| 3d6 | Result |
|---|---|
3 |
Chimera. A monstrous, half-goat, half lion-bodied nightmare, with the heads of a lion, goat,and wyvern Resolve: {hunting| consuming a freshly killed Roll on "Thracian Jungle Overland" | engaged in battle with Roll on "Thracian Jungle Overland" } |
4 |
Roll 1d3 Manticore. Human-faced lions with bat wings and cruelly spiked tails Resolve: {hunting| consuming a freshly killed Roll on "Fauna"} |
5 |
Roll 2d6+1 Satyr. Bipedal fey creatures with the upper body of a human, and the lower body, and ears, of a horse. Resolve: {Preceeded by wildly intoxicating pipe music.| Surprisingly solem as they make their way through the dense foliage.} Names: Nen, Rur, Rhuf, Nilu, Qypi. |
6 |
Roll 3d4 Lizardfolk. Imposing, scaly-skinned, crocodilian humanoids. Resolve: {Hunting.| Looking for missing members (who have joined G'ruk the Fishfinder).| Embarking on a trade mission with Roll on "Factions" } Names: Kress, Utlix, Thetlaxl, Thrisk, Ojaetlis, Aotos |
7 |
Roll 3d6+4 Thracian Tribesmen. Tribal humans, dressed in furs and skins. Carry the basic weapons of primitive societies, with the casual assuredness of lifelong hunters. Resolve: {Actively engaged in hunting a Roll on "Fauna"| Gathering herbs for medicinal poultices.| Fleeing members of the Orange Hand.} Names: Hristo, Veselin, Vasil, Kiril, Galin, Veleka, Yagoda, Miana, Relica |
8 |
Roll 2d8+1 Gnolls. Relentlessly vicious, opportunistic, hyena-headed folk that stand over 7 feet tall and roam in large packs. Names: Maglur, Amrik, Texet, Traxir, Izz |
9 |
Roll 3d8 Tragos. Hideous, goat-headed, humanoid abominations bent on raiding, plunder and mayhem. Resolve: {En route to a raid on the nearest undefended settlement.| Blood-soaked and returning from the slaughter of innocents.} |
10-11 |
Roll on "Fauna" |
12-13 |
NPC. Roll on "NPC's" |
14 |
Dinosaurs. Resolve: {Allosaurus| Roll 2d6 Velociraptor| Roll 1d2 Triceratops| Roll 1d4 Ankylosaurus} |
15 |
Roll 1d12+3 Kynoceph. Canine headed humanoids. Simple clothing of tunics, gathered with belts under bronze breastplates. All carry shields and multiple spears: one long and several shorter. They are Resolve: {en route to the Lost City of Thracia.| involved in extended skirmishes with a pack of gnolls.| looking to establish trade with the nearest settlement.} Names: Ubazi, Itur, Masis, Utulu, Numah, Awidak, Zaubazi, Zudas, Urhazi |
16 |
Roll 6d6 Centaur. Herd dwelling human-horse hybrids who avoid the encroachment of civilization when possible. This herd is Resolve: {looking to meet up with the greater herd, after scouting the area| teaching their young the arts of woodcraft| hunting for tragos, their mortal enemies.} Names: Todanos, Athotus, Kadines, Argiopis, Irothee, Altora, Cephales, Charios. |
17 |
Roll 3d4 Cyclops. An extended family of the reclusive, one-eyed giants patrols the area for signs of cult activity. The cyclops reagard the god Thanatos, and his worshippers, with the utmost revulsion. Names: Kazoteus, Chynys, Philaestus, Thilco, Zenthala, Vastelion. |
18 |
Roll 1d6+2 Harpies. A hypnotic, droning song precedes these horrific, winged women with vulture-like lower bodies wherever they go. Infamously, terrifyingly patient. If they believe they can overwhelm a group, they attack: otherwise, they prefer to wait until they can charm all members of a group before attacking. Names: Barielle, Laeroa, Zephyana, Tyviphus. |
| d6 | Result |
|---|---|
1-2 |
Commoners. Roll on "Commoners" |
3-4 |
Adventurers. Roll on "Adventurers" |
5-6 |
Cultists. Roll on "Cultists" |
| d6 | Result |
|---|---|
1 |
Cyridos people. A group of so-called civilized people Resolve: {migrating to the nearest settlement.| recklessly searching the wilderness for missing relatives, whom they believe are nearby.| looking for members of The Cult of Thanatos, to consider joining.| acting as missionaries for Zeus.} |
2 |
Merchant caravan. Roll 1d4+1 wagons, drawn by stout mules. A squad of Roll 1d6+4 mounted soldiers acts as guards for the traders. Names: Agrias, Calypso, Iolantha, Phyleon. |
3 |
Military patrol. A squad of 12 soldiers Resolve: {on patrol.| acting as agents of the emporer, and unwilling to discuss their mission.| seeking out and eliminating members of the Cult of Thanatos.} They are lead by one captain (Lochagos), and contain Roll 1d2 sergeants (Lochias). Names: Kirphis, Demetrios, Xenephon, Hiero, Thrasilaus, Spinther, Thaun. |
4 |
Hunters. Roll 1d4 seasoned Resolve: {human| elf| half-elf} hunters, clad in hues of brown, green, and grey, armed with bows, knives, and machetes. They are Resolve: {hunting tapir and okapi| transporting a recently killed tapir back to camp| tracking a group of gnolls.} Names: Eamon, Hektor, Garan, Reima, Saesa |
