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Dirt_Kami
2011-06-17, 06:14 AM
The players in my games don't care about long-winded stories and detailed histories so my latest campaign was a bit light.

A great army of dragon riding melniboneans came to this world and spent the next century conquering it, then the army moved on to the next world. Only slavers and merchants remained, ruling a world spanning empire for a few centuries that ended 10,000 years ago.

In the present time the last of the melniboneans have long since died, a few of their half-breed descendants live in isolated estates scattered about the world.

I told the players the starting area was temperate wilderness of hills and scrub forest with overgrown ruins and isolated small settlements of human barbarians.

The characters started on a small island estate just off the coast of the mainland.

At the beginning the only PC race available was

Half Melnibonean +2 Intelligence, or +2 Wisdom.
+2 to Craft (alchemy), Intimidate, Knowledge (arcane), Knowledge (Million Spheres), and Spellcraft.
Deep Sight: functions as low-light vision and creatures with a wisdom score have a nimbus of light based on their wisdom (higher is brighter, in increments of 6).
+2 on saves versus enchantment spells and effects.

I also gave them a list of the Top Five Reasons to make a character for Jim's Stormbringer the Masquerade Splatterpunk game.

1. Humans don't like you or any other half-melniboneans.
2. Bizarro, unsettling necromancer dudes stalk about the ruins and isolated settlements. Their creepy unwashed beards move of their own accord.
3. No demi-humans, orcs or goblins.
4. The nearest thing to civilization are the barbarians that live in hillforts near the barrow mounds of ancient overlords that surely contain magical weapons and an artifact or two.
5. An aggravating reoccurring bandit leader who will steal all your loot as politely as possible.

So after character creation the party consisted of
Monk 2
Fighter 2
Monk/Rogue 1/1
Monk/Druid 1/1

They started out with a molotov cocktail crashing through the front window early one evening and the rag tag human slaves of the estate waving torches and frankenstein rakes. After some fast talking and handing over their magic items (which I cruelly let them have during character creation because I knew I was going to take them away) they quickly headed for the decaying dock and stole a small fishing boat and headed for the mainland.

Random Notes
1. Melniboneans are from Michael Moorcock's Elric series
2. Knowledge (Million Spheres) is the same as Knowledge (the Planes)
3. The weird guys with moving beards are Necromancers of Naat from Clark Ashton Smith's Zothique

Dirt_Kami
2011-06-17, 06:34 AM
So far...
The manor of the small estate where the PCs are from was burnt to the ground by the human slaves. The heroes left the island in a rowboat with nothing but the clothes on their back and a suit of melnibonean platemail. Setting ashore on the mainland they headed out for the only other estate they knew of. The next day they awoke to a smiling man wearing poorly tanned leather armor leaning on a composite longbow. He politely asked for the ornate, extremely valuable melnibonean platemail and when the fighter went for his weapons, 5 arrows sprouted out of his back. The others just nervously smiled and let the bandits take the armor.

After a few days of travel carrying the fighter on his tower shield the party came upon the ruined estate, only rubble and a dilapidated manor house surrounded by a flooded garden remained. As they camped on the hill above, waiting for dawn to go explore, a half dozen humanoids rose out of the flooded garden and began shambling up the hill towards them. The party charged to attack and the zombies ate the monk/druid's brains and dragged his corpse back to the garden, the remaining PCs were heavily wounded after killing four zombies and fled.

The survivors rested a few days and went back to explore but this time the four zombies attacking included their former comrade. After dispatching them the fighter decided to stay outside and the monk bravely waded across the flooded garden and climbed through a window into the manor. He crept around and upstairs he found three large boxes, one of which made a noise. When he opened the box a manacled, badly injured man was struggling to get out, then someone hit the monk from behind and knocked him out.

The others became curious and met similar fates

With the entire partied tied up and blind folded inside large boxes they got pretty discouraged, finally after much wailing and gnashing of teeth and complaints about the crappy DM the one PC with ranks in escape managed to untie himself, punch a hole through the box, unlock it and then release the others. As they stealthily crept about they couldn't find a secret door but did find the trap on the boarded up window, so down the stairs they went. They discovered a dozen or so traps, set some off the hard way and hid in various places around the manor as the mysterious 'put people in boxes' dude walked around looking for them.

