TEXT: Hyperborean 
  Encounter Tables II 
   
  By Ben Ball 
   
   
   
  Directions: When an encounter occurs, roll 3d6 on the appropriate column of the HYPERBOREAN 
  ENCOUNTER TABLES for the region, geographical feature, body of water, or settlement currently occupied. If the 
  result is in lower case italics (e.g., “5d6 red deer”), then that monster encounter occurs. If the result is in lower case bold 
  (e.g., “Hunting Party”), then that special encounter (as defined in Appendix I) occurs. If the result is in upper case bold 
  (e.g., “PREHISTORIC”), then roll 3d6 on that column of the current HYPERBOREAN TERRAIN TABLE to 
  determine the specific monster or special encounter which occurs.  If an encounter is impossible due to a qualifier (e.g., 
  “night only” during daylight hours), then this should be treated as “no encounter”. Example: The PCs are currently in a 
  sandy desert hex in Sharath, and an encounter check indicates that an encounter occurs. The roll on the Sharath column 
  of the HYPERBOREAN ENCOUNTER TABLES is ‘11’, indicating an UNDEAD encounter. The roll on the 
  UNDEAD column of the HYPERBOREAN TERRAIN TABLE: DESERT (Sandy) is ‘7’, indicating that 1d6 large 
  skeletons are met. The 1d6 roll is ‘4’, so the bones of four huge apes – buried in the trackless alkali dusts since time 
  immemorial – burst forth to rend the interlopers to pieces. 
   
  
  Table of Contents 
   
  1 
  - 
  HYPERBOREAN ENCOUNTER TABLES (Abbica’s Mere – Bogrest) 
  2 
  - 
  HYPERBOREAN ENCOUNTER TABLES (Brigand’s Bay – Diamond Desert) 
  3 
  - 
  HYPERBOREAN ENCOUNTER TABLES (Dunwich – Gal City) 
  4 
  - 
  HYPERBOREAN ENCOUNTER TABLES (Gal Hills – IX) 
  5 
  - 
  HYPERBOREAN ENCOUNTER TABLES (Khromarium – Lemurian Remnant) 
  6 
  - 
  HYPERBOREAN ENCOUNTER TABLES (Leng Plateau – Narath and Tarath) 
  7 
  - 
  HYPERBOREAN ENCOUNTER TABLES (New Amazonia – Port Greely) 
  8 
  - 
  HYPERBOREAN ENCOUNTER TABLES (Port Zangerios – River Omo) 
  9 
  - 
  HYPERBOREAN ENCOUNTER TABLES (River Vhuurmis – Stonebrook) 
  10 
  - 
  HYPERBOREAN ENCOUNTER TABLES (Striped Gulf – Valley of Mists) 
  11 
  - 
  HYPERBOREAN ENCOUNTER TABLES (Vikland – Zangerios Islands) 
  12 
  - 
  HYPERBOREAN TERRAIN TABLE: DESERT (Sandy 
  13 
  - 
  HYPERBOREAN TERRAIN TABLE: DESERT (Steppe) 
  14 
  - 
  HYPERBOREAN TERRAIN TABLE: FOREST 
  15 
  - 
  HYPERBOREAN TERRAIN TABLE: HILLS and Rocky Islands 
  16 
  - 
  HYPERBOREAN TERRAIN TABLE: HILLS (Glaciated) 
  17 
  - 
  HYPERBOREAN TERRAIN TABLE: MOUNTAINS 
  18 
  - 
  HYPERBOREAN TERRAIN TABLE: MOUNTAINS (Glaciated) 
  19 
  - 
  HYPERBOREAN TERRAIN TABLE: PLAINS and Lush Islands 
  20 
  - 
  HYPERBOREAN TERRAIN TABLE: RAINFOREST 
  21 
  - 
  HYPERBOREAN TERRAIN TABLE: TAR PITS 
  22 
  - 
  HYPERBOREAN TERRAIN TABLE: TUNDRA 
  23 
  - 
  HYPERBOREAN TERRAIN TABLE: VOLCANIC 
  24 
  - 
  HYPERBOREAN TERRAIN TABLE: VOLCANIC (Glaciated) 
  25 
  - 
  HYPERBOREAN TERRAIN TABLE: WETLANDS 
  26 
  - 
  HYPERBOREAN TERRAIN TABLE: LAKE 
  27 
  - 
  HYPERBOREAN TERRAIN TABLE: RIVER 
  28 
  - 
  HYPERBOREAN TERRAIN TABLE: OCEAN 
  29 
  - 
  HYPERBOREAN TERRAIN TABLE: CITY 
  30 
  - 
  HYPERBOREAN TERRAIN TABLE: CITY (Coastal) 
  31 
  - 
  HYPERBOREAN TERRAIN TABLE: CITY (Desert) 
  32 
  - 
  HYPERBOREAN TERRAIN TABLE: TOWN/VILLAGE 
  33 
  - 
  HYPERBOREAN TERRAIN TABLE: TOWN/VILLAGE (Coastal) 
  34 
  - 
  HYPERBOREAN TERRAIN TABLE: TOWN/VILLAGE (Desert) 
   
  Appendix I: Special Encounters 
  Appendix II: Quick NPC Parties 
  Appendix III: Quick NPC Names 
  
  1. HYPERBOREAN ENCOUNTER TABLES 
   
  3d6 
  Abbica’s Mere 
  Alus Mercury 
  Anlates Isles 
  03 
  CELESTIAL 
  ALIEN 
  CELESTIAL 
  04 
  Shining Mist 
  PREHISTORIC 
  5d10 wild berserkers (naked) 
  05 
  Fog Bank 
  NATURAL 
  GIANT 
  06 
  ANIMAL 
  MYTHICAL 
  1d6 wild berserkers (naked) 
  07 
  NATURAL 
  MEN 
  ANIMAL 
  08 
  Geyser 
  ANIMAL 
  GIANT 
  09 
  ANIMAL 
  GIANT 
  1d6 wild berserkers (naked) 
  10 
  NATURAL 
  NATURAL 
  ANIMAL 
  11 
  ANIMAL 
  ANIMAL 
  NATURAL 
  12 
  NATURAL 
  NATURAL 
  ANIMAL 
  13 
  Fog Bank 
  ANIMAL 
  NATURAL 
  14 
  GIANT 
  UNDEAD 
  5d10 wild berserkers (naked) 
  15 
  ANIMAL 
  ANIMAL 
  NATURAL 
  16 
  Geyser 
  GIANT 
  ANIMAL 
  17 
  GIANT 
  UNDEAD 
  5d10 wild berserkers (naked) 
  18 
  Witch (12th-level) 
  CELESTIAL 
  GIANT 
   
  3d6 
  Atlantica 
  Barrier Mountains 
  Black Forest Inlet 
  03 
  ALIEN 
  CELESTIAL 
  CELESTIAL 
  04 
  UNDEAD 
  ALIEN 
  1d2 nagas 
  05 
  NATURAL 
  MEN 
  1d6 wyverns 
  06 
  MYTHICAL 
  NATURAL 
  1 hippogriff 
  07 
  Light Patrol (Atlanteans) 
  Hunting Party (Esquimaux) 
  1d6 harpies 
  08 
  ANIMAL 
  ANIMAL 
  1d6 giant weasels (night only) 
  09 
  Hunting Party (Atlanteans) 
  NATURAL 
  4d6 stirges 
  10 
  NATURAL 
  ANIMAL 
  NATURAL 
  11 
  ANIMAL 
  NATURAL 
  ANIMAL 
  12 
  Hunting Party (Atlanteans) 
  PREHISTORIC 
  1d6 wild berserkers (naked) 
  13 
  NATURAL 
  ANIMAL 
  1d4+1 owl bears 
  14 
  GIANT 
  Hunting Party (Half-Blood Picts) 
  1d2 griffins 
  15 
  ANIMAL 
  NATURAL 
  5d10 wild berserkers (naked) 
  16 
  Light Patrol (Atlanteans) 
  ALIEN 
  1d6 cockatrices 
  17 
  MEN 
  UNDEAD 
  1 chimaera 
  18 
  CELESTIAL 
  CELESTIAL 
  1d2 lamiae 
   
  3d6 
  Black River Yleil 
  Black Waste 
  Bogrest 
  03 
  1 lich 
  CELESTIAL 
  UNDEAD 
  04 
  ALIEN 
  ALIEN 
  NATURAL 
  05 
  MYTHICAL 
  NATURAL 
  GIANT 
  06 
  2d8 ghouls 
  MYTHICAL 
  Light Patrol (Kelts) 
  07 
  PREHISTORIC 
  ANIMAL 
  MEN 
  08 
  1d6 zombies 
  UNDEAD 
  ANIMAL 
  09 
  2d4 skeletons 
  GIANT 
  NATURAL 
  10 
  ANIMAL 
  NATURAL 
  MEN 
  11 
  NATURAL 
  ANIMAL 
  NATURAL 
  12 
  GIANT 
  PREHISTORIC 
  ANIMAL 
  13 
  10d20 skeletons 
  1 banshee (night only) 
  Light Patrol (Kelts) 
  14 
  1d6 ghouls 
  NATURAL 
  ANIMAL 
  15 
  4d6 zombies 
  GIANT 
  1 rust monster 
  16 
  1d4 ghasts 
  NATURAL 
  MEN 
  17 
  1d10 ghosts (night only) 
  ALIEN 
  1d4 rust monsters 
  18 
  CELESTIAL 
  1 lich 
  CELESTIAL 
  
  2. HYPERBOREAN ENCOUNTER TABLES 
   
  3d6 
  Brigand’s Bay 
  Broken Coast 
  Calencia Village 
  03 
  UNDEAD 
  CELESTIAL 
  ALIEN 
  04 
  Heavy Cavalry (“nobles”) 
  UNDEAD 
  UNDEAD 
  05 
  1d10x10 bandits 
  NATURAL 
  GIANT 
  06 
  Light Cavalry (“nobles”) 
  ANIMAL 
  Witch 
  07 
  MEN 
  NATURAL 
  Light Patrol (Half-Blood Picts) 
  08 
  NATURAL 
  ANIMAL 
  ANIMAL 
  09 
  2d6 bandits 
  GIANT 
  Light Patrol (Half-Blood Picts) 
  10 
  ANIMAL 
  NATURAL 
  MEN 
  11 
  NATURAL 
  ANIMAL 
  NATURAL 
  12 
  Hunting Party (“nobles”) 
  NATURAL 
  ANIMAL 
  13 
  ANIMAL 
  ANIMAL 
  MEN 
  14 
  Light Patrol (“nobles”) 
  NATURAL 
  ANIMAL 
  15 
  Medium Patrol (“nobles”) 
  PREHISTORIC 
  PREHISTORIC 
  16 
  Light Patrol (“nobles”) 
  NATURAL 
  Light Patrol (Half-Blood Picts) 
  17 
  MEN 
  MYTHICAL 
  1d6 ape-men 
  18 
  CELESTIAL 
  ALIEN 
  CELESTIAL 
   
  3d6 
  Cape Calencia 
  City in the Clouds 
  Crab Archipelago 
  03 
  UNDEAD 
  CELESTIAL 
  4d6x10 crab-men 
  04 
  MEN 
  ALIEN 
  Hunting Party (crab-kin) 
  05 
  ANIMAL 
  UNDEAD 
  NATURAL 
  06 
  Light Patrol (Half-Blood Picts) 
  MYTHICAL 
  War Party (crab-kin) 
  07 
  Hunting Party (Half-Blood Picts) 
  MEN 
  GIANT 
  08 
  PREHISTORIC 
  GIANT 
  ANIMAL 
  09 
  Hunting Party (Half-Blood Picts) 
  Medium Patrol (Amazons) 
  Hunting Party (crab-kin) 
  10 
  ANIMAL 
  NATURAL 
  ANIMAL 
  11 
  NATURAL 
  MEN 
  NATURAL 
  12 
  1d6 ape-men 
  ANIMAL 
  ANIMAL 
  13 
  GIANT 
  NATURAL 
  NATURAL 
  14 
  ANIMAL 
  Medium Patrol (Amazons) 
  Hunting Party (crab-kin) 
  15 
  MEN 
  ANIMAL 
  GIANT 
  16 
  6d6 ape-men 
  Medium Patrol (Amazons) 
  1d6 crab-men 
  17 
  NATURAL 
  ALIEN 
  MEN 
  18 
  CELESTIAL 
  CELESTIAL 
  CELESTIAL 
   
  3d6 
  Dagon Bay 
  Death Valley 
  Diamond Desert 
  03 
  CELESTIAL 
  CELESTIAL 
  CELESTIAL 
  04 
  5d20x10 fish-man hybrids (coastal only) 
  1d6 fire salamanders 
  1d6x3 giant radioactive ants 
  05 
  UNDEAD 
  4d6 lesser daemons (class 1d2) 
  1d6 giant scorpions (night only, not in winter) 
  06 
  Light Patrol (degenerates) 
  MYTHICAL 
  PREHISTORIC 
  07 
  ANIMAL 
  NATURAL 
  MEN 
  08 
  Hunting Party (degenerates) 
  UNDEAD 
  1d6 giant scorpions (night only, not in winter) 
  09 
  ANIMAL 
  GIANT 
  ANIMAL 
  10 
  NATURAL 
  ANIMAL 
  NATURAL 
  11 
  ANIMAL 
  NATURAL 
  ANIMAL 
  12 
  Hunting Party (degenerates) 
  PREHISTORIC 
  NATURAL 
  13 
  MEN 
  ALIEN 
  1d6 giant scorpions (night only, not in winter) 
  14 
  PREHISTORIC 
  NATURAL 
  1 purple worm 
  15 
  2d6 fish-man hybrids (coastal only) 
  UNDEAD 
  UNDEAD 
  16 
  2d6 fish-men (coastal only) 
  1d2 fire giants 
  2d4 giant radioactive ants 
  17 
  ALIEN 
  1d3 greater daemons (class 1d3) 
  ALIEN 
  18 
  2d4x10 fish-men (coastal only) 
  CELESTIAL 
  3d4 purple worms 
  
  3. HYPERBOREAN ENCOUNTER TABLES 
   
  3d6 
  Dunwich 
  Erikssgard 
  Esquimaux Bay 
  03 
  ALIEN 
  CELESTIAL 
  ALIEN 
  04 
  GIANT 
  Medium Patrol (Vikings) 
  GIANT 
  05 
  ANIMAL 
  NATURAL 
  War Party (Esquimaux) 
  06 
  Light Patrol (Kelts) 
  ANIMAL 
  MEN 
  07 
  NATURAL 
  Medium Patrol (Vikings) 
  PREHISTORIC 
  08 
  Light Patrol (Kelts) 
  MEN 
  5d6 red deer 
  09 
  NATURAL 
  Light Patrol (Vikings) 
  Hunting Party (Esquimaux) 
  10 
  MEN 
  NATURAL 
  ANIMAL 
  11 
  NATURAL 
  MEN 
  NATURAL 
  12 
  ANIMAL 
  ANIMAL 
  ANIMAL 
  13 
  MEN 
  NATURAL 
  Hunting Party (Esquimaux) 
  14 
  ANIMAL 
  MEN 
  NATURAL 
  15 
  MEN 
  Light Patrol (Vikings) 
  1d2 giant elk 
  16 
  NATURAL 
  NATURAL 
  1 woolly mammoth 
  17 
  UNDEAD 
  Runegraver 
  UNDEAD 
  18 
  CELESTIAL 
  UNDEAD 
  CELESTIAL 
   
  3d6 
  Eyries 
  Fazzuum 
  Fidib 
  03 
  Hermit 
  CELESTIAL 
  Shaman (12th-level) 
  04 
  1d6 archaeopteryges 
  1 giant asp 
  1d6 giant phase spiders 
  05 
  1d2 gorgons 
  Necromancer 
  1d6 giant wolf spiders (evil, not in winter) 
  06 
  1d2 manticores 
  ANIMAL 
  MEN 
  07 
  2d6 griffins 
  MEN 
  Light Patrol (Picts) 
  08 
  2d4 minotaurs 
  Slaves 
  MEN 
  09 
  4d6 stirges 
  Light Patrol (Ixians) 
  ANIMAL 
  10 
  ANIMAL 
  NATURAL 
  MEN 
  11 
  NATURAL 
  MEN 
  NATURAL 
  12 
  1d6 harpies 
  ANIMAL 
  Light Patrol (Picts) 
  13 
  1d6 wyverns 
  MEN 
  GIANT 
  14 
  2d6 hippogriffs 
  Light Patrol (Ixians) 
  1d4+1 giant crab spiders (not in winter) 
  15 
  1 chimaera 
  NATURAL 
  1d6 giant trapdoor spiders (not in winter) 
  16 
  1d6 pegasuses 
  Priest 
  NATURAL 
  17 
  1 greater gorgon 
  1 giant spitting cobra 
  UNDEAD 
  18 
  CELESTIAL 
  UNDEAD 
  CELESTIAL 
   
  3d6 
  Fields of Vol 
  Floating Island of Paradoxon 
  Gal City 
  03 
  CELESTIAL 
  CELESTIAL 
  CELESTIAL 
  04 
  4d6x10 woolly mammoths 
  ALIEN 
  ANIMAL 
  05 
  MEN 
  MYTHICAL 
  Medium Patrol (Kelts) 
  06 
  Light Cavalry (Kimmerians) 
  NATURAL 
  GIANT 
  07 
  5d6 wild horses 
  Medium Patrol (Amazons) 
  ANIMAL 
  08 
  2d6 boars 
  GIANT 
  NATURAL 
  09 
  Hunting Party (Kimmeri-Kelts) 
  MEN 
  Light Patrol (Kelts) 
  10 
  NATURAL 
  ANIMAL 
  NATURAL 
  11 
  ANIMAL 
  NATURAL 
  MEN 
  12 
  5d6 red deer 
  Hunting Party (Amazons) 
  ANIMAL 
  13 
  1d6 ape-men 
  MYTHICAL 
  MEN 
  14 
  Light Cavalry (Kimmeri-Kelts) 
  ANIMAL 
  Light Patrol (Kelts) 
  15 
  4d6 aurochs 
  Medium Patrol (Amazons) 
  NATURAL 
  16 
  2d10x10 red deer 
  UNDEAD 
  MEN 
  17 
  2d6 thew waggons 
  ALIEN 
  MYTHICAL 
  18 
  6d6 ape-men 
  CELESTIAL 
  UNDEAD 
  
  4. HYPERBOREAN ENCOUNTER TABLES 
   
  3d6 
  Gal Hills 
  Gibbering Fields 
  Great Obelisk 
  03 
  ALIEN 
  CELESTIAL 
  CELESTIAL 
  04 
  1d6 giant wolf spiders (not in winter) 
  Violet Lotus 
  ALIEN 
  05 
  1 tiger 
  3d10 giant hyaenas 
  MYTHICAL 
  06 
  1d6 lions 
  1d4 sabre-tooth tigers 
  PREHISTORIC 
  07 
  Druid 
  PREHISTORIC 
  NATURAL 
  08 
  1 mountain lion 
  1d6+6 woolly mammoths 
  ALIEN 
  09 
  Hunting Party (Kelts) 
  4d6 aurochs 
  ANIMAL 
  10 
  ANIMAL 
  NATURAL 
  NATURAL 
  11 
  NATURAL 
  ANIMAL 
  ANIMAL 
  12 
  2d4 wolves 
  1d6 hyaena-men 
  NATURAL 
  13 
  Light Patrol (Kelts) 
  Geyser 
  ALIEN 
  14 
  1 black bear 
  1d6+6 dire wolves 
  NATURAL 
  15 
  MEN 
  6d6 hyaena-men 
  GIANT 
  16 
  1 brown bear 
  UNDEAD 
  UNDEAD 
  17 
  UNDEAD 
  White-Speckled Blue Lotus 
  ALIEN 
  18 
  CELESTIAL 
  2d4 vampires (incorporeal, night only) 
  CELESTIAL 
   
  3d6 
  Hyperborean Sea 
  Ice Lake 
  Islands of the Ape-Men 
  03 
  CELESTIAL 
  ALIEN 
  CELESTIAL 
  04 
  1 giant octopus 
  UNDEAD 
  6d6 ape-men 
  05 
  UNDEAD 
  War Party (Esquimaux) 
  GIANT 
  06 
  1 giant crocodile (not in winter) 
  PREHISTORIC 
  PREHISTORIC 
  07 
  MEN 
  Hunting Party (Esquimaux) 
  GIANT 
  08 
  1d4 giant crabs 
  NATURAL 
  PREHISTORIC 
  09 
  PREHISTORIC 
  ANIMAL 
  1d6 ape-men 
  10 
  ANIMAL 
  NATURAL 
  ANIMAL 
  11 
  NATURAL 
  ANIMAL 
  NATURAL 
  12 
  GIANT 
  Hunting Party (Esquimaux) 
  PREHISTORIC 
  13 
  2d6 great white sharks 
  NATURAL 
  NATURAL 
  14 
  1d4 killer whales 
  GIANT 
  1d6 ape-men 
  15 
  MYTHICAL 
  ANIMAL 
  NATURAL 
  16 
  1 sea serpent 
  NATURAL 
  ANIMAL 
  17 
  1 giant squid 
  MYTHICAL 
  NATURAL 
  18 
  ALIEN 
  CELESTIAL 
  UNDEAD 
   
  3d6 
  Isle of Ghul 
  Isles of Thur 
  IX 
  03 
  Necromancer (12th-level) 
  CELESTIAL 
  CELESTIAL 
  04 
  UNDEAD 
  ANIMAL 
  1d3 greater daemons (class 1d3) 
  05 
  2d8 ghouls 
  MYTHICAL 
  UNDEAD 
  06 
  NATURAL 
  ANIMAL 
  Necromancer 
  07 
  4d6 zombies 
  Light Patrol (Thurssonns) 
  4d6 zombies 
  08 
  NATURAL 
  NATURAL 
  Slaves 
  09 
  1d6 zombies 
  Hunting Party (Thurssonns) 
  10d20 skeletons 
  10 
  NATURAL 
  ANIMAL 
  NATURAL 
  11 
  2d4 skeletons 
  NATURAL 
  2d4 skeletons 
  12 
  NATURAL 
  ANIMAL 
  Light Patrol (Ixians) 
  13 
  10d20 skeletons 
  MEN 
  1d6 zombies 
  14 
  NATURAL 
  GIANT 
  NATURAL 
  15 
  1d6 ghouls 
  NATURAL 
  Witch 
  16 
  NATURAL 
  Medium Patrol (Thurssonns) 
  1d8 lesser daemons (class 1d4) 
  17 
  UNDEAD 
  NATURAL 
  1 banshee (night only) 
  18 
  CELESTIAL 
  UNDEAD 
  CELESTIAL 
  
  5. HYPERBOREAN ENCOUNTER TABLES 
   
  3d6 
  Khromarium 
  Kimmerian Steppe 
  Kitasion Archipelago 
  03 
  CELESTIAL 
  PREHISTORIC 
  CELESTIAL 
  04 
  UNDEAD 
  MEN 
  MEN 
  05 
  MEN 
  1d6+6 woolly mammoths 
  1d2 gorgons 
  06 
  Medium Patrol (city mercenaries) 
  5d6 bactrian camels 
  1d2 manticores 
  07 
  ANIMAL 
  2d10x10 musk oxen 
  MYTHICAL 
  08 
  MEN 
  Light Cavalry (Kimmerians) 
  Hunting Party (villagers) 
  09 
  Light Patrol (city mercenaries) 
  4d6 aurochs 
  NATURAL 
  10 
  MEN 
  NATURAL 
  ANIMAL 
  11 
  NATURAL 
  ANIMAL 
  NATURAL 
  12 
  ANIMAL 
  NATURAL 
  ANIMAL 
  13 
  Light Patrol (city mercenaries) 
  5d6 wild horses 
  NATURAL 
  14 
  GIANT 
  Light Cavalry (Kimmerians) 
  1d6 harpies 
  15 
  MEN 
  5d6 dromedary camels 
  Hunting Party (villagers) 
  16 
  PREHISTORIC 
  Heavy Cavalry (Kimmerians) 
  1 cyclops 
  17 
  MYTHICAL 
  3d4 woolly rhinoceroses 
  1d2 basilisks 
  18 
  ALIEN 
  CELESTIAL 
  2d4 cyclopes 
   
  3d6 
  Kor 
  Kren-Fak 
  Krimmea 
  03 
  ALIEN 
  CELESTIAL 
  ALIEN 
  04 
  Magician (ape-man) 
  1d6 crab-men 
  MEN 
  05 
  Medium Patrol (ape-men) 
  1d4 giant crabs 
  Medium Patrol (Kimmerians) 
  06 
  Slaves 
  ANIMAL 
  GIANT 
  07 
  GIANT 
  MEN 
  ANIMAL 
  08 
  Slaves 
  GIANT 
  Light Patrol (Kimmerians) 
  09 
  Light Patrol (ape-men) 
  ANIMAL 
  ANIMAL 
  10 
  NATURAL 
  MEN 
  MEN 
  11 
  1d6 ape-men 
  NATURAL 
  ANIMAL 
  12 
  ANIMAL 
  Light Patrol (crab-kin) 
  Light Patrol (Kimmerians) 
  13 
  1d6 ape-men 
  NATURAL 
  MEN 
  14 
  Light Patrol (ape-men) 
  Light Patrol (crab-kin) 
  GIANT 
  15 
  PREHISTORIC 
  Slaves 
  MEN 
  16 
  Fighter (ape-man) 
  1d6 crab-men 
  ANIMAL 
  17 
  6d6 ape-men 
  ALIEN 
  MEN 
  18 
  CELESTIAL 
  4d6x10 crab-men 
  UNDEAD 
   
  3d6 
  Lake Nova 
  Larchmere Yys 
  Lemurian Remnant 
  03 
  MEN 
  CELESTIAL 
  CELESTIAL 
  04 
  UNDEAD 
  MEN 
  ALIEN 
  05 
  Hunting Party (Kimmerians) 
  2d6 bandits (Dagonite raiders) 
  GIANT 
  06 
  1 aqua-hydra 
  NATURAL 
  MEN 
  07 
  NATURAL 
  ANIMAL 
  Light Patrol (Lemurians) 
  08 
  Hunting Party (Kelts) 
  MEN 
  NATURAL 
  09 
  ANIMAL 
  Light Patrol (Apollonians) 
  Hunting Party (Lemurians) 
  10 
  NATURAL 
  MEN 
  NATURAL 
  11 
  ANIMAL 
  NATURAL 
  PREHISTORIC 
  12 
  NATURAL 
  ANIMAL 
  GIANT 
  13 
  ANIMAL 
  NATURAL 
  Hunting Party (Lemurians) 
  14 
  Hunting Party (“nobles”) 
  Light Patrol (Apollonians) 
  PREHISTORIC 
  15 
  GIANT 
  NATURAL 
  Light Patrol (Lemurians) 
  16 
  1d2 aqua-hydras 
  MEN 
  PREHISTORIC 
  17 
  ALIEN 
  ANIMAL 
  UNDEAD 
  18 
  CELESTIAL 
  GIANT 
  CELESTIAL 
  
  6. HYPERBOREAN ENCOUNTER TABLES 
   
  3d6 
  Leng Plateau 
  Lizard Coast 
  Lug Wasteland 
  03 
  CELESTIAL 
  CELESTIAL 
  ALIEN 
  04 
  1d4 cave bears 
  UNDEAD 
  War Party (Kimmeri-Kelts) 
  05 
  1d4 sabre-tooth tigers 
  Smoky Lotus 
  MEN 
  06 
  6d6 leaper camels 
  2d6 thew waggons 
  2d6 giant fire beetles (night only, not in winter) 
  07 
  Hunting Party (Esquimaux) 
  1d6 lizard-men (not in winter) 
  MEN 
  08 
  NATURAL 
  1 giant water snake (not in winter) 
  Hunting Party (city-dwellers) 
  09 
  2d10x10 musk oxen 
  1d6 lizard-men (not in winter) 
  ANIMAL 
  10 
  NATURAL 
  ANIMAL 
  NATURAL 
  11 
  ANIMAL 
  NATURAL 
  ANIMAL 
  12 
  3d4 woolly rhinoceroses 
  1d2 giant elk 
  GIANT 
  13 
  PREHISTORIC 
  1d4+1 giant draco lizards (not in winter) 
  1d6 giant fire beetles (night only, not in winter) 
  14 
  1d6+6 dire wolves 
  1 giant python (not in winter) 
  ANIMAL 
  15 
  1d4 polar bears 
  1d6x10 lizard-men (not in winter) 
  1d6 giant fire beetles (night only, not in winter) 
  16 
  3d6 men of Leng 
  Violet Lotus 
  PREHISTORIC 
  17 
  2d4 winter wolves 
  Black Lotus 
  MYTHICAL 
  18 
  CELESTIAL 
  2d12 tree-men (evil) 
  CELESTIAL 
   
  3d6 
  Minotaurios 
  Mount Forp 
  Mount Vhuurmithadon 
  03 
  CELESTIAL 
  CELESTIAL 
  CELESTIAL 
  04 
  ANIMAL 
  Uncanny Vertigo 
  ALIEN 
  05 
  GIANT 
  UNDEAD 
  UNDEAD 
  06 
  MYTHICAL 
  ANIMAL 
  ALIEN 
  07 
  2d4 minotaurs 
  ALIEN 
  5d6 vhuurmis 
  08 
  GIANT 
  Shining Mist 
  PREHISTORIC 
  09 
  NATURAL 
  ANIMAL 
  2d6 vhuurmis 
  10 
  ANIMAL 
  NATURAL 
  ANIMAL 
  11 
  NATURAL 
  ANIMAL 
  NATURAL 
  12 
  ANIMAL 
  NATURAL 
  2d6 vhuurmis 
  13 
  1 minotaur 
  Shining Mist 
  GIANT 
  14 
  NATURAL 
  ALIEN 
  5d6 vhuurmis 
  15 
  ANIMAL 
  GIANT 
  ALIEN 
  16 
  MYTHICAL 
  PREHISTORIC 
  MYTHICAL 
  17 
  (1d4+1)x10 minotaurs 
  ALIEN 
  ALIEN 
  18 
  MYTHICAL 
  CELESTIAL 
  CELESTIAL 
   
  3d6 
  Mount Ymir 
  Mu Minor 
  Narath and Tarath 
  03 
  CELESTIAL 
  CELESTIAL 
  10d10 cave-men 
  04 
  1d8 elder things 
  UNDEAD 
  Shaman (cave-man, level 1d6) 
  05 
  NATURAL 
  ANIMAL 
  PREHISTORIC 
  06 
  MYTHICAL 
  NATURAL 
  NATURAL 
  07 
  1d2 frost giants 
  GIANT 
  1d6 cave-men 
  08 
  PREHISTORIC 
  NATURAL 
  GIANT 
  09 
  ANIMAL 
  Hunting Party (Mu folk) 
  1d6 cave-men 
  10 
  NATURAL 
  ANIMAL 
  NATURAL 
  11 
  ANIMAL 
  NATURAL 
  ANIMAL 
  12 
  NATURAL 
  ANIMAL 
  PREHISTORIC 
  13 
  GIANT 
  Hunting Party (Mu folk) 
  1d6 cave-men 
  14 
  ANIMAL 
  ANIMAL 
  PREHISTORIC 
  15 
  1d2 frost giants 
  NATURAL 
  NATURAL 
  16 
  ANIMAL 
  Light Patrol (Mu folk) 
  GIANT 
  17 
  2d10 frost giants 
  MYTHICAL 
  6d6 cave-men 
  18 
  CELESTIAL 
  ALIEN 
  CELESTIAL 
  
  7. HYPERBOREAN ENCOUNTER TABLES 
   
  3d6 
  New Amazonia 
  New Pictland 
  New Vinland 
  03 
  CELESTIAL 
  1d6 giant phase spiders 
  CELESTIAL 
  04 
  MYTHICAL 
  MEN 
  UNDEAD 
  05 
  MEN 
  1d6 giant trapdoor spiders (not in winter) 
  NATURAL 
  06 
  Medium Patrol (Amazons) 
  1d4 giant black widows (not in winter) 
  Light Patrol (Vikings) 
  07 
  MYTHICAL 
  Light Patrol (Picts) 
  MEN 
  08 
  NATURAL 
  1d4+1 giant crab spiders (not in winter) 
  ANIMAL 
  09 
  Hunting Party (Amazons) 
  ANIMAL 
  Hunting Party (Vikings) 
  10 
  ANIMAL 
  NATURAL 
  ANIMAL 
  11 
  NATURAL 
  ANIMAL 
  NATURAL 
  12 
  ANIMAL 
  Hunting Party (Picts) 
  ANIMAL 
  13 
  GIANT 
  NATURAL 
  GIANT 
  14 
  Medium Patrol (Amazons) 
  1d6 giant ogre-faced spiders (not in winter) 
  Hunting Party (Vikings) 
  15 
  ANIMAL 
  GIANT 
  ANIMAL 
  16 
  MEN 
  Light Patrol (Picts) 
  Runegraver 
  17 
  UNDEAD 
  1d6 giant wolf spiders (evil, not in winter) 
  Medium Patrol (Vikings) 
  18 
  ALIEN 
  CELESTIAL 
  MYTHICAL 
   
  3d6 
  Nod’s Chain 
  Onja Cot 
  Orcust 
  03 
  ALIEN 
  CELESTIAL 
  ALIEN 
  04 
  MEN 
  UNDEAD 
  1d3 greater daemons (class 1d3) 
  05 
  MYTHICAL 
  NATURAL 
  NATURAL 
  06 
  NATURAL 
  War Party (naked Picts) 
  1d8x10 orcs 
  07 
  ALIEN 
  GIANT 
  ANIMAL 
  08 
  PREHISTORIC 
  NATURAL 
  1d6 orcs 
  09 
  ANIMAL 
  Hunting Party (naked Picts) 
  ANIMAL 
  10 
  NATURAL 
  ANIMAL 
  NATURAL 
  11 
  ANIMAL 
  NATURAL 
  1d6 orcs 
  12 
  NATURAL 
  ANIMAL 
  NATURAL 
  13 
  GIANT 
  NATURAL 
  GIANT 
  14 
  Hunting Party (Kimmerians) 
  Hunting Party (naked Picts) 
  1d8x10 orcs 
  15 
  NATURAL 
  ANIMAL 
  NATURAL 
  16 
  UNDEAD 
  Hunting Party (naked Picts) 
  1 swine daemon 
  17 
  ALIEN 
  PREHISTORIC 
  5d10x10 orcs 
  18 
  CELESTIAL 
  Shaman (12th-level) 
  CELESTIAL 
   
  3d6 
  Pandoros 
  Plain of Leng 
  Port Greely 
  03 
  CELESTIAL 
  6d6 abominable snow-men 
  CELESTIAL 
  04 
  UNDEAD 
  6d6 leaper camels 
  5d20x10 fish-man hybrids 
  05 
  MYTHICAL 
  War Party (Esquimaux) 
  Fog Bank 
  06 
  NATURAL 
  1d6 abominable snow-men 
  Light Patrol (degenerates) 
  07 
  Medium Patrol (Amazons) 
  3d4 woolly rhinoceroses 
  GIANT 
  08 
  ANIMAL 
  NATURAL 
  2d6 fish-men 
  09 
  NATURAL 
  2d10x10 musk oxen 
  NATURAL 
  10 
  MEN 
  NATURAL 
  Light Patrol (degenerates) 
  11 
  NATURAL 
  ANIMAL 
  NATURAL 
  12 
  Medium Patrol (Amazons) 
  Hunting Party (Esquimaux) 
  ANIMAL 
  13 
  MEN 
  PREHISTORIC 
  Light Patrol (degenerates) 
  14 
  GIANT 
  1d6+6 woolly mammoths 
  2d6 fish-man hybrids 
  15 
  MEN 
  Hunting Party (Esquimaux) 
  Fog Bank 
  16 
  Medium Patrol (Amazons) 
  3d6 men of Leng 
  2d6 fish-men 
  17 
  MYTHICAL 
  1d2 foxes (black) 
  ALIEN 
  18 
  ALIEN 
  CELESTIAL 
  2d4x10 fish-men 
  
