TEXT: Strange Sights
  of the
  Doomed World Carcosa
  by
  Chris Robert
  This product is for use with Supplement V: CARCOSA by
  Geoffrey McKinney, which is  available here:  http://carcosa-
  geoffrey.blogspot.com/.  It will be useful to have a copy of
  Supplement V: CARCOSA handy, as reference is made to
  several of the encounters from the original “Map One Hex
  Descriptions”.
  Most  of  these  encounters  are  suitable  for  a  variety  of
  different games, including classic fantasy, swords & sorcery,
  post-apocalyptic & more, and I encourage anyone using this
  supplement  to  cherry-pick  ideas  as  you  see  fit.  
  Many
  encounters are also generalized in nature, with details left
  up to the imagination and improvisation of the DM.
  I hope you enjoy!
  MAP ONE HEX DESCRIPTIONS – PART TWO
  0101
  9 Irrationalist Space Aliens search for prehuman 
  artifacts on the outskirts of the ruins.  The leader is 
  armed with a Mutation Inducer, while the rest wield 
  spears and clubs.
  0102
  In a funereal shaft dug into a weathered hilltop is 
  the  forgotten  grave  of  a  long-dead  sorcerer.   
  Clutched  in  the  remains'  bony  fingers  is  a  
  stoppered vial filled with an oily green paste; any 
  who slather this paste into their eyes and ears will 
  enter a delirious fugue state for nine hours, during 
  which time they commune with bizarre gods, as per 
  the ritual The Mad Ensorcelled Inscriptions.  At the 
  end  of  this,  save  vs.  poison:  failure  indicates  
  blindness and deafness for 1-100 days.
  0103
  7 Brown Cultists, led by the Mummy “Alkirdah”.  
  The mummy has a map which details the location 
  and secrets of the profane trees in Hex 0915.  The 
  group has 150gp and a dozen small gems worth 
  30gp each.
  0104
  3 Mutant Red Men hide in these hills, cast out by 
  their fellow villagers.  One has bulbous, hypnotic  
  eyes (opponent must save vs. stone or be stunned 
  for 2-5 rounds), one can spit acid twice per day (2D 
  damage), and one is semi-gelatinous (½ damage 
  from  non-electromagnetic/elemental  weapons);  
  they have no armor and wield crude clubs.  They 
  are desperate and will attack any passersby.
  0105
  Campsite  of  13  Orange  Cultists,  led  by  “the  
  Masque of Joy”, a chaotic Warrior.  These men are 
  on  their  way  to  the  Black  Abomination  of  
  Nyarlathotep (Hex 0211), though they claim to be 
  entertainers headed for Khorsp (Hex 0614).
  0106
  2 Pterodactyls will attack any group smaller than 
  five.  Scattered in their clifftop roost overlooking the 
  sea is a collection of gems and shiny baubles worth 
  350gp.
  0107
  At  night,  ghostly  lights  flare  and  fade  deep  
  beneath  the  surface  of  the  ocean.   Local  
  superstition holds that a massive prehuman war  
  machine slumbers here.
  0108
  The shattered hulk of a wrecked treasure barque 
  lies in pieces amongst the rocks of the shore.  
  There is no plunder to be found in these rotting  
  timbers,  but  strewn  around  a  shallow reef  250  
  yards further out to sea are over 100 exquisite  
  chalcedony figurines, each valued at 60gp.
  0109
  A dense  network  of  odd  trenches  and  carved  
  fissures  mark  the  earth  for  several  miles.   If  
  diligently mapped, or viewed from a height greater 
  than 1000', they appear to form the script of a long-
  forgotten language.
  0110
  Tens of thousands of ancient stone burial vaults dot 
  these barren plains; every single one of them has 
  been broken open and emptied.
  0111
  A grubby  Blue  Hermit (AC  9,  MV  6,  HD  1-1,  
  Chaotic) named “Gomul” lives in a tiny grass hut.  
  He possesses little of value, but will barter his  
  knowledge.   In  exchange  for  the  mostly  intact  
  carcass of any of the randomized Spawn of Shub-
  Niggurath, he will reveal the formula for a potion  
  that  duplicates  the  effects  of  the  ritual  The  
  Depthless Rite.  The main ingredients are green  
  lotus  powder,  purple  worm  venom,  and  human  
  pituitary extract.
  0112
  Village of  128 Black Men, ruled by “the Eternal  
  Moment”, a lawful Binder.  The only thing standing 
  between these Men and annihilation at the hands of 
  cultists  from  the  nearby  Black  Abomination  of  
  Nyarlathotep is their abundant supply of Space  
  Alien weaponry.
  0113
  Spawn of Shub-Niggurath (AC 2, MV 6 [land] / 12 
  [swim], HD 10, Neutral): yellow-scaled crustacean 
  with five eyes and a multitude of mouths.  It nests 
  among the tumbled columns of a decrepit temple 
  overlooking a small lake.  If enticed with exotic  
  foodstuffs, it may answer a few brief questions.
  0114
  Village of 84 Black Men, ruled by “the Naked Gun”, 
  a neutral Warrior.  Visitors will be greeted warmly 
  and treated to abundant food and drink, while the 
  natives eat sparingly.  The following morning, the 
  villagers  will demand an  extravagant  service in  
  return  for  their  generosity  –  refusal  would  be  
  unwise.
  0115
  A  handful  of  curious  and  ancient  roadways  
  
  crisscross the withered heaths of this hex.  The  
  roads appear to be made of huge slabs of granite 
  pounded skillfully into the earth; they glow with a 
  soft light in darkness.  Any attempts to remove one 
  or more slabs will fail.
  0116
  Spawn of Shub-Niggurath (AC 9, MV none, HD 4, 
  Chaotic):  a  purple  ooze  with  well  over  one  
  thousand  eyes and no mouth.  The sight of it  
  causes both fear and insanity, and it regenerates 1 
  HD every 1-3 rounds.  This unfathomable horror  
  is draped across the throne of a ruined castle; it  
  has lived for over 10,000 years and would like  
  nothing more than to die.
  0201
  A Giant Slug slinks among the gullies and ravines; 
  it is voracious and will never run from a fight.
  0202
  Spawn of Shub-Niggurath (AC 8, MV 9, HD 6,  
  Chaotic): dolm-suckered quadruped with insectile  
  eyes and a suckered mouth.  This fiend will stalk 
  passersby from afar for several days, taunting with 
  its  high-pitched  cackle,  before  attacking  on  a  
  moonless night.
  0203
  At night, torches can be seen to flicker in the hills.  
  If pursued, they always draw away and disappear, 
  only to reappear again an hour later behind the  
  pursuers.
  0204
  Village of 51 Blue Men, ruled by “the Measure of 
  Tolerance”, a neutral Swordsman.  In truth, they are 
  willingly ruled by  190 Giant Jale Ants, who nest in 
  tunnels beneath the leader's hut.  The ants control 
  the villagers psychically with ecstatic visions and  
  indecent hallucinations, and the villagers ensure a 
  steady supply of brains to keep their masters well 
  fed.
  0205
  A raiding force of  35 White Men, led by “Fate  
  Without Fear”, a chaotic Swordsman, terrorizes  
  stragglers and small villages in the area.  Their  
  masters rule the lands to the west.
  0206
  Village of 67 Black Men, ruled by “No Foe of Woe”, 
  a chaotic Swordsman.  Dozens of their kin have  
  been seized by the slavers of Hex 0406, and they 
  have recently come under the sway of a tribe of  
  Deep Ones in the hope of gaining revenge.
  0207
  Each  of  the  Damned  Isles  has  a  secret  and  
  blasphemous  name.   The  northernmost  isle  is  
  thickly forested, and in the center is a small lake; 
  within this lake are visible dozens of floating bodies, 
  all  Orange  Men,  dressed  in  gorgeous  clothes,  
  bedecked  with  gems  and  jewelry,  and  bearing  
  exquisite arms.  Any who touch the water must  
  save vs. spells at -6.  Failure means they are drawn 
  into the water, there to drown and rot unseen upon 
  the  bottom;  success  grants  the  willpower  to  
  immediately leave the island.  The floating bodies 
  and their finery cannot be recovered.
  0208
  A crumbling stone pier stretches out 200' into the 
  water.  Each night, there is a 3% chance that a  
  heavy fog will envelop the pier, out of which will  
  materialize a creaking galley crewed by 10-100  
  Amphibious Ones.  They will not pursue beyond the 
  pier, and depart back to their soggy dimension at 
  dawn.
  0209
  Tumbled rocks at the base of a low hill conceal a 
  hatch, and a ladder leading down into darkness.  
  Within is a short, plain tunnel, at the end of which is 
  another ladder, leading up to an identical hatch in 
  Hex 1806.  The teleportation/warp effects of the  
  tunnel will not be apparent to those that traverse it.
  0210
  Debris from a burned shack hides a trapdoor that 
  leads to a small basement.  Inside a small chest is 
  a  notebook,  written  in  Common.   Reading  the  
  tortured rantings and maniacal revelations within  
  the notebook is dangerous: save vs. spells or be 
  reduced  to  1hp  and  lapse  into  a  fear-induced  
  catatonic state for 1D weeks.  Hit points heal at the 
  normal rate following awakening.
  0211
  Roll 1D6 every six hours for bizarre meteorological 
  phenomena: 1-3) nothing out of the ordinary, 4)  
  dark clouds obscure the sky and unleash a deluge 
  of filth: rain mixed with maggots, chitinous debris, 
  offal, oily viscera, etc.; the storm lasts 1D turns;  
  exposed creatures must save vs. spells or flee the 
  hex,  5)  a  reeking,  jale-tinged  fog  materializes;  
  anyone within takes a -3 penalty to all combat rolls 
  and saving throws (no save); the fog lasts 1D turns. 
  6) a hail of skulls erupts from a crimson-tinted  
  thunderhead; the storm lasts 1D turns; anyone who 
  is exposed suffers 0-1hp damage per round; the  
  skulls melt into stinking vapor once they come to 
  rest.
  0212
  The Silken Conclave.  Hexes 0212, 0213, 0214,  
  0313,  and  0314  are  home  to  a  loosely-knit  
  confederacy of Bone Men villages, citadels, castles, 
  and monasteries – this race has been driven into 
  the  shadow  of  the  the  Black  Abomination  of  
  Nyarlathotep, for few other lands will abide them.  
  Visitors  can  expect  to  be  followed,  and  
  troublemakers will be descended upon quickly and 
  dealt with harshly.
  0213
  For details, see Hex 0212.
  0214
  For details, see Hex 0212.
  0215
  A dozen crumbling huts mark the remains of an  
  abandoned hamlet.  A solitary Shoggoth clings to 
  the ceiling of the largest  hut,  waiting  for  prey.   
  500sp may be scrounged from the ruins.
  0216
  6 Giant Crocodiles lurk in the muck and mire.  
  They will try to flush prey deeper into the swamp.
  0301
  At night, dozens of B'yakhee teleport into and out of 
  this hex, partaking in the obscene revelry of their 
  kind:  25%  chance  each  hour  of  darkness  to  
  encounter 3-12 of these fiends.
  0302
  A  Mutant Blue Web Fiend (legs end in human  
  
  hands, can spit hardening foam three times per  
  day, no webbing) prowls these plains.  A bolus of 
  hardened foam in its burrow contains 125sp, 75gp, 
  and a ruby worth 250gp.
  0303
  Metal glints from a cooling flow of lava: a tungsten-
  alloyed short sword juts out blade first and may be 
  snatched out within a turn before the lava hardens, 
  after that twelve hours of excavating are required to 
  free it.  The unique composition of this weapon  
  allows the wielder to save vs. dragon breath when 
  hit by electromagnetic, fire, lightning, or plasma  
  weaponry: success means ½ damage.
  0304
  A dozen active cinder cones make traversing this 
  hex extremely dangerous – concealed lava flows, 
  eruptions of poisonous gasses and boiling vapors, 
  and showers of fist-sized volcanic rocks are among 
  the deadly hazards.
  0305
  A squat cube of basaltic rock, 50 yards to a side, is 
  the citadel of  12 Primordial Ones.  There is no  
  visible ingress.
  0306
  Village of  46 Dolm Men, ruled by “the Ancient  
  Missive”, a chaotic Invoker.  The men are all White 
  Lotus Zombies, a fact that will become obvious  
  after a brief time spent in their company.  The  
  Invoker is constantly looking for new captives to  
  sacrifice.
  0307
  The putrefied carcass of an Elasmosaurus decays 
  on  the  beach;  maggots  squirm  by  the  millions  
  amongst its innumerable suppurating wounds.  The 
  stench is vile, and those who fail a save vs. poison 
  are incapacitated for 1D rounds by nausea and  
  vomiting.  Within the festering innards 4 Diseased 
  Guardians make their lair.
  0308
  Each  of  the  Damned  Isles  has  a  secret  and  
  blasphemous name.  The smallest of the isles is no 
  island at all, but the top of a huge hive of 150 Giant 
  Wasps that juts out from the dark waters.  If the 
  unique waterproof wattle is burned, it creates a  
  poisonous cloud of choking smoke with a radius of 
  50'.  Any within must save vs. poison or lose 1D 
  points of STR for 1-4 days – death occurs if STR is 
  reduced to 0 or less.
  0309
  The  tumbled  ruins  of  an  ancient  castle  squat  
  sullenly atop a small rise.  8 Green Brigands,  
  leaderless and desperate, lair among the rubble.  
  Diligent  searching  and  exhaustive  toil  (250  
  man/turns of digging and rock removal) reveals the 
  entrance to the castle dungeons, hidden beneath a 
  collapsed curtain wall.  There are dozens of cells 
  and  several  large  rooms,  many  of  which  are  
  covered in large colonies of Yellow Mold.
  A secret door in the largest room opens to stairs 
  that lead down to a natural cavern containing a  
  large pool – moored to a dock is a submersible  
  vehicle that is cunningly crafted to look identical to 
  a Lake Monster from the outside.  The vessel can 
  comfortably fit up to four men.  The controls are  
  relatively simple to decipher,  and locomotion is  
  provided  by  an  ingenious  internal  mechanical  
  winding apparatus.  The vessel moves at one mile 
  per hour per point of STR of the winder; only one 
  winder at a time, and an hour of winding requires 
  two hours of rest (a new winder may take over).
  The pool has a submerged outlet which leads north 
  to the sea.
  0310
  A fierce  battle  rages  in  the  dead  of  night:  2  
  Shoggoths are locked in mortal combat with  7 
  Primordial Ones.
  0311
  Several large circles have been drawn in this hex 
  with whitish rocks that are high in phosphorous.  
  Spawn of Shub-Niggurath (including the six main  
  spawn) will not venture within the confines of these 
  circles during daylight hours.
  0312
  4 Ulfire Cultists will attempt to draw pursuers  
  northwest, toward confederates waiting near the  
  Black Abomination of Nyarlathotep.
  0313
  For details, see Hex 0212.
  0314
  For details, see Hex 0212.
  0315
  Several miles of jagged and treacherous salt dunes 
  are difficult to navigate – movement occurs at ¼ the 
  normal rate.
  0316
  Protruding from the mire (and easily mistakable for 
  a tree) is the rotting mast of a long lost galliot; the 
  rest of the ship is buried beneath several tons of 
  mud and muck.  In the captain's cabin, inside a  
  sealed titanium coffer, is the Masque of Genges, a 
  potent artifact of utmost sorcerous villainy that will 
  be recognized by any sorcerer of at least 3rd level.  
  During any excavation attempts, roll for random  
  encounters once per hour; a roll of 5-6 on D6  
  results in an encounter.
  0401
  Citadel  of  41  Red  Men,  led  by  “the  Voice  of  
  Unreason”, a chaotic Imprisoner.  They guard the 
  Gong of Distant Weeping, a sorcerous instrument 
  of disturbing aspect.
  0402
  A hunter-killer Robot (AC 3, MV 24+ [fly], HD 10 
  [45hp],  Lawful;  hovering  sphere  w/  retractable  
  appendages, x-ray beam rifle w/ nightvision and  
  telescopic sights, sonic emitter, 15hp force field, 3 
  insanity  missiles,  repulsor  beam,  all  detection  
  systems) lurks here occasionally, picking off any  
  Spawn  of  Shub-Niggurath,  cultists,  or  their  
  sympathizers.  It will return to the Space Alien city 
  in Hex 0604 for repair and resupply.
  0403
  The smoke from a massive pyre can be seen for 
  many miles; at night it casts a hellish glow across 
  the landscape.  222 Dolm Men, led by “the Sweet 
  Hereafter”, a lawful Lord, tend the fire and cast in 
  offerings:  Spawn  of  Shub-Niggurath,  cultists,  
  sorcerers, and many others.  Most are still alive  
  when cast into the flames.  Hunting parties arrive 
  
  regularly with new victims.
  0404
  Fresh water is scarce in this area.  A spring feeds a 
  small pool that appears quite inviting; however an 
  Ochre Jelly lurks beneath the surface and will  
  attack any who bend to drink.  Additionally, its acid 
  has fouled the water: any who drink must save vs. 
  poison or suffer 1-4 damage.
  0405
  Spawn of Shub-Niggurath (AC 4, MV 21, HD 4, 
  Chaotic): dolm-suckered plant  with one eye and a 
  suckered feeding tube.  It shoots spikes for 1D  
  damage and is immune to surprise.  It lairs in a  
  broken,  abandoned  dome  of  Space  Alien  
  construction, surrounded by a riot of gigantic weird 
  flora.
  0406
  Castle of 482 Black Men, led by “the Dark Before 
  the Light”, a neutral 11th Level Lord.  They are  
  laying the foundation for what is hoped to be a  
  great city: a low stone wall and broad moat have 
  been completed, and several guard towers are in 
  the process of being raised.  They are aggressive 
  slavers, and a thousand captives toil under their  
  merciless gaze.
  0407
  On moonless nights, 10-100 Deep Ones gather on 
  the treacherous, shifting sandbars that comprise  
  the well-known navigational hazards of this area.  
  The ruckus of their hideous chanting carries for  
  miles, and they will attack with berserk fury any ship 
  foolish enough to draw near.
  0408
  Herein is Khemart, one of the only cities of mankind 
  surviving upon the face of Carcosa.  Within its  
  slouching walls dwell 1100 Ulfire Men, 225 Orange 
  Men,  and  a handful  each  of  the  other races.  
  Khemart is ruled by “the Storm Upon the Seas”, a 
  neutral 11th level Ulfire Lord.  The city is a haven of 
  piracy and vice, and it's twisted streets and dark  
  alleys  harbor  all  manner  of  criminals  and  
  miscreants.  Pitched gang battles and civil violence 
  are relatively commonplace, but differences are put 
  aside when the pirate fleets drop anchor and their 
  crews come ashore to squander their blood-soaked 
  plunder on wine and wenches.
  0409
  Within  a  ruined  and  overgrown  citadel  is  the  
  decrepit  lair  of  the  chaotic  White  Imprisoner 
  “Scerpes.”  This wretch lost his hold on sanity long 
  ago, and his mouldering study holds nothing of  
  value to anyone of sound mind.  He will ask a task 
  of any visitors: he seeks a very particular creature, 
  dead or alive.  He desires a specific Spawn of  
  Shub-Niggurath: a purple plant with five eyes and a 
  tooth-filled maw, last seen haunting the Mutated  
  Forest.  As payment, he offers to act as guide to a 
  secret treasure trove within the Smoking Rifts (Hex 
  1104).   The  treasure  trove  exists  only  in  his  
  imagination, and any who follow his lead will find 
  only madness and death.
  0410
  Close  examination  reveals  a  unique  tree  of  
  sorcelogical import: the undersides of some leaves 
  are festooned with red, waxy pustules.  2D such  
  leaves may be harvested per month, and each leaf 
  is worth 5gp to a sorcerer of Binder level or higher.
  0411
  A small army camps beneath the open skies: 166 
  Orange Men, led by “the Trumpet of the Dying”, a 
  lawful Champion.  They seek castles and citadels, 
  upon which to lay siege.  One company is armed 
  with poison gas grenades.
  0412
  Sharp-eyed travelers may spy an  Orange Man 
  hiding  in  a  small  stand  of  bushes.   He  is  an  
  escaped slave, and promises a reward for anyone 
  that can lead him back to his village in Hex 1007.
  0413
  In the center of this jungle is a small rocky hillock 
  whose northern face is pierced by the entrance to a 
  system of natural caves.  A handful of journals  
  report that these caves descend hundreds of miles 
  into the planet's interior, where a fabulous world  
  within thrives.
  0414
  An abandoned village is slowly sinking into the  
  sodden marshlands.  12 Giant Ticks lair among the 
  buildings.  Buried underneath a hearthstone is a  
  kettle containing 400sp.
  0415
  A hunting party of 4 Blue Men is busy cleaning the 
  carcasses  of  several  large  lizards.   They  are  
  friendly and will share food and give directions to 
  local landmarks to anyone that approaches them in 
  a similarly friendly manner.  They have 1-8sp each.
  0416
  A huge Purple Worm churns through the stinking, 
  pulpy soil of the swamp.  An exquisite fist-sized  
  diamond, the fabled Egg of Mantumbi (25,000gp), 
  is lodged in its gullet.
  0501
  In a cramped grotto beneath the roots of a massive 
  dead tree is a crab-like Spawn of Shub-Niggurath 
  (AC 2, MV 3, HD 6, Chaotic): a black crustacean 
  with four eyes and multiple clacking mouths.  It will 
  exchange obedience for sacrifices: for each corpse 
  cast into its lair, it will serve reluctantly for 12 hours.
  0502
  Campsite of  66 Dolm Men, led by an unnamed  
  cowled figure who will speak with visitors only from 
  the concealment of his extravagant howdah.  The 
  figure is actually the Mummy “Lesath”, a dealer in 
  various lotus powders, sorcelogical devices, and  
  ancient Primordial One artifacts.  Lesath's primary 
  interest is wealth, and whether it spares the lives of 
  strangers or takes them is determined by the cold 
  calculus of eventual profit.  It lairs in a citadel deep 
  within the rifts in Hex 1104.  This traveling party is 
  well-armed,  and  carries  with  it  substantial  
  treasures.
  0503
  This hex is a no-man's land – craters pockmark the 
  landscape, the vegetation is scorched and inert.  
  The Space Aliens have a weapons platform in orbit 
  around  Carcosa  that  regularly  surveils  and  
  bombards this area.  Any living thing, or group,  
  traveling through this hex has a 5% chance each 
  hour of being fired upon by a cosmic radiation  
  beam cannon: it hits automatically, each target may 
  
