When a creatrue type is encountered in the wilderness, generate the details using their entry below. Details include how many of them there are, whether or not their lair is encountered where they will have treasure, or just a wandering group without treasure.
All Treasure is only found where the encounter takes place in a Creature’s “Lair”.
Number Appearing in Outdoor Encounters | % In Lair | Type of Treasure |
---|---|---|
3d10 * 10 | 15% | Various |
There are several categories of Normal Humans:
Bandits
Alignment: 50% chance of Neutrality, 50% chance of Chaos.
Bandits might have a Character with a Vocation as a leader. All leaders with the force will be riding Heavy, barded horses. See Normal Human Leaders for details.
Type | Equipment | Percent of Force |
---|---|---|
Light Foot | Leather Armour & Shield | 40% |
Short Bow | (or Light Crossbow) & Leather Armour | 25% |
Light Horse | Leather Armour & Shield | 25% |
Medium Horse | Chain Mail & Shield | 20% |
Treasure: Type A (Land)
Bandits will each have 2d10 Silver Pieces on them.
They have 1 prisoner per 10 Bandits.
Berserkers
Berserkers will have at least one Fighter as a leader. See Normal Human Leaders for rules on leaders.
Treasure: Type A (Land)
Brigands
Brigands are Normal Humans, but they will have leaders who are Fighters. Brigands will have at least one Fighter as a leader. They will not have Mages or Clerics.
Treasure: Type A (Land)
Brigands will each have 2d10 Silver Pieces on them.
They have 1 VIP prisoner per 20 Brigands.
Dervishes of the Steppes
Dervishes are Normal Humans, but they will have leaders who are Fighters, Mages or Clerics. Dervishes might have a Character with a Vocation as a leader. Additionally led by an 8th to 10th level Cleric. See Normal Human Leaders for details.
The rest of their force will be composed of:
Treasure: Type A (Desert)
Dervishes of the Desert
Dervishes are Normal Humans, but they will have leaders who are Fighters, Mages or Clerics.
Dervishes might have a Character with a Vocation as a leader. Additionally led by an 8th to 10th level Cleric. See Normal Human Leaders for details.
The rest of their force will be composed of:
Dervishes of the Desert encampments will be guarded by an additional (1d3 +
Treasure: Type A (Desert)
Nomads of the Steppes
Alignment: 50% chance of Neutrality, 50% chance of Chaos.
Nomads are Normal Humans, but they will have leaders who are Fighters, Magic Users or Clerics.
Nomads might have a Character with a Vocation as a leader. See Normal Human Leaders for details.
The rest of their force will be composed of:
Treasure: Type A (Desert)
They each have 5d6 Silver Pieces on them.
They have 1 prisoner per 25 Nomads.
Nomads of the Desert
Alignment: 50% chance of Neutrality, 50% chance of Chaos.
Nomads are Normal Humans, but they will have leaders who are Fighters, Magic Users or Clerics.
Nomads might have a Character with a Vocation as a leader. See Normal Human Leaders for details.
The rest of their force will be composed of:
Nomads of the Desert encampments will be guarded by an additional (1d3 + 1)
Treasure: Type A (Desert)
They each have 5d6 Silver Pieces on them.
They have 1 prisoner per 25 Nomads.
Buccaneers
Buccaneers are water-going humans.
Buccaneers are Normal Humans, and they will have leaders who are Fighters, Mages or Clerics. Buccaneers might have a Character with a Vocation as a leader. See Normal Human Leaders for details.
Alignment: 50% chance of Neutrality, 50% chance of Chaos.
Composition of force:
Treasure: Type A (Water)
Buccaneers will each have 2d6 Gold Pieces on them.
Pirates
Pirates are water-going humans.
Pirates are Normal Humans, and they will have leaders who are Fighters, Mages or Clerics. Pirates might have a Character with a Vocation as a leader. See Normal Human Leaders for details.
Composition of force:
Treasure: Type A (Water)
Pirates will each have 2d6 Gold Pieces on them.
They have 1 prisoner per 10 Pirates.
Cavemen
Cavemen are Normal Humans. They have no special leader Vocations.
Cavemen have no treasure.
Merfolk
They will have leaders who are Fighters.
Merfolk will have at least one Fighter as a leader. They will not have Mages or Clerics. See Normal Human Leaders for rules on leaders.
Composition of force:
Treasure: Type A (Water)
Merfolk have treasure only underwater in their “Lair”.
