Encounter Tables
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ELVES, KNIGHTS
These elves and half-elves
are Knights of the Hart of Highfolk.
They will typically be mounted, with knights astride medium,
barded warhorses, esquires riding medium warhorses, and serjeants riding
light
warhorses.
There will be 7-10 knights in a party.
Their levels will be as follows:
1 commander: F/C, 7/7
1 lieutenant: F/C, 6/6
5-8 knights: F/C, 5/5
With these knights there will be 2-4 magic-using Elves:
1 master: F/M-U,
4-6/8-11
1-3 assistants: F/M-U,
3-5/4-7
Each knight has the following entourage:
1-4 esquires: F/C,
3-4/3-4
3-12 serjeants: F2
Elven clerics can and do wield all forms
of edged and piercing weapons.
AC excludes dexterity bonus (average
+2), and magickal arms are:
knights: AC 3;
<medium> shield, lance, long sword,
<horseman's>
mace
esquires: AC 4; shield, lance, long
sword, <horseman's> mace
serjeants: AC 5; bow, long
sword, <horseman's> mace
Wizards are armored as esquires but typically carry no shields and use <long?> bow and long sword.
Magickal armor
and arms carried are determined with a chance of 5% per highest level of
the character in quest.ion,
i.e., a 5/6 has a 30% chance for magick.
MUs also have a chance for potions,
scrolls, rings, and rods, et al.
Bow-armed elves have one (+1) magical arrow per (highest) level.
Q: The random-encounter
tables
include single-classed elven
clerics
equipped with edged weapons.
Isn?t
this impossible in an AD&D
game
world?
A: Mr. Gygax?s Greyhawk
campaign was
started long before the
AD&D game came
on the scene. The first
rules used were the
three booklets and (later)
three supplements
of the original D&D®
game. In time,
Mr. Gygax used what he learned
from
running Greyhawk to write
the AD&D
game rules. The campaign,
which was
older than the AD&D
game rules, could
not be switched over to
them because the
D&D game and AD&D
game rules are not
compatible. When TSR published
the
WORLD OF GREYHAWK fantasy
setting,
the editors decided to remain
faithful to
the original campaign. This
is how this
rule-breaker got in.
DMs have one of two options:
You can
be faithful to the AD&D
game rules and
not allow elven clerics
to use edged weapons
unless they are multiclassed,
or you
can remain faithful to the
setting and
allow elven clerics to use
edged weapons.
The latter choice will not
cause any real
problems if you are using
just the Players
Handbook rules. Elven-cleric
advancement
limits are low enough so
that giving them
edged weapons does not significantly
effect play balance. If
you are using
Unearthed Arcana, however,
I suggest that
you not allow single-classed
clerics of any
race to use edged weapons.
If you insist on
maintaining an authentic
WORLD OF
GREYHAWK setting, then you
should at
the very least not allow
single-classed
elven clerics to exceed
the normal
advancement limits (see
Unearthed
Arcana,
page
8).
[A reference on page 4
of the Glossography
from the boxed set refers
to multiclassed
fighter-cleric elves
as ?elven
clerics.? Fighter-cleric
elves could indeed
use edged weapons. This
reference might
be misunderstood to mean
the elven clerics
were single-classed,
which might also
be the problem.]
(141.14)
ELVEN PATROL
These Elves and half-elves
are either mounted or afoot, as
appropriate. Mounts will be medium
and/or light warhorses. Numbers are as
follows:
1 captain: F/MU, 4-6 / 5-7; AC 4
2 lieutenants: F/MU, 3-5 / 4-6; AC 5
1 scout (half-elf): C/R, 5 / 5-7; AC 5
4 serjeants: F 3-5; AC 4
4 scouts (can be half-elves): R, 1-2; AC 5
13-18 elves: standard elves, 1; AC 5
AC excludes DEX bonus and
magick. All members will carry bow and
long sword. Magical items as per Elven
Knights above.
