Random Lairs

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  • 7/29/2019 Random Lairs

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    Random Lairsfor the Wilderness Sandbox

    MycaMpaigndoesafairbitofwildernessexplorationand

    since I nd mysel making up lairs on the fy romtime to time, I thought it might be un to make Ye

    Olde D20 List o Lairs. This list is specic to an area

    that is mostly wooded hills, but once could tweak it

    or use in other terrain types. So the next time your

    party stumbles into that group o Owlbears that

    just happened to be near their lair, youll be able to

    describe something thats a little more in depth than

    you nd the monsters lair.

    1. a small cave hidden at the base o a hill, 1-2 on a d6 indicates a deeper complex lies within, unbeknownstto the creatures lairing here.

    2. a group o deadall timber, oaks and the like, blown down by a windstorm many years ago, visibility verylimited and dangerous to approach (-1 penalty on surprise or PCs and very short encounter range imonsters are present).

    3. a series o overhanging clis beside a small stream creating a ew very shallow caves (d4 in number),the stones and grounds in and around this lair are covered with moss, PCs being unaccustomed to thelocation must check DEX or all when hit in melee.

    4. a orgotten village, wiped out by plague several generations ago (d6 hovels remain extent), a cellar in oneo the structures holds hidden secrets (treasure, map, weapon stash, etc. as determined by DM).

    5. a lost wagon train (d4+ 2) , the ruined carts may have been circled or turned over in a last ditch deensegiving any deenders present superb cover (-4 to AC) against missiles.

    6. an abandoned burrow o some extremely large animal sits on a hillside overlooking a grassy plane, thehillside is riddle with large boulders making it easy to sneak up to the burrow entrance.

    7. the ruins o an old abbey, 1-2 on a d6 indicates an extensive series o catacombs beneath, otherwise asimple cellar.

    8. an old mining camp beside a stream where a ew odd nuggets o gold were once ound (1-2 on a d6 the

    stream is still a valuable, untapped resource), a d3 oundations o simple wooden structures remain.9. a dense thicket o undergrowth, considerably taller than a man growing on the side o a rock-strewn hill.

    PCs suer a -2 to surprise i there are monsters in the lair due to the lack o visibility. Any encounter willbegin at very close range (5-15 eet).

    10. the lair is transitory, probably only established within the past ew days, consisting o a ew small bedareas in the tall grass o a meadow. I the monsters are o a large size and there are any present, theencounter will occur at a good distance beyond the norm allowing or an extra round or two o missilere.

    11. a small island in the middle o a creek or river, accessible due to rocks and stone that create rapids aroundthe island.

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    12. the ruins o a homestead, long abandoned, only a single building remains intact (roll a d6: 1-2 barn, 3-4 thehouse, 5-6 storage shed). A cellar may be present that remains unexplored (1-3 on a d6).

    13. a natural rock ormation surrounded by tall oaks, monsters i present use the rocks as a lookout post makingsurprising them unlikely. Tis vantage point allows them to spot intruders at a distance and either prepare adeense or withdraw.

    14. a series o caves, high on the wall o a river gorge or box canyon. Tese may be assailed rom above byrappelling down i the party has such equipment and skill. Otherwise the climb up is a long one andintelligent monsters i present may enjoy a number o rounds o missile re dependent on the speed o theparty (Move 10=6 rounds, 20=4 rounds, 30=3 rounds, 40=2 rounds). One o the caves as an unexploreddeeper complex on a 1-2 rolled on a d6.

    15. a natural ditch or gulley on the side o a orested hill or meadow. Monsters i present are aorded and earlywarning unless PCs are extremely cautious and will gain a surprise bonus (-2 to PC dice) or ee i aced withan overwhelming orce. Tis gulley is long and deep enough to allow the monsters to escape without beingseen 50% o the time.

    16. a small, abandoned hill ort built in ages past, the structure is still very difcult to negotiate due to its singlezig-zag entrance which remains a ormidable obstacle i the monsters are present and intelligent enough toutilize its deensible eatures. Tere may be a more modern keep or tower, now allen into ruin perched on

    the crest o the hill (indicated by a 1-2 on a d6). An unexplored complex is ound at the top o the hill on a1-2 rolled on a d6.

    17. a rocky outcrop jutting out rom a low hill, it is littered by ogre-sized stones scattered across the orest here.Massive hemlock trees grow amongst this rough stretch o ground, their roots intertwining with the largerocks to create d6+1 rooms. Due to the conusing terrain, the monsters i present enjoy a +2 benet to bothsurprise and initiative.

    18. the ruins o a wizards tower, demolished and abandoned in a long orgotten age. A secret trapdoor beneatha agstone has escaped the view o the monsters and a set o stairs spirals down into the darkness below. Rolla d6 and on a 1-2 this is a very small dungeon, perhaps a room or two, a 3-5 indicates a substantial complex,a 6 indicates a massive, multi-level dungeon.

    19. an abandoned orchard or vineyard, remains here among the encroaching orest. Tere may be substantialrations available here dependent on the season.

    20. a large series o caves (d6+2), excavated in the side o a rocky cli or hillside by some orgotten group oindustrious mining humanoids in a orgotten age. One or more o the caves (indicated on a 1-3 on a d6) mayhold a hidden, unexplored complex.

    the savage sword of scadgrad 2011 artworkTony Mullins 2011