Showing posts with label Wandering Monsters. Show all posts
Showing posts with label Wandering Monsters. Show all posts

Sunday, November 23, 2014

Wandering Monsters & A Few Encounters Around the Farm

After finding a Golden Ticket on her pillow, Joy must decide what to do next and whether or not to stay down on her parents' mostly abandoned Farmstead, run off into the Tulgey Woods, or hit the road either to Wermspittle or off into the wider world beyond.

Whatever she decides, whichever way she goes, here are some encounters she might run into (or that might cross her path) as she's just starting out...



Wandering Monsters (1d30)
  1. Ragamuffins (2d6) have destroyed three scarecrows in the nearby fields and now they're heading this way. They horrid little things are starving and will pursue anything that they think has bones they can chew.
  2. Fighting Trees (1d4) Guard the rusty gate to an ancient orchard that was walled-off centuries ago. They do not remember why it was done, only that it is so and it is their duty to guard it from trespassers.
  3. Dodoes (1d4) waddle along the nearest road or trail in search of suitable accomodations for the night. They each carry 4d40 silver coins in their bulging purses. They absolutely refuse to stay anywhere penguins might be kept. Each of them wields a sword disguised as a walking stick and they each wear a differently tinted monocle.
  4. Bandit Marmosets (2d4) in chain-mail and wielding crossbows. They are interested in finding some camels to ride into battle, but have not had any luck locating any. Their leader Huudrin was lost beneath the Purple Glow of an especially large patch of Red Weeds in Wermspittle.
  5. Meat-Moths (1d4) dangle from a willow tree in glistening cocoons. They'll be ready to tear themselves loose in another 1d4 days, if the weather stays warm.
  6. Green Monkey (1). It really is a Prince trapped in this shape by a wicked spell. He speaks fluent Aklo, but nothing else. His manners are impeccable.
  7. Alraune (1). She is headed back to Wermspittle after carrying out a secret mission on behalf of her mistress.
  8. Refugees (2d6) or possibly an Arriviste. (Refugee Table nearly ready)
  9. Monikins (2d4). They have left the service of their former masters and they are not going back.
  10. Feral Children (3d4) prowl the area looking for things to eat, torment and kill. The leader carries an undead rotting boar-head impaled upon a glaive that speaks to them in blasphemous whispers urging them on to wicked things.
  11. Bush Tribe Hunters (2d4). Fierce illiterates, they have been quietly stalking the book-buying Borogove with the intent to burn any books she might discover.
  12. Moss-Folk (1d4). They are very shy and try to avoid most big people. Their pet mole was injured by some Feral children who pelted it with stones for no good reason.
  13. Glimmerpedes (1d6+2) are moving along through the leaf-litter in search of anything they can eat. They are driven to gorge themselves now, in preparation for hibernating through the winter, making them incredibly dangerous right now.
  14. Screechers (2d6). Bestial Winged Monkeys hunting for grubs, slugs or other easy-meat.
  15. Vinksers (2d4). The survivors of a hunting party that was ambushed by a Jabberwock.
  16. Borogove (1). Wounded and disheveled after having been plundered by a band of roving mercenaries, she is in search of rustic books and scrolls of the sort best found among the Farmsteads...but she no longer has the means to pay for such things, unless one is willing to accept a promissory note or perhaps accompany her back to Wermspittle.
  17. Stixin (14). Owl-folk hunting after a wounded Bandersnatch.
  18. Kalidah (1d4+1). A mother and her cub(s) looking for a suitable new place to set-up a fresh den after having escaped a band of Feral Children who smoked her and her mate out of their den. Her mate was killed. She hates bipedal children.
  19. Spirks (1d6). Lost and looking for a way back to the garden from which they escaped on a dare by their play-mates. 
  20. Wanderers (3d4). Mama Rudta's Band on their way back to the mountains. 
  21. Eloi Sharecroppers. (2d4) One of them might be a Pretty Young Thing.
  22. Peddlar (1) on his or her way to or from Wermspittle.
  23. Murkim Fungi-Gatherers (2d4) collecting seasonal mushrooms and other edible things they intend to take back to sell in the Low Markets. They wield quill-darts lobbed from light prod-bows. They have no intention of spending the night out in the open, but have not yet located a suitable camp-site.
  24. Nomads (1d4+1) mounted on goats; they 'acquired' six barrels of brandy and a few hundred pounds of salt, spices and herbs. They intend to sell it in Wermspittle, but something has been following them ever since the ambush and they are growing less certain of their chances of reaching the city, let alone realizing any profit from their ill-gotten loot.
  25. Weirdlight (1) flickers across the lower places in-between the trees and hedges. These things draw off the essence of those they lead into traps like quicksand or pits.
  26. Voormis (3d4). Out hunting dogs.
  27. Takers. Run!
  28. Moonshadow (1). Can only survive in the dark-spaces during day-light hours, it moans and calls plaintively into the evening breeze as it searches for a willing host.
  29. Red Weeds have taken-root in the area, raising a formidable hedge-maze made-up of randomly grown sections interspersed with dead trees and toppled ruins, including a fallen shack that used to house someone's still.
  30. Giant Owl (1). Her mate was killed by a pair of grave-diggers. She took care of them both.

