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
|