Sunday, 8 April 2018

Jungle Trek session 4: that which does not killlll mmmeeeee

Session four of a golem, a hyena man and two mentally scarred humans making their way through scenic Xen'Drik. This time on Jungle Trek: mutations-a-go-go, fun with prismatic walls, please do not disturb mistress, and flying a teleporting fortress tomb. Also, I am torn between railroading, nudging players towards stuff I've prepped, and giving them free reign - end up going with the last one. 

Our noble, heroic, stalwart explorers:

  • Drake - male human healer [non-player character, hireling]
  • Eorie - female human rogue [non-player character, hireling]
  • Santash - male kalashtar psion who shoved his mind into his psicrystal [non-player character] dead

And their decidedly less Good-aligned fellow travelers:

  • Indiana Gnoll - male Gnoll ranger. Whip, gills, suckers. Deranged laugh. [player: Robert]
  • Woody the Warforged Wizard, currently a black-and-white ogre-bot [player: Bas]
Last session, the group infiltrated a flying fortress/tomb hanging over a lake, fought Wyverns and mutated teen giants (there's a band name), and found an enormous map with dozens of highlighted locations all across the continent.

My adaptation of Trilemma's awesome Lantern of Wyv

This wall is odd - also, I'm blind now

In the map room, both Indy and Woody notice that Ak the bound caretaker Djinn is standing conspicuously in front of a piece of wall map with an island that shouldn't exist. He's definitely hinting the group but can't say anything outright because of the crippling control geas he's under.

I keep playing Ak as sort-of-helpful but also end up using him to keep the wandering monster away from the players. Next time use less deadly wanderers but let them roam free?

Prodding proves that the wall is an illusion, Woody sticking his head through strikes him blind in an instant by a riot of lights. It wears off in a minute, but the team decide that a breather is probably a smart idea before pushing on.


I'm hurt, let's have a lie-down on the nuclear powered altar

When a session stalls, I have found a good way to pass the time is to show Woody's player a random table.

(This comes back to bite me in the ass at the end of the session.)

Any table will do really, but if it involves high odds of completely warping his character, the man is game. And so after a fight with some ogre mages, the black mutation/healing altar on the lower level of the flying tomb / fortress / lab / spacecraft they're in starts to look awfully attractive.

A quick test shows that while Yes, the black altar will heal your wounds and replace them with pearly flesh (or whatever a Warforged is made of), surplus healing runs a chance of mutating you. The group spend an hour of game time happily rolling on this chart. MANY actions points are spent to force rolls onto the beneficial (sort-of) table instead the other one.

  • Eorie ends up smelling pretty rank and has glowing blue eyes (a trial run while the Warforged figures out the controls)
  • Woodie gets two extra thumbs and an extra pinkie
  • Drake is gifted with a hidden smuggling pouch in his abdomen
  • Indy gets a set of gills, realizes he can maybe guide the mutations by cutting the victim subject patient in specific patterns, scars himself with the symbol of the Dark Six pantheon, and receives thousands of miniature suckers on his skin so he can now spider climb.
  • Everyone gets the spider climb mutation when Ak mentions the altar can also transfer powers between subjects.

A good night's sleep is only interrupted by Ak using his illusions to generate light shows and noise on the upper levels - "to keep Master distracted - she gets restless this turn of the century". It turns out that leaving someone's body on the altar mid heart attack turns them into the classic misbegotten "killlll mmeeee" - technically alive, but not in a good way. The altar will happily try to keep healing the resulting mess until it loses all cohesion. And this 40.000 year old giant wizard is still around.

Sleeping beauty

Behind the illusionary island in the map room, the group find a healthy Clone of the wizard - Giant, female, three eyes - behind a half-decayed Prismatic Wall spell. The Clone is set to revive when the original body dies, which hasn't happened yet because Ak is spitefully keeping the mute thing alive.

