Friday, January 21, 2022

Primeval Wasteland Areas for OSR Games

 New weekend, new table from Lands of Legends!

Winter has become really cold here, and I hate the cold, so I chose to go with some frozen (or otherwise horrid) wastelands!

Here's a d10 table with ten primeval-themed wasteland areas for your OSR sandbox campaign with simple stat references for your classic game of choice, wether it is Old-School Essentials, Labyrinth Lord, Sword & Wizardry, or any other clone of OE, B/X, or BECMI Dungeons and Dragons.

Use them to spice up your sandbox!

These are straight from the Areas section of Lands of Legends Primeval. Check it out for hundreds more!

So here's the table:

Wastelands - Primeval Areas

  1. Death by Water. Dragged by the currents underneath, huge icebergs move through this ice pack, cracking and splitting it. The cracks can suck explorers into the icy waters (Save vs Death or d6 cold damage per round).
  2. Smoke on the Water. This desolate plain is crossed by slow streams and pools of lava that spring from underground. The snow that constantly falls instantly becomes puddles of snow and ash and a mist of hot, toxic vapors. Traveling here is extremely difficult, as new lava pools and springs often appear without notice, and the only creatures explorers may meet are wild elemental creatures of fire, earth, and ice. 
  3. Razor Rocks. This barren land is made only of sharp black rocks of all sizes, from tiny to colossal: movement is very difficult and it is impossible to lie down or sit comfortably. Advancing is like climbing (STR check every day), even if explorers cannot fall but just slow down. Sleep is always uncomfortable and does not allow to rest fully unless specific equipment is employed. There are no animals, plants or water around.
  4. Freeze Wood. The trees of this land magically absorb the power of the cold. There are enough trees and fallen branches to light a fire, but its bluish flame emits cold instead of heat, freezes food instead of cooking it and causes cold damage in case of contact.
  5. Purple Blur. This region is barely illuminated by an eternal twilight: a purple aurora shines in the sky, the trees lean in all directions and all devices and magnetic compasses do not work. Because of the bizarre anomalies of this place, normal vision and darkvision are blurred and greatly reduced, and all spells of divination, enchantment and illusion, as well as those related to light or electricity, don’t work and the others have a 50% chance of failure.
  6. The Wurm. Buried in the depths of the world, between the sea and the earth, the Great Wurm lies under this iced land. It is the worm of the world, a primordial creature of frost, destruction and power who once caused an ice age. Its magnitude is unimaginable and only the gods can confront it. Little of what mortals can do can awaken it, but if someone casts a spell of level 5 or higher or uses powerful artifacts in this region, it might writhe in its sleep (50% chance), causing sudden ice storms and earthquakes that can create crevices and avalanches.
  7. Heart of Ice. This land hosts a primordial crystal whose roots sink into the center of the world: it is a fulcrum of the magnetic, telluric and magic energies. The frozen wind that blows through the land carries its influence: explorers must Save vs Paralysis or their muscles and tendons will stiffen and ache (-2 to most action, movement halved). Those under this effect must Save again every day vs Spell or fall prey to bleak despair (further -1 to most actions and rolls, cumulative for each failed roll). After failing this save for a number of times equal to the character’s level , each new day requires a new Save vs Paralysis to avoid becoming a block of ice from within (and die). The iced figures of other explorers are the only warning of this danger! The only way to get rid of the first two effects is to leave the region. 
  8. Bocochos. Huge, flightless birds roam this tundra. They are also known as Brontorniteri, or Fastclaws. They love beef jerky and tubers and can be easily tamed and employed as fast mounts, but their health will suffer from leaving their cold home region, and they’ll require special care to keep them fit and lively.
  9. Ifirnia, the One Year City. Every year, at the end of summer, the nomadic people of this ice-kingdom choose the new place for their city and build it with ice-blocks. In the time of a moon the new town is finished, with a frozen circular wall to protect it and an ice tower standing over the other buildings (stores, temples, theaters and arenas). The ice princess dwells in the tower and the city comes to life with courtiers, shamans, skalds and traders until the next summer.
  10. Wendigo Wastes. This desolate region is haunted by the Spirit of Cold and Loneliness. Every time the sun is covered by the clouds, there is a 10% chance of hearing the fearsome cry of the Wendigo: those who hear it must Save vs Spell or run screaming in terror in a random direction, dropping every burden they might be carrying, and they must keep running until they pass the Save (check again after 10 minutes). The cry of the Wendigo is always heralded by a cold, violent gust of north wind. The nomadic tribes that inhabit this land are immune to the howl, and worship the Wendigo as their god.

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