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Wild Coast

Aquatic Encounters

No freshwater encounter tables are provided here. In streams and small ponds, giant frogs, giant fireflies, throat leeches, and the occasional giant leech may be encountered; in larger rivers
(including branches of the Jewel, Darmal’s Spill, and Scrag Run) and lakes, likely encounters include the above creatures, bunyips, scrags, giant crayfish, giant water beetles, giant snapping turtles,
and - more rarely - giant pike, giant catfish, shellycoats, and will-o’-the-wisps. Some springs in the Safeton area are inhabited by nixies.

The table below may be used to determine encounters along the seacoast, or while either sailing or diving in the Woolly Bay. Normal sea creatures such as fish, eels, lampreys, dolphins, porpoises,
and whales are not included on the table, and the DM should insert them as desired (normal predators such as sharks and giant squid are included on the table).

Seacoast Surface Depths Encounter


- 01-04 01-04 afanc
01-18 05-08 05-14 crabs, giant
- 09-11 15-18 dragon, sea
- 12-14 19-22 dragon turtle
- - 23-26 eye of the deep
- 15-17 - ghost ship
19-21 18-20 27-30 giants, storm
- 21-24 31-38 hippocampi
- 25-29 - humanoids, pirates
22-31 30-34 - humanoids, raiders
- 35-37 - island
- 38-40 39-42 kraken
32-39 41-44 43-48 lacedons
40-57 45-52 - men, fishers
58-67 53-60 - men, merchants
- 61-65 - men, patrol
68-77 66-70 - men, pirates
78-87 71-75 - men, raiders
- - 49-52 morkoth
- 76-78 53-60 mottled worm
88-95 79-82 61-66 scrags
- 83-86 67-74 sea horses, giant
- 87-92 75-84 sharks
- - 85-92 squid, giant
- - 93-96 sunken ship
- - 97-00 vodyanoi
- 93-95 - whirlpool
96-00 96-00 - will-o’-the-wisps

Afanc: These massive fish are encountered singly.

Crabs, Giant: Most giant crab encounters are with 2-12 of the three hit die variety, but 20% of crabs encountered in deep waters are larger and more powerful: 4-6 hit dice, standard armor class
and damage (1-10 crabs, 40%); 7-9 hit dice, armor class 2, damage 2-12 (1-8 crabs, 30%); 10-12 hit dice, armor class 1, damage 2-16 (1-6 crabs, 20%); 13-15 hit dice, armor class 0, damage
3-18 (1-3 crabs, 10%).

Dragon, Sea: Determine size and age randomly. One (60%) or 1-3 (40%) will be encountered.

Dragon Turtle: These creatures are encountered singly.

Eye of the Deep: These creatures are solitary.

Ghost Ship: These encounters may be with a vacant ship (60%), a ghostly, insubstantial vessel (20%), a vacant ship which has been possessed by a spirit (10%), or a vessel crewed by undead
(10%). In the first case, the ship may be of virtually any type and origin, and the fate of its crew may be as obvious - the corpses of sailors killed by illness or starvation, signs of a battle with pirates
or sea monsters, etc. - or mysterious as the DM desires. Ghostly vessels are usually encountered only during great storms, and in the vicinity of a reef, whirlpool, or other hazard. They are the
psychic residues of entire ships and crews that sank at the place they haunt, and appear to be insubstantial merchant or pirate vessels, manned by a ghostly crew. Half of these ghost ships are
equivalent to a phantom; the other half are equivalent to a ghost, but are exclusively ethereal, and can only attack, or be attacked by, ethereal creatures. In the former case, the ship and all its
crew are considered, collectively, to be a single phantom; in the latter, the entire ship and crew are considered to be a single ghost, unless attacked ethereally, in which case each crew member
should be treated as a ghost. Ships which have been possessed will be entirely vacant, with no trace of a crew. The vessel will attack characters who board it up to eight times per round, as a ten
hit die monster, using its own beams, ropes, etc., and inflicting anywhere from 1-3 to 1-12 points of damage per attack. The ship’s spirit can be exorcised, or it can be destroyed if it a) takes hit
point damage equivalent to ten times the ship’s hull value (treat the ship as armor class 3-6), or b) is burned to the waterline. Ships crewed by undead will be occupied by 1-12 coffer corpses
(10%), a ghost (15%), a haunt (15%), 6-48 lacedons (25%), 1-12 poltergeists (15%), 20-80 skeletons (10%), or 1-6 vampires (10%). Lacedons, skeletons, vampires, and some ghosts actually man
their ships, sailing about in search of prey; other ships drift aimlessly. The origin and purpose of the skeleton-manned ships are a mystery.

