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Encounters

Plains
Forest
In every hex there is also a chance
Hills there is a community which the
Mountain PCs can visit with a stage of extra
travel.
Roadways
• Plains: 4-in-6
Urban • Steppe: 2-in-6
Wetlands • Forest: 2-in-6
• Hills: 3-in-6
River Crossings • Mountains: 2-in-6
Subterranean • Wetlands: 2-in-6
• Wastelands: 1-in-6
Coastal
Sea
D30
Deep Water = Roll d6 and d10.
Steppe On a 1-2, add nothing to the d10.
Desert On a 3-4 add 10.

Taiga On a 5-6 add 20.

Wasteland
D40
= Roll a d8 and d10.
On a 1-2, add nothing to the d10.
On a 3-4 add 10.
On a 5-6 add 20.
On a 7-8 add 30.
30 Plains Encounters Plains Vignette
1 A flock of 1d6+2 Ornery Birds. They want to rip pieces off The Herd Animals that
you. They camouflage themselves with as a subtle mound of passed through here
mud and grass and wait. They’ll chase you into a dead end. recently left large, stinking
traces underfoot

2 A clutch of 1d4 Maggot Snakes. Living in an irrigation ditch, Like fingers, Pike-high
or rotten tree. columns of dry mud rise
above the grass: Termite
Mounds

3 A recent battlefield… d5: At least a dozen weed-


choked grave markers play
1. churning with Palate Grubs. 2d12 every 20m2. The soil is hide-and-seek in the flowers
wet with blood. here
2. where the mud is forming into 4d12 Loam Soldiers. The
land has given the fallen a chance for revenge. Depending
on the weather they are vulnerable or not. They will
march to nearby settlements and seek out worthy
enemies. PCs count as worthy enemies.
3. being scavenged by a pack of 2d6+1 Feral Ghuls.
4. being looted by local bandits.
5. Being administered to by a Necromancer. They are
raising corpses and taking samples.
6. is haunted by an escaped Thrall War-Witch. Their
handlers are dead or fled. The witch lopes between
mounds of corpses muttering to itself. Reaction Roll.

The battle…

1. was fought between two local rural nobles. The heads of


the family on both sides were killed by cannon fire and so
the two armies declared peace and went their separate
ways.
2. was a rout. Deserters will be hiding in the surrounding
terrain.
3. Was an ambush. A numerically superior side massacred
through trickery.
4. Was a peasant revolt. Oppressed folk gunned down by
muskets.

4 A very lost and lonely Elephant covered in scars. It was used Knee-high and golden, tall
for: grasses undulate and roil
like the Sea after a Storm
1. War (bloody minded with brass spikes affixed to its
tusks).
2. Hauling (with a bent back and broken nature).
3. Entertainment (dressed in banners and tassels, with
a hatred of whips).
5 An excursion-pack of 2d6 Hill Wolves led by a Russet Wolf, Pale-pink and bright yellow
sleeping in the shade of trees or a ridge. They won’t venture Blossoms advertise to
out into the sun, but will leave the shade if it is cloudy. They clumsy fat Bees
are looking for food as it is sparse in the hills. They hunt at
night.

6 Worm Sighting! Roll a d4. Spit is invisible venom, Save vs Easy to twist an ankle in
Agility to avoid. Deals d8 damage until washed off. the numerous vermin holes
that pepper the ground here
1. It swishes and swirls across the sky, threatening,
but ultimately harmless.
2. It passes above the PCs, they must hide or be seen.
If it sees the PCs (and they look sufficiently wealthy),
it will descend and spit.
3. If the PCs are seen, it will swish down and demand t
r i b u t e, if the PCs don’t throw something valuable
to the ground and leave it will spit.
4. If it sees the PCs (and they have animals with them
or a large object), it will descend and try to abduct
an animal, overturn a cart, or otherwise swim its
lengthy body past the PCs (playfully/dickishly) and
try to knock them over.

7 A Lion hunt! A pair of Silver Cave Lions run across the Lonely and wind-sculpted, a
plain, pursued by baying dogs and trumpeting people. The single pale-trunked Tree
lions will reward the PCs if protected. Their hearts are known pines for the Forest
to be valuable, as are their manes if they are male.

8 The hunting parade of a Game House (rural house with an Faded, pale, pitted from
archaic slave-hunting licence). The whole extended family years of sky, a Barn-sized
bedecked in fine armour and filigreed weapons. Accompanied Rib Cage lies half-buried in
by nervous servants (called “pets) wielding spears, nets and the soil. Whalefall.
chains. Some creatures will be killed for the thrill of the
hunt, others captured for the arenas.

9 Cloud Lampreys above! Swarm of 2d10, blood-rain from a An aged stone wall remains
savaged flock of birds. They’ll take a few chunks off you too. stubbornly. Near buried by
wind-blown dirt. What did it
demarcate?

10 Horrible shadows, a flock of 2d8 Cruel Carrion flies Thirsty soil has left this
overhead. They’ll attack if you look weak enough, or if they’re shallow creek bed dry as
numbers are great enough. the fish bones that lie at the
bottom
11 A herd of 2d10 Keffels. Obstinate and territorial. It’s always Startled by any noise, a
best to avoid these bloody-minded beasts. nervous family of Rabbits
scamper for cover in a
thorny Bush

12 A banished Golem, sent into the wilderness due to its faulty On a large slab of
coding. It is: Sandstone, a Raven raps
her beak, breaking open
1. Obsessively performing a task Snails to sup
2. Guarding an area
3. Hunter-Killing

13 Enter a particularly unpleasant area of wilderness where the Utterly stripped of grass,
trees are twisted and marked with acid-etched territorial several small circles reveal
sigils, and the ground is scrubby and discoloured. A disaster colonies of very territorial
of 2d10 Ephemerons +1 Mawlord has struck here. Ants

• 25% chance of them having captured an ugly/unpleasant


person to revere.
• 25% chance they are bold enough to get aggressive
during the day or sunny weather.

14 1d4 Daisy Sharks. They can swim through dirt as if it were Feigning a broken wing, a
water, it is liquid around them (5ft) and a small area in Ground Nesting Bird tries
front of their noses. They are fusiform. They can pull you to distract from a nearby
under and leave you to suffocate, entombed, unless you are Nest
dug out.

15 A night convoy of 3d10 Rag People, mimicking the lives of The stridulating din of
day dwellers. They do not like people looking under their insects rings in ears, as
wrappings. They will trade in: they leap and cling to cloaks
and clothing
1. Rag (the drink).
2. Jettle Goats.
3. Ensorcelled clothing.

16 The Nawab and their shouting singing galloping entourage Dragged here by ancient
are here, chasing game across the plain. Beaters and horns Glaciers, an ungrateful
expel the quarry from their hiding places. Packs of hunting Boulder pouts alone
dogs and strangely dressed flunkies.

17 An escaped Savant Grotesque. A hulking thing, attempting Blackened bones of a small


to hide its monstrous form with heaps of clothing and mud. burnt building verge on
Reaction Roll. Its main goal is to avoid servitude. complete collapse

1. Wants food
2. Wants information
3. Wants allies

18 A 50% Major 50% Minor wandering Giant. Reaction roll. Old stone Boundary
Marker, covered in crude
1. With a cow on their shoulder, lifted from a pasture Graffiti
2. With a bag of terribly long spears, they’re going
hunting
3. Covered in wounds, they’ve had a nasty run-in with
the locals
4. It is searching for ruins built by the Gargantuans. It
wants to uncover its history and search for treasure.

19 2d4 really drunk Brakkards. They’re collecting mud and Torn bit of gingham and an
building a shrine in offensive imitation of your own gods. overturned basket of
They’re here to cause mischief and insult, but not be violent. Wildflowers, sized for a
giant

20 A Shaman on a vision quest. Mood depends on reaction roll Hand-deep furrows run
and your treatment of local folk and spirits alike. parallel in sunbaked mud,
making for a bumpy journey
by cart

21 A travelling Giant Merchant. Carries a golden plaque on a Three dilapidated Gibbets


silken sash on their chest. A symbol of their license to trade creak in the breeze, each
in the local area. Their prices are never cheap, but they are containing Human skeletal
fair, for Giants never trade in mundane things. Selling: remains. Traitors.

1. 1d6 random Minor Magical Items.


2. A Grimoire.
3. Potions.
4. Alchemicals
5. Human Eggs.
6. God Ichor. Diluted to the point of homeopathy but it’s
still potent. 4-in-6 chance it’s fake. Adds 1 to each
attribute. Crack the seal, inhale the golden mist.

22 A colony of 3d8 Hollow Hounds. They observe the Frequent flooding has
surrounding flats from a lonely tree or ridge or rock outcrop. revealed low chalky white
They fly about like snapping at birds and harassing cliffs, bristling with ancient
travellers like magpies. Their nest is strewn with small looted shells
trinkets and scraps of stolen clothing.

23 A gaggle of 3d6 Imps. Roll a d10: Rust-riven and pitted, an


old-fashioned Breastplate
1-4. they are wild hangs low on a Scarecrow

5-10. they have been 50% enslaved, 50% recruited into the
service of a mage or spirit to
1. Guard treasure
2. Hunt for sacrificial victims
3. Spy on a rival
4. Convey an important item (will have an alchemical or
magic item)
5. Convey an important message (will know a political
secret/location of something valuable.

24 Band of 1d10 wandering Folk. Reaction Roll. Could be doing Scarred by lightning, a
anything really. d4. gnarled Pine still defiantly
sprouts tufts of needles
1. Huntin’
2. Farmin’
3. Foragin’
4. Migratin’

25 A flock of d6+2 Scourges. Reaction roll. They are: Strange, sword-resistant


Sunflowers tower above
1. Hunting, and have caught many small mammals even the tallest among you
2. Delivering a vital message between two noble houses
3. Defected from their eyrie
4. Washing and preening next to a stream/pool

26 Roving band of d10 +1 Mutants. They are d6: Likely cached by a Lion, a
Goat carcass sprawls on the
1. looking for food. branches of a solitary Tree
2. looking to trade.
3. looking to fight.
4. looking for captives.
5. not looking for trouble kind sirs.
6. trying to survive after having been sent here to die.

27 An Accursed Mutant Horror! d4: Rain must have come;


scorched grass abruptly
1. Sent here to die. stops before a blackened
2. Relaxing, enjoying the breeze, birdsong, sound of a expanse
stream. Enjoying what is likely a fleeting peaceful
moment.
3. Being wrangled and restrained by d6+2 Mutants.
4. Being worshipped by d6+2 Mutants. It is placated, for
now.

28 A copse of trees inhabited by a Skolex and d6 in-house Unrecognizable, Vultures


maintainers. It has convinced the neighbouring farmers and and Ravens squabble over
villagers that it is a benevolent forest spirit. It receives choice bits of Carrion.
offerings. Take its “eggs”. Could be human.
29 A gaggle of Gwed Forsaken battle each other on a ridge. The Crunch below your feet
They hack and slice and batter, but none die. It’s a sport to reveals that the ground is
them now. strewn with Shards of old
Pottery

30 A pack of mental Beserkers. HD 1. EV 11. Morale 12. A drumming of colourful


Immune to Fear, Pain. Diehards: After being dropped to 0 HP, Lyre-tailed Grouse squabble
there is a 50% chance that this creature continues to fight for to impress hens on their
another round before dropping dead. Weapons are oversized, Lek
deal 1d8+1 (C) dmg.

Encounter

1. Chase - 4d6 berserkers appear, yelling and gnashing


their teeth. They are numerous enough that fighting
them is ill-advised. They intend to chase the party,
killing only the one member who is slowest.
2. Rorshach Test - 2d6 berserkers are attacking some
disgusting but benign creature (or creatures), made
dangerous by its injuries. They will urge you to join
them in attacking it.
3. Awakened – Having discovered a “magical” weapon
2d6 berserkers are going to the location of a powerful
supernatural entity to wake it up and kill it. They will
succeed in the awakening, but will be killed by the
entity, which will become a local encounter.
4. Trophy Hunters - 2d6 berserkers have killed another
entry on this hex crawl's random encounter table.
Roll again to find out which one. They appear
covered in trophies from their last fight and have 1
special piece of equipment relevant to the thing they
just fought.
5. Enemy of My Enemy - Roll another random
encounter and begin that one as normal, preferably
with a monster or enemy that would normally go
straight to combat. After 1-2 rounds of this combat,
4d6 berserkers bust into the room and begin
screaming how they are going to kill everyone and
wear their guts. This would be a good time to ally
with your former enemy.

Types: d6:

1. Insane - A overdose of Wireback, or the product of


too many exotic neurotoxins spread across too few
nerves. Twitches, hallucinations. Ragged clothing,
stained red from self-harm. Bare feet leave bloody
footprints wherever they go. Attack with hammers,
straight razors. Shouts: "I wanna eat your babies!"
"Show me a bucket, and I'll show you a bucket!"
"They bounce if you throw them hard enough!" "I'm
sorry! I'm so sorry! You'll forgive me, won't you?"
"Harold! Harold, how have you been? How about
those twenty silver you owe me?"
2. Ensorcelled - Supernaturally beguiled into becoming
the soldiers for some enchanter. Their veins glow red
under their skin, and steam rises from their panting
mouths. They scream the name of their enchanter
when they spot an enemy, when they attack, and
when they die. These are the only three things they'll
ever do, and so the name is the only word they'll ever
need. Attack with glittering swords, or a single
fingernail, glowing and impossibly long.
3. Honourbound – From a local tribal group, sent to
reave and loot, or simply to make a name for
themselves. Often a group of teenagers. In the battle-
rage they scream like animals, and forget the use of
speech. (They're quite reasonable the rest of the
time.) They wear braided bracelets of their spouse's
hair (or their mother's if they are unwed). Attack with
greataxes and greatswords.
4. Exiled Thuggies - Beneath their black leather
armour is an elaborate filigree of scars. Bottles on
their waist are filled with blood, which they drink to
slake their thirst. Around each one's neck is a
trussed-up vampire bat, whose saliva they use as an
anticoagulant (so their blood doesn't curdle). They
delight in causing pain, but not in prolonging death.
They grin when they are struck, and always die
laughing. They fight with spiked chains and razor
glaives.
5. Deathsworn - Shorn heads, plastered with chalk
dust. Prayer beads shackled to their wrists.
Penitent's robes. In exchange for the forgiveness of
their sins, these men and women have received the
Ash Baptism from the Temple --the baptism for the
redemption of the damned, with one goal: to seek the
greatest sources of evil and destroy them without
hesitation or forethought. (They usually die pretty
quickly.) You'll often find themselves in the darkest
corners of the world. In these places, they attack
everyone they see, reasoning that no decent person
would ever stumble into such a hellhole. Attack with
huge hammers and spiked staves.
6. Otherworldly - It's easy to be careless with your body
when you know its only a rental. Blue skin pebbled
with yellow bumps. Beneath a bandana is a third,
empty eye socket. Wear rags covered in yellow dust.
Speak no known language. Attack slowly, carelessly.
They fight with glass spears, like elongated icicles

Wrinkle:

1. Berserkers are accompanied by a bard, who will not


fight. He is here to record their brave deaths. He can
promise you good compensation if he is delivered to a
nearby city.
2. Berserkers are loaded up on all sorts of drugs. This is
stolen, and a local drug lord will want compensation
if she hears about it.
3. When you go back to town, you'll hear about the
berserkers being lauded as brave heroes who killed
lots of monsters. You'll be expected to join in when
honouring their memories.
4. Berserkers were servants of someone else. They'll
expect you to pay compensation for killing them.
5. Berserkers were known and hated. You'll be
rewarded with friendship, connections, and favours.
6. Berserkers were known and especially feared. If you
can prove that you killed them, you'll be rewarded
with £5000. This will probably involve recovering all
of their bodies, which may have been moved by
predators or risen as undead by now.

