Roll a D30 on the following chart.
- Weeping knight
- Golden statue. Roll on Table A.
- Sparkling pool. Roll on table A.
- Quaint cottage home of a hermit. Roll 1d6: 1-3 Neutral, 4-5 Good, 6 Evil.
- Huge oak with a face in the trunk. There is a 10% chance it is an ancient Treant.
- Ring of toad stools. There is a 15% chance of faeries being encountered. Roll 1d6: 1-3 pixies, 4-5 sprites, 6 brownie.
- Abandoned hovel. There is a 10% chance that the hovel is inhabited. Roll on the appropriate Wandering Monster table for the terrain where it is located.
- Dancing lights, beckoning the party deeper into the wilderness.
- Grave. There is a 15% chance of encountering an undead here. Roll 1d6: 1-2 ghost, 3-4 ghouls (1d3), 5 wight, or 6 wraith.
- Tree shaped like a person. Roll on Table A.
- A large comfortable looking home. Roll on Table B for its inhabitants.
- Disembodied voices that seem to whisper doom.
- Circle of stones. Roll on Table A.
- Ancient temple to some forgotten deity. 25% chance it is still active and populated by 1d4 clerics. Roll d6 for alignment of deity – 1-3 Evil, 4-5 Neutral, 6 Good.
- The sight of a recent battle. Bodies and debris a strewn all over. There is a 15% chance that 1d6 ghouls will be encountered here. There is a 25% chance that there are valuable items of treasure here.
- Another lost party.
- 1d6 pilgrims.
- A well. There is a 5% chance that it will grant a single Wish, otherwise roll on Table A.
- Ruins of some ancient civilization. There is a 10% chance it is haunted. Roll 1d6 for inhabitants: 1-2 skeletons (2d6), 3-4 ghouls (1d6), 5 wights (1d4), wraith. There is also a 15% chance that the ruins contain 1d4-1 items of treasure.
- Gypsy camp. 2d6 gypsies, their animals and caravans.
- A shackled but still living person. Roll 1d6 to determine there nature: 1. A sacrifice 2. A crimimal, justly accused. 3. A criminal wrongly accused. 4. Enemy of a local church. 5. Human-looking creature, captured and left to perish. 6. Bandit who only appears to be shackled and had 2d6 friends nearby.
- A set of huge foot prints.
- A single human skull sitting in the middle of the path. There is a 10% chance to roll on Table A.
- A weapon or item overgrown and seemingly abandoned. There is a 10% chance that it is a randomly generated magic weapon or item.
- Adventurer who challenges the party before he will let them pass. The blocking adventurer has a number of class level equal to that of the party + 1d6.
- Dying hero.
- A single white horse.
- A mysterious glowing doorway that hangs in the very air itself. Looking through the door shows another place on the other side. There is a 10% chance that the other place is not of the same world.
- Dark ritual being performed by 1d8 evil priests. There is a 50% chance that this ritual involves 1d4-1 innocent victims.
- A minor deity in some mundane form who will interact with the party as if he were simply that form (animal, traveler, etc).
Roll 1d10 on the following table.
- Will answer one question truthfully.
- Heals 1d6 hp damage to those places at its base.
- Curses those who touch it as per the spell.
- Can teleport those who touch it to a destination of their choosing within 100 miles.
- Opens a portal to another plane.
- Drains 1 life level if touched.
- Imbues any who touch it with the effects of a Bless spell.
- Animates as a monster and attacks the party (use appropriate monster type).
- Screams a haunting, terrifying scream for no apparent reason.
- Removes curses.
TABLE B - INABITANTS
Roll 1d10 on the following table.
Roll 1d10 on the following table.
- A kind wizard willing to aid the party with his magic (1d6 levels)
- A family of cannibals. They are clean and polite and give no clue to their true natures.
- 1d10 demi-humans who are who are involved in a local prospect of their own.
- The hidden child of an evil noble/leader placed with a kindly old couple until it is time.
- 1d6 anthropomorphic animals. They dress, live, and act like regular folk, but are animals.
- A gnarled and twisted old crone. Roll 1d6: 1-3 an ordinary woman. 4-5 a wicked witch. 6 a benign lady in disguise.
- Woodsmen willing to share their knowledge of the region in trade for labors around their home.
- A knight and his squire.
- A master craftsman.
- A famous hero, hiding from the world he knew.
Another good one Eli!
ReplyDeleteNice!
ReplyDeleteThree words:
ReplyDelete"Very cool" and
"Yoink!"
(with your permission, of course.)
@Iguana -
ReplyDeleteBy all means, just remember to give credit if you re-post or share.
-Eli
P.S. I'd love to hear what you get from it.