Sunday, May 6, 2018

Megadungeon: The Filth Pits / Refuse Dump Encounter Table (d30)

I got a bit distracted and had to do my familiars list for the last post.  Now we're back on track with the minor dungeon encounter tables, this time in the Filth Pits.  Here's the breakdown of minor dungeons again, with links to their encounter tables.

" Minor Dungeons: The Foabeléth Ordirrex is comprised of many smaller minor dungeons, six of which connect to the surface. Booezor is built on older layers of its previous iterations, particularly the Ezordirrexian era when the city-state as one worked for the glory of the Autarch, and the elder magic era, when the Sculpted Mountain and the first city was built.

Oldcity Sewer System – the functional and nonfunctional sewer systems of several iterations of the city built on top of each other. A huge mess of tunnels and chutes that spans more than twice the length of the city.
Tomb of Mountain's Heart – its earliest parts were dug deep into the heart of the Sculpted Mountain, and the subsequent generational levels were stacked on top of each other one after another as the city grew. It occupies little horizontal space but a great deal of vertical space.
Filth Pits (Refuse Dump) – the size of small town and with a population of people to match, the city's dumping grounds have become their own multi-leveled ecosystem and cave complex, eventually meeting the sewers or the twin underground helical rivers.
Labrynthyne – a quasi-extradimensional prison structure built to contain magic users. It is filled with creatures that ignore, twist, or feed on magic energies, convicts to dangerous (or hated) to kill, and beings from other planes.
Moonmetal Mine – silver IS magic in the “Furthest Lands”, not a currency. Occasionally silver or Moonmetal will rain down from the sky as meteorites. The most closely guarded mine on the lower slopes of Booezor's Sculpted Mountain was once a steady source of the magical metal.
Giant Termite Mound – a great nest of giant termites at the base of the sculpted mountain is believed to connect to the deeper parts of the megadungeon. "

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The Filth Pits (the Dump)
1. Rat Queen – three to thirteen abnormally large rats with their tails fused or tied together to create a single being, it is highly intelligent and speaks with a single voice, can exert psychic mastery over other rats, use magic, and change forms into other groups of creatures.
2. Pickers (Dump Lemurs) – red and yellow patterned lemur-like creatures, annoyances who steal, signal other monsters, and create a horrid musk, they are able to “throw” their stink from their tails.
3. Rotback Hermits – great land crabs that cover their bodies with assorted debris and occassional treasure, most are merely looking to eat people but some will fixate on the nicest piece of equipment their target visibly owns.
4. Otyugh (single/pair) – the Wretched Sages, the repulsive and often murderously hungry otyughs are found sometimes in the pits, where they dine on and bathe in decaying matter, they are in constant telepathic communication with every being they encounter, and despite their poor intelligence they have good memories.
5. Rats (1d6)
   1. Normal Large Rats – rats... just rats.
   2. Pouch Rats – thieving rats that distract and take items from the distracted.
   3. Plague Rats – diseased rats with rabid behavior.
   4. Bristleback Rats – large, powerful and ravenously hungry.
6. Broken Golem – seamless inscrutable monstrosities of an earlier age or the half-ruined work of a contemporary mage.
7. Lepers and Other Sickfolk – the obviously diseased of various species, forced to live here on society's edge, too wretched for even the slums.
8. Glutton Wyrm – bloated toad-faced serpents who swallow their precious Dragonly Treasure then store it in the gullet, after using their stomach acid spraying breath weapon they always spend at least one round frantically swallowing their spewed treasure again.
9. Zesmes Flies – giant black flies that wound or seek the wounded and lay their eggs inside their prey.
10. Ooze, Slime (1d4)
   1. Green Slime – contained pools of slime are not rare in the dumping grounds.
   2. Gel – as the 'Dragon Quest' OG slime monster.
   3. Black Ooze – carpet of fairly slow-moving metamorphic goo, digests whatever it is exposed to.
   4. Mutagoo – quivering gelatin capable of drastically transforming living matter.