Some Normal Humans will have a Character with a Vocation as their leader(s).
The following types of Normal Human will have Fighters, and possibly Mages or Clerics:
The following types of Normal Human will have Fighters as leaders only:
Cavemen will not have a Character with a Vocation as leaders.
For every 30 humans there will be one 4th level Fighter in addition.
For every 50 humans there will be an additional 5th or 6th level Fighter. Roll 1d6 to determine it’s level:
1d6 Roll | Fighter Level |
---|---|
1 to 3 | 5 |
4 to 6 | 6 |
For every 100 humans there will be an additional 8th or 9th level Fighter. Roll 1d6 to determine it’s level:
1d6 Roll | Fighter Level |
---|---|
1 to 3 | 8 |
4 to 6 | 9 |
If there are from 200 to 299 humans inclusive, then there is a chance of there being a Mage and/or a Cleric in addition. Roll once for each on the following tables to determine if present, and their level if so:
1d12 Roll | Mage (Level) |
---|---|
1 to 6 | No |
7 to 10 | Yes (Level 10) |
11 or 12 | Yes (Level 11) |
1d4 Roll | Cleric (Level) |
---|---|
1 to 3 | No |
4 | Yes (Level 8) |
If there are exactly 300 humans then there will be a Mage, and a chance of a Cleric in addition. roll once each on the following tables:
1d6 Roll | Mage Level |
---|---|
1 to 4 | 10 |
5 or 6 | 11 |
1d4 Roll | Cleric (Level) |
---|---|
1 or 2 | No |
3 or 4 | Yes (Level 8) |
For each human leader there is a chance of them having magic items.
Magic Item % Chance = 5 * their level.
Each leader Vocation has 3 categories of potential magic item.
For each leader Roll a d100 for each of the 3 categories. If the result of each roll is less than their Magic Item Chance number then they have a magic item in that category.
To find which item, roll 1d100 on the specified magic item table for the category in question.
Vocation | Magic Item Categories |
---|---|
Fighter | Sword, Armour, and Shield |
Mage | Wands and Staves, Ring, and Miscellaneous Magic |
Cleric | Miscellaneous Weapons*, Armour, and Shield |
*If you roll an edged weapon on the Miscellaneous Weapons table, instead go to the Wands and Staves table and roll again. If the result on the Wands and Staves table is not usable by Clerics then there is no item in this category after all.
Number appearing in Wilderness encounters: 4d10 * 10
50% chance in lair.
Treasure in lair: 1d6 Gold per Goblin
Composition of Force:
When in their lair there will be a Goblin King. The Goblin King will be surrounded by 5d6 Hobgoblin guards.
Number appearing in Wilderness encounters: 4d10 * 10
50% chance in lair.
Treasure in lair: 1d6 Gold per Kobold
Composition of Force:
When in their lair there will be a Kobold King. The Kobold King will be surrounded by 5d6 Kobold King’s Guards.
Number appearing in Wilderness encounters: 3d10 * 10
50% chance in lair
Treasure type in lair: Type D
The referee must decide the number of different factions of Orcs.
Generate a random number whenever Orcs are encountered telling which tribe they belong to.
If Orcs are encountered in an area which is part of a regular campaign map their location and tribal affiliation should be recorded. Other Orcs located in the same general area will be of the same tribe.
Orcs might attack Orcs of a different faction on sight.
If they are under the command of a stronger Creature. Roll 1d6, score of 4 to 6 means they attack the other tribe.
If they are not under the command of a stronger Creature they will always attack the other tribe.
When found in their lair it will be either a cave complex or a village determined by rolling on the following table:
1d6 Roll | Lair Type |
---|---|
1 to 4 | Cave complex |
5 or 6 | Village |
The cave complex will be guarded by sentries.
A village will be protected by a ditch and palisade defence, 1 light catapult per 50 Orcs, and a high central tower.
Orcs in either lair might have leader Characters or protector Creatures.
Roll 1d100 on the table below for each type of Creature or Character Vocation applicable to the lair type. A score less than the percentage shown (per the number of Orcs) means the Creature or Character is present in the lair:
Creature or Character | Cave Complex | Village |
---|---|---|
Fighter | Not applicable | 25% per 100 Orcs |
11th level Mage | Not applicable | 10% per 100 Orcs |
Dragon | 10% per 100 Orcs | Not applicable |
1d6 Ogres | 10% per 50 Orcs | 15% per 50 Orcs |
1d4 Trolls | 10% per 100 Orcs | Not applicable |
Determine the level of each Fighter by rolling on the following table:
1d6 Score | Fighter Level |
---|---|
1 or 2 | 7 (Champion) |
3 or 4 | 8 (Superhero) |
5 or 6 | 9 (Lord) |
Orcs will defend their lair until they are outnumbered by 3 to 1.
