MORTAL QUEST
RARE ENCOUNTER TABLES
INTRODUCTION
Unless specified all encounters take place in Wild [W} terrain.
Others are noted as Under [U] Settlement [S] and Aquatic [A]
VOLCANIC ENCOUNTER TABLE
1D30 Encounter:
1 Pyroclastic Flow: Swift XX: Massacre
2 Volcanic Eruption: Swift XX: Massacre
3 Hot Ash: Survival XX: Blast
4 Smoldering Ground: Survival XX: Overheat
5 Poison Gasses: Irritant
6 Tremor: Nothing
7 Laval Flow: Pathfinding XX: Backtrack
8 Treacherous Ground: Climb XX: Accident
9 Minor Quake: Swift XX: Accident
10 Minor Demons: (3/+6/+7)
11 Minor Devils: (3/+7/+8)
12 Crater Lip: Nothing
13 Steep Slopes: Climb XX: Delay
14 Magma Elemental: (Fire 4/+14/+6)
15 Lavamancer: (Man Mage 3/+5/+8) Zap+5
16 Oppressive Heat: Survival XX: Overheat
17 Fire Salamander: (Beast 4/+10/+7) Breath+3
18 Fire Sprites (Fey 2/+3/+11)
19 Sulfurous Pits: Irritant
20 Young Red Dragon: (Fire 5/+15/+10) Scales Fast Breath+3
21 Hot Foot: Irritant
22 Fire Newts: (Beast Men 4/+8/+8) Ambushers
23 Burning Earth: Survival XX: Overheat
24 Pyroclasm: Swift XX: Massacre
25 Magma Vents: Survival XX: Overheat
26 Magma Spray: Swift XX: Blast
27 Magma Jet: Swift XX: Blast
28 Magma Rift: Pathfinding XX: Backtrack
29 Fire Giants: (6/+19/+8) Range+4
30 Fall into Volcano: Climb XX: Accident
SAVANNAH ENCOUNTER TABLE
1D20 Encounter:
1 Lion Pride (Beast 3/+9/+8)
2 Zebras: Hunting XX: Food
3 Antelopes: Hunting XX DM -2: Food
4 Elephants (Beast 5/+12/+7) Indifferent
5 Giraffes (Beast 4/+7/+7) Indifferent
6 Hungry Jackals (Beast 3/+6/+9)
7 Man Eating Lions: (Beast 3/+11/+9) Ambusher
8 Ostriches: Hunting XX: Food
9 Watering Hole: Drink: Hunting XX: Food
10 Wildebeest Stampede: All Save or 2D6 Damage
11 Elephant Graveyard: Starve
12 Scavenging Hyenas: (Beast 3/+5/+9) Indifferent
13 Charging Rhinos: (Beast 4/+13/+8) Thick Hide
14 Tribal Hunters: Give Drink: Guide
15 Tribal Warriors: Sham Battle: Fight XX: Backtrack
16 Tribal Shaman: Give Food: Blessed
17 Village: Roll once on the Village Table
18 Grasslands: Roll on Event Table
19 Hunting Grounds: Hunting XX: Food
20 Brush: Foraging: Detect XX: Food
21 Rainy Season: Drink + Delay
22 Lion Men (Men Beasts 3/+10/+8)
23 Arid Landscape: Thirst
24 Hot Season: Survival XX: Overheat
25 Long Distances: Pathfinding XX: Delay
26 Scattered Trees: Nothing
27 Rocky Outcropping: Rest
28 Ravine: Climb XX: Backtrack
29 Leopards (2/+7/+11) Fast Ambusher
30 Migrating Herds: Hunting XX: Food
AIR TRAVEL ENCOUNTER TABLE
1D60 Encounter:
1 Dragon in Steep Dive (Fire 7/+20/+10) Scales Ambusher Breath+5
2 Clear Skies: Nothing
3 Gliding Roc (Beast Bird 6/+14/+6)
4 Headwinds: Avigation XX: Delay
5 Giant Eagle Formation (Beasts Bird 5/+12/+7)
