TEXT: Sundered SkiesTM Screen Inserts for the Customizeable Game Master’s Screen
  www.tripleacegames.com
  Permission is granted to print this document for use in your customizeable Games 
  Master’s Screen. The document must not be distributed in print or electronically.
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  ©2010 Triple Ace Games. Hellfrost and all related marks and logos are trademarks of Triple Ace Games. All Rights Reserved.
  
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  MISCELLANEOUS
  ITEM RARITY
  ITEM RARITY
  Rarity 
  Mod to Streetwise 
  Number Available
  Very Common 
  Automatic success 
  1d6+6
  Common 
  Automatic success 
  1d6
  Uncommon 
  +0 
  1d3
  Rare 
  –2 
  1d2
  Very Rare 
  –4 
  1
  GLOWMADNESS MODIFIER
  GLOWMADNESS MODIFIER
  Exposure 
  Modiﬁ er
  Less than an hour 
  +2
  1-6 hours 
  +1
  7-12 hours 
  +0
  13-18 hours 
  –1
  19-22 hours 
  –2
  23-24 hours 
  –4
  25 hours 
  –8
  SHIP TRAVEL TIME MODIFIERS
  SHIP TRAVEL TIME MODIFIERS
  Mod 
  Circumstance
  +2 
  Windsilk sails
  +2 
  Character with the Wind Seeker Edge aboard 
  –2 
  Ship is rowed or winged
  –4 
  Less than a quarter of the necessary crew
  –2 
  Most of the crew has no Boating skill
  –1 
  Crew has an average Boating skill of d4
  +1 
  Crew has an average Boating skill of d8
  +2 
  Crew has an average Boating skill of d10
  +4 
  Crew has an average Boating skill of d12
  ENCOUNTER LOCATION TABLE
  ENCOUNTER LOCATION TABLE
  Number  
  Departure 
  Void 
  Arrival
  1 
  1 
  0 
  0
  2 
  1 
  0 
  1
  3 
  1 
  1 
  1
  4 
  2 
  1 
  1
  5 
  2 
  1 
  2
  6 
  2 
  2 
  2
  7 
  3 
  2 
  2
  8 
  3 
  2 
  3
  9 
  3 
  3 
  3
  10 
  4 
  3 
  3
  NAVIGATION HAZARD
  NAVIGATION HAZARD
  1d10 
  Effect 
  1d10 
  Effect
  1-2 
  Water scarce  
  7 
  Collision: Thick
  3 
  Food scarce  
  8 
  Lava strike
  4 
  Collision: Sparse 
  9 
  Hazard: Windstorm
  5 
  Fire 
  10 
  Hazard: Void Holes
  6 
  Man overboard  
  HAZARD SEVERITY
  HAZARD SEVERITY
  Card 
  Penalty Fireplume 
  Icefall  Windstorm
  2 
  -4 
  5d10 
  5d8 
  5d6
  3-10 
  -2 
  4d10 
  4d8 
  4d6
  Jack-Ace 
  +0 
  3d10 
  3d8 
  3d6
  Joker 
  +2 
  3d10 
  3d8 
  3d6
  VOID HOLES
  VOID HOLES
  Card Suit 
  Spirit die
  Club  
  d6
  Diamond   
  d8
  Heart    
  d10
  Spade   
  d12
  Joker   
  d4
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  SKYSHIP ENCOUNTERS
  DEATH BARGE CAPTAIN
  DEATH BARGE CAPTAIN
  d20 
  Result
  1-5 
  Neophyte voider priest
  6-20 
  Experienced voider priest *
  *Plus 1d2 apprentice neophyte voider priests. 
  MERCHANT SKYSHIP TYPE
  MERCHANT SKYSHIP TYPE
  d20 
  Result
  1-8 
  Trawler*
  9-12 
  Frigate containing Goods level Salvage 
  13-15 
  Frigate containing Haul level Salvage
  16-17 
  Modiﬁ ed Frigate containing Goods level Salvage
  18-19 
  Frigate with escort; roll on Escort Table.
  20 
  Convoy (1+1d6 Frigates with 1+1d4 escorts); roll on Escort 
  Table for each escort.
  ESCORT
  ESCORT
  d20 
  Escort Ship Type
  1-7 
  Doppelganger ship
  8-11 
  Sky Galley
  12-17 
  Galleon
  17-19 
  Sky Sloop
  20 
  Council Ship
  *This is a sky sloop. It has 1d10 sky harvesters (use sky sailor stats) 
  on board and 2d6 x 20 cogs worth of skylers and other harvested 
  foodstuffs.
  HELLISH SHIP TYPE
  HELLISH SHIP TYPE
  d20 
  Result
  1-10 
  Frigate
  11-12 
  Modiﬁ ed Frigate
  13-15 
  Doppelganger ship
  16-17 
  Galleon
  18-19 
  Sky Galley
  20 
  Two ships encountered, roll twice
  PIRATE SHIP TYPE
  PIRATE SHIP TYPE
  d20 
  Result
  1-6 
  Doppelganger Ship
  7-10 
  Frigate
  11-13 
  Modiﬁ ed Frigate
  14-17 
  Sky Galley
  19 
  Sky Sloop
  20 
  Pirate Fleet (1d4+1 ships)
  MADNESS HULK TYPE
  MADNESS HULK TYPE
  d20 
  Result
  1-2 
  Cloud Skiff
  3-6 
  Sky Sloop 
  7-12 
  Frigate
  13-15 
  Modiﬁ ed Frigate
  16-17 
  Doppelganger ship
  18-19 
  Sky Galley.
  20 
  Two ships encountered, roll twice
  MADNESS HULK CREW
  MADNESS HULK CREW
  d20 
  Result
  1-8 
  pirates
  9-15 
  50% pirates, 50% blinded
  16-19 
  50% pirates, 50% blinded + 1d6 ragers
  20 
  50% pirates, 50% blinded + 1d6 ragers 
  and 1d2 ogres
  ORCISH WAR RAFTS
  ORCISH WAR RAFTS
  Card 
  Number of Ships 
  d20 
  Ship Type
  Jack 
  2 
  1-6 
  Sky Sloop
  Queen  3 
  7-10 
  Cloud Skiff
  King 
  4 
  11-15 
  Frigate
  Ace 
  5 
  16-18 
  Sky Galley
  Joker 
  5 intact ships  
  19 
  Island Hopper
   
