Unapproachable East.pdf - The Forgotten Realms
Unapproachable East.pdf - The Forgotten Realms
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