6 Air Pirates (Men in Ship 4/+13/+12) Ambusher Range+4
7 Swirling Bat Swarm (Beasts 3/+4)
8 The Flapping of Flying Apes (Beasts 4/+10/+8) Slow
9 The Wind itself (Air Elemental Invisible 3/+12/+10) Fast
10 Blue Sky: Nothing
11 Friendly Wind Spirit: Gain Luck
12 Cloudy: Nothing
13 Hawk Men on Patrol (4/+8/+12) Indifferent Range+3
14 Whirlwind: Piloting XX: Grounded
15 Wind Demon from Below (5/+15/+10) Ambusher Fast
16 Storm: Piloting XX: Grounded
17 Floating Cloud Castle (Cloud Giants 8/+20/+6) Unalert Hoard
18 Bird Men in Nest (3/+7/+11) Indifferent Hoard Range+2
19 Storm Giants Throwing Lightning (9/+22/+5) Range +6
20 Tornado: Piloting XX: Grounded + Delay + Massacre
21 Crazy Wyvern Doing Loops (Poison Dragon 4/+13/+5) Scales Fast
22 Updraft: Piloting XX: Progress
23 Hail Stones: Avigation XX: Grounded + Delay
24 Azure Drakes (Dragons 6/+18/+12) Scales Fast Breath +3
25 Cold Air: Nothing
26 Downdraft: Piloting XX: Off Course
27 Thin Air: Toughness XX: Accident
28 Undulating Flying Serpent (Poison Dragon 3/+10/+5) Scales
29 Catch the Jet Stream: Avigation XX: Progress
30 Angel, Deva, or Cherub: Blessed
31 Wind Tunnel: Piloting XX: Off Course
32 Hovering Manticore (Poison Fire Composite 4/+15/+9) Range+3
33 Blown Off Course: Avigation XX: Off Course
34 Screeching Gryphon (Composite 3/+12/+8) Fast
35 Migrating Birds: Nothing
36 Hungry Hungry Hippogryph (Composite 2/+9/+7) Fast
37 Flock of Birds: Nothing
38 Levitating Djinn (Men Mage 3/+10/+6) Zap +3
39 Overcast: Nothing
40 Soaring Sphinx: Wits XX: (Composite Mage 4/+14/+8)
41 Cirrus Clouds: Nothing
42 Buzzing Giant Wasps (Poison Insect 3/+9/+7)
43 Cumulous Clouds: Nothing
44 Playful Sylphs (Air Fey Elemental 2/+7/+8) Indifferent
45 Thunderhead: Avigation XX: Off Course
46 Glaring Giant Owl (Beast Bird 2/+10/+9)
47 Cold Front: Freeze
48 Electrified Thunder Bird (Lightning Beast 3/+12/+11) Zap +3
49 Wind at Your Back: Piloting XX: Progress
50 Fiery Phoenix (Fire Beast Bird Regenerate 3/+11/+9)
51 Men on Flying Carpets (Mage 3/+8/+10) Zap +2
52 Howling Wind: Avigation XX: 50% Off Course 50% Nothing
53 Lizardmen on Pterodactyls (4/+10/+10) Scales. Range+3
54 Turbulence: Piloting XX: 50% Grounded 50% Nothing
55 Goblin Balloon Brigade Drifting By (Men 3/+8/+7) Slow Range+2
56 Gust of Wind: Avigation XX: 50% Off Course 50% Grounded
57 Pot Shots from the Ground: Piloting XX: Accident
58 Dark Skies: Favor Foes
59 Gargoyles from Behind (Animated 2/+8/+10) Stone. Ambusher
60 Dusk: Nothing
Notes: If you are Grounded, roll once on a random Terrain, then
continue by Air Travel next turn.
Air Travel encounters are not modified by any Terrain Type.
