You've reached the river, where you were met by a nasty surprise, a giant sand worm. Now you've reached a sign for a ferry beside a stack of barrels. You rang the bell and were surprised when a voice started talking from the water, claiming to be an old power of the mountain...
Further into the complex is the River, which must be crossed and is connected to the Cursed Area. Tables for Wandering Encounters, Location Details and Area Inhabitants.
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The Underground River
overview | sorcerer | treasure | start | outer | river | curse | maze | npcs/loot | solo
An underground river cuts through the heart of the complex. It's source is a mystery, maybe an elemental portal, pressure driving it from below or magic of the mountain. Cross it by ferry, bridge or another way.
The river is intertwined with the Cursed Area.
Details of passages in the Accursed Area or near the river can use the Outer Complex Passage Details table
For more Fantasy Tables there is are Fantasy Generators at Chaos Gen. There is a pdf of these and more tables on Drive Thru RPG as Sorcerer of Flamecap Spire.
River - Wandering Encounters
overview | sorcerer | treasure | start | outer | river | curse | maze | npcs/loot | solo
d10 | There is/are a(n)... |
---|---|
1 | drowned undead spirit [SAC] |
2 | swarm of flesh eating fish or roll on Cursed Area Encounters |
3 | giant sand worm |
4 | few large bats or roll on Outer Complex Encounters |
5 | goblin scout, fishing in a boat (or with a net); or roll on NPCs |
6 | hell hound [FIR], which belongs to a nearby creature |
7 | aquatic ghoul or roll on Cursed Area Encounters |
8 | sign in dwarven, warning of the dangers of swimming [DWA] |
9 | large crocodile or 1d6 crocodiles |
10 | gaunt seer who can offer visions in the water [ARC] or roll on NPCs |
River - Location Details
The adventurers will hear one or more rumours about the mountain. Up to you how much truth there is to them.
d10 | Location Type | Location Detail |
---|---|---|
1 | sandy beach | a stack of barrels |
2 | boat house or roll on Cursed Locs | shrine to a river spirit [SAC] |
3 | jetty with a boat | a sturdy crane [DWA] |
4 | several large rocks | dead bodies or roll on Cursed Locs |
5 | ferry waiting | a rune-covered chest [ARC] |
6 | island with an altar [SAC] | overturned canoe |
7 | sign for a ferry with bell | strewn with debris |
8 | rickety bridge | a cage with crabs |
9 | island with another location | an unlit bonfire [FIR] |
10 | loading dock [DWA] | a couple of small boats |
River - Area Inhabitants
d10 | |
---|---|
1 | A group of friendly animated tools, singing dwarven working songs. Carving out cave, making something or other activity [DWA] |
2 | A boat that operates itself, carved in the shape of a large fish |
3 | A spirit who lives in the river and will plague characters with aquatic beasts or roll on Outer Chamber Inhabitants |
4 | A group of goblins swimming in the water, playing a game |
5 | A holy voice of an old power of the mountain, that offers a magical weapon in exchange for an oath to defeat the Sorcerer [SAC] |
6 | An ogre mercenary who can breathe underwater or roll on NPCs |
7 | A shapechanger disguised as a human, with a pet hellhound. Knows much about area, but is hostile to any enemy of the Sorcerer [FIR] |
8 | A lone undead rower with a boat, willing to ferry characters for a cost or roll on Cursed Inhabitants |
9 | A ghostly mage seeking revenge on the Sorcerer. Can offer aid [ARC] |
10 | A greedy were-creature who operates the ferry or roll on NPCs |
More Tables
For more Fantasy Tables there is are Fantasy Generators at Chaos Gen. There is a pdf of these and more tables on Drive Thru RPG as Sorcerer of Flamecap Spire.
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