For
OSR Adventures
Roll
1d20
[1]
Great Storm rolls over the wall, trying to throw you off the wall or
into it hard. One party member may take a lightning strike (2d6
damage) by holding up a metal weapon, which ends the storm instantly.
[2] This
section of wall is painted in bright, spiritual colors. Atop large
wooden pools are three Wall
Shamans.
On a Good Reaction roll, the Shamans will allow you to
pass unmolested. On a Neutral or Bad reaction roll they will demand
the party give them sacred paint or else they will attack, even if
you don't have any.
Wall
Shamans (2HD,
+2 initiative, +2 AC from height, 1d4 pole damage, 1d6+1 painted
swords)
Appearing;
3
The
Wall Shamans fight atop their long wooden poles, impossibly keeping
balance even as they hop around on them and hit people with their
poles. If they touch they ground they say a prayer and draw painted
swords.
[3] Wall
Poachers. They are here to steal some of the native wildlife that has
grown on
and around the wall, to which there is surprising diversity.
If
reactions are Good, they offer to pay the party for helping them
catch one of the follow. If reactions are Neutral or Bad they will
instead tell the party to turn back and not let them past their
'protected wall-park'.
Creature
they Seek (1d6);
- Golden Eagle. (eggs preferred).
- Wall Spiders, dog sized.
- Rare Wall Spiders, normal sized.
- Wall Goat. Butts people off with horns.
- Wall Shaman's pet mink. It's painted.
- Wall Dodo. They can turn invisible.
[4] Unnatural
brick-and-mortar 'cave' built in to side of wall here. 50% chance for
a great white bear to be stationed within. Area is filled with bones
and two silver friendship amulets inside. (Worth 1d6x5 gold each, if
two people wear them all rolls to aid each other get +1)
[5] Living
Echo inhabits this area. In order to stay alive it needs people to
'speak' to it and keep its booming voice going. Can selectively
repeat what people say to try and get them to converse with it.
Living
Echo (1
hit point, cannot be hurt except for Silence
Spell, which kills it or by starving it. Thunderous Echo can deal up
to 1d4 damage to people who try to ignore it too long.)
[6] Eunuch
Architect examining part of the wall. Carries a golden robe and a few
treasures with his horse, but is unsurprisingly a powerful Sorcerer.
Extremely proud of his horsemanship skills though, not his magical
prowess.
Roll reactions; on a good or neutral roll he simply goes
about his business. On a bad roll he assumes the party members are
godless wall-hating barbarians and he will attack them.
If
party has an Emperor's Writ (from [7])
he will show them a secret method to ascend to the guard towers, one
located every half mile on the wall.
Eunuch
Architect (2HD,
casts up to 5th
level spells, d4 damage war fan)
Can
stand atop his horse and ride while casting spells. His Magic
Missile
spell appears as golden calligraphy that burns into his foe's skin,
the words all being insults or racial slurs against that person.
Eunuch's
Horse (2HD,
horse, d6 trample)
Not a gelding, surprisingly.
[7]
Huge
cart travels along with hundreds of official scrolls and paperwork in
the back. One Emperor's Writ will be left behind on the road.
If returned the wagon driver will give the party 300
Gold, otherwise they can keep and use the writ to their own ends.
[8]
Goblins hid nearby, coming out under cover of night to scrap and lick
at the lichen and moss that grows on the great wall.
Rolling this encounter and getting a bad reaction means
they want to spread your blood on the wall to grow their 'crop'. Good
or Neutral reaction involves them staying hidden, but still attacking
if any party member touches their moss.
Wall
Goblins (stats
as goblin but +2 to climbing equipment, attack with hooks and
chisels.)
In combat they like to swing on ropes holding out their
chisels like jousters.
[9]
Monkeys living nearby and atop this section of wall. They have sticky
fingers and like to steal things, but mostly just to act cute to get
food.
If party members find their secret stash high up on the
wall, they'll find 2d6 rings and trinkets worth 20 gold each.
[10]
Immortal
Idiot-Prince moping and crying to himself. Wears fancy gold trimmed
armor and a shining spear.
On a Good or Neutral reaction roll he will explain his
plight, that he went off on a campaign and became immortal, but by
the time he was returning home somebody built this huge wall in his
path.
On a Bad reaction roll, he just goes off by himself and doesn't want to talk.
Seems very stupid (50% chance he's on the right side of
the wall all along), but is a great warrior. His armor and weapons
are quite good and could be sold for 1d6x100 gold to the right buyer.
His blood is also a potent magical reagent.