HOBGOBLIN SOLDIERY
These well-trained
bands of humanoids are
officered by humans. They will also be
supported as follows:
Cleric, 4-7; AC 2 -- 50% probability
Magic-user, 3-6; AC 10 -- 30% probability
Thief, 5-8; AC 8 -- 70% probability
The soldiery is as follows
1 human captain: F 6-8; AC 2
1 human lieutenantt: F 5; AC 2
4 human subalterns: F 3; AC 4
8 hobgoblin serjeants: AC 4; hp 9
90-160 hobgoblins: AC 5; hp 5-8 each
All humans' AC ratings exclude
DEX and magickal bonuses. Chances
for magick are as given in Elven Knights.
They apply to humans only.
Humans are mounted on medium
warhorses and carry lance, whip, long
sword, and/or mace, as applicable.
Hobgoblins have:
Composite bow and short sword 20%
Fauchard-fork and short sword 50%
Morning star 30%
Troops march and fight in close order (as
heavy infantry). Their morale is excellent
as long as human leaders remain.
MEN, CHARACTERS
A typical party of
human characters should number 2-5
major charactres, with enough henchmen
to round the total up to 7-9. Most
character parties will be mounted (90%),
the rest will be afoot. Mounts will be
appropriate types of warhorses. Mounted
parties will carry weapons such as lances,
crossbows, and two-handed swords.
Character parties will have the following
alignments:
Lawful good, neutral good 10%
Chaotic good, chaotic neutral
30%
Neutral 30%
Chaotic evil, neutral evil 20%
Lawful evil, lawful neutral 10%
MEN, PATROL, FALSE
A false patrol is a
group of scouts or raiders impersonating
the soldiery of the state they are invading.
Scout groups are simply groups with
fewer than 42 members. Raider groups
will number 42 or more, but they will
conceal a portion of their troops so as to
appear to have a strength of 25-30 men.
Depending on the nationality of the
troops, the false patrol will conform to the
specifications of a normal patrol (heavy,
light, etc.). Additional members (40+)
will conform to raider statistics. There is
a 30% chance that a false patrol will be
raiders.
MEN, PATROL, HEAVY
A patrol of this
nature numbers 21-40 members. It is
typically mounted on heavy or medium
warhorses, although it can be afoot if the
terrain necessitates. Its members are all
trained to fight in close order and are
heavily armored. The specifications of a
heavy patrol are:
1 officer: F 5-6; AC 2
2 subalterns: F 3-4; AC 2
6 serjeants: F 2-3; AC 3
7-10 veterans: F 1; AC 3; hp 7-12
9-24 regulars: F 0; AC 3; hp 4-7
There will also be one of the following:
1 cleric, 5-6; AC 2, or
1 druid, 5-6; AC 8, or
1 magic-user, 4-5; AC 10
Armor class is exclusive of DEX and
magickal bonuses. Chance for magick is 5%
per level, with the following items
possible:
Fighters: armor and shield, sword,
miscellaneous weapon, potion, scroll
Clerics: armor and shield, miscellaneous
weapon, miscellaneous magic, potion,
scroll
Magic-users: potion, scroll, ring, rod et
al., miscellaneous magic
Weaponry will be appropriate to the
nationality of the patrol, with broad or
long swords common to all officers and
NCOs.
MEN, PATROL, KNIGHTS
A patrol of this
nature has 11-14 knights plus their
retainers. It will certainly be mounted,
with knights on heavy warhorses,
retainers on medium steeds.
1 commander: P 8-9 or F 9-10
1 lieutenants: P 6-7 or F 7-8
9-12 knights: F 4-6
With these knights will be several clerics:
1 chaplain: C 7-9
1-3 assistants: C 3-5
Each knight has the following entourage:
1 esquire: F 2-3
5-8 serjeants: F 1
The armor class and arms of the party
are:
Knights: AC 2; lance, bastard sword,
mace
Clerics: AC 3; flail, hammer, mace
Esquires: AC 3; lance, long sword,
mace
Serjeants: AC 4; light crossbow (50%)
or spear, short sword
AC does not include dexterity or
magical bonuses. Chances for magic
are
the same as for a heavy patrol.