  8. HYPERBOREAN ENCOUNTER TABLES 
   
  3d6 
  Port Zangerios 
  Ptarmigan Rock 
  Ragnarrheim 
  03 
  ALIEN 
  CELESTIAL 
  UNDEAD 
  04 
  Medium Patrol (guild mercenaries) 
  MEN 
  Medium Patrol (Vikings) 
  05 
  Slaves 
  UNDEAD 
  NATURAL 
  06 
  ANIMAL 
  Shaman 
  MEN 
  07 
  Medium Patrol (guild mercenaries) 
  1d4+1 giant crab spiders (not in winter) 
  GIANT 
  08 
  MEN 
  Light Patrol (Picts) 
  ANIMAL 
  09 
  Light Patrol (guild mercenaries) 
  ANIMAL 
  Light Patrol (Vikings) 
  10 
  NATURAL 
  Light Patrol (Picts) 
  NATURAL 
  11 
  MEN 
  NATURAL 
  MEN 
  12 
  ANIMAL 
  GIANT 
  ANIMAL 
  13 
  Light Patrol (guild mercenaries) 
  NATURAL 
  MEN 
  14 
  GIANT 
  1d4+1 giant crab spiders (not in winter) 
  Medium Patrol (Vikings) 
  15 
  NATURAL 
  Light Patrol (Picts) 
  NATURAL 
  16 
  MEN 
  MEN 
  ANIMAL 
  17 
  UNDEAD 
  1d6 giant phase spiders 
  Runegraver 
  18 
  CELESTIAL 
  ALIEN 
  CELESTIAL 
   
  3d6 
  Red Desert 
  Rim of the World 
  River Leng 
  03 
  MEN 
  CELESTIAL 
  CELESTIAL 
  04 
  1d6 blink dogs 
  ALIEN 
  UNDEAD 
  05 
  2d4 giant chameleons (not in winter) 
  UNDEAD 
  PREHISTORIC 
  06 
  GIANT 
  ALIEN 
  ALIEN 
  07 
  2d4 asps (not in winter) 
  MYTHICAL 
  GIANT 
  08 
  5d6 bactrian camels 
  GIANT 
  Hunting Party (Esquimaux) 
  09 
  1d6 hyaena-men 
  NATURAL 
  NATURAL 
  10 
  NATURAL 
  GIANT 
  ANIMAL 
  11 
  ANIMAL 
  NATURAL 
  NATURAL 
  12 
  NATURAL 
  PREHISTORIC 
  PREHISTORIC 
  13 
  5d6 dromedary camels 
  NATURAL 
  ANIMAL 
  14 
  5d6 horses 
  PREHISTORIC 
  Hunting Party (Esquimaux) 
  15 
  1d6 giant tuataras (night only, not in winter) 
  NATURAL 
  ANIMAL 
  16 
  6d6 hyaena-men 
  MEN 
  War Party (Esquimaux) 
  17 
  Violet Lotus 
  ALIEN 
  MEN 
  18 
  CELESTIAL 
  CELESTIAL 
  ALIEN 
   
  3d6 
  River Maedbh 
  River Okeanos 
  River Omo 
  03 
  UNDEAD 
  ALIEN 
  CELESTIAL 
  04 
  MYTHICAL 
  MEN 
  UNDEAD 
  05 
  GIANT 
  1 giant octopus 
  NATURAL 
  06 
  Light Patrol (Kelts) 
  1d4 sea serpents 
  PREHISTORIC 
  07 
  ANIMAL 
  MYTHICAL 
  MYTHICAL 
  08 
  Hunting Party (Kelts) 
  2d6 great white sharks 
  GIANT 
  09 
  GIANT 
  PREHISTORIC 
  NATURAL 
  10 
  NATURAL 
  NATURAL 
  ANIMAL 
  11 
  ANIMAL 
  ANIMAL 
  NATURAL 
  12 
  NATURAL 
  GIANT 
  ANIMAL 
  13 
  MEN 
  1d4 killer whales 
  GIANT 
  14 
  Hunting Party (Vikings) 
  1 giant crocodile (not in winter) 
  MEN 
  15 
  ANIMAL 
  4d4 giant crabs 
  ANIMAL 
  16 
  Light Patrol (Vikings) 
  1d4 giant squids 
  GIANT 
  17 
  MEN 
  UNDEAD 
  MEN 
  18 
  CELESTIAL 
  CELESTIAL 
  ALIEN 
  
  9. HYPERBOREAN ENCOUNTER TABLES 
   
  3d6 
  River Vhuurmis 
  River Vol 
  River Yys 
  03 
  ALIEN 
  UNDEAD 
  CELESTIAL 
  04 
  MEN 
  PREHISTORIC 
  GIANT 
  05 
  UNDEAD 
  Hunting Party (Kimmeri-Kelts) 
  MEN 
  06 
  GIANT 
  Light Cavalry (Kimmerians) 
  Hunting Party (degenerates) 
  07 
  ALIEN 
  NATURAL 
  ANIMAL 
  08 
  2d6 vhuurmis 
  Light Cavalry (ape-men of Kor) 
  Hunting Party (Apollonians) 
  09 
  PREHISTORIC 
  ANIMAL 
  NATURAL 
  10 
  NATURAL 
  NATURAL 
  ANIMAL 
  11 
  ANIMAL 
  ANIMAL 
  NATURAL 
  12 
  GIANT 
  Hunting Party (Kimmeri-Kelts) 
  Hunting Party (degenerates) 
  13 
  2d6 vhuurmis 
  PREHISTORIC 
  ANIMAL 
  14 
  MEN 
  Light Cavalry (Kimmeri-Kelts) 
  GIANT 
  15 
  NATURAL 
  Light Cavalry (ape-men of Kor) 
  Hunting Party (Esquimaux) 
  16 
  MYTHICAL 
  GIANT 
  ANIMAL 
  17 
  5d6 vhuurmis 
  6d6 ape-men 
  UNDEAD 
  18 
  CELESTIAL 
  CELESTIAL 
  ALIEN 
   
  3d6 
  Savage Boreal Coast 
  Scythium 
  Sharath 
  03 
  ALIEN 
  CELESTIAL 
  CELESTIAL 
  04 
  UNDEAD 
  Necromancer 
  1d3 greater daemons (class 1d3) 
  05 
  War Party (Half-Blood Picts) 
  Light Patrol (Ixians) 
  MEN 
  06 
  ANIMAL 
  2d4 rattlesnakes 
  ALIEN 
  07 
  Hunting Party (Half-Blood Picts) 
  Light Patrol (Ixians) 
  Necromancer 
  08 
  GIANT 
  NATURAL 
  1d6 night-gaunts 
  09 
  ANIMAL 
  Slaves 
  ALIEN 
  10 
  NATURAL 
  ANIMAL 
  NATURAL 
  11 
  ANIMAL 
  NATURAL 
  UNDEAD 
  12 
  Hunting Party (Half-Blood Picts) 
  Light Patrol (Ixians) 
  NATURAL 
  13 
  ANIMAL 
  GIANT 
  1d6 night-gaunts 
  14 
  GIANT 
  3d10 vipers 
  ALIEN 
  15 
  NATURAL 
  Slaves 
  1d6 night-gaunts 
  16 
  MEN 
  1d6 spitting cobras 
  1d8 lesser daemons (class 1d4) 
  17 
  Black Lotus 
  2d4 asps 
  1 lich 
  18 
  CELESTIAL 
  UNDEAD 
  CELESTIAL 
   
  3d6 
  Skarag Coast 
  Spiral Mountain Array 
  Stonebrook 
  03 
  CELESTIAL 
  CELESTIAL 
  CELESTIAL 
  04 
  UNDEAD 
  MEN 
  GIANT 
  05 
  GIANT 
  GIANT 
  MEN 
  06 
  1d8x10 orcs 
  NATURAL 
  NATURAL 
  07 
  1d6 cave-men 
  MYTHICAL 
  ANIMAL 
  08 
  GIANT 
  ALIEN 
  Light Patrol (ducal troops) 
  09 
  1d6 orcs 
  GIANT 
  ANIMAL 
  10 
  ANIMAL 
  NATURAL 
  MEN 
  11 
  NATURAL 
  ANIMAL 
  NATURAL 
  12 
  ANIMAL 
  PREHISTORIC 
  Light Patrol (ducal troops) 
  13 
  1d6 orcs 
  ALIEN 
  GIANT 
  14 
  ANIMAL 
  UNDEAD 
  MEN 
  15 
  NATURAL 
  1d8 carnivorous apes (winged) 
  Medium Patrol (ducal troops) 
  16 
  1 swine daemon 
  ANIMAL 
  NATURAL 
  17 
  6d6 cave-men 
  UNDEAD 
  Light Patrol (ducal troops) 
  18 
  ALIEN 
  CELESTIAL 
  UNDEAD 
  
  10. HYPERBOREAN ENCOUNTER TABLES 
   
  3d6 
  Striped Gulf 
  Swampgate 
  Thaumagorga’s Teeth 
  03 
  4d6x10 crab-men 
  CELESTIAL 
  CELESTIAL 
  04 
  War Party (Esquimaux) 
  NATURAL 
  1 greater daemon (class 1d6+1) 
  05 
  1d6 crab-men 
  MEN 
  4d6 lesser daemons (class 1d2) 
  06 
  GIANT 
  ANIMAL 
  UNDEAD 
  07 
  1d4 giant crabs 
  Ranger 
  ALIEN 
  08 
  Hunting Party (Esquimaux) 
  ANIMAL 
  NATURAL 
  09 
  ANIMAL 
  Light Patrol (militia) 
  5d6 pterodactyls 
  10 
  NATURAL 
  MEN 
  NATURAL 
  11 
  ANIMAL 
  NATURAL 
  5d6 pterodactyls 
  12 
  NATURAL 
  ANIMAL 
  NATURAL 
  13 
  Hunting Party (crab-kin) 
  NATURAL 
  ALIEN 
  14 
  1d6 crab-men 
  Light Patrol (militia) 
  NATURAL 
  15 
  4d4 giant crabs 
  GIANT 
  1d8 lesser daemons (class 1d4) 
  16 
  War Party (crab-kin) 
  ANIMAL 
  1d3 greater daemons (class 1d3) 
  17 
  1 monstrous crab 
  MEN 
  2d6 bandits (castaways) 
  18 
  CELESTIAL 
  UNDEAD 
  CELESTIAL 
   
  3d6 
  Thorgunna’s Island 
  Tinsaar 
  Trog Inlet 
  03 
  CELESTIAL 
  ALIEN 
  CELESTIAL 
  04 
  UNDEAD 
  MEN 
  NATURAL 
  05 
  GIANT 
  Medium Patrol (Amazons) 
  Light Patrol (ape-men of Kor) 
  06 
  5d10 wild berserkers (naked) 
  NATURAL 
  PREHISTORIC 
  07 
  PREHISTORIC 
  Light Patrol (mercenaries) 
  Light Patrol (ape-men of Kor) 
  08 
  ANIMAL 
  ANIMAL 
  GIANT 
  09 
  1d6 wild berserkers (naked) 
  MEN 
  1d6 ape-men 
  10 
  ANIMAL 
  NATURAL 
  ANIMAL 
  11 
  NATURAL 
  MEN 
  NATURAL 
  12 
  ANIMAL 
  Light Patrol (mercenaries) 
  PREHISTORIC 
  13 
  GIANT 
  NATURAL 
  1d6 ape-men 
  14 
  1d6 wild berserkers (naked) 
  GIANT 
  ANIMAL 
  15 
  ANIMAL 
  MEN 
  GIANT 
  16 
  NATURAL 
  ANIMAL 
  PREHISTORIC 
  17 
  5d10 wild berserkers (naked) 
  UNDEAD 
  6d6 ape-men 
  18 
  Witch (12th-level) 
  CELESTIAL 
  ALIEN 
   
  3d6 
  Trogos 
  Ullr’s Island 
  Valley of Mists 
  03 
  1 phoongh 
  CELESTIAL 
  UNDEAD 
  04 
  1d3 oon (level 1d12 scouts, night only) 
  Shaman 
  NATURAL 
  05 
  1d6x10 troglodytes (night only) 
  ANIMAL 
  MYTHICAL 
  06 
  ALIEN 
  GIANT 
  UNDEAD 
  07 
  ANIMAL 
  PREHISTORIC 
  GIANT 
  08 
  PREHISTORIC 
  Hunting Party (Vikings) 
  ALIEN 
  09 
  GIANT 
  NATURAL 
  ANIMAL 
  10 
  NATURAL 
  ANIMAL 
  NATURAL 
  11 
  ANIMAL 
  NATURAL 
  ANIMAL 
  12 
  1d6 ape-men 
  ANIMAL 
  NATURAL 
  13 
  2d4 troglodytes (night only) 
  Hunting Party (Vikings) 
  ALIEN 
  14 
  GIANT 
  NATURAL 
  NATURAL 
  15 
  PREHISTORIC 
  ANIMAL 
  ANIMAL 
  16 
  6d6 ape-men 
  Runegraver 
  ALIEN 
  17 
  MEN 
  PREHISTORIC 
  PREHISTORIC 
  18 
  CELESTIAL 
  CELESTIAL 
  CELESTIAL 
  
  11. HYPERBOREAN ENCOUNTER TABLES 
   
  3d6 
  Vikland 
  Wold Phellora 
  Xambaala 
  03 
  CELESTIAL 
  Priest (12th-level) 
  CELESTIAL 
  04 
  Light Patrol (Vikings) 
  ALIEN 
  GIANT 
  05 
  ANIMAL 
  UNDEAD 
  Light Patrol (mercenaries) 
  06 
  Medium Patrol (Vikings) 
  ALIEN 
  MEN 
  07 
  MEN 
  NATURAL 
  Slaves 
  08 
  NATURAL 
  Light Patrol (cultists) 
  Light Patrol (mercenaries) 
  09 
  Hunting Party (Vikings) 
  ANIMAL 
  ANIMAL 
  10 
  ANIMAL 
  NATURAL 
  MEN 
  11 
  NATURAL 
  Light Patrol (cultists) 
  NATURAL 
  12 
  ANIMAL 
  NATURAL 
  Light Patrol (mercenaries) 
  13 
  Light Patrol (Vikings) 
  GIANT 
  Slaves 
  14 
  GIANT 
  ANIMAL 
  ANIMAL 
  15 
  Hunting Party (Vikings) 
  ALIEN 
  GIANT 
  16 
  MYTHICAL 
  Light Patrol (cultists) 
  Slaves 
  17 
  Runegraver 
  ALIEN 
  MEN 
  18 
  UNDEAD 
  CELESTIAL 
  UNDEAD 
   
  3d6 
  Xenadon 
  Xin 
  Yithorium 
  03 
  CELESTIAL 
  CELESTIAL 
  CELESTIAL 
  04 
  Medium Patrol (renegade Amazons) 
  5d8 scorpioids of Xin 
  MEN 
  05 
  NATURAL 
  Aurora 
  NATURAL 
  06 
  ANIMAL 
  1d4 scorpioids of Xin 
  Medium Patrol (mercenaries) 
  07 
  PREHISTORIC 
  UNDEAD 
  Slaves 
  08 
  Hunting Party (renegade Amazons) 
  ALIEN 
  GIANT 
  09 
  NATURAL 
  GIANT 
  ANIMAL 
  10 
  ANIMAL 
  NATURAL 
  MEN 
  11 
  NATURAL 
  ANIMAL 
  NATURAL 
  12 
  ANIMAL 
  NATURAL 
  Light Patrol (mercenaries) 
  13 
  GIANT 
  PREHISTORIC 
  MEN 
  14 
  ANIMAL 
  1d4 scorpioids of Xin 
  ALIEN 
  15 
  Medium Patrol (renegade Amazons) 
  Aurora 
  ANIMAL 
  16 
  ANIMAL 
  Monk 
  UNDEAD 
  17 
  Hunting Party (renegade Amazons) 
  1 banshee (night only) 
  Medium Patrol (mercenaries) 
  18 
  Witch (12th-level) 
  CELESTIAL 
  Witch (12th-level) 
   
  3d6 
  Ythaqqa Plateau 
  Zakath Desert 
  Zangerios Islands 
  03 
  CELESTIAL 
  CELESTIAL 
  ALIEN 
  04 
  ALIEN 
  ALIEN 
  MEN 
  05 
  NATURAL 
  Light Cavalry (mercenaries) 
  UNDEAD 
  06 
  GIANT 
  Prospector 
  NATURAL 
  07 
  1d6 abominable snow-men 
  NATURAL 
  MEN 
  08 
  NATURAL 
  Hunting Party (nomads) 
  ANIMAL 
  09 
  ANIMAL 
  GIANT 
  Hunting Party (city-dwellers) 
  10 
  NATURAL 
  ANIMAL 
  NATURAL 
  11 
  ANIMAL 
  NATURAL 
  ANIMAL 
  12 
  NATURAL 
  ANIMAL 
  NATURAL 
  13 
  1d2 albino apes (night only) 
  Hunting Party (mercenaries) 
  MEN 
  14 
  ALIEN 
  GIANT 
  GIANT 
  15 
  1d4+6 albino apes (night only) 
  Light Cavalry (nomads) 
  ANIMAL 
  16 
  ANIMAL 
  MEN 
  MEN 
  17 
  6d6 abominable snow-men 
  UNDEAD 
  UNDEAD 
  18 
  CELESTIAL 
  ALIEN 
  CELESTIAL 
  
  12. HYPERBOREAN TERRAIN TABLE: DESERT (Sandy) 
   
  3d6 
  ALIEN 
  ANIMAL 
  CELESTIAL 
  03 
  1 ghul 
  1 mountain lion 
  Wind from the Gulf 
  04 
  1 albino ape superior (night only) 
  2d4 hyaenas 
  Voice of Doom 
  05 
  2d6 mi-go 
  1 falcon 
  Weird Vibrations 
  06 
  2d4 giant radioactive ants 
  2d4 rattlesnakes (not in winter) 
  Planetary Alignment 
  07 
  1d6 giant wolf spiders (evil, not in winter) 
  1d100 bats (night only) 
  Star Stone 
  08 
  1d2 albino apes (night only) 
  1 viper (not in winter) 
  Meteor Shower 
  09 
  1 leaper camel 
  5d6 bactrian camels 
  Stellar Conjunction 
  10 
  1d4 rust monsters 
  5d6 red deer 
  Aurora 
  11 
  1d6 hyaena-men 
  5d6 dromedary camels 
  Falling Star 
  12 
  1d6 night-gaunts 
  2d10 rats 
  Lights in the Sky 
  13 
  1 giant weasel (evil, night only) 
  2d8 wild dogs 
  Fortean Fall 
  14 
  2d12 snake-men (2nd-level illusionists) 
  1d6 boars 
  Mocking Star 
  15 
  1d6 giant phase spiders 
  2d4 wolves 
  Lunar Eclipse 
  16 
  1d6 Great Race 
  1 spitting cobra (not in winter) 
  Comet 
  17 
  1 purple worm 
  1d6 lions 
  Dread Silence 
  18 
  1 colour out of space (night only) 
  2d4 asps (not in winter) 
  The Stars Are Right 
   
  3d6 
  GIANT 
  MEN 
  MYTHICAL 
  03 
  1d2 giant stag beetles (not in winter) 
  Warlock 
  1d2 minotaur superiors 
  04 
  1 giant asp (not in winter) 
  Pilgrims 
  1d2 pyro-hydrae 
  05 
  1d4 giant black widows (not in winter) 
  NPC Party 
  1d2 manticores 
  06 
  1d6 giant ticks (not in winter) 
  Pyromancer 
  2d4 minotaurs 
  07 
  1d6 giant scorpions (night only, not in winter) 
  Witch 
  1d6 wyverns 
  08 
  1d4+1 giant crab spiders (not in winter) 
  Huntsman 
  1d6 cockatrices 
  09 
  1 giant chameleon (not in winter) 
  Fighter 
  1 minotaur 
  10 
  1d6 giant ferrets 
  2d6 bandits 
  1 cockatrice 
  11 
  3d4 giant black centipedes (not in winter) 
  Scout 
  2d6 stirges 
  12 
  1d6 giant bees (not in winter) 
  Barbarian 
  1 wyvern 
  13 
  1d10 giant bats (night only) 
  Cleric 
  4d6 stirges 
  14 
  1 giant tuatara (night only, not in winter) 
  Shaman 
  2d4 minotaurs 
  15 
  1d6 giant trapdoor spiders (not in winter) 
  Prospector 
  4d6 stirges 
  16 
  1d6 giant ogre-faced spiders (not in winter) 
  Merchants 
  1 pyro-hydra 
  17 
  3d6 giant ants (not in winter) 
  Hermit 
  1d6 fire salamanders 
  18 
  1 giant spitting cobra (not in winter) 
  Monk 
  1d2 lamiae 
   
  3d6 
  NATURAL 
  PREHISTORIC 
  UNDEAD 
  03 
  Ball Lightning 
  10d10 cave-men 
  1 lich 
  04 
  Flash Flood 
  1d6 archaeopteryges 
  1 banshee (night only) 
  05 
  Oasis 
  1 pegomastax 
  1d6 wights (night only) 
  06 
  Sandstorm 
  1 archaeopteryx 
  1d4 shadows (night only) 
  07 
  Heat Wave 
  2d6 giant hyaenas 
  1d6 large skeletons 
  08 
  Insect Swarm 
  3d10 giant rats 
  1d6 ghouls 
  09 
  Fever 
  3d6 giant rats 
  1d6 medium undead animals 
  10 
  Lost 
  1d6 ape-men 
  1d6 zombies 
  11 
  Vermin 
  1d6 cave-men 
  2d4 skeletons 
  12 
  Mirage 
  1 pterodactyl 
  1d6 small undead animals 
  13 
  Heatstroke 
  6d6 cave-men 
  1d2 large undead animals 
  14 
  Sand Pit 
  6d6 ape-men 
  1d4 ghasts 
  15 
  Dust Devil 
  1 pegomastax 
  1d4 giant skeletons 
  16 
  Heat Lightning 
  1d6 pegomastaxes 
  1 mummy 
  17 
  Cloudburst 
  5d6 pterodactyls 
  1 spectre (night only) 
  18 
  Earthquake 
  3d10 giant hyaenas 
  1 ghost (night only) 
   
  
  13. HYPERBOREAN TERRAIN TABLE: DESERT (Steppe) 
   
  3d6 
  ALIEN 
  ANIMAL 
  CELESTIAL 
  03 
  1d6 lesser daemons (class 1d6+4) 
  1d4 tigers 
  The Stars Are Right 
  04 
  1 albino ape superior (night only) 
  1d6 brown bears 
  Comet 
  05 
  1d6 giant phase spiders 
  1 falcon 
  Planetary Alignment 
  06 
  1d20x10 swinish shades (night only) 
  1 viper (not in winter) 
  Lunar Eclipse 
  07 
  1d4+6 albino apes (night only) 
  5d6 bactrian camels 
  Fortean Fall 
  08 
  1d6 night-gaunts 
  2d8 wild dogs 
  Mocking Star 
  09 
  1d4 rust monsters 
  1d12+6 wolves 
  Lights in the Sky 
  10 
  1d6 hyaena-men 
  2d10x10 musk oxen 
  Falling Star 
  11 
  1d6 orcs 
  5d6 reindeer 
  Aurora 
  12 
  6d6 leaper camels 
  4d6 aurochs 
  Stellar Conjunction 
  13 
  1d10+10 blink dogs 
  5d6 wild horses 
  Meteor Shower 
  14 
  3d4 worms of Ymir (night only) 
  2d6 boars 
  Star Stone 
  15 
  1 tentacular horror 
  1d10x100 bats (night only) 
  Shining Mist 
  16 
  1 purple worm 
  5d10 hyaenas 
  Accursed Moonbeam 
  17 
  1d8 lesser daemons (class 1d4) 
  6d4 lions 
  Weird Vibrations 
  18 
  1d2 transmundane 
  1d2 wolverines 
  Wind from the Gulf 
   
  3d6 
  GIANT 
  MEN 
  MYTHICAL 
  03 
  1d6 giant scorpions (night only, not in winter) 
  Warlock 
  1d2 lamiae 
  04 
  1d6 giant ticks (not in winter) 
  Ranger 
  1d6 wyverns 
  05 
  1d10x10 giant bats (night only) 
  Pilgrims 
  4d6 stirges 
  06 
  1d6 giant wolf spiders (not in winter) 
  NPC Party 
  1d2 manticores 
  07 
  1d4+1 giant draco lizards (not in winter) 
  Merchants 
  1d6 cockatrices 
  08 
  1d6 giant toads (not in winter) 
  Huntsman 
  4d6 stirges 
  09 
  2d4 giant chameleons (not in winter) 
  Barbarian 
  1 minotaur 
  10 
  1d6 giant ferrets 
  Scout 
  1 cockatrice 
  11 
  3d10 giant rats 
  2d6 bandits 
  2d6 stirges 
  12 
  1d4+1 giant crab spiders (not in winter) 
  1d6 wild berserkers 
  1 wyvern 
  13 
  1d6 giant weasels (night only) 
  Fighter 
  2d4 minotaurs 
  14 
  1d6 giant tuataras (night only, not in winter) 
  Berserker 
  1d6 wyverns 
  15 
  1d6 giant trapdoor spiders (not in winter) 
  Cataphract 
  2d4 minotaurs 
  16 
  3d6 giant ants (not in winter) 
  Runegraver 
  1d6 cockatrices 
  17 
  1d2 giant stag beetles (not in winter) 
  Cleric 
  4d6 stirges 
  18 
  1d2 giant wolverines 
  Paladin 
  1d2 minotaur superiors 
   
  3d6 
  NATURAL 
  PREHISTORIC 
  UNDEAD 
  03 
  Earthquake 
  1 woolly mammoth superior 
  1 lich 
  04 
  Tornado 
  5d6 pterodactyls 
  1 spectre (night only) 
  05 
  Flash Flood 
  1d6+6 woolly mammoths 
  1 mummy 
  06 
  Heat Wave 
  2d6 giant hyaenas 
  1d4 shadows (night only) 
  07 
  Thunderstorm 
  6d6 cave-men 
  1d6 medium undead animals 
  08 
  Heatstroke 
  1 woolly mammoth 
  1d6 ghouls 
  09 
  Insect Swarm 
  1d6 lizard-men (not in winter) 
  1 medium undead animal 
  10 
  Vermin 
  1d6 cave-men 
  1 small undead animal 
  11 
  Lost 
  1d6 ape-men 
  2d4 skeletons 
  12 
  Fever 
  1 pterodactyl 
  1 large undead animal 
  13 
  Oasis 
  6d6 ape-men 
  1d6 small undead animals 
  14 
  Frostbite 
  1d6+6 dire wolves 
  1d4 ghasts 
  15 
  Deep Freeze 
  1d4 sabre-tooth tigers 
  1d2 large undead animals 
  16 
  Windstorm 
  10d10 cave-men 
  2d8 ghouls 
  17 
  Wildfire 
  3d10 giant hyaenas 
  10d20 skeletons 
  18 
  White-Speckled Blue Lotus 
  1 sabre-tooth tiger superior 
  1 ghost (night only) 
   
  
  14. HYPERBOREAN TERRAIN TABLE: FOREST 
   
  3d6 
  ALIEN 
  ANIMAL 
  CELESTIAL 
  03 
  1d2 transmundane 
  1d6 lions 
  Dread Silence 
  04 
  1 brown jenkin 
  2d4 mountain lions 
  Weird Vibrations 
  05 
  1d2 behirs 
  1 python (not in winter) 
  Accursed Moonbeam 
  06 
  1 phoongh 
  3d10 vipers (not in winter) 
  Shining Mist 
  07 
  1d6 giant phase spiders 
  5d10 rats 
  Mad Whispers 
  08 
  1 giant weasel (evil, night only) 
  1d3 black bears 
  Meteor Shower 
  09 
  1d4 rust monsters 
  4d6 aurochs 
  Stellar Conjunction 
  10 
  3d4 worms of Ymir (night only) 
  1d6 squirrels 
  Aurora 
  11 
  1d6 orcs 
  2d10x10 red deer 
  Falling Star 
  12 
  1d4+1 owl bears 
  1d12+6 wolves 
  Lights in the Sky 
  13 
  1d6 giant wolf spiders (evil, not in winter) 
  2d6 boars 
  Mocking Star 
  14 
  1d3+1 tree-man crawlers 
  1d10x100 bats (night only) 
  Lunar Eclipse 
  15 
  1 swine daemon 
  1 falcon 
  Planetary Alignment 
  16 
  1d2 nagas 
  1d6 brown bears 
  Comet 
  17 
  2d12 tree-men 
  2d4 hyaenas 
  Voice of Doom 
  18 
  1 colour out of space (night only) 
  1d4 tigers 
  The Stars Are Right 
   
  3d6 
  GIANT 
  MEN 
  MYTHICAL 
  03 
  1d6 giant ogre-faced spiders (not in winter) 
  1 werewolf superior (human form) 
  1d2 minotaur superiors 
  04 
  3d12 giant ticks (not in winter) 
  Shaman 
  1d2 basilisks 
  05 
  5d8 giant bees (not in winter) 
  Hermit 
  1d6 harpies 
  06 
  1d4 giant komodo dragons (not in winter) 
  NPC Party 
  2d4 minotaurs 
  07 
  1 giant python (not in winter) 
  Ranger 
  1d4 trolls 
  08 
  1d4+1 giant draco lizards (not in winter) 
  1d10x10 bandits 
  1 harpy 
  09 
  2d6 giant frogs (not in winter) 
  Barbarian 
  1 cockatrice 
  10 
  4d4 giant pink centipedes (not in winter) 
  Huntsman 
  1 minotaur 
  11 
  3d12 giant black centipedes (not in winter) 
  Scout 
  2d6 stirges 
  12 
  1d6 giant toads (not in winter) 
  Fighter 
  1 wyvern 
  13 
  1d2 giant stag beetles (not in winter) 
  Berserker 
  4d6 stirges 
  14 
  4d6 giant bombardier beetles (not in winter) 
  5d10 wild berserkers 
  1 basilisk 
  15 
  1d4+1 giant crab spiders (not in winter) 
  Pilgrims 
  1d6 cockatrices 
  16 
  3d6 giant ants (not in winter) 
  Witch 
  1d6 wyverns 
  17 
  1d4 giant black widows (not in winter) 
  Druid 
  1 cyclops 
  18 
  1d6 giant trapdoor spiders (not in winter) 
  2d4 werewolves (human form) 
  1 chimaera 
   
  3d6 
  NATURAL 
  PREHISTORIC 
  UNDEAD 
  03 
  Black Lotus 
  1 sabre-tooth tiger superior 
  1 ghost (night only) 
  04 
  Army Ants 
  1d8 carnivorous apes 
  1 zuvembie (night only) 
  05 
  Thunderstorm 
  6d6 ape-men 
  1d4 ghasts 
  06 
  Hailstorm 
  1d10x10 giant bats (night only) 
  2d8 ghouls 
  07 
  Sleet Storm 
  2d4 ground sloths 
  1d2 large undead animals 
  08 
  Cloudburst 
  1 mountain ape 
  1 ghast 
  09 
  Fever 
  1d6 lizard-men (not in winter) 
  1d6 small undead animals 
  10 
  Lost 
  1d6 cave-men 
  2d4 skeletons 
  11 
  Vermin 
  1d6 ape-men 
  1d6 zombies 
  12 
  Insect Swarm 
  2d6 giant elk 
  1d6 ghouls 
  13 
  Fog Bank 
  3d10 giant rats 
  1d6 medium undead animals 
  14 
  Quicksand 
  1 pterodactyl 
  1d6+5 intestine zombies 
  15 
  Snowstorm 
  1 archaeopteryx 
  4d6 zombies 
  16 
  Blizzard 
  1d4 sabre-tooth tigers 
  1d6 wights (night only) 
  17 
  White-Speckled Blue Lotus 
  1 cave bear 
  1d4 wraiths (night only) 
  18 
  Earthquake 
  2d6 giant hyaenas 
  1d3 zuvembies (night only) 
   
  
  15. HYPERBOREAN TERRAIN TABLE: HILLS and Rocky Islands 
   
  3d6 
  ALIEN 
  ANIMAL 
  CELESTIAL 
  03 
  1 colour out of space (night only) 
  1d6 lions 
  Uncanny Vertigo 
  04 
  1 swine daemon 
  1 mountain lion 
  Weird Vibrations 
  05 
  1d6 giant phase spiders 
  1 brown bear 
  Comet 
  06 
  1d3 spore-men 
  1 black bear 
  Star Stone 
  07 
  1d2 albino apes (night only) 
  1d6 boars 
  Meteor Shower 
  08 
  1d6 night-gaunts 
  2d10 rats 
  Stellar Conjunction 
  09 
  1d4 rust monsters 
  1d12+6 wolves 
  Fortean Fall 
  10 
  1d6 hyaena-men 
  4d6 aurochs 
  Aurora 
  11 
  1d6 orcs 
  5d6 red deer 
  Falling Star 
  12 
  3d4 bird-men 
  5d6 reindeer 
  Lights in the Sky 
  13 
  1 owl bear 
  1d100 bats (night only) 
  Mocking Star 
  14 
  1d20x10 swinish shades (night only) 
  2d8 wild dogs 
  Lunar Eclipse 
  15 
  1d6 abominable snow-men 
  1d6 falcons 
  Planetary Alignment 
  16 
  1 tree-man 
  1 viper (not in winter) 
  Shining Mist 
  17 
  1 albino ape superior (night only) 
  2d4 hyaenas 
  Voice of Doom 
  18 
  2d10x10 mi-go 
  1 tiger 
  Wind from the Gulf 
   
  3d6 
  GIANT 
  MEN 
  MYTHICAL 
  03 
  1d6 giant wolf spiders (not in winter) 
  1 werewolf superior (human form) 
  1d2 minotaur superiors 
  04 
  1d6 giant trapdoor spiders (not in winter) 
  Hermit 
  1 pyro-hydra 
  05 
  1d4+1 giant crab spiders (not in winter) 
  Pilgrims 
  1 cyclops 
  06 
  1d4 giant bombardier beetles (not in winter) 
  Ranger 
  1d4 fomorians 
  07 
  1d4+1 giant draco lizards (not in winter) 
  Berserker 
  1d6 cockatrices 
  08 
  1 giant weasel (night only) 
  1d6 wild berserkers 
  1d4 gargoyles 
  09 
  3d4 giant brown centipedes (not in winter) 
  Fighter 
  1 wyvern 
  10 
  2d4 giant pink centipedes (not in winter) 
  Scout 
  1 minotaur 
  11 
  3d4 giant black centipedes (not in winter) 
  2d6 bandits 
  2d6 stirges 
  12 
  1d6 giant ferrets 
  Barbarian 
  1 cockatrice 
  13 
  1 giant tuatara (night only, not in winter) 
  Huntsman 
  4d6 stirges 
  14 
  1d6 giant toads (not in winter) 
  Druid 
  1d6 harpies 
  15 
  1d6 giant bees (not in winter) 
  NPC Party 
  1d4 trolls 
  16 
  1d6 giant ticks (not in winter) 
  Prospector 
  1 gorgon 
  17 
  2d4 giant chameleons (not in winter) 
  1 werewolf (human form) 
  1 chimaera 
  18 
  3d6 giant ants (not in winter) 
  Witch 
  2d6 fomorians 
   
