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Stone & Sorcery

Stone & Sorcery
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67% found this document useful (3 votes)
271 views48 pages

Stone & Sorcery

Stone & Sorcery
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/ 48

ELFMAIDS & OCTOPI ADVENTURES IN A PREHISTORIC AGE

SURVIVAL AFTER A FALLEN AEON OF BLACK MAGIC


This is compilation of articles from my blog. Like most of my books it is unedited, not for sale and
not of professional standard. Im dyslexic and editing my own work is a nightmare so I’m not
really capable of producing resolved comercial work. There are a series of 3fold flyer format
adventures to acompany this available through my Patreon page. The links for this, my backlog of
blog posts and my previous publications are available on my blog.

This setting is not a historic work it is a fictional fantasy. All the artwork is not based on current
research. The colour works are pure fantasy. Such artworks in popular media are still being used
to illustrate popular articles to this day. One sign of this is images of blue eyed white cave people
before such people exited in Europe. Cheddar man in the UK was dark skinned at a time when
white people were still uncommon in most of Europe. You can make of this what you want. This is
a fantasy game so your setting you can deal with history as you please. Im just pointing this out
because many popular sources are outright supporting racist ideas so it is good to be aware of
this when researching prehistory for your own games. Good luck, have fun and don’t be a jerk.
This book offers a sandbox hexcrawl
called the Stone Coast and tools for
you to run a short campagn.

Stone Coast area has a hex map to


explore and the adventure starts
as a small band who arive on a raft
avoiding a massive flood to the south
caused by formarian giants tearing
down a massive stone damn holding
back the ocean.

The adventurers are youths from


different tribes gathered by some
elders and have spent several years of
sacrifice to get you to the north lands
of the Ston Coast above the White
Sea. Most characters are unrelated
and their chosen skills will reflect the
technology of their home tribes.

I also allow those with high bonuses


to start with followers which might
include pets, a sibling or a lover. This
helps pad out the tribe.

The band of adventurers with a few


NPCs are a small tribe with limited
tools. They will require food, shelter,
clothing suitable for the cold of the
region. As the quest for survival
continues they will learn new survival
arts and require friends for long term
survival. The group are diverse and
tolerant of various customs which
is unusual. They also lack coherant
myths and stories of their own.

When the raft arives the party are


acompanied by Granny a 3rd Level
Druid and Kargan a 3rd level Fighter
who is the tribes leader. He will early Fighters - mostly hunters and meet your ancestors
on sacrifice himself to save the rest of champions who battle in ritual combat
the tribe, warning them to flee. or fight monsters. In times of violence Rogue - rely on craft and cunning,
these are often temporary or lasting many are experts at scouting or
Im using my homebrew rules here leaders. Sometimes a champion tracking or making things from the kill.
so mention of rules and character takes over a tribe by continuing their They most often act alone and avoid
creation refer to that so you should do emergency rulership over the tribe. direct conflict. Sometimes they are
as you please with your own prefered Clerics - priests of the gods, carry a called upon to kill a enemy or tribe
rules system. idol of the They prey too or a bundle member in secret.
of ancestors bones. They claimed Wizards - use ancient magic in words
My homebrew is similar to BX DnD the gods freed us from slavery and and writings found carved in stone
with some elements from later darkness. There are bad gods too. on walls or in tablets. They crave
versions. The biggest difference is it Priests know about pleasing all kinds secrets of black magic used by the
uses race as class and a skill system. of gods and the importance of having monster kings to call forth monsters,
a patron god. A priest has a favourite nightmares and death. Most shun and
Character Classes god but will help others with their fear them but some prove their worth
Everyone uses default skill chances gods who are kin of their god. Big and live with a tribe (or might take
to hunt and survive and craft. Having gods are a puzzle to most peoples over but more likely to use a proxy)
proper skills gives you not just easier but the chanting of a priests stories Monks - there are rare tribal fighting
time but more advanced. Possibly you are welcome entertainment. Some evil schools that train warriors in ancient
are only person in tribe with some priests praise all the bad gods of the arts of fighting. Some dedicate
skills and are duty bound to teach it monster age bringing dead to walk them,selves to these schools and
preferably to children. and cursing others. When you die fighting cults. They live with very
your god takes you to their house and little in isolated places and rely on
gifts which limits their growth. Some and make the best weapons and cooks as well as make beer. They are
preserve other skills and languages armour. Bows, atlatl, slings, bolos, well liked unless food is scarce.
and ancient lost skills. Most tribes lassos and all manner of advanced
would not support even one unless weapons are known to them. They Abhumans - these are part human
the order had aided them. Fighting dream of going into the deep to find part beasts made by gods in the
this much is a waste of time you secure dwarf civilisation and being dawn age or wizards in the monster
should be getting food say most. welcomed. Actually the elder dwarfs empire emulating them. Many
Druid - are priests worshipping nature don’t want them grubbing up the worship nature as do druids or they
itself and all the creatures spirits of the place with their stench. Every tribe worship evil gods and demons. The
land, water, air, trees and places. The needs a dwarf! Some trap them in most common in the current are
most organised religion and popular, caves or cripple their legs so they d6 1=Stag 2=Lion 3=Ape 3=Bull
they organise calender’s, festivals cannot escape. Dwarves can be sly 4=Snake 5=Lizard 6=Fish 7=Wolf
and building monuments like moving and cruel and resentful at their value. 8=Frog 9=Bear 10=Crow. Other
rocks. They are wise in healing, lore, Many demand beer or lovers or the more exotic types exist too including
poisons, herbs and languages. Druids best meat. elemental types, Terror Bird, Dinosaur
provide education through story and or mythic creatures like dragons or
song. Druids also regulate hunting Elf - elves too were slaves of the unicorns. Most live in tribes and have
seasons, where hunters can go, what monster empire and many did not simplest technology, some don’t
is in season based on ancient lore to escape too faerie land. Elves did like fire or cooking. A rareley known
live in harmony with spirits. When you come in to help the empire fall but fact is the monster empire by the
die you are reincarnated but some did not reclaim their lost children. end relied on abhuman troopd but
return as mightier beings or lowlier Even the dark elves helped betray human and orc breeds performed the
beings if they struggled against life. the empire at the end. Some elves best and became the most common
alone and isolated since savage type. Barbarians are modified hybrid
Bard - are those found promising to monsters killed and ate everyone humans and are thus abhumans like
be druids but drop out of study to be they knew live with humans, often the strongest breeds of orc.
entertainers and artists. Not all tribes for generations. They help keep lore
tolerate a waste of food so bards and magic available to the tribe as Giants - some giants as children live
best have useful skills and knowledge well as fighting arts. They use bows hidden among humans until they
and magic and popularity. Socialise and spears and live harmoniously grow too large or hideous. Their habit
with all types excelling at manners, with beasts and plants. Elves kept of eating far more than any human is
customs, diplomacy and even trade. imprisoned waste away so most a problem for them. Some big tribes
They learn all kinds of skills and lore people try to keep elves friendly. like supporting a huge strongman but
and language. At big inter tribal Elves might long to meet other elves small ones wont. Thus many end up
gatherings bards will have contests but will be shocked at their prejudice alone. Giants can be good or evil and
that go on for days. Famous bards against those without pedigree or are part of a older order who waged
are very respected and travel as they bloodlines tainted by mortals. war on the gods in the dawn age.
please Many chaotic giants served monster
Gnome - small nature spirit folk who kings but others serving Cosmic Law
Sorcerer - natural born spell have remained hidden for aeons helped humanity. Giants are rare but
casters often a result of non human among nature but did help end the occupy valleys and hidden places
bloodlines from the monster age. monster empire. Excellent craters hard for humans to reach.
Many have dreams and visions which usually lagging behind dwarves in
they enhance with fungi and herbs. many fields but good with precision Changelings - spirit folk akin to plants,
In such dreams they meet and make moving parts. Also gnomes worship elements or beast and change into
pacts with their inhuman ancestors nature as kin so are good at arts of human form. Some come to live with
for power. Wizards have actually survival. They are quite charming and humans but move on as they are
mimicked and recorded them to clever and tribes happily adopt them. immortal and don’t want to attract
research new spells they can write on They always hope to meet a village attention with worship. Usually they
cave walls. Sorcerers unlike wizards of their own kind but those who have move if discovered. Mostly they keep
are lazy, self indulgent, more willing to wandered for centuries find it hard to their magic and shape shifting powers
start a fight, enjoy adulation of others. settle with regular folk. secret. Most are nature or darkness
A witch or warlock child if found to be worshippers. Some dimly remember
useful with a cantrip might be spared. Halflings - burrowfolk live in holes ancestors telling of being appointed
Problem ones might be abandoned. in the ground. Stout and clever they by heaven to protect nature and
People who have been wronged by are able hunters and gatherers and consider themselves lesser divinities.
sorcerers are common and many eat constantly in their decorated They live among faerie folk for long
hate them all. Wizards are above holes. Their every day comforts are periods also. Many of them are still
scandalous living. A good sorcerer is a great and their clothes are made sleeping under the earth awaiting the
tribal asset and respected. from cloth with buttons. Advanced in age of darkness to end but have yet
farming, crafts, food preservation and to waken.
Dwarf - dwarfs too were slaves of the cooking. They are very amiable and
monster empire and are recovering not ambitious mostly beyond creature Tako - as the seas withdraw, Tako
their own lost lore and arts. Currently comforts or food but they are curious. octopus faeries from the sea come
they work copper and stone and silver They make good food finders and exploring to map the new lands for
the emperor of the sea. Most are alien The plateau is a mammoth herd Dwarves from the deep have
to humans and seen as monsters. ground tunra rich in megafauna life interesting things to steal but are
Mostly tako spy from a distance using Dinosaurs are rare now mostly vindictive
hiding and climbing skills. They can adapted to caves, islands, warmer Halflings in the woodlands are good
be befriended and have many strange climates but undead dinosaurs are to trade with but protect hunting
abilities that help them aid human favourites of wizards. A few dinos grounds
friends. Some adapt to land and even might survive in a valley or a volcano. Gnomes live in wilderness and make
cave or forest living. Many Tako have Serpent and lizard men have domestic life hard for hunters by protecting
many reasons to not go home yet and dinos which are better adapted to plants and animals
will gossip with own kind. Evil wizard cold but still rare. Abhumans mostly animal and
Tako serving darkness did explore elemental in tribes, many serve chaos
lands also long ago. Fishfolk are always up to no good! Changelings might be opposed to
Beware their half human kin hidden characters and act with magic and
Adventures among humans! stealth and hidden close even in your
The setting is seemingly a fantasy house
stone age one but in fact it is a post Undead are common in ruins often of Tako most are hidden but they do spy
apocalypse one. monster empire races or servants. and steal, some worship elder chaos
Necromancers are evil wizards who or sea demons
After an age of a black magic monster seek a new age of rule by black magic
empire ruling over all, humans have Necromancers seek forbidden lost Other Tribes
become free to thrive and have a lore, cultrs of darkness often aid them Tribes are local and do not welcome
chance to grow without older races settlers. Their politics could be played
keeping humans a rarity. Dark Priests are remnants of the to help characters tribe. About a
monster empire religion taught still. dozen tribes, interrelated live on
Possible Adventure Ideas: Create undead, curses, poisons and coast who live by various means but
-find undead wizard cave murders by night. They are wicked several hunters on plateau. Peace with
-explore glacier cave and must die! some could be found. Some have
-expose evil creatures pretending to evil secrets that could be exposed.
be gods Wizards seek lost lore and forbidden As players interven and defeat
-sinkhole full of undead with some remnants of old magic which is other tribes some defeated may try
great prize dangerous and drives wizards mad. desperate allegiances outside the
-lair of demon bear Necromancers dedicate themselves human tribes.
-orc village to immortality, darkness and black
-werewolf cult magic. Common clan name samples include:
-necromancers tarpit lair Stag, Bear, Wolf, Snake, Frog, Boar,
-smoking mountain home of a dread Constructs left by wizards like golems Bison, Mammoth, Rhino, Lion, Beaver,
wizard often left as guards Hyena. The newcommers tribe will
-robbing a tribal village get a name by the next inter tribe
- steal a dwarf crafter, calf, someones Mutants are exposed to remnants of gathering based on characters
lover black magic, alchemical sludge or actions. Until then they are “the
-rescue strangers and incorporate radiance of the ancients relics. Mutant stranger tribe”.
them into the tribe dinosaurs, undead, dragons, demons,
-hunting animals or monsters you name it is better mutated. Alignment
Most people just are not into
Featured Enemies Several intruder abhuman clans alignment and the fabulous benefits
Orcs and Barbarians were bred by outside the area exist. it brings and fights it helps start.
the monster wizards. Human-orc- A tribe of Icefolk nomads from the But for those increasingly fanatic
ogre hybrids made by wizards in the frozen wastes come to take slaves about alignment try theses extreme
monster age are abhumans. As were back home alignment claims.
the barbarian hordes who made up A orc tribe Blackbones, an elite of
the monster empire army at the end high orcs with their common orc Cannibalism is evil
time. Barbarians and high orcs have a rabble Oath breaking is chaotic
healthy sense of superiority to weaker A tribe of apefolk want to settle in Generosity is good
natural humans. They wage war on caves and good places, strong and Tribal assembly is lawful
humans for slaves and believe humans violent Raw food is chaotic
owe them everything for liberating A tribe of barbarians who seek wizards Cooked food is lawful
the world. They do hate wizards to kill and writing to destroy before Stealing is evil
and not too fond of gods. High orcs moving on Keeping stuff for you and your family
have been dropping in numbers for A tribe of chaos barbarians seeking to neutral
centuries unable to breed faster than kill and take corpses to necromancer Keeping out of others conflicts is
their battle losses but lesser orcs master neutral
revere them. Considering protecting game with
Elves from fairyland are returning and seasons balanced
Pliestocene mammals mostly and planting forests,thorn hedges, goblin Giving every side a say is balanced
modern animals few domestic animals colonies and huge forests.
1 Arachnid Kingdom
Led by spider folk who enjoyed being
carried by two legs, larger ones
require palanquins. Escaped to dark
and hidden places and other planes.
Served by scorpion folk, centipede
folk, solifuge folk, tick folk and various
segmented worms. Aquatic versions
were once more common.

2 Amphibian Kingdom
Many types have been wiped out
especially by the great flood covering
most of the world with salt water and
rivalry with reptilians. Newt folk are
the most sophisticated and magical
other surviving servitor races include
axolotl folk, salamander folk, toad folk
and frog folk. Most require fresh water
to breed and thrive. Toad folk are the
most wide ranging in climate territory
dwelling in the underland and deserts.
Many undergo metamorphosis during
phases of their life and may hibernate
for aeons.

3 Icthyian kingdom
Ruled by catfish folk sorcerers in
the past most of the survivors are
hibernating. Common fish folk are
the dominant type now with servitors
including eel folk, shark folk, lamprey
folk, ray folk. many hide under the sea
and wage war on undersea kingdoms
rather than humankind.

4 Reptilians Kingdom
Ruled by serpent folk with many lizard
folk and dinosaur folk kingdoms as
minions. Serpent folk are mostly spent
but some still hidden or asleep. Lizard
The Ages of My Setting built and civilisation grew folk are most common with many
1st age is dawn time when gods variations like iguana folk, komodo
walked the earth and set servants to 5th age of empire when the world was folk, gila folk and many more.
administer universe gripped by great wars and magical Domestic dinosaurs were one of their
disasters. Steel and gunpowder are strengths used as farm beasts, war
2nd age of darkness came when increasingly common in some lands machines and transport. Aquatic and
monster kings served gods of the -currently the third empire is in civil flying types existed also and many
outer dark war reptilians claimed kinship to dragons
-7 monster kingdoms and their slave -pirate kingdom of Exile Island grows instead
abhuman armies ruled with black mightier
magic 5 Cephalapod Kingdom
7 Monster Kingdoms of the Ruled by squid folk who serve great
3rd age of humanity also known as the demon squid and elder kraken
Eldritch Age of Darkness
age of stone or age of ice gods. Nautilus folk,octopi folk and
These were the races who seized the
-began when humans became the ammonite folk once being more
world for chaos and darkness after the
dominant peoples of the earth after common. They have used crustaceans
dawn age ended. Their ruins make
the rebellion such as crab, isopod folk, lobster men
up many of the deep dungeons and
-this ended when great wizards for aeons united by rivalry with fish
fragments of them survive in hidden
adopted necromancy and waged war men. While they compete with fish
places. When man led the revolt
of dead vs living folk they unite against surface and
against them so began the age of
man. worship same demons.
4th age of cities also the age of
bronze. This is era of my Exilon setting
-when the first great monuments were
6 Vulture Kingdom Dragons this age. The orcs and humans bred
Came much later uniting carrion Mostly interesting in breeding to take for war by monsters are not like
eating races under sorcerous vulture over the next age ordinary kin. They think their lesser kin
men various minions including hyena are weak and love nothing more than
men, jackal men, crow men, condor Titans or Jotun to kill wizards and destroy any starting
men and stork men. Many ride terror Who spawned giants, trolls and ogres civilisation.
birds and hyenadon. Many of their while fighting the gods
secrets fell into the hands of humans Various demihumans, mammalian and
creating the first necromancer kings bird folk aided human revolt but never
Trolls begat elves, dwarves and recovered
after the monster empire fell. They gnomes
replaced the ailing Insect faction
who’s remnants mostly became under The good gods (and their bad kin)
the thrall of the arachnids. Elves begat goblinoids and orcs were free to operate natural processes
and the current age began. Humans
7 Chiroptera Kingdom Changelings were related to the and abumands and orcs are thriving
Are lords of the night, bat folk who gods and served them by managing the best.
are found in winged and flightless forests, mountains and animals who
varieties. They serve a great begat many hybrid races such as Leftover crap from the age of night
vampire bat goddess and created fauns, sphynxes, chimera, centaurs, ages are found in deeper parts
vampirism extending the powers of abhumans, beastmen and other of many caves and glaciers. Many
necromancers. They and the Vulture hybrids isolated places still have ruins or tribal
were the new blood monster factions remnants of the dark times. Humans
replacing former great factions. Humans and halflings were the have rediscoverered wizardry and they
Chiroptera replaced the minions last races who ended the dawn age of seek lost arts of the monster kings
of the worm king faction who had creation knowledge especially necromancy.
become idiots. Vulture and Chiroptera Unchecked necromancers will arise
engaged in such savage feasting Dawn age of rule by the gods was brining a new age of terror.
and blood lust that the slave races ended when the monster gods
rebelled and the old dawn age gods ushered in a age of darkness aided Some humans and reptilians are
returned as demon worship was by outer gods of darkness. Internal calling upon Tiamat and worshiping
shunned by the slave races who had fueds and the revolt of human and orc dragons preparing for the next age.
come to outnumber their masters. slaves bred for war revolted ending

Lost Factions
Insect men were broken into feuding
tribes long ago and now often
subjects and food of arachnids. Ant
folk, mantis folk and various beetle
folk are among more independent
tribes once ruled by Dragonfly folk.
the Worm faction also was broken and
subsumed by other houses as food or
slaves to many other houses during in
fighting. Worms were in fact the first
faction but were too delicious and
were betrayed by other factions. Bat
and Vulture kings dominated only the
last few years of the age of darkness.

