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Even More Random Encounters

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0% found this document useful (0 votes)
129 views31 pages

Even More Random Encounters

Uploaded by

javandar
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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F

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EVEN MORE RANDOM
ENCOUNTERS REMASTERED
BY DAVID NICHOLAS ROSS
EVEN MORE
RANDOM ENCOUNTERS
REMASTERED
Credits
Author: David Nicholas Ross
Editing: Stefen Styrsky
Layout: Mark Gedak
Interior Artists: Gary Dupuis, The Forge

Publisher: Purple Duck Games

Compatibility with the Pathfinder Roleplaying Game requires the


Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.
Page 2

com/pathfinderRPG for more information on the Pathfinder Roleplaying


Game. Paizo Publishing, LLC does not guarantee compatibility, and does
not endorse this product.

Some artwork copyright Claudio Pozas, used with permission.

Open Game Content: All text on pages 3 to 27


are considered opengame content.
How to Use this Book Serving the Plot
Even More Random Encounters Remastered is In addition to immediate concerns of game-play
intended to provide GMs a detailed, comprehensive fun, random encounters can be engineered to serve
source for randomly generating unique encounters the larger campaign. A relatively easy method to
with a variety of interesting terrain features, NPCs and make random encounters serve the campaign is to
site-specific monsters. More than simply a bunch of plant a memorable item or piece of dialogue in an
tables, Even More Random Encounters Remastered encounter and decide later (perhaps before the next
also presents rules, guidelines and advice for quickly game session) what significance, if any, the party can
creating interesting roleplaying and combat situations. discover behind it. In addition, if a plot has already
Each volume of Random Encounters Remastered gone unnoticed or ignored by the players, a random
describes a number of adventure areas. These encounter can be an excellent place to re-introduce it,
encompass common sites such as highlands, teeming provided the clue leading back to the plot feels fresh
veldts, and windswept plains to more unusual and not forced. Some example clues are provided
locales such as scorched wastes, endless caverns below.
and the bowels of the earth. The areas can be
further customized by adding new terrain features Table 1-1: Random Clues
and hazards described in each book. The random d8 Clues
monster generator for each setting is setup to 1 An elaborately decorated item is emblazoned
automatically provide a CR-appropriate challenge for with the family crest of a former owner.
a party no matter their level so a GM doesn’t have 2 A coded letter in a waterproof scroll case can
to worry about encounters that are too easy or too only deciphered with a key not found in the
hard. Wherever a party finds itself, the tables and same place.
rules in this book can help a GM construct a quick,
3-4 An intelligent foe threatens the party with

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memorable encounter.
enslavement to a powerful being it serves,
Although called Random Encounters Remastered,
referring to many other slaves that have
the encounters formulated with this book don’t
been taken before.
have be random. A GM can mix and match elements
as desired without relying on dice rolls. Since the 5-6 A monster attacks out of frustration, rage or
tables in each volume list many types of encounters pain, upset over an incident the party was
available in a variety of environments and through not involved in; they can learn more if they
a range of levels they can just as easily serve as a pay close attention to the creature’s actions
reference when planning fights or as contingencies if or if they can calm it down without killing it.
the party goes in an unexpected direction. 7 A dying victim of a monster is found in its
lair and makes a final request of the party to
Appropriate Use of Random Encounters deliver a treasure or message to a loved one.
Nearly all GMs, sooner or later, find themselves 8 A defeated foe’s treasure includes a message
wanting to roll on a table and discover what happens scrawled in the blood of a dying victim
next. Sometimes the party goes in an unexpected revealing a secret that the victim did not
direction. Often GMs can’t prepare as fully as they want to take to the grave, such as confessing
would like for the game and need an exciting way to to a crime or expressing unrequited love.
fill time. Random encounters also create a dramatic
way to stretch out a travel period, so that it does not For example, perhaps the party missed hearing
feel like the party simply teleports to their destination about the suspicious disappearance of a traveling
(and so that actual teleportation effects feel more merchant which you planned to offer as a small
special when they are used). Or, perhaps a GM simply mystery adventure before venturing into the wilds.
wants to create a little excitement by whipping up an You could recycle this plot into a random encounter
encounter even he did not see coming. All of these by having a vivid clue about the disappearance, such
are perfectly good reasons to introduce a random as a bloodstained letter in a handy haversack, show
encounter. up among a wandering monster’s loot (the monster
having collected the clue after stumbling upon
and rummaging through the murdered merchant’s Fixes
belongings). These sorts of clues can turn out to be If an encounter seems fine, then you can dive right in
red herrings and not develop into new plot lines, but with Perception and/or Stealth checks as appropriate.
a GM should use these sparingly and only if his or her If, on the other hand, it seems like a bad fit, you have
players generally appreciate this kind of twist. a few options to keep the game moving.

Considerations • Pick another encounter on the


Of course, there is more to a Although commonly thought same table of an appropriate CR.
random encounter than rolling of as a fight to fill time, a • Augment the encounter with
on a table and announcing what random encounter need not scenario features or hazards
creature suddenly blunders into involve combat at all. It can provided with the table (potentially
view. Once a result is picked, take just as easily provide a random increasing or decreasing the
a quick moment to assess whether roleplaying challenge. Perhaps encounter’s CR). Remember
this is an encounter you want to a sphinx has a riddle it wants that when a hazard (such as a
throw at the party. To buy time solved, a caravan has a wounded trap) comes into play during an
for the encounter-making process, man that needs tending, or a encounter, it increases the CR of
you can encourage the players to good-intentioned but jumpy the encounter just as if the hazard
discuss their plans for when they knight needs to be talked out were an additional monster.
reach their destination or even in- of rashly attacking anyone • Replace the encounter with
character small talk as you figure who merely looks villainous. a piece of background color
out what the trip is like and what Although such challenges may such as a remarkable view of the
will happen when they arrive. not call for defeating monsters, area, a relic revealing interesting
handling them well enough information, or a sudden shift in
to make substantial deals,
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Below are some questions you the weather.


might ask yourself about an resolve significant tensions, • Mysteriously claim that the
encounter, depending on what save lives, or simply keep the player characters do not notice
appeals to you and your group: group well-entertained should anything in particular but have
be rewarded with experience an uneasy feeling, leaving open
• Does the encounter allow points equal to one-fifth to the possibility that something is
anyone’s strengths to shine one-half of what the value of following them with exceptional
in a fun way? victory over the encounter in stealth or that the characters are
• Does the encounter exploit combat would have been worth, simply imagining things.
anyone’s weaknesses in a according to the impressiveness
painful manner? of the accomplishment and the Using an expanded encounter
• Does the encounter provide enjoyment provided to the play table: The encounter tables
an interesting change of group (including the GM). included in this book are designed
pace? to be limited by the average CR
• Is the encounter’s CR too high for the party in of a specific area. For example, although the Endless
their current state to handle? Conversely, is it Caverns table includes encounters of every CR from
so low as to bore them? 1/2 to 23, any given woodland region the party may
• Could the encounter provide a role-playing pass through should probably not confront the party
opportunity one or more of the players will with such varied hazards. Instead, before rolling on
appreciate? the table, decide what the average CR should be for
• Does the encounter offer the chance for encounters in the region the party is passing through.
the players to learn something they will be To make it unlikely the party will be disastrously
interested in learning? overmatched or utterly bored by an encounter, it is
• Generally, what do the players hope for in an best to use an average CR very close to the average
encounter, and can this encounter deliver? party level. Then, take this chosen number, multiply
it by 20, and add it to the d% roll to determine what
is randomly encountered in the area. For example, if
a thickly wooded and haunted valley had an average one round.
CR of 12 and used the Endless Caverns encounter In addition, note that some encounter elements
table, an encounter would be picked by rolling d% and can make an encounter more or less challenging for
adding +240 to the result. the party depending on whether the PCs and/or their
Note that since these tables are meant to be general opponents can take advantage of that element. When
covering a variety of subtypes of environments, laying out the encounter, think of these elements as
encounters might come up which are inappropriate a way to reign in the encounter if it seems too far out
for the game. Remember to consider whether a of the party’s comfort zone (whether too high or too
selected encounter makes sense when and where it low). For example, imagine a party with average level
is rolled, and if an inappropriate challenge comes up, 3 is wandering through a section of haunted forest
simply reroll or select a more appropriate encounter with average CR 3. They are well-rested and ready
from the table. for a good fight. The GM rolls on the Eerie Woods
expanded encounter table (d% + 60 for average CR
Encounter Elements: Each encounter table is paired 3) and gets 80, indicating an encounter with 1d3
with a selection of elements to help you put together xtabays. She rolls 2 for the number of xtabays, a CR
the map and scenario of an encounter. These 1 encounter. Wanting a more challenging fight for
elements are selected to fit the environment of the the group, she consults the scenario elements list
encounter table they are paired with and fall into two for something to give the xtabays an advantage and
kinds, dispositions and terrain features, each of which finds fog. Fog impairs those who rely on sight to
is presented in a separate table. locate enemies, such as the PCs, but the xtabays have
Dispositions are elements that affect the placement tremorsense and would not be much hindered. She
and attitude of NPCs and monsters. This table rules that the party stumbles into a patch of low-lying
accompanies a brief note on the distinguishing fog just before getting close enough to the xtabays