31 Chirping a warning to
playful pups, a Vixen glares
from atop their Den

32 A ghoulish sight: Impaled


on Thorny Brambles are
dozens of Insects and
Lizards

33 A worrying site. An
abandoned Ornery Bird
nest. Empty nest mounds
strewn with bones.

34 Periscoping from burrows,


charismatic Ground
Squirrels yip & yelp
disapprovingly

35 Bluish-Grey and Golden


Lichen clings to the Rocky
outcrops that dot the
meadow here

36 Dull brown Spheres, about


the size of Melons
punctuate the Prairie:
Puffball Mushrooms

37 Spiny Lizards perform


Push-Ups on the Rocks
revealing brilliant Sapphire
Bellies

38 A flash in the sky,


Whalefall! The landing site
is 1d4 hexes in a random
direction.
39 Dense and frantic swarms
of irritating Gnats, darning
the air in large clouds

40 At least a dozen weed-


choked grave markers play
hide-and-seek in the flowers
here
30 Forests Encounters Forests Vignette
1 A Tyrant Hog covered in swirling patterns. It wants you to Terrifically large Log, damply
grovel. Has 2d6 Shorken boars as its entourage. rotting, swarming with pale
white termites

2 A wild sounder of 5d6 Shorken. They eat anything so don’t Precariously leaning inward,
stray too close. and crowding a clearing, the
largest primeval Oaks ever
seen

3 Wandering pack of 2d8 Zoanthropes. Will get aggressive if Thousands of lovely lavender
scared, otherwise just want the food in your packs. 25% flowers, shade-loving and in
chance of being shepherded by a Druid. full bloom for the Bees

4 2d10+1 Stag. Sacred Deer. Covered in filagree and hung Shimmering motes hover and
with jewellery and charms. They want to toy with you, sparkle, listlessly floating
talking to each other in childlike whispers and chitters. throughout the Trees

5 Strayed into the territory of a Wolf Spider. 50% it’s hungry Tell-tale Gouges on Trunks
and hunting. Otherwise, it will just make territorial and shed Antlers dot the leafy
displays and act defensively. green forest floor

6 Band of 2d8 shrieking Everywhere Apes. 25% chance of Overgrown Game Trail, fallen
being hunted by d6 Scourges. out of use and reclaimed by
Saplings jostling for sunlight

7 1d4 Cave Bears from a nearby cave. 25% have cubs. Coiled together like Serpents,
Opportunists, will only attack if cornered or threatened. Thorned Vines as thick as a
pit fighter’s arm intertwine

8 A hollow, pit, or large fallen tree is host to a nest of 2d12 Dazzlingly White Quartz
Dungeon Bugs. They’ll be reluctant to venture out into the peeks from beneath the leaf
light, but emerge at night to scavenge animals dwelling on litter and moss
the forest floor.

9 A flock of 1d6+2 Ornery Birds. They want to rip pieces off A roof’s worth of flat Shale
you. They camouflage themselves with as a subtle mound shards, erratically strewn in
of mud and grass and wait. They’ll chase you into a dead several small piles
end.

10 Pack of 2d6 Hill Wolves. They won’t want to leave the At least a dozen weed-choked
shade of the canopy. Sleeping with a few sentinels during grave markers play hide-
the day, Will start to hunt during the night. and-seek in the flowers here
11 A banished Golem, sent into the wilderness due to its Dark and fragrant worm-
faulty coding. It is: d3 writhing Soil, something
large was recently digging
1. Obsessively performing a task here
2. Guarding an area
3. Hunter-Killing

12 Enter a particularly unpleasant area of wilderness where Crowded masses of Stinging


the trees are twisted and marked with acid-etched Plants clumped around trees,
territorial sigils, and the ground is scrubby and haloed with nettles
discoloured. A disaster of 2d10 Ephemerons +1 Mawlord
has struck here.

• 25% chance of them having captured an


ugly/unpleasant person to revere.
• 25% chance they are bold enough to get aggressive
during the day or sunny weather.

13 d6 sleepwalking Root Things. Avoid their path or take Rotting Fruits, strewn
them on. underfoot make for a slippery
and sticky forest floor

14 The den of a Vile Monitor in a patch of dark and crooked Staccato Din of industrious
wood. It has enslaved several lumber-workers. Woodpeckers, high overhead
in the canopy

15 1d10 Yuthada Vaanara led by a handler from a local Carpeted in thick Moss, this
bandit clan. They are: glade brims with bountiful
Berry Bushes
1. Being taken out for training
2. Patrolling the borders and game trails.
3. On their way out of the forest to raid settled folk on the
forest’s edge.
4. WILD! No handler.

16 Druids! Following you in animal form. They have taught Stricken with strange Blight,
the forest to hate the smell of metal and leather, bushes large branches crash down
and branches and roots will always impede you. It will be from the canopy periodically
like swimming through a thorny sea. A well-trained bush
will deliberately puncture your waterskins. They want to hit
you with rocks, bite you, hunt you.

17 1d4 Branchwraiths. They are displeased with your Pale grey desiccated Timber
presence but might accept a substantial enough offering in litters the ground, jutting
exchange for your lives. If you look weak, they’ll probably sharp as spears in places
attack anyway. If you’ve been harming trees, they’ll
definitely attack.
18 A gang of 6 Poachers. They’ll fight you with Longbows if Several sun-bleached,
they think you’ll tell. They’ll also try and rob you if they buckler-sized Snail Shells
look weak. They carry several valuable game animals and resting on their sides
many squirrel skins.

19 A gaggle of 3d6 Imps. Roll a d10: Glorious Gourds, bulbous


and whimsically shaped
1-4. they are wild dangle from the branches
here
5-10. they have been 50% enslaved, 50% recruited into the
service of a mage or spirit to

6. Guard treasure
7. Hunt for sacrificial victims
8. Spy on a rival
9. Convey an important item (will have an alchemical or
magic item)
10. Convey an important message (will know a political
secret/location of something valuable.

20 A gaggle of 1d4 Brakkards. Their home is likely near, but it Bright Orange Shelves of
will be so well hidden that anyone other than them will Lichen, jutting out proudly
struggle to find it. They aim to: d4: from every surface

1. Eat you
2. Steal from you
3. Drink beer with you
4. Guard a treasure

21 A Shaman on a vision quest. Mood depends on reaction roll Low-slung, almost grasping,
and your treatment of local folk and spirits alike. several gargantuan Boughs
interrupt eye-level

22 A 50% Major 50% Minor wandering giant. Reaction roll. Giant-sized Stump, furry
They are hunting game and wield: peacock-green moss, home to
several Snakes and Lizards
1. A cannon
2. Some terribly long throwing spears
3. A massive bow

23 Find a starved and exposed traveller. They are, d8: Felled long ago, tumbled
Timber criss-crosses, never
1. A hunter collected, now forming
2. A pilgrim strange bridges.
3. A priest
4. An escaped druid sacrifice
5. An escaped criminal
6. A mutant
7. A secret ghoul (will offer guidance, but will lead party to
their cannibal commune)
8. A very lost merchant, with a small bundle of goods

24 Roving band of d10 +1 Mutants. They are d6: Muddy Creek-bed, dried to a
trickle and dotted with
1. looking for food. smoothed pebbles
2. looking to trade.
3. looking to fight.
4. looking for captives.
5. not looking for trouble kind sirs.
6. trying to survive after having been sent here to die.

25 An Accursed Mutant Horror! d4: Horrendously fractured


Trunk, sheared violently by
5. Sent here to die. recent storms
6. Relaxing, enjoying the breeze, birdsong, sound of a
stream. Enjoying what is likely a fleeting peaceful
moment.
7. Being wrangled and restrained by d6+2 Mutants.
8. Being worshipped by d6+2 Mutants. It is placated, for
now.

26 1d4+2 Gwed Forsaken. What you mistook for mangled and Deceptively deep Crags and
ugly trees begin to lurch towards you. They might not try to Hollows, brimming with
eat you, but they really, really want to. wind-blown leaves

27 An escaped Savant Grotesque. A hulking thing, attempting Impressive Knots nearly


to hide its monstrous form with heaps of clothing and mud. completely cover Ancient
Reaction Roll. Its main goal is to avoid servitude. Trunks, resembling warty
faces
4. Wants food
5. Wants information
6. Wants allies

28 Two Blackheart Janissaries work around an unearthed Trembling dark-green Ferns,


grave. They have opened the crude coffin and are skinning crowded in clumps, as high
the dead body. They: as a child

1. Plan to torment a local settlement with the defiled


corpse.
2. Plan to cover themselves in the scraps of skin to
become more “human”.
3. Are trying to learn human anatomy.
4. Are scavenging corpses to trade with a nearby Ghul
commune.
29 A squad of 1d4+1 Loam Soldiers marching through the Dense and frantic swarms of
trees! The undergrowth parts before them. There must be irritating Gnats, darning the
an ancient grave deep in the forest. air in large clouds

30 1d4 Dreaming Dead. Unfortunate local heroes stolen away Collection of jagged, greenish-
by the spirits for the transgressions of their community. grey Granite slabs,
haphazardly placed

31 Several small turf-covered


Mounds, dotted with
toadstools and dead leaves

32 Shallow Pools and Puddles


or clear water, teeming with
tadpoles and polliwogs

33 Showers of pale Blossoms,


shed from branches above,
foul smelling

34 Swollen, gnarled and knotted


Roots, protruding
throughout the floor

35 Huge, weathered Boulder,


resembling a pensive face,
with verdant mossy beard

36 Small yet sturdy Sapling


Trees struggle for their share
of sunlight under the canopy

37 An aged stone wall remains


stubbornly. Near buried by
wind-blown dirt. What did it
demarcate?

38 The Herd Animals that


passed through here recently
left large, stinking traces
underfoot
Unnatural Occurrences, d10:
39 1. Snake choking on a rat,
both still alive.
2. Brief view of a doe before
she bounds away. A
stillborn fawn dangles
from her body, its head
banging against her
retreating legs.
3. Too many feathers, small
speckles of blood. Doves
are strewn about the tree
branches. Some look like
they’ve been put through
a blender.
4. Grey skies visible through
the canopy. A roll of
thunder that goes on for
minutes, but no lightning.
5. Injured fox, dragging a
loop of intestine from its
belly. Falls over and
makes strange mewling
sounds, almost like half-
formed words. Then it
dies, and a single fly exits
its mouth.
6. Stag, with another stag's
severed head, their
antlers locked together.
7. Wolf with a broken jaw,
dying of dehydration.
8. Someone has crucified
100+ squirrels. Tiny
wooden x-shaped fetishes
dangle from the branches
like windchimes. Some of
the corpses are years old.
Some look like they were
made today.
9. A mossy-backed Shorken
beats its head against a
tree until a bird's nest
falls from the branches,
then casually eats the
cheeping hatchlings.

Extra human footprints are


found alongside yours. They
are there every morning after
making camp.
Very Unpleasant Circumstances.
40 d6:
1. After death, all corpses
turn their heads and eyes
to look towards the heart
of the forest
2. A PC must Save vs Ego of
is compelled to chew off
their own lips and
swallow them.
3. In these woods the dead
rise. The woods are filled
with zombie animals and
bloody skeletons of the
same. They congregate in
the heart of the forest
during night, and
disperse to hunt the living
during the day.
4. Trees bleed. The ground
moans when struck.
5. The sun fails to rise when
you are in the woods,
merely lurking behind the
horizon, creating a
dreadful twilight.

All food rots in the mouth,


and if swallowed, harms 1 HP
for mouthful. Water tastes
bitter but is drinkable. The
animals are dying, the small
ones die off first.
30 Hills Encounters Hills Vignette
1 A Shaman on a vision quest. Mood depends on reaction roll A Stony Scree makes
and your treatment of local folk and spirits alike. ascending some of these
Hills trickier than it
should be

2 Two Blackheart Janissaries work around an unearthed Soft and spongy due to
grave. They have opened the crude coffin and are skinning the run-off, the ground here
dead body. They: has a lot of give with each
step
5. Plan to torment a local settlement with the defiled corpse.
6. Plan to cover themselves in the scraps of skin to become
more “human”.
7. Are trying to learn human anatomy.
8. Are scavenging corpses to trade with a nearby Ghul
commune.

3 An Accursed Mutant Horror! d4: Blanketed with small,


scraggly Bushes that seem
9. Sent here to die. to be alive with Birdsong
10. Relaxing, enjoying the breeze, birdsong, sound of a stream.
Enjoying what is likely a fleeting peaceful moment.
11. Being wrangled and restrained by d6+2 Mutants.
12. Being worshipped by d6+2 Mutants. It is placated, for
now.

4 Roving band of d10 +1 Mutants. They are d6: Deep Brown Furrows
zigzag over and around the
7. looking for food. tallest Hills here
8. looking to trade.
9. looking to fight.
10. looking for captives.
11. not looking for trouble kind sirs.
12. trying to survive after having been sent here to die.

5 An escaped Savant Grotesque. A hulking thing, attempting to Jumbles of Granite, long


hide its monstrous form with heaps of clothing and mud. since tumbled down, form
Reaction Roll. Its main goal is to avoid servitude. piles near the bases

7. Wants food
8. Wants information
9. Wants allies

6 A gaggle of 3d6 Imps. Roll a d10: Traces of ancient Terrace


Farming techniques are
1-4. they are wild still barely visible
5-10. they have been 50% enslaved, 50% recruited into the
service of a mage or spirit to

11. Guard treasure


12. Hunt for sacrificial victims
13. Spy on a rival
14. Convey an important item (will have an alchemical or
magic item)
15. Convey an important message (will know a political
secret/location of something valuable.

7 A flock of d6+2 Scourges. Reaction roll. They are: Near the Crest of a smaller
Hill stands a wooden Grave
1. Hunting, and have caught many small mammals Marker of some kind
2. Delivering a vital message between two noble houses
3. Defected from their eyrie
4. Washing and preening next to a stream/pool

8 A lonely travelling Yhetee. Mood depends on a Reaction Roll. Gnarled Trunk of an ancient
It’s travelling to: Spruce clings precariously to
an eroding slope
1. Find drugs to aid with meditation.
2. Trade mountain furs for lowland treasures to take back to
its secluded fane.
3. Take vengeance on hunters for killing its kin.

