The contents of this hex map were sourced from /osrg/. You nerds are cool sometimes. |
ENCOUNTER TABLE
Forest of the Ape-men
Encounters as per 'Overgrown Castle', with this 4th result for Special:4. Fairies from the Fountain Spring (see Faerie Spring hex)
Desert of the Great Eye
1-5. Great eye cultists (see Temple of the Great Eye)6. The Gangrenous Grog (unique)
>This shrieking mummy appears alone, and rises from his grave every full moon. In addition to a normal mummy attack, the WM is capable of a vomit attack that smells of rancid grog, deals 1d6 damage, and inflicts mummy rot on everyone within a 30' ray. Only surprises on a 1-in-6 due to its incredible stench. Harmed by healing potions or medicine.
The Gangrenous Grog carries Mummy Cloth, strips of linen when worn on the hands make the character's unarmed attacks that of a mummy. When they are put on, and every day the character wears them, a save must be made to avoid catching mummy rot.
Revenant's marches
1. Neliaid (Graveyard nymph)A nymph of graveyards, marshes, and sites of mass battles. May be spotted in festivals celebrating deceased family like fantasy versions of day of the dead
Takes the appearance of a beautiful woman with skeletal face paint. On a hostile reaction roll a Neliaid may attempt to Charm a male fighter to live with her and take him as her lover. She seeks to sooth the fighter's worries and live out his life peacefully, in a fantasy of a warrior returning from war to his loving family. A Neliaid may also pursue graverobbers who have stolen jewelry and family heirlooms. On a positive reaction roll a Neliaid won't make its appearance immediately known, preferring instead to instill a sense of nostalgia by scents and mild psychic emotional manipulation: the scent of breakfast just as mother used to make, a beam of sunlight catches the leaves just like the the flowers on your wedding day, the reassuring warming presence of a loved one during a funeral.
2. Trve Standard Reserve (TSR) orcs
>These orcs are the remnants of an elite dungeon-delving force. Weaker than your average orc due to old age, but canny as a bugbear (surprise on 3-in-6). As a faction, they want to increase their numbers; their shamans are investigating the magic of rejuvenation and immortality.
3. Psychopomp
Servants of the Reaper, tasked with keeping a close eye on the TSR orcs so that they do not elude Death's grasp.
4. Living marble statues
Once sculpted to celebrate the victorious orcs of TSR, they have since acquired a life of their own.
Swamp of Believers
1. 3d6 Flat Believers (Move 90', HD 1+1, AC as leather, Morale 8)Once created by the terrible Bioengineer, Flat Believers are tribes of intelligent bipedal creatures now living in remote swamps and forests. From the side, they look somewhat like brown lizardmen, but from the front they are only a few inches thick. All Flat Believers share a common belief their flat form is a divine gift, and living creatures larger than a foot are aberration to them and must be killed or flattened.
Flat Believers are used to hunting near their home and use their form to their advantage, giving them higher chance of surprise. They fight with sharp spears (1d6 damage) and can use them as javelins. Due to their flatness, missiles and piercing weapons have a -4 to hit against them.
One in six Flat Believers encountered is a 3+1 HD devout able to cast miracles as a cleric. They can cast Cure Light Wound, Purify Food & Drink, Protection from Cutting, and Invisibility Against Whomever You Are Facing.
Flat Believer are usually hostile to almost everything, but a thin human watching his posture may be within their standards of acceptable body form. Friendly Flat Believers are surprisingly curious of culture and art, make good guides and know a few secrets about ancient deities.
2. Order of Sacred Rules kobolds
>A tribe of cute kobolds that like to experiment with psychoactive mushrooms, which they refer to as "gonzo." This group amuses itself by re-inventing a new bizarre set of "rules" for themselves every few days for the purpose of mocking Lawful folk. Their means of gaining territory involves capturing their opponents in pits and brainwashing them with the aid of the mushrooms.
3. Heroic Bullywugs
Frog-men capable of wielding swords like great Fighters.
