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Unapproachable East.pdf - The Forgotten Realms

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Illustration by Mike Dutton<br />

lost a bet with a demon prince and paid with the death by<br />

drowning of all they held dear. Umlaor lies less than fifty<br />

miles west of the Alaor, once part of the same chain of islands.<br />

Today, local sahuagin live in the upper levels of this sunken<br />

island, but the caverns farther below are filled with creatures<br />

so noxious as to turn the waters black with their passage.<br />

Val-Murthag: Once the religious capital of demon-haunted<br />

Narfell, this sprawling city was leveled by the battle magic of<br />

the Raumathari in the last war between those two ancient<br />

realms. Its cyclopean walls and shattered towers lie two days’<br />

march from Bezentil, in a wild and lonely corner of the Great<br />

Dale. Little is left on the surface, but deep vaults filled with<br />

imprisoned demons and restless Nar ghosts lie beneath the<br />

city’s numerous keeps.<br />

Wilderness<br />

Encounter Tables<br />

<strong>The</strong> <strong>East</strong> is a vast region encompassing nearly 500,000 square<br />

miles. Outside the plateau of Thay, the Golden Way, and the<br />

coasts of Aglarond and the <strong>East</strong>ing Reach, much of this area<br />

is wilderness.<br />

ADVENTURING IN THE EAST<br />

A Rashemi berserker encounters an ice troll<br />

87<br />

Encounter Chance<br />

As a party travels across the lands of the <strong>Unapproachable</strong> <strong>East</strong>,<br />

there is a chance per hour of travel of a wilderness encounter,<br />

as set out in Table 7–1: Wilderness Encounter Chance. <strong>The</strong><br />

first number in a column is for a single hour of travel in that<br />

type of terrain; the second (in parentheses) is the chance of a<br />

single encounter in 8 hours of travel in that terrain. If the terrain<br />

does not change in the course of a day’s travel, it’s much<br />

easier to make a single check and then determine randomly<br />

when during the day the encounter takes place.<br />

TABLE 7–1:<br />

WILDERNESS ENCOUNTER CHANCE<br />

Open<br />

Camping/ Concealed<br />

Normal Cautious Camping/<br />

Terrain Travel Travel Hiding<br />

Desolate 5% (33%) 2% (15%) 1% (8%)<br />

Wilderness 8% (49%) 4% (28%) 2% (15%)<br />

Frontier 10% (57%) 5% (33%) 2% (15%)<br />

Settled 12% (64%) 6% (40%) 3% (20%)<br />

Parties moving at half their best possible speed or slower are<br />

treated as using cautious travel; open camping describes those

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