Showing posts with label island. Show all posts
Showing posts with label island. Show all posts

Monday, May 24, 2021

Sky-Ocean Island Generator

Roll once for each category except intelligent inhabitants. 1 in 6 chance for island to be inhabited.


What are the skies around the Island like?
- 1d10
[1] Brimming with an astral current. Once you leave this island, you can't find it again.
[2] Broken marble columns float in the clouds- there are ancient ruins on this island.
[3] Breeding grounds for Gryphons. They are neutral, unless you try to steal a valuable egg.
[4] Tangled within huge cluster of sky-vines. Plenty of wood, but your ship might get caught.
[5] Many broken pieces of the island float out here- perfect for hideouts. 1 in 3 chance of an ambush.
[6] Light anomaly. Every turn spent on the top deck of the ship deals 1d4 damage from exposure.
[7] The Wind that prowls these parts. Blows your sail to pieces if you don't show proper respect.
[8] Once-in-a-millennia migration of huge spinning world tree seeds. Beautiful. Heal 1d4 HP.
[9] Dirigibles set up in periphery. Traders will sell you supplies for island raid; too scared themselves.
[10] Infested to shit and back with Cliff Racers.

What is the Island made of? - 1d8
[1] Just a cloud. You can walk on it. You find a few dull halos lying around- angels had a party here.
[2] Stormcloud. It's darker; if you dig too deep into the mass with metal you'll be electrocuted.
[3]
Crumbling marble temple, hanging gardens. Water spills off the edge beautifully.
[4] Sky lantern made by a giant. The fading flame inside has been burning for hundreds of years.
[5] Huge flotsam Roc nest. It's abandoned now; ancient egg shells could be made into armor.
[6]
Flying rock. Soil. Coated in light teal grass. White bunnies scamper- nutritionally vacant.
[7] Flying rock. River terminates off the side. Small mountain. Looks very artificial; diorama.

[8] Twinkling giant mass of lighter-than-air crystal. Harvesting it for expensive magical reagent sounds great until the dwarf explains that even one crack could cause the whole thing to shatter and drop everyone to their deaths.

What scary monster lives on this Island? - 1d12
[1]
Cockatrice.
[2]
This island is the nest of a Winged Terror.
[3]
Blood Fox. Like the Rabbit of Caerbannog, but burrows into your chest and sleeps there.
[4] Huge Pink Goat. Charge knocks you back 2d20 feet. Will knock you off, on purpose.
[5] Huge Aershark calls this place home. It's a flying great white with blue/white skin.
[6] Tribe of dodo cannibal-men. Flightless. They're in stasis, takes 2d2 days before they get up.
[7] Hungry Horror. Save when you see it, or go insane for 2d6 days. Prefers if you go catatonic.
[8] Disc of Fimb. Large silver disc, toilet-seat shaped. Inside edge is razor sharp, flies at you.
[9] Canus Vantor. He's an immortal warrior, 12th level. Screams his name. Badass spear.
[10] Wicked Lwyd. Spindly brown witch-thing, legs can extend up to 70 ft. Steps from island to island, when not currently fucking people up with 3d6 random spells. Trapped here, for now.
[11] Thunderthighs. Bloated humanoid that builds up deadly static charge; touching you is the only way to get rid of the uncomfortable charge. Stolen from Don't Rest Your Head.
[12] Roller Gremlin. Like 2 feet tall, can roll anything into a ball. Yes, it's exactly Katamri, but all your bones break and he'll use your corpse to make a "seed" for a new flying island.

What other hazards are on the Island? - 1d8
[1] Some unmarked, inconspicuous mechanism will turn the island 90 degrees vertically.
[2] Stairway leading to the island's interior. It's fake. Grate comes down, acid pours in.
[3] Quarries of ringing stone. Won't kill you, but will make you deaf if you stick around.
[4] Local dream-world is sickened. You have nightmares. Save or lose one random spell-slot.
[5] Faces carved on the stones. Will spy on you; tell your secrets to any enemies here.
[6] Some wizard dumped their failed experiments and junk here through a portal once. 2d4 cursed magic items litter the island's surface.
[7] Skull of Stupidity. Shrine to Emptyhead, once king of the ogres. If you touch it, minus 2d6 Intelligence. You get one point back every time you finish reading a book.
[8] Explosive pods. Large plants with attractive fruits; fruits explode when touched. If one goes off, you can bet the whole field of them is about to go off too. Seeds go shooting off like bullets.

