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. Several of the encounters (marked
with an asterisk *) below will be with a finite number of monsters.
If these monsters are eliminated, ignore and reroll to find a
different encounter.
Random
Encounters
1d100
|
Description
|
01-04
|
Bent
Blade Orcs*
|
05-07
|
Bugbears
|
08-12
|
Bugbear
Jacks
|
13-15
|
Bugbear
Runts
|
16-18
|
Butcher
Worms
|
19-21
|
Carver
Bugs
|
22-24
|
Cross
Worms
|
25-26
|
Dopplegangers
|
27-30
|
Froglodytes
|
31-34
|
Gelatinous
Cube
|
35-36
|
Ghasts
|
37-40
|
Ghouls
|
41-44
|
Giant
Boring Beetles
|
45-47
|
Giant
Poisonous Snakes
|
48-49
|
Giant
Spiders
|
50-53
|
Goblins
|
54-56
|
Glutinous
Gunges
|
57-58
|
Gralkin*
|
59-61
|
Gray
Oozes
|
62-64
|
Grougges
|
65-66
|
Hatchet-faced
Goblins
|
67-70
|
Heretical
Worm Cultists*
|
71-73
|
Hobgoblins
|
74-76
|
Hook
Horrors
|
77-79
|
Horrid
Hand Orcs*
|
80
|
Karma
Chameleons
|
81-83
|
Monster
Giant Rats
|
84-86
|
Orthodox
Worm Cultists*
|
87-89
|
Scorpalbinus
|
90-92
|
Screaming
Scums
|
93-94
|
Twilight
Dwarves
|
95-00
|
Dungeon
Dressing
|
Bent
Blade Orcs
6
Orcs (AC 6; MV 9”; HD 1; hp 3, 4, 5, 4, 8, 5; #AT 1; D Battle axe;
XP 13, 14, 15, 14, 18, 15)
Each
orc carries 0-5 (1d6-1) gold crescents, 0-11 (1d12-1) silver
spanners, and 0-19 (1d20-1) copper pieces.
Madwood,
Orc Leader (AC 5; MV 9”; HD 2; hp 11; #AT 1; D Battle Axe +1 to
damage due to strength of 16; XP 42)
Madwood
has 34 gold crescents, 16 silver spanners, and 13 copper pieces.
These
orcs are on a raiding/scouting/hunting party. They are looking for
food and easy kills but are open to negotiation when confronted by a
strong-appearing group. If the Bent Blade Orc lair is attacked these
orcs may be recalled as reinforcements.
Bugbears
1d4+1
Bugbear (AC 5; MV 9”; HD 3+1; #AT 1; D By weapon +1 due to
strength; SA Surprise
on a 1-3; XP
135 + 4/hp)
Each
bugbear has 2d20 of each of the following coins: gold crescents,
silver spanners, and copper pieces. They wear green and purple
striped clothing and caps. Each will have 1d2 of the following:
spear, battle axe, footman's mace, morning star, bastard sword, or
military fork.
Bugbear
Jacks
1d6+2
Bugbear Jacks (AC 5; MV 9”; HD 1+1; hp ; #AT 1; D Long sword or
throwing axe; SA Surprise on a 1-3;
XP 36 + 2/hp)
Each
has a long sword, a throwing axe, 2d4 gold crescents, 2d8 silver
spanners, and 2d12 copper pieces. They wear green and purple striped
clothing and caps. They are looking to fight to prove their mettle.
15% chance they will have 1d4 captive goblins they are bringing back
to the bugbear lair for conditioning.
Goblins
(AC 6; MV 6”; HD 1-1; #AT 1; D By weapon type; XP 10+1/hp)
These
goblins will be bound, have no treasure and no weapons.
Bugbear
Runts
Bugbear
Runt (AC 5; MV 9”; HD 1 to 4 hit points; hp ; #AT 1; D By weapon;
SA Surprise on a 1-3; XP 7 +
1/hp)
The
runts are out looking for valuable items to steal to impress the
mature bugbears. They are likely to flee if facing an obviously
superior force. They prefer hit and run tactics, ambushes, and
annoying intruders. Each has a small shank, club, or makeshift
weapon that does 1d3 damage.
Butcher
Worms
1d4+2
Butcher Worms (AC 6; MV 9" HD 2+3; #AT 1 bite; D 1d6+2; XP 35 +
3/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)
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)
Dopplegangers
1d3
Dopplegangers (AC 5; MV 9”; HD 4; #AT 1; D 1-12 or By weapon type;
SA Surprise on 1-4, Mutable form; ESP; SD Immune to sleep and
charm, save as F10; XP 330+4/hp)
These
dopplegangers will be disguised as one of the following:
1d10
|
Disguise
|
1
|
Bent
Blade Orcs
|
2
|
Bugbear
Jacks
|
3
|
Gralkin
|
4
|
Hatchet-faced
Goblins
|
5
|
Heretical
Worm Cultists
|
6
|
Hobgoblins
|
7
|
Horrid
Hand Orcs
|
8
|
Orthodox
Worm Cultists
|
9
|
Twilight
Dwarves
|
10
|
DM's
choice, could be any humanoid, human, demi-human
|
They
will have appropriate weapons and treasure for the race they are
mimicking.
Froglodytes
1d3+1
Froglodytes (AC 5; MV 12”//15”; HD 3+2; #AT 2 claws and 1 bite or
1 weapon; D 1-3/1-3/1-6 or by weapon +1 to damage due to strength; SA
Steam breath for 2d6; XP 125
+4/hp)
1
Froglodyte Leader (AC 5; MV 12”//15”; HD 4+2; #AT 2 claws and 1
bite or 1 weapon; D 1-3/1-3/1-6 or by weapon +2 to damage due to
strength; SA Steam breath for 2d6; XP 165
+ 5/hp)
Each
will have a stone battle axe, but they also enjoy fighting with
natural weaponry. The leader will have a piece of gold jewelery
worth between 50-200 (5d4 X 10) gold crescents.
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)
Ghasts
1d3
Ghasts (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)
Ghouls
1d6+2
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
Boring Beetles
1d2
Giant Boring Beetles (AC 3; MV 6”; HD 5; #AT 1 bite; D 5-20; XP 90
+ 5/hp)
Giant
Poisonous Snakes
1d3
Giant Poisonous Snakes (AC 5; MV 15”; HD 4+2; #AT 1 bite; D 1-3; SA
Poison; XP 165+5/hp)
Giant
Spiders
1d3
Giant Spiders (AC 4; MV 3"*12"; HD 4+4; #AT 1 bite; D 2-8;
SA Webs, poison; XP 315 + 5/hp)
Goblins
1d6+6
Goblins (AC 6; MV 6”; HD 1-1; #AT 1; D Spear; XP 10+1/hp)
These
goblins are fleeing the level due to the bugbear menace. There is a
40% chance they are being pursued by 1d6+2 bugbear jacks, as 08-12
above. These goblins will have 0-5 (1d6-1) silver spanners and 0-11
(1d12-1) copper pieces each.
Glutinous
Gunges
1d4
Glutinous Gunges (AC 5; MV 3”; HD 3+2; #AT 1; D 2-8; SD Sticky; XP
85+4/hp)
Gralkin
Golden
Eagle, Chaotic Evil female gralkin Fighter (AC 4; MV 9”; F5; hp 29;
#AT 1; D Long sword +1 to damage due to strength; S 17, I 8, W 4, D
15, C 12, Ch 8; XP 324)
Plover,
Chaotic Evil male gralkin Fighter (AC 5; MV 9”; F4; hp 23; #AT 1; D
Battle axe; S 14, I 4, W 5, D 12, C 10, Ch 3; XP 205)
Rhea,
Chaotic Evil male gralkin Fighter (AC 3; MV 9”; F2; hp 11; #AT 1; D
Morning star +1, +4 vs cold-using creatures; S 13, I 7, W 3, D
16, C 13, Ch 5; XP 68)
Starling,
Chaotic Evil male gralkin Fighter (AC 5; MV 9”; F2; hp 14; #AT 1; D
Footman's flail +3 to damage due to strength; S 18/60, I 6, W 7, D
10, C 16, Ch 7; XP 77)
These
gralkin are on “routine patrol”. They wear chain armor and black
Triskelion uniforms. Golden Eagle wears an elaborate gold great helm
(400 gold crescents).
A
very favorable reaction roll will have believing the party are high
ranking officials. A very poor reaction roll will have them assuming
the party are escaped prisoners. There is a 10% chance they have
captured 1d4 of the following and are escorting them to be locked
away in one of the cell blocks.
1d10
|
Prisoners
|
1
|
Bent
Blade Orcs
|
2
|
Bugbear
Jacks
|
3
|
Gralkin
|
4
|
Hatchet-faced
Goblins
|
5
|
Heretical
Worm Cultists
|
6
|
Hobgoblins
|
7
|
Horrid
Hand Orcs
|
8
|
Orthodox
Worm Cultists
|
9
|
Twilight
Dwarves
|
10
|
DM's
choice, could be any humanoid, human, demi-human
|
Prisoners
will have been relieved of their weapons and cash and beaten down to
1d4 hit points.
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)
Hatchet
Faced Goblins
1d8+4
Hatchet-faced Goblins (AC 5; MV 9”; HD 1+1; #AT 1; D Long sword or
heavy crossbow; XP 20 + 2/hp)
Each
will have a long sword, a heavy crossbow, 1d10+10 bolts, 4-16 (4d4)
gold crescents, 6-36 (6d6) silver spanners, and 6-48 (6d8) copper
pieces.
Heretical
Worm Cultists
5 Heretical Worm
Cultists (AC 10; MV 12”; HD 1-6 hit points; hp 4, 2, 2, 3, 4, 6;
#AT 1; D Dagger +2 due to strength; XP 9, 7, 7, 8, 9, 11)
Sooames the
Observant, Lawful Evil male human Fighter (AC 8; MV 12”; F4; hp 20;
#AT 1; D Dagger +2 due to strength; S 18, I 15, W 15, D 12, C 18, CH
8; XP 190)
Troocs
the Pious, Lawful Evil male human Cleric of the Worm God (AC
9; MV 12“; C5; hp 22; #AT 1; D Footman's Flail +2 to damage due to
strength; SA Spell use; S 18,
I 8, W 15, D 15, C 18, CH 7; XP 407)
First
Level Cleric Spells:
Cause
Light Wounds, Command, Cure Light Wounds X2,
Darkness
Second
Level Cleric Spells:
Chant,
Find Traps, Silence, 15' Radius, Snake Charm
Third
Level Cleric Spells:
Bestow
Curse
Troocs has 102
gold cylinders (each worth 1 gold crescent). Sooames and each
cultist has 5 to 14 (1d10+4) gold cylinders. The cultists wear gray
robes and each harbors a gray wormspawn, augmenting their strength
and constitution to 18. Each time a cultist is brought to 0 hit
points, a gray wormspawn will emerge from their body 1d3 rounds
later.
