT 2 claws and 1 bite; D
1-6/1-6/2-12; XP 90 + 5/hp)
Each
fishman has a 30% chance of owning a piece of crude silver or gold
jewelry, usually a necklace , anklet, or armband. Each piece of
jewelry is worth between 21 and 40 (1d20+20) gold crescents.
Froglodyte
Froglodytes
(AC 5; MV 12”//15”; HD 3+2; #AT 2 claws and 1 bite; D
1-3/1-3/1-6; SA Steam breath for 2d6; XP 125
+4/hp)
Each
froglodyte has a 10% chance of owning a piece of crude silver or gold
jewelry, usually a necklace , anklet, or armband. Each piece of
jewelry is worth between 21 and 40 (1d20+20) gold crescents.
Giant
Crayfish
Giant
Crayfish (AC 4; MV 6”//12”; HD 4+4; #AT 2 claws; D 2-12/2-12; SA
Surprise on a 1-3; XP 90 + 5/hp)
Giant
Frog
Giant
Frogs (AC 7; MV 3”//9”; HD 1; #AT 1 bite; D 1-3; SA Jump,
surprise on 1-4, tongue; XP 14 + 1/hp)
Giant
Frogs (AC 7; MV 3”//9”; HD 2; #AT 1 bite; D 1-6; SA Jump,
surprise on 1-4, tongue; XP 28 + 2/hp)
Giant
Frogs (AC 7; MV 3”//9”; HD 3; #AT 1 bite; D 2-8; SA Jump,
surprise on 1-4, tongue; XP 50 + 3/hp)
Giant
frogs have equal chances to be different sizes, roll 1d6 (1-2 = 1 HD,
3-4 = 2 HD, 5-6 = 3 HD)
Giant
Poisonous Frog
Giant
Poisonous Frogs (AC 8; MV 3”//9”; HD 1; #AT 1 bite; D 1; SA
Poison; XP 45 + 1/hp)
Lizard
Man
Lizard
Men (AC 5; MV 6”//12”; HD 2+1; #AT 3 or 1; D 1-2/1-2/1-8; XP 35 +
3/hp)
This
is a hunting and scouting party. The lizard men know they are
outnumbered and weaker than the froglodytes and fishmen so they will
be unlikely to fight unless they sense easy prey.
Mock
Lobster
Mock
Lobsters (AC 4; MV 9”//9”; HD 3+4; #AT 2 pincers; D 2-8/2-8; SA
Surprise on a 1-3; XP 60 + 4/hp)
The
mock lobsters are similarly averse to combat. If they are not
immediately attacked they will be likely to try to barter with
adventurers. They have information, food, fresh water sources, and
gold at their lair to trade. They desire magic items and worked
goods including but not limited to rope, torches, and musical
instruments.
Salt
Puke
Salt
Pukes (AC 8; MV 6”; HD 4; #AT 0; D Nil; SA Spit corrosive chemicals
for 4-16; SD Not harmed by blunt
weapons; XP 85
+4/hp)
The
salt pukes are responsible for making the salt mere salty.
Sea
Hag
Sea
Hag (AC 7; MV 12”//15”; HD 3; #AT 1; D By weapon type; SA
Weakness, death gaze; MR 50%; XP 600 + 3/hp)
The
sea hag will be armed with a dagger. There is a 50% chance it will
have a useful magic item as well (weapon, wand, ring, or misc magic),
which it will use to best effect.
Sharkadon
Sharkadon
(AC 5; MV 15”//15”; HD 4;#AT 1 bite; D 2-8; XP 60 +4/hp)
Sharkadon
(AC 5; MV 15”//15”; HD 5; #AT 1 bite; D 2-8; XP 90 +5/hp)
Sharkadon
(AC 5; MV 15”//15”; HD 6; #AT 1 bite; D 2-8; XP 150 +6/hp)
Sharkadons
have equal chances to be different sizes, roll 1d6 (1-2 = 4 HD, 3-4 =
5 HD, 5-6 = 6 HD)
No comments:
Post a Comment