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Encounter Table: Solnor Coast: Difference between revisions

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Created page with " {| class="wikitable" !Roll!!Encounter!!Description |- |1-2||Seashell Scavengers||Two playful Sea Elf children (use stats for Commoners) excitedly comb the beach for colorful seashells. They might offer the adventurers the pick of their collection if they help build a sandcastle. |- |3-4||Elven Sentinel||A young elven guard (use stats for Scout) keeps watch from a lookout point. They politely greet the adventurers and answer their questions about the region, offering tip..."
 
m DM moved page Coastal Encounters to Encounter Table: Solnor Coast without leaving a redirect: Misspelled title
 
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[[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"
{| class="wikitable"
!Roll!!Encounter!!Description
|-
|-
|1-2||Seashell Scavengers||Two playful Sea Elf children (use stats for Commoners) excitedly comb the beach for colorful seashells. They might offer the adventurers the pick of their collection if they help build a sandcastle.
! 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.
|-
|-
|3-4||Elven Sentinel||A young elven guard (use stats for Scout) keeps watch from a lookout point. They politely greet the adventurers and answer their questions about the region, offering tips on safe passage and local lore.
|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.
|-
|-
|5-6||Curious Dolphin Pod||A pod of 2-3 playful dolphins leaps and twirls alongside the adventurers' path. They may guide them towards a hidden reef teeming with exotic fish or playfully nudge them with their snouts.
|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.
|-
|-
|7-8||Lost Fisherman||A lone human fisherman (use stats for Commoner) sits helplessly by their overturned boat. They offer the adventurers a share of their catch if they help right the boat and retrieve their lost nets.
|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.
|-
|-
|9-10||Sea Glass Treasures||Hidden amongst the pebbles, shimmering shards of colorful sea glass sparkle in the sun. An observant adventurer can collect enough to trade for a few silver pieces or craft into simple jewelry.
|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).
|-
|-
|11-12||Hippogriff Hatchling||A lost hippogriff hatchling (use stats for Giant Fly) chirps pitifully on the rocks, separated from its parents. The adventurers can reunite it with its flock after a chase through the dunes or a tense encounter with a hungry seagull.
|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.
|-
|-
|13-14||Goblin Beachcombers||2-3 mischievous goblins rummage through the tide line, scavenging for scraps. They might try to bargain for the adventurers' belongings or attempt a stealthy theft, leading to a comical chase or a brief scuffle.
|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.
|-
|-
|15-16||Mermaid Melody||A hauntingly beautiful melody drifts from the waves, sung by a hidden mermaid (use stats for Merrow). The adventurers can offer a song or gift in exchange for a blessing of good fortune or a whispered secret about the coast.
|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).
|-
|-
|17-18||Gigantic Turtle||A colossal sea turtle (use stats for Giant Badger) lumberously hauls itself onto the beach to lay its eggs. The adventurers can watch in awe or help fend off hungry shorebirds, earning the turtle's gratitude and a gift of rare pearls.
|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).
|-
|-
|19-20||Ghostly Shipwreck||The spectral outlines of a wrecked ship shimmer on the horizon. The adventurers can investigate the ghostly crew for tales of past voyages and hidden treasures, but a chilling presence might linger, guarding the wreck's secrets.
|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.
|}
|}

Latest revision as of 22:38, 20 March 2025

Along the North Eastern Solonor Coast near the old Great Kingdom.

Daytime[edit | edit source]

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.

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[edit | edit source]

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.