Tuesday, November 10, 2015

Upper Dungeons Level 2 Wandering Monsters

Roll for random encounters using 1d6 once every three 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

1d100
Description
01-05
Black Tooth Gnolls
06-10
Butcher Worms
11-15
Cadaver Spiders
16-20
Carver Bugs
21-25
Corpse Flies
26-28
Cross Worms
29-33
Dementings
34-35
Gelatinous Cube
36-40
Ghouls
41-45
Giant Bats
46-47
Giant Boring Beetle
48-52
Giant Rats
53-55
Glutinous Gunges
56-59
Gray Oozes
60-63
Grougges
64-69
Huge Spiders
70-73
Itch Maggots
74-75
Scorpalbinus
76-77
Screaming Scums
78-80
Slub Beetles
81-85
Wagglepedes
86-90
Winch Snakes
91-95
Yellow Fang Gnolls
96-00
Dungeon Dressing


Black Tooth Gnolls
1d4+2 Black Tooth Gnolls (AC 5; MV 9”; HD 2; hp 6, 9, 8, 3, 5, 11; #AT 1; D By weapon type +1 to damage due to strength; XP 32, 38, 36, 26, 30, 42)

Each gnoll has applied black material to their teeth, making it appear as if they lack teeth at first glance. For treasure, each has 0-9 (1d10-1) gold crescents, 0-22 (2d12-2) silver spanners, and 0-22 (2d12-2) copper pieces. Each gnoll will carry a broad sword and one second weapon: three have battle axes, two have morning stars, and the last has a guisarme.

This entry represents 6 Black Tooth gnolls who are on a jaunt about the dungeon level. They are just out looking for trouble. If these 6 gnolls are killed they may be replaced with gnolls from Room 80. If the Black Tooth territory is attacked by adventurers, these 6 gnolls may later be encountered as reinforcements after the initial assault, having returned from wandering.

Black Tooth gnoll patrols will stop if the Black Tooth gnolls are completely eliminated. If this is the case, treat rolls of 01-05 as 21-25, Corpse Flies, instead.


Butcher Worms
1d6+1 Butcher Worms (AC 6; MV 9" HD 2+3; #AT 1 bite; D 1d6+2; XP 35 + 3/hp)


Cadaver Spiders
2d6+2 Cadaver Spiders (AC 7; MV 9"; HD 1-4 hit points; #AT 1 bite; D 1-4; SA Pain; XP 7 + 1/hp)


Carver Bugs
1d4+2 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)


Corpse Flies
1d6+4 Corpse Flies (AC 6; MV 12”; HD 2; #AT 1 bite; D 1-4; SA Disease; XP 20 + 2/hp)


Cross Worms
1d4+2 Cross Worms (AC 8; MV 10" HD 2+1; #AT 1 bite; D 2-5; SA Webs; XP 50 + 3/hp)


Dementings
This will be a group of 5 to 20 normal dementings. There is a 20% chance that they have a larger-than-usual one among them. If so, there is a 30% chance it is a giant dementing and a 70% chance it is a huge dementing.

5d4 Dementings (AC 8; MV 12"; HD 1-4 hit points; hp ; #AT 1; D 1-3; SD Immune to sight-based attacks; XP 7 +1/hp)

1 Giant Dementing (AC 6; MV 3”; HD 4+2; hp 21; #AT 2 claws and 1 bite; D 3-6/3-6/1-8; SD Immune to sight-based attacks; XP 130 + 5/hp)

1 Huge Dementing (AC 6; MV 3”; HD 3+2; hp 18; #AT 2 claws and 1 bite; D 2-5/2-5/1-6; SD Immune to sight-based attacks; XP 85 + 4/hp)


Gelatinous Cube
1 Gelatinous Cube (AC 8; MV 6”; HD 4; #AT 1; D 2-8; SA Paralyzation, surprise on 1-3; SD Immunity to some attacks; XP 150 + 4/hp)


Ghouls
1d6+1 Ghouls (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)


Giant Bats
2d4+1 Giant Bats (AC 8; MV 3”/18”; HD 1; #AT 1 bite; D 1-4; SA Disease; XP 10 + 1/hp)