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features of intelligent beings’ behavior in this to merit Perception checks to notice them. This
environment. encounter element increases the CR of the encounter
Terrain Features make up the physical setting of an by +1, for a total of CR 2.
encounter. Larger terrain features (such as a copses
or meadows) are often made up of an arrangement Ending an Encounter: Another valuable way to
of smaller types of terrain features (such as trees maintain verisimilitude and to save time in a random
and underbrush). This table accompanies a brief list encounter is to have encounters of a violent nature
of “building blocks”, which are the terrain features end before one party is dead. Most creatures
which should dominate most maps in the area (such recognize when a violent encounter is likely to end
as copses and thickets in a forest). Parts of a map soon in their own destruction, and only the most
which are not occupied by more uncommon terrain bloodthirsty, aggressive, despairing, or utterly
features should generally be largely occupied by lacking in self-preservation will choose to continue
building block terrain features. For additional advice an engagement beyond this point. Most will attempt
on terrain features, see Chapter 13: Environment, in to flee or surrender when they have less than 20%
the Pathfinder Core Rulebook. of their resources (especially hit points) remaining.
To generate an encounter map randomly, roll on If a foe manages to get away, award XP as standard
the table of dispositions and see if it fits with the for defeating it as normal and consider allowing the
encounter you selected. If it does, apply it and move group to pick up at least a token amount of dropped
on to filling in the terrain features. If it does not fit, or stashed treasure in its wake. Remember to record
roll again until one does fit (or pick one from the list) the key details of the encounter, as the party might
or don’t apply any special disposition and improvise. wish to hunt down an escaped foe and you might
Next, roll on the table of terrain features and place wish to have the foe do likewise (in hopes of getting
the element (s) selected until the map seems detailed revenge).
enough, discounting features that do not fit with
those already selected. A good encounter map After the Encounter: After a random encounter has
generally has at least as many squares on each side as concluded, you may wish to take note of anything
the fastest combatant in the encounter can traverse in that has the potential to come up again later. Treasure
might hold clues for later adventures, friendly NPCs or conversation, or otherwise thoroughly
might grant a boon or show up again later at a time occupied)—a very unready group is usually a
when they can offer a helping hand, and a defeated significantly easier encounter than otherwise
foe might lead to a revenge encounter later (escaped indicated. CR -1.
enemies are the easiest for players to see coming,
but even a killed foe might have friends interested in Rivalry: The encountered group feels threatened by
revenge). the party’s reputation, whether directly or indirectly.
A noble or other authority figure might consider the
Sources: This book draws upon the Pathfinder PCs a threat to his authority, especially if the party
Roleplaying Game Core Rulebook (CRB), Game appears powerful or perhaps saved some of locals
Mastery Guide (GMG), Bestiary (PB), Bestiary II (PB2), before he could muster the forces to do so. A rival
and Ultimate Combat (UC). adventurer might feel the party has stolen her glory
by taking a job she wanted or completing one she
DISPOSITIONS couldn’t. Perhaps a businessman feels the party
The following dispositions can be used to effect the threatens his monopoly on a dangerous trade route
placement and attitudes of NPCs and monsters. because they have made the road safe enough for
Disguise: One or more NPCs conceal their true smaller businesses to use it as well. Whatever the
identities in an effort to avoid attention. They may motive, the rival’s reaction to the party should fit
be fugitives evading justice, innocents escaping his strengths and alignment. A corrupt businessman
wrongful punishment, or runaways unhappy with might subtly threaten and then later send goons to
their previous lives. All attempts to use Diplomacy to scare or even kill the PCs, whereas a good-aligned
convince them to share information, especially about adventurer might merely express her frustration and
themselves, suffer a -4 penalty. These individuals may promise to show them up next time (and later beat
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feign another encounter element to avoid attention them to a job unless they can befriend or outrace
to their backgrounds or, in the case of true criminals, her). If you do not want to create a recurring villain or
to give them a chance to get close to potential victims rival out of the encounter, simply having a Knowledge
undetected. (local) check or an eavesdropping gossip reveal that
Flight: The encountered group is moving at top the rival is a powerless windbag can keep the rival’s
speed, escaping pursuit, pursuing prey or villains, or introduction energetic and amusing without making a
attempting to deliver messages, items, or individuals long-term threat out of it.
to their destination as quickly as possible. The group Scheming: The encountered group is prepared for
will not stop except for something that seems at least trouble, but not the trouble of running into the party.
as important as their current concerns. These combatants are armed, have useful spells
Readiness: Except for traps, mindless guardian active, or reside in an advantageous position such as
creatures, and certain ambush-obsessed undead, at the top of a slope or in a hidden area from which
most encounters that a traveling party has will be with they can easily spring ambushes. However, they are
living and/or intelligent beings that have to go about occupied and thus suffer a -10 penalty on Perception
their day-to-day lives. This means that they may be checks to notice the PCs. Thus it is easy for the party
more or less challenging than their challenge rating to get the drop on them. In most cases, the two
indicates, as described below. factors result in neither group of combatants having
the distinct advantage in a fight.
• Prepared (hiding from another enemy, Windblown: The encountered group is seeking
hunting, lying in wait, or otherwise prepared shelter from the weather, and as such is ready for
for imminent danger, such as placing action but not necessarily attentive for new hazards.
themselves in favorable terrain or possibly The encounter map is subject to severe weather as
even having a few short-duration combat appropriate for its environment (see Weather on page
spells active)—a prepared group is usually a 437 of the Core Rulebook). Combatants who rely on
more challenging encounter than otherwise spellcasting or ranged weapons are at a disadvantage
indicated. CR +1. against those who do not. CR +1.
• Unready (sleeping, playing, lost in thought
TERRAIN FEATURES vertical, taking up 5-foot squares if it’s less than 30
The following terrain features provide additional feet tall, 10-foot squares if it’s 30 to 80 feet tall, and
structure to the encounter. 20-foot squares if it’s more than 80 feet tall. Cliffs
Berm: A common defensive structure, a berm generally cross the entire encounter map, either
is a low, earthen wall that slows movement and in a straight line or with only a single turn. Cliffs
provides a measure of cover. Put a berm on the map may extend above or below the base level of the
by drawing two adjacent rows of steep slope, with encounter map (generally where the PCs begin the
the edges of the berm on the downhill side. Thus, a encounter).
character crossing a 2-square berm will travel uphill Chasm: Usually formed by natural geological
for 1 square, then downhill for 1 square. 2-square processes, chasms function like pits in a dungeon
berms provide cover as low walls for anyone standing setting. Chasms aren’t hidden, so characters won’t
behind them. Larger berms provide the low wall fall into them by accident (although bull rushes are
benefit for anyone standing 1 square downhill from another story). A typical chasm is 2d4 × 10 feet deep,
the top of the berm. Berms are generally 1d3 x 10 at least 20 feet long, and anywhere from 5 feet to 20
feet across and 3d10 x 10 feet long. feet wide. It takes a DC 15 Climb check to climb out of
Cave Entrance: Found in cliff and steep slope a chasm. In forbidding mountain terrain, chasms are
squares and next to rock walls, cave entrances are typically 2d8 × 10 feet deep.
typically between 5 and 20 feet wide and 5 feet deep. Copse: This stand of trees is a roughly even spread
A cave could be anything from a simple chamber to of typical trees in half the squares in a 4d4 x 10-ft.-
the entrance to an elaborate dungeon. Caves used as wide area. Three-quarters of the squares with trees
monster lairs typically have 1d3 rooms that are 1d4 × also include light undergrowth, as do one-quarter of
10 feet across. the remaining squares.
Cavern: This oblong open area is 2d4 x 10 feet wide, Dry Riverbed: This trench is 1d3 x 5 feet wide and

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1d8 x 10 feet high, and 3d4 x 10 feet long. up to 5 feet deep. It may curve slightly, but otherwise
The floor of a natural cave is as uneven as the cuts straight across the encounter map. Its relatively
walls. Caves rarely have flat surfaces of any great smooth surface, worn away by water, makes them
size. Rather, their floors have many levels. Some attractive routes by which to cross long distances,
adjacent floor surfaces might vary in elevation by unless travelers are aware of a risk of being caught
only a foot, so that moving from one to the other is by a sudden flood. When it rains heavily, sometimes
no more difficult than negotiating a stair step, but even some miles away along the riverbed’s route, a
in other places the floor might suddenly drop off or swift-flowing stream fills the bed.
rise up several feet or more, requiring Climb checks Footpath: A footpath is a 1d2 x 5-ft.-wide trail
(DC 5) to get from one surface to the other. Unless a without undergrowth or trees, where the ground
footpath has been worn and well marked in the floor is worn relatively smooth. It crosses the entire
of a natural cave, it takes 2 squares of movement encounter map along a route taken by many creatures
to enter a square with a natural stone floor, and the (generally humanoids or game animals) over the
DC of Acrobatics checks increases by 5. Running and years.
charging are impossible, except along footpaths. Gentle Hills: A gentle hill is at least 4d4 x 10 feet
The roof and floor of a natural cavern are scattered across at the base and consists mostly of gradual
with stalactites and stalagmites respectively, which slopes plus 1d3 patches of steep slope in the form of
average 2 to 3 feet long but may be long enough to notches into the hillside about 1d6 x 10 feet across or
bridge from floor to ceiling. A square with stalagmites a ring of steep slope about 1d6 x 10 feet wide halfway
costs 4 squares of movement to enter and provides up the hill.
concealment to those within. It increases the DC of Hedgerow: Common in moors and fields, hedgerows
Acrobatics checks by 5. Charging and running over are tangles of stones, soil, and thorny bushes.
such a patch of twisted rock is impossible. Whether wide or narrow, a hedgerow is generally
Cliff: A cliff typically requires a DC 15 Climb check one square wide and extends all the way across the
to scale and is 1d4 × 10 feet tall in hills or 2d6 x 10 encounter map, generally parallel to any roads or
feet tall in mountains, although the needs of your paths.
map might mandate a taller cliff. A cliff isn’t perfectly Narrow Hedgerows: Narrow hedgerows function as
low walls, and it takes 3 squares of movement to cross Pond: A pond is a circular pool about 1d10 x 20
them. A combatant that relies on ranged attacks who feet across. The life-giving water encourages patches
begins combat far from opponents and near a narrow of the densest foliage normal to the environment
hedgerow has the advantage unless the opponents around its edge.
can teleport or can otherwise quickly eliminate the Quicksand: Patches of quicksand present a
advantage. CR +/-1. deceptively solid appearance (appearing as
Wide Hedgerows: Wide hedgerows are more than undergrowth or open land) that might trap careless
5 feet tall and take up entire squares. They provide characters. A character approaching a patch of
total cover, just as a wall does. It takes 4 squares of quicksand at a normal pace is entitled to a DC 8
movement to move through a square with a wide Survival check to spot the danger before stepping
hedgerow; creatures that succeed on a DC 10 Climb in, but charging or running characters don’t have a
check need only 2 squares of movement to move chance to detect a hidden patch before blundering
through the square. into it. A typical patch of quicksand is 20 feet in
High Road: This road is paved and maintained, diameter; the momentum of a charging or running
probably built by a strong government or military character carries him 1d2 × 5 feet into the quicksand.
during a period of expansion. Most high roads are Effects of Quicksand: Characters in quicksand must
built of good cobblestones or slabs of hard stone, make a DC 10 Swim check every round to simply
if available nearby. The high road is usually 20 feet tread water in place, or a DC 15 Swim check to move
wide. 5 feet in whatever direction is desired. If a trapped
Ledge: Ledges allow creatures to walk above some character fails this check by 5 or more, he sinks below
lower area. They often circle around pits, run along the surface and begins to drown whenever he can no
underground streams, form balconies around large longer hold his breath.
rooms, or provide a place for archers to stand while Characters below the surface of quicksand may
Page 8

