Thursday, July 24, 2008
L5R Schools and Avatar Paragon Paths
I am not sure whether there should be paragon paths proper for Avatar. These fit really well as prestige classes, may they RIP, but what is there to distinguish between several paths for any given bender? By way of explanation, whether a waterbender focuses on healing, freezing, or cutting should be accomplished through power choice, not a paragon path. Maybe I should render paragon paths down the same as I am rendering classes down for L5R and just have a suite of powers from which a bender chooses at the paragon-appropriate levels. Obviously an assortment of element-specific abilities but also some "bender"-specific ones (that is, abilities that aid a bender of any element in a generic way; if I do so, then the element-specific abilities should really emphasize the element and not be a collection of effects that could be done with any element as I had planned for a generic "bender" class).
Bloodbender (Waterbender):
-always-on ability to increase melee AC as the Bb reflexively interferes with the attacker's swing by bending the blood in his arm
-obviously a domination effect daily from full-on bloodbending
Agent of the Dai Li (Earthbender):
-grasping hands of stone attack power
-bonuses to climb and hide as the Dai Li always seemed to attack unseen from above
Lightning Bender (Firebender):
-able to create lightning
-probably the firejet-based flight powers from Princess Azula and Firelord Ozai
(There was a short thread at ENWorld about Avatar. Lightning Bender was the idea offered for a firebender paragon path. I think either this or a Dragon like Iroh would be the best choice. Of course, Iroh made up his unique attacks ...)
Crab Clan:
Hida Berserker
- Hida "Dead-eye" Berserker
Kuni Witch Hunter
Kaiu Engineer
Falcon's Strike Archer
Yasuki Taskmaster
Tuesday, July 22, 2008
Lileks on Writing
Had fun on buzz.mn today posting old pictures of the Aquatennial parade in the 40s – same pictures I used last year, but who remembers? Well, I do; I have a record of everything I wrote, but I dasn’t look it at lest A) my previous comments are really sharp compared to my current comments, which suggests a fatal diminution of ability, or B) my current comments are better, which suggests I embarrassed myself last year. You can’t win. Rather I can’t. Living as a writer sometimes meaning you walk into a great howling wind that says YOU JUST SUCK and it’s all you can do to keep from letting the wind pick you up and put you where it wishes. Which is usually in the not-too-distant county of SO YOU ADMIT YOU DO SUCK. It’s a corruption of an Indian name.
Monday, July 21, 2008
Orc Funeral Ceremony
The body is arrayed on a funeral pyre and his surviving warriors recount his deeds and their own (for their deeds are are extension of his leadership) before the assembled tribe. Warriors of the Blood Hand tribe will cut themselves and place bloody handprints on the body before placing it on the pyre. The One Eye tribe will remove one of the warchief's eyes (if he has not done so already). And so on.
The body is then burned and the ashes and bones gathered together. The bones are crushed to powder and, with the ashes, are mixed into the food for the surviving warriors as well as the promising warriors-to-be in the tribe. This is to pass on the strength and cunning of the warchief. In the next battle, one of the warriors will show himself to be the new warchief through some act of daring, violence, and ferocity.
Punjar, the Tarnished Jewel
Monday, July 14, 2008
Cassandra Prison
Cassandra (a stupid name for English but the working title) is a prison for martial artists. It is also known as the City of the Crying Ghosts. It is lead by three giants, Riaga, Fuuga, and Wighul.
Non-Face of Fear Cultists
Fourth Edition Blues
I am contemplating running a game. If I do, I might run my L5R 4e game as a one-shot (though from the time I have seen combat take, it might take a few weeks).
Friday, July 11, 2008
Tactics War Academy
My idea for the game was to scale it back from armies to a smaller grouping (units, companies, platoons, whatever). When you begin the game, you get to buy your army using a fixed set of points. You can focus your army as you like (for example, buying lots of ranged units for an excellent archer corps) and any build should conceivably have a chance at winning the game, though not every build should make it easy nor should every build be able to win every fight.
