Friday 22 January 2016

Keoland Region, Empire of Keoland

Random Encounter Tables of Greyhawk
Sheldomar Valley:
Sheldomar Valley Map
SELECT Subregion Encounter Tables
Western Mountain Rim Bissel
  Geoff
  Gran March
  Keoland
  Sterich
  Yeomanry
Ulek County of Ulek
  Duchy of Ulek
  Principality of Ulek
Valley of the Mage Valley of the Mage
Orcish Empire of the Pomarj The Pomarj
Hills Drachensgrab, Stark Mounds, and Tor Hills
  Good Hills, Little Hills,
and Lorridges
Marsh and Water Hool Marshes and Rushmoor
  Azure Sea and Jerlea Bay
Woodlands
Axe Wood & Silverwood
  Dim Forest
  Dread Wood
  Hornwood
  Oytwood
  Suss Forest
  Eastern Welkwood
Mountains Barrier Peaks, Crystalmist Mountains and the Jotens
  Lortmils
Western Mountain Rim
Bissel

------
------
------
------
------
------
------
------
------
------
------
------
------
------
------
01-04
05
------
06-10
11-20
21-24
25-28
29
------
------
30-32
------
------
------
33-00
Geoff

01
------
02-04
------
05-08
09-19
------
20-22
23-24
------
25-28
29-30
------
------
------
31-40
41-43
------
------
------
------
44-45
46
------
------
------
47-51
52-56
57-58
59-00
Gran
March

01-04
05-06
07
------
------
------
------
------
------
08-12
------
------
------
------
------
13-17
18
------
19-23
24-40
41-50
51-53
54-55
------
56-57
------
58-60
61
------
62-00
Keoland

01
------
02
03-09
------
------
------
------
------
10-14
------
------
15
16-17
18-19
20-25
26-28
------
29-33
34-50
51-60
61-65
66-67
68
69-70
------
71
72
------
73-00
Sterich

------
01-02
03
------
04
05-07
08
09
------
------
10-14
15-16
------
------
------
17-29
30-32
33-34
35-37
38-39
40-43
44-45
46-48
------
------
------
49-53
53-57
58
59-00
Yeomanry

01-03
04
05-08
------
------
09
10
------
------
------
------
------
11
12-13
14-16
17-25
26-27
------
28-30
31-36
37-45
46-50
51
52
53-55
------
56-60
61-62
63
64-00
Encounters

Dwarves
Dwarves, Mountain
Elves, High
Elves, Sylvan
Ettins
Giants, Hill
Giants, Fire
Giant-kin, Formorians
Giant-Kin, Spriggans
Gnomes
Gnolls
Gnolls and Flinds
Halflings, Hairfeet
Halflings, Stouts
Halflings, Tallfellows
Humanoids
Men, Bandits(1)
Men, Cavemen(2)
Men, Farmers/herders
Men, Merchants
Men, Patrol
Men, Patrol, Superior(3)
Men, Patrol, Warband(3)

Men, Slavers(4)
Men, Tribesmen(5)
Ketite Men, Pilgrims
Ogres
Orcs
Trolls
Standard Encounter Tables
Notes:
(1) 80% likely to be "freedom fighters" in Geoff; 
(2) In hexes bordering on hills; 
(3)  Raiding party of "freedom fighters"  in Geoff; 
(4) From the Sea Princes;
(5)  in surrounds of hills (or marshmen in Keoland).
Ulek
County of Ulek
Duchy of Ulek
Principality of Ulek
Encounters
------
------
01-05
Dwarves
------
------
06-17
Dwarves, Mountain
01
01-06
18
Elves, High
------
07-09
19
Elves, Sylvan (wood)
02-06
10-14
20-21
Gnomes
07-08
------
------
Halflings, Hairfeet
09-10
------
22-23
Halflings, Stouts
11-12
------
------
Halflings, Tallfellows
------
------
24-29
Humanoids
13-16
15-18
30-34
Men, Bandits
17-30
19-32
------
Men, Merchants
------
33-34
35-44
Men, Pilgrims
31-32
35-36
45-46
Men, Tribesmen (1)
------
------
47-52
Orcs
------
------
53-56
------
------
57-59
------
37-38
------
33-41
39
60-63
41
------
64-65
------
------
66-67
43-00
40-00
68-00
Notes
(1) Hillsmen in County and Duchy
Valley of the Mage
Valley of the Mage
01-02
03-12
13-17
18-22
23-24
25-26
27-28
29-33
34-36
37-38
39-00
Encounters
Baboon, Banderlog
Elf, Valley
Gnomes
Humanoids
Korred
Men, Bandits
Men, Cavemen (1)
Men, Tribesmen (Tree people)
Patrol, Elven (Valley Elves)
Patrol, Men

