Showing posts with label goblins. Show all posts
Showing posts with label goblins. Show all posts

Saturday, June 12, 2021

50 Goblin Attacks


[1]
The goblins have smeared some foul-smelling oil on their heads. They lit it before going into battle; perform flaming headbutts. Take 1 damage a round but +1 damage when they hit.

[2] They're riding a "powerful" war beast. Roll 1d6

  1. Goat. 1d2 headbutt.
  2. Pig with armor; rider has +2 AC
  3. Wolf, stats as wolf. Will focus all its energy on killing its rider if they're knocked off.
  4. Big worm. Slow. Will be the last to fight party. Doesn't really do anything.
  5. Slime. 1 in 6 chance goblin gets absorbed and fucking dies each round.
  6. Man. Two rounds to help him out of bondage gear : new grateful level 0 hireling.

[3] Swing pendulum traps at you. They laugh and don't notice them swinging back to hit them.

[4] Poop throwers. Pretty gross, but they'll realize they forgot to carry actual weapons after three rounds of pelting you.

[5] They make a very obvious disguise of three goblins in a trenchcoat, try to learn "fellow human secrets from fellow humans like me because I am a human. Let us go to sleep now, my human friends."

[6] Long wooden spears. They have four goblins on each, run at full speed and try to ram you. Might actually do 1d8 or so damage. On a miss they ram into a wall and all fall down like morons.

[7] Give you a young, cute goblin girl to be your slave wife, demand massive bride-price you can't pay. If you actually pay it, they'll just kind of leave you with her while being confused. She'll be pretty confused too, because she forgot to stab you in the back while you were arguing.

[8] Goblins load up into a barrel and shove themselves down a slope at you. Didn't account for dizziness.

[9] The goblin shaman leaves behind a cursed item on the ground, very obviously made by goblins. They can't stop whispering and giggling around the nearest corner.

[10] Leave behind a few dead adventurer/goblin bodies on the ground. The goblins have put carnivorous larva inside the bodies which will pop out and attack if you loot them. Actually a pretty good trap.

[11] Burning book. Tries to 'close' it on your hand or face, thinking its going to do significantly more damage then just hitting you with the book, or throwing it.

[12] Severed, clawed hand of another monster or undead creature tied to the goblin's wrist. Tries to punch you with them. 1 in 8 chance it's a ghoul claw and still carries paralysis.

[13] They sling little clay balls with mild acid at the core. Will weaken your armor by -1 AC if not washed off after battle.

[14] Goblins shoot themselves out of a catapult made of big monster bones and stuff. 1 and 3 chance to make it over the wall or pit.

[15] Goblin "martial artist" wants to show off his new secret move. It's just a dick punch.

[16] Goblin has stolen a cool orc prosthetic, and chopped off the appropriate body parts for it. It's hilariously oversized on him.

[17] Goblin has produced a giant spiked dice, used in "death gambling". It's not a very good weapon, but if you ask him about death gambling he'll stop attacking you to talk about it; and it's really cool. Basically you jump down in a pit while goblins throw giant iron dice at you and you try not to get crushed. If you're a human it's really easy (because the dice are meant to crush goblins and not people), they'll catch on to this after you win a few thousand coins.

[18] Fat goblin. Jumps on people from above.

[19] Fat goblin. Heavily armored, has a large piece of scrap metal as a sword. He's the goblin's elite unit. Stats as bandit.

[20] Goblin's hidden in a great pot of stew, breathing through reeds. The stew was cold when they got in. If you take more then a turn to check it out, they'll boil alive and die.

[21] These goblins made wings out of random junk and giant-insect body parts. Actually kind of ok at gliding or negating fall damage, surprisingly enough. They want to drop down from above you, holding daggers in their mouths for when they land, not realizing you can just hold your spear upwards.

[22] Goblins on a horse! Seven goblin "knights" all riding one horse. The horse is terrified of them. Every time it rears up 1d4 goblins get knocked off.

[23] Two goblins swinging around a dead man's poleaxe.

[24] Goblins fire gremlin/runtish goblin out of a crossbow. Launched directly at your face. Takes a round to pull the little fucker off.

[25] Goblin has a loud maraca filled with beads and bone-bits. Since it scares other goblins, assumes it will scare you as well.

[26] Goblins wait until you're asleep. Then walk into your camp, wake you up, and inform you that "we're not actually here you are DREAMING this right now!"

[27] Goblin pastry chef attacks you with tears in his eyes. He's lost his goblin-hood according to other goblins, constantly belittled for making nice things. They forced him into this.

[28] Goblin attacks you with a dead fish. Tongue-consuming bug parasites come out and try to crawl in your mouth. Stats as 1 hit-point creatures. If they reach your mouth, save or have them bite off your tongue and replace it in function. You can still talk and cast spells and eat and stuff, you just sound weird. Also very gross.

[29] Goblins are wearing lizard skin armor. They get +1 AC. They know the lizard skin is magic and can regenerate after being cut. Didn't think how they were going to get out of the suits once they put them on, since if they try to cut themselves out it will just grow back.

[30] These ones are carrying "booger bombs"- severed heads of sick goblins who had their noses stuffed up and then were decapitated once the pressure started to make their skull muffin out. If thrown and hits something hard the "head" will explode dealing 1d2 damage and coating everything nearby in sticky boogers until cleaned off.

[31] Buried themselves in the sand to pop out and attack. They forgot to cover up their ears, which have turned a dark emerald after being badly sunburnt.

[32] Carrying a pot of boiling stew on its back. Will spin around to try and fling it on you; if you hit him he falls down and it pours out all over his head.

[33] Goblins armed with metal pipes- bang against rocks to make lots of noise in an attempt to scare you off. If you wait a few rounds their pipes will be bent and useless.

[34] Goblins have forced a hedgehog to swallow a bit of line and a fish hook. Hold onto the line and spin it around as a flail.

[35] Goblins are posed as tax collectors. They come to you demanding your gold. They throw around words like interest, duty, principle, deductions, rate, and tariff basically interchangeably.

[36] Goblins on stilts. Bladed condoms.

[37] Goblin has found a magic hammer. Holds it by the wrong end; still releases a chain lightning bolt on hit- will hit the goblin first, then bounce to you.

[38] Goblin suicide bomber.

[39] Goblin magician has bargained with dark entities for power. Has 1 HP, crippled, carried in a wooden cart by other goblins, knows a 1st or 2nd level spell.

[40] Absolute psychopath of a goblin had his arms and legs removed and replaced with blades. Can spider crawl on the ceilings, do breakdance cutting moves. Terrifying.

