Adapted from OSRIC pdf.
Altanian Nomads
frequency: Uncommon
no. encountered: 30d10
Size: Man-sized
move: 30 ft
armour class: Determined by armour worn
hit dice: 2 (Tribal Warrior), 3 (Altanian Warrior) or more.
lair probability: 15%
Intelligence: Mean (average to very)
alignment: neutral
level/xp: Variable
Altanian Nomad clans roam the wastes of Barbarian Altanis. They live by hunting and gathering and are closely tied to their native climate. Due to their closeness with their surroundings, they are +2 to Survival.
Altanian Nomads will always be led by higher level leaders as follows:
If under 150 nomads: (1) 15 hd leader (as Gladiator), (1) 9 hd leader, and 2d6 guards (5-9 hd).
Between 150-250 nomads: (1) 18 hd leader, (1) 15 hd leader, and 3d6 guards (5-9 hd).
Over 250 nomads: (1) 20 hd leader, (1) 18 hd leader, and 4d6 guards (5-9 hd)
There is a 15% chance per 50 nomads that a Priest or Druid will be present.
There is also a 15% chance per 50 nomads that a Cult Fanatic (Bondorr!) will be present.
Irrespective of the above, there will always be 1d3 Acolytes and a 4 hd female Psychic Defender present.
Clan Treasure: Individual 3d12 cp; Lair 1d3x1,000 cp (20%),
1d4x1,000 sp (25%), 1d4x1,000 ep (25%), 1d4x1,000 gp (30%),
1d6x500 gp (30%), 1d6x10 gems (55%), jewellery (50%), 3
magic items (50%)
If encountered in lair there will be adult noncombatants (mostly female) and young (age 1-12, m & f), each equal to 150% the number of adult male warriors. Young have 1 hd (d4, d6 or d8), Females generally have 2 hd and can fight if necessary with light weapons.
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Monday, 28 December 2015
Thursday, 24 December 2015
Sunday, 20 December 2015
Encounter Tables
Wilderness Encounters - adapted from Basic Fantasy RPG
The Game Master should check for random encounters in the wilderness about every four hours of game time; this translates nicely to three night checks and three daytime checks. If your players choose to stand three night watches, you simply check for each watch; in the daytime, check morning, afternoon, and evening. To check for a wilderness encounter, roll 1d6; on a roll of 6, an encounter occurs. If a wilderness encounter is indicated, roll 2d8 on the appropriate table below. The Game Master should think carefully about how the encounter happens; check for surprise in advance, and if the monster is not surprised, it may be considered to have had time to set up an ambush (at the GM's option).
Die Roll Desert or Barren / Grassland / Inhabited Territories
2 Dragon, Blue / Dragon, Green / Dragon, Gold
3 Hellhound / Troll / Ghoul
4 Giant, Fire / Fly, Giant / Bugbear
5 Purple Worm (sand) / Scorpion, Giant / Goblin
6 Fly, Giant / NPC Party: Bandit / NPC: Commoners
7 Scorpion, Giant / Lion / NPC Party: Bandit
8 Camel / Boar, Wild / NPC Party: Merchant
9 Spider, Giant Tarantula / NPC Party: Merchant / NPC Party: Pilgrim
10 NPC Party: Merchant / Wolf / NPC Party: Noble
11 Hawk / Bee, Giant / Dog
12 NPC Party: Bandit / Gnoll / Gargoyle*
13 Ogre / Goblin / Gnoll
14 Griffon / Blink Dog / Ogre
15 Gnoll / Wolf, Dire / Minotaur
16 Dragon, Red / Giant, Hill / Vampire*
Die Roll Jungle / Mountains or Hills / Ocean
2 Dragon, Green / Dragon, White / Dragon, Sea
3 NPC Party: Bandit / Roc (1d6: 1-3 Large, 4-5 Huge, 6 Giant) / Hydra
4 Goblin / Displacer / Whale, Sperm
5 Hobgoblin / Lycanthrope, Werewolf* / Crocodile, Giant
6 Centipede, Giant / Mountain Lion / Crab, Giant
7 Snake, Giant Python / Wolf / Whale, Killer
8 Elephant / Spider, Giant / Octopus, Giant
9 Antelope / Hawk / Shark, Mako
10 Jaguar / Orc / NPC Party: Merchant
11 Stirge / Bat, Giant / NPC Party: Buccaneer (Pirate)
12 Beetle, Giant / Tiger Hawk, Giant / Shark, Bull
13 NPC: Tribal Warriors / Giant, Hill / Roc (1d8: 1-5 Huge, 6-8 Giant)
14 Shadow* / Chimera / Shark, Great White
15 NPC Party: Merchant / Wolf, Dire / Mermaid
16 Lycanthrope, Weretiger* / Dragon, Red / Sea Serpent
Die Roll River or Riverside Swamp Woods or Forest
2 Dragon, Black / Dragon, Black / Dragon, Green
3 Fish, Giant Piranha / Shadow* / Alicorn (see Unicorn)
4 Stirge / Troll / Treant
5 Fish, Giant Bass / Lizard, Giant Draco / Orc
6 NPC Party: Merchant / Centipede, Giant / Boar, Wild
7 Lizardman / Leech, Giant / Bear, Black
8 Crocodile / Lizardman / Hawk, Giant
9 Frog, Giant / Crocodile / Antelope
10 Fish, Giant Catfish / Stirge / Wolf
11 NPC Party: Buccaneer / Orc / Ogre
12 Troll / Toad, Giant (see Frog, Giant) / Bear, Grizzly
13 Jaguar / Troglodyte / Wolf, Dire
14 Nixie / Blood Rose / Giant, Hill
15 Water Termite, Giant / Hangman Tree / Owlbear
16 Dragon, Green / Basilisk / Unicorn
City, Town or Village Encounters
It's important for the Game Master to remember that, unlike dungeon or wilderness environments, cities, towns and villages are busy places. During the day, most towns will have people on the streets more or less all the time; the absence of people on the streets is often an indication of something interesting. By night, much of the town will be dark and quiet, and encounters will be mostly Thieves or other unsavory types; but near popular eating (or drinking) establishments, people of all sorts are still likely to be encountered. The GM must make sure that his or her descriptions of the town environment make this clear; of course, this will also make it harder for the players to identify “real” encounters. The GM is encouraged to create his or her own encounter tables for use in each city, town or village created (or assign encounters by other means if desired); however, a set of “generic” encounter tables are provided below for those times when such preparation has not been completed. Roll 2d6 on the table below to determine what sort of encounter occurs; a description of each type of encounter appears below the table.
2d6 Die Roll Day Encounter / Night Encounter
2 Commoner / Doppleganger
3 Noble / Shadow*
4 Thief / Press Gang
5 Bully / Beggar
6 City Watch / Thief
7 Merchant / Bully
8 Beggar / Merchant
9 Priest / Giant Rat
10 Mercenary / City Watch
11 Wizard / Wizard
12 Commoner / Lycanthrope, Wererat*
Beggar encounters will often begin with a single beggar approaching the party, but there will generally be 2d4 beggars in the area, and if any party member gives anything to the first beggar, the others will descend on the party like flies. Each beggar is 90% likely to be a Commoner, and 10% likely to be a Spy, possibly scouting for the Thieves Guild or a local gang.
Bully encounters will be with 2d4 young toughs; each is 70% likely to be a Bandit, 30% likely to be a Thug. Bullies generally appear unarmed, depending on their brawling ability in a fight (but keeping a dagger or shortsword hidden, to be used in case the fight is going against them). Bullies can be a bit unpredictable, such that the GM may want to use a reaction roll to determine the leader's mood.
City Watch encounters will be with 2d6 watchmen, typically all Guards save for the squad leader, who will be a Veteran. Larger cities such as the CSIO may have Veteran guards, commanded by a Knight (80%) or Gladiator (20%) captain, or police Constables (as Thug). They will confront “suspicious looking” characters, but generally will need a good reason before they attempt to arrest or otherwise interfere with player characters.
Doppleganger encounters will, of course, appear to be some other type of encounter; the GM should roll again to determine what the doppleganger is masquerading as. 1d6 dopplegangers will be encountered; any extra group members will be humans who do not know they are traveling in the company of shapeshifting monsters. If the party is “interesting” to the dopplegangers, one or more of the monsters will attempt to follow them and replace a party member (as described in the monster description). In many cases, player character parties will not discover the true nature of the encounter until much later.
Giant Rat encounters will generally involve alleys, the docks, or other “low” places. Rats are generally not dangerous unless provoked, but if surprised they may attack. See the monster description for details of this encounter type.
Lycanthrope, Wererat encounters will appear to be some other type of encounter, either another sort of “normal” encounter or a giant rat encounter (depending on the circumstances). Wererats are cowardly and will not attack a party of equal or larger size.
Mercenary encounters will involve 2d6 Veteran members of a mercenary company, going about some business or other. A mercenary leader (d6: 1-3 Veteran, 4-5 Knight, 6 Gladiator) may offer a position to Fighter-classed player characters if they have any reputation at all.
Merchants are a common feature of towns, and may be encountered performing any sort of business. As with mercenary encounters, merchants may offer jobs to interesting player characters, particularly those with good reputations. See Creating an NPC Party, below, for details on this type of encounter. (A merchant in a town may not have a full entourage as described below; the GM should use his or her discretion in creating the encounter.)
Nobles encountered may also offer positions to player characters, or possibly offer a reward for some dangerous task. Player characters with bad reputations may be confronted, ordered to leave town, or even arrested if the noble is able to call for the city watch. (See Creating an NPC Party, below, for details on this type of encounter.) A noble in a town may not have a full entourage as described below; the GM should use his or her discretion in creating the encounter.
Press Gangs will consist of 2d6 Thugs, with one or two Veteran leaders. They will be armed with blunt weapons or possibly will fight with their bare hands, since their goal is to capture rather than kill player characters; however, it is likely that at least some members of a press gang will have daggers or swords on their persons in case a serious fight breaks out. A press gang will not confront a party of equal or greater size unless the party is obviously weakened, drunk, etc. If the party loses, they will awaken aboard a ship at sea or in a military camp (depending on whether sailors or soldiers captured them), unarmed and at the mercy of their captors.
Priest encounters will usually be similar to a group of pilgrims (see Creating an NPC Party, below, for details), though the group encountered will not be as large as would be encountered in the wilderness. Generally, a single priest (d6: 1-4 Acolyte, 5 Cult Fanatic, 6 Priest) will be encountered, accompanied by 1d6-2 of the faithful (Commoner or Cultist).
Shadow encounters in a town will be much like the same encounter underground; see the monster description for details.
Thief encounters will be with a group of 1d6 Thieves, generally disguised as ordinary townsmen or sometimes as beggars. One Thief in the group will be a Spy, with the others being Bandits or Thugs. They will seek to steal from the party, of course, unless watched very carefully.
Wizard encounters will involve a Mage (90%) or shapechanged Succubus/Incubus (10%), accompanied by 1d4-1 servants (d6: 1-3 Commoner, 4-5 Guard, 6 Veteran). The GM must decide on the temperament and mood of the wizard.
Creating An NPC Party
Adventurers
A party of NPC adventurers will usually consist of 4-8 characters, as follows: 1d3 warrior types (50% Veteran, 30% Knight, 20% Gladiator), 1d2 Spies (75%) or Assassins (25%), 1d2 priestly types (30% Acolyte, 20% Cult Fanatic, 30% Druid, 20% Priest), and a 20% chance of 1 Mage.