Unusual Things (1d20)
  1. There's a large, but mostly stagnant Scabrous Froth trapped in the pit beneath one of the old out-houses.
  2. Mousefolk (3d6) are out flying kites hung with small chimes and bits of tinsel in an effort to figure out a suitable defense against hawks and owls that have been preying upon them ever since they came to these woods. Their singer was injured recently, and they are growing desperate.
  3. That Heap is moving.
  4. A Quack in their wagon is stuck in the mud. They were making their usual rounds of the local farmsteads when they ran afoul of the recent wet weather.
  5. A large, very pregnant Unseen Beast sow is noisily rooting around in the nearby marsh.
  6. That's not a stump...
  7. Blue Zoogs (3d4) have taken-up residence within a very large, old oak tree. They've staked-out a dead cat as a warning to all trespassers.
  8. Interesting Weather we're having...
  9. A semi-pickled Gloomswallow trapped in a jar of high-grade hootch. It's a small specimen, left-over from some old farmer's youthfully indiscreet days as a traveling side-show barker.
  10. Greediguts (1d4+1) are prowling the woods in search of the Zoogs who killed their mentor, a plump tabby cat with one purple eye. (see 7. above)
  11. There is a clump of Dreaming Nettle-Jellies in the marsh.
  12. A patch of not-quite-mature Stranglemass has taken root nearby.
  13. Something has disturbed the Plow-Grubs that ought to be sleeping packed in sand in their boxes in the rafters.
  14. There's a Frume out by one of the sheds. You can smell its stench, even in day-light, so you know it is close.
  15. You were always told to avoid Zeb's Shack on account of his damn fool use of Yellow Wallpaper in the upstairs bedroom. Everyone thought they had burned all the Yellow Creepers in that place, but it turns out that there might be one still left in there.
  16. Watch your step: there's some Vicious Slime over there. Good thing you spotted it. This time.
  17. There's some kind of Swarm down in the holler, near the little creek. It wasn't there last week. Maybe it has not had time to build a full nest yet.
  18. You were always told to watch out for Tunnel-Rats along the South Ridge. Well, now they're keeping an eye on you.
  19. Why would a Rothaube steal your kitchen herbs? Maybe one of them is ill?
  20. Grozt (2d4) Hunchback spell-casters are making a survey of the area with the intention of locating one of the last remaining hidden graves of the vampire Karlessi or any other such revenant they might discover. They are licensed and sanctioned by a notary back in Wermspittle, so it is all proper and legal.

