Roll 1d20
[1] Razor
Stones. The ground is littered with very sharp, pointy black stones
similar to obsidian. Anyone who falls on it takes 1d6 damage from
standing height or doubles the fall damage they take from higher.
Stones could be used to make arrow heads or sold to certain collector
geologists as they are uncommon.
[2] There
are four adventurers burnt to a crisp, apparently from above. On
their person is a single piece of armor, 2d6 silver, and an unused
potion of fire resistance.
[3] Kobolds!
You encounter 2d6 kobolds on a scouting mission, will attack if they
outnumber the party. Roll 1d4 on list for type;
- Scaly, small, traditional. Dragon worshipers, they may be working for one of the local dragons.
- Furry, barking, dog-like. These 'bolds are neutral but will trade information or metals for food the party has.
- Smooth skin in place of scales. Sneaky, has 1d4 extra kobolds with knives hiding back to strike party from behind if needed.
- These kobolds suffer from gigantism and were kicked out of their tribes; half as many kobolds but human-bandit stats.
[4]
Ever burning bush. Tries to
pretend to be the God of any nearby clerics, is actually just a magic
fire that doesn't burn anything it catches on. Can be carried in a
torch or container from now on, but dies if the flame is put out. If
used on people can warm them and cook food without burning anything-
will become friendly if party forgives it for its deception.
[5]
Green crystal growing from the ground, looks vaguely like a plant. If
crushed into powder can be snorted or smoked for a bonus +2 to
Intelligence and Charisma but -2 to Wisdom. Lasts for 24 hours.
Dragon and Dragonborn who use it gain the positives without the
negatives but addictive.
Can be sold 10 sp per dose, 2d10 doses.
[6]
Dragon skull, worth a few
thousand gold. Gigantic, full encumbrance if you try to carry it.
[7]
Shallow cave, containing 1d8
skeletons. The skeletons animate only if you disturb the strange
purple sand on the floor, drawn into runes. The back most skeleton
has an iron helmet with gold trim, worth triple regular helmet price.
[8]
Tiny fertile valley crammed
between two small mountain hills. Filled with tiny trees and extinct
megafauna, all small enough to fit in the palm of your hand. You can
sell these tiny guys to natural scholars for decent silver.
[9]
Rock Arachnids. Random piles of
stones come to life and form into the shapes of giant spiders. No
venom, but attack with sharp rock fangs.
Rock
Arachnids (2HD,
+3 AC, 1d8 rock damage, no initiate; ie party always goes first)
Appearing; 1d3
The rock spiders are aggressive but are very slow, which is why they
wait for prey to come to them. Escaping them is easy. If you retreat,
the spiders just fall apart again and wait for their next target.
[10]
Annoying
chipmunks. Bright, colorful chimpmunks that hide in dens dug into the
mountain's side. Every turn the party stays here, the chipmunks make
a bunch of noise and draw attention; double the chance of random
encounters.
Chipmunk fur is valuable, worth 1 SP per pelt.
[11]
Dug
into the mountain side is a stronghold for the dwarves. The inside is
dark and abandoned, the few survivors are insane and gibber in the
darkness, making masterful creations out of each others body parts.
Roll 1d6;
- Sword made of a sharpened femur
- Shield made of a pelvis
- Cloak made of dwarf skin
- Poleaxe made of petrified hand + bones
- Coin pouch made of a belly
- Cosmetic powder made of dwarf ash
[12]
Tiny burning clouds of ash spit from the mouths of least drakes,
dealing 1 damage. If the party does not run back the way they came
from the 'terrifying' assault they will be attacked.
Least
Drakes (1HD,
+1 AC and to hit, ash cloud breath attack deals 1 damage)
Appearing; 2d6
Failed spawn of the dragons, or kobolds attempting ascendancy to
become dragons. Inflated sense of superiority.
[13]
Solidified shard of sunlight glowing from under a stone. Can be used
like a scroll to either grant Light
for 2d6 exploration turns which also deals damage to or turns
vampires and other creatures weak to sunlight.
[14]
Blue
Crystal growth coming from the chest cavity of a long deactivated
golem. These crystals grow on magical items, animated creatures, and
can infect Magic Users who are over 9th
level.
The
Blue Crystals can be smashed up into a paste and mixed with water to
create an Arcane
Mark
in ink form. This writing is permanent but is only visible when using
the effects of wizard or magic sight. Additionally, the Blue Crystal
powder can be blown nearby invisible creatures or illusions that
makes them sparkle and glow.