  3d6 
  NATURAL 
  PREHISTORIC 
  UNDEAD 
  03 
  Golden Lotus 
  1 sabre-tooth tiger superior 
  1 ghost (night only) 
  04 
  Fever 
  1d4 cave bears 
  1 banshee (night only) 
  05 
  Flash Flood 
  2d6 giant hyaenas 
  10d20 skeletons 
  06 
  Snowstorm 
  1 ground sloth 
  1 mummy 
  07 
  Sleet Storm 
  1d6 dire wolves 
  1d6 wights (night only) 
  08 
  Box Canyon 
  1 pterodactyl 
  2d8 ghouls 
  09 
  Lost 
  3d6 giant rats 
  1d6+5 intestine zombies 
  10 
  Vermin 
  1d6 ape-men 
  1d6 zombies 
  11 
  Fog Bank 
  1d6 cave-men 
  2d4 skeletons 
  12 
  Rockslide 
  1d2 giant elk 
  1d6 ghouls 
  13 
  Thunderstorm 
  1 woolly mammoth 
  1d4 ghasts 
  14 
  Insect Swarm 
  1d10 giant bats (night only) 
  4d6 zombies 
  15 
  Hailstorm 
  1d6 mountain apes 
  1d4 wraiths (night only) 
  16 
  Blizzard 
  1 sabre-tooth tiger 
  1 spectre (night only) 
  17 
  White-Speckled Blue Lotus 
  1 archaeopteryx 
  1 zuvembie (night only) 
  18 
  Earthquake 
  1 woolly mammoth superior 
  1 vampire (night only) 
   
  
  16. HYPERBOREAN TERRAIN TABLE: HILLS (Glaciated) 
   
  3d6 
  ALIEN 
  ANIMAL 
  CELESTIAL 
  03 
  1 albino ape superior (night only) 
  1d4 polar bears 
  White Death 
  04 
  1d6 Great Race 
  1 tiger 
  Wind from the Gulf 
  05 
  1d6 men of Leng 
  1d2 owls (night only) 
  Comet 
  06 
  1d6 lesser daemons (class 1d6+4) 
  1 black bear 
  Red Fog 
  07 
  1d8 lesser daemons (class 1d4) 
  1 mountain lion 
  Star Stone 
  08 
  1 tentacular horror 
  1d6 boars 
  Mocking Star 
  09 
  1d2 ice toads 
  1d12 hares 
  Lights in the Sky 
  10 
  1d6 blink dogs 
  2d10x10 musk oxen 
  Falling Star 
  11 
  1d6 hyaena-men 
  5d6 reindeer 
  Aurora 
  12 
  1d3 spore-men 
  4d6 aurochs 
  Stellar Conjunction 
  13 
  1 gibbering mouther 
  2d4 wolves 
  Meteor Shower 
  14 
  1d4+6 albino apes (night only) 
  1d2 weasels 
  Lunar Eclipse 
  15 
  6d6 abominable snow-men 
  1d20 ravens 
  Shining Mist 
  16 
  1d4 lesser daemons (class 1d2+10) 
  1 brown bear 
  Weird Vibrations 
  17 
  1d3 ice daemons 
  1d2 wolverines 
  Voice of Doom 
  18 
  1d4 ice salamanders 
  1d6 lions 
  Uncanny Vertigo 
   
  3d6 
  GIANT 
  MEN 
  MYTHICAL 
  03 
  1d6 giant toads (white) 
  Witch 
  1d2 minotaur superiors 
  04 
  1d10x10 giant bats (night only) 
  NPC Party 
  2d4 winter wolves 
  05 
  1d6 giant toads (white) 
  Bard 
  1 gorgon 
  06 
  1d10 giant bats (night only) 
  Shaman 
  1d4 fomorians 
  07 
  1d6 giant ferrets 
  Cryomancer 
  2d4 centaurs 
  08 
  1d6 giant weasels (night only) 
  Fighter 
  1 cyclops 
  09 
  1d10 giant bats (night only) 
  Scout 
  1 minotaur 
  10 
  1d6 giant ferrets 
  Barbarian 
  1d4 gargoyles 
  11 
  1 giant weasel (night only) 
  1d6 wild berserkers 
  1 minotaur 
  12 
  1d6 giant toads (white) 
  Huntsman 
  1 winter wolf 
  13 
  1d6 giant ferrets 
  Berserker 
  1d4 trolls 
  14 
  1d10 giant bats (night only) 
  Ranger 
  1d4 fomorians 
  15 
  1d6 giant weasels (night only) 
  Runegraver 
  1d4 gargoyles 
  16 
  1d2 giant wolverines 
  Warlock 
  2d4 minotaurs 
  17 
  1d6 giant ferrets 
  Hermit 
  2d6 fomorians 
  18 
  1d10x10 giant bats (night only) 
  Prospector 
  2d4 cyclopes 
   
  3d6 
  NATURAL 
  PREHISTORIC 
  UNDEAD 
  03 
  Earthquake 
  1 woolly mammoth superior 
  1 ice mummy noble 
  04 
  Heavy Blizzard 
  1 ground sloth 
  1 banshee (night only) 
  05 
  Windstorm 
  3d4 woolly rhinoceroses 
  10d20 skeletons 
  06 
  Avalanche 
  1 sabre-tooth tiger 
  2d6 ice mummies 
  07 
  Snowstorm 
  6d6 cave-men 
  4d6 zombies 
  08 
  Box Canyon 
  1d6 dire wolves 
  4d6 ice mummy thralls 
  09 
  Thin Ice 
  1 mountain ape 
  1d6 medium undead animals 
  10 
  Frostbite 
  1d6 ape-men 
  1d6 zombies 
  11 
  Lost 
  1d6 cave-men 
  2d4 skeletons 
  12 
  Fever 
  1 woolly mammoth 
  1d6 small undead animals 
  13 
  Crevasse 
  1 woolly rhinoceros 
  1d2 large undead animals 
  14 
  Snow Blind 
  1d6 mountain apes 
  1d6 ice mummies 
  15 
  Hailstorm 
  6d6 ape-men 
  1d6 wights (night only) 
  16 
  Blizzard 
  1 cave bear 
  1 spectre (night only) 
  17 
  Static Electricity 
  10d10 cave-men 
  4d6x10 ice mummy thralls 
  18 
  Deep Freeze 
  1 sabre-tooth tiger superior 
  1 ghost (night only) 
   
  
  17. HYPERBOREAN TERRAIN TABLE: MOUNTAINS 
   
  3d6 
  ALIEN 
  ANIMAL 
  CELESTIAL 
  03 
  1 earth elemental (class 1d3) 
  1d2 owls (night only) 
  Uncanny Vertigo 
  04 
  1d4 lesser daemons (class 1d2+13) 
  1d12+6 wolves 
  Wind from the Gulf 
  05 
  1d6 giant phase spiders 
  1 owl (night only) 
  Weird Vibrations 
  06 
  6d6 hyaena-men 
  1d20 ravens 
  Planetary Alignment 
  07 
  1d6 abominable snow-men 
  1d100 bats (night only) 
  Star Stone 
  08 
  1d3 spore-men 
  1 viper (not in winter) 
  Meteor Shower 
  09 
  3d4 bird-men 
  1 falcon 
  Stellar Conjunction 
  10 
  1d6 hyaena-men 
  2d4 wolves 
  Aurora 
  11 
  1d6 orcs 
  1d12 hares 
  Falling Star 
  12 
  1d6 night-gaunts 
  1d2 weasels 
  Lights in the Sky 
  13 
  1d2 albino apes (night only) 
  1 black bear 
  Mocking Star 
  14 
  1d8 lesser daemons (class 1d4) 
  1 mountain lion 
  Mad Whispers 
  15 
  1d6 lesser daemons (class 1d6+4) 
  1 brown bear 
  Lunar Eclipse 
  16 
  1d4 lesser daemons (class 1d2+10) 
  1d6 falcons 
  Comet 
  17 
  1d8x10 orcs 
  2d4 mountain lions 
  Voice of Doom 
  18 
  1 albino ape superior (night only) 
  1d10x100 bats (night only) 
  The Stars Are Right 
   
  3d6 
  GIANT 
  MEN 
  MYTHICAL 
  03 
  3d6 giant ants (not in winter) 
  1 werewolf superior (human form) 
  1d6 giant eagles (good) 
  04 
  1d6 giant wolf spiders (not in winter) 
  NPC Party 
  1 pyro-hydra 
  05 
  1d6 giant ticks (not in winter) 
  Prospector 
  1d2 manticores 
  06 
  1d4+1 crab spiders 
  Ranger 
  1d4 fomorians 
  07 
  1d10 giant bats (night only) 
  Huntsman 
  4d6 centaurs 
  08 
  1d6 giant bees (not in winter) 
  Fighter 
  1d4 gargoyles 
  09 
  1d6 giant ferrets 
  1d6 wild berserkers 
  1 harpy 
  10 
  1 giant chameleon (not in winter) 
  Scout 
  1 wyvern 
  11 
  1 giant weasel (night only) 
  2d6 bandits 
  1 minotaur 
  12 
  1 giant ant (not in winter) 
  Barbarian 
  1 hippogriff 
  13 
  1d6 giant eagles 
  Berserker 
  1d2 griffins 
  14 
  1d6 giant toads (not in winter) 
  Cleric 
  1d4 trolls 
  15 
  1d6 giant eagles 
  Witch 
  1 cyclops 
  16 
  2d4 giant chameleons (not in winter) 
  Hermit 
  1 chimaera 
  17 
  1d10x10 giant bats (night only) 
  1 werewolf (human form) 
  1d2 minotaur superiors 
  18 
  3d6 giant eagles 
  Pilgrims 
  1 pegasus 
   
  3d6 
  NATURAL 
  PREHISTORIC 
  UNDEAD 
  03 
  Earthquake 
  5d6 vhuurmis 
  10d20 skeletons 
  04 
  Flash Flood 
  1 archaeopteryx 
  4d6 zombies 
  05 
  Blizzard 
  6d6 cave-men 
  1d6 wights (night only) 
  06 
  Frostbite 
  1d4 cave bears 
  1d6 zombies 
  07 
  Hailstorm 
  6d6 cave-men 
  1d6 medium undead animals 
  08 
  Rockslide 
  2d6 vhuurmis 
  1 large undead animal 
  09 
  Box Canyon 
  1 mountain ape 
  1 small undead animal 
  10 
  Vermin 
  1d6 ape-men 
  1d6 zombies 
  11 
  Lost 
  1d6 cave-men 
  2d4 skeletons 
  12 
  Fever 
  1 cave bear 
  1 medium undead animal 
  13 
  Cloudburst 
  1d6 mountain apes 
  1d6 small undead animals 
  14 
  Snowstorm 
  2d6 vhuurmis 
  1d6+5 intestine zombies 
  15 
  Thunderstorm 
  6d6 ape-men 
  1d2 large undead animals 
  16 
  Avalanche 
  6d6 ape-men 
  1d6 large skeletons 
  17 
  Heavy Blizzard 
  5d6 vhuurmis 
  1d4 giant skeletons 
  18 
  Deep Freeze 
  10d10 cave-men 
  1 ghost (night only) 
   
  
  18. HYPERBOREAN TERRAIN TABLE: MOUNTAINS (Glaciated) 
   
  3d6 
  ALIEN 
  ANIMAL 
  CELESTIAL 
  03 
  1 albino ape superior (night only) 
  1d4 polar bears 
  White Death 
  04 
  1 shoggoth 
  1d2 wolverines 
  Dread Silence 
  05 
  1d4 ice salamanders 
  1 mountain lion 
  Comet 
  06 
  1d8 elder things 
  1d2 weasels 
  Red Fog 
  07 
  1d4+6 albino apes (night only) 
  2d4 wolves 
  Lunar Eclipse 
  08 
  1d8 lesser daemons (class 1d4) 
  1 brown bear 
  Mocking Star 
  09 
  1 tentacular horror 
  1d2 foxes 
  Lights in the Sky 
  10 
  2d6 ice toads 
  2d4 wolves 
  Falling Star 
  11 
  1d6 hyaena-men 
  1d12 hares 
  Aurora 
  12 
  1d3 spore-men 
  1 black bear 
  Stellar Conjunction 
  13 
  1 gibbering mouther 
  1 owl (night only) 
  Meteor Shower 
  14 
  1d6 lesser daemons (class 1d6+4) 
  1 polar bear 
  Star Stone 
  15 
  1d6 men of Leng 
  1d4+1 foxes 
  Shining Mist 
  16 
  6d6 abominable snow-men 
  1d20 ravens 
  Planetary Alignment 
  17 
  1d3 ice daemons 
  1d2 owls (night only) 
  Wind from the Gulf 
  18 
  1d6 Great Race 
  1d12+6 wolves 
  Uncanny Vertigo 
   
  3d6 
  GIANT 
  MEN 
  MYTHICAL 
  03 
  1d10x10 giant bats (night only) 
  Witch 
  1d2 minotaur superiors 
  04 
  1d2 giant wolverines 
  NPC Party 
  1d2 frost giants 
  05 
  1d10 giant bats (night only) 
  Bard 
  2d4 winter wolves 
  06 
  1d6 giant ferrets 
  Shaman 
  2d4 minotaurs 
  07 
  1d6 giant weasels (night only) 
  Cryomancer 
  1 cyclops 
  08 
  1d10 giant bats (night only) 
  Fighter 
  2d4 centaurs 
  09 
  1d6 giant toads (white) 
  Scout 
  1d4 gargoyles 
  10 
  1 giant weasel (night only) 
  Barbarian 
  1 winter wolf 
  11 
  1d6 giant ferrets 
  1d6 wild berserkers 
  1 minotaur 
  12 
  1 giant weasel (night only) 
  Huntsman 
  1 winter wolf 
  13 
  1d10 giant bats (night only) 
  Berserker 
  1d4 trolls 
  14 
  1d6 giant ferrets 
  Ranger 
  2d4 centaurs 
  15 
  1d6 giant weasels (night only) 
  Runegraver 
  1d4 fomorians 
  16 
  1d6 giant ferrets 
  Warlock 
  1d2 frost giants 
  17 
  1d6 giant toads (white) 
  Hermit 
  4d6 centaurs 
  18 
  1d6 giant weasels (night only) 
  Prospector 
  2d10 frost giants 
   
  3d6 
  NATURAL 
  PREHISTORIC 
  UNDEAD 
  03 
  Earthquake 
  10d10 cave-men 
  1 ice mummy noble 
  04 
  Heavy Blizzard 
  1d4 cave bears 
  1 ghost (night only) 
  05 
  Windstorm 
  6d6 ape-men 
  10d20 skeletons 
  06 
  Avalanche 
  6d6 cave-men 
  1d6 ice mummies 
  07 
  Snowstorm 
  2d6 vhuurmis 
  1d6 wights (night only) 
  08 
  Box Canyon 
  1 cave bear 
  4d6 ice mummy thralls 
  09 
  Thin Ice 
  1d6 cave-men 
  1d6 small undead animals 
  10 
  Frostbite 
  1d6 ape-men 
  1d6 zombies 
  11 
  Lost 
  1d6 cave-men 
  2d4 skeletons 
  12 
  Fever 
  1 mountain ape 
  1d6 medium undead animals 
  13 
  Crevasse 
  2d6 vhuurmis 
  1d2 large undead animals 
  14 
  Snow Blind 
  1 mountain ape 
  1d6 ice mummies 
  15 
  Hailstorm 
  2d6 vhuurmis 
  4d6 zombies 
  16 
  Blizzard 
  1d6 mountain apes 
  2d6 ice mummies 
  17 
  Static Electricity 
  6d6 cave-men 
  4d6x10 ice mummy thralls 
  18 
  Deep Freeze 
  5d6 vhuurmis 
  1d10 ghosts (night only) 
   
  
  19. HYPERBOREAN TERRAIN TABLE: PLAINS and Lush Islands 
   
  3d6 
  ALIEN 
  ANIMAL 
  CELESTIAL 
  03 
  1 colour out of space (night only) 
  2d4 asps (not in winter) 
  The Stars Are Right 
  04 
  1 swine daemon 
  1d3 black bears 
  Comet 
  05 
  1d6 giant phase spiders 
  1d6 spitting cobras (not in winter) 
  Planetary Alignment 
  06 
  1d20x10 swinish shades (night only) 
  1d100 bats (night only) 
  Lunar Eclipse 
  07 
  2d6 thew waggons 
  2d10 rats 
  Fortean Fall 
  08 
  1d6 night-gaunts 
  1d12+6 wolves 
  Mocking Star 
  09 
  1 owl bear 
  2d8 wild dogs 
  Lights in the Sky 
  10 
  1d6 hyaena-men 
  5d6 wild horses 
  Falling Star 
  11 
  1d6 orcs 
  4d6 aurochs 
  Aurora 
  12 
  1d4 rust monsters 
  5d6 red deer 
  Stellar Conjunction 
  13 
  1 giant weasel (evil, night only) 
  2d6 boars 
  Meteor Shower 
  14 
  1d12x10 worms of Ymir (night only) 
  1d6 falcons 
  Star Stone 
  15 
  1 phoongh 
  5d10 hyaenas 
  Shining Mist 
  16 
  1 purple worm 
  6d4 lions 
  Mad Whispers 
  17 
  1d2 nagas 
  2d4 mountain lions 
  Weird Vibrations 
  18 
  1d2 transmundane 
  1d4 tigers 
  Voice of Doom 
   
  3d6 
  GIANT 
  MEN 
  MYTHICAL 
  03 
  1 giant asp (not in winter) 
  1 werewolf superior (human form) 
  1d6 wyverns 
  04 
  1d6 giant trapdoor spiders (not in winter) 
  Witch 
  1d6 cockatrices 
  05 
  1d2 giant stag beetles (not in winter) 
  Pilgrims 
  1 cyclops 
  06 
  1d4 giant black widows (not in winter) 
  Assassin 
  4d6 stirges 
  07 
  1d6 giant ticks (not in winter) 
  NPC Party 
  1 wyvern 
  08 
  1d6 giant bees (not in winter) 
  Barbarian 
  2d6 stirges 
  09 
  1d6 giant ferrets 
  Fighter 
  1 cockatrice 
  10 
  2d4 giant pink centipedes (not in winter) 
  Scout 
  1 minotaur 
  11 
  3d4 giant black centipedes (not in winter) 
  2d6 bandits 
  2d6 stirges 
  12 
  1d6 giant fire beetles (night only, not in winter) 
  Cataphract 
  1 wyvern 
  13 
  2d6 giant frogs (not in winter) 
  Huntsman 
  1 minotaur 
  14 
  1d4+1 giant draco lizards (not in winter) 
  Merchants 
  1 cockatrice 
  15 
  1d6 giant ogre-faced spiders (not in winter) 
  Cleric 
  1d4 trolls 
  16 
  1 giant komodo dragon (not in winter) 
  Warlock 
  4d6 stirges 
  17 
  1 giant spitting cobra (not in winter) 
  1 werewolf (human form) 
  2d4 minotaurs 
  18 
  3d6 giant ants (not in winter) 
  Paladin 
  2d4 cyclopes 
   
  3d6 
  NATURAL 
  PREHISTORIC 
  UNDEAD 
  03 
  Earthquake 
  1 woolly mammoth superior 
  1d3 zuvembies (night only) 
  04 
  White-Speckled Blue Lotus 
  3d10 giant hyaenas 
  10d20 skeletons 
  05 
  Blizzard 
  2d4 ground sloths 
  1d6 wights (night only) 
  06 
  Sinkhole 
  1d8 carnivorous apes 
  2d8 ghouls 
  07 
  Hailstorm 
  3d6 giant rats 
  1d2 large undead animals 
  08 
  Thunderstorm 
  1d6+6 woolly mammoths 
  1 ghast 
  09 
  Fog Bank 
  1d6 lizard-men (not in winter) 
  1d6 small undead animals 
  10 
  Vermin 
  1d6 cave-men 
  1d6 zombies 
  11 
  Lost 
  1d6 ape-men 
  2d4 skeletons 
  12 
  Fever 
  2d6 giant elk 
  1d6 ghouls 
  13 
  Insect Swarm 
  1d6+6 dire wolves 
  1d6 medium undead animals 
  14 
  Sleet Storm 
  1d10 giant bats (night only) 
  1d4 ghasts 
  15 
  Snowstorm 
  5d6 pterodactyls 
  1d6+5 intestine zombies 
  16 
  Violet Lotus 
  1d4 sabre-tooth tigers 
  4d6 zombies 
  17 
  Tornado 
  1d6 archaeopteryges 
  1 zuvembie (night only) 
  18 
  Wildfire 
  1 sabre-tooth tiger superior 
  1 ghost (night only) 
   
  
  20. HYPERBOREAN TERRAIN TABLE: RAINFOREST 
   
  3d6 
  ALIEN 
  ANIMAL 
  CELESTIAL 
  03 
  1d2 transmundane 
  1d6 lions 
  Dread Silence 
  04 
  1d2 behirs 
  2d4 mountain lions 
  Weird Vibrations 
  05 
  1 phoongh 
  1 python (not in winter) 
  Accursed Moonbeam 
  06 
  1d6 giant phase spiders 
  3d10 vipers (not in winter) 
  Shining Mist 
  07 
  1 giant weasel (evil, night only) 
  5d10 rats 
  Mad Whispers 
  08 
  2d6 thew waggons 
  1d3 black bears 
  Meteor Shower 
  09 
  1d4 rust monsters 
  4d6 aurochs 
  Stellar Conjunction 
  10 
  3d4 worms of Ymir (night only) 
  1d6 flying squirrels 
  Aurora 
  11 
  1d6 orcs 
  2d10x10 red deer 
  Falling Star 
  12 
  1d4+1 owl bears 
  1d12+6 wolves 
  Lights in the Sky 
  13 
  1d6 giant wolf spiders (evil, not in winter) 
  2d6 boars 
  Mocking Star 
  14 
  1d3+1 tree-man crawlers 
  1d10x100 bats (night only) 
  Lunar Eclipse 
  15 
  1 swine daemon 
  1 falcon 
  Planetary Alignment 
  16 
  1d2 nagas 
  1d6 brown bears 
  Comet 
  17 
  2d12 tree-men 
  2d4 hyaenas 
  Voice of Doom 
  18 
  1 colour out of space (night only) 
  1d4 tigers 
  The Stars Are Right 
   
  3d6 
  GIANT 
  MEN 
  MYTHICAL 
  03 
  1d6 giant ogre-faced spiders (not in winter) 
  1 werewolf superior (human form) 
  1d2 minotaur superiors 
  04 
  3d12 giant ticks (not in winter) 
  Shaman 
  1d2 basilisks 
  05 
  5d8 giant bees (not in winter) 
  Hermit 
  1d6 harpies 
  06 
  1d4 giant komodo dragons (not in winter) 
  NPC Party 
  2d4 minotaurs 
  07 
  1 giant python (not in winter) 
  Ranger 
  1d4 trolls 
  08 
  1d4+1 giant draco lizards (not in winter) 
  1d10x10 bandits 
  1 harpy 
  09 
  2d6 giant frogs (not in winter) 
  Barbarian 
  1 cockatrice 
  10 
  4d4 giant pink centipedes (not in winter) 
  Huntsman 
  1 minotaur 
  11 
  3d12 giant black centipedes (not in winter) 
  Scout 
  2d6 stirges 
  12 
  2d4 giant dragonflies (not in winter) 
  Fighter 
  1 wyvern 
  13 
  1d6 giant toads (not in winter) 
  Berserker 
  4d6 stirges 
  14 
  4d6 giant bombardier beetles (not in winter) 
  5d10 wild berserkers 
  1 basilisk 
  15 
  1d4+1 giant crab spiders (not in winter) 
  Pilgrims 
  1d6 cockatrices 
  16 
  3d6 giant ants (not in winter) 
  Witch 
  1d6 wyverns 
  17 
  1d4 giant black widows (not in winter) 
  Druid 
  1 cyclops 
  18 
  1d6 giant trapdoor spiders (not in winter) 
  2d4 werewolves (human form) 
  1 chimaera 
   
  3d6 
  NATURAL 
  PREHISTORIC 
  UNDEAD 
  03 
  Earthquake 
  1 sabre-tooth tiger superior 
  1 ghost (night only) 
  04 
  Black Lotus 
  1d8 carnivorous apes 
  1 zuvembie (night only) 
  05 
  Quicksand 
  6d6 ape-men 
  1d4 ghasts 
  06 
  Hailstorm 
  1d10x10 giant bats (night only) 
  2d8 ghouls 
  07 
  Insect Swarm 
  2d4 ground sloths 
  1d2 large undead animals 
  08 
  Cloudburst 
  1 mountain ape 
  1 ghast 
  09 
  Fever 
  1d6 lizard-men (not in winter) 
  1d6 small undead animals 
  10 
  Fog Bank 
  1d6 cave-men 
  2d4 skeletons 
  11 
  Lost 
  1d6 ape-men 
  1d6 zombies 
  12 
  Vermin 
  2d6 giant elk 
  1d6 ghouls 
  13 
  Sleet Storm 
  3d10 giant rats 
  1d6 medium undead animals 
  14 
  Thunderstorm 
  1 pterodactyl 
  1d6+5 intestine zombies 
  15 
  Sinkhole 
  1 archaeopteryx 
  4d6 zombies 
  16 
  Army Ants 
  1d4 sabre-tooth tigers 
  1d6 wights (night only) 
  17 
  White-Speckled Blue Lotus 
  1 cave bear 
  1d4 wraiths (night only) 
  18 
  Golden Lotus 
  2d6 giant hyaenas 
  1d3 zuvembies (night only) 
   
  
  21. HYPERBOREAN TERRAIN TABLE: TAR PITS 
   
  3d6 
  ALIEN 
  ANIMAL 
  CELESTIAL 
  03 
  1 colour out of space (night only) 
  1d6 lions 
  Voice of Doom 
  04 
  1 will-o’-wisp 
  2d4 hyaenas 
  Weird Vibrations 
  05 
  1d4 lesser daemons (class 1d2+13) 
  1 falcon 
  Planetary Alignment 
  06 
  1 phoongh 
  1d100 bats (night only) 
  Shining Mist 
  07 
  1d4 lesser daemons (class 1d2+10) 
  1 black bear 
  Fortean Fall 
  08 
  1d20x10 swinish shades (night only) 
  1 viper (not in winter) 
  Meteor Shower 
  09 
  1d8 lesser daemons (class 1d4) 
  2d4 wolves 
  Stellar Conjunction 
  10 
  1 green slime 
  5d6 red deer 
  Aurora 
  11 
  1d4 rust monsters 
  4d6 aurochs 
  Falling Star 
  12 
  1 giant weasel (evil, night only) 
  1d6 boars 
  Lights in the Sky 
  13 
  1d6 lesser daemons (class 1d6+4) 
  1d20 ravens 
  Mocking Star 
  14 
  1d6 giant wolf spiders (evil, not in winter) 
  2d10 rats 
  Mad Whispers 
  15 
  1d6 giant phase spiders 
  1 brown bear 
  Lunar Eclipse 
  16 
  1 black pudding 
  1 mountain lion 
  Red Fog 
  17 
  1 swine daemon 
  1 python (not in winter) 
  Comet 
  18 
  1 behir 
  1 tiger 
  The Stars Are Right 
   
  3d6 
  GIANT 
  MEN 
  MYTHICAL 
  03 
  1d6 giant ogre-faced spiders (not in winter) 
  Pilgrims 
  1d2 minotaur superiors 
  04 
  1d6 giant ticks (not in winter) 
  Prospector 
  1d6 wyverns 
  05 
  1 giant python (not in winter) 
  NPC Party 
  2d4 minotaurs 
  06 
  1d4+1 giant draco lizards (not in winter) 
  Warlock 
  1d6 cockatrices 
  07 
  1d4 giant bombardier beetles (not in winter) 
  Cleric 
  1d4 trolls 
  08 
  1d6 giant ferrets 
  Fighter 
  1 harpy 
  09 
  1d6 giant fire beetles (night only, not in winter) 
  Huntsman 
  2d6 stirges 
  10 
  2d4 giant pink centipedes (not in winter) 
  Scout 
  1 minotaur 
  11 
  3d4 giant black centipedes (not in winter) 
  2d6 bandits 
  2d6 stirges 
  12 
  3d4 giant brown centipedes (not in winter) 
  Barbarian 
  1 cockatrice 
  13 
  1 giant ant (not in winter) 
  Ranger 
  1 wyvern 
  14 
  1 giant chameleon (not in winter) 
  Shaman 
  1 minotaur 
  15 
  1 giant tuatara (night only, not in winter) 
  Druid 
  4d6 stirges 
  16 
  1d6 giant bees (not in winter) 
  Witch 
  1d6 harpies 
  17 
  1d4+1 giant crab spiders (not in winter) 
  Monk 
  4d6 stirges 
  18 
  1d6 giant trapdoor spiders (not in winter) 
  Necromancer 
  1d2 nagas 
   
  3d6 
  NATURAL 
  PREHISTORIC 
  UNDEAD 
  03 
  Black Lotus 
  1 woolly mammoth superior 
  1d4 wraiths (night only) 
  04 
  Plague 
  1 archaeopteryx 
  4d6 zombies 
  05 
  Army Ants 
  1 ground sloth 
  2d8 ghouls 
  06 
  Sinkhole 
  6d6 cave-men 
  1d4 ghasts 
  07 
  Fog Bank 
  1 pterodactyl 
  1d6 large skeletons 
  08 
  Cloudburst 
  1d6 dire wolves 
  1d6 medium undead animals 
  09 
  Fever 
  1 woolly mammoth 
  1d6 ghouls 
  10 
  Insect Swarm 
  1d6 lizard-men (not in winter) 
  1d6 zombies 
  11 
  Vermin 
  1d6 cave-men 
  2d4 skeletons 
  12 
  Lost 
  1d2 giant elk 
  1d6 small undead animals 
  13 
  Quicksand 
  3d6 giant rats 
  1 ghast 
  14 
  Thunderstorm 
  1d10 giant bats (night only) 
  1d2 large undead animals 
  15 
  Poison Gas 
  1 sabre-tooth tiger 
  1d4 giant skeletons 
  16 
  Smoky Lotus 
  2d6 giant hyaenas 
  1d6 wights (night only) 
  17 
  Violet Lotus 
  1d10x10 cave-men 
  10d20 skeletons 
  18 
  Earthquake 
  1 sabre-tooth tiger superior 
  1 ghost (night only) 
   
  
  22. HYPERBOREAN TERRAIN TABLE: TUNDRA 
   
  3d6 
  ALIEN 
  ANIMAL 
  CELESTIAL 
  03 
  1 albino ape superior (night only) 
  1 tiger 
  The Stars Are Right 
  04 
  1d2 remorhaz 
  1d4 polar bears 
  Wind from the Gulf 
  05 
  1d6 purple spiders of Leng 
  2d4 hyaenas 
  Comet 
  06 
  1d4 lesser daemons (class 1d2+13) 
  1 black bear 
  Planetary Alignment 
  07 
  1d4+6 albino apes (night only) 
  5d6 dromedary camels 
  Lunar Eclipse 
  08 
  1d6 lesser daemons (class 1d6+4) 
  2d8 wild dogs 
  Mocking Star 
  09 
  1d10+10 blink dogs 
  4d6 aurochs 
  Lights in the Sky 
  10 
  6d6 leaper camels 
  2d10x10 musk oxen 
  Falling Star 
  11 
  1d6 hyaena-men 
  2d10x10 reindeer 
  Aurora 
  12 
  1d8 lesser daemons (class 1d4) 
  1d12+6 wolves 
  Stellar Conjunction 
  13 
  1 tentacular horror 
  5d6 bactrian camels 
  Meteor Shower 
  14 
  1d4 lesser daemons (class 1d2+10) 
  1 mountain lion 
  Star Stone 
  15 
  2d4 winter wolves 
  1d6 boars 
  Red Fog 
  16 
  1d4 ice salamanders 
  1 brown bear 
  Mad Whispers 
  17 
  6d6 abominable snow-men 
  1d6 lions 
  Weird Vibrations 
  18 
  1d2 transmundane 
  1d2 wolverines 
  Uncanny Vertigo 
   
  3d6 
  GIANT 
  MEN 
  MYTHICAL 
  03 
  1d2 giant wolverines 
  Witch 
  1d2 minotaur superiors 
  04 
  1d10 giant bats (night only) 
  Pilgrims 
  3d6 men of Leng 
  05 
  1d6 giant weasels (night only) 
  NPC Party 
  2d4 minotaurs 
  06 
  1d6 giant ferrets 
  Bard 
  3d6 men of Leng 
  07 
  1 giant weasel (night only) 
  Cryomancer 
  1 minotaur 
  08 
  1d10 giant bats (night only) 
  Fighter 
  1d6 men of Leng 
  09 
  1d6 giant ferrets 
  Berserker 
  1 minotaur 
  10 
  1 giant weasel (night only) 
  Barbarian 
  1d6 men of Leng 
  11 
  1d6 giant ferrets 
  1d6 wild berserkers 
  1 minotaur 
  12 
  1 giant weasel (night only) 
  Scout 
  1d6 men of Leng 
  13 
  1d10 giant bats (night only) 
  Huntsman 
  1 minotaur 
  14 
  1d6 giant ferrets 
  Ranger 
  1d6 men of Leng 
  15 
  1d10 giant bats (night only) 
  Shaman 
  2d4 minotaurs 
  16 
  1d6 giant ferrets 
  Warlock 
  1d6 men of Leng 
  17 
  1d2 giant wolverines 
  Hermit 
  1d2 minotaur superiors 
  18 
  1d10x10 giant bats (night only) 
  Prospector 
  3d6 men of Leng 
   
  3d6 
  NATURAL 
  PREHISTORIC 
  UNDEAD 
  03 
  Earthquake 
  1 woolly mammoth superior 
  1 lich 
  04 
  Heavy Blizzard 
  1d4 sabre-tooth tigers 
  1d4 spectres (night only) 
  05 
  Deep Freeze 
  6d6 cave-men 
  4d6x10 ice mummy thralls (winter only) 
  06 
  Crevasse 
  2d6 giant hyaenas 
  1 spectre (night only) 
  07 
  Snowstorm 
  1d6+6 woolly mammoths 
  4d6 ice mummy thralls (winter only) 
  08 
  Vermin 
  1 woolly rhinoceros 
  1d6 ice mummies (winter only) 
  09 
  Snow Blind 
  1d2 giant elk 
  1d2 large undead animals 
  10 
  Fever 
  1d6 ape-men 
  1d6 small undead animals 
  11 
  Lost 
  1d6 cave-men 
  2d4 skeletons 
  12 
  Frostbite 
  1 woolly mammoth 
  1d6 medium undead animals 
  13 
  Thin Ice 
  1d6 dire wolves 
  4d6 ice mummy thralls (winter only) 
  14 
  Windstorm 
  1 sabre-tooth tiger 
  10d20 skeletons 
  15 
  Blizzard 
  3d4 woolly rhinoceroses 
  2d6 ice mummies (winter only) 
  16 
  Sinkhole 
  1d6+6 dire wolves 
  1 ghost (night only) 
  17 
  Static Electricity 
  6d6 ape-men 
  1 ice mummy noble (winter only) 
  18 
  Ball Lightning 
  1 sabre-tooth tiger superior 
  1d10 ghosts (night only) 
   
  
  23. HYPERBOREAN TERRAIN TABLE: VOLCANIC 
   
  3d6 
  ALIEN 
  ANIMAL 
  CELESTIAL 
  03 
  1 albino ape superior (night only) 
  1d10x100 bats (night only) 
  Uncanny Vertigo 
  04 
  1d4 lesser daemons (class 1d2+13) 
  1d6 falcons 
  Wind from the Gulf 
  05 
  1 nightmare 
  1 viper (not in winter) 
  Weird Vibrations 
  06 
  1d6 lesser daemons (class 1d6+4) 
  1 owl (night only) 
  Planetary Alignment 
  07 
  1d2 albino apes (night only) 
  1d100 bats (night only) 
  Star Stone 
  08 
  1d3 spore-men 
  1d2 weasels 
  Meteor Shower 
  09 
  1d8 lesser daemons (class 1d4) 
  2d4 wolves 
  Stellar Conjunction 
  10 
  1d6 hyaena-men 
  1 falcon 
  Aurora 
  11 
  1d6 orcs 
  1d12 hares 
  Falling Star 
  12 
  3d4 bird-men 
  1d2 foxes 
  Lights in the Sky 
  13 
  1d6 night-gaunts 
  1 black bear 
  Mocking Star 
  14 
  1d6 abominable snow-men 
  1d20 ravens 
  Mad Whispers 
  15 
  1d4 lesser daemons (class 1d2+10) 
  1 mountain lion 
  Lunar Eclipse 
  16 
  1d6 giant phase spiders 
  1d12+6 wolves 
  Comet 
  17 
  4d4 hell shounds 
  1 brown bear 
  Voice of Doom 
  18 
  1d3 greater daemons (class 1d5) 
  1d2 owls (night only) 
  The Stars Are Right 
   
