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 Random Jungle Features (Table A)
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%. |
## Jungle Features (Table B)
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.
| Roll | Description |
| ---- | ---------------------------------------------------------------------------------------- |
| 1-2 | Loud buzzing in the canopy reveals the location of a massive beehive some 100' overhead. |