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Elements of Inspiration

The document provides a comprehensive guide for generating random encounters in fantasy roleplaying games, focusing on various environments such as deserts, forests, and urban areas. It includes instructions on using encounter tables for combat, exploration, and roleplay, as well as additional elements like weather and moon phases to enhance storytelling. The content is designed to inspire creativity and facilitate dynamic gameplay without extensive preparation.

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Jose Cruz
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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0% found this document useful (0 votes)
1K views107 pages

Elements of Inspiration

The document provides a comprehensive guide for generating random encounters in fantasy roleplaying games, focusing on various environments such as deserts, forests, and urban areas. It includes instructions on using encounter tables for combat, exploration, and roleplay, as well as additional elements like weather and moon phases to enhance storytelling. The content is designed to inspire creativity and facilitate dynamic gameplay without extensive preparation.

Uploaded by

Jose Cruz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 107

EXPLORATION, ROLEPLAY, AND COMBAT

ENCOUNTER CUES FOR ANY FANTASY ROLEPLAYING


GAME, WRITERS, AND STORYTELLERS
Table of Contents
Instructions p. 2
Weather p. 3
Moon Phase p. 3
Runeword p. 4
Deserts p. 5
Forests p. 13
Mountains p. 27
Plains p. 41
Swamps p. 49
Tundra p. 57
Underground p. 65
Urban p. 79
Waterways p. 93

Instructions
Elements of Inspiration is a set of system agnostic, location- might evoke. However, feel free to use the encounters in whatever
oriented random encounter generators for your roleplaying way you wish. If you want to change the tense of a result so that
games. The intention of each deck is to make overland travel an encounter happens in the future (for example, when the
more exciting and varied, as well as easier to run in a pinch, with characters’ next rest), or in the past (perhaps they have to deal
little need for prep. with the aftermath?), you should feel empowered to do so!
To use Elements of Inspiration, simply choose the section which Additionally, following these instructions, are tables for weather,
matches the environment through which your player characters moon phase, and runeword, which can be used to add further
are traveling (deserts, forests, mountains, plains, underground, detail or themeatic elements. For example, an ambush in the
swamps, tundra, urban, or waterways). Then, roll on the table at rain, or on a moonless night might have a very feel to one in
the start of that section. blazing sunshine. Equally, how might themes introduced by
If you are looking for a specific type of encounter (combat, the runeword, such as ‘terror’, ‘love’, or ‘wealth’ inform the
exploration, or roleplaying), roll a d20 and select from the motivations or actions surrounding that ambush?
appropriate section of the table. If you have no specific type of The runewords are inspired by Norse mythology and customs
encounter in mind, roll a d6 to select one. Once you have a result, but they have been adapted to work with almost any fantasy
read its title and short, general description, then either roll a d4 story. Their inclusion in this product is designed to inspire your
or choose from the options to give further depth and added detail imagination through concepts that can be applied to your heroes,
to the encounter. If you want to make the encounter even more villains, supporting characters, locations, and the world in
eventful, consider generating a second (or even third) result, and general. These concepts may be the result of supernatural events,
how these results might interact. magic, or divine intervention. When bringing an element of
The content of Elements of Inspiration is written in different inspiration into your story, look at the runeword rolled and refer
tenses and tones, in order to situationally best convey the idea to the list to identify it. Then discover how that runeword might
of the encounter featured. For example, an encounter with an apply to your story through its description. Keep in mind that
ambushing creature might be written in the present tense to the details of these runes may inspire any aspect of your story, its
convey the sense of surprise and urgency such an encounter characters, worlds, or events.

-2-
d8 Weather Description d6 Moon Phase Description
1 Sunny/Clear. By day, temperatures 1 Waxing Crescent. A time of
increase and long exposure can building energy, establishing
lead to fatigue. By night, the moon, alliances, and planning.
stars, or a combination of both,
light the way.
2 Waxing Gibbous. A time of
2 Snowy. By day, travel can become peaking energy, acting on plans,
impossible and the ill equipped may and perseverance.
be risking their lives if they do not
seek shelter. By night, the world
may be illuminated in an eerie glow, 3 Full Moon. A time of illumination,
though a thick enough flurry can be more nocturnal activity from
deadly to many creatures. terrestrial beasts, and strong
ocean tides.
3 Stormy. By day, travel becomes
more hazardous due to risk of 4 Waning Gibbous. A time of
exposure, roads can become dwindling energy, parting ways,
unusable, and valleys can become and decreased momentum.
flooded. By night, the temperature
drops suddenly and violent squalls
5 Waning Crescent. A time of rest,
are common.
conservation, and reflection.
4 Windy. By day or night, whether
cold, warm, or moderate, the
wind can drain creatures of their
moisture, causing harm to their 6 New Moon. A time of vivid
skin. It can also bring smells and dreams with hidden meanings,
particulates hundreds of miles dark nights, and strong
away, warning of fire, or signaling a ocean tides.
nearby ocean.
5 Rainy. By day, the rain brings
water for all manner of life, from
the civilized in their settlements,
to the beasts in the mountains, to
the crops in the fields. By night,
it obscures vision, overwhelms
hearing, and refuses to dry.
6 Cloudy. By day, temperatures
decline and travel by foot or
beast of burden is easier for those
sensitive to sunlight. By night,
routes are dark and dangerous for
those with poor vision.
7 Partly Cloudy. By day,
temperatures decrease slightly as
the clouds offer a reprieve from the
sun. By night, it is peaceful, and
puddles of moonlight appear in
large batches all over the ground.
8 - Reroll

-3-
d30 Runeword Description d30 Runeword Description
1 Progress, evolution, growth 16 Defense, armor, fortification

2 Love, passion, adoration 17 Contest, challenge, trial

3 Peace, friendship, reconciliation 18 Strength, power, nerve

4 Luck, blessing, karma 19 Harvest, yield, effect

5 Healing, curing, mending 20 Freeze, cold, solidify

6 Good health, vitality, endurance 21 Night, darkness, unknown

7 Heritage, ancestry, legacy 22 Havoc, catastrophe, devastation

8 Dawn, renewal, restoration 23 Joy, delight, indulgence

9 Life, soul, spirit 24 Talent, expertise, craft

10 Turbid, murky, obscure 25 Light, radiant, unobscured

11 Mortality, fatality, extinction 26 Path, direction, passage

12 Travel, wandering, pilgrimage 27 Charisma, allure, appeal

13 Birth, beginning, creation 28 Terror, dread, panic

14 Bravery, courage, valor 29 Power, capability, influence

15 Sun, day, brightness 30 Wealth, abundance, bounty

-4-
DESERTS
-5-
Desert Encounters
Roll a d6 to determine an inspiration type, then roll a d20 to determine the specific element.

d6 d20 Result Page


1-2 Ambushing Monster p. 7
3-4 Giant Insect p. 7
5-6 Angry Elemental p. 7
7-8 Aerial Assault p. 7
Combat

9-10 Walking Dead p. 7


1–2

11-12 Raiders p. 8
13-14 Shapechanger p. 8
15-16 Giant Animal p. 8
17-18 Camouflaged Creature p. 8
19-20 Dune Stalker p. 8
1-2 Oasis p. 9
3-4 Sinkhole p. 9
5-6 Dust Storm p. 9
7-8 Ruins p. 9
Exploration

9-10 Sunken Library p. 9


3–4

11-12 Shrine p. 10
13-14 Heat Wave p. 10
15-16 Buried Treasure p. 10
17-18 Prints p. 10
19-20 Cactus Field p. 10
1-2 Scouts p. 11
3-4 Archaeologists p. 11
5-6 Traders p. 11
7-8 Sandship p. 11
Roleplay

9-10 Desert Guide p. 11


5–6

11-12 Deceitful Dunes p. 12


13-14 Uncovered Puzzle p. 12
15-16 Ancient Constructs p. 12
17-18 Exiles p. 12
19-20 Hidden Settlement p. 12

-6-
Elements of Inspiration
Deserts - Combat

Ambushing Monster Aerial Assault


An ambushing monster erupts from the shifting sands in front of Soaring up above in the searing skies is an airborne creature that
the characters, or bursts through a dune behind them. Only the tries to pick off one or more of the characters, and carry them
most vigilant can spot it coming. back to its lair.
Ankheg. Sands go flying as an insectoid creature emerges Chimera. This monstrosity may be compounded from goat, lion
from the sand dunes and sprays acid in a wide arc across the and dragon parts, as is typical, or might instead have a scorpion
characters. It drags unconscious prey into its burrow. tail, serpent head, or other desert-specific appendages or features.
Sandworm. A giant sandworm opens its maw wide, causing sand Manticore. A disturbing mix of humanoid, lion and dragon, it is
to collapse and fall into the ten-foot-wide mouth. Those nearby likely to fire its tail spines at the characters from afar, kiting them
might fall in. until they break down from injury or exhaustion.
Bulette. A land shark erupts from the rocky desert floor and Roc. With wingspans of two hundred feet, these colossal birds
charges at the characters. It tries to stomp them into submission. are terrifying to behold. They can easily take on a whole party
Dune Mimic. The sands around the characters are not what that intrudes on their territory.
they seem; beneath the grains is an engulfing monstrosity with Wyvern. Dragon-like creatures with venom-loaded scorpion
adhesive skin. tales, these creatures use hit and run tactics on the weakest
character.
Giant Insect
Walking Dead
An enormous insect of some description scuttles at top speed
toward the characters, hoping to feast upon their fleshy forms. Neither living nor truly dead, corpses shamble across the sands,
their flesh curing under the intense heat. Sand shifts between
Scorpion. A giant scorpion advances, sting raised. It lashes out their bones and pours from their eye sockets.
with the venomous barb, which contains a stunning poison.
Scarab. A colossal beetle rolls a huge boulder of sandstone into Mummy. The ruling class of an ancient culture, these preserved
the characters’ path, hoping to flatten and consume them. bodies spread foul diseases and can spit ancient curses against
tomb raiders.
Centipede. Hundreds of legs shift through the sands of the
desert in pursuit of the characters. They have no chance of Skeleton. Rising up from beneath the shifting sand dunes,
outrunning the overgrown insect. skeletons emerge to ambush unwary characters. They might be
buried warriors or servants.
Spider. Darting out of a web-filled burrow is a huge spider that
tries to wrap up one of the characters in its webbing. Zombie. Flesh cooking on their bones, zombies shamble across
the rocky wastes in search of flesh to feast on.
Desiccated Corpse. These zombie-like undead draw moisture
Angry Elemental out of those they touch, and exhale searing breath from their
decaying lungs.
Racing through the searing wastes is an elemental being whose
wrath has been invoked by the foolish characters. It attacks
mercilessly.

Fire Elemental. Beings of purest eternal flame, these wrathful


elementals launch fireballs and whip up firestorms to cook their
foes alive.
Anubian. These jackal-headed living sandstorms seek out
spellcasters to destroy as a vengeful response to being summoned
from their plane of existence.
Sand Golem. These hulks of compacted sand are created by
seismic disturbances. They protect their home dunes viciously.
Azer. Dwarf-like elementals with flaming beards, these smiths
from the realm of fire come to deserts to found forges away from
mortal eyes.

-7-
Elements of Inspiration
Deserts - Combat

Raiders Camouflaged Creature


A group of marauders uses the desert as a place to ambush and With coloration and patterns that allow it to blend in with the
loot already exhausted travelers. They might be looking to amass surrounding desert, a creature tries to ambush the characters,
treasure, or be simply searching for their next meal. attacking from an unseen position.

Gnolls. These hyena-like humanoids are the spawn of a demon, and Sand Adder. These ten-foot-long snakes are almost impossible
cannot contain their ferocious hunger. They eat other humanoids. to distinguish from the sand around them. They latch onto legs
Lizardfolk. Duneswift lizardfolk, with neck frills and webbed before constricting the entire body.
feet that allow them to race across the sands, try to devour the Hunter Bug. These weevil-like insects are the size of a goat, but
characters. impossible to spot when half-buried in the sand. They suck the
Desert Giant. A desert giant wants to enslave one of the juice out of prey with their proboscises.
characters because of a special skill they possess, like proficiency Grick. A desert grick can coil up to take on the appearance of a
with a musical instrument. sandstone boulder. Those who get too close are grappled by its
Bandits. Greedy bandits hope to ambush the characters and have tentacles and bitten by its beak.
them turn over their supplies, before leaving them for dead. Cactid. Only talented botanists can tell these semi-sentient plants
from mundane cacti. They restrain their prey with spiked tendrils.
Shapechanger
Dune Stalker
A tricksy shapeshifter tries to corrupt or con the characters. They
might want to enslave them, steal from them, or even devour them. A stealthy predator follows the characters, hidden by the glaring
sun or keeping to the shadows of nearby dunes, awaiting the best
Lamia. These half-lions take on humanoid forms to enchant moment to strike.
potential thralls. Once the lamia tires of a subject’s performances,
it devours them. Serpopard. These half-serpent half-leopards can run at immense
Werejackal. Jackals who can magically assume human forms speed, catching up with fleeing prey in moments. They spray a
use their sleep-inducing gaze to try and knock characters reeking musk.
unconscious before looting them. Karkadann. Gazelle-like creatures with thick hides, they use
Sila. Capable of transforming into a range of animal forms, as their single, scythe-like horn to spear their prey after charging
well as a humanoid one, these spirits try to lead people astray in them down.
the wastes. Shahmaran. Half-serpent and half-woman, these human-eating
Sphinx. Some sphinxes have the ability to take a humanoid creatures slither unseen through the dunes, then use their
form to deliver their riddles in a more subtle manner. What does hypnotic gaze to stun prey.
solving the riddle yield? Shadhavar. These skeletal unicorns play a captivating melody
through their horns to lure in prey, before casting a magical
darkness and goring them.
Giant Animal
Some preternaturally enlarged animal makes itself known to the
characters. It might see them as prey, or be interested in them for
other reasons.

Snake. A giant sidewinder moves rapidly across the sand dunes


toward the characters, hoping to strike them with its venom-
filled fangs.
Lizard. A lizard the size of a camel approaches the characters,
scoping them out to see if they are worth eating. It can be bribed
to serve as a mount with food.
Owl. An enormous desert owl circles the characters. It is a
guardian of the desert, and will assist those who mean no harm
to the ecosystem.
Vulture. A giant vulture follows the characters for days,
scavenging from their kills. If not frequently supplied, it might
eventually decide to try to eat one of the characters.

-8-
Elements of Inspiration
Deserts - Exploration

Oasis Ruins
What appears to be a hazy pool of freshwater, perhaps Emerging from the sands are the ruins of some ancient structure.
surrounded by shrubs, cacti, or even palm trees, can be seen on Who knows what treasure lies buried under the grains?
the horizon.
Lizardfolk Pyramid. A pyramid built by lizardfolk has half-
Fresh Water. The oasis is a much-needed source of fresh water at sunk into the sand, pointing out at a strange angle. Inside are
which the characters can refill their water skins and bathe. mummified lizardfolk wearing their weight in gold.
Watering Hole. The oasis is frequented by a wide variety of Ancient Temple. An ancient temple to a forgotten deity is
creatures, both mundane and monstrous. The characters must be protected by elemental forces and creatures that try to dissuade
wary when visiting the place. intruders from entering.
Protector. The oasis is protected by someone or something. Genie Palace. The remains of a genie’s palace rises from the
Perhaps a summoned elemental prevents people drinking, or a dunes. It is filled with immense wealth, but thoroughly trapped
desert giant demands payment. to deter treasure seekers.
Oozasis. The oasis is not as it seems; it is, in fact, an enormous Towering Citadel. The battlements of a once-towering citadel
ooze that aims to engulf those who try to drink from it. can just be spotted on the horizon. There are weapons within, but
the place is cursed.
Sinkhole
Sunken Library
A huge hole opens in the earth near to, or underneath, the
characters. It leads down into the earth, perhaps to a cave or Beneath the rocky hills is a library filled with ancient tomes of
unearthed dungeon. forgotten lore. Those who can access this vault of wisdom could
unlock many secrets.
Quicksand. The sinkhole is formed by quicksand which
threatens to swallow the characters whole, unless it can be Scrollarium. The library consists of scrolls, many of which contain
spotted and avoided. curses and hexes that have not been cast for centuries or longer.
Caverns. Beneath the sinkhole is a network of caverns. Do Giant Tome. Buried beneath the sands is an enormous book, its
monsters lurk in the caves? Do undead haunt the tunnels? pages the size of a cottage floor, that is protected from damage by
abjuration spells.
Dead Drop. The sands drop away into an incredibly deep fissure.
Falling the entire way could seriously injure or kill the characters. Sandy Spellbooks. Dozens of spellbooks are stored in a chamber
that has sunk beneath the sands. Their pages are damaged by the
Sand Vortex. An enormous swirling vortex of sand begins
grains, but not beyond repair.
spreading across the desert. Those caught in the whirlpool will
certainly suffocate in the shifting particles. Clay Tablets. History, myths, legends, and prophecies are all
recorded in an antediluvian script upon clay tablets. Translating
them likely reveals untold secrets.
Dust Storm
Winds whip up dust and sand which spreads across the desert,
impeding travel across the region. It might be over in hours, or
last for weeks on end.

Dust Devil. A whirling dust devil howls across the landscape,


picking up and throwing anything in its path. It moves erratically,
and at immense speed.
Haboob. An insanely tall wall of dust and sand moves on a
weather front across the region, engulfing everything in its path
for days.
Sandstorm. A raging storm pulls up the sand from the desert,
flinging it around in combination with immense heat. The sand
tears and scratches all exposed surfaces.
Sand Fog. A thick, particulate fog rises from the desert, partially
or totally obscuring the surrounding landscape.

-9-
Elements of Inspiration
Deserts - Exploration

Shrine Prints
Out in the searing wastes is a strange shrine, now rarely visited The sands are marked by the passage of some creature. Sharp-
by any but the most devoted. It honors an unusual deity whose eyed characters can spot them, and those proficient in tracking
powers can be earnt in some way. can tell what they belong to, and maybe further details.

Weather. The deity controls the weather of the desert. Those who Humanoids. The prints were left by humanoids moving across
offer it freshwater can alter the weather by praying for an hour the area. They might be accompanied by mounts or livestock,
each morning. and might show signs of specialized footwear.
Sun. The deity has mastery over the sun. Those who conjure Worm or Snake. The furrows that mark the landscape belong to
magical fire in the shrine’s braziers can cause an eclipse, eradicate a worm or snake. The former might be beneath the sand nearby.
night for a week, or drop the temperature. The latter might lurk in the shadows.
Death. The shrine is devoted to an evil deity of death. Killing a Insectoid. The prints were clearly made by some sort of insect:
humanoid on the altar empowers devastating, necromantic spells. anything from a lowly dung beetle to a deadly giant scorpion.
Fire. The shrine is devoted to a chaotic deity of fire. Offering it Monstrous. The unusual prints suggest some monstrous source.
the ashes of living things makes the supplicant immune to the Where is the monster now? Was it hunting something?
searing heat.
Cactus Field
Heat Wave
Stretching out ahead of the characters is a vast mass of spiky
The desert is blasted with an unexpected wave of intense, searing foliage, forming a seemingly impenetrable field. Traversing
heat that threatens the lives of all exposed creatures, no matter through the field may save time, but runs the risk of injury.
how prepared they are.
Thorn Hedge. The thorny vegetation forms a long hedge
Mirages. The heat is intense, but the mirages it makes are even that stretches for miles. It is painful to cut through, but
more troubling. The characters see strange, threatening, and circumnavigating it would take days.
alluring things in the heat haze. Water Source. Wise characters might deduce that lush growth
Exhaustion. The warmth is bearable, but only for short periods of this magnitude could not occur without some kind of water
of time. Trying to do anything involving any sort of physicality source nearby. They might be able to locate it.
for more than an hour at a time is totally exhausting. Prickly Pear. The field is made up primarily of prickly pears.
Searing Heat. The extreme heat comes and goes, causing intense While the fruit is tricky to harvest, it may be well worth the effort
burns each time it appears. This might damage equipment as well and occasional prick.
as living things unfortunate enough to be exposed to the sun. Spike Maze. The cacti form an elaborate, natural maze that is far
Unbearable Temperature. The high temperature is literally more complex to navigate than it first appears.
unbearable. The characters must find some resolution fast, before
they die of exhaustion or dehydration.

Buried Treasure
While the characters are exploring the dunes, they come across
some sign of buried treasure. Perhaps the booty has been
partially uncovered by a sandstorm, or maybe they have found a
hidden map, or some other clue.

Coins. The treasure is a receptacle filled with coins. Maybe the


money is stolen, or perhaps it has been cursed.
Gems. The characters discover gemstones beneath the dunes.
They might have merely material value, or perhaps they contain
trapped genies or mortal souls.
Treasure Trove. A wealth of various items of treasure is found
in a buried chamber. Who made the items? What is depicted on
them? Who is, or was, their owner?
Magic Item. Hidden beneath the rocks and sand is a magic item
of great power. Why was it buried in the first place?

-10-
Elements of Inspiration
Deserts - Roleplay

Scouts Sandship
The characters spot, or are spotted by, scouts who are scoping An enormous sandship is spotted on the dunes by the characters.
out the area. Depending on who they work for, they might not be There is something that is preventing it from being immediately
pleased to have been noticed. useful to them, though.

Military. The scouts are determining whether it is possible to Abandoned. The sandship is abandoned. Who did it belong to?
march an army across the desert, determining available resources, Why has it been abandoned? Has it been stripped of components
whether the sandstorms will destroy siege equipment, etc. or taken damage?
Spies. The scouts are spies. They might be snooping on the Broken. The sandship has been damaged in some way that
characters themselves, or perhaps on an interesting location that makes it non-functional without extensive repairs. What rare
is nearby. material is required to get it up and running?
Criminal. The scouts are criminals - bandits, black market Fleeing. The sandship is working, but its crew is fleeing from
dealers, false guides, or some other cronies. They might try to something. Is a sandworm chasing it through the dunes, or is it
make victims of the characters. pursued by wyverns? Can the characters help?
Magical. The scouts are using some kind of magic, are magical Trapped. The sandship has been disabled and left in a
themselves, or possess a magic item that aids their information conspicuous location by bandits who hope to lure in explorers.
gathering.
Desert Guide
Archaeologists
The characters encounter a rare creature of good intentions that
Working out in the desert are a group of archaeologists. They could serve them as a guide, provided they assist the creature first.
might be unearthing ancient fossils or plumbing trap-filled tombs.
Uraeus. These golden, winged cobras seek wards who are pure
Lost. The archaeologists are lost. Maybe they recently emerged of heart. They assist their masters in all things, provided they are
from a subterranean dungeon nearby, or became lost during a cared for.
sandstorm. They need help. Coatl. These divine, winged serpents take humanoid form to
Endangered. Something is threatening the lives of the scholars. test potential companions. If a resource, such as food or water, is
Perhaps a desert giant raided their camp, or they triggered a shared with them, they reveal their true form.
nasty booby trap. Anqa. These fabulously vibrant birds resemble parrots crossed
Working. The characters encounter the archaeologists while with cranes, but have a humanoid face. They reward those who
they are working on site. They might have unearthed something share treasure with them.
worth seeing. Almiraj. These desert hares have a single, unicorn-like horn.
Traveling. The archaeologists are traveling between locations - They respond well to flattery, and will assist those who constantly
perhaps between sites, between a site and their base, or to/from a pander to them. They can scare wild beasts.
settlement. They know the way.

Traders
A group of traders, craftspeople, artisans, or other merchants
are spotted by the characters. They might have some useful
skills or items.

Stonecutters. The traders are stonecutters and masons. They


have tools for getting through rocks, and might have enchanted
stone idols to sell.
Herbalists. A small group of herbalists is out collecting cacti
pollen, prickly pears, aloe sap, and other desert plant resources.
They know how to cure wounds and, perhaps, make potions.
Weavers. The characters encounter a collection of weavers. Do they
weave wicker, cloth, or tales? They know much about the local area.
Herders. Accompanied by a group of livestock such as goats or
giant beetles, this group of herders has enough resources to share
with the characters.

-11-
Elements of Inspiration
Deserts - Roleplay

Deceitful Dunes Exiles


The sand dunes hide something from the characters. Perhaps the The characters encounter a group of exiles traveling across the
sands shift rapidly as to disguise what is behind them, or maybe desert. They might be slowly starving, in need of water, or well-
heat haze disrupts the image. equipped with supplies.

Structure. Hidden between the dunes is a structure of some sort. Criminals. The exiles hide the reason they are here: they have
It might be an ancient temple to a genie, a humanoid fortress, or been exiled from a nearby settlement for crimes they committed.
a sorcerer’s tower. Refugees. The exiles are refugees, fleeing from war or monsters
Resource. The dunes hide a valuable or useful resource: that attacked their home. Can the characters help them return, or
freshwater, hunting grounds, edible plants, metal ores, etc. find a new home for them?
Humanoids. A group of humanoids has taken rest in the dunes, Cultists. The people were exiled because they are members
safe in the knowledge that they are hidden from the outside world. of a heinous cult. Who do they worship? What evil lore do
Monsters. One or more monsters use the strange effect of the they possess?
dunes to ambush potential prey wandering nearby. Political. The people are political exiles, ejected from a
settlement for their beliefs. Do the characters agree or disagree
with them?
Uncovered Puzzle
The characters spot something that allows them to uncover a Hidden Settlement
puzzle previously hidden by sands, salt, or rocks. Solving the
puzzle yields magic, treasure, or some other prize. During their exploration of the sand-strewn landscape, the
characters uncover a settlement hidden in a rocky pass, or
Interlocking Rings. The puzzle is one of interlocking rings beneath the shifting sands.
which, if positioned correctly, open a central vault. The rings
might have markings to help line them up. Buried. The settlement has been buried by a sandstorm, or by
Riddle. The characters uncover a riddle written on a block of the passage of time. What magic item was lost when the sands
sandstone, or delivered by the head of a sphinx, resulting in a rolled in?
cryptic message for them to solve. Camouflaged. The settlement is naturally camouflaged in some
Keys. The characters uncover either a keyhole or a key. They way. Perhaps sandbanks conceal the city walls, or heat haze
must find the counterpart before they can open the lock. Who makes it hard to see.
has it, and where is it? Cut into Stone. The settlement is cut into a rocky cliff face. The
Magic. A magical puzzle must be solved by lighting magical facade seems like little more than natural erosion, but a whole
darkness, quenching magical flame, creating water from thin city is concealed beyond the rock face.
air, etc. Illusion. A magical illusion conceals the city from the eyes of
most. How did the characters manage to spot it?
Ancient Constructs
Some constructed creations of an ancient civilization are spotted
by the characters. Does something cause them to animate? What
is their goal?

Stone Golems. These golems are forged from immense blocks of


sandstone, and have ancient lore engraved on them.
Iron Cobras. Metallic snakes of interlinked metal rings slither
across the dunes toward the characters. They might spit venom.
Why are they hunting the characters?
Animated Statues. Statues from a settlement long since buried
beneath the sands animate when characters approach. They can
speak in ancient tongues.
Prophetic Sphinx. A stone sculpture of a sphinx sits in the desert.
It speaks of prophecies that come true, but are hard to decipher.

-12-
FORESTS
Forest Encounters
Roll a d6 to determine an inspiration type, then roll a d20 to determine the specific element.

d6 d20 Result Page d6 d20 Result Page


1 Ambushing Monster p. 15 11 Forest Crown p. 21
2 Wild Beast p. 15 12 Traps p. 21
3 Raiders p. 15 13 Enchanted Sundial p. 21
4 Hulking Brute p. 15 14 Shrine p. 21

Exploration
5 Shapechanger p. 15 15 Forest Fire p. 21

3–4
6 Animated Plants p. 16 16 Prints p. 22
7 Giant Beast p. 16 17 Fallen Tree p. 22
8 Giant Insect p. 16 18 Sludge Pits p. 22
9 Forest Horror p. 16 19 Dark Grove p. 22
Combat

10 Angry Elemental p. 16 20 Equipment Cache p. 22


1–2

11 Walking Dead p. 17 1 Wayfaring Ranger p. 23


12 Defenders p. 17 2 Hunters p. 23
13 Cultists p. 17 3 Vigilant Druid p. 23
14 Unseelie Fey p. 17 4 Scouts p. 23
15 Camouflaged Creature p. 17 5 Harmless Humanoids p. 23
16 Aerial Assault p. 18 6 Ghostly Wanderer p. 24
17 Spellcaster p. 18 7 Potential Mount p. 24
18 Opportunistic Stalker p. 18 8 Unicorn p. 24
19 Tiny Assailants p. 18 9 Fairies p. 24
Roleplay

20 Woodland Guardian p. 18 10 Rambler p. 24


5–6

1 Sacred Grove p. 19 11 Festival p. 25


2 Fairy Ring p. 19 12 Celebration p. 25
3 Empty Hut p. 19 13 Traders p. 25
4 Fey Gate p. 19 14 Priests p. 25
Exploration

5 Water p. 19 15 Injured Animal p. 25


3–4

6 Ruins p. 20 16 Dark Deal p. 26


7 Webs p. 20 17 Awakened Creature p. 26
8 Dangerous Plants p. 20 18 Curious Creature p. 26
9 Faerie Throne p. 20 19 Strange Melody p. 26
10 Heart Tree p. 20 20 Miraculous Event p. 26

-14-
Elements of Inspiration
Forests - Combat

Ambushing Monster Hulking Brute


A creature drops down from the branches of a tree, leaps from The footsteps of an enormous humanoid shake the dried leaves
behind a rotting stump, or bursts from the undergrowth. Unless around your feet. Animals flee in its wake. The tremors head in
spotted, their attack is a total surprise. the characters’ direction.
Basilisk. A basilisk uses its petrifying gaze to turn a character to Ettin. These fickle, two-headed giantkin struggle with a
stone, then disappears into the forest. It returns later to eat the split personality and a voracious appetite. Their actions are
petrified creature. unpredictable, but typically aggressive.
Ettercap. An ettercap throws webbing down over the character at Hill Giant. A hill giant tries to squash the characters using a
the back of the marching order, then lifts them up into the canopy. boulder or tree trunk. They might be accompanied by a dire wolf
Troll. A troll bursts forth from a hiding spot to attack the or other hunting companion.
smallest of the characters. It continues to fight until it takes acid Ogre. Slow-witted and ungainly, these bloated humanoids act
or fire damage. before they have finished thinking about what they are going to do.
Hydra. A hydra strikes from stealth, using its heads to grab a Cyclops. The immense strength of these one-eyed giants is
creature and pull them down into a cave, or into a body of water. formidable, but their lack of depth perception is an obvious
weakness.
Wild Beast
Shapechanger
Some sort of wild animal native to the forest tracks down the
characters and waits for an opportunity to attack them, or attacks A being capable of changing its form approaches the characters.
when its territory is intruded upon or its home is put at risk. They might first appear in humanoid form to scope out their
prey, or simply leap from the foliage and strike.
Bear. A lumbering grizzly bear, enraged black bear, or even ornery
cave bear swipes at the characters. Its den or cubs are nearby. Wereboar. Wereboars guard regions of the forest in which they
Axe Beaks. A flock of axe beaks hunts down the characters and forage and occasionally hunt. They are more likely to approach
launches a coordinated strike against them, attacking from all characters in humanoid form first.
angles at once. Weretiger. With incredible stealth, a weretiger typically takes
Wolves. A wolf pack follows the characters and waits for them to on tiger form to observe its prey before finding the opportune
settle down for a rest before launching their attack. moment to strike.
Big Cat. A lone big cat stalks the characters and waits for a prime Werewolf. Working together in packs, werewolves can be a
opportunity to pick off the smallest one. serious threat. Their hunting instinct is unrivaled in the forests.
Hag. Hags take humanoid forms to corrupt and manipulate their
victims into debasing themselves and accepting dark deals.
Raiders
A group of humanoids moving through the forest attacks the
characters in a coordinated fashion.

Goblinoids. A group of goblins, bugbears, or hobgoblins (or a


mix thereof) attacks the characters. They might be defending
their encampment, or looking to loot the characters.
Orcs. A group of orcs dedicated to honoring a deity of war
attacks the characters to prove themselves worthy, and to claim
their weapons and armor.
Snakefolk. A group of snakefolk use poisoned weapons and their
own natural venom to kill the characters for intruding on their
land, or to capture them as slaves.
Lizardfolk. A group of lizardfolk attack wildly, stopping only to
feast on the bodies of the fallen in the heat of combat.

-15-
Elements of Inspiration
Forests - Combat

Animated Plants Forest Horror


Ranging from tiny twig blights to enormous treants, the Some awful amalgamation of bark and earth spills out into
animated plants of a forest detest intrusions from woodcutters, the path of the characters. To look upon the creature is to
fire-wielders, and the like. court madness.

Shambling Mound. Formed from piles of decaying organic Bloodbark Beast. These half-bear, half-hawk creatures are
matter, shambling mounds grab their prey with lashing tendrils formed from angular chunks of flesh-bark that drip oozing,
then reel them in to be engulfed. crimson blood. They attack with relentless ferocity.
Treant. Towering above the canopy, treants are ancient creatures Gorehound. A gorehound’s colossal maw is filled with row upon
with incredible wisdom, who seek to protect their forest and row of lacerating teeth, and its moss-filled fur gives them perfect
their kin. camouflage.
Wood Woad. Wood woads are guardians of sacred groves and Melding Oak. These slow-moving ambush predators grasp their
enchanted trees. They attack with immense force, and have near- prey while incapacitated or sleeping, and pull them into their
impenetrable bark skin. own trunks, where they become stuck.
Blights. Ranging from twig-sized to tree-sized, blights are the Ravening Elk. Giant elks with an appetite for humanoid flesh
result of necromantic magic infusing plants. stalk the darkest depths of the forest. They use their enormous
antlers to impale their prey.
Giant Beast
Angry Elemental
Forests are home to a panoply of overground beasts who make
their lairs in shadowed glades and sheltered caves. Few of them As with all natural landscapes, elementals can manifest in forests
are friendly. as guardians of places of wild beauty. They pursue trespassers
relentlessly.
Ape. A giant ape swings through the trees toward the characters. It is
more than capable of tearing them limb from limb, if it catches them. Earth Elemental. A hulking mass of stone and earth, these
Boar. Charging through the undergrowth, splitting fallen trees elementals protect crystal caves, moss-covered standing stones,
like kindling, is a giant boar. Those in its path will be eviscerated. and ivy-strewn chasms.

Fox. Slinking silently through the foliage is a giant fox. Although Vine Golem. Formed of twisting vines that take a vaguely
they prefer to pick up carrion, they will happily ambush smaller humanoid form, these elementals protect ancient plants from harm.
humanoids. Air Elemental. Air elementals course through the canopies of
Snake. Winding across the forest floor is an enormous serpent. ancient woodlands, protecting them from aerial threats.
It might have venom-filled fangs, or be capable of crushing Mud Mephit. Mud mephits are mischievous dirt-slingers who care
boulders with its constriction. more about entertaining themselves than protecting anything.

Giant Insect
An enormous insect has set its rudimentary sight on the
characters. It doggedly pursues them through the trees, giant
exoskeleton clattering with each step.

Centipede. Hundreds of human-sized legs scutter over all


terrains in pursuit of its prey. The centipede paralyzes those it
catches with a swift bite.
Wasp. Tearing through the canopy comes a wasp the size of a
boar. Its cruel sting is as long as a short-sword, and could easily
slay without the assistance of the venom contained within.
Spider. A giant spider lurks in the canopy, where it has made its
web. It drops down on unsuspecting characters, or reels them up
into a web cocoon.
Ants. Once one dog-sized ant has located the characters, it will
not be long before more arrive. On their own, they are a threat.
Amassed, they are certain death.

-16-
Elements of Inspiration
Forests - Combat

Walking Dead Unseelie Fey


Shambling and stumbling through briar and bramble come the The realm of fey is closely connected to ancient forests and
living dead. Their appetite for flesh can be sated by animal prey, woodlands. Sometimes the denizens of that plane visit the mortal
but they prefer humanoids. realm to influence its occupants, or amuse themselves.

Will-o'-Wisp. These ghostly lights are the trapped souls of Dusk Striders. These dark forms are beings from the fey realm
explorers and wanderers who died while lost in the woods. They projecting themselves into the mortal realm without actually
lure others to a similar end. traveling there.
Rootwound. Encased in wrapping roots, these undead have Shadow Fey. The shadow fey were once elves, but have been
become one with the forest. Their soft flesh is protected by bark, corrupted by evil forces from the shadow realm. Now, they hunt
and they eat those who hurt the woods. humanoids for sport.
Fungal Zombie. These decaying bodies are infused with fungal Changelings. Sometimes fey creatures steal humanoid children
masses; this provides them with auras of spores that might and replace them with their own. These changelings can be
poison, cause hallucinations, etc. found in many humanoid guises.
Banshee. The spirits of dead elves, banshees use their awful Askafroa. Guardians of ash trees, these fey creatures are akin
wailing to knock their foes unconscious. to dryads, but seek to capture and sacrifice humanoids to their
home forests in the fey realm.
Defenders
Camouflaged Creature
A group of humanoids defending their homes spots the
characters and trails them. If they do something that threatens Disguised in the foliage is a creature that waits to ambush
their homes, or the forest at large, they attack. the characters. They can be spotted only by those with the
sharpest eyes.
Elves. Elves armed with bows scout around the characters,
ensuring no animals get caught in their path. They do not reveal Giant Mantis. A giant praying mantis disguises itself as a fallen
themselves unless they must. log, an enormous flower, or a bunch of leaves. It strikes with
Gnomes. A gaggle of gnomes approaches the characters and slashing claws that can chop a humanoid in half.
asks them to turn back, leaving their homes in peace. They use Bark Beetle. These enormous, poisonous beetles have elytra that
illusion magic to appear in greater numbers, or more threatening. look exactly like bark. They use their poison to incapacitate foes,
Centaur. A herd of centaurs charges the characters. They have then suck them dry with their proboscis.
no patience for intruders in their home ranges, and wish to turn Fey Giant. These giants are huge, but can mask themselves in
them back. forests using a mix of illusory magic and their own camouflaged
Bearfolk. Bearfolk are highly protective of their homes and will clothing. They animate plants around them.
not wait for intruders to prove they are a threat. They attack with Dire Gecko. These colossal lizards cling to tree trunks, looking
lethal force, using guerilla tactics. like leafless branches. They drop down onto foes, hoping to
squash them.
Cultists
Devoted to an evil cause, cutlists lay down their lives in pursuit of
a great goal. They seek secluded places, like shadowed groves, in
which to conduct dark rituals.

Death. A group of death cultists wants to capture the characters


for a ritual sacrifice. They might be accompanied by undead,
such as skeletons or wraiths.
Fungal. Covered in toadstools or sprawling mycelium, these
cultists use spore auras and illusion magic to kidnap the
characters, hoping to feed them to the Mother Fungus.
Eldritch. The cultists are dedicated to some eldritch entity from
beyond the stars that gives them mastery of psychic abilities and
unholy knowledge.
Bestial. Wearing furs and animal skulls, these cultists embody the
creatures of the forests, hunting alongside the animals they worship.

-17-
Elements of Inspiration
Forests - Combat

Aerial Assault Tiny Assailants


Diving through the canopy comes an aerial predator, intent Suddenly, the characters are surrounded by tiny creatures that
on killing the characters. They might have disturbed a nest, or harry them. They might start as an annoyance but, as their
simply be too tasty to resist! numbers grow, it becomes scarier and scarier.

Harpy. A harpy, or flock thereof, uses its luring song to draw Swarm of Insects. A swarm of insects or spiders begins to cover
characters off the trail. Once they become lost, the harpies strike the characters, rapidly delivering bites or stings, or encasing them
with their deadly talons. in webbing.
Giant Owl. A giant owl, angered by those that have disturbed Pixie Gang. A gang of angry pixies fires volley after volley of tiny
its nest, uses its flyby to attack on the wing, kiting the characters arrows into the characters, causing bleeding from a myriad of
until they leave its roosting spot. tiny wounds.
Giant Eagle. Having picked out the characters from the skies Scurry of Squirrels. Squirrels bombard the characters with nuts,
high above, a giant eagle swoops down and grabs a character to pelting them from afar or dropping them from a height.
take back to its nest and consume. Kettle of Hawks. A kettle of hawks begins to asail the characters
Drake. A forest drake, covered with camouflage patterns and with - stealing their equipment, ripping their tents, stealing their food,
a deadly, poisonous breath weapon, swoops down on the party. and even raking them with their claws.

Spellcaster Woodland Guardian


An errant spellcaster bumps into the characters and decides to There are many creatures within the woods whose sole aim is
test their arcane abilities. They might be working toward a greater to protect these beautiful places from harm. If they perceive the
magical goal that the characters could uncover. characters as a threat, they attack mercilessly.

Blight Druid. A druid who has turned to necromancy uses their Dryads. Dryads emerge from their host trees and lure the
magic to drain the life from the characters, spreading disease and characters with their beauty. They might cause their enthralled
plague through the forest as they cast their spells. victims to drop into hazardous terrain, or enter monster lairs.
Stormcaller. A wild, barbarous sorcerer screams up into Ajatar. These serpentine spirits inhabit glades and dells, ensuring
the skies, summoning thunder and lightning to thwart the that none trespass upon them. If angered, they summon snakes
characters’ expedition. and spray deadly venom.
Vermin Master. A rat-covered druid summons insects from the Fey Dragon. Fey dragons appear cute and harmless, but can
earth and pests from the undergrowth. They send their varmint summon greater monsters (including actual dragons) if they feel
minions to devour the characters. their homes are threatened.
Dark Growth Druid. Summoning forth rampant shadow growth, Stone Guardian. Blending in with standing stones and stone
a dark druid aims to corrupt the forest with shadow magic. circles with ease, these troll-like creatures only reveal themselves
when it is too late to flee.
Opportunistic Stalker
Something follows the characters from afar, tracking their
prints in the fallen leaves and catching their scent on bushes.
Soon, they will strike.

Shadow. A shadow, an undead manifestation of pure darkness,


lurks in the eternal dusk of the woodland. When night falls, it
will drain their strength.
Moss Monster. A rolling mass of moss, capable of blending in
perfectly with the forest environment, awaits an opportunity to
smother its victims.
Oaken Grasper. This arboreal half-plant half-ape moves silently
through the branches above. When it is sure it is hidden, it tries
to strangle its foes with vines.
Blink Dog. Blinking in and out of existence, these fey hounds
stalk their prey for days, terrorizing them before they make their
fatal attack.

-18-
Elements of Inspiration
Forests - Exploration

Sacred Grove Fey Gate


The characters discover a break within the forest that has an A shimmering portal can be spotted between the split trunk
overtly magical feature. It might be protected by guardians. of a tree, inside an immense root ball, or inside a ring of
standing stones.
Magic Fruit. There is a tree growing in the grove, the fruit of
which grants some magical benefit. It might cure disease, fill To Fey Realm. The gate leads to the fey realm, a wonderful
empty bellies, or provide invisibility. mirror of the mortal plane filled with fantastical terrain and
Enchanted Stones. There is a ring of standing stones in the tricksome fey creatures.
glade. Those who step inside see a route out of the forest, or gain Through Time. Stepping through the gate transports the
temporary flight. characters through time. How far back or forward do they travel?
Holy Well. There is a spring in the glade that feeds a well of fine To Demiplane. The gateway leads to a strange demiplane. What
construction. The water within is holy water, but taking it draws is different here? What lives here? How does one get back?
the attention of a guardian.
Through Space. Stepping through the portal allows the
Fey Spirits. Faerie ghosts visit the glade each dawn, dusk, characters to move through space. They might appear instantly at
midday, or midnight. They might not take kindly to intruders. the forest’s edge, or at its heart.

Fairy Ring Water


A ring of toadstools, mushrooms, or other fungi has sprouted A body of water gives the characters the opportunity to refill their
up from the undergrowth. The characters might accidentally waterskins and bathe, but might also pose some kind of threat.
stumble into it, if they are not vigilant.
Shimmering Pool. This pool of water shimmers with a magical
Magical Mushrooms. If one enters this ring of mushrooms, a glean. Perhaps bathing here is especially restorative, or reflections
magical enchantment is bestowed upon them, such as the ability in the water come to life.
to change size or speak with animals. Surging River. A wild river surges through the forest, perhaps
Fantastic Fungi. If one enters this ring of fungi, an illusory even cutting a ravine for itself over the millennia. It is impossible
image appears before them, such as a shortcut through the to cross without an anchor.
woods or a rare woodland creature. Babbling Brook. A babbling brook is the perfect, peaceful spot
Toxic Toadstools. If one enters this ring of toadstools, they may to grab some freshwater and soak in the sights and sounds of
become poisoned or intoxicated by clouds of spores. the forest.
Fairies. There are fairies dancing around the ring who invite Flash Flood. Somewhere nearby, a body of water has burst its
the characters to join. Poor or unenthused dancing has dire banks. Water floods through the forest. Can the coming wave
consequences. be avoided?

Empty Hut
The characters stumble across an empty hut in the middle of the
woods. It might have been abandoned, or its owner might be just
about to return.

Witch's Hut. The hut is filled with potion ingredients, a large


cauldron, an animated broomstick, and the like. The witch’s
familiar might be lingering nearby.
Bothy. This rundown, single-room stone hut is made for
people, such as rangers and foragers, to camp out in. Who
camped here last?
Hunting Lodge. This wooden lodge clearly belongs to either a
noble hunter or a ramshackle ranger. What trophies hang from
the walls?
Edible Cottage. The hut is, in fact, a multi-room cottage made
from some edible substance, like gingerbread or a giant pumpkin.

-19-
Elements of Inspiration
Forests - Exploration

Ruins Faerie Throne


Poking up from the undergrowth are shattered, stone pillars Resting atop a tree stump or boulder is a marvelous sight—a
and blocks of moss-covered granite. What was this place? What throne of living vegetation, fit only for fey nobility. Do the
happened to it? characters dare sit in it themselves?

Graveyard. Headstones and tombs poke up like shattered bones Seelie Archfey. A bright and cheery fey noble owns this throne,
from the loamy earth of the forest. Yew trees watch over the and might find it amusing to find a mortal sitting in it. So
resting dead. Ravens speak their names. amusing that they take them as a consort.
Elven City. The ruins were once a splendid elven city. Examples Unseelie Archfey. A dark fey with malicious intent owns the
of their art, and perhaps their treasure, still remain untouched. throne, and will demand a duel with any pretender.
Wizard's Tower. An arcane experiment gone wrong caused Queen of Hags. The Queen of Hags owns this throne, which
the fracturing of this tower, which now floats in the air. Is the grapples those who sit upon it and whisks them away in the form
wizard’s spellbook still here? of a giant bat.
Snakefolk Ziggurat. A crumbling ziggurat occupies a glade in Smallfolk Noble. A member of the smallfolk owns the throne.
the clearing. It is still stained with the blood of the humanoid Their response to having it sat upon by another varies, depending
sacrifices that were made here. on their particular temperament.

Webs Heart Tree


Enormous webs, with strands as thick as an orc’s arm, fill the Heart trees are found in ancient glades and spinneys, and serve
forest before you. It is unclear how close the spiders that created to feed the rest of the forest with their elemental magic.
them are.
Luminous Sanctuary. This tree glows softly, and is taller than
Blocking. The webs block the path that the characters are on. Do most buildings. Nestled in its branches are places of sanctuary.
they risk luring the spiders by moving through the webs, or risk Dragon Tree. Gifted by a dragon to their home forest, these trees
getting lost by circumnavigating? can exude elemental auras to deter intruders.
Holding Treasure. Suspended in the webs is some kind of Iron Trunk. A towering evergreen with a burnished iron trunk
treasure that might lure the characters into recovering it. The rises into the sky. The other trees around it feed off its strength.
spiders do not like being stolen from.
Awakened Sage. This heart tree speaks. It has learned much over
Captives. Captives are strung up in cocoons. They might have the thousands of years it has stood vigil here.
been rendered unconscious by spider poison, or be wriggling
around in vain attempts to free themselves.
Nearby Foes. The giant spiders are nearby, and might be
accompanied by swarms of their offspring, or ettercap shepherds
who care for them.

Dangerous Plants
The forest is riddled with poisonous foliage that present all kinds
of challenges, but these particular plants are on another level. The
characters encounter lone specimens, or entire hedges of them.

Razorvine. With vines that wrap and twist together, covered


with deadly, sharp thorns, this razorvine hedge spreads rapidly to
block off trails.
Snatchvine. Snatchvines throttle creatures while they are
sleeping. They are capable of slow ambulation, meaning they can
be found almost anywhere.
Mantraps. These enormous, bell-shaped plants lure prey in with
sweet smells, then clamp down upon them with a toothed lid.
Poison Ivy. Patches of poison ivy are hard to distinguish from
regular undergrowth. They cause itching at best, and death at worst.

-20-
Elements of Inspiration
Forests - Exploration

Forest Crown Shrine


The characters stumble across a forest crown: an item that looks Hidden in a shaded grove is a shrine - a construction of twisted
like it might be placed upon the head of a noble, made from the branches and roots, adorned with mushrooms, animal skulls, or
forest’s resources or terrain. other strange offerings.

Coppiced Tree. This tree has been coppiced to grow thinner Animal Spirits. The shrine is dedicated to animal spirits, which
branches. The entire stump is the crown of a troll lord, who can be seen wandering around the grove. They might serve as
knows exactly where it is at all times. companions, for a short time.
Jagged Stones. These jagged stones might look like a stone circle, Weather. Placing different offerings upon the shrine can change
but are actually a hill giant’s crown, that they lost many years ago. the weather in the forest within minutes.
Glowing Crystals. A circle of glowing crystals marks the spot Nature. The shrine is dedicated to a deity of nature, and might
where a fairy royal was crowned. Stepping inside summons the bestow animal-form blessings, or power over the elements.
spirit of said fairy. Fertility. Making offerings of water and flowers to the shrine
Animal Bones. A crown of animal bones might be the ritual site of yields a harvest, such as fresh fruit or gourds filled with honey.
a hag, a marker of werewolf territory, or something equally sinister.
Forest Fire
Traps
Smoke rises from the forest floor where a fire has broken out.
Some kind of trap has been placed in the forest, most likely for Perhaps it is the natural effect of dry ground and lightning
hunting. Only perceptive characters can spot it in time. strikes, or the result of deliberate arson.
Bear Trap. An enormous bear trap clamps down on an unwitting Thick Smoke. Thick smoke chokes the forest, making it
character’s leg. It might slow them or, if chained down, stop them impossible to see more than a few feet ahead, and causing
moving more than a few feet. characters to cough and splutter.
Snares. A snare tightens around a character’s leg, hoisting them Searing Heat. The heat of the fire is immense, draining those
into the branches of a nearby tree. who are nearby for too long, and even dealing damage.
Net. A net either pulls the characters up, or shoots down upon Wall of Flame. A wall of flame blocks the characters’ path
them with weighted elements keeping them stuck to the floor. through the forest. They either need to deal with it or spend days
Magical. A magical trap, perhaps set by a fey creature, catches the traveling around the disaster.
characters. Maybe it freezes them in time, or turns them to stone. Inferno. Insane towers of flame rise up into the canopy,
spreading rapidly through the trees and incinerating anything
they touch.
Enchanted Sundial
The characters stumble across a sundial in the midst of the
forest - a rather curious piece of outdoor furniture. It does
something spectacular.

Changes Season. Manipulating the sundial changes the season in


the glade around it, causing leaves to fall, flowers to blossom, etc.
Changes Weather. Manipulating the sundial changes the weather
in the glade around it, bringing in storms, causing rain to fall, etc.
Changes Time. Manipulating the sundial changes time in the
glade around it. Perhaps the trees shrink to saplings in the blink
of an eye.
Changes Light. Manipulating the sundial changes the light in
the glade around it, swinging from the depths of darkness to
blinding light.

-21-
Elements of Inspiration
Forests - Exploration

Prints Dark Grove


The passage of something through the forest can be spotted by Shadows flit around a grove of trees that the sunlight seems
survivalists by the marks on the forest floor, or by damage to unable to pierce. A constant dusk hangs here, giving the place an
the undergrowth. eerie feel.

Humanoid. The prints indicate the passage of humanoids through Spider Infested. The grove is infested with spiders of all shapes and
the woodland. Perhaps they are traders, explorers, or raiders. sizes. Their webs fill the canopy, and stretch between the trunks.
Prey. The marks show that prey animals have passed through this Animated Trees. The trees in this grove come to life when no
point in the forest recently. This could include animals such as one is watching them. They might have a dark intent, such as to
rabbits, deer, pheasants, boar etc. devour or disorient the characters.
Predator. The prints show that a predator has moved through the Haunted. The grove is haunted by a malignant spirit, such as a
forest recently. It could be a beast such as a leopard or wolf, or a dead explorer, a will-o’-wisp, or a hunted animal.
monstrosity like a troll or hydra. Cursed. The grove has been cursed by someone, perhaps
Behemoth. Some enormous behemoth has left its prints in the an evil, fey noble or a treacherous hag. Lingering here has
forest for all to see. Following it is easy, but perhaps foolhardy. detrimental effects.

Fallen Tree Equipment Cache


One of the enormous trunks that surround the characters topples Stored in a root hollow, an abandoned cave, a hanging tree house,
down with a tearing crash of bark and wood. It might occur or some other secret location is a bundle of equipment. Someone
while the characters are right beneath it! has clearly left these supplies to collect at a later date.

Crashing Down. The tree falls just as the characters pass beneath. Arms & Armor. The bundle contains weapons and armor that
They must leap out of the way in time to escape being flattened. are in great condition and ready to be used. They might be made
Blockage. The tree has fallen across the characters’ path, causing of natural materials, such as bone and bark.
a serious blockade that would take hours to hack down. It might Potions. The cache contains potions and other alchemical
be made worse by ivy, or other strangling plants. creations that heal, cure diseases, or otherwise assist the characters.
Infested. The fallen tree is infested with something—perhaps a Rations & Water. The bundle contains freshwater and edible
wasp’s nest or a fungal disease—that threatens the characters. rations that have been left by someone for collection when needed.
Makeshift Bridge. Conveniently, the tree has fallen over some Equipment. The cache contains equipment that might include
hazardous terrain, such as quicksand or a raging river. ropes, tinderboxes, axes and machetes, climbing gear, etc.

Sludge Pits
The forest floor is peppered with sludge pits that make
the terrain hazardous. Spotting and avoiding them is of
paramount importance.

Quicksand. The pits contain quicksand that sucks down


anything that steps upon them. They are masked by fallen leaves.
Boggy Ground. The pits contain boggy ground, camouflaged by
patches of mossy earth. They are exhausting to wade through.
Sinkhole. A layer of branches and vines covers an enormous
sinkhole that drops tens of feet into an inescapable pit.
Root Hollow. The roots of trees have created a makeshift cave on
the forest floor where the earth has been washed away. It is a safe
place to camp.

-22-
Elements of Inspiration
Forests - Roleplay

Wayfaring Ranger Scouts


A rambling ranger catches up with the characters as they move The characters spot, or are spotted by, one or more scouts making
through their territory. They are well equipped for living life in their way stealthily through the woodland. Their footsteps are so
the wilds. light they do not even disturb the fallen leaves.

Guide. The ranger is happy to act as a guide for the characters, Military. The scouts are part of the military. They might be
if they are lost, though might only be willing to escort the scouting their borders for intruders, or mapping routes through
characters out of the forest. the forest for an army to take.
Hunter. The ranger is hunting wild animals, and might be happy Spies. The scouts are spies, sent by an enemy of the characters
for the characters to tag along. They might be after sustenance, or to gather information about them. They might be hostile, if
collecting trophies. confronted.
Slayer. The ranger is a monster slayer who is tracking down a Criminal. The scouts are criminals of some description. Perhaps
dangerous creature. They might welcome the characters’ assistance. they have set up an illegal toll gate in the forest, or are hiding out
Hostile. The ranger does not want the characters here, intruding from the guard.
on their territory. They might set traps to deter the characters Magical. The scouts use magic to help them in their exploration.
from further intrusion. They might be able to stride between trees or move through
hazardous terrain.
Hunters
Harmless Humanoids
The characters encounter a group of hunters stalking their prey.
They could be nobles coming to collect trophies, or peasants out A group of harmless humanoids crosses paths with the
poaching their dinner. characters. They might be curious, jovial, hilarious, or playful.

Protective. The hunters are highly protective of their quarry, and Shroomies. These miniature mushroom people love to sing and
try to make the characters turn back and leave them be. dance, and emit spores that encourage such behavior in other
creatures they meet.
Generous. The hunters are happy to share their kills with
the characters, if they are in need of sustenance, or might Seedkin. Seedkin are seed-like creatures with stubby arms and
serve as guides. legs that like to drop down on creatures walking beneath their
tree-top villages.
Ornery. The hunters are not keen on being disturbed, and might
blame the characters for quarry that got away from them. Frogfolk. Frogfolk are deeply pious and devout, and like to
spread the word of their various amphibian deities to any who
Desperate. The hunters are desperate for food. They might be
will listen.
ill-equipped, or have inadequate knowledge of tracking.
Mousemen. Mousemen walk tiny alleys cut through the
undergrowth of the forest. They like to surprise and scare those
Vigilant Druid who visit the woods.
A druid who is duty-bound to carefully watch over the
woodland approaches the characters while they make their way
through the wilderness.

Injured. The druid is injured, and in need of immediate medical


attention. They might have been gored by a beast, or perhaps
contracted a disease. What injured them?
Angered. The druid is in a terrible mood, and takes it out on the
characters. They might want the characters to leave the woods.
Curious. The druid is keen to find out why the characters are out
here. They might be able to offer assistance in some form or other.
Helpful. The druid wants to help the characters survive in
the forest. They provide hunting, foraging, tracking, or
navigating tuition.

-23-
Elements of Inspiration
Forests - Roleplay

Ghostly Wanderer Fairies


A haunting presence moves through the tree trunks, A gaggle of fairies crosses the trail ahead of the characters. If the
toward the characters. Its spectral form is unhindered by two groups spot each other, they might become involved in a
the briar and brambles. game of cat and mouse.

Haunting. The ghost haunts the characters, making it hard for Sprites. Fluttering on dragonfly wings in shaded glens, these
them to get a good rest and distracting them from hunting, aggressive warriors take severe measures to ward strangers away
mapping, navigating, etc. from their homes.
Possessor. The ghost tries to possess one or more of the characters. Pixies. These diminutive, elf-like creatures use invisibility and
If the ghost is humanoid, the character gains a flaw; if it is an their pixie dust to stay out of sight, wherever possible. They are
animal spirit, the character takes on an aspect of that animal. notorious tricksters.
Benefactor. The ghost is a mysterious benefactor, who assists the Brownies. These kind-hearted creatures are around the size of a
characters to ensure they do not meet the same grizzly fate that mouse, and behave much like one. If treated kindly, they bestow
they themself did. gifts and blessings.
Patron. The spectral wanderer has a mission for the characters, Sylph. These air spirits flit through the canopy at immense speed,
related to its own unfinished business. darting this way and that. They delight in causing other creatures
to levitate and fly.
Potential Mount
Rambler
Picking its way through the brush is a creature that could
potentially serve as a mount, if the characters are careful The characters encounter a lone rambler, making their way along
enough with their approach. The wary creature will not be the forest trail. They might have a story to share, or a favor to ask.
easily swayed, however.
Bard. Armed with a musical instrument or sweet melodic tone,
Hippogriff. These winged horses have eagle-like heads and this bard is eager to learn of the characters’ exploits, and share a
forelimbs. They only respond well to those who show them drink or two with them.
proper respect. Bird Watcher. Keenly scanning the branches above, this rambler
Pegasus. A celestial horse with brilliant white wings walks might stumble into the characters if they are not watching where
quietly through the woods. It will only accept a rider who has they step. They are on the hunt for rare birds.
committed no evil deed. Storyteller. This individual knows more stories than anyone has
Pony. A lone pony, or small group thereof, grazes on the a right to remember, and they share them willingly.
undergrowth. If it can be captured, it can be broken in a matter Folk Magician. With a knowledge of herbal remedies and
of days. strange, ancient magic, this folk magician might be able to assist
Giant Spider. An enormous arachnid picks its way through a web the characters.
in the canopy above. Provided it is fed well, it will serve as a mount.

Unicorn
Standing proud in a wooded copse is a unicorn - a celestial horse
with a single horn that serves as a guardian or warden of the
woodland. It is respected by all other life in the forest.

Benevolent. The unicorn is benevolent, and wishes to help the


characters in any way it can, especially if they have treated the
forest with respect.
Mischievous. The unicorn is mischievous, and wishes to provoke
the characters before it is willing to help. It might lead them
astray, for example.
Wary. The unicorn is wary of the intruders in its realm. It stays
out of sight, observing the characters. If it does not like them, it
might attack.
Dark. The unicorn is a dark being, corrupted by some shadowy
influence. It seeks to spill the blood of intruders.

-24-
Elements of Inspiration
Forests - Roleplay

Festival Priests
The sound of festivities can be heard bouncing around the Wearing strange robes and holy symbols, these priests
woodland up ahead. Clearly, some party is just about to begin. hurriedly move through the undergrowth with purpose.
Knowledgeable characters might recognise who they
Festival of Falling Leaves. When the first leaf falls from the tree worship from their vestments.
in autumn, a festival is held among the fairy folk. They celebrate
the changing seasons with dance and song. Nature. The priests are devoted to a nature deity, or some aspect
New Moon Mass. Each new moon, druids and magicians of nature itself. They might have druids in their ranks, or even
get together to welcome the lunar entity. This might involve animal companions.
ritual sacrifice. Sun. The priests are devoted to the sun, or a sun deity. They wear
Harvest. When harvest rolls around, and the fruit-laden trees bright colors and wield magical fire.
bend beneath their own weight, forest dwellers celebrate their Revelry. Dancing and singing as they go, these revelers might
offerings of food with a feast. already be inebriated, or engaging in other forms of hedonism.
Spring Masquerade. Each spring there is a masquerade ball in Earth. Priests dedicated to elemental earth summon beings from
the forest. All are invited, though not all last the night. the mud and rock, and chant solemn hymns late into the night.

Celebration Injured Animal


A great celebration is occurring in the forest, and can be heard An injured animal lies in the mud, not far from the path. It is in
or seen from afar. Perhaps the characters have a chance to join need of immediate medical attention if it is to live. Perhaps it has
in the party. already attracted the attention of predators.
Satyr Revelry. A gang of satyrs drink and dance until they drop, Elk. If healed, a wounded elk might serve as a guide or mount for
their hooves pounding the earth in a pulsating rhythm. the characters. Their injuries might be from predators or hunters.
Seelie Ball. A fey ball is being held, with nobles from the Seelie Wolf. If restored, a wounded wolf might serve as a hunting
Court attending in great numbers. Here, fates are made and lost. companion or tracker. Their injuries are often from their packmates.
Faerie Orchestra. Brilliant music fills the woodland from a root Lynx. If helped, a wounded lynx might serve as a guide or
hollow in which an orchestra of faeries plays. Their instruments hunting companion. They may have been injured in a fall.
radiate brilliant magic.
Bear. If healed, a wounded bear might serve as a mount for a
Hag Birth. When a hag gives birth to a daughter, there is much small humanoid, or as a companion. Their injuries are likely due
celebration among her underlings, who bring her captives to eat. to hunters.

Traders
A group of traders who are making their way through the
woodland spot the characters and make their way over, hoping to
offload some goods before they reach town.

Furriers. These folk trade furs of all varieties, anything from


the loyal rabbit to the royal tiger. They might even have magical
cloaks, gloves, and the like.
Foragers. Carrying great bundles of berries, stone fruits, sweet
leaves, and all manner of natural edibles, these foragers have all
the food anyone could wish for, and the knowledge to find more.
Herbalists. Herbalists make medicinal brews from herbs and other
natural substances. These are less expensive than regular potions.
Woodcutters. Dragging or carrying bundles of kindling, these
woodcutters might ask for help getting back to town.

-25-
Elements of Inspiration
Forests - Roleplay

Dark Deal Strange Melody


A being, such as a hag, witch, or shadow fey, approaches the A strange melody—perhaps haunting, perhaps enchanting—
characters offering a dark deal. The cost for the deal might be drifts through the leaves, causing them to shudder. Even the birds
hidden in esoteric scripture, or concealed in tricksome wording. stop singing to listen to the tune.

Wealth. The creature offers great wealth to the characters; their Satyr Piper. A satyr blows a jovial jig on their pipes, causing
mount might be turned to gold, for example. creatures that hear it to start dancing. The urge is irresistible, and
Power. The creature offers great power to the characters; they eventually exhausting.
might be able to command animals by becoming one. Enchanting Harpy. From high in the canopy, a harpy sings a
Navigation. The creature offers to guide the characters to their luring song that draws in prey. Those who cannot resist might
destination, or out of the forest. They might have to serve as become dinner.
guides themselves, in return. Elf Song. An elven choir sings in some wooded chapel off the
Sustenance. The creature offers sustenance to the characters. beaten trail. Their reverie might last for days on end.
Perhaps the food they are given is rank and rotten, though edible Chorus of Leaves. Some magic has imbued the leaves of the trees
and nourishing. with musicality. Harmonies are heard here when the wind blows
through the branches.
Awakened Creature
Miraculous Event
A creature that has been gifted with intelligence and sentience
lives in this area of the woodland. It is curious about newcomers. A wonderful event, the likes of which are heard of only in myth
and legend, happens to the characters.
Tree. Awakened trees see much over their decades, or even
centuries, of life, and have gained the ability to communicate. Falling Leaf Flight. Falling leaves drop from the trees above, but
Their tales last for days. form into a flying carpet or whirling vortex that the characters
Squirrel. Mischievous and secretive, awakened squirrels like to can use to fly for a few days.
trade their nuts and edible goodies for shiny things, which they Size Changing Seeds. Seeds drop from the trees, shrinking
store in tree stumps and hollows. and growing as they do. Eating a seed causes the characters
Robin. Awakened robins are even more curious than their to change in size, from mouse to giant, or vice versa, and
regular counterparts. They constantly question those who make everything in between.
their way through the woods. Healing Pool. A wonderful pool of glistening water can be seen
Butterfly. These tiny creatures are obsessed with beauty in all its from the trail. Its waters are healing - they restore vitality when
forms. They become closely attached to other beautiful creatures. drunk, and heal injuries if bathed in.
Fairy Banquet. A group of fairies are having a banquet in the
woods, and invite the characters to join. The food heals all
Curious Creature exhaustion and disease.
A creature takes an interest in the characters, following them
through the forest for days on end. If treated well, it might
become friendly enough to serve as a companion.

Hawk. A hawk circles the characters high above or flies from


branch to branch, watching their every move.
Wolf Cub. A lone wolf cub, ostracized by its pack, sees the
characters as its new family. It is constantly tripping them up.
Owlbear. A young owlbear begins following the characters. It
looks formidable, but is soft at heart. It crushes their tents when
it tries to cuddle.
Fox. A coy fox watches the characters for days before
approaching. It is a vigilant protector, but has a habit of
defecating on the characters’ gear.

-26-
MOUNTAINS
Mountain Encounters
Roll a d6 to determine an inspiration type, then roll a d20 to determine the specific element.

d6 d20 Result Page d6 d20 Result Page


1 Angry Elemental p. 29 11 Cloud Castle p. 35
2 Ambushing Monster p. 29 12 Empty Hut p. 35
3 Wild Beast p. 29 13 Water p. 35
4 Walking Dead p. 29 14 Ruins p. 35

Exploration
5 Aerial Assault p. 29 15 Dragon’s Hoard p. 35

3–4
6 Raiders p. 30 16 Volcanic Activity p. 36
7 Hulking Brute p. 30 17 Idyllic Pass p. 36
8 Giant Beast p. 30 18 Hail Storm p. 36
9 Defenders p. 30 19 Glacier p. 36
Combat

10 Camouflaged Creature p. 30 20 Frozen Adventurer p. 36


1–2

11 Opportunistic Stalker p. 31 1 Potential Mount p. 37


12 Spellcaster p. 31 2 Miners p. 37
13 Elder Evil p. 31 3 Climbers p. 37
14 Volcanic Aggressor p. 31 4 Wayfaring Ranger p. 37
15 Cultists p. 31 5 Vigilant Druid p. 37
16 Mine Guardian p. 32 6 Harmless Humanoids p. 38
17 Runaway Construct p. 32 7 Priests p. 38
18 Dangerous Exile p. 32 8 Scouts p. 38
19 Berserker p. 32 9 Ghostly Wanderer p. 38
Roleplay

20 Capricious Creature p. 32 10 Traders p. 38


5–6

1 Blizzard p. 33 11 Injured Animal p. 39


2 Avalanche p. 33 12 Awakened Creature p. 39
3 Abandoned Mine p. 33 13 Miraculous Event p. 39
4 Howling Wind p. 33 14 Oracle p. 39
Exploration

5 Drop p. 33 15 Mischief Makers p. 39


3–4

6 Obelisk p. 34 16 Celestial p. 40
7 Beacon p. 34 17 Celebration p. 40
8 Shrine p. 34 18 Airship p. 40
9 Earthquake p. 34 19 Lost Explorer p. 40
10 Equipment Cache p. 34 20 Unguarded Treasure p. 40

-28-
Elements of Inspiration
Mountains - Combat

Angry Elemental Walking Dead


A raging elemental courses along a mountain ridge, sending Some undead horror shambles toward the characters, sinew
snow, scree, or sand in its wake. It churns up a cloud of debris as dripping from its battered body. It hungers for humanoid flesh,
it races toward the characters. and will trail them tirelessly unless it is destroyed.
Air Elemental. A blustering manifestation of elemental wind Ghoul. These intelligent undead know how to set an ambush,
surges at the characters. It uses its whirlwind to try and throw and even work together to attack. Their paralzying claws are their
them off the mountainside. most deadly weapon.
Snow Golem. A humanoid golem made of snow uses its icy breath Will-o'-Wisp. These haunting lights are the souls of lost
to freeze the characters, or blinds them with a flurry of snow. explorers who died up in the peaks. They lure the characters
Salamander. These fiery, snake-like humanoids seek slaves down sheer drops and onto scree slopes.
for their volcanic mines and forges. They use nets and other Zombie. Festering undead humanoids might have been
restraining weapons. formed by something deep within a nearby mine, or by a local
Xorn. Hungering for gemstones and precious metals, these necromancer.
elemental burrowers can be bribed with a bag of coin. Frozen Wight. Frozen by the low temperatures of the peaks,
these undead warriors use the ice as a shield and a weapon.
Ambushing Monster
Aerial Assault
Lurking in a shaded ravine, or behind a mound of granite
boulders, lurks a monster, ready to ambush any creatures that Swooping down from the cloudless sky comes an arial predator
come past its spot. Only the most alert will spot it in time. ready to devour one or more of the characters. Atop a mountain
there’s little cover to hide behind.
Basilisk. These reptilian monsters train their petrifying gaze on
their foes. They might flee once they have petrified a creature and Harpy. One or more harpies - winged women with bird-like
then return later to eat it. features and broad wings - use ranged weapons or their luring
Bulette. Surging up from beneath the ground comes a colossal song to harry the characters.
quadruped that tries to trample the characters to death. Manticore. Flicking venomous tail spikes and spitting taunting
Troll. A camouflaged troll lurks in the entrance to a cave. It drops insults, these devious predators might stalk their prey for days
down from a high ledge to attack in a flurry of vicious claws. on end.
Roper. Initially appearing to be nothing more than a broad Roc. These colossal birds are more likely to be targeting the
stalagmite, these monsters' true forms become clear when their mounts of characters; the pesky humanoids that ride them are
grasping tendrils lash out. barely a snack.
Wyvern. Swooping low on wings of stretched skin, these snake-
like creatures use their poisonous stingers to deliver lethal doses
Wild Beast of venom while in flight.
A natural beast native to the mountain range begins stalking
the characters, seeing them either as prey or as a threat to their
supremacy in the region.

Bear. A bear uses boulders and other cover to stay out of sight,
but watches the characters. If it feels they are a threat, it attacks
while they are sleeping.
Wolf. A lone wolf haunts the characters for a few days, waiting
to see if they become exhausted. If they do, it brings in the rest of
the pack to hunt.
Cougar. Mountain lions use ambush tactics to surprise their
prey, focussing on weaker, smaller characters with their attacks.
Saber-toothed Tiger. These prehistoric predators attack in packs,
or use hit-and-run tactics to wear down their prey.

-29-
Elements of Inspiration
Mountains - Combat

Raiders Defenders
A group of raiders from somewhere in the mountain range Are they defending their home valley against intruders,
crosses paths with the characters. They are unlikely to be overtly patrolling the boundaries of their hunting grounds, or protecting
stealthy, but could be concealed by the terrain. a secret site on the mountain’s top?

Duergar. Ash-skinned dwarves from the caverns beneath the Half-Giants. These enormous folk are the scions of giants and
mountains, these industrious humanoids take slaves to toil in humans. They keep hidden shrines to the giant gods.
their mines and smithies. Dwarves. Eager to protect their hoarded wealth, the dwarves
Kobolds. Scions of the dragons that lair in mountain peaks, of the mountains do not take kindly to intruders. They charge,
these reptilian servants try to steal wealth to please their mounted on giant goats.
avaricious overlords. Gnomes. Ready to ambush the characters with flame-spitting
Orcs. Orcs devoted to warfaring deities seek to fill their war crossbows and thunder-powered hammers, the technological
wagons with plundered goods from the settlements in the foothills. marvels of the gnomes are to be feared.
Birdfolk. Raiding birdfolk steal livestock and other supplies from Bearfolk. Fiercely protective of their hunting grounds, the
their terrestrial kin, using ranged weapons to pepper those who bearfolk of the mountains attack from the shadows at night.
try to stop them.
Camouflaged Creature
Hulking Brute
Blending in with the craggy rocks and powdered snow around
The mountainside shakes with the footsteps of some enormous them, a creature leaps out at the characters, or stalks them from
brute who wanders through the peaks and valleys. Their passage afar, waiting to strike.
cannot be ignored.
Grick. These worm-like monstrosities are perfectly camouflaged
Ettin. Twin-headed, and possessed of a dangerously split against the stone. They slither around tunnels and caverns,
personality, these giantkin argue with themselves about what to waiting to feast.
do with their captives. Snow Leopard. Disruptive fur patterns make these felines hard
Yeti. These giant, ape-like creatures are covered with shaggy, to notice against the snowy caps of a mountain. They will drag off
white hair that helps them blend in with their surroundings. the weakest member of an adventuring party.
They can frighten foes with their hideous howls. Stone Giant. With stone-like skin, these giants are surprisingly
Frost Giant. Frost giants are notorious raiders, hoping to please stealthy in their home ranges. They might simply be curious
their warring gods with offerings of stolen arms and armor. about the characters.
Fire Giant. Working hard in volcanic forges, these giants leave Stone Strangler. Twisting forms of molten stone, these hideous
only when they need food or other provisions. abominations slide down cliffs to choke their victims.

Giant Beast
Some overgrown beast approaches the characters with malicious
intent. It might seek to fill its belly, or to see off a potential threat.

Goat. Giant goats despise those who intrude on their slopes.


They charge at foes and try to butt them off of the peaks and
ridges they occupy.
Eagle. Enormous eagles tend to be kind-hearted creatures.
However, if they feel threatened, they might capture intruders to
feed to their chicks.
Marmot. These colossal rodents burrow through the rocky
slopes, forming enormous cave networks. They create
dangerously unstable terrain.
Lynx. Moving silently across scree slopes and through forested
valleys, these gigantic felines hunt for humanoid prey at night.

-30-
Elements of Inspiration
Mountains - Combat

Opportunistic Stalker Volcanic Aggressor


Something has been following the characters for days, waiting for A plume of smoke emerges from the volcanic peak as creatures
the right moment. It might seek to kill them, steal their goods, or emerge from the fiery basin within. They might have awoken
learn about them. because of the characters’ passage through the area.

Shadow. Invisible in the darkness of the mountain’s shade, or the Phoenix. These blazing birds protect volcanic peaks from
darkness of a cave, these undead wait until night to strike. intruders who would seek to stymie their natural beauty. They
Frostveil. Slowly drifting through the air like a frosted cobweb, bathe their foes in flame.
these plants emit psychotropic spores before engulfing their prey. Magmin. These mischievous elementals hurl searing clots
Rock Wraith. These semi-spectral creatures move through the of magma at their foes. They contain a destructive force that
rocks themselves, haunting those who disrespect the landscape. explodes out of them when they are destroyed.

Stoneshifter. Capable of turning into a boulder in a heartbeat, Dragon. An immense dragon emerges from the peak, its
these creepy, goat-like creatures are able to sneak up on even the presence so formidable that most flee, even from its shadow.
most vigilant guards. Fire Elemental. Blazing vortexes of fire and magma, fire
elementals are uncontrollable agents of elemental chaos.
Spellcaster
Cultists
The characters draw the ire of a spellcaster. Perhaps they are
trespassing, have seen something they should not have, or simply A group of cultists have met on the mountainside. They dance
pose a threat. and chant into the open skies, drawing something down from the
naked midnight, or up from the heaving earth.
Stormcaller. The spellcaster has druidic talent or sorcerous
heritage, and can summon storms with a word. Thunder shakes Eldritch. The cult is dedicated to an eldritch entity from beyond
the mountains and lightning arcs overhead. the stars, some arcane behemoth of unimaginable form and
Volcanist. The spellcaster uses flame and molten rock to barrage aberrant mind.
their opponents. Their fiery tempers are notorious. Storm. The cultists worship the storm, the surging lightning and
Snowcaster. These druids use the ice and snow to infuse their crashing thunder, the whipping wind and blinding snow. They
magic. They create walls of ice to protect themselves, and cast summon forth thunderous beings.
cones of freezing cold. Endless Ice. Coated in hoarfrost, these white-eyed zealots call
Geomancer. Working closely with the earth itself, these arcanists forth the endless ice, eternal and everlasting elemental death.
throw boulders as if they were pebbles. Eternal Flame. Igniting themselves, but feeling no pain, eternal
flame cultists summon creatures from volcanoes that should
not exist.
Elder Evil
Some awful being from between the stars has been drawn
or summoned to these towering peaks. Their alien intellect
perceives the characters as a threat, or a tool.

Mi-Go. These insectoid aberrations serve masters who lurk


behind dark stars. They harvest humanoid brains and prove
their intellects.
Star Spawn. Star spawn seek to claim this world for their own, as
they have many others before. Their alien minds and tactics are
impossible to comprehend.
Great Old One. The mere presence of these creatures corrupts
humanoids around them, causing paranoia, avarice, and bloodlust.
Gibbering Mouther. Horrible amalgamations of molten flesh,
mismatched eyes, and toothed maws, these creatures create chaos
wherever they crawl.

-31-
Elements of Inspiration
Mountains - Combat

Mine Guardian Berserker


The characters inadvertently stumble across the entrance to a The characters are attacked by a berserker, driven into a frenzy by
mine. It might be ancient and abandoned, or still functioning. bloodlust, devotion to a deity, psychotropic mushrooms, or some
Some guardian of the place comes to see them off. other influence.

Stone Golem. A golem carved from stone thunders toward the Barbarian. Channeling the power of a bear, wolf, eagle, or
characters. It might be made in the image of the miners, or an another animal, this barbarian seeks to prove themselves against
abstract form. the characters.
Iron Golem. Wrought from twisted metal and plates of corroded Minotaur. Driven by a psychotic condition brought on by
iron, this golem might have spells stored within it. drinking a liquor of fermented moss, this minotaur attacks with
Walking Statue. Statues, masterfully hewn from stone, border inhuman rage.
the mine’s entrance. They animate when intruders approach. Ogre. Driven by greed and avarice, this bloated brute hurls
Mine Spirit. A strange elemental or undead spirit guards the boulders toward the characters, bellowing insults as it does so.
mine. Perhaps it is the soul of a miner who died within. Orc. Having devoted themselves to worship of an evil god, this
particular orc has become incredibly muscular and overpowers
others with ease.
Runaway Construct
The gnomes and dwarves of the mountains are well known for Capricious Creature
their clockwork and iron creations. Sometimes though, these
machines go haywire and cause havoc. A changeable creature is caught in a bad temper by the characters,
and decides to take their malicious mood out on them. They might
Iron Pit Pony. These pony-like machines are designed to pull need to be defeated or talked down from their attack.
carts of ore and coal. When malfunctioning, they charge around
relentlessly until they wear down. Azza Gremlin. These fey creatures love lightning, and often lurk
Autodriller. Armed with a pair of whizzing drills, capable within machinery that harnesses it as a power source. If caught in
of cutting through solid stone, these haywire automatons are the wrong mood, their behavior is shocking.
best avoided. Bereginyas. These fairies are made of fog and mist, and lurk
Crystal Construct. Formed from lumps of arcane crystal and around the tallest mountain peaks. If they are not placated with
geodes, these constructs are designed to protect miners from offerings of food, they might steal it instead.
threats while they work. Kot Bayun. These fey cats are savage predators, but sometimes
Lode Detector. With incredibly accurate sensors, these insectoid take a liking to their prey. If they do, they become poetry-telling
constructs are impossible to sneak past. Thankfully, they are companions.
relatively harmless. Stuhac. Taking the guise of an elderly person, these fiends trick
prey into helping them. The stuhacs then cripple the creature
before devouring them.
Dangerous Exile
Another humanoid, exiled from their former place of residence,
has become a dangerous recluse up here in the mountains. They
detest other people.

Vampire. A vampire clambers up the scree slope toward the


characters in the dead of night, eager to sate its thirst for blood.
Witch. A witch with a mastery of dark arcana curses the
characters, throwing hexes at them as punishment for entering
their territory.
Necromancer. A necromancer, who has been building an army
of undead in the isolated mountain range, sees the characters’
bodies as valuable assets.
Murderer. A murderer, who has fled the guard of their
hometown, now lives in a mountain cave. They are still driven to
take the lives of others.

-32-
Elements of Inspiration
Mountains - Exploration

Blizzard Howling Wind


A swirling storm of ice and snow blows through the mountains’ A blustering gale blows through the valley, nearly bowling the
valleys and lashes their peaks. Smart travelers seek shelter as characters over. It carries a haunting howl upon it that makes the
soon as they feel a cold wind coming in. hairs stand up on the back of their necks.

Blinding Snow. The storm sweeps up powder snow from the Deafening Gale. The winds are so loud that they deafen the
peaks and throws it around in blinding patterns, making it characters. This might end once the gale dies down, or last for
impossible to navigate. days or even weeks.
Hailstones. Hailstones pummel the mountainside, ranging in Awful Moans. There are hideous moans upon the winds that
size from pea to plum. They might be a mere annoyance, or a are enough to drive even the most stoic mind to despair. The
deadly threat. maddening effects are intolerable.
Pushing Winds. Freak gales buffet the mountain range, Mind-Numbing Shriek. A piercing shriek cuts through the wind,
threatening to shove explorers off the knife-edge ridges and stunning those who hear it. What could make such a sound?
down the slippery slopes. Carried Conversation. The wind carries a conversation with it.
Ice Storm. Shards of ice slash through the air, lacerating exposed Perhaps there are ambushers waiting for the characters on the
material and flesh alike. Tents are reduced to tatters, and skin is road ahead, whose cover is now blown.
scarred for life.
Drop
Avalanche
The characters come across a sheer drop that is difficult to cross,
A tumbling mass of snow begins sliding down one of the but would take days to circumnavigate. They must decide how to
mountain slopes, posing a serious threat to all in its path. tackle the hazardous terrain.
Rockfall. The avalanche is accompanied by boulders that Chasm. A broad chasm opens up before the characters.
ricochet off each other, coursing toward the characters like stones Perhaps it was formed by glacial movement, earthquakes,
flung from trebuchets. or volcanic eruptions.
Snowball. A ball of ice and snow rolls down a slope or trail, Cliff Edge. The characters come to an unexpected cliff edge;
accumulating more as it goes, causing it to exponentially grow where they expected the mountain to continue is a sheer drop.
in size.
Mountain Ridge. The slope on which the characters walk becomes
Snow Slide. An enormous shelf of snow falls from the steeper and steeper, until only a knife’s edge ridge remains.
mountainside, sliding down over the slopes in a plume of
Unnatural Crack. Something has caused a fissure to open up in
white powder.
the earth. What caused such a crack? How deep does it go?
Scree Fall. Loose ice and stone skitters along the steep mountain’s
edge, slicing through the undergrowth like so many knives.

Abandoned Mine
The characters happen upon a mine shaft that is now abandoned.
There might still be equipment, machinery, or treasures to be
salvaged from within.

Monster Attack. The mine was the site of a monster attack, and
the corpses of the victims are still strewn about. What did this?
When did it happen?
Uncovered Lair. The shaft dug too deep, exposing the lair of
some abomination lurking within the mountain. What was it? Is
it still here?
Cave-in. Following the mine leads to a cave-in where the passage
is blocked by rubble. What caused the cave-in? Are there trapped
survivors?
Natural Hazard. The mine uncovered a natural hazard, such as a
boiling lake of lava, or a freezing torrent of water. Can it be passed?

-33-
Elements of Inspiration
Mountains - Exploration

Obelisk Earthquake
Rising into the clear skies above the cloud level is an obelisk, Gentle shudders can be felt in the earth around the characters,
clearly erected centuries ago by someone. The purpose of the which quickly intensify into tremors and rapidly become a full
strange monument is not immediately obvious. blown earthquake.

Haunted. The shard of stone is haunted by the one who erected it. Unstable Terrain. The quake is not too bad, but creates unstable
Their spirit is anchored here. Are they benevolent or malicious? terrain around the characters that must be carefully traversed to
Earth Magic. The crystal obelisk channels earth magic, causing avoid injury.
nearby boulders to float, scree to turn into dust, etc. Fissures. The earthquake is severe, and forms deep fissures around
Wild Magic. Wild magical effects are centered upon the the characters. They might have to avoid these as they open.
obelisk, which seems to shudder and shift at random. What Quakes. The earthquake continues to send powerful tremors
triggers the effects? which threaten to knock characters from mountain ridges.
Lightning Magic. The obelisk serves as a lightning attractor, and is Thrown Boulders. The earthquake dislodges enormous boulders
regularly struck by electrical bolts. What is the obelisk charging? which come flying toward the characters, as if thrown by giants.

Beacon Equipment Cache


The characters spot some sort of beacon high up in the Hidden behind a boulder, in the mouth of a cave, or some other
mountain. Even distantly from their location it is clearly visible, secret location, is a bundle of goods that has been stashed away.
and must be for miles in each direction.
Arms & Armor. The bundle contains armor or weapons that
Magical Flame. Contained within an enormous brazier is a are in usable condition. What mark on them identifies their
magical flame that seems impossible to extinguish. Who lit it? previous user?
What does it warn of? Potions. A handful of potions in an alchemist’s bag are spotted.
Massive Brazier. A colossal tower is capped with an iron cage What do the potions do? Who left them here?
filled with flammable material, which has been ignited. How long Rations & Water. The bundle contains edible rations and
will it last? freshwater that have been left for collection at a later date. What
Divine Light. Divine light glows from the beacon, powered by a do the rations tell of the person who left them?
celestial connection to the heavens. What evil does it warn of? Equipment. The cache contains useful equipment, such as ice
Eerie Glow. An eerie, haunting glow emanates from the beacon, axes, climbing gear, ropes, and the like. Do they have flaws from
which might be fashioned from a giant’s skull, or be a twisted prior use?
construction of iron and flesh.

Shrine
Nestled within a wooded dell, deep in the mountain range,
is a shrine. It could be made of stone, twisted roots, solid ice,
or some other material.

Weather. Making an offering to the shrine allows those who pray


there to change the weather in the mountain range for a short
period of time.
Nature. The shrine is dedicated to natural spirits; they help any
who leave offerings of natural resources taken from those that
extracted them unsustainably.
Elemental. The shrine venerates some elemental energy, such as
ice, fire, air, or earth. Short-term mastery over such an element
could be acquired here.
Stars. The shrine sits beneath a blanket of stars, which can be
communed with when the right constellations appear overhead.

-34-
Elements of Inspiration
Mountains - Exploration

Cloud Castle Ruins


Moving slowly across the open sky is a castle, supported by a One or more of the characters spots the ruins of some ancient
magical cloud, that undulates softly as it moves. Despite the structure at the peak of the mountain, or down in a valley. It
distance, the characters may be able to spot one or more cloud might be a safe place to stop, or contain treasures of the past.
giants within the structure.
Dwarf Citadel. The ruins were once a dwarf citadel, and still
Friendly. The giants are friendly, and spot the characters. They contain weapons and armor fit for dwarves.
approach cautiously to assess the characters, before offering Giant Castle. The ruins are clearly of giant scale and
them a lift. construction. They might be a crashed cloud castle, or perhaps a
Angry. The giants are angry about something which makes them fire giant fortress.
hostile. Perhaps it is something the characters have done. Orc Fort. The ruins bear marks of orcish construction. Perhaps
Abandoned. The cloud castle is abandoned, and either hangs it was a peaceful culture with herds of sheep and goats, or a war-
listlessly in the air, or rests on the mountain slope. Where did the like nation that worshiped an evil god.
giants go? Can it be flown without them? Gnome Village. The ruins are of a gnomish village. Strange,
Crashing. The castle is in the process of crashing down into the mechanical treasures can be found in the cottages.
range. What has caused it to veer off course?
Dragon's Hoard
Empty Hut
Glinting in the sunlight, an enormous pile of treasure sits out for
After trekking through the mountain range, the characters spot all to see. It is comprised of thousands of coins, gemstones, goblets,
an empty structure in which they might be able to make a more idols, and other masterpieces wrought from precious metals.
comfortable camp. It is safer to rest here than in the open.
Guarded. The hoard is, understandably, guarded by a dragon.
Bothy. The tiny, one-room hut is used by shepherds and Luckily, the wyrm is currently absent, but it will surely not be
explorers as a temporary camp while in this area of the range. long before it returns.
Who was the last occupant? Looted. The hoard has already been looted. What remains is
Hunting Lodge. A wooden lodge, made for hunters to stay safe, either an illusion or a bunch of worthless fakeries. Who took
is nestled in a wooded valley. What trophies are within? the treasure?
Miner's Cottage. A decrepit cottage once belonged to a worker Slumbering Wyrm. A dragon slumbers beneath the pile of
in a nearby mine. What did they leave behind when they left? treasure. Alert characters can spot telltale signs before they
plunder the hoard.
Laboratory. The hut contains laboratory equipment, which
might be for producing potions or making constructs. What Trapped. The treasure has been trapped, either magically or
tools and components remain? Why is no one here now? mechanically, so that thieves will be captured.

Water
The characters discover a source of freshwater that might be
much-needed. It could be flowing down the mountainside, or
resting in a valley.

Surging River. A surging river makes its way down the


mountainside, toward lower ground. It flows with such force that
getting near it is dangerous.
Waterfall. A pool of water empties over a cliff face, thundering
down to a plunge pool below. The characters might be at risk of
going over the edge.
Freshwater Pool. A beautiful, undisturbed freshwater pool
allows the characters to refill their skins and tankards. What
wildlife visits the pool?
Meltwater Flood. Meltwater from higher up the mountain
courses down the side of the mountain at a formidable pace. The
characters could be caught in the flood.

-35-
Elements of Inspiration
Mountains - Exploration

Volcanic Activity Glacier


As the characters make their way through the mountain range, An enormous glacier of solid ice blocks the characters’ path.
they spot some signs of volcanic activity. If they can get far away They might be able to clamber atop it and continue on their
fast, they might be safe. route, or might be forced to divert from their course.

Smoke Plume. A vast plume of smoke rises up from a mountain Slippery Ice. The glacier is covered with slippery ice. Those
peak. It rapidly spreads, becoming a choking cloud that obscures walking on it run the risk of sliding off the edge. Sleds would
vision and restricts breathing. be useful.
Ash Cloud. A searing cloud of ashes rises up from an active Slush Flow. The glacier leaves a flowing trail of slushy ice that
volcano. If it blows toward the characters, it will severely burn them. slows pace. Getting caught in the flow could be lethal.
Eruption. The characters witness a volcanic eruption. Magma Serac Collapse. A piece of glacial ice collapses, sending shards of
and lava spew forth from the top of a mountain, which literally ice raining down upon the characters. They will be injured if they
explodes, sending rock, smoke, and ash flying. cannot dodge aside.
Tremors. The characters spot a volcanic eruption far off, but still Powder Plume. The glacier is accompanied by a plume of
feel the tremors of the explosion. powder snow, which reduces visibility and makes navigation
much harder.
Idyllic Pass
Frozen Adventurer
Up ahead of the characters is a gorgeous mountain pass; it looks
like it could be hanging in a gilded frame on a noble’s wall. It is so An adventurer, frozen solid, stands out on the side of the
picturesque that it is hard to believe it is real. mountain. They wear an expression of fear and shock - a grim
portent out here in the freezing weather.
Skiing. There are skiers sliding down the snowy slopes of the
pass, having the time of their life. Smoke rises from cozy-looking Flash Freeze. A natural, but sudden, drop in temperature caused
lodges at the top. this adventurer to become frozen in place. What are they holding?
Forested. Pine trees rise high from the pass, sheltering it against Magical Ice. The adventurer was frozen by some spell, or spell-
the wind and foul weather. Hidden behind their trunks is a like effect. Who or what cast the spell? Why?
beautifully peaceful grove. Monster Attack. The adventurer was frozen by a monster effect,
Brook. A gentle brook flows through the pass, babbling as it such as the freezing breath of a white dragon. Where is the
goes. There might be kayakers headed down it, or deer sating monster now?
their thirst on the shore. Imprisonment. The adventurer was magically imprisoned in
Inhabited. The pass is inhabited by a humanoid culture. Perhaps ice. They are still alive, and would reanimate if thawed. What did
gnomes have built cottages in the valley, or dwarves have cut they do? How can they be safely thawed?
homes into the rock.

Hail Storm
The characters are caught in a hail storm that batters the mountain.
They need to find shelter fast if they are to avoid the worst of it.

Slowing. The hail is frustratingly thick, even though the stones


are only small. It makes it hard to navigate, and the characters’
pace slows.
Damaging. The hailstones are big enough to bruise and break
the skin. More than a few minutes in the storm is likely to
seriously hurt.
Injuring. The hailstones are the size of a fist, and fall with
immense force. Each stone can easily break an arm, crack a rib,
or rip a tent in two.
Deathly. The hailstones seem imbued with the wrath of the
gods. They are as big as pumpkins, and smash into the earth with
intense force.

-36-
Elements of Inspiration
Mountains - Roleplay

Potential Mount Wayfaring Ranger


A creature that could serve as a mount can be spotted by one or A ranger clad in mountain gear walks the peaks. They are clearly
more of the characters. Gaining its services is not as easy as it at home in the mountainous environment, and their pace is
might seem. barely slowed by the hazardous terrain.

Hippogriff. These half-horse, half-eagle creatures are obsessed Guide. The ranger is happy to serve as a guide for the characters
with formality and etiquette. Only those who approach if they are in need of a navigator. They know the mountains like
appropriately will be accepted as riders. the back of their hand.
Pegasus. These celestial beings take the form of winged horses. Hunter. The ranger is a hunter, searching for food to sustain
They accept riders, but only if they are pure of heart and have themselves, and perhaps others, in a nearby settlement.
committed no evil. Slayer. The ranger is out searching for a specific monster, or
Griffon. Half-lion, half-eagle, these voracious predators require a other creature that they believe is a threat, or is responsible for
constant stream of food if their loyalty is to be bought. some awful event.
Pony. Ponies frequent the slopes of foothills, and even pick their Hostile. The ranger does not want the characters hanging around
way up into the higher mountain ranges. They can be caught and the region they have sworn to protect. They try to ward them off
broken in with relative ease. with a nonlethal assault.

Miners Vigilant Druid


The characters find themselves on the same trail as a group of A druid, sworn to protect the mountain range, can be seen
miners. They might be on their way to work, or fleeing from interacting with the environment, or with the native flora and
something in the mines - perhaps a monster or natural hazard. fauna. They might be treating an injured animal, or causing
plants to grow.
Dwarves. A burly gang of dwarves flees from a magma flow
which pours forth from their volcanic mine. What can be done Injured. The druid is injured and in desperate need of healing.
to save them? Perhaps they have been caught out in the freezing temperatures,
Gnomes. A line of gnomes clogs the trail. They are all waiting to or fell down a scree slope.
enter a newly opened mine to search for gemstones. Angered. The druid is angered by the characters’ presence, and
Duergar. These ash-skinned dwarves come from an avaricious does all they can to see them off. They might summon beasts to
society that prioritizes wealth. They will not let on where their attack the characters.
mine is. Curious. The druid is keen to know why the characters have
Half-Giants. A trio of half-giants flees from a bulette which has ventured into the mountains. If they approve of their mission,
tunneled up out of the mine toward them. How can the monster they might be able to help.
be stopped? Helpful. The druid wants to help the characters however they
can. They can find food and water, summon beasts, alter the
weather, etc.
Climbers
A trio of climbers is attempting to ascend a sheer peak, eager to
prove their incredible skill. They might be using gear to help, or
be free climbing.

Sporting. The climbers are ascending for sport and adrenaline.


They are eager for fresh competition, if any of the characters
fancy themselves athletic.
Injured. One or more of the climbers is injured, and in serious
need of assistance. If the characters can heal them, they could
share equipment or serve as a guide.
Lost. The climbers are done with their sport, but have become
lost on the way back to their camp. They need assistance if they
are to make it through the night.
Helpful. The climbers are jovial folk, eager to help anyone in
need. They have expertise, rations, and equipment.

-37-
Elements of Inspiration
Mountains - Roleplay

Harmless Humanoids Ghostly Wanderer


A group of harmless humanoids is practically falling over A strange, spectral creature moves through the rocks and
themselves playing on the mountain. They throw snowballs, slide boulders toward the characters. It drifts across the terrain,
down shallow scree slopes, or balance rocks in towers. without slowing.

Rocklumps. These creatures look like jagged stones with stubby Haunting. The ghost haunts the characters, making it hard for
arms and legs emerging from them. Their central, polished- them to get a good rest and distracting them from hunting,
stone-like eyes are full of emotion. mapping, navigating, etc.
Burrowlings. These gopher-like humanoids thrive and depend Possessor. The ghost tries to possess one or more of the characters.
on good company, and can even die of loneliness. Thus, they If the ghost is humanoid, the character gains a flaw; if it is an
stick close to groups that they encounter. elemental spirit, the character takes on a related chaotic aspect.
Ravenfolk. These curious humanoids are capable of flying, and Benefactor. The ghost is a mysterious benefactor, who assists the
often circle people they are interested in. They love to collect characters to ensure they do not meet the same grizzly fate that
shiny trinkets. they themself suffered.
Lunar Children. These strange, glowing creatures take the forms Patron. The spectral wanderer has a mission for the characters,
of spectral owls. They love to watch humanoids to see what they related to their own unfinished business.
are up to.
Traders
Priests
A group of traders picks their way along a hazardous trail
A group of priests, clad in strange robes or other outfits, is through the mountains. They carry their goods with them, and
spotted by the characters. Depending on who they worship, they are keen to trade with the characters.
might react differently to the attention.
Lapidarists. These individuals trade in gemstones. They sell cut
Nature. The priests have dedicated themselves to worshiping stones, and are eager to buy uncut ones for a lower price, if the
nature, or a deity thereof. They praise the changing seasons, characters have any to trade.
natural flora and fauna, and lunar cycles. Stonecutters. The traders are stonecutters and masons. They
Earth. The priests are devoted to elemental earth, and wish to have icons and other sculptures for sale, or can be hired to cut
see civilization overthrown by the tectonic movement of the paths through the rock.
world itself. Ice Merchants. These folk carry insulated packs of ice with them.
Air. The priests are zealots of elemental air. They wish to see They might preserve the cubes with magic, even. They know how
all weak life blown off the face of the earth, and eroded by the to clear ice fast.
howling winds. Ore Dealers. These folk have ore to trade to smelters, who turn it
Astral. The priests worship entities from the astral realm. They into metal to be used in smithies. They know shortcuts through
might have been possessed by these aberrant beings. the mountains.

Scouts
Scampering across the rocky landscape is a group of scouts
clad in camouflaged clothing. They do not take kindly to being
spotted, and either flee or lash out.

Military. The scouts are here on behalf of a military organization.


They are looking for a safe route that an army could take through
the mountains.
Spies. The scouts are here to spy on something, such as a mine,
or someone, such as one of the characters. If spotted, they attack.
Criminal. The scouts are criminals of some sort. They might be
acting as bandits on the trails, or might be fleeing the law.
Magical. The scouts have spells at their disposal, or are scouting
using magical means, such as with a familiar. Why are they here?

-38-
Elements of Inspiration
Mountains - Roleplay

Injured Animal Oracle


Not far from the rocky trail is an injured animal. It is in dire straits, Up in the mountains is an oracle, a prophet, a storyteller, or some
and needs medical attention soon if it is to survive much longer. other master of myth and imagination. The characters see them
meditating atop a rocky column, or other area of seclusion.
Goat. This goat has a broken leg from a fall, or has been hurt
by a predator. If healed, it can lead the characters on a safe Past. The oracle can see into the past, or knows legends from
path to shelter. centuries ago. They might shine some light on the current
Wolf. This wolf has been hurt by other packmates. If healed, situation in the world.
it will stick to the characters like glue, serving as an animal Present. The oracle can see the present by looking into a mirror
companion for a short while. of ice, a snowstorm, or in some other magical way. They can see
Bear. This bear has been hurt by a falling branch or boulder. If things happening right now realms away.
healed, it can lead the characters to fresh water and food, like fish Future. The oracle can get cryptic glimpses into the future. They
or berries. might carve these into the stone of the mountainside.
Cougar. This cougar has contracted a disease that is killing it. If Lies. The oracle is false. They might know this, and actively
healed, it will serve as a hunting companion for the characters. deceive others, or they might believe their fake visions are real.

Awakened Creature Mischief Makers


A creature, given unnatural intelligence by a druid, a priest of Some mischievous creatures approach the characters, eager to
nature, or some other source, approaches the characters. They meddle with their affairs. They might try to sneak up upon them,
might just want a conversation with some new friends. or reveal themselves immediately for the shock factor.
Eagle. An awakened eagle spots the characters from the wing Fraughashar. These goblin-like creatures have icicle beards, and
and watches them for a while, to decide whether they seem protect sacred rivers. They launch snowballs from their slings.
trustworthy, before engaging in conversation.
Mephits. Elemental nuisances that form in places of natural
Marmot. A tiny marmot, near its amazing network of burrows, essence, these creatures shower the characters in snow, or cause
pops up to welcome the characters to the mountains. They know icicles to drop down on them.
the peaks amazingly well.
Pandrals. These creatures resemble red pandas but have three
Ibex. An ornery ibex wants to know what on earth the characters pairs of legs, and enormously bushy tails. They like to steal food.
are doing, risking their lives on the mountain ridges.
Shardlings. Resembling insects made of ice, these elementals
Bear. A jovial awakened bear wants to share a joke it just made drain heat from campfires and sleeping creatures.
up with the characters. It is not particularly funny.

Miraculous Event
A wonderfully miraculous event occurs around, or to,
the characters, the like of which usually only happens in
myths and legends. The characters might be able to take
advantage of the event.

Sweeping Windpath. The wind atop the mountains blows


with such immense force that it forms a windpath, allowing the
characters to safely fly along it, without using spells.
Earthmote Rise. All around the characters, enormous boulders
begin rising into the air. If the characters can get atop one, or
harness it, they can levitate.
Healing Snowfall. Pure, white snow drifts down from the white
skies overhead. The glistening flakes heal those they land upon.
Spell Well. An enormous fissure, down into the core of the earth,
spews out arcane energy. Although it is dangerous, it can be
harnessed to restore arcane energy.

-39-
Elements of Inspiration
Mountains - Roleplay

Celestial Lost Explorer


A celestial creature from the heavens above visits the characters. The characters encounter a lost explorer who is incredibly happy
Perhaps it is keen to reward them for some good action they have to see them. They might be in desperate need of assistance.
taken, or to punish them for misdeeds.
Airship Traveler. The explorer was an airship pilot or passenger.
Angel. An angel from the celestial realms visits the characters. Why did they have to abandon their vehicle? Where is it now?
They might have a message for them, a divine boon to bestow, or Ridge Climber. The explorer is a climber who has a variety of
a warning to issue. useful gear. How did they get lost? Are they alone?
Couatl. Couatls can take humanoid forms to interact with Hiker. The explorer is a hiker on a trail. They have great survival
characters before they reveal their true, celestial bodies. They are skills, but are running from something? What are they fleeing?
eager to protect the natural world.
Cartographer. The explorer has been mapping the mountain
Archon. These celestials are the warriors of the divine realms. range, or the caverns beneath, but has become hopelessly lost.
They only appear when there is conquest to be embarked upon. Why are their maps flawed?
Disembodied Voice. No physical form visits the characters;
instead, they hear a divine voice giving them advice, or a
commandment. Unguarded Treasure
As they trek through the rocky landscape, the characters discover
Celebration something unusual: a buried treasure of some sort. It could be
a single piece of treasure, a pile of gold and gems, or something
The noise of a wonderful celebration rings out through the else entirely.
mountains and valleys. It draws attention from all creatures
around, most of which seem to want to avoid the scene. Cursed. The treasure has been cursed by some nasty being that
seeks to corrupt mortals. The treasure is unguarded to lure in
Mine Opening. A new mine has just been opened, and miners weak-willed individuals. What is the curse? Who made it?
eager to get down into the tunnels are celebrating with a pint of Illusory. The treasure is, in fact, an illusion. It could have been
ale before heading down to the riches below. created by some magical phenomena nearby, or by a magical
Ski Season. The start of a new ski season has come around, and creature as a lure. What is the source?
sporting individuals are getting ready to head down the slopes. Lost. The treasure has been dropped or lost in some way. Maybe
The wine flows. it fell off an airship or out of a backpack. Who does it belong to?
Sled Race. Groups of competing athletes are having a sled race Trapped. The treasure is trapped in a mundane way, perhaps
down a hazardous track. Audience members cheer for their resting atop a pit, pressure plate, etc. Who left this trap?
favorites from stands erected along the course.
Storm's End. A vicious snowstorm has finally abated, and the
folk of the nearby settlements have come out to celebrate with
dances and festivities.

Airship
The characters happen upon an airship on a mountain slope.
However, there is something about it that is not quite right.

Abandoned. The airship has been abandoned, but it has been


damaged over time or the important parts have been stripped.
Who did it belong to?
Broken. The airship is severely damaged. Perhaps it crashed or
was struck by lightning. What can the characters do to fix it?
Fleeing. The airship is fleeing from something at high speed. It
swoops overhead in a broad arc. What is it fleeing from?
Crashed. The airship has recently crashed into the mountainside.
What caused the crash? Are there survivors?

-40-
PLAINS
-41-
Plains Encounters
Roll a d6 to determine an inspiration type, then roll a d20 to determine the specific element.

d6 d20 Result Page


1-2 Raiders p. 43
3-4 Charging Beast p. 43
5-6 Wild Beast p. 43
7-8 Aerial Assault p. 43
Combat

9-10 Ambushing Monster p. 43


1–2

11-12 Pesky Pest p. 44


13-14 Hulking Brute p. 44
15-16 Shapechanger p. 44
17-18 Giant Animal p. 44
19-20 Plains Behemoth p. 44
1-2 Watering Hole p. 45
3-4 Cloud Castle p. 45
5-6 Graveyard p. 45
7-8 Ruins p. 45
Exploration

9-10 Battlefield p. 45
3–4

11-12 Crater p. 46
13-14 Stampede p. 46
15-16 Shrine p. 46
17-18 Earthquake p. 46
19-20 Sky Signs p. 46
1-2 Plains Dwellers p. 47
3-4 Knight Errant p. 47
5-6 Potential Mount p. 47
7-8 Ranchers p. 47
Roleplay

9-10 Game Field p. 47


5–6

11-12 Boundary p. 48
13-14 Traveling Performers p. 48
15-16 Prisoners p. 48
17-18 Airship p. 48
19-20 Ancient Spirits p. 48

-42-
Elements of Inspiration
Plains - Combat

Raiders Aerial Assault


A group of marauders charges across the plains, screaming Some monster soars over the open plains toward the characters,
vicious war cries as they go. They might be headed toward the having marked them out as prey. It might swoop in for a strike,
characters, a trade caravan, or a settlement. or harry them for days on end.
Goblinoids. Devoted to building their goblinoid empire, these Chimera. This three-headed arcane accident breathes flame
goblins, bugbears, and hobgoblins have banded together into a down upon the party as it swoops past, exploiting the panic to
small army. grab a character.
Gnolls. Driven by demonic fury and insatiable hunger, a wild Harpy. A nesting harpy uses its luring song to draw a character
pack of ravening gnolls wants to devour any humanoids they can to it. There might be a whole colony of them waiting for their
get their hands on. prey to arrive.
Orcs. These orcs have become barbarous zealots of a war-like Manticore. This human-faced beast taunts the characters as they
deity, who they worship through violence and conquest. traverse the plains, peppering them with tail spikes as they go.
Loxoda. These elephantine humanoids are devoted to a Roc. A truly enormous bird of prey, whose shadow blots out the
xenophobic matriarch, and wish to keep their territory free of sun, swoops over the plains. It grabs the largest creature, perhaps
other humanoids. a mount.

Charging Beast Ambushing Monster


A creature charges the characters, kicking up dust as its feet The characters are ambushed by a predator with deadly instincts
pound the dry earth. Unless the characters can dodge aside, they and a unique mode of attack. If the vigilant party members do
will be thrown over. not spot it, they are all surprised.
Minotaur. These bulky, bull-like humanoids seek to prove their Ankheg. One or more insectoid creatures burrows up
worth in combat against those who intrude on their lands. from beneath the steppe and sprays the characters with
Rhino. A rhinoceros charges toward the characters, hoping to enzyme-filled acid.
spear one of them on its nose horn. The beast sees them as a Bulette. The earth shakes as an enormous land shark erupts from
threat, and might have young nearby. beneath the grassy plains. It tries to swallow its prey whole.
Elephant. One or more elephants stampedes toward the Gbahali. The scales of these crocodilian monsters shift to match
characters. They are relentless when defending their own, and their surroundings, enabling them to sneak up even the most
will not tire until the characters have fled. wary of characters.
Crocotta. These hideous animal hybrids go on bloodthirsty Serpopard. These half-serpent, half-leopards are extremely fast,
rampages when they are injured or threatened. They kick out and spray a poisonous musk to mark their prey.
with their hooves to kill foes.

Wild Beast
The characters spot, or draw the attention of, a wild beast. It
might see them as potential prey, or as a serious threat.

Lion. A lion, or pride thereof, spots the characters and decides to


start hunting them. The lionesses work together to bring down
physically weak prey.
Cheetah. A lone cheetah might take a fancy to one of the
smaller characters in the party, using their immense speed to
run them down.
Hippo. Hippos are incredibly dangerous, despite being
herbivores. They will not tolerate people, attacking with their
enormous tusks.
Mngwa. These ethereal lions hunt in treacherous, rocky terrain,
where they have an advantage. They can hide in mist and smoke.

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Elements of Inspiration
Plains - Combat

Pesky Pest Giant Animal


Some nuisance of a creature begins pestering the characters. The characters cross paths with a giant animal: an overgrown
They might be able to get rid of it easily, or it might persist for version of a natural beast with heightened aggression and appetite.
days on end.
Boar. A giant boar thunders across the open plains, hooves
Cockatrice. A squawking, flapping mess of feathers keeps churning up the grass as it goes. It might be looking for
following the characters, picking up scraps of food. They must something to feast on, or returning to its home.
avoid its petrifying peck. Snake. All varieties of giant snakes can be found on the plains;
Blood Hawk. A kettle of blood hawks circles the characters colossal adders lie in wait to unleash a venomous bite, enormous
wherever they go, scavenging from the corpses of creatures they constrictors hide near watering holes.
kill. They reveal the party’s location. Hyena. A giant hyena, perhaps accompanied by their regular
Markat. These gopher-like creatures burrow up from the ground peers, lopes through the grasslands. The pack hunts night and day.
in search of warmth, appearing beneath sleeping bags and tents. Vulture. A giant vulture blocks out the sun for a brief moment,
Axe Beak. A lone axe beak, separated from its flock, begins casting an enormous shadow on the plains below. It swoops
trailing the characters, trying to snatch any food it can. down to pick up weak prey.

Hulking Brute Plains Behemoth


An enormous humanoid barrels toward the characters. They use Some truly gigantic animal can be seen from miles away, crossing
their colossal fists, or clubs made from standing stones or pulled- the steppe. Its footprints are large enough to bathe in.
up trees, to assault their foes.
Mastodon. These six-tusked, elephantine creatures are big
Ettin. These brutes suffer from split personalities, represented by enough to smash through city walls and carry a dozen riders.
their twin heads. They bicker constantly with themselves, so are Kongamato. These man-eating, dinosaur-like birds can carry off
easily heard approaching. humanoid prey with ease. They have a special dislike of boats.
Hill Giant. Hill giants are not famed for their intelligence, but Savager. These bear-badger-porcupine hybrids are well-over ten
they have a dangerously good aim and a seemingly insatiable feet long, and attack with an unnatural savagery that most put
hunger, which drives them on. down to the influence of dark spirits.
Cyclops. Cyclops are fierce protectors of their home plains, valleys, Tusked Skyfish. These enormous, jellyfish-like creatures float
and steppes. They often work alone, or in pairs, to deter intruders. through the air above plains, using their shocking tentacles to
Ogre. These overgrown humanoids are dangerously infantile, stun foes.
lashing out whenever they are upset, angry, or hungry.

Shapechanger
The characters are approached by a shapechanger, typically
in humanoid form. They try to trick the characters into
compromising situations, then transform to attack.

Wereboar. When a humanoid is infected with wereboar


lycanthropy, they often become avaricious and greedy. They try
to swindle or rob travelers.
Werewolf. Evil werewolves typically hunt in packs, savoring
humanoid flesh as the finest delicacy. They are rarely
encountered alone.
Lamia. Lamias covet interesting consorts, and use enchantment
magic to allure characters and entice them into joining their harems.
Werejackal. These jackals have the ability to turn into humans,
though still retain their canine personality. They steal food by
using their sleep-inducing gaze.

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Elements of Inspiration
Plains - Exploration

Watering Hole Ruins


A pool of freshwater stands out from the swaying grasses of the A set of ruins pokes up from the otherwise flat grasslands.
plains that surround it. It is a good opportunity for characters to Although its foundations are crumbling, some of the structures
refill their waterskins and rest. remain intact.

Crowded. This particular watering hole is crowded with animals Wizard's Tower. The ruins are of a wizard’s tower. There might
drinking at its shores, or other humanoids who might be bathing, still be spell scrolls, potion-making equipment, or magical
fishing, etc. Predators are surely not far away. items within.
Trapped. The watering hole has been trapped by someone eager Humanoid Settlement. The ruins are of a humanoid settlement.
to capture animals or humanoids that come to drink there. The Perhaps people still seek shelter here in the ruined houses.
trap could be magical or mechanical. Trading Post. The place was once a trading post, and might still
Hunters. A group of hunters is waiting to ambush animals at have abandoned goods hidden away inside it.
the watering hole. They are annoyed by humanoids who spoil Goblinoid Fort. The ruins are of an abandoned goblinoid fort.
their hunt. There might be watchers here still, such as ravens or giant rats,
Enchanted. The watering hole is enchanted in some way. that warn the nearby goblins of intruders.
Perhaps it causes drinkers to fall into peaceful sleep, or helps to
close wounds.
Battlefield
Cloud Castle As the characters move through the grasslands, they come to an
area that was clearly once a battlefield. There might be hazards, or
Moving through the cloudless sky is a floating castle atop a something to be gained.
cotton-like puff of fog. The castle is clearly occupied by cloud
giants, who can be spotted on the battlements. Haunted. The battlefield is filled with armor and weapons, and
perhaps treasure, but is haunted by the ghosts of the deceased.
Friendly. The cloud giants are eager to help humanoids out on Recent. The battle that occurred here was a recent one. People
the plains. They can give directions, and might be persuaded to still lie dying in the mess of blood and mud.
offer a lift.
Current. The fight is still ongoing, and can be heard for miles
Angry. The giants are unhappy about the presence of the around. Knights mounted on camels charge the flanks, while
characters, and hurl boulders at them from hundreds of feet above. archers aim their bows at the advancing infantry.
Abandoned. The cloud castle is entirely abandoned. It might Hazardous. There is a hazard in the center of the battlefield, such
have been recently emptied, or have been that way for years. as quicksand or a fissure. What treasure makes it worth the risk?
Crashing. The castle is crashing for some reason, rapidly falling
toward the vast plains. The giants might have fled already, or be
trapped within.

Graveyard
A graveyard of sorts is visible just off the road up ahead. It might
contain tomestones, sepulchers, burial mounds, etc.

Royal Tomb. A fancy stone tomb, ornamented with carvings,


statues, reliefs, tapestries, or other luxurious features, marks the
grave of a noble or royal individual.
Barrow. These ancient burial mounds can sometimes be
accessed by a hidden or subterranean entrance. Dead warriors
are interred within.
Desecrated. This graveyard has a fearsome aura, and has clearly
been desecrated. Perhaps some foul ritual has occurred here.
Undead. Undead creatures, such as zombies and skeletons,
stalk the graveyard when the sun sets. They might be humanoid
or animal.

-45-
Elements of Inspiration
Plains - Exploration

Crater Earthquake
A crater marks the otherwise pristine landscape of the plains. The characters are shaken by an earthquake which rolls through
It could range in size from a few feet across to hundreds of the plains. The tremors cause animals to panic and trees to fall.
miles across.
Unstable Terrain. The earthquake creates unstable terrain
Meteorite. A meteoric impact formed this crater years ago. There around the characters which slows their pace and is exhausting
might be remnants of the valuable star metal at its center. to traverse.
Spell Effect. Some arcane phenomena made the crater. There Fissures. The earthquake opens fissures in the earth which the
might be dangerous lingering magic, or a humorous effect like characters might have to dodge to ensure they do not fall in.
noise alteration. Quakes. The tremors of the earthquake threaten to throw the
Demolition. Something was demolished here. What was it? characters over, perhaps dropping them into hazardous terrain.
What remains? Why is it dangerous or alluring? Collapse. The earthquake causes some nearby structure or
Footstep. The crater is, in fact, an enormous footstep. What terrain to collapse. Perhaps trees fall, towers tumble, etc.
behemoth made this mark? Where is it now?
Sky Signs
Stampede
The characters spot something in the sky that serves as a
The characters are caught up in an unexpected stampede of message, warning, omen, or other portent. The communication
creatures. Perhaps they are natural beasts, like buffalo, or herds could be from a deity, other humanoids, nature itself, etc.
of monsters.
Strange Star. A strange star that glows with unusual light has
Sudden. The stampede happens so suddenly that the characters risen into the firmament. It might be an omen of war, or warning
are caught by surprise, suddenly surrounded by stomping hooves of aberrant attacks.
and charging bodies. Migrating Flock. A flock of birds is migrating at the wrong time
Driven. The stampede is being deliberately driven by someone or of year, or in a particular pattern from which certain messages
something. Perhaps it is a hunting technique. can be derived.
Predator. A deadly predator has caused the stampede. What is Cloud Writing. Written in the clouds is a message. It
the predator? Would it prefer to eat the characters? might be for the characters, or they might have intercepted
communication between other parties.
Disaster. Some disaster, natural or otherwise, is the cause of the
stampede. Perhaps a fissure has opened nearby, or earth tremors Sun Symbols. Arcane symbols appear on the surface of the sun.
scared the beasts. They are hard to look at, but reveal some secret.

Shrine
The characters spot a shrine atop a raised area of the plains, or
hidden in a shaded valley. There might be worshippers there, or it
could be peaceful.

Sun. The shrine is coated with brass and other polished metals
that reflect the sun. Worshiping here can lengthen days or raise
the temperature.
Life. The shrine is dedicated to a deity of life, and numerous
people have left offerings here. Healing can be acquired from this
holy place.
Nature. The shrine is ornamented with antlers, tusks, furs,
and other symbols of nature. It can bestow blessings of animal
command and communication.
Weather. The shrine has been engraved with a weather cycle.
Leaving offerings can bring rain, stop storms, etc.

-46-
Elements of Inspiration
Plains - Roleplay

Plains Dwellers Ranchers


The characters come across some plains dwellers while making A group of ranchers crosses paths with the characters. They are
their way through the fynbos. They might be happy to meet the likely not far from whatever animals they are caring for, but
characters, or wary of these new adventurers. might need assistance.

Centaur. These half-horse people travel from plain to plain Shepherd. A shepherd’s flock of sheep or goats has been attacked
with the seasons. They have a rich oral tradition, and can share by some kind of monster. Where is the monster now?
amazing myths and legends. Cattleman. A cattle rancher has been targeted by rustlers who
Nomads. A nomadic group of humanoids can offer the have stolen several herds. Where did the bandits take them?
characters shelter within their tents, food and supplies, and What secret weapon have they got?
perhaps even mounts. Wrangler. The wrangler has a few captured wild horses with
Nkosi. These feline humanoids can turn into lions, and often them, but has lost more to an aerial predator. What beast
travel in that form. They are wary of outsiders, but sell war attacked the horses?
ostriches as mounts to those they trust. Herder. The ranchers are herding something unusual, such as
Tosculi. These wasp-folk reside in a hive somewhere on the plains. mammoths or hippogriffs. Who is trying to capture one of their
Each hive has a different song, which dictates their behavior. expensive animals?

Knight Errant Game Field


A knight, clad in plate mail and in search of adventure, crosses Marked out on the plains is a field for some game or sport.
paths with the characters as they travel across the open plains. There might already be humanoids there enjoying the
recreational activity.
Ornery. The knight is in a foul mood, and will not waste time
talking to the characters for long unless they can provide useful Hunting. This portion of the plains has been allowed to grow
information. thick and dense. Now beaters move through the grasses, stirring
Valiant. The knight is searching for ways to prove themselves, up prey to be shot with bow and arrow.
and will happily accompany the characters on their own quest Shinty. These rectangular pitches are used to play shinty, a sort of
for a while. aerial hockey that involves a lot of barging and head injuries.
Helpful. The knight knows some useful snippets of information Stoolball. Stoolball is a game somewhat akin to cricket or
that might assist the characters in their own missions. baseball, played on a circular pitch where fielders try to catch
Challenging. The knight has fallen afoul of valor, and instead balls hit by batters.
seeks to defeat the strongest opponents they come across. They Mob Football. These disorganized, often muddy, pitches are
issue a challenge to a character. crowded with people kicking a leather ball around. There appears
to be no real aim.
Potential Mount
The characters come across a creature that could potentially serve
as a mount, if only they can entreat it to serve them in such a way.

Hippogriff. A cross between eagle and horse, these majestic


creatures value respect above all else. One must use proper
etiquette when approaching such a beast.
Pegasus. These celestial, winged horses only serve as mounts for
those who have committed no evil, and expect to be treated as
any celestial would.
Griffon. Part lion, part eagle, griffons are deadly predators that
only serve as mounts to those who can prove that they are not
just another meal.
Horse. Wild horses gallop in herds over the plains. These beasts
are as wild as the wind, but make incredible mounts if they can
be broken.

-47-
Elements of Inspiration
Plains - Roleplay

Boundary Airship
The characters come up against some boundary that might An airship cuts through the cloudy skies over the characters
prevent them continuing on their planned route. Crossing the heads. It could have a balloon keeping it aloft, a trapped
boundary might have dire consequences. elemental, or magical sails.

Grazing Lands. A drystone wall or other boundary marks land Abandoned. The airship has been abandoned. Perhaps it still
for animals to graze. The shepherds do not like intruders. floats, anchored to the plains, or maybe it has settled on the
Hunting Territory. The characters find themselves up against ground. What supplies remain within?
someone’s, or something’s, hunting territory. They might attract Broken. The airship is broken in some way. Perhaps the
predators or be accused of poaching. mechanism by which it flies has been disabled, or taken out.
Regional Border. Posts, fences, or other boundaries mark the Fleeing. The airship still has crew, and is fleeing from something,
borders of a region. Crossing could cause political issues, or draw perhaps sky pirates, a tusked skyfish, or a soaring roc.
in guards. Crashed. The airship has recently crashed, or is in the process of
Waterway. A river cuts off the trail, and there is no sign of a crashing. It might have been attacked or be badly piloted.
bridge. If it is fast-flowing, characters crossing might be swept
away and drowned.
Ancient Spirits
Traveling Performers Spirits move through the plains, visible for all to see. Animals
avoid these spectral forms, and they emit a strange aura felt by all
A group of traveling performers can be heard or seen putting on within miles of them.
a show out in the plains. They might have erected a big top or
other structure in which to perform. Elemental. The spirits are elemental in nature, and reflect the
emotions of the land. If it is being treated badly, the spirits might
Circus. A wonderful circus is traveling through the area, and is be angry and attack.
currently putting on a show. There are tamed animals, fire eaters, Animal. The spirits are of animals; elephants, hippos, gazelle,
knife jugglers, and far too many clowns. rhinos, etc. They might reveal hidden clues about the landscape,
Bard. A lone bard, or band thereof, performs on the side of the such as shortcuts.
trail. They might have erected a stage and drawn in a crowd. Ancestral. The spirits are the ancestors of humanoids who once
Fireworks. A group of alchemists have created wonderful, perhaps lived here. Depending on how the characters respond, they
magically enhanced, fireworks to display in the open night sky. might be helpful or try to possess them.
Carnival. A traveling carnival has stopped here in the plains. Prophetic. The spirits speak cryptic prophecies to those who
There is lively music, wonderful food, and spectacular dancing in will listen.
vibrant costumes.

Prisoners
A group of prisoners makes their way across the steppe. They
might ask the characters for assistance, or even try to exploit
them in some way.

Escorted. The prisoners are being escorted to their destination,


perhaps to the gallows, by a guard who is responsible for their safety.
Escaped. A group of prisoners has escaped from a nearby prison,
and is fleeing across the wilderness. They might ask for help, or
try to steal supplies.
Mobile Prison. The prisoners are kept in a mobile prison -
perhaps a city-sized vehicle filled with cells, or a rolling spherical
cage they are fastened within, pulled by elephants.
Magical Internment. The prisoners are magically imprisoned in
some fashion. They might have magical bonds, or be sealed into
the earth somehow.

-48-
SWAMPS
-49-
Swamp Encounters
Roll a d6 to determine an inspiration type, then roll a d20 to determine the specific element.

d6 d20 Result Page


1-2 Ambushing Monster p. 51
3-4 Walking Dead p. 51
5-6 Aerial Assault p. 51
7-8 Raiders p. 51
Combat

9-10 Wild Beast p. 51


1–2

11-12 Giant Animal p. 52


13-14 Camouflaged Creature p. 52
15-16 Unseelie Fey p. 52
17-18 Swamp Horror p. 52
19-20 Lurking Ooze p. 52
1-2 Sludge Pits p. 53
3-4 Gas Leak p. 53
5-6 Profane Altar p. 53
7-8 Hive p. 53
Exploration

9-10 Behemoth Skeleton p. 53


3–4

11-12 Shrine p. 54
13-14 Prints p. 54
15-16 Enchanted Pool p. 54
17-18 Desecrated Ground p. 54
19-20 Strange Darkness p. 54
1-2 Sunken Wagon p. 55
3-4 Harmless Humanoids p. 55
5-6 Mischief Makers p. 55
7-8 Dark Deal p. 55
Roleplay

9-10 Bog Witch p. 55


5–6

11-12 Transport p. 56
13-14 Vigilant Druid p. 56
15-16 Ghostly Wanderer p. 56
17-18 Submerged Sentience p. 56
19-20 Corrupting Creature p. 56

-50-
Elements of Inspiration
Swamps - Combat

Ambushing Monster Raiders


A shower of sod and stagnant water erupts into the air as a A gang of raiders moves through the swamp. They might be
creature tries to ambush the characters. Only the most alert naturally adapted to the place, and thus unimpeded, or they might
characters spot it before it attacks. have come up with a way to traverse the swamp more easily.
Hydra. These lizard-like creatures have seven or more heads Lizardfolk. Capable of swimming as fast as they can walk,
attached to their serpentine necks. They are capable of holding lizardfolk natives of the swamp seek out humanoids to devour.
their breath underwater for hours. Goblinoid. These raiders might use swamp vehicles to get
Troll. A lunging, leaping form, with long limbs and slashing through the wetlands. The goblinoids worship a war-loving deity,
claws, wails on the characters. The troll can be deterred with fire and seek out combat opportunities to please them.
or acid. Subek. During the flood season, these crocodilian humanoids
Sinkworm. These revolting, fleshy worms live beneath muddy become violent and territorial, attacking and killing all
water, waiting for the footsteps of their prey to alert them of food. trespassers.
They open their mouths rapidly, sucking in creatures. Snakefolk. Some snakefolk worship dark powers from under the
Glass Gator. These nearly-transparent hunters strike from water earth. They take humanoid captives for sacrifices.
beds. They have poisonous stingers that can be deadly.
Wild Beast
Walking Dead
The characters are attacked by a wild animal that might see them
The swamp plays host to a variety of undead creatures, as it has as a threat to their territory, or perhaps as prey. They can likely be
claimed so many lives itself. The necromantic magic of the place scared off or calmed with appropriate tactics.
animates the unfortunate corpses.
Alligator. A large alligator snaps at the characters while they
Ghoul. These slavering creatures can choke with their immensely are crossing a body of water. If it can clamp onto a limb, it will
long tongues, or paralyze using their venomous claws. perform a death roll.
Will-o'-Wisp. These ghostly lights are mistaken for torches from Panther. A panther stalks the characters, attacking when they’
a distance. They lure people into the swamp to drown. are in a difficult spot, such as hazardous terrain.
Skeleton. Once a corpse's flesh has been eaten by worms and Poisonous Snake. The characters disturb a poisonous snake that
piranhas, it might reanimate as a skeleton with malicious intent. bites one of them. The venom might take a few hours before it
Bog Body. These zombies ooze with fetid mud that contains becomes deadly.
awful diseases. Sharp bones cut through their peat-stained skin. Black Bear. Black bears can climb, swim, and run faster than
people. They are unlikely to hunt humanoids, but fiercely protect
their cubs.
Aerial Assault
Diving down from the gray skies over the swamp is an aerial
predator ready to devour one or more of the characters.

Manticore. Manticores are malicious and intelligent creatures


that choose to taunt their foes before killing them with tail
spike projectiles.
Wyvern. Wyverns are dragon-like creatures with poisonous
stingers. They fly past foes and sting them, then follow until their
prey dies.
Drake. Drakes are like miniature dragons, but are far less
intelligent. Some have nasty breath weapons that they use while
in flight.
Giant Vulture. Giant vultures have renounced their scavenger
nature, and instead seek out small prey to carry back to their
enormous nests.

-51-
Elements of Inspiration
Swamps - Combat

Giant Animal Swamp Horror


Some overgrown specimen of natural fauna from the mire Some awful creature rises up from the mire, covered in mud that
viciously attacks the characters, hoping to consume them like so obscures its sanity-snapping features. They stalk the characters
many others it has eaten in the past. through the swamp.

Catfish. These enormous, slimy fish open their gaping mouths wide Otyugh. These horrors wrap their prey up in their slimy tentacles
to suck prey into them. They tend to attack swimming creatures. and drag them into their enormous maws, which are filled with
Crocodile. Giant crocodiles are seriously deadly animals. They scythe-like teeth.
can swallow most humanoids whole. Shambling Mound. Assemblages of rotting vegetation and
Snake. These snakes can grow up to 50 feet in length. Some fungal growth, these plants seek warm-blooded prey to engulf
possess lethal venom, others constrict their prey. and digest.

Heron. Giant herons are seriously terrifying creatures. They use Catoblepas. These reeking cattle have clubbed tails with which
their razor-sharp bills to pierce their prey like a spear, and can to stun their prey, and can either breathe noxious gas or shoot
then fly off with them. necrotic eye rays.
Mire Mangler. Formed of oozing mud and slimy flesh, these eel-
like creatures have enormous sucker mouths with which to latch
Camouflaged Creature onto their prey.
Lurking in the muck and mud of the mire is a creature
that is perfectly camouflaged, thanks to its natural pattern Lurking Ooze
and/or coloration.
Just beneath the surface of the swamp is an ooze, waiting for
Bagiennik. These plant-like aberrations are covered with oozing prey to stumble into its reach. The globular masses dissolve
muck. They can spray this stuff like acid on their foes. flesh in seconds.
Mire Toad. The size of a bear, these enormous toads have
grasping tongues that they use to pull foes into their maws. Their Black Pudding. Blending perfectly into the stagnant swamp
mottled skin is the perfect camouflage. water, these oozes shoot out pseudopods to drag their prey into
themselves.
Strangler Vine. These plants are indistinguishable from regular
wrapping roots or vines, except that they can move. They creep Gelatinous Cube. Slurping through areas of clearer water, these
toward prey and garotte them. cubes are almost impossible to spot until you have already waded
through them.
Craw Clasper. These giant crayfish cover themselves with a
casing of branches and reeds as disguise. Their enormous claws Gray Ooze. These oozes slither like liquid snakes through
are impossible to break free of. streams and bogs, rising up to strike at their foes. Their touch
melts metal.
Ochre Jelly. Though easier to spot than other oozes, these jellies
Unseelie Fey have the advantage of being able to split into many parts to
surround their prey.
Some malignant fey creature sneaks up on the characters, hoping
to corrupt them with dark deals, drown them in the bog, or take
them back to the realm of the fey.

Miremal. These fungus-covered, degenerate fey creatures serve


as unreliable guides, leading desperate characters to their doom.
Brook Horse. Appearing as ordinary horses, these creatures lure
riders onto their backs, where they become stuck and can be
pulled underwater.
Neck. The neck plays wonderful music, on a flute or other
instrument, to lure creatures into a marsh from which they
never escape.
Vodyanoy. Algae-covered, frog-faced water spirits, the
vodyanoy are brutes who try to knock creatures unconscious
and enslave them.

-52-
Elements of Inspiration
Swamps - Exploration

Sludge Pits Hive


Peppering the path ahead are bubbling pits and pools of sludge The characters stumble across a hive or nest of some creature. They
and slime that force your pace to slow to a crawl. They suck at pour out and attack intruders that get too close or disturb the hive.
your boots and soak your socks.
Wasp. Deadly, killer wasps fly out of the hive, buzzing deafeningly.
Quicksand. The pits are filled with quicksand, which rapidly pull One sting is painful, more than a dozen is enough to kill.
in anyone who steps upon them. They are hard to spot beneath Mosquitos. Mosquitoes spawn in stagnant water, and are
the water. common in bogs. Their bites often carry nasty diseases.
Boggy Ground. Boggy ground filled with stagnant water Stirges. A group of stirges can drain a humanoid of blood in
threatens to infect wounds and spread diseases, and is filled with mere minutes. They tend to nest in hollow trees or small caves.
swarms of mosquitoes and other pests.
Cicadas. Cicadas make an enormous noise, and swarm
Tar Pit. Noxious gasses bubble up from these tar-filled pools. intruders. Their bites are painful, and their chirping draws in
Creatures that spend too long nearby might fall unconscious and other creatures.
slide into the tar.
Sinkhole. These patches of sucking sludge are unstable and
might fall away into caverns beneath the bog at any moment. Behemoth Skeleton
An enormous skeleton is half-buried in the sludgy mud,
Gas Leak emerging from the muck for all to see. Something is strange
about the corpse.
Toxic gasses rise up from the bog, formed by decaying matter
trapped beneath the sludgy waters. Necrotic Magic. The skeleton is imbued with necrotic magic. It
might reanimate if people intrude upon its grave.
Explosive. The gasses are dangerously flammable; the slightest Monster Lair. The skeleton serves as a lair for some other creature.
spark causes them to explode in a ball of flame, igniting It might use the rib-cage as a tent, or the skull as a cavern.
anything nearby.
Swallowed Treasure. The skeleton has swallowed some kind
Fainting. The gasses slowly cause headaches and then of treasure, which is now poking out of the water and might be
unconsciousness. Creatures that faint are at risk of sinking into spotted by alert characters.
the bog, or being discovered by hungry monsters.
Collapsing. The skeleton is structurally unsound. Getting too
Reeking. The putrid gasses reek, making it almost impossible to close causes the thing to collapse, possibly injuring those within.
breathe. Short-term exposure poisons those who breathe it; long-
term exposure can cause vomiting, or even necrosis.
Hallucinations. The gasses cause hallucinations in those who
breathe them. The visions range from fleeting shadows to
second suns.

Profane Altar
Some awful altar to a sinister entity sticks up from the swamp. It
could be made of bone, ooze, or some other sickly substance.

Humanoid Sacrifice. The altar has been, or is being, used for a


humanoid sacrifice. The sacrifice might power a necromantic or
divination spell.
Bloodletting. A creature bleeds itself onto the shrine in order to
gain some evil boon, or to cast a curse upon another creature.
Fiend Summoning. A dark ritual is being prepared here which
culminates in the summoning of a fiend, be it a devil, demon, or
other evil being from another realm.
Blight. The shrine is dedicated to a blighted nature deity that
spreads disease and plague. Offerings are made here to initiate
these disasters.

-53-
Elements of Inspiration
Swamps - Exploration

Shrine Desecrated Ground


On a raised spot of land, surrounded by a moat of fetid sludge, A patch of the swamp has been desecrated, infusing it with
is a shrine of sorts. It might have been visited very recently, or unholy, necromantic magic and making it a hive for undead
could have been forgotten. creatures, whose powers are stronger there.

Animal Spirits. The shrine venerates animal spirits, such as Barrows. There are numerous barrow mounds spread over
toads, herons, bears, and other natural fauna. Communing with the terrain. Each contains skeletons ready to emerge and
them provides survival benefits. attack intruders.
Nature. The shrine is dedicated to a nature deity. Perhaps this Drowned. There are dozens of drowned humanoids beneath
place was once lush and fertile, rather than a stagnant mire. the surface of the swamp. They grab at the ankles of travelers
Water. The shrine is dedicated to a deity of water. Leaving offerings moving past.
on the shrine gives the ability to control and purify water. Battlefield. The swamp was the site of a battle some time ago.
Death. The shrine is dedicated to a deity of death. It is adorned Perhaps the victims manifest as ghosts or bog bodies.
with skulls and bones, and is visited by a death cult. Ghostly Lights. Ghostly lights - will-o’-wisps or evil illusions -
move throughout the desecrated ground, luring people in.
Prints
Strange Darkness
There are prints in the muck that are easy for all to see. The
impressions in the sloppy mud can be tracked by relatively An unusual darkness stretches out across the swamp, seemingly
unskilled characters. without a cause. It is unclear what lingers within the darkness up
ahead, but circumnavigating would take days.
Humanoid. The prints are of humanoids; these could be traders,
raiders, explorers, etc. They might point to a nearby settlement, Creeping Dusk. Some item within the darkness projects dusk out
or to a shortcut out of the swamp. in all directions. It is slowly spreading across the entire swamp.
Prey. The prints have been made by prey creatures - something Giant Shadow. The darkness is cast by some enormous, invisible
edible that the characters could track, hunt, and kill to sustain object between the sun and the swamp itself.
themselves. Snuffing Aura. An item inside the darkness has an aura that
Predator. The prints have been made by a predator, such as a magically puts out open flames and lights.
hydra or a giant snake. They point in the direction of the Creature Emanation. The darkness is being created by a creature,
nearby predator. perhaps as a defense mechanism or as a way to ambush prey.
Behemoth. The enormous prints are big enough to lie down in.
Some gigantic behemoth of the bog must be nearby.

Enchanted Pool
Hidden deep in the swamp is an enchanted pool. The
enchantment upon it is not a good one, and was perhaps left by a
hag or other evil creature.

Mirrored. The pool is mirrored, making it impossible to see the


depths. There might be something hidden beneath, or perhaps it
creates doppelgangers.
Luring. The pool seems to lure creatures into it. The water is
deathly cold and the bottom is mucky. Creatures sink into it and
cannot escape.
Thirst-Inducing. The pool seems to be perfectly fine to drink from,
but doing so induces an incredible thirst that cannot be sated.
Infested. The pool is infested with a magical malady that cannot
be removed naturally, only by removing a curse. The disease
might mutate, if not cured quickly.

-54-
Elements of Inspiration
Swamps - Roleplay

Sunken Wagon Dark Deal


Half sunken within the swamp is a wagon of sorts, possibly from Something offers the characters a dark deal - an opportunity to
the nearest settlement. It seems there is something inside. gain something but at a high price. It might be offered by a fey or
fiend, or some other creature.
Trapped Victims. A handful of smallfolk are stuck in the
wagon. Unless the characters intervene quickly, they will drown Wealth. A character is offered great wealth. Perhaps their armor
in the muck. is turned into gold pieces, or their child is bought by a hag.
Hidden Treasure. The wagon contains a minor magic item of Power. A character is offered power in some way. Maybe a noble
some sort. The characters might be able to retrieve it if they delve family member dies and they inherit the title.
into the sludge.
Navigation. A character is offered help navigating through the
Important Information. The wagon contains some information swamp, or a shortcut to their destination. Perhaps the character
relating to the campaign the characters are playing through that must serve as a guide to others in return.
will help them.
Sustenance. A character is offered sustenance. Maybe they are
Salvageable. The wagon itself is in good condition, if a little dirty. given the ability to eat mud, or given a cute animal to kill and eat.
The characters can salvage it if they pull it out of the swamp.
Bog Witch
Harmless Humanoids
Cackling to herself in a hut, cavern, or crocodile-skin tent is a
A group of humanoids, mostly incapable of causing you any bog witch. She is possessed of great knowledge, but might not
harm, crosses your path. They might be excitable, foolish, irked, feel inclined to share this with the characters.
or vindictive.
Paranoid. The witch is paranoid, and believes the characters have
Frogfolk. A gaggle of theocratic frogfolk, made up of disciples been sent to kill or capture her. She will only offer her services if
and acolytes, tries to preach to the characters and convert them she can be calmed.
to worship of their aquatic deities.
Eccentric. The witch is eccentric, but not unhelpful. She will
Shroomies. These dancing mushroom people emit clouds of assist the characters if they do something odd for her, like
spores which inspire dance and hallucinations in others. They perform an unusual dance.
live wildly, and delight in hedonism.
Dangerous. The witch is dangerous. She wants nothing to do
Ratfolk. To these rat-like humanoids, there is no such thing as with outsiders, and slings hexes and curses in their direction.
ownership. The concept does not exist in their culture. They take
Helpful. The witch is happy to help the characters. Perhaps she
what they need and then get rid of it afterwards.
is good-hearted, or maybe she is hiding the consequences of her
Fishkin. Obsessed with collecting suitably shiny objects, these help from them.
mercantile, swamp-water dwellers are always eager to trade.

Mischief Makers
A frustratingly mischievous creature interferes with the
characters, frustrating their travels and quests.

Mephit. These elementals are nothing but a nuisance. They taunt


the characters from afar, before mixing with the mud or fog and
disappearing.
Boloti. These small, swamp-dwelling water spirits delight in
stealing from unsuspecting victims, who they lure into shallow
pools and springs.
Moss Lurker. These nasty, gnome-troll hybrids take a sick delight
in spreading foul smells around their environment, nauseating
other creatures.
Sludgeling. Formed entirely of muck and sludge, these barely
sentient creatures muddy everything they touch, making it
almost impossible to use.

-55-
Elements of Inspiration
Swamps - Roleplay

Transport Submerged Sentience


One or more of the characters spots a method of transportation. Beneath the swampy fen is a strange sentience that seeks to
Perhaps it has been abandoned and could be repaired and used, interact with the characters. The weird intellect might terrify or
or maybe they can pay someone to use the transport. comfort them.

Barge. A low barge is perfectly suited to travel through the Spiteful. The intellect is spiteful and evil. Perhaps it is an
wetlands. They are typically used for carrying cargo through the aberrant being from the depths of the world that wants to
hazardous terrain. corrupt the characters.
Canoe. Canoes can take two people at a time. They are fast, but Hopeful. The sentience is hopeful and bright. Maybe it is a
easily capsized by crocodiles, giant snakes, and other predators. unicorn’s ghost that once lived in the woodland where the swamp
Stilts. Stilts are not particularly fast, and rather clumsy, but they now sits.
prevent boots being filled with mud, and make it easier to dodge Aggressive. The weird intelligence is aggressive and wants to hurt
quicksand. the characters. It might be a fiend, trapped beneath the muck.
Hovercraft. A hovercraft, powered by magic or some alchemical Forlorn. The sentience is forlorn, perhaps the ghost of an
fuel, allows the characters to fly throughout the swamp explorer who drowned in the morass. Maybe it can be freed from
unhindered. the place.

Vigilant Druid Corrupting Creature


A swamp druid, covered in mud and wrapped in a robe of vines, A creature that tries to turn the characters toward evil deeds,
spots the characters and rapidly approaches them across the or even upon each other, lurks in the swamp. It seeks out the
hazardous wetland terrain. characters and tempts them.

Injured. The druid is seriously injured; maybe they have a Swamp Hag. A hag, disguised as a human, asks for help getting
wound or have contracted a disease. If they can be helped, they’ll out of the swamp. It tries to turn the characters on each other.
serve as a guide or companion. Succubus/Incubus. A luring fiend tries to seduce one or more
Angered. The druid is angered by the characters’ presence. of the characters. It might try to drown them in the swamp, or
They demand that the characters leave, or summon animals to create fiendish spawn with them.
attack them. Devil. Infernal influences abound in the swamp. They try to
Curious. The druid wants to know what the characters are doing tempt the characters with a deal in a time of need.
in the swamp. If the druid likes their aims, they’ll assist. Unseelie Fey. Unseelie fey haunt the characters by making
Helpful. The druid is helpful and wants to make sure the strange noises at night, or giving them nightmares.
characters survive their swamp exploration. They might have
supplies, equipment, or offer their services.

Ghostly Wanderer
A ghostly wanderer moves through the quagmire. It might have
a humanoid or animal form, and might be accompanied by a
chilling aura.

Haunting. The ghost wants to haunt the characters, perhaps to


scare them away from a special place, or to get them to leave the
swamp entirely.
Possessor. The ghost wants to possess one of the characters. They
might gain a flaw, or take on some bestial trait.
Benefactor. The ghost isn’t evil, but actually wants to help the
characters. Maybe it can serve as a guide for them.
Patron. The ghost wants to be released into the afterlife. If asks
the characters to help solve its unfinished business.

-56-
TUNDRA
-57-
Tundra Encounters
Roll a d6 to determine an inspiration type, then roll a d20 to determine the specific element.

d6 d20 Result Page


1-2 Walking Dead p. 59
3-4 Wild Beast p. 59
5-6 Ambushing Monster p. 59
7-8 Angry Elemental p. 59
Combat

9-10 Hulking Brute p. 59


1–2

11-12 Camouflaged Creature p. 60


13-14 Raiders p. 60
15-16 Elder Evil p. 60
17-18 Frozen Horror p. 60
19-20 Primeval Behemoth p. 60
1-2 Blizzard p. 61
3-4 Ice Tunnels p. 61
5-6 Frozen Fossil p. 61
7-8 Frosted Fountain p. 61
Exploration

9-10 Shrine p. 61
3–4

11-12 Prints p. 62
13-14 Hail Storm p. 62
15-16 Frigid Water p. 62
17-18 Glacier p. 62
19-20 Flash Freeze p. 62
1-2 Hunters p. 63
3-4 Scouts p. 63
5-6 Prisoners p. 63
7-8 Haulers p. 63
Roleplay

9-10 Tundra Dwellers p. 63


5–6

11-12 Onlookers p. 64
13-14 Speaking Snow p. 64
15-16 Oracle p. 64
17-18 Obscured Relic p. 64
19-20 Awakened Creature p. 64

-58-
Elements of Inspiration
Tundra - Combat

Walking Dead Angry Elemental


Corpses covered with a white, crystalline rime shamble toward Swirling across the snow-strewn planes comes an elemental
the characters across the frozen wastes. Their shambling being, filled with wrath. They may have been summoned by a
footsteps leave furrows in the snow. spellcaster, or naturally manifested.
Ghoul. These ghouls leap forth from frozen barrows and ice Snow Golem. A being of solid snow, in vaguely humanoid form,
caves. Their paralyzing claws freeze creatures solid. barrels toward the characters down a slope, accompanied by
Will-o'-Wisp. Ghostly lights that drift through the skies like rolling ice boulders.
auroras, these life-draining creatures seek the warmth of living Ice Mephit. These mischievous creatures delight in freezing
souls. Their touch draws heat from bodies. drinking water, snapping ropes with their sharp claws, and
Zombie. Zombies can remain encased in ice indefinitely, until otherwise making life difficult.
warm weather causes them to melt free and seek out humanoid Air Elemental. Coursing through the air at immense speeds,
flesh to devour. these elementals blow away tents and knock sleighs off course.
Frozen Wight. Warlords of ancient tundra tribes, these frozen Keelut. Earth elementals that take the form of hairless dogs,
warriors wield blades that flicker with freezing blue flame. these creatures move through snow like water, emerging to
ambush their prey.
Wild Beast
Hulking Brute
One of the many inhabitants of the wild tundra is drawn to the
characters. They attack ruthlessly, but not to the death. They Some enormous thug of a monster charges toward the characters.
might be hungry or defensive. They might use their immense strength to throw ice boulders, or
even grappled characters.
Polar Bear. These great, white bears are fiercely territorial, and
will attack those who they think threaten their hunting grounds. Frost Giant. A frost giant on a raid sees the characters as
Winter Wolf. Far larger and smarter than their ordinary lupine potential targets. They might be accompanied by a mammoth
counterparts, these wolves exhale cones of freezing air to chill mount or winter wolf pet.
their foes. Yeti. Mindless killers, these fur-covered, ape-like creatures can
Saber-toothed Tiger. Ancient denizens of the frozen planes, these freeze their foes with a chilling gaze, and bring fear to the hearts
creatures are perfectly adapted to hunting on the ice and snow. of the brave with a howl.
Walrus. These hulking brutes do not have the speed on land that Troll. Ice trolls are semi-aquatic, and immune to the freezing
other beasts possess but, in the water, they are surprisingly agile cold. They camouflage perfectly against the icy backdrop.
and dangerous. Amarok. These colossal wolves hunt alone, and have the
terrifying ability to drain the souls from their prey, like a specter.
Ambushing Monster
A fearsome ambush predator catches the characters unaware,
using a tactic that works perfectly in the frozen surroundings.

Remorhaz. These giant insects have tunnels beneath the ice.


When they detect footsteps above, they melt the ice, dropping
prey down into their gullets.
Rime Worm. Rime worms erupt from banks of snow in which
they are camouflaged, hoping to slow foes with their chilling aura.
Frostveil. These semi-sentient plants look like frosted spider webs,
and blow along the tundra on gales, seeking warm prey to engulf.
Akhlut. These orca-wolf hybrids are as fast in the water as they
are on land, and can easily outpace sleds and sleighs. They hunt
at night, when they are harder to spot.

-59-
Elements of Inspiration
Tundra - Combat

Camouflaged Creature Frozen Horror


Some creature is hidden in the ice and snow, perfectly The endless arctic hides horrifying monstrosities whose very
camouflaged in the tundra or arctic plain. Unless the characters aspects are enough to warp humanoid minds.
spot it, it ambushes the weakest among them.
Kigatilik. Kigatilik are clawed monsters that seek to consume
Snow Leopard. Snow leopards strike from hidden positions, arcane energy. They can turn invisible to better ambush spellcasters.
grapple their prey in their mouths, then drag them back to their Red Snow. Part-ooze, part-elemental, these creatures drain the
cave lairs. blood of those they envelop, freezing their exsanguinated corpses
Beli. These translucent faeries are impossible to spot against in the process.
snowy surfaces or freezing skies. Their icy arrows drain the Frozen Hungerer. These twisted reindeer creatures are an
energy from those they hit. amalgamation of torn, frozen flesh and spear-like bone, and eat
Stryx. Stryxes have the bodies of giant owls with humanoid endlessly, bloating in size.
features. They can cast spells that freeze the minds of their targets. Mutant Parasite. Encased in frozen meteors, these worm-like
Giant Owl. A giant snowy owl swoops silently down on the parasites taint water sources once freed, infecting those who drink
smallest of the characters and carries them off into the tundra. from them. They mutate those they infest into horrendous forms.

Raiders Primeval Behemoth


Marauders out to gather loot or food, these humanoid A colossal creature of ancient times, but that still has a home in
creatures have been raised in brutal societies where death the freezing tundra, approaches the characters, likely charging at
is an everyday occurance. great speed.

Tundra Gnolls. Like their plains counterparts, these demon- Mammoth. Mammoths are typically peaceful herbivores, but can
spawn seek out humanoid flesh on which to feast. Their coloring be deadly if angered or scared. They can squash a person flat with
helps to camouflage them. a single stomp.
Bearfolk. These human-polar bear hybrids are carnivores, and Giant Sloth. Armed with scythe-like claws, these elephant-sized
eat almost anything that moves. Despite this, they can be bribed sloths will not hesitate to decapitate potential threats.
by treasure. Wooly Rhino. Charging at immense speed, these creatures
Half-Giants. Rising to well over ten feet in height, many half- impale those who irk them on four-foot-long horns.
giants have a great desire to amass wealth, and prove themselves Andrewsarchus. These enormous, mammalian predators are a
in battle. cross between a hyena and a hippo, and snack on humanoids.
Tariaksuq. Half-human, half-caribou, these beings can phase
through to the ethereal realm at will. They feast on the souls of
the weak.

Elder Evil
Lurking in the ice is some hideous aberration - a manifestation
of evil from the far realms whose motives cannot be explained.
They seek the corruption of mortals.

Mi-Go. These nightmarish, insectoid creatures serve ancient


powers from between the stars. They preserve humanoid brains
in cylinders.
Wendigo. These malevolent spirits move between humanoid hosts
like a ghost, inspiring insatiable hunger in those they inhabit.
Star-Spawn. Psychic void-travelers, whose inscrutable intellects
set them apart from other beings, star spawn seek to claim the
world for their own.
Great Old One. Indescribable aberrations from realms unknown,
these creatures corrupt and influence those around them.

-60-
Elements of Inspiration
Tundra - Exploration

Blizzard Frosted Fountain


A howling storm of ice and snow sweeps across the tundra, A strange fountain can be spotted, nestled into a frozen valley.
making travel almost impossible as visibility and temperatures Despite the freezing temperatures, the water still flows over the
drop to dangerously low levels. ice-coated structure.

Blinding Snow. Snow blindness plagues those who try to Restorative. Bathing in the fountain restores vigor, heals
brave this blizzard, as the intense white of the whirling snow wounds, cures diseases, or otherwise restores the bather. Who
fills their vision. made the fountain?
Hailstones. Enormous chunks of ice, the size of human fists or Elemental. The fountain is occupied by a sentient elemental
even larger, hammer the ground around the characters, injuring creature. It might tell riddles, offer information, or protect a
them unless they shelter. magical treasure.
Pushing Winds. Immensely strong winds threaten to knock the Animated Sculptures. The fountain has statues built into it that
characters over, or send them sliding across frozen lakes. animate when approached. Are the statues combative or friendly?
Ice Storm. Shards of razor-sharp ice slash through the air. They Spreading Ice. A creature that touches the flowing water finds
cut through tents and flesh like a warm knife through butter. that it rapidly turns to ice around them, and begins spreading
across their form.
Ice Tunnels
Shrine
Spreading throughout the frozen ground beneath the characters
feet is an enormous network of ice tunnels, which provide shelter Hidden among the drifts of snow is a shrine of stone or ice,
from the elements, but might also conceal hidden dangers. honoring a deity or some other entity. It might be forgotten, or
recently used.
Erosion. The tunnels were formed by the flow of warmer water.
There might be geothermal springs nearby. Weather. Offerings are made at the shrine to stop foul weather.
Lair. The tunnels are the lair of a remorhaz, rime worms, or The entity to which it is dedicated has the power to fend off
another burrowing tundra predator. They might detect intruders. snowstorms and gales.

Magically Sculpted. Sculpted by heating spells, these tunnels Nature. The shrine is dedicated to a nature deity, or some other
are clearly made with a certain intent in mind. Are they a lair, a animist spirit. Offerings and prayers might animate the snow into
prison, a vault, or something else? talking forms.

Mechanical. The marks of machinery can be spotted on the Death. Frozen blood affixes skulls to this evil shrine of death and
tunnel walls. What dug the tunnels and why? Where are the morbidity. What foul entity is it dedicated to?
machines now? Cold. The shrine can be used to fend off the cold, if the right
offerings are left. Some clue, such as a riddle, points characters in
the right direction.
Frozen Fossil
Protruding from the ice is the frozen, fossilized form of a
creature long since dead. It might be a primordial beast, or an
ancient creature, like a dragon. It exudes some strange aura.

Necromantic. The fossil is empowered with necromantic energy,


and might reanimate if the characters approach too close.
Boons. Perhaps the soul or spirit of the creature still remains,
and bestows boons upon those who agree to properly bury it.
Banes. An evil presence lurks within the fossil that curses or
hexes those that touch it, or come too close. The bane might
exhaust the victim.
Natural. There is no unnatural aura about the fossil. Rather, it is
a truly curious and fascinating thing that should be documented.

-61-
Elements of Inspiration
Tundra - Exploration

Prints Glacier
Sunken into the snow are prints of some sort - perhaps predator, An enormous mass of ice, slowly creeping over the landscape,
perhaps prey. They are easy enough to spot and follow, but might serves as a good vantage point for the characters, or unexpectedly
shift and disappear with snowfall and winds. blocks their path.

Humanoid. The tracks are humanoid, or made by vehicles that Slippery Ice. The top of the glacier is covered with incredibly
only humanoids could drive. Perhaps they lead to an indiginous slippery ice. Those close to the edge run the risk of falling to
community. their deaths.
Prey. The tracks are of prey animals that might be nearby. Slush Flow. The glacier is moving much faster than usual, the ice
Skilled hunters can track down the animals to gather resources at its base turning to slush as it glides over the terrain. It poses a
and supplies. threat to those in its path.
Predator. The tracks are of one or more predators, who might be Serac Collapse. A column of glacial ice collapses in a cloud of
nearby. They might be dangerous enough to make the characters powder snow and sharp ice shards. The characters must dodge
change course. the larger chunks.
Behemoth. The prints are enormous, clearly belonging to some Powder Plume. A plume of powder snow is created by the
huge or gargantuan creature, like a dragon or frost giant. movement of the glacier, reducing visibility to a few feet.

Hail Storm Flash Freeze


A pounding hail storm threatens to seriously injure the A sudden drop in temperature threatens all exposed life out on
characters or their mounts, damage their tents or vehicles, or the tundra. It might be natural, or magically enhanced.
impede them in another way.
Encased. The freeze is bad enough to encase anything not
Slowing. The hail is not bad enough to harm, but will certainly sheltered. The characters might be frozen solid, or their tents
slow down progress if it cannot be avoided. frozen into blocks of ice.
Damaging. The hail is large enough to cause damage to Surrounded. Everything around the characters is frozen
equipment like tents and vehicles, but not so bad as to hurt solid, surrounding them with obstacles which must be thawed
armored and sheltered creatures. or smashed.
Injuring. The hail is fast and heavy. It might be bad enough to Labyrinthine. The flash freeze changes the landscape, forming
cause bruises, to break the skin, or even to shatter and fracture walls of ice that create a labyrinthine maze that is almost
bones. Shelter must be sought. impossible to navigate.
Deathly. The hail either falls with immense force or is absolutely Frostbite. Any creature exposed to the elements when the flash
enormous. Either way, being caught in the storm would be fatal. freeze happens contracts frostbite, and should receive immediate
medical attention.
Frigid Water
Some water source, as cold as you can imagine, is found by the
characters. It might feature local wildlife that stop in for a drink.

Frozen Lake. A vast lake, covered with a thick layer of ice,


sprawls out across the tundra. Maybe there are fishers or skaters
using the place.
Ice Cold Stream. Running rapidly across the terrain is a stream
of ice melt. Falling in is sure to exhaust the characters, but its
pace makes it worth attempting to canoe.
Thin Ice. A pool of water is covered by a thin sheet of ice.
Characters might be able to spot or work this out before stepping
onto it and plunging through.
Chilling Bog. The tundra gives way to a bog filled with slushy,
partly frozen water. The bog slows travel pace and exhausts those
moving through it.

-62-
Elements of Inspiration
Tundra - Roleplay

Hunters Haulers
A group of hunters makes their way across the ice. They might A detachment of couriers, hauling supplies such as blocks of ice,
be fishers, or be hunting seals, mammoths, or other beasts. They mammoth furs, walrus tusks, or the like, make their way rapidly
might have supplies and vehicles. across the landscape.

Protective. The hunters are protective of their supplies, their Dog Sled. The haulers are mounted on sleds pulled by dogs. Their
hunting grounds, quarry, or kills. It would take some persuasion cargo travels with them, perhaps being pulled behind the sled.
to get them to share. Deer Sleigh. A dozen or so reindeer pull a sleigh, laden with
Generous. The hunters have had good luck, and are more than goods, across the snow. What is being hauled? Have the deer
willing to provide supplies to the characters. They might serve as attracted predators?
guides or tutors. Mammoth Caravan. A line of mammoths, each pulling a sled
Ornery. The hunters are angry, having had a poor hunt. They stacked high with resources, is being driven by haulers who travel
quickly resort to violence if they are further angered. alongside them.
Desperate. The hunters became lost in a snowstorm, or after Magical Transport. These couriers have some magical means
fleeing some predator, and are in need of help getting home. of transportation, such as flying carpets or arcana-fuelled motor
vehicles.
Scouts
Tundra Dwellers
Carefully making their way across a glacier up ahead are a
detachment of lightly armored, well-equipped individuals who The characters encounter a group of people native to the tundra.
are clearly experienced explorers. They might be nomads who constantly move from place to place,
or be settled in buildings of ice and wood.
Military. The scouts belong to an army that is hoping to conquer
and colonize the local area. They know the surroundings like the Adlet. These humanoids have canine lower portions, and are
back of their hands. capable of running at great speeds. They lope across the wastes in
Spies. These spies have been sent to gather information about the search of shelter.
characters for their boss. Who are they working for? Nomads. Traveling peoples make their way over a glacier. They
Criminal. The travelers are either fleeing from a settlement carry all they have with them, setting up camp when they find
where they committed a crime, or might serve as sham guides hunting grounds.
who lead people into the tundra to die. Dwarves. Tundra dwarves, with immense fortresses of ice and
Magical. The scouts have some magical aspect. Maybe they are stone, rule over icy kingdoms. They do not share readily.
protected from the cold by abjuration spells, or can turn invisible. Half-Giants. Half-giants live in timber lodges and enormous
igloos for years on end, before moving on in search of better
hunting.
Prisoners
A group of prisoners make their way across the ice. They
might have done something awful, or be receiving particularly
harsh punishment.

Escorted. The prisoners are accompanied by a jailor of some


sort, perhaps a bearfolk warrior, or a giant who claims they stole
its treasure.
Escaped. The prisoners have clearly just escaped from
imprisonment. They are not outfitted for the tundra, and will
likely die without assistance.
Mobile Prison. The prisoners are being held in an enormous
ship that skirst the frozen coastline, or some other mobile prison.
Magical Internment. The prisoners are magically interned. They
might be magically frozen into the ice for a certain period of time.

-63-
Elements of Inspiration
Tundra - Roleplay

Onlookers Obscured Relic


An enthralled group of sentient creatures watches some amazing Obscured by the tundra landscape is a relic of ancient times
event in awe. They might have seen it by coincidence, or be that is imbued with power. It might be a magical weapon or an
holding a festival honoring the event. enchanted treasure.

Aurora. Eerie, silent lights spread across the sky in vibrant Snowstorm. The characters spot the relic through a snowstorm; it
colors, illuminating the ice and snow beneath. What can be seen is hard to reach the item due to poor visibility and blasting winds.
between the lights? Encased. The relic is encased in a block of ice. Perhaps it is trapped
Avalanche. Disturbed snow thunders down the side of a beneath the surface of a frozen lake or behind a glacier wall.
mountain, or some other slope, changing the local geography. Sunken. The relic is sunken into the earth in some way. It might
Glacial Shift. A glacier cracks and grinds as the ice flows across be buried, or lying at the bottom of a river. Reaching it is no
the surface of the world. What is uncovered beneath the ice? mean feat.
Migration. A herd of animals migrates across the frozen plains, Floating. The relic floats in the air, perhaps surrounded by
perhaps in search of breeding grounds or lusher pastures. whirling hail or snow. It cannot be reached without flight or
some ingenious method.
Speaking Snow
Awakened Creature
The snows whisper to those who listen. Their movement through
the air traces letters, or their gentle crunch speaks secret words. A creature with unusual intelligence approaches the
characters. It might be looking for assistance, or merely
Prophecy. A prophecy of what is to come is told by the snow, curious about the explorers.
carried on the howling wind. Is the prophecy foul or fair?
Myth. A myth is acted out before the characters by spectral, Polar Bear. A gruff polar bear wants to know what the characters
snowy forms in the air. It tells the characters something of the are doing here. It might offer to help them catch fish, or even
local legends, and conveys an important message. serve as a mount or companion.
Foresight. A vision of the future appears in a sheet of gleaming Tundra Hare. A tundra hare wants to help the characters reach
ice. It gives the characters an advantage in a situation that is their destination without freezing to death. It knows of ice
before them. tunnels they can use.
History. The history of the landscape is told to the characters in Penguin. A quirky, eccentric penguin that has traveled far
frozen icy words, or by the crunching of snow beneath their feet. across the ice pesters the characters for food. It will tell them a
They might even be transported for a time. secret in return.
Narwhal. An awakened narwhal emerges from the freezing sea
and demands to know what the characters are doing.
Oracle
A lone oracle sits in a shrine made of snow, atop the highest
column of glacial ice. They are sought out by only the hardiest
of adventurers.

Past. The oracle has received visions of the past, even to ancient
times. They can teach the characters about the local landscape
and cultures.
Present. The oracle knows all things about the region at this
present time, including where treasures are buried and which
threats loom close.
Future. The oracle can see the future written in the snow.
It might be hard to understand, but it yields some clue or
advantage.
Lies. The oracle is a liar, knowingly or otherwise. Their visions
and prophecies are false; maybe they worship a deceptive deity.

-64-
UNDERGROUND
Underground Encounters
Roll a d6 to determine an inspiration type, then roll a d20 to determine the specific element.

d6 d20 Result Page d6 d20 Result Page


1 Ambushing Monster p. 67 11 Slime p. 73
2 Giant Insect p. 67 12 Mold p. 73
3 Lurking Ooze p. 67 13 Vent p. 73
4 Raiders p. 67 14 Webs p. 73

Exploration
5 Angry Elemental p. 67 15 Earth Vein p. 73

3–4
6 Pesky Pest p. 68 16 Shrine p. 74
7 Charging Beast p. 68 17 Sludge Pits p. 74
8 Cultists p. 68 18 Equipment Cache p. 74
9 Elder Evil p. 68 19 Traps p. 74
Combat

10 Camouflaged Creature p. 68 20 Strange Lights p. 74


1–2

11 Demons p. 69 1 Miners p. 75
12 Opportunistic Stalker p. 69 2 Escaped Slaves p. 75
13 Aquatic Skulker p. 69 3 Scouts p. 75
14 Transformed Humanoid p. 69 4 Traders p. 75
15 Walking Dead p. 69 5 Harmless Humanoids p. 75
16 Swarming Vermin p. 70 6 Toll Gate p. 76
17 Tunnel Terror p. 70 7 Black Market p. 76
18 Cavern Guardian p. 70 8 Potential Mount p. 76
19 Spellcaster p. 70 9 Underground Explorer p. 76
Roleplay

20 Animated Earth p. 70 10 Celebration p. 76


5–6

1 Cave-In p. 71 11 Experimenters p. 77
2 Subterranean Lake p. 71 12 Patrol p. 77
3 Crystal Cavern p. 71 13 Lost Pet p. 77
4 Graveyard p. 71 14 Priests p. 77
Exploration

5 Chasm p. 71 15 Curious Creature p. 77


3–4

6 Fungal Growth p. 72 16 Speaking Stone p. 78


7 Gas Leak p. 72 17 Transport p. 78
8 Boiling Lava p. 72 18 Bounty Hunter p. 78
9 Bridge p. 72 19 Peculiar Group p. 78
10 Ruins p. 72 20 Unusual Intellect p. 78

-66-
Elements of Inspiration
Underground - Combat

Ambushing Monster Raiders


Leaping out from a hidden side tunnel, or from beneath a cavern A gang of raiders approaches the characters, or another group, in
ledge, is a hideous creature. Only particularly alert characters can the nearby caverns. They might seek slaves, riches, or something
spot it before it attacks. else they can take from others.
Ankheg. These burrowing, insectoid monstrosities can break out Duergar. Many gray dwarves come from cultures obsessed
of loose, earthen walls to ambush prey they know is there thanks with industry. They head out in bands to capture slaves to toil
to their tremorsense. They open with a volley of acid. in their mines.
Basilisk. Lurking around the corner from the characters is a Drow. Some drow worship a demonic spider goddess who
basilisk. Its glowing eyes light up the darkness as its petrifying demands humanoid sacrifices. Drow raiders take captives to die
gaze takes effect. on the altar.
Angler Worm. These huge worms burrow into the ceilings of Grimlocks. These degenerate cavern-dwellers are blind, and
tunnels, then set strong silk snares to capture their prey. use echolocation to find their foes. They form strange cults who
Roper. Disguised as stalagmites, these tendrilled creatures worship deranged leaders.
grapple foes and reel them into their enormous maws. Troglodytes. These reptilian brutes eat humanoid flesh. They head
out in ravenous groups in hope of finding dinner for their larders.
Giant Insect
Angry Elemental
An overgrown insect scuttles through the cavern network,
searching for food, shelter, or warmth. It attacks creatures that it Tearing through the tunnels comes an elemental being filled
thinks are intruders or potential prey. with chaotic fury. Perhaps it has manifested naturally, been
summoned by a cult, or entered through a portal.
Rust Monster. These rust-colored creatures feast upon metal
by making it corrode. They are the bane of heavily armored Xorn. These earth elementals can move through solid stone as if
adventurers. it were sand. They devour gemstones and precious metals.
Spider. Giant spiders use webs to get around the tunnels, Earth Elemental. Formed of boulders and piles of earth, these
climbing over walls and ceilings with ease. They use web nets to elementals swing jagged arms at their foes in a rage. Sometimes
restrain their prey. their bodies are peppered with gems.
Centipede. These many-legged creatures seem to slide through Mud Mephit. These flying clots of mud and sludge gather in
twisting tunnels after their prey. They paralyze their prey with a groups to harry their foes. They sling insults and muck until they
venomous bite. are chased off, or get bored.
Slug. Although slow-moving, these slugs possess a dangerous Magmin. Filled with fiery rage, these child-sized humanoid
acidic spit, and their slime can stick creatures to the tunnels. elementals burn and boil. They ignite everything they touch, and
explode upon death.
Lurking Ooze
Hidden around a corner, on a cavern ceiling, or in the cracks of the
stonework is an ooze. It patiently waits for prey that it can engulf.

Black Pudding. These mounds of sticky, black sludge are


indistinguishable from surrounding stone while in shadow or
darkness. They dissolve flesh, wood, metal, and bone with ease.
Gelatinous Cube. These strangely cubic oozes scour the tunnels
in silent, predictable patterns, leaving clean paths in their wake.
They engulf and dissolve their prey.
Gray Ooze. These oozes are perfectly camouflaged as oily pools
or wet rocks when motionless. When they are ready to strike,
they slither like a liquid snake.
Ochre Jelly. These yellow jellies can slide under doors and
through narrow cracks to reach their prey, even climbing across
walls and ceilings.

-67-
Elements of Inspiration
Underground - Combat

Pesky Pest Elder Evil


Some creature that is more of a nuisance than a threat begins Lurking in the bowels of the earth is some untold aberration
bugging the characters. It might be hard to catch, act only when whose very presence disturbs the minds of sentient beings for
it is not spotted, or have an easy escape. miles around.

Cockatrice. These squawking bundles of feathers steal food from Mi-Go. An insectoid being with advanced technology has set
campsites when no one is watching. They are easy to chase off, up a laboratory in the deepest caverns, where it experiments on
but their peck petrifies. humanoid subjects.
Darkmantle. These squid-like creatures cling to cavern ceilings, Star-Spawn. A swirling mass of darkness and starlight has been
awaiting creatures to walk beneath. Then, they emit an aura of summoned here by cultists, or sent as an explorer to this realm. It
darkness and wrap around their prey’s head. consumes life.
Mimic. Mimics can take the form of almost any inanimate Great Old One. These aberrant leaders use their corrupting
object, ranging in size from a tankard to a tower. They have influence to gain control over sentient humanoids, hoping to
frustratingly adhesive bodies. establish dominance over the world.
Stirge. Stirges feast on humanoid blood, much like mosquitos, but Gibbering Mouther. These globular masses of mouths and eyes
are the size of cats. Alone they are a nuisance; swarms are deadly. wail and whisper constantly, driving those who hear them mad.

Charging Beast Camouflaged Creature


Something thunders toward the characters through the tunnels, An ambush predator has camouflaged itself against the
causing tremors as it gets closer and closer. subterranean surroundings, and awaits the characters. When
they draw near, it surprises them with an all-out attack.
Purple Worm. An enormous, burrowing purple worm tries
to swallow the characters whole in its enormous maw. It eats Grick. These worm-like creatures can curl up to resemble
through rock like the finest dwarven machinery. boulders or piles of debris. They have slashing tentacles and a
Dogmole. A giant mole with spade-like incisors burrows piercing beak.
through the loose earth toward the characters, its tentacled nose Stone Giant. In low light, stone giants can blend in with the
detecting their trail. rocky terrain around them, or even pose as statues. Woe to those
Bulette. A colossal land shark smashes through boulders in who get too close to their enormous feet.
pursuit of the characters. Its ability to sense their footsteps keeps Stone Strangler. These writhing balls of tendrils can retract into
them from hiding. a hard outer shell that is indistinguishable from a smooth stone.
Otyugh. A tentacled aberration slurps through the tunnels after the Cavelight Moss. Only the most skilled herbalists can pick out
characters, tracking them by telepathically sensing their thoughts. cavelight moss from normal moss at a distance. This stuff drains
strength from its prey.
Cultists
Members of an evil cult have made their headquarters down
here in the dark and damp. The fanatics are searching for slaves
and sacrifices.

Demonic. The cult is dedicated to some abyssal lord. They might


have taken on ooze-like features, bull’s horns, or have serpentine
imagery tattooed on their bodies.
Infernal. An infernal prince controls the cult. They are just as
likely to pose as false guides and become a corrupting influence
as they are to murder.
Eldritch. The cultists worship an eldritch entity from the far
realm. They have uncanny abilities, like teleportation, mind
control, or stone melding.
Evil God. The cultists worship an evil god who demands
sacrifices, feeds off fear, or demands tributes of stolen treasure.

-68-
Elements of Inspiration
Underground - Combat

Demons Transformed Humanoid


Wreaking havoc throughout the subterranean world is a host of A twisted humanoid, transformed or mutated into a new,
demons that seem intent on creating chaos wherever they roam. hideous form, comes at the characters, lashing out at them in the
The creatures are straight from the abyssal realms. darkness of a hidden cavern.

Dretch Herd. These horrendous boat-bear-gorilla demons are Drider. Driders are drow who have been transformed into half-
disgusting to behold. They roam in herds creating fetid clouds. spiders by the demon queen they worship. They use poisoned
Vrock. These vulture-like demons fly through the tunnels and weapons and have a venomous bite.
caverns emitting stunning screeches and poisonous spores. Wererat. Infected with lycanthropy, these humanoids can
Hezrou. Toad-like and loathsome, these horrendous demons transform into giant rats to conceal their true hybrid forms. Their
are weak-minded but dedicated to destruction. They devour curse afflicts them with greed.
humanoids they come across. Oozefested. Controlled by psychic oozes that have replaced their
Nalfeshnee. These corpulent mockeries of ape and boar flit brains, these humanoids can spit acidic jelly and use mind-
around the place on vestigial wings, or teleport into caverns from control powers.
afar. They are highly intelligent ambushers. Shadowsoul. When humanoids spend too long in the dark and
damp, they can become shadowsouls - infected with a disease
that turns them into shadowy versions of their former selves.
Opportunistic Stalker
A creature stalks the characters through the caves, sticking to the Walking Dead
shadows where it will not be spotted. When the moment is right,
it surprises the characters with a savage attack. Some undead creature finds the characters and targets them. This
could be a shambling horde of zombies, or a malevolent ghost,
Cloaker. Cloakers lurk in caves awaiting prey to stumble into eager to possess.
their reach. They wrap around their foes, suffocating them, and
use a hideous moan to frighten away allies. Ghost. A ghost tries to possess one of the characters. It might
Naga. These intelligent serpents are superb spellcasters, using be the spirit of some cavern inhabitant, or an explorer who was
their array of hexes to take out entire groups. They are vengeful, killed down here in the darkness.
and hold grudges for life. Ghouls. These intelligent undead hunt in packs, using their
Troll. Cave trolls are well camouflaged in rocky terrain, their thick paralyzing claws to make it easier to feast on the flesh of the living.
hide looking like a pile of gravel. They are expert ambushers. Zombies. Mindless and driven only by hunger, these festering
Horakh. These insectoid monsters attack from stealth, blinding undead congregate in the underworld where it is easier to
their foes with a sucking bite or implanting them with eggs. capture prey.
Will-o'-Wisp. These eerie lights lure people into hazardous
terrain before draining their life force.
Aquatic Skulker
The characters encounter a creature lurking in a subterranean
body of water, such as a foul pool or flowing stream. It might
launch itself out of the water to attack.

Chuul. Chuuls look like lobsters crossed with horses. They can
grapple and drown creatures with their claws, or use paralyzing
tentacles to defeat their prey.
Hydra. Many-headed hydras lurk in the dark waters beneath
the world’s surface. Their everlasting hunger drives them to
hunt constantly.
Bone Crab. These tiny creatures blend in with bones, and hide
beneath the water. They have a hive mind, and work together to
infect prey with an exhausting disease.
Giant Axolotl. Swimming at great pace through rapidly slowing
streams, these beasts have enormous, toothless maws with which
to swallow prey.

-69-
Elements of Inspiration
Underground - Combat

Swarming Vermin Spellcaster


A writhing swarm of vermin appears in the characters’ path. The Hiding out in a cavern is a spellcaster, who has gone into
creatures boil up from cracks in the ground. seclusion to practice their awful arcane arts. They will not let
anyone who sees their work live to report it to the outside world.
Rats. A swarm of rats is bad enough as it is, but they might carry
foul plagues and diseases that they pass on with their bites. Necromancer. Necromancers use corpses to create zombies,
Centipedes. A single centipede is no threat but, if a humanoid flesh golems, and other hideous undead.
is bitten enough times, their paralyzing venom accumulates in Geomancer. Geomancers can use the stone and earth around
their blood. them in many ways, including changing its form and creating
Bats. Surrounding the heads of the characters is a seemingly elementals.
endless swarm of bats. They might knock characters down, or Fungimancer. Fungimancers use fungi and their spores to create
drink their blood. strange spells that cause hallucinations and intoxication.
Snakes. Swarms of poisonous snakes emerge from nests in caves, Vermin Master. These druids command swarms of vermin who
striking at those who disturb their subterranean homes. cover them to protect the spellcasters from injury.

Tunnel Terror Animated Earth


Some awful, loathsome creature from the depths of the tunnels The very earth on which the characters walk animates to attack
emerges from its terrible lair to assault the characters. It has some them. The animated earth might be the result of wild magic or
disgusting attack or ability that sets it apart. the protective magic of a nearby spellcaster.
Skittering Death. These insectoid terrors have long, sharp Cobbleswarm. The floor beneath the characters becomes
proboscises that they use to suck the organs from their prey, unstable as the stones reveal themselves to be crab-like creatures
leaving only empty skins behind. with nasty stings.
Doppelrat. These rats can clone themselves many times, rapidly Gargoyle. Carved from the stone, these guardians are impervious
becoming a swarm. Their bites carry a doppeling disease that to most damage. They typically protect their creator’s homes.
causes stillborn clones to emerge from the infected.
Rubblerank. Formed from rocky debris held together by ooze-
Gug. These underworld giants are little more than walking like flesh, these creatures clobber their foes with enormous
maws. They swallow their prey whole, lacerating them with rows pseudopods.
of razor teeth.
Sludge Strangler. These elemental creatures resemble slugs made
Oculo Swarm. These revolting, floating balls of eyes blind their of muck, but possess surprising speed. They smother intruders
foes or muddle their minds, causing them to become paralyzed with choking mud.
or confused.

Cavern Guardian
Various subterranean cultures create or summon guardians
to protect their homes or vaults from intruders. They attack
trespassers without hesitation.

Clay Golem. Forged from lumps of earth and sod, these


incredibly strong golems can speed themselves up with the
inherent arcana stored in their crude forms.
Cyclops. One-eyed giants with a fiercely territorial nature,
cyclops can be hired to guard caverns. They use massive clubs or
hurl boulders.
Deep Drake. These dragon-like creatures work for ghouls and
other intelligent undead. They have poisonous stingers and a
necrotizing breath weapon.
Idolic Deity. Shamans and spellcasters create these awful idols
and bind demons into them. They drain the abilities of clerics,
paladins, and other divine warriors.

-70-
Elements of Inspiration
Underground - Exploration

Cave-In Graveyard
As the characters squeeze through a tunnel or charge through Secreted away in one of the darkest caverns is a graveyard - a
a cavern, they feel the rock around them shudder as it begins to place where the dead are interred, hopefully for good. The place
cave in over their heads. has an eerie aura.

Sudden. The cave-in is sudden and unexpected. The characters Undead. The graveyard has been corrupted in some way, and is
must quickly dive out of the way to avoid being entombed or now swarming with undead. Perhaps skeletons rise from bone
crushed by falling debris. It might split the party. piles, or zombies claw up through the earth.
Past. The cave-in occurred before the characters got there. Are there Desecrated. The graveyard has been desecrated. There is an evil,
creatures stuck beneath the rubble? How long will it take to clear? unsettling aura in the place that corrupts all goodness within.
Orchestrated. The cave-in was not natural; it was caused by Haunted. The graveyard is haunted by the spirits of those
the deliberate actions of an individual or creature. Where is the interred there. They might have a quest for the characters to put
creature now? them at rest.
Trapped. The cave-in was the function of a trap that the Temple. In the center of the graveyard is a temple. Perhaps it
characters accidentally triggered, or perhaps spotted just in the is there to keep evil at bay, or maybe a necromancer uses it as
nick of time. their lair.

Subterranean Lake Chasm


The characters happen upon a subterranean lake fed by Opening out in the characters’ path is an enormous chasm that
underwater streams, or by water trickling through the porous stretches into the earth below. Unless the characters can cross it,
rock above them. they will have to spend days going around it.

Freshwater. The water is fresh and pure, and can be safely drunk Shallow. The chasm is relatively shallow, perhaps only 60 feet
without purification measures. What other creatures use this or so. There might be something visible at the bottom, such as a
place as a watering hole? river, lava flow, etc.
Fetid. The water reeks, and has been made unclean by rotting Deep. The chasm is immensely deep, perhaps even too deep to
fungus, patches of slime, etc. It must be purified before it can see the bottom. Its depth can be measured in hundreds of feet.
be drunk. Unimaginable. The chasm is insanely deep, miles and miles, if it
Infested. The water harbors a disease of some sort, perhaps a can even be measured. Maybe there is a portal, at the bottom, to
sewer affliction, a laughing sickness, or a blinding plague. another realm.
Well-Fished. Cavefish swim through the clean waters, and are Bridged. There is something bridging the chasm, perhaps a rope
fished by other underground inhabitants like grimlocks bridge, narrow rock ledge, vine swings, fungal plinths, etc.
or kobolds.

Crystal Cavern
The next cavern the characters enter is filled with crystalline
structures. They might stud the walls or erupt like spears from
the floor.

Mirroring. The crystals mirror the characters, making it almost


impossible to navigate through the cavern without becoming
hopelessly lost.
Illusions. Illusions move through the crystals. The characters
might see distorted versions of themselves, or creatures that are
not really there.
Magic. The crystals manifest some magical effect. Maybe all fire
near them burns blue, or their presence allows any language to
be understood.
Explosive. The crystals contain some flammable mineral. If
exposed to flame, the crystals explode in a cloud of purple dust
or razor-sharp shards.

-71-
Elements of Inspiration
Underground - Exploration

Fungal Growth Bridge


A bloated clump of mycelial mass grows out from the cavern The characters are faced with a bridge that crosses a hazardous
wall. The fungi have some strange property that might be worth terrain feature, such as a chasm, a fast-flowing river, or a slugging
investigating. lava stream.

Formidable Fungi. The fungi release psychoactive spores that Rope. A rope bridge is far from the most sturdy way of crossing,
cause fear and paranoia in those who breathe them in. but it will save time. Perhaps the wooden planks are rotten, or the
Hallucinatory Spores. The fungi release spores that cause ropes worn down.
hallucinations, or even form illusory patterns in the air. Stone. A stone bridge is a safer way to cross, but even stone
Thick Forest. There are so many fungi that they form a thick might have eroded in places, or there could be holes that must be
forest in the cave. Some of the mushrooms grow as high as trees. leaped across.

Poisonous Toadstools. The fungi are mostly toadstools that Illusory. The bridge is illusory, some awful trick played by
are seriously poisonous. This might be obvious, or they might treacherous individuals who want to lure folk to their deaths.
appear edible. Damaged. The bridge is seriously damaged in some way. Repairs
are necessary before it can be crossed.
Gas Leak
Ruins
Strange gas leaks into the cave or tunnel in which the characters are
exploring. The gas begins to accumulate and affect the characters. Ruins mark the place where a structure once stood within the
caverns. It might be built up from the floor, but could hang from
Explosive. The gas is explosive. Even a small flame or spark is the walls or ceiling too.
enough to ignite it all like a fireball.
Fainting. The gas is noxious, and knocks out those who breathe Wizard's Tower. A wizard's tower, which might contain
it for too long. It might even kill unconscious characters. spellbooks, magic items, or other arcane treasures, has
mostly collapsed.
Reeking. The gas stinks, causing characters to become nauseous,
poisoned, or even vomit and retch because of the stench. Towering Citadel. What must once have been a formidable fort
now lies in ruin. There might still be weapons and armor inside.
Hallucinations. The gas causes hallucinations in those who
breathe it. These might be visual or auditory, or have a different Mine. The entrance to a mine has partially collapsed, and the
psychotropic effect. machinery around it rusts away. Perhaps there are treasures
still within.
Sunken Temple. A temple from the overworld has sunk through
Boiling Lava the earth and ended up here, untended by the clergy. Who was
the temple dedicated to?
Molten rock bubbles up through the crust of the earth here,
presenting a serious danger to the characters. One wrong step
and they could fall into the searing stuff.

Stream. The lava flows in a stream through a tunnel or chasm,


sluggishly making its way down a gradient.
Pool. The lava forms a bubbling pool in the center of a cavern
that might have to be circumnavigated.
Vent. Lava blows up through one or more vents in the cave floor.
If it can be predicted, it can be safely avoided.
Cracked Floor. The floor of the cavern is cracked and unstable.
Lava boils up from between these cracks.

-72-
Elements of Inspiration
Underground - Exploration

Slime Webs
Some repugnant, oozing slime sticks to the walls, ceiling, or Blocking a passage or cave entrance is a thick barrier of webs,
floor of a cavern through which the characters travel. It poses a woven at some point by giant spiders. Where the arachnids are
unique threat. now lurking is not clear.

Dropping. This acidic slime clings to the ceiling of tunnels, then Giant Spiders. The giant spiders that wove the webs linger
drops down on creatures that move beneath it to digest them. nearby. Touching the webs alert them, and they come to collect
Slippery. This almost invisible slime covers the floors of caverns their prey.
and is oily, making it extremely slippery. Spider Swarm. Touching the web draws a swarm of poisonous
Spreading. This suffocating slime spreads rapidly across anything spiders forth from cracks in the walls. Their bites are deadly.
it touches, including living creatures. It has some weakness, such Impassable. The web barrier is so thick that it is impassable
as fire or cold. without serious work. It might need something as powerful as a
Acidic. While easily spotted, this slime is extremely acidic. It might fireball to clear it out.
give off noxious fumes or even turn the air around it acidic. Cocoons. There are cocoons suspended within the webs. These
might contain still-living humanoid prey, tightly wrapped
treasures, or even magic items.
Mold
Mold grows across the mucky stone walls, giving off a nasty Earth Vein
smell of mildew that clings to clothes and flesh alike. It has a
dangerous property. A vein of something precious cuts through the stone or earth
near the characters. If they are so inclined, they could stop to
Chilling. The mold takes in heat from nearby sources such as lit mine the resources.
torches or even living beings. It needs the heat to survive.
Choking. The mold emits awful spores that choke those who Gemstones. The vein is comprised of glittering gemstones.
come too close, or it might even spread down into the airways of They can be carefully extracted to be sold, or to serve as spell
living creatures. components.

Slowing. The mold is thick and sludgy. Moving through the stuff Metal Ore. The vein consists of metal ores. If they can be identified
slows the characters’ pace. and mined, they can be sold for a high price to smelters.

Infesting. The mold infests anything that touches it, spoiling Coal. The vein contains coal, or another similar flammable
food and water, eating through metal and wood, and even substance. It can be used to restock torches, build bombs, or
spreading disease. light fires.
Fault Line. The vein conceals a fault line. Mining it might cause a
cave-in, an earth tremor, or similar seismic activity.
Vent
A geyser, or other kind of geothermal vent, blocks the path of
the characters. There could be one, or several. They might go off
predictably or randomly.

Steam. Boiling steam emerges from the vent with a burst of water
vapor preceding it. Anyone caught in it will be badly burned.
Sludge. Freezing-cold, sludgy ice and mud spurt out of the vent.
The chilling effects exhaust those caught in the blast.
Boiling Water. Boiling water bursts out of the vent. Those caught
within are scalded, and the waters flow out from the vent, risking
those nearby too.
Arcane. Arcane energy pours forth from the vent. This might
cause wild magic effects or deal force damage.

-73-
Elements of Inspiration
Underground - Exploration

Shrine Traps
Hidden deep in the underground caverns is a shrine. It might have Up ahead are some traps which have been left by denizens of the
seen recent use, or perhaps it has been entirely forgotten about. under caverns. They might be shoddy, or perfectly hidden from
sight by master trapsmiths.
Earth. The shrine is dedicated to elemental of earth. Leaving
gemstones or precious stones here gives characters the ability to Collapsing Ceiling. Triggering the trap, by snapping a tripwire
summon elementals or move earth. or stepping on a pressure plate, causes the ceiling to collapse,
Darkness. The shrine is dedicated to darkness, and cannot be lit blocking a passage and burying unlucky creatures.
except by powerful magic. Leaving offerings allows characters to Snares. The traps are snares, either designed to capture creatures
turn into shadows. by lifting them into the air, or kill them by breaking their necks.
Underworld. The shrine is dedicated to the underworld, the Net. These traps are designed to restrain. They might have been
realm spirits go to when their mortal forms die. The shrine might left by other humanoids who want to capture slaves.
give temporary resistance to death.
Magical. The traps are magical in some way. They might include
Ooze. The shrine is dedicated to a deity of ooze, slime, fungi, or warding glyphs, force prisons, or other stored spells.
some similar substance. Offerings here give control over such
creatures.
Strange Lights
Sludge Pits Strange lights can be seen in the cavern up ahead. They are
strangely enchanting, and lure in those that look upon them.
Ahead of the characters is a broad passageway, pockmarked
with sludge pits. They might be concealed by debris, and their Bioluminescent Fungi. The lights are made by naturally glowing
contents might not be obvious. fungi. These could be harvested to use instead of torches.
Glowing Crystals. The lights are made by crystals that are
Sinkhole. The pits are sinkholes. Applying weight to them drops imbued with magic. Damaging releases the arcane energy.
a creature down tens of feet into the earth, into inescapable pits.
Glimmerbugs. The lights are, in fact, large beetles that crawl
Quicksand. The pits contain quicksand, into which creatures across the walls, floors, and ceilings. They fetch a high price in
rapidly sink. Unless they can escape, the creature will suffocate. underworld markets.
Tar Pit. The pits contain tar. This sticky, cloying substance Phosphorescent Miasma. The strange lights are caused by
suffocates those who sink too deep. miasma: a gas that fills the caverns. It is toxic stuff, and best
Flowstone. The pits are filled with flowstone. This substance is not inhaled.
indistinguishable from normal stone, but gives way like putty if
stepped on.

Equipment Cache
A bundle of gear has been hidden nearby, and can be spotted by
alert adventurers. Inside is something useful, but its owner might
come looking for it if it is taken.

Arms & Armor. The bundle contains weapons and armor that
the characters can make use of. It might have been left by an
adventurer or bounty hunter.
Potions. The bundle contains potions of different kinds. It
might be obvious what their effects are, or they could be
mystery mixtures.
Rations & Water. The bundle contains edible rations and
freshwater, protected against decay. The kind of rations might
indicate who left them.
Equipment. The bundle contains useful equipment - climbing
gear, torches, lanterns, or other similar items.

-74-
Elements of Inspiration
Underground - Roleplay

Miners Traders
The characters cross paths with a group of miners. They might The characters find themselves heading down a wide tunnel
already be working, or are perhaps heading to or from their mine. alongside some traders, who might try to sell their wares to the
characters. They could be in a caravan, or a lone trader.
Dwarves. A gang of dwarves are digging away at a vein of
precious metal when the cavern begins to collapse. Fungers. These folk can easily identify fungi, and have specialist
Gnomes. A group of gnomes flees from some underground tools to help cut them, harvest their spores, and ignore their
monster, which is unfortunately far faster than they are. nasty effects.
Duergar. These ash-skinned dwarves come from a greedy culture. Lapidarists. These traders have finely cut gemstones, or even
They might see the characters as potential laborers to be enslaved. jewelry, for sale. They are willing to buy uncut gems at a good price.
Svirfneblin. These underworld gnomes are dangerously Foragers. These foragers have bundles of food and firewood, as
secretive. They kill those who they think have compromised the well as bags of supplies and waterskins filled with freshwater. This
safety of their mines. stuff fetches a higher price in the subterranean world.
Alchemist. The traders are alchemists, and have a wide variety of
strange potions, poisons, and tinctures for sale.
Escaped Slaves
The characters come across some slaves who have clearly escaped Harmless Humanoids
from captivity. They might be in dire need of assistance.
The characters are approached, or surprised, by harmless
Hiding. The slaves are hiding because they are being pursued. humanoids who try to wind them up in some way. They are
Who are the slavers that took them? unlikely to cause any real harm.
Fleeing. The slaves are fleeing from something that chases them
through the tunnels. What is after them? Ratfolk. These diminutive humanoids like to steal shiny things.
They are especially fond of polished metal, including daggers
Foraging. The slaves are foraging for food or other supplies to and swords.
help them survive here. Will they share with the characters?
Roachling. These insectoid humanoids are of low-intellect.
Beseeching. The slaves are in desperate need of help from the They steal food to eat whenever they can, rather than foraging
characters, and beg for help. Are they injured, endangered, or for their own.
otherwise in trouble?
Kuo-toa. These fishfolk come from a culture that invents and
manifests their own gods. They try to convince the characters
Scouts to believe.
Picking their way through the rocky underground caverns is Fungoids. Fungoids use spores to communicate their emotions,
but also to share strange visions and dreams.
a group of agents, clad in black, clearly trying to conceal their
location and identities.

Military. The scouts are working for a military organization.


They might be spying on behalf of subterranean cultures, or
overworld armies hoping to infiltrate.
Spies. The scouts are actually spies. They could be spying on a
specific location or individual, including one of the characters.
Criminal. The scouts are actually criminals. They might
be engaged in some criminal activity when spotted by the
characters, or could be fleeing the scene.
Magical. The scouts have magic, or magical items, that aid them
in their reconnaissance. They might be willing to share their
magic, or their information, with the characters.

-75-
Elements of Inspiration
Underground - Roleplay

Toll Gate Underground Explorer


The characters find themselves held up, possibly with a small The characters encounter another underground explorer. They
crowd of others, at a gate where people are demanding payment might be native to the subterranean world, or a visitor.
for entry or safe passage.
Guide. The explorer is already serving as a guide, or could
Legitimate. The toll has been installed as part of the taxation be paid to do so for the characters. They might know hidden
system of a subterranean culture. The funds go towards keeping shortcuts, or have a vehicle or mount.
the route ahead safe. Prospectors. The explorers are searching for veins of ore, lodes of
Criminal. The toll is illegal, and has been implemented by coal, or clumps of gemstones and crystals to be mined.
bandits, thugs, or even an organized crime faction. They do not Cartographer. The explorer is attempting to map the twisting
like people asking questions. tunnels and caverns of the subterranean realm. They might use
Expensive. The toll is much higher than one might expect, quill and parchment, or a magical method.
perhaps because of high danger. Treasure Hunter. The explorer is searching for treasure in the
Unusual. The toll is unusual, such as a donated dream, memory, tunnels below. They might share it with the characters, if they are
vial of blood, or some other strange payment. willing to help search for it.

Black Market Celebration


The sounds of trade and bartering can be heard from nearby. The noise of celebration echoes throughout the caverns and
Following the source of the sounds brings the characters to a tunnels. It sounds like a group are having a superb time together.
black market, where exotic and illicit goods are traded.
Worm Hatching. A group of humanoids are celebrating the
Cursed Items. A peddler sells items that seem wonderful or hatching of a purple worm, or some similar worm. These could
magical, but are actually cursed. What sort of curse is upon them? be used as mounts, for mining, etc.
Poisons. A paranoid alchemist sells poisons of all varieties, and Mine Opening. A brand new mine has opened, and a group of
perhaps their antidotes too. Who will they not sell to, and why? miners and investors are celebrating with drinks.
Monstrosities. Exotic pets can be bought here, ranging from Mushroom Harvest. A superb mushroom harvest is being
dogmoles to rust monsterlings. Some are better trained than others. celebrated by the farmers with an enormous fungal feast.
Dark Magic. Scrolls of infernal boons, amulets of abyssal magic, Cavern Expansion. A new cavern expansion to a city has been
and tomes of blasphemous curses are available for an unusual cost. completed, and is being celebrated with music and dancing.

Potential Mount
An animal or monster that could serve as a mount is spotted by
the characters.

Giant Lizard. A giant lizard scuttles across the ceiling of a


cavern in pursuit of insect prey. It can be lured closer and
bribed with food.
Giant Spider. Spinning a web in the mouth of a tunnel is a
giant spider. These insects are scared of flame, and can be
broken using it.
Giant Rat. Able to fit through tiny gaps and scuttle effortlessly
through difficult terrain, giant rats make superb mounts,
provided they are not carrying an awful plague.
Wormling. One wormling can serve as a mount for an entire
party if every member clings to its slithering form. They
are notoriously difficult to capture, however, thanks to their
burrowing ability.

-76-
Elements of Inspiration
Underground - Roleplay

Experimenters Priests
The characters come across a small group of people experimenting A group of priests dressed in peculiar garb are spotted in
with some strange equipment, intelligence, or magic. Their actions a cavern. They might be traveling to or from a shrine, or
could be seriously dangerous if they lose control. conducting a strange ceremony.

Fungoid Brewers. A group of fungoids are brewing some Earth. The priests worship elemental earth. They might use
unusual beverage. They would like to partake in the drink with gemstones to summon an elemental, or walk through the stone.
the characters. Ooze. The priests worship oozes, and are perhaps devoted to an
Dwarf Inventors. A trio of dwarves are working on a new eldritch ooze deity. They might have pseudopods instead of arms.
invention. The artificers might accidentally animate a Spiders. The priests treat spiders like people, as they are sacred to
haywire construct. them. They might wish to become spiders.
Drow Arcanists. A group of drow are working on a new Fungi. The priests wear robes made of fungi, from which toadstools
spell. Perhaps they are trying to capture slaves, or summon grow in vast clumps. They take of the psychotropic spores.
demonic spiders.
Kobold Alchemist. A kobold is working on a potion that will
turn them into a dragon. It is almost certain to fail. Curious Creature
A creature takes a particular interest in the characters and trails
Patrol them for hours, or even days, while investigating them.

A group of patrolling guards travels through the tunnels. If they Giant Toad. A giant toad leaps around the characters, trying
spot the characters, they will approach to investigate who they are. to work out what exactly they are. It might even swallow one of
them, to see if they are edible.
Dangerous. The patrolling guards are dangerous. They see the Dire Olm. These enormous amphibians nuzzle their enormous,
characters as a threat for some reason, and might try to capture damp noses into the characters. They will not go until they have
or kill them. been fed.
Helpful. The patrolling guards are helpful; they might be able to Night Scorpion. These scorpions grow to enormous size in the
give directions, point the characters to certain resources, or give subterranean caverns. Their stinger venom is extremely valuable.
travel advice.
Critterling. These furry balls of fluff are truly adorable, and they
Curious. The patrolling guards want to know who the characters have the ability to see invisible creatures, making them useful
are and what they are doing here in the under caverns. companions.
Searching. The patrolling guards are searching for something.
Maybe they are looking for the characters themselves, or
something they have seen.

Lost Pet
A pet, lost and alone, wanders sorrowfully through the tunnels.
They are eager to be adopted, or reunited with their former owner.

Pseudodragon. A little pseudodragon flits around the tunnels on


kaleidoscopic wings. It shares magic resistance with nearby allies.
Giant Fire Beetle. A giant fire beetle is almost extinguished, due
to sorrow. Interacting with the insect reignites its fire.
Bat. A bat, once a familiar, flaps around the caverns dolefully. It
can cast one low-level spell.
Living Wick. Living wicks are wax constructs created to light
the dark tunnels of the underground domain. They respond to
telepathic commands.

-77-
Elements of Inspiration
Underground - Roleplay

Speaking Stone Peculiar Group


As the characters travel through a cavern, the stone around them A peculiar group of individuals is spotted by the characters
begins muttering. The prophecies of the ancient stone are cryptic engaging in an unusual activity. The group might be a mix of
and hard to decipher. unusual people, too.

Prophecy. The stones speak a prophecy which is destined to Spelunkers. These cavers are squeezing through tiny gaps in the
come true. If correctly interpreted, it allows the characters to rock, climbing up the walls of a cavern, or taking a rest. They
glimpse the future. know a lot about the cave topography.
Myth. The stones tell a myth of the subterranean world that Divers. A group of cave divers sinks into a pitch-black pool. They
might shed light on something the characters are investigating. know more about subterranean survival than almost anyone else.
Foresight. The stones speak of the immediate future, perhaps Monster Hunters. A daring band of monster hunters is on the
giving advice or providing a warning. trail of some awful beast. They are armed to the teeth, drinking
History. The stones speak what they have seen. They can relate potions by the handful.
anything that has happened in the cavern over the past ten Secret Society. A secret society meets in a hidden cavern deep
centuries or so. below the surface. They might be conducting an initiation
ceremony or having a meeting.
Transport
Unusual Intellect
The characters spot some form of transportation down in the
caverns. It might be theirs for the taking, require repairs, or An unexpected intelligence either approaches the characters or is
already have a driver who can be paid for their services. spotted by them. It might want to interact with the characters or
flee from them.
Riverboat. A barge-like riverboat glides along a subterranean
river. It can be used to access a wide variety of aquatic locations. Awakened Beast. An animal with preternatural intelligence
Sewersphere. These globes take several riders within. They approaches the characters out of curiosity. It might accompany
roll around like giant hamster balls, and are impervious to them for a while.
mundane damage. Aberrant Mind. Some evil aberration of heightened intellect
Tunnel Buggy. These fast-running, fuel-guzzling buggies wants to devour, drain, or meld with the brains of the characters
tear through the tunnels. They have a tendency to fall apart at to increase its own intelligence.
inopportune times. Fungal Brain. Formed from clumps of mycelium with
Rat Wagon. Pulled by giant rats, these wagons are not very fungal tendrils emerging from it, this cluster of mushrooms
reliable, but offer an opportunity for the characters to put up communicates telepathically.
their feet. Intelligent Monster. A hyper-intelligent monster, such as a
dragon, realizes the characters are nearby. It might watch them
for a while before revealing itself.
Bounty Hunter
A bounty hunter in search of their target makes their way
through the caverns. They are well equipped with weaponry and
gear, and move almost silently.

Endangered. Something poses a threat to the bounty hunter


which they might not have noticed. There could be a terrain
hazard or a nearby monster.
Hostile. The bounty hunter is hostile, perhaps because one of the
characters is their quarry.
Helpful. The bounty hunter is willing to help the characters,
especially if they can help the hunter. They might be looking for
directions or sightings.
Dogged. The bounty hunter is obsessed with their target,
questioning the characters before racing off down the tunnels.

-78-
URBAN
Urban Encounters
Roll a d6 to determine an inspiration type, then roll a d20 to determine the specific element.

d6 d20 Result Page d6 d20 Result Page


1 Tournament p. 81 11 Lost Belongings p. 87
2 Call to Arms p. 81 12 Stampede p. 87
3 Tavern Brawl p. 81 13 Back Alley p. 87
4 Street Gang p. 81 14 Spilled Goods p. 87

Exploration
5 Animated Objects p. 81 15 Crash p. 87

3–4
6 Angry Elemental p. 82 16 Race p. 88
7 Shapechanger p. 82 17 Unearthed Evil p. 88
8 Runaway Beast p. 82 18 Mists p. 88
9 Spellcaster p. 82 19 Urban Accident p. 88
Combat

10 Vermin p. 82 20 Arcane Phenomena p. 88


1–2

11 Wild Animal p. 83 1 Public Execution p. 89


12 Stray Monster p. 83 2 Festival p. 89
13 Raiders p. 83 3 Traveling Circus p. 89
14 Cultists p. 83 4 Prisoners p. 89
15 Epic Attacker p. 83 5 Charlatan p. 89
16 Rogue p. 84 6 Gamblers p. 90
17 Living Spell p. 84 7 Sport p. 90
18 Undercity Raiders p. 84 8 Musicians p. 90
19 Thug p. 84 9 Preacher p. 90
Roleplay

20 Fiend p. 84 10 Criminals p. 90
5–6

1 Toll Gate p. 85 11 Healer p. 91


2 Competition p. 85 12 Guards p. 91
3 Market p. 85 13 Reporter p. 91
4 Strange Shop p. 85 14 Duel p. 91
Exploration

5 Noble Visit p. 85 15 Lost Pet p. 91


3–4

6 Enchanted Statue p. 86 16 Wandering Noble p. 92


7 Miscast Spell p. 86 17 Foreigner p. 92
8 Disease p. 86 18 Victim p. 92
9 Rabble p. 86 19 Drunkard p. 92
10 Building Damage p. 86 20 Celebration p. 92

-80-
Elements of Inspiration
Urban - Combat

Tournament Street Gang


A tournament is taking place in an open area. Two or A group of ruffians who are up to no good linger on a street
more contestants face off against each other in a dangerous corner, waiting for a target. Perhaps that target is the characters,
competition. There might be an onlooking crowd baying for or perhaps they are interrupted by the characters. They want
blood, or it could be a personal affair. something specific.
Joust. Two mounted combatants charge toward each other Money. The gang wants a handful of cold coins to fill their
with lances leveled. They might be mounted on anything from pockets. Maybe they are greedy; maybe they are desperate.
donkeys to dragons. Captives. The gang is out to take hostages. They might want to
Melee. A group of combatants armed with melee weapons, hold these people to ransom, or use them for labor.
anything from clubs to halberds, battle it out to see which team Magic Items. The gang is targeting adventurers because they
is superior. want enchanted items. They might use magic items themselves.
Archery. Armed with ranged weapons, these individuals Information. The gang has a specific remit; they need
compete by hitting targets of increasing difficulty. information about a recent event, and they know who it can be
Magic Duel. Two or more spellcasters fire volleys of firebolts and extracted from.
rays of frost against each other in an arcane battle.
Animated Objects
Call to Arms
One or more inanimate objects has taken on a semblance of life,
Something has caused the people of the settlement to unite and either through conscious spellcasting or some other magical
take up arms. Their previous quarrels are put aside to tackle a phenomenon. The objects are either malicious or out of control.
common foe that must be stopped for the greater good.
Animated Armor. A suit of plate armor clatters through the
Angry Mob. The peasantry has had enough of their ruling lords streets, swinging gauntlets wildly at those who stray too close.
and ladies. They have gathered what improvised weaponry they Flying Sword. A blade slices through the air, flying aimlessly
can to assault the nobles. from place to place on a course of rampant destruction.
Attacking Army. A rival nation, culture, or people is at the gates. Rug of Smothering. Skulking silently around the city is an
All must work to defend the settlement against the coming siege. insidious rug whose sole aim is to smother. It is indiscriminate.
Marauding Monster. Some dire monster, anything from an Walking Statue. Crushing carts with every step, an immense
ogre to a dragon, is assaulting the settlement. All must help statue of implacable, impenetrable stone forges a new avenue
defend the place. through the settlement.
Fiends. Dark denizens of the lower realms swarm forth to attack
the city, wielding blades of black iron.

Tavern Brawl
Spilling out into the street is a brawl of immense proportions.
The tavern from which the brawlers emerged seems to shake
with the violence occurring inside.

Unarmed. Those engaged in the fight are using fists and feet,
heads and elbows, knees and teeth - whatever they have got in
their natural armory.
Improvised Weapons. The brawlers have picked up bar stools,
broken bottles, decorative antlers, or empty barrels. Anything
within arm’s reach is a weapon.
Simple Weapons. The fighters came prepared; they wield clubs,
daggers, and other crude instruments of violence.
Martial Weapons. Longswords slash through the air while flails
send showers of splinters from the floorboards. These are not
brawlers; they are warriors.

-81-
Elements of Inspiration
Urban - Combat

Angry Elemental Spellcaster


Someone has invoked the ire of an ornery elemental, and now all For some reason, this wielder of the arcane has decided to pick
around them pay the price. This being of chaotic, planar magic a fight. Perhaps they do not like the way a character is looking at
brings destruction and havoc, crashing through market stalls. them, or maybe they simply feel they are superior, and can exert
their power as they wish.
Gargoyle. Perhaps from a nearby temple or gothic manor, this
ancient, moss-covered guardian seeks those who have trespassed. Warlock. A caster who draws their magic from a powerful patron.
Trash Golem. Formed from refuse and dead vermin, this They might sling hellfire or cause roots to erupt from the earth.
wretched, reeking mass of garbage drips acid and offal. Wizard. Covered with scrolls and lugging a portable bookshelf,
Haywire Golem. A golem, created as a bodyguard or laborer, this haughty caster brooks no fools.
has gone berserk. It is out of control, and likely being chased by Sorcerer. Born with arcane blood in their veins, sorcerers might
its owner. struggle to contain the power flowing through them.
Errant Shield Guardian. A shield guard, created by a spellcaster Cleric. An overzealous agent of a deity may have taken the law into
to defend themselves, has manifested a mind of its own, and is their own hands, or perhaps the god they worship is an evil one.
causing a ruckus.
Vermin
Shapechanger
Urban environments are swarming with small pests. These
A creature capable of shifting between forms is causing trouble in vermin devour food stores, spread their filth across the streets,
a nearby district, or is silently stalking the characters, waiting for and even carry foul plagues that spread like wildfire.
their moment to strike.
Swarm of Rats. A boiling mass of matted fur and greasy tails
Wererat. Humanoids who can transform into giant rats stalk the surges up from the sewers and floods a back alley, knocking
sewers, hoping to snatch people off the street. people off their feet.
Werewolf. Lycanthropes who take the shape of wolves have Giant Rats. Rats the size of dogs, rats the size of ponies, rats the
found their way into the city. They might be members of a brutal size of bulls! These overgrown pests are not to be trifled with.
street gang, or simply not in control of their animal form.
Giant Insects. A cockroach the size of a coach scuttles down
Doppelganger. An aberrant creature that takes the form of other the main thoroughfare, crushing pedestrians beneath its
humanoids moves unnoticed through the throng until they are chitinous bulk.
right beside you.
Otyugh. A slimy creature whose gaping maw devours all that
Hag. Twisted fiends with a penchant for dark deals, a hag might can be thrown into it. These tentacled aberrations exist only
take on a humanoid guise in order to better fool its victims. to consume.

Runaway Beast
Someone’s animal - be it a pet, beast of burden, mount, or
otherwise - has broken free of their bonds and moves unchecked
through the market square. It is only a matter of time before
someone is injured.

Horse. Having ditched its rider, this creature causes havoc as it


runs amuck. It could be anything from a mule to a warhorse.
Ox. These lowly beasts typically pull carts, but this one has
charged free, toppling food stalls in its wake.
Mastiff. A large and angry dog has flown into a rage and lost its
owner. It bites those who come too close.
Monster. Some unusual, exotic animal, such as a cockatrice or
pseudodragon, has fled from its owner and is drawing a crowd.

-82-
Elements of Inspiration
Urban - Combat

Wild Animal Cultists


A stray beast has found itself within the bounds of the Foul cults worshiping vile beings spring up wherever there is
settlement. Perhaps it was lured here by something, or escaped desperation and disillusionment. Urban locations are hives of
imprisonment. Maybe it lairs somewhere dark and out of sight. this activity, and cults operate here frequently.

Wolf. A ferocious canine, twice the size of a city dog, lopes through Demonic. Members of this cult worship a demon of the abyssal
the streets at night, looking for weak victims to make its dinner. plane. They act chaotically and violently, spreading disorder
Boar. A boar batters its way through a busy street. Gouts of and terror.
blood spurt where its tusks leave their mark. Infernal. Members of this cult worship a devil, though they may
Bear. A hulking brute of muscle and fur has found its way into not even realize it. They might prioritize power, wealth, status, or
the town. Dogs bark and flee as it stumbles clumsily through the another ideal.
alleyways. Eldritch. Members of this cult worship a strange magical
Raccoons. A troop of raccoons, hungry for food, mobs passersby, being from a far realm that gives them arcane boons and
stealing their lunchtime pies and hurling stones at their heels. dangerous magic.
Evil Deity. Members of this cult worship an evil deity who
compels them to act in heinous ways to further their dark goals.
Stray Monster
Some awful monstrosity has found its way into the city. The likes Epic Attacker
of the creatures are only encountered in stories by most, and they
are one step away from devastation. Some immense attacker is assaulting the city. It will take all the
settlement’s might to repel them, and the characters might be
Chimera. A three-headed mutant of dragon, goat, and lion, with called upon specifically for assistance.
a snake for a tail. Even the sight of this monster is enough to
scare most witless. Giant. The shadow of a giant looms high over the town walls,
Manticore. Flying above the rows of houses, peppering those their wrath apparent in the arsenal of boulders they have brought
below with tail spikes, comes a winged lion with the leering face to hurl.
of a scorned humanoid. Troll. A gruesome troll has emerged from the wilderness and is
Gibbering Mouther. A heinous conglomerate of flesh, eyes, and throwing itself at the settlement’s defenses. Its regeneration ability
mouths that cackles and babbles as it turns the cobbles to sludge. is making it hard to kill.

Rust Monster. A blacksmith’s nightmare wrought in insectoid Ogre. A lumbering ogre batters at the gates, sending shudders
form that seeks iron to corrode and consume. through nearby buildings. It is only a matter of time before the
brute breaks in.
Young Dragon. Circling overhead is a young wyrm, spitting
Raiders gouts of acid, flame, ice, or other deadly substances upon the
townsfolk.
The settlement is assailed by marauders who seek plunder above
all else. They are driven by brutal societies, cruel gods, or their
own vile avarice. These groups are ready to fight to the death.

Goblinoids. Goblins, bugbears, hobgoblins, or similar, perhaps


accompanied by swarms of ravens, intelligent worgs, or other
trained animals.
Orcs. Driven by zeal and a lust for battle, a detachment of orcs
wheels their war wagon to the town and hopes to fill it with heads.
Lizardfolk. Lurking in the sewers or the back alleys of the docks,
these carnivorous creatures feast on humanoid flesh.
Gnolls. Spawn of a demon prince, these unholy abominations
know nothing save bloodlust and carnage, which they spread
mindlessly.

-83-
Elements of Inspiration
Urban - Combat

Rogue Thug
A dastardly rogue with no care for the law is out to get one of the A lowlife with nothing better to do than pick on those weaker
characters. Perhaps they have a personal vendetta, or maybe they than themselves. Perhaps they stumble out of a tavern, or pick a
are looking to make quick coin. victim out of the marketplace. They are often cowards at heart.

Assassin. This hired killer attempts to sneak up upon an Bully. Someone starts slinging insults at one of the characters for
unsuspecting target and slice their throat, stick a toxic needle no good reason. They are a nasty piece of work, but their bark is
into their kidney, or slip poison into their drink. louder than their bite.
Thief. A cutpurse with a razor-sharp blade hopes to spill gold Hired. Some enemy of the characters has hired an armed
into their palm with a subtle swipe and sneaky grin. assailant to take them out, or to test their mettle.
Arcane Trickster. This individual uses magic and subterfuge in Drunk. Inebriated and foolish, this mess slobbers toward the
equal measure. Maybe they want to best an old foe, or try out characters down an alley, brandishing a broken bottle.
new powers. Opportunist. Desperate for a chance to prove themselves, to
Inquisitive. Someone is looking into the characters on behalf of make enough money to eat, or honor a dark entity, they attack
an old enemy or a new rival. They are looking to dig up dirt. where chance allows.

Living Spell Fiend


A spell, once cast, ceases to be under the control of its caster. Summoned from the lower realms of existence, a fiendish
Normally, they fizzle out as expected, sometimes they take on a creature has established a home for itself in the settlement, and
life of their own. They are always incredibly dangerous. does not like newcomers.

Cloudkill. A toxic cloud of yellow gas surges through the streets, Demon. A rampaging agent of chaos spreads terror and death
choking those unfortunate enough to be caught in the effluvia. wherever it finds itself. Perhaps there is a cult that summoned
Arcane Hand. A shimmering hand of immense strength it here?
punches holes in shopfronts and overturns carts. Perhaps it is Devil. Posing as a friendly merchant, this infernal entity watches
trying to find something? and assesses the characters before deciding how best to acquire
Burning Hands. An arc of flame that ignites everything it their souls.
touches makes short work of the thatched roofs, and is headed to Hag. Looking to corrupt what good and beauty can be found
the distillery. here, this fiend takes a humanoid guise to trick people into
Lightning Bolt. Crackling with electrical energy, this erratic, acting awfully.
leaping spell shocks random folk who do not see it coming. Other. Some other fiend, such as a succubus or rakshasa, has
business in the settlement. It is unlikely that they will reveal their
true identity.
Undercity Raiders
Beneath any self-respecting city is a network of tunnels, cellars,
caverns, sewers, and other dark places where troglodytic
humanoids make their home, and often flourish.

Duergar. Gray-skinned dwarves, whose capitalist culture


promotes avarice and greed, come to the surface to steal
technology and resources.
Drow. Web-wearing elves with white hair, many of whom
worship the demon lord of spiders who drives them to depravity.
They desire sacrifices.
Grimlocks. Unseeing humanoids that see the world through
echolocation, and feast upon humanoid flesh.
Kobolds. The children of dragons who do the bidding of ancient
worms, these canny creatures set traps to protect their backs.

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Elements of Inspiration
Urban - Exploration

Toll Gate Strange Shop


Blocking the characters’ path is a wall and toll gate. They could While walking down an alley, the characters come across a rather
try to clamber over or sneak around, but they are supposed to unusual establishment. Perhaps there is a tree growing through
pay like everyone else. the front window, or floating skulls advertising the wares.

Legitimate. The toll collects funds for roadway maintenance, street Cursed Items. This shop sells items with minor magical
conservation, rubbish clearance, or some other legitimate cause. properties for cheap prices. Unfortunately for the purchaser,
Criminal. The toll has been instituted by criminals; it could these items are cursed.
be a minor gang making money in their neighborhood, or a Magic Tricks. This place sells single-use items that have a pinch
dangerous mafia’s enterprise. of the arcane in them - fireworks, disappearing dust, rabbits in
Expensive. The toll seems extortionate. Maybe it is trying to hats, and the like.
protect a wealthy neighborhood from the peasantry, or raising Esoteric Books. This bookshop contains tomes that have not been
money for a temple. read in a thousand years, some of which contain forbidden lore.
Unusual. Rather than coin, the payment necessary is something Pets. This place sells a variety of animals, many of which patrons
unusual - a morsel of food, a bottle of wine, an untold secret, a never know existed before they step inside.
drop of blood, etc.
Noble Visit
Competition
Some noble is visiting the settlement. They might be met with
A lively competition is underway in the town square, drawing adoration by the crowds, or have horse manure flung at their
the attention of passersby, some of whom may even have placed carriage as they pass.
bets upon the event. The winner is sure to be the center of
attention for days. King/Queen. Today, royalty visits the settlement. The guards are
on high alert for agitators, and the local ruler has gone to great
Strongman. Muscled individuals lift increasingly dangerous expense to put on a display.
weights in order to prove themselves the strongest of them all. Baron/Baroness. A high-ranking noble is visiting, perhaps
Livestock. Livestock are compared against each other until one is because they are collecting taxes or attending a ball.
declared the best, and honored with a ribbon and parade. Lord/Lady. A local lord or lady is attending some event, perhaps
Produce. Who has grown the longest carrot or largest marrow with a cohort of their peers. This is a chance to interact with the
this year? There is only one way to find out! upper echelons.
Athletics. Foot races, feats of strength, throwing javelin or shot put, Knight. A knight on a quest is stopping at the settlement to restock,
even swimming in the castle’s moat. Athletes are fiercely competitive. or to pay a visit to an old friend. They likely have many stories to tell.

Market
The marketplace is crowded with people buying and selling.
Anything from food to spell scrolls might be available at this
bazaar of wonderment.

Common. Only basic goods are available today: food and drink,
adventuring equipment, artisan’s tools, and the like.
Exotic. Strange goods can be bought here, ranging from magical
potions to martial weapons. There is a chance for a good bargain.
Treasures. Amazing treasures from across the known realms
have found their way here today, from golden globes from the
desert pyramids, to ever-ice statues from the frozen wastes.
Magic Items. Someone at the market is selling magic items, but
you have to know who to talk to. You had better bring a big purse
filled with gemstones too.

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Elements of Inspiration
Urban - Exploration

Enchanted Statue Rabble


Hidden in a forgotten corner of the settlement, in a courtyard A massive group or mob of people block the way. The characters
only visited by those in the know, is a statue that has been must push through, find a way around, or be inventive in how
enchanted in some way. Although the statue is worn, the magic they move through the blockage.
still lingers.
Blocking Path. The group is deliberately blocking the path
Speaks. The statue can talk. Perhaps it tells stories of old, or for some reason. Maybe it is a protest, or perhaps something
gossips about what it has seen. Maybe it only speaks when the dangerous is up ahead.
moon illuminates it, or only to those of royal blood. Riotous. A riot has caused the blockade. Maybe it is enforced by
Points. Ask a question and it shall be answered, just not very clearly. guards to herd the rioters, or maybe it is the rioters themselves.
This statue points as best it can to help those that question it. Shoving. Anyone that gets too close to the rabble is shoved away.
Bestows Gifts. The statue can give temporary gifts; perhaps They might be defending something within their ranks.
the gifts are conjured material items, magical boons, or divine Fighting. The rabble are engaged in a fight, making it impossible
blessings that last a short time. to get past without taking a hit. They could be fighting a turf war,
Curses. A chill spreads down the spine of anyone that lays eyes gang war, etc.
upon this statue, and the feeling lasts for days on end.
Building Damage
Miscast Spell
Something is currently, or has just, damaged a building that
Despite their best attempt, a spellcaster has miscast a spell, with the characters walk past. The damage is so severe as to be
catastrophic results. The spell's target could have switched, the immediately noticeable.
effect made permanent, etc.
Tower Collapse. A tower collapses, flinging stones and tiles
Polymorph. Perhaps someone the characters know has been down to the street below. Any wishing to avoid being hit must
turned into a toad. Maybe their favorite inn is now a bank. seek cover.
Enlarge/Reduce. One of the trees in the park is ten times taller House Fire. A house goes up in flames, billowing smoke filling
than the rest. That burly halfling walking down the road is the alley. The fire might spread rapidly, or there could be people
actually a half-giant. trapped inside.
Fireball. A burning ball of flame lingers in the sky, incinerating Alchemical Explosion. A poorly mixed potion goes up in a burst
anything nearby. A magical hearth actually drains warmth from of blue force, blowing out nearby windows and leveling those
the room it is in. standing nearby.
Grease. You literally cannot walk down the street without falling Wild Magic. Unpredictable magic alters the buildings nearby.
over on your behind and sliding until you reach the docks. Maybe they turn to jelly and wobble about, or are sent back
in time.
Disease
While making their way through the urban area, the characters
are exposed to some awful disease that threatens to infect them.
Perhaps it is spread by people, or by some vermin.

Deathly Plague. This malady is serious, and eventually results


in death. It might start with a fever, boils, vomiting, or other less
serious symptoms.
Transformative. This disease slowly mutates the infected,
turning them into something disturbing, like animals, oozes,
undead etc.
Blinding. This plague affects the senses of creatures infected
by it. Typically it blinds, but could also deafen, remove smell or
taste, or alter touch.
Exhausting. This malady drains energy from the infected until
they are able to do anything save lie in bed until they waste away.

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Elements of Inspiration
Urban - Exploration

Lost Belongings Spilled Goods


The characters happen upon some unwatched goods that are Something has been spilled across the street or road that the
clearly lost belongings. Returning them to their rightful owner characters are on, making it harder for them to get to their
would surely warrant a reward. destination.

Trade Goods. The lost items are trade goods: bundles of furs, Beer. The yeasty reek of warm ale warming on the cobbles fills
carts of fruit and vegetables, packets of spices, barrels of ale, etc. the air as a foaming torrent of bear spills across the path. Anyone
Treasure Items. The lost items are expensive treasures: jeweled that continues through will be soaked and sticky.
necklaces, silver chalices, golden idols, inlaid ivory boxes, etc. Round Fruits. A rumbling tumble of spherical fruits poses a
Arms & Equipment. The lost items are weapons, armor, and serious trip hazard to those that continue this way.
equipment, anything from lengths of rope and crowbars to suits Nails. Nails have been scattered haphazardly across the street
of armor and warhammers. from a broken crate. They are not quite as bad as caltrops, but
Magic Item. The lost item is a magical item. It might be instantly you wouldn’t want to step on one.
usable, or require an activation word that only the owner knows. Oil. A barrel of lantern oil has split and spilled its contents.
Not only does it make the stone slippery, but it is also highly
flammable.
Stampede
Something stampedes through the streets, causing an enormous Crash
disturbance. The creatures might be fleeing from a natural
disaster, an act of terrorism, a stray monster, etc. Something crashes right before the characters, putting them and
those around them in peril, not to mention those involved in the
People. The stampede consists of people, perhaps fleeing for crash itself.
their lives, perhaps running to get a bargain.
Escaped Livestock. The stampede is made up of escaped Carriage. The crash involves one or more carriages or coaches,
livestock. Maybe they were accidentally released from a nearby which might overturn and spill their passengers onto the cold
field, or escaped from the market. cobbles.

Guards. The stampede is of armored guards, their mail clattering Riders. The crash involves one or more riders, typically someone
as they go. They are probably responding to some emergency. mounted on a horse, but other mounts are available.

Dangerous Animal. The stampede consists of a single, enormous Cart. The crash involves one or more carts laden with goods,
animal that represents a real danger, something like a rhino, normally pulled by oxen or ponies. The goods are likely to spill
bulette, or similar. everywhere.
Flying. The crash involves one or more flying individuals. Maybe
they are using a spell to remain aloft, perhaps they have a flying
Back Alley carpet, or even a winged mount.
The characters happen upon a back alley of note while they are
making their way through the urban area. It is a little dark and
creepy, but the discovery could be useful.

Shortcut. The back alley is actually an incredible shortcut, saving


the characters much time while moving through the settlement.
Dodgy Dealers. There is a black market of sorts held in the alley,
where interesting items can be bought for discount prices.
Ambush. Someone is waiting to ambush the characters in the
alley. Maybe they have been waiting for the chance for a while,
maybe they are an opportunist.
Gang Den. Down the back alley is a gang den where all the most
notorious criminals hang out. They are good contacts to have for
those that can stomach the work.

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Elements of Inspiration
Urban - Exploration

Race Urban Accident


A race is taking place in the urban area, causing a serious Some awful accident stops the characters in their tracks while
disruption. It might be an official race, with flags marking the they are exploring the urban area. They might be caught up in it
course, or an illegal street race that the guards try to shut down. themselves, or be required to help save the lives of others.

Foot. The race is on foot, between two or more runners who Sinkhole. An enormous hole, anything from wagon- to building-
hope to outpace each other. The winner gets a ribbon and a sized, opens up in the street before the characters. Perhaps
handful of coins. something they love falls into the earth.
Horseback. The race is on horseback (or similar mounts). There is a Sewer Overflow. The sewers begin to overflow, spilling
high likelihood of someone falling off, or crashing into the crowd. humanoid waste onto the streets. It is accompanied by an awful,
Flying. The race involves flight of some fashion, perhaps the use gut-emptying stench.
of magic carpets or hippogriff mounts. Falling would probably be Flood. A nearby waterway floods, causing the streets to become
deadly. rivers and the ground floors of buildings to be submerged.
Exotic Mount. The race involves some exotic mount such as Fire. A fire breaks out in a district of the settlement and begins
dinosaurs, giant eagles, insane vehicles, etc. spreading into the character’s path.

Unearthed Evil Arcane Phenomena


The characters stumble across something recently unearthed Some strange, magical effect manifests in the settlement,
within the city with an aura of evil that makes their skin crawl. affecting those around it in powerful ways. The characters might
be able to use it, or need to end it.
Artifact. The characters discover some strange, malicious magic
item that exudes hatred and fear. It could be a sentient weapon, Mirror Gate. A gateway to a mirror dimension opens in a street,
an alluring bone chalice, etc. archway, or other liminal space. It might not be obvious which
Spellcaster. A spellcaster who has tapped into evil powers dimension those that look upon it are in.
confronts the characters. They might have eldritch boons, Teleportation Circle. A teleportation circle appears in the city,
infernal spells, or abyssal familiars. allowing creatures to move from one place to another in seconds.
Fiend. A fiend seeks out the characters to try and corrupt them. Disappearing Bar. A magical tavern appears or disappears from
Perhaps it was summoned by a cult, or traveled through a portal. the location. Its clientele are likely as magical as the place is.
Shrine. A building within the city now houses a shrine to an Intruder Wards. Special magical abjurations, designed to stop
evil entity, be it a deity, a being from the far realm, a fiendish intruders, suddenly activate. They might create sirens, defensive
overlord, etc. measures, etc.

Mists
An awful miasma flows through the settlement, lending
everything a sinister cast. The mist could be natural or magical.
Removing it depends on its source.

Obscuring. A thick fog obscures everything. It could be smoke,


magical darkness, or inky effluvia from a hideous monster.
Choking. The miasma is foul and choking, burning the lungs
and stinging the eyes. Maybe it is draconic breath, a cloudkill
spell, reeking stink from a swamp, etc.
Refreshing. The mists are strangely refreshing, making those
that walk amongst them feel lightened, younger, brighter, or
even healthier.
Spell-Sapping. The haze has strange effects on spells and
spellcasters. It might prevent the casting of some or all spells, or
even drain spellcasting ability.

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Elements of Inspiration
Urban - Roleplay

Public Execution Prisoners


The characters find their way into a town square or other public The characters come into contact with prisoners who could be
space where an executioner is preparing to mete out justice criminals headed to jail, political prisoners, dissenters, etc.
in brutal fashion. What did the criminal do? What are their
last words? Escorted. The prisoners are escorted by guards, spellcasters, or
someone responsible for their security.
Beheading. A criminal is placed upon the block, and the Escaped. The prisoners have escaped from wherever they were
headsman readies their axe, sword, or other instrument of death. being held, and are on the run. There is a reward for turning
Burning. A pyre is prepared and lit with the criminal atop or them in, but they might be useful contacts.
inside of it. Their screams ring through the streets. Mobile Prison. The prisoners are in a mobile prison. Perhaps it
Crucifixion. A criminal is strapped to a giant holy symbol and is a cage atop a lumbering beast of burden, a vehicle comprising a
left to die. They are picked at by crows and jeered at by passersby. containment sphere, etc.
Hanging. Gallows are erected in preparation for a hanging. Magical Internment. The prisoners are held captive through
There might be a special tree reserved for this purpose. magical means. They could be trapped in the cobblestones
beneath their feet or suspended in the air.

Festival
Charlatan
The characters suddenly become wrapped up in a festival that
is occurring within the city. It could be based upon the current A con artist of some sort is either spotted by the characters, or
season, or a holy day. tries to take advantage of them, depending on their wits.

Spring. Springtime festivals often celebrate the coming of new Potion Seller. This charlatan sells potions that are actually duds,
life, the return of warm weather, or fertility and flowering. little more than colored water with a drop of scent.
Summer. Summer festivals might venerate the sun and sky, they Guide. A false guide claims to be able to lead people through
could be welcoming or staving off heat, or venerating growth. the city for a low price. They get people lost then demand
further payment.
Autumn. Autumn or fall festivals typically celebrate harvest, or
involve protections for the coming winter. They might ask for Identity Thief. This actor mimics the appearance and
milder weather to come. mannerisms of another to try and gain control of their assets.
Winter. Winter festivals are designed to raise spirits in the dark Sham Activity. An individual claims to be able to do something
times of the year. They might praise the coming snows or aim to such as heal, read minds, see the future, etc. but is actually a
prevent them. hoaxster.

Traveling Circus
A traveling circus comes through the settlement, inspiring joy
wherever it goes. It is accompanied by bright costumes, joyful
music, and amazing performers.

Animals. The circus involves performing animals who have been


sympathetically trained. There might be balancing elephants,
juggling monkeys, etc.
Magic. The circus involves feats of genuine magic, perhaps
enchantment enthuses the crowd, or illusion enhances the
performance.
Acrobats. Acrobats fling themselves from rooftops and flip
around the cobbled streets. They defy the laws of gravity.
Clowns. Love them or hate them, the painted faces of clowns are
due to make an appearance. Children laugh and cry as they slip
on fruit and juggle.

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Elements of Inspiration
Urban - Roleplay

Gamblers Preacher
A group of gamblers with their money on the table hangs out on The enthralling words of a preacher captivate those around them.
a street corner or outside a bar, engaged in some kind of betting. They stand in a prominent location, such as beneath a statue or
on a temple’s steps.
Poor. The gamblers clearly have nothing but coppers in their
pockets, and are betting on cards, dominoes, etc. Doomsday Prophet. The preacher speaks of the end times, of the
Wealthy. Bags of gold, platinum, and gemstones are up for grabs apocalypse that is soon to come. Do they speak the truth?
as these wealthy folk gamble on horse races, magic duels, etc. Soothsayer. This individual sees the future of those who pass
Criminal. An illegal ring of gambling with some shady by, telling them what is to come in their life for a donation to
characters who bet big but might not like losing. They bet on the temple.
monster fights, bare-knuckle boxing, etc. Blessings Giver. Divine boons are placed upon the generous
Noble. A group of nobles bet carelessly with money they do by this preacher, who aids those in need. What temple do they
not appreciate on high-class sports, or make wagers about each work for?
other’s prospects. False Prophet. This liar spreads false truths and propaganda.
They might be trying to incite war, hatred, or revolt.
Sport
Criminals
Some sporting event is taking place in either a designated arena,
or a cleared space for the games. It might have drawn in a sizable A gang of criminals is operating in the settlement, and the
crowd of onlookers. characters come face to face with them. They might wear similar
clothing, have matching tattoos, etc.
Skittles. Bowlers take turns throwing polished wooden balls
down an alley to knock over wooden pins. Stocks. The criminals are being punished in the stocks, where
Horseshoes. A casual game of flinging horseshoes, with the folk throw rotten vegetables, animal dung, and stones at the
intent of landing them around an iron spike dug into the ground, offenders.
is often bet upon. Gallows. The criminals await their turn at the hangman’s rope.
Shinty. A game akin to hockey where the ball can be played in What crime have they been accused of? Are they guilty of it?
the air and you can tackle with your stick. It is fast, aggressive, Active. The characters stumble upon a crime in action - a
and exciting to watch. burglary, mugging, assault, murder, arson, vandalism, etc.
Stoolball. A game similar to baseball and cricket, where a ball Pursued. The characters are caught up in a chase between law
is thrown at an overturned stool, and the batter tries to stop the enforcement and criminals. Whose side will they take?
impact with a pail, bucket, or bat.

Musicians
Wonderful song and beautiful music drifts over the heads of the
crowd toward the characters, promising a spot of dancing and a
lifted heart.

Traveling Bard. A traveling bard, with many a story to tell


through song, can be heard from a nearby street corner, or
through the open door of a tavern.
Local Band. A local band of musicians plays jigs, reels, or other
dances to inspire motion in those around them.
Comedic Performer. A witty performer uses songs to poke fun
at passersby, or deliver topical satire on the discourse of the day.
Magical Musician. This musician augments their performance
with magic. Perhaps they play many instruments at once, bring
songs to life with illusion, or project their voice.

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Elements of Inspiration
Urban - Roleplay

Healer Duel
Working from a temple, an apothecary shop, or even a tavern, a The characters interrupt a duel that has broken out, or been
healer offers their services to the injured and diseased. arranged, in the settlement. Perhaps the guards are already on
their way, have not yet found out, or maybe dueling is legal here.
Divine. This healer has a connection to the divine, drawing on
the power of a deity to cure those in need. They might ask for a Martial. The clash of steel rings out as the two rivals’ blades meet
donation to their temple. with a shower of sparks. They fight with weapons or hand-to-
Arcane. Using arcane magic to knit together wounds and burn out hand, until first blood or death.
disease, this healer might run a hospital of sorts, where they work. Magical. Spells whizz through the air and smash into nearby
Natural. This healing uses the power of nature to heal, perhaps in structures, splashing in plumes of fantastical colors.
the form of tinctures made from rare roots, or natural life magic Intellectual. The duel is one of an intellectual nature, perhaps a
that neutralizes poison. strategic game, mathematical calculation, or a heated debate.
Pretender. This healer peddles false goods, impotent potions Wits. The duel consists of snark and snide remarks, exchanged
made of river water, paltry poultices of iron shavings and mud, or riddles, philosophical jabs, or some other clash of wits.
some other hoax.
Lost Pet
Guards
A lost pet, alone and desperate for help, makes its way nervously
The characters are approached by the guards of the settlement, through the streets. It is ignored by most. What happened to
who want to check in on newcomers. They might be armed or separate it from its owner, and where are they now?
even magical.
Dog. A dog of some sort, anything from a tiny terrier to a
Overzealous. The guards are highly suspicious of visitors to the lumbering hound, has become separated from its master.
settlement, and are a little too eager to rough up troublemakers.
Pseudodragon. Flitting solemnly through the skies is a delicate
Helpful. The guards wish to help in any way they can, providing pseudodragon, scouring the streets for a sign of their owner.
directions or maps, offering recommendations, etc.
Goat. Ramming people indignantly when they turn out not to be
Curious. Intrigued by the newcomers, the guards ask question its owner, this ornery goat butts through the crowd.
after question of the characters out of sheer curiosity.
Baby Owlbear. Not to be trifled with, even at this young age, a
Searching. The guards are looking for something. It could be baby owlbear causes groups to quickly disperse as it blunders
related to the characters, or entirely unconnected. It might be toward them.
something dangerous that they need help finding.

Reporter
A journalist of some sort is working on a story when the
characters spot them on the street. Perhaps the characters are
already involved in the story, or are given the chance to be.

Broadsheet. This quilled individual scratches frantically at a piece


of parchment, recording everything in shorthand for later printing.
Town Crier. With a ring of a bell and a bellowing voice, this
person announces the deeds of the day to the entire settlement.
Blackmailer. This unsavory character is looking to glean
compromising information about people to hold it against them
later on.
Undercover. Slinking in the shadows is a spy, perhaps working
for an enemy of the characters. They observe and report back to
their employer.

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Elements of Inspiration
Urban - Roleplay

Wandering Noble Drunkard


A wandering lord, lady, or other noble strolls through the streets With a belly full of booze, this individual is in no state to be
of the settlement. Perhaps they are observing life beyond the walking around. They need to get home, but might not want to
mansion gate, or are looking to buy something. yet.

With Retinue. The noble is accompanied by a collection of squires, Violent. The drunkard is violent, swinging at anyone that
hat-holders, shoe-shiners, barterers, accountants, and/or servants. comes too close. They might be capable of doing harm, or
Flâneur. Wandering casually through dingy alleys, taking in the entirely impotent.
scent of the city, this noble wishes to be immersed in modern life. Comical. Something the drunkard is doing is thoroughly funny.
Sketchy. Something about the way this noble is acting is a little Maybe they are peeing on a statue of the local lord, telling bad
suspicious. What are they hiding? jokes, or singing a rude song.

Busy. Clearly in a rush to achieve their goals, the noble has no Endangered. The inebriated individual is in danger. Perhaps a
time for delay, pushing people aside with their cane or loudly carriage careens toward them, they sway along the dockside, or
announcing their approach. are about to walk into a lit brazier.
Passed Out. Entirely unconscious, the drunkard will spend the
night where they have fallen unless someone takes pity on them.
Foreigners
One or more individuals from a foreign land can be spotted in Celebration
the urban area. They have a distinguishing feature, such as their
attire, mannerisms, language, which shows they are not a local. A celebration is taking place on the streets that the characters
have the chance to observe, or even get involved in. Is there
Refugees. The individuals are refugees, fleeing from another something they can help with?
place due to war, famine, disaster, or monster attack.
Visitor. Here as a tourist, the foreigner wants to take in the sights Wedding. A marriage is occurring, accompanied by much
and sounds of a new place. What drew them here specifically? merriment and mirth. Who has just got married?

Pilgrims. Dressed in flowing robes or holy vestments, these Faire. A faire, with games to play, food to eat, drinks to share, and
visitors have come on a pilgrimage to a temple or other holy site. other weird and wonderful attractions to engage in. is taking place.

Business. Here to make deals that should make them rich Funeral. A somber procession moves slowly through the streets
beyond their wildest dreams, the individuals have come for trade in the wake of a coffin lifted aloft. Perhaps, instead, the funeral
and politics. customs here are remarkably unusual.
Coronation. A new monarch or noble is being placed in charge
of the settlement, a rare occasion marked with street parties. Is
Victim everyone happy about it?
The characters witness the last moments of a crime, or come
across a recent victim. They might get a chance to identify the
perpetrator, or even catch them.

Theft. Something was stolen from this individual just moments


ago. What was it? Can the characters help get it back?
Murder. A corpse lies on the cold cobbles, or a grievously
wounded individual spills the last of their life's blood into the mud.
Arson. A building goes up in flames, explodes, or begins
smoking intensely. What is the building? Who has set it alight?
Assault. A fight or brawl is just finishing. Who started it?
How badly injured is the victim? Do they want help from the
characters, or do they lash out?

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WATERWAYS
Waterways Encounters
Roll a d6 to determine an inspiration type, then roll a d20 to determine the specific element.

d6 d20 Result Page d6 d20 Result Page


1 Raiders p. 95 11 Equipment Cache p. 101
2 Ambushing Monster p. 95 12 Floating Debris p. 101
3 Angry Elemental p. 95 13 Unusual Island p. 101
4 Hulking Brute p. 95 14 Sea Fog p. 101

Exploration
5 Aerial Assault p. 95 15 Mangrove p. 101

3–4
6 Giant Animal p. 96 16 Safe Port p. 102
7 Wild Beast p. 96 17 Abandoned Ship p. 102
8 Pirates p. 96 18 Strange Wildlife p. 102
9 Camouflaged Creature p. 96 19 Blue Hole p. 102
Combat

10 Walking Dead p. 96 20 Hazardous Feature p. 102


1–2

11 Shapechanger p. 97 1 Drowning Sailors p. 103


12 Unseelie Fey p. 97 2 Traders p. 103
13 Epic Attacker p. 97 3 Passing Ship p. 103
14 Shoreline Stalker p. 97 4 Ghost Ship p. 103
15 Luring Horror p. 97 5 Toll p. 103
16 Planar Venturer p. 98 6 Potential Mount p. 104
17 Elder Evil p. 98 7 Priests p. 104
18 Pesky Pest p. 98 8 Harmless Humanoids p. 104
19 Stowaway p. 98 9 Miraculous Event p. 104
Roleplay

20 Rapid Attacker p. 98 10 Message in a Bottle p. 104


5–6

1 Currents p. 99 11 Traveling Performers p. 105


2 Shipwreck p. 99 12 Prisoners p. 105
3 Reef p. 99 13 Sport p. 105
4 Shrine p. 99 14 Scouts p. 105
Exploration

5 Cavern p. 99 15 Aquatic Folk p. 105


3–4

6 Tsunami p. 100 16 Awakened Creature p. 106


7 Storm p. 100 17 Transport p. 106
8 Flood p. 100 18 Sea Spirits p. 106
9 Ruins p. 100 19 Vigilant Druid p. 106
10 Kelp Forest p. 100 20 Fishers p. 106

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Elements of Inspiration
Waterways - Combat

Raiders Hulking Brute


A group of raiders approaches the characters from under the Up from the depths comes a great mass of living flesh, an
waves, emerging at the last moment with their weapons drawn, enormous creature that collides with the characters. Water pours
ready to attack. They might wish to devour the characters, steal off its colossal frame as it breaks the surface, sending waves
from them, etc. sprawling outward.
Merfolk. Merfolk only attack as a last resort, when they feel their Storm Giant. Storm giants have huge citadels in the depths of
homes are threatened. They use spears coated with anemone the oceans where they live. They see themselves as rulers of the
poison to paralyze their foes. seas, to whom all must pay fealty.
Merrow. These merfolk have been corrupted by demonic Mokele-mbembe. These enormous, dinosaur-like creatures
influences from the depths. They use their claws and maws to rip emerge from the water to smash boats, using their whiplike tails
flesh from bone. to stun foes.
Sahuagin. Sahuagin venerate vicious shark deities and feast on Troll. Aquatic trolls are dangerous monsters indeed. They are
humanoid flesh as part of their worship. They use nets to capture immune to fire damage, one of the only weaknesses of their
creatures for later. terrestrial kin.
Subek. Subek are typically peaceful creatures but, when flood Mahoru. These enormous monsters look like a cross between an
season comes, they are overcome with territorial aggression, orca and a polar bear, and have a vicious bite capable of severing
protecting their rivers with lethal force. limbs or even heads.

Ambushing Monster Aerial Assault


Lurking beneath the water’s surface is a monster waiting to Soaring on thermals above the water is an aerial predator, ready
ambush potential prey. It can be spotted by the most vigilant to swoop down and pick off its next prey, which might well be
characters, but surprises anyone else. one of the characters.
Chuul. These enormous, aberrant crustaceans have enormous Chimera. Chimeras are the result of arcane experiments gone
claws that grab tightly while their paralyzing tentacles help to wrong. Those near water might have eel, shark, or squid heads.
devour their prey. Kongamato. These enormous, pterodactyl-like creatures have
Hydra. These many-headed reptiles are just as dangerous in the an irrational hatred of boats, and try to break them with their
water as they are on land. They use their heads to grapple and enormous beaks.
drown their prey. Manticore. Manticores live in cliffside caves and emerge to hunt.
Eel Hound. These slippery ambushers hide in the muck and They use venomous tail spines to poison their prey.
reeds of riverbanks, then burst forth as a pack to attack their prey. Wyvern. Wyverns swoop low over oceans and lakes, catching
Glass Gator. These see-through monsters resemble alligators, the waters’ surface with their wingtips and stingers. Their
and have all the natural weaponry of those beasts. They venom is lethal.
sometimes constrict their prey.

Angry Elemental
The presence of the characters awakens and angers an elemental
which might have been summoned to protect a body of water, or
simply have manifested in an area of beauty that is now corrupted.

Water Elemental. These swirling masses of water wrap


themselves around creatures then try to crush or drown them.
Mud Mephit. These gangs of flying elementals hurl mud and
muck at creatures to annoy them. They are not above taunting
and insulting too.
Shorecrasher. These enormous elementals take turtle-like forms,
and get their name from the way they smash into shores, turn
into liquid, then reform out at sea.
Water Bear. These ursine elementals are fierce protectors of
sacred caves, holy pools, and oceanic shrines. They obey the
commands of priests and cultists.
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Elements of Inspiration
Waterways - Combat

Giant Animal Camouflaged Creature


A hulking version of the normal fauna charges toward the A creature that is almost impossible to spot stalks the characters,
characters. Its unusual size has given it a dangerous level of waiting for the right moment to strike for maximum devastation.
confidence. It views the characters as prey or a threat. Only vigilant characters can spot it before they are taken by
surprise.
Crab. Giant crabs hide beneath the sand and sludge until prey
comes close. They then emerge rapidly and use their claws to Coral Drake. These aquatic dragonkin look like outcroppings of
snip humanoids in half. brightly-colored coral while they remain stationary. They have a
Crocodile. Giant crocodiles are capable of swallowing kayaks and dangerous steam breath which scalds their prey.
canoes whole, and can only be outpaced by the fastest paddlers. Razor Ray. Razor rays have sandy-colored, mottled tops which
Octopus. Using their natural camouflage to blend in with their help them blend into the ocean floor when they rest. Their wings
surroundings, giant octopi are just as stealthy as their smaller kin. are as sharp as razors, and slice through flesh and armor with ease.
Shark. Giant sharks bite holes in the sturdiest of vessels, causing Reed Lurker. Covered in tall stems that look like reeds or
them to sink and spill their sailor prey into the waters. rushes, these predators can unhinge their lower jaws to swallow
prey whole.
Bone Crab. These crustaceans use bones to form a protective
Wild Beast shell, making them hard to distinguish from dismantled
skeletons. They carry a dangerous, exhausting disease.
A wild animal eyes up the characters. It might feel that the
characters are a threat to its dominance, a potential prey item, or
a threat to its nearby young. Walking Dead
Hunter Shark. These sharks have heightened senses, and can Shambling slowly along the riverbed is an undead creature, their
sniff out an injured animal in the water from miles away. They bloated flesh slowly sloughing off their skeleton as they stumble
attack with shocking brutality. along through the muck and roots.
Killer Whale. Orca hunt in pods, using advanced tactics to
surround, encapture, and devour their foes. Creatures in the Drowned Sailor. A ghostly, drowned sailor wails with despair as
water do not stand a chance. they think back on their tragic death. To hear their howling is to
know true fear.
Reef Shark. Reef sharks are smaller than other sharks, but are
dogged in their pursuit of prey. They use hit and run tactics to Skeleton. Devoid of flesh, these animated skeletons carry out
wear their quarry down. the orders of pirates, necromancers, evil clerics, and other
commanders.
Swarm of Quippers. Quippers have a reputation for their ability
to strip flesh from bone in a matter of seconds. They live up to it. Bloated Corpse. Zombies bloated with fetid water, these undead
can shamble along the ocean floor or rise to the surface of rivers
to bob along like logs.
Pirates Will-o'-Wisp. These ghostly lights are sometimes mistaken for
other ships, or even distant lighthouses. They wreck ships and
Pirates plunder the seas, rivers, and coastlines of the world, often
drain the life of the sailors aboard.
targeting ships at random in the hope of stealing plunder. One
such vessel attacks the characters.

Drunken. The pirates have overindulged in rum and grog, and


stumble about on deck as they try to load their weaponry and
board the characters’ ship.
Aggressive. The pirates know what they are doing, and attack
with unrivaled brutality. They show no quarter.
Treasure-laden. The pirates have already amassed a great wealth
of treasure which they have stored in chests in their hold.
Fleeing. The pirates are fleeing from something. Perhaps a
nearby navy is chasing them, or there is a monster nearby that
threatens their ship.

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Elements of Inspiration
Waterways - Combat

Shapechanger Shoreline Stalker


A mysterious and mischievous shapeshifter chooses one or more Stalking the shoreline, or the rivers’ edge, is a lurking predator
of the characters as its next victim. It rises up from beneath the waiting to leap out and attack. They are well disguised by the
surface and attacks. water, terrain, or plants around them.

Selkie. These creatures can take the form of women and seals, Water Leaper. These frog-headed creatures vaguely resemble
shifting rapidly between the two forms. They drain the life from giant bats, with poisonous stingers on their long tails. Their
their victims with their gaze. shrieks are terrifying.
Kelpie. These horses appear like normal mares, but actually have Sandrake. These dragonkin burrow into sand and silt on the
sticky backs. They lure riders onto themselves, at which point shores of bodies of water, leaving only their nostrils above
they become stuck, and are pulled beneath the water to drown. ground, through which they exhale poisonous gas.
Wereshark. Weresharks are often driven to madness by their Afanc. These monsters look like a cross between crocodiles and
hunger for human flesh. They are typically broad and muscular, beavers. Their bite is deadly, as is their chilling gaze, but they can
and have lacerating bites. be soothed with music.
Nixie. Nixies use enchanting songs to lure their victims into Dobhar-chú. These enormous, otter-like creatures reach up to 15
freezing pools, through dangerous currents, and off waterfall edges. feet in length and have thick, black fur which protects them from
mundane damage.
Unseelie Fey
Luring Horror
Lurking in the water is a fey creature that hopes to corrupt
or influence mortals, or perhaps even kill them for fun or Something in the water lures the characters toward it, hoping
sustenance. Their magic makes them formidable. to drown them in the depths. They might use strange lights,
mimicry, or other calls to draw in their prey.
Shellycoat. These half-troll, half-toad predators lurk under
bridges to ambush their prey. They attack in order to steal jewels Ahuizotl. These spiny, aquatic, dog-like beasts have humanoid
and other shiny things to add to their coats. hands on the end of their legs and tail. Their presence causes fish
Rusalka. Alluring in their beauty, rusalkas try to lure creatures to swim to the surface, which attracts fisherfolk.
into water to drown them. They empty lungs with a kiss, and use Harpy. Harpies use their luring song to draw prey into the water
their hair to strangle and squeeze. where they can be picked off with ease.
Wampus Cat. These cats lurk along the water’s edge, hoping to Grindylow. Grindylow are diminutive, scaly humanoids
catch prey unaware. They use their wail to stun travelers, before with grasping tentacles. They mimic children’s cries to draw
attacking those who wear holy symbols. in their prey.
Sea Hag. Delighting in the corruption of anything beautiful, a Qallupilluit. These demonic creatures take the form of
sea hag turns to violence when they see something beautiful they humanoids to lure people into the water, where they use their
must destroy. long hair to grasp and drown them.

Epic Attacker
Rising up from the deep comes an enormous, epic creature that
must, most likely, be avoided or outmaneuvered. These titanic
aggressors are supremely dangerous.

Aboleth. Aberrant beings from other planes, these creatures use


psychic powers to control the minds of mortals, turning them
into thralls.
Kraken. Tentacled masters of the oceans, krakens use ink
clouds to cause confusion underwater, and can call lightning to
destroy ships.
Dragon Turtle. These ship eaters can annihilate an entire crew
with the exhalation of steam from their enormous beaks.
Sea Serpent. Twisting and writhing beneath the waves is a
colossal serpent that can outswim any humanoid or ship.
Thankfully, they can be bribed.

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Elements of Inspiration
Waterways - Combat

Planar Venturer Stowaway


A creature from another plane of existence has found its way onto The characters discover a stowaway on their ship that quickly
the material world, where it lurks within a body of water. These resorts to violence if questioned or threatened in any way. It
creatures have immense knowledge and are incredibly dangerous. might have been lurking in the hold for some time.

Nihileth. These creatures were once aboleths, but have wandered Rum Gremlin. Rum gremlins are tiny, troll-like fey that emanate
the planes and become corrupted. They wish to spread the a magical aura of drunkenness that affects those around them.
eldritch influence of the void. They prey on sailors and befriend rats.
Marid. Genies from the elemental plane of water, these Morphoi. Morphoi are bizarre, humanoid plants that come
capricious creatures are obsessed with obtaining wealth, and from distant islands but disguise themselves as humanoids to get
often use underhanded means to do so. passage on ships.
Dragon Eel. Sometimes dragon eels come from the elemental Franjaro. These small, sea slug-like creatures are often found
planes to the material to make their homes in submerged hiding in dark ship hulls. They eat wood, slowly wearing down
caverns. They claim entire coasts for themselves. the boats they infest.
Lusca. These gigantic creatures resemble enormous, three- Criminal. A criminal has managed to sneak onto the characters’
headed sharks but have octopus-like hindquarters. They travel ship. They might be a thief, murderer, pirate, etc.
between planes and live in blue holes.
Rapid Attacker
Elder Evil
A creature, swimming at the speed of lightning, rapidly
Lurking in the deep is something beyond most humanoids’ approaches the characters. It is impossible to outpace, and has an
comprehension - an evil so great that its mere presence has a arsenal of deadly natural weaponry.
corrupting influence on the weak mortal minds it seeks to control.
Sea Serpent. Sea serpents are feared across the oceans, but can
Deep Ones. The deep ones are corrupted creatures who live on also make their way upriver. They are incredibly fast, thanks to
islands and coastlines and venerate elder gods. They can breed their streamlined form.
with humanoids to create hybrids. Tlanusi. These enormous leeches are deceptively fast, and
Krake Spawn. These demonic crossbreeds are monstrous to have horrible, sucking mouths that drain bodily fluids from
behold. They vomit forth acidic sludge to incapacitate their foes, their victims.
and then devour them whole with their beaks. Zin. With a protruding, blade-like rostrum at the front of their
Sea Scions. These creatures are truly horrifying to behold; they hydrodynamic forms, these sawfish-like monsters slash their prey
are humanoids so corrupted by the deep that they have merged to pieces before devouring them.
with shellfish and molluscs into awful hybrids. Istiophor. These monsters look similar to sailfish, but have
Beisht Kione. The heads of these deep dwellers are wreathed in blood-red fins and can fire projectile spines. They feast on
shadow; only their glowing yellow eyes are visible. They can read humanoid flesh.
mortal minds and devour dreams.

Pesky Pest
An annoying creature appears from nearby and causes a nuisance
for the characters. It might be easy to chase it off, or could be a
more persistent nuisance.

Garroter Crab. These tiny crabs normally prey on small


creatures like cats, but they have an annoying habit of strangling
sleeping humans.
Wharfling. These hairless, dog-like creatures congregate in packs
on docks and quays where they steal from fishmongers and
jewelers alike.
Blood Hawk. Blook hawks circle around creatures for days on
end, waiting for a chance to scavenge from them.
Coral Snake. Coral snakes can swim as fast as they slither, and
have a deadly venomous bite. Thankfully, they are easy to spot
due to their signature banding.
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Elements of Inspiration
Waterways - Exploration

Currents Shrine
Rapid and dangerous currents swirl in the water, threatening any Hidden on an island of swaying palms, resting atop a lone rock,
caught in the waves, or ships that try to move across them. or hidden in a submerged cave is a shrine. It might be regularly
visited, or perhaps it has been forgotten.
Whirlpool. The currents form a swirling vortex that pulls people
down into the deeps, and puts immense force on the hulls of Ocean. The shrine is dedicated to the ocean itself, or a deity of the
boats, cracking them open. ocean. Leaving offerings here might allow the waves to be calmed.
Rip Current. These currents pull with immense strength away Storm. This shrine is constantly clouded by thunderclouds, and
from shore. Those caught within are pulled out to deeper waters, struck by lightning on a regular basis. It allows worshippers to
where untold dangers await. control the storms.
Undertow. Undertows drag swimmers down to the depths, Weather. Offerings made at this shrine allow the worshippers to
pulling them beneath the crashing waves. Ships caught are control the weather to a greater or lesser extent. They can change
smashed against the shore. the wind, temperature, cloud cover, etc.
Portal. The currents are caused by an underwater portal that Animals. This shrine is dedicated to animals, animal spirits, or
sucks the water into another plane, most likely a plane of animal deities. It might be a sea elf dolphin shrine, or a sahuagin
elemental water. shark shrine, for example.

Shipwreck Cavern
The characters discover a shipwreck while making their way along The characters spot a cavern that might serve as a safe spot to
a coastline, reef, sandbar, or other hazardous geographical feature. shelter, or even rest, if it is clear. It might be picturesque, or dark
and dank.
Treasure-Filled. The wreck is filled with treasure, which might
even be visible from outside the ruin. If the hazards of the wreck Littoral. The cavern is on the shore, or the edge of another body
can be overcome, there are riches to be had. of water. It could have a sandy or pebbly floor, and might be the
Haunted. The wreck is haunted by ghosts of the crew, or even by lair of an aquatic creature.
their skeletons or drowned bodies. What unresolved business do Submerged. The cave is beneath the surface of the water, and
they have? only creatures that can breathe water can use it for shelter. It
Sunken. The wreck is beneath the water, and might only be might be filled with weeds.
partially visible, or visible at low tide. Reaching it requires Hidden. The cavern is mostly hidden from view, and only alert
swimming talent and water breathing. characters can spot it. Because it is hidden, it is a safe place to rest.
Guarded. The wreck has already been found by others, who Smuggler's Lair. The cavern has clearly been used at some
fiercely guard it. Perhaps sahuagin lurk outside, or pirates are point as a smuggler’s lair, as there are stolen goods within. The
plundering the ruin. smugglers might be long gone, or could arrive at any moment.

Reef
Some kind of reef stands between the characters and their
destination. It might be a chance to see a beautiful aquatic
feature, or run the risk of damaging their vessel.

Coral. Filled with a kaleidoscopic cornucopia of life, these reefs


are rare and beautiful. Many rare creatures live among their
fantastic structures.
Iceberg. Floating chunks of ice can sometimes act like reefs when
they lie low in the water. They must be spotted from a distance if
they are to be avoided.
Rocks. A rocky barrier blocks the path of the characters. It has
likely sunk ships before, and might be inhabited by sirens or
other dangerous creatures.
Sandbar. Hard to spot beneath the waves, sandbars are responsible
for foundering all varieties of ships, especially at low tide.

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Elements of Inspiration
Waterways - Exploration

Tsunami Ruins
A colossal wave threatens to destroy a coastal village in which the Sticking up from the coast, half-submerged in the water, or
characters are staying, sweep away a seaside road, or even capsize sunken to the bottom of the ocean, is a ruin. Although it is in
a large sailing ship. disrepair, there might still be something interesting within.

Earthquake. The tsunami has been caused by an earthquake, Triton Fort. The ruins were once a triton fort, and there are still
probably out at sea. It is accompanied by tremors that shake weapons and armor within. There might even be escaped giant
nearby structures. sea horse mounts nearby.
Volcanic Activity. The tsunami was caused by volcanic activity, Merfolk Conclave. The ruins were once a merfolk conclave.
and is accompanied by clouds of ash and gouts of lava. There could still be some merfolk treasures within, such as pearl
Landslide. A landslide has caused the tsunami. The water is filthy and coral jewelry.
with mud and muck, and might contain clumps of earth and stone. Abandoned Port. The ruins were a port, abandoned long ago
Monster. A monstrous creature caused the tsunami, with either because of pirate attacks, a flood, or some similar threat. There
a magical or mundane effect. It might be coming to survey the might be boats here that could be repaired.
devastation. Island Temple. The ruins were once a temple venerating storms,
the skies, sharks, nature deities, or some strange entity from the
fathomless depths.
Storm
A storm blows in from upstream, carrying with it wind, waves, Kelp Forest
rain, thunder, and lightning. It might be little more than a
nuisance, or might necessitate hunkering down somewhere The characters are forced to move through, or around, a thick
sheltered for a few hours. forest of kelp, or another weed. Visibility within the forest is
awful, but going around it could take days.
Cyclone. These swirling storms cause immense devastation
whenever they hit, destroying houses and ships alike with Ambusher. There is some ambusher waiting for prey to stumble
terrifyingly powerful winds. through the kelp forest into its waiting maw. It could be a lone
beast, like a razor ray, or a group of creatures, such as eel hounds.
Squall. These fast winds typically bring rain, snow, or lightning
storms with them. They are not particularly dangerous, but can Medicinal Weeds. In amongst the kelp are medicinal plants that
slow progress significantly. can be identified by those with the right knowledge.
Storm Surge. Violent storm activity causes a sudden rise in sea Dropped Equipment. Someone who came through the forest in
levels, causing serious flooding, even a distance up tributary rivers. the past has dropped something useful. It could even be a magic
item that helps characters survive underwater.
Hailstorm. Chunks of ice are thrown down from the heavens,
battering those below. They range in size from peas to plums. Friendly Wildlife. The forest is filled with friendly wildlife. The
characters might end up swimming with dolphins or interacting
with a curious octopus.
Flood
Waters levels rise rapidly, causing a flood to spill over defenses
into the plains, villages, or wetlands beyond. Creatures caught in
the flood are at a serious risk of drowning.

Monsoon. A huge downfall of rain causes the flood, and


continues to obscure the terrain while the flood occurs, making it
harder to get free of the waters.
Meltwater. A nearby glacier, or other mass of ice or snow, melts
causing the waters to flow down and flood wherever they end up.
The freezing water is exhausting.
Burst Dam. A dam bursts nearby, setting free an enormous wave of
water that smashes all in its wake, and carries debris from the dam.
Magic. The flood is caused by magic. Perhaps a rogue stormcaller
wants to drown a village, or an ahuizotl has called down the rains.

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Elements of Inspiration
Waterways - Exploration

Equipment Cache Sea Fog


Buried in the sandy shore, or hidden beneath a rock in the A sea fog or river mist sweeps in from the water, obscuring
stream, is a cache of equipment that can be spotted by alert everything in a vast radius. It forces the characters to slow their
characters as they move past it. pace, and makes it harder to spot ambushers.

Arms & Armor. The bundle contains usable arms and armor. Fret. Sea breezes bring these fogs from the oceans into coastal
The equipment might be made from aquatic materials, such as settlements and over cliff top trails. They are incredibly thick, and
shells and coral. might last for days on end.
Potions. The bundle contains magical elixirs that are useful Sea Spray. Sea spray lightly obscures the area the characters are
in aquatic environments, like potions of swimming or water moving through, and slowly soaks them to the bone.
breathing. Drizzle. Drizzle falls from the skies above, forming a thin fog
Rations & Water. There are edible rations and containers of that lightly obscures the area and begins to chill the characters,
freshwater in the bundle that are ready to be consumed. They unless they have got cold weather gear.
could include dried fish, seaweed, etc. Unnatural. The fog is not natural. Rather, it is caused by some
Equipment. The bundle contains useful equipment like foldable monster or spellcaster who is trying to conceal their presence or
paddles, a compass, binoculars, and other seafaring gear. launch a surprise attack.

Floating Debris Mangrove


Floating in the water is a vast quantity of debris that might force The characters come to a mangrove forest - a place where trees
the characters to slow their pace. The debris could be smashed grow up out of the sands and waters. The places are teeming with
wood from a ship, tiles from a flooded warehouse, etc. life, which is great for foragers and predators alike.

Survivor. Amongst the debris is a survivor, desperately trying Wrecking Roots. The roots of the mangrove trees are sharp and
not to drown. They might be clinging to something to stay afloat. hard to spot, often poking straight up from the sand. Boats that
They know where the debris originated from. collide with them are scuppered.
Supplies. Bobbing among the wooden planks are barrels and Angry Predators. There are predators in the mangrove, full of
crates of supplies that might assist the characters. fury that the characters are on their turf. They do not wait long
Magic Item. Floating between bits of debris is a magic item. before attacking.
Perhaps it belonged to an admiral of the navy or a notorious Smugglers. Some smugglers are running their piracy
pirate captain. operations out of the mangroves, and might kidnap the
Treasure. Mixed in with the debris are treasure items, such as golden characters for a ransom.
goblets or bags of gemstones. They might be within sealed chests. Buried Treasure. There is buried treasure in the mangroves. The
characters might see signs of recent burial, or uncover a half-
buried chest in the sand.
Unusual Island
An unusual island looms up ahead, shrouded by a low fog which
clings to the shore. There is something unusual about the place
that might be immediately apparent, but could be hidden.

Zaratan. The island grows atop the shell of a zaratan: a


gargantuan turtle that can perpetually hold its breath. Agitating
the monster causes it to dive deep into the water.
Floating. The island is not on a foundation of rock - it is floating.
It might be only an inch above the water, or a mile into the air.
Cursed. There is a foul curse upon the island, left by a
necromancer pirate or a sea hag. Maybe it causes greed, undeath,
or some other awful malady.
Enchanted. The island has been enchanted by benevolent
water spirits or seelie fey. Those who sleep there are cured of all
injuries, or experience some other restorative or positive effect.

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Elements of Inspiration
Waterways - Exploration

Safe Port Blue Hole


Finally, the characters reach a safe port where they can be sure The characters must cross a blue hole: a large marine cavern or
to rest and get their ship repaired. This particular port offers a sinkhole which is open to the surface and surrounded by a reef
certain luxury. bank. They can be incredibly deep.

Free Repairs. The characters can get their boat repaired in this Hiding Monster. Lurking in the blue hole is some kind of
port for free. There might be constructs waiting to do the job, or enormous monster, like a dragon turtle. It considers the blue hole
gnomish shipwrights eager to help. its lair, and attacks intruders viciously.
Free Food. There is free food to be had in the port, perhaps Lost Treasure. There is lost treasure to be found at the bottom
because of an abundance of fish or because of kindly street of the blue hole, perhaps even magic items in locked chests that
vendors. once belonged to pirate captains.
Free Drink. One of the taverns or inns in the port is offering free Bountiful Sea. The blue hole is frequented by shoals of edible
drinks to anyone who stays there overnight. fish, or is the site of shellfish beds or forests of edible seaweed. It
Free Crew. The port is swarming with crew who are happy to is easy to forage here.
take on jobs for nothing more than a place to stay on the ship Water Gate. At the bottom of the blue hole is a portal to another
and some half-decent grub. realm, most likely the elemental plane of water. It might only be
open at certain times, or under certain circumstances.
Abandoned Ship
Hazardous Feature
An abandoned ship either floats solemnly across the waves,
moving in a lackluster fashion, or has been scuppered on a Some hazardous feature blocks the characters’ path along the
sandbank or shore. waterway. They will have to navigate through the terrain or find a
way around, which will slow them down significantly.
Empty. The ship is empty, devoid of both crew and supplies.
What caused the desertion of this otherwise seaworthy vessel? Waterfall. The waterway the characters are on plunges suddenly
Are the crew coming back? over a steep cliff, forming a huge waterfall with a deep plunge
Broken. The ship has been damaged in some way, and will need pool on the far side.
repairs before it is back in shipshape. What caused the damage? Rapids. The characters are caught up in the currents that form a
What is needed to repair it? stretch of rapids. There might be rocks poking up from the water
Crashed. The ship has been abandoned because it has crashed, that threaten to capsize them.
and taken irreparable damage. Are there supplies or treasures Eddy. These circular currents form small whirlpools in which
still inside? creatures and small vessels can easily become trapped.
Sunk. The ship has sunk to the bottom of the ocean or down Sweepers & Strainers. Overhanging trees, roots, and other
onto a riverbed. What lurks within the decaying hulk now? obstacles are called sweepers and strainers. They can entrap and
even drown unwary travelers.
Strange Wildlife
The characters spot some strange wildlife that they might be able
to interact with in some way. The wildlife might have noticed
them, too, and come to investigate.

Giant Clam. Giant clams contain enormous pearls that reach the
size of a human head. They are known for their ability to rapidly
clamp shut, however, severing limbs.
Mega Anemone. These sprawling anemones are dangerously
venomous, but can be spots of great safety if their poison can be
avoided or harvested.
Sea Cucumber. These disgusting-looking creatures are actually
a rare delicacy, and sell for a high price on fish markets across
the world.
Mudskipper. Mudskippers are bizarre creatures that look like
they are halfway through their evolution. They like to jump on
top of creatures that are unaware of them.

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Elements of Inspiration
Waterways - Roleplay

Drowning Sailors Ghost Ship


Desperate screams and cries carry on the wind as the waves lash Floating on the open waters is a ship that has been totally
the characters’ vessel. There are sailors in peril, caught in the abandoned. It flies no flag, and the deck is devoid of crew. It is an
freezing water. eerie sight to behold.

Shipwreck. The sailors were on a ship that was recently wrecked, Skeleton Crew. The ship has a crew of skeletons that slave below
perhaps due to hitting a reef or because of a whirlpool. How can decks during the day and emerge at night. What turned them
the characters help? into undead?
Kraken Attack. The sailors’ ship was attacked by a kraken and Spectral Ship. The ship itself is ghostly and spectral. It might
destroyed. The beast might still linger nearby, or perhaps it is the even travel right through the characters’ ship. Where is it headed?
sharks’ turn to take their share. Unfinished Business. The crew of the ship are ghosts, specters,
Luring Siren. A siren with a captivating song has caused one or or wraiths. What unfinished business must be completed before
more sailors to jump overboard into dangerous waters. Where is they can find peace?
the monster now? Illusory. As the characters approach, the ship disappears.
Storm. Thunder roars overhead and lightning provides flashes of It was an illusion. Was it caused by the swirling waves or some
the drowning figures. The storm has caused their ship to tilt, or strange magic?
even capsize.
Toll
Traders
Someone is extracting a toll from those who pass through a
The characters are approached by traders looking to sell their controllable area, such as a submerged coral gate, the entrance to
wares. They might accept gold for their goods, or ask for another a dock, or a deep river valley.
kind of exchange.
Legitimate. The toll is an official one, implemented by a local
Merfolk. Merfolk have sturdy equipment for sale, which they government or other organization raising money for some
prefer to swap for other equipment they cannot make themselves. good cause.
They might have seaweed rope, tasty rations, etc. Criminal. The toll has been implemented by criminals trying
Coralkin. Coralkin create temporary magic items by imbuing to line their own pockets. They do not want anyone asking too
them with elemental energy. They give these as gifts to creatures many questions or making a fuss.
that listen to their tales. Expensive. The toll is extortionately expensive, far more than
Tritons. Tritons sell weapons and armor to sailors on a regular is reasonable. This might be due to corruption, or because the
basis. They are often made from unusual material like coral, passage ahead is dangerous.
shells, seaweed, etc. Unusual. The payment required for the toll is something
Sea Elves. Sea elves sell a wide variety of treasures, from coral unusual. Maybe it is a lungful of air, a pearl from a giant clam, or
jewelry to carved driftwood idols. They would rather hear stories a treasure map.
of the surface world than accept coin.

Passing Ship
A ship speeds past the characters, clearly on its way to
somewhere. It might be spotted many miles off if the weather is
fair, and might interact with the characters, if hailed.

Naval. The ship is a warship headed to some naval battle, to


strike down an aquatic foe, or protect traders from pirates.
Merchant. The ship is filled with goods headed to port. The
merchants might be willing to sell some to the characters.
Private. The ship belongs to an individual; it might be their own
private retreat, or they may be plying some other business, such
as ferrying.
Unusual. The ship is unusual in some way. Perhaps it travels
beneath the waves, or flies above them.

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Elements of Inspiration
Waterways - Roleplay

Potential Mount Miraculous Event


The characters spot a creature that could serve as a mount for The characters bear witness to some miraculous event that could
one or more of them. It could be lured in with food or tamed help them on their expedition, if they can take advantage of it.
with animal handling.
Coral Construction. Before their eyes, the characters witness
Griffon. These aerial predators circle above bodies of water, a structure being formed out of the coral with no architect
looking for prey to snatch out of the water. They can be bribed controlling it. They might be able to stay in a coral tower, or
with frequent food. captain a coral ship.
Hippocamp. Half-horse, half-fish, these creatures are rapid Wave Surge. A wave surge boosts the speed of the characters on
mounts that are just as useful on the surface of the water as they their way to their destination. Dolphins or sea spirits splash and
are beneath. They can be found in fresh- and saltwater. play in the roaring wave.
Giant Seahorse. Giant seahorses can only carry a single rider, Ocean's Splendor. Some wonderful treasure emerges from the
and are somewhat slow, but they are amiable creatures that form ocean floor and rises up to the surface. It might be a colossal
deep bonds with their riders. floating shell in which the characters can travel, etc.
Gerridae. These large, water-striding insects are a cross between Bounty of the Seas. All around the characters, the water comes
camel and locust, but can walk atop the water. They can be to life with flora and fauna. They are bound to have no trouble
distracted by sweet smells. foraging for days on end.

Priests Message in a Bottle


A group of priests can be seen rowing in a small boat to a shrine, A bottle with a rolled up piece of parchment inside floats
worshiping on the beach, or conducting some strange ritual downstream toward the characters. If they act fast and fish it out,
beneath the waves. they might discover something interesting.

Nature. The priests worship nature itself. They might be able to Treasure Map. The parchment has a treasure map scrawled upon
divine the changing weather patterns or predict the migration it. If the characters can find where X marks the spot, they may
of fish. discover something of immense value.
Water. These priests are devoted to elemental water. Fanatics Request for Aid. The parchment has a scrawled quest upon it.
might wish to drown the surface world, but more reasonable Finding the patron allows the characters to accept the quest.
clerics might try to purify and protect water. Secret Island. The parchment has a map that details the location
Astral. The priests worship the astral realm, the stars above, or of a secret island that might have magical enchantments upon it.
creatures from between the stars. They are expert navigators who Pirate Lair. The parchment details the location of a pirate lair,
never get lost. something the characters might wish to avoid while they are
Storm. These priests worship storms, and have some control over exploring.
thunder and lightning. They might help characters in need.

Harmless Humanoids
A group of harmless humanoids approaches the characters out
of curiosity. They might have their own ships, or be aquatic
creatures capable of moving through the water.

Lobsterfolk. Lobsterfolk like to swap treasures with other


humanoids. What they consider treasure might not be the same
as others, though. They are particularly fond of empty shells.
Kuo-toa. These fishfolk live in a society that creates its own deities.
They try to get the characters to worship a strange, made-up god.
Frogfolk. Frogfolk like to play tricks on unsuspecting
humanoids. They might offer to guide their ships and then
suddenly jump overboard, for example.
Kappa. These mischievous water spirits love cucumbers and
wrestling, and actively pursue both. They have water-filled dishes
on their heads that, if emptied, sap their strength.

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Elements of Inspiration
Waterways - Roleplay

Traveling Performers Scouts


Music, laughter, or other merrymaking can be heard not far A group of skilled explorers travel along the waterway as
from the characters location. The sounds might be coming stealthily as possible. They are taking pains to cover their tracks
from a riverboat casino or some other location where and stay out of sight.
entertainers perform.
Military. The scouts are military, and are perhaps checking out
Circus. A traveling circus has erected their big top on the shores coastal defenses or potential army routes along a river.
of a lake, or even on a gigantic floating island. Acrobats fly Spies. The scouts are spies, sent to gain intel about a particular
through the air, and clowns scare children. person, ship, or place. They might be spying on the characters.
Bard. A bard, or band of performers, plays to their heart's content Criminal. The scouts are actually criminals. They might be an
in a riverside tavern or on the deck of a floating gambling house. elite group of ship-stealers or mere smugglers looking for a new
Fireworks. Fireworks are reflected in the still waters of a lake, hideout.
making them at least twice as impressive as they would otherwise Magical. The scouts have something magical to assist them in their
be. People celebrate below. reconnaissance. They might be in possession of a magical vessel.
Carnival. A floating carnival moves down the river. Music
blares from the slowly sailing rafts, and people dance on the
wooden decks. Aquatic Folk
The characters are approached by some aquatic folk who might
Prisoners wish to trade, swap stories, entertain, or merely chat with the
characters for a time.
A group of prisoners is being escorted along the waterway.
Perhaps they are tied up in a boat, or are in the hold of an Merfolk. Many merfolk live in mercantile societies where wealth
immense prison ship. means a lot. Thus, merfolk often approach groups to trade with
them, offering artistry and equipment.
Escorted. The prisoners are being escorted by guards, sailors, or Coralkin. Coralkin are craggy, brightly-colored humanoids that
someone else who is trying to keep an eye on them and recapture move and speak slowly, but are filled with wonderful tales of the
any escapees. ocean depths.
Escaped. The prisoners have escaped, and are making their way Tritons. Most triton cultures center on military achievement
to shelter. They might have stolen a boat for themselves, or be and prestige. These tritons might have weapons to sell, or might
swimming at top speed. question the characters about their movements.
Mobile Prison. The prisoners are being stored in a mobile Sea Elves. Sea elves have submerged cultures that are similar to
prison; perhaps they are in a jail barge or some other floating those of terrestrial elves. They protect their sacred seas and lakes,
containment vehicle. and have seen centuries pass before them.
Magical Internment. The prisoners are magically interred in
some way. Maybe they're trapped beneath the surface of a lake, or
encased in the sands of the shore.

Sport
The characters spot a group of humanoids engaging in a sporting
competition of some kind. They are keen to have new challengers
join their game.

Swimming. There’s a swimming race going on that might even


have spectators, or a prize for the fastest swimmer. Maybe the
stakes are raised by swarms of piranhas in the water.
Sailing. There is a sailboat race occuring in the bay or on a lake
near to the characters. If they have their own ship they can enter,
and might win a big prize.
Kayaking. Extreme sportspeople kayak down rapids or over
waterfalls in a crazy contest of daring and athleticism.
Diving. People dive off cliffs of insane height, performing
acrobatic stunts on their way down to the plunge pools below.

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Elements of Inspiration
Waterways - Roleplay

Awakened Creature Vigilant Druid


An awakened creature—one with unusual intelligence—takes an A druid crouches by the riverbank, testing the waters for signs of
interest in the characters. It might initially be merely curious, but corruption or talking to the frogs nearby. Their response to the
form a fast friendship with them, if they are interested. characters varies, depending on how much damage they have
caused to the environment.
Turtle. A smart turtle bumps into the characters’ boat and
introduces itself. It knows the currents around the local area, and Injured. The druid is injured, and in need of help. They might
is happy to help the characters out. have been attacked by smugglers when they tried to defend a
Otter. An awakened otter wants to play with the characters. It sacred cove.
might throw small stones or empty shells at them, or block their Angered. The druid has been angered—perhaps by the
path with weeds. characters, perhaps by another group or individual—and is in no
Beluga. A friendly beluga whale performs some acrobatic mood to help them out.
activity for the characters, then asks them what they are looking Curious. The druid is curious about the characters’ intentions
for or doing in the sea. and goals, and wants to make sure they are not risking the
Manta Ray. An intelligent manta ray reaches out to the environment.
characters, asking for help with a small favor. If they agree, it Helpful. The druid wants to help the characters however they
might give them a lift. can. They could serve as a guide, provide resources or supplies,
or even cast a blessing.
Transport
Fishers
The characters spot some potential transport that they could use
to traverse the waterway. It might need some work before it can A group of fishers cast out into a river, lake, or ocean. They might
be put into action. be on the shore, or have a vessel of their own. They could even be
spearfishing or diving for shellfish.
Amiable Whale. The characters encounter a friendly whale that
does not mind if they grab hold of its fins for a while. It might Protective. The fishers are protective of their waters, and do
even be awakened, and offer the lift itself. not want anyone disturbing the fish or, worse still, poaching
Barge. A low barge, designed for river travel, is moored up on their catch.
the bank. There is no one around that could be captaining it, and Generous. The fishers are generous, and happily share the
it has clearly been abandoned for some reason. waters with other fishers. They might even be willing to give the
Kayak. Some kayaks are moored or anchored near the shore. They characters some free fish for supper.
must belong to someone, or perhaps they have been left as a trap. Ornery. The fishers are already having a bad day, and do not
Sailing Ship. A run-down sailing ship comes into view. It has want the characters interfering. They might become violent if
sustained some damage from a nearby creature or piece of prodded.
hazardous terrain. Desperate. The fishers are in dire need of help. Perhaps one or
more have been injured by an aquatic monster.
Sea Spirits
Moving around the waterway are spirits of the water itself. They
take a variety of forms, and might approach the characters
differently, depending on how they have been acting.

Elemental. Elemental spirits tend toward angry responses,


especially against those who have desecrated their waterway in
some fashion.
Animal. The spirits take on animal forms, and their behavior
varies based on the animal form they take.
Prophetic. The spirits are spectral and ephemeral, and speak in
strange prophecies that are depicted in their flowing forms.
Storm. The spirits take on storm-like forms that swirl with
violent emotion. They can summon the rains, thunder, and
lightning unless properly respected.

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Credits
Author: JVC Parry
Lead Designer: Chris Haskins
Proofing and Editing: Lou Fryer
Art Director: Ralph Stickley
Layout and Typesetting: Jay Lewis, Ralph Stickley
Illustrator: Sam White
Project Management: Chris Haskins
Brand and Marketing: Chris Haskins, Laura Mohler

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