1d150 | Result |
---|---|
1 |
intersected w the Old Dwarf Wall |
2 |
Stream. Cold and crisp. not deep |
3 |
Decayed Shrine to Resolve: {15%?Dendrosothal|35%?Nauglamir|10%?Oroku|1%?Oneiros|15%?Adiosa|5%?Ogham |8%?Yun-Caax |3%?Apohpis |2%?Putredine |2%?Ungoliant |4%?Billos } |
4 |
Stone Altar |
5 |
Ruins - Tumulus stones set in the ground and a burial mound raised 40' above. Roll 1d10 zombies and wight |
6 |
Ruined Bridge - Dried up creek bed |
7 |
Ruined Guard Tower Resolve: {17%? brigands using it as home base| empty except for animals and old bones} |
8 |
Fetid Pool Resolve: {10%?Froglings|10%? Lizardfolk| Empty} |
9 |
Obelisk |
10 |
Enclosed Hedgemaze Roll 2d10*4d10 ' x Roll 2d10*4d10 ' with peaceful garden inner sanctum |
11 |
Destroyed trees and huge craters in the earth as a result of Giant activity |
12 |
Too Detailed statues with some parts eaten off Roll on "Encounters - Close to Dorp" |
13 |
Eldritch Runes carved into trees [https://www.pinterest.com/zackferlin/magic-symbols/](https://www.pinterest.com/zackferlin/magic-symbols/) \ |
14 |
Fairy Circle BEWARE |
15 |
Trap of gold Save v Paralyze at -2 Roll 1d100 - monsters wait lazily nearby to collect some moneyhungry fool Roll on "Encounters - Close to Dorp" |
16 |
Sharp jagged rocks that could be giant teeth? |
17 |
Spooky Graveyard with Roll 3d20 Gravestones and Roll 1d10 unearthed mounds |
18 |
Sudden gorge that goes for Roll 1d100*1000' with rickety bridge (1 in 6 chance to fall through) |
19 |
Huge burrow hole, partially collapsed, leads to nearest dungeon |
20 |
Roll 1d10 Creepy large piles of bones. the mounds are old Resolve: {10%? fresh corpse as of yet undecayed| no signs of recent activity} |
21 |
Giant Wasps Nest Roll 3d20 in nest Roll 1d10 near ground |
22 |
HEAVY webbing. Looks like there is a frost on this area from far away. Upon closer inspection there are Roll 1d6 bodies cocooned up Resolve: {5%? 1 is alive Alive|1%? all are alive| all dead} |
23 |
Orc Graffiti in blood and scratches with bones |
24 |
Orc Art Piece. Corpses piles and intersected in horrific imagery depicting the coming fall of man |
25 |
Old Giant's Well Resolve: {25%?Dried Up Leads to a Roll 1d10+3 room secret ruin {25%? Occupied by intelligent beings| Clear except for animals}| full of stinking water with {lizardmen|Frogmen} occupying a Roll 1d10+3 room ruin below} |
26 |
Omen Resolve: {Circle of Crows| Boar with blood on its tusks| Giant spider eating a stag| wolf does a big howl and so many wolves answer the air becomes filled and you have to hold your ears} |
27 |
Freshly dug mound Resolve: {10%? treasure map in a trapped chest| empty trapped chest with a note on bark that says "haha you dumb" written in roughly scratched common} |
28 |
Mushroom Grove can send messages to other groves |
29 |
Monuments to forgotten Kings: Resolve: {Human| Saurid| Dwarf| Elf| Orc| Monstrosity{Many headed human animal hybrid| beholder-esque troll| elephant king| Bee headed humanoid| Mantis-men}} |
30 |
Cursed Fragments of Stone from the Breaking - Size: Roll 3d30' x Roll 4d12' |
31 |
Green Glowing Slime Seeps up From Cracks in the Earth |
32 |
Huge Spectral Housecat can be seen on nights when the moon is waxing or waning |
33 |
Pockets of Antimagic Field |
34 |
Testing site of magic weapons leaving the land scarred and barren/ overgrown and mutated |
35 |
Holy Ground |
36 |
UnHoly Ground |
37 |
Burial Sites of large army - Resolve: {Roll 2d4 Undead fighting Roll 1d12 wearing different insignia| Monstrosity pawing through the dirt to munch on bones| eerily silent for hundreds of feet| All animals in this area stare at you with evil eyes and sit atop the mounds| visions of ghosts cursed to relive their final moments| sad, silent ghost watchers who deserted the battle and are bound to this land in shame} |
38 |
Mass grave of peasants killed by plague |
39 |
Ancient Battlefield, Lost Warrior Souls Congregate |
40 |
Only Place in the World Where redwood moss can be Found. Worth 10x its Weight in Silver. It is basically MSG |
41 |
Rubble of Lizardmen Statue |
42 |
Rock Candy Growing in Cave Network |
43 |
Wizard’s Tower Entrance a la Howl |
44 |
Natural Glass from Lightning |
45 |