Use Standard Encounter Tables
Notes:
(1) Within 10 miles of mountains.
Orcish Empire of the Pomarj
Orcish Empire of the Pomarj
01-02
03-04
05
06-07
08
09-15
16-18
19-21
22-23
24-25
26
27
28-40
41-45
46-00
Encounters
Bugbears
Dragonnels
Giants, Hill
Gnolls
Gnolls and Flinds
Goblins
Hobgoblins
Kobolds
Men, Bandits
Norkers
Ogres
Ogres and Orcs
Orcs
Orcs and Orogs
Use Standard Encounter Tables
Hills
Drachensgrab, Stark Mounds, and Tor Hills
01-02
03-04
05-07
08
------
09-25
26-29
------
30-32
33-36
37-38
39-45
46-49
------
------
50-00
Good Hills, Little Hills,
and Lorridges

01-12
13-28
------
------
29-33
------
34-37
38-40
41-47
------
------
------
------
48-60
61-65
66-00
Encounters

Dwarves (1)
Giants, Hill
Gnolls
Gnomes
Halflings, Stouts
Humanoids
Men, Bandits
Men, Herders
Men, Tribesmen (Hillsmen)
Ogres
Trolls
Humanoids/Tyrgs(2)
Exotic Monsters/reroll(3)
Gnomes/Men, Herders(4)
Dwarves(5)
Standard Encounter Tables
Notes:
(1)Mountain Dwarves in the Drachensgrab Hills, reroll in the Tors. 
(2)Tyrgs in the Tors, Humanoids in the others. 
(3) In Drachensgrab 1d6:  1=chimera, 2=gorgimera, 3=cockatrice, 4=hippogriff, 5=wyvern, 6=dragonnel.  In the Tors and Stark Mounds Reroll. 
(4) Gnomes in the Good Hills and Lorridges, Herders in the Little Hills. 
(5) Exiles from Sterich and Geoff.
Marsh and Water
Hool Marshes and Rushmoor
01-05
06-12
13-20
21-25
26-30
31-35
36-40
41-45
46-00
Encounters
Crocodile
Frog, giant
Lizard Men
Men, tribesmen (1)
Toad, Poisonous
Troglodyte
Lizard Men/Lizard Men (2)
Yuan-ti/Otyughs
Use Standard Encounter Tables
Notes: 
(1) Marshmen. 
(2) 75% likely to be led by a Lizard King in the Hool Marsh. 
(3)Yuan-ti in the Hool Marsh, Otyughs in the Rushmoor.
Azure Sea and Jerlea Bay
01-10
11-15
16-25
26-35
36-40
41-00
Encounters
Merrow/Sea Lions (1)
Scrags/Kraken (2)
Men, Buccaneers/Pirates
Men, Merchant Sailors
Men, Sailors (Patrol)
Use Standard Encounter Tables
Notes: 
(1)  Merrow in the Azure/ Sea Lions in Jerlea Bay. 
(2)  Scrags or Kraken in the Azure, Kraken in Jerlea Bay.
Forests and Woodlands
Axe Wood Silverwood
------
------
------
01-20
------
------
------
21-23
------
24-25
26
------
------
------
------
------
------
27-28
29
------
------
------
------
------
30-32
33-39
------
40-42
------
43-00
Dim
Forest

------
------
------
01-08
------
------
------
------
09-14
------
------
15-22
23-25
------
------
------
26-28
29-32
33-34
35-38
39-40
------
------
------
------
------
------
------
------
41-00
Dread Wood
------
01-02
------
03-14
15-17
------
------
18-20
------
21
22-24
25-34
------
------
------
35-37
------
38-42
43-44
------
------
------
45-47
------
------
48-50
51-52
------
------
53-00
Hornwood

------
------
------
01-08
------
09-12
------
13-14
------
------
------
15-24
------
------
------
------
25-30
31-36
37-39
40-47
48-54
55-57
------
------
------
------
------
------
------
58-00
Oytwood