Special Encounters (1d10)
  1. Alzik the Dead Dreamer lies restlessly in a half-exposed bronze-and-lead casket that was supposed to have been buried near a crossroads before the Equinox. The Barrow-Men hired to perform this duty took his money and left the job only partly done. To be fair, they were driven-off by a pair of giant owls that they disturbed with their constant bickering.
  2. Moundfolk (1d4) have just discovered a cache of Gunpowder Grubs in the old root-cellar under an abandoned farm house.
  3. A vivid teal-blue Irrlicht trapped in a bone-and-horn lanthorn. The Luxer who trapped it fell down a poorly covered well-shaft with their neck broken. The luminous nasty-thing whispers venomously to you, demanding to be released. It is furious at having been captured by so clumsy an oaf.
  4. A huge, old Tripod stops to examine one of the local Roadside Attractions then moves on. It is heavily damaged and leaking copious amounts of green smoke.
  5. (3d6) Cans of White Wash covered-over by a rotting tarpaulin. One is leaking.
  6. A Weak Point that opens into a dead realm of flat gray dust and crumbling ruins where only a few leathery flat-leeches lie in wait for prey that never comes. A pair of enterprising Ractur have been digging-out dry bones to sell in the city. They are greedy, but increasingly nervous, especially since they started telling one another ghost stories around their little camp-fire last night. A terrible idea.
  7. Beware the Babes in the Woods.
  8. Curdle-Milk (1d4) are seeping into the hay stored in the barn.
  9. Paldrim the Precise, an Octoscholar with extensive experience in the greater metropolises of various and sundry Slumberlands, Dreamlands and similar such Oneiric Realms has been beaten, stripped, robbed of all his possessions and left dangling from a dead tree by a trio of grotesque black-and-green-striped spiders who've decided to become highwaymen. He is exceptionally erudite and well-versed in twenty-seven languages and a wide range of spells, charms and formulae that he will gladly trade for some assistance in his current difficulties.
  10. Koponu (1d4) are looking for a place to settle after having fled captivity. They are being pursued by a one-eyed Lurm who intends to regain his 'property' and sell the Koponu as living light-sources in Wermspittle.


Joy in Wermspittle

Monday, August 18, 2014

Wandering Monster Matrix: The Gormenstille (New Chillon)

"This is a place of bastards and illegitimate bloodlines, cast-offs and caitiffs, criminals and deposed heirs alike, all sent here in secret and left to rot, only they didn't all rot. They have their own lineages here, as well established and documented as any in the outer regions of the known worlds; only they are Ignobles in New Chillon, within the walls of the Gormenstille; all of them vying for power or prestige and squabbling among one another over obscure points of genealogy, precedence or their personal entry in the Red Book."
Hedrard's description of the Gormenstille in Bujilli: Episode 102


(1d20) Wandering Monsters in the Upper North East Calotte-Passage of the Gormenstille...
  1. Varn-spiders. (3d4) Dim, gray spiders that have associated with vampires for far too long...
  2. Skeletons. (2d4) They have been tasked to collect and carry all plague victims down to the coroners and plague doctors working in the lower levels. There's a 40% chance that any one of them is carrying a plague ravaged corpse. The rest carry spears. Each one bears the insignia of a red square on their prison-issue tabard.
  3. Ordrang. It is not interested in inedible, living things...however the Squirmy Gurgle that is hiding behind it is...
  4. Gobbling Grout:  1d4: 1Type I2) Type II, 3) Type III, 4) Type IV.
  5. Poppers. (4d6) Squiggly little leeches that explode from guzzling their victim's blood faster than they can process it.
  6. Drab Jelly.
  7. Ceiling Scorpions. (4d4) Huge mottled ochre and black-striped scorpions scuttle across the ceiling, seeking to attack from above by surprise. They never willingly leave the ceiling.
  8. Purple Wisp.
  9. Stranglemass. (1d4) of the things are floating free and on the hunt for fresh victims.
  10. Ourang. (3d6) Recently-escaped, they are headed towards the highest point in the main tower in the hopes of finding (and possibly hijacking) an airship.
  11. Gloomshadow. (30% chance it is trapped within a Binding Geometry).
  12. Yelg Froth.
  13. Screechers. (2d6) Bestial Winged Monkeys hunting for grubs, slugs or other easy-meat.
  14. Orbiculate. It's rolling along the wall, completely absorbed in hunting a pack of green-eyed wolf puppies, after having already consumed their parents. [This means that there are (2d4) wolf pups somewhere nearby.]
  15. Roll 1d20 to determine which random Vicious Slime has crossed your path.
  16. Shrieking White Moths. (3d4) Fluttering, flapping, clamorous winged-things with all too human faces shriek and scream in an effort to escape...only to attract something else in their stead.
  17. Flidder.
  18. Aethyric Eels. (2d4) are swarming around the recently deceased corpse of a Morlock Shaman that summoned them to aid her escape, but did so too late after being stung by a swarm of huge hornets.
  19. Escapees. [See Escapees Table]
  20. Bats. (3d100) of the filthy, diseased plague-bearing things--they were released into the passage by Baron Bannerworth's minions.