  3d6 
  GIANT 
  MEN 
  MYTHICAL 
  03 
  1d10x10 giant bats (night only) 
  Prospector 
  1d2 minotaur superiors 
  04 
  3d6 giant ants (not in winter) 
  Pilgrims 
  1d2 pyro-hydrae 
  05 
  1d4+1 giant crab spiders (not in winter) 
  Monk 
  1 chimaera 
  06 
  1d6 giant eagles 
  Ranger 
  1d4 fomorians 
  07 
  1d6 giant ticks (not in winter) 
  Huntsman 
  1d2 manticores 
  08 
  1d6 giant bees (not in winter) 
  Fighter 
  1d4 gargoyles 
  09 
  1 giant weasel (night only) 
  1d6 wild berserkers 
  1d2 griffins 
  10 
  1 giant chameleon (not in winter) 
  Scout 
  1 harpy 
  11 
  1d6 giant ferrets 
  2d6 bandits 
  1 minotaur 
  12 
  1 giant ant (not in winter) 
  Barbarian 
  1 hippogriff 
  13 
  1d10 giant bats (night only) 
  Berserker 
  1 wyvern 
  14 
  1d6 giant toads (not in winter) 
  Pyromancer 
  1d4 trolls 
  15 
  1d6 giant weasels (night only) 
  Shaman 
  1 cyclops 
  16 
  2d4 giant chameleons (not in winter) 
  Hermit 
  1 pegasus 
  17 
  1d6 giant wolf spiders (not in winter) 
  NPC Party 
  1d6 fire salamanders 
  18 
  3d6 giant eagles 
  Witch 
  2d10 fire giants 
   
  3d6 
  NATURAL 
  PREHISTORIC 
  UNDEAD 
  03 
  Russet Lotus 
  10d10 cave-men 
  1d10 ghosts (night only) 
  04 
  Lava Eruption 
  5d6 vhuurmis 
  1d6 wights (night only) 
  05 
  Blizzard 
  1d4 cave bears 
  1d2 large undead animals 
  06 
  Poison Gas 
  1d6 mountain apes 
  1d4 giant skeletons 
  07 
  Thunderstorm 
  2d6 vhuurmis 
  1d6+5 intestine zombies 
  08 
  Box Canyon 
  1 pterodactyl 
  1d6 small undead animals 
  09 
  Fever 
  2d6 vhuurmis 
  1 medium undead animal 
  10 
  Lost 
  1d6 ape-men 
  1d6 zombies 
  11 
  Vermin 
  1d6 cave-men 
  2d4 skeletons 
  12 
  Rockslide 
  1 mountain ape 
  1 small undead animal 
  13 
  Geyser 
  2d6 vhuurmis 
  1 large undead animal 
  14 
  Flash Flood 
  1 cave bear 
  1d6 large skeletons 
  15 
  Snowstorm 
  6d6 cave-men 
  1d6 medium undead animals 
  16 
  Avalanche 
  6d6 ape-men 
  4d6 zombies 
  17 
  Ash Eruption 
  1 archaeopteryx 
  1 ghost (night only) 
  18 
  Earthquake 
  5d6 pterodactyls 
  10d20 skeletons 
   
  
  24. HYPERBOREAN TERRAIN TABLE: VOLCANIC (Glaciated) 
   
  3d6 
  ALIEN 
  ANIMAL 
  CELESTIAL 
  03 
  1 albino ape superior (night only) 
  1d4 polar bears 
  White Death 
  04 
  6d6 abominable snow-men 
  1d2 wolverines 
  Dread Silence 
  05 
  1d4 ice salamanders 
  1 polar bear 
  Comet 
  06 
  1 nightmare 
  1 owl (night only) 
  Red Fog 
  07 
  2d4 hell hounds 
  1 brown bear 
  Lunar Eclipse 
  08 
  1d6 lesser daemons (class 1d6+4) 
  1d2 weasels 
  Mocking Star 
  09 
  1 tentacular horror 
  1d2 foxes 
  Lights in the Sky 
  10 
  1d8 lesser daemons (class 1d4) 
  2d4 wolves 
  Falling Star 
  11 
  1d6 hyaena-men 
  1d12 hares 
  Aurora 
  12 
  1d3 spore-men 
  1 black bear 
  Stellar Conjunction 
  13 
  1 gibbering mouther 
  1d20 ravens 
  Meteor Shower 
  14 
  1d4+6 albino apes (night only) 
  1d2 wolverines 
  Star Stone 
  15 
  1d6 men of Leng 
  1 mountain lion 
  Shining Mist 
  16 
  1d8 elder things 
  1d12+6 wolves 
  Planetary Alignment 
  17 
  1 shoggoth 
  1d4+1 foxes 
  Wind from the Gulf 
  18 
  1d6 Great Race 
  1d2 owls (night only) 
  Uncanny Vertigo 
   
  3d6 
  GIANT 
  MEN 
  MYTHICAL 
  03 
  1d10x10 giant bats (night only) 
  Witch 
  1 fire elemental (class 1d3) 
  04 
  1d6 giant weasels (night only) 
  NPC Party 
  2d6 fomorians 
  05 
  1d6 giant toads (white) 
  Monk 
  1d6 fire salamanders 
  06 
  1d10 giant bats (night only) 
  Ranger 
  2d4 minotaurs 
  07 
  1d6 giant ferrets 
  Pyromancer 
  1d2 frost giants 
  08 
  1d10 giant bats (night only) 
  Fighter 
  1d4 trolls 
  09 
  1d6 giant ferrets 
  Scout 
  1 cyclops 
  10 
  1 giant weasel (night only) 
  Barbarian 
  1 winter wolf 
  11 
  1d6 giant ferrets 
  1d6 wild berserkers 
  1 minotaur 
  12 
  1d10 giant bats (night only) 
  Huntsman 
  1d4 gargoyles 
  13 
  1d6 giant toads (white) 
  Berserker 
  1d4 fomorians 
  14 
  1d6 giant weasels (night only) 
  Cryomancer 
  2d4 minotaurs 
  15 
  1d2 giant wolverines 
  Shaman 
  1d2 fire giants 
  16 
  1d6 giant weasels (night only) 
  Bard 
  2d4 winter wolves 
  17 
  1d6 giant toads (white) 
  Hermit 
  1d2 minotaur superiors 
  18 
  1d2 giant wolverines 
  Prospector 
  2d4 cyclopes 
   
  3d6 
  NATURAL 
  PREHISTORIC 
  UNDEAD 
  03 
  Earthquake 
  5d6 vhuurmis 
  1 ice mummy noble 
  04 
  Heavy Blizzard 
  6d6 cave-men 
  10d20 skeletons 
  05 
  Avalanche 
  1d4 cave bears 
  2d6 ice mummies 
  06 
  Blizzard 
  6d6 cave-men 
  4d6 zombies 
  07 
  Box Canyon 
  1 cave bear 
  4d6 ice mummy thralls 
  08 
  Geyser 
  2d6 vhuurmis 
  1d6 large skeletons 
  09 
  Thin Ice 
  1 mountain ape 
  1d6 medium undead animals 
  10 
  Frostbite 
  1d6 ape-men 
  1d6 zombies 
  11 
  Lost 
  1d6 cave-men 
  2d4 skeletons 
  12 
  Fever 
  2d6 vhuurmis 
  1d6 small undead animals 
  13 
  Crevasse 
  1 mountain ape 
  1d2 large undead animals 
  14 
  Poison Gas 
  2d6 vhuurmis 
  1d4 giant skeletons 
  15 
  Deep Freeze 
  1d6 mountain apes 
  1d6 ice mummies 
  16 
  Ash Eruption 
  6d6 ape-men 
  1d6 wights (night only) 
  17 
  Russet Lotus 
  5d6 vhuurmis 
  4d6x10 ice mummy thralls 
  18 
  Lava Eruption 
  10d10 cave-men 
  1 ghost (night only) 
   
  
  25. HYPERBOREAN TERRAIN TABLE: WETLANDS 
   
  3d6 
  ALIEN 
  ANIMAL 
  CELESTIAL 
  03 
  1 colour out of space (night only) 
  1d6 lions 
  Voice of Doom 
  04 
  1 black pudding 
  1 python (not in winter) 
  Weird Vibrations 
  05 
  1 will-o’-wisp 
  3d10 vipers (not in winter) 
  Planetary Alignment 
  06 
  1d3+1 tree-man crawlers 
  1d4 electric eels (not in winter) 
  Shining Mist 
  07 
  1 tree-man 
  1 mountain lion 
  Fortean Fall 
  08 
  1d20x10 swinish shades (night only) 
  2d6 boars 
  Meteor Shower 
  09 
  2d6 thew waggons 
  5d10 rats 
  Stellar Conjunction 
  10 
  1 green slime 
  4d6 aurochs 
  Aurora 
  11 
  1d4 rust monsters 
  5d6 red deer 
  Falling Star 
  12 
  1 giant weasel (evil, night only) 
  1d12+6 wolves 
  Lights in the Sky 
  13 
  1d6 giant wolf spiders (evil, not in winter) 
  1d3 black bears 
  Mocking Star 
  14 
  1d6 giant phase spiders 
  1d10x100 bats (night only) 
  Mad Whispers 
  15 
  1 shambling mound (not in winter) 
  1d6 brown bears 
  Lunar Eclipse 
  16 
  1 swine daemon 
  1 tiger 
  Red Fog 
  17 
  1d2 behirs 
  2d4 hyaenas 
  Comet 
  18 
  3d4 lotus women (not in winter) 
  1 falcon 
  The Stars Are Right 
   
  3d6 
  GIANT 
  MEN 
  MYTHICAL 
  03 
  3d12 giant ticks (not in winter) 
  1 werewolf superior (human form) 
  1d2 minotaur superiors 
  04 
  5d8 giant bees (not in winter) 
  Hermit 
  1d6 harpies 
  05 
  4d6 giant bombardier beetles (not in winter) 
  Shaman 
  4d6 stirges 
  06 
  4d6 giant frogs (not in winter) 
  Assassin 
  1d6 cockatrices 
  07 
  1d4+1 giant draco lizards (not in winter) 
  Ranger 
  1d4 trolls 
  08 
  1d4 giant leeches (not in winter) 
  1d10x10 bandits 
  1 harpy 
  09 
  2d6 giant fire beetles (night only, not in winter) 
  Fighter 
  2d6 stirges 
  10 
  4d4 giant pink centipedes (not in winter) 
  Barbarian 
  1 minotaur 
  11 
  3d4 giant brown centipedes (not in winter) 
  Scout 
  2d6 stirges 
  12 
  3d12 giant black centipedes (not in winter) 
  Huntsman 
  1 cockatrice 
  13 
  1d6 giant toads (not in winter) 
  Witch 
  1 wyvern 
  14 
  1 giant water snake (not in winter) 
  Druid 
  2d4 minotaurs 
  15 
  1d4 giant black widows (not in winter) 
  NPC Party 
  4d6 stirges 
  16 
  2d4 giant chameleons (not in winter) 
  Warlock 
  1d6 wyverns 
  17 
  1d6 giant ogre-faced spiders (not in winter) 
  2d4 werewolves (human form) 
  1d4 trolls 
  18 
  3d6 giant ants (not in winter) 
  Pilgrims 
  1d2 nagas 
   
  3d6 
  NATURAL 
  PREHISTORIC 
  UNDEAD 
  03 
  Black Lotus 
  1 woolly mammoth superior 
  1 ghost (night only) 
  04 
  Plague 
  1 archaeopteryx 
  1 zuvembie (night only) 
  05 
  Army Ants 
  1 giant python (not in winter) 
  1d6 wights (night only) 
  06 
  Sinkhole 
  1d10x10 giant bats (night only) 
  2d8 ghouls 
  07 
  Fog Bank 
  1d6 giant tuataras (night only, not in winter) 
  1d6 bog mummies 
  08 
  Cloudburst 
  1 ground sloth 
  1 ghast 
  09 
  Fever 
  3d10 giant rats 
  1d6 ghouls 
  10 
  Insect Swarm 
  1d2 giant elk 
  1d6 zombies 
  11 
  Vermin 
  1d6 cave-men 
  2d4 skeletons 
  12 
  Lost 
  1 woolly mammoth 
  1 bog mummy 
  13 
  Quicksand 
  1d6 dire wolves 
  1d6+5 intestine zombies 
  14 
  Thunderstorm 
  1d6x10 lizard-men (not in winter) 
  1d4 ghasts 
  15 
  Poison Gas 
  1 pterodactyl 
  4d6 zombies 
  16 
  Smoky Lotus 
  1 sabre-tooth tiger 
  10d20 skeletons 
  17 
  Violet Lotus 
  2d6 giant hyaenas 
  1d4 wraiths (night only) 
  18 
  Earthquake 
  1 sabre-tooth tiger superior 
  1d3 zuvembies (night only) 
   
  
  26. HYPERBOREAN TERRAIN TABLE: LAKE 
   
  3d6 
  ALIEN 
  ANIMAL 
  CELESTIAL 
  03 
  1 air elemental (class 1d3) 
  1d2 owls (night only) 
  Voice of Doom 
  04 
  1d4 aboleths 
  1d6 crocodiles (not in winter) 
  Weird Vibrations 
  05 
  1 colour out of space (night only) 
  1d100 bats (night only) 
  Accursed Moonbeam 
  06 
  1 aboleth 
  1d6 crocodiles (not in winter) 
  Shining Mist 
  07 
  1d6x10 lizard-men (not in winter) 
  1d20 ravens 
  Star Stone 
  08 
  1 giant weasel (evil, night only) 
  1d20 gulls 
  Meteor Shower 
  09 
  1d6 lizard-men (not in winter) 
  1 falcon 
  Stellar Conjunction 
  10 
  1 giant weasel (evil, night only) 
  2d10 rats 
  Aurora 
  11 
  1d6 lizard-men (not in winter) 
  1d20 gulls 
  Falling Star 
  12 
  1 giant weasel (evil, night only) 
  2d10 rats 
  Lights in the Sky 
  13 
  1d6 lizard-men (not in winter) 
  1 falcon 
  Mocking Star 
  14 
  1 behir 
  5d10 rats 
  Fortean Fall 
  15 
  1 aerial minion 
  1 owl (night only) 
  Lunar Eclipse 
  16 
  1d2 behirs 
  1d4 electric eels (not in winter) 
  Planetary Alignment 
  17 
  1 water elemental (class 1d3) 
  1d6 falcons 
  Comet 
  18 
  1d3 greater daemons (class 1d2) 
  1d4 electric eels (not in winter) 
  The Stars Are Right 
   
  3d6 
  GIANT 
  MEN 
  MYTHICAL 
  03 
  1 giant crocodile (not in winter) 
  Warlock (in snekke) 
  1d2 aqua-hydrae 
  04 
  1d4 giant crabs 
  Runegraver (in snekke) 
  1d2 manticores 
  05 
  2d6 giant frogs (not in winter) 
  Shaman (in canoe) 
  1 aqua-hydra 
  06 
  1 giant water snake (not in winter) 
  NPC Party (in snekke) 
  1d6 harpies 
  07 
  2d6 giant frogs (not in winter) 
  Merchants (on river barge) 
  4d6 stirges 
  08 
  1 giant weasel (night only) 
  Assassin (on raft) 
  1 harpy 
  09 
  3d4 giant brown centipedes (not in winter) 
  Fighter (in snekke) 
  2d6 stirges 
  10 
  2d4 giant pink centipedes (not in winter) 
  Huntsman (in canoe) 
  1 cockatrice 
  11 
  3d4 giant black centipedes (not in winter) 
  Scout (in canoe) 
  2d6 stirges 
  12 
  1d6 giant ferrets 
  Barbarian (in canoe) 
  1 wyvern 
  13 
  1 giant water snake (not in winter) 
  Ranger (in canoe) 
  2d6 stirges 
  14 
  1d4 giant crabs 
  1d10x10 bandits (pirates on river barge) 
  1d6 cockatrices 
  15 
  1d6 giant weasels (night only) 
  Druid (in canoe) 
  1 aqua-hydra 
  16 
  1d4 giant leeches (not in winter) 
  Pilgrims (on river barge) 
  1d6 wyverns 
  17 
  4d6 giant frogs (not in winter) 
  Cleric (in snekke) 
  1d2 aqua-hydrae 
  18 
  1 monstrous crab 
  Witch (on raft) 
  1 chimaera 
   
  3d6 
  NATURAL 
  PREHISTORIC 
  UNDEAD 
  03 
  Ball Lightning 
  1d6 giant tuataras (night only, not in winter) 
  1d10 ghosts (night only) 
  04 
  Plague 
  1d10 giant bats (night only) 
  1 banshee (night only) 
  05 
  Thunderstorm 
  3d10 giant rats 
  1 spectre (night only) 
  06 
  Funeral Barge 
  1d6 lizard-men (not in winter) 
  2d8 ghouls (lacedons) 
  07 
  Snowstorm 
  1d10 giant bats (night only) 
  4d6 zombies 
  08 
  Insect Swarm 
  3d6 giant rats 
  1d6 ghouls (lacedons) 
  09 
  Fever 
  1d6 lizard-men (not in winter) 
  1d6+5 intestine zombies 
  10 
  Vermin 
  3d6 giant rats 
  1d6 ghouls (lacedons) 
  11 
  Fog Bank 
  1d6 lizard-men (not in winter) 
  1d6 zombies 
  12 
  Cloudburst 
  1 giant tuatara (night only, not in winter) 
  1d6 ghouls (lacedons) 
  13 
  Sleet Storm 
  1d6 lizard-men (not in winter) 
  1d6 wights (on funeral barge) 
  14 
  Windstorm 
  1 giant tuatara (night only, not in winter) 
  2d8 ghouls (lacedons) 
  15 
  Flash Flood 
  3d6 giant rats 
  1d4 wraiths (night only) 
  16 
  Hailstorm 
  1d10 giant bats (night only) 
  2d8 ghouls (lacedons) 
  17 
  Blizzard 
  1d6x10 lizard-men (not in winter) 
  1 ghost (night only) 
  18 
  Earthquake 
  1d10x10 giant bats (night only) 
  1d4 spectres (night only) 
  
  27. HYPERBOREAN TERRAIN TABLE: RIVER 
   
  3d6 
  ALIEN 
  ANIMAL 
  CELESTIAL 
  03 
  1 air elemental (class 1d3) 
  1d2 owls (night only) 
  Voice of Doom 
  04 
  1d4 aboleths 
  1d6 crocodiles (not in winter) 
  Weird Vibrations 
  05 
  1 colour out of space (night only) 
  1d100 bats (night only) 
  Accursed Moonbeam 
  06 
  1 aboleth 
  1d6 crocodiles (not in winter) 
  Shining Mist 
  07 
  1d6x10 lizard-men (not in winter) 
  1d20 ravens 
  Star Stone 
  08 
  1 giant weasel (evil, night only) 
  1d20 gulls 
  Meteor Shower 
  09 
  1d6 lizard-men (not in winter) 
  1 falcon 
  Stellar Conjunction 
  10 
  1 giant weasel (evil, night only) 
  2d10 rats 
  Aurora 
  11 
  1d6 lizard-men (not in winter) 
  1d20 gulls 
  Falling Star 
  12 
  1 giant weasel (evil, night only) 
  2d10 rats 
  Lights in the Sky 
  13 
  1d6 lizard-men (not in winter) 
  1 falcon 
  Mocking Star 
  14 
  1 behir 
  5d10 rats 
  Fortean Fall 
  15 
  1 aerial minion 
  1 owl (night only) 
  Lunar Eclipse 
  16 
  1d2 behirs 
  1d4 electric eels (not in winter) 
  Planetary Alignment 
  17 
  1 water elemental (class 1d3) 
  1d6 falcons 
  Comet 
  18 
  1d3 greater daemons (class 1d2) 
  1d4 electric eels (not in winter) 
  The Stars Are Right 
   
  3d6 
  GIANT 
  MEN 
  MYTHICAL 
  03 
  1 giant crocodile (not in winter) 
  Warlock (in snekke) 
  1d2 aqua-hydrae 
  04 
  1d4 giant crabs 
  Runegraver (in snekke) 
  1d2 manticores 
  05 
  2d6 giant frogs (not in winter) 
  Shaman (in canoe) 
  1 aqua-hydra 
  06 
  1 giant water snake (not in winter) 
  NPC Party (in snekke) 
  1d6 harpies 
  07 
  2d6 giant frogs (not in winter) 
  Merchants (on river barge) 
  4d6 stirges 
  08 
  1 giant weasel (night only) 
  Assassin (on raft) 
  1 harpy 
  09 
  3d4 giant brown centipedes (not in winter) 
  Fighter (in snekke) 
  2d6 stirges 
  10 
  2d4 giant pink centipedes (not in winter) 
  Huntsman (in canoe) 
  1 cockatrice 
  11 
  3d4 giant black centipedes (not in winter) 
  Scout (in canoe) 
  2d6 stirges 
  12 
  1d6 giant ferrets 
  Barbarian (in canoe) 
  1 wyvern 
  13 
  1 giant water snake (not in winter) 
  Ranger (in canoe) 
  2d6 stirges 
  14 
  1d4 giant crabs 
  1d10x10 bandits (pirates on river barge) 
  1d6 cockatrices 
  15 
  1d6 giant weasels (night only) 
  Druid (in canoe) 
  1 aqua-hydra 
  16 
  1d4 giant leeches (not in winter) 
  Pilgrims (on river barge) 
  1d6 wyverns 
  17 
  4d6 giant frogs (not in winter) 
  Cleric (in snekke) 
  1d2 aqua-hydrae 
  18 
  1 monstrous crab 
  Witch (on raft) 
  1 chimaera 
   
  3d6 
  NATURAL 
  PREHISTORIC 
  UNDEAD 
  03 
  Ball Lightning 
  1d6 giant tuataras (night only, not in winter) 
  1d10 ghosts (night only) 
  04 
  Plague 
  1d10 giant bats (night only) 
  1 banshee (night only) 
  05 
  Thunderstorm 
  3d10 giant rats 
  1 spectre (night only) 
  06 
  Funeral Barge 
  1d6 lizard-men (not in winter) 
  2d8 ghouls (lacedons) 
  07 
  Snowstorm 
  1d10 giant bats (night only) 
  4d6 zombies 
  08 
  Insect Swarm 
  3d6 giant rats 
  1d6 ghouls (lacedons) 
  09 
  Fever 
  1d6 lizard-men (not in winter) 
  1d6+5 intestine zombies 
  10 
  Vermin 
  3d6 giant rats 
  1d6 ghouls (lacedons) 
  11 
  Fog Bank 
  1d6 lizard-men (not in winter) 
  1d6 zombies 
  12 
  Cloudburst 
  1 giant tuatara (night only, not in winter) 
  1d6 ghouls (lacedons) 
  13 
  Sleet Storm 
  1d6 lizard-men (not in winter) 
  1d6 wights (on funeral barge) 
  14 
  Windstorm 
  1 giant tuatara (night only, not in winter) 
  2d8 ghouls (lacedons) 
  15 
  Flash Flood 
  3d6 giant rats 
  1d4 wraiths (night only) 
  16 
  Hailstorm 
  1d10 giant bats (night only) 
  2d8 ghouls (lacedons) 
  17 
  Blizzard 
  1d6x10 lizard-men (not in winter) 
  1 ghost (night only) 
  18 
  Earthquake 
  1d10x10 giant bats (night only) 
  1d4 spectres (night only) 
  
  28. HYPERBOREAN TERRAIN TABLE: OCEAN 
   
  3d6 
  ALIEN 
  ANIMAL 
  CELESTIAL 
  03 
  1d3 greater daemons (class 1d2) 
  1d4+1 blue whales 
  The Stars Are Right 
  04 
  2d4x10 fish-men 
  1 giant squid 
  Seas Turned to Blood 
  05 
  1d4 aboleths 
  2 blue whales 
  Weird Vibrations 
  06 
  1d6 Great Race 
  2d6 great white sharks 
  Planetary Alignment 
  07 
  1d8 elder things 
  1d6 falcons (coastal only) 
  Lunar Eclipse 
  08 
  1 aboleth 
  1d6 crocodiles (not in winter) 
  Mocking Star 
  09 
  2d6 fish-men 
  1d20 gulls (coastal only) 
  Lights in the Sky 
  10 
  1d6 crab-men 
  1 great white shark 
  Falling Star 
  11 
  2d6 fish-men 
  1d20 gulls (coastal only) 
  Aurora 
  12 
  1d6 crab-men 
  1 killer whale 
  Stellar Conjunction 
  13 
  1d6 night-gaunts 
  1d20 ravens (coastal only) 
  Meteor Shower 
  14 
  1 shoggoth 
  1d20x100 gulls (coastal only) 
  Fortean Fall 
  15 
  1d4 class xiii lesser daemons 
  1d4 killer whales 
  Shining Mist 
  16 
  1 aerial minion 
  2d6 great white sharks 
  Comet 
  17 
  4d6x10 crab-men 
  1d4 killer whales 
  Voice of Doom 
  18 
  1d2 transmundane (in skyship) 
  1d4 giant squids 
  Wind from the Gulf 
   
  3d6 
  GIANT 
  MEN 
  MYTHICAL 
  03 
  1d4 giant squids 
  Pyromancer (on cog) 
  1 air elemental (class 1d3) 
  04 
  1 monstrous crab 
  Ixian Slavers 
  1d4 sea serpents 
  05 
  4d4 giant crabs 
  NPC Party (on knarr) 
  1d2 aqua-hydrae 
  06 
  1 giant squid 
  Magician (on cog) 
  1 sea serpent 
  07 
  1d4 giant crabs 
  Cleric (on cog) 
  1d2 lamiae (marine) 
  08 
  1 giant octopus 
  Merchants (on carrack) 
  1 sea serpent 
  09 
  1d4 giant crabs 
  Warship 
  2d6 stirges (coastal only) 
  10 
  1 giant octopus 
  Fighter (on cog) 
  1 aqua-hydra 
  11 
  1d4 giant crabs 
  1d10x10 bandits (pirates on carrack) 
  2d6 stirges (coastal only) 
  12 
  1 giant crocodile (not in winter) 
  Explorers 
  1 aqua-hydra 
  13 
  1d4 giant crabs 
  False Merchant Ship 
  4d6 stirges (coastal only) 
  14 
  1 giant crocodile (not in winter) 
  Berserk Raiders 
  1 narwhale 
  15 
  1d4 giant crabs 
  Warlock (on cog) 
  1d2 aqua-hydrae 
  16 
  1 giant squid 
  Pilgrims (on carrack) 
  1d2 lamiae (marine) 
  17 
  4d4 giant crabs 
  Treasure Ship 
  1 water elemental (class 1d3) 
  18 
  1 colossal squid 
  Cryomancer (on cog) 
  1d4 narwhales 
   
  3d6 
  NATURAL 
  PREHISTORIC 
  UNDEAD 
  03 
  Hurricane 
  1d4 giant squids 
  1d10 ghosts (night only) 
  04 
  Hailstorm 
  1 monstrous crab 
  1 spectre (night only) 
  05 
  Ghost Ship 
  4d4 giant crabs 
  2d8 ghouls (lacedons) 
  06 
  Snowstorm 
  1 giant squid 
  1d4 wraiths (night only) 
  07 
  Vermin 
  1d4 giant crabs 
  2d8 ghouls (lacedons) 
  08 
  Becalmed 
  1 giant octopus 
  10d20 skeletons (on ghost ship) 
  09 
  Fever 
  1d4 giant crabs 
  1d6 ghouls (lacedons) 
  10 
  Fog Bank 
  1 giant octopus 
  4d6 zombies (on ghost ship) 
  11 
  Lost 
  1d4 giant crabs 
  1d6 ghouls (lacedons) 
  12 
  Cloudburst 
  1 giant crocodile (not in winter) 
  10d20 skeletons (on ghost ship) 
  13 
  Sleet Storm 
  1d4 giant crabs 
  1d6 ghouls (lacedons) 
  14 
  Iceberg 
  1 giant crocodile (not in winter) 
  1d6 wights (on ghost ship) 
  15 
  Thunderstorm 
  1d4 giant crabs 
  2d8 ghouls (lacedons) 
  16 
  Whirlpool 
  1 giant squid 
  1 banshee (night only) 
  17 
  Waterspout 
  4d4 giant crabs 
  1 ghost (night only) 
  18 
  Plague 
  1 colossal squid 
  1d4 spectres (night only) 
  
  29. HYPERBOREAN TERRAIN TABLE: CITY 
   
  3d6 
  ALIEN 
  ANIMAL 
  CELESTIAL 
  03 
  1d3 oon (level 1d12 assassins, night only) 
  1d20 ravens 
  Dread Silence 
  04 
  1 aerial minion 
  1 light warhorse 
  Voice of Doom 
  05 
  1 invisible stalker 
  1 aurochs (domesticated) 
  Accursed Moonbeam 
  06 
  1d4 lesser daemons (class 1d2+10) 
  1 falcon 
  Mad Whispers 
  07 
  1 brown jenkin 
  1 riding horse 
  Star Stone 
  08 
  1d8 lesser daemons (class 1d4) 
  5d10 rats 
  Meteor Shower 
  09 
  2d6 wererats 
  1 riding horse 
  Stellar Conjunction 
  10 
  1 rust monster 
  1 cat 
  Aurora 
  11 
  3d4 bird-men 
  2d10 rats 
  Falling Star 
  12 
  1d6 night-gaunts 
  1 aurochs (domesticated) 
  Mocking Star 
  13 
  1d6 lesser daemons (class 1d6+4) 
  1 donkey 
  Lunar Eclipse 
  14 
  1d6 giant phase spiders 
  2d6 cats 
  Fortean Fall 
  15 
  1d4 lesser daemons (class 1d2+13) 
  1 draught horse 
  Planetary Alignment 
  16 
  1 snake-man (level 1d12 necromancer) 
  1d100 bats (night only) 
  Comet 
  17 
  1d3 greater daemons (class 1d3) 
  1 viper (not in winter) 
  Weird Vibrations 
  18 
  1d2 transmundane 
  1 heavy warhorse 
  The Stars Are Right 
   
  3d6 
  GIANT 
  MEN 
  MYTHICAL 
  03 
  1d6 giant wolf spiders (not in winter) 
  Necromancer 
  1 succubus 
  04 
  3d10 giant rats 
  2d6 wererats (human form) 
  1 bronze automaton 
  05 
  4d4 giant pink centipedes (not in winter) 
  Legerdemainist 
  1 flesh automaton 
  06 
  3d6 giant rats 
  NPC Party 
  1 black cat (evil) 
  07 
  1d6 giant bees (not in winter) 
  Druid/Priest/Shaman (as appropriate) 
  4d6 stirges 
  08 
  3d4 giant brown centipedes (not in winter) 
  Thief 
  1d6 cockatrices 
  09 
  3d6 giant rats 
  Drunks 
  2d6 stirges 
  10 
  3d4 giant black centipedes (not in winter) 
  Beggars 
  1 cockatrice 
  11 
  3d6 giant rats 
  2d6 bandits (thugs) 
  2d6 stirges 
  12 
  2d4 giant pink centipedes (not in winter) 
  Harlots 
  1 cockatrice 
  13 
  3d6 giant rats 
  Fighter 
  1d4 gargoyles 
  14 
  1d6 giant ferrets 
  Assassin 
  1d6 cockatrices 
  15 
  3d12 giant black centipedes (not in winter) 
  Illusionist 
  4d6 stirges 
  16 
  3d10 giant rats 
  Magician 
  1 clay automaton 
  17 
  1d4+1 giant crab spiders (not in winter) 
  Purloiner 
  1 stone automaton 
  18 
  1d6 giant trapdoor spiders (not in winter) 
  Monk 
  1 iron automaton 
   
  3d6 
  NATURAL 
  PREHISTORIC 
  UNDEAD 
  03 
  Earthquake 
  1d6 cave-men 
  1 zuvembie (night only) 
  04 
  Plague 
  3d12 giant black centipedes (not in winter) 
  1d6 wights (night only) 
  05 
  Windstorm 
  3d10 giant rats 
  2d8 ghouls 
  06 
  Poison Gas 
  1d6 cave-men 
  1d4 shadows (night only) 
  07 
  Thunderstorm 
  3d4 giant brown centipedes (not in winter) 
  1d6+5 intestine zombies 
  08 
  Snowstorm 
  1d6 cave-men 
  1 large undead animal 
  09 
  Fog Bank 
  1 woolly mammoth (domesticated) 
  1d6 zombies 
  10 
  Fever 
  3d6 giant rats 
  1 small undead animal 
  11 
  Vermin 
  1d6 cave-men 
  2d4 skeletons 
  12 
  Cloudburst 
  3d6 giant rats 
  1 medium undead animal 
  13 
  Sleet Storm 
  3d4 giant black centipedes (not in winter) 
  1d6 ghouls 
  14 
  Hailstorm 
  1 woolly mammoth (domesticated) 
  1 ghast 
  15 
  Blizzard 
  2d4 giant pink centipedes (not in winter) 
  1d4 ghasts 
  16 
  Sinkhole 
  1d6 cave-men 
  4d6 zombies 
  17 
  Heavy Blizzard 
  1 woolly mammoth (domesticated) 
  1 ghost (night only) 
  18 
  Ball Lightning 
  4d4 giant pink centipedes (not in winter) 
  1 vampire (night only) 
   
  
  30. HYPERBOREAN TERRAIN TABLE: CITY (Coastal) 
   
  3d6 
  ALIEN 
  ANIMAL 
  CELESTIAL 
  03 
  1d3 oon (level 1d12 assassins, night only) 
  1 light warhorse 
  Dread Silence 
  04 
  1 snake-man (level 1d12 necromancer) 
  1d20 ravens 
  Voice of Doom 
  05 
  1 aerial minion 
  1 falcon 
  Accursed Moonbeam 
  06 
  1 brown jenkin 
  1 donkey 
  Mad Whispers 
  07 
  1d8 lesser daemons (class 1d4) 
  5d10 rats 
  Star Stone 
  08 
  1 rust monster 
  1 aurochs (domesticated) 
  Meteor Shower 
  09 
  2d6 wererats 
  5d10 rats 
  Stellar Conjunction 
  10 
  2d6 fish-man hybrids 
  2d6 cats 
  Aurora 
  11 
  3d4 bird-men 
  5d10 rats 
  Falling Star 
  12 
  2d6 fish-men 
  1d20 gulls 
  Mocking Star 
  13 
  1d6 night-gaunts 
  1 riding horse 
  Lunar Eclipse 
  14 
  1d6 lesser daemons (class 1d6+4) 
  2d6 cats 
  Fortean Fall 
  15 
  1 invisible stalker 
  1 draught horse 
  Planetary Alignment 
  16 
  1d6 giant phase spiders 
  1d100 bats (night only) 
  Comet 
  17 
  1d3 greater daemons (class 1d3) 
  1 viper (not in winter) 
  Weird Vibrations 
  18 
  1d2 transmundane 
  1 heavy warhorse 
  The Stars Are Right 
   
