## Random Tables
### Regions
Random events specific to a particular region of the island.
#### Jungle
*Much of the Island is covered in thick jungle verdure—it blankets the terrain, hiding beneath it the brutal struggle between life and death (and something else).*
##### 1d100 Unusual Jungle Features
These **unusual** features can be found in any jungle terrain the Island over, occurring infrequently and at the game master's discretion.
Each feature will generate interest and intrigue, and is designed to mean whatever the game master does or does not desire! *Exempli gratia*:
1. The pool described in rolls 3-4 may be the gateway to a mirrored realm of night;
2. The center of the spiral grove described in rolls 5-6 may be a ravenous plant-mouth hidden just below the surface and operating like a trap;
3. The bones described in rolls 7-8 may be of clearly reptilian origin and increase the odds that a wandering monster, if encountered, is a dinosaur.
Alternatively, any of these things may be nothing unusual... at all.
| Roll | Description |
| ------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1–2 | A crumbling stone idol overgrown with moss, its empty sockets glaring eternally. |
| 3–4 | A pool of still water that reflects otherwise normally but shows the opposite time of day. |
| 5–6 | A circle of trees grown in a perfect spiral pattern with not a blade of grass out of place. |
| 7–8 | Giant bones embedded in the jungle floor, being clearly neither human nor ape. |
| 9–10 | A grove of fungus-covered trees glowing faintly in broad daylight. |
| 11–12 | A boulder, split in half, and glowing with purple veins of Aetherium; any entity within 10' must roll for a reaction on Aetherium Reactions (Table A). |
| 13–14 | Dozens of iridescent feathers from an unknown bird species. |
| 15–16 | A dead deer, neither scavenged nor rotted, its face frozen in what appears to be surprise. |
| 17–18 | A worn banner tied to a tree branch, the cloth damp but untorn; it belongs to one of the five [[The Island of the Apemen#Factions\|factions]] of the Island, who have claimed this area for their own. |
| 19–20 | A star-shaped clearing in which it is completely silent—no wind, animals, or even insects utter a sound here. |
| 21–22 | An ancient stone bridge leading over a lazy stream, its murky waters a hazy green. |
| 23–24 | A white stone monolith some 10' high, etched with indecipherable glyphs and scored by powerful claws. |
| 25–26 | The vine-covered wreckage of a hot air balloon, its basket still intact. |
| 27–28 | A floating wisp of light that recedes when approached. |
| 29–30 | A tree oozing silvery sap that smells like cinnamon and iron; one small vial restores five hit points. There is enough sap to fill 1d10 vials. |
| 31–32 | The jungle falls silent, and indistinct whispers can be heard; they rush toward and past the party, disturbing foliage as they go. |
| 33–34 | The spoor of a large humanoid, its footprints filled with brackish water; their trail zig-zags through the jungle for 1d5 miles before disappearing abruptly and without a trace. |
| 35–36 | The jungle smells heavily of ozone and hair rises with static electricity; affects a large radius and lasts for 1d10 minutes. Any magical spells cast during this time will also produce an Aetherium reaction; roll for a reaction on Aetherium Reaction (Table A). |
| 37–38 | A vision emerges in the distance, resembling whatever it is the party is searching for (ruins, water, food, etc.); it remains until they are close enough to confirm the sighting, then the mirage disappears like smoke waved away by an unseen hand. |
| 39–40 | A vertical crack in a cliff wall or a horizontal crack in the earth lined with pulsing Aetherium—roll on Aetherium Reaction (Table B). |
| 41–42 | A pool that glows green only at night and causes strange dreams if PCs sleep beside it (70% chance the dream will reveal something moderately important about the area, e.g. the location of a dungeon, treasure, faction territory, or similar). |
