Thursday, March 17, 2016

Special Encounters Part 1 - 3-11


General Encounter Chart

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

Special Encounters Part 1 (3-11)
I may add stats for the creatures encountered, or I may simply add them to the Appendix: New Creatures. None of the Spectres who appear as Special Encounters are associated with the Spectre who haunts the Mountains or the Spectre of King Hargeth.

Roll 3d10

3. The Hermit, The Woman and The Baby
A man and a woman (holding a baby) walk determinedly along the path/road/whatever. The man is talking and gesturing wildly, not paying any attention to his surroundings. The man is old, with a long white beard, wearing some kind of hair coat and carrying a large pack on his back. The woman wears a long blue dress with a hood covering her head. The baby is unclothed.

The woman is The Prophetess of Nanias, the man is The Forerunner of Faith, and the baby is The Oracle of the Blue Circle, These spirits appear and disappear in the Highlands sometimes singly or in pairs. This is the first time in human memory that all three have appeared at the same time. They emanate an aura of awe which causes those of 3 or lesser Hit Dice/Levels to fall prostrate in awe (save to resist if desired, locals willingly submit to the aura of awe). Those of greater than 3 Hit Dice/Levels sense the power of these Spirits, but will not feel compelled to fall prostrate.

The Prophetess speaks a prophecy every sixth hour (at 6 minutes and 6 seonds after the hour, to be precise). Half of these prophecies are benign (noon and midnight), half of the prophecies will be malevolent (6 AM and 6 PM). The prophecies can be as pinpoint specific as predicting the future of a person standing in front of her or as obscure as speaking the fate of a farmer who has not yet even been born. The accuracy of the prophecies is desputable.

The Forerunner speaks for the natural world. He decries the encroachment of human beings into the wilds, as roads and cities cut through the forest and trees are cleared for farmland. Druids who listen to the Forerunner for an hour will gain 1 bonus first level spell.

The Oracle can answer a single yes or no question. When asked the question, a laugh is a yes, if the baby cries the answer is no. The Oracle is not omnipotent, but will generally be correct in its answers.

4. Peasant Cart
This only occurs on a road. A peasant driving a small empty cart approaches. The peasant will stop the cart and ask for a drink of water. Anyone who gives the peasant a drink of water will find that their waterskin will forever be 3/4ths full (it will never be more or than 3/4ths full no matter how much a person tries to put in it or drinks from it). If the peasant is given a drink, he will offer as many as 6 people a ride in the cart, whatever direction they are going. The cart goes very slowly, however, half a party's walking rate. When the party stops for the night, the peasant will make camp with them but sometime during the night the peasant, cart and ox will disappear. 

If the peasant is ignored, he simply moves on, though that night the party will be visited by a very loud ox that will tramp through their camp or butt its head against the door or wall of any structure they are in.

If the peasant is insulted, he will call down a mild curse on any insulting group. The insulted peasant will say, "May your salty tongue never be satisfied." He will then kick up the ox which will travel unnaturally quickly away from the insulting group. Those who hear the curse must save vs. spells or have insatiable thirst for the next 3d12 hours.

If the peasant is attacked, he, the cart and the ox become an incorporeal cloud of red mist, with the effect of the spell stinking cloud, lasting 20 rounds. The appearance of the red cloud also doubles the chances for a dangerous encounter during the duration of the effect.

5. The White Lady and the Black Avenger
A woman dressed all in white riding a pure white (almost glowing) horse is riding next to a figure dressed in black platemail riding a jet black horse.

The woman is The White Lady and the man is The Black Avenger. The White Lady is the spirit of one of the Virgin Princesses of Urtan, killed on her wedding night by the Huntman of the Queen of the Night. When the White Lady appears, the locals say, misery follows. 

The White Lady is a Spectre caught in unlife by the power of the injustice of her life and death. She will question any living being she encounters asking questions like, "Hast thou sought truth always?" or "Hast thou brought divine justice?" "Hast thou been a defender of the weak?" "Hast thou brought betterment to mankind?" and on. She will ask 1d4+2 questions, seeking to catch the living beings in a lie. If anyone lies to her, she commands the Avenger to attack while she will watch from the side. The Black Avenger is Zealous Defender, a new type of undead, caught in eternal unlife by a vow taken to forever protect his lady. He will fight to the death unless his opponents flee (he will not pursue). He can use the sword's powers to find hidden opponents or to blink to gain an advantage.

If the White Lady is attacked, she will fight fiercely. 

