Random Encounters - Level 3: The Palace (d10)

d10 Encounter

1

 Roll on "Gnoll Patrol"

2

Roll on "Lizard men Patrol"

3

Human Slaves. Troupe of Human Slaves: AC: 9, Move: 9”, HD: %, Damage: 1 - 2 or by weapon type -1, HP: roll as necessary. There are 8 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.

4

The Minotaur King and his Entourage. This group will be as described in Room 72.
Stronghoen, The Minotaur King: AC: 6, Move: 12, HD: 8, Damage: 1 Butt for 2d6, 1 Bite for 1d6, Battle Axe for 2d8, HP: 50.
This Minotaur is the descendant of a long line of Minotaurs who have consistantly produced intelligent offspring. It is suspected that his ancestors were magically altered in some way. Not only does this monster function as a powerful fighter, but he may also throw magic as a 6th level Magician with the following spells available: Charm Person (x2), Shield, Sleep, Invisibility, Wizard Lock, Fireball, Haste (these spells may be changed at the descretion of the referee).
The Gnoll squad is made up of 6 Gnolls armed with two-handed Swords. Three of the Gnolls will have Longbows. AC: 5, Move: 97, HD: 2, Damage: 1 - 6 with Longbow, 1 - 10 with Two-handed Sword, HP: 8 (x2), 9, 10, 14, 11. Each Gnoll will have 7 SP and 6 GP on his person.
Resolve: {45%?Roll on "Gnoll Patrol"| }

The King may obtain up to 4d8 of healing per day from his grandmother.

5

2 Minotaur guards. AC: 6, Move: 12”, HD: 6, Damage: butt for 2D4, bite for 1D3 and battle axe for 1D12, HP: 28, 36.

6

Roll on "Random Dryads"

7

The leaders of the various Beast Men (room 83).

Gradsh, commander of the gnolls, AC: 5, Move: 9”, HD: 2, Damage: two-handed sword for 1d10, HP: 16,
Bullick, chief of the minotaurs and second in command only to the minotaur king (also his oldest son), AC: 6, Move: 9, HD: 6, Damage: battle ax for 1d12, HP: 43,
Barkbite, hetman of the dogbrothers, AC: 4, Move: 12”, HD: 4, Damage: sword for 1d8 and/or bite for 1d4, HP: 30.
Hssssdk, warleader of the lizard men mercenaries, AC: 4, Move: 6/12”(swimming), HD: 2 +1, Damage: sawtoothed club for 1d8+1, 4 darts for 1d4 each, HP: 16.

8

Roll on "Lizard men Patrol"

9

Bova, The Clerical Minotaur Cow. Bova, AC:7, Move: 6”, HD: 5, Damage: Butt for 1d4+1, Bite for 1d2, no weapon, Align: CN. She speaks Gnollic, Minotaur and Tribesman. The old lady is partially blind and if attacked she will not try to defend herself. Her grandson is the Minotaur King. She is of above-average intelligence for a Minotaur.

10

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