Ruins of Thracia (d12)

d12 Result

1

Roll 1d3 Allosauruses on the prowl

2

Roll 2d4 Gnolls and Roll 1d4 Kynoceph Dog Brothers patrol the ruins Resolve: {searching for an escaped slave|hunting Roll on "Fauna"}.

Gnoll: Grun, Thizkat, Reth, Tougri

Dog Brothers: Humasi, Ardates, Izdubar

3-4

A group of Roll 1d6+1 escaped slaves, fleeing the Cult of the Dark One. They are Resolve: {unarmed and terrified commoners who are desperate to return home.|lead by a former soldier named Turgan, who is hell-bent on revenge.|being closely pursued by their captors.}

5-6

Roll on "Fauna"

7

A party of Roll 1d8 gnolls explore the ruined city,  searching for any valuable salvage.
Each gnoll carries 1d8 cp and 1d4 sp, as well as a selection of unappetizing foodstuffs (salted fish heads, a freshly killed rat, dried bugs, etc.). They gnolls attack any non-beastfolk they encounter, seeking to bring slaves (or at least weapons and armor) back to the Minotaur King.

Ghark, Xitiak, Kenger, Migrru, Szuel, Tradgek

8-9

 Searching the ruins for escaped slaves are a  group of Roll 2d4Tribal Warriors with the following changes:

• They wear leather armor and carry a shield (AC 13).

• Their alignment is lawful evil.

• They speak Modern Thracian and Tribal Thracian.

They attempt to subdue and capture any humanoids they  encounter, with the intent of taking them to Level 1 of the caverns as slaves.

Hristo, Veselin, Vasil, Kiril, Galin, Veleka, Yagoda, Miana, Relica

10

A trio of giant boar forage and hunt among the  ruins.
They Resolve: {15%?immediately attack|25%?make threat displays (may attack)|25%?react with uncertainty and wariness|25%?are indifferent to the party|10%?approach, hoping for food handouts}.
Each boar flees, automatically fails morale if they are reduced to 50% HP or less.
Their squealing Resolve: {does|does not} draw the attention of an additional wandering monster.

11

A lone minotaur returns from an unsuccessful  hunt in the jungle to the south. If followed stealthily, the minotaur could lead the characters to the entrance beneath O. The Arena.

12

A party of Roll 1d4+2 1st-level adventurers have recently escaped from Level 1 of the caverns.

They are low on supplies, injured (each has only half their hit points, rounded up), and anxious to find their way back to civilization.
They gladly trade information about what they have seen on Level 1 (Bats, Gnolls, Cultists of the Dark One) in exchange for food, water, and supplies that can assist them on their journey back.
On a positive Reaction Roll, the characters might be able to convince one or more of the adventurers to join them with the promise of an equal share of treasure.

-Doric: 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. Healing Touch (WIS Spell). DC 11. Heal one creature within close for 1d4 HP.

-Provarison: AC 11, HP 12, ATK 1 dagger (close/ near) +1 (1d4) or 1 spell +3, MV near, S -1, D +1, C -1, I +3, W +0, Ch +0, AL N, LV 3. Arcane Bolt (INT Spell). DC 11. 2d4 damage to one target within far. Recite (INT Spell). DC 12. Copy the effect of an INT spell of 2nd tier or lower that the adept witnessed last round. Shield (INT Spell). DC 11. Focus. Self. Take half damage for duration.

-Shar: AC 12 (leather), HP 4, ATK 1 cutlass +1 (1d6) or 1 dagger (close/ near) +1 (1d4), MV near, S +1, D +1, C +0, I +0, W +0, Ch +0, AL C, LV 1

-Loban: AC 13 (leather + shield), HP 4, ATK 1 shortsword +1 (1d6), MV near, S +1, D +0, C +0, I -1, W +1, Ch -1, AL C, LV 1

-Nasser: AC 11, HP 3, ATK 1 dagger (close/ near) +1 (1d4), MV near, S -1, D +1, C - 1, I +0, W +1, Ch -1, AL N, LV 1. Karma. 1/day, grant or remove a luck token from a creature in near.

-Cyrus: AC 10, HP 4, ATK 1 club +0 (1d4), MV near, S +0, D +0, C +0, I +0, W +0, Ch +0, AL L, LV 1