If the Avenger is killed, the Horse and armor will evaporate into black smoke, leaving behind a magical sword: Avenger's Wrath (sword +1, +2 vs. humans, -2 vs. undead, detect living three times per day, allows the user to become blink (per the spell, at 8th level) once per week, a LN sword). If the White Lady is killed, she and her horse evaporate in a cloud of white smoke, leaving behind a crown of starflower blossoms. This is the Virgin's Crown, imbuing the wearer with ESP , the ability to regenerate 1 hp per turn as a vampirc touch and it acts in all ways as a ring of protection +2. This is a LE item.


6. The “Monks” of the Fallen Fire
Encountered on the road in the wood, these four members of the Green King’s court have disguised
themselves as monks in order to travel the region unmolested. Unfortunately, they are not terribly religious men and their disguise can be seen through fairly quickly by a suspicious, devout follower of the Way of the Master. They use some of the right phrases (“It is the Master’s will.” “The will of the Way.” “Light shine upon you.”) but they also swear when surprised or angered (a true monk would not allow himself such a worldly action) and they conceal weapons in their robes (though they try to explain this away by speaking of bandits and monsters). Most telling would be if a character actually engaged them in a matter of faith (confession, theological discussion, etc) as these men are woefully unequipped for such a task. They will speak of being followers of St. Arius of the Fallen Fire, though no such saint or sect exists. They will only fight if attacked, preferring to lie, bribe or intimidate their way out of a fight. Failing such tactics, they will try to run.

These men gather intelligence for the Green King, for his remaining illegal ventures throughout the Highlands. If captured, they will trade information for their lives, then flee the region, never to return. If one or more of the “Monks” betrays the Green King, he will put a price on their heads, dead or alive.

Brother Garath (MU 5, wand of wonder, dagger)
Brother Michen (F 6, short sword +1)
Brother Angus (Th 6, short sword)
Brother Fraklan (Th 5, short sword)

7. Mother Sacren and Her Hovel
A strange creature, Mother Sacren. As far as anyone knows, she has always lived in a tiny stone hovel deep in the Highlands, though no one seems to know exactly where it is. As long as anyone can remember, Mother Sacren has been old, ancient even. She has a deep interest in things magical and when wondrous items are found, she seems to turn up, asking to examine the item, sometimes offering to buy or trade for the item, sometimes offering an obscure warning about the item. 

If encountered randomly, Mother Sacren will nose about the possessions of those encountered, evaluating any magical items she discovers.

If her hovel is sought out, she is always home, always welcomes visitors with, “Patience, younglings, the world continues apace whether you rush or whether you wait.” Or something similar. She is never in a hurry, always subtly complaining about how much of a hurry everyone seems to be in these days. She will not talk about her past or future, but may drop veiled hints about her visitor’s futures, if she can divine such. She genuinely wants to be helpful, but is most interested in maintaining a balance (leaning toward good) in the world. Those who obtain extremely powerful items will find Mother Sacren or one of her minions (see below) seeking the item to “remove if to a safe place, away from the tempting hands of this world.” What, exactly, that means she will not divulge, only that some items “are not meant for mortals to meddle with, for their own good.”


There are those who seek Mother Sacren for her potions and trinkets. She seems able to procure nearly any item of a magical nature, or at least the has knowledge about nearly every item of magical nature ever found, lost or hinted at in myth and legend. She will not sell or trade an item to a person she deems unworthy (for whatever reason). She has been known to send those who seek her services on grand quests, either as payment for an item or service rendered, or as a way of answering the petitioner’s own questions, to find an item they seek for themselves.

In game terms, Mother Sacren is an Exile, one of the Firstborn. She has little interest in the affairs of the “lesser races” but pays attention to the magical currents of the world, attempting to remove ultra-powerful items from the hands of those she considers “children” and unable to manage such items. She whisks such items off to an extradimensional space (the Edge of Heaven) where they are guarded by powerful angelic beings. When encountered in her hovel to engage in trade, she will strike her deal, then excuse herself to the back room where from which she will disappear. If followed, the back room is simple, and empty (a small bed, a small table, a single chair, candles, a locked box containing her travel clothes – if anything is stolen, she will track down the thief and demand her items back). From the back room, Mother Sacren teleports to different places, wherever whatever item she needs can be procured. She has (for game purposes) limitless resources, but she is very powerful, so not an entity to be trifled with. This is the closest thing to a “magic shop” available in the Highlands. While Mother Sacren is able to procure nearly any item, she may not be willing, depending on the “buyer’s” need, disposition, respect, ability to offer her something of value in return and so on.