Which brings us to another aspect of the idea. I am playing Rondo of Swords on my new Nintendo DS. Rondo of Swords works similarly to a Tactics game in that you field units on a grid-based battle map and work against your opponents (you can also have your units run errands, go on quests, complete missions, etc instead of taking part in the next battle). The game also has a unique combat mechanic in that you do not move next to your opponent and then attack him but move through him to attack him. Since you can move through enemies and allies alike, there is no blocking aspect as with Tactics (i.e. you cannot set up a few guys across a choke-point to block enemy attacks while bombarding them with archers and mages tucked safely away). This requires a change in tactics while playing the game (and the early level against Pirates in the city streets was my first battle where I really felt I used movement and the terrain to my advantage).
Well, that was a long bit. What I meant to get to was that in Rondo of Swords, you cannot lose any battles because losing one battle means Game Over. I think Tactics was Game Over when you lost a story battle as well (and likely the random encounters too.) In Tactics War Academy, losing a battle is not Game Over. You can lose a battle and still win the war. Failing to achieve objectives and failing to win battles will have penalties but they will not be the end of the game. Tenacity is to be encouraged.
I view each battle in the game as a fork in the story progression. Sometimes the forks both lead to the same "city gate" (i.e. there is no great difference in story, resources, or location between winning and losing the previous battle), sometimes they lead to different gates in the same city (you have a substantial difference in the current battle based on winning or losing the previous one), and sometimes they lead to entirely different cities (winning the last fight presses the attack onto City A while losing the last fight forces you to retreat to City B).
The first forks are not really forks at all. The second forks are the meat and potatoes of the win-loss system. And the third forks expand the game and storyline by leading you down actually different paths based on outcome.
Another way to expand the game as with the third fork is to offer a choice between objectives. My eyes were first opened to this in the Brood War expansion for StarCraft. In one of the Terran missions, you had the choice of destroying your opponent's nuclear facilities or starship facilities. You then faced the other type of weapon in the next mission (i.e. destroy the nuclear facilities and your opponent would have Battleships instead of nuclear missiles and vice versa). This would also come up in-game. The more often, the greater replay value the game would have, especially if all choices did not swing back onto the "all win" path but had its own endgame.
Losing every single battle would not lead to a final win. Losing every battle leads to Game Over.
More later with this parting thought:
Some, perhaps early, enemy generals fall into the Shin's Army trap of overspecialization. It would showcase that unit's strengths and weaknesses. This may even be the War Academy portion of the game (the in-game Tutorial that comprises the first few levels as the main character overcomes his classmates to earn the top spot upon graduation).
Sunday, July 6, 2008
Legend of the Five Rings - 4th Edition
I am not a big fan of 4e. In order to get myself interested in just reading the books (to date, I have barely read anything beyond the class descriptions and the 1st and 2nd level powers), I decided to make up L5R characters using the 4e rules. I stripped away all the 4e flavor and inserted the L5R flavor. I got this and more (have not updated the pdf recently either):
http://www.mediafire.com/download.php?m3tm1ymto20
I am now working on Avatar the Last Airbender, except that will require a mechanical change rather than just flavor. I want the benders to have unhindered flexibility so they will have X number of encounter power slots and can choose from their list of encounter powers as they go, thus always having the most advantageous bending at any given time. This may be true of utility and daily powers as well. I thought about getting rid of daily powers but then I remembered that they seem to get pretty winded after doing a spectacular bend so there you go.
Sunday, June 29, 2008
Re: Fist of the North Star clips on YouTube
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It's decided then...I'm playing a Monk when 4E Dark Sun releases...no ifs, ands, or buts about it.
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Originally Posted by Subedei (who posted the links to the clips)
Just make sure to multiclass into Ranger to pick up ATATATATATATATTA UATATATA AAAATATATATATATATATATAAAA!!
