For our wandering monsters we’re going with my newly developed Fibonacci Die: a d20 where a 20 gives you one result, a 19 gives you another, then 17-18, then 14-16, then 9-13, then 1-8, so you have 1,1,2,3,5,8 in the classic Fibonacci sequence. This happens to work out on a d20 so that the first three results are a 1-in-6 chance, as is the next result, so you have a clear 1-in-6 or 2-in-6 chance of encounter roll that also tells you what monster you’re facing. Going through the monster charts I came up with this list of monsters for use in the dungeon (obviously subject to change).
Level 0 |
Level 1 |
Level 2 |
Level 3 |
Level 4 |
Level 5 |
Level 6 |
Goblins, gen. |
Goblins,
skill |
Goblin,
Bdygrd |
Goblin, King |
Ogre |
|
Giant, Hill |
Rats, Horde |
Beetle, Fire |
Ferret, giant |
Hobgoblin |
H-goblin, Bgd |
H-Goblin King |
Minotaur |
Rats, Giant |
Acolytes |
Neanderthal L |
Nean. High |
White Ape |
Nean. Witch |
Nean. Lead |
Sprites |
Pixies |
Spider, Crab |
Unicorn |
Rust Monsters |
Nean.
Faceless |
Chimera |
Stirges* |
Spitting
Cobra |
Pit Viper |
Living
Statues |
Giant Rattler |
Cockatrice |
Naga |
Soul Echoes |
Skeletons |
Zombies |
Ghouls/Pledged |
Wight |
Mummy |
Specter |
Wandering Monsters Level 1
Wandering Monsters are rolled for once every 2 turns,
with rolls of 17-20 indicating the monster listed.
If the party spends longer than 3 turns in one place (room,
patch of corridor, etc.) rolls of 14-16 also indicate a monster.
D20 |
Trade and
Park |
Acolyte |
Ancestor
& Noble |
Sword |
Moon |
01-08 |
Nothing |
Nothing |
Nothing |
Nothing |
Nothing |
09-13 |
Smell of
goblin musk |
Desiccated
giant rat husks |
Patches of
white fur on ground |
Smell of
goblin musk |
Evidence of
human habitation |
14 |
Goblins,
generic |
N/A |
N/A |
Goblins,
generic |
Soul Echo |
15 |
Sprites or
Pixies |
N/A |
N/A |
Goblins,
trained |
Skeleton |
16 |
Spider, Crab |
Unicorn |
N/A |
Ferret, Giant |
Unicorn |
17 |
Rats, Horde |
Rats, Horde |
Rats, Horde |
Goblins,
generic |
Acolytes |
18 |
Goblins,
Trained |
Rats, Giant |
Rats, Giant |
Beetles, Fire |
Spitting
Cobra |
19 |
Beetles, Fire |
Spider, Crab |
Neanderthal |
Goblins,
trained |
Berserkers |
20 |
Neanderthal |
Neanderthal |
White Ape |
Ferret, Giant |
Ogre |
On the Origin of Monsters
There are 2 crab spiders on the level, one nested in a dead
end in the Trade ward and one in a dead end of the Acolyte ward (both 2.28).
Once these are killed, they won’t be seen again.
There’s but one Ogre – the cursed one from room 1.9 – so it
is at half strength and once defeated won’t turn up again.
The sprites and pixies live in the Mage’s Ward, and can
‘blink’ 10, which lets them bypass the Amber Ward. They will generally only
appear in the Trade and Park wards because they love joking with the goblins
and fucking with the Neanderthals. The goblins tolerate this with bemused head
shakes. The Neanderthals like collecting pixies and sprites as curse
components.
The snakes in the Moon Ward don’t leave it. They’re touched
with divinity from being in the cathedral vaults and know where they’re needed.
No comments:
Post a Comment