Random Encounter: The Recovery.

“Beep beep-beep bee-be-beep bee-beebeep. Beep. Beep. Beep.”

An encounter for almost any D20 Fantasy TTRPG.

This encounter works ideally where technology/science fiction elements are available. It can be played as humorously or seriously as the GM desires. This is not intended to be a combat encounter, but it is possible OO-P5 has a combat mode for when it logically deems hostility is necessary.

1. The find.

The group is mid travel when they find a large, round, silk sheet with strings attached to it. There is a hole in the center of the sheet as well that would seemingly serve no logical purpose as a bed sheet. The ropes all seem to be attached to a metal framed backpack suitable for a medium creature. It’s almost as if the sheet fell from the sky.

Robot Pilot from “Hare Lift” Bugs Bunny 1952. From Warner Brothers Animation.
2. Further down off the trail.

A short while later, assuming the group is paying attention, they find a crater approximately 5′ in diameter. At the bottom of the crater is a dark gray, rectangular, metal box. There are no footprints around the crater and there’s no sign of local wildlife. It’s almost if the box was slammed into the ground by a greater force.

The box is very heavy. There are etchings on the box along with 00-P5 painted in black on one side. On the opposite side is a white button that seems to have survived the fall undamaged.

When the button is depressed, the box begins to shake a big. a port opens on top. A foot long metal rod with a small glass globe appears. “Bee=Beep Beep Beep.” is heard.

The globe lights up with each beep. The rod points the globe around at each party member as if looking them over before standing straight once more. “Bee-Beep Beep?” is heard.

Further investigation of the box.

If the group gives the strange “inhabitant of the box” no logical reason to fear them, its arms and legs will eventually protrude from its body and it will stand up. To the group it may seem like a strange golem or automaton. They will eventually be able to translate the robot’s beeping into a sort of rudimentary language. The party has gained a lifelong friend and ally or an oddity to be sold at the first opportunity.

While OO-P5 doesn’t seem terribly cold and lifeless, its logic processors can only handle so much. Emotions might be a bit too much. The real challenge of the initial encounter is to coax 00-P5 into trusting the group and coming all the way out of its box. Damage to its processing unit has left it unable to process its current whereabouts or origins.

Things the robot understands:

  • Self preservation. (Parachuting from a crashing spacecraft, for example.)
  • Preservation of close “friends.”
  • How to assist humanoids without violating the first two principles.
  • Threats to itself and friends.
  • When communication is important to it.
  • Basic machine learning. How to fire a crossbow. How to fix a cart. How to drive a cart. How to play simple games.
  • What its physical and mental limitations are.
  • How to use the rudimentary tools it is equipped with in order to repair itself.
  • Understands most languages, just can’t record or speak back due to mechanical limitations.
  • Small, furry, cute, cuddly, and innocent things are friends.

Things 00-P5 does not understand:

  • Animal behaviors.
  • Medicine.
  • Magic. (Completely freaks it out.)
  • Complex human emotions.
  • Humanoid interactions.
  • Why beings treat each other the way they do.
  • How to speak anything other than “Beep.”
  • How it got here.
  • Religion, philosophy, psychology, or sociology.

00-P5 does not have any sort of flight recorder or memory technology to explain where it came from. 00-P5’s quantum particle battery will last for approximately 99 more years unless someone tampers with it. The robot is not armed, but will seem to understand how to operate a crossbow or ballista instinctively. Its sensor dome only extends 120′ in all directions and much farther when plugged into a starship sensor system.

It will do whatever it deems logically necessary or whatever its close friends tell it to do as long as it or no one else will get hurt as a result. It’s about as intimidating as a pair of bunny slippers in combat, appearance aside. It will always try to assist wherever possible by lifting, carrying or repairing things. 00-P5 can be used as a sentry in a pinch, although mileage may very when it comes to some humanoids and small, furry, innocent animals.

00-P5: Init +0; Atk +3 Fist melee (1d6); AC 14; HD 7d6 (36) ; MV 25’; Act 1d20; SP immune to mind control, regular heat and cold temperatures, eating, drinking, sleeping and breathing; SV Fort +2, Ref +1, Will +0; Approximate Str: 12. Int: 10. Equipped gear: Flashlight (lightbulb protrudes from chest.) Basic auditory, Infrared, UV, and visual sensors. Starship piloting and gunnery programming suites. Basic tools (Claw hammer, screwdrivers, knife, scissors, pliers, wirecutter, electrical tape.) Starship/computer interface ports. It also understands how to pack and use a parachute.

