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Thursday, 20 April 2017

Owein Wilderlands Encounter Tables (edited)

From http://necromancergames.yuku.com/topic/10867/Sample-Wilderness-Encounter-Tables?page=1#.WPh9PYgrKM8

Quean's Waste/Northern Altanian Plains 

Instructions:
Daytime: Roll 1d10 to find a general category, then choose or randomly generate one of the options in that category.
Night Camp: Roll 1d8 + 4. Night Travel: Roll 1d10 +2.

1. Human Military or Civilians
(1) Overlord's cavalry patrol from 2704 Hamar Tower, led by Divon LE Ftr7/BlackGrd1
(2) Patrol from 3308 South March Tower: 3d8 mounted War1 and Ftr1/Bard2
(3) Altanian war party: 2d6 Barb1-4
(4) 2d4 Bard1-4 from 3308 South March Tower, traveling troop of entertainers, singing, juggling, etc. as they go

2. Landscape/Weather
(1) Tornado
(2) Lightning Storm starts prairie fire near PCs
(3) Mirror signal or smoke signal on distant mt. slope

3. Ruin or Relic
(1) Antique miniature (fey?) furniture, crystalized and petrified, under sand in large crater, guarded by Giant Skeleton
(2) Vestiges of Elder Alliance Sewer inside cave, covered by webs and dust, crumbling

4. Flyers
(1) Dragon from City State 2334, scouting
(2) 2d4 Winged Apes from a mountain temple of Kuvartma at 2801, hunting for sacrifice victims
(3) Griffon from Ered Losthain, hunting antelopes (but horses look tasty, too)

5. Demihumans
(1) 3d6 frightened Halfling refugees Com1-3 from City State 2733 Atwain, led by Aster Buttermeg fem NG Sor3
(2) Taki fem NE Halfling Rog7/Assas2 from Atwain, hunting the refugees

6. Animals/Plants
(1) 2d4 Titanotheres from 3304 with Stone Giant herdsman
(2) Brown Bear from 3402, lost and grumpy
(3) Herd of impala or gazelles

7. Bandits/Brigands
(1) 2d4 smugglers from 2902 Larissa's Lair, Rog2 or Rog2/Ftr1, edgy and paranoid, with some crates on a wagon
(2) 2d6 bandits Rog2 or Ftr2 working for slaver of Black Baron Pass, posing as pilgrims
(3) 2d6 dancing dervishes, Prophets of the Wastes, CN and crazy War1 w/ flails

8. NPCs
(1) Torun, Dunael N Rgr4 bounty hunter from 2903 Jarmoco, hunting bandits or smugglers, suspicious of the PCs
(2) Rhuldin male CN Wiz10 from 3502

9. Monstrosity or Aberration
(1) Ankheg
(2) Gorgon

10. Giant
(1) Moontower, NG Cloud Giant from Cloudwall Mts., herding bison with a pine tree trunk (magical staff?)
(2) Kemul the Ogre (CSIO #37) w/ his pack of worgs
(3) Cyclopean Ogre

11. Evil Humanoids
(1) 2d8 Lice Itch Orcs from City State 3329 w/ white dots painted on their shields; ambush PCs from the tall grass
(2) 2d6 Kobolds from Cloudwall Mts., City State 2333; worship fire god of Fiery Scarpe; knowledgeable about Xathragot the dragon at 2334
(3) 2d4 Ogres from caverns beneath Hetflas Dunes, drinking from wine bottles, boisterous, talkative

12. Undead
(1) Ghost of Altanian warrior from barrow mounds
(2) 1d4 Wraiths from 3102

Zothay-Onhir

Daytime 1d10
Nighttime 1d10+2

1. Military or Civilians
1) 2d8 mounted Elf archers Ftr1 from Onhir, patrolling for monsters
2) 2d8 Overlord cavalry patrol Ftr1 from Hamar Tower 2704, led by Divon
3) 2d4 Altanian war party Barb2-4
4) Caravan of 1d4 gem merchants Dwarf or Elf Exp3 w/ 3d4 guards War1