| 43–44 | Half of a ruined statue protruding from the earth—only the hand and torch remain, standing some 15' above the ground. |
| 45–46 | A patch of ferns shaped curiously like human hands, swaying in rhythmic fashion. |
| 47–48 | A fallen tree with dozens of knives, swords, and spears embedded in it. |
| 49–50 | A pile of bird skeletons arranged in a perfect spiral. |
| 51–52 | A flock of parrots suddenly burst from the canopy above, calling and crying and flapping in deafening unison as they take to the sky. |
| 53–54 | Hidden just off the trail and visible through a small break in the foliage is a natural hot spring; use of the spring will restore 1d5 hit points, magic points, and power points. |
| 55–56 | A decaying rope bridge spanning a deep but narrow ravine; a thin blue band of river rages some 20' down. |
| 57–58 | An enormous and immaculate spiderweb. |
| 59–60 | A boulder humming with an deep, barely-audible tone that makes nearby entities' teeth ache. |
| 61–62 | A massive roars rips through the jungle some ways in the distance, followed rumbling, then silence; the likelihood of a wandering monster encounter is increased by 10%, and the likelihood that it is a [[Monsters#Dinosaurs\|dinosaur]] doubles. |
| 63–64 | A waterfall that, upon inspection, seems to pour upward. |
| 65–66 | A trail of tiny, flickering footprints that vanish when followed. |
| 67–68 | A massive jungle cat can be seen on a low branch, poised and ready to pounce; however, it never does. If inspected, it is apparent that the animal has been taxidermied. |
| 69–70 | A 10' cairn of neatly arranged skulls with vines now grown through eye sockets. |
| 71–72 | A clutch of large, speckled eggs resting in a nest hidden among the tangled roots of a tall tree. |
| 73–74 | A natural stone flecked with jade that crackles with green lightning during rainfall. |
| 75–76 | A cave entrance shaped startlingly like an ape's face, its mouth agape in agony. |
| 77–78 | A small semicircle of flat stones perfectly arranged in an amphitheater, on its stage a large drum stained with dry blood. |
| 79–80 | A bird's nest glittering in the foliage above, comprised partly of shards of Aetherium—roll for a reaction using Aetherium Reaction (Table A). |
| 81–82 | The faint sound of flute music, but its source cannot be located. |
| 83–84 | Thick vines dangle from the tall canopy, inching closer to PCs any time they are not being watched. |
| 85–86 | A massive hollow tree with a spiral staircase carved within its trunk and leading downward. |
| 87–88 | A thick, rolling fog that does not disperse with wind or heat. |
| 89–90 | A small shrine with dim, blue fungal lights and offerings of teeth. |
| 91–92 | A herd of jungle deer watch the party carefully, a knowing look on their inscrutable faces. |
| 93–94 | A crumbling arch that glows when passed beneath. |
| 95–96 | A stone well, the ancient blocks covered in black lichen; when objects are dropped down the well, the sound of the bottom is never heard. |
| 97–98 | The ruins of a structure built from ship parts, long abandoned; some moldering supplies and 1d5 [[Random Trinkets#1d100 Minor Trinkets\|minor trinkets]] (in varying conditions) can be found within. |
| 99–100 | A shrill voice splits the silence. "You look lost," a brightly-colored toucan caws. "Let Archie show you—Archie knows way!" He will take the party to their desired destination by the quickest route, and his guidance reduces the likelihood of a wandering monster encounter by 50%. |
##### 1d100 Mundane Jungle Features
These **mundane** features of a jungle have a much higher likelihood of being encountered and can be used primarily to support the jungle atmosphere, though many represent interesting opportunities for players.
### Treasures
#### 1d100 Minor Treasures
A number of treasures litter the island, many of them relinquished by their ill-fated former owners.