What treasures are on the Island? - 1d8
[1] Rolled up carpet. Unfurling it reveals a Genie! Specifically; a Wind Jinn.
[2]
The stash of the infamous King of Cartwheels. Specifically; 50,000 coins.
[3] Hand puppets made of silver, gold, and platinum magically woven into soft fabrics.
[4] Flask of Tomorrows. If you drink it, you live tomorrow. Then wake up today.
[5] This island has a small bubbling red pool at its center. Spring of Healing Potion.
[6] Sword of Sands. Arabic style- controls sand. Probably stashed here for safekeeping.
[7] There's an old gnome who lives here. He can fix anything. Item, body, relationship...
[8]
Longbow of the Titans. Absurd draw weight; need 20 Strength. Deals 1d30 damage.

If inhabited; Who lives on the Island? - 1d10
[1] Minotaur couple. Too old for kids, love each other very much. Tell everyone else to fuck off.
[2] Aether wisps. Like elves made of fog. Shushes you; they die if you speak above a whisper.
[3] No living people; but golems. They stand on the very edge of the island, look out, waiting.
[4] Castaway Red-Faced Nobles. Got lost on way to safari; airship out of fuel.
[5] Huge goo monster. Collective of everything it ate. Offers to absorb you; you will know peace.
[6] Bitter Northwinders. Ankle-length black hair. Here for a burial, will be gone in 1d3 days.
[7] Tribal birdpeople. Nomadic; resting for migration flight. 1 in 4 chance of Landless instead.
[8]
Society of ghosts. They ask you to please die somewhere else; this island's afterlife is getting crowded. If you do die here they'll shun you for a few hundred years then warm up.
[9] The King of Cartwheels and his merry band. He's about 65, can't really do acrobatic stunts anymore, grumbling in the ranks. Will pay handsomely if you can restore his lost agility.
[10] Beautiful blue-haired humanoid females- they are alone on the island. They wear see through gossamer dresses, are absolutely hospitable and invite you to stay as long as you like. They have plenty of food and will listen to your exploits with rapt giggly attention. Only 50% chance that they are some kind of race of evil succubi sirens even though your players will suspect them 100%.

Monday, April 1, 2019

Underdark-Ocean Island Generator

Roll once for each category except intelligent inhabitants. 1 in 6 chance for an island to be inhabited. Here are some examples made by other people. You can also click a button to generate one easy from here. EDIT: This post has gotten very popular. Thanks everyone for the continued interest!

What are the waters surrounding the island like? - 1d8
[1] Unnaturally calm. Feeling of dread. Roll a random encounter.
[2] Stormy, spiked rocks. Ship's pilot makes a save or you take some hull damage.
[3] Filled with dark, spooky seaweed. If you fall overboard, they pull you down and drown you.
[4] Glowing- many deep sea like animals in a black coral reef.
[5] Filled with shipwrecks. Undead pirates of the undersea very likely.
[6] Well developed. Tons of range markers, buoys, shark nets and docks. If the island is inhabited, there is a steep dock fee. If the island is uninhabited, then this place is long abandoned.
[7] Playful pod of bone white, sickly looking dolphins. It's pretty cute, until you see them playing catch with a human skull using their tails.
[8] Getting there is easy- the sea is smooth and silent. But once you try to leave the island, fog rolls in and each time you burst through the fog you're back at the same island. It's cursed.

What is the Island made of? - 1d10
[1] Giant Fallen Stalactite. Very flat top, with tall cliffs to get up.
[2] Giant Stalagmite. Steep, mountainous island.
[3] Island of bones and insect shells; discarded for centuries as flotsam.
[4] Giant, bloated corpse of a leviathan. It will take an eon for it to be eaten away.
[5] Giant, sleeping cave olm. Hope it doesn't wake up.
[6] Frozen glacier. Magic black ice prevents it from melting.
[7] Artificial- stacked black bricks. Must have been a huge project.
[8] Artificial- huge petrified woods and stone columns stacked up. Created by underdark beavers- huge hollow interior chamber/dungeon very likely.
[9] Standard rocky island affair. However, small lake in center reveals eye of huge beast trapped inside the rock; the island is a prison for some primordial thing.
[10] Standard rocky island affair. Mushroom forest and lichen bog; very verdant for a place in the underdark. Elves probably lived here once.

