For
DIY Adventurers
[1]
The forgotten graveyard. Built centuries ago; its headstones are
faded but the magic remains. The holy men of the past buried their
faithful dead here, and it has become hallowed ground. The Undead
cannot enter this place, and Clerics treat their spells as though
they were two levels higher while within the graveyard.
[2]
While crossing between two trees, you feel as though something is
watching you. There is a Hide Behind that follows you from now until
the next dawn. The Hide Behind is not aggressive and is not dangerous
unless you are alone. It looks like a shaggy black dog on its hind
legs that peeks out from between trees, and disappears the moment you
look at it.
If the character is ever separated from their party, they take an attack that deals 1d12 damage from a bite to the back of the head. The creature will make one bite, then disappear. If the character dies, then the Hide Behind will return to haunt the second character who went through the two trees, and so on.
If the character is ever separated from their party, they take an attack that deals 1d12 damage from a bite to the back of the head. The creature will make one bite, then disappear. If the character dies, then the Hide Behind will return to haunt the second character who went through the two trees, and so on.
[3]
Bandit Ambush. There are many gangs and groups of merry-men in these
woods; roll on the Random Gang Table at the end of this document to
determine which one attacks.
This group prefers not to fight and will shoot warning shots with a bow for intimidation only; then they will offer a chance to surrender half of your gold in exchange for being allowed to pass on. They hide in the trees just off the road on both sides. An elf can detect them on a 2 in 6 chance.
[4]
The Campfire. The warm glow of this fire can be seen through the
trees, nobody is around it and nobody will bother you if you rest
here. The fire has a low pink flame and a small stone pillar with a
golden ring stands in its center, as though the fire was built around
it. The campfire is a local legend in the woods, it is the fire of
life and protection. Those who rest around it will wake up healed 1d6
hit points. Every night the pillar-fire disappears and reappears at a
new location, always in the path of wandering and wounded travelers.
You
can also steal the golden ring, this will deal 1d6 fire damage as the
hot metal burns your hand. If you steal the ring, the magical fire
will never be found by you again, but the ring is worth 200c
[5]
There is a man with a goat-head mask making loud chanting noises on
the road. He offers pickeled goat testicles to anyone who walks by.
There is only a 1 in 4 chance he's actually a cultist; he's almost
certainly a bandit getting initiated or hazed in. Nearby, 1d4 bandits
watch and giggle.
[6]
Forest Ruins. Appears on an overgrown forest stream; looks like an
old mill house. Old water wheel is busted, the trees and ivy had
entangled the whole place making it almost invisible from a distance.
The
old house could be used as cover, the babbling stream masks some
noise, and is not visited often by bandits or wildlife due to its
danger. Your chance of a wandering encounter here is lowered to 1 in
10 instead of 1 in 6.
The
walls here grow a dangerous plant called Slumbering
Snatchvine,
which is a hearty green plant with blue flowers. If anyone remains
slow or motionless for about exploration turn (such as when sleeping
or receiving medical help), the vines will creep onto them and
attempt to strangle.
Slumbering
Snatchvine
(4+4 HD, +2 to hit, -2 AC, three strangling attacks at 1d6+1 each,
weak to fire)
Morale-
N/A
Numbers-
Just one
The
Snatchvine is a carnivorous plant that kills creatures and places
them around its roots for use as fertilizer. It only attacks things
that it senses are incapacitated or things that move slowly, as it
doesn't want to attack a fast creature that could rip out its leaves
and vines. You can get a clue of what this creature is like by
looking at the remains around the floor of the mill house- bones of
sleeping people and empty tortoise shells, but rabbits and birds live
around the house without issue.
Additionally; there is a hidden treasure just beneath
the heavy millstone of the house. The heavy stone requires at least 6
men of average strength to lift it. Underneath is a bag contained two
small gold bars worth 5000c each.
[7]
Overturned carriage by the side of the road. Left over from a bandit
ambush. No survivors, except one extremely pissed off black tortoise
that is stomping into the woods. The party will see him if they make
an immediate
search of the surrounding area.
The carriage contains a few dead bodies with all their
possessions taken, and has several holes punched through the sides
and blade scratches in the wood from where the people and guards were
cut down. Close examination will reveal a set of 60c worth of gold
coins hidden underneath the seat cushion the woman of the cab died
upon.
Anyone investigating the cart has a 1 in 6 chance to
wander near the back of the carriage if no location I specified.
There is a trap on the back of the carriage. Two pressurized pistons
jab iron spikes out; deals 1d4 damage on a failed save. It was
designed to stab and ward off wargs that would nip at the back of the
vehicle to slow it down so they could raid it.
Finally;
the black tortoise is an otherwise friendly reptile pet. It's a rare
breed of inky tortoise. He's angry because he hasn't been fed in
hours now, and his humans are all dead. His name is carved into his
shell just above his neck; Francis.
[8]
You hear a buzzing nearby you, but no bees. There is a lumpy,
stark-white nest built onto a nearby tree. The nest is empty but you
can hear the buzzing get louder the closer you get. Destroying the
nest yields 1d2+1 jars worth of green jelly; and a test-tube vial
full of larva. The buzzing follows you but once again there is no
physical presence or creature next to you.
These are astral bees. They are somewhat common in this
area and are heavily hunted and cultivated by the bandits. Once they
are born and reach adulthood, they shed their physical bodies like a
skin and exist in a separate realm. Their nests and honey exists in
the physical dimension. They have no sting in the physical realm, but
those who are stung by the bees swell up in the “astral”
dimension. After death, their souls will remain swollen for a good
two or three millennia.