firing upon enemies below. Narrow ledges (12 inches swim back to the surface with a successful Swim
wide or less) require those moving along them to check (DC 15, +1 per consecutive round of being
make Acrobatics checks. Failure results in the moving under the surface).
character falling off the ledge. Ledges sometimes Rescue: Pulling out a character trapped in quicksand
have railings along the wall. In such a case, characters can be difficult. A rescuer needs a branch, spear haft,
gain a +5 circumstance bonus on Acrobatics checks to rope, or similar tool that enables him to reach the
move along the ledge. Anyone next to a railing gains a victim with one end of it. Then he must make a DC 15
+2 circumstance bonus on his opposed Strength check Strength check to successfully pull the victim, and the
to avoid being bull rushed off the edge. victim must make a DC 10 Strength check to hold onto
A ledge not designed to be walked upon regularly is the branch, pole, or rope. If both checks succeed, the
generally 1d20 inches wide and 1d4 x 5 feet above the victim is pulled 5 feet closer to safety. If the victim
ground below. On the other hand, ledges designed for fails to hold on, he must make a DC 15 Swim check
standing on are generally 1d6 feet wide and can also immediately to stay above the surface.
have low walls 2 to 3 feet high along their edges. Such A combatant that knows about a patch of quicksand
walls provide cover against attackers within 30 feet and can maneuver enemies into charging from the
on the other side of the wall, as long as the target is opposite side of a patch has an advantage over its
closer to the low wall than the attacker is. opponents. CR +1.
Meadow: This field is at least 4d4 x 10-ft. across River: A typical river is 1d12 x 10 feet wide and
and has few or no trees growing in it. The dominant up to 1d6 x 5 feet deep, though the water might be
vegetation is long but thin grass. Light undergrowth lower or higher depending upon how much rainfall
litters the area in clumps that are 1d3 x 5 feet across there has been lately. If that amount is unknown, a
and 2d4 x 10 feet apart. typical warm environment has a 5-in-10 chance of
Plateau: A plateau is a high, flat area edged by steep having excessive rain lately (raising the water level
slopes or cliffs. On an encounter map, only one edge by 5 feet and doubling the swiftness of the water) if
of the plateau will be visible. The edge extends into it is the rainy season and a 1-in-10 chance of having
the distance in either direction with no more than a deficient rain lately (lowering the water level by
very gradual curve. 5 feet to a minimum of 1d2-1 feet). Reverse the
probabilities if it is the dry season. Typically, the river check upon entering the first steep slope square.
bisects the encounter map, with the party on one side Mounted characters make a DC 10 Ride check instead.
and the enemies on the other (or within the river, as Characters who fail this check stumble and must end
appropriate). Combatants who can fly, swim with a their movement 1d2 × 5 feet later. Characters who fail
Swim speed, or have freedom of movement have the by 5 or more fall prone in the square where they end
advantage against the rest. CR +/-1. their movement. A steep slope increases the DC of
Rubble: Chunks of debris litter the ground in this Acrobatics checks by 2. Flying combatants and those
area. who can otherwise ignore the difficulties of a steep
Dense Rubble: Dense rubble is made up of debris slope have an advantage over those who cannot. CR
of all sizes. It costs 2 squares of movement to enter +/-1.
a square with dense rubble. Dense rubble adds 5 to Stream: A small stream, 1d2 x 5 feet wide and 3 feet
the DC of Acrobatics checks, and it adds 2 to the DC of deep at its deepest point, bisects the scenario. The
Stealth checks. party is on one side and the enemies are on the other.
Light Rubble: Light rubble is made of smaller pieces, Combatants who can fly, swim with a Swim speed,
often of rock broken loose by erosion in desert or or have freedom of movement have the advantage
mountainous areas. against the rest. CR +/-1/2.
Shifting Dunes: Created by the action of wind on Trees: A creature standing in the same square as
sand, dunes function as hills that move. If the wind is a tree gains partial cover, which grants a +2 bonus
strong and consistent, a sand dune can move several to Armor Class and a +1 bonus on Reflex saves.
hundred feet in a week’s time. Found only in sandy The presence of a tree doesn’t otherwise affect a
regions, these dunes are 4d6 x 10 feet across and creature’s fighting space, because it’s assumed that
twice as long and clustered with other dunes to fill the creature is using the tree to its advantage when it
the map. They always have a gentle slope pointing in can. The trunk of a typical tree has AC 4, hardness 5,

Page 9
the direction of the prevailing wind and a steep slope and 150 hp. A DC 15 Climb check is sufficient to climb
on the leeward side. a tree.
Slippery Floor: Water, ice, slime, or blood can make Massive Trees: Massive trees take up an entire
any of the dungeon floors described in this section square and provide cover to anyone behind them.
more treacherous. Slippery floors increase the DC of They have AC 3, hardness 5, and 600 hp. Like their
Acrobatics checks by 5. smaller counterparts, it takes a DC 15 Climb check to
Slopes: Slopes reflect only the tilt of the surface, climb them.
and commonly underlay other features such as Trench: Often dug before a battle to protect soldiers
plants aboveground and rubble, scree, or stalagmites or in fields to bring water into or out of an area to
underground. Except in smaller hills, knolls, and prevent drought or flooding, a trench functions as
underground, draw a slope by drawing a line across a low wall, except that it provides no cover against
the encounter map with 1d4-1 curves in it; the slope adjacent foes. It costs 2 squares of movement to
extends 1d20 x 10 feet from one side of the line. leave a trench, but it costs nothing extra to enter one.
To draw a slope underground, pick a starting point Creatures outside a trench who make a melee attack
and all squares not separated from this ground by against a creature inside the trench gain a +1 bonus
cliffs or solid rock in a 1d6 x 10-ft.-spread from this on melee attacks because they have higher ground.
point are sloped. Battlefield trenches are generally organized more
Gradual Slopes: This incline isn’t steep enough to densely than irrigation ditches, which may only ring a
affect movement, but characters gain a +1 bonus on field.
melee attacks against foes downhill from them. Tunnel: To randomly draw a tunnel, begin with the
Steep Slopes: Steep slopes are most common near cardinal direction the party is traveling and roll 1d12
the middle of hillsides and mountainsides. Characters on the table below to determine if it varies from
moving uphill (to an adjacent square of higher that direction. The size of each section depends on
elevation) must spend 2 squares of movement to whether the tunnel is narrow or wide.
enter each square of steep slope. Characters running
or charging downhill (moving to an adjacent square of
lower elevation) must succeed on a DC 10 Acrobatics
Table 1-2: Random Tunnel Direction common for a 5-foot square to have both a tree and
d12 Turn undergrowth.
1-4 None (straight ahead). Heavy Undergrowth: Heavy undergrowth costs 4
squares of movement to move into and provides
5-6 45 degrees to the left.
concealment with a 30% miss chance (instead of the
7-8 45 degrees to the right. usual 20%). It increases the DC of Acrobatics checks
9 30 degrees down (level ground to gentle by 5. Heavy undergrowth is easy to hide in, granting
slope, or gentle slope to steep slope, or a +5 circumstance bonus on Stealth checks. Running
steep slope to pit). and charging are impossible. Combatants who can
10 30 degrees up (pit to steep slope, steep make use of Stealth and use attack methods not
slope to gentle slope, or gentle slope to level impaired by undergrowth (such as many targeted
ground). spells and supernatural abilities) have the advantage
11-12 Fork: roll again twice, ignoring 6’s. over those who lack such abilities. CR +1/2.
Light Undergrowth: A space covered with light
Many tunnels have very rough surfaces. Unless a undergrowth costs 2 squares of movement to move
footpath has been worn and well marked in the into, and provides concealment. Undergrowth
floor of a natural cave or flowing water has worn it increases the DC of Acrobatics and Stealth checks by 2
relatively smooth, it takes 2 squares of movement because the leaves and branches get in the way.
to enter a square with a natural stone floor, and the Valley Mouth: Gradual slopes extend from the edges
DC of Acrobatics checks increases by 5. Running and of the encounter map down to come together in a line
charging are impossible, except along footpaths. near the center of the map.
Tunnels often have slopes, either gradual or steep. If
a foe is above or below the party when encountered, NEW HAZARDS
Page 10

they are unlikely to change position, and so the high


ground advantage is a feature that helps only the FLASH FLOOD (CR 4)
party or only their opponents. CR +/-1/2. Filling dry riverbeds and the surrounding low ground,
Narrow Tunnels: A segment of this narrow corridor a flash flood can crush structures and drown anyone
is up to 1d3 x 5 feet wide, 1d3 x 5 feet high, and 1d4 caught in its path. A flash flood generally comes
x 10 feet long. Medium and Large characters might when heavy rains arrive after a dry spell in the area
have to squeeze if the ceiling is too low for them to and can affect vast basins many miles across or
stand erect. A combatant that must squeeze during be concentrated into narrow torrents, sometimes
combat is at a disadvantage against combatants who flowing from many miles away. Most flash floods take
need not do so. CR +/-1/2. the shape of rapidly rising water; only high-walled
Wide Tunnels: A segment of wide tunnel is 1d2 x 10 depressions such as large riverbeds and canyons
feet wide, 1d2 x 10 feet high, and 1d6 x 10 feet long. have much chance to create a true wall of water.
Underground River: As a tunnel, but it is partially In a typical flash flood, the water can be heard or
filled with flowing water. Underground rivers often seen approaching up to 2d6 x 100 feet away with
run parallel to other tunnels, just below them. They a Perception check as if it were a Colossal creature
can generally be accessed through pits in tunnels or (reducing the DC by 16). If all characters fail to notice
caverns above. When it passes through a cavern, it the flash flood, it moves 120 feet closer each round.
acts much more like a typical river, flowing through a They spot it automatically when it closes to half the
depression in the cavern floor. Only aquatic creatures original distance.
can be encountered in the water. Combatants with Creatures caught in the rising water during the
Swim speeds have the advantage against those who first round find they are quickly submerged in up to
require Swim checks for all maneuvers here. CR +1/2. 1d3+1 feet of water, and may be checked or swept
Undergrowth: Vines, roots, and short bushes cover away as if the water were a windstorm. This means
much of the ground in a forest, and they are common that Medium creatures risk being checked (they must
in most other wilderness environments. Squares make a DC 10 Strength check or be unable to move
with undergrowth are often clustered together. against the rushing water), and Small or smaller
Undergrowth and trees aren’t mutually exclusive; it’s
creatures risk being swept away (they must make a DC CRUMBLING EARTH TRAP CR 14
15 Strength check or be knocked prone and rolled 1d4 Type mechanical; Perception DC 33; Disable Device
x 10 feet, taking 1d4 nonlethal damage per 10 feet). DC 33
The following round, the water continues rushing into EFFECTS
the area and reaches a depth of 1d4+3 feet, and has Trigger location; Reset none
the force of hurricane-force winds (as windstorm- Effect 120-ft.-deep pit (12d6 falling damage); Reflex
force winds, but Large creatures are checked and DC 26 avoids; multiple targets (all targets in a 20-ft.
Medium and smaller creatures are swept away). The square)
current weakens to its previous strength after 1d10
rounds, posing a significant risk of drowning to those
who cannot swim well or find something to hold onto,
EXPANDED TABLES
and then fades after 1d4 hours to almost standing
water until the flood starts to recede after 4d20 Bowels of the Earth
hours. In addition to representing the ruins of cities that
were ancient and lost before the gods first gazed
MIRAGE (CR 1) upon the mortal world, this table can also represent
A typical mirage is a trick of the light which generally an abandoned mineshaft that reached too deep,
creates the illusion of water or an island a few miles natural caverns too dark and dangerous even for
away, when it is in fact empty waste or sea. Many many residents of the underground world, or the site
a traveler has wasted hours of precious time and of an incursion by alien entities from the depths of
commensurate amounts of food and water before the planet or mysterious realities beyond the known
realizing his mistake. Any lone traveler or leader of planes.
a group that sees a mirage must make a Survival

