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The Random Encounter Table Thread (AD&D 1E)

Started by Sacrificial Lamb, October 30, 2011, 11:43:38 AM

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Sacrificial Lamb

Hi, guys! :) This is The Random Encounter Table Thread. It is particularly devoted to 1st Edition Advanced Dungeons & Dragons. This thread originated over at the Citadel (see my sig), but I'm going to be cross-posting it over here, and will likely add new Random Encounter Tables to both sites. The goal is to have a list of quick and easy encounters that DMs can use in their own campaigns. Certain things will be taken into account, such as:

* Time of day
* Wilderness area
* Arctic area
* Dungeon ecology
* Urban encounters
* Seasonal encounters (spring, winter, etc.)

Here's a random table created over at the Citadel. Assume it takes place during the day in the springtime. The site is near an ancient oak of immense size that is rumored to vastly increase both wizardly and druidic magic in its vicinity. Roll on it 1d6 times per day.

Wilderness Encounter Table

    * 01-04 Flock of 4d6 Ravens strutting around, picking at a carcass (AC 7; MV 1/36; HD 1/4; HP 2; #AT 1; DMG 1; SA 10% chance of inflicting eye loss; AL N; SZ S; XP 9)

    * 05-10 Brown Bear foraging for food at a stream (AC 6; MV 12; HD 5+5; HP 30; #AT 3; DMG 1d6/1d6/1d8; SA paw hit on natural 18+ enables hug for 2d6 dmg; SD fight 1d4 rounds at 0 to -8 HP, dies at -9 HP; AL N; SZ L; XP 480)

    * 11-12 Green Dragon napping (AC 2; MV 9/24; HD 8; HP 40; #AT 3; DMG 1d6/1d6/2d10; SA 3/day breathe poison chlorine gas cloud 5" long, 4" wide, 3" high, dmg equal to dragon's HP, save for half damage; can radiate fear, targets save at +5; SD 60 ft infravision; detect hidden/invisible creatures within 5"; AL LE; SZ L; XP 1,575)

    * 13-14 Human Ranger of 6th level crouched in a tree (AC 8; MV 12, HP 42; #AT 1 or 2; DMG 1d8+2/1d8+8 against giant-class creatures [longsword +1] or 1d6 [shortbow]; STR 17, INT 13, WIS 15 DEX 11 CON 15, CHA 13; SA +6 DMG to giant-class creatures; SD 50% surprise others; only surprised on 1 in 6; tracking; AL NG; SZ M; XP 1,051; equipment: leather armor, longsword +1, dagger, handaxe, shortbow, quiver, 20 arrows, 3d10 gp, 3d10 sp, 5d10 cp)

    * 15-19 Hawk circling overhead (AC 6; MV 1/33; HD 1; HP 5; AT 3; DMG 1d2/1d2/1; SA 100 ft dive provides +2 to hit, and double damage for talons [no beak attack possible in dive]; beak attack has 25% chance of blinding an eye; AL N; SZ S; XP 23)

    * 20-23 1d4+1 squirrels fighting over a nut (AC 8; MV 9; HD 1/4; HP 1; #AT 1; DMG 1; AL N; SZ S; XP 6)

    * 24-25 Human Druid of 7th level in a camouflaged tree house (AC 8; MV 12; HP 42; #AT 1; DMG 1d8+3 [scimitar +2] or 1d6+1 [spear]; STR 16, INT 13, WIS 16, DEX 9, CON 15, CHA 15; SD identify plants, animals, and pure water; pass through overgrown areas without leaving trail at normal MV; immunity to charm spells cat by woodland creatures; assume animal form 3/day; +2 save against fire and lightning; AL N, SZ M; XP 1,415; Spells: [1st-level: Animal Friendship, Detect Magic, Purify Water, Speak With Animals; 2nd-level: Charm Person or Mammal, Create Water, Cure Light Wounds, Feign Death; 3rd-level: Call Lightning, Plant Growth, Summon Insects; 4th-level: Cure Serious Wounds]; Equipment: leather armor, scimitar +2, spear, potion of green dragon control, dagger, mistletoe, 2d10+2 gp, 3d10+3 sp, 4d10+4 cp)

    * 26-35 Rainstorm, lasts for 1d6 hours, -2 penalty to d20 rolls, and -10% to other tasks when in the thick of it

    * 36-38 Large bee hive, has a 10% chance of attracting brown bear within 1d6 turns (AC 6; MV 12; HD 5+5; HP 30; #AT 3; DMG 1d6/1d6/1d8; SA paw hit on natural 18+ enables hug for 2d6 dmg; SD fight for 1d4 rounds at 0 to -8 HP; AL N; SZ L; XP 480)

    * 39-42 1d6+2 Goblins passing through, armed with short bows and spears, their temperament is nervous and quiet (AC 6; MV 6; HD 1-1; HP 4; #AT 1 or 2; DMG 1d6 [spear] or 1d6 [shortbow]; AL LE; SZ S; XP 14; Equipment: studded leather armor, shield, spear, shortbow, quiver, 12 arrows, 1d6 gp, 2d6 sp, 3d6 cp)

    * 43-46 Dryad, appears to be an elf maiden with flowers in her hair; 90% likely to be mistaken for beautiful elf maiden, unless the character is an Elf, Half-Elf, Ranger, or Druid; she hides unless she sees male PC with 16 or higher Charisma, in which case she becomes very friendly and helpful (AC 9; MV 12; HD 2; HP 10; #AT 1; DMG 1d4 [dagger]; SA charm person, save at -3, cast 3/day; SD dimension door to tree; AL N; SZ M; XP 93)

    * 47-48 Unattended campfire, still smoking, remnants of unfinished meal, broken sword on ground