(1d20) Special Encounters in the Upper North East Calotte-Passage of the Gormenstille...
  1. (2d4) corpses. Each one has a 50% chance to be infested with Gore Worms.
  2.  A Zahj watches from its position upon the near wall. It may toy with those who pass it by, mostly out of boredom.
  3. Three adolescent Yellow Creepers have broken free of their cells and are desperately looking for the way back to Yellowholm. Their constant bickering alerts you to their presence long before they realize they are not alone.
  4. A Horla has begun to follow you...
  5. Weird whistling noises echo through the passage; there is a Saiitii Manifestation nearby...
  6. The passage is heavily covered and obstructed by a massive build-up of guano from either a huge flock of passenger pigeons or bats.
  7. Thaddeus, a Lesser Nosferatus, who claims that he was cast out of Baron Bannerworth's service over a minor impropriety. In truth, Thaddeus is a scout for Bannerworth's forces and hopes to lure gullible victims into a trap in order to gain a reward.
  8. They did not get very far before collapsing into a Loathsome Mass...
  9. Giant Blue-Speckled Hornets are building a massive hive in this section of the passage. They gained entry through a broken window and have been working away undisturbed until you showed up.
  10. A patch of Philosophic Mold has taken-up a cozy spot along the far wall where it contemplates intensely obscure matters of an esoteric nature. It is inclined to ignore anything that does not expose it to harm.
  11. A larval-stage Irradiant prowls this section of the passage, endlessly spiraling along the same twenty-two foot area again and again.
  12. Rubble. Someone has wrecked a section of the wall. Upon taking a closer look, the wall has buckled out from the constant over-tunneling of things working within it...a colony of Thumblings...
  13. Roll 1d20 to determine which sort of Unsightly Stain you've just discovered.
  14. You find a scabrous amulet on the floor. It bears the sigil of a powerful Sanguinovore. They will attempt to make a psychic connection with whomever picks up the amulet. They are trapped behind a walled-in section of the attic-maze of the Secondary Tower claimed by Baron Bannerworth, whom they consider their most dire personal nemesis.
  15. Suzraal is a Fantomist, recently arrived from the bombed-out ruins of her Nulgarian estates. She has a Black Pass from the Warden allowing her free passage through the Gormenstille for services rendered.
  16. Roof Whale. The massive thing is stuck in a hole it has bashed through the wall. The plaintive fog-horn-like groans of the thing make the walls and floor shudder.
  17. Gudivak is a one-legged Lurm who will gladly teach you a few handy variations on Gloomlight if you agree to help them escape from this place.
  18. A sad, broken and (thankfully) inert Biting Doll lies in a congealed puddle of blood. Somewhere nearby, possibly in a niche behind one of the wall-supports are a small band of Todtenhilzig who keep a vigilant watch over whomever passes this way. They are unsure how to get out of this place and might be inclined to attempt to parley with a suitably impressive-looking group. All others they will seek to avoid.
  19. A chunk of Purple Amber. It was dropped by an Oneirist whose plague-infected body lies only a few feet past the shiny bit. They were able to leave their body before it expired, but now they are trapped in a dreamlike state and only someone holding the piece of Purple Amber can see or communicate with them.
  20. A cat. Yes, it is mostly black. No, it is not interested in you...unless you offer it fresh meat, milk or cat-nip. If treated favorably, the cat has the ability to lead anyone it selects across the temporal threshold of this place to some other place by walking through a wall. Certain walls work better than others and the cat has a liking for the musically-gifted mousefolk that occupy certain choice interstices behind the walls of particular museums on the campus of the Academy at Wermspittle. The cat would be most pleased if you would break through the spell-warded walls protecting the singing mice so it can satisfy its current craving.

