Encounters 2 (d12)

d12 Lake, Ocean, or Coastal Lands Necropolis or Heavily Urbanized Areas

1

Roll 3d6 Fishmen guard their domain: AC 9, Move 20’ Swim 30’, HD 1, Atk: +1/1d6 spear, Skill +1, Save 15+, Morale 7

Resolve: {1 _**Manscorpion**_ lairs|2 _**Manscorpions**_ lair} here: AC 5, Move 20’ Climb 20’, HD 3, Atk: All at +5- 1d6/1d6/1d6+poison, Skill +3, Save 13+, Morale 9.

Poison is Toxicity of 10, Interval of 1 round, and Virulence of 1. For each failed save the victim loses 1d10 points of Dexterity. At Dexterity 0, they are immobile and helpless. Lost points return at the rate of 1d4 per day of rest.

2

Roll 3d6 aquatic Heritor Bugs swarm up the side: AC 7, Move 15’, 1 HP, Atk: +1/1d4 bite, Skill +1, Save 15+, Morale 10

Roll 2d8 Raiders hide in a ruined building: AC 6, Move 20’, HD 1, Atk: +1/1d6 spear, Skill +1, Save 15+, Morale 8

3

Roll 1d6 Trader(s) man(s) a small ship: AC 5, Move 20’, HD 3, Atk: +3/1d8 Revolver, Skill +2, Save 14+, Morale 9

Roll 1d6 Trader(s) seeks to reach their hidden stash: AC 5, Move 20’, HD 3, Atk: +3/1d8 Revolver, Skill +2, Save 14+, Morale 9

4

Roll 1d4 aquatic Security Bot(s) hunt intruders: AC 4, Move 30’ Swim, 12 HP, Atk: +4/1d10+2 Laser Rifle, Skill +1, Save 14+, Morale 12.

They must be recharging themselves from some nearby power source.

1 ancient Security Bot vainly defends a long-ruined building: AC 4, Move 20’, 12 HP, Atk: +4/1d10+2 Laser Rifle, Skill +1, Save 14+, Morale 12.

A live power source probably exists in the building.

5

Roll 2d4 Whiskered Devils seek prey: AC 3, Move 15’ Swim 30’, HD 2, Atk: +3/1d8 claw, Skill +2, Save 14+, Morale 8

Roll 3d6 Heritor Bugs erupt from disturbed rubble: AC 7, Move 15’, 1 HP, Atk: +1/1d4 bite, Skill +1, Save 15+, Morale 10

6

Roll 2d8 Tribals from the nearest enclave are sailing: AC 6, Move 20’, HD 1, Atk: +1/1d6 spear, Skill +1, Save 15+, Morale 8

Roll 1d8 Tribal(s) is/are picking over the debris: AC 6, Move 20’, HD 1, Atk: +1/1d6 spear, Skill +1, Save 15+, Morale 8

7

Roll 4d8 Raiders have turned pirate: AC 6, Move 20’, HD 1, Atk: +1/1d6 spear, Skill +1, Save 15+, Morale 8

Roll 2d4 Skewmen scout for their village: AC 8, Move 15’, HD 1, Atk: +1/1d4 club, Skill +1, Save 15+, Morale 8

8

Roll 1d6+2 Wanderers with PC classes of level Roll 1d4+1, exploring the sea or seeking a lost ruin.

Roll 1d6+2 Wanderers with PC classes of level Roll 1d4+1 are plundering this wreckage.

9

A vicious squall blows up. If the PCs are aboard a ship, move Roll 1d3 hex(es) in a random direction. If onto land, the ship suffers 2d20 HP of damage per hex it can’t travel. Otherwise, the captain makes a Luck save or the ship takes Roll 2d20 HP damage.

A ruin collapses under the PCs. Each character must make a Luck save or fall 6 meters.

10

Mutant salt mites have gotten into the canteens or water casks. If not protected by Old Terran packaging or flasks, all fresh water is rendered undrinkable.

Patch of radioactivity. If the PCs don’t possess a geiger counter, each must make a Radiation save.

11

A sunken building scrapes a seagoing party’s hull. The ship takes Roll 2d20 damage.

Sudden electrical discharge from ancient cabling. The PC at the front must make a Luck save or take Roll 1d10 damage.

12

Mutant seaweed traps the ship for Roll 1d6 day(s). On land, radioactive sea wrack forces a Radiation saving throw for the party.

Stumbled on a hidden lair [double the number of creatures present]:

Re-roll (cols="2", dice="1d8")