Wednesday, August 19, 2015

Ready Reference: Standing Stones

I've been thinking that I'd like to do some more wilderness gaming, and toward that end I've decided I need more random tables for wilderness features. Rather than just write them up for myself, I figure they are good material for the blog.

Standing stones are compact, simple things of interest in a wilderness setting. They aren't all weird, but these are some ideas for when the players encounter, and possibly camp out near, a mysterious menhir.

What's Going On With These Standing Stones? (d12)
  1. The stone is a marker of a ley line. This amplifies the range / duration / effects of spells cast within 120' of the stone by 1.5x.
  2. The stone creates a wild magic zone with a 120' radius. Casting a spell in the area has a 1 in 6 chance of creating a wild surge.
  3. Several times a year, the stones awaken and walk to a new location. Roll 2d6; if both dice show "6", then today is such a day.
  4. It's a giant transformed into stone thousands of years ago. Weather has not been kind to its features but the face can still be made out.
  5. The stone covers up the cave-home of a tribe of pixies who come out at midnight. There is a small hole at the base that they come out of. Anyone camping nearby will be vulnerable to their tricks if the hole is not covered up before midnight.
  6. It's the meeting-place for a local human or monster faction.
  7. The stone was flung out from the fey realm and will give dreams that are both surreal and prophetic to anyone sleeping nearby.
  8. The stone is a finger / body part of a long deceased god. Depending on the god's alignment and that of the person touching it, the stone may give a boon (blessing, bonus/advantage on future roll) or bane (curse, penalty/disadvantage).
  9. The stone is inscribed with ancient symbols. If translated (requires Read Languages) and read aloud, the writing on the stone will summon the extraplanar entity that instructed it to be built. (Use your game's cosmology to fill in the type of entity.)
  10. It's a gravestone. The deceased may be attracted back to it either in spectral or skeletal form.
  11. It's just a rock. A very unstable rock, that falls on anyone unfortunate enough to get too close to it. 3d6 damage, save for half.
  12. It is the egg of an enormous creature. No, bigger than that, it's just a baby after all. And look, it's starting to hatch ....

1 comment:

  1. These are great. Thanks for sharing. I was just thinking about incorporating some menhirs into a campaign. The inspiration was the Black Company, Books of the North.


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