9 Cloud Lampreys! Swarm of 2d10. They’ll take a few chunks Unnervingly uniform, you
off you too. 25% chance they are nesting nearby. are unsure if these are
Hills or ancient Barrows

10 A herd of 2d10 Keffels. Obstinate and territorial. It’s always Soil gives way to Sand
best to avoid these bloody-minded beasts. from a prehistoric Seabed,
stone shells dot the
ground

11 Horrible shadows, a flock of 2d8 Cruel Carrion flies overhead. Carnelian-coloured Berries
They’ll attack if you look weak enough, or if they’re numbers droop from the tenacious
are great enough. Thorned Bushes that
grow here

12 Oh woe! A flock of 2d12 Lasher Ibex. They might try for your Sprinkled with Stumps,
pack-food, but otherwise they’ll remain aloof and defensive. Loggers have clear-cut the
once mighty Trees that
stood here

13 Pack of 2d8 Zoanthropes grazing and trying to chase hares. Mostly toppled, the huge
Would definitely prefer the food in your packs to the hillside lichen-scarred Stones here
grass. once formed a Standing
Circle
14 A banished Golem, sent into the wilderness due to its Piled like Firewood, the
corrupted coding. It is: Marble Limbs of several
statues are stacked atop a
1. Obsessively performing a task Tor
2. Guarding an area
3. Hunter-Killing

15 Roaming territorial Silver Cave Lion male. It will try to eat or Remains of a recent
extort you if you look weak, if you offend it, it will return with Campfire are visible on
d6 others after a short while. the leeward side of a
hummock

16 Pack of 3d10 Hill Wolves. 25% led by a Russet Wolf. They A Pickaxe, fit for a Giant's
hunt during the night, but will be semi-emboldened if the sun Hands juts skyward,
is behind clouds. driven into one of the Hills

17 Enter a particularly unpleasant area of wilderness where the Sculpted by Wind and
trees are twisted and marked with acid-etched territorial Weather, the bare Slopes
sigils, and the ground is scrubby and discoloured. A disaster are home to tufts of
of 2d10 Ephemerons +1 Mawlord has struck here. stubborn grass

• 25% chance of them having captured an ugly/unpleasant


person to revere.
• 25% chance they are bold enough to get aggressive during
the day or sunny weather.

18 A nesting of 3d12 Harpies atop a peak. Their eggs are Millions of tiny Magenta
famously valuable. Flowers paint the hills
here a lovely purplish red

19 A colony of 3d8 Hollow Hounds. They observe the What look like humungous
surrounding hills from a lonely tree or ridge or rock outcrop. Claw-marks form deep
They fly about like snapping at birds and harassing travellers gashes and gouges on
like magpies. Slopes

20 A pack of 1d6+2 Ornery Birds. They are: Large Boulders are


balanced preciously on the
1. Defending the nest. squat peaks, softer stone
2. Hunting for meat. long eroded
3. Doing mating dances (extra aggressive).

21 A patrol of 1d4+1 Sun Sentinels. They are Excised into the side of the
Hill here is a chalky
1. sunning themselves (essentially eating). geoglyph of a man/beasts.
2. worshipping at a shrine to a local god (they are eager Spirits lurk.
converts to any religion)
3. Duelling on a ridge/peak. See the flash of the solar sword!
4. Executing Cultists of the Sorrowful Sun for raiding their
bunker.

22 A clutch of devotional Clayborn. Locked into plaintive Hand-print petroglyphs


positions, arms to the sky. They are here to call down the grace the cliffside here, to
rain/bless the crops. a startling height

1. Some still have their head-fires burning,


2. All, however, are extinguished. Their eyes dead.
3. All are active and their clay lips move with silent prayer.

They hold offerings of mouldering grain, £2d20 and a (1d4):


Boodaddi / Ablative Charm / MaladyDoll / Medicinal Herbs. If
taken:

1. The weather turns as foul as possible for the rest of the


day.
2. The largest Clayborn awakes and mimes begging for the
offerings back. It will, however, do nothing if denied.
3. Local spirits inform the local shaman, who will find you
with a gang of local burly folk.

23 A worn and ancient looking monolith that causes your skin to Fissures, Spires, and
itch and your animals to fuss and panic. It is clear, however, Ridges appear in this
that it contains extractable power. rough, karst-like
landscape
A successful Save vs Weird whilst touching it grants 2d4 extra
HP which can go over max HP and lasts until it is reduced by
damage, and an extra [dice] for the day.

A failed Save causes the monolith to summon an aggressive


creature. Roll d8 to determine the type of monolith.

1. Polished granite = 3d4 Imps or 50% an Oni


2. Jagged slab of slate = Wight
3. Petrified wood = d4:
a. 1-3, 1d2 Branchwraiths
b. 4, all save vs Mind or have Cogitatum removed for
the day. Reduced to scared beasthood. Created
Zoanthropes are aggressive.
4. Metamorphic rock, full of folds and bubbles – d2:
a. Thing of Infernal Smoke
b. 2d6 Flammeous Lads
5. Jade veined with wriggling colour = Ooze. Roll d4 for type:
a. Amberoid
b. Atavistic Psychoplasm
c. Blood Pudding
d. Fuschia
6. Rock veined with uranium – Mutation
7. Metal, shiny like chrome – 1d4+1 Sun Sentinels
summoned by bolts of lightning.
8. Glass – Maid-in-the-Mirror
24 A Herder and his children. Will sell at double price. Herding: Old Tree Roots snake out
of the stubby Cliffside,
1. Shorken home to several Bird Nests
2. Keffels
3. Jettle Goats
4. Zoods
5. Gristlegaunts

25 A travelling Giant Merchant. Carries a golden plaque on a Low-lying areas here are
silken sash on their chest. A symbol of their license to trade in inundated from recent
the local area. Their prices are never cheap, but they are fair, rainstorms, Hills are like
for Giants never trade in mundane things. Selling: islands

1. 1d6 random Minor Magical Items.


2. A Grimoire.
3. Potions.
4. Alchemicals
5. Human Eggs.
6. God Ichor. Diluted to the point of homeopathy but it’s
still potent. 4-in-6 chance it’s fake. Adds 1 to each
attribute. Crack the seal, inhale the golden mist.

26 An escaped Chimera! it has freed itself from the local Upon ascending for a
Fleshcrafter Oubliette. Its currently preening its horrible form, better view, you notice the
as its eyes adjust to the sunlight of the surface world. It will, Lip; these appear to be
however, want food soon. Craters

The Oubliette will richly award its live capture with 4d4£1k, or
otherwise will reward the return of its corpse with 4d4£500.

27 2d4 Bandits led by: Small Animal Bones litter the


entrance to a disused Den of
1. Insane prophet wearing the skins of beasts some kind
2. Thrall Mystic who freed themselves and now desires brutal
revenge.
3. Musical and well-voiced troubadour who swaggers the
fuck around.
4. Conjoined-twin priestesses of Filth and Fire. Arms coated
in stinking burning pitch which doesn’t seem to harm
them.
5. Naked man wielding a great hammer, staunchly silent
from within his gorgeously painted wooden demon mask.

28 Bloodstains and scraps of clothing on the trail lead to a rocky The babble of a tiny Brook is
plateau where 2d4 Ghuls are finishing their meal of a herder and barely audible over the breeze
their flock. This meal won’t sate them, however. Reaction roll.
29 A mob of 3d12 Folk wielding farming equipment and fire. Led Grass cropped close by
by a: Shaman / Deserted Army Officer / Wayward Local Grazing Animals, who
Noble’s Son. They are hunting: seem to favour the sunny
side
1. Mutants. Won’t take kindly to anyone showing signs of
mutation.
2. A troublesome Mage. Won’t take kindly to anyone with
magical prowess.
3. An escaped criminal. Won’t take kindly to anyone with
masses of loot.

30 The hunting parade of a Game House (rural house with an Colourful Strata, in
archaic slave-hunting licence). The whole extended family shades of orange and red,
bedecked in fine armour and filigreed weapons. Accompanied are visible on bare,
by nervous servants (called “pets) wielding spears, nets and grassless sides
chains. Some creatures will be killed for the thrill of the hunt,
others captured for the arenas.

31 Dimples in one of the Hills


here make it reminiscent
of a Skull if you squint

32 Foundations of what may


have once been a Tower
squat on the tallest here

33 Scaling the slopes are lush


Vines with deep green
leaves and thick, woody
stalks

34 Sandstone Bluffs peek


out from the Summits of
these squat and stony
Hills

35 Gorging on the fragrant


Clover here, several Hares
munch and stare

36 Cereals sown long ago


now grow feral here,
swaying in the wind

37 A meandering Game Trail


snakes up and down each
of the Hills here

38 A flash in the sky,


Whalefall! The landing site
is 1d4 hexes in a random
direction.

39 Crystal Clear snowmelt


forms a small Lake in a
catchment below

40 A green Oxidation stain


might be a sign of ancient
copper deposits
40 Mountains Vignette
1 A flash in the sky, Whalefall! The landing site is 1d4 hexes in a random direction.

2 The distant rumble of a Rockfall sets your teeth on edge

3 A precarious Path abruptly ends with a sheer drop, Trees growing out of the Cliff

4 Stone underfoot is mealy and crumbling, making an ascent much more arduous

5 Huge Red Flecks of Oxidation might be a sign of ancient Iron deposits

6 A prominent Promontory has been eroded over time to resemble an Aquiline Nose

7 Sweet-smelling Purple Flowers cascade down a steep slope in a vibrant splash

8 Crystal Clear snowmelt forms a small Lake in a catchment below

9 Hardy Walnut Trees teem with arboreal mammals, ground littered with Shells

10 Growing close together in a massive clonal Colony, the Aspens here are very uniform

11 Odd and Out of Place geologically: A Barn-Sized Boulder dropped by a Glacier

12 Narrow Valley, positively carpeted with cyan coloured Lichen

13 Tussocks of tough Grass sprout from along a low Stone Wall that has mostly collapsed

14 A soft, dull roaring sound is the first sign of a nearby Waterfall

15 Centuries of use by High Altitude Grazers has cut a winding Trail along this Ridge

16 Here the Bedrock forms tall, narrow Spires; a single Pine sprouts from the top of one

17 Erosion has provided the Peak ahead a passing resemblance to a sleeping Cat

18 Sparkling Gypsum deposits grace a weather scarred escarpment

19 An impossibly old Spruce started its life growing sideways and still lives to this day

20 Looking like it could topple any moment, a Tall Dolmen leans forward on a Bluff

21 Dilapidated Miner's Cabin, ransacked by Bears has definitely seen better days

22 Teeth of blue Ice protrude from the Pebbles here, some as tall as you

23 Someone enormous considerately carved Giant Steps here, each as tall as a Spear

24 Verdant Foothills suddenly give way to a sheer-faced Dome

25 A patch of Birches with pale, peeling Trunks contrasts with other nearby groves

26 Foreboding Rock Art, depicting Worms and snakes along the wall beneath an Overhang
27 Flat peak and chunks of black Obsidian are clues to a nearby Extinct Volcano

28 A thick Black Stratum scars the Rock Face here, perhaps revealing ancient cataclysm

29 Spidery Cracks have formed across a Frozen Alpine Lake

30 Drifts of Snow cling to the shady places that never seem to see the Sun

31 Rusty stains drip down from old Pitons embedded in the Steep Rock

32 Antediluvian Artisans chiselled this Peak into the face of a stoic, bearded King.

33 Bone-dry currently, this Riverbed rages with rapids on the annual snowmelt

34 Almost serrated, the Peak visible from here aligns almost perfectly with a faint Star

35 A distant cry for Help echoes throughout the Peaks, followed by an ear-splitting Roar

36 Cauldron-like caldera brims with noxious, sizzling yellow water

37 Cacophonous cataracts churn and foam at the treacherous ford ahead

38 A valley of spiky vegetation, as tall as a man, slow to navigate, the mounts hate it.

39 Pebble-strewn surface over utterly lifeless Soils, greys and browns

40 Resembling serrated Teeth, wickedly curved Stone erupts from soil here
100 Roadway Encounters
1 A usually busy route is uncharacteristically silent. Tell-tale drag marks lead into the
forest where in a gully the bloody bodies of travellers have been hoarded. 2-in-6 chance to
encounter a Chimera here, or otherwise later on the road. A local Fleshcrafter Oubliette
will richly award its live capture with 4d4£1k, or otherwise will reward the return of its
corpse with 4d4£500.

2 Bloody splatters lead to a body partially fed on. Bloody footprints lead to a clearing where
6 Ghuls are devouring a few drug merchants. Their goods are undisturbed but guarded
by the ghouls. The next settlement the PCs enter will be the delivery point for the drugs,
and local buyers will get aggressive if the PCs don’t sell for a good price.

3 Worm Sighting! Roll a d4. Spit is invisible venom, Save vs Agility to avoid. Deals d8
damage until washed off.

1. It swishes and swirls across the sky, threatening, but ultimately harmless.
2. It passes above the PCs, they must hide or be seen. If it sees the PCs (and they look
sufficiently wealthy), it will descend and spit.
3. If the PCs are seen, it will swish down and demand t r i b u t e, if the PCs don’t
throw something valuable to the ground and leave it will spit.
4. If it sees the PCs (and they have animals with them or a large object), it will descend
and try to abduct an animal, overturn a cart, or otherwise swim its lengthy body
past the PCs (playfully/dickishly) and try to knock them over.

4 Ephemeron attack! 2d10 sans Mawlord are harassing the road, looking for food and
captives. They are attracted to those with particularly low Ego, and will try to capture
them specifically.

5 2d6 Bandits. Lying in wait to waylay travellers. Their agenda is:

1. They are outraged and have composed a list of scandalous crimes and faults of their
most hated noble. They plan to raid the nearest garrison and then the noble’s palace.
The security at the palace is very light.
2. Steal from the rich and give to the poor. If the PCs are poor, they will be given some
money, perhaps grudgingly.
3. Steal from the rich, steal from the poor, and lie about it. Spend it all on shoes.
4. Kidnap a wizard in order to cure their leader of a curse (slowly turning into a cherry
tree)
5. Sell drugs from the bushes. Wear eyepatches. Scared of dogs
6. Obey these fucked up Spirits who lives in a tree; steal specific organs from specific
people.
7. Their leader is the rightful local Nawab; they have been hired to keep him drunk and
far away from town (he's always wanted to be a bandit).
8. Expand their fort. Accept refugees. Develop kleptocratic utopia.
9. Guilt trip. [d3] 1 They need food for their starving children, 2 they're all lepers, 3 their
parents need medicine to cure their black lung.
10. Raise funding for a distant war against a terrible foe.
11. Make money, steal food, get better weapons, pretend to be brave, find a strong leader.
12. Make money, insult rich people and institutions, make a name for themselves.
6 Posse of 2d8 Half Ghuls. Wretched looking types with shaking hands and bitten lips.
They hide shivs and cudgels in their satchels and shoes. They’ll take any food you have
kind sir - “just humble beggars”, they don’t want to taste man meat again, but they might
not be able to stop themselves.