At one point a few hours later, two PCs managed to escape from the house and saw a little girl still inside and went back in to get her. One managed to save the girl and escape but the monk/rogue got caught by the bad guy again. Eventually the trapped PCs managed to put their Craft (alchemy) skill to use and escape the house as well.

A few more people showed up, we ate some pizza, made some characters and then I put in the DVD that I had watched before I came over to DM...

... The Collector, and they all decided that it was not cool for me to watch horror movies before DMing.

Dirt_Kami
2011-06-17, 07:02 AM
After leveling up the party dropped off the girl at a barbarian hillfort, the chief thanked them but wouldn't let them in. So they wandered in a westerly direction for a week and fought a cave lion, and after barely surviving decided not to go into the prides cave to look for cubs to raise. A few days travel later they found a spring and met some tengus who took pity on the unarmed fancily dressed party and led them back to their forest village.

After casting comprehend languages the party was able to discern that the two tengu were about to embark on a ritualized suicide mission to retake the city they once dwelt in. The party decided to go with the doomed pair and at one of the cavern entrances one tengu lured out a dire tiger, sacrificing himself so the others could attack it, a crit and a stunning attack or two later they were victorious. Inside they crept around and found three blind humans turning spits over a fire next to a sleeping giant and after heroically murdering him in his sleep they found other human slaves. So they decided to take them back to the tengu village.

At this point the players were allowed to make tengu characters if one of the heroes dies.

So I'll skip the next 6 game sessions and the PCs led the tengu back into their ancestral home city.

The city of Sky Dark sits atop a mesa with dozens of caves at the bottom, some of these lead into tunnels, and chambers, both natural and man-made.
One goes into a series of ancient catacombs where the honored Melnibonean dead were interred. (I used a Pathfinder module for this part)

The cloud giant's Cloud Island is 9 miles long and 3 miles wide. It permanently hovers over the city and rains almost everyday. In the half-flooded ruins of Skydark the cacophony of croaking frogs and buzzing insects is only silenced when the wyverns swoop down for a feast.

Notable Places
1. Bathhouse/Embassy - Canals from three cisterns lead to a dilapidated Bathhouse: A dozen sarcophagi carved with one-eyed crows line the western wall. The eastern wall is lined with pillars holding up the crumbling ceiling leading to the embassy of some forgotten semi-aquatic race. The embassy is swarming with frogs (normal ones) and the exits are all blocked by rubble.

This is where the tengu have settled, feasting on frog legs and cat tails. The elders have forbidden anyone from opening the sarcophagi, lest they unleash some undead horror in the area they are living in.

2. The ancient Convent/Asylum - Run by three clockwork melnibonean nuns who speak in rhymes, also the lair of a dozen skulks and their leader, Uncle Tongue-eater (a 6th level bard). The nuns believe the skulks are their patients and will protect them.

3. Long ago this was a Courthouse/Aviary for some winged goddess of justice and a flock of giant buzzards. Now the place is called the Witch's Catapult - A cliff side tavern run by a dozen horkists where visitors must sit in the catapult by the entrance and sing for the patrons before being served. Really crappy performers are launched off the mountain.

The trio of bartenders wear powdered wigs and sit behind a large marble podium dispensing "justice" to first time visitors. The usual punishment is 1d6 shots of the house special, dragonfly rum. Uncle Tongue-eater hangs out here on the week ends and holidays with a friend or two.

4. The Flooded Arena has a froghemoth (CR 13 pg 136) living in the deep end and there are several patches of yellow musk creeper (pg 285) on the sides of the reed covered shallow end.

5. Wyverns nest in the towers.

6. The Cloud itself is inhabited by two dozen drug addicted cannibal apes dressed in filthy courtiers outfits, the last remnants of the cloud giant's slaves after he abandoned them a century ago.

