Showing posts with label Constructs. Show all posts
Showing posts with label Constructs. Show all posts

Friday, April 22, 2022

Hand-Face-Hand Guard Generator


Every Hand-Face-Hand starts with;

  • TWO Hands (4 HD)
  • ONE Face (8 HD)
  • AC equal to its material
  • No Morale (Never Routs)
  • Cannot move
  • Each round- ONE Hand can act, and the Face acts. Then the other Hand acts next round. If you need more specific speed values- assume the hands are as slow as a golem.
  • If a Hand is defeated; the Face loses half of its remaining hit points. The other hand still only acts once every other round.
  • If the Face is defeated; both hands become inanimate and are defeated.
  • One Special Hand Attack. Either hand may use it on their move.
  • Alignment of True Neutral

Material Table - Roll 1d6
[1] Flesh (AC 10, +1 Initiative) Stapled or stitched. Or is this massive creature alive?
[2] Skeletal (AC 12, Undead, Can Turn on a hand to stun it or release grip) Bone hands of a giant.
[3] Stone (AC 18, Weak to Cold) Block, inorganic shape- its made of bricks.
[4] Metal (AC 16, Weak to Lightning) Giant animated armor; or a clockwork automaton.
[5] Wood (AC 14, Weak to Fire) Carved wooden pieces; took a shipwright to make this.
[6] Djinn Skin (AC 12, Gains 50% Resistance to one Element, Eye Blasts deal 1d8 damage of this element) Has a color matching its element; Red skin for Fire, White for Ice, Blue for Lightning; etc.

Face Table - Roll 1d6
[1] Darkness (+1 AC) Empty hole- or the eyes and lips float on a black smokey mass.
[2] Serene Mask (+25% Magic Resistance) Placid features while it crushes you in its grip.
[3] Giant Crystal (Casts Spells as though one Caster-Level Higher) Glows with energy.
[4] Animal Head (Hands have +1 to Hit and Damage) Is it an idol to a long lost god?
[5] Big Eyeball (Sees Invisible, Cannot be Surprised, Face takes double damage when hit directly) Looks angry and scary but it's really just a big dumb weakpoint.
[6] Gibbering Mouth (Both hands get different Special Hand Attack- roll once for each hand. If you cannot escape a hand's Grip after one round- will bring you to the mouth and bite in a save vs death) It chews that air and flicks its tongue crazily, but says nothing.

Special Hand Attack Table - Roll 1d8
[1] Morph (Turns Hand into Giant Weapon, deals 1d10 damage) Hand into hammer, axe, or sword.
[2] Got-Your-Nose (Silences one party member- cannot cast spells) Holds their voice for one round.
[3] Rocket Fist (As Punch, but holds until next round. Deals 1d12 damage) Shakes as it charges.
[4] Snap (Random character must save or take 2d6+2 Damage) Something tears within from the echoing snap- immune if you're deaf. Powerful Gestural Magic.
[5] Spider (Hand "runs" around the arena on fingers, knocking people prone and dealing 1d4 damage) Skitters on fingers like a giant spider- this move happens once more when the Hand is defeated.
[6] Power Palm (Save or be pushed back along a straight line) Creates a ghostly hand that pushes you along like a forcewall. Add spikes along the wall or a pit around the edge of arena for more "fun".
[7] Finger Gun (As Magic Missile) Might be a little on the nose for a fantasy setting; if you don't like the idea of "Finger Guns" being taken seriously, just make it a finger of death style point instead.
[8] Rock-Paper-Scissors Duel (Play RoShamBo with the DM. If you lose, hand gets a free hit against you, otherwise you get a free hit against this hand) Playful.

Combat Rules
The Hand-Face-Hand is an immobile guardian meant to protect one room, doorway, or important item. The Face hovers above a platform / or is suspended by a large upper torso and is out of reach of melee weapons except for spears, polearms, whips, etc. Any "Attack" uses an attack roll to hit, otherwise a "Move" just happens.

Hand Actions - Roll 1d6
[1] Slap - Attacks two or three targets in a row. On hit, deals 1d6 damage and knock victims prone.
[2] Punch - Attack. On a hit, deals 1d8 damage and knocks the victim back (and prone).
[3] Special Hand Attack - (See above)
[4] Block - Move. Raises a palm to block incoming ranged attacks and spells for the face. They damage the hand instead, using its AC and damage resistance values.
[5] Grip - Move. Save or be gripped by the hand. If you are grabbed, you are squeezed for 1d10 damage each round until the hand takes at least 10 damage to release you. Supernaturally strong characters (+3 Strength) can roll to break free. Prone characters are immune.
[6] Slam - Move. Hovers a balled fist over someone, then slams down. If you're standing you can just move away, if you're prone you'll need help or have Dex +1 to jump away in time. If you get hit by the slam you just die- or deals 3d10 damage or something.