  3d6 
  GIANT 
  MEN 
  MYTHICAL 
  03 
  1d6 giant trapdoor spiders (not in winter) 
  Necromancer 
  1 iron automaton 
  04 
  1d4 giant crabs 
  Legerdemainist 
  1d2 lamiae (marine) 
  05 
  1d6 giant bees (not in winter) 
  2d6 wererats (human form) 
  1 bronze automaton 
  06 
  1d4 giant crabs 
  Druid/Priest/Shaman (as appropriate) 
  1 flesh automaton 
  07 
  3d10 giant rats 
  NPC Party 
  4d6 stirges 
  08 
  3d4 giant brown centipedes (not in winter) 
  Fighter 
  1d6 cockatrices 
  09 
  1d4 giant crabs 
  Beggars 
  2d6 stirges 
  10 
  3d4 giant black centipedes (not in winter) 
  Drunks 
  1 cockatrice 
  11 
  3d10 giant rats 
  Harlots 
  2d6 stirges 
  12 
  2d4 giant pink centipedes (not in winter) 
  2d6 bandits (thugs) 
  1d4 gargoyles 
  13 
  3d10 giant rats 
  Thief 
  4d6 stirges 
  14 
  1d6 giant ferrets 
  Assassin 
  1 black cat (evil) 
  15 
  3d10 giant rats 
  Illusionist 
  1 clay automaton 
  16 
  1d4 giant crabs 
  Magician 
  1d2 lamiae (marine) 
  17 
  1d4+1 giant crab spiders (not in winter) 
  1d10x10 bandits (pirates) 
  1 stone automaton 
  18 
  1d6 giant wolf spiders (not in winter) 
  Purloiner 
  1 succubus 
   
  3d6 
  NATURAL 
  PREHISTORIC 
  UNDEAD 
  03 
  Hurricane 
  1d6 cave-men 
  1 zuvembie (night only) 
  04 
  Heavy Blizzard 
  3d12 giant black centipedes (not in winter) 
  1d6 wights (night only) 
  05 
  Plague 
  3d10 giant rats 
  2d8 ghouls 
  06 
  Poison Gas 
  1d6 cave-men 
  1d4 shadows (night only) 
  07 
  Thunderstorm 
  3d4 giant brown centipedes (not in winter) 
  1d6+5 intestine zombies 
  08 
  Snowstorm 
  1d6 cave-men 
  1 large undead animal 
  09 
  Vermin 
  1 woolly mammoth (domesticated) 
  1d6 zombies 
  10 
  Fever 
  3d10 giant rats 
  1 small undead animal 
  11 
  Fog Bank 
  1d6 cave-men 
  2d4 skeletons 
  12 
  Cloudburst 
  3d10 giant rats 
  1 medium undead animal 
  13 
  Sleet Storm 
  3d4 giant black centipedes (not in winter) 
  1d6 ghouls 
  14 
  Hailstorm 
  1 woolly mammoth (domesticated) 
  1 ghast 
  15 
  Blizzard 
  2d4 giant pink centipedes (not in winter) 
  1d4 ghasts 
  16 
  Sinkhole 
  1d6 cave-men 
  4d6 zombies 
  17 
  Windstorm 
  1 woolly mammoth (domesticated) 
  1 ghost (night only) 
  18 
  Earthquake 
  4d4 giant pink centipedes (not in winter) 
  1 vampire (night only) 
   
  
  31. HYPERBOREAN TERRAIN TABLE: CITY (Desert) 
   
  3d6 
  ALIEN 
  ANIMAL 
  CELESTIAL 
  03 
  1d3 oon (level 1d12 assassins, night only) 
  1 light warhorse 
  Dread Silence 
  04 
  1 aerial minion 
  1 falcon 
  Voice of Doom 
  05 
  1 invisible stalker 
  1d100 bats (night only) 
  Accursed Moonbeam 
  06 
  1d4 lesser daemons (class 1d2+10) 
  2d6 cats 
  Mad Whispers 
  07 
  1 brown jenkin 
  1 rattlesnake (not in winter) 
  Star Stone 
  08 
  1d8 lesser daemons (class 1d4) 
  1 bactrian camel (domesticated) 
  Meteor Shower 
  09 
  2d6 wererats 
  1 donkey 
  Stellar Conjunction 
  10 
  1 rust monster 
  1 dromedary camel (domesticated) 
  Aurora 
  11 
  3d4 bird-men 
  2d10 rats 
  Falling Star 
  12 
  1d6 night-gaunts 
  1 cat 
  Mocking Star 
  13 
  2d12 snake-men (2nd-level illusionists) 
  1 aurochs (domesticated) 
  Lunar Eclipse 
  14 
  1d6 lesser daemons (class 1d6+4) 
  5d10 rats 
  Fortean Fall 
  15 
  1d6 giant phase spiders 
  1 riding horse 
  Planetary Alignment 
  16 
  1d4 lesser daemons (class 1d2+13) 
  1 draught horse 
  Comet 
  17 
  1d3 greater daemons (class 1d3) 
  1 asp (not in winter) 
  Weird Vibrations 
  18 
  1d2 transmundane 
  1 spitting cobra (not in winter) 
  The Stars Are Right 
   
  3d6 
  GIANT 
  MEN 
  MYTHICAL 
  03 
  1d6 giant wolf spiders (not in winter) 
  Magician 
  1 iron automaton 
  04 
  4d4 giant pink centipedes (not in winter) 
  Pyromancer 
  1d2 lamiae 
  05 
  1d6 giant scorpions (night only, not in winter) 
  NPC Party 
  1 bronze automaton 
  06 
  3d12 giant black centipedes (not in winter) 
  Purloiner 
  1 flesh automaton 
  07 
  1d6 giant ferrets 
  Druid/Priest/Shaman (as appropriate) 
  4d6 stirges 
  08 
  1 giant ant (not in winter) 
  Fighter 
  1d6 cockatrices 
  09 
  3d6 giant rats 
  Drunks 
  2d6 stirges 
  10 
  2d4 giant pink centipedes (not in winter) 
  2d6 bandits (thugs) 
  1 cockatrice 
  11 
  3d4 giant black centipedes (not in winter) 
  Beggars 
  2d6 stirges 
  12 
  3d4 giant brown centipedes (not in winter) 
  Harlots 
  1d4 gargoyles 
  13 
  1d6 giant bees (not in winter) 
  Thief 
  4d6 stirges 
  14 
  3d10 giant rats 
  Assassin 
  1 black cat (evil) 
  15 
  1d6 giant scorpions (night only, not in winter) 
  Illusionist 
  1 clay automaton 
  16 
  1d4+1 giant crab spiders (not in winter) 
  Legerdemainist 
  1 ghul 
  17 
  1d6 giant scorpions (night only, not in winter) 
  Necromancer 
  1 stone automaton 
  18 
  1d6 giant trapdoor spiders (not in winter) 
  2d6 wererats (human form) 
  1 succubus 
   
  3d6 
  NATURAL 
  PREHISTORIC 
  UNDEAD 
  03 
  Flash Flood 
  1 woolly mammoth (domesticated) 
  1 ghost (night only) 
  04 
  Ball Lightning 
  1d6 cave-men 
  10d20 skeletons 
  05 
  Plague 
  1 woolly mammoth (domesticated) 
  1 mummy 
  06 
  Heat Wave 
  3d12 giant black centipedes (not in winter) 
  1d4 ghasts 
  07 
  Poison Gas 
  1d6 cave-men 
  2d8 ghouls 
  08 
  Dust Devil 
  2d4 giant pink centipedes (not in winter) 
  1d6 large skeletons 
  09 
  Sandstorm 
  1d6 cave-men 
  1 ghast 
  10 
  Fever 
  3d4 giant black centipedes (not in winter) 
  1d6 ghouls 
  11 
  Vermin 
  1d6 cave-men 
  2d4 skeletons 
  12 
  Heatstroke 
  3d4 giant brown centipedes (not in winter) 
  1d6 zombies 
  13 
  Windstorm 
  3d6 giant rats 
  1d6+5 intestine zombies 
  14 
  Sinkhole 
  1d6 giant scorpions (night only, not in winter) 
  1d4 giant skeletons 
  15 
  Insect Swarm 
  3d6 giant rats 
  1d4 shadows (night only) 
  16 
  Heat Lightning 
  4d4 giant pink centipedes (not in winter) 
  4d6 zombies 
  17 
  Cloudburst 
  1 pegomastax 
  1d6 wights (night only) 
  18 
  Earthquake 
  1d6 giant scorpions (night only, not in winter) 
  1 vampire (night only) 
   
  
  32. HYPERBOREAN TERRAIN TABLE: TOWN/VILLAGE 
   
  3d6 
  ALIEN 
  ANIMAL 
  CELESTIAL 
  03 
  1d2 transmundane 
  1 light warhorse 
  The Stars Are Right 
  04 
  1 swine daemon 
  1d20 ravens 
  Accursed Moonbeam 
  05 
  1 werewolf superior 
  1d100 bats (night only) 
  Comet 
  06 
  1d4 lesser daemons (class 1d2+13) 
  5d6 reindeer (domesticated) 
  Planetary Alignment 
  07 
  1 invisible stalker 
  1 donkey 
  Lunar Eclipse 
  08 
  1d8 lesser daemons (class 1d4) 
  1 cat 
  Mocking Star 
  09 
  3d4 bird-men 
  2d10 rats 
  Lights in the Sky 
  10 
  1d6 night-gaunts 
  1 draught horse 
  Falling Star 
  11 
  3d4 bird-men 
  1 aurochs (domesticated) 
  Aurora 
  12 
  1 werewolf 
  1d6 hunting dogs 
  Fortean Fall 
  13 
  1d6 lesser daemons (class 1d6+4) 
  1 riding horse 
  Stellar Conjunction 
  14 
  1d4 lesser daemons (class 1d2+10) 
  1d12 hares 
  Meteor Shower 
  15 
  1 brown jenkin 
  1 falcon 
  Star Stone 
  16 
  1d6 giant phase spiders 
  5d10 rats 
  Mad Whispers 
  17 
  1d3 greater daemons (class 1d3) 
  1 viper (not in winter) 
  Shining Mist 
  18 
  1d3 oon (level 1d12 scouts, night only) 
  1 heavy warhorse 
  Weird Vibrations 
   
  3d6 
  GIANT 
  MEN 
  MYTHICAL 
  03 
  4d4 giant pink centipedes (not in winter) 
  1 werewolf superior (human form) 
  1 succubus 
  04 
  1d4+1 giant crab spiders (not in winter) 
  Ranger 
  1d6 cockatrices 
  05 
  1d6 giant bees (not in winter) 
  Huntsman 
  1d4 gargoyles 
  06 
  1d2 giant stag beetles (not in winter) 
  NPC Party 
  1 black cat (evil) 
  07 
  1d6 giant bees (not in winter) 
  Druid/Priest/Shaman (as appropriate) 
  4d6 stirges 
  08 
  3d6 giant rats 
  Harlots 
  1d6 cockatrices 
  09 
  1d6 giant ferrets 
  Beggars 
  2d6 stirges 
  10 
  3d4 giant brown centipedes (not in winter) 
  Fighter 
  1 cockatrice 
  11 
  3d4 giant black centipedes (not in winter) 
  Drunks 
  2d6 stirges 
  12 
  3d6 giant rats 
  Scout 
  1 cockatrice 
  13 
  2d4 giant pink centipedes (not in winter) 
  Thief 
  1d4 gargoyles 
  14 
  3d4 giant black centipedes (not in winter) 
  2d6 bandits 
  4d6 stirges 
  15 
  2d4 giant pink centipedes (not in winter) 
  Barbarian 
  1d6 cockatrices 
  16 
  3d10 giant rats 
  Witch 
  4d6 stirges 
  17 
  3d12 giant black centipedes (not in winter) 
  1 werewolf (human form) 
  1 black cat (evil) 
  18 
  1d2 giant stag beetles (not in winter) 
  Illusionist 
  1 flesh automaton 
   
  3d6 
  NATURAL 
  PREHISTORIC 
  UNDEAD 
  03 
  Earthquake 
  1d6 cave-men 
  1 zuvembie (night only) 
  04 
  Plague 
  3d12 giant black centipedes (not in winter) 
  4d6 zombies 
  05 
  Heavy Blizzard 
  3d10 giant rats 
  2d8 ghouls 
  06 
  Insect Swarm 
  1d6 cave-men 
  1d2 large undead animals 
  07 
  Thunderstorm 
  3d4 giant brown centipedes (not in winter) 
  1 ghast 
  08 
  Snowstorm 
  1d6 cave-men 
  1d6 ghouls 
  09 
  Fog Bank 
  1 woolly mammoth (domesticated) 
  1d6 zombies 
  10 
  Fever 
  3d6 giant rats 
  1d6 small undead animals 
  11 
  Vermin 
  1d6 cave-men 
  2d4 skeletons 
  12 
  Cloudburst 
  3d6 giant rats 
  1d6 medium undead animals 
  13 
  Sleet Storm 
  3d4 giant black centipedes (not in winter) 
  1d6 zombies 
  14 
  Hailstorm 
  1 woolly mammoth (domesticated) 
  1d6+5 intestine zombies 
  15 
  Blizzard 
  2d4 giant pink centipedes (not in winter) 
  1d4 ghasts 
  16 
  Sinkhole 
  1d6 cave-men 
  4d6 zombies 
  17 
  Tornado 
  1 woolly mammoth (domesticated) 
  1 ghost (night only) 
  18 
  Ball Lightning 
  4d4 giant pink centipedes (not in winter) 
  1 vampire (night only) 
   
  
  33. HYPERBOREAN TERRAIN TABLE: TOWN/VILLAGE (Coastal) 
   
  3d6 
  ALIEN 
  ANIMAL 
  CELESTIAL 
  03 
  1d2 transmundane 
  1 light warhorse 
  The Stars Are Right 
  04 
  1d6 giant phase spiders 
  1d20 ravens 
  Accursed Moonbeam 
  05 
  1 invisible stalker 
  1d100 bats (night only) 
  Comet 
  06 
  1d4 lesser daemons (class 1d2+13) 
  1 riding horse 
  Planetary Alignment 
  07 
  1d6 lesser daemons (class 1d6+4) 
  1d6 hunting dogs 
  Lunar Eclipse 
  08 
  1 werewolf 
  1 draught horse 
  Mocking Star 
  09 
  2d6 fish-men 
  1 aurochs (domesticated) 
  Lights in the Sky 
  10 
  3d4 bird-men 
  1d20 gulls 
  Falling Star 
  11 
  2d6 fish-man hybrids 
  5d10 rats 
  Aurora 
  12 
  1d6 night-gaunts 
  2d6 cats 
  Fortean Fall 
  13 
  1d8 lesser daemons (class 1d4) 
  1 donkey 
  Stellar Conjunction 
  14 
  1d4 lesser daemons (class 1d2+10) 
  1d20 gulls 
  Meteor Shower 
  15 
  1 brown jenkin 
  1 falcon 
  Star Stone 
  16 
  1 swine daemon 
  5d6 reindeer (domesticated) 
  Mad Whispers 
  17 
  1 werewolf superior 
  1 viper (not in winter) 
  Shining Mist 
  18 
  1d3 oon (level 1d12 scouts, night only) 
  1 heavy warhorse 
  Weird Vibrations 
   
  3d6 
  GIANT 
  MEN 
  MYTHICAL 
  03 
  1d6 giant trapdoor spiders (not in winter) 
  Illusionist 
  1 succubus 
  04 
  1d2 giant stag beetles (not in winter) 
  1 werewolf (human form) 
  1d2 lamiae (marine) 
  05 
  1d6 giant bees (not in winter) 
  Huntsman 
  1d4 gargoyles 
  06 
  1d4 giant crabs 
  Barbarian 
  1 black cat (evil) 
  07 
  3d10 giant rats 
  Druid/Priest/Shaman (as appropriate) 
  4d6 stirges 
  08 
  3d4 giant brown centipedes (not in winter) 
  Thief 
  1d6 cockatrices 
  09 
  1d4 giant crabs 
  Drunks 
  2d6 stirges 
  10 
  3d4 giant black centipedes (not in winter) 
  Fighter 
  1 cockatrice 
  11 
  3d10 giant rats 
  Harlots 
  2d6 stirges 
  12 
  2d4 giant pink centipedes (not in winter) 
  Scout 
  1 cockatrice 
  13 
  3d10 giant rats 
  Beggars 
  1d4 gargoyles 
  14 
  1d6 giant ferrets 
  2d6 bandits 
  4d6 stirges 
  15 
  3d10 giant rats 
  NPC Party 
  1d6 cockatrices 
  16 
  1d4 giant crabs 
  Witch 
  4d6 stirges 
  17 
  1d4+1 giant crab spiders (not in winter) 
  1d10x10 bandits (pirates) 
  1 black cat (evil) 
  18 
  1d6 giant wolf spiders (not in winter) 
  1 werewolf superior (human form) 
  1 flesh automaton 
   
  3d6 
  NATURAL 
  PREHISTORIC 
  UNDEAD 
  03 
  Hurricane 
  1d6 cave-men 
  1 zuvembie (night only) 
  04 
  Heavy Blizzard 
  3d12 giant black centipedes (not in winter) 
  4d6 zombies 
  05 
  Plague 
  3d10 giant rats 
  2d8 ghouls 
  06 
  Insect Swarm 
  1d6 cave-men 
  1d2 large undead animals 
  07 
  Thunderstorm 
  3d4 giant brown centipedes (not in winter) 
  1 ghast 
  08 
  Snowstorm 
  1d6 cave-men 
  1d6 ghouls 
  09 
  Vermin 
  1 woolly mammoth (domesticated) 
  1d6 zombies 
  10 
  Fever 
  3d10 giant rats 
  1d6 small undead animals 
  11 
  Fog Bank 
  1d6 cave-men 
  2d4 skeletons 
  12 
  Cloudburst 
  3d10 giant rats 
  1d6 medium undead animals 
  13 
  Sleet Storm 
  3d4 giant black centipedes (not in winter) 
  1d6 zombies 
  14 
  Hailstorm 
  1 woolly mammoth (domesticated) 
  1d6+5 intestine zombies 
  15 
  Blizzard 
  2d4 giant pink centipedes (not in winter) 
  1d4 ghasts 
  16 
  Sinkhole 
  1d6 cave-men 
  4d6 zombies 
  17 
  Windstorm 
  1 woolly mammoth (domesticated) 
  1 ghost (night only) 
  18 
  Earthquake 
  4d4 giant pink centipedes (not in winter) 
  1 vampire (night only) 
   
  
  34. HYPERBOREAN TERRAIN TABLE: TOWN/VILLAGE (Desert) 
   
  3d6 
  ALIEN 
  ANIMAL 
  CELESTIAL 
  03 
  1d2 transmundane 
  1 light warhorse 
  The Stars Are Right 
  04 
  1 werewolf superior 
  1 falcon 
  Accursed Moonbeam 
  05 
  2d12 snake-men (2nd-level illusionists) 
  1d100 bats (night only) 
  Comet 
  06 
  1d4 lesser daemons (class 1d2+13) 
  2d6 cats 
  Planetary Alignment 
  07 
  1 invisible stalker 
  1 rattlesnake (not in winter) 
  Lunar Eclipse 
  08 
  1d8 lesser daemons (class 1d4) 
  1 bactrian camel (domesticated) 
  Mocking Star 
  09 
  3d4 bird-men 
  1 donkey 
  Lights in the Sky 
  10 
  1d6 night-gaunts 
  1 dromedary camel (domesticated) 
  Falling Star 
  11 
  3d4 bird-men 
  2d10 rats 
  Aurora 
  12 
  1 werewolf 
  1 cat 
  Fortean Fall 
  13 
  1d6 lesser daemons (class 1d6+4) 
  1 aurochs (domesticated) 
  Stellar Conjunction 
  14 
  1d4 lesser daemons (class 1d2+10) 
  5d10 rats 
  Meteor Shower 
  15 
  1 brown jenkin 
  1 riding horse 
  Star Stone 
  16 
  1d6 giant phase spiders 
  1 draught horse 
  Mad Whispers 
  17 
  1d3 greater daemons (class 1d3) 
  1 asp (not in winter) 
  Shining Mist 
  18 
  1d3 oon (level 1d12 scouts, night only) 
  1 spitting cobra (not in winter) 
  Weird Vibrations 
   
  3d6 
  GIANT 
  MEN 
  MYTHICAL 
  03 
  1d6 giant wolf spiders (not in winter) 
  1 werewolf superior (human form) 
  1 succubus 
  04 
  4d4 giant pink centipedes (not in winter) 
  NPC Party 
  1d2 lamiae 
  05 
  1d6 giant scorpions (night only, not in winter) 
  Huntsman 
  4d6 stirges 
  06 
  3d12 giant black centipedes (not in winter) 
  Druid/Priest/Shaman (as appropriate) 
  1 black cat (evil) 
  07 
  1d6 giant ferrets 
  2d6 bandits 
  1d6 cockatrices 
  08 
  1 giant ant (not in winter) 
  Assassin 
  1d4 gargoyles 
  09 
  3d6 giant rats 
  Drunks 
  2d6 stirges 
  10 
  2d4 giant pink centipedes (not in winter) 
  Fighter 
  1 cockatrice 
  11 
  3d4 giant black centipedes (not in winter) 
  Beggars 
  2d6 stirges 
  12 
  3d4 giant brown centipedes (not in winter) 
  Thief 
  1 cockatrice 
  13 
  1d6 giant bees (not in winter) 
  Harlots 
  2d6 stirges 
  14 
  3d10 giant rats 
  Scout 
  4d6 stirges 
  15 
  1d6 giant scorpions (night only, not in winter) 
  Barbarian 
  1d4 gargoyles 
  16 
  1d4+1 giant crab spiders (not in winter) 
  Pyromancer 
  1d6 cockatrices 
  17 
  1d6 giant scorpions (night only, not in winter) 
  1 werewolf (human form) 
  1 ghul 
  18 
  1d6 giant trapdoor spiders (not in winter) 
  Witch 
  1 flesh automaton 
   
  3d6 
  NATURAL 
  PREHISTORIC 
  UNDEAD 
  03 
  Flash Flood 
  1 woolly mammoth (domesticated) 
  1 ghost (night only) 
  04 
  Ball Lightning 
  1d6 cave-men 
  10d20 skeletons 
  05 
  Plague 
  1 woolly mammoth (domesticated) 
  1 mummy 
  06 
  Heat Wave 
  3d12 giant black centipedes (not in winter) 
  1d4 ghasts 
  07 
  Insect Swarm 
  1d6 cave-men 
  2d8 ghouls 
  08 
  Dust Devil 
  2d4 giant pink centipedes (not in winter) 
  1d6 large skeletons 
  09 
  Sandstorm 
  1d6 cave-men 
  1 ghast 
  10 
  Fever 
  3d4 giant black centipedes (not in winter) 
  1d6 ghouls 
  11 
  Vermin 
  1d6 cave-men 
  2d4 skeletons 
  12 
  Heatstroke 
  3d4 giant brown centipedes (not in winter) 
  1d6 zombies 
  13 
  Windstorm 
  3d6 giant rats 
  1d6+5 intestine zombies 
  14 
  Sinkhole 
  1d6 giant scorpions (night only, not in winter) 
  1d4 giant skeletons 
  15 
  Sand Pit 
  3d6 giant rats 
  1d4 ghasts 
  16 
  Heat Lightning 
  4d4 giant pink centipedes (not in winter) 
  4d6 zombies 
  17 
  Cloudburst 
  1 pegomastax 
  2d8 ghouls 
  18 
  Earthquake 
  1d6 giant scorpions (night only, not in winter) 
  1 vampire (night only) 
   
  
  Appendix I: Special Encounters 
   
  General Notes: The alignment of group special encounters (e.g., Light Patrol) can be determined in several 
  ways. First, the referee may simply select an alignment. Second, the referee may roll on the table used to determine the 
  alignment of an NPC Party (see Appendix II). Third, the referee may assume all NPC special encounter groups are 
  Neutral (though this lacks a certain amount of flavor). Fourth, and perhaps most in keeping with the themes of pulp 
  fantasy, alignments may be assigned based on the racial stock of the NPCs. One suggested method is as follows: 
   
  Racial Stock 
  Alignment 
  Esquimaux, Hyperboreans, Kimmeri-Kelts, Picts, Vikings, cultists, degenerates, renegade Amazons 
  Chaotic Evil 
  Kelts, Kimmerians, Thurssonns 
  Chaotic Good 
  Ixians 
  Lawful Evil 
  Amazons, Apollonians 
  Lawful Good 
  All others 
  Neutral 
   
  Any of these methods can be used to determine the alignment of individual special encounters (e.g., Fighter); if random 
  determination produces an inappropriate alignment for a character class, it should be rerolled until a suitable result is 
  found. Equipment and treasure of individuals encountered can be determined per Appendix II. Racial stock of 
  individuals encountered can be assumed to be the local dominant stock, or else randomly rolled per Appendix II. Unless 
  otherwise specified, the level of all individual special encounters (and leaders of group encounters) may be determined 
  per Appendix II. Individuals and groups encountered on ships will always be accompanied by enough crew to operate 
  the vessel. 
   
  Not every encounter need end in a bloodbath.  Human NPCs in particular can be a potential source of information, 
  assistance, alliances, and even henchmen – depending on alignment, PC actions, and reaction rolls. 
   
  Accursed Moonbeam: Night hours under a visible moon only. A randomly-selected PC becomes lit by a sickly beam 
  of pale moonlight. Even if the PC takes shelter indoors, the insidious ray will somehow find its way inside within 1d3 
  rounds (perhaps shining through cracks in the walls or under the door). While lit by the moonbeam, the PC cannot 
  sleep, cannot hide in shadows or move silently, is considered to be at -2 on TA and CA, and can be attacked at +2. The 
  sinister moonbeam fades away in 7 hours or at dawn, whichever comes first. 
   
  Army Ants: Does not apply in winter. This encounter initially takes the form of 1d3 different types of animals (rolled 
  on the ANIMAL column of the current TERRAIN TABLE) fleeing directly toward the PCs. These animals are only 
  interested in escaping the ants, and fight only if the PCs block their escape route (in which case they attack with savage 
  desperation to clear a path). 1d3 turns later 3d100+200 voracious ants appear at the standard encounter distance and 
  move toward the PCs at a rate of 20. The ants won’t cross water or a deep chasm, but are otherwise unaffected by terrain. 
  They can only be affected by area effect attacks (such as incendiary oil) and by damaging area effect spells – any of which 
  will kill 1 ant for every hit point of damage inflicted. A PC overtaken by the ants is swarmed and suffers damage equal 
  to his current AC (exclusive of shield, dexterity, and magical bonuses) for every 50 ants in the swarm, per round until 
  he escapes the ants. A PC killed by the ants is skeletonized and can’t normally be raised from the dead. 
   
  Ash Eruption: This deadly cloud covers an area 1d20 miles in diameter, centered on the PCs. It does immediate 
  damage as a death smoke cloud, then acts as a smoke cloud lasting 2d4 days unless dispersed by strong natural or 
  magical winds. 
   
   
   
  
  Assassin: The assassin is always encountered alone and disguised as someone of another profession (at worst a scout 
  or thief, but more likely someone harmless and perhaps elderly). The assassin is 25% likely to attempt to join the PC 
  party if disguised as an adventuring type, being on the lookout for quick gain and perhaps some practice at cutting 
  throats. If any PC had previously angered any powerful personages, the assassin is 25% likely to be targeting that PC 
  specifically – in which case the assassin will always attempt to join the PC party. 
   
  Aurora: Brilliant streamers of red, green, and purple light the sky above for 1d6 hours. At the end of this period there 
  is a 25% chance of an extra encounter, automatically rolled on the ALIEN column of the current TERRAIN TABLE. 
   
  Avalanche: Fall and winter only. This onrush of snow occurs with very little warning. Every PC suffers 2d20 damage, 
  with an avoidance save for half damage. Any PC who suffers 20 or more points of damage is buried and suffocates in 5d4 
  rounds unless rescued. PCs climbing when the avalanche hits must pass a test of strength or fall 1d10x10 feet; falling is 
  automatic for any climbing PC who suffers 20 or more points of damage, or who is knocked unconscious by damage. 
  PCs who fall are automatically buried. 
   
  Ball Lightning: This phenomenon manifests as a luminous sphere some two or three feet in diameter, initially 
  appearing the standard encounter distance away from the PCs. Every round thereafter it will move 2d6x10 yards in a 
  random direction. Each round there is a 10% chance that the ball lightning will spontaneously discharge and disappear 
  with a loud pop, leaving behind a strong smell of ozone. If the ball lightning gets within 40 yards of the PCs, it will be 
  drawn toward the PC with the greatest weight of metal worn and carried. Should the ball lightning touch any PC before 
  spontaneously discharging, it will explode in a 4d6 electrical fire ball centered on that PC. There is no known way to 
  discharge the ball lightning deliberately, as it is not magical and spells such as dispel magic have no effect on it. 
   
  Barbarian: There is a 75% chance the barbarian is unaccompanied. Otherwise, the barbarian has one companion of 
  equal level and like alignment, whose class is rolled on the following table: 
  1d100 
  Companion’s Class 
  01-50 
  Barbarian 
  51-75 
  Fighter 
  76-00 
  Thief 
   
  Bard: The bard is always encountered alone. The higher the level of a bard, the dafter the behavior and the more 
  irrational the song. A bard of any level is 90% likely to challenge any PC bard to a contest of music or magic. 
   
  Becalmed: The party’s ship finds itself in calm waters with no wind, conditions which last for 2d6 days (unless a 
  subsequent encounter with a storm ends them earlier). During that time, no other ships will be encountered. Unless 
  provided with oars or a magical source of wind, the party’s ship can make no headway while becalmed. 
   
  Beggars: 1d10 beggars persistently seek coins from the PCs. Each beggar has a 10% chance of being a 1st-level thief, 
  who is armed with a hidden dagger and who will attempt to pick pockets while the PCs are distracted by other beggars. 
  Each beggar also has a 5% chance of knowing useful information, but will only provide this if given coins. Giving coins 
  to a group of beggars will immediately attract another group of 1d10. 
   
  Berserk Raiders: A snekke approaches, bearing a crew of 1d12+12 2nd-level berserkers and a 5th-level berserker leader 
  – all Chaotic Evil. They attempt to board the party’s ship with intent to rape and pillage. 
   
  Berserker: There is a 75% chance the berserker is alone. If not, he is accompanied by 2d6 wild berserkers of like 
  alignment. 
  
  Black Lotus: Does not apply in winter. If a surprise check indicates the PCs are surprised, a random PC stumbles 
  across the lotus and is sprayed with the usual effects. If the party is not surprised – and does not include a barbarian, 
  ranger, witch, druid, shaman, or scout – the PCs pass the lotus without seeing it (treated as “no encounter”). If the party 
  is not surprised, and does include one of the aforementioned classes, the PCs have spotted the lotus and may take 
  whatever action they deem wise – including trying to harvest the deadly plant. 
   
  Blizzard: Winter only. 2d10+10 inches of snow fall in 4d6 hours, accompanied by howling winds. Movement and 
  sighting distance are reduced to ¼ normal during this time, and the chance of getting lost is doubled. Tracking is 
  impossible during the blizzard, and climbing is suicidal (automatic fall at the halfway point). 
   
  Box Canyon: The PCs have managed to get themselves trapped in a dead-end canyon, and must spend one full day 
  extricating themselves before they can make any further progress. 
   
  Cataphract: In addition to the equipment given in Appendix II, the cataphract is armed with a lance and mounted 
  on a heavy warhorse; the mount has barding similar to the cataphract’s own armour. The cataphract is accompanied by 
  2d6 0th-level heavy cavalrymen of like alignment with treasure class L. Impudent PCs are likely to be challenged to a 
  joust, if not ridden down on the spot. 
   
  Cleric: The cleric is accompanied by 2d6 mercenaries and 1d3 assistant clerics of like alignment, as given in the table 
  below: 
  Cleric Level 
  Mercenaries 
  Assistant Clergy 
  1st-4th 
  0th-level light infantrymen with treasure class L 
  1st-level 
  5th-8th 
  2nd-level medium infantrymen with treasure class M 
  3rd-level 
  9th-12th 
  5th-level halberdiers with treasure class N 
  5th-level 
   
  Cloudburst: Does not apply in winter. 2d4 inches of rain fall in 1d6 hours. Sighting distance and movement are 
  halved during this time, as are the chances to track and climb. The chance of getting lost increases by 1-in-6. Non-magical 
  bows of all types are unusable during a cloudburst. If the downpour occurs in desert, river, or lake terrain, there is a 
  25% chance it will be followed by a Flash Flood (q.v.). 
   
  Comet: A dazzling comet burns in the sky above Hyperborea for 5d4+10 days. There is a 50% chance that all sorcerers 
  will cast spells at +1d4 CA during this time; otherwise, all spells are cast at -1d4 CA. There may be additional effects 
  during this time (e.g., interference with certain spells, or all encounters rolled on the ALIEN column of the current 
  TERRAIN TABLE) at the referee’s discretion. 
   
  Crevasse: The way forward is blocked by a crack in the glacial ice, (2d6+6)x10 feet wide and (3d6+6)x10 feet deep, 
  extending for a considerable distance in both directions. If the PCs wish to continue in the same direction as before, 
  they must either use some magical means to bridge the crevasse, climb down into it and back out, or detour 2d12 hours 
  to get around it. 
   
  Cryomancer: The cryomancer is accompanied by 2d6 mercenaries and 1d3 apprentice cryomancers of like alignment, 
  as given in the table below: 
  Cryomancer Level 
  Mercenaries 
  Apprentices 
  1st-4th 
  0th-level light infantrymen with treasure class L 
  1st-level 
  5th-8th 
  2nd-level medium infantrymen with treasure class M 
  3rd-level 
  9th-12th 
  5th-level halberdiers with treasure class N 
  5th-level 
   
   
  
  Deep Freeze: Winter only. Temperatures plunge to record lows, even for Hyperborea, and remain at that level for 
  1d20 days. Any PC who lacks magical protection from cold must pass a test of constitution every day or suffer 1d20 points 
  of damage, unless the PCs have very secure shelter (i.e., a deep cave or well-mortared stone building) or start a roaring 
  fire. In addition, PCs without this type of shelter are in danger of Frostbite (q.v.) every day. 
   
  Dread Silence: Terrifying preternatural silence falls over an area 1d10 miles in diameter, centered on the PCs. This 
  period of absolute silence lasts for 4d6 hours. During this time, spells cannot be cast, verbal communication is 
  impossible, and all creatures within the area are treated as deaf. Even magic item use is impossible if the item requires a 
  command word to activate. Every hour each PC must make a sorcery save or go stark mad from the awful brooding 
  silence, running about and screaming (albeit soundlessly) until able to hear sounds of some sort again. No power short 
  of direct divine intervention can end the dread silence prematurely. 
   
  Druid: The druid is accompanied by allied animals, the type and number being determined by rolling on the ANIMAL 
  column of the current TERRAIN TABLE. These animal allies may or may not be apparent to the PCs. Druids can be 
  a rich source of information about the natural world, provided the reaction roll is favorable and the PCs haven’t 
  committed sacrilege against anything that druids hold sacred. 
   
  Drunks: 2d6 drunks stagger toward the PCs, looking for trouble or perhaps brand new friends. If the reaction roll is 
  negative, the drunks don’t like the faces of the PCs and decide to rearrange them. They attack as bandits at -2 to hit, 
  using an assortment of clubs and daggers. If the reaction roll is positive, the drunks attach themselves to the PCs, 
  demanding their new “friends” drink with them and becoming belligerent if refused. In the case of a neutral reaction, 
  the drunks will ignore the party unless the PCs unwisely do something to attract their attention. 
   
  Dust Devil: Does not apply in winter. The dust devil forms at the standard encounter distance from the PCs. It is the 
  approximate size and shape of a class II air elemental with commensurate ground movement rate and damage potential. 
  The dust devil moves directly toward the party and attacks a random PC each round for 1d6 rounds. As a natural 
  phenomenon, it can’t be engaged in combat and is immune to spells such as dispel magic. After 1d6 rounds have passed, 
  the dust devil either whirls away in a random direction or dissipates (referee’s option). 
   
