Dragonbane Foot of the Mountain Encounters (d12)

d12 Result

1

Nothing Happens. The wind howls across the barren mountain slopes, and the arduous march proceeds without delay.

2

Angry Giant.
A raging giant (page 88 in the Rulebook) comes charging at the player characters, roaring furiously as it swings its enormous wooden club.
 It reaches them in two rounds.
 A successful BEAST LORE roll reveals that giants are extremely territorial creatures.
The giant aborts its attack if the player characters hurry away from there, which takes a successful EVADE roll and wastes their movement this shift.
Alternatively, a player character can make a SNEAKING roll to hide or PERSUADE the giant that they are no threat to his cave.
Failed rolls may result in combat, but you should give the player characters several chances to avoid it.

3

Nothing Happens. The wind howls across the barren mountain slopes, and the arduous march proceeds without delay.

4

Nothing Happens. The wind howls across the barren mountain slopes, and the arduous march proceeds without delay.

5

Nothing Happens. The wind howls across the barren mountain slopes, and the arduous march proceeds without delay.

6

Nothing Happens. The wind howls across the barren mountain slopes, and the arduous march proceeds without delay.

7

Nervous Orcs.
The player characters are surrounded by threatening orcs who show up without warning from every direction.
They outnumber the player characters by two and have the stats and gear of warriors on page 95 in the Rulebook.
The scowling orcs are extremely suspicious of the player characters, but only want to know what they are doing in the area.
The orcs serve Maladûk and suspect the intruders of being Sathmog cultists on the hunt for their chieftain.
The risk of combat is high, but it can be avoided by silver-tongued players who succeed with a PERSUASION roll.

8

Angry Giant.
A raging giant (page 88 in the Rulebook) comes charging at the player characters, roaring furiously as it swings its enormous wooden club.
 It reaches them in two rounds.
 A successful BEAST LORE roll reveals that giants are extremely territorial creatures.
The giant aborts its attack if the player characters hurry away from there, which takes a successful EVADE roll and wastes their movement this shift.
Alternatively, a player character can make a SNEAKING roll to hide or PERSUADE the giant that they are no threat to his cave.
Failed rolls may result in combat, but you should give the player characters several chances to avoid it.

9

Angry Giant.
A raging giant (page 88 in the Rulebook) comes charging at the player characters, roaring furiously as it swings its enormous wooden club.
 It reaches them in two rounds.
 A successful BEAST LORE roll reveals that giants are extremely territorial creatures.
The giant aborts its attack if the player characters hurry away from there, which takes a successful EVADE roll and wastes their movement this shift.
Alternatively, a player character can make a SNEAKING roll to hide or PERSUADE the giant that they are no threat to his cave.
Failed rolls may result in combat, but you should give the player characters several chances to avoid it.

10

Mistress of the Winds.
The gales of a great storm howl between the mountain peaks. Suddenly the player characters see a hooded figure on a cliff further ahead, gesturing with her arms and reaching for the sky.
This is Sephyra, an elementalist mage who is trying to conquer the western wind.
Sephyra knows the mountains very well and is familiar with the stories of the dwarf queen Bothild.
If the player characters gain her trust (PERSUASION roll), she can show them the way to Bothild’s Lode, or even teach them what she knows.
 She has skill level 15 in ELEMENTALISM and knows the spells FROST, GUST OF WIND, and WHIRLWIND.

11

The Dragon Egg.
Beneath a protruding rock is a human-sized stone with red streaks.
Taking a closer look, the player characters realize that the strange thing is an egg – clearly laid by some giant beast.
A player character who succeeds with a BEAST LORE roll identifies it as a dragon egg, and also remembers hearing that dragon eggs have poisonous shells.
Anyone who touches it is afflicted by a lethal poison with potency 7.

12

Death From Above.
A hungry griffon (page 91 in the Rulebook) spots the player characters from its nest at the top of a huge tree and attacks with a blood-curdling shriek.
Let each player character roll AWARENESS with a bane.
If everyone fails, the griffon’s attack is surprising, and the beast gets initiative card #1 and #2 in the first round.
The griffon will flee after losing half its HP.