Face Actions - Roll 1d4
[1 or 2] Eye Blasts - Attack. On a hit, deals 1d6 magic damage. If the "Face" is a giant crystal, this can be a big energy beam instead to make it look cool.
[3] Observe - Leans in to observe the party closer. The Face and Hands gain +1 To Hit each time it does this for the rest of the battle. Also an opportunity for you to attack the face.
[4] Casts a Random Spell. The Face has a total number of spells equal to its HD.

Tuesday, May 11, 2021

Golementals


[1]
Furnace Golem (5 HD, +7 AC, +4 to hit, 1d6+1 fist, 2d8 Flame Breath OR 1d4 Eye Beam, Inner Fire, Construct)
Morale: N/A
Number: One or Two

The Furnace Golem looks like an ancient bearded dwarf. It is made of metal and is both a furnace and a creature. Within the furnace golem is a fire which is its power source as well as its primary weapon- the furnace must be occasionally be fed anything that can be consumed by flames to continue to power this golem. If it's flame is every put out, it will cease to be animated, and can only be lit again by a special, magical flame. As a golem, it has no conscious mind and no will of its own; it will fight to the death every time, and is immune to any spells that target living things or mind-controlling spells.

The Furnace Golem may strike with a steel fist dealing 1d6+1 damage, or may use weapons and will deal the damage of the weapons at +1. Its arms are very inflexible and it cannot use two handed weapons, and prefer just to smash people with its fists anyway unless ordered otherwise. 

Every round it may also release a gout of deadly flaming breath released from its riveted mouth- this deals 2d8 damage to anyone in about a spear's range of its mouth in a cone. However, each time it uses this ability, it loses 1d6 hit points from the loss of its inner flame. In order to preserve its flame, as well as to provide a ranged weapon, the golem may also fire a beam of focused heat and light from its eyes; channeled from its inner fire. This deals 1d4 damage and can travel as far as an arrow from a shortbow- any longer distance and the light fades and its becomes ineffective.

 

[2] Fulgrite Golem (3 HD, +5 AC, +6 to hit, 1d10 electrical cleave, 1d6 retaliation shock, lightning call, construct)
Morale: N/A
Number: One indoors, 1d8 along a beach

Fulgrite Golems appear as long, twisting roughly humanoid figures made from fulgrite. Can only be created with several powerful bolts of lightning trapped away or called by the artificer. They are still charged with this electrical energy after being made. More fragile then the other types of Golementals, the Fulgrite golems move with much greater speed if needed, but pause in place between frantic bursts of speed. It's body is very brittle, and as such it doesn't twist to move but instead prefers to rotate its body fully or hop in unusual motions that make it difficult to predict.

The Fulgrite Golems attack by moving past people; their bodies shedding a skin of electrified sand, magnetic waves, and bits of glass fired in all directions. Because of this nature of attack, they cleave through groups of people who approach them, dealing damage to all with each attack. The electrical energy of the fulgrite golem deals 1d6 damage against anyone who strikes them with a melee weapon made of anything conductive- but the Fulgrite golem takes identical damage as you use up its charge.

Finally; these golems can call lightning. By standing still, they can move the local weather one stage. This ability obviously only works outdoors. Clear skies go to cloudy, cloudy goes to dark, dark goes to stormy. The lightning from this storm won't hit the fulgrite golems (as it hit them already) but will hit anyone who raises up a metal weapon or might strike a tree; once every other round.

 

[3] Riptide Golem (6 HD, +4 AC, +4 AC, swimming, three 1d6 ripcord attacks per round, can grapple at +2, construct)
Morale: N/A
Number: 1d4 laying in wait in a stream

The riptide golems have a central "body" that looks like a sunken barrel or hollow log. When it is activate, its true form is revealed. The golem "walks" and attacks with long loops of cord tied around smooth river stones. The ropes are carefully enchanted so they don't slip off. The golems are known for the distinct sound they make as the river stones are pulled into its central body, made wet with water, and rub against it on the way out, creating a clacking noise. These cords and stones must remain wet; its central body can store a small amount of water for a few minutes outside of a stream or pool, but it must return soon or else it will deactivate.