[41] Goblins have taken homemade "goblin grease" and smeared it across a smooth stone floor in this part of the dungeon, while lobbing spears and rocks. Try to goad you into running at them.

[42] Several cages containing "trained" giant rats are released towards your party. They are "trained" in the sense that the goblins point them at you first, but they will attack anything.

[43] Goblins have several long poles. They don't try to hit you, moreso just push you onto the spike and pit traps they know are nearby.

[44] Curse-Hoarder goblin. Group of goblins have one dedicated to getting cursed by everything- he's so badly cursed its basically contagious. Deals no damage on a hit, but the next time you roll a saving throw it's an auto-fail from his bad luck.

[45] The goblins have woven a net from bat hair and cave vines. Big enough for a goblin, not for a human. After they throw it on you- they are confused for one round.

[46] Goblins have flaming/explosive oil. Couldn't make something watertight, so they just carry it in their mouths instead. Try to spit on your torch; they cough and sputter for 1d3 rounds afterwards.

[47] Five to ten goblins with slings, lined up in a row, firing volleys of sling bullets. If you squeeze them into a tight space by getting them to chase you; they'll accidentally knock each other out by swinging the bits of cloth they're using too hard and hit each other in the head.

[48] Goblin mime. Done up in white and black paint on their body, does weird hand gestures as goblin's sneaking around drop props or flip switches to make the mime's motions reality. The mime is so into the role that he'll respond appropriately to your own hand gestures too.

[49] Mad scientist goblin has figured out how to make a chainsaw, basically. Four goblins are spinning wheels behind him on a box with a cable that connects to the chainsaw device to power it. If you just slash the cable it stops it, easy.

[50] Goblin fungus-shaman yells at you- saying you're all about to die. Feeds glowing red mushrooms to his subordinates. Nothing seems to happen and the goblins despair. If any are alive 3 rounds later they mutate, gain +2 HD, turn red, and become as big as orcs.

Wednesday, November 11, 2020

8 Goblin Shaman Spells

What's the first Magic-User your PCs will fight? Probably a goblin shaman, right? Maybe a bandit spellcaster I guess, but something like an orc or ghost or elf is a bit too powerful and high fantasy for the level they're at, wouldn't you agree?

Well I don't think that goblins should cast the same spell as people should. That's dumb. What kind of goblin knows
Sleep or Magic Missile? They don't. They're fucking goblins. If your PCs run into a shitty low level goblin spellcaster; roll 1d8 on this table to determine their spell.


8 Goblin Shaman Spells

[1] Repulse - 1st level
This spell is the opposite of Charm. It works much the same way though. The shaman casts this spell on themselves and become instantly offensive to the eyes, ears, and noses of everyone around. Their voice seems shrill and annoying, their face becomes ugly and warts highlighted, and their smell is amplified to noxious levels. Goblin shamans often wear masks or hoods to hide their face before they cast their spell, revealing its effects with a dramatic flair.

Essentially, this spell works like Charm in the sense that nobody wants to mug you afterwards, but it's not because they think they're your friend but instead because nobody wants to get near you. Hirelings must make a morale check to attack (with melee) or loot the shaman.

[2] Enflamed Mucus - 1st level

Goblin version of a weak offensive spell. Uniquely, it can be used in a grapple. There's no incantation or somatic components- you just sneeze. Your snot comes out in a larger then normal mass with an incredible heat, like burning oil. It can light flammable things on fire, usually the ends of torches or wads of cloth goblins may use as projectiles on occasion. Also, goblin fire arrows.

If you're grappling a shaman and they cast this; you must save or drop them from the surprise of getting snotted on with fire. Deals 1d2 damage, or however much the burning object would do.

[3] Flying Shadow - 1st level

This is a weak curse cast by goblins, and one of the only reasons they are feared. When cast, this spell creates a flying shadow that flies towards the target's face. If the target succeeds a save, their vision is darkened as though everything around them is dark and shadowy, but they can still dimly see. They get -2 to hit with melee attacks and -4 to hit with ranged. If the target fails the their save, they are blinded for 1d2 exploration turns until their vision returns.

[4] Maggotmail - 1st level

This is a defensive spell shamans can cast on themselves or on their warriors. It has a range of about a stones throw. When cast, a swarm of maggots will appear either out of a nearby pile of trash or underneath the target's clothing and bite each other- they hang on to the target and form a suit of armor made of their squishy bodies.

The target of this spell gains +4 AC until they are hit three times (maggots are all squished) or they are hit with a torch or other source of fire damage (the fire scares away the maggots). It takes one round for the armor to form when this spell is cast, so it may be possible to kill the target of the spell before the maggots create their barrier. In which case, the maggots just start eating the corpse instead.

[5] Ice Touch - 1st level

The most powerful offensive spell known to the average shaman. This spell requires a melee attack. The goblin touches you with a hand as cold as ice. The victim takes 1d6+1 damage as the cold rushes through their body. If you are killed by this spell your corpse falls to the ground very cold and still- this spell actually creates corpses very suitable for raising the undead and was probably stolen from necromancers by the goblins.

[6] Acid Piss - 1st level

This spell grants the shaman a full bladder of pissy acid to pee out. Unlike the name, the “acid” isn't really very dangerous to living things and can't be used as an attack, it's a slow acting thing more effective against the inanimate. The goblin can use this spell akin to a Wizard's mark, but instead, they pee a frowny face on the dungeon's bricks somewhere and it gets burned on. Can also be used to escape from ropes or cages- they just pee on the lock. Obviously, this spell is a little more useful for boy goblins then girl goblins.

[7] Count - 1st level

Goblins aren't good with math. This spell helps with that. Instantly counts a large number of similarly sized objects that the goblin can see, or does basic math on something you can see or sense. The spell's result is returned inside the goblin's mind- meaning it can be cast in stealth. For example, a goblin shaman could cast this on a camp of sleeping adventurers to see how many there are, since he's not smart enough to count the boots and divide by two (but it still won't count the Rogue that snuck up behind him on his watch). Also commonly used by goblins to see how much treasure is going to be stolen from them by bigger, meaner monsters.

[8] Bravado - 1st level

Goblins are cowardly creatures. This spell helps with that, and is a staple in any large scale goblin attack. The shaman must use a drum to cast this spell, which works best if made of human skin. The drum is banged as a goblin howl is echoed- the goblins are inspired to fight and put aside their cowardice for but a moment. All goblins who can hear the song gain +1 morale.

