
Greedy Spiders Wild Hills Level 5
Directed by Cecil B. With Ray Milland, John Wayne, Paulette Goddard, Raymond Massey. Florida ship salvager, Loxi, falls for Jack, captain of a ship wrecked on the Key West shore. However, their romance is complicated by the arrival of another suitor, and eventually leads to tragedy. When Hidden Wilds was first released, it was impossible to gain experience on the floor after level 36, forcing players to grind on Floor 3. This bug was fixed on November 4, 2017. During the Floor 7 update, this floor received a soundtrack. Hidden Wilds is also the first floor to have multiple mobs drop the same items.
Contents.At times during a game when you’re looking to liven things up (perhaps during a long overland journey, or maybe when the party’s decided to camp in a dangerous dungeon), you can use the following encounter tables to randomly generate monster encounters. These tables do not cover all possible locations PCs might find themselves in during the course of a game, but you can use these tables as models for generating additional encounter tables of your own design.Note that each of the following tables has been assigned an Average CR—this indicates the average difficulty of the encounters that can be rolled up on the table. A CR 4 encounter table works well when challenging a group of 4th level PCs, for example. Terrain and Average CRsDungeonsUnderground/RuinsBogs and SwampsOcean/SeasMountains)))Cities/RuinsJungleDesertForest PlainsDungeon (Avg. CR 2)d%EncounterAvg. CR1–61d617–121d6113–201d6121–241d4125–261127–321d6233–337–442d6345–481d4349–541d4355–561–669–701371–762d4477–821d6483–861d6487–901d4491–921d4493–997–10014Dungeon (Avg.
CR 5)d%EncounterAvg. CR1–4135–8139–162d4317–227–335–343–449–521d4553–561d4557–621d8663–682d4 plus 1669–779–841d4685–881d4789–995–999–1001d48Dungeon (Avg. CR 10)d%EncounterAvg. CR1–4175–8189–119–221d6823–281d6829–361d4837–445–455–581959–661d6967–722d4973–761d0–86189–921d2–9814Underground (Avg.
CR 9)d%EncounterAvg. CR1–102d6311–161d6617–221523–322d6 and 1533–402d6641–461d6747–521d8753–602d6761–669–721d6973–822d6, 1983–861d61187–901d293–961d599–100119Ruined City (Avg. CR 6)d%EncounterAvg.
CR1–4115–8129–162d6317–241d6325–281329–361d6537–381439–441d6645–481d4649–541d6755–581d6759–621d6763–641665–701d6871–775–761877–841d8885–881d6989–921d6993–941895–999–1001d410Urban/Dangerous City (Avg. CR 6)d%EncounterAvg. CR1–121d6213–201221–301d6531–321233–403d6541–482d6549–562d6557–621d6563–681d6769–782d6879–821783–861d6887–901d8891–921893–941 (body theft)895–999–100110These monsters have a penchant for lairing near coastal towns and fishing settlements, and can be a menace to those looking for a safe place to dock or anchor.Coastal (Avg. CR 6)d%EncounterAvg. CR1–17–129–341d6435–411d6542–491550–531d4 tidepool dragons (Pathfinder #55 82)554–601661–682d4669–711d6672–781779–851d4886–911992–961dd411The monsters below are often encountered in shallow waters near coastlines.Shallows (Avg. CR 5)d%EncounterAvg.
CR1–51d416–91 incutilis (Pathfinder #55 84)210–161d4317–252d6326–292d6430–382d4439–441d8545–542d4555–591560–671d6668–741d4775–831884–911d6892–951d4996–910The monsters below are often encountered while traversing the deep blue waters of the seas.Deep Sea (Avg. CR 9)d%EncounterAvg. CR1–4125–71d438–141d4415–221d8523–311d4532–371d4538–431d4644–511652–611d6962–671d3–887–100119The following monsters are commonly encountered on or near islands.Islands (Avg. CR 8)d%EncounterAvg.