  Earthquake: The quake affects an area 1d10+10 miles in diameter, centered on the PCs, and consists of 1d6 separate 
  shocks. Each shock follows 1d6 turns after the previous shock. Regardless of terrain, each shock causes 2d10 points of 
  damage to each PC unless an avoidance save is made. Additional effects depend on the terrain currently occupied: 
  Current Terrain 
  Effects of Each Shock 
  Desert (any), plains, tundra 
  Great cracks open in the ground (each PC must pass a test of dexterity or fall to 
  his doom) 
  Forest, rainforest 
  Great cracks open in the ground (each PC must pass a test of dexterity or fall to 
  his doom) plus fallen trees halve movement within the area of the quake 
  Hills 
  Rockslide (q.v.) 
  Hills (glaciated), mountains 
  (glaciated), volcanic (glaciated) 
  Avalanche (q.v.) 
  Mountains, volcanic 
  Avalanche (q.v.) or rockslide (q.v.) according to season 
  Tar pits 
  Great cracks open in the ground (each PC must pass a test of dexterity or fall to 
  his doom) plus release of poison gas (q.v.) 
  Wetlands 
  Release of poison gas (q.v.) plus fallen trees halve movement within the area of 
  the quake 
  Lake, river 
  Flash flood (q.v.) 
  City (any), town/village (any) 
  PC damage is increased to 3d10 if avoidance save is not made 
   
  
  Halving of movement in forest, rainforest, and wetlands areas is not cumulative with additional shocks. Buildings will 
  be greatly damaged by an earthquake, the weaker sort collapsing after a single shock, and even stronger ones succumbing 
  to several shocks (per referee discretion). At a minimum, even sturdy stone buildings will require extensive repairs after 
  a quake of three or more shocks. At the referee’s option, fires may start in occupied structures. 
   
  Explorers: This expedition is carried by cog and led by a scout. It generally consists of 2d6 0th-level light crossbowmen, 
  2d6 0th-level light infantrymen, the crew of the cog, and two or three specialists (possibilities include a sage, a scribe for 
  mapping, etc.). The explorers are 25% likely to be accompanied by a cleric. Except for the scout and cleric (who have 
  standard treasure for their levels as given in Appendix II) all personnel have treasure class L. The expedition always 
  carries ample food and water, as well as such equipment as ropes and torches. There is a 25% chance the explorers have 
  a treasure map. PCs may be invited to join the expedition, although this is likely to be a ruse in the case of Evil explorers. 
   
  Falling Star: A single meteor flashes across the sky. Each player should roll 1d20; the high roller spotted the falling 
  star and is considered to be under a bless spell for the next 12 hours. 
   
  False Merchant Ship: A carrack approaches; all obvious signs point to this vessel being operated by Merchants 
  (q.v.). The usual merchant guards are present on the deck of the ship. However, this vessel is a trap – either operated by 
  pirates trying to draw in real merchant ships, or conversely by some government or merchants who are trying to destroy 
  pirates by presenting a seemingly tempting target. (The referee may allow equal chances of either, or perhaps base it on 
  the alignment of the NPCs.) Hidden below decks on the false merchant ship are 6d6 0th-level longbowmen with treasure 
  class L, led by a fighter. There is a 10% chance that a magician will also be present. The false merchant ship carries no 
  cargo (apart from provisions) and no treasure beyond the personal wealth of the mercenaries onboard. 
   
  Fever: A random PC has contracted a fever. This has the same effects as the disease caused by the bite of a bat, except 
  that it ends after 2d6 days instead of causing death (although the referee need not tell the player this in advance). The 
  fever is not particularly contagious, and can be ended by a cure disease spell. 
   
  Fighter: The fighter is accompanied by 3d6 mercenaries of like alignment, as given in the table below: 
  Fighter Level 
  Mercenaries 
  1st-4th 
  0th-level light infantrymen with treasure class L 
  5th-8th 
  2nd-level medium infantrymen with treasure class M 
  9th-12th 
  5th-level heavy infantrymen with treasure class N 
   
  If the fighter is an ape-man of Kor, he is accompanied by 3d6 ape-men with levels and equipment as above. 
   
  Flash Flood: Except when an Earthquake (q.v.) roils a river or lake, does not apply in winter. A standalone flash flood 
  encounter always begins with a Cloudburst (q.v.). Following this torrential downpour, waters will rise to dangerous 
  levels, with effects determined by the terrain: 
  Terrain 
  Effects 
  Desert (any), city (desert), 
  town/village (desert) 
  For PC’s not sheltering indoors, water halves or quarters movement (50% chance of 
  either) and each PC must pass a test of strength each turn or be swept away (and drown 
  if unable to swim) 
  Hills, mountains, volcanic 
  Rockslide (q.v.) plus each PC must pass a test of strength each turn or be swept off the 
  hill or mountain by rushing water 
  Lake, river 
  Party’s ship is tossed like a toy and suffers 1d6 hull points of damage per turn 
   
  The dangerous effects of the flash flood last 1d6 turns, although waters may remain unusually high for some time 
  afterwards. 
   
  
  Fog Bank: Does not apply in winter. A bank of heavy fog forms, 1d10 miles in diameter and centering on the PCs. 
  This lasts 1d12 hours, and has exactly the same effects on vision as a fog cloud spell. 
   
  Fortean Fall: An unnatural substance or creature falls from the sky for 1d10 rounds. The exact type of substance or 
  creature can be chosen by the referee, or rolled randomly on the table below: 
  1d12 
  Substance or Creature 
  01 
  Acid Rain* 
  02 
  Ambrosia 
  03 
  Black Hail* 
  04 
  Blood 
  05 
  Fish 
  06 
  Frogs 
  07 
  Manna 
  08 
  Raw Meat 
  09 
  Spiders* 
  10 
  Stones* 
  11 
  Tongues of Fire* 
  12 
  Worms 
   
  Substances marked with * do 1d4 points of damage per round after the first if the PCs fail to take shelter indoors. 
  Ambrosia acts as a full day’s rations and a cure light wounds spell if a handful is eaten (this can only benefit a PC once 
  per day). Fish, frogs, manna, raw meat, and worms can all be eaten safely, if the PCs are hungry enough. Rains of blood 
  have no special effect or value. Apart from ambrosia and manna (which evaporate overnight if collected and stored) all 
  these substances and creatures have a normal period of existence after falling from the sky, depending on local conditions 
  and PC actions. 
   
  Frostbite: Winter only. A randomly-determined PC suffers the effects of extreme cold. Unless magically protected 
  from cold, the PC must pass a test of constitution or suffer 1d10 points of damage. A PC who suffers damage must 
  additionally make a death save or lose a number of fingers or toes (50% chance of either) equal to the damage rolled. 
   
  Funeral Barge: A funeral barge floats on the lake or river, draped in garlands of withered flowers. If explored, it is 
  found to contain a shriveled corpse and treasure class B. 
   
  Geyser: A randomly-determined PC must make an avoidance save or suffer 2d10 points of damage from scalding water. 
   
  Ghost Ship: A derelict carrack with tattered sails drifts toward the party’s ship. If boarded, no trace of the crew is 
  found. Below decks is a full cargo (50% likely to be worth 1d6x10,000 g.p., otherwise rotted and worthless) and treasure 
  class R in locked and trapped chests. 
   
  Golden Lotus: Does not apply in fall and winter. Unless the party includes a barbarian, ranger, witch, druid, shaman, 
  or scout they pass the lotus without seeing it (treated as “no encounter”). If the party includes one of the aforementioned 
  classes, the PCs have spotted the lotus and may harvest it if they wish. 
   
  Hailstorm: Does not apply in winter. Fist-sized hail falls from the sky for 5d4 rounds. Unless the PCs seek shelter 
  indoors, each PC suffers 1d4 points of damage every round after the first. 
   
   
   
  
  Harlots: 1d3 harlots approach the PCs, offering wares at a rate ranging from 1d3 c.p. to 1d10 g.p. each (depending on 
  the referee’s judgment of local health, quality, supply, and demand). Taking advantage of this offer can be hazardous to 
  PC health anywhere (especially at the single copper level) and more so in certain venues (e.g., in Erikssgard, if the harlots 
  are Vikings and the customers aren’t). Harlots are also a potential source of valuable rumors and information, though 
  this will cost the PCs at least as much as enjoying their favors – a girl has to eat. All harlots are 1st-level thieves, and keep 
  a hidden dagger handy even in situations where this seems anatomically improbable. A harlot with a favorable reaction 
  roll might agree to join an adventuring party and put her other talents to use. 
   
  Heat Lightning: Does not apply in winter. The desert heat becomes ever more oppressive over a period of 4d6 
  minutes. At the end of this time, a silent lightning bolt streaks down from a clear sky to hit the PC carrying and wearing 
  the greatest weight of metal for 6d6 points of damage (avoidance save for half damage). 
   
  Heat Wave: Summer only. Record high temperatures hold the region in their grip for 1d20 days. All PCs (and mounts, 
  if any) require twice as much water as usual. In addition, if travelling and moving more than one-quarter speed, every 
  PC (and mount, if any) is subject to Heatstroke (q.v.). Any type of precipitation ends a heat wave immediately. 
   
  Heatstroke: Summer only. A randomly-determined PC suffers the effects of extreme heat. Unless magically protected 
  from heat, the PC must pass a test of constitution or suffer 1d10 points of damage. A PC who suffers damage must 
  additionally make a death save or fall unconscious for 1 hour for each point of damage taken. Unless the PC is given 
  water and care by companions during this period of unconsciousness, he automatically takes a further 1d10 points of 
  damage per hour spent unconscious. 
   
  Heavy Blizzard: Winter only. 3d10+10 inches of snow fall in 3d4 hours, accompanied by howling winds. Movement 
  and sighting distance are reduced to 1/8 normal during this time. A party including a ranger (or similar class) has a 5-in-
  6 chance of getting lost during the storm; a party without a ranger (or similar class) is automatically lost. Tracking is 
  impossible during a heavy blizzard, and climbing is suicidal (automatic fall at the halfway point). 
   
  Heavy Cavalry: This group consists of 5d4+10 0th-level heavy cavalrymen with treasure class L, led by a cataphract 
  (who will have – in addition to the appropriate equipment for his level as given in Appendix II – lance and heavy 
  warhorse with barding similar to his own armour). There is a 10% chance of the cavalry being accompanied by a cleric, 
  likewise mounted on a barded heavy warhorse. The cavalry are on patrol and very likely to challenge interlopers. 
   
  Hermit: The hermit dwells in a cave or simple shack, and maintains very few possessions. The hermit is 25% likely to 
  be a classed NPC character of random class and level (without equipment or treasure, though perhaps retaining spells), 
  and 25% likely to be insane. Mad or not, hermits appreciate no one’s company. But, with a good reaction roll, the 
  hermit may grudgingly provide valuable information about the nearby area. 
   
  Hunting Party: This group consists of 5d4 0th-level shortbowmen with treasure class L, led by a 5th-level shortbowman 
  with treasure class M and accompanied by 3d6 hunting dogs. There is a 10% chance of a cleric, druid, or shaman (as 
  appropriate for the region and racial stock of the hunters) advising the hunt; this holy man may be in overall charge if 
  his level exceeds 5th. The group is 25% likely to be carrying a dead game animal (rolled randomly on the ANIMAL 
  column of the current TERRAIN TABLE – if the specified animal is too big for the hunting party to credibly move, 
  they have taken cuts and haunches and left the rest to rot). Though primarily interested in obtaining game, the hunting 
  party won’t hesitate to challenge obvious intruders, especially if the reaction roll is poor. 
   
   
   
  
  Huntsman: The huntsman is 75% likely to be alone. If the reaction roll is bad, a lone huntsman will usually attempt 
  to hide from the PCs; if this attempt is successful, then there is no encounter. If the huntsman is not alone, he is 
  accompanied by a tamed animal as given in the table below: 
   Huntsman Level 
  Tamed Animal 
  1st-4th 
  Wolf 
  5th-8th 
  Dire wolf 
  9th-12th 
  Sabre-tooth tiger 
   
  A tamed animal will fight in defense of the huntsman. 
   
  Hurricane: Does not apply in winter. 3d4 inches of rain fall in 1d12 hours, accompanied by deadly winds. On land: 
  Each PC without sturdy shelter (i.e., a cave or stone building) must make an avoidance save every hour or suffer 1d10 
  points of damage from flying debris. Movement and sighting are reduced to 1/8 during the hurricane. A party including 
  a ranger (or similar class) has a 5-in-6 chance of getting lost during the storm; a party without a ranger (or similar class) 
  is automatically lost. Tracking and missile fire are impossible during a hurricane, and climbing is suicidal (automatic fall 
  at the halfway point). At sea: The party’s ship has a 10% chance of sinking outright and taking all aboard to the bottom; 
  if not, the ship suffers 1d6 points of hull damage per hour, each PC on deck must make an avoidance save every hour or 
  suffer 1d10 points of damage, no missiles can be fired, and the ship (if it survives) is left with severely torn sails (and 
  broken oars, if applicable). During the storm, the ship is tossed at random and automatically becomes lost. The hurricane 
  is always immediately followed by the ship becoming Becalmed (q.v.). 
   
  Iceberg: Winter only. Deadly floating ice fills the surrounding seas. If the PCs are surprised, the party’s ship has a 25% 
  chance of striking an iceberg and suffering 7d4 points of hull damage. Whether or not a collision occurs, the ship is 
  forced to travel at ¼ maximum rate for 1d10 days until clear seas are again reached; exceeding this speed means a 25% 
  chance per day of a collision and damage as above. 
   
  Illusionist: The illusionist is always encountered alone and, if the reaction roll is bad, will usually attempt to cloak 
  himself in illusion or invisibility. If this attempt is successful, then there is no encounter. Any encounter with an 
  illusionist, even a friendly one, should be a maddening exercise in confusion and misdirection. 
   
  Insect Swarm: Does not apply in winter. A cloud of vicious biting insects forms, 100 yards in diameter and centering 
  on the PCs. This has all the effects of an insect plague spell. If nothing effective is done to disperse the insects, they 
  depart after 1d6 turns. 
   
  Ixian Slavers: A black-sailed carrack appears, blown by no natural wind and steering itself without a crew. Onboard 
  is a level 1d6+6 Ixian necromancer (with standard equipment and spells per Appendix II, plus 1d4+1 doses of dust of 
  paralysis), accompanied by either 4d4+10 0th-level Ixian light infantrymen with treasure class L or 4d4+10 zombies (50% 
  chance of either). The necromancer casts disabling spells and employs dust of paralysis; meanwhile, his minions swarm 
  the party’s ship with intent to seize slaves (if the minions are zombies, they have been commanded not to bite the 
  “merchandise”). Below decks on the slave ship are 1d10x10 shackled slaves of random racial stocks, possibly including 
  some Ixian renegades being returned to Fazzuum for punishment. 
   
  Lava Eruption: An eruption of flaming lava, accompanied by a thunderous roaring and release of dense choking 
  smoke, threatens an area 1d20 miles in diameter centered on the PCs. The flaming globs of lava hurtle through the air 
  for 1d12 hours. Each hour, there is 10% chance that a flaming lava ball will land near a random PC, exploding and 
  doing damage exactly as a fire ball of 2d4 dice. After the lava eruption proper has ended, the sulfurous vapors continue 
  to act as a smoke cloud lasting 2d4 days unless dispersed by strong natural or magical winds. 
   
  
  Legerdemainist: The legerdemainist is always encountered alone. If the reaction roll is poor and the area crowded, 
  the legerdemainist will attempt to pick a random PC’s pocket and, if he is successful at doing this unobserved, then 
  there is no encounter. If the reaction roll is good, the legerdemainist will probably try to interest the PCs in some 
  criminal escapade. 
   
  Light Cavalry: This group consists of 5d4+20 0th-level light cavalrymen with treasure class L, led by a 5th-level light 
  cavalryman with treasure class M. There is a 10% chance of the cavalry being accompanied by a druid, shaman, or priest 
  (as appropriate for the region and racial stock of the cavalry) mounted on a light warhorse. In the case of the ape-men 
  of Kor, the group consists of 5d4+20 ape-men equipped as light cavalrymen, led by a 5th-level ape-man fighter likewise 
  equipped as a light cavalryman, and possibly accompanied by an ape-man priest. (Ape-man cavalry carry fighting nets for 
  the purpose of capturing human slaves.) In all cases, the cavalry are on patrol and very likely to challenge interlopers. 
   
  Light Patrol: This group consists of 6d4 0th-level light infantrymen with treasure class L, led by a fighter. There is a 
  10% chance of the patrol being accompanied by a magician. In the case of the ape-men of Kor, the patrol consists of 
  6d4 ape-men equipped as light infantrymen, led by an ape-man of the fighter class, and possibly accompanied by an ape-
  man magician. In all cases, the patrol is alert for obvious intruders and troublemakers. 
   
  Lights in the Sky: 1d12 lights of various colors are seen dancing in the sky for 1d3 turns. At the end of this period, 
  there is a 50% chance of an additional encounter, automatically rolled on the ALIEN column of the current TERRAIN 
  TABLE. 
   
  Lost: The PCs are automatically lost for the day (or the next day, if the encounter occurs during a rest period). They 
  can find their way again through the usual process. 
   
  Lunar Eclipse: Night hours only. The dread shadow of Hyperborea falls across one of its moons. During the 1d3 
  hours of the eclipse, all sorcerers are considered to be at +2 CA for purposes of spell effects. 
   
  Mad Whispers: The PCs are assailed by faint mocking and insinuating whispers for 1d6 turns. None but the PCs 
  can hear them, a fact that may cause PCs to question their own sanity. Even among the PCs, there will be disagreement 
  about the source of the sounds: one will believe they originate from the earth, one from the air, one from a locked chest, 
  and so forth. The PCs will also disagree about how many entities are speaking and the apparent language of the whispers, 
  although in any case they remain maddeningly just beyond comprehension. For every turn that the PCs hear the whispers 
  – and there is no escaping them, even with a silence spell – each PC must make a sorcery save or lose 1 point each of INT 
  and WIS. Any PC whose INT or WIS falls below 3 goes violently insane until the whispering stops. When the whispers 
  finally end, there is a 25% chance of an immediate encounter rolled on the ALIEN column of the current TERRAIN 
  TABLE. Lost points of INT and WIS are restored after the whispers cease at the rate of 1 each per turn, but any PC 
  who went temporarily insane must make another sorcery save or develop a permanent insanity. 
   
  Magician: The magician is accompanied by 2d6 mercenaries and 1d3 apprentice magicians of like alignment, as given 
  in the table below: 
  Magician Level 
  Mercenaries 
  Apprentices 
  1st-4th 
  0th-level light infantrymen with treasure class L 
  1st-level 
  5th-8th 
  2nd-level medium infantrymen with treasure class M 
  3rd-level 
  9th-12th 
  5th-level halberdiers with treasure class N 
  5th-level 
   
  If the magician is an ape-man of Kor, the apprentices are also ape-men and he is accompanied by 2d6 ape-men with 
  levels and equipment as above. 
   
  
  Medium Patrol: This group consists of 6d4 0th-level medium infantrymen with treasure class L, led by a fighter. 
  There is a 10% chance of the patrol being accompanied by a magician. In the city-state of Kor, the patrol consists of 6d4 
  ape-men equipped as medium infantrymen, led by an ape-man of the fighter class, and possibly accompanied by an ape-
  man magician. In all cases, the patrol is alert for obvious intruders and troublemakers. 
   
  Merchants: This group of traders consists of 1d20 actual merchants (level 1d4 thieves with appropriate equipment) 
  accompanied by guards consisting of 6d4 0th-level heavy crossbowmen with treasure class L and 6d4 0th-level halberdiers 
  with treasure class L, led by a fighter. There is a 10% chance of a magician accompanying the merchants, and a 10% 
  chance of a cleric. The goods being transported are valued at 1d6x10,000 g.p.; except at sea, these goods are carried on 
  one ox cart (with drover) per 500 g.p. value. At sea, the merchants are aboard a carrack with full crew. Hidden somewhere 
  in the caravan or ship is a locked and trapped pay chest containing treasure class R (if the random rolls indicate no 
  treasure is actually present, the chest is full of rocks and the merchants are planning to cheat their employees). 
   
  Meteor Shower: A dazzling array of meteors light up the sky, an omen of great significance. The PC with the best 
  sorcery save must roll it. If the saving throw succeeds, all members of the party are under a bless spell for 24 hours; if the 
  saving throw fails, all are under a blight spell for the same period. 
   
  Mirage: Does not apply in winter or at night. In the distance, the PCs see what appears to be a cool oasis amidst the 
  desert sands. If they attempt to head toward it, progress is maddeningly slow; in fact, the oasis almost seems to be 
  mocking the PCs by moving away as they approach. In truth, this is nothing more than a heat mirage. For every hour 
  that PCs move toward the mirage, the standard chance of getting lost is secretly rolled by the referee. The mirage has a 
  25% chance of vanishing every hour, and always does so when the sun goes down. If the PCs are suffering from a lack 
  of water, they all must make sorcery saves when the mirage vanishes; those who fail develop a random insanity. 
   
  Mocking Star: Night hours only. One randomly-selected PC becomes certain that a particularly unwholesome star is 
  leering and winking at him. The PC must make a sorcery saving throw or lose one point each of INT and WIS for the 
  next 12 hours, at which time the mocking star ceases to bedevil him. 
   
  Monk: The monk is always encountered alone and, if the reaction roll is bad, will usually attempt to hide from the 
  PCs. If this attempt is successful, then there is no encounter. Monks can be a potentially useful source of information, 
  but this can be a frustrating process since a monk rarely provides a straight answer to any question. Furthermore, the 
  monk will often challenge any PC monk (especially one of a different alignment) to unarmed single combat. 
   
  Necromancer: The necromancer is always accompanied by undead under his command, even if the level of the 
  necromancer wouldn’t allow a PC to accomplish this. These undead servants are given on the table below: 
  Necromancer Level 
  Undead Servants 
  1st-4th 
  2d4 skeletons 
  5th-8th 
  1d6 zombies 
  9th-12th 
  1d6 ghouls 
   
  Necromancers are noted as morbid conversationalists. 
   
  NPC Party: A quick method for creating NPC parties is described in Appendix II. 
   
   
   
   
  
  Oasis: In the distance, the PCs see what appears to be a cool oasis amidst the desert sands. Green vegetation grows 
  around an inviting pool of clear water. Though the water appears wholesome, there is a 25% chance that it is undrinkable 
  (either due to natural factors, such as salt, or deliberate poisoning by depraved individuals). If a PC drinks the tainted 
  water, he must make a death (poison) save or suffer the effects of a level 1d5 ingestible poison. If the water is safe to 
  drink, there is a 50% chance that animals will be present, the number and type determined randomly on the ANIMAL 
  column of the current TERRAIN TABLE. 
   
  Paladin: In addition to the equipment given in Appendix II, the paladin is armed with a lance and mounted on a 
  heavy warhorse; the mount has barding similar to the paladin’s own armour. The paladin is 75% likely to be alone, but 
  will otherwise be accompanied by 2d6 0th-level Lawful Good heavy cavalrymen with treasure class L (these are loyal 
  followers, not mercenaries). No compromise with Evil PCs is likely to be countenanced. 
   
  Pilgrims: These travelers are on their way to a location they deem sacred, such as a shrine or miraculous spring. The 
  pilgrims consist of 10d10 men and women of various ages, treated as 0th-level fighters armed with an assortment of staves, 
  clubs, and daggers; they have no treasure. The pilgrimage is led by a druid or priest (as appropriate for the deity 
  worshipped and alignment of the pilgrims) with 1d3 assistant druids or priests as given on the table below: 
  Leader Level 
  Assistant Druids or Priests 
  1st-4th 
  1st-level 
  5th-8th 
  3rd-level 
  9th-12th 
  5th-level 
   
  In addition, there is a 25% chance that 1d3 monks are with the pilgrims, a 15% chance of 1d3 fighters, and a 10% 
  chance of a magician. If the pilgrims are Lawful Good, there is a 10% chance of a paladin accompanying the group. If 
  the pilgrims are Chaotic Good, there is a 10% chance of a ranger accompanying the group. If the pilgrims are Evil, there 
  is a 10% chance of 1d3 warlocks accompanying the group. If the pilgrims are Neutral, there is a 10% chance of 1d3 
  additional druids or priests with levels per the assistant clergy. All classed characters have standard equipment for their 
  level per Appendix II, but carry no treasure. Pilgrims aren’t usually looking for trouble – though Evil ones may be 
  seeking sacrifices to honor their gods – and may provide useful information (or even ask the PCs to join their trek, with 
  a favorable reaction roll). If the referee decides the pilgrims have a specific god in common, rather than simply a sacred 
  destination, the deity venerated may be selected from the following suggested list: 
  Alignment 
  Suggested Deities 
  Chaotic Evil 
  Aurorus, Azathoth, Kraken, Kthulhu, Thaumagorga, Ullr, Xathoqqua, Ymir, Yug 
  Chaotic Good 
  Boreas, Krimmr, Xathoqqua 
  Lawful Evil 
  Thaumagorga, Yig 
  Lawful Good 
  Apollo, Artemis 
  Neutral 
  Helios, Lunaqqua, Mordezzan, Raven, Rel, Tlakk-Nakka, Yikkorth, Yoon’Deh, Ythaqqa 
   
  Plague: The PCs encounter a particularly virulent disease, carried by miasmas rising from the deep parts of the earth 
  or born among masses of people living in squalid conditions. Every PC must pass a test of constitution or become infected 
  with a leprous condition that has all the effects of mummy rot. If the plague occurs in a city, town, or village PCs must 
  pass a new test of constitution every day they remain within that settlement; they will also see 2d20 bodies a day being 
  carted off and hastily burned, a death toll which can potentially depopulate a smaller settlement. Infected PCs can spread 
  the illness to uninfected PCs or anyone else they meet. A plague in a settlement remains dangerous for 8d4 days. 
   
  Planetary Alignment: Multiple planets are in conjunction with Saturn, an occasion of profound occult significance. 
  During the 1d3 hours of this alignment, all sorcerers are considered to be at +3 CA for purposes of spell effects. 
   
   
   
  
  Poison Gas: A reeking cloud of marsh vapors or sewer gas is released from the bowels of the earth, covering an area 
  30 feet in diameter centered on the PCs. This is 75% likely to function as a stinking cloud spell; otherwise, it has the 
  effects of a cloudkill spell. The poison gas dissipates in 1d10 rounds. 
   
  Priest: The priest is accompanied by 1d3 assistant priests of like alignment, as given in the table below: 
  Priest Level 
  Assistant Priests 
  1st-4th 
  1st-level 
  5th-8th 
  3rd-level 
  9th-12th 
  5th-level 
   
  Offended priests can summon a lynch mob (3d10 0th-level fighters equipped with assorted staves, clubs, and daggers), 
  who arrive in 2d6 rounds to deal with the blasphemers. 
   
  Prospector: The prospector is an obsessive in search of mineral wealth or buried treasure. The prospector is 25% 
  likely to be a classed NPC character of random class and level (with standard equipment per Appendix II, but no 
  treasure). There is a 25% chance the prospector has a map to buried treasure or a rich mine, which is 50% likely to be 
  a fake or the work of a madman (possibly the prospector himself). 
   
  Purloiner: The purloiner is always encountered alone. If the reaction roll is poor and the area crowded, the purloiner 
  will attempt to pick a random PC’s pocket and, if he is successful at doing this unobserved, then there is no encounter. 
  If the reaction roll is good, the purloiner will probably try to interest the PCs in some criminal escapade (and may also 
  attempt to convert them to a faith of holy thievery). 
   
  Pyromancer: The pyromancer is accompanied by 2d6 mercenaries and 1d3 apprentice pyromancers of like alignment, 
  as given in the table below: 
  Pyromancer Level 
  Mercenaries 
  Apprentices 
  1st-4th 
  0th-level light infantrymen with treasure class L 
  1st-level 
  5th-8th 
  2nd-level medium infantrymen with treasure class M 
  3rd-level 
  9th-12th 
  5th-level halberdiers with treasure class N 
  5th-level 
   
  Quicksand: Does not apply in winter. A randomly-determined PC has stepped in quicksand and is sinking. The PC 
  will be pulled under in a number of rounds equal to his AC (exclusive of dexterity and magical bonuses). A PC who 
  hasn’t been pulled under can be easily rescued in one round by another PC with a rope or pole. If no help is at hand, 
  the PC can struggle to safety by performing an extraordinary feat of strength; the chance of success is increased by a 
  percentage equal to his AC (exclusive of dexterity and magical bonuses). Once a PC sinks, he can no longer rescue 
  himself and must perform an extraordinary feat of constitution every round or suffocate. Attempts by others to retrieve the 
  PC after he sinks from sight must be adjudicated by the referee, but it should be difficult at best. 
   
  Ranger: The ranger is always encountered alone and, if the reaction roll is bad, will usually attempt to hide from the 
  PCs. If this attempt is successful, then there is no encounter. Rangers are among the best sources of information about 
  the nearby area, but are generally men of few words with small patience for Evil PCs. 
   
  Red Fog: A bloody red fog descends from the stars and blankets an area 1d6x100 yards in diameter centered on the 
  PCs. The red fog disperses after 6 rounds; during that time it functions exactly as an acid cloud spell. 
   
   
   
   
  
  Rockslide: Does not apply in winter. Rocks and assorted debris tumble down a slope directly at the PCs. Every PC 
  suffers 2d20 damage, with an avoidance save for half damage. Any PC who suffers 20 or more points of damage is buried 
  and suffocates in 5d4 rounds unless rescued. PCs climbing when the rockslide hits must pass a test of strength or fall 
  1d10x10 feet; falling is automatic for any climbing PC who suffers 20 or more points of damage, or who is knocked 
  unconscious by damage. PCs who fall are automatically buried. 
   
  Runegraver: The runegraver is always accompanied by 2d6 wild berserkers of like alignment. It is 90% likely that the 
  runegraver will challenge any PC runegraver to a contest of kennings and runic sorcery. 
   
  Russet Lotus: Does not apply in fall or winter. If a surprise check indicates the PCs are surprised, a random PC 
  stumbles across the lotus and is sprayed with the usual effects. If the party is not surprised – and does not include a 
  barbarian, ranger, witch, druid, shaman, or scout – the PCs pass the lotus without seeing it (treated as “no encounter”). 
  If the party is not surprised, and does include one of the aforementioned classes, the PCs have spotted the lotus and 
  may take whatever action they deem wise – including trying to harvest the dangerous plant. 
   
  Sand Pit: A sinkhole 1d6x10 feet deep opens beneath a random PC. Falling damage is halved due to the soft surface, 
  but for the same reason the PC will be unable to climb out. 
   
  Sandstorm: Merciless winds raise a blinding storm of sand in an area 1d20 miles in diameter, centered on the PCs 
  and lasting 4d6 hours. Movement and sighting distance are reduced to 1/8 normal during this time. A party including a 
  ranger (or similar class) has a 5-in-6 chance of getting lost during the storm; a party without a ranger (or similar class) is 
  automatically lost. Tracking and missile fire are impossible during a sandstorm, and climbing is suicidal (automatic fall 
  at the halfway point). PCs who don’t seek shelter, and who don’t take precautions to protect their mouths, must make 
  an avoidance save every turn or suffer 1d6 points of choking damage. 
   
  Scout: The scout is always encountered alone and, if the reaction roll is bad, will usually attempt to hide from the PCs. 
  If this attempt is successful, then there is no encounter. Scouts are among the best sources of information about the 
  nearby area, but this intelligence can come at a steep price, depending on alignment and reaction rolls. The scout is 10% 
  likely to have a treasure map which the PCs might convince him to share (or remove from his bloody corpse, as the case 
  may be). 
   
  Seas Turned to Blood: An area of ocean, 5d4 miles in diameter and centering on the party’s ship, turns a ghastly 
  sanguine color for 1d20 days. This is widely considered to be the worst omen imaginable, and all NPCs have their morale 
  and loyalty halved for as long as the ship remains in the bloody sea and for one week thereafter. For every day that the 
  party’s ship lingers in the crimson waters, there is a 10% chance that the fresh water stored aboard the ship will turn to 
  actual blood. Also, every night spent within the sanguinary seas there is a 10% chance of encountering a ghost ship 
  carrying 2d4 bloodthirsty vampires. 
   
  Shaman: The shaman is 75% likely to be alone. If the reaction roll is bad, a lone shaman will usually attempt to cloak 
  himself in illusion or invisibility. If this attempt is successful, then there is no encounter. If not alone, the shaman is 
  accompanied by 2d6 0th-level shortbowmen with treasure class L, of like alignment and race; these are fellow tribesmen, 
  not mercenaries. The outré nature (and seeming irrationality) of a shaman’s speech and deeds increases with level. 
   
   
   
  
  Shining Mist: An area of shining white mist 1d6 miles across appears, centered on the PCs and lasting 1d8 days. 
  Effects on vision are the same as a fog cloud spell. Movement is halved and the chance of becoming lost is doubled. All 
  random encounters within the mist are rolled on the ALIEN column of the current TERRAIN TABLE. When PCs 
  leave the mist, they are 25% likely to have been transported 1d10x10 miles in a random direction from the point where 
  they entered. 
   
  Sinkhole: A hole suddenly opens in the earth, 1d6x10 feet in diameter and 2d6x10 feet deep. Each PC must pass a 
  test of dexterity or fall into the pit, suffering standard damage. In marshy terrain the pit will rapidly fill with water, and 
  PCs who don’t escape will drown like rats in 6d6 rounds. 
   
  Slaves: 1d10x10 slaves of various random racial stocks are encountered. In a settlement they will be chained together 
  in a coffle while being escorted to a place of work, embarkation, or sale by a light patrol (q.v.) of the prevailing local 
  racial stock. In the countryside they will be working the fields, or perhaps doing such labor as digging ditches, while a 
  similar light patrol acts as guards and overseers. All guards have whips in addition to their other gear. Slaves can serve 
  as a valuable source of information, and could perhaps even be provoked to revolt by an excellent reaction roll to a 
  sufficiently charismatic PC, but the guards will try to discourage any interaction between slaves and PCs. 
   
  Sleet Storm: Does not apply in summer. 1d4 inches of ice fall in 1d6 hours. Movement and sighting distance are 
  reduced to ¾ during this time. The chance of successfully tracking or climbing is halved during the sleet storm. 
   
  Smoky Lotus: Does not apply at night or in winter. If a surprise check indicates the PCs are surprised, a random PC 
  stumbles across the lotus and is sprayed with the usual effects. If the party is not surprised – and does not include a 
  barbarian, ranger, witch, druid, shaman, or scout – the PCs pass the lotus without seeing it (treated as “no encounter”). 
  If the party is not surprised, and does include one of the aforementioned classes, the PCs have spotted the lotus and 
  may take whatever action they deem wise – including trying to harvest the dangerous plant. 
   
  Snow Blind: Winter and daylight hours only. A randomly-determined PC is overcome by the dazzle of sunlight off 
  the glacial expanses. Unless the PC passes a test of constitution, he is blinded for 1d4 hours. 
   
  Snowstorm: Winter only. 3d6 inches of snow fall in 4d6 hours. Movement and sighting distance are reduced to ½ 
  normal during this time, and the chance of getting lost is increased by 1-in-6. The chance of successfully tracking or 
  climbing is halved during the snowstorm. 
   
  Star Stone: A meteorite is seen plunging to earth 1d4 miles from the PCs. If recovered, the star stone is worth 
  1d12x1d10 thousand gold pieces at a major city; however, for as long as the PCs have the stone, all random encounters 
  are rolled on the ALIEN column of the current TERRAIN TABLE. 
   
  Static Electricity: Winter only. Lethal electrical charges build up in the grinding Hyperborean glaciers, and are 
  occasionally released in spectacular displays. A 6d6 lightning bolt arcs forth to strike the PC with the greatest weight of 
  metal worn and carried (avoidance save for half damage). There is a 25% chance that the electrical discharge will be 
  followed 1d20 minutes later by an Aurora (q.v.). 
   
  Stellar Conjunction: A cryptic alignment of significant stars lasts 1d3 hours. During this time, all sorcerers are 
  considered to be at +1 CA for purposes of spell effects. 
   
   
  
  The Stars Are Right: All the stars in the firmament align in a surpassingly rare pattern of monumental occult 
  significance, the effects of which last 1d20 days. Evil sorcerers (only) have their CA doubled for purposes of spell effects, 
  undead and daemons cannot be turned, and all random encounters are rolled on the ALIEN column of the current 
  TERRAIN TABLE. There may be additional game-changing effects at the referee’s option (e.g., Kthulhu rises from his 
  frozen grave and ravages Hyperborea). 
   