   
  20 
  Modiﬁ ed Frigate
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  SALVAGE
  SALVAGE
  SALVAGE
  Salvage 
  Cargo 
  Value of Salvage 
  Relic
  Mother Lode 
  4 
  1d10 x 500 cogs 
  100%
  Haul 
  2 
  1d10 x 500 cogs 
  50%
  Goods 
  1 
  1d10 x 100 cogs. 
  25%
  Junk 
  1/2 
  1d10 x 10 cogs 
  1%
  SALVAGE DISCOVERED
  SALVAGE DISCOVERED
  d20 
  Salvage Discovered
  1-6 
  Nothing
  7-11 
  Junk
  12-13 
  Goods
  14-16 
  Haul
  17 
  Junk +1 relic
  18 
  Goods +1 relic
  19 
  Haul +1 relic
  20 
  Mother lode
  RUINS
  RUINS
  d20 
  Ruined location
  1-10 
  Residential 
  11-12 
  Temple
  13-15 
  Barracks
  16 
  Fortress
  17-18 
  Merchant district
  19 
  Noble house
  20 
  Library
  RELICS
  RELICS
  d20 
  Type
  1-5 
  Armor
  6-10 
  Melee Weapon
  11-13 
  Ranged Weapon
  14-15 
  Miscellaneous Item 
  16-20 
  Potion
  RELICS: MISSILE WPNS
  RELICS: MISSILE WPNS
  d20 
  Type
  1-5 
  Bow
  6-10 
  Crossbow
  11-12 
  Sling
  13 
  Harpoon
  14-16 
  Pistol 
  17-19 
  Musket 
  20 
  Blunderbuss
  BONUS
  BONUS
  d20 
  Type
  1-10 
  +1 damage
  11-14 
  +2 damage
  15-16 
  +1 Shooting
  17-18 
  +2 damage; +1 Shooting
  19 
  Half weight
  20 
  Double Range Brackets
  RELICS: MELEE WEAPON
  RELICS: MELEE WEAPON
  d20 
  Type
  1 
  Hook
  2 
  Dagger
  3 
  Great Sword
  4 
  Battle Axe
  5 
  Short Sword
  6 
  Ironwood Sword
  7 
  Rapier
  8 
  Axe
  9-10 
  Long Sword
  12 
  Great Axe
  13 
  Flail
  14 
  Warhammer
  15 
  Maul
  16 
  Spear
  17 
  Staff
  18 
  Halberd
  19 
  Rib Blade
  20 
  Stamp Hammer
  BONUS
  BONUS
  d20 
  Type
  1-5 
  +1 damage
  6-10 
  +2 damage; +1 Parry
  11-15 
  +1 Parry; +1 Fighting
  16-20 
  +2 damage; +1 Parry; +1 Fighting
  RELICS: ARMOR
  RELICS: ARMOR
  d20  
  Type
  1-5 
  Leather
  6-10 
  Chain
  11-12 
  Corselet
  13 
  Hide
  14-15 
  Full Helm 
  16-18 
  Medium Shield
  19-20 
  Large Shield
  BONUS
  BONUS
  d20  
  Type
  1-10 
  Half weight
  11-15 
  +1 Toughness or Parry (for shields)
  16-20 
  +2 Toughness or Parry (for shields)
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  GEAR 1
  ARMOR
  ARMOR
  Type 
  Armor 
  Weight* 
  Cost 
  Rarity 
  Notes
  Personal 
   
