OUTDOOR NOTES

A casual look at the area map reveals
that, in general, only terrain features are
shown. Wilderness encounters of special
sorts are not given, for 2 reasons. 1st,
the length of the material included herein
precludes extensive detailing of the outdoor
areas. 2nd, as it is meant for long-term
campaigning, it is absolutely necessary for
the DM to personalize his or her map to suit
the tempo and direction of events in the
group milieu. There are 2 built-up areas
shown on the map, and these are dealt with
in varying degrees of detail.

RANDOM ENCOUNTERS
(OUTDOORS)

Check for random encounters when the
party 1st approaches Nulb, and whenever
they leave. Check about halfway down the
road. If at night, check twice. When a group
is exploring off the road, check 6 times per
day: morning, noon, afternoon, nightfall,
midnight, and pre-dawn.

<road, day

2 = encounter
3
4
5
6
7 = change in the weather
8
9
10
11
12 = encounter>

<road, night
2 = encounter
3 = encuonter
4
5
6
7 = change in the weather
8
9
10
11 = encounter
12 = encounter>

<off-road
2 = encounter
3 = encounter
4 = encounter
5 = party is lost
6
7 = change in the weather
8
9
10 = encounter
11 = encounter
12 = encounter>

Check only once if the party is traveling
by water vessel. If they actually submerge
for some reason, check each hour. Likewise,
if the river is under observation, check each
hour, but not unless there is exposure to
attack; <giant> crayfish and <giant> gar are not observed in
most cases, so simply omit any mention of
the encounter.

You may modify these tables as desired.

Forest or Scrub Terrain (including road)
1d12 Result
1 1d10 + 10 brigands; leader level 4-5 <bd4: bandit class>
2 1d4 + 1 wild boars

3 2d4 bugbears

4 1d10 + 2 gnolls

5 1-2 lycanthropes (werewolves


 

6 Merchant caravan (1 in 6 chance for being disguised Evil pilgrims)
7 1d12 normal wolves
8-12 No Encounter

Swamp or Pond Area (including road)
1d12  Result
1d4 frogs, giant killer
2d4 ghouls

1d6 leeches, giant (in water)
4 2d8 lizard men

Merchant caravan (1 in 6 chance for being disguised Evil pilgrims)
6-12  No Encounter

River (including Imeryds Run)
1d12  Result
1d4 crayfish, giant
1 gar, giant (small size only in a Run)
3-6  1 Merchant Ship or 2-4 barges
1 Pirate ship
1d4 Warships or 1d4 + 8 Nyr Dyv  bargefolk with 2-4 barges
9-12  No Encounter

Statistics

Bargefolk: AC 10; MV12 "; Level 0 (HD1-1;
leaders HD 1 + 2); #AT 1 or 2; D by
weapon; AL Any; SZ M; XP 10 + 1/hp
(leaders extra)
THACO

Boar, wild: AC 7; MV 15 "; HD 3 + 3; #AT 1;
D 3-12; SA dies at -7 hp; SZ M (3'); XP
85 + 4/hp
THACO

Brigand: AC 8 (leather armor); MV 12"; <bd4: bandit>
Level 0 (HD 1-1); #AT 1 or 2; D by
weapon; SA missile fire (shortbow, longbow,
light crossbow); AL NE-CE; XP 10
+ 1/hp or 14 + 1/hp
    <treasure type M>
        <eg. 140 gp>
            <140 gp = 28 pp>
THACO

Leader: AC 5 (chain mail); MV 9";
Level 5; SA none; AL NE, XP

Bugbear: AC 5; MV 9"; HD 3 + 1; #AT 1; D
2-8 or by weapon; SA surprise on 1-3;
AL CE; SZ L (7' + ); XP 135 + 4/hp
THACO

Crayfish, giant: AC 4; MV 6"//12"; HD
4 + 4; #AT 2; D 2-12/2-12; SA surprise
on 1-3 if hiding; AL N; SZ L (8' + ); XP
90 + 5/hp
THACO

Frog, giant killer: AC 7; MV 3"//9"; HD 1
to 3; #AT 1; D 1-3 or 1-6 or 2-8 (by HD);
SA surprise on 1-4; leap, tongue, AL N;
SZ S-M; XP 22 + 1/hp; 44 + 2/hp; or
80 + 3/hp (by HD)
THACO
..
Gar, giant: AC 3; MV 0//30 "; HD 8; #AT 1;
D 5-20; SA swallow on 20; AL N; SZ L
(21-30'); XP 550 + 10/hp
THACO

Ghoul: AC 6; MV 9"; HD 2; #AT 3; D 1-3/
1-3/ 1-6; SA paralysis (elves immune);
AL CE; SZ M; XP 65 + 2/hp
THACO

Gnoll: AC 5; MV 9"; HD 2; #AT 1; D 2-8 or
by weapon; AL CE; SZ L (7' + ); XP 28
+ 2/hp
THACO

Leech, giant: AC 9; HD 1 to 4; #AT 1; D 0;
SA blood drain (dmg per round = HD);
ANESTHESIA (victim notices only 1%); and

50% disease; AL N; SZ S-M; XP 22 + 1I
hp; 44 + 2/hp; 80 + 3/hp; or 135 + 4/
hp (by HD)
THACO

Lizard man: AC 5; MV 6"//12"; HD 2 + 1;
#AT 3; D 1-2/1-2/1-8; AL N; SZ M (7');
XP 35 + 3/hp
THACO 16

Lycanthrope, werewolf: AC 5; MV 15 "; HD
4 + 3; #ATl; D 2-8; SA surprise on 1-3;
AL CE; SZ M; XP 205 + 5/hp
THACO 15

Merchant: AC 10; MV 12"; Level 0 (HD 1-
1); #AT 1; D 1-4 (dagger); AL Any; SZ
M; XP 10 + 1/hp; usually (80% + ) with
guards (Level 0 to Level 3 fighters, <(F1, F2, F3)>
AC 5 or better, #AT 1 or 2; D by weapon)
THACO 20r1

Pirate, river: AC 7 (leather & shield); Level
0 (HD 1-1, leaders HD 2 + ); #AT 1 or 2;
D by weapon; AL NE-CE; SZ M, XP 10
+ 1/hp (leaders extra)
THACO 20r1

Wolf: AC 7; MV 18 "; HD 2 + 2; #AT 1; D 2-
5; SA howl may cause herbivore panic
(50%); AL N; SZ S; XP 35 + 3/hp
THACO 16

>> Nulb.