Every round, it can whip out its loops to strike enemies with the barrage of stones. It can also wrap these cords around people to try and drag them under the water to drown them, but doing so gives up one of its "loop" attacks. Piercing damage done to its main body will cause its water to leak out faster- it can only be out of water for a maximum number of rounds equal to its current HP divided by 6, dropping the remainder. Or in other words, the minimum number of dice its current HP worth of hit points could be rolled with d6s.


[4] Stone Golem (8 HD, +6 AC, +6 AC, slow, crush at 2d10+2, made of stone, construct)
Morale: N/A
Number: Hopefully just one

The stone golem is carved from a block of pure stone, and engraved with magical words that cause it to become alive. It is the slowest of all types of Golementals and can only act once every other turn. It can only move about as fast as a man can walk, but never tires, does not bleed, and will never stop perusing its target once it has been told to. The golem is slow and stupid, cannot jump or fly, and as such could be trapped in a room or a pit with no method of escape.

Since the stone golem is made of stone; it cannot be damaged by bladed weapons unless they are significantly magical; +2 or better for swords or arrows to harm it. Normal blunt weapons will take damage as though you were attacking a block of stone, because that's exactly what you are doing.

Monday, February 22, 2021

Gargriffs + Gargriff Masks

Gargriff (5 HD, +7 AC, two stone talon attacks at 1d8+1, water spout attack at 1d2 knock back on hit, swimming, protection of water lichen, fountainborn and surprises on 4 in 6)
Morale- 12 in fountain, 7 everywhere else
Numbers- 1 or 1d6

The Gargriff is a powerful monster that resides inside of ancient fountains, city plazas, old palace gardens and abandoned aqueducts. They tend to have the bodies of demons, dragons, leviathans, fish-men, crocodiles or gryphons but they always have the faces of lions and wings. They cannot fly, but can 'glide' through water faster then a fish can swim, making them incredibly dangerous in larger arenas. In small fountains, the Gargriff can only make minor use of this ability. If they have access to open water, consider them able to retreat or engage instantly- they dive under the water after each attack and can only be hit with a natural attack roll of 20 (before modifiers) unless you have a method of isolating them. They are not especially intelligent but know how to grab and drown tough targets. The Gargriffs are also made of stone, and are as such incredibly tough and dangerous.

When the Gargriff leaves water, its mouth spurts water in a constant, slow and steady stream. This water is coming from a reserve inside of its body, but it can suck up water through any part of it, which is filtered through the stone and spit back out. For this reason, Gargriff water is known to be especially pure and makes the perfect supply of fresh water in a dry dead city. This spurt can also be turned into an attack; any round the Gargriff may fire its water spurt with incredible intensity which deals 1d2 damage on knocks the foe back on a hit. Usually, they'll use this to splash people into water or off high ledges to maximize effectiveness. Each Gargriff can only use this ability twice until needing to rest with at least some of its body in a pool of water, preferably a fountain.

Gargriffs organize themselves by age. The older Gargriffs are the ones with the most limescale and lichen growing on their bodies; these Gargriffs are considered in charge and get the more 'comfortable' places on the fountain- usually the most damp place to acquire yet more water damage and staining. Additionally, this water lichen acts as a barrier which protects the Gargriff against one ice or fire spell, after which the lichen will be destroyed and protection nullified. There is a 1 in 6 chance for any Gargriff to be an “elder” with this level of buildup.

Finally, the Gargriffs are born of fountains and constructed pools, and that is where they are drawn. Even though they would be more effective in larger lakes or even the ocean, the Gargriffs can't stop themselves from roosting at old crumbling fountains. Because of how well they blend in, sitting in the centers of these fountains and spitting water all around them- they have a 4 in 6 chance to surprise a party who approaches to investigate or to take a rest.

Gargriff Masks
When a Gargriff dies, the face it was making upon its death is frozen onto its face (usually a snarl or a pathetic pained groan). The creature is made of stone, but somehow “solidifies” from animated stone after it is dead- meaning that its body becomes much more brittle and even harder to work with. For this reason, Gargriff Masks can only be made in special situations; usually when a Gargriff is beheaded with a +3 magic sword or its entire body except its head is shattered somehow. It may also be possible to use iron stakes, hammers, and chisels to slowly free the head from the carcass of a dead Gargriff but this will take a full 6 hours of labor to accomplish for a group of average humans.

