Showing posts with label encounter tables. Show all posts
Showing posts with label encounter tables. Show all posts

Monday, September 17, 2018

Random Encounters by Terrain - Mountains (d100)

 The sixth of nine expected random encounter lists divided by terrain.  Previous lists can be found here:  Plains, Forest, Swamp, Desert, Sea.  Still have Freshwater, Wasteland, and Subterranean left to finish, each has been started.  I feel like I keep saying it, but once I've finished these tables I can finally move on to stating and elaborating on each new monster... of which I've now amassed 116.


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Mountains – 20% / day




01-02 Mist Frother – long-limbed, fast-moving amphibian predators of the mountain forests. Frothers foam at the mouth constantly and can work themselves into a special froth that hardens and sticks to other creatures, slowing or imprisoning them.

03-04 Ceratosaurus – moderately sized therapod dinosaur with a broad and brightly colored nasal horn, a bright red face, and a mane of brown feathers that continues down the back.

05-06 Bonespear - insect monsters with a heavy carapace, pony-sized with two head-mounted harpoon horns that can be launched at and reel in prey. During their breeding season, males hunt continuously and often struggle between themselves over kills.

07-09 Chrichoral Group (1d6)
    1. Trading Group
    2. Hunters
    3. Ranger
    4. Thieves
    5. Songstealer (famous sorcerer/thief) and retinue
    6. Messenger

10-11 Skeen – large aerial predators also called bladebirds, rumored to be distant relations of the lancet stirge, their bodies are featherless, their heads and talons are relatively small. The front edge of their rigid, locking wings is a razor sharp blade that Skeen use to bisect prey in catastrophic dives.

12-13 Golden Cornucorn – giant, single-horned mountain goats with exceptional intelligence and their own language. Fond of the highest, snowy mountain peaks.

14 Ice Man (Peak Mummy) – body of a great hero or terrible enemy placed in the isolated mountains to be naturally mummified. They were often bound by cairns that have since collapsed, releasing them as enraged undead.

15-16 Bloat Cage – huge aerial invertebrate kept aloft by buoyant gas bags. Three arm-thick tentacles ring the creature's hanging mouth, each is strong enough to lift a man. Shem enslave Bloat Cages to use as captive transports.

17-18 Pterosaur Flock (1d4)
   1. Quetzalcoatlus – biplane-sized, these fish-eating pterosaurs are large enough to bear a man-sized rider, and cause one severe harm.
   2. Pteranodon – large, toothless pterosaurs with long cranial crests and 20' wingspans.
   3. Electric Eudimorphodon – tiny, toothed pterosaurs with 3' wingspans, they can store an electrical charge in their wiry fur and discharge it as a static shock or a tiny lightning bolt.
   4. Pteradactyl – small, toothed pterosaurs, with 4' wingspans.

19 Thermoclastic Dragon – brutal, lethargic volcanic wyrm whose skin oozes armor of hardening lava, and whose breath weapon is a mortar cannon of exploding rock and superheated gas. Another flightless dragon, it does have small specialized wings that aid it in tunneling through the ground.

20-21 Manticor - spirit cursed iele, usually lawful/poachers/defilers, now always hungry for other people.

22-23 Pinnacle Roper – multiple eyed, stone-skinned roper monsters of great size who favor high cliffs and peaks. Each has three huge vertical mouths and three to ten adhesive tendrils that can strike up to ninety feet away.

24-25 Gnocchom – pink spindly little humanoids who cloth themselves in magical snow. They use their minor atmospheric abilities to amuse themselves tormenting travellers.

26-27 Mororca Group (1d6)
    1. Hunters
    2. Warriors
    3. Trading Group
    4. Barbarian
    5. Shraosh/Naudde/Tyrant Shaman
    6. Druid/Ranger

28-29 Distortion Beast - akin to the Displacer Beast but smaller, lighter, and significantly more intelligent. This creature is able to control the effects of its visual distortion, and clever enough to get the greatest benefit for its effort. The beast may choose to appear up to 5' away from itself in any direction, blink as the spell, mirror image as the spell, or use the distortion as an purely visual illusion of itself performing any action it wishes.

30-31 Couerl – highly intelligent feline creatures with iridescent, patterned fur and finger-tipped always moving tentacles. They possess spellcasting powers and the ability to see truth, they despise distortion beasts and work against them whenever possible.

32-33 Ethyk - small black, grey and white monkey or lemur-like creature with a single black eye found in the mountain forests. As a defense, the Ethyk can influence the emotions of those around it.

