TEXT: An adventure toolkit for 
  Neoclassical Geek Revival 
  by Zzarchov Kowolski
  
   
  Game Designer 
  Zzarchov Kowolski
   
  Writter 
  Zzarchov Kowolski 
  	
  Graphic	Designer	
  Jeff	Hammell
   
  Cover art 
  Charles Marion Russel
  ISBN 978-1-988224-08-4
  © 2019 Zzarchov Kowolski
  Lost in the wilderness
  
  Lost in the wilderness—Neoclassical Geek Revival 
  1
  Random encounters are an important component of 
  any great game. They do three critically important 
  things. They generate a lot of content with minimal 
  prep time for the time starved GM. They throw 
  monkey wrenches into the best laid plans of 
  players and antagonists alike to create suspense 
  and tension. They are a tremendous tool for 
  worldbuilding that allows you to show players what 
  the world is like, rather than merely tell them with an 
  info dump.
  The method I use for generating random encounters 
  are seed tables. I roll a single d8, d6, and d4 
  and then divine a complex encounter from their 
  results like a teary eyed cromniomancer. The d8 
  will indicate the local terrain, the d6 will indicate 
  any antagonists, and the d4 will add an extra 
  kick of potentially unusual activity. What is more 
  patterns in the numbers will add more wrinkles 
  to the encounters. Two or three of a kind, a run 
  of three, or rolling an 18 are important elements 
  when crafting an encounter from the result. The 
  sum of the three dice (Σ) is often used within the 
  encounters themselves. It is important to stress that 
  you only roll the dice once for each encounter. If a 
  d6	result	says	Σ	orcs	with	d8	goblins,	the	number	
  of goblins will be based on the terrain result and the 
  number of orcs based on the sum of three dice. The 
  encounters are crafted to take this into consideration 
  and you may get some oddity if you change this 
  mechanic	(like	lake	monsters	in	a	dry	field).
  These encounters are in no way balanced, because 
  I think doing so would take away from the sense 
  of mystery and fear that should accompany 
  exploration of strange new lands, but you do you.  
  I am not your boss.
  
  Lost in the wilderness—Neoclassical Geek Revival 
  2
  Farm country
  Travel Speed 4 
  Health Pleasant, Rural 
  Where
  1 Grain Field.
  2  Fallow Field.
  3  Rotted remnants of huts or other outbuildings, 
  overgrown with shrubs.
  4  Pollarded Woodlot.
  5  Hedgerow	and	Vegetable	Patch.
  6  Orchard.
  7  Grain Field.
  8  Farm house and vegetable patch.
  What
  1 Farmers	(Σ/2).
  2 Shepherd	and	(Σ)	of	goats	or	sheep.
  3 Ghosts (night only).
  4 Wild Game (d4➤ 1 Rabbit, 2 Pheasant, 3 Deer, 
  4 Boar).
  5 Nothing.
  6 Armed group (d8+d4, d4➤ 1 Wealthy merchants, 
  2 Road wardens, 3 Poachers, 4 Footpads).
  Weird
  1 Hermit’s	Hut.
  2 Small Shrine.
  3 Wild Berry Patch.
  4 Small Pond.
  Trips & Dubs
  111 Farmers	are	trying	to	evict	the	Hermit	in	a	mob,	
  claiming	he	is	a	magician	who	has	hexed	them.	He	
  IS actually a magician (a level 5 wizard who knows 
  much hedge magic and the ability to polymorph 
  people into swine or boars), things will go south 
  quickly.
  222 A holy relic is at the shrine and the shepherds watch 
  over it. Its quite valuable and said to have healing 
  powers. 
  333 The berries are feral grapes growing over the body of 
  a murdered widow. She will angrily haunt whomever 
  takes her grapes, appearing as a wraith near them 
  each night until her body is burned or buried on holy 
  ground. You should not have tasted “the grapes of 
  wraith”.
  444 The	boar	is	actually	a	person,	suffering	a	terrible	hex.	
  The	boar	stares	into	the	pond	as	its	reflection	is	still	
  that of a human. Someone able to read lips could 
  read	the	reflections	lips	to	speak	with	the	boar.	It	tells	
  you it was cursed by a jerk hermit. 
  55 The	vegetable	patch’s	scarecrow	comes	to	life	at	
  night. It is either murderous (Odd) or friendly (Even).
  66 The armed group is opposed by a fully armoured 
  knight. Either a white knight doing battle with 
  evildoers or a black knight attacking the helpless as 
  appropriate. The Knight is a 4th level warrior. 
  Runs
  123 A horse wanders about unattended.
  234 There are children in the area, [d4] of them about 
  10 years old.
  345 Charcoal Burners [d4] are heading to the nearest 
  town. They carry backpacks of charcoal and 
  hatchets.
  456 A	pack	of	wolves	Σ	prowl	at	night.
  Max
  864 The Outlaw King is holding court in this temporarily 
  commandeered farmhouse (the inhabitants are in the 
  cellar cowering). There is a large bounty on his head 
  and he is said to have a few thousand gold crowns in 
  his	person	and/or	in	his	saddlebags.	He	is	a	5th	level	
  Rogue/Rogue/Bard	with	3	additional	henchmen.
  
  Lost in the wilderness—Neoclassical Geek Revival 
  3
  Royal woods
  Travel Speed 2 
  Health Normal, Rural
  Where
  1 The	trees	are	widely	spaced	and	show	signs	of	fire.	
  The ground is covered in dense undergrowth.
  2 The area has rows and rows of evenly spaced trees. 
  The undergrowth has all been cleared.
  3 The forest here is dense with a thick canopy of old 
  growth. Treat as indoors with darkness of 2.
  4 There is an abandoned log cabin rotting in the 
  woods. The trees nearby are pollarded.
  5 A small clearing, 50 feet across, vaguely peanut 
  shaped.
  6 A stream moves through the area. Treat the d4 
  result as an additional d8 result.
  7 A dense grove of mature oak trees.
  8 A grave marker is at the base of a linden tree. Treat 
  the d4 as an additional d8 result.
  What
  1 Small game (d4➤ 1-2 a hare, 3 a fox, 4 a pheasant).
  2 Noble	Hunting	Party	(three	mounted	nobles,	five	
  servants, a warden, and ten dogs).
  3 Peasants (d8, d4➤ 1 Poachers, 2 Charcoal burners, 
  3 Mushroom gatherers, 4 Brushwood collectors).
  4 Large game (d4➤ 1 a boar, 2 a buck, 3 a doe, 4 d8 
  Wolves).
  5 Nothing.
  6 Bandit Archers (d8).
  Weird
  1 Poacher’s	snare	trap.
  2 A well worn path, +1 movement.
  3 A faerie circle.
  4 A large recently fallen tree that could easily conceal 
  opponents	and/or	provide	excellent	cover.
  Trips/Dubs
  111 A white rabbit is caught in a snare trap. Freeing the 
  rabbit will bless anyone who follows a nature or luck 
  deity. Taking the rabbit is poaching, but provides a 
  delicious meal.
  222 The	noble’s	have	captured	a	rebel	scout	and	are	
  bringing him back to the city to be tortured and then 
  hung. Rescuing him would endear his saviours to 
  rebel forces.
  333 The Mushroom gatherers are trio of wise women who 
  know some hedge magic. They are preparing a small 
  ritual to divine the location of certain valuable herbs. 
  They have healing salves they are willing to sell.
  444 The wolves serve a weakened vampire who is 
  recovering	in	a	coffin	hidden	within	the	cabin.
  55 A	vampire	hunter	has	set	up	camp	in	the	clearing.	He	
  has a crossbow, holy water, a holy symbol, wooden 
  stakes,	an	a	garlic	necklace.	He	is	looking	for	the	
  remnants of a recently broken vampire nest.
  66 The bandits are waterboarding what appears to be a 
  merchant. They are loudly demanding to know where 
  he	buried	the	jewels	he	was	carrying	when	they	first	
  ambushed his convoy. The bandits are distracted.
  Runs
  123 A trio of game wardens patrol the area looking for 
  poachers.
  234 A friar roams about seeking charity.
  345 A pair of goblin thieves scout the area.
  456 An abandoned wagon is in front of the tree. Careful 
  examination reveals fresh bloodstains. If the d6 
  is 6 the bandits are waiting in ambush behind the 
  tree	with	the	wagon’s	loot	and	unconscious	driver.	
  Otherwise hastily covered tracks lead to the cabin 
  where	4	casks	of	wine,	a	pouch	of	3000	copper	
  coins, and a dead driver are shoddily hidden under 
  some brush.
  Max
  864 The bandits are starting to dig around the cabin 
  looking for buried treasure based on rumours. 2000 
  silver coins are buried under the back right corner of 
  the cabin. At night a bitter wraith will emerge from the 
  grave to kill everyone who tried to rob it.
  