Giants, Storm: From 1-4 will be encountered.

Hippocampi: From 1-8 will be encountered.

Humanoids, Pirates: These encounters are with Pomarji pirate vessels, either 1-6 small ships (60%, treat as small merchant ships) or 1-3 large ships (40%, as large merchant ships). Small ships
have a crew of 30-60, large ships 50-100. Officers are orcs or half-orcs (80%), or occasionally hobgoblins (10%) or humans (10%). If the officers are orcish, 0-70% (roll 1d10-3) of the crew are
goblins, the remainder are orcs, there are ogres and ogrillons in numbers equivalent to a further 5-20% of the crew, and there may (10%) be 1-3 hill giants or ettins on board. If the officers are
hobgoblins, 10-30% of the crew are hobgoblins, 0-30% (roll 1d6-3) are orcs, the remainder are goblins, and there are additional bugbears in numbers equivalent to a further 5-20% of the crew.
Human captains may have orc (60%) or goblin (40%) crews. Goblin crews have one wolf mascot per 15 goblins. Humanoid pirates are armed in a manner typical to their race and tribe (and giants
will have a supply of boulders for hurling), but seldom wear armor heavier than studded leather. Regular numbers of exceptional individuals will be present. Pomarji pirate vessels are usually
(80%) mounted with 1-3 scorpions and possibly (30%) a light catapult (small ships), or 2-5 scorpions and possibly (50%) 1-2 light catapults (large ships).

Humanoids, Raiders: Raider encounters are similar to pirate encounters, but while pirates attack other seafarers, raiders attack coastal targets. These encounters are with 1-6 small ships (70%) or
1-3 large ships (30%), with crew composition as above, save that there will be one wolf for every 5 goblins. Raiders wear heavier armor than pirates, when on land.

Island: These encounters are with a small uncharted island. The island’s features - terrain, flora and fauna, intelligent inhabitants, and so forth - are up to the DM.

Kraken: These monsters are encountered singly, but those encountered in very deep and cold waters may be accompanied by slaves or servant creatures.

Lacedons: From 2-24 will be encountered.

Men, Fishers: These encounters will be with 2-12 small boats (treat as rowboats, 1-4 people per boat, 60%, on or near land only) or 1-6 larger boats (treat as small boats, 5-12 people per boat,
40%). In dangerous areas, fishers will be armed.

Men, Merchants: These encounters may be with 2-5 small merchant vessels (3-6 merchants, 8-18 sailors, 11-20 mercenary guards, 60%) or 1-3 large merchant vessels (4-9 merchants, 11-20
sailors, 13-24 mercenary guards, 40%). Mercenaries wear leather (80%), studded leather (10-15%), or mail (5-10%), 15-20% carry bucklers or small shields, and they fight with spears, swords,
maces, axes, and crossbows. Sailors are unarmored, but will usually fight alongside the mercenaries to defend their ship, using swords, clubs, and various types of knives and daggers. Small
vessels are 25% likely to be equipped with a light catapult and/or 1-2 ballistae, and large vessels are 50% likely to be. Merchants are wary of pirates, and seldom friendly to strangers.

Men, Patrol: Safeton, Fax, and Elredd all patrol the Wooly Bay’s west coast. Patrol encounters are with 1-3 warships, each with a crew of 13-24 0-level regulars, 7-12 1st level veterans, 4-7 2nd or
3rd level serjeants, two 3rd or 4th level subalterns, a 5th or 6th level captain, and possibly (20% chance) a 3rd-6th level cleric (75%), druid (20%), or magic-user (5%). Each ship is equipped with a
light catapult and 2-5 swivel-mounted scorpions. The soldiers wear leather (80%), studded leather (10-15%) and chainmail (5-10%) armor, 15-20% carry bucklers or small shields, and they fight
with spears, swords, maces, axes, and crossbows. Patrols will demand identification from and briefly question the crews of most vessels they encounter. Some (20%) patrols - mostly those of
Elredd - masquerade as merchant ships, in order to lure pirates. These “bait-ships” are equipped and crewed in a manner similar to regular patrols, but appear to be merchant vessels until their
trap is sprung.

