Expanded Random Encounters Repost #8 - Scrub Plains
This Net Project was originally compiled by ArcoJedi. Many of the entries were taken from the Dark Sun Mailing list. The Expanded Random Encounters net.project brings otherwise sometimes boring random encounters to life. Giving them more realism than “you walk around the bend to see 4 gith standing in the middle of the road with weapons drawn”.
This week, we feature encounters involving scrub plains.
Spinewyrm
Description: “As the brutal sun finally sets over the scrub grass, a strange sight in the sky catches the eye. At first, it is difficult to make out, appearing to be a human spine that turns and circles overhead in strange, fluid undulations. Then the true size of the thing dawns upon you, as it is much higher up – and much larger – than it first appeared. More than twenty feet long and at least a foot wide, this strange flying creature moves with blinding speed through the air some 150 feet up. It circles three times before darting away.”
This was a Spinewyrm searching for prey. It saw the PCs but will wait until after nightfall to follow the trail of the PCs and strike, activating its chameleon power and ectoplasmic form to gain the advantage and strike unseen.Using this method the spinewyrm is 90% undetectable. It will then dive at a random PC, gaining +4 to its attack roll if undetected. On a successful attack, the Spinewyrm will then constrict. If the target fails a Dex check at -4, they take 2d6 damage that round. Each successive round of constriction, the victim suffers 2d4 points of damage. After the third round of constricting, the target must make a save vs. death magic or lose consciousness while the spinewyrm flies off. If the spinewyrm is reduced to 6 hp or less, it retreats, launching 2d4 spines at up to two targets within 10 feet of each other. Each spine requires its own attack roll and deals 1d6 damage on a hit. Launched spines grow back after 6 weeks.
Spinewyrm (8HD/N) {saves: 10 12 11 12 13} MC2
AC 2; MV 12, Fl 15 (B); HD 8d8; hp 27; THAC0 13; #AT 1; Dmg 2d6 (constrict); SA spine attack; SZ L (30’ long); ML very steady (13-14)
Psionics Summary:
Dis 1/Sci 1/Dev 3; PSPs 20 Att: none; Def: MBk
#AT 1, MTHAC0 19, MAC 9
Psychometabolism: Sciences-shadow-form (MAC 5, cost 5/2); Devotions-chameleon power (MAC 7, cost 4/1), displacement (MAC 6, cost 4/2), ectoplasmic form (MAC 5, cost 9/3)
XP: 2000
The Swift-Drakes, Elven Merchant Tribe
Description: The tribal psionicist of the Swift-Drakes tribe clairvoyantly detected the PCs from about ten miles away and informed the tribe leader. If there is a thri-kreen among the PCs, the Swift-Drakes are 75% likely to set up an ambush and attack and 25% likely to just avoid the party altogether. If there are no thri-kreen, the Swift-Drakes will set up their wares on make-shift stalls along the road where the PCs are headed and wait. Accosted for hours to buy SOMETHING, the PCs would be smart to do so. If they trade nothing and don’t even show the least bit of interest, and if they also have valuable things on their person that were visible to the elves, the merchants will have no qualms about turning to raiding temporarily. The elven tribe will wish the PCs on their way and leave, but after a day or two, they will quickly turn around and attack the PCs, meaning to take what they want and be gone.
Trade Goods: Two kank drawn, enclosed wagons (2,500 pound capacity): Two tuns of water (3cp/gallon), Most items under clothing list (PHB)(+10% price), Most items under household provisions (PHB)(+5%), Kank tack and harness, Most items under miscellaneous equipment (PHB)(+20%), some simple stone and wood weapons, spell components sold by Totchun. The elves will trade these things for just about anything. Use the protracted barter rules on page 52 of the AOH. Also, Tars Trkas (from the DS list) has created a pretty convenient barter table that I found useful.