2. Ruin or Relic
1) Orichalan stone obelisk, defaced by Altanians, who have added farting signs, erections, etc. to the engravings of dragons and dragonriders.  If any PC can read Orichalan, one of the engraved dragons is labelled "Scratharessar" and is pictured beside a stylized crown labelled "The Crystal Mind"
2) Broken slabs of Kelnoran highway
3) Glint of light on metal on distant mountainside, from broken nose cone and capsule of ancient spaceship
4) Remains of Kelnoran Frontier Fort: crumbling ramparts, almost filled-in moat, broken towers.  A Cyclopean Ogre lives in one tower, and an Otyugh lives in the well

3. Landscape/Weather
1) Sky darkens; wind whips up; temperature drops; thunderstorm bursts
2) Buzzards circling animal corpse
3) Smoky smell (Spot DC 12); horses uneasy; pillars of smoke on horizon; ash drifting on wind; advancing line of red; prairie fire!
4) Annoying insects: gnats or sweat bees

4. Flyers
1) Wyvern from Ered Perack, carrying off a Wildebeest
2) Roc from Ered Perack, hunting
3) Dragonne with a toothache
4) 1d4 Pterodactyls (WHF vol. II, p. 341)
5) Giant Vultures (stats as Giant Ravens, WHF II, p. 383)
6) Dragon from Badabaskor

5. Demihumans
1) 2d10 Elves and Half-Elves War1 from 3313 Onhir or 2812 Anatel on their way to or from visiting relatives at Sunfells (City State 1934)
2) 2d10 Dwarves Ftr3 from Kolda 2918 to or from City State as mercenaries
3) Liowan Cler4 (worships an Advanced Shedu)

6. Animals/Plants
1) Herd of waterbucks
2) Herd of Wildebeests
3) Herd of 2d4 Axebeaks
4) Smilodon
5) Giant Turtle
6) 2d6 Blink Dogs

7. NPCs
1) Torun, Dunael N Rgr4 and 3 other Rgr1 from 2903 Jarmoco, hunting Orcs
2) Travar Angus, Alryan N War6 w/ 4 guards War1 from 3308 South March Tower, looking for missing apprentice Bard (kidnapped by Lamia)
3) 3d4 Bard1 from 3308 Bellystone Ford

8. Bandits/Brigands
1) 2d12 Brigands War1 on camels, from Black Baron Pass, robbing wagon train of merchants from City State
2) 2d6 Dervishes (hermits of the Prophet of P'than, Quean's Waste), CN and crazy Ftr2 w/ flails, immune to mind-affecting, always make Will saves, berserk Rage (Gabor Lux's stats from his version of Zothay)
3) Larissa and her gang from 2902, smuggling goods from Ossary

9. Giant
1) Titan family from distant mountain castle, out for a picnic
2) Hill Giant on his way to a salt lick

10. Monstrosity or Aberration
1) 12 HD Peryton
2) 2d4 Displacer Beasts
3) Lamia w/ captured apprentice Bard1 from S. March Tower 3308

11. Humanoids
1) 2d10 Goblins War1 from Britis 3602, raiding for food but fearful of Evocation magic
2) 2d8 Half-Orcs Ftr2 exiled from 3906 Shadan for robbery and assault, embittered vs. humans
3) 2d6 Lizardfolk from Arthiop Mud Flats, raiding for gems

12. Undead
1) Wraith from 3102 Quean's Waste
2) Berskerker Vampire from 3007 Village of Eternal Night
3) 2d8 Skeletons mowing hay with scythes

Southwestern Isle of the Blest 

(This is the portion on the Ghinor map.) 

This area has relatively few location descriptions in the map booklet, so it gave me a chance to develop my own flavor for the region. This encounter table pushes pretty far in the direction of Science Fantasy, so if you don't like mixing fantasy with science fiction, you'll have to make substantial alterations in these encounters. On the other hand, if you like the Planetary Romances/Lost Worlds of Edgar Rice Burroughs, A. Merritt, the early C. L. Moore, Henry Kuttner, etc., then this should be right up your planetary alley! 

