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Encounter Distance Terrain Encounter Distance (yards) Badlands 2d6x10 (70) Desert 4d6x10 (140) Fields, Fallow 4d6x10 (140) Fields, Ripe 5d10 (28) Fields, Wild 3d6x5 (53) Forest, Heavy or Jungle 5d4 (13) Forest, Light 5d8 (23) Marsh 8d10 (44) Mountains 4d6x10 (140) Plains 5d20x10 (525) Man-sized targets are visible from a maximum of 1,000 yards over flat plains. Larger creatures can spot and be spotted at greater distances. Likewise creatures can spot and be spotted at greater distances if they are on towers, high hills, and so on. Increase the spotting distance in proportion to the increase in height or elevation relative to a man (6'). EXAMPLE: Adventurers encounter a 12' tall ettin in a light forest. The base encounter distance is 5d8 yards, and the Judge rolls a 21, yielding 21 yards. However, the ettin is double the height of a man, so the encounter distance is doubled to 42 yards. If the adventurers were standing on a 24' hill (four times the height of a man), the encounter distance would multiply by (4+1) five times, to 102 yards. Dungeon Distances are always 2d6 x 10. Monster Reaction rolls, adjusted by the charisma of the lead character 2– Hostile, attacks 3–5 Unfriendly, may attack 6–8 Neutral, uncertain 9–11 Indifferent, uninterested 12+ Friendly, helpful On the Way to Old Owl Well (or Agatha’s Lair, or Old Owl Well, or Wyvern’s Tor) 6 random encounters, 4 in hills, 2 in grasslands hills -flyers (harpy) (x4)- deadly- unfriendly, may attack- 60 yards distant -flyers (gargoyle) (x4, in lair)- super deadly, indifferent, uninterested -unusual (rust monster) (x4)- hard, neutral, uncertain -animal (wolf, dire) (x3)- deadly, unfriendly, may attack- 80 yards distant grasslands -insects (ankhegs) x3- deadly (5 more are in or around the nest- super deadly), neutral, uncertain

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Distances, etcetera

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Encounter Distance

Terrain Encounter Distance (yards)

Badlands

2d6x10 (70)

Desert

4d6x10 (140)

Fields, Fallow

4d6x10 (140)

Fields, Ripe

5d10 (28)

Fields, Wild

3d6x5 (53)

Forest, Heavy or Jungle 5d4 (13)

Forest, Light

5d8 (23)

Marsh

8d10 (44)

Mountains

4d6x10 (140)

Plains

5d20x10 (525)

Man-sized targets are visible from a maximum of 1,000 yards

over flat plains. Larger creatures can spot and be spotted at

greater distances. Likewise creatures can spot and be spotted

at greater distances if they are on towers, high hills, and so on.

Increase the spotting distance in proportion to the increase

in height or elevation relative to a man (6'). EXAMPLE:

Adventurers encounter a 12' tall ettin in a light forest. The

base encounter distance is 5d8 yards, and the Judge rolls a 21,

yielding 21 yards. However, the ettin is double the height of a

man, so the encounter distance is doubled to 42 yards. If the

adventurers were standing on a 24' hill (four times the height

of a man), the encounter distance would multiply by (4+1) five

times, to 102 yards.

Dungeon Distances are always 2d6 x 10.

Monster Reaction rolls, adjusted by the charisma of the lead character

2 Hostile, attacks

35 Unfriendly, may attack

68 Neutral, uncertain

911 Indifferent, uninterested

12+ Friendly, helpful

On the Way to Old Owl Well (or Agathas Lair, or Old Owl Well, or Wyverns Tor)

6 random encounters, 4 in hills, 2 in grasslands

hills

-flyers (harpy) (x4)- deadly- unfriendly, may attack- 60 yards distant

-flyers (gargoyle) (x4, in lair)- super deadly, indifferent, uninterested

-unusual (rust monster) (x4)- hard, neutral, uncertain

-animal (wolf, dire) (x3)- deadly, unfriendly, may attack- 80 yards distant

grasslands

-insects (ankhegs) x3- deadly (5 more are in or around the nest- super deadly), neutral, uncertain

-men (berserker), 4 gangs, of 4,4,1,6)- indifferent, uninterested

On the way to Wyverns Tor (from Old Owl Well)

2 random encounters, all hills

-flyers (cockatrice) (x3)- medium, friendly lol

-dragon (dragon) (venerable good dragon), in lair, indifferent

On the way to Agathas lair, from Old Owl well

2 random encounters, hills

-humanoid (ogre) (warband of 2 gangs, 2,6), x2 is Deadly so 6 is ultra deadly), friendly, helpful, lol

-men (brigands) (3x bandits, 1x bandit captain)- all together hard, neutral, uncertain

Bandit

AC 12/HP 11/Spd 30/Att +3/Dmg 4 or 5 (shortbow)

Bandit Captain

AC 15/HP 65/spd 30/3x Att +5/Dmg 6 (melee or ranged)/Reaction Parry +2 AC

Dire Wolf

AC 14/HP 37/Spd 50/Att + 5/Dmg 10, DC 13 or prone/advantage on Wisdom (perception)/advantage on attacks if ally is within 5 feet of target.

Harpy

AC 11/HP 38/Spd 40 (flying)/2x Att +3/Dmg 6/DC 11 charmed within 300 feet (everyone within range)

Rust Monster

AC 14/HP 27/Spd 40/Att +3/Dmg 5/Scent metal within 30 feet/Rust metal that hits it/Antennae: DC 11 Dex save or -1 cumulative