If found not in their lair roll 1d100. If the result is under 50 then the Orcs are escorting a wagon train.
There will be 1d8 wagons.
Each wagon will be carrying 2d6 * 100 Gold Pieces.
Each wagon will also have 10 Orcs guarding it.
The train is led by either a Fighter or Mage. Determine which Vocation and level by rolling 1d12 on the following table:
1d12 Result | Vocation | Level |
---|---|---|
1 | Fighter | 7 (Champion) |
2 to 4 | Fighter | 8 (Superhero) |
5 or 6 | Fighter | 9 (Lord) |
7 | Mage | 9 (Sorcerer) |
8 to 10 | Mage | 10 (Necromancer) |
11 or 12 | Mage | 11 (Wizard) |
Number appearing in Wilderness encounters: 2d10 * 10
30% chance in lair
Treasure type in lair: Type D
Composition of Force:
When in their lair there will be a Hobgoblin King. The Hobgoblin King will be surrounded by 1d3 + 1 Hobgoblin Kings Guards.
Number appearing in Wilderness encounters: 2d10 * 10
30% chance in lair
Treasure type in lair: Type D
Composition of Force:
When in their lair there will be a Gnoll King. The Gnoll King will be surrounded by 1d4 Gnoll Kings Guards.
Number appearing in Wilderness encounters: 3d6
30% chance in lair
Treasure in lair: 1,000 Gold Pieces + Type C
When encountered outside their lair they will carry 1d6 * 100 Gold Pieces each.
Number appearing in Wilderness encounters: 2d6
50% chance in lair
Treasure type in lair: Type D
Number appearing in Wilderness encounters: 1d8
30% chance in lair
Treasure in lair: 5,000 Gold Pieces + Type E
Wandering Giants will carry 1d6 * 1000 Gold Pieces is a large sack.
Roll 1d10 on the following table to randomly determine which type appears:
1d10 Result | Giant type | Lair |
---|---|---|
1 to 6 | Hill | Cave |
7 | Stone | Cave |
8 | Frost | Castle |
9 | Fire | Castle |
10 | Cloud | Castle |
If the Giant’s lair is a castle, roll 1d100, and on a 50+ they have Creatures guarding the castle.
The type and number of Creature guards are determined by rolling 1d6 on the following table:
1d6 Result | Creature Type | Quantity |
---|---|---|
1 to 4 | Hydra | 1 with 1d6 + 4 heads |
5 or 6 | Wolves | 6d6 |
Number appearing in Wilderness encounters: 3d10
Never have a lair.
Do not have treasure of their own.
Found near graveyards, forsaken places, and Underworlds, and as guards of some items.
Number appearing in Wilderness encounters: 3d10
Never have a lair.
Do not have treasure of their own.
Found near graveyards, forsaken places, and Underworlds, and as guards of some items.
Number appearing in Wilderness encounters: 2d12
20% chance in lair
Treasure in lair: Type B
Number appearing in Wilderness encounters: 2d12
60% chance in lair
Treasure in lair: Type B
Number appearing in Wilderness encounters: 2d8
20% chance in lair
Treasure in lair: Type E
Number appearing in Wilderness encounters: 1d12
30% chance in lair
Treasure in lair: Type D
Number appearing in Wilderness encounters: 1d8
25% chance in lair
Treasure in lair: Type E
Number appearing in Wilderness encounters: 1d6
20% chance in lair
Treasure in lair: Type F
Number appearing in Wilderness encounters: 1d8
35% chance in lair
Treasure in lair: Type D
Number appearing in Wilderness encounters: 1d6
40% chance in lair
Treasure in lair: Type F
Number appearing in Wilderness encounters: 1d4
75% chance in lair
Treasure in lair: Type F
Number appearing in Wilderness encounters: 1d4
50% chance in lair
Treasure in lair: Type E
Number appearing in Wilderness encounters: 1d4
25% chance in lair
Treasure in lair: Type D
Number appearing in Wilderness encounters: 1
25% chance in lair
Treasure in lair: Type B
Number appearing in Wilderness encounters: 1d4
50% chance in lair
Treasure in lair: Type F
Number appearing in Wilderness encounters: 1d6
60% chance in lair
Treasure in lair: Type E
Number appearing in Wilderness encounters: 1d4
60% chance in lair
If two Dragons are encountered they will be a mated pair.
