Showing posts with label d30. Show all posts
Showing posts with label d30. Show all posts

Wednesday, June 13, 2018

Megadungeon: The Moonmetal Mine Encounter Table (d30)

This is it, the final minor dungeon encounter table, 6/6 the Moonmetal (Magical Silver) Mine.  I actually finished a series of a thing, lookit that.  That means there's hope for completion of my playable races and the other primary encounter tables, the d100 ones.  I still have badlands, seas, general subterranean and probably a bunch more left to do.
Anyway the previous minor dungeon encounter tables are:



Moonmetal Mine (d30)
 
1. Moon Mites – flat, chrome-shelled arachnids with bolt cutter jaws, found dormant in fallen moonrocks, their bodies are incredibly hard and shatter all but the finest weapons, they now continuously plague the living creatures of the mines when new clusters are discovered.
2. Excavator Golem – powerful steel monstrosity prone to disasterous break downs and dangerous accidents, equipped with two jackhammer arms and a drill bit head.
3. EEKs – Explosive Excavation Konstructs, small ambulatory bomb creatures, they come in a range of sizes, their only attacks are a nasty bite and devastating self destruction.
4. Xyrx – creature of elemental earth, like a starfish with only three arms, there are purple gem-like eyes between each arm, and three-jawed toothy mouth opening in the center of each side, the whole creature is fifteen feet across and moves through solid rock like air hunting for delicious gemstones and rare metals.
5. Cannontail – 15' long rock-eating reptile, combines minerals in special glands and fires a kind of molten cannonball from its false head tail, migrate from the depths to here for the delicious mining scree and deposits of salts.
6. Environmental Encounter (1d4)
   1. Sinkhole – 50% collapse on themselves, 50% empty into a lower area.
   2. Warped Magic Zone – area of chaotic magical effects, some local wildlife are attracted here.
   3. Active Spirits – nature spirits here are active, driven wild with the presence of all the hidden silver, they want to madden the “invaders” with visions of the deeps.
   4. Untapped Silver Vein – hereto untouched lode of the precious moon metal silver, only about a handfull of sp worth.

7. Earth Elemental – most are bound and summoned to move stone or guard the precious veins in the tunnels.
8. Metal Mimic – able to assume the forms of metallic objects, veins of shining ore, weapons, tools, etc., at rest a dull liquid metal.
9. Slave Miners – mainly kept for the finest work, they either pick away with tiny tools at the thin veins of silver that remain or mine other metals and salt.
10. Guardian Golem (Iron) – massive humanoid construct of blackened iron, its arms are formed into giant sledgehammers that fit together to create a tower shield.
11. Guardian Golem (Steel) massive humanoid construct of burnished amask steel, it carries a masterwork steel greatspear in each hand.
12. Moonmythus Agents – unauthorized and secretive silver seekers from the Moonmythus group, suspicious of others if not downright hostile.
13. Shard Leech Scree - razor-edged stones used as the shell of a 4"-14" land mollusc, hide in areas of loose rock waiting for man size or larger prey, throw themselve en masse at a target, pierce flesh and release a mild paralytic venom, drink their fill of blood, fall out of the target, and move away from the remains.
14. Silverdust Spectre – tormented spirit seen in the swirling forms of silvery dust, swallows years of life from its victims while desperately trying to embrace them.
15. Quicksilver Serpent – thirty feet long and thick as a man, an incredibly rapid moving serpent with a thrashing whip-like tail, and a venomous bite that causes madness.
16. Metallic Ants – giant steel, copper, and gold colored ants from somewhere deep underground, while they behave much like standard giant ants, they supplement their diet with small amounts of metals, gold seems the most desirable while silver seems to be an intoxicant.
17. Noble Family Wizard (1d4) – always accompanied by a retinue of guards/golems, here to inspect their share of the mine asset.
   1. Aldabodath Clan
   2. Gaerabin Clan
   3. Nyremn Clan
   4. Primis Clan

18. Silverspine Dragon – relatively small steely-scaled wurm with rows of silvery spines down its back, along its forelimbs, and along its non-functional battering wings, it breathes a cloud of hallucinatory gas that confuses foes, and has a certain ability to pluck random useful spells from the aether that are drawn to its silvered body.
19. Giant Tamed Moles – hut-sized domesticated moles used for excavating and guarding shafts, usually accompanied by drivers with mole picks.
20. Viral Crystal – blade straight glittering crystal clusters, easily slice through clothes and skin and begin crystal infections that continue to cut and weigh down the body.
21. Fossil Chimera – several unrelated ancient animals, their remains fused into a skeletal monstrosity maddened by competing instincts, millions of years, and the magical influence of the lodes of moonmetal.
22. 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.
23. Xiphid – person possessed by a daemantine weapon, a Metal Demon from beyond the starless blackness of the cursed season, the silver deposits in the mine call out to them and the lesser ones find themselves drawn here.
24. Guardian Demon – bound and summoned demons of violent hate, unable to interact with most beings they are aware of in the mine, their reaction to intruders is swift and disproportionate.
25. Mineral Dryads – spirits of living rock with female forms, agitated by the mining operations they trap mortals within gemstones, or lure them to their deaths.
26. 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. Carapace Bats – non-flying specialist bats who have taken the place of piercers, they hide with rocky wings folded around themselves for prey to hurl themselves into.
   4. Cloak Bats – intelligent, magic-using bats prized for their skins and wing membranes.
27. Skeletal Laborers – animate skeletons tasked with the most backbreaking work, they will attack anything interfering with their tasks.
28. Guard Bulettes – fitted with steel reinforced cranial and dorsal plating, these bulettes are set loose upon tresspassers, thieves and the occassional uncooperative (or incompetent) miners.
29. (Roll on Adjacent Area Table)
30. Special*



Monday, June 4, 2018

Megadungeon: The Labrynthyne Encounter Table (d30)

5/6 of the entry minor dungeon encounter tables for the Foabeléth Ordirrex, the megadungeon beneath Booezor.  Previous tables here, here, here, and over here.  Nearly there now, the next and last one is the Moonmetal Mine, which is more construct and humanoid-centric.



