| # | 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). | 
  | 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). | 
  | 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. | 
  | 11 | Wizard – A random wizard or group of Wizard's
   followers of the referee's choice, including the Fist. | 
  | 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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