Monster Villages
Monster villages are the small, usually isolated habitations that occur frequently on the open terrain of the Gragot plain and other areas. Here in the wilds a symbiotic relationship is often the best way to achieve some kind of safety. Conscious monsters will have an INT of at least 6, and are likely to be able to communicate with villagers or at least the village elder(s) in one way or another. I'm using these tables to generate the random villages players are likely to stumble across in the wilderness beyond the great cities.
Monster villages are the small, usually isolated habitations that occur frequently on the open terrain of the Gragot plain and other areas. Here in the wilds a symbiotic relationship is often the best way to achieve some kind of safety. Conscious monsters will have an INT of at least 6, and are likely to be able to communicate with villagers or at least the village elder(s) in one way or another. I'm using these tables to generate the random villages players are likely to stumble across in the wilderness beyond the great cities.
Roll for your
village (1d20, 1d4, 1d6, 1d12, 1d20, 1d8, and 1d8). Start with general ideas and let the progression of rolls build the whole picture in your mind.
1.Monster (1d20)
1. Elder
Dinosaur – a tremendous dinosaur of great age, one of the three
classic forms: rex, tops, and brachy.
2. Swarm – S-M
sized creatures that function as a single monster: bees, termites,
rodents, crabs, etc.
3. Flightless
Terror Bird – sees villagers as its “chicks”/sits on entire
village as egg.
4. Ancient
Treant – sprawling ambulatory elder tree being, generally benign.
5. Huge Lungfish
– great amphibious fish, eel or catfish-like.
6. Great
Antlered Owl – giant, intelligent bird with legendary hearing and
sight.
7. Pitmaster
(Giant Antlion) – hungry jaws at the bottom of an inescapable pit.
8. Passive
Intelligent Plant – often a vine that covers the village, a fruit
all villagers eat, a pod-person plant, etc.
9. Active
Intelligent Plant – semi-mobile carnivorous plant, something with
grasping tendrils that eats people.
"Ia! Praise Her!" |
10. Serpentine
Dragon – great snake-like beast, quick and mobile in the
air/earth/water.
11. Burrowing
Dragon – heavy digging beast.
12. Flying Dragon
– aerial beast, wyvern or stork shaped.
13. Lumbering
Dragon (kaiju) – colossal over-amped battle beast, may love
children.
14. Chimerical
Beastgod – literally anything, generally a demigod born from the
sea or deep underground.
15. Ancient Golem
– stone, wood, or metal based, perhaps constantly repairing or
guarding the village site.
16. Amoebic Blob –
fills/dwells in a pond, well, or underground water source,
metamorphic or rapidly multiplying.
17. Butterfly or
Moth – huge lepidopteran insect.
18. Communal
Spirit – direct amalgam of the energies of the villagers.
19. Elemental –
type appropriate to environs.
20. Mysterious Egg
– an enormous strange egg.
2.Villagers
(1d4)
2. Mixed iele –
different appearances and traits
3. Tribe of iele
– homogeneous appearance and traits
4. Mostly fasinaa
3.Relationship (1d6)
1. No
benefit/Unaware of
2. Mutualism –
monster and villagers benefit
3. Commensalism
– monster benefits, villagers do not
4. Commensalism
– villagers benefit, monster does not
5. Parasitism –
monster benefits, villagers suffer
6. Parasitism –
villagers benefit, monster suffers
4.Environs (1d20)
2. Giant tree
3. Ring of
massive natural stones
4. Natural cave
complex
5. Colossal rib cage
6. Colossal
skull
7. Hilltop
8. Mesa
9. Giant fungi
10. Giant beehive
11. Pillar garden
12. Mineral/Hot
spring
13. Valley
14. Lakeside
15. Cliffs
16. Levitating
mineral formation
17. Metallic ruins
18. (roll 2x,
ignore 18-20)
19. (roll 2x,
ignore 18-20)
20. (roll 3x,
ignore 18-20)
5.Made of... (1d12)
1. Nothing
2. Large uncut
rocks
3. Worked stone
4. Bone
5. Adobe
7. Adobe
8. Thatch
9. Huts on
stilts
10.
Artificial excavation (mine/Coober Pedy dugout)
11. Timber
12. Concrete
6.Specialty (1d20)
1. Trade of
gemstones
2. Trade of
copper
3. Trade of gold
ore
4. Trade of bone
5. Root
vegetable crops
6. Herbs / Tea
7. Vegetable
crops
8. Grain crops
9. Game meat and
hide
10. Guerilla
warriors
11. Knightly
warriors
12. Magi warriors
13. Slavery of
outsiders
14. Slavery of
villagers
15. Oracular
source
16. Leyline(s)
17. Beast trainers
18. Beast riders
19. Salt
20. Monster
byproduct
7.And (1d8)
1. The monster
can be harmed by silver weapons.
2. The monster
has a phylactery where it keeps its heart.
3. The monster
has the villagers under mind control.
4. The monster
has long periods of dormancy and is in one now.
6. The monster
demands regular sacrifice of intelligent beings.
7. The villagers
seek another monster village.
8. The monster
can teach unique magic.
8...And (1d8)
1. The monster
can be harmed by magic weapons.
2. The monster
has a heart protected by magic wards.
3. The monster
cannot leave the village area.
4. The villagers
cannot leave the village area.
5. The monster
is a great secret.
6. The monster
demands sacrifice of animals.
7. The village
is opposed to another monster village.
8. The village
appears and disappears magically under a certain condition.
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Still working on megadungeon stuff, I haven't given up on it.
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