Random Dungeon Adversaries
TableLand of Eem Core Rulebook · p.201
Open source p.201No table.
| d100 | Name | Description |
|---|---|---|
| 1–2 | Cardsharps | Boggart bandits, armed to the teeth, play a rowdy game of cards. |
| 3–4 | Mushrum Food | Hungry mushrums, frothing at the mouth, clack their spears against their shields ready to attack. |
| 5–6 | Sarpathi Grave Robbers | A group of sarpathi explorers rob a mausoleum's sarcophagi, looking for treasure. |
| 7–8 | The Ghost | An angry ghost paces back and forth in an empty chamber. They have lost a precious family heirloom in the dungeon: a scroll case full of treasure maps. |
| 9–10 | Impish Behavior | An imp dangling in a cage begs to be released. They swear they are innocent and had nothing to do with poisoning their master. They certainly didn't steal his cache of potions! If the PCs free the imp, a sorcerer decked out in potion vials ambushes the PCs in the next room. |
| 11–12 | Mung Drip | Dripping, hungry mung ooze from the cracks in the ceiling. A mung Goon emerges every round until the PCs leave. |
| 13–14 | Kilorat Frenzy | Kilorats are in the midst of a feeding frenzy, devouring the remains of a giant beast. |
| 15–16 | Bounty Hunter | A bounty hunter has finally caught up to one of the PCs. Someone from the PC's backstory or a previous adventure wants them captured. |
| 17–18 | Bandit Initiation | Bandits initiate a new member into their ranks. If they spot the PCs, they vow to eliminate any witnesses! |
| 19–20 | Huzzah Game | Three bandits play a high stakes game of Huzzah with a dozen more as an audience. They need one of the seats filled since they killed the last guy for cheating. Play or be on their bad side. |
| 21–22 | Orch Sty | A group of orches pile mud and garbage into a giant mound in the center of their room. They don't want to be disturbed! |
| 23–24 | Chained Riversaur | An enormous, growling riversaur is chained in a watery chamber far too small to hold its immense bulk. Its eyes flash yellow and its silver blue scales glimmer in the pale light. |
| 25–26 | The Dead Walk | A group of skeletons tunnel with pick axes, and slowly turn their heads toward the PCs as they walk in. |
| 27–28 | Rack Owl Roost | A roost of slumbering rack owls attack anything that makes a sound. |
| 29–30 | Roving Muckmen | A pack of roving muckmen slowly creep forward, coating every part of the floor with slick, oily muck. |
| 31–32 | The Worm Host | A friendly boggle greets the PCs. He had a nasty run-in with slurpworms several hours ago, and could definitely use some help. After a few moments, a brood of plyxian pile worms bursts from his chest and attacks. |
| 33–34 | Hole in the Wall | In a long corridor, several drunk dweorgs shout obscenities from behind holes in the wall as they shoot firespits. |
| 35–36 | Waiting to Pounce | A blynx stalks the passageways, tailing the PCs until they are vulnerable. |
| 37–38 | Crag Lizard Lair | A sleeping crag lizard wakes at the slightest sound. Its heavy, cold breath stinks up the passageway with the smell of rotten meat. |
| 39–40 | The Torchbearer | A lone torchbearer, surrounded by her slain companions, struggles to fend off a group of yowljacks. |
| 41–42 | The Rival Dungeoneer | A rival dungeoneer cuts the rope bridge between you and him, as angry muckland bats flap toward the nearest light source. |
| 43–44 | Trial By Combat | A rival group of dungeoneers want to settle who gets dibs on this dungeon. Their strongest fighter against the PCs' strongest fighter. |
| 45–46 | Gremlin Games | A horde of gremlins play horseshoes after devouring a team of sputter-horses. |
| 47–48 | Harpy Coven | A coven of harpies fight over a bone, but toss it aside and grin devilishly when the PCs arrive. |
| 49–50 | Weorgs and Dweorgs | Three dweorgs struggle to bring down a lassoed, thrashing weorg. |
| 51–52 | Big Baby Spiders | A pulsating web sac is about to burst with hungry giant inkpot spiderlings. |
| 53–54 | Catch of the Day | A haggard gnome fishes for guppies in a fetid pond but soon catches something huge on the line: a riversaur! |
| 55–56 | Bored Vampire | A bored vampire lord wants entertainment, or else! |
| 57–58 | Bogsnap Surprise | A hallway full of carnivorous bogsnaps bite and reach with their viny tendrils. |
| 59–60 | Scumseer Ambush | Scumseers attack from knee-high water and attempt to drag the PCs into the deep, dark water. |
| 61–62 | Harpoons from Below | Reef nyads emerge from a subterranean lake and attack with harpoons. |
| 63–64 | Slumbering Ettin | A sleeping ettin tosses and turns, blocking the way forward. |
| 65–66 | Haywire Sputter-guards | A group of haywire sputter-guards patrol the corridors, spinning blade saws and spouting gouts of flame. |
| 67–68 | Kidnapped | Goblin bandits drag away a kidnapped traveler while rifling through their bags for anything of worth. |
| 69–70 | Outrider's Hoard | A Felmog Outrider has discovered a treasure hoard and believes the PCs are there to steal it from them. |
| 71–72 | Muckland Bats | A colony of starving Muckland bats cloud the area as they flap and scratch. |
| 73–74 | Bowls of Noodles | Warbling trapnoodles infest several discarded Nork's Noodle bowls, striking out with sharp teeth. |
| 75–76 | The Inkwell | An old well is home to an inkpot spider that springs up to snatch the PCs. |
| 77–78 | Blemmy in the Brig | An angry blemmy, chained to an iron pole, lashes out at anyone that comes close. If released from the pole, however, it becomes friendly and grants a Key. |
| 79–80 | Krowl Catacomb | A horde of krowls pick through a multitude of discarded bones. Their black eyes blink at the opportunity to add more to their collection. |
| 81–82 | Masks of the Phantasms | Several phantasms wake from their spectral sleep. Each takes the form of a different PC before they attack!. |
| 83–84 | Red Knight | The Red Knight, searching the world for a worthy adversary, happens upon the PCs and bids them to choose a champion. If the chosen PC defeats the Red Knight in a duel, they earn his respect. |
| 85–86 | Yowljacks Don't Share | A group of yowljack marauders have stalked the PCs through the dungeon to rob them. |
| 87–88 | Breaking a Terrorsaur | A terrorsaur with a bridle and saddle rages in a cramped room. Impossibly, someone must have been training it. |
| 89–90 | Skeeter Cloud | A plume of buzzing fury zooms out from a dark corner. Skeeters attack, stinging everything in sight. |
| 91–92 | Chromadyte Cadre | Chromadytes work to preserve a shattered crystal formation. They assume the PCs are responsible and ready for a fight. |
| 93–94 | Used T'Be Tiger Den | Animal bones crack beneath the PCs' feet. Deep in a darkened corner, a growling Used T'Be Tiger slowly stalks, licking its fangs. |
| 95–96 | Tricky Toe Heist | A group of Tricky Toe gangsters is startled by your approach. They were in the process of stealing a precious gem and they won't give it up. |
| 97–98 | Gator Pit | The way forward is concealed by a deep pit of slurry and muddy water. Within the pit is a Huge gator that scrambles up to attack at the first disturbance. |
| 99–100 | Witch's Toadies | Kobolds with curvy knives collect components for their master, a witch. The PCs have ears that are perfect for her spell! |