Page 11
check at a -2 penalty as if to avoid getting lost, except Minimum Average CR: 1 (d% +20)
instead of going in a random direction, the group Maximum Average CR: 19 (d% + 380)
travels toward the mirage. As normal, a lost traveler Typical Encounter Frequency: 8% (01-08)
gets a new check with a cumulative +1 bonus for each
hour he travels in his new direction to recognize that
the path is wrong (such as by noticing that the mirage Table 1-3: Bowels of the Earth Encounters
disappears or moves when viewed from his new d% Encounter Avg. Source
vantage point). CR
21-26 1 mite 1/4 PB2
SINKHOLE (CR 14)
27-33 1 duergar 1/3 PB
In places where the bedrock is limestone, volcanic
debris, or other densely packed material slightly 34-40 1 vegepygmy 1/2 PB
vulnerable to dissolving in water, underground rivers 41-45 1 amoeba, giant 1 PB2
and groundwater shifts can eat away vast voids in the 46-50 1 amoeba swarm 1 PB2
earth that are virtually undetectable on the surface 51-55 Bad air (nonflammable) 1 GMG
until the ground is weakened enough to simply give
56-60 1d3+1 drow, common 1 PB
way. Then, a gaping sinkhole suddenly opens wide to
swallow up shacks, machinery, cattle or pack animals, 61-65 1d4+1 duergar 1 PB
and even traveling parties or whole structures. 66-70 2d4 mites 1 PB2
Abandoned or amateur-built mineshafts can cause 71-75 1 spider, giant 1 PB
similar collapses when they become unstable. Treat 76-80 1 svirfneblin 1 PB
a sinkhole like a crumbling earth trap, as described 81-83 1 blindheim 2 PB2
below.
84-86 Brown mold, 1 patch 2 CRB
87-89 1 cave fisher 2 PB
90-92 1 choker 2 PB
93-95 1 dark creeper 2 PB 160 2 violet fungi 5 PB
96-97 Magnetized ore 2 GMG 161-162 1d3+2 blindheims 6 PB2
98-100 1 skum 2 PB 163 1d4+2 cave fishers 6 PB
101-102 1 bat, mobat 3 PB2 164 2d4 chokers 6 PB
103-104 1 centipede, giant 3 PB2 165-166 1d4+2 dark creepers 6 PB
whiptail 167-168 1d3+1 derros 6 PB
105-106 1 derro 3 PB 169-170 1 dragon, crystal (young) 6 PB2
107-108 1d4+4 drow, common 3 PB 171-172 2 faceless stalkers 6 PB2
109-110 1 fungal crawler 3 PB2 173-174 1d3+1 pechs 6 PB2
111 Mnemonic crystals 3 GMG 175 Russet mold, 1 patch 6 PB
112-113 1 pech 3 PB2 176-177 1 seugathi 6 PB2
114-115 1 urdefhan 3 PB2 178-179 1 troll, rock 6 PB2
116-117 2d3 vegepygmies 3 PB 180 Yellow mold, 1 patch 6 CRB
118-119 1 violet fungus 3 PB 181-182 1 aboleth (aquatic only) 7 PB
120 1 yellow musk creeper 3 PB 183 2d4 bats, mobats 7 PB2
and 1d6 yellow musk 184-185 1 black pudding 7 PB
zombies
186-187 1d4+2 centipedes, giant 7 PB2
121-122 1d4+1 amoeba swarms 4 PB2 whiptail
123-124 Bad air (flammable) 4 GMG 188-189 1 charda 7 PB2
125-126 2 blindheims 4 PB2
Page 12

190-192 2 cloakers 7 PB
127 2 cave fishers 4 PB 193-195 1d4+1 dark creepers and 7 PB
128-129 2 dark creepers 4 PB 1 dark stalker
130 1 dark stalker 4 PB 196-197 1 drider 7 PB
131-132 1 decapus 4 PB2 198-200 1d12+8 mites and 2d3 7 PB2, PB
133-134 1 faceless stalker 4 PB2 cave fishers
135-136 1 gray ooze 4 PB 201-202 Cave-in 8 CRB
137-138 Green slime, 1 patch 4 CRB 203 1 destrachan 8 PB2
139 1 serpentfolk 4 PB2 204-205 3d4 fungal crawlers 8 PB2
140 1d3+1 svirfneblin 4 PB 206-207 1 intellect devourer 8 PB
141 2d4 amoebas, giant 5 PB2 208-209 1 naga, dark 8 PB
142 1 bat, skaveling 5 PB2 210-211 1d6+4 pechs 8 PB2
143-144 2 centipedes, giant 5 PB2 212-213 1d6+5 skum 8 PB
whiptail 214-215 1 slug, giant 8 PB
145 1 cloaker 5 PB 216-217 3d4 urdefhans 8 PB2
146-147 1d10+10 drow, common 5 PB 218-219 3d4 violet fungi 8 PB
148 Falling block trap 5 CRB 220 1d6 xorns with the young 8 PB
149-150 2 fungal crawlers 5 PB2 template
151-152 1 gibbering mouther 5 PB 221-222 2d4 bats, skavelings 9 PB2
153-154 1 ochre jelly 5 PB 223-224 1 centipede, titan 9 PB2
155-156 1d4+1 skum 5 PB 225-226 2 chardas 9 PB2
157-158 2d4 spiders, giant 5 PB 227-228 1d4+2 cloakers 9 PB
159 2 urdefhans 5 PB2 229-230 1 demon, nabasu, with 9 PB
1d4 growth points
231-233 3d3 faceless stalkers 9 PB2 345-348 1 demon, nabasu, with 15 PB
234-236 2d6 serpentfolk 9 PB2 1d4+12 growth points
237-238 1d4+1 trolls, rock 9 PB2 349-352 1 dragon, crystal 15 PB2
239-240 1d6 xorns 9 PB (ancient)
241-243 2 destrachans 10 PB2 353-356 1d8+2 gugs 15 PB2
244-247 1 dragon, crystal (adult) 10 PB2 357-360 1 neothelid 15 PB
248-250 1 gug 10 PB2 361-365 Empowered disintegrate 16 CRB
trap
251-254 2d4 seugathi 10 PB2
366-375 1d4+2 ropers 16 PB
255-257 1 slug, giant with the 10 PB
advanced and giant 376-380 1 vemerak with the 16 PB2
templates advanced and giant
templates
258-260 1d3 xorns with the 10 PB
advanced an giant 381-385 1 demon, nabasu, with 17 PB
templates 1d3+16 growth points
261-263 2 centipedes, titan 11 PB2 386-390 Lightning bolt gallery 17 CRB
trap
264-266 1d3+2 chardas 11 PB2
391-400 2 neothelids 17 PB
267-269 1d6+6 cloakers 11 PB
401-405 Deadly spear trap 18 CRB
270-272 1 demon, nabasu, with 11 PB
1d4+4 growth points 406-413 1 nightshade, 18 PB2
nightcrawler
273-275 2d4 driders 11 PB
414-420 1 shoggoth with the 18 PB

Page 13
276-280 1d3+1 nagas, dark 11 PB
young template
281-284 1d3+2 destrachans 12 PB2
421-425 1 dragon, umbral 19 PB2
285-287 2 gugs 12 PB2 (ancient)
288-290 2d3 intellect devourers 12 PB 426-430 Meteor swarm trap 19 CRB
291-294 1 purple worm 12 PB2 431-435 1d3+2 neothelids 19 PB
295-297 1 roper 12 PB 436-440 1 shoggoth 19 PB
298-300 1d3+3 xorns with the 12 PB 441-445 Destruction trap 20 CRB
advanced and giant
446-453 2 nightshades, 20 PB2
templates
nightcrawlers
301-305 1d4+2 centipedes, titan 13 PB2
454-460 1 shoggoth with the 20 PB
306-310 1d8+5 chardas 13 PB2 advanced template
311-313 1 demon, nabasu, with 13 PB 461-468 1 mu spore 21 PB2
1d4+8 growth points
469-476 2 shoggoths 21 PB
314-317 Maximized fireball trap 13 CRB
477-478 2 mu spores 23 PB2
318-320 1 vemerak with the 13 PB2
479-480 1d4+2 shoggoths 23 PB
young template
321-324 Harm trap 14 CRB
325-328 1d8+6 intellect devourers 14 PB Bowels of the Earth
329-332 2 ropers 14 PB Encounter Elements
333-336 Sinkhole 14 p.11 Dispositions: The unearthly creatures that dwell
337-340 1 vemerak 14 PB2 in these depths are often hostile, for their neighbors
are monsters and horrors of a violent or even mind-
341-344 Crushing stone trap 15 CRB shattering nature.
Table 1-4: Bowels of the Earth Dispositions 5-6 Footpath
d20 Encounter Elements 7-8 Inscrutable ruins (described below)
1-6 Flight 9-10 Ledge
7-12 Readiness, prepared 11-12 Slippery floor
13-16 Readiness, unready 13 Slope
17-20 Scheming 14-16 Tunnel
Terrain Features: The bowels of the earth are
17 Underground realm (described below)
strangely mixed compared to the cave systems
nearer to the surface. Although many are frigid, 18-19 Underground river
claustrophobic tunnels and caverns cut through 20 Underground sea (described below)
increasingly thick earth and stone, some represent
truly otherworldly expanses. Vast underground realms Inscrutable Ruins: Ruined walls made of a green,
provide open space for bizarre subterranean versions unearthly metal emerge from the rock wall, floor, or
of surface terrains such as forests of fungi and oceans ceiling (equal chance of each) at jagged angles to each
populated by unfathomable monsters. other almost like they were a pile of scattered cards
Building Blocks: Cavern, tunnel, underground realm, rather than a structure. However, they are sturdier
underground river, and underground sea. than adamantine and seem to be fused together at
the seams. There is no discernable entrance. They fill
Table 1-5: Bowels of the Earth Terrain Features 1d6 20-foot cubes, haphazardly arranged. Magical
d20 Encounter Elements traps are often affixed to inscrutable ruins.
Underground Realm: This cavern is incredibly wide.
1-2 Cavern
Its walls may be many miles apart and its ceiling up
Page 14

3-4 Chasm to 1d20 x 200 feet high. Supporting the roof of the
cavern are numerous stone pillars that average 1d10
81-84 Brown mold, 1 patch 2 CRB
x 100 feet in diameter, spaced several thousand feet
or more apart. About 20% of underground realms 85-88 1 cave fisher 2 PB
are dimly lit throughout by eerie magical stones or 89-91 1 choker 2 PB
unusually bright bioluminescent fungi. 92-93 Magnetized ore 2 GMG
Underground Sea: A vast cavern opens onto a 94-96 1 morlock 2 PB
saltwater lake inhabited by strange creatures. Only 97-100 1 slurk 2 PB2
aquatic creatures can be encountered in the water.
101 2 darkmantles 3 PB
Combatants with Swim speeds have the advantage
against those who require Swim checks for all 102- 1d4+4 drow, common 3 PB
maneuvers here. CR +1/2. 103
104- 1 fungal crawler 3 PB2
105
Endless Caverns 106- 1 gelatinous cube 3 PB
The endless caverns encounter table can represent
107
any abandoned dungeon, vault, prison, or cave near
the surface. They often connect to Haunted Ruins 108 2 gremlins, vexgits 3 PB2
and the Undercity (see More Random Encounters 109 1 grick 3 PB2
Remastered). Deeper still below the surface are 110 Mnemonic crystals 3 GMG
tunnels to the Bowels of the Earth. 111 2 mongrelmen 3 PB2
112- 1 rust monster 3 PB
Minimum Average CR: 1 (d% +20)
113
Maximum Average CR: 13 (d% + 260)
Typical Encounter Frequency: 8% (01-08) 114 2 scorpions, cave 3 PB2

