TEXT: 1
  Random EncountERs REmastEREd
  WoRld’s EdgE and BEyond
  By david nicholas Ross
  j
  
  2
  Random EncountERs
  REmastEREd
  WoRld's EdgE and BEyond
  Credits
  Author: David Nicholas Ross
  Editing: Perry Fehr
  Layout: Mark Gedak
  Interior Artists: Gary Dupuis, Brian Brinlee, The Forge
  Publisher: Purple Duck Games
  Compatibility with the Pathfinder Roleplaying Game requires the 
  Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.
  com/pathfinderRPG for more information on the Pathfinder Roleplaying 
  Game. Paizo Publishing, LLC does not guarantee compatibility, and does 
  not endorse this product.
  Some artwork copyright Claudio Pozas, used with permission.
  Open Game Content: All text on pages 3 to 
  33 are considered open game content. 
  
  3
  how to use this Book
  Random Encounters Remastered: World’s Edge and 
  Beyond (RER: WEaB)is intended to provide GMs a de-
  tailed, comprehensive source for randomly generating 
  unique encounters with a variety of interesting terrain 
  features, NPCs and site-specific monsters. More than 
  simply a bunch of tables, RER: WEaB also presents 
  rules, guidelines and advice for quickly creating inter-
  esting roleplaying and combat situations. 
     Each volume of the Random Encounters Remas-
  tered series describes a number of adventure areas. 
  These encompass common sites such as abyssal rifts, 
  beshadowed backwoods, elemental oases, historic 
  battlefields, misty morasses, or summer otherworlds. 
  The areas can be further customized by adding new ter-
  rain features and hazards described in each book. The 
  random monster generator for each setting is setup to 
  automatically provide the tools for the GM to quickly 
  make and fine-tune an encounter appropriate for a 
  party’s level and capabilities. Wherever a party finds 
  itself, the tables and rules in this book can help a GM 
  construct a quick, memorable encounter.
     Although called Random Encounters Remastered, 
  the encounters formulated with this book don’t have be 
  random. A GM can mix and match elements as desired 
  without relying on dice rolls. Since the tables in each 
  volume list many types of encounters available in a 
  variety of environments and through a range of levels 
  they can just as easily serve as a reference when plan-
  ning fights or as contingencies if the party goes in an 
  unexpected direction.
   
  appropriate use of Random Encounters 
  Nearly all GMs, sooner or later, find themselves want-
  ing to roll on a table and discover what happens next. 
  Sometimes the party goes in an unexpected direction. 
  Often GMs can’t prepare as fully as they would like for 
  the game and need an exciting way to fill time. Ran-
  dom encounters also create a dramatic way to stretch 
  out a travel period, so that it does not feel like the party 
  simply teleports to their destination (and so that actual 
  teleportation effects feel more special when they are 
  used). Or, perhaps a GM simply wants to create a little 
  excitement by whipping up an encounter even he did 
  not see coming. All of these are perfectly good reasons 
  to introduce a random encounter.
  serving the Plot
  In addition to immediate concerns of game-play fun, 
  random encounters can be engineered to serve the 
  larger campaign. A relatively easy method to make 
  random encounters serve the campaign is to plant a 
  memorable item or piece of dialogue in an encounter 
  and decide later (perhaps before the next game session) 
  what significance, if any, the party can discover behind 
  it. In addition, if a plot has already gone unnoticed 
  or ignored by the players, a random encounter can be 
  an excellent place to re-introduce it, provided the clue 
  leading back to the plot feels fresh and not forced. 
  Some example clues are provided below.
  table 1-1: Random clues
  d8
  clues
  1
  An elaborately decorated item is emblazoned 
  with the family crest of a former owner.
  2
  A coded letter in a waterproof scroll case can 
  only deciphered with a key not found in the 
  same place.
  3-4
  An intelligent foe threatens the party with en-
  slavement to a powerful being it serves, refer-
  ring to many other slaves that have been taken 
  before.
  5-6
  A monster attacks out of frustration, rage or 
  pain, upset over an incident the party was not 
  involved in; they can learn more if they pay 
  close attention to the creature’s actions or if 
  they can calm it down without killing it.
  7
  A dying victim of a monster is found in its 
  lair and makes a final request of the party to 
  deliver a treasure or message to a loved one.
  8
  A defeated foe’s treasure includes a message 
  scrawled in the blood of a dying victim reveal-
  ing a secret that the victim did not want to 
  take to the grave, such as confessing to a crime 
  or expressing unrequited love.
     For example, perhaps the party missed hearing about 
  the suspicious disappearance of a traveling merchant 
  which you planned to offer as a small mystery adven-
  ture before venturing into the wilds. You could recycle 
  this plot into a random encounter by having a vivid 
  clue about the disappearance, such as a bloodstained 
  letter in a handy haversack, show up among a wander-
  ing monster’s loot (the monster having collected the 
  clue after stumbling upon and rummaging through the 
  
  4
  murdered merchant’s belongings). These sorts of clues 
  can turn out to be red herrings and not develop into 
  new plot lines, but a GM should use these sparingly 
  and only if his or her players generally appreciate this 
  kind of twist.
  considerations
  Of course, there is more to a random encounter than 
  rolling on a table and announcing what creature sud-
  denly blunders into view. Once a result is picked, take 
  a quick moment to assess whether this is an encounter 
  you want to throw at the party. To buy time for the 
  encounter-making process, you can encourage the 
  players to discuss their plans for when they reach their 
  destination or even in-character small talk as you figure 
  out what the trip is like and what will happen when 
  they arrive.
     Below are some questions you might ask yourself 
  about an encounter, depending on what appeals to you 
  and your group:
  •	
  Does the encounter allow anyone’s strengths to 
  shine in a fun way?
  •	
  Does the encounter exploit anyone’s weaknesses in 
  a painful manner?
  •	
  Does the encounter provide an interesting change 
  of pace?
  •	
  Is the encounter’s CR too high for the party in 
  their current state to handle? Conversely, is it so 
  low as to bore them? 
  •	
  Could the encounter provide a role-playing oppor-
  tunity one or more of the players will appreciate?
  •	
  Does the encounter offer the chance for the players 
  to learn something they will be interested in learn-
  ing?
  •	
  Generally, what do the players hope for in an en-
  counter, and can this encounter deliver?
  Fixes
  If an encounter seems fine, then you can dive right in 
  with Perception and/or Stealth checks as appropriate. 
  If, on the other hand, it seems like a bad fit, you have a 
  few options to keep the game moving.
     
  •	
  Pick another encounter on the same table of an ap-
  propriate CR.
  •	
  Augment the encounter with encounter elements 
  or hazards provided with the table (potentially 
  increasing or decreasing the encounter’s CR). Re-
  member that when a hazard (such as a trap) comes 
  into play during an encounter, it increases the CR 
  of the encounter just as if the hazard were an ad-
  ditional monster.
  •	
  Replace the encounter with a piece of background 
  color such as a remarkable view of the area, a relic 
  revealing interesting information, or a sudden shift 
  in the weather.
  •	
  Mysteriously claim that the player characters do 
  not notice anything in particular but have an un-
  easy feeling, leaving open the possibility that some-
  thing is following them with exceptional stealth or 
  that the characters are simply imagining things.
  Although commonly thought of as a fight to 
  fill time, a random encounter need not in-
  volve combat at all. It can just as easily provide 
  a random roleplaying challenge. Perhaps a 
  sphinx has a riddle it wants solved, a caravan 
  has a wounded man that needs tending, or 
  a good-intentioned but jumpy knight needs 
  to be talked out of rashly attacking anyone 
  who merely looks villainous. Although such 
  challenges may not call for defeating mon-
  sters, handling them well enough to make 
  substantial deals, resolve significant tensions, 
  save lives, or simply keep the group well-
  entertained should be rewarded with experi-
  ence points equal to one-fifth to one-half of 
  what the value of victory over the encounter 
  in combat would have been worth, according 
  to the impressiveness of the accomplishment 
  and the enjoyment provided to the play group 
  (including the GM).
  
  5
  using an expanded encounter table: The encounter 
  tables included in this book are designed to be lim-
  ited by the average CR of a specific area. For example, 
  although the Eerie Woods table includes encounters of 
  every CR from 1/2 to 23, any given woodland re-
  gion the party may pass through should probably not 
  confront the party with such varied hazards. Instead, 
  before rolling on the table, decide what the average 
  CR should be for encounters in the region the party 
  is passing through. To make it unlikely the party will 
  be disastrously overmatched or utterly bored by an 
  encounter, it is best to use an average CR very close to 
  the average party level. Then, take this chosen number, 
  multiply it by 20, and add it to the d% roll to deter-
  mine what is randomly encountered in the area. For 
  example, if a thickly wooded and haunted valley had an 
  average CR of 12 and used the Eerie Woods encounter 
  table, an encounter would be picked by rolling d% and 
  adding +240 to the result.
     Note that since these tables are meant to be general,  
  covering a variety of subtypes of environments, en-
  counters might come up which are inappropriate for 
  the game. Remember to consider whether a selected 
  encounter makes sense when and where it is rolled, and 
  if an inappropriate challenge comes up, simply reroll or 
  select a more appropriate encounter from the table.
  Encounter Elements: Each encounter table is paired 
  with a selection of elements to help you put together 
  the map and scenario of an encounter. These elements 
  are selected to fit the environment of the encounter 
  table they are paired with and fall into two kinds, 
  dispositions and terrain features, each of which is pre-
  sented in a separate table.
     Dispositions are elements that effect the placement 
  and attitude of NPCs and monsters. This table accom-
  panies a brief note on the distinguishing features of 
  intelligent beings’ behavior in this environment.
     Terrain Features make up the physical setting of an 
  encounter. Larger terrain features (such as a copses 
  or meadows) are often made up of an arrangement 
  of smaller types of terrain features (such as trees and 
  underbrush). This table accompanies a brief list of 
  “building blocks”, which are the terrain features which 
  should dominate most maps in the area (such as copses 
  and thickets in a forest). Parts of a map which are not 
  occupied by more uncommon terrain features should 
  generally be largely occupied by building block ter-
  rain features. For additional advice on terrain features, 
  see Chapter 13: Environment, in the Pathfinder Core 
  Rulebook.
     To generate an encounter map randomly, roll on the 
  table of dispositions and see if it fits with the encounter 
  you selected. If it does, apply it and move on to filling 
  in the terrain features. If it does not fit, roll again until 
  one does fit (or pick one from the list) or don’t apply 
  any special disposition and improvise. Next, roll on the 
  table of terrain features and place the element (s) se-
  lected until the map seems detailed enough, discount-
  ing features that do not fit with those already selected. 
  A good encounter map generally has at least as many 
  squares on each side as the fastest combatant in the 
  encounter can traverse in one round.
     In addition, note that some encounter elements can 
  make an encounter more or less challenging for the 
  party depending on whether the PCs and/or their op-
  ponents can take advantage of that element. When lay-
  ing out the encounter, think of these elements as a way 
  to reign in the encounter if it seems too far out of the 
  party’s comfort zone (whether too high or too low). For 
  example, imagine a party with average level 3 is wan-
  dering through a section of haunted forest with average 
  CR 3. They are well-rested and ready for a good fight. 
  The GM rolls on the Eerie Woods expanded encounter 
  table (d% + 60 for average CR 3) and gets 80, indi-
  cating an encounter with 1d3 xtabays. She rolls 2 for 
  the number of xtabays, a CR 1 encounter. Wanting a 
  more challenging fight for the group, she consults the 
  scenario elements list for something to give the xtabays 
  an advantage and finds fog. Fog impairs those who 
  rely on sight to locate enemies, such as the PCs, but 
  the xtabays have tremorsense and would not be much 
  hindered. She rules that the party stumbles into a patch 
  of low-lying fog just before getting close enough to the 
  xtabays to merit Perception checks to notice them. This 
  encounter element increases the CR of the encounter 
  by +1, for a total of CR 2.
  Ending an Encounter: Another valuable way to 
  maintain verisimilitude and to save time in a random 
  encounter is to have encounters of a violent nature 
  end before one party is dead. Most creatures recog-
  nize when a violent encounter is likely to end soon in 
  their own destruction, and only the most bloodthirsty, 
  aggressive, despairing, or utterly lacking in self-preser-
  vation will choose to continue an engagement beyond 
  this point. Most will attempt to flee or surrender when 
  they have less than 20% of their resources (especially 
  
  6
  hit points) remaining. If a foe manages to get away, 
  award XP as standard for defeating it as normal and 
  consider allowing the group to pick up at least a token 
  amount of dropped or stashed treasure in its wake. Re-
  member to record the key details of the encounter, as 
  the party might wish to hunt down an escaped foe and 
  you might wish to have the foe do likewise (in hopes of 
  getting revenge).
  after the Encounter: After a random encounter has 
  concluded, you may wish to take note of anything that 
  has the potential to come up again later. Treasure might 
  hold clues for later adventures, friendly NPCs might 
  grant a boon or show up again later at a time when 
  they can offer a helping hand, and a defeated foe might 
  lead to a revenge encounter later (escaped enemies are 
  the easiest for players to see coming, but even a killed 
  foe might have friends interested in revenge).
  sources: This book draws upon the Pathfinder Role-
  playing Game Core Rulebook (CRB), Game Mastery 
  Guide (GMG), NPC Codex (NPC), Bestiary (PB), Bes-
  tiary 2 (PB2), Bestiary 3 (PB3), Advanced Player’s Guide 
  (APG), and Ultimate Combat (UC).
  dispositions
  The following dispositions can be used to effect the 
  placement and attitudes of NPCs and monsters.
     disarmed: The encountered group lacks any gear 
  aside from nonmagical clothing, whether because they 
  have been robbed blind, as a result of a very inconve-
  nient accident, or due to a personal choice to abstain 
  from worldly possessions. Only characters normally 
  equipped as NPCs or PCs are subject to this disposi-
  tion. cR at least -1, or -2 if they would otherwise have 
  PC gear, but possibly a greater difference.
     disguise: One or more NPCs conceal their true 
  identities in an effort to avoid attention. They may be 
  fugitives evading justice, innocents escaping wrongful 
  punishment, or runaways unhappy with their previ-
  ous lives. All attempts to use Diplomacy to convince 
  them to share information, especially about themselves, 
  suffer a -4 penalty. These individuals may feign another 
  encounter element to avoid attention to their back-
  grounds or, in the case of true criminals, to give them a 
  chance to get close to potential victims undetected.
     Enchanted: The encountered group is controlled 
  by the magic of another encounter group, generally of 
  a similar or higher CR. The controller is not present, 
  however, and may have sent the controlled group on an 
  errand or mission. Any overt attempt to study or dispel 
  the control is interpreted by the controlled creatures 
  as an attempt to invade their privacy or attack them, 
  respectively.
     Flight: The encountered group is moving at top 
  speed, escaping pursuit, pursuing prey or villains, or 
  attempting to deliver messages, items, or individuals 
  to their destination as quickly as possible. The group 
  will not stop except for something that seems at least as 
  important as their current concerns.
     guardian: The encountered group is defensively 
  positioned and intent on ensuring that no one can pass 
  through the area without their knowledge and permis-
  sion. They may be charging a toll for a road, guarding a 
  precious source of fresh water in an arid region, taking 
  a guard shift, or checking traveling papers. Depending 
  on their motive, they may consider allowing passage to 
  be a dangerous favor at best. They often choose a place 
  that is tactically advantageous to them, such as hiding 
  allies behind cover or concealment until called upon, 
  in which case their cR may increase by +1, but the 
  disposition alone does not automatically provide any 
  cR adjustment.
     injured: The encountered group has recently sur-
  vived some kind of violence or accident that has left 
  them depleted of hit points. As a result, they may be 
  cautious or defensive in dealing with any new encoun-
  ters. Each member’s hit points are reduced by 25%. 
  cR -1.
     mistaken identity: An NPC mistakes a PC for 
  someone else, such as a long-lost friend or rival, a noto-
  rious criminal, a fabled hero, or a popular celebrity.
     negotiating: The encountered group sees the party 
  as potentially useful as allies, customers, decoys, or 
  servants, as appropriate to the group and the PCs. They 
  attempt to talk first and avoid signs of hostility such as 
  drawn weapons or maintaining cover or using clearly 
  discernible enhancement abilities, not acting in combat 
  until after at least one member of the party does. The 
  only exception is for naturally violent groups, who will 
  initiate combat if they feel that the party has wasted 
  their time, but only after they attempt dialogue. cR -1.
     Readiness: Except for traps, mindless guardian 
  creatures, and certain ambush-obsessed undead, most 
  encounters that a traveling party has will be with living 
  and/or intelligent beings that have to go about their 
  day-to-day lives. This means that they may be more or 
  less challenging than their challenge rating indicates, as 
  