Additional uses: 00-P5 could also be a refugee robot in any given post apocalyptic or science fiction campaign. It will most likely appear as a relic from a long-past era or civilization.

There is a much longer backstory I will share about this robot at a later date. Have fun with it if you decide to run the encounter. Thanks for stopping by.

Possessing Tick for Dungeon Crawl Classics.

This little monster was locked away in a stasis chamber by its creator because of the insurmountable damage it could do if released into the surface world. This parasite exists to feed, control, and multiply. It isn’t too picky about its intended prey.

This Tiny beastie could be the scariest thing in the whole dungeon.

This little monster was locked away in a stasis chamber by its creator because of the insurmountable damage it could do if released into the surface world. This parasite exists to feed, control, and multiply. It isn’t too picky about its intended prey.

This Tick is about the size of a common frog. The new host must make a DC 14 Fort (Con) Save to resist the beastie’s physical imposition. Once it attaches to the back of a humanoid host, or possibly an animal in a pinch, it begins to burrow inside its host. The tick secrets a special gel substance behind it to seal itself in and prevent further damage to the host. But that’s not the worst of it.

Mind Control: Once attached/embedded within a host, a fierce battle of wills begins between the tick and the host’s mind. The new host must make a Will save DC 12 to resist the initial imposition of the tick’s commands.

The Possessing Tick is a half arcane construct/half living spider inhabited by a minor demon with delusions of world tyranny. Its creator has locked it in a hermetically sealed box and bound the spirit to it. Breaking the ofuda seals and opening the box unleashes the creature. Its first goal is to find a host to inhabit.

Possessing Tick: Init -1; Atk bite +0 melee (0); AC 10; HD 1d6+1; MV 15’; Act 1d20; SP Mind Control; SV Fort +1, Ref -2, Will +10; AL N.

The Staff of Ebon Bone

This staff appears as a pitch dark polished shaft of solid bone with a skull on top. It glows brightly with necromantic magic and evil. Continual use of this item will eventually begin to lower the owner’s morale and possibly turn them toward evil as intrusive thoughts of destruction and corruption alter their mind. (DM’s discretion on how this should be handled.) The staff must be bound to the wielder before the three powers and the Death Cry can be unlocked.

For D20 Fantasy RPGs (*Originally Basic D&D.)

This staff appears as a pitch dark polished shaft of solid bone with a skull on top. It glows brightly with necromantic magic and evil. Continual use of this item will eventually begin to lower the owner’s morale and possibly turn them toward evil as intrusive thoughts of destruction and corruption alter their mind. (DM’s discretion on how this should be handled.) Once the wielder has bonded with the staff, it can’t be discarded or destroyed until the bonds are broken by powerful magic or the wielder’s untimely demise. The staff must be bound to the wielder before the three powers and the Death Cry can be unlocked.

IF the wielder should happen to die while in possession of the staff, their spirit will immediately be sent to the creator of the staff as a ghost. It is left to the DM’s discretion as to what happens after.

This +1 Staff deals an additional 1d6 necromantic damage on a successful hit.

The skull grants the wielder 60′ Darkvision, but from the staff’s perspective.

The Staff of Ebon Skull and Bone has three powers that it may share with the wielder whenever it feels they are ready:

First, the eyes of the skull can emit a Necrotic Ray that deals 3d6 necrotic damage. Reflex (Dex) Save for Half. 3x/Day (Long Rest.) Each ray cast costs the wielder 1 hp which can only be healed by natural means afterward.

Second, tapping the staff upon the ground and uttering the proper command word, 1d3 Obsidian Bone Skeletons erupt from the ground and aid the wielder for 2d6 rounds at which time they crumble to dust. Stats below. 1x/Day (Long Rest.) Casting this ability immediately drains the wielder of 1 temporary Con (Stamina) point per skeleton unless a Fortitude (Con) Save DC 12 is made to negate the drain entirely. Attribute points lost in this way recover naturally at 1 per Day (Long Rest.)

Third, by invoking a special command, the jaw of the skeleton’s head opens a blasts a cone of blue and black necrotic frost 60′ long and 30′ diameter. Targets within the cone must make a DC 14 Fort (Con) Save or take 6d6 necrotic damage and be Stunned for 1d3 turns. Successful save for half damage and no stun. Necrotic damage taken from this attack must be healed be natural means only. Ability recharges Once per Week. (5 Long Rests.) Also, the Staff absorbs 1 Temporary point of Str and Cha from the wielder when this power is used. No save. Must be healed naturally.