The Game Master must choose the race(s) of the NPC adventurers to suit the region they are found in (or come from). Probably 80% or more of adventurers are Human, 10% are Dwarves, 6% are Halfling and the remaining 4% Elvish. If the NPC adventurer party is evil, the GM may choose to replace some party members with humanoid monsters such as orcs, hobgoblins, or gnolls. The party may be rivals with the player characters, vying for the same treasures, or they may actually be enemies, evil marauders that the player characters must defeat. It is, of course, possible that the NPC adventurers are allied or otherwise friendly with the player characters, but this may make things too easy for the players.
Bandits, Brigands, and Highwaymen
A party of bandits will generally consist of 2d12 Bandits or Thugs and 1d6 Scouts, led by a Bandit Captain or Spy, or by one of each plus a Veteran (if there are 11 or more regular members total). In the wilderness, bandits will generally have horses or other steeds appropriate to the terrain (stolen, of course) as well as light armor, swords and bows or crossbows. In their lair or hideout, a party of bandits will generally have a Hoard (with magic items possessed by the leaders).
Buccaneers and Pirates
The difference between buccaneers and pirates is largely a question of what they wish to be called; whatever you call them, they are waterborne equivalents of bandits, attacking other ships or raiding coastal towns for plunder. A buccaneer party will consist of 3d8 Bandits or Thugs, led by a Bandit Captain (80%) or Gladiator (20%), and 1d3 Scouts. All will be experienced at handling ships, of course. They will be unarmored or armored only in leather, and will be armed with swords and bows or crossbows. Seagoing pirates may appear in larger numbers, but the number of leader-types will be similar to that given above. A shipload of pirates or buccaneers will have a Hoard, with magic items used by the leaders; the treasure may not be aboard the ship, however, as pirates often prefer to bury their treasures on islands. In such a case, the Captain or one of his mates will have a treasure map leading to the location of the treasure.
Merchants
Merchants must often transport their wares through wilderness areas. Roughly half of the time (50%), a landbound merchant party will be led by a single wealthy merchant (as Noble); other merchant parties will consist of 1d4+1 less wealthy merchants (Commoner) who have banded together for their own safety. There will be 2d4 wagons (but at least one per merchant) drawn by horses or mules. Each wagon is driven by a teamster who is a Commoner, usually unarmored and armed with a dagger or shortsword. The caravan will employ 1d4+2 Guards and 1d4 Veterans as senior guards. If encountered at sea, a merchant party will generally consist of a single ship owned or rented by a single merchant. The ship will have a crew of 2d8+8 regular crewmen, who are Commoners or Thugs, unarmored and armed with clubs, daggers or shortswords; the ship Captain, First Mate, and other officers are as Bandit Captain. Large ships may require larger crews. 1d4+2 Guards and 1d4 Veterans will be aboard as guards, just as with a caravan. Besides the valuable but undoubtedly bulky trade goods transported by the merchant caravan or ship, such a party will also have Hoard treasure, with magic items in possession of the leaders; it may be in one chest, or spread out among the wagons.
Nobles
A noble party will consist of a noble, possibly accompanied by a spouse (Noble) and/or one or more children. Each adult noble will have at least one Commoner or lesser Noble attendant (assistant, lady-in-waiting, etc.). Lower-ranking nobles (such as barons) will have a single wagon or carriage, drawn by fine horses; higher-ranking nobles will have two or more wagons. The noble may be mounted on a warhorse, though he or she may choose to ride in a carriage part of the time. Each carriage or wagon will have a teamster, who in this case will be a Guard in chainmail with a longsword. At least two mounted Veterans will be with the noble as guards; again, higher ranking nobles will have more guards. Veteran guards will generally be armed with longswords and possibly lances, armored in platemail, and their warhorses will usually be barded with chainmail. Determining the exact number of guards is left to the GM in this case. Nobles will have Hoard type treasure.
Nobles are usually (70%) MM Nobles or Knights; otherwise, roll 1d10: 1-3 indicates a Spy, 4 indicates a Veteran, 5 indicates a Gladiator, 6 indicates a Cult Fanatic, 7 indicates a Mage, 8 indicates an Acolyte, 9 indicates a Priest, and 10 indicates an Assassin. (Clerical “nobles” are bishops, archbishops, and the like.)
Pilgrims
A party of pilgrims is on its way to (or from) a major religious locale or activity. Such a party will be led by a 1d4 Clerics (70% Acolyte, 20% Cult Fanatic, 10% Priest). The remainder of the party is rather random in nature; most pilgrim groups include 3d6 Commoner or Cultist men (or women if the religion allows women to go on pilgrimages), 1d6 Guards (80%) or Veterans (20%) with chainmail and longsword, and 1d4 Scouts (80%) or Spies (20%) (each of whom may be a genuine devout person, or possibly just on the lam).
Pilgrims usually travel light, carrying a single bag each and walking or riding mules or horses. The pilgrim party will most likely be bringing offerings of some sort to their destination; generate a Hoard for this purpose. If magic items are indicated, they will most likely not be used by any of the NPCs as they have already been dedicated to the god or pantheon.
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Sample Encounters from http://donjon.bin.sh/
Forest (Lvl 10)
1. Gnoll Fang of Yeenoghu (mm 163, cr 4) and 2 x Gnoll (mm 163, cr 1/2); easy, 1300 xp
2. 2 x Giant Ape (mm 323, cr 7); deadly, 5800 xp
3. Yuan-ti Abomination (mm 308, cr 7) and 13 x Yuan-ti Pureblood (mm 310, cr 1); medium, 5500 xp
4. Guardian Naga (mm 234, cr 10) and 4 x Knight (mm 347, cr 3); deadly, 8700 xp
5. 2 x Werewolf (mm 211, cr 3); easy, 1400 xp
6. Guardian Naga (mm 234, cr 10) and 3 x Knight (mm 347, cr 3); hard, 8000 xp
7. Treant (mm 289, cr 9) and 8 x Druid (mm 346, cr 2); deadly, 8600 xp
8. Troll (mm 291, cr 5) and 2 x Ogre (mm 237, cr 2); medium, 2700 xp
9. 3 x Banshee (mm 23, cr 4); hard, 3300 xp
10. Hobgoblin Warlord (mm 187, cr 6) and 5 x Hobgoblin (mm 186, cr 1/2); easy, 2800 xp
Forest (Lvl 15)
1. Adult Gold Dragon (mm 114, cr 17) and 1 x Gold Dragon Wyrmling (mm 115, cr 3); hard, 18700 xp
2. 4 x Troll (mm 291, cr 5); hard, 7200 xp
3. 7 x Wereboar (mm 209, cr 4); deadly, 7700 xp
4. Yuan-ti Abomination (mm 308, cr 7) and 10 x Yuan-ti Pureblood (mm 310, cr 1); easy, 4900 xp
5. Guardian Naga (mm 234, cr 10) and 12 x Knight (mm 347, cr 3); hard, 14300 xp
6. Young Green Dragon (mm 94, cr 8) and 13 x Yuan-ti Pureblood (mm 310, cr 1); easy, 6500 xp
7. 4 x Giant Ape (mm 323, cr 7); deadly, 11600 xp
8. Werebear (mm 208, cr 5) and 2 x Brown Bear (mm 319, cr 1); easy, 2200 xp
9. 6 x Revenant (mm 259, cr 5); deadly, 10800 xp
10. 2 x Gorgon (mm 171, cr 5); easy, 3600 xp
Forest (Lvl 20)
1. 4 x Troll (mm 291, cr 5); easy, 7200 xp
2. 3 x Giant Ape (mm 323, cr 7); medium, 8700 xp
3. 7 x Displacer Beast (mm 81, cr 3); easy, 4900 xp
4. 3 x Weretiger (mm 210, cr 4) and 6 x Tiger (mm 339, cr 1); easy, 4500 xp
5. Adult Green Dragon (mm 94, cr 15) and 12 x Hobgoblin (mm 186, cr 1/2); easy, 14200 xp
6. Oni (mm 239, cr 7) and 14 x Wererat (mm 209, cr 2); hard, 9200 xp
7. Unicorn (mm 294, cr 5) and 15 x Dryad (mm 121, cr 1); medium, 4800 xp
8. 10 x Veteran (mm 350, cr 3); medium, 7000 xp
9. Guardian Naga (mm 234, cr 10) and 5 x Mage (mm 347, cr 6); hard, 17400 xp
10. 12 x Green Hag (mm 177, cr 3); medium, 8400 xp
Hill (Lvl 15)
1. Hobgoblin Captain (mm 186, cr 3) and 11 x Hobgoblin (mm 186, cr 1/2); easy, 1800 xp
2. 3 x Galeb Duhr (mm 139, cr 6); hard, 6900 xp
3. Troll (mm 291, cr 5) and 7 x Ogre (mm 237, cr 2); medium, 4950 xp
4. 2 x Wyvern (mm 303, cr 6); easy, 4600 xp
5. 7 x Wereboar (mm 209, cr 4); deadly, 7700 xp
6. 10 x Manticore (mm 213, cr 3); hard, 7000 xp
7. Adult Red Dragon (mm 98, cr 17) and 4 x Kobold (mm 195, cr 1/8); hard, 18100 xp
8. 2 x Cyclops (mm 45, cr 6); easy, 4600 xp
9. 4 x Chimera (mm 39, cr 6); hard, 9200 xp
10. Wereboar (mm 209, cr 4) and 6 x Orc (mm 246, cr 1/2); easy, 1700 xp
Hill (Lvl 20)
1. 13 x Werewolf (mm 211, cr 3); hard, 9100 xp
2. 9 x Wereboar (mm 209, cr 4); medium, 9900 xp
3. 8 x Revenant (mm 259, cr 5); hard, 14400 xp
4. Gnoll Fang of Yeenoghu (mm 163, cr 4) and 15 x Gnoll (mm 163, cr 1/2); easy, 2600 xp
5. Young Red Dragon (mm 98, cr 10) and 3 x Fire Elemental (mm 125, cr 5); medium, 11300 xp
6. 6 x Gorgon (mm 171, cr 5); medium, 10800 xp
7. 8 x Phase Spider (mm 334, cr 3); easy, 5600 xp
8. Werebear (mm 208, cr 5) and 8 x Brown Bear (mm 319, cr 1); easy, 3400 xp
9. 9 x Wereboar (mm 209, cr 4); medium, 9900 xp
10. Young Red Dragon (mm 98, cr 10) and 2 x Fire Elemental (mm 125, cr 5); medium, 9500 xp
Ruins/Dungeon (Lvl 20)
1. Grick Alpha (mm 173, cr 7) and 13 x Grick (mm 173, cr 2); hard, 8750 xp
2. Roper (mm 261, cr 5) and 15 x Piercer (mm 252, cr 1/2); easy, 3300 xp
3. 7 x Wraith (mm 302, cr 5); hard, 12600 xp
4. 2 x Stone Giant (mm 156, cr 7) and 6 x Cave Bear (mm 334, cr 2); medium, 8500 xp
5. 5 x Otyugh (mm 248, cr 5); medium, 9000 xp
6. Beholder (mm 28, cr 13) and 9 x Drow Elite Warrior (mm 128, cr 5); hard, 26200 xp
7. Dao (mm 143, cr 11) and 3 x Earth Elemental (mm 124, cr 5); medium, 12600 xp
8. Grick Alpha (mm 173, cr 7) and 14 x Grick (mm 173, cr 2); hard, 9200 xp
9. 2 x Fire Giant (mm 154, cr 9) and 1 x Red Dragon Wyrmling (mm 98, cr 4); medium, 11100 xp
10. 4 x Chimera (mm 39, cr 6); medium, 9200 xp
Urban (Lvl 1)
1. 2 x Giant Centipede (mm 323, cr 1/4); medium, 100 xp
2. 3 x Acolyte (mm 342, cr 1/4); deadly, 150 xp
3. 2 x Smoke Mephit (mm 217, cr 1/4); medium, 100 xp