Mother Sacren
(Exile)

AC 0
HD 14

Hp 68
#Attacks 2 + spells
Damage 1d6/1d6
AL: CN

Mother Sacren can cast ESP and Detect Good and Detect Evil at will. If attacked, she can cast Lightning Bolt 3x/day as a 12th level caster and can Teleport Without Error 3x/day. She always appears as a wizened old lady, often smoking a pipe, with a walking stick (actually a magical wand which allows the wielder to cast Identify 8x/day).

8. The Boy Who Dug Fifteen Graves
A boy with a shovel stands over 15 sticks poking up out of the ground, each with a straw hat dangling
on it. The ground around each of the sticks is disturbed.

The boy is a Grave Demon, an apparition who sometimes appears when bodies go unburied. The Grave Demon buries each of the unburied bodies in an unholy ritual which animates the bodies as Grave Zombies. The boy will smile at anyone encountered, gesturing as if tipping his hat toward those encountered. If the gesture is returned, the boy will try to saunter off in the opposite direction of those encountered. If the gesture is not returned, the Grave Demon will give those encountered an angry look, then turn in a full circle with the shovel held at shoulder height. As he does so, the hats on the sticks begin to quiver and the next round 15 Grave Zombies claw their way to the surface and attack. The Grave Demon fights with the shovel and his innate abilities.

9. The Welwa
The wind picks up, doubling in velocity for about 5 minutes, then stops completely. All sounds of nature stop.The Welwa always blinks into existence directly behind its prey (randomly choose a PC if the Welwa encounters them). The creature which glows with an unearthly greenish light uses its tail to good effect and normally attacks its prey with two massive claws, attempting to draw its prey in close for a viscious bite. While this Faerie monster has a broad rack of horns, it typically uses these defensively, brandishing them menacingly to any who threaten the creature.

The motives of the Welwa are inscrutable. It will focus only on a single prey and can be driven off if serously injured.  Normally, the Welwa breaks off its attack and blinks out of existence again once it has managed to bite a chunk of flesh from its prey.

The Welwa makes two attacks with its claws. If both attacks hit, the Welwa draws its prey in to bite off a large piece of flesh - the Welwa will try to bite a very fleshy part of its prey. The creature uses its tail to entrap its prey, wrapping the tail around the legs of the creature the Welwa is attacking. (Thus, 2 or 3 attacks plus special - tail plus special - horns). The Welwa lashes out with its horns at any non-prey who attacks the creature or otherwise tries to interfere with its attack on its prey.

The Welwa only exists in this reality for the briefest of times, seeking to sate its supernatural hunger with a bit of mortal flesh. The wound of the Welwa bite never truly heals (-1 maximum hit point until something like a Restor spell is cast) and daily a greenish, slimy substance will ooze from the wound. If this greenish slime were collected, it can be used to coat items making them anathema to Faerie Creatures for 1d4 days of use (adding an ability to hit Faerie creatures to weapons, giving a 1 point bonus to armor class for armor or shields coated). Each day the wound will ooze enough to coat two small blades (knives, daggers, short swords), one medium weapon (sword, axe, etc), ten arrow heads. It would take three days to collect enough to coat a shield and a week for a suit of armor.

10. Bearfriend
Crunching through the forest comes a Cave Bear lumbering slowly. On the bear's back is a girl wearing simple, typical peasant clothing and carrying a sack.

When encountered, the bear is hungry and, consequently, grumpy. It will be somewhat aggressive unless offered food.

The girl atop the bear knows why the bear acts unpleasantly, but sits silently atop her mount with a slightly bemused look on her face, evaluating reactions to the bear.

If the bear is consoled somehow (probably food, but there could be other creative approaches), the girl will smile and introduce herself as Camala Bearfriend. If treated well, she offers the party a magical charm if they will do something for her. She needs the pointed teeth of six goblins, hobgoblins, bugbears or trolls. If the party gathers what she requests, they need simply speak her name three times aloud, and she will appear presently with their gift: a charm of protection against animals (the charm is made primarily of claws and teeth of various animals: wolves, foxes, bobcats, etc. - notably absent are any items from bears). The charm gives a 3 point bonus to reactions with all animals except bears, on which the charm has no effect. Camala wants the teeth for a new charm, protection from goblinoids.

Camala Bearfriend can give general directions to the Chantry, the Hall of the Gnome King and the King Under the Water, for those who might be interested in her offer.