  7
  described below.
     Prepared (hiding from another enemy, hunting, lying 
  in wait, or otherwise prepared for imminent danger, 
  such as placing themselves in favorable terrain or pos-
  sibly even having a few short-duration combat spells 
  active)—a prepared group is usually a more challenging 
  encounter than otherwise indicated. cR +1.
     Unready (sleeping, playing, lost in thought or con-
  versation, or otherwise thoroughly occupied)—a very 
  unready group is usually a significantly easier encoun-
  ter than otherwise indicated. cR -1.
     Rivalry: The encountered group feels threatened by 
  the party’s reputation, whether directly or indirectly. 
  A noble or other authority figure might consider the 
  PCs a threat to his authority, especially if the party ap-
  pears powerful or perhaps saved some of locals before 
  he could muster the forces to do so. A rival adventurer 
  might feel the party has stolen her glory by taking a job 
  she wanted or completing one she couldn’t. Perhaps 
  a businessman feels the party threatens his monopoly 
  on a dangerous trade route because they have made 
  the road safe enough for smaller businesses to use it as 
  well. Whatever the motive, the rival’s reaction to the 
  party should fit his strengths and alignment. A corrupt 
  businessman might subtly threaten and then later send 
  goons to scare or even kill the PCs, whereas a good-
  aligned adventurer might merely express her frustration 
  and promise to show them up next time (and later 
  beat them to a job unless they can befriend or outrace 
  her). If you do not want to create a recurring villain or 
  rival out of the encounter, simply having a Knowledge 
  (local) check or an eavesdropping gossip reveal that 
  the rival is a powerless windbag can keep the rival’s 
  introduction energetic and amusing without making a 
  long-term threat out of it.
     scheming: The encountered group is prepared for 
  trouble, but not the trouble of running into the party. 
  These combatants are armed, have useful spells active, 
  or reside in an advantageous position such as at the top 
  of a slope or in a hidden area from which they can eas-
  ily spring ambushes. However, they are occupied and 
  thus suffer a -10 penalty on Perception checks to notice 
  the PCs. Thus it is easy for the party to get the drop on 
  them. In most cases, the two factors result in neither 
  group of combatants having the distinct advantage in a 
  fight.
     Windblown: The encountered group is seeking 
  shelter from the weather, and as such is ready for action 
  but not necessarily attentive for new hazards. The en-
  counter map is subject to severe weather as appropriate 
  for its environment (see Weather on page 437 of the 
  Core Rulebook). Combatants who rely on spellcasting 
  or ranged weapons are at a disadvantage against those 
  who do not. cR +1.
  terrain Features
  The following terrain features provide additional struc-
  ture to the encounter.
     Berm: A common defensive structure, a berm is a 
  low, earthen wall that slows movement and provides a 
  measure of cover. Put a berm on the map by drawing 
  two adjacent rows of steep slope, with the edges of the 
  berm on the downhill side. Thus, a character crossing 
  a 2-square berm will travel uphill for 1 square, then 
  downhill for 1 square. 2-square berms provide cover 
  as low walls for anyone standing behind them. Larger 
  berms provide the low wall benefit for anyone standing 
  1 square downhill from the top of the berm. Berms are 
  generally 1d3 x 10 feet across and 3d10 x 10 feet long.
     cave Entrance: Found in cliff and steep slope 
  squares and next to rock walls, cave entrances are 
  typically between 5 and 20 feet wide and 5 feet deep. 
  A cave could be anything from a simple chamber to 
  the entrance to an elaborate dungeon. Caves used as 
  monster lairs typically have 1d3 rooms that are 1d4 × 
  10 feet across.
     chasm: Usually formed by natural geological pro-
  cesses, chasms function like pits in a dungeon setting. 
  Chasms aren’t hidden, so characters won’t fall into 
  them by accident (although bull rushes are another 
  story). A typical chasm is 2d4 × 10 feet deep, at least 
  20 feet long, and anywhere from 5 feet to 20 feet wide. 
  It takes a DC 15 Climb check to climb out of a chasm. 
  In forbidding mountain terrain, chasms are typically 
  2d8 × 10 feet deep.
     cliff: A cliff typically requires a DC 15 Climb check 
  to scale and is 1d4 × 10 feet tall in hills or 2d6 x 10 
  feet tall in mountains, although the needs of your map 
  might mandate a taller cliff. A cliff isn’t perfectly verti-
  cal, taking up 5-foot squares if it’s less than 30 feet tall, 
  10-foot squares if it’s 30 to 80 feet tall, and 20-foot 
  squares if it’s more than 80 feet tall. Cliffs generally 
  cross the entire encounter map, either in a straight line 
  or with only a single turn. Cliffs may extend above or 
  below the base level of the encounter map (generally 
  where the PCs begin the encounter).
     copse: This stand of trees is a roughly even spread 
  of typical trees in half the squares in a 4d4 x 10-ft.-
  
  8
  wide area. Three-quarters of the squares with trees also 
  include light undergrowth, as do one-quarter of the 
  remaining squares.
     dim illumination: Dim illumination can cloak 
  the thickest and oldest patches of a forest, but is rarer 
  where wind and fire are prone to bring down the larger 
  trees. Combatants who don’t rely on light to see have 
  the advantage against those who do. At night and dur-
  ing overcast weather, these areas become total darkness. 
  cR +/-1.
     Fog: Whether in the form of a low-lying cloud or 
  a mist rising from the ground, fog obscures all sight 
  beyond 5 feet, including darkvision. Creatures 5 feet 
  away have concealment (attacks by or against them 
  have a 20% miss chance). In fog, combatants who 
  don’t rely on vision at all have the advantage against 
  those who do. cR +/-1.
     Footpath: A footpath is a 1d2 x 5-ft.-wide trail 
  without undergrowth or trees, where the ground is 
  worn relatively smooth. It crosses the entire encounter 
  map along a route taken by many creatures (generally 
  humanoids or game animals) over the years.
     gentle hills: A gentle hill is at least 4d4 x 10 feet 
  across at the base and consists mostly of gradual slopes 
  plus 1d3 patches of steep slope in the form of notches 
  into the hillside about 1d6 x 10 feet across or a ring of 
  steep slope about 1d6 x 10 feet wide halfway up the 
  hill.
     glade: This 1d4 x 10-ft.-radius circular opening in 
  the forest canopy has few or no trees growing beneath 
  it and there is little to no heavy undergrowth. It is, 
  however, covered in light undergrowth save for 1d3 
  areas of shorter grass that are 1d3 x 5 feet across and 
  spread evenly throughout the glade.
     heath: This patch of open shrubland is at least 4d4 x 
  10 feet across and has a roughly even scattering of un-
  dergrowth. Generally, 1d3+3 x 10% of the land is light 
  undergrowth and 1d3+1 x 10% of the land is heavy 
  undergrowth.
     hedgerow: Common in moors and fields, hedgerows 
  are tangles of stones, soil, and thorny bushes. Whether 
  wide or narrow, a hedgerow is generally one square 
  wide and extends all the way across the encounter map, 
  generally parallel to any roads or paths.
     Narrow Hedgerows: Narrow hedgerows function as 
  low walls, and it takes 3 squares of movement to cross 
  them. A combatant that relies on ranged attacks who 
  begins combat far from opponents and near a narrow 
  hedgerow has the advantage unless the opponents can 
  teleport or can otherwise quickly eliminate the advan-
  tage. cR +/-1.
     Wide Hedgerows: Wide hedgerows are more than 5 
  feet tall and take up entire squares. They provide total 
  cover, just as a wall does. It takes 4 squares of move-
  ment to move through a square with a wide hedgerow; 
  creatures that succeed on a DC 10 Climb check need 
  only 2 squares of movement to move through the 
  square.
     minor negative-dominant Zone: Several planes 
  are infused with negative energy in places, creating 
  minor zones where the energy is dominant. A nega-
  tive-dominant zone most commonly appears on the 
  Shadow Plane, although it can also appear in places 
  touched by the Negative Energy Plane, ley lines chan-
  neling the power of death and decay, or by exposure to 
  vast numbers of deaths in a short period of time. The 
  area has strangely muted colors, although it does not 
  actually dampen the brightness of illumination. Living 
  creatures in a minor negative-dominant zone take 1d6 
  points of damage per round. At 0 hit points or lower, 
  they crumble into ash. Nonliving and solo living com-
  batants have an advantage over living and numerous 
  combatants in this zone. cR +1.
     mire: A round patch of deep bog 1d4 x 10 feet in 
  diameter is surrounded by a rough ring of shallow bog 
  squares. Squares of shallow bog extend irregularly out-
  ward from the deep bog to an average distance of 1d4 
  x 10 feet, though in spots it stops further away from or 
  nearer to the center.
     oasis: An oasis is a spring of water commonly used 
  by travelers to re-supply during long desert treks. A 
  minor oasis has at its heart a pool of fresh water 4d6 x 
  10 feet across, surrounded by a roughly even mingling 
  of light undergrowth, typical trees, and open grassy ar-
  eas extending 2d6 x 5 feet away from the water’s edge. 
  Due to its high traffic, the chance of an encounter at an 
  oasis rises to 25%.
     Only the foulest travelers will not make sure there 
  is room when they see another group approaching to 
  use the water. Barring access to the water is more than 
  rudeness. Many desert cultures consider it a crime as 
  serious as murder.
     Planar vortex: A planar vortex is a rare connection 
  to a specific other plane of existence, often dangerous 
  and unstable. The area is infused with a single pla-
  nar trait from the connected plane, such as the air-
  dominant or mildly evil-aligned traits. A vortex to an 
  elemental plane generally appears in a place dominated 
  
  9
  by a relatively pure example of that element, such as a 
  volcano linked to the Plane of Fire, a vast expanse of 
  pure, dry sand or rock linked to the Plane of Earth, a 
  wide-open and wind-blown area linked to the Plane of 
  Air, or a deep sea trench linked to the Plane of Water. A 
  vortex to an aligned plane generally appears in a place 
  with powerful symbolic ties to the plane, such as a 
  prison in the depths of a dread tyrant’s fortress marred 
  by diabolical rituals linked to Hell. A vortex between 
  the fey realm and the mortal realm generally appears at 
  the juncture of two or more ley lines or other places of 
  great natural magic. A planar vortex functions similarly 
  to the portal created by the gate spell, but it is gener-
  ally open at regular intervals rather than having a brief 
  one-time duration. For descriptions of planar traits and 
  specific planes, see Planar Adventures in the Pathfinder 
  RPG GameMastery Guide.
     Pond: A pond is a circular pool about 1d10 x 20 feet 
  across. The life-giving water encourages patches of the 
  densest foliage normal to the environment around its 
  edge.
     Quicksand: Patches of quicksand present a decep-
  tively solid appearance (appearing as undergrowth 
  or open land) that might trap careless characters. A 
  character approaching a patch of quicksand at a nor-
  mal pace is entitled to a DC 8 Survival check to spot 
  the danger before stepping in, but charging or running 
  characters don’t have a chance to detect a hidden patch 
  before blundering into it. A typical patch of quicksand 
  is 20 feet in diameter; the momentum of a charging 
  or running character carries him 1d2 × 5 feet into the 
  quicksand.
     Effects of Quicksand: Characters in quicksand must 
  make a DC 10 Swim check every round to simply 
  tread water in place, or a DC 15 Swim check to move 
  5 feet in whatever direction is desired. If a trapped 
  character fails this check by 5 or more, he sinks below 
  the surface and begins to drown whenever he can no 
  longer hold his breath.
     Characters below the surface of quicksand may swim 
  back to the surface with a successful Swim check (DC 
  15, +1 per consecutive round of being under the sur-
  face).
     Rescue: Pulling out a character trapped in quicksand 
  can be difficult. A rescuer needs a branch, spear haft, 
  rope, or similar tool that enables him to reach the 
  victim with one end of it. Then he must make a DC 
  15 Strength check to successfully pull the victim, and 
  the victim must make a DC 10 Strength check to hold 
  onto the branch, pole, or rope. If both checks succeed, 
  the victim is pulled 5 feet closer to safety. If the victim 
  fails to hold on, he must make a DC 15 Swim check 
  immediately to stay above the surface.
     A combatant that knows about a patch of quicksand 
  and can maneuver enemies into charging from the op-
  posite side of a patch has an advantage over its oppo-
  nents. cR +1.
     River: A typical river is 1d12 x 10 feet wide and up 
  to 1d6 x 5 feet deep, though the water might be lower 
  or higher depending upon how much rainfall there has 
  been lately. If that amount is unknown, a typical warm 
  environment has a 5-in-10 chance of having excessive 
  rain lately (raising the water level by 5 feet and dou-
  bling the swiftness of the water) if it is the rainy season 
  and a 1-in-10 chance of having deficient rain lately 
  (lowering the water level by 5 feet to a minimum of 
  1d2-1 feet). Reverse the probabilities if it is the dry sea-
  son. Typically, the river bisects the encounter map, with 
  the party on one side and the enemies on the other (or 
  within the river, as appropriate). Combatants who can 
  fly, swim with a Swim speed, or have freedom of move-
  ment have the advantage against the rest. cR +/-1.
     Road: This road is paved and maintained, prob-
  ably built by a strong government or military during a 
  period of expansion. Most high roads are built of good 
  cobblestones or slabs of hard stone, if available nearby. 
  The high road is usually 20 feet wide.
     Rubble: Chunks of debris litter the ground in this 
  area.
     Dense Rubble: Dense rubble is made up of debris 
  of all sizes. It costs 2 squares of movement to enter a 
  square with dense rubble. Dense rubble adds 5 to the 
  DC of Acrobatics checks, and it adds 2 to the DC of 
  Stealth checks.
     Light Rubble: Light rubble is made of smaller pieces, 
  often of rock broken loose by erosion in desert or 
  mountainous areas.
     Ruined Building: A ruined building can be an 
  abandoned home, warehouse, barn, shack, manor, or 
  even apartment and shop combination. They are most 
  commonly found in areas that have had a long history 
  of permanent settlements. A typical ruined building 
  is 1d6 masonry walls on a foundation that is 1d4 x 10 
  feet long and 1d10 x 10 feet wide. Scattered near the 
  walls, and in some squares replacing the walls, are 3d4 
  squares of light rubble.
     scrub: Tall shrubs and small trees dominate this 
  area. A patch of scrub is 4d4 x 10 feet across and it is 
  
