Monday, 19 December 2022

The Fortress-Town of Latela

 

Art by Gao Xu, source


Sitting on the northern coast of the Great Bay of Norwold, not far from Barathmir, this town and fortresss has a total population of 5700, of whom about 4900 are in the town, the other 800 are in the fortress which is particularly impressive as it has been constructed on top of a massive rocky overhang. There are another 2100 or so folk in hamlets and farmsteads dotted around nearby who are subjects of the lord of Latela. The town is situated on the bay and has a small port used by merchants and fishermen. Latela has a distinctly Thyatian culture and most of the human settlers in the town are either first or second generation colonists from Thyatia itself. 

Latela was founded by Longtooth (male human thief22, chaotic) - superficially a Thyatian adventurer who sought to establish his own dominion here in Norwold, but he turned out to be an agent of Thyatis who turned against King Erical of Alpha in an attempt to seize as much of Norwold for Thyatis as possible. Longtooth was thwarted by more loyal and honourable nobles who sided with the King. Longtooth is now a persona non grata in Norwold and is supposed to be exiled from the region. In fact he now controls and influences from the shadows, based in his fortress of Latela. 

The lord of Latela is Baron Korronius Brunius (male human, fighter17, neutral), a Thyatian soldier turned adventurer who became powerful and ambitious enough that the authorities in Thyatis decided to give him an opportunity to establish his own realm - on the understanding that he owed Thyatis loyalty. When Longtooth failed in his bid to seize power, Korronius was shipped north as soon as possible and nominally took over Latela. Korronius does indeed handle the day to day running of the town including taxes, law and order and construction projects. But the political strategy is handled by Longtooth. Although he would never openly admit it, Korronius answers to Longtooth. 

Some in Alpha (the capital of Alphatian Norwold) wonder why King Ericall would allow a Thyatian to run a town in his kingdom. The simple answer is because this way King Ericall and his advisors know who Korronius is and can better monitor Thyatian activity in Norwold. Since Longtooth exposed his true loyalties, Ericall knows that Thyatis wants a foothold in Norwold and Ericall would rather know where that is and who is in charge. Besides, the population of Latela is Thyatian and they are more content if they are governed by someone they view as one of their own rather than an outsider.  King Ericall and his advisors do not yet realise Longtooth is still based in Latela - they think that Korronius is the top Thyatian in Norwold. 

Latela is a hotbed of intrigue and double-dealing. Alphatia and Thyatis are waging a cold war on the streets of Latela, with Thyatis having the upper hand, partly because of the culture and origins of the town but also because Thyatians have a natural talent for duplicity and betrayal. There are informants and agents of various sorts on every street. Alphatia has not yet managed to get an agent into the fortress yet but would dearly love to. The Alphatians quite rightly suspect that the fortress is the centre of Thyatian activity in the region but do not know what is being planned there. There is quite a lot of crime on the streets of Latela but this is more of a secondary problem. As far as the authorities of Latela is concerned, catching enemy spies is more important than catching criminals, especially when half the criminals are informants or assassins for the Thyatians. 

Baron Korronius actually tries to keep some sort of peace or at least status quo in the big picture. He knows that the forces of Latela would be hopelessly outnumbered if the Alphatians went to war, and also that the fortress, regardless of how imposing it is, would not stand against a force of powerful archmages from the Alphatian mainland. Therefore he does not want to provoke a conflict with Alpha.  Longtooth has a different point of view and tries to spread Thyatian spies and agents into as many Alphatian strongholds and dominions as possible. These spies may appear to be merchants, adventurers, mercenaries or any other cover that is useful. Subverting the loyal subjects of Alpha, whether by magical enchantment, blackmail, seduction or bribery is considered standard practice by these Thyatian spies. Although he would never disclose details about his agents, Longtooth has mentioned to Korronius that he controls at least 50 different Thyatian spies through Norwold, and each of those has a number of people under their influence. While Baron Korronius tries to avoid conflict, Longtooth believes it is inevitable and sees all Alphatians as the enemy, even if war has not broken out. The question is whether Longtooth's expectations become a self-fulfilling prophecy. 

In terms of conventional military power, Latela has 750 troops, both heavy infantry (banded armour and polearms)  and light skirmishers with longbows, leather armour and shortswords. Some of those skirmishers are not as tough as regular soldiers but are surprisingly good at hiding and moving silently and then backstabbing enemies with their shortswords. The town does not have a navy as such but can commandeer fishing vessels when sea transport is required.  

There is the House of the Shimmering Star, an informal mages' guild where training and learning new spells is on offer in return for a steep fee. The archmage in charge of this establishment is Mellax the Incomparable (male human Magic User24, chaotic), a Thyatian by birth. He is playing a dangerous game, acting as an informant for both Longtooth and also the Alphatians, telling both sides about new magic users in town and also using his magical powers to assist each side without giving away his own position. But he has recently been found out by the Alphatians - they gave him a crystal ball with which to spy on the Thyatians. But the crystal ball also allows a mage in Alpha with a similar crystal ball to see and hear through the crystal ball in Mellax's possession without Mellax knowing - The Alphatians have planted a magical bug in Mellax's office. 

The Shrine of Equilibrium is a small temple with twelve clerics devoted to the philosophy of Neutrality, led by Honoria Vennatrix (female human cleric15, neutral). Despite various efforts by both Alphatians and Thyatians, the clerics have generally kept themselves detatched from the politics and espionage so rife in this town. There are times when a cleric has been compromised, and then they have "recused" themselves, declaring they can no longer be as impartial as they should be and leaving the town and the shrine before they can be compelled to cause mischief. Some agents respect this neutrality and leave the clerics alone, but for other spies the clerics' reputation as being neutral makes them even more tempting targets for recruitment - after all, who would suspect them?  

Despite its intrigues and questionable allegiences, Latela is generally a safe place to visit and do business. There is a modest trade in pine timber, fishing (including crabs and lobsters, considered a delicacy in Alpha) and pork. Adventurers sometimes use Latela as a base from which to venture further north into the hinterlands. The most important warning would be to stay out of local affairs. Even if an incident is not directly connected to the Thyatians vs Alphatians, any sort of violence or heroics will attract the attention of various spies who will attempt to recruit the adventurers as new assets, or worse, suspect the adventurers are working for the other side. 