The Labrynthyne
1. Xeazeon – energy being and trap for magically talented souls, a small crystalline polygon, transparent but glowing from within, surrounded by three or more powerful wizard spirits bound into an incandescent lattice, multicasts and resists many magics.

2. Labrynthyne Tracker/Courser – biomagical constructs created to track and harry those who are trapped here, like sleek plastic dogs, they smell individual magical signatures and disable their targets at the throat and wrists.
3. Skoshola – hulking blue-grey quadrupedal beast larger in the front, like a huge bear with a cluster of fleshy petals for a head and a great mouth bisecting its chest, they seek to eat magic users above all else.
4. Dreamer – what appear to be some sort of fetal creatures, each physically different, blissfully asleep inside iridescent bubbles, they are near indestructible observational presences from another world and warp reality around their positions.
5. World Sphinx – woman and beast on a great scale, an oracle and executioner in one who reads magical fortunes with the Seeing Cards that can maim and kill.
6. Flying Eye – “evil eye” monsters, small and rapid in their chiropteran flight, they have various gaze attacks depending on their iris color.
7. Gremlin – living metamagical distortions with a dangerous and annoying sense of humor.
8. Mind Thief – a great floating mass of tentacles, jointed mouthparts, and innumerable eyes, attached to a bloated sack of a body covered with foot-long lumps, the lumps are the stolen brains of spellcasters which make the creature the natural opponent to the illithid races.
9. Ethwuu – tiny tube-snouted, armless creature, flies on the lazy flapping of several “petals” of skin around its neck, sips the magic from enchanted items and lasting spells with its hummingbird tongue.
10. Wizard Convict – powerful learned magic prodigy, dangerous or disruptive enough to the city to be banished here.
11. Census Objex Warden – special heavily outfitted member of the city's “magical authority”, generally here to interrogate or retrieve an important exile, always accompanied by two or more Coursers (2) .
12. Warder Magarchitect – master transmuter here to repair or reinforce the physical and intangible structures that make the Labrynthyne, always accompanied by several Lamellar Worms (28), necessary for the work.
13. Sorceror Convict – powerful natural magical talent inherited from ancient sorcerous bloodlines, dangerous or disruptive enough to the city to be banished here.
14. Illithid – squid-headed, wasted-bodied beings from a world called Quiddath, accidentally connected to the Labrynthyne, they possess powerful magical and mental powers and excel in bioengineering.
15. Lyrathid – illithid stock heavily bioengineered into psionic stealth operatives who move and kill with boneless grace, sometimes armed with living weapons.
16. Zegrathid – illithid stock heavily bioengineered into psionic hyperphysical destroyers, their bodies plated with chitin and their facial tentacles overlarge, sometimes armed with living weapons.
17. Extra-Material Butterflies – hyper-real, near incandescent, blue, green and pink, more existent than visitors to this place and capable of softly flapping a cauterized hole through their bodies as if they were smoke.
18. Sword Arcana – made by the Census Objex, living magic glyph in the sign of the sword, bears destruction magics, succumbs to restoration magics.
19. Slavecrown Spider – magical arachnid with a concave body shaped like a helmet or crown, attaches to a person's head and dominates them.
20. Environmental Encounter (1d4)
   1. Dead Magic Zone – area of nullified magical effects, local wildlife avoids these places.
   2. Portal – leading to a random potentially and probably lethal alternate reality, a lower vibrational plane, or an elemental plane.
   3. Warped Magic Zone – area of chaotic magical effects, some local wildlife are attracted here.
   4. Quiddath Incursion – reality's fabric is weak here, and the Illithid dimension of Quiddath forces itself through altering even the laws of physics.

21. Coin Arcana – made by the Census Objex, living magic glyph in the sign of the coin, bears choice magics, succumbs to trasmutation magics.
22. Living Spell – powerful magics that escaped and changed as they were cast, now sentient but unable to cast themselves they flit about as energy beings waiting for a strong enough magic-user to possess and live through.
23. Pulstar – five tiny stars in a sphere of pulsing translucent gel, hooks like sparks at the ends of four filaments of light, influences all spells in a 30' area with its pulsing and until this is known, magics used against it will go wild or fail outright.
24. Wand Arcana – made by the Census Objex, living magic glyph in the sign of the wand, bears creation magics, succumbs to destruction magics.
25. Riftwalker – humanoids with features elfin and alien, mauve hairless faces and thin, rubbery, four-armed bodies, they are able to manipulate and even ignore the environment of this place.
26. Astral Child – giant fat and glittering opalescent infant, it has wandered into this psuedo-plane and rages with its incredibly hard skin and strength of twenty men with closed eyes.
27. Grail Arcana – made by the Census Objex, living magic glyph in the sign of the grail, bears change magics, succumbs to abjuration magics.
28. Lamellar Worm – iridescent annelids from whose byproducts the structure of the Labrynthyne are woven, non-aggressive but capable of breaking down any solid matter to create their building material.
29. (Roll on Adjacent Area Table)
30. Special *



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. "

-+-


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 *

-+-


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.


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 *