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1D12 for Terrors of the Borderlands |
1 |
Road Agents –
3D6 Bandits led by a F3 “Bodmew the Gross” The Bandits wear
a variety of homemade armor, equivalent to chainmail, and fight
with short-bows at range or longswords. 40% that the band is
mounted, but Bodmew will always be mounted. Bodmew wears good
quality human sized plate mail and wields an etched silvered
longsword (worth 150gp). Bodmew isn't especially murderous, and
the band is made up of refugees, criminals and exiles who are
tough but not overtly sadistic. They are more likely to charge
the PCs a “toll” to pass than to simply attack. They may be
part of a larger band encamped deep in the woods, or can be
replaced by a similar group of wizard's followers. (AC 5, HD 1, HP
4, #AT 1, D 1D6 or 1D8, MV (40'/80'), Save F1, ML 9)
Bodmew the
Gross (AC 3, HD 3, HP 14, #AT 1, +1/hit, D 1D8+1, MV (40'/80') ,
Save F3, ML 9). |
2 |
Crystal
Jaguar(s) – 1D3 crystalline cat beasts. Six-legged,
scintillating hunters that are rumored to lair in amongst the
Molybdenum tombs. Crystal jaguars bite with their over-sized jaws
and exist in multiple planes or locations at once, this makes them
hard to hit in melee and impossible to hit with normal missiles.
They will often grab a lone victim and escape up a tree to devour
their prey in peace. (AC 3, HD 5, hp 18, 27 #AT 1, +1 Hit, D 1d10,
MV (80’), Save F5, ML 8; immune to normal missiles). |
3 |
Giant Ticks – 2D4 Giant bloodsucking things of
filthy, mottled, clattering chitin Each is about four feet long
and a bloated three feet wide. They will drop from the trees on
warm blooded creatures and on a successful strike attach
themselves to their victim, draining 1D6/dmg per round until the
victim is dead, the tick killed or the tick hit with a fire
attack. (AC 3, HD 3, HP 12,
#AT 1, D 1D4 (1D6), MV (10'), Save F2, ML 12) |
4 |
Forest Goblin Ambush – A large goblin hunting
party containing 4D10 goblins, 1D4 goblin shaman and 1D6 bugbears
is concealed on both sides of the road. The Goblins will throw
spears while the bugbears charge, and then follow behind wielding
stone axes. The shaman will stand back counter-spelling as
necessary and flinging sling stones, spears or darts.
Goblin/Goblin: Shaman: (AC 6, HD 1-1, HP 3, #AT 1, D1D6, MV
(20'), SAVE F0, ML 7, 9 w/bugbear) Bugbear: (AC 6, HD 4, HP 16,
#AT 3, D1D3/1D3/1D10, MV (40'), SAVE F3, ML 9). |
5 |
Site of Tragedy – Something terrible happened
here. A sense of terror and old death impregnates the very air.
Often there is evidence of what occurred: A burnt wagon, gnawed
human bones, a smashed farmstead, shallow graves, or ancient
buildings twisted by strange energies. |
6 |
Shambling Mound – A 15' tall mass of rotted
forest matter crawls slowly from the leaf mould and forms the
shape of some forest beast: a bear, a wolf, a tiger a stag, a
wildman or some combination of them. This forest spirit wishes
become more 'real' and may only do so by draining the life from
the animate. (AC 4, HD 8, HP 34, #AT 2, D2D8, MV (20'), SAVE F8,
ML 12; immune to fire, lighting, death, charm, ½ damage cold,
normal weapons). |
7 |
Haunting – The same as No. “5” only the
spirits of the tragedy are angry enough to attack the living, they
aren't always active and won't travel far beyond the bounds of the
original tragedy, usually a 200' diameter circle. The haunting
will first appear as ghostly figures that reenact the last moments
before their deaths or the most pertinent element of the tragedy.
Spirits will battling invisible attackers, sufferer and die from
unknown disease, succumb to cannibalistic impulses or waste away
from starvation. After 1d4 rounds the spirits will notice the PCs
as if waking and will coalesce into a single ghostly whirlwind of
twisted limbs and distorted faces. This haunt will attack
viciously after it is fully formed in an addition 1D4 rounds,
striking with the various limbs that make up its larger mass and
draining life from those struck. If the individual ghosts are
attacked prior to forming the haunt it will quickly form the next
round and attack the round after. Haunt: (AC 6 (magic or silver
weapon to hit) HD 6, HP 22, #AT 3, D 1D6/1D6/1D6 MV (40') SAVE F5
ML 8, undead).
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8 |
Puzzling Evidence - Harmless but puzzling evidence of a Wizard
(including the Fist's) recent presence. The distant citing of a
Wizard, or wizard's vehicle is easiest, but it can be anything
from macabre trophies staked beside the road, to a puzzling
billboard or scattered pamphlets encouraging immigrants to place
themselves under a specific wizard's rule. |
9 |
Moktar Warband
– 3D10 Moktars seeking to raid and plunder civilized lands. (AC
5, HD 2, hp 9, #AT 1, D 2-8, MV (30’), Save F 2, ML 8).
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10 |
Bounty Hunters/Tomb Plunders - 1D4 Fighters (lvls.
1-4) accompanied b y: (20%) 1D2 Clerics (lvls. 1-4); (40%) 1D4
Thieves (lvls. 1-4); 20% 1 Magic-User (lvls. 1-4) and/or (40%) 1D8
Men at arms (0-level). This is a 'rival' party of adventurers, they
are likely as murderous and robbery prone as your PCs, though
there is also the possibility they are a gang of well meaning
naifs. They will be armed, equipped and armored appropriately to
their level.
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11 |
Wizard – A random wizard or group of Wizard's
followers of the referee's choice, including the Fist.
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12 |
Bear – A Grizzly Bear wanders over to examine
the party. (AC 6, HD 5, HP 23, #AT 3, D1D3/1D3/1D6, MV (40'),
SAVE F2, ML 8). The first time this encounter is rolled the bear
will be an ancient and especially monstrous bear known locally as
'Redsnout Ben'. (AC 6, HD 5, HP 38, #AT 3, D 1D4/1D4/1D6, MV
(40'), SAVE F3, ML 10). This bear has terrorized local hunters
for years with a taste for human flesh, he stands 10' tall when
upright with a horrible scarred visage. Rumor claims that Ben
was once a murdering hermit somehow transformed into a bear. His
distinct reddish pelt will fetch at least 100GP (Maybe more
locally) and if Ben's lair can be discovered it contains a
treasure of Hoard Class XXI that he has accumulated over the
years. |
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