Wednesday, October 16, 2019

Monster Family- Goblins & Trolls

From left to right- Human for scale, Goblin, Hobgoblin, Troll, Hobtroll
Behind- Gobloaf

Goblin (1 -1 HD, 1d4-1 improvised weapons)
Morale- 6
Numbers- 1d8+1 Scouts & Sentries, 2d20 in a Camp, 2d100 in a Gobtown

Goblins. Short and stunted creatures with a robust gut ecology and little else. Most are green, but different variations exist among separate social groups of goblinkind. Goblins are incredibly stupid, violent, and short sighted beings that are only threatening to adults in groups. Goblins generate their hit points as 1 HD minus 1 hit point, and as such it is perfectly reasonable to find 0 HP goblins. These goblins are the especially weak and sickly ones, and will instantly die when hit with an attack. They are so weak that even attacks that normally cannot kill instead kill them; a satchel hitting their head with enough force can pop it open like a spoiled fruit. You can also kill 0 Hit Point goblins through things like pointing an expanded wand at them, which can emit enough tiny ambient magic to be lethal to such pathetic creatures. Goblins almost always use shitty, second hand improvised weapons. Due to both how bad these weapons are and the lack of physical strength goblins have, they only deal 1d4-1 damage, and thus deal no damage on a hit when they roll a 1.

Out of all the types of “people” in a fantasy world, most will agree they are the least “people” out of all of them. They breed like rats and fill up their environment to carrying capacity in a handful of generations, seeking to consume or be consumed by anything they find. Oddly, Goblins can seemingly eat anything from filth to flesh to plant matter, and yet their small tribes and groups can easily become obsessed with a single source of food to the point of starvation- a patch of lichen on a cavern wall, or the droppings of a specific beast they follow. Goblins also fear the sun and take shelter in caves and underground places despite it causing them no harm- in many ways, it seems Goblins are a cursed parody of ultra-specific cave dwelling creatures.

Beyond living in small tribes, following and worshipping anything more powerful then them, goblins are known for being one of the most commonly 'domesticated' types of monsters. Many cities contain goblin ghettos and warrens, where they work the least popular jobs, or goblins are commonly sold into slavery. Do to fantasy morality not necessarily being equivalent to real world morality; it may also be both righteous and better for everyone to keep goblins on a short leash. Unable to harm themselves or anyone else, their energy is put to good use in service.

Hobgoblin (2 -1 HD, +2 AC from Armor, 1d6 Weapons)
Morale- 8 to 10
Numbers- 1d6 Gang, 2d6 Raiding Party, 1d10+2 in Camp, 1d50 in Gobtown

These creatures are nearly human sized in height, though tend to be thin and wiry. They have dark green skin, long noses, and are less mentally retarded then goblins by a wide margin. Almost everywhere they exist, Hobgoblins bully and lead the small tribes and bands of lesser goblins into larger groups, with the Hobs as the obvious upper class. While still violent and very hardy, they prefer actual food to filth and will force lesser goblins under their command to eat scum while they eat the table scraps. The picture of goblin nobility. In gobtowns; the massive urban centers where goblinoids live together, Hobgoblins make a significant portion of the “upper class”.

Hobgoblins show their trollish ancestry much more then their little brothers, the standard goblin. Hobgoblins are known to regrow eyes and severed limbs after several years, though these always grow back a bit stunted and weaker then what they were born with. Hobgoblins are also a bit less communal then regular goblins, scheming against each other and backstabbing each other with impunity. It should be noted that regular goblins are too stupid to coordinate massive coups; it's usually the Hobgoblins coordinating the effort and pitting the lesser goblins against each other.

When it comes to inhabited dungeons and adventurers, Hobgoblins are better off in a fight then goblins, but still somewhat cowardly. They are not as strong as the average human soldier, but are much stronger then a standard goblin. They are usually found with primitive or scavenged weapons and wearing leather or cloth armor.

Troll (4-8 HD, +4 AC, +4 to hit, two attacks at 1d6+1 claws, regeneration, weakness to fire and acid)
Morale- 12 to 14
Numbers- 1d4 Gang, 1d8+1 Family, 1d6 in Gobtown

Trolls. The classic threat when wandering the world- they seem to thrive everywhere and can eat basically anything, though they prefer to eat anyone instead. Trolls are large humanoids with bright green skin, long gangly limbs, and sunken eyes that see in darkness. They attack with both arms; their claws and murderous strength lets them deal 1d6+1 damage from their attacks.

Their most infamous ability is to regenerate. After taking damage; they heal 1d4 hit points per round. Their severed limbs can be pressed back onto the stumps and after a round will be reattached, though this won't necessarily restore all of the lost hit points from the attack. Stumps cauterized with fire or acid cannot be regenerated. Clever trolls will bite or saw off their own limbs when they are alone that have been damaged by fire or corrosion as to fully heal themselves, or have to rely on the more slow and mundane natural healing that allows normal creatures to heal injuries like burns and scorching. Trolls will regenerate from anything, even from being diced up or beheaded, from the largest piece. These monsters are famous for both how dangerous they are, but also for their weakness. It is commonly known that trolls are weak to fire and acid, which stunts their regeneration abilities for that many points of damage.

Trolls, Hobgoblins, and regular Goblins are all the same species of creature. The difference between them is the amount of time they live, the amount of food they have access too, how much magic or power they gain in their life, and the will of the dark gods they worship. Some trolls remember being goblins, some goblins were once trolls, and hobgoblins are the awkward teenage phase between both. It should also be noted that greenskin, monsterous trolls have nothing to do with Old Trolls, who are a race free from the perversion of evil, these trolls are a degenerate offshoot.

Hobtroll (9-12 +1 HD, +6 AC, +6 to hit, three attacks at 1d8+1 claws, greater regeneration, weakness to strong acids and fire)
Morale- 16
Numbers- Solitary OR 1d3 group in razed Gobtown

Hobtrolls are massive trolls. Their skin is an even brighter shade of putrid green, and they have a third arm growing from their chest. As with all trolls, they regenerate and have ravenous appetites. As the pinnacle of the troll bloodline, their psychopathy and mental state has decayed to a point where armor and weapons only exist for them in a temporary state. They will pick up and use weapons they can see, but only have a 2 in 6 chance to take weapons with them or go to a lair with weapons or armor in preparation for a fight. This chance is also used to see if the Hobtroll is smart enough to avoid an obvious trap. Despite this, they are still incredibly dangerous and will try to attack anything they see.

Their powers of regeneration are greater then normal trolls. They heal 2d6 hit points per round, and can heal damage from normal fire and acid attacks. Only the attacks of purified forms of those elements, spells that deal damage of those elements of 4th level or higher, or powerful elements channeling fire or acid can permanently damage them.

