Showing posts with label monster. Show all posts
Showing posts with label monster. 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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Tuesday, August 21, 2018

Mutant Trolls: d100 Mutations



Mutant Trolls
Trolls in my setting originally come from an area that was transformed into an irradiated wasteland. The combination of high background radiation and the trolls' regenerative healing powers have created a slightly smaller but significantly more dangerous species that can rapidly mutate. Now they have spread out across the continent through underground cave networks and adapted to each new environment in turn. They are kept well away from the great cities, and as a whole still fear the light of the sun. You'll see them on all of my terrain-based random encounter tables with a note about any automatic mutations they may have.
The 2nd Edition AD&D Monstrous Compendium Annual Vol. 4 is probably my least favorite of the series, but it contains an entry called “Troll Mutate” (pg. 84) that always seemed just shy of great. Mutating trolls are way more fun than regular trolls. Why even use regular trolls? Sadly, not only is the mutation table in the book merely a 1d12, it only has TEN? entries.
Whut?  We have Jon Pickens to thank for this.

I have expanded that weak list to one hundred entries, specific to these mutant trolls, but potentially useful as a general Biological Mutation table. The trolls in the MCA4 at half size were too small, I've made them one quarter smaller than normal (i.e. 6 HD in 5e). Also, I prefer the mutations to begin after twenty HP are regained, and that they are created fully formed and functional. It's also more fun to fight a monster that mutates during the course of a battle and the MCA4 trolls don't really achieve that the way they're written.
Beyond the ability of normal trolls severed body parts to keep moving and attacking, mutant trolls possess another power. If multiple trolls are reduced to zero HP (without using fire or acid) in the same area and allowed to regenerate, they may fuse together into a huge Troll Abomination, adding their HD together and increasing their combined strength and attacks.
You can use the table as a single d100 or two separate d50 lists. The first fifty contains all the “no effect”, low effect, and negative effect results (among some good ones), while the second fifty are all good rolls except for 00. Rolling for the first mutation with d50 and each subsequent one with d100 works. Some of the entries have a second, greater effect to use if duplicates are rolled.
You can randomize mutation placement, particularly if the obvious location gets crowded, by using a “body die” or rolling 1d12: 1 Full Body, 2 Head, 3 Stomach, 4 Chest, 5 Left Arm, 6 Left Hand, 7 Left Leg, 8 Left Foot, 9 Right Arm, 10 Right Hand, 11 Right Leg, 12 Right Foot.
 