7 Thieves, d2:

1. 1d6 who pose as traders to ingratiate themselves with the PCs but given the chance
will incapacitate and rob them.
2. 2x the party, would like a word with you about your purse and belongings.

8 2d4 Bandits led by:

1. Insane prophet wearing the skins of beasts


2. Thrall Mystic who freed themselves and now desires brutal revenge.
3. Musical and well-voiced troubadour who swaggers the fuck around.
4. Conjoined-twin priestesses of Filth and Fire. Arms coated in stinking burning pitch
which doesn’t seem to harm them.
5. Naked man wielding a great hammer, staunchly silent from within his gorgeously
painted wooden demon mask.

9 1d6 renegade Fleshcorp Soldiery. They really shouldn’t be around people, the chemicals
have made them ultra-violent, they can barely hold back the drool and bellows and mad
stares. Killing them won’t piss off the coven, in fact, if you cut off their forehead serial
numbers and present them, you might get a reward, or an offer of employment.

10 A gang of 1d8+2 Coven Scions on the prowl. Snatchers, they’ll target the weak and alone,
beat them up, trap them in nets, then spirit them away to underground alchemical
oubliettes to be tested upon, transformed, rendered down into fuel, the works…

1. They’ve already snatched some victims and are shiftily carrying cloth-covered bundles
in pairs.
2. They’re negotiating with a gaggle of vagrants/refugees. Promising wealth for “harmless
food testing”.
3. They’re empty handed and looking desperate for anyone to bring back to the oubliette.
4. They’re accompanied by a massive figure (a Grotesque) covered in bandages and veils.

11 2d6 Mercenaries looking for work or opportunities for casual robbery

12 Local guide offers to reveal a 'shortcut' - actually working with local bandits

13 Bandit gang attacks under cover of magical darkness

14 Bandit gang actually evil spirits in disguise

15 Bandit gang actually thug cult looking for sacrifices

16 Bandit gang actually Ghul clan looking for dinner

17 1d6 prisoners just escaped from bandit gang, weak and starving, bandits are chasing
them and will arrive after 1d4 hours
18 Soldiers working for local despot shaking down travellers in the name of 'collecting tolls'

19 Pilgrims actually bandits in disguise

20 Unscrupulous slavers travelling with human cargo, not above snatching travellers if they
think they're unlikely to be missed

21 Travelling band of itinerant poets. They will reward the best poem (in categories of
tragedy, comedy, philosophy) with 2d6£10.

22 A wagon procession of priestly folk, bearing the body of a saint to their temple. They
have broken open a tomb to get it, and the pilgrims will tell the PCs where the tomb is if
pressed. They won’t take kindly to being delayed, and they will demand the proper
reverence is shown the corpse. Donations are “appreciated”. The procession is made of
2d10 priests, half as many well-armed temple troops and twice as many useless and
overly zealous pilgrims.

23 A religious procession – d50:


https://worldbuildingandwoolgathering.blogspot.com/2018/01/fifty-religious-
progressions.html

24 The travelling entourage of a:

1. Strega. 2d20. Lush and beautiful. Practically a travelling brothel.


2. Order Champion. 2d8. Squires and heralds announce presence.
3. Local Nawab. 3d20. House banners and paranoid guards.
4. Regional Pashaw. 3d100. Travelling display of power and magnanimity.
5. Foreign Prince. 3d100. Trying to make a name for themselves. Wealthy.
6. Fleshcrafter Surgeon Prophet. 5d20.
a. Coven of the Corpse Garden (has a chained Chimera per 10).
b. Coven of the Regurgitated Sun (leads a train of half as many Immaculates for
sale).
c. Coven of the Squared Skull (has as many Fleshcorp as escort).

25 A group of 2d6+2 Mutants who are:

1. from a local starving and impoverished commune. They are looking to scavenge a local
settlement, but they are not above attacking an enemy they think they can beat.
2. promenading in their best clothes and looking for “donations” and complements. They
are the warriors of a local commune led by an Honoured Mutant riding a chariot
drawn by captured humans.
3. aggressive and looking to take slaves. Double quantity. Led by a Mutagenic Mage.
4. Being cleansed by a Liquidator and 2d6 Fleshcorp Soldiery

26 A mob of 3d12 Folk wielding farming equipment and fire. Led by a: Shaman / Deserted
Army Officer / Wayward Local Noble’s Son. They are hunting:

1. Mutants. Won’t take kindly to anyone showing signs of mutation.


2. A troublesome Mage. Won’t take kindly to anyone with magical prowess.
3. An escaped criminal. Won’t take kindly to anyone with masses of loot
27 Gang of 2d10 heavily armed mercs transporting a Thrall War-Witch on a fortified cart
drawn by oxen. The witch is drugged up, but could be roused to fight for its own
liberation.

28 A Gunpowder Convoy. A slow and heavily armoured carriage is taking barrels of


gunpowder, bombs, grenades and rockets to the governor’s palace. Guarded by 2d10
Dragoons and an officer.

29 A Rival Adventuring Party: Mirror of the PCs classes, one level higher. One has a falcon and
an eyepatch. One has a magical weapon. Another keeps a glass tank of frogs on their back.
Another has extra good armour cursed to be unremovable. Another is ridden with mutations,
has monstrous strength and barely any face left.

30 A Rival Adventuring Party: Pilgrims. Armed with glaives. Covered in the paper sheets of holy
books. Clad in clay armour (as chain but breaks on the first attack). Will fight to the death.

31 A Rival Adventuring Party: Parasite Incubators. They know what is gestating inside them
and they are ashamed of it. They have come here to die. They will try to warn the PCs away,
but they are not fully in control of their bodies. They will attack in jerky motions (-2 to hit),
but after they fail their morale check, the do not run away, but instead attack with +2 to hit
and move and double speed. One round after being killed, they spawn 1 HD parasites apiece,
each of which prefers to grapple faces.

32 A Rival Adventuring Party: Berserker disciples of Kwaslnaggun. Can be appeased with


blood and skulls. They are on a death-quest and wish to die in combat. Will ignore the PCs if
they regard them as too weak.

33 A Rival Adventuring Party: Monster Trainers. Here to capture whatever the local big bad, or
common dangerous animal is. 50% chance they’ve already captured one and are eager to try
it out on our poor PCs.

34 A Rival Adventuring Party: Inventors. Equipped with explosives and gunpowder weaponry.
Rocket Crossbows. Quick-Reload Long Guns. Grenade Launchers. Gas-Sprayers. All have a
25% chance of exploding.

35 A Rival Adventuring Party: Zealots from a Local Temple. Tough, well-armed, PTSD plagued
paladins. They’re here to save innocents and kill demons. Anyone who casts spells or looks
weird is punishable by death. Their companions are at best suspect.

36 Possessed by Ghosts. Madmen who will attack PCs with screams, curses, blasphemies, and
thrown objects. As soon as one is damaged, they go into poltergeist mode. Can Psychokinetic
Blast as a Spectre.

37 A Rival Adventuring Party: Toffs. Richly armed with plate and pistol. With two flunkies each
to do the heavy lifting. Will guffaw and chortle. Raaah, where’s my flunky?
38 A Rival Adventuring Party: Mutants. They will try to hide their mutations. Will shout at the
PCs to throw down their food and leave. They are semi-reasonable but will not let the PCs
past them.

39 A 2d4x10 Mercenary band, recruiting for conflict. They’ll offer the PCs generous joining
packages. Led by a powerful woman who can bite through iron.

40 The worst sight imaginable, the Tax Collector, fat, bejewelled and palanquin-borne,
accompanied by a gang of enthusiastic mercenaries.

41 1d20 refugees who are:

1. Fleeing from a city nearby, which is anticipating a siege. One of them carries the
plague. They are wary and will not admit that they are carrying a cart of grain. They
want bodyguards as far as the next town.
2. Women and children with bare and bloody feet. They need food. If they starve, a few
will become ghouls, and one of the women will go on to become a HUMAN.

42 1d6+2 levied soldiers, (one with a long gun) are escorting a disgraced Order Champion to
a nearby city. The Champion fell afoul of his master after he seduced his wife. He is to
be executed. The villagers don’t want to be here, the champion definitely doesn’t want to
be here. If freed he will aid the PCs in harming the master’s interests, and will tel l them
of a nearby (and mostly unguarded) tomb of the master’s family.

43 An Envoy from far-off lands.

1. Replete with standard bearer, courtesan assassin, two arquebusiers in fabulous silk
breeches, a towering eunuch wielding mace and dagger, and a superbly eloquent
emissary with sharp, tapering nails.
2. Five serpent-tongued albinos in deep-hooded velvet robes that smell strongly of
spices. Each on a palanquin carried on the backs of blind monks.
3. Comprised of a sole emissary of enormously morbid girth, dripping as much jewellery
as sweat. Travelling by the charity of strangers.
4. Three arbalesters wearing black-stained sallet and bevor, following a pair of porcelain-
armoured knights, their helmets shaped like fat smiling faces, holding a great banner
between them on pikes. The glyph-surrounded face in the banner speaks as the fabric
ruffles and rolls.

44 2d6 Mercenaries

1. On their way home from a successful employment. Clad in foreign clothes.


2. Infested with some awful disease from exploring where they shouldn’t have.
3. Looking for employment.
4. Wounded and dragging themselves away from catastrophe.
a. Failed to kill a local monster.
b. Failed to stamp out a pack of deserters.
c. Ambushed on the road.
d. Betrayed by their mercenary sergeant, who sold them out to be transformed
into a powerful Oni.

45 The hunting parade of a Game House (rural house with an archaic slave-hunting licence).
The whole extended family bedecked in fine armour and filigreed weapons. Accompanied
by nervous servants (called “pets) wielding spears, nets and chains. Some creatures will
be killed for the thrill of the hunt, others captured for the arenas.

46 A small cadre of intellectuals (d4+2) on their way to study/explore/harvest the nearest


suitable weird thing. Accompanied by:

1. d6 Mercenaries.
2. Bickering mystic siblings.
3. Two nervous students per intellectual, armed with braces of pistols, spears, and
packs overflowing with notebooks and specimen jars.
4. A lithe, rough-faced duellist with flowing red hair, her body tattooed with the names of
every person she's ever killed, a poison-throwing beauty, and a scarred and disgraced
ex-general, armed with crossbow pike and sorrow.
5. A kindly old traveller they picked up along the way; a member of an Endless Dark
Murder Cult who will ensure they never make it back from the wilderness.

47 An army on the march. Trailed by a baggage train of hawkers and prostitutes.

48 A hunting party, five men armed with spears, bows, ropes and traps, accompanied by a
favoured daughter and a lazy son.

49 The ragged survivors of some terrible catastrophe:

1. A crazed raid of marauders.


2. A sudden epidemic of Silk-Sleeves.
3. Excavations that unearthed and awoke an ancient Ooze (Mobulus) which is infecting
the wells and water table with Slimy Doom.
4. The downfall of a would-be sorcerer who found a Grimoire and started reading. The
Grimoire will still be in the sorcerers mansion (a mad mess of a place cobbled together
by telekinetically smashing together a village-worth of buildings, and all its people,
which will start to fall apart if the Grimoire is removed).

50 1d8 mould-covered fungus-controlled wretches making their way back to civilised lands
to fruit. They're filthy but rather cheerful, eager to make friends. Will infect you with
Polypores.

51 A maniacally self-assured and self-appointed duke looking for conscripts into his glorious
army. So far, he has a pock-faced teenage boy wearing absurdly good armour, a
particularly angry swan, and an old man who looks to be at death's door who never talks.
He rides on the shoulders of a naked farmhand with the proportions and mental capacity
of a troll, drooling around the golden gag bridle between his teeth. He wants to take the
fight to the “Evil Occupiers”.

52 A Shaman on a vision quest. Mood depends on reaction roll and your treatment of local
folk and spirits alike.

53 Patrol of 4d6 Light Cavalry and 1 Officer. They don’t suffer cheek. Depending on
reaction roll they may very well be bastards. Steal food, taunt, assault.

54 Gang of 1d20 conscripted Halberdiers. They are heading towards the nearest garrison
and are led by the strongest man in the village.
55 1d6 smugglers with a wagon of illegal goods hidden under sacks of grain. They are trying
their best to look like farmers but anyone who pays attention will figure out the ruse.
They are well-armed underneath their bulky ponchos. Nosey PCs might get a knife in the
gut, or an offer of a cut of the profits if they help out.

56 Travelling Occultist. Warping through reality, has stars for eyes and speaks directly to
your mind. They are utterly ascended and enlightened, everything they do and say is
incomprehensible and bizarre. They will take a measurement, take an air sample, chant a
mantra, and eventually warp elsewhere. Request a mundane but crucial item from you,
and grant you something strange from its pockets. (a fleshy organ, an odd magical item).

57 A chain wraps around a pillar or milepost with a sacrosanct chalk marking indicating the
authority of the priesthood. The steady sound of picks and shovels clinking away nearby
with a religious hymn sung as a work song, though its chorus has been replaced by
unearthly moans. 4d10 Convict Labourers (all branded with carceral sigils) toiling
ceaselessly cleaning the muck from a canal or replacing paving stones seemingly at
random. Watched over from the scant shade by Carceral Templars (one per 10) in the
white enamelled plate of their order. Over half of the labourers are reanimated dead men
(Servitors), and their living companions have a look of hungry madness in their eyes.

1. Some whisper to the PCs for help…


2. The templars threaten the PCs with an offer to let them “join in” if they linger…
3. The templars start delivering a sermon to passers by, arbitrarily denouncing at least a
few deeds that the PCs happen to have done.

58 1d10 Fleshcorps Cavalry. Lance and Carbine wielding soldiers riding Grotesques
(specially designed with powerful legs and atrophied arms) from high saddle-thrones.

1. The local coven is warring with the local nawab


2. patrolling coven territory (or scouting how to expand it)
3. acting as escort for a minor coven alchemist
4. hunting for wildlife for parts.
5. escorting a line of prisoners destined for the oubliette,
6. just taking the steeds out for a jaunt, “giddy up Bronson!”

59 1d4 Squads of 12 Fleshcorps Soldiery. Mad-eyed, muscles bulging, white hands grip
halberd handles flying with the colours of their coven. The sergeants (one per squad) keep
strict discipline by meting out bloodthirsty glares and even a swift beheading if shit gets
real. d3:

1. Coven of the Squared Skull – double the number of squads, marching in strict ranks.
2. Coven of the Corpse Garden – Transporting a caged Chimera for sale
3. Corpse of the Regurgitated Sun – The soldiers are beautiful, transporting
Immaculates.

