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THE LAIR: 10 VARIANT SKELETONS 2. 1d4+1 Homunculus. 3. 2d6 Zombie Pixies. 4. 1d4 Mummified Cats. 9. Psychic: The cracks of this skeleton skull reveals a pulsating cranium. This skeleton has a semblance of intelligence and attacks with a psychic blast with a range of 30'. Because of its degenerative state the psychic blast is random and unpredictable. THE LAIR: RANDOM WILDERNESS ENCOUNTERS Random Wilderness Encounters. I put together a quick random encounter table for my current campaign. This table can be used for any fantasy game like Dungeons & Dragon, Pathfinder, Retro-clones, etc. Roll 1d6. 1-2 no encounter. On a roll of 3-6 you have an encounter. Look at the corresponding table and roll 1d20. THE LAIR: 20 RANDOM CURSESBIBLICAL CURSES LIST 20 Random Curses to befall your players. Be it from the final dying words of an old witch to the misfortune of opening a tomb that shouldn't have been. Curses can be cured through a remove curse spell or a set of circumstances that the DM decides. The DM can also use these curses as effects of a bestow curse spell if he sees fit. THE LAIR: NILBOG S&W Combat: Nilbog is a low level challenge with moderate hit points, saving throws, and Armor Class. It does have two distinct features. First up is the aura of Spatio-temporal reversal. This aura constantly emanates an aura of confusion in a 20ft radius. THE LAIR: RANDOM SEWER ENCOUNTERS Random Sewer Encounters. 30 Random Sewer Encounters for Dungeons & Dragons or Pathfinder Role-Playing Game. Could also be used for any fantasy game. Also 20 sewer themed adventure seeds. Roll 1d20 for Basic Sewer Encounter. If you roll a 20 then roll on moderate difficulty table. Basic Sewer Encounters. 1d20 (how many encountered) THE LAIR: 20 VARIANT ZOMBIES The great thing about pre-2000 D&D is the simple monster creation. Any monster in the game can be adjusted on the fly with little work. Earlier this year I was running my AD&D 2E Campaign and half the monster didn't come from the Monstrous Manual. BLOODHULK - THE LAIR The Bloodhulk Crusher is a Challenge Rating of 8 that is a giant size, low armor class of 14, massive hit points that average around 280, and a wicked slam that does 3d6+24 points of damage. -Special Qualities: Bloodhulks are undead and have all the traits of that type. They have darkvision, low-light vision, and can understand their creators THE LAIR: 20 RANDOM RUMORS 20 Random Rumors. 20 Random Rumors for Dungeons & Dragons/Pathfinder or any fantasy type rpg. You can roll 1d20 or just simply select what you fancy. Whether these rumors are true or not is up to you. 1. One of those holy warriors has been seen drowning his sorrows at the local pub. Someone said he was some Paladin type fellow. Piss off his God. THE LAIR: RED-LEGGED SCISSOR-MAN Scissor-Men are extremely stealthy. They can hide in shadows and move silently at 90%. Scissor-Men are able to cast invisibility at will.; Scissor-Men have 60' Infravision. THE LAIR: RANDOM ENCOUNTERS 20 Random Treasure Parcels. 20 Town Crier Proclamations. 10 Winter Festival Adventure Seeds. Random Dungeon Graffiti. Random Sewer Encounters. 12 Strange Occurrences. Random Urban Encounters. Random Wilderness Encounters. A compiled collection of the Random Dungeon Room, Graffiti, and Dungeon Hazard articles can be found onrpgnow.com.