4. 3 x Giant Poisonous Snake (mm 327, cr 1/4); deadly, 150 xp
5. 2 x Giant Poisonous Snake (mm 327, cr 1/4); medium, 100 xp
6. 2 x Crocodile (mm 320, cr 1/2); deadly, 200 xp
7. 3 x Swarm of Rats (mm 339, cr 1/4); deadly, 150 xp
8. 2 x Warhorse (mm 340, cr 1/2); deadly, 200 xp
9. 2 x Giant Poisonous Snake (mm 327, cr 1/4); medium, 100 xp
10. 2 x Shadow (mm 269, cr 1/2); deadly, 200 xp
Urban (Lvl 5)
1. 4 x Gargoyle (mm 140, cr 2); deadly, 1800 xp
2. 2 x Mimic (mm 220, cr 2); easy, 900 xp
3. 1 x Incubus (mm 285, cr 4); easy, 1100 xp
4. 1 x Invisible Stalker (mm 192, cr 6); hard, 2300 xp
5. Knight (mm 347, cr 3) and 14 x Commoner (mm 344, cr 0); deadly, 840 xp
6. 1 x Shield Guardian (mm 271, cr 7); hard, 2900 xp
7. Succubus (mm 285, cr 4) and 3 x Imp (mm 76, cr 1); deadly, 1700 xp
8. 4 x Will-o-wisp (mm 301, cr 2); deadly, 1800 xp
9. Cult Fanatic (mm 345, cr 2) and 10 x Cultist (mm 345, cr 1/8); medium, 700 xp
10. 4 x Gargoyle (mm 140, cr 2); deadly, 1800 xp
Urban (Lvl 10)
1. 5 x Will-o-wisp (mm 301, cr 2); medium, 2250 xp
2. 1 x Succubus (mm 285, cr 4) and 2 x Incubus (mm 285, cr 4); hard, 3300 xp
3. 3 x Mimic (mm 220, cr 2); easy, 1350 xp
4. 4 x Ghost (mm 147, cr 4); deadly, 4400 xp
5. Incubus (mm 285, cr 4) and 8 x Imp (mm 76, cr 1); hard, 2700 xp
6. 7 x Wererat (mm 209, cr 2); hard, 3150 xp
7. 8 x Wererat (mm 209, cr 2); deadly, 3600 xp
8. 2 x Shield Guardian (mm 271, cr 7); deadly, 5800 xp
9. Incubus (mm 285, cr 4) and 3 x Imp (mm 76, cr 1); easy, 1700 xp
10. 4 x Phase Spider (mm 334, cr 3); medium, 2800 xp
Urban (Lvl 20)
1. 8 x Incubus (mm 285, cr 4); medium, 8800 xp
2. 4 x Assassin (mm 343, cr 8); hard, 15600 xp
3. 7 x Phase Spider (mm 334, cr 3); easy, 4900 xp
4. 2 x Shield Guardian (mm 271, cr 7); easy, 5800 xp
5. 1 x Archmage (mm 342, cr 12) and 2 x Shield Guardian (mm 271, cr 7); hard, 14200 xp
6. 9 x Vampire Spawn (mm 298, cr 5); deadly, 16200 xp
7. 6 x Revenant (mm 259, cr 5); medium, 10800 xp
8. 1 x Archmage (mm 342, cr 12) and 2 x Shield Guardian (mm 271, cr 7); hard, 14200 xp
9. Adult Silver Dragon (mm 117, cr 16) and 9 x Silver Dragon Wyrmling (mm 118, cr 2); medium, 19050 xp
10. Incubus (mm 285, cr 4) and 11 x Hell Hound (mm 182, cr 3); hard, 8800 xp
The Game Master should check for random encounters in the wilderness about every four hours of game time; this translates nicely to three night checks and three daytime checks. If your players choose to stand three night watches, you simply check for each watch; in the daytime, check morning, afternoon, and evening. To check for a wilderness encounter, roll 1d6; on a roll of 6, an encounter occurs. If a wilderness encounter is indicated, roll 2d8 on the appropriate table below. The Game Master should think carefully about how the encounter happens; check for surprise in advance, and if the monster is not surprised, it may be considered to have had time to set up an ambush (at the GM's option).
Die Roll Desert or Barren / Grassland / Inhabited Territories
2 Dragon, Blue / Dragon, Green / Dragon, Gold
3 Hellhound / Troll / Ghoul
4 Giant, Fire / Fly, Giant / Bugbear
5 Purple Worm (sand) / Scorpion, Giant / Goblin
6 Fly, Giant / NPC Party: Bandit / NPC: Commoners
7 Scorpion, Giant / Lion / NPC Party: Bandit
8 Camel / Boar, Wild / NPC Party: Merchant
9 Spider, Giant Tarantula / NPC Party: Merchant / NPC Party: Pilgrim
10 NPC Party: Merchant / Wolf / NPC Party: Noble
11 Hawk / Bee, Giant / Dog
12 NPC Party: Bandit / Gnoll / Gargoyle*
13 Ogre / Goblin / Gnoll
14 Griffon / Blink Dog / Ogre
15 Gnoll / Wolf, Dire / Minotaur
16 Dragon, Red / Giant, Hill / Vampire*
Die Roll Jungle / Mountains or Hills / Ocean
2 Dragon, Green / Dragon, White / Dragon, Sea
3 NPC Party: Bandit / Roc (1d6: 1-3 Large, 4-5 Huge, 6 Giant) / Hydra
4 Goblin / Displacer / Whale, Sperm
5 Hobgoblin / Lycanthrope, Werewolf* / Crocodile, Giant
6 Centipede, Giant / Mountain Lion / Crab, Giant
7 Snake, Giant Python / Wolf / Whale, Killer
8 Elephant / Spider, Giant / Octopus, Giant
9 Antelope / Hawk / Shark, Mako
10 Jaguar / Orc / NPC Party: Merchant
11 Stirge / Bat, Giant / NPC Party: Buccaneer (Pirate)
12 Beetle, Giant / Tiger Hawk, Giant / Shark, Bull
13 NPC: Tribal Warriors / Giant, Hill / Roc (1d8: 1-5 Huge, 6-8 Giant)
14 Shadow* / Chimera / Shark, Great White
15 NPC Party: Merchant / Wolf, Dire / Mermaid
16 Lycanthrope, Weretiger* / Dragon, Red / Sea Serpent
Die Roll River or Riverside Swamp Woods or Forest
2 Dragon, Black / Dragon, Black / Dragon, Green
3 Fish, Giant Piranha / Shadow* / Alicorn (see Unicorn)
4 Stirge / Troll / Treant
5 Fish, Giant Bass / Lizard, Giant Draco / Orc
6 NPC Party: Merchant / Centipede, Giant / Boar, Wild
7 Lizardman / Leech, Giant / Bear, Black
8 Crocodile / Lizardman / Hawk, Giant
9 Frog, Giant / Crocodile / Antelope
10 Fish, Giant Catfish / Stirge / Wolf
11 NPC Party: Buccaneer / Orc / Ogre
12 Troll / Toad, Giant (see Frog, Giant) / Bear, Grizzly
13 Jaguar / Troglodyte / Wolf, Dire
14 Nixie / Blood Rose / Giant, Hill
15 Water Termite, Giant / Hangman Tree / Owlbear
16 Dragon, Green / Basilisk / Unicorn
City, Town or Village Encounters
It's important for the Game Master to remember that, unlike dungeon or wilderness environments, cities, towns and villages are busy places. During the day, most towns will have people on the streets more or less all the time; the absence of people on the streets is often an indication of something interesting. By night, much of the town will be dark and quiet, and encounters will be mostly Thieves or other unsavory types; but near popular eating (or drinking) establishments, people of all sorts are still likely to be encountered. The GM must make sure that his or her descriptions of the town environment make this clear; of course, this will also make it harder for the players to identify “real” encounters. The GM is encouraged to create his or her own encounter tables for use in each city, town or village created (or assign encounters by other means if desired); however, a set of “generic” encounter tables are provided below for those times when such preparation has not been completed. Roll 2d6 on the table below to determine what sort of encounter occurs; a description of each type of encounter appears below the table.
2d6 Die Roll Day Encounter / Night Encounter
2 Commoner / Doppleganger
3 Noble / Shadow*
4 Thief / Press Gang
5 Bully / Beggar
6 City Watch / Thief
7 Merchant / Bully
8 Beggar / Merchant
9 Priest / Giant Rat
10 Mercenary / City Watch
11 Wizard / Wizard
12 Commoner / Lycanthrope, Wererat*
Beggar encounters will often begin with a single beggar approaching the party, but there will generally be 2d4 beggars in the area, and if any party member gives anything to the first beggar, the others will descend on the party like flies. Each beggar is 90% likely to be a Commoner, and 10% likely to be a Spy, possibly scouting for the Thieves Guild or a local gang.
Bully encounters will be with 2d4 young toughs; each is 70% likely to be a Bandit, 30% likely to be a Thug. Bullies generally appear unarmed, depending on their brawling ability in a fight (but keeping a dagger or shortsword hidden, to be used in case the fight is going against them). Bullies can be a bit unpredictable, such that the GM may want to use a reaction roll to determine the leader's mood.
City Watch encounters will be with 2d6 watchmen, typically all Guards save for the squad leader, who will be a Veteran. Larger cities such as the CSIO may have Veteran guards, commanded by a Knight (80%) or Gladiator (20%) captain, or police Constables (as Thug). They will confront “suspicious looking” characters, but generally will need a good reason before they attempt to arrest or otherwise interfere with player characters.
Doppleganger encounters will, of course, appear to be some other type of encounter; the GM should roll again to determine what the doppleganger is masquerading as. 1d6 dopplegangers will be encountered; any extra group members will be humans who do not know they are traveling in the company of shapeshifting monsters. If the party is “interesting” to the dopplegangers, one or more of the monsters will attempt to follow them and replace a party member (as described in the monster description). In many cases, player character parties will not discover the true nature of the encounter until much later.
Giant Rat encounters will generally involve alleys, the docks, or other “low” places. Rats are generally not dangerous unless provoked, but if surprised they may attack. See the monster description for details of this encounter type.
Lycanthrope, Wererat encounters will appear to be some other type of encounter, either another sort of “normal” encounter or a giant rat encounter (depending on the circumstances). Wererats are cowardly and will not attack a party of equal or larger size.
Mercenary encounters will involve 2d6 Veteran members of a mercenary company, going about some business or other. A mercenary leader (d6: 1-3 Veteran, 4-5 Knight, 6 Gladiator) may offer a position to Fighter-classed player characters if they have any reputation at all.
Merchants are a common feature of towns, and may be encountered performing any sort of business. As with mercenary encounters, merchants may offer jobs to interesting player characters, particularly those with good reputations. See Creating an NPC Party, below, for details on this type of encounter. (A merchant in a town may not have a full entourage as described below; the GM should use his or her discretion in creating the encounter.)
Nobles encountered may also offer positions to player characters, or possibly offer a reward for some dangerous task. Player characters with bad reputations may be confronted, ordered to leave town, or even arrested if the noble is able to call for the city watch. (See Creating an NPC Party, below, for details on this type of encounter.) A noble in a town may not have a full entourage as described below; the GM should use his or her discretion in creating the encounter.
