Fennas Drunin Encounter Tables
|Fennas Drunin Encounter Table
|River Guard unit||76-83
The above encounters represent significant interactions outside of the normal daily routine. In a town, player
characters will actually encounter numerous individuals, however, only a few will result in any dialogue or action since most people
will just walk on by. Below are a few notes on each specific encounter:
- Peddler/Merchant - this individual will seek out the characters and attempt to sell various items to them. He will be aggressive
and use every means at his disposal to sway the characters, including pity. His wares are of standard fare, but may be of some interest
to characters. He might even possibly have something valuable.
- River Guard unit - this group of five guardsmen will accost the party and attempt to ascertain their reason for being in the city.
They are not overly abusive and have no ill will towards the party. They are just doing their job. Dropping a few names should suffice
for groups not well known throughout the town. Famous characters will not only be left alone, but the guardsmen may even come over and
invite the PC's for drinks later, pleading to hear about some of their adventures.
- Beggar - one or more beggars will solicit the group for charity. They will have a sad story about losing a flock of sheep or
bandits burning their farm as justification for their current predicament. The party has no inclination to give, however: frequently
the beggars of a town also know the most gossip since they stay on the streets all day.
- Refugee group - this encounter could be varied. It consists of a family of recent refugees gaining the attention of the party. They
may ask for an odd job or recent rumors about the current political situation. They may try and sell some produce they brought with
them or obtain some needed items such as tools or utensils. Some may even ask for a little advice about the use of a particular weapon
they see one of the characters carrying. They will be an excellent source of information about the countryside should the party ask
them any questions.
- Thugs - every town has its bullies and men who can't handle their alcohol. This encounter should happen at night if the party has
decided to haunt the local taverns. It may be a perceived slight or a spilled drink, but one or more locals will become angry with
one or more of the party members. A brawl may ensue, but remember, if any of the party uses weapons they will be considered outlaws
and may spend the campaign locked up in the provincial jail located near the town hall. As long as fists are the only weapons used
then the PC's will be fine.
- Major NPC - one or more of the major NPC's of the town will be out on the town. It will probably be one of the NPC's who live in
town, however, with all of the recent commotion in the region lately, that isn't necessarily the case. It may be Feagwin accompanied
by two or three of his men drinking at tavern or it could be Amrill trying to find out some information or cozy up to the party.
If Amrill is encountered, he will attempt to become friends with the party and use this to cleverly obtain details about their current
loyalties and interests in town. He will buy the party some drinks and pretend to be interested in hiring them for some caravan work.
If pressed, he will offer no real details and will promise to keep them informed if "anything shows up". This would be an ideal
encounter since the party will have to later figure out that Amrill is indeed the Angmarean agent working out of Fennas Drunin.
Amrill having detailed information about the party's strengths and weaknesses could give him a decided advantage. If the GM chooses
to have the PC's encounter another of the NPC's then they may use that to their advantage by becoming friends with them. The GM
will have a good bit of freedom with this particular encounter and should use it to further his interests/direction in the campaign.
|Encounters in the southern Angle|
|Forest Troll (1-3)||00|