   
   
   
  Bronze breastplate 
  +3 
  20 
  400 
  U 
  Covers torso, see notes
  Bronze vambraces 
  +3 
  5 
  200 
  U 
  Covers arms, see notes
  Bronze greaves 
  +3 
  10 
  300 
  U 
  Covers legs, see notes
  Coin Shirt 
  +2 
  20 
  200 
  U 
  Covers torso, see notes
  Leather 
  +1 
  15 
  100 
  C 
  Covers torso, arms, legs
  Elven Leather 
  +2 
  20 
  400/800 
  U/R 
  Covers torso, arms, legs
  Chain hauberk (long coat) 
  +2 
  25 
  600 
  U 
  Covers torso, arms, legs
  Hide 
  +1 
  15 
  75 
  VC 
  Covers torso, arms, legs
  Parchment breastplate 
  +2 
  25 
  150 
  C 
  Covers torso
  Plate breastplate 
  +3 
  25 
  800 
  VR 
  Covers torso
  Plate vambraces 
  +3 
  10 
  400 
  VR 
  Covers arms
  Plate greaves 
  +3 
  15 
  600 
  VR 
  Covers legs
  Wooden breastplate 
  +2 
  20 
  300 
  C 
  Covers torso see notes
  Wooden vambraces 
  +2 
  7 
  150 
  C 
  Covers arms, see notes
  Wooden greaves 
  +2 
  10 
  250 
  C 
  Covers legs, see notes.
  Parchment helm 
  +2 
  6 
  35 
  C 
  50% chance of protecting against headshot
  Pot helm 
  +3 
  4 
  150 
  C 
  50% chance of protecting against headshot
  Full helm (enclosed) 
  +3 
  8 
  300 
  U 
  Covers head
  Wooden Helm 
  +2 
  4 
  75 
  U 
  50% chance of protecting against headshot
  Shields 
   
   
   
   
  Small shield (buckler) 
  — 
  8 
  50 
  C 
  +1 Parry
  Medium shield 
  — 
  12 
  100 
  C 
  +1 Parry; +2 Armor to ranged shots  hit
  Large shield (Kite, Pavise) 
  — 
  20 
  400 
  U 
  +2 Parry; +2 Armor to ranged shots  hit
  *This is effective weight when worn. Most armor weighs quite a bit more when carried rather than worn.
  **Shields protect only against attacks from the front and left (assuming a right handed character).
  DEGRADABLE WEAPONS
  DEGRADABLE WEAPONS
  Material 
  Damage 
  Weight 
  Cost 
  Min Str 
  Rarity 
  Notes
  Bone 
  +0 
  x 0.25 
  x 0.5 
  -2 steps 
  C 
  Degrades
  Bronze 
  +0 
  x 0.75 
  x 0.75 
  +/-0 steps 
  C 
  Degrades
  Gold 
  +0 
  x 3 
  x 0.25 
  +2 Steps 
  C 
  Degrades, weapon inﬂ icts blunt damage
  Lead 
  +0 
  x 4 
  x 0.25 
  +3 Steps 
  C 
  Degrades, weapon inﬂ icts blunt damage
  Silver 
  +0 
  x 0.5 
  x 0.5 
  +/-0 Steps 
  C 
  Degrades
  Stone 
  +0 
  x 2 
  x 0.75 
  +1 Step 
  C 
  Degrades
  Wood 
  -1 
  x 0.5 
  x 0.5 
  -1 step 
  C 
  Degrades
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  GEAR 2
  MELEE WEAPONS
  MELEE WEAPONS
  Type 
  Damage Weight Cost 
  Min Str. 
  Rarity 
  Notes
  Blades 
   