Learning the ultimate requires the wielder to spend extensive, mind warping time meditating with the staff. The Cry emitted by the skull on the staff is the stuff of which nightmares are made. It is a primal, evil sounding scream that strikes fear in the hearts of common folk.

Ultimate aka the Death Cry: The wielder may command the skull to slay a single target with fewer than 60 hit points unless a Fort (Con) Save DC 14 is made. If the target has 61-100 hit points it will be stunned unable to act for 1d4 turns unless the same DC 14 Fort (Con) Save is made. A successful save negates the damage. No creature with 101 or more hit points is affected.
Alternately, the Death Cry can be used to automatically slay up to 5 creatures with fewer than 4 HD automatically, with no save.
Creatures slain by the Death Cry automatically rise the following round as Obsidian Bone Skeletons under the wielder’s command for 3d6 turns.

The price of using the Death Cry is terrible upon the caster. First, the wielder loses one permanent point of Str, Con (Sta) OR Cha chosen by the caster (or roll 1d3 and choose.) Second, the staff alerts its creator, a high level Demilich to the staff’s presence. Finally, the character has a cumulative 3% chance of summoning a powerful demon devil, demigod, or undead who will attempt to reclaim this staff unless a deal can be struck with the wielder OR the creature is defeated. Each time a creature is defeated in this manner, the 00% chance resets to 3%. (Dungeon Crawl Classics players may change this to a Greater Corruption roll as a 5th level spell.)

Obsidian Bone Skeleton:



These skeletons are immune to non-magical weapons. They are vulnerable to Holy damage. They take damage as normal from blessed regular and magical weapons.


Monstober Day 28: Choir.

These beings resemble a floating set of choir robes, holding a dagger or song book in invisible hands. If encountered as a group, they form a powerful amalgam, each more destructive than the one before it. Their faces have narrow eye slits and elongated mouths. The sounds they emit are capable of driving sane beings mad or destroying structures.

Choir of Discord.

For Dungeon Crawl Classics or similar D20 games.
These beings resemble a floating set of choir robes, holding a dagger or song book in invisible hands. If encountered as a group, they form a powerful amalgam, each more destructive than the one before it. Their faces have narrow eye slits and elongated mouths. The sounds they emit are capable of driving sane beings mad or destroying structures.

Dark Singer:

Init +1; Atk dagger +3 melee (1d4); AC 13; HD 5d8; MV 20’, fly 30’; Act 1d20; SP destructive song (DC 13 Will if soloist. See Below.) Disruptive Aura; SV Fort +2, Ref +3, Will +6; AL C.

Solo stats are as above. However they rarely appear this way. Song of Madness. AC, HD, and Saves as above.

Duet. Init +2, Act 2d20, Song of Torment- save becomes DC 14. AC14, +1d8 HD, All Saves +1

Trio: Init +3, Act 2d20, Song of Destruction save becomes DC 15.

Quartet: Init +4, Act 2d20+1d24, Destructive Song save becomes DC 16.

Chamber Choir (5 -12) +1d8 HD per member. Act 2d20+1d24. All saves +1 per member. Dischord of Discord. All with hearing within 10′ per choir member must make a Fort Save DC 13 + 1 for every two members. Take 6d8, save for half damage. Nearby structures begin to take this damage (no save) every round after the second.

Disruptive Aura: Any creature that moves within 5′ of a Dark Singer or group must make a Will Save DC 12 (regardless of group size) or lose 1 action for 1d4 rounds.

Thanks for stopping by. Art and more on their abilities as well as origin to come.

Monstober Day 29: Wing.

The Turkey Demon: A jet black fire-breathing turkey with six tentacles and it can fly, too.

The Turkey Demon: A jet black fire-breathing turkey with six tentacles and it can fly, too.

Turkey Demon (Type 3): Init +2; Atk tentacle +9 melee (1d4) and beak +10 melee (1d8); AC 16; HD 6d8; MV walk 20’ or fly 40’; Act 7d20; SP Infravision, darkness (+12 check) grasp 1d4, Breathe Fire SV Fort +5, Ref +2, Will +5; AL C.

Immune to weapons of less than +2 enchantment or natural attacks from creatures of 5 HD or less; half-damage from fire, acid, cold, electricity, gas.

Tentacle attack: For each tentacle that strikes the same character, the demon receives 1d4 on an opposed Strength check to hold the character down. For example, if 6 tentacles hit a character in a single round, the character takes 6 points of damage, and the demon rolls 6d4 on a Strength check against the character. If the demon wins the Strength check, the character is grappled and cannot attack unless he spends the next round struggling and succeeds on an opposed Strength check. The demon may not use its breath weapon while a character is grappled.