  save vs. dragon breath for half damage.
  0504
  3 Ankylosauruses are hidden in the high grass.  
  One is injured (half HD) and lethargic, but the other 
  two are highly aggressive and will attack without  
  pause.
  0505
  A party of 12 Yellow Men.  They are hunting three 
  ankylosauruses and will share food, water, and  
  spoils of the hunt with anyone who can lead them 
  to their quarry.
  0506
  Waterborne passage downstream is barred by a  
  massive gate of an unknown dark gray metal that 
  sits astride the river.  The water courses through, 
  but nothing else larger than a fish may pass – boats 
  will be smashed by the force of the current, and the 
  occupants risk drowning.  The gate is impervious to 
  any known force, including nuclear blast.
  0507
  Village of  102 Yellow Men, ruled by “a Flock of  
  Seagulls”, a neutral Warrior.  Simple fishermen,  
  they have  suffered greatly at the hands of the  
  slavers of Hex 0406 and would regard as heroes 
  any who battle them.
  0508
  This shoreline and several miles inland are bitterly 
  cold, unnaturally so.  A frosty rime coats exposed 
  surfaces, and savage gales tear the very life from 
  the land.  Anyone traversing this cursed tundra will 
  take 1D exposure damage every twelve hours;  
  effective cold-weather precautions allow a save vs. 
  stone each twelve hours to avoid this damage.
  The source of  the frigid curse is in a lightless  
  cavern that is as cold as the depths of outer space: 
  within is a fragment of the corpus of the God of the 
  Primal Void.  Entering the cavern without high-tech 
  protection from the cold means certain death; the 
  fragment can only be destroyed by immersion in  
  hot lava.
  0509
  Spawn of Shub-Niggurath (AC 5, MV 9, HD 2,  
  Chaotic):  a brown,  yellow,  ulfire  and  jale-furred  
  fungoid with four eyes and multiple mouths.  In  
  combat,  each  mouth  screeches  blasphemous  
  curses and vile insults.
  0510
  A small crypt lies hidden deep within this brooding 
  forest.  Within the crypt, atop a dais hewn from a 
  single block of basaltic rock, is a suit of elaborately 
  sculpted golden plate armor that is adorned with  
  weird  runes,  arcane  sigils,  and  occult
   
  ornamentation.  This armor is cursed, and anyone 
  who dons it must save vs. spells.  Failure means 
  the wearer forever becomes a willing servant of  
  Hastur; success allows the armor to be removed.
  0511
  Spawn of Shub-Niggurath (AC 6, MV 15, HD 2, 
  Chaotic): a purple-scaled ophidoid with a profusion 
  of weeping eyes and a beaked mouth.  Its touch 
  causes  sickness  and  it  is  invisible.   This  
  abomination  prefers  not  to  fight,  but  rather  to  
  induce sickness in prey and stalk them until they 
  perish.
  0512
  A modest fungus forest grows here, the air heavy 
  with spores and the stench of decay.  Fungus-Men 
  toil within, on tasks impenetrable and obscure.
  0513
  A group of 42 White Men, leaderless and bickering. 
  They will regard any visitors as prey.
  0514
  A crumbling block of malachite, several yards to a 
  side, marks the site of a great battle ages ago in 
  which a legion of cultists sworn to Yog-Sothoth  
  annihilated a combined army of Blue and Yellow  
  Men.  This field is still held high by the Old One: if 
  its name is spoken within sight of the block, Yog-
  Sothoth will appear and smite the transgressor for 
  three rounds, then disappear again.  One hour  
  later,  2-5  Spawn  of  Yog-Sothoth  will  appear to  
  address any unfinished business.
  0515
  The  massive  skeleton  of  a  Camarasaurus  lies  
  exposed on the hard ground.  Close examination 
  will reveal the head of spear wedged between two 
  vertebra – it is titanium and worth 50gp.
  0516
  Blue Tribesmen from the swamps to the south dig 
  traps in this area, in hopes of catching dinosaurs 
  and other large game.  15% chance per hour of  
  travel through this hex that a randomly-determined 
  party member falls into a spike-filled pit trap – 2D 
  damage (save vs. stone for half damage).
  0601
  An  oddly-shaped  rock  formation  juts  from  the  
  shallow mud of the loch; a perfunctory cleaning will 
  reveal  that  the  rock  is  a  statue  of  valuable  
  bloodstone, carved in the likeness of some long-
  forgotten  abomination.   If  this  malign  totem  is  
  completely unearthed (2-5 hours of digging), any  
  who gaze upon it are affected as by an insanity  
  weapon.
  0602
  A shadowy figure lurks at the edge of the forest,  
  watching intently – it may be a Black Man, or a  
  Purple Man, it is impossible to tell for sure, and he 
  disappears deeper into the trees if pursued.  No  
  amount of searching or pursuit will result in finding 
  him.
  0603
  Interlopers are at risk of attack by the Space Aliens 
  and their minions.  There is a 15% chance each  
  hour  that a flying  saucer  will  open  fire, or 2-5  
  Robots (identical scout models) will attack from  
  ambush (equal chance of each).
  0604
  A shoal of  21 Purple Worms circles the Space  
  Alien city.  They burst from the soil and throw  
  themselves repeatedly at the dome, to no effect;  
  soon they will begin looking for other prey.
  0605
  A pack  of  7  Mutant  Bone  Men scours  these  
  badlands  for prey.   Each  one is a bloodthirsty  
  cannibal,  and  they  are  barely  recognizable  as  
  human.
  0606
  A small citadel atop a hill is abandoned; there are 
  signs  of  a  recent  battle  (spent  arrows,  broken  
  
  spears, etc.), but no blood or bodies.  There is  
  nothing of value within.
  0607
  Hidden underground lair of 23 Black Cultists, led 
  by  “the  Icon  of  Contempt”,  a  chaotic  Binder.   
  Several of their number have infiltrated the city  
  builders of Hex 0406, but they lack the manpower 
  or weaponry to pose an immediate threat.
  0608
  Spawn of Shub-Niggurath (AC 6, MV 9, HD 7,  
  Neutral): an orange-suckered annelidoid with three 
  eyes and a circular gaping maw.  This creature  
  desires to be borne overland to Hex 0802, there to 
  be reunited with others of its kind.  It can offer the 
  location of the catacomb in Hex 0116 as a reward.
  0609
  A small, abandoned village has been completely  
  overgrown by a mutant strain of dense, red mold.  If 
  disturbed, the mold will erupt into clouds of spores 
  that are irritating, but harmless.  Within the smallest 
  hut is a scroll that reveals the location of the Space 
  Alien chamber in Hex 0507.
  0610
  In the deepest, darkest part of the forest is the  
  'Hanging Garden', a loathsome fane dedicated to 
  the mad god Azathoth.  Hundreds of rotting bodies 
  hang from the trees, men of all colors who have  
  met their deaths here.  Interlopers will hear the  
  buzz of sibilant voices that beckon them deeper: a 
  save vs. spells must be made, and failure indicates 
  that only violent restraint will prevent the affected 
  from hanging themselves and adding to the tally of 
  victims.  Treasure seekers may recover 3Dgp value 
  in coins, small gems and jewelry per hour spent  
  looting the dead, but must save vs. spells each  
  turn to avoid the siren call of the Hanging Garden.
  0611
  15%  chance  per  hour  of  travel  in  this  hex  of  
  encountering a bizarre and dangerous tree-Green 
  Slime symbiote.   These organisms are virtually  
  indistinguishable  from  normal  trees,  and  attack  
  passers-by with a spray of Green Slime (save vs. 
  dragon breath or count as covered).  After first such 
  attack, individuals of INT 15 or higher gain a +3  
  bonus to subsequent saving throws.  Trying to chop 
  these trees down will result in immersion in Green 
  Slime, so burning them down is the only effective 
  remedy.
  0612
  The smoke from a burning and ruined caravan can 
  be seen from over a mile away.  42 Diseased  
  Guardians lounge amidst the destruction.  Little of 
  value remains that has not been fouled: 100sp,  
  50gp, and spices & exotic foodstuffs worth 60gp at 
  a village market.
  0613
  Spawn of Shub-Niggurath (AC 3, MV 21, HD 8, 
  Chaotic): a black plant with two weeping eyes and 
  a circular gaping maw.  When near death, as a final 
  enticement in order to save its wicked life, this  
  demon  will  disgorge  a  jale  fruit  from  a  hidden  
  orifice.  While the beast lives, any man who eats it 
  whole permanently gains 1HD.  If the beast is slain, 
  the fruit immediately spoils and any who taste of it 
  must save vs. poison at -3 or die.
  0614
  Herein is Khorsp, one of the only cities of mankind 
  surviving upon the face of Carcosa.  Within its  
  stout walls dwell  1250 Purple Men,  250 Yellow  
  Men,  100 Dolm Men, and a handful each of the  
  other races, save Bone Men who are forbidden to 
  enter.  Khorsp is ruled by “the Judgment Above”, a 
  chaotic Purple 16th level Sorcerer who is immune to 
  age, infirmity, and contagion.  The existence of the 
  city  is  vouchsafed  by  an  array  of  impressive  
  defenses,  including  several  high-technology
   
  cannons, a handful of battle-armored warriors, and 
  a shock force of 20 Unquiet Worms.  The riches 
  stashed within the city's vaults are incalculably vast.
  0615
  A huge  stone  slab  covers  the  entrance  to  an  
  ancient  tomb;  displacing  the  slab  requires  a  
  combined STR of 120.  The tomb is little more than 
  stairs leading down to a 20'x20' burial chamber,  
  which was looted centuries ago.  At the foot of the 
  stairs is a hungry Gray Ooze.
  0616
  24 Amphibious Ones lair amidst sodden logs and 
  rotting vegetation.  They would eagerly serve a  
  sorcerer of Banisher status or greater.
  0701
  Castle  of  52  Black  Men,  led  by  “the  Roar  of  
  Pestilence”, a chaotic Banisher.  For years they  
  have warred with the Dolm Men of Hex 0801; to  
  any that help them vanquish these foes, they will 
  give  a  notebook  that  divulges  the  sorcerous  
  significance and location of the stone disk in Hex 
  2211.
  0702
  Spawn of Shub-Niggurath (AC 8, MV 3 [land] / 15 
  [swim], HD 6, Chaotic): yellow-feathered batrachian 
  with one eye and multiple flabby mouths.  It is  
  harmed only by fire.  The Space Aliens of Hex 0604 
  have been trying to capture this creature for many 
  years, and would pay a fortune to anyone who  
  could deliver it to them alive.
  0703
  A colony of 14 Blue Web Fiends lairs in  the woods 
  surrounding the lochs.  Loose treasure of 300gp  
  value lies scattered about, while an unpowered suit 
  of battle armor (AC 2, zirconium pulse pistol, logic 
  emitter [50' range], anti-grav flight, 20hp force field), 
  the drained husk of a Space Alien still encased  
  within it, is tangled in the damp webbing.
  0704
  A rumbling shriek tears a ragged hole in the silent 
  night  sky,  followed  soon  after by a thunderous  
  explosion.  Investigation will lead to a smoldering 
  crater, and the blasted ruins of a small village.  
  Neither the inhabitants nor their valuables have  
  survived.
  0705
  Village of 104 White Men, ruled by “the Ponderous 
  Whim”, a neutral Hero.  They are making plans to 
  seize the bridge in Hex 0805 and charge a toll to 
  any who wish to pass.
  0706
  A herd of 6 Charonosauruses grazes by the river's 
  edge.  They are aggressive and watch over a large 
  (4-16) clutch of their eggs.
  
  0707
  Hidden in the foothills is a large wood and plaster 
  building that looks abandoned from a distance.  
  Inside are the relatively fresh corpses of 39 White 
  Men; each wears simple black clothing, and all of 
  their faces are covered by a  purple silk cloth.  
  There  are  no  physical  wounds  on  any  of  the  
  corpses.   A search  of  the  bodies  yields  minor  
  treasure: a tellurium foil trade token (5gp value) and 
  5sp in the pockets of each.  A search of the house 
  yields  only  a  few  bottles  of  strong  spirits  and  
  several bowls of a tasty porridge that is laced with 
  arsenic: save vs. poison at -2 or die.
  0708
  Amid  the  icy  fog  atop  the  highest  peak  is  a  
  luxurious  red  pagoda,  within  which  dwells  the  
  ancient Mummy “Unukalhai” and his bodyguard of 
  72 Diseased Guardians.  His treasure hoard is  
  vast.  The lives of interlopers are forfeit, but once in 
  a great while he shows mercy and will barter his 
  treasures for sorcerous knowledge.
  0709
  A massive tentacle (AC 6, 2D damage) erupts from 
  the  soft  soil  and  attacks  (determine  target  
  randomly).   Once  the  tentacle  takes  40hp  of  
  damage, it will disappear beneath the soil once  
  again.
  0710
  Locals know better than to linger near a small  
  clearing  that  frames  a  column  decorated  with  
  obscene glyphs and monstrous faces: 27 Diseased 
  Guardians will swarm from the forest to attack  
  interlopers.  Buried beneath the column is a sealed 
  iron casket that contains a human skeleton clothed 
  in rotting finery, mixed jewelry worth 800gp, an  
  intact blue laser pulse pistol (no charges), and an 
  urn containing 900sp.
  0711
  Spawn of Shub-Niggurath (AC 6, MV none, HD 
  10,  Chaotic):  green  arboreoid  with  no  eyes  or  
  mouth.  It surprises on 1-4 and regenerates 1 HD 
  every 1-3 rounds.  This odd-looking tree sits alone 
  in the center of a large clearing.  It bears dozens of 
  curious yellow fruit that do not spoil after being  
  picked; they are mealy and have a bitter taste, but 
  immediately heal  the eater of 1 HD of damage.  
  This creature is generally dormant, but if more than 
  three fruits are taken within a single day, it animates 
  and attacks.
  0712
  A reeking, turbulent stream spills out of the forest, 
  meanders south for a mile, and empties into a vast 
  pool at the bottom of an abandoned open pit mine.  
  Within  this  pool  dwells  a  Spawn  of  Shub-
  Niggurath (AC 8, MV 6[swim], HD 8, Chaotic): a 
  jale-scaled octopoid with one eye and a suckered 
  feeding appendage.  Its touch causes paralysis,  
  and  it  is  harmed  only  by  fire.   Any  who  are  
  paralyzed by this beast will invoke the Tentacled  
  One, with the potential for sanity-blasting results – 
  save vs. spells, or roll D6 on the following table: 1 – 
  roll  three  times  on  the  Unnatural  Aging  Table,  
  totaling the results, 2 – affected as per insanity  
  weapon for 1D days, 3 – lose all hope for the  
  future, along with half of accumulated experience 
  points, 4 – alignment becomes Chaotic, and victim 
  becomes cultist of the Tentacled One, 5 – gain  
  knowledge of one randomly-determined ritual (even 
  if victim is a Fighting-Man), 6 – gain psionic powers 
  (double daily uses if already psionic).
  0713
  15 Brown Slavers lead a ragged column of 42 Red 
  Men captives.  They are headed south, to the  
  markets at Khorsp (Hex 614).
  0714
  The bodies of six Diseased Guardians rot in the  
  sun.  Lingering in this area invites infection, and  
  certainly molesting the bodies in any manner will  
  result in the spread of their contagion.
  0715
  6 Robots (AC 3, MV 18, HD 9 [40 hit points],  
  Lawful; arachnid, microwave beam rifle, 25 point  
  force  field,  -2  to  hit  armor,  self-repair,  radar,  
  infrared) are ranged about a small hill.  Left over 
  from a war thousands of years in the past, they  
  follow the last orders they received: hold this hill  
  against all comers.  They have solar receptors and 
  can recharge one charge every hour in sunlight.
  0716
  A  small  dungeon  is  packed  with  shabby  
  machinery, the broken remains of a number of  
  technological artifacts of the Great Race.  Buried 
  deep amongst the junk is a working  Proximate  
  Transflector.
  0801
  Citadel  of  35  Dolm  Men,  led  by  “the  Gift  of  
  Ignorance”, a lawful Myrmidon.  For years they  
  have warred with the Black Men of Hex 0701; to 
  any that help them vanquish these foes, they will 
  give a treasure map that leads to 1000gp buried in 
  Hex 0304.
  0802
  Spawn of Shub-Niggurath (AC 5, MV 21 [land]/9 
  [swim],  HD  4,  Neutral  [unintelligent]:  a  dolm  
  arachnoid with six eyes and a suckered hide and 
  mouth.  It is immune to normal weapons.  This  
  monstrosity prefers to lurk in shallow pools, from  
  there to ambush prey.
  0803
  A village that has been abandoned recently, and  
  rather hastily: cooking fires still smolder and damp 
  clothing is hung to dry.  Coins, gems, and jewelry of 
  450gp  value  can  be  looted  in  two  hours  of  
  searching.  If visitors linger beyond one hour, they 
  will be set upon by a Spawn of Yog-Sothoth.
  0804
  Two dozen monuments to Hastur, of various sizes 
  and composition, dot the landscape.  Molesting any 
  one of them has a 50% chance of attracting the  
  attention of 1-3 B'yakhee, who will ambush the  
  party 1-4 days later.
  0805
  The blackened and half-melted hull of a crashed  
  Space Alien ship lies across the half-mile wide  
  river; over the years, ropes, planks and scaffolding 
  have  been  attached,  turning  the wreck  into  an  
  improvised bridge.  Individuals may cross easily in 
  1-4 hours.  Wagons of up to 1000 pounds may  
  cross with some difficulty in 1D+4 hours, and have 
  