    * 49-50 Elven Magic-User with black cat familiar, of 7th-level, avoids confrontation if possible (AC 8; MV 12; HP 20 [24]; #AT 1; DMG 1d4+1 [dagger +1] or 1d6 [staff]; STR 11, INT 17, WIS 9, DEX 15, CON 11, CHA 14; SA spells; +1 to hit with bows and with short sword or longsword; SD spells; 90% resistance to Sleep and Charm spells; find hidden portals [1 on d6 if passing within 10 ft of door; finds secret doors on 1-2 on d6 if actively searching; discovers concealed portals on 1-3 on d6]; 60 ft infravision; stealth [if alone and in non-metallic armor, surprises opponents on 1-4 on d6; surprises on 1-2 on d6 if opening a portal]; AL N; SZ M; XP 1,375; Spells: [1st-level: Detect Magic, Find Familiar, Magic Missile, Read Magic, Sleep; 2nd-level: Invisibility, Web, Wizard Lock; 3rd-level: Fly, Lightning Bolt; 4th-level: Dimension Door]; Equipment: Ring of Protection +1, dagger +1, staff, Potion of Healing, Potion of Invisibility, Scroll of Dimension Door, 6d10 gp, 6d10 sp, 10d10 cp; [cat familiar] AC 6; MV 15; HD 1/2; HP 4; #AT 2; DMG 1d2/1; SA rear claws for 1d2 dmg [if forepaw claw attack hits opponent]; surprise others 1-3 on d6; SD surprised on 1 on d6; AL N; SZ S; XP 15)

    * 51-52 Dozens of butterflies fly around the PCs, before passing by

    * 53-54 Goat with bell tied around its neck, bleating pitifully, very hungry, will follow PCs that feed it (AC 7; MV 15; HD 1+2; HP 7; #AT 1; DMG 1d3; SA charge [+2 to hit, +1d2 dmg]; AL N; SZ M; XP 42)

    * 55-56 Treant; normally hidden, but will aid injured characters; however, it becomes violent if PCs take an axe to living trees in its presence (AC 0; MV 12; HD 10; HP 50; #AT 2; DMG 3d6/3d6; SA animate trees within 6", inflict 1 point of structural dmg on fortifications; SD fire vulnerability [+4 AC penalty against fire attacks, save against fire attacks at -4, fire inflicts +1 HP/damage dice]; AL CG; SZ L; XP 3,250)

    * 57-58 Curious rabbit, will flee if PCs get closer than 10 feet, unless PC has Animal Empathy of some kind (AC 6; MV 18; HD 1/4; HP 2; #AT 1; DMG 1; AL N; SZ S; XP 7)

    * 59-64 1d6+2 Elven hunters, all 1st-level Fighters, armed with longswords and longbows, a bit arrogant, but will possibly aid friendly PCs (AC 6; MV 9; HP 7; #AT 1 or 2; DMG 1d8 [longsword] or 1d6 [longbow]; STR 13, INT 13, WIS 9, DEX 15, CON 11, CHA 11; SA +1 to hit with bows and with short sword or longsword; SD 90% resistance to Sleep and Charm spells; find hidden portals [1 on d6 if passing within 10 ft of door; finds secret doors on 1-2 on d6 if actively searching; discovers concealed portals on 1-3 on d6]; 60 ft infravision; stealth [if alone and in non-metallic armor, surprises opponents on 1-4 on d6; surprises on 1-2 on d6 if opening a portal]; AL CG; SZ M; XP 50; Equipment: studded leather armor, longsword, longbow, quiver, 20 arrows, dagger, 3d20 gp, 2d10 sp, 2d10 cp)

    * 65-66 Talking frog, formerly a Halfling Thief (levels 3), can still speak due to modified Polymorph spell, will beg for help, and promise almost anything for a way of undoing the curse (AC 7; MV 6; HP 12; #AT 1; DMG 1d2 [unarmed]; STR 9, INT 13, WIS 8, DEX 17, CON 11, CHA 13; SA back stabbing [double damage from behind]; SD +3 to saves vs wands, staves, rods, and spells; 30 ft infravision; direction sense [detect grade or slope in passage upwards or downwards 75%; determine direction 50%]; stealth [if alone and in non-metallic armor, surprises opponents on 1-4 on d6; surprises on 1-2 on d6 if opening a portal; thief abilities [PP 50%, OL 48%, F/RT 35%, MS 42%, HS 40%, HN 20%, CW 72%]; AL N; SZ S; XP 208)

    * 67-68 Group of 1d8 +4 skeletons armed with short swords, all guarding a well; something precious is in the well, though what that is, is for you to decide... (AC 7; MV 12; HD 1; HP 5; #AT 1; DMG 1d6 [short sword]; SD half damage from edged weapons; immune to Sleep, Charm, Hold, and cold spells; holy water inflicts upon it 2d4 dmg/vial; AL N; SZ M; XP 23)

    * 69-70 Unattended large pile of acorns

    * 71-73 Flock of 6d6 small assorted birds chattering incessantly, their presence is annoying enough to cause a -1 penalty to d20 rolls, and -5% penalty to percentile rolls (AC 7; MV 1/27; HD 1/4; HP 1; # AT 1; DMG 1; AL N; SZ S; XP 6)

    * 74-76 War party of 1d10+2 Orcs, irritable, hungry, and spoiling for a fight; armed with battleaxes and spears (AC 6; MV 9; HD 1; HP 5; #AT 1; DMG 1d8 [battleaxe] or 1d6 [spear]; AL LE; SZ M; XP 15; Equipment: studded leather armor, shield, battleaxe, spear, 1d6+1 gp, 1d6+2 sp, 1d6+3 cp)

    * 77-78 1d4+3 Wolves, curious, but only attacks in self-defense (AC 7; MV 18; HD 2+2; HP 12; #AT 1; DMG 1d4+1; AL N; SZ M; XP 71)

    * 79-80 Very strong windstorm, lasting for 2d6 turns; within it, creatures suffer a -2 penalty to d20 rolls, and -10% penalty to percentile rolls; a curious Air Elemental has a 10% chance of appearing during the storm (AC 2; MV 36; HD 8; HP 40; #AT 1; DMG 2d10; SA in aerial combat, +1 to hit, +2 dmg per dmg dice; whirlwind [truncated reverse cone, 2" bottom diameter, 6" top diameter, 8" height; kills creatures under 3 HD, inflicts 2d8 dmg on all other non-aerial creatures; takes 1 turn to create]; SD +2 or better weapon to hit; AL N; SZ L; XP 1,400)

    * 81-82 Hungry, but friendly dog, whines and begs for food (AC 6; MV 12; HD 2+2; HP 12; #AT 1; DMG 2d4; AL N; SZ M; XP 71)

    * 83-84 1d4 Centaurs, armed with short bows and spears, curious and cautious (AC 5; MV 18; HD 4; HP 20; #AT 2 or 2; DMG 1d6 [arrows] or 1d6 [hooves] and 1d6 [spear]; AL N; SZ L; XP 165; Equipment: short bow, quiver, 20 arrows, spear, 1d8 gp, 1d8 sp, 2d8 cp)