| Roll | Description |
| ------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1-2 | A set of gold-capped teeth, strung together on a leather cord. |
| 3-4 | A finely crafted bronze bracelet engraved with images of coiling serpents. |
| 5-6 | A wooden idol of a strange, long-forgotten god, its eyes inset with tiny emeralds. |
| 7-8 | A small silver goblet, tarnished with age. |
| 9-10 | An ape-man skull, intricately carved with unknown runes that glow by moonlight. |
| 11-12 | A bundle of dried jungle herbs with a sharp, peppery aroma, prized for its medicinal qualities (a liquor brewed of the mixture will restore 5 hit points and can yield as many as five doses). |
| 13-14 | A brass astrolabe, its delicate etchings almost worn away by time. |
| 15-16 | A small pouch of gold dust, enough to be valuable but difficult to transport. |
| 17-18 | A set of bone dice, each face painted with eerie symbols. |
| 19-20 | A silver torc shaped like entwined vines, its craftsmanship surprisingly delicate. |
| 21-22 | A sharkskin pouch filled with iridescent pearls. |
| 23-24 | A ceremonial obsidian dagger, its hilt wrapped in supple reptilian leather. |
| 25-26 | A chunk of rough Aetherium crystal, faintly glowing with inner energy. |
| 27-28 | A small wooden chest containing 1d10 intricately carved amethyst beads. |
| 29-30 | A gold-plated monocle with a cracked lens. |
| 31-32 | A bronze hand mirror, its reflective surface nearly polished away. |
| 33-34 | A jade amulet in the shape of a roaring ape. |
| 35-36 | A golden ring set with a strange, shimmering green gemstone. |
| 37-38 | An untarnished silver pocket watch, still ticking reliably. |
| 39-40 | A bundle of ancient coins, each depicting an unfamiliar ruler. |
| 41-42 | A fire-hardened wooden mask painted in the likeness of a snarling beast. |
| 43-44 | A preserved feather from a massive, (probably) extinct jungle bird. |
| 45-46 | A handwoven silk tapestry depicting a battle between man and ape. |
| 47-48 | A fine stone carving of a human figure, its head replaced with that of a serpent. |
| 49-50 | A lacquered wooden box containing a set of delicate, brittle scrolls written in a primitive--but unknown--script. |
| 51-52 | A polished amber gemstone with an ancient insect trapped inside. |
| 53-54 | A flask of pungent liquor brewed from jungle fruits and aged in clay jars. |
| 55-56 | A woven belt with silver studs and faint traces of blue dye. |
| 57-58 | A small gold key. |
| 59-60 | A piece of petrified wood, its surface as smooth as polished stone. |
| 61-62 | A small black velvet pouch containing three deep blue sapphires. |
| 63-64 | A string of freshwater pearls, some irregular but still handsomely formed. |
| 65-66 | A bone amulet that is always strangely warm to the touch. |
| 67-68 | A fossilized fish, perfectly preserved in a slab of stone. |
| 69-70 | A heavy brass ring, covered in tiny, intricate etchings resembling constellations. |
| 71-72 | A huge ivory horn. |
| 73-74 | A pair of ancient bronze gauntlets, still sturdy but too small for a modern warrior. |
| 75-76 | A small figurine of an apeman warrior kneeling in prayer, carved from polished onyx. |
| 77-78 | A pouch of rare jungle spices that smell of cinnamon and vanilla. |
| 79-80 | A preserved pterosaur claw, still razor-sharp despite its age. |
| 81-82 | A map etched onto a sheet of thin gold foil, showing an unfamiliar coastline. |
| 83-84 | A hollowed-out tortoise shell containing delicate golden trinkets. |
| 85-86 | A ruby-eyed skull, slightly larger than fist-sized, carved from a single piece of ivory. |
| 87-88 | A finely woven net of golden wire, too delicate for practical use but highly valuable. |
| 89-90 | A single brass boot buckle, heavily engraved and strangely ornate. |
| 91-92 | A crystal orb that faintly hums when exposed to moonlight. |
| 93-94 | A drinking horn capped in silver, still holding the faint scent of old wine. |
| 95-96 | A curved bronze dagger, its hilt wrapped in sharkskin, with a wavy Damascus pattern on its blade. |
| 97-98 | A glass bottle containing a tiny preserved serpent, coiled as if waiting to strike. |
| 99-100 | A small stone idol covered in pulsating bioluminescent fungus that appears to writhe about the surface but never leave the object. |
##### Minor Treasure Categories
- **Valuable but Mundane (80%)**: Trinkets, jewelry, relics, and old artifacts that hold some worth but don’t possess any unusual effects.
- **Notable or Slightly Magical (15%)**: Items that hint at strange properties (e.g., a bone amulet always warm to the touch, a crystal orb that hums in moonlight).