Astral
Bee Honey
is a bright green fluid that is extremely sweet, never spoils, and is
mildly addictive. The bandits here use it as a makeshift currency;
each jar worth can be used to pay a toll of 200c (each jar is worth
1000c) but presenting any of this honey will lead to questions and
the bandits follow the party to try and locate a new nest for
themselves.
[9]
There's a tiny black iron fence running along the forest floor. It
only goes on for about 40 feet and can easily be stepped over by
anyone human sized. It doesn't appear to be protecting anything.
If you step over the fence, you are cursed with Burden for 2d6 turns, which counts as 2 load units or 200 coins worth of weight your character is burdened with.
If you step over the fence, you are cursed with Burden for 2d6 turns, which counts as 2 load units or 200 coins worth of weight your character is burdened with.
Additionally, if you remove one of the fence posts and
reforge its shape it into a weapon, it counts as a +1 magic poker
(short spear- reach as shortsword) The iron is magic and could be
reforged to different weapons and lengths. All weapons made with this
material are 50% heavier then normal or have +1 load units. You could
dig up all the fence posts and the total value sold would be worth
3500c
[10]
Demon Infection man. There is a man who seems to be afflicted with an
illness, who is bumbling and coughing along the road. He'll try to
warn you away by coughing and telling you not to get close or else
you'll get sick.
If any party member is injured or gets within 15 ft of him, he snaps and throws off his cloak and attacks.
If any party member is injured or gets within 15 ft of him, he snaps and throws off his cloak and attacks.
Demon
Infection Man
(2+2 HD, +2 AC, +2 to hit, 1d6+1 claws, fast speed, incredible
dexterity, infectious blood, demonic)
Morale-
11
The demon infection man is suffering from a disease that
turns people into monsters. Has appears as a human but has bright
albino-like pink and red eyes and two small horns on top of his head.
He wants to eat the flesh of intelligent beings and is struggling to
resist the urges.
The demon-infection man is very fast and supernaturally
agile, meaning he always wins initiative unless you perform a sneak
attack or someone in the party is “fast” as well. He can also use
his incredible dexterity to leap from tree to tree, swing from
branches, climb fast, etc.
As a partially demonic being, he can be turned. On a
successful “Turn”, he is stunned for one round. On a roll of
“Destroyed”, he takes 1d6 damage and then acts as Turned. An
extremely holy cleric may still be able to destroy him if they are
name or max level, or if their god is particularly zealous.
Finally; the demon infection man is infected with a
blood borne pathogen. If a character is heavily wounded (less then
half health) and commits the finishing blow against this monster,
they must make a saving throw or some of the demon blood will splash
into their wounds. This does not occur if they are using blunt
weapons or ranged attacks. Once the blood is introduced, the
character will slowly become demon-infected and will hunger to eat
human flesh while becoming larger and more powerful. This can be
stopped by amputating the limb, or washing the wounds with holy
water.
[11]
Natural cave just off the path. It's a hideout for a gang. They
aren't very good at hiding their garbage or traces of them living in
there. With a successful stealth roll, you can get inside without
being detected. Roll on the Random Gang Table to see which gang the
hideout belongs to.
In the back of the hideout is a small treasure hoard
worth 1d6x500c of various stolen goods. There is a 1 in 8 chance the
bandits have an Astral Bee Queen inside a jar that looks empty
in their treasure trove, which is also the most securely defended
item under lock and key.
[12]
Small pond covered in lilies. The air here makes you uneasy. Include
this pond on any nearby rumor or gossip tables.
If you come across the lake during the day, it is as the
above. No random encounters.
If you come across this lake during the night, or camp
next to it over the night, you will find it changed. The lilies look
more like the top of a woman's head, wearing a veil, as if just
beneath the water. If disturbed in any way, the spirits rise from the
water with an unearthly glow.
Veiled
Pond Spirits
(1+1 HD, -2 to hit, 1d4 cold on touch OR drowning pull, ghosts)
Morale-
N/A
Numbers-
1d6+2
These pond spirits look like women in dirty, moldy
veils. They have no visible limbs, just a long body in a tattered
dress that is barely visible and spotted with pond-scum from the
lake. When they move through the air slowly; on a successful hit, the
ghosts deal 1d4 cold damage. If you are in the water, instead you
feel a powerful weight dragging you down into the depths; save or
start drowning in the cold murky water.
The spirits are still ghosts. As ghosts, they can be
banished by a priest as per turn undead. You can ward your campsite
or the area around the pond with magic charms, though it would take a
dozen of them to cover such a wide area.
[13]
Trees with big scratches. The bark here has been sliced and marred,
as though by a massive set of claws too big to be a bear. If the
party rolls this encounter again, or follows the scratches, they come
across an aggressive giant sloth sharpening its claws against the
tree bark.
Giant
Sloth
(3HD,
+2 to hit, +2 AC, two claw attacks at 1d6, slow)
Morale-
8
The
sloth always loses initiative ties and goes second, because of its
slowness. It's also easy to sneak up on; you can hear its claws
scratching the bark from a far distance so you can get the first
attack against it. The Sloth is aggressive and will attack, but is
still an animal and will likely flee the first time it is injuried.
If
you kill this sloth and later encounter gang #3, (Sloth-Bone
Gang),
they'll be pissed at you. Roll reaction checks with them at 1d6
instead of 2d6.