CR1–4125–122d4313–171d4418–272d6428–321d4533–381d6639–421643–501d4751–571d6858–641d173–821d41283–871d3–1001d417Low-Level Ocean Encountersd%EncounterAvg. CR1–51d41/26–111 fuath112–161d4117–211122–271d6228–321d6 locathahs233–341–441 wereshark345–511d8352–561d4357–622d6463–671468–721 cecaelia573–781d4 pirates579–831584–881 globster589–921d6593–9d86Ocean (Avg. CR 8)d%EncounterAvg.
CR1–4115–142d6415–192d6420–231424–311d6432–361d6637–343–502d6851–602d6861–662d6867–711d6872–771d6878–782–831984–851d4986–912d4992–9119Swamp (Avg. CR 7)d%EncounterAvg. CR1–6127–115–123–261527–322d6533–381d6539–462d6747–522d6753–561d4757–642d6765–722d6873–777–802d6881–885–881d91–941d–100113Desert (Avg. CR 6)d%EncounterAvg. CR1–8119–121213–181d8219–231–341d3435–421d6543–453–561d4757–601661–682d6869–721773–802d6 and 1d4781–841 (cold desert only)785–881889–9–100113Forest (Temperate) (Avg. CR 5)d%EncounterAvg.
CR1–6127–8129–121d4413–121–221323–261d4427–321d4433–339–447–521d6653–561d4657–601 and 1d6661–702d6 and 1d4671–741 and 2d6675–781d6779–862d6787–893–941895–981d4999–10018Jungle (Warm) (Avg. CR 5)d%EncounterAvg. CR1–4125–8129–141215–181d6319–261227–301d4431–341d6535–401d4441–451–541555–601d6661–665–701d6771–782d4779–822d4883–841785–861d4987–901891–941d4995–999–100110Hill/Mountain (Avg. CR 8)d%EncounterAvg. CR1–61d637–142d6315–222d6523–302d6531–361d4637–421d6743–449–521753–581d6859–642d4765–661d6967–681869–721d4973–781d6979–883–861d0–921d41293–961d199–1001d413Plains/Savannah (Warm) (Avg. CR 7)d%EncounterAvg.
CR1–6127–117–227–301d631–341d635–401d841–441d645–522d653–602d661–661d667–702d671–742d475–782d679–801881–821d683–841d685–882d4–942d495–961d697–981d899–1001d6Cold MountainsLow Leveld%EncounterAvg. CR1–7118–119–231224–291d4230–342d3335–401341–462d4 raiders ( 2)347–512d3352–563–671d4468–778–811 Huge582–87Miners588–93Colonists or pilgrims594–10015Medium Leveld%EncounterAvg. CR1–7178–119–231 crag spider824–291830–342d3835–402d4 raiders (CN 4)841–462847–51Colonists or pilgrims952–573958–622d4963–671968–723d078–812d188–93natives (N 5 and 2d6 )1194–100tribe ( 8 and 2d4 )11High Leveld%EncounterAvg. CR1–72d3128–132d3 crag spiders1214–182d324–292d336–412d41342–471 51348–521 mountain roper ( )14–633d570–761d7–9211793–100CE transmuter 1918High Mountainsd%EncounterAvg. CR01–04705–16Avalanche717–231d4924–292d6 kuchrima???1030–381d6 crag spiders1139–431d47–581d4+64–70Abominable snowman1371–781d88–996–97Underground Cityd%EncounterAvg. CR1–52d426–101211–182d6319–231324–301d4 scouts331–391d6340–461d3 scavengers447–531d6 or454–611d4 scouts562–692d4570–741575–832d4 raiders plus d3–1684–881d2689–941d4 (see )695–10017Medium Leveld%EncounterAvg. CR1–6177–142d4 1 and 1d3 3715–222d4723–303d4 (including 1 4)831–361837–461 (in a host body)847–544d3855–601961–681d4+1 on969–741d6 fungal mounds ( with fungal creature template)1075–803d189–942d12High Leveld%EncounterAvg.
