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Doodles Maps

First Series

August 2018
Doodles Maps
First series

Artwork 
Evlyn Moreau

Areas Descriptions 
Aaron Griffin, Andreas Habicher, Brad Murray, Brendan Day,
Chad Robb, Christian Sturke, Dan D, Diego dos Santos,
Dirk Detweiler Leichty, Dominic Monkiest2, Eric Duncan ,
Eric Nieudan, Evlyn M, Giuliano Pereira, Goblins Henchman,
Gorinich Serpant, Gus L, Iskallor, James V West, Jethro Wall,
Josh Roby, Josie X, Michael Kennedy, Michael Raston,
Moreven B, Paul C, Peter Onyschuk, Richie Cyngler,
Saker Tarsos, Steve Sims

August 2018
Northern Middle Land

The Great Wound


and The City ofKarkhera
Northern Middle Land
00The Yellow Mountains 02 Skůll Hellär
Some say the yellow color come from the dust of giant Caves and tubes lead through the mountain from the
bones mixed with the snow. Western Tar Cauldron into the Skůll Hellär, a hellish
place at best reaking of tar, filled with tar and
Encounters (d6) generally unpleasant.
1. 1d6 Skeletons (add a other d6 each time your roll
this encounter) Rumors
2. 1 Giant skeleton • A family of tar like creatures lives in the caves, the
3. 1 Old and tired giant or giantess neighbors keep whispering about it.
4. 1d6 Bone eaters • Tar creatures are pretty jolly
5. 1d6 Gold diggers berserkers • The worked stone has been carved into a Cat by
6. 1 Yellow necromancer with 2d6 skeletons centuries of priests of The Laughing Death, contains a
gate to a perpetual carnival and in the lowest depths a
Treasures (d6) portal to the Lands beyond Death.
1. Gold encrusted bones • Those who violate the safe haven of the carnival
2. Giant tomb with funeral offerings become the undead barkers/ roustabouts.
3. Giant gear, weapons and armors
4. Gold diggers cache Encounters (d6)
5. Crystals growing inside bones 1. 2d6 Tar shamblers
6. Yellow snow flower 2. 1d6 Members of the tar like family
3. 1 Prowling large stone cat
01 Western Tar Cauldron 4. 1d6 Undead filled with tar
5. 1d4 Priests of the Laughing Death
Grander and more volatile than its eastern 6. 1d6 Undead carnivalers
counterpart, and punctured by a series of artificial
tubes and cisterns. These pipeworks undoubtedly once Treasures (d6)
served some greater mechanism, but now they only 1. Solidified tar containing gems
spew hot tar. 2. Solidified tar household items
3. Sculptures of the Laughing Death
Encounters (d6) 4. Priest tomb with funeral attire
1. 2d6 Tar shamblers 5. Carnivaler tomb with funeral masks
2. d3 Tar hags 6. Laughing iridescent flower
3. 1 Tar Troll
4. d6 Tar miners
5. d6 Tar toads
6. 1 Tar Summoner brewing tar creatures