- **Rare and Unusual (5%)**: The final few items have a deeper mystery or supernatural quality, such as a fungus-covered idol that resists decay.
#### 1d100 Minor Trinkets
A number of trinkets—most interesting but inconsequential, with a small number producing some minor effect—can be found the island over.
>[!Note]
>**Trinkets** are distinguished from **treasures** in that they rarely have any monetary value.
| Roll | Description |
| ------ | ------------------------------------------------------------------------------------------------------------------- |
| 1-2 | A cracked monocle with a faint purple tint. |
| 3-4 | A small clay idol of an apeman, its eyes made of tiny green gemstones. |
| 5-6 | A bundle of dried, glowing bioluminescent fungi. |
| 7-8 | A rusted compass that points to the [Crystal Nexus] instead of north. |
| 9-10 | A torn map that shows an unfamiliar section of the island. |
| 11-12 | A hollow seashell that produces a haunting wail when blown. |
| 13-14 | A tiny vial of shimmering powder, possibly ground Aetherium crystals. |
| 15-16 | A shard of green glass carved into the shape of a leaf. |
| 17-18 | A leather pouch containing the teeth of a large predator. |
| 19-20 | A bundle of feathers from a vibrant, unknown bird species. |
| 21-22 | A tarnished silver locket containing a faded painting of a woman with green eyes. |
| 23-24 | A primitive flute carved from bone, etched with spiraling patterns. |
| 25-26 | A petrified flower with crystalline veins running through its petals. |
| 27-28 | A smooth stone that feels unnaturally warm to the touch. |
| 29-30 | A child’s wooden toy, resembling a sailboat, half-rotted but lovingly carved. |
| 31-32 | A chunk of raw, uncut crystal with faint glowing veins. |
| 33-34 | A primitive amulet made of vine and polished amber. |
| 35-36 | A 50' length of braided vine rope, surprisingly sturdy for its age. |
| 37-38 | A half-buried, keen steel knife with the initials "J.D." engraved in its hilt. |
| 39-40 | A book of pressed jungle flowers, now brittle and faded. |
| 41-42 | A small carved apeman mask made from driftwood. |
| 43-44 | A golden ring etched with runes that seem to glow faintly in moonlight. |
| 45-46 | A bottle sealed with wax containing murky green liquid. |
| 47-48 | A stained letter with cryptic phrases about the "forest of whispers." |
| 49-50 | A bone comb tangled with moss and tiny crystal shards. |
| 51-52 | A shard of Aetherium crystal embedded in a chunk of coral. |
| 53-54 | A pair of broken spectacles tied together with twine. |
| 55-56 | A rusted lockbox, its keyhole filled with sand (roll again to determine contents). |
| 57-58 | A small, intricately crafted whistle shaped like a snake. |
| 59-60 | A pouch of dried berries (consuming them induces vivid and revelatory dreams). |
| 61-62 | A tarnished brass astrolabe, its mechanisms seized by time. |
| 63-64 | A stone idol carved into the shape of a crouching ape. |
| 65-66 | A palm-sized fragment of a crystal-powered machine, still faintly humming. |
| 67-68 | A child’s stuffed animal, torn and waterlogged. |
| 69-70 | A gold coin from an unfamiliar mint, with sunbursts pressed on both sides. |
| 71-72 | A tiny cage, empty, but with strange claw marks inside. |
| 73-74 | A crude drawing of the island’s coastline on brittle bark. |
| 75-76 | A pouch of animal bones used for divination. |
| 77-78 | A single fang the size of a dagger, etched with jungle motifs. |
| 79-80 | A rusty pocket watch that ticks backwards. |
| 81-82 | A shard of obsidian with strange runes carved into its surface. |
| 83-84 | A clay pot filled with preserved, glowing mushrooms. |
| 85-86 | A pair of wristbands crafted from braided jungle vines and Aetherium crystal fragments. |
| 87-88 | A preserved snake coiled around a branch, dried into a permanent spiral. |
| 89-90 | A pair of boots, waterlogged and covered in moss, with small runes burned into the soles. |
| 91-92 | A small metal cylinder that emits a low hum when held. |
| 93-94 | A jar filled with living fireflies that still glow brightly (if opened, the fireflies turn to ash). |
| 95-96 | A ceremonial dagger carved from bone and encrusted with greenish crystals. |
| 97-98 | A preserved journal filled with fragments of accounts of strange rituals performed by apemen beneath the full moon. |
| 99-100 | A metallic cube engraved with unrecognizable script, warm to the touch. |
#### 1d100 Magical Trinkets
### Weather
#### 1d30 Weather Conditions
This table introduces 1d30 (*roll 1d10 three times & add the results*) random weather conditions. At appropriate intervals, the game master should roll to generate a weather event that will produce one of the following conditions—many of which may last for 1d10 hours to days, at the game master's discretion.