CR1–1211213–201d41321–282d439–532d6 (in host bodies of CR 2–8, 25% chance leader is an 8th-level )464–731d101574–831d61584–954d3 led by 19Ruined CityLow Leveld%EncounterAvg. CR1–7118–141d4 hadi.115–229–341235–401 hadi tafen.241–461347–581d4459–671–761d4577–821 frothing ooze (use some other CR 5 that can be in a ruined city)583–881d4589–96Medium Leveld%EncounterAvg. CR1–61 hadi tafen. and 1d667–121 umber jelly (use some sort of CR 6 jelly)613–181d6619–241d6625–301d6631–362d6 hadi rajwans.737–421 ( with template)743–481d4749–541d4755–601d8861–661867–723–79–841 and 1d61085–901 and and 3d611High Leveld%EncounterAvg. CR1–142 and 2d6 hadi rajwans.12–391 and 1d81240–523d61253–641 war party (1 8, 1d4 5, and 3d6 )1365–762 marids and 21477–881 hunting party (1 noble, 1d4 marids, and 3d4 guards)1489–100116City Streetsd%EncounterAvg. CR01–02Important person (noble or royal)—03–05Important person (arbiter or magistrate)—06–10Peasants blocking path—11–20Pushy vendor—21–30Pickpocket ( 1; +7)131–40Bar brawl spreads to street (2d6 commoner 1)441–501d3 thugs451–601d3 Knights ( 4)661–802d4 Heavy cavalry781–001d3 Elite marines7Slumsd%EncounterAvg.
CR01–09Beggar—10–25Peasants blocking path—26–30Robbery in progress (1d4 thugs)— or 531–40Pickpocket ( 1; +7)141–501d3151–601261–702d4 Small monstrous371–901d4 thugs591–992d4 Guards7001d4 Knights ( 4)7Sewersd%EncounterAvg. CR01–03Dead body—04–10Interesting flotsam—11–251d4Varies26–351d3236–502d6351–551d3656–701d3671–782d4 Guards779–801d3 Elite marines781–002d4 thugs8Overgrown Fallen Cityd%EncounterAvg. CR1–5116–101d3111–151 plague steed (war horse with plague template)116–201d3121–251 abyssal126–301d6231–401241–452d3246–556–666–776–801481–851d3586–996–10015Medium Leveld%EncounterAvg.
CR1–81 swamp skulker69–142d3615–127–344–4757–612d3862–661867–712d3872–792d3 plague ( with plague template)880–871988–921d4+1993–100210High Leveld%EncounterAvg. CR1–11124–351 and 1d248–592d3, 11360–711d3+11484–931 ancient1694–1002 on18Ruined City Risen from the Sead%EncounterAvg. CR1–111112–192d4220–341d4335–461d4447–562d4457–721 cult raiding party (1d6 ooze-possessed adepts)573–781579–911d6692–1001 tear of Nuruu’gal6Medium Leveld%EncounterAvg. CR1–121713–262d6 ooze-possessed adepts 3, with 1 tear of Nuruu’gal727–391d6 (gibbering hosts)840–511d4952–621d4 (fire puddings)963–741d288–1003d613High Leveld%EncounterAvg.
