Lunar Heights (Lunar encounter Table 3, mountains, shards and high crater rims)
Encounter chances: 1 in 8 each 2 hours. 1 in 12 each 4 hours if moving carefully. 1 in 20 each 8 hours if hiding in shelter.
4- Selenite Ancient (1), 9HD AC4 mv:9 Level 9-empaths (treat as cleric), feared remnants of extinct selenite hive-cities.
5- Moon Maiden (1-3) 4 HD AC 9 Mv 12, roll for subtype: 1,2- unskilled awakened sleepers, 3-4 level 4 empath, 5 level 4 magic-user, 6- level 4 illusionist. 40% chance they are protected by guardians(see subtable)
6- Monkey Bear (1-4), 8HD AC 5 mv: 9, can carry man-sized foe and climb away.
7- Bee Women(1-6), 2+1 HD, AC 6, mv:9/12-fly, buzzing hypnotizes as charm person
8- Levitating Tentacle Whales (1-8),8HD, AC 5, Mv: 9, 4 tentacle attacks per round, constriction damage each round, thrown into mouth at end of third round.
9- Selenite Scouts: Selenite Valkyrie(1-3), 4 HD AC 4 mv:9/15-fly. 30% chance of being armed by 1-2 selenite guard weapons, Selenite Flit(1-4), 2 HD AC 6 mv:12(fly)
10- Acid Spiders(1-6), 2 HD AC 4 mv:6, spit acid webbing that will adhere and cause damage for 1-3 rounds
11- Yellow Moth(1-10), 1 HD AC 7mv:12, bite causes paralysis
12- Decapede(1-12), 3 HD, AC 4 MV 9, excellent climbers, attacks have 33% chance of hurling victims off climbs if encountered on steep surface. They are good eating.
13- Green Moth(1-20) , 1/2 HD Mv: 12, glow 20' radius anyone killing one has 50% chance of being splashed and glowing for 2-5 hours
14- Silver Webs, trap if save fails, 15% chance of encounter every turn afterward until free
15-Living Crystals(1-8), 3 HD AC 2 mv: 1 , harmless unless one is between a pair of living crystals which can then deliver a current between them similar to a lighting bolt.
16- Avalanche, save or suffer 2d6 from falling rocks, those who fail save have 2 in 6 chance of being buried by rubble.
17- Giant Tiger Moth (1-3), 8 HD AC 5 mv:15, fly
18- Zombies (2-12) animated ancient moon men resembling dry desiccated human corpses dressed in exotic garb
19- Black Moth(1-3), 2 HD, AC: 5, MV:12, attack causes energy drain
20- Selenite Ghouls (1-4) ,as standard ghouls but only other selenites can be turned into undead
21- Creeping plants: 70% Harmless Creepers , 30% Razor Creepers(1-12), 2HD AC 8 MV0, surprise on 1-4
22- Automatons (1-3), 5 HD AC 2 mv:6, 60% have integrated high-tech weapons
23- Human Explorers
24- Hemovores (1-12), living vampire humanoids. 8HD AC: 2 . 30% as 8th level Clerics.
Moon Maiden Guardians subtable
1- Moon Wraiths (2-5), 4 HD AC:2 Mv: 12, insubstantial ghosts of extinct lunar men, attacks drain life levels. can't be harmed with non-magical weapons
2-3 Automatons (1-3), 5 HD AC 2 mv:6, 60% have integrated high-tech weapons
4-5 Clone Warriors (2-12), 2+1 HD AC 5 Mv 9
6 Zombies (3-24) animated ancient moon men resembling dry desiccated human corpses dressed in exotic garb
Showing posts with label lunar. Show all posts
Showing posts with label lunar. Show all posts
Thursday, May 13, 2010
Tuesday, May 11, 2010
Lunar Encounter Table 2
Lunar Wastes (Lunar encounter Table 2)
Encounter chances: 1 in 12 each 4 hours. 1 in 20 each 4 hours if moving carefully. 1 in 100 each 8 hours if hiding in shelter.
4- Selenite Ancient (1), 9HD AC4 mv:9 Level 9-empaths (treat as cleric), feared remnants of extinct selenite hive-cities.
5- Levitating Tentacle Whales (90% of 1,10% of 3-12),8HD, AC 5, Mv: 9, 4 tentacle attacks per round, constriction damage each round, thrown into mouth at end of third round.
6- Desiccated Triffid(1), 2 HD AC 8 mv:0 , poison sting to 20' , immobile 75% of the time when encountered for 1-4 rounds. Fire damage causes it to explode as a fireball .