  10
  roughly one-quarter typical trees and one-quarter heavy 
  undergrowth. Half of the tree squares and half of the 
  otherwise open squares also include light undergrowth.
     shifting dunes: Created by the action of wind on 
  sand, dunes function as hills that move. If the wind is 
  strong and consistent, a sand dune can move several 
  hundred feet in a week’s time. Found only in sandy 
  regions, these dunes are 4d6 x 10 feet across and twice 
  as long and clustered with other dunes to fill the map. 
  They always have a gentle slope pointing in the direc-
  tion of the prevailing wind and a steep slope on the 
  leeward side.
     slopes: Slopes reflect only the tilt of the surface, 
  and commonly underlay other features such as plants 
  aboveground and rubble, scree, or stalagmites under-
  ground. Except in smaller hills, knolls, and under-
  ground, draw a slope by drawing a line across the en-
  counter map with 1d4-1 curves in it; the slope extends 
  1d20 x 10 feet from one side of the line.
     To draw a slope underground, pick a starting point 
  and all squares not separated from this ground by cliffs 
  or solid rock in a 1d6 x 10-ft.-spread from this point 
  are sloped.
     Gradual Slopes: This incline isn’t steep enough to 
  affect movement, but characters gain a +1 bonus on 
  melee attacks against foes downhill from them.
     Steep Slopes: Steep slopes are most common near 
  the middle of hillsides and mountainsides. Characters 
  moving uphill (to an adjacent square of higher eleva-
  tion) must spend 2 squares of movement to enter each 
  square of steep slope. Characters running or charg-
  ing downhill (moving to an adjacent square of lower 
  elevation) must succeed on a DC 10 Acrobatics check 
  upon entering the first steep slope square. Mounted 
  characters make a DC 10 Ride check instead. Char-
  acters who fail this check stumble and must end their 
  movement 1d2 × 5 feet later. Characters who fail by 5 
  or more fall prone in the square where they end their 
  movement. A steep slope increases the DC of Acrobat-
  ics checks by 2. Flying combatants and those who can 
  otherwise ignore the difficulties of a steep slope have an 
  advantage over those who cannot. cR +/-1.
     stream: A small stream, 1d2 x 5 feet wide and 3 feet 
  deep at its deepest point, bisects the scenario. The party 
  is on one side and the enemies are on the other. Com-
  batants who can fly, swim with a Swim speed, or have 
  freedom of movement have the advantage against the 
  rest. cR +/-1/2.
     Thicket: This stand of trees is a roughly even spread 
  of typical trees in three-quarters of the squares in a 4d4 
  x 10-ft.-wide area. In addition, add one massive tree to 
  each 15-ft. square. Three-quarters of the squares with 
  trees also include light undergrowth, as do half of the 
  remaining squares. Heavy undergrowth occupies the 
  remaining spaces of trees.
     trees: A creature standing in the same square as a tree 
  gains partial cover, which grants a +2 bonus to Armor 
  Class and a +1 bonus on Reflex saves. The presence of a 
  tree doesn’t otherwise affect a creature’s fighting space, 
  because it’s assumed that the creature is using the tree 
  to its advantage when it can. The trunk of a typical tree 
  has AC 4, hardness 5, and 150 hp. A DC 15 Climb 
  check is sufficient to climb a tree. 
     Massive Trees: Massive trees take up an entire square 
  and provide cover to anyone behind them. They 
  have AC 3, hardness 5, and 600 hp. Like their smaller 
  counterparts, it takes a DC 15 Climb check to climb 
  them.
     trench: Often dug before a battle to protect soldiers 
  or in fields to bring water into or out of an area to pre-
  vent drought or flooding, a trench functions as a low 
  wall, except that it provides no cover against adjacent 
  foes. It costs 2 squares of movement to leave a trench, 
  but it costs nothing extra to enter one. Creatures out-
  side a trench who make a melee attack against a crea-
  ture inside the trench gain a +1 bonus on melee attacks 
  because they have higher ground. Battlefield trenches 
  are generally organized more densely than irrigation 
  ditches, which may only ring a field.
    unearthly Battlefield: This flat battlefield is devoid 
  of any trace of life, save for a few monstrous bones and 
  fiendish bloodstains (treat the bones as light rubble).
     undergrowth: Vines, roots, and short bushes cover 
  much of the ground in a forest, and they are common 
  in most other wilderness environments. Squares with 
  undergrowth are often clustered together. Undergrowth 
  and trees aren’t mutually exclusive; it’s common for a 
  5-foot square to have both a tree and undergrowth.
     Heavy Undergrowth: Heavy undergrowth costs 4 
  squares of movement to move into and provides con-
  cealment with a 30% miss chance (instead of the usual 
  20%). It increases the DC of Acrobatics checks by 5. 
  Heavy undergrowth is easy to hide in, granting a +5 
  circumstance bonus on Stealth checks. Running and 
  charging are impossible. Combatants who can make 
  use of Stealth and use attack methods not impaired by 
  undergrowth (such as many targeted spells and super-
  natural abilities) have the advantage over those who 
  
  11
  lack such abilities. cR +1/2.
     Light Undergrowth: A space covered with light under-
  growth costs 2 squares of movement to move into, and 
  provides concealment. Undergrowth increases the DC 
  of Acrobatics and Stealth checks by 2 because the leaves 
  and branches get in the way.
     valley mouth: Gradual slopes extend from the edges 
  of the encounter map down to come together in a line 
  near the center of the map.
  hazards
  A hazard like the traps below can be an encounter in its 
  own right.
  Fey traps: Fey often ward the places they consider 
  sacred or magically powerful with magical traps im-
  bued into rings of toadstools, standing stones, or 
  cowslip blossoms. These traps can all be bypassed by 
  the presence of a fey within 30 feet who is not hostile 
  toward anyone who risks triggering the trap. They all 
  reset themselves automatically, most often at dawn and 
  dusk.
  cursed lunacy trap (cR 13; XP 25,600)
  type magic; Perception DC 31; disable device DC 
  31
  EFFEcts
  trigger visual (true seeing); Reset at dawn and dusk; 
  Bypass fey
  Effect spell effect (major curseAPG, permanent –6 penal-
  ty to Wisdom to a minimum of 1, W-DC 20 negates), 
  spell effect (heightened permanent moonstruckAPG, en-
  raged and confused permanently, gain bite and 2 claws 
  and stunned during first round, W-DC 22 negates), 
  multiple targets (all targets in a 40-foot radius burst)
  Eternity of Bliss trap  (cR 18; XP 153,600)
  type magic; Perception DC 35; disable device DC 
  35
  EFFEcts
  trigger proximity (alarm); Reset at dawn and dusk; 
  Bypass fey
  Effect spell effect (heightened permanent euphoric tran-
  quilityAPG, permanently rendered nonviolent, no initial 
  save, W-DC 25 allows normal action for 1 round when 
  attacked), spell effect (heightened temporal stasis, frozen 
  in time, F-DC 25 negates), multiple targets (all targets 
  in a 40-foot radius burst)
  lost time trap (cR 16; XP 76,800)
  type magic; Perception DC 33; disable device DC 
  33
  EFFEcts
  trigger visual (true seeing); Reset at dawn and dusk; 
  Bypass fey
  Effect spell effect (heightened permanent sands of time-
  APG, permanently advanced one age category, F-DC 23 
  negates), spell effect (contingent time stop, grants 1d4+1 
  extra rounds of time to random opponent the next 
  time subject is attacked, no save)
  
  12
  Expanded tables
  aByssal RiFt
  An Abyssal rift is a region where the powers of the 
  Abyss bleed into other realities, warping the land into a 
  twisted mockery of its former state, its blighted plants 
  and blasted stones seeming to weep with blood, bile, 
  or steaming tears of sorrow at what has been destroyed. 
  Such a rift can form anywhere that the land is scarred 
  by terrible evil or chaos, although such a radical trans-
  formation rarely strikes without a singularly potent 
  catalyst, such as the death of a lawful or good deity or 
  the completion of a ritual spanning hundreds of miles 
  and involving thousands of lives. This table can also be 
  used to represent encounters within the Abyss itself.
     If the rift has not completely eradicated all traces of 
  what the region used to be, or in the fringes of a com-
  plete rift, roll for encounters for both the abyssal rift 
  and for the region’s normal state (although there should 
  generally not be encounters for both simultaneously).
  minimum average cR: 1 (d% + 20)
  maximum average cR: 22 (d% + 440)
  typical Encounter Frequency: 10% (01-10)
  table 1-1: abyssal Rift Encounters
  d%
  Encounter
  avg. 
  cR
  source
  21-30
  1 dog with the entropic 
  template
  1/3
  PB, 
  PB2
  31-40
  1 rat, dire with the fiend-
  ish template
  1/3
  PB
  41-50
  1 cockroach, giant with 
  the fiendish template
  1/2
  PB2, 
  PB
  51-60
  1 maggot, giant with the 
  entropic template
  1/2
  PB2
  61-62
  1 dog, riding with the 
  fiendish template
  1
  PB
  63-65
  1 festrog
  1
  PB3
  66-68
  1 fly, giant with the en-
  tropic template
  1
  PB2
  69-71
  1 petitioner, Abyss
  1
  PB2
  72-74
  1 snake, venomous with 
  the fiendish template
  1
  PB
  75-77
  1 spider, giant with the 
  fiendish template
  1
  PB
  78-80
  1 spider swarm with the 
  entropic template
  1
  PB, 
  PB2
  81-83
  1 bat, dire with the fiend-
  ish template
  2
  PB
  84-86
  1 bat swarm with the 
  entropic template
  2
  PB, 
  PB2
  87-88
  1 daemon, cacodaemon
  2
  PB2
  89-91
  1 demon, dretch
  2
  PB
  92-94
  1 demon, quasit
  2
  PB
  95-97
  1 qlippoth, cythnigot
  2
  PB2
  98-100
  1 rat swarm with the 
  fiendish template
  2
  PB
  101-103
  2d6 dogs with the entro-
  pic template
  3
  PB, 
  PB2
  104-105
  2 festrogs
  3
  PB3
  106-107
  1 howler
  3
  PB2
  108-109
  1 parasite, giant rot grub 
  with the entropic tem-
  plate
  3
  PB3, 
  PB2
  110-112
  2 petitioners, Abyss
  3
  PB2
  113-114
  1 snake, venomous with 
  the advanced, giant, and 
  fiendish templates
  3
  PB
  115-117
  2 spider swarms with the 
  entropic template
  3
  PB, 
  PB2
  118-120
  1 yeth hound
  3
  PB
  121-123
  2 demons, dretches
  4
  PB
  124-126
  2 demons, quasits
  4
  PB
  127-128
  1 demon, schir
  4
  PB3
  129-130
  1 dragonfly, giant nymph 
  with the entropic tem-
  plate
  4
  PB2
  131-133
  2d6 maggots, giant with 
  the entropic template
  4
  PB2
  134-135
  1 mandragora
  4
  PB2
  136-138
  1d4 snake swarms with 
  the entropic template
  4
  PB3, 
  PB2
  139-140
  1 spider, black widow 
  with the entropic tem-
  plate
  4
  PB2
  141-142
  2d10 cockroaches, giant 
  with the entropic tem-
  plate
  5
  PB2
  143-144
  1 dragonfly, giant with 
  the entropic template
  5
  PB2
  
  13
  145-146
  1d3+2 festrogs
  5
  PB3
  147-148
  1d4+1 rat swarms with 
  the fiendish template
  5
  PB
  149-150
  1 shadow mastiff
  5
  PB3
  151-152
  1 snake swarm, venomous 
  with the fiendish template
  5
  PB3, 
  PB
  153-154
  1d4+2 snakes, venomous 
  with the fiendish template
  5
  PB
  155-156
  2d4 spiders, giant with 
  the fiendish template
  5
  PB
  157-158
  1d4+2 spider swarms 
  with the entropic tem-
  plate
  5
  PB, 
  PB2
  159-160
  2 yeth hounds
  5
  PB
  161-162
  1d8+1 daemons, cacodae-
  mons
  6
  PB2
  163-164
  1 demon, babau
  6
  PB
  165-166
  1d3+2 demons, dretches
  6
  PB
  167-169
  1 demon, incubus
  6
  PB3
  170-171
  2d6 dogs, riding with the 
  fiendish template
  6
  PB
  172-173
  2d6 flies, giant with the 
  entropic template
  6
  PB2
  174-175
  1d3+1 howlers
  6
  PB2
  176-177
  1d10+2 petitioners, Abyss 6
  PB2
  178
  1 salamander
  6
  PB
  179-180
  1d4+1 snakes, venomous 
  with the advanced, giant, 
  and fiendish templates
  6
  PB
  181-182
  2d6 bats, dire with the 
  fiendish template
  7
  PB
  183-184
  2d6 bat swarms with the 
  entropic template
  7
  PB, 
  PB2
  185
  1 caulborn
  7
  PB3
  186-187
  1d10+2 demons, quasits
  7
  PB
  188-189
  1 demon, shadow
  7
  PB
  190-191
  1 demon, succubus
  7
  PB
  192
  1d4+1 dragonflies, giant 
  nymph with the entropic 
  template
  7
  PB2
  193-194
  1d6+5 festrogs
  7
  PB3
  195-196
  1d6+1 parasites, giant rot 
  grubs with the entropic 
  template
  7
  PB3, 
  PB2
  197-198
  2d6 qlippoth, cythnigot
  7
  PB2
  199-200
  1 qlippoth, shoggti
  7
  PB2
  201-203
  1 bodak
  8
  PB2
  204-205
  1d6+5 demons, dretches
  8
  PB
  206-207
  1 demon, nabasu
  8
  PB
  208-209
  2d4 demons, schirs
  8
  PB3
  210-211
  1 magma ooze, brimstone 8
  PB2
  212-213
  1 parasite, rot grub swarm 
  with the entropic tem-
  plate
  8
  PB3, 
  PB2
  214-215
  1d6+5 rat swarms with 
  the fiendish template
  8
  PB
  216
  2 salamanders
  8
  PB
  217-218
  1d3+1 snake swarms, 
  venomous with the fiend-
  ish template
  8
  PB3, 
  PB
  219-220
  2d4 spiders, giant black 
  widows with the entropic 
  template
  8
  PB2
  221
  1 daemon, leukodaemon
  9
  PB2
  222-223
  2 demons, succubi
  9
  PB
  224-225
  1 demon, vrock
  9
  PB
  226-227
  2d4 dragonflies, giant 
  with the entropic tem-
  plate
  9
  PB2
  228-229
  2d6 mandragoras
  9
  PB2
  230-231
  1 night hag riding 1 
  nightmare
  9
  PB
  232-233
  1d20+12 petitioners, 
  Abyss
  9
  PB2
  234-235
  2 qlippoth, shoggti
  9
  PB2
  236-237
  2d4 shadow mastiffs
  9
  PB3
  238-239
  1d6+5 yeth hounds
  9
  PB
  240
  1 drake, rift
  9
  PB3
  241-243
  1 bebelith
  10
  PB
  244
  1 daemon, piscodaemon
  10
  PB2
  245-246
  2d4 demons, babaus
  10
  PB
  247-248
  1d20+12 demons, dretch-
  es
  10
  PB
  249-250
  2d4 demons, incubi
  10
  PB3
  251-252
  1 demon, kalavakus
  10
  PB2
  253-254
  1 mobogo
  10
  PB3
  255-256
  1 qlippoth, nyogoth
  10
  PB2
  257-258
  1d3+2 salamanders
  10
  PB
  
