Deadly Marches Random Encounters
Дикая местность
Всякий раз, когда персонажи покидают относитель¬ную безопасность Смертельных Снегов и путешествуют на большие расстояния, они подвергаются жестоким погодным условиям и опасным чудовищам диких мест. Смертельные Снега и земли на севере рассматриваются как открытая местность с целью определения случайной погоды (смотрите Главу 2), в то время как большинство других мест в городке и вокруг него считаются альпийскими областями. С целью столкновений в дикой местности при¬нимайте Смертельные Снега и земли севернее как часть Лунных Земель, Долины Адбар и региона Холодной Долины (Таблица 2). Очевидно, что любой идущий в горы, окружающие город, путешествует через Незерийские Горы (Таблица 6). Некоторые из случайных столкновений в дикой местности могут быть смертельными для партий среднего уровня. Шанс столкновения в течение каждого часа путешествия зависит от старания персонажей идти быстро или осторожно, смотрите Столкновения в дикой местности в Главе 2. Никаких столкновений в дикой местности не происходит в пределах 2 миль от городских стен в тече¬ние дня или в пределах 1 мили - ночью или в плохую погоду. Даже чудища обходят городок стороной, если не ищут себе неприятностей.Natural Hazards
Hungry monsters and rapacious brigands occupy the thoughts of many travelers in the North, but in truth these are not the deadliest dangers of this harsh land. Everyday oc�currences such as a bitter cold snap in winter, an ill-timed snowfall, a forest fire, or a river in flood kill just as many travelers and homesteaders in the Silver Marches as mon�sters do, and certainly have the potential to inflict much greater damage to property.AVALANCHES AND LANDSLIDES
The combination of high mountains and heavy snowfalls means that avalanches are a deadly peril in many areas around the North. The Lands Against the Wall, the Spine of the World, the Rauvin Mountains, and the passes through the Nether Mountains are particularly vulnerable. (Ironically, the Ice Mountains are not so dangerous, since they see less snowfall than their neighbors to the west.) If the snowpack is not high, death can still come hurtling down in the form of a landslide. The extremes of temperature common to the North fiercely weather the sides of mountains and cause many falling rocks throughout the year. The effects of avalanches and landslides are described in The Environment in Chapter 3 of the DUNGEON MASTER’s Guide. The typical avalanche or landslide has a width of 1d6×100 feet, from one edge of the slide zone to the oppo�site edge. The bury zone in the center of the avalanche is half as wide as the avalanche’s full width. To determine the pre�cise location of characters in the path of an avalanche, roll 1d6×20; the result is the number of feet from the center of the path taken by the bury zone to the center of the party’s location. Avalanches advance at a speed of 500 feet per round, landslides at a speed of 250 feet per round.THE CLAWS OF THE COLD
Even in the summertime, the mountain passes and high slopes plummet below freezing at night. Most old hands in the Silver Marches own a good set of winter clothing, and are wise enough to stay out of the sort of weather winter clothing won’t help against. For the effect of cold and extremely cold weather condi�tions on characters and creatures, see Weather and Cold Dan�gers, both in Chapter 3 of the DUNGEON MASTER’s Guide. Cold Water: Characters who become soaked or drenched in cold water (usually by immersion in a mountain stream, but marching in a downpour can do the job) are much more vulnerable to cold damage. Moderate temperatures are treated as cold conditions and cold temperatures are treated as extremely cold conditions for purposes of determining whether a soaked character is vulnerable to cold damage. This vulnerability remains for 2d4 hours or until a character changes into dry clothes. Soaked clothing provides no protec�tion against cold damage. Characters who remain immersed in cold water take 1d6 points of subdual damage per minute of exposure from hy�pothermia. Permafrost: North of the Sundabar Vale, permafrost con�ditions prevail. Even in summer, the ground remains frozen hard a foot or so beneath the surface, except around sun�warmed rocks. Buried corpses and food in contact with per�mafrost will freeze (though stone cairns are necessary to keep scavengers away), and ready ice is always handy. Frozen Lakes and Rivers: During winter, most bodies of water in the Silver Marches freeze over. Most years, the freeze comes in the month of Marpenoth, beginning 1d10+20 days into the month. The ice lasts until the month of Ches, disappearing 1d10+20 days into the month. The thickness of the ice depends on the month and whether or not the water is flowing: Month Standing Water Flowing Water Marpenoth Thin — Uktar Moderate Thin Nightal Thick Moderate Hammer Thick Thick Alturiak Thick Thick Ches Thin Thin Thin ice is 1 to 2 inches thick. It supports Small creatures. Medium-size creatures that run, jump, fall, or fight on the ice may cause a break (50% chance per round of such activity). Moderate ice is 3 to 11 inches thick. It supports Large crea�tures. Huge creatures that run, jump, fall, or fight on the ice may cause a break (50% chance per round of such activity). Thick ice may be anywhere from 1 to 4 feet thick. It sup�ports creatures of any size. Ice has 3 hit points per inch of thickness. If a creature too heavy for the ice causes a break, the ice collapses in a circle whose radius is 5 feet larger than the face (or dimensions) of the creature causing the break. Any creature caught in the fracture area except for the creature causing the break may attempt a Reflex save (DC 15) to reach safe ice before it gives way. Thin ice is particularly dangerous, because the edges of a fractured area tend to crumble under a swimmer’s efforts to climb out. To climb out, a Small or Medium-size swimmer must succeed at an Escape Artist check (DC 15). Large crea�tures can’t get back on top of thin ice after it fractures. Frozen rivers are dangerous, too. Creatures who fall through the ice of a frozen river may be swept away from the hole by the current and trapped under the ice. Apply the drowning rule (see Chapter 3 of the DUNGEON MASTER’s Guide) as necessary. FOREST FIRES Most campfire sparks ignite nothing, but if conditions are dry, winds are strong, or the forest floor is dried out and flammable, a forest fire can result. Lightning strikes often set trees afire and start forest fires in this way. Luckily, the lands of the Silver Marches are almost always damp. Small “scorch-smolders” of blackened vegetation are the usual result, not conflagrations that spread for miles. Yet travelers can get caught in fires. The leading edge of a fire (the downwind side) can advance faster than a human can run (assume 120 feet per round for winds of moderate strength). Once a particular portion of the forest is ablaze, it re�mains so for 2d4×10 minutes before dying to a smolder. Within the bounds of a forest fire, a character faces three dangers: heat damage, catching on fire, and smoke