Mutant Troll Mutation Table
01 Suction Cup Fingers – scale sheer surfaces with ease, may be able to climb upside down.
02 Extra Fingers – no effect.
03 Extra Thumbs – no effect.
04 Longer Claws – slight increase to claw attack damage.
05 Extra Knuckles - no effect.
06 Extra Hands – slight increase to claw attack or damage.
07 Extra Arm Joint – extended claw attack reach.
08 Disease Vector – ten percent of bite, claw, or any other physical attacks transmit a randomly chosen debilitating disease (1d4). Double chance of transmission if rerolled.
  1 Nausea
  2 Weakness
  3 Boils
  4 Death
09 Extra Leg – increase to movement rate.
10 Extra Leg Joint – slight increase to movement rate.
11 Tentacle – additional grapple attack.
12 Suction Cup Toes – scale sheer surfaces with ease, may be able to climb upside down.
13 Horn Clubbed Tail – tail tipped with a mace-like knot of horn.
14 Extra Liver – additional external liver, no effect.
15 Prehensile Tail – dexterous tail able to grapple and manipulate objects.
16 Scaled Skin – armor class increases somewhat.
17 Chitinous Plating – armor class increases significantly.
18 Stinging Nematocysts – body covered in venomous cells that cause wracking pains.
19 Extra Bladder – additional external bladder, no effect.
20 Sticky Blood – highly adhesive ichor, weapons may stick in wounds, difficult to grapple.
21 Acidic Blood – oxygen activated acidic ichor.
22 Greasy Blood – slippery ichor may grease surfaces, difficult to grapple.
23 Stinking Musk – may spray nauseating oil from specialized glands once every three rounds. Spray once per round if rerolled.
24 Extra Teeth – slight increase to bite attack damage.
25 Extra Heart – additional external heart, no effect.
26 Madness – erratic behaviors, takes actions as if confused, attacking trolls and non-trolls alike.
27 Black Ink Spit – may spew blinding ink once every three rounds. Spew once per round if rerolled.
28 Bat Ears – highly developed hearing, enhances perception, more difficult to surprise.
29 Poison Immunity – immune to normal poisons, half effect from magical poisons.
30 Pincer – an appendage ends in a crab-like pincer.
31 Quills – substantial portion of body covered with hollow spines or quills, deals additional grapple damage and has a chance to harm melee attackers.
32 Telescopic Neck – extended bite attack reach.
33 Exaggerated Spinal Ridge – resists decapitation.
34 Heightened Immune System – immune to normal diseases, half effect from magical diseases.
35 Digging Claws – heavy fused fingernails that can tunnel through earth at half movement. Tunnel at full movement if rerolled.
36 Segmented Antennae – able to “taste” trace compounds in the air.
37 Vestigial Wings – no effect.
38 Additional Nostrils – enhances perception, harder to surprise.
"Nearly all troll mutates have additional eyes and a
third limb."  0/2, I wonder if this is Brian Despain's
fault, or whoever gave him the description?
39 Enlarged Eyes – natural infravision extends by fifty percent. Extends by one hundred percent if rerolled.
40 Albinism – lack of pigment results in white skin run through with green and black veins, minor issues with vision and hearing, hyper-sensitive to light to the point of damage.
41 Choking Smoke – when burned with fire or acid, oily black nausea inducing smoke is created in great volume.
42 Enlarged Mouth & Stomach – swallows creatures one size smaller on a critical hit.
43 Dorsal Fin – slight increase to swimming speed.
44 Tail Fin – slight increase to swimming speed.
45 Hand & Foot Webbing – slight increase to swimming speed.
46 Eyestalks – enhances perception, harder to surprise.
47 Extra Eyes – additional 1d3 eyes, enhances perception, harder to surprise.
48 Current Sense – able to detect the electromagnetic fields produced by living tissue, enhances perception, harder to surprise.
49 Semi-permeable Skin – amphibious.
50 Gill Slits – amphibious.
51 Sonic Shriek – deafens and damages those within earshot once every three rounds. May shriek once per round if rerolled.
52 Summoning Shriek – tone that can carry for miles, drawing more mutant trolls and potentially other interested creatures.
53 Extrudeable Tongue – frog or chameleon-like tongue, may use it to drag a target closer and bite once every three rounds.
54 Hypnotic Gaze – may attempt to paralyze a target meeting and maintaining its gaze.
55 Wizard Eyes – able to see invisible creatures, through illusions, and true forms.
56 Bone Blades – sharp protrusions of bone from the joints, additional slashing attack.
57 Extra Head – additional bite attack and higher intelligence, +2.
58 Stinger Tail – tail tipped with a venomous scorpion stinger adds a randomly chosen poison effect (1d4).
  1 Nauseating
  2 Paralytic
  3 Necrotic
  4 Deadly
59 Straight Horns – antelope-like horns, may use a charge attack.
60 Antlers – elk-like antlers, may use a charge attack.