Men, Pirates: Encounters with buccaneers (50%) or pirates (50%) may be with 2-5 small pirate vessels (ships or galleys, 20-50 pirates per ship, 60%) or 1-3 large pirate vessels (ships or galleys,
30-80 pirates per ship, 40%), crewed by buccaneers (50%) or pirates (50%). Pirates wear leather (80%), studded leather (10-15%), or mail (5-10%), 15-20% carry bucklers or small shields, and
they fight with spears, swords, axes, and crossbows. Small vessels are 60% likely to be equipped with a light catapult and/or 1-2 ballistae, and large vessels are 80% likely to be. Pirates
encountered on land are 75% likely to be in their lair, in which case 50-300 will be present. Seaborne encounters with buccaneers may (10% chance) be with Aliya the Red, if the DM desires.
Pirates (but not buccaneers) are 40% likely to be in league with Pomarji slave traders, and will take prisoners if this is possible, keeping their captives in locked holds, or chained to the oars.

Men, Raiders: These encounters are very similar to pirate encounters, but raiders attack coastal targets more often than passing ships. Raiders may be encountered in 1-6 small (70%) or 1-3 large
(30%) vessels, crewed and equipped as pirate vessels, and are equipped in a manner similar to pirates, though they wear heavier armor - leather (30%), studded leather (30%), ring (20%), or mail
(20%). Raiders encountered on land are 30% likely to be in their lair, in which case 50-300 will be encountered. Raider encounters are identical to pirate encounters in every other respect save
that they will never be with Aliya the Red.

Morkoth: These monsters are solitary, but may be accompanied by charmed servant creatures.

Mottled Worm: These creatures bury themselves in the silt and muck on the ocean floor, and surprise opponents 3 times in 6 when attacking from this sort of concealment. From 1-2 will be
encountered.

Scrags: From 1-8 will be encountered.

Sea Horses, Giant: From 1-20 will be encountered.

Sharks: From 1-12 will be encountered.

Squid, Giant: These animals are encountered singly.

Sunken Ship: These encounters will be with one (85%) or 1-3 (15%) sunken wrecks. The features of any sunken ship - age and type of vessel, monster inhabitants, treasure, etc. - are DMO. The
DM may also create encounters with submerged ruins, although such encounters should be extremely rare.

Vodyanoi: Marine vodyanoi are far larger and fiercer than their freshwater cousins: they are armor class 1, have 12+6 hit dice, and inflict 3-18 points of damage with each claw attack and 4-14 with
their mandibles. They move at 6”//12”, but can charge at 24” for one round per turn. They also have a chameleon-like camouflage ability, and surprise opponents 3 times in 6, usually attacking
prey with a sudden charge from concealment. They are otherwise similar to their freshwater cousins. Their level/xp value is VII/3,550 +16 per hit point. From 1-3 will be encountered.

Whirlpool: These phenomena can be treated as an afanc’s whirlpool, but are caused by strong currents, freak occurences, or (10% chance) temporary gates to other planes.

Will-o’-the-Wisps: These encounters may be with 2-5 boggarts (15%), a single will-o’-the-wisp (75%), or 1-3 will-o’-the-wisps (10%). These creatures will attempt to steer ships into dangerous
waters, lure sailors to ocean predators, and so forth. They are often encountered during storms.

Pomarj

Aquatic Encounters

No freshwater encounter tables are provided here. In streams and small ponds, giant frogs, giant fireflies, throat leeches, and the occasional giant leech may be encountered; in larger rivers
(including branches of the Jewel and Murky Stream) and lakes, likely encounters include the above creatures and bunyips, scrags, giant crayfish, giant water beetles, giant snapping turtles, and -
more rarely - giant pike, giant catfish, shellycoats, and will-o’-the-wisps.

