Showing posts with label megadungeon. Show all posts
Showing posts with label megadungeon. Show all posts

Wednesday, August 8, 2018

Ordinary Starting Item / “I Search the Body” Table (d00)

A table of one hundred starting items for character creation or searching bodies.  Each item is worth 1d6 x 10gp to an appropriately interested person, and invaluable to clever problem solvers.  Heavily influenced by Against the Wicked City's "When All You Have is a Hammer", but designed for a more primal campaign with less technological sophistication.
This post sent me down a lot of rabbit holes where I tried to justify thoughts like "Wait, where do plums grow?  What's in a tinderbox really?  What is the oldest recorded music notation?"  Now that I've purged myself of this latest dalliance I can return to the megadungeon and encounter table work from earlier.  Till then, enjoy.



Ordinary Starting Item / “I Search the Body” Table (d00)

01 Telescopic Pole – a three foot bamboo rod that telescopes to ten feet.
02 Umash Teeth – the upper sixteen teeth of one of the baboon-like Umash in a leather bag, a divinatory aid.
03 Red Fireflies – glass bottle of the red light-casting waste fireflies, their light is capable of revealing certain invisible creatures.
04 Heavy Tinted Glasses – goggles made from darkened glass, excellent eye protection from bright lights.
05 Prizing Knife – short curved blade designed to open shellfish and hook out their meat.
06 Tuning Tines – twelve inch amask steel acoustic resonator.
07 Hrassacock Feather – the uniquely beautiful red, blue, green, and yellow tail plume of the hrassacock, a much desired hat decoration and magical component.
08 Small Accurate Map – very detailed map of a random nearby location.
09 Umash Kakuluk – medium sized bongo instrument.
10 Fasinaa Reed Flute – nimble instrument that produces flute and kazoo type sounds.
11 Goboda Bwamanna – three-stringed gourd instrument.
12 Spidersilk Rope – fifty foot length of excellent quality weave.
13 Flask of Jen Jandy – plain flask full of highly alcoholic spirits, has a flavor similar to spicy root beer.
14 Bottle of Lo Plum Wine – sweet soporific wine made from the fruit of the Lo plum trees that grow in the southeastern delta land.
15 Bag of Blue Herbs – one eighth of an ounce of smokeable herbage, analgesic, promotes feelings of well-being.
16 Fasinaa Machete – finely built steel machete, perfectly suited to hacking through the sticky eastern jungles.
17 Plush Peeper Doll – a child's wool-stuffed toy made to (poorly) resemble one of fluffy mountain prosimians called Peak Peepers.
18 Agate Marbles – fifteen blue, brown, and orange marbles, one slightly larger than the rest.
19 Vuus Hair Thread – spool of incredibly fine thread made from the hair of the Vuus tribe of iele, strong enough to fish with.
20 Violet Lady Mushroom – single fast-acting psychotropic mushroom, maintains potency if carefully dried.
21 Dried Spirit Pepper – a pungent chili spicy enough to burn in the ethereal plane.
22 Animal Pheromone – the concentrated musk of a random animal from a nearby environment.
23 Sea Salt – leather bag of crystallized sea salt, about two cups worth.
24 Umash Crackle Sticks – three somewhat dangerous “sparklers”.
25 Female Hensnake – two foot long tubby-bodied domesticated snake, lays one delicious unfertilized egg once each morning.
26 Cuttle Ink – blue-black writing ink harvested from a coastal cuttlefish.
27 Finely Carved Walking Cane – cane made from rare wood and carved with tiny scenes of decadent city life.
28 Shard of Cursed Glass – radioactive material from the Glass Waste, only dangerous if held over the course of years.
29 Lodestone – fist-sized rock with a powerful magnetic force.
30 Merchant's Scale – portable bronze scale with a selection of weights, all contained in a ten inch wooden box.
31 Large Inaccurate Map – poorly detailed or scaled map of a random nearby location.
32 Ceramic Pot of Lolsanthi Honey – quality honey harvested from the bees pollen-maddened by Lolsanthi nectar.
33 Crystallized Sugar – small packet of sugar crystals, attracts insects.
34 Fetish Doll – crude humanoid figure with a set of pins, currently unattached to a victim.
35 Barbed Fishing Net – thrown fishing net with barbed iron hooks.
36 Ara Leaf Oil – insect repellent made from the Ara bush.
37 Set of Gaming Dice – three six sided bone dice.
38 Seeing Tube – primitive telescope, one end makes things look smaller, one end makes things look bigger.
39 Solidified Amber – an insect trapped within hardened resin.
40 Resin Incense – a small wooden box of rich-scented incense with a heavy languorous smoke.
41 Colored Chalk – set of five different colors.
42 Fur Blanket – heavy blanket made from woolly rhinoceros hide.
43 Oyeb Seeds – pouch of the incredibly fast growing oyeb vine, a strangling gourd.
44 Nuncia Bird – tiny message carrying bird.
45 Puzzle Box – small simple release wooden puzzle box.
46 Hollow Bracelet – copper bracelet with a secret compartment.
47 Oiled Hooded Cloak – nearly waterproof cloth outer covering.
48 Lye Soap – large bar of harsh soap for serious washing up.
49 Pallenseil Poppy Seeds – from the eastern plains and hills, can be planted or eaten as a pain reliever.
50 Minor Noble Finery – association with a random noble wizard house.
51 Sachet of Scouring Sand – razor sharp particulate, good for permanently damaging eyes or lungs.
52 Cloud Lotus Powder – when made into tea or a paste for the chest brings a heavy, restful sleep impossible to resist.
53 Tapping Spile – a steel tap that can be pounded or drilled into liquid storing vegetation.
54 Heavy Heat Resistant Gloves – insulated hand wear able to resist heat and open flames.
55 Wooden Yoyo – carved wooden toy, useful as a diversion or an improvised weapon.
56 Quartz Prism – five inches of clear, faceted quartz crystal.
57 Low Quality Rickshaw – foot powered conveyance for a single passenger.
58 Presis Conch Shell – beautiful pastel colored sea snail shell, nearly as large as a man's head.
59 Vial Necklace – chain necklace with a metal vial that can be filled with a small amount of powder or liquid.
60 Clay Funerary Mask – placid and nearly featureless white clay funerary mask.
61 Deck of Divining Cards – most decks contain only the prime arca, the face cards.
62 Loppett Shears – wool cutting scissors used to shear herds of loppetts.
63 Three Small Colored Bean Bags – good for juggling or kicking about.
64 Raku Tea Set – simple but beautiful teapot and cups for two.
65 Back Strap Loom – personal and portable loom.
66 Idol of Se'vensaera / Immacula – lapis or jade idol of one of the more hopeful of the eight goddesses.
67 Dry Compass – sensitive portable compass.
68 Pack of Dominoes – twenty eight gaming bones.
69 Skywatch Pamphlet – detailing the threat of the Shem and the city's complacency.
70 Stegotetrabelodon Ivory – six inch piece of uncarved elephant kin ivory.
71 Shrunken Iele Head – the dried and shrunken head of an iele man, created by a remote tribe to trap the soul.
72 Bronze Oil Lamp – oil burning decorative lamp in the Form of Naude, goddess of mysteries.
73 Abacus – stone beads in a wooden frame.