Zebra Stripes on Random Things |
46 |
Hunting Ground of Bulette |
47 |
Haunted Barrow-Mound |
48 |
Sealed Small Dungeon/Shrine with immortal/ hibernating giant Toads and a Slaad imprisoned here, many notices to leave the shrine undisturbed or ruin will follow |
49 |
Shrine to Local-Hero-Turned-Legend from former age of heroes Resolve: {65%?Human|10%?Hobbit|15%?Dwarf|10%?Elf} (if human/hobbitResolve: {Male|Female}) Depicted with: Resolve: {Sword|Sheild|Spear|Pike|Lance|Mace|Maul|Axe|} and Resolve: {Holy Symbol| Fruit| Stein| Sickle| Shovel| Walking Staff| Book| Mallet| dead animal} |
50 |
Shrine to Resolve: {Subsolanae Holding staff and Wavy Dagger - paying respects grants the ability to pass by a random encounter undetected|Billos - Huge head of a Blinded Woman with her mouth open and tongue out - paying gold at this shrine grants you +25% at the next treasure stash you find. Defacing this statue in any way will cause the next 3 attacks against you to have +10 to hit|Ogham Hypercube Sculpture - leaving a spell scroll at this statue will grant you one use of a random spell one level higher than the spell you left. it springs into your mind palace unbidden, you can transcribe this spell into your spellbook at twice the normal time, no gold cost} |
51 |
Shrine to Resolve: {Nauglamir - Small mountain carved atop a natural spring, water runs from it. it is purified and safe to drink| Oroku - Perfectly still pool that emanates a just barely there silvery light, will not reflection anything except the moon| Dendrosothal - stone platform large carving of his symbol, a 9 pointed star with 9 concentric rings. An altar sits atop the platform with a small bowl carved in it. Leaving your blood in the bowl bestows once use of the effect of the spell "Bless" for 1 week} |
52 |
Shrine to Resolve: {Yun-Caax Altar within huge ribcage of a beast|Oneiros Dreamlike visions visit those who pay homage at this shrine made of hard, but semi malleable stone. it is the shape of the chaos star|Apophis - large raised stone platform with guillotine. It is a trap. anyone walking up the steps has a 2 in 6 chance to trip on the last step, then save vs paralyze to fal into the guillotine, which magically closes and slices their head off. Wicked laughter then peals in the air from nearby foxes|Putredine - Huge Mushroom formed into 2 cupped hands - it will decompose anything left in it|Ungoliant - Large stone spider golem with countless eyes. When something is placed before it, it viciously slays and eats it} |
53 |
Buried Easter Island Head Statues of Resolve: {Humans|Hobbits|Dwarves|Elves|Orcs|Saurids|Zombie King| Trolls (real trolls but must be awoken with ritual| Iocor|Slugmen| Were-Creatures} |
54 |
Grove of the Swan Maidens |
55 |
Sacred pool of water - Yun-Caax, A dryad is tied to it. Not hostile, but will kill if you attempt to touch the pool |
56 |
Sealed Adamantium Vault of Ancient Writings - 3/4ths buried, nearly impossible to open. It is a Giant's Scroll Case with the history of their war with dragons and other historical events. Theorizes that witches caused the breaking of the world |
57 |
Lone Archway Ter’Angreal Leads to The Dreaming - This huge stone arch, smooth black stone, casts a shadow that is the 8 pointed star |
58 |
20’ Hexagonal Enchanted Stone with hex grid on it showing all humanoids above-ground position as an animated small dot within 6 miles |
59 |
Vampire Alabaster Coffins sealed in black stone mausoleum |
60 |
3 Connected Silver Arches - Walking within an arch while it is subjected to magic transports you to demiplane of your greatest fears of what is and what may be |
61 |
Giant Wooden carving of a Hedgehog - Casting magic near it results in save v poison or sleep for 1d12 hours |
62 |
Area of fey plant growth - the veil between the feywild is thin. If you construct an arch from nearby branches and vines you can walk through it at twilight to transport yourself to The Realm of Faerie |
63 |
Singing in this area causes holes to appear in the ground - matte black holes cannot see into them or hear anything out. cannot pull anything out that you put in. It must be broken or cut off. |
64 |
