Showing posts with label Lone Survivors. Show all posts
Showing posts with label Lone Survivors. Show all posts

Monday, December 19, 2011

Lone Survivors II (Encounters/Kalaramar Drifts)

Lone Survivors: Table II (D12)
  1. A filthy, smelly old man with long, bedraggled hair and grizzled eyes. He has no fingernails left, as he has spent countless hours trying to dig himself out of here by scratching away at the bare stone. His mind is broken. All he sees around him any more are slithering little Triss, each taunting him with a slow, painful death by rotting. He holds a folded leather map in his jerkin. It shows 2d6 rooms of some unnamed dungeon in great detail...but shows none of the interconnecting passages.
  2. The smell of putrescent meat is incredible. Anyone with a CON lower than 14 needs to Save or vomit uncontrollably for 1d4 rounds. A shambling, massively decayed figure of what once was some sort of humanoid being lurches towards you. Over a third of this thing's body is skeletonized, the rest glistens wetly as it drips, dribbles and peels off of the bones with each movement. It holds a roughly one foot long section of a black metal javelin or spike or blade that seems to have broken off in the process of impaling the mostly undead former adventurer. He wants you to have it...
  3. A laughing green hyena follows you for 1d4 turns. It seems to be laughing at some sort of inside joke. Arrows and other missiles harmlessly go through the thing's body with a wet popping noise. It will fade away at the end of its time and leave behind a patch of greenish phlegm-like stuff on the wall where it walked through. The patch is a perfect outline of the hyena.
  4. A tall, regal-looking woman in heavily corroded chainmail lies dead on the floor. Her entire left arm and part of her left torso is missing. There are 1d4 Gore-worms incubating in what is left of her abdomen and they will burst forth if anyone disturbs the corpse. She has 2d6 silver coins in her belt pouch and a dagger that is still in decent shape. There is also a slender bone scroll-tube capped with platinum in her pouch. This scroll-tube contains a contract with a Revivalist in one of the near-by City-States who is bound to resurrect and/or recover this adventurer's body in the event of its untimely demise. If you can transport the body to this place, there is a fair-sized reward involved.
  5. A dwarf in full plate armor sits in the corner. His head is in his lap. Literally. He will request a drink of wine, or anything stronger if it be available. Anyone giving the dead, decapitated dwarf a drink will receive a +1 bonus to hit with their chosen weapon, permanently. The dwarf fades away after a riotous belch.
  6. A duck.
  7. A translucent, greenish worm is gobbling-down the remains of a robed figure. The worm is the magic-user's familiar and it is attempting to absorb all of its former master's knowledge, intelligence, spells and abilities by devouring the master's corpse whole.
  8. Someone is crawling towards you. They are obviously exerting themselves terribly and you can smell blood. It is what is left of a scale-mail clad man-at-arms from the waist-up. There is nothing left of him from the waist down any more. He is going into shock and will die from extreme blood loss in 1d4 turns. He has left a trail back to where he received his terrible wound...
  9. A mauled-looking mule stands off to the side. It stares at you accusingly for 1d4 turns then disappears, leaving behind only a patch of wet blood and the scent of worm-spit. Investigating the patch of blood will reveal 1d4 random items of Low-End Loot. (Roll on any of the Low-End Loot Tables.)
  10. A Harpy on a 12' length of chain can be heard grumbling, as well as smelled, well before you see her. Her wings have been expertly clipped and what was once a well-tailored maid's outfit is in tatters. She was a domestic servant to some gentleman adventurer who has since gone missing and she is at loose ends. She might have references...
  11. A skull. If asked a single question, it will respond truthfully then crumble into dust.
  12. Three sheep and a goat. They were desperate. Afraid. Besides, they'll never talk about what really happened after the party got scragged by whatever that thing was...uh...yeah...they kinda do talk...a lot. They're not very bright and they've seen a lot. They've seen too much. The goat tends to just shiver uncontrollably and babble fragments of blasphemous spells or rituals that it might have observed or participated in--it's unclear and the sheep don't know nothin' about any of that weird crap. For crying out loud, they're nervous and want to go home. (Double Wandering Monster checks as long as these critters can still jabber freely.)