Giant Boring Beetle
1 Giant Boring Beetle (AC 3; MV 6”; HD 5; #AT 1 bite; D 5-20; XP 90 + 5/hp)


Giant Rats
3d4 Giant Rats (AC 7; MV 12"//6"; HD 1-4 hit points; #AT 1 bite; D 1-3; SA Disease; XP 7 + 1/hp)


Glutinous Gunges
1d4 Glutinous Gunges (AC 5; MV 3”; HD 3+2; #AT 1; D 2-8; SD Sticky; XP 85+4/hp)


Gray Oozes
1d2 Gray Oozes (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)


Grougges
1d2 Grougges (AC 5; MV 12:; HD 3+3; #AT 2 claws; D 1-6/1-6; SA Shock for 1d6+2; XP 85 + 4/hp)


Huge Spiders
1d4+1 Huge Spiders (AC 6; MV 18"; HD 2+2; #AT 1 bite; D 1-6; SA Poison, leap, surprise on 1-5; XP 145 + 3/hp)


Itch Maggots
1d4+4 Itch Maggots (AC 8; MV 3”; HD 1+4; #AT 1 bite; D 2-5; SA Itching bristles; XP 28+2/hp)


Scorpalbinus
1d6+2 Scorpalbinus (AC 7; MV 12”; HD 2+1; #AT 2 claws; D 1-4/1-4; SA Tail once every other round for 2-12; XP 35 + 3/hp)


Screaming Scums
1d2 Screaming Scums (AC 7; MV 6”; HD 4+1; #AT 1; D 1-4; SA Drain blood for 2-8; SD Scream; XP 110 + 4/hp)


Slub Beetles
2d4 Slub Beetles (AC 4; MV 1”/9”; HD 1-3 hit points; #AT Nil; D Nil; SA Collision; XP 5 + 1/hp)


Wagglepedes
1d2 Wagglepedes (AC 5; MV 9”; HD 4; #AT 1 bite; D 1-6; SA Hypnosis, surprise on a 1-4; SD Blunt weapons score half damage only; XP 85 + 4/hp)


Winch Snakes
1d4+2 Winch Snakes (AC 6; MV 12”; HD 2+2; D 1 constrict; D 1-6; SA Constriction; XP 50 +3/hp)


Yellow Fang Gnolls
1d4+1 Yellow Fang Gnolls (AC 5; MV 9”; HD 2; hp 9, 9, 9, 5, 13; #AT 1; D By weapon type +1 to damage due to strength; XP 38, 38, 38, 30, 46)

Each gnoll wears a yellow skull cap and yellow vest. For treasure, each has 0-9 (1d10-1) gold crescents, 0-22 (2d12-2) silver spanners, and 0-22 (2d12-2) copper pieces. Each gnoll will carry a broad sword and one second weapon: battle axe, morning star, glaive, footman's mace, and military fork.

This entry represents 5 Yellow Fang gnolls who make patrols of the dungeon. This is more out of boredom and a search for a fight than any sense of duty. If these 5 gnolls are killed they may be replaced with gnolls from Room 64. If the gnoll's territory in Rooms 60 to 65 are attacked, these 5 gnolls may be encountered as reinforcements to the tribe, having returned from wandering.

Yellow Fang gnoll patrols will stop if the Yellow Fang gnolls are completely eliminated. If this is the case, treat rolls of 91-95 as 78-80, Slub Beetles, instead.


Dungeon Dressing

1d10 Description
1
Lit torch lying cast off on the floor, it is releasing an unusually large amount of smoke
2
Sewing kit with needles and thread
3
Small bag of oats, flavored with brown sugar and honey
4
Four iron spikes, three are so bent as to be useless
5
Smell of raw sewage permeates the air
6
Foul-smelling green tinged water dripping from ceiling
7
Gentle breeze, smells slightly of rotting flesh
8
Copper coin decorated with an elephant face design on one aspect and star design on the other
9
Leather dog collar, well chewed
10
Clump of brown human hair with attached portion of bloody scalp

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