MEN, PATROL, LEVIES
These groups are
typically footmen raised from the
immediate area. They are officered by
regulars as follows:
1 captain: F or R, 6-8; AC 4
2 lieutenants: F 4-5; AC 4
4 serjeants: F 3; AC 5
8 veterans: F 1-2; AC 5
41-50 Levies: Lvl 0, hp 3-6; AC 6-7
AC is exclusive of DEX and
magickal bonuses. Chances for magick
are
the same as for a heavy patrol. Officers
and assistants will be mounted on light
warhorses. Weapons will be typical for
the area. Levies will usually bear pikes,
long spears, or pole arms. Up to 50% may
be missile armed if typical of the area.
In certain areas, non-human levies are
possible; adjust accordingly. In troubled
areas, levy patrols can be augumented by
one or more of the following:
1-4 scouts: R 3-5; AC 5
1 cleric, 4-5; AC 4
1 druid, 4-6; AC 8
1 magic-user, 3-5; AC 10
1 illusionist, 3-5; AC 10
Cleric or druid, magic-user or illusionist
should be the rule, but danger may alter it.
MEN, PATROL, LIGHT
This patrol duplicates a heavy one except
that
horses will be light warhorse, AC will be
two categories higher, and troops will be
missile armed, with 17-24 regulars.
MEN, PATROL,
MEDIUM
This type of
patrol also resembles a heavy patrol.
Mounts will be medium warhorses for
officers and leaders, light warhorses for
troops. Weapons will include arms typical
of nation of origin of the patrol.
MEN, PATROL, SLAVER
A slaver patrol is essentially the same as either a levy
patrol
or a light (horse) patrol. It will, however,
have prison wagons or carts with special
cahins. There will be 3-5 wagons, or 5-7
carts, with appropriate teams and drivers.
In adddition, there will be 1-100 slaves.
MEN, PATROL, WARBAND
These groups
number 90-120. They conform to the
general specifications of nomads.
Arms
will be typical of the area from which
they come. A roll indicating they are in
their lair (15%) simply indicates they are
carrying special loot, and quantities must
be adjusted accordingly.
MEN, RAIDERS
The type of men in a raiding
band depends upon the AREA they are
encountered in. Raiders are always from
adjacent, hostile areas. Likewise, whether
the raiders are mounted or afoot depends
upon the place of their origin, the terrain
through which they are operating, and
possibly the success of their raiding: i.e., a
group of Hool marshmen could capture
horses in Furyondy, use them for SPEED,
and then sell them in the Hold of the Sea Princes.
The number of raiders is always either the
maximum number in an appropriate patrol,
plus 5-30 additional troops; or the number
listed in the MM plus 5-30. For example,
Hool
marshmen are tribesmen,
so they will
raid in groups of 10-120 plus 5-30 (or 15-150).
Raiding is sometimes profitable, so
if the dice roll indicates the group is "in
lair," the raiders will have appropriate (or
Type A) treasure. Raiders can be bandits,
brigands, knights, soldiers,
etc. They will
always be alert and suspicious when in
hostile territory, but in their own
they will possibly relax and revel if they are
undisciplined.
These Gypsy barge folk
are nearly always found within a few
hundred feet of one of the three major
lakes or navigable rivers which feed or
drain them. About 10 of the time they
will be encountered in their secret camping
and meeting grounds which are up to
five miles from water.
Rhennee never venture inland except in
multi-barge groups of 7-12 barges. Each
barge contains:
1 chief: F/T, 4-6 / 5-7
2-4 guards: F/T, 3-5 / 2-4
13-24 "folk": F/T, 1-2 / 1-4
1 "wise woman": I/T, 4-7, 1-4
1-2 "advisors": I/T, 1-3, 1-2
Note that both males and females comprise
guards and "folk;" 75% of Rhennee
guards are male, 50% of the folk male.
"Advisors" are always female. In addition
to the above, there will be 7-12 children
aboard a barge. (To determine a child's
age, roll d12.) Children above age 9 are
1st level thieves and have training at arms
as well (0 level fighters).
The armor and arms used by the Rhennee
depend on whether they are aboard
barges or ashore. Barges always have ballistae
mounted fore and aft, about 12
heavy crossbows, and a supply of harpoons*,
throwing spears, and javelins. All
Rhennee are trained to use crossbows
(including ballistae) from childhood.
Likewise, they train wiht knife and
dagger from earliest years, so that they
know these weapons in addition to their
initial four as fighters. Harpoon training
covers both spear and javelin.