Woody discovers the wall's effects the hard way (sorry) when he tries to outsmart the wall's blinding effect by walking through the protecting illusion, eyes closed and a hand outstretched. He isn't struck insane or sent to another plane, but does get turned into stone.

Back to the healing altar it is. It takes some convincing the site's pixie-sized Drow cleaners that no, the block and tackle should not be cleaned up while the group is using it to lower themselves down a level. Much hauling of a quarter ton statue down to the healing altar later, Woody is turned back into his regular shape, plus one quickly carved symbol of the Dark Six on his shoulder (thanks Indy) and leeched of all color.

The group finally convince Ak to walk through the protective wall, slip a petrifying ring onto the Clone, and then set out to explore the rest of the complex.

I got my eye on you

In the obligatory library/lab, the team find the wizard's enormous spell book, engraved on metal plates (see bottom of post) and a special type of Artifact Spell carved into the wall of the lab. It cannot be copied or written down, but can be learned as a level 2 spell to grant one round of True Seeing.

Crappy rolls finally alert Master to the fact that all's not entirely well in its home. Soon, her amorphous flesh rolls into the room, three eyes floating in the mass and shooting eye beams (adapted) Worse, the regenerating thing splits into three and starts to engulf and digest people. Fire spells have limited effect, Indy's magic whip slowly whittles down the thing's hit points, and Woody provides summoned elementals to tank most of the Constitution damage, but it's a tough fight with eye beams shooting curses, paralysis and lightning around the room.

The witch is dead, I'm outta here

The fight ends well for the party - one magic eye is squashed, two of the giant's eyes are kept intact and can probably be trained as limited wands. (bestow curse, Will 17 or -6 Dex for 9 rounds; and 2d6 lightning damage, Reflex 16 for half damage; both with a 60ft range).

The eyes also allow access to the wizard's vault (book of biomancy, bonus to control the mutation altar - we'll get to that - ring of +1 saves and protective bracers +4 AC).

Indy has sucked up a total of 5 Constitution damage but slowly recovers during the next week. He does get a nice post-combat bit of damage when Ak finds out his geas has been broken when Master died, and he can now directly hit 'students' in the face after millenia of having to bow to trespassing kids. A satisfying punch in Indy's snout later, he flies out of the fortress.

I should have ended it there

But I didn't. The session finale is past, and the players evidently feel safe enough to start fooling around.

"Can I transfer all the mutations from the Ogre Mages onto myself?"
Why yes, with a horrendous (I thought) difficulty of 30/40/50 on the check to gain size, defenses and spell powers. Woody ends up weighing 2400 pounds, is now ogre-sized, and regenerates. On the plus side, minor mutations mean he's also covered in shiny black scales, has a lamprey mouth on his throat, and (stroke of luck for the already genderless 'bot) loses all genitalia.

I inform the player that he's free to keep mutating, but checks will become harder the more off-baseline he is. 

"Can I fly the fortress?"
Yah, sure - the first experimental shove you give the helm knocks the whole thing sideways and teleports you to an enormous buried city which is slowly uncovered by a massive waterfall.

Look for this Iain M. Banks-stolen Nameless City in a follow-up post.

I really should have ended it there

This was the place I'd have like to send the party to next. Intrigue, danger, excitement, ties to far-off centers of civilisation, dynamic and constantly changing environment, I was looking forward to using it! 

But I didn't end the session here - or perhaps I rightly avoided railroading the group. In any case, when the players said:

"Awesome, we can teleport this place! Can we try again by coordinating between the map room and the helm?"

...I told them I also had a random table ready to decide where they'd end up. No sooner did I say "random" or poof, the flying tomb had left the Nameless City far behind. From half-remembered history lessons, the group gathered they were now over the vast ruins of Pra'Xirek, once metropolis of the Giant empire.

