Showing posts with label mercenaries. Show all posts
Showing posts with label mercenaries. Show all posts

Sep 10, 2012

Darkearth Plains - Wilderness Encounter System

Taking a break from finishing the Ostigaar Web dungeon, I have decided that it is time to present the encounter charts that I have been working on for the Darkearth Plains (see map here).

 [NOTE: This has been edited, as of Sept 14]

As mentioned earlier, the region of the Darkearth Plains is one of conditions very similar to the Pleistocene era on Earth.  Many of the animals we are familiar with from the fossil record of that time are present in the Valley of the Old Ones, specifically in this region.  Also, even as far south as the Great River, the weather in the Darkearth Plains is notably cold.  These two features (the presence of the large animals we think of as Ice Age mammals; and the very cold weather) combine to provide an interesting wilderness encounter matrix.

The encounter system works like this:

Each day is divided up into four 6-hour periods.  They are called Dawn, Day, Dusk and Night.

From this rough outline of time periods, for each one that the players spend the majority of the time outside of human habitation, roll 2d6. On a basic score of 9+ there is an encounter. If the season's weather has been particularly rough, then add +1 to the roll (more of these creatures - which represent the aggressors in the food chain - will be prowling for food when the weather is tough). If the player party has any rangers or druids in it, add or subtract one each, at the player's whim.

If the score is successful, then check the following table to see what the chance for surprise is, as well as the likely range of the initial encounter.


Time of
Day
Chance of
Surprise (2d6)
Opening range
of Encounter
Day 9+ 100-600 yards
(1d6 x 100 yards)
Dawn,
Dusk
7+ 40-240 yards
(4d6 x 10 yards)
Night 5+ 20-80 yards
(2d4 x 10 yards)
  • If the dice roll for surprise is successful, then the party is unaware of the encounter, initially, and the encounter range is half of what is rolled.
  • If the encounter takes place in mountains or forest, halve the encounter range that is rolled.
  • If the encounter is primarily a flying creature, then double the encounter range that is rolled.
The rational behind this table is that most animals in the Valley of the Old Ones that are encountered in the wilderness are more active, and more mobile, early (and late) in the day, than during the middle of the day. This does not apply to underground, or planned encounters, only those random creatures encountered in the wilderness during travel or mapping.
If the surprise number is rolled, this means that the encounter is present before the party is aware of them. If the surprise roll is failed, then the party is somehow aware of the encounter at the same time as it appears. Once it appears, normal rules for surprise and perception should apply.

Once an encounter has been determined, then roll two 6 sided dice, and consult the following table. Add +1 to the Red dice if they players are within 10 miles of a sizeable human settlement/habitation (sizeable means more than 100 humans, demihumans, or humanoids living in a regular place - such as a town, castle, fortress, etc).

White
Dice
Red Dice
1 2 3 4 5 6 7
1 L Q S U W X N
2 L B H H D N N
3 K B F E D N N
4 K A E F C M M
5 J A G G C M M
6 J P R T V Y M


This will generate a letter. Then for each of the terrain types listed below, this will give an encounter. Many of these are already detailed with statistics inside the OSR reference document (posted here). Other creatures will be detailed in a future posting on this blog.


Encounter Plains Hills River Valley Forest Mountains
Irish Deer - A,B A,B A A,B
Mammoth A,B C C - -
Mastadon C D,E D,E - -
Giant Stag D F,G F,G - C
Sabre Tooth Tiger E H H,J,K B,C,D D
Dire Wolf F J L,P E,F,G E,F,G
Cave Bear - K,L - H,J,K J,K,L
Flightless Bird G P,Q Q - -
Axebeak H - - L -
Hammer Head
(Titanothere)
J - - - -
Humans
(see subtable)
M M M M M
Others
(see subtable)
N N N N N
Gargantua
(Baluchitherium)
K,L - - - -
Frost Moth P,Q R Q P,Q P
Ice Wyrm R - - R,S Q,R
Frost Rhino S S S - -
Ice Serpent T T - T,U S,T
Floating Horror U U T,U - -
Giant
(see subtable)
V V V V U,V
Dragon
(see subtable)
W W W W W
DemiHuman
(see subtable)
X X X X X
Special
(see subtable)
Y Y Y Y Y

There are several entries that call for consulting a subtable. These are presented below, with regional specific notes (for instance, human encounters in the Aghanz hills are likely to be Shagmen, whereas human encounters near any of the three Baronies in the region are likely to be typical medieval period humans).