34-35 Snapper Bear – great shaggy black and gray front-heavy ursine bodies with long, almost crocodilian jaws.

36-37 Rockslide / Mudslide / Avalanche – streaming, deadly torrent of crushing stones, suffocating mud, or burying snow.

38-39 Ogres (1d6)
   1. Freshly Cursed: hateful, sadistic, a great parody of an iele, berserker.
   2. Freshly Cursed, Mage: a great mad spellcaster, random magic specialization.
   3. Second Gen.: Warrior
   4. Second Gen.: Priest
   5. Second Gen.: Sorcerer/Wizard
   6. Second Gen.: "Paladin"

40-41 Lodestarr – mineral creatures like floating, somewhat diamond-shaped caltrops, believed to fall through the sky upon the high peaks. Lodestarrs are magnetic powerhouses who can kill or maim their foes with their own metal weapons, or even the very earth.

42-43 Brain Hoarder / Mind Thief – bloated worm or grub-like beast over twenty feet long, its head houses six compound eyes, a central mouth, and an array of jointed mouthparts similar to surgical tools. This creature seeks out wizards' and sorcerers' brains to consume/store, using a magic negating power and the stolen magical powers of its previous victims.

44-46 Peak Peepers - tiny bluish gray primates with stiff, brightly tufted tails, flat furless faces, and huge dark eyes. Semi-intelligent and peaceful, but can work together to surprising effect, may steal small attractive items. Damn good eatin'.

47-48 Megatherium - giant ground sloth, territorial, aggressive.

49-50 Plants (1d4)
   1. Pitchcone Pine – small conifer of the higher elevations whose cone naturally oozes a highly flammable resin. Lit on fire the fist-sized cones will create a blazing explosion that activates and hurls the seeds away. The stunted trees produce precious few cones, only a handful every twenty years.
   2. Coldbrush – shrub that drops the surrounding temperature substantially, brushing lightly against its tiny blue-gray buds is sure to freeze the parts touched.
   3. Glass Petal Roses – flowers with transparent petals and hollow thorns that quickly soak up blood. The blossoms blush with color particular to the blood they've tasted, and are quite valuable.
   4. Hookpod Grass – brushing against skin causes seedpods to release, and hooks on the pods to snap into flesh for one dmg. Tearing them out causes more dmg., though they will fall out on their own at an upward change of elevation great enough.

51-52 Great Mountain Eel - gargantuan terrestrial eels, live in smooth, clean caves in the mountainside and lunge out to catch flying or climbing prey. Appear as huge craggy brown, grey, and black moray eels. Many small scavenging creatures will attend the site of the eels' dining, some dangerous in their own right.

53-54 Suitable Elemental ( Air / Rock / Mud / Ice / Lava )

55-56 Lancet Stirge Flock - naked birdlike creatures with elongated, saw-edged lower jaws, cat size. Function as stirges but can pin targets in numbers and interfere with movement/spellcasting.

57-58 Vrikissk - “dual mantis” of the mountain forests and crags, moves like a centipede on many hooked legs. Each end of its body can raise up over eight feet, and has four snatching mantid forelimbs and a mouth like concentric cutting beaks. Able to expertly camouflage all parts of its body except the red, faceted, crystalline eyes.

59-60 Iele Group (1d6)
   1. Hunters
   2. Trading Group
   3. Ranger
   4. Explorers
   5. Random Priest
   6. Random Mage

61-63 Shem Formation - 4-10 Shem hunting for or returning with captives. Often accompanied by Bloat Cages (1-4), ground slaves (5-50), or aerial slaves (2-20).

64-65 Woolly Rhinoceros – huge, heavily skinned, and heavily haired twin-horned rhinoceri.

66-67 Xirvig – small insectile humanoids who carve magical runic patterns on rock. They are secretive and distrustful of other races, who through normal means are unable to speak their chittering language.

68-69 Masticator Swarm – eyeless feathered flyers about six inches long, with an oversized mouth full of teeth disturbingly like a man's. Masticators usually function as rapid scavengers of the higher elevations, but certain types will strip a living creature of flesh in a chattering storm.

70-72 Cave / Structure / Feature (1d8)
   1. Ruin
   2. Shrine
   3. Hot Springs
   4. Aerie
   5. Cairn
   6. Cave, Cleared Inhabited (by NPC group)
   7. Cave, Cleared Uninhabited
   8. Cave, Lair – roll additional encounter.