I ended it

Remember those pixie-sized Drow cleaners? I reworked me some Quicklings because I adore hyperfast attention-span-of-a-gnat faeries. I roll honest random encounters every now and then, and Indy spots a trio of the little assholes taking a critical look at the petrifying ring that the team slapped on the wizards's back-up clone body. Kicking them through the prismatic wall ends up petrifying two of the three mini-Drow, the third climbs up to the offending jewelry, and the party beat a hasty free-fall out of the fortress before they have to deal with a mad archmage.

I'll roll next session to see if the drowling gets the ring off, and if the wizard revives at all. 

Fin.

Spellbook


1 - Wave shield

VS, immediate action, target: self
DR/- and fire resistance equal to your caster level against 1 attack

2 - Aboleth's lung

VSM (seaweed), standard action, living creatures touched, will resists, total of 1h/level
targets can breathe water, cannot breathe air

3 - Storm step

VS, standard action, target self, range 25ft + 5ft/2 levels, Reflex halves; Spell Resistance yes
- teleport to visible/specified site within range
- targets between start&end take 1d8/level electricity (max 5d8), save halves
- barriers take damage; if you do not manage to break barrier, stop in front of it

4 - Touch of slime

VSM (acid in glass sphere), standard action, creature or object touched, spell resistance yes
create coating of green slime on your hand; touch attack (fort save) infects one target, 1d3 Con damage/round until scraped off, removed with fire/cold/sunlight (which deals 2d6 damage). Wood/metal take 2d6 dmg/round (ignoring hardness)

5 - Absorb toxicity

VSM (poison thorn), standard action, target: self, duration: 10min/level, save/spell resistance: no
During the duration, you are immune to the first disease or poison you encounter. You absorb it into your body and can release it onto a target or item with a touch attack. If dispelled or if the duration ends before you transfer the poison or disease, save against it as normal.
https://www.d20pfsrd.com/magic/all-spells/a/absorb-toxicity

6 - Conjure black pudding


7 - Planar refuge (safe spot from planar effects)


8 - Clone (duplicate awakes when original dies)


9 - Transmute blood to acid




Artifact spell: Glimpse of truth

Wizard Artifact spell level 2; prepare and use once, cannot copy into spellbook
VS, standard action, range 120 ft, target self

For 1 round, you gain the benefits of the True Seeing spell. You see through normal and magical darkness, notice secret doors hidden by magic, see the exact locations of creatures or objects under blur or displacement effects, see invisible creatures or objects normally, see through illusions, and see the true form of polymorphed, changed, transmuted or posessed things. Further, you see into the Ethereal Plane and see ghosts etc.

Thursday, 22 March 2018

Junglebox - well met in the jungle

After the incredible success of my previous Junglebox Kit post, here's a list of random encounters in the jungle to tide you over when the party has decided to wander away from your carefully designed adventure site.

