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Encounter Table: Solnor Coast
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Corsairs Campaign
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__NOTOC__ {{Special:Whatlinkshere/{{PAGENAME}}}} [[Category:Corsairs Campaign]] [[Category:DM Info]] [[Category:Encounter Table]] Along the North Eastern Solonor Coast near the old Great Kingdom. == Daytime == {| class="wikitable" |- !Roll !Encounter !Description |- |1 |Sunbathing Stirges |Two Stirges bask on a sun-warmed rock, lazily fanning their wings. They screech and attack if disturbed. (Stirges: AC 12, HP 13, STR 5, DEX 13, CON 11, INT 2, WIS 11, CHA 5) |- |2 |Lost Lizardfolk Patrol |Three Lizardfolk scouts, lost after a storm, stumble upon the party. They are wary but not hostile unless threatened. (Lizardfolk Scout: AC 13, HP 16, STR 13, DEX 14, CON 13, INT 6, WIS 12, CHA 7) |- |3 | Driftwood Ambush |A Giant Octopus, camouflaged among driftwood, ambushes the party from the shallows. It seeks to drag them underwater and drown them. (Giant Octopus: AC 11, HP 57, STR 18, DEX 8, CON 16, INT 3, WIS 13, CHA 7) |- |4 |Sea Serpent Sight |A brief glimpse of a sleek, serpentine head breaks the surface of the ocean far offshore. It disappears as quickly as it appeared, leaving the party to wonder what lurks beneath the waves. |- |5 |Treasure Trove |A hidden cove reveals a stash of pirate booty: gold coins, gems, and a rusty cutlass. However, a territorial Sea Hag claims the cove as her own and attacks intruders. (Sea Hag: AC 15, HP 22, STR 10, DEX 14, CON 13, INT 12, WIS 14, CHA 16) |- |6 |Shipwrecked Survivors |A group of shipwrecked sailors, desperate for food and water, plead for help. They offer a valuable map in exchange for assistance. |- | 7 |Giant Oysters |A cluster of giant oysters cling to the rocks, their shells pulsating with bioluminescent light. They are harmless, but their eerie glow can be unsettling. |- |8 |Playful Dolphins |A pod of playful dolphins leaps and splashes alongside the party, offering a brief moment of joy and wonder. |- |9 |Lost Tomb |The entrance to a hidden tomb lies half-buried in the sand. Strange symbols and weathered bones hint at the dangers within. |- | 10 | Mermaid Melody |A haunting melody drifts from the ocean depths, luring the party closer to the shore. It is the song of a Mermaid, who seeks to charm and drown them. (Mermaid: AC 13, HP 16, STR 10, DEX 13, CON 13, INT 12, WIS 14, CHA 16) |- |11 |Gull Infestation |A swarm of hungry gulls attacks, seeking scraps of food or shiny objects. They can be a nuisance, but also a warning of nearby predators. |- |12 |Tidal Surge |A sudden, powerful wave crashes down upon the shore, knocking the party off their feet and dragging them towards the ocean. |} Along the coast road. {| class="wikitable" |- ! Roll ! Encounter ! Description |- | 1 | Sunbathing Stirges | Two Stirges perch on a sun-warmed signpost, lazily fanning their wings. They screech and attack if disturbed. (Stirges: AC 12, HP 13, STR 5, DEX 13, CON 11, INT 2, WIS 11, CHA 5) |- | 2 | Lost Lizardfolk Scout | A lone Lizardfolk scout, disoriented after losing his patrol, stumbles onto the road. He is wary but not hostile unless threatened. (Lizardfolk Scout: AC 13, HP 16, STR 13, DEX 14, CON 13, INT 6, WIS 12, CHA 7) |- | 3 | Brigand Ambush | A hidden band of brigands emerges from a rocky outcrop, hoping to relieve travelers of their valuables. (Brigands: AC 14, HP 11, STR 13, DEX 12, CON 12, INT 10, WIS 11, CHA 12) |- | 4 | Distant Dust Cloud | A distant plume of dust billows on the horizon, hinting at a hidden caravan, a traveling circus, or perhaps something more ominous. |- | 5 | Smuggler's Stash | A collapsed wagon reveals a hidden cache of contraband goods, guarded by a nervous but