Thread: Duchy of Dran
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Old 09-03-2018, 07:06 AM   #15
Cas Liber
 
Join Date: Sep 2018
Default Re: Duchy of Dran

Gargoyle Mountains: Settled in some parts, wild and dangerous in others, inhabitants include isolated tribes of neanderthals as well as, naturally, gargoyles and trolls. Gryphon eyries attract intrepid (or greedy) adventurers.

Gargoyle Mountains Encounter Table
3: a large roc
4: a small roc
5: 1d3 giant eagles
6: 2 wild gryphons
7: dwarven mining crew *
8: 1d3 wyverns
9: 2d6+1 cavewights
10: dwarven patrol *
11: 1d6 trolls
12: a band of gargoyles *
13: a band of neanderthals *
14: a hungry cave bear
15: 1d6 cyclopes
16: a monstrous nightgaunt (roll 3 dice + 6 for ST, 3 dice for DX, 3 dice for IQ)
17: 1d2 7-hex red dragons
18: a 14-hex red dragon

* a dwarven mining crew comprises 2d6+2 miners (ST 11 DX 13(11) IQ 8 weapons: mining picks (1+3) and small axes (1+3) for throwing, wearing cloth armour with large shields(1/3).Talents: thrown weapons, running) and Bedrock, their foreman/spokesman (ST 12 DX 15(12) IQ 10 weapon fine (+1 DX) military pick (2+1),wears leather & large shield (2/4) also has $400 rough cut diamond & an invisibility potion (up to $4000 if cut finely)Talents: recognize value, business sense, charisma, new followers) & his bodyguard Boswell, a 6' 4'' human who was raised as a dwarf and is intensely loyal to them (ST 16 DX 9 IQ 9 has a BIG sword (3+1), loincloth (2-warrior & veteran) Talent: alertness). Depending on a reaction roll, many outcomes may be possible. The crew may feel like resorting to a little banditry to boost their incomes or bartering with intent to rip off (Bedrock has some Fool's Gold which he can attempt to pass off as a nugget or two. A 5/IQ roll will see through this, 4/IQ for a dwarf or someone with recognize value, 3/IQ for alchemist or goldsmith. His excuse for trading is to divide them up between his group who he says re going separate ways) if a bad reaction roll is made. A good reaction roll may mean more honest bartering; the group also has 4 $300 nuggets. Any fighting that fares badly will see Bedrock fleeing by using his potion. If this happens, the adventurers will have made an implacable enemy who may form a band to track them down for revenge.

* a dwarven patrol consists of 2d6+2 doughty warriors (ST 11 DX 13(10) IQ 8 wielding maces (2) & small throwing axes(1+3), wearing leather & large shields (2/4) Talents: thrown weapons, running), a dwarf wizard (ST 10 DX 13(12) IQ 12 wielding staff (1), wearing cloth armour & small shield(1/2) Spells: freeze, mage sight, break weapon, rope, sleep, summon bear, staff to snake, analyze magic/ literacy, human, shield) & dwarven commander (ST 13 DX 15 (11/14) IQ 10 wielding a flail(2+2) & light crossbow (2), wearing chainmail & large shield (3/5) Talents: missile weapons, tracking, alertness)

*a band of gargoyles will contain 1d6+1 of them. There is a 2 in 6 chance of one being a wizard(ST 16 DX 11 IQ 10 Spells: trip, far vision, detect enemies, drop weapon, avert, magic fist / literacy, human, thrown weapons).

*a band of neanderthals consists of 1d6+3 braves (ST 16 DX 10 IQ 7 wielding clubs (1+3) or flint knives to use in HTH combat (1+3), wearing skins(1)) & their leader (ST 18 DX 10 IQ 9 wielding a great maul (1+5) and a flint knife (1+4 in HTH), wearing heavy hides(4) Talents: alertness, warrior, veteran, tracking (inherent)
There is a 2 in 6 chance this encounter will also include a neanderthal shaman (ST 16 DX 10 IQ 8) dressed in bizarre skins with a mammoth skull as headdress. He maintains actual contact with the Spirit World, and his deity has granted him one spell-like power summon bear.
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