Page 15
115 2 troglodytes 3 PB
Table 1-6: Endless Caverns Encounters 116 1 vampiric mist 3 PB2
d% Encounter Avg. Source 117- 2d3 vegepygmies 3 PB
CR 118
21-24 1 mite 1/4 PB2 119 1 violet fungus 3 PB
25-28 1 orc 1/3 PB 120 1 yellow musk creeper and 3 PB
29-32 1d4 kobolds 1/2 PB 1d6 yellow musk zombies
33-36 1 vegepygmy 1/2 PB 121- 1 amphisbaena 4 PB2
37-40 1 amoeba, giant 1 PB2 122
41-44 1 amoeba swarm 1 PB2 123 Bad air (flammable) 4 GMG
45-47 Bad air (nonflammable) 1 GMG 124- 2 cave fishers 4 PB
125
48-50 1 darkmantle 1 PB
126- 1 gray ooze 4 PB
51-54 1d3+1 drow, common 1 PB
127
55-57 1 goblin dog 1 PB
128- Green slime, 1 patch 4 CRB
58-60 1 gremlin, vexgit 1 PB2 129
61-63 1 gryph 1 PB2 130- 2 morlocks 4 PB
64-66 2d4 mites 1 PB2 131
67-69 1 mongrelman 1 PB2 132- 1 otyugh 4 PB
70-72 1d3+1 orcs 1 PB 133
73-75 1 scorpion, cave 1 PB2 134- 1 phycomid 4 PB2
76-78 1 spider, giant 1 PB 135
79-80 1 troglodyte 1 PB2 136 1 serpentfolk 4 PB2
137 1 slithering tracker 4 PB2
138 1 solifugid, albino cave 4 PB2 182- 1 black pudding 7 PB
139- 1 tentamort 4 PB2 183
140 184 2 cloakers 7 PB
141- 1 basidirond 5 PB2 185- 1 drider 7 PB
142 186
143- 1 cloaker 5 PB 187- 2d3 gricks 7 PB2
144 188
145- 1d10+10 drow, common 5 PB 189 1 medusa 7 PB
146 190- 1d12+8 mites and 2d3 cave 7 PB2,
147 Falling block trap 5 CRB 191 fishers PB
148 2 fungal crawlers 5 PB2 192 1d6+6 mongrelmen 7 PB2
149 1 gibbering mouther 5 PB 193- Orcs: 1d10+10 1st-level 7 PB
150 2d4 gryphs 5 PB2 194 warriors, 2 3rd-level
151 1d4+2 mongrelmen 5 PB2 warriors and 1 5th-level
warrior
152- 1 ochre jelly 5 PB
153 195- 1d3+1 otyughs 7 PB
196
154 2 rust monsters 5 PB
197- 1d4+2 vampiric mists 7 PB2
155 2d4 spiders, giant 5 PB
198
156- 1d4+2 troglodytes 5 PB
199- 1d3 xorns with the young 7 PB
157
200 template
Page 16

158 2 vampiric mists 5 PB2


201- Cave-in 8 CRB
159- 2 violet fungi 5 PB 202
160
203 1 destrachan 8 PB
161- 1d4+2 cave fishers 6 PB
204- 3d4 fungal crawlers 8 PB2
162
205
163 2d4 chokers 6 PB
206 1d12+8 gryphs 8 PB2
164- 3d4 darkmantles 6 PB
208- 1 naga, dark 8 PB
165
209
166- 2d6 goblin dogs 6 PB
210 2d4 phycomids 8 PB2
167
211- 2 redcaps 8 PB2
168- 3d4 gremlins, vexgits 6 PB2
212
169
213 1d8+2 rust monsters 8 PB
170- 1d4+2 morlocks 6 PB
171 214- 2d3 solifugids, albino cave 8 PB2
215
172- 1 redcap 6 PB2
173 216- 2d3 tentamorts 8 PB2
217
174 Russet mold, 1 patch 6 CRB
218- 3d4 violet fungi 8 PB
175- 3d4 scorpions, cave 6 PB2
219
176
220 1d3 xorns 8 PB
177 2 slithering trackers 6 PB2
221- 2d4 basidironds 9 PB2
178 2d4 slurks 6 PB2
223
179- Yellow mold, 1 patch 6 CRB
224- 1 centipede, titan 9 PB2
180
226
181 1d4+1 amphisbaenas 7 PB2
227- 1d4+2 cloakers 9 PB 261- 2 centipedes, titan 11 PB2
229 264
230- 1 demon, nabasu, with 1d4 9 PB 265- 1d6+6 cloakers 11 PB
231 growth points 268
232- 1d12+6 morlocks 9 PB 269- 2d4 driders 11 PB
234 272
235- 2d6 serpentfolk 9 PB2 273- 1d3+1 nagas, dark 11 PB
237 276
238- 1d3+3 xorns with the young 9 PB 277- 3d4 redcaps 11 PB2
240 template 280
241- 2 destrachans 10 PB 281- 1 demon, nabasu, with 12 PB
245 284 1d8+4 growth points
246- 1 gug 10 PB2 285- 1d3+2 destrachans 12 PB
250 290
251- 1d8 seugathi 10 PB2 291- 1 roper 12 PB
254 296
255- 1d3+3 xorns 10 PB 297- 1d3+3 xorns with the 12 PB
257 300 advanced and giant
258- 1d3 xorns with the 10 PB templates
260 advanced and giant 301- 1d4+2 centipedes, titan 13 PB2
templates 307

Page 17
308- 1d8+5 chardas 13 PB2
313
314- 1d3+1 gugs 13 PB2
320
321- 2 ropers 14 PB
327
328- Sinkhole 14 See
333 page
11.
334- 1 vemerak 14 PB2
340
341- Crushing stone trap 15 CRB
345
346- 1 demon, nabasu, with 15 PB
350 2d3+11 growth points
351- 1d6+4 gugs 15 PB2
357
358- 1d4+2 ropers 16 PB
360
Endless Caverns Table 1-9: Highlands Encounters
d% Encounter Avg. Source
Encounter Elements CR
Dispositions: I ntelligent creatures here are forced
by limited resources and murderous neighbors to be 41-50 1d4 orcs 1 PB
cautious to the point of paranoia. 51-60 2 shepherds (farmer) 1 GMG
61-66 1 spider, giant 1 PB
Table 1-7: Endless Caverns Dispositions 67-72 1 spider swarm 1 PB
d20 Encounter Elements 73-80 1d2 xtabays 1 PB2
1-4 Flight 81-84 1 ant, giant 2 PB
5-11 Readiness, prepared 85-88 1 bat, dire 2 PB
12-16 Readiness, unready 89-92 1 bat swarm 2 PB
17-20 Scheming 93-96 1 hippogriff 2 PB2
97-100 1 ogrekin 2 PB2
Terrain Features: Endless caverns are often
101-103 1 ogre 3 PB
treacherous for those who are not experienced
spelunkers. Complete darkness reigns in the caves 104-105 1d4 snakes, venomous 3 PB
except for the occasional patches of phosphorescent 106-108 1 spider, giant black 3 PB2
fungi. widow
Building Blocks: Cavern, footpath, tunnel, and 110-112 1 spriggan 3 PB2
underground river. Solid earth and stone fills all 113-115 1 trapper 3 GMG
spaces not occupied by caverns and tunnels. 116-117 1 wight 3 PB
Page 18

118-120 1d3+2 xtabays 3 PB2


Table 1-8: Endless Caverns Terrain Features
121-124 1d8 akatas 4 PB2
d20 Encounter Elements
125-128 1 amphisbaena 4 PB2
1-4 Cavern
129-132 1 griffon 4 PB
5-6 Chasm
133-136 1d6+3 hobgoblins 4 PB
7-8 Footpath
137-140 1 peryton 4 PB2
9-10 Ledge
141-143 1 leucrotta 5 PB2
11-12 Slippery floor
144-145 1 lurker in light 5 PB2
13-15 Slope
146-148 1 raider 5 GMG
16-19 Tunnel
149-150 1 shaman 5 GMG
20 Underground river
151-152 1 siren 5 PB2
153-155 2 spriggans 5 PB2
Highlands 156-158 2 wights 5 PB
Highlands include lower-elevation hills which are
effectively temperate and colder high-elevation hills 159-160 1 worg, winter wolf 5 PB
surrounding cold upland plains. 161-163 1 ettin 6 PB
164-166 1 toad, glacier 6 PB2
Minimum Average CR: 2 (d% +40) 167-169 1d3+1 ogres 6 PB
Maximum Average CR: 17 (d% + 340) 170-172 2d3 ogrekin 6 PB2
Typical Encounter Frequency: 5% (01-05)
173-175 1 rhinoceros, woolly 6 PB
176-178 1 wyvern 6 PB
179-180 1d6+6 xtabays 6 PB2
181-182 1d4+1 amphisbaenas 7 PB2
183-184 1 bulette 7 PB 218-220 3d4 spriggans 8 PB2
185-186 1 chimera 7 PB 221-223 1 aurumvorax 9 PB2
187-188 1 guide (mounted) and 1 7 GMG, 224-226 2 ettins and 2 bears 9 PB
riding dog PB 227-229 1 woolly mammoth 9 PB
189-191 1 giant, hill 7 PB (elephant, mastodon
192-194 1d12+9 hobgoblins 7 PB variant)
195-196 Orcs: 1d10+10 1st-level 7 PB 230-232 4d4 ogres 9 PB
warriors, 2 3rd-level 233-235 1 oni, ogre mage, and 9 PB
warriors and 1 5th-level 1d3+1 ogres
warrior 236-238 2 raiders and 1 viking 9 GMG
197-198 1 raider and 1 monster 7 GMG 239-240 1d6+6 wights 9 PB
hunter 241-243 1d4+2 ettins and 1d3-1 10 PB
199-200 1d4+2 wights 7 PB grizzly bears
201-202 1 tiger, dire 8 PB 244-246 1d4+6 griffons 10 PB
203-205 2 ettins 8 PB 247-250 1d4+1 giants, hill 10 PB
206-207 1 gorgon 8 PB 251-254 3d4 leucrottas 10 PB2
208-209 1d6+6 hippogriffs 8 PB2 255-257 2 oni, ogre magi 10 PB
210-211 1 neh-thalggu 8 PB2 258-260 1d4+2 wyverns 10 PB
212-214 1 oni, ogre mage 8 PB 261-264 2 aurumvoraxes 11 PB2
215-217 1d4+1 sirens 8 PB2 265-267 1d10+2 toads, glacier 11 PB2

Page 19
268-270 1d3+5 giants, hill 11 PB Highlands
271-274 1 thunderbird 11 PB2 Encounter Elements
275-277 1d6+5 worgs, winter 11 PB
wolves Dispositions: The highlands are tough lands
278-280 3d4 rhinoceroses, woolly 11 PB inhabited by tough people understandably cautious
281-285 1 athach 12 PB2 about whom they trust, but generous with those who
prove themselves to be friends.
286-290 5d6 herd animals, bison 12 PB
291-295 1 frost worm 12 PB2 Table 1-10: Highlands Dispositions
296-300 1 giant, taiga 12 PB2
d20 Encounter Elements
301-305 1 chieftain and 1d6+6 13 GMG
1-5 Flight
raiders
6-10 Readiness, prepared
306-310 1d6+6 chimeras 13 PB
11-16 Readiness, unready
311-315 1d4+4 gorgons 13 PB
17 Rivalry
316-320 1d4+8 hill giants and 1d4 13 PB
dire wolves 18-20 Windblown
321-328 1 linnorm, crag 14 PB
Terrain Features: The highlands are dominated by
329-334 1 nightshade, nightwing 14 PB2 rolling hills, sudden cliffs, and above them flat and
335-340 Sinkhole 14 See chilly plains. Plains areas are commonly sparse with
p.11 terrain features. Since water flows downhill, most
341-347 1d3+1 athaches 15 PB2 streams and ponds found in highlands terrain is found
Page 20