  14
  259-260
  1d3+4 snake swarms, 
  venomous with the fiend-
  ish template
  10
  PB3, 
  PB
  261-264
  1d3+1 bodaks
  11
  PB2
  265-267
  1 demon, hezrou
  11
  PB
  268-270
  1 demon, nabasu with 
  1d12 growth points
  11
  PB
  271-273
  2d4 demons, shadow
  11
  PB
  274-276
  2 demons, vrocks
  11
  PB
  277-280
  1 retriever
  11
  PB
  281-282
  1 baregara
  12
  PB3
  283-284
  2 bebeliths
  12
  PB
  285
  2d6 caulborn
  12
  PB3
  286
  1 daemon, dhergodae-
  mon
  12
  PB3
  287-289
  1 demon, coloxus
  12
  PB3
  290-291
  2 demons, kalavakuses
  12
  PB2
  292-293
  1 demon, omox
  12
  PB2
  294-295
  1d10+2 demons, succubi
  12
  PB
  296
  1 night hag riding 1 
  nightmare, cauchemar
  12
  PB
  297-298
  1 qlippoth, chernobue
  12
  PB2
  299-300
  1d8+2 qlippoth, shoggti 
  and slaves (1d6+5 peti-
  tioners, Abyss)
  12
  PB2
  301-303
  1 demodand, tarry
  13
  PB3
  304-305
  1d8+1 daemons, leuko-
  daemons
  13
  PB2
  306-308
  1 demon, glabrezu
  13
  PB
  309-311
  1 demon, nabasu with 
  1d12 growth points and 
  the advanced and giant 
  templates
  13
  PB
  312-314
  1d4+2 demons, vrocks
  13
  PB
  315-317
  1d3+1 mobogos
  13
  PB3
  318-320
  3 night hags riding 3 
  nightmares
  13
  PB
  321-323
  1d4+2 bebeliths
  14
  PB
  324-326
  1d3+1 demons, hezrous
  14
  PB
  327-328
  1d3+3 demons, ka-
  lavakuses and slaves 
  (1d10+10 petitioners, 
  Abyss)
  14
  PB2
  329-331
  1 demon, nalfeshnee
  14
  PB
  332-334
  2 demons, omox
  14
  PB2
  335-337
  1 qlippoth, augnagar
  14
  PB2
  338-340
  2d4 qlippoth, nyagoths
  14
  PB2
  341-343
  1d4+1 daemons, dergho-
  daemons
  15
  PB3
  344-346
  Demons: 1 glabrezu, 1 
  succubus, and 1d4+1 
  vrocks
  15
  PB
  347-349
  Demons: 1 hezrou, 1 
  nalfeshnee, and 1d4+1 
  vrocks
  15
  PB
  350-352
  1 demon, nabasu with 
  1d4+12 growth points
  15
  PB
  353-356
  1d4+6 demons, vrocks
  15
  PB
  357-360
  1 xacarba
  15
  PB2
  361-365
  1 demodand, slimy
  16
  PB3
  366-370
  2d4 demons, coloxus
  16
  PB3
  371-375
  1d4+2 demons, omox
  16
  PB2
  376-380
  1 demon, shemhazian
  16
  PB2
  381-386
  2d4 demodands, tarry
  17
  PB3
  387-392
  1 demon, marilith
  17
  PB
  393-396
  1 demon, nabasu with 
  1d3+16 growth points
  17
  PB
  397-400
  1 sorcerer, demon-blood-
  ed
  17
  NPC
  401-402
  1 daemon, purrodaemon
  18
  PB2
  403-406
  1 demodand, shaggy
  18
  PB3
  407-411
  Demons: 1 marilith, 1 
  glabrezu, and 1d12+2 
  babaus
  18
  PB
  412-416
  1 demon, nabasu with 
  1d8+12 growth points 
  and the advanced and gi-
  ant templates
  18
  PB
  417-420
  1 qlippoth, thulgant
  18
  PB2
  421-424
  Demodands: 1 shaggy 
  and 1d4+1 tarry
  19
  PB3
  425-428
  Demodands: 2 slimy and 
  1d4+1 tarry
  19
  PB3
  429-432
  2 demons, mariliths
  19
  PB
  433-436
  1 demon, vrolikai
  19
  PB2
  437-439
  1 loremaster, demonolo-
  gist
  19
  NPC
  440
  1 paladin, demon hunter
  19
  NPC
  
  15
  441-446
  1 demon, balor
  20
  PB
  447-450
  2 demons, mariliths 
  and 1 sorcerer, demon-
  blooded
  20
  PB, 
  NPC
  451-454
  1 inevitable, lhaksharut
  20
  PB2
  455-460
  1 qlippoth, iathavos
  20
  PB2
  461-464
  1d4+1 daemons, purro-
  daemons
  21
  PB2
  465-472
  Demons: 1 balor and 
  1d4+1 glabrezu
  21
  PB
  473-480
  1d3+1 qlippoth, thul-
  gaunts
  21
  PB2
  481-487
  1d4+4 demons, shemha-
  zians and 1 loremaster, 
  demonologist
  22
  PB2, 
  NPC
  488-500
  1 titan, thanatotic
  22
  PB2
  501-520
  1d6+5 daemons, purro-
  daemons
  23
  PB2
  521-530
  1 titan, hekatonkheires
  24
  PB3
  531-536
  2 titans, thanatotic
  24
  PB2
  537-539
  3 titans, thanatotic
  25
  PB2
  540
  1d3+3 titans, thantotic
  26
  PB2
  aByssal 
  RiFt EncountER ElEmEnts
     dispositions: The unearthly horrors of the Abyss see 
  mortals as potential food, slaves, or playthings.
  table 1-2: abyssal Rift dispositions
  d20
  Encounter Elements
  1
  Disguise
  2
  Enchanted
  3-4
  Flight
  5-6
  Injured
  7-11
  Preparedness, prepared
  12-15
  Preparedness, unready
  16-20
  Scheming
  terrain Features: The Abyssal rift often has terrain fea-
  tures, even building blocks, derived from whatever the 
  region was like before being twisted by the influence of 
  pure chaotic evil. Include such elements before rolling 
  for the rift’s terrain features.
     Building Blocks: Unearthly battlefield.
  table 1-3: abyssal Rift terrain Features
  d20
  Encounter Elements
  1-3
  Chasm
  4-5
  Cliff
  6-8
  Fog
  9-10
  Planar vortex to the Abyss. To determine pla-
  nar trait, roll 1d4 (1=strongly chaos-aligned, 
  2=strongly evil-aligned, 3=enhanced magic, 
  4=impeded magic).
  11-13
  Ruined building
  14-16
  Slopes
  17-20
  Unearthly battlefield
  
  16
  BEshadoWEd BacKWoods
  The beshadowed backwoods are a region of semi-cold, 
  densely wooded hills that seem to attract strange beings 
  from other worlds, especially aberrations and the be-
  ings of Shadow, with disturbing frequency. Some sus-
  pect the place is marked by alien powers as a safe haven 
  for their kin, a conjecture supported by the alarming 
  number of cultists devoted to unfathomable evils to be 
  found in the remote villages that dot this rural expanse. 
  The area attracts all manner of magical experimenters, 
  but especially those interested in exploiting the thin 
  barriers between worlds to be found here. The woods 
  crawl with such conjured monstrosities and shadowy 
  forces that the only residents who seem to remain sane 
  for long are those able to put the dangers out of their 
  minds and go on with their lives in blissful ignorance 
  of the uncaring powers that surround them.
  minimum average cR: 1 (d% + 20)
  maximum average cR: 21 (d% + 420)
  typical Encounter Frequency: 7% (01-07)
  table 2-1: Beshadowed Backwoods Encounters
  d%
  Encounter
  avg. 
  cR
  source
  21-30
  1 village idiot
  1/3
  GMG
  31-40
  1 zombie
  1/3
  PB
  41-46
  1 crawling hand
  1/2
  PB2
  47-53
  1 dog, rabid
  1/2
  PB
  54-60
  1 sagari
  1/2
  PB3
  61-63
  1 adept, initiate
  1
  NPC
  64-66
  1 akata
  1
  PB2
  67-69
  1 doomsayer
  1
  GMG
  71-72
  1 expert, seasoned trapper
  1
  NPC
  73-75
  1 flumph
  1
  PB3
  76-77
  1 wolf
  1
  PB
  78-80
  1d4+1 zombies
  1
  PB
  81-82
  1 adept, doom prophet
  2
  NPC
  83-84
  1 cat, leopard
  2
  PB
  85-87
  1d4+1 crawling hands
  2
  PB2
  88-89
  1 garden ooze
  2
  PB3
  90-92
  1 kyton, augur
  2
  PB3
  93-95
  1 ogrekin
  2
  PB2
  96-97
  1 sasquatch
  2
  PB3
  98-100
  1 wolverine
  2
  PB
  101-103
  1 allip
  3
  PB3
  104-105
  1 cerebric fungus
  3
  PB3
  106-107
  1 devil, accuser
  3
  PB2
  108-110
  1 ettercap
  3
  PB
  111
  2 flumphs
  3
  PB3
  112-113
  1 ogre
  3
  PB
  114-116
  2d4 sagaris
  3
  PB3
  117
  1 sorcerer, tainted
  3
  NPC
  118-120
  1 wolf, dire
  3
  PB
  121-123
  1 bear, grizzly
  4
  PB
  124-125
  1 daemon, vulnadaemon
  4
  PB3
  126-128
  1 decapus
  4
  PB2
  129
  1 gloomwing
  4
  PB2
  130-131
  1 lycanthrope, werebear
  4
  PB2
  132-133
  1 mandragora
  4
  PB2
  134-135
  1 megafauna, megaloceros
  4
  PB2
  136-137
  1 wolverine, dire
  4
  PB
  138-140
  1 zuvembie
  4
  PB3
  141-142
  1d6+1 akatas
  5
  PB2
  143-145
  2 allips
  5
  PB3
  146-147
  1 cultist and 1d4+4 can-
  nibals
  5
  GMG
  148-150
  1 doomsayer and 1 hedge 
  wizard
  5
  GMG
  151-153
  2 ettercaps
  5
  PB
  154-155
  1d4+1 garden oozes
  5
  PB3
  156-157
  1d4+1 kytons, augurs
  5
  PB3
  158-160
  1 worg, winter wolf
  5
  PB
  161-162
  2 bears, grizzly
  6
  PB
  163-164
  2 decapuses
  6
  PB2
  165-166
  1 hermit
  6
  GMG
  167-168
  2 lycanthropes, werebears
  6
  PB2
  169-170
  1d3+1 ogres
  6
  PB
  171-172
  2d3 ogrekin
  6
  PB2
  173-174
  1d8+8 sagaris
  6
  PB3
  175-176
  1d6+1 sasquatch
  6
  PB3
  177-178
  2d6 wolves
  6
  PB
  179-180
  2 wolverines, dire
  6
  PB
  181-182
  1d4+2 allips
  7
  PB3
  183-184
  1 bear, dire
  7
  PB
  185-186
  1 conjurist and 1 hedge 
  wizard
  7
  GMG
  
  17
  187
  1 demon, shadow
  7
  PB
  188
  1d8+1 devils, accuser
  7
  PB2
  189-190
  4d4 flumphs
  7
  PB3
  191-192
  1d3+5 kytons, augurs
  7
  PB3
  193-194
  1d4+1 mandragoras
  7
  PB2
  195-196
  1d4+1 megafauna, mega-
  loceros
  7
  PB2
  197-198
  2d4 wolves, dire
  7
  PB
  199-200
  2 worgs, winter wolves
  7
  PB
  201-202
  1d12+7 akatas
  8
  PB2
  203
  1 denizen of Leng
  8
  PB2
  204
  1 eidolon, unfettered
  8
  PB3
  205-206
  1d4+2 ettercaps and 2d4 
  giant spiders
  8
  PB
  207-208
  1 guecubu
  8
  PB3
  209-210
  1d4+2 lycanthropes, were-
  bears
  8
  PB2
  211-212
  1d4 nagas, lunar
  8
  PB3
  213-214
  1 neh-thalggu
  8
  PB2
  215-216
  1 scorpion, deadfall
  8
  PB3
  217-218
  1 wolf-in-sheep’s-clothing
  8
  PB3
  219-220
  1 yuki-onna
  8
  PB3
  221
  1 adept, cultist and 1 
  commoner, traitor
  9
  NPC
  222-223
  1 baykok
  9
  PB3
  224-225
  2 bears, dire
  9
  PB
  226
  1 cleric, mother of beasts
  9
  NPC
  227
  2d6 daemons, vulnadae-
  mons
  9
  PB3
  228-229
  1 golem, alchemical
  9
  PB2
  230
  1d4+2 lycanthropes, 
  werebears and 1d4 bears, 
  grizzly
  9
  PB2, 
  PB
  231-232
  1 night hag and 1d2-1 
  nightmare
  9
  PB
  233-234
  1d12+4 ogres
  9
  PB
  235-236
  1 tick swarm
  9
  PB2
  237-238
  1 witchfire
  9
  PB2
  239-240
  1 yithian
  9
  PB3
  241-242
  Adepts: 1d4+4 enforcers 
  and 1 cultist
  10
  NPC
  243-244
  1 bard, con artist, 1 cleric, 
  vivisectionist, 1 fighter, 
  spell hunter, 1 rogue, 
  cave stalker, and 1 wizard, 
  tribal seer
  10
  NPC
  245-246
  1 demon, nabasu with 1d8 
  growth points
  10
  PB
  247
  1d10+9 devils, accuser
  10
  PB2
  248-249
  1 dragon, young forest
  10
  PB3
  250-251
  1 dragon, young umbral
  10
  PB2
  252-253
  1d6+6 mandragoras
  10
  PB2
  254-255
  1d10+5 megafauna, mega-
  loceros
  10
  PB2
  256-257
  1 pale stranger
  10
  PB3
  258
  1 protean, imentesh
  10
  PB2
  259-260
  1d6+5 worgs, winter 
  wolves
  10
  PB
  261-262
  1d4+1 allips, 1 cleric, 
  death priest, and 1 monk, 
  cautious hunter
  11
  PB3, 
  NPC
  263
  2d4 demons, shadow
  11
  PB
  264
  1d4+1 denizens of Leng
  11
  PB2
  265-267
  1 devourer
  11
  PB
  268-269
  1 graveknight
  11
  PB3
  270-271
  1d8+9 ghouls, 1 wizard, 
  undead creator, and 1 
  zuvembie
  11
  PB, 
  NPC, 
  PB3
  272-273
  1 moon-beast
  11
  PB3
  274-275
  1d4+1 scorpions, deadfall
  11
  PB3
  276
  1d6 tenebrous worms
  11
  PB2
  277-278
  1 thunderbird
  11
  PB2
  279-280
  2 yithians
  11
  PB3
  281-283
  1 athach
  12
  PB2
  284-286
  1d4+1 baykoks
  12
  PB3
  287-289
  1 cult leader and 1d8+9 
  cultists
  12
  GMG
  290-291
  1 dragon disciple, acid 
  terror
  12
  NPC
  292-293
  1 giant, taiga
  12
  PB2
  294-295
  1d3+1 golems, alchemical
  12
  PB2
  296
  1 kyton, interlocutor
  12
  PB3
  297
  2 proteans, imenteshes
  12
  PB2
  298
  1 shining child
  12
  PB2
  
  18
  299-300
  1d8 spiders, giant taran-
  tulas
  12
  PB2
  301-303
  1 banshee
  13
  PB2
  304-305
  1 carnivorous blob
  13
  PB2
  306
  1 cleric, mother of beasts 
  and 1d4 wolves-in-sheep’s-
  clothing and 1d4 neh-
  thalggu
  13
  NPC, 
  PB3, 
  PB2
  307-308
  1d4 crawling hands, giant, 
  1 lich, and 1d4+2 wights 
  with the advanced and gi-
  ant templates
  13
  PB3, 
  PB
  309-310
  1 demon, nabasu with 
  1d3+8 growth points
  13
  PB
  311
  1 moon-beast and 1d4+1 
  denizens of Leng
  13
  PB3, 
  PB2
  312-313
  1 graveknight and 
  1d12+11 skeletal cham-
  pions
  13
  PB3, 
  PB
  314-315
  3 night hags riding 3 
  nightmares
  13
  PB
  316-317
  2d3 tick swarms
  13
  PB2
  318-320
  1 viper vine
  13
  PB2
  321-323
  4d4 adepts, heretics and 1 
  Pathfinder chronicler, mad 
  prophet
  14
  NPC
  324-325
  1d10+5 denizens of Leng
  14
  PB2
  326-327
  1 dragon, adult forest
  14
  PB3
  328-329
  1 dragon, adult umbral
  14
  PB2
  330-331
  1d4+1 moon-beasts
  14
  PB3
  333-335
  1 nightshade, nightwing
  14
  PB2
  336-338
  1 worm that walks
  14
  PB2
  339-340
  3d3 yithians
  14
  PB3
  341-343
  1d3+1 athaches
  15
  PB2
  344-346
  1d6+6 baykoks
  15
  PB3
  347-348
  1 cleric, master of undeath 
  and 1d8+12 shadows
  15
  NPC, 
  PB
  349-350
  1 dybbuk
  15
  PB3
  351-353
  1 gorynych
  15
  PB3
  354-355
  1d4+1 kytons, interlocu-
  tors
  15
  PB3
  356-357
  1d8+2 proteans, iment-
  eshes
  15
  PB2
  358-359
  1d4 devils, bone and 1 
  sorcerer, diabolical charm-
  er
  15
  PB, 
  NPC
  360
  1 sorcerer, natural arcanist
  15
  NPC
  361-362
  1 devil, belier
  16
  PB2
  363-365
  1 ecorche
  16
  PB3
  366-367
  1 fighter, elven recluse
  16
  NPC
  368-370
  1d6+1 giants, taiga
  16
  PB2
  371-373
  1 nightshade, nightwalker
  16
  PB2
  374-375
  1 plasma ooze
  16
  PB3
  376-378
  1 shadowdancer, black ice
  16
  NPC
  379-380
  1d8+1 shining children
  16
  PB2
  381-382
  1 arcane archer, undead 
  bane and 1 ranger, undead 
  slayer
  17
  NPC
  383-385
  2 assassins, death initi-
  ates and 1 mystic theurge, 
  death master
  17
  NPC
  386-388
  3 cult leaders and 1 cleric, 
  herald of armageddon
  17
  GMG, 
  NPC
  389-390
  1 eldritch knight, spirit 
  avenger and 2 rangers, 
  fiendslayers
  17
  NPC
  391-393
  1 shinigami
  17
  PB3
  392-394
  1d8+1 shining children 
  and 1 wizard, cruel con-
  jurer
  17
  PB2, 
  NC
  395-397
  1 winterwight
  17
  PB2
  398-400
  1d12+10 yithians
  17
  PB3
  401-404
  1d6+6 athaches
  18
  PB2
  405-407
  1 demon, nabasu with 
  1d6+11 growth points and 
  1 sorcerer, demon-blooded
  18
  PB, 
  NPC
  408-410
  1d8+5 mohrgs with the 
  advanced template and 1 
  wizard, grand necroman-
  cer
  18
  NPC, 
  PB
  411-412
  1 nightshade, nightcrawler 18
  PB2
  413-416
  2d3 nightshades, nigh-
  twings
  18
  PB2
  417-418
  1 ranger, mage hunter
  18
  NPC
  419-420
  1 rogue, death whisperer
  18
  NPC
  421-422
  1 devil, immolation
  19
  PB2
  423-424
  1 dragon, ancient forest
  19
  PB3
  