inhalation. Heat: Getting caught within a forest fire is even worse than being exposed to abysmal heat (see Heat Dangers in Chapter 3 of the DUNGEON MASTER’s Guide). Breathing the air causes a character to take 1d6 points of damage per round (no save). In addition, a character must make a Fortitude save every 5 rounds (DC 15, +1 per previous check) or sustain 1d4 points of subdual damage. A character who holds his breath can avoid the normal damage, but not the subdual damage. Catching on Fire: Characters engulfed in a forest fire are at risk of catching on fire when the leading edge of the fire overtakes them, and are then at risk once per minute thereafter. See Catch�ing on Fire in Chapter 3 of the DUNGEON MASTER’s Guide. Smoke: Forest fires naturally produce a great deal of smoke. A character who breathes heavy smoke must make a Fortitude saving throw each round (DC 15, +1 per previous check) or spend that round choking and coughing. A charac�ter who chokes for two consecutive rounds takes 1d6 points of subdual damage. Also, smoke obscures vision, giving one�half concealment (20% miss chance) to characters within it.FLOODS
In locales throughout the Silver Marches where heavy pre�cipitation and steep slopes prevail, floods are common. Rivers in Flood: In spring, the enormous snowmelt from the slopes of the Nether and Rauvin Mountains engorges most of the streams and rivers in and around the Silver Marches. During spring flood, rivers become wider, deeper, and swifter. Assume that a river rises by 1d10+10 feet during the spring flood, and its width increases by a factor of 1d4×50%. Fords may disappear for days, bridges may be swept away, and even ferries might not be able to manage the crossing of a flooded river.A river in flood adds +5 to the DC of any Swim checks that characters attempt. For example, Striding Giant Rapids on the Rauvin might normally be considered rough water (see the Swim skill description in Chapter 4 of the Player’s Hand�book), which means that Swim checks to get across the river are against DC 15. When this area is in spring flood, the DC rises to 20. (The increase in water depth may make fords too deep for most travelers to wade successfully, so swimming may be their best option if crossing the river is necessary.) Mountain Torrent: Innumerable swift, strong streams cascade down out of the mountains of the Silver Marches in all seasons. In general, the typical mountain torrent is 5d6 feet in width and studded with boulders. Waterfalls 1d6×10 feet in height occur every 1d4 miles. Unlucky or clumsy characters may find themselves in a fast-moving gauntlet of icy water, deadly rocks, and sudden waterfalls. Refer to Water Dangers in Chapter 3 of the DUNGEON MASTER’s Guide. Characters swept away by the torrent must attempt Swim checks (DC 15) every round to avoid going under. If a character gets a skill check result of 5 or more over the minimum necessary, he arrests his motion by catching a rock, tree limb, or bottom snag—he is no longer being carried along by the flow of the water. Escaping a torrent by reaching the bank requires three suc�cessful Swim checks (DC 15) in a row. Characters arrested by a rock, limb, or snag can’t escape unless they strike out into the water and attempt to swim their way clear. Flash Floods: These sudden, short-lived torrents occur after heavy rains or ice breakups in spring. A flash flood typically lasts only 4d4 minutes before the waters recede. Flash floods advance at a speed of 60 feet. See Flash Floods under Weather Hazards in Chapter 3 of the DUN�GEON MASTER’s Guide. FOG The forgotten peril of the North is its everpresent river mist and mountain fog. Characters traveling along a river by boat can’t get too lost, of course. However, fogbound overland travel offers a real possibility of running into trees, gullies, and other hazards. A typical fog limits vision to a distance of 1d10×5 feet, completely foiling normal vision and darkvi�sion beyond this range. Creatures closer than the absolute limit of visibility gain the benefits of one-half concealment (20% miss chance).Encountering Hazards
An encounter with a natural hazard in motion, such as an avalanche or a forest fire, begins in a particular way de�pending on the type of hazard. Avalanche/Landslide: An avalanche or landslide can be spotted from as far away as 1d10×500 feet by a character who makes a successful Spot check (DC 20). The DC of the Spot check is modified by any of the conditions that apply from Table 3–2 in the DUNGEON MASTER’s Guide. (Con�sider the avalanche to be a Colossal encounter, meaning that the DC is immediately reduced by 16.) If all charac�ters fail their Spot checks to determine the encounter dis�tance, the avalanche moves closer to them, and they automatically become aware of it when it closes to half the original distance. It’s possible to hear an avalanche coming even if you can’t see it. Under optimum conditions (no other loud noises occurring), a character who makes a successful Listen check (DC 15) can hear the avalanche or landslide when it is 1d6×500 feet away. This check might have a DC of 20, 25, or higher in conditions where hearing is difficult (such as in the middle of a thunderstorm). Forest Fire: A forest fire can be spotted from as far away as 2d6×100 feet by a character who makes a success�ful Spot check (DC 20). The DC of the Spot check is modi�fied by any of the conditions that apply from Table 3–2 in the DUNGEON MASTER’s Guide. (Consider the fire to be a Colossal encounter, meaning that the DC is immediately reduced by 16.) If all characters fail their Spot checks to determine the encounter distance, the fire moves closer to them, and they automatically see it when it closes to half the original distance.Characters who are blinded or otherwise unable to make Spot checks can feel the heat of the fire (and thus auto�matically “spot” it) when it is 100 feet away.Путешествие по горам
High altitude can be extremely fatiguing—or sometimes deadly—to creatures that aren’t used to it. Cold becomes ex�treme, and the lack of oxygen in the air can wear down even the most hardy of warriors. Acclimated Characters: Creatures accustomed to high alti�tude generally fare better than lowlanders. Any creature nor�mally found in mountain terrain is considered native to the area, and acclimated to the high altitude. Characters with the Endurance feat, 4 ranks of Wilderness Lore, or 7 ranks of Climb are also acclimated to high altitude. Undead, constructs, and other creatures that do not breathe are immune to altitude effects. Altitude Bands: In general, mountains present three possi�ble altitude bands: low pass, low peak/high pass, and high peak. Low Pass (lower than 7,000 feet): Most travel in low mountains takes place in low passes. Travelers may find the going difficult (which is reflected in the movement modi�fiers for traveling through mountains), but there are no un�usual weather or altitude effects. Low Peak or High Pass (7,000 to 20,000 feet): Ascending to the highest slopes of low mountains, or most normal travel through high mountains, falls into this category. At these