**Beast Stampede**
A panicked group of beasts driven by predators, hunters or some form of frightful magic. Avoiding the stampede requires taking cover behind some solid object or being able to run faster than the rushing creatures. Failure to do so exposes characters to the danger of being trampled.
MI pg 120
**Bubbling Mudpit**
A bubbling pool of boiling mud, very hot and viscous, but fascinating to watch. It poses little danger unless some- one unwittingly steps from the sharply ending jungle and falls into the mud. The temperature is equal to an Intensity 1 fire, continuing to burn each submerged Hit Location till the victim is extracted and the mud scraped off. The pool sometimes contains 1d3 other creatures which have died from falling in.
MI pg 120
**Dangerous Plant**
Roll on the Flora Encounter table. MI pg 118
**Dead Bodies**
A number of dead hominids lie scattered about. Roll 1d6: on a 1-3 they are colonists, 4-5 they are savages, and 6 they are High Folk. Roll a second d6 to determine the manner of their deaths:
1. cut down with weapons
2. torn apart by animals
3. poisoned by some plant or creature
4. died from a virulent disease
5. so maggot-ridden that means of death are
unidentifiable
6. bare bones piled up in a small pyramid
MI pg 118
**Desperate Exile**
A half starved and desperate looking savage stumbles across the path. The exile will help anyone who feeds them with helpful information, potentially becoming a hireling if offered employment or willing servant if treated with greater kindness. Belligerent approaches drive the exile off, who will then cause trouble later on in recompense. Attacking turns them into a nightmare foe who will then stalk the group, hunting them down one by one. MI pg 118
**Dreaming God**
Not the god itself, but its temporarily-manifested dream ego which will strike mindless terror into any who see it, unless they can succeed in a Willpower test. Attempts to attack the image cause it to fade away, but in consequence the offender will be cursed, drawing the antipathy of crea- tures related to that deity. MI pg 118
**Forgotten Necropolis**
An overgrown tomb lost to memory. Since the savages dispose of their dead in a different manner, all necropo- lises are for the internment of High Folk. Roll 1d12. On a roll of 1 the tomb is of an arch-mage of note (see Sepulchre of Soleks page 95 for an example). Otherwise it belongs to a lesser sorcerer. Beyond the offering antechamber will be a simple sealed tomb replete with some form of magi- cal defence, and the sarcophagus of its mummified mage. Desecrating the necropolis will draw the spirit of the sor- cerer back to its body on a roll of its POWx3 or less. MI pg 118
**Haunted Tiki**
A towering monolith carved into the likeness of some evil monster, likely overgrown with climbing plants or partially toppled from an earthquake. Within the tiki will be bound an enraged spirit of 1d3+1Intensity, which will break free if foolishly touched by a sapient being (a natu- ral side effect of its binding not being regularly renewed). Animals naturally avoid it. To determine its type roll 1d6:
1. Cannibal Spirit (see page 204) 2. Curse Spirit
3. Death Spirit
4. Haunt (of a bad person)
5. Sickness Spirit 6. Wraith
MI pg 118
**Helpless Child**
A child in immediate and deadly danger, crying out for help. The child might be pursued by a ravenous beast, have fallen prey to a trap or about to blunder into the grasp of some carnivorous plant. The child comes from the nearest settlement and if saved may create a new Ally or Contact with its parents. Conversely if the child dies and the par- ents find out, it could generate a Rival or Enemy. MI pg 118
**Insane Madman**
A dishevelled and muttering colonist is found wan- dering about. Some experience or discovery has sent the lunatic completely deranged; often sending them into bursts of manic laughter or crazed passion, but nothing obviously constructive can be gleaned from their ramblings – only mysterious hints and promises of terrible things to be found deeper in the jungle. If taken back to the colony they become a pathetic beggar occasionally letting slip a hint or two of things important to the characters.
