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Wilderness Encounters [now with my Keep on the Borderlands encounters]
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<blockquote data-quote="Ashrem Bayle" data-source="post: 471389" data-attributes="member: 3103"><p>Thanks for the info guys. Keep it coming.</p><p></p><p>Here is what I have layed out for my Keep on the Borderlands game:</p><p></p><p></p><p><span style="font-size: 12px"><strong>ENCOUNTERS OUTSIDE THE KEEP</strong></span> </p><p></p><p><strong><u>Random Encounters</u></strong></p><p></p><p><strong>Chance of Encounter</strong></p><p>Daytime: 15% each day</p><p>Nighttime: 25% each night</p><p></p><p>Modifiers:</p><p>+1% per person in group.</p><p>+5% with light source (night)</p><p>+2% per horse</p><p>+5% with carriage</p><p>+5% on road</p><p>-5% in heavy woods</p><p>+5% more than 5 miles away from Keep</p><p>+10% more than 10 miles away from Keep</p><p>+15% more than 30 miles away from Keep</p><p></p><p><u>Standard Encounter - 1d100</u></p><p>1-5 Kobolds 2d4</p><p>6-15 Orcs 1d6</p><p>16-20 Gnolls 1d6</p><p>21-30 Goblins 2d4</p><p>31-35 Hobgoblins 1d6</p><p>36-40 Bugbears 1d4</p><p>41-45 Ogre 1d2</p><p>46-50 Werewolf 1d4</p><p>51-55 Dire Wolf 1d6</p><p>56-60 Brown Bear 1d2</p><p>61-65 Black Bear 1d2</p><p>66-70 Stirge 1d8</p><p>71-75 Owlbear 1</p><p>76-80 Wilderness Accident</p><p>81-90 Any Animal n/a</p><p>90-00 Special see below</p><p></p><p><u>Special - 1d12</u></p><p>1. The Monstrous Cook</p><p>2. A Wagon in Ruins</p><p>3. Storm/Forest Fire</p><p>4. Crazy Druid</p><p>5. Diseased Rabbit</p><p>6. Strange Rock Formation</p><p>7. Ants in his Pants</p><p>8. Cliffside</p><p>9. The Ball of Stone</p><p>10. The Crumbled Farmhouse</p><p>11. Ancient Ship Anchor</p><p>12. Fording the Creek</p><p></p><p><u>Wilderness Accidents – 1d6</u></p><p></p><p>1. Twisted Ankle: Fortitude save (DC: 15) or movement is halved.</p><p>2. Stabbed by branch. (+5 to hit, 1d4 dmg)</p><p>3. Stepped in hole: Fortitude save (DC: 20) or movement is halved.</p><p>4. Fell in water: Reflex (DC:15) to avoid.</p><p>5. Trip and fell: Reflex (DC:15) to avoid 2d4 bludgeoning damage.</p><p>6. Falling tree branch: Reflex (DC:15) to avoid 2d4 bludgeoning damage.</p><p></p><p></p><p><strong>Special Encounters</strong></p><p></p><p><strong>1. The Monstrous Cook</strong></p><p>The PCs discover a hot spring with a rope coming out of it. Searching reveals a cooked goblin and large footprints.</p><p>The footprint belong to an ogre who is wading in a creek trying to spear fish.</p><p></p><p><strong>2. A Wagon in Ruins</strong></p><p>The PCs encounter an old wagon that fell into a pit trap dug by kobolds. The wagon has been hear for years and the kobolds that dug the trap are long gone.</p><p>In the wagon, the PCs find a suit of chainmail +1 beside it lays an old chest the looks to have been beaten pretty bad. It is locked (DC:25) and contains 200gp worth of assorted coins and a letter to Lord Ap’Kalim that reads simply: “The horse is sick. Send more corn. Love Jan” The letter is ten years old.</p><p></p><p><strong>3. Storm/Forest Fire</strong></p><p>A storm sweeps over the land. Winds increase to severe and rain comes down in a downpour (see pg. 87 in DMG).</p><p>The first time this happens, lightning strikes nearby in the forest and starts a forest fire just before the PCs are attacked by a small group of humanoids (roll 2d20 on the Standard Encounter chart.).</p><p></p><p><strong>4. Crazy Druid</strong></p><p>The PCs stumble upon a the forest home of Gargan, the crazed druid. He tries to make them leave his forest and then spies on them in the form of a sparrow.</p><p>If they do anything to harm the forest, he will attack. He follows for three days before giving up.</p><p></p><p><strong>5. Diseased Rabbit</strong></p><p>While in the woods or on the road, the PCs encounter a rabbit dead of Red Ache (see pg. 75 in DMG).</p><p></p><p><strong>6. Strange Rock Formation</strong></p><p>When viewed from a certain angle, a rock formation look like it may have once been carved into the shape of a face.</p><p></p><p><strong>7. Ants in his Pants</strong></p><p>Unless a PC chosen at random makes a Wilderness Lore check (DC:5), he falls to sleep near an ant bed.</p><p></p><p><strong>8. Cliffside</strong></p><p>The PC’s trail is blocked by a 40ft rock wall. Successful climb checks (DC: 15 first 20’, 10 for the last 20’) are needed to bypass. They will have to walk a half mile out of their way to go around.</p><p></p><p><strong>9. The Ball of Stone</strong></p><p>Hidden within a thick batch of trees is a smoothly worked 5’ diameter ball of white and grey marble sitting on a pedestal. The ball emits a hallow spell effect with a permanent bless spell.</p><p>The ball has no markings of any kind.</p><p></p><p><strong>10. The Crumbled Farmhouse</strong></p><p>The PCs stumble across and old burned out farmhouse. Nothing remains except the foundation. A Search check (DC:25) reveals a wooden trap door covered in rubble.</p><p>Inside is the remains of the family who died of starvation trapped below. The father has since become an Allip.</p><p>Inside, the PCs find a shortsword +1 and 5d20gp worth of jewelry and coins.</p><p></p><p><strong>11. Ancient Ship Anchor</strong></p><p>Far away from any civilization, the PCs find an old ship anchor half buried in the ground. There is no clue as to why it is here.</p><p></p><p><strong>12. Fording the Creek</strong></p><p>The PCs come upon a small creek. At is thinnest section, it is 14ft wide and goes to 1ft. deep. The PCs need to find a way across.</p></blockquote><p></p>
