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Friday, March 3, 2023

Lost Galmagia: Wandering Monsters

 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.

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