General Encounter Chart
1-8 NPC
9-16 Mundane Encounter
17-19 Dangerous Encounter
20 Special Encounter
Dangerous Encounters
Roll 2d12
2.
Goblin
Raiding Party (1d6+6 goblin warriors)
3.
2-5
Wild Boars
4.
1d10+10
Wolves
5.
1d8+6
Coyotes
6.
Goblin
Raiding Party (1d8+7 warriors)
7.
2
Anhkheg Encountered once, then treat as no encounter.
8.
2
Brown Bears
9.
2-12
Stag Beetles (will flee if more than two are killed – there are a total of 12
Stag Beetles in the area)
10.
1-4 Giant Spiders
11.
1-3
Giant Boars
12.
2-8
Wild Boars
13.
17 Flinds
14.
A
forlarren named Winiard. If killed, treat as no encounter.
15.
2-12
Ghouls
16.
2
Hill Giants (also Mountain encounters #6)
17. 40-400 Gibberlings
18.
3-30
Stirges
19.
8
Trolls
20.
Goblin
Raiding Party (1d10+10 goblin warriors)
21. 1d4+2 Longarms
22. 1-2 Ettercaps and 1-4 Giant Spiders
23. Griffons (hex _____and the Chantry's Beautiful Gate)
24. Envoy of the Silver Queen (hex ________)
Mountain Hexes
Roll 2d10
2.
Goblin
Raiding Party (1d8+6 goblin warriors)
3.
3-30
Stirges
4.
1d10+10
Wolves
5.
Goblin
Raiding Party (1d6+5 goblin warriors)
6.
3
Hill Giants are wandering in the area, they are rather cowardly and will not
willingly fight to the death (also Forest , etc.
encounters #16)
7.
2-12
Griffons (there are 17 Griffons in the mountains)
8.
1-12
Giant Goats
9.
1-2
Behir
10.
1-3
Stag Beetles
11.
1-2
Cave Bears
12.
1
Spectre – only one Spectre haunts the mountains, after defeating this creature,
treat as no encounter
13.
2-4
Wights (nighttime only, if during day treat as no encounter)
14.
1-3
Wraiths (nighttime only, if during day treat as no encounter)
15.
Goblin
Raiding Party (1d10+7 goblin warriors)
16.
1d10+15
Wolves
17. 1-6 Longarms
18. Envoy of the Silver Queen (hex _____)
19. 1-3 Giant Eagles (a dozen giant eagles live in the mountains to the north)
20. Avalanche!
Anhkheg: These monsters lie waiting underground, attacking when the party is directly over them. If either of the Anhkheg does maximum damage on an attack, it will try to drag its prey underground (Dexterity check to avoid). A creature dragged underground will take damage each round until it breaks free or dies. If one Anhkheg succeeds in dragging a prey underground, the other will break off attack and follow its mate to their lair to feast. There are only 2 Anhkheg in the area.
Bears, Brown: The bears will attack if they feel threatened but otherwise will desire to leave the party alone. There are a dozen brown bears in the area.
Bears, Cave: These aggressive creatures are seeking meat. Weak opponents will be attacked from multiple sides at once.
Beetles, Stag: 10 of these fearsome giant insects roam the region. When encountered, there is a 30% chance the beetles will flee on sight, 40% chance they will stand their ground, 30% chance they will attack on sight. Inside each beetle are 1d10+6 gp from a previous meal.
Behir: 5 hungry behir wander the mountains. If more than one is encountered, the behir will be encountered fighting each other. If uninterrupted, one will eventually kill the other and then turn on the party with only 20-50% of hit points remaining (10*1d4+1)
Boars, Giant: These creatures are slightly more intelligent than their wild brothers, though they are also of far more violent temper. Giant Boars will attack on sight, attempting a crude ambush if possible, and fight to the death.
Boars, WIld: These viscious creatures attack if surprised or if injured. If one or more of their number is killed, the remaining boars will flee.
Coyotes: Cowardly, but hungry, these mangy beasts will attack chaotically, running away if injured.
Eagles, Giant: The Giant Eagles in the region are only dangerous if attacked, then they fight until reduced to 12 or fewer hit points. These Giant Eagles particularly hate goblins and will attack them on sight. They also hate dwarves, though only to the point of extreme rudeness.
Envoy of the Silver Queen:
Ettercaps: There are 6 Ettercaps in this region (3 lairing in hex 15, 3 have wandered into this area and move around). Only 1 or 2 Ettercaps will be encountered at any given time, though accompanied by 1-4 Giant Greyback Spiders. 70% chance the encountered Ettercaps will be the wanderers, 30% chance they are from Hex 15. When 1 Ettercap is encountered, it will be feasting with its spider "friends" on the corpse of a moose. When 2 Ettercaps are encountered, they have set snares and traps and lie in wait (though the spiders accompanying them are impatient and are 60% likely to spoil an ambush).