CR1–162d61417–341d41435–541d4 ooze-possessed1455–712d6 and 1d61572–881d41689–100Nuruu’gal21Ruined City in the Desertd%EncounterAvg. CR1–61d617–119–231–361337–421 an-hetkoshu.343–481349–601d6 raiders461–673–781d6579–841585–901d6 cultists591–96Medium Leveld%EncounterAvg. CR1–101d4711–191720–281d6829–347–552d8 LE 3856–641d49–82192–100111High Leveld%EncounterAvg. CR1–171d6 panthereons (what is a panthereon?)1118–34The Enumerator.13–68785–100118Jungle Random Encountersd%EncounterAvg. CR1–62d627–111212–161d4317–202d6421–228–321d4433–361d6437–431d6444–481549–521d6553–571d4558–668–741d8 tribesfolk575–791d4 rival adventurers580–831684–881 bloodhaze689–921d6 Eloko693–999–10019Plains Random Encountersd%EncounterAvg. CR1–51 (or other large )26–14–181d4419–241425–281d4429–321433–381d6439–431d4544–471548–531d8554–591d8 tribesfolk560–641d6665–681d6669–731d6 rival adventurers674–781d6679–822d4783–871788–902d6 ants791–998–10018Jungle City Random Encountersd%EncounterAvg. CR1–61d447–101d4411–116–191d6520–231d6524–271d4528–333–36Rival adventurersvaries37–402d4641–461d6647–491d6650–511d6652–552d6656–571d6658–601761–64Guard patrolvaries65–671d6768–712d4 thugs872–731d8874–781d8879–821d4883–861d4 jungle mantises887–891d4 camulatz990–91Mokele-mbembe (unique creature)992–94Sarcosuchus (unique creature)995–971d8 megapiranha1098–99Yog’oltha (unique creature)11100Green God (unique creature)13.
Unique creature. If this result is rolled a second time, roll again.Ruined Underground Cityd%EncounterAvg.
CR1–6197–164d69–296d61030–362d61037–421d4 guards1043–461d41147–521 vagabond spider1153–572 vessels12–691 iron1370–74air patrol (4 members)1375–781d81479–821d81483–86air patrol (6 members)1487–906 guards14–98 guards15Ruined Desert Villaged%EncounterAvg. CR1–311/34–511/36–911/210–131d4114–151116–171d2118–201 Medium121–227–301231–342d4235–371238–421d4243–451346–471d4348–555–581d2359–611362–641d2365–661d4367–681469–712d6472–741d2475–771d4578–801581–852d6686–871d4688–912d8692–996–971d6718Lawless Port Cityd%EncounterAvg. CR1–311/64–71 con artist1/28–91 leper1/210–151 pickpocket1/216–221 prostitute1/223–271 zealous merchant1/228–351d4 drunkards136–340–441 Small145–501d4 Small monstrous???151–561d4157–641d6 stray165–721d4 thugs173–741d4275–781d6279–841d8 pirates285–881d8 press gangers289–995–9d43Dark and Twisted Swampd%EncounterAvg. CR01–008–14Hungry fungus715–171718–201 and 2d4721–26827–311d6+6832–352d4836–402d6841–421943–471d6948–501d69–551d121056–592d41060–622d61063–64covey1065–712d61172–732d6 Soldiers1174–751d41276–801d3–8611387–901d41391–952d398–99Demonic host15+10025Sewers Random Encountersd%EncounterAvg. CR1–61d817–111d6112–212d8122–251126–341d6 stray135–421d4 sewer dwellers143–451246–471d4248–491 tunnel terror250–521d4253–581d6259–651d6 thugs266–691d6370–741d4375–761377–801d4481–821483–881d4489–951d4596–96Crypt Random Encountersd%EncounterAvg. CR01–031304–131d6314–181d2–311d37–48549–571d6558–621d6663–641665–711d6672–82–851d4786–891d6890–911892–94Haunting—95–100Priests—Scorched Landd%EncounterAvg.
CR1–611/37–111d4 horned spirestalkers (?)212–141 ember scorpion (fire scorpion?)315–17Emberstorm418–221d4 rattlesnakes423–261d6527–291530–351d6 bush536–391740–451d12 cinderwolves746–511d12852–562d12957–591d4960–631d6964–672d61068–701d173–751d4 storm11–801d61281–831 red render1384–88—89–95Primitive warriors—96–99Dangerous lands—100115Dark Bog Random Encountersd%EncounterAvg. CR1–31d4210–111 Large monstrous212–131d4314–161d6317–101421–221d14–271d4 wild pigs (use )4281429–301d1533–351d4536–391540–432d1–461d46d4650–541d12 or (as appropriate, by terrain)755–581d4759–601d63–671d6868–61–731d12 (or, as appropriate for terrain)974–761d12977–781d12979–801d4211083–861d611871 elder128811389–901d41391–94Quicksand—95–99—100—Other EncountersBandit/Brigand: Encounters with bandits and brigands in daylight hours are usually non-hostile, as the criminals prefer to strike at night. The bandits will perhaps be noticed watching the party as a possible future prospect. Nighttime encounters are usually hostile and will typically consist of 3-12 bandits with 1 or more leaders.Beggar: Beggar encounters usually consist of 1-2 person(s).