  Thief: The thief is always encountered alone. If the reaction roll is poor and the area crowded, the thief will attempt 
  to pick a random PC’s pocket and, if he is successful at doing this unobserved, then there is no encounter. If the reaction 
  roll is good, the thief will probably try to interest the PCs in some criminal escapade. 
   
  Thin Ice: Does not apply in winter. A randomly-determined PC falls through deceptively sturdy-looking ice and into 
  a hole 1d6x10 feet deep, suffering standard damage. If the PC tries to climb out unaided, the chance of successfully 
  climbing is halved due to ice on the walls of the pit. 
   
  Thunderstorm: Does not apply in winter. 1d8 inches of rain fall in 1d4 hours, accompanied by frequent thunder 
  and lightning. Sighting distance and movement are halved during this time, as are the chances to track and climb. The 
  chance of getting lost increases by 1-in-6. Non-magical bows of all types are unusable during a thunderstorm. If PCs fail 
  to seek shelter, there is a 10% chance per turn of a 6d6 lightning bolt striking the PC with the greatest weight of metal 
  worn and carried (avoidance save for half damage). If the thunderstorm occurs in hill, desert, mountain, river, or lake 
  terrain, there is a 25% chance it will be followed by a Flash Flood (q.v.). 
   
  Tornado: Does not apply in winter. The tornado is always preceded by a Hailstorm (q.v.). Then the sky turns blackish-
  green and the tornado descends, accompanied by a Thunderstorm (q.v.). The tornado is 500 feet in diameter and has 
  the same effects as the tornado caused by a control weather spell, plus massive property damage. The tornado manifests 
  1d6x100 yards away from the PCs and moves toward them at a rate of 60, leaving a trail of destruction in its wake. (If 
  the tornado encounter occurs in a town or village, it will instead appear in the area of poorest-quality housing.) The 
  tornado will chase the PCs and wreak havoc for 2d6 rounds before moving off in another direction, but the 
  accompanying Thunderstorm will continue for the standard duration. 
   
  Treasure Ship: This carrack is bringing salvaged wealth home to the nearest major naval power (i.e., Khromarium, 
  Pandoros, Fazzuum, Erikssgard, or Port Zangerios). In addition to the standard crew (all of them equipped as marines), 
  it carries 5d4+20 0th-level longbowmen with treasure class L, led a fighter of level 1d6+6. There is a 25% chance of a 
  magician of level 1d6+6 being aboard the ship, and a 25% chance of a cleric of similar level. The treasure is stored below 
  decks in a number of locked and trapped strongboxes. It consists of treasure class H with double chances of each category 
  of wealth being present (so gold, gems, and jewelry will always be present) but no magic items. 
   
  Uncanny Vertigo: All of the PCs become sickeningly aware that they are standing on a flat disk floating in the 
  depths of the illimitable Black Gulf. Each PC must roll a sorcery save or be left retching and incapacitated for 1d6 hours. 
  If the roll on this saving throw is a 1, the PC actually falls off of Hyperborea and into the Black Gulf. 
   
  Vermin: Does not apply in winter. A randomly-determined PC has his rations infested by vermin, such as rats or 
  insects. 1d100 rolled on the following table determines whether food, water, or both are ruined: 
  1d100 
  Rations Infested 
  01-50 
  Food 
  51-75 
  Water 
  76-00 
  Both food and water 
   
  
  Violet Lotus: Does not apply in winter. Unless the party includes a barbarian, ranger, witch, druid, shaman, or scout 
  they pass the lotus without seeing it (treated as “no encounter”). If the party does include one of the aforementioned 
  classes, the PCs have spotted the lotus and may harvest it if they wish. 
   
  Voice of Doom: The PCs hear a terrible voice from the empty air, booming blasphemies and maledictions for 1d6 
  rounds. None but the PCs can hear this voice. Each PC must make a sorcery save or suffer 1d10 points of damage (and 
  also fall to the ground, bleeding from the eyes and ears). All those who suffer damage from hearing the voice must make 
  a second sorcery save or be cursed, the exact effect of which is randomly rolled as if a cursed scroll had been read. 
   
  War Party: This band consists of 5d4+30 0th-level shortbowmen with treasure class L, led by a 5th-level shortbowman 
  with treasure class M. There is a 25% chance of a shaman accompanying the war party; this holy man will be in overall 
  charge if his level exceeds 5th. There is a 25% chance that the bowmen will be using poisoned arrows (class 1d3 
  penetrative poison). These savages are on the warpath, and strangers will most likely be met with a hail of arrows unless 
  the reaction roll is quite favorable. 
   
  Warlock: The warlock is accompanied by 2d6 mercenaries and 1d3 apprentice warlocks of like alignment, as given in 
  the table below: 
  Warlock Level 
  Mercenaries 
  Apprentices 
  1st-4th 
  0th-level light infantrymen with treasure class L 
  1st-level 
  5th-8th 
  2nd-level medium infantrymen with treasure class M 
  3rd-level 
  9th-12th 
  5th-level heavy infantrymen with treasure class N 
  5th-level 
   
  Warship: This patrolling vessel belongs to the nearest major naval power (i.e., Khromarium, Pandoros, Fazzuum, 
  Erikssgard, or Port Zangerios). In coastal waters near the home city, this will be a war galley with full crew (all equipped 
  as marines). In open waters, or far from the home city, this will be a carrack with ballistae fore and aft. The carrack has 
  a full crew (all equipped as marines) and 5d4+20 0th-level longbowmen with treasure class L. Either type of vessel is 
  commanded by a level 1d6+6 fighter, and is 25% likely each to have a magician or cleric of like levels aboard. Any vessel 
  met by the warship will be hailed and asked to give an accounting of itself, and vessels that look remotely suspicious or 
  piratical (or who give an unsatisfactory answer, as determined by the reaction roll) are likely to be boarded or attacked. 
   
  Waterspout: Does not apply in winter. The waterspout forms at the standard encounter distance from the PCs. It is 
  the approximate size and shape of a class III air elemental with commensurate water (same as ground) movement rate 
  and damage potential. The waterspout moves directly toward the party’s ship and attacks a random PC on deck each 
  round for 1d6 rounds. It also inflicts 1d6 points of hull damage to the party’s ship every round. As a natural 
  phenomenon, it can’t be engaged in combat and is immune to spells such as dispel magic. After 1d6 rounds have passed, 
  the waterspout either moves away in a random direction or dissipates (referee’s option). 
   
  Weird Vibrations: The entire party is assailed by cacodaemoniacal melodies and the music of unholy spheres for 
  1d6 hours. All PCs are at -2 on CA and TA, -2 to hit and damage, and -2 on saving throws. In addition, each PC must 
  make a sorcery save each hour or lose 1d3 points of INT and WIS. Any PC who falls below 3 in either INT or WIS goes 
  violently insane until the daemonic music stops. When the vibrations cease, INT and WIS are regained at the rate of 
  1d3 points each per turn, but any PC who went temporarily insane must make another sorcery save or suffer 1d3 
  permanent insanities. 
   
   
   
  
  Whirlpool: Does not apply in winter. The whirlpool forms 1d10x10 yards away from the party’s ship. The ship has a 
  percentage chance equal to the distance to the whirlpool (in yards) to escape being dragged to its doom. If the ship is 
  unable to escape, it may be swallowed by the whirlpool and sink. It is 75% likely that a given whirlpool can only swallow 
  a small ship (fifty feet or less); otherwise it can swallow a ship of any size. A ship that doesn’t escape, but that is too large 
  to swallow, suffers 2d6 hull points of damage before the whirlpool dissipates. The fate of the passengers and crew of a 
  swallowed ship must be adjudicated by the referee. 
   
  White Death: The glaciers of Hyperborea, impregnated with the malice of the Ashen Worm, reach out icy hands to 
  seize interlopers and transgressors. The PCs suddenly find themselves in a glacial field that seemingly slopes upward at 
  a vertiginous angle in every direction. This sinister effect covers an area 1d10 miles in diameter centered on the PCs. If 
  this uncanny new topography is greatly at variance with known reality (e.g., if the PCs are actually on a mountain peak), 
  then each PC must make a sorcery save or develop a random insanity. While within the unnatural zone of white death, 
  the PCs are automatically lost and can only wander at random, moving at ¼ speed on the steep glacial slopes. All 
  encounters during this time are automatically rolled on the ALIEN column of the current TERRAIN TABLE. The 
  effect only ends if the PCs manage to move out of the affected area – whereupon the impossibly-steep glacial fields vanish 
  as if they never existed, and normal topography is seen once more. 
   
  White-Speckled Blue Lotus: Does not apply at night or in winter. If a surprise check indicates the PCs are 
  surprised, a random PC stumbles across the lotus and is sprayed with the usual effects. If the party is not surprised – 
  and does not include a barbarian, ranger, witch, druid, shaman, or scout – the PCs pass the lotus without seeing it 
  (treated as “no encounter”). If the party is not surprised, and does include one of the aforementioned classes, the PCs 
  have spotted the lotus and may take whatever action they deem wise – including trying to harvest the dangerous plant. 
  If the lotus exists in an inhabited region (defined as a region with at least one MEN result on its ENCOUNTER 
  TABLE), then 1d6 white-speckled blue zombies lurk nearby and will attack either after the lotus sprays a PC or after the 
  party passes the lotus without seeing it. 
   
  Wildfire: Summer only. This encounter always begins with a Heat Wave (q.v.) lasting 1d6 days; if any precipitation 
  occurs during this time, the Heat Wave ends and the actual wildfire is preempted. The wildfire proper begins with the 
  smell of smoke and an onrush of fleeing animals; 1d3 different types of animals (rolled on the ANIMAL column of the 
  current TERRAIN TABLE) flee directly toward the PCs, accompanied by numerous small and harmless beasts. These 
  animals are only interested in escaping the fire, and fight only if the PCs block their escape route (in which case they 
  attack with savage desperation to clear a path). 1d3 turns later a line of smoke and flames 1d10 miles long (centered on 
  the PCs) appears at the standard encounter distance and moves directly toward the PCs at a rate of 20. In all ways it acts 
  as an extremely large wall of fire doing 8 dice damage. The wildfire is only halted by a river (or larger body of water) or 
  firebreaks requiring many men to dig (referee’s discretion). The fire is not magical and can’t be extinguished by spells 
  like dispel magic, but precipitation from a control weather spell (for example) might suffice. 
   
  Wind from the Gulf: Outdoors only. A daemonic freezing wind blasts down on the PCs from directly above for 
  2d6 hours. Each PC is considered to be under a blight spell during this period, and all attempts to turn undead and 
  daemons are at -2 TA. Any PC who fails to seek sturdy shelter (i.e., a cave or stone building) must make a death save 
  every hour or suffer 1d20 points of damage. At the referee’s discretion, something may arrive from the Black Gulf during 
  this period. 
   
  Windstorm: Dangerously high winds blow for 1d6 hours. Each PC without sturdy shelter (i.e., a cave or stone 
  building) must make an avoidance save every hour or suffer 1d10 points of damage from flying debris. If PCs are in a 
  sailed boat on a river or lake, the boat is driven onto the shore and suffers 3d6 hull points of damage. 
   
  
  Witch: The witch is always encountered alone and, if the reaction roll is bad, will usually attempt to cloak herself in 
  illusion or darkness. If this attempt is successful, then there is no encounter. (However, if the witch is female and any 
  male PC has a charisma of 13 or higher, then the witch is 75% likely to shadow the party and attempt to charm the 
  male PC with the highest charisma.) A witch, even an Evil one, will rarely attack openly and will usually not admit to 
  being a witch. A hostile witch is much more likely to attempt to charm as many PCs as possible and use these dupes to 
  deal with the rest, while herself employing potions and enchantments from the shadows. 
   
  
  Appendix II: Quick NPC Parties 
   
  Procedure 
  1. The alignment of all members of the NPC party is determined by rolling 1d10 on the Alignment Table once. 
  2. The total number of characters in the NPC party is determined by rolling 1d6+6. The number of classed 
  characters is determined by rolling 2d3; all additional characters in the party are hired mercenaries. 
  3. The level of all classed characters in the NPC party is determined by rolling 3d6 on the Level Table once. 
  4. The class of each classed character is determined by rolling 3d10 on the Class Table. An alternative is given for 
  any case where party alignment would disallow the first option. 
  5. The race of each character in the NPC party is determined by rolling 4d4 on the Race Table. At the referee’s 
  option, this can instead be rolled once and applied to the entire party, or it can simply be assumed that the 
  party is of Common racial stock. 
  6. Each classed character is completed per the individual class tables (Fighters et al). Spells and runes are 
  cumulative for every level, but equipment is not. Above-average ability scores are listed for each class; for 
  simplicity, all others can be assumed to be 11. Weapon specialization, familiars, and the like can be ignored, 
  or handled however the referee wishes. NPCs can have whatever additional mundane gear (rations, rope, 
  torches, etc.) the referee feels is appropriate. Either gender can be assumed to be equally likely for any character. 
  7. All mercenaries have the levels and equipment given on the Mercenary Table. 
  8. A name for each character (based on race and gender) can be rolled on the tables in Appendix III. 
   
  Alignment Table 
  1d10 
  Party Alignment 
  01-02 
  Chaotic Good 
  03-04 
  Chaotic Evil 
  05-08 
  Neutral 
  09 
  Lawful Evil 
  10 
  Lawful Good 
   
  Level Table 
  3d6 
  Level 
  03 
  11th 
  04 
  9th 
  05 
  7th 
  06 
  5th 
  07 
  4th 
  08 
  3rd 
  09 
  2nd 
  10 
  1st 
  11 
  1st 
  12 
  2nd 
  13 
  3rd 
  14 
  4th 
  15 
  6th 
  16 
  8th 
  17 
  10th 
  18 
  12th 
   
   
   
   
   
  
  Class Table 
  3d10 
  Character Class 
  03 
  Cryomancer (if party is Chaotic, Pyromancer instead) 
  04 
  Magician 
  05 
  Priest 
  06 
  Witch (if party is Lawful, Illusionist instead) 
  07 
  Purloiner (if party is Lawful Good, Monk instead) 
  08 
  Bard (if party is Lawful, Illusionist instead) 
  09 
  Runegraver (if party is not Chaotic, Priest instead) 
  10 
  Shaman (if party is Lawful, Priest instead) 
  11 
  Berserker (if party is not Chaotic, Huntsman instead) 
  12 
  Huntsman 
  13 
  Cataphract 
  14 
  Scout (if party is Lawful Good, Ranger instead) 
  15 
  Thief (if party is Lawful Good, Huntsman instead) 
  16 
  Fighter 
  17 
  Fighter 
  18 
  Barbarian (if party is not Chaotic, Huntsman instead) 
  19 
  Thief (if party is Lawful Good, Huntsman instead) 
  20 
  Assassin (if party is Good, Huntsman instead) 
  21 
  Cleric 
  22 
  Druid (if party is not Neutral, Priest instead) 
  23 
  Ranger (if party is Evil, Scout instead) 
  24 
  Monk 
  25 
  Warlock 
  26 
  Legerdemainist (if party is Lawful Good, Illusionist instead) 
  27 
  Paladin (if party is not Lawful Good, Cataphract instead) 
  28 
  Illusionist 
  29 
  Necromancer (if party is Good, Illusionist instead) 
  30 
  Pyromancer (if party is Lawful, Cryomancer instead) 
   
  Race Table 
  4d4 
  Character or Party Race 
  04 
  Hyperborean 
  05 
  Ixian 
  06 
  Esquimaux 
  07 
  Kimmeri-Keltic 
  08 
  Kimmerian 
  09 
  Viking 
  10 
  Common 
  11 
  Common 
  12 
  Keltic 
  13 
  Pictish 
  14 
  Half-Blood Pictish 
  15 
  Amazon 
  16 
  Atlantean 
   
   
   
   
   
   
  
  Fighters (Strength 16) 
  Level 
  Equipment 
  1st 
  Scale armour, small shield, battle axe, short bow, quiver of 12 arrows, treasure class L 
  2nd 
  Chain mail, small shield, battle axe, short bow, quiver of 12 arrows, treasure class L 
  3rd 
  Chain mail, small shield, battle axe, short bow, quiver of 12 arrows, treasure class M 
  4th 
  Banded mail, small shield, battle axe, short bow, quiver of 12 arrows, treasure class M 
  5th 
  Banded mail, small shield, battle axe +1, short bow, quiver of 12 arrows, treasure class M 
  6th 
  Plate mail, small shield, battle axe +1, short bow, quiver of 12 arrows, treasure class M 
  7th 
  Plate mail, small shield +1, battle axe +1, short bow, quiver of 12 arrows, treasure class N 
  8th 
  Plate mail, small shield +1, battle axe +2, short bow, quiver of 12 arrows, treasure class N 
  9th 
  Field plate, small shield +1, battle axe +2, short bow, quiver of 12 arrows, treasure class N 
  10th 
  Field plate, small shield +1, battle axe +2, short bow, quiver of 12 arrows, treasure class N+Q 
  11th 
  Full plate, small shield +1, battle axe +2, short bow, quiver of 12 arrows, treasure class N+Q 
  12th 
  Full plate +1, small shield +1, battle axe +2, short bow +1, quiver of 12 arrows, treasure class N+Q 
   
  Magicians (Intelligence 16) 
  Level 
  Equipment 
  Spells 
  1st 
  Quarterstaff, dagger, treasure class L 
  Magic missile, shield 
  2nd 
  Quarterstaff, dagger, treasure class L 
  Protection from evil 
  3rd 
  Quarterstaff, dagger, scroll of friends, treasure class M 
  Invisibility, ray of enfeeblement 
  4th 
  Quarterstaff, dagger, scroll of friends, treasure class M 
  Detect magic, detect invisibility 
  5th 
  Quarterstaff, dagger, scroll of scare, treasure class M 
  Dispel magic 
  6th 
  Quarterstaff, dagger, scroll of scare, treasure class M  
  Shove, mirror image, sepia 
  snake sigil 
  7th 
  Quarterstaff, dagger, scroll of haste, wand of magic missiles, potion of 
  gaseous form, treasure class N 
  Remove curse 
  8th 
  Quarterstaff, dagger, scroll of haste, wand of magic missiles, potion of 
  gaseous form, treasure class N 
  Levitate, fly, lesser globe of 
  invulnerability 
  9th 
  Quarterstaff, dagger, scroll of fire shield, wand of magic missiles, 
  potion of gaseous form, treasure class N 
  Friends, feeblemind 
  10th 
  Quarterstaff, dagger, scroll of fire shield, wand of magic missiles, 
  potion of gaseous form, treasure class N+Q 
  Haste, fire shield, teleport 
  11th 
  Quarterstaff, dagger, scroll of passwall, wand of magic missiles, potion 
  of gaseous form, treasure class N+Q 
  Scare, greater globe of 
  invulnerability 
  12th 
  Quarterstaff, dagger, scroll of passwall, wand of magic missiles, potion 
  of gaseous form, treasure class N+Q 
  Polymorph other, hold monster, 
  geas 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Clerics (Wisdom 16) 
  Level 
  Equipment 
  Spells 
  1st 
  Scale armour, small shield, footman’s mace, treasure class L 
  Bless, command 
  2nd 
  Chain mail, small shield, footman’s mace, treasure class L 
  Cure light wounds 
  3rd 
  Chain mail, small shield, footman’s mace, scroll of detect magic, 
  treasure class M 
  Hold person, silence 
  4th 
  Chain mail, small shield, footman’s mace, scroll of detect magic, 
  treasure class M 
  Incantation 
  5th 
  Chain mail, small shield, footman’s mace +1, scroll of serpent 
  charm, treasure class M 
  Remove fear, dispel magic 
  6th 
  Splint mail, small shield, footman’s mace +1, scroll of serpent 
  charm, treasure class M 
  Remove curse 
  7th 
  Splint mail, small shield+1, footman’s mace +1, scroll of animate 
  dead, treasure class N 
  Serpent charm, protection from 
  evil 15’ r 
  8th 
  Splint mail +1, small shield+1, footman’s mace +1, scroll of 
  animate dead, treasure class N 
  Neutralize poison 
  9th 
  Splint mail +1, small shield+1, footman’s mace +1, scroll of cure 
  serious wounds, treasure class N 
  Detect magic, animate dead, flame 
  strike 
  10th 
  Splint mail +1, small shield+1, footman’s mace +1, scroll of cure 
  serious wounds, treasure class N+Q 
  Dispel evil 
  11th 
  Splint mail +1, small shield+1, footman’s mace +2, scroll of quest, 
  treasure class N+Q 
  Invisibility to undead, cure serious 
  wounds, heal 
  12th 
  Splint mail +1, small shield+1, footman’s mace +2, scroll of quest, 
  treasure class N+Q 
  Blade barrier 
   
  Thieves (Dexterity 16) 
  Level 
  Equipment 
  1st 
  Leather armour, small shield, long sword, dagger, treasure class L 
  2nd 
  Studded armour, small shield, long sword, dagger, treasure class L 
  3rd 
  Studded armour, small shield, long sword, dagger, treasure class M 
  4th 
  Studded armour, small shield, long sword +1, dagger, treasure class M 
  5th 
  Studded armour, small shield +1, long sword +1, dagger, treasure class M 
  6th 
  Studded armour +1, small shield +1, long sword +1, dagger, treasure class M 
  7th 
  Studded armour +1, small shield +1, long sword +1, dagger, treasure class N 
  8th 
  Studded armour +1, small shield +1, long sword +2, dagger, treasure class N 
  9th 
  Studded armour +1, small shield +1, long sword +2, dagger +1, treasure class N 
  10th 
  Studded armour +1, small shield +1, long sword +2, dagger +1, treasure class N+Q 
  11th 
  Studded armour +1, small shield +1, long sword +2, dagger +2, treasure class N+Q 
  12th 
  Studded armour +2, small shield +1, long sword +2, dagger +2, treasure class N+Q 
   
  Barbarians (Strength 13, Dexterity 13, Constitution 13) 
  Level 
  Equipment 
  1st 
  Leather armour, bastard sword, dagger, short bow, quiver of 12 arrows, treasure class L 
  2nd 
  Studded armour, bastard sword, dagger, short bow, quiver of 12 arrows, treasure class L 
  3rd 
  Studded armour, bastard sword, dagger, short bow, quiver of 12 arrows, treasure class M 
  4th 
  Studded armour, bastard sword +1, dagger, short bow, quiver of 12 arrows, treasure class M 
  5th 
  Studded armour, bastard sword +1, dagger, short bow +1, quiver of 12 arrows, treasure class M 
  6th 
  Studded armour, bastard sword +1, dagger +1, short bow +1, quiver of 12 arrows, treasure class M 
  7th 
  Studded armour +1, bastard sword +1, dagger +1, short bow +1, quiver of 12 arrows, treasure class N 
  8th 
  Studded armour +1, bastard sword +2, dagger +1, short bow +1, quiver of 12 arrows, treasure class N 
  9th 
  Studded armour +1, bastard sword +2, dagger +1, short bow +2, quiver of 12 arrows, treasure class N 
  10th 
  Studded armour +1, bastard sword +2, dagger +1, short bow +2, quiver of 12 arrows, treasure class N+Q 
  11th 
  Studded armour +1, bastard sword +2, dagger +2, short bow +2, quiver of 12 arrows, treasure class N+Q 
  12th 
  Studded armour +2, bastard sword +2, dagger +2, short bow +2, quiver of 12 arrows, treasure class N+Q 
  
  Berserkers (Strength 15, Constitution 15) 
  Level 
  Equipment 
  1st 
  Leather armour, small shield, great axe, falcata, treasure class L 
  2nd 
  Studded armour, small shield, great axe, falcata, treasure class L 
  3rd 
  Studded armour, small shield, great axe, falcata, treasure class M 
  4th 
  Studded armour, small shield, great axe +1, falcata, treasure class M 
  5th 
  Studded armour +1, small shield, great axe +1, falcata, treasure class M 
  6th 
  Studded armour +1, small shield, great axe +1, falcata +1, treasure class M 
  7th 
  Studded armour +1, small shield, great axe +1, falcata +1, treasure class N 
  8th 
  Studded armour +1, small shield, great axe +2, falcata +1, treasure class N 
  9th 
  Studded armour +1, small shield +1, great axe +2, falcata +1, treasure class N 
  10th 
  Studded armour +1, small shield +1, great axe +2, falcata +1, treasure class N+Q 
  11th 
  Studded armour +1, small shield +1, great axe +2, falcata +2, treasure class N+Q 
  12th 
  Studded armour +2, small shield +1, great axe +2, falcata +2, treasure class N+Q 
   
  Cataphracts (Strength 13, Charisma 13) 
  Level 
  Equipment 
  1st 
  Laminated armour, small shield, horseman’s pick, short bow, quiver of 12 arrows, treasure class L 
  2nd 
  Splint armour, small shield, horseman’s pick, short bow, quiver of 12 arrows, treasure class L 
  3rd 
  Splint armour, small shield, horseman’s pick, short bow, quiver of 12 arrows, treasure class M 
  4th 
  Plate mail, small shield, horseman’s pick, short bow, quiver of 12 arrows, treasure class M 
  5th 
  Plate mail, small shield, horseman’s pick +1, short bow, quiver of 12 arrows, treasure class M 
  6th 
  Plate mail, small shield, horseman’s pick +1, short bow +1, quiver of 12 arrows, treasure class M 
  7th 
  Plate mail, small shield, horseman’s pick +1, short bow +1, quiver of 12 arrows, treasure class N 
  8th 
  Field plate, small shield, horseman’s pick +1, short bow +1, quiver of 12 arrows, treasure class N 
  9th 
  Field plate, small shield +1, horseman’s pick +1, short bow +1, quiver of 12 arrows, treasure class N 
  10th 
  Field plate, small shield +1, horseman’s pick +1, short bow +1, quiver of 12 arrows, treasure class N+Q 
  11th 
  Full plate, small shield +1, horseman’s pick +1, short bow +1, quiver of 12 arrows, treasure class N+Q 
  12th 
  Full plate +1, small shield +1, horseman’s pick +1, short bow +1, quiver of 12 arrows, treasure class N+Q 
   
  Huntsmen (Strength 13, Wisdom 13, Charisma 13) 
  Level 
  Equipment 
  1st 
  Leather armour, short spear, falcata, dagger, short bow, quiver of 12 arrows, fighting net, treasure class L 
  2nd 
  Studded armour, short spear, falcata, dagger, short bow, quiver of 12 arrows, fighting net, treasure class L 
  3rd 
  Studded armour, short spear, falcata, dagger, short bow, quiver of 12 arrows, fighting net, treasure class M 
  4th 
  Studded armour, short spear, falcata, dagger, short bow +1, quiver of 12 arrows, fighting net, treasure class 
  M 
  5th 
  Studded armour +1, short spear, falcata, dagger, short bow +1, quiver of 12 arrows, fighting net, treasure 
  class M 
  6th 
  Studded armour +1, short spear +1, falcata, dagger, short bow +1, quiver of 12 arrows, fighting net, 
  treasure class M 
  7th 
  Studded armour +1, short spear +1, falcata, dagger, short bow +1, quiver of 12 arrows, fighting net, 
  treasure class N 
  8th 
  Studded armour +1, short spear +1, falcata +1, dagger, short bow +1, quiver of 12 arrows, fighting net, 
  treasure class N 
  9th 
  Studded armour +2, short spear +1, falcata +1, dagger, short bow +1, quiver of 12 arrows, fighting net, 
  treasure class N 
  10th 
  Studded armour +2, short spear +1, falcata +1, dagger, short bow +1, quiver of 12 arrows +1, fighting net, 
  treasure class N+Q 
  11th 
  Studded armour +2, short spear +1, falcata +1, dagger, short bow +1, quiver of 12 arrows +1, fighting net, 
  treasure class N+Q 
  12th 
  Studded armour +2, short spear +1, falcata +1, dagger +1, short bow +1, quiver of 12 arrows +1, fighting 
  net, treasure class N+Q 
  
  Paladins (Strength 13, Charisma 15) 
  Level 
  Equipment 
  Spells 
  1st 
  Chain mail, small shield, long sword, dagger, treasure class L 
   
  2nd 
  Banded mail, small shield, long sword, dagger, treasure class L 
   
  3rd 
  Banded mail, small shield, long sword, dagger, treasure class M 
   
  4th 
  Banded mail, small shield, long sword+1, dagger, treasure class M 
   
  5th 
  Banded mail, small shield +1, long sword+1, dagger, treasure class M 
   
  6th 
  Plate mail, small shield +1, long sword+1, dagger, treasure class M 
   
  7th 
  Plate mail, small shield +1, long sword+1, dagger, treasure class N 
  Bless 
  8th 
  Plate mail, small shield +1, long sword+1, dagger, treasure class N 
  Protection from evil 
  9th 
  Plate mail +1, small shield +1, long sword+1, dagger, treasure class N 
  Incantation 
  10th 
  Plate mail +1, small shield +1, long sword+1, dagger, treasure class N+Q 
  Aid 
  11th 
  Plate mail +1, small shield +1, long sword+1, dagger, treasure class N+Q 
  Create food and water 
  12th 
  Plate mail +1, small shield +1, long sword+2, dagger, treasure class N+Q 
  Prayer 
   
  Rangers (Strength 13, Wisdom 13) 
  Level 
  Equipment 
  Spells 
  1st 
  Leather armour, small shield, short spear, hand axe, short bow, quiver of 12 arrows, 
  treasure class L 
   
  2nd 
  Studded armour, small shield, short spear, hand axe, short bow, quiver of 12 arrows, 
  treasure class L 
   
  3rd 
  Studded armour, small shield, short spear, hand axe, short bow, quiver of 12 arrows, 
  treasure class M 
   
  4th 
  Studded armour, small shield, short spear, hand axe, short bow +1, quiver of 12 
  arrows, treasure class M 
   
  5th 
  Studded armour, small shield, short spear, hand axe +1, short bow +1, quiver of 12 
  arrows, treasure class M 
   
  6th 
  Studded armour, small shield, short spear +1, hand axe +1, short bow +1, quiver of 
  12 arrows, treasure class M 
   
  7th 
  Studded armour, small shield, short spear +1, hand axe +1, short bow +1, quiver of 
  12 arrows, treasure class N 
  Speak with 
  animals 
  8th 
  Studded armour, small shield, short spear +1, hand axe +1, short bow +1, quiver of 
  12 arrows, treasure class N 
  Protection from 
  evil 
  9th 
  Studded armour, small shield, short spear +1, hand axe +1, short bow +1, quiver of 
  12 arrows, treasure class N 
  Charm person or 
  beast 
  10th 
  Studded armour +1, small shield, short spear +1, hand axe +1, short bow +1, quiver 
  of 12 arrows, treasure class N+Q 
  Detect invisibility 
  11th 
  Studded armour +1, small shield +1, short spear +1, hand axe +1, short bow +1, 
  quiver of 12 arrows, treasure class N+Q 
  Hold animal 
  12th 
  Studded armour +1, small shield +1, short spear +1, hand axe +1, short bow +1, 
  quiver of 12 arrows +1, treasure class N+Q 
  Flame arrow 
   
   
   
   
   
   
   
   
   
   
   
  
  Warlocks (Strength 13, Intelligence 13) 
  Level 
  Equipment 
  Spells 
  1st 
  Studded armour, small shield, war pick, light crossbow, case of 20 bolts, treasure class L 
  Dash, jump 
  2nd 
  Chain mail, small shield, war pick, light crossbow, case of 20 bolts, treasure class L 
   
  3rd 
  Banded mail, small shield, war pick, light crossbow, case of 20 bolts, treasure class M 
  Strengthen 
  4th 
  Banded mail, small shield, war pick, light crossbow, case of 20 bolts, scroll of charm 
  person, treasure class M 
   
  5th 
  Banded mail, small shield, war pick, light crossbow, case of 20 bolts, scroll of charm 
  person, treasure class M 
  Twofold missile 
  6th 
  Banded mail, small shield, war pick +1, light crossbow, case of 20 bolts, scroll of mirror 
  image, treasure class M 
   
  7th 
  Banded mail, small shield, war pick +1, light crossbow, case of 20 bolts, scroll of mirror 
  image, treasure class N 
  Charm person 
  8th 
  Banded mail, small shield, war pick +1, light crossbow +1, case of 20 bolts, scroll of 
  hold person, treasure class N 
  Mirror image 
  9th 
  Banded mail, small shield, war pick +1, light crossbow +1, case of 20 bolts, scroll of 
  hold person, treasure class N 
  Summon 
  monster I 
  10th 
  Banded mail, small shield, war pick +1, light crossbow +1, case of 20 bolts, scroll of 
  slow, treasure class N+Q 
  Enlargement 
  11th 
  Banded mail +1, small shield, war pick +1, light crossbow +1, case of 20 bolts, scroll of 
  slow, treasure class N+Q 
  Invisibility 
  12th 
  Banded mail +1, small shield +1, war pick +1, light crossbow +1, case of 20 bolts, scroll 
  of suggestion, treasure class N+Q 
  Hold person 
   
  Cryomancers (Intelligence 13, Wisdom 13) 
  Level 
  Equipment 
  Spells 
  1st 
  Short spear, hand axe, treasure class L 
  Magic ice dart, shield 
  2nd 
  Short spear, hand axe, treasure class L 
  Precipitate 
  3rd 
  Short spear, hand axe, scroll of protection from evil, treasure 
  class M 
  Cool metal 
  4th 
  Short spear, hand axe, scroll of protection from evil, treasure 
  class M 
  Cold resistance, ice armour 
  5th 
  Short spear, hand axe, scroll of wall of vapours, treasure class M 
  Hold person 
  6th 
  Short spear, hand axe, scroll of wall of vapours, treasure class M 
  Protection from evil, frost sphere, 
  dispel magic 
  7th 
  Short spear, hand axe, wand of paralysis, scroll of slow, potion of 
  climbing, treasure class N 
  Fire shield 
  8th 
  Short spear, hand axe, wand of paralysis, scroll of slow, potion of 
  climbing, treasure class N 
  Wall of vapours, cold protection, 
  change temperature 
  9th 
  Short spear, hand axe, wand of paralysis, scroll of ice storm, 
  potion of climbing, treasure class N 
  Hold portal, transform to winter wolf 
  10th 
  Short spear, hand axe, wand of paralysis, scroll of ice storm, 
  potion of climbing, treasure class N+Q 
  Slow, wall of ice, hold monster 
  11th 
  Short spear, hand axe, wand of paralysis, scroll of shout, potion 
  of climbing, treasure class N+Q 
  Gust of wind, summon ice daemon 
  12th 
  Short spear, hand axe, wand of paralysis, scroll of shout, potion 
  of climbing, treasure class N+Q 
  Ice storm, control winds, summon 
  aerial minion 
   
   
   
   
   
  
  Illusionists (Dexterity 13, Intelligence 13) 
  Level 
  Equipment 
  Spells 
  1st 
  Quarterstaff, dagger, treasure class L 
  Darkness, phantasm 
  2nd 
  Quarterstaff, dagger, treasure class L 
  Mirror image 
  3rd 
  Quarterstaff, dagger, scroll of disguise self, treasure class M 
  Invisibility 
  4th 
  Quarterstaff, dagger, scroll of disguise self, treasure class M 
  Terrify, improved phantasm 
  5th 
  Quarterstaff, dagger, scroll of phantasmal armour, treasure class M 
  Dispel phantasm 
  6th 
  Quarterstaff, dagger, scroll of phantasmal armour, treasure class M 
  Disguise self, hypnotic pattern, 
  fear 
  7th 
  Quarterstaff, dagger, wand of phantasms, scroll of suggestion, potion 
  of invisibility, treasure class N 
  Confusion 
  8th 
  Quarterstaff, dagger, wand of phantasms, scroll of suggestion, potion 
  of invisibility, treasure class N 
  Phantasmal armour, paralyze, 
  phantasmal killer 
  9th 
  Quarterstaff, dagger, wand of phantasms, scroll of dispel magic, 
  potion of invisibility, treasure class N 
  Detect magic, maze 
  10th 
  Quarterstaff, dagger, wand of phantasms, scroll of dispel magic, 
  potion of invisibility, treasure class N+Q 
  Suggestion, emotion, incite 
  chaos 
  11th 
  Quarterstaff, dagger, wand of phantasms, scroll of phantasmal door, 
  potion of invisibility, treasure class N+Q 
  Glitterdust, mass suggestion 
  12th 
  Quarterstaff, dagger, wand of phantasms, scroll of phantasmal door, 
  potion of invisibility, treasure class N+Q 
  Dispel magic, advanced spectral 
  phantasm, shades 
   