Older Races
Many of these either worked with the
monster empire, or were enslaved
or hibernated or hid. Many blame
humans for the end of the first golden
age and the invention of time and
death. Which is not completely true.
Many of these factions waged war on
the gods long ago.
Stone Coast d6 Frozen Swamp Hexes
1 Crabs or Trilobites or Giant Isopods
Hills & Mountains
Cold and windy, rough terrain with
scuttling on shore for food lichen and mossy rocks, grassy
Sandbox Tools 2 Pools of young fish and sharks
3 Good lumps of wood
sloping valleys, streams, pools, lakes
and waterfalls. Areas seperated by
The following is a bunch of tools 4 Wild pig tracks 1in6 chance cave rough icy rocks and a maze of routes
for running the Stone Coast as a pigs in area through the mountains.
sandbox. Encounter Tables tell you 5 Mosquitoes in area carry sickness
what kinds of monsters to expect and 6 Worm riddled wood in mangrove Animals, plants and fungi to eat, not
what kinds of things might be found trees good eating as many yummy bugs to eat as other
in a hex when exploring. There are places.
several additional tables for caves, d12 Common Encounters
generating valleys and tribes to 1 Flock of terror birds on patrol d6 Hill Country Hexes
encounter. 2 Sealion colony 1 Stone carvings
3 Penguin colony 2 Stone monolithic site
Seasons 4 Puffin colony 3 Campsite with fire pit
There is a dark and a light season. 5 Large gull colony 4 Ugly tribal wooden fetish
In the light season there 16 hours of 6 Jackal prowling for food 5 Mineral d4 1=flint 2=obsidian
light 4 hours of twilight and 4 hours 7 Family of sea otters 3=ochre 4=copper
of darkness. Thisis the warmer season 8 Walrus colony 6 Cave
and the tundra is grassy and game 9 Wild dog pack prowling for food
is plentiful and breeding. In the dark 10 Hellpig family prowling for food d6 Valley Hexes
season there is 4 hours a day of light (Entelodont) 1 Camp site
12 hours of twilight and 8 hours of 11 Marine crocodile 2 Large herd of game animals in area
darkness. This season is cold, travel 12 Sea eagle or use rare table 3 Lots of small game birds and
is risky, food is scarcer and animals animals in area
survive of fat, stores or digging up d12 Rare Encounters 4 Tribal campsite occupied mostly
grass under the snow. Many animals 1 Giant crabs come ashore hunters but 1in6 whole extended
eat lichen and fungi to. 2 Giant marine scorpion comes ashore family
3 Mososaur beaches self to gobble up 5 Monolithic stones
Coastline anyone close to water 6 Cave
The coast is windswept and stony with 4 Fish folk hunters with a priest after
rough and freezing cold water. Most sacrifices for demon gods d6 Mountain Trails Hexes
of the beach is stony with cliffs. In dark 5 Allosaurus scrounging for food 1 Camp site 1in6 with travellers
season ice covers coast and inland 6 Plesiosaur basking on shore or 2 Mountain goats in area
water. One section of the coast has a lurking in shallows 3 Herd of aggressive animals blocks
marsh area with mangrove trees that 7 Shy tako octopus faeries trade coral trail and moving
freezes in winter. and shells for food 4 Part of trail dangerous d4 1=falling
8 Dimetrodons basking on shore rocks 2=road crumbles 3=crevice to
The main food is fish, birds, seaweed 9 Giant marine crocodile jump 4=slippery
but water is rough and weather harsh. 10 Pterodactyls hunting 5 Fragment of carved stone or statue
Driftwood washes up on shore often, 11 Sea wight from ancient times from ancients
even whole tree trunks from the 12 Sea hag craves pretty humans as 6 Cave
flooded south. slaves and worse
d12 Common Encounters
d6 Stony Beaches 1 Dire wolves hunting
2 Sabretooth hunting
and coastal cliffs Hexes 3 Mountain goats grazing
1 Dead animals washed on beach
4 Giant Eagle flying overhead looking
possibly a feast d4 1=whale
for vulnerable prey
2=dolphins 3=fish 4=seamonster
5 Auroch cattle, very aggressive will
2 Colony on animals on beach d4
systematically hunt enemies
1=seals 2=walrus 3=penguins 4=giant
6 Giant lynx
marine iguana
7 Guanacos grazing 1in6 huge
3 Conlony in cliffs d4 1=gulls
batchelor herd
2=puffins 3=boobies 4=pterodactyls
8 Elk herd grazing
4 Goods from sea d4 1=Driftwood
9 Yak herd grazing
2=pretty shells 3d10 3=seaweed
10 Cave bear
4=edible jellyfish
11 Tribe (use tribe gen tables or pick
5 Sign of tribe d4 1=shell midden
one)
2=campfire 3=gnawed human bones
12 White apes or use rare table
4=crude raft or log canoe
6 Coastal cave
d12 Rare Encounters d12 Common Encounters d6 High Glacier
1 Carniverous apes out hunting 1 Giant squirrels scurrying about Country Hexes
2 Terror bird flock out hunting 2 Owls hooting 1 Stone monoliths with ancient
3 Troll out hunting 3 Deer herd grazing carvings
4 Hill giant strolling, possibly hungry 4 Wild boar 2 Barrows where ancients buried
5 Ogre gang out hunting 5 Sloths in trees grazing 3 Wizard camp, they seek elder lore
6 Giant sloth grazing 6 Dire wolves 4 Non human tribe camp
7 Wooly mammoths grazing 7 Terror bird flock hunting 5 Ancient ruins
8 Mountain nymph, most shy but 8 Game birds foraging 6 Ice caves into glaciers
sometimes curious 9 Giant beavers gathering wood
9 Bison herd grazing 10 Cave Bear d12 Common Encounters
10 Glyptodons grazing 11 Sabretooth cat 1 Auroch or Irish deer grazing but
11 Wooly Rhino grazing, very 12 Elves or use rare table wary
aggressive 2 Mammoth herd grazing
12 Air elemental playfully making d12 Rare Encounters 3 Sabretooth cat or pride of cave lions
breezes 1 Giant flightless bats hunting or giant lynx
2 Dryad tree spirits seeking lovers to 4 Dire wolf or cave hyena pack
Forests enthral hunting
Foothills around mountains and many 3 Treeant wary of humans and their 5 Bison or musk oxen herd grazing
valleys are forested with thick ancient use of fire 6 Giant ground rats scurrying about
woods. The forests are fearsome 4 Wild tribal elves or sprites or other 7 Tribal folk (use tribe gen or pick one)
and unwelcoming, the domain of fey folk 8 Flock of moa grazing
faerie folk and tree spirits who do 5 Gnomes tribe with pets 9 Flock of terror birds hunting
not like humans. Forests have been 6 Raptors or giant lizards hunting 10 Herd of elk, ponies or camels
expanding with supernatural influence 7 Forest giant peacefully sitting grazing
choking passages through mountain 8 Giant beetles 11 Woolly rhino
barriers. 9 Tribal folk (use tribe gen or pick one) 12 White ape or rare table
10 Giant weasels
There is lots of food here and things 11 Forest mastodon d12 Rare Encounters
that will eat you. Fungus, acorns, 12 Irish deer 1 Giant eagle or owl looking for prey
bugs, berries are common. Some 2 Giant weasel hunting
forests seem to be growing faster Tundra 3 Giant baboon tribe foraging
than normal. Grass thrives in summer but is buried 4 Yeti hunting
under snow in winter. Fungus, lichen 5 Ice elemental summoned long ago
d6 New Forest Hexes and moss grow in rock places and in wandering
1 Herd of animals grazing area winter with permanent frozen ground 6 Nanuqsaurus, half sized furry
2 Camp site 1in6 have a person long to the further north, constantly swept tyrannosaurs adapted for polar life
lost and alone by cold winds. 7 Ice troll or ogres hunting
3 Tribal campsite occupied mostly 8 Frost or cloud giant travelling
hunters but 1in6 whole extended Food from seeds and animals is easy 9 Winter wolves hunting
family to gather in summer here but hunting 10 Icetoads hunting
4 Carvings in trees of unknown and stores are the best source in 11 Frost drake or Frost salamander
symbols winter. Many animals are dangerous hunting
5 Scary fetish some kind of warning and in large numbers. Rival tribes are 12 White or blue dragon flying out on
6 Cave plentiful. a hunt