Press Gangs will consist of 2d6 Thugs, with one or two Veteran leaders. They will be armed with blunt weapons or possibly will fight with their bare hands, since their goal is to capture rather than kill player characters; however, it is likely that at least some members of a press gang will have daggers or swords on their persons in case a serious fight breaks out. A press gang will not confront a party of equal or greater size unless the party is obviously weakened, drunk, etc. If the party loses, they will awaken aboard a ship at sea or in a military camp (depending on whether sailors or soldiers captured them), unarmed and at the mercy of their captors.
Priest encounters will usually be similar to a group of pilgrims (see Creating an NPC Party, below, for details), though the group encountered will not be as large as would be encountered in the wilderness. Generally, a single priest (d6: 1-4 Acolyte, 5 Cult Fanatic, 6 Priest) will be encountered, accompanied by 1d6-2 of the faithful (Commoner or Cultist).
Shadow encounters in a town will be much like the same encounter underground; see the monster description for details.
Thief encounters will be with a group of 1d6 Thieves, generally disguised as ordinary townsmen or sometimes as beggars. One Thief in the group will be a Spy, with the others being Bandits or Thugs. They will seek to steal from the party, of course, unless watched very carefully.
Wizard encounters will involve a Mage (90%) or shapechanged Succubus/Incubus (10%), accompanied by 1d4-1 servants (d6: 1-3 Commoner, 4-5 Guard, 6 Veteran). The GM must decide on the temperament and mood of the wizard.
Creating An NPC Party
Adventurers
A party of NPC adventurers will usually consist of 4-8 characters, as follows: 1d3 warrior types (50% Veteran, 30% Knight, 20% Gladiator), 1d2 Spies (75%) or Assassins (25%), 1d2 priestly types (30% Acolyte, 20% Cult Fanatic, 30% Druid, 20% Priest), and a 20% chance of 1 Mage.
The Game Master must choose the race(s) of the NPC adventurers to suit the region they are found in (or come from). Probably 80% or more of adventurers are Human, 10% are Dwarves, 6% are Halfling and the remaining 4% Elvish. If the NPC adventurer party is evil, the GM may choose to replace some party members with humanoid monsters such as orcs, hobgoblins, or gnolls. The party may be rivals with the player characters, vying for the same treasures, or they may actually be enemies, evil marauders that the player characters must defeat. It is, of course, possible that the NPC adventurers are allied or otherwise friendly with the player characters, but this may make things too easy for the players.
Bandits, Brigands, and Highwaymen
A party of bandits will generally consist of 2d12 Bandits or Thugs and 1d6 Scouts, led by a Bandit Captain or Spy, or by one of each plus a Veteran (if there are 11 or more regular members total). In the wilderness, bandits will generally have horses or other steeds appropriate to the terrain (stolen, of course) as well as light armor, swords and bows or crossbows. In their lair or hideout, a party of bandits will generally have a Hoard (with magic items possessed by the leaders).
Buccaneers and Pirates
The difference between buccaneers and pirates is largely a question of what they wish to be called; whatever you call them, they are waterborne equivalents of bandits, attacking other ships or raiding coastal towns for plunder. A buccaneer party will consist of 3d8 Bandits or Thugs, led by a Bandit Captain (80%) or Gladiator (20%), and 1d3 Scouts. All will be experienced at handling ships, of course. They will be unarmored or armored only in leather, and will be armed with swords and bows or crossbows. Seagoing pirates may appear in larger numbers, but the number of leader-types will be similar to that given above. A shipload of pirates or buccaneers will have a Hoard, with magic items used by the leaders; the treasure may not be aboard the ship, however, as pirates often prefer to bury their treasures on islands. In such a case, the Captain or one of his mates will have a treasure map leading to the location of the treasure.
Merchants
Merchants must often transport their wares through wilderness areas. Roughly half of the time (50%), a landbound merchant party will be led by a single wealthy merchant (as Noble); other merchant parties will consist of 1d4+1 less wealthy merchants (Commoner) who have banded together for their own safety. There will be 2d4 wagons (but at least one per merchant) drawn by horses or mules. Each wagon is driven by a teamster who is a Commoner, usually unarmored and armed with a dagger or shortsword. The caravan will employ 1d4+2 Guards and 1d4 Veterans as senior guards. If encountered at sea, a merchant party will generally consist of a single ship owned or rented by a single merchant. The ship will have a crew of 2d8+8 regular crewmen, who are Commoners or Thugs, unarmored and armed with clubs, daggers or shortswords; the ship Captain, First Mate, and other officers are as Bandit Captain. Large ships may require larger crews. 1d4+2 Guards and 1d4 Veterans will be aboard as guards, just as with a caravan. Besides the valuable but undoubtedly bulky trade goods transported by the merchant caravan or ship, such a party will also have Hoard treasure, with magic items in possession of the leaders; it may be in one chest, or spread out among the wagons.
Nobles
A noble party will consist of a noble, possibly accompanied by a spouse (Noble) and/or one or more children. Each adult noble will have at least one Commoner or lesser Noble attendant (assistant, lady-in-waiting, etc.). Lower-ranking nobles (such as barons) will have a single wagon or carriage, drawn by fine horses; higher-ranking nobles will have two or more wagons. The noble may be mounted on a warhorse, though he or she may choose to ride in a carriage part of the time. Each carriage or wagon will have a teamster, who in this case will be a Guard in chainmail with a longsword. At least two mounted Veterans will be with the noble as guards; again, higher ranking nobles will have more guards. Veteran guards will generally be armed with longswords and possibly lances, armored in platemail, and their warhorses will usually be barded with chainmail. Determining the exact number of guards is left to the GM in this case. Nobles will have Hoard type treasure.
Nobles are usually (70%) MM Nobles or Knights; otherwise, roll 1d10: 1-3 indicates a Spy, 4 indicates a Veteran, 5 indicates a Gladiator, 6 indicates a Cult Fanatic, 7 indicates a Mage, 8 indicates an Acolyte, 9 indicates a Priest, and 10 indicates an Assassin. (Clerical “nobles” are bishops, archbishops, and the like.)
Pilgrims
A party of pilgrims is on its way to (or from) a major religious locale or activity. Such a party will be led by a 1d4 Clerics (70% Acolyte, 20% Cult Fanatic, 10% Priest). The remainder of the party is rather random in nature; most pilgrim groups include 3d6 Commoner or Cultist men (or women if the religion allows women to go on pilgrimages), 1d6 Guards (80%) or Veterans (20%) with chainmail and longsword, and 1d4 Scouts (80%) or Spies (20%) (each of whom may be a genuine devout person, or possibly just on the lam).
Pilgrims usually travel light, carrying a single bag each and walking or riding mules or horses. The pilgrim party will most likely be bringing offerings of some sort to their destination; generate a Hoard for this purpose. If magic items are indicated, they will most likely not be used by any of the NPCs as they have already been dedicated to the god or pantheon.
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Sample Encounters from http://donjon.bin.sh/
Forest (Lvl 10)
1. Gnoll Fang of Yeenoghu (mm 163, cr 4) and 2 x Gnoll (mm 163, cr 1/2); easy, 1300 xp
2. 2 x Giant Ape (mm 323, cr 7); deadly, 5800 xp
3. Yuan-ti Abomination (mm 308, cr 7) and 13 x Yuan-ti Pureblood (mm 310, cr 1); medium, 5500 xp
4. Guardian Naga (mm 234, cr 10) and 4 x Knight (mm 347, cr 3); deadly, 8700 xp
5. 2 x Werewolf (mm 211, cr 3); easy, 1400 xp
6. Guardian Naga (mm 234, cr 10) and 3 x Knight (mm 347, cr 3); hard, 8000 xp
7. Treant (mm 289, cr 9) and 8 x Druid (mm 346, cr 2); deadly, 8600 xp
8. Troll (mm 291, cr 5) and 2 x Ogre (mm 237, cr 2); medium, 2700 xp
9. 3 x Banshee (mm 23, cr 4); hard, 3300 xp
10. Hobgoblin Warlord (mm 187, cr 6) and 5 x Hobgoblin (mm 186, cr 1/2); easy, 2800 xp
Forest (Lvl 15)
1. Adult Gold Dragon (mm 114, cr 17) and 1 x Gold Dragon Wyrmling (mm 115, cr 3); hard, 18700 xp
2. 4 x Troll (mm 291, cr 5); hard, 7200 xp
3. 7 x Wereboar (mm 209, cr 4); deadly, 7700 xp
4. Yuan-ti Abomination (mm 308, cr 7) and 10 x Yuan-ti Pureblood (mm 310, cr 1); easy, 4900 xp
5. Guardian Naga (mm 234, cr 10) and 12 x Knight (mm 347, cr 3); hard, 14300 xp
6. Young Green Dragon (mm 94, cr 8) and 13 x Yuan-ti Pureblood (mm 310, cr 1); easy, 6500 xp
7. 4 x Giant Ape (mm 323, cr 7); deadly, 11600 xp
8. Werebear (mm 208, cr 5) and 2 x Brown Bear (mm 319, cr 1); easy, 2200 xp
9. 6 x Revenant (mm 259, cr 5); deadly, 10800 xp
10. 2 x Gorgon (mm 171, cr 5); easy, 3600 xp
Forest (Lvl 20)
1. 4 x Troll (mm 291, cr 5); easy, 7200 xp
2. 3 x Giant Ape (mm 323, cr 7); medium, 8700 xp
3. 7 x Displacer Beast (mm 81, cr 3); easy, 4900 xp
4. 3 x Weretiger (mm 210, cr 4) and 6 x Tiger (mm 339, cr 1); easy, 4500 xp
5. Adult Green Dragon (mm 94, cr 15) and 12 x Hobgoblin (mm 186, cr 1/2); easy, 14200 xp
6. Oni (mm 239, cr 7) and 14 x Wererat (mm 209, cr 2); hard, 9200 xp
