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Unapproachable East.pdf - The Forgotten Realms

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that are stopped or camped normally. Parties camping in<br />

secret or hiding use the Concealed Camping/Hiding column.<br />

A party that lights a fire is never camping in secret unless<br />

they can somehow hide the light and smoke.<br />

Desolate areas are not settled and generally do not support<br />

great numbers of wildlife or monsters.<br />

Wilderness areas are not settled but support significant<br />

wildlife or monsters.<br />

Frontier areas are lightly settled, but communities are small<br />

and far apart.<br />

Settled areas feature broad stretches of cleared land, small<br />

villages and thorps no more than a day’s travel from one another,<br />

and some patrols from nearby cities or fortresses.<br />

<strong>The</strong>re are fifteen general adventuring areas in the <strong>Unapproachable</strong><br />

<strong>East</strong>, whose encounter chances are described in tables<br />

7–2 through 7–16 below. <strong>The</strong>se supplant the encounter tables<br />

in the FORGOTTEN REALMS DUNGEON MASTER’s Screen, since<br />

they provide more localized encounter possibilities. Encounter<br />

areas are: Aglarond and Altumbel; the Aglarondan coastal<br />

waters; Ashanath and the North Country; the Dragonjaw and<br />

<strong>The</strong>sk Mountains; the Forest of Lethyr; the Firward, Icerim<br />

and Northern Sunrise Mountains; the Great Dale; Lake Ashane;<br />

Rashemen; the Rawlinswood; the Sunrise Mountains; Thay;<br />

<strong>The</strong>sk; the Umber Marshes; and the Yuirwood.<br />

How to Use the<br />

Encounter Tables<br />

Each encounter table includes the following information:<br />

d%: <strong>The</strong> result on percentile dice that will generate this encounter.<br />

Use the Day or Night column, as appropriate.<br />

Encounter: <strong>The</strong> type of creature encountered. Some of these<br />

may be groups, such as an orc patrol or merchant caravan. If<br />

the listed creature is a template, use the sample creature whose<br />

statistics appear in the template entry.<br />

Notations that identify a monster’s source follow some entries,<br />

as shown below. If there is no note, the creature is listed<br />

in the Monster Manual.<br />

(MF) Monster Compendium: Monsters of Faerûn<br />

(FR) FORGOTTEN REALMS Campaign Setting<br />

(UE) Chapter 6: Monsters of the <strong>East</strong> in this book<br />

Number Encountered: <strong>The</strong> number of creatures encountered.<br />

If the term “See groups” appears here, refer to the<br />

Groups Descriptions section below for the exact composition<br />

of the encounter.<br />

Group Descriptions<br />

Group encounters mentioned in the tables are described here.<br />

Bandits: 1d3+2 1st-level warriors and 1d2 leaders (level<br />

1d3). To determine the leaders’ class, roll d%: barbarian<br />

01–10, fighter 11–60, rogue 61–100. For the race of the bandit<br />

group, roll d%: human 01–70, half-orc 71–100. Bandits are<br />

usually chaotic evil.<br />

ADVENTURING IN THE EAST<br />

88<br />

Berserkers: 1d3+1 1st-level human barbarians and 1d2 barbarians<br />

of level 1d4+1. Berserkers are usually chaotic neutral.<br />

Blooded One Squad: 1d6+4 blood orcs, 1d3 blood orc fighters<br />

(level 1d3), and a blood orc leader of level 1d4+2. To determine<br />

the leader’s class, roll d%: cleric 01–40, fighter<br />

41–90, rogue 91–100.<br />

Bugbear Band: 1d6+4 bugbears, 1d3 bugbear fighters (level<br />

1d3), and 1 bugbear fighter (level 1d4+2).<br />

Elf Patrol: 1d6+6 1st-level wood elf warriors, 1d3 wood elf<br />

wizards (level 1d3+1), and 1 leader (level 1d4+1). To determine<br />

the leader’s class, roll d%: cleric 01–20, druid 21–40,<br />

fighter 41–50, ranger 51–80, rogue 81–100.<br />

TABLE 7–2: AGLAROND AND ALTUMBEL<br />

(TEMPERATE CLEAR, SETTLED) (EL 1–6)<br />

d% d% Number<br />

Day Night Encounter Encountered<br />

— 01 Allip 1<br />

01–03 02 Ankheg 1<br />

04–12 03–09 Bandits See groups<br />

— 10 Baneguard (MF) 1<br />

13–15 11–15 Dire rat 1d4<br />

16–17 16–18 Doppelganger 1<br />

— 19 Dread warrior (UE) 1<br />

18–19 20 Dryad 1d4+3<br />

20–21 21–24 Gargoyle 1<br />

— 25 Ghast 1<br />

— 26–28 Ghoul 1d6<br />

22–25 29–30 Gnoll 1d4+1<br />

26–27 31–35 Goblin 1d6+3<br />

28–29 36–38 Kobold 1d6+3<br />

30–31 39–40 Krenshar 1d2<br />

32–34 41–42 Manticore 1<br />

35–44 43–44 Merchants See groups<br />

45–54 45–49 Militia* See groups<br />

55–56 50–51 Minotaur 1<br />

57 52 Nixie (sprite) 1d3+1<br />

58–67 53–57 NPC party See groups<br />

68–69 58 Nymph 1<br />

70–71 59–63 Ogre 1d2<br />

72–73 64–69 Orc 1d3+1<br />

74–83 70–74 Patrol* See groups<br />

84 75 Pixie (sprite) 1<br />

85–88 76–77 Slavers See groups<br />

— 78–79 Spectral panther (MF) 1<br />

— 80–81 Skeleton, Medium-size 1d6<br />

89–90 — Tressym (FR) 1d3<br />

91–92 82–84 Troll 1<br />

93 85 Unicorn 1d2<br />

— 86–87 Vampire spawn 1d2<br />

94 88–89 Wereboar 1<br />

95–96 90–91 Wererat 1d2<br />

97 92–93 Werewolf 1<br />

— 94 Wight 1d2<br />

98–100 95–98 Wolf (animal) 1d4<br />

— 99–100 Zombie, Medium-size 1d4+1<br />

*Aglarondan half-elves and humans led by a ranger.

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