d6 Old Forest Hexes d6 Tundra Plains Hexes


1 Gigantic fungus and edible 1 Abandoned camp
mushrooms 2 Hostile predators territory d4
2 Stone rock carvings of faerie folk 1=cave lions 2=wolves 3=sabretooth
3 Ancient monoliths often covered in 4=dire wolf
moss 3 Huge herd of aggressive mammals
4 Old barrows from some ancient 4 Scavengers feasting on dead d4
people 1=giant vultures 2=cave hyena 3=cave
5 Ruins of elder civilisation or lions 4=cave baboons
demihumans 5 Tribal family camp with tents and
6 Cave mammoth tusk huts
6 Stones with pictographs
Elder Ruins d12 Common Encounters d12 Rare
These areas are mostly blasted 1 Dark druid lord with pets, keeps 1 Living statues often in pairs
heaths, destroyed long ago when people away from here guarding entries into ruins
the monster kingdoms and age of 2 Evil wizard with servants search for 2 Sphynx or lamia living in seclusion
darkness ended. Nothing good lives arcane lore with tablets of forbidden elder lore
here and most shun such places. Evil 3 Evil necromancer or priest with 3 Degenerate mutant beastmen
wizards come here seeking arcane undead servants search for lore servants of the monster kings of old
lore. Occational survivors of the 4 Evil priest with followers seek to 4 Elder beastman wizard or priest with
monster peoples dwell here but most restore ancient evil cult degenerate kin slaves
are degenerate weaker versions with 5 Dire wolves lair in this place, these 5 Spectral minions enacting ancient
only a few rare ones as mighty as the ones have evil intelligence scenes, 1in4 are armed and can fight
ancients. 6 Giant spiders hide in cracks awaiting 6 Wights, evil warrior servants of
juicy morsels ancient necromancers
Food is scarce here but even 7 Gargoyles guard this place from 7 Shadows ot ghouls lurking in rubble
wandering such ruins might awaken intruders come out to feed on living
the living dead or hibernating horrors. 8 Evil abhuman or humanoid tribe 8 Zombie wooly mammoth on killing
Animals fear it. Humans feel dread but here once served ancient evil masters spree
babies and children cry here. 9 Giant beetles scuttle about seeking 9 Grell lurking in a deep well comes
carrion up to investigate intruders
d6 Elder Ruin Hexes 10 Degenerate mutated mongrel folk 10 Lich with undead servants seeking
1 Fossilized monsters of primordial live in fear of the ancient ones lost tablets of lore
past exposed in cliffs or stones 11 Giant rats pack, most common 11 Shoggoth or dark spawn or
2 Sinkhole with water at bottom food animal here deranged elder thing gibbering in a
3 Tarpit or quicksand 12 Zombies wandering about awaiting pit
4 Prehuman tomb of a monster race orders from long gone masters or use 12 Demon or devil or daemon
5 Crumbling basalt walls and rare table
foundations with carvingg
6 Cave or stone tower with ancient
wizard paintings and evidence of Prehistoric Animals Made Easy
ritual, possibly guarded by magic Most larger prehistoric versions of animals are +2HD +1AC
and bump up dice to next higher for damage. They may well
be dumber.
Random Caves 11 Graves in niches of mummified 28 Lair of terror birds 2d4 with a d4
bodies from old burial eggs or chicks
To Explore 12 Cave decorated with paintings of 29 Lair of Andrewsarchus with pile of
hunters with animals broken bones
d10 Types of cave 13 Cave with relief carvings and clay 30 Lair of d4+1 Entelodon with 2d4
01 Abandoned 02 Ritual location relief sculpture of animals piglets
03 Animal Lair 14 Niches with skulls of someones 31 Lair of d4 carniverous apes or 3d4
04 Monster Lair ancestors giant baboons 1in6 d3 young
05 Tribal Inhabitants 15 Sacrificial stone altar worn from 32 Pool with giant cave octopus or
06 Humanoid Inhabitants ancient use giant lobsters lurking inside
07 Strange Environment 16 Clay or stone urns containing ashes 33 Nest of 2d4 giant beetles with 1in6
08 Underland entrance and cremated bones chance of 3d6 eggs or grubs
09 Haunted 17 Clay statue of great spirit or deity 34 Lair of owlbears d2, if 2 will have d3
10 Elder ruins often with sacred pets by side cubs
18 Painted animal skulls many with 35 Lair of yetis d4, 1n6 chance of a
d100 Ancient Caves horns and tusks intact child
01 Covered in old bones of animals 19 Baskets of shells, beads or coral, 36 Cave fisher hiding in crevice in
from some predator bone, teeth and amber ceiling
02 Fire pit and campsite of some one 20 Carved symbols on walls of some 37 Stirges colony lair in crevices
living here in past forgotten people 2d4+4
03 Fire pit and broken human bones 21 Lair of a cave bear 1in6 with mate 38 Giant constrictor snake hiding
from cannibal camp and d3 cubs with bones of past kills amid limestone columns
04 Mummified corpse of large 22 Lair of cave d4 lions and 1in6 39 Mimic pretending to be a rock eats
predator animal like bear or lion chance of d4 cubs anything comes inside
05 Trap to catch large animal with net 23 Lair of a wolf pack, 2d4+4 wolves 40 Piercer colony of various sizes
or pit or d4+1 dire wolves and 1in6 chance 2d4+4
06 Trap to kill large animal with dead of d6 cubs 41 Hunters with dogs who regularly
fall, swinging log or wooden stakes 24 Lair of a sabretooth tiger 1in6 with camp here wary of strangers
07 Campsite with remains of stone mate and d3 cubs with bones of past 42 Clan of cannibals who worship evil
tools of flint or obsidian kills spirits live here
08 Campsite with remains of ochre 25 Lair of a giant sloth with large 43 Evil shaman lives here with several
and torches burrowed passages pets
09 Campsite with old store of food 26 Lair of giant cave lizard with 1in6 44 Mutant cave albino clan live here
and furs chance of a d6 eggs eating raw blind cave fish
10 Corpses of people died of 27 Lair of pack of 2d4+1 hyena or 45 Cave wizard with students painting
starvation or disease d4+1 hyenadon with d4 young blasphemies and creating undead
46 Family of cave folk, wary but willing 71 In back of a cave is a sealed stone 90 Ancient vampire from primordial
to trade gatehouse entry to a underground times lairs here in grave pit, it has
47 Tribe of amazons wary of males civilisation grown hideous and degenerate
but 1in6 chance some looking to have 72 A thriving fungus forest cavern with over thousands of years and hordes
children all kinds of creatures and possibly ancient treasures meaningless to cave
48 Children who's adults all died hide goblins tending the garden folk but possibly pretty
here warily 73 A strange iron hatch leads to a 91 Stone ruin temple of vampire bat
49 Clan of ape folk hostile to humans degenerate morlock dwarf lair where goddess with giant bats and a altar,
but they often keep slaves or they toil on steam engines and keep possibly a degenerate bat priestess
prisoners for food human and elf slaves to eat and bat abhumans might dwell here
50 Clan serving a civilised beast folk 74 Huge spiderwebs here cover a still
abhuman who worships ancient evil gate to a dark elf ruin guarded by 92 Great pool with ruins and altar of
gods giant spiders the fish people and a gong. Any noise
51 Clan of goblinoids live here 2d6 75 Rusted remains of a deep gnome calls the fish folk who expect sacrifices
goblins, d6 hobgoblins and d3 workshop, some steam automaton to take as captives to their deep city
bugbears may still guard it 93 Rows of statues of squid headed
52 Clan of orcs live here often hostile 76 Orcs guard and worship a stone robed beings lead to long sealed
to humans but might accept food for statue also a golem which blocks a green stone crypts, some may awaken
peace entrance to the deep to unleash their squid folk sorceries
53 Clan of abhumans dwell here, often 77 A great even shaft drops to a ruin 94 Isopod abhuman warriors dwell in
hostile, feel superior and hungry swallowed up by the earth an aeon a ruin, guarding it for their long gone
54 Dwarves camping here while ago. Often a great cave lizard or masters
exploring surface for supplies and degenerate descendants live here still 95 Great ruined buildings covered
enemies 78 A stone bridge over a chasm starts in filth and trash, art depicting great
55 Elves camp here with bag of magic ancient road where traders visited the rat folk worshiping plague gods.
acorns and pinecones to spread underland long ago Degenerate offspring lurk in seep
forests 79 Derro operating a crystaline 96 Temple of the all devouring worm
56 Halfling clan live here with monolith device that beams hate rays where goblins live in ruins and fear
stockpiles of food, furs and other to surface that aggravates the most worm mindless folk abhumans who
comforts evil brutal surface tribes. Humanheads live in tunnels under them
57 Gnomes live here with giant hurt nearby and it induces violent 97 Temple of the reptile folk with
badgers or hedgehogs or toads busy dreams and cannibalistic desires mummies in rows of crypts and albino
crafting fine items 80 A passage leads into a great degenerate spawn lurking about
58 Changelings in true form living vault where hundreds of abhuman 98 Great basalt stone tower where
herewith quality goods, turn human if mummies are sealed in stone crypts, cave folk wizards study the tablets of
they sense intruders some mummies may arise to drive off a serpent folk wizard of old. A statue
59 Kobold clan dwell here making intruders dedicated to him is really the towers
quality flint tools and weapons 81 Broken bones scattered where a ancient ocupant. It has a hibernating
60 Clan of lycanthropes live here with clan of ghouls nest albino dinosaur in a stone hibernation
pets 82 A lone miserable wight howls with pod.
61 Pools of green slime or water with hunger when living enter 99 A great black void filled pit is a
ochre jellies 83 Poltergiest, angry spirits of hungry gate to the land of nightmares. If a
62 Shriekers and giant cave crickets dead dwell here item is thrown in something useful
grazing on them 84 Spectral clan of cave folk, some comes out but turns bad or is cursed
63 Yellow mould or other deadly giant simply appear but dont interact 1in6 later. If a being is thrown in a evil
fungus are hostile warriors unique nightmare monster steps out
64 Bubbling heated spring with 85 Haunting spirit tries to claim a new 100 A great stone table with a map of
strange mineral deposits not good to body for itself so it can enjoy its lusts the area from long ago. Stone knives
drink but ok to bathe and hunger and other weapons lay about are
65 Pit of bubbling lava, signs that 86 Hideous wraith forms in he cursed and send bad dreams from the
victims have fallen in or been thrown darkness, grasps at the living, hungers underworld
in for souls
66 Sinkhole full of bones of humans 87 Mass of skeletons with spears
and prehistoric animals or zombies with clubs guard a
67 Bubbling pit of bitumen a useful necromancers spell cave paintings
material for craft and making torches 88 An attractive spirit in human form
68 Mutagenic pool of bubbling primal will try and coerce living to aid them
chaos leaking through a gate since in their desire for revenge or justice
creation causes mutations if touched then smile and vanish, may lead you
69 Wonderous mineral formations to a treasure
with sparkling mica and crystals 89 Mumiffied huecuva fiegn friendly
70 Pool of boiling mud like quicksand appearance to inflict their awful touch
plus heated, sometimes a crust forms
on top
18 Vally of the ogres wher these idiotic
drooling beasts hunt and dwell in
cliff caves. A clan of ogre magi claim
rulership of the valley and all enjoy
eating human flesh
19 Giant ants dwell here menacing
all life here but some humans have
learned to use ant scents to mask
their own and hide among them for
defence. They at times will manipulate
ants to do their bidding
20 This hoorible swamp is full of giant
amphibians and snapping turtles and
a few black dragons
21 A large campsite area where
friendly peoples live and seasonally
other peoples come here to trade
at certain festivals. The permanent
inhabitants are great healers and
magicians. Natural salt deposits make
people come from far away
22 Tribe here by a lake with houses on
reed rafts live by fishing here
23 Tribe of herders dwelling in tents
following their animals to pastures
24 Tribe here have copper trinkets
Random Valleys 9 Broken rocky slopes of rubble, and weapons, their secrets of metal
with vents of foul gas, life here is are kept in a cave where they keep
To Explore uncommon mostly bugs dwarf slaves. They are crippled so
10 Thick fungus overgrows everything they cannot escape and are very bitter
d10 Lost Valley Feature Types and area crawling with bugs and slime about situation
1 Terrain Features creatures 25 Warlike tribes with fearsome
2 Creatures 11 Valley thriving with megafauna with appearance dress as monsters and
3 Settled tribes few hunters ever disturbing life here spirits, they are hostile to intruders
4 Strange Tribes 12 A thick ancient haunted forest and remains of enemies are
5 Remnants of dawn age where faerie folk and tree spirits dwell gruesomely displayed on poles in
6 Cults in secret, shunned by humans valley entrances
7 Mysterious happenings 13 Grassy hillocks overun by large 26 A tribe of mighty warriors dwell
8 Strange lands burrowing rodents. Curious about here with fearsome weapons. While
9 Remnants of former peoples visitors they look like humans they are
10 Prehuman dreadful ruins 14 Loose glacial gravel and snowdrifts abhuman barbarians made as soldiers
here but ice worms attack travellers by wizards long ago. They hate all
d100 Lost Valleys and devour them magic now with a passion and burning
1 Crater or crevice of lava, volcanic 15 A ancient clan of elder trolls wizards if their greatest joy
ash, rock and obsidian deposits from the dawn age here, practising 27 A tribe here spend spare time
2 Hot springs and calcium deposits, their ancient ways. nothing like the carving statues which they then
bubbling grottos and boiling mud insane modern cancerous chaos trolls move and erect to guard the
3 Deposits of useful materials d4 most familiar with. A few humans valley. It is unclear what powers the
1=flint 2=ochre 3=coal 4=copper live among them and speak for the statues have but locals dedication is
4 Spectacular fossils of dinosaurs or trolls to humans. These humans have slowly stripping away all the valley
primitive sea life learned elder druid magics. The live vegetation and erosion is destroying
5 Quicksand and marshy areas make in ancient mostly empty spires of a their crops. Some have begun to
travel dificult, mosquitoes and disease citidel dating back to the dawn age practice cannibalism
a problem 16 Carnivorous flightless bats hunt by 28 Ape folk dwell here and hate
6 Tarpits often with trapped screaming night in this bushland. By day it seems humans who they keep as slaves. In
megafauna and others attracted to safe but by night screeching terrors their stone city they keep humans as
feed roam about fighting and killing and beasts of burden, breeding them like
7 Valley is covered in snow drifts, eating cattle. They forbid humans even talk
hidden ice crevices, glacial caves and 17 In a great volcanic crevice great and cut out tongues of those that do.
melt water streams dragons come to lay eggs here Not all the ape folk agree with this but
8 A strange magical cloud over the awaiting the time when they will they cannot resist the priest or warrior
valley and volcanic vents keeps it swarm forth and devout the world. caste who worship the ape ancestor at
warm and thick vegetation and animal Some tribes come to leave them a ziggurat
life from early in creation thrive like offerings and worship them as gods
giant bugs or dinosaurs
29 Hawk folk riding terror birds rule 37 Humanoid tribes battle for 43 This rubble strewn valley is covered
from a zigarut worshipping a pheonix supremacy and control of hunting by bones of giants and dragons from
in a volcano. They devour other grounds, caves and herds of pigs a terrible war with the gods long
tribes and throw some to their god or 38 A unfriendly tribe live here ago. Wizards and pilgrims come here
sacrifice others atop their ziggurus. urge you to go away, in reality seeking magical relics and remnants
They use obsidian tipped weapons they are shapeshifting spirit folk or of glyphs on the bones
and clubs, bola and javelins with atlatl lycanthropes. Occasionally some 44 A great gate decorated with
30 A tribe entirely of wizards dwell might try to join you but will keep devils is in the mountain, one of
here sending expeditions seeking their secret the entrances to hell. A tribe of
magic formula pictographs from 39 A dwarf community live devil worshippers seem friendly to
caves and ruins. Their ziggarut is a underground, exposed mineral strangers but really that are robbers
place where they study their arts and deposits are common and abandoned and murderers. Occasionally a devil
call down elemental beings to serve mine pits common. Vents from below walks the land leaving hooves prints in
them31 A horrible tribe live here of smoke are the main sign the stone
worshiping the old monster gods and 40 Haughty elves live in a walled cliff 45 The great beaver spirit long ago
sacrificing strangers to demons32 to keep out monsters and humans. built a incredible dam here from a tree
Pterodactyl folk wizards dwell in They live as bronze age peoples but that once held up the sky. Beaver folk
a volcano city served by orcs who will often take human or goblinoid or dwell here now guarding the dam and
control human slaves orc slaves repairing it using local wood. They
33 Troglodyte reptilians dwell 40 A tribe of magma folk here worship have enough water to flood out the
here and are hostile to mammals a volcanic vent they throw victims lower valleys and lands easily
encroaching on their land too. They use obsidian weapons and 46 Some battle with the gods and
34 Lizard or frog folk dwell in a catch any strangers in the valley for great beasts and giants here long ago
swamp, occasional ruins are signs of the fire giant god they regard as their left huge footprints and scars in the
past civilisations ancestor rock. A gigantic bronze sword here is
35 Dark forest filled with stony 41 A advanced tribe live in a walled visited by distant tribes seeking divine
crevices and cracks into the earth, city with goat herds growing barley metal. A great red lake of blood here
giant cobwebs form intelligent wizard and chick peas. Their king is a part attracts monsters and mutants who
spiders who record spells on their god with terrible appetites. The feed from it
webs and they enjoy enslaving, eating population fear him and his lust for 47 The god of death here long ago
and sacrificing two legs. Their great their wives and daughters. They fear led an army here then descended
queen lives in a ziggurat guarded by angering their god but prey their king into the underworld. Now cults come
huge spiders, a tribe living in valley could somehow be satisfied here to worship at the holy ground.
are their slaves 42 A great and terrible monster that Unread remnants of the army often
36 A ziggarutt here is being built ate some gods in the dawn age sleeps wander here, thought to be ruled
dedicated to the snake god, serpent here and a local tribe worship is and by a necromancer lich from it’s
folk hybrids rule as priest-kings while have burrowed into it’s flesh for meat. ancient tower over a pit to the great
humans are slaves Overtime the tribe have come to underland
develop characteristics of the monster
48 Long ago the flying palace of a 51 A large thriving tribe worship a 56 The people here have rich food
god crashed here from the heavens lion cult and are building a temple. plants by their trails and are growing
in a divine war. Shattered ruins and The will trade and are confidant they certain crops near their large
scarred earth remain and some tribes have numbers to keep away unwanted settlement. Corn dolls and corn
come here to search occasionally guests. The tribe even keep pet lions dogs decorate area. Their plant god
finding pretty baubles. Some of 52 A hunter cult here have a lodge enjoys ritual combat and seasonal
the tribes fight over the ruins each and welcome strangers to pass their sacrifices of animals or people to
claiming them to be their own. tests to join bring a plant golem to life each year
Sometimes the dead remains of an 53 A great artificial hill with a stone or when enemies trouble them The
angel or giant are found temple underneath with a statue of golem lasts a season but helps the
49 A huge rotten tree stump hundreds the earth goddess. Priestess here soil, moves rocks and kills enemies.
of yards across is here that once are healers and ensure crop fertility. Will trade food if someone fights their
touched the sky and was used to Visitors must surrender themsleves to champion. The better you do the
reach the heavens and lands in the the guardian warriors more food they will trade
sky. Now maggot folk burrow through, 54 Large carved multi headed air 57 Folk here worship a fire fertility
eating the rotting wood to gain god totem poles are scattered god. They cremate their dead and