  19
  425-426
  1 dragon, ancient umbral
  19
  PB2
  427-428
  1d4+1 ecorches
  19
  PB3
  429-431
  1 humbaba
  19
  PB3
  432-433
  1d3+1 nightshades, night-
  walkers
  19
  PB2
  434-435
  1d10+10 shining children
  19
  PB2
  436-438
  1 tzitzimitl
  19
  PB3
  439-450
  2 winterwights
  19
  PB2
  441-445
  1 bard, doomsayer and 
  1d4+4 shadowdancers, 
  midnight dancers
  20
  NPC
  446-447
  1 cleric, priest of oblivion 
  and 1 tzitzimitl
  20
  NPC, 
  PB3
  448-452
  1 kyton, eremite
  20
  PB3
  453-457
  2 nightshades, nightcrawl-
  ers
  20
  PB2
  458-460
  1 nightshade, nightwave
  20
  PB2
  461-464
  1 cleric, priest of oblivion 
  and 1 kyton, eremite
  21
  NPC, 
  PB3
  465-468
  1 demon, vrolikai and 1 
  loremaster, demonologist
  21
  PB2, 
  NPC
  469-472
  2 devils, immolation
  21
  PB2
  473-476
  1d4+1 ecorches and 1 
  sorcerer, arisen
  21
  PB3, 
  NPC
  477-480
  1d4+2 winterwights
  21
  PB2
  481-486
  1 arcane archer, chaos 
  arrow, 1 arcane trickster, 
  god stealer, and 1 dragon 
  disciple, ice maiden
  22
  NPC
  487-493
  1d8+5 devils, ice, 1 devil, 
  immolation, and 1 fighter, 
  infernal champion
  22
  PB, 
  PB2, 
  NPC
  494-500
  2 kytons, eremites
  22
  PB3
  501-510
  1d4+2 devils, immolation
  23
  PB2
  511-520
  1d3+2 kytons, eremites
  23
  PB3
  BEshadoWEd BacKWoods 
  EncountER ElEmEnts
     dispositions: The creatures of the beshadowed 
  backwoods vary widely in their dispositions, but their 
  intentions are rarely good and they have learned that 
  humans can be useful pawns or annoying nuisances. 
  The humanoid residents, on the other hand, have 
  learned that strangers are not to be trusted and myster-
  ies are not to be investigated. Any non-evil encoun-
  tered group is likely to assume that anyone else is 
  serving the dangerous and insane forces that threaten 
  the area unless provided with very good reason to think 
  otherwise, making peaceful contact tricky.
  table 2-2: Beshadowed Backwoods dispositions
  d20
  Encounter Elements
  1-2
  Disguise
  3
  Enchanted
  4-5
  Flight
  6-11
  Preparedness, prepared
  12-16
  Preparedness, unready
  17-20
  Scheming
  terrain Features: The beshadowed backwoods are 
  dense with terrain features, as thick and creeping plant 
  life grows readily upon its myriad slopes and valleys 
  and forms a thick canopy over even most relatively 
  open areas.
     Building Blocks: Copse, dim illumination, gentle hills, 
  massive trees, plateau, slopes, thicket, trees, and valley 
  mouth.
  table 2-3: Beshadowed Backwoods terrain Features
  d20
  Encounter Elements
  1
  Cliff
  2-3
  Copse
  4-5
  Dim illumination
  6
  Fog
  7
  Footpath
  8
  Gentle hills
  9
  Glade
  10
  Planar vortex to the Shadow Plane. To deter-
  mine planar trait, roll 1d3 (1=magically mor-
  phic, 2=enhanced magic, 3=impeded magic).
  11
  Plateau
  12
  Pond
  13
  River
  14-
  15
  Slopes
  16
  Stream
  17-
  18
  Thicket
  19
  Trench
  20
  Valley mouth
  
  20
  ElEmEntal oasis
  An elemental oasis is a desert oasis where elemental 
  spirits and mortals meet to do business for magical 
  wares of all sorts. The place is hard to reach for mor-
  tals, perhaps moving from place to place or lying in 
  a far corner of the desert, but the extreme elements 
  make many elemental beings feel right at home. Other 
  outsiders are attracted by such a concentrated number 
  of potential mortal pawns in their timeless conflicts. 
  An elemental oasis might also be located in an unusu-
  ally hospitable pocket of the Plane of Fire, Plane of Air, 
  or another plane of existence as well as in a place of 
  primeval power in a plane within the mortal world.
  minimum average cR: 2 (d% + 40)
  maximum average cR: 18 (d% + 360)
  typical Encounter Frequency: 25% (01-25)
  table 3-1: Elemental oasis Encounters
  d%
  Encounter
  avg. 
  cR
  source
  41-43
  1 clockwork spy
  1/2
  PB3
  44-46
  1 ifrit
  1/2
  PB2
  47-49
  1 oread
  1/2
  PB2
  50-51
  1 aristocrat, princess
  1/2
  NPC
  52-54
  1 suli
  1/2
  PB3
  55-57
  1 sylph
  1/2
  PB2
  58-60
  1 undine
  1/2
  PB2
  61-62
  1 elemental, Small*
  1
  PB/
  PB2
  63-65
  2 ifrits
  1
  PB2
  66-68
  2 oreads
  1
  PB2
  69-71
  1 sorcerer, gem
  1
  NPC
  72-74
  2 suli
  1
  PB3
  75-77
  2 sylphs
  1
  PB2
  78-80
  2 undines
  1
  PB2
  81-83
  1 azer
  2
  PB2
  84-86
  1 div, doru
  2
  PB3
  87-88
  1d3+2 ifrits
  2
  PB2
  89-90
  1 inevitable, arbiter
  2
  PB2
  91-92
  1 oni, spirit
  2
  PB3
  93-94
  1d3+2 oreads
  2
  PB2
  95-96
  1 rakshasa, raktavarna
  2
  PB3
  97-98
  1d3+2 sylphs
  2
  PB2
  99-100
  1d3+2 undines
  2
  PB2
  101-102 1 drake, river
  3
  PB3
  103-104 Duststorm
  3
  CRB
  105
  1 elemental, Medium*
  3
  PB/
  PB2
  106
  1 magmin
  3
  PB3
  107-109 1 mephit**
  3
  PB
  110-112 1 sandman
  3
  PB2
  113-114 1 sorcerer, gem and 1 
  wizard, battle mage with 
  mounts
  3
  NPC
  115-117 1 storyteller and 1 vaga-
  bond with mounts
  3
  GMG
  118-120 1d4+2 suli
  3
  PB3
  121-124 2 azers
  4
  PB2
  125-128 1 div, agash
  4
  PB3
  129-132 1 genie, janni
  4
  PB
  133-135 1 oni, kuwa with mount
  4
  PB3
  136-137 2 oni, spirit
  4
  PB3
  138-140 2 rakshasa, raktavarna
  4
  PB3
  141-142 1 ant lion, giant
  5
  PB3
  143-144 1 cleric, carousing cham-
  pion with mount
  5
  NPC
  145-146 2 drakes, river
  5
  PB3
  147-148 1 elemental, Large*
  5
  PB/
  PB2
  149
  2d4 elementals, Small*
  5
  PB/
  PB2
  150-151 1 genie, djinni
  5
  PB
  152-154 1 ghul
  5
  PB3
  155-157 2 mephits**
  5
  PB
  158-160 1 mercane with mount
  5
  PB2
  161-163 1 ant lion, giant adult
  6
  PB3
  164-166 1d4+2 azers
  6
  PB2
  167-168 1 demon, incubus
  6
  PB3
  169-171 1 elemental, lightning 
  (Medium) and 1 sorcerer, 
  storm
  6
  PB2, 
  NPC
  172-174 2 genies, jann
  6
  PB
  175-177 1 salamander
  6
  PB
  178-180 1d3+1 sandmen
  6
  PB2
  181
  1 aeon, theletos
  7
  PB2
  182-183 1 div, pairaka
  7
  PB3
  
  21
  184
  1 elemental, Huge*
  7
  PB/
  PB2
  185
  2d4 elementals, Medium* 7
  PB/
  PB2
  186-187 1 expert, successful 
  merchant and 1 war-
  rior, expert bodyguard 
  in a carriage pulled by 2 
  horses driven by 1 war-
  rior, guard accompanied 
  by 2 warriors, guards 
  with mounts
  7
  NPC, 
  UC
  188-189 2 genies, djinn
  7
  PB
  190-191 1 genie, shaitan
  7
  PB
  192
  1 invisible stalker
  7
  PB
  193
  2d4 magmins
  7
  PB3
  194-195 1d4+2 mephits**
  7
  PB
  196
  1d8+2 rakshasas, rakta-
  varna
  7
  PB3
  197-198 1 sorcerer, trickster mage 
  with mount
  7
  NPC
  199-200 1 totenmaske
  7
  PB2
  201-202 1d3+1 ant lions, giant
  8
  PB3
  203-204 2 ant lions, giant adult
  8
  PB3
  205-206 1 bard, gambler and 1 
  wizard, thunder with 
  mounts
  8
  NPC
  207-208 2 demons, incubi
  8
  PB3
  209-210 1 drake, desert
  8
  PB3
  211-212 1 eidolon, unfettered
  8
  PB3
  213-214 1 genie, efreeti
  8
  PB
  215-216 1d4+2 genies, jann
  8
  PB
  217-218 3d4 oni, spirit
  8
  PB3
  219-220 2 salamanders
  8
  PB
  221
  2 aeons, theletos
  9
  PB2
  222-223 3d4 azers and 1d4 mer-
  cane
  9
  PB2
  224
  3d4 drakes, river
  9
  PB3
  225
  1 druid, water merchant
  9
  NPC
  226-227 1 elemental, greater*
  9
  PB/
  PB2
  228
  2d4 elementals, Large*
  9
  PB/
  PB2
  229-230 1d4+2 genies, djinn
  9
  PB
  231-232 1 genie, marid
  9
  PB
  233-234 2 genies, shaitans
  9
  PB
  235-236 1 giant, desert
  9
  PB3
  237-238 1d6+6 mephits**
  9
  PB
  239
  2 totenmaskes
  9
  PB2
  240
  1 wizard, prankster il-
  lusionist with mount
  9
  NPC
  241-242 1 div, ghawwas
  10
  PB3
  243-244 2 drakes, desert
  10
  PB3
  245-246 1 dragon disciple, storm 
  prophet and 1 eldritch 
  knight, queen of staves 
  with mounts
  10
  NPC
  247-248 2 genies, efreet
  10
  PB
  249-250 1 genie, efreeti and 2 
  sorcerers, bloodfire with 
  mounts
  10
  PB, 
  NPC
  251-252 1d6+6 genies, jann
  10
  PB
  253-254 1 merchant prince and 
  1 sellsword in a carriage 
  pulled by 2 horses driven 
  by 1 guard 
  10
  GMG, 
  UC
  255-256 1 monk, poisonous per-
  former
  10
  NPC
  257-258 1 protean, imentesh
  10
  PB2
  259-560 1d3+2 salamanders
  10
  PB
  261-264 1 elemental, elder*
  11
  PB/
  PB2
  265-266 2d4 elementals, Huge*
  11
  PB/
  PB2
  267-270 1d6+6 genies, djinn
  11
  PB
  271-274 2 genies, marids
  11
  PB
  275-278 1d4+2 genies, shaitans
  11
  PB
  279-280 1d4+2 paladins, desert 
  protectors with mounts
  11
  NPC
  281-282 3d4 aeons, theletos
  12
  PB2
  283-284 1 angel, monadic deva
  12
  PB2
  285-286 3d4 ant lions, giant 
  adults
  12
  PB3
  287-288 1 bounty hunter, 1 sells-
  word, 1 torturer, and 1d3 
  slavers with mounts and 
  1 light wagon pulled by 4 
  ponies
  12
  GMG, 
  UC
  289-290 1 demon, coloxus
  12
  PB3
  
  22
  291-292 1d4+2 genies, efreet
  12
  PB
  293-294 1d3+1 giants, desert
  12
  PB3
  295-296 1 merchant prince in 
  a carriage driven by 1 
  sellsword and pulled by 
  2 horses, accompanied 
  by 1d4+2 sellswords with 
  mounts
  12
  NPC, 
  UC
  297-298 1 monk, monastic sniper
  12
  NPC
  299-300 2 proteans, imenteshes
  12
  PB2
  301-302 1 barbarian, arcane ex-
  perimenter with mount
  13
  NPC
  303-304 1 cleric, trickster priest 
  and 1 fighter, scheming 
  fencer, and 1 warrior, 
  gladiator champion with 
  mounts
  13
  NPC
  305-307 2 elementals, elder*
  13
  PB/
  PB2
  308-310 2d4 elementals, greater*
  13
  PB/
  PB2
  311-313 1d4+2 genies, marids
  13
  PB
  314-316 1d6+6 genies, shaitans
  13
  PB
  317-318 1 monk, little fist
  13
  NPC
  319-320 1 ranger, desert stalker
  13
  NPC
  321-323 2 angels, monadic devas
  14
  PB2
  324-326 2 demons, coloxus
  14
  PB3
  327-329 3d4 drakes, desert
  14
  PB3
  330-333 1d6+6 genies, efreet
  14
  PB
  334-336 1 golem, brass
  14
  PB3
  337-340 1 peri
  14
  PB3
  341-344 1 cleric, elemental priest 
  with mount
  15
  NPC
  345-347 1 fighter, arcane pretend-
  er and 1 sorcerer, diaboli-
  cal charmer with mounts
  15
  NPC
  348-352 1d6+6 genies, marids
  15
  PB
  353-357 1d4+8 giants, desert
  15
  PB3
  358-360 1d8+2 proteans, iment-
  eshes
  15
  PB2
  361-364 1 aeon, bythos
  16
  PB2
  365-368 1d4+2 angels, monadic 
  devas
  16
  PB2
  369-372 1d4+4 elementals, elder*
  16
  PB/
  PB2
  373-376 2 peris
  16
  PB3
  377-380 1d6+6 genies, efreet and 
  1 wizard, cruel conjurer
  16
  PB, 
  NPC
  381-385 1 cleric, elemental priest 
  and 1d4+4 elementals, air 
  (elder)
  17
  NPC, 
  PB
  386-388 1d4+4 demons, coloxus
  17
  PB3
  389-392 1 fighter, dwarven arbal-
  ester and 1d4+2 rangers, 
  bounty hunters with 
  mounts and a medium 
  wagon of slaves pulled by 
  4 ponies
  17
  NPC, 
  UC
  393-396 1d3+1 golems, brass
  17
  PB3
  397-400 1 fighter, arcane pre-
  tender, 1 wizard, cruel 
  conjurer, and 2 wizards, 
  pyromaniac mages with 
  mounts
  17
  NPC
  401-405 2 aeons, bythos
  18
  PB2
  406-410 1 cleric, elemental priest, 
  1 fighter, dwarven arbal-
  ester, 1 rogue, mage 
  slayer, and 1 wizard, cruel 
  conjurer with mounts
  18
  NPC
  411-415 1 druid, fury of flame, 
  1d4+2 rangers, desert 
  stalkers, and 1 sorcerer, 
  natural arcanist with 
  mounts and caravan
  18
  NPC
  416-420 1 eldritch knight, spirit 
  avenger with mount and 
  2 peris
  18
  NPC, 
  PB3
  421-424 3 aeons, bythos
  19
  PB2
  425-428 1 bard, rival explorer and 
  1 monk, sword savant 
  with mounts
  19
  NPC
  429-432 1 bard, spellsword, 1 
  monk, improvised hurler, 
  1 Pathfinder chronicler, 
  master storycrafter, and 1 
  rogue, masked lord with 
  mounts
  19
  NPC
  433-436 1 monk, ageless master
  19
  NPC
  437-440 1 wizard, master univer-
  salist
  19
  NPC
  
