Lonely Places You Can Roll-up

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These are lonely places, hidden or forgotten; places where people don’t generally go or pass by without stopping.

Categories

1d6.

  1. Sanctuaries
  2. Monuments
  3. Markers
  4. Caves
  5. Water Features
  6. Secret Places

Sanctuaries

These are quiet, sanctified places, where the outside world rarely encroaches, but often decrepit or entirely abandoned.

1d12Sanctuary
1A great statue of a god or saint dominating the landscape, perhaps fallen.
2Shrine to a nearly forgotten deity.
3An ancient temple at a hot springs with still-working baths.
4A summoning circle in a secluded spot.
5A cave high in the mountains with frozen (inanimate) mummies.
6Burial ground of a battle of the Middle Kingdom.
7Barrow mounds of the ancient clans.
8Statuary garden at a ruined Imperial villa, some marking the graves of family members.
9Small ruined church or temple, all that’s left of some village lost in the plague times.
10An ancient tree that ensures the health of the land, watched over by druids and elves.
11A plateau shrouded in an enchanted fog that causes confusion, guarding the entrance to the otherwise simple cave tomb of a great hero.
12Minor pilgrimage site with few visitors.

Monuments

Monuments can be current or from the distant past. They are a good way to slip some lore into an adventure.

1d12Monument
1A line of standing stones with carved tops and holes that, on a particular day, cast a unified shadow that reveals a mysterious symbol; its meaning is unknown.
2A great statue dominating the landscape (a hero or monarch).
3A line of standing stones with carved tops and holes that, on a particular day, cast a unified shadow that reveals a mysterious symbol; its meaning is unknown.
4An ancient standing stone with mysterious runes that, if deciphered, tell of the early days of the folk of this land.
5A stone arch of triumph, commemorating a great victory in war for the Old Empire.
6The figure of a triple spiral carved into the turf of a hill, exposing bright white chalk. Arcane magic performed in the triskelion under moonlight is more powerful than usual.
7The figure of a horse carved into the turf of a hill, exposing bright white chalk. Horses foaled in the vicinity grow strong and shrewd.
8Trio of stone swords embedded in platform, a monument to three great heroes.
9A ring of standing stones of a design that, on particular days, hails the equinoxes (equal day and night) and solstices (longest and shorted days).
10A monopteros of the Old Empire (or gazebo of the Middle Kingdom), overgrown but intact and shading a well, commemorating a conquest.
11A tholos of the Old Empire, partly ruined but containing a heavy bronze map of the realm.
12A bronze statue so large that it’s hollow and can be climbed up inside to look out its eyes or come out its ear on its shoulder.

Markers

Markers tend to be current, altho old, outdated markers often survive when they are large and interesting, allowing for some history in your adventure.

Markers are often in seemingly random locations in the middle of nowhere. But they are also often right where people will see them when they pass by on a road or trail.

1d12Marker
1Old mile marker indicating the distance to a nearby city (if on a road).
2Warning sign for a monster lair or hunting territory.
3Pikes for displaying the heads of outlaws, typically at a crossroads.
4A gibbet or gallows for hanging or displaying the bodies of outlaws, typically at a crossroads.
5Place name sign labeling the area or indicating the lord who possesses it.
6Warning sign for a wild magic zone.
7Warning sign for an anti-magic zone.
8Warning sign for a monster lair or hunting territory.
9Boundary stone marking a current or outdated border or land boundary.
10Ancient stone with the same message in three languages, announcing the conquest of the land and the formation of the Middle Kingdom.
11Statues or other sculptures meant to demonstrate ownership of a territory (borderland).
12Tribal/clan totems warning of a humanoid clan’s territory.

Caves

Caves sometimes lead to large cavern complexes, but they may just be a rock shelter used as a bear (or owlbear) den. Any cave could have prehistoric cave paintings of… (1d12: 1=people (humans, dwarves); 2=humanoids (goblins, orcs); 3=game animals (deer, boar, aurochs); 4=dragons; 5=unidentifiable monsters; 6=mysterious symbols (hands, spirals, circles); 7-9=roll 1d6 twice; 10-12=roll 1d6 three times).