   
   
   
   
  Dagger 
  Str+d4 
  1 
  50 
  — 
  C 
  Great sword 
  Str+d10 
  12 
  500 
  d10 
  U 
  Parry –1; requires 2 hands
  Hook 
  Str+d4 
  1 
  40 
  — 
  U 
  See notes
  Flail 
  Str+d6 
  8 
  500 
  d6 
  U 
  Ignores Shield Parry bonus
  Long sword 
  Str+d8 
  8 
  400 
  d6 
  U 
  Rapier 
  Str+d4 
  3 
  300 
  — 
  U 
  Parry +1
  Rib blade 
  Str+d4 
  1 
  150 
  — 
  C 
  Parry +1 see notes
  Short sword 
  Str+d6 
  4 
  100 
  — 
  U 
  Includes sabers and cutlasses
  Axes and Mauls 
   
   
   
   
   
  Axe 
  Str+d6 
  2 
  100 
  d6 
  U 
  Battle axe 
  Str+d8 
  10 
  200 
  d8 
  U 
   
   
  Great axe 
  Str+d10 
  15 
  500 
  d10 
  U 
  AP 1; Parry –1; requires 2 hands
  Maul 
  Str+d8 
  20 
  500 
  d10 
  U 
  AP 2 vs. rigid armor (plate mail); Parry –1; requires 
  2 hands
  Stamp Hammer 
  Str +d8 
  80 
  125 
  d12+2 
  U 
  AP 2 vs. rigid armor (plate mail); Parry –1; requires 
  2 hands, degradable
  Warhammer 
  Str+d6 
  8 
  100 
  d8 
  U 
  AP 1 vs. rigid armor (plate mail);
  Pole Arms  
   
   
   
   
   
  Gaff 
  Str+d4 
  6 
  20 
  d6 
  C 
  Reach 1; requires 2 hands; See notes
  Halberd  
  Str+d8 
  15 
  600 
  d8 
  U 
  Reach 1; requires 2 hands
  Harpoon 
  Str+d6 
  10 
  200 
  d8 
  U 
  Reach 1; requires 2 hands
  Staff 
  Str+d4 
  8 
  10 
  — 
  C 
  Parry +1; Reach 1; requires 2 hands
  Spear 
  Str+d6 
  5 
  50 
  d6 
  U 
  Parry +1; Reach 1; requires 2 hands
  Blunt 
   
   
   
   
   