ele�vations, creatures may be subject to high altitude effects (see below). Temperatures at this level are one grade colder than the prevailing weather would indicate—for example, if the day’s temperature is moderate, it’s actually cold at this altitude. High Peak (more than 20,000 feet): The highest slopes and peaks of high mountains exceed 20,000 feet in height. At these el�evations, creatures may be subject to altitude sickness (see below). Temperatures at this level are always two grades colder than the prevailing weather indicates—for example, if the day’s tempera�ture is moderate, it’s actually extremely cold at this altitude. High Altitude Effects: All nonacclimated creatures labor to breathe in the thin air at high altitude. See Lack of Air/High Altitude, under Other Dangers in Chapter 3 of the DUNGEON MASTER’s Guide. Acclimated characters are not subject to high altitude effects. Altitude Sickness: Any creature at an altitude higher than 20,000 feet is subject to both high altitude effects and alti�tude sickness, as described under Lack of Air/High Altitude in Chapter 3 of the DUNGEON MASTER’s Guide. Creatures acclimated to high altitude as described above receive a +4 bonus on their saving throws to resist high altitude effects and altitude sickness, but eventually even seasoned moun�taineers must abandon these dangerous elevations.Зыбучие пески и топи
In moors, marshes, and other examples of sodden terrain, hidden, water-filled holes await the unwary. Obvious bogs are not very dangerous—everybody can recognize a mud�hole or a scum-covered pond. However, some of these patches present a deceptively solid appearance and may trap careless characters. A character approaching a hidden bog or patch of quicksand at a normal pace is entitled to a Wilder�ness Lore check (DC 8) to spot the danger before stepping in, but charging or running characters don’t have a chance to detect a hidden bog before blundering in. A typical patch of quicksand or quaking bog is (1d4+1)×5 feet in diameter; the momentum of a charging or running character carries him or her 1d2×5 feet into the bog. Effects of Quicksand: Characters in quicksand must make a Swim check (DC 10) every round to simply tread water in place, or a Swim check (DC 15) to move 5 feet in whatever direction is desired. If a trapped character fails this check by 5 or more, he sinks below the surface and begins to drown whenever he can no longer hold his breath. Characters below the surface of a bog may swim back to the surface with a successful Swim check (DC 15 +1 per con�secutive round of being under the surface). Rescue: Pulling out a character trapped in quicksand can be difficult. A rescuer needs a branch, spear haft, rope, or similar tool that enables him to reach the victim with one end of it. Then he must make a Strength check (DC 15) to successfully pull the victim, and the victim must make a Strength check (DC 10) to hold onto the branch, pole, or rope. If the victim fails to hold on, he must make an imme�diate Swim check (DC 15) to stay above the surface. If both checks succeed, the victim is pulled 5 feet closer to safety.RAIN, SNOW, SLEET, AND HAIL
Precipitation is a daily occurrence in the Silver Marches most of the year. Bad weather frequently slows or halts travel and makes it virtually impossible to navigate from one spot to another. Rain: Rain is all too frequent in the North. Rain affects visibility, ranged attacks and Listen, Search, and Spot checks as described in Precipitation under Weather Hazards in Chapter 3 of the DUNGEON MASTER’s Guide. Characters caught out in steady rain become soaked in 2d6×10 minutes, which may make them more vulnerable to cold damage (see The Claws of the Cold earlier in this chapter). Downpours: These sudden, heavy rains often cause flash floods in hilly or mountainous country. Downpours have all the properties of rain, except that visibility is reduced as de�scribed below, and characters become soaked in 10 minutes, rendering them more susceptible to cold damage. Visibility in a downpour is limited to a range of 1d10×5 feet. Creatures closer than the absolute limit of visibility gain one-half concealment (20% miss chance). Hail: The effects of hail are described in Precipitation under Weather Hazards in Chapter 3 of the DUNGEON MASTER’s Guide. Hail in the North can be unusually heavy and dangerous—there is a 10% chance that the hail deals 1 point of damage to all creatures caught in the open, and if this happens, there’s a 20% chance that hailstones the size of a human fist (or bigger) fall. This extra-large hail deals 1d4 points of damage to any creature caught in the open. Fallen hail reduces movement by half, just like a fall of snow. In moderate or warm temperatures, it takes 1d4 hours for fallen hail to melt. In cold temperatures, hail remains on the ground for 4d4 hours. Sleet: The ice storms of the North are legendary for their destructive power. Sleet has the same effects on visibility, ranged attacks, and Listen, Search, and Spot checks as rain, and reduces movement by half. Sleet hisses as it falls, and coats everything with ice, creat�ing slippery conditions for any skill checks affected by the conditions of the surface (Balance and Climb, for example). This slippery state lasts until snowfall covers the ice, or a thaw (one day of moderate or higher temperatures) melts it. In addition, sleet soaks characters in the open over the course of 2d6×10 minutes, making them more vulnerable to cold damage. Snow: Falling snow has the same effects on visibility, ranged weapon attacks, and skill checks as rain, and reduces movement to half. A day of snowfall leaves 1d6 inches of snow on the ground. When the depth of the snow reaches half a creature’s height, movement is slowed to one-quarter normal, and when snow reaches a creature’s height, move�ment is halved again. Snow melts off at the rate of 4 inches per day of moder�ate temperatures, 8 inches per day of warm temperatures, or 12 inches per day of hot temperatures. Heavy Snow: Heavy snowfall has the same effects as normal snowfall, but also restricts visibility as fog does (see Fog, earlier in this section). A day of heavy snow leaves 1d3 feet of snow on the ground. Heavy snow accompanied by strong or severe winds may result in snowdrifts 1d4×5 feet in depth, especially in and around objects big enough to de�flect the prevailing wind—a cabin or large tent, for instance. There is a 10% chance that a heavy snowfall is accompa�nied by lightning (see below).LIGHTNING
Thunderstorms are common in the summer and early fall in the Silver Marches. A mountain thunderstorm is nothing to stand around and admire; it can be deadly. Lightning some�times accompanies heavy snowfalls, too. Thunderstorms: During a day in which thunderstorms appear, creatures in the open encounter 1d3 distinct storms. Each storm lasts for 2d6×10 minutes. There is a 20% chance per storm that a bolt endangers a creature or group of creatures in the open. Each lightning bolt inflicts 1d10 8-sided dice of damage in a 10-foot radius. Roll randomly to determine which char�acter is at the center of the strike. Any threatened character (including the character at the center) is entitled to a Reflex save (DC 15) to take only half damage.SANDSTORMS