60 Scary fakir ascetics demand that you renounce the pleasures of the flesh

61 Bounty hunters asking passers-by if they've seen a wanted criminal

62 Missionaries preaching strange new faith to anyone who will listen


63 Troupe of dancers (equal chance of girls or boys) on their way to perform at a religious
festival

64 Weird creepy mystic asks unsettling questions, talks to human skull

65 Travelling musicians and acrobats put on spectacular performances to provide cover for
thieves working the audience

66 Rival holy men compete with one another to perform ascetic feats, won't stop until
somebody gives up or dies

67 Travelling menagerie of exotic animals - not all of them have yet been properly tamed

68 Foreign magician travelling in search of arcane wisdom with guards, slaves, apprentices,
views everyone else with contempt

69 Travelling merchants actually creepy cultists on their way to unholy hidden temple

70 Group of escaped slaves on epic journey back to their distant homeland, constantly
looking over their shoulders

71 Astronomer on his way to far-off observatory from which he hopes to observe upcoming
eclipse, hopefully gaining cosmic powers in the process

72 Explorers enroute to lost city

73 Treasure hunters returning from lost city, covered in injuries, selling ancient treasures at
knock-down prices, 50% chance that anything they sell bears some kind of horrible curse

74 High-status noblewoman being escorted by guards and slaves for arranged marriage to a
far-off prince, she is rebellious and will run off if given a chance

75 Band of grizzled war veterans heading home at last, carrying the cremated remains of
their dead comrades

76 Traveller from distant land taking notes and drawing maps, keeps talking about how he's
going to write a book about his travels and it will make him rich and famous

77 Foreign scholars seeking knowledge, will pay huge sums for valuable books and literary
works

78 Band of adventurers with weird captive monster in cage looking for someone to sell it to

79 Exiled conspirators fleeing failed coup in far-off city

80 Diplomats travelling to a far-off kingdom, carrying flattering portraits of their king in the
hope of arranging an advantageous royal marriage

81 Man possessed by demons yells obscene gibberish, everyone avoids him

82 Diplomats travelling to a far-off kingdom in the hope of finding allies for a war their
country is already engaged in

83 Wandering band of weird inhuman creatures, sad and homeless, talk longingly of the
glory days of their now-forgotten pre-human civilisation and ask people to pray for them
84 Diplomats travelling to a far-off kingdom in the hope of preventing a war

85 Diplomats travelling to a far-off kingdom in the hope of settling a trade dispute

86 Travelling exorcist offers to remove curses and drive out evil spirits for the right price

87 Pilgrims actually benevolent spirits, will bless those who give them alms and treat them
kindly

88 Travelling musician actually badass hero travelling incognito, will butcher anyone who
harms the innocent while she is nearby

89 Bloodthirsty ghosts try to lure travellers off the path and kill them in the same place
where they were killed

90 Young lovers on the run, vengeful parents are 1d6 days behind them but gaining steadily

91 A Herder and his children. Will sell at double price. Herding:

1. Shorken
2. Keffels
3. Jettle Goats
4. Zoods
5. Gristlegaunts

92 A Caravan, d8, selling:

1. Tools.
2. Basic Goods (comprised of dodgy geezers pushing wheelbarrows).
3. Spiritual & Arcane Stuff (comprised of wild-eyed mages sensitive to insult)
4. Medicines (comprised of disciples of Old Loe).
5. Alchemicals, Gases & Potions (comprised of Immortan Alchemists).
6. Drugs (will give out tasters).
7. Arms and Armour (a family of Goatish Folk. Zealously devoted to Aiken Polycerate
and riding Lasher Ibexes).
8. Slaves (would rather sell in the city. Will sell at +50% price)

93 A Gwedish Caravan. Comprised of 1d5+1 families each with a Gwed Warrior and 3 Meat
Hounds per family. Selling:

• Crimson.
• Red-Shred.
• Giant Leech Meat.
• Coin Armour (half priced mail).
• Strange Meteor Metals
• Harsh Space Gases (good to sell mages who huff them but otherwise toxic)
• God Ichor. Diluted to the point of homeopathy but it’s still potent. 4-in-6 chance
it’s fake. Adds 1 to each attribute. Crack the seal, inhale the golden mist.
• Foreign Crystal Looking Glass (allows you to see Bihelphugil).
• Meat Hounds.

They are also:


1. Trading in limbs. For donations they will perform the surgery for free.
2. Tracking a meteor. Have you seen any flashes in the sky recently?
3. Keeping a Gwed Forsaken. They’d be delighted if you could cure them.
4. An entourage for a Gwed Prince(ess). They will expect a gift.

94 A travelling Giant Merchant. Carries a golden plaque on a silken sash on their chest. A
symbol of their license to trade in the local area. Their prices are never cheap, but they
are fair, for Giants never trade in mundane things. Selling:

1. 1d6 random Minor Magical Items.


2. A Grimoire.
3. Potions.
4. Alchemicals
5. Human Eggs.
6. God Ichor. Diluted to the point of homeopathy but it’s still potent. 4-in-6 chance
it’s fake. Adds 1 to each attribute. Crack the seal, inhale the golden mist.

95 The stink of cheap incense wafts from a nearby doorway/A crowd in the distance gathers
around a man in an absurd robe/Gossips tell of a miracle worker who wanders from
tavern to tavern. It’s a Grifter. A seller of Saint’s fingers, Hell charms and miracle oils,
these men and women dress in crude imitation of the ancient sorcerers and sometimes
carry a minor magical item or two for use or sale at an outrageous price. They always
have good rumours. They can defend themselves with a Sulphur Bomb, or a feeble spell
(1 [dice]): Sleep/Forcefield/Iridescent Missile

• 5% 1 spell Grimoire
• 10% 1 [dice] Fetish
• 25% 1 [dice] Uumpat
• 25% Boodaddi
• 25% Malady Doll
• 25% Minor Potion
• 50% Ablative Charm (minor & major)
• 50% Random Alchemical

96 An almost rhythmic clanking and clattering can be heard from a surprising distance
away. Badly tuned bells? A walking armoury? It’s a Tinker Seller - One harridan and her
mule, weighed down with pans, cutlery, shoes and the tools of her trade. Tinkers are
wanderers who know much, and are sacred to the both Imperial Cult and the gods. She
wears leather and felted wool and carries many daggers. Anyone harming her suffers a
curse that causes them to take maximum damage from attacks. She sells pretty much
anything the PCs could ask for at half price but in small quantities, as long as it’s cheap
and common.

97 Travelling merchants actually ghosts of merchants murdered by bandits, true nature only
revealed after dark

98 Travelling merchants wearing full-face veils, actually weird inhuman creatures from the
deep desert bearing a freakish cargo. Noonstone?
99 Merchant with 2d6 guards one of them is a wanted criminal on the run from bounty
hunters

100 Merchant with 3d6 guards one of them is an evil spirit in disguise that will attempt to
lead them off into the wilderness
40 Urban Encounters Urban Vignette
http://dungeonofsigns.blogspot.com/2017/05/in-city-at- Secret pleasure
night-night-holds-terrors.html house.

(for more)

1 Feral Infants, the Nameless. 50% they have a minor magical item Wall carven with
to sell. They are causing problems in the name of the spirits: obscure script and
strange diagrams of
1. Pilfering goods to use in spirit offerings out in the hinterland. symbology.
2. Harassing someone the spirits don’t like
3. Raiding temples or defacing shrines
4. Doing what they want and claiming the spirits will it.

2 2x the party worth of Thieves, who would like a word with you Hole-in-the-wall
about your purse and belongings. brewhouse.

3 A brawl of 4d6 Folk! They are upset because Brass fountain and
basin set against a
1. One side accused the other of cheating during gambling wall, small holes in
2. One side insulted the other’s family name the stonework above
3. They’re just drunk it.
4. They are part of rival guilds.

4 Beggar-monks from the local temple, processing with bowls in hope The life-sized statue
of alms. of a naked man with
palms outstretched,
carven from a single
piece of polished
amber-toned wood.

5 Local frieze or statues are infected with 2d6 Alabaster Homunculi! Rich garden beds of
bobbing flowers and
luscious fruits.
Watched over by a
protective bird of prey
with misshapen
wings, preventing
flight.

6 Public justice! 1d8 people. The crime is 1d12: Cages of sparrows,


hopping towards you,
1. Murder (Maiming/Execution) eager avian eyes
2. Assault (Harming) pressed against the
3. Mercantile Crimes/Corruption (Harming) bars like they're
4. Rioting/Public agitation (Harming) waiting for
5. Criticising local authorities (Harming/Maiming) something.
6. Treason (Execution)
7. Blasphemy against local god (Harming)
8. Desecration (of temple/idol) (Execution)
9. Tomb Robbing (Maiming)
10. Theft (Maiming)
11. Smuggling (Maiming)
12. Desertion from local armed forces (Execution)

7 A procession of 1d6+2 Rose Cultists. They are: d6: The Gong Farmers
must avoid this Street
1. Looking for a fight if they can get away with it out of superstition,
2. Looking for sacrificial captives judging by smell
3. About to partake in public devotional combat, at least half
must die.
4. Carrying offal on copper plates to their temple.
5. Feasting, as the thirsty god mandates gluttony as well as
murder. The more the merrier!
6. Leading 1d4 initiates to the temple for “induction”.

8 PCs or someone they are travelling with are erroneously recognised Woefully
as troublemakers with a history here. An angry mob of 2d20 bring unmaintained, lichen
their cudgels and throwing stones to deliver a good bashing. Roll and pondweed
Reaction. They are blamed for: flourish in and on
this Fountain
1. Drunken chaos
2. Arson, there’s a burnt down building to prove it.
3. Theft
4. Assault
5. Blasphemy
6. Harmful magics

9 Only at night, 2d8 Rag People have entered the settlement 33% Roadside Shrine,
through stealth, or 33% through being let in through the gate due Offering bowl
to their connections, or 33% by floating down from the sky. They brimming with
will trade in: corroded and bent
Copper Coins.
1. Rag (the drink).
2. Jettle Goats.
3. Ensorcelled clothing.

10 An almost rhythmic clanking and clattering can be heard from a Weathering a sickly
surprising distance away. Badly tuned bells? A walking armoury? green, a massive
It’s a Tinker Seller - One harridan and her mule, weighed down copper Sundial with a
with pans, cutlery, shoes and the tools of her trade. Tinkers are bent Gnomon
wanderers who know much, and are sacred to the both Imperial
Cult and the gods. She wears leather and felted wool and carries
many daggers. Anyone harming her suffers a curse that causes
them to take maximum damage from attacks. She sells pretty
much anything the PCs could ask for at half price but in small
quantities, as long as it’s cheap and common.
11 Scattered hell money (symbolic paper money) in the damp gutters, How someone's fine
a trail of fine ash winding down the avenue. The sounds of feathered cap ended
sanctimonious chanting and joyous ululation. It’s a religious up on that pole, we
procession, chanting, simpering and parading banners and bright- may never know
painted wooden statuary of several Gods and Saint-Emperors a
band of 4d6 robed pilgrims makes their way towards a shrine.
They have around £500 worth of religious trinkets.

12 A chain wraps around a pillar or milepost with a sacrosanct chalk The Stone Steps here
marking indicating the authority of the priesthood. The steady have been furrowed
sound of picks and shovels clinking away nearby with a religious by millions of
hymn sung as a work song, though its chorus has been replaced footsteps over the
by unearthly moans. 4d10 Convict Labourers (all branded with years
carceral sigils) toiling ceaselessly cleaning the muck from a canal
or replacing paving stones seemingly at random. Watched over
from the scant shade by Carceral Templars (one per 10) in the
white enamelled plate of their order. Over half of the labourers are
reanimated dead men (Servitors), and their living companions
have a look of hungry madness in their eyes.

4. Some whisper to the PCs for help…


5. The templars threaten the PCs with an offer to let them “join in”
if they linger…
6. The templars start delivering a sermon to passers by, arbitrarily
denouncing at least a few deeds that the PCs happen to have
done.

13 1d6+1 Vigils. Making money one scam at a time. Favourite scams: Colourful Pigeons
bob-march around a
1. Teaming up with thieves who outnumber and corner people in boarded up Well,
alleys. The vigils turn up and “scare off” the thieves. They then covering it in Guano
demand payment. If denied the thieves will turn up again.
2. Standing on the outskirts of the market/street, collecting
“entrance dues”.
3. Searching the PCs and demanding bribes to turn a blind eye to
illegal goods, or simply confiscating the good stuff.

14 The sounds of the hourly clarion echoes from surprisingly near. Rubbed for luck by
2d6 Vigils… passers-by, a life-size
Statue's face has
been worn smooth

15 A sign leans against a nearby building advertising a Vigil Meticulously uniform


checkpoint where crimes may be reported and bounties offered for Cobblestones give
the perpetrators. 4 loitering Vigils. way to mud, dirt, and
stingy gravel

16 Drunken singing and a street strewn with flowers, Vigils are Brass Bell, the size of
always required at weddings, and frequently become very an Ox, stuck
intoxicated. stubbornly in the
Mud and abandoned
17 It’s a patrol of 2d6 Vigils. They move slowly through the streets, Tavern's Windows
occasionally stopping to demand honorariums for their boarded with its own
forbearance, or to accept bounty deposits for investigating ‘crimes’. Signs, a faded
proclamation on the
Door

18 The stink of cheap incense wafts from a nearby doorway/A crowd An infamous
in the distance gathers around a man in an absurd robe/Gossips Criminal, serving
tell of a miracle worker who wanders from tavern to tavern. It’s a sentence in Stocks
Grifter. A seller of Saint’s fingers, Hell charms and miracle oils, even as an Undead
these men and women dress in crude imitation of the ancient
sorcerers and sometimes carry a minor magical item or two for use
or sale at an outrageous price. They always have good rumours.
They can defend themselves with a Sulphur Bomb, or a feeble spell
(1 [dice]): Sleep/Forcefield/Iridescent Missile

• 5% 1 spell Grimoire
• 10% 1 [dice] Fetish
• 25% 1 [dice] Uumpat
• 25% Boodaddi
• 25% Malady Doll
• 25% Minor Potion
• 50% Ablative Charm (minor & major)
• 50% Random Alchemical

19 Banners and scraps of distinctive colour are tied everywhere. Slightly faded
Around columns, hanging from archways and emblazoning pole pennants flutter from
stuck haphazardly in the ground a Windmill here,
each bearing a Prayer
Drunken singing seems to come from everywhere, echoing off the
walls, it sounds both bellicose and jovial.

This territory is inhabited by a small group of 2d6 Demes (local


sports and self-defence clubs) who loiter with their arms. They will
have coloured bands or motley representing their set (Yellows, Blue
and Browns, Red Checks) and will take violent offense over the
display of at least one other colour.

3C Textile Armour. EV 13 (agile + buckler). Fast. ML: 7. 3x d6 P.


Javelins + d6 C. Cleaver. 1HD. 5HP.