Beyond the town walls there is a vast stretch of coniferous taiga, the eastern Lothbarth Forest. This place is not safe for any but the most experienced of soldiers and adventurers. About 28 miles northwest in the Lothbarth there is a vicious tribe of orc, the Ear-Rippers, who attack all humans and demihumans regardless of allegience. Every few years the orcs cause enough trouble that the lord of Latela sends his forces to destroy the orcs and there is a bloody battle. Although the orcs are generally defeated on the battlefield, they have never been properly wiped out, always regrouping and repopulating in a few months. Another threat is a pack of werewolves based in Splinteraxe village, a logging camp to the northeast. The humans in the village are terrified and subjugated by their lycanthrope rulers. Although the werewolves generally go after animal prey, they will sometimes turn on human villagers that have defied them, or travelers who pass nearby. Longtooth is aware of the situation in Splinteraxe, but rather than killing the werewolves he is trying to find a way to use them against the Alphatians.  

Tuesday, 13 December 2022

Scenario #9: The Ruined Arvorian Outpost

 

Art by Dziga Kaiser, source

Introduction

This is a short scenario for characters of levels 2-3 that follows on from scenario #7. It is another part of my rather ambitious idea of a grand campaign based in Norwold

After the orcs with the green amulet  PCs are directed to a camp of lupins who have recently traded with Berresford the trapper. This is the Alvini pack, who roam not far from Barathmir in the Lothbarth forest. The leader asks the PCs to deal with an outpost of Chaotic humans who have been causing problems for the lupins. 
The outpost is led and advised by an Arvorian tasked with searching the area for eldritch crystals. She has a lead-lined chest holding several pieces. 
Her name is Althonai, 3rd level Arcane Knight F/MU
There is also a human twisted summoner, Baljoria, 3rd level, who has a small contingent of monstrous minions. 
Berresford has been captured by the chaos cultists and is being interrogated by Althonai and the senior cultist as to where he found the Eldritch crystal so they can find more. Although closed-mouth with his captors, he will be more open and talkative with rescuers once he believes he can trust them. Berresford can point them to another ruin where he found the amulet. 


Key to the map of the Outpost:


Courtyard: Empty but as PCs enter via the fallen portcullis there is a 50% chance that the archers in room #4 will be alert and start shooting arrows at them. 
  1.  Entrance Hall: Here are 2 chaos soldiers and 2 chaos archers. They are standing guard around a brazier. They will attack any strangers. This room also has stairs leading up to the middle floor. 
  2. Empty
  3. 1 chaos sergeant + 2 chaos soldiers. They are sitting a table sharing a bottle of wine. This room also has stairs heading down into the dungeon level, but this is left for DMs to develop. If you don't want to bother with creating the dungeon level, this stairway down does not exist. 
  4. 2 chaos archers. Anyone walking through the passageway from outside into the courtyard over the fallen portcullis has a 50% chance of alerting these archers who will try to shoot intruders through the arrow slits. 
  5. Rubbish dump. 7 giant rats (AC 7, HD 1/2, hp 3, Mv 120', THAC0 20, Att 1 bite for 1d3 + possible disease, Ml 8, Save F1, Al N, Int 2, XP 7) have made their nest here. They will not attack humans that simply add to the dump (they know the cultists bring them wasted food) but if anyone starts poking around they will defend their lair viciously.
  6. Empty
  7. Abandoned smithy. Here is an old forge with anvil, furnace (now cold) and a few tools including an abandoned War Hammer +1 that also acts as a smith's hammer. It has dwarvish runes engraved into the head. However, there is also a Crab Spider (AC 7, HD 2*, hp 8, Mv 120', THAC0 18, Att 1 bite for 1d8 + poison, Ml 7, Save F1, Al N, Int 1, XP 25)  lurking in the rafters and it will attack if anyone lingers here longer than a round. 
  8. Empty
  9. Latrines: This filthy place is still in use by the cultists. It consists of wooden benches with bum-shaped holes carved into them sitting over two large pits of filth. The stench is horrible and anyone entering here must make a save vs poison or suffer -2 Str and -2 to saving throws for 1d4 turns due to nausea. The inhabitants of the outpost have become inured to to this initially overpowering odour. There is nothing of value here. 
  10. Stables. In here are the skeletal remains of 4 unfortunate horses, plus various bits of tack and harness now decayed beyond use. 
  11. 3 giant shrews (AC 4, HD 1, hp 5, Mv 180', THAC0 19, Att 2 bites for 1d6 each, Ml 10, Save F1, Al N, Int 1, XP 15) live here. They are effectively blind and sense intruders by sound. They hide among a pile of discarded furniture, most of which is worthless but there are 2 elaborately carved chairs and a table that are still well-preserved: the chairs are worth 50gp each and the table 120gp but they are bulky items and not easy to haul around. 
  12. Training Room. Here are 2 chaos soldiers and 1 chaos archer, as well as wooden dummies, a straw target for archery at the west end of the room and a weapons rack with 4 spears, 3 hand axes and a barrel of 30 arrows. There is also a flight of stair heading up to the top floor. 
  13. Empty
  14. 2 hobgoblin mercenaries + 1 chaos sergeant
  15. 4 hobgoblin mercenaries
    15a) corridor. This is patrolled by 2 hobgoblin mercenaries
  16. Empty
  17. 1 Chaos Sergeant & 1 female Chaos Adept (AC 5, HD C2, hp 6, Move 90',  THAC0 19, Att 1 mace for 1d6+1, Ml 10, Save C2, Al C, Int 11, XP 35, Equipment: Chain mail, mace, black robes, unholy symbol, 25sp, Spells: Darkness (reverse of Light))
  18. Empty
  19. Hobgoblin Leader (AC4, HD 2+2, hp 13, Mv 90', THAC0 17, Att 1 sword for 1d8+2, Ml 10, Save F2, Al C, Int 10, Equipment: Chain Mail, Shield, Sword +1). This is the leader of the hobgoblin mercenaries. As well as commanding their loyalty he also holds the gang's treasure in a chest: 4530sp, 355gp and 4 crimson spinel gems worth 100gp each. 
  20. 3 hobgoblin mercenaries
  21. Empty apart from food stores (boxes of iron rations and barrels of wine and beer). 
  22. 4 chaos soldiers are resting here on simple beds. 
  23. 4 kobolds (AC 7, HD 1/2, hp 3, Mv 60', THAC0 20, Att 1 dagger for 1d4, Ml 7, Save NM, Al C, Int 8, XP 5). These are minions of Baljoria, the Twisted Summoner in room 24 and have no treasure of their own. 
  24. Baljoria the Summoner (AC 9, HD MU3, hp 6, THAC0 20, Att 1 dagger for 1d4+1 or 1 spell, Ml 8, Save MU3, Al C, Int 15, XP 50, Equipment: Dagger +1, Spellbook, Spells: Charm Person, Magic Missile, Mirror Image) + pet Giant Lynx (stats as mountain lion AC 6, HD 3+2, Mv 150', THAC0 16, Att 2 claws/1 bite for 1d3/1d3/1d6, Ml 8, Save F2, Al N, Int 2, XP 50). Baljoria has a sack underneath her bed that contains her valuables: 340gp, 1110sp, 32pp and her precious spellbook (containing the following spells: Read Magic, Detect Magic, Charm Person, Magic Missile, Hold Portal, Mirror Image, Web, Locate Object).
  25. Portcullis Winch Room: 4 orcs (AC 6, Move 120', HD 1, hp 6, 5, 4, 4, THAC0 19, Att 1 spear for 1d6, Ml 8, Save F1,  Al C, Int 8, XP 10 each. Equipment: Leather armour, shield, spear, 10sp each), under control of Baljoria the Summoner. They stand guard over their prisoner, Berresford (AC 9, HD F2, hp 4 (normally 10), Mv 60' (normally 120') , THAC0 20, Att none, Ml 4, Save F2, Al N, Int 10, XP 20) who has been beaten and tortured and is currently tied up to the winch mechanism. Berresford is not in a fit state either physically or mentally and will be ineffective until he has time to recuperate. 
  26. 2 Arvorian novices (AC 5, HD E1, hp 4, Mv 90', THAC0 20, Att 1 weapon  for 1d8, or 1 spell, Ml 8, Save E1, Al C, Int 12, XP 15, Equipment: Chain Mail, Sword, 15sp each, Spells: Cure Light Wounds/Darkness). These are the assistants to Althonai and are Eldritch Crusaders, so they have clerical spells, not MU spells. . 
  27. Althonai the Arcane Knight (AC 2, HD E3, hp 13, Mv 60', THAC0 17, Att 1 weapon for 1d8+1 or 1 spell, Ml 10, Save E3, Al C, Int 13, XP 50, Equipment: Plate Mail, Sword +1., keys to locked boxes, spells: Darkness, Charm Person, Caustic Bolt) is the leader of this outpost. As well as her bed plus a table and chair, she has two boxes, both locked. The keys to both are around her neck. In one box is 530gp, 45pp & a non-magical silver and amethyst ring worth 400gp. The second box is made of lead. Inside there are 3 Eldritch Crystals and written instructions. Fortunately unlike the Eldritch Crystal found by the orcs in Scenario #8, these are not immediately dangerous to those handling them.  The instructions are described below after the map key.
  28. Brutus the Chaos Warrior (AC 2, HD F4, hp 22, Mv 60', THAC0 16, Att 1 weapon for 1d8+2, Ml 11, Save F4, Al C, Int 11, XP 75, Equipment: Plate Mail +1, Battleaxe) is the human lieutentant to Althonai and helps her control and motivate the chaotic humans of the outpost. His gothically ornate magical suit of plate mail +1 is his pride and is crafted from Hellforged Iron. He does not bother with coin treasure - his stash underneath a loose floorboard is a silk bag containing 6 jade gems worth 100gp each. 
  29. Empty
  30. Empty apart from crows and ravens. 