magical power. A great dragon lives round the valley and tribes folk are dance naked over flames to improve
among the roots gnawing on them skilled at building wooden houses. fertility. Every year they burn a
and other beings too including dark Tribal champions serving the storm great wicker figure with animals
elves. Some of the roots bore down god fight monsters and enemies and sometimes humans inside.They
to the underland. Locals tell of a supported by priesthood consider this a blessing and rescuing
great evil that felled the tree that was 55 Tribe here worship a ruined temple people earn enemies for life. Even a
carried away by the clan of the great of the death god and they deposit rescued victim might be angry
beaver spirit thousands an of animal skeletons 58 Ice caves in the hill attract
50 The rubble strewn valley has here. The cult grow increasingly worshippers of a ice godess who if
hundreds of huge statues of beings evil and welcome wizards to their goods are sacrificed to ensures a
from the dawn age buried waste collection of necromatic spells if they mild winter and food over the coldest
deep. They were turned to stone by join the cult. They sacrifice a few who months. If unsatisfied ice devils roal
the gods for defying them. Some do not join the cult and dream of snowfields and scare away game and
tribes come to worship them and raiding surrounding lands to grow the bring more snow. Other ice monsters
some hope to restore some to life to cult and increase sacrifices even giants are seen. Locals are wary
be their gods expecting gratitude of displeasing the cult and are wary of
strangers who might cause problems
59 Bear cult here are a strong tribe folk here but such trade is often 77 A cliff top gate to the elemental
who even have a few pet bears the unwholesome. Slaves for magical plane of air is here and many strange
sacrifice one of yearly. They demand food are common. If you seem weak air creatures thrive. Shrines abound in
visitors give them food to pass the someone will try to take you as slaves. high places and desicated bodies in
valley and harm no bears Goblins, orcs and evil demihumans frames remain from some lost culture
60 Salt deposits with a salty swamp and abhumans mostly. Many caves 78 A great sinkhole in this valley
and lake here and a tribe of fish folk have ancient lore and small ruins are has thousands of years had animals
hybrid. They worship fish folk in the scattered fall to their deaths here. Long ago
lake and catch sacrifices and slaves for 70 A ruined city here is shunned by necromancer wizards came to make
them most. Golems walk the streets and a undead army but never got it to
61 There are remains of hunters repair buildings. Some golems are the surface before they all died. The
camps and stone pictograms here but built into walls and have simple single wizards cave has all kinds of spells to
whoever lives here hides completely functions like working as a stove or deal with dead and if found by evil
and avoid all visitors somehow. By water pump. The golems don’t mind wizards this place will become the
night they attack to drive intruders visitors unless they steal or damage headquarters of an evil wizard death
away with thrown rocks and darts anything. A few golems are defective cult
62 Valley entrances are decorated with and hostile 79 A tribe dwell here worship a
skulls and blood covered stones. A 71 Strange flesh overgrows the valley dragon bringing it sacrifices, and shiny
wizard school dwell in a cave studying and weird hairless creatures dwell trinkets like crystal, amber, coral and
prehistoric glyphs. The wizards keep here living in passages inside the pretty shells. The tribe might trade or
out intruders with illusions, strange meat landscape. The area seems to might try and capture weak looking
fogs and haunted sounds so they can be growing at a alarming rate over a visitors. Their village has a great
work undisturbed formerly barren stony valley. The folk wicker dragon they leave offerings
63 Stone barrows and scattered ruins here use bone and teeth and sinew before them. The cult leader visits the
are common here but no signs of and do not trust wood or stone or dragon for wizard training
long habitation in recent centuries. A metal. They call their land Xor 80 A mesa top shrine occupied by
vampire dwells here once servant of 72 Giant trees cover the land albino mutant cannibal ape folk is a
the bat godess cult now they rule here and tribes live inside them and in gate platform connected to several
and travel far for victims every night so branches. Elves, halflings, gnomes, ruined cities across the world. The
visitors are welcome. The vampire by humanoids and beast folk abhuman arts required to operate it are mostly
evening might even invite guests into tribes battle for supremacy. Great forgotten but wizards could open it
his cave. He is also a necromancer dinosaurs roam in between the trees with experimentation and study. A few
64 Dryad woods with satyr folk 73 This desolate rubble strewn valley odd creatures live here not normally
abound and tribes shun it. All kinds has a dim glow by night and some found in the region
of peoples have been enslaved here places make visitors sick. Mutant 81 A stony plateau with processional
as love toys of the inhabitants. Thick humanoids dwell here and their lines forming complex patters, on
ancient woods and stone monoliths cult hate outsiders free of the taint. the edges remains of cultivation
are common Many carry glowing stones that make gone wild and caves with pottery and
65 A tribe who moved here normal people sick. The water and human heads used in fertility magic
accidentally uncovered a graveyard food here is all tainted and most shun 82 Stone monoliths and circles and
of ancient cursed beings and now this place. A great glowing crater in barrows are commonplace in grassy
the tribe are mostly possessed by evil centre has rubble of some ancient hills and by streams
spirits. Those still free are in hiding buildings in it 83 Ancient stone fish traps, food
while the enslaved dig up an ancient 74 A flaming volcanic pit in a cave is plants around trails and rubble
evil temple really a gate to the plane of fire and arranged to drive prey into hunter
66 Wizards lived here and were all many strange fire creatures live here. traps from some past people
killed and burned by barbarians. Their Strange treasures and ancient ruins of 84 Cave paintings are common here
bark books and scrolls were burned fire cults are here also but people vanished. Some cave art
also but a few barbarians remain to kill 75 A sacred pool guarded by nymphs shows that something from deep
any magicians who might come here is a gate to the plane of elemental underground was taking them one by
seeking lore water. Water creatures are common one
67 A great ruined complex here has here and cults used to throw sacrifices 85 Long lengths of cliffs with rock
scraps of exotic metal to be found like of treasure and bound victims into the carved symbols are commonplace,
copper, lead, gold and iron. A tribe of sacred pools many rocks in region marked with
ape folk keep people away from the 76 A great cavern here holds a gate to symbols
shunned ruins the plane of earth and various ruined 86 Mummified bodies exposed
68 Mutant ape folk guard a cave altars and idols decorate the cave and on platforms and in cliff niches are
with a elder god within. A pool of remains of long forgotten animals common, many are have jewellery and
protoplasmic slime that spawns are scattered around. Cults used to fine tools and weapons but they will
abominable creatures is their mindless let blood onto the sacred soil here awake if angered
idiot god. Captives are hurled into the and strange earth creatures live in the 87 Crumbling ziggaruts, mostly
slime and come out mutants valley overgrown and rubble are hidden in
69 Many cave systems under this forests, some have intact chambers
valley some go into the great depths. and carved art works of strange
Underland tribes trade with surface creatures and lost gods
88 Remains of shattered buildings, 95 Blasted lifeless area of volcanic 100 A valley filled with chasms,
ash and carbonised remains of people rock and ash with undead tribes gorges, mesa and canyons. Many
slain in great magical fire at the end of and megafauna, rubble remains of have carved relief art and buildings
the last age building formations and broken idols cut into them and many humanois
89 Burned remains of villages, torn are common tribes live here. Some ancient people
down walls and filled in wells is all that 96 Walled ruined city with statues lived here and wizards desperately
remains of a past civilisation, a few dedicated to demons and devils, seek their lost wisdom
wild crops remain where soil was not some monsters remain
salted 97 Strange ruins with odd angles and
90 Eerie idols and totem poles organic form. Great green stone and Other Game Products I
dedicated to fearsome spirits are basalt vaults have wards on doors recommend a look at...
left here to ward away visitors, the keeping these elder horrors sealed These are some other stone age
peoples are long gone but monsters away. A few of their lesser spawn RPG products that might have
roam the area dwell here and cultist tribes come as some worth while ideas. I dont
have them but I might grab some
91 Valley of ancient tombs of the pilgrims for forbidden lore
later on. Often when working
prehuman monster kings, undead are 98 Huge ruined buildings where
on a setting I avoid seeing what
common giants dwelled and destroyed by
othere do with same ideas.
92 Petrified forest with ruins of gods in the dawn age, degenerate
a reptilian city, with degenerate formarian and hill giants remain
survivors and dinosaurs 99 Thick jungle grows due to magical
Wolfpacks & Winter Snow
93 Remnants of a ruined metal city stable tropical climate. In a great GURPS Iceage/Dinosaurs
populated by golem servants of depression a forbidden city populated DRAGON Magazine 87
ancients, regard humans as vermin by tribes of humanoids and monsters WURM
or stray animals but many wonders remains. Degenerate serpent folk Cavemaster
remain intact here hybrids send out raiders to brig Sticks & Stones
94 A city of stone shaped by magic, sacrifices and mates. Forbidden lore
towers of prehistoric wizards with cave here attracts evil wizards, some seek
painting spells and pictograms are to a gate back to the past when monster
be found but often they are guarded kings ruled world with black magic
by supernatural beings. Wizards and
their servants come here looking for
magic lore
Basic Tribe or preserve old technology. Quite
alien to humans
11 Priest clans worshipping the and
rediscovering the gods from creation.
12 Snake Folk - ancient civilization, Build villages and temples and
Generators many savage and degenerate but a
few retain wizardry
often wooden walls. Their god often
dictates their food sources but some
d6 Tribal Size livestock farming and hunting
1 Isolated family of 12-25 d12 Human Clans 12 WIzard clans serve despotic
2-3 Family group with some family ties These are the common humans who wizards. They often live in caves or
to other groups are in the process of seizing the even ruins seeking elder lore for the
4-5 Family group with allies and other world since the old monster kings masters and their students while
kin groups have been vanquished. They are others gather food. The wizards use
6 Part of a megatribe that meet up rapidly advancing in territory and magic to destroy enemies which
seasonally with 4d4 families technology. Abhumans are often seen keeps tribe tolerating their despotism.
as distant kin as are beasts and plants. 1in6 are necromancers who often
Humans are developing specialists, keep zombie ancestors as helpers and
d12 Racial Stock tribe members
1-2 Abhuman most notably users of spells which
2-7 Human is giving them an edge. Many other
8-9 Demihuman races resent humans rapid change d12 Demihuman Clans
10-11 Humanoid and attempt to master magic and Demihumans are like humans in many
12 Exotic technology. ways but predate them having been
made to serve gods in the beginning
1 Nomadic hunters constantly on the of the world. Many rebelled with
d12 Abhuman Clans move never remaining anywhere more humans against the monsters but
Abhumans are mostly animal hybrids
than a season often following the humans breed faster and are rapidly
made by the gods long ago or to be
great herds wherever they go progressing to eclipse them all.
slaves for the monster empire. Some
2 Hunter clans who seek cave and
are closer to human. Other types
rock shelters as bases for a territory 1 Hill Dwarf clans with quality stone
exist such as fish folk, elemental folk,
3 Hunter clans who build own shelters tools who dig own underground
lamprey folk, eel folk, shark folk but
moving every year from site to site tunnels. Often cultivate fungus and
these below are the main ones in the
4 Sedentary clans who do hunt but hunt and stay in their hidden lairs.
campain area. Many of the evil races
build fish traps and encourage plants Some are secretly using copper
fled deep into the earth after the age
they enjoy changing local ecology to weapons and and stone working tools
of darkness ended.
make life easier but keep them hidden from other
5 Farming clans who gather grains, peoples
1 Ape Folk - mostly chimp or gorilla
nuts, acorns, legumes and seeds for 2 Morlock clans are a dwarf tribe
with orangs in jungles far south or
making flour and storage and till soil who enslave and eat other peoples
white apes in snow
to promote root vegetables especially humans and elves. Their
2 Monkey Folk - playful, mischievous
6 Nomads who have domestic slaves are cared for but obey their
and thieving, various types with tails
animals, usually a herd for milk and morlock gods and willingly go to
3 Baboon Folk - can be aggressive
meat and often dogs. Goats, deer, slaughter when masters call them
and territorial but also strong families
pigs most common but some have 3 Derro are evil dwarves who hate
and good parents
cattle all other races. They practice ritual
4 Cave Folk - these mighty proto
7 Settled folk who build huts and keep torture and sacrifice to their demon
humans are stooped, hairy and with
and breed small animals like turkeys, gods preferring humans as victims.
thick skulls.They consider humans to
guineapigs, ground rats, rabbits, They demoralise rival peoples with
be on their territory and edible
hens, ducks and often keep dogs. poison, magic and psychological
5 Barbarians - these were humans
Encourage and gather foodstuff for warfare while hiding in secret
bred to be soldiers by monster
their animals sometimes right under humans in
kingdoms. They are nomadic and hate
8 Cannibal clan who hunt and eat rival their tunnels
all who use magic, their weapons are
humans and sacrifice them and keep 4 Wild elves live as nomads in forests
for killing humans not hunting
slaves and wild places often spreading
6 Wolf Folk - these hunting folk howl
9 Mutant clan tainted by elder magic trees and aiding animals. They live
at the sky and often fight with humans
and shunned by others, mostly nomadically and are wary of humans
7 Lion Folk - fierce hunters who mostly
nomadic or move seasonally and progress while they live in nature
avoid humans unless conflict over
frequently eat things other find and use druidic magic and worship
hunting territory
disgusting ancestors. Some keep goblin slaves
8 Bear Folk - these compete with
10 Druidic clan worshipping nature
humans for food and lairs and often
and using magic and elaborate rote
conflict
learned lore. Hunter gatherers who
9 Elk Folk - these guard woodland and
build shelters and move seasonally
wilderness protecting it from humans
but magic and lore make them
10 Bull Folk - these minotaurs are
superior at finding food. At great
fierce warriors and often man eaters
seasonal gatherings they work on
11 Lizard Folk - ancient civilisation
erecting stone monoliths
crumbled and many now as crude as
humans but some retain relics of past
5 Bright elves were stranded when 8 Deep gnomes live in dark caves 12 Hill Halflings. Practice simple
most of their kin fled to faerieland at deep under the earth eating fungus agriculture and keep goats or pigs
the end of the dawn age. They did and domesticated rodents and lizards. and smaller animals. Their clothes
once live with advanced technology They use arcane magic and often and weapons are of fine quality and
and serve the gods as priests. Over use golems which their clans use for their burrows are comfortable after
ages this technology has been lost. generations. They also experiment generations of improvements and well
They often live inside hills in hidden with various metals and are greedy for hidden. Quietly civilised and wary of
halls with remnants of their past shiny things. Avoid other races and other races but might trade
glory. Their craft is very fine but they live in secret
have forgotten many arts and spend 9 Black gnomes live as wild gnomes d12 Humanoids
much of their time in religious rites but are despicable worshipping evil Humanoids are kin of faerie folk and
and pleasure. They are dying out and gods and tormenting and eating demihumans but mostly are savage
know they are the last of their kind humans for pleasure. They particularly and worldly. The first goblinoids were
and other peoples seek to enslave like to enslave children who they eat bred by elves to wage wars and be a
and plunder them at adulthood buffer with other races but long ago
6 Dark elves practice forbidden 10 Bush Halflings are ferocious ran wild. Kobolds are kin of gnomes
wizardry and live in caves growing hunters who used pet dogs and live in but went separate ways long ago.
mushrooms and domesticating burrows. Will eat humans and often Orcs were originally made from
giant spiders, beetles and lizards. have exotic missile weapons. They are dead elves by evil wizards and even
They often use undead humans hairy all over and have pointed teeth. desperate elves needing to replace
and goblinoid slaves as servants. They often engage in sacrifices and themselves. In the monster age
Rarley come to the surface except to savage rituals wizards learned to make them from
torment or kidnap humans 11 Cave Halflings are cave dwelling humans and then mud. They revolted
7 Wild Gnomes live closely with hunters who live much like humans and helped end the monster king age
animal friends often in burrow and will even trade with them but of darkness and now they breed true
complexes but some live with beavers due to their size are wary of trusting as other races.
or inside large trees. Hidden they live big folk. Once they get along with
in comfort and peace and might even humans they may live near them or
help humans in secret. Able crafters among them. Their guerilla fighting
some willing to trade or teach humans style and missile weapons are used to
new skills. They use druidic magic keep their territories but slowly they
are diminishing
1 Kobolds these tiny red skinned strangling cords and weapons of war 2 Tree Spirit Changeling live mostly
humanoids live in burrow colonies rather than just hunting. They will as trees but occasionally adopt
often hunting with dogs and negotiate peace for food human form to act as protectors of
scavenging kills from others. Good 8 Thoul these green skinned woodlands and their inanimate tree
with traps and stone craft and fire. goblinoid-troll-ghoul hybrids made kin
They breed fast and have double by wizards in the time of darkness 3 Cat Spirit Changeling are cunning
numbers of most tribes. Skirmishing are in decline due to their inability hunters but often curious about
and guerilla tactics make them feared to breed naturally. Many are joining humans and will trade with them or
but some find them good slaves and other humanoid tribes as champions live with them
even entertaining pets or guards. They use little technology 4 Rat Spirit Changelings who lived
2 Norkers are crude stupid goblinoids and eat anything. Not bright the see in ancient cities long ago serving as
with huge overbides and thick benefits of more advanced peoples agents of evil and plague gods
sloping heads. They mostly use but their attempts to copy them fail. 5 Snake Spirit Changeling related
clubs and throw rocks and bite and Often ally with other local humanoids to serpent folk who hybridised with
hate everyone exept goblins who who respect and fear them humans to survive
occasionally they live with 9 Marsh Orcs are red skinned and 6 Hare Spirit Changelings are
3 Cave Goblins are black skinned came from dark and dismal swamps mischievous tricksters who mostly
goblins who live deep in the earth living in stilt houses or reeds, catching avoid others especialy meat eaters.
and farm fungus. They domesticate fish and using canoes and rafts to They sometimes weave grass huts and
bats for milk and mounts. Some are move around. Some come out of are nomadic but might live among
wizards or priests and they have own the swamps to hunt and occasional humans for protection
sophisticated petroglyphs. Often their swamps dry out and the whole 7 River Spirit are kin to river gods and