Skydark (Ruined Metropolis)
LN Small Town
Corruption -2; Crime +0; Economy -4; Law -6; Lore -2; Society +0
Qualities holy site, insular, notorious
Danger +30; Disadvantages hunted
Demographics
Government Council of 6 family elders
Population 500 (300 tengus, 50 humans, 100 skulks, 50 other (outcast boggards, toads, horkist))
Notable NPCs
Duskwing family elder Dart Duskwing (LN male tengu rogue 8)
Burntfeather family elder Vill Burntfeather (LN male tengu rogue 7)
Skulk leader Uncle Tongue-eater (CE male skulk bard 6)
Marketplace
Base Value 1,100 gp; Purchase Limit 7,500 gp; Spellcasting 6th
Minor Items all available; Medium Items 1; Major Items 0

Skydark CR 6
d% / Encounter / Avg. CR / Page

1–4 1 spider swarm /CR 1 pg 258
5–8 1 giant frog /CR 1 pg 135
9–16 1 constrictor snake /CR 2 pg 255
17–24 1d6 stirges /CR 3 pg 260
25–28 1 assassin vine /CR 3 pg 22
29–36 1 gray ooze /CR 4 pg 166
37–38 1 leech swarm /CR 4 pg 187
39–40 1 ochre jelly /CR 5 pg 218
41–42 2d6 stirges /CR 5 pg 260
43–54 2d6 giant frogs /CR 6 pg 135
55–56 1d6 shadows /CR 6 pg 245
57–58 1d6 wights /CR 6 pg 276
59–68 1 wyvern /CR 6 pg 282
69–76 2d6 boggards /CR 7 pg 37
77–84 1d8 gargoyles /CR 8 pg 137
85–86 1 giant slug /CR 8 pg 254
87–92 2 wyverns /CR 8 pg 282
93–94 1d6 will-o'-wisps /CR 9 pg 277
95–96 1d6 shambling mounds /CR 9 pg 246
97–98 1d4 chuuls /CR 9 pg 46
99–100 1d6 wyverns /CR 9 pg 282

Dirt_Kami
2011-06-17, 06:19 PM
Races

As the game progressed and they explored new areas the players were allowed more freedom when choosing their character race.

For some of the races everything is the same as the PH or MM just the physical description is different, which was enough that the jaded players in my games had fun figuring everything out and playing them.

All the various goblinoids (including the psionic Blues), ogres, ettins and hill giants are anthropomorphic Toads. I also threw in Grippli and a custom toad race, Horkist, as an optional player race.
Boggards and Bullywugs were in there too just to keep it all nice and confusing. The two players that paid attention could tell them apart. The rest just noted the size differences and didn't really care, pizza, beer and something to fight was all they needed to have fun.

Forest Gnomes became Badgers, crow-headed Tengu and half-Melniboneans instead of elves.

For halflings I used an animal type based on the terrain the character is from, but by the time the campaign ended they hadn't met any or played one.

1 Arctic Hare (tundra)
2 Raccoon (forest)
3 Monkey (jungle)
4 House Cat (city)
5 Opossum (swamp)
6 Red Fox (plains)
7 Minitaurs (underground)

Horkist as PCs

All horkist have the following racial traits.
-2 Strength, +4 Constitution, +4 Wisdom, -4 Charisma
Darkvision: Horkist can see in the dark up to 60 feet.
Low-light vision
Scent
Sneaky: Horkist gain a +4 racial bonus on Stealth checks.
Languages: All horkist begin play speaking Common and Toad. Bonus languages: Dark Folk, Giant, Grippli, Undercommon.
Size Small Speed 20, +1 AC/Att, –1 CMB/CMD, +2 Fly, +4 Stealth
Tough Skin natural AC +6
Amphibious (Ex): An amphibious creature can breathe both air and water equally easily.
Animal Blood (Ex): A horkist counts both as an animal and a humanoid for the purpose of spells, abilities, and effects that specifically affect animals.

Horkist (Toad Men) CR 1/2

XP 200
N Small monstrous humanoid
Init +1; Senses darkvision 60', low-light vision, scent; Perception +6

DEFENSE
AC 20, touch 11, flat-footed 21 (-1 Dex, +1 size, chain shirt +4, +6 natural)
hp 10 (1d8+2)
Fort +2, Ref +1, Will +2

OFFENSE
Melee rapier +1 (1d4 /18-20)
Special Attacks sneak attack 1d6
Speed 20 ft.
Space 5 ft.; Reach 5 ft.

STATISTICS
Str 10, Dex 8, Con 14, Int 10, Wis 15, Cha 6
Base Atk +0; CMB ; CMD
Feats Skill Focus (Disable Device)
Skills Climb (Str) +4, Disable Device (Dex) +6, Knowledge (dungeoneering) (Int) +4, Perception (Wis) +6, Profession (soldier) (Wis) +6, Sense Motive (Wis) +6, Stealth (Dex) +11, Swim (Str) +4; Racial Modifiers +4 Stealth
Languages Common
SQ animal blood, trapfinding
Animal Blood (Ex): A horkist counts both as an animal and a humanoid for the purpose of spells, abilities, and effects that specifically affect animals.