Thanks to the dampness of the North, duststorms are un�known in these lands, but sandstorms—heavy particles driven by furious winds from Anauroch—occur from time to time. They seldom reach west of Sundabar. Sandstorms reduce vis�ibility to 1d10×5 feet and provide a –4 penalty on Listen, Search, and Spot checks. Sandstorms deal 1d3 points of subdual damage per hour to any creatures caught in the open, and leave a thin coating of sand (1d2 inches) in their wake.Random Weather
Many different weather influences impact the Silver Marches. The prevailing weather patterns in this part of Faerûn tend to come from the Sea of Swords to the west, and the presence of high mountains on all sides often creates “cloud barriers” that force frequent precipitation. The presence of Anauroch nearby also influences the weather in unpredictable ways. Any particular day’s weather consists of three components: the temperature, the wind strength, and the precipitation. Tables 8 through 11 provide random weather combina�tions based on each season, weighted toward more or less likely results. A sudden thaw in the mountains is possible in winter, but it’s not as likely as long stretches of bitter cold or heavy snow.USING THE TABLES
Any given weather condition lasts for 1d6 days before a new pattern sets in, so it’s only necessary to roll for new weather when the previous pattern ends, not every day. The weather tables are organized into three basic locations: river valleys, open country, and northern or alpine areas. Apply the same die roll to all three regions (this makes it less likely that the mountains will be experiencing a rare thaw at the same time the river valleys are suffering from a brutal cold snap). River Valley: The Rauvin and Sundabar vales fall into this category, as well as the eaves of the High Forest. Although plagued by heavy fogs throughout the year, these regions are more sheltered than other parts of the Silver Marches. Open Country: The Evermoors, Moonlands, Old Delzoun (except for Sundabar Vale), and the forests of the northern Silver Marches fall into this category. Northern or Alpine Regions: The Ice, Nether, and Rauvin Mountains fall into this category, as well as other lands that are hard against the Spine of the World, such as the Druar�wood and the Lands Against the Wall.TABLE 8: WINTER (UKTAR 1–CHES 30)
River Valley Open Country North,Alpine Temp. Wind Precip. 01–04 01–02 01 Warm Fair Clear 05–09 03–06 02–03 Moderate Varies Clear 10–15 07–09 04 Moderate Fair Fog 16–18 10–12 05–06 Moderate Varies Rain 19–23 13–15 07 Moderate Varies DwnPr 24–26 16–17 08 Moderate Varies Hail 27–39 18–36 09–20 Cold Varies Clear 40–50 37–43 21–29 Cold Fair Fog 51–65 44–58 30–42 Cold Varies Snow 66–72 59–65 43–48 Cold Varies HSnow 73–77 66–71 49–55 Cold Varies Sleet 78 72–73 56–59 Cold Storm Clear 79–83 74–79 60–65 Cold Storm HSnow 84–85 80–81 66–68 Cold Storm Sleet 86–90 82–88 69–77 XCold Varies Clear 91–93 89–91 78–88 XCold Varies Snow 94–98 92–97 89–95 XCold Storm Clear 99–100 98–100 96–100 XCold Storm SnowTABLE 9: SPRING (TARSAKH 1–KYTHORN 25)
River Valley | Open Country | North,Alpine | Temp. | Wind | Precip. -------------|--------------|--------------|----------|--------|-------- 01–04 | 01–02 | 01 | Warm | Fair | Clear 01–07 | 01–06 | 01–04 | Warm | Varies | Clear 08–14 | 07–12 | 05–07 | Warm | Varies | Rain 15–19 | 13–16 | 08–09 | Warm | Varies | DwnPr 20–25 | 17–21 | 10–13 | Warm | Storm | Clear 26–30 | 22–25 | 14–16 | Warm | Storm | ThStrm 31–36 | 26–31 | 17–24 | Moderate | Varies | Clear 37–50 | 32–38 | 25–30 | Moderate | Fair | Fog 51–59 | 39–51 | 31–37 | Moderate | Varies | Rain 60–63 | 52–55 | 38–40 | Moderate | Varies | DwnPr 64–67 | 56–59 | 41–45 | Moderate | Varies | Hail 68–71 | 60–63 | 46–53 | Moderate | Storm | Clear 72–76 | 64–66 | 54–56 | Moderate | Storm | DwnPr 77–79 | 67–69 | 57–61 | Moderate | Storm | Hail 80–83 | 70–74 | 62–68 | Cold | Varies | Clear 84–87 | 75–77 | 69–76 | Cold | Fair | Fog 88–92 | 78–86 | 77–88 | Cold | Varies | Snow 93–94 | 87–89 | 89–91 | Cold | Varies | HSnow 95 | 90–92 | 92–94 | Cold | Varies | Sleet 96–97 | 93–95 | 95–97 | Cold | Storm | Clear 98–99 | 96–97 | 98–99 | Cold | Storm | HSnow 100 | 98–100 | 100 | Cold | Storm | SleetTABLE 10: SUMMER (KYTHORN 26–ELEINT 4)
River Valley Open Country North,Alpine Temp. Wind Precip. 01–09 01–08 — Hot Fair Clear 10 09–10 — Hot Storm Sand 11–30 11–27 01–17 Warm Fair Clear 31–39 28–36 18–23 Warm Fair Rain 40–45 37–41 24–25 Warm Fair DwnPr 46–54 42–50 26–35 Warm Storm ThStrm 55–74 51–71 36–49 Moderate Varies Clear 75–84 72–76 50–57 Moderate Fair Fog 85–93 77–86 58–67 Moderate Varies Rain 94–97 87–90 68–73 Moderate Varies DwnPr 98–100 91–93 74–77 Moderate Varies Hail — 94–95 78–84 Cold Varies Clear — 96–97 85–90 Cold Fair Fog — 98–99 91–97 Cold Varies Snow — — 98 Cold Varies HSnow — 100 99–100 Cold Varies SleetTABLE 11: FALL (ELEINT 5–MARPENOTH 30)
River Valley Open Country North,Alpine Temp. Wind Precip. 01–03 01–03 — Hot Fair Clear 04 04–05 — Hot Storm Sand 05–13 06–12 01–03 Warm Varies Clear 14–17 13–17 04–05 Warm Varies Rain 18–19 18–19 06 Warm Varies DwnPr 20–21 20–22 07–08 Warm Storm Clear 22–26 23–28 09–15 Warm Storm ThStrm 27–34 29–35 16–23 Moderate Varies Clear 35–44 36–39 24–29 Moderate Fair Fog 45–54 40–48 30–37 Moderate Varies Rain 55–56 49–51 38–40 Moderate Varies DwnPr 57–58 52–53 41–43 Moderate Varies Hail 59–63 54–59 44–45 Moderate Storm Clear 64–65 60–61 46–48 Moderate Storm DwnPr 66–67 62–63 49–51 Moderate Storm Hail 68–76 64–73 52–61 Cold Varies Clear 77–84 74–77 62–66 Cold Fair Fog 85–90 78–84 67–76 Cold Varies Snow 91–92 85–87 77–79 Cold Varies HSnow 93–94 88–89 80–81 Cold Varies Sleet 95–96 90–92 82–85 Cold Storm Clear 97–98 93–94 86–88 Cold Storm HSnow 99–100 95–96 89–90 Cold Storm Sleet — 97–99 91–98 XCold Varies Clear — 100 99–100 XCold Varies SnowDEFINITIONS
Results from Tables 8 through 11 are described below. Temp.: Temperature results fall into the following broad categories. Nighttime temperatures are generally 10 to 20 degrees colder and may actually fall into the next colder cat�egory (50% chance). Hot: Between 30° and 44° F. Warm: Temperatures between 16° and 30° F. Moderate: Temperatures from 5° to 16° F. Cold: Temperatures between -18° and 5° F. Extreme Cold: Temperatures below -18° F. Wind: The strength of the prevailing wind. Periods of calm or sudden stronger gusts are possible. Wind strength de�creases one category at night (severe to strong, for example). The three results on the Random Weather tables are fair, varies, and storm. Consult Table 12.TABLE 12: WIND STRENGTH