The table below may be used to determine encounters along the seacoast, or while either sailing or diving off the Pomarj. Normal sea creatures such as fish, eels, lampreys, dolphins, porpoises,
and whales are not included on the table, and the DM should insert them as desired (normal predators such as sharks and giant squid are included on the table).

Seacoast Surface Depths Encounter


- 01-03 01-03 afanc
01-18 04-07 04-13 crabs, giant
- 08-10 14-17 dragon, sea
- 11-13 18-20 dragon turtle
- 14-17 21-24 eyes, floating
- - 25-28 eye of the deep
- 18-20 - ghost ship
19-21 21-23 29-32 giants, storm
- 24-27 33-38 hippocampi
- 28-32 - humanoids, pirates
22-31 33-37 - humanoids, raiders
- 38-40 - island
- 41-42 39-41 kraken
32-39 43-46 42-46 lacedons
40-57 47-52 - men, fishers
58-67 53-60 - men, merchants
- 61-64 - men, patrol
68-77 65-69 - men, pirates
78-87 70-74 - men, raiders
- - 47-50 morkoth
- 75-77 51-56 mottled worms
57-60 sea lions
88-95 79-82 61-66 scrags
- 83-86 67-72 sea horses, giant
- 87-92 73-80 sharks
81-86 spiders, giant marine
- - 87-92 squid, giant
- - 93-96 sunken ship
- - 97-00 vodyanoi
- 93-95 - whirlpool
96-00 96-00 - will-o’-the-wisps

Afanc: These massive fish are encountered singly.

Crabs, Giant: Most giant crab encounters are with 2-12 of the three hit die variety, but 20% of crabs encountered in deep waters are larger and more powerful: 4-6 hit dice, standard armor class and
damage (1-10 crabs, 40%); 7-9 hit dice, armor class 2, damage 2-12 (1-8 crabs, 30%); 10-12 hit dice, armor class 1, damage 2-16 (1-6 crabs, 20%); 13-15 hit dice, armor class 0, damage 3-18
(1-3 crabs, 10%).

Dragon, Sea: Determine size and age randomly. One (60%) or 1-3 (40%) will be encountered.

Dragon Turtle: These creatures are encountered singly.

Eyes, Floating: These fish are only encountered along the Pomarj’s south coast, in the warmer waters of the Azure Sea. From 1-12 will be encountered. It is 95% likely that 1-2 types of aquatic
predators will be nearby whenever floating eyes are encountered.

Eye of the Deep: These creatures are solitary.

Ghost Ship: These encounters may be with a vacant ship (60%), a ghostly, insubstantial vessel (20%), a vacant ship which has been possessed by a spirit (10%), or a vessel crewed by undead
(10%). In the first case, the ship may be of virtually any type and origin, and the fate of its crew may be as obvious - the corpses of sailors killed by illness or starvation, signs of a battle with pirates
or sea monsters, etc. - or mysterious as the DM desires. Ghostly vessels are usually encountered only during great storms, and in the vicinity of a reef, whirlpool, or other hazard. They are the
psychic residues of entire ships and crews that sank at the place they haunt, and appear to be insubstantial merchant or pirate vessels, manned by a ghostly crew. Half of these ghost ships are
equivalent to a phantom; the other half are equivalent to a ghost, but are exclusively ethereal, and can only attack, or be attacked by, ethereal creatures. In the former case, the ship and all its
crew are considered, collectively, to be a single phantom; in the latter, the entire ship and crew are considered to be a single ghost, unless attacked ethereally, in which case each crew member
should be treated as a ghost. Ships which have been possessed are entirely vacant, with no trace of a crew. The vessel will attack characters who board it up to eight times per round, as a ten hit
die monster, using its own beams, ropes, etc., and inflicting anywhere from 1-3 to 1-12 points of damage per attack. The ship’s spirit can be exorcised, or it can be destroyed if it a) takes hit point
damage equivalent to ten times the ship’s hull value (treat the ship as armor class 3-6), or b) is burned to the waterline. Ships crewed by undead are occupied by 1-12 coffer corpses (10%), a
ghost (15%), a haunt (15%), 6-48 lacedons (25%), 1-12 poltergeists (15%), 20-80 skeletons (10%), or 1-6 vampires (10%). Lacedons, skeletons, vampires, and some ghosts actually man their
ships, sailing about in search of prey; other ships drift aimlessly. The origin and purpose of the skeleton-manned ships are a mystery.