Humans

Ever since the invasion of the Westroners into the Valley of the Old Ones, they have dominated the landscape, at least from the point of view of civilized beings.  The Westron Baronies (independent Kingdoms in all but name) represent the only really organized political entities within the Valley.  Before the Westroners arrived, of course, the barbarians (the Sun King tribes, the Storm King tribes, and oddities like the Shagmen) existed, but not in the same numbers.  This subtable is a way to determine what sort of band of humans are encountered, when they are.

Dice Humans
1 Warrior
2 Religious
3 Merchants
4 Craftsmen
5 Raiders
6 Elite
Warrior
A body of armed soldiery appropriate to the area encountered in.
  • In the Aghanz Hills, or nearby, these will be Shagmen (2d6 warriors; 6d6 women and children)
  • In the east, anywhere the Terrapin or Greywater rivers, they will be Storm King Barbarians (2d6 huscarls; 4d6 bondi)
  • Anywhere near the Baronies or the Great River, they will be Westroners - Baronial Armsmen (2d6 knights; 4d6 sargents; 8d6 peasants)
  • Anywhere else, it will likely be a band of Freebooters (2d6 fighters; 2d6 thieves; 4d6 thugs).  These may be looking for work, or may be looking for mayhem.
Religious
1d3 significant clerics (or druids); 2d6 lesser clergy (same order); 6d6 pilgrims, followers
Merchants
1d6 Merchants or Family members; 2d6 armed guards (missile weapons and polearms); 4d6 servants and attendants.
Craftsmen
2d6 craftsmen; 2d6 armed guards. 50% chance that an appropriate camp/settlement will be nearby to support the craft (charcoal burning camp; mine; lumber camp; fishing village; windmill; etc.
Raiders
1d6 powerful leaders; 2d6 strong lieutenants; 4d6 thugs - from some culture "somewhere else" - here for thievery and mischief
Elite
This is some sort of out of the ordinary group of Humans, met traveling through the local area. If encountered at night, they will have a nearby camp.
  1. Adventure Party
  2. Questing Paladin; or Patrolling Ranger (with a unit of Northguard)
  3. Errant Knight
  4. Shaman (primitive) on vision quest
  5. Assassin on a mission
  6. Evil High Priest (otherwise, as Religious)



Others

This entry represents intelligent beings, that may have a reasonable level (not necessarily advanced, however) of organization and structure, but that are not Humans or Demi-Humans.
In some regions of the Darkearth Plains, it is not necessary to roll on this table.
  • In the western part of the plains, near the Lost Mare River, any encounter of this type will be of the intelligent horses of the Great Herd, led by the Khan of All Horses.  
  • The area just north of the King's Highway near the Great Owl Forest is home to a federation of tribes of Broo (chaotic evil goat headed beastmen), called the Horned Ones.  
  • Along the Greywater River, in the lands of the Storm King Barbarians, there are tribal areas of the Furlingga (a particular language group of Gnolls, very advanced and organized compared to other bands of Gnolls).
  • Between the Great Owl Forest and the Terrapin River, in the Terrapin Marsh, there are the notorious Marsh Trolls.
  • In the west, where the great sinkholes near the Nightwash River are located, the influence of the Dark Elf Buccaneer kingdoms is significant.
  • At the south end of the Lost Mare River, there is the Arriott Bottom Swamp.  A very large community of Lizard Men dwell here.
In all other cases, or where random wandering humanoids are desired, roll on the following table.

