This is very much a work in progress. (As evidenced by the repeating entries you might see below.) Anyway, here are 16 random hexes.
2701
Citadel of 34 Red Men led by a Neutral 11th-level Fighter.
Village of 198 Purple Men ruled by "the Inapproachable Puissance of the Purple," a Neutral 5th-level Fighter.
2702
2 Mutant Teratosaurus (AC 16, MV 180', HD 8, neutral). Scaled Black hide. Extremely cold (1 die damage per round to all within 20'). Immune to surprise.
Mummy with lower half of body buried (HD 5, AC 5, eyes shoot 2 lasers, Save vs. Death Ray or take 5 dice of damage). It wears an emerald medallion (2000 GP). Quiescent unless the emerald medallion is disturbed. Two dead orange men lay nearby, one with a scorched hole blown in his head, the other with a scorched hole blown in his chest. 1-6 primitively armed Orange Men huddle at a safe distance discussing how to relieve the mummy of the medallion. They are not interested in treasure other than gems and technology, but will serve if offered such incentives.
2703
Citadel of 14 Green Men led by a Lawful 4th-level Fighter.
A White Woman (AC 14, MV 120', HD 4, Lawful) is locked in battle with a Deep One. She fights with a large wooden staff and is searching for her mother.
2704
1 Sabertooth Tiger (intelligent).
Spawn of Shub-Niggurath (AC 19, MV 120, HD 3, Chaotic): a Black crustacean with a suckered hide, no eyes, and multiple mouths.
2705
Village of 226 Bone Men ruled by a Neutral 9th-level Fighter.
1 Cthugah's Flame Creature.
2706
4 Spawn of Shub-Niggurath (AC 17, MV 60 [land] / 120 [swim], HD 5, Chaotic): a Yellow ooze/slime with a suckered hide, 1 eyes, and a toothed mouth.
Field of cactus, 2-8 x 100 ft wide/deep. Passing through requires Save vs. Paralysis to avoid 1-4 damage. Cactus are: 1-5 Benign and full of water; 6- Exceptionally refreshing (Heal 1D4 HP when fresh); 7- Hallucinogenic 2-200 Turns of raving madness; 8- Deadly Poison (Save vs. Poison).
2707
Citadel of 63 Purple Men led by "the Reflection of Peace," a Lawful 7th-level Sorcerer.
1 Mummy Brain.
2708
A Blue Man Cyborg with a metal jaw and a robotic hook arm (AC 18, MV 90', HD 4, Chaotic) commands a group of 6-36 Blue Men bandits armed with bone weapons. The bandits demand the players hand over any metal items in their possession, which their leader will proceed to eat. The Cyborg earns +1 to hit for each piece of metal he consumes; this effect lasts one day. (When encountered he has a 0-3 bonus to hit.) His hunger for metal can not be satiated.
4 Yellow Men camp along a dirt road. They are under the control of a mummy brain, which they are transporting to 1608.
2709
Citadel of 103 Purple Men led by a Chaotic 8th-level Fighter.
Citadel of 55 Yellow Men led by "the Totalitor of the Elements," a Neutral 4th-level Sorcerer.
2710
Spawn of Shub-Niggurath (AC 12, MV 120, HD 7, Chaotic): a Yellow, Bone, Brown and Orange avioid with a scaled hide, 3 eyes, and a toothed mouth.
1 Shoggoth.
2711
Village of 243 Green Men ruled by a Chaotic 6th-level Fighter.
Citadel of 130 Orange Men led by a Neutral 8th-level Fighter.
2712
Two Yellow men lay dead on the ground. One is holding a gamma radiation riffle with 10 charges left. There is a 1 in 6 chance the rifle will also irradiate the shooter when discharged.
Village of 156 Green Men ruled by "the Dragon," a 4th-level Sorcerer. The Sorcerer's research has left him disfigured: he has the scales and tail of a lizard, and is cold blooded.
2713
4 Snake Men attempt to repair a time machine. The Snake Men and their collection of high-tech gadgetry are incomprehensible to characters with an intelligence score less than 18.
A Green Man cyborg (AC 18, MV 60', HD 6, Lawful) leads a battalion of 3-12 soldiers armed with an assortment of Alien weaponry. The cyborg will repair any Alien technology Lawful PCs may possess, and will attack any PCs who make their allegiance to the forces of Chaos known. He is searching for his adopted daughter.
2714
7 of the Great Race.
The bodies of countless Blue Men spill out of a door set into the side of a mountain and completely fill the 10' wide shaft leading into the underground. Obscured by the bodies are ancient Snake Men runes describing 2-8 random sorcerous rituals.
2715
2 Unquiet Worms make their home in the shade of a disabled alien tank. Within the tank, two dead aliens lay mummified in their spacesuits. Sufficiently intelligent creatures can restore the tank to working order after 2-6 turns of experimentation.
Bipedal humanoid robot (AC 18, MV 120', HD 8) carrying a spear, with a single spotlight eye in the center of a cylindrical head. It is dragging a dead velociraptor behind it. It has learned how to hunt by spying on humans, but doesn't understand what to do with the dead animals: it just drags them back to its cave.
2716
Village of 288 Ulfire Men ruled by a Neutral 5th-level Sorcerer.
Cuddly fluff balls (2-12, 1 HP each, AC 7). Bright red, hovering, bobbing up and down gently. When observed for a turn there is a 3 in 6 chance of seeing the fluff ball lazily open one or both of its eyes. If petted, a fluff ball will orbit the character. Orbiting fluff balls will give characters a Save vs. Wands to avoid a normal missile (something like an arrow or bullet) that would otherwise hit. A success means that the Cuddly Fluff Ball intercepts the missile and is destroyed.