11. Mongrel Men – shunned and asymetrical, mutants and experiments of different backgrounds, as diverse in their motivations as their features.
12. Pit Star – vast, dark, slow-moving landstar consumes all sorts of matter in its wake.
13. Carrion Crawler – the largest ever recorded were found in the deep central pits, and rumors of a winged imago form.
14. Environmental Encounter (1d4)
   1. Trashslide – more common during the rainy season, an avalanche of metal and muck.
   2. Sinkhole – 50% collapse on themselves, 50% empty into a lower area.
   3. Magical Radiation – chaotic magical effects, and/or saves vs. mutation.
   4. Medicinal Herbs – magical healing and/or cleansing herbs found growing naturally in a secluded areas.

15. Slime Lapper – strange small-bodied furry creature with a highly mobile, prominent tongue capable of advancing decomposition on organic objects it touches at an amazing rate.

16. Delver Group – party of NPCs from the Delvers' Collective, going to or coming from a mission in the depths.
17. Rust Monster – standard man-sized arthropod with oxidizing antennae, their clutches of dozens of eggs look and feel just like gold coins.
18. Parasites (1d4)
   1. Rot Grubs – flesh tunneling maggots.
   2. Pit Fleas – irritating infestation of insects.
   3. Limb Worm – blood borne parasite that infests, kills, and begins to operate its host's limbs.
   4. Ear Mites – collections inside the ear deafen, and irritate the host.

19. Detritus Vine – fast-growing, highly mobile carnivorous plant makes portions of itself into living flails by wrapping around loose junk.
20. Tillerbeast – more heavily armored and bodied variant of the bulette, its waste is a magical super fertilizer.
21. Myconids (1d4)
   1. Shepards – fungus zombie herders with their mouldering herds.
   2. Myco-Alchemist – potion and powder master with retinue of assistants, here harvesting unique dump-grown fungi.
   3. Trading Group – traders from the deeps bearing various mycological commodities.
   4. Pariah – myconid pariahs are clerics, monks or wizards, they have commited “crimes” of thought and expression, exiled from the dreamstory circle of the others, they grow mouths to facilitate communication with non-fungal entities.

22. Wretchers – generic term for the pathetic dumpfolk here to scratch and dig for valuables, too poor, deranged, or disgusting to eke out of a living in Bottomshelf or even the Weave.
23. Rubble Ants – giant ants regularly overwhelm certain areas in the pits and must be driven back underground.
24. Lobo Worms – rapid moving man-sized carnivorous subterranean annelids, small packs roam the pits, bursting from the ground to strike like mauve mottled dolphins.
25. Gobboos
   1. Kobalds – hyperactive.
   2. Gobs – immunities.
   3. Hobgobs – smartest.
   4. Gorks – strong.

26. Deepdump Swine – great hulking boar, common in the middle heaps.

27. Trash Mimic – polymorphic monster that often assumes the form of piles of detritus, generally with something valuable or desirable in the middle.
28. Pit Pincher – giant antlion of the filth pits, hurls junk at those passing and attemps to destabilize the slopes of its refuse lined pit.
29. (Roll on Adjacent Area Table)
30. Special *

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More tables to come.  The Labrynthyne table will probably be another d30, while the Moonmetal Mine and the Giant Termite Mound will likely be d20 tables.


Friday, April 27, 2018

d100 Familiars


When you cast the Find Familiar spell, roll on the table, you may add or subtract your level – 1 to your roll.  If you dislike all available options you may cancel the spell, the material components (at least 100gp worth) are consumed and you are unable to cast the spell again for one month.  If your familiar is killed you take permanent CON damage and must wait one year to cast the spell again.
O = offensive familiars can be compelled to any action.
I = inoffensive familiars, most grant powers when in physical contact with their master, some are useful enough without any power beyond their empathic connection to their masters..
01-50 are natural creatures suitable for anyone, 51-00 are the weirder ones. Potentially, roll on the table then you may +/- = your level – 1, to influence the roll.