d12 what the fuck kind of rejects did we run into this time

  1. Foraging crew (3 officers, 3d10 semi-intelligent zombies) of Karrnathi Unterwasserboot Todmansliebe, Capt. Dallmeyer commanding. Experimental transplanar strike craft, hopeless navigational issues, no clue the War is over, amiable disposition and high morale. Crewed to capacity, low on fuel crystals and other supplies. Prone to ask "vich vey zo Sharn, bitte?"
  2. Toll post of Giants on the great river, with watch towers and a huge net across the stream. Allied with local mer/crab/mollusk-men or other assorted Deep One-knockoffs. Embarrassing case of species-crossing STD doing the rounds.
  3. Deeply paranoid party of Shadowbinder Drow on an infiltrition in the soft, weak overworld. Lost in the jungle and even more in their political officer's daily propaganda. Indoctrinated to believe that overworlders will sell their souls, secrets, riches and precious protein for baubles and will fall for the most pathetic schemes. Carry nothing that isn't trapped, poisoned, honed or enchanted to kill. Slave carries their trading supplies of baubles - returning daggers, decoy homunculi, everhungry cloaks, boots of invisible tracks (will hide tracks but leave marks that glow in darkvision).
  4. Serpent Folk slavers (1d6, and 2d4 drugged humanoid guards) returning to market with 3d6 new acquisitions (roll on table of People/sentients). At least one undercover revolutionary in the group - 1d6: 1-3 number of slave revolutionaries; 4 guard; 5 guard and slave; 6 Serpent Folk bleeding heart mistaking suicide vengeance squad of 3 slaves for revolutionary cadre that will help build a just new society where all are free.
  5. Giant ants (1 weary overseer, 1d3+1 soldiers, 2d4 workers) carefully herding oozes and fungi to clear a death trap bonanza Drow burial vault which Princess First of Tender Ministrations has declared the site of her future colony. Going is slow and frustrating, with suspicions of the oozes intentionally leaving some traps intact. Overseer would love for a team of experts do a hands-on inspection of the project. Will promise first dibs on any annoying gold or arcana cluttering the chambers. Will need to contend with oozes having reached critical mass and bootstrapping their hive mind into full-Shoggoth rebellion. 
  6. Happier than a pig in mud-explorers Prof. Livingstone and Prof. Stanley from Arcanix University. Wandering the jungle in blissful ignorance of their treacherous guides, the wild narcotic properties of the local "pipe weed" and the horrific curses on their archeological finds. Curiously lucky in avoiding the many accidents that strike their companions instead of them. Picture two clueless gentleman-explorers gallivanting around the jungle going "I say, what a pretty view, more tea?" while their cartoon villain guides are picked off by flesh-eating spider-horrors. 
  7. Cyclops archaeologist ultra-carefully excavating ancient Giant fortress, keeps berating innocent Hill Giant servants for tearing down delicate structures. Sleepwalks, drawn to buried mindcrystal housing survivor of the big extraplanar invasion from the nightmare realm 40k years ago.
  8. Swamp of super relaxed, doped out tree frog-people enjoying the warm waters. Attended by motley crew of 1d6 wildly different servants (roll randomly for people, animals, vermin) that have become enchanted and docile after exposure to the drug-soaked swamp water. Use as nymphs but with more slime.
  9. Dream merchant willing to provide ancient, weird or just plain otherplanar gear for minor deliveries and fetch quests, clearing of vermin from a local glade, etc.. Actually a bunch of trained phase spiders that deliver shiny crap on behalf of a psychic tree monster that's trying to lure sentient food to its lair.
  10. Stranded House Orien teleporter on a deep secret mission to treat with a Rakshasa demon. Have agreed to both teleport into and meet a an easily described hidden valley. Valley functions as ancient Giant honey pot for invading Quori (nightmare) spirits - you can teleport in, but then a magic circle goes up until the local overseer can check you out. Human and demon very suspicious of each other, playing polite shadow games to find out each other's real, true, actual motivation. Last Giant overseer died 40k years ago protecting hidden vault of promising Giant children in deep stasis. All animals in valley carry soul fragments of stark raving mad nightmare spirits. Have started to eat each other to concentrate spiritual power, take over biped invaders and open dimensional lock. Overburdened crap.
    Take two: two mages + entourage have teleported to this beautiful valley to discuss illegal trade or treasonous activity. Local shaman is troubled by dreams that indicate one of the visitors is a demon in disguise.
  11. Hapless troupe of actors have decided to travel the jungle for inspiration with ever-diminishing band of stage hands. So far, have picked up cursed golden idols, gems that are whispering demon souls, the skull of a ravening ancient vampire, sacred totems of the local filed-teeth Drow, two changeling impersonators, and well hidden and increasingly bemused locals following them with bets on how much longer they'll last.
  12. Burlesque smugglers. (I have no idea. My wife suggested this one while watching Mel Brooks' The Producers.)
  13. BONUS ENCOUNTER FOR WHEN YOU'RE STUMPED BY ANOTHER ENTRY: group of young industrial espionage gnomes hunting for the next scientific breakthrough after elemental binding, necromancy or Warforged. (Could still be burlesque, offers my wife.)
  14. SUPER EXTRA BONUS ENCOUNTER: giant hermit preaching wisdom to bunch of deeply conflicted Drow, which are torn between unending racial hatred for anything over 6 feet tall and the fact that the hermit is a werescorpion, which must surely be a sign from their scorpion god Vulkoor. Hermit's poisonous sting conveys scorpianthropy and is also 99.9% deadly. Drow understandably less than enthousiastic about those odds, but will gladly try to rope interlopers into transfering holy werescorpionishness unto less troublesome vessel, leaving the group free to kill off the hermit without offending Vulkoor.