Immortal
Idiot Prince (4HD,
+3 AC, d8 Golden Spear deals +1 damage vs elves)
Expert fighter, but very lonely and dumb. Will not
attack unless provoked. Get nervous and blushes around beautiful
women.
[11]
Fortress built as part of the wall here with surrounding village. 1
in 6 chance each day the peasant's revolt. When they 'revolt' they
send strongly worded letters to the baron and delay paying their
taxes a few hours. The baron's guards respond by playing minor pranks
and knocking over fence posts around the village.
If the party spurs them on they could create an actual
real revolt which would lead to many deaths on both sides.
[12]
Curious
inlet set into the wall. Closer examination reveals the wall was
built around a gigantic sleeping creature. Roll 1d4.
- Family of Giants snuggled together, wearing pajamas. Troll sized teddy bear.
- Celestial Dragon, napping on the job for a few hundred years, his boss won't notice
- Appears as huge pile of stones, actually gigantic rock golem peacefully inert
- Hoard of Barbarians put under an eternal Sleep spell, covered in bloody blankets.
[13]
Huge number
of tally-marks dot this part of the wall. Rival Adventurers are
camped here, challenging anyone that passes to duels. Roll on the
Rival Adventurers table.
[14]
Hundreds of
wind chimes hang from the wall here, the light twinkling sound
attracts attention. Roll for wandering monsters.
[15]
Chain gang of 50 slaves or criminals working on building/repairing
this part of the wall. They are watched over by 15 Guards. 50% chance
the Guards are actually also slaves that killed their captors and are
pretending to be the guards to passersby, like you.
If the guards are normal then a reaction roll will not
be needed. Otherwise if the slaves have taken over roll reaction,
subtract -2 if you have the Emperor's Writ. On good result they will
ask you to help them escape over the wall. On a bad result all of the
slaves pick up their tools and attack you.
[16]
The clatter
of horses and yelling in a foreign tongue can be heard over the wall
as though the barbarians are coming; and over the top they go!
These Wall-Riding Barbarians can ride up and down the wall on their horses, who they've given magic horseshoes and trained how to run up and down the great wall. They are armed with bows.
These Wall-Riding Barbarians can ride up and down the wall on their horses, who they've given magic horseshoes and trained how to run up and down the great wall. They are armed with bows.
Wall-Riding
Barbarians (1HD,
riding horses, +1 AC and to hit, can ride up and down walls)
Appearing; 1d6+1
These barbarians are almost impossible to catch since
they can simply run back over the wall if they. If any of their
number are knocked off their horses, the other barbarians will shoot
arrows at them as well to give them a quick death.
Each barbarian has a sack of pilfered rubies hanging
from the side of their horse, 500g each.
[17]
There
is a well nearby and a feeling of unease. 50% chance of a random
encounter. If true, increase the enemy's HD by +1. At the bottom of
the well is a helmet made of clay and other strange materials,
strangely unbreakable. Grants +1 AC.
[18]
There
is a second wall that stretches on for about 100 yards built
perpendicular to the first one, as though trying to show it up, but
it was sadly unfinished. The space between is filled with dead birds.
[19]
Backwater
village of the empire still lives in mud and stick huts, views the
Great Wall as a God. Any declarations of the wall not being the end
of the universe or going on to encircle all of creation will be met
with a flogging. If you can prove you can work with stone the
villagers will offer you rare fruits and banana-skin armor (stats as
leather) in return, but have little else of material wealth.
[20]
Floating
koi pond. It hovers next to the wall near the top, going along
merrily as signal-fire men feed the fish crumbs from their rations.
Wandering
Monsters
Roll 1d6
(1)
Great
Goat (3HD,
1d6 ram attack, knocks targets back equal to damage x10 feet.)
Appearing; 1
Climbs on and defends his harem of ewes from anyone who
gets too close. Nearly elephant sized.
(2)
Wall
Witches (1HD,
+1 AC if touching the wall, 1d4 hammers, casts Entangling
Vines)
Appearing; 2d4
Crazed
Witches trying to draw power from the potent lay-line the great wall
was built upon. Cast Entangling
Vines but
the spell appears as a sandcastle that appears around your feet,
preventing movement. Beat people up with hammers who entangle.
(3)
Hill
Giant (2HD,
+2 to hit due to size, throws d8 boulders and d8 tree club)
Appearing; 1 or 2
Hill Giants examining the wall closely, learning the
secrets of human architecture. Possibly sexually attracted to the
great wall.
(4)
Quarry
Bandits (stats
as bandit, but one carries a giant quarry stone on his back granting
+3 AC)
Appearing; 2d6+2
Bandits looking to steal the best bricks from the great wall for
their own wall. Terrified of the wall collapsing on them.