7- Bee Women(2), 2+1 HD, AC 6, mv:9/12-fly, buzzing hypnotizes as charm person, Charmed Selenite Guards(7-12), 1+1 HD AC 6 mv: 6, Sleep Darts (in short supply)
8- Silver Webs, trap if save fails, 15% chance of encounter every turn afterward until free
9- Selenite Expedition ,Selenite Brain(1), 5 HD AC 5 mv:3, level 6-empaths (treat as cleric), Selenite Guards(4-24), 1+1 HD AC 6 mv: 6, 1-2: Sleep Darts, 3-4 Paralysis bolas, 5: Pain Rods 6: Stun Grenades, Selenite Drones(6-60), 1-1 HD AC 8 mv:6
10- Automatons (1-3), 5 HD AC 2 mv:6, 60% have integrated high-tech weapons
11- Green Gnomes (1-20) 1 HD AC 5 mv:6. if friendly will give advice to reduce chance of hostile encounters for next day.
12- Moon Wraiths(1-8) 4 HD AC:2 Mv: 12, insubstantial ghosts of extinct lunar men, attacks drain life levels. can't be harmed with non-magical weapons
13- Green Moth(1-20) , 1/2 HD Mv: 12, glow 20' radius anyone killing one has 50% chance of being splashed and glowing for 2-5 hours
14-Edible Fungus(1-20), looks like toxic puff fungus but each one supplies 2-7 meals for a man-sized being. Takes a round to collect 2 meals worth. 10% chance of another encounter 1-3 rounds after collecting begins.
15-Red Mites(3-30), rust attack
16- Quick Dust, if surprised make save to avoid drowning in the syrupy dust. Drown in 2-4 rounds if not pulled free. 10% chance of attracting other encounter.
17- Rust Fungus(2-8), 33% chance of spraying spores that will rust exposed metals if molested. Looks like Edible Fungus.
18- Living Crystals(1-8), 3 HD AC 2 mv: 1 , harmless unless one is between a pair of living crystals which can then deliver a current between them similar to a lighting bolt.
19- Moon Cow(1), 3 HD AC 6 mv: 9
20- Grey Worm(1-4), 7 HD AC 4 mv: 9 swallow man-sized prey whole 33% of attacks
21- Giant Tiger Moth (1-3), 8 HD AC 5 mv:15, fly
22- Toxic Puff Fungus(2-8), 50% chance of spaying toxic spores that will kill in 3-18 turns if save failed after breathing in.
23- Hemovores (60% of 1, 40% of 2-20), living vampire humanoids. 8HD AC: 2 . 30% as 8th level Clerics.
24- Human Explorers
Note: if encounter draws another encounter and an immobile encounter is rolled there is no additional encounter drawn in.
Encounter chances: 1 in 12 each 4 hours. 1 in 20 each 4 hours if moving carefully. 1 in 100 each 8 hours if hiding in shelter.
4- Selenite Ancient (1), 9HD AC4 mv:9 Level 9-empaths (treat as cleric), feared remnants of extinct selenite hive-cities.
5- Levitating Tentacle Whales (90% of 1,10% of 3-12),8HD, AC 5, Mv: 9, 4 tentacle attacks per round, constriction damage each round, thrown into mouth at end of third round.
6- Desiccated Triffid(1), 2 HD AC 8 mv:0 , poison sting to 20' , immobile 75% of the time when encountered for 1-4 rounds. Fire damage causes it to explode as a fireball .
7- Bee Women(2), 2+1 HD, AC 6, mv:9/12-fly, buzzing hypnotizes as charm person, Charmed Selenite Guards(7-12), 1+1 HD AC 6 mv: 6, Sleep Darts (in short supply)
8- Silver Webs, trap if save fails, 15% chance of encounter every turn afterward until free
9- Selenite Expedition ,Selenite Brain(1), 5 HD AC 5 mv:3, level 6-empaths (treat as cleric), Selenite Guards(4-24), 1+1 HD AC 6 mv: 6, 1-2: Sleep Darts, 3-4 Paralysis bolas, 5: Pain Rods 6: Stun Grenades, Selenite Drones(6-60), 1-1 HD AC 8 mv:6
10- Automatons (1-3), 5 HD AC 2 mv:6, 60% have integrated high-tech weapons
11- Green Gnomes (1-20) 1 HD AC 5 mv:6. if friendly will give advice to reduce chance of hostile encounters for next day.
12- Moon Wraiths(1-8) 4 HD AC:2 Mv: 12, insubstantial ghosts of extinct lunar men, attacks drain life levels. can't be harmed with non-magical weapons
13- Green Moth(1-20) , 1/2 HD Mv: 12, glow 20' radius anyone killing one has 50% chance of being splashed and glowing for 2-5 hours
14-Edible Fungus(1-20), looks like toxic puff fungus but each one supplies 2-7 meals for a man-sized being. Takes a round to collect 2 meals worth. 10% chance of another encounter 1-3 rounds after collecting begins.