[14]
Pitfall trap. No save- the area of the pit is fifty feet in area;
uses a complex support structure to ensure you only fall in if a full
group is over it. You take 1d4 damage when you fall in.
The trap falls
down into a pit with a small stone castle built in the center. It has
one “gate” the size of a normal door. When you fall down the pit,
the sound of a flute is heard and figures emerge from the castle
gate. The creatures are skeletons that wear stuffed, woven lion-head
masks over their heads. They fight to defend the castle, and will not
attack anyone who leaves the pit. Crawling out of the pit however
takes a turn or a skilled Rogue to accomplish the feat.
The mock castle is only two rooms; a main “chamber” and a small
bedroom adjoining it. The main chamber looks big enough to fit
exactly the number of skeletons that were used to defend the castle,
if they all stood in total stillness. The bedroom is empty,
containing a book about necromancy. The book has a dark aura and
anyone can tell touching it is a bad idea. The books contains 1d4
Necromancy spells but is cursed. If you pick up the book without
using a glove of bound human skin; you are struck with a dark bolt
that deals 2d6 damage and take a level in drain.
Under the bed in the bedroom is a keepsake box with 600c worth of
gold-painted shells and conchs. The Necromancer book itself is worth
3000c
Lion-Head
Skeletons
(1+1 HD, +1 AC, 1d6 rusted weapons, skeletons)
Morale-
N/A
Numbers-
2d8
The
skeletons are immune to arrows and take ½ damage from swords and
spears. If the players use the blunt ends, considering letting them
do full damage or drop the weapon damage to d4. As undead, they can
be Turned as normal. Treat all turning results as deanimation-
falling to bones that are reanimated again if dark powers are used on
them or if the fog from [18]
has struck the forest; they deanimate since they cannot run.
[15]
Trader's Camp. Within the wood is a small semi-permanent camp made up
of several broken down carriages, carts, lean-to structures, tents,
and more. Most of these were traders who ended up losing their last
wheel or fur traders finding a relatively friendly place to sell
their wares in this bandit infested wood.
Within this camp, you can simply set up a tent as long as you aren't
notorious or aggressive and live with them, providing safety in
numbers. If you're within the camp or for the first outdoors turn you
take, you only have half the normal rate of random encounters, as the
camp is defended against the bandit gangs.
You can also purchase things here like a normal store. Scale of orders and very specific or exotic things won't be available. Use the price percentages below to determine how much extra you pay to buy it here or how much of a profit you could make by selling it here.
You can also purchase things here like a normal store. Scale of orders and very specific or exotic things won't be available. Use the price percentages below to determine how much extra you pay to buy it here or how much of a profit you could make by selling it here.
Prices
Food (animal meat), furs – 90% normal price
Weapons, armor – 80% normal price
Charms, oil, magic stuff – 110% normal price
Wine, Luxuries – 120% normal price
Hirelings – 110% normal price
Retainers, Servants – 40% normal price
Astral Bee Honey – Buy 1500c, Sell 700c
The merchants here already give anyone skilled and loyal decent wages
to protect them from the bandits, and many bandits moonlight as
guards themselves. As such, hiring people to leave here is difficult.
For untrained people, it is very dangerous to try and reach a
civilized place themselves, so they're willing to leave with any kind
of competent group for very low pay.
They also sell a small stash of Astral Honey here, of which several
addicts are posed around the tent and begging for a taste. They sell
the Honey for 1500c at a 50% markup, due to its addictive nature and
limited stock. They'll buy some for you to 700c, which is a much
better rate then you'll get from the bandits asking for tolls.
[16]
Toll booth. Same wooden structure on the side of the road or on one
end of a rickety bridge that crosses a large chasm or stream. The
toll-man say he's working for the kingdom, but it's obvious he's a
bandit. Charges 5c to cross per person.
Hidden in the booth is a box of coins; small treasure hoard of
2d10x10 coins. If it matters, roll on the Random Gangs Table to
determine what gang this guy is giving some of his earnings to.
[17]
Two bears are fighting over a berry bush. They growl and roar, making
it easy to sneak up on them and wait them out, or just sneak away. If
you wait for an exploration turn, one bear will eventually kill the
other bear and start eating the bush's bounty.
The berry bush is growing on a corpse. It appeared as though it
sprouted from the corpse only shortly after death, as the body is not
in an advanced state of decay and does not smell bad, in fact it
smells very fresh over here, as though blooming new life overcame the
scent of death.
The corpse is a (roll 1d6);
- Goblin
- Human Hunter
- Elderly Elf
- Another bear
- Deer head, wooden antlers
- Dumped load of fruit and bread, rotting
[18]
Mysterious
fog rolls in. The fog covers the forest like a blanket; making it
harder to see things approaching. Your party has an increased chance
of being surprised on a +1 in 6 chance. The fog lasts for 4 turns.
During this weather event, stealth is greatly boosted. Give all
characters in the party +2 to stealth rolls, and Rogues may add this
to their To-Hit and damage to their sneak attacks.
[19]
Napping Treant. The Treant appears as a downed log unless looked at
very closely, or spotted by an elf- elves tend to be better at
telling the difference between trees and treants.
The treant has several loose cords of silver tied around the branches
in his beard, used as a traveling currency, requires a successful
stealth roll or the ability to move in total silence. The silver is
worth 400c in scrap value.
If you wake up the treant, they will attack if you appear as
woodcutters or trying to steal from it.