If attacked, the bear will defend Camala to the death, and will be accompanied by 1d2 Cave Bears every third round until the attackers are killed or driven off, or Camala is killed. If Camala is killed, all subsequent encounters with bears are immediately hostile.

If Camala and her bear are simply ignored, they will lumber off through the forest peacefully.

11. The Mad Hermit
A Mad Hermit wanders in this region. He carries a staff and wears no shoes (even in the winter), only coverd by a bearskin tunic, an unkept bushy beard and little else. He is always immaculately clean. The Mad Hermit is immune to the effects of heat and cold (even magical fire or magical cold). He speaks of himself in the third person (calling himself "The Wanderer") and he never uses pronouns or contractions. "The Wanderer greets the fine men and women before the Wanderer."

The Mad Hermit lives half of his life in a dreamworld where he is surrounded by talking animals (or singing mushrooms or dancing fairies). He spends most of his time conversing with (or singing, or dancing) these invisible creatures. When he does talk and address reality, he has a fair amount of insight into the goings on of the Highlands.

If attacked, the Hermit will not defend himself, but within 1d4 rounds 1d10 animals (roll on the Animal Encounter Table) will come to his defense.



Tuesday, March 15, 2016

Hex 31

31. Mad Agatha
           
A woman blew into the area a decade ago to prospect for gold. She said her name was Lady Agatha and she came from Ostaven. She announced that she was going to prospect for gold, bought supplies and marched off into the mountains. Periodically, she will show up in one of the villages or even the Abbey of St. Albaran to trade gold for supplies, then disappear again for months or even years. She digs a small (secret) mine up in the mountain here in this hex and lives in her mine with her four dogs. The DM is free to locate the mine anywhere in the hex he or she chooses and create a mine map, but know that it’s a very small affair (even after a decade of digging). Agatha unearths 2d20 gp worth of gold per month from her little mine (it contains a total of 9220 gp in gold remaining). She has, hidden behind a loose rock in her bedchamber, 82 gp worth of gold. Agatha is a “normal human” with no special abilities. It amazes people that she has survived this long in the wilderness. She fights with a dagger and a shortsword if she is forced to fight.

Mad Agatha: AC 9, MV 120’, NM, hp 6, THAC0 20; #AT 1, D by wpn; S11, I 10, W 16, D 9, C 17, Ch 12; AL CN; XP 16

Wild Dog: AC 7; MV 150’; HD 1+1; hp 2-9; THAC0 18; #AT 1; D 1-4; SZ S; Int Semi; AL N; XP 20+2/hp.

Friday, March 11, 2016

Hex 19

19. Abandoned Temple of the Sun (Southern Hex)
A thousand years ago a tribe of aarakocra lived on these twin peaks. Most of the evidence of their ancient culture has disappeared from the area. However, in the small valley between the two peaks in the center of this hex is a small temple they constructed dedicated to the sun.  The temple consists of three stone (granite) platforms connected by a central stone spire or pillar.

19.1     Worship Entrance: This platform, the lowest and largest at about 90’ in diameter, is the “entrance” to the temple. It stands about 30’ off the ground.  This large, open air level tiled with mosaic tiles depicting the bird-men flying into the sun. There is no access from the ground to this level (the bird-men, of course, simply landed on the platform to begin their worship services). A  long ramp spirals around the central pillar, rising to the next level. The ramp very unstable and if more than three creatures are on the ramp at one time, it will collapse. The tiles are worthless individually but if they can be removed en masse and sold to a collector they would garner about 1 gp each (there are about 25,000 6”x6” tiles here - DM option, sections of the mosaics depicting specific scenes could be equally valuable…). The tiles are bulky, and heavy (total weight is about 5000 pounds, each tile weighing about half a pound) and fragile (unless special precautions are taken, 1-in-100 will break in removal and shipping could cause as much as 35% of the remaining tiles to break - again, depending on precautions taken).

19.2     Preparation Platform: This second platform, which rises about 40’ above the lower platform (70’ above the ground) is about 35’ in diameter. The ramp from the lower level rises through the platform to end here, with broken stone railing (granite) barring the path (symbolically, it is a simple matter to step past the ruined railing). Near the eastern rim of the platform is the remains of a huge bronze basin which is cracked and broken such that it will no longer hold water.This is the Basin of Cleansing and it radiates faint magic if detected. If, somehow, the basin is repaired, any creature that is washed in the basin experiences the effects of Cure Light WoundsCure Disease, and Bless (this effect is usable once per week - see new items for full details). There are three raised areas on this platform which are prayer stations that the aarakocra used to prepare for worship. The raised areas are tiled in a manner similar to the lower platform (these depicting the birdmen’s objects of devotion - the god - a giant and well groomed aarakocra with wings outspread protecting the flock of birdmen who are flying around him; the goddess - a decidedly female aarakocra pouring water in what appears to be a stylized version of the broken basin on this platform; and the sun - depicted as shining through seven rays in circular pattern, each with the silhouette of a different bird), except these tiles are inlaid with gold and are worth 100 gp each intact (a fact that may only be revealed by close inspection). There are 25 tiles at each station, each with 1-in-20 chance of breaking in removal (causing it’s value to plummet to just 5 gp each). Shipping is a difficult as above (35% will be damaged unless great precautions are taken).