serve dark elves clan moves. Their weapons are often swell underwater in service to their
4 Hill Goblins are green skinned and tainted by filth or mild poison greater divine kin. Will protect water
live in rough terrain in burrows with 10 Cave Orcs are white skinned purity and might go live humans and
their pet wolves they ride. They raid albinos and live in deep dark explore the surface
others and ravage any other peoples underland caves and come to the 8 Diabolic Spirit Changeling spawn of
they find weaker than themselves. surface to raid mostly by night. Many devils from hell who served monster
They often work with orcs as scouts serve dark elves as slave warriors. empire long ago. Many are evil but
and skirmishers They will hunt most other races for some keep their taint hidden and live
5 Marsh Goblins are yellow skinned food. They are bow legged and among humans
living in swamps and water ways stooped over from cave living 9 Trolls in the dawn age were civilised
living of fish, frogs and lizards. They 11 Hill Orcs are green skinned live in and magical but most perished long
practice self mutilation and pierce rocky barren areas for protection and ago or are sleeping deep in the earth.
themselves with bones and teeth. raid more affluent surrounding areas. Most remaining are cancerous chaos
Practice bizarre noisy rituals led by Expert skirmishers and prefer missile abominations bred for war long ago
belligerent shaman. Leave hideous attacks. They get along with humans but instead spread like a plague. They
fetishes, mutilated enemy corpses on better than most goblinoids and hate live in caves and burrows, use no tools
posts and totem poles around their elves. They prefer raiding by night and hate fire
territory. Hostile but cowardly outside and are mostly peaceful by day living 10 Ogre are lesser kin of giants and
their home areas in their entrenched semi underground man eaters. They use simple weapons
6 Hobgoblins appear when goblins huts like clubs and rocks and are very dim
wage war for several generations 12 Great Orcs are mighty black witted. Some are mutated and a few
and they begin to eat each other. skinned orcs bred as troops by the are smart enough to worship evil gods
Eventually they become hobgoblins monster empire but they too like 11 Giants are man eaters and waged
and undergo many changes notably humans revolted and helped to bun war with the gods and lost in the
growth in height. They often live that empire to ashes. They are savage dawn age. The most advanced giants
among goblin kin but more and more hunters often employing pet wolves are hidden in far away places but hill
hobgoblin tribes live separately. or even dire wolves. They constantly giants are the most common seen
They are very disciplined and wage war against humans and today. Use crude weapons and no fire
hard working but prone to violent demihumans and are actually more but some will have a pet like a bear or
vindictive tantrums if insulted.They like abhumans (d12 HD) than other lion or boar. Some young giants pass
often use weapons for war rather than orcs and don’t mind sunlight. Some as human until they grow too huge
just hunting and work together to serve evil priests and wizards 12 Tako are octopus faeries originaly
exterminate enemies not just skirmish from the sea who came to explore
as most peoples do d12 Exotic the surface. Many stayed living in
7 Bugbears are the next stage of Most of these lie in half size clans and caves and woods. Most are shy and
goblinoid evolution induced by often alone. They are thought of as cowardly but can be friendly and
cannibalism and constant warfare in supernatural playful. Some worship dark gods,
a community. Singly they are deadly nature or prefer arcane magic. They
and silent head hunters. As a group 1 Fox Spirit Changeling are are very alien and seldom ever seen.
they are fearsome warriors. Might live mischievous folk who often try to steal They like to live near water, among
with goblins and serve as champions and murder and use trickery for a easy rocks or thick vegetation to hide.
but whole clans of bugbears are kill or theft. If one lives with humans it Build crude shelter and use simple
more common now. They like to use is often up to some evil plot tools and still distrust fire
Technology Exotic Technology
Tribes might have a few of these
Law are prone to rigid hierarchies
from a leader or assembly of elders
forms of technology if advanced, Balanced groups will become more
d6 Technology demihumans are often masters of hierachical in a crisis and looser in
1 Simple good times
several of these forms of technology.
2-4 Standard Good tribes are friendly and look after
5 Single exotic the welfare of the whole group
short bows, slings, bola, mace,
6 At least three exotic Evil societies are cannibalistic, brutal
blowpipes, 2-h weapons (spear,
axe, maul), atlatl or woomera (with and practice slavery and murder
Simple Technology javelin or darts), woven cloth, needles Nuetral societies look after
Most primitive cave folk and many (improved clothing), fish hooks, some themselves and kin first, outsiders are
abhumans copper tools, moving monoliths, treated warily
pictographic language, stone carving
fire hardened wood spear, clubs, and sculpture, painting, large scale More easy going and less desperate
thrown rocks, stones used as axes, earthworks, some domestic animals people tend to live equally and
throwing sticks, flint scrapers, no (small animals of larger herd animals) will debate issues over communal
fire (but if find any can keep alive and plants, bread and flour, beer, gatherings like meal times. Age and
or transport it) no weaving, hunting clay pots, shields (wood or whicker), skill are main sources of authority.
and gathering, nomadic or find or leather armour, simple leather When such big decisions are made
enhance natural shelters, use log to helmets, wheel, granary, building many submit to wisdom of the
cross water villages or temples or ritual sites, assembly of elders and experts. In
priestly and wizardly magic moments of a great crisis like war or
Standard Technology dealing with a monster a great warrior
Most common technology for most or hunter strongman may be elected
tribes Customs as a temporary ruler. Sometimes
Each tribe has a core alignment. these rulers don’t give up position of
flint or obsidian tools, knives, javelins, This can vary within the tribe but authority. In some cultures brute force
darts, spears, hafted stone axe, flint leaders and shamans are biggest is the rule all the time but they might
fire starter, weaving (rope, baskets, influences. consult elders or experts on some
thread, traps, houses), hide tents, To change alignments major changes manners. Parents are usually obeyed
simple construction (sticks, mud, to the hierachy must occur. by children. Some tribes prefer one
stone, mammoth tusks), built stone gender. Next stop is kingship....
fish traps, encouraging food plants Chaotics are more likely to have loose
near homes or paths, canoes and societies and nomadism and lots of
rafts, druidic nature magic bickering
Tribe Adornment 9 Tribe refer to tribal magicians on all 38 Another people occupy land
1 Naked as often as possible weather kinds of matters considered tribal property causing
permitting 10 Tribal magicians read omens and conflict
2 Wear symbol of a sacred totem divination to direct group decisions 39 Other lands considered tribal
creature on clothes, skin or jewellery 11 Tribe regard themselves as the one property are inhabited who disagree
3 Dress as a sacred totem creature true people all others are trouble 40 Other people must be made to
4 Always wear special jewellery 12 Tribe believe other tribes are obey the tribe demands or leave area
5 Tattoos or scarification over body monsters who are to be avoided forever
6 Piercings like rings or bones or lip 13 Tribe shun certain peoples for one 41 A certain animal is important
plugs through flesh of their unwholesome customs ancestor to the tribe and revered
7 Cover selves up as much as possible 14 Tribe will try to trade with others 42 Tribe members have personal or
with clothing or furs warily but don’t mix clan totems and certain ones must
8 Fanciful hair styles that they spend 15 Tribe will marry outsiders and often never marry
lots of time with seek outsiders as mates 43 A certain animal type is shunned
9 Cover themselves in mud or ochre 16 Tribe kidnap mates from other and other eating it causes great
or paint peoples distress
10 Always wear masks for occasions or 17 Tribe practice slavery to others who 44 An important ritual food is hard to
in sight of strangers are not really like them find and obtaining it gets harder and
11 Wear elaborate head dresses or 18 Tribe are cannibals and others fit harder
hats for cattle 45 Tribe only mainly eats one type of
12 Wear certain colours, possibly vary 19 Some tribes recognised as kin and food they rate above all others
for certain conditions or occasions seasonal meetings occur 46 Tribe only cook some foods, many
20 Tribe fears they are small and weak are eaten raw or even alive
Below is a table of customs but I and adopt outsiders 47 Tribe burn and cook everything for
would consider the racial type first 21 Enemy peoples and fights are best some reason
and what sort of tribes you want avoided 48 Tribe anoint all food with water
players to meet. In my setting there 22 Enemy people are to be abused before eating it
are strong brutish tribes using and insulted but avoid fights 49 Tribe ritually eats a important
strength with sub normal technology. 23 Enemy people if found will have drug plant or fungus featured in their
There are some tribes that will rocks thrown at them till someone religion
become friends but require careful gets hurt then flee 50 Tribe shun drug abuse and drinking
negotiation and encounters first. 24 Enemy tribes are insulted till a fight and scorn those that do
Helping a tribe or a tribe member breaks our and first injury ends conflict 51 Children are initiated with
might make surprising friends. A 25 If a enemy is wounded or killed scarification or tattoos when adult
mutual enemy such as a tribe of hyena further fighting is avoided with 52 Children must survive a quest or
folk arriving and eating locals might compensation and gifts ordeal to become adults
make traditional foes unite. 26 After a fight tribe will offer to 53 Children live apart but near adults
exchange hostages like children to and older ones look after young in
d10 Customs Types ensure peace their own tribe
1 Politics 27 Enemies are to be hunted and 54 Children are raised by whole tribe
2 Others exterminated preferably by ambush and all elders are their parents
3 Violence 28 Enemies are to be driven away with 54 Children are initiated when they
4 Territory repeated skirmishes marry an elder
5 Food 29 Enemies are to be robbed at every 55 Children have own taboos for food
6 Children opportunity for heroic status and where they may travel
7 Gender 30 Enemies are confronted and 56 Unusual or unwanted children are
8 Death battled to the death till all dead or abandoned and left to perish in a bad
9 Rituals they flee place
10 Magic 31 Certain areas are forbidden to tribe 57 Children wear distinctive clothes,
members or spirits are offended decorations and hairstyles until adults
32 Lands occupied by other lands are 58 Children are tormented by adults
d100 Tribal Customs best shunned and avoided dressed as monsters to toughen them
1 Tribe squabble and feud over every
33 Scouts are constantly searching for up
decision at group gatherings
new resources and lands to utilise 59 Children are spoiled and play until
2 Tribe defer to wisdom of tribal
34 Certain resources in area belong they are initiated as adults
elders
to tribe and defended (water, caves, 60 Children have a separate religion
3 Tribe defer to wisdom of specialists
ochre) or spirits until they are initiated as
experts and most talented
35 Certain holy places are sacred adults
4 Tribe vote on various decisions
to tribe and defended or ancestors 61 Labour is divided by gender such
5 Tribe elect a chief in times of trouble
angered as hunting or gathering or fighting
until crisis past
36 Territories are marked with totems and childcare
6 Tribal chieftain seizes control mostly
to ward off other tribes and bad spirits 62 Certain tasks and rituals require
by violence
37 Certain areas belonging to certain genders and getting it wrong
7 Tribal chief is inherited
another tribe is required for a yearly upsets tribe
8 Tribe prefer leaders to be male or
pilgrimage
female
63 Certain magician types are always into water or wind 93 Tribe worship ancestors whose
certain genders 80 Dead arise as as labourers or bloodlines often are kin to a sacred
64 Certain magicians or specialists guards, by magic or at certain beast or spirit
are considered both genders or no forbidden locations 94 Tribe worship nature, plants and
gender 81 Tribe erect monuments like animal spirits through druids
65 Tribal members are assigned or monoliths, totem poles or earthworks 95 Tribe worship a great spirit or god
select a gender when initiated at seasonal events through a idol at a sacred site
66 Genders live apart and seldom are 82 The tribe perform elaborate 96 Tribe only tolerate their own form
alone together unless married rituals for days before confronting a of magic and shun others
67 Genders have own distinct rituals, enemy83 The tribe have periods of 97 Tribal magicians are frauds with no
taboos, dress and even language mourning for the dead where they all powers but they fear real magicians
68 The tribe treat all genders the wail and sob 98 Tribe have wizard who works in
same and think it odd to do otherwise 84 Tribe seasonally spend days their lair often with an assistant
69 Families buy and sell their children dancing to please the spirits and 99 Tribe have necromancer who
for arranged marriages ancestors speaks with dead and enslaves enemy
70 Tribe prefer to marry their close 85 During certain times tribe must fallen as undead
relatives shun from letting blood flow but 100 The tribe has multiple magicians
71 Dead tribe members are ritually strangulation is fine of various types for various purposes
cooked and eaten by whole tribe 86 Tribe challenge rival tribes to
72 Dead tribe members are contests of athleticism or magic as
mummifies and hidden, but brought part of celebration
out in rituals 87 Tribe play a brutal sport often with
73 Tribe has a sacred burial ground captives and might sacrifice winners
they visit seasonally for rituals or losers
74 Parts of the dead are carried about 88 Tribe obsessed with omens and
as trinkets or artworks by kin portents, watching signs in nature at
75 Dead are exposed for a certain certain festivals
holy animal to devour 89 Tribe select a scapegoat they
76 Dead are shunned and not attach their sins too then drive them
mentioned for several years so they from their lands
don’t return as undead 90 A tribal specialist absolves all tribe
77 Dead family are consulted via members of sin and impurity in a
shrines, rituals and dreams and merely ceremony
changed form 91 Tribe shun all magic as evil and
78 Dead are buried in a ancient tomb blasphemous, practitioners are killed
within a hill or cave used for centuries 92 Tribe fear all magic and rely on own
79 Dead are cremated and ashes cast magicians to keep them safe
Megalithic Sites temples later. As the dead were d12 Who and why built?
After the age of inhuman monsters buried under houses then, when 1 Reptilian pre human beast men,
prehistoric humans began to descendants moved they would visit perfectly fitted stones, often with
build own cultures, use magic and old places in ritual proscetions over carvings
commune with the gods. For and age the countryside. 2 Demihumans d6 1=Elf 2=Dwarf
men used only stone for weapons and 3=Halfling 4=Gnome 5=Changeling
erected great stone monoliths across The necromancer kings seized most of 6=Giant
the land. Many of these are now the world for a thousand years ending 3 Other beastmen (goat, wolf, bear,
hidden in woods, in end of farmers the age of stone. Stone buildings boar) for mostly ritual or dancing
fields or vallage commons. Some in this area were to glorify the evil 4 The monster age (abhumans
are even in graveyards predating wizard kings who preferred zombie including bat, catfish, spider, crab,
everything else. Even in Shadelport labourers. They were in turn ended by scorpion, fish and others)
small megalithic structures in tiny barbarian with metal. 5 Humans as habitation in the age of
graveyards are in city blocks or even stone, usually crude cyclopean style
in streets. Some megaliths are even prehuman unchanged stone
such as beast men or demihuman. 6 Priests in the age of stone as place
Most people leave them alone of the dead often stone huts buried
knowing they are cursed or entrap Many would find earlier peoples under mounds
evil beings. The prehistoric wonder remains, steal their grave goods and 7 Druids in the age of stone as place
workers bound many horrors in these use in own leaving mix-match of relics. of worship often built stone circles
places. Remains of flints and other 8 Wizards in the age of stone as place
items are often found but miraculous After barbarians cleansed the world in of ritual and solace, shaped and
stone daggers and swords are found fire and blood, civilized men with clay moulded by magic
occasionally. brick cities appeared 9 Warriors in the age of stone built to
resist enemies with mighty hill forts
There are remains of whole stone Documenting, exploring and 10 Humanoids (kobold, goblinoid,
cities in mountains by glaciers with cleansing these structures could be a orc, ogre, troll) built ritual and fortified
stone buildings from this time. Stone quest dwellings
towers of prehistoric wizards still are 11 Necromancers built great tomb
inside the walls of the city with notices First table to help create own sites palaces for selves to be buried in
from officials forbidding entry. Some on fly, later d100 one with specific 12 Barbarians as graves for heroes
dont have doors. Some were not locations that could be placed or mostly earthen mounds or rune
carved but moulded by magic. found. Will do d100 Stone Age Relics carved stones on top
table later.
Some structures originated as houses d12 How big, What Style?
and became ancestral shrines or 1 A stone altar or menhir, possibly
with niche for skulls or ritual items
2 A stone henge or archway or gate,
possibly with niche for skulls or ritual
items
3 A gigantic stone stelae or megalith
4 A stone hut or box made from
sheets of slate
5 A small stone circle or line or cluster
of menhirs
6 A huge stone circle or line of
menhirs or henges
7 A large crude stone building or
vault, possibly with open shrine
chamber but mostly sealed
8 A small mound possibly with
stone marker, buried stone or wood
structure or boat inside
9 Huge earth mound, marked
procession route and ritual space,
stone chambers beneath
10 Huge earthwork fortress with stone
gate and possible moat and buried
structures
11 Huge stone building made from
massive crude stones
12 Dozens of stone huts, many open,
some sealed or buried, often haunted
d100 Wondrous
Megalithic sites
01 Monolith of the frog god gives
strange dreams if sleep near and may
contact the frog gods of the bactrian
age. Pools of croaking frogs nearby.
Strange carvings on rocks
02 Black octagonal obsidian menhir
with mystic sigils or prehistoric
wizards, ar night 1d4 shadows creep
out from and kill intruders
03 Circle of ugly irregular great rocks
actually bound lesser demons, if
names found and read demons free,
this information in some ancient texts.
04 Circle of rocks but said to move
from time to time. Awakened by 1HD
of blood will hunt and crush others for
blood, cunning sorcerer may be able
to bargain temporarily with them
05 Crude hooded cobra monolith with
serpentine script carvings declaring
lands are actually property of serpent
folk. Lizard men sacrifice here monthly
since pre human times
06 Huge slab near cave mouth with
carving of great bat god and drains
for blood, degenerate bat folk still live
in caverns
07 Boggy ground with huge wooden
oak logs partially buried, carved in
runes of the elder age, catfishmen
angrily lurk in water will kill any easy
humans they see
08 Huge natural rock with ancient orc
war chief head carved in top crudely.
Orcs come here to assemble and
some usually watching for defilers will
fetch tribe
09 Huge stone mushroom painted 14 Stone village now buried into 19 Boat shaped lines of stones on
with lime sacred to goblins and dark tunnel complex with various undead surface with slab covering entry
elves who take turns guarding it. and dead beasts, but remnants of to boat shaped stone tomb of sea
Caves nearby with fungi guardians ancient treasures and rumoured raiders with zombies and wight heroes
10 Great stonehenge of black scarred prophetic pictograms 20 Blood covered monolith with skull
rock where black druids drain blood 15 Stone house converted to tomb in niche and ritual bowls left out. Local
