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 Bay | No. Enc | Notes |
2 | Sea Hydra | 1 | As hydra but with turtle-like flippers instead of lizard legs |
3 | Water Elemental | 1d3 | Roll 1d10: 1-6: 8HD, 7-9: 12HD, 0 : 16HD |
4 | Salt-water Sturgeon | 1d6 | As Giant Sturgeon. |
5 | Storm | | Damages to ships, may push ships off course. Lasts 1d6 hours |
6 | Giant Walrus | 1d8 | Not aggressive unless provoked, stats here |
7 | Giant Squid | 1d4 | |
8 | Mermen | 2d10 | Will include a leader (2HD) |
9 | Dolphin | 2d8 | From Companion Rules & Rules Cyclopedia |
10 | Human Fisherman | | Fleet of 1d6 boats with 2d4 fishermen per boat |
11 | Human Trader | | 1 ship with 3d8 crew + merchant |
12 | Walrus | 1d10 | Stats here |
13 | Giant Octopus | 1d4 | |
14 | Norwold Shark | 1d6 | Stats as Mako shark. Known man-eaters |
15 | Giant Crab | 1d6 | |
16 | Human Pirate | 3d6+2 | 1 ship with 3d6 pirates + 1 captain (F3) & 1 mate (F2) |
17 | Sea Termite | 1 | |
18 | Icebergs | | May damage ship hulls causing shipwreck |
19 | Dense Fog | | Reduces visibility down to 30ft/10 yards, lasts for 1d6 hours, increased chance of getting lost |
20 | Sea Dragon | 1 | From 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 Summer | No. Enc | Notes |
2 | Green Dragon | 1 | |
3 | Brown Bear | 1d3 | |
4 | Lupin | 2d8 | |
5 | Elf | 2d8 | As in Monster section of Basic rules + 1 2nd level elf leader |
6 | Giant Boar | 1d4 | Stats here |
7 | Rain storm | | Lasts 1d6 hours. Everything is soaked. Spellbooks, flint & tinder and other items that must stay dry need special precautions |
8 | Auroch | 1d10 | Stats here |
9 | Wolf | 2d10 | |
10 | Herd Animal | 3d10 | Roll 1d10: 1-6: Fallow Deer (1HD), 7-8: Wapiti (2HD), 9-10 Bison (4HD) |
11 | Boar | 1d6 | |
12 | Human NPCs | 2d6 | Roll 1d10: 1-5 Peasants (NM), 6-8: Bandits, 9-10: Adventurers or special |
13 | Dense Fog | | Reduces visibility down to 30ft/10 yards, lasts for 1d6 hours, increased chance of getting lost |
14 | Orc | 3d6 | |
15 | Dire Wolf | 2d4 | |
16 | Giant Stag | 2d6 | Stats here |
17 | Giant Hawk | 1d4 | |
18 | Werewolf | 1d8 | |
19 | Wereboar | 1d3 | |
20 | Troll | 1 | . |
| | | |
Dice Roll (1d12+1d8) | Lothbarth Forest Winter | No. Enc | Notes |
2 | White Dragon | 1 | |
3 | Polar Bear | 1 | |
4 | Lupin | 2d8 | |
5 | Elf | 2d8 | As in Monster section of Basic rules + 1 2nd level elf leader |
6 | Giant Boar | 1d4 | Stats here |
7 | Blizzard | | 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) |
8 | Auroch | 1d10 | Stats here |
9 | Wolf | 2d10 | |
10 | Herd Animal | 3d10 | Roll 1d10: 1-6: Fallow Deer (1HD), 7-8: Wapiti (2HD), 9-10 Bison (4HD) |
11 | Boar | 1d6 | |
12 | Human NPCs | 2d6 | Roll 1d10: 1-5 Peasants (NM), 6-8: Bandits, 9-10: Adventurers or special |
13 | Deep Snow | | Reduces movement on land by half. Snow depth varies but drifts up to 1d6+1 ft. Halflings and gnomes will struggle to move |
14 | Orc | 3d6 | |
15 | Dire Wolf | 2d4 | |
16 | Giant Stag | 2d6 | Stats here |
17 | Giant Hawk | 1d4 | |
18 | Werewolf | 1d8 | |
19 | Cold Snap | | All creatures not immune to cold take 1d4 damage per hour, -1 damage if wearing warm clothing, lasts 1d6 hours |
20 | Frost Giant | 1 | . |
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 Summer | No. Enc | Notes |
2 | Blue Dragon | 1 | |
3 | White Dragon | 1 | |
4 | Winter Wolf | 1d6 | Borrowed from 1E AD&D |
5 | Giant Eagle | 1d4 | Stats here |
6 | Mastodon/Mammoth | 1d10 | Roll 1d10: 1-6: Mastodon, 7-0 Mammoth. Mammoths have same stats but extra 2HD |
7 | Woolly Rhino | 1d10 | Borrowed from 1E AD&D |
8 | Neanderthal | 3d6 | |
9 | Rain storm | | Lasts 1d6 hours. Everything is soaked. Spellbooks, flint & tinder and other items that must stay dry need special precautions |
10 | Dire Wolf | 1d10 | |
11 | Herd Animal | 3d10 | Roll 1d10: 1-7: Caribou (2HD), 8-9: Musk-Oxen (3HD), 0: Bison (4HD) |
12 | Human/Demihuman | 2d6 | Roll 1d10: 1-7: Nomad, 8-9: Chaotic Bandit, 0: Adventurers or DM's Choice |