THE LAIR: 10 VARIANT SKELETONS 2. 1d4+1 Homunculus. 3. 2d6 Zombie Pixies. 4. 1d4 Mummified Cats. 9. Psychic: The cracks of this skeleton skull reveals a pulsating cranium. This skeleton has a semblance of intelligence and attacks with a psychic blast with a range of 30'. Because of its degenerative state the psychic blast is random and unpredictable. THE LAIR: RANDOM WILDERNESS ENCOUNTERS Random Wilderness Encounters. I put together a quick random encounter table for my current campaign. This table can be used for any fantasy game like Dungeons & Dragon, Pathfinder, Retro-clones, etc. Roll 1d6. 1-2 no encounter. On a roll of 3-6 you have an encounter. Look at the corresponding table and roll 1d20. THE LAIR: 20 RANDOM CURSESBIBLICAL CURSES LIST 20 Random Curses to befall your players. Be it from the final dying words of an old witch to the misfortune of opening a tomb that shouldn't have been. Curses can be cured through a remove curse spell or a set of circumstances that the DM decides. The DM can also use these curses as effects of a bestow curse spell if he sees fit. THE LAIR: NILBOG S&W Combat: Nilbog is a low level challenge with moderate hit points, saving throws, and Armor Class. It does have two distinct features. First up is the aura of Spatio-temporal reversal. This aura constantly emanates an aura of confusion in a 20ft radius. THE LAIR: RANDOM SEWER ENCOUNTERS Random Sewer Encounters. 30 Random Sewer Encounters for Dungeons & Dragons or Pathfinder Role-Playing Game. Could also be used for any fantasy game. Also 20 sewer themed adventure seeds. Roll 1d20 for Basic Sewer Encounter. If you roll a 20 then roll on moderate difficulty table. Basic Sewer Encounters. 1d20 (how many encountered) THE LAIR: 20 VARIANT ZOMBIES The great thing about pre-2000 D&D is the simple monster creation. Any monster in the game can be adjusted on the fly with little work. Earlier this year I was running my AD&D 2E Campaign and half the monster didn't come from the Monstrous Manual. BLOODHULK - THE LAIR The Bloodhulk Crusher is a Challenge Rating of 8 that is a giant size, low armor class of 14, massive hit points that average around 280, and a wicked slam that does 3d6+24 points of damage. -Special Qualities: Bloodhulks are undead and have all the traits of that type. They have darkvision, low-light vision, and can understand their creators THE LAIR: 20 RANDOM RUMORS 20 Random Rumors. 20 Random Rumors for Dungeons & Dragons/Pathfinder or any fantasy type rpg. You can roll 1d20 or just simply select what you fancy. Whether these rumors are true or not is up to you. 1. One of those holy warriors has been seen drowning his sorrows at the local pub. Someone said he was some Paladin type fellow. Piss off his God. THE LAIR: RED-LEGGED SCISSOR-MAN Scissor-Men are extremely stealthy. They can hide in shadows and move silently at 90%. Scissor-Men are able to cast invisibility at will.; Scissor-Men have 60' Infravision.THE LAIR - BLOGGER
A collection of adventure seeds, encounters, and/or random thoughts. 1. While staying at the local inn the group is approached by a woman. Her son has recently joined a gang of miscreants. She is deeply concerned and ask the group to convince her son to change his ways. 2. THE LAIR: NEW MONSTER INDEX 20 Variant Zombies. Hive Mind of the Giant Killer Bee. Radiation Rules. Beast Folio Vol. 1. Chaos Ooze, Ocular Jelly, Red-Legged Scissor-Man, and Steam Beast are collected in Beast Folio volume 1. Beast Folio Vol. 2. Cinder Hag, Gula, Observer Orb, and Zombie, Radiation are collected in volume 2. Also includes the variantradiation rules.