7. Unicorn (mm 294, cr 5) and 15 x Dryad (mm 121, cr 1); medium, 4800 xp
8. 10 x Veteran (mm 350, cr 3); medium, 7000 xp
9. Guardian Naga (mm 234, cr 10) and 5 x Mage (mm 347, cr 6); hard, 17400 xp
10. 12 x Green Hag (mm 177, cr 3); medium, 8400 xp
Hill (Lvl 15)
1. Hobgoblin Captain (mm 186, cr 3) and 11 x Hobgoblin (mm 186, cr 1/2); easy, 1800 xp
2. 3 x Galeb Duhr (mm 139, cr 6); hard, 6900 xp
3. Troll (mm 291, cr 5) and 7 x Ogre (mm 237, cr 2); medium, 4950 xp
4. 2 x Wyvern (mm 303, cr 6); easy, 4600 xp
5. 7 x Wereboar (mm 209, cr 4); deadly, 7700 xp
6. 10 x Manticore (mm 213, cr 3); hard, 7000 xp
7. Adult Red Dragon (mm 98, cr 17) and 4 x Kobold (mm 195, cr 1/8); hard, 18100 xp
8. 2 x Cyclops (mm 45, cr 6); easy, 4600 xp
9. 4 x Chimera (mm 39, cr 6); hard, 9200 xp
10. Wereboar (mm 209, cr 4) and 6 x Orc (mm 246, cr 1/2); easy, 1700 xp
Hill (Lvl 20)
1. 13 x Werewolf (mm 211, cr 3); hard, 9100 xp
2. 9 x Wereboar (mm 209, cr 4); medium, 9900 xp
3. 8 x Revenant (mm 259, cr 5); hard, 14400 xp
4. Gnoll Fang of Yeenoghu (mm 163, cr 4) and 15 x Gnoll (mm 163, cr 1/2); easy, 2600 xp
5. Young Red Dragon (mm 98, cr 10) and 3 x Fire Elemental (mm 125, cr 5); medium, 11300 xp
6. 6 x Gorgon (mm 171, cr 5); medium, 10800 xp
7. 8 x Phase Spider (mm 334, cr 3); easy, 5600 xp
8. Werebear (mm 208, cr 5) and 8 x Brown Bear (mm 319, cr 1); easy, 3400 xp
9. 9 x Wereboar (mm 209, cr 4); medium, 9900 xp
10. Young Red Dragon (mm 98, cr 10) and 2 x Fire Elemental (mm 125, cr 5); medium, 9500 xp
Ruins/Dungeon (Lvl 20)
1. Grick Alpha (mm 173, cr 7) and 13 x Grick (mm 173, cr 2); hard, 8750 xp
2. Roper (mm 261, cr 5) and 15 x Piercer (mm 252, cr 1/2); easy, 3300 xp
3. 7 x Wraith (mm 302, cr 5); hard, 12600 xp
4. 2 x Stone Giant (mm 156, cr 7) and 6 x Cave Bear (mm 334, cr 2); medium, 8500 xp
5. 5 x Otyugh (mm 248, cr 5); medium, 9000 xp
6. Beholder (mm 28, cr 13) and 9 x Drow Elite Warrior (mm 128, cr 5); hard, 26200 xp
7. Dao (mm 143, cr 11) and 3 x Earth Elemental (mm 124, cr 5); medium, 12600 xp
8. Grick Alpha (mm 173, cr 7) and 14 x Grick (mm 173, cr 2); hard, 9200 xp
9. 2 x Fire Giant (mm 154, cr 9) and 1 x Red Dragon Wyrmling (mm 98, cr 4); medium, 11100 xp
10. 4 x Chimera (mm 39, cr 6); medium, 9200 xp
Urban (Lvl 1)
1. 2 x Giant Centipede (mm 323, cr 1/4); medium, 100 xp
2. 3 x Acolyte (mm 342, cr 1/4); deadly, 150 xp
3. 2 x Smoke Mephit (mm 217, cr 1/4); medium, 100 xp
4. 3 x Giant Poisonous Snake (mm 327, cr 1/4); deadly, 150 xp
5. 2 x Giant Poisonous Snake (mm 327, cr 1/4); medium, 100 xp
6. 2 x Crocodile (mm 320, cr 1/2); deadly, 200 xp
7. 3 x Swarm of Rats (mm 339, cr 1/4); deadly, 150 xp
8. 2 x Warhorse (mm 340, cr 1/2); deadly, 200 xp
9. 2 x Giant Poisonous Snake (mm 327, cr 1/4); medium, 100 xp
10. 2 x Shadow (mm 269, cr 1/2); deadly, 200 xp
Urban (Lvl 5)
1. 4 x Gargoyle (mm 140, cr 2); deadly, 1800 xp
2. 2 x Mimic (mm 220, cr 2); easy, 900 xp
3. 1 x Incubus (mm 285, cr 4); easy, 1100 xp
4. 1 x Invisible Stalker (mm 192, cr 6); hard, 2300 xp
5. Knight (mm 347, cr 3) and 14 x Commoner (mm 344, cr 0); deadly, 840 xp
6. 1 x Shield Guardian (mm 271, cr 7); hard, 2900 xp
7. Succubus (mm 285, cr 4) and 3 x Imp (mm 76, cr 1); deadly, 1700 xp
8. 4 x Will-o-wisp (mm 301, cr 2); deadly, 1800 xp
9. Cult Fanatic (mm 345, cr 2) and 10 x Cultist (mm 345, cr 1/8); medium, 700 xp
10. 4 x Gargoyle (mm 140, cr 2); deadly, 1800 xp
Urban (Lvl 10)
1. 5 x Will-o-wisp (mm 301, cr 2); medium, 2250 xp
2. 1 x Succubus (mm 285, cr 4) and 2 x Incubus (mm 285, cr 4); hard, 3300 xp
3. 3 x Mimic (mm 220, cr 2); easy, 1350 xp
4. 4 x Ghost (mm 147, cr 4); deadly, 4400 xp
5. Incubus (mm 285, cr 4) and 8 x Imp (mm 76, cr 1); hard, 2700 xp
6. 7 x Wererat (mm 209, cr 2); hard, 3150 xp
7. 8 x Wererat (mm 209, cr 2); deadly, 3600 xp
8. 2 x Shield Guardian (mm 271, cr 7); deadly, 5800 xp
9. Incubus (mm 285, cr 4) and 3 x Imp (mm 76, cr 1); easy, 1700 xp
10. 4 x Phase Spider (mm 334, cr 3); medium, 2800 xp
Urban (Lvl 20)
1. 8 x Incubus (mm 285, cr 4); medium, 8800 xp
2. 4 x Assassin (mm 343, cr 8); hard, 15600 xp
3. 7 x Phase Spider (mm 334, cr 3); easy, 4900 xp
4. 2 x Shield Guardian (mm 271, cr 7); easy, 5800 xp
5. 1 x Archmage (mm 342, cr 12) and 2 x Shield Guardian (mm 271, cr 7); hard, 14200 xp
6. 9 x Vampire Spawn (mm 298, cr 5); deadly, 16200 xp
7. 6 x Revenant (mm 259, cr 5); medium, 10800 xp
8. 1 x Archmage (mm 342, cr 12) and 2 x Shield Guardian (mm 271, cr 7); hard, 14200 xp
9. Adult Silver Dragon (mm 117, cr 16) and 9 x Silver Dragon Wyrmling (mm 118, cr 2); medium, 19050 xp
10. Incubus (mm 285, cr 4) and 11 x Hell Hound (mm 182, cr 3); hard, 8800 xp
Saturday, 19 December 2015
Feani, Elf Scout hd 4
Feani, Elf Scout of Onhir
Medium humanoid
Armor Class: 13 (+3 DEX)
Hit Points: 22 (4d8+4)
Proficiency +2
Speed: 40 ft unarmoured (30 ft. standard)
Strength 8 (-1), Dexterity 16 (+3), Constitution 12 (+1), Intelligence 13 (+1), Wisdom 14 (+2), Charisma 10 (+0)
Skills: Survival +6 (Expertise), Perception +4, Kno (Nature) +3
Passive perception: 14
Challenge Rating: 3/4 (150 XP)
Actions
Feani can make 2 longbow attacks or 1 dagger attack per attack action.
Longbow ATT +5 dam: 1d8+3 (2 attacks)
Dagger ATT +5 dam: 1d4+3 (1 attack)
Monday, 14 December 2015
Dwarves - Clan Guard hd 5, Dwarf Warrior hd 2
Dwarven Elite Clan Guard hd 5
Medium humanoid
Armor Class: 20 (plate & shield)
Hit Points: 32 (5d8+10)
Proficiency +2
Speed: 25 ft.
Strength 16 (+3), Dexterity 10 (+0), Constitution 14 (+2), Intelligence 10 (0), Wisdom 11 (+0), Charisma 10 (0)
Skills: Intimidation +2, Insight +2, Perception +2
Passive perception: 12
Challenge Rating: 2 (450 XP)
Actions
Attack - the Clan Guard makes two attacks per attack action.
Reactions
The Clan Guard can make an Opportunity Attack with axe against any foe entering its reach.
Weapon: Dwarf Axe Attack +5 damage: 1d8+3
DWARF WARRIOR - including EXPLORERS BOLFI & CO
Armor Class: 16 (chain mail, 18 with shield)
Hit Points: 15 (2d8 +6)
Speed: 25ft (7,5m / 5 sqr)
Proficiency: +2
STR
12 (+1)
DEX
10 (+0)
CON
14 (+2)
INT
10 (+0)
WIS
12 (+1)
CHA
8 (-1)
Racial Features
Ability Modifiers: +2 Con, +1 Wis
Dwarven Resilience: advantage on saving throws agains poison and resistance against poison damage.
Stonecunning: proficiency on History checks related on stoneworks and add double proficiency on it.
Tools Proficiency: smith's tools, brewer's supplies or mason's tools
Dwarven Combat Training: proficiency with the battleaxe, handaxe, throwing hammer, and warhammer. (not considered for template)
Dwarven Toughness: 1 extra hit point for each level
Darkvision: 60ft (18m / 12sqr)
Languages: speaks Common and Dwarvish
Actions
Warhammer or Battleaxe. Melee Weapon Attack +3 to hit, reach 5 ft, one target. Hit: 5 (1d8 +1 ) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack +2 to hit, range 80/320, one target. Hit: 2d10/1d10 piercing damage.
Properties: Ammunition: range 80/320, Loading, Two-handed,
Friday, 13 November 2015
Temple Personnel - Acolyte hd 2, Priest hd 5, High Priest hd 11, Temple Guard hd 3
Acolyte hd 2
Medium humanoid (any race), any alignment
Armor Class 10
Hit Points 9 (2d8)
Proficiency +2
Speed 30 ft.
STR 9 (-1) or 10 (+0) DEX 10 (+0) CON 10 (+0) INT 11 (+0) WIS 15 (+2) CHA 13 (+1)
Skills Medicine +4, Religion +2
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/4 (50 XP)
Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:
Cantrips (at will): light, detect magic, thaumaturgy
1st level (2 slots): bless, cure wounds (d8+2), sanctuary
Actions
Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) slashing damage.
Acolytes are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities.
Priest hd 5
Medium humanoid (any race), any alignment
Armor Class 10 or 13 (chain shirt/light breastplate)
Hit Points 27 (5d8 + 5)
Proficiency +2
Speed 30 ft.
STR 10 (+0) DEX 10 (+0) CON 12 (+1) INT 13 (+1) WIS 16 (+3) CHA 13 (+1)
Skills Medicine +7, Persuasion +3, Religion +4
Senses passive Perception 13
Languages any two languages
Challenge 2 (450 XP)
Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians
Actions
Shortsword or Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 3 (1d6) piercing or bludgeoning damage.
Priests are the spiritual leaders of temples and shrines.
High Priest hd 11
Medium humanoid (any race), any alignment
Armor Class 20 (+5 from +1 breastplate, +2 DEX, +1 ring of protection, +2 from shield)
Hit Points 75 (11d8 + 22)
Proficiency +4
Speed 30 ft.
STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 18 (+4) CHA 16 (+3)
Saves WIS +8 CHA +7
Skills Medicine +7, Persuasion +7, Religion +8
Senses passive Perception 14
Languages any two languages
Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Divine Intervention 11%, 1/week.
Spellcasting. The high priest is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The high priest has the following cleric spells prepared:
Cantrips (at will): guidance, light, sacred flame, thaumaturgy, spare the dying
Spells (15)
1st level (4 slots): cure wounds, healing word, bless,
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (3 slots): dispel magic, mass healing word, spirit guardians, revivify
4th level (3 slots): Death Ward, Divination, Freedom of Movement
5th level (2 slots): Flame Strike, Commune
6th level (1 slot): Blade Barrier
Actions
+1 Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 1d6+3 piercing damage.
Temple Guard Veteran hd 3
Medium humanoid
Armor Class: 18 (4 breastplate, 2 shield, 2 DEX); or 16 (4 breastplate, 2 DEX)
Hit Points: 17 (3d8+3)
Proficiency +2
Speed: 30 ft.