15-Red Mites(3-30), rust attack
16- Quick Dust, if surprised make save to avoid drowning in the syrupy dust. Drown in 2-4 rounds if not pulled free. 10% chance of attracting other encounter.
17- Rust Fungus(2-8), 33% chance of spraying spores that will rust exposed metals if molested. Looks like Edible Fungus.
18- Living Crystals(1-8), 3 HD AC 2 mv: 1 , harmless unless one is between a pair of living crystals which can then deliver a current between them similar to a lighting bolt.
19- Moon Cow(1), 3 HD AC 6 mv: 9
20- Grey Worm(1-4), 7 HD AC 4 mv: 9 swallow man-sized prey whole 33% of attacks
21- Giant Tiger Moth (1-3), 8 HD AC 5 mv:15, fly
22- Toxic Puff Fungus(2-8), 50% chance of spaying toxic spores that will kill in 3-18 turns if save failed after breathing in.
23- Hemovores (60% of 1, 40% of 2-20), living vampire humanoids. 8HD AC: 2 . 30% as 8th level Clerics.
24- Human Explorers
Note: if encounter draws another encounter and an immobile encounter is rolled there is no additional encounter drawn in.
Monday, May 10, 2010
Lunar Encounter Table 1
Fertile Lunar Craters. (Lunar Encounter Table 1)
Encounter chances:3 in 8 chance of encounter each hour. 3 in 10 chance every 3 hours if moving carefully.3 in 20 every 4 hours if hiding in shelter.
6- Selenite Ancient (1), 9HD AC4 mv:9 Level 9-empaths (treat as cleric), feared remnants of extinct selenite hive-cities.
7- Sentient Triffids (1-6), 3 HD AC 7 mv:3 , 70% have weapons and devices, poison sting to 20', surprise in dense vegetation on a roll of 1-5, they communicate with each other only.
8- Automatons (1-3), 5 HD AC 2 mv:6, 60% have integrated high-tech weapons
9- Giant Mole Bear (1), 9HD AC 4 mv: 6, surprise from beneath on a roll of 1-3
10- Black Moth(1-3), 2 HD, AC: 5, MV:12, attack causes energy drain
11- Levitating Tentacle Whales (1-4),8HD, AC 5, Mv: 9, 4 tentacle attacks per round, constriction damage each round, thrown into mouth at end of third round.
12- Triffids(1-3), 2 HD AC 8 mv:1 , poison sting to 20' , surprise in dense vegetation on a roll of 1-3, they don't communicate actively with each other but do click and drum
13- Selenite Brain(1), 5 HD AC 5 mv:3, level 6-empaths (treat as cleric), 40% accompanied by 2-5 selenite guards.
14- Acid Spiders(1-6), 2 HD AC 4 mv:6, spit acid webbing that will adhere and cause damage for 1-3 rounds
15- Selenite Valkyrie(1-4), 4 HD AC 4 mv:9/15-fly. 30% chance of being armed by 1-2
selenite guard weapons.
16- Bee Women(1-6), 2+1 HD, AC 6, mv:9/12-fly, buzzing hypnotizes as charm person
17- Selenite Myrmidons(1-6), 5 HD AC 3 mv:6. 20% chance of being armed by a selenite guard weapon
18- Silver Webs, trap if save fails, 15% chance of encounter every turn afterward until free
19- Selenite Guards(1-12), 1+1 HD AC 6 mv: 6, 1-2: Sleep Darts, 3-4 Paralysis bolas, 5: Pain Rods 6: Stun Grenades
20- Moon Cow(1-100), 3 HD AC 6 mv: 9
21- Selenite Drones(1-20), 1-1 HD AC 8 mv:6
22- Green Moth(1-20) , 1/2 HD Mv: 12, glow 20' radius anyone killing one has 50% chance of being splashed and glowing for 2-5 hours
23- Selenite Monitor(1-3), 2 HD ac 6 mv:9
24- Hairless Army Moles(2-20), 1/2 HD AC 6 mv:6
25- Selenite Nursemaid(2-5), 3 HD AC 6 mv: 6
26- Yellow Moth(1-10), 1 HD AC 7mv:12, bite causes paralysis
27- Selenite Flit(1-4), 2 HD AC 6 mv:12(fly)
28- Red Mites(3-30), rust attack
29- Grab Weed(1-4), 4 HD AC7, spiked tentacles reach up to 50' away drag prey to acidic maw 10' a round
30- Springjack(1), 4 HD AC:3 mimics appearance of a selenite monitor to prey on anything man-sized or smaller
31- Toxic Puff Fungus(2-8), 50% chance of spaying toxic spores that will kill in 3-18 turns if save failed after breathing in.