20 3d6 Slavers. The dirty uncouth bastards of the Outer Kingdoms, a Stinking Vats of the
mixed band of murderous thugs and criminals seeking to grab ‘soft’ Tanner's Trade
and skilled citizens (or simply the young, fit and/or attractive) for bubble and boil
smuggling to the most backwards of areas. Mines and plantations menacingly
need labourers after all. Stats as Bandits, but they mainly use
clubs and nets.

21 Everything is too quiet, crude graffiti shows scenes of violence in a Tumble-down Pickets
particular colour palette, a declaration of violent intent seems do not keep the Rats
encoded as well. out of a lonely
Widow's Garden
Bushwhackers! 2d6 Demes. The Orange and Greens (or the
Purples, or the Red Checks) are out in search of a rumble and
robbery. Slights have been committed by strangers, and strangers
will pay. These Demes have a prepared ambush and are looking to
inflict injury and humiliation on outsiders.

3C Textile Armour. EV 13 (agile + buckler). Fast. ML: 7. 3x d6 P.


Javelins + d6 C. Cleaver. 1HD. 5HP.

22 1. A body lies in the street, beaten, stabbed and looted of 3. A spot of Nature,
everything they had, even their sandals verdant Vines
2. The still warm ashes of campfire are visible in a courtyard, built cling tenaciously
from the plundered furniture of a modest home. to the Bricks here

2d6 Barbarians. Foreign wannabe mercenaries, poorly organised


and badly led, the many wars of the nobility cause savage folk from
foreign parts to flock to the cities. Unless they are employed, these
folk tend to turn to banditry or extortion. More than a match for
the indolent Vigils, they tend to cause chaos and misery until they
are chased off by the local Demes or criminal societies.

1HD. 5HP. 13EV (agile + shield). 6C DR (mail/lamellar/bone). ML: 10.


1d6 P. Shortbow/1d6 P. Spear/1d6 C Longsword (+1 EV)/1d6+1 C.
Axe. £1d6x100 worth of plundered household goods.

23 A pack of 1d8+2 Half Ghuls. ¼ are Mature Ghuls. They are Crumbling Minaret
HUNGRY and will chase and tear at anyone they can catch, fleeing stretches high into
with the dead and wounded if threatened with defeat. the sky, but looks to
fall any moment
1. A neighbourhood (semicircle of stacked houses with shared
courtyard) is quiet, the shutters closed and doors barricaded.
The basements below have been joined with tunnels.
2. Locals have reported disappearances. There are no vagrants on
the streets anymore. The old gangs have moved off and now
new ones prowl the streets at night, and they sound as though
they’re sniffing for people.
3. Local priests are perturbed by the theft of meat offerings from
the city shrines overnight. One was even defaced with bloody
faeces, and what looked like a human femur.

24 A mob of 6d6 Half Ghuls. ½ are Mature Ghuls. 1 is a Abominable Tight alleyways, with
Ghul, has carved out a territory in this neighbourhood. The air barely enough room
stinks of rotten meat, red sewage trickles down the cobbles. for Tomcats to Spar
and Hiss
1. The neighbourhood was abandoned before they moved in, only
vagrants know about them, but soon everyone will know.
2. The neighbourhood was consumed and now everyone knows
about the ghuls. The territory is marked off with painted
warnings. The ghuls themselves have drawn mouths
everywhere.
25 2d4 Kanalsknecht clustered around a canal intersection or a Scraps of Clothing
sewer opening, their hooked polearms stuck into the water. There’s float in a flooded
grand tosh down here! Reaction roll. roadside drainage
ditch alongside the
Road

26 1d6 renegade Fleshcorp Soldiery. They really shouldn’t be around Criss-crossing


people, the chemicals have made them ultraviolent, they can barely overhead, Clothes-
hold back the drool and bellows and mad stares. Killing them won’t lines laden with
piss off the coven, in fact, if you cut off their forehead serial flapping Laundry
numbers and present them, you might get a reward, or an offer of
employment.

27 A gang of 1d8+2 Coven Scions on the prowl. Snatchers, they’ll A once Religiously
target the weak and alone, beat them up, trap them in nets, then Significant Boulder
spirit them away to underground alchemical oubliettes to be tested sits in the centre of a
upon, transformed, rendered down into fuel, the works… Plaza, profaned by
Birds
1. They’ve already snatched some victims and are shiftily carrying
cloth-covered bundles in pairs.
2. They’re negotiating with a gaggle of vagrants/refugees.
Promising wealth for “harmless food testing”.
3. They’re empty handed and looking desperate for anyone to
bring back to the oubliette.
4. They’re accompanied by a massive figure (a Grotesque) covered
in bandages and veils.

28 Urban Nightmare. Each entity is unique and, once destroyed, will The comforting smell
never be encountered again. If not destroyed the entity is now “in of Bread, fresh from
play” and will have its own schemes. Ovens teases nostrils
here

1 A Degenerated Scion and its Excubitores Retinue. Such pale, It seems almost every
lanky predatory scions are allowed to hunt the night and feast on other Building here
the flesh of Imperial subjects until their perfect patrician faces run has recently suffered
red beneath their mad glowing celestial eyes. a Fire

• The Excubitores will not intervene if the scion attacks, nor if


the prey fights back, but will intervene in the case of a group
effort to kill the scion and will eliminate any witnesess or any
who kill a scion.

2 1. A great black painting, in charcoal, tar or dried filth covers a Denizens have taken to
wall here. It depicts the forbidden, bat winged silhouette of the piling up broken
Demon-King. The Sunset Gremlin. Crockery here, making
2. A neat array of human skulls, set high in a wall stare down quite a tall Hill
forbiddingly. This entire neighbourhood is disturbingly devoid
of human and animal life.
3. A small home nearby, set discretely in a side street, overflows
with gnawed bones, predominantly human. They pour in slopes
from its windows and doorway, and push out of the broken
thatch. The newest are atop the pile, a child’s skull still red and
flensed less than a day before.
4. The stink from the canal is indescribable, and here atop a rich
bed of algae floats a human ribcage.
5. Rumours place a Hunter of Men in the nearby desecrated
shrine to some forgotten lesser emperor. It hunts the night,
leaping from roof to roof, a huge shadow of some knobby
muscled thing that snatches all it finds - reaching for babes
through open windows, snatching drunks from the boisterous
company of their companions and stalking any who come late
along these streets.

An Abominable Ghul hunts at night.

3 The Knight Perilous, a rogue Blessed Banneret. Concealed in a Blood in the Street
suit of inches thick bonewhite armour, standing 11’ tall from the Gutters signals a
decorative spires of the helmet to the curled spiked sabatons. The nearby Butcher...at
white of the armour is marred by splashed blood, or crudely least one hopes
blackened with tar and mud, and is hung with garlands of human
bone and broken swords. This alchemical warrior has turned from
the Banners of the Imperial Cult and now follows its own path of
destruction and war.

• Sir Kawlen was a knight beneath the banner of the devoted to


protecting the rest of the dead, but he has become warped by
his faith and duties and now seeks to sacrifice the living,
granting them peace and filling the catacombs he has taken as
his personal temple.

29 A canal boat is besieged by a clutch of 2d6 Albino Salamanders. Cemetery so crowded


Will you respond to their cries for help? with Headstones; you
could practically walk
on the tops

30 Horrible stinking dung, inexplicably in a variety of bright A huge Bronze Horse


colours/joyous cacophonies of hoots, calls and eeps. still carries his
Decapitated Rider to
It’s a troupe of 5d6+3 Urban Monkeys. A motley gang of filthy Battle
thieving beasts in bright colours. Alchemically modified to thrive on
rubbish and resist the harsh cold of winter. They are given scraps
for luck, and are shockingly good scavengers. They are fond of
food, money and valuable things the PCs want to keep.

Will thieve random things from their bags. If aggressive, will leap at
the face for d4 damage. 1HP. ½HD.

25% being hunted by 50% 1d4+1 Scourges, 50% 1d6+2 Everywhere


Apes.

31 Horrible cawing grunts. 3d6 urban Shorken. Stinking and Some sorry looking
grunting, these are vermin, small, feathers faded due to their poor Cherry Trees don't
diet of refuse. They’ll eat anything, including the PCs food, or the make for a shady
PCs themselves if the opportunity arises. Boulevard

32 • Rumours of a serial killer – people stay indoors after dark • Construction


• Area has a bad reputation for disappearances. abandoned, large
blocks of
A… Masonry stacked
1. lightless alleyway up high, growing
2. derelict drainage ditch mossy.
3. sewer canal
4. abandoned house basement

is the stinking bone-filled den of a Feral Ghul. It spies from the


darkness, looking for loners or weaklings to pounce upon and drag
back into its lair for eating.

33 Pack of mongrel dogs, 3x the party. They’re hungry and they have On Sunny Days,
Bottlers Froth. people love to lounge
on this large, toppled
Obelisk

34 An Infestation! Chalk Graffiti on the


paving stones here
1. Sutureflies. They have a penchant for sewing up lips. Catch features prominent
some in a bottle and they can suture a wound for you. Holy Symbols
2. Nest of Poppy Spiders. The narcotic slumber of their venom is
rather pleasant, whatever/whoever finds you may not be.
3. A pool of yellow ooze, an amalgamation of individual
microscopic organisms, bubbling towards their prey. They don't
dissolve flesh, they invade directly into it.
4. Mayflies. Beautiful shimmering blues and golden yellow, as big
as your thumb, they like to burrow into bodies and eat them
from within, chewing out chambers in which to lay their young.
5. Golden Hart Frogs. Lustrous blue skin speckled black, fleshy
horns protruding above their eyes and golden fluid seeping
from porous humps on their backs. A luxurious narcotic that
grants calming far-sight and clarity of possibility when refined,
potent to the point of poison when fresh from the frog.
6. Pox Gnats. A veil of swirling red spots like blood mist, a
thousand microscopic bites that you don't feel for several
heartbeats, and then the yellow pox marks bulge from every
bite, a maddening itch across a landscape of bubbled skin,
blood oozing beneath frenzied tearing nails.
7. Ants rolling their nest/queen, a body the size of two clenched
fists, riddled with chambers and tunnels, they seminate directly
onto her ovaries and raise their larvae in brood chambers
within her body.
8. An embarrassing mud nest crawling with vibrant orange
wasps. Some old men say the spiral core of the hive is made of
a coveted resinous purple honey, some old men say lots of
things.
9. Green Spitfires. Tumbling and crawling over each other in an
unrelenting cacophony of forward motion, spontaneously
stopping to crawl up walls and trees, dividing out into
incomprehensible arrangements, bending their forebodies into
the air, leg stumps splayed, little right angles of unholy worship
vomiting popping black bubbles of caustic fluid that spill down
their bodies and stain the ground below.
10. Bloat Wasp. An absurdly unhappy looking wasp the size of
your fist, it looks like it would have trouble dragging its bulging
body let alone fly, but it does, and after it has landed on you is
when you discover streams of lice pouring from crusted holes
bored throughout its body, swarming over your skin, harvesting
flesh for the colony.
11. White Moths. Soft beautiful little things fluttering softly in
swirling clouds, having them close to your face feels like
breathing them in, being lead to something wonderful down
twilit green paths, mist parting around your ankles, never to be
seen again.
12. Curious Mantises. Stockier than most mantises, with a bigger
head, exploring everything they come across, trying to pull
things from your pack, endlessly inquisitive. If you laid still for
long enough they'd try to pull you apart just to see what's going
on inside.

35 A parade of 2d4 Immaculates. Part of a Pashaw’s household. Seven steps up the


Covered in jewellery, and those that aren’t are still dressed in fine, Dias here, whatever
flowing silk. stood here was
removed long ago

36 A Nawab and 1d10 of their bellicose and braggadocious Retinue. Pervasive Wizard's
They’re here on tour to see the fine sights of the city. Curse hangs in the
air here in the form of
dense violet Fog

37 d10 secret Mutants robbing for wealth and sacrifices. They are
part of an underground commune headed by a Honoured Mutant
or a Mutagenic Mage. They operate in a network of joined
basements under an apartment tenement. They plot to:

1. Mutate MORE people!


2. Aid the oppressed and poor.
3. Perform a ritual to Neydonr
4. Research Bihelphugil, the theoretical purple moon, and create a
telescope capable of viewing it. They are unknowingly observed
by the Moonlings.
5. Create an Accursed Horror and unleash it on the slums
6. Synthesise a cure. They have a basement full of potions and
medicines. Their efforts are doomed.

38 A Spectre! It haunts the local neighbourhood.

39 Smoke foul and sweet fills the alley. It’s a parade of 2d4 Ashen
Cultists waving their censer. They are:

1. Chanting anti-establishment slogans. Against the priesthood,


the Pashaw, the Emperor.
2. Singing prayers to Neydonr, the Demon Queen. Insulting all
other deities.
3. Extolling the virtues of mutation. Giving out booze infected with
Mangling Meat.

- Their smoke is likely to mess with people anyway.

40 2d6 Pleasure Cultists. The Sybarite is back at HQ, which is a:

1. Local brothel
2. Drug den
3. Bourgeois mansion owned by a hereditary bureaucrat.

Someone should call the Vigils! They are:

1. Making a public display of masochism to an increasingly


disturbed crowd.
2. Inciting an outrageous and immoral display of sexual hedonism
in the dirty street.
3. Hosting a street banquet where the table is piled high with food
and drugs. Several cultists have become too excited, and are
attempting to kidnap isolated drunkards.
20 Wetland Encounters
1 A Shaman on a vision quest. Mood depends on reaction roll and your treatment of local
folk and spirits alike.

2 Lecketock! The Dullard King!

3 1d8+1 patrol of Ghuls from a cannibal community banished to this foul land. The best
food in this region is man-meat.

4 Roving band of d10 +1 Mutants. They are d6:

1. looking for food.


2. looking to trade.
3. looking to fight.
4. looking for captives.
5. not looking for trouble kind sirs.
6. trying to survive after having been sent here to die.

5 An Accursed Mutant Horror! d4:

1. Sent here to die.


2. Relaxing, enjoying the breeze, birdsong, sound of a stream. Enjoying what is likely a
fleeting peaceful moment.
3. Being wrangled and restrained by d6+2 Mutants.
4. Being worshipped by d6+2 Mutants. It is placated, for now.

6 A band of 2d4 Heron People. Wetland dwellers who strut through long reeds on longer
stilts. They have long lances and are covered in thick cloaks. d5:

1. Territorial
2. Dismissive
3. Keen to trade
4. Would like a gift
5. Would like aid against a common foe

7 Tribe of 4d20 Amphibids. They don’t want you in their swamp. They’ll meld you with
their idols.

8 Band of 1d10 Gonnamen Folk. Reaction Roll. Could be doing anything really. d4.

1. Huntin’
2. Farmin’
3. Foragin’
4. Migratin’

9 Tchuck-tchuck-tchuck! A pack of d6+d4 Lurkies. 50% they’re hungry. They’re very good
at overturning boats.

10 A shoal of 2d6 Giant Carnivorous Lungfish. Can be quite stealthy if they’re beneath the
surface. Don’t get caught unawares!

