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

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