  23
  441-446 1 bard, rival explorer and 
  1 wizard, master univer-
  salist with mounts
  20
  NPC
  447-452 1 div, akvan
  20
  PB3
  453-456 1 inevitable, lhaksharut
  20
  PB2
  457-460 1 titan, elysian
  21
  PB2
  * To determine elemental type, roll 1d8 (1=airPB, 
  earthPB, firePB, icePB2, lightningPB2, magmaPB2, mudPB2, 
  waterPB2).
  ** To determine mephit type, roll 1d10 (1=air, 2=dust, 
  3=earth, 4=fire, 5=ice, 6=magma, 7=ooze, 8=salt, 
  9=steam, 10=water).
  ElEmEntal oasis 
  EncountER ElEmEnts
     dispositions: Visitors and residents of the elemen-
  tal oasis vary widely in their dispositions, but it is a 
  popular nexus in the interplanar slave trade, so there 
  is always the risk that someone is a potential slaver. 
  Elementals and genies of opposed interests sometimes 
  break into fights in this neutral area, but in the inter-
  est of trade and diplomacy powerful visitors sometimes 
  police the behavior of less disciplined visitors and keep 
  the overall atmosphere from becoming openly hostile.
  table 3-2: Elemental oasis dispositions
  d20
  Encounter Elements
  1-2
  Disarmed
  3-4
  Disguise
  5-6
  Flight
  7
  Mistaken identity
  8-10
  Negotiating
  11-13
  Preparedness, prepared
  14-15
  Preparedness, unready
  16-17
  Rivalry
  18-19
  Scheming
  20
  Windblown
  terrain Features: An elemental oasis is always sur-
  rounded by elemental extremes of one variety or an-
  other, but which one it is varies from place to place.
     Building Blocks: Oasis and shifting dunes.
  table 3-3: Elemental oasis terrain Features
  d20
  Encounter Elements
  1-2
  Copse
  3-5
  Oasis
  6
  Quicksand
  7
  Planar vortex to an Elemental Plane. To deter-
  mine plane, roll 1d4 (1=Plane of Air, 2=Plane 
  of Earth, 3=Plane of Fire, 4=Plane of Water).
  8
  River
  9-10
  Rubble, dense
  11-
  12
  Rubble, light
  13-
  16
  Shifting dunes
  17-
  20
  Undergrowth, heavy
  
  24
  histoRic BattlEFiEld
  The historic battlefield is a region where combatants 
  clash in battles great or small with some frequency, 
  generally during a far-reaching war. Combatants 
  encountered may hail from a major army fighting on 
  a grand scale (of which there can be many, especially 
  when one side of a smaller conflict calls upon its allies 
  for aid) or from small bands of warriors that seek out 
  opportunities for profit or simply food to eat and place 
  to stay in such dangerous and unpredictable times. 
  In addition, refugees fleeing the conflict and profi-
  teers looking to profit off the chaos abound. Due to 
  the scale, location, or parties involved in the conflict, 
  outsiders of several stripes might have their attention 
  drawn to the conflict, often seeking to steer it toward 
  their own ends by meddling with undesirable com-
  batants or by blessing chosen champions. Regardless 
  of which side manages to profit the most (or lose the 
  least), the results will surely shape the future of the 
  region and be remembered for many years to come.
  Much like a road, the battlefield could cross through 
  a variety of natural environments. Roll separately for 
  encounters due to being in the historic battlefield and 
  for the surrounding environment.
  minimum average cR: 1 (d% + 20)
  maximum average cR: 20 (d% + 400)
  typical Encounter Frequency: 13% (01-13)
  table 4-1: historic Battlefield Encounters
  d%
  Encounter
  avg. 
  cR
  source
  21-30
  1 dog
  1/3
  PB
  31-40
  1 orc
  1/3
  PB
  41-46
  1 clockwork spy
  1/2
  PB3
  47-53
  1 ranger, novice scout
  1/2
  NPC
  54-60
  1 warrior, brigand
  1/2
  NPC
  61-63
  2 bandits
  1
  GMG
  64-66
  2 barbarians, savage mer-
  cenaries
  1
  NPC
  67-68
  1 dog, riding
  1
  PB
  69-70
  1 fighter, daring bravo
  1
  NPC
  71-73
  1d3+1 orcs
  1
  PB
  74-75
  Pit trap
  1
  CRB
  76-77
  1 rogue, skulking brute
  1
  NPC
  78-80
  1 vagabond
  1
  GMG
  81-83
  1 cleric, mercenary healer, 
  1 fighter, superstitious 
  mercenary, and 1 sorcerer, 
  mercenary magician
  2
  NPC
  84-86
  1 clockwork servant
  2
  PB3
  87-88
  1 kami, shikigami
  2
  PB3
  89-90
  2 rakshasa, raktavarna
  2
  PB3
  91-93
  Rogues: 1 cutpurse and 1 
  skulking brute
  2
  NPC
  94-95
  Spiked pit trap
  2
  CRB
  96-97
  1 vargouille
  2
  PB
  98-100
  1d3+1 warriors, brigands
  2
  NPC
  101-102 1d4+2 barbarians, savage 
  mercenaries
  3
  NPC
  103-105 1 allip
  3
  PB3
  106-107 Camouflaged pit trap
  3
  CRB
  108-110 2d6 dogs
  3
  PB
  111-112 1 doppelganger
  3
  PB
  113-115 1d4+4 foot soldiers
  3
  GMG
  116-117 1 paladin, skirmishing 
  crusader
  3
  NPC
  118-120 2 rangers, novice scouts, 
  and 1 rogue, skilled sniper
  3
  NPC
  121-123 1 cleric, war priest, 1 
  druid, initiate of flame, 
  and 1 paladin, haughty 
  avenger
  4
  NPC
  124-126 1 demon, schir
  4
  PB3
  127-130 2 fighters, daring bravos 
  and 1 wizard, battle mage
  4
  NPC
  131-134 1d6+3 foot soldiers and 1 
  guard
  4
  GMG
  135-137 1 oni, kuwa
  4
  PB3
  138-140 2 rakshasas, raktavarnas
  4
  PB3
  141-143 2 allips
  5
  PB3
  144-146 1 cavalry
  5
  GMG
  147-149 1d3+1 clockwork servants
  5
  PB3
  150-152 1d6+9 orcs
  5
  PB
  153-154 1 raider
  5
  GMG
  155-157 1 rakshasa, dandasuka
  5
  PB3
  158-160 Warriors: 1d3+1 brigands 
  and 1 grizzled mercenary
  5
  NPC
  
  25
  161-162 1 adept, doom prophet, 
  1d3+1 adept, initiates, and 
  2 barbarians, axe warriors
  6
  NPC
  163-164 1 berbalang
  6
  PB3
  165-166 1 cavalry and 1d6+3 foot 
  soldiers
  6
  GMG
  167-168 1 clockwork soldier
  6
  PB3
  169-170 2d6 dogs, riding
  6
  PB
  171-172 1d3+1 experts, sappers
  6
  NPC
  173
  1d3+1 fighters, traitorous 
  brigands and 2 rogues, 
  skulking brutes
  6
  NPC
  174-175 2d4 kami, shikigami
  6
  PB3
  176
  1 mothman
  6
  PB2
  177-178 1 oni, kuwa and 1d8+2 
  warriors, brigands
  6
  PB3, 
  NPC
  179-180 1d4+2 vargouilles
  6
  PB
  181-182 1d4+2 allips
  7
  PB3
  183-184 Aristocrats: 1 knight and 
  1 squire
  7
  NPC
  185-186 1 cavalry and 1d4+2 cara-
  van guards
  7
  GMG
  187-188 1d6+4 clockwork servants
  7
  PB3
  189-190 1 expert, successful mer-
  chant, 1 expert, journey-
  man carpenter, and 1d4+2 
  warriors, guards
  7
  NPC
  191-192 1 guide
  7
  GMG
  193-194 2 rakshasas, dandasukas
  7
  PB3
  195-196 1d8+2 rakshasas, raktavar-
  nas
  7
  PB3
  197-198 1 ranger, orc slayer
  7
  NPC
  199-200 1 warrior, cavalry soldier
  7
  NPC
  201-202 1d6+9 bandits and 1 high-
  wayman
  8
  GMG
  203-204 Camouflaged spiked pit 
  trap
  8
  CRB
  205-206 1 cavalry, 1d6+3 foot 
  soldiers, and 1 sorcerer, 
  bloodfire
  8
  GMG, 
  NPC
  207-208 2d4 demons, schir
  8
  PB3
  209-210 1d4+2 experts, sappers 
  and 1 rogue, trapsmith
  8
  NPC
  211-212 1d6+9 foot soldiers and 1 
  guide
  8
  GMG
  213-214 1 minstrel and 1 viking
  8
  GMG
  215-216 1 rakshasa, marai
  8
  PB3
  217-218 1d4+4 rangers, border 
  guards
  8
  NPC
  219-220 1d6+6 vargouilles
  8
  PB
  221-223 1d4+2 barbarians, axe 
  warriors, 1 cleric, wrath 
  priest, and 1 monk, axe 
  dancer
  9
  NPC
  224-226 1d4+2 battle mages
  9
  GMG
  227-229 1d4+2 cavalry
  9
  GMG
  230-232 2 cavalry, 1 highwayman, 
  and 1 minstrel
  9
  GMG
  233-235 2 fighters, fastidious 
  sharpshooters
  9
  NPC
  236-238 1 highwayman and 1d4+4 
  wanderers
  9
  GMG
  239-240 2 raiders and 1 viking
  9
  GMG
  241-243 2d4 berbalangs
  10
  PB3
  244-246 1d4+2 cavalry and 1 guide
  10
  GMG
  247-249 1d4+2 cavalry and 1 
  knight
  10
  GMG
  250-252 2d4 clockwork soldiers
  10
  PB3
  253-255 1 rakshasa
  10
  PB
  256-257 1d8+2 rakshasas, danda-
  sukas
  10
  PB3
  258-260 2 rakshasas, marai
  10
  PB3
  261-265 1d4+4 barbarians, wild 
  lancers, 1 druid, mud sha-
  man, and 1 duelist, tribal 
  champion
  11
  NPC
  266-270 1d4+2 cavalry, 1 guide, 
  and 1 knight and squire
  11
  GMG
  271-275 1 graveknight
  11
  PB3
  276-280 1 paladin, saintly knight 
  and 1d4+2 warriors, cav-
  alry soldiers
  11
  NPC
  281-282 1 aristocrat, diplomat, 1 
  fighter, griffon rider, and 
  1d4+2 warriors, cavalry 
  soldiers
  12
  NPC
  283-284 1 bandit lord, 1d4+8 ban-
  dits, 1 battle mage, and 1 
  sellsword
  12
  GMG
  
  26
  285-286 1d6+2 cavalry, 1 general, 
  and 1 knight
  12
  GMG
  287-288 1 chieftain and 1d6+6 
  raiders
  12
  GMG
  289-290 2 clerics, death priests, 1 
  monk, cautious hunter, 
  and 1 rogue, deadly spy
  12
  NPC
  291-292 1 clockwork leviathan
  12
  PB3
  293-294 1d4+8 clockwork sol-
  diers and 1d4 clockwork 
  servants
  12
  PB3
  295-296 Fighters: 2 halfling slingers 
  and 1 scheming fencer
  12
  NPC
  297-298 Poisoned pit trap
  12
  CRB
  299-300 2 rakshasas
  12
  PB
  301-303 1 bandit lord and 1d4+2 
  sellswords
  13
  GMG
  304-306 1d6+6 barbarians, axe 
  warriors, 1 barbarian, 
  double axe fury, and 1 
  wizard, toothy transmuter
  13
  NPC
  307-308 1 chieftain and 1d4+2 
  vikings
  13
  GMG
  309-311 1d4+4 fighters, adventur-
  ing blacksmiths, 1 fighter, 
  shieldbreaker, and 2 sor-
  cerers, bloodfire
  13
  NPC
  312-314 1 graveknight and 
  1d12+11 skeletal cham-
  pions
  13
  PB3, 
  PB
  315-317 1d10+2 rakshasas, marai
  13
  PB3
  318-320 1 wizard, mage sniper
  13
  NPC
  321-325 1 bandit lord and 1d8+6 
  highwaymen
  14
  GMG
  326-330 2 barbarians, double axe 
  fury and 1 fighter, brutal 
  warlord
  14
  NPC
  331-335 1 cleric, profane general 
  and 1d4+4 warriors, cav-
  alry soldiers (all mounted)
  14
  NPC
  336-340 1 cleric, fire, 1d3+1 war-
  riors, cavalry soldiers, and 
  1 wizard, pyromaniac 
  mage with mounts
  14
  NPC
  341-345 1d3+1 clockwork levia-
  than
  15
  PB3
  346-350 1 golem, cannon
  15
  PB3
  351-355 1 kami, toshigami
  15
  PB3
  356-360 1d10+2 rakshasas
  15
  PB
  361-364 2 barbarians, savage riders, 
  1 bard, tribal leader, and 1 
  dragon disciple, acid terror
  16
  NPC
  365-368 1 cleric, profane general 
  and 1d8+8 warriors, gladi-
  ator champions
  16
  NPC
  369-372 1 druid, hateful scourge, 
  1d4+2 shambling mounds, 
  and 1 treant
  16
  NPC, 
  PB
  373-376 Monks: 1 horse monk and 
  1d4 swift brawlers
  16
  NPC
  377-380 1 wizard, mage spy
  16
  NPC
  381-385 1 cleric, profane general, 
  1d4+4 fighters, shield-
  breakers, and 1 wizard, 
  mage sniper
  17
  NPC
  386-390 1 fighter, failed disciple
  17
  NPC
  391-395 2 golems, cannon
  17
  PB3
  396-400 1 paladin, mounted para-
  gon and 1d8+12 warriors, 
  cavalry soldiers
  17
  NPC
  401-405 1 barbarian, death dealer
  18
  NPC
  406-410 1 behemoth, thunder
  18
  PB3
  411-415 2 rogues, unseen archers 
  and 1 wizard, mage spy
  18
  NPC
  416-420 2 barbarian, savage riders, 
  1 bard, spellsword, 1 Path-
  finder chronicler, master 
  storycrafter
  18
  NPC
  421-424 3 assassins, death initi-
  ates, 1 cleric, herald of 
  armageddon, and 1 mystic 
  theurge, death master
  19
  NPC
  425-428 1 barbarian, scarred wan-
  derer
  19
  NPC
  429-432 1d4+2 barbarians, undead 
  hunters and 1 dragon dis-
  ciple, dragon chieftain
  19
  NPC
  433-436 1 clockwork goliath
  19
  PB3
  437-440 1 fighter, failed disciple 
  and 1 monk, sword savant
  19
  NPC
  441-444 2 behemoths, thunder
  20
  PB3
  