MUSHROOM FOREST ENCOUNTER TABLE
1D20 Encounter:
1 Poisonous Toadstools: Lore XX: Casualty
2 Giant Caterpillar (3/+6/+5) Shell
3 Giant Spiders (Poison 3/+7/+7)
4 Mushrooms: Lore XX: Medicinals
5 Yellow Spore Cloud: Survival XX: Disease
6 Red Spore Cloud: Irritant
7 Green Slime (Acid Slime 3/+7) Slow Ambusher
8 Giant Crab (Beast 4/+11/+8) Armored
9 Mushroom Men (Fungi Regenerating 3/+6/+7)
10 Pod People Village: Heal XX: Resupply [S]
11 Edible Mushrooms: Forage: Lore XX: Food
12 Fungus Among Us: Heal XX: Disease
13 Goblin Fungus Collectors (2/+5/+6)
14 Fungisaur (Beast 6/+13/+6)
15 Rot Shambler: (Man 3/+10/+5) Slow
16 Mold Monster: (Fungi 4/+12/+4) Unalert
17 Deathcap: Heal XX: Death
18 Mushroom Stools: Rest
19 Rotting Zombies (Undead Recruit 3/+5/+6)
20 Mushroom Plots: Forage: Food
LAND OF GIANTS ENCOUNTER TABLE
1D30 Encounter:
1 Hill Giants leading Chained Goblins (6/+14/+5) Thick Hide
2 Bluffs: Climb XX: Delay
3 Sleeping Mountain Giant (7/+17/+4) Thick Hide. Unalert
4 Crags: See Roc Overhead: Nothing
5 Sneak Past Hill Giant Compound: Stealth XX: Imprisoned [S]
6 Underground Humanoid City: Roll 3 Times on City Table
7 Giants Playground: Favor Foe
8 Boulder Field: Pathfinding XX: Backtrack
9 Three Stone Giants playing Catch: Swift XX: Blast
10 Giants Making a Stew out of Orcs: Stealth XX: (7/+14/+4)
11 Hidden Human Village: Roll 3 times on Village Table
12 Dwarven Tunnel System: Pathfinding XX: Progress [U]
13 Hill Giant Chasing a Human (5/+12/+6): Recruit Human Hero
14 Giant Trees: Climb XX: Rest
15 Mountain Giant Digging a Hole (7/+17/+4) Thick Hide
16 Cages of Elf Captives: Stealth XX: Free Them: Commotion
17 Giant Footprints: Roll on Event Table
18 Two Headed Giant having an Argument: Stealth XX: (6/+14/+4)
19 Dwarves fleeing a Dragon: (5/+14/+7) Breath+3: Ally (Fight Swift)
20 Fire Giant Castle: Stealth XX: (7/+17/+6) Range+3
21 Cavern: Red Skinned Ogres playing Poker: Stealth XX: (5/+15/+5)
22 Ruins with a Bottomless Banshee Pit: Lore XX: Backtrack
23 Cave Minotaur and Wearbear playing Chess: Stealth XX: (4/+13/+6)
24 Hobgoblin Marauders with Mixed Weapons (4/+9/+9) Ambushers
25 Lair: Dragon and Demon playing Snooker: Stealth XX: (7/+17/+7)[U]
26 Goblin Scavengers: Poorly Armed (3/+5/+9) Ambushers
27 Cyclops with a Slingshot (Giant 6/+13/+8) Range+2
28 Trolls fighting Wereboars with Torches: Stealth XX: (5/+14/+6)
29 Roll Once on the River Crossing Table
30 Imp Selling Dwarf Burgers to Goblin Crowd: Pay 1 Gold: Food
CHAOS REALM ENCOUNTER TABLE
1D20 Encounter:
1 Mutated Human Bandits (3/+8/+8) Ambushers
2 Giant Motile Plant life: (4/+11/+2)
3 Tainted Beast Men (4/+9/+9) Ambushers
4 Slime Pits: Pathfinding XX: Delayed
5 Chaos Naga (Composite Mage 3/+10/+8) Range +4
6 Giant Mushrooms: Food
7 Get too close to Alien Plants: Swift XX: (4/+6/+5)
8 Cave System: Roll 3 times on Natural Cave System Table
9 Minor Abomination (2/+4/+8) Ambusher