Scorched Crags
1. Foul Lumps: Disgusting formless castoffs of the mother flesh. 1d4 HD (HD size 1d6), (HD)d4 bite attack, AC as unarmored.2. Experiments: Shadowy stick figures, mere appendages emerging from flask necks. A consistency somewhere between spiderlegs and smoke. Possessing of very limited intelligence, regard the dragon with awe. 1 HD (size 1d4), 1d4 claw/1d6 shiv, AC as Chain. Death burst of poison, save or blind. Tactics: scramble and surround, flail
3. 1d10 fetish-fish: These flying salmon-like fish still follow the Bioengineer's orders: they seek out one part of a creature's body they're infatuated with and try to seperate it from the rest. If succesful, they take it and fly away, bringing the beloved part to their dead master's Pool of Flesh, in order to keep fueling it.
Roll for fetish (a swarm shares one):
>1: Hands
>2: Feet
>3: Eyeball
>4: Lips
>5: Thighs
>6: Armpit
>7: Nose
>8: Ears
>9: Buttocks
>10: Personality (Brain)
Mangled Creek
1-6. Gill-men. Consult the number you've rolled on the Giant Mussel's mutation table: these gill-men have the listed mutation, having been captured and converted to be loyal to the Mussel.7-11. Ordinary Gill-men.
12. More fetish-fish (see Scorched Crags). Oh no.
Plain of the Dead God
This plain experiences constant shifts of temporal flux, leading travelers from the present to cross paths with ones from other epochs.Roll 1d4:
1. Cultists of the Living God, from the far-off past.
>Before the death of the god, it lived in this area and kept its cult. That cult worshiped here, using the stone block as an altar. Up until they killed their own god.
2. The Great Eye hydra, captured long ago, before it escaped
>After the age of gods was over, the rib cage here was used as a literal cage to hold this great monster after it was captured by a hero of renown.
3. TSR Orcs, from back when they were still in their prime.
>The local orc tribes, needing a location, picked this location, as it is very flat and has little in the way of tall trees to be cut down. Every year (or however much) they hold a moot here, where all of the tribes gather to trade slaves, orcs, and pillage, to fight amongst themselves and decide on their great leader by combat, and to outline the year. Sometimes, this includes preparing for a great war against the civilized races. When it doesn't, it's generally the great leader's thought about how the next year should go. Naturally, being orcs, once they disperse, they don't follow the great leader's decisions but instead follow that of the leader of their own tribe- or their own.
4. Atheist Cultists, from the present
>Following the death of the once-god, or perhaps entirely unrelated, or perhaps many times separately, a group of atheistic cultists who assert that not only is this god dead, but that all gods are meet here. Their cult has the trappings of religion without the belief.
5. Miners (human or dwarf) from the next century
>Once in a while there are rumors that if you dig below the spine, you might find godly treasures or materials made from godly organs. So far such expeditions have come up lacking, but who knows what the future might bring? Or, perhaps, any godly organs would have been inside of the ribcage and thus above the spine.
6. Time's tearing apart at the seams. Roll twice.
Robbers' Range
1-5. Ornery Sadist Robbers (OSR)>A cult of sadomasochistic goblins that steal whatever they can from TSR. Like the orcs, they want territory despite competition, but have focused their strategy on overcrowding the TSR by rapidly reproducing and splitting into groups. One such group has formed a cult around a Chaotic human magic-user with bright red hair.
Roll on anon's table of gobbo bastards to determine the trappings of the current OSR group.
6. Skerples. Who else, really?
HEX: Angelwing Sword
>The rock atop this hill can only be found by examining the reliefs in the Castle of Tears and locating the crying figure's hill.>Crying at the summit of the hill causes the Angelwing Sword to appear, embedded in the earth. Only the creature(s) who shed a tear can pull it out.
>This sword is a +1 short sword that weighs nothing. It is as light as a feather in the grip. If dropped, the sword will float or "hang" gently in the air, spun by inertia or drafts of wind. If thrown, it will fly in a straight line until acted upon by another creature, object, or nongravitational force.
>The hilt is silver, with a leather wrist-loop dangling from the pommel and a guard that looks like two silver feathers; the broad, brass-colored blade glitters in sunlight.
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