(5) White
Lion (2 HD, +2 to hit,
1d6+1 claw, can change its gravity.)
Appearing; 1d4
Great white lions that can change the direction of their
gravity on a solid surface. They're laying on the side of the great
wall, enjoying the sunlight.
(6)
Roll on
Rival Adventurers Table instead. Typically they will already have had
some treasure of their own, or will argue with the party about who
should take the treasure from the next area. Typically not interested
in working together.
Rival
Adventurers
Roll 1d4
(1)
The
Underminers. Armed with pickaxes and lanterns, pet canary that can
detect magic at will. They like to destroy huge building projects.
When discovered they will more then likely be already starting to
dig.
Alfrid
Alfris (Fighter)-
Leader. Uses two pickaxes at once like an idiot. Actually has 18 Str
and Int. Mining and digging expert.
Zol
Manill (Cleric)-
Worships the Humming from Below, a God of unseen depth. Replaced turn
undead with a localized earthquake power.
Lantern
(Rogue)-
Young boy without a name, abandoned near the wall long ago. Appears
unarmed, actually has a dozen knives on him.
Garl
(Fighter)-
Has the head of a chicken, he was cursed for running from a fight.
Has d4 peck attack along with his d6 pickaxe.
Tholis
Umdar (Fighter)-
Studded belt, huge tongue piercing. Doesn't talk much. +2 AC
Yellow
the Brave-
Pet canary. No class levels, but can detect magic at will. Often
chirps as though speaking, Underminers try to figure out what it
means in Lassie fashion (What's that boy? Garl fell down a
mineshaft?)
(2)
Seekers
of the Shards of Fire. All of them are sun worshipers, trying to find
a piece of crystallized sunlight to rekindle the dying sacred flame
of their church. Have nothing to do with the great wall at all, this
is just one stop for them.
Zack
(Cleric)-
Leader. All his light spells are so powerful he can blind people or
deal 1d4 damage to them without a save, his choice.
Eater-of-Chaos
(Cleric)-
Convert to the sunlight-religion. Tattooed face, vow of silence. His
bite deals 1d12 damage to Chaotic alignment.
Mellannia
(Rogue)-
Steals from the rich and gives to the church. 50% chance she
pickpockets a few gold from the party members, which she will wave to
antagonize them.
Uther
Bearskin (Fighter)-
Literal bezerker. Upon going down to 0 or negative HP transforms into
a rabid bear that will attack anyone, but prefers attacking others
before his own group. He's looking for a cure for his condition. If
he turns he can't ever turn back.
(3)
Graffiti
Group. Mystics who examine graffiti to try and find the secret words
of God hidden within the vandalism.
Illthan
(Magic
User)- Leader. Hundreds of scrolls of parchment on his back, filled
with the scrawling of random numbers generated from rolling his die
over and over. He believes a Demon of the number 5 is possessing his
dice. 50% chance this is true
Rackus
Feewinkle (Rogue)-
Selfish prick, but loyal to his group. Likes to stab people in the
kneecap, it's his favorite spot. +2 to hit.
Medee the
Scratch (Magic
User)- Pet Raccoon. Wishes she was a raccoon. Wizard but really
skilled with knives, compete with Rakus. +1 to hit.
Finnus
Noodlearm (Magic
User)- 4 Str total weakling. Makes up for it in magic power- all his
spells deal +1 damage, +1 saving throw difficulty
Copius
Crescott (Cleric)-
Casts Clerical spells but most of them are hidden knoweldge he stole
from his temple elder's years ago. On the run since.
(4)
Meagan's
Band. Generic adventuring group, believes every other adventuring
group is evil and calls them lawless criminals.
Meagan
(Rogue)-
Crossbow user. Witty, solves any riddle put before her. Likes to open
combat by getting her friends to distract, fires a crossbow at the
enemy's head.
Gibbler
Gold-Band (Magic
User)- Tremendously fat, but thin little dainty fingers. Loves to
wear gold rings, currently wearing 15.
Pothus
(Fighter)-
Human, but thinks elves are the greatest race in the world. Fights
with multiple identical slender longswords. When he rolls max damage
his sword gets stuck in the armor of his enemy, reducing movement,
and he just draws another sword.
Yanni
(Rogue)-
Young initiate of the golden dragon temple. Meagan's Band is helping
her become a Cleric, but she must make a pilgrimage to the end of the
wall first. Easily winded, fights with a scepter that deals +1 damage
to undead.
Javvir
(Rogue)-
Stunted small male, speaks in squeaky voice. Actually is a humanoid
rat person. Excellent sense of smell, fights with a hidden rapier on
a spring, deals +1 damage first round.
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