Treant
(4+2 HD, +4 AC, +2 to hit, 1d10+1 tree club, made of wood, forest
magic)
Morale-
11
The Treant is huge
and powerful. It is afraid of fire and will take double damage from
fire. If lit on fire, takes 1d6 damage per turn if it can't find a
water source to extinguish itself with. The Treant is tied with the
nature of the woods and can step through the treeline and disappear
easily; traveling vast distances. You cannot catch the treant if it
tries to run away.
If
you wake up the Treant and offer it an astral bee queen so it can
make a nest in his branches, the Treant will be very pleased and
willing to give you his silver. Additionally, he will teach any
Druids, Elves, or Nature Aligned MU in your party a 1st
level spell that fits.
[20]
Flying
Sword Circle. It is a circle of red stones, stained with blood.
Within the center of the stone circle is a sword, laying on the
grass. If you enter the circle, the sword will animate and fly to
attack you. It cannot leave the circle.
The sword automatically hits if your AC is 14 or less. It deals 1d8+2 damage on a hit. Otherwise it performs an acrobatic attack; having a +2 on its to hit roll. You only need to hit it once (treat AC as plate or 18) to knock it off course, but it will start flying again next round and cannot be “injured” except by destroying it.
The sword automatically hits if your AC is 14 or less. It deals 1d8+2 damage on a hit. Otherwise it performs an acrobatic attack; having a +2 on its to hit roll. You only need to hit it once (treat AC as plate or 18) to knock it off course, but it will start flying again next round and cannot be “injured” except by destroying it.
This magic sword can only be claimed by a powerful warrior. First, you must capture the blade, and then hold it in your grip to surpress its ego with your own. Fighters can only claim this blade if they are level 7 or higher. Then, it belongs to them and the rocks around the circle crumble.
Flying Sword
– Magic Falchion
Ego-
7
Stats-
1d8+2 Damage, Flight
This is a powerful magic sword. “Flying” Swords are swords which
are animated by their own force, and can expertly follow instructions
from a swordmaster who wields them. You can use this sword in
addition to another blade, performing an extra attack per round using
your own to-hit and class bonuses. The sword will fly around you or
follow your hand movements. It can act as ranged attacks, or perform
melee blade arts at a distance.
If you are level 10, have an advanced technique that lets you balance on anything, or have a Dexterity of +2 or better, you can also stand on this sword and literally ride it as a flying vehicle.
If you are level 10, have an advanced technique that lets you balance on anything, or have a Dexterity of +2 or better, you can also stand on this sword and literally ride it as a flying vehicle.
Roll 1d6 for a Random Monster
(1)
Black Bear
(4+2 HD, +2 to hit, +2
AC, claws at 1d4 and bite at 1d6, bear hug)
Morale-
7
Numbers-
1 or 2
Black Bears are cowardly scavengers. They are smaller then regular
brown (grizzly) bears and aren't as dangerous to fight. If you
encounter a Black Bear while exploring with a noise policy (slapping
pots and pans together, for example), the black bears will leave you
alone.
Bear pelts are always valuable. You can sell them for 80c each.
Trading them in to the camp at [15] will only result in a
profit of 70c, as they have plenty of furtraders and there is little
demand.
(2)
Murder Stag (3
HD, +3 to hit, 1d4+1 horns, damage amplification, fast)
Morale-
11
Numbers-
1d4
The murder stag appear as dark brown or muddy red large male deer.
They have large twisted antlers filed on the ends with sharp points.
Every time they successfully hit, they deal +1 damage on the next
round to the next person they hit. If they miss or if their antlers
are broken off with a +1 magic club or better, they lose this bonus.
They will also flee automatically if their antlers are shattered, as
they have no other means of defense.
Unlike
most herbivorous animals; these stags still do not eat flesh but
still act with extreme aggression. They kill things to act as
fertilizer in their territory. There is a 1 in 4 chance that any
given stag will have a bit of cloth or skin still stuck in its
antlers. If you return this cloth to [15]
they will know where one of their missing persons went; rewarding a
small bounty of 50c the first time you do this.
(3)
Fogbreath Dragonoid
(4 HD, +4 AC, 1d8 bite, smoke breath)
Morale-
12
Numbers-
1d6
These are long brown-green dragon like creatures. They are slender
with long thin tails and vestigial wings. Dragonoids are not
intelligent enough to speak, but are uncannily intelligent for
“animals”.
They
are also accused of creating the fog of [18]
with their breath, but this is only a superstition. Their breath is
always visible as thin white smoke, because instead of breathing fire
they can only breathe smoke. They use their smoke breath to defend
against missiles (+2 AC) if fired upon at range, or to give a cover
to help them escape when their morale is broken.
(4)
Chained Deaths (1+1 HD,
+2 to hit, +1 AC, 1d3 chain whip, chain wrap, immobile, undead)
Morale-
N/A
Numbers-
3d6+1 (Avg. 12)
These are undead hands that reach from the ground. When you encounter
these, you feel a rumbling beneath the earth. If the entire party is
off the ground (levitation, climbing trees, or standing on rocks) and
doesn't move for a full turn, they pass by without incident.
The Chained Deaths poke out of the ground when agitated. They each
hold a long red rusted chain, which is used like a whip to batter and
hold down foes. If you are hit by at least two of the chains in one
round, the character must make a save or be entangled, which prevents
them from moving and gives the hands Advantage to hit them next
round. The chains binding them do damage by squeezing instead.
These creatures are immobile once they come out of the ground, and
have to sink back in to come back up, and they attack by detecting
vibrations and the life force of living things. They are undead, and
can therefore be turned.