Instructions: Roll 1d10 in daytime, 1d10+2 at night. 

1. Military or Civilians 
(1) 2d4 Orichalans with laser pistols, in anti-gravity chariots drawn by pairs of feathered Velociraptors (Deinonychus) 
(2) 2d8 Yuan-Ti Purebloods led by Half-Blood with snake arms 
(3) 2d10 Altanian Barb1-3 with many dead and wounded; had been hunting Orichalans and ran into #1 or #2 above 

2. Ruin or Relic 
(1) Decrepit Elven tree house, lair of 2d6 Stirges (my players hate and fear these things) 
(2) Crashed jetbike rusting amid ferns 
(3) Orichalan temple, overgrown by jungle; main idol is statue of Markab(?) in spacesuit; treasure vault is guarded by 2d8 Orichalan Mummies and has 24,324 ancient coins stamped with dragon motifs, use of which could draw unwanted attention from Orichalans or their foes 

3. Demihumans 
(1) 3d4 Astari and Elves Wiz1-3, looking for fallen meteor 
(2) Tribe of 8d10 pygmies guarding rope bridge, led by Shaman Adept8 and chief Barb6 
(3) 2d4 Elritorn Dru3-4, seeding mulberrry trees with silk worms; friends of local animals and plants; can warn PCs of local dangers 

4. Animals and Plants 
(1) Herd of elands or oryx 
(2) 8d6 giant ants 
(3) Troop of 3d4 baboons 
(4) Huge hollow log with 2-5 Huge Centipedes inside 
(5) Talkative cockatoo (someone's familiar?) 
(6) Male water buffalo with harem and young 

5. NPCs 
(1) Ancient Caveman shaman "Gorg" N Adept5 with parrot familiar "Jol" and Local Knowledge +12 
(2) Goasczh, Orichalan Sor5/Ari4 on young Blue Dragon, hostile to Orichalan "heretics" who use technology 
(3) LN Amazon War7 on dream vision walkabout with tiger companion 

6. Bandits/Brigands 
(1) 5d10 shipwrecked Ghinoran pirates War1 or Rog2, trying to reach Rallu 
(2) 3d4 Goblin scouts from hex 4802 Blackheart Keep 
(3) 3d6 Kobold raiders riding Axe Beaks (stats in Tome of Horrors) 

7. Aberration or Monstrosity 
(1) Catoblepas 
(2) Spirit Naga 
(3) Floating airborne plants with tentacles (create stats or treat as Tentamorts) 

8. Flyer 
(1) 1d2 Byakee (Cthulhu mythos creature) summoned by insane Dark Elf Necromancer to fetch captives for vivisection experiments 
(2) Silver dragon from peak at Ghinor hex 4502 
(3) 2d6 giant wasps 

9. Giant 
(1) Scrag in pond, lake, or stream 
(2) 3 giant Orichalan statues (Stone Golems) 

10. Landscape or Weather 
(1) Field of tall sawgrass with razor-sharp edges 
(2) Dangerous monsoon floods all low places 
(3) Distant volcano erupts, spewing smoke and ash which drift on wind 
(4) Magical orange trees with fruit as goodberries 
(5) Rocky slope of obsidian, full of fumaroles 

11. Humanoids 
(1) 2d8 Orcs War1 with serjeant Ftr3 from hex 4802 Blackheart Keep 
(2) Vrurag CE Gnoll Barb7 with 5d8 insane Gnolls from hex 5005 

12. Undead 
(1) Weretiger 
(2) Vargouille

Northeast Elphand Lands/Deeprock Lake Area 

Instructions:
Daytime: roll 1d10
Nighttime: roll 1d10 + 2

Then choose one of the specific encounters under the general category, or generate randomly.