73-74 Grappa – round-bodied, long-armed orange and black-banded creature that strips bamboo with its huge beak in the mountain forests. Only dangerous if irritated, surprised, or with offspring.

75-76 Storm ( Wind / Snow / Thunder / Ash ) - appropriate inclement weather event.

77-78 Geodeorn – two limbed mineral being, orbited by 1d4+1 living, symbiotic ioun stone creatures.

79-80 Mutant Troll Pack - slightly undersized trolls that mutate as they regenerate. They can climb at 1/2 walking speed and have one hit die more than other terrain types. During regeneration of massive damage they can fuse together into larger abominations or break into smaller, independent, ruined parts.

81-82 Suitable Nature Spirit (1d4)
   1. Zainhest (Apex Spirit) – possessing spirit that commands its host to climb as high as possible.
   2. Sclarrianth – an attendant spirit of Skraosh the goddess of evolution, an amorphous entity with a will and strength to bestow a mutation, create a new species, bestow one of the lycanthropic raptures, or create a chaos blessed area. The Sclarrianth can be argued with and guided in its gift giving to a certain extent, but must give and expire in the process.
   3. Ea'ea - an instilling spirit of growth and energy. Can transform any living thing into a force to be reckoned with, at a cost.
   4. Waiwie "Tilted Scale" (Chaos Spirit) - from a distance a glowing dragonfly, closer just branching luminous nerves. A spirit that takes/erases elements of law and society from an individual and replaces them with natural elements (Example: the Waiwei steals your money and replaces it with meat or seeds, or maybe erases the Fasinaa language from your mind and replaces it with the tongue of flowers or birds).

83-84 Stilt Scorpion – extremely long-legged ox-size scorpions that can climb steep faces with ease. Their neurotoxic venom ranges in intensity from convulsive, to paralytic, to deadly, depending on carapace color.

85 Glacial Dragon – great ice-coated wyrm of the glacial heights. Long, hoary and jagged, a winged dragon who wraps itself in a freezing storm to dive bomb its foes and breathes sleet. These wyrms have their hoards frozen within inaccessible masses of ice, but their favorite treasures are the stories of captives.

86-87 Cedarosaurus Herd – moderately sized sauropods, occasionally territorial they may serve as an environmental hazard, they also may attract the largest predators of the area.

88-89 Kyanbolo ("Bird Dragons") - huge (20', grey furred/feathered wyvern-shaped creature. Feathered wings, great toothed jaws. They have incredibly large and powerful talons, which they
wear pieces of armor, magic rings, and bracelets on. They make nothing and seek out magical items, both to use and to elevate themselves socially. They eat many races, but they despise the Chrichoral and merely murder them violently and brutally.

90-91 Primates (1d4)
1. Feenees - panda patterned lemurs, if unmolested they may follow the PCs and alert them to danger, or lead them to fruit, edible plants and clean water.
2. Black-bellied Slingers - large, aggressively territorial monkeys, create a riotous din and pelt intruders with sticks, stones, fruits, and feces, will not fight unless cornered.
3. Snatchers - carnivorous apes, attempt to stealthily drag a single victim into the canopy to be devoured.
4. Grand Apes - giant blue gorillas, intelligent and generally peaceful, if taciturn and indolent.

92-93 Mesonythia Pack – wolf-like animals with toes that end in individual hooves, rapid moving pack hunters with almost reptilian jaws.

94-95 Salamander – magical amphibians who spend their time basking in steam vents, lava flows, and atop red-hot stones. Amenable but simple minded creatures that have no understanding of how dangerous their native elements are to others.

96-97 Earthquake / Volcanic Eruption – 3d4-2 grade earthquake on the Richter scale, or a nearby volcanic event of the same intensity.

98 Scobocumulus Cloud – actually the large aerial nymph of an unknown adult insect, this creature creates a small cloud to hide it and buoy its body aloft. As long as it maintains the cloud around it, it can generate small lightning bolts, hail, or a sudden if very local rainstorm.

99 Umber Brute (1d3) infamous chitin-plated underground beasts.
   1. Yellow – smaller and faster than a Gray, the yellow-plated variety is known as a “Boggling Brute”, a crown of eight eyes caps its head and seeing three or more can fully cause confusion as the spell.
   2. Red – largest and strongest of the umber brutes, the red-plated variety has two extra forelimbs that are jointed to attack behind it and in front. It will never hesitate to collapse walls on itself or smash through the floor and bring everything in a room painfully to a lower location, covered in rubble only it can dig out from.
   3. Gray – standard gray-plated variety.