  a 5% chance of plummeting into the river.  Any  
  items of interest were removed from the hull long 
  ago.
  0806
  Spawn of Shub-Niggurath (AC 5, MV 6[land] /  
  15[swim], HD 3, Chaotic): black & purple batrachian 
  with five glowing eyes and no mouth.  This fiend 
  has  human  hands  and  is  fond  of  seizing  and  
  drowning small children in the pools and streams it 
  prowls.
  0807
  Village of 15 Green Mutants, ruled by “the Hissing 
  Truth”, a Chaotic Conjuror.  All of their mutations  
  are ophidian in nature: scaly skin, prominent fangs, 
  hinged jaws, etc.  They claim to be members of the 
  race of the Snake-Men, ancient rulers of Carcosa, 
  and among themselves they speak in nonsensical 
  sibilant whispers.  They live in a small cluster of  
  abandoned  Primordial  One  buildings,  and  are  
  skilled at evading Shoggoths.  A powerful individual 
  can easily cow these wretches to his rule.
  0808
  A lone Space Alien hides within a shallow cave.  It 
  has been separated from its kind for several weeks, 
  and  is  hungry  and  frightened.   If  treated  with  
  kindness, it will become a henchman.
  0809
  Monastery of 17 Black Men, led by “the Gossamer 
  Imposition”, a chaotic Sorcerer.  Within this cloister 
  is a great bronze bell and three strikers: one each 
  of  titanium,  nickel,  and  vanadium.   Using  the  
  titanium striker to ring the bell summons 6-36 Deep 
  Ones, who will arrive within a day and are bound 
  for a week.  The nickel striker summons a single 
  Shoggoth, who will arrive within an hour and is  
  bound for one day.  The vanadium striker calls  
  down a curse upon the ringer of the bell, to whom 
  hostile Spawn of Shub-Niggurath will be drawn at 
  the rate of 1-3 per day.
  0810
  A monstrous Cyborg (AC 8, MV 15 [land]/6 [swim], 
  HD 3, Neutral; an ulfire amoeboid with three eyes 
  and  a  beaked  mouth;  tantalum  ray  pistol  [42  
  charges] and motion detector) lurks among the  
  trees and streams at the edge of the Yathlogthotep 
  Forest,  recently  escaped  from  its  Space  Alien  
  masters.  It kills indiscriminately, but has a fondness 
  for slaying Bone Men above all others.
  0811
  Dozens of sinister-looking mo'ai dot the landscape. 
  Local legend holds that a modest treasure is buried 
  beneath  each,  but  looters  invariably  die  under  
  horrific circumstances.
  0812
  Spawn of Shub-Niggurath (AC 5, MV 9, HD 3,  
  Chaotic): a red-scaled batrachian with four eyes  
  and no mouth.  It is surprised only on a 1.  This 
  fiend will serve as a henchman to any sorcerer of 
  Invoker status or higher.
  0813
  A mostly-skeletal arm protrudes from a castle-sized 
  mass of hardened foam; on its wrist is a lavish gold 
  and emerald bracelet worth 250gp.  If the foam is 
  excavated  for  more  than  6  man/turns,  the  
  enormous Purple Worm that clutches the skeleton 
  in its maw will burst out and attack with famine-
  induced fury.
  0814
  Village of 305 White Men, ruled by “the Garland of 
  Stars Upon the Night Sky”, a neutral Champion.  
  This community is home to a master haberdasher, 
  and its men are lavishly appointed.
  0815
  A
   Lawful  Green  Swashbuckler 
  named
   
  “Mundishjer” is on his way to the east.  He is the 
  twin brother of Pendishjer (Hex 2411), and seeks 
  after his long-lost sibling: he knows his general  
  location,  but  does  not  know he  has  embraced  
  Chaos.  Mundishjer plans to travel due northeast, 
  through the Poisonous Swamps and on to the Icy 
  Wastes,  and  is  not  averse  to sharing  the  long  
  journey with like-minded adventurers.
  0816
  A  dozen  scorched  and  smoking  craters  are  
  scattered across this hex, each one containing the 
  remains of a small meteorite.  If four of these space 
  rocks  are  gathered,  a  master  blacksmith  can  
  extract lightweight alloys that allow the creation of a 
  potent sword, mace, or axe of surpassing quality: 
  +2 damage and half normal weight.  If six or more 
  are gathered together, anyone within 50' must roll 
  once on the Mutation Table (no save); the mutation 
  is mild, and will disappear 1D days after exposure 
  to the meteorites has ended.
  0901
  A young  Green Boy wanders  here,  alone  and  
  hungry.  He occasionally tinkles a set of  Crystal  
  Chimes: he does not know their power, but they are 
  his only possession and he will savagely attack any 
  who try to take them from him.
  0902
  3 Dolm Men, naked and shackled together at the 
  neck by 5' long chains.  These are escaped slaves, 
  and they are fleeing west toward the cover of the 
  forest.  The Red Men in Hex 0903 will pay 30gp for 
  each of these men that is returned to them alive.
  0903
  Village of 125 Red Men, ruled by “the Fraction of 
  Innocence”, a chaotic Hero.  This community is  
  home to a master armorer, and these men wear  
  elaborate suits of crimson plate armor into battle.
  0904
  Spawn of Shub-Niggurath (AC 4, MV 21[swim], 
  HD 6, Neutral [unintelligent]): black-scaled icthyoid 
  with six eyes and a circular gaping maw.  The sight 
  of it causes fear, and it cannot be surprised.  A local 
  ruler offers a 500gp bounty for the carcass of this 
  monster.
  0905
  A Mutant Diplodocus (tail stinger: save vs. poison 
  or sleep 1D turns, metallic carapace AC 4) rules  
  this stretch of river.  If reduced to ½ hit dice and 
  then approached cautiously, it may be tamed to  
  serve as a mount.
  0906
  A half-dozen smoldering piles of ash and debris  
  mark the site of a recent witch hunt.  Scraps of  
  singed  parchment,  blackened  stone  idols,  and  
  fragments  of  charred  bone  and  flesh  provide  
  evidence that the cleansing fires claimed victims of 
  
  all sorts. Careful searching will reveal a handful of 
  books that survived in partial form; one of them  
  contains  a  folded  map  that  reveals  extensive  
  dungeons beneath a castle in Hex 0309.
  0907
  A bizarre biological experiment stalks the foothills: a 
  Mutant Dolm Man (AC 6, MV 9, HD 3, Chaotic).  It 
  has a man's body and appendages, but is topped 
  with the head of a velociraptor.  This fiend attacks 
  twice per round, with a jagged battleaxe and a  
  savage bite.  Arenas and pit-fighting venues would 
  pay handsomely to acquire this beast alive.
  0908
  Citadel of 6 Brown Men, led by “the Whisper Upon 
  the Wind', a lawful 12th level Lord.  These warriors 
  are all of mid-to-high level, wield powerful energy 
  weapons, and ride trained pterodactyls into battle.  
  They tend to shoot first and ask questions later, and 
  are quick to exterminate any they feel have been 
  touched by chaos.
  0909
  Perched above the headwaters of the river is an  
  ancient fane of revolting aspect dedicated to the  
  Leprous Dweller Below.  The cult has been revived, 
  and worshipers gather at times determined by the 
  positions of the stars (1% chance on any given  
  night  that  6-36  cultists  of  various  colors  are  
  assembled).  In these foul rituals rank effluvia and 
  putrefying  offal  are  strewn  into  the  river,  
  contaminating the water downstream for several  
  miles with a deadly contagion.  The cultists actively 
  seek an accomplished sorcerer to inspire them to 
  greater atrocities.
  0910
  Village of  60 Bone Men, ruled by “the Ideal of  
  Decline”, a neutral Warrior.  The need of these  
  wretches for able-bodied adventurers is dire – in  
  recent weeks, they have lost over a quarter of their 
  number to the cyborg in Hex 0810, the slavers in 
  Hex 1111, and the contagion in Hex 0909.  They are 
  destitute, but for each evil that is vanquished they 
  have a reward to bestow: an accurate map of the 
  citadel of the Brown Men in Hex 0914, including a 
  secret entrance to the caverns; or a small piccolo of 
  singular design, and knowledge of an eldritch tune 
  that can have a curious effect on Spawn of Shub-
  Niggurath (this affects the six main races as well: 
  20% chance of stunning for 1D rounds any Spawn 
  within listening range); or four mouldering black  
  robes of unique aspect that will gain admittance for 
  the  wearers  into  the  lower  levels  of  the  Black  
  Abomination of Nyarlathotep (Hex 0211).
  0911
  A long line of  282 Giant Jungle Ants marches  
  determinedly southwest – they seek the jungle of 
  Hex 0413.  They will only molest those who molest 
  them first.
  0912
  An abandoned, squalid citadel sinks into ruin.  A 
  crumbling  fresco  in  the  main  hall  reveals  the  
  location of the secret ice cave in Hex 2112 
  0913
  Castle of 7 Bone Men, leaderless and adrift.  They 
  will become henchmen to anyone of 4th level or  
  higher (highest CHA gets them in case of multiple 
  claimants).
  0914
  Citadel of 18 Brown Men, led by “the Voice of the 
  Dawn”,  a  Lawful  Swashbuckler.   Despite  small  
  numbers, they have a fortune (9000gp equivalent) 
  in stockpiled base elements stashed in the caverns 
  beneath their citadel.
  0915
  Near the center of the this forest, the trees thin  
  around a gentle hill topped by a small well – the 
  well is 40' deep and dry at the bottom.  If any linger 
  atop this hill, a light wind will play through the  
  leaves of the nearby trees, creating a weird and  
  bewitching sound of tinkling chimes.  Any who hear 
  this unusual music must save vs. spells or cast  
  themselves into the well (3D damage, save vs.  
  dragon  breath  for  half  damage).   The  well  is  
  impossible to climb out of without help from outside; 
  come  next  sunrise,  anyone  within  the  well  –  
  whether dead or alive – will vanish, never to be  
  heard from again.
  0916
  A Mutant Tyrannosaurus (acid blood: splash-back 
  from melee combat hits deals 0-5 damage to the 
  attacker) stalks these plains.  Its preferred prey is 
  Dolm Men.
  1001
  The location of an underground crypt is well known 
  to  locals,  but  avoided  by  all.   Within  lair  a  
  degenerate clutch of  14 Deep Ones.  Additional  
  features are a natural pool that contains a sunken 
  treasure (350sp in a sealed chest), an unstable  
  passage (roll to check for collapse), and a room  
  containing a patch of jale lotus plants.
  1002
  A natural cavern is the home to thousands of bats.  
  It is also home to a loathsome  Spawn of Shub-
  Niggurath (AC 8, MV 15[fly], HD 6, Chaotic): a  
  black-furred avioid with five eyes and a suckered 
  mouth.   Its  gaze  causes  confusion.   This  
  abomination considers itself the lord of all bats,  
  while the bats seem indifferent to this claim.
  1003
  Hidden mountain stronghold of 37 Jale Brigands, 
  led by “Of Small Account”, a neutral Hero.  They 
  prey relentlessly upon the river villages to the west, 
  and have amassed a sizable trove of plunder.
  1004
  A cagey Stegosaurus (surprises on 1-4) lies in wait 
  in the tall grass.
  1005
  A  muddy  cave  beside  an  algae-coated  pool  
  meanders deep into the earth, turning stony and  
  cold the deeper it gets.  After a day's  journey  
  underground,  the  cave  opens  upon  a  forgotten  
  shore of the Night Ocean.
  1006
  Thick,  overgrown  foliage  at  the  jungle's  edge  
  obscures a metal access hatch set into the ground. 
  The hatch is rusted shut, but moderate effort will  
  free  it  and  reveal  a  ladder  that  descends  into  
  darkness.  A small complex is below: no more than 
  a dozen empty rooms linked by short corridors,  
  the construction is of concrete and modern in style. 
  In the final room a thick glass pane is mounted on 
  
  the far wall, before it a short pedestal topped by a 
  cluster of controls.  Trial and error attempts at the 
  controls will eventually cause the glass to show  
  random  images  of  surrounding  lands,  and  the  
  rooms within the complex itself.  An intelligent user 
  can,  through  diligent  experimentation,  learn  to  
  summon images of any place within a twenty mile 
  radius of the complex.
  1007
  Village of 204 Orange Men, ruled by “the Vault of 
  the Soul”, a neutral Banisher.  Twin sisters, crippled 
  and ancient, live here and are skilled at alchemy – 
  if supplied with secretions from a Shoggoth and a 
  pound of powdered osmium, they can create a pot 
  of amber paste that will harden any metal armor or 
  shield and provide an additional bonus of -1 to AC.
  1008
  A narrow tower is carved from the very rock of the 
  mountains.  On the top floor is a small library,  
  guarded by  4 Diseased Guardians.  There are  
  numerous journals and histories of no particular  
  import, an atlas that details several temples in what 
  is now the Poisonous Swamps, and a journal that 
  provides complete instructions for the casting of the 
  Obstruction of the Suckered Abomination ritual.
  1009
  Atop  the  highest  peak  is  an  automated  X-ray  
  bazooka  turret  that  will  fire  upon  any  flying  
  creatures or craft within range.  It never runs out of 
  charges.
  1010
  A ragged column of  34 White Men, led by “the  
  Deliberate  Pace”,  a  lawful  Veteran,  shuffles  
  alongside  the  river.   These  tired  refugees  are  
  headed downriver to join with allies in Hex 1814  
  but seem unlikely to survive such a difficult journey.
  1011
  The unwary may fall prey to a devious Robot (AC 
  3,  MV  18,  HD  6[25hp],  Lawful,  spherical  with  
  treads & retractable appendages, nets, self-repair, 
  infrared & long-distance vision).  It will seek to  
  abduct stragglers and spirit them to a small, hidden 
  outpost.  There, victims will be shackled in close  
  proximity to  a  specimen  of  Primal  White  Jelly; 
  following  a  day  of  exposure,  the  beast  thus  
  spawned will be allowed to consume the victim.
  1012
  Hidden  citadel  of  the  chaotic  Black  10th level  
  Sorcerer “Larth”.  This villain lives in solitude, save 
  for the bizarre, surgically-constructed amalgam of 
  several of Species 23750 that is his Familiar (AC 
  5, MV 9, HD 4+4, Chaotic, sight of it causes fear, 
  immune to surprise).  In addition to normal attacks, 
  Larth can spit green slime (hit as per contact with 
  green slime) up to 20' three times per day.  Larth's 
  laboratory,  library  and  treasure  room  are  well-
  stocked with valuable goodies.
  1013
  2 Lake Monsters dwell in this end of the lake.  
  They are usually non-aggressive, but will attack any 
  who tamper with the temple complex in Hex 0914.
  1014
  4  Spawn  of  Shub-Niggurath (AC  8,  MV  
  9[land]/3[swim]/15[fly], HD 2, Chaotic): red plants  
  with two eyes and a circular gaping maw.  They are 
  surprised only on a 1.  These loathsome growths 
  cluster  among  the  reeds  at  the  lakeshore  and  
  attack the local fishermen.
  1015
  A pack of 5 Velociraptors hunts on the edge of the 
  forest.  They are extremely bold and will never flee 
  a battle.
  1016
  At night, strong winds blow through the tall grasses 
  of these plains, and men may imagine they hear  
  the hushed whispers of dead kin.  The whispers  
  warn against disturbing the sunken temples in the 
  swamps to the northeast.
  1101
  A powerful artifact sends potent cleansing energies 
  through a dimensional rift.  Any sorcerer attempting 
  a ritual here must save vs. spells or have it ruined 
  as per the effects of a logic weapon.
  1102
  A large pit-type mine stands open at the base of the 
  mountains.  Debris of minor interest dots the gently 
  sloping  sides  of  the  pit:  mining  tools,  several  
  wooden crates (empty), rope, iron spikes, etc.  The 
  bottom third if the pit is submerged beneath toxic 
  heavy metal slurry, within which is concealed a  
  Black Pudding.
  1103
  A raiding party of  10 Deep Ones prowls these  
  lands under cover of darkness.  Captives will be  
  spirited away to the Smoking Rifts to the south.
  1104
  A working Proximate Transflector sits in a shallow 
  cave at the bottom of the Smoking Rifts.   The  
  ancient device is surrounded by what appear to be 
  small, primitive offerings: bits of shiny crystal, odd-
  looking  foodstuffs,  some  small weapons  placed  
  ceremonially.  An insane specimen of the  Great  
  Race, regressed to primitivism by its dementia,  
  lurks nearby, ever in worship of the machine: it  
  savagely attacks any trespassers who enter from 
  above, but worships and serves those who arrive 
  via the artifact.
  1105
  A 100' high pyramid sits at the edge of the jungle.  
  At its summit is a sacrificial altar that appears to  
  offer potent focusing power to any sorcerous rituals. 
  In reality, it is a trap: any rituals performed atop this 
  pyramid will automatically fail, and the caster will be 
  swept screaming into the void between worlds.
  1106
  Spawn of Shub-Niggurath (AC8, MV 12 [land] / 15 
  [fly], HD 4, Chaotic): orange arthropoid with four  
  eyes and a tooth-filled mouth.  It is immune to cold. 
  This creature prefers Giant Jungle Ants to all other 
  prey.
  1107
  A  Neutral  Purple  Conjuror is  camped  here,  
  engaged in a study of the sorcelogical properties of 
  native  Carcosan  fauna.   He  currently  seeks  
  specimens of Giant Jungle Ants, and will pay 20gp 
  for a live one or 5gp for a dead one.  He has 40gp 
  to spend on his studies, and 110gp total.
  1108
  Village of  110 Red Men, ruled by “the Harbor of  
  