Breath Weapon: The Turkey Demon breathes a cone of shadowy fire, width 1d4x10’, length 1d6 x 10’ 6d8 damage, Ref save for half. Characters hit with the breath weapon continue to burn with corrupt flame for 1d6 damage per turn for 1d3 turns.

Monstober Day 25: Cave.

This fierce subterranean species of giant spider stalks its prey from the shadows before pouncing on it! #Monstober #Monstober2022 @TrueFeyQueen888 @TrueFeyGaming @Mrs_MothMan_Art

Sabre tooth Cave Spider.

For Dungeon Crawl Classics and other D20 based RPGs.

This monster lurks in caves and other semi-subterranean areas, preferring mostly large game as its meal. This spider is roughly the size of a lion or similar large cat. If cornered or outnumbered, it will retreat to its lair, usually nearby.

Sabre Tooth Cave Spider: Init +3; Atk bite +6 melee (1d10 plus poison) Pounce +4 melee (1d8 plus extra attack.); AC 16; HD 4d8; MV 30’; Act 1d20; SP poison (DC 20 Fort save or lose an extra 3d4+4 hit points and 4 Agility temporarily; success results in loss of additional 1d4 hit points only), stealthy (+10 to attempts to move silently); SV Fort +2, Ref +1, Will -1; AL C.

The sabre tooth cave spider will always attempt to attack from the shadows, attempting to paralyze its prey before dragging it off to be eaten. It prefers to Pounce from a short distance to catch its prey off guard. If this attack is successful, the spider immediately gets its regular attack on the target for free. It rarely attacks more than two or three creatures, especially if man-sized or greater.

At the Judge’s discretion, there could be as many as 3-5 of these spiders operating together in a single area. They share the risks as well as the prey. If the target is large enough, two of these spiders have been known to take down the same target.

Monstober Day 18: Gulp

Picture, if you will, an enormous bipedal hammerhead shark with four large sucker covered tentacles sticking out of its face. It has a gigantic maw filled with rows of razor sharp teeth. For added intensity, there are sharp, blade like projections running down the center of its back.

Apparently Frog and (be)hemoth isn’t a creature unless the nice Wizards of the Coast give permission.

Sigh. So, I present my take on a classic favorite. This is the Sharkhemoth. It’s preferred method of digesting its prey is to slam them into its giant, tooth-filled maw.

Picture, if you will, an enormous bipedal hammerhead shark with four large sucker covered tentacles sticking out of its face. It has a gigantic maw filled with rows of razor sharp teeth. For added intensity, there are sharp, blade like projections running down the center of its back.

Sharkhemoth: Init +2; Atk bite +5 melee (1d10+3) + Swallow (see below), Tentacle +3 melee (1d8+3) + grab; AC 15; HD 6d8+2; hp 25; MV 30’ Swim 40′; Act 4d20; SP Grab, Swallow whole; SV Fort +5, Ref +3, Will +1; AL C.

If the attack roll for the bite is 4 or more greater than the number required (or a Critical Hit), they can swallow creatures (man-size or smaller) whole; swallowed victims take 3d6 points of damage each round thereafter.

Tentacle attacks: If one tentacle hits, do damage as normal (1d8+3,) If two tentacles hit the same target, the target must make a Ref Save DC 12 or be grabbed. Grabbed targets with two tentacles reduce their action dice by one step. If three tentacles hit the same target, the target must make a Ref Save DC 14 or be grabbed. Grabbed targets with three tentacles reduce their action dice by two steps. If all four tentacles hit the same target, the target must make a Ref Save DC 16 or be grabbed. Grabbed targets with four tentacles reduce their action dice by three steps. Once grabbed, the target may make a STR check equal to the DC of the Ref save used to make the initial attack (2 = DC 12, 3= DC 14, 4= DC 16.) to break free. Breaking free of the tentacles may only be attempted once per turn one of the character’s actions.

If grabbed by all four tentacles, the Sharkhemoth automatically receives a fifth attack as a free action to attempt to bite/swallow anyone in its tentacles.

Monstober Day 24: Hag.

While many female Ogres live normal, healthy, productive lives, some sprout wings and embrace the twisted demonic and arcane arts. They soon separate themselves from their tribes, even leaving their mates if they had any. These beings are extremely rare and not to be taken lightly.

The Ogre Hag for Dungeon Crawl Classics.

