Thursday, December 11, 2014

Inner Ward Second Floor Wandering Monsters

Wandering monsters are fairly rare on this level, with undead dominating as they roam at night. During the day, various scavengers can be found. Roll for random encounters using 1d12 once every six turns. On a 1, there is an encounter. Double the odds if the group is making a lot of noise or in similar situations.

Random Encounters


1d12
Day
Night
1
1d4 carver bugs
1d2 ghasts
2
1 glutinous gunge
1d6+2 ghouls
3
1 gray ooze
1d4+1 restless dead “The Hungry”
4
1 screaming scum
1d2 shadows
5
1d3 wax golem sentries
1d3 wax golem sentries
6-7
2d4 trigintepedes
2d4+2 zombies
8-9
Place creature from nearby room
Place creature from nearby room
10
Place creature from distant room
Place creature from distant room
11
Place creature from adjacent level
Place creature from adjacent level
12
Dungeon Dressing
Dungeon Dressing


Carver Bug
Carver Bug (AC 5; MV 12"; HD 2; #AT 2 claws; D 2-9/2-9; SA +1 to hit, attacks as sword of sharpness; XP 28 + 2/hp)

Ghast
These ghasts are marked by daubs of bright gold paint in odd patterns on their horrible bodies.
Ghast (AC 4; MV 15”; HD 4; #AT 2 claws, 1 bite; D 1-4/1-4/1-8; SA Nausea, Paralysis; SD Limited spell immunity; XP 190+4/hp)

Ghoul
These ghouls are painted entirely in gold. They were imprisoned by Armand for his amusement but have since gotten free.
Ghoul (AC 6; MV 9"; HD 2; #AT 2 claws, 1 bite; D 1-3/1-3/1-6; SA Paralysis; SD Limited spell immunity; XP 65 + 2/hp)

Glutinous Gunge
Glutinous Gunge (AC 5; MV 3”; HD 3+2; #AT 1; D 2-8; SD Sticky; XP 85+4/hp)

Gray Ooze
Gray Ooze (AC 8; MV 1”; HD 3+3; #AT 1; D 2-16; SA Corrosive properties; SD Immune to spells, heat, cold; XP 200 + 5/hp)

Restless Dead “The Hungry”
The Hungry, Restless Dead (AC 8; MV 9”; HD 2+2; #AT 1 bite; D 2-9; SD Limited spell immunity; XP 50 + 3/hp)
The Hungry float about a foot above the ground. Their faces are a giant mouth with no other features and their arms are shriveled and useless. They attack by bending forward suddenly, biting to draw forth desired flesh.  They are immune to sleep, charm, and hold, as well as cold-based attacks.  They can be turned as if they were shadows.

Screaming Scum
Screaming Scum (AC 7; MV 6”; HD 4+1; #AT 1; D 1-4; SA Drain blood for 2-8; SD Scream; XP 110 + 4/hp)

Shadow
Shadow (AC 7; MV 12”; HD 3+3; hp 12; #AT 1; D 2-5; SA Strength drain; SD Magic weapon to hit, limited spell immunity; XP 255 +4/hp)

Trigintipede
Trigintipede (AC 7; MV 15”; HD 2; #AT 1 bite; D 2-5; SA Weakness; XP 65 + 2/hp)

Wax Golem Sentry
They appear as gray skinned warriors with black-on-black eyes and faces lacking any sign of emotion. Metal plates are implanted in their bodies giving the equivalent of banded armor. They attack anyone not wearing an obvious Triskelion insignia (signet ring, uniform, etc.) on their clothes or person.
Wax Golem Sentries (AC 4; MV 9”; HD 4; hp 15 each; #AT 1; D Broad sword; SD Limited spell immunity; XP 145 each)

Zombie
These unfortunate ones have dozens of small and large rusty iron spikes driven through their bodies. A strange aesthetic choice by their creator, perhaps, but not one that hinders them.
Zombie (AC 8; MV 6"; HD 2; #AT 1; D 1-8; SA Always lose initiative; SD Limited spell immunity; XP 20 + 2/hp)


Dungeon Dressing

1d10

1
Everyone has a “pins and needles” sensation in their legs and fingers
2
Footsteps in the distance fade away into nothingness
3
Quiet sobbing, can't tell which direction its coming from
4
Puddle of rusty water
5
Bag holds writhing mass of maggots
6
Laughing/shrieking sound echoes and disappears
7
Gust of wind, it carries metallic grit which stings your eyes
8
Sudden cold spot about four feet wide, animals want to avoid it
9
Short stick holds odd runes written in blood
10
Whispering, sounds like a nursery rhyme


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