So! For Secret Jackalope, I was asked to make d6 dungeon/location prompts for a gonzo dying earth setting, each a paragraph long at most by TheManWithAHammer(https://themanwithahammer.blogspot.com/?m=1). And I was given the option to add a list of monsters/denizens to each entry. Which I’ll do. Heck, I’ll make a d6 list of monsters/denizens plus traps/hazards.
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1: Forests of Pillars: A field of golden pillars, stabbing at the sky. Around each pillar, the sand of the desert has turned to obsidian, reflecting the scarlet light of the dying sun. Upon each pillar divine names of power are inscribed, in a language that can only be learned by theft or gift.
d6 Denizens and Hazards of the Forest of Pillars:
1: The Eater of Names.
2: Knife Dunes
3: Merchant Bugs of Vowe’el
4: Infectious Glyph
5: Crawling Priests of Secrets
6: The Gale that Calls
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2: Qilphort: A Qilphort is a massive parasitic tree, hailing from the stars. Their spear-roots burrow into the earth and flesh around them, draining every drop of life. Yet the fruit held in their highest lofts are said to make mortals into immortals, fools into sages, and the weak into the mighty. When the sun devours the world, they will leave it’s empty corpse behind.
1d6 Denizens and Hazards of the Qilphorts:
1: Hungry Roots
2: Bone Bees
3: False Fruits
4: Worm Squirrels
5: Drowning Blood
6: The Root Parasite
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3: Lakes of Color
Lakes of liquid color. Crimson flowing on the surface as blue worms it’s way to the sky. Beware them, for the colors can draw a man in and devour their soul. Yet in these colors can be used to draw weakness from the flesh and turn beasts to men. The seventh color, Violet, does not exist outside the minds of man. Hence it cannot be found in liquid or entity form. Yet as the world and it’s laws die, perhaps it will force itself into existence.
1d6 Denizens and Hazards of the Lakes of Colors:
1: Red Piranhas
2: Orange Fingers
3: Yellow Anglerfishes
4: Green Eyes
5: Blue Vines
6: Indigo Stalkers
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4: Tomb-Cities of the Ancients:
Ruins and tombs of iron and glass. When the Sun Bombs fell, the world of the ancients died in a flash. Their shining cities became tombs, home of ashen specters and poisoned treasures. The hate of a newborn star, quick to die, will never fade.
1d6 Denizens and Hazards of the Tomb-Cities of the Ancients:
1: Metal that Hates
2: Sun-Shadow Phantasms
3: Sun-Hated Creeping Ivy
4: Maddened Automata
5: Buried Firestones
6: Dormant Sun Bomb.
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5: Sun-Eater Temples:
Temples of black stone and dry ice, reaching towards the sky like grasping talons. The air around them is deathly cold and silent. Sound cannot exist in and around the temple, and all light in that radius is dimmed at best, devoured at worst. These are temples to the death of the world, each one slowly but surely devouring the life of the sun. If left unchecked, they will bring the world to end in a hundred years.
1d6 Denizens and Hazards of the Sun-Eater Temples:
1: Silence Elementals
2: Chilling Breaths
3: Entropy Walkers
4: Signs of Undeniable Truth
5: Nameless Visitors.
6: Hungry Holes.
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6: The God-Corpse:
When the Sun-Bombs feel, a massive corpse fell from the sky. It smashed into the earth, it’s blood spewing forth a army of demons and a world of madness. Yet from it’s flesh miracles can be wrought. But it’s heart has never stopped beating. Even as rot claims the holy flesh, it’s heart keeps on beating.
1d6 Denizens and Hazards of The God-Corpse:
1: The Mosqqueen.
2: Hateful Hairspires
3: Southern Carrion Wurms
4: Bad Blood
5: Holy Eaters of the Sacrement.
6: Terrible Tumors
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And there we go! That’s my Secret Jackalope entry fulfilled.