Giants, Storm: From 1-4 will be encountered.

Hippocampi: From 2-8 will be encountered.

Humanoids, Pirates: These encounters are with Pomarji pirate vessels, either 1-6 small ships (60%, treat as small merchant ships) or 1-3 large ships (40%, as large merchant ships). Small ships
have a crew of 30-60, large ships 50-100. Officers are orcs or half-orcs (80%), or occasionally hobgoblins (10%) or humans (10%). If the officers are orcish, 0-70% (roll 1d10-3) of the crew are
goblins, the remainder are orcs, there are ogres and ogrillons in numbers equivalent to a further 5-20% of the crew, and there may (10%) be 1-3 hill giants or ettins on board. If the officers are
hobgoblins, 10-30% of the crew are hobgoblins, 0-30% (roll 1d6-3) are orcs, the remainder are goblins, and there are additional bugbears in numbers equivalent to a further 5-20% of the crew.
Human captains may have orc (60%) or goblin (40%) crews. Goblin crews have one wolf mascot per 15 goblins. Humanoid pirates are armed in a manner typical to their race and tribe (and giants
will have a supply of boulders for hurling), but seldom wear armor heavier than studded leather. Regular numbers of exceptional individuals will be present. Pomarji pirate vessels are usually
(80%) mounted with 1-3 scorpions and possibly (30%) a light catapult (small ships), or 2-5 scorpions and possibly (50%) 1-2 light catapults (large ships).

Humanoids, Raiders: Raider encounters are similar to pirate encounters, but while pirates attack other seafarers, raiders attack coastal targets. These encounters may be with 1-6 small (70%) or
1-3 large(30%) ships, with crew composition as above, save that there will be one wolf for every 5 goblins. When on land raiders wear heavier armor than pirates.

Island: These encounters are with a small, uncharted island. The island’s features - terrain, flora and fauna, intelligent inhabitants, and so forth - are up to the DM, but it should be noted that many
of the small islands in this region are used as bases by humanoid pirates and raiders.

Kraken: These monsters are encountered singly, but those encountered in very deep and cold waters may be accompanied by slaves or servant creatures.

Lacedons: From 2-24 will be encountered.

Men, Fishers: Fishers are only encountered in the waters surrounding Highport. Fisher encounters will be with 2-12 small boats (treat as rowboats, 1-4 people per boat, 60%, on or near land only)
or 1-6 larger boats (treat as small boats, 5-12 people per boat, 40%). Fishers are generally armed, and may (2% chance per fisher present) be accompanied by guards (treat as men-at-arms)
equivalent to 5-30% of their total number.

Men, Merchants: These encounters may be with 2-5 small merchant vessels (3-6 merchants, 8-18 sailors, 11-20 mercenary guards, 60%) or 1-3 large merchant vessels (4-9 merchants, 11-20
sailors, 13-24 mercenary guards, 40%). Mercenaries wear leather (80%), studded leather (10-15%), or mail (5-10%), 15-20% carry bucklers or small shields, and they fight with spears, swords,
maces, axes, and crossbows. Sailors are unarmored, but will usually fight alongside the mercenaries to defend their ship, using swords, clubs, and various types of knives and daggers. Small
vessels are 25% likely to be equipped with a light catapult and/or 1-2 ballistae, and large vessels are 50% likely to be. Merchants and their crews are always wary of attack when near the Pomarj.

Men, Patrol: Highport’s pirate fleet patrols the northwest coast of the Pomarj, but patrols are not normally encountered elsewhere along its coast. Patrols consist of 1-3 warships, each with a crew
of 13-24 0-level regulars, 7-12 1st level veterans, 4-7 2nd or 3rd level serjeants, two 3rd or 4th level subalterns, a 5th or 6th level captain, and possibly (20% chance) a 3rd-6th level cleric (85%) or
magic-user (15%). Each ship is equipped with a light catapult and 2-5 swivel-mounted scorpions. The soldiers wear leather (80%), studded leather (10-15%), or mail (5-10%), 15-20% carry
bucklers or small shields, and they fight with spears, swords, maces, axes, and crossbows. Patrols will demand identification from and briefly question the crews of most vessels they encounter,
and may engage in piracy.