Strength 16 (+3), Dexterity 14 (+2), Constitution 12 (+1), Intelligence 8 (-1), Wisdom 12 (+1), Charisma 9 (-1)
Skills: Athletics +5, Intimidation +1, Perception +3
Passive perception: 13
Challenge Rating: 1/2 (100 XP)
Deadly Strike: Once per turn the temple guard can do 1 extra damage die on a melee weapon hit (included in stats).
Actions:
• Longsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) slashing or piercing damage.
• Shortbow: Ranged Weapon Attack: +4 to hit, one target. Hit: 6 (1d8+2) piercing damage.
Medium humanoid (any race), any alignment
Armor Class 10
Hit Points 9 (2d8)
Proficiency +2
Speed 30 ft.
STR 9 (-1) or 10 (+0) DEX 10 (+0) CON 10 (+0) INT 11 (+0) WIS 15 (+2) CHA 13 (+1)
Skills Medicine +4, Religion +2
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/4 (50 XP)
Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:
Cantrips (at will): light, detect magic, thaumaturgy
1st level (2 slots): bless, cure wounds (d8+2), sanctuary
Actions
Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) slashing damage.
Acolytes are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities.
Priest hd 5
Medium humanoid (any race), any alignment
Armor Class 10 or 13 (chain shirt/light breastplate)
Hit Points 27 (5d8 + 5)
Proficiency +2
Speed 30 ft.
STR 10 (+0) DEX 10 (+0) CON 12 (+1) INT 13 (+1) WIS 16 (+3) CHA 13 (+1)
Skills Medicine +7, Persuasion +3, Religion +4
Senses passive Perception 13
Languages any two languages
Challenge 2 (450 XP)
Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians
Actions
Shortsword or Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 3 (1d6) piercing or bludgeoning damage.
Priests are the spiritual leaders of temples and shrines.
High Priest hd 11
Medium humanoid (any race), any alignment
Armor Class 20 (+5 from +1 breastplate, +2 DEX, +1 ring of protection, +2 from shield)
Hit Points 75 (11d8 + 22)
Proficiency +4
Speed 30 ft.
STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 18 (+4) CHA 16 (+3)
Saves WIS +8 CHA +7
Skills Medicine +7, Persuasion +7, Religion +8
Senses passive Perception 14
Languages any two languages
Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.
Divine Intervention 11%, 1/week.
Spellcasting. The high priest is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The high priest has the following cleric spells prepared:
Cantrips (at will): guidance, light, sacred flame, thaumaturgy, spare the dying
Spells (15)
1st level (4 slots): cure wounds, healing word, bless,
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (3 slots): dispel magic, mass healing word, spirit guardians, revivify
4th level (3 slots): Death Ward, Divination, Freedom of Movement
5th level (2 slots): Flame Strike, Commune
6th level (1 slot): Blade Barrier
Actions
+1 Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 1d6+3 piercing damage.
Treasure: 4605 gp in coin.
Temple Guard Veteran hd 3
Medium humanoid
Armor Class: 18 (4 breastplate, 2 shield, 2 DEX); or 16 (4 breastplate, 2 DEX)
Hit Points: 17 (3d8+3)
Proficiency +2
Speed: 30 ft.
Strength 16 (+3), Dexterity 14 (+2), Constitution 12 (+1), Intelligence 8 (-1), Wisdom 12 (+1), Charisma 9 (-1)
Skills: Athletics +5, Intimidation +1, Perception +3
Passive perception: 13
Challenge Rating: 1/2 (100 XP)
Deadly Strike: Once per turn the temple guard can do 1 extra damage die on a melee weapon hit (included in stats).
Actions:
• Longsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) slashing or piercing damage.
• Shortbow: Ranged Weapon Attack: +4 to hit, one target. Hit: 6 (1d8+2) piercing damage.
Tuesday, 10 November 2015
Gate Castle Expedition Personnel
Warriors
1. Hakeem
2. Rey
3. Thuruar
4. Zombie T-Rex
Other
1. Laara, the Greywolf Psychic Defender. hd 5 CON 9 hp 17.
Casualties
Amber the Priestess - incinerated by Chimerae
Amdor the Mighty - murdered at Hall of the Laer
Athena Escort to Onir - returned to Temple of the Lady of Wisdom
Priestess Sora Menekakhos
2 Temple Guards
Left at Temple of the Lady of Wisdom (2)
Kaag - qv - learning wisdom!
Gail Skara, Kaag's Nerathi concubine, gift from Ernsorn Blue of Seawolf - "She has been west of the mountains, and may prove useful for more than bed-warming". hd 2 CON 7 hp 5.
1. Hakeem
2. Rey
3. Thuruar
4. Zombie T-Rex
Other
1. Laara, the Greywolf Psychic Defender. hd 5 CON 9 hp 17.
2. Alicia Scarnetti - qv
3. Feani, Elf Scout of Onhir - qvCasualties
Amber the Priestess - incinerated by Chimerae
Amdor the Mighty - murdered at Hall of the Laer
Athena Escort to Onir - returned to Temple of the Lady of Wisdom
Priestess Sora Menekakhos
2 Temple Guards
Left at Temple of the Lady of Wisdom (2)
Kaag - qv - learning wisdom!
Gail Skara, Kaag's Nerathi concubine, gift from Ernsorn Blue of Seawolf - "She has been west of the mountains, and may prove useful for more than bed-warming". hd 2 CON 7 hp 5.
Amdor, as he saw himself anyway. |
Saturday, 7 November 2015
Kaag Tiger-Killer, barbarian warrior hd 18
Kaag Tiger-Killer of Greywolf
Medium humanoid
Armor Class 14 (dex, unarmoured toughness)
Hit Points 134 (18d8 + 54)
hd 9 (d12+3)
Speed 40 ft.
STR 20 (+5) DEX 12 (+1) CON 17 (+3) INT 9 (−1) WIS 9 (-1) CHA 12 (+1)
Senses passive Perception 12
Languages Common
Challenge 7
Proficiency +3
Actions
Multiattack. Kaag makes two melee attacks.
Berserk. On the second & subsequent rounds of combat, Kaag can make a third attack as a bonus action. Suffers 1 level of exhaustion, recover through short rest 3/day.
+1 Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: (15) 1d12 + 9 slashing damage (+5 STR +3 Rage +1 magic), crit (28) 3d12+9.
Javelin (2), Missile Weapon Attack +8 to hit, Hit: 1d6+8 piercing damage, crit 3d6+8.
Medium humanoid
Armor Class 14 (dex, unarmoured toughness)
Hit Points 134 (18d8 + 54)
hd 9 (d12+3)
Speed 40 ft.
STR 20 (+5) DEX 12 (+1) CON 17 (+3) INT 9 (−1) WIS 9 (-1) CHA 12 (+1)
Senses passive Perception 12
Languages Common
Challenge 7
Proficiency +3
Actions
Multiattack. Kaag makes two melee attacks.
Berserk. On the second & subsequent rounds of combat, Kaag can make a third attack as a bonus action. Suffers 1 level of exhaustion, recover through short rest 3/day.
+1 Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: (15) 1d12 + 9 slashing damage (+5 STR +3 Rage +1 magic), crit (28) 3d12+9.
Javelin (2), Missile Weapon Attack +8 to hit, Hit: 1d6+8 piercing damage, crit 3d6+8.
Hoards
Mathematical average per creature...
CR 1-4 = 5.4 gp (2d4gp)
CR 5-10 = 84.2 gp (2d6x10gp)
CR11-16 = 946.8 gp (2d8x100gp)
CR17+ = 6510 gp (2d6x1000gp)
Hoard cache values average
Level 1-4 = 196 (4d8x10gp)
Level 5-10 = 2,226 (6d6x100gp)
Level 11-16 = 18,900 (4d8x1000gp)
Level 17+ = 322,000 (9d6x10,000gp)
Heroic hoard:
1,000 Copper
11,000 Silver
2,000 Gold
90 Platinum
7 banded agate worth 10 gp each
8 chrysoberyl worth 100 gp each
Potion of Healing
hoard total: 4,880.00 gp
Paragon hoard:
Dragon Turtle hoard:
9,500 Gold
120,000 Silver
8 azurite worth 10 gp each
6 blue star sapphire worth 1000 gp each
gold crown set with star sapphire worth 2500gp
platinum fine chain set with a fire opal worth 2500gp
cloth-of-gold ribbon strung with pink pearls worth 2500gp
Potion of heroism
Sending stones
Potion of mind reading
Scroll of Hold Monster, (PHB 251)
hoard total: 35,080.00 gp
Epic hoard:
37,500 Gold
2,475,000 Silver
8 pearls worth 50 gp each
10 huge diamonds worth 5000 gp each
glass jeweled anklet worth 2500gp
bloodstone jeweled anklet worth 2500gp
glass bracelet set with sapphires worth 2500gp
glass child's sarcophagus worth 7500gp
glass jewelry box with platinum filligree worth 7500gp
ivory jewelry box with platinum filligree worth 7500gp
silver crown set with sapphires worth 7500gp
bloodstone statuette set with rubies worth 7500gp
carved bone game board with solid gold playing pieces worth 7500gp
felt embroidered mantle set with moonstones worth 7500gp
Potion of mind reading
Potion of fire giant strength
Elixir of Health
Potion of Invulnerability
Scroll of Mass Cure Wounds, (PHB 258)
Oil of etherealness
Quaal's Feather Token
hoard total: 395,400.00 gp
CR 1-4 = 5.4 gp (2d4gp)
CR 5-10 = 84.2 gp (2d6x10gp)
CR11-16 = 946.8 gp (2d8x100gp)
CR17+ = 6510 gp (2d6x1000gp)
Hoard cache values average
Level 1-4 = 196 (4d8x10gp)
Level 5-10 = 2,226 (6d6x100gp)
Level 11-16 = 18,900 (4d8x1000gp)
Level 17+ = 322,000 (9d6x10,000gp)
Heroic hoard:
1,000 Copper
11,000 Silver
2,000 Gold
90 Platinum
7 banded agate worth 10 gp each
8 chrysoberyl worth 100 gp each
Potion of Healing
hoard total: 4,880.00 gp
Paragon hoard:
Dragon Turtle hoard:
9,500 Gold
120,000 Silver
8 azurite worth 10 gp each
6 blue star sapphire worth 1000 gp each
gold crown set with star sapphire worth 2500gp
platinum fine chain set with a fire opal worth 2500gp
cloth-of-gold ribbon strung with pink pearls worth 2500gp
Potion of heroism
Sending stones
Potion of mind reading
Scroll of Hold Monster, (PHB 251)
hoard total: 35,080.00 gp
Epic hoard:
37,500 Gold
2,475,000 Silver
8 pearls worth 50 gp each
10 huge diamonds worth 5000 gp each
glass jeweled anklet worth 2500gp
bloodstone jeweled anklet worth 2500gp
glass bracelet set with sapphires worth 2500gp
glass child's sarcophagus worth 7500gp
glass jewelry box with platinum filligree worth 7500gp
ivory jewelry box with platinum filligree worth 7500gp
silver crown set with sapphires worth 7500gp
bloodstone statuette set with rubies worth 7500gp
carved bone game board with solid gold playing pieces worth 7500gp
felt embroidered mantle set with moonstones worth 7500gp
Potion of mind reading
Potion of fire giant strength
Elixir of Health
Potion of Invulnerability
Scroll of Mass Cure Wounds, (PHB 258)
Oil of etherealness
Quaal's Feather Token
hoard total: 395,400.00 gp
Sunday, 25 October 2015
Sarene hd 16, and the Lady Spite
Lady Spite
Cost 25,000 gp
AC 15 HP 500 Damage Threshold 20
Cargo 200 tons Speed 2.5 mph Max accommodation 120
Current Crew:81 80 64
Captain Sarene hd 15
15 Chosen Axemen hd 5 ST 15 DE 11
30 Altanian Warriors hd 3 ST 14 DE 11
35 34 18 Pirate Sailors (as Scout, mm 349) hd 3 hp 16 AC 13 ST 11 (+0) DE 14 (+2) CO 12 (+1)
24 of the pirates have crossbows: ATT +4 dam 1d10+2 FR 1/2 (12 crossbowmen on deck duty)
Heavy Ballista at stern: AC 15 hp 100 ATT +5, range 120'/480' dam 10d6+3 (38) FR 1/2 crew: 4 (FR 1/3 with 3 crew, FR 1/4 with 2 crew, FR 1/8 with 1 crew)
Sarene the Pirate
AC 15, AC 18 vs one melee attack each round that would otherwise hit (Reaction: Parry)
Hit Points 120 (16d8+48)
Proficiency +3
Speed 40' when unarmoured, otherwise 30'
STR 12 (+1)
DEX 18 (+4)
CON 16 (+3)
INT 12 (+1)
WIS 12 (+1)
CHA 16 (+3)
Saving Throws DEX +7 CON +6 WIS +4
Skills Athletics +4 Acrobatics +7 Intimidation +6
Passive Perception 14
MI: Helm of Tongues & Read Magic - from Drakonok. Oriax Amulet.