  Necromancers (Intelligence 13, Wisdom 13) 
  Level 
  Equipment 
  Spells 
  1st 
  Quarterstaff, sickle, whip, treasure class L 
  Command, scare 
  2nd 
  Quarterstaff, sickle, whip, treasure class L 
  Protection from evil 
  3rd 
  Quarterstaff, sickle, whip, scroll of invisibility to undead, treasure 
  class M 
  Ray of enfeeblement 
  4th 
  Quarterstaff, sickle, whip, scroll of invisibility to undead, treasure 
  class M 
  Detect magic, cause blindness 
  5th 
  Quarterstaff, sickle, whip, scroll of darkness, treasure class M 
  Strangle 
  6th 
  Quarterstaff, sickle, whip, scroll of darkness, treasure class M 
  Invisibility to undead, ghoul 
  touch, slow 
  7th 
  Quarterstaff, sickle, whip, wand of fear, scroll of hold person, potion 
  of levitation, treasure class N 
  Animate dead 
  8th 
  Quarterstaff, sickle, whip, wand of fear, scroll of hold person, potion 
  of levitation, treasure class N 
  Darkness, sepia snake sigil, 
  shroud of fear 
  9th 
  Quarterstaff, sickle, whip, wand of fear, scroll of inflict madness, 
  potion of levitation, treasure class N 
  Chill touch, death 
  10th 
  Quarterstaff, sickle, whip, wand of fear, scroll of inflict madness, 
  potion of levitation, treasure class N+Q 
  Hold person, turn sticks to 
  serpents, plague rats 
  11th 
  Quarterstaff, sickle, whip, wand of fear, scroll of shadow conjuration, 
  potion of levitation, treasure class N+Q 
  Zombie visage, animate dead II 
  12th 
  Quarterstaff, sickle, whip, wand of fear, scroll of shadow conjuration, 
  potion of levitation, treasure class N+Q 
  Vampiric touch, inflict madness, 
  finger of death 
   
   
   
   
   
   
   
  
  Pyromancers (Intelligence 13, Wisdom 13) 
  Level 
  Equipment 
  Spells 
  1st 
  Scimitar, curved dagger, treasure class L 
  Flaming missile, smoke cloud 
  2nd 
  Scimitar, curved dagger, treasure class L 
  Sorcerous armour 
  3rd 
  Scimitar, curved dagger, scroll of detect magic, treasure class M 
  Heat metal 
  4th 
  Scimitar, curved dagger, scroll of detect magic, treasure class M 
  Flash, produce flame 
  5th 
  Scimitar, curved dagger, scroll of pyrotechnics, treasure class M 
  Flame arrow 
  6th 
  Scimitar, curved dagger, scroll of pyrotechnics, treasure class M 
  Detect magic, glitterdust, dispel 
  magic 
  7th 
  Scimitar, curved dagger, wand of illuming, scroll of illusory wall of 
  fire, potion of fire resistance, treasure class N 
  Fire shield 
  8th 
  Scimitar, curved dagger, wand of illuming, scroll of illusory wall of 
  fire, potion of fire resistance, treasure class N 
  Pyrotechnics, incinerate normal 
  missiles, wall of fire 
  9th 
  Scimitar, curved dagger, wand of illuming, scroll of produce 
  bonfire, potion of fire resistance, treasure class N 
  Light, summon firefly swarm 
  10th 
  Scimitar, curved dagger, wand of illuming, scroll of produce 
  bonfire, potion of fire resistance, treasure class N+Q 
  Illusory wall of fire, controlled blast 
  fireball, flame strike 
  11th 
  Scimitar, curved dagger, wand of illuming, scroll of breathe fire, 
  potion of fire resistance, treasure class N+Q 
  Flaming sphere, death ray of 
  immolation 
  12th 
  Scimitar, curved dagger, wand of illuming, scroll of breathe fire, 
  potion of fire resistance, treasure class N+Q 
  Produce bonfire, teleport, summon 
  fire elemental 
   
  Witches (Intelligence 13, Charisma 13) 
  Level 
  Equipment 
  Spells 
  1st 
  Dagger, treasure class L 
  Alter self, charm person 
  2nd 
  Dagger, dose of ingestible poison I, soporific potion, treasure class L 
  Friends 
  3rd 
  Dagger, dose of ingestible poison I, soporific potion, philtre, scroll of 
  detect magic, treasure class M 
  Darkness 
  4th 
  Dagger, dose of ingestible poison II, soporific potion, paralytic potion, 
  philtre, scroll of detect magic, treasure class M 
  Protection from evil, 
  hypnotism 
  5th 
  Dagger, dose of ingestible poison II, soporific potion, paralytic potion, 
  philtre, scroll of hold person, treasure class M 
  Phantasm 
  6th 
  Dagger, dose of ingestible poison III, soporific potion, paralytic potion, 
  hallucinogenic potion, philtre, scroll of hold person, treasure class M 
  Detect magic, obscure, dispel 
  magic 
  7th 
  Dagger, wand of polymorphing, magic broom, dose of ingestible poison 
  III, soporific potion, paralytic potion, hallucinogenic potion, philtre, 
  scroll of slow, treasure class N 
  Polymorph self 
  8th 
  Dagger, wand of polymorphing, magic broom, dose of ingestible poison 
  IV, soporific potion, paralytic potion, hallucinogenic potion, philtre, 
  scroll of slow, treasure class N 
  Hold person, summon insect 
  swarm, hallucinatory terrain 
  9th 
  Dagger, wand of polymorphing, magic broom, dose of ingestible poison 
  IV, soporific potion, paralytic potion, hallucinogenic potion, philtre, 
  scroll of contagion, treasure class N 
  Scare, magic jar 
  10th 
  Dagger, wand of polymorphing, magic broom, dose of ingestible poison 
  V, soporific potion, paralytic potion, hallucinogenic potion, philtre, 
  scroll of contagion, treasure class N+Q 
  Slow, plant growth, shadow 
  conjuration 
  11th 
  Dagger, wand of polymorphing, magic broom, dose of ingestible poison 
  V, soporific potion, paralytic potion, hallucinogenic potion, philtre, 
  scroll of summon elemental, treasure class N+Q 
  Ungovernable hideous 
  laughter, geas 
  12th 
  Dagger, wand of polymorphing, magic broom, dose of ingestible poison 
  V, soporific potion, paralytic potion, hallucinogenic potion, philtre, 
  scroll of summon elemental, treasure class N+Q 
  Contagion, sleep everlasting, 
  summon invisible stalker 
   
  
  Druids (Wisdom 13, Charisma 13) 
  Level 
  Equipment 
  Spells 
  1st 
  Leather armour, small shield, scimitar, dagger, treasure class L 
  Entangle, sanctuary from animals 
  2nd 
  Studded armour, small shield, scimitar, dagger, treasure class L 
  Influence normal fire 
  3rd 
  Studded armour, small shield, scimitar, dagger, scroll of detect 
  magic, treasure class M 
  Heat metal 
  4th 
  Studded armour, small shield, scimitar +1, dagger, scroll of 
  detect magic, treasure class M 
  Light, cure light wounds 
  5th 
  Studded armour, small shield, scimitar +1, dagger, scroll of 
  charm person or beast, treasure class M 
  Call lightning 
  6th 
  Studded armour +1, small shield, scimitar +1, dagger, scroll of 
  charm person or beast, treasure class M 
  Detect magic, barkskin, neutralize 
  poison 
  7th 
  Studded armour +1, small shield, scimitar +1, dagger, scroll of 
  summon insect swarm, treasure class N 
  Summon animal I 
  8th 
  Studded armour +1, small shield +1, scimitar +1, dagger, 
  scroll of summon insect swarm, treasure class N 
  Charm person or beast, hold animal, 
  dispel magic 
  9th 
  Studded armour +1, small shield +1, scimitar +1, dagger, 
  scroll of lightning protection, treasure class N 
  Speak with animals, summon animal II 
  10th 
  Studded armour +1, small shield +1, scimitar +1, dagger +1, 
  scroll of lightning protection, treasure class N+Q 
  Summon insect swarm, plant portal, 
  turn sticks to serpents 
  11th 
  Studded armour +1, small shield +1, scimitar +1, dagger +1, 
  scroll of flame strike, treasure class N+Q 
  Gust of wind, summon animal III 
  12th 
  Studded armour +1, small shield +1, scimitar +1, dagger +1, 
  scroll of flame strike, treasure class N+Q 
  Messenger bird, lightning protection, 
  pass tree, summon fire elemental 
   
  Monks (Dexterity 13, Wisdom 13) 
  Level 
  Equipment 
  1st 
  Quarterstaff, hand axe, dagger, light crossbow, case of 20 bolts, treasure class L 
  2nd 
  Quarterstaff +1, hand axe, dagger, light crossbow, case of 20 bolts, treasure class L 
  3rd 
  Quarterstaff +1, hand axe, dagger, light crossbow, case of 20 bolts, treasure class M 
  4th 
  Quarterstaff +1, hand axe, dagger, light crossbow +1, case of 20 bolts, treasure class M 
  5th 
  Quarterstaff +1, hand axe +1, dagger, light crossbow +1, case of 20 bolts, treasure class M 
  6th 
  Quarterstaff +1, hand axe +1, dagger +1, light crossbow +1, case of 20 bolts, treasure class M 
  7th 
  Quarterstaff +1, hand axe +1, dagger +1, light crossbow +1, case of 20 bolts, treasure class N 
  8th 
  Quarterstaff +2, hand axe +1, dagger +1, light crossbow +1, case of 20 bolts, treasure class N 
  9th 
  Quarterstaff +2, hand axe +2, dagger +1, light crossbow +1, case of 20 bolts, treasure class N 
  10th 
  Quarterstaff +2, hand axe +2, dagger +1, light crossbow +1, case of 20 bolts, treasure class N+Q 
  11th 
  Quarterstaff +2, hand axe +2, dagger +1, light crossbow +2, case of 20 bolts, treasure class N+Q 
  12th 
  Quarterstaff +2, hand axe +2, dagger +2, light crossbow +2, case of 20 bolts, treasure class N+Q 
   
   
   
   
   
   
   
   
   
   
   
   
  
  Priests (Wisdom 13, Charisma 13) 
  Level 
  Equipment 
  Spells 
  1st 
  Quarterstaff, dagger, treasure class L 
  Bless, command, protection from evil 
  2nd 
  Quarterstaff, dagger, treasure class L 
  Sanctuary 
  3rd 
  Quarterstaff, dagger, scroll of cure light wounds, 
  treasure class M 
  Incantation, silence 
  4th 
  Quarterstaff, dagger, scroll of cure light wounds, 
  treasure class M 
  Detect magic, hold person 
  5th 
  Quarterstaff, dagger, scroll of fire resistance, treasure 
  class M 
  Dispel magic, magic vestment 
  6th 
  Quarterstaff, dagger, scroll of fire resistance, treasure 
  class M 
  Serpent charm, prayer 
  7th 
  Quarterstaff, dagger, scarab of protection, scroll of 
  remove curse, treasure class N 
  Cure light wounds, protection from evil 15’ r, 
  turn sticks to serpents 
  8th 
  Quarterstaff, dagger, scarab of protection, scroll of 
  remove curse, treasure class N 
  Meld into stone, cure serious wounds 
  9th 
  Quarterstaff, dagger, scarab of protection, scroll of 
  discern lie, treasure class N 
  Fire resistance, dispel evil, finger of death 
  10th 
  Quarterstaff, dagger, scarab of protection, scroll of 
  discern lie, treasure class N+Q 
  Light, shroud of fear, insect plague 
  11th 
  Quarterstaff, dagger, scarab of protection, scroll of 
  flame strike, treasure class N+Q 
  Remove curse, aerial minion, control weather 
  12th 
  Quarterstaff, dagger, scarab of protection, scroll of 
  flame strike, treasure class N+Q 
  Invisibility to undead, raise dead, heal 
   
  Runegravers (Strength 13, Wisdom 13) 
  Level 
  Equipment 
  Runes 
  1st 
  Studded armour, small shield, battle axe, dagger, ale horn, treasure 
  class L 
  Command 
  2nd 
  Chain mail, small shield, battle axe, dagger, ale horn, treasure class 
  L 
  Enlargement 
  3rd 
  Chain mail, small shield, battle axe, dagger, ale horn, treasure class 
  M 
  Mount, hold person 
  4th 
  Chain mail, small shield, battle axe +1, dagger, ale horn, treasure 
  class M 
  Black cloud 
  5th 
  Chain mail +1, small shield, battle axe +1, dagger, ale horn, 
  treasure class M 
  Fool’s gold, twofold missile 
  6th 
  Chain mail +1, small shield +1, battle axe +1, dagger, ale horn, 
  treasure class M 
  Inflict disease 
  7th 
  Chain mail +1, small shield +1, battle axe +2, dagger, ale horn, 
  treasure class N 
  Create food and water, dweomered 
  weapon 
  8th 
  Chain mail +2, small shield +1, battle axe +2, dagger, ale horn, 
  treasure class N 
  Ice storm 
  9th 
  Chain mail +2, small shield +1, battle axe +2, dagger +1, ale horn, 
  treasure class N 
  Freeze surface, flame strike 
  10th 
  Chain mail +2, small shield +1, battle axe +2, dagger +1, ale horn, 
  treasure class N+Q 
  True seeing 
  11th 
  Chain mail +2, small shield +2, battle axe +2, dagger +1, ale horn, 
  treasure class N+Q 
  Control water 
  12th 
  Chain mail +2, small shield +2, battle axe +2, dagger +2, ale horn, 
  treasure class N+Q 
  Reincarnation 
   
   
  
  Shamans (Intelligence 13, Wisdom 13) 
  Level 
  Equipment 
  Spells 
  1st 
  Leather armour, war club, dagger, short bow, quiver of 12 arrows, treasure 
  class L 
  Bless, precipitate 
  2nd 
  Studded armour, war club, dagger, short bow, quiver of 12 arrows, treasure 
  class L 
  Friends, spider climb 
  3rd 
  Studded armour, war club, dagger, short bow, quiver of 12 arrows, scroll of 
  cure light wounds, treasure class M 
  Darkness 
  4th 
  Studded armour, war club, dagger, short bow, quiver of 12 arrows, scroll of 
  charm person, treasure class M 
  Invisibility 
  5th 
  Studded armour, war club, dagger, short bow +1, quiver of 12 arrows, scroll 
  of silence, treasure class M 
  Prayer 
  6th 
  Studded armour, war club, dagger, short bow +1, quiver of 12 arrows, scroll 
  of stinking cloud, treasure class M 
  Phantasm 
  7th 
  Studded armour, war club, dagger, short bow +1, quiver of 12 arrows, scroll 
  of remove curse, treasure class N 
  Cure light wounds, 
  perform exorcism 
  8th 
  Studded armour, war club, dagger, short bow +1, quiver of 12 arrows, scroll 
  of protection from normal missiles, treasure class N 
  Charm person, 
  polymorph other 
  9th 
  Studded armour, war club +1, dagger, short bow +1, quiver of 12 arrows, 
  scroll of cure serious wounds, treasure class N 
  Silence, cure madness 
  10th 
  Studded armour, war club +1, dagger, short bow +1, quiver of 12 arrows, 
  scroll of hallucinatory terrain, treasure class N+Q 
  Stinking cloud, summon 
  elemental 
  11th 
  Studded armour +1, war club +1, dagger, short bow +1, quiver of 12 arrows, 
  scroll of raise dead, treasure class N+Q 
  Remove curse, animate 
  objects 
  12th 
  Studded armour +1, war club +1, dagger +1, short bow +1, quiver of 12 
  arrows, scroll of magic jar, treasure class N+Q 
  Protection from normal 
  missiles, geas 
   
  Assassins (Dexterity 13, Intelligence 13) 
  Level 
  Equipment 
  1st 
  Short sword, dagger, light crossbow, case of 20 bolts, treasure class L 
  2nd 
  Short sword, dagger, light crossbow, case of 20 bolts, dose of ingestible poison I, treasure class L 
  3rd 
  Short sword, dagger, light crossbow, case of 20 bolts, dose of ingestible poison I, dose of penetrative poison 
  I, treasure class M 
  4th 
  Short sword, dagger, light crossbow, case of 20 bolts, dose of ingestible poison II, dose of penetrative 
  poison I, treasure class M 
  5th 
  Short sword, dagger, light crossbow +1, case of 20 bolts, dose of ingestible poison II, dose of penetrative 
  poison II, treasure class M 
  6th 
  Short sword, dagger, light crossbow +1, case of 20 bolts, dose of ingestible poison III, dose of penetrative 
  poison II, treasure class M 
  7th 
  Short sword, venom dagger +2 (penetrative poison III), light crossbow +1, case of 20 bolts, dose of 
  ingestible poison III, dose of penetrative poison III, treasure class N 
  8th 
  Short sword +1, venom dagger +2 (penetrative poison III), light crossbow +1, case of 20 bolts, dose of 
  ingestible poison IV, dose of penetrative poison III, treasure class N 
  9th 
  Short sword +1, venom dagger +2 (penetrative poison IV), light crossbow +1, case of 20 bolts, dose of 
  ingestible poison IV, dose of penetrative poison IV, treasure class N 
  10th 
  Short sword +1, venom dagger +2 (penetrative poison IV), light crossbow +2, case of 20 bolts, dose of 
  ingestible poison IV, dose of penetrative poison IV, treasure class N+Q 
  11th 
  Short sword +1, venom dagger +2 (penetrative poison IV), light crossbow +2, case of 20 bolts, dose of 
  ingestible poison V, dose of penetrative poison IV, treasure class N+Q 
  12th 
  Short sword +2, venom dagger +2 (penetrative poison V), light crossbow +2, case of 20 bolts, dose of 
  ingestible poison V, dose of penetrative poison V, treasure class N+Q 
   
  
  Bards (Dexterity 13, Charisma 15) 
  Level 
  Equipment 
  Spells 
  1st 
  Leather armour, small shield, broadsword, dagger, short bow, quiver of 12 arrows, 
  lyre, treasure class L 
  Pass without trace 
  2nd 
  Studded armour, small shield, broadsword, dagger, short bow, quiver of 12 arrows, 
  lyre, treasure class L 
  Phantasm 
  3rd 
  Studded armour, small shield, broadsword, dagger, short bow, quiver of 12 arrows, 
  lyre, treasure class M 
  Charm person or 
  beast 
  4th 
  Studded armour, small shield, broadsword +1, dagger, short bow, quiver of 12 
  arrows, lyre, treasure class M 
  Invisibility 
  5th 
  Studded armour, small shield, broadsword +1, dagger, short bow +1, quiver of 12 
  arrows, lyre, treasure class M 
  Black cloud 
  6th 
  Studded armour +1, small shield, broadsword +1, dagger, short bow +1, quiver of 
  12 arrows, lyre, treasure class M 
  Spectral phantasm 
  7th 
  Studded armour +1, small shield, broadsword +1, dagger +1, short bow +1, quiver 
  of 12 arrows, lyre, treasure class N 
  Hallucinatory 
  terrain 
  8th 
  Studded armour +1, small shield +1, broadsword +1, dagger +1, short bow +1, 
  quiver of 12 arrows, lyre, treasure class N 
  Phantasmal killer 
  9th 
  Studded armour +1, small shield +1, broadsword +2, dagger +1, short bow +1, 
  quiver of 12 arrows, lyre, treasure class N 
  Entangle, obscure 
  10th 
  Studded armour +1, small shield +1, broadsword +2, dagger +1, short bow +1, 
  quiver of 12 arrows, lyre, treasure class N+Q 
  Darkness, hypnotic 
  pattern 
  11th 
  Studded armour +1, small shield +1, broadsword +2, dagger +1, short bow +1, 
  quiver of 12 arrows, lyre, treasure class N+Q 
  Call lightning, dispel 
  magic 
  12th 
  Studded armour +1, small shield +1, broadsword +2, dagger +1, short bow +1, 
  quiver of 12 arrows, lyre of time and space, treasure class N+Q 
  Fear, confusion 
   
  Legerdemainists (Dexterity 13, Intelligence 13) 
  Level 
  Equipment 
  Spells 
  1st 
  Leather armour, small shield, long sword, dagger, treasure class L 
  Charm person, 
  sleep 
  2nd 
  Studded armour, small shield, long sword, dagger, treasure class L 
   
  3rd 
  Studded armour, small shield, long sword, dagger, scroll of detect magic, treasure 
  class M 
  Invisibility 
  4th 
  Studded armour, small shield, long sword +1, dagger, scroll of detect magic, treasure 
  class M 
   
  5th 
  Studded armour, small shield, long sword +1, dagger, scroll of levitate, treasure class 
  M 
  Clairvoyance 
  6th 
  Studded armour +1, small shield, long sword +1, dagger, scroll of levitate, treasure 
  class M 
   
  7th 
  Studded armour +1, small shield, long sword +1, dagger, scroll of dispel magic, 
  treasure class N 
  Detect magic 
  8th 
  Studded armour +1, small shield, long sword +1, dagger, scroll of dispel magic, 
  treasure class N 
  Levitate 
  9th 
  Studded armour +1, small shield, long sword +1, dagger +1, scroll of suggestion, 
  treasure class N 
  Dispel magic 
  10th 
  Studded armour +1, small shield, long sword +1, dagger +1, scroll of suggestion, 
  treasure class N+Q 
  Unseen servant 
  11th 
  Studded armour +1, small shield +1, long sword +1, dagger +1, scroll of fly, 
  treasure class N+Q 
  Knock 
  12th 
  Studded armour +1, small shield +1, long sword +1, dagger +1, scroll of fly, 
  treasure class N+Q 
  Suggestion 
   
  
  Purloiners (Dexterity 13, Wisdom 13) 
  Level 
  Equipment 
  Spells 
  1st 
  Leather armour, small shield, long sword, dagger, treasure class L 
  Command, 
  sanctuary 
  2nd 
  Studded armour, small shield, long sword, dagger, treasure class L 
   
  3rd 
  Studded armour, small shield, long sword, dagger, scroll of detect magic, treasure 
  class M 
  Silence 
  4th 
  Studded armour, small shield, long sword +1, dagger, scroll of detect magic, treasure 
  class M 
   
  5th 
  Studded armour, small shield, long sword +1, dagger, scroll of find traps, treasure 
  class M 
  Locate object 
  6th 
  Studded armour +1, small shield, long sword +1, dagger, scroll of find traps, 
  treasure class M 
   
  7th 
  Studded armour +1, small shield, long sword +1, dagger, scroll of dispel magic, 
  treasure class N 
  Detect magic 
  8th 
  Studded armour +1, small shield, long sword +1, dagger, scroll of dispel magic, 
  treasure class N 
  Find traps 
  9th 
  Studded armour +1, small shield, long sword +1, dagger +1, scroll of meld into 
  stone, treasure class N 
  Dispel magic 
  10th 
  Studded armour +1, small shield, long sword +1, dagger +1, scroll of meld into 
  stone, treasure class N+Q 
  Omen 
  11th 
  Studded armour +1, small shield +1, long sword +1, dagger +1, scroll of speak with 
  dead, treasure class N+Q 
  Hold person 
  12th 
  Studded armour +1, small shield +1, long sword +1, dagger +1, scroll of speak with 
  dead, treasure class N+Q 
  Meld into stone 
   
  Scouts (Dexterity 13, Intelligence 13) 
  Level 
  Equipment 
  1st 
  Leather armour, small shield, falcata, dagger, short bow, quiver of 12 arrows, treasure class L 
  2nd 
  Studded armour, small shield, falcata, dagger, short bow, quiver of 12 arrows, treasure class L 
  3rd 
  Studded armour, small shield, falcata, dagger, short bow, quiver of 12 arrows, treasure class M 
  4th 
  Studded armour, small shield, falcata +1, dagger, short bow, quiver of 12 arrows, treasure class M 
  5th 
  Studded armour, small shield, falcata +1, dagger, short bow +1, quiver of 12 arrows, treasure class M 
  6th 
  Studded armour +1, small shield, falcata +1, dagger, short bow +1, quiver of 12 arrows, treasure class M 
  7th 
  Studded armour +1, small shield, falcata +1, dagger, short bow +1, quiver of 12 arrows, treasure class N 
  8th 
  Studded armour +1, small shield, falcata +1, dagger +1, short bow +1, quiver of 12 arrows, treasure class 
  N 
  9th 
  Studded armour +1, small shield +1, falcata +1, dagger +1, short bow +1, quiver of 12 arrows, treasure 
  class N 
  10th 
  Studded armour +1, small shield +1, falcata +1, dagger +1, short bow +1, quiver of 12 arrows +1, treasure 
  class N+Q 
  11th 
  Studded armour +1, small shield +1, falcata +2, dagger +1, short bow +1, quiver of 12 arrows +1, treasure 
  class N+Q 
  12th 
  Studded armour +1, small shield +1, falcata +2, dagger +1, short bow +2, quiver of 12 arrows +1, treasure 
  class N+Q 
   
   
   
   
   
   
  
  Mercenary Table 
  Classed Character Level 
  Mercenaries 
  1st-4th 
  0th-level light infantrymen with treasure class L 
  5th-8th 
  2nd-level medium infantrymen with treasure class M 
  9th-12th 
  5th-level heavy infantrymen with treasure class N 
   
  Quick Adventuring Gear 
  In some cases NPCs may join with a PC party, putting all of the NPC gear at PC disposal, or else PCs may loot their 
  corpses. In either of these circumstances, the referee may not wish to choose compete gear for each NPC from scratch. 
  If this is the case, each NPC classed character and mercenary can be assumed to have the following in addition to the 
  listed arms, armour, and treasure: backpack, 1 week iron rations, 1 full wineskin, a winter blanket, a tinderbox, and 3 
  torches. Strong NPCs (13+ strength) also have 50’ of hemp rope, a pry bar, a hammer, and 12 iron spikes. Character 
  classes that use holy symbols and/or thieves’ tools can be assumed to have them. Character classes that use spell books 
  can be assumed to have them on their person 50% of the time; these contain all memorized spells and any additional 
  ones the referee cares to add. (For more flavor and distinction between the classes, the referee may wish to use the Quick 
  Start Equipage Packs on pp 128-129 of the AS&SH hardcover to determine equipment other than arms and armor.) 
   
  Example of Creating an NPC Party 
  A roll of 1d10 on the Alignment Table is ‘3’, so the party is Chaotic Evil in alignment. A roll of 1d6+6 indicates that 
  there are 9 total characters in the party. A roll of 2d3 determines that 5 of these characters are classed, leaving a balance 
  of 4 as hired mercenaries. A roll of 3d6 on the Level Table is ‘14’, so the classed members of the party are 4th-level. 3d10 
  is then rolled on the Class Table for each classed character; the results are scout (‘14’), cataphract (‘13’), berserker (‘11’), 
  fighter (‘16’), and another scout (‘14’). Because the classed characters are 4th-level, the mercenaries are all 0th-level light 
  infantrymen (per the Mercenary Table). 4d4 is rolled on the Race Table for each classed character and mercenary, with 
  the results being Keltic (‘12’), Viking (‘9’), Keltic (‘12’), Kimmeri-Keltic (‘7’), Keltic (‘12’), Kimmerian (‘8’), Viking (‘9’), 
  Common (‘10’), and Common (‘11’). The gender of each character is then rolled on 1d100, with equal chance of either 
  gender, and a name is generated for each by rolling 1d12 on the appropriate table (determined by race and gender) in 
  Appendix III. The party consists of Brighid (4th-level female Keltic scout), Snorri (4th-level male Viking cataphract), 
  Dughlas (4th-level male Keltic berserker), Malamhin (4th-level female Kimmeri-Keltic fighter), Lachlann (4th-level male 
  Keltic scout), Andronikos (0th-level male Kimmerian light infantryman), Eirikr (0th-level male Viking light infantryman), 
  Korxai (0th-level male Common light infantryman) and Felxell (0th-level male Common light infantryman). No sorcerers 
  here – this is a hard-headed bunch of swordsmen out for loot and plunder! 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Appendix III: Quick NPC Names Table 
   
  d12 
  Amazon (F) 
  Amazon (M) 
  Atlantean (F) 
  Atlantean (M) 
  Common (F) 
  Common (M) 
  Esquimaux 
  01 
  Alexandra 
  Antigonos 
  Agape 
  Agathon 
  Duntanna 
  Conrhan 
  Aguta 
  02 
  Ambrosia 
  Antipatros 
  Aphrodisia 
  Alexandros 
  Qardunnia 
  Felxell 
  Kakortok 
  03 
  Andromeda 
  Demetrios 
  Apollonia 
  Archimedes 
  Qarullesta 
  Gar 
  Karpok 
  04 
  Artemisia 
  Dionysios 
  Elpis 
  Demosthenes 
  Raidalla 
  Korxai 
  Ningakpok 
  05 
  Demetria 
  Galenos 
  Euphemia 
  Galenos 
  Ramdailia 
  Pen 
  Salaksartok 
  06 
  Eudoxia 
  Kallias 
  Kallisto 
  Helidoros 
  Relrennia 
  Ren 
  Sangilak 
  07 
  Eupraxia 
  Lysandros 
  Kleopatra 
  Heron 
  Rhelesta 
  Rhul 
  Suka 
  08 
  Hypatia 
  Philon 
  Lysandra 
  Kleon 
  Rhulrhana 
  Vun 
  Tartok 
  09 
  Lysistrate 
  Simonides 
  Pelagia 
  Pelagios 
  Sampenna 
  Vunzon 
  Tulukaruk 
  10 
  Pelagia 
  Thales 
  Sostrate 
  Solon 
  Vairxanna 
  Zai 
  Tuluwaq 
  11 
  Sophia 
  Tryphon 
  Tryphosa 
  Straton 
  Xilquillia 
  Zenquan 
  Tuwawi 
  12 
  Theodosia 
  Zenobios 
  Xenia 
  Themistokles 
  Zullesta 
  Zon 
  Ulva 
   
  d12 
  Hyperborean (F) 
  Hyperborean (M) 
  Ixian (F) 
  Ixian (M) 
  Keltic (F) 
  Keltic (M) 
  Kimmerian (F) 
  01 
  Shadarivol 
  Dorizin 
  Alda 
  Abragos 
  Ana 
  Aonghus 
  Aristomache 
  02 
  Shadarizor 
  Dunukar 
  Amage 
  Ardaros 
  Brighid 
  Artair 
  Demostrate 
  03 
  Shagoruzul 
  Galugon 
  Apama 
  Baxagos 
  Echna 
  Bran 
  Euthalia 
  04 
  Shagulizar 
  Gonaxil 
  Arite 
  Chodios 
  Fionuir 
  Brion 
  Helene 
  05 
  Sharkoraplo 
  Gulogan 
  Leimeia 
  Gaos 
  Laoise 
  Conall 
  Kallisto 
  06 
  Shaploidun 
  Kolovol 
  Mada 
  Insazagos 
  Muireall 
  Conan 
  Korinna 
  07 
  Shavilozol 
  Korivan 
  Maiosara 
  Olgasos 
  Riona 
  Dughlas 
  Lysandra 
  08 
  Shavunovun 
  Polivon 
  Saruke 
  Ourbazos 
  Ros 
  Fearghas 
  Phoibe 
  09 
  Shaxanavor 
  Volaxar 
  Storane 
  Pharnes 
  Saraid 
  Lachlann 
  Ptolemais 
  10 
  Shazaravan 
  Xurupol 
  Tamura 
  Phoros 
  Sorcha 
  Niall 
  Sappho 
  11 
  Shazorixon 
  Zulozir 
  Tirgatao 
  Sattion 
  Treasa 
  Ross 
  Syntyche 
  12 
  Shazulugol 
  Zunodor 
  Uparmiya 
  Xorbas 
  Tuathla 
  Taran 
  Xenia 
   
  d12 
  Kimmerian (M) 
  Kimmeri-Keltic (F) 
  Kimmeri-Keltic (M) 
  Pictish (F) 
  Pictish (M) 
  01 
  Alexios 
  Euphemia 
  Anrothan 
  Barita 
  Arviragos 
  02 
  Andronikos 
  Grainne 
  Ariston 
  Bodicca 
  Caratacos 
  03 
  Argyros 
  Kallisto 
  Artagan 
  Brighid 
  Cassivellaunos 
  04 
  Drakon 
  Liamhain 
  Bran 
  Cartimandua 
  Cunomoros 
  05 
  Herakleios 
  Liobhan 
  Curnan 
  Ciar 
  Dubnovellaunos 
  06 
  Herodotos 
  Malamhin 
  Maon 
  Cunoarda 
  Dumnocoveros 
  07 
  Leonidas 
  Mealla 
  Onchu 
  Cunovinda 
  Dumnovellaunos 
  08 
  Nikephoros 
  Neasa 
  Orthanach 
  Huctia 
  Motios 
  09 
  Pantheras 
  Orlaith 
  Praxiteles 
  Mordag 
  Senaculos 
  10 
  Sokrates 
  Photine 
  Sionn 
  Neasa 
  Tasciovanos 
  11 
  Theron 
  Sidheag 
  Solon 
  Verctissa 
  Tincommios 
  12 
  Zosimos 
  Xenia 
  Ultan 
  Verica 
  Vellocatos 
   
  d12 
  Half-Blood Pictish 
  Viking (F) 
  Viking (M) 
  Other (F) 
  Other (M) 
  Other (F) 
  Other (M) 
  01 
  Ch’aak 
  Alfhildr 
  Arnstein 
  Astri 
  Alero 
  Aroon 
  Hebbalvalith 
  02 
  Ch’eet 
  Frida 
  Audmundr 
  Fulotha 
  Baarctos-Oth 
  Leroora 
  Hellis 
  03 
  Dis 
  Gunna 
  Bjorn 
  Ilcemor 
  Eros 
  Llish 
  Lirnandoon 
  04 
  Gayeis 
  Gunnhildr 
  Eirikr 
  Illotroi 
  Ganos 
  Lyroon 
  Mibdin-Zabra 
  05 
  Gooch 
  Helga 
  Hakon 
  Indulbra 
  Ilyron 
  Piris 
  Nash 
  06 
  Shaa 
  Hildr 
  Hermundr 
  Istar 
  Imbos 
  Pombo 
  Sainoth 
  07 
  Taan 
  Oddny 
  Hrafn 
  Lustaiyon 
  Lultar 
  Sippy 
  Ten-Kai 
  08 
  Toos 
  Ragnhildr 
  Ivarr 
  Phaleor 
  Ossargo 
  Tinuscra 
  Thoom 
  09 
  X’aan 
  Signy 
  Ragnarr 
  Simpralleor 
  Thandor 
  Tobol 
  Toongrothroman 
  10 
  Xaas 
  Sigrun 
  Snorri 
  Sinuthaim 
  Thulornos 
  Trin 
  Trang 
  11 
  X’atgu 
  Ulla 
  Stein 
  Tnendaim 
  Ummoros 
  Zrernarb 
  Yang 
  12 
  Yeik 
  Ullhildr 
  Ullmundr 
  Ulaskim 
  Undar 
  Zunda 
  Zaumnos 
  
   
   
  “Astonishing Swordsmen & Sorcerers of Hyperborea”, “AS&SH”, and all other North Wind Adventures product 
  names and their respective logos are trademarks of North Wind Adventures, LLC, and are used here with permission. 
  All art is in the public domain. 
  
SOURCE: textdata/thevault/Astonishing Swordsmen and Sorcerers of Hyperborea/AS&SH Supplemental/AS&SH Hyperborean Encounter Tables 2.pdf