ARMOR AND WEAPONS ABOARD BARGE:
Chiefs: | leather & shield, harpoon, battle axe, long sword, sling and bullets, daggers |
Guards: | leather and shield, harpoon, battle axe, long sword, sling and bullets, dagger |
Folk: | leather, dagger, plus
-- glaive-guisarme, short sword 30% -- trident, sling and bullets 30% -- javelins, battle axe 40% |
Children: | (10-12 years old): club dagger |
ARMOR AND WEAPONS ASHORE:
Chiefs: | chain and shield, battle axe, long sword, sling and bullets, dagger, darts (6) |
Guards: | scale and shield, spear, battle axe, long sword, sling and bullets, dagger, darts |
Folk: | leather dagger, plus
-- light crossbow, short sword 30% -- trident, sling and bullets 30% -- spear, javelins, battle axe 40% |
Children: | (10-12 years old): club, dagger |
*Rhennee harpoons are 6 to 8 feet long
and have a range of 30 yards (spear).
They inflict 2-8/3-12 points of damage
against S-M/L sized opponents. A hit
indicates the head is buried (or snagged)
in the target.
A line is attached to the harpoon. A
creature with intelligence 2 or better can
dislodge the harpoon or sever the line,
and attempt a saving throw vs. Poison.
Success means the character has freed
himself from the weapon. Failure
indicates that the subject will take 1
additional point of damage per round and
can be pulled by the harpoon line if the
harpooner so desires. (See description of
Kuo-toa in FIEND FOLIO tome for
more details on harpoons.)
Use of short range missile weapons and
pole arms is secondary to manning ballistae
and heavy crossbows.
If 12 barges (or groups) are encountered,
it is 50% likely that an additional 1-4
barges will be with the fleet group. One
barge will be larger, have maximum
numbers and levels, and a noble in addition.
A Rhennee noble is a fighter/thief
of level 8-9 / 10-13, always with magical
armor and at least one each of the following
magical items: miscellaneous weapon,
miscellaneous magic, ring.
If Rhennee are encountered more than a
mile inland, there is a 50% probability
that a Rhennee bard of 3rd to 8th level
will be with the group. If it is a group
with a noble, there will be a bard of 7th to
12th level with the group. Barges will be
concealed and guarded by 2-3 folk from
each barge.
Rhennee are neutral and have a strict
code of their own. They will always seem
open and friendly but are actually very
cautious, suspicious, and scheming. They
gladly lie to, cheat, and steal from any
and all non-Rhennee. If necessary, they
have no compunctions about killing.
The Rhennee do some small amount of
mercantile shipping, passanger hauling,
trading, craft work, fishing, and hunting.
They know such work as tinkering and
the like. They will never work when they
can steal, nor will they deal squarely
when they can cheat. Amongst themselves,
however (and those who are taken
into the folk by adoption), they are
usually honest.
When needed, Rhennee steal young
children to fill their ranks. Stolen children
are raised as and become "natural"
Rhennee. Similarly, outsiders who do
some great service for the Rhennee are
taken into the folk and sometimes
accorded great status (equal to a noble,
possibly).
Those Rhennee who survive past childhood
are superior individuals in many
ways. Determine statistics as follows:
Characteristic | Female | Male |
Strength | 3 of 4d6 | 3 of 5d6 |
Intelligence | 3 of 4d6 | 3 of 4d6 |
Wisdom | 3 of 4d6 | 3 of 4d6 |
Dexterity | 2 of 3d6+6 | 2 of 3d6+6 |
Constitution | 3 of 5d6 | 3 of 5d6 |
Charisma | 3 of 6d6 | 3 of 5d6 |
All armor classes are exclusive of dexterity
and/or magical bonuses.
The chance a Rhennee possesses a magical
item is as follows:
Armor and/or shield, miscellaneous weapon:
5% per level of fighter ability
Sword, potion, scroll, ring, miscellaneous magic:
5% per highest level
Rod, et al. (illusionist only): 5% per level
of illusionist ability
Treasure carried is 1-3 of each type of
coin per level per individual. Aboard a
barge there will be type O, P, Q, plus Q
probability for 2-5 pieces of jewelry.