00 Special *



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Thursday, July 5, 2018

Random Encounters by Terrain - Sea / Ocean (d100)

It's been since September last year that I finished one of my d100 random encounter tables for the Furthest Lands continent.  Probably have about 4 more to do (wastelands, subterranean, freshwater, mountains) and there will be a nice range of general monsters for any terrain type.  Previously completed tables can be found here:  plains, forest, swamp, desert.




Sea – 33% / day
 
    01-02 Aboleth – the masters of the southern oceans, the great tentacled slavers of the benthic deeps have several great temples to unknown gods on the ocean floor.
    03-04 Vaedaleth (Aboleth Savant) – the Aboleth high priests are a form apart from their lesser brethren, with tremendous bloated bodies and the dark powers bestowed by their alien gods.
    05-06 Jaguleth – Aboleth slaves mutated over time into perfect underwater servitors, part humanoid, part alien physiognomy of the 'leth.
    07-08 Cannonfish - a distant relative of the freshwater squirterhorse, fires a large glob of acid and enzymes that bursts like a grenade on impact. Goo slowly consumes metal, quickly consumes organic material, and has no effect on stone.
    09-10 Island Jelly – great composite jelly the size of an isle, home to many symbiotic species. Paralytic tendrils stretch for hundreds of feet around the creature, slowly consuming anything ensnared within.
    11-12 Edged Trilobite Swarm – razor-shelled arthropods that seem to absorb blood released into the water and become energized by it. They attack in massive swarms and are a known problem in the eastern oceans.
    13-14 Giant Amoeba – tremendous translucent salt water protozoan, its questing pseudopods always searching for food. Most grow to the size of a rowboat, while some have swollen large enough to consume whales.
    15-16 Small Island (1d10)
      1. Metal island – some sort of ancient metal structure protruding from the sea.
      2. Volcanic island inactive
      3. Volcanic island active
      4. Flat topped pillar – rises hundreds of feet from the sea.
      5. Jungle Island – filled with dense tropical forest.
      6. Atoll
      7. Island of unique iele – populated by an isolated iele tribe with homogeneous traits.
      8. Blasted ruined barren island
      9. Levitating Island -
      10. Island Monster! - the isle is a dormant colossal animal.
    17-18 Titan Anglerfish – great jawed monstrosities of the abyssal depths who migrate toward the surface for the easier sources of food. Some of the largest varieties can use their lure as a minor image effect.
    19-20 Plesiosaurs – paddle-finned, long necked aquatic reptiles that specialize in preying upon flying creatures. Hungry individuals can pluck a man off the deck of a ship easily.
    21-22 Carcharodon Megalodon – king of sharks, fifty feet of muscle and ever-replenishing teeth, stalking the open oceans and coasts with singular purpose. They are worshiped as honored ancestor spirits by the Sahaughin.
    23-24 Doldrums – the Calm, flat windless seas that last days or even weeks.
    25-26 Lance Tongue – huge hump-backed beast with four flippers like a plesiosaur, the great wide mouth and neckless head of a frog, and bulbous forward facing eyes. True to its name the creature projects its bony-tipped tongue like a harpoon, impaling prey to be swallowed.

    27-28 Serpent (1d4)
       1. Storm Herald Serpent – the serpent that carries the storm with it, roaring thunder on fins of lightning,
       2. Abyss Serpent – the blue-black serpent of the abyssal depths, it will only rise to the surface to feed at night, where its rows of bioluminescent spots have hypnotized sailors off their ships into its waiting mouth.
       3. Still Sea Serpent – the slow, wide, patient serpent that carries the Calm, it will make a promise to leave if offered living sacrifice.
       4. Windspinner Serpent – aerial serpent, all great wind-catching fins, can create slicing gusts of air and spin waterspouts. Some delight in blowing ships off course.