Stats for Common Encounters in the Outpost

Chaos Soldier: AC 4, HD F1, hp 5, Mv 90', THAC0 19, Att 1 weapon for 1d6, Ml 8, Save F1, Al C, Int 9, XP 15, equipment: chain mail, shield, hand axe or spear, 2d6sp
Chaos Archer: AC 7, HD F1, hp 4, Mv 120', THAC0 19, Att 1 weapon for 1d6 or 1 arrow for 1d5, Ml 8, Save F1, Al C, Int 10, XP 15, equipment: leather armour, shortsword, shortbow, quiver + 10 arrows, 2d6sp
Chaos Sergeant: AC 4, HD F2, hp 10, Mv 60', THAC0 18, Att 1 weapon for 1d8, Ml 10, Save F2, Al C, Int 10, XP 25, equipment: chain mail, shield, normal sword, 2d4gp
Hobgoblin Mercenary: AC 6, HD 1+1, hp 6, Mv 90', THAC0 18, Att 1 sword for 1d8, Ml 8, Save F1, Al C, Int 9, XP 15, equipment: Leather armour, shield, normal sword, 3d6sp

Concluding the adventure

The written instructions in Althonai's box of eldritch crystals are in the Arvorian script, and require a Read Languages spell to comprehend. They instruct Althonai to find as many eldritch crystals and then return them to the Arvorian mine complex to the north called Iseldek's Drop to the north, to then be passed on to the City of Madness

If Berresford is rescued he can tell the PCs where he found the Eldritch crystal from Scenario #7 and points them to an old ruined tower of Arvorian design found on the border between the coniferous Lothbarth forest and the tundra. 

There are no strict requirements for which the PCs should visit first (Iseldek's Drop or Berresford's ruined tower) but it should lead the PCs deeper into the realm and activities of the Arvorians. 

If the PCs ask around town about the Arvorians or eldritch crystals they are met with ignorance from all except Sorsoni the Sage, who is both fascinated and concerned by both. Sorsoni has only heard a little about the Arvorians, but it is enough to scare him. He knows that they are loosely related to elves and that their civilization is at least as old as that of the elves and perhaps dates back to Blackmoor days. He also knows that Arvorians are worshippers of Chaos and are nearly always malevolent. Any knowledge beyond this is up to the PCs to investigate for themselves. 

The lupins who guided the PCs to this outpost also know something of the Arvorians, and again can guide the PCs to the ruined tower that Berresford found the first Eldritch crystal in, though they do not know about Iseldek's Drop. 


Saturday, 3 December 2022

Anashfet and the Restless Undead of Nithia

Image by DusanMarkovic, source

Across northern Ylaruam there are dotted sites of the ancient Nithian civilization that died out long before the rise of the Emirates and the Eternal Truth. These range from simple shrines to entire buried cities, from farmsteads to huge pyramids that contain wealth and horror in equally large amounts. The Nithian civilization thrived between 1500BC and 500BC. Their culture was characterised by great reverence for death and the great effort put into the preservation and burial of their dead. Even lowly paupers were given a proper burial, while their great kings, known as pharaohs, had grand pyramids constructed as their tombs. Even lower officials and priests were buried in tombs with great ceremony and careful ritual. Given the generations of Nithians who lived and died during the millenium of the Nithian Empire, there are probably millions of preserved corpses under the sands of northern Ylaruam. 