Fair Varies Storm Strength 01–70 01–40 — Light/moderate 71–95 41–70 01–10 Strong 96–100 71–90 11–50 Severe — 91–100 51–89 Windstorm — — 90–100 Hurricane Wind effects are summarized on Table 3–17 in the DUNGEON MASTER’s Guide. Precip.: The type of precipitation that falls during the day. A solid day of rain is pretty rare—even during heavy blizzards, clear spells hours long may appear. Clear: No precipitation of note. Downpour: 1d3 downpours lasting 1d4 hours each occur during the day. Otherwise, the day consists of rain. Fog: There is a 75% chance that the fog burns off during the af�ternoon, resulting in 1d4+2 hours of clear weather before sunset. Hail: 1d3 hailstorms lasting 1d6×10 minutes each occur during the day. Otherwise the day consists of rain. Heavy Snow: Heavy snow falls throughout the day, although 1d3–1 clear spells lasting 1d4 hours each break up the day. Rain: Rain falls consistently throughout the day, although 1d4–1 clear spells lasting 1d4 hours each break up the day. Sandstorm: Sandstorm conditions persist throughout the day, punctuated by 1d4–2 breaks lasting 1d4 hours each. Snow: Snow falls steadily, but 1d4–1 clear breaks of 1d4 hours each interrupt the snowfall. Sleet: Sleet falls for most of the day, broken by 1d4–2 breaks lasting 1d4 hours each. Thunderstorm: 1d3 thunderstorms lasting 2d6×10 min�utes each occur during the day. Otherwise the day is clear (50% chance) or rainy (50% chance).Random Encounters
TABLE 1: RAUVIN VALE AND Sundabar VALE ENCOUNTERS (SETTLED)
Day Night Encounter Number Encountered — 01–02 Abishai, white 1 01–07 03–05 Bandits see Groups — 06 Baneguardm 1d8+2 — 07–08 Bat, night 08–11 09 Bear, brown 12–16 10–11 Brantas 1d6+2 17–25 12 Deer (animal)s 26–27 13 Dire bear 28–29 14 Dire rat 30–31 15–16 Dire wolf — 17–18 Dread warriorm 32–34 19 Elk (animal)s 35 20–21 Gargoyle 1d2 — 22–23 Ghast 1d2 — 24–26 Ghoul 1d6 36–37 27–34 Goblin raiders 38–45 35–39 NPCs see Groups 46–53 40 Merchants see Groups 54 41 Mountain torrent SEE GROUPS — 42 Nythm 1 55–57 43–48 Ogre 1d2 58–59 49–54 Orc 1d3+1 60 55–58 Orc marauders 61–69 59–61 Patrol see Groups1 70–71 62–63 Perytonm 1d2 72 64–65 Planetouched, fey’rim 73 66–68 Planetouched, tanarukkm 74–78 69–70 Rothé, surfacef — 71 Spectral pantherm — 72–73 Skeleton, medium 79–81 74–75 Red tiger 82–84 76–79 Troll 1 — 80–81 Vampire spawn 85 82 Wereboar 1d2 86–87 83–84 Werewolf 1d2 — 85–87 Wight 1d2 88–96 88–90 Wolf (animal) 97–100 91–97 Worg 1d2 — 98–100 Zombie, mediumTABLE 2: MOONLANDS, ADBAR VALE, AND COLD VALE ENCOUNTERS (FRONTIER)
Day Night Encounter Number Encountered — 01–02 Abishai, whitem 01–05 03–04 Bandits see Groups — 05–06 Bat, night hunterm 2d6 06–10 07 Bear, brown (animal) 1 11 08 Behir 1 12–16 09–10 Brantas 1d6+2 17–18 11–12 Bugbear 1d3+1 19–25 13 Deer (animal)s 2d6 26–27 14–15 Dire bear 1 28–29 16–17 Dire wolf 1d4+4 30 18–19 Dire wolverine 1d2 31–34 20–24 Dragon (see Table 2a) 1 35 25 Dragonkinm 2d4 — 26–27 Dread warriorm 1 36–39 28–29 Dwarf patrol see Groups 40–43 30 Elk (animal)s 1d6+2 44 31–34 Ettin 1d3+1 — 35–37 Ghast 1d2 — 38–41 Ghoul 1d6 45–46 42–47 Goblin raiders see Groups 47 48–51 Hill giant 1d2 48–49 52–53 Leucrottam 1d4 — 54 Nishruum 1 50–53 55 Merchants see Groups 54–55 56–57 Mountain torrent see Groups 56–58 58–59 NPCs see Groups 59–60 60–61 Ogre 1d2 61–63 62–67 Orc marauders 64 68–69 Planetouched, tanarukkm 65–68 70–71 Rothé, surfacef 1d10+10 69–73 72 Argent Legion patrol see Groups 74–76 73 Red tiger (animal)s 1 77–79 74–77 Troll 1d3+1 80–85 78–79 Uthgardt scouts see Groups — 80–81 Vampire spawn 1d2 86 82 Wereboar 1d2 87–89 83–84 Werewolf 1d6+4 — 85–87 Wight 1d4+1 — 88–89 Winter wolf 90–95 90–94 Wolf (animal) 1d6+10 96–97 95 Wolverine (animal) 1d2 98–100 96–100 Worg 1d2TABLE 2A: MOONLANDS, ADBAR VALE, AND COLD VALE DRAGONS
d% Dragon 01–10 Fangm, juvenile 11–18 Gold, young 19–45 Red, young 46–55 Shadowm, juvenile 56–100 White, young adultTABLE 3: Evermoors ENCOUNTERS (WILDERNESS)
Day Night Encounter Number Encountered 01–02 01–03 Behir 1 — 04–05 Darkenbeastm 1d2+2 03–10 06 Deer (animal)s 2d6 11–14 07–09 Dire wolf 1d4+4 15–20 10–14 Dragon (see Table 3a) 1 — 15–17 Dread warriorm 1d4+3 21–25 18–21 Ettin 1d3+1 26–28 22–24 Fog giantm 1d2 — 25–27 Ghast pack see Groups — 28–30 Ghost see Groups 29–34 31–35 Hill giant 1d3 35–37 36–37 Ice serpentm 1d3+1 38–45 38–44 NPCs see Groups 46 45–47 Nishruum 1 47 48–50 Nythm 1 48–53 51–54 Ogre 1d3+1 54–61 55–63 Orc marauders see Groups 62–66 64–67 Rothé, ghostf 1d10+10 67–69 68–69 Shambling mound 1d2 70–71 70–71 Snowcloaks 1d6+2 — 72 Spectre 1d6 72–83 73–77 Troll 1d3+1 — 78–80 Wight 1d8+1 — 81–82 Will-o’-wisp 1d6 — 83–84 Wraith 1d6 84–86 85–87 Winter wolf 1d6+5 87–94 88–90 Wolf (animal) 1d10+6 95–99 91–96 Worg 1d4+4 100 97–100 Yeth hound 1d6+5TABLE 3A: Evermoors DRAGONS
d% Dragon 01–10 Black, young (clutch of 1d4+1) 11–20 Black, old 21–45 Red, juvenile 46–52 Shadowm, young 53–61 White, young (clutch of 1d4+1) 62–95 White, old 96–98 Dracolichf, white adult 99–100 Dracolichf, red young adultTABLE 4: High Forest ENCOUNTERS (WILDERNESS)
Day Night Encounter Number Encountered 01 01–02 Abishai, greenm 1d4 — 03–05 Bat, night hunterm 2d6 — 06–07 Bat, sinisterm 1d6+3 02–07 08–09 Centaur 1d4+4 — 10–11 Crawling clawm 4d6 — 12–14 Darkenbeastm 1d2+2 08–15 15 Deer (animal)s 2d6 — 16–17 Dire bat 1d4+4 16–17 18–19 Dire bear 1 18–19 20–21 Dire rat 1d10+10 20–22 22–24 Dire wolf 1d4+4 23–24 25 Dire wolverine 1 — 26–27 Dread warriorm 2d6 25–30 28–33 Dragon (see 4a) 31–34 34 Elk (animal)s 1d6+2 35 35 Forest fire see Groups — 36–37 Ghast pack see Groups 36–41 38–40 Gnoll hunters see Groups 42–43 41–44 Gray render 1 44–45 45–47 Green hag (hag) 46 48–49 Gulguthydram 1 47 50 Ibrandlinm 1d2 48–49 51–54 Kir-lananf 1d4+1 50–56 55–57 NPCs see Groups 57 58 Nymph 1 58–60 59–61 Ogre 1d3+1 61–65 62–68 Orc marauders see Groups 66 69–70 Phase spider 1d4 67–68 71–73 Planetouched, fey’rim 1d2×10 69–70 74–75 Planetouched, tanarukkm 1d6+5 71–72 76 Red tiger (animal)s 1 — 77 Shadow 1d4+1 73 78 Shambling mound 1d2 71–72 70 Planetouched, fey’rim 1d2×10 73–74 71 Planetouched, tanarukkm 1d6+5 75–76 72 Rock wyrms 1d2 77–80 73 Rothé, ghostf 1d10+10 81–82 74 Argent Legion patrol see Groups 83–84 75–77 Snowcloaks 1d6+2 85–86 78 Uthgardt scouts see Groups — 79–80 Vampire 1d2 — 81–82 Vampire troupe see Groups 87–92 83–84 Wolf (animal) 1d8+8 93–96 85–90 Worg 1d4+4 — 91–93 Wraith 1d6+5 97–99 94–96 Wyvern 1d4+2 100 97–100 Yrthak 1d3+1TABLE 5
TABLE 6
TABLE 6A: NETHER AND Rauvin Mountains DRAGONS
d% Dragon 01–10 Blue, adult 11–19 Copper, adult 20–39 Fangm, mature adult 40–47 Gold, young adult 48–59 Red, young adult 60–69 Silver, young adult 70–96 White, old 97–98 Dracolichf, red young adult 99–100 Dracolichf, white mature adultTABLE 7: Spine of the World AND ICE MOUNTAINS ENCOUNTERS (DESOLATE)
Day Night Encounter Number Encountered 01–02 01 Arctic dwarf hunters see Groups 03 02 Avalanche/landslide see Groups 04–05 03 Bear, polar (animal) 1d2 06–08 04 Brantas 1d6+2 09–10 05–06 Cloud giant 1 11–14 07–08 Dire bear 1d2 15–19 09–12 Dire wolf 1d4+4 20–27 13–20 Dragon (see Table 7a) 1 28–33 21 Eagle, giant 1d3+2 34–38 22–28 Ettin 1d3+1 39–46 29–37 Frost giant 1d4+1 47–48 38–43 Frost worm 1 49–50 44–49 Goblin raiders see Groups 51–53 50–52 Hill giant 1d4+1 54–56 53–54 Mountain torrent see Groups 57–58 55–56 NPCs see Groups 59–62 57–59 Ogre 1d3+1 63–66 60–66 Orc marauders see Groups 67–69 67–69 Orc warband 70–72 70–73 Planetouched, tanarukkm 1d6+5 73–76 74–76 Remorhaz 1 77–78 77–78 Rock wyrms 1d2 79–82 79–80 Rothé, ghostf 1d10+10 83–85 81–84 Snowcloaks 1d6+2 86–89 85 Wolf (animal) 1d8+8 90–95 86–90 Worg 1d4+4 — 91–93 Wraith 1d6+5 96–98 94–96 Wyvern 1d4+2 99–100 97–100 Yrthak 1d3+1TABLE 7A: Spine of the World AND ICE MOUNTAINS DRAGONS