61 Chromatophores – color changing cells allow near perfect camouflage.
62 Extra Arm – additional claw attack.
63 Spiral Horns – ram-like horns, may use a charge attack.
64 Proboscis – blood-sucking facial appendage latches on and drains continuously.
Scaled up spinnerets pointing at you.
65 Insectile Wings – functional veined wings allow flight at three quarters movement speed. Fly at one hundred and fifty percent movement speed if rerolled.
66 Spinnerets – silk-spinning organs, may ensnare a target once every three rounds. May ensnare once per round if rerolled.
67 Bioluminescent Organ – bulbous glowing organ, may use it to create a blinding flash attack once every five rounds.
68 Venomous Fangs – bite attack adds a randomly chosen poison effect (1d4).
  1 Nauseating
  2 Paralytic
  3 Necrotic
  4 Deadly
69 Chiropteran Wings – functional membranous wings allow flight at three quarters movement speed. Fly at one hundred and fifty percent movement speed if rerolled.
70 Solar Protection – unaffected by ultraviolet radiation, half damage from light attacks. Immune to light attacks if rerolled.
71 Extra Mouth – allows an additional bite attack.
72 Conductive Skin – half damage from electrical attacks. Immune to electrical attacks if rerolled.
73 Cold Resistant Fats – half damage from cold attacks. Immune to cold attacks if rerolled.
74 Acid Resistant Waxes – half damage from acidic attacks.
75 Fire Resistant Mucous – half damage from fiery attacks, cannot be set alight.
76 Mitochondrial Burst – may forego regeneration for a short period to act as if hasted twice daily.
77 Adrenal Rage – may auto-mutilate and enter a berserk frenzy twice daily.
78 Feathered Wings – functional feathery wings allow flight at three quarters movement speed. Fly at one hundred and fifty percent movement speed if rerolled.
79 Acidic Spit – may spew burning acid once every three rounds. May spew once per round if rerolled.
80 Sharper Wit – higher intelligence, +4. Gets 1d3 wizard spellcasting levels if rerolled.
81 Focused Mind – higher wisdom, +4. Gets 1d3 cleric spellcasting levels if rerolled.
82 Telekinetic – may forego bite to employ a crushing attack or manipulate an object up to intelligence x10 feet away.
83 Telepathic – able to communicate with or read the thoughts of intelligent beings up to intelligence x10 feet away.
Suriname Toad.  This picture is so good I'm tempted to make
trolls look pretty much the same.
84 Magnetically Repulsive – repels iron-based weapons and objects with magnetic bones.
85 Troll Spawn Carrier – covered with tiny parasitic troll-lets inside individual breeding pouches, they can be transferred to a target with a claw attack and behave like rot grubs.
86 Parasitic Cancers – covered with tumorous growths, the disease is transferable to targets with a bite, claw, or any physical attack, and begins to slowly transform the host into a troll.
87 Detachable Appendages – may drop an arm, leg, tail, etc. at will.
88 Dense Flesh – weight is doubled, half damage from slashing and piercing attacks.
89 Rubbery Body – skeleton becomes cartilaginous, able to squeeze through tight spaces, half damage from falling and crushing attacks.
90 Radioactive – causes withering effects on close contact with non-trolls. May create a radioactive burst once every three rounds if rerolled.
91 Rapid Mutation Cycling – reroll this mutation every three rounds.
92 Antimagic Organ – visible crystalline structure cancels half of nearby magics.
93 Double in Size – doubles evenly in size, adjust strength and constitution accordingly.
94 Triple in Size – triples evenly in size, adjust strength and constitution accordingly.
95 Regeneration Factor Doubles – recovers twice as many HP per round.
96 Regeneration Factor Triples – recovers three times as many HP per round.
97 Mentally Dominates Other Trolls – able to psychically control other trolls up to intelligence x10 feet away.
98 Physically Absorbs Other Trolls – able to undergo fusion with other trolls on contact.
99 Evolutionary Leap – progress further on the path of the Über Troll, +2 to all abilities.
00 Collapse into Green Slime – troll's body loses cohesion and decomposes into a like amount of green slime.


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In case you are interested in the MCA4 Troll Mutate entry in its fully wonky glory.  The poor little things don't seem to mutate meaningfully unless you beat on them then run off and do something else for a day.  Which in my experience is not how players deal with trolls.  The queen troll thing is fine, if played, but I prefer sexless trolls that reproduce through hormone triggered fits of intra-species violence: limbs are severed and rather than reconnecting are compelled to grow into troll-lets.  But I also like trolls as cancer, trolls as virus, and the above parasitic troll spawn (Suriname Toad lifecycle) thing.

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*