    29-31 Sahaugin Hunting Party – fish heads, shark kin, gill men, the sahaughin are violent, primitive, and voracious eaters of any other race they can catch. They worship dark aspects of Conce and Skraosh, wield shark tooth weapons, and are known to grow continuously larger throughout their lives.
    32-33 “Conce's Blossom” Sea Anemone – mass of pink, orange, or red tentacles, covered in paralytic nematocysts. Occassionally one will move from the ocean floor, fusing itself to the bottom of a ship where it can become a problem.
    34-36 Terror Whale Pod – sixty foot toothed whales, dark blue and white skinned, ravenous but highly intelligent predators capable of taking down animals many times their size. Terror Whales are known to occasionally sink ships and eat sailors, but there are other stories of them behaving benevolently to those in need.
    37-38 Sea Naga – these naga live in caves on the sea floor that connect to the wider Beneath and their more sadistic cousins. They are still bound by the spiritual resurrection economy of the other naga.
    39-41 Archelon - prehistoric sea turtle as large as a car, with a flat, ridged shell shaped like a huge shield. Common along certain coastlines, and hunted for its meat and carapace.
    42-43 Hurricane – violent wind and rain storm.
    44-45 Giant Squid – the iconic giant squid Architeuthis, prey of colossal toothed whales and bane of the ocean depths.
    46-47 Attack Scallops – aquatic relatives of the ubiquitous land-dwelling Shard Leeches, these mollusks rapidly swim and bite with the sharpened edges of their shells. Convergent evolution has produced species of oysters and mussels that attack in the same fashion.
    48-49 Kraken (Giant Octopus) – these cephalopods range from the approximate size of a man to that of the largest ships. Krakens become more and more intelligent as they grow larger, the giants among them learn magical or priestly spells.
    50-51 Suitable Elemental
       1. Lightning
       2. Cloud
       3. Water
       4. Air

    52-53 Queen Nebbem's Krait - a particularly large and deadly sea snake with a wicked necrotic venom that can wither a limb in an hour.
    54-55 Box Jelly Bloom – dozens, hundreds, or thousands of painfully and paralytically venomous box jellies drifting in the current.
    56-57 Giant Nautilus – whorl-shelled cephalopods, usually tan or red-orange striped they only pose a threat to those directly in the water. An intact giant nautilus shell will quickly find a buyer in any city.
    58-59 Shonisaurus 60' long icthyosaur, a marine reptile similar in shape to a dophin, with a long thin snout full of conical teeth.
    60-61 Thunderstorm – sky shredding lightning, high waves, and cacophonous thunder.
    62-63 Fasinaa Vessel – high-bodied, pontooned vessels with multiple decks. Many are reinforced with living plant material that can repair/regrow itself.
    64-65 Drowned Dead – waterlogged animate corpses, more like ghouls than zombies. Able to swim and climb aboard ships easily, they will attempt to drown their targets for preference.
    66-67 Umash Vessel – one of the multi-hulled and many sailed umash ships. These vessels are equipped with primitive cannons known to randomly backfire.
    68-69 Wereshark (1d4) – because it is considered terrible luck to ignore a sailor set adrift, weresharks often masquerade as such. Even those who resist or are unaware of their curse may be picked up this way, slaughtering a crew before being found, unknowing and alone by the next.
       1. Iele
       2. Fasinaa
       3. Umash
       4. Sahaughin

    70-71 Drill Ammonites – screw shelled cephalopods that can spin their webbed arms at high speed to assist in drilling into flesh or the hulls of ships.
    72-73 Waverunners – long-legged, therapod dinosaurs that can run along the surface of the ocean, their strange-shaped feet buoy them up even when stationary, and their wide finned tail provide lift. Waverunners are each larger than a man and bird light, they crisscross the waves hunting anything that surfaces for breath.
    74-76 Iele Vessel – the various sailing ships of the iele come in every size, shape, and construction.
    77-78 Shem Formation - 4-10 Shem hunting for or returning with captives. Often accompanied by Bloat Cages (1-4), ground slaves (5-50), or aerial slaves (2-20)
    79-80 Afanc – dreaded giant whirlpool fish, capable of creating mast cracking waves and ship sinking eddies. Highly temperamental and fond of destroying ships and consuming crews.
    81-82 Mutant Aquatic Troll Pack - slightly undersized trolls that mutate as they regenerate. All have gills and finned/webbed appendages when encountered. During regeneration of massive damage they can fuse together into larger abominations or break into smaller, independent, ruined parts.
    83-84 Suitable Nature Spirit (1d4)
       1. Songbird of the Deep – a siren-like spirit that beckons surface dwellers to the ocean depths.
       2. Omza – a primal spirit that can devolve a person into a sea-dwelling form.
       3. Ea'ea - an instilling spirit of growth and energy. Can transform any living thing into a force to be reckoned with, at a cost.
       4. Waiwie "Tilted Scale" (Chaos Spirit) - from a distance a glowing dragonfly, closer just branching luminous nerves. A spirit that takes/erases elements of law and society from an individual and replaces them with natural elements (Example: the Waiwei steals your money and replaces it with meat or seeds, or maybe erases the Fasinaa language from your mind and replaces it with the tongue of flowers or birds).