  Club/Belaying Pin Str+d4 
  1 
  10 
  — 
  C 
  Brainer 
  Str+d4 
  2 
  7 
  d6 
  C 
  Degrades
  Brass knuckles 
  Str+d4 
  1 
  40 
  — 
  U 
  Ironwood sword 
  Str+d8 
  6 
  400/800 
  — 
  U/ R 
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  GEAR 3
  MISSILE WEAPONS
  MISSILE WEAPONS
  Type 
  Range 
  Damage 
  RoF 
  Cost 
  Weight 
  Min Str. 
  Rarity Notes
  Axe, throwing 
  3/6/12 
  Str+d6 
  1 
  100 
  2 
  — 
  U 
  Bow 
  12/24/48 
  2d6 
  1 
  400 
  3 
  d6 
  U 
  Crossbow 
  15/30/60 
  2d6 
  1 
  600 
  10 
  d6 
  U 
  AP 2; requires 1 action to reload
  Dagger 
  3/6/12 
  Str+d4 
  1 
  50 
  1 
  — 
  C 
  Elven Long Bow 15/30/60 
  2d6 
  1 
  1000 
  5 
  d8 
  R 
  Requires Shooting d8
  Harpoon 
  3/6/12 
  Str+d10 
  1 
  200 
  10 
  d8 
  U 
  Headbanger 
  4/8/16 
  Str+d4 
  1 
  12 
  3 
  d8 
  U 
  Small Burst Template 
  Sling 
  4/8/16 
  Str+d4 
  1 
  10 
  1 
  — 
  C 
  Spear 
  3/6/12 
  Str+d6 
  1 
  50 
  5 
  d6 
  U
  ELVEN POTIONS
  ELVEN POTIONS
  Armor: 2 points of armor for ten minutes.
  Agility: Increases Agility by one step for ten minutes.
  Alertness: Bestows the Alertness Edge for ten minutes. 
  Battle: Bestows the Berserk Edge for ten minutes.
  Beauty: +2 on Charisma for ten minutes.
  Climbing: +2 on Climbing for ten minutes
  Cunning: +2 on Smarts tricks for ten minutes
  Dodge: (-2) Bestows the Dodge Edge for ten minutes
  Intelligence: Increases Smarts by one step for ten minutes.
  Leaping (-2): The drinker can leap 1d6+2” as an action. This can be combined with a Wild Attack without incurring a multi 
  action penalty.
  Quickness (-2): Bestows the Quick Edge for ten minutes.
  Reﬂ exes (-2): First Strike Edge for ten minutes. 
  Regeneration (-2): Bestows Fast Regeneration for ten minutes or until the ﬁ rst wound is healed.
  Resolve: Increases Spirit by one step for ten minutes.
  Sprint: Bestows the Fleet-Footed Edge for ten minutes.
  Stealth: Bestows a +2 modiﬁ er on Stealth rolls for ten minutes.
  Strength (-2): Increases Strength by one step for ten minutes
  Thievery: +2 on Lockpicking
  Toughness (-2): Bestows the Brawny Edge for ten minutes.
  Vigor (-2): Increases Vigor by one step for ten minutes
  Wall Crawling: Bestows the Wall crawler monstrous ability for ten minutes
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  GEAR 4
  SPECIAL WEAPONS
  SPECIAL WEAPONS
  Type 
  Range 
  Damage RoF Cost 
  Weight Shots Min. Str.  Rarity Notes
  Ballistae 
  25/50/100 
  3d8 
  1 
  200 
  — 
  1 
  — 
  U 
  -
  Cannon 
  75/150/300 
  3d6+1 
  1 
  500 
  — 
  1 
  — 
  R 
  AP 4; Heavy Weapon; 
  see notes
     Cannister  
  24” path 
  2d6 
  1 
  — 
  — 
  1 
  — 
  U 
  See notes
     Chain Shot 
  40/80/160 
  2d6 
  1 
  — 
  — 
  1 
  — 
  U 
  See notes
  Catapult 
  50/100/200 
  3d8 
  1 
  300 
  — 
  1 
  — 
  U 
  AP10, Medium Burst 
  Template
  Dragonbreath 
  Cone 
  2d10 
  1 
  600 
  — 
  1 
  — 
  VR 
  See notes
  Explosive Harpoon 
  10/20/40 
  5d6 
  1 
  500 
  — 
  1 
  — 
  U*  
  Heavy Weapon; see 
  notes
  Grenadoe Launcher 
  10/20/40 
  3d6 
  1 
  850 
  12 
  1 
  d6 
  VR 
  Med Burst Temp
     Grenadoe 
  — 
  3d6 
  1 
  150 
  2 
  1 
  — 
  R 
  Med Burst Temp
  Portable Dragonbreath Cone 
  2d8 
  1 
  1000 
  10 
  10 
  d8 
  VR 
  See notes
  Reinforced Cannon 
  100/200/400 
  4d6+1 
  1 
  700 
  — 
  1 
  — 
  VR 
  See notes
  Shredder Cannon 
  24” path 
  2d6 
  1 
  750 
  — 
  1 
  — 
  VR 
  See notes
  * Only available in the Lower Reaches and the Ice Isles)
  BLACKPOWDER WEAPONS
  BLACKPOWDER WEAPONS
  Type 
  Range 
  Damage 
  RoF 
  Cost 
  Weight Min Str. Shots Rarity Notes
  Blunderbuss 
  10/20/40 
