Showing posts with label Encounters. Show all posts
Showing posts with label Encounters. Show all posts

Tuesday, March 8, 2016

Mundane Encounters

Here is a first draft for Mundane Encounters in this region. Most are just thrown out as ideas as these aren't supposed to be detailed encounters. DMs are urged to flesh out any mundane encounters that the players find interesting...

Note on general formatting here - some of these charts I wrote in Blogger, some in Word - the formatting is wonky, I know...

General Encounter Chart

1-8      NPC
9-16    Mundane Encounter
17-19  Dangerous Encounter
20       Special Encounter



Mundane Encounters

1-5     Animal
6-8     People
9        Weather
10     Special

Mundane Animal Encounters
Roll 1d20
1  Deer: 1d4 doe with 1d6 fawns 50%, 1d3 buck, 3d4 doe, 3d6 fawns 50%
2  Moose: 1 bull 60%, 1 cow 30%, 1 cow and one calf, 10%
3  Elk: 3d4 bulls 50%, 4d4 cows with 4d4 calves
4  Rabbit: 1d12
5  Quail: 1d4
6  Pheasant: 1d6
7  Grouse: 1d4
8  Groundhog: 1d3
9  Songbirds: 3d8
10 Porcupine: 1
11 Skunk: 1d3
12 Badger: 1d3
13 Beaver: 1d6
14 Raccoon: 1d4
15 Bees: 1 nest
16 Wasps: 1 nest
17 Wolf Howl in the distance (d8 for direction: 1 North, 2 North East, 3 East, etc.): 1d4+1 miles distant
18 Turtle: (1) 55%, (2) 30%, (1d4) 15%
19 Frogs/Toads: 1d12 Frogs (near water)/ 1d12 Toads (away from water)
20 Potentially Dangerous Animal

Potentially Dangerous Mundane Animals (Sub-Sub Table)
Roll 1d6
1.  Lynx
2.  Bobcat
3.  Mountain Lion
4.  Lone Wolf
5.  Lone Coyote
6.  Lone Wild Boar

Mundane People Encounters
Roll 1d20
1  Little Girl Lost
2  Tinker
3  Deluded Wandering Knight
4  1d4 Villagers (from nearest village)
5  Woodcutter
6  Old Woman
7  Old Man
8  Lost Caravan Guard
9  Injured Man
10 Wandering Thief
11 Bandit Scout
12 Wizard In Disguise
13 Wandering Beggar
14 Pilgrim
15 False Pilgrim
16 Noble In Disguise
17 1d6 Villagers (from nearest village)
18 1d6 Monks of St. Albaran
19 Demon In Disguise
20 Angel In Disguise

Mundane Weather Encounters
Roll
1  Wind doubles in velocity for 1d8 rounds
2  Lightning strikes a tree 1d4 miles away (d8 for direction: 1 North, 2 North East, 3 East, etc.)
3  Clouds cover the sun/moon for 1d4 hours
4  A sudden rainshower soaks area 1000 yards in diameter for 1d6 turns (if raining, then 1000 yard diameter break in the rain for 1d6 turns)
5  Wind changes direction every round for 3d8 rounds (d8 for direction: 1 North, 2 North East, 3 East, etc.)
6  Temperature rises 3d10 degrees over the span of one hour
7  Temperature drops 3d10 degrees over the span of one hour
8  No wind (or sounds of nature) for 1 hour
9  Wind blows in opposite direction
10 Temperature rises 10 degrees over the span of one hour
11 Temprature drops 10 degrees over the span of one hour
12 Wind carries smell of death
13 Wind smells of rain/snow
14 Wind gusts unpredictably for 2 hours (velocity varies from 2-40 mph, shifting every 1d10 rounds)
15 Wind changes direction every turn for 2d4 hours (d8 for direction: 1 North, 2 North East, 3 East, etc.)
16 Sun/moon dims noticably
17 Wind smells musty
18 Temperature rises 5 degrees then drops 20 degrees over the span of two hours
19 Lightning strikes a tree 3 miles away, then another tree 2 miles away, then another tree 1 mile away (d8 forinitial direction: 1 North, 2 North East, 3 East, etc.)
20 Wind doubles in velocity for 2d6 turns blowing tiny debris (dirt, leaves, etc) through area