74 Bronze Hookah – decorative bronze personal hookah with snake skin hose.
75 Stuffed Tree Shrew – taxidermy of a fearsomely posed omnivorous tree shrew.
76 Tinderbox – flint, pyrite, and amadou.
77 Wax Tablet with Iron Stylus – re-writable surface and implement.
78 Iron Choke Collar with Leash – good for medium and some large size animals or people.
79 Sack of Sponges – large cloth bag full of dried natural sea sponges.
80 Tin of Bitumen – small container of viscous tar.
81 Song of Hours – carved, words and music, into a wooden cylinder.
82 Cipher Key – simple code based on the iele common language.
83 Barbed Iron Arrowheads – five wickedly hooked arrowheads.
84 Bag of Snake Vertebrae – nine of the bones in a felt bag, used for divining.
85 Performance Cosmetics Kit – bold makeup including face white, rouge, and kohl.
86 Leg Irons – reinforced steel leg restraints, able to fit any medium sized humanoid.
87 Mamun Coin – a large gold coin from an ancient civilization, one side shows the sun, the other a man's face.
88 Fief Farm Bell – small but loud bronze bell commonly used to keep track of domesticated animals like loppetts or crenchies.
89 Medicinal Leeches – glass jar of “polite” leeches, applying one to a fresh wound will drain venom.
90 Stone-working Chisels – four chisels in various sizes with various heads.
91 Jeweler's Loupe – low quality single eye magnification device.
92 Steel Crampons – sharp and sturdy steel crampons.
93 Rolling Stone – an insect larva encased in stone, rolls the stone around when hot enough.
94 Bird Cage – finely woven wicker animal cage, capable of holding up to three tiny creatures.
95 Container of Grease – oily animal fat grease.
96 Pamphlet of Minor Sigils – protections for the common man.
97 Goboda Relic – a tarsal bone of a minor saint, a blessed traveler who fell while walking the great wheel.
98 Skeleton Key – generic key that will unlock a family of simple locks.
99 roll twice, re-rolling 99 - 00
00 roll three times, re-rolling 99 - 00