What scary monster lives on this Island? - 1d10
[1] Not on the island, but in a cove with a hidden underwater cave. Aboleth.
[2] Fire Elemental. Lives at the top of a trapped “lighthouse”.
[3] Huge cave boar. Very blind, very angry. Still.
[4] Cave Olm. Has blue tattoos around its face, shoots lightning bolts.
[5] Immortal goblin, lives in his own filth. He's also totally invisible; slits throats with a giggle.
[6] Severed tentacle of some horror-beast. Sprays acid blood out the stub end.
[7] Dark-Elf Spellcaster. Very powerful, but water burns her like acid.
[8] Ogre Zombie, dressed head to toe in very thick armor. There's actually 1d8+1 of them, they're just all identically dressed, so rumors only ever speak of one.
[9] Living spell. Roll a random spell with any duration longer then instant, this spell is alive and permanent. Probably crazy, has abilities and attacks befitting the spell.
[10] Eyeless Beholder. It still has eyes on its stalks and can still see, it just considers itself blind because it lost its central eye. Banished for being a prick.

What other hazards are on the Island? - 1d10
[1] Mold spores. 1 in 4 chance every exploration turn to take a point of Con damage.
[2] Cold winds, enhanced by green-painted stone pillars. Take 1d6 Frost damage if the winds blow.
[3] Island's ground is notoriously unstable. Make a save or you fall through.
[4] Mouse traps, for dire mice. Deal 1d4 damage and take an exploration turn to pry each off.
[5] Poisonous berries and fruits, tainted fresh water. No chance for resupply.
[6] The island sinks every 1d3 days for half an hour; the residents know this. You don't.
[7] Undersea pirates use this place as a treasure stash. You can try to dig up buried treasure, but they've also buried explosive mines and undead-skeletons to attack pillagers.
[8] False Healers. They act as though they are healers, but lace bandages with glass shards and medicines are spiked with poisons. All “healing” they perform deals additional damage a turn later.
[9] There is a fairy grove on this island, unsual mushroom and lichen instead of trees and grass. But the fairies still play tricks on you, steal your map, make time pass faster, etc.
[10] Glass Dog. It's lonely, but every time it jumps or licks you it deals 1 damage cause it's made of glass. If you managed to catch it and bring it to the mage's guild you'll get a hefty reward.

What treasures are on the Island? - 1d12
[1] Skull of the last cave elephant. Regular elephants find it sacred.
[2] Magical, unbreakable elf rope. It's turned black over time, shouldn't be this strong.
[3] Corpse of a dwarf. Fell from the “sky” after digging too deep. Has chunks of platinum ore.
[4] Waterproof spellbook written in braille.
[5] Glow in the dark warhammer. Made of a marble-like stone. Would sink instantly in the sea.
[6] Pearl & Diamond Earring. The matching pair is lost at sea. Worth a few thousand gold.
[7] Magic Crossbow bolts, 1d4 of them in a sack. They light up as they fly, can be used as flares.
[8] Heart of a Lion. Wrapped up in eighteen layers of fabric. Useful magic reagent.
[9] A replacement sail. It has a pirate design; two mugs of ale smashing together with froth flying.
[10] Bag of a hundred silver coins. If you spend an exploration turn tapping coins, you have a 1 in 6 chance to find a fake coin that's actually gold underneath a silver paint. About 20 of them are fake.
[11] Magic warning sign. If a creature can read any language, then reading this sign forces them to make a morale check to proceed if they aren't in combat or chasing you or something.
[12] Water Nymph, trapped in a glass jar. She'll give you a kiss that will cure any disease if you bring her to a body of water on the surface. The underground sea is too dark and scary for her.

If inhabited; Who lives on the Island? - 1d6
[1] Dark Elves. They won't let you see them unless they know they can win a fight. Even to trade.
[2] Dwarf prospectors. They're marooned, and will pay for someone to ferry all 2d12 of them.
[3] Blue kobolds. Floppy ears. They're much smarter then your average kobold, and more sociable. One of them is going to stowaway on your ship for adventure.
[4] Medium sized town of Orcs, ~50 members of fighting age and skill. They hate it here and would much rather trade then fight any more annoying invaders.
[5] Almost-Humans. They are cave dwelling troglodyte creatures, who are slowly evolving to become human beings. Will pay handsomely for any corpses or human culture you can trade to them. They almost worship humans, but are clearly just an imitation working backwards.
[6] Underdark sea seal-people. They bask in the dark on the beaches here, never explored the interior. Only the alpha male has authority. He doesn't want anything you can offer, unless you can kill the bastard roving male that keeps trying to sneak onto my beach, please and thanks.