Friday, September 19, 2025

20 Encounters On The Roads Of The Northern Continent

Inspired by various Oldhammer Miniatures

Roll D20

 

1.


Sir Gruelling of Nebb

Cleric of Vorn


Grimly seeking out the menace that the PCs will soon encounter. Will tell them all about it.


Will fanatically attack-, and likely get annihilated by-, it.





2. 


L to R:

Oskylt the Narrow, sniper thief mutant

Thrusk the Low, chaos dwarf

Amma Gothiq, amazon

Skorn Helthrast, Boss warrior


Bad adventuring party after the same thing as the PCs, maybe after they get it.





3. 


Grorre the Thugg

Ogre bandit


FIRST: tries to sell the party magic items.

SECOND: Sneaks ahead (he doesnt' sleep) ambushes them and steals the items back plus anything else they’ve got


His overall goal is to steal magic items, which he sells to wizards.





4.


Jade Harzach 

High-level Knight of the Jade Fang


Roaming the land, looking for an artifact sacred to the jade fang, absolutely Anton Chigurh-level implacable in his search. Maybe rides some beast like a green horse.


He is immune to magic and has a 21 AC.





5. 


The Heath Sentinel

A tough skeleton


Paces back and forth on a lonely anonymous heath. Why? He’s guarding something that has been grown over long ago. Ironically, the fact he’s guarding the heath signals that if you dig with a shovel for a few minutes there’s a tomb with treasure down there.


He’s fucking 90 hit points and 4 attacks per round for like d12 each. He also has a list of all the treasure in the mound and all the foes defeated scratched onto the inside of his shield--a heath ledger, if you will.





6.


The Red Company

A group of skeletons


They serve a death knight. 

They are immune to harm.

The death knight has a throbbing live heart in his chest and only by destroying it will they fall.


They haunt a forlorn and ruined castle not shown on any map.





7.


Torgos Slodd 

A sublunary man and cruel slaver


He shows up driving a cart full of slaves. He is accompanied by a bunch of mercenaries.


He will try to sell the PCs some slaves. If he defeats them he'll try to sell them as slaves. He obviously has a lot of money on him.





8. 


Usgylt Tondervyst’s company

Dwarven mercenaries


Escorting a dangerous wizard in a cage to some distant prison or something. They’ll ask for help guarding the transport and pay for it.


The wizard’s magic won’t work until he's out but he will try to bargain with the party to free him and try to take any opportunity to escape-especially other, later encounters, perhaps ones engineered by the wizard himself.





9.


Skudj and Weevyhll

A pair of goblin idiots


They are talkative and approach the party asking for directions because they are trying to get to the villain’s lair and get work with them. They may assume the PCs are fellow mercenaries.


They have nothing of value and aren’t immediately hostile. If the PCs play their cards right they can learn a lot.





10. 


Gunter Eevyn

Dwarf paladin


Gunter is trying to figure out how to destroy the recently discovered Chaos Monolith of Urgo the Impure while also hiding its existence to prevent its baleful influence.


He will subtly ask parties if they know about magic or cleric stuff and try not to reveal the location (nearby) of the monolith unless he really thinks they can help.


The monolith will whisper to the less pious party members and try to cause them to slay their fellow and revive Urgo, who sleeps inside.



11. 


The Red Moon Jester

Demon-wizard


The Red Moon Jester appears to taunt the party at midnight once they do some bad thing (open the wrong tomb, mess with the wrong artifact, etc). It mocks any mistakes they made that day. If there’s a fight, it disappears after two rounds. If it takes any damage, that damage will not be healed when it returns the next night. It will keep returning until dead. Makes it hard to sleep and get spells back.


It can cast any spell that anyone in the party used that day and can cast two spells per round. 





12. 


High Reaper Thornn and the Silent Maraud

Necromancer and company


This high level Black Grip cleric (far left) has resurrected some dead companions (mounted fighter, barbarian, thief) to locate a villain that has stolen an artifact from one of the Grip’s Tomb-Temples.


Thorn can speak but the rest are enchanted to make no sound. 



13. 


Zathysz Wyrrd

Wizard


He appears cloaked, bent over a strange horse.


He does not speak. He will hand the PCs a strange gift.


It will be beneficial and can help them in their next adventure (key, weapon, map, etc).  Once they acquire any magic treasure of value he will return on the road somewhere and (using symbols) request the item acquired using the boon he gave them. If they do not hand it over it: they fight.




14. 


Lurvus, Ickel, and Tweeg

Goblin art enthusiasts


They are critics first and collectors second, they have an encyclopedic knowledge of elven art and monuments. They roam the countryside seeking it for their personal museums. High level fighters.


They primarily want the PCs’ information, but will settle for their magic items and treasures if they do not cooperate.



15.


Nauseous the Stabber

Lizardman bounty hunter


Nauseous is absolutely amoral and will hunt anyone for a sufficient price.


When the party meet him he is hunting some worse and bigger bad guy but he has a whole list of targets (in order) including villains, innocents and good guys alike. He doesn’t realize yet that the PCs are on it, though the scroll hangs prominently from his saddlebags.


When fighting, he emits a nauseating hormone in a 15’ radius. Save or lose a turn vomiting. Once you vomit once you’re fine. At low hit points he emits one where you save or go briefly blind. 





16.


The Wereslithers

Shapechanging mutants


These are agents of the Jade Fang and just want the PCs dead. They are very sneaky though.


They will approach in the guise of various civilians–perhaps in a civilized area. They will turn creepy in your arms like freaks and then be weird and bad.





17.


Ulgor the Vood

Mutant ogre


A grunting brute.


Each time you hit him he gets bigger and stronger, growing an extra skin, he loses hit points as normal but his damage dice just keep going up til he dies.





18.


Nusgyld Gorr

Mutant minotaur


A legendary villain (the highest Int party members will have heard of him) rumored to guard an even more legendary treasure.


Mutates each round of a fight, gaining only beneficial mutations. On the second round he’ll gain extra arms (and attacks). After that, whatever's clever.





19. 


Leering the Swift

Elf archer and assassin


Serves the Jade Fang. An elf fanatic painted green.


Will snipe the PCs from cover. Stealth +8. Then flee into the wood.




20.


Endyrrh the Desolator

Chaos marauder


Will be found unsubtly marauding with a band of followers: 2d6 mercenaries and d4+1 mutants.


He has a depressing aura–anyone in 50’ must save to do anything.

-

-

-

No comments: