Showing posts with label cavern. Show all posts
Showing posts with label cavern. Show all posts

Monday, 27 July 2020

Carousing in the Tundra



So my tribal players are about to head to a great mammoth clan gathering which will last a week where leaders and shaman meet and foreign tribe guests state grievances and there are lots of feasts. The players tribe will be bringing seed bread buns and some magic loot and trinkets they found exploring ruins and such. I guess I'm a bit inspired by Norse gatherings with religious legal and social significance.

Festival Itinerary of Seven days 
1 Gathering where people set up camps, meet and start to trade
2 Market day then the little feast and welcome speeches 
3 Holy day with long ceremonies then the wise ones meet on occult matters
Legal grievances from within tribe dealt with then foreign tribe delegates 
5 People engage in contests than a small feast
6 People trade while leaders meet and the great feast
7 Everyone gathers goods, unpack and go separate ways chanting

Other projects for this setting....
Statting up centaur variations
Statting up Atlantean cursed evil wizard types

Any of these entries suggesting a quest or scene could be played as they happened if plying as encounters at event. If you using the tables to cover what happened over a longer time period they could indicate an adventure that happened "off-screen" in that time

Types
01 Feasting
02 Contests
03 Barter
04 Craft
05 Conflict
06 Friendship
07 Romance
08 Adventure
09 Dream Quest
10 Supernatural

d100 Carousing in the Tundra
01 Offered a strange gift of mystery meat 1=from magic animal heals d3HP +1CHA for hour 2=from a rare animal you've never tried 3=human flesh 4=something disgusting
02 Og offers some bog grog he brewed in a log, mildly alcoholic but needs flavour
03 Catch feral child-stealing scraps and raised partly by some animals, all amazed
04 Bard sings tribal lineage & the song of tribal hero who made a pact with the tribal totem animal
05 Odd hunter brings a strange creature to eat claims it's the best eating. Both have d3 minor cosmetic mutation 
06 Someone suggests a cruel horrible and spectacle and argues how great it will be
07 Blacked out on strange potions, gain infamy for hilarious drugged-out antics

08 A famous hero is toasted by all and recants their amazing battle with all at feast
09 Someone at feast took great offence and tried to stab you, then left bitterly
10 Invited to meet important leaders informally
11 
A boasting contest of great deeds and battles spreading the fame of all
12 A hunting contest who single-handed brings in best beast alone wins
13 A target shooting contest 
14 Obstacle race with a climb a swim and bypass a dangerous creature
15 Craftsmen present greatest works to the tribe to admire for fame
16 A wrestling contest is proposed
17 A challenge to collect a trinket like a scale or a feather from a monster's lair
18 Spent lots of time playing knuckle bones
19 Teams chase a small animal, goblin or hogskin bag of peas around field for a day
20 Teams move a giant boulder the furthest
21 Trader from the sea d6 1=cowrie shells 2=salt 3=dried fish 4=shark teeth 5=pearl 6=dry seaweed
22 
Trader in underworld fungus d4 1=heald d4HP 2=detect magic 1Turn 3=delicious dried rations 4=grants a spirit vision, if users saves just vomit for d3, fail save meet an otherworldly spirit, try to do in a safe place, not a hell cursed graveyard
23 
Trader in flint and some exotic stones pieces d4 1=obsidian 2=crystal 3=basalt 4=jade
24 Trader in d4 colours of ochre for artwork and body paint
25 Trader in exotic furs, fine cloaks, mittens and boots
26 Trader in carving and bone tusks and some spear tips, medallions and figurines
27 Trader has strange dried animal parts, petrified bones, and huge scales
28 Trader has strange greenstone artefacts of carved strange gods and spirits
29 Trader in exotic trinkets and charms and some pieces of d4 1=amber 2=jet 3=opal 4=copper coin
30 Trader in stories knows locations of strange secret places of forbidden ancient ruins, caves into the underland and other strange things
31 Craftsman has some scraps of copper and others come to watch him make "coins" sharp pieces of metal for cutting or scraping and symbols of status
32 Witness an old wizard complete enchanting a stone axe over many days with assistants
33 Hear story of a mysterious non-human craftsman in mountains
34 A flintnapper showing new style of spearhead they learned while captured by orcs
35 Meet a famous tattoo artist and many trying to get on his job list
36 Craftsmen trying to barter for a small "starstone" iron meteorite from an old shaman
37 Stranger selling d4 strange cursed evil weapons of the ancients
38 Hunter selling scruffy dirty tiny humanoid in a sack who has an exotic craft skill
39 Hear of an impressive weapon or crafted item lost recently d4 1=in a spring 2=inside a beast 3=fell in a sinkhole 4=stolen by someone 
40 A tribal leader requires someone to locate a secretive craftsperson who lives as a hermit for a commission
41 A fight breaks out over who owns an item or wins a contest or bad trade
42 A visiting foreigner makes accusations of evil conduct in public about a tribe member
43 A mysterious wizard makes some threat about the future then vanished in smoke
44 Two tribe members battle for the love of a third person 
45 Several families in long term feud try and stir up trouble against rivals with lies
46 Two men battle a death duel over some matter of honour and pride
47 Some other tribes are declared enemies and unwelcome in area
48 Someone tried to murder a tribal delegate
49 Someone was struck by a curse and experts are called in to find who
50 Someone was found murdered in morning
51 Meet a crafty hunter who travels far and wide

52 Meet a heroic warrior who has battles with strange monsters
53 Meet a cheery bard who is looking for inspirations of heroic deeds
54 Meet a wise person who offers to perform a divination
55 Meet someone who found a strange valley of foreboding ruins and monsters
56 Meet a tribal leaders family and get on well
57 Meet a strange foreign guest who might come with you a while
58 Meet a supernatural changeling in disguise among humans
59 Meet someone who lived as a slave with unusual foreign people and saw lots of strange things
60 Meet a demi-human visitor and learn a few useful phrases of speech
61 Someone stalks you offering you love, obsessive and jealous
62 Someone offers a marriage proposal to their children, offended if rejected
63 Have a brief exiting flying until their normal lover returns
64 Develop a horrible itch, after much laughter from peers you visit a healer
65 See an attractive stranger but family do best to keep you away
66 Tribal elder looking for a mate for a disadvantaged person d4 1=disabled 2=mutant 3=idiot 4=some taboo birthmark or feature shunned by tribe outsiders cant see
67 Meet an attractive person but they look after a cranky elderly relative or a child as part of the package
68 Met a charming person with terrible secret d4 1=lycanthropy 2=cannibalism 3=is an abhuman beastfolk hybrid and characteristics are just starting to show 3=mysteriously last lovers all died 4=actually a changeling and if discovered tribe will go crazy
69 Met a lover who is a spell caster and kinda did some crazy stuff you you sneaked away
70 Made out with a supernatural shapeshifter, they return to fairyland and either a hybrid monster child grows up resentful in fairyland under fey dilated time flow then hunt the parent who abandoned them....or the lovers family are disgusted and send a magical assassin 
71 Explored a deep dark cave possibly an entry to the underland lost kingdoms

72 Discovered a ruin populated by monsters with buried buildings intact connected by tunnels
73 Discover a huge broken statue buried head, which if exposed in a serpantman
74 Discovered a chasm with hundreds of animal bones where vultures, ghouls and hyenas live in cliff caves
75 Discover an ancient magical tree people have seen strange creatures climb up and vanish 
76 Discover a stone monolith with interesting markings as old as time
77 Discover the partial skeleton impeded in the rock of a gargantuan creature
78 Discovered the entrance to a lost world valley hidden by an illusion or fog
79 Discover an elemental node guarded by a d4 otherworldly elemental beasts 
80 Discover a magical creatures lair, could be source of wisdom or a fight
81 Dream visions of your totem animal and you living as beasts in the wilderness, if you don't have one you do now
82
 Dream visions of  an evil entering the land that will cause trouble in the future, an omen will warn you when the creature comes close
83
 Dream visions of a great spirit offering you a gift if you come to their spirit lodge for a ceremony, if yes gain a 0 level spell (or better)
84
 Dream visions of someone who is or will be important you have not seen, they are in peril 
85
 Dream visions of a dead ancestor tells you some unfinished business you need to deal with in return for knowledge of the ancestors
86
 Dream visions of an evil ruined temple where an evil cult worship a broken relic of the forbidden elder gods, hoping to awaken or release some ancient evil
87
 Dream visions of wilderness place where a great treasure resides for you to find, will come across the exact place on some travels and know where to find a mysterious hole
88
 Dream visions of what evil plot some enemy tribe is about to launch on the world 
89
 Dream visions of ancient dead wizards awakening from crypts and looking out over the world that has forgotten them and hunger 
90
 Dream visions of a mighty spirit tells you where an evil enemy of the tundra dwells on a mountain top and a great treasure they possess
91 Witness a magician contest with shape-changing, blasting rocks and other wonders
92 A shaman takes you to a secret meeting to warn you of some secret threat and offers a petty magic item like a potion

93 Hear of a strange tribe in a stone hut in mountains who can bring the dead back from the grave
94 Someone talked about the dead too much and a undead was attracted and had to be repelled just averting tragedy
95 Someone fell ill and experts look for supernatural causes like spirits or secret witches 

96 Receive a bundle of 2d6 +1 arrows or darts or sling stones from a leader
97 Given a wolf (or another animal) pelt cloak can turn into a wolf just like a druid once per day
98 Taken in secret by elders to meet a supernatural being like an elf, naga, sphynx or dragon to be told of some forthcoming threat and offers advice as needed
99 Got into a contest with a changeling and tricked it out of a magical +1 magic item, the changeling will seek revenge for humiliation 
100 Taken to a supernatural realm by great spirit or god where it d4 1=warns you of a future threat 2=fills you with ecstatic feelings of oneness 3=tells you where to find a relic 4=offers to make a pact with your people or bloodline 

Saturday, 25 July 2020

Tribal record form for Stoneage Sorcery



So made these in anticipation of my game tomorrow cos I'm on lock in and was busy on a patraeon book and my sleeping a mess and I thought it was Sunday already and cleaned my house for nothing. Phew!

A couple of POD LuLu items of note. ASE modules were gold I know them well and played for a year as planet Psychon. Planet Eris is a campaign setting familiar to some bloggers set out like a 70s Blackmoor feel but it is far future planet fantasy. It is nice and simple and a good example of a setting in an a5 booklet. Has elaborate keys and sailing rules and not maps to with them but it was an intersting booklet. I got Dysons Delves 2 in paperback and regretted not having hardback which is easier to use at the table - hardback sits open better and will survive. Has lots of caves and interesting take on the old-school vibe. I am way stingier than Dyson with treasure so I made mechanics players can get stuff they need because I'm too mean. 

Anyway, my cave party is now big enough for factions. Especially as they have rescued people from two unpopular tribes. I could also use this for rival tribes if needed. Running my Sunderhill module at moment and on the cusp of discovering the underland is pretty much like the forbidden age of darkness that broke the world and left it in ruins... Literally, the evils of that age only survived underground and even had gods drop mountains on them.

Current thoughts on this campaign direction: Stuff to do?
Have found Mythos stuff and ancient black magic ruins before
Know of evil wizard spiders and a vampire in mountains
Prehuman spirits are influencing Mammoth tribe....(actually a Cthulhu scenario)
Valley of the Red Ape from Dyson Delves 2 fits in well
Could spend a season in underland which is same in all my setting eras
New giant player could have them plundering invisible giant sky castles
A spacecraft might be a good thing to find and in a few cave genre things
Maybe just drop in Misty Island of the Eld
Could go full Yor and whole zone could be on planet Psychon....
Or time jump to the Bronze Age
Or visit other planes to kill monsters 
-hells in this era busy punishing wicked of last age to bother with mortal world

Will be some tension with other tribes
-tribe lack laws and traditions are all a bunch of mongrels without ties to land
-rivals with greatest tundra warriors - might need some big spring gathering
-snake and spider tribes want revenge over 
"kidnapping" their youths 
-new centaur tribe a complete menace to every tribe (i got minis)



Monday, 15 June 2020

d100 Stone Age Tunda Encounters + Gamelog





















So sorta like the Beringia landbridge tundra with patches of forest, permafrost, grasslands but also animals like flightless birds roam here. Mix of Pleistocene and Eocene animals, mostly mammals. If plants got across bearing crossing and tortoises got into Norway and UK rapidly after glaciers left I wonder about non-mammal crossing but oh well. A sea or a night time table might be good and a bit more spooky.

DnD dire wolves more Tolkien than real. Real dire wolves are not that bigger than regular wolves but science says they were dumber and more were caught in tar pits than more modern wolves who live in the same place but didn't keep getting stuck in tar. But here I mean DnD ones. LOTR movie ones are more hyena-like. Giant beavers and Lynx in ADnD are smarter than most people realise. I'm fine with this or even that a % of animals are intelligent and potentially use magic.

Tundra ain't all permafrost and snow. It has woodland, seasonal grasslands, streams, frozen marshes, rivers, glacial gravel heaps, areas of stones and moss, hills, ravines and more. The remnants of prehuman ruins in mountains and even advanced stone using peoples and monolith makers are rarer here with mostly nomad peoples. Many grandparents note trees have increased on mountains and spread along tundra plain rivers. The elves have been busily reforesting the planet after the dim light in the age of the monster ruled era. 

Lone strangers are to be treated with caution. Many supernatural beings appear as loners as do wicked outcaste magicians, lycanthropes and worse. Some don't take a risk and slay loners without any familiar tribal markings. 

a few interesting links
http://www.prehistoric-wildlife.com/species/e/embolotherium.html
https://www.nps.gov/articles/aps-17-1-4.htm
https://www.cbsnews.com/news/climate-change-permafrost-arctic-animal-herds-pleistocene-park-siberia/
https://www.theatlantic.com/magazine/archive/2017/04/pleistocene-park/517779/

Found a funny essay surprised hominids ate so much rabbit for so long and would bother. As rabbits are very easy to catch kill and skin in less than a minute and digging them up is easy I was surprised but I guess most assumed everyone eating megafauna and big animals.

Most recent game had cave people make friends with civilised lizard people who encouraged the tribe to drive out white apes, snake tribe folk (these serene lizards hated bossy snakes) and giant spiders in area. The elf and halfling spent some time scouting ape areas with lizard men temporary followers two scouts with darts and a monk with an obsidian naginata. Invisibly sneaked up on and killed shaman and his baboon guards and a bunch on spider monkeys. Found potions and fetishes and human skins in the shaman shack. then returned to lizard monastery triumphantly.

Spent some time studying and the elf read lizardfolk wall texts and learned the basics of spoken language. 
The halfling had become a druid  and learned a puffball spell and the elf had learned fireball was keen to test it. So they went ape hunting and killed a number of small foraging groups then returned to the ape stone circle where they killed the shaman. They fireballed mourning white apes in the shamans ancient stone hut and killed many of the ape tribe heroes. The apes had a great setback and the lizards gifted tribe with some crystal daggers and a crystal that could store one cantrip spell for anyone to cast. Lizardfolk welcomed tribe entering valley and offered them the evil spiders cave. What could go wrong with mostly human colonists? Well better than stinking white apes and giant spiders. 

On way out of valley they killed spiders and returned through the secret valley entrance back to the icy tundra. Thinking of recruiting unwanted peoples of the frozen lands and bringing some back here where the food is plentiful. Next game contacting more of the local tribes.

d100 
Stone Age Tunda Encounters
01 Remains of a camp possibly of strangers in territory recently
02 Remains of camp whare a friendly tribe was a d4 days ago
03 Remains of a fresh kill picked at by vultures and jackals
04 Lions eating a huge beast wary of thieves near kill
05 Baboons picking at bones left by other preditors
06 Ape folk eating a kill furious at any rival humanoids
07 Mammoth stuck in a pit attracting sabretooth or d4 dire wolves
08 Assemblages of bones or shellfish left by primitive ape hominids
09 Bees in area, skilled survivor can find d4 kilos of honey
10 Rabbit or ground rat burrow complex
11 A herd of elk or reindeer 1in6 followed by tribe or preditors
12 A herd of mammoth 1in6 followed by tribe or preditors
13 A herd of bison 1in6 followed by tribe or preditors
14 A herd of auroch cattle highly aggressive to any preditors
15 A herd of ponies 1in6 followed by tribe or preditors
16 A herd of goats or sheep 1in6 followed by tribe or preditors
17 A herd of camels or llama 1in6 followed by tribe or preditors
18 A herd of brontotherium 1in6 followed by tribe or preditors
19 A herd of musk oxen 1in6 followed by tribe or preditors
20 Flock of giant moa like herbivore grazing flightless birds
21 A giant ground sloth grazing
22 A glyptodon near huge burrow complex
23 Giant beavers creating a lake from streams and marshes
24 Giant anteater tearing apart huge ant mounds
25 Flock of game birds or wetland birds if water near
26 Giant porcupine lumbering about
27 Grumpy woolly rhino hostile to the smell of humanoids or fire
28 Pack of ferocious ground squirrels pour out of holes to drive away enemies
29 Thousands of small migrating birds
30 Boar and d4 females and 2d6 piglets will eat anything
31 Giant eagle will grab humanoids by the head and carry off and possibly drop on rocks
32 Flock of terror birds out hunting
33 Huge lone sabretooth hunting mammoth or anything really
34 Cave lion pride most often females hunting
35 Giant lynx or bobcat skulking about 
36 A pride of sabretooth spotted leopards-like cats 
37 Pack of wolves out hunting, cries will draw more in and may follow prey gathering numbers
38 Dire wolves obviously following 
39 Wild dog pack (formerly domesticated and gone wild) 
40 Jackals (Coyote) mostly avoid humans but might follow to steal scraps
41 Giant weasels or otters if need near water
42 Cave Hyena pack the cowardly following for scraps to scavenge or steal
43 Hyaenodon pack prowling 
44 Entelodont (terminator pig) roaming about terrorising animals
45 Bear dog or sarkastodon roaming alone

46 Paraceratherium roaming 1in4 has a calf it protects otherwise it ignores humans
47 Grisly bear 1in4 has a d2 cubs
48 Polar bear 1in4 has a d2 cubs
49 Cave bear 1in4 has a d2 cubs
50 Giant owl try and snatch smallest party member
51 Giant carniverous ape on prowl often near a family group of a d4 with d4 children
52 Primitive ape folk tribe who use fire but don't make it and use simpler tools
53 Scrawny ape folk who live in trees scavenging meat and fear fire
54 White ape tribe hateful of humans who they eat and sacrifice to demons
55 Nomadic tribe of human hunters following herds (one of the great tribes)
56 Cannibalistic ape folk hunting for humanoids
57 Lone abandoned disabled old person, 1in4 has an unusual useful skill 
58 Shamen on a quest with a d4 unusual followers and pets in camp
59 Degenerate albino subterranean semi-humans hunting on the surface world
60 Wandering band of mutants shunned by tribe, 1in4 serve chaos demons
61 A lone pine elf scouting tundra and planting tree seeds
62 Halfling trappers prowling will hide and spy shyly on strangers but may trade
63 A grubby naked dwarf with a stone axe banished from the home clan and hungry
64 Gnome spies on strangers from burrow hole with huge ground squirrel friends
65 Dark elf full of malice 3rd level with invisibility spell will follow victims to kill in sleep
66 Grubby hairy all over dwarf cannibal berserker from Underland 
67 Ugly lost gnome in a strange suit and goggles from Underland knows no surface speech
68 Nasty cannibal halflings lure victims in close for ambushes using treachery 
69 Tiny fairy folk use tiny d3 arrows to drive away giant intruders from area
70 Dryad or satyr looking for love has d4-1 enthralled lovers now
71 Kobolds from underworld 3d4 exploring surface with a pet
72 Goblin hunters looking for smaller game and mushrooms 2d6
73 Hobgoblin warriors with stone axes and spears hunting humans 2d6
74 Bugbear head hunter on the prowl with bow and strangling cord
75 Bugbear warriors hunting humans silently d6
76 Norker cave goblins with clubs and overbites out hunting 2d6
77 Orc hunters hunting humans for status 2d4+4
78 Goblin magician and d6 servants d4 1=druid and wolves 2=dark priest and zombies 3=shaman and warrior 4=wizard with hobgoblins (1in6 of all groups have a thoul) 
79 Elemental abhuman warrior far from home d4 1=frost 2=rock 3=fire 4=fog
80 Beast abhuman hunters 2d6 in band d6 1=wolf 2=lion 3=bear 4=elk 5=goat 6=bull
81 Ogres out hunting d4 with sacks of flint, ochres and dried meat and fungi
82 Horrible insane chaos troll slobbering and following trails for food
83 Group of d4 rare elder trolls survive the old times d4 1=hedge troll (as halfling) 2=cave troll (as dwarf) 3=mountain troll (as abhuman) 4=arcane troll (as elf)
84 Hill giant 1in6 with a pet d4 1=polar bear 2=dire wolf  3=sabretooth tiger 4=mammoth
85 Centaur brutes with clubs seek to carry away mates d6
86 Wise noble centaur loner skilled in several arts including healing with bow and lance
87 Plant spirit folk changeling in human form out to wander world before returning to life as a tree
88 Animal folk spirit changeling in human or animal form often curious about strangers d6 1=seductive vixen troublemaker 2=wise owl priest 3=witch woman spider 4=friendly lynx 5=ranger swan-maidens 6=
89 Lycanthrope alone and cursed enemy of humans d4 1=wolf 2=panther 3=bear 4=mammoth might try to get close to use treachery or murder foes in sleep
90 Wildman abhumans covered in green hair some with antlers, 2d6 led by a 4th Lv druid. Shy but protective of wilderness resources and wary of humans
91 Fairyland spirit able to create an animal form or 1in6 a human or elf form with other magic powers, protect nature and punish evil or destructive humans
92 An ancient burial ground has been exposed and thawed out with some precious stone implements, magic tools and undead d4 1=ghouls d6 2=skeletons 3d4 3=zombies 2d4 4=shadows d4. Remnants of tablets with symbols might be useful wizard research
93 Spectral minion of a beast improperly slain without ritual which local hunters know from ancient prayers and litanies from past. Angry spirit animal will attack unless appeased possibly by a druidic sacrifice 
94 Spectral minion of a wicked tribal outcaste who died alone in the wastes and barred from the family tent in the underworld. Possibly appeased with sacrifice but often malicious or will scare strangers
95 A wicked lone spell caster Lv d4+2 banished from other lands might seek to join a group but will have a strong influence d4 1=druid 2=priest 3-wizard 4=sorcerer 5=bard 6=changeling 
96 Lone abhuman wizard 4th Lv awoken from hibernation and angry at dirty apes not knowing place  d4 1=catfish 2=
97 Feathered or furred reptilians d4 1=allasaurus 2=giant constrictor snake 3=pack or raptors 4=dimetrodon 
98 Horrible hybrids left over from dawn age d6 1=chimera 2=manticors d4 3=hell hound 4=peryton 5=lecruotta 6=sphynx 7=griffon 8=wyvern
99 Elemental beast d4 1=salamander (fire or frost) 2=winter wolf 3=drake (fire or frost) 4=Fire newts riding striders with obsidian bladed war clubs and spears 2d4
100 Titanic elder beast, mostly sleep but ocationaly move, some kill everything in path others mostly harmless. Some people might have spoken to them in the past but not now days d8 1=Ikathra the living glacier who brings cold weather 2=Gthron the beast with no face who eats souls in the fog 3=Malardra the the undead collosusand and his walking death followers ever seeking to replenish their fallen 4=Vardura the hungering one, makes everyone for miles feel hungry and angry and edgy 5=Korran the walking tree thing spreads fertility in wake atracting animals and prosperity 6=Ull the hunter a great spirit on skis leading spectral minion hunters and beasts seeking to slay any hunters who failed to make the prayers and proper butchering procedures animal spirits require to be born again in the mortal world 7=Aran the stalking death comes to area in form of a black cloud or antlered dark giant  to claim the lives of the oldest in a village, wait a day and if elder does not come with them forever will attack the tribe 8=Emora the God Mammoth comes to lead herds away and will often be heard by many trumpeting mammoth followers that little could stop, she is revered by the mammoth cult and druids

I might do a table of hazards and wonders too to the company this
possibly a bunch of events of interest or seasonal events...

Im happy to advance this group to test my rules at higher levels which I have neglected. Only one of my three games still running. 

Wednesday, 15 April 2020

Maalus, the thing from the deep




















Oh no the wards of IP cast by wizards of old made a certain monster not viable for your old style adventures? Well I hereby let you publish this thing. Just mention this blog if you do.

Maalus*Magical Giant Marine Invertoibrate LE
AC as plate HD 8-14d8  Mov 6 Swim 6 Walk Underwater 9
2d8 Punching Tentacles x4
Grappling Tentacles x8
Once held by two tentacles victims injected with 2d4 acid per round or an egg
-get a saving throw a day for three days to resist becoming a thrall
-once become a thrall prefer to breathe water only tolerating air for an hour
-thrall worships the parent maluus and will do anything even serve themselves as food
*Requires silver or +1 or batter magic weapon to harm
6 diameter circle of ink in water three times a day
Telepathy range 24 ESP range 6 sense life range 6
 Phantasmal force three times a day last as long as concentrates

The Maalus is a prehistoric horror of the deep, servants of the void and the outer darkness who once let evil undersea empires that invaded the land and wiped out civilisations. Tako octopus fairies managed to exterminate most of them from shallow seas and reefs on behalf of the dragons who rule the oceans. Some Maalus remained in the deep or crawled into underground rivers and lakes to build hidden lairs. They implant eggs into victims that make them slaves. Those that resist or surplus are injected with acid and bodily fluids drained.

Maalus prefer to allow their thralls to deal with the world but some, often those met by humans have fled their lairs and lost their minions to some enemy. These are the most desperate to kidnap victims and implant them with eggs. Once implanted a maalus embryo attaches itself to the brain and alters the creatures respiratory system and body to survive deep under the sea and serve the maalus. The Thrall worships the parent maalus and will do anything the Maalus wants. The thralls skin becomes green and slimy and they have obvious gill slits and clear eye membranes. The longer they are enthralled the more hideous they seem. Cure disease can restore a thrall to normal but the person saved needs a save vs death to survive the process or reversal often drown or are poisoned in the process. Thralls live hundreds of years as servants to Maalus and if cured at an extreme old age the human will not have aged since becoming a thrall. Once implanted the Maalus will try to imprison the person until they are overcome and if they resist for three days will be considered a poor host and eat the being instead. Some Maalus well-established breed own thralls. Various creatures and undersea races might be thralls already, some Maalus collect a variety of thrallkind as a hobby. The oldest Maalus have hundreds of thralls over thousands of years to build and toil.

While most Maalus met are the most desperate of their kind, most live in deep underwater cave palaces surrounded by mortal thralls. When the Maalus is killed (which is the only way they die mostly) its thralls fight to eat as much of the parent as it can and the best d4 combatants separate and fully grow into a young Maalus. Some even have willing host cults.

As they were very long-aged and worked with many evil powers of old some have additional abilities and stranger powers.

1in6 can cast charm person three times a day
1in6 have a mouth that can talk and they won't shut up
1in6 can emit a stinking cloud around them three times a day
1n6 can spray effects of a web spell once per day at touch range
1in6 have a champion warrior thrall used for missions and to lead raids
1in8 can cast spells as a wizard or evil priest d6+4 levels
1in8 can implant a different egg that makes hosts a zombie instead
1in8 have a mind link to thralls any range
1in8 secrete an addictive thick and ropy protein fluid they feed to thralls and captives
1in12 can send telepathic dreams to any living in a mile to help lure victims
1in12 can control weather once a day
1in12 can cast phantasmal killer twice a day
1in12 can regenerate 1HP per round as long as they are in water
1in12 can call a 8HD water elemental to serve for an hour, once per week
1in20 can once a hear call a gargantuan sea monster to rampage over several miles

d12 Maalus Adventures1 Several locals have had strange dreams and have jumped into the well never to be seen again

2 A water hole near a cave has become a place of fear since several locals vanished
3 For ages the flooded mine has been a place of evil and strange slime coated humanoids that kidnap victims to never be seen again 4 Locals mutter about a cult that promise life eternal living under the sea to the faithful
5 Priests found and healed a strange sick man found on the beach who tells of being a slave in a reef with others serving a nightmarish master for decades. The man found his families graves from over a hundred years ago. He also tells of treasure 
6 Long ago a coastal village was swallowed by the sea and some say the sunken village still has people living and walking in the ruins. Sometimes fisherfolk see them
7 A ship came into the harbour and only cabin boy was on board hiding in a barely, spoke of slimy green sea folk who climbed aboard and took the crew
8 Fishermen have been wandering off at night and disappearing and nobody knows why 
9 A local idiot keeps talking about their lover in the lake who sends them dreams. The idiot boasts soon will join lover and live forever. Several other people have disappeared in the area.
10 A cult has been kidnapping victims and hurling them and treasures into a flooded sinkhole
11 A shrine to the river god has been found empty and the shrine caretakers all missing. Locals are worries and fish and ducks have begun to shun the area
12 Friendly dolphins that used to help the fisherfolk have become sick and slimy looking and rarely surface. Now they have been attacking boats and knocking them over and dragging boat folk below

Monday, 13 January 2020

Anyaknor, remains of a elder ruined city





































By a great glacier in a mountain the glacier once ground away a cliff exposing some of this ruined city. You can randomly roo. 24 rooms here  for chambers in elder ruins. Use as a dungeon or say the dimensional properties are in full effect and each ten minutes what is through the doorway changes to a new one rolled on d100 table. After ten minutes or one turn the door blinks, to having a different room on the other side of the portal. Being separated in such a dimensional maze is dangerous.

Hoping on doing a void creature bestiary
Noticed lots of basic dnd monsters were nightmare and darkness related and they had a school of illusions that could access nightmare world. X4 & X5 module monsters for example.

Im using the Crawling Chaos book  here lots.
-Great items and monsters. Id use this book for relics mentioned in chambers.

d100 Unpleasant things left in chambers of the old ones

1 Various types of toxic mould colonies cover many surfaces
2 Slimes crawl and drip in area, slime zombies might also be present
Crawling with worms as a non flying swarm often in a pit or cluster or hole 
4 Pudding resting in a stone bowl but hungry
5 Shrieking giant fungus that makes loud screams if disturbed
6 Toxic giant fungus that sprays toxic spores or rotting touch
7 Fungus forest covered chamber, strange and weird
8 Gelatinous creatures oozing about
9 Piercer colonies or trapper or lurker above
10 Mimic often as some relic, idol, egg or alien casket
11 
Buzzing biting fly swarm living in carcasses and pools of rotten slime
12
 Giant flies tending maggots in filth or giant alien wasps with a nest 
13 Nest of giant beetles various types plus often eggs or grubs in lair
14 Spiderwebs and a giant spider colony or just one really big one, some are wizards
15 Carrion crawlers 1in6 guarding a corpse full of adorable babies
16 Hear rats scuttling about, colony of giant rats with human like faces that mutter
17 Giant leeches in a pool or hibernating on a pod awaiting living breath to awaken
18 Giant fleas (as stirges but hop) or several giant ticks
19 Hideous frightened mutant clan have hidden lair here
20 Lone mutant frightened has hiding place
21 Eggs most hatched and broken
22 Skin or chrysalis shed by some god awful thing that should not be
23 Spiderwebs often remains of bodies wrapped in cocoons
24 Large scales from some creature
25 Disgusting piles of faeces left by some horrid creature
26 Human bones chewed and broken in pile
27 Mummified creature left in chamber for a aeon turns to dust if touched
28 Slime trails around room floors walls and ceiling
29 Human husk with horrific expression
30 Cluster of biological slime covered sacks on ceiling
31 Mummy cases with undead mummies of alien wizards
32 Umber hulks scuttling about for food
33 Roper in slime encrusted shamber
34 Gibbering mouther under a ornate stone lid in a well
35 Giant slugs or flail snails
36 Giant worm such as a purple worm or remorhaz
37 Krinoid awakened from slumber or time travel error
39 Shoggoth sealed in pit with stone lid calling for masters it can kill
40 Malfera nightmare demon summoned long ago as guard sleeping as a statue
41 Campsite of some explorers mostly abandoned 1in6 a d4 survivors starving
42 Corpse with a backpack of explorer equiptment and a magic item
43 Graffiti left by some one recent in modern language, probably bad news
44 Dead donkey with piles of rope and rations, all have been gnawed at
45 Several dead warriors horribly killed by some means with looks of horror
46 Human corpse with top of head neatly cut off and brain missing
47 A mad survivor from adventurers is a untrustworthy cannibal cultist
48 Cultists left provisions, robes and some books here for safekeeping
49 Humans crawled here to die leaving a trail of blood and slime
50 A growing slimy mass has a human face, sometimes its mouth moves as if talking
51 A eye like growth in ceiling watches all, will telekinetically fly away if attacked
52 A crack or hole in a wall has a eye in it like some huge mollusc
53 Invisible floating eye follows visitors, someone scrying with magic to watch
54 A stone bell or gong chimes as you enter heard in adjacent rooms, random encounter attracted
55 Room has a horrible stench like a permanent stinking cloud spell
56 Hexagonal niches in wall with stcontents inside in stasis and unmovable
57 A relic or idol in a niche with a force wall and a small gem set control panel used to open it
58 Niches filled with gelatinous matter and preserved organs inside including brains, eys, livers, kidneys
59 A bowl of huge semiprecious stones and crystals
60 A pyramid of humanlike skulls collected over ages with fresh human one on top
61 Phantoms of dead mad explorers look hungrily at your flesh
62 Poltergiest throws things around room and rattles things to be scary
63 Shadows are trapped here in bottles or jars and very hungry
64 Wraith kept in a sealed jar with arcane symbols
65 Spectral minion of explorer who couldn't get out wants to help you be free
66 Fungal undead dusanu spreading diseased spoors lay in mounds of mould and fungus
67
 Mummy cases with abhuman mummy servants 1in6 are guarding the room68 Vampire drained last of  followers seeking eldrich magic, will awaken when living breathe in room
69 A undead colossus surrounded by scaffolding with magic ritual to awaken incomplete
70 A revenant stalks the halls killing ant mortals trying to outdo this former explorers deeds
71 A rock golem stands at ready mostly inactive, 1in6 are alive and on guard duty
72 Stone slab with tools and stone jars. The slab if inset crystals set will heat or cool food
73 Stone well with water that pours when you press a crystal or drains away with another
74 Ancient zombies in uniform awaiting orders some rotting away into skeletons
81 Control altar of stone set with gems, set temperature, light, and humidity in chamber to suit various beings
82 
Control altar of stone set with gems, if manipulated can send you back or forward in time one turn or out you in a time loop. Sometimes playing with it yourself from the future appears till you disappear
83 
Control altar of stone set with gems, if you manipulate yourselves appear from the future warning you to stop, they vanish and console explodes84 A scrying crystal (as a crystal ball) set into a altar with control crystals
85 
 A doorway with a control altar, manipulating crystals opens various gates to alien places and strange times
86 
 A slab fits a humanoid in a depression and a control altar, a skilled operator can heal or torture or turn the victim into an abhuman with a specimen to hybridise someone
87 
Greenstone ornate sarcophagi with control panel to awaken a long dead alien wizard
88 Broken altar if meddle with control crystals puts room in stasis for a hundred years
89 Gem studded control altar as manipulated some floor panels become transperant showing prisoners in stasis or corpses in them. With further manipulation the invisible floor vanishes leaving inhabitants accessible from above but at 20 foot most cant escape. Can be resealed also some cells have broken stasis preservation
90  Control altar of stone set with gems, if manipulated a large creature from another world appears in a summoning circle and most are hostile
91 The floor is see through glass and some huge amniotic horror squirms under the floor looking at you
92 A pool in the floor has a bubbling organic matter of the god Abhoth, things spawn then are pulled back in and consumed. Two giant mechanical tentacles in the ceiling are operable by a user with tentacles in a special panel to pull creatures out
93 A tower goes up to a clear dome with a huge crystal telescope grown here long ago. Through the telescope you see a titanic mass full of eyes watching the surface of the world, after a while it looks back at viewer. Steps in a spiral are crystals growing from walls
94 Floor shows map of the world, with control panel you can get closer maps in places but all text is an elder forgotten language. Will show ancient city locations and shows changes in map over the last few million years
95 A crystal flying saucer is here but only 1in6 are functional with a luminous glow and seating for 3 hovering a foot off the ground. Most are broken and on the ground and purpose is unclear
96 A crystalline chariot, if controls manipulated summons a pair of flying beast to propel it and they follow the consoles controls. There is a gate way arch and a console nearby that controls the gates entry. Thee chariot glows when in flight to impress primitives
97 A solar powered ornithipter that starts to awake when the circular hole on the rook lets in sunlight is console used. A d4 other broken dead ornithopters are in a corner
98 Crystal pyramid if touched lights up and allows telepathy with alien wizard far away, a whole network of them
99 Black monolith if you get close and it activates it evolves those who pass INT checks and those that fail are devolved evolved +2 INT -2 STR or if devolved + STR
100 Great metal mirror can commune with outer gods once a month. If they are displeased they bombard the chamber with mutagens