If three or four Dragons are encountered they will be a family group.
Number Appearing | Maturity |
---|---|
1 | Roll on Maturity and Age Tabel |
2 | Roll for Adult, Old, or Very Old |
3 | 2 Adult parents, 2 Young children |
4 | 2 Adult parents, 2 Young children |
1d6 Result | Maturity | Age in Years | Treasure in lair |
---|---|---|---|
1 | Very Young | 1 to 5 | None |
2 | Young | 6 to 15 | None |
3 | Adolescent | 16 ta 25 | Type H1 |
4 | Adult | 26 to 75 | Type H2 |
5 | Old | 76 to 100 | Type H2 |
6 | Very Old | over 100 | Type H3 |
The Colour of the Dragon(s) are dictated by the geography of the encounter, and the Colour dictates some aspects of the dragon.
There is a chance the Dragon(s) will be sleeping when it is encountered.
There is a chance the Dragon(s) will be able to talk.
Look up the Dragon Colour and associated properties by Geography on the following table:
Geograpy | Colour | Sleeping | Able to Talk |
---|---|---|---|
Tundra or Cold lands | White | 60% | No |
Swamp or Marshes | Black | 50% | 40% |
Woods or Forests | Green | 40% | 55% |
Deserts or Xeric lands | Blue | 30% | 70% |
Mountains or Hills | Red | 20% | 85% |
anywhere | Gold | 10% | 100% |
If a Dragon can talk, there is a chance it can use magic depending on it’s Colour If so, it will only be able to use magic of certain level(s):
Colour | Chance of being Mage Level | of Spells |
---|---|---|
Black | 5% | 1st |
Green | 10% | 1st and 2nd |
Blue | 15% | 1st and 2nd |
Red | 15% | 1st through 3rd |
Gold | 100% | Depends on Maturity |
Roll for the size of each dragon:
1d10 | Size |
---|---|
1 or 2 | Small |
3 to 8 | Medium |
9 or 10 | Large |
Very Young and Young Dragons have no treasure.
Adolescent Dragons have half the amount of treasure. Add Treasure Type for this
Very Old Dragons have double the amount of treasure.Add Treasure Type for this
Number appearing in Wilderness encounters: 2d10
25% chance in lair
Treasure in lair: Type C
Groups of Lycanthropes are either packs or family packs.
Packs are from 2 to 4. Family packs are from 5 to 8.
Groups of from 8 to 20 are more likely to be packs (two-thirds) than several family packs (one-third).
A family pack will consist of two adults and the balance of young of varying age (one-half to nine-tenths grown).
If the young are attacked the female adult will fight at triple value for four melee rounds, but thereafter drop to one-half value.
If an adult female is attacked its mate in the family pack will fight at double value thereafter.
When adults are killed all young under nine-tenths grown will be subdued, those of nine-tenths growth will fight until dead.
Anyone seriously wounded by Lycanthropes (50% of total possible damage) will be infected and themself become the same type of Lycanthrope within 2 to 24 days unless they are given a Cure Disease spell by a Cleric.
Number appearing in Wilderness encounters: 2d10
15% chance in lair
Treasure in lair: Type C
Number appearing in Wilderness encounters: 2d10
15% chance in lair
Treasure in lair: Type C
Number appearing in Wilderness encounters: 2d10
15% chance in lair
Treasure in lair: Type C
Number appearing in Wilderness encounters: 2d10
15% chance in lair
Treasure in lair: Type C
Number appearing in Wilderness encounters: 1d4
25% chance in lair
Treasure in lair: Type D
Number appearing in Wilderness encounters: 1d8
10% chance in lair
Treasure in lair: Type C
Number appearing in Wilderness encounters: 2d10
05% chance in lair
Treasure in lair: Type A
Centaurs’ lairs are hidden glens where their females and young are and where their treasure is hidden.
In the lair (glen) will be found 1d6 additional males, twice as many females as males, and young equal to the number of males.
Females are not armed and will not fight, and the young are also non-combatant, except in life-and-death situations.