The Boiling Rock
The boiling lake prevents escape on foot. The water easily destroys impromptu boats and kills anyone stupid enough to try swimming.
The huge cloud of steam that flows from the lake into the air above the volcano is hot enough to kill creatures flying in the vicinity of The Rock, so escape by air is unlikely.
It goes without saying that tunneling into an active volcano in order to pass beneath a boiling lake is right out.
Tuesday, June 3, 2008
The Asp's Poisons and Cloak
The persistent effect is a supernatural ability and, as such, does not function within a dead magic zone. The poison, however, is extraordinary and will continue to affect the inflicted creature.
Achewound – Injury DC 15; Persistent effect*; Initial dmg 1 Con; Secondary dmg 1d2 Con; 500 gp
*Prevents natural healing, regeneration, and fast healing for 1 minute from exposure
Asp’s Bite: The function and efficacy imparted to Achewound by Warrick’s magic so impressed the Asp that he set about refining the poison. His contribution to Achewound had consisted of little more than supplying the greenblood oil to be enhanced and its success wounded his pride. Utilizing concentrated black adder venom and further treating the resulting Achewound, the Asp created far more potent toxin that he christened Asp’s Bite.
Asp’s Bite – Injury DC 18; Persistent effect*; Initial dmg 1d6 Con; Secondary dmg 1d6 Con; 1,500 gp
*Prevents natural healing, regeneration, and fast healing for 1 minute from exposure
Weeping Cloak: After the success of Achewound, the Asp and Warrick set out to create a permanently poisoned magic item. They settled on a cloak after Warrick recalled the cursed cloak of poisonousness. The idea intrigued the Asp but he hated the idea of granting an instant death. Instead, he described a cloak that would entice the wearer to repeatedly poison himself and others.
The Weeping Cloak is a woolen garment of dull grey color. It appears always soaked through and, in fact, constantly drips liquid from the lowest edge to the ground below. This liquid is harmless until the cloak is worn, at which time it becomes a potent contact poison. Anyone donning the cloak must make an immediate Fort save (DC 20) or suffer 1d2 Con damage. This save need only be repeated once every 24 hours if the cloak is worn continuously. Any attempt to collect the poison as it drips or by wringing out the cloak is in vain; the poison evaporates as quickly as it escapes.
Once worn, the cloak can be used to poison an opponent in melee combat. The wearer makes a melee touch attack as an attack action. Anyone struck by the cloak in such a way must make a Fort save (DC 13) or suffer 1 point of Con damage. This attack is treated as a light weapon.
Moderate necromancy; CL 7th; Craft Wondrous Item, poison; Price 8,000 gp; Weight 1 lb.
Sunday, May 25, 2008
Saren's Shared Pain
I wanted a spell that caused the victim to take half the damage dealt to the caster. I did not want it to be a willing target. What Saren does is force her victims to take half her damage, then she tortures herself. This is sadomasochism at its purest.
The effect is Share Pain, Forced psionic power from the SRD. She would have it as a divine spell and would have crafted it into a torture implement such as shackles that either link her and her victim together (one wrist from each) or paired shackles that they each wear.
Garrett's Swords
I thought about Garrett as I went to dinner tonight. I wanted him to have something of a hook beyond just "swordsman" and it goes perhaps a fraction of an inch beyond that designation. Garrett collects magical swords. See, that wasn't so far. Garrett's swords, however, should be unique and interesting. A +5 flaming burst giant-bane mighty cleaving bastard sword is beneath his notice, despite its market worth. Garrett always has access to at least two of his swords. We all know he uses the little girl as a scabbard (well, I know and you would too if I ever told you) but the sword she carries is not one of them.