348-353 1 linnorm, crag, with the 15 PB at the bases of hills or flowing down the edges of
advanced template slopes.
Building Blocks: Gentle hills, meadow, plateau,
354-360 1d10+5 woolly mammoth 15 PB
slope, and valley mouth.
(elephant, mastodon
variant)
Table 1-11: Highlands Terrain Features
361-366 2 nightshades, nightwings 16 PB2
d20 Encounter Elements
367-374 1d6+1 giants, taiga 16 PB2
1 Cave entrance
375-380 1 linnorm, ice, with the 16 PB
2 Cliff
young template
3-5 Gentle hills
381-385 1 linnorm, ice 17 PB
6 Slope
386-390 1 thrasfyr 17 PB2
7 Hedgerows, narrow
391-395 1 wendigo 17 PB2
8-12 Meadow
396-400 1 winterwight 17 PB2
13-14 Plateau
401-407 1d6+6 athaches 18 PB2
15 Pond
408-414 1d4+2 nightshades, 18 PB2
nightwings 16 Footpath
415-420 1 wendigo with the 18 PB2 17 Stream
advanced template 18 Trench
421-429 1 thrasfyr with the 19 PB2 19-20 Valley mouth
advanced and giant
templates
430-438 2 winterwights 19 PB2
439-440 1d4+2 winterwights 21 PB2
Scorched Wastes 144-145 1d4+1 bat swarms 5 PB
The scorched wastes represent any warm or 146-147 1 cyclops 5 PB
temperate desert, wasteland, or scrubland. 148-150 1d4+1 gnolls and 1d2 5 PB
hyenas
Minimum Average CR: 1 (d% +20)
151-152 1d6+1 snakes, venomous 5 PB
Maximum Average CR: 14 (d% +280)
Typical Encounter Frequency: 4% (01-04) 153-155 2d4 spiders, giant 5 PB
156-157 1d4+2 spider swarms 5 PB
Table 1-12: Scorched Wastes Encounters 158-160 1 wraith 5 PB
d% Encounter Avg. Source 161-162 1d4+2 ants, giant 6 PB
CR 163-164 1 death worm 6 PB2
21-28 1d2 beetles, fire 1/2 PB 165-166 2 dust diggers 6 PB2
29-40 1d2 coyotes (dog) 1/2 PB 167-168 2 genies, jann 6 PB
41-45 1d6 lizards 1/2 PB 169-170 1 hermit 6 GMG
46-53 1 gnoll 1 PB 171-172 1 hydra, pyrohydra 6 PB
54-60 1 snake, venomous 1 PB 173-174 1d6+3 initiates 6 GMG
61-66 1 solifugid, giant 1 PB2 175-176 1 lamia 6 PB
67-72 1 spider, giant 1 PB 177-178 1d3+1 sandmen 6 PB2
73-78 1 spider swarm 1 PB 179-180 2 solifugids, albino cave 6 PB2
79-80 Mirage 1 See 181-183 2 basilisks 7 PB
p.10

Page 21
184-186 1 dragon, brass (young) 7 PB
81-84 1 ant, giant 2 PB
85-88 1 bat, dire 2 PB
89-92 1 bat swarm 2 PB
93-96 1d4+2 beetles, fire 2 PB
97-100 1d4+2 coyotes (dog) 2 PB
101-103 Duststorm 3 CRB
104-106 2 gnolls 3 PB
107-108 1 sandman 3 PB2
109-111 1 scorpion, giant 3 PB
112-114 2 snakes, venomous 3 PB
115-117 2 solifugids, giant 3 PB2
118-120 2 spider swarms 3 PB
121-123 2 ants, giant 4 PB
124-126 1d6+6 beetles, fire 4 PB
127-129 1d6+6 coyotes (dog) 4 PB
130-132 1 dust digger 4 PB2
133 Flash flood 4 See
p.10
134-135 1 genie, janni 4 PB
136-137 1 peryton 4 PB2
138-140 1 solifugid, albino cave 4 PB
141-143 1 basilisk 5 PB
187-189 1 battle monk and 1d4+2 7 GMG 301-307 1 crimson worm (purple 13 PB
initiates worm with the giant
190-192 2d6+2 herd animals, 7 PB2 template)
camels 308-314 1 dragon, blue (adult) 13 PB
193-195 1d3+1 perytons 7 PB2 315-320 1d4+2 yrthaks 13 PB2
196-197 2 wraiths 7 PB 321-323 1d4+1 daemons, 14 PB2
198-200 1 wraith with the 7 PB meladaemons
advanced and giant 324-326 1 master 14 GMG
templates 327-331 2d3 rakshasas 14 PB
201-203 1 behir 8 PB 332-340 1 scorpion, black, with the 14 PB2
204-206 1 guide and 2 pilgrims 8 GMG young template
207-208 1d4+2 genies, jann 8 PB 341-344 1d6+6 battle monks and 1 15 GMG
209-210 1 lamia matriarch 8 PB2 master
211-212 1d4+6 sandmen 8 PB2 345-352 1 phoenix 15 PB
213-214 1d4+2 solifugids, albino 8 PB2 353-360 1 scorpion, black 15 PB2
cave 361-366 1 dragon, brass (ancient) 16 PB
215-217 1 sphinx 8 PB 367-371 1d6+6 rakshasas 16 PB
218-220 1d10+10 spider swarms 8 PB 372-376 1 scorpion, black, with the 16 PB2
221-223 1d4+2 basilisks 9 PB advanced template
224-226 1d10+10 bat swarms 9 PB 377-378 1d6+5 daemons, 17 PB2
Page 22

227-229 1d8+2 dust diggers 9 PB2 meladaemons


230-232 1 dragon, blue (young) 9 PB 379-380 1 dragon, blue (ancient) 18 PB
233-234 2d3+3 perytons 9 PB2
235-237 1d4+2 wraiths 9 PB Scorched Wastes
238-240 1 yrthak 9 PB2
241-244 2 behirs 10 PB
Encounter Elements
245-248 1d6+6 caravan guards, 10 GMG Dispositions: Denizens of the scorched wastes are
1 guide, and 1d6+6 tenacious beings with a reputation for doing whatever
vagabonds with mounts it takes to survive. However, many desert cultures
249-251 1d6+6 genies, jann 10 PB hold to a tradition of generosity and respect for the
252-254 2 lamia matriarchs 10 PB2 needs of strangers.
255-256 1 rakshasa 10 PB
Table 1-13: Scorched Wastes Dispositions
257-260 2 sphinxes 10 PB
d20 Encounter Elements
261-263 1 daemon, meladaemon 11 PB2
1-4 Flight
264-267 1 dragon, brass (adult) 11 PB
5-10 Readiness, prepared
268-271 1d10+2 lamias 11 PB
11-16 Readiness, unready
272-276 1d6+6 wraiths 11 PB
17-20 Windblown
277-280 2 yrthaks 11 PB2
281-285 1 chieftain and 1d6+3 12 GMG
Terrain Features: A scorched wastes environment is
raiders with mounts
mostly open sand or bare rock, so only a few terrain
286-290 1d12+6 cyclops 12 PB features should appear in any one encounter map.
291-295 1d4+2 lamia matriarchs 12 PB2 Building Blocks: Canyon, salt flats, and shifting
296-300 1d4+2 sphinxes 12 PB dunes.
Table 1-14: Scorched Wastes Terrain Features Teeming Veldt
d20 Encounter Elements The teeming veldt combines warm plains and hills.
1-2 Canyon (described below) These hot lands, with a tendency for drought (and
3-4 Dry riverbed consequently famine), sometimes breed conflict
between the societies that call them home.
5 Oasis (described below) or river
6 Quicksand Minimum Average CR: 1 (d% +20)
7-9 Rubble, dense Maximum Average CR: 14 (d% + 280)
8-10 Rubble, light Typical Encounter Frequency: 8% (01-08)
11-14 Salt flats (described below)
15-18 Shifting dunes Table 1-15: Teeming Veldt Encounters
19-20 Undergrowth, light d% Encounter Avg. Source
CR
Canyon: Found primarily in rocky deserts, a minor 21-24 1 dinosaur, 1/2 PB2
canyon is like a dungeon pit but is uncovered and compsognathus
there is no risk of accidentally stumbling into them. A 25-30 1 gremlin, pugwampi 1/2 PB2
minor canyon bisects the map and is at least 2d6 x 5 31-40 2 bandits 1 GMG
feet wide and 3d4 x 10 feet deep. A major canyon can 41-45 1 bee, giant 1 PB2
be far larger, possibly being thousands of feet wide
46-50 2 dinosaurs, 1 PB2
and many miles long, with many curves along that
compsognathuses
length.
Oasis: An oasis is a spring of water commonly used 51-55 1 gnoll 1 PB

Page 23
by travelers to re-supply during long desert treks. 56-60 2 gremlins, pugwampis 1 PB2
A minor oasis has at its heart a pool of fresh water 61-65 1 hyena 1 PB
4d6 x 10 feet across, surrounded by a roughly even 66-70 Pit trap 1 CRB
mingling of light undergrowth, typical trees, and open
71-75 1 solifugid, giant 1 PB2
grassy areas extending 2d6 x 5 feet away from the
water’s edge. Due to its high traffic, the chance of an 76-80 1 vagabond 1 GMG
encounter at an oasis rises to 25%. 81-84 1 bee, giant, with the 2 PB2
Only the foulest travelers will not make sure there advanced template
is room when they see another group approaching 85-88 1 cat, cheetah 2 PB
to use the water. Barring access to the water is more 89-92 1 lizard, monitor 2 PB
than rudeness. Many desert cultures consider it a 93-96 1d6 primates, baboons 2 PB2
crime as serious as murder.
97-100 1 toad, giant 2 PB2
Salt Flats: Smooth, hard land that is mostly or totally
flat, salt flats are the remnants of salt lakes scoured of 101-102 1 ankheg 3 PB
water by the sun. The process has left a layer of salty 103-104 1 caravan guard and 1 3 GMG
minerals which prevents any plants from growing vagabond
on the flats, though light undergrowth is commonly 105-106 1 chupacabra 3 PB2
found ringing the edge of salt flats. Salt flats 107-110 2 gnolls 3 PB
occasionally flood after unusually heavy rains or after 111-112 1 hyena, dire 3 PB
a nearby dry riverbed floods. Rocky desert ground is
similar to salt flats, though it lacks the layer of salty 113-114 2 hyenas 3 PB
minerals or slightly increased risk of flooding. 115-116 1 lion 3 PB
117-118 1 scorpion, giant 3 PB
119-120 2 solifugids, giant 3 PB2
121-123 1d8+2 bandits 4 GMG
124-126 1d4+1 bees, giant 4 PB2
127-129 2 cats, cheetahs 4 PB 201-202 2 dinosaurs, 8 PB
130-131 1 dinosaur, 4 PB2 ankylosauruses
parasauropholus 203-204 1d8+8 bandits and 1 8 GMG
132 Flash flood 4 See highwayman
p.10 205-206 Bees: 1 giant queen bee 8 PB2
133-134 3d4 gremlins, 4 PB2 and 3d6 giant bees
pugwampis 207-208 1 beetle, goliath stag 8 PB2
135-137 1 rhinoceros 4 PB 209-210 1 behir 8 PB
138-140 2 toads, giant 4 PB2 211 1 dinosaur, triceratops 8 PB
141-142 2 ankhegs 5 PB 212 1 dragon, copper 8 PB
143-144 1d4+1 bees, giant, with 5 PB2 (young)
the advanced template 213-214 1d8+2 lions 8 PB
145 5d4 dinosaurs, 5 PB2 215-216 1 sphinx 8 PB
compsognathuses 217-218 1 tiger, dire 8 PB
146-147 1d4+1 gnolls and 1d2 5 PB 219-220 2 wyverns 8 PB
hyenas 221-223 2d4 lions, dire 9 PB
148-149 1 leucrotta 5 PB2 224-225 3d4+7 bees, giant 9 PB2
150-151 2 lions 5 PB 226-228 3d4 dinosaurs, 9 PB2
152-153 1 lion, dire 5 PB parasaurolophuses
154-155 1 lizard, giant frilled 5 PB 229-230 2 dinosaurs, 9 PB
Page 24