01 Toad – I your skin secretes a nauseating ingested poison at will.
02 Sloth – I – slows the progression of poisons and diseases by half.
03 Fox – I – your lies become slightly more believable.
04 Squirrel – I - you may spider climb once per day.
05 Gorgonopsid – O – plains pack predator.
06 Donkey – I – what more could one want than an obedient donkey?
07 Fruit Bat – I - grants you darkvision and immunity to ingested poison.
08 Nectivorous Bat – I – improves your dexterity saves and perception checks.
09 Weasel – I - your lies become slightly more believable.
10 Badger – O – fierce fighter to the death.
11 Toucan – I - your sense of smell is heightened, knows one language.
12 Iguana – I – your saves against heat and cold are improved.
13 Raven I - speaks and teaches you another language.
14 Gecko – I – you may spider climb once per day.
15 Finch – I – speaks and teaches you another language.
16 Parrot – I – can remember and reproduce sounds and voices.
17 Tamarin – I - slightly increases your dexterity saves.
18 Possum – O – you soak one point per die of cold damage.
19 Wild Cat – O – various cat types.
20 Wild Dog – O – various dog types.
21 Wombat – I – you may consume half as much water as normal for one month.
22 Tarantula – O - poison severity grows with your level.
23 Chameleon – I – you may camouflage yourself against any natural background for as long as you do not move and hold your breath.
24 Constrictor Snake – O – crushing serpent, continuously grows as you level.
25 Hare – I – your running speed increases by five feet.
26 Wallaby – I – your running speed increases by five feet.
27 Venomous Snake – O – poison severity grows with your level.
28 Giant Centipede – O – poison severity grows with your level.
29 Owl – I – grants you darkvision, increases your perception checks.
30 Giant Snail – I – you may close your eyes and stay perfectly still to raise your armor class.
31 Peccary – I – your sense of smell is heightened, your constitution saves improve slightly.
32 Luna Moth – I – you have a near perfect internal compass.
33 Rat – I – slightly increases your dexterity saves.
34 Monitor Lizard – O – medium-sized water lizard.
35 Scarab (Dungbeetle) – I – you my feign death once a day, and reincarnate randomly when killed.
36 Hummingbird – I – increases your dexterity saves and perception checks, you eat 50% more food.

