Monday, March 2, 2015

Inner Ward Third Floor Wandering Monsters

Roll for random encounters using 1d6 once every six turns in the East and Northwest Towers only. On a 1, there is an encounter. Double the odds if the group is making a lot of noise or in similar situations. There are no random encounters in the Southwest Tower.

Random Encounters

1d12
East Tower
Northwest Tower
1
1d4+1 Evil Gnomes
1d6+1 Air Eels
2
Evil Gnome and Gnits
1d4+1 Carver Bugs
3-5
1d6+2 Gnits
Creepers
6
Gnits and Gnawgas
1d4+1 Glutinous Gunges
7
1d4 Gutter Gremlins
1d4+1 Koalinths
8
1d6+3 Jousting Wasps
2d4+1 Scuttle Bats
9
1d4+1 Scrapies
1d4+2 Trigintipedes
10
Place creature from nearby room
Place creature from nearby room
11
Place creature from adjacent level
Place creature from adjacent level
12
Dungeon Dressing
Dungeon Dressing


Air Eels
Air Eels (AC 9; MV 3”/12”; HD 3; #AT 1 bite; D 1-3; SA Breath lightning for 1d8+2 damage; SD Explode for 2d8; XP 90 + 3/hp)


Carver Bugs
Carver Bugs (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)


Creepers
Stage I Creepers (AC 7; MV 6”//9”' HD 1; #AT 3; D 1-3/1-3/1-4; XP 10 + 1/hp)
Stage II Creepers (AC 5; MV 15”; HD 2+1; #AT 2 claws and 1 bite; D 1-4/1-4/1-6; SA Spit acid; XP 50 + 3/hp)

This encounter will consist of 2-7 (1d6+1) stage I creepers and 0-3 (1d4-1) stage II creepers. They are hungry for man-flesh and will usually attack immediately.


Evil Gnomes
Evil Gnomes (AC 6; MV 6”; HD 1; #AT 1; D Short sword or spear; XP 10 + 1/hp)

These gnomes are going about mysterious business of their own. Each gnome will have 1d4+1 gold mabans and carry both a short sword and spear.


Evil Gnome and Gnits
Evil Gnome (AC 6; MV 6”; F2; #AT 1; D Short sword; XP 35 + 3/hp)
Gnits (AC 7; MV 9”; HD 2-5 hit points; #AT 1; D Gnit pick; XP 5 + 1/hp)

This encounter will be with 1 evil gnome master and a group of 1-6 gnits who act as bodyguards and lackeys. The gnits each carry 3d8 copper pieces. The gnome will carry 1d10+4 gold mabans and there is a a 20% chance he will have one of the following items:

1d4
Item
1
Random potion from table in Dungeon Master's Guide on page 12
2
Gem, base value 50 gold crescents (65%) or 100 gold crescents (35%)
3
Random evil toy, see Room 41
4
Underwear


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


Gnits
Gnits (AC 7; MV 9”; HD 2-5 hit points; #AT 1; D Gnit pick; XP 5 + 1/hp)

These gnits will carry 3d8 copper pieces each. They will be engaged in one of the following:

1d4
Activity
1
Carrying food
2
Patrolling
3
Fleeing something (roll again on table)
4
Looking for food


Gnits and Gnawgas
Gnits (AC 7; MV 9”; HD 2-5 hit points; #AT 1; D Gnit pick; XP 5 + 1/hp)
Gnawgas (AC 5; MV 15”; HD 2+1; #AT 1 bite; D 2-8; XP 35 + 3/hp)

There will be 1d6+1 Gnits and 1d4 Gnawgas. Again, the gnits will each have 3d8 copper pieces. They will be engaged in one of the following:

1d4
Activity
1
Hunting
2
Patrolling
3
Taking gnawgas out for exercise
4
Taking gnawgas out for gnawgas to go to bathroom


Gutter Gremlins
Gutter Gremlins (AC 6; MV 15”; HD 1-6 hit points; #AT 0; D Nil; SA Magic use; SD Never surprised, save as 11th level magic-user/thief; XP 30 + 1/hp)

What are they doing?

1d8
Activity
1
Racing each other
2
Causing trouble for adventurers
3
Have cans of paint, going to paint something
4
Betting on roach or beetle races, each will have 0-7 (1d8-1) gold crescents
5
Bringing food and water to a monster
6
Having a contest to see who can flick boogers farther
7
Engaged in a debate
8
Electing a new leader, 40% chance they will try to elect an adventurer


Jousting Wasps
Jousting Wasps (AC 5; MV 3”/15”; HD 1-4 hit points; #AT 1 sting; D 1-2; SA Attack as 4 HD monster on first attack; XP 5 +1/hp)


Koalinths
Koalinths (AC 5; MV 9”; HD 1+1; #AT 1; D Black iron trident; XP 20+2/hp)

They will each carry 0-9 (1d10-1) gold crescents, 0-11 (1d12-1) silver spanners, and 0-22 (2d12-2) copper pieces. They will be:

1d4
Activity
1
Bringing food or goods from trading with another group in dungeon
2
Hunting for stage I creepers, will carry nets
3
Bored, out for a stroll
4
Bored, looking for trouble


Scrapies
Scrapies (AC 7; MV 12”; HD 3+1; #AT 2 claws and 1 bite; D 1-6/1-6/2-8; XP 60 + 4/hp)

50% of these encounters will be with a group of young males, looking for trouble. The remainder will be with a family group who may or may not attack (use reaction roll and interpret as desired).


Scuttle Bats
Scuttle Bats (AC 6; MV 15”/18”; HD 2+1; SA Nausea, wounding bite; XP 65 + 3/hp)


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


Dungeon Dressing

1d8
East Tower
Northwest Tower
1
Small black journal, all the pages have been torn out, leaving only the leather binding
Ten purple pebbles stacked as a pyramid
2
Small wooden statue of a maiden
Smell of brine
3
A pile of rotting pillows or vegetable matter
Croaking sound in the distance, will sound twice more then stop
4
Small bag containing variety of teeth
Clump of green rotting material, smells fishy
5
Abandoned gnit pick
Column of hermit crabs marching in a line
6
Misplaced evil gnome's red conical hat
Jar contains preservative alcohol and human eyeballs
7
Tiny footprints seen on walls or ceiling, individual had apparently stepped in paint
Sound of singing from far away, 50% chance sea shanty, 50% opera
8
Random evil toy, wrapped in pretty paper (see Room 41)
Crushed sea shells


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