The sword Garrett usually carries at his hip is a completely invisible and silent blade (no clanking or bumping into things to give it away). I have not yet decided if it is ever visible (such as becoming visible when drawn). The inspiration is a magic sword called the Sword of Lyons from an old adventure module. When the blade was sheathed, both it and the bearer were invisible. When drawn, both it and the bearer became visible. Good sword for bodyguards. Perhaps Garrett's is the opposite. While sheathed, the sword is invisible but when drawn the bearer is invisible while the sword is visible (creates the appearance of a dancing weapon effect). But I do like the idea of Garrett wielding an invisible blade. And, as added in the comments, the invisible blade is a dancing weapon. Garrett "pretends" to draw a sword and takes a few practice swings, secretly activating the dancing property. He then draws anther sword to start the fight and catch his opponent flat-footed and unaware.
Another sword usually sequestered upon Garrett is his chain sword. He typically keeps it miniaturized in a glove of storing. With a snap, the long rapier appears in his hand. By pressing a concealed button on the hilt, the blade comes apart into dozens of razors held through the middle by a metal cord (the cord is usually wound tight within the crossguard thus holding the various razors together in a single sword blade). While thus extended, the sword acts as a bladed whip studded with razors along its length. A second press of the button rewinds the cord taut, but the razors do not fit perfectly back together. Instead, each is arrayed in its own rotation, turning the original twin-edged blade into a sort of stick with edges on all sides. In this configuration, the sword acts as a shredder that Garrett draws across his opponent. It is all but useless for hard strikes and thrusts with the point (the wire is taut but lacks the strength to present an actual cutting edge and the many orientations of the razors means the sword bends or creases at a thrust) but the wounds caused by dragging the blade across flesh are deep and wide and bleed profusely. A third press of the button tightens ancillary wires that run alongside the main cord and realign the razors into a single blade once more.
The final sword that Garrett always has access to is a knock-off version of the Pureblade. I see it as a black blade with fiendish connotations. It has the ability to travel through dimensions and across planar boundaries. As Eldric can summon the Pureblade to his hand from anywhere in existence, so can Garrett reach into a tear in space and time to emerge with the black blade in hand. This is his ultimate weapon; the blade's dimensional properties do not end with being always at hand. Just like Linedwell's Shakhal, the black blade can strike through folds and tears in space so that Garrett, thrusting at you from the front, will strike you in the back, or the side, or from above, or below, etc. It is all but impossible to defend against the black blade because it is constantly moving in and out of folds in space, i.e. it is not displaced X feet and moves accordingly like a displacer beast; rather, it blinks around like a blink dog, ceasing to be here and suddenly being there without traversing the intervening distance. Needless to say, it can impart such mobility unto its wielder as well (blink effects, dimension door, and cross-planar travel).
Those are the hidden blades of final resort that Garrett possesses (with the chain whip sword being the most likely to find use and the black blade being the true weapon of last resort). He of course has dozens of other magical blades with which to challenge the party.
- A sandstone blade that absorbs water and dessicates flesh.
- Himura's Justice
- A sword that, upon killing someone, causes a huge eruption of blood from the wound that envelops the victim in a blood golem
- A sword that causes wounds that teem with vermin
- A sword that can shape the earth with a swing (creating an earth wall or a rock spike)
- A coral sword that allows you to breathe underwater
- A sword that causes its victim to change color on every strike.
- Blood Hunger - a sword that causes bleeding wounds and allows the wielder to scry on the last creature injured by its blade (think Sword of Omens' Sight-Beyond-Sight).
- A sword that's blade looks like links of chain; when it strikes a creature or surface, the link that hits magically attaches and more chain links appear from the hilt as needed until the blade strikes a second creature/surface or the wielder wills it to stop; this allows the wielder to strike a creature, then strike a wall, and thereby leave the creature attached to the wall by a length of magic chain
Saturday, May 24, 2008
Underdark Locations
I've always liked Underdark adventures. It's a high threat, alien environment, but it's not just a dungeon crawl. It has an ecology, even if it is a mix of the natural and the fantastic. I just wrapped up a Pirates of the Sunless Sea game, and my rule of thumb on underdark ecology was to make the plants into fungi and the animals into vermin. People drank mushroom tea and herded giant beetles.