10 Valley of the Warp Spawn: Favor Foe
11 Lesser Abomination (4/+8/+7) Slow
12 Jagged Rocks: Climb XX: Accident
13 Major Abomination (6/+14/+7) Thick Hide. Slow
14 Isolated Settlement: Roll twice on Village Table
15 Shapeshifting Animal (3/+9/+9) Fast
16 Crumbling Temple: Magic Source
17 Phase Beast (5/+12/+9) Fast
18 Overgrown Forest: Pathfinding XX: Backtrack
19 Desert Hills: Roll once on the Desert Table and once on the Hills Table
20 Strange Luminescent Stronghold: Roll 4 times on Wizard Tower Table
WITCH WOOD ENCOUNTER TABLE
1D40 Encounter:
1 Toll Road: Pay 1 Gold or Backtrack
2 Burning Village: Give Away all Food and Drink
3 Roll once on River Crossing Table
4 Storm: Delay
5 Witch Hunter (3/+10/+9) Armored Range+3 Ambusher
6 Village with Witch being Burned Alive: Nothing
8 Refugees on the Road: Info
9 Hovel of Evil Woodsman (2/+7/+8) Ambusher
10 Inquisitor: Wits XX: (3/+9/+9) Armored
11 Ruins: Roll 3 times on Basic Dungeon Table
12 Creepy Forest: Demoralized
13 Monastery: Wits XX: Blessed [S]
14 Headless Horseman (Spirit 4/+13/+9) Fast
15 Hermit with Lantern: Lore XX: Info
16 Roadside Inn: Pay 1 Gold: Rest
17 Mysterious Castle: Roll 3 times on Castle Table
18 Village plagued by a Hex: Heal XX: Gain Luck [S]
19 Church Bells Ringing: Morale Boost
20 Witches House (Mage 2/+4/+8) Indifferent
21 Marshland: Pathfinder XX: Delay
22 Desperate Man: Quest
23 Ghouls in the middle of a Meal (Undead 3/+9/+6) Indifferent
24 Wolves Howling: Nothing
25 Moonless Night: Favor Foes
26 Witch riding a Broom: Stealth XX: Alarm
27 Dead Body in the Road: 50% Loot 50% Info
28 Highwaymen: Pay all Gold or (3/+8/+8) Ranged+3 Fast
29 Abandoned Wagon: 50% Adventure Gear 50% Nothing
30 Witch Coven in a Ceremony (Mage 4/+8/+6) Unalert
31 All Hallows Eve: Spirits & Undead (6/+13/+7)
32 Crone Sisters: Give them 1 Relic or (Mage 4/+6/+9) Zap +5
33 Haunt (Spirit 2/+3/+7): Cursed
34 Nightmare (Spirit 3/+9/+10) Fast: Lose your Mounts
35+ Roll on Event Table
SKY SHARD ENCOUNTER TABLE
1D20 Encounter:
1 Woodland Shard: Roll twice on Forest Table
2 Roiling Storm: Avigation XX: Delay
3 Tumbling Shard: Avigation XX: Backtrack
4 Soaring Dragon (Fire 5/+15/+10) Scales Breath +2 Fast
5 Flying Merchant Ship: Pay 4 Gold for Relic
6 Strange Gravity: Avigation XX: Off Course
7 Hunting Hawkmen (3/+8/+8) Range+3 Fast
8 Farming Shard: Pay 1 Gold: Food
9 Flying Pirate Ship (7/+14/+9) Range+3 Fast Hoard
10 Flight of Birds: Morale Boost
11 Trading Post: Pay 2 Gold: Well Equipped or Adventure Gear
12 Waterfall between Shards: Drink
13 Castle Shard: Roll 3 times on Castle Table
14 Gliding Roc (Beast Bird 5/+12/+8) Fast
15 Floating River: Drink
16 Thin Air: Irritant
17 Village in the Sky: Roll twice on Village Table
18 Freefall: Swift XX: Death Permanent
19 Shard Archipelago: Avigation XX: Progress
20 Sky City: Roll 4 times on City Table
Note: Air Travel encounters are not modified by any Terrain Type.