and turn victims to undead. Less often and mostly buried, inside mummies blood druids familiars watch and send
seen but activly create monsters to guards stash of stone magic weapons band of killers to stop sacred rock
weaken human expansion and implements. Locals bring in dead being defiled
11 Series of stone huts, hermits gather once a year safely 21 Great pointed monolith where
here to be in peace. Some are crazed 16 Stone box of slate sheets with witches meet. Area is colder than
serial killers, some cannibals and druid mummy inside has been resting surrounds and nothing grows here.
some peaceful healers trying to help and very furious. If left alone will Signs of lightning strikes. Several
homeless here rebury self and possibly call magical witches here will tell fortunes or heal
12 Stone hut village of ancients known guardians to replace ones lot aeons or curse
to be haunted, a ghoul pack live here ago 22 Great stone under huge oak
and by night go to village graveyards 17 Single stone henge with tree with carvings. If offerings not
to feast, hostile to intruders depressions full of rotting human left a ogre comes from hills to hunt
13 Stone mounds once buildings now heads sacred to blood goddess. defilers, possibly several. They dont
home to wight clan, former warriors Angry barbarians guard holy site with understand why compelled
who dwelled here then killed to serve a priestess 23 A black carved stone in a
necromancer kings. Hunt and kill any 18 Large hill with tiny entrance to depression with no grass nearby. If
fools who come to haunted ruin former crude stone noble housing damaged a minor devil appears to
complex now buried and has been punish intruders, will always try to
overrun with kobolds or goblins. Inner summon helpers
sanctum is a mummy tomb.
24 A huge moss covered slab with 37 A great mound of a king but 49 A huge pyramid earth mound
dear skulls and antlers tied to top. gaping smoking hole in side. A built by giants in dawn times used
Intruders will feel fear and local dragon has dug inside and taken as observatory. Humans built tomb
hunters will stalk them but not kill hoard for loot. Content for the inside long ago with many crypts.
unless damage or harm to cult caused moment will soon begin to steal Each warrior will arise as undead if
25 Huge stone with hole through livestock and gold disturbed
middle that restores fertility to any 38 Mound covers dwarf stone burial 50 Huge stonehenge or line of
troubled who can squeeze through vault and angry dwarf wights guard megaliths built by giants attracts
hole. Round and feminine shaped greedily their cursed hoard of gold. cultists, druids and witches for
rock carved with many breasts Dwarf rune stones on surface warn all ceremonies on various holy days but
26 Huge stone supposed slain giant of to leave place be none connected to original purpose
old. Creepy old man invite you to join 39 Dwarf rune stone indicates border 51 Collection of well fitted small
him in meal or drink is a shapeshifting of previously unknown kingdom and interconnected domes most would
redcap guarding his ancestor shrine clues to hidden entrance, locals use it have to crawl through built by kobolds
27 Stone shack with earth mound as border stone ignorant of language long ago. Some remain inside
home to local witch who has lived 40 Hill mound of kings tomb inhabited hiding from humans and mining tin
here for thousands of years. Happy to by elves reincarnated from ancestors underneath
advise adventurers where ti find long aeons ago living in splendour with 52 Earth mound with stone circle
lost treasure with deadly guards gate to faerie land inside, locals find dedicated to hunting god of the
28 Stone monolith with rotting corpse occasional gold coins in fields goblins on the surface and inside
filled pit, heals 1hp per HD of corpse 41 Elf megalith where unwanted chamber dedicated to underworld
thrown in. Visited by barbarians and babies left at full moon, elves come goddess. Goblins come here often for
beastmen frequently and take them to be servants in rites
29 Huge mound with buried stone elfland through gateway 53 Small hillfort of goblins long ago
village. Entrance shrouded in bones. 42 Small stone circle with faerie with tunnels underneath where poor
Ogres have moved in looking for mushroom rings growing, monthly goblins still lurk in fungus garden
trouble. Have amassed wealth and fey dancing circle of sylvan creatures dedicated to worm goddess and
prisoners in central chamber here wary of strangers approaching or mushroom spirits
30 Ancient hill fort over several acres seeing them 54 Mounds where hobgoblins killed
with doorway into underground 43 A elf menhir by path has in past en mass, piled with stones and buried
chambers, remains of older buried had seductive elfmaids make offers long ago. Local found some scraps
stone village. Barbarians have settled to attract strong lads then take them or iron and is digging away and is
in here acting as bandits in local area. away forever to elfland. Anyone awakening the horde as undead
31 Ancient hill fort of blood cult with harming stone is cursed and struck 55 Large stone monoliths, each
cyclopean tunnels underneath with dumb marking a bugbear grave, some
toms of warrior kings and blood 44 A stone hut under a huge tree special guardians arise as wights if
druids now turned to mummies and roots is home to a bitter old dwarf last kin disturbed, silent deadly killers
wights of his people will tell of lost treasure take interlopers heads back to grave
32 Hill with burial chamber containing to any who give him booze or food, collection
whole ship and wight warrior lords of interior covered in dwarf runes 56 Large hillfort with ash filled barren
sea lords with water weirds in urns as 45 Tiny stone mounds graves of soil where mighty orc army built and
guardians and great horde of gold, ancient halflings guarded by large destroyed eons ago. Orcs come here
magic weapons and armour pack of feral dogs, inside not much of to prey to ancestors and some will
33 A lonesome hillside stone domed value but angry dead will arise if any arise to aid pilgrims if harmed
hut where madmen and cultists disturbed and any killed dogs arise 57 Great line of monoliths with
commune with ancient blood goddess also vaguely reptilian head shaped tops
and gain terrible powers of a vampire 46 Series of mounds with gnomish and serpentine text detailing huge
if chosen as champions carved stones atop where buried dynasty of kings, vampire king lizard
34 A lone slate box with a hermit tunnels underneath form a complex sleeps here and preys on locals
inside meditating, he reads ancient still inhabited. Gnomes live in secret 58 Scattered ruined foundations of
texts and knows much about other aiding locals and helping animals circular buildings and rubble mark
monuments of the past, treasures and 47 Huge hill was originally a dead prehistoric city. Shamen pilgrims visit
monsters giant covered in rocks then buried often to commune with ancestors and
35 A stone tomb under a hill guarded in earth, now body turned to dust, will give wisdom for gifts
by a priest who protects from ghouls humanoid shaped complex inside has 59 Pillars scattered over large area of
and tomb robbers or a more terrible been used as a tomb by humans hills and in lost tunnels mummified
threat will arise if tomb defiled, an 48 A huge mound covers a stone graves of thousands of reptile men
ancient sleeping lich building, inside living blind severed awaiting resurrection in the future
36 Mound is buried tomb of terrible head of giant who will answer three according to hieroglyphs
king, inside undead king and family questions if someone will finally kill 60 A hill with buried stone tunnels
of mummies hold court and scry on him, entry long sealed, answers are where albino degenerate lizard men
world outside, secretly influencing riddles and pet monsters lurk defending holy
events with descendants place. Last of their breed will insanely
attack intruders to death.
61 A huge midden mound of fish and
shellfish remains with buried fish men
in the mound. Cursed gold objects
will attract angry living fish men to
attack defilers in future
62 A series of semi sunken stone
domes and foundations near water
are remains of degenerate human
tribals who became fish men aeons
ago. Pictograms tell story
63 A great long buried garbage
mound and latrine pit of ancient
settlement has been revived by
digging rat men seeking food and
loot. Will call hordes if intruders
disturb
64 Huge concentric circles of flat
stone over area with scraps of jasper
and flint near by, spirits seen from
corner of eyes might be communed
with if a shaman helped
65 A flat topped hillock is ancient
observatory and ritual space. From
distance it can measure position
of stars from on top can see other
megalithic monuments and trails
66 Huge chalk figure carvings of
animals in turf on hills used in rituals.
Overlooked by stone hut which allow
one to commune with gods on certain 74 Stone spheres of moulded stone 81 Row of giant statues said to be
holy days decorated by pictograms over area built by unknown peoples. sleeping and can be awakened if
67 Huge cliff with thousands of Inside treasure and wights to defend. correct ritual known, several such
carvings in rock detailing myths and Locals fearful of them and have tried prisons like this in land only some
travels of ancients. Caves and niches to move away in past ad failed know dread secrets
contain mummies in bark tubes which 75 Cavern in hill with henge gateway 82 A great stone table covered in
are angered if disturbed added set with beast skulls inside mystic symbols used in ancient times
68 Gorge with rock paintings and covered in art and haunted by spirits as rituals sacrificial place and haunted
rain proof ledges with ancient camp who punish intruders who dont show at night by evil undead and demons
sites. Burial stone mark graves and proper signs of respect still, some great purpose awaits
angry spirits drive away those without 76 Monolith by entrance to sinkhole 83 A great carved stone was a place
respect or thanking them full of skeletal beasts of past that died where chiefs crowned in old times
69 Cave with spectacular paint falling in, cave bears, mammoths, now forgotten, with correct rites
galleries with a huge stone column sabrecats, wooly rhinos, used in past skeletal lords of old can be called on
out front, a giant turned to stone by by necromantic monster makers for war
wizards long ago and worn into crude 77 A line of 3000+ stones marking 84 A megalithic temple with several
lump. Huge cave bear or lion lair processional way, some are graves circular walls and multiple structures
70 Huge scale lines scraped in dirt and have niches for spirit cult sacred to old gods and sacrificial
long ago form images if looked from offerings or skulls, at night lights and stones and menhirs inside, haunted
the sky. Remains of ruined villages wandering dead or spirits seen on by undead by night and avoided
and signs of great forest once here. route mostly
People turned cannibal now ghouls 78 A ten story megalith monument 85 Menhir garden with dozens of 1-4
71 Remains of ancient stone wall possibly built by giants. Kobolds story menhirs, bird headed demons
of stacked stone. One section or some oter race hollowed out a fused wuth stones may come out at
includes burials of old rulers where complex inside and used as a lookout night to kill intruders or if commanded
shapshifting undead spring to life if tower but now full of monsters by secret rites
opened use forms to disturb living 79 A huge border stone with carving 86 Hundreds of cubes made from of
72 Remains of stone road or path of a savage king executing humans sheets of stone with remains inside,
leads to stone gate with crude and nonhumans, stone protected by many if angered will arise as undead,
heraldic beast carvings. Inside a huge a ghost that kills any who deface it, several obviously plundered. Dire
stone tomb is inhabited by monsters bound here when stone erected wolves dwell here as guardians
who guard on command of gods 80 A huge mound with massive stone 87 Half buried stone face if dug
73 Huge stone heads litter hillsides. blocks inside passage, covered in out reveals lower face inhuman
Rumoured to contain treasure but hand stencil prints and spiral patterns, which surprises locals and awakens
good guardian creatures will appear on certain days air thick with ancestral nonhuman being in hidden tomb who
and attack any not suitably repentant. spirits hungry for offerings terrorises the area after until killed
88 Stone circular enclosure with spiral
carved rock pillars around black well.
Sacrificial remains and guardian in
well. Local cultists sometimes meet
here to dispose of people
89 Thousands of toppled stone
columns with engravings defaced by
more recent religion. Enraged clan
of trolls found and now guard from
future destruction
90 Ceremonial stairway up artificial
mound with menhirs along side. On
top on solstice nights angry spirits of
the dead test intruders with torments
and nightmares
91 Stone gateway in hillside entry
to tunnel complex carved through
landscape for miles. Mine tunnels,
tombs, shrines and passages to
underlands. Degenerate troglodytes
inside
92 Submerged site barley visible
above lake, hundreds on stone
monoliths, houses and temple, wiped
away by curse. Wailing ghosts of
humans and frog men fight by night
93 Large stone ring in field on certain d100 More Monuments 17 Ancient well surrounded by stones,
01 Man sized block with symbol, old drops into flooded sinkhole
times faerie come through, locals use
border stone between clans 18 Row of knee high stones for
for ceremonies and climb through and
02 Doorstep on a abandoned cottage hundreds of yards
make wishes for community in hopes
has ancient symbols carved into it, a 19 Stone circle with knee high stones
elves hear them
yard long stone block with serpent 20-30 foot wide
94 Huge statue of being carved in
designs 20 Stone circle with waist high stones
cliff with shrine inside and remains of
03 Oldest section of graveyard has 30-50 foot wide
artwork. Old preists here of forgotten
crude ancient menhirs 21 Stone feet on pedestal with other
god tries best to convert visitors
04 Turf patterns of animals and unrecognisable chunks scattered
95 Great arch carved in elder god
symbols cut into hill, maintained by about from former statue
runes awaiting the end time to gate
locals or wild folk 22 Rock outcrop with dwarf figure
army of horrors from beyond, cultists
05 Local odd shaped hill alone in flat carved into it, badly weathered
here study carvings in hopes of
area with several large stones on top 23 Relief carving in cliff with elf and
starting apocalypse
06 Stone foundations exposed from dwarf rulers meeting and text in both
96 Massive stone cogs from a dwarf
ancient village languages from ancient peace treaty
god machine from dawn time. Angry
07 Large mound with procession of 24 Relief carving in cliff of forgotten
dwarves chase humans away as
stones by sides of path to front giant size king watching smaller
secrets only for their kind, mostly evil
08 Ancient graveyard with several minions behead prisoners with heads
dwarfs in some cases
designs used for headstones over in piles. Ancient text in giant decrees
97 Archway flanked by snake statues
millennium, slate box crypts, obelisks he is ruler of the world forever
on certain nights will send you back
or just large crude knee high stones 25 Relief carving of goblin gods being
in past to time of serpent men rule in
09 Carved stone spheres, some worshipped with text thanking them
the monster age, gate only one way
cracked open by treasure hunters for granting them this land of their
so travellers mostly trapped
10 Ornate spiral pattern carved in rock own forever
98 Vault door in hill, leads to gateway
used as marker by locals 26 Relief crude carving of orc chief
to other plane in temple chamber
11 Huge stone head covered in moss killing and burning prisoners, high
within with otherworldly guardian
half buried orcish text declaring orcs own this
being
12 Crumbling stone crypt set into hill land by strength of arms
99 Moulded stone tower of wizard
still sealed 27 Relief carving of skull and ancient
1d6+4 stories most with no doors or
13 Hole in ground opens into text declaring victory in battle by
windows, hidden troves of ancient
chamber with hundreds of bones and ancient necromancer kings
wizard relics and dead inside. Carved
trash 28 Cliff with pictograph carving of
texts in long lost languages
14 Waist high stone with niches where stick figures with weapons killing
100 Strange elder greeenstone weird
skulls were kept wizards and heaping bodies in a fire
tower with sea motifs, predates land
15 Hill under turf is a midden heap 29 Pictographic carvings of dancing
and sealed inside elder god and
of shells and bones going back goat folk and witches in a ceremony
minions sleeping. If disturbed will lay
thousands of years around a monolith
waste to region spreading madness
16 Crude stone hut used by hermits
made for shelter for ancient travellers
30 Pictographic carvings of stick 58 Trail if huge footprints in stone said 92 Stones laid out in shape of boat
figures dragging huge stone to be a giant or demon with grave mound in the middle
monoliths and erecting them 59 Trail of dragon footprints in bottom 93 Worn human size statues look
31 Stone circle with man size stones of river in ancient stone fearful, humans turned to stone long
40-60 foot wide 60 Footprints of a god or primordial ago
32 Ancient stone quarry with several colossus left aeons ago 94 Circle of stone trolls petrified long
menhir partially cut from rock 61 Many dozens of small mounds ago
33 Hole in hillside with ochre deposits scattered over area, ancient graves 95 Strange black glass slagheap
used by ancients 62 Cliff with dragon bones of stone 96 Stone with carved moulds used by
34 Hole in hillside with flint deposit that locals wonder at ancient smiths
and chips of flint partially formed tools 63 Stone skulls and bones of dragons 97 A great stone henge circle with
35 Hole in hill with bark tubes with on exposed rock surface circular mound and ditch around
mummified bodies inside 64 Basalt pillar 40 foot tall, unlike any outside
36 Hole in hill with ancient skeleton rock in area 98 Procession of huge stones forty
with cave bear or mammoth skull and 65 Row of giant stone heads, rest of foot high extending for half a mile
flint tools figures long buried 99 Huge earthwork circle once had
37 Foundations of ancient stone 66 Basalt plug capping an ancient wooden posts around it but now long
village sinkhole long ago gone
38 Hole in hill with carved niches with 67 Strange pock marked stone, 100 Stone wall of huge perfectly fitted
skulls whistles in the wind a eerie tune rocks several hundred foot long
39 Hole in hill filled with bones, some 68 Great cyclopean wall section, rest
human some from huge long gone is buried
animals, and broken flint tools 69 Crude stone gate with lions carved Rock Art
40 Cliff face with crude carvings of above doorway
hunters chasing animals 70 Grassy square artificial hill once a D6 Type
41 Hole into hill, stone lined with great temple of a village 1 Painted with ochre, pigment or
niches for skulls and funeral urns 71 Pond with sacrificial remains in blood with brush or sprayed from
42 Cave under a farm, notorious for bottom, including bones and rusted mouth like aerosol
“devil writing” actually has several bronze weapons 2 Scratched or scraped surface with
wizard spells 72 Remains of gigantic skeleton of a tool
43 Tree overgrown some strange non colossal beast 3 Chiseled and carved linework into
human stone head with fused roots 73 Boulders with huge claw marks of rock with tools
partially covering face ancient dragons 4 Relief carvings with 3d shapes
44 Cave with carvings of demons on 74 Huge rock with plants growing on 5 Patterns with clay or mud possibly
walls surface, one side has large agonised built into 3d shapes
45 Cliffs with ancient pictographs face 6 Carved and chiseled then painted
partially covered by passing clerics 75 Two large stones with third
adding holy symbols and names of balanced on top D6 Condition
travellers 76 Dolmen crude single chamber 1 Perfectly preserved since prehistory
46 Hand prints on sheltered cliff face table like tomb structure of great 2 Well preserved but repaired over
47 Faded cliff paintings under shelter rocks balanced on each other aeons possibly added to or distorted
of great age 77 Row of reptilian worn statues by later peoples
48 Lower part of a pillar from an 78 Great green worn statue of 3 Not as ancient as you might think,
ancient empire not considered to be octopus headed sea demon possibly fake or copied mish mash
here 79 A great standing ring like a 4 A bit battered or worn or covered or
49 Ancient stone arch fused with roots doughnut standing on side faded
of tree, used to be used for rites 80 Huge sixty five foot tall menhir 5 Vandalized with possibly modern