37 Coelophysis – O – small clever therapod.
38 Turtle – I – improves armor class and allows you to hold your breath underwater the higher your level.
39 Mudskipper – I – you may begin to breath only water after waiting one turn, you may breath air again by waiting another turn.
40 Falcon – O – various raptor types.
41 Stirge – O – you gain one of every ten points drained as hp, up to your level.
42 Desert Tortoise – I – improves armor class and you require half as much water.
43 Anteater – I – you suffer half the effects of poisons, and are immune to the stings of insects.
44 Stick Insect – I – you may camouflage yourself against any natural background for as long as you do not move and hold your breath.
45 Lemur – I – agile and dexterous prosimian.
46 Echidna – I - you suffer half the effects of poisons, and are immune to the stings of insects.
47 Giant Tick – O – can transfer a small portion of its stored hit points to you.
48 Porcupine – O – quills for all occasions.
49 Mantis – I – your unarmed attacks are improved.
50 Goat – O – what more could one want than an obedient goat?
51 Armadillo – I – whenever you take cover your bonus is doubled.
52 Bunipillar – I - you eat 50% more food, you have one bonus hit point per level.
53 Vulture – I – you can eat spoiled food and resist disease.
54 Pangolin – I – improves your armor class and saves against insect venoms.
55 Skunk – O – black and white musk-spraying polecat.
56 Peak Peeper – I – squat tail-less mountain prosimian.
57 Archaeopteryx – O – ancient protobird.
58 Eudimorphodon – I - speaks and teaches you another language.
59 Hedgehog – I – any physical attack against you deals one damage back to the attacker.
60 Giant Cockroach – I – all your saves increase a small amount.
61 Aerial Eel – O – toothy blue-gray eel that swims gracefully through the air.
62 Adorable Flying Creature – I – looks just like a cat/rabbit/puppy/fox/bear with feathery wings but swears it is a baby dragon, mostly useless, but speaks (to you) and maybe one day...
63 Lantern Beetle – I – very large firefly, functions as an at-will light spell, can deliver a blinding flash daily.
64 Shambling Lump – I – bonsai shambling mound.
65 Jinxer – I – furry wide-mouthed hopping scavenger, can target an opponent with minor curses and bad luck.
66 Floral Felus – O – predatory and highly mobile quadrupedal flora beast.
67 Brownie – I bound hearth spirit, only performs household-type duties, essentially a personal magic butler.
68 Grilly Pig – I – plump & furry mammalian creature, its flesh makes a nourishing meal for five people, it then grows back from its leftover hard stump of a tail in a single night without complaint.
69 Flying Squid – I – elegant aerial cephalopod, improves your dexterity saves, can release a small ink cloud once a day.
70 Kuppa – I – furry, hollow-backed frog creature, if its hollow can be kept full of water it will confer fire resistance and the strength to bear heavier burdens.
71 Bound Spirit – I – someone's ancestor, knowledgeable in certain historic events, languages, religions, etc.
72 Minyacorn – I – small furry and scaled single horned creature, can lay on hands once a day.
73 Cerebral Parasite – I – you become host to a beneficial brain worm that connects you to the astral plane.
74 Living Cauldron – O – animate cookware, perfect for magical concoctions, capable of changeing size and turning any monster into magical food.
75 Miniature Spidercat – O – neither a spider nor a cat, a spiny long-limbed mammal with too many joints.
76 Floating Skull – I – well-informed skull is able to answer questions about various topics.
77 Hydromander – I – salamander with minor water control and creation powers.
78 Low Tier Wide Vibrational Being – O – least among celestial beings they take a variety of odd forms, their true essence is spread over a wide area.
79 Antigrav Jelly – I – floating jelly that can absorb certain kinds of energy as it drifts on the edge of the astral plane.
80 Expandible Elephant – O – miniature pachyderm that can be commanded to grow to the size of a dog, a horse, or an elephant, but then must remain that size for a full day.
81 Zorbo – I – small koala-like animal that can absorb the hardness and other properties of materials it touches and pass some of those on to you.
82 Hotter – O – burning otter that swims through the air on its own flames.
83 Wizard Hand – I – your own severed hand, free from your body to fly about and able to cast certain spells.
84 Tulpa – (O) – imaginary servant of your own design, able to physically manifest more forcefully as you level.
85 Jaculani – O – thin metallic serpent that can lock its spine to be rigid as a spear, and even assist in throwing itself.
86 Coeurl – I – sickly kitten-like creature knows 1d4 spells & magic missile.
87 Geodeon – I – living ioun stone, each with a different geomagical effect.
88 Mephit (1d8) – O – foot tall imp of elemental...
1. Fire
2. Air
3. Earth
4. Water
5. Lightning
6. Ice
7. Smoke
8. Crystal

89 Foo Dog (Tiny) – O – faithful celestial guardian, happiest when its rigid nap regiment is kept.
90 Turban Worm – I – intelligence boosting hat mimic, needs a bit of your blood.
91 Flame Snake – O – flying serpent of living fire with a venom that burns the body from within.
92 Carbunkle – Iweak and fearful creature with a magic crystal “horn”, grants magics that aid in escape.
93 Flying Eye – I – your own extracted eyeball becomes a bat-winged monstrosity through your magic, able to deliver certain spells through its gaze.
94 Gumdrop Gel – O – teardrop shaped land jelly with a silly face.
95 Dragon Nymph – I – tiny butterfly-winged dragon, has many abilities but often misbehaves.
96 Ethyk – Ione-eyed lemur, can influence the emotions of one or more people nearby in animalistic ways.
97 Wisp – O – living incandescent gas, burns foes with cold fire, and is very difficult to harm.
98 Sprite – I – magical nature being from the Counter Continent of Fulcris Haelere.
99 Imp – O – tiny dangerous devil, a constant source of diabolic plots, favorite of the most vengeful and hateful of the evil wizards.
00 Homunculus – I – wretched psuedo-life created from your own bodily & spiritual essences, they are humanoid with at least some resemblance to their creator, they can do nearly anything their masters desire but are useless in combat.