GREEK ISLAND ENCOUNTER TABLE
1D40 Encounter:
1 Rocky Shore: Nothing
2 Minotaur’s Maze: Roll 3 times on Labyrinth Table
3 Roman Wilderness of Pain: Demoralized
4 Alluring Forest Nymphs: If All Male Heroes: Delay
5 Deserted Battlefield: Loot
6 Frolicking Satyrs and Fauns: Music XX: Morale Boost
7 Shepard with Goats: Give 1 Gold: Food
8 Medusa’s Lair (Gaze Poison 3/+14/+8)
9 Grove of Olive Trees: Food
10 Prowling Cerebus (Beast 4/+12/+9) Fast
11 Small Farms: Wheat: Heal XX: Resupply [S]
12 Drunken Centaurs: Give Drink or (Composite 4/+8/+6)
13 Vineyard: Give 1 Gold: Resupply
14 Hydra (Regenerating Monster 6/+14/+8) Scales
15 Pagan Temple: Give Food or Drink: Blessed
16 Cyclops with Club: Stealth XX: (Giant 5/+12/+7)
17 Oracle in Mountain Cave: Info + Change Fate
18 Cretans with Slings (Men 3/+9/+8) Range+4
19 City State: Roll 3 times on City Table
20 Maenad Ceremony (Mage Priest 3/+7/+8)
21 Rocky Hills: Climb XX: Delay
22 Harpy Nest: Stealth XX: (3/+11/+8)
23 Sheer Cliffs: Climb XX: Backtrack
24 Sorceress turns you into Pigs: Delay for 2 Turns
25 Ruins: Roll 3 times on Basic Dungeon Table
26 Bandits (3/+7/+8) Range+3 Ambushers
27 Traveling Merchants: Pay 3 Gold for Relic
28 Hoplites (4/+10/+8) Armored and Shielded Slow
29 King in Disguise: Quest or Info
30 Pagan Procession: Delay + Rest
31 Karyatids (Animated 3/+10/+7) Stone Ambusher [S]
32 Colossus (Animated Metallic 10/+20/+4) Indifferent
33 Hundred Handed Giant (8/+18/+5) Slow
34 Shrine: Change Fate
35 Hero in Training: Recruit
36 Gift of the Gods: Relic
37+ Countryside: Roll on Event Table
DARK FOREST ENCOUNTER TABLE
1D30 Encounter:
1 Evil Ents (Plant 5/+12/+9) Armored
2 Grasping Branches: Swift XX: Delay
3 Shifting Shadows: Pathfinding XX: Off Course
4 Beastly Howls: Nothing
5 Spooky Forest: Demoralized
6 Lycanthropes (Shapeshifter 3/+13/+11) Fast
7 Wolf Pack (4/+6/+10) Fast
8 Winding Path: Pathfinding XX: Backtrack
9 Treefalls: Climb XX: Delay
10 Giant Spiders (Poison 4/+9/+10)
11 Blood Moon: Favor Foe
12 Chill Wind: Freeze
13 Biting Flies: Irritant
14 Poisonous Insect: One Casualty
15 Foul Miasmas: Disease
16 Stench: Irritant
17 Bat Swarm (3/+4)
18 Rat Swarm (4/+3)
19 Giant Webs: Pathfinding XX: Delay
20 Wailing Banshee (Spirit 3/+8/+5)
21 Lycanthropy: Lose 1 Random Hero: Fight Werewolf (3/+9/+9)
22 Phantom (Spirit 3/+9/+8) Fast
23 Terrified Villagers: Roll once on Village Table
24 River Crossing: Roll on River Table
25 Forest Thick with Webs: Pathfinding XX: Backtrack
26 Magic Stream: Drink + Rest
27+ Roll on Event Table
WARLORDS CAMP ENCOUNTER TABLE
1D20 Encounter:
1 Guard Towers: Stealth XX: Guards (Men 3/+9+/+9) Range+4
2 Palisades: Climb XX: Backtrack
3 Generals Tent: General (Man 3/+10/+8)
4 Set Corraled Mounts Free: Commotion
5 Ammo Dump: Extra Ammo
6 Sneak past Guards: Stealth XX: (Men 4/+10/+9) Shielded
7 Take Armor (Men 2/+5/+5): Disguise
8 Mess Hall: Food
9 Supply Wagons: Resupply
10 Weapon Cache: Well Equipped
11 Face Champion (Man 4/+14/+11) Armored
12 Archers (Men 3/+8/+8) Range+3
13 Surprised Soldiers (Men 4/+7/+5) Shielded
14 Set Camp on Fire: Commotion
15 Stumble upon Battle Mage (Mage 2/+6/+7) Zap +4
16 Alert Guards (4/+10/+12) Shielded. Ambushers
17 Sneak past Tents: Stealth XX: Delay
18 On the Run: Swift XX: Imprisoned
19 Parked Siege Engines: Nothing
20 Cover of Darkness: Gain Luck
Note: These are all Settlement Terrain encounters.