Anashfet was one of the most powerful clerics in the later days of Nithia, and it is said he was the power behind the throne of Pharoah Kerathis II. But his influence was malignant, for although Anashfet claimed to be a follower of Neutrality, in actual fact he secretly worshipped Chaos. He dreamt of being elevated by the forces of darkness to the status of Chaos Prince and he conducted many dark and foul rituals to further this goal. But Anashfet was found out after one of his captives, due to be sacrificed to the powers of Chaos, escaped and told the Pharoah and his officials. Anashfet fled the capital with his most loyal retainers into the foothills of the north where they evaded the Pharoah's men who had attempted to capture Anashfet. He had already created a secret hideout for such a contingency, and he and his followers built it up into a veritable fortress of evil, said to be east or northeast of what is now Cinsa-Men-Noo. It was here that he was inspired to look at an alternative to Chaos Princehood - lichdom. Normally the domain of magic-users, his research and communing with chaotic powers beyond this world showed that it was possible to become a clerical lich, using the blasphemously evil magic developed in Allaktos known as Soul Magic. 

After gathering the materials and texts necessary, Anashfet and his most devoted disciples of Chaos carried out the ritual, and Anashfet swallowed the potion that would end his mortal life and bring him back as one of the undead. It did the first part - the potion killed Anashfet. But his corpse just laid there, while his disciples became increasingly worried and puzzled. After a week of his body lying on the slab, the followers that had not just given up and wandered off decided to bury Anashfet. He was mummified in accordance with the rituals of Nithian religion and buried in an ornate tomb underneath the fortress hideout that had been his home in exile. 

A thousand years passed. And then foolhardy adventurers exploring northern Ylaruam found the fortress of Anashfet and searched it for buried treasure. Maybe they spoke some magic words from an ancient text or maybe it was when one of their company fell into a pit trap and was skewered by the spikes at the bottom. It is not known exactly what they did but something happed that completed the ritual that had not worked a thousand years before. Anashfet awoke, in his funeral wrappings, and slew the insolent mortals. Confused about his circumstances, Anashfet then spent time gradually learning about his situation and also gathering undead forces to him, using many different spells and rites to reanimate the buried dead of Nithia and bind them to his command. For over 300 years he has been gradually developing his hidden realm of undeath. 

He is familiar with Allaktos, including its layout, its inhabitants and many of its secret rituals of Soul Magic. He has even conversed with some of the resident liches (at least when they are sane enough) but he is not a resident of that forbidden place. He is currently establishing outposts based in ancient Nithian ruins where undead lieutenants (typically mummies, though sometimes spectres or wights) command companies of animated skeletons and zombies at his whim. As well as the well-established forms of undead, Anashfet has also recruited some much rarer types such as coffer corpses, ghasts, heucuvas,  and death knights. Some of his mummified lieutenants can cast chaotic clerical spells. He has also applied the Animate Dead spell to the bodies of non-humanoid creatures, with unpredictable but terrifying results. The skeletal centaurs pulling Nithian war chariots ridden by Bone Warrior archers are frighteningly effective skirmishers in the open desert.   

Anashfet's grand scheme is to establish an empire of undeath, completely overrunning the mortals of Ylaruam with their foolish ideas of the Eternal Truth. And after that, the barbarians to the north in Vestland and Soderfjord, and then those upstart backstabbers in Thyatis, and then who knows where next? Anashfet dreams of recreating the Nithian Empire in all its glory, only more terrible and awesome for having shed the weakness and foibles of the living and finding new strength, determination and discipline in undeath.  

But he has his enemies, most notably the Holy Killers of the Eternal Secret - this is exactly why they feel justified in lethal force against foolish adventurers disturbing ancient Nithian tombs. Except that now the cat is out of the bag, or rather the Lich is out of the tomb. The Holy Killers are experts at killing mortals, not destroying the undead. They are aware of the growing undead presence in northern Ylaruam (although not of Anashfet himself) and are debating among themselves the best way to deal with this.  Perhaps an alliance with carefully selected clerics of the Eternal Truth? Or maybe hire adventurers, but then dispose of them if they learn too much of ancient Nithia? 

Anashfet's growing forces are currently unknown to the rulers of the Emirates. But it is only a matter of time before they start to encroach on living settlements, and then the living and the undead will clash in battle. It is quite possible that adventurers will stumble on an outpost such as a forgotten Nithian temple in their wanderings. Whether they realise this is part of a grander scheme or just dismiss it as another haunted ruin is uncertain - perhaps if the adventurers encounter enough undead they will realise the pattern. 

Art by Jian Li, source


Monday, 28 November 2022

NPCs of Greenston

image by flaviobolla, source


Greenston is a large town in Rockhome, in between Lake Stahl and the southwest region of Rockhome. It has a substantial writeup in Gaz6: Dwarves of Rockhome which I will not repeat here. Suffice to say that this bustling trade town of 6000 has a wide range of characters established and passing through. It is particularly important as a hub where traders from various dwarf strongholds can sell their strongholds' produce and buy supplies they cannot create themselves. Unusually, the majority are human, not dwarves, and there are a few halflings and gnomes as well. This has led to a wider range of characters than in most purely dwarven settlements. 

Groups and Factions:

Greenston has a number of informal groups. Calling them factions might be rather grandiose as they are not as well organised or united as in some major cities but these groups have members who recognise they have similar problems, viewpoints and lifestyles. 

The Farmers: Mostly human and halfling but with a few dwarves, nearly all of the Wyrast Clan. Although not held in high esteem, the farmers are still very important, mainly for the food they supply but also selling the food further afield is an important part of the economy.

  • Yestelle Branfeed (female halfling3, lawful,  Str 11, Int 12, Wis 13, Dex 13, Con 10, Cha 14) is an unofficial spokesperson for the small halfling population in and around Greenston. She is one of the more significant wheat and barley growers in the area, living on her farm about 10 miles out of town. She looks with wry amusement at the bickering of dwarf clan politics and is determined to keep herself out of that mess. 
  • Magni Hornblower (male dwarf warrior2, neutral, Str 12, Int 10, Wis 12, Dex 10, Con 13, Cha 9) is a major beef producer for the town and has a ranch on the lakeside to the west. He is of the mind that farmers of all races should get together and form a guild for both better respect and negotiating power. He is a dedicated member of the Wyrwarf clan and supports them accordingly. 
  • Bertron Bullock (male human NM, chaotic, Str 10, Int 13, Wis 10, Dex 11, Con 12, Cha 13) is a cattle farmer and dairy farmer. He is also a surly, angry man who has a grudge against anyone who does better than him (which is most of his peers). He is not above cattle rustling and acquiring more cattle from dubious sources, and he tells himself that's what everyone else does. 
  • Valnu Cabbagehoer (female dwarf warrior1, lawful, Str 10, Int 11, Wis 14, Dex 10, Con 14, Cha 13) is a vegetable farmer who regularly brings her produce to Greenston and chats with the merchants and other customers. She agrees with Magni that a farmers' Guild is a good idea but would like to veto those farmers who behave badly (she has her suspicions about Bertron).