ECOLOGY
Environment temperate and warm cities.
Organization solitary, pair, or knot (3–100)
Treasure Gear (chain shirt, rapier, wide brimmed hat, 1d6 coins)

Horkist are tough-skinned amphibian rakes who favor wide brimmed hats. They hire themselves out as soldiers, and between jobs they dwell in red light districts, drinking, gambling and dueling. Less known is that they also have hidden meeting spots in the sewers and work as burglars when they run out of money. Just as likely to work for the city-watch or the thieves guild, many work for both. They see grippli as country bumpkins and toads as degenerate cave dwellers.

Legend has it that once upon a time a princess kissed a frog and he turned into a prince, these are what happens when a whore kisses a toad.

Dirt_Kami
2011-06-19, 07:49 AM
For the last fight they had before leading the tengu back into Skydark I gave all the bad guys templates.

Upon entering the throne room a trio of dirty, red-eyed satyrs begin playing their pipes while cavorting in the shadows around the room.
A dozen fire beetles stand motionless.
Two large laughing one eyed toads sitting in a throne for something even bigger unleash a bizarre furry creature and finish drinking their beers.
Standing next to the throne is a one-eyed tengu wearing some sort of silvery armor, he wields an odd looking three-bladed dagger, smiling, he approaches.
A heavily scarred man wearing a cage on his head screams manically and breaks the chain holding him against the wall, he charges the nearest half-melnibonean.

Travis and Trit
Advanced Cyclopes with the Drunk template

Death Cart
Giant Hamster with the Hungry, Enraged and Cave templates

Gier the Traitor
One-eyed Tengu with the Mithril-clad template (rogue 1)

Ostog the Unslain
Human with the Broken Soul template (barbarian 4)

and when everyone else is dead or fled, the trio of mad satyrs stop playing their pipes and attack

Laiqualassien, Cilmion and Mornenion (aka Larry, Curly and Moe)
Satyrs infected with Brainworms with the Primitive and Nocturnal templates

Fire Beetles
The fire beetles are slowly starving to death, unable to move due to the brain worms that have made them mindless.

Dirt_Kami
2011-06-20, 08:44 PM
Aboleth (aboleth, skum)
Abyssal (demons and other chaotic evil outsiders)
Aklo (inhuman or otherworldly monsters, evil fey, serpentfolk)
Aquan (aquatic creatures, water-based creatures)
Auran (flying creatures, air-based creatures)
Celestial (angels and other good outsiders)
Ceratioidi (ceratioidi)
Common (fetchlings, harpies, humans)
Dark Folk (dark creepers, dark slayers, dark stalkers)
Draconic (dragons, reptilian humanoids)
Druidic (druids only)
D'ziriak (d'ziriaks, fetchlings)
Ei'risai (ei'risai)
Giant (cyclopses, ettins, giants, ogres, trolls)
Grimlock (grimlocks)
Grippli (grippli)
Gnoll (gnolls)
High Melnibonean (melniboneans, wizards)
Ignan (fire-based creatures)
Infernal (devils and other lawful evil outsiders)
Low Melnibonean (melniboneans)
Maenad (maenads)
Ophiduan (ophiduans)
Protean (neh-thalggus, proteans)
Sylvan (badger folk, fey creatures, plant creatures)
Tengu (tengus)
Terran (earth-based creatures)
Toad (boggards, horkist and toads)
Treant (treants)
Undercommon (cloakers, dark stalkers, gremlins, gugs, morlocks, skulks, underfolk)
Vegepygmy (vegepygmys)
Xeph (xephs)

Note: Toad is called Boggard in other worlds.

Nox Urbs

There are two levels of undercity below Skydark, the townsfolk are no longer normal humans and the undead hold sway over those who dwell here.
Add the nocturnal template to humans from here.