I'm a big fan of the old 1e Dungeoneer's Survival Guide and the lands of Deepearth. That's a sourcebook I've kept handy for three and a half editions and counting. In the Forgotten Realms, the only known link (I believe) between the Sunless Sea and the surface is the town of Skullport, under Waterdeep. I kept this detail for my game, and Skullport became the major importer of surface goods to the underdark; ships, slaves and wood were all brought through there by the yuan-ti merchants.
Some sites from my Sunless Sea included:
Boomtown: A fortress carved into a stalagmite island, this town got it's name from the fire giants that sold their blackpowder cannons to any who could meet their price. The refuse-filled caves under their foundry were inhabited by a clan of devious goblins (the Boomtown Rats) who stole blackpowder and used it in gourd-bombs. Boomtown also had a large (for the underdark) shantytown on the opposite side from the fire giant docks, which was a wretched hive of scum and villainy (tm).
Octopon: The mind flayer city; a sculpted island of unspeakable horrors and good bargains. Suffice to say some characters loved this place, and some never left their cabin. Octopon's "streets" are a series of canals that cut through the city. Travel is easily arranged through a great number of water taxis, although small private craft are also permitted. Octopon is pretty quiet for a city of it's size, but there are a few restaurants and alehouses that cater to visitors. (And some that cater visitors themselves.)
Nothing in Octopon is built along a straight line or a right angle. It is said that the design of Octopon is supposed to refer to a giant octopus, although if that's true it must be something that speaks to the illithid sensibilities. For everyone else, there is something disorientating about the city; visitors find it easy to get lost even on streets and alleyways they have been down several times. Sometimes when walking through the city you get the feeling being on a sharp incline or decline, even though the ground is flat. There are a few subtly curving avenues that allow you to see great stretches of the city at once, but the way the buildings seem to lean and bow in on themselves is displeasing to the visitor's eye. The city is lit by a series of braziers and street lamps that give off an uneven, greenish-blue glow. The stone of the city is carved with countless deformed and squid-like figures, as well as larger reliefs that depict odd and unsettling scenes. These carvings are everywhere, the one thing you almost never see in Octopon is blank stone.
Honzoun: The rakshasa city carved into a large, hanging stalatite; ships would dock under it and then cargo would be unloaded via levitate spells. My pc's never went here, which I thought was a shame.
image
http://www.postimage.org/aVjsjQr.jpg
Corvalag: The Duergar city of Steel and Stone. The pc's never went here either, but the ironclads and stone barges that launched from here and traveled to the duergar's mines around the Sunless Sea were frequent sights.
Sitha Igothul's Pleasure Palace: This wasn't a location as much as a large, organic structure that submerged and resurfaced at various points on the Sunless Sea. It was controlled by the underdark/undersea crime lord Igothul, a giant psionic catfish (or in D&D terms, an aboleth) and his skum assistants. Igothul kept a banquet table in his meeting room and a powerful suggestion was in effect that made anyone who entered ravenously hungry, which always freaked my players out. There was nothing wrong with the food though, Igothul just liked watching people eat. He (or really, "It") kept a number of translucent-skinned slaves around, and delighted in consuming the memories of those who had suffered greatly in unusual ways; he always payed top coin for slaves like that. Igothul was my game's Jabba the Hutt, in other words.
Stonemarsh: This was a tiny village of weird derro who kept and milked catoblepases (catoblepi?) to make into Death Cheese, which wasn't fatal but otherwise popular in the underdark. This village was eventually slaughtered by a particularly savage tribe of grimlocks (think Reavers from Serenity) who kept a derro adept who went crazy and began thinking he was a grimlock too. The party ended up here having to fight the crazed grimlocks while the derro adept kept throwing down fog clouds and silent images that not only were the grimlocks not affected by, they weren't even aware of them.