The Gargriff Mask is a magic item. It is as heavy as it looks and is nearly impossible except very large and strong beings (ogres or humans with +3 Strength modifier or better) to be able to wear in any comfort. The masks cover the entire face and as such you can't wear a helmet while using it, unless one is specially constructed around the Mask. They are a highly prized magic item and even the most careful of adventurers may be tempted to fight a pack of these fearsome monsters just for the chance to get a hold of one of these.

Gargriff Mask - +1 Magic Mask
Stats- Provides +4 AC, Water Breathing, Sink in Water

The Gargriff Mask is incredibly heavy and strong. It counts as an encumbering item, as such wearing this mask counts as though you are wearing the heaviest plate armor or are overburdened with load simply due to its size and weight. The mask is also made of stone; as such it grants +4 AC, but for the purposes of magic item destructive spells or abilities only consider it a +1 magic item, as its magical power is only inherited from the creature postmortem.

Despite the Gargriff' Mask being made of solid stone with no holes, putting this on your head as a mask magically makes you able to see from its eyes, speak through its mouth, and breathe through the stone mask itself. The Gargriff mask never moves or changes expression, but your voice can be clearly heard through the rumbling mouth. It is possible to breathe through the Gargriff mask, but it can be straining since you are breathing air through its porous surface- treat your Constitution modifier as -1 for things like cross country running, sprinting in a chase, or fighting in prolonged battles as long as you have the mask on. You can recover your breath by stopping and lifting the mask one combat round, but doing so will leave you vulnerable for attack.

Due to its materials, anyone wearing this mask will sink in water. This effect is incredibly frightening the first time it happens, but this is where the true power of the mask kicks in. The hard to breath material stone can filter not just air, but also water. As you breathe in underwater, your lungs will be filled with air. This mask allows you to breathe underwater, but you are still subject to the Constitution penalty for strenuous activity. Essentially- you can breathe underwater but its similar to having asthma or a low constitution.

Groups of Gargriff Mask wearers have been known to invade underwater fortresses without warning, or act as scouts and trackers for pirate hunters- scaling the ocean floor or the lake bottom for treasures or enemies to fight beneath the murky waters no Gargriff would ever dare swim.

Sunday, March 18, 2018

Dead Underground City Encounters

Anemic on some stairs. (1)
[1] Room with a cold spot. Players who tap the ceiling or stay in here long enough will notice a few tiny snowflakes falling from a crack in the ceiling. This room is miles beneath the Earth, like the rest of the city, so there is no way this is normal snow.

Breaking open the ceiling reveals a hidden niche where a tiny lost cloud has been trapped away. Anyone who can call upon the spirits of nature or speak to the cloud in some way can promise it freedom and in return it will grant whoever releases it back into the sky with +1 to cold resistance permanently.

[2] Bracelet of black polished stone, stuffed under a pile of clothing in the corner of a room. The bracelet grants Magic Users of Chaotic alignment +1 to caster level for as long as they hold it, but nearby Cleric spells heal for half. Lawful characters feel very nervous around it.

After holding on to the amulet for 1d12 days dark shadows will start to hunt the caster, if he doesn't get rid of it or destroy it the amulet will consume 1d4 of his Wisdom each day.

[3] Small wandering group of tengu, their wings removed, useless in the enclosed spaces of this place. They will appear pathetic, even as beggars, asking the party to part with healing potions, rations, equipment, etc. If the party is generous they will let them leave, if the party is not they'll at first threaten after surrounding them from all sides, and if refused further they will attack with poison needles and metal beak-guards. Roll a reaction check to see how much they ask for.

Sunken Tengu (1HD, +1 AC and to hit, poison knife deals 1d4 and 1d4 bonus damage the round after being hit. Can throw poison needles that deal 1d4 damage the round after being hit.)
Number Appearing- 2d8
Discipline- 9

[4] Living darkness. In this forgotten place, it has learned how to hunt and no longer fears the sun. The darkness in this area creeps at the edge of your torch light and helps to conceal monsters, since if monsters kill you it can then feed on your corpse. The darkness also attacks dealing 1d4 damage per exploration turn walking in it without adequate lighting.

This darkness is localized, not all the darkness in the silent city is like this. However once you find it, it will follow you around. The only way to defeat it is to either return to the surface where it will lose interest in you or to totally illuminate a room you have trapped it in, in which case it will scream and sizzle and die.

[5] Gigantic black ferret lays still on a side corridor. The legs of its master, seemingly eaten by the stonework, are sticking out of the ceiling. The ferret is obviously very dehydrated and hungry, but alive and still has a saddle.