Night Militia Captain
Vampire Spawn CR 4
XP 1,200
LE Medium undead
Init +1; Senses darkvision 60 ft.; Perception +11
DEFENSE
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 26 (4d8+8); fast healing 2
Fort +3, Ref +2, Will +5
Defensive Abilities channel resistance +2; DR 5/silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses resurrection vulnerability, vampire weaknesses
OFFENSE
Speed 30 ft.
Melee slam +4 (1d4+1 plus energy drain)
Space 5 ft.; Reach 5 ft.
Special Attacks blood drain, dominate (DC 14), energy drain (1 level, DC 14)
STATISTICS
Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Base Atk +3; CMB +4; CMD 15
Feats Blind-Fight, Skill Focus (Perception)
Skills Intimidate +2, Knowledge (religion) +7, Perception +11, Stealth +16; Racial Modifier +8 Stealth
Languages Common
SQ gaseous form, shadowless, spider climb
SPECIAL ABILITIES
Blood Drain, Dominate, Energy Drain, Fast Healing, Gaseous Form, Resurrection Vulnerability, Shadowless, Spider Climb

Night Militia Sergeant (Dread Ghoul Human Expert 4)
Night Militia Sergeant CR 3
XP 800
Male dread ghoul human expert 4
CE Medium undead (augmented humanoid)
Init +3; Senses darkvision 60 ft., scent; Perception +11
DEFENSE
AC 16, touch 14, flat-footed 12 (+3 Dex, +1 dodge, +2 natural)
hp 32 (4d8+8)
Fort +2, Ref +6, Will +6
Defensive Abilities channel resistance +2; Immune undead traits
OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +4 (1d6+4 plus paralysis), 2 claws +4 (1d3+4 plus paralysis)
Special Attacks command ghouls, create spawn, paralysis (1d4+1 rounds, DC 13)
STATISTICS
Str 12, Dex 17, Con —, Int 14, Wis 14, Cha 15
Base Atk +3; CMB +4; CMD 15
Feats Alertness, Dodge, Lightning Reflexes
Skills Climb +16, Craft (carpentry) +9, Diplomacy +8, Knowledge (engineering) +9, Knowledge (local) +9, Knowledge (nobility) +9, Perception +11, Survival +17, Swim +8
Languages Common, Giant
SPECIAL ABILITIES
Command Ghouls, Create Spawn

Night Militia (Ghoul) CR 1
XP 400
CE Medium undead
Init +2; Senses darkvision 60 ft.; Perception +7
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (2d8+4)
Fort +2, Ref +2, Will +5
Defensive Abilities channel resistance +4; Immune undead traits
OFFENSE
Speed 30 ft.
Melee bite +2 (1d6+1 plus disease and paralysis) and 2 claws +2 (1d6+1 plus paralysis)
Special Attacks paralysis (1d4+1 rounds, DC 13, elves are immune to this effect)
STATISTICS
Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 18
Base Atk +1; CMB +2; CMD 14
Feats Civilized Ghoulishness
Skills Acrobatics +4, Disguise +18, Perception +7, Profession (soldier) +6, Stealth +7
Languages Common
SPECIAL ABILITIES
Disease (Su)
Ghoul Fever: Bite—injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based.

These townsfolk were "volunteered" to join the militia and spend a month drilling with the sarge before going on patrol.

Dirt_Kami
2011-06-22, 01:13 AM
So the first party made it to 10th level, now all they have to do is make alliances with the townsfolk of Nox Urbs and the escaped human slaves, eradicate/tame the wyverns, destroy the toad queen, stop the shoggoth tide and convince the clockwork melnibonean librarian and torturer to help.

But the Psionics Unleashed book came out and some play test classes so the players wanted to try that so they all made Blue Toads.

The background for this party was pretty silly and simple.
The blue toads were walled up into an alcove in the boggard shaman's crumbling tower when they were a few months old and occasionally fed swampseer dragonfly poison during certain festivals. Four of them survived for 10 years using their repletion ability. Eventually they dug their way out during a power struggle between a dead chief's sons and escaped to the city of Skydark.

Psion/Gunslinger 1/1
Soulknife/Samurai 1/1
Soulknife/Ninja 1/1
Psychic Warrior/Ninja 1/1

They went to the cloud island above the city and explored it for a bit with a horkist NPC they met in the Witch's Catapult. They also freed a dark creeper who joined the party (a random player showed up).

Blue Toad Racial Traits
Same as a Blue except
Mixed Blood: Count as goblin, fey and toads for any effect related to race.
Languages: Common and Toad. Those with high Intelligence scores can choose any of the following: High and Low Melnibonean, Giant, Sylvan, Tengu and Undercommon.