Portage: This was a locathah city on the far western edge of the Sunless Sea. The sea continued but the cave did not, and the locathah would transport ships to a sea on the other side for a price. The method was the ship was unloaded and it's crew took the cargo through caves to the other sea while the locathah scuttled the ship and swam it through the completely submerged caves. (Sailors capable of water breathing could accompany the ship, but the trip took a couple of days.) On the far side the ship was repaired the water pumped out, and could then be reloaded with its cargo.
Pellucidar: My nod to Edgar Rice Burroughs (if outright stealing can be called a "nod"), Pellucidar was a large series of caverns with a magical false sun, surface-like jungles, super-intelligent apes and dinosaur-riding Amazons. The campaign never made it that far and the world is poorer for it, but there you go.
Hellspike Prison:In my game, the Oubliette was called Hellspike Prison, a name a took from a WotC product but otherwise know nothing about. (I think it was a D&D minis terrain pack, but I'm really not sure.) In my game the Lawful Evil's had come together as the Black Sun Trading Company, and Hellspike Prison was a place they put people too dangerous to be set free but too valuable to simply kill. It was run by beholders and staffed by devils, but was otherwise the prison from the beginning of Dead Man's Chest.
Some pirate crews I used, or statted up and never used: renegade drow warlocks on the backs of huge water spiders, a longship crewed by skeletons and captained by a necromancer who specialized in cold spells, duergar ironclads, troglodyte savages in war canoes, yuan-ti on a slaver ship infested with snakes, a yuan-ti ship builti n sections that propelled itself by swimming like a snake, a host of converted Spelljammer ships (illithid nautiloids and the like), a myconid floating fortress that was itself a giant fungus, the Goblin Armada (three small rowboats), a sahaguin strike force inside of a giant zombie shark, kuo-toa who worshipped a colossal albino kraken they called Dagon, a group of ogre magi ninjas called The Oni Brotherhood, and if I dug through my notes maybe one or two more.
The subplots and deep background of my game had to do with a lost svirfneblin empire (said to be lost when the caverns flooded and created the Sunless Sea), and an ancient society of surface peoples that had fled underground and slowly been corrupted. So in addition to the usual stuff of pirates and piracy, there were also a lot of ancient temples to forgotten gods and hidden troves of the svirfs.
Hope you can find some useful stuff in all this.
As far as side routes go, if the PC's have some idea where the big bads are headed, they might be lured into taking the shorter, more dangerous route. I'm thinking something like The Descent, where the caves are narrow and constricting. Escape Artist checks (because who takes that skill?), short passages that are submerged, basically a claustrophobic nightmare. That's the underdark adventure I've always wanted to run.
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And from theBlackJaw:
Cthon's advice is dead on: Treat it as wilderness instead of a dungeon. Most of it will be travel, making camp, and interesting encounters along the way... except in this case the way is a series of interconnected tunnels. You can still describe landscape, wandering monsters, trouble on the roads, etc... just describe them different.
Here is what I would do: Ask yourself who built the primairy tunnel network your players will be in. Sure large chunks might be natural cavern system, but when it comes to miles of interconnected underground roads, which most large scale D&D underdarks are, you have to imagine that one of the many inteligent underground civilizations built them at some point. Who built this one and why?
Now ask yourself who uses it now... With those to basic ideas, you can easily create a selection of interesting possible encounter locations, and descriptions of the general "wilderness terrain."
Example: In my game the underground area was built by the dwarves. It use to be Darven kingdeom, and they had miles of interconnected tunnels linking their variouis mining camps, smelting locations, temples, villages, tombs, bridges over underground rivers, and gate/guard house tunnels. Of course the dwarven civilization had been wiped out long ago, so those places were mostly ruins now inhabited by selection of underdark ecology, goblins, undead dwarves, trolls, etc.
Come up with a series of simple locations & encounters for this portion of the game that fit the theme and plot. Place the encounters on a map as if they were cities & locations on a regional map. Now draw simple lines to represent the tunnels that connect them together. The end result should look like mental map of the possible encounters locations... because it is. Now go ahead and add a note on travel time (a value in hours) to each line.
