Each hex on the wilderness map represents an area roughly equivalent to 6 miles. It is recommended that movement should be based around hexes instead of miles, thus simplifying matters for the judge considerably. A party on foot should be able to cross three clear hexes in a day, two forested or hilly hexes in a day, and one swamp or mountain hex in a day. At the judge’s discretion, crossing a river may take an entire day without a raft, boat, or access to a ford. If a road passes through a hex, it counts as one category above it. For example, if a road runs through a mountain range the party can cross two mountain hexes in a day. If a road crosses a river it is assumed that a bridge is present.
Roll for a random encounter each time the party enters a hex. On a roll of 6 in a clear hex, 5-6 in a forest or hilly hex, a 4-6 in a mountain or swamp hex, roll 1d8 and 1d12, consulting one of the tables below.
The Fogbound Forest
2 – Zombie
3 – Worg
4 – Shadow
5 – Wolf, Dire
6 – Hobgoblin
7 – Bugbear
8 – Men, Bandit
9 – Wolf
10 – Orc
11 – Bear, Black
12 – Goblin
13 – Bat
14 – Troll
15 – Rat, Giant
16 – Irish Deer
17 – Lycanthrope, Werewolf
18 – Harpy
19 – Gnome
20 – Wolf, Winter
The Great Swamp
2 – Greenhag
3 – Death, Crimson
4 – Zombie
5 – Mongrelman
6 – Larva
7 – Worg
8 – Wolf
9 – Centipede, Giant
10 – Men, Pirate
11 – Orc
12 – Toad, Giant
13 – Ogre
14 – Ghoul
15 – Will-O-Wisp
16 – Men, Bandit
17 – Irish Deer
18 – Men, Merchant
19 – Haunt
20 – Mites
The Mire of Princes
2 – Zombie, Monster
3 – Skeleton, Animal
4 – Skeleton
5 – Specter
6 – Will-O-Wisp
7 – Ghoul
8 – Rat
9 – Rat, Giant
10 – Raven, Normal
11 – Ogre
12 – Dog, Wild
13 –Hobgoblin
14 – Volt
15 – Zombie
16 – Irish Deer
17 – Goblin
18 – Coffer Corpse
19 – Fly, Giant Horse
20 – Wight
The Witchwood
2 – Displacer Beast
3 – Hangman Tree
4 – Giant, Firbolg
5 – Owlbear
6 – Lycanthrope, Werebear
7 – Sprite
8 – Owl
9 – Orc
10 – Ogre
11 – Stag
12 – Boar, Wild
13 – Bear, Black
14 – Boar, Giant
15 – Bugbear
16 – Choke Creeper
17 – Elf, Wood
18 – Shadow
19 – Gnome
20 – Dryad
These tables are for the various wilderness regions near Nightwick Village itself. If the characters wander into a region not discussed above, use the generic tables found in the Monster Manual II.
You're on fire, dude. It's always nice when the wellspring is functioning.
ReplyDelete(My first thought whenever I look at Monster Manual II-style 2d10 tables is to look at the entries for 10-12 to see what the most common encounters are. That sort of thing is far more easily parsed and immediately useful to me than, say, Elminster's Ecologies.)