7 Gray Wormspawn
(AC 7; MV 9”; HD 2+1; hp 15, 10, 10, 12, 9, 5, 13; #AT 1 bite; D
1-4; SA Drain blood for 4 hit points per round; XP 95, 80, 80, 86,
77, 65, 89)
Hobgoblins
2d4+4
Hobgoblins (AC 5; MV 9"; HD
1+1; #AT 1; D Black iron broad sword; XP 20 + 2/hp)
Hobgoblin
Sergeant (AC 5; MV 9”; HD 1+1; hp 9; #AT 1; D Black iron broad
sword or black iron dagger; XP 38)
Hobgoblin
Captain (AC 3; MV 9”; HD 3; hp 16; #AT 1; D Black iron bastard
sword or black iron dagger +2 damage due to strength; XP 83)
Each
hobgoblin will have 0-9 (1d10-1) gold crescents, 0-22 (2d12-2) silver
spanners, and 0-27 (3d10-3) copper pieces. They wear black
Triskelion uniforms over their armor.
They
have a 50% chance of having important cargo that they are bringing up
or down the dungeon:
1d12 |
Containers |
Contents |
1
|
Barrels
|
1d4
1=beer
2=wine
3=lamp
oil
4=whiskey
|
2-3
|
Chests
|
1d6
1=2d100+400
gold crescents
2-3=3d100+500
silver spanners
4=3d100+500
copper pieces
5=gold
ore (1d100X5 gold crescent value)
6=black
iron weapons
|
4
|
Coffin
|
1d4
1=half
strength vampire thrall
2=corpse
with 2d100+600 gold crescents worth of jewelry
3=zombie
with 2d100+600 gold crescents worth of jewelry
4=bound
prisoner (might be adventurer, evil gnome, twilight dwarf,
humanoid, disguised doppleganger)
|
5-7
|
Crates
|
1d10
1=rope
2=torches
3-7=non-perishable
food
8=iron
spikes
9=mining
equipment
10=carpentry
equipment
|
8-9
|
Metal
Urns
|
1d4
1=gold
dust (2d20X100 gold crescent value)
2=vampire
dust
3-4=silver
dust (1d20X100 gold crescent value)
|
10-11
|
Sacks
|
1d4
1=1d100+100
gold crescents
2=1d100+200
silver spanners
3=1d100+300
copper pieces
4=1d100+300
fraud copper pieces painted gold
|
12
|
Stone
Containers
|
1d4
1=green
slime
2=1d100
gems base 10 gold crescents
3=random
magic item with 2d4 identical but non-magical items
4=1d20+100
gold mabans
|
If
they have cargo, the hobgoblins will be aided by 1d6+4 goblin
porters.
Goblins
(AC 6; MV 6”; HD 1-1; #AT 1; D Short sword; XP 10+1/hp)
Each
goblin will have 0-7 (1d8-1) silver spanners and 0-11 (1d12-1) copper
pieces and wear orange Triskelion uniforms.
Hook
Horrors
1d3
Hook Horrors (AC 3; MV 9”; HD 5; hp ; #AT 2 talons; D 1-8/1-8; SD
Only surprised on a 1 in 10;
XP 90 + 5/hp)
Horrid
Hand Orcs
5
Horrid Hand Orcs (AC 6; MV 9”; HD 1+3; hp 10, 10, 8, 4, 9; #AT 1; D
Broad sword or dagger +1 to damage due to strength; XP 40, 40, 36,
28, 38)
Clencher,
Horrid Hand Orc Leader (AC 6; MV 9”; HD 2+3; hp 14; #AT 1; D Broad
sword or dagger +1 to damage due to strength of 17; XP 77)
Each
orc carries a broad sword, a dagger, a normal shield, 2-7 (1d6+1)
gold crescents, 2-16 (2d8) silver spanners, and 2-24 (2d12) copper
pieces. The Horrid Hand's shields are marked with a gray open hand
with a red mouth in the palm. Their skin is an unhealthy mottled
gray and black. The average warrior has a strength of 16 and
unusually high base morale (80%).
Clencher
is armed and armored as above but has 11 gold crescents, 21 silver
spanners, and 17 copper pieces.