The Merchants. About half the merchants here are human, the other half dwarf. Most of the trade is within Rockhome - the mountains make trading with other nations difficult, except for Soderfjord and Ylaruam, both of which are connected to Rockhome by mountain passes. The merchants have a good knowledge of the different strongholds in the vicinity as well as what they produce and buy. 

  • Meribidus Silverbrow (human male, Dar Merch3, lawful, Str 7, Int 16, Wis 13, Dex 9, Con 7, Cha 13) is physically frail and weak but his mind is very sharp. He does most of his business within Rockhome and trades between all the major towns and cities of the realm. He keeps his home next to his main warehouse on the shoreline near to Greenston docks. He is well-respected among other traders of Rockhome, human and dwarf alike. He is a member of the Selenica Cooperative and may encourage other merchants he approves of to visit Selenica to join. 
  • Ragni Woodenbarrow (male dwarf warrior4, neutral, Str 15, Int 12, Wis 12, Dex 10, Con 14, Cha 12) primarily trades in weapons and armour, particularly exporting them via Ylaruam to the south. He has heard rumours of a tunnel that leads straight from Rockhome through the mountains to either Darokin or Alfheim and believes it should be opened for trade.  
  • Maedari Al'nathi (human female, ftr2, neutral, Str 13, Int 12, Wis 12, Dex 10, Con 10, Cha 13) is a Ylari widow who has taken over her deceased husband's business. She trades in all sorts of goods and produce but her main route is between Greenston and Parsa in Ylaruam via Dengar and Karrak Castle. The route seems to become more dangerous with each season and she is always looking for adventurers as temporary caravan guards.
  • Kurnor Brownraven (dwarf warrior3, lawful, Str 12, Int 12, Wis 14, Dex 10, Con 13, Cha 13) is a gem and silver merchant who primarily trades with the realms to the north, particularly Soderfjord and Vestland via Everkarr Pass. He is considering expanding his trade routes to Norwold but has heard it is even more dangerous than the Known World of southeast Brun. Brave and experienced adventurers might offer the security he needs to make the trip. 

The Thieves: Nearly all are human but with a few dwarves and halflings. Dwarves just don't have the aptitude for sneakiness and deception that humans do, though some of the nastier dwarves do become hired thugs and enforcers among the thieves. This makes Greenston with its large human population the hub of thievery in Rockhome. There is a single proper thieves' guild, the Shadowlurkers, though there are a few rival gangs as well. A lot of visiting dwarves are either naive and easily fall victim or else have heard about the thieves of Greenston and assume that any human is a potential thief to be distrusted and preferably avoided.

  • Derrevor the Renegade (male dwarf warrior5, chaotic, Str 16, Int 9, Wis 9, Dex 10, Con 16, Cha 9) is a tough and unpleasant bully who has found a niche as an enforcer and strongman for the Shadowlurkers. He enjoys the money and also the opportunity to pin terrified people to the wall and watch them squirm. He is wanted for assault and robbery in Dengar but he has avoided the law so far in Greenston. 
  • Guildmaster Barnock Razorknife (male human thief7, chaotic, Str 12, Int 16, Wis 12, Dex 13, Con 13, Cha 15) is the leader of the Shadowlurkers and is Derrevor's boss. Although he is a capable thief in his own right, his real talent is in organising the Shadowlurkers and keeping subordinates in line. Barnock also keeps an eye on local politics and law-enforcers as well as any street gangs that could become a problem for the guild. 
  • Nestara (female human thief6, neutral, Str 10, Int 13, Wis 12, Dex 16, Con 11, Cha 15) is an attractive young lady who is apparently a wandering minstrel. She visits taverns around towns and cities of Rockhome and she is currently staying in Greenston. She is actually a talented pickpocket and burglar who does not want to be tied down to any guild or other loyalties. She has so far avoided the attention of the Shadowlurkers. 
  • Grelb the Dirty (male human thief4, chaotic, Str 13, Int 11, Wis 10, Dex 15, Con 12, Cha 10) is a beggar and vagrant who is the de-facto leader of a band of 6 street thugs and robbers. They live in the most squalid and poorest part of Greenston (the docks) and go for small, easy targets such as lone merchants. Grelb is particularly wary of the Shadowlurkers who consider Grelb and his gang to be unwanted competition. Grelb got his nickname from his unpleasant demeanour around attractive women. 

The Adventurers: These include dwarf adventurers as well as human adventurers, including mages who keep a low profile as they don't want to be accused of being Glantrians. A few of the halflings and gnomes have joined as well. Elven adventurers are barely tolerated in Rockhome and even in a mostly human settlement like Greenston, elves are few and far between. 

  • Tarrioth the Seeker (male dwarf cleric4, lawful, Str 10, Int 12, Wis 16, Dex 10, Con13, Cha 13) is a dwarf on a quest of penance. After committing a crime and nearly losing the favour of his deity Kagyar, Tarrioth now seeks atonement by seeking out and reclaiming dwarven sites and items lost to humanoid tribes of Rockhome's borderlands, especially anything sacred to Kagyar. Anyone else is welcome to join in and help him. 
  • Madron Coppercoin (female dwarf warrior6, neutral, Str 16, Int 10, Wis 9, Dex 10, Con 15, Cha 10) is a treasure hunter and monster slayer who joins adventuring parties to acquire more loot. She is particularly experienced at dealing with orcs, goblins and kobolds. She has had scary experiences with Glantrian mages who captured her and would have experimented on her had she not escaped her bonds - she is now very wary of magic users, and hates Glantrian ones. 
  • Tiombath Bravebadger (male, gnome warrior4, lawful, Str 14, Int 11, Wis 9, Dex 14, Con 11, Cha 10) is quite unusual - a gnome who goes adventuring. His main motive is curiosity - most of his people are happy to stay in their warrens and strongholds but he wants to explore the Known World and tell his fellow gnomes about it. 
  • Eirlon the Unsought (male, human magic user17, neutral, Str 8, Int 17, Wis 12, Dex 10, Con 13, Cha 13) is a powerful mage who has been lying low in Greenston. He will not say who he is avoiding but he is very cautious around Thyatians and occasionally asks about any Thyatian mages in the area. Despite dwarven distrust of mages, he still offers services including accompanying adventurers on quests - often he will hide just how magically powerful he actually is and only cast low-level spells.  