(5)
Cricket Head Witch
(2+2 HD, +1 AC, Flame Rod at 1d6, Spells)
Morale-
10
Numbers-
1
Appears
as a witch with a cricket head. Her long antennae fidget around and
make circles and weird symbols whenever she casts a spell. She
carries a short red walking cane that creates bolts of flame when
swung; it's a magic rod that deals 1d6 fire damage. She can also cast
spells. Select or roll three 1st
level spells and one 2nd
level spell, which can cast once per day each.
The
Cricket Head Witch is searching for potion ingredients in the woods,
and will find Astral Bee
Honey to be her most
favorable find. She will take it by force if necessary. She is always
accompanied by her Stoneface
Guards. Roll a reaction
check if you run into her, and treat her reaction roll as a 12 if you
give her a jar of the Astral
Bee Honey.
If
the Witch is killed or permanently driven from the forest, replace
this wandering monster roll with the result of (6).
Bandit activity increases.
Stoneface Guards
(3 HD, +5 AC, +2 to hit, 1d8 iron screws, partially stone)
Morale-
N/A
Numbers-
1d4+1
These Stoneface Guards appear as small, strongly built creatures.
They are about 4 feet in height and are very thick, similar to a
dwarf. They wield long iron spears with twisted heads that are twice
as tall as they are. These creatures have square heads that look like
carved stone tablets- no eyes or facial features are visible on them.
They have an impressive grip strength from their mitten-like hands,
and their skin is incredibly hard. Whenever they hit, they twist the
screwspears inside the flesh of their enemy which complicates
wounds; healing is half effective. They are
partially made of stone and are affected by the same spells, weapons,
or martial arts techniques that can affect living creatures as well
as golems and artificial constructs.
These are magical creatures and are enchanted by the witch's magic.
They will never flee unless their master commands them to. Within the
“head” of each these creatures lays a small golden plate filled
with several runes that animate it and give it life, protected by the
stone cast. Each plate is 1 load unit of weight and worth 600c each.
Reaction
Table- Roll 2d6
12+:
The Witch is willing to trade, and sets her golems to at ease. They
curl into balls of rock with the mask-like faces on the top, making
them look like small round rocks with carvings. It takes one combat
round for them to rouse to wakefulness in case she is attacked. She
does this to let them rest. She will admit to being most interested
in finding Astral Honey, and will give you a more fair rate (800c)
for a jar of it.
11-9:
The
Witch approaches your group with some interest, especially if some of
the party members are magic users and are dressed in robes. She'll
tell you the location of [9]
in exchange for any information on an Astral Bee Hives or bandit
hideouts, such as [8]
or
[11].
If you tell her about these locations, she'll head to them in 1d2
days and clear them out in the search for Astral Honey.
8-6:
Her bug-like eyes stare at you from a distance, her guards pounding
their screw-spears against nearby rocks to make plenty of noise. She
is uninterested in trading or communicating.
5-3:
The Witch begins to loudly incant a spell. She is hoping it scares
you all off. She will pick the most bombastic and damaging spell,
while keeping her distance from the party. Superstitious hirelings or
those without any experience against spellcasters may make a morale
check to face the magic or run away.
2
or less:
The Witch launches a bolt of fire and commands her minions to attack.
She is ready to fight and can cast a spell in the first round in
addition
to making this attack; her body moves with a twitch like an insect.
(6)
Bandits
(1 HD, +3 AC from armor, +1 to hit, 1d6 weapons, 2 in 6 surprise
chance)
Morale-
10
Numbers-
2d6
These are the generic stats for the bandits. Use 1d8 to generate hit
points for more tough and Rogue-like bandits. Each bandit “gang”
at the end of the document has special roles and benefits and
weaknesses for each bandit patrol. Whenever you encounter bandits,
you must roll a reaction check. Give yourself a +1 to this reaction
check if you have more members in your party then the number of
bandits.
Reaction
Table- Roll 2d6
12+:
The bandits awkwardly hide their gang paraphernalia and tell you they
are just travelers, clearly scared of being judged and attacked by
your group. If you accuse them of being bandits, they'll offer the
location of [20]
as a “magic sword in the woods” to let them go. They'll lie about
it killing people though, and won't tell you its danger. They'll
fight with a morale of 8 if you try to take them in or kill them once
accused.
11-9:
The bandits harass you and tell you to leave their territory, but
will scatter if anyone in your party appears armed with a sword and
heavy armor, as they are afraid of a skilled fighter. If you give
them the location of [11]
that is owned by a rival bandit gang, they'll put in a good word with
their bosses and no longer collect tolls from you.
8-6:
If the bandits surprise you, they'll pull out several bows and aim
them at you, and demand you give up all your gold and you can be on
your way. They only ask for visible coin purses, and leave other
traveling packs, weapons, and armor on you as they leave. If you give
up 300c per person, they'll let you go.
5-3:
If
the bandits surprise you, they'll sink an arrow in the least armored
person first. Then, the bandits will threaten to kill you all if you
don't give up all your things for them.
If you actually give into the bandits demands here; they'll only
leave each of you the clothes on your back and a few rations worth of
food, and a single knife split among all of you. The rest of your
stuff they will take, or throw to the least convenient place if it
has no value; your wooden beads and other keepsakes are thrown into
the center of a nettle bush just for cruelty's sake.
2
or less:
The bandits attack immediately. They also fight with +1 morale and
seem a bit more desperate then normal; perhaps they are trying to
prove themselves to the gang or they think you're an especially juicy
target.