Treasures (d6)
1. Solidified tar containing gems
2. Solidified tar weapon or armor pieces
3. Mummy with funeral attire sealed in tar
4. Vein of rare or magical ore
5. Tar troll’s heart
6. Red tar flower
03 - Lair ofthe Pink Wyrm 04 The Lagoon ofstone faces
"Dying Star of the Lusterous Morning" is an adult The lagoon is full of shattered statuary. They say there
Sanguine Wyrm, the sort of dragon attracted to wars was an Sculptor who made all the statuary of the
and militarism.  With bucktooth face of a horned lagoon. They sculpted and carved and chiseled for
molerat and two sets of wings on it's sinuous bright years to make the perfect form, the perfect shape, the
pink, leathery body Dying Star shows an attraction to perfect face. One day when they knew that they were
Annihilation.  It's color indicates the malign influence gonna die soon, without reaching perfection, and in a
of the white or Apocalypse Wyrm - making the beast moment of passion flew into a great rage breaking all
less amenable to parley and compromise then most his work and when that burned out, fell into a deep
martinet Sanguine Wyrms.  Dying Star has begun sorrow and cried out the lagoon while also drowning
creating its desolation and its spawn spread outward themselves. This is why the water there is salty and
devouring everything, even each other. has a melancholic after taste. It is also said that the
Sculptor had unbeknownst to them reached perfection
Rumors in their final piece and if someone were to gaze upon
• The Pink Wyrm tolerate pale pink servitor it they would see the Truth.
humanoids who care for and clean the worms.
• The Pink wyrm tolerates only it's spawn, though Rumors
only until they get to small size and sentience (then it • The lagoon is full of piranha-like fishes.
eats them). • The violet centipedes raise their spawn here to give
• As a Sanguine wyrm it is attracted to weapons and the harshest art critiques. Some say that they were
perhaps warriors - it likely collects them, maybe born from the Sculptor's inner critique.
pickled in it's own toxic fiery blood. • There so many of these bloody piranhas-like fishes,
not just in the water, there are an unreasonable level
Encounters (d6) of them flopping all over the shore. And somehow
1. The Pink Wyrm! they get between the crevices miles up the beach and
2. 1d4 Pink wyrm spawns (non sentient) under rocks, somehow still relatively fresh or even
3. 1 Sentient wyrm spawn hiding from it mother    alive. It's baffling.
4. 2d4 Pale pink servitors
5. 2d6 Giant worms Encounters (d6)
6. 1d6 Fiery blood intoxicated warriors 1. The Sculptor’s sad ghost
2. d3 statues brought to life, trying to find a meaning
Treasures (d6) to their existence
1. Red, white and pink gemstones 3. d6 Mad statues brought to life, unfinished or
2. Pink scales or dragon teeth broken.
3. Solidified dragon blood deposit 4. Lonely and perfect living statue
4. Small (and probably forgotten) hoard of the Pink 5. Violet centipedes, harsh critiques
Wyrm 6. 2d10 piranha-like fishes
5. Warrior pickled in toxic fiery blood
6. Red, white or pink fiery flower Treasures (d6)
1. Earlier peaceful era statuary (slightly broken)
2. Experimental era statuary (slightly broken)
3. Near perfection sad era statuary (slightly broken)
4. Dynamic angry era statuary (mostly broken)
5. Perfect statuary (mostly broken)
6. Sad violet flower growing from a statuary “wound”.
05 Tower ofthe Twin Wizards. 06 - Divine River
Aelris and Ealretha, brother and sister, Dawn witch A sluggish brown flow, wide and shallow, filled with
and Twilight mage. Engaged in a cold war of petty fatty flat mud fish, its banks covered with tall reeds
slights and outrageous culinary one upmanship. that hide the countryside form the river. The reed
banks are home to simple, kindly fisher folk who deny
The Tower of the Twin Wizard was formely know as the existence of anything beyond the river (their god)
Fort Bander. and the reeds (their home).
A sprawling high stone castle built in the style of the
19th crusade (a scholar can tell from the adorable Rumors
gargoyles). Until the Twin Wizard relocated there, It • Make an offering to the river spirits or they won't let
was mostly abandoned except for a small community you cross again.
of drunkards living the rooms surrounding what used • If you make a special offering to the river god, he
to be the lady's garden, where plums provide them may change both his and your’s sex and gender. There
with material to brew powerful wine. If the Pink is small chance that the river become intersex (and
Wyrm (03) learns of Fort Bander, it will happily ther person making the offering).
relocate to the ancient fortress. The river god or goddess grant different spells to their
clerics.
Encounters (d8)
1. Aelris the Twilight mage or Ealretha the Dawn Encounters (d6)
witch 1. 1d6 Fisher folk
2. 1d6 Magical servitors seeking ingredients or 2. 1 Fisher folk lonely outcast
fighting each others 3. 1d4 River priests (clerics) making offerings
3. 2d4 Animated ingredients, dishes or culinary tools 4. 1 River spirit
4. 1d6 busy apprentices 5. 1 Reed spirit
5. 1 Summoned extra planar chef 6. 1 Gigantic flat mud fish
6. Gourmet and their entourage of 1d8 servitors and
body guards Treasures (d6)
7. 1d6 Drunkards picking prune or stealing 1. Reed tomb and sarcophagus (weaved with reeds)   
ingredients from the twin mages 2. Forgotten or rejected (cursed) offering
8. 1d4 adorable gargoyles 3. Remains and forgotten loot of the 19th crusade
  4. Wrecked ship cargaison
Treasures (d8) 5. River or reed spirit gift
1. Exotic or extra planar ingredients 6. White and blue reed flower
2. Master craft and precious culinary tool
3. Cauldron made of precious or enchanted metals
4. Rare recipes book (chance of being animated)
5. Cooked gems, produced while experimenting with
extra planar recipes
6. Cache of surprisingly high quality prune wine
7. Forgotten treasure of the 19th crusade
8. Twilight or Dawn flowers
07 - The Expanse ofShell 08 Horror Spires.
A plain that starts in the river reeds, and climbs Many years ago a monstrosity fell to earth here,
upward to the rocky hills, the Expanse is filled with leaving a poisoned crater. Two great tentacles were
millions of snail shells - from the pinhead sized ones left protruding straight up from the ground where
that crunch like gravel on the ground to titanic towers they froze solid in this (to it_ alien atmosphere. Since
of shell that form the outposts of shell hunter clans that time they have been hollowed out and burrowed
(who seek the absurdly valuable opalescent shells of through. In fact the entire subterranean petrified
extinct snails) or the dens of giant flail, javelin and corpse has been repurposed by goblin wizards who
iron-head snails. now use it to house their guild as they mine the alien
innards for material with magical properties.
Rumor
• Shell Barrows of the Snail Wights. These calciferous Rumor
tombs are rich with the burial goods of the ancient • Some of the alien's cellular organisms survived and
snail folk but their bizarre, necromantic sorcery roam the new catacombs, some even being trained by
lingers long after death. the goblins as pets and vehicles.

Encounters (d8) Encounters (d8)


1. 2d4 Shell hunters 1. 3d4 Goblins
2. 1d4 Flail snail 2. 1d4 Goblins wizards and 1d6 goblins
3. 1d6 Javelin snail 3. 1 Goblin wizard and a alien organism pet or vehicle
4. 1d3 Iron-head snail 4. 1 Human wizard gone feral
5. 1 Angry  snail wight 5. 1 Alien cellular organism
6. 1d6 Snail folks seeking their ancestor shell 6. 1d6 Underground critters with a taste for goblins
7. 1 Snail less snail folk necromancer 7. 1 Alien parasite, roll 1d6 on this table to see what it
8. 1 Gigantic venerable snail seeking it final place to is controlling
rest 8. 1 Sleeping alien horror’s spawn

Treasures (d6) Treasures (d6)