  Lost in the wilderness—Neoclassical Geek Revival 
  4
  The river
  Travel Speed 3	along	the	shore,	1	to	cross	
  Health Normal, Rural
  Where
  1 Wide river.
  2 Fording.
  3 Rapids.
  4 Slow and Lazy turn.
  5 Forested Banks.
  6 Rocky Banks.
  7 Wide river.
  8 Fast moving straight.
  What
  1 Bandit Archers (d8).
  2 Other vessels (d4-1).
  3 Nothing.
  4 Nothing.
  5 Orcs	(Σ,	odd)	or	Bandits	(d8x2,	even).
  6 Trolls (d4).
  Weird
  1 Poor	weather.	Speed	penalty	of	1,	Harsh	travel.
  2 Abandoned/Sacked	camp.
  3 Nothing.
  4 Good weather. Pleasant travel.
  Trips/Dubs
  111 A local forester is drowning in the river with his dog 
  whom he is failing in a rescue attempt. On the shore 
  are his possessions. A large number of valuable 
  animal pelts, a bow, a hatchet, and an heirloom 
  knife made made of faerie silver with a carved antler 
  handle.	If	he	and	his	dog	are	rescued	he	will	offer	his	
  pelts as a reward.
  222 A small barge became beached on a rock and 
  damaged its bottom. A campsite shows that work on 
  a crude repair had begun, but only torn up sleeping 
  bags remain. The barge still contains many kegs of 
  ale. If the party camps here they will be preyed upon 
  by a pack of ghouls who live in a hole in the river 
  bank, hidden behind some reeds.
  333 A log is wedged between two stones in the middle 
  in the rapids. Impaled on a branch on the log is a 
  body (or skeleton). The body has a large amount of 
  jewellery and a full coin purse with a total value of 
  50 gold crowns. If this result has come up before, 
  the body (or valuables) can be wedged in the rapids 
  in	a	different	manner	(such	as	stuck	on	a	rocky	
  outcropping).
  444 A small group of hunters, gnomes, and talking 
  woodland animals dance and play music around a 
  carved	wooden	stump	on	the	bank.	They	offer	jugs	
  of moonshine to any who want to sing and dance 
  with them. Joining their party causes a loss of the 
  sensation of time. By the time anyone leaves the 
  party it has been several weeks to those outside the 
  magical	event.	This	counts	as	a	party/box	social/
  shindig.
  55 The	Orcs/Bandits	have	set	up	an	ambush	on	both	
  sides of the river with a hawser (large naval rope) that 
  they have prepared to heave up to block ships from 
  passing. Keen observers could see the rope on the 
  river banks, though the foliage would make that hard 
  to spot. The forces are split on both sides and are 
  armed with missile weapons.
  66 The ancient ruins of a stone bridge cross the river. 
  A boat will have to slow down to carefully navigate 
  through the remnants. People jumping across the 
  gaps	would	find	it	only	somewhat	difficult	to	leap	
  across the half dozen or so large gaps. If the trolls do 
  not think it will be an easy victory they will either hide 
  or demand gold to pass. If denied gold they will point 
  to the dilapidated state of the bridge and claim that 
  cheapskates refusing to pay tolls are why its in such 
  poor repair. The trolls will not use the gold to repair 
  the bridge, only to bargain for their lives against 
  powerful wizards or knights who could slay them.
  Runs
  123 Large	schools	of	fish	are	visible	in	the	water,	anyone	
  with a net could easily catch several meals worth.
  234 A	watertight	barrel	of	pickles	floats	downriver.
  345 A bear is at the river bank drinking water. It will be 
  unhappy with any commotion.
  456 A	squire	and	a	man-at-arms	are	in	fierce	combat	to	
  protect the body of their critically injured knight (in full 
  plate	armour).	His	warhorse	is	in	the	woods	nearby.
  Max
  864 Two trolls are on each side of the river. They have 
  piles of small boulders they are throwing at each 
  other in some kind of bizarre sport that relies on their 
  regenerative ability and aim. They will gladly take the 
  opportunity to throw boulders at passing boats.
  
  Lost in the wilderness—Neoclassical Geek Revival 
  5
  The scrublands
  Travel Speed 3	
  Health Normal, Frontier
  Where
  1 Slightly rolling hills, clumps of chest high weeds.
  2 Flat	terrain	with	small	clusters	of	(3-5)	cedar	trees.
  3 A sprawling marsh with very little open war.
  4 Thick sprawling juniper bushes interspersed with 
  thorn bushes.
  5 Large boulders are strewn about among thorn 
  bushes and the odd cedar tree.
  6 A small cedar grove of about an acre interrupts the 
  flat	terrain.
  7 A large pond is surrounded by a handful of willow 
  trees (d4).
  8 The	region	is	flat,	but	any	investigation	will	show	
  it	was	once	plowed	farm	fields.	There	are	many	
  stumps about.
  What
  1 Peasants from a nearby settlement 
  (d8, d4➤ 1 Pilgrims, 2	Hunters,	3 Petty criminals, 
  4 Shepherds).
  2 Primitively	armed	rebels	(Σ)	or	deserters	(Σ)	if	d4	is	4.
  3 A lone hermit.
  4 A lesser imp, demon, or folk spirit is marauding the 
  area at night.
  5 A tribe of nomadic goblins (d8xd4). They are 
  prowling the area for easy targets.
  6 Nearby beasts (d8➤ 1 d4x2 Wolves, 2 d4-1 Boars, 
  3 Moose, 4 d4 Deer, 5 Bear, 6 d4x2 Deer, 7 Beaver 
  lodge, 8 Skunk).
  Weird
  1 A small roadside shrine.
  2 A	small	creek	flows	through	the	area.
  3 An old hut is present.
  4 Nothing extra.
  Trips/Dubs
  111 The pilgrim is a priestess of the old faith conducting a 
  ritual.
  222 A	rebel	agitator	(lvl	3	bard)	is	leading	an	additional	
  10 rebels.
  333 The	Hermit	is	a	Swamp	Witch	(lvl	3	wizard).
  444 At night, a glowing dungeon entrance appears (or if 
  that’s	too	hard,	a	two	room	lair	with	treasure).
  55 There is a wooden palisade and trenches fortifying 
  an encampment. There is a great deal of plunder and 
  d4x2 giant wolf leaders.
  66 A magic dryad protects the grove and the albino deer 
  within it. It can turn humans into albino deer.
  Runs
  123 An escaped herd of d4 donkeys are in the area.
  234 There is an obvious stone cairn with a headstone.
  345 A	storm	rolls	in	(Harsh	travel).
  456 A giant is rampaging through the area. It is size d8.
  Max
  864 18 deserters have set up a military camp, and are 
  lead	by	a	lvl	3	warrior	who	has	acquired	a	set	of	
  knight’s	armour.	There	are	an	additional	5	camp	
  followers.
  