While many female Ogres live normal, healthy, productive lives, some sprout wings and embrace the twisted demonic and arcane arts. They soon separate themselves from their tribes, even leaving their mates if they had any. These beings are extremely rare and not to be taken lightly.

Ogre Hag: Init +2; Atk staff +5 melee (1d6+6); AC 16; HD 5d8+4; MV Walk 20’ Fly 25′; Act 1d20; SP Evil Eye, Poison Brewing, Demon Servant, Cast spells as Level 3 Wizard; SV Fort +4, Ref +2, Will +1; AL C.

One of the Ogre Hag’s eyes tends to be larger than the other. This eye projects evil upon anyone who crosses the Hag’s path. When used as a free action, the Eye forces everyone looking at it to make a Will Save DC14. If the fail is saved, the character suffers a -2 penalty to all rolls for attack, damage, saves, spell fails, turn unholy, etc for the rest of the encounter.

Ogre Hags spend a great deal of time brewing poisons for other creatures or their own wicked uses. The Hag will normally have 1d4 vials of contact poison on her that can be hurled or even spat upon enemies to sicken, blind or disorient them.

The Hag may also summon a loyal Type 2 random Demon Servant at a 20% chance, 1x/day. This chance increases to 30% if the hag prepares for at least one hour. The servant lasts for one encounter or until dismissed. The death of the summoner always releases the demon.

Monstober Day 22: Forest.

This dire, horrible bear has its face peeled back and skull exposed. Two spindly spider legs protrude on each side of the creature’s thorax and a large abdomen with two spinnerets and an hourglass mark on its furry back. The mere sight of this creature makes many seasoned adventurers freeze in terror.

This hideous arcane/demonic abomination is one of many for a dungeon in development.

This dire, horrible bear has its face peeled back and skull exposed. Two spindly spider legs protrude on each side of the creature’s thorax and a large abdomen with two spinnerets and an hourglass mark on its furry back. The mere sight of this creature makes many seasoned adventurers freeze in terror.

Skullus Spider Bear: Init +3; Atk bite +7 melee (1d6+3 plus poison) Claw +7 melee (1d6+3); AC 17; HD 5d8 (32 hp); MV 40’; Act 1d20; SP poison (DC 22 Fort save or lose 1d4+4 Strength permanently; success results in temporary loss of 1 Strength), web (10’ diameter, see General description of spider web spell, DCC RPG, p. 196); SV Fort +5, Ref +3, Will +1; AL C.

My concept sketch of the bearbug in question.

Monstober Day 21: Tooth.

CW: Gore
The Tooth Golem is one of the most horrific creatures ever conceived. No one is quite certain what sort of demonic or arcane magicks were used to create such a horror, or whether there could even be more than one in existence. Very few who have seen it have lived to tell the tale, and then only in delirium stolen from nightmares.

Tooth Fairy? Try Tooth Golem.

Compatible with Dungeon Crawl Classics and other D20 games.

The Tooth Golem is one of the most horrific creatures ever conceived. No one is quite certain what sort of demonic or arcane magicks were used to create such a horror, or whether there could even be more than one in existence. Very few who have seen it have lived to tell the tale, and then only in delirium stolen from nightmares.

This garish monstrosity stands close to seven feet tall with an oversized maw of razor sharp fangs atop a humanoid body comprised almost entirely of teeth. It is so gruesome that most intelligent humanoids must make a DC 10 Willpower Save or turn away in fear for 1d6 turns. This only applies once per creature ever even if the save was failed.

Tooth Golem: Init +3 ; Atk Tooth-covered fist +3 melee (1d8 + Bleeding Wounds,) Terrible Bite +6 melee (1d10 + Bleeding Wounds + Terrible Wounds); AC 16; HD 4d8; MV 30’; Act 1d20 + 1d16; SP bleeding wounds, damage vs unarmed attackers Half damage from normal weapons; SV Fort +4, Ref -2, Will -2; AL N.

Bleeding wounds. The wounds inflicted by the golem continue to bleed until bound or healed. Each wound causes the loss of an additional 1 hit point per round until dealt with.

Terrible Bite. The Tooth Golem’s bite leaves sharp fragments in the wounds it inflicts, doubling the hit point cost of healing them.

Because it is covered in rows upon rows of razor sharp teeth of differing kinds, any creature making an unarmed attack on it automatically suffers 1d6 damage.

Due to its freakish bony exterior, the Tooth Golem only takes half damage from normal slashing and piercing weapons. Full damage from blunt and magical weapons.

There are rumors that a sabretooth variant may have been created.

(Art to be determined. Do you really want to see a picture of this thing?)

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