11 A freshwater Sea Prince.

• 1-in-6 chance of being old.


• 2-to-3 chance of adult.
• 4-to-6 chance of 1d6 juveniles instead

12 1d4+1 Feral Zoods. Calm and peaceable.

13 5m long Giant Freshwater Squid. It enjoys toppling small fishing boats. Will grapple.
Amiable when not hungry, but always too touchy. 50% it’s hungry.

14 A Spectre haunts this stretch of marsh.

15 A Deserter camp. 2d20 muddy and disillusioned former professionals. Diseased,


decaying equipment and running out of rations. They are not welcomed by the wetland
locals.

16 A haze in the distance, its coming closer, 1d4+1 Esurientes. Spirits of famine and they
are HUNGRY! Reaction roll.

17 A copse of mournful willow trees provides refuge in an otherwise open plain of wet bog.
They are lorded over by a resentful Branchwraith.

18 1d6+1 Druids! Getting REALLY high on marsh plants. They won’t take kindly to you
disturbing their ritual.
19 Flock of d6+2 Scourges patrolling the wetlands from the nearest city. They are hunting
for bandits and deserters. If you look like such people they will come down and
investigate if they spot you.

20 Gang of 1d8+2 Coven Scions, out in the mire searching for weird plants and animals to
take back to the coven for the favour of “upper management”.

They are adorned with captured frogs and snakes and wreaths of brightly coloured herbs.
12 River Crossing Encounters
1 The river is calm, and you can swim across if you’re careful. You’ll have to figure out how
to get heavy stuff across. 25% chance to have a narrow ford which can be walked across
in single file.

2 A band of jeering Riverfolk in coracles are hunting birds with slings. Hopefully they don’t
turn those slings on you.

3 Dangerous in some way:

1. Rocks and rapids risk broken bones.


2. The river has carved a narrow gorge, and it’s quite a drop.
3. The banks are slippery or unstable.
4. Floodwater makes the river bloated and unsafe, full of detritus.

4 Toll Collectors charge per head, including animals, and a large fee for wagons.

1. Brakkard. Collects heads, really wants a cat. Probably lying about having a
license to collect tolls.
2. Guy who just wants to fight. Is waiting for his nemesis to come along so he can
fight a duel to the death, but will pass the time by fighting everyone. Is a total
combat badass.
3. Toll collector is haunted by several drowned Spectres.
4. Bridge is unattended. The toll hut’s door has been broken in, there are still bits of
the toll collector left.
5. A sweet old man lives in a cottage attached to the side of the bridge. He wants
someone to bring him a wife.

5 Gang of 2d4 Bandits demand a troll toll. They do not have a troll (trolls don’t exist) but
they do have a big guy dressed up as one hiding beneath the bridge. After crossing the
bridge, PCs will encounter a Gwed Forsaken.

6 Ferry. 50% it’s on the right side of the river. Otherwise you’ll have to summon it.

1. Crewed by 2d4 Deserters.


2. Is a large trained and scarred walrus. Has a shell tied to its back, it’s a donation
box. Wants a massage. Is owned by 3 Mer siblings who are usually within hearing
distance. They will attempt to buy metal off the PCs, but that’s been made illegal
around here. It’s not as if anyone will know.
3. Chatty Riverfolk who will pull you across in a canoe. They will ask for stories, but
will overturn the canoe if it’s boring
4. Strange Ferryman charges high fees, but it’s a wide river.
a. A Necromancer who commands their undead servants to doggy paddle a raft
across the water. Will waive the fee in exchange for a body. If offended, will call
up several waterlogged servants up from the riverbed to grasp with cold wet
hands. Might attack anyway if you look weak enough.
b. A morbidly obese Mage reclines on a chair in the sun. Pushes ferry across
with telekinesis. Would like some food as well as payment. Will waive the fee in
exchange for interesting foods, drink or drugs.
c. A youthful Mage excitedly offers to teleport people across the river. Might get
tired before all the party is across.

7 Cult of Drujoon the God-Eel are worshipping at a ford. They will ask for a donation. If
refused, they will entreat the river to rise and wash you away, making the crossing much,
much harder.

8 Fishermen on the bridge. Meninges and his three inbred sons are here reeling in their
nets. They will try to sell you fish and moonshine. Meninges will try to sell you his sons’
services as hirelings.

Each one suffers from a different problem: withered arm, retardation, kleptomania. Aside
from that, they're decent folk if treated respectfully.

9 Anti-fishermen. These are Mer who place bait on the shore then throw nets onto the land
to grab animals. Taking the bait (eg: basket of fruit on the shore) means nets pop out of
everywhere and reel you into the river. 50% chance the Mer are simple food-gatherers
who have no desire to fight and who, if they catch you by accident, will apologize
profusely and offer you some deer meat by way of apology.

10 Some poor soul has been tied to a post in the centre of the river (he desecrated a temple
to Drujoon by accidentally letting his cattle stray and shit by the altar and munch on the
reed walls). This is his punishment. The Lurkies are calling now, and a lungfish is
hopping closer.

11 Grave goods floating downstream, bound in a fur parcel stitched with golden thread. If
caught, contains bones and a skull and some treasure, including a magical dagger which
is also cursed.

12 The river is fordable – but an Estuary Sea Prince has figured out that it just needs to
hang around and food will come to it.

• 1-in-6 chance of being old.


• 2-to-3 chance of adult.
• 4-to-6 chance of 1d6 juveniles instead
5 Subterranean Encounters
1 A lonely and sickly Yhetee holed up in a cave, it’s placed a few logs by the entrance to its
segment to protect its home.

You can hear its mournful piping, it wants to go back to the mountains but its waiting
until the cold of winter to travel. Depressed and lethargic. Its home is a safe and sheltered
place to rest, but it might not be willing to share.

It has a random assortment of stolen furniture, d10 candles, d4 cases of Rag with 2d12
bottles in each, some salted meat, 1 random heavy weapon, and a patch of fungi
producing the Ruby Tears of Mercy.

2 A Giant Cave Crayfish dwelling in a cold underground pool. The water is pure and clear,
and will cure diseases and curses if drunk, but only once. The crayfish lurks at the
bottom, invisible to observers.

3 A cavern full of hot springs. In the centre of them all a Troglodyte Saint,
calcified/crystallised.

4 At the bottom of a particularly deep and dark pit, smooth and unclimbable, waits a
HUMAN. They have been her so very long. They have carved beautiful art into the walls,
they’ve had the time.

5 Boom, Boom, Boom! Noises in the deep. A golem has been mining for centuries and has
carved out a gridded strip-mine. It does not care about your presence.
6 Coast Encounters
1 A coastal Sea Prince.

• 1-in-6 chance of being old.


• 2-to-3 chance of adult.
• 4-to-6 chance of 1d6 juveniles instead

2 4d12+1 Bull, herd of Sirens on a coastal beach.

3 An Unwelcome Eight is prowling the area shrouded by fog

• It has chased off a farmer from their farm wagon and is trying to eat the oxen. The
wagon has some bags of grain and some tools.
• It is assailing a gaggle of fishermen.

4 A nesting of 3d12 Harpies clings to the sides of a rocky cliff

5 3d8 Hollow Hounds coasting on the sea breeze. They’re trying to catch seagulls.

6 A Spectre haunts this coastal path. They were drowned most tragically offshore.
6 Sea Encounters
1 Pirates!

1. Crewing 1 small but speedy schooner


2. 1d4+1 oar-driven galleys
3. 1d4 square-sailed and well-armed ships

2 Mothling Pirates! 1d4 oar-driven galleys, cloaked by a cloud of mist. They are deadly
borders, they can fly over, toss poisonous bombs, etc.

3 A Sea Prince.

• 1-in-6 chance of being old.


• 2-to-3 chance of adult.
• 4-to-6 chance of 1d6 juveniles instead

4 See a Sea Giant, naked, calloused, covered in seaweed and barnacles, surfacing for air.
50% It is fighting a sea monster, will you help?

5 4d12+1 Bull, herd of Sirens on a small islet.

6 A band of 2d8 Mer. 50% they are hunting, or trading.

1. They will crawl onto the boat, hack out its bottom, summon Outsiders from the minds
of Octopi.
2. They will swim around your craft clutching their ocean goods like street hawkers,
extolling their virtues in a broken bubbling version of the local language. Then a
representative will haul themselves onto the boat and make the trade. It is difficult to
dissuade them, they are always desperate for metal.
a. Tasty yet strange looking seafood, coral-carvings, poisonous fish spines,
stoppered conches full of True Dark, pearls, sacrificial octopi, hagfish lube.
15 Deep Water Encounters
1 A diving Sea Prince.

• 1-in-6 chance of being old.


• 2-to-3 chance of adult.
• 4-to-6 chance of 1d6 juveniles instead

2 Marine Snow: Not the most exciting of encounters as the sea is rife with it. Marine Snow
is the particulate detritus of the upper zones, everything that the Pelagic zone lost or
doesn't want.

This particular area is especially thick with it, reducing vision to nearly nothing.

Beware of using any necromatic energies here lest the detritus of a million million living
and dead creatures form into a Rot Elemental.

3 Osedax: A strange worm found primarily among whale falls, also known as the Zombie
Worm. These creatures burrow into bone to ingest the nutrition rich marrow within. Sea
Witches have bred a form of Osedax that seeks living prey instead, burrowing into them
and taking control of their skeletons.

4 Hagfish: An ancient ungodly jawless eel-adjacent fish that is known primarily for its
ability to tie itself in knots and create copious amounts of slime.

A single standard Hagfish can produce around 5 gallons of slime at a moment's notice.
This sticky substance clogs gills, impedes movement, and causes general confusion and
panic. Hagfish slime is also an excellent egg substitute and it is not uncommon for them
to be kept for culinary purposes by various undersea races.

There is a 25% of any Hagfish encountered is actually a larva form of the Sacred Hagfish
whose slime in small doses is a psychedelic drug with prophetic properties and in larger
doses causes the horrid flesh diseases of their adult forms.

5 WHALE FALL: Oh, most glorious of feasts! An ocean giant has been felled and fallen to
the depths. This temporary ecosystem attracts many scores of creatures from the myriad
starfish scavengers to hagfish and sharks, various strange worms and weird molluscs.
Anything that could conceivably be under the sea might show up here for the feast.

7 Zood. Water bear the size of a tank. Normally preferring life on surface mudflats, some
Zood scavenge across the abyssal plains. Where there are Zood, there are explosive
deposits of methane.

8 Giant Siphonophore: A massively long creature formed of many specialised organisms. It


seeks fertile waters and drops long tendrils to paralyze and catch its prey. It produces a
bright blue bioluminescent light to attract its prey, primarily made up of other gelatinous
organisms, crabs, and small fish.

9 Giant Octopus: Not actually interested in eating you, this giant octopus has recently fed
and is more curious than predatory. Its skin pulses the deep crimson of excitement as it
wraps this tentacles around the party, tasting and feeling them with their suckers. It
desperately wants to be friends with anything that isn't immediately delicious or finds it
delicious, but it isn't particularly equipped to communicate that.

10 Gargantuan Isopod: Like seriously giant, not those bulldog sized pillbugs, more like the
size of a city block. Still primarily bottom feeders, the massive specimens are often
dominated or tamed and turned into undersea tenements, fortresses, or siege engines.

11 Lobster: There is, as far as we know, no upper limit to the size of a Lobster. When a
lobster is encountered roll a d4 that explodes on 4. For every 4 rolled increase the size
category of the lobster. A base lobster is about the size of a small cat.

12 Sea-Goats: These capricious sea-goats roam the seas in wild herds, eating anything that
can't put up some sort of defence. Sometimes a domesticated herd is tended to by one of
the intelligent sea peoples, mainly for their milk and rarely for their meat. Sea-Goats are,
according to legend, all ultimately destined to be eaten by The Leviathan. 1d3:

1. Feral
2. Herded by Mer
3. Herded by a Sea Giant

13 Sea-Giant: halfway house between a land giant and a whale. It has a bloated body with
cavernous lungs and its two legs are fused into a tail. It has kept its arms and holds them
to its side when it swims. Its face is elongated like a whale’s and its teeth are sharp. It
dives into the depths to wrestle giant squid. They tend to be friendly when they’re not
hungry.

14 Brine Lake: A thirty foot wide super-saline lake sitting on the seafloor, the pickled
corpses of crabs and starfish surrounding its perimeter. This water is so dense that it is
unable to mix with the rest of the water around it, creating its own weird waves in the
wind-like currents around it. Hundreds of mussels cluster around its edge, filtering
nutrients from the super heated chemical stew.

50% chance there is a band of Mer performing a ritual on the shore of the lake. (fighting
above it, summoning Outsiders via octopi, sacrificing surface goods to the brine).

15 100d100 Jellyfish – Just so many fuckin’ jellyfish, so many! Use the generator:
http://unlawfulgames.blogspot.com/2020/03/whimsical-deep-sea-encounter-table-
for.html
A clique of 1d6 Void Saints – they are roaming the abyss in search of nothingness. They:
1d4:

1. are unhappy, having not found nothingness but instead an excess of stuff (highly
pressured water mostly)
2. have offended a local Mer band, having refused an offering of goods,
3. are about to embark on a suicidal journey into a hydrothermal vent,
4. want your help acquiring basalt pressure clubs from the abyssal savants.
20 Steppe Encounters
1 Horrible shadows, a flock of 2d8 Cruel Carrion flies overhead. They’ll attack if you look
weak enough, or if their numbers are great enough.

2 Oh Gods! King Toothsome the Steppe Bear is here! You can’t out-run Him, you can’t hide
from Him, you could try to fight Him. Just hope He isn’t hungry.

3 A flight of 3d8 Hollow Hounds. They fly about like snapping at birds and harassing
travellers like magpies. 25% it’s a murmuration and there are 1d100, being blown
through the sky and across the grass plain like tumbleweeds

4 Enter a particularly unpleasant area of wilderness where the trees are twisted and
marked with acid-etched territorial sigils, and the ground is scrubby and discoloured. A
disaster of 2d10 Ephemerons +1 Mawlord has struck here.

• 25% chance of them having captured an ugly/unpleasant person to revere.


• 25% chance they are bold enough to get aggressive during the day or sunny weather.

5 A gaggle of 3d6 Imps. Roll a d10:

1-4. they are wild

5-10. they have been 50% enslaved, 50% recruited into the service of a mage or spirit to

1. Guard treasure
2. Hunt for sacrificial victims
3. Spy on a rival
4. Convey an important item (will have an alchemical or magic item)
5. Convey an important message (will know a political secret/location of something
valuable.

7 A flock of d6+2 Scourges. Reaction roll. They are:

1. Hunting, and have caught many small mammals


2. Delivering a vital message between two noble houses
3. Defected from their eyrie
4. Washing and preening next to a stream/pool

8 Roving band of d10 +1 Mutants. They are d6:

1. looking for food.