A well which causes a caster that drinks from it to have a 50% chance (1-50) instantly regain 2 spent spell slots of any level and 50% chance (51-100) to lose 2 spell slots of random level |
65 |
Evenly spaced radii of dead plant growth Roll 4d6*10' radius # of circles Roll 1d100 |
66 |
Right half of body found among tall grass, split down the vertical axis. The left half is nowhere to be found. Roll to generate NPC. |
67 |
Freestanding, Twisted red doorframe - Ter'Angreal - leads to an alien room with 3 pillar-seats raised 15' above you. When the left one speaks, the diffuse lighting inside the room glows pink, when the middle one speaks it glows green, when the right one speaks it glows black. They will answer 3 questions. one each. Must bargain or they will take your life as payment. only 1 PC in the room at a time. if multiple people walk through they are all in different "time structures" |
68 |
Cave mouth containing a wood carving of a monstrous, man-sized insect, four legged with antennae. - this beast is somewhere near here and local monsters worship it as a demigod 8HD monster 2 d8 pincer attacks, can climb any surface and fly in short bursts |
69 |
You almost would have missed it. A trapdoor leading to a 10’ by 10’ root cellar. Roll 3d10 root vegetables. |
70 |
Hidden Grove containing Roll 2d6 statues. One statue is unmistakably of an NPC recently met. |
71 |
cart full of paper, inks, books and narcotics. No sign of the owner or tracks leading to it. it appears to have materialized here out of thin air |
72 |
Run down cabin. Contains several mostly bare bookcases and a cot. Roll 1d10 books remain in Roll 1d8 different languages (vornheim book table) |
73 |
Stone table and two chairs in a clearing. The gridded surface is clearly intended for a game. There are no pieces. |
74 |
An eight inch tall stone door carved into the side of a rockface. does not open, just a slab. If chiseled away, a small tomb is revealed containing Roll 1d6 teeny tiny skeletons and death artifacts. |
75 |
Barrel keg of ale sticking out of the mud. If excavated find Roll 1d6 more buried kegs. Save against poison on consumption. |
76 |
A grassy clearing. A parliament of rooks gathered in assembly. They ignore humanoids. If a PC can comprehend their language, learn Roll 1d4 things about surrounding areas. |
77 |
Large three-toed biped footsteps in the ground. Tracking will lead in a four mile long circle. If Investigated with bushcraft 6,5 Weird footprint, 4 Webbed Toes, 3,2 notice nearby feather the size of a kite, 1 it's a giant goose |
78 |
Concentric rings of tall glass columns - magic - walking through them shows things that may happen on a Law v Chaos scale |
79 |
Boulder that emits subtly changing, ever-present music |
80 |
Giant-Sized throne carved from enormous, glittering gem - would take the strength of a several teams of oxen to move it and it would be slowwwwww going. im talkin maybe 1000' per day |
81 |
Left half of body found among tall grass, split down the vertical axis. The right half is nowhere to be found. Roll to generate NPC. |
82 |
A crumbling, masoned pillar stands tall above the surrounding area. 100 feet tall. If scaled, an empty brazier is found at the top. |
83 |
Serial killer’s cache of "trophies" - PCs or npcs may be able to recall specific items as noted to be missing after a murder eg - "her wedding ring, i never saw her without it" |
84 |
The petrified remains of two giant snakes. Bodies twisted, mouths engulfing tails. |
85-86 |
A tall candle slowly burns next to a worn gravestone. If the PCs wait Roll 1d4 days they will see a spectral monk arrive and replace the candle. |
87 |
Grove of trees with knots that look like eyes and follow travellers wherever they go, filling them with a sense of dread |
88 |
Freezing gusts of wind emanate from a cave mouth - Resolve: {10%?portal to ice hell|small ice demons plotting to start an ice takeover of the forest} |
89 |
Natural Field of goooood Tea |
90 |
Bones of a Titan grown over/ part of landscape feature |
91 |
Wizard’s forgotten (Warded 3d6 magic damage) stash containing Roll 1d4 potions 50% chance to be poisoned, but still give a random potion benefit. Wand with Roll 1d8+1 charges of Ice Chain Lightning 4d8 and 60% chance to jump to next guy within 100', 50% the next guy and so on. cannot tell how it works until you use it |