Traits
Pirate's Defence: + 1 AC when unarmoured
Brave: advantage on saving throws vs being Frightened
Slayer: + one damage die with any weapon (included)
Parry: Reaction, +3 AC vs one melee attack each round that would otherwise hit
Actions
Multiattack: Sarene makes 3 melee attacks.
Cutlass: ATT +7 dam 13 (2d8+4), 1-handed.
Boat Spear: ATT +7 dam 13 (2d8+4), 2-handed, reach 10'. ATT+9 vs sea monsters!
Dirty Kick: ATT +7 dam dam 9 (2d4+4). A Medium or smaller humanoid creature must make a DC 15 STR saving throw or be either knocked prone or pushed 5' (Sarene's choice).
Equipment: Cutlass, Fireball scroll, Sending Stone (1 of pair - Alicia Scarnetti has the other).
Altanian Chosen Axeman
Medium humanoid
Armor Class 12 (unarmoured defence)
Hit Points 32 (5d8 + 10)
Speed 30 ft.
STR 15 (+2) DEX 11 (+0) CON 14 (+2) INT 10 (+0) WIS 11 (+0) CHA 10 (+0)
Skills Intimidation +2
Senses passive Perception 10
Languages Altanian, Common
Challenge 1 (200 XP)
Pack Tactics: They have +2 on attack rolls against a creature (missile or melee) if at least one of the barbarian’s allies is also attacking the creature.
Brutal Attack: The axeman can do +5 damage on a melee attack hit, once per short rest. The axeman chooses to do extra damage after the hit is scored.
Actions
Multiattack. The Axeman makes two melee attacks.
Great Axe. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 8 (1d12 + 2) slashing damage.
Javelin (2) Missile Weapon Attack +4 to hit,
Hit: 5 (1d6+2) piercing damage.
Altanian Warrior
Medium humanoid
Armor Class: 13 (unarmoured toughness, shield) or AC 12 no shield.
Hit Points: 16 (3d8+3)
Speed: 30 ft.
Strength 14, Dexterity 11, Constitution 13, Intelligence 8, Wisdom 10, Charisma 10
Skills: Intimidation +2, Survival +2
Passive perception: 10
Challenge Rating: 1/2 (100 XP)
Pack Tactics: They have +2 on attack rolls against a creature (missile or melee) if at least one of the barbarian’s allies is also attacking the creature.
Brutal Attack: The axeman can do +5 damage on a melee attack hit, once per short rest. The axeman chooses to do extra damage after the hit is scored.
Actions:
• Battleaxe: Melee Weapon Attack: +4 (+6) to hit, reach 5 ft., one target. Hit: 6 (1d8+2) or 11 (d8+7) slashing damage. d10 2-handed.
Or Great Axe (no shield) 1d12+2 or 1d12+7 damage.
Cost 25,000 gp
AC 15 HP 500 Damage Threshold 20
Cargo 200 tons Speed 2.5 mph Max accommodation 120
Current Crew:
Captain Sarene hd 15
15 Chosen Axemen hd 5 ST 15 DE 11
30 Altanian Warriors hd 3 ST 14 DE 11
24 of the pirates have crossbows: ATT +4 dam 1d10+2 FR 1/2 (12 crossbowmen on deck duty)
Heavy Ballista at stern: AC 15 hp 100 ATT +5, range 120'/480' dam 10d6+3 (38) FR 1/2 crew: 4 (FR 1/3 with 3 crew, FR 1/4 with 2 crew, FR 1/8 with 1 crew)
Sarene the Pirate
AC 15, AC 18 vs one melee attack each round that would otherwise hit (Reaction: Parry)
Hit Points 120 (16d8+48)
Proficiency +3
Speed 40' when unarmoured, otherwise 30'
STR 12 (+1)
DEX 18 (+4)
CON 16 (+3)
INT 12 (+1)
WIS 12 (+1)
CHA 16 (+3)
Saving Throws DEX +7 CON +6 WIS +4
Skills Athletics +4 Acrobatics +7 Intimidation +6
Passive Perception 14
MI: Helm of Tongues & Read Magic - from Drakonok. Oriax Amulet.
Traits
Pirate's Defence: + 1 AC when unarmoured
Brave: advantage on saving throws vs being Frightened
Slayer: + one damage die with any weapon (included)
Parry: Reaction, +3 AC vs one melee attack each round that would otherwise hit
Actions
Multiattack: Sarene makes 3 melee attacks.
Cutlass: ATT +7 dam 13 (2d8+4), 1-handed.
Boat Spear: ATT +7 dam 13 (2d8+4), 2-handed, reach 10'. ATT+9 vs sea monsters!
Dirty Kick: ATT +7 dam dam 9 (2d4+4). A Medium or smaller humanoid creature must make a DC 15 STR saving throw or be either knocked prone or pushed 5' (Sarene's choice).
Equipment: Cutlass, Fireball scroll, Sending Stone (1 of pair - Alicia Scarnetti has the other).
Altanian Chosen Axeman
Medium humanoid
Armor Class 12 (unarmoured defence)
Hit Points 32 (5d8 + 10)
Speed 30 ft.
STR 15 (+2) DEX 11 (+0) CON 14 (+2) INT 10 (+0) WIS 11 (+0) CHA 10 (+0)
Skills Intimidation +2
Senses passive Perception 10
Languages Altanian, Common
Challenge 1 (200 XP)
Pack Tactics: They have +2 on attack rolls against a creature (missile or melee) if at least one of the barbarian’s allies is also attacking the creature.
Brutal Attack: The axeman can do +5 damage on a melee attack hit, once per short rest. The axeman chooses to do extra damage after the hit is scored.
Actions
Multiattack. The Axeman makes two melee attacks.
Great Axe. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 8 (1d12 + 2) slashing damage.
Javelin (2) Missile Weapon Attack +4 to hit,
Hit: 5 (1d6+2) piercing damage.
Altanian Warrior
Medium humanoid
Armor Class: 13 (unarmoured toughness, shield) or AC 12 no shield.
Hit Points: 16 (3d8+3)
Speed: 30 ft.
Strength 14, Dexterity 11, Constitution 13, Intelligence 8, Wisdom 10, Charisma 10
Skills: Intimidation +2, Survival +2
Passive perception: 10
Challenge Rating: 1/2 (100 XP)
Pack Tactics: They have +2 on attack rolls against a creature (missile or melee) if at least one of the barbarian’s allies is also attacking the creature.
Brutal Attack: The axeman can do +5 damage on a melee attack hit, once per short rest. The axeman chooses to do extra damage after the hit is scored.
Actions:
• Battleaxe: Melee Weapon Attack: +4 (+6) to hit, reach 5 ft., one target. Hit: 6 (1d8+2) or 11 (d8+7) slashing damage. d10 2-handed.
Or Great Axe (no shield) 1d12+2 or 1d12+7 damage.
Tuesday, 20 October 2015
Neo-Nerath Legionary hd 2, Knight hd 10, Veteran hd 9, Risen Legionary hd 3, Risen '300' hd 6
Nerathi Infantry |
Neo-Nerath Legion Infantry
Medium humanoid
Armor Class: 18 (chain mail, shield)
Hit Points: 13 (2d8+4), Principes 26 (4d8+8)
Speed: 30 ft.
Strength 14 (crack 16), Dexterity 10, Constitution 14, Intelligence 10, Wisdom 10, Charisma 9
Skills: Perception +2
Passive perception: 12
Challenge Rating: 1/2 (100 XP) to 1 (200 XP)
Duelist: +2 damage with 1-handed melee weapon.
Actions:
• Sword: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) piercing damage, Principes ATT +5 Hit: 14 (2d8+5)
• Nerathi Heavy Javelin (1): Ranged Attack: +4 (+5) to hit, 20'/60', one target. Hit: 7 (1d10+2) or 8 (d10+3) piercing damage. Javelin pin breaks on impact, cannot be rethrown. If it hits a target's shield the shield is pinned and useless, STR check DC 15 to remove.
Knight of Nerath (& Knight Commander)
Medium humanoid (human), any alignment
Armor Class 20 (plate & shield) (Commander AC 21, plate & +1 shield)
Hit Points 65 (10d8 + 20) (Commander hp 97 hd 15d8+30)
Speed 30 ft.
STR 16 (+3) DEX 11 (+0) CON 14 (+2) INT 11 (+0) WIS 11 (+0) CHA 15 (+2)
(Commander Cha 17 (+3)
Saving Throws Con +4, Wis +2
Senses passive Perception 10
Languages Common
Challenge 4 Prof +4 (Commander 5 Prof +3)
Brave. The knight has advantage on saving throws against being frightened.
Duelist: +2 damage with 1-handed melee weapon.
Actions
Multiattack. The knight makes two melee attacks.
Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing or piercing damage.
Commander +1 Sword, three attacks, Attack +7 hit: 1d8+6.
Heavy Javelin. Ranged Weapon Attack: +5 to hit (+7 w leadership), range 20/60 ft., one target. Hit: 8 (1d10+3) piercing damage. Javelin pin breaks on impact, cannot be rethrown. If it hits a target's shield the shield is pinned and useless, STR check DC 15 to remove.
Leadership (3 uses, Recharges after a Short or Long Rest). As a Bonus action, the knight can grant Advantage to one Ally on his next attack. If the ally hits he does +1d8 damage.
_____________________________
Nerathi Legionary Veteran
Armor Class 19 (splint & shield) Hit Points 58 (9d8 + 18) Speed 30 ft.
STR 16 (+3) DEX 13 (+1) CON 14 (+2) INT 10 (+0) WIS 11 (+0) CHA 10 (+0) Skills Athletics +5, Perception +2 Senses passive Perception 12
Languages Common
Challenge 4
Traits
Duelist, +2 damage with 1-handed melee weapon
Actions
Multiattack. The veteran makes two sword attacks.
Sword. Melee Weapon Attack: +5 to hit (+7 w leadership), reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing or piercing damage.
Heavy Javelin. Ranged Weapon Attack: +5 to hit (+7 w leadership), range 20/60 ft., one target. Hit: 8 (1d10+3) piercing damage. Javelin pin breaks on impact, cannot be rethrown. If it hits a target's shield the shield is pinned and useless, STR check DC 15 to remove.