DINOSAUR ISLAND ENCOUNTER TABLE
1D20 Encounter:
1 Velociraptors (4/+12/+10) Fast
2 Dry Desert: Thirst
3 Carnisaurs (5/+13/+8) Thick Hide. Fast
4 Steamy Jungle: Overheat
5 Triceratops. Horns (4/+12/+6) Thick Hide. Indifferent
6 Giant Berries: Food
7 Stegasaurs. Spike Tail (4/+11/+7) Thick Hide. Indifferent
8 Rockslide: Swift XX: Blast
9 Anklyosaurs. Club Tail (4/+9/+6) Thick Hide. Indifferent
10 Ravine: Climb XX: Delay
11 Frilled Lizard (Poison Beast 2/+6/+8)
12 Tar Pits: Survival XX: Blast
13 Microraptors (Swarm Beast 4/+7) Fast
14 Swampy Morass: Waterlogged
15 Pterodactyls (Beast 3/+9/+8) Fast
16 Mud Fields: Strength XX: Delay
17 Gentle Giants: Nothing
18 Fern Forest: Roll on Event Table
19 Dinosaur Stampede: Swift XX: Massacre
20 Big Nest: Resupply
UNDERWATER REALM ENCOUNTER TABLE
1D30 Encounter:
1 Giant Clam (3/+7/+6) Armored and Shell. Ambusher
2 Sea Horse Herd: Mounted
3 Giant Crab (4/+11/+8) Shell
4 Sunken Ship: Detect XX: Treasure
5 Carnivorous Seaweed (Plant 3/+6/+5) Ambusher
6 Ship Graveyard: Detect XX: Relic
7 Coral Reef: Nothing
8 Abyss: Navigation XX: Delay
9 Shark Attack (3/+9/+8) Fast
10 Mud Flats: Nothing
11 Octopuses Garden: Food
12 Sunken City: Magic Source
13 Brain Coral (Mage 3/+2/+8)
14 Coral Raiders (Men 4/+10/+10) Shielded Range +3
15 Giant Anemone (4/+12/+7)
16 Tidal Surge: Backtrack
17 Electric Eels (Beast Lightning 3/+11/+9) Zap +2
18 Upwelling: Swift XX: Separated
19 Giant Barracuda (Beast 3/+13/+8) Fast
20 Giant Sea Slug (Poison Beast 3/+6/+6)
21 Rip Tides: Strength XX: Separated
22 Red Tide: Irritant
23 Giant Man-o-war (Poison 3/+8/+5)
24 Jellyfish Bloom: Irritant
25 Hammerhead (Beast 3/+7/+9) Fast
26 Sea Singer: Music XX: Alarm + Delay
27 School of Fish: Fishing XX: Food
28 Murky Water: Navigation XX: Off Course
29 The Drowned (Undead 3/+8/+7)
30 Gnome Submariners: Wits XX: Ally (Fight Range Detect)
Note: These are all Aquatic Terrain Encounters.