5 |
Lost travellers. Roll 1d4+3 Resolve: {Money launderers| Common thieves| Smugglers| Horse thieves} who are trying to make their way to Resolve: {Kalleira| Cyridos| Pellemita| Pherinion} in order to escape justice. They aim to be seen as lost travellers, and avoid confrontation unless necessary. Names: Damia, Parthen, Arko, Rene, Aias |
6 |
Priests.Roll 2d4+2 well armed and armored clerics of Resolve: {Ares| Athena| Aphrodite| Apollo} who are seeking a group of Resolve: {horse-thieves| criminals| smugglers| rapists} who are rumored to have fled Resolve: {Kalleira| Cyridos| Pellemita| Thyrens}. They seek to bring the criminals to justice, but are resolved to use force if necessary. They will pay Roll 1d6*10 silver for each bit of information that leads to the arrest of their quarry. Names: Endios, Orion, Aetica, Calubra, Aetia, Ortheone, Panaetios |
| d6 | Result |
|---|---|
1 |
The Emperors Hand. Fashioning themselves in the image of legendary heroes such as Hercules and Perseus, the Hand were formed with a single mission: To drive evil from the land and establish peace and prosperity through any means necessary. Famed and feared. Rigid, unyielding. Brave beyond reason. hey keep a small safe haven in the Arsacians, surrounded by the howling winds of dead gods. Sever (Human Fighter) Paranoid Monster Hunter. The leader of the Hand, was compelled by a siren into slaying his brother and now spends his life atoning for that misdeed. Has little tolerance for those who will not assist him and sees the machinations of the fey in many everyday encounters. But his paranoia is not without basis as the exploits of him and his companions are known by all, and have made them a target of their enemies. Numora (Elven Wizard) Traitor to her People. For years, Numora was an agent of Hades, her heart deadened to the suffering she was inflicting on her own people until her plot was discovered by Sever. Numora battled him to a standstill before surrendering to the guilt in her heart. Rumors fly that the elf has not truly reformed (this is false) and that she still traffics in dark spells and has dalliances with demons. Belor. (Dwarven Fighter) Berserk Wrestler. Mad with grief, mad with rage, mad with the memory of watching his clan being flayed alive by member of the Orange Hand, Belor continues the crazed tradition of dwarven battleragers. The spikes of Belor’s armor often drip with the blood of his enemies and his face has an unhinged manner. The lifestyle has taken a toll on the dwarf’s body and mind, but he fights on convinced that death in battle is the only end for him. Tayla. (Human Rogue) Ten Steps Ahead. Once a merchant of the Twilight Syndicate and a master of gambling, Taylamade a rare mistake, losing her memory of family to a witchin a game of chance. Now she adventures with the Hand hoping to find something to trade back or, failing that, to steal it back. It's the kind of convenient excuse that happens often around Tayla, a woman who plans for every contingency, checks every exit, and always has a plan. The only difficult part is making it look so effortless. Kalchas. (Half-orc Cleric). Minister to the Fallen. Vibrant, energetic man festooned with talismans to the gods, his mission is to reach out to the very worst sinners and convince them to disappear from the lives they have, and become someone better. An ex-thief of no reputation, he was himself saved from these same streets by an elder mentor now long since passed. His eternal patience grinds on his companions,somewhat, but his commitment and battle prowess are never called into question. |
2 |
Hostile Adventuring Party. Roll on "Hostile Adventurers" |
3-4 |
Neutral Adventuring Party. Roll on "Neutral Adventurers" |
5-6 |
Bandits. A gang of Roll 2d6+3 outlaws are Resolve: {skirmishing with surprisingly tenacious tragos| waiting for orders from their leader (it's been days)| punishing a Footman who led the enemy to the last camp| hanging a group of deserters for all to see| heckling a new conscript who fell from a horse| waiting in ambush}. AC 13 (leather + shield), HP 4, ATK 1 club +1 (1d4) or 1 shortbow (far) +0 (1d4), MV near, S +1, D +0, C +0, I -1, W +0, Ch -1, AL C, LV 1 |
| d6 | Result |
|---|---|
1 |
Evangelists. Roll 1d3 members of the Cult of Thanatos (known as the Dark One) and their retinue of Roll 1d6+1 guards are en route to the closest settlement to attempt to find more recruits. If they sense an opportunity to initiate recruiting the characters, they remark that they are "actually working for the betterment of the people of Peleucia."