Wednesday, June 27, 2018

Megadungeon: Outline of Minor Dungeon Levels and Features

The Foabeléth Ordirrex, my megadungeon, begins beneath the city of Booezor with six minor dungeons as entrances.  This is a diagram of their levels, features and connections.  Each square on the outline indicates a dungeon map (level one of the sewer is three maps large), each line a connection between maps, and each numbered node a "feature".  Beyond this diagram the minor dungeons eventually connect and continue downward for at least five more levels.
I'd like to fully write up and map the first level of each minor dungeon.  If I can accomplish that I'll see how I feel about the remaining levels, but it isn't exactly my aim to detail this whole megadungeon.  I've got a list of around fifty monsters to be illustrated and stated.





Labrynthyne (3 levels) – a quasi-extradimensional prison structure built to contain magic users. It is filled with creatures that ignore, twist, or feed on magic energies, convicts too dangerous (or hated) to kill, and beings from other planes.
(levels are randomly generated each time it is entered, connections to other areas are random)
1  Astral Passage – permanent connection to the astral plane (lvl 1).
2  The Parasite Ship – an illithid living ship from Quiddath is anchored to this reality here (lvl 2).
3  Nexus – an area of repeatedly folded space, potentially connects to various other points in the megadungeon (lvl 3).


Filth Pits / Refuse Dump (3 levels) – 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.
4  Trash Town – village of monstrous freaks and lepers (lvl 1).
5  The Corpsegrounds – junction of Dump and Tomb, dumping place for bodies of the lowest class citizens (lvl 1).
6  Rusted Reef – an ecology built around the rusted hulks of ancient machinery (lvl 2).
7 Grunglegon the Glutton Wyrm's Lair – the largest and maddest of the Glutton Wyrms makes its home here (lvl 3).
 8  Sludgefalls – junction of Sewer and Dump, empties into Xeeres river which winds down to the underground sea (lvl 3).


Oldcity Sewer System (3 levels) – 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.
9  Sluicedweller Shafts – home to the Fasinaa Sluicedwellers, the descendants of uncivil marsh dwellers whose reactions to outsiders vary (lvl 1).
10 Oldcity Ruins – here the sewer empties through the collapsed and moldering ruins of the oldcity and creates a fetid underground lake (lvl 2).
11 Flooded Halls – junction of Sewer and Tomb, waters from the sewers flood into the tomb passages here, half-filling the halls (lvl 2).
8  Sludgefalls – junction of Sewer and Dump, empties into Xeeres river which winds down to the underground sea (lvl 3).
12 Ekkaslurem the Cistern Wyrm's Lair – the oldest of the Cistern Wyrms and god of the Troggers makes its home here (lvl 3).