------
------
------
01-05
------
06
------
07-09
------
------
------
10-20
------
------
------
------
21-23
24-27
28-29
30-36
37-42
------
------
------
------
------
------
------
------
43-00
Suss
Forest

------
------
------
01-02
03-05
------
06-10
11
------
------
------
12-20
21-23
------
------
------
24-28
------
------
------
------
------
------
29-35
------
------
------
------
------
36-00
Eastern Welkwood
01
------
02-03
04-08
09
------
10-11
12
------
------
------
13-20
21-28
29-30
31-45
------
46-50
------
------
51-54
------
------
------
55-56
------
------
------
------
57
58-00
Encounters

Brownies
Bugbears
Centaurs
Elves, Sylvan (Wood)
Ettercaps
Giants, Hill
Gnolls
Gnomes
Goblins
Halflings (various)
Kech
Humanoids
Men, Bandits
Men, Merchants
Men, Woodsmen
Ogres
Orcs
Patrol, Elven
Patrol, Elven, Superior
Patrol, Men (1)
Patrol, Men, Superior
Patrol, Men, Warband
Patrol, Men, Woodsmen

Plant, Carnivorous(2)
Sprites (3)
Treants
Trolls
Unicorns
Werebears (4)
Use Standard Tables
Notes:
(1)Milita in the Welkwood. 
(2) 1d6 1-2=choke creeper, 3-5=hangman tree, 6=Kampfult. 
(3)Atomies or Grigs (50-50), in Axewood only. 
(4)50% likely to be accompanied by 1d4+2 rangers levels 1d6+2.
Mountains
Barrier Peaks, Crystalmist Mountains and the Jotens
01-04
05-08
09-15
16-20
21-35
36-38
39-42
43-48
49-52
52-00
Encounters
Dwarves, Mountain
Giants, Frost
Goiants, Hill
Giants, Stone
Humanoids
Men, Cavemen
Men, Tribesmen
Ogres
Trolls
Use Standard Encounter Tables

Lortmils
01-04
05-12
13-23
24-31
32-36
37-40
41-44
45-49
50-54
55-57
58-59
60-61
62-00
Encounters
Aarakocra
Dwarves
Dwarves, Mountain
Gnomes
Halflings, Hairfeet/Stouts
Humanoids
Men, Bandits
Men, Tribesmen (Mountaineers)
Patrol, Dwarven
Patrol, Dwarven Veterans
Patrol, Gnomes
Patrol, Men