    * 85-86 1d4 raccoons; curious and bold, will approach non-hostile PCs, looking for food (AC 7; MV 12; HD 1; HP 5; #AT 1; DMG 1d3; AL N; SZ S; XP 15)

    * 87-88 1d4 Ogres, violent and cruel, but can be negotiated with, provided there are no elves in the party; armed with two-handed swords (AC 5; MV 9; HD 4+1; HP 21; #AT 1; DMG 1d10+2 [two-handed sword]; AL CE; SZ L; XP 195; Equipment: two-handed sword, 6d20 gp, 5d20 sp, 4d20 cp, 1d2 elven skulls)

    * 89-90 Moose grazing in the forest (AC 7; MV 15; HD 4; HP 20; #AT 2; DMG 1d6/1d6; SA charge [+2 to hit, 2d6 dmg]; AL N; SZ L; XP 165)

    * 91-92 Wild boar foraging for truffles, will viciously charge PCs that reach within 15 feet of it (AC 7; MV 15; HD 3+3; HP 18; #AT 1; DMG 3d4; SA fights for 1d4+1 rounds after reaching 0 to -6 HP, dies at -7 HP; AL N; SZ M; XP 157)

    * 93-94 1d12 skulls on a pole, all next to a small burial mound; using Speak With Dead on any of the skulls has a 5% chance of summoning an angry Ghost (AC 0/8; MV 9; HD 10; HP 50; #AT 1; DMG touch ages 10d4 years; SA if creatures see ghost, victims must save vs magic or age 10 years and flee in panic for 2d6 turns [clerics above 6th-level immune, humanoids above 8th-level receive +2 to save]; Magic jar within 6"; SD AC 8 on ethereal plane; when semi-materialized, AC 0, take half damage from silver/full damage from magic weapons; only attacked by spells in ethereal state, or by telepathy; AL LE; SZ M; XP 4,900)

    * 95-96 1d6 Deer cautiously making their way through the forest, will flee if PCs approach (AC 7; MV 18; HD 2; HP 10; #AT 1; DMG 1d6; AL N; SZ M; XP 40)

    * 97-98 Unusual notches cut into the side of some stones, shaped like runes; if touched, 10% chance of PCs triggering some form of Magic Mouth spell, curious Earth Elemental has 10% chance of appearing within 1d6 turns (AC 2; MV 6; HD 8; HP 40; #AT 1; DMG 4d8; SA -2 dmg per dmg dice against aerial opponents; inflicts 2d4 structural dmg against constructions on stone/earth; SD +2 or better weapon to hit; AL N; SZ L; XP 950)

    * 99-00 Small pond and stream, filled with salmon; brown bear has 10% chance of appearing within 1d12 turns (AC 6; MV 12; HD 5+5; HP 30; #AT 3; DMG 1d6/1d6/1d8; SA paw hit on natural 18+ enables hug for 2d6 dmg; SD fight 1d4 rounds at 0 to -8 HP; AL N; SZ L; XP 480)


That should be sufficient for now. To be continued... ;)

Doom

(taken during hurricane winds)

A nice education blog.

Sacrificial Lamb

Quote from: Doom;487064But...these encounters aren't balanced!

Life isn't "balanced". ;)

Benoist

Awesome. Love the variety, the humour, and the adventure seeds. Would use. :)

Sacrificial Lamb

Quote from: Benoist;487263Awesome. Love the variety, the humour, and the adventure seeds. Would use. :)

Thanks, Benny. :) Over the next week or two, I'm going to take the Random Encounter Tables I have over at the Citadel, and add them here. Then I will gradually proceed to add new tables to both the Citadel and here.

There's no rush, so I'll be doing this at a slow, steady pace...

Sacrificial Lamb

#5
Ok, guys..! Here's another one of my Random Encounter Tables from the Citadel... :)

Dungeon Encounter Table

* 01-04 Cluster of 3d10+10 Bats, nestling comfortably in the area (AC 8/AC 4 [under ideal flying conditions]; MV 1/24; HD 1/4; HP 1; #AT 1; DMG 1; AL N; SZ S; XP 6)

* 05-06 Pile of rubble; close inspection of the floor near the rubble reveals a faded pentagram; any Conjuration/Summoning spell cast within the confines of the pentagram might (10%/spell level chance) summon an inquisitive Shadow Demon instead (AC 9/AC 5/AC 1; MV 12 [MV 18 once every 10 rounds]; HD 7+3; HP 59; #AT 3; DMG 1d8/1d6/1d6; SA cast darkness, 10 ft radius 1/day; fear, 30 ft radius 1/day; magic jar 1/week, though if target makes save, Shadow Demon will be stunned for 1d3 rounds [suitable receptacle required]; leap 30 ft; SD AC 9 [daylight; double dmg from attacks]; AC 5 [torchlight; normal dmg from attacks; +1 to hit]; AC 1 [darkness/near darkness; 1/2 dmg from attack; +2 to hit]; immune to fire, cold, and lightning; light spell acts as fireball on it; turned as "special"; AL CE; SZ M; XP 1,515)

* 07-08 1d6+3 Rats scurry around, looking for food (AC 7; MV 15; HD 1/4; HP 1; #AT 1; DMG 1; SA 5% chance of causing disease unless target saves vs poison; AL N; SZ S; XP 6)

* 09-11 1d6 Pigeons puttering about (AC 7; MV 1/27; HD 1/4; HP 1; #AT 1; DMG 1; AL N; SZ S; XP 6)

* 12-15 A band of 1d6+2 Orcs gathered around a fire pit, cooking food, armed with broadswords and spears (AC 6; MV 9; HD 1; HP 5; #AT 1; DMG 2d4 [broadsword] or 1d6 [spear]; AL LE; SZ M; XP 15; Equipment: studded leather armor, shield, broadsword, spear, 2d4 gp, 3d4 sp, 4d4 cp)

* 16-17 Small band of 1d4+2 Dwarven light footman, all 1st-level Fighters, armed with warhammers, longswords, and light crossbows; cautious and alert (AC 7; MV 6; HP 9; #AT 1; DMG 1d6 [warhammer] or 1d8 [longsword] or 1d8 [light crossbow]; STR 14, INT 10, WIS 14, DEX 9, CON 16, CHA 9; SA +1 to hit Half-Orcs, Goblins, Hobgoblins, and Orcs; SD +4 to saves vs magic wands, staves, rods, and spells; +4 to saves vs poison; 60 ft infravision; -4 AC bonus against Ogres, Trolls, Ogre Magi, Giants, Titans; Mining Sense, 10-ft-radius; AL LN; SZ S; XP 54; Equipment: ringmail, warhammer, longsword, light crossbow, quiver, 15 bolts, 2d10+1 gp, 2d10+2 sp, 2d10cp+3)