156-157 1 manticore 5 PB stegosauruses


158 1 phase spider 5 PB 231-232 1 dinosaur, 9 PB
159-160 1d4+2 solifugids, giant 5 PB2 tyrannosaurus
161-162 1 dinosaur, ankylosaurus 6 PB 233-234 1d4+2 manticores 9 PB
163-165 2 dinosaurs, 6 PB2 235-236 1d4+6 pegasi 9 PB
parasaurolophuses 237-238 1d4+2 phase spiders 9 PB
166-167 1 guide and 6 foot 6 GMG 239-240 3d4 rhinoceroses 9 PB
soldiers 241-242 3d4+7 bees, giant, with 10 PB2
168-170 3d4 hyenas 6 PB the advanced template
171-173 2d4 lizards, monitor 6 PB 243-245 2 behirs 10 PB
174-176 2 rhinoceroses 6 PB 246-248 1 dinosaur, 10 PB
177-178 1d3+1 trappers 6 GMG brachiosaurus
179-180 1 wyvern 6 PB 249-251 2 dinosaurs, triceratops 10 PB
181-182 1d4+2 ankhegs 7 PB 252-253 3d4 leucrottas 10 PB2
183-184 4 caravan guards and 2 7 GMG 254-255 2 sphinxes 10 PB
slavers 256-258 2 tigers, dire 10 PB
185-186 1 dinosaur, stegosaurus 7 PB 259-260 1d4+2 wyverns 10 PB
187-188 1 elephant 7 PB 261-263 4 cavalry, 1 guide, 1 11 GMG
189-191 2d4 hyenas, dire 7 PB knight, and 1 squire
192-193 2 leucrottas 7 PB2 264-266 1 daemon, meladaemon 11 PB2
194-196 2 manticores 7 PB 267-270 3d4 dinosaurs, 11 PB
197-198 2 phase spiders 7 PB ankylosauruses
199-200 3d4 toads, giant 7 PB2 271-273 2 dinosaurs, 11 PB
tyrannosauruses
274-276 1 dragon, gold (young) 11 PB due to the variations in the wet and dry seasons.
277-280 1 thunderbird 11 PB2
Table 1-16: Teeming Veldt Dispositions
281-283 1 bandit lord, 1 battle 12 GMG
d20 Encounter Elements
mage, 1 sellsword, and
1d6+6 bandits 1-7 Flight
284-286 2 beetles, goliath stag 12 PB2 8-12 Readiness, prepared
287-289 1 chieftain, 2 raiders, 12 GMG 13-17 Readiness, unready
1 shaman, and 1d8+8 18 Rivalry
cannibals 19-20 Scheming
290-292 2 dinosaurs, 12 PB
brachiosauruses Terrain Features: The teeming veldt is dominated
293-295 3d4 dinosaurs, 12 PB by flat, sun-baked plains and low hills which provide
stegosauruses a modicum of shelter to those unprepared to deal with
the area’s heat and limited water supplies.
296-297 1 dragon, copper (adult) 12 PB
Building Blocks: Gentle hills, meadow, plateau,
298-300 1d4+2 sphinxes 12 PB slope, and valley mouth.
301-307 1 chieftain and 1d6+6 13 GMG
raiders Table 1-17: Teeming Veldt Terrain Features
308-314 1d4+4 dinosaurs, 13 PB d20 Encounter Elements
triceratops
1 Cave entrance
315-320 1d4+2 dinosaurs, 13 PB
2 Cliff
tyrannosauruses

Page 25
3 Copse
321-324 1d4+1 daemons, 14 PB2
meladaemons 4 Footpath
325-334 1d4+2 dinosaurs, 14 PB 5-8 Gentle hills
brachiosauruses 9 Hedgerows, narrow
335-340 1 phoenix with the 14 PB 10-13 Meadow
young template 14 Plateau
341-346 1 dragon, gold (adult) 15 PB 15 Pond or river
347-353 5d6 elephants 15 PB 16-17 Slope
354-360 1 phoenix 15 PB 18 Tree, massive
361-370 1d6+6 dinosaurs, 16 PB 19 Trench
brachiosauruses 20 Valley mouth
371-375 1 phoenix with the 16 PB
advanced template
376-377 1d6+5 daemons, 17 PB2
meladaemons
378-380 1 dragon, copper 17 PB
(ancient)

Teeming Veldt
Encounter Elements
Dispositions: Most natives of the teeming veldt are
accustomed to alternating periods of feast and famine
Windswept Plains 117-118 1 scorpion, giant 3 PB
Windswept plains may be any temperate plains, 119-120 1 trapper 3 GMG
prairie, or heath, generally near farms or outposts. 121-122 1 barghest 4 PB
Inhabitants are country folk such as farmers and
123-124 1d4+1 bees, giant 4 PB2
hunters, as well as those who make their living from
such communities. These people may be hospitable 125 1d4+1 brownies 4 PB2
towards or wary of strangers depending on their 126-127 1 hedge wizard 4 GMG
dispositions and how they are approached. Note that 128-130 1d2 pegasi 4 PB
doppelgangers, lycanthropes, and undead might well 131-134 1 scarecrow 4 PB2
be disguised as more mundane types of characters of
135-138 1d4+1 snakes, venomous 4 PB
similar CR.
139-140 2 werewolves 4 PB
Minimum Average CR: 1 (d% +20) 141-143 2 centaurs 5 PB
Maximum Average CR: 12 (d% + 240) 144-146 1d4+1 bees, giant with the 5 PB2
Typical Encounter Frequency: 8% (01-08) advanced template
147-148 2 cockatrices 5 PB
Table 1-18: Windswept Plains Encounters 149 1 lurker in light 5 PB2
D% Encounter Avg. Source 150-151 2 prostitutes and 1 slaver 5 GMG
CR
152-153 2 street thugs and 1 slaver 5 GMG
21-25 1 dog 1/3 PB
154-160 1d3+1 worgs 5 PB
26-30 1 village idiot 1/3 GMG
161-164 1d6 ankhegs 6 PB
31-35 1 horse, pony 1/2 PB
Page 26

165-166 1d4 herd animal, bison 6 PB


36-40 1d2 dhampirs 1 PB2
167 2d6 dogs, riding 6 PB
41-45 1 dog, riding 1 PB
168-169 1 megafauna, gylptodon 6 PB2
46-50 2 bandits 1 GMG
170-171 1d4 megafauna, 6 PB2
51-55 1 bee, giant 1 PB2 megaloceros
56-60 1 brownie 1 PB2 172-174 1 mothman 6 PB2
61-64 1 horse 1 PB 175-176 2 scarecrows 6 PB2
65-68 1 krenshar 1 PB2 177-180 1d4+2 werewolves 6 PB
69-72 1 skulk 1 PB2 181-182 1 barghest, greater 7 PB
73-76 1 snake, venomous 1 PB 183-184 1d6+6 brownies 7 PB2
77-80 1 vagabond 1 GMG 185-187 1d3+2 cockatrices 7 PB
81-82 1 herd animal, aurochs 2 PB 188-190 1 dullahan 7 PB2
83-86 1 bee, giant with the 2 PB2 191-193 1d4+6 krenshars 7 PB2
advanced template
194-195 1 megafauna, 7 PB2
87 1 forlarren 2 PB2 arsinoitherium
88-91 1 toad, giant 2 PB2 196-197 5d6 horses, ponies 7 PB
92-95 1 werewolf 2 PB 198-200 1d8+3 worgs 7 PB
96-100 1 worg 2 PB 201-203 1d8+8 bandits and 1 8 GMG
101-102 1 cockatrice 3 PB highwayman
103-104 2d6 dogs 3 PB 204-206 1 giant queen bee, and 8 PB2
105 1 doppelganger 3 PB 3d6 giant bees
106-109 2d3 farmers 3 GMG 207-208 3d4+2 blink dogs 8 PB2
110-114 1d6+3 goblins 3 PB 209-211 1d8+2 centaurs 8 PB
115-116 2 krenshars 3 PB2 212-213 1 gorgon 8 PB
214-215 2 megafauna, gylptodons 8 PB2 Windswept Plains
216-217 1d4+2 scarecrows 8 PB2 Encounter Elements
218-220 1 tiger, dire 8 PB
221-223 1 aurumvorax 9 PB2 Dispositions: Plains are the heartland of most
224-226 3d4+7 bees, giant 9 PB2 human societies, commonly populated by grazing
227-229 1d6+9 goblins on goblin 9 PB animals and farmers. They are accustomed to a quiet
dog mounts life marred by only occasional dangers, and generally
dealt with by up-and-coming adventurers or the local
230-231 5d6 horses 9 PB
authorities. As such, they are often open and friendly
232-234 2 megafauna, 9 PB2 towards well-meaning travelers.
arsinoitherium
235-237 1d4+6 pegasi 9 PB Table 1-20: Windswept Plains Dispositions
238-240 1 vampire 9 PB d20 Encounter Elements
241-244 5d6 herd animal, aurochs 10 PB 1 Disguise
245-248 3d4+7 bees, giant, with 10 PB2 2-4 Flight
the advanced template 5-10 Readiness, prepared
249-251 2d4 lurkers in light 10 PB2 11-16 Readiness, unready
252-255 1 naga, guardian 10 PB 17-18 Rivalry
256-259 2 tigers, dire 10 PB 19-20 Windblown
260 Tornado 10 CRB
261-264 2 aurumvoraxes 11 PB2 Terrain Features: The terrain is largely unremarkable

Page 27
265 1 daemon, meladaemon 11 PB2 grass and shrubs, not even enough to count as
266-269 1d3+1 gorgons 11 PB undergrowth, growing in flat and firm soil. As a result,
it is appropriate to apply only a few terrain features to
270-274 1d4+2 megafauna, 11 PB2
a map before calling it finished.
arsinoitheriums
Building Blocks: Meadow.
275-277 1d2 rakshasas 11 PB
278-280 1 vampire and 2d4 11 PB Table 1-21: Windswept Plains Terrain Features
vampire spawn d20 Encounter Elements
281-287 5d6 herd animals, bison 12 PB 1 Berm
288-294 5d6 megafauna, 12 PB2 2-3 Footpath
megaloceros
4 Hedgerows, narrow
295-300 2 nagas, guardian 12 PB
5-6 Hedgerows, wide
301-312 1d6+6 megafauna, 13 PB2
7 High road
arsinoitheriums
8-14 Meadow
313-300 1d2+2 rakshasas 13 PB
15-16 Pond
321-322 1d4+1 daemons, 14 PB2
meladaemons 17 Stream
323-333 1d8+4 gorgons 14 PB 18-20 Trench
334-340 1d4+2 nagas, guardian 14 PB
CONTACT INFORMATION environments, creatures, equipment, magical or supernatural
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extent necessary to make it enforceable. content from TSR.
15. COPYRIGHT NOTICE Amphisbaena from the Tome of Horrors, Revised, © 2002,
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Necromancer Games, Inc.; Author Scott Greene, based on
Inc. original material by Gary Gygax.
System Reference Document. Copyright 2000, Wizards of the Angel, Monadic Deva from the Tome of Horrors, Revised, ©
Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 2002, Necromancer Games, Inc.; Author: Scott Greene, based on
based on material by E. Gary Gygax and Dave Arneson. original material by E. Gary Gygax.
Pathfinder RPG Reference Document. Copyright 2011, Paizo Angel, Movanic Deva from the Tome of Horrors, Revised, ©
Publishing, LLC; Author: Paizo Publishing, LLC. 2002, Necromancer Games, Inc.; Author: Scott Greene, based on
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, original material by E. Gary Gygax.
LLC; Author: Jason Bulmahn, based on material by Jonathan Aurumvorax from the Tome of Horrors, Revised, © 2002,