Unlike normal trolls, Hobtrolls cannot integrate into any kind of society. They are only found among other goblinoids if they're currently killing them all or eating the remains. Very rarely, Hobtrolls may join together in a loose group only in an act of endless aggression. Their mental state has decayed where they can only speak in very short, single word sentences. They only value treasure in a transparent way, but can retain sizable treasure hoards from when they were smarter, regular trolls due to their sentimental memories of it.

Gobloaf (10 +10 HD, +2 AC, +2 to hit, 6+1d4 tentacle attacks at 1d4+1, mindless, slime body, greater regeneration x2, weakness to strong acids and fire)
Morale- N/A
Numbers- Always 1

The Gobloaf is not a normal member of the troll family. These are mutants. While occasionally made from an especially tough hobgoblin or from a fetid, chopped-off troll limb, most of them come from Hobtrolls who eat several goblins, or a very pregnant goblin female who dies before giving birth to her liter. This creature is a tangle of green flesh, tangled goblin limbs, and slimy tentacles of primordial creation. It looks like an elongated cube with a thin part in the middle, like a massive amoeba stuck in mid fission, and hence has been referred to as a loaf of bread.

The gobloaf is similar to a shoggoth or other ooze-style creature. It doesn't move beyond very slow, glacial travel along its own slimy excretions. It's a totally mindless creature, using its tentacles to pull in anything nearby and try to either smear it against its skin to slowly absorb nutrients or throw it away from its random flailing. It doesn't have eyes or any kind of head or mouth. Every Gobloaf has between 7-10 tentacles, which can attack anything within melee range. As a partially slime creature, the Gobloaf is able to squeeze through loose gratings and physical objects can get stuck in it, but it is more viscous then most slimes or oozes.

The Gobloaf has all the powers of a great greenskin troll and regenerates at twice the speed of one, restoring 2d6 hit points per round. This incredible regenration can only be stopped by powerful magic fire or acid attacks, or anything that can drain enough life from this creature to weaken it. The Gobloaf is an extremely uncommon creature, but its fluid is used to create the Drought of Cancerous Regeneration and its skin can be used to create Evermeld Armour; magic self-repairing magic armor that keeps the Gobloafs healing long after it is dead. The few gobloaf's who form nearby goblin tribes are revered as living gods, thrown the corpses of intruders or dead goblins to keep the beast fed. Some have even been semi-domesticated, allowing for goblins to use them in battle while only rarely will the Gobloaf attack one of their own, hinting at a unnerving intelligence within this amorphous mass.

Tuesday, October 17, 2017

Fantasy Great Wall Encounters

 Fantasy Great Wall Encounters
For OSR Adventures
Roll 1d20

[1] Great Storm rolls over the wall, trying to throw you off the wall or into it hard. One party member may take a lightning strike (2d6 damage) by holding up a metal weapon, which ends the storm instantly.

[2] This section of wall is painted in bright, spiritual colors. Atop large wooden pools are three Wall Shamans.

On a Good Reaction roll, the Shamans will allow you to pass unmolested. On a Neutral or Bad reaction roll they will demand the party give them sacred paint or else they will attack, even if you don't have any.

Wall Shamans (2HD, +2 initiative, +2 AC from height, 1d4 pole damage, 1d6+1 painted swords)
Appearing; 3

The Wall Shamans fight atop their long wooden poles, impossibly keeping balance even as they hop around on them and hit people with their poles. If they touch they ground they say a prayer and draw painted swords.

[3] Wall Poachers. They are here to steal some of the native wildlife that has grown on and around the wall, to which there is surprising diversity.

If reactions are Good, they offer to pay the party for helping them catch one of the follow. If reactions are Neutral or Bad they will instead tell the party to turn back and not let them past their 'protected wall-park'.

Creature they Seek (1d6);
  1. Golden Eagle. (eggs preferred).
  2. Wall Spiders, dog sized.
  3. Rare Wall Spiders, normal sized.
  4. Wall Goat. Butts people off with horns.
  5. Wall Shaman's pet mink. It's painted.
  6. Wall Dodo. They can turn invisible.
[4] Unnatural brick-and-mortar 'cave' built in to side of wall here. 50% chance for a great white bear to be stationed within. Area is filled with bones and two silver friendship amulets inside. (Worth 1d6x5 gold each, if two people wear them all rolls to aid each other get +1)

[5] Living Echo inhabits this area. In order to stay alive it needs people to 'speak' to it and keep its booming voice going. Can selectively repeat what people say to try and get them to converse with it.

Living Echo (1 hit point, cannot be hurt except for Silence Spell, which kills it or by starving it. Thunderous Echo can deal up to 1d4 damage to people who try to ignore it too long.)

[6] Eunuch Architect examining part of the wall. Carries a golden robe and a few treasures with his horse, but is unsurprisingly a powerful Sorcerer. Extremely proud of his horsemanship skills though, not his magical prowess.

Roll reactions; on a good or neutral roll he simply goes about his business. On a bad roll he assumes the party members are godless wall-hating barbarians and he will attack them.

If party has an Emperor's Writ (from [7]) he will show them a secret method to ascend to the guard towers, one located every half mile on the wall.

Eunuch Architect (2HD, casts up to 5th level spells, d4 damage war fan)
Can stand atop his horse and ride while casting spells. His Magic Missile spell appears as golden calligraphy that burns into his foe's skin, the words all being insults or racial slurs against that person.

Eunuch's Horse (2HD, horse, d6 trample)
Not a gelding, surprisingly.

[7] Huge cart travels along with hundreds of official scrolls and paperwork in the back. One Emperor's Writ will be left behind on the road.

If returned the wagon driver will give the party 300 Gold, otherwise they can keep and use the writ to their own ends.

[8] Goblins hid nearby, coming out under cover of night to scrap and lick at the lichen and moss that grows on the great wall.

Rolling this encounter and getting a bad reaction means they want to spread your blood on the wall to grow their 'crop'. Good or Neutral reaction involves them staying hidden, but still attacking if any party member touches their moss.

Wall Goblins (stats as goblin but +2 to climbing equipment, attack with hooks and chisels.)

In combat they like to swing on ropes holding out their chisels like jousters.

[9] Monkeys living nearby and atop this section of wall. They have sticky fingers and like to steal things, but mostly just to act cute to get food.

If party members find their secret stash high up on the wall, they'll find 2d6 rings and trinkets worth 20 gold each.

[10] Immortal Idiot-Prince moping and crying to himself. Wears fancy gold trimmed armor and a shining spear.

On a Good or Neutral reaction roll he will explain his plight, that he went off on a campaign and became immortal, but by the time he was returning home somebody built this huge wall in his path.