Use Standard Encounter Tables



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Empire Of Iuz

Random Encounter Tables of Greyhawk
The Empire of Iuz:
The Empire of Iuz Map
SELECT Subregion Encounter Tables
Countries Bandit Kingdoms
  Horned Society
  Lands of Iuz
  Occupied Shield Lands
  The Barrens
  Occupied Tenh
Forest Areas Eastern Vesve Forest
  Fellreev Forest
  The Tangles
  Forlorn Forest
Other Areas Bluff Hills & Howling Hills
  Rift Canyon
  Whyestil Lake
Countries
Bandit
Kingdoms
Horned
Society
Lands of
Iuz
Occupied
Shield Lands
The Barrens
Occupied
Tenh
Encounter
01
------
------
------
------
------
Bugbears
------
------
------
------
01
------
Centaurs
------
------
------
------
------
01
Dwarves
------
01-02
03
01
------
------
Flinds
------
------
04
------
------
------
Giants, Hill
------
------
05-08
------
02-05
------
Giant-kin, Formorian
02-03
03-04
------
02
------
------
Gnolls
04
05
09-11
------
06
------
Gnolls and Flinds
05-10
06-08
12-14
03-05
07-09
02
Goblins(1)
11-12
09-20
15-16
06-09
------
03-04
Hobgoblins
------
21-24
17
10-11
------
------
Hobgoblins, Large Band (2)
13
25-27
18-21
12-13
10-14
------
Hobgobliins and Norkers
14-15
28-29
------
14-15
------
05-09
Humanoids (3)
------
30-31
------
16
------
------
Kobolds
------
------
22-24
17-18
15-17
------
Men, Adventurers
16-30
32-37
------
19-24
18-22
10-19
Men, Bandits (4)
------
------
25-27
------
------
20-22
Men, Merchants
31-32
38-39
28-30
------
------
------
Men, Nomads
33-34
40-42
31-33
25-30
------
------
Men, Slavers (5)
35
------
34-36
31-33
------
------
Norkers
36-40
43-50
37-48
34
------
------
Ogres (6)
41-45
51-54
49-53
35-38
------
------
Orcs
46-47
55-58
54-58
39-42
23-24
23-26
48
------
------
43
25
27-28
------
59-61
59-60
------
26
29
------
------
------
------
------
30-31
Trolls
------
------
------
------
27-30
------
Wolves
------
------
61-00
------
31
------
Wolves, Winter
49-00
62-00
44-00
32-00
32-00
Notes:
(1) Always with Wargs in the Barrens. 
(2) 5d10 Hobgoblins.
(3) These humanoids are only base 25% to be in the service of Iuz.
(4) 30% likely to be in the service of Iuz; save in the Bandit Kingdoms 15%. 
(5)  Iuz servitors accompanied by 1d10+4 hobgoblins, 90% with a Priest of Iuz of level 4-7. 
(6)  50% likely to be in the service of Iuz in Iuz and the Horned Society. 
(7) 25% likely to be raiders from Furyondy in Shield Lands; in Tenh 35% Stonehold men, 35% Pale; 20% Iuz men, 10% Duke's men; elsewhere Iuz men 
Forest Areas
Eastern
Vesve Forest
Fellreev
Forest
The
Tangles
Forlorn
Forest
Encounters
------
------
------
01-05
Kech
01-02
------
------
------
Bugbears
------
------
------
------
Elves, Sylvan (wood)
03-06
01-05
------
------
Gnolls
------
------
------
------
Goblins and Xvarts
07-11
06
01
------
Hobgoblins(1)
12-20
07-12
02-09
06-10
Humanoids(2)
21-27
13-20
10-20
------
Men, Bandits
------
21-40
21-40
11-15
Men, tribesmen (Rovers)
28-31
41-00
41-95
------
Norkers
32-34
------
------
16-25
Ogres
35-36
------
------
------
Trolls
------
------
------
26-30
Wolves
37-00
------
------
31-00
------
------
96-00
------
Weasels, Giant
Notes:
(1) From Horned Lands in Fellreev and Tangles.
(2) 60% likely to be in service of Iuz in Fellreev and Tangles.
Other Areas
Bluff Hills and
Howling Hills
Rift
Canyon
Encounters
01-02
------
Giants, Hill
03-05
------
Gnolls
06-07
------
Goblins
08
------
Gnomes
------
01-06
Hobgoblins
09-25
07-21
Humanoids
------
22
Men, Adventures
26-29
23-39
Men, Bandits
30-32
------
Men, tribesmen
33-36
40-42
Ogres
37-38
------
Trolls
39-45
------
Men, Bandits/Humanoids (1)
46-49
------
Men, Bandits/Exotic Monsters (2)
50-00
43-00
Notes
(1) Bandits in the Bluff hills, Humanoids in the Howling.  
(2) Bandits=Bluff Hills, Exotic Monsters= Howling Hills
Whyestil Lake
Encounters
01-15
Men, Buccaneers
16-18
Men, Fishermen
19-22
Men, Merchants
23-24
Octopi, Giant Freshwater
25-27
Serpent, Freshwater (1)
28-00
Notes:
(1) Use Stats for Snake, Giant Sea.