Men, Pirates: Some human pirates and slave traders compete with the humanoid Pomarjis in these waters. Encounters with buccaneers (20%) or pirates (80%) may be with 2-5 small pirate
vessels (ships or galleys, 20-50 men per ship, 60%) or 1-3 large pirate vessels (ships or galleys, 30-80 men per ship, 40%), crewed by buccaneers (40%) or pirates (60%). Pirates wear leather
(80%), studded leather (10-15%), or mail (5-10%), 15-20% carry bucklers or small shields, and they fight with spears, swords, axes, and crossbows. Small vessels are 60% likely to be equipped
with a light catapult and/or 1-2 ballistae, and large vessels are 80% likely to be. Pirates encountered on land are 75% likely to be in their lair, in which case 50-300 will be present. Pirates (but not
buccaneers) will take prisoners, if this is possible, keeping their captives in locked holds, or chained to the oars; most are eventually sold in the slave markets of the Pomarj.

Men, Raiders: These encounters are very similar to pirate encounters, but raiders usually attack coastal targets rather than passing ships. Raiders will be encountered in 1-6 small (70%) or 1-3
large (30%) vessels, crewed and equipped as pirate vessels, and are equipped in a manner similar to pirates, although they wear heavier armor - leather (30%), studded leather (30%), ring (20%),
or mail (20%). Raiders encountered on land are 30% likely to be in their lair, in which case 50-300 will be encountered. Raider encounters are identical to pirate encounters in every other respect.

Morkoth: These monsters are encountered singly, but may be accompanied by charmed servant creatures.

Mottled Worms: These creatures bury themselves in the silt and muck on the ocean floor, and surprise opponents 3 times in 6 when attacking from this sort of concealment. From 1-2 will be
encountered.

Sea Lions: These creatures are only encountered along the Pomarj’s south coast, and only during the warmer months - they migrate northward from Jeklea Bay and the lower Azure Sea in the
spring, and return to those warmer waters in autumn. From 2-12 will be encountered.

Scrags: From 1-8 will be encountered.

Sea Horses, Giant: From 1-20 will be encountered.

Sharks: From 3-12 will be encountered.

Spiders, Giant Marine: These arachnids inhabit the warmer waters along the Pomarj’s south coast, and are not normally encountered in the Sea of Gearnat or Wooly Bay. They are only surprised
1 time in 8, and when not submerged they are 75% likely to detect invisible creatures (Cf. “Invisibility,” DMG, p. 60) within 60 feet. From 1-6 will be encountered.

Squid, Giant: These animals are encountered singly.

Sunken Ship: These encounters will be with one (85%) or 1-3 (15%) sunken wrecks. The features of any sunken ship - age and type of vessel, monster inhabitants, treasure, etc. - are DMO. The
DM may also create encounters with submerged ruins, although such encounters should be extremely rare.

Vodyanoi: Marine vodyanoi are far larger and fiercer than their freshwater cousins: they are armor class 1, have 12+6 hit dice, and inflict 3-18 points of damage with each claw attack and 4-14 with
their mandibles. They move at 6”//12”, but can charge at 24” for one round per turn. They also have a chameleon-like camouflage ability, and surprise opponents 3 times in 6, usually attacking
prey with a sudden charge from concealment. They are otherwise similar to their freshwater cousins. Their level/xp value is VII/3,550 +16 per hit point. From 1-3 will be encountered.

Whirlpool: These phenomena can be treated as an afanc’s whirlpool, but are caused by strong currents, freak occurences, or (10% chance) temporary gates to other planes.

Will-o’-the-Wisps: These encounters may be with 2-5 boggarts (15%), a single will-o’-the-wisp (75%), or 1-3 will-o’-the-wisps (10%). These creatures will attempt to steer ships into dangerous
waters, lure sailors to ocean predators, and so forth.

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