Wednesday, December 22, 2021

Ready For Content
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

Tuesday, December 21, 2021

Ready For Content
The World of Greyhawk & The World of Greyhawk Wiki
The current year for our World of Greyhawk campaign is set during 579CY.
Inspired By Gary Gygax

Monday, December 20, 2021

Notable People
The World of Exandria & The Calamity of Exandria
The current year for our homebrewed Exandria campaign is set during 825 PD.
Inspired By Matthew Mercer

Saturday, December 18, 2021

Random Road Encounters
The World of Exandria & The Calamity of Exandria
The current year for our homebrewed Exandria campaign is set during 825 PD.
Inspired By Matthew Mercer

1) Lizard Men: (6)
Semi-intelligent, tribal, aquatic humanoids
with reptilian heads and tails. Often
encountered in swamps and dungeons, or
along rivers and coastlines.
AC [14], HD 2+1
(hp 12, 10, 9, 8, 7,5), Att 1 × weapon
(1d6+1 or by weapon + 1), THAC0 17
[+2], MV 60’ (20’) / 120’ (40’) in water,
SV D12 W13 P14 B15 S16 (2), ML 12, AL
Neutral, XP 25 each, NA 2d4 (6d6), TT D
▶ Weapons: Favour spears or large clubs.
▶ Man-eaters: Kidnap humans and
demihumans, whose flesh they regard as
a delicacy.
▶ Treasure: Necklace on Largest worth 1,100gp

2) Black Widow: (2)
DC12 Passive Perception to see spider webs high in trees.
AC [13], HD 3* (11hp, 10hp), Att 1 × bite
(2d6 + poison), THAC0 17 [+2], MV 60’
(20’) / 120’ (40’) in webs, SV D12 W13
P14 B15 S16 (2), ML 8, AL Neutral, XP
▶ Poison: Causes death in 1 turn (save
versus poison).
▶ Webs: Creatures caught in webs
become entangled and unable to move.
Breaking free depends on Strength: 2d4
turns for strength in the normal human
range; 4 rounds for strength above 18; 2
rounds for creatures with giant strength.
The webs can be destroyed by fire in two
rounds. All creatures in a flaming web
suffer 1d6 points of damage.

3) Raider Camp: (12)
DC12 to notice humanoid tracks.
They lead to a bandit camp.
AC 6 [13], - Leaders (2x) [15], & [16], HD 1 (4hp)
Leaders 12hp, 16hp,
Att 1 × weapon (1d6 - Leaders (2x) 1d8),
MV 120’ (40’), SV D12
W13 P14 B15 S16 (1), ML 8, AL Chaotic,
XP 10, NA 0 (1d4 × 10), TT A
▶ Treasure: Each has 3d6sp, Leaders have 3d6sp, 3d6gp

4) Hermit Encounter: Acts strange.
For many years a solitary hermit has
haunted this area of the forest, becoming progressively
wilder and crazier and more dangerous. His home is in
a huge hollow oak, the entrance to the hollow concealed
by a thick bush. Inside is a mound of leaves and
a couple of pieces of crude furniture. Even his cup and
plate are handmade of wood and are of no value.
Hermit will Hide in Shadows 20% to attack. (automatically hidden)

Mad Hermit: (3rd level thief, AC [16] due to leather armor,
and Dexterity 17, hp 15, #AT 1 at
+ 2, D 3-8, ML 10.) The hermit has a 30% chance to move
silently and a 20% chance to hide in shadows. His
madness gives him a +2 bonus to hit and a +2 bonus
on damage (thus the bonus for striking from behind is
+ 6 to hit, and double normal damage + 2 points). He
carries no treasure (other than the ring he wears!).

Mountain Lion: AC [13], HD 3+2 (15hp), Att 2 × claw
(1d3), 1 × bite (1d6), THAC0 16 [+3],
MV 150’ (50’), SV D12 W13 P14 B15 S16
(2), ML 8, AL Neutral, XP 50, NA 1d4
(1d4)

▶ Treasure: Ring of Protection +1 (Wearing)
Under his bed is 31gp, 161sp, +1 Dagger, Potion of Invisibility