The tables below continue the random encounter structure for Jungle travel - they represent Landmarks and Non-Combat/Indirect encounters with jungle inhabitants. With encounter checks three times a day, and the expected length of the party's time in the jungle 6-10 days the point of these encounters is to both provide relief from more dangerous combat encounters and to make each day of travel more interesting. Landmarks serve the additional function of providing milestones for travel and a place to retreat to if the party becomes lost. The general goal of these tables and those that follow is descriptive - to make wilderness travel more then a chain of monster encounters. Some of the landmarks might themselves make for small adventure locations if a GM felt enterprising or a party was less goal directed and wanted to search the dangerous jungle rather then head for the ruins or fallen god.
Landmarks
Landmarks and areas of interest are often found in the Jungle of Midnight, and are useful as they provide points that a lost party can often find their way back to.
Landmarks and areas of interest are often found in the Jungle of Midnight, and are useful as they provide points that a lost party can often find their way back to.
D10
|
Table 2 - Landmarks in the Jungle of Midnight
|
1
|
Abandoned Village - The sense tragedy fills this clearing, and above hangs the unraveled crumbled ruins of an Autochthon village. A search will reveal a dread emblem of corrupt magics and/or a midden of cracked fire roasted human bones.
|
2
|
Marble Ruins - Graceful arches, fluted columns and decoratively carved blocks crumbled and scattered by time. Often these ruins are blanketed with flowers.
|
3
|
Waterfall - From a high plummeting cataract to a series of small drops and turbulent rapids, waterfalls in either jungle streams or the great river make a cacophony of falling water can be heard for miles, making them excellent spots for an ambush.
|
4
|
Legion Post/Grave - Ancient forts and cenotaphs of sorcerously sculpted stone mark the Jungles of Midnight as a former march of the Imperial Legions. These near imperishable vestiges slowly sink beneath the riotous life of the jungle.
|
5
|
Improbable Growth - Groves of tall bare trees with roots that erupt in lavender foliage, meadows of tree sized orchids and twisted paths wending through man-high succulents.
|
6
|
War Machine - Trapped in vines and entangled by jungle trees, the twisted remnants of an ancient Imperial Colossus towering above the canopy, the crushed crumbled stones of a floating Vheissuian fire temple blanketed in pink coral like growth or the moss colored stone bones of a dire wyrm are a monument to ancient wars.
|
7
|
Autochthon Village - Like mussels clinging to a rock, the people of the Jungle build their homes from wicker and black clay, stuck fast in the branches of the greatest of forest giants. Among the foliage and fruits the Autochthons can go about their domestic tasks protected from many of the Jungle’s predators.
|
8
|
Stone Face - Colossal and timeless, carved boulders or entire sheer cliffs marked by vanished carvers with a variety of faces: human, beasts or god.
|
9
|
Monolith - A marker of forgotten deeds, antediluvian or simply ancient. The history of the great stele and rain channeled statues is lost, but they still stand in the jungle.
|
10
|
Bone Yard - A stinking hole in the jungle, like a cancerous growth, where the bones of unlikely beasts and slaughtered sentients rot in great, piles of spongy yellow on brittle bleached white.
|
11
|
Dead Water - Glassy clear to the depths of the river, where the pristine wreck of an ancient war machine rests, tangles of wire and struts of bonewhite gleaming among polished river stones this area of river is devoid of life. The water here is a polluted sink of deadly magics. Drinking it or swimming here requires a save vs. poison (every round for a swimmer) or it results in a convulsive, corrosive death.
|
12
|
Bridge - A thin span of near translucent marble, ancient beyond reckoning, a tumble of fallen logs, tangled artfully with vines, or a brutal manipulation of bedrock into a low arch that marks the Successor Empire’s poor grasp of military geomancy.
|