32- Yellow Mites (2-20), disrupt magic and psionics within 30' 50% of the time
33- Rust Monster(1-4), (pick your favorite version)
34- Grey Worm(1-4), 7 HD AC 4 mv: 9 swallow man-sized prey whole 33% of attacks
35- Human Explorers
36- Hemovores (1-4), living vampire humanoids. 8HD AC: 2 . 30% as 8th level Clerics.
Note on Selenite encounters: 60% chance from nearest hive-city.
otherwise roll for color: 1- red, 2- blue, 3- green, 4- yellow, 5-orange, 6- grey
Encounter chances:3 in 8 chance of encounter each hour. 3 in 10 chance every 3 hours if moving carefully.3 in 20 every 4 hours if hiding in shelter.
6- Selenite Ancient (1), 9HD AC4 mv:9 Level 9-empaths (treat as cleric), feared remnants of extinct selenite hive-cities.
7- Sentient Triffids (1-6), 3 HD AC 7 mv:3 , 70% have weapons and devices, poison sting to 20', surprise in dense vegetation on a roll of 1-5, they communicate with each other only.
8- Automatons (1-3), 5 HD AC 2 mv:6, 60% have integrated high-tech weapons
9- Giant Mole Bear (1), 9HD AC 4 mv: 6, surprise from beneath on a roll of 1-3
10- Black Moth(1-3), 2 HD, AC: 5, MV:12, attack causes energy drain
11- Levitating Tentacle Whales (1-4),8HD, AC 5, Mv: 9, 4 tentacle attacks per round, constriction damage each round, thrown into mouth at end of third round.
12- Triffids(1-3), 2 HD AC 8 mv:1 , poison sting to 20' , surprise in dense vegetation on a roll of 1-3, they don't communicate actively with each other but do click and drum
13- Selenite Brain(1), 5 HD AC 5 mv:3, level 6-empaths (treat as cleric), 40% accompanied by 2-5 selenite guards.
14- Acid Spiders(1-6), 2 HD AC 4 mv:6, spit acid webbing that will adhere and cause damage for 1-3 rounds
15- Selenite Valkyrie(1-4), 4 HD AC 4 mv:9/15-fly. 30% chance of being armed by 1-2
selenite guard weapons.
16- Bee Women(1-6), 2+1 HD, AC 6, mv:9/12-fly, buzzing hypnotizes as charm person
17- Selenite Myrmidons(1-6), 5 HD AC 3 mv:6. 20% chance of being armed by a selenite guard weapon
18- Silver Webs, trap if save fails, 15% chance of encounter every turn afterward until free
19- Selenite Guards(1-12), 1+1 HD AC 6 mv: 6, 1-2: Sleep Darts, 3-4 Paralysis bolas, 5: Pain Rods 6: Stun Grenades
20- Moon Cow(1-100), 3 HD AC 6 mv: 9
21- Selenite Drones(1-20), 1-1 HD AC 8 mv:6
22- Green Moth(1-20) , 1/2 HD Mv: 12, glow 20' radius anyone killing one has 50% chance of being splashed and glowing for 2-5 hours
23- Selenite Monitor(1-3), 2 HD ac 6 mv:9
24- Hairless Army Moles(2-20), 1/2 HD AC 6 mv:6
25- Selenite Nursemaid(2-5), 3 HD AC 6 mv: 6
26- Yellow Moth(1-10), 1 HD AC 7mv:12, bite causes paralysis
27- Selenite Flit(1-4), 2 HD AC 6 mv:12(fly)
28- Red Mites(3-30), rust attack
29- Grab Weed(1-4), 4 HD AC7, spiked tentacles reach up to 50' away drag prey to acidic maw 10' a round
30- Springjack(1), 4 HD AC:3 mimics appearance of a selenite monitor to prey on anything man-sized or smaller
31- Toxic Puff Fungus(2-8), 50% chance of spaying toxic spores that will kill in 3-18 turns if save failed after breathing in.
32- Yellow Mites (2-20), disrupt magic and psionics within 30' 50% of the time
33- Rust Monster(1-4), (pick your favorite version)
34- Grey Worm(1-4), 7 HD AC 4 mv: 9 swallow man-sized prey whole 33% of attacks
35- Human Explorers
36- Hemovores (1-4), living vampire humanoids. 8HD AC: 2 . 30% as 8th level Clerics.
Note on Selenite encounters: 60% chance from nearest hive-city.
otherwise roll for color: 1- red, 2- blue, 3- green, 4- yellow, 5-orange, 6- grey
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