  Lost in the wilderness—Neoclassical Geek Revival 
  6
  Hill	country
  Travel Speed 2 
  Health Harsh,	Frontier
  Where
  1 Bottom	of	Ravine,	~30	feet	deep	and	150	wide.
  2 Thick Brush, fumble as if indoors.
  3 Crest of hill, need to cross a ravine to get to next hill 
  (as 1).
  4 Grove	of	trees	at	base	of	hill	(d6x3)	big	oaks.
  5 Pond and brook at base of hill. (1) willow tree on 
  odd.
  6 Cliff,	(20+Σ)	foot	drop.
  7 Crest of a hill.
  8 Mighty Oak on top of a hill.
  What
  1 Ogres	(d8+4)	if	Σ	is	5	or	less.
  2 Goblins	(d8x2+d4)	if	Σ	is	8	or	less	or	Wolves	with	
  goblin	slave	jockeys	if	Σ	is	11	or	more.
  3 Grizzly Bear.
  4 Nothing.
  5 Nothing.
  6 Thains (d4) with churl retainers (d8x2).
  Weird
  1 Rough terrain, -1 speed.
  2 Rain	if	Σ	is	12	or	more.
  3 Multiple results. d8 is treated as a potential extra d6 
  result.
  4 A well worn path, +1 speed.
  Trips/Dubs
  111 The ogres have set up an ambush. Many covered pit 
  traps are in the bottom of the ravine, the ogres wait 
  on top to throw cabers down upon victims.
  222 The goblins are all caked in mud and wearing cloaks 
  made of leaves and brush. They will attempt to sneak 
  up and pickpocket valuables.
  333 The grizzly bears are mother and cub. The mother 
  grizzly bear has 2 fate points. It will take all day 
  before it wanders away. It will be extremely 
  aggressive to anyone approaching.
  444 An ancient standing stone covered in carved 
  pictographs and lichen is in the middle of a circle 
  of oaks. It is a shrine and holy ground to an ancient 
  nature cult. Some of the scattered hill folk still make 
  annual visits.
  55 Pond	is	well	stocked	with	fish	and	an	herb	woman	
  has set up a hut here. She knows a tiny bit of 
  common hedge magic, but also will sell dried herbs, 
  fish,	or	edible	roots	for	useful	items.	She	can	suggest	
  safe paths (bonus movement on next roll) or falsely 
  suggest dangerous ones (Extra 12 Ogres or 12 
  Wolves on next encounter as appropriate in addition 
  to bonus movement).
  66 The Thain(s) are battling a hill giant (size 8) with a 
  large club and a pouch of carefully selected throwing 
  boulders (to it, small throwing blunt weapons).
  Runs
  123 A single crab apple tree provides extra food 
  (depending on season).
  234 A small stone cairn houses the body of a long dead 
  warrior, buried with his sword, helmet, and mail. The 
  mail requires repair but the sword can be sharpened 
  with a wetstone and returned to use. If the d4 is 
  the highest number, there is a wooden shield that 
  is permanently blessed and appears in pristine 
  condition. If the d8 is higher than the d6 the corpse 
  will spring to unlife as a powerful (lvl 4) warrior the 
  second anyone tries to take its things and attempt 
  to slay the thief with fanatical determination. Its 
  unnatural aura deals 1d4 points of additional disease 
  with every attack unless the target is wearing or 
  brandishing a holy symbol.
  345 A pack of seven wolves stalk the area at night. They 
  are lead by “the blue wolf”, a surprisingly intelligent 
  man-eater and local legend. They will prefer to sneak 
  towards a camp and maim pack or riding animals 
  before	fleeing.	When	the	animal	is	abandoned	they	
  will then sneak back to eat its remains.
  456 A long abandoned wagon with a broken wheel is 
  here. If the d6 result is a 5, there are some assorted 
  rusty	iron	tools	and	a	few	flasks	of	lamp	oil	inside.	
  Otherwise it is empty.
  Max
  864 This is a political meeting between 4 thains with 
  a	specified	number	of	retainers	to	discuss	ending	
  a blood feud. The approach of other individuals 
  risks throwing this into disarray and accusations of 
  betrayal. It could also end with them putting aside 
  their	feud	to	deal	with	the	party	if	offended.
  
  Lost in the wilderness—Neoclassical Geek Revival 
  7
  The olde woodes
  Travel Speed 2 
  Health Normal, Frontier
  Where
  1 Extremely thick growth, as if in cramped quarters 
  for fumble range.
  2 Dense trees, as if indoors for fumble range.
  3 An open clearing, d6x20 foot radius.
  4 Trees with little undergrowth.
  5 A stream, treat d4 as extra d8.
  6 Boulder strewn.
  7 Trees with lots of undergrowth.
  8 Marshy ground, lots of rotting logs, dead trees and 
  open patches with cattails.
  What
  1 A pack of wolves (d8x2).
  2 Bear.
  3 Orcs	(Σ/2)	and	Goblins	(d8).
  4 Nothing.
  5 Trolls (d8-4).
  6 Druids (d4).
  Weird
  1 Berry patch.
  2 Small game is hiding nearby.
  3 Lots of birds in the area, who easily startle and 
  won’t	land	near	people.
  4 Path, +1 speed.
  Trips/Dubs
  111 The two wolves are pets of a ranger who is currently 
  on a psychedelic trip. The berries are hallucinogenic 
  and incredibly potent.
  222 The bear is a talking bear is friends with a talking 
  rabbit (the small game). If they are harmed, the druids 
  of the forest will be hostile to the party.
  333 There is an orc messenger post using messenger 
  birds to act as a communication hub for a nearby 
  orc warlord. There is a tall wooden fence around the 
  clearing and large log hut in the center of the clearing. 
  The post is run by an third level orc warrior and his 
  second	in	command	is	a	first	level	orc	priest	who	
  operates a small shrine. These orcs are in addition to 
  the normal complement of orcs.
  444 A small caravan of a merchants and his twelve 
  guards move along the path, walking horses behind 
  them along with 5 pack mules. The mules are loaded 
  down with valuable herbs and mushrooms, and the 
  merchant has 800 silver coins and 100 copper coins 
  on him.
  55 A	stone	bridge	crosses	the	stream,	which	flows	at	the	
  bottom of a deep riverbed that once held far more 
  water. There is an exposed hole in the side of the river 
  bank where the lone troll lives. The troll is a Local 
  Legend (the bridge troll) and demands an arbitrarily 
  valuable	offering	from	any	who	wish	to	cross	his	
  bridge. It will attack any that try to bypass the bridge. 
  His	lair	contains	a	few	hundred	gold	coins,	as	well	a	
  handful of chalices, and a rune coated sword.
  66 A large standing stone dolmen is in the area. Nearby 
  boulders are carved with druidic runes and the 
  ground is littered with piles of chalk. The area is both 
  holy ground to the druids and a magical place of 
  power.
  Runs
  123 A trio of deer are nearby, easily spooked.
  234 There is a conspicuous pile of disturbed dirt marking 
  where something was recently buried. If the d8 is 4 
  digging will reveal a recent murder victim. If the d6 is 
  4 there is a stash of stolen silverware, a goblet, and 
  a bloodstained bludgeon. If the d4 is a 4 there is a 
  chest containing a hundred ancient gold coins and a 
  pair of gem encrusted daggers.
  345 An evil level d6 wizard with d8 skeleton servitors is in 
  the area, Any other results on the d6 are creatures the 
  wizard is in the process of hiring though each side 
  fears a double cross.
  456 A magical animate statue protects a seemingly 
  mundane trail that leads deeper into the woods 
  against a group that is attempting to get past him. If 
  followed the path leads to an otherwise inaccessible 
  magical tower (or dungeon, or equivalent).
  Max
  864 Druids are running a ferry across a haunted bog. 
  Anything breaching the water of the bog will be 
  attacked by animate corpses. Those crossing by ferry 
  (or	other	means	that	don’t	involve	going	under)	will	be	
  assaulted by the constant mournful whispering of the 
  dead (!d12 Stress).
  