On a Bad reaction roll, he just goes off by himself and doesn't want to talk.

Seems very stupid (50% chance he's on the right side of the wall all along), but is a great warrior. His armor and weapons are quite good and could be sold for 1d6x100 gold to the right buyer. His blood is also a potent magical reagent.

Immortal Idiot Prince (4HD, +3 AC, d8 Golden Spear deals +1 damage vs elves)

Expert fighter, but very lonely and dumb. Will not attack unless provoked. Get nervous and blushes around beautiful women.

[11] Fortress built as part of the wall here with surrounding village. 1 in 6 chance each day the peasant's revolt. When they 'revolt' they send strongly worded letters to the baron and delay paying their taxes a few hours. The baron's guards respond by playing minor pranks and knocking over fence posts around the village.

If the party spurs them on they could create an actual real revolt which would lead to many deaths on both sides.

[12] Curious inlet set into the wall. Closer examination reveals the wall was built around a gigantic sleeping creature. Roll 1d4.
  1. Family of Giants snuggled together, wearing pajamas. Troll sized teddy bear.
  2. Celestial Dragon, napping on the job for a few hundred years, his boss won't notice
  3. Appears as huge pile of stones, actually gigantic rock golem peacefully inert
  4. Hoard of Barbarians put under an eternal Sleep spell, covered in bloody blankets.

[13] Huge number of tally-marks dot this part of the wall. Rival Adventurers are camped here, challenging anyone that passes to duels. Roll on the Rival Adventurers table.

[14] Hundreds of wind chimes hang from the wall here, the light twinkling sound attracts attention. Roll for wandering monsters.

[15] Chain gang of 50 slaves or criminals working on building/repairing this part of the wall. They are watched over by 15 Guards. 50% chance the Guards are actually also slaves that killed their captors and are pretending to be the guards to passersby, like you.

If the guards are normal then a reaction roll will not be needed. Otherwise if the slaves have taken over roll reaction, subtract -2 if you have the Emperor's Writ. On good result they will ask you to help them escape over the wall. On a bad result all of the slaves pick up their tools and attack you.

[16] The clatter of horses and yelling in a foreign tongue can be heard over the wall as though the barbarians are coming; and over the top they go!

These
Wall-Riding Barbarians can ride up and down the wall on their horses, who they've given magic horseshoes and trained how to run up and down the great wall. They are armed with bows.

Wall-Riding Barbarians (1HD, riding horses, +1 AC and to hit, can ride up and down walls)
Appearing; 1d6+1

These barbarians are almost impossible to catch since they can simply run back over the wall if they. If any of their number are knocked off their horses, the other barbarians will shoot arrows at them as well to give them a quick death.

Each barbarian has a sack of pilfered rubies hanging from the side of their horse, 500g each.

[17] There is a well nearby and a feeling of unease. 50% chance of a random encounter. If true, increase the enemy's HD by +1. At the bottom of the well is a helmet made of clay and other strange materials, strangely unbreakable. Grants +1 AC.

[18] There is a second wall that stretches on for about 100 yards built perpendicular to the first one, as though trying to show it up, but it was sadly unfinished. The space between is filled with dead birds.

[19] Backwater village of the empire still lives in mud and stick huts, views the Great Wall as a God. Any declarations of the wall not being the end of the universe or going on to encircle all of creation will be met with a flogging. If you can prove you can work with stone the villagers will offer you rare fruits and banana-skin armor (stats as leather) in return, but have little else of material wealth.

[20] Floating koi pond. It hovers next to the wall near the top, going along merrily as signal-fire men feed the fish crumbs from their rations.

Wandering Monsters
Roll 1d6
(1) Great Goat (3HD, 1d6 ram attack, knocks targets back equal to damage x10 feet.)
Appearing; 1

Climbs on and defends his harem of ewes from anyone who gets too close. Nearly elephant sized.

(2) Wall Witches (1HD, +1 AC if touching the wall, 1d4 hammers, casts Entangling Vines)
Appearing; 2d4

Crazed Witches trying to draw power from the potent lay-line the great wall was built upon. Cast Entangling Vines but the spell appears as a sandcastle that appears around your feet, preventing movement. Beat people up with hammers who entangle.

(3) Hill Giant (2HD, +2 to hit due to size, throws d8 boulders and d8 tree club)
Appearing; 1 or 2

Hill Giants examining the wall closely, learning the secrets of human architecture. Possibly sexually attracted to the great wall.

(4) Quarry Bandits (stats as bandit, but one carries a giant quarry stone on his back granting +3 AC)
Appearing; 2d6+2

Bandits looking to steal the best bricks from the great wall for their own wall. Terrified of the wall collapsing on them.

(5) White Lion (2 HD, +2 to hit, 1d6+1 claw, can change its gravity.)
Appearing; 1d4

Great white lions that can change the direction of their gravity on a solid surface. They're laying on the side of the great wall, enjoying the sunlight.

(6) Roll on Rival Adventurers Table instead. Typically they will already have had some treasure of their own, or will argue with the party about who should take the treasure from the next area. Typically not interested in working together.
Rival Adventurers
Roll 1d4

(1) The Underminers. Armed with pickaxes and lanterns, pet canary that can detect magic at will. They like to destroy huge building projects. When discovered they will more then likely be already starting to dig.
Alfrid Alfris (Fighter)- Leader. Uses two pickaxes at once like an idiot. Actually has 18 Str and Int. Mining and digging expert.
Zol Manill (Cleric)- Worships the Humming from Below, a God of unseen depth. Replaced turn undead with a localized earthquake power.
Lantern (Rogue)- Young boy without a name, abandoned near the wall long ago. Appears unarmed, actually has a dozen knives on him.
Garl (Fighter)- Has the head of a chicken, he was cursed for running from a fight. Has d4 peck attack along with his d6 pickaxe.
Tholis Umdar (Fighter)- Studded belt, huge tongue piercing. Doesn't talk much. +2 AC
Yellow the Brave- Pet canary. No class levels, but can detect magic at will. Often chirps as though speaking, Underminers try to figure out what it means in Lassie fashion (What's that boy? Garl fell down a mineshaft?)