Wednesday, 14 March 2018

Map: zigguramid

I've got pyramids and ziggurats on the brain - hence, doodling. Here's a take on a mesoamerican-ish structure I hope to use in my ongoing Jungle Trek game.

This place

I imagine this place to be the ancestral home of a priest-ruler, with underground cells (or a lab?), a burial gallery (or vault?) and a sacrificial room with an bottomless pit. Now a ruin, the site has seen a couple of different inhabitants. The caverns or excavations on the right hand side were perhaps made by monsters or barbarian invaders.



A: One story gatehouse on the grand staircase, with many arrowslits (could bear improving, better version in B) and stairs to the underground structure.
B: Elevated palazzo, throne room, bell tower. Arrowslits came out better here.
C: Caves (or digging) breaking into the main structure. Lower cave opens up on the bottomless pit. Probably whatever made them was either from the surface and looking for buried treasure, or from below.
D: Your basic underground lab / prison / vault / sacrifice site.

Some self-commentary

Style clearly stolen (badly) from Dyson. I'm learning to plan out spaces before I put pencil to paper, but am still sketching at too small a scale, I think. Working at a larger scale I could've planned and straigthened out the stairs better, included furnishing in the rooms, etc. Playing around a bit with how to indicate features and terrain. In C, tried to work in inner walls in a big open space, not quite happy with how it turned out (too thin, lacks mass). In area D, I tried first (lower right cave) to copy Dyson's water icon, then settled for ripples in the lowe left cave. Left one looks better to my eye.

Sunday, 11 March 2018

Junglebox kit


Here, for your enjoyment and to force myself to write down these ideas for a change instead of winging it, is my first stab at a junglebox. This is post 1 of a series; will add random encounters in an upcoming post.

This, but better and in different terrains? Sure!

Wavecrawl kit and Sandy box kit - Playing D&D with Pornstars
Forestcrawl kit - Wrath of Zombie
A slowly evolving Fungus/oozecrawl - Goblin Punch, Coins & Scrolls: The Great Rot, Monsters thereofMyconids and their ecosystem


Why you are in this jungle
  1. Stranded after transport accident
  2. Chasing known miscreant
  3. Retrieving lore from hermit
  4. Hunting for legendary creature
  5. Searching for rare herbal cure to deadly plague
  6. Returning cursed artifact to finding site
  7. In race to faraway landmark
  8. Challenged to discover legendary lost site
  9. Questing for semiportable macguffin
  10. Trying to get away from your cesspool of a home town
  11. Looking for source of potent drug
  12. Seeking forbidden magic

What keeps things interesting
  1. No supplies need to live off the land
  2. Lost guide or maps
  3. Natives don't speak Common
  4. Saboteur in the party
  5. Unwittingly carrying artifact of doom (50% chance of pursuing zealots)
  6. Many factions to negotiate with
  7. Haunted by ghosts of tombs you desecrated (50% chance of pursuing zealots)
  8. Yellow bellied party members afraid of every last insect, fungus and snake
  9. Dead weight - expedition member is useless, needs to survive the trip
  10. Natives friendly, way too much into cannibalism
  11. Limited carrying capacity for food, gear & loot
  12. Wasting curse or disease whittling down party