  Faith”, a lawful Binder.  Within this village is a very 
  old, very wise man, who in his youth traveled far 
  and wide across Carcosa.  To those he deems  
  worthy he will pass on his notebooks, which detail 
  the locations of the entrances to the planet's interior 
  in Hexes 0413 and 1701.
  1109
  Village of  55 Blue Men, ruled by “a Glance in  
  Halves”, a lawful Swashbuckler.  The village is  
  sheltered deep within a remote canyon, and is  
  untouched by the outside world.  The inhabitants  
  are friendly and quite curious of outsiders, but they 
  are very difficult to communicate with: for reasons 
  unknown,  they  speak,  read  &  write  only  the  
  language of the long-extinct Snake-Men.
  1110
  Spawn of Shub-Niggurath (AC 4, M 12[land] /  
  24[fly]  /  21[swim],  HD  2,  Chaotic):  red-furred  
  batrachian with two eyes and a suckered feeding 
  appendage.  It is immune to surprise.  The hide of 
  this fiend is quite plush and can be sold for 600gp.
  1111
  Castle of 70 Jale Men, led by “the Arc of Triumph”, 
  a neutral Hero.  They are aggressive slavers and 
  prey on many of the nearby small villages.  At any 
  given  time,  their  dungeon  holds  3D  slaves  of  
  various  colors,  as  well  as  loot  comprising  
  1Dx1000gp in coins, mixed trade tokens, and small 
  gemstones.
  1112
  Hexes 1112 and 1212 are dotted with two dozen tall 
  pillars apiece, 35-60' tall.  Atop each one is a man 
  (all races are represented) – these are mystics,  
  cultists,  and  devotees  of  gods  forbidden  and  
  strange.  They endlessly chant, pray, commune,  
  gesticulate, and receive visions both revelatory and 
  hallucinatory.   They  rely  on  the  kindness  of  
  passersby for food and water, which they collect in 
  a lowered basket.  A vision may be shared with any 
  who offer a particularly lavish gift.
  1113
  There are no settlements in this hex because of the 
  Mutant Tyrannosaurus (30' aura of radioactivity,  
  bulging eyes, transparent skin) that slays anything 
  in its vicinity.
  1114
  Tribe  of  23  Green  Primitives,  led  by  “Finds-a-
  Path”, a neutral Swordsman.  They fled 'Soaks-in-
  Blood” of Hex 1313 several weeks ago and are now 
  hiding from his minions.  They know that the tribe in 
  Hex 1412 is conspiring to revolt.
  1115
  Nothing remains intact of a ruined temple, save a 
  low wall surrounding a broad paved courtyard.  
  Within  are  12  Irrationalist  Space  Aliens,  who  
  guard a curious 7' diameter gong made of tarnished 
  copper.  Striking the gong during the day creates an 
  effect  identical  to  an  insanity  weapon  on  any  
  humans within 100' who hear it (striker unaffected); 
  striking it at night instantly summons 13 B'yakhee, 
  who will be hellbent on killing the striker.
  1116
  A  grim  totem  of  an  angry,  four-armed  god  
  discourages  travel  further  south.   A  secret  
  compartment in this idol hides an onyx knife worth 
  50gp and an elaborately embroidered yellow silk  
  robe that, on sight, will invite immediate attack by 
  local villagers.
  1201
  3 Spawn of Shub-Niggurath (AC 7, MV 24, HD 5, 
  Neutral [intelligent]): red-furred amoeboids with no 
  eyes  and  a  savage,  toothy maw.   Only  a  few  
  learned individuals know that the bodies of these 
  beasts can be rendered into a foul-tasting slurry  
  that  provides  a  temporary  boost  to  movement,  
  initiative, AC, and number of attacks.
  1202
  Village of  177 Green Men, secretly ruled by a  
  revolting Spawn of Shub-Niggurath (AC 6, MV 12, 
  HD 7, Chaotic): a purple-suckered batrachian with  
  a profusion of staring eyes and a toothed mouth.  It 
  is  psionic  and  immune  to  normal  weapons.    
  Outwardly this community appears to be dedicated 
  to Law,  but their zeal in slaying sorcerers and  
  spawn is driven by the jealously and fear of the  
  ruling spawn being supplanted.
  1203
  An apparently intact laser rifle lies on the ground.  
  The  battery  is  fully  charged,  but  the  rifle  is  
  damaged: pulling the trigger causes the weapon to 
  emit a keening wail that increases in pitch and ends 
  after twenty seconds with the weapon exploding,  
  causing 2D damage to anyone within 10'.
  1204
  At the edge of the jungle, a  Stegosaurus and  6  
  Velociraptors battle to the death.  They will put  
  aside their differences to fight any newcomers.
  1205
  The ruins of an ancient pagoda slouch among the 
  tangled vines and twisting growth of the jungle.  
  The soapstone paving blocks are graven with eyes: 
  human, animal, insect, other.  The eyes seem to  
  follow intruders.
  1206
  A small monastery is home to 25 Yellow Monks, 
  led by “the Fragrant Dream”, a lawful Invoker.  
  These men hold in trust a set of sacred chimes  
  whose swirling melodies act as a Repulsor Beam 
  against any Spawn of Shub-Niggurath (including  
  the six main Spawn).
  1207
  A bloated corpse rots in the sun, unremarkable but 
  for its expensive finery.  If disturbed, the corpse will 
  burst open and disgorge 4 Species 23750.
  1208
  Castle of  91 Bone Men, led by “the Shameful  
  Secret”, a chaotic 11th level Sorcerer.  Deep within 
  the  castle  is  an  unholy  fane  dedicated  to  the  
  worship  of  Shub-Niggurath:  a  sagging  arch  of  
  crumbling soapstone that is covered in a wild riot of 
  mildly  poisonous  fungi  that  drip,  squirm,  and  
  undulate obscenely.  A small spring bubbles up  
  from beneath this tainted arch and trickles down a 
  small paved spillway into a 4' deep pool containing 
  a partially submerged altar studded with painful  
  looking restraints.
  This altar is the scene of regular orgiastic revels, 
  where captives are forced to imbibe the polluted  
  
  waters of the altar pool.  Victims are infected with a 
  disease that slowly transforms them into a Spawn 
  of Shub-Niggurath.  Each following month, a victim 
  rolls  in  reverse  order  on  the  Spawn  of  Shub-
  Niggurath random generation table (e.g. first week 
  determine special defenses, second week special 
  attacks,  third  week  mouth  type,  etc.).   As  the  
  characteristics accumulate and their appearance is 
  changed, the victim will be increasingly detested  
  and shunned by civilized men, though veneration 
  and even worship may be found from cultists.  
  When  body  type  is  determined,  roll  on  the  
  remaining tables – the transformation is complete 
  and the victim is now a Spawn of Shub-Niggurath 
  under the control of the DM.
  1209
  High up on a mountainside is a shallow cave – it is 
  very difficult to find, and even more difficult to reach 
  safely.  It is empty, but a detailed painting on a wall 
  reveals the location of the secret entry to the Icy 
  Wastes in Hex 2112.
  1210
  In a shallow cave, 4 Blue Men are arranged around 
  a rough-hewn table.  Their throats have been slit, 
  and clothing and personal belongings are scattered 
  about.  Careful searching will yield 75sp, 15gp, a 
  gold ring worth 10gp, a silver pendant worth 15gp, 
  two swords, a hand axe, five daggers, and a short 
  bow with 15 arrows.
  1211
  A clan of 18 Ape Men do their best to remain  
  inconspicuous.   They will  only attack  obviously  
  weaker groups and will flee as a group if any of  
  their number are killed.  They have modest treasure 
  scattered about their sleeping area: 250cp, 200sp, 
  55gp, and a dozen pieces of mixed jewelry worth 
  450gp total.
  1212
   For details, see Hex 1112
  1213
  An ancient Ophidhemoth claims this portion of the 
  swamps as its own domain.  It accepted worship in 
  prehuman  times,  but  now  recognizes  all  other  
  inhabitants  of  Carcosa  solely  as  food.   The  
  neighboring tribesmen are terrified of the insatiable 
  appetite of this beast, and stay well clear of its  
  territory at all times.
  1214
  Spawn of Shub-Niggurath (AC 7, MV 12 [swim], 
  HD 2, Chaotic): purple fungoid with one eye and a 
  toothed feeding orifice.  If killed, the carcass must 
  be burned or 1-6 identical creatures will erupt from 
  it following the next rains.
  1215
  Village of 74 Black Men, ruled by “the Virtue of the 
  Void”, a lawful Veteran.  These men are brusque, 
  but their traditions demand that visitors be treated 
  to a feast of welcome.  Their cuisine is visibly  
  disgusting (scavenged vermin and pickled fungus), 
  but surprisingly nutritious: any who partake of the 
  meal will heal at twice the normal rate for the next 
  month.
  1216
  In  a  subterranean  lair,  a  bloated  and  festering  
  Purple  Worm slouches  grotesquely  upon  a  
  massive and obscene throne made of bone and  
  petrified flesh.  This worm is sentient and quite  
  intelligent,  but  wicked.   It  knows  one  randomly-
  determined ritual, which it will trade in exchange for 
  a score of sacrifices (any color).
  1301
  The edge of the forest, near to the encroaching  
  dunes, is dotted with several dozen pools of what 
  appears to be thick, briny water cloaked by a fetid 
  ulfire mist.  In fact, these are foul 'Spawning Pools': 
  any creature that enters a pool is immediately slain 
  (no  save),  and  a  Spawn  of  Shub-Niggurath  
  (generate randomly) will emerge 1D hours later.
  1302
  Well hidden by a clutch of twisted trees is a solid 
  block of dull and pitted onyx 4'x10'x3' high – the 
  Altar of Vaineer is immediately recognizable to any 
  sorcerer of 5th level or higher.  Humans and animals 
  alike avoid this portion of the forest.
  1303
  A mile-long ribbon of land is not covered by earth, 
  but rather a transparent, shatter-proof barrier that is 
  neither crystal nor glass.  Beneath, a fast-flowing 
  river  rushes  from  south  to  north;  occasionally,  
  strange  creatures  may  be  glimpsed  swimming  
  through the water.
  1304
  A group of  19 Bone Pilgrims is camped at the  
  edge of the jungle.  Several of their group are  
  injured,  and  they must rest  seven days  before  
  continuing on to lands east of the Icy Wastes.  They 
  have  no  valuables,  although  to  anyone  that  is  
  helpful they will teach the manufacture of a coarse 
  powder from sulfur and bismuth, which may be  
  used by anyone to duplicate the effects of the ritual 
  Litany of the Lightless Sea.
  1305
  Village  of  315  Blue Men, ruled  by “No Proper  
  Death”, a neutral Superhero.  These men hold the 
  secrets to taming dinosaurs as mounts and guard 
  animals.  Once a month, in a raucous and violent 
  auction, they offer a dozen or more dinosaurs for 
  sale at outrageous prices – these auctions never 
  lack for bidders.
  1306
  Spawn of Shub-Niggurath (AC 9, MV 15 [swim], 
  HD 8, Chaotic): dolm-suckered annelidoid with a  
  suckered feeding probe.  It is immune to heat.  It 
  lurks in a stream that empties from the nearby  
  jungle, and guards two submerged amphorae that 
  hold 500sp, and 200 petty gems worth 2-5gp each.
  1307
  Spawn  of  Shub-Niggurath 
  (AC8,  MV  6
   
  [land]/15[fly], HD 1, Chaotic): an ulfire amoeboid  
  with three eyes and a circular gaping maw.  This 
  obscenity primarily preys upon infants; its slayer will 
  be a hero among the locals.
  1308
  A wooden sign is pounded deep into the ground – it 
  bears a single arrow, scribed in ulfire chalk, that  
  points northeast toward Lake Hali and the grim city 
  of Carcosa.  Burning the sign will unleash a curse 
  upon all who watch the flames.
  
  1309
  Village of 45 Bone Men, ruled by “the Remainder of 
  All Sums”, a lawful Veteran.  A learned sage resides 
  in this hamlet, wise in the ways of healing – if  
  supplied with blood from an octopoid Spawn of  
  Shub-Niggurath and a single ampoule of cesium,  
  he can brew a murky jale potion that immediately 
  restores 1HD of damage (side effect: 10% chance 
  of a random mutation).  For outsiders, only those of 
  obvious lawful alignment will be offered such a  
  service, at a cost 250gp per potion.
  1310
  Hideout of 21 Orange Brigands, led by “a Minor 
  Nuisance”, a neutral Swashbuckler.  These bandits 
  periodically  journey  south  and  stalk  the  Green  
  Primitives of the Poisonous Swamps when they  
  deliver tribute to the Octopotamus.  They have  
  accumulated a hoard of coins and jewelry in excess 
  of 1500gp value.
  1311
  Riverside hideout of  51 Ulfire Brigands, led by  
  “Heeds No Laws”, a neutral Swordsman.  The river 
  narrows to a hundred yards or so at several places 
  in  this  hex,  and  the  brigands  set  traps  and  
  ambushes for boats in these areas.  The brigands 
  have assembled a modest trove, hidden in buried 
  urns: 1100sp, 500gp, and mixed gems & jewelry  
  worth 750gp.
  1312
  2  Pterodactyls hunt  these  plains  –  they  will  
  attempt to pick off stragglers and lone travelers.
  1313
  Tribe of  279 Green Primitives, led by “Soaks-in-
  Blood”, a chaotic Champion.  They worship the  
  Octopotamus in Hex 1413 as a god and provide  
  regular sacrifices of men and treasures.
  1314
  A  herd  of  7  Mutant  Camarasauruses (semi-
  gelatinous bodies suffer only ½ damage from non-
  electromagnetic/elemental  weapons)  graze  this  
  portion of the swamp.  Despite being herbivores,  
  they are extremely aggressive.
  1315
  A forlorn citadel overlooks the nearby swamps.  In 
  the dungeon beneath is a large room, containing 25 
  Amphibious Ones held in stasis by a sorcerous  
  charm – touching one will wake them all, provoking 
  an attack.  Alternatively, the phrase that will undo 
  the charm is commonly known to any sorcerer of 9th 
  level or higher – if they are freed in this manner, the 
  Amphibious Ones will serve their new master until 
  the next full moon.
  1316
  Strange energies left over from an ancient conflict 
  pollute this land.  Roll 1D10 each day for any power 
  cell, 1-8: no effect, 9: power cell is instantly drained, 
  10: power cell explodes, 1D damage to everyone 
  within 20' (save vs. dragon breath for ½ damage).
  1401
  A  Mutant Stegosaurus (ulfire velveteen fur; hit  
  from poisoned tail spikes has the effect of green  
  lotus powder) lurks among the boulders of this  
  rocky desert hex.  It is an escaped mount, and can 
  be tamed and ridden if approached cautiously.
  1402
  This  land  is  sorcelogically  active,  and  sinister,  
  invisible  vapors  are  expelled  regularly.   Check  
  hourly for a 33% chance of wandering into a cloud, 
  and roll D6 for effect (save vs. poison to avoid  
  effects): 1 – paralyzed for 1-4 hours, 2 – shrink to 
  1/10 size for 1-4 days, 3 – as Green Lotus Powder, 
  4 – commune with obscene god as Canticle of the 
  Crawling  God,  5  –  gain  psionic  ability  for  1-4  
  weeks, 6 – roll on the Elemental Table and gain  
  permanent invulnerability to that element.
  1403
  6 Spawn of Shub-Niggurath (AC 4, MV 18[fly], HD 
  4, Chaotic): these are red-feathered annelidoids  
  with two eyes and a circular gaping maw.  A to-hit 
  roll of 19 or 20 means they have engulfed the head 
  of their victim and automatically do 1D damage per 
  round until they or the victim is dead.  The mostly 
  intact pelts of these beasts can be sold for up to 
  100gp each.
  1404
  The fresh corpse of a Brown headhunter lies in  
  an untidy heap beneath a tree.  The ragged entrails 
  are  exposed,  and  it  appears  that  this
   
  unfortunate was torn open from within.  Bloody,  
  three-toed claw prints lead away from the body and 
  disappear into the tangled jungle foliage to the  
  southwest.
  1405
  Village of  141 Blue Men, ruled by “the Cause of  
  Effects”,  a  neutral  Swashbuckler.   They  have  
  accumulated an enviable trove of riches by crafting 
  dinosaur tack for their neighbors in Hex 1305.  
  Their vaults are guarded by 16 Ornitholestes.
  1406
  Spawn of Shub-Niggurath (AC 3, MV none, HD 5, 
  Neutral  [unintelligent]):  a  dolm  avioid  with  one  
  drooping eye and a suckered mouth.  It is psionic.  
  This wretch squats atop an ancient stone bier on 
  the shore of Lake Hali, forever facing Carcosa.  Its 
  single eye never blinks.
  1407
  The scorched hull of a funeral barge is washed up 
  on a small sandy beach.  The charred skeleton on 
  the catafalque holds an Elder Sign in its clenched 
  fist.
  1408
  Castle of 72 Yellow Men, led by “the Embrace of All 
  Woes”,  a  chaotic  Invoker.   This  sorcerer  is  a  
  bumbler, and the men chafe under his rule.  His  
  only claim to power is possession of the Crown of 
  Unspent  Days,  which  is  recognizable  to  any  
  sorcerer of 3rd level or greater.
  1409
  A coven of 8 Jale Cultists (AC 9, MV 12, HD 1, 
  Chaotic)  prowls  these  barren  moors,  looking  
  for passersby to waylay and cast into the Green  
  Ooze Pool in Hex 1310.
  1410
  The river is over a mile wide in this hex, and winds 
  slowly through  a 1000'  deep  gorge.   The  only  
  bridge is an ancient construct of the Great Race.  
  Broad  basalt  stairs  slope  downward  500'  to  a  
  majestic span made of adamantium; on the far  
  side, identical stairs ramp back up.  A flock of 19 
  Mi-Go lair in the cliffs and will attack any who try to 
  cross.  Scattered across the length of the bridge is 
  
  treasure of 1000gp value in various coins and small 
  gems.
  1411
  An ancient canal runs north to the river – it has  
  been dry for decades, blocked by several locks that 
  have rusted shut, and the surrounding lands suffer 
  from perpetual drought.  A high-powered energy  
  cannon and some common sense would be all that 
  is required to open the locks, and thereby earn the 
  gratitude and loyalty of several hundred nearby  
  villagers.
  1412
  Tribe of 64 Green Primitives, led by “Follows-No-
  Moon”,  a  neutral  Swashbuckler.   They  are  
  nominally ruled by “Soaks-in-Blood” of Hex 1313, 
  and pay grudging tribute to the Octopotamus to the 
  south, but are eager to overturn the despot and  
  restore the worship of proper spirits.
  1413
  A massive  Octopotamus (HD  16)  lairs  in  the  
  crumbling masonry of a temple complex that has 
  been  inundated  by  the  swamp.   Beneath  the  
  scum-choked waters, scattered amongst thousands 
  of bones, is a treasure trove of offerings cast in by 
  superstitious  primitives:  dozens  of  uncut
   
  gemstones egg-sized and larger, countless pieces 
  of  jewelry  and  precious  baubles,  tens  of  
  thousands of coins of all types, and a vast array of 
  arms and armor, some still intact.
  1414
  A giant (14' tall) Red Man lies quietly in a bower of 
  vines and swamp trees.  He has journeyed from the 
  Radioactive  Desert  and  is  incapacitated  by  
  Gamma Bloat, which will prove fatal within two and 
  a half days (check every 6 hours, cumulative 10% 
  chance).  If plied with spirits, he will relate the  
  wonders of Hexes 2303, 1410, and 1413 before he 
  dies.
  1415
  Spawn of Shub-Niggurath (AC 6, MV 9[swim], HD 
  6, Chaotic): an ulfire-suckered ophidoid with six  
  eyes and a circular gaping maw.  This huge snake-
  thing lurks in one of the larger streams that feeds 
  into the Poisonous Swamps.  Even in death, its  
  yellow,  shining  eyes  will  dart  about  and  follow  
  movement.
  1416
  This was an ancient battlefield, and here did great 
  evil come to misfortune.  In such places, forgiving 
  entities of vast power may look down and have  
  mercy upon men.  Only on moonless and cloudless 
  nights, and when the stars are right, tiny motes of 
  dust will sift down from the starry sky, visible as  
  twinkling white sparks that extinguish when they  
  reach the ground.  There is a 1% chance per hour 
  during the night of catching a spark of stardust  
  upon the tongue.  Roll 1D for effect: 1-4) any and all 
  injuries,  poisons,  illnesses,  and  adverse  status  
  effects (paralysis, fear, etc.) are cured, 5-6) glimpse 
  events in the future – next five saving throws are 
  automatically  made,  7-8)  desired  ability  score  
  increased  by  1  (18  maximum),  9-10)  gain  xp  
  sufficient to raise to next level, 11-12) powerful ally 
  in time of great need – if facing defeat, a powerful 
  being  will  appear  as  a  giant  glowing  ulfire  
  pterodactyl and bear the individual and up to three 
  companions away to safety, then disappear.
  These  effects  only  apply to  those  of  lawful  or  
  neutral  alignment;  chaotics  are  sickened  by  
  stardust and have all abilities reduced by half for 
  1D days.
  1501
  Spawn of Shub-Niggurath (AC 7, MV 15, HD 5, 
  Chaotic): red crustacean with insectile eyes and a 
  beaked mouth.  This  creature  shelters  in  the  
  shattered carapace of an ancient war machine,  
  where it has gathered a modest treasure of 15  
  gemstones worth 10-60gp each.
  1502
  It's not the rumble of distant thunder... it's drums.  
  The steady, rhythmic thump of war drums, and an 
  army on the march.  No matter what direction is  
  moved in, the sound of the drums will steadily swell 
  for a time, and then fade away slowly.  Their source 
  can never be found.
  1503
  Winds arising from the cold shores of Lake Hali  
  blow through this area, bearing with them faint but 
  unmistakeable melodies, the weird music of blind 
  pipers howling in the darkness.  Any who hear  
  these bewitching tunes must save vs. spells or be 
  compelled to journey south and drown themselves 
  in the lake.  A new saving throw is allowed at dawn 
  each day.
  1504
  A Stegosaurus is trapped in a primitive snare.  If 
  freed and shown kindness, it will become a loyal  
  mount.
  1505
  Village of 231 Jale Men, ruled by “the Incautious 
  Glance”, a lawful Swashbuckler.  These men are  
  generally helpful to visitors, and they have ample 
  supplies of provisions.  Groups of adventurers that 
  do not appear to be overly powerful will be told of a 
  ruined citadel to the northwest that is rumored to 
  contain fabulous treasures.  Any who take the bait 
  will find themselves ambushed the following day by 
  these very same villagers.  There is no ruined  
  citadel.
  1506
  Small  pockets  of  interstellar  void  are  a  hidden  
  danger throughout this area – there is a 5% chance 
  each hour that a pocket is wandered into.  These 
  airless  vacuums  are  intensely  cold:  those  not  
  properly equipped for adverse environments suffer 
  2-8hp damage each time they stumble into one  
  (save vs. death ray for ½ damage; those who are 
  accustomed to this area take ½ damage, or no  
  damage with a save).
  1507
  On a lifeless island of black stone stands the alien 
  city of Carcosa.
  1508
  Villagers from the south journey here to leave their 
  dead.  Shrouded corpses are laid upon the ground, 
  their  outlines  traced  with  scattered  handfuls  of  
  fragrant leaves.  While the leaves remain fresh,  
  only carrion birds will molest the bodies; once the 
  leaves have dried and turned brown, the loathsome 
  