(2) Seekers of the Shards of Fire. All of them are sun worshipers, trying to find a piece of crystallized sunlight to rekindle the dying sacred flame of their church. Have nothing to do with the great wall at all, this is just one stop for them.
Zack (Cleric)- Leader. All his light spells are so powerful he can blind people or deal 1d4 damage to them without a save, his choice.
Eater-of-Chaos (Cleric)- Convert to the sunlight-religion. Tattooed face, vow of silence. His bite deals 1d12 damage to Chaotic alignment.
Mellannia (Rogue)- Steals from the rich and gives to the church. 50% chance she pickpockets a few gold from the party members, which she will wave to antagonize them.
Uther Bearskin (Fighter)- Literal bezerker. Upon going down to 0 or negative HP transforms into a rabid bear that will attack anyone, but prefers attacking others before his own group. He's looking for a cure for his condition. If he turns he can't ever turn back.

(3) Graffiti Group. Mystics who examine graffiti to try and find the secret words of God hidden within the vandalism.
Illthan (Magic User)- Leader. Hundreds of scrolls of parchment on his back, filled with the scrawling of random numbers generated from rolling his die over and over. He believes a Demon of the number 5 is possessing his dice. 50% chance this is true
Rackus Feewinkle (Rogue)- Selfish prick, but loyal to his group. Likes to stab people in the kneecap, it's his favorite spot. +2 to hit.
Medee the Scratch (Magic User)- Pet Raccoon. Wishes she was a raccoon. Wizard but really skilled with knives, compete with Rakus. +1 to hit.
Finnus Noodlearm (Magic User)- 4 Str total weakling. Makes up for it in magic power- all his spells deal +1 damage, +1 saving throw difficulty
Copius Crescott (Cleric)- Casts Clerical spells but most of them are hidden knoweldge he stole from his temple elder's years ago. On the run since.

(4) Meagan's Band. Generic adventuring group, believes every other adventuring group is evil and calls them lawless criminals.
Meagan (Rogue)- Crossbow user. Witty, solves any riddle put before her. Likes to open combat by getting her friends to distract, fires a crossbow at the enemy's head.
Gibbler Gold-Band (Magic User)- Tremendously fat, but thin little dainty fingers. Loves to wear gold rings, currently wearing 15.
Pothus (Fighter)- Human, but thinks elves are the greatest race in the world. Fights with multiple identical slender longswords. When he rolls max damage his sword gets stuck in the armor of his enemy, reducing movement, and he just draws another sword.
Yanni (Rogue)- Young initiate of the golden dragon temple. Meagan's Band is helping her become a Cleric, but she must make a pilgrimage to the end of the wall first. Easily winded, fights with a scepter that deals +1 damage to undead.
Javvir (Rogue)- Stunted small male, speaks in squeaky voice. Actually is a humanoid rat person. Excellent sense of smell, fights with a hidden rapier on a spring, deals +1 damage first round.

Wednesday, October 4, 2017

Sewer Encounters


Sewer Encounters
Roll d20 – If party stays near surface use d10, medium level d6+10, lowest level d4+16

(1)
Blockage of a tunnel. Full of waste and other indescribable matter, the smell is awful. The blockage can be dug through (it is mostly soft) with shovels and time. If the party decides to dig, roll on wandering monster table.

(2) Graffiti on a wall, illuminated by a grating to the street above. If at dawn, the sun lines up and illuminates a few letters on the wall that is the secret password for (4).

(3) Young man in a pure white robe trapped on a small platform surrounded by filth and muck. He begs the party to carry him out or find a way out without getting dirty. He is effeminate and prissy, but truthfully he worships a God of Cleanliness and each speck of dirt that touches him stains his immortal soul.

If carried out and helped, the boy will be very grateful and bless the party with +1 for saves against sickness caused by the filth of the sewers.


(4) Dry part of the ancient sewer, small staircase leads to an iron door with a tiny sliding peephole. If the door is knocked upon it will open and a password will be requested- without it the party will not be let inside.

If the password is found and the party can enter they will find the sewer saloon. It's a tavern filled with all sorts of moderately peaceful monsters, human criminals on the run and even stranger beings. Strict no fighting unless-for-gambling rule enforced by an ogre bouncer. Serves a special brew of ale that gives +1 to saves against slimes and oozes. The food, drinks, and rooms are good.

This great service and atmosphere is all promised, but the party cannot just tell the password to anyone willy nilly and must promise to keep the place a secret.
The barkeeper has a magical mace painted with bright colors called
Shiner, deals double damage against beings with darkvision.

(5) Small nasty river of gross shit. 50% chance for a sewer slime to be in the pool, ready to jump at adventurers. Each time you get a slime, roll 50% chance for another slime or not. 

Sewer Slime (1HD+1, AC 8, Filth Lash x2 (d4) 10% chance on any attack to infect victim with fetid diease,which they come down with over a few days. Save vs disease to avoid) 

(6) You see four Layabouts along a wall, begging for money in this, apparently, high traffic area. If you give money to only one, they'll wait until you walk off for the other three to gang up on the one and take it. If you give money to none of them they will attack. 

Layabouts (1HD, AC 10, shivs (d4), have good nightvision, can crawl up walls and contort to small spaces, hurt by sunlight. Clerics of any sun or light-based God can also turn them)

If money is given to all of them or if pressed, the Layabouts will admit to being cursed; by fleeing into the sewers they had been changed and forced to stay down here for crimes they try to escape from on the surface.


(7) Rust monsters. They are dead. Bloodsoaked, resting man nearby looks up at party with a nod. “You're Welcome.” He has a strange facial tattoo and can be sensed with 'sense magic'. He doesn't understand or elaborate if questioned.

In truth, this man has been magically enchanted. Upon his death, all nearby dead creatures will return to life. This includes characters, but knowing this secret will be extremely difficult. He cannot be revived; his soul is shredded forever by the tattoo the moment he dies.


(8) Wooden platform leading across a open pit or slowly flowing part of the sewer system. 25% chance for a party member to fall down through a weak spot in the wood, roll once for each party member. Only 10% chance for smaller party members, 50% for bigger. Party members who fall will end up in (9) or (5).

(9) Huge watery pool. Collection pit for the sewer or a giant semi-clogged drain. Easy to get out of, but smells horrible. Something is swimming in the water (its Goblin Crocs), but they aren't aggressive unless molested.

Goblin Croc (2HD, AC 11, bite d6; special attack to drag; roll attack at -2, if it hits anyway the party member is dragged beneath the water and tries to drown them while their friends take bites)
Goblin crocs are ugly, lumpy looking crocodiles with squarish faces and ugly yellow teeth. They are smaller and weaker then normal crocodiles and seem to use swarm tactics; hence the name.

Deep in the water lies a secret underwater tunnel. 50% chance it dead ends, or it leads out of the sewer to a random place where the sewers empty outside. Either result; silver skull is found somewhere in the tunnel. The skull is made of pure silver and grants a free casting on any known divination spell, but is tarnished after use lowering its value somewhat.
 