Roll 1d8
[1]
Blood Coven Bandits
Stat
Changes: +1 to hit, half
bandits are female (wear no armor but wield 1d8 Naginata as a
“woman's weapon”), +1 morale if fighting a magic user or witch
These
bandits are semi-employed as Witch Hunters, and have a slightly
better reputation among the bandits as a result. They also love the
feeling of rubbing magic user blood on their skin as it grants them a
mild sense of euphoria and strength. These Bandits are also slightly
more attuned to their mystical senses and avoid [12]
as they dislike the feeling it gives off. If you capture one of these
bandits you could interrogate them by dragging them here near
nightfall.
In
exchange for warning them of or giving them the location of (5)
(Cricket Headed Witch) any
patrol or toll-booth will gladly let you pass by freely. If you
capture her alive and present her to the hideout of the bandits, they
will be ecstatic and grant you a jar of Astral Bee Honey.
Hideout:
These bandits are hid in a wooden longhouse hidden deep in the woods.
It has sliding doors and the outside is covered in paper charms to
ward away hostile magic. Magic Users must make a saving throw if
trying to divine this location or fail the spell and suffer a 1d4
damage mental backlash headache.
The Hideout contains:
-2 jars of Astral Bee Honey (1000c each)
-2 jars of Witch Blood (120c each),
-2d4 Magic Rods as trophies (200c each, random elements as 1d6
damage)
-5 sets of scale armor (AC 14) and Naginatas (1d8 damage as polearm)
with fanged helmets (AC +1) with a paper charm on top that grants
protection against some minor spells. These suits of armor are used
only in raids on Witch caves.
-3d6 Bandits acting as guards and residents
-Leader
(stats as 4th
level Fighter, white eyes, can cancel any ongoing spell effect of 2nd
level or less once per day by using a round of concentration)
-6000c in gold and silver coins in a locked chest
[2]
Wolf Gang
Stat
Changes: +1 to hit and damage,
use d8+1 to determine hit points, all members are wolves. They can
track you on 4 in 6 chance if you escape from a combat encounter with
them, +1 in 6 chance to surprise, and treat their morale as 16 if
you're trying to sneak past (roll d20 + stealth + dex over morale for
sneak)
Once, the Brigand Woods were infested with wolves who attacked
travelers constantly and feasted on the flesh of men. Through many
years of eating people, as well as the realization they could keep
their bellies much fuller by stealing gold over just eating people,
these wolves began to stand up, wear clothes, and act as brigands
themselves. All of the wolves in the wood are now professional
highwaymen.
Wolves are short sided and easily swayed by food. Giving up rations
of meat or even your mount(s) or livestock is a way to pay a toll,
usually cheaper then the cash value. These wolves also undervalue the
Astral Honey, as their sense of tasting sweet things is under
developed.
The
leader of the wolves is a snow white wolf with a scar over his right
eye. He is not always at the hideout. You have a 1 in 8 chance of
encountering him at any given patrol or when you enter the Hideout.
(stats as 4th
level Rogue, deals +1 damage on a hit, uses two 1d4+1 razor-sharp
daggers)
Hideout:
The wolves live in a cave. This is a deeper cave along a steep ridge,
near the edge of the territory, and they travel far and wide;
sleeping in open fields in their normal clothes during the day. There
is a 1 in 6 chance the Hideout is totally unoccupied beyond the
nursing mothers. It is also pitch black as the wolves don't use fire
and need no light sources to navigate inside.
The Hideout contains:
-Huge
pile of bones. Among the bones, 2d8 are Medicinal Bones, which a Sage
can identify if they are at least 3rd
level. Takes an exploration turn to sort; Medicinal Bones are worth
20c each.
-1d3 deer people in a side chamber behind a messily made barricade
with a lock. They are “livestock” for later consumption. If you
free them, they will tell you of a wolfsbane grove, which is
poisonous to the wolves.
-Emerald encrusted bracers, sized for humans to wear. +1 AC and worth
1200c
-2d2
Nursing Wolf-Mothers and their litters of young pups. These wolves
would grow to become regular wolves if not taught the ways to speak
and walk as men do by these wolves. You could sell them to exotic
animal breeders for 40c each or to arena coordinators that will
battle them when they get old enough for 65c each
-1600c in rough cut gemstones placed on a niche in a side room.
Guarded only be a sheet draped over them. The leader pisses on this
sheet to mark it as his territory, so none of the wolves steal it.
[3]
Sloth-Bone Gang
Stat
Changes: Immune to Sleep,
All members armed with slings, goes last in initiative.
Drug addicts and wastrels; the Sloth-Bone gang revel in grinding up
the bones of various beasts and snorting them or including them in
their camp cooking. Their favorite are the giant sloths; who have
bones which cause a sense of euphoria and laziness.
The Sloth-Bone gang is lazy and performs little work, but are known
to “Shepard” a small herd of Ducancurs. They look like dark
colored, stumpy unicorns, but with two lump horns vertical to each other on
the equine's head. They are attracted to and follow the commands of
sluts, the morally duplicitous, and those of little status or willpower (making the gang's job very easy)
and their horns make a minor trade good. They have an inferiority
complex with actual unicorns and even bicorns- you could think of them as the donkeys of the magical horse family of creatures.
Hideout:
Located in a hillside covered by several large rocks and boulders.
The Hideout is very primitive and not much has been cleaned or
prepared. Several half made traps and barricades strewn the place;
nobody in the gang has that much dedication or work ethic.
