Where does the horror-haunted Plateau of Leng lie? In Central Asia? Past the Mountains of Madness in Antarctica? Or is it outside of waking reality altogether, in the dimension of nightmares? The city of sinister temples and forbidden magic draws visitors from all space and time.
ENCOUNTERS IN LENG
(Roll d20 when moving, d10 when stationary.)
- Roll Twice and Combine.
- Plot-advancing encounter: Something or someone connected to whatever brought the player-characters to Leng in the first place — or possibly a clue to how they may return home again.
- Ghouls: 1d6 mocking and sardonic ghouls. They retain memory fragments of all the human brains they have consumed, and can trade secrets. Gold doesn't interest them — only corpses, the fresher the better.
- Invisible Hunter: A single intelligent, invisible predator, it hides in plain sight until a likely-looking victim comes along. Then it strikes, hoping to kill its prey and drag the remains off to its lair before anyone notices.
- Men of Leng: 1d6 tall, golden-eyed, and cruel natives of the accursed plateau. Wise in both magic and science, they wear elaborate robes decorated with mystic signs and circuitry. They consider other humans to be lesser beings, and punish any impertinence with their nerve-whips.
- Proto-Shoggoth: The rulers of Leng tolerate this crawling horror because it consumes all waste and garbage it comes across. It also consumes anyone who can't run away fast enough. Fortunately, the proto-shoggoth is mindless and slow-moving.
- Rain of Blood: It may just be red dust or micro-organisms, but it sure looks and smells like blood — and the things that creep out of the shadows to lap at clotting puddles seem to agree.
- Riding-Lizard: The Men of Leng travel on agile, two-legged lizards with colorful plumed crests. One has gotten loose! The lizards are vicious and carnivorous, and this one cannot resist its instinctive urge to chase fleeing mammals.
- Wizard From Back Home: He has come to Leng to study the darkest sorceries, but player-characters will recognize him as one of their fellow-countrymen (though he may be a century or two out of date). He notices his compatriots, as well, and will help them if asked — though he won't do anything which will endanger his own life or his position in Leng.
- Zombie Space-Sailors: Living dead men who sail through space, currently on "shore leave" in Leng. They constantly check themselves for damage, and carry cold-projector weapons to which they are immune.
- Vampire Tavern: A dark tavern with no fire in the fireplace. The patrons (there are 1d10 pale people there at any time) watch living newcomers hungrily, and if you order wine it is laced with opium. If you wake up you'll have some holes in your neck and a new thirst . . .
- Thin Spot: An area about 10 yards across where the boundaries between worlds are weak. Using magic here can have unexpected results, and people can wander into other worlds if they don't concentrate on remaining in Leng.
- Wizard Fight! Two wizards are duelling in the street, with utter disregard for collateral damage. The adventurers may decide to get involved, or have to deal with the fallout.
- Mystic Bookseller: A basement shop full of books from every culture and era — including some books from other worlds and the future!
- Obsidian Tower: A looming ancient tower of black stone, its doorway sealed by a massive plate of bronze. Something ancient and deadly lurks within.
- Caged Prisoner: He's trapped in an iron cage and begs passers-by to release him. He has obviously been dead for decades.
- Soul-Seller: A merchant whose face is hidden by a gold mask, who buys and sells souls which he keeps in little jade bottles. Buying a soul lets the customer consume the memories and knowledge of the original person. Selling your soul leaves your body alive and functional, but it is concerned only with basic survival and no longer speaks.
- Sewer Squid! A mass of 2d6 tentacles erupt from a drain or manhole, grabbing at passers-by, trying to drag the victims down into the sewer. Each tentacle has maximum human strength.
- Starry Wisdom Temple: A temple where robed worshippers chant and make sacrifices to the Elder Gods who live among the stars. Unbelievers who wander into the temple make ideal sacrifices . . .
- Tracks/aftermath (reroll)
SITUATIONS IN LENG
(Roll 1d6, then consult the table above to determine who A and B are.)
- A desires B
- A wants to capture B
- A wants B dead
- A wants to go somewhere
- A wants to solve a mystery
- A wants X