1. Human Military or Civilians
(1) Amaz War4 captain and 2d4 Amaz War2 from Norgood (4711), tracking a rampaging Bulette
(2) 2d4 Rgr3 on Pegasi from Oldenheim (2911), looking for horse thieves
(3) Merchant river galley from Damkina, heading for Uther Pent. Sea, w/ 3d6 Skandik mercenary guards Barb1
(4) 2d6 Amaz War2 w/ big cats, from Silensian river fort (3509), hunting

2. Ruin or Relic
(1) Abandoned and crumbling Avalonian castle, now inhabited by Phase Spiders
(2) Confed giant stone bust, mossy and cracked, guarded by Ghost
(3) Remnant of Kelnorian bridge over ravine or stream
(4) Fairy mound carpeted w/ unknown flowers, guarded by 2d6 Sprites
(5) Gargantuan dinosaur skeleton in ravine, partly buried
(6) Half-sunken Viridian ship w/ 5d4 Brine Zombie crew (TH, pp. 283-4)
(7) Ruined temple of 5d10 Ape-Man tribe sacrificing captives to "Quivering God" Ochre Jelly in giant pit
(8) Elphan barrow mound w/ CR 6 spiked pit trap (DMG, p. 73) and 4 Wights

3. Landscape/Weather
(1) Spoor (tracks) of unknown beast (roll again under animals or aberrations for exact type)
(2) Yellowish-brown stool of gigantic unknown beast, fresh and steaming
(3) Heavy fog; magnifies sounds
(4) 1d4 silver and red Star Clovers. Grant +1 Luck Bonus while fresh. Druids can use as spell focus in lieu of mistletoe

4. Flyers
(1) Air Elemental from Lords Mountains, summoned by Wizard in Turnkeep (5105)
(2) Young White Dragon from mountains, hunting
(3) Hawkmen from Aleion Mountains, exiles from 3017

5. Demihumans
(1) 2d6 Blue Elf (Alvar) Wiz1-4 w/ wands
(2) 3d6 Dwarves Ftr2-3 from Rising Point (3308) or Frikka (3511) w/ mule train, traders
(3) 2d4 Nguak on a picnic near one of the large lakes

6. Animals/Plants
(1) 2d4 White Dire Apes from Winter Peak (4203)
(2) 3d4 Mastadons
(3) 3d6 Irish Deer
(4) Dire Bear mama and cubs

7. Bandits/Brigands
(1) 2d6 LE Confeds, raiding for metals
(2) Skandik pirate galley
(3) 2d4 Half-Orc berzerkers Barb3 led by Ftr2/Cler2 from Winter Peak
(4) 2d8 Rog1 and 2d4 Orc War1 from Scimitar Brothers (4601)

8. NPCs
(1) King Abal the Poacher and his retinue from Castle of Eagles (4411)
(2) Rakon Hei captaining the galley Mommoth from Kailasa (3817)
(3) Anaut LE Wood Elf Wiz6 w/ 4 Werewolves, kidnapping victims for Thornhedge (4112)
(4) Severus the Sheep from Beckain (4007)

9 Aberration or Monstrosity
(1) Hydra from Lords Mountains
(2) Bulette
(3) 2d4 Harpies from Aleion Mountains

10. Giant
(1) Frost Giant Cler4 w/ 2 Winter Wolves, travelling to the Temple of the Blue Hag
(2) 1-3 evil Treants from Oak Brook, looking for lumberjacks (anyone w/ an axe)
(3) Stone Giant from Aleion Mountains, looking for lost Mountain Goats

11. Humanoids
(1) 2d6 Orcs War2 from Firbolg (3318), led by Half-Orc Ftr5
(2) 3d6 Orcs War1 from Westrim (4702), armed w/ molotov cocktails
(3) 3d6 Swertings from Forbidden Forest, driving stolen cattle home
(4) Scouts from Masparak (2512): 4 Tharbrians Ftr2, 2 Orcs Barb2, 2 Goblins Rog2

12. Undead
(1) 2d4 Werewolves from Forbidden Forest
(2) Wraith from Parijata Forest, riding a Nightmare

Irminsul Forest/SE Elphand Lands/NE Viridistan

This table also includes the small peninsula in the SW corner of the Valon map.