If the lowest reaction check is rolled or the party is majority comprised of halflings, the ferret will go berserk anyway and defend the body of its master.

Giant Black Ferret (4HD, +2 to hit in enclosed spaces, 1d6 biting damage. Deals 1d8 damage if target is pinned under its snake-like body.)

The ferret can be ridden by any normal human sized character but growls at halflings. In order to be tamed it must be fed a steady diet of halfling meat, of which its master's bag contains 1d8 more rations of. If not fed the ferret will go feral and attack any halfling it sees, returning to the underground city if left alone for a few days.

[6] Society of naked mole rats, almost all of whom are dressed in ancient rags belonging to some rich, long dead family of the city. The noble mole rats wear the best old, moth-bitten, oversized rags.

If asked, the mole rats will claim to be transformed remnants of the ancient city. They are horrible liars and any questions (what happened to the city?) and they will just admit they have no idea about what happened to the city.

[7] Shed snake-skins on the walls and ceiling of this hallway. From now on party only has a 1 in 6 chance of being surprised by (2)

[8] Bright green goop in small holes and cracks of this room. It's actually polish for armor and weapons, which makes the equipment act as +1 and lightly glow in the dark. The effects last for 1d6 turns. There's enough polish here to store a few jars for later.

[9] Golem “prison”. Spots in the walls clearly bricked in after original construction; since Golems don't need to eat or breathe. Different colors of paint indicate times of 'release', but there is not any sign of the original language of anyone who lived in this city. (or any of the original inhabitants, for that matter.)

Each time you break down a wall roll for a wandering monster from the noise, and then roll a d4 for the cell.
  1. Empty room. Suspicious pile of sand against the walls; golem must have ground itself to dust to try and get out.
  2. Patient Golem. It sits or lays on the floor, does not move or react. Serving out its sentence, waiting for a pardon that will never come.
  3. Feral Golem. Attacks the first party member to enter its cell.
  4. Friendly Golem. It will leave the cell but not attack party members. Cannot speak, but following it will lead to [10]

Feral Golem (2 HD, +4 AC, -2 to hit, has 1d8 slamming fist, cannot be stunned)
Discipline: N/A

The Feral Golem has carved the snarling face of an animal or demon onto it, or has prison “tattoos” all up and down its sides.

[10] Central Staircase. It once lead all the way up to the surface, but after millennia the way out has been blocked off. The rest of the staircase remains intact, and nothing from the dungeon wanders here. It's a safe resting spot that also leads to every floor in this dead dungeon.

[11] Extremely complex pulley and scale system spans across a large vertical surface climbing up to new rooms and areas of the city. Stone 'bowls' connected with ancient, thick iron chains. Levers and switches nearby control the hidden mechanisms; a single feather can lift an entire group of armed men if set the right way.

1 in 6 chance that the lever comes loose and slams a platform down, jarring all riding it and crushing and killing all underneath. 1 in 6 chance that the weight is calculated wrong and the moment something steps on a scale the other scale goes flying into the air; sending whoever or whatever on it to take falling damage and fall far away.

[12] Small carved complex that seems to be a familial dwelling. Large central room contains a small shrine to a many armed being with its head removed, making you unable to tell what race this God belongs to.

The weapons along the wall are in good condition and can be used. There are 1d6 swords, 1d4 daggers, 1d6 spears, and 1d4 hammers. One of the spears has a central location and has a crystal for its head. If touched, all the weapons will animate and will attack until that spear is broken.

Enchanted Weapons (1 HD each, +2 to hit, +2 AC from parrying and flight. Deals damage equal to the number of weapons of its type.)

[13] You encounter a wall of impenetrable blackness. It's actually a giant black creature that grows itself into huge square proportions to block dead ends like this. It has two very tiny eyes, widely spread, and extremely long thin lips across the corridor.

If attacked or awoken from a loud noise, it will lurch forward as fast as a man can run to devour you. Cannot ever leave its hallway or make turns, has to slowly back up to 'reset' itself and sleep.

Blackwall (4 HD, slow to wake, 1d8 mouth, save or be crushed under it if you fall)
Discipline: 12

[14] On a ruined ancient “street” in the underground city, a huge crag was broken and up from it crawls the Anemics. Stats as (1). If you spend a turn here or make too much noise, 1d6 crawl upwards to attack. If you spend yet another turn or kill them all, now 2d6 appear, then 3d6 and so on.

If you manage to fight off 8 waves, or 8d6 for the final wave, the Anemics cease to pull themselves up from the black earth. Treat random encounter (1) as a safe result.

