The first of six encounter tables for the Foabeléth
Ordirrex, the megadungeon beneath Booezor. But first a small overview.
Minor
Dungeons: The Foabeléth
Ordirrex is comprised of many smaller minor dungeons, six of which
connect to the surface. Booezor is built on older layers of its
previous iterations, particularly the Ezordirrexian era when the city-state as one worked for the glory of the Autarch, and the elder
magic era, when the Sculpted Mountain and the first city was built.
Oldcity
Sewer System – the functional
and nonfunctional sewer systems of several iterations of the city
built on top of each other. A huge mess of tunnels and chutes that
spans more than twice the length of the city.
Tomb
of Mountain's Heart – its
earliest parts were dug deep into the heart of the Sculpted Mountain,
and the subsequent generational levels were stacked on top of each
other one after another as the city grew. It occupies little horizontal space but a great deal of vertical space.
Filth
Pits (Refuse Dump) – the size
of small town and with a population of people to match, the city's
dumping grounds have become their own multi-leveled ecosystem and
cave complex, eventually meeting the sewers or the twin underground
helical rivers.
Labrynthyne
– a quasi-extradimensional prison structure built to contain magic
users. It is filled with creatures that ignore, twist, or feed on
magic energies, convicts to dangerous (or hated) to kill, and beings
from other planes.
Moonmetal
Mine – silver IS magic in the
“Furthest Lands”, not a currency. Occasionally silver or
Moonmetal will rain down from the sky as meteorites. The most
closely guarded mine on the lower slopes of Booezor's Sculpted
Mountain was once a steady source of the magical metal.
Giant
Termite Mound – a great nest of giant termites at the base of the
sculpted mountain is believed to connect to the deeper parts of the
megadungeon.
Oldcity Sewers
1. Acidic Eels –
man-length eels that coat themselves and potential predators in
caustic mucus.
2. Hydromander
Congress – one to two meter long blue shaded salamanders with
various elemental water magics, intelligent and non-aggessive but
cautious of people.
3. Throat Leeches –
large black or brown leeches, seek the throat, nostrils, gills of
hosts and turn purple-red with blood.
4.
Spiders (1d4)
1. Large, Highly
Venomous
2. Netcaster Spider
3. Diving Spider
4. Giant,
Moderately Venomous
5. Vampiric Moss –
inanimate hanging moss that drains the life force of a nearby
creature after establishing a link, consumes a set amount of hp, and
loses link when victim leaves its 30' area of effect.
6. Troggers -
frog-like, small, amphibious tribal people with a nauseating bodily
odor on land, known to eat anything they can fit in their overlarge
mouths.
8. Rats (1d4)
1. Normal Large
Water Rats – rats... just rats.
2. Pouch Rats –
thieving rats that distract and take items from the distracted.
3. Plague Rats –
diseased rats with rabid behavior.
4. Bristleback Rats
– large, powerful and ravenously hungry.
9. Black Sneezers -
a species of underground squirterhorse, they fire a wad of sticky,
acidic mucus from their fused tubular jaws with a comical nasal
sound.
10. Cistern Wyrm –
mutant offshoot of the river dragon family, pale, bloated, and
craving legitimacy for their wretched lineage.
11. Naga (1d4)
1. Merchant –
often with contraband like exotic drugs.
2. Slaver – with
slaves for sale.
3. Slaver –
seeking slaves.
4. Debtmaster
Priest – more powerful naga who owns the souldebts of others of
its kind.
12. Sluice Hulks –
huge amphibian monsters, like a predatory frog-hippo, low
intelligence but trainable.
13. Slimes (1d6)
1. Slime – mostly
immobile green dissolving slime.
2. Gel – as the
'Dragon Quest' OG slime monster.
3. Gray Ooze -
clear, quivering, mobile gelatinous lump.
4. Slimenemones –
poisonous, paralytic, or deadly terrestrial anemones.
5. Jelly Egg –
immobile opaque goo balls, each with a different surprise inside.
6. Gelatinous
Sphere – as the cube but spherical to fit the sewer system,
significantly faster but has difficulty with turning.
14. Crocodile –
your standard crocodile, patient, implacable, an ancient form of
zoological perfection prepared to drown, crush, and swallow you.
15. Fasinaa
Sluicedwellers – several groups of fasinaa saurians have made their
homes in the sewer system that mimics the conditions of their
ancestral home, they may be civilized folk or deranged cannibals.
16. Delver Group –
a party of NPCs from the Delvers' Collective, going to or coming from
a mission in the depths.
17. Weird “Plants”
(1d4)
1. Purple Pipemoss
– multi-use moss that can be burned for lighting, smoked for
pain-relief, and is eaten by many sewer creatures.
2. Speckled
Cupshrooms – the bitter liquid collected in the mushrooms upturned
caps functions as a cure minor wounds
spell, but also begins a half-hour mildly hallucinogenic experience.
3. Sewer Lilies –
exquisitely beautiful water plants that release a sickly soporific
odor when picked or worse, trampled.
4. Goostrands –
softly glowing strands of viscous goo hang from the ceiling, when
eaten they can cure many diseases.
18. Constrictor
Snake – giant crushing snake, excellent at surprise.
20. Slime Double –
as the classic 'doppleganger', leaves a slimy residue on objects it
touches as a tell.
21. Gobboos (1d4)
1. Kobalds –
hyperactive.
2.
Gobs – immunities.
3. Hobgobs –
smartest.
4. Gorks –
strong.
22. Escaped
Biomagical Experiment (chimera / mutant) – chimerical beast or a
super-powered humanoid, seeking a hiding place in the sewer.
"C'mon and give Grandpa a hug!" |
23. Waterlogged
Zombie – putrid animate corpses with a nauseating stench.
24. Sewer Roper –
blobby body easily wedged into any corner, with a beaked mouth in the
center of up to ten retractable tentacles.
25. Shriekers - the
classic alarm sounding, random encounter attracting, oversized
fungus. There are over a dozen species, each with a distinct
morphology, so they may look like: giant puff balls, tall thin
mushrooms, brightly colored wall growths, etc.
26. Water Elemental
– at work or lost beneath the city, its temperment will vary
depending on how clean its component water is.
27. Crab Folk –
generational nomads long lost on their pilgrimage to the Underground
Sea.
28. Wisp Angler –
huge-mouthed lunged fish with a glowing magical lure, 60% have 1d4
S-sized scavenging males living on their bodies.
29. (Roll on
Adjacent Area Table)
30. Special *
I love these encounter tables!
ReplyDeleteDon't stop! Keep these encounter tables coming! Thumbs up!
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