Friday, December 16, 2011

Lone Survivors: Table I

Lone Survivors of Previous Expeditions (D10)
  1. Joramindre, Rhinocerenary [AL N, MV 90', AC 4, HD 4+1, #ATK 1 (gore, spell or weapon), DG 2d4+Trample, or by spell or weapon , SV F5, ML 4] Joramindre is a mercenary. He was hired to serve as back-up muscle for a party that got wiped out by a wicked, wicked trap that he only just escaped. His left flank is ragged with a series of regularly-spaced wounds that look like the work of a lot of very sharp blades descending all at once, with extreme prejudice.
  2. Barm 11-23, Urglun [AL C, MV 90', AC 4, HD 2+1, #AT 1, DG 1d8, SV F2, ML 10] Something happened. Something bad. Bright. Bright and bad. Very bad. A shock of some sort has awakened a crude form of sentience within the brain of this homunculi and it is still trying to process just what it means to be capable of independent thought for the first time in its existence. It is in shock.
  3. Padasha Greenfinger, Gronk (Dissenting Malcontent) [AL N, MV 40', AC 5, HD 4, #ATK 1 (Mace), DG 1d6+1, SV F4, ML 4] Padasha Greenfinger speaks of itself in third person and picks its over-sized nose in public, often while conversing with others. It is a deserter from the great Gronk Army. This Gronk has taken heavy damage to its brain-case and is slightly delusional, but far more tractable than a typical Gronk. He is on a one-Gronk mission to bring down Gronk Central Command.
  4. Glood, Koponu 'Living Torchette' [AL C, MV 40', AC 7, HD 1, #ATK 1 +slime, DG 1d4 +poison, SV 0-level human, ML 3] Glood is down to 3 hit points and wants desperately to go home. He was originally serving as a living torchette for a party that was ambushed from behind by masked hybrid warriors who were hunting around for body-parts to sell to the grafters in one of the caravans passing through this area.
  5. Boj, Liboorean Acephali warrior [AL C, MV 10', AC 8, HD 1, #ATK 1, DG 1d4 or by weapon, SV F1, ML 6] Boj is now blind in one eye and his left leg is partly turned to stone. His movement is reduced to 10'. He remembers getting ambushed by some sort of chicken-thing. It turned his leg to stone. He hates chickens.
  6. Jalm, Pseudohuman merchant [AL L, MV 90', AC 5, HD 2, #ATK 1 (Light crossbow), DG 2d4+2,  SV F3, ML 12] Jalm is unharmed, not even dirty, but they survived the complete massacre of their own group of explorers who were poking about in this place...
  7. Daldrea, Jaladari Trinket-Seller [AL C, MV 160', AC 5, HD 4, #ATK 3 (weapon or spell), DG 1d6+1 or by spell, SV F4, ML 6] Daldrea has lost one of her arms, her Umbra-Blade, and most of her stock of trinkets and charms. What weapons she has, she scavenged from the corpses of her companions and bodyguards. Her group were simple merchants who took shelter here during a storm only to be set upon by a band of roving Onager-folk who butchered them in the night without warning. She has 1d6 random charms hidden in the folds of her robes that she will attempt to use to bargain for some assistance.
  8. Rutius, Marmot Scribe [AL N, MV 120', AC 7, HD 2, #ATK 2 (Bite or weapon), DG 1d6 or by weapon, SV F2, ML 3] Severely wounded, Rutius can only barely keep his pet Blatherer Yildimere in its bent and partly broken cage.
  9. Jalajamadal, Human thief [AL N, MV 120', AC 6, HD 2, #ATK 1 (Sabre), DG 1d6+1, SV F2, ML 8] Horribly wounded, bleeding profusely, Jalajamadal stumbles in front of your party, delirious and on the very verge of death. If saved, he knows the location of a cache of loot left from his previous party.
  10. Vug, Scrapmonger [AL C, MV 120', AC 5, HD 2, #AT 1 (sword), DG 1d6, SV F3, ML 9] Unconscious but breathing, this masked hybrid (goatish features, hooves instead of feet, haunches, otherwise reasonably almost-human) lies atop a mound of dead bodies, mostly insect-things that have been chopped to bits and pieces. He is poisoned and requires a lot of medical care, or else he will expire. Rescuing this creature will cause the other Scrapmongers in the area to hold off on killing your group outright and could open the doors to some form of negotiation or exchange.