Why you can't just turn around and call it a day
  1. Drunken oath during farewell party to succeed or die trying
  2. Burning hatred for rival adventuring party
  3. Mistook retirement fund for drinking money
  4. Promise to your one true love
  5. Contract with guild master
  6. Quite reasonable request from local Gnomish mafiaentrepeneurs
  7. Crippling gambling debt
  8. Archwizard with 'for the pursuit of knowledge' speach and Geas spell
  9. High priest with 'chosen by the gods' speach and Quest spell
  10. Wasting disease and inflated prices at temple of healing
  11. Entire nation's fate hangs in the balance
  12. Wandering curse - cannot sleep in the same place for more than 1d3 nights

    This place

    • Roll d8 to determine the dominant wildlife.
    • Roll d0 to find out if there are people about, from which culture, and what is bugging them.
    • Roll 1d100 for places: ruins, eldritch locations or other landmarks.

    Dominant wildlife (d8)

    1.    Fungus and ooze (d12)
    2.    Plants (d12)
    3.    Vermin (d12)
    4.    Animals (d20)
    5.    Lively plant life, small wildlife
    6.    Dead-silent foliage, no wildlife
    7.    Alliance: 2d4
    8.    Conflict: 2d4



    d12 Fungus & ooze Plants Vermin
    1 Phycomid Assassin vine Assassin bug
    2 Sky dreamer Calathgar Carrion moth
    3 Giant slug Cobra flower Botfly swarm
    4 Gelatinous cube Crypt flower Blood caterpillar
    5 Ochre jelly Dire flytrap Death butterflies
    6 Black pudding Gallows tree Firecrab
    7 Tyrant jelly Hangman tree Giant centipede
    8 Fungus queen Jinmenju Deathgrip bug
    9 Ascomoid Kawa Akago Scorpion, giant
    10 Violet fungus Phlogiston Scorpion, emperor
    11 Myceloid Udoroot Scorpion swarm
    12 Mindstab fungus Witherweed Tick swarm

    d20 animals d20 animals
    1 Anaconda 11 Megasloth
    2 Brontosaurus 12 Megasnake
    3 Bulette 13 Megatortoise
    4 Crocodile 14 Monkey Swarm
    5 Devilfish 15 Poisonous frogs
    6 Girallon 16 Quetzalcoatlus
    7 Great cat 17 T.Rex
    8 Hippo 18 Terror bird
    9 Iguanodon 19 Venemous snakes
    10 Megacrocodile 20 Wyvern

    People (d10)

    1.    1d3 Hermits (wise folk, witches, oracles, outcasts)
    2.    2d6 Travelers (traders, hunters, slavers)
    3.    2d4 x 10 Camp (nomadic)
    4.    3d8 x 10 Settlement (permanent)
    5.    Empty
    6.    Empty
    7.    Empty
    8.    Empty
    9.    Alliance: 2d4
    10.    Conflict: 2d4



    Culture (d30)
    1 Firebinder Drow
    2 Shadowbinder Drow
    3 Girallon slavers
    4 Slaad
    5-6 Ashen Lotus cult; reroll for cover
    7-8 Giant Ants
    9-10 Serpent Folk
    11 Fire Giants
    12 Storm Giants
    13-14 Jungle Giants
    15-16 Hill Giants
    17 Ettins
    18 Cyclops
    19-21 Vulkoor Drow: loreseeker
    22-24 Volkoor Drow: wrathful
    25-30 Volkoor Drow: hunter

    d20 What is bugging them
    1. Rival tribe conducting raids in territory
    2. Wandering monsters poaching hunting grounds
    3. Shaman is having prophetic seizures of "despoilers"
    4. Bad hunting season. Usual rites and taboos do nothing.
    5. Horrible weather - heat, cold, drought, rain
    6. Burial grounds looted
    7. Youths on rite of adulthood disappeared
    8. Plague
    9. Tools keep breaking and disappearing
    10. The god in the pit grows hungry for a fresh bride
    11. Holy madmen whipping up suicide cult
    12. Drug addiction, stash ran out, trader is late