50 Remains of ancient path, 81 Over a hundred waist high menhir work over the top like names or holy
surprisingly with edible plants by sides stones in rows symbols
51 Border stone with carvings of 82 Ten foot high monolith with a 6 Worn and barley noticeable
animal totems square hole through middle requiring study and reconstruction to
52 Huge grinding stone used long 83 Rows of worn dwarf statues comprehend
ago when clans gathered for feast 84 Gigantic stone phallus 30 foot tall
53 Hole in cliff up high has ancient 85 Carving in hillside of reclining lizard d6 Frequency
mummies in bark coffins man dreaming blissfully 1 One off single artwork alone
54 “Lucky Stone” locals say if you can 86 Worn sphinx statue on pedestal 2 Several repeated artworks in row
wrap your arms around it and touch 87 Stone reptilian head half buried in 3 Similar artworks repeated over area
you will get luck soil and one unique artwork
55 Stone by pool used as ancient altar 88 Huge stone sword buried in earth 4 Several D4+2 artworks in separate
56 Huge ugly rock said by locals to 89 Headless great stone statue sections
once have been a demon or troll or 90 Crude standing humanoid figure 5 Several D4+2 artworks in
giant twenty foot tall overlapping mess
57 Sheets of slate arranged like a box, 91 Several huge stone elf heads half 6 Long wall or caves gallerey with
contain a grave, sometimes locals buried dozens of artworks
break them open looking for treasure
D10 Quick Types (you could 27 Female hag monster squatting 66 Angry wizard chasing scared
use several) over treasure in cave eating children women with babies
1 Hunting scenes with animals posibly 28 Beautiful depictions of herd 67 Men riding goats
long gone types animals 68 Men fighting a centaur carrying a
2 Ancestors in the dawn time doing 29 Face of lion using shape of rock to woman
things resemble relief art 69 Woman feeding a unicorn
3 Spirits possibly instructions on 30 Horned shaman holding fetishes 70 Dragon chasing wooly mammoths
dealing with them with familiar 71 Wizard raisind undead from pit of
4 Monsters causing destruction 31 Sleeping shaman with fetch leaving corpses
5 Tribe performing rituals body to visit spirit world 72 Men chasing bison off a cliff
6 Disaster like flood, volcano, comet 32 Strange spirit creatures warning 73 People traveling from dark cave
7 Stars or seasonal calendar trespassers or taboo area past monsters to the surface
8 Contact with strange people like 33 Horned shaman with drum and 74 Men fighting while tribe look on
ships or clothed persons or iding erection 75 Men fighting a hydra
animals 34 Figures dancing with breasts and 76 Many headed man being
9 Scenes of the dead or death or the erections worshipped
underworld 35 Animal paintings that have been 77 Wizard sacrificing people to wicked
10 Abstract map of communities, struck with weapons and painted with spirit
sacred sites, resources blood in ritual 78 People running from waves to high
36 Stars in sky, sun and moon with place
local landmarks 79 Goat men having a ceremony
d100 Rock Art Works 37 Angry dead spirits come from 80 Worshipers dancing around
01 Handprints everywhere
tomb to menace living monolith with toad thing sitting on
02 Large painted areas with pigment
38 Village scene of everyday life top
03 Abstract decorative patterns and
preparing food with huts 81 Men fighting a cyclops and hero
blocks of colour
39 Figures dancing around fire shooting it’s eye with arrow
04 Tool marks forming pattern like
40 Ferocious cave bear chasing 82 People with tents trading tusks, fur
scales
hunters and stones
05 Walls plastered with stones or
41 Figures around single other 83 Fish men stealing women chased
coloured clay cones
coloured strange figure by angry tribes men
06 Patterns made up of dots or simple
42 Crude scenes of intrecourse 84 People meeting strange slender
shapes
43 Abstract large women giving birth people hiding in trees
07 Bands of colour alternating in
44 Pictures of animals with digestive 85 Lizard men and monster destroying
simple patterns
tracts and organs huts taking human prisoners
08 Stick figures repeated
45 Pictures of animals and people 86 Wizard battling ghosts from a pit
09 Stick figures and animals
made from repeated dots 87 Tribal ritual burning someone at
10 Stick figures running from comet
46 Moulded clay bison set into wall the stake
11 Stick figures hunting animals
47 Relief sculpture of huge earth 88 A great flying bird thing snatching
12 Bizarre elongated stick figures
goddess with many breasts a child from angry people
13 Stick figures with weapons killing
48 Strange hybrid beast man in 89 Tribe building log wall to keep out
other figures
frightening detail looks enraged angry giant
14 Stick figures with extra limbs
49 Figures engaged in cannibalism 90 Fish woman luring men into sea
15 Stick figures with strange heads or
turning into monsters 91 Man with axe fighting a lizard man
horns or tails
50 Flying demons chasing people 92 Women with spears chasing a man
16 Dancing stick figures with
51 Tentacled horror eating people 93 Tribe of people swapping children
instruments
52 Relief carving of attractive naked with frog folk
17 Stick figures wailing with many
women 94 Many men dragging a great stone
dead
53 Wall covered in phallus symbols 95 Enslaved men dragging rocks
18 Stick figures fleeing monster or
54 Worshipers of giant many breasted to great mound being whipped by
spirit
bat goddess bigger men
19 Stick figures worshiping monster or
55 Squid headed bat winged god 96 A great horned man with axe
spirit
devouring humans like snacks leading many slaves tied by neck
20 Ancestor figures teaching skills to
56 Horned figure leading people in 97 Strange symbols repeated over
decendants
dance again with no visible meaning
21 Ancestor figures birthing increasing
57 Giant terrorising people and eating 98 Walking bird fighting warrior
generations
whole animals 99 Men shooting arrows at the sun led
22 Concentric rings of dots and
58 Wolf men eating people by horned man
figures indicating water sources and
59 Surface covered in clay breasts 100 Several log forts with huts with
tribes
60 Painting of men fighting orcs monsters roaming in between
23 Men with weapons fighting
61 Dwarfs with strange clothes trading
mammoths and rhinos
weapons and tools with men
24 Men fighting or fleeing giant
62 People worshiping a huge tree
auroch cattle
63 Hero fighting a great lizard
25 Frog or snake demon guarding
64 People trading with shorter people
water while people sick
65 Tribe chasing a male female couple
26 Animal ancestors of local tribes
d100 Background 30 A monster craving revenge for your 56 Uncles killed your family to assume
hunting it’s kin killed your tribe your parents wealth and status
Tribal Tragedies 31 Lost for days exploring caves when 57 Couldn’t pay legal damages for
01 Your tribe were wiped out by other you escaped tribe thought you were killing would be murderers so you fled
evil tribe leaving you last of your race undead your death sentence
02 Your tribe were killed by civilised 32 Poisoned while gathering food and 58 Spent years negotiating a hostage
forces leaving you last of your race lost tribe while recovering settlement to save your family that left
03 Your tribe were killed by 33 Trapped and lost tribe d4 1=under you paupers
humanoids leaving you last of your a tree 2=rock slide 3=in a pit 59 Terrible divorce and custody battle
race 4=sinkhole between d4 1=parents 2=ex lover
04 Your tribe were killed by a monster 34 Shelter collapsed and tribe 3=dead sibling lover 4=shaman
leaving you last of your race assumed you were dead, now they 60 You discovered innovation but
05 Your tribe all perished in tribal fear you were outlawed for breaking traditions
warfare leaving you last of your race 35 Tribe insisted you be new taste 61 At a great tribal gathering you
06 Your tribe were killed by starvation tester so you fled were humiliated and your reputation
leaving you last of your race 36 You prepared bad food and many is ruined
07 Your tribe were killed by plague died, tribe banished you 62 Inter clan blood feud has
leaving you last of your race 37 You over-harvested a valuable diminished both tribes to near
08 Your tribe were enslaved by other species wiping it out and were outcast extinction
nation leaving you alone by tribe 63 Refused demands of shaman who
09 Your tribe joined a evil horde-cult 38 You shamed others finding more banished you
leaving you alone food and water and they resent and 64 You loved someone tabu to your
10 Your tribe lost honour and you left malign you bloodline and your lover was killed
from shame 39 You accidentally spread a species 65 You loved someone from another
11 Tribal duel was fought and lost, which impoverished natural food tribe and both tribes hate you now
banished by tribe supplies 66 Married against your will but you
12 Failed tribal gauntlet ritual and 40 You destroyed a magical resource hated them so much you fled
banished forever by your sin 67 Your tribe traded you as a slave
13 During battle you were horribly 41 Tribe crossed a great deadly when times were tough
maimed and left for dead, tribe wont wasteland over a year 68 Your close family or lover sacrificed
take you back 42 Tribe crossed a great body of water themselves to save you
14 During a terrible war you showed fraught with peril 69 Your beloved wonder beast chum
cowardice and were banished 43 You were carried away and was killed and you killed the killers
15 During a terrible war you were left wandered half the world trying to find starting a blood feud
behind and lost tribe home 70 Other tribal members kept trying
16 Your tribe were mercenaries for 44 You left your hidden tribal lands to murder you over some grudge
others and lost tribal ways and never found your way back 71 A tribal god visited you and bid
17 Your tribe were scattered in war 45 Lost for years in secret valley full of you slaughter your corrupt tribe
and are still hunted by enemies monsters, family didn’t want you back 72 You became inhabited by a divine
18 You were captured and tortured 46 Travelled for months in a great avatar during climax or a tribal war
and your tribe failed to save you cavern complex filled with wonders, 73 You wiped out a race in a tribal war,
19 You were enslaved as a war lost your homeland you were praised then but nobody
prisoner for years, home tribe rejected 47 Travelled spirit roads across the likes your company now
you on return world, you were among last mortals to 74 You met a great chosen of the
20 Foreign adventurers destroyed use so one way path gods hero as a child and your legend
your tribe with war, booze and disease 48 Discovered a fabulous resource seem to live in their shadow
21 Failed to return from initiation with and others want to torture location 75 A god made you bear a relic for
questing beast and banished from you a times and you didn’t seem to do a
22 While hunting terribly injured and 49 Your chief discovered a cursed adequate job
left for dead by tribe treasure mound of the old ones and 76 A god laid waste to your land and
23 Accidentally wounded important your tribe were wiped out their cult enslaved the survivors
person in hunt, now banished 50 You were tested with ordeal and 77 Tribe found to be hybrids with
24 Hunting party attacked by monster failed, outcast from tribe servitors of the elder gods, other
and you were blamed for deaths 51 Tribe members spread rumours tribes wipe your out
25 While hunting was kidnapped by about you using evil forbidden magic 78 A tribal cult wanted to sacrifice you
spirit beings for years, tribe fear you 52 Your siblings claimed you breached and kept you prisoner but you ran
now tribal lore to take your birthright away
26 Killed a tabu animal on hunt now 53 Tribe leaders tortured you and 79 Your tribe converted to the new
banished for murder murdered your kin for breaking tribal faith except you who fled
27 While hunting was lost in forbidden tabu 80 Only your unique bloodline may kill
sacred lands and cursed by tribe 54 You were obligated by honour to a evil god so they torment you with
28 You divided up kill wrong way and kill your d4 1=best friend 2=parents tragedy and danger
leaders banished you 3=siblings 4=self 81 Spent years with tree and spirits
29 When hunting was tracked back 55 Your family killed for defying the and tribe did not welcome you back
home by enemies then blamed for chief
those killed
82 Spent several years possessed
d4 1=ghost 2=demon 3=spirit
Treasures d100 Common Treasure
01 Knife 1d3
4=ancestor 02 Dagger 1d4
d12 Materials of other relics
83 Nightmares of great primordial 03 Club 1d6
1 Wood possibly fire hardened
spirits seeking to return haunt your 04 Mace 1d8
2 Bone
dreams 05 Fighting Claw 1d4
3 Horn or tooth
84 Ancestral beast spirits turned on 06 Staff 1d6
4 Clay or resin
your tribe facing a battle for breaking 07 Maul 1d10
5 Hide
a tabu 08 Dart 1d3
6 Stone or Basalt
85 A evil shaman terrorised your 09 Javelin 1d6
7 Flint or Chert
community with disease and spectral 10 Spear 1d8
8 Onyx
possession 11 Atlatl/Woomera, dam dice dart
9 Jade
86 Mighty evil spirits haunt where ever d4, javelin d8 or spear d10, doubles
10 Shell
your clan stay too long anywhere range, also a club
11 Hair or wool or plant fibre
87 Your tribe had a special 12 Chopper 1d3
12 Copper
relationship with folk spirit lords which 13 Hand Axe 1d6
made them outsiders 14 Hammer 1d6
88 Beast spirits raised you and human d12 General Objects 15 Battle Axe 1d8
wish to force you to tell the spirits 01 Weapon - spear, club, dagger, axe
16 Net can entangle 1d4 body parts
secrets 02 Clothing - boots, capes
17 Throwing Stone 1d3
89 Evil spirit of elder times was 03 Ritual - mask, ritual costumes, idol
18 Sling 1d4
disturbed, it tormented then killed 04 Instrument - rattle, drums, horn,
19 Staff Sling 1d6
your tribe flute
20 Boomerang 1d4
90 A spirit loves you, ever stalking and 05 Statue or idol or fetish
21 Bolo 1d4
trying to trick, seduce and kidnap you 06 Craft tool - needles, chisels, awl,
22 Shortbow 1d6
91 Travelled through a magical 07 Digging tool - sick, bowl, hoe
23 Maquahuitl 1d8
gateway and lost far from tribe 08 Hunting or gathering - flints,
24 Great Maquahuitl 1d10
92 Lost in fairy land, when returned scrapers, fishhook, nets, sickle, traps
25 Blowpipe 1d3
your race had long died off 09 Fire Maker - sticks, drill or flints
26 Throwing Stick 1d4
93 You carry the last taint of pre 10 Container - bowl, jar, bird egg
27 Furs +1 AC
human bloodline and non humans 11 Art tools - ochre, dye, tattoo
28 Hide +2 AC
treat you differently needle, brush
29 Sheild made from hide, wicker or
94 A wizard killed your tribe then built 12 Food - meat, fish, eggs, birds,
wood
a tower on top of your clan burial grubs, bugs, frogs, lizards, seeds,
30 Bone Plastron Helm +2
grounds nuts, fruit
31 Bone Plastron Sheild +1 +2 vs
95 A sorcerer sacrificed your lover to missiles
summon a demon d12 Cave Cult of artifact makers
32 Bone Plastron Arrmour +4
96 Your tribe became lycanthropes, 1 Beast lords - worship animal totem
33 Heavy Cloak +1 AC
evil animal monster men spirits through shamen or druidry or
34 Leather Cap +1
97 A necromancer killed your tribe hunters
35 Headdress +1
and turned them into undead minions 2 Demihumans - worship as ancestors
36 Large copper wedge artwork size
98 Your family was killed and their or spirits through shamen
of hand or bigger
souls and heads taken by the killer 3 Elementals - great elemental lords
37 Comb
99 Your tribe had many magicians and through arcane or divine or shamans
38 Wooden bowl
worked with many wonder workers 4 Cults of demons or devils or devas
39 String bag
out of mostly awe or angels, divine or arcane cults
40 Rope
100 Your tribe hate spell users of 5 Nature cult - druids or shaman
41 String of coral beads
all kinds and prefer them dead and 6 Ancestor worshiping shamanism
42 String ofamber beads
burned 7 Kaiju cult where giant monsters
43 String of cowrie shells
worshiped by all kinds of magicians
44 String of animal teeth
8 Dead worship with arcane
45 Ritual Mask
necromancers
46 Clay pot
9 Elder god cults with any type of
47 Quiver of arrows
magician
48 Ball of string
10 Spirit cults with shamans
49 Grass doll
11 Law or chaos cult of any magic
50 Stuffed leather ball
type but nature and druidry rarest
51 Bag or tubers or bean
12 Divine cults of great gods with
52 Bag of tree resin or boiled animal
priesthoods replacing shamen who
glue to make tools and weapons
become more like clowns or fringe
53 Ochre for art, decoration of body
magicians, healers and exorcists
paint
54 Bone needles
55 Bone fishhooks
56 Knucklebones
57 Woven Eeltrap
58 Fishing Spear
59 Paddle Age of Monster Kings Void Fungoids are a race of flying
60 Animal figure carved from bone or This was the previous era of inteligent fingus with crab like
ivory darkness and cold where humans brains and a luminous brain like
61 Quartz crystal wrapped in hair and orcs revolted against slavery. organ at the front. They surgically
62 Skull or bones of ancestor In the early days of the long night, modify themselves and human
63 Woven basket worm and insect were the first and thralls. They can remove human
64 Wooden snare trap greatest of the clans but by the brains for storage or put own brain
65 Flints for shaving, scraping, cutting, end worm was replaced by vulture in a human. Their otherworldly
starting fires and insect by bat. Insect and matter lets them fly beyond the
66 Obsidian for shaving, scraping, stars. They often have strange ray
worm were then slaves and foos
cutting, starting fires weapons and magic devices. Some
of the other kingdoms. Art in ruins
67 Copper, a sharpened coin size are wizards or priests too.
showing these kings or defaced
piece of copper scraping, cutting, monuments are a clue to their age. AC 7 HD 4 Mov 6 or 18 Fly
artwork
Att 2x d6 clawes or by weapon
68 Music Sticks The Seven Monster Kings -2d6 electric spark gun save or st
69 Drum -1 Worm replaced by Vulture one round stun 20 shots 9 range
70 Grave Post 0 Insect replaced by Bat Once in space can travel to other
71 Ancestral fetish 1 Spider or clan Arachnid dimensions known too them.
72 Spirit cult fetish 2 Squid of clan Kraken
73 Coolomon oblong bowl and 3 Fish of clan Bactrian Shoggoths are huge globs
digging tool and baby cot 4 Frog of clan Icthian of protoplasm that form eyes,
74 Grinding Stone 5 Snake of clan Reptile mouths, tentacles or limbs as
75 Horn, wooden, animal horn or shell 6 Vulture of clan Carrion needed in their service to their
76 Dried Gourd container 7 Bat of clan Vampire krinoid masters. Made to be slaves
77 Giant bird egg container in magical laboratories in the
78 Digging Stick dawn times, they revolted and now
79 Message stick marked with
Strange Remnants roam in their ruins gibbering and
Each of these monster kings had a mimicking their overlords speech.
symbols, a treaty host of vassal races usually kin but
80 Totemic pole by end of the empire it had become
81 Brush for painting AC 4 HD 1-20 Mov 9
loose. Clan carrion included hyena Att 1x tentacle per 3HD grapple
82 Brush for grooming and jackal and other scavengers. -then swollow d3/HD/round
83 Bow drill for starting fires or drilling Clan bat welcomed all to drink blood Regenerate damage per round
holes for craft which made slaves races of humans -1HP/round @ 1-5HD
84 Pipe and herbs or resin or and orcs revolt -d2HP/round @ 6-10 HD
mushrooms -d3HP/round @ 11-15HD
85 Spoon The monster kings drew on strange -d4HP/round @ 16-20 HD
86 Fork powers from beyond summoning -unless fire or acid damage.
87 Bone scraper strange creatures from the void
88 Hide pot Krinoids are a race of alien plant-
89 Stone Pot Entities from Beyond flesh hybrid beings that travel
90 Water Skin bag The void is populated by strange the void and worship the outer
91 Dried Fish jellyfish and tentacled life and gods. These space sages fell from
92 Dried Meat things resembling deep sea life the stars and used their wizard
93 Chisel forms. Lampreys like worms, eyeless science to create new monsters
beaked fish, things that should and slaves races. They aided the
94 Grinding Bowl
not be. Various devices like arcane early monster kings until their
95 Rake
tuning forks and certain instruments shoggothe servants revolted.
96 Hoe couls allow you too see them or
97 Moccasins or boots krinoids are barrel like with
worse for them to see you back and tentackes, that when they play fold
98 Gloves enter the world. Most of the smaller
99 Rattle out huge wing membranes and
horrors are hungry for terestrial flesh partialy inflate themselves with gas.
100 Flute and agressive. The greater ones are Their non terrene matter allows
interested in devouring minds and them to enter the void when they
Note i avoided specific climate things visit victims through the nightmare fly high enough into the sky. Many
like snow shoes, skis, etc realms or shadows. Undead negative were also wizards or specialised
energy comes from the void also. in biomancy and fliechcraft. Being
advanved they used magical
weapons to fight rival voidsquid or
other horrors from beyond.