    85-87 Nothosaur Pack – ten foot long aquatic reptiles, almost seal-like with flexible necks and jaws of overlarge teeth.
    88-89 Nimbus Fisherman - huge jelly-type creature which surrounds itself in clouds, and dangles its nearly invisible stinging tentacles to the ocean surface below. Usually encountered with symbiotic scavengers.
    90-91 Flying Fangfish – leaping fish that fly over the sea on gliding fins. Their mouths are filled with razor sharp overlarge teeth which they use to incise flesh and sever limbs.
    92-93 Mosasaur Pod – 40' long, paddle-finned aquatic reptiles with the smooth skin of whales and the jaws of crocodiles.
    94-95 Heavy Freezing Rainstorm – driving sleet storm.
    96-99 Pterosaur Flock (1d4)
       1. Quetzocoatlus – biplane-sized, these fish-eating pterosaurs are large enough to bear a man-sized rider, and cause one severe harm.
       2. Pteranodon – large, toothless pterosaurs with long cranial crests and 20' wingspans.
       3. Electric Eudimorphodon – tiny, toothed pterosaurs with 3' wingspans, they can store an electrical charge in their wiry fur and discharge it as a static shock or a tiny lightning bolt.
       4. Pteradactyl – small, toothed pterosaurs, with 4' wingspans.

    00 Special *






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 *



Saturday, June 2, 2018

Megadungeon: Giant Termite Mound Encounter Table (d20)


The Giant Termite Mound is the smallest and least varied of the minor dungeon encounter tables because it's... well, full of giant termites. I've nearly finished the table for the Labrynthyne, and I assure you, that one is full of really weird crap.








Giant Termite Mound


1. Termite Queen – bloated and tremendous, constantly producing eggs, the termite queen is always

accompanied by an extra-large retinue of workers.

2. Giant Parasitic Wasp – deadly enemy of the giant termites and their nymphs.

3. Cordyceps Infected (1d4) hosts to a mind-altering fungus, 20% of bites force saves against infection.
   1. Worker Termites
   2. Soldier Termites (Cutters)
   3. Deeps Ants
   4. NPCs

4. Termite Nymphs – inoffensive smaller and softer versions of workers, can be coaxed into producing a strong natural glue, adult workers are encountered in a few rounds 50% of the time.


5. Worker Termites – standard pale-bodied giant worker insects with strong chewing jaws.

6. Huge Centipede – massive venomous crawler, hungry for termite larvae and other soft-bodied creatures.

7. Environmental Encounters (1d4)
  1. Sinkhole – 50% collapse on themselves, 50% empty into a lower area.
  2. Sentry Mold – causing this pale blue-green mold to discharge its spores will attract worker and/or soldier termites.
   3. Drummer – relative of the ubiquitous shrieker fungus, this species creates a nearly soundless percussion that attracts soldier termites.
  4. Moss Farm – area filled with nourishing moist moss.

8. Mutated Termites – their bodies and behavior changed by their proximity to the radiation from the deeps.

9. Deeps Ants Raiding Party – ants from far underground come to raid the termite nest for eggs and larvae, they have jaws and toxins specifically designed to kill termites.

10. Worker Termites - standard pale-bodied giant worker insects with strong chewing jaws.

11. Soldier Termites (Cutters) – warrior caste of the giant termites, triple the size of a worker and armed with overlarge scything mandibles a third of the size of their bodies.


12. Giant Mole – particularly hungry for giant termites and worms, but will attack anything soft-bodied as it erupts through the side of a passage.

13. Soldier Termites (Acid) – warrior caste of the giant termites, triple the size of a worker and armed with piercing mandibles and an acid-spraying nasus on top of its head.

14. 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 themselves 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.

15. Mound Toad – huge darkly camouflaged toad, capable of swallowing multiple giant termites, or a man, at once.

16. Worker Termites - standard pale-bodied giant worker insects with strong chewing jaws.

17. NPCs (1d4)
  1. Termite Trappers – equipped with pheromone traps and giant lizard mounts.
  2. Delver Group – party of NPCs from the Delvers' Collective, going to or coming from a mission in the depths.
  3. Pulp Farmers – here to collect twice-digested wood pulp from inoffensive nymphs to be sold to make paper.
  4. Firebombers – alchemists, elementalists, and their guards, here to burn back a section of the mound.

18. Termite Drones – winged males, 50% chance they are heading to the queen's room, 50% chance they are heading outside to begin a new colony.

19. (Roll on Adjacent Area Table)

20. Special *