[15] As you walk down suspicious corridor, a random orange bolt of lightning erupts down the center. First person in front position of party makes a save, if success moves to person behind them, and behind them, etc. The first person to fail gets hit in the eyes by the lightning bolt and takes 1d6 lightning damage. They are also rendered blind for the same number of turns, but during this time they can see invisible units. 50% chance the next encounter rolled is [16].

[16] The party finds themselves assaulted by fists, kicks, bites, and their weapons are pulled out of their scabbards to try and stab them with it. They are being assaulted not by enchanted weapons, but by Invisible Servitors. They attack from each direction, long since mad since their masters' demise. There are 1d8 of them.

If you have one who can see the invisible, the servitors will appear to them as white outlines with almost no detail. Humanoid in body shape but with no other notable features.

Invisible Servitors (1 HD, permanent invisibility, deals 1d4 unarmed damage or steals weapons)
Discipline: 14

[17] Shards of bright metal litter this stairwell. The shards contain ancient magic text. Decoding this text reveals nothing of the city's inhabitants, but it does contain the formula to the Silver Seeker spell. This spell is cast on a special silver piece of metal shaped like a horseshoe, and a body part must be stated. The seeker flies to an enemy with that body part and attempts to pin it to the wall, save resists.

[18] Underground laboratory which has 4 black dates hanging from the wall. Anyone who eats a date gains one full hour of night vision, and takes 1d6+1 poison damage. By using alchemy, you can mix an antidote with a date so it only deals 1 poison damage upon being drunk.

[19] Clay spider construct walks along the walls, touching each party member with a long red metal probe. Doesn't deal any damage, but 1 in 6 chance that a party member it touches will get sprayed right after with a toxic silver solution, dealing 1d4 damage to both Strength and Constitution. The construct does not fight back. The silver alchemical solution inside its body is stored in a small urn and could be sold for 3d6x10 gold.

[20] You find a gray stone wagon broken on grooved tracts. Within is tatters of a robe, some dust, and a golden staff. The staff is the Staff of the Dead Magistrate and grants +1 to reaction checks as long as you are underground.

Wandering Monsters
Roll 1d6
(1) Anemics (1 HD, +1 AC, 1d4 claws)
Morale: 9
Appearing: 2d6

These creatures appear as black skinned, featureless humanoids that crawl up from the deepest caverns. They are so thin as to be basically skeletal. They can see in the dark despite having no eyes and are always hungry.

(2) Brickwork Snake (1 HD, +2 to hit, 1d6 bite that deals 1d6 poison damage per round)
Morale: 10
Appearing: 1d6

Snakes that crawl between the bricks on the walls and ceilings; have a 5 in 6 chance to drop down and surprise the party unless encountered [2]

(3) Murdercats (1 HD, 1d4 claws or 1d12 throat slashes, stealthy)
Morale: 9
Appearing: 1d4
These elongated, twisted black cats have a clump of extra whiskers where their eyes should be. Not very dangerous, but they use their long legs to jump for the throat. If you aren't wearing a gorget they deal 1d12 damage instead.

(4) Urn Runners (2 HD, random contents)
Appearing: 1d4

These look like urns with legs made of stone, simple constructs that want to dump their contents on the party. Each urn has random contents, which only drops on you if it manages to make a hit vs character's AC. Roll 1d4 for contents
1- Endlessly rotting food with maggots. Smell increases chance of wandering monsters +1 until washed off or remove the dirty clothes.
2- Acidic. Deals 1d6 acid damage.
3- Rustwater. Harmless but damages metal equipment by -1 for damage or AC bonus.
4- Grave Dust. Lose -2 AC and stealth against undead. Cannot turn undead.

(5) Burden Beast (4 HD, 1d6 stomps)
Morale: Panicked 14
Appearing: 1 or 2

What was once a wild beast from the surface world used as a beast of burden in the underground city. Barely fits through the passages, many generations lost here. Only panics on failed reaction check, otherwise just runs other way.

(6) Tattooed Delvers (2 HD, +2 AC, 1d6+1 black weapons, 1d4 grappling hooks)
Morale: 12
Appearing: 1d8+2

Explorers with marks on their faces that match symbols on pillars and bricks. In a fight they like to drag ranged combatants and mages forward with spiked grappling hooks.
Roll reactions.
Good- Offer to give you food in exchange for your maps and treasures.
Neutral- Wants food in exchange for maps and treasures. Demanding.
Bad- Tells you to submit to getting matching tattoos and join them, or die.