DEMON DIMENSION ENCOUNTER TABLE
1D20 Encounter:
1 Fire and Brimstone: Irritant
2 Writhing Lemures (2/+2/+2) Slow
3 Hellscape: Demoralized
4 Demon Horde (8/+18/+6)
5 Jagged Rocks: Climb XX: Delay
6 Flying Demons (3/+11/+9) Fast
7 Fiery Fields: Overheat
8 Torrents of Flame: Swift XX: Blast
9 Parched Plains: Thirst
10 Hell Hound Packs (5/+13/+11) Fast
11 Sulfurous Clouds: Backtrack
12 Stone Throwing Imps (Demons 3/+5/+9) Range +4
13 Acid Rain: Delay
14 Unholy Ground: Cursed
15 Hellion (Monster 7/+14/+6) Fast
16 Plague Demon (Disease Regenerating 6/+12/+7)
17 Magic Vortex: Nullify
18 Pit Fiend with Sword & Flail (Demon 8/+18/+9) Thick Skin
19 Hell Freezes Over: Freeze
20 Demonic Energies: Favor Foe
SYLVAN FOREST ENCOUNTER TABLE
1D50 Encounter:
1 Talking Raven: Wits XX: Info
2 Talking Beavers: Wits XX: Info
3 Pestering Pixies: Swift XX: Delay
4 Sprite Squadron (Fey Mages Poison 2/+7/+14) Range+3 Ambushers
5 Naughty Nymphs: If All Male Heroes: Delay
6 Spring: Drink: Fishing XX: Food
7 Herbs: Lore XX: Medicinals
8 Mushrooms: Lore XX: Medicinals
9 Babbling Brook: Drink: Wits XX: Backtrack [A]
10 Disapproving Dryads (Fey 3/+9/+13) Ambushers
11 Ill Tempered Treant (Plant 6/+14/+7) Armored. Slow
12 Fairy Circle Ring: Magic Source
13 Wood Elf Patrol: Wits XX: (Men 3/+11/+11) Range+5
14 Attack Squirrels (Swarm 4/+2)
15 Helpful Brownie: Wits XX DM +2: Guide
16 Stag: Hunting XX: Food
17 Elven Adventurer: Recruit Elf Hero
18 Faerie Dragon (Invisible 3/+9/+11) Fast
19 Annoyed Leprechaun: Wits XX: Treasure
20 Curious Black Bear (Beast 3/+6/+8)
21 Giant Owl on the Hunt (Beast Bird 2/+6/+9) Fast
22 Devious Fox Spirit: Wits XX: Murder
23 Drunken Centaurs: Give Drink or (Composite 4/+8/+6)
24 Piping Satyr: Music XX: Backtrack
25 Prancing Faun: Music XX: Delay
26 Nixie Trickster: Wits XX: Separate [A]
27 Pesky Fire Sprites (Fey Fire 2/+7/+12)
28 Singing Sylphs: Music XX: Delay
29 Sidhe Ranger: Lore XX: Guide
30 Four Leaf Clover: Detect XX: Gain Luck
31 Berry Bushes: Forage: Food
32 Will o Wisp: Pathfinder XX: Off Course
33 Apple Trees: Forage: Food
34 Elf Village: Wits XX: Resupply or Barred [S]
35 Pleasant Gnome Village: Heal XX: Resupply [S]
36 Roll Once on River Crossing Table
37 Taunting Goblins (3/+5/+9) Cannot be Evaded
38 Music Loving Gypsies: Music XX: Rest
39 Foxfire: Gain Luck
40 Menhaden: Rune Trap: Detect XX: Blast
41 Riddling Giant: Wits XX: (Giant 6/+15/+8)
42 Jackelope: Animal
43 Questioning Druid: Quest
44 Quickling Thief: Detect XX DM -1: Lose 1 Relic
45 Hysterical Fairy Sentinel: Stealth XX: Alarm
46 Bored Faerie Enchanter: Wits XX: Incapacitate
47 Bee Hive: Swarm (Insects 2/+1)
48 Mist: Favor Foes
49 Poetic Faerie Noble: Lore XX: Morale Boost
50 Judgmental Unicorn: Wits XX: (Fey Mage 5/+12/+11)
MAJOR FOE TABLE NOTATION
Foes are Combat Challenges.
They have the notation of (Type X/+Y/+Z)
X = Hits and Armor Trait Bonus
+Y = Fight Trait Bonus. Half of +Y rounded down = Strength Trait Bonus
+Z = Stealth Trait Bonus
-The Range of the Swiftness Trait is given by the Terms:
Slow (1D3 -1) or Fast (1D6 +5) If neither are mentioned, the
Foe will have a Swiftness of (1D3 +2)
-The Armored and Metallic Traits will Double the Armor Bonus.
-Traits like Shielded, Shell, Stone, Scales, Thick Hide give +2 to Armor
-The Type will include 1 or more Traits. If any of these traits can be
Negated (like Poison or Mind or Invisible) the Fight Trait will be
reduced by -5 to a Minimum of Zero.