Number appearing in Wilderness encounters: 1d4
No chance in lair
Treasure in lair: None
Number appearing in Wilderness encounters: 1d10 * 10
Always in lair
Treasure in lair: Type B
Number appearing in Wilderness encounters: 1d10 * 10
25% chance in lair
Treasure in lair: Type C
Number appearing in Wilderness encounters: 1d6
20% chance in lair
Treasure in lair: Type D
Number appearing in Wilderness encounters: 4d10 * 10
60% chance in lair
Treasure in lair: Type C
Number appearing in Wilderness encounters: 4d10 * 10
50% chance in lair
Treasure in lair: Type G
Dwarves can have any number of domesticated Wolves that the referee deems suitable.
They have one Dwarf Fighter for every 40 Dwarves.
For Dwarves encountered not in their lair, roll 1d6 for each Fighter’s level.
For Dwarves encountered in their lair, the level of each Dwarf Fighter will instead be according to 1d6 rolled on the following table:
1d6 Result | Fighter Level |
---|---|
1 or 2 | 3 |
3 or 4 | 4 |
5 | 5 |
6 | 6 |
For each of a Dwarf Fighter’s levels there will be a 10% chance that they will have one item from each of these three categories: magic shield, magic armour, and magic weapon.
Per the Fighter’s level, roll once for each of the following categories of magic item: magic shield, magic armour, and magic weapon. If you roll under Chance, the fighter has that category of magic item.
Fighter Level | Magic Chance |
---|---|
1 | 10% |
2 | 20% |
3 | 30% |
4 | 40% |
5 | 50% |
6 | 60% |
If a Fighter has a magic weapon, roll 1d6 on the table below to determine which:
1d6 Result | Magic Weapon |
---|---|
1 to 4 | Magic Sword |
5 or 6 | Magic War Hammer |
NOTE: Which Armour, Shield, or Hammer is not specified, nor can it be unambiguously determined from the Treasur tables. The Sword could safely be assumed to be determiend by the SWORD table at the beginnig of the Treasure section however.
Number appearing in Wilderness encounters: 3d10 * 10
25% chance in lair
Treasure in lair: Type E
Half of the Elves will be Elf Archers, the other half will Elf Spearfighters
There are two sorts of Elves Woodland Elves and the remote Meadowland Elves. Flavour only. No mechanic.
For every 50 Elves there will be one that is a Fighter and Mage. Their Fighter level and Mage level is determined by rolling for each on the tables below. What are they armed with? No magic items? Why mention magic weapon damage?
1d6 | Mage Level |
---|---|
1 or 2 | 2 |
3 | 3 |
4 | 4 |
5 or 6 | 5 |
1d4 | Fighter Level |
---|---|
1 or 2 | 2 |
3 | 3 |
4 | 4 |
For every 100 Elves there will be a Hero (4th level Fighter) and Warlock (8th level Mage) Elf. What are they armed with? No magic items? Why mention magic weapon damage?
Number appearing in Wilderness encounters: 2d10
No chance in lair
Treasure in lair: None
Only appear in forests and woodlands.
Number appearing in Wilderness encounters: 1d12
No chance in lair
Treasure in lair: None
Number appearing in Wilderness encounters: 2d8
No chance in lair
Treasure in lair: None
Number appearing in Wilderness encounters: 1d20
20% chance in lair
Treasure in lair: I
If an encounter is made when Rocs are in their lair, which is their nest, there is a 50% chance there will be 1d6 young therein (eggs, chicks, or fledglings).
Adults are always hostile if there are young in the nest.
Their reaction to Chaos and Neutral creatures is alwalys hostile.
Their reaction to Lawful characters who do not attempt to approach too close is either friendly, or to ignore them. Roll 1d100 on the following table:
1d100 | Reaction |
---|---|
80% | Ignore |
20% | Friendly |
Young Rocs can be tamed and taught to serve as steeds.
Number appearing in Wilderness encounters: 2d8
10% chance in lair
Treasure in lair: E
In their wild state Griffons will attack anyone nearby.
Number appearing in Wilderness encounters: N/A
No chance in lair
Treasure in lair: None
They are created by the spell “Invisibel Stalker”
Number appearing in Wilderness encounters: 1
No chance in lair
Treasure in lair: None
Number appearing in Wilderness encounters: 1
No chance in lair
Treasure in lair: None
Number appearing in Wilderness encounters: 1
No chance in lair
Treasure in lair: None
Number appearing in Wilderness encounters: 1
No chance in lair
Treasure in lair: None