Dice Others
1 Orcs (3d6)
2 Gnolls (3d6)
3 Goblins (5d6)
4 Bugbears (3d6)
5 Yeti (2d6)
6 Forest Folk (random type)
(2d6, unless Badger, then only 1)

Notes: In all cases, these will be appropriately armed as per their type, and will likely be accompanied by a number of lesser supportive beings, or henchmen. For instance, a band of Orcs will likely have a variety of different weapons, and shards of leather and metal armor, and will likely be accompanied by as many, again, half-orcs, and perhaps half as many goblins. In all cases, if possible, these will engage first with missile weapons. Entries #1-5 will be led by an evil human (either wizard, evil high priest, thief, or fighter) 40% of the time. Entry #6 has the same chance of being accompanied by a human leader, but in some cases he will be good. If entry 6 turns out to be Badger Folk, then the human is a Questing Partner, on a vision quest together.



Demi-Humans

This subtable is a way to determine which of the several types of Demi-Humans that are present within the valley get encountered.  When encountered, Demi-Humans are almost always on their own (nearly inscrutable) business.  This table just gives the broad type that might be expected. 

In certain regions of the Darkearth Plains, there is little reason to roll the dice.  For instance, in the Harp Woods or the Great Owl Forest, almost all Demi-Human encounters will be with Elves.  In the Aghanz Hills, especially near Flintgate, they will be Gnomes.  Up in the Destriel Mountains it will be Dwarves.  Halflings mingle with human habitations, especially with the many towns that are dependent on the Baronial cities.

In other areas, or if variety is simply wished for, the following table can be consulted.

Dice Demi-Human
1 Elves (3d6)
2 Dwarves (3d6)
3 Gnomes (3d6)
4 Halflings (5d6)
5 Dark Elves (3d6)
6 Faery Folk (5d6)

Elves
Number appearing are mounted elfin knights (elven chainmail, shield, lance, longsword, barded horse), with twice as many foot warriors in attendance (chainmail, polearms).
Dwarves
Each dwarf is a professional - miner, brewer, gemcutter, etc - but also a warrior. Likely to be armed with axes and crossbows, with shield and scale mail.
Gnomes
Each gnome is wearing flexible metal armor (usually chainmail) and armed with short bow, short sword, and carrying a small round shield. 70% chance to be led by an illusionist, either gnome or human.
Halflings
Led by a Sheriff, mounted on a small pony or ass. Others likely to have leather armor, slings, throwing axes, and short spears.
Dark Elves
If encountered during daylight hours, likely to be disguised as good elves. If encountered after dark, likely (65%) to be led by some high level organizer(s) of the band (1d6 driders; mindflayer; evil high priest; vampire
Faery Folk
There are likely to be a mixture of types here - faeries, brownies, pixies, leprechauns, talking animals, and others. Likely (65%) to be led by a noble faery (male or female) mounted on a Pseudo Dragon, with 1d6 retainers similarly mounted.



Giants


Dice Giants
1 Ogres (2d6)
2 Trolls (1d6+2)
3 Firbolg (1d6)
4 Hill Giants (2d6)
5 Frost Giants (1d6)
6 Mountain Giants (1d4)

In the case of Ogres and Hill Giants, these will be led by an evil, high level human (such as an evil high priest, an evil thief, or an evil fighter). Trolls may be being followed (35%) by a band (3d6) of goblins that worship trolls. If so, these will join in any fight that the trolls themselves get involved in.


Dragons


Dice Dragons
1 Ice Wyrm (1d4+1)
2 Wyvern (1d4)
3 Roc (1)
4 White Dragon (1d2)
5 Red Dragon (1d2)
6 Green Dragon (1d2)

If there is more than 1 of these creatures in an encounter, there will be a nest somewhat nearby, that contains 1d4 young.


Special


Dice Special
1 Wildfire (1d6 x 5 miles wide)
2 Zombie Horde (5d6 zombies)
3 Single, powerful undead (lich, vampire, etc)
4 Battlefield
5 Natural Hazard (cliff, quicksand, lightning, etc)
6 Stampeding herd/tribe (roll another encounter to see what it is)

Nov 25, 2010

Week of Encounters Day 3: Captain Lu d'Ross and Caerilla Ne Quolda

This encounter takes place in the Wychwood region of the Valley, just to the west of the Tiazarr River.  it deals with the Khozaki - a "nation" of Fethta riding nomads from the vast plains around the Barony of Ungams.