  Lost in the wilderness—Neoclassical Geek Revival 
  8
  The haunted forest
  Travel Speed 2 
  Health Harsh,	Wilderness
  Where
  1 Extremely thick growth, as if in cramped quarters 
  for fumble range.
  2 Dense trees, as if indoors for fumble range.
  3 An open clearing, d6 x 20 foot radius.
  4 Trees with little undergrowth.
  5 A stream, treat d4 as extra d8.
  6 Boulder strewn.
  7 Trees with lots of undergrowth.
  8 Marshy ground, lots of rotting logs, dead trees and 
  open patches with cattails.
  What
  1 Goatmen (d8xd4).
  2 Ghosts (d4).
  3 Nothing.
  4 A witch is hiding nearby.
  5 Multiple results. Both the d8 and d4 are potential 
  additional d6 results.
  6 Warrior cultists of a dark god (d8).
  Weird
  1 Demonic	Shrine	(odd)	or	defiled	overgrown	temple	
  (even).
  2 Pit traps (odd) or snare trap (even).
  3 Bones strewn about.
  4 Glowing “skull” carved from vegetable, lit with 
  candle.	Had	to	have	been	lit	within	4	hours.
  Trips/Dubs
  111 The Goatman is a giant of its kind whose mouth is 
  sewn shut to the point it can only drink carefully from 
  a cup. Its skin is adorned with blasphemous tattoos 
  that count as unholy symbols. It is in a state of unholy 
  grace and will quietly guard the shrine against any 
  who	do	not	make	offerings.	The	shrine	itself	is	carved	
  from stone and contains a niche full of bloody human 
  fingernails.	Buried	inside	is	a	leather	bound	tome	of	
  necromantic magic and a golden dagger that is an 
  unholy	relic	(3	benefit).
  222 The pair of ghosts are an old married couple who 
  demand that whomever they catch in the snare make 
  a ruling on some petty marital dispute. Whichever 
  ghost the ensnared individual sides against will 
  scream	at	them	until	they	go	insane	or	flee	the	
  area (appeals causing stress). They will not set the 
  individual free.
  333 The	floor	of	the	clearing	is	covered	in	animal	and	
  human bones, in the center is a nest made of 
  branches large enough to hold six people.  Inside the 
  nest are a large number of brittle egg shells, a trio of 
  silver	arrows,	and	a	handful	of	coins	(about	30	copper	
  pieces).
  444 The witch is friendly enough and wears expensive 
  clothing of yellow spider silk. Spiders seem to scurry 
  away	from	every	rock	or	stump	near	her	fire	if	anyone	
  attempts to sit. She sells poisons in exchange for 
  wine,	magic,	herbs,	or	blood.	Her	lover	is	a	giant	
  spider	(size	3)	that	lairs	in	the	tree	above	her	hut.	It	
  will attempt to remain hidden unless someone tries to 
  harm the witch.
  55 A	terrified	elf	in	a	coat	of	woven	flowers	cleans	their	
  many scrapes and cuts in the water of the stream. It 
  is lost and believes it is being hunted. It has a sacred 
  rose (holy symbol), two raspberries from a holy grove 
  (healing items), and a glass dagger. Its innate spell is 
  a version of “glow”.
  66 The warrior cultists are undead and wield poisoned 
  weapons.	They	are	afraid	of	fire,	and	brandishing	a	
  torch at one deals an automatic 1d4 fear.
  Runs
  123 The	skeleton	of	a	past	explorer	is	on	the	forest	floor.	
  It is tangled in leaves and roots grow over some of its 
  bones.  Digging reveals d4xd6 silver pieces.
  234 A	single	terrified	deer	is	madly	running	through	the	
  forest and approaches near the party.
  345 An old wolf with grey fur is prowling through the area. 
  It is hungry enough to risk death for a chance at food.
  456 A lost child is being dragged through the woods by 
  its captor(s), depending on the die roll this would be 
  either a witch or the cultists. The captor(s) lead the 
  way with their vegetable lantern. They are heading 
  towards their lair.
  Max
  864 The warrior cultists are conducting unholy rites 
  around a headless iron statue. If not interrupted they 
  will eventually place the “skull” lantern on its neck 
  to summon forth a golem (as with faith 5). Future d6 
  results	of	3	will	then	be	an	unholy	golem.
  
  Lost in the wilderness—Neoclassical Geek Revival 
  9
  The barrens
  Travel Speed 2 
  Health Harsh,	Wilderness
  Where
  1 Pine tree forest.
  2 Rocks with shrubs, large patch of exposed bedrock.
  3 Reed covered marsh.
  4 Lake surrounded by exposed bedrock and pine.
  5 Dense juniper bushes grow atop lichen coated 
  boulders.
  6 Remains of cobblestone walls from cottages. Tall 
  pine trees and drifts of pine needles.
  7 Cliffside	caves.
  8 As 6, or castle on 16+.
  What
  1 Wolves (d8+d4).
  2 Nothing.
  3 Nothing.
  4 Moose (odd) or bear (even).
  5 Cannibal encampment (d8xd4).
  6 Cannibal priests (d4x2) and the d8 is a potential 
  additional d6 result.
  Weird
  1 Poor weather (terrain is inhospitable).
  2 Carved	tree	shrine	to	the	cannibal’s	religion.
  3 Large boulder painted with warning symbols.
  4 Nothing.
  Trips/Dubs
  111 The wolves are not present, instead there is a lone 
  werewolf.
  222 A Golem of the cannibals demonic religion (created 
  as by faith 7) is patrolling for prey.
  333 A 10 foot deep spiked pit trap is hidden in the marsh, 
  near the boulder.
  444 The	bear	is	Ol’One	Eye,	an	exceedingly	grizzly	bear	
  that is a local legend and man-eater.
  55 The	Cannibals	have	captured	3	prisoners	and	are	
  preparing to butcher and cook them.
  66 A	warband	accompanies	the	priests	(Σ	warriors	and	
  level 2 warrior also present).
  Runs
  123 Remnants of a human skeleton are nailed to a tree.
  234 The wyvern who lairs at a ruined castle is in the sky 
  hunting.
  345 Swarms of mosquitoes
  456 The priests are burying treasure left over after a 
  sacrifice	to	the	wyvern.
  Max
  864 The	wyvern’s	castle,	the	wyvern	is	attended	by	
  priests	who	bring	it	sacrifices.
  
  Lost in the wilderness—Neoclassical Geek Revival 
  10
  The swamp
  Travel Speed 1 
  Health Inhospitable, Frontier
  Where
  1 Open water, heavy amounts of reeds or cattails. 
  Water is waist deep with deeper pockets.
  2 Hip	deep	water,	skinny	dead	trees	rising	up.	
  Pockets of reeds.
  3 Soggy hillocks, lots of reeds. Some dead trees, 
  handful of large willow trees.
  4 Dying forest, ponds of water and soggy ground. 
  Many downed logs and moss everywhere.
  5 Dying forest, open patches of slow moving water. 
  Moss, lichens and ivy covered trees.
  6 Open land, marshy hillocks and bog. Water holes 
  occasionally. The water is deep.
  7 Use the d4 as where.
  8 Use the d6 as where.
  What
  1 Zombies	(Σx2,	d4➤ 1 Fungal, 2 Fast, 3 Intelligent, 
  4 Mindless and slow).
  2 Nothing.
  3 Swamp folk on raft (d4+1).
  4 Pixie	Circle	if	the	Σ	is	both	less	than	13	and	even.
  5 Explorers	(1+d4)	on	a	Σ	of	12	or	more.	They	are	
  level 1 characters.
  6 Land	octopii	(d8+d4)	on	a	Σ	of	13	or	more.
  Weird
  1 Heavy	fog	billows	in,	can’t	see	more	than	30	feet.
  2 Stilt	Houses,	1	on	even,	d6	on	odd.
  3 Stone pillar emerging from water.
  4 Long	swallowed	battlefield.
  Trips/Dubs
  111 Instead of zombies, there is a fungal zombie grizzly 
  bear, its face and back covered in toadstools.
  222 The	hut	is	the	alchemy	lab	of	an	unhinged	hermit.	He	
  trades in acids and toxins.
  333 The swamp folk are cultists placating an eldritch 
  horror to remain asleep with dark rites.
  444 There is a small fairy settlement that includes a few 
  elves as traders and guards.
  55 There is a beached shipwreck full of long rotting 
  cargo. Military if d4 is 4, otherwise durable goods are 
  inside.
  66 The octopodes are controlled by a cruel Sidhe animal 
  handler,	knows	water	breathing.	Level	2	W/R/R.
  Runs
  123 Deadly travel. Nearby water is chock full of leeches.
  234 Deadly travel. Great clouds of infectious mosquitoes.
  345 A venomous snake is coiled nearby. If anyone gets 
  near it (likely with travel) it will attack.
  456 Large amounts of rusted weapons and arrowheads 
  stuck in the mud, or embedded in trees at hand 
  height.Travel without hard boots or gloves risks cuts 
  and tetanus.
  Max
  864 Elven spirits and human ghosts battle each night, 
  over and over.
  