Tomb of Mountain's Heart (5 levels) – 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.
 5  The Corpsegrounds – junction of Dump and Tomb, dumping place for bodies of the lowest class citizens (lvl 1).
13 Necropolis I – the city of the dead frequented by the living mournful (lvl 1).
11 Flooded Halls – junction of Sewer and Tomb, waters from the sewers flood into the tomb passages here, half-filling the halls (lvl 2).
14 Shrine of Ris – a massive silent temple to Ris the goddess of entropy (lvl 2).
16 Sleeping Fossil Veins – junction of Tomb and Mine, the resting place of innumerable ancient creatures, their remains pressed together into undead chimera (lvl 3).
15 Necropolis II – the true city of the dead, only frequented by them (lvl 3).
17 Bone Pentagrammetricon – a great unholy device, a powerful altar for interacting with spirits of the dead (lvl 4).
18 Lich Queen's Throne – one of the elder rulers of Booezor holds her wraith court in the deepest part of the tombs (lvl 5).


Moonmetal Mine (4 levels) – 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.
19 Abandoned Shafts – the worked and emptied shafts that bore earlier lodes (lvl 1).
20 The Crystal Gallery – a tremendous crystal-lined cavern (lvl 2).
21 The Overreach (Contested Zone) – junction of Mound and Mine, a battlefield in the war between man and termite (lvl 2).
22 Active Veins – active silver veins (lvl 3).
16 Sleeping Fossil Veins – junction of Tomb and Mine, the resting place of innumerable ancient creatures, their remains pressed together into undead chimera (lvl 3).
23 Corrupted Meteorite – the resting place of an ancient meteorite filled with daemantine, dormant Metal Demons (lvl 4).

Giant Termite Mound (4 levels) – a great nest of giant termites at the base of the sculpted mountain is believed to connect to the deeper parts of the megadungeon.
24 The Sunken Tower – a mage's tower, long fallen into ruin and half swallowed by the mound (lvl 1).
25 Fungus Gardens – vast areas of fungal growth tended by the termites (lvl 2).
21 The Overreach (Contested Zone) – junction of Mound and Mine, a battlefield in the ceaseless war between man and termite (lvl 2).
26 Thliffuthand the Titan's Lair – a colossal beast like a great anteater makes its home here, it is one of the Nine Titans scattered across the continent (lvl 3).
27 Royal Chambers – the primary termite queen's area of the mound (lvl 4).




Friday, June 22, 2018

Megadungeon: Tiers of Booezor with Locations of Note & a Buildings Table

Some information and a diagram dealing with tiers of the magic city of Booezor and its inhabited tiers.  The businesses noted are meant to be a sample of what can be found on each layer, not a complete list of what is there.  Following that is a d100 buildings table for generating neighborhoods and such when needed.


Tiers of the City


I. The Weave, a hanging shantytown and scattered caves hung from the side of the sculpted mountain, difficult to get to, many entrances exist, not considered part of the city proper.
High crime, no Census Objex presence, poor equipment.

The Crusty Cache, weapons and armor warehouse.
Hannah Blanda's Hammocks, a hanging flophouse, cheapest rates in the Cnatka Taer.
The Hanging Garden, a low quality tavern.
Cave of Hours, a low quality tavern and drug den (Hours is the name of the owner).
Mazadam's Heap, general store.
Lidless Yero's Aviary, live birds, and other small animals.


II. Bottomshelf / Beastmile, lower cliff villages each with their own name, difficult to get to, many entrances exist, not considered part of the city proper, and the city's external animal market, a town in itself.
High crime, very low Census Objex presence, poor equipment, excellent creature selection (in Beastmile).

Lolequith's Least Wares, general store.
Stinking Ungents, low quality apothecary.
Coerl Has A Nest, flophouse.
Reechama Thirty Six, low quality lodging.
Gem-Eyes' Rumor House, tavern and gambling den.
Eop's Oddities, general store and curiosity shop.
The Eerie Edge, a low quality tavern and drug den.
Skaskun's Used Arms, used weapons and armor.
Jdgrega's Fighting Animals, livestock.


III. Fruitbasket / Waspnest / the Sprawl, the lowest main level of the city, street after street of markets, shops, residences, taverns, and lodging.
Medium crime, Census Objex presence, standard equipment.