  1-3d6* 
  1 
  600 
  12 
  d6 
  1 
  R 
  2 actions to reload
  Flintlock Musket 
  10/20/40 
  2d8 
  1 
  600 
  15 
  d6 
  1 
  R 
  2 actions to reload
  Flintlock Pistol 
  5/10/20 
  2d6+1 
  1 
  300 
  3 
  — 
  1 
  U 
  2 actions to reload
  Many-shot 
  10/20/40 
  2d8 
  1 
  800 
  17 
  d6 
  3 
  VR 
  2 actions to reload per 
  shot
  Overcharged 
  10/20/40 
  3d8 
  1 
  800 
  20 
  d8 
  1 
  VR 
  2 actions to reload
  Repeating Crossbow 15/30/60 
  2d6+1 
  3/1 
  1000 
  12 
  d6 
  12 
  VR 
  3RB only
  Riﬂ ed Barrel 
  15/30/60 
  2d8 
  1 
  900 
  8 
  d6 
  1 
  VR 
  AP2, 3 actions to reload
  Volley Gun 
  Cone 
  2d8 
  1 
  1000 
  12 
  d8 
  1 
  VR 
  2 actions to reload per 
  barrel
  *A Blunderbuss does 1d6 at Long range, 2d6 at Medium range and 3d6 at Close range
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  ENCOUNTERS
  ARIA APPROACH
  ARIA APPROACH
  d20 
  Encounter
  1-5 
  1d3 glimmerwing swarms
  6-12 
  Council Ship
  13-15 
  Merchant ship supplying the Council ships
  16-19 
  Madness Hulk
  20 
  Roll on the Navigation Hazard Table
  ARIA SURFACE
  ARIA SURFACE
  d20 
  Encounter
  1-2 
  1d2 Insane muses
  3-10 
  Ruins
  11-13  
  Neophyte voider + 1d10 blinded
  14-15 
  1 Ogre +1d6 ragers
  16-17  
  Neophyte voider + ogre
  18-19 
  Experienced voider +2d6 blinded + an ogre
  20 
  A blast of deafening music causing 1d6 damage.
  BRIDGEWAYS APPROACH
  BRIDGEWAYS APPROACH
  d20 
  Encounter
  1-5 
  Merchant Vessel
  6-10 
  2d6 Wind Lady pilgrims* +1 windpriest in sloop
  11-14 
  1d6 Artiﬁ cer Pilgrims* +1 neophyte steampriest in 
  a cloudskiff
  15-16 
  Hazard: Windstorm
  17-18 
  Elemental: Maelstrom
  19 
  1d8 Demon: Grotesques
  20 
  Roll on the Navigation Hazard Table
  *Pilgrims are islanders with d6 Knowledge (Religion).
  HUB ISLES APPROACH
  HUB ISLES APPROACH
  d20 
  Encounter
  1-3 
  Trade Council Patrols (use Merchant ship stats)
  4-7 
  Pirates
  8 
  Madness Hulk
  9-10 
  1d3 Glimmerwing swarms
  11-17 
  Merchant ship 
  18-19 
  Trade Council Ship
  20 
  Roll on the Navigation Hazard Table
  VOID
  VOID
  d20 
  Encounter
  1 
  Voiders
  2 
  1d3 Bloodﬂ y swarms
  3 
  Behemoths
  4-5 
   Merchant vessels
  6 
  Hazard: Collision*
  7 
  The Courier. Treat as a Behemoth afterwards
  8-9 
  Pirates
  10 
  Festival’s Tear. Treat as Ruin afterwards
  11 
  1d3 glimmerwing swarms
  12 
  1d2 Drakes
  13 
  Landfall. Treat as a Ruin afterwards
  14-15 
  Ruin
  16 
  Dragon
  17 
  The Hapless Bard
  18-20 
  Roll on the Navigation Hazard Table
  *These rock ﬁ elds have a 90% chance of having a ruin at 
  their center. Roll twice on the Salvage column.
  ICE ISLE APPROACH
  ICE ISLE APPROACH
  d20 
  Encounter
  1-2 
  Behemoths
  3 
  Hazard: Icefall
  4-5 
  Pirates
  6-8 
  Merchant vessel
  9-10 
  War-raft
  11-12 
  Hazard: Windstorm
  13-15 
  Ruin
  16-18 
  1d3 Ice Elementals
  19-20 
  Roll on the Navigation Hazard Table
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  ENCOUNTERS 2
  HEARTLAND APPROACH
  HEARTLAND APPROACH
  d20 
  Encounter
  1-10 
  Elven Patrol (use Merchant ship stats)
  11-12 
  Elven Galleon
  13-15 
  Merchant ship 
  16-19 
  Elven Council ship
  20 
  Roll on the Navigation Hazard Table
  HEARTLAND SURFACE
  HEARTLAND SURFACE
  d20 
  Encounter
  1-2 
  Elven Family (1d4 elves +1d6 children)
  3-6 
  **Ruins*
  7-8  
  Elven Shepherd +1d3 blood hound ferals
  9-10 
  1d3 bull ferals
  11-12  
  1d6 wood elementals
  13-14 
  Experienced Leafwarden +1d4 wolf ferals
  15 
  Patrolling hawk feral
  16 
  1d3 bear ferals
  17 
  2d10 Oakthorn guards led by neophyte 
  Leafwarden + 1 toad feral
  18 
  1d8 Thorn Beasts (demons)
  19 
