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
Poison dirigible fruit (2-12, 1 HP each, AC 7). Bright red, hovering, bobbing up and down gently. When touched in any way they explode in a burst of poison glop: all within melee range must make a Save vs. Death Ray or perish. A poison dirigible fruit tree will grow in the corpse of any characters so slain, and will produce 2d6 dirigible fruit in 1d6 days.
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.
2702
Spawn of Shub-Niggurath (AC 14, MV 150 [land] / 150 [fly] / 90 [swim], HD 2, Neutral [unintelligent]): a Brown ooze/slime with a suckered hide, 3 eyes, and a beaked mouth.
17 Diseased Guardians.
2703
Castle of 10 Blue Men led by "the Ravishment of the Dead," a Chaotic 10th-level Fighter.
A young Red Man child weeps alone. He has no possessions save his clothes, and is hungry.
2704
4 individuals of Species 23750.
Citadel of 5 Bone Men led by "the Listener of Splendour," a Chaotic 9th-level Fighter.
2705
Spawn of Shub-Niggurath (AC 13, MV 30, HD 2, Chaotic): a Yellow plant with a smooth hide, 5 eyes, and a beaked mouth.
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.
2706
Spawn of Shub-Niggurath (AC 17, MV 180 [land] / 90 [fly], HD 2, Chaotic): a Jale arboreoid with a smooth hide, 3 eyes, and a circular gaping maw. Its touch turns anyone to slime. Regenerate 1 HD every 1-3 rounds.
Citadel of 98 Orange Men led by a Chaotic 4th-level Fighter.
2707
A War-Machine, ancient and blasted; once a terror, now a collection of rust.
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.
2708
Monastery of 56 Brown Men ruled by "the Golden Hand," a Chaotic 5-th Level Fighter.
A Blue Man (AC 16, MV 120', HD 2, Lawful) with a cybernetic augmentation that allows him to extend his head several meters above his body is surveying the wilderness. He is armed with a bright yellow mace and can not be surprised.
2709
9 Mi-Go.
Spawn of Shub-Niggurath (AC 13, MV 90 [land] / 150 [swim], HD 4, Chaotic): a Dolm ooze/slime with a suckered hide, no eyes, and a toothed mouth. Regenerate 1 HD every 1-3 rounds.
2710
Small inexplicable pond, filled with brightly colored fish. The fish are easily caught and if eaten will grant a temporary +4 HP for the day. The pond and fish will be gone upon return, and attempts to preserve the fish will result in unpleasant smelling mess.
What appears to be a simple rock is in fact The Starseed, a source of unlimited power. At any given time there are at least 1-6 high level sorcerers actively searching for the artifact.
2711
1 Sabertooth Tiger (intelligent).
A hulking Blue Man (AC 15, MV 120', HD 6, Chaotic) with unusual red hair wields a cursed two handed sword. (This character wields the sword one handed, carrying a shield in the other.) Any character possessing the sword is compelled to eradicate all white men from the world; with each white man they kill their hair turns a darker shade of red. The sword is -1 to hit, but +3 to hit vs. White Men.
2712
A damaged Alien vehicle, with 4 tank treads instead of wheels. Characters with an intelligence of 16 or more may attempt to repair the machine, with a cumulative chance of 10% per week of succeeding. (i.e after ten weeks the tank will be repaired.) It is large enough to comfortably transport 12 men.
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.
2713
Spawn of Shub-Niggurath (AC 17, MV 60, HD 5, Chaotic): a Yellow octopoid with a feathered hide, 4 eyes, and a suckered mouth. Immune to cold.
In the centre of a large expanse of rock howling winds bellow out from an open trap door.
2714
Village of 183 Red Men ruled by a Neutral 6th-level Sorcerer.
Castle of 32 Dolm Men led by "the Dew of Glory," a Neutral 9th-level Sorcerer.
2715
A foreboding grey castle sits empty save for its custodian, an Orange Woman 18th-level Sorcerer. The castle is circumscribed by a bottomless chasm. A single bridge leads to its imposing doors shaped in the visage of a skull. The sorcerer will not leave the castle, and is immortal and invulnerable while within its walls. She will aid all those who actively seek to defend Carcosa from the forces of Chaos.
A floating circular platform of Space Alien technology hovers 15' above the ground. 1 in 6 chance to figure out how to operate (intelligence modifier applies, only one attempt per character). Can be moved at a rate of 10' per turn. 3 Bone Men with spears have built a hut on top, and "desert fishing lines" hang from the platform. The Bone Men are extremely xenophobic (reaction roll penalty of 2). One of the Bone Men has 2 sleep gas grenades (as sleep spell but a save versus paralysis applies, 30' blast radius).
2716
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.
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.