Cup of Chips & the Coinpot Silo, a circular metal building with a diamond motif, the feehouse were duties to the city are paid by every caravan and merchant, and the church-sized squat entryless silo where the fees are stored.
Bustide's Mineral Scrubhouse, baths.
Grebe-chen's Amazing Fruit, specialty and magic fruits.
Arklen's Alchemaestry, apothecary.
The Paper Palace, a brothel.
Lamseda's Layplace, the cheapest and largest flophouse.
Skreefa's Softest Sheets, good quality lodging.
The Purple Cloud, a tavern.
High Sun's Shadow, a low quality tavern.
Ansere's First Sip, a tavern, drug and gambling den.
The Overfull Bowl, a good quality tavern.
Steel Plunjeet, weapons and armor.
Kanzabaa's Marvelous Futures, fortune telling.
 

IV. Secondmarket / Cindiband, the higher classed and more specialized markets and shops are here, fine work can be purchased, the residences are higher, the entertainment more elaborate.
Low crime, Census Objex presence, second tier equipment.

One Fat Bird, a tavern.
An Honest Cup of Sea, a good quality tavern.
Gardens of Djel, good quality lodging.
Amaskein, good quality weapons.
Shining Turtle, good quality armor.
Thirsty Flaskin's Potions, potions, oils, tinctures.
The Sleepy Peeper, good quality lodging, drug den.


V. Lighttown, high class everything, hotels, night life, gambling, street noble culture, everyone wears disposable magic light junk, and revels in public excess.
Low crime, Census Objex presence, third tier equipment.

Neverever Club, a quality tavern, brothel, and gambling house.
The Lighthouse, a quality tavern, brothel, and gambling house.
The Booezor Shiaris, quality lodging.
Silver Star, quality weapons.
Dragon's Head, quality armor.
Seven-Winged Swift, quality lodging, tavern.


VI. Stoneforest, bridge-connected highspires house the super-rich, the mage elite, and their clustered entertainments.
Only high class crime, high Census Objex presence, all equipment

The Candriar Library, a library.
Garma Merilkian's Zoo, park zoo.
Primeris Club, a high quality tavern, brothel, and gambling house.
The Szandikan, high quality lodging.
First Sphere, arena entertainment.


VII. Precious Pillars, the highest and most improbable towers belong to the most venerable Children, some unaligned magi, the ultra-rich (1%), and the oldest wizard houses.
Only high class crime, high Census Objex presence, all equipment.

House Aldabodath, a noble wizard clan.
House Primis, a noble wizard clan.
House Nyremn, a noble wizard clan.
House Gaerabin, a noble wizard clan.


VIII. The Egg, a permanent physical extrusion, made of pure magic, of a vast extradimensional space that serves as the campus of the Children. Truly there is a palace within the space the Egg describes.
No crime, highest Census Objex presence.

House of the Second Lens, an oracular focus device.
The Librariax Ovum, the great library of the Children.
The Azure Palace, high council seat of the Children.







Booezor Buildings Table (d100)

01 Advocate
02-04 Animal Dealer / Breeder
05-06 Apothecary
07-08 Arena Sphere
09-11 Armorer
12 Bakery
13-14 Bookbinder
15-16 Bowyer/Fletcher
17 Brewery
18-20 Brothel
21-22 Butcher
23-24 Chandler
25-26 Component Shop
27 Court
28-29 Curiosity Shop
30-31 Drug Den
32-34 Flophouse
35-36 Fortuneteller
37-38 Furrier
39 Gallery
40-41 Gambling Den
42-44 General Store
45 Glassworks
46-47 Healer
48-50 Hotel
51-52 Jeweler
53-55 Locksmith
56-57 Mall (indoor market)
58-59 Mason
60-61 Moneychanger
62 Muralist / Painter
63-65 Private Residence
66-67 Salon
68 Sanitarium
69-71 Scholar
72-73 Scribe
74 Sculptor
75-76 Shrine
77-79 Storehouse
80-81 Tailor
82-83 Tanner
84-87 Tavern
88-89 Temple
90 Theater
91 Watchtower
92-94 Weaponsmith
95 Weaver
96-98 Winery
99-00 Misc. Entertainment



 I am hard at work on the early minor dungeon levels themselves at this point, so more megadungeon junk to follow.  Till next time.

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*