  27
  445-448 2 fighters, dwarven arbal-
  esters, 1 mystic theurge, 
  holy battle mage, and 1 
  paladin, axe lord
  20
  NPC
  449-451 1 kami, jinushigami
  20
  PB3
  452-454 1 oni, void yai
  20
  PB3
  455-457 Paladins: 1 mithral mas-
  ter and 1d4+2 mounted 
  paragons
  20
  NPC
  458-460 1 rakshasa maharaja
  20
  PB3
  461-465 2 clockwork goliaths
  21
  PB3
  466-470 2 barbarians, death dealers 
  and 1 sorcerer, fate-bound 
  mage
  21
  NPC
  471-475 1 eldritch knight, mithral 
  wizard and 1d4+2 fighters, 
  dwarven arbalesters
  21
  NPC
  476-480 Fighters: 1d6+9 brutal 
  warlords and 1 infernal 
  champion
  21
  NPC
  481-487 2 barbarians, refined reav-
  ers, 1 barbarian, scarred 
  wanderer, and 1 Pathfind-
  er chronicler, battle skald
  22
  NPC
  488-494 1 behemoth, tempest
  22
  PB3
  495-498 1d4+2 clockwork goliaths
  23
  PB3
  499-500 2 behemoths, tempest
  24
  PB3
  histoRic BattlEFiEld 
  EncountER ElEmEnts
     dispositions: These uncertain times mean that any 
  unexpected encounter is viewed as a potential attack. 
  Some soldiers might attack first and ask questions 
  later, but others are willing to wait and see if they need 
  to risk their necks with violence. Although warriors 
  seeking glory or defending ideals are commonplace, 
  some people found on or near the battlefield are simply 
  caught in the crossfire, seeking safe passage elsewhere, 
  or providing support or reconnaissance for a larger 
  force elsewhere. Discerning the truth may be difficult, 
  as many have motive to lie to strangers on the matter.
  table 4-2: historic Battlefield dispositions
  d20
  Encounter Elements
  1
  Disguise
  2-4
  Flight
  5-7
  Guardian
  8-10
  Injured
  11
  Mistaken identity
  12-14 Preparedness, prepared
  15-17 Preparedness, unready
  18-20 Scheming
  terrain Features: The historic battlefield is usually 
  defined much more by the underlying environment 
  than by its status as a battlefield, with only a few his-
  toric battlefield terrain features and a few other terrain 
  features, but sometimes ambitious generals will destroy 
  or reshape underlying terrain to suit their tactical and 
  strategic needs, leveling forests, destroying structures, 
  or building fortifications or transportation infrastruc-
  ture. Include underlying terrain features before rolling 
  for historic battlefield terrain features.
     Building Blocks: Road, ruined building, and underly-
  ing environment.
  table 4-3: historic Battlefield terrain Features
  d20
  Encounter Elements
  1-4
  Berm
  5-8
  Footpath
  9-10
  Heath, plateau, or rubble (from flattening 
  underlying environment)
  11-13 Road
  14-16 Ruined building
  17-20 Trench
  
  28
  misty moRass
  The misty morass is a hilly region of highland peat bogs 
  and marshes fed by glaciers or rain carried on howling 
  winds. It is haunted mostly by vermin, fey, giants, and 
  plant monsters with otherworldly origins. This table 
  can represent the realm of desolate and cold nature 
  spirits of winter and death, a pristine temperate wilder-
  ness in autumn or winter, or a cursed, glacial marsh-
  land where the boundaries between worlds run thin.
  minimum average cR: 1 (d% + 20)
  maximum average cR: 18 (d% + 360)
  typical Encounter Frequency: 8% (01-08)
  table 5-1: misty morass Encounters
  d%
  Encounter
  avg. 
  cR
  source
  21-26
  1 mite
  1/4
  PB
  27-33
  1 dog
  1/3
  PB
  34-40
  1 rat, dire
  1/3
  PB
  41-44
  1 leshy, leaf
  1/2
  PB3
  45-48
  1 maggot, giant
  1/2
  PB2
  49-52
  1d3+1 mites
  1/2
  PB
  53-56
  1 stirge
  1/2
  PB
  57-60
  1 xtabay
  1/2
  PB2
  61-63
  1 carbuncle
  1
  PB3
  64-65
  1 fly, giant
  1
  PB2
  66-68
  1 gremlin, fuath
  1
  PB3
  69-70
  1 gremlin, jinkin
  1
  PB2
  71-72
  1 gremlin, vexgit
  1
  PB2
  73-74
  1 leshy, gourd
  1
  PB3
  75-77
  1 spider swarm
  1
  PB
  78-80
  2 xtabays
  1
  PB2
  81-83
  1 bat swarm
  2
  PB
  84-85
  1 forlarren
  2
  PB2
  86-88
  1 garden ooze
  2
  PB3
  89-91
  1 gremlin, nuglub
  2
  PB2
  92-94
  1 leshy, fungus
  2
  PB3
  95-97
  1d4+4 mites
  2
  PB
  98-100
  1 toad, giant
  2
  PB2
  101-102
  1 fey giant toad
  3
  PB3
  103-104
  2 flies, giant
  3
  PB2
  105
  2 gremlins, vexgits
  3
  PB2
  106-107
  1d4 nixies
  3
  PB3
  108-109
  1 nixie, bog
  3
  PB3
  110-111
  1 ogre
  3
  PB
  112
  1 phantom fungus
  3
  PB3
  113-114
  2 spider swarms
  3
  PB
  115-116
  1 spriggan
  3
  PB2
  117-118
  1 trollhound
  3
  PB3
  119-120
  1d3+2 xtabays
  3
  PB2
  121
  1 dragonfly, giant
  4
  PB2
  122
  1 flail snail
  4
  PB3
  123-124
  1 gray ooze
  4
  PB
  125-126
  2 gremlins, nuglubs
  4
  PB2
  127-128
  1 griffon
  4
  PB
  129
  1 harpy
  4
  PB
  130-131
  1 hydra
  4
  PB
  132-133
  1 kelpie
  4
  PB2
  134-135
  2d6 maggots, giant
  4
  PB2
  136
  1d6 snakes, venomous
  4
  PB
  137-138
  1d4+4 stirges
  4
  PB
  19-140
  1 voonith
  4
  PB3
  141
  1d4+1 bat swarms
  5
  PB
  142-143
  2d4 carbuncles
  5
  PB3
  144-145
  1d4+1 garden oozes
  5
  PB3
  146-147
  1 green hag
  5
  PB
  148-149
  1 grodair
  5
  PB3
  150-151
  2d8 leshy, leaf
  5
  PB3
  152
  1d8 spiders, giant
  5
  PB
  153-154
  1 spider, ogre
  5
  PB3
  155-156
  1d4+2 spider swarms
  5
  PB
  157-158
  2 trollhounds
  5
  PB3
  159
  1 vodyanoi
  5
  PB3
  160
  1d6+5 xtabays
  5
  PB2
  161-162
  1 annis hag
  6
  PB3
  163-164
  2d6 gremlins, fuaths
  6
  PB3
  165
  2d6 gremlins, jinkins
  6
  PB2
  166
  2 griffons
  6
  PB
  167-168
  1 hodag
  6
  PB3
  169-170
  1 hydra, cryohydra
  6
  PB
  171-172
  1d3+1 nixies, bog
  6
  PB3
  173-174
  1d3+1 ogres
  6
  PB
  175-176
  1 redcap
  6
  PB2
  177-178
  1 shambling mound
  6
  PB
  179-180
  2 vooniths
  6
  PB3
  
  29
  181
  1d8 dragonfly, giant 
  nymphs
  7
  PB2
  182
  1d4+1 dragonflies, giant
  7
  PB2
  183-184
  1 drake, frost
  7
  PB2
  185
  1d8 dryads
  7
  PB
  186
  3d4 flies, giant
  7
  PB2
  187-188
  1 giant, hill
  7
  PB
  189
  3d4 gremlins, vexgits
  7
  PB2
  190-191
  1d4+1 kelpies
  7
  PB2
  192-193
  2d8 leshy, gourd
  7
  PB3
  194
  1d6+5 nixies
  7
  PB3
  195-196
  1d8 parasites, giant rot 
  grubs
  7
  PB3
  197
  1d8 spiders, giant black 
  widows
  7
  PB2
  198-199
  2 spiders, ogre
  7
  PB3
  200
  2d6 toads, giant
  7
  PB2
  201-202
  1 cold rider
  8
  PB3
  203
  1d6 cyclopes
  8
  PB
  204-205
  2 ettins
  8
  PB
  206-207
  2d6 fey giant toads
  8
  PB3
  208
  1 fortune teller and 1 
  sorcerer, trickster mage
  8
  GMG, 
  NPC
  209-210
  1 gray render
  8
  PB2
  211-212
  3 green hags
  8
  PB
  213
  3d4 gremlins, nuglubs
  8
  PB2
  214
  2d8 leshy, fungus
  8
  PB3
  215
  1 slug, giant
  8
  PB
  216
  1 tiger, dire
  8
  PB
  217-218
  1d4+4 trollhounds
  8
  PB3
  219-220
  1d4+2 vooniths
  8
  PB3
  221-222
  3 annis hags
  9
  PB3
  223
  1d10+10 bat swarms
  9
  PB
  224-225
  2 drakes, frost
  9
  PB2
  226-227
  1d6 ettins and 1d3-1 
  bears, grizzly
  9
  PB
  228-229
  2d6 harpies
  9
  PB
  230-231
  1d8 lurkers in light
  9
  PB2
  232-233
  1d6+5 nixie, bog
  9
  PB3
  234-236
  1 nuckelavee
  9
  PB3
  237-238
  1d12+4 ogres
  9
  PB
  239-240
  1d6 toad, glacier
  9
  PB2
  241-242
  1 adlet
  10
  PB3
  243-245
  1 bogeyman
  10
  PB3
  246-247
  1d6 chimeras
  10
  PB
  248
  2d10 flail snails
  10
  PB3
  249-250
  1d4+1 giants, hill
  10
  PB
  251-252
  1d4 gorgons
  10
  PB
  253-254
  1d4+6 griffons
  10
  PB
  255-256
  1 flytrap, giant
  10
  PB
  257
  1 nereid
  10
  PB2
  258
  2 tigers, dire
  10
  PB
  259-260
  2d6 vodyanoi
  10
  PB3
  261-264
  1 animal lord, cat lord
  11
  PB3
  265-266
  Cone of cold trap (fey trap) 11
  CRB
  267-269
  1d6 giants, marsh
  11
  PB2
  270-272
  2d6 redcaps
  11
  PB2
  273-276
  1 sorcerer, fey enchantress
  11
  NPC
  277-280
  1 thunderbird
  11
  PB2
  281-283
  1 athach
  12
  PB2
  284-286
  1d12+6 cyclopes
  12
  PB
  287-289
  1 cyclops, greater
  12
  PB3
  290-292
  2 flytraps, giant
  12
  PB
  293-294
  1 druid, fey friend
  12
  NPC
  295-297
  1 golem, fossil
  12
  PB3
  298-300
  1d6+6 toads, glacier
  12
  PB2
  301-305
  2d6 cold riders
  13
  PB3
  306-307
  Cursed lunacy trap (fey 
  trap)
  13
  See 
  page 
  10
  308-310
  1 druid, fey friend and 1 
  nereid
  13
  NPC, 
  PB2
  311-315
  3d4 drakes, frost
  13
  PB2
  316-320
  1d4+8 giants, hill and 1d4 
  wolves, dire
  13
  PB
  321-324
  1 druid, creeping death
  14
  NPC
  325-329
  1d4+2 flytraps, giant
  14
  PB
  330-333
  1d8+4 gorgons
  14
  PB
  334-335
  Harm trap (fey trap)
  14
  CRB
  336-340
  1 linnorm, crag
  14
  PB
  341-345
  1d3+1 athaches
  15
  PB2
  346-350
  1d4+1 cyclopes, greater
  15
  PB3
  351-355
  1d4+1 golems, fossil
  15
  PB3
  356-360
  1 troll, jotund
  15
  PB3
  361-364
  3d4 adlets
  16
  PB3
  
  30
  365-369
  1d6+6 cold riders, 1d3+1 
  nereids, and 1 sorcerer, fey 
  enchantress
  16
  PB3, 
  PB2, 
  NPC
  370-374
  1 druid, creeping death 
  and 2 golems, fossil
  16
  NPC, 
  PB3
  373-377
  1 linnorm, fjord
  16
  PB3
  379-380
  Lost time trap (fey trap)
  16
  See 
  page 
  10
  381-382
  Lightning bolt gallery trap 
  (fey trap)
  17
  CRB
  383-385
  1 norn with the young 
  template
  17
  PB3, 
  PB
  386-390
  1d3+5 cyclopes, greater
  17
  PB3
  391-395
  1 linnorm, ice
  17
  PB
  396-400
  1 thrasfyr
  17
  PB2
  401-404
  1d6+6 athaches
  18
  PB2
  405-408
  1d4+8 cyclopes, greater
  18
  PB3
  409-412
  1 linnorm, cairn
  18
  PB3
  413-416
  1 norn
  18
  PB3
  417-420
  1 thrasfyr with the giant 
  template
  18
  PB2, 
  PB
  421-425
  1 arcane archer, chaos 
  arrow
  19
  NPC
  426-430
  1 bard, spellsword and 1 
  norn
  19
  NPC, 
  PB3
  431-435
  1 linnorm, tarn with the 
  young template
  19
  PB3, 
  PB
  436-440
  1 linnorm, cairn with the 
  advanced template
  19
  PB2, 
  PB
  441-444
  1 jabberwock, lesser with 
  eye rays and resist fire 
  changed to acid
  20
  PB2
  445-449
  1 linnorm, tarn
  20
  PB
  450-454
  1 norn and 1 thrasfyr
  20
  PB3, 
  PB2
  455-457
  2 norns
  20
  PB3
  458-460
  3 norns
  21
  PB3
  misty moRass 
  EncountER ElEmEnts
     dispositions: The denizens of the misty morass 
  are wary for natural hazards as well as untrustworthy 
  strangers, and they respect little more than violence 
  and magical might.
  table 5-2: misty morass dispositions
  d20
  Encounter Elements
  1
  Disguise
  2
  Enchanted
  3-5
  Flight
  6-7
  Injured
  8
  Mistaken identity
  9-12
  Preparedness, prepared
  13-15 Preparedness, unready
  16-20 Scheming
  terrain Features: The misty morass is often cluttered 
  with multiple terrain features on top of each other, and 
  treacherous in its own right.
     Building Blocks: Bog, gentle hills, heath, mire, pond, 
  and scrub.
  table 5-3: misty morass terrain Features
  d20
  Encounter Elements
  1
  Cave entrance
  2
  Copse
  3-4
  Fog
  5-6
  Gentle hills
  7-8
  Heath
  9
  Hedgerows, wide
  10
  Minor negative-dominant zone
  11-12 Mire
  13
  Planar vortex between the mortal world and 
  the fey realms. The fey realms produce the 
  highly morphic trait, whereas the mortal 
  world negates this trait.
  14
  Pond
  15-16 Quicksand
  17-18 Scrub
  19
  Stream
  20
  Thicket
  
