One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production. Too weird to live, and too rare to die.” -Hunter S. Thompson


Showing posts with label Random Tables. Show all posts
Showing posts with label Random Tables. Show all posts

Sunday, March 30, 2014

The Golden Plains of Afzhaal and Beyond

Artwork byJohn Avon

The Plains of Afzhaal

These fertile plains are the breadbasket of the City-State. Here farms dot the land. Scattered acroos this land small villages sit admits vast golden fields of wheat and fruit trees and grazing beasts of burden. The nomadic Afzhaali ride their six legged reptilian Gorlax, while they trade with the local villages and hunt wild Trinoceros and Lions. Dactyl Raiders will swoop down from the mountains to raid and quickly fly off.

Plains Encounters

Roll 1d10

1. Bloody Paw Goblins
2. Afzhaali Gorlax Rider's
3. Trinocerous
4. Wild Gorlax
5. Lions
6. Knights of Bryndor
7. Farmers
8. Legionnaire Patrol
9. Dactyl Raiders
10. Prairie Scorpions

Sites of Interest

The City-State of Kossuth (Hex 0515)

The City-State has fallen on dark times. Once a prosperous city the shadow of the Cult of Mem'Dathou has fallen over Kossuth. The young King is kept distracted by those that seek to use him and the kingdom for their own ends. Greed and corruption runs rampant and most people stay indoors at night for fear of disappearing never to be heard from again. Caravans and trade have gradually began to stop travelling to the city. The God King of Negrathia looks south towards the City-State with hunger while Bryndor looks from the south with the eyes of expansion and protecting their own kingdom from the depredations of the north.

The Town of Durnwich (Hex 0520)

The Village is about a days travel from Kossuth. The town acts as the hub for river trade in the south and the villages on the plains. Often this is the farthest north traders will travel these days as rumours of the rising evil in Kossuth spreads. Adventurers will often use the town as a launching pad for the exploration of dungeon ruins of Ghadira.

Ruins of Ghadira (Hex 0218)

The origin of this ancient ruin has been lost to time. The upper levels find themselves cleared and refilled time and time again. Adventurers and explorers come searching it for whatever treasures they can. Access to the lower levels is blocked by a strange door.

Legionnaire Outpost (Hex 0524)

This Legionnaire Outpost has been overtaken by an alien presence. A sentient black ooze lives inside the troops and officers of the post. The legionnaires body's are all that remain and acts in symbiosis with the alien intelligence. For now no ones seems to notice that anything is wrong as the aliens use the memories of their hosts. What plans they have remains to be seen.

The Star Crater (Hex 0923)

This crater was made by a meteorite that crashed her some time ago. The star metal is magical and already has been harvested by prospectors. Those who spend too much time in this area are transformed and mutated by the radiation.

The Lands Beyond

These are the lands that border the City-State of Kossuth.

The Wastelands of Negrathia

To the North is the desolate land of Nergrathia full of beastmen, Skrael barbarians, and demons. It is lorded over by powerful tyrant known as the God-King of the North. In time he plans to invade the City-State and claim it's riches for himself.

The Empire of Hykiria

To the West is the expansive and decadent land of the Hykirians that can trace its origins back to the Age of the First-Men, a time before the First Cataclysm. This Empire of Man is dominated by powerful noble houses and the Holy Church of Nabanadon.

The Kingdom of Bryndor

To the South sits Bryndor. This militaristic kingdom is controlled and dominated by a secretive order of knights. They are aggressive and expansionistic and are planning on annexing the City-State and its lands. They are aware of the Negrathia's designs on the City-State, and are in fact engineering things to encourage the country to invade. They will then offer aid, move in troops and then once entrenched take full control of the country.

The Yoshan Empire

Little is known of this Empire to the West and over the Everdusk Mountains. The Jade Emperor rules This vast Empire. It has an oriental flavour combining Chinese and Japanese traditions. 



Saturday, March 29, 2014

Bones of the Earth & River of Blood

Artwork by Ray Bender
The City-State of Kossuth claims two mountain chains, the Everdusks and Thule, and one major waterway, the Rubyrun River.

Rubyrun River

The Rubyrun is a wide and deep fresh water river rich in iron giving it it's ruby red look. The water is fresh and clean. There is much river traffic. The river acts as a major trade route to the south west into the lands of Hykiria and Bryndor. Most halflings in the City-State are river folk. They live on barges, and fishing boats traveling up and down the length of the river. Two major threats exist on and below the water. The first is the river pirates that plague boat traffic and raid riverside villages. Despite an increase in the City-State's naval presence the pirates always seem to be one step ahead. The second, and less frequently encountered threat is the Crayfish-men that live in villages below the river. Something has been causing them to be more active recently, though what that might be is anyones best guess.

River Encounters

Roll 1d10
1. River Pirates
2. Halfling River Barge
3. Fishing Boat
4. Crayfish-Men
5. City-State Naval Patrol Boat
6. Funeral Pyre Boat
7. Giant Pike
8. Goblin War Raft
10. Floating Debris

The River Road Encounters

Roll 1d10
1. Human Merchant Caravan
2. Gnomish Merchants
3. City-State Legionnaires
4. Highway Bandits
5. Elven Blockade
6. Bloody Paw Goblins (see Tharzad-Dul, Mountain Door)
7. Farmers
8. Woad Barbarians
9. Broken Down Carriage
10. The Black Rider (See the Witchmire)

Everdusk Mountains

The Everdusk Mountains act as a natural border for the City-State and divides it from the Yoshan Empire to the East. These mountains hold many mysteries and have yet to be fully explored. Like the underworld of Aerd, the high places of the world tend be have thin borders to other worlds and gateways to the weird. Giants and Yeti crawl the mountains as well as other more bizarre creatures hailing from from far away lands.

Everdusk Mountains Encounters

Roll 1d10
1. Dreaming Monk
2. Yeti
3. Giants
4. Dusk Drake
5. Prospectors
6. Explorers
7. Shantank
8. Mountain Goats
9. Moon-Beast
10. Black Sky Barge

Sites of Interest

Hydra Mountain (Hex 1716)

Hydra Mountain, a place of power, riddled with caves, dungeon levels, and secrets. Location of the mega-dungeon of Tharzad-Dul.

The Dungeon of Tharzad-Dul (Hex 1716)

The eponymous mega-dungeon. Once the home of the dwarves.

Giant Fortress (Hex 1720)

In the days before the first cataclysm this was was a might fortress from which the giants ruled the surrounding lands. Today it stands in ruins and is held by the most powerful and charismatic of the Giant Warlords. Their is a faction of these giants that seek to overthrow the current leader. They plan to do this by brining back a powerful giant warlock from the grave. All of Giant-Kind ounce hailed from the world of Yotaurus. Their history tell of a time when they were much more than the barbaric tribes that they are today. Prophecy speaks of a future day when the glory of the giants will return.

The Valley that Time Forgot (Hex 1723)

This valley has remained hidden from the world. This is because an enchantment on it acts as a temporal trap. Creatures and people can go into this jungle paradise, but cant leave. This powerful enchantment was placed on the valley in order to trap a terrible God and imprison it here forever.

The Demonsbreath Pass (Not shown)

This dangerous pass is used by bold travellers to navigate the mountains in order to have a quicker route to the Yoshan Empire beyond.

The Monastery of Orsoom (Hex 1808)

This difficult to reach monastery teaches martial arts, meditation, and other mysteries to those that they deem worthy. Usually this involves the potential acolyte to perform some sort of dangerous mission. Even then success does not necessarily mean entry. The library here contains many rare texts and histories.

Yotarian Gate (Hex 1805)

This deactivated gate leads to Yotaurus, the home world of the Giants. It is protected by yeti and other monsters. Some time in the near future the gate will open and the true Giants armed with powerful magic and weapons will arrive bent on conquest. They will use their barbarian brethren as shock troops and do not consider them to be true giants, but some pathetic throwback.

The Thule Mountains

High in the Thule mountains lives the wizard Lhurwyn, his magic is powerful and many come to him for advice. Deep below the Mountains lies the ruins of a once glorious city of minotaurs who's barbaric descendants war with a race of ogres and orcs augmented with a variety of body enhancing implants.

Thule Mountain Encounters

Roll 1d10
1. Xarlum Minotaur
2. Steelspine Ogre
3. Pilgrim
4. Shriek Hawk
5. Silverfoot Faun
6. Night Gaunt
7. Goat Shepard
8. Ironhand Orc
9. Crag Monkey
10. Lhurwyn the Mad

Sites of Interest

Xarloon Minotaur City (0214)

The Xarloon minotaurs are another race from Yotaurus. At their peak they were great magicians and warriors. Now few if any of this race can cast the simplest of spells.

Tower of Lhurwyn the Mad (Hex 0613)

Lhuryn the Mad, can see into the future and perform great feats of magic. He is a lewd and disagreeable old man. He has no need for money and will only aid those who bring him young nubile women and men for him to sate his lusts. He is served by enchanted crag monkeys who perform a variety of tasks including spying, cleaning and fetching things for him. His tower is guarded by magical guardians and traps.

True Lair of Khysophax (Hex 0711)

The true lair of Kysophax is located deep in the mountains here. It can be reached by descending a deep fissure in the mountain, or by long twisting cave tunnels back to the Shadowheart forest.

Vault of Ersetu Sheen (Hex 0313)

Ersetu Sheen is a hybrid of machine, man, and centaur. He is obsessed with creating and augmenting life. His two greatest creations are the Ironhand Orcs and the Steelespine Ogres. The Orcs all have their right hands removed and replaced with a random weapon, including circular saw blades, flamethrowers, shock-flails, or a iron fist mounted on a chain that can retract back into the arm. The Steelspine ogres have a reinforced spine surgically implanted on their backs. They typically have regenerating steel spikes that can be launched at targets at range.

Thursday, March 27, 2014

The Shadowheart Forest

Artwork by Helen Khrustalyova
The Shadowheart Forest is a massive and ancient woodland full of magnificent creatures and places. The few locations and random tables here do not do this region justice.

In a past age a magnificent city stood at the woods centre. The origins of this city began with two races of elves, the Elaeron, and Fellantir, who came to this world at about the same time. When they first encountered each other a great war occurred. At the end of this war a peace treaty was signed at the site chosen to build a marvellous city that would honour the dead and showcase the wisdom, magic and ingenuity that both races shared. This golden city of peace prospered for hundreds of years until, like things, its glory began to fade and crack. Eventually civil war ripped the city apart and destroyed the magical Gates to their home worlds. The city was abandoned and the two races of exiled elves founded knew, if less glorious homes. The Elaeron fled into the hollows and veins of the Earth, while the Fellantir took to the tops of the highest trees. The animosity and hatred still burns strong between the two races.

Forest Encounters

Roll 1d10
1. Elaeron Elves
2. Fellantir Elves
3. Ghostweb Spiders
4. Bandits
5. Bloody Paw Goblins (see Tharzad-Dul, Mountain Door)
6. Xanophid (Biologically engineered plant creature)
7. Shadowheart Rangers (mix of humans and Fellantir elves)
8. Flying Skink (small reptile with wings)
9. Moth-Man
10. Khysophax (Ancient Dragon)

The Forest Road Encounters

Roll 1d10
1. Merchant Caravan
2. City-State Legionnaire Patrol
3. Farmers
4. Bandits
5. Goblins
6. Villagers
7. Leucrotta
8. Gypsy Caravan
9. Village Militia Patrol
10. Cultists

Points of Interest

The Village Enderfell (Hex 1116)

This is a small village would be of little significance if it wasn’t so close to not one but two major dungeons! The ruins of Erithhador, the failed City of Peace lies to the north within a hard days march. The fallen dwarven city of Tharzad-Dul lies a day to the east directly on the Forest Road. This is a great place for adventurers to rest and relax, in between missions. The town caters to adventurers and probably would have been razed by goblins if it hadn’t been for the timely aid of a friendly sword or spell from a passer through.

The Ruins of Erithhador (Hex 1410)

The City of Peace is no more. But even in ruin she is still a magnificent sight to behold. Many relics and treasures can be found here. In particular the Elves were known for their magic and there is plenty of that to be found here in the form of weapons, tomes, and other artifacts that can no longer be made. Of special note are the two Elf-Gates. These gates can be found at the centre of the city. Niether one works anymore, but if they could somehow be repaired then they could be used to travel to the original elven home worlds. It is common knowledge that the outer edges of the city are the least dangerous. A low level party could expect to survive here. While the deeper one gets into the city the more dangerous it becomes.

The Lair of Kysophax (Hex 0610)

The Dragons of Aerd (the world in which the City-State of Kossuth is located) are not colour coded like traditional D&D. These dragons are all unique and possess a variety of magical abilities and powers. Kysophax has not been seen in some time, but when he does appear it is heralded as a sign of apocalypse. This is the entrance to the dragon's lair, his true lair lies within the Thule Mountains.

The Mouth of Madness (Hex 1218)

The foolish believe that this pit descending into bowels of the earth is just a regular cave entrance. That it connects to a confusing network of regular tunnels and caverns extending below the entire surface of the City-State. The wise man knows better. The truth of the matter is that this entrance leads into another realm all together. A place where the rules of the surface world no longer apply. Eventually, if one survives long enough before going insane they will discover the new home of the Elaeron Elves. It will also become clear why the Elaeron Elves are so not quite right in the head anymore. If one where to travel even deeper they would eventually reach the city of a vile race of albino men known as the Azgarthians.

Fellantir Village (Hex 0913)

The Fellantir are live in a village located in the trees. They are not particularly welcoming of others, but those that they do allow into their circle tend to become very trusted allies or very great enemies. There is a faction here that wishes to return to their home world of Fellanthia, while there are others that argue that this is their one true home now. In an effort to battle their ancient nemesis the Fellantir created a magical race of plant creatures called Xanophids. These creatures have rebelled against their creators and now are an ever growing plague in the forest.

Mothmen Lair (Hex 1518)

The enigmatic Moth-men lair here high in the trees. They only come out at night to hunt. What they want no one knows. Whatever it is the secrets they hide will be pivotal in the coming days.

The Shadowheart Stone (Hex 1017)

The Shadowheart Stone is a rune encrusted stone monolith that comes from an age before the cataclysm. Today a Circle of Druids called the Guardians of the Heart gather here to perform rites and rituals. Failure to perform these rituals, the druids believed that a great evil will be released into the world. The truth is that they are right. A stairway into the earth below the stone leads deep into the dungeon prison of the ancient wizard named Kardath and his Gug servitors.

Wednesday, March 26, 2014

The Witchmire

Located in the north-western portion of the City-State of Kossuth is the Witchmire, a land reputed to be haunted by witches and other horrors.

The Witchmire was not always a fetid and diseased swampland. According to legend, the land was once a fertile valley full of trees and wildlife.

A great warlord came, claimed the area and built his castle in what is believed to once be at the centre of the swamp.

This brutal and cruel man had sexual appetites to match his bloodlust and many a young woman was forced to endure horrible atrocities before finally succumbing to death.

Then came a fateful day. While the latest of the Warlords victims lay dying, her heart filled with anger, a Devil approached her and offered her revenge if she gave him her immortal soul for all eternity. Soon after agreeing to this a blight fell on the land. Cattle and the people of the land began to waste away from disease. The crops failed as the ground transformed into mud and water. Finally, the young woman, with a ghostly army of the Warlord's past victims cornered the Warlord near the mountains and inflicted on him tortures culminating in his death.

Random Encounters

Roll 1d10

1. Bog Wight (Intelligent zombie)
2. Witchfire (Will-o-wisp)
3. Lhokrug Hunters (lizard-men)
4. Mire Trolls
5. Tar Pit
6. Octadile (eight armed crocodile)
7. Ambush Frog
8. Deaths Head Stirge
9.Carnivorous Plant
10. Stuffed Horror (Golem stitched together from canvas and filled with sand)

Points of Interest

The Devil's Fork (Hex 1307)

This site is reputed to be haunted by devils seeking to make a deal for your soul. The reality is that River Pirates have a secret hideout here. They encourage the rumours to keep this place safe from Legionnaires and anyone else.

Castle Wyrmfall (Hex 1403)

The ruins of the Warlords castle now serve as a home to a family of witches. They venerate their founding matriarch's devil saviour. Few monsters living in the Witchmire are willing to cross the witches. The Stuffed Horrors that wander the swamp are the witches creations. They are golems stitched together with buttons and canvas and filled with mud and sand. It is believed that there are extensive dungeons below the surface ruins full of treasure and magic.

The Lhokrug Village (Hex 1604)

The Lhokrug are a primitive and superstitious people similar to lizardmen. According to legend, they are all that remains of the descendants of the people who once lived in these lands before the Devil's Blight cursed the land and it's people. This may or may not be true, but they can often be found in the service of the witches. The Lhokrug worship their own primaeval reptilian God in bizarre and bloody rituals.

The Tomb of the Black Rider (Hex 1507)

This unremarkable cave network is the location that the female victims had their revenge on the Warlord. The Warlords heart was ripped from his chest and a curse put on him to be the the devil touched girl and her descendants slave for as long as his magically preserved heart still beat. Now the Black Rider, as he is known rides the land on his ghostly war horse and performs whatever task a family member has demanded of him. This usually entails murder and mayhem of some type. In the dungeon below Castle Wyrmfall, the black heart of the Warlord still beats...

Troll Warrens (Hex 1703)

Mire trolls live here and wander the swamp in an endless hunger. They can sometimes be found pressed into the service of the witches.

Tuesday, March 25, 2014

The Beacon Hills

A Woad warrior attacks Kossuth Legionnaires - By Gianluca Pagliarani
This region lies on the border of Negrathia, a wasteland full of beast-men, demons and worse. The hills are the home of two major groups, the Beacon Gnomes and the blue painted Woad Barbarians. The Gnomes mine this hills for precious gems and act as an early warning system for the City-State of any attack from the north. The Woad consider these hills to be sacred ground and while many barrows house their dead, some are from an earlier age. What secrets and treasures lay hidden in their stony depths are anyones best guess.

Random Encounters

Roll 1d10

1. Gnomish Patrol
2. Merchant Caravan
3. Woad Hunters
4. Hill Giants
5. Mi-Go
6. Barrow Wights
7. Beast-Men Raiders
8. Hill Drake
9. Chupacabra
10. Ankheg

Points of Interest

The Village of Beacon Hill

Much of this gnomish village lies underground, including the gem mines. Potato, squash, pumpkin, and corn crops surround the village as well as sheep and goat farms. The Gnomes and the Woads are on friendly if distant terms and both are willing to come to the others aid in times of trouble.

Woad Village

The Woads are short, brown skinned barbarians. They paint their bodies with a striking blue paint in amazing patterns. This paint is said to have magical properties that can act as armour and camaflouge a woad warrior until he is right on top of you. They have lived in these hills for as long as they can remember. The current leader murdered his way to the top. He has an evil heart and is preparing to bring war to the gnomes and the City-State. Not everyone in the tribe feels the way he does but those that speak out disappear in the night, or die in hunting accidents.

Barrows

These barrows can be found all over in the hills. The newest ones belong to the Woad barbarians. They are protected by traps, and barrow wights that defend the tomb from grave robbers. Some of them have been broken into are are used as lairs for other monsters.

The Rune Spikes

This circle of rune covered standing stones is actually a deactivated gate to the true home world of the Gnomes. The Gnomish home world is one of 8 worlds connected to this one via magical gates located in the region of the City-State of Kossuth. Another of these World Gates is the Dynost Bridge located somewhere in Tharzad-Dul. Yet another one is located in the Shadowheart Forest. Below the Rune Spikes lies a dungeon thats lowest depths holds the broken power generator. The dungeon is far from empty, but if explorers could repair the generator then this gate could be used to transport anyone to the gnomes original home world.

Mi-Go Outpost

This interstellar race from Yuggoth have an outpost here. They mine for minerals and perform bizarre research experiments on cattle and the intelligent races alike. They worship foul Gods and have established relations with a variety of humanoid races to work for them. Whatever plans they have they can not be good for anyone.

Hill Giant Village

The brutish Hill Giants have their village here. Built in the ruins of a much older settlement. The leaders of this tribe still possess some of the magical powers the giants once easily wielded in a different age. A prophecy sacred to all giants speaks of a time when their glorious empire will return.  

Thursday, March 20, 2014

Tharzad-Dul: Level 1 Room Key Part 1

The Mountain Door

The Mountain Door was built as a fortress to defend the city of Tharzad-Dul from attack. It was also used as a border control. Goods, and people could be checked for disease and merchants goods could be verified and taxed. Today it serves as one of the most well known entrances into the dungeon.

There are three main factions on this level. A tribe of goblins, the enigmatic Cult of Mem'Dathou, and the Serpent-men. Rooms 7 to 15 are claimed by the goblins. Rooms 23 to 26 belong to the cult, and rooms 22 to 33 are claimed by the serpent-men. Rooms 1 to 6 and 16 to 19 are high traffic routes used by creatures entering or leaving the dungeon and are claimed by no one. Currently there is a moderate peace between all three factions. However minor skirmishes occur from time to time.

The Factions

The Bloody Paw Goblin Tribe
The goblin tribe uses this level as the main entrance to the orc and goblin warrens below on level two. The worgs and their riders are the main occupants that can be found on this level. The goblins main goal here is to make sure they can hold this level for easy access to their warrens below. They hate the other factions but are being forced to maintain the uneasy truce. It probably wouldn’t take much to incite them to attack the others.

Cult of Mem'Dathou
The cult has come to the dungeon from the nearby City of Kossuth. The short term mission of the cult in the dungeon is to explore and plunder whatever valuables and magic they can. In the long term they want to gain control of the Vrillium mines deep below. In the City of Kossuth the cult is well known and feared. Those who cross the cult here can expect brutal reprisals. The priests have been animating skeletons to act as servants and shock troops against the other factions and monsters of the dungeon. It was the cult that was the main arbitrator of the current truce, however they would be more than happy if an outside group unaccountable to the cult were to clear the level of some of their enemies.

The Serpent-Men
Hydra Mountain once belonged to the serpent-men long ago. Today they seek to reclaim their lost land and glory. Currently they are out matched by the two other forces for a head on confrontation. In particular, the goblins numbers are too high and are too ferocious. Fortunately the goblins have an irrational fear of snakes and the ancient serpent-men magics. The serpent-men are also patient and cunning. They have spies everywhere. They have used this current truce to slip shape changed imposters as spies into the ranks of both the cult and the goblins on this level. Currently the actual victims are being held in the serpent-men prison and tortured for information before they will be ritually sacrificed to Father Hydra.

illustration by Marie and John Severin for "The Shadow Kingdom."

Random Encounters

There is a 1 in 6 chance for a random encounter. Roll once for each hour the characters are in the dungeon. Roll each time the group makes excessive noise. This includes combat, breaking down doors etc. Roll every time the characters enter an empty room, or enters one of the high traffic rooms (1 to 6) and (16 to 19).

Roll 1d10
  1. Goblin Raiders
  2. Worg Patrol
  3. Cultists
  4. Vipers
  5. Dire Rats
  6. Cult Patrol
  7. Were-Rat
  8. Orcs
  9. Serpent-men
  10. Bandits/Explorers

1. Goblin Raiders: 2d6 goblins preparing to raid one of the other factions for food, booze and treasure. They're more interested in eating, drinking and general mayhem than fighting and will flee as soon as the tide of battle turns against them.

2. Goblins and Worgs: 1d3 worgs and 2d6 goblins are on patrol. They will question anyone before they attack not wanting to upset the current peace. If they realize that the group is not affiliated with a faction they will attack.

3. Cultists: 2d6 cultists on some kind of mission for the priests. They worship Mem'Dathou a local God in these lands. Little more than thugs they will want to bring anyone they find to their leaders for questioning, but not before they have a little fun themselves first.

4. Vipers: 1d3 Diamond backed pit vipers. The serpent-men presence on this level has attracted snakes of all kinds to this level. In particular have been the most common. They have a habit of hiding and then attacking. Favourite hiding places include prime treasure hiding spots, back packs, under rocks, cracks in floors and walls. Trap and treasure searchers beware!

5. Giant Rats: 1d6 giant rats. Friends of the were-rat Botho, they will attack if threatened, otherwise they spy and report whatever they happen to learn.

6. Cult Patrol: This group of 1d6 skeletons and a cult priest is on patrol. They question anyone they meet and will not attack anyone allied to one of the other groups unless first provoked. They will attempt to bring adventurers to their base for further questioning. Resistance is met with violence.

7. Were-Rat: Botho is a were-rat from the city Kossuth. He works for the Thieves Guild in the city. Initially his mission was spying on the cult of Mem'Dathou, but has expanded to gathering info on all the groups. He can speak with rats of all kinds and has pressed them into his service. He really hates the serpent-men because they seem to particularly enjoy eating rats. He avoids getting into a fight if he can and may help the group if he thinks they can help him. If they betray him he will make sure his friends in the thieves guild run into them.

8. Orcs: 1d6 orcs, either on the way out of the dungeon to raid, or on some kind of diplomatic mission with one of the other groups. They come from level two. They boss the goblins around.

9. Serpent-Men: 1d6 serpent-men, either on patrol or on some kind of mission for the “Hooded One” their leader. They will avoid a fight if possible. They will lie and tell half truths if they think it will help them gain an advantage. They will try to lead groups into an ambush if they have to fight or spy on the party if they have not been noticed yet.


10. Bandits/Explorers: Theres a 50% chance that this is a group ( 1d6 + 3) of explorers, in which case they might not try to out right kill the characters and take their stuff. This group might be Dwarves seeking to reclaim a lost heirloom from the city, or a standard group of adventurers. Bandits might be searching out a new base of operations or making a deal with one of the other factions. Either way they don’t play nice with others.

Saturday, March 31, 2012

Random Encounters in the Underhive-Part 3

This is Part 3 of a 3 Part series on 100 Random encounters that coud occur in Prospero's Underhive. Here's Part 1 and Part 2

Sub-Table 8: Smells
  1. Rotten Garbage
  2. Decomposing Corpse
  3. Fire Smoke
  4. Fresh Cool Air
  5. Sulphurous Hot Air
  6. Acrid Burnt Fumes
  7. Fresh Excrement
  8. Burning Hair
  9. Cooking Meat
  10. Raw Sewage
Sub-Table 9: Artificial Intelligence
  1. Hive Worker Droids
  2. Hive Scout Drones
  3. Hive Solider Combat Droids
  4. Spy/Assassin Cyborg (Terminator)
  5. Hive Droid Exploration Outpost
  6. Hive Droid Manufacturing Station
  7. Hive Meat Slaves (Humans enslaved via implants)
  8. Hive Droid Homebase
  9. Hive Symbiont Bug Droids
  10. Hive Droid Laboratory
Sub-Table 10: Weird/Supernatural
  1. Cultists performing a Sacrifice
  2. Hidden Cult Temple
  3. A Brass Puzzle Box
  4. Distant Weeping Female Voice
  5. Some Creep Dressed as a Clown
  6. Cannibal Abattoir
  7. Yuggothian Minning Operation
  8. Yuggothian Brain-Mecha
  9. Feeling/Sounds as if your being stalked
  10. Feeling as if your being watched

Friday, March 30, 2012

Random Encounters in the Underhive-Part 2

This is Part 2 of a 3 part series of 100 random encounters that could occur in Prospero's Underhive. Part 1 can be found Here.
Sub-Table 5: Creatures
  1. Sarthogg (Frog-Man)
  2. Giant Lantern Spider
  3. The Grinning Man (Mothman)
  4. Judas Mantis
  5. Hellwasp
  6. Conduit Naga
  7. Shrapnel Rat
  8. Tommyknocker
  9. Witch Hound
  10. Plague Zombie
Sub-Table 6: Sounds
  1. Crash of falling debris
  2. Clash of combat
  3. False call for help
  4. Genuine call for help
  5. Splashing/Dripping liquid
  6. Clanking/Whirring machinery
  7. Door Banging open/close
  8. Large Explosion
  9. Hiss of Gas/Steam
  10. Hum of Oscillating fan
Sub-Table 7: Items/Finds
  1. Modern/Primitive Weapon
  2. Broken Tech (GPS, data pad, com-link)
  3. Drug Paraphernalia
  4. Clothing (Even male, odds female)
  5. Bag (1-7 Empty, 8-9 roll again, 10 roll twice)
  6. Bones/Corpse
  7. Food/Water
  8. Light Source (Flares, Candles, Lamp)
  9. Ammunition/Power cell (batteries)
  10. Lost and Important Plot Maguffin

Random Encounters in the Underhive-Part 1

This is Part 1 of a 3 part series of 100 random encounters that could occur in Prospero's Underhive. Check for an encounter every 6 hours the PC's spend in this subterranean labyrinth. Generally an encounter will occur 50% of the time, but this can be increased or decreased at the discretion of the GM. At some point this list would be made into a master list so all the rolls would use a percentile roll. In the mean time I have broken it down into a series of d10 rolls in order to make it more manageable as a blog post. If an encounter is rolled, first roll for what kind of encounter occurs, and then roll on that respective sub-table. This is a pretty bare bones table and at some point I would probably flesh it out a little more. In the meantime it gives you a basic idea of the kinds of encounters you might have in the abyssal hell of the Underhive.
Underhive Encounters
  1. Hivers
  2. Surface People
  3. Criminals
  4. Hazards
  5. Creatures
  6. Sounds
  7. Items/Finds
  8. Smells
  9. Artificial Intelligence
  10. Weird/Supernatural




Sub-Table 1: Hivers
  1. Scavangers
  2. Scouting Party
  3. Hunting Party
  4. Scrappers
  5. Trader
  6. Trapper
  7. Deranged Hermit
  8. Hungry Cannibals 
  9. Mutant Savages
  10. Raiders
Sub-Table 2: Surface People
  1. Police Sweeper Team
  2. Maintenance Crew
  3. Urban Spelunkers
  4. Mercenary Group
  5. Aid Organization
  6. Science Survey Team
  7. Engineering Team
  8. Media Reporter
  9. Stupid College Students
  10. Runaway Child
Sub-Table 3: Criminals
  1. Underhive Gang (The Morlocks) 
  2. Underhive Gang (The Devil's Rejects)
  3. Serial Killer
  4. Fugitives
  5. Drug Deal
  6. Drug Lab
  7. Gang vs. Gang
  8. Gang vs. Surface Group
  9. Gang vs. Hiver Group
  10. Gang/Criminal hideout
Sub-Table 4: Hazards
  1. Scalding Steam Jets
  2. Poison Gas
  3. Dripping Acid or Pool
  4. Giant Fan Blades
  5. Deep Shaft
  6. Live Electrical Wires
  7. Manmade Booby Trap
  8. Cave In
  9. Collapsing Stairs/Catwalk
  10. Radiation Zone

Wednesday, April 13, 2011

Just Dropping In!

It was either in the Ruins of Undermountain or the City of Splendors box set that Ed wrote about how his players would go on merry chases across the roof tops in the city of Waterdeep. These chases would invariably lead to the PCs crashing through a skylight or roof to land in the precarious position of interrupting some sort of activity in the room below unexpectdly. This in turn might lead to a new adventure or just a fun encounter to break things up for a bit. So I thought it would be fun to create a random table you could use to create some unexpected twists and turns in your own game. Thus I present the Random Crashing Through The Roof Table. 

Random Crashing Through The Roof Table
Roll 1d12 or choose one:
1. A group of thieves are in the middle of planning a robbery.
2. A group of nobles masked and having an orgy.
3. A midnight tryst with a couple of important people having a secret scandalous affair.
4. A bizarre cult in the middle of a dark ritual or roll 1d4 below:
(1. summoning a demon 2. scarificing a virgin 3. opening a gate 4. rasing a dead comrade) 
5. A bunch of young drunk bravos looking for a fight.
6. A wizard in the middle of a very sensitive magical experiment.
7. The resting place of a monster.
8. The room contains a glowing gate to another place of the DMs choice.
9. A group of bandit counting their loot an a recent job.
10. A giant attic spider nest full of cobwebs and baby spider swarms.
11. The house is haunted and now the PC's are trapped inside until they can figure out how to get the spirit(s) in the house to rest in peace.
12. The PC's crash into a store or other place of business thats just been robbed. The city watch has just arrived and its looks like they are the ones that did the breaking in! Roll 1d6 below for type of shop:
(1. Book Store 2. Bank 3. Jewellery Shop 4. Antique Store 5. Magic Shop 6. Weapons Shop)

Thanks for dropping in!