The Hideout contains:
-1d6 Uses of Sloth-Bone Drug (No value except to addicts; could
probably get them to shirk duty)
-2d8 Ducancur Horns (80c each)
-Bag of Elf Bone Dust (300c, 600c if traded back to Elves) Using a
pinch when casting a spell makes enemies save at -2 vs magic
-1d6 Thunder Arrows (110c) hidden under a rock. Transforms into a
lightning bolt when fired, +1 to hit and 1d12 damage.
-Leader
(3rd
level Mage. Uses a bow at +2 to hit, will go for the Thunder Arrows
if you're tough.)
-4800c in gemstones as the gang stash. Located in a disorganized pile
in a tent; guard is asleep.
[4]
Mothcake Gang
Stat
Changes: +2 to saving throws
against spells, +1 to morale, carry one Mothcake
ration each.
These reclusive mystics live in the forest and engage in violent
banditry less then the other gangs. They prefer to leave their
victims alive, or just steal from them when they're asleep. They're
mystics who worship the spiritual presence deep in the woods, and
they build paper lanterns to guide the moths to their ritual circles.
They follow the cycles of life and death and do not wish to kill
people unnecessarily until they understand the cycle better.
There is a 1 in 12 chance each day is a ritual day. During a ritual
day, the bandits you encounter will be wearing masks. There will also
be four extra bandits present at their hideout, each carrying a 1d4
ritual dagger and the ability to stun a member of your party for 1
round if they slash their wrist and deal 1d4 damage to themselves.
They
also eat Mothcake,
which rumors at [15]
suggest is made of moths and/or is poisonous. Neither is true, it is
simply a well made dry sugar cake which, if eaten in specific
circumstances, soothes the spirit and restores 1d2 Wisdom points if
your Wisdom is damaged. Mothcake
can also be left as offerings to spirits.
Cult Women (1 HD, +2 to hit,
1d4 ritual hammers, immune to fear, ropes)
Morale-
N/A
Numbers-
1d4
These
women have been brainwashed and are tied to the ritual house with
long ropes. They attack any intruder and will never rout. If the
ropes are cut, they will kill themselves. They can revert from
brainwashing if restrained and given psychiatric care by a 6th
level Sage.
Hideout:
Located at the coldest part of the woods; a higher elevation camp
near the treeline. The camp is made of several semi-permanent tents
and small huts. They lead moths down a small stone path along a creek
to a ritual house which is a one room structure- the path takes one
exploration turn to walk. The ritual house is considered a part of
the Hideout, and is where the leader is least defended but only on a
ritual day.
The Hideout contains:
-1d4 letters of people who want to escape the cult and return home to
their families (could be used to blackmail individual bandits in this
gang)
-Seven curved black blades- count as 1d4 spiritual daggers, can be
used as magic weapons or holy symbol, but lose their power
permanently if cutting the flesh of any living thing without its
consent. Hung on hooks, unguarded, in the ritual house. (400c each-
leader and ritual leaders carry one each; there will only be two left
on ritual day)
-15 rations of Mothcake; either finished, stale, or as raw
ingredients ready to cook
-Puzzle Box. 1 in 4 chance of containing a 1 HD ghost already inside.
(50c- catches ghosts on successful turn undead roll if empty)
-2d6 Stationed Guards
-1d4 Cult Women guarding the Ritual House
-Leader (stats as 4th level Magician, has +3 to hit with
weapons, casts extra spell by cutting his wrist and dealing 1d4
damage to himself)
-500c worth of personal cuts of the loot, located in the various
tents of different gang individuals (will take two exploration turns
to gather up)
-10,000c guild stash (two heavy wooden boxes of gold bullion &
precious gemstones buried under floorboards in the leader's hut.)
[5]
Stonecrack Rebels
Stat
Changes: +2 Hit Points, +1 AC,
all members are dwarves, use axes and crossbows
This is a gang of dwarves split off from a larger political movement
from a nearby mountain home. Dwarves are extremely unlikely to split
their societies due to tradition, so usually this is caused by a
misunderstanding or direct decree of a Dwarvish God. This “rebellion”
is very small as a result, only a few dwarves willing to split.
As Dwarves, they get -1 reaction checks to parties with Elves, +1 to
parties with Dwarves, and are absolutely terrible at climbing. They
wear heavier armor then most bandits and are a bit tougher.
Hideout:
Underground, built under a sliding stone door hidden in a copse of
trees. It's a small dungeon, built by the dwarves to act as their
fortress and hideout. Only one way in and out, with multiple
breathing holes and long food stores to withstand a siege for months.
The Hideout contains:
-One set of stolen Dwarf Full Plate (AC 18, can only be worn by
dwarves, no stealth, requires oil for each day of use and maintenance
of a trained smith to keep the joints working, worth 8,000c)
-Two traps (slamming walls deal 2d8, 1d6+1 blade trap over a
treasure)
-Secret
door leads to closet. Within is barrel of Dwarven
Fireale (500c)
-Master Mason & Ironworking Tools (350c)
-20 Steel Ingots, 1 load each (120c)
-4d6 Dwarven Defenders (stats as bandits, no crossbows)
-Leader
(stats as 5th
level Dwarf or Fighter. If he knows a fight is coming, he wears the
Dwarf Full Plate, else wears chain (AC 16))
-4000c coin stash (defended by trapped stone box, sprays poison gas,
save or take 2d6 damage)
[6]
Men of Six Irons
Stat
Changes: +1 AC from heavier
armor, they wear helmets with ear muffs built in (easier to surprise;
add +1 to stealth rolls against them), patrols have a 50% chance to
have a Cannon Crew
with them.)