Cultists: AC 14 (chainmail + shield), HP9, ATK 1 longsword +1 (1d8) or 1 spell +2, MV near, S +1, D -1, C +0, I-1, W +2, Ch +0, AL C, LV 2 Guards:AC 15 (chainmail + shield), HP 4, ATK 1 spear (close/near) +1 (1d6) or 1 longsword +1 (1d8), MV near, S +1, D +0, C +0, I +0, W +1, Ch +0, AL L, LV 1 |
2-3 |
New recruits. A pair of Cultists of Thanatos (Deon and Aktis) and their 4 guards escort a group of (3d4} ragged-looking individuals ( Krantor, Polyus, Nerita and Elpides) to their "new home" (in the caverns of thracia).
Cultists: AC 14 (chainmail + shield), HP9, ATK 1 longsword +1 (1d8) or 1 spell +2, MV near, S +1, D -1, C +0, I-1, W +2, Ch +0, AL C, LV 2 Guards:AC 15 (chainmail + shield), HP 4, ATK 1 spear (close/near) +1 (1d6) or 1 longsword +1 (1d8), MV near, S +1, D +0, C +0, I +0, W +1, Ch +0, AL L, LV 1 |
4-5 |
Megare, one of the leaders of The Cult of Thanatos, is en route to meet with an ally in the nearest settlement. She is accompanied by an adept (Aketa), Resolve: {1d4 acolytes}, Roll 1d4 cultists and Roll 3d6 guards. They appear to be a noblewoman and her daughter (Aketa) accompanied by their typical escort. She refuses to disclose their purpose (acts haughty and imperious). Megare: C5; AC3; hp 23; dmg1d4; Save C5; Spells bless(reversed), remove fear(reversed), protection from good, hold person, curse; plate mail, unholy symbol, dagger, staff of the serpent, potion of healing, potion of speed. Akita: AC 15 (chainmail + shield), HP 23, ATK 2 mace +3 (1d6) or 1 spell +3, MV near, S +1, D +0, C +1, I +0, W+2, Ch +1, AL L, LV 5 Acolytes: AC 12, HP 4, ATK 1 mace +1 (1d6) or 1 spell +2, MV near, S +1, D -1, C+0, I -1, W +2, Ch +0, AL L, LV 1 Cultists: AC 14 (chainmail + shield), HP9, ATK 1 longsword +1 (1d8) or 1 spell +2, MV near, S +1, D -1, C +0, I-1, W +2, Ch +0, AL C, LV 2 Guards:AC 15 (chainmail + shield), HP 4, ATK 1 spear (close/near) +1 (1d6) or 1 longsword +1 (1d8), MV near, S +1, D +0, C +0, I +0, W +1, Ch +0, AL L, LV 1 |
6 |
Refugees fleeing. Roll 1d4+3 ragged, horror-stricken refugees, fleeing the Cult of Thanatos. Cultists: AC 14 (chainmail + shield), HP9, ATK 1 longsword +1 (1d8) or 1 spell +2, MV near, S +1, D -1, C +0, I-1, W +2, Ch +0, AL C, LV 2 Names: Philetor, Leon, Telemacho, Cillisa, Thais, Eunice. |
| d4 | Result |
|---|---|
1 |
Orange Hand. |
2 |
Followers of Thanatos. |
3 |
Kynoceph. |
4 |
Twilight Syndicate. |
| d6 | Result |
|---|---|
1 |
The Wicked Band. Known for burning a dryad's grove. Corydon: AC 14 (chainmail) HP 14 CORE ACTIONS Longbow (Near) +3 (1d8) or Spot, MV Near, S +0, D +3, C +1, I +0, W +3, Ch +0, AL N LV 1 Spot (1/Rest). Pass DC 13 WIS. On success, reveal any hidden enemy within Near. Crathis: AC 14 (chainmail) HP 22 CORE ACTIONS greatsword +4 (1d10) or Rally, MV Double-Close, S +3, D +1, C +3, I +0, W +0, Ch +0, AL N LV 5 Rally (1/Encounter). Grant allies within Close resistance to all damage for 1 round. Teachings of Xerxes. Gains ADV on attack rolls if concentrating on the same creature every consecutive round. Praxites: AC 11(14 mage armor) HP 8 ACTIONS: staff +0 (1d4) or spells, S+1 D-1 C0 I+3 W-2 Ch-1, AL C LV 3 Spells: +3. Burning Hands, Charm Person, Cure Wounds, Detect Magic, Light, Mage Armor, Magic Missile, Prot. from Good, Web. |