trigger-happy smuggler. (Smuggler: AC 15, HP 18, STR 12, DEX 14, CON 13, INT 11, WIS 12, CHA 13) |- | 6 | Traveling Herbalist | A friendly old herbalist offers aid and wisdom to passersby, sharing knowledge of local plants and potions in exchange for stories or coin. |- | 7 | Glowing Mushrooms | Strange, bioluminescent mushrooms sprout among the roadside ferns, casting an eerie glow and attracting unusual insects. |- | 8 | Playful Sprites | A mischievous band of sprites teases and tricks travelers, leading them on harmless detours or leaving playful gifts in their path. |- | 9 | Ancient Ruin | The crumbling remains of an ancient watchtower or tollhouse stand by the road, hinting at forgotten secrets and buried treasures. |- | 10 | Siren's Song | A hauntingly beautiful song whispers from the dense forest, luring travelers towards their doom with promises of hidden wealth. (Siren: AC 13, HP 16, STR 10, DEX 13, CON 13, INT 12, WIS 14, CHA 16) |- | 11 | Raven's Warning | A lone raven circles overhead, cawing loudly and dropping pebbles in the path, seemingly trying to warn travelers of unseen danger ahead. |- | 12 | Flash Flood | A sudden downpour transforms the road into a raging torrent, testing the party's strength and resourcefulness to reach higher ground. |} == Nightime == {| class="wikitable" !Roll !Encounter !Description |- |1 |Glowing Kelp |The party stumbles upon a vibrant patch of bioluminescent kelp, casting an eerie blue glow across the shore. |- |2 |Siren's Song |A haunting melody drifts across the waves, drawing one party member closer to the water's edge. A hidden siren (AC 15, HP 36, Str 10, Dex 16, Con 13, Int 13, Wis 16, Cha 18) observes, waiting for the right moment to strike. |- |3 |Will-o'-the-Wisps |Mischievous will-o'-the-wisps (AC 11, HP 2, Str 1, Dex 16, Con 10, Int 10, Wis 10, Cha 13) dance near the party, leading them in circles or towards hidden dangers. |- |4 |Crab Feast |A swarm of hungry giant crabs (AC 16, HP 22, Str 18, Dex 10, Con 15, Int 2, Wis 11, Cha 5) emerges from the surf, attracted by the scent of food or disturbed by the party's presence. |- |5 |Spectral Whaler |A ghostly whaler ship, crewed by skeletal figures, drifts silently past the party. Legend tells of its curse, trapping souls onboard forever. |- |6 |Sea Hag Haggling |A crafty sea hag (AC 13, HP 22, Str 13, Dex 14, Con 15, Int 12, Wis 13, Cha 16) approaches the party, offering cryptic bargains and dark secrets in exchange for favors or valuables. |- |7 |Coral Cavern |The party discovers a hidden cave entrance beneath the tideline, leading to a bioluminescent coral cavern inhabited by playful sea otters (AC 12, HP 7, Str 11, Dex 14, Con 13, Int 2, Wis 11, Cha 7). |- |8 |Storm Giant's Footprint |A colossal footprint, seemingly made by a giant, stretches across the beach. Examining it reveals strange tracks and the lingering scent of ozone. |- |9 |Shipwrecked Survivors |The party encounters the survivors of a recent shipwreck, desperate for help and potentially holding a valuable treasure they want to keep secret. |- |10 |Glowing Jellyfish Swarm |A mesmerizing swarm of bioluminescent jellyfish lights up the water ahead, but its beauty hides a danger, as their touch inflicts a painful sting (1d6 piercing damage). |- |11 |Sea Serpent Silhouette |A long, sinuous shadow glides beneath the waves, barely glimpsed in the moonlight. A watchful party might recognize the form of a sea serpent (AC 17, HP 97, Str 22, Dex 15, Con 18, Int 5, Wis 12, Cha 11). |- |12 |Mooncalf Ritual |Deep within the dunes, the party stumbles upon a hidden circle of chanting mooncalves (AC 11, HP 13, Str 8, Dex 14, Con 11, Int 2, Wis 13, Cha 12). Their ritual, harmless but unsettling, could attract unwanted attention. |}
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