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Forlorn North / Frozen in Time hexcrawl encounters

An encounter table for the Forlorn North, the setting in Goodman Games' Frozen in Time. This was, of course, heavily influenced by Goblinpunch's Have a Nicer Trip, which does random encounters so well.


  1. Death Yaks
    1. Charging at you, chased by 1d20 wolves
    2. 3d4 Herders, 6d10 death yaks. Herders looking for a missing one in a nearby summit/vale, will pay for its return
  2. Flying Laser Ursine - stats are in Crawling Under a Broken Moon, issue 10. If you cannot pony up the dosh, take bear stats, add a laser attack, flight, and laser grapple. They serious business.
    1. 1d2 adorable, friendly cubs. Mother arrives in 2d6 rounds. She will not be happy if the PCs are doing roughly anything other than fleeing.
    2. Caught in a Portable Prison, some old cage-generating relic. Lockpick to free, dc 10 if you use DC. 2d4 rounds till a Hill Giant nomad comes by to check his trap.
    3. Fighting an owlbear. Dead death yak is burning low off to one side, 50% a small localized forest fire results.
  3. Hermit
    1. Actually Tsrura, Petty God of Time's Wintery Death(#176). Watching frozen trees drop branches, or ice crystalize over a puddle. Friendly PCs will be ignored, angry/bitchy PCs will get Hexed, Cursed, or Geas'd to wander 100 miles away. Those PCs will end up somewhere else, very short on supplies.
    2. Hiding in a tree. 1d5+1 wolves below. Will join party as a Level 1 Cleric of Crom. Not initially an exemplary example of Crom's devout. 9hp, STR 9 AGI 9 CON 7 INT 9 PER/WIS 16 Luck 9. Sack, 4 torches, 3 days rations, waterskin, thick fur cloak (+2 AC), empty longsword sheath.
  4. White Ape Science Villains
    1. Escorting 2d4 captured tribesfolk to a nearby Crystal Dome habitat.
    2. Trying to repair their crashed Ornithopter. Sloppy perimeter established as the boss is too busy chewing everyone out.
    3. Raiding a tribesfolk tent-town, set up around an old Hyperborean statue. The tribesfolk are all Bentbacked, hobbit-sized, and vicious, bleeding black blood and suicide bombing the White Apes, who fire some kind of ray emitter. The village is burning.
  5. Sabre-toothed tigers
    1. Eating a mammoth carcass. The bones are scrimshawed and look to be made of silver. The smilodons will not appreciate PCs trying to walk away with part of their kill.
    2. Starving, mangy. Will stalk PCs and attack at night. Bite attacks: save (vs poison) or start developing rabies.
  6. Meks: War refugees
    1. Seeking guides to Gonewater, a Hyperborean (space) port
    2. Pursued by Last Castle deathbots, 1 hour lead at present.
  7. Krib Mountain Cultists
    1. Carting a vat full of the cut-up remains of a upper-level member. Will be reincarnated at Krib Mountain.
    2. Disguised as merchants, looking for 'escorts,' sacrifices. Hollow Ones.
    3. Conducting a ritual around standing stones. A few nomads are inside and cannot seem to leave - the air itself seems to wall them in.
  8. Nomads
    1. Religious pilgrims to Moothill. Accepting of PCs tagging along.
    2. Successful hunters w/ furs and food to trade. One has an emerald plucked from a demon's eye socket in Whitethorpe.
  9. Merchants
    1. Lost. Cheap prices for guides to Moothill.
    2. Flush with gems, riding yak-pulled floating disks. Willing to take passengers.
  10. Bentback tribesfolk. Hateful mutant-things, can be bargained with if you're clearly outclassing them, 50% they follow and try to ambush you when you sleep. 1HD, d6 spears, AC as leather, darkvision 80'. Have 1d4-1 bombs (2d6 dmg) and will make traps and try to lead you into them with fake retreats, or just rush you and detonate them.
    1. Besieging a human tribe's current location, holed up in a hillside ruin.
    2. Turning their village into a multi-level Siege Tower! At the top the PCs can see a golden saucer-shaped device. (Given a few more weeks work, it may be rolled towards a human village. The device at the top can fire a beam which sets buildings afire. 3d12 damage, save (reflex or breathe) for half. It would require a small army to move and is worth 3000 gp to a king, if you can wash it out first.)
  11. Odobenmen - walrus-folk. Bipedal walruses. If you don't have stats from Frozen in Time, 1HD, d6 swords, AC as leather.
    1. Wearing mind-control collars, carrying a poorly-drawn map, heavily armed and wary. Crossbowmen with AC as leather, chain mail clad warriors.
    2. Desperate refugees, trying to escape mind control. One wears a control collar in secret and is scouting for adventurers with treasure.
  12. The joke is, my players jumped through time and/or space and are no longer in the Forlorn North, but hopefully this will serve someone else well!

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