  Elemental: Oaken giant
  20 
  1d6 escaped wildlings
  *Roll twice on the salvage column
  LOWER REACHES APPROACH
  LOWER REACHES APPROACH
  d20 
  Encounter
  1-2 
  Behemoths
  3 
  Hazard: Firestorm
  4-5 
  Pirates
  6-8 
  Merchant vessel
  9 
  2d6 Artiﬁ cer pilgrims* +1 steampriest in sloop
  10 
  The Dwarven Mother. Treat as Ruin afterwards.
  11 
  1d2 Drakes
  12 
  1d3 Bloodﬂ y swarms
  13-15 
  Ruin
  16 
  Elemental: Inferno
  17-20 
  Roll on the Navigation Hazard Table
  *Pilgrims are islanders with d6 Knowledge (Religion).
  RAZOR PASSAGE
  RAZOR PASSAGE
  d20 
  Encounter
  1-5 
  Fog Bank; the ship is enclosed in fog for the 
  day, check for another encounter.
  6-9 
  1d3 Fog sharks
  10-11 
  Merchant Vessels
  12-16 
  Hazard: Collision
  17 
  2d6 Lifemother pilgrims* +1 provider in a 
  sky sloop
  18-20 
  Pirates
  *Pilgrims are islanders with d6 Knowledge (Reli-
  gion).
  SHATTERED CITY APPROACH
  SHATTERED CITY APPROACH
  d20 
  Encounter
  1-2 
  Death Barge 
  3 
  The Ship Snare. Treat as Ruin afterwards
  4 
   Scavengers: A skiff full of 4+1d10 scavengers
  5-8 
  Hazard: Collision*
  9 
  1d6 Grotesques
  10 
  Hazard: Windstorm
  11-12 
  Pirates
  13 
  1d3 glimmerwing swarms
  14 
  1d2 Drakes
  15-19 
  Ruin
  20 
  Roll on the Navigation Hazard Table
  *These rock ﬁ elds have a 90% chance of having a ruin at their 
  center. Roll twice on the Salvage column.
  DRAGON’S SPINE APPROACH
  DRAGON’S SPINE APPROACH
  d20 
  Encounter
  1-5 
  Pirates
  6-12 
  Merchant vessel
  13-17 
  Scavengers (Use Merchant ship to determine type of ship)
  18-19 
  2d6 drakin +1 drakin Chosen in a sky sloop
  20 
  Roll on the Navigation Hazard Table
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  RUIN ENCOUNTERS 1
  ARIA
  ARIA
  d20 
  Encounters
  1-2 
  2d6 Blinded
  3 
  Insane Muse
  4-5 
  3d6 Ragers
  6 
  2 Insane Muse
  7 
  1 Neophyte Voider + 1d6 Blinded
  8-9 
  Ogre +1d6 Blinded
  10-11 
  Nothing
  12 
  Experienced Voider +1d10 Pirates.
  13 
  Experienced Voider +1d2 Neophyte Voiders + 1d10 Pirates
  14 
  Experienced Voider +1d2 Neophyte Voiders + 1d6 Pirates + 1 Ogre
  15 
  1d4 Wyrmspawn 
  16-17 
  Traps
  18 
  Experienced Voider +1d6 Pirates + 1 Earthbane or Blight Walker
  19 
  Roll twice
  20 
  Nothing
  ICE ISLES
  ICE ISLES
  d20 
  Encounter
  1-2 
  3d6 Frozen Zombies (+2 Armor)
  3 
  Ice Elemental
  4-5 
  3d6 Frozen Skeletons (+1 Armor)
  6 
  2 Ice Elementals
  7 
  1d6 Ice Elementals
  8-9 
  2d6 Frozen Zombies, 1d6 frozen Skeletons (+2/+1 Armor)
  10-11 
  Nothing
  12 
  Pirate Lair
  13 
  2d6 Escaped Goblins 
  14 
  3d6 Frozen Zombies (+2 Armor)
  15 
  3d6 Escaped Goblins
  16-17 
  Traps
  18 
  Pirate Lair
  19 
  Roll twice
  20 
  Nothing
  LOWER REACHES
  LOWER REACHES
  d20 
  Encounter
  1-2 
  3d6 Zombies
  3 
  Fire Elemental
  4-5 
  3d6 Skeletons
  6 
  2 Fire Elementals
  7 
  1d2 Wraiths
  8-9 
  2d6 Zombies, 1d6 Skeletons
  10-11 
  Nothing
  12 
  Pirate Lair
  13 
  1d3 Bloodﬂ y Swarms
  14 
  3d6 Zombies
  15 
  1d2 Drakes
  16-17 
  Traps
  18 
  Pirate Lair
  19 
  Roll twice
  20 
  Nothing
  SHATTERED CITY
  SHATTERED CITY
  d20 
  Encounter
  1-2 
  3d6 Zombies
  3 
  Elemental
  4-5 
  3d6 Skeletons
  6 
  2 Elementals
  7 
  1d12 Ghouls
  8-9 
  2d6 Zombies, 1d6 Skeletons
  10-11 
  3d6 Barnacle Apes
  12 
  Death barge Lair
  13 
  1d3 Glimmerwing Swarms
  14 
   Liche, 3d6 Zombies
  15 
  1d2 drakes
  16-17 
  Traps
  18 
  Pirate Lair
  19 
  Roll twice
  20 
  3d6 Barnacle Apes
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  ©2010 Triple Ace Games. Hellfrost and all related marks and logos are trademarks of Triple Ace Games. All Rights Reserved.
  