Daytime: Roll 1d10, then pick one of the specific choices.
Nightime: 1d10 + 2, then pick.

1. Military or Civilians
1) Halfling merchant ship from Blackspell (Elphand Lands 5124) w/ a cargo of pearls
2) 2d4 Elvish Rgr2-3 from Tarsa (Elph. 2926) led by Wiz5/Eld.Knt.3
3) 2d4 hermits Mnk2/Drd2 from Tanngriser (Viridistan 3808) searching for herbs
4) 2d6 Pixies from Nathar Obelisk (Virid. 4308) patrolling for Humanoids
5) 2d4 falconers Tharbrian LG Ftr3 from Kevala (Virid. 4502)

2. Ruin or Relic
1) Confed Temple of the Blue Hag, covered w/ vines, guarded by Shoggoths (Cthulhu mythos), w/ tome of Ice Magic on altar (Secrets of the Ice Wizards--Player's Guide to the Wilderlands, p. 33) and Sacred Wand of the Witches in the vaults and dungeons below the temple
2) Partly operational Orichalan laser, covered w/ mold, guarded by two Werebears
3) Antique miniature statue of a ghost, in crevice (Search DC 15), carved of yellow corundum (1600 gp), contaminated w/ Id Moss (DMG, p. 297)
4) Wreck of Elder Alliance submarine fully covered in seaweed, corroded, guarded by a Chuul
5) Remnant of Kelnoran road, guarded by CR 8 Earthquake Trap (DMG, p. 73)

3. Animals/Plants
1) Dire Smilodon
2) Giant Coral Snake from Adder Copse (Virid.)
3) Irish (Dire) Elk
4) Wild Boar from Upper Stickthorn River (Virid.)
5) Assassin Vine patch
6) Mastadon

4. Landscape/Weather
1) Huge fallen tree 500' long and 12' tall.
2) Magic Sundial.  Has face of Satyr carved on pedestal.  Nearby fountain w/ silver pitcher.  If water from fountain is splashed on Satyr, it will animate and utter a Jumanji-type prophecy including a rhyming reference to what time the sundial indicates.  Example: "The time is three / and I can see / You soon will meet an angry tree."  Evil Treant then appears.  If the challenge is overcome, a minor magic item materializes on the sundial.
3) Huge colorful yellow and red mushrooms 8-9 feet tall, w/ polkadots.
4) Violent thunderstorm

5. Demihumans
1) 3d4 xenophobic Wild Elves from Vennvale (Eph. 3928)
2) 2d4 Wood Elves wine merchants and guards from Aillil (Elph. 3621)
3) 2d6 Mountain Dwarves from Ered Mar (Valon), stalking evil Fey
4) 1d8 Halfling prospectors N or CN Rog1-4 going to Amaite Range from Blackspell (Elph. 5124)
5) 2d4 Dwarf miners from Bress (Elph. 3231), migrating to City State

6. Bandits/Brigands
1) 2d4 Kelengi War3-4 w/ 3 Carnosaurs (see location entry for Robdel at Elph. 3721)
2) 2d8 Goblins from Quiff (Virid. 3805), w/ feathers on the headbands and weapons
3) Pirate Galley from Lith-Maven (Valon 0526)

7.NPCs
1) Balyn Fyr male Tharbrian N Ftr2 bandit from Hillcrest (Elph. 4233) w/ 4 henchmen War1
2) Paelin female Half-Elf Rgr3 from Feigh (Virid. 4205), hunting
3) Prince Dahmen (Virid. 3801)
4) Rowan N Drd5 from Smolos (Elph. 4118), Wildshaped as wolf, w/ wolf Animal Companion
5) Rhiannon, goddess of witches (Players Guide, p. 102).  May recruit or enchant PCs to search for her wand (see Ruin or Relic #1, above)