MI pg 118
**Labouring Natives**
A work party of 2d6+6 savages is discovered performing some heavy labour. In the jungles this might involve mov- ing a tiki or repairing one of the causeways, whereas up in the cloud forest it is more likely to be the repair of a vine bridge or transporting natural products collected from the less hospitable heights. If discovered upon the Puna Pla- teau they wear slave collars and can be seen rebuilding old ruins, or perhaps excavating them in search of something precious for their High Folk masters. MI pg 118
**Lethal Trap**
A trap is stumbled upon with a Difficulty of 40 + 1d6x10% which will be sprung on those unaware of its presence. Most are Ensnaring traps of some sort, intended to capture live prey. On a 1 in 6 chance, however, it is a Death Trap instead. All of the traps encountered are made from natural materials, blending in well with the environ- ment. Possibilities include pit traps, deadfall traps, spring snares, punji stakes, staked sprung branches and so on. MI pg 118
**Lost Explorers**
A group of explorers is sighted; its members lost, hungry and suffering accumulated injuries. Without help they will be unable to return to the colony. Depending on existing relationships, they could join the characters or be forced to pay for help with found artefacts or the revelation of any discoveries made. Refusing to aid the explorers is likely to sentence them to a slow death wandering helplessly in circles. MI pg 118
**More Ruins**
A broken down building or structure of some sort, perhaps an ancient guard tower, the remnants of a stone bridge or aqueduct, a collapsed temple ziggurat, or long abandoned villa. The ruins are not extensive, although they might contain the entrance or clue to some hidden com- plex. On a 1-2 on a d6 they are home to some Dangerous Plant or Malicious Monster. Searching might locate a small object or treasure overlooked in previous centuries. MI pg 118
**Mysterious Stele**
A tall obelisk or stele 1d6+4 metres high rises from the surrounding terrain to honour some past deed or event. The memorial is made from basalt, porphyry or obsidian and etched with glyphs that are untranslatable to those who cannot read High Tongue. Other than being a majes- tic monument it serves little purpose save for its use as a navigation point. MI pg 118
**Native Settlement**
A village belonging to lowland savages of whatever tribal lands within which it is located. Roll 1d6: on a 6 it is deserted and has begun to decompose back into the jungle or cloud forest. Otherwise it is a bustling settlement which will treat visitors in a manner dependent on the current relationship held by that tribe with the colonists. MI pg 118
**Natural Resource**
A temporary concentration of some valuable resource, which once collected or harvested will not replace itself, at least not in the short term. For example a grove of flower- ing Golden Bromeliads, a huge hive of giant bees full of honey or the scattered ivory tusks of small group of herd animals which died there. Refer to the Natural Produce table page 166 for more ideas. MI pg 118
**Ominous Sinkhole**
A monumental rift or hole in ground. Although possi- bly an entrance to some weird and dangerous underworld, most are far deeper than nominally available lengths of rope (1d8x50m deep), making the descent to the bot- tom somewhat problematic. Roll 1d6: on 1-3 the bottom of the sinkhole is flooded, filled only with fish and frogs; 4-5 the bottom is jungle covered, potentially the home to Dangerous Plants or a Malicious Monster; whilst on a 6 the bottom is bare rock but filled with poisonous volcanic fumes. MI pg 118
**Pursued Slave**
A desperate-looking savage approaches, running away from a group of pursuers; either a rival tribe which legiti- mately captured the slave during ritualised battle, or a more spiteful group of High Folk slavers. The slave will beg for aid or protection. Turning over the slave will increase the friendship between the characters and the hunters, whereas withholding the slave from its rightful owners will cause friction, but not necessarily an open fight; legal petitions for compensation arriving later. If the slave is returned home, the other villagers will refuse to take them in, driving the slave away with disgust and curses, for the misfortune this will bring. MI pg 118
**Quicksand Pool**
A pool of waterlogged sand or mud, hidden under fallen foliage. Spotting a pool of quicksand is a Formidable Per- ception test, and once entered is very difficult to extract oneself from. If there are well-anchored trees or vines close to the edge, the victim may attempt a Hard Brawn roll to pull themselves clear. Otherwise the victim partially sinks into its sludgy depths and becomes stuck. Struggling only beds the victim deeper, so to break free requires passing a Willpower test to not panic, followed by a Hard Swim test to crawl clear. Failing either means the victim is stuck fast and may die of exhaustion, dehydration or being attacked by a scavenger unless they have friends to extract them. MI pg 118
**Sacrificial Site**
A chilling site of ritual sacrifice. This bloodstained place is used for the offering up of the life force of creatures or people. On a 1-2 on a d6 it is stumbled upon whilst in use. Roll another 1d6 to identify the types of sacrifice utilised:
1. Twin saplings bent over, between which the sacri- fice is tied, so that it is torn apart when the vines holding the trees are cut
2. A short, sheer cliff from which sacrifices are tossed onto a flat gore stained boulder
3. Evil looking carved totem pole, sharpened at its top, on which sacrifices are slowly impaled
4. Monstrously shaped altar stone atop which sacri- fices are eviscerated
5. Huge hollow tree filled with a nest of carnivorous insects, to which a honey or nectar covered victim is tied
6. Small cenote-type pool filled with crocodiles or piranha fish into which the victim is cast MI pg 118