* 18-19 Pile of rubble; close inspection of the floor near the rubble reveals a faded pentagram; any Necromantic spell cast within the confines of the pentagram might (10%/spell level chance) summon 1d6 extremely hostile Shadows instead (AC 7; MV 12; HD 3+3; HP 27; #AT 1; DMG 1d4+1; SA drain 1 point of STR [STR returns after 2d4 turns]; SD +1 or better weapon to hit; immune to sleep, charm, and hold spells; immune to cold; 90% undetectable unless under bright light, such as continual light spell; AL CE; SZ M; XP 293)

* 20-22 A hungry badger, tearing open some torn clothing and leather pouches containing iron rations (as well as a Loadstone); will viciously drive off intruders (AC 4; MV 6; HD 1+2; HP 10; #AT 3; DMG 1d2/1d2/1d3; AL N; SZ S; XP 40)

* 23-24 A lone goblin, furtive and quiet, avoids confrontation; armed with short sword (AC 7; MV 6; HD 1-1; HP 3; #AT 1; DMG 1d6 [short sword]; AL LE; SZ S; XP 13; Equipment: studded leather armor, short sword, 1d6 gp, 2d6 sp, 3d6 cp)

* 25-26 Pile of old bones; has a 25% chance of containing 1d12 copper coins

* 27-28 A large painting of a shadowy locale; is actually a two-way portal to the Demiplane of Shadow; there is only a 10% chance of the portal being open every round; a Knock spell will open the portal for an hour, before the portal returns to normal; if the portal is open for 1 turn, there is a 10% chance of 1d6 Shadows passing through it (AC 7; MV 12; HD 3+3; HP 18; #AT 1; DMG 1d4+1; SA drain 1 point of STR [STR returns after 2d4 turns]; SD +1 or better weapon to hit; immune to sleep, charm, and hold spells; immune to cold; undetectable unless under bright light, such as continual light spell; AL CE; SZ M; XP 257)

* 29-33 Skulking gang of 1d6+6 Goblins, armed with short swords and spears; will taunt or attack any Dwarves in the vicinity (AC 6; MV 6; HD 1-1; HP 4; #AT 1; DMG 1d6 [short sword] or 1d6 [spear]; AL LE; SZ S; XP 14; Equipment: studded leather armor, shield, short sword, spear, 1d8+1 gp, 2d8+2 sp, 3d8+3 cp)

* 34-35 A Giant Toad crouched on a rock; will likely attempt to devour any small creatures in the vicinity; avoids man-sized creatures (AC 6; MV 6; HD 2+4; HP 14; #AT 1; DMG 2d4; AL N; SZ M; XP 77)

* 36-37 Leather pouch filled with runestones; provides +10% success to Augury and Divination spells

* 38-40 Wooden table and 1d4+2 chairs

* 41-46 Shattered furniture; 25% chance of leather pouch containing iron rations, plus 1d8+3 copper coins, 1d6+2 silver coins, and 1d4+1 gold coins

* 47-50 1d4 Cats; will flee if attacked, might approach a friendly Human or Demihuman (AC 6; MV 15; HD 1/2; HP 3; #AT 2; DMG 1d2/1; SA rear claws for 1d2 dmg; surprise prey 50%; SD surprised on 1 on 1d6; AL N; SZ S; XP 8)

* 51-52 A Carrion Crawler tentatively feeding on 2d4 dead Rats; 1d6 living Rats skulking around the room (AC 3 [head]/AC 7 [body]; MV 12; HD 3+1; HP 16; #AT 8; DMG paralysis; SA save vs paralyzation or be paralyzed; AL N; SZ L; XP 214) Rats (AC 7; MV 15; HD 1/4; HP 1; #AT 1; DMG 1; SA 5% chance of causing disease unless target saves vs poison; AL N; SZ S; XP 6)

* 53-54 Alchemist's laboratory, in disarray; 10% chance of 1d6 random magic potions; 25% chance of Invisible Stalker guarding the area (AC 3; MV 12; HD 8; HP 40; #AT 1; DMG 4d4; SA ; SD 30% magic resistance; invisibility, opponents have -4 to hit unless they can see invisible creatures; AL N; SZ L; XP 1,225)

* 55-56 1d6 empty vials; 10% chance of one of them being a vial of holy water

* 57-59 Leprechaun taunting a flock of 1d6+3 Ravens; the Leprechaun will likely become Invisible if approached by larger creatures (AC 8; MV 15; HD 1/2+1; HP 4; #AT 0; DMG nil; SA polymorph non-living objects; create illusions; ventriloquism; 75% pick pockets; SD 80% magic resistance; invisibility; immune to surprise; AL N; SZ S; XP 63) Ravens (AC 7; MV 1/36; HD 1/4; HP 2; #AT 1; DMG 1; SA 10% chance of inflicting eye loss; AL N; SZ S; XP 9)

* 60-62 1d4 Ogres gathered around a fire pit; armed with two-handed swords (AC 5; MV 9; HD 4+1; HP 21; #AT 1; DMG 1d10+2 [two-handed sword]; AL CE; SZ L; XP 195; Equipment: two-handed sword; 3d12+30 gp, 4d12+40 sp, 5d12+50 cp)

* 63-67 A pile of rubble from 1d4+1 crumbling stone statues of Orcs

* 68-70 1d4+1 stray Dogs looking for food (AC 6; MV 12; HD 1+1; HP 6; #AT 1; DMG 1d4; AL N; SZ S; XP 32)

* 71-72 Wizard's study; bookcases containing scattered tomes; 10% chance of 1d6 random magical scrolls; 25% chance of Phantom Stalker guarding the area (AC 3; MV 12/24; HD 6; HP 30; #AT 2; DMG 1d4/1d4; SA polymorph self; cast fireball [6th-level ability], after which it dematerializes and dies; SD immune to fire; magical fire attacks heal them 1 HP/attack die; flight; save against cold at -2, cold inflicts +1 HP dmg/attack die; AL N; SZ L; XP 555)