  blue-cloaked  priests  of  Hastur  steal  away  the  
  remains for purposes unknown.
  1509
  A huge fungal pillar, well over 100' tall, towers over 
  the surrounding land.  This weird growth is studded 
  with bulbous, spongy pustules that will erupt in a 
  spray of sticky reproductive spores if examined: all 
  within  20'  must  save  vs.  dragon  breath  or  be  
  infected with Mycetic Smut.
  1510
  Village of 103 Dolm Men, who are leaderless and 
  torpid.   The  cloying  reek  of  green  lotus  vapor  
  enshrouds  these  unfortunates  –  every  week  a  
  handful  more  lives  are  claimed  by  the  potent  
  barbiturate.
  1511
  Village of 304 Blue Men, ruled by “the Embrace of 
  Regret”, a neutral Lord.  This village sits astride the 
  river, and the denizens have constructed sturdy  
  gates that regulate traffic.  Boats traveling in either 
  direction are charged a toll based upon their length, 
  and incredible riches have been accumulated by  
  these  entrepreneurs.   Nearby  communities  
  dependent upon river trade would not mourn the  
  absence of this lot.
  1512
  Steaming geysers and smoking fissures mark this 
  as a geologically active area.  Brigands have been 
  known to shelter in this unforgiving terrain.
  1513
  The disembodied consciousness of a chaotic Bone 
  Man  Sorcerer named  “Remaltep”  haunts  the  
  reeking fens of this hex.  It is eager to find new  
  flesh,  though  discriminating  enough  to  only  
  consider  a  fellow Bone  Man  as  a  vessel.  The  
  Sorcerer will psychically attack an acceptable host 
  and attempt to displace the current consciousness; 
  such a battle usually comes down to a test of wills, 
  during which the victim will be visibly disturbed  
  (crying out, unresponsive to other stimuli, grasping 
  head in hands, flailing at an unseen enemy, etc.).
  If  successful,  the  Sorcerer  will  take  the  first  
  opportunity to escape to his secret lair in Hex 0715, 
  there to renew his experiments into the forbidden.  
  A displaced consciousness will wander the fens  
  impotently  for  years  before  intuiting  the
   
  displacement process.   Certain alien  or arcane  
  technologies may allow immediate displacement.
  1514
  This  hex  is  plagued  with  countless  swarms  of  
  biting insects.  During daylight, interlopers will be 
  attacked every hour by a swarm – save vs. wands 
  or suffer 1hp damage and be unable to heal any 
  damage  with  rest  that  day.   Heavy  smoke,  
  abundant fire, or sorcerous vibrations will reduce  
  the frequency of attacks to one per day.
  1515
  Spawn of Shub-Niggurath (AC 8, MV 15[land] / 
  9[swim],  HD  6,  Neutral  [unintelligent]):  a  gray-
  scaled  ophidoid  with  no  eyes  and  a  suckered  
  mouth.  This beast suns itself among shallow lakes 
  and  stagnant  pools.   Upon  its  death,  it  will  
  deliquesce  into a disgusting, burbling mess.
  1516
  This hex is unnaturally cold, and icy winds drive  
  blinding sheets of frost and sleet.  In the center  
  looms the source of the chill: a squat granite totem 
  pole featuring several crudely carved aspects of  
  I'thaqua.  Any who touch the pole are instantly  
  teleported  to  a  random  location  within  the  Icy  
  Wastes.
  1601
  Dozens of leathery, rugose tentacles erupt from the 
  sand: everyone in a 30' circle is attacked 1D times 
  per round, 1hp damage per hit.  If 60 points of  
  combined damage are done to the tentacles, they 
  withdraw back into the sand and will be dormant for 
  1D days.  This creature can never be killed outright.
  1602
  4 Blue Men wander slowly, in a seeming stupor.  
  They are White Lotus Zombies who have lost their 
  master.  Left to their own devices, they will soon  
  perish  from  thirst;  someone  with  a  particularly  
  forceful personality may be able to turn them to  
  his own service.
  1603
  Interlopers will be shadowed by from afar by a  
  pterodactyl; just visible riding upon its back is the 
  shape of a man.  If attacked, the rider will circle  
  high above, hurtle downward in a steep dive, drop 
  one explosive grenade, and then flee to the west. 
  1604
  An imbecilic  Purple Cultist will attack passersby  
  from hiding.  He is strong and armed with a huge 
  axe,  but  spouts  only  gibberish  and  cannot  be  
  reasoned with.
  1605
  The very air appears stained, as if with blood.  
  Sunsets are noteworthy for the nightmarish crimson 
  tableau that is produced.
  1606
  On moonless nights, 10-100 Deep Ones gather by 
  the  shore  to  abase  themselves  and  genuflect  
  toward Carcosa.
  1607
  Spawn of Shub-Niggurath (AC 5, MV 12[swim], 
  HD 4, Chaotic): a dolm-furred insectoid with one  
  eye and a circular gaping maw, it can be found  
  lurking in a murky stream that feeds into Lake Hali. 
  It  is  immune  to  normal  weapons.   A  master  
  haberdasher  can  craft  the  intact  pelt  of  this  
  monstrosity into a gaudy cape of surpassingly weird 
  beauty.  If the wearer of the cape has a CHA score 
  of 16 or greater, he may charm others, as per the 
  spell Charm Person.  The intended victim must be 
  captive and isolated from all friends and allies for 
  the power of the cape to take effect; thereafter, the 
  effects of the charm are as normal.
  1608
  An abandoned citadel is dangerous to enter: it sits 
  atop  a  crumbling  mesa,  and  portions  of  the  
  structure  have  already  collapsed  to  the  plains  
  below.  Within a still-intact portion of the edifice is a 
  working Proximate Transflector.  A nearby notebook 
  contains coordinates for the identical machine in  
  Hex 0716.  In the rubble below are several broken 
  skeletons and assorted treasure of 125gp value.
  1609
  Smooth-walled catacombs mark an ancient lair of 
  
  the Primordial Ones.  3 Shoggoths lurk within, and 
  guard a peculiar pool that is actually an occult  
  viewing  device.   The  pool  will  impart  an  
  understanding  of  how  to  operate  a  Fecund  
  Protoplasmic Pit, as well as the location of such an 
  artifact in a chamber deep within the Primordial  
  One city in Hex 0808.
  1610
  A posse of  18 Red Men (AC 6, MV 9/6, HD 1,  
  Lawful) astride  9 Ankylosauruses, searching for  
  Green Ooze Cultists responsible for several recent 
  abductions.  They are armed with bows and spears, 
  and  will  presume  ill  intent  on  the  part  of  any  
  strangers they come across.
  1611
  Lost among the reeds and tall grasses at the river's 
  edge  is  a  corroded  metal  cylinder,  an  unspent  
  projectile from an ancient Primordial One weapon.  
  Careless handling may cause it to detonate.
  1612
  Spawn of Shub-Niggurath (AC 3, MV 18 [land] / 
  18 [fly] / 15 [swim], HD 1, Neutral [unintelligent]): 
  ulfire-feathered  avioid  with  three  eyes  and  a  
  multitude of screeching mouths.  It is immune to  
  poison.  Its intact plumage is worth 125gp.
  1613
  Quicksand is an ever-present danger on the fringe 
  of the swamps.  Incautious wayfarers must save vs. 
  paralyzation  each  hour:  failure  indicates  that  a  
  randomly-determined  number are  knee  deep  in  
  quicksand.  Each individual must roll an additional 
  save vs. paralyzation each round: three failures in a 
  row means death, three successes in a row allows 
  escape.  Comrades in a position to lend assistance 
  may provide a bonus to saving throw attempts, or 
  may themselves become stuck in the quicksand.
  1614
  A huge herd of 54 Stegosauruses is eating its way 
  west across the grasslands.  Attacking one will  
  draw the ire of all.
  1615
  Village of  210 Purple Men, ruled by “Wisdom's  
  Chalice”, a neutral Swashbuckler.  Nearly a quarter 
  of the men are missing a limb – the removal looks 
  surgical rather than accidental.  Space Alien flying 
  saucers are a frequent sight, and abductions lasting 
  12-48 hours are commonplace.
  1616
  Spawn of Shub-Niggurath (AC 7, MV 6[swim], HD 
  2, Chaotic): purple-suckered icthyoid with no eyes 
  and a pulsating, suckered mouth.  It is immune to 
  surprise.  This aberration lurks in a pool on the  
  grounds of a shattered palazzo.
  1701
  An  ancient  pyramid  towers  above  the  glowing  
  sands.  No entrances are evident.  The legendry of 
  local primitives purports the existence of a tunnel 
  that  descends  from  beneath  this  pyramid  to  a  
  secret world within the interior of the planet.
  1702
  A lone  Gray Ooze, mutated to a vivid ulfire hue,  
  slinks near the edge of the Radioactive Desert; it is 
  identical in all respects, save appearance, to a  
  normal Gray Ooze.
  1703
  An abandoned cart contains four complete suits of 
  plate armor and four shields.  All are festooned with 
  bizarre runes and elaborate decorations.  If any  
  of the armor is taken and worn, the thieves can  
  expect to be hunted down within the next month by 
  the group of fanatical lawful Purple Men to whom 
  the armor belongs.
  1704
  A pack of 8 Velociraptors prowls the edge of the 
  mountains.  They prefer to surround prey and strike 
  as two separate groups of four.
  1705
  2 Spawn of Shub-Niggurath (AC 9, MV 15, HD 3, 
  Chaotic): purple-feathered octopoids with two eyes 
  and a gaping circular maw.  The intact plumage of 
  each is worth 500gp.
  1706
  An adventuring party of 3 Lawful Red Sorcerers 
  and  their  6  Yellow  Men guides  is  journeying  
  southwest  to  Hex  1408,  where  they  intend  to  
  eliminate the local sorcerer and destroy the Crown 
  of  Unspent  Days.   They  welcome  help  from  
  likeminded do-gooders, and will share in any spoils. 
  The sorcerers are headed into a trap: their guides 
  will betray the group's location and lead them into 
  an ambush.
  1707
  A stinking pool of contaminated runoff collects at  
  the  bottom  of  an  abandoned  uranium  mine.   
  Cultists of Shub-Niggurath have turned it into a  
  fane to their god – they meet semi-regularly to  
  conduct obscene rites and cast sacrifices into the 
  pool.  There is a 10% chance that any corpse cast 
  into the pool will reemerge in 1-4 rounds as a  
  randomized Spawn of Shub-Niggurath.
  1708
  A gang of 23 Ulfire Slavers hunt for captives here. 
  They are lightly armored, and armed with spears  
  and slings.  Once they have collected a dozen  
  slaves, they will return with them to their village in 
  the Blighted Lands.
  1709
  Skurvoxx Mine is an immense pit, with several  
  tunnels at the perimeter of the floor that run deep 
  into the earth.  In past centuries Skurvoxx was a 
  rich source of niobium and tungsten.  Now the mine 
  is abandoned, and locals shun the place.
  1710
  In  a  well-hidden  natural  amphitheater  is  a  
  nauseating tableau.  The putrescent corpses of six 
  Purple  Men  are  arranged  in  a  rough  circle,  
  surrounding the intact remains of a Yellow Man  
  garbed in the regalia of a sorcerer.  Several books 
  lie nearby, and contain elaborate notes for the ritual 
  Conjuration of the Foul Putrescence; the notes are 
  complete and can be mastered after seventy-two  
  hours of intense study, but one of the six required 
  fungi  is  noted  incorrectly.   The  stench  here  is  
  unbearable.
  1711
  A Chaotic Brown Lord haunts this savannah.  He 
  wears titanium-infused chainmail (+2 to AC) and  
  wields a technetium-laced morningstar (in addition 
  to doing damage as normal, those hit must save vs. 
  
  paralyzation or be paralyzed for 2-5 hours).  Victims 
  of paralysis will be stripped of their belongings,  
  bound, and buried up to their necks to be left for 
  predators.
  1712
  A small metal pipe juts from the river bank, out of 
  which spews a steady stream of oily, foul-smelling 
  black sludge into the water.  Anyone who drinks or 
  swims in tainted water must save vs. poison or roll 
  on the Mutation Table.
  1713
  Spawn of Shub-Niggurath (AC 6, MV 15[swim], 
  HD 10, Chaotic): a white-scaled octopoid with six 
  eyes and a circular gaping maw.  It both generates 
  and is immune to cold.  This creature typically  
  freezes a portion of the river in order to halt and 
  then waylay passing boats.
  1714
  An  Unquiet Worm  (HD 6+8) of immense power  
  lairs in rank  tunnels beneath a forgotten burial  
  ground.  It wears a  circlet  around  its  'neck'  of  
  scorched molybdenum; this device is known to any 
  sorcerer of 6th level or higher as the Adornment of 
  the Impure, a vile accoutrement of unsurpassed  
  wickedness.
  1715
  Spawn of Shub-Niggurath (AC 7, MV 15[land] / 
  3[fly]  /  6[swim],  HD  10,  Chaotic):  this  massive  
  creature is a brown-suckered octopoid with six eyes 
  and a circular gaping maw.  The brave souls who 
  slay this beast are rewarded with a minor boon, as 
  even  the  foul  gods  of  Carcosa  frown  upon  its  
  many travesties: anyone who participates helpfully 
  in its death will have a randomly-determined ability 
  permanently raised by a single point (re-roll if this 
  would raise an ability beyond 18).
  1716
  When the stars are right; when the night is without 
  a moon; when a dense and forbidding fog shrouds 
  the lake; when dark-cowled cultists utter obscene 
  chants and blasphemous incantations; when these 
  things occur, the sunken island of Atavax is once 
  more  raised  above  the  waves.   The  cultists  
  disappear  into the fog, gibbering  wildly in their  
  coracles and skiffs in a mad race to make landfall.  
  Atavax sinks again beneath the waters of the lake 
  at dawn, and none who set foot upon it ever return.
  1801
  Strange lights haunt the night skies here – Space 
  Alien  flying  saucers  are  frequent  visitors,  on  
  inscrutable  missions  of  investigation  and
   
  molestation.  Wayfarers have an 8% chance per  
  night of being the target of an abduction; if it is a 
  group,  only one  individual  will  be  targeted.   If  
  successful, they will be returned to the point of  
  abduction 2D days later; there is a 25% chance  
  they will be missing a limb (determine which limb 
  randomly).
  1802
  In a sheltered valley is a crashed Space Alien scout 
  ship.  Nothing is salvageable, except for a small  
  medical Robot (AC  7,  MV  12,  HD  2  [10hp],  
  Neutral; coil-shaped, 30 doses of healing gel [dose 
  allows  4HD  to  be  healed  that  week],  internal  
  batteries  will  be  depleted  after  45  days  if  not  
  recharged) that will bond with the first sentient to 
  find it.
  1803
  Sealed within a titanium-doored vault is a working 
  Proximate  Transflector.   The  door  can  only be  
  opened  by  means  of  a  huge  bronze  key,  the  
  location of which is lost to antiquity.
  1804
  Carved from the back wall of a shallow lava tube is 
  a statue of a hideous Spawn of Shub-Niggurath:  
  the likeness depicts a purple-suckered insectoid  
  with with no eyes and a suckered trunk-like feeding 
  appendage, and crude attempts have been been to 
  apply paint and other embellishments.  If the icon is 
  molested, there is a 25% chance that fresh lava will 
  erupt from the floor, delivering 1D damage per  
  round to all within the tube (save vs. dragon breath 
  for no damage).
  1805
  A large  boulder  set  in  the  hillside  blocks  the  
  entrance to a natural cavern that winds deep into 
  the earth.  Within these dank caves, all manner of 
  bizarre jellies, slimes, and puddings cavort.  None 
  are dangerous, feeding gently upon fungus and  
  lichens within, and they exist in a rainbow variety of 
  colors, save those of the dangerous species (i.e.  
  none or the slimes are green, the puddings black, 
  or  the  jellies  ochre).   Any  specimens  that  are  
  removed from the cave will perish within a day.
  1806
  Thick underbrush within a small ravine conceals a 
  hatch, and a ladder leading down into darkness.  
  Within is a short, plain tunnel, at the end of which is 
  another ladder, leading up to an identical hatch in 
  Hex 0209.  The teleportation/warp effects of the  
  tunnel  will  not  be  apparent  to  those  that  walk  
  through it.
  1807
  The land in this hex is broken and tumbled, as if a 
  great hammer came down and smote the very  
  earth.   Movement  occurs  at  only one-third  the  
  normal pace; opportunities for concealment and  
  ambush are abundant.
  1808
  Castle of 43 Orange Men, led by “On Pain of Life”, 
  a lawful Myrmidon.  They are surrounded by a  
  besieging army of 212 Brown Men, led by “the Last 
  of the Least”, a lawful Champion.  When defeat  
  becomes inevitable, the Orange Men will detonate 
  a  nuclear  munition  that  will  destroy  everything  
  within two miles, and severely irradiate the entire 
  hex.
  1809
  Spawn of Shub-Niggurath (AC9, MV none, HD  
  10, Chaotic): a gray slime with two eyes and a  
  toothed oral cavity.  This abomination lairs deep  
  beneath the earth, in a natural cavern of stunning 
  beauty.  There is a 25% chance that 1D Cultists are 
  also present.
  1810
  Atop a small, rocky hill is a mossy boulder.  Arrayed 
  around  the  boulder  are  the  relatively  fresh  
  carcasses of three Unquiet Worms.  The boulder is 
  large and very heavy, but if it can be moved, the 
  entrance to a subterranean vault is revealed.
  