1. Calciferous tomb of the snail folk protected by 1. Goblin devices made of transmuted alien innards
necromancy 2. Goblin artwork made with petrified alien innards
2. Shell’s pearl 3. Ancient treasure looted by goblins
3. Opalescent shell   4. Ancient goblin wizard tomb
4. Amber, saffron or golden shells 5. Crystalized alien organ
5. Shell hunter tomb or cache 6. Fractal alien flower
6. Orange snail flower
09 - The Great Snail Cat statue 10. Cultist Boomtown
A festival happens there once a year. This year the Assembles every year for the Great Snail Cat Festival.
stars are right and the Great Snail Cat will show itself. This time though, rival cults and militant churches
have come in force.
Some say that the Great Snail Cat is a demiurge from
the primeval era, the God of Sloth, and that it has Encounters (d6)
outlasted all other deities, by virtue of its incredibly 1. 1d12 Cultists
slow metabolism. Some say its gut is still processing 2. 1d6 Cultists VS 1d6 rival cultists
the nectar of immortality, and these traces of divine 3. 1d6 Militant clerics
ambrosia make the Sloth God a target for treasure- 4. 1d6 Cultist’s children just playing around
hunters. Others dismiss such superstition, and insist 5. Old Veteran cultist and festival goer
that this massive creature isn't truly immortal, and 6. 1 Dangerous criminal hiding with the cultists
that it was dealt a mortal wound long ago, but simply
hasn't gotten around to dying. Treasures (d6)
1. Boomtown heart, a ward against evil spirits
Encounters (d6) 2. Cultist’s relic in reliquary.
1. 1 Formless spawn of the Great Snail Cat, God of 3. Ceremonial robes and tools
Sloth. 4. Cultist funeral tent full of offerings   
2. 1d6 Treasure hunters 5. Loot hidden by a criminal hiding with the cultists
3. 1 Immortal treasure hunter, turned mad by the 6. Grey desert flower, unnoticed, growing near a tent
nectar of immortality or a altar
4. 1d4 Displacing caterpillar cats
5. 1 Massive and sleepy sloth creature 11. Eastern Tar Pit, Alien Goo Streams
6. 1d8 Festival goers still lost in their reveries  
The tar pit was contaminated by alien organisms from
Treasures (d6) the Horror Spires (08). Alien goo streams, thick
1. Sacred cat jar containing the nectar of immortality purple slime flows from the poisoned crater, mutating
2. Sacred cat jar, empty but ornamented with precious the local flora and fauna.
metals.
3. Metabolised gem Encounters (d6)
4. Ancient altar and temple’s treasures 1. 1d6 Mutated purple tar creatures
5. Treasure hunters forgotten cache 2. 1 Tar troll vomiting alien goo
6. Dark flower growing from the remains of a 3. 1 Tar brewer experimenting with alien goo
mineralized immortal 4. 1 Alien organism coated with tar
5. 1d6 Tar miners, may have mutations
6. Mutated poisonous flora

Treasures (d6)
1. Solidified tar containing mutated purple gems
2. Alien poisonous fossils
3. Tar brewer tomb
4. Vein of rare or magical ore
5. Tar troll’s heart teint by alien goo.  
6. Mutated purple tar flower
12. The Mountain ofthe High Avian 13 Spewtop Erptuticus, the Mountain of
University Plasmatic Doom
Bird people Scholars come to uncover the secrets of It rumbles every morning at dawn, spewing a bit of
the world. Mostly they are preoccupied by the color of hot mess (1 in 6 chance of 1d3 plasma children
the sky. Some claim it is Greyish-Purple. Others claim spawning from the spew). The resulting melted
it is Purple-Grey. These two schools argue fiercely and landscape immediately surrounding the mountain is
outrightly shun any who claim that it is more like the perfect breeding ground for plasmic creatures and
Indigo. violet centipedes (see key #12).

They are disturbed by the frequent attacks of the Rumor


Violet Centipedes that burrow into the mountain • It is thought by some on the Mountain of the High
below. These many-legged creatures are also very Avian University (key #12) that the plasma is a direct
unforgiving art critics, berating any who would dare result of alien goo (key #11) interacting with arcane
cling to the precepts of Cubism. lava streams deep in the roots of the mountains where
there might be an active magical war conducted by the
The base of the mountain is also know as the City of lava people to uncouple the goo and the lava. But
Misspent Youth, a town of runaways and orphans. Let that's just a nasty rumor, right?
your inner “Peter Pan” out. The kids are hiding out in
an area at the base of the bird people towers having Encounters (d6)
wild antics right under their beaks while they are 1. 1d6 Plasma children
staring at the sky and arguing about it's color. 2. 1d6 Plasmic spew ejections
3. 1d6 Plasma creatures (possibly breeding) or wild
Encounters (d6) plasma people  
1. 1d6 Bird people scholars 4. 1d6 Violet centipedes (near nest)   
2. 1d4 Bird people scholars arguing with 1d4 other 5. 1d6 Lava magicians seeking plasmic people to
bird people scholars decouple  
3. 1d6 Bird people students 6. 2d4 Lava people fused into a plasmic spawn
4. 2d4 Violet centipedes art critics
5. 2d4 Orphans from the City of Misspent Youth Treasures (d6)
6. 1 Flying orphan having found his or her inner 1. Magical geode
“Peter Pan” 2. Plasma egg
3. Crystalized plasmic spawn (failed decoupling by lava
Treasures (d8) mages)
1. Rare book about the mysteries of the skies and 4. Solidified lava mage with glowing crystal heartstone
beyond 5. Artworks cache in violet centipede nest
2. Jeweled stone eggs 6. Pink-orange plasma flower
3. Result of birdmen alchemy: grey, purple and indigo
gold.
4. Birdmen reliquary
5. Clockwork observatory devices
6. Orphan item imbued with “inner Peter Pan” magic
7. Ancient cubism artwork (don’t show it to the violet
centipedes!)
8. Purple-grey or maybe grey-purple sky flower
14. Ancient buildings 15. The Wound
The bird people scholars of the High Avian University The Wound was a regular canyon but the alien goo
keep a close eye on this strange gathering of ancient turned it into a living, bleeding cut, like the world was
buildings isolated between The Mountain of Plasmatic a wounded Titan. The goblins of the Horror Spires say
Doom and The Wound. it is Earth's true form.