Monday, 16 December 2019

Concluding Cave Campagn

Will compile this into a book soon. I'm doing adventures in 3fold flyer format starting on patreon soon. Here is everything so far and thanks for all the kind comments and ideas.

Will be focusing on my adventure writing on my patreon for a bit. Hoping to write ten adventures i can have a playtest for some holiday sessions.

Lots of this stuff could be placed in other settings. They could still be forgotten remnants of the past left alone for aeons. Ill be happy with a few sessions of this myself. It doesnt have to be a long campaign.

PDF link here from my patreon for a vol zero of season 10 of my 3fold zines

I'm up for suggestions to blog about at moment.....xmas requests?

Rough Ideas for stone coast 3folds

-Glacial cavern
-Ogress caves
-The stone city
-Serpent temple
-Wrath of the walrus
-Thing from the stars
-The monkey shrine
-Pit of the Worm God
-Obsidian Crown
-Nightmare Portal

Latest
Lost Valleys
Map & Hexcrawl
Tribe Gen
Encounters


Recent
Megalithic Ruins
Stone Age Relics

Sunday, 15 December 2019

d100 Lost Valleys


These are for when you explore the mountains between the coast and the tundra plateau in the north. A broad stretch of mountains, a maze in stone with valleys and things left isolated for millennia. One might become a new home.

Each hex valley will have a d6 exits in random directions so their is unlikely to be a direct line through the mountains and the GM will be be able to grow the map ad hoc.

You could roll on this table several times to produce stranger places.

d10 Lost Valley Feature Types
1 Terrain Features

2 Creatures
Settled tribes
Strange Tribes
5 Remnants of dawn age
6 Cults
7 Mysterious happenings
8 Strange lands
9 Remnants of former peoples
10 Prehuman dreadful ruins

d100 Lost Valleys 1 Crater or crevice of lava, volcanic ash, rock and obsidian deposits
2 Hot springs and calcium deposits, bubbling grottos and boiling mud

3 Deposits of useful materials d4 1=flint 2=ochre 3=coal 4=copper
4 Spectacular fossils of dinosaurs or primitive sea life
5 Quicksand and marshy areas make travel dificult, mosquitoes and disease a problem
6 Tarpits often with trapped screaming megafauna and others attracted to feed
7 Valley is covered in snow drifts, hidden ice crevices, glacial caves and melt water streams
8 A strange magical cloud over the valley and volcanic vents keeps it warm and thick vegetation and animal life from early in creation thrive like giant bugs or dinosaurs
9 Broken rocky slopes of rubble, with vents of foul gas, life here is uncommon mostly bugs
10 Thick fungus overgrows everything and area crawling with bugs and slime creatures
11 Valley thriving with megafauna with few hunters ever disturbing life here