* 73-74 Flock of 1d4+2 Ravens strutting around, picking at some meat (AC 7; MV 1/36; HD 1/4; HP 2; #AT 1; DMG 1; SA 10% chance of inflicting eye loss; AL N; SZ S; XP 9)

* 75-76 3d10 mushrooms providing dim illumination in the room; each mushroom has a 10% chance of duplicating the effect of a magic potion (roll randomly); normal animals avoid this area

* 77-79 1d6+6 wooden barrels; mostly empty, though there is a 25% chance of finding a holy symbol in one of the barrels

* 80-81 2d4+1 Skeletons guarding the area; will attack intruders; armed with spears (AC 7; MV 12; HD 1; HP 5; #AT 1; DMG 1d6 [short sword]; SD half damage from edged weapons; immune to Sleep, Charm, Hold and cold spells; holy water vial inflicts upon it 2d4 dmg/vial; AL N; SZ M; XP 23)

* 82-83 2d6+6 Human Bandits gathered around a fire pit; arrogant and boastful; armed with broadswords (AC 7; MV 12; HD 0 [1d6 HP]; HP 4; #AT 1; DMG 2d4 [broadsword]; AL CN [CE]; SZ M; XP 14; Equipment: leather armor, shield, broadsword, dagger; 1d8+1 gp, 2d8+2 sp, 3d8+3 cp)

* 84-85 White Dragon skulking around; usually hostile, though can be bribed with food or treasure; can be driven away with fire or magic (AC 3; MV 12/30; HD 6; HP 30; #AT 3; DMG 1d4/1d4/2d8; SA 3/day breathe cone of cold [frost] 7" long, with base diameter of 2.5", dmg equal to dragon's HP, save for half damage; can radiate fear, targets save at +5; SD 60 ft infravision; detect hidden/invisible creatures within 5"; AL CE; SZ L; XP 655)

* 86-89 Circular pit; filled with refuse and trash; fetid smell; 1d4+1 wooden buckets in the area

* 90-93 Well filled with fresh, drinkable water; 25% chance of well being tainted; if the well is tainted; 10% chance of well containing Water Weird (AC 4; MV 12; HD 3+3; HP 18; #AT 0; DMG nil; SA strikes as 6 HD monster; save vs paralyzation or be dragged into the water; SD edged weapons only inflict 1 HP dmg; blunt weapon cause normal damage; dmg equal to its HP disrupts the Water Weird, but it reforms again within 2 rounds; cold spells slow it; fire-based spells inflict half or no damage; purify water spell kills it; all other attacks do not harm or disrupt it; it can take over a Water Elemental on an 11 or higher on a d20; AL CE; SZ L; XP 257)

* 94-95 Area littered with a number of corpses; 10% chance that 1d6 of them animate as Zombies (AC 8; MV 6; HD 2; HP 10; #AT 1; DMG 1d8; SD immune to sleep, charm and hold spells; immune to cold spells; AL N; SZ M; XP 56)

* 96-98 Shredded rags and leather hide; swarming with bugs; 25% chance of 1d6+2 Fire Beetles appearing (AC 4; MV 12; HD 1+2; HP 7; #AT 1; DMG 2d4; AL N; SZ S; XP 34; two glands above eyes [highly prized by miners and adventurers], and near back of abdomen gives off red glow; luminosity [10 ft radius] persists 1d6 days after glands removed)

* 99-00 Rippling pool of water; vegetation growing in the area; 2d6 Poisonous Frogs hiding; will flee if attacked (AC 8; MV 3/9; HD 1; HP 4; #AT 1; DMG 1; SA save vs poison at +4 or die; AL N; SZ S; XP 49)


More random whackiness to come soon... :hatsoff:

The Butcher

#6
This thread is one of the reasons I stick around. New posts to this thread never fail to make me happy. Bravo, sir. :hatsoff:

StormBringer

Quote from: Sacrificial Lamb;487273Thanks, Benny. :) Over the next week or two, I'm going to take the Random Encounter Tables I have over at the Citadel, and add them here. Then I will gradually proceed to add new tables to both the Citadel and here.

There's no rush, so I'll be doing this at a slow, steady pace...
Awesome!  Good to have you back and posting again!
If you read the above post, you owe me $20 for tutoring fees

\'Let them call me rebel, and welcome, I have no concern for it, but I should suffer the misery of devils, were I to make a whore of my soul.\'
- Thomas Paine
\'Everything doesn\'t need

Sacrificial Lamb

Quote from: StormBringer;487855Awesome!  Good to have you back and posting again!

Yeah, Stormy....I'm back. :) We'll soon see new material over at the Citadel again as well. I figure cross-posting at both sites will be the way to do it. More to come soon...

StormBringer

Quote from: Sacrificial Lamb;487858Yeah, Stormy....I'm back. :) We'll soon see new material over at the Citadel again as well. I figure cross-posting at both sites will be the way to do it. More to come soon...
That might just give me the incentive to get off my ass and start working on some stuff again.  :)
If you read the above post, you owe me $20 for tutoring fees

\'Let them call me rebel, and welcome, I have no concern for it, but I should suffer the misery of devils, were I to make a whore of my soul.\'
- Thomas Paine
\'Everything doesn\'t need

Sacrificial Lamb

Quote from: The Butcher;487854This thread is one of the reasons I stick around. New posts to this thread never fail to make me happy. Bravo, sir. :hatsoff:

Thank you kindly. :)

Sacrificial Lamb

Quote from: StormBringer;487859That might just give me the incentive to get off my ass and start working on some stuff again.  :)

I hope so. ;)

Sacrificial Lamb

Ok. I'm gonna keep the tables comin', so here's another one... :)

Dungeon Encounter Table

* 01-02 Small fire pit punctuated by circle of stones; faint smell of smoke; 10% chance of 2d8 Goblins showing up within 1d6 turns; armed with short swords and handaxes (AC 6; MV 6; HD 1-1; HP 4; #AT 1; DMG 1d6 [short sword] or 1d6 [handaxe]; AL LE; SZ S; XP 14; Equipment: studded leather armor, shield, short sword, handaxe, 1d4+1 gp, 2d4+2 sp, 3d4+3 cp)

* 03-04 A nervous and quiet group of 1d4+2 Kobolds; willing to attack small, vulnerable-looking creatures, but otherwise avoids confrontation; armed with short swords (AC 7; MV 6; HD 1/2; HP 2; #AT 1; DMG 1d6 [short sword]; AL LE; SZ S; XP 7; Equipment: studded leather armor, short sword; 1d4 gp, 2d4 sp, 3d4 cp)

