I tend to take a more curated approach, so it's a bit labor intensive to translate my tables to BBCODE format, but I'll at least get one up to share. This is from a 5e game – but I tend to run fairly OSR style – for a big necropolis area the PCs ventured into. Lots of Ancient Egyptian-esque motifs, inspired by a blend of Green Ronin's
Hamunaptra and Gary Gygax's
Necropolis. Day/night cycle to emphasize how dangerous nighttime in the necropolis is.
Kher-Semet Encounters
Kher-semet rises along the western bank of the River Yor across from Hamunaptra, a 60-mile long necropolis. Commoners’ tombs line the river while royal tombs fill the valley. Crossing by river barge costs 1 sp each (2 sp if night). The river is 2 miles wide at this point, taking about 30 minutes to cross.
During summer (flood) season, the sun rises at 5:00 am and sets at 7:00 pm.
Every hour (hex) the PCs explore Kher-semet and once during a rest, roll a d20. A result of 18+ indicates an encounter.
However, the spirits of Kher-semet are drawn to death. For every encounter in which a creature dies, increase the chance of random encounters by one for the party until they take a long rest.
2d10 | Day | Night |
2 | The Scorpion Witch | The Undead Court |
3 | Anubian Golem | Anubian Golem |
4 | Edimmu (ToB) | Tomb Scorpion |
5 | Tomb Robbers | Deadman Smugglers |
6 | Fennec Fox | Death Dogs |
7 | Ardeth-Ben's Bandits | Ardeth-Ben's Bandits |
8 | Encounter en abstentia | Encounter en abstentia |
9 | People of the Tombs | People of the Tombs |
10 | Vultures | Ubashki (undead cat swarm) |
11 | Jackals | Jackals |
12 | Zombie Census-takers | Giant Fire Beetles |
13 | Gnoll Warband | Gnoll Deathmage |
14 | Sun Exposure | Baleful Winds |
15 | Ghoul Pallbearers | Ghoul Pack |
16 | Bone Vultures | Bone Vultures |
17 | Priests of Anubis | Priestly Incubation |
18 | Necromancer | Ghûl |
19 | Nabassu Cult | Nabassu Cult |
20 | Lamia's Entourage | Gypsosphinx (ToB) |
The random encounters can range from simple things described in a few sentences to more complex encounters with nested tables. Some examples...
Anubian Golem (6,800 XP)
A line of Anubis statues rests against the canyon wall, in various states of disrepair. An ancient
clay golem inhabits these statues, defending Kher-semet from anyone not bearing a holy symbol of Anubis. However, its binding wears thin, and the golem’s essence shifts between these statues. As an action, a creature can make a DC 15 Religion check to correctly identify one of its aspects; speaking the name of the aspect aloud causes that statue to fall inanimate for 24 hours and forces the golem to enter a new statue at the start of its turn. If targeted by
dispel evil and good or if all its statues are destroyed, it manifests as an anubian (ToB).
When the party first encounters the golem, and on the roll of a 5-6 on a d6 at the start of each of its turns, roll a d4:
- He Who Is Upon the Mountain: The golem inhabits a hound statue affixed to a pedestal some 20 feet up. Its speed is 0. The statue has AC 10 and 119 hit points. It gains a new action: Burning Eyes. Each creature in a 40-foot cone must make a DC 10 Charisma save or take 11 (2d10) radiant damage.
- Guide of the Two Lands (CR 9): The golem inhabits a statue with chipped exterior giving it water vulnerability – when exposed to water, its AC drops to 9 (i.e. losing natural armor) and it takes 1d4 cold damage per gallon. Once per turn, when it hits a creature with its slam, instead of reducing its maximum hit points, the creature must make a DC 15 Strength save or be pushed 15 feet and knocked prone.
- Lord of Burial in the Necropolis: The golem inhabits a headless statue which can only see through its head lying 40 feet away; otherwise it is blind. The head has AC 10 and 13 hit points. Instead of Haste, the golem can take this action: Breath of Entombing Sand (recharge 5-6). Each creature in a 30-foot cone must make a DC 10 Strength save or be buried up to its neck in sand – the creature is restrained until being dug out as an action requiring a DC 15 Strength check.
- Ruler of Eternity: The golem inhabits a decrepit statue carrying a was scepter. It has 60 hit points and does not go Berserk. When a creature fails its Constitution save against the golem’s slam, instead of its maximum hit points being reduced, the creature is aged 1d8 years. The aging effect can be reversed with a greater restoration, but only within 24 hours.
Encounter En Abstentia
Roll a d6 to determine what traces the party encounters. Choose or roll from the encounter table to determine which creature(s)’ trace they’ve found:
- Evidence of a fight between the creature(s) and other creatures.
- Track and sign of the creature(s) having passed here a few hours ago.
- Echoing sounds or distant silhouette/shadow of the creature(s).
- A burrow, camp, lair, or sleeping lay.
- A lost item of the creature(s), or remains of prey.
- The dead body of one of the creatures. Others might be close.
Fennec Fox
A
fennec fox (
Fox – 5th Edition SRD) is visible for a moment, before disappearing into a crack in the canyon wall. It can be followed with a DC 13 Survival check. However, Medium-sized creatures have disadvantage on these checks while squeezing through the crack. Following the fox discovers a hidden watering hole and safe resting place. A DC 15 Animal Handling check befriends the fox.