Random Carcosa

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

1 Cthugah's Flame Creature.

Village of 243 Orange Men ruled by a Neutral 4th-level Fighter.

2702

An abandoned space alien outpost is now home to a group of 23 Ulfire bandits. Amongst their possessions is a map of the first level of a space alien research base in hex 1111.

Spawn of Shub-Niggurath (AC 20, MV 150 [land] / 150 [fly], HD 2, Neutral [intelligent]): a Ulfire quadruped with a smooth hide, 4 eyes, and multiple mouths. Surprised only on a 1.

2703

Citadel of 98 Red Men led by "The Ram", a Lawful 4th-level Fighter. "The Ram" is a behemoth of a man, never seen without his indestructible helmet.

1 individual of Species 23750.

2704

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.

Spawn of Shub-Niggurath (AC 18, MV 90' / 120' [swimming], HD 3, Neutral [intelligent]): an orange anthropoid with scaly skin, two yellow eyes, and a toothed mouth. One of its arms is an oversized claw. In its other hand it carries a green mace.

2705

Village of 291 White Men ruled by a Lawful 3rd-level Fighter.

Village of 335 Ulfire Men ruled by "the Lustrous Joy-Giver," a Neutral 4th-level Fighter.

2706

Spawn of Shub-Niggurath (AC 14, MV 90, HD 5, Chaotic): a Ulfire amoeboid with a suckered hide, 1 eyes, and a suckered mouth. Immune to surprise.

Village of 362 Jale Men ruled by a Chaotic 4th-level Fighter.

2707

A Jale Man Sorcerer (AC 16, MV 120', HD 8, Neutral) wearing a Red breast plate sits on a giant Cthulhu shaped throne, alone at the lowest levels of the Cavern of the Time Lords. He may share his knowledge of Carcosa with those who seek him out.

Spawn of Shub-Niggurath (AC 14, MV 240 [swimming only], HD 7, Chaotic): a Yellow arachnoid with a smooth hide, 3 eyes, and a suckered mouth.

2708

10 Triceratops.

3-18 red orbs can be seen floating in the distance.

2709

A large space alien bomb stands upright in the plains, weathered to the point where it is merely the suggestion of a bomb: 1-6, inert; 7-9, still live, disturb it and it will explode (Save vs. Death if within 30' - save equals 2D10 damage, failure is death); 10, actually a space capsule - contains ancient body in space alien battle armor.

84 Space Aliens.

2710

Castle of 83 Ulfire Men led by a Lawful 5th-level Fighter.

Village of 259 Mutated Men ruled by "the Dominion of Radiance," a Lawful 10th-level Sorcerer.

2711

Burnt out husk of a large Yellow tyrannosaurus rex.

Village of 211 Green Men ruled by a Neutral 3rd-level Fighter.

2712

11 Stegosauruses.

A party of 2-8 inter-dimensional travelers search for their lost companion. They are armed with turn of the century firearms: pistols & shotguns. They are cautious around and distrustful of any natives of Carcosa they encounter. They will however aid anyone who agrees to help them find their friend.

2713

Castle of 27 Jale Men led by "the Autocrat of the Indulgent God," a Neutral 9th-level Sorcerer.

Castle of 32 Orange Men led by a Lawful 6th-level Sorcerer.

2714

Citadel of 51 Dolm Men led by a Lawful 9th-level Sorcerer.

Village of 283 Yellow Men ruled by a Neutral 7th-level Fighter.

2715

17 irrational space aliens herd a group of 15 Dolm Men into a small metal bunker.

A disfigured two-headed mutant man lays face down in the ground. His body is half purple & half blue. Characters who investigate the body must make a Save vs. Death Ray each turn or suffer a random mutation.

2716

Castle of 35 Green Men led by "the Vault of Humility," a Neutral 4th-level Fighter.

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).