13 | Dense Fog | | Reduces visibility down to 30ft/10 yards, lasts for 1d6 hours, increased chance of getting lost |
14 | Cave Bear | 1 | |
15 | Giant Elk | 1d4 | Stats here |
16 | Sabertooth Tiger | 1d6 | |
17 | Axebeak | 2d10 | Stats here |
18 | Ogre | 2d10 | |
19 | Troll | 1d4 | |
20 | Frost Giant | 1d4 | . |
| | | |
Dice Roll (1d12+1d8) | Noskumis Tundra Winter | No. Enc | Notes |
2 | Frost Salamander | 1 | |
3 | White Dragon | 1 | |
4 | Winter Wolf | 1d6 | Borrowed from 1E AD&D |
5 | Tusked Yeti | 1d4 | Stats here |
6 | Mastodon/Mammoth | 1d10 | Roll 1d10: 1-6: Mastodon, 7-0 Mammoth. Mammoths have same stats but extra 2HD |
7 | Woolly Rhino | 1d10 | Borrowed from 1E AD&D |
8 | Neanderthal | 3d6 | |
9 | Deep Snow | | Reduces movement on land by half. Snow depth varies but drifts up to 1d6+1 ft. Halflings and gnomes will struggle to move |
10 | Dire Wolf | 1d10 | |
11 | Herd Animal | 3d10 | Roll 1d10: 1-7: Caribou (2HD), 8-9: Musk-Oxen (3HD), 0: Bison (4HD) |
12 | Blizzard | | 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) |
13 | Dense Fog | | Reduces visibility down to 30ft/10 yards, lasts for 1d6 hours, increased chance of getting lost |
14 | Cave Bear | 1 | |
15 | Giant Elk | 1d4 | Stats here |
16 | Sabertooth Tiger | 1d6 | |
17 | Ice Trap | | Snow covers thin ice over water. 3d6x10 lb weight will break, dropping creature into freezing cold water (rules for swimming & drowning apply) |
18 | Ogre | 2d10 | |
19 | Cold Snap | 1d4 | All creatures not immune to cold take 1d4 damage per hour, -1 damage if wearing warm clothing, lasts 1d6 hours |
20 | Frost Giant | 1d4 | . |
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 Lands | No. Enc | Notes |
2 | Remorhaz | 1 | Borrowed from AD&D |
3 | White Dragon | 1d4 | |
4 | White Dragon | 1 | |
5 | Frost Salamander | 1d4 | |
6 | Frost Salamander | 1 | |
7 | Dense Fog | | Reduces visibility down to 30ft/10 yards, lasts for 1d6 hours, increased chance of getting lost |
8 | Winter Wolf | 2d6 | Borrowed from AD&D |
9 | Winter Wolf | 1d6 | Borrowed from AD&D |
10 | Blizzard | | 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) |
11 | Blizzard | |
12 | Polar Bear | 1 | |
13 | Ice Crevasse | | Chasm in the ice, 2d6ft across, 1d10x10ft deep, 2d10x100 yards long. 30% chance to be hidden by snow cover. Treat as pit trap |
14 | Cold Snap | 1d4 | All creatures not immune to cold take 1d4 damage per hour, -1 damage if wearing warm clothing, lasts 1d6 hours |
15 | Mastodon/Mammoth | 1d10 | Roll 1d10: 1-6: Mastodon, 7-0 Mammoth. Mammoths have same stats but extra 2HD |
16 | Mastodon/Mammoth | 1d10 |
17 | Ice Toad | 1d6 | Borrowed from AD&D |
18 | Frost Giant | 1d4 | |
19 | Frost Giant | 2d6 | Accompanied by Frost Giant Leader (stats here) |
20 | Ice Elemental | 1 | Roll 1d10: 1-6: 8HD, 7-9: 12HD, 0 : 16HD, stats as Earth Elemental |
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 Mountains | No. Enc | Notes |
2 | Storm Giant | 1 | |
3 | Stone Giant | 1d4 | |
4 | Frost Giant | 1d4 | |
5 | Ogre | 3d6 | Led by Ogre Leader (stats here) |
6 | Avalanche | | All 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 |
7 | Rock Fall | | All non-flying creatures in the area take 3d10 crushing damage |
8 | Blizzard | | 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) |
9 | Rainstorm | | Lasts 1d6 hours. Everything is soaked. Spellbooks, flint & tinder and other items that must stay dry need special precautions |
10 | Orc | 2d10 | |
11 | Herd Animal | 2d10 | Roll 1d10: 1-4 Chamois (1HD), 5-8 Ibex (2HD), 9-10 Yak (3HD) |
12 | Giant Goat | 2d6 | Stats here |
13 | Human/Demihuman | 2d10 | Roll 1d10: 1-3 Gnome, 4-6 Dwarf, 7-0 Human |
14 | Neanderthal | 2d10 | |
15 | Cave Bear | 1d4 | |
16 | Dire Wolf | 2d6 | |
17 | Giant Eagle | 1d6 | Stats here |
18 | White Dragon | 1d3 | |
19 | Red Dragon | 1 | |
20 | Remorhaz | 1 | Borrowed from AD&D |
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