A typical barge is a junk-like vessel of
some 60-foot keel length and 15-foot
beam. There are keel boards to allow full
way when sailing. There is a 10-foot-high
forecastle and a slightly higher sterncastle.
The vessel's sides slope outward, with
a freeboard about 6 inches high when the
barge is fully burdened (draft
is then
about 8 inches). The midships is decked,
for this low space is home to the men,
women, and children aboard. Each barge
has one or two masts lugger
rigged. Steering
is by tiller. Each barge can be propelled
by sweeps, the usual being two per side.
The forecastle quarters the "wise
women" and their families. The chief, his
guards, and their families occupy the
sterncastle. The remainder of the folk are
quartered with animals and cargo in the
lower deck area. The scantling
port and
starboard is rigged for emplacement of
heavy crossbows at 4-foot intervals, eight
per side. One small dinghy is carried
aboard, and a longboat is towed astern.
Each barge is equipped to be chained or
cabled to others fore and/or aft and/or
port and/or starboard.
Description: Rhennee resemble Oeridians
except they tend to have dark brown
or black curley hair. They are shorter
than average (about 5'6" tall on the
whole) and slender but quite wirey and
strong. Rhennee folklore claims that
their race came to Oerth by accident,
their home plane being quite different.
Thus, legend says, the Rhennee roamed
about on horseback and in wagons, but in
their new home, conditions were so dangerous
as to force them to take to the
water to survive. Nobles claim descent
from legendary leaders of the lost tribe,
while the ordinary Rhennee are descended
from the common folk of the
tribe.
A third sort of Rhennee folk exist,
though they are most rare. They are
land wanderers who claim to be the only
"true" Rhenn-folk becasue they have not
changed their way of life since coming to
the Flanaess from Rhop, homeland of the
lost Rhennee.
MEN, TRIBESMEN
As described in the MONSTER MANUAL,
tribesmen are quite primitive,
but his is not always the
case in the Flanaess. Some hillmen,
marshmen, and mountaineer tribesmen
are quite civilized. This is especially true
in cases where they are refugees from an
adjacent, civilized AREA. Tribesmen
of the very primitive sort will have shamans and
witch doctors as shown, but the civilized sort
will have clerics or druids and possibly
illusionists with them.
The number of the more civilized types of
tribesmen will range from 20 to 120, plus
leaders and clerics. There is a 10% chance
per 10 men that there will be an illusionist
of 4th-6th level. Armor and arms will
be typical of bandits, modified by
area.
Thus, hillmen might be slingers and use
spears, mountaineers might carry crossbows
and pole arms, and marshmen short
bows and long spears as tribal weapons.
Possible magical items should be determined
on a 5% per level probability:
Fighters: armor, sword, miscellaneous
weapon, potion
Clerics: aromr, miscellaneous weapon,
potion, scroll, miscellaneous magic
Illusionists: potion, scroll, ring, miscellaneous
magic
Rovers of the Barrens tribesmen commonly
use spears, light lances, shortbows,
clubs, and daggers. Their armor consists
of wooden or bone breastplates and hide
shields. They normally surprise others
50% of the time due to their woodsmanship
and stealthy movement.
In general, all tribesmen tend toward
chaotic alignment. Many are neutral, but
refugee and outlaw bands need to be.
MEN, WOODSMEN
Encounters with
woodsmen are with 30-100 men, armored
and armed as follows:
ring mail, small shield, battle
axe, short sword 10%
ring mail, bow (or crossbow),
short sword 10%
leather armor, small shield,
short spear, hand axe 20%
leather armor, bow (or cross
bow), hand axe 30%
leather armor, spear, battle axe
30%
They will have leaders and clerics as do
tribesmen and surprise opponents 50% of
the time. They are expert at ambush of
enemy intruders and evade pursuit as if
they were a party fewer than 6, regardless
of their actual number, operating in
darkness.