* 05-07 3d4 Giant Rats scampering about; searching for food (AC 7; MV 12; HD 1/2; HP 2; #AT 1; DMG 1d3; SA 5% chance of inflicting serious disease; save vs poison, or be afflicted; AL N; SZ S; XP 7)

* 08-09 Shimmering green moss; provides dim illumination within 10 feet; is edible (heals 1 HP per mouthful; 6 HP maximum/day); 10% chance of Leprechaun in area playing pranks on a band of 3d4 Goblins; armed with short swords and clubs (AC 8; MV 15; HD 1/2+1; HP 4; #AT 0; DMG nil; SA polymorph non-living objects; create illusions; ventriloquism; 75% pick pockets; SD 80% magic resistance; immune to surprise; AL N; SZ S; XP 63) Goblins (AC 6; MV 6; HD 1-1; HP 4; #AT 1; DMG 1d6 [shortsword] or 1d6 [club]; AL LE; SZ S; XP 14; Equipment: studded leather armor, shield, shortsword, club, 1d4+1 gp, 2d4+2 sp, 3d4+3 cp)

* 10-11 1d6 Trolls ambling about; ferociously attacks creatures that get too close; will run from fire (AC 4; MV 12; HD 6+6; HP 36; #AT 3; DMG 1d4+4/1d4+4/2d6; SD regenerate 3 HP/round; 90 ft infravision; AL CE; SZ L; XP 638)

* 12-13 Shattered wooden table and 2d4 chairs; 25% chance of 1d4 Ear Seekers in the area; will seek out warm-blooded creatures that sleep nearby, and prey upon them (AC 9; MV 1; HD 1/8; HP 1; #AT 1; DMG special; SA lay 1d8+8 tiny eggs in host, then crawls out and dies; eggs hatch in 4d6 hours, with 90% chance of killing host; cure disease spell destroys eggs; AL N; SZ S; XP 8)

* 14-17 1d6 Stone Giants; armed with spears and clubs (AC 0; MV 12; HD 9+3; HP 48; #AT 1; DMG 3d6; SA hurl rocks for 3d10 dmg [up to 30" range]; 90% chance of catching similar hurled missiles; AL N; SZ L; XP 2,622)

* 18-19 3d6 Human Bandits gathered around a fire pit; armed with broadswords and spears; likely to attempt to rob intruders (AC 7; MV 9; HD 0 [1d6 HP]; HP 4; #AT 1; DMG 2d4 [broadsword] or spear [1d6]; AL CE; SZ M; XP 14; Equipment: studded leather, broadsword, spear, 1d10 gp, 2d10 sp, 3d10 cp)

* 20-21 3d10+3 cultists (treat as Human Pilgrims) gathering at a shrine; occasionally engaged in human sacrifice; armed with scimitars; 1d6 sarcophagi in area; contains 1d6 Vampires; cultists provide sacrifices for vampires from time to time (AC 8; MV 12; HD 0 [1d6 HP]; HP 4; #AT 1; DMG ; AL CE; SZ M; XP 14) Vampires (AC 1; MV 12/18; HD 8+3; HP 50; #AT 1; DMG 1d6+4; SA energy drain [drain 2 levels per hit]; victims drained of all levels become Vampires under control of its slayer within 1 day after buried [only if buried]; if target meets Vampire's gaze, Vampire may charm person; target saves at -2; in subterranean surroundings, summon 10d10 rats or bats within 2d6 rounds[the latter only confusing and obscuring opponents' vision, but not physically attacking]; in wilderness surroundings, summon 3d6 wolves within 2d6 rounds; SD +1 or better weapon to hit; regenerate 3 HP/round; if brought to zero HP, forced into gaseous form; must then return to its coffin within 2 hours, rest 8 hours, and reforms corporeal body; immune to sleep, charm, and hold spells; immune to poison and paralysis; take half damage from cold and electricity; can assume gaseous form at will; shapechange into large bat [flight is MV 18]; Vampires recoil from garlic, mirrors, holy symbols [if they are presented boldly]; garlic causes it to hesitate 1d4 rounds, while a mirror or holy symbol will cause it to position itself so that the object is not between itself and its intended victim; exposure to direct sunlight kills it in 1 turn, and it becomes powerless immediately; immersion in running water kills it within 3 rounds; wooden stake driven through its heart kills it for as long as stake remains; to finish task, must sever head and fill its mouth with holy wafers; holy water inflicts 1d6+1 dmg/vial; AL CE; SZ M; XP 2,800)

* 22-24 Cluster of stones; 10% of inquisitive Earth Elemental appearing in 1d12 rounds (AC 2; MV 6; HD 8; HP 40; #AT 1; DMG 4d8; SA -2 dmg per dmg dice against aerial opponents; inflicts 2d4 structural dmg against constructions on stone/earth; SD +2 or better weapon to hit; AL N; SZ L; XP 950)

* 25-28 Flock of 3d12 pigeons clustered in this area (AC 7; MV 1/27; HD 1/4; HP 1; #AT 1; DMG 1; AL N; SZ S; XP 6)

* 29-31 Cluster of shimmering, greenish stones; provides faint illumination for the area

* 32-33 2d8 Orcs gathered around a fire pit; armed with broadswords and footman's picks (AC 6; MV 9; HD 1; HP 5; #AT 1; DMG 2d4 [broadswords] or 1d6+1 [footman's pick]; AL LE; SZ M; XP 15; Equipment: studded leather, shield, broadsword, footman's pick; 1d8 gp, 2d8 sp, 3d8 cp)

* 34-35 1d12 sarcophagi; 10% chance of 1d12 Skeletons inside that animate and attack intruders (AC 7; MV 12; HD 1; HP 8; #AT 1; DMG 1d6 [short swords]; AL N; SZ M; XP 26)

* 36-38 Patch of dried-out moss, burn marks on the floor; faint smell of ozone

* 39-40 Study filled with wooden shelves and tables; there are scrolls and ancient tomes; possible dungeon map inside

