Category: St. Orlan Grassland

  • Halflings Hunting the Hunters

    Halflings Hunting the Hunters

    The party has been skirting the perimeter of a tabletop hill with a steep incline rising 20 feet of hard-packed clay. Above and below, thick brush offers numerous opportunities for hiding. Yet just now, the gray fur of a wolf rises over a bush. Yellow eyes bear down on the party with a human intelligence. Seven other humanoid shapes drift between the vegetation.

    These eight figures are Lupin, humanoid wolfmen, nearly indistinguishable from werewolves but steadfast enemies of such. They are merely hunting small game, and as such, present as cautious and likely to move off to avoid entanglements with the party.

    Meanwhile, 11 Halfling warriors have been tracking the Lupin for days. The diminutive fighters hide at the edge of the rise, spears at the ready. They are hunting the Lupin under the mistaken notion that they are werewolves who took several of their flock of milk goats. They will watch for three rounds before taking advantage of their elevated position to fire stones with slings, hoping to incapacitate one of the Lupin for questioning.

    The scrub in the area provides an advantage of +2 or +10% to hiding attempts. It provides half cover. The edge of the hill is steep enough to prevent easy climbing, though the dirt is hard-packed. Any who wish to get to the top will likely have to loop around to the backside, some 100 yards.

    8 Lupin: AC 14, HD 2, #At 1 silver spear or arrow, Dam 1d6, Mv 120′, Sv F2, Ml 8, XP 75

    HP 10 ☐☐☐☐☐ ☐☐☐☐☐
    11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
    9 ☐☐☐☐☐ ☐☐☐☐
    10 ☐☐☐☐☐ ☐☐☐☐☐
    14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
    12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
    2 ☐☐
    6 ☐☐☐☐☐ ☐

    11 Halflings: AC 13, HD 1-1, #At 1 Spear or Sling, Dam Spear (two handed) 1d8 or 1d3, Mv 40′, Sv F1, Ml 8, XP 25

    HP 2 ☐☐
    5 ☐☐☐☐☐
    7 ☐☐☐☐☐ ☐☐
    5 ☐☐☐☐☐
    6 ☐☐☐☐☐ ☐
    8 ☐☐☐☐☐ ☐☐☐
    7 ☐☐☐☐☐ ☐☐
    4 ☐☐☐☐
    1 ☐
    4 ☐☐☐☐
    6 ☐☐☐☐☐ ☐

    Original output from the St. Orlan Grassland generator:

    While exploring, the party encounters figures wandering 60 yards (20 if surprised) to the northeast.
    8 Lupin AC 14, HD 2, #At 1 silver spear or arrow, Dam 1d6, Mv 120′, Sv F2, Ml 8, XP 75
    Resemble werewolves. Lawful nomads. Hate werewolves, recognize them automatically, attack on sight.
    3 rounds later followed by
    11 Halflings AC 13, HD 1-1, #At 1 weapon, Dam Spear (two handed) 1d8, Mv 40′, Sv F1, Ml 8, XP 25

    Their attitude is that there is clear and present danger. They are cautious and aware of possible trouble. They will disengage without violence if possible, or provide a final warning.

    Their surprise roll is 5, and the party rolls 5.

    The immediate area is heath and bushes, with half cover possible and concealment for prone or small creatures (+2 bonus to stealth while moving slowly). The ground is a steep-sided mesa edge that rises 20′, and footing is firm packed earth. Nothing much else distinguishes the area..

    The general vibe is “dread”.

  • Python in the Sinkhole

    Python in the Sinkhole

    Here’s an example of using the generator for encounters in the grasslands around St. Orlan. Most of this terrain type is far north of town, beyond the dread swamps, and it’s relatively dangerous. However, even a low level party can escape this encounter with a little luck and caution.

    The group finds themselves in an expanse of blooming wildflowers that grow waist-high. A halfling would find it especially easy to hide here, which I’d treat as +10% to hide roles or +2 to saving throws that would benefit from cover. Unfortunately, the thick cover is also hiding a sinkhole, inside of which is a giant rock python who is already in a bad mood.

    Whoever is leading the party will have to save versus death to avoid tumbling down into the sinkhole, taking 1d6 damage and then facing off with the python. The snake is going to attack immediately at the invasion of its space.

    The party is 60 yards away from the sinkhole, and they won’t be surprised by the snake when they see it. it could be inconvenient to get down into the pit to join the fight once it starts, though.

    Here’s the raw output of the genererator.

    While exploring, the party encounters figures wandering 60 yards (20 if surprised) to the northwest.
    1 Rock Pythons AC 14, HD 5, #At 1 bite/1 squeeze, Dam 1d4/2d4, Mv 30′, Sv F3, Ml 8, XP 405
    30′ long snake. Brown and yellow scales set in a spiral pattern. Its first attack is a bite. If the bite is successful, it coils around the victim and constricts in the same round. This squeezing does 2d4 points of damage per round, and occurs automatically until the snake dies or releases the victim.

    Their attitude is that there is clear and present danger. They are cautious and aware of possible trouble. They will disengage without violence if possible, or provide a final warning.

    Their surprise roll is 6, and the party rolls 4.

    The immediate area is covered by wildflowers, providing concealment for prone or small creatures (+2 bonus to stealth while moving slowly). The ground is a completely flat plain, and footing features a hidden sinkhole or depression requiring a save vs death to avoid falling 10′. Nothing much else distinguishes the area..

    The general vibe is “enrage”.

    The generator is setting up distance and surprise, but you must put those two rolls together. The snake has a reaction roll that’s just a bit towards the aggressive side, but given the vibe of “enrage”, I’m going with the snake flipping into fight mode rather than relying on more reaction rolls.