Flinds: These 17 Flinds are trying to move with stealth, gathering information for their tribe which intends to potentially make war on the goblins of the region. They are cowardly and will run away if facing a powerful opponent.
Forlarren Winiard: This creature is a collector of gold earrings. The creature does not attack on sight, but will parley, attempting to gain any gold earrings the PCs may have. Winiard has 9 gold earrings on his person (7 in his ears) worth 1d20+20 gp each as well as 3 small emeralds (worth 30 gp each) and 123 gp. Winiard will attempt to buy any golden earringsthe party possesses. If rebuffed, he will attack.
Ghouls: These undead are seeking human flesh to consume. There are19 ghouls in this area.
Giants, Hill: 2 Hill Giants are wandering in the area, they are rather cowardly and will not willingly fight to the death. They are running away from the Hill Giant King's Steading and are hoping to set up a lair of their own. They squabble with each other more than act aggressively toward anyone encountered.
Gibberlings: There is a horde of Gibberlings that nests in this region. They frequently move their nest and rarely molest intelligent beings in the area. If more than 80 Gibberlings are encountered, the nest has been encountered. Gibberlings swarm their opponents, striking the strongest looking opponents first. If the nest is encountered, the Gibberlings fight to the death. Otherwise, they will withdraw after losing 20% of their number, gathering the whole nest to harrass the party with hit and run tactics. There are a total of 400 Gibberlings in this nest.
Goats, Giant: Good for eating, but aggressive in nature. Giant Goats take everything as a threat to their territory and try to butt interlopers into a pulp.
Goblin Raiding Parties: Goblins have been sent out from the Godking at the Chantry of the Deepflame to:
1. get slaves
2. get loot
3. get food
4. find an item
5. torment the Sisters of Mercy (hex 20)
6. destroy the Brothers Five (hex 19)
7. gain intelligence
8. push around allies of the King Under the Water
9. seek out the Gibberling nest in this region
10. get a powerful hostage (for the godking to 1. ransom 2. eat to grow stronger 3. torture for pleasure 4. feed to the tentacled horror)
Griffons are on the prowl for horses. If the party is riding/leading horses, one griffon will attempt to swoop down and grab a horse while the others try to distract the party. There are 17 Griffons nested in the mountains and 12 Griffons nested at the Beautiful Gate.
Longarms: (New Creature) These creatures are envoys of the Gnome King, using illusion to make themselves appear to be disfigured goblins. They prefer to parley and flee rather than fight. They are traveling to:
1. The Chantry of the Deepflame
2. The Greenhag
3. Back to the Gnome King's Hall
4. Back to the Gnome King's Hall but are lost
5. The King Under The Water
6. Wisdom Falls (hex 42)
Spectre: A single Spectre haunts this region. Always encountered at night, the Spectre wanders looking for his daughter. Children (or halflings) will cause the Spectre to flee. Any red-haired woman will be approached by the Spectre for an embrace (which is, in effect, an attack). If the embrace is not returned, the Spectre will fly into a rage and attack everyone accompanying the red-head. If the party contains no red-haired women, use standard encounter reactions.
Spider, Giant Greyback: (New Creature) These spiders drop from trees or shoot webs from dark holes to try to snare prey. These are the favored "pets" of the Ettercaps in the area (see Ettercap entry for information). When the encounter indicates only spiders, they will work together until one opponent is down, then they will squabble among themselves to get the dead/paralyzed vicitm.
Stirges: If more than 12 stirges are encountered, they will attack in waves, one-third of their number at a time. If fewer than12 are encountered, they total number will swam opponents one at a time. If half the stirges are killed, the remaining stirges will feed on their fallen brothers, igoring their oponents.
Trolls: These mindless creatures attack on sight, clawing at opponents' eyes, trying to blind them. The trolls are seeking to make a lair in the area. They flee from fire and acid, but otherwise fight ferociously.
Wights: These wicked undead spirits haunt the region seeking to slay the living.
Wolves: A pack of very hungry wolves attacks the weakest looking opponent or any stragglers. These wolves will try to swarm their prey, dragging down an opponent with the sheer volume of their attacks. If half or more are killed or injured, they will flee and gather with another pack, returning to exact revenge.
Wraiths: These are spirits of fallen warriors haunting the region. They attack clerics first. They will not flee.
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