  1811
  Citadel of 132 Purple Men, led by “the End Is the 
  Beginning”, a lawful Hero.  They are known for  
  paying a modest bounty (45gp) for the corpse of  
  any Spawn of Shub-Niggurath brought to them.
  1812
  A massive, ancient steel cable-stayed bridge lies  
  astride the mile-wide river, still sturdy after all these 
  eons.  Equally massive amounts of thick, damp  
  webbing cling to every surface, as this bridge is  
  now home to a colony of 1217 Blue Web Fiends.  
  Littered on the bridge and at the bottom of the river 
  below the bridge is mixed treasure and valuable  
  items worth over 10,000gp.
  1813
  A full suit of chainmail, a black cloak and leggings, 
  and an hand axe are neatly laid out on a small  
  beach at the river's edge.  Footprints in the sand 
  lead into the water.
  1814
  Village of 325 White Men, ruled by “the Passion of 
  Circumstance”, a lawful Tormentor.  They are well-
  armed with high-tech weaponry, and make regular 
  forays into Hex 1716 to annihilate the cultists that 
  gather there.
  1815
  Spawn of Shub-Niggurath (AC 8, MV 18[land] / 
  6[swim], HD 1, Chaotic): a green plant with four  
  eyes and a circular gaping maw.  Eating the dead 
  flesh of this plant summons visions of the Fungoid 
  Gardens in Hex 2005.
  1816
  Intensely destructive psychic forces are at work in 
  this  hex.   Non-psionics  will  be  tormented  by  
  hallucinations, wild emotional swings, and painful  
  headaches,  and  each  day  they  must  save  vs.  
  spells: success  means no effect, failure means  
  accrual of a -3 penalty to all saving throws.  If at 
  any time this penalty exceeds the value of their  
  lowest  ability  score,  immediate  death  via  brain  
  aneurysm results; the penalties disappear within  
  one day of leaving the hex.
  Psionic-powered  individuals  will  hear  haunting  
  melodies,  faint laughter, and indistinct  whispers  
  that, while quite peculiar, are harmless.
  1901
  A hole in the floor of the rocky desert reveals stairs 
  leading 100' down to an irregular chamber.  Within 
  is a large cistern filled with clear, cool water; the lip 
  of the cistern is graven with terrible images of the 
  Old Ones feasting upon Men and casting down  
  their cities.  Anyone who drinks from the cistern  
  gains  immediate  knowledge  of  one  randomly  
  determined conjuring ritual, even if he is a Fighting-
  Man.  Until the ritual is successfully cast by that  
  person, he will be attacked by 2-20 Deep Ones on 
  each moonless night.
  1902
  15 Bone Cultists have partially excavated a Space 
  Alien defense cannon.  The cannon weighs 1000 
  pounds and is intact.  If powered, it has three  
  settings: insanity, logic, and paralyzation.
  1903
  Secluded deep within these mist-shrouded hills is a 
  spring-fed pool, clear and cool.  Gazing within its 
  depths reveals a glimpse of futures that may be.  
  The viewer must save vs. spells – success means a 
  revelatory vision of the true future (gain a +3 bonus 
  to saving throw of choice within the next week),  
  while failure means the vision is false (-3 penalty to 
  next saving throw).  The pool grants a vision to  
  each viewer once a month.
  1904
  Numerous shallow caves dot the sides of these  
  peaks, the former dwelling places of an extinct  
  human civilization.  Diligent searchers may find  
  ancient tools, small weapons, and the odd piece of 
  crude jewelry.
  1905
  Monastery of  33 Purple Men, led by “the Sound  
  Unseen”, a lawful Banisher.  These men guard an 
  artifact of curious powers, a 4' gong of tarnished  
  bronze.  Striking the gong during the day creates 
  an effect identical to an insanity weapon on any  
  humans within 100' who hear it (striker unaffected); 
  striking it at night instantly summons 13 B'yakhee, 
  who will be hellbent on killing the striker.
  1906
  A gang of  26 Red Brigands, led by “Bold and  
  Cruel”, a neutral Hero, blocks a caravan road that 
  skirts the edge of the desert; the surrounding land 
  for several miles is broken and nigh-impassable.  
  They demand tribute of all who pass.
  1907
  A  Mutant  Tyrannosaurus (breath  weapon  as  
  gamma radiation bazooka beam three times per  
  day; if killed explodes for 2D radiation damage to all 
  within 100') scours this hex relentlessly.
  1908
  Citadel of 4 Robots (all are identical, AC 4, MV 12, 
  HD 11[50hp], Lawful, humanoid morphology, with  
  phosphorous  pulse  pistols,  radar,  and  illusion  
  generators).   They  will  be  positively  disposed  
  toward any group that includes a Space Alien.
  1909
  Hidden  camp  of  14  Brown  Brigands,  led  by  
  “Approach With Caution”, a neutral Warrior.  They 
  have been unsuccessful in preying upon the nearby 
  caravan  routes,  and  will  recklessly  attack  any  
  groups smaller than theirs.  They only have a few 
  dozen silver pieces among them.
  1910
  Monastery of  45 Jale Men, led by “the Ardent  
  Pincer”, a lawful Banisher.  These monks prefer the 
  clarity of seclusion, but may be roused to war by 
  tales of sorcerous iniquity abroad.
  1911
  Spawn of Shub-Niggurath (AC 9, MV 12, HD 1 
  Chaotic):  a  green-suckered  anthropoid  with  six  
  eyes and a tooth-filled mouth.  This monster is  
  attracted by the sound of laughter.
  1912
  Weird extra-dimensional energies warp the fabric of 
  space in this area.  Following any period of rest, all 
  travel takes place in the exact opposite direction  
  desired; victims of this effect will only notice that  
  something is amiss 1D days later (note: this may 
  
  lead them well beyond the boundaries of this hex).
  1913
  14 uncharged  power cells are  piled in a small  
  uncovered hole.  A shovel is nearby; whoever was 
  burying them left in a hurry.
  1914
  Spawn of Shub-Niggurath (AC 2, MV 12 [swim], 
  HD 2, Chaotic): dolm-suckered avioid with three  
  eyes and lacking a mouth.  This beast will attack 
  Bone Men before all others.
  1915
  This  hex  is  overgrown  with  all  manner  of  
  mushrooms,  fungus,  and  molds.   Movement  is  
  halved.  Chance of contracting  Mycetic Smut is  
  15% per day.
  1916
  Space  Alien  harmonies  broadcast  on  subsonic  
  frequencies have a cleansing effect against minor 
  abominations.  Spawn of Shub-Niggurath (including 
  the six stable species) suffer -3 to all saving throws 
  and to-hit rolls.
  2001
  A tall, black, perfectly-formed rectangular monolith, 
  forged  from  an  unknown  non-reflective  metal,  
  stands  alone  on  the  fringe  of  the  Radioactive  
  Desert.  If disturbed, it emits a piercing wail that  
  renders all within 200' unconscious for D6 hours  
  (no save); if treated reverentially, those who sleep 
  at its feet gain one point of INT upon waking (one 
  time only).
  2002
  Several small clans of vicious Ape Men stalk these 
  hills and make war upon one another.  The largest 
  clan comprises two dozen individuals of unusual  
  cunning, who fight with crude bone clubs; they  
  worship the black monolith in Hex 2001.
  2003
  Spawn of Shub-Niggurath (AC 7, MV 24, HD 2, 
  Chaotic): an orange-furred octopoid with three eyes 
  and a circular gaping maw.  It is immune to normal 
  weapons.  Its intact pelt is worth 800gp.
  2004
  In a lonely valley are the ruins of an ancient temple, 
  dedicated to a long lost god that men deemed just 
  and  compassionate.   Today,  the  ruins  are  
  frequented by cultists who laugh and cavort while 
  committing sorcerous atrocities on the once-sacred 
  grounds.   If  there are any men remaining that  
  worship this god of goodness, they are well hidden.
  2005
  In a rocky defile is a wide crack in the earth, out of 
  which a cool, steady breeze blows.  All sorts of  
  fungus (mushrooms, yeasts, molds, etc.) coat the 
  walls and ceilings of the Fungoid Gardens of the 
  Bone Invoker (see the adventure of the same name 
  by  Geoffrey  McKinney  in  Fight  On!  #4 for  full  
  details).
  2006
  Scattered stone foundations are all that remains of 
  an ancient city.  One foundation holds a rather  
  obvious trapdoor that leads into a small basement.  
  Within is a fountain, long since dry; if the faucet at 
  the base is fiddled with, a torrent of Green Slime 
  will spill forth and envelope all within 5'.
  2007
  A short section of 50' high cliffs is inscribed with  
  hideous  carvings, a mixture of obscene figures  
  committing horrific acts and massive characters in 
  the forgotten language of the Snake-Men.  Any  
  rituals committed at the base of these cliffs will not 
  cause any aging on the part of the sorcerer.
  2008
  Citadel of  50 Men of various colors, led by “the  
  Audacity of Hope”, a lawful Black Lord.  They are 
  well-armed  with  electromagnetic  weapons,  and  
  battle evildoers endlessly.
  2009
  A smashed and burning caravan is surrounded by 
  two dozen bodies: based on placement, it appears 
  that the caravan was composed of Purple Men and 
  the brigands were Ulfire Men.  There is nothing left 
  to loot from the wreckage, but obvious tracks lead 
  away toward the Icy Wastes.
  2010
  A band of 21 Yellow Men, clad in light gray cloaks 
  and leggings, perch high atop the plateau of the Icy 
  Wastes and watch those below.  They will pepper 
  any  who  linger  with  inaccurate  sling  fire  and  
  tumbled boulders.
  2011
  Frigid winds from the Icy Wastes blow down and 
  across this hex with unceasing ferocity.  Any who 
  camp here must save vs. paralyzation or freeze to 
  death during the night.
  2012
  Village of 225 Jale Men, ruled by “the Many Careful 
  Steps”, a neutral Myrmidon.  This community is torn 
  between embracing the the rule of “the Lady of the 
  Lake”  (Hex  2013)  and  maintaining  their
   
  independence.   New  intrigues  swirl  with  each  
  passing day, and strangers have an equal chance 
  of being welcomed or annihilated.
  2013
  Village of 497 Jale Men, ruled by “the Lady of the 
  Lake”, a chaotic Tormentor.  She has assembled  
  the beginnings of a petty empire by subjugating  
  surrounding Jale communities to her rule, and her 
  hunger for slaves and captives to fuel her sorceries 
  is bottomless.
  2014
  Persistent winds from the east bring with them the 
  scent of the desert, and the lure of untrod lands is 
  strong.  Travel in that direction is 50% faster.
  2015
  A massive meteorite is embedded in the earth,  
  glowing  and  smoking  with  weird,  dangerous  
  energies.  It emits a pulsating aura of dolm light in a 
  radius of one mile, and anyone entering this aura is 
  sickened (no save, lose 1 point of CON per day  
  until dead).  This zone of contagion expands by one 
  mile  every  year.   Anyone  under  9th level  who  
  touches the meteorite is immediately devolved into 
  a horrible mass of mindless, inchoate protoplasm 
  and rioting appendages – roll as if generating a  
  Spawn of Shub-Niggurath (unique, body type is  
  automatically “ooze/slime”, and there is no chance 
  of special attacks or defenses).  Anyone of 9th level 
  or over that touches it is immediately transformed 
  into an evil, opposite version of themselves (i.e. a 
  brawny and aggressive fighting man will become a 
  
  sniveling and bookish sorcerer, etc.) – their level  
  remains the same, and it is up to the DM to decide 
  whether  the  player  can  continue  playing  this  
  character.
  Only the Spawn of Shub-Niggurath in hex 0116  
  knows how to destroy this meteorite and cure the 
  taint it spews.
  2016
  A Chaotic Purple Tormentor resides here in an  
  unassuming  ramshackle  hut.   He  is  filthy  and  
  unhinged, but will request that adventurers escort 
  him to lands northeast of the Bottomless Lochs, in 
  search of a powerful device once held by a Green 
  Lord.  He promises a lavish recompense from the 
  ruins of the lord's citadel.  Adventurers may help  
  him recover the Crystal Chimes he seeks, but their 
  only  reward  will  be  sorcerous  treachery  soon  
  thereafter.
  2101
  Spawn of Shub-Niggurath (AC 6, MV 3, HD 9,  
  Neutral  [unintelligent]):  black  &  white-scaled  
  ophidoid with no eyes and a serrated beak.  The 
  sight of it causes fear, and it is immune to heat/fire. 
  The hide of this monster can be made into up to 
  five ponchos, which when worn allow an additional 
  save vs. poison to prevent mutation from external 
  radiation sources.
  2102
  Spawn of Shub-Niggurath (AC 9, MV 3 [land] / 18 
  [fly], HD 4, Neutral [unintelligent]): an ulfire and  
  dolm-furred batrachian with four eyes and a beaked 
  feeding appendage.  It's gaze causes confusion.  A 
  master haberdasher can tailor the intact pelt of this 
  beast into a stunning ensemble that allows the  
  wearer  twice  as  many  hirelings  as  otherwise  
  allowed, with an additional +2 to their loyalty base, 
  as well as a +3 bonus to all reaction checks.  This 
  outstanding finery will inspire a jealous reaction  
  from rulers and leaders.
  2103
  Spawn of Shub-Niggurath (AC 8, MV 24, HD 2, 
  Chaotic): an orange quadruped with one eye and a 
  beaked mouth.  It is harmed only by fire.  This beast 
  will use its speed to hit and run.
  2104
  Weird  plants  and  malicious  growths  carpet  the  
  landscape.  Contracting Mycetic Smut is a constant 
  danger.
  2105
  Drums, the clash of war cymbals, and the deep  
  clangor of a mighty gong can be heard coming from 
  the desert.  The sounds taper and crescendo with 
  the bluster of the wind, but their source can never 
  be located.
  2106
  The very fabric of time in this area is warped and 
  accelerated.  For every full day spent in this hex, 
  roll on the Unnatural Aging Table and apply the  
  results.
  2107
  Spawn of Shub-Niggurath (AC 3, MV 6, HD 3,  
  Chaotic): a blue-scaled annelidoid with three eyes 
  and a savage, hooked beak.  It drains blood on a 
  successful hit.  This repulsive monster will attack  
  White Men before all others.
  2108
  A small copse of trees conceals a cairn built of  
  seashells.  Buried in the soil beneath the cairn,  
  about 11' down, is a sealed metal box; the lock is 
  trapped with a poison needle.  Within are several 
  scrolls, all written in the language of the long-dead 
  Snake-Men.  Most are useless, but one reveals the 
  full details of the ritual Serpentine Whispers of the 
  Blue-Litten Pillars.
  2109
  Village of 53 Orange Men, led by “the Howl of the 
  Beast”, a neutral Warrior.  The dry soil of this region 
  is difficult to farm, and the hi-tech groundwater  
  pump used by these villagers has recently broken.  
  They face starvation, unless  they can find able-
  bodied  adventurers  to  escort  payment  to  the  
  villagers  in  Hex  2413,  and  escort  the  team  of  
  technicians back.  They offer a reward of 250gp to 
  any group who can accomplish this for them.
  2110
  In the side of an icy hill, a cave opens darkly.  The 
  cave  is  natural,  though  the  entrance  is  carved  
  unmistakably  to  resemble  a  mouth,  of  what  
  creature is unknown.  A save vs. spells is required 
  to enter: failure indicates panic, and reckless flight 
  directly away to a distance of no less than 5000'.  
  The cave winds down into the ice and stone for  
  over 100' feet, ending in a small carved chamber 
  containing  the  frozen  corpse  of  a  B'yakhee.   
  Several stoppered urns contain 3000cp and 6 Elder 
  Signs.
  2111
  Frozen atop a 250' tall spire of jagged ice is a  
  Mummy Brain.  Tricked into absorbing a dose of 
  white lotus powder, its last sentient act was to  
  banish itself to the Icy Wastes to avoid domination. 
  If recovered and thawed it will 'live' once again, and 
  fall under the sway of the first being to issue it a 
  command.
  2112
  An  narrow  opening  at  the  bottom  of  a  deep  
  crevasse  meanders  north  for  several  hundred  
  yards,  finally  broadening  into  an  icy  cave  that  
  zigzags steeply upwards.  The far side of the cave 
  opens into the Icy Wastes through a well-concealed 
  tunnel.
  2113
  Citadel of 58 Jale Men, led by “the Lady's Grace”, a 
  chaotic Hero.  These bloodthirsty berserkers pillage 
  the  lakeside  with  a  cohort  of  15  Diseased  
  Guardians, leaving behind piles of burnt skulls to 
  mark their depredations.  
  2114
  Village  of  270  Jale  Men,  ruled  by “the  Lady's  
  Favor”, a chaotic Swashbuckler.  These fanatics are 
  among the most enthusiastic of the followers of “the 
  Lady of the Lake” (Hex 2013), and are currently  
  pushing into the nearby desert to seize captives  
  and expand her domain.
  2115
  Peeking out from beneath the sands is an ancient 
  archive of the Snake-Men.  The dozens of books 
  therein  are  in  their  unknown  and  unknowable  
  
  language,  but  there  is  additionally  a  map  that  
  reveals a hidden tunnel beneath the Icy Wastes  
  that allows easy passage between Hexes 2209 and 
  2211.
  2116
  Nestled against the side of an escarpment is the 
  exoskeleton of a gargantuan beetle.  Even from a 
  distance, it is clear that the empty shell has been 
  turned  into  a  makeshift  domicile;  on  closer  
  examination, there are crude furniture and shabby 
  clothing  and  personal  items  within.   The  
  exoskeleton appears recently lived in, but there are 
  no clues as to the identity or current whereabouts 
  of the occupant.
  2201
  Spawn of Shub-Niggurath (AC 6, MV 9, HD 4,  
  Chaotic):  a  grey  avioid  with  four  eyes  and  a  
  multitude of slavering mouths.  It is immune to both 
  cold and poison.  In its death throes, this demon will 
  psychically broadcast to its slayer the location of  
  the fissure in Hex 1803, but not the secret of what 
  lies within.
  2202
  Village of 45 Dolm Men, ruled by “the Last of the 
  First”, a neutral Swordsman.  They will welcome  
  strangers with unusually warm hospitality; at the  
  right moment, they will turn on their guests and  
  attempt to capture them, to be sold in the slave  
  markets to the north.
  2203
  Village of 27 Robots (all identical, AC 4, MV 6, HD 
  12[55hp], Lawful, coil-shaped, tentacles, self-repair, 
  motion detector), ruled by “No Friend of Flesh”, a 
  lawful  Sorcerer.   The  robots  obey  all  of  the  
  sorcerer's orders, save any that would allow him to 
  leave the village – he is weary of his charges, and 
  will secretly implore visitors to help him escape.
  2204
  The  secluded  laboratory  of  a  Chaotic  Purple  
  Binder named “Orr K'o” is concealed within an  
  overgrown ravine.  This sorcerer has but a tenuous 
  hold  upon  his  sanity,  and  the  walls  inside  his  
  sanctum  feature  a  bewildering  tapestry  of  
  incoherent scrawls and obscene etchings.
  Among the personal effects of the sorcerer is a fist-
  sized, fragile, hollow globe made of an unknown  
  dolm crystal, within which swirls and bubbles a dark 
  vapor.   The  globe  contains  the  disembodied  
  consciousness of an unknown “Elder Thing,” and  
  breaking it will release the Thing into the world.  It 
  will inhabit the mind of the nearest sentient, where 
  it confers knowledge of one randomly-determined 
  ritual of conjuring.  While the Thing shares its mind, 
  the victim is tormented by strange voices and the 
  compulsion  to  perform  the ritual,  resulting  in a  
  penalty of -3 to all saving throws and attacks.  If the 
  ritual is performed (successfully or otherwise), the 
  Thing  is  dispelled  back  to  the  dimension  from  
  whence it came, taking with it all knowledge of the 
  ritual.
  2205
  Deep in the desert, an odd sight may be revealed in 
  the aftermath of a particularly severe sandstorm:  
  the prow of an intact galleon.  It will take a great 
  deal of labor to excavate the ship, but there are  
  wondrous treasures within: 2000gp in mixed coins, 
  and assorted gems and jewelry worth 5000gp.
  Unearthing the ship will invite the attention of the 
  Tentacled One, who has lusted after this lost vessel 
  for many years.   Adventurers who flaunt  these  
  treasures will soon be hunted down by sorcerers  
  and cultists held thrall to this loathsome entity.
  2206
  Spawn of Shub-Niggurath (AC 2, MV none, HD 4, 
  Chaotic): jale-furred hexapod with four eyes and a 
  savage beak.  This bloated fiend squats atop a  
  wooden chest in a vault deep beneath the desert 
  sands.  Within the chest are four beakers of a fine 
  grit  that  will  completely  desiccate  any  mold,  
  pudding, ooze, slime or jelly it comes into contact 
  with.  Additionally, each beaker does 4D damage 
  to Nyarlathotep, the Slime God, the Inky Crawler, 
  the  Lurker  of  the  Putrescent  Pits,  the  Foul  
  Putrescence, the Colorless Ooze, the Desiccating 
  Slime of the Silent Halls, and the Green Ooze Pool.
  2207
  Village of  125 Ulfire Men, ruled by “the Faint of  
  Heart”, a neutral Hero.  A wizened sage lives in this 
  tiny slum, possessed of forgotten knowledge – if  
  supplied with venom from a Purple Worm and a  
  trace amount of xenon, he can create a stinking  
  orange balm that protects against the effects of  
  radiation for one week (side effect: -1 STR for same 
  period).  The cost is 75gp per dose.
  2208
  Playing music here of any type will immediately  
  attract 1-3 B'yakhee.
  2209
  The northern entry to the plateau of the Icy Wastes 
  is a steep path that winds precipitously up the face 
  of the cliffs.  In most places the path is no more  
  than a foot wide; howling winds and driving sleet 
  conspire to make this an extremely treacherous  
  ascent of at least ten hours.  At the top is a castle of 
  135 Yellow Men, led by “Generous in Victory”, a  
  chaotic Myrmidon.  They demand 50gp and an  
  oath of fealty to I'thaqua of each person entering or 
  leaving.
  2210
  A shallow depression marks the site of a small  
  frozen lake.  The ice near the center is thin (100lbs. 
  or more will break through), and covers a gentle  
  whirlpool: test vs. STR to escape, failure means 1D 
  drowning  damage,  three  failed  saves  means  
  disappearance within the whirlpool (DM may assign 
  penalties based upon encumbrance).  Anything that 
  survives the trip down the whirlpool (two hours  
  trapped  in  ice-cold,  turbulent  water)  will  be  
  deposited deep within the planet, on a rocky beach 
  lit by the dull red fires of several nearby volcanoes.
  2211
  In an ice-shrouded longhouse, 7 Mi-Go attend to 
  tasks  both  strange  and  obscene.   They  have  
  collected 200sp, 50gp, and 12 heavy blocks of  
  black onyx worth 100gp each.
  2212
  Village of  310 Black Men, ruled by “the Lidless  
  