Karma
Chameleons
1d3
Karma Chameleons (AC 5; MV 15”; HD 3+1; #AT 1 bite; D 1-8; SA 90%
Undetectable, +4 to hit with tongue, swallow whole, bad luck; SD
Never surprised; XP 125 + 4/hp)
Monster
Giant Rats
1d4
Monster Giant Rats (AC 6; MV 15”//6”; HD 3+3; hp 20; #AT 1 bite;
D 2-8; SA Disease; XP 165)
It's
chance of disease is as a normal giant rat.
Orthodox
Worm Cultists
5
Orthodox Worm Cultists (AC 5; MV 9"; F1; hp 2, 1, 6, 2, 7; #AT
1; D Scimitar; SD Only surprised on
a 1, see invisible; XP 24, 22, 32, 24, 34)
3
Orthodox Worm Cultists (AC 5; MV 9"; F2; hp 15, 10, 10; #AT 1; D
Scimitar; SD Only surprised on a 1,
see invisible; XP 80, 65, 65)
Jengun
the Unruly, Lawful Evil female human Fighter (AC 4; MV 9"; F4;
hp 21; #AT 1; D Scimitar +1 to damage due to strength; SD Only
surprised on a 1, see invisible; S 16, I 13, W 9, D 15, C 14,
Ch 3 (17 to Worm Cultists only); XP 195)
Borogome
the Relentless, Lawful Evil male human Cleric of the Worm God (AC 5;
MV 9“; C4; hp 17; #AT 1; D Footman's mace; SA Spell use; SD Only
surprised on a 1, see invisible; S 14, I 9, W 14, D 12, C 11,
CH 3 (13 to Worm Cultists only); XP 250)
First
Level Cleric Spells:
Cause
Fear, Command, Cure Light Wounds X2,
Light
Second
Level Cleric Spells:
Find
Traps, Hold Person
All
of these men wear chain mail armor and have received the Kiss of the
Worm God. Each of the fighters carries between 7 and 12 (1d6+6)
small gold cylinders, each equivalent in value to a gold crescent.
Jengun has 50 cylinders and Borogome has 54. Borogome also carries a
thin piece of iron for the hold
person spell and a small
silver holy symbol of the worm god on a chain around his neck. This
appears to be worth 10 gold crescents, but it is cursed. If placed
around the neck, it causes blindness in 1d4 rounds unless a saving
throw vs poison is made.
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)
Twilight
Dwarves
1d6+2
Twilight Dwarves (AC 5; MV 6”; HD 1; D Military pick; SD Save
at +3 vs poison and petrification; XP 10 + 1/hp)
1d3
Twilight Dwarf Warriors (AC 5; MV 12”; F2; #AT 1; D Battle Axe
(50%) or hammer (50%); SD Save at +3 vs poison and petrification; XP
35 + 3/hp)
1
Twilight Dwarf Hero (AC 5; MV 12”; F4; #AT 1; D Battle Axe (50%) or
hammer (50%); SD Save at +3 vs poison and petrification; XP 90 +
5/hp)
There
is a 25% chance that they will be accompanied by (roll 1d6) a 5th
level thief (1-2), a 2nd/3rd level magic-user/thief (3-4), or a 3rd
/3rd level fighter/thief (5-6)
Dungeon
Dressing
1d10 Description
1
|
Loud
screeching/howling sound coming from about 40 feet away. If
investigated, there is nothing. Roll again immediately for random
encounters.
|
2
|
Spoor
of one of monsters in table above, roll randomly to find monster,
ignoring roll of Dungeon Dressing.
|
3
|
The
floor is covered with thousands of tiny gray worms. They squish.
|
4
|
A
barrel of molasses.
|
5
|
Scent
of brine.
|
6
|
Scraps
of cloth decorated by floral patterns.
|
7
|
Small
crate holding broken bottles of strong perfume.
|
8
|
Unanimated
human skeleton wearing gray Triskelion prison uniform.
|
9
|
Pyramid
of goblin skulls, expertly stacked.
|
10
|
Bloody
bootprints.
|
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