AC 4 HD 6-12
Mov 6 Swim 9 Fly 18
Att 2x tentacle grapple or d8 flail
or use weapon such as heat ray
3d6 12 shots range 18 range
d100 Great Chambers 08 A great throne where some alien 15 A great diabolic face in the wall, by
of the Outsiders Citadels titan sat long ago a altar with a grid of coloured gems.
01 Mummified bodies of some 09 Hundreds of ashen silhouettes If aranged in correct sequence the
strange alien servitor race, crowd of worshippers, vaporised in a flash mouth opens and is a gate to hell.
the chamber, who’s souls song ago of soul devouring dark flame from a Various sequences open in various
drained as fuel for the hungry outer hungry god locations in hell
gods of the void 10 A great brazier filled with charred 16 Open pits in the floor and arcane
02 A great open sarcophagus with a skulls, if lit a black soul consuming symbols decorate the chamber. If
elder titan’s corps, it’s sould long ago flame rises from the pit explorers make any sound insane
returned to the void 11 A great stone arch way with symbol gibbering from amorphous horrors in
03 Lesser mortal servitors of the outer of the outer ones, if a sacrifice is the pits start up causing confusion to
gods, mummified in hundreds of made at the nearby altar, the gate to all who fail a save
niches, which extracted their sould as another elder city is opened 17 Rows of huge sarcophagi against
food for the once livingcity of black 12 Huge deformed headed statues a wall, each with a lever. If pulled the
magic line the chamber looking down at sarcophagi opens and a umber hulk
04 Thousands of carbonised human, a altar, if a victim is sacrificed their comes out, it will use it’s glare while
beastfolk and demihuman corpses eyes open and they will answer one trying to awaken other sleepers here
long ago consumed by the feeding question according to the inscrutable 18 A great chamber covered
outer ones laws of the outer void in outer god glyphs and other
05 A great onyx sarcophagus with 13 A great mirror disc surrounded elder languages. If any are read a
seals, wards and curses containing by elder glyphs in a wall. If the right whispering mutter starts up and all in
a slumbering demigod of the outer sequence of glyphs are pressed a the chamber feel an alien presence
ones gate to the negative realm of outer from beyond viewing them. Any see
06 A voidship of the outer ones darkness outside the universe opens. invisible, detect magic or true sight
designed to return to the outer realm All seeing this must save vs madness. may detect the scrying of alien beings
of darkness, a rotting alien god sits at If left open 1in4 chance per turn some from the void
the controls slain by something long being comes through 19 A statue of a tentacled horror
ago 14 A great stone basin is before a covered in mouths and eyes is
07 A great pit sealed with a basalt squatting idol with jewelled eyes, central to the room with a altar. If a
plug with glyphs of warding and inside is a bubbling tar like liquid, a star shaped stone is removed from
explosive runes, faint gibbering of formless spawn of the outer gods that the altar before the statue, it begins
some formless horror within can be will arise to attack thieves to come to life unless the stone is
heard returned
20 Signs of a adventurers camp from
some time ago with lifeless husks with
their throats torn out and looks of
agonised horror on their faces
21 Rows of glass cylinders with various
races in stasis within. A control altar
can awaken them if operated correctly
but if a mistake made they crumble
into bones. The beings are from the
age of darkness and they are slaves of
the monster kings sent here as food
22 Hundreds of metal jars in niches
fill the room holding ancient brains of
mortal servants of the gods. If one is
placed in niche on altar the jar glows
and the prehistoric brain is able to
speak though mostly they are long
insane cultists
23 Great braziers surround a magic
circle of elder runes. If lit and runes
read the yellow smoke forms into
a phantom robed being in tattered
scalloped yellow robes and a mask. If 30 A huge crystal ball here is a scrying 39 Huge hideous multi eyed statue
addressed the being will remove its device the void dwellers used to spy looms over room. An altar in front of
mask causing visitors to make a save with subjects known to them it has several strange relics. If taken
or become confused. Those victims 31 much of the room is caved in with from the room the statue awakens a
will dream of the yellow phantom crushed alien servitors half buried huge monstrous stone golem
and will be able to write but not under rubble 40 Faceless gargoyle perched on
comprehend a alien script 32 A altar with gems in niches in the ledges overlooking the room
24 Thousands of tablets inscribed centre of the chamber and several 41 A huge stone pool in the floor
with language of the outer ones onyx sarcophagi. If the gems are full of viscous bubbling liquid that
and the monster empire in niches taken beings take shape within forms eyes, tentacles and other
mostly dealing with black magic and coffins over a d3 rounds. The created features before absorbing them. Small
contacting the outer void servitors arise to attack disgusting creatures are born from the
25 Strange metal tables with arm 33 Ahuge ornamental bell, if struck liquid but cannot scramble out and
and leg restraints under crystalline all feel pain and sound continues are devoured back into the liquid
apparatus. If a being is strapped for ten minutes, then a dimensional 42 A huge strange metal brazier full
down and the levers of the device horror comes to see who has rung the of low value gems, if lit a unholy flame
are manipulated a mutagen ray bell. Normally the elder wizards know erpts to the ceiling then subsides
pulses against the prisoner. A rituals of command and offer it blood revealing a efreeti who asks why it has
skilled operator can induce specific 34 A circular clear crystal colum been summoned
mutations otherwise they are random with a green glowing meteor inside. 43 Two crystal sarcophogi, if a being
26 A garden of gigantic alien fungus Their is a control altar if engaged lays in one and the control altar
grows here. Many have magical correctly causes the meteor to glow in between is manipulated a evil
effects or might be poisonous, but and activated all the citadels lights. duplicate appears in the empty one
several are ambulant and hostile If performed wrong an alarm rings as 44 A huge metal mirror several stories
27 A crystalline sphere in the middle the reaction goes critical. The stone high with a control altar before it. If
with a door. If the control altar is glows too much spreading sickly rays altar manipulated the mirror shimmers
activated while a being is inside that cause mutations and damage opening a gate to a pocket universe
images of the beings thoughts all in chamber. Then melts its way where prisoners have been stored for
appear on the wall. A skillful operator out of the column despite the inside aeons unaware of the passage of time
sometimes gets future images that flooding with blue gelatinous coolant, 45 Salty pools with trilobites or
might come true then melts through the floor squid or isopods or horseshoe crabs
28 A series of crystal sarcophagi here 35 What looks like a huge alien scuttling about
with open lids, if anyone lays in one creature is just a shed skin, if touched 46 A stasis field with slave gladiators
while a control altar is activated the it crumbles to dust in mid battle used as a artwork, if field
person in the niche changes into a 36 A chamber covered in hundreds entered you are trapped till the end
type of abhuman beast folk. A skilled of huge eggs of some horrible being of time or freed by powerful magic (or
operator can produce a specific type with a long hatching period, some are ring of free action?). This is a artform
29 A row of crystal chairs with a just broken shells of the elder gods and a control altar
helmet and restraints. If a victim is in 37 Dozens of man sized organic sacks will usually be in a niche or hidden
chair with helmet and the control altar hang from the ceiling panel. Defective use of controls might
is manipulated the seated makes a 38 Chamber with hundreds of pots leave victims turn to dust and bones
saving throw. On fail they are insane, containing black liquid which twitches
success they can read and speak the if approached, each is a baby formless
outer gods alien language spawn in hibernation
52 A museum with stone shelves
covered by transparent mica sheets,
in cases are 1=taxidermy monstrosity
experiments 2=prototype abhuman
3=alien beings 4=human like races
wearing fur loincloths with clubs
looking afraid, often stealing crops
53 A huge arena with seating for giant
things to watch with huge steps, in
the centre once gladiators battled.
For everyone who enters a random
monster is plucked from time and
space to battle them but usually
54 Huge room with dinosaur and
monster skeletons on display with
a few demon and human like races
1in3 are stuffed instead with artful
taxidermy
54 Large walkway over pits each with
a monster in it furious and angry, daily
they get food. Are a d6 living but mad
ones and a d6 are dead. A bronze
golem comes from a secret door
to capture new possible specimens
who enter. Creatures here were once
selected for death sports like the
ancient Pa Ku Mun or just pitfights
d6 1=giant scopion 2=giant beetle
3=giant spider 4=black pudding
5=giant frog 6=human like slave
55 Hugre room with huddling mob
of ancient alien builders petrified by
some great weapon of the outsider
gods
56 Room of magic crystal mirrors,
each can be walked through one way
to a part of the complex
46 A courtyard with almost a hundred 49 Huge slimy black toadstools in 57 Burbling pool of lava with a altar on
statues of slave peoples. A few a chamber with flying fungal moth one edge. Victims were hurled in to
are torturing the rest with cruel creatures, some of the exotic fungi summon evil fire elementals
implements to dismembering and is walking others are squawking and 58 Pit with a pool with a giant squid
disembowel them. All look with gibbering, 1in4 times magicians used for sacrifices
horror at a podium in the centre come here to gather fungus d4 59 Defenestration pit with long drop
with expressions of horror. All were 1=civilised evil cult wizards expedition into pile of broken skeletons. A altar
petrified by the sight of a alien being 2=cult savage shamen and followers by the sacred pit with a victim hurled
from the void. Monsters used to stand 3=goblin shaman with hero, three in could summon a air elemental
on pedestal and enjoy the pain- goblin troop squads, a hobgoblin sub 60 Sinkhole with running water into a
garden view boss, and a bugbear scout 4=dark elf deeper cavern full or giant albino cave
46 A great circular chamber cult of sadism self titled void elves creatures
overgrown with thick carpet of 50 Cave is dripping with green 61 A stone circle built by giants and
mound, various monster mould types slime with some remains of objects wizards where sacrifices at a altar
48 Overgrown with a huge black resistant to slime 1in4 times d4 1=+2 summon a earth evil elemental
tree in soil mass full of human like stone hand axe head 2=+2 stone 62 Sacrificial pool where victims were
skeletons. The tree is plumbed into mace head 3=+1 mammoth cape of drowned or dropped into a flooded
walls with stone pipes with a control protections 4=+1 always venomous pit to summon a water elemental
altar for the climate controls. The dagger, wavy and made from 63 Crystal coffins where vampire
tree sap is shadow ichor used to feed meteoric steel agents sleep. One magic coffin turns
hungriest life eating beings. 1in6 a 51 A huge coloseum sized pit half full a human like being into a vampire
cultist engineer crew and a battle of rotting mutant corpses 1in6 chance under a full moon if they make a
templar group here trying to produce of monsters d4 1=ghoul 2=giant leech saving throw. If they fail they just die
the substance 3=infested with rot grubs 4=surviving and sose their soul
mutant cant get out and eating
corpses 5=juju zombies 6=demon
flies
64 A hundred small apartments 78 Dozens of control altars studded 89 Chamber walls are flesh with veins
stacked up ten stories around inside with gem controls, crystal screens and tuxtured skin, pulsing organs are
of giant pit open to sky. Slaves on walls show views outside the city visible through skin. Slime filled pits
lived here and their humble poor if controls operated properly. With grow various monsters and servitor
belongings and signs of a battle time they might unlock a few interior races. Placing a sample specimen
remain viewing crystals creature in pool and letting it digest
65 A huge ceiling with hexagonal 79 Pit full of beast headed mummies lets you grow a servitor copy obedient
tubes in stone walls where sacrifices a dumped here long ago. Some to the outer ones. Operating a living
are fed to giant worms that grew into have bejewelled decorations. If pit console altar can grow other beings if
giant bugs for all kinds of purposes entered some mummies awaken to kill you know how but most are hostile
66 A funerary temple in a great pit of intruders 90 Huge room with piles of treasure
ravenous worms. A walkway connects 80 Room with control altars with slots and chests actually all cult mimics
it to rest of the room floor. Inside a for cystals in them. The wall have 91 A museum with plinths each
dozen cultist sons of kyusss await other colourd crystals if inserted a occupied one has a spotlight from
to be set on the world as revenge. crystal screen lowers from ceiling and above on it. The occupied plinths
Intruders awaken them but a lone 81 Area seems to have high pressure, have various strange relics many
quiet person might manipulate their save or noseblled and sore ears. if a cursed and most unfathomable. Many
control altar to awaken or destroy turn is spent in here say examining perform magic at some cost like HP or
them outsider silver runes in the stone, attribute points or levels
67 A great dark black pool full of eel spirits from beyond began to manifest 92 Iron golem 30 foot tall with beast
swarms or venomous snakes, on a forms starting with things resembling head stands in middle of room. A step
platform in the pool is a relic and a deep sea fish made of darkness. one ladder goes up to a door in golems
anti magic shell a roundfor a turn 1 HD, the next turn a back to access a chair and controls.
68 The floor has hundreds of void demon per round appears Rusted and broken golems and step
sarcophagi lids, if disturbed by 82 Chamber is supernaturally cold ladders are scattered about but only
outsiders or without prayers to them with a large frozen slab in the middle, one remains functional. Golem scrap
awakens mummies of the builder alien several frost salamanders live in a ice might be useful also for magic
race cave inside. Frozen bodies of ancient 93 Horribly mutilated corpses of
69 Four huge pits with wheels turned creatures are in blocks of ice cultists killed by some unsympathetic
by slave shoggoths, the room is well 83 Monolithic gateway minion of the void. Remains of their
lit 84 A series of huge silver tuning forks camp, spell books and magic items
70 Chamber with huge occult sigil of around room, if any struck all vibrate 94 Undead adventurer wights guard
the outsider gods. If entered summon causing all in chamber save or get a a strange alien relic plus their own
d4 1=shadow daemon 2=beholder blood nose while things from beyond mortal magic items
3=petty outsider god 4=alien time become visible. The chime lasts 2d4 95 Room full of pearls actually the
travellers rounds but after a d4 rounds the remains of souls excreted by gods
71 Fountain several stories too of swimming alien beings from beyond after aeons of digestion. the pearls
crude rocks with a magic spring d4 attack, a d6 1hd att d6 bite creatures have a evil taint make anyone wearing
1=blood 2=shadow ichor to sate per round come through until tuning or carrying them sad or sob with a
hungry undead 3=slime 4=mutagen forks stop when they vanish failed save
5=healing 6=unholy water 85 Titanic fossilised kaiju monster, a 96 Boulders with moulded racks for
72 Large round room with conical city destroyer petrified as a form of weapons including minor magical
pit, the bottom tapers into a sphere storage for a future was with the gods. swords, axes, maces and spears all
of anihilation used for garbage or A control altar in in a niche to monitor made from magic stone as hard as
destroying things forever it and possibly revive it. Signs cultists steel, once a turn searching you might
73 Hall of mirrors that show dreams have been here taking rubbings of find a better magic weapon with a +1
of random peoples across the world. wall glyphs 97 Telepathy lobsters, connect nippers
Looking at them is mesmerising save 86 Hexagonal patterned dome to your ears and they telepathically
to resist charm. Experienced users can ceiling, panels have moving coloured translate and allow you to talk to other
explore a individual dreamers mind lights that are disturbing to look at. telepaths, the creatures swim in a pool
74 High ceiling all lined with gigantic 1in6 times cultists are here staring and require hour a day in salt water
relief carvings of outsiders and their at the ceiling in hope of triggering and food. The dwell in brine pools by
minions visions. Some of them look starved huge salt crystals
75 Worn down sacrificial altar and and some are drooling 98 Ornithopter made from dead
cracked megaliths shattered by some 87 Banks of crystal coffins for draining animal parts sewn into a hybrid
attack aeons ago souls and making wights, the drained monstrosity standing in its landing
76 Golem factory with clay moulds life force is channelled into a statue circle, hole in high ceiling allows it to
with varied head designs. A altar and of a outer god who devours the souls exit and enter
slab next to a crystal coffin transfer the over millions of years 99 Serpent folk ray staff 3d6 charge
soul of a slave into a clay figurine to 88 Huge pools of glowing fluid crystal, shoots fiery ray 2d8 damage 6
be an immortal obediant servant with brain squid swimming within, range
77 Burned corpses of alien outsiders telepathic brains cry out to be 100 A huge broken apparatus here for
who built this place in chamber open left alone and increasingly build some great magical effect requiring
to sky, some massacre aeons ago collective psionic power to attack with burning gems and sacrificing
didn’t have enough fuel to burn a telekinesis and humans, its vessels are shattered, its
hundred of them all into ash scaffolding burned
d20 Secret Survival rolls Common Skills
Probably the most important skill Cooking - make food last,
Societies and common with women
Unskilled cave folk are still better
remove poisons from some food,
use scraps
than a civilised person at this. Butchery - divide kills according
1 Horned God Cult Unskilled just means not to custom and to maximise use,
Shamen and hunters lodge specialised really. make glue, use sinew
Watchers of comunities Mostly it takes 8 hours to try Skins - can preserve furs and
2 Godess Cult survival in the region but it takes make clothes and tents
Earth godess temple less in a tropical forest. Stone - can make stone tools and
Healers and farmers objects
3 Green Man Cult Cave Folk Unskilled Wood - make wooden tools,
Druidic order in Survival collect good fire wood, make
- 8 hours resin glues
Fertility for plants and beasts
Roll Under INT Bonus - feed 2 Bone - make tools and ornaments
4 Necromancer Cult persons and find some craft goods from bone or horns or ivory
Wizard of the black lodge Weave - make rope, mats,
Roll Under 1/2 INT - comfortably
Seek power over death baskets, string, even houses
feed self
5 Elementalist Cult Roll Under INT - barley feed Clay - make containers and
Elemental wonder workere yourself but still hungry artworks,
6 Warlock Cult Roll Above INT - 8 hours wasted Fishing - catch fish and make
Sorcerers with demon pacts starving + encounter traps and hooks, seasonal and
tidal habits of fish
7 Faerie Cult Herbalist - can make medicine or
Allies to faerieland and elves Cave Folk Skilled
mild poison
Worship them as land spirits in Survival First Aid - basics of bandaging,
8 Jotun Cult Roll Under INT Bonus - feed 2d4 cauterising wounds, and boring
Allied to giantkind persons with lucky find in 2 hours holes in skulls to let out demons
Canibals, bullies and theives Roll Under 1/2 INT - feed yourself Trap Lore - making traps to catch
in 2 hours or find some craft goods
9 Serpant Cult Roll Under INT - feed yourself in 4
game or as a alarm
Serpent god temple Boat - can make improvised log
hours and raft but also canoe or skin or
10 Trickster Cult Roll Above INT - eat some bugs
Mischief makering shamen wicker coracle
but still hungry after 8 hours Swim - handy if you live near
11 Witch Cult water
Hidden and illegal sects 1HD of animal makes 8 meals as Climb - handy for reaching things
12 Darkness Cult well as bones and furs for craft or escaping
Priesthood of the outer void Water is reasonably easy to find Farming - gathering grains, nuts,
but storage harder...
13 Sky Brothers Cult seeds, encouraging desirable
Barbarian monster killing cult plants to thrive where you choose
All magicians must burn Disguise - dress as an animal to
14 Ancestor Cult get close to game
Serve the legacy of family
Recite names since the first Obviously lots of skills will be
irrelevant
15 Beast Cult
Ancestral beast totem spirits,
Literacy is used to read
lycanthropes and beast folk
pictographs and symbols used in
16 Vampire Cult rock art and decorations
Imortality for chosen slaves
17 Amazon Cult
Female war lodge of sisters
18 Dragon Cult
Servants of dragonking
Big thanks to all my blog readers,
19 Star Cult
Serve strange star spirits
patreon supporters and players
20 Chaos Cult
Join a gaggle of chaos
who without them this would
mutants in a war band for the
apocalypse never have happenned.
Christ Tamm xmas 2019 Adelaide
Equipment d20 Hand Tool d6 Follower
Back in the south game was 1 Darts with flint heads x3 for d3 1 Wife/Husband
plentiful in forests and grasslands. damage 2 Young Child
Then came fires and famine then 2 Bone needles d3 3 Older Child near adult hood
the floods came drowning the land. 3 Stone hand axe d6 damage 4 Old person, lame but wise
On a worst possible roll tool breaks 4 Flint knife d3 damage 5 Slave taken from enemy tribe
- on a 1 to hit breaks weapon 5 Flint scraper or firestarter 6 Dog or other pet
- on a 20 with a stat based skill roll 6 Club or staff d6 damage 7 Demihuman companion
tool breaks 7 Bag of herbs heal d4 8 Humanoid companion
8 Basket with d4 days dried food
Players start with loin cloths and 9 Bone fish hooks d3 More tools and weapons and food
one hand tool and one trinket when 10 Ochre for painting will be needed
their raft lands on the beach. 11 Javelin d6 damage Furs for clothes, cloaks, tents and
12 Wooden bowl moccasins.
They are cold and hungry. 13 Tiny hand lamp, bowl with fat and Shelter to face the cold, fire wood
A search of the beach reveals some wick (or dried seaweed)
dead fish and some sea bird nests 14 Wooden torches with bitumen d4
in cliffs. 15 Hair rope d4+2 yards or 3d4+3 Main Quests
yards or cord These are short term threats that
The raft is a mass of wood good for 16 Sling d4 can be played during the first few
fire or tool making 17 Bola d4 weeks
18 Throwing Sticks x3 for d4 damage -Food and shelter
If nobody has skill or a tool the tribe can entangle legs of running animal -find a home, explore area
lack technology 19 Net mostly for small game or fish -meet the locals
but possibly person
Players will be alone but have a 20 Bag with a sling While the coast has bird nests
follower per +1 CHA bonus (which will be depleted rapidly) and
d12 Trinkets some fishing the coast is bleak and
The party starts with one older adult battered by increasing cold winds.
1 Piece of coral on cord
hunter (fighter 3rd Lv), who should Driftwood is common and seaweed.
2 Carved tusk of a animal totem
promptly die fighting a monster Dead sea creatures wash up but a
3 Tooth necklace
saving someone. The are one of the flock of terror birds daily run along
4 Amber bead on cord
adults who saved lives of everyone the beach gobbling them up and
5 Flint scraper
in party as youths in the exodus will take great interest in humans.
6 Shells necklace
from the south. Occasional something snacking
7 Bag of herbs
8 Basket with d4 days dried food on the beach gets a carnivorous
The party has one female elder, cetacean or plesiosaur will beach
9 Clay figurine of animal or ancestor
who is slow, has trouble moving itself to gobble them up. Let
10 Ancestors skull in bag around neck
without help who is a physical characters witness this.
11 Copper “coin” good scraper and
wreck but knows lots and is a 3rd
high status
level druid. They could also die, be Players should consider moving
12 Antler hat
used for food or might just walk inland.
out into the night if they feel they
are a burden or might be murdered Longer Quests
by someone who just says they Once settled these quests will be
wandered off. available.
Large amounts of time can pass
quickly such as months.
Eventually you can advance seasons
or years.
-find brides and children and others
to increase the tribe
-survive first winter
-fight enemy tribe
-fight dangerous predator
-something spooky in the dark
scares everyone
-explore the strange caves
-explore valleys
-explore and find a way to the
plateau
More Magic & Mystery at
elfmaidsandoctopi.blogspot.com

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