* 41-42 Pool of dried blood staining floor; vague smell of decay; creatures dying in this area have a 10% chance of rising as ghouls within 1d10 rounds (AC 6; MV 9; HD 2; HP 10; #AT 3; DMG 1d3/1d3/1d6; SA touch induces paralysis in Humans and Demihumans [Elves immune]; targets must save vs paralyzation; Humans killed by Ghoulish attack will become Ghouls unless blessed [or blessed and then resurrected]; SD immune to sleep and charm spells; can be turned by Clerics; protection from evil keeps Ghouls completely at bay; AL CE; SZ M; XP 85)

* 43-45 1d6 Dwarves tentatively passing through the area; all 1st-level Fighters, friendly to any Dwarves in the party; armed with battleaxes (AC 5; MV 6; HP 10; #AT 1; DMG 1d8 [battleaxes]; STR 13, INT 10, WIS 13, DEX 11, CON 16, CHA 9; SA +1 to hit Half-Orcs, Goblins, Hobgoblins, and Orcs; SD +4 to saves vs magic wands, staves, rods, and spells; +4 to saves vs poison; 60 ft infravision; -4 AC bonus against Ogres, Trolls, Ogre Magi, Giants, Titans; Mining Sense, 10-ft-radius; AL LN; SZ S; XP 56; Equipment: chainmail, battleaxe, knife, 1d12+2 gp, 2d12+4 sp, 3d12+6 cp)

* 46-47 Fire pit containing a Fire Snake; gems hidden within firepit; 25% chance of 2d6 Human Berserkers appearing within 2d6 rounds; armed with broadswords and battleaxes; 25% of 3d6 Goblins appearing within 2d4+2 rounds; armed with short swords and spears (AC 6; MV 4; HD 2; HP 10; #AT 1; DMG 1d4; SA paralysation for 2d4 turns [save vs poison]; 60% chance of surprising opponents; SD immune to fire; AL N; SZ S; XP 93) Berserkers (AC 7; MV 12; HD 0 [1d6 HP]; HP 5; #AT 1 [2]; DMG 2d4 [broadsword] or 1d8 [battleaxe]; SA berserker rage [attack twice per round, or once with a +2 to hit]; AL N; SZ M; XP 19; Equipment: studded leather armor, broadsword, battleaxe, 1d4+1 gp, 3d4+3 sp, 5d4+5 cp) Goblins (AC 6; MV 6; HD 1-1; HP 4; #AT 1; DMG 1d6 [shortsword] or 1d6 [spear]; AL LE; SZ S; XP 14; Equipment: studded leather armor, shield, shortsword, spear, 1d6 gp, 2d6 sp, 3d6 cp)

* 48-50 1d4 stray Dogs searching for scraps; will beg for food (AC 7; MV 15; HD 1+1; HP 6; #AT 1; DMG 1d4; AL N; SZ S; XP 32)

* 51-53 1d100+12 Bats clustered together; high-pitched chittering sounds; floor covered with guano (AC 8/4 [under ideal flying conditions]; MV 1/24; HD 1/4; HP 1; #AT 1; DMG 1; SD flight; AL N; SZ S; XP 6)

* 54-55 Piles of bones on the ground; Human, Goblin, and Orc bones litter the floor; 10% chance of 1d4 Cloakers appearing within 1d10 rounds (AC 3 [body]/1 [tail]; MV 1/15; HD 6; HP 30; #AT 2 + special; DMG 1d6/1d6/+ special; SA engulfed opponent suffers third attack from bite [DMG 1d4, plus unadjusted AC of victim]; attacks on Cloaker while wrapped around victim causes half-damage to victim, and half-damage to Cloaker; area effect attacks such as a fire-based spell inflicts full damage to both victim and Cloaker; subsonic moaning [intensity 1: victims within 80 ft suffer -2 to hit and dmg if they listen to it for more than 6 consecutive turns; intensity 2: evokes Fear, as the spell, if victims are within 30-ft-range, lasts 2 rounds, save vs spells or flee in terror; intensity 3: acts as Stinking Cloud spell, area of effect is cone 30 ft long and 20 ft wide at its open end, lasts 1d4+1 rounds, save vs poison or be helpless due to nausea; intensity 4 acts as Hold Person spell, can only be used on 1 target at a time, up to 30-ft-range, lasts 5 rounds; Cloaker's moaning can be neutralized by use of Neutralize Poison spell; shadow shifting [use shadows to improve AC to 1; when shrouded in shadows, produce shadow duplicates of itself, treat as Mirror Image spell; SD cannot be surprised from rear [due to cluster of eyes on back]; flight; tail has AC 1, and HP 16; Light spell blinds Cloaker, and prevents shadow shifting; AL CN; SZ L; XP 530)

* 56-57 Piles of rubble litter the floor; 1d10+6 Giant Centipedes hide amidst the rubble (AC 9; MV 15; HD 1/4; HP 1; #AT 1; DMG nil; SA poison [target saves at +4]; AL N; SZ S; XP 31)

* 58-59 3d6 Sheep; some grazing from a trough; 25% chance of 1d6 Cyclopskin appearing within 2d10 rounds; armed with morningstars and spears (AC 6; MV 15; HD 2; HP 10; #AT 1; DMG 1d2; SA charge [charge of 20ft or more adds +1 to hit, and doubles dmg]; AL N; SZ M; XP 48) Cyclopskin (AC 3; MV 12; HD 5; HP 25; #AT 1; DMG 2d4+2 [morning star]; AL CN; SZ L; XP 215; Equipment: morning star; 3d12+3 gp, 3d12+3 sp, 3d12+3 cp)

* 60-61 Large stone statue of toad

* 62-63 Red Dragon resting; can be bribed with treasure and food; will devour intruders that attempt to steal crystals in this area; Planar Rejuvenation Chamber; 5d100 crystals embedded in the floor and walls of this chamber; dimly glows various colors; 100 gp value each; creatures from the Elemental Plane of Earth can regenerate 1 HP/round in this area (AC -1; MV 9/24; HD 10; HP 50; #AT 3; DMG 1d8/1d8/3d10; SA 3/day breathe cone of fire 9" long, with base diameter of 3", dmg equal to dragon's HP, save for half damage; can radiate fear[/], targets save at +5; SD 60 ft infravision; detect hidden/invisible creatures within 5"; flight; AL CE; SZ L; XP 4,750)

