Dragonbane Random Encounters Outskirt (d12)

d12 Result

1

Nothing Happens. The journey through grain fields and rolling hills is uneventful.

2

Nothing Happens. The journey through grain fields and rolling hills is uneventful.

3

Nothing Happens. The journey through grain fields and rolling hills is uneventful.

4

Nothing Happens. The journey through grain fields and rolling hills is uneventful.

5

Nothing Happens. The journey through grain fields and rolling hills is uneventful.

6

Nothing Happens. The journey through grain fields and rolling hills is uneventful.

7

Merchant.
The player characters encounter a good-natured halfling merchant named Theobald. On his donkey-drawn cart he has most of the Common items listed in chapter 6 of the Rulebook, and even a few Uncommon ones. He can also share a rumor about an adventure site (page 17) and would like to hear news from the player characters.

8

Farmers.
Farmer Oda and her grown son Medvin are on their way to Outskirt to sell their wares and would like to share camp with the player characters. However, Medvin has recently been recruited to the Sathmog cult by Leanara and asks lots of questions about the player characters’ plans. He reports everything they say to Leanara.
They can run into Medvin a second time, for example during the confrontation at the crypt of Um-Durman (page 27).

9

Bandits.
A band of unwashed thugs jumps out at a bend in the road, weapons drawn and pointed at the player characters. The leader is a rat-like man with a greasy smile that leaves much to be desired in terms of both teeth and personal charm. “Hand over your valuables,” he hisses, “or your lives and adventures end right here.” The bandits outnumber the player characters by one and have the stats of typical bandits on page 105 in the Rulebook. They flee if half of them are defeated.

10

Adventurers.
Three banged up adventurers on their way home from the same adventure site the player characters are headed to. They are a human thief, a wolfkin warrior, and a mallard wizard, all with stats as typical adventurers on page 105 in the Rulebook. They have taken a brutal beating and warn the player characters to turn back. They can provide details about the site if they get something in return.

11

Dead Cultists.
Three dead humans are hanging from a tree by the roadside, all wearing black robes. A closer look reveals sword wounds on their bodies. They bear the mark of Sathmog on their forearms – the player characters notice this if they actively look there or succeed with a SPOT HIDDEN roll. These poor souls are Sathmog cultists slain by the Eledain knight Tylos (page 30) as a warning.

12

Ruin.
A short distance from the road is a ruin from the age of the dragon empire. Only wall segments remain of what was once an impressive fortress. Reliefs on the walls show a figure in a horned dragon helmet. If the player characters spend one shift of time investigating the ruin, they find the entrance to a secret cellar. Down there is a chest – draw two treasures cards to see what it contains.