Thursday, April 5, 2018

Megadungeon: Tomb of the Mountain Heart Encounter Table (d30)


The second of six encounter tables for the Foabeléth Ordirrex, the megadungeon beneath Booezor.  Following will be the dump, the Labrynthyne, the moonmetal mine, and the giant termite mound.
 
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Tomb of the Mountain Heart

1. Skin Beetles – flesh stripping, skin devouring beetles, usually encountered in a swarm.
2. Bats (1d4)
1. Cave Stirges – blood-drinking cave animals unrelated to bats, inflict continuously bleeding wounds.
2. Giant Bats – large predatory bats incapable of lifting a man, but will attempt to sever limbs with their wicked, oversized fangs.
3. Shadow Bats – magical bats created from living darkness.
4. Cloak Bats – intelligent, magic-using bats prized for their skins and wing membranes.
3. Bone Eater – large soft-bodied beast, much like a reptilian bulldog or badger, with a heavy tail, that oozes a glue-like ichor and rolls itself in bones and detritus to armor its skin.
4. Flesh Caddiss – giant worm that severs limbs and incorporates them into its horrific still-functional “shell”.
5. Mummified Animal – usually small preserved pet type creatures, occassionally larger guardian animals or beasts of burden.
6. The Masked Mournful – cult-like devotees of the death goddess Ris, protective of the catacombs and the endless dead.
7. Shadow – having devoured their owners they seek to feed themselves with the warmth of others.
8. Tomb Mold – immobile blue-gray mold with highly dangerous spores, sunlight will halt its growth but not kill it.
9. Ghouls – debased and deformed cannibals twisted into something like undeath, there are rumors of a ghoulish kingdom deep underground.
10. Ancestor Spirit – seek to connect/combine with their descendants, if you are unrelated they will low-level geaes your assistance.

11. Wraith – powerful immaterial undead.
12. Tomb Guardian / Wight Knight – bound undead warrior priest, an avatar of antilife.
13. Plasmic Ghost – semi-corporeal ectoplasmic entity that seeks to inhabit corpses and inanimate objects.
14. Swarm of Hands – mass of skittering undead hands that attack and die in dozens.
15. Zombies (1d8)
1. Standard Zombie – moves slow, wants brains...
2. Reanimating Zombie – reanimates with half HP if not totally destroyed.
3. Plated Zombie – with fused armor pieces
4. Fungus Zombie – critical hits cause them to explode in a cloud of dangerous spores.
5. Burning Zombie – resin-treated undead catches fire easily, and burns fiercely for a long time.
6. Plague Zombie – diseased undead transmits sickness through clawing and biting.
7. Zombie Berserker – fast moving, heavily muscled barbarian undead, may be armed or armored.
8. Beast Zombie – remains of a great beast.

16. Delver Group – a party of NPCs from the Delvers' Collective, going to or coming from a mission in the depths.
17. Bone Golem – often built in the form of a multi-armed man or a spider, these golems can repair themselves given time and enough bones.
18. Gobboos (1d4)
1. Kobalds – hyperactive.
2. Gobs – immunities.
3. Hobgobs – smartest.
4. Gorks – strong.