Mundane Special Encounters
(I love oxymorons :) )
Roll 4d12 or select.
4.     An abandoned campsite. Extra wood for a fire is piled to one side(enough for 10 hours of fire) though it appears this campsite is weeks old (at least).
5.     Huge, flat stones paving a road for 200 yards in a place where no road is marked or expected to be. Locals (if any) refer to this as “The Giants’ Road.”
6.     A seemingly crazed man leaps out of cover (brush, behind a boulder, etc.) brandishing a branch as a sword and wearing a turtle shell as a helmet and a breastplate of woven cornstalks (or some other plant). He waves the sword at the party and speaks in an unknown language and then tries to run off. He will not defend himself if attacked (he will curl into a fetal position and whimper). If followed, he will lead the party on a chase through the wilderness, making so much noise that the chance for dangerous encounters is tripled. He seemingly never tires (he can run for four days before collapsing from exhaustion).
7.     A pile of stones is not simply a geologic happenstance, but the overgrown ruin of a house foundation. If searched, twenty more foundations will be discovered and a well (still usable, covered over by unstable boards – stand a reasonable chance of falling in while searching – say, save vs. spells or DEX check per PC searching). The well is 20’ down to water level and the water is 20’ deep, fed by an underground spring. At the bottom of the well is a skeleton (non-animate).
8.     Suddenly, a huge deer jumps into the middle of the party (if in the forest) or a huge groundhog runs through the middle of the party (if in the hills/near a settlement) or a mountain goat bounds through middle of the party (if in the mountains) and then runs off, terrified by the presence of so many humans.
9.     Hanging in a tree is the remains of a lute. It is unsalvageable and unplayable.
10.  A wheelbarrow leans against a tree with a shovel and a pick. They have been in the weather for a long time, but are still useable (though the wheelbarrow has a 100 lb. weight limit, over that and it will collapse and the pick and shovel will break on a roll of 1 on a d20 when used).
11.  A wolf growls from a distance, stares at the party for a moment, then lopes off.
12.  Goblin tracks cover everything, but they just seem to appear here, there is no discernible trail to or from this area (even a ranger cannot detect a trail).
13.  A hawk swoops down and tries to grab something small from the characters. It will try up to three times. If successful, the hawk will fly off with the item to the tallest tree in visual range of the PCs. The hawk’s nest is in the tree and a lone goblin is climbing the tree to ransack the nest. If the party approaches the tree, the goblin will be startled, lose its grip on the tree and fall out, breaking its neck and killing it. If the PCs dispatch the goblin, the hawk will drop the item back to the PCs and fly off with a cry. If the PCs do not dispatch the goblin, the hawk will fly off with the item and drop it in the nearest river.
14.  A woman, barely alive, lays in the dirt. If her wounds are tended and she is given water, she will fade in and out of delirium, either being at home with her husband and children on a sunny day playing “jacks and sticks” or falling into a horrified babbling about goblins and fire and blood. She will die within 3 rounds unless magical cures are given. Her name is Constance and she is from one of the hamlets nearby.
15.  A shallow grave is partly exposed. The skeleton is very small, probably human.
16.  The ground here is mounded in an odd way. If looked at from above, the ground has been shaped into a huge rune (150’ across) intended to draw fertility into the field.
17.  Three feral dogs approach the party menacingly but stop short of attacking. They growl and bark at the party but do not give chase. The noise might attract a dangerous encounter (roll on table).
18.  Four grave markers, crudely carved in fresh planks of wood. Amelia, Deris, Mysia and Ashan. The graves have sunken in. If the party investigates, the bodies have been stolen…from underground somehow…
19.  A garishly painted wagon sits in a lonely spot, two horses hitched to it. No one seems to be about. Inside, the wagon is filled with “Brother Ambrose’s Miracle Cure” bottles and a snoring, drunken man (presumably Brother Ambrose).
20.  A bag half full of moldering flour lays on the ground here.
21.  Four caltrops are on the ground here, rusty but effective. Unless the party is VERY observant, horses have a 1 in 8 chance of stepping on one, people walking have only a 1 in 20 chance of stepping on one, for 1-2 hp damage. Wounded beings have a 10% chance of contracting a disease (see DMG).
22.  A pool of water is here. Though there is no wind, the surface of the water ripples as if a light breeze were dancing across it.
23.  A wild-eyed mule comes crashing toward the party. It will “attack” a random PC in its frenzy to get away from whatever has terrified it. If calmed (e.g. charm animal), it is completely healthy and able to serve as a pack animal.