    Bujilli and Leeja are currently adventuring within the upper reaches of the Gormenstille upon New Chillon, having arrived there at the end of Episode 100 in an effort to rescue their friends Hedrard and Lemuel. Now they are in the process of making their escape from this place...
    New Chillon

    Thursday, January 5, 2012

    Bujilli: Wandering Monsters Beneath Zormur's Palace

    Wandering Monster Matrix:

    The Hidden Chambers Beneath Zormur's Ruined Palace
    Level One

    As Bujilli explores the Hidden Chambers, he will occasionally need to roll for Wandering Monsters. Since opening the once-secret doorway in Room 2 (see Episode Two for details), things have been stirring and waking up from their long slumber after being sealed away behind long forgotten wards and once mighty walls. The miasmagaster was not the only one who was locked-away long, long ago.

    The Oneiric Vortex that was set into motion in Episode Six has become a turbulent and treacherously unstable resonant conduit to the Oneiric Cacophony that surrounds the fragmentary Great Ring of Zalchis, allowing strange things to cross-over into this place.

    From now on we are asking for at least one of our readers to roll a D6 at the end of each post to determine whether or not a wandering monster may have entered the immediate vicinity. Use your own dice, or make use of the handy widget over in the side-bar, then enter your result in a comment on the most recent post. First come, first served.

    Any roll of '1' will bring about an encounter with some Typical Denizen or General Lurker, however any result of '6' will indicate that something has indeed found its way through the Oneiric Vortex.




    Typical Denizens
    1. (1) Patch of Green Slime (LL p. 80)
    2. (2d4) Goblins have just tunneled through the nearest outer wall and are in the process of getting their bearings. (LL p. 78)
    3. (1) Gray Ooze lies in wait, hoping to be mistaken for a normal damp-spot on the floor. (LL p. 79)
    4. (2d4) Giant Centipedes will come skittering out of cracks in the walls and ceiling. (LL p. 68)
    5. (1d100) Bats will flutter about looking for a way out. (LL p. 64)
    6. (2d4) Pale, luminous little Cave Crabs will scurry away from you. If cornered they are mildly poisonous. (Save +2 or be nauseous for 2d4 turns.)



    General Lurkers
    1. (2d4) Zombies wielding spears, all of whom are completely lacking their heads. (LL p. 103)
    2. (1d4) patches of Yellow Mold that are on the verge of developing some weird sort of semi-sentience. (LL p. 103)
    3. (3d4) Flutter Worms contained within an Umbral Veil that will lapse immediately if disturbed by an intruder, releasing the hungry, wriggling things to feed.
    4. (5d4) dessicated Rot Grubs that will be revived from their dry slumber by fresh meat or blood.
    5. (1) Ochre Jelly contained within a fragile, levitating glass sphere. Base 30% chance that it is intelligent. 10% chance it is psychic [ESP, Telepathy, Mind Blast each X3/day] (LL p. 89)
    6. (2d4) Molg prowling along the periphery of the plane and attracted by what appears to be easy prey.
    7. (1d10) Neanderthal Mummies armed with ornate bronze-headed morning star-like weapons that have been cast to resemble screaming demon-things. Weapons do 3d4 damage with base 10% chance of causing a horrific necrotic infection stopped only by Cure Disease. (LL p. 89)
    8. (1) Morlock sorcerer with most of their leftside embedded in the nearest wall due to a mishap with his last teleportation attempt. He is dying and only has 2d4 minutes left to him. (LL p. 88)
    9. A pit trap snaps open and (1d4) very large undead Giant Leeches rouse themselves from their moribund state to feed upon anyone they can reach. The water they wallow in is stagnant, filthy and 70% likely to cause some sort of disease, possibly a form of Dungeon Funk from Gorgonmilk's Table.
    10. A swarm of undead insects--Husks--swirls up from the dust and debris to mercilessly and ravenously devour all living flesh before them. Thankfully, they are extremely flammable...
    11. (1d4) Miasmagaster spawnlings out hunting for fresh meat.
    12. (1d6) Crudiv wielding a variety of corroded and rickety melee weapons.