19. Tomb Robbers – single-minded defilers here to smash and grab, they come heavily warded against the undead occupants.
20. Dustmaker Raptors – vulture lizards with stiff-feathered fan tails, they can manipulate and weaponize air currents and particulate.
21. Skeletons (1d10)
1. Dust Skeleton – shatter into fine particulate, irritating and damaging to the lungs and eyes.
2. Shard Skeleton – explode into sharp pieces when destroyed.
3. Reassembling Skeleton – reforms with full HP several seconds after being destroyed, always have a weak point.
4. Fossilized Skeleton – bones made of stone, harder and heavier than normal.
5. Plated Skeleton – with fused armor pieces.
6. Skeleton Champion – mighty skeletal warrior.
7. Skeleton Mage – combat-focused skeletal magic user.
8. Skeleton Priest – adherent of Ris, entropy, death, destruction and cold spheres.
9. Burning Skeleton – lit from within the pelvis, ribcage, or skull with magical (cold)fire.
10. Beast Skeleton – remains of a great beast.
22. Death Fog – deadly or blood-draining miasmic tomb stench become independent mobile entity.
23. Whisperer - resembles a bipedal, wingless, bat about five feet tall, with the v-shaped chests and long forelimbs of a bat, but clawed hands, two of the fingers are rigid and end in large hooked claws, useful in climbing, it is intelligent and can mimic most voices and animal sounds, but is bad at creative improvisation.
24. Spiders (1d4)
1. Large, Highly Venomous
2. Webcaster Spider
3. Trapdoor Spider
4. Giant, Moderately Venomous
25. Necromancer (with Retinue) – some sort of death wizard or subtype of with retinue of evil associates, undead or not.
26. Vampiric Wretches – hideous nosferatu-style bestial vampires.
27. Nyenas – blind troglodytic hyena beasts.
28. Bound Demon – here to guard the catacombs or specific objects, potentially very kind...
29. (Roll on Adjacent Area Table)
30. Special *


 -+-

Tuesday, March 27, 2018

Megadungeon: Oldcity Sewers Encounter Table (d30)

The first of six encounter tables for the Foabeléth Ordirrex, the megadungeon beneath Booezor.  But first a small overview.
Minor Dungeons: The Foabeléth Ordirrex is comprised of many smaller minor dungeons, six of which connect to the surface. Booezor is built on older layers of its previous iterations, particularly the Ezordirrexian era when the city-state as one worked for the glory of the Autarch, and the elder magic era, when the Sculpted Mountain and the first city was built.

Oldcity Sewer System – the functional and nonfunctional sewer systems of several iterations of the city built on top of each other. A huge mess of tunnels and chutes that spans more than twice the length of the city.
Tomb of Mountain's Heart – its earliest parts were dug deep into the heart of the Sculpted Mountain, and the subsequent generational levels were stacked on top of each other one after another as the city grew. It occupies little horizontal space but a great deal of vertical space.
Filth Pits (Refuse Dump) – the size of small town and with a population of people to match, the city's dumping grounds have become their own multi-leveled ecosystem and cave complex, eventually meeting the sewers or the twin underground helical rivers.
Labrynthyne – a quasi-extradimensional prison structure built to contain magic users. It is filled with creatures that ignore, twist, or feed on magic energies, convicts to dangerous (or hated) to kill, and beings from other planes.
Moonmetal Mine – silver IS magic in the “Furthest Lands”, not a currency. Occasionally silver or Moonmetal will rain down from the sky as meteorites. The most closely guarded mine on the lower slopes of Booezor's Sculpted Mountain was once a steady source of the magical metal.
Giant Termite Mound – a great nest of giant termites at the base of the sculpted mountain is believed to connect to the deeper parts of the megadungeon.



Oldcity Sewers
1. Acidic Eels – man-length eels that coat themselves and potential predators in caustic mucus.
2. Hydromander Congress – one to two meter long blue shaded salamanders with various elemental water magics, intelligent and non-aggessive but cautious of people.
3. Throat Leeches – large black or brown leeches, seek the throat, nostrils, gills of hosts and turn purple-red with blood.
4. Spiders (1d4)
1. Large, Highly Venomous
2. Netcaster Spider
3. Diving Spider
4. Giant, Moderately Venomous

5. Vampiric Moss – inanimate hanging moss that drains the life force of a nearby creature after establishing a link, consumes a set amount of hp, and loses link when victim leaves its 30' area of effect.
6. Troggers - frog-like, small, amphibious tribal people with a nauseating bodily odor on land, known to eat anything they can fit in their overlarge mouths.
7. Sewer Monitors – S-M size amphibious monitor lizards with disease-inflicting bites.
8. Rats (1d4)
1. Normal Large Water Rats – rats... just rats.
2. Pouch Rats – thieving rats that distract and take items from the distracted.
3. Plague Rats – diseased rats with rabid behavior.
4. Bristleback Rats – large, powerful and ravenously hungry.

