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.
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 |
| 1 | 1d4 frogs, giant killer |
| 2 | 2d4 ghouls
|
| 3 | 1d6 leeches, giant (in water) |
| 4 | 2d8 lizard men
|
| 5 | Merchant caravan (1 in 6 chance for being disguised Evil pilgrims) |
| 6-12 | No Encounter |
River (including Imeryds Run)
| 1d12 | Result |
| 1 | 1d4 crayfish, giant |
| 2 | 1 gar, giant (small size only in a Run) |
| 3-6 | 1 Merchant Ship or 2-4 barges |
| 7 | 1 Pirate ship |
| 8 | 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.