![[jungle-rain.png]]
| Roll | Description |
| :---: | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1-2 | *Echoing Thunder* – distant booms shake the canopy, but no storms follow; the sky is moody and yet eerily calm. |
| 3-4 | *Lowland Flooding* – the previous night’s rainfall has turned parts of the jungle into a treacherous marsh; sinkholes and hidden pools abound. |
| 5-6 | *Light Rain* – a steady drizzle compromises footing and fills the air with petrichor; tracks are quickly washed away. |
| 7-8 | *Passing Squall* – fierce winds tear through the trees, bending branches and toppling weaker structures; flying creatures are grounded; last for 1d10 minutes. |
| 9-10 | *Cool Breeze* – a refreshing wind cascades through the jungle, making travel comfortable and keeping biting insects at bay. |
| 11-12 | *Torrential Downpour* – sheets of rain bludgeon the jungle, flooding lowland areas and making rivers rise; travel is *slow*, and ranged weapons suffer -1 to attack. |
| 13-14 | *Sweltering Hea*t – the jungle air is thick and oppressive; non-native creatures' movement speed becomes *slow*; additionally, roll 1d10: on a roll of 5 or higher, *Heat Lightning* (see below) also occurs. |
| 15-16 | *Unnatural Silence* – the jungle is suddenly quiet; no birds, insects, or even rustling leaves... something is out there (increased chance of wandering monster encounter). |
| 17-18 | *Heavy Mist* – a dense fog rolls in from the sea or descends on the jungle, reducing visibility to just a few feet; sounds are muffled and creatures move unseen (-2 to Perception Checks). |
| 19-20 | *Monsoon* – a tropical storm lashes the jungle, forcing most creatures to seek shelter; rivers flood rapidly, and rainwaters crash down from the mountains like waterfalls. |
| 21-22 | *Sudden Windstorm* – powerful gusts whip through the jungle, tearing leaves & branches from trees and sending loose objects flying (1-in-5 chance of trees falling, requiring nearby creatures to Reflex Save). |
| 23-24 | *Heat Lightning* – silent flashes of blue-white veins streak across the sky, illuminating the jungle in erratic bursts. |
| 25-26 | *Glowing Fog* – a bioluminescent mist rises from the jungle floor, painting everything in strange, shifting blues & purples; hallucinations may result from prolonged exposure. |
| 27-28 | *Sun/Moon Shower* – a mystical rain falls on the land, despite the sky remaining clear, casting a golden/silver shimmer over the jungle; island natives believe this to be a good omen (increased likelihood of finding [[Random Trinkets\|trinkets]] & [[Random Treasures\|minor treasures]]). |
| 29-30 | *Crystal Surge* – Aetherium shards in the jungle hum and crackle, discharging small bursts of energy; strange [[Aetherium Reactions\|phenomena]] may affect nearby creatures. |
##### Weather Table Breakdown
- *Mundane Weather (60%)* – standard tropical weather, including varying amounts of precipitation, extreme heat, and wind.
- *Unusual & Dangerous (30%)* – conditions that present environmental hazards like damaging winds, floods, or eerie silence.
- *Supernatural Effects (10%)* – events related to the more mystical aspects of the island, such as glowing fog or Aetherium disturbances.