8. Flyer
1) Juvenile Green Dragon hiding underwater
2) Gargoyles from Adder Copse area (Virid.)
3) Balor from Yagh Khosha (Virid.), carrying a woman in his arms

9. Monstrosity or Aberration
1) Crazy Bird Man from Lalyn Estuary (WHF vol. 1, p. 108)
2) Yeth Hounds from Ered Mar (Valon, p. 57)
3) Basilisk from Demon Valley (Virid.), oddly colored w/ violet stripes on black hide

10. Giant
1) Hill Giant from Rakshashas Hills (Virid.), cooking soup
2) Forest Giant (TH, p. 149), w/ Brownie on shoulder, chattering and commenting sarcastically
3) Gray Render from Marmon Mist (Virid.)
4) Troll from Virid. 3810

11. Humanoids
1) Green Hag w/ 2 Ogres, all under a Veil spell as elven waifs
2) 1d6 Goblins Rog3 and 1d6 Orcs War3 slavers from Sipar (Elph. 4025) w/ 2d4 elven and Amazon slaves
3) 2d4 Orcs and 2 Ogres gathering treasure for Ironcap Trade Tower in Firbolg (Elph. 3318)

12. Undead
1) Spectre from Demon valley (Virid., p. 105)
2) 1-3 Ghosts from Orcswert (Elph. 3328)
3) 2d6 Ghouls from Demon Valley (Virid.)

The Desert Lands

West of the mountains.  See if you recognize some of the literary and pop culture sources.

Instructions: 
Daytime: roll 1d10 
Nighttime: roll 1d10 + 2 

1.  Military or Civilians
(1)  NE merchant Exp6 w/ 8 guards Common Virid. War1; dealer in hallucinogens
(2)  2d8 Common Virid. Ftr1 mounted patrol searching for bandits
(3)  Wine caravan from the Holy Cities: 2d4 merchants w/ 2d10 guards War1 Hobgobs and Tharbrians
(4)  Oil merchants 3d4 Exp2 from 0609 Nashurpals w/ wagons, camels, and 2d8 guards

2.  Landscape/Weather
(1)  Sandstorm engulfs PCs, erases tracks and landmarks; roll for lost
(2)  Vultures circling in the distance over crucified Mycretan prophet
(3)  Floating island-palace, home of ancient Kobold sorcerer and his servants, drifts slowly over the land at 600'-1000' height
(4)  Mirage of oasis (roll for lost if PCs follow)

3.  Ruin/Relic
(1)  Ruined temple of Bukera (Players Guide, p. 99) filled w/ scorpions of all sizes
(2)  Massive metal pyramid, bright red, indestructible, lair of 2d6 Great Race of Yith fleeing through time from their enemies
(3)  Ruined underground temple of Mondoren (PG, p. 101), still guarded by 4d8 Gnoll priests and temple guards
(4)  Huge crumbling statue of Praying Mantis god, guarded by 4d4 Insect-Men
(5)  Crumbling desert monastery, haunted by 2d10 Ghoul-monks
(6)  Crashed flying saucer, silver w/ blue windows, half-buried in the sands; 4d4 silvery, spindly, archetypal Grey Aliens are frantically trying to repair it; they have advanced tech (lasers, med-kits, computers, x-rays, scanners, comm units, etc.)