The players come across an encamped Khozaki mercenary company near the Tiazarr River, along it's eastern bank. These particular mercenaries are in the employ of Baron Ungams and have been sent to cross the Tiazarr, enter the realm of Gorrem Castle, test to see if a new baron has been selected yet, and scout if there is a chance for advantage to be made by a full scale crossing of the river.

These Khozaki mercenaries are 3rd level human fighting men, and are all experts with the spear and the short bow. In the common manner of the Khozaki, they wear loose brightly colored pants, leather shirts, and short capes of a variety of colors. High hard leather riding boots and bronze helmets complete their outfit. In combat, they would wear scale armor over their leather shirts. Again, as common for all Khozaki, they are excellent riders.  This company are riding the common riding animal from Ungams, the Fethta. The Fethta is a great riding lizard, the girth and bulk of a horse, but much longer counting the spiky tail. The drool and spittle of the Fethta is poisonous, and they are trained to fight as well as ride. When angered, and in combat, they will rear up on their hind legs (a maneuver that the riders train for, and their special harnesses and saddles are built to support it), and fight with their two front claws and by biting. The riders will employ their spears, and also shoot their bows. In appearance, the fethta looks like a common green garden lizard, but with a 7' long body, and an additional 7' long spiky tail. The spikes on the tail are merely mating adornments, and not for fighting.

Fethta
Num Appearing: 1-2 (if encountered in the wild)
Alignment: neutral
Movement: 90'
Armor Class: 5
Hit Dice: 3d (15h.p.)
Attacks: 3 (claw, claw, bite) plus disease
Damage: 1d4; 1d4; 2d4
Save: F2
Morale:9
The bite of the Fethta is indeed dangerous. If a successful bite is made, and a save vs. poison is failed, then there is a 25% chance of infection. If this happens, a blood disease ensues - if infected, the victim will lose one point (from each) of strength, constitution and dexterity for 9 days, and then gain it back at one point each for 9 days; if any go below 0 the victim dies. A cure disease will end this.

This company of mercenaries is a small river crossing party, perhaps 20 fighters strong, being led by a 5th level fighting man named Captain Lu d'Ross. They are encamped near the rivers edge in order to construct rafts for crossing the river with their riding fethta.

In order to speed up the process, Captain Lu d'Ross has ordered the company to chop down the nearby Quolda trees. These are semi-magical trees cultivated by the Elves, and have been growing since the birth of the Elven people. Well into the chopping of the second tree (only three or four would be needed, because of the fantastic properties and quantities of wood that can be harvested from each one), an Elven princess from the nearby woodland realm came to Captain Lu d'Ross, begging for the men to stop the process of killing the sacred trees. Captain d'Ross immediately ordered that the princess, a Caerilla Ne Quolda, be taken prisoner so that the wood harvesting could continue.

Encounter: As the players are looking on to the scene of the harvesting of the Quolda trees, they are ambushed and attacked by a group of wood elves who are intent on stopping the harvest, and have mistaken the player characters as part of the mercenary company. The warband of wood elves consists of a 4th level leader Turokan Har Quolda, and six 3rd level elves. All are fighter/magic-users.

Experienced Wood Elf Warriors
No. Enc.: 1d4
Alignment: Neutral
Movement: 120'
Armor Class: 5
Hit Dice: 3 (18 h.p.)
Attacks: 1 (long sword, and long bow)
Damage: 1d8 or 1d6
Save: MU3
Morale: 8
Spells: Magic Missile, Shield, Levitate
If possible, half of the group will cast Levitate on themselves, floating up out of reach, and will employ long bows. The rest will immediately cast Shield, and then engage in combat. If the chance comes up, they will use Magic Missile against spell casters.

Details for Captain Lu d'Ross, Caerilla Ne Quolda, and Turokan Har Quolda are left for the DM to devise.

The players must decide whether they will fight the elves, or try to parlay with them. Then the noise generated will ensure an attack by the Mercenaries.

During the combat, if one occurs, the second quolda tree will be felled (it is almost down when the ambush comes), and inside its massive trunk, a chamber leading to an underground Wood Elf burrow is revealed. Within are treasures and dangers awaiting the Characters - no doubt which will be determined by their decisions during the encounter between the Elves and the Mercenaries - and how they treat with the imprisoned Princess.