12 A thick ancient haunted forest where faerie folk and tree spirits dwell in secret, shunned by humans
13 Grassy hillocks overun by large burrowing rodents. Curious about visitors 
14 Loose glacial gravel and snowdrifts here but ice worms attack travellers and devour them
15 A ancient clan of elder trolls from the dawn age here, practising their ancient ways. nothing like the insane modern cancerous chaos trolls most familiar with. A few humans live among them and speak for the trolls to humans. These humans have learned elder druid magics. The live in ancient mostly empty spires of a citidel dating back to the dawn age 
16 Carnivorous flightless bats hunt by night in this bushland. By day it seems safe but by night screeching terrors roam about fighting and killing and eating
17 In a great volcanic crevice great dragons come to lay eggs here awaiting the time when they will swarm forth and devout the world. Some tribes come to leave them offerings and worship them as gods
18 Vally of the ogres wher these idiotic drooling beasts hunt and dwell in cliff caves. A clan of ogre magi claim rulership of the valley and all enjoy eating human flesh
19 Giant ants dwell here menacing all life here but some humans have learned to use ant scents to mask their own and hide among them for defence. They at times will manipulate ants to do their bidding
20 This hoorible swamp is full of giant amphibians and snapping turtles and a few black dragons
21 A large campsite area where friendly peoples live and seasonally other peoples come here to trade at certain festivals. The permanent inhabitants are great healers and magicians. Natural salt deposits make people come from far away 
22 Tribe here by a lake with houses on reed rafts live by fishing here
23 Tribe of herders dwelling in tents following their animals to pastures 
24 Tribe here have copper trinkets and weapons, their secrets of metal are kept in a cave where they keep dwarf slaves. They are crippled so they cannot escape and are very bitter about situation
25 Warlike tribes with fearsome appearance dress as monsters and spirits, they are hostile to intruders and remains of enemies are gruesomely displayed on poles in valley entrances
26 A tribe of mighty warriors dwell here with fearsome weapons. While they look like humans they are abhuman barbarians made as soldiers by wizards long ago. They hate all magic now with a passion and burning wizards if their greatest joy
27 A tribe here spend spare time carving statues which they then move and erect to guard the valley. It is unclear what powers the statues have but locals dedication is slowly stripping away all the valley vegetation and erosion is destroying their crops. Some have begun to practice cannibalism
28 Ape folk dwell here and hate humans who they keep as slaves. In their stone city they keep humans as beasts of burden, breeding them like cattle. They forbid humans even talk and cut out tongues of those that do. Not all the ape folk agree with this but they cannot resist the priest or warrior caste who worship the ape ancestor at a ziggurat 
29 Hawk folk riding terror birds rule from a zigarut worshipping a pheonix in a volcano. They devour other tribes and throw some to their god or sacrifice others atop their ziggurus. They use obsidian tipped weapons and clubs, bola and javelins with atlatl 
30 A tribe entirely of wizards dwell here sending expeditions seeking magic formula pictographs from caves and ruins. Their ziggarut is a place where they study their arts and call down elemental beings to serve them31 A horrible tribe live here worshiping the old monster gods and sacrificing strangers to demons32 Pterodactyl folk wizards dwell in a volcano city served by orcs who control human slaves
33
 Troglodyte reptilians dwell here and are hostile to mammals encroaching on their land
34 
Lizard or frog folk dwell in a swamp, occasional ruins are signs of past civilisations
35 
Dark forest filled with stony crevices and cracks into the earth, giant cobwebs form intelligent wizard spiders who record spells on their webs and they enjoy enslaving, eating and sacrificing two legs. Their great queen lives in a ziggurat guarded by huge spiders, a tribe living in valley are their slaves 
36 
A ziggarutt here is being built dedicated to the snake god, serpent folk hybrids rule as priest-kings while humans are slaves
37
 Humanoid tribes battle for supremacy and control of hunting grounds, caves and herds of pigs
38
 A unfriendly tribe live here urge you to go away, in reality they are shapeshifting spirit folk or lycanthropes. Occasionally some might try to join you but will keep their secret
39 
A dwarf community live underground, exposed mineral deposits are common and abandoned mine pits common. Vents from below of smoke are the main sign
40
 Haughty elves live in a walled cliff to keep out monsters and humans. They live as bronze age peoples but will often take human or goblinoid or orc slaves 
40 A tribe of magma folk here worship a volcanic vent they throw victims too. They use obsidian weapons and catch any strangers in the valley for the fire giant god they regard as their ancestor
41 A advanced tribe live in a walled city with goat herds growing barley and chick peas. Their king is a part god with terrible appetites. The population fear him and his lust for their wives and daughters. They fear angering their god but prey their king could somehow be satisfied 

42 A great and terrible monster that ate some gods in the dawn age sleeps here and a local tribe worship is and have burrowed into it's flesh for meat. Overtime the tribe have come to develop characteristics of the monster
43 This rubble strewn valley is covered by bones of giants and dragons from a terrible war with the gods long ago. Wizards and pilgrims come here seeking magical relics and remnants of glyphs on the bones 