4.  Flyer
(1)  Brass Dragon, obsessed w/ poetry; will listen to or recite it for hours
(2)  Dragonne
(3)  Blue Dragon, young and brash

5.  Demihumans
(1)  2d6 Gnomes from Fire-Emerald Grotto w/ gems for sale
(2)  Mountain Dwarf N Exp5 from 1008 Laudenesh w/ piece of ancient technology from the mountains and 8 guards Ftr1

6.  Animals or Plants
(1)  Monstrous Scorpion, medium or large
(2)  Desert Cobra (TH, p. 319)
(3)  Awakened Dire Lion (3d6 Int, +1d3 Cha, +2 HD), gathering a pride of followers
(4)  Blue Stem flowers (WHF, p. 230)
(5)  Sand Worm
(6)  Giant Lizard
(7)  3d6 Blink Dogs from 1225

7.  Bandits/Brigands
(1)  Jackalwere (TH, p. 309) in disguise, w/ pack of 3d8 jackals nearby
(2)  Robed mutants slowly push a huge wagon carrying an atom bomb across the landscape
(3)  3 Black Adders LE Com. Virid. Rog5/Ass2 hunting for Mycretan prophet
(4)  2d6 Elf raiders CE War3 horse archers from Oppressing Sands

8  Monstrosity or Aberration
(1)  Death Worm (TH, p. 63)
(2)  Lamia
(3)  Basilisk

9.  NPC
(1)  Pink-skinned, hairless, female android pleasure-slave, separated from her master when his caravan was attacked; kleptomaniac
(2)  Archaeologist, Alryan LN Sage8 from City State w/ his nubile teenage daughter CG Sage2/Monk2, looking for legendary lost city in the desert
(3)  Cowboy and his horse from Old West; accidentally rode through a planar gate; looking for "El Paso"
(4)  Mycretan prophet LG Dorin Cler10 and 2 acolytes Cler1 fleeing from 3 Viridian assassins
(5)  Barzrek, LG Cler6/Ftr3, rebel leader from 0724 Birjani, looking for recruits

10.  Giant
(1)  The Black Pasha, Efreet Lord Sor6
(2)  Demi-Giant from the west
(3)  Stone Giant from 0117 Hothme
 
11.  Humanoids
(1)  2d4 Orcs War1 from 0425 Citadel of the Scraping Wind
(2)  1d8 frightened Orc slaves escaped from 0812 Ell Bastis
(3)  9 Orcs War1 from 1213 Drywatch, raiding  for food

12.  Undead/Outsider
(1)  2d4 Mummies
(2)  1d4 Nightgaunts fly out of a "non-Euclidean" yellow ziggurat
(3)  Ghost of Mycretan prophet delivers prophecy/warning to a PC

Valley of the Ancients   

This is a very dangerous area.  The table covers the region between the two rift walls northeast of Ninsum.

Instructions:  Daytime: roll 1d10.  Nighttime: roll 1d10+2.

1. Military or Civilians
1) 2d6 Amazons N Ftr1 from 3904 Falon Castle, w/ lily icons on shields, led by Dr1, going to a parley w/ Zshaetsh of Namatar 2910
2) 2d4 Tenifell Lords Rgr3 from Tarsh, hunting Orcs
3) Lumber barge from Infamy 3304 w/Exp5 Merchant and 2d6 War1 guards

2. Landscape/Weather
1) Major earthquake rocks landscape, opens rifts and chasms in ground
2) Radiation zone from Uttermost War (give players some warning clue, such as strangely warped plants and animals)
3) Thick fog--roll for lost
4) Huge dragon skeleton

3. Ruin or Relic
1) Elder Alliance space capsule, in small crater of ash, dangerously operational (might fly; will probably crash; wires and fuses fizz and crackle when it is turned on)
2) First Man temple of Elder God in a copse, covered w/ mold, guarded by a Dark Naga
3) Ancient ruined Markrab bunker, scarred by laser blasts, w/ a large battery inside
4) Radium cannon, drained of charges; can be recharged w/ battery from #3

4. Flyer
1) Mature adult Bronze Dragon, polymorphed into a Satyr
2) Very Old Red Dragon flies overhead w/ bellowing ox in its claws (Frightful Presence DC 31)
3) 2 Flying Crocodiles from 4415

5. Demihumans
1) 2d4 LG Half-Elf silk traders Exp4 from 2413 Gazarack
2) 3d6 cannibalistic Ape-Men attacking 2d4 frightened Neanderthals from 4507
3) First Man shaman-king NE Adept10 on palanquin carried by human slaves, w/ 2d10 First Man guards