  Lost in the wilderness—Neoclassical Geek Revival 
  11
  The coastline
  Travel Speed 3	
  Health Normal, Frontier
  Where
  1 Pebble	beach,	littered	with	driftwood.	Very	open.
  2 Sandy beach, dunes and scrub.
  3 Cliffs	and	bluffs.	There	is	a	cave	on	a	Σ	of	9	or	more.
  4 Ruined coastal village and crumbling docks.
  5 Dangerous rocks just out to sea, else as 1.
  6 Pebble	beach	littered	with	boulders.	If	the	Σ	is	14+	
  there is a lighthouse, which is also in ruins if the d4 
  is	less	than	3.
  7 d6 result is used as “Where” result.
  8 A	small	island	is	just	offshore	if	the	Σ	is	16	or	more.	
  Otherwise treat as if a 2. 
  What
  1 Skeletal	mariners	just	off-shore	(Σ).	They	raid	the	
  beach at night to drag victims under the sea.
  2 Nothing.
  3 Horde	of	ghouls	(d8xd4)	(even)	or	Cultists	to	a	sea	
  deity/demon	(Σ),	if	the	Σ	is	9	or	more	(odd).
  4 Desperate	and	grizzled	fishermen	with	their	boats	
  (d8+d4)	if	the	Σ	is	12	or	more.
  5 Slavers	(d8x3)	with	captives	(d4)	(odd)	or	nothing	
  (even).
  6 Horrific	mutant	sea	beast,	size	d8+d4,	visible	in	the	
  water.
  Weird
  1 Dense fog.
  2 Shipwreck	if	the	Σ	is	9	or	less.
  3 Nothing	(odd)	or	a	sea	beast,	as	d6	of	6,	if	the	Σ	is	
  14 or more (even). If the there is a sea beast and  
  the d6 actually is 6 it is laying eggs on the shore.
  4 High	winds.
  Trips/Dubs
  111 Level 4 Sea Elf Necromancer leads the mariners.
  222 Beached	warship.	Has	a	sizable	pay	chest,	many	
  dead and injured but a dozen sailors remain capable.
  333 Massive sea side temple accessible only at low tide. 
  20 extra guards in ornate heavy armour.
  444 Small village of 100 people clings to existence. Ruled 
  by a petty despot with 15 loyal warriors.
  55 Hundreds	of	feral	goats	swarm	the	area.
  66 Level d4 wizard lives on the beach, either in the 
  lighthouse or in a shack if it is not present.
  Runs
  123 a handful of bodies have washed up on shore. 
  Picking through them reveals d6xd8 silver coins.
  234 the	waters	are	teaming	with	schools	of	fish.
  345 Flotsam and jetsam have washed ashore. Broken 
  barrels, bits of plank, some rope and canvas.
  456 Thar be a sperm whale out to sea.
  Max
  864 The island contains a small town of several hundred 
  who	make	sacrifices	to	the	sea	beasts.	Very	friendly	
  up	until	sacrifice.	They	also	make	great	chowder	but	
  that tends to get overlooked.
  
  Lost in the wilderness—Neoclassical Geek Revival 
  12
  The foothills
  Travel Speed 1 
  Health Harsh,	Frontier
  Where
  1 Pine Forest with a steep slope.
  2 Rocky	detritus	from	the	collapse	of	a	cliff	further	up	
  the steep slope. Some shrubs sprout as well.
  3 A	cliff	face	that	is	20+Σ	feet	in	height.	PC’s	are	
  either at the base (odd) or top (even).
  4 Route	to	summit,	if	the	PC’s	go	up	the	summit	they	
  see surrounding area, else avoid encounter.
  5 Long abandoned and collapsing log cabins (d4).
  6 Pine Forest with a gentle slope.
  7 Mountain streams bubble down a rocky slope with a 
  few large trees. Flowers everywhere.
  8 (d4➤ 1 Path Found! +1 speed (use d6 for terrain), 
  2	impassable	drop/chasm,	backtrack	required	(use	
  d6 for terrain), 3	cliff	face	as	3,	4 pine forest and 
  overgrown town).
  What
  1 Ghouls	(Σxd4).
  2 Nothing.
  3 Wild game (d4➤ 1 Bear, 2 Wolves d8, 3 Goats d8x2, 
  4	Deer	d8/2).
  4 Sentient	beings	(Σ,	d4➤ 1 Prospectors, 2 Wee folk, 
  3	Hill	tribes,	4 Adventurers).
  5 Ghosts (d8) if the d4 is 4.
  6 A single settlement (d4➤ 1	Hill	tribe,	2	Hill	tribe,	
  3 Prospectors, 4 Everyone is dead).
  Weird
  1 Many remnants of basalt masonry. The soil contains 
  many bits of weathered glass.
  2 Poor Weather on even, Pleasant weather on odd.
  3 Wooden	Totem	(Holy	Ground	to	local	deity).
  4 Nothing.
  Trips/Dubs
  111 The ghouls are actually undead cultists. They are 
  level	3	priests	and	there	is	a	basalt	obelisk	shrine.
  222 A rock fall sends boulders bounding towards the 
  party.
  333 A faerie noble and retinue are out hunting the goats 
  for sport. They would prefer human quarry.
  444 There is an ancient tomb, dungeon, or other ruin 
  present. The adventurers are leaving it with a large 
  chest of treasure.
  55 A black dog is in the area at night. Until the next 
  full moon, all sentient dead in the area rise to seek 
  revenge.
  66 The settlement is a level d4x2 hermit guarding a 
  magic	relic	on	a	d4	of	3	or	4	or	a	level	3	witch	on	a	
  1 or 2 in possession of a cursed object they want to 
  offload.
  Runs
  123 A shallow cave is present.
  234 A human skeleton is strewn about. Some bits of 
  leather gear, a knife, and d8 silver coins remain.
  345 A stone cairn marks the burial place of a lesser hill 
  tribe chieftain.
  456 A lone mule wanders about.
  Max
  864 A lush and idyllic valley is found. Everyone who is 
  dead died of old age. All but one body is buried in a 
  proper grave.
  
  Lost in the wilderness—Neoclassical Geek Revival 
  13
  The mountains
  Travel Speed 0 
  Health Inhospitable, Wilderness
  Where
  1 Deep	chasm	Σx3	feet	deep,	+1	speed	if	passed.
  2 Cliff	face	Σx3	+10	feet	high,	+1	speed	if	scaled.
  3 Steep slope to the summit with lots of snow, 
  +1 speed.
  4 Bottomless chasm that stretches over a hundred 
  feet across. Need to backtrack without magic.
  5 Wide	ledge	that	leads	up	an	otherwise	steep	cliff,	
  over	fifty	feet	high.
  6 Lots of large boulders create a maze of dead-ends, 
  -1 speed.
  7 Hot	Springs,	treat	d6	as	additional	d8.
  8 Entrance to a cave set into a very steep slope.
  What
  1 Goblin scouts (d4x2). If they escape the next scout 
  encounter is a platoon.
  2 Goblin platoon (40) with a squad of specialist 
  trackers	(d8x2)	if	the	Σ	is	10	or	more.	If	the	Σ	is	9	or	
  less, instead there are Goblin Scouts.
  3 Nothing.
  4 Nothing.
  5 Yeti	(d4)	(even)	and/or	Dwarves	(Σ)	if	the	Σ	is	12	or	
  more.
  6 Goats	(d8)	if	the	d4	is	4	and/or	a	dragon	if	the	Σ	is	
  15 or more.
  Weird
  1 Suspicious narrow pass or natural stone bridge for 
  chasms, +1 speed if taken.
  2 Blizzard, deadly travel.
  3 Multiple results. Treat the d6 and d8 as potential 
  additional d4 results.
  4 Large amounts of lichen covered shrubs.
  Trips/Dubs
  111 Goblin scouts have set up a landslide of boulders to 
  trigger in an ambush.
  222 The Goblins are huddled in a tent waiting for the 
  blizzard to pass. They have a captured dwarf.
  333 Avalanche!
  444 Drums faintly sound from deep below, hot air rises. 
  No cold penalties while camping. Presence appeal of 
  5 each night to deal a d6 stress, trying to convince 
  you to jump in through bad dreams.
  55 An old dwarven watchtower surveys the area. It could 
  provide shelter or a very secure defensive position 
  allowing	easy	fields	of	fire	on	the	ledge.
  66 An ancient dwarven aqueduct allows a clear path if 
  climbed and followed. +2 speed.
  Runs
  123 A	dead	and	frozen	mountaineer.	His	pack	contains	
  rope,	climbing	tools,	flint	and	steel,	and	blankets.
  234 A dwarf is stranded with a broken ankle and requires 
  help to survive. Will pledge to guide through the 
  mountains if helped (+1 speed if healed, or +1 speed 
  on next check if given supplies to heal naturally).
  345 There is a small pile of dead goblins who seemed to 
  have	been	fighting	over	a	chest	of	valuables	(worth	
  100 silver).
  456 A life sized statue of a stylized dwarf raises his hand 
  as if to say halt. The statue is a roadside shrine to the 
  Dwarven ancestor spirits and counts as holy ground. 
  Several golden coins and a silver cup are strewn 
  about his base.
  Max
  864 It is the lair of the Dragon, inside is his vast horde of 
  wealth. The dragon is present at night and in the sky 
  during the day. The goats are all dead, charred, and 
  partially eaten.
  