THE LAIR: NILBOG S&W Combat: Nilbog is a low level challenge with moderate hit points, saving throws, and Armor Class. It does have two distinct features. First up is the aura of Spatio-temporal reversal. This aura constantly emanates an aura of confusion in a 20ft radius. THE LAIR: 20 RANDOM RUMORS 20 Random Rumors. 20 Random Rumors for Dungeons & Dragons/Pathfinder or any fantasy type rpg. You can roll 1d20 or just simply select what you fancy. Whether these rumors are true or not is up to you. 1. One of those holy warriors has been seen drowning his sorrows at the local pub. Someone said he was some Paladin type fellow. Piss off his God. BLOODHULK - THE LAIR The Bloodhulk Crusher is a Challenge Rating of 8 that is a giant size, low armor class of 14, massive hit points that average around 280, and a wicked slam that does 3d6+24 points of damage. -Special Qualities: Bloodhulks are undead and have all the traits of that type. They have darkvision, low-light vision, and can understand their creators THE LAIR: 10 VARIANT WRAITHS 9. Replicating: This wraith once slain is reborn as two wraiths one round later. These wraiths have 2HD and no level drain ability. 10. Prismatic: Created by an untimely death due to a prismatic wall this wraith has merged with that spell to create a constantly shifting humanoid cloud of various colors.THE LAIR: ALLIP
Monstrosities S&W for OSR Version. When an individual goes insane and decides to commit suicide there is a chance they will return as an Allip. An intelligent incorporeal undead who seeks to inflict terror, confusion, and rage upon the living. The Allip will often seek revenge on those who might of played a part in it's madness. THE LAIR: 10 VARIANT MUMMIES 10 Variant Mummies is the continuation of a set of articles that add or maybe subtract abilities to your typical undead encounter. If you have players who have been playing for a number of years they might know every ability a standard undead creature has. Presented below are 10 variant of your standard theme.MORDNAISSANT
Originally appearing in Rappan Athuk. When a woman who is carrying a child dies in an unholy place her unborn fetus may continue to grow. Infused with dark power and negative energy this fetus will burst through her belly as a new horrid undead creature. Floating within this black sphere of dark energy is an unborn baby who is warped anddeprived.
THE LAIR: 20 TOWN CRIER PROCLAMATIONS 17. Being barefoot is allowed around friends and acquaintances, but outlawed among strangers. 18. All wives are not allowed to cut their own hair without their husband permission. 19. The town has outlawed catching fish with your bare hands. 20. Bathing is prohibited during winter. Posted by Exoknight at 2:51 PM.THE LAIR
D&D Blog about Random Encounter Tables, New Monsters and Variants, New Magic Items, etc. Has an OSR D&D focus.NEW MONSTER INDEX
* Home
* Random Encounters
* New Monster Index
* New Magic Item Index THURSDAY, NOVEMBER 3, 2016 6 URBAN ADVENTURE SEEDS A collection of encounters, adventures seeds, and/or random thoughts. 1. A renegade Tooth Fairy is harassing the town. Every night it visits a dozen children and extracts 1 tooth. After all 32 are extracted the children will die. When you arrive in town it is day 30. 2. In the slums there is a tattoo artist who give her services away for free. She inks the poor with demonic imagery and infernal designs. On the 13th day the tattoo comes alive and slay its host. It then retreats into the sewers waiting until 665 more of his brethren havearrived.
3. The rogue/thief in the party is approached by a gambler. He has a huge wager that Mr. Offerson will die by Friday. He offers 20% of his take if you can guarantee that will happen. 4. The town hires the group to evict the owner of the Lucky Strip Tavern. He has unpaid taxes. Problem is the tavern basement is the home of the local thieves guild and eviction will only be meet byforce.
5. The group is in search of a rare book. A recluse bibliophile currently own that book and refuses to part with it. If pressed he gives the group a list of a dozen books he requires in trade. 6. You arrive in town and something is off. Everyone is wearing dresses. Man, women, and child. An edict from the Baron has been handed down that everyday is Dress Day. The group is offered an assortment of dresses to choose from. Pink being the most popular.Posted by Unknown
at 3:03 PM
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Labels: Random Encounters MONDAY, OCTOBER 31, 20166 FOREST ENCOUNTERS
A collection of six forest/wilderness encounters, adventure seeds, orrandom thoughts.