    Creatures Entering via the Oneiric Vortex
    1. (1d4) Vilg flop about for 1d6 turns as they adjust to the radically new conditions of this plane. They have only just escaped from an Oneiric Adept who sought to use them as part of some heinously unethical experiment.
    2. (1d4) Dopplegangers sneak out from the vortex and start hunting down a few decent replacements. Base 25% chance that one is a sorcerer or cleric of the Faceless Ones. (LL p. 70)
    3. (1) Mirrorskull Necroconstruct levitates into the room, finally freed from its imprisonment within the Oneiric Cacophony of Zalchis for these last 2,700 years.
    4. (1) Yirgao comes thorugh the Oneiric Vortex hunting for souls.
    5. (1 swarm) A swarm of brain-devouring insects swirls through the vortex. Every 8 points of damage they inflict drains 1 point of INT from the victim for 2d4 hours. If the swarm manages to kill a victim, they are non-recoverable except through a grotesque transmigration into a swarm of the same insects...
    6. A roiling mass of Dreamscum sloshes through the Vortex to seep down the hallways and coat the walls with hallucinogenic corruption.
    7. Three-Headed Sharktopede scuttles daintly into the area, then goes into a feeding frenzy once it catches the scent of blood.
    8. (2d6) Boartaurs wielding scimitars and short bows clomp into this space from a botched invasion attempt on another plane--their magic user perished in the course of opening the way for them to escape via an Oneiric Vortex that unfortunately also resonated with the Oneiric Cacophony of Zalchis, driving them all mad or worse. [40% chance that any one of them is now possessed...]
    9. (1d6) Triloo make their way through the Vortex only to find themselves trapped in some sort of crypt or buried ruin which sours their mood. At least it's not entirely yellow or something horrid like that, right?
    10. (1d6) Transparent Giant Scorpions whose carapaces are formed from a strange form of pseudo-glass that is as hard as steel (AC 1). (LL p. 94)
    11. (1) Ordrang rolls forth from the Vortex and begins to seek out any and every undead within the place in a feeding frenzy.
    12. (4d6) Gargantuan Violet Ants come chittering and clicking wildly as they seek to establish a new colony upon a new plane.
    13. (4d6) Gibbering Quasihumanoids re-enflesh themselves from the unstable dissonance of the collapsing Vortex.
    14. (2d6) Higher Baboons in chainmail with halberds and hand-gonnes have just claimed this area for their Emperor --or-- (1) Troll Shamaness in Oneiric Form crosses over via the Vortex and begins to explore the area. It has been a long trip and she is in need of an infusion of energy to sustain herself...perhaps there is a way she might tap into the Vortex?
    15. (1d6) Basilisks are looking for a suitable place to set up a nest, preferably away from the constant vibration of the Vortex which they find annoying. (LL p. 63)
    16. (3d6) Ectoworms ooze forth and start seeking hosts.
    17. (6d6) Dreamsnails slither out of the Vortex as though it were the most natural thing in the world...which it clearly is not.
    18. (3d10) Skeletons march forth in full panoply of war, including a set of Drums of Panic...
    19. (1d4) Feral Simulacra arise from the midst of the Vortex and seek to escape its area of effect before they are pulled back down into the seething storm of nightmarish energies and destroyed. Again.
    20. (2d6) Umbral Troglodytes slither out from the Vortex in pursuit of a more physical existence outside of the regions they usually occupy deep within the substrata of the Oneiric Cacophony of Zalchis.

    Note: any roll of a '1' on the second roll for a potential special Oneiric Encounter opens the way for a SPECIAL ENCOUNTER:

    [SPECIAL] (1) Xulg Vortex-mancer notices the Oneiric Vortex and closes it.

    Series Indexes
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    Episode Guides
    Series One (Episodes 1-19)
    Series Two (Episode 20-36)
    Series Three (Episodes 37-49)
    Series Four (Episodes 50-68)
    Series Five (Episodes 69-99)
    Series Six(Episodes 100-ongoing)

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