_________________________________
Risen Legionary Zombie
Medium undead, neutral
Armor Class 18 (chain mail, shield)
Hit Points 22 (3d8 + 9)
Speed 20 ft.
STR 14 (+2) DEX 6 (−2) CON 16 (+3) INT 6 (−2) WIS 6 (−2) CHA 5 (−3)
Saving Throws Wis +0
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in life but can’t speak
Challenge 1 (200 XP)
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie falls prone and drops to 1 hit point instead.
Martial Advantage: Once per turn, the Risen Legionary can deal an extra 7 (2d6) damage to a creature it hits with a melee weapon attack if that creature is within 5 feet of an ally that isn’t incapacitated.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) slashing or piercing damage.
______________________
Risen '300' - Wight
Medium undead, neutral
Armor Class 18 (chain & shield)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR DEX CON INT WIS CHA
STR 15 (+2) DEX 14 (+2) CON 16 (+3) INT 10 (+0) WIS 13 (+1) CHA 15 (+2)
Skills Perception +3, Stealth +4
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Common
Challenge 4
Duelist: +2 damage with 1-handed melee weapon.
Multiattack. The wight makes two longsword attacks.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) slashing or piercing damage.
Nerathi Heavy Javelin (1): Ranged Attack: +4 to hit, 20'/60', one target. Hit: 7 (1d10+2) piercing damage. Javelin pin breaks on impact, cannot be rethrown. If it hits a target's shield the shield is pinned and useless, STR check DC 15 to remove.
Monday, 14 September 2015
War Mage (by Sly Flourish) inc Princess Fion Cormarrin, hd 9
Fion holds the Staff of St Ulther (Staff of Healing)
Sunday, 13 September 2015
Amazon stats, Thusia & Highhaven - Lady Meda hd 15, Weaponmaster Damne hd 14, Amazon Guards hd 3, Amazon Leaders hd 6, Laurana Ftr-8
Medium humanoid (human)
Armor Class 12 (15 with mage armor) (10/13, +2 DEX
Hit Points 75 (15d8+15)
Proficiency +5
Speed 30 ft.
STR 8 (−1) DEX 14 (+2) CON 12 (+1) INT 14 (+2) WIS 16 (+3) CHA 20 (+5)
Saving Throws Wisdom +9 Charisma +11, +1 to all with robes
Skills Arcana +12 (Expertise), Persuasion +15 (Expertise), Perception +8.
Senses passive Perception 18
Spellcasting. Meda is a 15th level Bard-list spellcaster, spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks).
Cantrips (4): friends, light, mage hand, mending
Spells
She knows the following 19 spells:
1st level (4 slots): Burning Hands, Detect Magic, Mage Armor, Healing Word, Animal Messenger
2nd level (3 slots): Detect Thoughts, Suggestion
3rd level (3 slots): Counterspell, Dispel Magic, Fireball, Revivify, Speak with Dead
4th level (3 slots): Dimension Door
5th level (2 slots): Scrying, Raise Dead
6th level (1 slot) Globe of Invulnerability
7th level (1 slot) Fire Storm (as Sorcerer), Teleport
8th level (1 slot) Power Word Stun
SA: Song of Rest +5 hp recovery on short rest to those who can hear it.
MI: 1d4+4 potions of healing,
Stored for Ursa & co: Old Bill's +2 chainmail AC18.
Animal Messenger
2nd-level enchantment (ritual)
Casting time: 1 action
Range: 30 feet
Components: V, S, M (a morsel of food)
Duration: 24 hours
By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as “a man or woman dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.
When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.
At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
Damne, Weaponmaster at Thusia |
Medium humanoid (human)
Armor Class 19 (11 torc & ring, +4 DEX, +3 shield +1 RuneShield of Old Bill, +1 psychic), AC 16 without shield
Hit Points 92 (14d8 + 28)
Proficiency +3
Speed 30 ft.
STR 12 (+1) DEX 18 (+4) CON 14 (+2) INT 10 (+0) WIS 10 (+0) CHA 14 (+2)
Saving Throws Dex +7, Wis +3
Athletics +4 Acrobatics +7 History +3 Perception +3
Senses passive Perception 13.
Challenge 7
Duelist. +1 die damage with single 1-handed weapon.
Actions
Multiattack. She makes three melee or ranged attacks.
+1 Amazon Sword "Sister". Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage
Shortbow. Ranged Weapon Attack +7 to hit, one target. Hit 7 (1d6+4) piercing damage.
M2 4446 BCCC: Damne aided Hakeem the Slayer to kill the red dragon guarding the Heart of Dur and return it to Lady Meda. M212 4446 Damne aided Ursa Sandor & Gracyone against Fion Cormarrion in Dyson's Delve.
Amazon Guard |
Amazon Warrior (DEX)
Medium humanoid (human)
Armor Class: 17 (+3 DEX +2 CHA +2 shield),
AC 15 without shield
Hit Points: 17 (3d8+3)
Proficiency +2
Speed: 30 ft.
Strength 11 (+0), Dexterity 16 (+3), Constitution 12 (+1), Intelligence 10 (+0), Wisdom 12 (+1), Charisma 14 (+2)
Skills: Athletics +2, Intimidation +4, Perception +3 (Scout +5)
Passive perception: 13
Challenge: 1 (200 XP)
+1 damage die with amazon weapons
Guard Amazon sword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) piercing damage, .
Archer - Amazon bow: Ranged Weapon Attack +5 to hit, one target. Hit 12 (2d8+3) piercing damage.
Amazon Warrior (STR)
Medium humanoid (human)
Armor Class: 14 (DEX +2 CHA +2)
Hit Points: 17 (3d8+3)
Proficiency +2
Speed: 30 ft.
Strength 16 (+3), Dexterity 14 (+2), Constitution 12 (+1), Intelligence 9 (-1), Wisdom 10 (+0), Charisma 14 (+2)
Skills: Athletics +2, Intimidation +4, Perception +3 (Scout +5)
Passive perception: 12
Challenge: 1 (200 XP)
+1 damage die with amazon weapons
Guard - Amazon Axe (STR 16 greataxe): +5 to hit, reach 5 ft, one target. Hit: 16 (2d12+3) slashing damage. SA: Lunging Strike - 1/turn on her turn the amazon can extend Reach to 10' when attacking with the Amazon Axe, and has Advantage on the attack. Doing so grants Advantage until the start of her next turn.
Actions:
Amazon Archers |
1/3 Archer (DEX)- Longbow & Longsword
1/3 Warrior (DEX) - Longsword & Shield
1/3 Warrior (STR) - Amazon Axe
Amazon Captain Hippolyta, Forge of Fury |
Hippolyta, Warrior Barkeep, Oriax Tower |
___________________________________________________
AMAZON LEADERS
Clenderi, Warrior Leader, Oriax Tower, pregnant 12/46 |
Medium humanoid (human)
Armor Class: 17 (11 torc & ring, +3 DEX +2 shield +1 psychic), AC 15 no shield > 17 with Mage Armour
Hit Points: 34 (6d8+6)
Proficiency +2
Speed: 30 ft.
Strength 11 (+0), Dexterity 16 (+3), Constitution 12 (+1), Intelligence 11 (+0), Wisdom 13 (+1), Charisma 15 (+2)
Skills: Athletics +2, Intimidation +4, Perception +3 (Scout +5)
Passive perception: 13 (15)
Challenge: 2 (450 XP)
+1 damage die with attacks
Actions: (2 attacks per action)
Warrior - Longsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) piercing damage
Scout - Longbow: Ranged Weapon Attack +5 to hit, one target. Hit 12 (2d8+3) piercing damage.
Griffon Large monstrosity, unaligned
Armor Class 12
Hit Points 59 (7d10 + 21) Speed 30 ft., fly 80 ft.
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 2 (−4) 13 (+1) 8 (−1)
Skills Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages — Challenge 2 (450 XP) Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The griffon makes two attacks: one with its beak and one with its claws.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
47- |
Fighter-8 Champion; Amazon Style
Armor Class: 20 (15 half plate, +2 DEX +2 Shield, cloak of protection)/17 no shield. 19 w breastplate
Hit Points: 68 (Levelx8+4)
Speed: 30ft (9m / 6 sqr)
Proficiency: +3
STR 12 (+1) DEX 16 (+3) CON 14 (+2)
INT 13 (+1) WIS 10 (+0) CHA 16 (+3)
Skills: Acrobatics +8 Athletics +6 Perception +3
Saving Throws: STR, CON; +1 for cloak.
MI: Boots of Striding & Springing Jump 36', Goggles of Night, Spellbane, Cloak of Protection fr Vylfa (4452).
Actions
Multiattack. Laurana makes two weapon melee attacks or two ranged attacks.
Spellbane, +1 Amazon Sword (finesse), +3d6 vs Spell users. Melee Weapon Attack +7 to hit, reach 5 ft, one target. Hit: 2d8+4 slashing damage. crit 19-20
Amazon bow. Ranged Weapon Attack +6 to hit, range 80/320, one target. Hit: 2d8 +3 piercing damage. Properties: Ammunition: range 80/320, Two-handed, crit 19-20
SA: Second Wind, recover d10+8 hp 1/short rest.
Action Surge, extra action 1/short rest
Champion - critical hit on 19-20
Athlete: +1 to all STR DEX & CON checks (inc Init), jump +1'
After much pursuit, Princess Laurana finally fell for Sandor Sunneson on the beach below Nera, M3 4447 BCCC. Queen fr M4 4447 following death of Artemisia.
MI: Spellbane, +1 sword (longsword>amazon sword), +3d6 vs spell users.
Can talk, hates wizards.
________________________
Susan Ornelos, former Slave Girl of the Forge of Fury
Armor Class: 9
Hit Points: 10 (hd 1, d8 +2)
Speed: 30ft (9m / 6 sqr)
Proficiency: +2
STR
6 (-2)
DEX
9 (-1)
CON
14 (+2)
INT
15 (+2)
WIS
17 (+3)
CHA
15 (+2)
Racial Features
Ability Modifiers: +1 to all
Languages: speaks Common and Altanian. Literate, her father taught her well.
Appearance: 5'5", short black hair, good-looking and shapely, age 22.
Eldest child and only daughter of the farmer Yorbund Ornelos, Susan was captured by Orcs of the Arang-Tok when they raided her family farm on the river 5 miles southwest of Carchimish 4/2/47, the ogre Great Ulfe smashed the gate. They killed her parents and three brothers, and dragged her 20 miles back to the Stone Tooth . Old Yarrack claimed her for his own, and has treated her most cruelly. Her nearest surviving in-law is Aunt Agnes, widow of her uncle the farmer Garrick, whose farm is mile further west. Agnes though is a fat and cruel woman, rumoured to be a witch. Her three ugly daughters are equally unpleasant, and Susan would not be keen on returning to her.
Susan has learned a fair bit about the Mountain Door in her time with the Orcs, and can provide guidance.
Jenesta AC 15 HP 17 bow Att 1 dam 2d8+3 |
Saphyra AC 15 HP 17 bow Att 1 dam 2d8+3 |
AC 15 HP 17 sswords Att 1+1 dam 2d6+3/2d6 |
AC 15 HP 34 ATT 2 dam 2d8+3 |
Aurea, Rogue AC 15 HP 17 dam 1d4+3+2d6 |
Shemina AC 15 HP 17 dam 2d8+3, Clr2 Rituals |
Suri AC 15 HP 17 bow Att 1 dam 2d8+3 |
Suri |
AC 15 HP 17 dam 2d10+3 |
Warrior Elite |
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