Each pouch of crystal has 10 uses and is worth 100 sp each. They can
be grown by implanting them on magical things, as explained above.
[15]
Gigantic crater filled with ash. Every exploration turn spent digging
have the party roll on this table and chance for random encounter;
Roll
1d6;
- Golden Ring
- Dragon Fang (as dagger, +1 to hit)
- Silver Sabaton
- Petrified Flameblast; explodes as Fireball in 4 seconds after exposed to air.
- Charred human remains, no value.
- Potion of Fire Resistance
[16]
Magnetic
Dragon! Huge silver dragon swoops in and attacks with magnetic breath
attack.
Magnetic
Dragon (5HD,
flight, magnetic breath)
This dragon's breath attack magnetically pins objects backwards, away
from the cone of attack. Those wearing chain must make a save vs
paralysis to move again, those wearing fullplate will be totally
helpless unless removed from their armor or the effect wears off in 3
rounds.
Additionally this breath attack can be used against metal projectiles
which launches them back at the user, dealing damage if they hit.
[17]
Rust
Dragon! Dark brown dragon with coppery patches attacks from below,
such as a crevice before snaking its way up to attack.
Rust
Dragon (4HD,
rust breath)
This dragon does not have wings. This dragon's moist breath rusts and
ruins metal equipment. Each round you are caught in it, your metal
armor loses -1 AC until rusted to uselessness. Metal weapons take 1-3
rounds to get rusted to uselessness, depending on size. Sheathed
weapons take another round to rust. Magic weapons get bonus rounds
equal to their magic bonus+1.
[18]
Petrified
Wood golems. Activates in the presence of people who have killed
dragons or carry dragon body parts.
Petrified
Wood Golem (2HD,
+1 AC)
Appearing; 3d6
Dragons created and carved these golems out of petrified trees and
logs as a way to kill or weaken any dragon slayers in their mountain
home.
[19]
Wandering
Dragon-Slayer, alone. Lost his lance, which has been broken into 4
pieces. The next rolled encounters on this list have a 50% chance
to have a piece of his lance until you get them all. When combined, his lance is a +3 weapon
vs dragons.
He'll join your party until you kill a dragon, then leave with its
heart to his home village.
[20]
Rare vein of ore, exposed at the surface. Anyone with a pickaxe can
mine it, but the loud noise it makes forces a wandering monster check
along with the normal time.
There is enough ore to make 1 shield or 1/3 enough to make a full
suit of armor.
Roll
1d4;
- Mithril Ore
- Infernite; Heat resistant metal, -1 damage taken from fire and +2 vs dragon breath
- Cryptick; Necromantic resistant metal. +1 to saves vs death and level drain
- Gold Vein. Worth 1d4x500 unrefined
Wandering
Monsters
Roll 1d6
(1)
Dragon Cultists (1HD,
+2 to hit, black iron weapons deal +1 damage vs lawful aligned)
Appearing; 2d6
Cultists trying to find food, gold, and mates for their dragon
masters. Their metal weapons feel uncomfortable for Lawful aligned to
hold.
(2)
Minotaurs (2HD,
+2 to damage with d6 axe, +1 AC, gore attack deals 1d4 damage)
Appearing; 2 or 3
Small family of minotaurs, randomly lost in the mountains. Trying to
find a safe cave for the female one to give birth. She's heavily
pregnant but still fights like a beast.
(3)
Thunderbird (2HD,
flight, fires lightning bolts dealing d6 damage)
Appearing; 1 or 2
Large brown eagle flies overhead, its cries charged with electrical
static.
(4)
Giant Millipede (3HD,
surprises part 2 in 6, d6 bite, constricts d4 damage)
Appearing 1 or 2
Giant millipede likes to constrict people while biting others. Nearly
silent while moving.
(5)
Crystal Men (2
HD, get +2 vs magic and spell saves, d6 crystal spears)
Appearing; 1d6
Roll reactions when encountered.
Good-
Crystal Men gladly trade their
crystal weapons for [5]
and [14]
(stats as normal weapons,
but immune to rusting and magnets)
Neutral-
Willing to trade if prompted,
but will only trade a single crystal weapon.
Bad-
Attack if they sense the party
has crystals on them, which they want to take by force.
(6)
Mad Dwarf (2HD,
immune to mental magic, becomes enraged if surronded gaining +1 to
hit and damage)
Appearing; 1
If
injured, will limp and try to return to [11],
he carries one random piece of dwarf-corpse equipment. Roll on [11]
table for which.
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