d% Dragon 01–22 Fang, old 23–28 Gold, adult 29–39 Red, adult 40–45 Silver, adult 46–60 White, juvenile (clutch of 1d4+1) 61–95 White, old 96–97 Dracolich, red adult 98–100 Dracolich, white mature adultГруппы неигровых персонажей
Special groups called out in the preceding tables are described here. If the class of a humanoid is not specified, assume that it is a 1st-level warrior. Argent Legion Patrol: 1d4+4 dwarven soldiers and 1d3 leaders (level 1d4+1), mounted on light warhorses and armed with lances, crossbows, and longswords. To determine the leaders’ classes, roll d%: 01–20 - priest; 21–60, veteran; 61–70, knight; 71–80, ranger; 81–90, sorcerer; 91–100, mage. Argent Legion patrols are usually lawful neutral. Avalanche/Landslide: A natural hazard threatens the characters; see the Encountering Natural Hazards sidebar and Avalanches and Landslides, later in this chapter. Refer also to Landslides and Avalanches in Chapter 3 of the DUN�GEON MASTER’s Guide. Arctic dwarf Hunters: The hunting party consists of 1d4+2 Arctic dwarf War1, 1d2 Arctic dwarf berserkers, and a leader of level 1d4+3. To determine the leader’s class, roll d%: 01–50, barbarian; 51–65, cleric; 66–75, druid; 76–80, fighter; 81–95, ranger; 96–100, rogue. Bandits: 1d6+1 bandits, 1d4+1 thugs and 1d2 NPC leaders of level 1d3+1. To determine the class of the leaders, roll d%: 01–15, priest; 16–40, veteran; 41–60, bandit captain; 61–70, cult fanatic; 71–100, warrior. Bandits are usually chaotic evil. For the race of the bandit group, roll d%: 01–10, dwarf; 11–70, human; 71–100, half-orc. Bugbear Band: 1d10+10 bugbears, 1d3 Bugbear warriors (level 1d3+1), and 1 Bugbear fighter (level 1d4+3). Dwarf Patrol: 1d4+4 1st-level Shield dwarf warriors, 1d2 Shield dwarf clerics (level 1d3), and 1 leader (level 1d4+2).For the leader’s class, roll d%: 01–15, barbarian; 16–35, cleric; 36–85, fighter; 86–90, paladin; 91–95, rogue; 96–100, wizard. Forest Fire: In summer or fall, a forest fire endangers the characters. The fire covers a front 3d10×500 feet across, centered on the location of the party at the time the encounter was generated. See the Encountering Natural Hazards sidebar and Forest Fires, later in this chapter. In winter or spring, treat this as no encounter. Ghast Pack: 1d3+1 ghasts and 1d6+1 ghouls. Ghost: This encounter consists of 1d4 ghosts of level 1d4+2. To determine the class of each ghost, roll d%: 01–05,bard; 06–20, cleric; 21–60, fighter; 61–65, ranger; 66–80, rogue; 81–90, sorcerer; 91–100, wizard. The ghosts are usu�ally neutral evil. For the race of the ghosts, roll d%: 01–25, Shield dwarf; 26–40, Moon elf; 41–80, human; 81–90, half�orc; 91–100, lightfoot halfling. Gnoll Hunters: 1d4+2 Gnolls, led by 1 gnoll ranger (level 1d3+2) and 1 gnoll adept (level 1d4) and accompanied by 1d2 dire wolves. Goblin Raiders: 1d4+4 Goblins, led by 1 goblin fighter (level 1d4+1) and 1 goblin adept (level 1d4). All the Goblins are mounted on worgs. Merchants: 2d4 1st-level commoners, 2d4 1st-level warriors, and 1d2 NPC leaders (level 1d4+1). To determine the leaders’ classes, roll d%: 01–10, cleric; 11–35, fighter; 36–55, rogue; 56–60, wizard; 61–75, warrior; 76–100, expert. Merchants match the normal alignment for their race (neutral if alignment is not specified). For the race of the merchants, roll d%: 01–20, Shield dwarf; 21–25, Moon elf; 26–75, human; 76–85, lightfoot halfling; 86–95, half�orc; 96–100, Rock gnome. Mountain Torrent: The party encounters an unmarked stream in its path with no obvious means of crossing. There is a 50% chance that some kind of precarious crossing exists (a fallen log, or chain of boulders) that can be employed with a successful Balance check (DC 15). Failure on this check means that the character falls in the water and may be swept downstream; see Mountain Torrents under Floods in the following section. If the party is traveling along a road or trail, the stream is bridged in some fashion. Treat this as no encounter. NPCs: The NPC party consists of 1d3+2 individuals (level 2d4). To determine the alignment, race, and class of each character, consult Tables 2–28 through 2–32 in the DUN�GEON MASTER’s Guide, or use the corresponding tables in the FORGOTTEN REALMS DUNGEON MASTER’s Screen. Orc Marauders: 1d10+5 orcs, 1d3+1 orc berserkers (level 1d3+1), and 1 orc Eye of Gruumsh accompanied by 1d2 dire boars. Orc Warband: 1d10+10 orcs, 1d3 orc barbarians (level 1d3+1), 1d3 orc fighters (level 1d3+1), 1 orc adept (level 1d6), and 1 orc leader (level 1d3+3), accompanied by 1d2 dire boars. To determine the leader’s class, roll d%: 01–30, barbarian; 31–45, cleric; 46–80, fighter; 81–85, ranger; 86–90, rogue; 91–100, sorcerer. Uthgardt Scouts: 1d4+2 tribal warriors and 1d2 leaders (level 1d6+1). For the leaders’ classes, roll d%: 01–50, barbarian; 51–65, cleric; 66–75, druid; 76–85, ranger; 86–90, rogue; 91–100, sorcerer. There is a 30% chance the group belongs to the Sky Pony Tribe and is mounted. Uthgardt scouts are usually chaotic neutral. Vampire Troupe: 1d2 vampires and 1d4+1 vampire spawn. Werewolf Raiders: 1d4+1 werewolves, 1d4+4 wolves, and 1 werewolf leader (level 1d6+1). To determine the leader’s class, roll d%: 01–15, cleric; 16–25, druid; 26–60, fighter;61–75, ranger; 76–90, rogue; 91–100, sorcerer. Wood elf Patrol: 1d4+4 1st-level Wood elf warriors, 1d2 Wood elf rogues (level 1d3+1), 1d2 Wood elf sorcerers (level 1d3+1), and 1 leader (level 1d4+3). For the leader’s class, roll d%: 01–10, cleric; 11–20, druid; 21–50, fighter; 51–75, ranger; 76–80, rogue; 81–90, sorcerer; 91–100, wizard. Some of these patrols may include Moon Elves or sun ElvesForest Encounters (Levels 1–4)
d100 Encounter 01 1 giant owl 02 1d4 cats 03 2d4 woodcutters (commoners) 04 1 badger or 1d4 poisonous snakes 05 2d8 baboons 06 1d6 + 3 hyenas 07 1 owl 08 1 pseudodragon 09 1 panther 10 1 giant poisonous snake 11 1d6 + 2 boars 12 1d4 + 1 giant lizards 13 1 ape or 1 tiger 14 2d6 tribal warriors with 1d6 mastiffs 15 1d6 + 2 giant bats or 3d6 flying snakes 16 1 scout or 2d4 guards with 1d8 mastiffs 17 1d8 + 1 winged Kobolds 18 1d3 constrictor snakes 19 1d10 + 5 giant rats or 2d6 + 3 giant weasels 20 1d4 + 1 needle blights with 1d6 + 3 twig blights 21–25 A lost, weeping child. If the characters take the child home, the parents reward them with 1d3 potions of healing. 