TEXT: Dragon Infested Mountains
  Encounters & Wandering Monsters
  Roll 1d20 for Encounter
  [1] Razor Stones. The ground is littered with very 
  sharp, pointy black stones similar to obsidian. 
  Anyone who falls on it takes 1d6 damage from 
  standing height or doubles the fall damage they 
  take from higher. Stones could be used to make 
  arrow heads or sold to certain collector geologists 
  as they are uncommon.
  [2] There are four adventurers burnt to a crisp, 
  apparently from above. On their person is a single 
  piece of armor, 2d6 silver, and an unused potion of
  fire resistance.
  [3] Kobolds! You encounter 2d6 kobolds on a 
  scouting mission, will attack if they outnumber the
  party. Roll 1d4 on list for type;
  1. Scaley, small, traditional. Dragon 
  worshippers, they may be working for one 
  of the local dragons.
  2. Furry, barking, dog-like. These 'bolds are 
  neutral but will trade information or metals
  for food the party has.
  3. Smooth skin in place of scales. Sneaky, has
  1d4 extra kobolds with knives hiding back 
  to strike party from behind if needed.
  4. These kobolds suffer from gigantism and 
  were kicked out of their tribes; half as 
  many kobolds but human-bandit stats.
  [4] Ever burning bush. Tries to pretend to be the 
  God of any nearby clerics, is actually just a magic 
  fire that doesn't burn anything it catches on. Can 
  be carried in a torch or container from now on, but
  dies if the flame is put out. If used on people can 
  warm them and cook food without burning 
  anything- will become friendly if party forgives it 
  for its deception.
  [5] Green crystal growing from the ground, looks 
  vaguely like a plant. If crushed into powder can be
  snorted or smoked for a bonus +2 to Intelligence 
  and Charisma but -2 to Wisdom. Lasts for 24 
  hours. Dragon and Dragonborn who use it gain the
  positives without the negatives but addictive.
  Can be sold 10 sp per dose, 2d10 doses.
  [6] Dragon skull, worth a few thousand gold. 
  Gigantic, full encumbrance if you try to carry it.
  [7] Shallow cave, containing 1d8 skeletons. The 
  skeletons animate only if you disturb the strange 
  purple sand on the floor, drawn into runes. The 
  back most skeleton has an iron helmet with gold 
  trim, worth triple regular helmet price.
  [8] Tiny fertile valley crammed between two small
  mountain hills. Filled with tiny trees and extinct 
  megafauna, all small enough to fit in the palm of 
  your hand. You can sell these tiny guys to natural 
  scholars for decent silver.
  [9] Rock Arachnids. Random piles of stones come 
  to life and form into the shapes of giant spiders. 
  No venom, but attack with sharp rock fangs.
  Rock Arachnids (2HD, +3 AC, 1d8 rock damage, 
  no initiate; ie party always goes first)
  Appearing; 1d3
  The rock spiders are aggressive but are very slow, 
  which is why they wait for prey to come to them. 
  Escaping them is easy. If you retreat, the spiders 
  just fall apart again and wait for their next target.
  [10] Annoying chipmunks. Bright, colorful 
  chimpmunks that hide in dens dug into the 
  mountain's side. Every turn the party stays here, 
  the chipmunks make a bunch of noise and draw 
  attention; double the chance of random encounters.
  Chipmunk fur is valuable, worth 1 SP per pelt.
  [11] Dug into the mountain side is a stronghold for
  the dwarves. The inside is dark and abandoned, the
  few survivors are insane and gibber in the 
  darkness, making masterful creations out of each 
  others body parts.
  Roll 1d6;
  1. Sword made of a sharpened femur
  2. Shield made of a pelvis
  3. Cloak made of dwarf skin
  4. Poleaxe made of petrified hand + bones
  5. Coin pouch made of a belly
  6. Cosmetic powder made of dwarf ash
  