19.3     Sanctuary of the Sun: This platform, 45’ above the second platform (115’ above the ground) is about 20’ in diameter and was the holy of holies of the ancient temple. The platform itself, rather than being a solid stone, is carved to appear as intertwined branches (with gaps ranging from 2’ to 8’ in diameter). On the east side of the platform is a large, circular (2’hx3’d) granite base which has a 6” wide groove cut across the diameter running concave from the edges of the stone to a depth of 12” at the center of the stone. This is the base of the Sunrise Lens (see New Items and Hex 28A-7) that was used in the birdmen’s worship. The stone base radiates faint magic. By itself, it is useless, when coupled with the Sunrise Lens, it magnifies the effects of the Lens (see New Items for full description). Removing the base from this temple will destroy the magic.

TO FINISH: Image? Map, Sunrise Lens

Thursday, March 10, 2016

Hex 19

19 (North Hex) The Brothers Five
          
Five Treants meet regularly in this forested hex. These are Keepers of the Wood known as the Brothers Five to those who are aware of them. 0-5 Treants will be encountered here (1d6-1) as the Brothers are frequently off in other parts of the region (usually moving at night) taking care of forest business. The Brothers are not hostile unless they encounter someone abusing their trees, then they act decisively. The Brothers can be powerful allies or recurring enemies, but they rarely remain neutral toward a mortal being. 

Buried in a small clearing are five pieces of The Rose of the Weeping Prophet. See Appendix New Items for more information on this item.


Scene Idea: Treant Massacre 
A 300’ yard ring of the forest has been completely burned away, even some of the rocks have melted. Careful observation will note that the burn took place in a perfect circle, the plants outside the burn radius are heat wilted but not singed at all. Five large piles of ash lay in the middle of the burned circle.

The piles of “ash” are the corpses of five treants who were ambushed here by the goblin god-king’s army. One of the treants has one hit point left and, without quick (magical) healing, will die in two rounds. Even with healing, the treant will be sickly and only a shadow of his former self.

Treant: AC 0; MV 120’; HD 10; hp 1 (17); THAC0 10; #AT 2; D 2-12/2-12; SA Nil; SD Never surprised; SZ L; Int Very; AL CG; XP 1,951. (MM)

Hit points in parentheses represent his fully healed state. Note that his damage ability is reduced (due to his weakened state) and he will never again be able to animate trees.

The treants died protecting a secret that their corpses continue to hide. Beneath each of the five treant bodies is buried a piece of the Rose of the Weeping Prophet. The central rosette is here and four of the petals (see New Items for a full description of this item).


Wednesday, March 9, 2016

Hex 21

21. Northwatch Beacon
A peak rises here in the northern part of this hex, around the ridges of which an ancient road has been cut and the top of which has been cut off. This mountain is called Northwatch Beacon. The legend is that in ancient times an eternal watch fire burned on the top of this small mount, reminding the people of the region that the king was on the throne and the watch was keeping the land safe. No fire has burned on the Beacon in ten generations (at least), even though there has continuously been a High King in the Highlands.

The top of the mount is enchanted, and the legend is largely true. When a true king rules the land, an eternal fire can be lit and kept burning atop the Northwatch Beacon. Once the Eternal Fire was extinguished, no one has bothered to try to re-ignite the Eternal Fire. But when there is no Eternal Flame ignited on the Beacon, no fire at all will burn atop the mountain in any form, even magical fire (including such spells as fireball, though lightning bolt would function normally atop the Beacon).

A great basin filled with water rests atop the beacon. The basin is enchanted, causing the water that is collected therein to become combustable and is easily ignited... except that no flame will ignite on the beacon when the Eternal Flame is not ignited... There is continuously 20 gallons of flamable water in the basin. Water removed from the basin remains flamable for 1d12 hours and, if ignited, burns at the rate of one gallon per hour.

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.