26 1d8 + 1 giant frogs 27 4d4 Kobolds 28 1d3 black bears 29 3d6 stirges 30 1 satyr 31 2d4 kenku 32 1d3 vine blights with 1d12 awakened shrubs 33 1d4 swarms of ravens 34 1 faerie dragon (yellow or younger) 35 1d4 + 2 giant badgers 36–40 A young woodcutter (scout) racing through the forest to rescue a lost friend 41 2d4 blink dogs 42 1d8 + 1 sprites 43 1d6 + 2 elk 44 1d4 lizardfolk or 3d6 bandits 45 1d4 + 4 wolves 46 2d4 giant wolf spiders 47 1 swarm of insects or 2d8 blood Hawks 48 1d6 + 2 pixies 49 1 brown bear 50 1d4 + 3 Goblins 51 1d3 dryads 52 1 awakened tree 53 1 phase spider 54 1d6 harpies 55 1 ettercap or 1d8 + 1 orcs 56 1 goblin boss with 2d6 + 1 Goblins 57 1 ankheg 58 1 giant constrictor snake 59 1d4 bugbears or 2d4 Hobgoblins 60 1 pegasus 61–65 A stream of cool, clean water flowing between the trees 66 1d4 half-ogres or 1 ogre 67 1 faerie dragon (green or older) 68 1 werewolf or 1d8 + 1 worgs 69 1 druid harvesting mistletoe 70 1 will-o'-wisp 71 1d4 dire wolves or 1 giant boar 72 1d10 giant wasps 73 1 owlbear or 1 giant elk 74 2d6 Gnolls 75 1d6 giant toads 76–80 1d6 web cocoons hanging from the branches, holding withered carcasses 81 1 wereboar or 1d4 giant boars 82 1d6 + 2 giant spiders 83 1d4 centaurs or 1d4 giant elk 84 1 orc Eye of Gruumsh with 2d4 + 2 orcs 85 1 gnoll fang of Yeenoghu 86 1d4 gricks 87 1 bandit captain with 2d6 + 3 bandits 88 1d4 wererats 89 1 couatl (day) or 1 banshee (night) 90 1 gnoll pack lord with 1d4 giant hyenas 91 2d4 berserkers or 1d4 veterans 92 1 lizardfolk shaman with 1d3 swarms of poisonous snakes and 1d10 + 2 lizardfolk 93 1d4 displacer beasts 94 1d3 green hags 95 1 hobgoblin captain with 2d6 Hobgoblins and 1d4 giant boars 96 1 Yuan-ti malison with 1d6 + 1 Yuan-ti purebloods 97 1d3 weretigers 98 1 gorgon or 1 unicorn 99 1 shambling mound 00 1 Yuan-ti abominationForest Encounters (Levels 5–10)
d100 Encounter 01 2d4 vine blights 02 2d6 Hobgoblins or 2d6 orcs 03 2d4 apes or 2d4 satyrs 04 1d3 will-o'-wisps 05 1d4 swarms of poisonous snakes 06 1 orc Eye of Gruumsh with 1d3 Orogs and 1d8 + 2 orcs 07 1d3 constrictor snakes or 1d4 tigers 08 1 goblin boss with 3d6 Goblins 09 1 faerie dragon (any age) 10 1 brown bear or 1d6 + 2 black bears 11–13 1d4 giant boars 14–15 1d8 + 1 giant spiders 16–17 1 lizardfolk shaman with 2d4 lizardfolk 18 1d10 giant toads 19 1d4 ankhegs 20 1d3 awakened trees (day) or 1 banshee (night) 21–25 A small shack almost hidden by the deep forest. The interior is empty aside from a large cast-iron oven. 26 1 couatl 27–28 1d4 ogres or 1d6 + 2 half-ogres 29–30 1 gnoll pack lord with 1d4 + 1 giant hyenas 31–32 1d6 wererats 33 1d4 gricks 34 1d8 + 1 Yuan-ti purebloods 35 1d6 pegasi 36–40 An old stone archway of obvious elven design. Any character who passes under it makes Wisdom (Perception) checks with advantage for 1 hour. 41–42 1d6 + 2 dryads 43 1d4 giant elk 44 1d8 + 1 harpies 45–46 1 bandit captain with 1 druid and 1d6 + 5 bandits 47–48 2d4 dire wolves 49–50 2d4 bugbears 51–52 2d4 centaurs 53–54 3d10 blink dogs 55–56 1d4 owlbears 57–58 1d8 + 1 berserkers 59–60 1d3 green hags 61–65 A clear pool of water with 1d6 sleeping animals lying around its edge 66–67 1d4 werewolves 68–69 1 werebear 70–71 1d8 + 1 ettercaps 72–73 2d10 elk 74–75 1d4 veterans 76–80 An old tree with a wizened face carved into the trunk 81 1d4 wereboars 82 2d4 displacer beasts 83 1d4 shambling mounds 84 1 hobgoblin captain with 3d10 Hobgoblins and 4d12 Goblins 85 1 Yuan-ti abomination 86 1d8 + 1 phase spiders 87 1d4 trolls 88 2d4 Yuan-ti malisons 89 1 oni 90 1d4 unicorns 91 1d6 + 2 weretigers 92 1 young green dragon 93 1d4 gorgons 94 1d6 + 2 gnoll fangs of Yeenoghu 95 1 treant 96 1d4 revenants 97 1 grick alpha with 1d6 + 1 gricks 98 1d4 giant apes 99 1 guardian naga 00 1 adult gold dragonForest Encounters (Levels 11–16)
d100 Encounter 01–03 1 werebear 04–05 1d4 druids performing a ritual for the dead (day only) or 1d4 banshees (night only) 06–07 1d3 couatls 08–10 1d3 gnoll fangs of Yeenoghu with 2d6 + 3 Gnolls 11–15 2d4 displacer beasts 16–20 1d6 + 2 veterans 21–25 A pool of clear, still water. Gold coins litter the bottom, but they disappear if removed from the pool. 26–30 1d4 + 1 green hags with 1d3 owlbears 31–35 1d6 + 2 werewolves 36–40 A small woodland shrine dedicated to a mysterious cult named the Siswa 41–45 1d6 + 2 phase spiders 46–50 2d4 Yuan-ti malisons 51–52 1d3 werebears 53–54 1d4 revenants 55–56 1 young green dragon 57–58 1d4 trolls 59–60 1d6 + 2 wereboars 61–65 A group of seven people (commoners) wearing animal masks and ambling through the woods 66–67 1d4 gorgons 68–69 1d3 shambling mounds 70–71 1 treant 72–73 1d4 unicorns 74–75 1d6 + 2 weretigers 76–80 Peals of silvery laughter that echo from a distance 81–82 1 guardian naga 83–84 1 young gold dragon 85–86 1 grick alpha with 2d4 gricks 87–88 1d3 Yuan-ti abominations 89–90 1 adult green dragon 91–93 1d8 + 1 giant apes 94–96 2d4 oni 97–99 1d3 treants 00 1 ancient green dragonForest Encounters (Levels 17–20)
d100 Encounter 01–05 1 young green dragon 06–10 1 treant 11–13 1 guardian naga 14–16 1d10 revenants 17–19 1d8 + 1 unicorns 20–22 1d3 grick alphas 23–25 For a few hundred feet, wherever the characters step, flowers bloom and emit soft light. 26–28 1 young gold dragon 29–31 1d6 + 2 shambling mounds 32–34 2d4 werebears 35–37 1d4 oni 38–40 4d6 + 10 Elves living in a small community in the treetops 41–43 1d6 + 2 gorgons 44–46 2d4 trolls 47–49 1d4 giant apes 50–52 1d3 Yuan-ti abominations 53–62 1d3 young green dragons 63–65 A 50-foot-tall stone statue of an elf warrior with hand raised, palm out, as if to forbid travelers from coming this way 66–75 1d4 treants 76–80 A cairn set atop a low hill 81–90 1 adult gold dragon 91–96 1 ancient green dragon 97–99 2d4 + 1 treants 00 1 ancient gold dragonHill Encounters
Hill Encounters (Levels 1–4)
d100 Encounter 01 1 eagle 02–03 2d4 baboons 04–06 1d6 bandits 07 1d4 vultures 08 1d10 commoners 09 1 raven 10 1 poisonous snake 11–13 2d6 bandits or 2d6 tribal warriors 14 2d8 goats 15 1d6 + 4 blood Hawks 16 1d4 + 3 giant weasels 17–18 1d3 guards with 1d2 mastiffs and 1 mule 19–20 1d6 + 5 hyenas 21–22 2d4 stirges 23–25 An empty cave littered with bones 26 1 pseudodragon or 1d3 giant owls 27 1 lion or 1 panther (cougar) 28–30 2d8 Kobolds 31 1 hippogriff 32–34 2d4 Goblins 35 1 worg 36 1d3 swarms of bats or 1d3 swarms of ravens 37 1 giant eagle 38–40 An old dwarf sitting on a stump, whittling a piece of wood 41 1d4 elk 42 1d4 winged Kobolds with 1d6 Kobolds 43 1d6 + 2 giant wolf spiders 44–45 2d4 wolves 46 1 swarm of insects 47 1d8 + 1 axe beaks 48–49 1 brown bear or 1d3 boars 50 1 scout 51 1 ogre 52–53 2d4 Gnolls 54 1 giant elk 55 1d3 + 1 harpies 56 1 werewolf 57–58 2d4 orcs 59 1d4 half-ogres 60 1 druid or 1 veteran 61–63 The corpse of an adventurer that carries an intact explorer’s pack and lies atop a longsword 64 1 green hag 65–66 1d3 dire wolves 67–68 A small cemetery containing 2d6 graves 69–70 1 hobgoblin captain with 2d4 Hobgoblins 71 2d4 giant goats 72 1 manticore 73–74 1d6 + 2 Hobgoblins 75 1 phase spider 76–78 A pile of droppings from a very large bird 79 1 gnoll fang of Yeenoghu 80 1d3 giant boars 81 1 gnoll pack lord with 1d3 giant hyenas 82 1 bandit captain with 2d4 bandits 83 1 orc Eye of Gruumsh with 1d8 + 2 orcs 84 1d3 Orogs or 1d4 berserkers 85–86 1 ettin or 1 wereboar 87–88 1 goblin boss with 2d6 Goblins 89 1d3 griffons 90 1d3 perytons or 1d4 pegasi 91–96 1d3 trolls 97–99 1 cyclops 00 1 stone giantHill Encounters (Levels 5–10)
