Ruins of Naepinion (d12)

d12 Result

1

Cannibals. A group of Roll 2d6+3 Thracian tribal descendants have utterly rejected civilization, and have embraced a degenerate form of savagery that includes consuming the flesh of sentient humanoids.

AC 12 (leather), HP 5, ATK 1 spear (close/near) +2 (1d6 + 1), MV near, S +2, D +1, C +1, I -2, W +1, Ch -1, AL C, LV 1. Brutal. +1 damage with melee weapons (included).

2

Tragos. Roll 2d8 Tragos. Hideous, goat-headed, humanoid abominations bent on raiding, plunder and mayhem. Resolve: {Claiming and defending territory within the ruins.| Blood-soaked and celebrating the slaughter of other explorers.} After Roll 1d4 rounds reinforcements arrive: Roll 1d8+2 more tragos.

3

Lizardfolk. Roll 3d4 Lizardfolk. Imposing, scaly-skinned, crocodilian humanoids. Resolve: {Hunting.| Looking for the information about the lost tomb of the Immortal King.| Scouring the ruins for treasure. }

Names: Kress, Utlix, Thetlaxl, Thrisk, Ojaetlis, Aotos

4

Orange Hand.

5

Nemean Lion. The Nemean Lion that lairs near the Ampitheater makes its rounds.

6

Adventuring Party: The Covenant.

  • Renown: Locally known
  • Known for: Striking with brutal efficiency
  • Tactic: Tricks/Illusions
  • Wealth: Standard
  • Secret: Members of the Twilight Syndicate

Aesinlanril. Elf Priest 2. AC 13 (leather & shield), HP 10, ATK 1 longsword +0 (1d8), MV near, S 0, D 0, C +1, I -1, W +3, Ch -3, AL C, LV 2, Spells (Cure Wounds, Holy Weapon, Light, Turn Undead)

Ailmon. Elf Fighter 4. AC 13 (leather), HP 19, ATK 1 hammer +6 (1d10+3), MV near, S +3, D +2, C +0, I -1, W -1, Ch -1, AL N, LV 4 (Adv on opposed Str checks)

Amata. Human Fighter 5. AC 15 (chain & shield), HP 29, ATK 1 longsword +6 (1d8+3), MV near, S +2, D +0, C +3, I +2, W +0, Ch -2, AL C, LV 5 (Adv on opposed Str checks)

Jodokus. Human Priest 1. AC 13 (leather & shield), HP 3, ATK 1 longsword +2 (1d8), MV near, S +1, D 0, C -2, I 0, W +3, Ch -2, AL C, LV 2, Spells (Cure Wounds, Protection from Good, Turn Undead)

Percy. Human Thief 1. AC 13 (leather), HP 3, ATK 1 crossbow +4 (1d6), or shortsword +0 (1d6), MV near, S +2, D +0, C +3, I +2, W +0, Ch -2, AL N, LV 5 (Backstab: +1 weapon die of damage with surprise attacks; Adv on Thief checks)

7

Dinosaurs. Resolve: {Allosaurus| Roll 2d6 Velociraptor| Roll 1d2 Triceratops| Roll 1d4 Ankylosaurus}

8

Ghosts. Roll 1d4+1 spirits of the dead haunt the ruins, consumed with hatred for the living.

9

Monkeys. Roll 3d8 monkeys scour the ruins for food and trinkets. They Resolve: {distract and try to steal food| throw feces| howl incessantly}. If attacked, they flee immediately, but will return to annoy those who threaten them without following through.

10

Crocs. Roll 1d4 crocodiles look to drag prey into the murky waters of Lake Koroveia.

11

Chimera. The monstrosity is actively hunting for prey to consume within it's lair (area B). If it meets stiff resistance it will attempt to grapple and drop its foes from height.

12

Resolve: {Ankheg| Bulette| Purple Worm} explores the ruins. The beast is happy for an easy meal, but will retreat into the earth after losing 1/2 of its HP.