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<blockquote data-quote="Lidgar" data-source="post: 6905156" data-attributes="member: 28334"><p>Here are some non-combat ones:<strong><em></em></strong></p><p><strong><em></em></strong></p><p><strong><em>Dwarf merchants.</em></strong> A dwarf merchant (<strong>veteran</strong>) and 2d4 dwarf <strong>guards</strong>. The merchant has a wagon that is pulled by a <strong>mule</strong>. There is a 50% chance he has any given item listed under Adventuring Gear and a 30% chance he has any given weapon and armor listed in the <em>Players Handbook.</em> He is willing to sell these items at standard prices. </p><p></p><p><strong><em>Elf scouts.</em></strong> A party of 2d4 elf <strong>scouts</strong> led by 1 elf <strong>spy</strong>. The elves are patrolling the area, seeking to slay wandering bands of evil humanoids. The elves do not readily reveal themselves to PCs, instead preferring to observe them from a distance (roll stealth checks versus the PC’s passive perception). However, if there are elves in the party, they will approach cautiously to inquire where the party came from and where they are headed. There is a 50% chance the scouts are carrying 1d4 <strong>potions of healing</strong>, and may be willing to sell them to the party if they express interest in slaying the enemies of elves (such as orcs and goblins). </p><p></p><p><strong><em>Hermit</em></strong><strong>.</strong> A wandering human hermit (<strong>druid</strong>). There is a 50% chance the hermit is mad. If mad, roll on the Indefinite Madness table on page 260 of the <em>Dungeon Master’s Guide</em> to determine how the hermit is afflicted. If not mad, the hermit may assist the party if they are willing to destroy any aberrations they encounter. Assistance may include showing them where local water sources are and safe places to camp as well as casting helpful spells.</p><p></p><p><strong><em>Human patrol</em></strong><strong>.</strong> A patrol of human soldiers consisting of 1 <strong>knight </strong>and 2d4 <strong>guards</strong> mounted on <strong>warhorses</strong>. The soldiers come from the nearest human city/settlement and will ask what business the party has, where they come from and where they are headed. If treated with respect, and if the party indicates they are willing to slay monsters, the patrol may lend 1d3 <strong>guards </strong>to assist the party for 1d4 days.</p></blockquote><p></p>
[QUOTE="Lidgar, post: 6905156, member: 28334"] Here are some non-combat ones:[B][I] Dwarf merchants.[/I][/B] A dwarf merchant ([B]veteran[/B]) and 2d4 dwarf [B]guards[/B]. The merchant has a wagon that is pulled by a [B]mule[/B]. There is a 50% chance he has any given item listed under Adventuring Gear and a 30% chance he has any given weapon and armor listed in the [I]Players Handbook.[/I] He is willing to sell these items at standard prices. [B][I]Elf scouts.[/I][/B] A party of 2d4 elf [B]scouts[/B] led by 1 elf [B]spy[/B]. The elves are patrolling the area, seeking to slay wandering bands of evil humanoids. The elves do not readily reveal themselves to PCs, instead preferring to observe them from a distance (roll stealth checks versus the PC’s passive perception). However, if there are elves in the party, they will approach cautiously to inquire where the party came from and where they are headed. There is a 50% chance the scouts are carrying 1d4 [B]potions of healing[/B], and may be willing to sell them to the party if they express interest in slaying the enemies of elves (such as orcs and goblins). [B][I]Hermit[/I][/B][B].[/B] A wandering human hermit ([B]druid[/B]). There is a 50% chance the hermit is mad. If mad, roll on the Indefinite Madness table on page 260 of the [I]Dungeon Master’s Guide[/I] to determine how the hermit is afflicted. If not mad, the hermit may assist the party if they are willing to destroy any aberrations they encounter. Assistance may include showing them where local water sources are and safe places to camp as well as casting helpful spells. [B][I]Human patrol[/I][/B][B].[/B] A patrol of human soldiers consisting of 1 [B]knight [/B]and 2d4 [B]guards[/B] mounted on [B]warhorses[/B]. The soldiers come from the nearest human city/settlement and will ask what business the party has, where they come from and where they are headed. If treated with respect, and if the party indicates they are willing to slay monsters, the patrol may lend 1d3 [B]guards [/B]to assist the party for 1d4 days. [/QUOTE]
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