The Town Council: The people that run the town are of course loyal to the realm, and often find themselves trying to balance between the town's predominantly human population and the dwarven kingdom it is situated in. 

  • Sylvania Corthonus (female, human fighter8, lawful, Str 14, Int 12, Wis 15, Dex 11, Con 10, Cha 15) is the mayor of Greenston. A former adventurer who has explored much of the Known World, she has been elected as mayor of Greenston mainly because of her steady nature and careful diplomacy. She speaks fluent dwarvish and maintains good relations with Dengar. 
  • Grugni Ironmantle (female, dwarf warrior9, lawful, Str 16, Int 10, Wis 13, Dex 12, Con 16, Cha 13) is the captain of the town guard. She is a steadfast keeper of the peace, and is also loyal to the Syrklist Clan of whom her family is a proud part. Her main focus is on the encroaching goblinoid threat and will always listen to reports about chaotic humanoids, especially from the Broken Lands or Darokin's Orc Lands. This does mean she can occassionally ignore or at least forget about crime within the town walls. 
  • Brabdor Boartusk (male dwarf warrior3, neutral, Str 13, Int 14, Wis 14, Dex 9, Con 13, Cha 11) is the town's chief investigator, keeping an eye on what goes on in taverns and the back streets. He often picks up on crime and espionage that Grugni Ironmantle may overlook. He is not always friendly and can sometimes be quite gruff and suspicious of strangers wandering into town. He is aware of the Shadowlurkers and believes their leader is a human thief, but has not identified anyone yet. He is also wary of chaos cultists infiltrating the town.  
  • Kalth of Specularum (male human cleric8, lawful, Str 8, Int 12, Wis 17, Dex 10, Con 9, Cha 15) is the accepted spiritual leader of Greenston and is an unofficial member of the town council. Despite hailing from Darokin he is not interested in trade or merchants. He has quite an ecumenical approach to the philosophy of Law, and feels that whether dwarf or human, worshipping abstract forces or specific immortals, the followers of Law should be able to set aside their differences and face the threat of Chaos together. He is regularly consulted by other members of the Town Council on matters of Law and Chaos.   

image by August Von Siegen,, source



Wednesday, 16 November 2022

The Lupins of the Alvini Pack

 The lupins of Norwold are a rugged and self-reliant breed that appear as humanoid versions of real-world malamute dogs.Although biologically similar to the lupins found far south in the Savage Coast, they are culturally quite different. They do not have fixed settlements but are nomadic, wandering through the wilds of Norwold to follow their food and avoid dangerous predators. 

source

One particular pack of lupins, the Alvini, wander the Lothbarth Forest near the town of Barathmir. They are generally neutral towards the human settlers though they do warn the humans not to overhunt the area - the lupins are at least as dependent on forest game as the human settlers. They speak the Norwold dialect of Lupin and some also speak Alphatian Common. The Alvini pack currently has 30 members, though it is in an alliance with several other packs including the Varrano (north of Panteria) and the Pargonni (northeast of Latela). 

In terms of game rules I am winging it, starting with the stats for lupins from AC9:Creature Collection and just developing lupin NPCs from there. I am not aware of rules for lupin NPCs that follow Classic D&D's race-as-class approach, though I know there are rules for lupin characters for later editions where class and race are independent.
Here lupins fall into two classes, the warriors (essentially the lupin equivalent of fighters) and the anatkuq (the lupin equivalent of clerics and druids). 

In terms of equipment, Norwold lupins tend to keep it fairly primitive as they do not practice metalworking themselves and only sometimes trade or scavenge from those that do. Wood, bone, flint and antler are all used for their weapons, while armour is nearly always leather, furs and hides, worn as much for protection from the cold weather as from enemy weapons

Basic Lupin: AC 6, HD 2, hp 9, Move 120', THAC0 18, Att 1 weapon for 1d8, Save as F2, Ml 8, Int 10, Al L, XP 20
Equipment: leather armour/warm furs, battleaxe

Maquanta Spikefur: AC 6, HD 4, hp 20, Move 120', THAC0 16, Att 1 weapon for 1d6+2, Save as F4, Ml 10, Int 11, Al L, XP 75
Equipment: Spear +2, leather armour/warm furs, sling +10 stones
Maquanta is the leader of the pack and has been for the last 5 years. He is regarded as the strongest warrior and also the best tactician and hunter. His prized possession is an enchanted spear, the Walrus-Biter, with a haft of Ent-heart wood and a head carved from giant walrus ivory. 

Charvoni Whitetail: AC 6, HD 4(d6), hp 14, Move 120', THAC0 17, Att 1 weapon for 1d6, Save as C4, Ml 9, Int 10, Al L, XP 75, 
Equipment: Stone Mace, leather armour/warm furs, holy symbol
Spells: Resist Cold, Cure Light Wounds, Faerie Fire (from Companion Rules druid spells) 
Charvoni is the alpha female of the group, Maquanta's mate and also the main anatkuq (cleric) for the pack. As well as supporting and healing members of the Alvini Pack, she is also in contact with other anatkuqs from other packs, forming an informal network. 

Galthor Orcbiter: AC 5, HD 3, hp 16, Move 90', THAC0 16, Att 1 weapon for 1d8, Save as F3, Ml 10, Al N, XP 35
Equipment: Chain mail & fur cloak, battleaxe, dagger, 
Galthor is unusual among the lupins of the Lothbarth forest because he wears metal armour. He is Charvoni's nephew and also the principle trader of the group, visiting human settlements and selling hides and pelts, and buying whatever the lupins will need. He is more diplomatic than other lupins, especially with humans, elves and other demihumans, but also more greedy and acquisitive. 

Veellana Dampnose: AC 6, HD 2(d6), hp 6, Move 120', THAC0 19, Att 1 weapon for 1d4, Save as C2, Ml 9, Al L, XP 25
Equipment: leather armour/warm furs, club, holy symbol
Spells: either Resist Cold or Light
Veellana has recently joined the Alvini pack, having left her pack of origin (the Pargonni) after internal rivalries erupted into violence. Veellana has become Charvoni's apprentice anatkuq and shows great promise. 

Mechawa Gorsecroucher: AC 6, HD 3, hp 14, Move 120', THAC0 17, Att 1 weapon for 1d8, Save as F3, Ml 10, Al N, XP 35
Equipment: leather armour/warm furs, iron longsword, ivory dagger
Mechawa is the sneaky one of the Alvini, often on the edge of the pack and not entirely trusting others though she knows she is better off with the pack than on her own. She is Galthor's mate but is getting tired of him being second to Maquanta. She is very skilled at tracking and has excellent hearing and sense of smell even for a lupin. 