2 |
The Undaunted Suns. Known for cannibalism. Dredmore. AC 14, HP 9, ATK 2 longsword +3 (1d8), MV near, S +2, D +1, C +1, I +1, W +0, Ch +2, AL C, LV 3 Vengeful. Attacks twice with a longsword. The second attack is at disadvantage. Phokian. AC 14 (chainmail + shield), HP 9, ATK 1 longsword +1 (1d8) or 1 spell +2, MV near, S +1, D -1, C +0, I -1, W +2, Ch +0, AL C, LV 2 Fearless. Immune to morale checks. Scamandrius. AC11, HP27, ATK1 longsword (close) +3 (1d8)or1 spell +3MVnear, S+1, D +1, C+0, I+1, W+1, Ch+0, ALC, LV7 Arcane Armor (INT Spell). Self. DC 12. AC 16 for 2d4 rounds. Blast (INT Spell).DC 12. Far, one target. 2d6 damage. Symax. CAC13, HP15, ATK1 Club +1(1d4) or 1 spell+2 MV near, S-1, D +2, C+0, I -1, W+1, Ch+2, AL C LV 3 Dodge.1/day, and attack that would hit misses instead. Scorpion Sting.(Cha Spell).DC 11. Near range one target. 1d6 damage and target has disadvantage on next attack roll or check. Spider Swarm.(Cha Spell). DC12. A spider swarm appears with near. Stays 1d4 rounds. Follows sorcerer’s commands. |
3 |
The Daring Banners. Outlaws known for a brutal fight with the town watch. |
4 |
The Imperial Champions. Known for "Blood in Blood out". Rodera. AC17, HP45, ATK2 dagger +7 (2d4) or 1longbow (far) +6 (d8), MV near or Misty Step, S+0, D+5, C+2, I+1, W+2, Ch+3, AL C, LV 10 Misty Step. The Circlet of Teleportation allows Rodericka to teleport a near distance. |
5 |
The Shadowbound Crows Chaotic Renown: Locally known Malvon Dwarf Lv. 3 Wizard Jac Halfling Lv. 6 Thief Thelian Elf Lv. 3 Thief Gred Goblin Lv. 4 Fighter |
6 |
The Twisted Tempest. Known for being bounty hunters. Malefus. AC 11, HP 27, ATK 1 spell +5, MV near, S -1, D +1, C +0, I +3, W +1, Ch +0, AL C, LV 6 Arcane Armor (INT Spell). Self. DC 12. AC 16 for 2d4 rounds. Blast (INT Spell). DC 12. Far, one target. 2d6 damage. Cancel (INT Spell). DC 13. End one spell affecting a target within near. Levitate (INT Spell). DC 12. Close. Focus. Hover near for duration, vertical movement only. Snare (INT Spell). DC 13. Focus. One humanoid target within near paralyzed for duration. |
| d6 | Result |
|---|---|
1 |
The Silent Brotherhood Lawful Galfindir Elf Lv. 6 Priest Malvon Dwarf Lv. 1 Thief Mathias Human Lv. 1 Priest Ystranel Elf Lv. 5 Fighter |
2 |
The Sanguine Coven Lawful Margon Dwarf Lv. 4 Thief Dalir Dwarf Lv. 5 Thief Snik Goblin Lv. 1 Wizard Nenlaer Elf Lv. 1 Fighter Orik Dwarf Lv. 2 Fighter |
3 |
The Whispering Foxes Lawful Nob Halfling Lv. 4 Fighter Fador Human Lv. 5 Wizard Hadwin Human Lv. 1 Thief Dalir Dwarf Lv. 2 Priest Yurz Goblin Lv. 5 Wizard |
4 |
The Frostfire Vanguard Neutral Urdish Half-orc Lv. 4 Wizard Grimgob Goblin Lv. 1 Thief Ragnot Goblin Lv. 3 Wizard Borgak Half-orc Lv. 5 Priest Maximus Human Lv. 6 Wizard |
5 |
The Enigma Covenant Lawful Ermina Human Lv. 3 Priest Lobbel Halfling Lv. 4 Fighter Orik Dwarf Lv. 1 Wizard |
6 |
The Serpent's Vanguard Lawful Tilea Human Lv. 3 Wizard Grimgob Goblin Lv. 1 Fighter Yvsoanel Elf Lv. 6 Priest Aesinladril Elf Lv. 3 Fighter |