5/6 of the entry minor dungeon encounter tables for the Foabeléth
Ordirrex, the megadungeon beneath Booezor. Previous tables here, here, here, and over here. Nearly there now, the next and last one is the Moonmetal Mine, which is more construct and humanoid-centric.
The
Labrynthyne
1. Xeazeon –
energy being and trap for magically talented souls, a small
crystalline polygon, transparent but glowing from within, surrounded
by three or more powerful wizard spirits bound into an incandescent
lattice, multicasts and resists many magics.
2. Labrynthyne
Tracker/Courser – biomagical constructs created to track and
harry those who are trapped here, like sleek plastic dogs, they smell
individual magical signatures and disable their targets at the throat
and wrists.
3. Skoshola –
hulking blue-grey quadrupedal beast larger in the front, like a huge
bear with a cluster of fleshy petals for a head and a great mouth
bisecting its chest, they seek to eat magic users above all else.
4. Dreamer –
what appear to be some sort of fetal creatures, each physically
different, blissfully asleep inside iridescent bubbles, they are near
indestructible observational presences from another world and warp
reality around their positions.
5. World Sphinx
– woman and beast on a great scale, an oracle and executioner in
one who reads magical fortunes with the Seeing Cards that can maim
and kill.
6. Flying Eye
– “evil eye” monsters, small and rapid in their chiropteran
flight, they have various gaze attacks depending on their iris color.
7. Gremlin –
living metamagical distortions with a dangerous and annoying sense of
humor.
8. Mind Thief –
a great floating mass of tentacles, jointed mouthparts, and
innumerable eyes, attached to a bloated sack of a body covered with
foot-long lumps, the lumps are the stolen brains of spellcasters
which make the creature the natural opponent to the illithid races.
9. Ethwuu –
tiny tube-snouted, armless creature, flies on the lazy flapping of
several “petals” of skin around its neck, sips the magic from
enchanted items and lasting spells with its hummingbird tongue.
10. Wizard
Convict – powerful learned magic prodigy, dangerous or
disruptive enough to the city to be banished here.
11. Census Objex
Warden – special heavily outfitted member of the city's
“magical authority”, generally here to interrogate or retrieve an
important exile, always accompanied by two or more Coursers (2) .
12. Warder
Magarchitect – master transmuter here to repair or reinforce
the physical and intangible structures that make the Labrynthyne,
always accompanied by several Lamellar Worms (28), necessary for the
work.
13. Sorceror
Convict – powerful natural magical talent inherited from
ancient sorcerous bloodlines, dangerous or disruptive enough to the
city to be banished here.
14. Illithid
– squid-headed, wasted-bodied beings from a world called Quiddath,
accidentally connected to the Labrynthyne, they possess powerful
magical and mental powers and excel in bioengineering.
15. Lyrathid
– illithid stock heavily bioengineered into psionic stealth
operatives who move and kill with boneless grace, sometimes armed
with living weapons.
16. Zegrathid
– illithid stock heavily bioengineered into psionic hyperphysical
destroyers, their bodies plated with chitin and their facial
tentacles overlarge, sometimes armed with living weapons.
17. Extra-Material
Butterflies – hyper-real, near incandescent, blue, green and
pink, more existent than visitors to this place and capable of softly
flapping a cauterized hole through their bodies as if they were
smoke.
18. Sword
Arcana – made by the
Census Objex, living magic glyph in the sign of the sword, bears
destruction magics, succumbs to restoration magics.
19. Slavecrown
Spider – magical arachnid with a concave body shaped like a
helmet or crown, attaches to a person's head and dominates them.
20. Environmental
Encounter (1d4)
1. Dead Magic
Zone – area of nullified magical effects, local wildlife
avoids these places.
2. Portal –
leading to a random potentially and probably lethal alternate
reality, a lower vibrational plane, or an elemental plane.
3. Warped Magic
Zone – area of chaotic magical effects, some local wildlife
are attracted here.
4. Quiddath
Incursion – reality's fabric is weak here, and the Illithid
dimension of Quiddath forces itself through altering even the laws
of physics.
21. Coin
Arcana
– made by the Census Objex, living magic glyph in the sign of the
coin, bears choice magics, succumbs to trasmutation magics.
22. Living Spell
– powerful magics that escaped and changed as they were cast,
now sentient but unable to cast themselves they flit about as energy
beings waiting for a strong enough magic-user to possess and live
through.
23. Pulstar –
five tiny stars in a sphere of pulsing translucent gel, hooks like
sparks at the ends of four filaments of light, influences all spells
in a 30' area with its pulsing and until this is known, magics used
against it will go wild or fail outright.
24. Wand
Arcana – made by the
Census Objex, living magic glyph in the sign of the wand, bears
creation magics, succumbs to destruction magics.
25. Riftwalker –
humanoids with features elfin and alien, mauve hairless faces and
thin, rubbery, four-armed bodies, they are able to manipulate and
even ignore the environment of this place.
26. Astral Child
– giant fat and glittering opalescent infant, it has wandered into
this psuedo-plane and rages with its incredibly hard skin and
strength of twenty men with closed eyes.
27. Grail
Arcana – made by the
Census Objex, living magic glyph in the sign of the grail, bears
change magics, succumbs to abjuration magics.
28. Lamellar Worm
– iridescent annelids from whose byproducts the structure of the
Labrynthyne are woven, non-aggressive but capable of breaking down
any solid matter to create their building material.
29. (Roll on
Adjacent Area Table)
30. Special *
No comments:
Post a Comment