* 64-65 Wind blowing through area; acts as Gust of Wind spell

* 66-69 Group of 3d4 Dwarven miners excavating the area; armed with footman's picks, warhammers, and spears (AC 8; MV 6; HP 10; #AT 1; DMG 1d6+1 [footman's pick] or 1d6 [warhammer] or 1d6 [spear]; STR 14, INT 10, WIS 13, DEX 10 CON 17, CHA 8; SA +1 to hit Half-Orcs, Goblins, Hobgoblins, and Orcs; SD +4 to saves vs magic wands, staves, rods, and spells; +4 to saves vs poison; 60 ft infravision; -4 AC bonus against Ogres, Trolls, Ogre Magi, Giants, Titans; Mining Sense, 10-ft-radius; AL LN; SZ S; XP 56; Equipment: leather armor, footman's pick, warhammer, spear, 2d6 gp, 3d6 sp, 4d6 cp)

* 70-73 Pile of rubble; close inspection of the floor near the rubble reveals a faded circle etched with runes; any Conjuration/Summoning spell cast within the confines of the magic circle might (10%/spell level chance) summon a hostile Earth Elemental instead (possible to bribe it with gems and/or precious metals); is much friendlier to parties containing either a Druid or a Dwarf (AC 2; MV 6; HD 8; HP 64; #AT 1; DMG 4d8; SA -2 dmg per dmg dice against aerial opponents; inflicts 2d4 structural dmg against constructions on stone/earth; SD +2 or better weapon to hit; AL N; SZ L; XP 1,190)

* 74-75 1d4 Ogres; armed with two-handed swords; very hostile to Dwarves and Humans; may attempt to keep other races as slaves (AC 5; MV 9; HD 4+1; HP 25; #AT 1; DMG 1d10+2 [two-handed sword]; AL CE; SZ L; XP 215; Equipment: two-handed sword, 6d20 gp, 5d20 gp, 4d20 cp)

* 76-79 2d6 lanterns attached to poles; 10% chance of 1d6 of them enchanted by a Continual Light spell

* 80-81 Circular stone well with fresh water

* 82-84 A group of 5d4 Pech excavating the area; friendly, but will become hostile if intruders try to steal crystals from this area; armed with footman's picks and peat hammers (treat as warhammers); Planar Rejuvenation Chamber; 5d100 crystals embedded in the floor and walls of the chamber; dimly glows various colors; 100 gp value each; the Pech and any other creatures from the Elemental Plane of Earth can regenerate 1 HP/round in this area (AC 3; MV 9; HD 4; HP 20; #AT 1; DMG 1d6+4 [footman's pick] or 1d6+3 [peat hammer]; SA cast Stone Shape 4/day; cast Stone Tell 4/day; four together can cast Wall of Stone as 16th-lvl Magic-User 1/day; eight together can cast Stone to Flesh as 16th-lvl Magic-User 1/day; does not require magic weapons to injure earth/stone creatures; SD immune to petrification; infravision; ultravision; MR 25%; AL N/NG]; SZ S; XP 320; Equipment: footman's pick, peat hammer)

* 85-86 1d4+1 Chaggrins (Elemental Grues); highly sadistic in nature; Planar Rejuvenation Chamber; 5d100 crystals embedded in the floor and walls of this chamber; dimly glows various colors; 100 gp value each; the Chaggrins and any other creatures from the Elemental Plane of Earth can regenerate 1 HP/round in this area (AC 4; MV 12 [3]; HD 5+5; HP 45; #AT 2; DMG 1d4+2/1d4+2; SA clinging to prey inflicts additional 1d6+6 dmg; contact with unprotected flesh inflicts 1d4 dmg per round from quills if grue is in hedgehog form; the mere presence of the Chaggrin within 40 ft of such magic dispels earth-based magic, even if the dweomer had been permanent; magic items are unaffected; assume shape of large mole, hedgehog, or bipedal, man-like form [man-like form is natural form on Elemental Plane of Earth]; can merge into surfaces of natural earth or stone, surprising opponents on 1-5 on d6; SD +1 or better weapon to hit; immune to earth-based magic [including Earthquake, Dig, Glassee, Statue, Stone Shape, Passwall, Move Earth, Glassteel, Transmute Rock to Mud, Wall of Stone, Stone to Flesh; AL NE; SZ S; XP 695)

* 87-90 3d6 Orcs gathered around a fire pit; armed with broadswords and battleaxes (AC 6; MV 9; HD 1; HP 5; #AT 1; DMG 2d4 [broadsword] or 1d8 [battleaxe]; AL LE; SZ M; XP 15; Equipment: studded lather armor, shield, broadsword, battleaxe, 2d4 gp, 2d8 sp, 2d12 cp)

* 91-94 Rectangular pit; filled with trash and refuse; smell of decay; 1d6+1 wooden buckets in the area

* 95-96 3d6 Gnomes doing some excavating; friendly, but will defend themselves if threatened; all 1st-level Fighters, armed with short swords and footman's picks (AC 6; MV 6; HD 1; HP 7; #AT 1; DMG 1d6 [short sword] or 1d6+1 [footman's pick]; STR 11, INT 13, WIS 8, DEX 15, CON 14, CHA 11; SA +1 to hit Kobolds and Goblins; SD +4 to saves vs magic wands, staves, rods, and spells; 60 ft infravision; -4 AC bonus against Gnolls, Bugbears, Ogres, Trolls, Ogre Magi, Giants, and Titans; Mining Sense, 10-ft-radius; AL NG; SZ S; XP 58; Equipment: studded leather armor, short sword, footman's pick, 2d8+1 gp, 2d10+2 sp, 2d12+3 cp)

* 97-98 Pool of fresh water; 10% chance of curious Water Elemental appearing in 1d10 rounds (AC 2; MV 6/18; HD 8; HP 40; #AT 1; DMG 5d6; SA can upset small watercraft [8 tons], or slow/stop watercraft [40 tons]; SD +2 or better weapon to hit; can only stray 6" from their element [lose 1 point from each dmg die if outside its element]; AL N; SZ L; XP 1,225)

* 99-00 3d6 cultists (treat as Human Pilgrims) gathering at a shrine; automatically respectful to any Druids in the party; armed with scimitars (AC 8; MV 12; HD 0 [1d6 HP]; HP 5; #AT 1; DMG 1d8 [scimitar]; AL N; SZ M; XP 15; Equipment: leather armor, scimitar, dagger, mistletoe, 2d6 gp, 2d8 sp, 2d10 cp)


I'll keep this thread updated. Enjoy! :D

DM-Boramere

I love this thread.  Thanks for the contributions!!  Lets wake it up again!!