  Eye”, a neutral Superhero.  These men tend to and 
  hold divine the idols in Hex 2313 – they will quickly 
  notice if any have been disturbed, and upon the  
  perpetrators  they  will  strike  down  with  great  
  vengeance and furious anger. 
  2213
  Beneath  the  slack  between  two  dunes  lairs  a  
  perfectly concealed  Spawn of  Shub-Niggurath 
  (AC 5, MV 0, HD 9, Neutral [unintelligent]; brown 
  fungoid with no eyes and a circular gaping maw,  
  surprises on 1-5, swallow whole on roll of 20 victim 
  must save vs. death ray each round or die, immune 
  to surprise) – it is little more than a toothy maw atop 
  digestive apparatus, and seeks only to feed.
  2214
  An ancient stone ziggurat rises sullenly from the  
  burning sands.  Any who approach within 100' of it 
  are  stricken  with  weird  visions  and  violent  
  hallucinations:  treat  as  if  affected  by  red  lotus  
  powder, lasting until they move 1000' distant from 
  the ziggurat.  No man or monster has entered this 
  blasphemous building in over a thousand years.
  2215
  A sunburned and semi-delirious  Yellow Brigand 
  wanders the desert, desperate for food and water.  
  In exchange for aid, he can give rough directions 
  (10% cumulative chance per day of locating) to a 
  caravan that his former band of thugs raided – both 
  sides, save this lone survivor, where annihilated in 
  the attack.  Remaining loot includes 20gp, 100sp, a 
  dozen mixed pieces of Ankylosaurus tack worth  
  1000gp  total,  and  a  score  of  common  hand  
  weapons, short bows, and spears.  Within 2-8 days, 
  the remains of the caravan will be swallowed by a 
  sandstorm and lost forever.
  2216
  Any  psionically-gifted  individuals  will  sense  a  
  powerful and oppressive presence nearby; save vs. 
  spells or flee 1-4 miles in terror.  No amount of  
  searching/probing  will  reveal  the  source  of  the  
  disturbance.
  2301
  An abandoned underground Space Alien complex 
  contains a number of dangerous creatures and  
  several odd features, including a Black Pudding 
  pressure-sealed within a small stoppered titanium 
  flask, several hallways trapped with hardening foam 
  dispensers, and a real-looking hologram of a Mi-Go 
  that will follow and pester intruders.
  2302
  3 Spawn of Shub-Niggurath (AC 8, MV 18[swim], 
  HD 7, Chaotic): green-suckered oozes with three 
  eyes and a beaked feeder.  They are immune to  
  surprise.  Between The Shards, a large lake of  
  reeking effluent has condensed; these monsters  
  prowl the lake, waiting for prey to approach the  
  edge.  Several wise men of the Blighted Lands  
  know the secret to rendering the fluids of these  
  Spawn into a potent restorative balm.
  2303
  Citadel of 272 Purple Men, led by “the Lord of the 
  Ring”, a neutral Myrmidon.  This citadel is famed 
  throughout  Carcosa:  in  a  crater  that  has  been  
  transformed  into  a  coliseum,  these  men  hold  
  gladiatorial  contests  pitting  warriors  versus  the  
  savage  mutant  beasts  of  the  Blighted  Lands.   
  Visitors are welcome to take part in the games, and 
  warriors  who  earn  the  favor  of  the  crowd  are  
  rewarded generously from the wagering income.  
  Exotic beasts of deadly temperament are always in 
  high demand.
  2304
  Village of 101 Blue Men, ruled by “the Approaching 
  Melody”, a lawful Hero.  This village contains a  
  master blacksmith, but he has not plied his craft  
  since the death of his family seven years ago at the 
  hands of Bone Raiders.  If he is brought the heads 
  of at least ten Bone Men, his thirst for revenge will 
  be cured and he will reward the hunters with fine 
  weapons and armor.
  2305
  A large, deep pit lined with metal siding contains  
  several dozen smoldering corpses.  There's no sign 
  of who did the burning.
  2306
  Deep beneath the desert sands, a Mummy Brain 
  lies entombed within an impenetrable vault.  The  
  Mummy Brain has been driven insane by eons of 
  confinement and has lost its sorcerous abilities, but 
  each day there is a 10% chance that it sends out a 
  mental blast that affects any sentients within this  
  hex.
  2307
  Spawn of Shub-Niggurath (AC 4, MV 12[land] / 6 
  [fly], HD 10, Chaotic): gray-scaled ooze with six  
  eyes and a serrated beak.  It surprises on 1-4, and 
  is only surprised on a 1.  This demon delights in 
  destroying the cyborgs created by the mad scientist 
  that lairs in this hex.  It nests in a ruined citadel  
  where it gathers trophies from its kills, including an 
  impressive array of high-tech weapons and spare 
  parts.
  2308
  Strung by its feet from a tree is a dead Spawn of 
  Shub-Niggurath.  It's dolm-furred hide is slashed  
  and torn, viscera hangs out of its circular gaping  
  maw, and black-fletched arrows protrude from each 
  of its three eyes.  The initials “TUF” have been  
  branded or laser-burned into its back.
  2309
  An ancient citadel, carved into the side the glacier, 
  has been covered for millennia by an avalanche.  It 
  is almost unbearably cold within.  In a forgotten  
  room, a crystal ball sits upon a low pedestal – multi-
  colored vapors swirl within.  Grasping the ball firmly 
  and thinking a yes or no question at it activates its 
  oracular powers: it will answer such a question  
  once a year, with unfailing accuracy.  Removing the 
  crystal ball from the citadel will cause it to crack, 
  losing both the vapors within and its powers.
  2310
  This barren hex is daily rocked by psychic screams 
  of unbelievable pain and privation.  Those with  
  psionics will be so disturbed that they have a 10% 
  chance per day of forever losing their powers if they 
  stay.  It is impossible to determine where or from 
  who the disturbance emanates.
  2311
  “Through  the  desolate  summits  swept  raging,  
  
  intermittent  gusts  of  the  terrible  antarctic  wind;  
  whose  cadences  sometimes  held  vague
   
  suggestions  of a wild  and half-sentient musical  
  piping, with notes extending over a wide range, and 
  which for some subconscious mnemonic reason  
  seemed to me disquieting and even dimly terrible.” 
  ('At the Mountains of Madness', by H.P. Lovecraft).
  2312
  The southern entry to the plateau of the Icy Wastes 
  is  a  high-tech elevator  platform  (50,000lb.  max  
  weight) that can make the 1200' trip up the cliffs  
  safely in under five minutes.  At the top is a citadel 
  of 84 White Men, led by “the Uppermost Hell”, a 
  neutral  Lord.   They  demand  500gp  of  anyone  
  entering or leaving.
  2313
  A dozen weird idols are scattered throughout this 
  hex.  Made of rock splashed with black pigment, 
  each is a 15-20' tall stylized representation of a  
  man squatting atop a large snake; the snake has a 
  man's face, splashed with red pigment.  They are 
  well tended, and the ground around them is littered 
  with small offerings (copper coins, small food items 
  & alcohol, handmade trinkets, and the like).  There 
  is a 10% chance per idol that 2-8 Black Men will be 
  encountered performing worship.
  2314
  At the edge of the desert is a 50' tall statue of a 
  majestic nude woman.  It sternly faces west at the 
  nearby desert with its right hand outstretched and 
  raised in command.  Though the winds here ever 
  bluster out from the desert, the tousled sands never 
  advance even an inch past the statue.
  2315
  A stout rock wall 10' high and 130' long marks a 
  portion of the eastern border of the desert.  Set in 
  the midpoint of this wall is a door-sized opening,  
  within which stands a  Lawful Bone Champion.  
  This warrior refuses anyone to pass through the  
  opening,  into  or  out  of  the  desert;  he  will  not  
  interfere with anyone who climbs over the wall,  
  tunnels beneath it, or goes around it.  The warrior is 
  armored in plate & shield, wields a wicked looking 
  spear  that does double  damage on any hit,  is  
  immune to the effects of any devices/technology of 
  the Space Aliens, Great Race, or Primordial Ones, 
  and can only die in combat.  The man who kills him 
  is cursed to take his place.
  2316
  Spawn of Shub-Niggurath (AC 6, MV 18, HD 4, 
  Chaotic): purple-furred arachnoid with one eye and 
  a razor-sharp beak.  Its touch causes paralysis.  
  This  monster  will  eagerly  serve  any  chaotic  
  sorcerer as a loyal henchman.
  2401
  Spawn of Shub-Niggurath (AC 9, MV 12[land] / 
  9[fly] / 12[swim], HD 3, Chaotic): green-feathered 
  annelidoid with multiple eyes and a huge beak.  It 
  drains blood.  The feathers of this demon are prized 
  throughout the Blighted Lands, and are worth 5gp 
  each.
  2402
  Castle of 71 Dolm Men, secretly ruled by a Spawn 
  of  Shub-Niggurath (AC  8,  MV  24[fly],  HD  4,  
  Neutral[intelligent]): an orange ooze with no eyes or 
  mouth.  It is psionic.  This Spawn regards the men 
  of this castle as its children, and outsiders are  
  forbidden to enter the castle grounds.
  2403
  An ancient junkyard contains eons of accumulated 
  rubbish.  Much of it is rusted and rotting, unfit even 
  as scrap metal.  Diligent searching will eventually 
  reveal a tarnished bronze key over five feet in  
  length and weighing one hundred pounds – this key 
  opens the vault door in Hex 1803.  This junkyard is 
  occasionally visited by Primordial Ones, and the  
  Shoggoths that hunt them.
  2404
  Dozens of carapaces in various states of decay  
  litter this minor purple worm graveyard.  0-3 Purple 
  Worms squirm here – reduce their stats to reflect 
  advanced age and/or infirmity.
  2405
  A twisted, vile little Yellow Hermit (AC 8, MV 6, HD 
  1-1, Neutral) named “Maggoth” lives in a lean-to  
  amongst tumbled boulders.  In exchange for exotic 
  stimulants,  potent  hallucinogens,  or  forbidden  
  pleasures of the flesh he will barter ulfire lotus  
  powder  (10%  chance  any  given  dose  is  
  contaminated with green lotus powder).  He has  
  nothing else of value.
  2406
  A rundown  merchant  caravan  has  a  range  of  
  standard, though shabbily maintained, items for  
  sale.  Unknown to them, concealed in one of their 
  many chests of assorted junk is a working Mutation 
  Inducer –  it  will  take  customers  4-16  hours  of  
  patient rummaging to reveal this weapon, which  
  can be bought for 5gp.  Any other items purchased 
  will break or deteriorate into uselessness within one 
  week.
  2407
  Castle  of  110  Red  Men,  led  by  “the  Time  of  
  Troubles”, a chaotic Conjuror.  In the Conjuror's  
  chambers is a working  Proximate Transflector –  
  visitors may pay a fee of 1000gp per person to use 
  it.  The Conjuror knows the coordinates of  the  
  machines in Hexes 1608 and 1803.
  2408
  A modest hole in the ground is actually the mouth 
  of an ancient missile silo.  The attached launch  
  complex is small, no more than a handful of rooms, 
  but there are many intact engineering volumes and 
  technical schematics that will prove valuable to  
  anyone with an interest in repairing and maintaining 
  technological items.
  2409
  Spawn of Shub-Niggurath (AC 3, MV 18, HD 3, 
  Chaotic):  an  orange-scaled  crustacean  with  no  
  eyes and a circular gaping maw.  A master armorer 
  can work the scales of this beast into any standard 
  leather armor kit, granting a +1 bonus to AC.
  2410
  Citadel of  31 Orange Men, led by “the Article of  
  Faith”, a lawful Myrmidon.  They are well-supplied 
  with warm furs and electromagnetic weapons, and 
  plot to invade the Icy Wastes and slaughter the  
  minions of I'thaqua.
  
  2411
  A  Chaotic Green Banisher named “Pendishjer”  
  lives  at  the  edge  of  the  Icy  Wastes,  with  a  
  bodyguard of 6 Diseased Guardians.  He delights 
  in immersing the Diseased Guardians in the glacial 
  melt water next to his hut, contaminating the lands 
  to the southeast.
  2412
  Bleached  bones  (mostly  avian)  surround  an  
  unusually dark pool: a Black Pudding hides here, 
  covered by a thin layer of water, surprising the  
  thirsty on 1-4.
  2413
  Village of 265 Yellow Men, ruled by “the Pride of 
  Deceit”,  a  lawful  Superhero.   This  village  has  
  several individuals who are proficient with the high-
  tech  equipment  of  the  Space  Aliens.   Such  
  equipment may be repaired here (for an outrageous 
  fee), and they operate a makeshift apparatus that 
  can recharge equipment at a rate of 3 charges per 
  day (also for an outrageous fee).
  2414
  Spawn of Shub-Niggurath (AC 7, MV 12, HD 6, 
  Neutral [unintelligent]): a green-scaled amoeboid  
  with three eyes and a circular gaping maw.  Lodged 
  within the nucleus of this horror is one of the Thirty-
  Three Sunstones crafted eons ago by the Snake-
  Men.
  2415
  The  blasted  remains  of  a  small  forest  give  
  testament to a massive explosive event several  
  years ago.  Toppled trees in all directions point  
  away from a shallow central crater nearly 100 yards 
  across, filled with stinking oily water.  Fasting and 
  drinking naught but this water for three days will  
  induce delirium and sickness requiring a save vs. 
  poison.  If the save is failed, the victim dies of an 
  internal melting disorder; if successful, the victim  
  glimpses the current location of the God of the  
  Primal Void, and any sorcerer will have revealed to 
  them the imprisoning ritual The Mad Chiming of the 
  Vacuum.
  2416
  A party of 17 Orange Brigands lurks among these 
  moors, awaiting any prey that might wander by.  
  They have gems, jewelry, and coins of 175gp in  
  value.
  2501
  2 Spawn of Shub-Niggurath (AC 8, MV 24[land] / 
  9[fly], HD 5, Chaotic): brown-suckered fungoids  
  with six eyes and a suckered feeder.  They are  
  surprised only on a 1.  Circling carrion birds always 
  betray the position of these aberrations.
  2502
  Village of 200 Red Men, ruled by “a Night with No 
  Stars”, a chaotic 9th Level Lord.  He is a servant of 
  the god in Hex 2501, and seeks the destruction of 
  his rivals for its favor.
  2503
  Intermittent cries can be heard, varying in tone:  
  shouts of pain, or surprise, or fear.  Often they  
  emanate  from  perilous  locations:  abrupt  cliffs  
  masked by dense foliage, treacherous rocky areas, 
  stinking pools of fouled water.  It make take some 
  time for visitors to realize that local scavenger birds 
  have learned to imitate human calls of distress.
  2504
  A lone hut sits in the forest, beside a small creek; 
  the interior is completely blanketed in Yellow Mold.
  2505
  A splendid citadel commands the surrounding lands 
  from atop a low hill.  Brilliant scarlet pennons flutter 
  in  the  breeze,  and  wildflowers  line  a  narrow  
  causeway that leads to the entrance.  Standing  
  before the entrance breaks the spell: the citadel is 
  nothing more than a crumbling ruin that is the lair of 
  3 Shoggoths.
  2506
  A microwave pulse bazooka is concealed beneath 
  a fallen tree.  It requires expert repair service and a 
  charged power cell to function.
  2507
  Spawn of Shub-Niggurath (AC 3, MV 9[land] /  
  3[fly], HD 9, Chaotic): a green & dolm-suckered  
  crustacean with two eyes and numerous chirping  
  mouths.  This creature is immune to poison.  It  
  guards a Scrying Glass of the Old Ones that is  
  buried nearby beneath a small cairn.
  2508
  Citadel of  57 Green Men, led by “the Pause for  
  Pleasure”, a neutral Hero.  This hardened band of 
  cutthroats is on a vendetta: they seek to eliminate 
  all Purple Men from the face of the planet.
  2509
  A herd of 7 Custodial Robots (AC 5, MV 24, HD 2 
  [10 hit points], Lawful, spherical with retractable  
  appendages and a single circumferal tread, tractor 
  beam, sonar) roams this hex.  They are runaways 
  and spend their days and nights engaged in minor 
  cleaning tasks while on the run from predators.  
  Any that can be captured can be cannibalized for a 
  power cell and spare parts. 
  2510
  Spawn of Shub-Niggurath (AC 8, MV 15[land] / 
  9[fly], HD 6, Chaotic): red-suckered icthyoid with  
  four weeping eyes and a circular gaping maw.  It 
  regenerates  1HD  every round.  This  Spawn  is  
  ancient and wicked, and carries with it sorcerous 
  secrets taught it directly by the Snake-Men.  It will 
  barter  its  knowledge,  but  the  tasks  it  asks  in  
  exchange are invariably of the most reprehensible 
  character.
  2511
  The remains of a centuries-old Deep Ones raid into 
  the  Icy  Wastes  are  entombed  deep  within  the  
  glacier.  Seven bodies may be recovered after a  
  thousand or more man/hours of digging, each one 
  bearing  3Dgp in  jewelry and  valuables.   If  the  
  bodies are allowed to thaw, they will return to life.
  2512
  Village of 112 Ulfire Men, ruled by “the Remains of 
  the Day”, a neutral Hero.  It is immediately obvious 
  that  something  is  wrong  here:  the  huts  are  
  ramshackle, the men filthy, and the stench is almost 
  unbearable.   Two  dozen  of  these  unfortunates  
  suffer from a nauseating rotting disease, and that 
  number  grows  by  a  handful  every  month.  
   
  Strangers will be treated kindly, in the hopes that 
  they might know how to undo the curse that has  
  befallen this hamlet.
  