The architecture has features similar to Fargl (21), Rumors


though there are certain buildings that seem to be • Sometimes, the Wound whispers truths. That's why
Snailish, Goblinoid, and, most disturbingly, ancient people go there and listen to it.
Bird people. • Sometimes, it snatches people away, because the goo
needs sustenance.
The only observed occupants are Plasma People, who
are either mimicking or developing civilized behavior, Encounters (d8)
including training Violet Centipedes as pets, mounts, 1. 2d4 Goblins of the Horror Spires pilgrims
and beasts of burden. Occasionally Lava People are 2. 1d4 Plasma people with 1d4 violet centipede beast
seen to invade from tunnels below, but the Plasma of burden
People have so far repelled their attacks. 3. 2d6 Small fleshy creatures crawling out of the
wound
Rumor 4. 1 Fleshy large creatures crawling out of the wound
• Once, an Avian scholar landed and tried to talk to 5. 2d6 Healers chanting and trying to heal the titan
the Plasma People. They went about their business as wound
if he wasn't there. Eventually, frustrated, he tried to 6. 1d4 Bird people observers
push one of them. His hands were consumed in the 7. 1d6 Human pilgrim seeking truth
Plasma, and the People still did not acknowledge his 8. 1 Human adventurer seeking someone snatched by
existence. He flew back to his group with the last of the wound
his endurance. As they left to tend his wounds, one of
the group reported seeing a Plasma Person look up at Treasures (d6)
the group. It seemed to wave. 1. Flesh covered goblin pilgrim tomb
2. Forgotten healer’s material or offerings
Encounters (d6) 3. Fleshy item growing from the wound
1. 1 Wild plasma creature 4. Abandoned bird people observatory
2. 1d8 Plasma people 5. Fleshy pods, edible like fruits
3. 1d4 Plasma children 6. Orange canyon flower, growing from a bare rock
4. 1d4 Plasma people with violet centipedes pet or
mount.
5. 1d4 Bird people observers
6. Lava people scouts (1d6) or war party (2d6)

Treasures (d6)
1. Carved magical geode
2. Plasma gem
3. Plasma flesh tool
4. Plasma flesh artwork
5. Previous civilization forgotten tomb (Snailish,
Goblinoid or Avian)
6. Pink-orange plasma fruit
16: The Pilgrim Snail City Treasures (d6)
1. Oracle’s egg
It snail left the slime trail on it own, following a 2. Dark egg
mystical vision. It wander in the north, maybe 3. Eggs nurse tomb
searching a path toward location 07. A misfit 4. Offerings from pilgrims
collection of people and creatures seeking spiritual 5. Half buried ancient urns and other vestiges
awakening follow it. 6. Green nimbus flower

Encounters (d10) 18- The Rusty Iron towers


1. 1d6 Snail city handlers
2. 2d4 Snail city zealots Once a proud fortress for the dwarvenkind from the
3. 1d4 Snail city priests Ore Mountains. Legends says that they've engaged in a
4. 2d6 Snail city citizens century war with large monster from the
5. 1d8 Snail city warriors underground, that feed upon the pure dwarven iron
6. 2d6 Refuges from the fortress and towers...And hundreds of
7. 1d8 Pilgrims treasures are lost in those ruins…
8. 1d6 Non human pilgrims
9. 1 Human eating monster hiding with the pilgrims Encounters (d8)
10. 1d6 Slime collectors   1. 1d6 Dwarfs archeologists
2. 2d6 Rogue dwarf miners
Treasures (d6) 3. 1 Dwarf guardian
1. Holy snail slime (work like blessed water) 4. 1 Mad iron eating dwarf
2. Snail city coins 5. 1 Rusted ghost dwarf
3. Shell crafted items, weapons and armors 6. 1d6 Rust monsters
4. Trading goods 7. 1d3 Spawns of the iron eating monster
5. Snail jewelry (often religious items) 8. The large iron eating monster herself
6. White and orange curled flowers, grow in the city
slime trail Treasures (d6)
1. Dwarf sarcophagus
17: Oracle Egg Chamber 2. Dwarf stone book
3. Dwarf weapon or armor
It is said that Oracles lay their eggs here before 4. Ancestral anvil or tool
slithering back into the lightless depths. Here the eggs 5. Iron moult of the iron eating monster
sit, glowing noxious green within a nimbus of 6. Bronze Bell Flower
potential futures. Pick one up, ignore how it curdles
your skin. Cradle it, whisper to it, and watch as the
futures align in your favor.