(10) Woman lost in the sewer. She has a few copper and silver coins, and will offer them for safe passage to surface. Any party member who is a local or knowledgeable will have a 25% chance to know she is the daughter of a local crime boss, who is renowned for disappearing for days at a time when she's mad at her father.

If party refuses or she sees any monsters; she will quickly offer triple the original promised reward for safe return.


(11) Four skeletal mourners are down here, pantomiming weeping and sobbing and carrying a casket. If interrupted they will hit the party for two rounds of combat only as a warning, but will return to the coffin afterwards unless the party kills one of them or opens the casket, in which case they will fight to the death.

The coffin itself does not have a body but does have a small gemstone, scroll of
Control Skeletons, and a prayer book with diary entrees written in the margins.

(12) Tunnel Judgment. 8 Foot tall man holding two huge containers, one in each hand, judges anyone he sees. Has milk-white eyes and can see into the past, but only for events that happened in the sewers. Can make incredibly deductions based on appearance and sewer actions alone though; up to and including party member's social background and upbringing. Only mildly insane.

For good parties, 75% chance of the right-hand container. For evil parties, only 25% chance. For neutral, exactly 50%. The party's alignments should be factored together to get their general alignment drift, with neutral but good or evil leading modifying 50% figure + or -10% respectively.

The right container contains a mist that smells of fresh air and the top of a mountain. The party members get that damn sewer stench out of their nose and are immune to the gas at
(14). The left container for those judged unworthy Contains a Sewer Slime. The Judge himself has stats as Layabout but containers (d4), +1 AC, and 4HD.

(13) Sewer Goblins. All of them use scavenged weapons and armor, but have surprisingly good hygiene for living here, the females have long, brushed and cleaned air. Roll d6
  1. 4 Females currently scavenging for items in a pile of muck. They will take out their knives, but will run at the first sign of aggression to get their warriors.
  2. 2 warriors, guarding a post. Tell party not to get too close or try and past.
  3. Lone Goblin trying to tame a Goblin Crocodile. He's too busy focusing on the croc then to notice the party come in.
  4. Goblin tying a rope to a high spot to create a shortcut to the upper levels of the sewer. 50% chance to fall right onto the party, who could catch him if they wanted.
  5. Wizard Goblin levitating a piece of shit with magic, seemingly pleased with himself. Will launch it the party.
  6. Goblins moving to a new lair, the whole tribe together with all their possessions. Will chase away adventurers.
(14) Huge purple oysters are growing on the sides of this wet passage, seemingly open now because of low water level. If the Oysters are passed or touched, they will crack and release a bright purple gas. When this gas is inhaled it causes sever hallucinations in humanoids and makes them see things, party included unless they make a save.

This gas quickly spreads upwards through the sewer and makes the upper levels far more dangerous. The goblins will mostly kill each other but the gas also will effect all human NPCs above;
(3), (7), and (10) all become violent and psychotic once the gas is released. The tavern will remain normal but will have a howling madman at the gates, demanding to be let in and screaming the password over and over. He will attack anyone who comes close (stats as Bandit).

If a party member is knocked unconscious who is suffering from the gas or they drink/are forced to drink and extremely strong alcohol, they get an extra save against it each time to end the effect. Otherwise it may take up to 1d6 days for it to wear off. The Judge at
(12) can make people immune.

The meat inside the oysters however is delicious and a delicacy. Sold at market each oyster's meat will make about 1 GP each.
 

(15) Giant lumpy purple toad. Currently swallowing a struggling goblin that was drying to domesticate it. It also has a couple of brand-marks on its skin. The creature is not overly aggressive but hates goblins now and anyone humanoid who is short, possibly confusing them. 

Lumpy Purple Toad (HD 2, AC 12, bite d6; Doesn't have a tongue anymore (goblins cut it off) but instead spits gobs of sticky goo that stick party members to walls or the ground, making them unable to move and meaning the toad makes no attack rolls to hit them when stuck.

Within the frog's belly is a short copper rod used for branding by the goblins (worth full price as copper coin, pure copper) and the frog's skin is an alchemical reagent of middling value.
 

(16) 2d4 Rat cultists. They have transformed this small area of the sewer into a church and base of operations. They wear mouse-like masks make of driftwood and each of them has a mouse that sits upon their shoulder or lives in their pocket as a familiar. They can speak to the rat and ask it to do things for them, but if killed they will immediately scream out in pain as a part of their soul is rendered. The cultists are armed with knives. (stats as Bandits, but with d4 knives)

Rat cultists will not allow anyone into their territory without a good reason or unless they will convert. To their religion. Their church also lies on a crossroads between here and the deepest parts of the sewer (17-20; roll d4 if exploring there). Converting to their religion involves getting a rat bound with your soul as a companion.

The rat cultists, if fought, have at 1d4 holy guards with shortswords and medium armor (2 HD, d6, +2 to hit and AC) and 1 or 2 Clerics.

Clerics carry silver incense burners (and expensive incense), the pile of offerings to a rat-faced god equal 30 silver but has inflicts a curse to the person who takes it (the curse makes rats aggressive and want to bite the character whenever they lay down or try to sleep). Finally their leader, a wererat (can transform into 4 HD Wererat monster) carries a golden-leaf tome detailing the religion of rat worship.


(17) Deepest part of the sewer leads into the underdark and cavernous places beneath the world. Runoff tunnel into pure blackness. Roll on your favorite underworld encounter table, or just roll regular encounters.

On the floor here is a map to the whole sewer, scrawled in a Drow-like text. The drawn map is still useful even if you can't read the captions. Shows the locations of all static encounters.
(4), (8), (9), (14) and Rat Cultists at (16).

(18) Roll on rival adventuring table. One of them has been pinned under fallen debris and they will be weakened.

(19) Small maze like subsection of the sewer. Appears to be the sewer for a noble's mansion at one point the floor it littered with ancient treasures. Silverwear, copper braclets and bands, golden earrings, tapestries only barely stained by the musk. The area is guarded by Mush, 50% chance for a rival adventuring party to be here instead, demanding anyone else leave since they got here first. 

Mush (5 HD, 15 AC, corrosive spew x2 (d4), jagged maw d8, regenerates d4 hit points if it absorbs a nearby pool or pile of filth) 

The Mush is a creature that appears half solid and half liquid. It's got animal features like a maw, legs, and scaled body that seems to fade in and out of the goop it has connected to it. It is somehow a mixture of both. It tends to attack the cleanest party member first, or the one that is dealing the most damage to it. The mush is surrounded by a cloud of stinking, choking fumes that is impossible to avoid. Everyone who breathes it will contract a moderate to severe disease in 1d6 days. Killing the Mush is a feat and worth 1d6x100 bonus experience.