1. You meet an albino elf, he claims his pigment has been stolen by a nefarious Kaleidomancer. His tribe had their pigment drained away and their desires for life extinguished. His village is not far from here and he ask for you to bring the color back. 2. A Shepherd is running for his life. His flock of sheep have turned on him and are attempting to hunt him down. A demon tainted virus has spread throughout the flock and has turned them into viciouspredators.
3. The voice of a young woman travels through the wind. You piece together a cry for help. By following the voice it leads you to a cave. It's inhabitants are a tribe of goblins. The cave is also the burial grounds of an elven maiden who wishes to sleep in peace. 4. The group is harass by a band of Pixies, they are hurling chunks of bloody meat at them. Not far from the scene is a pack of wolvestrailing the scent.
5. A corpse lies on the ground. It has fallen from great heights and its heart has been ripped out. A Peryton is on the hunt and attempts to pick off one person at a time. He swoops in to grab his target and ascends to great heights, then drops his prey on the floor. Then he descends down to tears its heart out. 6. A caravan of slavers move through the forest. They offer to sell their stock to the group. The slaves are from a local hamlet and the slavers are looking to flip their recent acquisition quickly.Posted by Unknown
at 3:04 PM
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Labels: Random Encounters THURSDAY, SEPTEMBER 1, 2016 BEAST FOLIO VOLUME 3 RELEASED Beast Folio Volume 3 released on RPGnow. It is PWYW and all proceeds go towards new artwork. With Volume 1 and 2 I have 12 monsters with full color artwork. Right now I have about 8 pieces of monster artwork waiting for text. I also have 3 older pieces(Moon Golem, Flesh Painting, and Mnemonic Devourer) that needs updating and rework. Once I get enough monster entries done I'll get a proper layout and edit to do a nice print edition. Want to thank everyone for their support.Beast Folio Vol. 1
Beast Folio Vol. 2
Beast Folio Vol. 3
Posted by Unknown
at 1:27 PM
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Labels: New Monsters TUESDAY, AUGUST 30, 2016FEROCITY DUMMY
NO. ENC: 2d4
ALIGNMENT: Chaotic Evil MOVEMENT: Fly: 180' (60')ARMOR CLASS: 7
HIT DICE: 4 + 2
ATTACK: 2 (weapon)
DAMAGE: 1d8/1d8 (weapon)SAVE: F4
MORALE: 12
HOARD CLASS: None
XP: 365
Ferocity Dummies are sword practice targets who have awakened with vengeful anger after decades of bashes, slashes, and pokes. The accumulated hatred leaves residual psychic anger that manifest into sentient beings with the sole purpose of murder and mayhem. A Ferocity Dummy is made of wood, canvas, and straw with a blade in each hand. They have torn themselves from their base and fly through crumbling dungeons with murderous intent.COMBAT
* Ferocity Dummies feed off hatred, each successful hit against the dummy fuels its anger. For each hit the Ferocity Dummy gains a +1 bonus to damage. The damage is cumulative. If the dummy is hit four times in a round, it receives a +4 to damage on its next attacks. The damage bonus resets to zero if a round passes and dummy is notdamaged.
* Once per round the Ferocity Dummy can perform a counter attack on its opponents turn. If successfully attacked, the dummy can immediately strike back with one attack. * Ferocity Dummies are immune to mind-affecting spells.ADVENTURE SEEDS
1.
The Sacred Flame Monastery has gone quiet. The martial monks years of practice has awakened dreadful anger from their mundane targets.2.
This dungeon room is an armory filled with rusted weapons and cobwebs. In the center of the room are a half dozen Ferocity Dummies silently waiting to draw blood. For more monsters, check out my New Monster IndexPosted by Unknown
at 9:03 AM
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Labels: New Monsters WEDNESDAY, JULY 20, 2016 10 RANDOM TOWN ENCOUNTERS 1. The group is assaulted by Librarians who mistake one of the PCs for being extremely delinquent on some books. The Librarians attack with non-lethal damage and once the group is subdued, confiscate any scrolls or book in their possession. 2. You hear haunting melodies coming from beneath the sewer grate. A pair of Sirens have taken up residence down below and luring stray travelers to their death. 3. As you are moving around town you hear cries for help. A building is burning down and a young girl screams from the second story window for help. Within a matter of minutes the entire building will beengulfed in flames.