[QUOTE="Ashrem Bayle, post: 471389, member: 3103"] Thanks for the info guys. Keep it coming. Here is what I have layed out for my Keep on the Borderlands game: [SIZE=3][b]ENCOUNTERS OUTSIDE THE KEEP[/b][/SIZE] [b][u]Random Encounters[/u][/b] [b]Chance of Encounter[/b] Daytime: 15% each day Nighttime: 25% each night Modifiers: +1% per person in group. +5% with light source (night) +2% per horse +5% with carriage +5% on road -5% in heavy woods +5% more than 5 miles away from Keep +10% more than 10 miles away from Keep +15% more than 30 miles away from Keep [u]Standard Encounter - 1d100[/u] 1-5 Kobolds 2d4 6-15 Orcs 1d6 16-20 Gnolls 1d6 21-30 Goblins 2d4 31-35 Hobgoblins 1d6 36-40 Bugbears 1d4 41-45 Ogre 1d2 46-50 Werewolf 1d4 51-55 Dire Wolf 1d6 56-60 Brown Bear 1d2 61-65 Black Bear 1d2 66-70 Stirge 1d8 71-75 Owlbear 1 76-80 Wilderness Accident 81-90 Any Animal n/a 90-00 Special see below [u]Special - 1d12[/u] 1. The Monstrous Cook 2. A Wagon in Ruins 3. Storm/Forest Fire 4. Crazy Druid 5. Diseased Rabbit 6. Strange Rock Formation 7. Ants in his Pants 8. Cliffside 9. The Ball of Stone 10. The Crumbled Farmhouse 11. Ancient Ship Anchor 12. Fording the Creek [u]Wilderness Accidents – 1d6[/u] 1. Twisted Ankle: Fortitude save (DC: 15) or movement is halved. 2. Stabbed by branch. (+5 to hit, 1d4 dmg) 3. Stepped in hole: Fortitude save (DC: 20) or movement is halved. 4. Fell in water: Reflex (DC:15) to avoid. 5. Trip and fell: Reflex (DC:15) to avoid 2d4 bludgeoning damage. 6. Falling tree branch: Reflex (DC:15) to avoid 2d4 bludgeoning damage. [b]Special Encounters[/b] [b]1. The Monstrous Cook[/b] The PCs discover a hot spring with a rope coming out of it. Searching reveals a cooked goblin and large footprints. The footprint belong to an ogre who is wading in a creek trying to spear fish. [b]2. A Wagon in Ruins[/b] The PCs encounter an old wagon that fell into a pit trap dug by kobolds. The wagon has been hear for years and the kobolds that dug the trap are long gone. In the wagon, the PCs find a suit of chainmail +1 beside it lays an old chest the looks to have been beaten pretty bad. It is locked (DC:25) and contains 200gp worth of assorted coins and a letter to Lord Ap’Kalim that reads simply: “The horse is sick. Send more corn. Love Jan” The letter is ten years old. [b]3. Storm/Forest Fire[/b] A storm sweeps over the land. Winds increase to severe and rain comes down in a downpour (see pg. 87 in DMG). The first time this happens, lightning strikes nearby in the forest and starts a forest fire just before the PCs are attacked by a small group of humanoids (roll 2d20 on the Standard Encounter chart.). [b]4. Crazy Druid[/b] The PCs stumble upon a the forest home of Gargan, the crazed druid. He tries to make them leave his forest and then spies on them in the form of a sparrow. If they do anything to harm the forest, he will attack. He follows for three days before giving up. [b]5. Diseased Rabbit[/b] While in the woods or on the road, the PCs encounter a rabbit dead of Red Ache (see pg. 75 in DMG). [b]6. Strange Rock Formation[/b] When viewed from a certain angle, a rock formation look like it may have once been carved into the shape of a face. [b]7. Ants in his Pants[/b] Unless a PC chosen at random makes a Wilderness Lore check (DC:5), he falls to sleep near an ant bed. [b]8. Cliffside[/b] The PC’s trail is blocked by a 40ft rock wall. Successful climb checks (DC: 15 first 20’, 10 for the last 20’) are needed to bypass. They will have to walk a half mile out of their way to go around. [b]9. The Ball of Stone[/b] Hidden within a thick batch of trees is a smoothly worked 5’ diameter ball of white and grey marble sitting on a pedestal. The ball emits a hallow spell effect with a permanent bless spell. The ball has no markings of any kind. [b]10. The Crumbled Farmhouse[/b] The PCs stumble across and old burned out farmhouse. Nothing remains except the foundation. A Search check (DC:25) reveals a wooden trap door covered in rubble. Inside is the remains of the family who died of starvation trapped below. The father has since become an Allip. Inside, the PCs find a shortsword +1 and 5d20gp worth of jewelry and coins. [b]11. Ancient Ship Anchor[/b] Far away from any civilization, the PCs find an old ship anchor half buried in the ground. There is no clue as to why it is here. [b]12. Fording the Creek[/b] The PCs come upon a small creek. At is thinnest section, it is 14ft wide and goes to 1ft. deep. The PCs need to find a way across. [/QUOTE]
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