Encounters (d6)
1. 1d6 People seeking the wisdom of the oracle
2. 1d6 Eggs thieves
3. 1d4 Slithering children of the Oracle (have future
sight)
4. 1d6 Snake dancers
5. 1d2 Giant egg eating creature
6. 1 Eggs nurse, ready for battle
19- Tree House Castle ofthe Kid King 6. 2d4 Forest bandits
A prince who was told he could not have a tree house. 7. Patrol (1d6) or travelers (1d8) from the Tree House
The king mysteriously died the following year. The Castle (19)  
prince, who is now king, set to work putting his castle 8. The mad witch
in a tree.
Treasures (d6)
Encounters (d6) 1. Buried treasure from the 19th crusade
1. 2d4 Tree house soldiers and/or 1d4 Tree house 2. Cobalt psychic gems
knights 3. Forest bandits’ cache or grave  
2. 2d6 Tree house paesans or merchants 4. Witch’s cache of anti blue men gear and potions
3. 1d4 Tree house nobles with 1d6 servitors each 5. Dark sprites offerings to the forest
4. 1d6 Forest bandits 6. Blue flower growing in a faery circle
5. 1 Forest ghost
6. The king’s ghost 21 City ofFargl
Treasures (d6) A community of multiple species living together.
1. Tree house coins Under the tyrannical, but disinterested in everyday
2. Copper, silver or gold leafs affairs, rule of Archdespotess Mar Finegravel, an
3. Bronze leaf armor overweight goblin matron. The city buildings are all
4. Living wood jewelry giant mushrooms. The city is known for the
5. Item that belonged to a forest ghost clockworker and the bustling trade with all manner of
6. Weeping ghost flower growing in the shadow of goods from the far east. It is not protected by a
the castle citywall, but through an hedge maze, that the
Archdespotess can shift magically around.
20. The Wilds
An amassing army of three eyed cobalt chipmunks live Encounters (d6)
here. they are angry militants but also telepathic and 1. The Archdespotess with a retinue of 2d6 goblins
enlightened. and 1d6 other servitors
2. 1d6 Goblins gardeners, merchants or clockworkers
Exiled blue women from area 22 live there, they are 3. 1d6 Motley of different species working together
wild and use their cobalt chipmunks allies as mounts. 4. 1d6 Myconids massons
They stole the secret of alchemy from the Red 5. 1 Clockwork creature
Patriarch (22).    6. 1d6 Merchants or adventurers from the east

Also a good witch lives here in hiding. He’s been Treasures (d6)
trying to destroy the evil blue men (22) for years but 1. Fabulous or strange tea set
it’s driven him crazy. 2. Small box of mushroom drug
3. Clockwork device, artwork or weapon
Rumor 4. Rare spices
• The wild blue women want to make a alliance with 5. Lost family jewelry of the Archdespotess
the mad witch to create more of themselves. 6. Red eyes flower growing in the edge maze

Encounters (d8)
1. 1d6 Small forest creatures
2. 1 Large forest creature
3. 2d4 Cobalt chipmunks
4. 1d6 Dark blue sprites or pixies
5. 1d4 Blue dryads
22. Village ofthe evil blue people 4. 1d6 Golins apprentice gathering ingredients for
area 21
Evil patriarchal small blue people live here, each 5. Lost clockwork being (from 21)
generation they exile all but one female child who they 6. The 23th three (a treant)
keep as the breeder for the next generation.
Treasures (d6)
Rumors 1. Grave of one of the blue hermit clones
• The blue people are a failed alchemical experiment 2. Numerology charms tied to branches
to create homunculi with blue dryads sap blood and 3. Stuff gathered and forgotten by goblins
myconids spores. There is a copy of the recipe book to 4. Treasure or remains of the 19th crusade buried
create the blue men in the Archespotess’ library (21). under a three
The mad witch (20) know about this. 5. 23 ancient coins placed in a strange pattern
• Unbeknownst to the men the exiled females have 6. Tiny violet flower, growing in the treant’s footprint
been living in The Wilds (20) and mating with
chipmunks for decades. The revolution is nigh! 24 Mushroom Tower
• The exiled females have been living in the Wilds
(20) and are using alchemy to mutate the chipmunks Slug people have taken over this giant mushroom
for decades. The revolution is nigh!   tower, once an outpost of the city Fargl (see 21). They
brew a potent beer from the mushroom flesh of their
Encounters (d6) home that gets more and more unstable  every year. It
1. 1d100 Blue men is said the slug people raid graveyards to turn the
2. 1 Blue woman with 1d6-1 blue men bones of dead vertebrates into internal scaffolding -
3. 1 Red Patriarch and 2d6 blue men but as nobody else but slug people are allowed inside,
4. 1 Blue man specialist with 1d6 blue men no outsider knows for sure.
5. 1d6 Unstable contagious blue men reverting to
their primordial homunculus goo Encounters (d6)
6. 1 Runaway blue woman 1. 1d4 Slug people
2. Slug people chef brewer
Treasures (d6) 3. 1 Drugged myconid masson
1. Blue gold 4. 1d4 Drunk slug people
2. Potions brewed by the patriarch 5. 1 Giant pet slug
3. Humonculi goo crystalised into cobalt or gemstones 6. The slug patri-matriarch
4. Gifts made for the blue woman
5. Potions secretly brewed by the blue woman Treasures (d6)
6. Blue-White alchemical flower 1. Primordial beer
2. Graveyard loot
23. Twenty three trees 3. Treasure from Fargl (21) looted when the tower
was taken over
Doesn't matter how many you cut down there are 4. Snail shell or vertebrate skull beer mug   
always twenty three. Nobody does though as they've 5. Snail people ornaments
heard what happens to those that do. 6. Grave turnip