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The Bitter North

Random Encounter Tables of Greyhawk
The Bitter North:
The Bitter North Map
SELECT Subregion Encounter Tables
Countries Blackmoor
  Tiger and Wolf Nomads
  Perrenland
Mountains and Hills Yecha Hills, Mounds of Dawn and Sephia Uplands
Other Geographical Features Burneal Forest
  Lake Quag
  Cold Marsh
  Land of Black Ice
Countries
Blackmoor
Tiger and Wolf Nomads
Perrenland
Encounters
------
------
01-02
Dwarves
------
------
03
Dwarves, Mountain
------
------
04
Gnomes
01-05
01-04
------
Herd Animals
------
------
05
Hobgoblins
06-10
05-10
06-08
Humanoids
------
11-19
09-12
Men, Bandits
11-13
------
------
Men, Brigands
14-15
------
------
Men, Cavemen
------
------
13-15
Men, Farmers/Herders
------
20-29
16-24
Men, Merchants
16-18
30-55
25-28
Men, Nomads(1)
------
------
29
Men, Pilgrims
------
56-60
30-32
Men, Tribesmen (2)
------
61-65
33-38
------
66-68
39-40
19-21
------
------
Pudding, Deadly (white)
22-23
------
------
Remorhaz
24-27
------
------
Taer
------
69-70
------
Wolverines
28-35
71-75
------
Wolves
36-38
------
------
Wolves, Winter
39-00
76-00
41-00
Notes:
(1) Wolf nomads in Perrenland. 
(2) Double the number of hillmen encountered in Perrenland, other nomad bands in Tiger and Wolf lands (possibly a refugee Barrens Tribe.
Mountains
Yecha Hills, Mounds of Dawn and Sephia Uplands
Encounters
01-03
Dwarves
04-15
Humanoids
16-25
Men, Bandits
26-35
Men, Nomads
36-45
Men, Mountaineers
46-53
Special (1)
54-58
Special (2)
59-00
Notes:
(1)  Eagles, Giant = Mounds of Dawn, Lions, Mountain = Sepia Uplands, and Herd Animals=Yecha Hills. 
(2)  Reroll for Mounds of Dawn, Bears, Cave in Sepia Uplands, and Men, Herders in the Yecha Hills
Other Geographical Features
Burneal Forest
Encounters
01-05
Kobolds
06-10
Men, Nomads
11-20
Men, tribesmen (1)
21-25
Wolf Dogs (2)
26-30
Wolves
31-00
Notes:
(1) With 1d8+8 Wolf Dogs in the Burneal. 
(2) As wild dogs but use stats for war dogs.
Lake Quag
Encounters
01
Dragon, Mist
02-10
Men, Buccanneers
11-20
Men, Fishermen
21-27
Men, Merchants
28
Octopi, Giant Freshwater
29-30
Serpent, Freshwater (1)
31-00
Notes:
(1) Use stats for Snake, Giant Sea.
Cold Marsh
Encounters
01-03
Dragon, White
04-10
Gnolls
11-20
Men, Tribesmen
21-28
Toad, Ice
29-33
Trolls
34-37
Wraiths
38-00

Land of Black Ice
Encounters
0-15
Bugbears, Blue (Use normal bugbear statistics)
16-00

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Full map

Random Encounter Tables of Greyhawk (v1.0)
Click on this map to select encounter region (or choose from the Left Menu):
Click on encounter area... Western Nyr Dyv Region Sheldomar Valley Region The Baklunish West Region The Bitter North Region The Empire of Iuz Region The Thillonrian Peninsula Region Isolated Realms Region Old Aerdy West Region Old Aerdy East Region
(Adapted by Ioreth from Domingo Quintero III 's <gator3rd@gte.net> wonderful original pages, From The Ashes Boxed Set, Greyhawk Monstrous Compendium)
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Wog+

Standard Encounter Tables
(You should have tried a Greyhawk-specific encounter before getting to this page)
Roll Encounter (challenge rating) / Treasure Table
D20 Roll
Level Modifier
1
-3
2-4
-2
5-7
-1
8-13
0
14-16
+1
17-19
+2
20
+3
Roll Standard Encounter Table
D% Roll
Source to use
Less than
“std encounter table”
Use GREYHAWK roll
less than 85
Monster Manual 3.5e (p.1, p.2)
85-90
91-95
96-99
00
DM Special (choose)
Encounter Tables (WORD DOCS, after sehlousek@yahoo.com)
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WOG, MEN

Random Encounter Tables of Greyhawk
Patrol Information:
Straight from my Greyhawk Boxed Set Cards...
General Hints
Many entries in these tables refer to patrols of some kind (including bodies of demihumans or humanoids). Patrols will be watching over borders, scouting for enemies, guarding access to resources, etc. When such an encounter is indicated, refer to the descriptions below, but consider these to be basic templates. For example, Sergeants of Human Patrols are listed as wearing chain or plate mail armor, but in some parts of impoverished Nyrond, it might be the case that studded leather or somewhat damaged chain (giving base AC6) would be all that the patrol could muster! Be prepared to vary these basics with local detail.
Patrols detailed here are those of demihumans and men. Humanoid groups may be taken from the appropriate Monstrous Compendium entries.
Patrol, Dwarves
These hardy folk will be encountered in and adapted to skirmishes in hills and woodlands. The party consists of 1d8 +4 ordinary dwarves together with a junior clan leader and a henchman, as follows:

Leader: F4, AC4 (chain mail, shield), with battle axe, hand axe, crossbow, short sword.
Henchman: F3, outfitted as above.
Dwarves: F1, AC4 (chain mail, shield), with hand axe, short sword, crossbow, daggers. The patrol has a 50% chance of being accompanied by a priest of 3rd-5th level (3+ ld3) as described below.
Patrol, Dwarven Veterans
These grizzled veterans are the heavy-duty patrols looking for trouble. All the ld10+ 10 veterans (warriors of levels 2-5, Id4 + 1 each) are clad in chain mail and all have shield, battle axes, crossbows, a short sword or dagger, and mace or morningstar. They are accompanied by the following specialists:

Leaders (ld2): F7-9 (6 + ld3) in chain mail (AC3 with Dex bonus), using two-handed battle axes (other weapons may be carried, are rarely used).
Priest (one of level 4-7, 3 + ld4): equipped as the leader.
Scout (F5lT6): in leather armor (AC6 with Dex bonus), using short sword, sling, crossbow, darts.
The priest with the group is 25% likely to be a dual-class warrior-priest (equal levels in both classes).
Patrol, Elves
The party consists of ld6+4 elves, ld3 leaders, and a spellcaster, as follows:

Leader: F4, AC 3 (chain mail, shield, Dex bonus), with long sword, spear, long bow, dagger. Spellcaster: Pr5 or F4lW4. A priest will have weapons and armor as befits his patron Power (see Monster Mythology). A fighter/wizard will wear chain mail (AC 4 with Dex bonus) and employ long sword and quarterstaff, with a 50% chance for long bow.
Ordinary Elf: AC4 (chain mail, shield), long sword, spear and long bow.
Such a patrol is 50% likely to have a 3rd-level ranger in leather armor (AC5 with Dex bonus) who uses long bow, spear, and long sword; 100% likely to have a ranger if in woodland or forest.
Patrol, Elven, Superior

This stronger party has ld8+4 elves, all 2nd-level fighters equipped as "ordinary elf'above. This type of patrol has the following exceptional elves:

Leader: F7lW7 in elven chain mail (AC3 with Dex bonus), using long sword, long bow, dagger, mace.
Scout: R6-9 (5 + ld4) in leather armor (AC5 with Dex bo­nus), using long sword, spear, net, long bow, dagger, and staff.
Soryer: W7-9 (6 + ld3), unarmored, specializing in detectionldisguise spells (woodlandlforest) or combat/ defense spells (other terrains), employing staff and dagger as weapons.
Priest: Pr7-9 (6 + ld3) using armor and weaponry permitted by patron Power.
Elven priests may be assumed to be worshipers of Corellon Larethian if the DM doesn't wish to prepare them specially. In this case, they wear chain mail, employ a shield (AC4). and use a long sword and mace.
Elven patrols are 50% likely to be on horseback outside of woodlandlforest. Superior elven patrols will always be on horseback outside such terrain. Any elf is 10% likely to be a half-elf.
Patrol, Men
Such a patrol will contain a sergeant (leader), ld4 +4 veterans, and ld4 +4 footmen, as follows:

Sergeant(F4):chain or plate if on horseback (AC4 or 2with Dex bonus), employing bastard sword, broad sword, bow, dagger, mace.
Veteran (F2): chain or studded leather and shield (AC5/6), employing broad sword and bow.
Footmen (Fl): padded leather and shield (AC6), using morningstar or broad sword and 50% likely to have a bow.
Such a patrol is 90% likely to be on horseback if in open terrain. The horses will be light warhorses at best and each is 10% likely to be an ordinary riding horse. Patrols on foot are 50% likely to have ld4 dogs with them if tracking (as the DM sees fit), with a 50% likelihood of these being war dogs.
Patrol, Men, Superior
This stronger patrolling body has an officer/leader, a subaltern, a cleric, ld2 + 1 sergeants, ld6 +6 veterans, and 1d8 +8 footmen. All members will be on horseback except in mountainous/forest terrain; the leaders will have heavy warhorses, the others medium war-horses. Special types are:

Officer/Leader: F7-10 (6 + ld4) with plate mail or field plate and shield (ACO or -1 with Dex bonus), with lance, mace, flail, and crossbow. 5-7 (4+ ld3) with plate mail or chain, also 3 with Dex bonus), with lance, long sword, flail, bow.
Cleric: Pr6-9 (5 + ld4) with chain mail and shield (if permit­ted, for AC3 with Dex bonus), using mace, flail, and sword (if allowed).
Patrol, Men, Warband
This is a sizeable body of men on formal military patrol, ready for trouble. A Large patrol is equal to a Superior patrol plus two squads of normal patrol strength.
There are variants on these basic patrol strengths and types that can be mentioned briefly:

Patrol, Men, Levies:

These are footmen (F1) raised from the immediate area, of poor morale and quality. They number ldl0 + 10, have leather armor and shield, and employ a variety of hand weapons. They are led by 1d2 sergeants who are 3rd/4th level fighters (as above).

Patrol, Woodsmen:


A group of woodsmen will comprise ld4+ 1 sergeants, ld8+8 veterans, and ld10+ l0 regulars, as above, with a 75% chance for a subaltern or officer/leader, and a 75% chance for a priest (50% druid) of level 4-7 (3 + ld4). Each veteran is 25% likely to be a ranger, and leaders are 50% likely to be so. They are equipped as follows:

Veterans, regulars: leather armor, shield, bow, hand axe, spear or short sword.
Other Soldiers: leather armor, shield, bow, battle axe, broad sword (for rangers, substitute spear or long sword for battle axe).
Priest: as appropriate for religion (default: leather armor, mace, staff-sling).
Other encounters with human groups (adventurers, dervishes, knights, etc.) may be taken from the Monstrous Compendium entry for Men. One special instance, the False Patrol (scouts or raiders disguised as soldiery of the state in which they are encountered) should be used as a planned encounter by the DM, since the origin of these men and their purpose may well be important to the adventure theme, and such patrols are not listed on the random encounter tables.
Patrol, Gnomes
This is composed of ld8 +8 ordinary gnomes in chain mail and shield (AC4 with Dex bonuses) who employ short bows, short swords, slings, and daggers. In addition, the following specialists may be added:

a leader (4th-level fighter);
a spellcaster (W3-6, 2 + ld4, 50% likely to be a specialist illusionist, unarmored, uses darts and dagger);
a scout (thief of level 3-6, 2 + ld4, wearing leather armor and using light bow, short sword, sling, and darts);

and 50% chance for each of the following:

a fighter-priest of level 3/3 (armed and armored as other gnomes or as appropriate for Power)
a senior leader: a fighter of level 5-8 (4 + ld4) who is 50% likely to be an illusionist of one level lower than his fighter level (he is armed and armored as a warrior or illusionist, as appropriate).
 
Details for Patrol Members
For the alignment of a patrol, see Reference Card 2 for dominant regional alignments. For humanoids and demi­humans, consult Monstrous Compendium entries.
The disposition of a patrol will tend toward suspicion - these people are out looking for troublesome intruders. Add + 1 to all Encounter Reaction rolls, but reroll any rolls of 19 or 20 (if they come up again, take the Hostile result). This reflects the fact that while patrols are suspicious, after a war in which many have died, few people are actively looking to become casualties.
To determine whether patrol members have magical items, use the rules suggested in the Monstrous Compendium entry for Men with one revision: 1st-level types never have magical items. For demihumans with more than one class, allow a separate dice roll for each class they possess. Select items of appropriate power; a 7th-level fighter-leader might have a bastard sword, flametongue, but a humble 2nd-level type probably wouldn't have more than a sword + 1 at best.
 
Encounters near Territorial Borders
Most of the tables In this section apply to open terrain areas inside the various territories. Border territories should be treated as wilderness; borders are a 10-mile zone around national boundaries. Within borderlands and along all major trade routes (major roads and navigable rivers), 25% of all encounters will be with patrols in civilized states with dominant human populations. The chance for an encounter being with a patrol should be checked before any roll is made on the appropriate table below.
Such encounters will be with ordinary patrols 60% of the time, a Superior Patrol 15% of the time, a Levy Patrol 20% of the time, and with a Warband 5% of the time (the warband will be traveling to a borderland if not encountered in one). There are additional chances for encountering Patrols on the tables below.

All tables use dl00 rolls.

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