44 A great gate decorated with devils is in the mountain, one of the entrances to hell. A tribe of devil worshippers seem friendly to strangers but really that are robbers and murderers. Occasionally a devil walks the land leaving hooves prints in the stone
45 The great beaver spirit long ago built a incredible dam here from a tree that once held up the sky. Beaver folk dwell here now guarding the dam and repairing it using local wood. They have enough water to flood out the lower valleys and lands easily
46 Some battle with the gods and great beasts and giants here long ago left huge footprints and scars in the rock. A gigantic bronze sword here is visited by distant tribes seeking divine metal. A great red lake of blood here attracts monsters and mutants who feed from it
47 The god of death here long ago led an army here then descended into the underworld. Now cults come here to worship at the holy ground. Unread remnants of the army often wander here, thought to be ruled by a necromancer lich from it's ancient tower over a pit to the great underland
48 Long ago the flying palace of a god crashed here from the heavens in a divine war. Shattered ruins and scarred earth remain and some tribes come here to search occasionally finding pretty baubles. Some of the tribes fight over the ruins each claiming them to be their own. Sometimes the dead remains of an angel or giant are found 
49 A huge rotten tree stump hundreds of yards across is here that once touched the sky and was used to reach the heavens and lands in the sky. Now maggot folk burrow through, eating the rotting wood to gain magical power. A great dragon lives among the roots gnawing on them and other beings too including dark elves. Some of the roots bore down to the underland. Locals tell of a great evil that felled the tree that was carried away by the clan of the great beaver spirit
50 The rubble strewn valley has hundreds of huge statues of beings from the dawn age buried waste deep. They were turned to stone by the gods for defying them. Some tribes come to worship them and some hope to restore some to life to be their gods expecting gratitude
51
 A large thriving tribe worship a lion cult and are building a temple. The will trade and are confidant they have numbers to keep away unwanted guests. The tribe even keep pet lions
52 A hunter cult here have a lodge and welcome strangers to pass their tests to join
53 A great artificial hill with a stone temple underneath with a statue of the earth goddess. Priestess here are healers and ensure crop fertility. Visitors must surrender themsleves to the guardian warriors
54 Large carved multi headed air god totem poles are scattered round the valley and tribes folk are skilled at building wooden houses. Tribal champions serving the storm god fight monsters and enemies supported by priesthood
55 Tribe here worship a ruined temple of the death god and they deposit thousands an of animal skeletons here. The cult grow increasingly evil and welcome wizards to their collection of necromatic spells if they join the cult. They sacrifice a few who do not join the cult and dream of raiding surrounding lands to grow the cult and increase sacrifices
56 The people here have rich food plants by their trails and are growing certain crops near their large settlement. Corn dolls and corn dogs decorate area. Their plant god enjoys ritual combat and seasonal sacrifices of animals or people to bring a plant golem to life each year or when enemies trouble them The golem lasts a season but helps the soil, moves rocks and kills enemies. Will trade food if someone fights their champion. The better you do the more food they will trade
57 Folk here worship a fire fertility god. They cremate their dead and dance naked over flames to improve fertility. Every year they burn a great wicker figure with animals and sometimes humans inside.They consider this a blessing and rescuing people earn enemies for life. Even a rescued victim might be angry
58 Ice caves in the hill attract worshippers of a ice godess who if goods are sacrificed to ensures a mild winter and food over the coldest months. If unsatisfied ice devils roal snowfields and scare away game and bring more snow. Other ice monsters even giants are seen. Locals are wary of displeasing the cult and are wary of strangers who might cause problems
59 Bear cult here are a strong tribe who even have a few pet bears the sacrifice one of yearly. They demand visitors give them food to pass the valley and harm no bears
60  Salt deposits with a salty swamp and lake here and a tribe of fish folk hybrid. They worship fish folk in the lake and catch sacrifices and slaves for them
61
 There are remains of hunters camps and stone pictograms here but whoever lives here hides completely and avoid all visitors somehow. By night they attack to drive intruders away with thrown rocks and darts
62 Valley entrances are decorated with skulls and blood covered stones. A wizard school dwell in a cave studying prehistoric glyphs. The wizards keep out intruders with illusions, strange fogs and haunted sounds so they can work undisturbed 
63 Stone barrows and scattered ruins are common here but no signs of long habitation in recent centuries. A vampire dwells here once servant of the bat godess cult now they rule here and travel far for victims every night so visitors are welcome. The vampire by evening might even invite guests into his cave. He is also a necromancer
64 Dryad woods with satyr folk abound and tribes shun it. All kinds of peoples have been enslaved here as love toys of the inhabitants. Thick ancient woods and stone monoliths are common
65 A tribe who moved here accidentally uncovered a graveyard of ancient cursed beings and now the tribe are mostly possessed by evil spirits. Those still free are in hiding while the enslaved dig up an ancient evil temple
66 Wizards lived here and were all killed and burned by barbarians. Their bark books and scrolls were burned also but a few barbarians remain to kill any magicians who might come here seeking lore
67 A great ruined complex here has scraps of exotic metal to be found like copper, lead, gold and iron. A tribe of ape folk keep people away from the shunned ruins
68 Mutant ape folk guard a cave with a elder god within. A pool of protoplasmic slime that spawns abominable creatures is their mindless idiot god. Captives are hurled into the slime and come out mutants
69 Many cave systems under this valley some go into the great depths. Underland tribes trade with surface folk here but such trade is often unwholesome. Slaves for magical food are common. If you seem weak someone will try to take you as slaves. Goblins, orcs and evil demihumans and abhumans mostly. Many caves have ancient lore and small ruins are scattered
70 A ruined city here is shunned by most. Golems walk the streets and repair buildings. Some golems are built into walls and have simple single functions like working as a stove or water pump. The golems don't mind visitors unless they steal or damage anything. A few golems are defective and hostile
71 Strange flesh overgrows the valley and weird hairless creatures dwell here living in passages inside the meat landscape. The area seems to be growing at a alarming rate over a formerly barren stony valley. The folk here use bone and teeth and sinew and do not trust wood or stone or metal. They call their land Xor
72 Giant trees cover the land and tribes live inside them and in branches. Elves, halflings, gnomes, humanoids and beast folk abhuman tribes battle for supremacy. Great dinosaurs roam in between the trees
73 This desolate rubble strewn valley has a dim glow by night and some places make visitors sick. Mutant humanoids dwell here and their cult hate outsiders free of the taint. Many carry glowing stones that make normal people sick. The water and food here is all tainted and most shun this place. A great glowing crater in centre has rubble of some ancient buildings in it
74 A flaming volcanic pit in a cave is really a gate to the plane of fire and many strange fire creatures live here. Strange treasures and ancient ruins of fire cults are here also
75 A sacred pool guarded by nymphs is a gate to the plane of elemental water. Water creatures are common here and cults used to throw sacrifices of treasure and bound victims into the sacred pools
76 A great cavern here holds a gate to the plane of earth and various ruined altars and idols decorate the cave and remains of long forgotten animals are scattered around. Cults used to let blood onto the sacred soil here and strange earth creatures live in the valley
77 A cliff top gate to the elemental plane of air is here and many strange air creatures thrive. Shrines abound in high places and desicated bodies in frames remain from some lost culture
78 A great sinkhole in this valley has thousands of years had animals fall to their deaths here. Long ago necromancer wizards came to make a undead army but never got it to the surface before they all died. The wizards cave has all kinds of spells to deal with dead and if found by evil wizards this place will become the headquarters of an evil wizard death cult
79 A tribe dwell here worship a dragon bringing it sacrifices, and shiny trinkets like crystal, amber, coral and pretty shells. The tribe might trade or might try and capture weak looking visitors. Their village has a great wicker dragon they leave offerings before them. The cult leader visits the dragon for wizard training
80 A mesa top shrine occupied by albino mutant cannibal ape folk is a gate platform connected to several ruined cities across the world. The arts required to operate it are mostly forgotten but wizards could open it with experimentation and study. A few odd creatures live here not normally found in the region
81 A stony plateau with processional lines forming complex patters, on the edges remains of cultivation gone wild and caves with pottery and human heads used in fertility magic
82 Stone monoliths and circles and barrows are commonplace in grassy hills and by streams
83 Ancient stone fish traps, food plants around trails and rubble arranged to drive prey into hunter traps from some past people
84 Cave paintings are common here but people vanished. Some cave art shows that something from deep underground was taking them one by one
85 Long lengths of 
cliffs with rock carved symbols are commonplace, many rocks in region marked with symbols 
86 Mummified bodies exposed on platforms and in cliff niches are common, many are have jewellery and fine tools and weapons but they will awake if angered
87 Crumbling ziggaruts, mostly overgrown and rubble are hidden in forests, some have intact chambers and carved art works of strange creatures and lost gods
88 Remains of shattered buildings, ash and carbonised remains of people slain in great magical fire at the end of the last age
89 Burned remains of villages, torn down walls and filled in wells is all that remains of a past civilisation, a few wild crops remain where soil was not salted
90  Eerie idols and totem poles dedicated to fearsome spirits are left here to ward away visitors, the peoples are long gone but monsters roam the area
91 Valley of ancient tombs of the prehuman monster kings, undead are common

92 Petrified forest with ruins of a reptilian city, with degenerate survivors and dinosaurs 
93 Remnants of a ruined metal city populated by golem servants of ancients, regard humans as vermin or stray animals but many wonders remain intact here
94 A city of stone shaped by magic, towers of prehistoric wizards with cave painting spells and pictograms are to be found but often they are guarded by supernatural beings. Wizards and their servants come here looking for magic lore
95 Blasted lifeless area of volcanic rock and ash with undead tribes and megafauna, rubble remains of building formations and broken idols are common
96 Walled ruined city with statues dedicated to demons and devils, some monsters remain
97 Strange ruins with odd angles and organic form. Great green stone and basalt vaults have wards on doors keeping these elder horrors sealed away. A few of their lesser spawn dwell here and cultist tribes come as pilgrims for forbidden lore
98 Huge ruined buildings where giants dwelled and destroyed by gods in the dawn age, degenerate formarian and hill giants remain
99 Thick jungle grows due to magical stable tropical climate. In a great depression a forbidden city populated by tribes of humanoids and monsters remains. Degenerate serpent folk hybrids send out raiders to brig sacrifices and mates. Forbidden lore here attracts evil wizards, some seek a gate back to the past when monster kings ruled world with black magic
100 A valley filled with chasms, gorges, mesa and canyons. Many have carved relief art and buildings cut into them and many humanois tribes live here. Some ancient people lived here and wizards desperately seek their lost wisdom