  31
  summER othERWoRld 
  The summer otherworld is a vast temperate woodland 
  run through with sunny, flower-strewn meadows popu-
  lated by animals, fey, giants, and plant monsters with 
  otherworldly origins. This encounter table can repre-
  sent the realm of energetic and fecund nature spirits of 
  summer and bounty, a pristine temperate wilderness in 
  summertime, or an enchanted forest where the bound-
  aries between worlds run thin.
  minimum average cR: 1 (d% + 20)
  maximum average cR: 18 (d% + 360)
  typical Encounter Frequency: 11% (01-11)
  table 6-1: summer otherworld Encounters
  d%
  Encounter
  avg. 
  cR
  source
  21-30
  1 dog
  1/3
  PB
  31-40
  1 sprite
  1/3
  PB3
  41-43
  2 dogs
  1/2
  PB
  44-46
  1 leshy, leaf
  1/2
  PB3
  47-49
  1d4 porcupines
  1/2
  PB3
  50-52
  1d4 skunks
  1/2
  PB3
  53-57
  2 sprites
  1/2
  PB3
  58-60
  1 xtabay
  1/2
  PB2
  61-62
  1 atomie
  1
  PB3
  63-64
  1 brownie
  1
  PB2
  65-66
  1 carbuncle
  1
  PB3
  67-68
  1 dog, riding
  1
  PB
  69-70
  1 faun
  1
  PB3
  71-72
  1 grig
  1
  PB2
  73-74
  1 herd animal, elk
  1
  PB3
  75-76
  1 leshy, gourd
  1
  PB3
  77-78
  1 wolf
  1
  PB
  79-80
  1 zoog
  1
  PB3
  81-83
  1d6 badgers
  2
  PB
  84-85
  1 forlarren
  2
  PB2
  86-90
  1 leprechaun
  2
  PB2
  91-95
  1d4+2 sprites
  2
  PB3
  96-100
  1d4+1 xtabays
  2
  PB2
  101-103 2 atomies
  3
  PB3
  104-105 1 dryad
  3
  PB
  106-108 1 fey giant toad
  3
  PB3
  109-111 2 herd animals, elk
  3
  PB3
  112-113 1 quickling
  3
  PB2
  114-115 1 twigjack
  3
  PB2
  116-117 1 unicorn
  3
  PB
  118-120 2 zoogs
  3
  PB3
  121-123 1d4+1 brownies
  4
  PB2
  124-125 1d4+1 grigs
  4
  PB2
  126-129 1 korred
  4
  PB2
  130-131 1 megafauna, megaloceros
  4
  PB2
  132-133 1 pixie
  4
  PB
  134-136 1 satyr
  4
  PB
  137-138 1d8+6 sprites
  4
  PB3
  139-140 1 tanuki
  4
  PB3
  141-142 1d4+2 atomies
  5
  PB3
  143-145 2d4 carbuncles
  5
  PB3
  146-147 1d6+1 fauns
  5
  PB3
  148-150 1d4+1 leprechauns
  5
  PB2
  151-152 1d6+14 sprites
  5
  PB3
  153-155 1d3 trolls, moss
  5
  PB3
  156-157 2 unicorns
  5
  PB
  158-160 1d6+5 xtabays
  5
  PB2
  161
  2d6 dogs, riding
  6
  PB
  162-163 1 giant, wood
  6
  PB2
  164-165 2 korreds
  6
  PB2
  166-167 2 megafauna, megaloceros
  6
  PB2
  168-169 1d4+1 quicklings
  6
  PB2
  170-171 1 redcap
  6
  PB2
  172
  1 satyr and 1 fortune teller 6
  PB, 
  GMG
  173-174 2 satyrs
  6
  PB
  175-176 2 tanukis
  6
  PB3
  177-178 1 tendriculos
  6
  PB2
  179-180 2d6 wolves
  6
  PB
  181-182 1d8+6 atomies
  7
  PB3
  183-184 1d6+6 brownies
  7
  PB2
  185-186 2d4 dryads
  7
  PB
  187-188 1d6+5 grigs
  7
  PB2
  189-190 2d8 leshy, gourd
  7
  PB3
  191-192 1 nymph
  7
  PB
  193-194 1d3+1 pixies
  7
  PB
  195-196 1d6+1 twigjacks
  7
  PB2
  197-198 1d4+2 unicorns
  7
  PB
  199-200 3d4 zoogs
  7
  PB3
  
  32
  201-202 2d6 fey giant toads
  8
  PB3
  203-204 3d6 herd animals, elk
  8
  PB3
  205-206 1d4+2 korreds
  8
  PB2
  207-208 1 moonflower
  8
  PB2
  209-210 1 nymph and 1 satyr
  8
  PB
  211-212 1d4+2 satyrs
  8
  PB
  213-214 1 spider, giant tarantula
  8
  PB2
  215-216 1 tiger, dire
  8
  PB
  217-218 1 treant
  8
  PB
  219-220 1d4+4 trolls, moss
  8
  PB3
  221-222 1 centipede, titan
  9
  PB2
  223-224 1 dragon horse
  9
  PB2
  225-226 1 elephant, mastodon
  9
  PB
  227-228 1d3+1 giants, wood
  9
  PB2
  229-230 1d4+2 korreds and 1d4 
  satyrs
  9
  PB2, 
  PB
  231-232 1d8 lurkers in light
  9
  PB2
  233-234 1 sorcerer, trickster mage 
  and 1d6+1 twigjacks
  9
  NPC, 
  PB2
  235-236 1d4+4 tanukis
  9
  PB3
  237-238 1 tick swarm
  9
  PB2
  239-240 1d8+12 zoogs
  9
  PB3
  241-243 1 dragon, young forest
  10
  PB3
  244-247 1 nue
  10
  PB3
  248-250 1d6+5 pixies
  10
  PB
  251-253 1d6+6 satyrs
  10
  PB
  254-257 2d3 tendriculoses
  10
  PB2
  258-260 2 tigers, dire
  10
  PB
  261-263 1 animal lord, cat lord
  11
  PB3
  264-265 2 centipedes, titan
  11
  PB2
  266-267 3d6 megafauna, megalo-
  ceros
  11
  PB2
  268-269 1d3+1 moonflowers
  11
  PB2
  270
  1 paladin, elven honor-
  blade and 1d4+4 pixies
  11
  NPC, 
  PB
  271-273 2d6 redcaps
  11
  PB2
  274-276 1 sorcerer, fey enchantress
  11
  NPC
  277-278 1d3+1 spiders, giant taran-
  tulas
  11
  PB2
  279-280 2 tick swarms
  11
  PB2
  281-284 1 druid, fey friend
  12
  NPC
  285-288 1d4+5 giants, wood and 
  1d4 wolves, dire
  12
  PB2, 
  PB
  289-292 1d6+14 pixies
  12
  PB
  293-296 1d4+2 pixies, 1d4 satyrs, 
  and 1 sorcerer, fey en-
  chantress
  12
  PB, 
  NPC
  297-300 1d6+1 treants
  12
  PB
  301-303 1d4+2 centipedes, titan
  13
  PB2
  304-306 1 druid, fey friend, 1 tiger, 
  dire, and 1 treant
  13
  NPC, 
  PB
  307-309 1d4+4 moonflowers
  13
  PB2
  310-312 1d4+1 nymphs, 1 sorcerer, 
  fey enchantress, and 1 
  treant
  13
  PB, 
  NPC
  313-314 1d4+4 spiders, giant taran-
  tulas
  13
  PB2
  315-317 1d4+2 tick swarms
  13
  PB2
  318-320 1 viper vine
  13
  PB2
  321-325 1 dragon, adult forest
  14
  PB3
  326-330 1 druid, fey friend and 
  1d6+1 treants
  14
  NPC, 
  PB
  331-335 1d3+5 elephants, mast-
  odons
  14
  PB
  336-340 1 viper vine with the giant 
  template
  14
  PB2, 
  PB
  341-342 1 bard, spellsword
  15
  NPC
  343-347 1 gorynych
  15
  PB3
  348-351 1 jubjub bird
  15
  PB3
  352-355 1 kongamato
  15
  PB3
  356-360 1 popobala
  15
  PB3
  361-365 1d12+8 elephants, mast-
  odons
  16
  PB
  366-370 1 gorynych with the ad-
  vanced template
  16
  PB3, 
  PB
  371-375 Lost time trap (fey trap)
  16
  See 
  page 
  10
  376-380 1 plasma ooze
  16
  PB3
  381-385 1 bandersnatch
  17
  PB3
  
  33
  386-390 2 jubjub birds
  17
  PB3
  391-395 2 kongamatos
  17
  PB3
  396-397 Lightning bolt gallery trap 
  (fey trap)
  17
  CRB
  398-400 1 thrasfyr
  17
  PB2
  401-408 1 bandersnatch, con-
  founding
  18
  PB3
  409-412 Eternity of bliss trap (fey 
  trap)
  18
  See 
  page 
  10
  413-416 1 plasma ooze with the 
  advanced and giant tem-
  plates
  18
  PB3, 
  PB
  417-420 1 thrasfyr with the ad-
  vanced template
  18
  PB2, 
  PB
  421-422 1 arcane archer, chaos 
  arrow
  19
  NPC
  423-426 1 bandersnatch, frumious
  19
  PB3
  427-430 1 bandersnatch, primal
  19
  PB3
  431-435 1 dragon, ancient forest
  19
  PB3
  436-440 1 sard
  19
  PB2
  441-445 1 arcane archer, chaos ar-
  row and 1 thrasfyr
  20
  NPC, 
  PB2
  446-450 1 bandersnatch, 
  magicbane
  20
  PB3
  451-455 1 jabberwock, lesser
  20
  PB2
  456-460 1 sard with the advanced 
  template
  20
  PB2, 
  PB
  summER othERWoRld 
  EncountER ElEmEnts
     dispositions: The denizens of the summer other-
  world are often carefree and intensely curious about 
  new people and events, or else bored with their nigh-
  endless existences and listless. Many are derisive toward 
  most or all mortals, questioning their ability to respect 
  the splendor of their homes and comprehend the stakes 
  and motives of their society and conflicts.
  table 6-2: summer otherworld dispositions
  d20
  Encounter Elements
  1-2
  Disarmed
  3
  Disguise
  4-5
  Enchanted
  6
  Flight
  7
  Guardian
  8-9
  Mistaken identity
  10-12
  Negotiating
  13-14
  Preparedness, prepared
  15-18
  Preparedness, unready
  19-20
  Scheming
  terrain Features: The summer otherworld is often 
  deceptively dangerous, looking splendidly inviting but 
  hiding rough ground, erratic weather, and unpredict-
  able inhabitants.
    Building Blocks: Copse, river, meadow, scrub, thicket, 
  and massive trees.
  table 6-3: summer otherworld terrain Features
  d20
  Encounter Elements
  1-3
  Copse
  4-5
  Fog
  6
  Footpath
  7-9
  Glade
  10-12
  Meadow
  13
  Planar vortex between the mortal world and 
  the fey realms. They fey realms may produce 
  the minor positive-dominant trait or the 
  highly morphic trait, whereas the mortal 
  world may negate these traits.
  14
  Pond
  15
  River
  16-17
  Scrub
  18
  Stream
  19-20
  Thicket
  
  34
  others in the series
  Each of the random encounters remastered series covers 
  a wide range of locales including:
     Random Encounters Remastered: Eerie Woods, 
  Jungle River, Planar Stronghold, Restless Volcano, 
  Treacherous Mire, and Underworld Battlefield.
     more Random Encounters Remastered: Frigid 
  Peaks, Grand Marketplaces, Haunted Ruins, The Road, 
  Storm-Wracked Coasts, and Undercity.
     Even more Random Encounters Remastered: Bow-
  els of the Earth, Endless Caverns, Highlands, Scorched 
  Wastes, Teeming Veldt, and Windswept Plains.
  Purple duck note: The first three releases do not include 
  options from the Bestiary III or the NPC Codex as they 
  were not released when the books were originally written.
  oPEn gamE licEnsE version 1.0a
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, 
  LLC; Author: Paizo Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and 
  Skip Williams.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors 
  Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, 
  Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal 
  MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, 
  Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ 
  Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: 
  Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob 
  McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and 
  Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Wil-
  liams.
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, 
  LLC; Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, 
  Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven 
  Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, 
  Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K reynolds, F. 
  Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James 
  L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, 
  LLC; Author: Jason Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, 
  LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, 
  Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen 
  Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; 
  Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob 
  
  35
  McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick 
  Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason 
  Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and 
  Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Publishing, 
  LLC; Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, 
  Adam Daigle, Matt Goetz, Tim Hitchcock, James Jacobs, Ryan Macklin, Colin 
  McComb, Jason Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick 
  Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and 
  Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. 
  Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason 
  Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, 
  LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. 
  Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, 
  Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, 
  Tork Shaw, Owen KC Stephens, and Russ Taylor.
  Anger of Angels. © 2003, Sean K Reynolds.
  Book of Fiends. © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik 
  Mona, Chris Pramas, Robert J. Schwalb.
  The Book of Hallowed Might. © 2002, Monte J. Cook.
  Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook.
  Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike McAr-
  tor, W. Jason Peck, Jeff Quick, and Sean K Reynolds.
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds.
  The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawver-
  male, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original 
  content from TSR.
  Kobold Quarterly Issue 7, © 2008, Open Design LLC, www.koboldquarterly.com; 
  Authors: John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John Flem-
  ming, Jeremy Jones, Derek Kagemann, Phillip Larwood, Richard Pett, and Stan!
  The Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott 
  Greene.
  Adherer from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Authors Scott Greene and Clark Peterson, based on original material by Guy 
  Shearer.
  Amphisbaena from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Angel, Monadic Deva from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Animal Lord from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games,Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Ascomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Atomie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Aurumvorax from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Axe Beak from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Baphomet from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Bat, Mobat from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Authors Scott Peterson and Clark Peterson, based on original material by 
  Gary Gygax.
  Beetle, Slicer from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Blindheim from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Roger Musson.
  Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Brownie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by E. Gary Gygax.
  Bunyip from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Dermot Jackson.
  Carbuncle from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Authors Scott Greene, based on original material by Albie Fiore.
  Caryatid Column from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Jean Wells.
  Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Au-
  thor Scott Greene, based on original material by Lawrence Schick.
  Crypt Thing from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Roger Musson.
  Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised, 
  © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original mate-
  rial by E. Gary Gygax.
  Daemon, Derghodaemon from the Tome of Horrors, Revised, © 2002, Necro-
  mancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary 
  Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, Revised, © 2002, Necro-
  mancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary 
  Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Simon Muth.
  Death Worm from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene and Erica Balsley.
  Decapus from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Jean Wells.
  Demodand, Shaggy from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Demodand, Slimy from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Demodand, Tarry from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Demon, Nabasu from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Dire Corby from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Jeff Wyndham.
  Disenchanter from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Roger Musson.
  Dragon, Faerie from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Brian Jaeger and Gary 
  Gygax.
  Dragon Horse from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Dust Digger from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Flail Snail from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Simon Tilbrook.
  Flumph from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Ian McDowell and Douglas 
  Naismith.
  Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Foo Creature from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Forlarren from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Ian Livingstone.
  Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Giant, Wood from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Wizards of the Coast.
  Gloomwing from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Grippli from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax. Nereid from the Tome of Horrors Complete © 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  
  36
  Author: Scott Greene, based on original material by Gary Gygax.
  Gryph from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Peter Brown.
  Hangman Tree from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Hippocampus from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene and Erica Balsley, based on original material by Gary 
  Gygax.
  Huecuva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Underworld Oracle.
  Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene.
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Philip Masters.
  Jackalwere from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Jubilex from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Kamadan from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Nick Louth.
  Kech from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Kelpie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Lawrence Schick.
  Korred from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Leprechaun from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Magma ooze from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene.
  Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author 
  Scott Greene.
  Mihstu from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by E. Gary Gygax.
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Ian Livingstone and Mark Barnes.
  Mongrelman from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by Simon Tillbrook.
  Nereid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Pech from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Phycomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Poltergeist from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Lewis Pulsipher.
  Quickling from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Quickwood from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Rot Grub from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene and Clark Peterson, based on original material by Gary Gygax.
  Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Sandman from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Roger Musson.
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Neville White.
  Skulk from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Simon Muth.
  Slime Mold from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Slithering Tracker from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Soul Eater from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by David Cook.
  Spriggan from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene and Erica Balsley, based on original material by Roger Moore 
  and Gary Gygax.
  Tenebrous Worm from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Tentamort from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Mike Roberts.
  Tick, Giant & Dragon from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Troll, Ice from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Russell Cole.
  Troll, Rock from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene.
  Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Au-
  thor Scott Greene, based on original material by Gary Gygax.
  Wolf-In-Sheep’s-Clothing from the Tome of Horrors, Revised, © 2002, Necro-
  mancer Games, Inc.; Author Scott Greene, based on original material by Gary 
  Gygax.
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Authors Scott Greene and Patrick Lawinger.
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Albie Fiore.
  Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Albie Fiore.
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Zombie, Juju from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Random Encounters Remastered: World’s Edge and Beyond © 2013, Purple Duck 
  Games; Author David Nicholas Ross.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and 
  the Pathfinder Roleplaying Game and the Pathfinder Roleplaying 
  Game Compatibility Logo are trademarks of Paizo Publishing, 
  LLC, and are used under the Pathfinder Roleplaying Game 
  Compatibility License. See http://paizo.com/pathfinderRPG/
  compatibility for more information on the compatibility license.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Random Encounters Remastered - World's Edge and Beyond.pdf