2. looking to trade.
3. looking to fight.
4. looking for captives.
5. not looking for trouble kind sirs.
6. trying to survive after having been sent here to die.

9 An Accursed Mutant Horror! d4:


1. Sent here to die.
2. Relaxing, enjoying the breeze, birdsong, sound of a stream. Enjoying what is likely
a fleeting peaceful moment.
3. Being wrangled and restrained by d6+2 Mutants.
4. Being worshipped by d6+2 Mutants. It is placated, for now.

10 Military unit enroute to deliver reprisals against nearby nomads for recent raids

11 Dispossessed nobleman makes fantastical promises of wealth and power to anyone who
will join him in a suicidal attempt to retake his home city from the unstoppable steppe
warlord who has conquered it

12 Group of steppe nomads enroute to major tournament where they will display their skills
in wrestling, archery, and gauntmanship

13 A band of evil spirits are camped out on the steppe; they look mostly human apart from
their very long noses, but closer examination will reveal both that they have no shadows
and that their horses have no tails. They are eating a horrible tarry black sludge of
indeterminate origin, which they cook up in a huge pot over a fire, and invite travellers to
share it with them. They will interpret outright refusal as an insult, but will accept polite
excuses if they can't think of a plausible-sounding reason not to. Actually eating their
food will induce vomiting, sickness, and spirit possession, in that order.

14 A shaman from one of the steppe tribes, riding with her apprentices to make offerings to a
powerful spirit of the land. She has a deep knowledge of the personal histories, likes, and
dislikes of all the nearby spirits, but will be reluctant to share it with outsiders unless
bribed with high-quality drink or tobacco from the city, for both of which she has
something of a secret weakness. Anyone who harms her can expect furious retribution
from both the local spirits and the local tribes.

15 A warband of steppe warriors looking for a chance to do some opportunistic raiding.


They're heading in the direction of the Great Road, hoping to shake down a few caravans
for 'tribute' and maybe steal some horses from rival clans along the way. Their leader is
one of the sons of a minor local khan, and is keen to achieve some deed that will help him
to stand out from amongst his many brothers. Wise PCs will want to persuade him that
helping them with their mission will be a better route to glory than robbing them of their
treasure or besting them in combat.

16 A team of wrestlers on their way to a major competition. (They'll take part in the
gauntmanship and archery events too, which they're also pretty good at, but for them the
wrestling contest is the main event.) They are always looking for chances to show off their
prowess and will challenge people to wrestling matches on the slightest of pretexts. PCs
who demonstrate high levels of skill and sportsmanship will be rapidly befriended and
invited to attend the next tournament for a rematch.

17 A band of treasure seekers from a nearby city, accompanied by local guides. Their leader
is a scholar who believes that he has discovered the approximate location of the tomb of
one of the Wolf Khans, and maybe he has; but his knowledge of their empire comes
entirely from books, and he's now riding back and forth across the steppe, eagerly
examining every grassy mound in case there's a ruin under it. It is worryingly easy to
persuade him that just about any vertical stone of man-size or larger was originally a
balbal. He is willing to pay for information about any ruins or monuments the PCs come
across in the area. Each month after he is encountered, there is a 10% chance that he
finds the tomb he's looking for and promptly gets beaten to death by its guardians.
18 A clanking caravan of Sun-Sentinels stomping their way slowly across the steppe. They
wouldn't normally come this far from their secluded holdings, but a wealthy local khan
has commissioned them to serve as his bodyguard and they don't want to pass up the
opportunity to earn some of his gold. Their Magister dreams of excavating the machinery
under his holding and hopes that the khan's gold will help him to achieve this.

1 Desert Encounters
1 http://udan-adan.blogspot.com/2016/07/random-encounter-tables-desert.html

1 Taiga Encounters
1 http://udan-adan.blogspot.com/2016/05/random-encounter-tables-taiga.html

60 Wasteland Vignette
1 A flash in the sky, Whalefall! The landing site is 1d4 hexes in a random direction.

2 Cracked barren land. Iridescent lizards scuttle in cracks that could break a horse’s
ankle.

3 A toxic wetland, reaching until the horizon. Polluted grey water filled with dead insects.

4 A sparse forest, the trees warped and mutated, dripping with slime.

5 Heaps and heaps of rubble, as if someone dropped a city from a great height.

6 Tall grasses and crop fields demarcated by overgrown dirt pathways between them. Did
people farm here in ages past, now their crops are unrecognisable having cross-bred with
alien stock.

7 Shallow U-shaped tunnels honeycomb the landscape, offering shade and respite from the
wind to those who use them to travel.

8 Soft-sandy dunes held in place with tufts of wiry grass. Wind skims the top, creating
sprays of sand.

9 A plain of spiky vegetation, as tall as a man, slow to navigate, the mounts hate it.

10 A dust storm makes navigation near impossible. The sun turns a bloody red through the
haze.

11 A sinkhole that just goes down and down.

12 Bubbling pools that emit thin pink trails of sickening gas.

13 Rare blue skies allow you to see pillars of smoke and steam emerging across the
landscape.
14 Air is filled with ashen smoke

15 Air is filled with boiling steam

16 Air is filled with sulphur clouds

17 A mile of rippling volcanic morphologies, pools are thick with a layer of grey flakes.

18 Tufa columns in the midst of a saline lake, dappled with yellow crust.

19 Caldera, a lake just below boiling. The water is sulphurous and pungent, but safely
consumed.

20 Rockpools full of rainbow-coloured bacteria. Rainbow coloured flamingos feed on lichen.

21 A bubbling spring of poisonous, metallic sludge that smells like solder.

22 A cluster of mesas, reaching high above the inhospitable waste, hosting verdant and yet
unreachable gardens of plants and trees.

23 Ridge plays host to a network of Belchers, caves that spew black smoke.

24 Chimney pillars of sulphurous accretions tower over the landscape, volcanically-heated


water runs down the sides, full of dissolved minerals and heavy metals. They are easy to
find, given the large amounts of steam that they give off.

25 Daily floods of foam and water from a foam sea has formed a structure resembling a
marine reef, with calcified structures resembling fans, brains, ridges, and gnarls.
Bacterial towers with teeming colonies.

26 Bacterial forest in a jagged landscape, home to multitudes of small red and blue crabs
that graze across the rocks.

27 The combination of a network of choking, sooty chimneys and a reliable local wind has
plunged the area into permanent midnight. Frost covers the soot-stained stones, and
black ice chokes the ravines.

28 Sea of foam. Source of brown foam that periodically floods the mudflats. Specialised
boats with massive displacement are required to sail it.

29 Clouds of Black Dust kick up in the wind, spinning in small vortexes

30 Pebble-strewn surface over utterly lifeless Soils, greys and browns

31 Every Surface seems caked with small, pale Crystals that irritate skin

32 Dry, cracked earth, punctuated only by a handful of hardy grey-green Bushes

33 Foul smelling puce Water seeps up from the ground here, steaming

34 Hard, Black, Frozen Floes that still smell a bit like Sulphur

35 A thin layer of Ash is all that's between your feet and the dark Black Bedrock. Only thing
growing here is a sense of loneliness and unease

36 Odd and out of place, thousands of desiccated Fish litter the stony ground

37 Tall as men, spiny pale Spires of wind-worn Stone snarl at the sky
38 Cattle Bones, half buried in Ochre sands, gleam a brilliant white

39 Not so much Mud as foul-smelling Sludge pools in low lying areas

40 Baked rust-coloured Clay, interrupted only by a few twisted and dead Trees

41 What little yellow Grass that grows here swarms with noisy Locusts

42 Petrified Tree Trunks sprout near clumps of brittle, grass (also stone)

43 Craggy Red Escarpment stands out on an otherwise featureless plain

44 Scoured smooth by abrasive winds, Sandstone slabs dot the area

45 For at least an Acre, earth is covered in the millions of dead Black Beetles

46 An odd phenomenon, large round Boulders with scored trails behind them

47 Hand-print petroglyphs grace the cliffside here, to a startling height

48 Something carefully piled Stones into a Cairn that Lizards guard jealously

49 Ancient moraines provide the only topography in this otherwise flat place

50 Resembling serrated Teeth, wickedly curved Stone erupts from soil here

51 Sun-scorched and thirsty, the cracked ground seems to sigh for Rain

52 Boulders precariously balanced on Spires, resembling tall Mushrooms

53 A patchwork of bright colours, stitched together by crisscrossing crevasses

54 Tenacious and spiny, only one kind of sickly Succulent seems to grow here

55 Huge pile of parched driftwood, tall as a Horse, very flammable

56 High winds make a keening sound as they rush through perforated Crags

57 Very infrequent Flash Flooding has eroded a deep Gouge here

58 Frozen in time, large Clawed Tracks meander throughout the stone here

59 Slate slabs, half-heartedly stacked to form a short fence length long ago

60 Fiery Red Leaves cling to the Ground, surrounding Lichen covered Granite
4 Community Size & Features
1 Hamlet: 5d10 people. 1d4, pick one:

1. Farming
2. Hunting
3. Travel Stop-Over
4. Shrine

2 Settlement: 5d20 people. 1d4, pick one:

1. Farming
2. Local Production
3. Tomb
4. Monastery

3 Village: 9d100 people. 1d6, pick two:

1. Farming
2. Local Production
3. Market & Traders
4. Monastery
5. Tomb

4 Town: 20d100 people. 1d8, pick three:

1. Farming
2. Local Production
3. Market & Traders
4. Monastery
5. Tomb
6. Fleshcrafter Oubliette
7. Garrison
8. Nawab Estate, political centre of the local area.

4 Wealth (determines available merchants)

1 Desolate

2 Impoverished

3 Stable

4 Prosperous
12 Ruled by…
1 Hereditary Big Man

2 Local Temple/Monastery representative

3 Council of local Industry Leaders/Elders

4 Minor Son/Daughter of the local Nawab who lives in-house.

5 A gang of Deserters.

6 Representative of a local Fleshcrafter Oubliette.

7 An Occultist, who is:

1. Benevolent
2. Dictatorial
3. Mental
4. Withdrawn

8 Little-Sister representative of a local Strega.

9 1d4+1 Brakkards, disguised as beautiful and wealthy Big People.

10 A Giant. Wanted to settle down.

11 A Pleasure Cult to Xarmus.

12 Local bureaucracy in the employ of the local pashaw/monarch.

8 Demeanour of the Inhabitants is…


1 Isolationist

2 Hospitable

3 Zealous

4 Heretical

5 Hierarchical

6 Egalitarian

7 Rebellious

8 Bellicose
4 Farming
1 Grains

2 Glutton Leeches

3 Shorken

4 Plantations (Red-Shred, Flumic Bark)

8 Local Production
1 Ceramics

2 Artwork, d4:

1. Thangkas
2. Sculptures
3. Weaving
4. Glasswork

3 Silk Workshops

4 Wilderness Resource, d6:

1. Fur
2. Ivory
3. Feathers
4. Skins
5. Plants
6. Alchemical Reagents

5 Mining, d6:

1. Iron
2. Copper
3. Tin
4. Silver
5. Precious Stones
6. Gold

6 Lumber

7 Gunpowder

8 Warriors (proved in fighting pits, or trained by an exclusive martial order)


4 Travel Stop-Over
1 Run by husband and wife

2 Run by a shape-changed Brakkard and his human wife

3 Abandoned, but serviceable

4 Abandoned and unserviceable

6 Shrine
1 To ancestors

2 To deity, d8:

1. Arolohnso the Lofty, for safe travels


2. Grandest Halk, for fertility and livestock
3. Krimaysis Primordium, for the successful hunt
4. Captain Quameem, for good luck
5. Old Loe, a small hospital for the local area
6. Alooe, for merchants
7. Buonei, a grove of psychotropic plants grows here
8. Neydonr the Demon Queen, for power and protection

3 To deity, but a weird, syncretised version

4 To local hero

5 To local Saint/Fakir/Monk/Martyr

6 To local Spirits
D4 Tomb (size)
1 Minor, just one person buried here

2 Middling, a family could be buried here

3 Major, an entourage could be buried here

4 Necropolis, a town could be buried here


D6 Tomb (type)

1 Local Nobility. Still guarded.

2 Ancient Nobility. No longer guarded (by the living).

3 Mage. Guarded by supernatural beings.

4 Saint (Martyr, Thaumaturge, Prophet). Site of pilgrimage. Guarded.

5 Looted and ruined. Inhabited by civilised folk.

6 Looted and ruined. Inhabited by:

1. Wildlife
2. Monsters
3. Bandits
4. Deserters
5. Demons
20 Temple
1 Yol, a refuge for women

2 Irquanti the Watcher, for glory and power

3 Overfather Zei, to honour the monarch

4 Lady Quetshei, a place of tea, hospitality and rest

5 Old Loe, a place of medicine and spas

6 Alooe, for good trade and the fortune of merchants

7 Drujoon, to honour the river/irrigation works

8 Captain Quameem, for good luck

9 Buonei, for celebrations and festivals

10 Aiken Polycerate, for industry and ambition

11 Innagrin the Great, for success in war or to honour a past battle

12 Haldanei, for strength in hard times

13 Arolohnso the Lofty, for wisdom and sage advice

14 Krimaysis Primordium, a primitive living cult

15 Nena-Kwothei, an oracle

16 Neydonr the Demon Queen, a cult of power, chaos and rebellion

17 Xarmus the Sybarite, a pleasure/perfection cult

18 Tilluzamah, a cult to beauty

19 Arolohnso the Lofty, an archery cult

20 Kwaslnaggun the Thirstly, a bloodshed cult (flagellation, pit-fights, sacrifices etc)


6 Monastery
1 Fakirs

2 Idolaters

3 Void Monks

4 Conflagrationists

5 Thug Cult

6 Carceral Templars
30 Some Kind of Trouble?
1 Bandits/Deserters

2 Mutants/Mutation

3 Haunting

4 Undead

5 Heresy

6 Priests

7 Feuding with neighbour

8 Inner Feud

9 Local Nawab

1. Is abusive and cruel


2. Is conscripting men and boys
3. Is taxing them dry
4. Has disappeared, leaving a power vacuum

10 Local Temple

1. Is demanding more offerings


2. Is demanding more acolytes
3. Is demanding human sacrifices
4. Is demanding monotheism

11 Occultist

12 Strega

13 Wildlife

14 Druids

15 Spirits

16 Ghuls

17 Necromancer

18 Fleshcrafters

19 Scourges

20 Spiritual (forsaken by gods, curses)


22 Vital food stores lost/damaged/stolen, leads to famine

23 Dangerous local beast

24 Collateral damage from noble’s quarrel

25 The crops/herds are in very poor condition

26 New settlers are locally despised

27 Raiders are scourging local trade route

28 Corruption (of law, governance, religion)

29 Sickness

30 Thug Cult

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