6. Animal or Plant
1) 1d4 Giant Hornets (wasps)
2) 2d4 Mastadons
3) 2d6 Giant Dragonflies (Tome of Horrors)
4) 2d6 Axe Beaks (TH)
5) Dire Lion pride 2d6

7. Bandits or Brigands
1) 2d8 Gnolls from 2910 Namatoar; will try to extort a "toll"
2) 2d4 LE Mnk1-3 from 3304, w/ silver sickle icon on robes; will track and ambush the PCs
3) 3d6 Goblins War1 from 3911 Pyre, leading chain gang of 3d6 newly captured slaves (one of them known to the PCs)

8. NPCs
1) Canorane LG Ftr6 on his giant stag, from 4902 Weredstone
2) Skaggar and his slave Arian from 4202 Shagarack, riding a Triceratops to 4405 Tammuzi for supplies
3) Avalonian Ice Wiz8 w/ three Common Avalonian Wiz1 apprentices, looking for the tome Secrets of the Ice Wizards (Player's Guide to the Wilderlands, p. 33)
4) Green Hag from Aran Marshes, possibly in disguise; will utter a prophecy if PCs are polite
5) Insane, naked Dwarf Sor7 covered w/ clotted, tangled hair; starts firing Lightning Bolts at PCs, screaming, "Defilers of the sacred river!"

9. Monstrosity or Aberration
1) Shambling Mound
2) Manticore from 3515

10. Giant
1) Cyclopean Titan from mountain castle
2) Ettin husband and wife from All Nook Wood
3) Yeti from 3914

11. Humanoids
1) 2d4 Orcs War1 from 2121 Drossyork, looking for escaped slaves (or new ones)
2) 2d6 Kobolds War1 from 2315, molesting small animals
3) 2d8 Hobgoblin War1 w/ Dire Wolf, from 5005 Heart of Angell, fishing
4) 3d6 Lizardfolk raiders from 5208

12. Undead or Outsider
1) Will-o-Wisp
2) 4d6 Skeletons rise up from beneath ancient battlefield 
3) Dracolich
4) Retriever

Golth's Wild North Table

Roll 1d6

1-3 Monster Encounter
4-5 Ruins/Relic/Regional Encounter 
6 Weather Change or Disaster

Monster (1d8+1d12)

2 Wolf, Winter (1-4, whose lair is in a bare ruin in hex 1833:Wild North)
3 Owl, Giant (2-5, their nest in the top of a massive old cedar at the northern end of the Finmaer Thicket in hex 2432:Wild North)
4 Badger, Giant (2-5, some believe these massive badgers’ coats increase virility (20-60 GP/ea). They are 3HD; 1-3/1-3/1-6; Size L)
5 Character Party Loreseekers (4 characters led by Marbiol [MU12, MU10, MU10, C8 & 5 men-at-arms] who seek rare stones)
6 Bear. Northern (1-6, temperamental, these bears will attack viciously)
7 Troll, Ice (1-6, after hunting they’re usually lurking in a cave they wrested from Yetis in hex 2131:Wild North. Double treasure.)
8 Mammoth (1-12, seeking mates for spring, their tusks worth 50% more than elephants (150-900 GP/ea)
9 Giant. Hill 
10 Herd Animal 
11 Wolf 
12 Orc 
13 Dwarf, Hill 
14 Demented Cavemen (10-100, a whole tribe feasting on furred serpent & mammoth. They have 8 ivory tusks worth 1000 GP/ea)
15 Snake, Poisonous (1-4, white-furred, whose bite causes sickness & incapacitation for 1-4 days) 
16 Boar, Wild 
17 Wolverine, Giant 
18 Tharbrian Deer 
19 Remorhaz 
20 Sasquatch (summer) or Yeti (1-6, whose lair in hex 2131:Wild North was taken over by Ice Trolls.)

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