  Lost in the wilderness—Neoclassical Geek Revival 
  14
  The undermountain
  Travel Speed 4 
  Health Normal, Rural
  Where
  1 A straight and wide section of the Underhighway. 
  +1 speed.
  2 An abandoned limestone quarry with a tall ceiling 
  and pillars.
  3 A narrow corridor full of frequent turns.
  4 A spiraling stairwell going down (even) or up (odd).
  5 A grand chamber with high ceilings.
  6 A slow moving aqueduct (even) or fetid sewer, 
  causing	Harsh	travel	(odd).
  7 A length of canal requires a raft to travel to the next 
  set of locks.
  8 A long stone bridge crosses a bottomless chasm.
  What
  1 Goblin military patrol (40) including champion and 
  wizard.
  2 Trolls (d4).
  3 Nothing.
  4 Cave	Vermin	(d4➤ 1 Swarm of rats,  2 swarms of bats 
  rush past, 3 rat sized pillbugs, 4 Dense spider webs 
  and venomous spiders).
  5 A goblin caravan (15) with either goods (even) or 
  prisoners (d4x2) (odd).
  6 Cave Monster (d8➤ 1-4 Size d4 Giant Centipede, 5 A 
  size d4+1 giant spider lairs on the ceiling, ambush 
  hunting, 6-7 An acidic blob monster lives in the 
  water, 8	A	size	d4	winged	demon	flies	in	the	chasms	
  hot updrafts).
  Weird
  1 Debris and rubble clog the area, -1 speed.
  2 Multiple threats, treat d8 as additional d6. They are 
  either allied (odd) or enemies (even).
  3 Nothing.
  4 Wealth	(Σ	silver	worth	of	dwarven	goods)	on	4+	on	
  d6,	and/or	simple	tripwire	rockfall	traps	or	punji	
  stakes (even).
  Trips/Dubs
  111 A	fortification	is	being	built/repaired	using	material	
  from the under highway. Large food stockpiles.
  222 Two	troll	breeding	pairs	are	fighting	over	a	lair.
  333 Iron bars set into the stone block the path.
  444 A	size	3	giant	spider	also	lairs	in	the	webs.
  55 A Goblin Market is present. Several chests of coins 
  and food, as well as 50 or so poorly armed customers 
  are present.
  66 The	blob	monster	has	a	nest,	filled	with	undigested	
  gems. It has spawned d4x2 smaller man sized blobs.
  Runs
  123 Dwarven explorers (d8)
  234 A dozen ancient Dwarven skeletons litter the ground.
  345 Poison	gas	pockets	invisibly	float	in	the	middle	of	the	
  area,	extinguishing	flame	and	killing	any	who	try	to	
  cross.
  456 Dwarven ghosts (d6) are guarding the treasure. 
  Max
  864 The Fire Demon Azouli guards the bridge. Azouli is a 
  national threat.
  
  Lost in the wilderness—Neoclassical Geek Revival 
  15
  The caves
  Travel Speed 1 
  Health Inhospitable, Wilderness
  Where
  1 Crawling tunnels.
  2 Tight tunnels high enough to still walk.
  3 Wide caverns with a ceiling barely above head 
  height.
  4 A deep pit ten feet across blocks the path. 
  Otherwise as 2.
  5 The tunnel opens into a house sized cavern.
  6 A giant cavern with high ceilings that is full of 
  stalactites and stalagmites.
  7 A dwarven homestead is carved into the stone next 
  to a small mine shaft. +1 speed.
  8 A great bottomless chasm blocks the path.
  What
  1 Dwarves	(d4/2).
  2 Nothing.
  3 Nothing.
  4 Cave creatures (d8➤ 1	Goblin	anarchists	d4x3,	
  2 Blob, 3 Wyrm, 4 Swarms of bugs, 5 Trolls d4, 
  6 Giant Spider, 7 Bats, 8 Ghosts d4).
  5 Nothing.
  6 Ghouls (d4x2).
  Weird
  1 Invisible	gas	pockets.	Extinguish	flames	and	deal	d6	
  poison if crossed.
  2 Sharp crystals jut from the walls.
  3 The area is littered with mushrooms, forming a 
  fungal forest if there is enough room.
  4 Golden ore is visible if the d8 is 7+.
  Trips/Dubs
  111 An angry Dwarf survivor setting gas traps to kill 
  intruders. Also setting warning runes in dwarven.
  222 A troll is skewered on the crystals, unable to free itself 
  and constantly regenerating. It blocks the path.
  333 The fungus is bioluminescent. The area is full of cave 
  bees who are agitated by noise. The ceiling is slowly 
  dripping fresh water and the rocks on the left are 
  warm to the touch.
  444 The pit is the mouth of a massive lattice like maze. It 
  is swarming with a virtually endless amount of bugs.
  55 There is a Dwarven shrine to their ancestor spirits 
  carved from stone. It is holy ground.
  66 A	level	3	Ghoul	priest	leads	the	Ghoul	war	party.
  Runs
  123 Stone statues of dwarves hold plaques showing cave 
  maps (+1 speed).
  234 Swarms of mice.
  345 A tripwire is set to release a cloud of toxic dust 
  (d6 poison).
  456 There is an unopened Dwarven sarcophagus.
  Max
  864 An undead lich (level 7 wizard) resides on a wide 
  ledge and rules the pack of ghouls who are mining 
  gold from the walls. The lich can call forth winged 
  demons from the chasm.
  
  Lost in the wilderness—Neoclassical Geek Revival 
  16
  The plains
  Travel Speed 4 
  Health Pleasant, Uncharted
  Where
  1 Flat expanse.
  2 Stagnant pond surrounded by shrubs.
  3 Crest of a hill.
  4 Bottom of a hill.
  5 Pond and spring, with lone tree on an odd die total.
  6 A	flat	expanse	broken	by	a	lone	tree.
  7 A winding gully snakes along.
  8 An old sprawling oak atop hill.
  What
  1 Herd	of	animals	(Σ)x20.	They	are	horses	on	a	Σ	of	
  10 or more, otherwise they are antelope.
  2 Nothing.
  3 Horse	mounted	bandits	(d8+d4,	d4➤ 1 Seeking 
  targets, 2 Burying loot, 3 Setting camp, 4	Hunting	for	
  food	and	eating	a	kill	if	the	Σ	is	10	or	more).
  4 Nothing.
  5 Wolves (d8x2).
  6 Wind Demon (Night).
  Weird
  1 Nothing.
  2 A Large boulder.
  3 Remnants	of	a	camp	(sod	houses	on	a	Σ	of	10	or	
  less).
  4 Vulture	are	overhead.	On	a	Σ	of	10	or	more	there	is	
  a dead antelope or boar nearby.
  Trips/Dubs
  111 The herd is stampeding towards the party!
  222 A meteorite is hidden in the pond (boulder is the 
  meteorite,	which	is	only	visible	from	pond’s	edge).
  333 A semi-permanent trading post is present. It is of 
  timber and sod construction with a fence or palisade.
  444 It is not a vulture overhead but a trio of harpies 
  circling a doomed bandit.
  55 Wolves are not encountered.  Instead, a tiger is 
  stalking about the area.
  66 The tree is a shrine to Pazuzu.
  Runs
  123 An angry boar is between party and any opponents 
  (or progress).
  234 A truly ancient stone has been carved with a crude 
  human face marking a ley line (Mystic Wasteland).
  345 At night, a disquieted spirit will roam this place.
  456 An additional herd of antelope. A herd of antelope 
  is encountered (as if a d6 result of 1) and will be in 
  conflict	with	the	actual	d6	result	(if	any).
  Max
  864 A	wizard’s	tower	is	beside	the	oak.	The	wizard	is	
  level 7 with many spells. Several monsters lair in the 
  dungeon to be summoned forth in case of attack.
  