Encounters (d6)
1. 1d6 Numerologists studying the forest and counting
things.
2. The blue hermit (left area 22)
3. 1d6 Wild goblins (lost apprentices who started their
own tribe)
25, 26, 27 the Snail Cities Encounters (d10)
1. 1d12 Snail people citizens (vanguards, consorts,
The massive Snails of Shazaar have made a century despicables)
long journey through the forest (28) bringing with 2. 1d12 Non snail people citizens (vanguards, consorts,
them entire cities of those curiosity seekers or their despicables)
descendants. 3. 2d4 Flails guards
4. 1d6 Shells merchants or officials  
The citizens try to recruit new members of their 5. 1d6 Slime gatherers
collectives based on prospective results when the 6. 1d6 Slime shapers
snails stop. 7. 1d6 Snail handlers or healers
8. 1d4 Bird people observers and spies (see area 12 and
Some insist they will mate 28)
Some insist they will not stop until they find the sea. 9. 1d6 Slug people saboteur (see area 28)
Some believe a god has called them to be draft animals 10. 1d6 Humans and non humans visitors
for their sled
Treasures (d6)
The factions gamble constantly with one another on 1. Snail shell jewelry
both the snails behaviors or really anything that they 2. Slime gems
can observe from snail back. 3. Ornamented tools and instruments
4. Precious wine or beer
25 is the Vanguard Shell City, it has giant siege 5. Solid slime artwork or items
weaponry and and a nasty mouth it uses to clear out a 6. Red-Black southern sunflower  
slime path. This process causes a racket that means
that the Vanguard Shell is constantly shaking, nobody 28. Forest ofthe Shelless
permanently lives on the Vanguard Shell do to this.
Everyone is concerned about what will happen when The gloom of the forest is intersected by deep swathes
it reaches Fargl. of snail city destruction. Canyons of felled trees,
polluted with the purple puddles of snail waste form
26 is the Consort Shell City, the largest of the three toxic thoroughfares. In the darkness, away from the
and the one with the largest population. It always has open air rubble of snail city destruction, lurk the
music playing and art performed in a grand spiritual jealous and spiteful Shelless. Man sized tree slugs
manner. The Consort Shell gentle crawls across the scorned for generations by the Snail cities and their
slime path that is laid out for it. passengers. The snail cities have destroyed their lands,
and denied them access to the wonders aboard the
27 is the Despicable Shell City, where the undesirables shells.
are sent. Except for the really undesirables who are
either fed to the snail or tied down by the side of the Rumor
path. Despite being a runt compared to the others, • Delegation of bird people from 12. have agreed to
Despicable Shell has more people on it than covertly fly the shelless aboard the snail cities in shady
Vanguard. The poor thing is more diseased and it's nighttime missions filled with mischief and mayhem.
passengers more desperate and weird than Consort. The bird people use the distraction of the slug people
attacks to do as much spying and intelligence
gathering as possible.

