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.
__________________________
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
No comments:
Post a Comment