(20) Four Goblin leaders standing around a pile of treasure. As per goblin tradition; they split the treasure by simply putting it together and taking what they want, but if they are greedy the other 3 goblins beat them up. As such each slowly picks away at the pile until it has been split about evenly. The Goblins are focused on their task but will attack intruders. 

The goblins are all big (2 HD each). Two goblins are spellcasters, one is a crack shot with his War Crossbow (d8, +2 to hit) and one of them can whistle to summon his pet, a domesticated purple toad. (Stats as Lumpy Purple Toad, but +1 HD and +1 damage on bite)

Their pile of treasure includes;
  • 3d6 Silver pieces
  • 1d10 Gold pieces
  • 2d4 Pearls or lesser gemstones
  • 1d4 diamonds
  • Lady's broach, worth 2 GP
  • 1d4+1 Random Potions
  • Mush Call (magical item that summons Mush, but does not control him)
Wandering Monsters Table
Roll 1d4 on highest level, 1d6 on other levels.

[1] Fetch. (stats as Bandit but takes 50% less damage from physical attacks). Servant of the spirits of the subterranean world, fae in nature though appears as an unassuming human. Attacks anyone who casts spells or uses magic items, otherwise will ignore party. 

[2] Goblin seekers. (Two Goblins). Armed with darts and knives. Are not a challenge on their own but will alert a War party [6] to any adventurers down here if not killed first. 

[3] Mush Wraith. Spirit of a person killed by Mush, though party would not know that. (stats as Bandit but +1 AC and regenerates 1 HP if it embraces filth or pools of filth)

[4] Layabout Mugger. 1d4+1 appearing. (stats as Layabout, but d6 mace). Wants gold more then violence.

[5] Oyster Crazies. 1d3 appearing. (stats as Bandits, but d8 greataxe and immunity to mental magic. Gets +1 to hit and damage when below half HP) Insane people addicted to Oyster gases. They carry several rocks with the purple Oysters growing on them.

[6] Goblin Warband (3d6+1 Goblins). Party may surrender and taken back to their camp instead of being killed if they can't take them on. Goblins fall asleep at guard duty all the time, but the camp itself has even more goblins.

Rival Adventurer Table
Roll when prompted or as an alternative to wandering monsters; adventurers will not be immediately hostile but will claim any perceived sources of treasure. Roll d4

[1] Hazmea's Party. Hazmea is the leader, a necromancer of middling power. The others don't like her very much and may be convinced to betray her. 
Hazmea (3 HD Necromancer. Summons skeletons for fighting at 1 a round, but they fall apart after)
Juntur the warrior. +2 to hit, AC, and damage. Axe-wielding Mercenary. Most disrespectful to Hazmea and to women in general.
Metax Murutian (thief). Skilled with shortswords and shields though a scoundrel. Uses smoke bombs and bolas to get an upper hand. 
Gob the goblin. Goblin thief/specialist. Their guide to the tunnels, 50% chance to be planning on betraying them to the goblins down here. 
Harold the Invisible Zombie (stats as zombie). Not actually invisible, just 80% transparent. He will attack anyone Hazmea says and snacks on corpses. Will follow the first person to kill Hazmea from then on. 

[2] Twice born fanatics. These people have visions of a past life where they all knew each other. They are a religious order now believing themselves to be divine or demigods that reincarnate, but believe other people are inferior or only live once. They have since taken on symbolic names and are eager to become more powerful.
Revisionist (magic user) Defacto leader. Writes down dreams and visions in multiple diaries, one for each party member. Carefully edits any discrepancies between past life stories. Has a unique spell Remember (level 3 Illusion) that traps a victim in a memory for 1d4+1 rounds. Save for effect to only last one round. 
Defender (fighter) +1 HD and +2 AC. Use a big shield that he can point at anyone, granting +1 AC against their attacks only. Fights with d6 spear or arming sword. Can block attacks for his fellows, taking the damage instead of them. 
Ravager (fighter) Dervish that has +2 AC towards whoever he is attacking with his duel swords. Somewhat suicidal, since he believes he will just reincarnate anyway. Loves Widow passionately.
Widow (cleric) Cleric that worships herself and her fellows. Still somehow has cleric powers. She has a Cleric spell named Obliterate Memory that makes target forget the events of the entire day; stunning them for 1 round and making them lose -1d6x10 experience points. 
Devotress (cleric/druid) Nature focused of the group, speaks to trees and stones to see if they know anything of their past lives. Uses Magic Stone and a sling. Secretly believes herself to be the god among the group, but has no proof.

[3] Senior adventurers. All of them are old and gray, delving into dungeons to get money for their children and grandchildren, since they don't believe they'll live much longer anyway.
Utam the fighter. +1 HD. Full soldier's gear from a past war. Cynical and pragmatic, but has a soft spot for children. Leader of the group. 
Tulian Chaser (fighter) Used to be a runner and standard bearer for an army and won't shut up about it. Most of his speed is gone, but may do two attacks or actions a round once per day.
Patricia (magic user) Helpful witch who mostly only knew and used hedge magic and potions her adult life. Still getting used to these destructive combat spells and she generally doesn't like them. 
Melii the Saint (cleric) Moderately famous wisewoman of a local religion. Hides the fact that her cleric powers and divination has been fading in the last few years, still spry though.

[4] Retainer's Crew. Loose moral mercenaries made up of several beast races. If they are not welcomed in this area then they are in hiding, else they are adventuring and doing dirty work for nobles and the rich. 
Galvin Retainer (cleric) Ruthless but religious. Believes in a God that essentially stresses morality as secondary to civilizing the more primitive races and peoples, outspoken racist to all but his party.
Chopper (Fighter) Gnoll that has had ALL of his fur shaved off so he can go around in the sewers with less difficulty. Looks absolutely ghoulish and EXTREMELY angry about it. +2 to damage, but -1 AC when charging in.
Bluesnout (Fighter) Orc with a pronounced nose and gold nosering. Fights with falchion and hide shield. Carries several useful supplies like ropes and torches. Doesn't say much. Known Rapist.
 Meser & Easer (Thieves) Goblin twins. They are seemingly separate individuals and argue constantly but are magically linked in some way. They can see out of each other's eyes; but if one dies the other will die too. 
Orthius (Magic user) Satyr from a far away place, believes most of his party to be below him in status. Can cast druidic spells along with regular magic user spells and can speak to goats. Has 1d4 goats with him carrying most of their party's stuff, who are surprisingly at home in a sewer.