A handful of deranged cultists (A dozen humans and a lifespark flesh golem) still lived in the ruins of the dead cloud giant's castle. Along with the dozen drug addicted, cannibal apes dressed in filthy courtiers outfits.

Ape Man (Gorilla with the manimal template)
N Large montrous humanoid
Init +2; Senses darkvision 60, low-light vision, scent; Perception +8
DEFENSE
AC 14, touch 11, flat-footed 12; (+2 Dex, +3 natural, –1 size)
hp 26 (3d10+6)
Fort +7, Ref +5, Will +4
OFFENSE
Speed 30 ft., climb 30 ft.
Melee 2 slams +11 (1d6+10)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 27, Dex 15, Con 14, Int 10, Wis 12, Cha 9
Base Atk +3; CMB +12; CMD 24
Feats Great Fortitude, Skill Focus (Perception)
Skills Acrobatics +6, Climb +20, Perception +8, Survival +7
ECOLOGY
Environment warm forests and apparently a cloud
Organization solitary, pair, or troop (3–12)
Treasure 1d4 doses of Zerk
Animal Blood (Ex): A manimal counts both as an animal and a humanoid for the purpose of spells, abilities, and effects that specifically affect animals.

The party only had 12 hours to explore or be stuck on the cloud and they managed to find a few magical trinkets before fleeing back to Skydark.

Note: the cultists and golem I used are from a Pathfinder module.

Dirt_Kami
2011-06-30, 01:06 PM
For wandering citizens of Skydark a slightly modified table from FR.

Table 1 Race (1d20)

1-12 Townsfolk (human) (Table 2)
13-16 Tengu (Table 2)
17 Toad (Table 2)
18 Boggard (Table 2)
19 Half-Melnibonean (Table 2)
20 Melnibonean Clockwork (Table 2)

Table 2 Occupation (1d20)

1-3 Pilgrim (Table 4)
4 Farmer (Table 4)
5 Merchant (Table 4)
6 Hunter (Table 4)
7 Carpenter/Builder (Table 4)
8 Gardener (Table 4)
9 Artist (Table 4)
10 Musician (Table 4)
11 Laborer (Table 4)
12 Peddler (Table 4)
13 Food seller (Table 4)
14 Animal handler (Table 4)
15 Garment maker (Table 4)
16 Weapon maker/seller (Table 4)
17 Cook (Table 4)
18 Jeweler (Table 4)
19 Guard (Table 4)
20 Character class (Table 3)

Table 3 Character Class (1d20)

1-2 Barbarian (Table 4)
3-7 Fighter (Table 4)
8-10 Monk (Table 4)
11 Ninja (Table 4)
12-14 Psion (Table 4)
15-16 Cleric (Table 4)
17 Sorcerer (Table 4)
18 Wizard (Table 4)
19-20 Rogue (Table 4)

Table 4 NPC Motivation/Action (d%)

01-03 Wants to buy something
04-06 Wants to sell something
07 Pursuing someone/thing
08 Being pursued
09-11 Needs information
12-13 Lost
14 Bad intentions
15-16 Asks for help
17-19 Wants to be hired
20-21 Wants to hire someone
22 Involved in a fight
23-26 Idle conversation
27 Mistaken identity
28-29 Wants PCs opinion on some issue
30-31 Opinionated comments
32-33 Rude comments
34-37 Curiosity
38-39 Unexplained interest
40-43 Eating
44-47 Drinking
48-49 Hates a character class (Table 3)
50-52 Hates a race (Table 1)
53-56 Practicing a skill
57-61 Accidentally bumps into PCs
62-64 Crowd forces NPC and PCs together
65-66 Asks for a favor
67-69 Drunk
70-72 Wants PCs to settle dispute
73-75 Loud argument
76-77 Being chased/attacked by non-monstrous animal (cat, dog)
78-80 Knocked over by someone else
81-83 Sleeping in inappropriate place
84-86 Being hassled by guards
87-89 Looking for lost item
90-93 Doing job
94-96 Compliments PC for some reason
97-99 Having pocket picked
00 Attacks PC for no apparent reason

The shoggoth bubbles up from below Nox Urbs on certain moonless nights devouring everything in its path, and thats about it for the city of Skydark.