92 |
Huge clumps of fur blowing in the breeze/ caught on trees |
93 |
Black Tower stretching into the sky, cannot see the top, no entrance |
94 |
Abandoned crates of smashed goods. hidden amongst the rubble reveals note "to boss 'i quit'" |
95 |
Fairy Fountain save v magic to resist charm and the fairies tell you to do mischievous stuff |
96 |
Calendar of Omens - Stone tablets 10’ high set into the ground purported to foretell major events |
97 |
Were Rats’ nest. Littered with bones and broken tools. Roll 2d6 child bandit slaves |
98 |
Large sized chess set in a clearing. Made from mummified/ preserved bodies Pawns Alligators - Rook WereCroc - Knight Dragonborn - Bishop Lizardman Shaman - Queen Naga - King Young Dragon |
99 |
Well of Hathor - those who drink from it are under the effect of Philter of Love - next 10 minutes become charmed by next creature you see - lasts 1 hour. Regard creature as your true love |
100 |
A line of trees and vegetation cut down stretches as far as the eye can see, perfectly along the east-west axis. |
101 |
Overgrown with vines, a two-room mausoleum. The door is pried open, a rusted crowbar discarded nearby. |
102 |
A ten foot deep pit, twenty by twenty feet wide. It’s clear this was a basement of long gone building. Investigation will reveal a section of wall that was more recently masoned. |
103 |
A hot spring that can accommodate eight people. Spending an hour in the water will restore 1 hp. only works once/day |
104 |
Perpetual fog hangs over the area. A pristine inn can be found. A lone barkeep is inside, though more NPCs will arrive each day the PCs spend at the inn. Roll 1d6 on the first day, Roll 2d6 on the second, etc. The inn always seems to accommodate. Innkeeper is one of Yubaba's grown children. Immense head, the picture of head waiter grace. possessor of smallish magicks and can do anything related to running an inn or keeping violence from happening |
105 |
A wooden scroll container is laying in the dirt. It contains a letter written in Elvish. The context is missing, but it is a list of grievances the writer has with the intended recipient. |
106 |
A trail of breadcrumbs leading into a nearby thicket. A basket of sweet rolls can be found among tall weeds. |
107 |
A body found smashed atop a boulder. he has green skin and a long nose like a green bean Among his person is Roll 1d4 scrolls of Jump and a pointed yellow hat. He is wearing a fine blue suit, intact but covered in dried blood |
108 |
A den of Roll 1d6 teenage werepigs, nested in the mouth of a shallow cave. Hostile if threatened, all they seem to talk about is their missing father. |
109 |
Floating earth mote 300’ in the air. Home to elemental spirits of air |
110 |
A dried up well, 60 feet down the well connects to an old sewer system, eventually leads to the bath house. many wild evil things down here |
111 |
A small shrine atop a hill. Resting there is a set of plate armor, pale pink in color. No risk in taking it, right? |
112 |
Sheets of crystalized salt cover the area. |
113 |
Astral Pool |
114 |
Stargate style enormous stone ring standing in a clearing. an altar next to it requires a chaos emerald to activate This key to this gate is a Red Chaos Emerald |
115 |
Stargate style enormous stone ring standing in a clearing. an altar next to it requires a chaos emerald to activate This key to this gate is a Galaxy Chaos Emerald |
116 |
Stargate style enormous stone ring standing in a clearing. an altar next to it requires a chaos emerald to activate This key to this gate is a Yellow Chaos Emerald |
117 |
Stargate style enormous stone ring standing in a clearing. an altar next to it requires a chaos emerald to activate This key to this gate is a Diamond Chaos Emerald |
118 |
Stargate style enormous stone ring standing in a clearing. an altar next to it requires a chaos emerald to activate This key to this gate is a Black Chaos Emerald |
119 |
Stargate style enormous stone ring standing in a clearing. an altar next to it requires a chaos emerald to activate This key to this gate is a Sky Blue Chaos Emerald |
