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.
- Death Yaks
- Charging at you, chased by 1d20 wolves
- 3d4 Herders, 6d10 death yaks. Herders looking for a missing one in a nearby summit/vale, will pay for its return
- 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.
- 1d2 adorable, friendly cubs. Mother arrives in 2d6 rounds. She will not be happy if the PCs are doing roughly anything other than fleeing.
- 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.
- Fighting an owlbear. Dead death yak is burning low off to one side, 50% a small localized forest fire results.
- Hermit
- 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.
- 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.
- White Ape Science Villains
- Escorting 2d4 captured tribesfolk to a nearby Crystal Dome habitat.
- Trying to repair their crashed Ornithopter. Sloppy perimeter established as the boss is too busy chewing everyone out.
- 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.
- Sabre-toothed tigers
- 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.
- Starving, mangy. Will stalk PCs and attack at night. Bite attacks: save (vs poison) or start developing rabies.
- Meks: War refugees
- Seeking guides to Gonewater, a Hyperborean (space) port
- Pursued by Last Castle deathbots, 1 hour lead at present.
- Krib Mountain Cultists
- Carting a vat full of the cut-up remains of a upper-level member. Will be reincarnated at Krib Mountain.
- Disguised as merchants, looking for 'escorts,' sacrifices. Hollow Ones.
- Conducting a ritual around standing stones. A few nomads are inside and cannot seem to leave - the air itself seems to wall them in.
- Nomads
- Religious pilgrims to Moothill. Accepting of PCs tagging along.
- Successful hunters w/ furs and food to trade. One has an emerald plucked from a demon's eye socket in Whitethorpe.
- Merchants
- Lost. Cheap prices for guides to Moothill.
- Flush with gems, riding yak-pulled floating disks. Willing to take passengers.
- 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.
- Besieging a human tribe's current location, holed up in a hillside ruin.
- 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.)
- Odobenmen - walrus-folk. Bipedal walruses. If you don't have stats from Frozen in Time, 1HD, d6 swords, AC as leather.
- Wearing mind-control collars, carrying a poorly-drawn map, heavily armed and wary. Crossbowmen with AC as leather, chain mail clad warriors.
- Desperate refugees, trying to escape mind control. One wears a control collar in secret and is scouting for adventurers with treasure.
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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