  Lost in the wilderness—Neoclassical Geek Revival 
  17
  The desert
  Travel Speed 3	
  Health Deadly	(day	travel)	or	Harsh	(night	travel).	Wilderness
  Where
  1 Bleached expanse with small sandy dunes.
  2 An ancient river bed allows easier travel, +1 speed.
  3 The ground is littered with great worn rocks.
  4 Patch	of	cactus	and/or	appropriate	brush.
  5 Ancient and crumbling adobe hut.
  6 Bleached expanse with a single tree.
  7 Bleached expanse with a mass grave full of 
  bleached bones partially buried under sand.
  8 Massive sand dunes, -1 speed.
  What
  1 Desert	nomads	(d8+2).	They	are	friendly	if	the	Σ	is	
  odd.
  2 Jackals (d8+d4). They are active at night and will 
  follow at a distance until they can win.
  3 Giant Spider, size d4, that emerges to hunt at night.
  4 An ifrit or desert demon lures travellers to its lair or 
  camp at night.
  5 Nothing.
  6 Also Nothing.
  Weird
  1 Scorching sun (doubled water requirements).
  2 Scorching sun (doubled water requirements).
  3 Also scorching sun (doubled water requirements).
  4 Sandstorm (serious risk of getting lost and 
  separated)	OR	rain	on	a	run	of	3.
  Trips/Dubs
  111 There is a mirage of an oasis, chasing it wastes a unit 
  of travel time. 
  222 An oasis.
  333 A dead rider with a quality bow or a pouch of gold. 
  The camel is alive if this is encountered twice.
  444 Siren-like Djinni sing to lure people into the 
  sandstorm to their doom.
  55 A	dervish	offers	wisdom	from	atop	the	hut.
  66 An ancient shrine is near the tree. Several valuable 
  offerings	are	placed	near	it.	Taking	the	offerings	
  results	in	a	curse	from	faith	4+d4.	The	offerings	are	
  worth 200 golden coins.
  Runs
  123 Skeletal remains of several men and camels that died 
  of violent means. If the d6 result is a 1 the bodies 
  have just been looted by the nomads. Otherwise a 
  few dozen silver coins, and a handful of knives and 
  arrows are still available.
  234 A small obelisk covered in ancient hieroglyphics juts 
  out from the sand. If the d6 is 4 the area is unholy 
  ground. An black stone sarcophagus is buried under 
  the	sand	at	the	base	of	the	obelisk.	If	the	d8	is	3,	
  there is a large sealed clay jug buried under the 
  nearest rock containing several days of water. A faint 
  scratch on the obelisk points in that direction, though 
  it will not be seen at a cursory glance.
  345 A stray camel wanders about. It is domesticated, but 
  there is no sign of its owner.
  456 There	is	a	flash	flood.	There	will	be	a	rumbling	sound	
  and only a few moments to act. Climbing the tree 
  or to the roof of the hut will probably save you, 
  otherwise it will require a mad race away from the 
  wave of water on a fast horse. Even then the odds 
  are risky.
  Max
  864 The cave of wonders appears. It will say that all are 
  welcome to take but a single treasure from it, but to 
  take more than one dooms all who venture inside. 
  Various	potent	magical	items	and	valuable	treasures	
  are inside it. After taking a treasure characters must 
  pass a will save to not take a second. Characters 
  must	also	pass	a	will	save	to	not	take	one	of	the	first	
  three random treasures they stumble upon. If anyone 
  takes a second treasure (including if they took one a 
  previous visit) the maw of the cave will close and trap 
  everyone inside for years until it opens again.
  
  Lost in the wilderness—Neoclassical Geek Revival 
  18
  The sand swallowed civilization
  Travel Speed d8/2	 Health Deadly	(day	travel)	or	Harsh	(night	travel).	Wilderness
  Where
  1 Massive piles of rubble, buildings on the verge 
  of collapse. Great drifts of sand block the lower 
  entrances.
  2 Several collapsed buildings among meandering 
  alleys. Rubble and sand drifts slow travel.
  3 Occasional collapsed building in dense residential 
  sprawl. Some tumbleweeds blow about.
  4 A sand dune several stories in height cuts across 
  the remnants of a suburb. 
  5 An important and grand building.
  6 A large market square, a mound of skulls in the 
  center.
  7 Wide main streets and the remains of makeshift 
  fortifications.
  8 A wide highway, the walls lining the road are starting 
  to	crumble.	Bones	and	some	dirt	litter	the	floor	
  amongst long abandoned quarantine checkpoints.
  What
  1 Cats!	So	very,	VERY	many	cats.	Ruled	by	a	local	
  level	d4	cat	queen,	Wizard/Wizard/Priest.
  2 Eerie quiet, heavy echoes.
  3 Withered animate corpses (d8+d4).
  4 Cultists	(Σ),	searching	for	ancient	relics.
  5 Intelligent	jackals	(Σ).
  6 Giant Spiders (d4) (odd) or Giant ants (d8xd4) if the 
  Σ	is	10	or	more	(even).
  Weird
  1 Etchings on the walls warning of impending doom.
  2 Scorch and blast marks radiating toxic magic 
  energy, mystic wasteland.
  3 A roadside shrine to inscrutable forgotten gods.
  4 Mass grave of bleached bones.
  Trips/Dubs
  111 This is a shrine to the cat religion and is considered 
  holy ground. The cat queen is giving a sermon.
  222 A demon will stalk the area at night.
  333 The undead are performing a ritual under the watchful 
  gaze of a powerful wraith.
  444 The cultists are performing necromantic rites to raise 
  the skeletons. If not stopped all future d4 results of 
  4 will also include 10 hostile skeletons gathering the 
  bones.
  55 The building is an important temple (still holy ground) 
  guarded by the jackals. It contains several golden 
  idols.
  66 Spiders and ants are both present and waging war 
  with each other.
  Runs
  123 A buzzard hovers nearby, circling the party (and 
  potentially giving away their position)
  234 A golden ewer or idol is half visible among the sand
  345 A ghost appears at night to plead to passerbys to 
  find	and	bury	its	body.
  456 A	Griffon	flies	over	head,	hunting	easy	prey
  Max
  864 The massive Ant Queen is slowly moving to a new lair 
  as part of her war with the spiders. She is a cultural 
  icon called “Death” and is size 15.
  
  Lost in the wilderness—Neoclassical Geek Revival 
  19
  The dust choked lands
  Travel Speed 3	
  Health Deadly	(day	travel)	or	Harsh	(night	travel).	Wilderness
  Where
  1 Plain of cracked earth with the odd scraggly bush.
  2 Dust coated (d4 inches) packed earth, odd tree, 
  some agave.
  3 Dust coated long dead forest, stumps, some greyed 
  wood.
  4 Abandoned farm or manor area, many building 
  foundations, dust drifts.
  5 Slightly rolling hills, scrub.
  6 Slightly rolling hills, giant cacti.
  7 Scrubland, odd tree, obelisk (even) or statue (odd).
  8 Great dust drifts cover the local scrubland and a 
  smattering	of	dead/dying	trees.	There	is	an	obelisk	
  on	a	Σ	of	15	or	more.
  What
  1 Desert Demon (night).
  2 Beasts (d4➤ 1 Jackals (d8+d4) (night), 2 Buzzards 
  if	the	Σ	is	13	or	more.	They	are	circling	a	corpse	if	
  the	Σ	is	even.	They	bestow	the	curse	of	the	Carrion	
  God if attacked. 3 Red Kangaroos (d8) during the 
  day. 4 Someone steps next to a rattlesnake if the 
  Σ	is	12	or	more.	They	bestow	the	curse	of	Yig	if	
  attacked).
  3 Nothing.
  4 Monster. (d8➤ 1-2 Giant Camel Spider, size d4 (night), 
  3-4 Giant Snake, size d4+1, 5-6 Giant Scorpion, size 
  d4-1 (night), 7-8 Pack of Death Worms (d4) (day).
  5 Nothing.
  6 People	(d8x3,	d4➤ 1 Caravan on camels (day), 
  2 Bandits on horses, 3 Desert Elves (archers with 
  poison arrows), 4	Ghouls	(night)		(1/3rd	archers,	
  +4 hyenas).
  Weird
  1 Dried out watering hole.
  2 Tumbleweeds.
  3 Windy,	rain	on	run	of	3.
  4 Rubble.	There	is	a	tomb	on	a	Σ	of	13	or	more	or	a	
  road	segment	with	a	Σ	of	9	or	less,	+1	speed.
  Trips/Dubs
  111 The watering hole is actually an oasis.
  222 Lost caravan (dead or dying).
  333 An air elemental in bird form haunts the area.
  444 Amidst the ruble is a secret Temple of Yig with 
  13	cultists	worshiping	the	snake.
  55 A sudden Dust Devil tears through the immediate 
  area.
  66 Quadruple the amount of people are present. There 
  is	a	cave	temple	on	a	d4	result	of	3.	Σ/4	undead	are	
  present	and	fighting	the	ghouls	if	the	d4	result	is	4.
  Runs
  123 An unattended camel with bags full of grain and a jug 
  of water is wandering lost.
  234 Multiple threats. The d4 is used as an extra d6.
  345 	A	wise	Dervish	(level	d4)	is	nearby,	offering	blessings	
  and cryptic wisdom.
  456 Undead forces lair in the tomb (20 and a level 
  d6-1 Undead noble)
  Max
  864 Besieged Ziggurat (Ghouls vs mummies).  A special 
  location/dungeon	has	been	found.	Ghouls	besiege	
  the ancient tomb, hoping to eat the undead inside 
  and plunder their wealth.
  