They may be young or old; maimed, diseased, or perfectly healthy) beseeching alms. Often a beggar is actually a thief and just as often beggars know information of interest to the PCs, but payment of some sort must be made. Any gratuity or gift given to a beggar is very likely to attract the attention of other beggars nearby.Caravan: A caravan trading with locals or passing on to more profitable lands. Such caravans are often well guarded and suspicious of traders. These merchants brave the dangers of the road on their way to distant markets.
This band includes porters and traders and are guarded by 2d4 2nd-level warriors. They are generally fairly well prepared to fend off small bands of common bandits or other minor dangers.
Although most of their goods are basic equipment and fine but mundane textiles (usually valued around 1,200 gp), there is a 20% chance that the merchants have for sale 1d4 random minor magic items.City Guard/Watch: While many are upstanding peacekeepers, others are corrupt and likely up to some mischief or criminal venture. Such encounters usually consist of 2-16 soldiers in the employ of the city or in a police function and one or two of which will be a captain or commander (2 if more than 8 guards, 3 if more than 12). Leaders are of 2nd to 5th level.City Official: Such encounters will are with some minor bureaucrat such as a tax collector, customs officer, or magistrate.
Rarely, such encounters are with a major official, such as prominent steward, alderman, justice, chamberlain, or major magistrate. Major officials are always accompanied by 2-8 guards (1st level and one 2nd to 5th level).Artist: A scoundrel selling fake magic items, an honest-looking “father” hoping to buy back his enslaved, fictitious daughter, or a gambler running a fixed game targets the PCs, seeking to trick them out of some gold.Curfew Breakers: Rowdy citizens occasionally carouse about the city after dark. Such encounters might be with tradesmen or merchants drunk on their way home, or foolish brash youths, or any other everyday citizen out and about.Drunk: A raucously singing group of stumbling pirates, an angry wino looking for a brawl, or a jovial but down-on-his-luck drunk just looking for a free drink stumbles into the PCs. Encounters with drunks are typically with 1-4 tipsy revelers or wine-sodden bums (50% chance for either). In the former case the type of character found drunk should be diced for: When an encounter with a drunk occurs, reaction for the latter will dictate what is said to the party. The drunk character(s) will become sober on a roll of 10% or less (out of 100%) if, check each turn or melee round.Eccentric Local: Eccentric locals might be rambling beggars or even zealous doomsayers.Gang: Whether men whose desperation has led them to alleyway banditry or members of a local thieves’ guild, groups of dangerous residents wander the streets unchallenged.
Such an encounter might involve young toughs up to no good, thugs shaking down their neighbors, or even heavies in the employ of a local crimelord. These encounters can range in CR from very low—requiring only a little sword rattling to disperse some skittish vandals—to very high, depending on your needs and situation.Gentleman: Encounters are with a foppish dandy and 1-4 sycophants 40% of the time, a gentlewoman 20% of the time, and 40% of the time well-dressed -types of 7th to 10th level (d4 + 6) with 1-4 friends of the same abilities. The legend of dragoon remaster. Any rude remarks will give offense, of course. Fops seek revenge by causing trouble for the party with officials, gentlewomen will send a champion, will challenge the offenders.Goodwife: Encounters are with a single woman, often indistinguishable from any other type of female (such as a magic-user, harlot, etc.). Any offensive treatment or seeming threat will be likely to cause the woman to scream for help, accusing the offending party of any number of crimes, i.e.
Assault, rape, theft, or murder. 20% of goodwives know interesting gossip.Leper/Plague Victim(s): One (or several) contagious and obviously very ill people. Most plague victims are simple 1st-level commoners.