9. Black Sneezers - a species of underground squirterhorse, they fire a wad of sticky, acidic mucus from their fused tubular jaws with a comical nasal sound.
10. Cistern Wyrm – mutant offshoot of the river dragon family, pale, bloated, and craving legitimacy for their wretched lineage.
11. Naga (1d4)
1. Merchant – often with contraband like exotic drugs.
2. Slaver – with slaves for sale.
3. Slaver – seeking slaves.
4. Debtmaster Priest – more powerful naga who owns the souldebts of others of its kind.

12. Sluice Hulks – huge amphibian monsters, like a predatory frog-hippo, low intelligence but trainable.
13. Slimes (1d6)
1. Slime – mostly immobile green dissolving slime.
2. Gel – as the 'Dragon Quest' OG slime monster.
3. Gray Ooze - clear, quivering, mobile gelatinous lump.
4. Slimenemones – poisonous, paralytic, or deadly terrestrial anemones.
5. Jelly Egg – immobile opaque goo balls, each with a different surprise inside.
6. Gelatinous Sphere – as the cube but spherical to fit the sewer system, significantly faster but has difficulty with turning.

14. Crocodile – your standard crocodile, patient, implacable, an ancient form of zoological perfection prepared to drown, crush, and swallow you.
15. Fasinaa Sluicedwellers – several groups of fasinaa saurians have made their homes in the sewer system that mimics the conditions of their ancestral home, they may be civilized folk or deranged cannibals.
16. Delver Group – a party of NPCs from the Delvers' Collective, going to or coming from a mission in the depths.
17. Weird “Plants” (1d4)
1. Purple Pipemoss – multi-use moss that can be burned for lighting, smoked for pain-relief, and is eaten by many sewer creatures.
2. Speckled Cupshrooms – the bitter liquid collected in the mushrooms upturned caps functions as a cure minor wounds spell, but also begins a half-hour mildly hallucinogenic experience.
3. Sewer Lilies – exquisitely beautiful water plants that release a sickly soporific odor when picked or worse, trampled.
4. Goostrands – softly glowing strands of viscous goo hang from the ceiling, when eaten they can cure many diseases.

18. Constrictor Snake – giant crushing snake, excellent at surprise.
19. Giant Fishercat – sinuous predatory mammal.
20. Slime Double – as the classic 'doppleganger', leaves a slimy residue on objects it touches as a tell.
21. Gobboos (1d4)
1. Kobalds – hyperactive.
2. Gobs – immunities.
3. Hobgobs – smartest.
4. Gorks – strong.

22. Escaped Biomagical Experiment (chimera / mutant) – chimerical beast or a super-powered humanoid, seeking a hiding place in the sewer.
"C'mon and give Grandpa a hug!"
23. Waterlogged Zombie – putrid animate corpses with a nauseating stench.
24. Sewer Roper – blobby body easily wedged into any corner, with a beaked mouth in the center of up to ten retractable tentacles.
25. Shriekers - the classic alarm sounding, random encounter attracting, oversized fungus. There are over a dozen species, each with a distinct morphology, so they may look like: giant puff balls, tall thin mushrooms, brightly colored wall growths, etc.
26. Water Elemental – at work or lost beneath the city, its temperment will vary depending on how clean its component water is.
27. Crab Folk – generational nomads long lost on their pilgrimage to the Underground Sea.
28. Wisp Angler – huge-mouthed lunged fish with a glowing magical lure, 60% have 1d4 S-sized scavenging males living on their bodies.
29. (Roll on Adjacent Area Table)
30. Special *