This gang has learned some secrets of alchemy and metalwork; and has
purchased and stolen some items to create their own small arsenal of
big guns. These cannons are powerful devices that deal 1d12 damage
and can harm large creatures or those with magical shields; the
cannon balls punch right through. They will also load the cannon with
shrapnel to deal 1d6 damage to everyone in a cone in front of the
cannon. Their gunsmiths and gun crews are quite accurate. They only
have six cannons; if you manage to find or destroy all six, this
bandit gang will disband.
Gunner
(2 HD, +3 AC from armor, +1 to hit, +3 to hit with cannon, 1d12
cannon, 1d6 sword backup, reload speed)
Morale-
9 (one less then standard)
Numbers-
1 Gunner, Two Supports
The Gun Crew is made up of a Gunner, who has the majority of the
stats, and two supports help load the charges and clean the barrel,
as well as wheel and aim the device, where as the Gunner does the
main aiming and shooting. The Gunner can only fire once every other
round, but is a good shot with his gun.
Hideout:
Located on a boat in a lake. The boat is hidden behind a few small
islands and huge banks of reeds. The boat is about the size of a
large houseboat, and is nearly impossible to assail unless you swam
underwater or somehow got a boat into this land locked lake.
The Hideout contains:
-1d4 Cannons (sold for scrap at cities for 50c, sold on black market
with instructions of use for 700c each.) Each Cannon has load of 5
and can only be lugged around if its wheels aren't broken.
-40 powder charges
-20 cannon balls
-Bag of Alchemical Salts (500c)
-Ivory Pirate Pipe (100c)
-1d6 crewmen Bandits
-Leader
(Stats as 3rd
level Fighter), aims a cannon with a +6 to hit and fires at incoming
boats without warning or ceasefire.
-4500c in gold bullion, in the cargo hold under 24/7 guard
supervision (stats as 2 Bandits)
[7]
Rhial's Band
Stat
Changes: +2 Morale, 1 in every
6 members is a horse man, horse men use lances and have 2 HD and +2
to hit and charge into battle.
This group of heavily dedicated militants and bandits have all left
their old lives for the sake of honor and power. Leader is very
motivated and wants to conquer the whole valley and become its new
King. Promises land and riches to his followers, hence they are very
dedicated.
Rhial's band are very conscious of their illegitimacy when it comes
to politics. They will avoid attacking anyone who carries a mark of
an empire or kingdom, and anyone who seems to be a lord will be
treated with the usual custom, even by these lowly bandits.
Hideout:
Ancient abandoned village by a river. Could be grown into a proper
town if families moved here. They keep fires and equipment inside so
it looks abandoned and unimportant from the river and approaching
path.
The Hideout contains:
-Two Flasks of Liquid Silver (200c each)- Pour on a weapon to make it
count as Silver to hurt werewolves. Can also place on dishes, coins,
etc. to make them look silver. Lasts 3 turns.
-Medallion of Jylian (900c) This magic medallion is almost a foot
across and made of a greenish metal. When it is knocked against wood,
it reverberates and the medallion gives off the sound of a battle
being fought. The medallion is held in a metal box on a stone floor
so it doesn't accidentally touch wood and make a tremendous and
annoying noise.
-2d6 Bandit Guards
-1d8 Honor Guard (all horse men, wearing barding armor acts as chain
or AC 16, +1 morale from being experienced and loyal)
-Leader Rihal (Stat as 6th level Fighter, horse man with
+1d6 hit points)
-Box of Spices (400c), will be used only to make dinner for noble
guests to improve standing
-5000c in Heirlooms from a distant dynasty, of which Rihal is the
last surviving heir. Made up of golden horse-head shaped buckles and
the like.
[8]
Circle of Cultivators
Stat
Changes: +1 to damage, +2 to
Hit Points, all users fight with staves or nunchucks (1d4), 1 in
every 6 members knows a Blade Art.
The
Circle is a group of athletes and holy men who have gone down a dark
path. They train their bodies and value strength and bodily growth
over the spiritual. They mostly fight with wooden poles and are
unlikely to kill except those who are known to have killed their
members in the past.
All members of the Circle are extremely talented athletes, and are
considered to have a +1 in Strength, Dexterity, Constitution, or
Wisdom. This is determined randomly for each user, but only applies
if it matters; not for combat stats which are more determined by
their powerful techniques.
Hideout:
Small Dojo/Teahouse built into the side of a mountain. It has a false
back wall that leads to a shallow cave system which hides their more
sinister side. Within, the adherents sculpt their minds and bodies and constant training and simple diets.
The Hideout contains:
-Four silver-tipped warstaves (d4+1 damage, counts as magic for
hitting ghosts, long reach)
-Bright Yellow Body Paint (50c)- Used to instill life energy within a
person. They're almost out of it, and rarely train with it. Rubbing
it on yourself while performing intense training grants a 1 in 6
chance to increase an ability score by +1
-Spirit Trap (Save or take 1 level of drain if you pull a sealing
paper slip off a box; meant to keep out a negative spirit that stunts
growth)
-5d6 Meditating Bandits (can be sneaked past easily, in various
states of awareness)
-Leader (6th level Fighter/Monk, knows a powerful blade art that makes him a fearsome opponent)
-25,000c Temple Riches (The monks don't spend any more money then
necessary, most of their treasure has just been piled up in a big
hole)