  2513
  A wide circle of low ochre stones marks an ancient 
  site in tune with potent sorcerous energies.  Entities 
  receive a penalty of -3 to all savings throws against 
  rituals that are cast within this circle.
  2514
  Buried deep beneath the earth is the Dungeon of 
  Thohg-Amot,  ancient  lair  of  a  powerful  Yellow  
  sorcerer.  There are 192 rooms, chambers, and  
  cells in the dungeon, arranged in 24 octacles (one 
  for each of the greater constellations).  Thohg-Amot 
  “lives on” in a manner of speaking – he and the  
  wicked knowledge he has amassed are sealed  
  behind  a  gantlet  of  traps,  puzzles,  wards,  and  
  ageless guardians.
  2515
  Here lie the corroded remains of an arachniform  
  robot of medium size.  No parts can be scavenged, 
  but the durable metal may be salvaged and worked 
  into weapons or armor by a master blacksmith:  
  such tools will have a bonus of +1 to damage or -1 
  to AC.
  2516
  Village of  160 Ulfire Men, ruled by “the Call of  
  Patience”, a lawful Invoker.  These people have  
  numerous superstitions, taboos, and prejudices and 
  will kill on sight any Men who are not Ulfire, Dolm or 
  Jale.   They  have  amassed  coins  and  trinkets  
  equivalent to 600gp in value, hidden beneath a  
  granary.
  NEW MEN & MONSTERS
  Ant, Giant Jale (# App. 3Dx10, AC 7, Move 15, HD 1-1, in 
  Lair 65%, Treasure none)
  These  loathsome  vermin  are  always  found  lairing  near 
  human settlements.  They usually attack with a bite, but also 
  have a limited psionic ability that allows them to project lurid 
  visions into human minds: victim must save vs. spells or be 
  confused for 1-4 rounds.  They feed on organic matter, but 
  particularly crave human brain tissue.
  Ape Men (# App. 3-18, AC 7, Move 15, HD 2+1, in Lair 
  15%, Treasure none)
  Remnant tribes  of  the  precursor  species  to  Men,  these 
  brutes are now a rare nuisance that tend to hide deep in 
  forests or craggy hill country, avoiding contact with outsiders. 
  They typically do not have the intelligence to wear armor or 
  wield weapons, though certain exceptional individuals may 
  have a battered breastplate or tarnished morningstar.  Some 
  villages offer bounties for the heads of Ape Men that are 
  brought to them.
  Blue Web Fiend (# App. 10-40, AC 5, Move 18, HD 1, in 
  Lair 95%, Treasure beneath lair 10-100 in mixed coins, 
  gems, and jewelry)
  Large, strikingly blue spiders, mutated from normal stock 
  that developed into a separate, stable species.  Blue Web 
  Fiends are fond of picking off flyers, and their webs are often 
  strung  between  high  places.   They  are  communal,  and 
  colonies in excess of one hundred are not uncommon in 
  areas rich with prey.  Their webbing is identical to that of the 
  Web spell, with one important exception: it is damp and non-
  flammable.
  Crocodile,  Giant  (#  App.  2-5,  AC  5,  Move  6[land]  / 
  12[swim], HD 10, in Lair 30%, Treasure none)
  Massive  version  of  the  more  common  normal  crocodile, 
  these  beasts  are  often  mistaken  for  Lake  Monsters  or 
  aquatic dinosaurs.  They are singularly vicious and dogged 
  in pursuit of prey.
  Dinosaur, Ankylosaurus (# App. 2-5, AC 2, Move 6, HD 
  15, in Lair 25%, Treasure none)
  Ornery herbivores,  these  dinosaurs  are  heavily armored, 
  with a fringe of spikes and a club-like tail.  They are much 
  sought after as mounts, and Ankylosaurus eggs are among 
  Carcosa's most valuable commodities.  Attack with bite (1D 
  damage), trample (4D damage, must surprise or be faster 
  than victim), or tail (rear only, 2D damage, save vs. wands or 
  unconscious for 1-100 rounds).
  Dinosaur, Camarasaurus (# App. 4-16, AC 8, Move 9, HD 
  9, in Lair 35%, Treasure none)
  A  large  herbivore,  these  are  smaller  cousins  to  the 
  Diplodocus.  This species is extremely aggressive and will 
  attack intruders on sight; this aggression also makes them 
  unsuitable for taming.  They attack with a kick (1D damage) 
  and a trample (2D damage, must surprise or be faster than 
  victim).
  Dinosaur, Charonosaurus (# App. 2-8, AC 7, Move 15, HD 
  9, in Lair %, Treasure none)
  These large, fast herbivores respond well to taming, and are 
  used as pack animals and mounts – their eggs are quite 
  valuable  on  the  open  market.   They  attack  with  a 
  combination tail strike/kick (rear only, 1D damage).
  Dinosaur, Diplodocus (# App. 3-12, AC 8, Move 6, HD 18, 
  in Lair 50%, Treasure none)
  This very large herbivore is instantly recognizable by its long 
  neck and small head.  They are difficult to tame, but such 
  beasts are invaluable in large scale construction/demolition 
  projects;  their  eggs  are  primarily  valuable  as  foodstuffs. 
  They attack with a kick (1D damage, save vs. wands or 
  unconscious for 1-20 rounds) or trample (6D damage, must 
  surprise or be faster than victim).
  Dinosaur, Ornitholoestes (# App. 6-36, AC , Move 18, HD 
  2, in Lair 45%, Treasure none)
  Small, relatively intelligent carnivores that are easily tamed 
  and adaptable to a wide variety of tasks.  Their eggs are in 
  high demand but not particularly valuable, due to the fact 
  that females lay very large clutches.  Attack with bite (1D-2 
  damage).
  Dinosaur, Pterodactyl (# App. 1-12, AC 6, Move 21[fly], 
  HD 4, in Lair 30%, Treasure none)
  Flying  dinosaurs  with  broad  membranous  wings  and  a 
  distinctive  triangular  head.   Many  primitives  believe  that 
  pterodactyl  males  and  human  females  can  interbreed, 
  leading to tribes of monstrous hybrids that rule atop lonely 
  plateaus.  Attack with claws (1D-2 damage).
  Dinosaur, Stegosaurus (# App. 4-16, AC 4, Move 6, HD 
  10, in Lair 30%, Treasure none)
  Plodding herbivores, this species features a row of vertical 
  bony plates along  its spine and  a dangerous, spiky tail. 
  They are relatively easy to tame, and their eggs are quite 
  
  valuable.  For an unknown reason, the incidence of mutation 
  in this species is very high.  Attack with tail strike (rear only, 
  2D damage), and defend with bony plates (roll D6 for any 
  missile attack, on a 1 or 2 it is harmlessly deflected).
  Dinosaur, Tyrannosaurus (# App. 1, AC 5, Move 15, HD 
  18, in Lair 10%, Treasure none)
  The king of the dinosaurs, this biped has a massive mouth 
  that it uses to service its voracious appetite.  They cannot be 
  tamed,  but  eggs  have  modest  value  as  a  medicinal 
  ingredient.  Attack with bite (-6 to hit human-sized targets, 
  4D damage,  save  vs.  wands  or bitten  in  half),  kick  (1D 
  damage),  or  tail  swipe  (rear only,  1D  damage, save vs. 
  wands or unconscious for 1-4 rounds).
  Dinosaur, Velociraptor (# App. 2-8, AC 6, Move 21, HD 3, 
  in Lair 10%, Treasure none)
  Relatively small but lethally fast bipeds, these are among the 
  smartest of  the various species  of  dinosaurs.  They are 
  fierce, capricious, hunt in packs, and bear a grudge.  They 
  cannot be tamed, and their eggs have value only as food. 
  Uniquely among dinosaurs, Velociraptors will gather shiny 
  stones: the typical nest will have 1D gems of 1Dx10gp value 
  each.  Attack with bite (1D damage) or claws (1D damage).
  Men, Brigands (# App. 10-40, AC 7, Move 12, HD 1, in 
  Lair 30%, Treasure 1-4gp each)
  These are desperate men, thugs and criminals, at odds with 
  what little remains of civilization on Carcosa.  Their weapons 
  and armor are a patchwork of equipment scavenged from 
  raids: leather armor, axes, spears, and bows are common, 
  but powerful groups may have the odd energy weapon or 
  high-tech item.  It is common for brigand leaders to take 
  their name from the verses of ballads written about them.
  Men, Cultists (# App. 3-18, AC 7, Move 12, HD 1, in Lair 
  20%, Treasure 2-8sp each)
  Among  the  most  feared  and  despised  of  men,  these 
  degenerates  openly  worship  the  Old  Ones,  indulge  in 
  sorcery and ritual, and seek after knowledge and powers 
  best left forgotten.  They are usually robed, though some 
  may wear  leather  armor beneath,  and  leaders  are often 
  encased in elaborately detailed plate mail.  Easily concealed 
  hand weapons are common, ranged weaponry is generally 
  eschewed.  Their raids focus on the capture of prisoners 
  rather than the seizure of treasure.
  Men, Green Ooze Cultists (# App. 1-6, AC 7, Move 12, HD 
  1, in Lair 0%, Treasure 1-4sp each)
  These bastards are similar to other cultists, except they are 
  specifically dedicated to the Green Ooze Pool.  They are 
  only encountered going to or from Hex 1310.
  Men, Monks (# App. 2-8, AC 9, Move 12, HD 1, in Lair 
  20%, Treasure 0-3sp each)
  These are neither the martially-inclined nor religious men 
  that are  more typically associated  with the term  “monk”. 
  These  are  men  in  search  of  knowledge  and  scientific 
  enlightenment,  and  when  encountered  abroad  will  be 
  engaged in naturalistic studies, excavations, and the pursuit 
  of knowledge.  No armor and a small hand weapon is most 
  common, although there is always the chance of coming 
  across  individuals  who  wield  potent  hi-tech  weaponry. 
  Monks are respected and honored, and desperadoes that 
  molest  them  can  expect  to  be  hunted  down  by  angry 
  villagers in the area.
  Men, Pilgrims (# App. 10-40, AC 9, Move 12, HD 1, in Lair 
  5%, Treasure 0-3sp per person)
  Traveling  religious  folk  who  are  convinced,  against  all 
  evidence to the contrary,  that benevolent  gods have not 
  forsaken the world of  Carcosa.  Usually they are poorly 
  armed and armored, trusting their faith to protect them; this 
  misplaced trust is, of course, why they are so rarely found.
  Men, Primitives (# App. 2-8, AC 8, Move 15, HD 1+1, in 
  Lair 15%, Treasure none)
  Unsophisticated savages, typically organized into close-knit 
  tribes.  Weapons and armor are, as their name suggests, 
  primitive: clubs, slings, short knives, throwing spears, hides, 
  and the like.  They are generally aggressive toward any 
  outsiders, but may show wariness  in the face of hi-tech 
  items.
  Men, Slavers (# App. 4-16, AC 5, Move 9, HD 1, in Lair 
  10%, Treasure B)
  Feared and despised, bands of slavers roam the wilds of 
  Carcosa, ever on the lookout for new victims for the teeming 
  slave markets.  They are generally well-armed and armored, 
  with  disabling  hand  weapons  predominating.   Some 
  particularly well equipped groups may have access to hi-
  tech items such as netlaunchers, stunners, sleep grenades, 
  etc.  Slavers are not choosy about potential victims, and will 
  raid into villages if the opportunity presents itself, although 
  many  slavers  have  a  disinclination  toward  capturing 
  members of their own race.
  Octopotamus (# App. 1, AC 5, Move 3[land] / 3[swim], 
  HD 19, in Lair 100%, Treasure lavish wealth in lair)
  A hideous  mutant  hybrid  grown  to  gargantuan  size,  this 
  monster has the head of a hippopotamus atop the body and 
  tentacles of an octopus.  A handful of these were created by 
  the Space Aliens from extra-Carcosan stock and unleashed 
  upon an unsuspecting world.  Their intelligence is roughly 
  equivalent to that of a man, though directed entirely to evil 
  purposes.  They crave worship and sacrifice. 
  Ophidhemoth (# App. 1, AC 5, Move 18, HD 8+6, in Lair 
  85%, Treasure none)
  A monstrous snakelike beast, originally bred by the Snake-
  Men as a beast of war.  Their bites are poisonous, and they 
  can additionally spit venom up to 30'.
  Slug, Giant (# App. 1-4, AC 7, Move 6, HD 6+3, in Lair 
  15%, Treasure 10-100 coins adhered to body)
  The  descriptor  “giant”  in  no  way  does  justice  to  these 
  monstrous vermin.  Thankfully rare, they will not hesitate to 
  attack villages and citadels in search of organic matter to 
  feed on.  Mutated specimens that produce acidic slime are 
  as common as normal ones.
  Tick, Giant (# App. 2-8, AC 8, Move 9, HD 5, in Lair 80%, 
  Treasure none)
  Large  (wagon-sized)  and  voracious,  these  frightful  giant 
  insects  can  completely  drain  a  man  of  blood  in  mere 
  minutes.   They  are  common  to  freshwater  aquatic 
  environments, particularly swamps and marshy areas.  Their 
  first hit on a victim will do 1hp of damage.  Blood drain each 
  round thereafter removes 1-4hp from each HD.  Giant Ticks 
  are single-minded when feeding, and will not cease their 
  
  blood drain (even to defend themselves) until a victim is 
  emptied.
  NEW ITEMS & EQUIPMENT
  Red Lotus Powder: This causes feverish hallucinations and 
  violent bloodlust.  Victims of red lotus powder cannot be 
  reasoned with, and until the effects wear off, their fiery rage 
  can only be cooled by their own death.  A dose lasts 2-5 
  hours, during which time the victim is +3 STR and +2 HD 
  (for both hit points and attack table) and will attack to kill any 
  living  creature  within  sight.   The  afflicted  retains  the 
  reasoning to use any weapons available, but will not hesitate 
  to attack bare-handed if necessary and will not use a shield. 
  At the end, the victim must save vs. poison at +2: failure 
  means death, success means extreme exhaustion for six 
  times as long as the frenzy lasted.  Red lotus powder is 
  often administered to slaves before they are thrown into the 
  fighting pits.
  Ulfire Lotus Powder: This temporarily unlocks the latent 
  mental powers present within non-psionics.  A single dose 
  allows use of psionics as normal for 1D days.  At the end, 
  the imbiber will suffer profuse bleeding from the eyes, ears, 
  nose and mouth (1D damage) and must save vs. spells: 
  failure means coma for 1D weeks and permanent -1 INT, 
  success means dazed for 1D hours.  If multiple doses are 
  taken, or if a person who already has psionics consumes 
  ulfire lotus  powder,  death  is instantaneous  via  exploding 
  head, and all within 300' suffer three mental blast attacks in 
  rapid succession.
  SORCEROUS & TECHNOLOGICAL ITEMS
  (Note: Many sorcerous items and artifacts are written about 
  extensively in tomes of ritual.  It is assumed that sorcerer 
  characters spend much of their time in study, in addition to 
  their  adventuring  activities.   Accordingly,  artifacts  of 
  legendary repute will be automatically recognized by any 
  sorcerer of a given level or above.  The powers of these 
  artifacts may not entirely be known, but tales will provide 
  hints of their function.)
  Adornment of the Impure (recognized  at 6th level, Hex 
  1714):   This  accoutrement  is  a  circlet  of  scorched 
  molybdenum.  Crafted three centuries ago by the sorcerer 
  Mog,  this  artifact  absorbs  stray  sorcerous  energies  and 
  infuses them directly into the wearer.  Any time this item is 
  worn  during  a  sorcerous  ritual,  the  wearer  gains  2hp 
  permanently, whether the ritual is successful or not.
  Altar of Vaineer (recognized at 5th level, Hex 1302): This 
  ancient altar is a solid block of dull and pitted onyx 4'x10'x3' 
  high.  Originally created by the Snake-Men, the altar was 
  seized by the Bone Man slave Vaineer at the height of his 
  uprising.  When the Snake-Men fell upon Vaineer's army and 
  crushed his rebellion, Vaineer was offered up to dark gods 
  and slain upon it.  Using this altar for any sacrifice as part of 
  a sorcerous ritual allows the caster a +2 bonus to any saving 
  throws that need to be made.  If a human male of any race 
  is killed upon the altar by the bite of a poisonous snake, the 
  snake will be consumed in a sparkling nimbus of scintillating, 
  sorcerous  energies  and  evolve  immediately  into  an 
  Ophidhemoth.
  Crown  of  Unspent  Days (recognized  at  3rd level,  Hex 
  1408):  Of  unknown  origin,  this  iron  crown  is  plainly 
  fashioned  and  otherwise  unremarkable.   If  worn  by  a 
  sorcerer of Chaotic alignment, the wearer will never suffer 
  aging effects as a result of performing a ritual.  Additionally, 
  his  minions  need  never  check  morale  so  long  as  the 
  sorcerer remains within their sight.  Any sorcerer of non-
  Chaotic  alignment  or  non-sorcerer  who  wears  the  crown 
  must save vs. spells or fall into a deep swoon, losing 1-8 
  points from each ability score; if any ability is reduced to 
  zero  or  less  death  is  immediate,  otherwise  one  point  is 
  recovered per week after the crown is removed.
  Crystal Chimes: This is a small set of three chimes, each 
  one 5” long.  They are made from a milky green crystal that 
  is similar to jade, though much stronger (they are in fact 
  impervious  to  damage).   The  jangling  timbre  of  this 
  instrument is extremely unpleasant to any of the named Old 
  Ones (Cthulhu, Hastur, etc.) – any such being within 100' 
  when they are played must save each round vs. spells at -6: 
  success means no effect, failure means it suffers 1hp of 
  damage and is unable to attack that round.
  Gong of Distant Weeping: This immense nipple gong is a 
  12' iron disc with a copper/indium boss.  The face is sculpted 
  with a profusion of overlapping and intermingling polygons, 
  and staring at the gong for more than a few seconds causes 
  confusion for 2-8 rounds (no save).  Striking the disc creates 
  a sonic weapon effect with a range of 100'; striking the boss 
  creates an effect identical to the sorcerous ritual The Curse 
  of the Violet Mist.
  Masque of Genges (recognized at 3rd level, Hex 0316): This 
  cast-iron visor imparts a demonic countenance to those who 
  wear it, granting an effective CHA of 18 when dealing with 
  anyone of chaotic alignment.  Sorcerers who wear the visor 
  during a ritual may re-roll any failed saving throw that results 
  from the casting (failed saves may only be re-rolled once).
  Proximate Transflector: These devices were crafted by the 
  Great  Race  to  facilitate  instantaneous  travel  over 
  intraplanetary distances.  Travel from one machine may take 
  place  if  the  location  code  of  the  destination  machine  is 
  known.  There is a base 1% chance of failure, resulting in 
  the instant death of the transferred individual.
  AFFLICTIONS & MALADIES
  Gamma  Bloat:  A  mutagenic  disease  born  of  radiation 
  poisoning,  victims  swell  and  grow  to  fantastic  size, 
  eventually  perishing  beneath  their  own  bulk.   Save  vs. 
  poison at the end of each week – failure means growth of 1' 
  and 50lbs.  When the victim's height equals his CON score, 
  they will collapse and death will soon follow: cumulative 10% 
  chance every 6 hours.  Victims gain a +1 modifier to damage 
  when attacking for each foot they have grown.
  Mycetic Smut: Though not fatal, this disease is debilitating 
  and loathsome.  After a gestation period of one week, fungal 
  growths  and  oozing  seepage  plague  the  victim  and  are 
  impossible to eradicate: discomfort reduces movement to 6, 
  armor cannot be worn, all saving throws and to-hit rolls incur 
  
  a penalty of -3, and abilities scores are halved.  Disgusting 
  and  highly  contagious,  victims  of  this  disease  will  be 
  shunned and denied entry to all communities.  Any wise man 
  worth his salt will claim a cure for this disease, but most are 
  ineffective, if not themselves deadly.
  
SOURCE: textdata/thevault/Carcosa/Strange Sights of the Doomed World Carcosa.pdf