Hurbass Rabbitripper: AC 6, HD 2, hp 10, Move 120', THAC0 18, Att 1 weapon for 1d6+1, Save as F2,  Ml 9, Al L, XP 20
Equipment: leather armour/warm furs, antler handaxe, ivory dagger
Hurbass is perhaps the most inquisitive and curious of the Alvini and will ask questions about all sorts of topics, especially when chatting to humanoids outside of his pack. He is fascinated by civilization, magic and metalworking. However, he has had several bad experiences with the Arvorians and views them as an enemy to be monitored and watched out for. He is the pack member most likely to guide outsiders to Arvorian sites and ruins. 


Wednesday, 9 November 2022

Random Encounters of Norwold

Image by andrekosslick, source

Here I introduce my customised encounter tables for selected areas of Norwold according to my campaign ideas. Random encounter tables should always be considered the starting point for possible encounters, not a complete definitive list of what can be met. Just because a creature is not in the tables does not mean it cannot be encountered, merely that it is at the discretion of the DM, not the dice. You may notice the dice rolled on each table are 1d12+1d8. This is a nostalgic re-use of the method of tables at the back of 1E AD&D Monster Manual 2, with more common creatures towards the centre of the table and rarer creatures at the extremes.

Another thing to bear in mind is the relative challenge these encounters will pose to PCs. Unlike discrete levels of a dungeon, wilderness areas are generally not geared towards specific character levels. Nonetheless, it can be seen that the wilds of Norwold are considerably more dangerous than those of Karameikos. This is not coincidental - Karameikos is considered a default starting area for 1st level characters, while Norwold was conceived as an area for Companion-level (15th to 25th level) characters. Although only a few of the encountered creatures would be a serious challenge for a party of 15th level adventurers, most of these will keep mid-level adventurers on their toes. I would therefore suggest that DMs using these tables should discourage PCs below 5th level from venturing out into the wilds beyond the coastal towns and villages. 

Note that I have included weather/environmental events here as well, marked in green. These will require more DM adjudication than conventional monster encounters. It is a good idea when adventuring in Norwold for the players and DM to establish what clothing the PCs are wearing. If they invest in waterproof and warm coats and cloaks then the effects of some of these weather events can be mitigated. Striding about in nothing but a furry loincloth and horned helmet may look mighty but frostbite and hypothermia do not care for vanity. 

The Great Bay of Norwold is fairly consistent all year round - as a sea it is less susceptible to seasonal changes than the more extreme hinterlands of Norwold
Dice Roll (1d12+1d8)The Great BayNo. EncNotes
2Sea Hydra1As hydra but with turtle-like flippers instead of lizard legs
3Water Elemental1d3Roll 1d10: 1-6: 8HD, 7-9: 12HD, 0 : 16HD
4Salt-water Sturgeon1d6As Giant Sturgeon.
5StormDamages to ships, may push ships off course. Lasts 1d6 hours
6Giant Walrus1d8Not aggressive unless provoked, stats here
7Giant Squid1d4
8Mermen2d10Will include a leader (2HD)
9Dolphin2d8From Companion Rules & Rules Cyclopedia
10Human FishermanFleet of 1d6 boats with 2d4 fishermen per boat
11Human Trader1 ship with 3d8 crew + merchant
12Walrus1d10Stats here
13Giant Octopus1d4
14Norwold Shark1d6Stats as Mako shark. Known man-eaters
15Giant Crab1d6
16Human Pirate3d6+21 ship with 3d6 pirates + 1 captain (F3) & 1 mate (F2)
17Sea Termite1
18IcebergsMay damage ship hulls causing shipwreck
19Dense FogReduces visibility down to 30ft/10 yards, lasts for 1d6 hours, increased chance of getting lost
20Sea Dragon1From Expert rulebook. Use Sperm Whale if you do not have these stats

Lothbarth Forest is the large stretch of coniferous forest (taiga) immediately to the north of the Great Bay of Norwold, and includes the forests surrounding the towns of Barathmir, Panteria and Latela. The creatures and weather encountered change with the seasons, so there are two encounter tables, one for summer, one for winter.
Dice Roll (1d12+1d8)Lothbarth Forest SummerNo. EncNotes
2Green Dragon1
3Brown Bear1d3
4Lupin2d8
5Elf2d8As in Monster section of Basic rules + 1 2nd level elf leader
6Giant Boar1d4Stats here
7Rain stormLasts 1d6 hours. Everything is soaked. Spellbooks, flint & tinder and other items that must stay dry need special precautions
8Auroch1d10Stats here
9Wolf2d10
10Herd Animal3d10Roll 1d10: 1-6: Fallow Deer (1HD), 7-8: Wapiti (2HD), 9-10 Bison (4HD)
11Boar1d6
12Human NPCs2d6Roll 1d10: 1-5 Peasants (NM), 6-8: Bandits, 9-10: Adventurers or special
13Dense FogReduces visibility down to 30ft/10 yards, lasts for 1d6 hours, increased chance of getting lost
14Orc3d6
15Dire Wolf2d4
16Giant Stag2d6Stats here
17Giant Hawk1d4
18Werewolf1d8
19Wereboar1d3
20Troll1.
Dice Roll (1d12+1d8)Lothbarth Forest WinterNo. EncNotes
2White Dragon1
3Polar Bear1
4Lupin2d8
5Elf2d8As in Monster section of Basic rules + 1 2nd level elf leader
6Giant Boar1d4Stats here
7BlizzardLasts 1d6 hours. Visibilty reduced to 30ft/10 yards, all creatures not wrapped up warm take 1 damage per hour. Deep snow creates difficult terrain (half movement)
8Auroch1d10Stats here
9Wolf2d10
10Herd Animal3d10Roll 1d10: 1-6: Fallow Deer (1HD), 7-8: Wapiti (2HD), 9-10 Bison (4HD)
11Boar1d6
12Human NPCs2d6Roll 1d10: 1-5 Peasants (NM), 6-8: Bandits, 9-10: Adventurers or special
13Deep SnowReduces movement on land by half. Snow depth varies but drifts up to 1d6+1 ft. Halflings and gnomes will struggle to move
14Orc3d6
15Dire Wolf2d4
16Giant Stag2d6Stats here
17Giant Hawk1d4
18Werewolf1d8
19Cold SnapAll creatures not immune to cold take 1d4 damage per hour, -1 damage if wearing warm clothing, lasts 1d6 hours
20Frost Giant1.

