While these tables may not look like much, they do play better than they read and facilitate emergent storytelling - encountering 2-16 wolves at night can result in a TPK if the PCs aren't smart and you roll up a lot of wolves similarly, stumbling into multiple quicklings in the Mimir Woods can be a rather humbling experience.and when 2nd level adventurers encounter a band of 8 worgs in the Skaths, they'd better have a plan B ready.or replacement characters. 1d3 wights or a poltergeist can and will TPK a group of careless adventurers. No random encounters table is provided for the Mountains of Xur, and it should be noted that PCs should think twice before exploring ruins - they are either occupied or haunted 50% of the time, and both translate to some seriously tough challenges. The wilderness section also comes with a mini-generator of sorts that lets you sprinkle in dead bodies, random camps and ruins throughout the landscape. That is not to say that the vicinity of the eponymous river that provided the name for the village is safe - quite the contrary! Crocodiles, giant poisonous frogs and large packs of wolves render the area beyond 1 mile of the village very dangerous.but the Skaths are actually even tougher: Here, pretty significant raiding parties can be found, and at night (the Skaths also get separate daytime and nighttime tables), the undead roam in dangerous quantities. Ew! The first two forests also get their own table of random encounters for the night time, where you won't encounter fey, but where some of the more dangerous predators and humanoids roam in larger numbers. These forests are dangerous indeed, and stand in sharp contrast to the significantly less lethal La/ethergrave Forest, where the most outré encounter would be giant blowflies. In the West, beyond these hills, the majestic Mountains of Xur arise.Īuranas and Mimir Woods share a table of random encounters, with a mix of humanoids and minor fey taking up the majority of the entries, with a few zombies and the obligatory wolves sprinkled in. Between these, the rivers have cut into plains, and beyond the latter forest, there would be the hills known as "The Skaths" that grant the region its name: The Skathernes. In the Southwest, Lathergrave (or Lathargrave - depending on whether you believe text or map) Forest can be food North of the village would be the Mimir Woods, East to South-West of it the Auranas Woods. The respective regions surrounding the village of White Dragon Run show that it's a borderlands type of village, in that it's pretty much the last stop before the wilds.
it's basically a form of free exploration through a region, somewhat akin to an open-world game. In case you don't know what that is - the adventurers basically travel through the wilderness, encountering beasts and finding unique areas, dungeons, etc. That being said, "White Dragon Run" is a departure from what we've seen so far in the series, in that it is essentially a hex-crawl wilderness sandbox.
The pdf does not offer read-aloud text for its environments. The adventure is intended for level 2 - 4 characters, and a smart and well-rounded group is definitely recommended. Now, as always for the series, we have OSRIC as the default old-school rule-set, and as always for the series, we deviate from the conventions and have magic weapons not italicized, but bolded, and similarly, spells are not italicized either, but bolded. This review was requested by one of my patreons, to be undertaken at my convenience. This Advanced Adventure-installment clocks in at 17 pages, 1 page front/back cover, 1 page editorial, 1 page advertisement, 1 page SRD, leaving us with 13 pages of content, so let's take a look!