  RUIN ENCOUNTERS 2
  REMORSE
  REMORSE
  d20 
  Encounter
  1-2 
  3d6 Zombies
  3 
  Spirit Eater
  4-5 
  3d6 Skeletons
  6 
  2 Spirit Eaters
  7 
  1d12 ghouls
  8-9 
  3d6 Zombies, 2d6 Skeletons
  10-11 
  1d3 Wraiths
  12 
  1d6 Drowned Sprits
  13 
  Nothing
  14 
  1d10 Ghosts
  15 
  1d2 Wraiths + Wraith Wheat
  16-17 
  Nothing
  18 
  Experienced Death Priest
  19 
  Roll twice
  20 
  Nothing
  SAVANNAH
  SAVANNAH
  d20 
  Encounter
  1-2 
  2d6 Proto-drakin
  3 
  Elemental
  4-5 
  2d6 Proto-drakin + 1 Proto-drakin Chief
  6 
  2 Elementals
  7 
  3d6 Proto-drakin + 1 Proto-drakin Chief
  8-9 
  2d6 Proto-drakin + 1 Proto-drakin Chief +1 Proto-drakin Shaman
  10-11 
  Nothing
  12 
  1d6 wildlings
  13 
  Hungry Fiend
  14 
  1d10 Running Deaths
  15 
  2 Hungry Fiends
  16-17 
  Traps
  18 
  3d10 Proto-drakin + 1 Proto-drakin Chief +1 Proto-drakin Shaman
  19 
  Roll twice
  20 
  Nothing 
  HEARTLAND
  HEARTLAND
  d20 
  Heartland
  1-2 
  1d3 Wolf ferals
  3 
  Wood elemental
  4-5 
  1d6 Wolf Ferals 
  6 
  2 Wood Elementals
  7 
  Neophyte Leafwarden  +1d3 Bloodhound Ferals
  8-9 
  1 Bear Feral +1d3 Wolf Ferals 
  10-11 
  1d6 Wildlings 
  12 
  Shepherd +1d4 Bloodhound Ferals
  13 
  Experienced Leafwarden + 1d2 Neophyte Leafwarden + 1d6 
  Oakthorn guards
  14 
  Experienced Leafwarden + 1d2 Neophyte Leafwardens + 1d6 
  Oakthorn guards + Toad feral
  15 
  1d8 Wood Elementals
  16-17 
  Traps
  18 
  Experienced Leafwarden + 1d10 Oakthorn guards + Bull Feral
  19 
  Roll twice
  20 
  Boughbreakers Lair (1d6 Elves present)
  VOID
  VOID
  d20 
  Encounters
  1-2 
  3d6 Zombies 
  3 
  Elemental
  4-5 
  3d6 Skeletons
  6 
  1d2 Wraiths
  7 
  1d12 Grotesques
  8-9 
  1d3 Wyrmspawn
  10-11 
  Nothing
  12 
  Voider Lair
  13 
  1d3 Glimmerwing Swarms
  14 
  Grisly Puppeteer, 1d6 Skeletons
  15 
  1d2 drakes
  16-17 
  Traps
  18 
  Pirate Lair
  19 
  Roll twice
  20 
  Nothing
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SOURCE: textdata/thevault/Triple Ace Games/Sundered Skies/Savage Worlds - Sundered Skies - GM Screen.pdf