    d100 Places
    1 Abandoned town 51 Wide river
    2 Razed temple 52 Lake
    3 Sacrificial altar 53 Standing pools
    4 Burial ground 54 Rapids
    5 Giant stone head 55 Waterfall
    6 Trading post - water, land, air 56 Muddy expanse
    7 Crashed skydwelling 57 Quicksand
    8 Bridge 58 Tar pits
    9 Ancient aquaduct 59 Dinosaur boneyard
    10 Vinerope bridges in the trees 60 Gigantic tree
    11 Arena 61 Stone outcropping
    12 Cliff caves, winch entry 62 Steep cliffs
    13 Dream vault 63 Barren expanse between trees
    14 Aberration lair 64 Cave-riddled hills
    15 Mine: metal, gems 65 Oddly cool and quiet grove
    16 Underwater tower 66 Smoke or gas from vent
    17 Ziggurat observ/laboratory 67 Broken ground, slow going
    18 Farming community 68 Pit of green slime
    19 Derelict warmachine 69 Swamp with will-o-wisps
    20 Trapped armory 70 Branching canyon
    21 Temple full of eggs 71 Filled with rare blue flowers
    22 Well with horror and treasure 72 Concentric rings of rock
    23 Decayed watchtower 73 Gems that crumble in sunlight
    24 Line of watchtowers 74 Forest-wrecked structure
    25 Buried quorforged army 75 Impact crater
    26 Crashed skycraft 76 Towering fungal growth
    27 Walking fortress 77 Rage-filled glade
    28 Inverse tower 78 Dried lake
    29 Labyrinth, (dwelling in walls) 79 Broken dam, staggered rapids
    30 Outsider foothold 80 Towering highlands
    31 Magic tree* 81 Warblasted flora, fauna, terrain
    32 Dead magic 82 Hot springs
    33 Reverse river 83 Boiling hot geyser
    34 Floating rock 84 Stone islands in caldera-lake
    35 Haunted slave pens 85 Gigantic quartz shard
    36 Syberis dragonshards 86 Glowing gems in the rock
    37 Canyons are Draconic runes 87 Permanent thunder storm
    38 Sunken town, breathable water 88 Lava flow or pit
    39 Glow orbs mimic constellations 89 Still, clear, bottomless lake
    40 Tilting floating building 90 Very pleasant glade
    41 River of tumbling rocks 91 Dinosaur trapped in amber
    42 Obsidian coral growths 92 Titanskull hermit crab
    43 Field of Slaver Sunflowers 93 Fruit trees and game
    44 Imp caught in amber, watching 94 Tidal caverns
    45 Hut of giant skulls (spellbooks) 95 Mating ground
    46 Giant shadows burned into rock 96 Disorienting spores
    47 Permanent fire pillar 97 Poisonous and flammable gas
    48 Cloud sigils teach magic 98 Giant wasp hive
    49 Magic waterfall** 99 Hill carved into giant face
    50 Magic river*** 100 Lotus field