d100 Encounter 01 1d4 pegasi or 1d3 perytons 02 1d6 + 2 giant goats 03 1 manticore 04 1d8 +1 Gnolls or 1d8 + 1 Hobgoblins 05 1d4 lions 06 1d6 + 2 worgs 07 1d4 brown bears 08 3d6 axe beaks 09 1 half-ogre with 2d6 orcs 10 2d10 winged Kobolds 11–12 1 goblin boss with 1d4 dire wolves and 2d6 Goblins 13 1d6 giant elk 14–15 1d8 + 1 giant eagles 16–17 1d4 phase spiders 18–19 1 gnoll pack lord with 2d4 giant hyenas 20 2d4 hippogriffs 21–25 A 15-foot-tall stone statue of a dwarf warrior that has been tipped over on its side 26–27 2d4 Orogs 28–29 1d4 + 1 griffons 30–31 1d6 + 2 harpies 32–33 1 orc Eye of Gruumsh with 2d6 + 3 orcs 34–35 1d4 + 3 giant boars 36–40 A stone door set into the side of a steep hill, opening onto 15 feet of descending stairs that end at a cave-in 41–42 1d3 green hags 43–44 1d4 werewolves 45–46 1d6 + 2 ogres 47–48 1 hobgoblin captain with 2d8 Hobgoblins 49–50 1 bandit captain with 3d6 bandits 51–54 1 chimera 55–58 1d4 ettins 59–62 1d6 + 2 veterans with 2d6 berserkers 63–65 An abandoned wooden hut 66–69 1 galeb duhr 70–73 1 bulette 74–77 1 wyvern 78–80 2d6 + 10 goats with 1 herder (tribal warrior) 81–82 1d3 hill giants 83–84 2d4 wereboars 85–86 1d4 revenants 87–88 1d2 gorgons 89–90 1d8 + 1 gnoll fangs of Yeenoghu 91–93 1d4 cyclopes 94–96 1 young red dragon 97–98 1d4 stone giants 99 1d3 young copper dragons 00 1 rocHill Encounters (Levels 11–16)
d100 Encounter 01 2d8 manticores or 2d8 phase spiders 02–04 1d6 green hags with 1d6 wyverns 05–07 1 hobgoblin captain with 1 hill giant and 4d10 Hobgoblins 08–10 2d6 + 3 werewolves 11–14 1d6 + 2 ettins 15–18 1d3 bulettes 19–22 1d4 werebears 23–24 A stream of smoke emerging from a small chimney in the hillside 25–28 1d4 wyverns 29–32 1d8 + 1 wereboars 33–36 1d3 revenants 37–38 A mild earthquake that shakes the region for 1d20 seconds 39–42 1d3 chimeras 43–46 1d4 gorgons 47–50 1d6 + 2 gnoll fangs of Yeenoghu 51–54 1d4 hill giants 55–58 1 young red dragon 59–62 1d3 + 1 galeb duhr 63–65 2d10 dwarf miners (commoners), whistling as they march toward their mine 66–69 1d3 young copper dragons 70–73 1d4 trolls 74–77 1d3 cyclopes 78–80 1d3 nobles with 1d4 scouts prospecting for gold 81–85 1 adult copper dragon 86–90 2d4 stone giants 91–96 1d4 rocs 97–99 1 adult red dragon 00 1 ancient copper dragonHill Encounters (Levels 17–20)
d100 Encounter 01 1d2 rocs 02–05 1 young red dragon 06–10 2d6 ettins 11–15 1d4 bulettes 16–20 1d10 revenants 21–25 The white outline of an enormous horse carved into the side of a high hill 26–30 1d6 + 1 gorgons 31–35 2d4 + 1 trolls 36–40 The scorched remains of 2d10 humanoids littering a hillside 41–45 2d4 hill giants 46–50 1d6 + 2 werebears 51–55 2d4 galeb duhr 56–60 1d4 + 2 wyverns 61–65 A massive boulder partly buried in the earth as if it fell or was thrown there 66–70 1 adult copper dragon 71–75 1d6 + 3 cyclopes 76–80 The stub of an old stone tower jutting from the top of a hill 81–85 2d4 stone giants 86–90 1 adult red dragon 91–96 1 ancient copper dragon 97–99 1 ancient red dragon 00 1d2 adult red dragons with 1d3 young red dragonsMountain Encounters
Mountain Encounters (Levels 1–4)
d100 Encounter 01–02 1 eagle 03–05 1d3 swarms of bats 06–08 1d6 goats 09–11 1d10 + 5 tribal warriors 12–14 1d6 + 3 pteranodons 15–17 1d8 + 1 winged Kobolds 18–20 1 lion 21–24 Stairs chiseled into the side of the mountain that climb 3d20 + 40 feet before ending abruptly 25–27 2d10 stirges 28–30 2d4 aarakocra 31–33 2d6 dwarf soldiers (guards) with 1d6 mules laden with iron ore 34–36 1 giant eagle 37–38 A small shrine dedicated to a lawful neutral god, perched on a stone outcropping 39–41 2d8 + 1 blood hawks 42–44 1 giant goat 45–47 3d4 kobolds 48–50 1 half-ogre 51–53 1 berserker 54–55 1 orog 56 1 hell hound 57 1 druid 58–59 1 peryton 60–61 1d2 hippogriffs 62 1 manticore 63–64 1d6 + 2 scouts 65–67 Enormous footprints left by a giant, which head into the mountain peaks 68–73 2d4 orcs 74–75 1 giant elk 76–77 1 veteran 78–79 1 orc Eye of Gruumsh 80 1d4 harpies 81 1 ogre 82 1 griffon 83 1 basilisk 84–85 1 saber-toothed tiger 86–90 A sparkling stream of water spilling from a crevice 91 1d2 ettins 92 1 cyclops 93 1 troll 94 1 galeb duhr 95 1 air elemental 96 1 bulette 97 1 chimera 98 1 wyvern 99 1 stone giant 00 1 frost giantMountain Encounters (Levels 5–10)
d100 Encounter 01–02 2d8 + 1 aarakocra 03–04 1 lion or 1 saber-toothed tiger 05–06 1d8 + 1 giant goats 07–08 1d4 + 3 dwarf trailblazers (scouts) 09–10 1d6 + 2 orcs 11–15 1d10 giant eagles 16–20 1d8 + 1 hippogriffs 21–25 1d8 fissures venting steam that partially obscures a 20-foot cube above each fissure 26–30 1 basilisk 31–35 1d12 half-ogres 36–40 A ravine blocked by a 100-foot-high wall, which has an opening in the center where a gate used to be 41–45 1 manticore 46–50 2d4 harpies 51–52 1 galeb duhr 53–54 1 bulette 55–56 1d10 berserkers 57–58 1d3 hell hounds 59–60 1d8 + 1 veterans 61–65 A distant mountain whose peak resembles a tooth 66–69 1d4 ettins 70–73 1 wyvern 74–75 1 orc Eye of Gruumsh with 1d6 orogs and 3d6 + 10 orcs 76–80 A row of 1d10 + 40 stakes upon which the bodies of kobolds, dwarves, or orcs are impaled 81–83 1 fire giant 84–85 1 young silver dragon 86–87 1d4 air elementals 88–90 1d4 trolls 91–92 1d3 + 1 cyclopes 93–94 1d4 chimeras 95–96 1 cloud giant 97 1 roc 98 1d4 stone giants 99 1 young red dragon 00 1d4 frost giantsMountain Encounters (Levels 11–16)
d100 Encounter 01–02 1d8 + 1 basilisks 03–04 2d4 hell hounds 05–06 1d3 chimeras 07–08 1 galeb duhr 09–10 2d6 veterans 11–15 1 young silver dragon 16–20 2d4 trolls 21–25 1 red dragon gliding through the sky above the highest mountaintops 26–30 1d8 + 1 manticores 31–35 1d4 cyclopes 36–40 Heavy snowfall that lasts for 1d6 hours 41–45 1d10 air elementals 46–50 1d6 + 2 bulettes 51–55 1d4 stone giants 56–60 1 fire giant 61–65 2 stone giants playing catch with a boulder a few hundred feet away 66–70 1d8 + 1 ettins 71–75 1d3 frost giants 76–80 A wide crevasse, its depths shrouded in mist 81–85 1d4 cloud giants 86–90 1 adult silver dragon 91–96 1 adult red dragon 97–98 1d4 rocs 99 1 ancient silver dragon 00 1 ancient red dragon Mountain Encounters (Levels 17–20) d100 Encounter 01–05 1d10 bulettes 06–10 1d8 + 1 chimeras 11–15 1 adult silver dragon 16–20 1d8 + 1 wyverns 21–25 A massive boat perched atop a mountain 26–30 2d4 galeb duhr 31–35 1d4 frost giants 36–40 A wooded valley haunted by secretive and reclusive elves who tell warily of their master: a mad wizard who lives in the heart of the valley 41–45 1d10 air elementals 46–50 1d6 + 3 trolls 51–55 1 adult red dragon 56–60 1d4 cloud giants 61–65 A waterfall hundreds of feet high that drops into a clear pool 66–70 1d3 fire giants 71–75 2d4 stone giants 76–80 A force of 100 dwarves (veterans) standing guard at a mountain pass, permitting no passage until a traveler pays 100 gp (if on foot) or 200 gp (if mounted) 81–85 1d4 rocs 86–90 1d4 young red dragons 91–96 1 ancient silver dragon 97–00 1 ancient red dragonBestiary changes
Werewolves:
Damage threshold: 10 Silver vulnerability. silver weapons ignores damage thresholdGhosts:
Incorporeal. Miss chance 50%Tiny swarms:
Weapon immunity: tiny swarms can be damaged only by aoe effects such as alchemist's fire, acid flask, thunderwave, burning hands etcЕсли вы хотите что то добавить или присоединится к команде редакторов - пишите комментарии
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