  Lost in the wilderness—Neoclassical Geek Revival 
  20
  The jungle
  Travel Speed 1 
  Health Inhospitable. Uncharted.
  Where
  1 Dense undergrowth.
  2 Dark, big canopy.
  3 Banyan tree.
  4 Dark, big canopy.
  5 Dense undergrowth, stream.
  6 Trail through undergrowth, +1 speed.
  7 Rope	bridge	over	stream,	30	feet	below.
  8 Hill	with	open	patches.
  What
  1 Nothing.
  2 Jungle	dwelling	hunters	(Σ).
  3 A devouring blanket of army ants.
  4 Tiger.
  5 Python.
  6 Great apes (d4-2).
  Weird
  1 Normal.
  2 Oppressively muggy. -1 to all health checks.
  3 Drizzle.
  4 Rain.
  Trips/Dubs
  111 The area is full of bountiful fruit trees that house a 
  large group of toucans.
  222 There is a treetop village hidden from the ground in 
  the canopy. The village has about 10 families within 
  it and ropes could be found if the party searches the 
  trees. They want to remain secret and the hunters will 
  quietly observe the party until they leave.
  333 In the middle of the ant swarm are three skeletons 
  holding a treasure chest. It contains 2000 silver coins.
  444 A	white	tiger	is	stuck	in	a	snare	the	first	time	it	is	
  encountered. It will not be hostile once freed and will 
  silently bless the person who freed it. Each additional 
  time it is encountered it will also bless the person 
  who freed it.
  55 The python is intelligent and a potent wizard. It is a 
  level 4 wizard with no familiar who has permanently 
  memorized all of its spells.  It will trade information 
  (including about trails) for magic or a meal.
  66 Rather	than	great	apes,	the	encounter	is	with	Σ	
  Ape Men, beings who look like a cross between 
  orangutans and humans. They wear leaf cloaks and 
  wield stone maces.
  Runs
  123 Quicksand!
  234 A parrot repeats things spoken aloud
  345 Monkeys scream and holler at the party and any 
  other actors
  456 A thunderstorm breaks out, travel becomes deadly.
  Max
  864 There are thrice as many gorillas in the mist, they are 
  lead by a level 5 druidess.
  
  Lost in the wilderness—Neoclassical Geek Revival 
  21
  The endless savanna
  Travel Speed 4 
  Health Harsh,	Uncharted.
  Where
  1 Grassy expanse, odd tree.
  2 Thick thorny brush.
  3 Watering hole (mud), d4-1 is extra d6. 0 is a 
  crocodile.
  4 Cluster of trees.
  5 Great rocky outcropping.
  6 Small hill, boab tree.
  7 Grassy expanse, odd tree.
  8 Watering hole, pond, crocodiles & hippos.
  What
  1 A large herd of game game (1 d4-1 Gazelles, 2 Gnu, 
  3	Water	Buffalo,	4 Zebra).
  2 Human	hunters	from	local	tribe	(d8+2).
  3 Lions	d8	on	d4	of	3+,	otherwise	Hyenas	(Σ).
  4 (Σ)	of	centaurs.
  5 Demon (night).
  6 Gryphon on 1-2 on d4.
  Weird
  1 Scorching sun (doubled water requirements).
  2 Normal.
  3 Cloudy	skies	(Gryphons	will	have	to	fly	lower	to	
  hunt).
  4 Rain.
  Trips/Dubs
  111 A warband of 100 frail gazelle beastmen.
  222 A	band	of	30	bandits	have	set	up	a	fortified	camp.
  333 A	werelion	hunts	for	human	flesh.
  444 The centaurs are hunting a gryphon which is currently 
  trapped in the center of the circle of trees. The 
  centaurs are circling and throwing weapons but 
  refusing to get too close.
  55 Several wooden warning totems are stuck into the 
  earth near the mouth of a cave where the demon lairs 
  during the day.
  66 The boab tree has a large humanoid face and is quite 
  happy to talk about the area. If there is a gryphon the 
  boab will want the party to get rid of it as it is nesting 
  in the tree and it does not care for that.
  Runs
  123 Elephants (d8).
  234 A rhinoceros is in the area acting territorial.
  345 A prehuman stone obelisk radiates energy (area is a 
  mystic wasteland).
  456 A small temporary shrine has been constructed.  
  Offerings	of	fruit	and	several	small	pieces	of	copper	
  jewelry are strewn about.
  Max
  864 The area is haunted by a water elemental who takes 
  the form of a large crocodile.
  
  Lost in the wilderness—Neoclassical Geek Revival 
  22
  The land that time forgot
  Travel Speed 1 
  Health Inhospitable, Uncharted
  Where
  1 Tall grasses.
  2 Steaming swamp.
  3 The shore of a narrow lake.
  4 Shrub	covered	lava	field.
  5 Dense ferns and jungle trees.
  6 A fungal forest.
  7 A deep chasm has recently opened in the earth 
  (d6 is additional d8).
  8 The slopes of a large hill.
  What
  1 Terror birds (d8).
  2 Smilodon.
  3 Lizard	people	with	obsidian	weapons	(Σ).
  4 Dinosaurs (d8➤ 1	Velociraptors	Σ,	2 Nesting duck 
  bills d4, 3 Plesiosaur, 4	Herd	of	triceratops		Σx2,	
  5 Brontosaurus, 6 Stegosaurus, 7-8 T-Rex).
  5 Megafauna (d4➤ 1 Cave bear, 2 Mammoth, 3 Giant 
  sloth, 4	Hell	pig).
  6 An	Imperial	scout	patrol.	Legionnaires	(Σ),	Piltdown	
  slaves	carrying	supplies	(d8),	and	Officers	riding	
  terror birds (d4).
  Weird
  1 Massive skeleton.
  2 Tar Pit (even) or Geyser (odd).
  3 Multiple threats. The d8 is a potential additional d6.
  4 Remnants of ancient masonry.
  Trips/Dubs
  111 The birds are trained beasts in leather barding owned 
  by	a	patrician	hunting	an	escaped	slave.	He	and	his	
  two overseer guards ride additional terror birds. 
  222 There is a dead mammoth in the tar and the smilodon 
  is stuck along with her two cubs.
  333 The lizard people have a village of stilt houses in the 
  lake.
  444 The	lava	field	is	actually	a	slowly	moving	wave	of	
  fresh lava, causing a stampede. Ancient writing is 
  visible on the soon to be swallowed masonry.
  55 A rare tribe of free piltdown men are hunting the 
  Megafauna.
  66 It is an imperial work crew with a detachment of 
  piltdown slaves are harvesting the fungus to bring 
  back to their city.
  Runs
  123 Terrordactyls circle overhead to attack anyone 
  weakened.	If	the	d6	is	3,	the	Lizard	people	are	all	
  riding the terrordactyls as scouts.
  234 An angry trio of dimetrodons defends a fresh kill.
  345 An earthquake will shake the area violently 
  (2 knockdown successes) in d8 rounds.
  456 An ancient temple still stands, unlooted for the 
  moment.
  Max
  864 Either the last imperial city of Emperor Septembrous 
  (if not yet found) or a cohort of his legion setting up a 
  hillfort.
  
  ISBN 978-1-988224-08-4
  
SOURCE: textdata/thevault/Neoclassical Geek Revival (osr)/Lost in the Wilderness Adv Toolkit (NeoGeekRev).pdf