Encounters (d6)
1. 1d6 Silent and shy slug people
2. 1d6 Spiteful and jealous slug people  
3. 1 Assassin slug
4. 1d4 Bird people spies 30. The Iron Gate ofEsprix
5. 1d6 Human refuges
6. 1 Shelless snail people outcast Arguably never successfully sieged, the Gates are
synonymous with an impassable barrier. The Colossus
Treasures (d6) outside commemorates an ancient general who
1. Jar of fermented tree sap defended the city from the Great Horde. Despite such
2. Slime gem great legends, the Archdespotess has secretly sent a
3. Slug people poteries team of goblin sappers to undermine the statue and
4. Remains of the 19th crusade topple it directly into the gates. Once the city’s
5. Ancient grave defenses are punctured and her militia pillages the
6. Shadow magnolia vulnerable interior, she’s have no rivals for her trade
routes.
29. Forest ofpetrified giants
Encounters (d6)
The first giants gathered to learn their history; it 1. 2d6 City guards
turned them to stone. There are no learned giants left. 2. 1 Thoughtful general seeking the silent counsel of
the Colossus
3. 2d4 Great horde’s pilgrims, visiting where one of
Encounters (d8) their great heroes died a century ago.
1. 1 Wild giant, barely able to talk 4. 1d6 Goblins sappers or spies
2. The last learned giant, nearly petrified, move in 5. 2d4 Travellers resting at the feet of the colossus
slow motion, take a hour to say a word 6. 1 Venerable veteran of the 19th crusade afflicted
3. 1d6 Scholars trying to find petrified books with a curse of longevity revisiting old memories. He
4. 1d8 Angry violet art critic worms who mistake the or she still remember the location of a crusade
giants for artworks treasure
5. 1 Medusa gardener who live in small cottage with
her sisters Treasures (d6)
6. 1d6 Stone eaters 1. Weapons or armors offering
7. 1d3 Wild life animal who made their home in this 2. Coins offering
strange forest (deer, bear, etc) 3. Goblin sappers’ cache (coins, provisions, tools,
8. Sculptor-adventurer who travelled a long way to weapons, etc)
study the stone giants 4. Poetry scroll offering (worth something on the
black market or in distant city)  
Treasures (d6) 5. Red clothing, item or minor jewelry offering
1. Petrified book (opened one are worth a lot more) 6. Bleeding carmina flower
2. Petrified giant items that are beautiful or still usable
3. Giant’s gold that slowly un-petrify over the years
4. Petrified scholar or noble still clothed and wearing
jewelry (the work of the medusas)
5. Abandoned work of art done by a sculptor-
adventurer
6. Teal rose growing in the palm of a giant
31. The City Karkhera Encounters (d6)
1. 2d4 Red guards
Some six centuries ago it is said that a palace of red 2. 1 Red cult priest with d6 cultists
stone descended from the clouds and came to rest in 3. 1d6 Sick persons collecting water
the lands of the mound-builders. The people here are 4. 1d4 Briskoli Healers collecting water or healing
tall and rust-skinned, and favor fractal tattoos. They people
do business with the Snail Cities and are rivals with 5. 1 Water blessed one (someone who was healed by
the Archdespotess. They are renowned astronomers the water)  
and have skill in the making of balloons and airships. 6. Roll on location 31 encounters
Their balloons are well used but their airships are still
experimental. Treasures (d6)
1. Karkhera holy coins
Encounters (d10) 2. Offerings on small scarves decorated with fractal
1. 1d4 Noble with elebarorate fractal tattoos patterns
2. 1d6 Mound-builder metis, have a slightly different 3. Offerings in small reed boats
culture 4. Ornamented healing water carafe or bottle
3. 2d6 Citizens (mostly rust-skinned people) 5. Tourist’s offering (items from distant lands)
4. 2d4 Red Guards 6. White water lilies, become red when taken out of
5. 1d6 Snail city merchants the water
6. 1d6 Archdespotess’ spies
7. 1d4 Tattoo demons in possession of a host 33. The Sword Pampas
8. 1d6 Astronomers sharing their theory to the public A region of tall grasses, their leaves edged with sharp
9. 1d4 Ariship engineers   spines that lacerate unprotected flesh and their pollen
10. 1d6 Balloons pilots intensely irritating. The Pampas is inhabited sounders
of scarred, rheumy eyed feral hogs, a few of which
Treasures (d6) have grown to giant size and the ruins of at least one
1. Red stones artwork and jewelry overgrown manor.
2. Mound-builders ancestral artwork and jewelry
3. Fractal scarve, cloak or veil Giant turnips - a populace of underground Rabbits
4. Mastercraft astronomy tools live around them, very protective. A hole in one of the
5. 19th crusade artwork and medals turnips leads to their underground city. The turnips
6. White-pink mound flower act like trees in this environment and the rabbits have
to fight off the boars.
32. The pool ofBriskoli
Encounters (d6)
A legend says that the pool of Briskoli will give fresh 1. Cloud of sword grass pollen (save vs irritations)
water with slight healing properties forever, but it will 2. Dancing sword grass (resolve like a trap)
dry up and something horrible will happen if the 3. 2d4 Feral hogs
water is ever tainted with red. The source of this old 4. 1 Elder hog
tale, or the identity of "Briskoli", is long lost, but the 5. 1d6 Ruins scavengers (squat in the overgrown
people treat it as an important tradition and keep an manor)  
honor guard to protect the pool from anything red. 6. 2d4 Rabbit people from below (some of them are
Everybody knows it is just a fairy tale, of course, hairless and blind)  
although nobody has dared "tainting" the pool with
anything, red or otherwise ... yet. Treasures (d6)
1. Vestiges from the 19th Crusade
2. Buried treasure from the 19th Crusade (probably
only a bunch of ancient coins)
3. Scavenger’s cache
4. Giant turnip storehouse containing items from
35 Swirl-House Island
below
On this small island in the river are two buildings, the
5. Red Shard flower, rarely blooming, growing on
Swirl-House and the home of the Swirl-House
sword grass
Keeper. The direction of the flow of water around the
6. Dark giant turnip, grew near a corpse.  
island is dictated by the controls within the Swirl-
House. The Swirl-House acts as a beacon and indicator
34. Carasmill for those traveling by water as to which direction the
water swirls.
Caras was once a humble village, although one that
would openly dream of greater prosperity. Errant
The direction must occasionally be changed or a bad
wind-wizards heard this and came to their village.
thing happens. The Swirl-House Keeper is missing
They built a great windmill and called and bound unto
and the constant counterclockwise direction of the
it a powerful wind demon. It brought Caras prosperity
water is causing the island to be eroded at a rate that is
through its supernatural efficiency, and terror in what
convenient for the campaign.
was required.  
Inside the Swirl-House is a secret door leading down
To continue its work, every month someone's "breath
to the ANTI Swirl-House, a reverse tower into the
of life" must be given to the windmill, either from an
ground. This is a key part of the bad thing that
outsider or a villager chosen by a lottery. This leaves
happens if the direction is not changed. The inside of
them as suggestible, hollow zombies with no human
the Swirl-House Keeper's Home is incredibly messy.
spark. The zombies are brought to the wind-wizards
The Keeper will not return from location/point 1d40
homes north of the windmill where they act as slaves
until the home is clean and tidy.
and enforce the aeromancers' rule. The rest of the
village lives in paranoia, trying to kidnap outsiders to
Rumor
delay the inevitable lottery. The mayor, Alonso, once
• Some say that the construction of the underground
tried to burn the windmill down. People claim it rose,
reverse tower opened a portal to the reverse world.
like a giant most foul.  The mayor is now broken and
The barrier between both worlds is thin there.
insane.
Encounters (d6)
People in the city to the south call it Carasmill, and
1. 1 Memory shadow of the Swirl-House Keeper
speak of it with tones of dread.
(from the reverse tower)
2. 1d8 Shipwrecked ruffians or passengers
Encounters (d6)
3. 2d6 Cats (or rats)
1. The Elder Wind Wizard (probably undead)
4. 1 Amnesic apprentice Swirl-House Keeper (maybe a
2. 1d4 Wind wizards
memory shadow who think she is real)
3. 2d4 Villagers
5. 1d6 Aquatic shamblers
4. 1d6 Lost or escaped outsiders
6. 1 Creature escaped from the reverse world
5. 1d6 Hollow zombies
6. The broken mad mayor and 1d6 followers
Treasures (d6)
1. Ornamented spyglass
Treasures (d6)
2. Beautifully decorated map
1. Wind charm
3. Item from the reverse world
2. Wind wizard stilt-house tomb
4. Clockwork device
3. Outsider or villager secret cache
5. Swirl-House Keeper personal item or treasure
4. Offerings to the wind wizards
6. Inverted orange-blue flower that change color
5. Mayor's or Elder Wizard’s lost family heirlooms
when swirl change direction
6. Tinkerbell flowers blooming near a windmill
5. Secret cache of the survivor of the great feast
36 The Big Boat 6. Chitinous iris flower
A group of Giants came from a faraway land in it.
They relish the fact that their enemies are so tiny.
38 The Fargl labyrinth
Riverfolks are saddened by the desecration of their
The labyrinth has a mind of it's own, when not under
god.
the control of the Archdespotess. From the town 22 it
was able to seed itself across the river where it was
Encounters (d6)
able to grow out and be it's own maze. Now it follows
1. Sick pessimistic giant
it's true passion of mildly annoying travelers passing
2. Old grumpy giant
through it and answers to the title of "The aMazing
3. Amputated brave giant
One". If it suspects your an agent of the
4. Lazy giant
Archdespotess, it will more than mildly annoy you.
5. Blood thirsty giant
6. 1 Giant pet or 1d6 giant rats
Encounters (d6)
1. 1d4 Green faces, avatars of the labyrinth’s mind
Treasures (d6)
2. 1d6 Labyrinth children, green pods children, always
1. Giant ornamented weapon or armor piece
give confusing answers
2. Giant bracelet or jewelry
3. 1d6 Lost travelers, adventurers or bandits
3. Giant ornamented goblet or mug
4. 1d6 Lost M'n'chaka warriors (from area 37)
4. Magical harp, belt, gauntlet or boots
5. Lost people from area 39, roll a d4 on this area
5. Loot from distant land beyond the river
encounters table
6. Gian buttercup flower  
6. 1d8 Lost goblins or agents from area 21, mostly
turned mad bt the labyrinth
37 M'n'chaka Forest
Treasures (d6)
The M'n'chaka people live on the edge of a small
1. Fools coins (turn into leafs when leaving the
forest. They are warlike, but have not fought another
labyrinth, may have value for creating potions)
race in many generations - they have killed and eaten
2. Equipments or luggages left behind by people lost in
all their enemies. They have created peace, though are
the labyrinth
still incredibly violent. They will attack anything that
3. Gem fruit
enters their forest. They are 4in/10cm tall.
4. Half buried vestiges of the 19th crusade
5. Statue, bust or fountain conjured from the ground
Encounters (d6)
by the labyrinth’s mind (can be animated by green
1. 1d6 M'n'chaka warriors (telling tales of imagined
faces)
enemies)
6. Peaceful mind flower  
2. 1d3 M'n'chaka priestess or blind warseers
3. 1d4 M'n'chaka children
4. 1d3 M'n'chaka elders
5. 1d6 M'n'chaka huntress
6. Secret survivors from the time of the great feast

