Random Encounters - Level 3: The Gardens (d10)

These Dryads will not willingly go further than 240’ from their trees (6” on the map). Each Dryad has unlimited use of a +2 Charm Person spell (the +2 is in the Dryad’s favor). The Dryads will not Charm or fight the Gnolls normally, as their uprooting and destruction has been threatened if they cause any trouble.

d10 Encounter

1

The Dryad Astraea (56). Her tree is an Oak. HP: 13, AC: 5, Move: 12, HD: 2, Damage: 1 -4,

2

The Dryad Eidothera (60).  Her tree is a Maple. HP: 14.

3

The Dryad Calliste (58). Her tree is an Elm. HP: 14.

4

The Dryad Jocasta (65). Her tree is an Oak. HP: 12.

5

Herd of 20 Cattle. AC: 7, Move: 15, HD: 2, Damage: 1d4, HP: roll as necessary. This is the Beast Men’s on-the-hoof food supply. The herd will be found wandering around the gardens and occasionally will be chased into the palace itself when the hydra is hungry and out stalking prey.

6

Roll on "Gnoll Patrol"

7

Troupe of Human slaves. AC: 9, Move: 9”, HD: 1/2, Damage: 1d2 or by weapon type -1, HP: roll as necessary. There are 12 slaves in the troupe and they will be performing various maintenance chores ranging from scrubbing walls to watering trees and/or trimming shrubbery. These slaves, if freed, will join with an adventuring party, but the first time that a Beast Man Commander of any race shows himself, they will be completely cowed and will change sides faster than greased lightning, even to the point of attempting to subdue adventurers. They have a morale of 7 which must be rolled under on a d20 every time melee is enjoined, or the freed slaves will run away with a 10% cumulative chance of changing sides each time

8

Hydra (70).  5-headed Hydra, AC: 5, Move: 12, HD: 5, Damage: 5 Bites at 1d6 each, HP: 35.  Embedded between the eyes of each head is a 100 GP sapphire.
If wounded badly, the creature will try to escape into the temple area and raise an incredibly loud hissing and honking noise to draw reinforcements, which will come in the form of Roll on "Random Encounters - Level 3: The Palace"

If the encounter rolled is not one that would normally come to the aid of an embattled Hydra, the creature will have to finish its battle unaided.

9

Roll on "Random Encounters - Level 2"

10

Roll on "Random Encounters - Level 3: The Palace"