Page 29
Tweet, Monte Cook, and Skip Williams. Necromancer Games, Inc.; Author Scott Greene, based on
Pathfinder RPG Bestiary. © 2009, Paizo Publishing, LLC; Author: original material by Gary Gygax.
Jason Bulmahn, based on material by Jonathan Tweet, Monte Bat, Mobat from the Tome of Horrors, Revised, © 2002,
Cook, and Skip Williams. Necromancer Games, Inc.; Authors Scott Peterson and Clark
Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Peterson, based on original material by Gary Gygax.
Author: Jason Bulmahn Beetle, Slicer from the Tome of Horrors, Revised, © 2002,
Pathfinder RPG GameMastery Guide. © 2010, Paizo Publishing, Necromancer Games, Inc.; Author Scott Greene, based on
LLC; Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim original material by Gary Gygax.
Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, Blindheim from the Tome of Horrors, Revised, © 2002,
James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Necromancer Games, Inc.; Author Scott Greene, based on
Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, original material by Roger Musson.
David Noonan, Richard Pett, Rich Redman, Sean K reynolds, F. Basidirond from the Tome of Horrors, © 2002, Necromancer
Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Games, Inc.; Author Scott Greene, based on original material by
Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Gary Gygax.
Williams, Teeuwynn Woodruff. Brownie from the Tome of Horrors, Revised, © 2002,
Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Necromancer Games, Inc.; Author: Scott Greene, based on
Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam original material by E. Gary Gygax.
Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Bunyip from the Tome of Horrors, Revised, © 2002,
Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal Necromancer Games, Inc.; Author Scott Greene, based on
MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason original material by Dermot Jackson.
Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Cave Fisher from the Tome of Horrors, © 2002, Necromancer
Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Games, Inc.; Author Scott Greene, based on original material by
Vaughan, based on material by Jonathan Tweet, Monte Cook, Lawrence Schick.
and Skip Williams. Crypt Thing from the Tome of Horrors, Revised, © 2002,
Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Necromancer Games, Inc.; Author Scott Greene, based on
Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin original material by Roger Musson.
McComb, Rob McCreary, Jason Nelson, Stephen Radney- Crystal Ooze from the Tome of Horrors, © 2002, Necromancer
MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Games, Inc.; Author Scott Greene, based on original material by
Taylor. Gary Gygax.
Pathfinder Roleplaying Game Ultimate Combat. © 2011, Daemon, Ceustodaemon (Guardian Daemon) from the Tome of
Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Horrors, Revised, © 2002, Necromancer Games, Inc.; Author:
Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Scott Greene, based on original material by E. Gary Gygax.
Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Daemon, Derghodaemon from the Tome of Horrors, Revised, ©
2002, Necromancer Games, Inc.; Author: Scott Greene, based on Games, Inc.; Author Scott Greene.
original material by E. Gary Gygax. Iron Cobra from the Tome of Horrors, © 2002, Necromancer
Daemon, Hydrodaemon from the Tome of Horrors, Revised, © Games, Inc.; Author Scott Greene, based on original material by
2002, Necromancer Games, Inc.; Author: Scott Greene, based on Philip Masters.
original material by E. Gary Gygax. Jubilex from the Tome of Horrors, Revised, © 2002, Necromancer
Daemon, Piscodaemon from the Tome of Horrors, Revised, © Games, Inc.; Author Scott Greene, based on original material by
2002, Necromancer Games, Inc.; Author: Scott Greene, based on Gary Gygax.
original material by E. Gary Gygax. Kelpie from the Tome of Horrors, Revised, © 2002, Necromancer
Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by
Games, Inc.; Author Scott Greene, based on original material by Lawrence Schick.
Rik Shepard. Korred from the Tome of Horrors, Revised, © 2002, Necromancer
Dark Stalker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by
Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Simon Muth. Leprechaun from the Tome of Horrors, Revised, © 2002,
Death Worm from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on
Necromancer Games, Inc.; Author Scott Greene and Erica original material by Gary Gygax.
Balsley. Magma ooze from the Tome of Horrors, Revised, © 2002,
Decapus from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene.
Necromancer Games, Inc.; Author Scott Greene, based on Marid from the Tome of Horrors III, © 2005, Necromancer
original material by Jean Wells. Games, Inc.; Author Scott Greene.
Demon, Nabasu from the Tome of Horrors, Revised, © 2002, Mihstu from the Tome of Horrors, Revised, © 2002,
Necromancer Games, Inc.; Author Scott Greene, based on Necromancer Games, Inc.; Author: Scott Greene, based on
original material by Gary Gygax. original material by E. Gary Gygax.
Dragon Horse from the Tome of Horrors, Revised, © 2002, Mite from the Tome of Horrors, © 2002, Necromancer Games,
Necromancer Games, Inc.; Author Scott Greene, based on Inc.; Author Scott Greene, based on original material by Ian
original material by Gary Gygax. Livingstone and Mark Barnes.
Dracolisk from the Tome of Horrors, © 2002, Necromancer Mongrelman from the Tome of Horrors, Revised, © 2002,
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Games, Inc.; Author Scott Greene, based on original material by Necromancer Games, Inc.; Author Scott Greene, based on
Gary Gygax. original material by Gary Gygax.
Dust Digger from the Tome of Horrors, Revised, © 2002, Nabasu Demon from the Tome of Horrors, © 2002, Necromancer
Necromancer Games, Inc.; Author Scott Greene, based on Games, Inc.; Author Scott Greene, based on original material by
original material by Gary Gygax. Gary Gygax.
Froghemoth from the Tome of Horrors, © 2002, Necromancer Necrophidius from the Tome of Horrors, Revised, © 2002,
Games, Inc.; Author Scott Greene, based on original material by Necromancer Games, Inc.; Author: Scott Greene, based on
Gary Gygax. original material by Simon Tillbrook.
Forlarren from the Tome of Horrors, Revised, © 2002, Nereid from the Tome of Horrors, Revised, © 2002, Necromancer
Necromancer Games, Inc.; Author Scott Greene, based on Games, Inc.; Author Scott Greene, based on original material by
original material by Ian Livingstone. Gary Gygax.
Giant Slug from the Tome of Horrors, © 2002, Necromancer Pech from the Tome of Horrors, Revised, © 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Games, Inc.; Author Scott Greene, based on original material by
Gary Gygax. Gary Gygax.
Giant, Wood from the Tome of Horrors, Revised, © 2002, Phycomid from the Tome of Horrors, Revised, © 2002,
Necromancer Games, Inc.; Author Scott Greene, based on Necromancer Games, Inc.; Author Scott Greene, based on
original material by Wizards of the Coast. original material by Gary Gygax.
Gloomwing from the Tome of Horrors, Revised, © 2002, Poltergeist from the Tome of Horrors, Revised, © 2002,
Necromancer Games, Inc.; Author Scott Greene, based on Necromancer Games, Inc.; Author Scott Greene, based on
original material by Gary Gygax. original material by Lewis Pulsipher.
Grippli from the Tome of Horrors, Revised, © 2002, Quickling from the Tome of Horrors, Revised, © 2002,
Necromancer Games, Inc.; Author Scott Greene, based on Necromancer Games, Inc.; Author Scott Greene, based on
original material by Gary Gygax. original material by Gary Gygax.
Gryph from the Tome of Horrors, Revised, © 2002, Necromancer Quickwood from the Tome of Horrors, Revised, © 2002,
Games, Inc.; Author Scott Greene, based on original material by Necromancer Games, Inc.; Author Scott Greene, based on
Peter Brown. original material by Gary Gygax.
Hangman Tree from the Tome of Horrors, Revised, © 2002, Rot Grub from the Tome of Horrors, © 2002, Necromancer
Necromancer Games, Inc.; Author Scott Greene, based on Games, Inc.; Author Scott Greene and Clark Peterson, based on
original material by Gary Gygax. original material by Gary Gygax.
Hippocampus from the Tome of Horrors, Revised, © 2002, Russet Mold from the Tome of Horrors, © 2002, Necromancer
Necromancer Games, Inc.; Author Scott Greene and Erica Games, Inc.; Author Scott Greene, based on original material by
Balsley, based on original material by Gary Gygax. Gary Gygax.
Ice Golem from the Tome of Horrors, © 2002, Necromancer Sandman from the Tome of Horrors, Revised, © 2002,
Necromancer Games, Inc.; Author: Scott Greene, based on John Fraser, Jonathon Thompson, Thomas Boxall.
original material by Roger Musson. Even More Random Encounters Remastered © 2012, Purple
Scarecrow from the Tome of Horrors, Revised, © 2002, Duck Games; Author: David Ross.
Necromancer Games, Inc.; Author: Scott Greene, based on
original material by Roger Musson. Pathfinder is a registered trademark of Paizo Publishing, LLC,
Shadow Demon from the Tome of Horrors, © 2002, and the Pathfinder Roleplaying Game and the Pathfinder
Necromancer Games, Inc.; Author Scott Greene, based on Roleplaying Game Compatibility Logo are trademarks of
original material by Neville White. Paizo Publishing, LLC, and are used under the Pathfinder
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Games, Inc.; Author Scott Greene, based on original material by com/pathfinderRPG/compatibility for more information on the
Simon Muth. compatibility license.
Slime Mold from the Tome of Horrors, Revised, © 2002,
Necromancer Games, Inc.; Author Scott Greene, based on
original material by Gary Gygax.
Slithering Tracker from the Tome of Horrors, Revised, © 2002,
Necromancer Games, Inc.; Author Scott Greene, based on
original material by Gary Gygax.
Soul Eater from the Tome of Horrors, Revised, © 2002,
Necromancer Games, Inc.; Author Scott Greene, based on
original material by David Cook.
Spriggan from the Tome of Horrors, Revised, © 2002,
Necromancer Games, Inc.; Author Scott Greene and Erica Balsley,
based on original material by Roger Moore and Gary Gygax.
Tenebrous Worm from the Tome of Horrors, Revised, © 2002,
Necromancer Games, Inc.; Author Scott Greene, based on
original material by Gary Gygax.
Tentamort from the Tome of Horrors, Revised, © 2002,

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Necromancer Games, Inc.; Author Scott Greene, based on
original material by Mike Roberts.
Tick, Giant & Dragon from the Tome of Horrors, Revised, ©
2002, Necromancer Games, Inc.; Author Scott Greene, based on
original material by Gary Gygax.
Troll, Ice from the Tome of Horrors, Revised, © 2002,
Necromancer Games, Inc.; Author Scott Greene, based on
original material by Russell Cole.
Troll, Rock from the Tome of Horrors, Revised, © 2002,
Necromancer Games, Inc.; Author Scott Greene.
Vegepygmy from the Tome of Horrors, © 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by
Gary Gygax.
Wood Golem from the Tome of Horrors, © 2002, Necromancer
Games, Inc.; Authors Scott Greene and Patrick Lawinger.
Yellow Musk Creeper from the Tome of Horrors, © 2002,
Necromancer Games, Inc.; Author Scott Greene, based on
original material by Albie Fiore.
Yellow Musk Zombie from the Tome of Horrors, © 2002,
Necromancer Games, Inc.; Author Scott Greene, based on
original material by Albie Fiore.
Yeti from the Tome of Horrors, © 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by Gary
Gygax.
Zombie, Juju from the Tome of Horrors, Revised, © 2002,
Necromancer Games, Inc.; Author Scott Greene, based on
original material by Gary Gygax.

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