ORC SOLDIERY
A body of orc soldiery will
number 120-150 orcs, plus their always-present
orc under-officers and non-commissioned
officers. They will conform
to normal orc statistics in all
respects for movement, hit dice, armor,
and weapons. With the orcs will be additional
human and/or half-orc officers as
follows:
1 captain: F 5-6; AC 3
3-5 lieutenants: F 3-4; AC 4
1 cleric (half-orc): C/T or C/A,
3-4 / 3-4; AC 4
There is a 20% chance a captain or lieutenant
will be a half-orc. If so, the class
will be fighter/thief (70%) or fighter/assassin
of level 4-5 / 4-5 (captain) or level
2-3 / 2-3 (lieutenants).
Orc soldiery will often contain a sprinkling
of half-orcs and hobgoblins. All are
surly but well-trained. They have poor
morale when their leaders are killed or
flee. Leader armor excludes dexterity
and/or magical bonuses. Their chance for
magic is the same as for Men, Patrol,
Levies.
SOLDIERY
There will be 150-200 mercenary
soldiers in a company of this sort. The
troops will typically be afoot, with officers,
serjeants, and scouts mounted. Composition
of forces is:
1 commander: F 6-8; AC 2
5 lieutenants: F 3-5; AC 3
2 serjeants/10 soldiers: F 2; AC 4
10 scouts: F 1; AC 5
140-190 soldiers; F 0; AC 5 or 6
pole arms -- 50%
side arms -- 10%
missile weapons -- 20%
Armos for troopers are typical of their
region. Higher level men have armor
class exclusive of dexterity and/or magical
bonuses. Chances for magic are the same
as for Men, Patrol, Levies.
Group Encountered | Number of Troopers | Leaders | Others |
Elves, Knights | 15-96* | 12-42 | 2-4 F/MU |
Elven Patrol | 13-18 | 7 | 5R |
Hobgoblin Soldiery | 98-168 | 6 | 1 C 50%
1 MU 30% 1 T 70% |
Men, Characters | - | 2-5 | 2-4 |
Men, Patrol, False** | 25-30 | 10 | 1 C or D or MU |
Men, Patrol, Heavy | 16-34 | 10 | 1 C or D or MU |
Men, Patrol, Knights | 55-112 | 22-28 | 2-4 C |
Men, Patrol, Levies | 41-50 | 15 | 1-4 R and/or 1 D
and/or 1 MU and/or 1 I |
Men, Patrol, Light | 17-24 | 10 | 1 C or D or MU |
Men, Patrol,
Medium |
16-34 | 10 | 1 C or D or MU |
Men, Patrol, Slaver | use Levies (60%) or Light (40%) | 21-25 | 2-3 C, 1-2 MU |
Men, Patrol, Warband | 90-120 | - | - |
Men, Raiders | use basic unit plus 5-30 troopers | 3-5 | 1 WW, 1-2 Adv. |
Men, Rhennee (one barge) | 13-24 | 3-17 | 2-17 C |
Men, Tribesmen | 10-120 | 4-17 | 3-17 C, 1[ <> |
Men, Tribesmen, Civilized | 20-120 | 5-15 | 4-13 C
1+3-18*** |
Woodsmen | 30-100 | - | - <x> |
Orc Soldiery | 132-170 | 4-6 | 1 C (T or A)
1+3-18*** <x> |
Soldiery | 150-200 | 30-40**** | 1 C or MU |
* Level 2 Fighters, all
** 30% chance that the false patrol is
actually a raiding party.
*** These 4-19 orcs (an orc under-officer
and 3-18 guards) are always with the
soldiery. They are equal to 2HD
monsters, have 11 hp, AC 4, and add
+1 to damage.
**** Mounted, 1st level fighters (i.e.,
serjeants)
DISTRIBUTION OF HIGH LEVEL NPCs
NPCs of 10th or greater
level are quite uncommon except in seats
of power. Such centers are either where a
state governs, a portion of a state is ruled,
a very large populace dwells, military
power is massed, or else PCs
have been active for a long period of time.
Most high-level NPCs are distributed as
follows:
cleric types | 15% |
fighter types | 50% |
magic-user types | 10% |
thief types | 24% |
others | 1% |
10th - 12th level | 60% |
13th - 15th level | 25% |
16th - 18th level | 12% |
19th level and above | 3% |
by Pluffet Smedger, The
Elder
Reduce - Reuse - Recycle