Treasures (d6)
1. M'n'chaka ornamented weapon or armor
2. M'n'chaka ornamented trophies
3. M'n'chaka jewelry
4. Artwork inspired by the culture of their devoured
enemies
39 - The Hand ofMighty Wisdom 40. The Hills ofBoffret
A hand coated in purple scales, tall as an oak. It sees
Burial mounds like lumpy dough, tended to by the
all, and so can answer any question, but only if you
descendants of the peoples who preceded the city of
give it a gift it has never before received.
30-32. Trees and shrubs are utterly forbidden and
attacked with great ferocity, as their roots will disturb
Rumor
the dead. Each mound has several organic Heaven and
• Some say that the hand is the hand of a Titan
Hell nodules underneath, where interred bodies
trapped under the earth. He has been trying to
slumber and dream.
communicate with people to try and find away to be
free. A cult has misinterpreted its signs. It speaks in an
Encounters (d6)
ancient form of sign language. The Giants of 36 know
1. 2d4 Mounds people
it.
2. 1 Living ancestor (ancestor fully returned from the
deads, have strange healing powers)
Encounters (d6)
3. 1d4 Undead but friendly ancestor (thinking they are
1. 2d4 Titan’s cultists
alive or dreaming)
2. 1d8 Pilgrims
4. 1 Dream fragment (dreamed by a slumbering
3. 1d6 Scholars
ancestor)
4. 1d6 people seeking selfish knowledge (spies,
5. 1d6 Rooted ones (angry undead ancestors full of
treasures hunters, conspirator)  
roots, some take root to contamine more graves)
5. 1d6 Purple grabbers
6. 1d4 Spirits of the heavenly or hellish nodules
6. 1 mute giant
Treasures (d6)
Treasures (d6)
1. Mounds people offerings to the deads
1. Sculpted hands left as offerings by cultists
2. Caern containing a grave robber head and all of his
2. Ring left as a offering by a pilgrim
gear
3. Purple gem encrusted in marble
3. Crystalized dream fragment
4. Remain of the 19th crusade encased in rock hand
4. Heavenly or hellish artifact from a afterlife nodule
growing from the ground
5. Engraved spirit stone (often left near mounds to
5. Shed purple scale (the oldest are worth more)
protect them)
6. Five petals ivory-purple flower  
6. Grey daisy flower, grow on older mounds

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