Dangers of Travel

Traveling among the islands during these times can be dangerous. There are all kinds of dangers both mundane and mystical.

Check for a wondering monster encounter every 6 hours. There is an encounter on a roll of 1 on a d10 on a road but use a d6 in wilderness areas.

DM’s Note. Some of the monsters on this encounter table may be too strong for the characters when they encounter it. Feel free to have the monster only make a flyby or have them only see signs of it, or you can choose a different encounter.

By Land

Wondering Monster Table

*If it’s night, replace this encounter with ghouls.

**If it’s near a coast there is a 20% chance it is a sahuagin raiding party. If it’s in the mountains or a large forest, there is a 20% it’s with the owlbear.

***If it’s night, there is a 20% chance it’s an encounter with one werewolf instead

Encounter Descriptions

The following descriptions is for the encounters listed above.


Groups of bandits have been sponsored by Ghirad to harass the citizens of the island. Ghirad wants to use these attacks to prove the King is not able to properly protect his people. The bandits don’t have any evidence tying them to Ghirad.

If the bandits are returned to a fort, the characters can collect 1 GP per bandit.

Encounter. This encounter includes 1d4+6 bandits.

Brown Bear

The bear has wondered down from the mountain range looking for food or running from the manticore and owlbear.

Encounter. This encounter includes one brown bear.

Cult of Hlakiskos

Normally the cult members are satisfied with sacrificing a sheep or pig, but lately they have grown bolder and more bloodthirsty. These cultists have given themselves over fully to the cause. They want nothing more than to engage in a fight to the death.

If the cultists are returned to a fort, the characters can collect 1 GP per cultist.

Encounter. This encounter includes 1d4+6 cultists.


These undead are from the ruins of Illynar. Sometimes the ghouls range further out on the island looking for food.

Encounter. This encounter includes three ghouls.


There is a pair of manticores that live on the mountain. They used to avoid the settlements because they’re smart enough to know that attracting too much attention can lead to an organized assault against them; however, recently they have been getting bolder. If both manticores have been killed, treat this as no encounter. The characters have made the island safer.

Encounter. This encounter includes one manticore.

DM Note. This can be a very challenging encounter or 1st or 2nd level characters. If this is rolled and the characters are still very inexperienced, feel free to just have it make a flyby.


A sahuagin school has made camp in some ruins off the coast of Boskari. Occasionally they prowl the shallows where the road is close to the coast looking for easy prey.

Normal sahuagin encounter. This encounter includes 1d4+2 sahuagin.

Replace the following attacks from the normal sahuagin statistics.

Battleaxe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.

Warspear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Wandering Villager

There are all sorts of villagers walking the roads. If this encounter is in the wilderness, then the villager is a hunter.

DM’s Note. Use this encounter as an opportunity to add roleplay, impart information or support the scene.


Lycanthropes exist on Boskari just like anywhere else. This is just a random encounter. If the characters are weak and don’t have magic or silver, feel free to skip this encounter.

Encounter. This encounter includes one werewolf.


The wolves often leave the woods looking for easy prey. Boskari is rich in sheep and sheepherders.

Encounter. This encounter includes 1d4+2 wolves.

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