An outcast begging for alms, a plague victim spreading his terrible illness, or a leper hiding in the shadows, this encounter tests PCs’ charity and saves.Laborer: encounters are with a group of 3-12 nondescript persons loitering or on their way to or from work. These fellows will be rough customers in a brawl. There is a 10% chance for each to be a levy in the city watch, with commensurate friends and knowledge.Merchant: A fast-talking vendor or an excessively persistent foreign haggler latches onto a PC, eager to sell his wares and unwilling to take no for an answer. At night there will be 2-8 mercenary guards with the merchant(s) if the encounter is in a dangerous sector. A merchant occasionally has useful knowledge for a price.Noble: Encounters with nobleman usually include a number of retainers. A noble will typically have 1d4 1st-2nd level warrior guards and 1-2 misc.
A noblewoman will almost always be encountered riding in a sedan chair, accompanied by carriers and linkboys (at night). Noblemen are often mistaken for city officials or rich merchants; noblewomen can likewise be mistaken for a courtesan or procuress. Any insult will be taken seriously.Nomads: While some nomads are peaceful hunters, others survive by preying upon travelers.
In either case, these natives are suspicious of outsiders. Should the PCs encounter a band of nomads, there is a 35% chance they are hostile.
While more peaceful nomads are typically comprised of 2d10 2nd-level warriors and a 2nd-level leader, raiders often travel in bands of 2d4 2nd-level.Pickpocket: A single thief, criminal team, or gang of waifs attempts to nab something off a PC while he’s distracted. Although catching the cutpurse might save the PC a few gold or a favorite item, it’s possible the thief needs the object much more than the PC, or is actually leading them into a trap where they plan to claim more than a few trinkets. An encounter with 1d6 CR 1/2 thieves is a CR 2 encounter, while an encounter with 1d10 CR 1/2 thieves is a CR 3 encounter.Pilgrim: Pilgrim encounters are typically with 3-12 persons upon a journey to some religious or other important destination. For every 4 pilgrims there will be 1 of unusual type (, etc.). As pilgrims are often nondescript, they are often mistaken for other groups (bandits, laborers, etc.).Pirates: A single rowdy scallywag or whole crew on shore leave notice the PCs. Whether they’re looking for a brawl, a drinking buddy, or a new addition to their crew is up to the GM.
While encountering a raucous gang of pirates might play out little differently than a battle with a gang of thugs, things could totally change when the sea rats’ captain shows up with the rest of his cut-throat crew.Press Gang: A gang of burly sailors decides the PCs would make perfect additions to their captain’s crew and attempts to drag one or more of them back to their ship by force. Should a lone PC get caught unaware, it’s entirely possible that he wakes up in the brig or, even worse, on a ship already put out to sea!Prostitute: One of the PCs catches a streetwalker’s eye. Such encounters can sometimes be difficult to recognize for what it actually is. In addition to the offering of the usual fare, prostitutes often know other valuable information, but also almost as likely to make up information to sell, and in other cases either is personally, or is working with, a thief.Slave Traders: A hardy traveler (or travelers) with a cage-wagon filled with slaves bound for market.
The trader is usually accompanied by a few ruffians hired to watch the cargo.Slaves (Escaped): These slaves have recently escaped from their oppressors and are timid and frightened. They attempt to avoid contact with PCs unless cornered but if so ask for help.
If desired, roll again on the encounter table to see if either the slave traders they have escaped from are nearby, or perhaps a random other monster was preparing to attack them.Stray Animal: One (or several- depending on group size) feral animals (dogs, cats, etc.) are scavenging in the area.Thugs: A lone tough or group of ruffians attempts to bully, shake down, or even kidnap a PC. Only brute force (or a strong showing of such) can drive the brute(s) off.Tradesman: Tradesman consist of coopers, potters, seamstresses, smiths, and the like. This tradesman is on his way to or from work. Tradesman are typically valued members of a settlement and usually on very good terms with city guards and watch.Tribesfolk: Tribesfolk may be cannibals, peaceful villagers, or simple wandering tribal warriors.