  [12] Tiny burning clouds of ash spit from the 
  mouths of least drakes, dealing 1 damage. If the 
  party does not run back the way they came from 
  the 'terrifying' assault they will be attacked.
  Least Drakes (1HD, +1 AC and to hit, ash cloud 
  breath attack deals 1 damage)
  Appearing; 2d6
  Failed spawn of the dragons, or kobolds attempting
  ascendancy to become dragons. Inflated sense of 
  superiority.
  [13] Solidified shard of sunlight glowing from 
  under a stone. Can be used like a scroll to either 
  grant Light for 2d6 exploration turns which also 
  deals damage to or turns vampires and other 
  creatures weak to sunlight.
  [14] Blue Crystal growth coming from the chest 
  cavity of a long deactivated golem. These crystals 
  grow on magical items, animated creatures, and 
  can infect Magic Users who are over 9th level.
  The Blue Crystals can be smashed up into a paste 
  and mixed with water to create an Arcane Mark in 
  ink form. This writing is permanent but is only 
  visible when using the effects of wizard or magic 
  sight. Additionally, the Blue Crystal powder can be
  blown nearby invisible creatures or illusions that 
  makes them sparkle and glow.
  Each pouch of crystal has 10 uses and is worth 100
  sp each. They can be grown by implanting them 
  on magical things, as explained above.
  [15] Gigantic crater filled with ash. Every 
  exploration turn spent digging have the party roll 
  on this table and chance for random encounter;
  Roll 1d6;
  1. Golden Ring
  2. Dragon Fang (as dagger, +1 to hit)
  3. Silver Sabaton
  4. Petrified Flameblast; explodes as Fireball 
  in 4 seconds after exposed to air.
  5. Charred human remains, no value.
  6. Potion of Fire Resistance
  [16] Magnetic Dragon! Huge silver dragon swoops
  in and attacks with magnetic breath attack.
  Magnetic Dragon (5HD, flight, magnetic breath)
  This dragon's breath attack magnetically pins 
  objects backwards, away from the cone of attack. 
  Those wearing chain must make a save vs 
  paralysis to move again, those wearing fullplate 
  will be totally helpless unless removed from their 
  armor or the effect wears off in 3 rounds.
  Additionally this breath attack can be used against 
  metal projectiles which launches them back at the 
  user, dealing damage if they hit.
  [17] Rust Dragon! Dark brown dragon with 
  coppery patches attacks from below, such as a 
  crevice before snaking its way up to attack.
  Rust Dragon (4HD, rust breath)
  This dragon does not have wings. This dragon's 
  moist breath rusts and ruins metal equipment. 
  Each round you are caught in it, your metal armor 
  loses -1 AC until rusted to uselessness. Metal 
  weapons take 1-3 rounds to get rusted to 
  uselessness, depending on size. Sheathed weapons 
  take another round to rust. Magic weapons get 
  bonus rounds equal to their magic bonus+1.
  [18] Petrified Wood golems. Activates in the 
  presence of people who have killed dragons or 
  carry dragon body parts.
  Petrified Wood Golem (2HD, +1 AC)
  Appearing; 3d6
  Dragons created and carved these golems out of 
  petrified trees and logs as a way to kill or weaken 
  any dragon slayers in their mountain home.
  [19] Wandering Dragon-Slayer, alone. Lost his 
  lance, which has been broken into 4 pieces. The 
  next 4 rolled encounters on this list have a 50% 
  chance to have a piece of his lance. When 
  combined, his lance is a +3 weapon vs dragons.
  He'll join your party until you kill a dragon, then 
  leave with its heart to his home village.
  
  [20] Rare vein of ore, exposed at the surface. 
  Anyone with a pickaxe can mine it, but the loud 
  noise it makes forces a wandering monster check 
  along with the normal time.
  There is enough ore to make 1 shield or 1/3 
  enough to make a full suit of armor.
  Roll 1d4;
  1. Mithril Ore
  2. Infernite; Heat resistant metal, -1 damage 
  taken from fire and +2 vs dragon breath
  3. Cryptick; Necromantic resistant metal. +1 
  to saves vs death and level drain
  4. Gold Vein. Worth 1d4x500 unrefined
  Wandering Monsters
  Roll 1d6
  (1) Dragon Cultists (1HD, +2 to hit, black iron 
  weapons deal +1 damage vs lawful aligned)
  Appearing; 2d6
  Cultists trying to find food, gold, and mates for 
  their dragon masters. Their metal weapons feel 
  uncomfortable for Lawful aligned to hold.
  (2) Minotaurs (2HD, +2 to damage with d6 axe, 
  +1 AC, gore attack deals 1d4 damage)
  Appearing; 2 or 3
  Small family of minotaurs, randomly lost in the 
  mountains. Trying to find a safe cave for the 
  female one to give birth. She's heavily pregnant 
  but still fights like a beast. 
  (3) Thunderbird (2HD, flight, fires lightning bolts 
  dealing d6 damage)
  Appearing; 1 or 2
  Large brown eagle flies overhead, its cries charged
  with electrical static.
  (4) Giant Millipede (3HD, surprises part 2 in 6, d6 
  bite, constricts d4 damage)
  Appearing 1 or 2
  Giant millipede likes to constrict people while 
  biting others. Nearly silent while moving.
  (5) Crystal Men (2 HD, get +2 vs magic and spell 
  saves, d6 crystal spears)
  Appearing; 1d6
  Roll reactions when encountered.
  Good- Crystal Men gladly trade their crystal 
  weapons for [5] and [14] (stats as normal weapons,
  but immune to rusting and magnets)
  Neutral- Willing to trade if prompted, but will 
  only trade a single crystal weapon.
  Bad- Attack if they sense the party has crystals on 
  them, which they want to take by force.
  (6) Mad Dwarf (2HD, immune to mental magic, 
  becomes enraged if surronded gaining +1 to hit 
  and damage)
  Appearing; 1
  If injured, will limp and try to return to [11], he 
  carries one random piece of dwarf-corpse 
  equipment. Roll on [11] table for which.
  
SOURCE: textdata/thevault/System neutral/Tables & Charts/Encounters/Fantasy/In the Wilderrness/Dragon Infested Mountains Encouners & Wandering Monsters.pdf