Noskumis Plains are more accurately called Noskumis Tundra - the low, tough vegetation is not just grasses but also moss, lichen, small bushes and heather. Like the Lothbarth Forest the Noskumis Tundra changes dramatically with the seasons, so two tables, one for winter, one for summer, are given here. 
Dice Roll (1d12+1d8)Noskumis Tundra SummerNo. EncNotes
2Blue Dragon1
3White Dragon1
4Winter Wolf1d6Borrowed from 1E AD&D
5Giant Eagle1d4Stats here
6Mastodon/Mammoth1d10Roll 1d10: 1-6: Mastodon, 7-0 Mammoth. Mammoths have same stats but extra 2HD
7Woolly Rhino1d10Borrowed from 1E AD&D
8Neanderthal3d6
9Rain stormLasts 1d6 hours. Everything is soaked. Spellbooks, flint & tinder and other items that must stay dry need special precautions
10Dire Wolf1d10
11Herd Animal3d10Roll 1d10: 1-7: Caribou (2HD), 8-9: Musk-Oxen (3HD), 0: Bison (4HD)
12Human/Demihuman2d6Roll 1d10: 1-7: Nomad, 8-9: Chaotic Bandit, 0: Adventurers or DM's Choice
13Dense FogReduces visibility down to 30ft/10 yards, lasts for 1d6 hours, increased chance of getting lost
14Cave Bear1
15Giant Elk1d4Stats here
16Sabertooth Tiger1d6
17Axebeak2d10Stats here
18Ogre2d10
19Troll1d4
20Frost Giant1d4.
Dice Roll (1d12+1d8)Noskumis Tundra WinterNo. EncNotes
2Frost Salamander1
3White Dragon1
4Winter Wolf1d6Borrowed from 1E AD&D
5Tusked Yeti1d4Stats here
6Mastodon/Mammoth1d10Roll 1d10: 1-6: Mastodon, 7-0 Mammoth. Mammoths have same stats but extra 2HD
7Woolly Rhino1d10Borrowed from 1E AD&D
8Neanderthal3d6
9Deep SnowReduces movement on land by half. Snow depth varies but drifts up to 1d6+1 ft. Halflings and gnomes will struggle to move
10Dire Wolf1d10
11Herd Animal3d10Roll 1d10: 1-7: Caribou (2HD), 8-9: Musk-Oxen (3HD), 0: Bison (4HD)
12BlizzardLasts 1d6 hours. Visibilty reduced to 30ft/10 yards, all creatures not wrapped up warm take 1 damage per hour. Deep snow creates difficult terrain (half movement)
13Dense FogReduces visibility down to 30ft/10 yards, lasts for 1d6 hours, increased chance of getting lost
14Cave Bear1
15Giant Elk1d4Stats here
16Sabertooth Tiger1d6
17Ice TrapSnow covers thin ice over water. 3d6x10 lb weight will break, dropping creature into freezing cold water (rules for swimming & drowning apply)
18Ogre2d10
19Cold Snap1d4All creatures not immune to cold take 1d4 damage per hour, -1 damage if wearing warm clothing, lasts 1d6 hours
20Frost Giant1d4.

The Everwinter Lands host few normal animals, as the lack of vegetation and intense cold will drive away or kill all but the hardiest of biological creatures. There is hardly any vegetation - maybe some patches of tough lichen on exposed rock, but for the most-part the Everwinter Lands are desolate. Unlike some other areas of Norwold, summer has no influence here - it is as the name suggests: perpetual winter. 
Dice Roll (1d12+1d8)Everwinter LandsNo. EncNotes
2Remorhaz1Borrowed from AD&D
3White Dragon1d4
4White Dragon1
5Frost Salamander1d4
6Frost Salamander1
7Dense FogReduces visibility down to 30ft/10 yards, lasts for 1d6 hours, increased chance of getting lost
8Winter Wolf2d6Borrowed from AD&D
9Winter Wolf1d6Borrowed from AD&D
10Blizzard
Lasts 1d6 hours. Visibilty reduced to 30ft/10 yards, all creatures not wrapped up warm take 1 damage per hour. Deep snow creates difficult terrain (half movement)
11Blizzard
12Polar Bear1
13Ice CrevasseChasm in the ice, 2d6ft across, 1d10x10ft deep, 2d10x100 yards long. 30% chance to be hidden by snow cover. Treat as pit trap
14Cold Snap1d4All creatures not immune to cold take 1d4 damage per hour, -1 damage if wearing warm clothing, lasts 1d6 hours
15Mastodon/Mammoth1d10
Roll 1d10: 1-6: Mastodon, 7-0 Mammoth. Mammoths have same stats but extra 2HD
16Mastodon/Mammoth1d10
17Ice Toad1d6Borrowed from AD&D
18Frost Giant1d4
19Frost Giant2d6Accompanied by Frost Giant Leader (stats here)
20Ice Elemental1Roll 1d10: 1-6: 8HD, 7-9: 12HD, 0 : 16HD, stats as Earth Elemental

Image by Larry Elmore, source

Jagged Teeth Mountains are the mountains to the west of the Great Bay of Norwold. Note that this encounter table is suitable for other mountain ranges in Norwold such as the Ice Reach Range, Thundering Peaks and White Mountains. 
Dice Roll (1d12+1d8)Jagged Teeth and other MountainsNo. EncNotes
2Storm Giant1
3Stone Giant1d4
4Frost Giant1d4
5Ogre3d6Led by Ogre Leader (stats here)
6AvalancheAll non-flying creatures in the area take 2d10 crushing damage and must save vs paralysis or be buried under snow and suffocate in 2d4 turns unless freed by another
7Rock FallAll non-flying creatures in the area take 3d10 crushing damage
8BlizzardLasts 1d6 hours. Visibilty reduced to 30ft/10 yards, all creatures not wrapped up warm take 1 damage per hour. Deep snow creates difficult terrain (half movement)
9RainstormLasts 1d6 hours. Everything is soaked. Spellbooks, flint & tinder and other items that must stay dry need special precautions
10Orc2d10
11Herd Animal2d10Roll 1d10: 1-4 Chamois (1HD), 5-8 Ibex (2HD), 9-10 Yak (3HD)
12Giant Goat2d6Stats here
13Human/Demihuman2d10Roll 1d10: 1-3 Gnome, 4-6 Dwarf, 7-0 Human
14Neanderthal2d10
15Cave Bear1d4
16Dire Wolf2d6
17Giant Eagle1d6Stats here
18White Dragon1d3
19Red Dragon1
20Remorhaz1Borrowed from AD&D