4. A man with meat strapped to his body runs frantically into the alleyway. A pack of stray dogs chasing behind. 5. A strung out opium addict stops you in the street. He offers adventuring gear at rock bottom prices. At a nearby inn a lone adventurer lies dead in his bed. 6. The stable erupts into chaos. Horses are trampling the stable boys and rampaging in the streets. A bad case of mad horse disease hasbroken out.
7. A group of children bully a young lad. They circle him and assault him with threats. If interrupted they pull out knives and threaten todo the same to you.
8. A tax collector stops the group and ask if they have paid their excess taxes. He then proceeds to ask them financial questions and ask for proof of current wealth. Once collected he imposes a 10% tax oncurrent coinage.
9. Slavers travel down the main street with their most prized possession, a Hill Giant. His shackles come undone and he savagely attacks all nearby. The Slavers warn the group not to harm their prized possession or they will be replacements for damaged property. 10. The group notice citizens gather around for the afternoon hanging. Moments after the sound of broken necks the dead rise to seek vengeance against their audience.Posted by Unknown
at 7:14 PM
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Labels: Random Encounters 6 TOWN ADVENTURE SEEDS 1. The headmaster of the local wizard academy has been replaced by a Succubus. She has seduced and charmed the facility. Rumors of missing students echo throughout the town. Your band of adventurers have been hired to go undercover to find out what is really going on. 2. The Red Scale Bank has opened for business. This house of usury is funded by an Ancient Red Dragon and those failing to pay exorbitant fees/interest for loans are burnt to a crisp. The bankers are draconian thugs who prey on the weak and less fortunate. 3. A peddler has been selling fake magic items, customers are outraged for being swindled. They would retaliate except the peddler has hired two Minotaur bodyguards who are with him at all times. 4. The local tavern main course is in jeopardy. The red fin trout from the local lake have begun to disappear. A monstrous sea creature has move into the lake and has been disrupting the fragile ecosystem. 5. The town is in panic, the local guards have surrounded a prominent home and negotiating with a band of thugs to not execute the family inside. The thugs are asking for a far fetch ransom the town can't provide. The group is ask to obtain the ransom or end the hostage situation by stealth and force. 6. People are being abducted into the alleyways and disappearing. Nothing remains except their images now graffitied on the walls. The town folk say if you stare long enough at the images they move and the alleyway walls are actually a prison.Posted by Unknown
at 4:55 PM
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Labels: Random Encounters TUESDAY, JULY 12, 2016 MAGICAL HODGEPODGE VI FIRE CHALK: This red chalk can be used to draw a line on an appropriate surface, which then erupts into flames one round later. The chalk can be used to draw up to 60' in an uninterrupted pattern and 1 round later a vertical sheet of flame 5' high will erupt from the line. The flame will burn for 1 turn and deal 2d6 damage for anyone crossing the plane. The Fire Chalk can be used up to 3 times before losing its red color and reverting to white chalk. FEATHER PARASOL: This parasol is made out of harpy feathers. If the parasol is opened and held above the head it allows the user to _levitate_ as per the spell for six turns. The levitate ability can be used 3 times per day. The parasol can also be opened and twirled in a hypnotic pattern, all targets who can see the parasol within 30' must make a save vs spell. Upon failure the target is fascinated by the pattern until the user stops twirling. Fascinated targets can defend themselves, but can't move or attack. The fascinated effect is broken if the target takes damage or is outside the 30' range. A save is permitted each round to break free.Posted by Unknown
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