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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