Table of encounters below...
D10
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Encounters for the Boiling Depression
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1
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Wailing Trees – A stand of unnaturally colored screaming trees. Trees scream constantly through bulbous
gourd like sacks that inflate and deflate rhythmically. If approached within 10’ the screams will
resonate in the mind and cause violent insanity (Save vs. Spells or attack as
berserker until subdued and a curse removed).
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2
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Animate Home – A huge extraterrestrial mollusk (or a terrestrial mollusk
enlarged by strange magic), has bent a small cottage into a shell. It appears as a rundown but cozy abandoned
cottage (possibly concealed in a ruined thorp), but contains a crab and/or
slug like monstrosity that will surprise on 1-5 if approached with anything
less than the utmost caution.
Hermit Beast –HD 10, AC 0, ATK 4 (serrated limbs/sticky pseudopods)
DAM 1D6/1D6/1D6/2D10 SV F10, MV 20’, ML 10
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3
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Possibilities Field. The air
above this large patch of churned earth vibrates and twists as if
heated. Causality and time are loosely
held here, and any living thing walking through the field will be shifted into another possibility that it's past or future contains. Roll D4 1- 1D12x100 Experience gained (50%) or Lost. (50%) 2- Age. (1D100 -30) years 3- All Stats rerolled 4- Gain a strange peculiarity (eye color, odd growths or other cosmetic mutation), -1 CHR.
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4
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Bestial Trees and Predatory Plants – In this copse (1D10x10’
diameter) the nature of animal and plant have been reversed. ‘Trees’ made of
hide and white bone are surrounded by fleshy and furred ‘brush’ that has eyes
in place of berries. Amongst the
strange plants small animals consisting of overly mobile creeper vine ‘monkeys’
and floating gas filled succulent ‘birds’.
A herd of dangerous flesh eating ‘deer’ lurk within the copse and are
likely to use their thorny teeth to ‘graze’ on any animal that moves through their
unnatural forest.
Green Stags (4D8) – HD 3, AC 5*, ATK 1 bite**, DAM 1D8, SV F3, MV 40’,
ML 8 *take x2 damage from fire and ½ damage from cold attacks **May charge
into melee and gore with thorny horns for +2 hit and 2D8 damage. Mossy Skins (100 GP each)
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5
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Energy Bleed – Blasted clear of all life, and turned into a crater of
black glass this spot still contains valuable bleed energy in the rock, 2D10x100
GP worth of fragments easy to pick from the ground. Attempts to mine the crater with picks or
shovels will result in a bleed eruption (as 1-10D6 fireball). 40% crater is inhabited by creature (human
or animal originally) that has transformed into pure energy. It is unlikely to be initially hostile, but
is somewhat territorial and the energy wraith’s touch will electrocute living
tissue.
Energy Wraith (1) HD 6, AC 6,* ATK 1 grab, DAM 2D6, SV F6,MV 30’, ML
12 *Immune to electricity, fire, normal & silver weapons
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6
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Fractal Hounds – Like a pack of shadows made from broken glass, these
extra planar beasts attack out of the odd geometries of other universes. They will be known by their strange baying
that comes from within the hearts of their prey. Still they are dogs, and may be lured off
the hunt by easier prey.
Fractal Hounds (2D6) HD 1, AC 5*, ATK 1** bite, DAM 1D8, SV CL 10, MV
teleport/80’ ML 8
*Hounds do not exist in normal time and space and may only be
attacked as they attack and only by their target on a successful save vs.
paralysis. ** If target fails save vs. paralysis (needed to attack) hound
attacks as a backstab (+4 hit, x3 damage)
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7
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Feral Infant - Huge shambling predators that appear to be grossly mutated human infants. Most suffer from microcephaly, while many show other deformities. They crawl along the ground, devouring anything they come across.
Feral Infant (1-2) HD 8+8 AC 4, ATK 1 maul*, DAM 2D8, SV F9, MV 30' ML 10 *On a natural 20 will rend target, removing 1D4 limbs for 25% total HP per limb and incapacitating any survivor. |
8
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Forest King - Swarming masses of small forest animals, warped and fused by foul magic into a single brightly colored entity, Forest Kings proceed implacably, devouring everything in their path down to the soil. The forest king moves slowly, like a fuzzy a carpet of teeth and strangely colored fur and they are fairly unintelligent, but Forest Kings never rest adn will sometimes pursue a moving food source for days at a time.
Forest King (1) HD 10 AC 9* ATK 1 swarm** DAM 1D8, SV CL 10, MV 20' ML 13 *All non area effect attacks do 1 pt of damage. Immune to mind effecting spells and poison. ** With attack will grapple as STR 19, failure to escape will automatically damage target for 2D12 per round. |
9
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Liquid Magic - Essence of sorcery, a small pool of liquified magic sit here at the bottom of a depression, with the land around completely drained of magic. No magical effects will work within 50' of the pool, but the liquid itself is worth 1D4 x 1,000 GP if bottled and sold for further refinement.
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10
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Gravity Inversion - Sudden inversion of natural laws hurls all objects into the air 1D100 feet. Objects will fall back, taking damage, after a few seconds. Characters, NPCs and henchmen may make a Dexterity check to grab something rooted to the earth, and a Strength check to avoid being pummeled loose by debris.
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I can think of an area of one of my game worlds which this would be perfect for.
ReplyDeleteI love this concept.
ReplyDeleteThose huge feral infants would be so much fun to run. Now that's a monster that could do some unexpected, disastrous things.
ReplyDelete