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Unapproachable East.pdf - The Forgotten Realms

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Gnoll Warband: 1d6+2 gnolls, led by 1 gnoll ranger (level<br />

1d6) and accompanied by 1d3 dire wolves.<br />

Goblin War Party: 1d8+4 goblins, 1d2+1 worgs, 1d2+1<br />

goblin fighters (level 1d3), 1d2+1 goblin adepts (level<br />

1d3+1), and 1 goblin leader (level 1d4+2). To determine the<br />

leader’s class, roll d%: Cleric 01–20, fighter 21–80, sorcerer<br />

81–100.<br />

Merchants: 2d4 1st-level commoners, 2d4 1st-level warriors,<br />

and 1d2 leaders (level 1d6). To determine the leaders’<br />

class, roll d%: expert 01–20, fighter 21–40, rogue 41–90,<br />

wizard 91–100. Merchants are usually neutral.<br />

Merchant Ship: A sailing ship (see Ships in Chapter 5: Campaigns<br />

in the DUNGEON MASTER’s Guide) carrying 4d4 1stlevel<br />

commoners, 1d3+1 experts (level 1d6), and a group of<br />

merchants as described above.<br />

Merfolk Patrol: 1d10+10 merfolk, 2 3rd-level merfolk<br />

fighters, and 1 merfolk leader (level 1d4+2). To determine the<br />

leader’s class, roll d%: adept 01–20, bard 21–90, cleric<br />

91–100.<br />

Militia: 1d6+2 1st-level warriors (the race is noted below the<br />

encounter table; ignore the leader entry). Militia match the<br />

normal alignment for their race (usually neutral if an alignment<br />

is not specified).<br />

NPC Party: <strong>The</strong> party consists of 1d3+2 NPCs. To determine<br />

the level range, roll d%: 01–50, level 1d3; 51–75, level<br />

1d3+3; 76–90, level 1d3+6; 91–99, level 1d3+9; 100, level<br />

1d3+12. Determine the class, race and alignment of each character<br />

by using the NPC Generation tables in the FORGOTTEN<br />

REALMS Dungeon Master’s Screen (or in Chapter 2: Characters<br />

in the DUNGEON MASTER’s Guide).<br />

Orc Patrol: 1d4+4 orcs, 1d2 orc barbarians (level 1d3), and<br />

1 orc leader (level 1d4+2). For the leader’s class, roll d%: Barbarian<br />

01–30, cleric 31–45, fighter 46–85, rogue 86–90, sorcerer<br />

91–100.<br />

Patrol: 1d4+2 warriors of level 1d2 and 1 leader of level<br />

1d4+1 (the race of the patrol and class of the leader are noted<br />

on the encounter table). Patrols match the normal alignment<br />

for their race (usually neutral if an alignment is not specified).<br />

Pilgrims: 3d4 1st-level commoners, 2d4 1st-level warriors,<br />

and 1d2 leaders (level 1d3). For the leaders’ classes, roll d%:<br />

Cleric 01–70, fighter 71–95, paladin 96–100. Pilgrims in the<br />

<strong>East</strong> are usually humans, half-elves, or half-orcs and are usually<br />

neutral.<br />

Pirate Ship: A sailing ship (see Ships in Chapter 5: Campaigns<br />

of the DUNGEON MASTER’s Guide) carrying 1d10+10<br />

1st-level commoners, 1d6+6 1st-level warriors, and 1d4+2<br />

NPC leaders (level 1d6). To determine the classes of the leaders,<br />

roll d%: Barbarian 01–10, cleric 11–25, fighter 26–65,<br />

rogue 66–95, sorcerer 96–100. Pirates in the <strong>East</strong> are usually<br />

humans or half-orcs. <strong>The</strong>y are usually chaotic evil.<br />

Rangers: 1d4 warriors (level 1d2), 1d2 rangers (level 1d4),<br />

and 1 leader (level 1d4+3). To determine the leader’s class, roll<br />

d%: Cleric 01–10, druid 11–40, fighter 41–50, ranger 51–100.<br />

In the Yuirwood, these characters are usually humans and<br />

half-elves. In the Forest of Lethyr, they’re usually humans,<br />

elves, half-elves, and volodnis. In the Rawlinswood, the characters<br />

are humans and volodnis. <strong>The</strong> band is usually neutral<br />

ADVENTURING IN THE EAST<br />

89<br />

good, although rangers encountered in the Rawlinswood may<br />

be neutral evil instead (50% chance).<br />

Slavers: 1d4+3 1st-level warriors, 1d2 fighters (level 1d4),<br />

1d2 rogues (level 1d4), and 2d8 captives, who are typically 1stlevel<br />

human commoners. Slavers are usually neutral evil. For<br />

the race of the slavers, roll d%: Blooded one 01–15, gnoll<br />

16–25, half-orc 26–40, human 41–100.<br />

TABLE 7–3:<br />

AGLARONDAN COASTAL WATERS<br />

(TEMPERATE OCEAN, FRONTIER) (EL 5–18)<br />

d% d% Number<br />

Day Night Encounter Encountered<br />

01–05 01–03 Aquatic elf 1d10+10<br />

06 04 Dire shark 1d2<br />

07–08 05–07 Dragon, bronze (adult) 1<br />

09–10 08–11 Dragon turtle 1<br />

11–14 12–17 Kapoacinth (gargoyle) 1d2<br />

15–16 18–21 Kraken 1<br />

17–18 22–29 Lacedon (ghoul) 1d6+6<br />

19–30 30–34 Merchant ship See groups<br />

31–34 35–37 Merfolk company 1d3+1<br />

35–36 38–39 Merfolk patrol See groups<br />

37–41 40–43 NPC party See groups<br />

42–45 44 Orca whale (animal) 1d6+5<br />

46–48 45–47 Octopus, giant (animal) 1<br />

49–58 48–52 Pirate ship See groups<br />

59–64 53 Porpoise (animal) 2d10<br />

65–71 54–59 Sahuagin 1d4+4<br />

72–74 60–62 Scrag (troll) 1d3+1<br />

75 63–65 Sea hag 1<br />

76–78 66–67 Sea lion 1<br />

79 68–69 Shark, Huge (animal) 1<br />

80–82 70–72 Shark, Large (animal) 1d4+1<br />

83–86 73–76 Shark, Medium-size (animal) 1d6+5<br />

87–89 77–78 Shalarin (MF) 1d8+2<br />

90–91 79–83 Squid (animal) 1d6+5<br />

92 84–85 Squid, giant (animal) 1<br />

93 86 Storm giant 1<br />

94–95 87–90 Tojanida, adult 1d3+1<br />

96 91–92 Tojanida, elder 1d3+1<br />

97–98 93–97 Triton 1d4+1<br />

99–100 98–100 Wereshark (MF) 1d2<br />

TABLE 7–4:<br />

ASHANATH AND THE NORTH COUNTRY<br />

(COLD PLAINS, FRONTIER) (EL 3–10)<br />

d% d% Number<br />

Day Night Encounter Encountered<br />

— 01–02 Allip 1<br />

01 03–04 Annis (hag) 1<br />

02–06 05–06 Bandits See groups<br />

— 07 Baneguard (MF) 1d8+2<br />

07 08–09 Barghest 1d2<br />

08–13 10–11 Berserkers See groups<br />

14–15 12–13 Bheur (hag) (UE) 1

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