Erlinthe, Raiding Leader (male elf/5th-level fighter/CN)
AC 5; MV 15; hp 28; THAC0 15; #AT 3/2; Dmg 1d8/1d12 (sword); SA/SD +4 loyal; SZ M (7’2”); ML 15
S 12, D 14, C 12, I 12, W 10, Ch 16 {saves: 11 13 12 13 14}
Equipment: steel long sword [spd5], brigandine [AC=6], small shield, 11sp, 12gems, velocets (unremovable)[PAA p72], Fruit of Invulnerability [DMG p143]: 14 rounds; Immunity to non-magical weapons and creatures of less than 4 HD; Also: -2AC, +2 all saves.
Psionics Summary: Nil, MAC 10
Proficiencies/S&P: Kit: merchant. Weapon Proficiencies: long sword specialized
XP: 650
Description: Erlinthe wears a sand-colored trench coat and has intricately braided hair. He gains a 5-10% price increase to anything he is selling or buying. Opinionated, blustering, and brave, Erlinthe is out to improve his tribe’s status by making good deals here. He also wants to spy on the PCs, finding out who they are, what they are doing, and what they might have that his tribe could take. Erlinthe will only use his fruit of invulnerability if half of the members of his tribe die at the PCs hands. He will take revenge until the power runs out or the PCs are dead.
Jonam, Tribal Skyminder (male elf/5th-level psionicist/N)
AC 5; MV 14; hp 19; THAC0 17 (20); #AT 1; Dmg 1d4-1/1d3-1 (dagger); SA psionics, +1att/dmg; SD +2save/psi, +1save/wis; SZ M; ML 18
S 17, D 14, C 11, I 14, W 15, Ch 11 {saves: 12 13 10 15 14}
Equipment: wooden daggers (4)[2], hide armor [AC=6], small shield, 6sp
Psionics Summary:
Dis 2/Sci 3/Dev 10; PSPs 32
Att: MT, PB, PsC; Def: MB, MBk, TW
#AT 1, MTHAC0 16, MAC 6
Clairsentient: Sciences-clairvoyance (7, 5/2), appraise; Devotions-all-round vision (8, 5/2), combat mind (6, 4/2), know course, know direction, know location, see magic (9, 6/2)
Pshychokinetic: Sciences-telekinesis; Devotions-ballistic attack (6, 5/3), control body (6, 8/4), inertial barrier (6, 6/2), levitation (7, 5/2)
Proficiencies/S&P: Standard
XP: 650
Description: Uncivilized, boorish, and realistic, Jonam has been watching the road ahead for several hours with his psionics. He was the one who originally spotted the PCs and made the chief aware of it. He does not care one way or another about what comes from the trade here because he is anxious to move on to the next city and sell their wares there. He will lazily sit aside, drinking and belching, while the other elves harass the PCs.
Totchun, Hunting Leader (female elf/3rd-level defiler/CE)
AC 8; MV 14; hp 11; THAC0 20; #AT 1; Dmg punch/wrestle; SA/SD defiler spells; SZ M; ML 18
S 12, D 15, C 12, I 12, W 13, Ch 15 {saves: 14 11 13 15 12}
Equipment: leather armor breastplate [+1AC], spell book (inside clothes), rose petals, live crickets, incense sticks, crystal rod, 3bits, 55cp
Spells: 2/1 sleep, shield; hypnotic pattern
Proficiencies/S&P: Standard
XP: 65
Description: Totchun wears a white cloak over her shoulders. She will approach the PC who is most by himself and offer to sell him some “special” items. Quiet, secretive, and deceitful, Totchun makes her tribe more successful by dabbling in spell components. She has ingredients for mainly first and second level spells. She has so far managed to stay ahead of the law.
If her tribe attacks, she will use her shield spell two rounds before the battle. If she runs out of spells, Totchun will grab the nearest weapon and attack. Once the blood of her tribe members has been spilled, there is not a lot that will make her turn from battle.
Elves (14): (mixed/1+1HD/CN) {saves: 16 18 17 20 19}
hp: 9, 9, 8, 8, 8, 7, 6, 5, 4, 4, 4, 3, 2, 2
AC 7-8; MV 12-17; HD 1+1; THAC0 19 (20); #AT 1; Dmg 1d2 or 1d6-1/1d6-1 (varied); SA/SD: overbearing, surprise; SZ M; ML 16-17
Equipment: Varied stone weapons and leather armor, K, O or P each
XP: 35