120 |
Stargate style enormous stone ring standing in a clearing. an altar next to it requires a chaos emerald to activate This key to this gate is a Green Chaos Emerald |
121 |
Stargate style enormous stone ring standing in a clearing. an altar next to it requires a chaos emerald to activate This key to this gate is a Orange Chaos Emerald |
122 |
Stargate style enormous stone ring standing in a clearing. an altar next to it requires a chaos emerald to activate This key to this gate is a Purple Chaos Emerald |
123 |
Stargate style enormous stone ring standing in a clearing. an altar next to it requires a chaos emerald to activate This key to this gate is a Pink Chaos Emerald |
124 |
Stargate style enormous stone ring standing in a clearing. an altar next to it requires a chaos emerald to activate This key to this gate is a Blue Chaos Emerald |
125 |
The lair of a great old grumpy bear is near, you can hear him snoring if it is winter |
126 |
two Golems defend destroyed Arch. One looks like Ridley and the other looks like an owlbear. Arch is an entrance to an ancient city that was wiped off the map in a magic catastrophe. wilderness has reclaimed the area, but it is less densely forested than the surrounding wilderness |
127 |
Statue Garden of monks who turned themselves to stone with pure devotion to Nauglamir. Chaotic entities cannot come within 20' |
128 |
Totem Pole of reptilian versions of regular animals |
129 |
Marble columns evenly spaced 15' apart in a 100' radius. at the center sits a depressed black marble slab |
130 |
Dessicated skin of 50' long 3' thiyuck snake |
131 |
perfect orb of iron 20' tall |
132 |
passing through this area results in save v magic or be subjected to horrifying and frantic visions of ancient people's dying suddenly and with fear in their eyes. all manner of deaths. become subjected by nightmares consisting of 1 recurring person dying different ways |
133 |
Titan's Sword thrust into the ground at an angle. Stone |
134 |
Bush that writhes like a ball of snakes made of intestines. If you get too close to it it will try to loop some intestines around you and eat you. at the center is a beak with teeth. no eyes |
135 |
Huge statue of a sort of geometric head. it is half destroyed, but it appears to have been a house |
136 |
Demoncursed zone - the wood here is wicked and cruel. the trees become black and twisted, leering at you with faces that appear one moment and are ordinary bark in the next. You feel watched and anxious |
137 |
Bubbling Clay Pool, the boiling mud is incredible acidic, but can be turned into paint |
138 |
The whole forest here - trees and shrubs, have been turned bronze. Slight rusting, but there is no way to tell how long it has been like this |
139 |
Group of Roll 4d6 pits covered in steel grates that orcs use to lure animals to kill (they hold slaves that they will eventually eat. 20% chance that any one pit contains 1d6 slaves |
140 |
Flailsnail pearlescent crystal statue |
141 |
Giant granite box set into the ground, appears to be a frog breeding ground. thousands of brightly colored poisonous frogs croak below |
142 |
FIGHT KING - colosseum with tiny skeleton man sitting atop a tall pillar with huge sword. makes you fight 3 waves of enemies if you enter. only the victors may emerge. If you die your spirit remains trapped here for fight king to use as gladiatorial slaves |
143 |
Naga guards a shrine to Yun-Caax |
144 |
stone arch with stained glass in the middle of it - depicting a fierce minotaur |
145 |
Puddles of nuclear waste. 3 in 6 chance of a random encounter waiting nearby to push people in and kill/ mutate them interspered with mutated members of ambushers. (30% chance to save v magic or mutate and become immune to the goo, 70% chance to save or die/round submerged) |
146 |
placid pond with a water weird |
147 |
Goblins living among the treetops |
148 |
Hill with exposed limestone - wonderful paintings of nude orcs on the stone - with a variety of emotions on their faces, murderous rage and any other regular orc emotion is not present though |
149 |
Statue of a Drider - hideous. Roll under Con to avoid retching |
150 |
Portal to the ways |