Larger ones are likely occupied, but if the heroes haven’t heard about it, the monsters probably don’t bother people much (oozes, slimes, piercers, trappers, otyughs, or humanoids that haven’t stolen a cart of trade goods recently), so they won’t have much treasure.

1d12Feature
1Cave in a wet hollow, partially flooded.
2-3Cave in the side of a rocky hill.
4Cave where rocks lean on each other.
5-6Cave at the bottom of a hole in the ground (pit cave).
7Cave entrance among the roots of a huge tree.
8Cave behind a waterfall.
9-10Cave where a rock formation splits.
11-12Sinkhole leading to a natural cavern complex, where a river runs underground.

Waters

Fresh water sources tend to give rise to settlements and also to be used for transportation. Real lakes (more than one 1-mile hex) should be mapped.

1d12Feature
1Small waterfall and pool.
2Cascade (water tumbling down a rocky slopes).
3Swamp/carr (watery woodland).
4Peat bog (mossy water in a depression atop a hill).
5Fen (mossy water at the bottom of a hill; often seems solid).
6Marsh (grassy/reedy pond or river with some shrubbery).
7Pond (usually having marshy edges).
8Very small lake (an ox-bow lake, if a river is nearby).
9Small lake (most of the hex) with an island in the middle.
10Stream you can easily cross (if on a road or trail, it even has stepping stones)
11Small river that can be crossed with care (mossy rocks; very slippery).
12Sizeable river that’s dangerous to cross.

Secret Places

Many of these are enchanted by the presence of a nature spirit or by fae creatures or by some long-gone arcane spellcaster.

1d12Secret Place
1Nature spirit’s watery grotto, accessible at low tide with only two feet of water, but don’t get caught going after the wondrous enchanted plants when high tide fills it.
2A secluded mountain grove enchanted by the presence of a nature spirit, where rare and exotic plants grow and bloom year-round, untouched by winter.
3A magical hedge maze that rearranges its paths each full moon. At the center is a fountain, statue, or door to a mystery chamber.
4A rocky hill site where the stones, when struck, emit melodic tones. It is home to a nature spirit and attracts animals, including birds that drop pebbles on the singing stones, filling the air with eerie music.
5Cave with a passage concealed by mud-plastered rocks leading to… (1d6: 1=a prehistoric tomb; 2=an ancient tomb with interesting grave goods; 3=an old tomb with valuable grave goods; 4=an old vault with a minor treasure in a ceramic urn; 5=a secret escape exit from a dungeon; 6=a cell created by a druid to imprison a wicked but now-weak nature spirit).
6A secluded valley meadow includes a huge labyrinth made of honeycomb built by giant bees influenced by a long-dead sorceress, whose cottage is at the center. The honey here is the finest and has mystical properties.
7A deep pool that, under the light of the full moon, allows a person to sacrifice a possession of great value to obtain a boon of the gods (like paying a high-level cleric for a spell).
8A small, gnarled tree growing out of a crevice in a rock outcropping. This is a “hermit tree”, and if disturbed blossoms quite suddenly with enchanted flowers that, if eaten, provide a random insight–one effect per day per creature; once plucked, the blossoms last one day.
9An enchanted orchard where the fruits grant pleasant personal effects. They can be taken away but spoil like any normal fruit; effects last until you eat something else.
10A secluded clear spring, the domain of a nature spirit. Drinking from it give you… (1d6: 1=a snout; 2=tall, furry ears; 3=horns; 4=stub wings; 5=fur all over; 6=a tail). If you seek a cure, a vision reveals that slaying the threat to the spring will remove it.
11A fairy ring of mushrooms (edible) and toadstools (toxic) around a tree. Eating a mushroom will give the eater a random vision–one effect per day per creature; once plucked, the blossoms last one day. However, plucking a toadstool destroys the ring, which protects the area from the evil that is in the tree….
12A picturesque pool fed by a tumbling brook, where unicorn hoof prints suggest they bathe. Indeed, bathing here is restorative as a potion of healing, but not if taken away.

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