    1. Untamed. Cannot be crossed by boat or bridge, a bitch to swim across, birds avoid flying over it. Any attempts gets you visits by gremlins, then elementals, then the god of the river himself comes to wreck your shit. Defeat him to cross and to travel faster in the future, but endure his constant challenges.
    2. Forgetfulness. Every encounter check on the river, also roll a Will save or lose a year of memories, starting when you became an adult (first adventure, rite of passage) and moving one year closer to the present every roll.
    3. Adventure. Reroll any encounter check that doesn't result in a direct encounter.
    4. Time. A day of travel will last (d6) 1 10 minutes, 2 an hour, 3 ±1d3 days, 4 ± 1d3 weeks, 5 ± 1d10 months, 6 ± 1d100 years (travel back in time for negative results).
    5. Unchartable. Strange plants, animals and landmarks appear on the banks; end up (d4) 1 unexplicably closer to your goal, 2 several days back along your journey, 3 in the spirit world, 4 at a harbor between the worlds.
    6. Fate. Pronounce your own doom; the DM gets to add half as many words to the prophecy - you know these words. Gain a bonus to saves and checks equal to your level + charisma bonus when failing them would prevent you from meeting your doom. Your doom lies 1d10 years into the future; every time you use the river bonus, it moves one year closer. When you hit 0 years, your doom will come within d4 sessions.
    1d6 magic waterfalls
    1. Dilution. Objects thrown into the waterfall have their power washed away. Good place to wreck a cursed item. Just don't go in with spells memorized - unless you don't mind losing them forever. 
    2. Soul sink. The waterfall destroys away the soul of anything falling into it. A way to end a recurring undead (which is nothing but a stubborn soul puppeteering dumb matter) or an angel/demon. Also a great way to make anyone surviving the trip into a soulless sociopath.
    3. Chrysalis. Falling down the falls frees you to make the next evolutionary step. Roll 1d3 to determine number of mutations gained - for each mutation, roll Fortitude difficulty 15 + (total mutations) to determine whether it comes from the the minor or major mutation chart.
    4. Nihilism. Will save, difficulty 20 nightly to gain any sleep: 2 consecutive failures turns you into an Awakened, 2 consecutive successes cures you.
    5. Elemental baptism. Throwing a precious sacrifice into the waters blesses you with a powerful ward against magic.
    6. Binding. The waters imprison anything as long as they keep running. Damming the river will stir up seriously pissed-off critters dumped into the falls in ages past.
    3d6 Why the weather particularly sucks today
    Roll for weather twice per day. After you roll extreme weather (3-6 or 15-18), reroll with 1d8+6 (7-14) to find the weather after the freak event. The next half-day also rolls 1d8+6.

    3.     Radiation blast: Range 10/20/30ft, Fort 13/17/22 or initial 1/1d4/2d4 Con drain & 1/1d4/1d6 Str dmg/day (2 saves ends Str damage; spillover Str damage goes to Con). Buried source nearby.
    4.     Earthquake: 1-25% 10x1d4+1 ft fissure; Ref 20 or fall; 26-40% Ref 15 or prone; Acrobat 10 to move, Dex-skills -8; Concentration 20+spell level to cast)
    5.     Hypnotic Mist (Will 18, Confusion, 10 rounds: 1 Wander off, 2 do nothing, 3 attack self, 4 attack other)
    6.     Forest fire (1d6 per round, 2d4x10 rounds; Fort 15+1/round (max 20) or 1d6 nonlethal)
    7.     Clear, warm, breeze
    8.     Warm, cloudy
    9.     Heavy fog, 20% concealment out to 10 ft; 50 % concealment 10-20 ft.
    10.  Humid, hot, still; Fort 10+1/hour of moderate excercise or fatigued (8 hours to recover)
    11.  Heavy rainstorm
    12.  High winds, half movement, -5 to climbing/flying checks
    13.  Freak cold snap after rain storm
    14.  Lightning storm (5% 10d6 lightning; 6-15% 5d6 shrapnel, Ref 20 half; 16-30% Fort 12 or deaf, 1 min) 
    15.  Incorporeal wind (ignores everything but flesh; Fort 15 or 1d6 nonlethal & fatigue: -2 Dex & Str, no running)
    16.  Flash flood (Survival 20: 1d4 rds warning; Bull rush +20 or swept away, 2d6 dmg/rd, Ref 12 half, 3d6 rds; Swim 20 to move towards dry land (1d3 checks))
    17.  Reverse rain, dehydration (1 dmg/round of exposure, 3d6 x 10 rounds)
    18.  Syberis shardfall (4d6 piercing & 4d6 fire, Ref 15 half; 1d4 rounds; yields 3d4 shards, value 20-50-200-1000 gp, weight 1/2-1-1-2 item slots)