24.  A rusty sword hilt is half buried in the ground here. The blade is pitted and ruined and has nearly rusted away, but the hilt has some silver on it (could be worth up to 1 gp).
25.  Unnaturally large mushrooms grow here. If eaten fresh (within one turn or so of “gathering”) they nourish a person as if they have eaten for a full day. However, if gathered and consumed later, they lose their efficacy, satisfying only as normal food. After two days, they become mildly poisonous (causing dysentery).  Everyone who lives within the region knows about these mushrooms and calls them Goblin Mushrooms (most won’t eat them because they fear them).
26.  A severely wounded wild boar limps from cover and falls dead at the feet of the party.
27.  The party startles murmuration of starlings. They fly in a circle above the party until the PCs leave the area.
28.  The party startles a dozen ravens feeding on the rotting body of a dead man.
29.  The body of a dead giant spider is here. It was recently killed. Trussed up in the webs are four goblin husks and a human woman husk.
30.  The bones of something huge are mostly buried here. The bones are dragon bones and a recent rainstorm has washed away some of the hillside, exposing the bones (front legs and some ribs).
31.  One tarot card lays trampled on the ground here (alt. playing card or card of a deck of many things).
32.  An ancient silver piece lays on the ground here. If the area is searched, a second can be found. Then a third. A total of seven silver pieces can be found, seemingly in a trail leading to…nothing.
33.  A rotted door is lying on the ground here. A rune of some sort can be discerned having been painted on it. If the door is moved, it will crumble. Beneath the ruin of the door is a human skeleton (male).
34.  The torso of a statue is here, lying on the ground. The weather has worn away most of the features of this armless and headless statue so that it is not discernable even whether or not the statue depicted a man or a woman.
35.  The ground here has a crack, about 18” wide at its widest point, narrowing on each end. The crack is 20’ long and as deep as the DM determines.
36.  A goblin body is hanging from a noose off a huge branch of an oak tree here. The body has been hanging for several days and has been slashed and bludgeoned.
37.  A pool of black, thick, oily substance collects on the ground here, occasionally bubbling slightly. This ooze is non-magical, non-animate and non-flammable, and bubbles up from a deeper pool of ooze somewhere beneath the ground. The pool is 8’ across and 2’ deep.
38.  An opening in the ground here climbs down into a 10’x10’ chamber with a 5’ ceiling. What appears to have been a corridor leads off to the north, but has been collapsed (this is an old, ransacked Goblin House).
39.  Shards of recently broken pottery litter the ground here smeared with something sweet smelling (raspberry jam).
40.  A ghostly human figure wearing tattered armor appears 100 yards from the party. The figure points toward the party, then points toward the northwest, then fades.
41.  Regardless of the weather, a lightning bolt strikes a tree 100-1000 yards (d100x10) from the party, sending limbs and splinters of wood 200’ in all directions.
42.  The remains of a camp are here, the coals of the fire inexpertly doused, are still warm. Tracks lead off to the east.
43.  Goblin tracks here indicate that the goblins have dragged several large items or creatures through this area. If followed to the source, some kind of ambush happened 100-1000 yards (d100x10) where the area is flattened down and large amounts of blood cover the ground.  Following the trail in the other direction leads to a butchering area ¼ mile away. The ground at the butchering area is bloody and dozens of large and small bones. The trail is lost at the nearest river.
44.  A small box is on the ground here. If opened, it will appear to be empty. However, the opener must save vs. spells or be cursed with bad luck (suffer a -1 on all rolls until remove curse is cast on the opener).
45.  A flagon from a famous inn in a faraway city lays on the ground here, dented and dirty.
46.  A shadow passes over the sun. But the sky is clear of clouds and nothing flying, not even birds, can be seen for miles…
47.  Day or night, wolves are heard howling far in the distance. Far off in the other direction, coyotes yip and howl as if in response.
48.  The strong smell of sulfur permeates the air here. A small crevice in a rock or in the ground here is the source of the stench, opening to a large deposit of pure sulfur which is being eroded by a recently diverted spring.

Monday, March 7, 2016

Dangerous Encounters

Here is a first draft for Dangerous Encounters in this region.

General Encounter Chart

1-8      NPC
9-16    Mundane Encounter
17-19  Dangerous Encounter
20       Special Encounter


Dangerous Encounters

Forest, Cleared and Hill Hexes
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.