Example: In my game I placed a "bridge troll" encounter at an ancient dwarven bridge over an underground river. The dwarves had built a Tomb & shrine complex on boths sides of the bridge, overlooking the underground river space, and the resulting encounter had trolls tossing spears across the river, among other things. This site was along the path between a dwarven mining camp (goblins) and a dwarven gate house (undead). From the gate house were 3 lines (tunnels), one leading to a dead end at a strange dream temple, one leading through a puzzle encounter dealing with a damaged section or the tunnel, and another to Player's intended destination: a magic seal used to hold back an ancient evil. This was only a section of the network of tunnels by the way.
You should also come up with a few "random" or planned encounters to set in generic tunnel areas. Use this to showcase who lives down in the depths.
For example: in my game I designed some modified vermin, swarms, plants, and animals to represent the underdark ecology. In some places I had them as part of a set encounter location (and underground spring the players had to cross) and in other spots I used them as a random monster. I did save one encounter for while they made camp in the tunnels. A stamped of 6 legged wall climbing creatures... dwarven cattle equivalents gone feral rush through their campsite climbing on the floor, walls, and ceiling. As they went by a large predatory mole creature burst out of the ground... ate an under cattle creature, and then attack the party. It was an interesting encounter.
In play all you have to do describe what it's like to be traveling through the tunnel systems. How does it look, sound, and smell? Then describe every crossroads and let them pick a direction. Each path they travel is travel time. As they pass through a location, stage that encounter. Eventually they will get tired and setup camp. Treat that like they had setup camp on the side of a road on the surface.
In case your wondering, here are some more details:
Under Dark Ecology was kind of fun to design. Mostly I took existing normal monsters from the MM and added or changed them. Nothing I did changed their type from animal or vermin, and I only gave them Extrodinary abilities even if those abilities were based on spells. Had my players wanted to polymorph into a giant wasp that explodes on death in a ball of bio-luminescence, I would have allowed it.
* The dwarven 6 legged cattle were simply Bison with a crawl speed and a big racial bonus to jump. They crawled, leaped, or stampeeded along walls. They had blind sense to a short range.
* The Massive predatory moles were Dire Sharks with burrow instead of swim, and Tremor sense instead of scent. Swallow whole on a burrowing creature is interesting. I had one burst out a wall and the other burst out of the ground. The cleric used a
* I had puffball fungus growths that glowed. They were more like traps then monsters. If they took any damage (like being walked on or hit by a fireball) they exploded in a 10' burst doing acid damage. The damage wasn't much, but it did also leave biolumincent slime behind that was more or less like being hit by a Gliterdust spell (no blindness, but it makes invisible visible.) Statistically they were Small versions of a Shrieker fungus with only 1 hit point.
* I had colonies of underground flying bugs the size of dogs. I used giant wasp stats, but made them glow like fire flies (they eat the puffballs). When killed, they explode in a bright blinding flash of light (Glitterdust with blindness). Like bees attracted to an already stung aggressor, they would go into rage when they smelled one of their exploded kin... gaining a +2 bonus to attack, damage, and poison DCs against targets covered in the glowing slime of their dead kin.
* I had "Light eater beetle swarms" These were flying black insect swarms attracted to light sources. They would attack characters with light sources (torches, lanterns, glowing weapons, etc) or ignore people otherwise. The provided concealment like a fog spell in the spaces they occupied. I would add these swarms to otherwise normal encounters. Players with glowing swords had trouble, and a Goblin cleric even used a light spell to attract the swarm to the party during one fight.
Advice on underground locals: Who ever built the roads would have left signs (in their native language) carved into them... which makes crossroads easier to understand. Who ever uses the roads and locations these days would leave graffiti scrawled all over these crossroads, this can be used to hint at which way the PCs should or should not go... such as were some big nasty kyber monster lives.