
Goth Guru |

From trash to interesting flora and fauna, there is a lot of stuff in the great outdoors. If you are not looking for a specific plant or animal, there could be 1-4 of these things.
1: 1-4 fake rocks. These things look like small to large boulders but are light as a feather. DC20 nature to tell it's not a real rock. If the wind is blowing them around it's pretty obvious. If soil is present there are a number of tiny ones still growing.
2: Real bolder. Solid rock.
3: Copper coins. 1D6. Just messes with treasure detection.
4: Cracked, empty, oil lamp.
5: Chipped Ceramic Cup.
6: Broken Wayfinder.
7: Roll on what's in the bottle table.

Mudfoot |

9: Abandoned broken cart
10: Empty wicker basket
11: Wicker basket with someone's lunch in it
12: Wicker basket with baby in it.
13: Skeleton. It's harmless.
14: Shoe
15: Broken rusty sword
16: Torn cloak
17: Spectacles
18: The other shoe
19: Rabbit snare
20: Eggshell from something large like a roc or dinosaur
21: Saddle
22: Shovel
23: Pile of rocks
24: Pile of sand
25: Pile of logs

avr |

26. Small pile of feathers.
27. A good solid stick.
28. Signs of passage of a large animal, to put it politely.
29. Ashes of a campfire.
30. Discarded pamphlets.
31. An animal skull.
32. A broken wheel.
33. Empty crates.
34. An entire wrecked vehicle with no sign how it could possibly have got there.
(Yes, I've seen all of these while walking my dogs, more than once each.)

Ryze Kuja |

37. A destroyed undead creature (marred with scorch and bludgeoning marks)
38. A bottle with a note inside that reeks of women's perfume and begins with "oh my darling love, I yearn for the fruit of thine loins once again..." It gets pretty promiscuous and romantic after that. The note is not addressed to anyone.
39. A tree stump with the butt of a cigar that was put out no less than 5 minutes ago. Its still warm.
40. A small laundry sack full of socks, and not one of them match any of the others.
41. An abandoned wagon that looks like it has been used as "target practice" for bird droppings.
42. A well-crafted, in-tact abacus.
43. A water-logged calendar with several of the months missing.
44. A caterpillar chomping away at some leafy foliage.
45. A commoner's cooking pot (fabricated for function, not aesthetics)
46. A small, ivory carved figurine of a succubus grappling a female druid.

Pizza Lord |
48. A skeleton. It's armless.
49. 1d4 real rocks, but they're small or tiny-sized animated rocks. They don't tend to move unless the wind is blowing or people aren't watching. A DC 5 Knowledge (Nature) check reveals that these are normal rocks (maybe a bit more rounded) if examined while not moving or without a detect magic or similar spell in effect. If someone sees them moving and the wind is blowing, smarty-pants characters with Knowledge (Nature) can make a DC 15 check to be reminded that fake rocks are now a thing thanks to Goth Guru and that they are pretty much light and harmless and will just bounce off people.
These rocks, of course, are real rocks and will careen with actual force into anyone trying to look cool as they tumble down slopes at them, dealing slam damage.
50. A ceramic garden gnome. The creepy one. The one with the twinkle in his good eye... but not the kindly twinkle. And the smile... but not the 'appropriate smile'. The one holding the baby chick in one hand... with the broken off head... but you aren't quite sure that it's technically broken off... because according to your friend:
"Mend and make whole aren't doing anything... Is it supposed to be like that? 'Cuz that ain't right!"

Ryze Kuja |

51. A large wagon with a Political Banner that reads: "Patternick Thunderfoot for City Planner". Next to the wagon is an aspiring Hill Giant politician named Patternick Thunderfoot and 17 of his giant and non-giant followers who are handing out pamphlets that point out that over 73.8% of businesses in McRaciallyInsensitiveVille have Medium-sized Doorways, 82.1% of Taverns only have 5ft square stools, and 64.9% of Inns only have 6ft beds, and they are holding protest signs that read "Give Jebediah AntiGiant the Boot this Abadius!" and "Vote for Patternick!" and they're chanting "End Giant Discrimination!".
52. A broken Ranseur
53. A matchbox bearing the name of a local Tavern called the "The Flying Boar". There are 3 matches left, and they're all soaked.
54. A bundle of roses with a bright red bow tied around the stems.
55. A chunk of iron ore.
56. A necklace with a piece of gnarled and knotted wood for a pendant.
57. The carcasses of 23 dead animals ritualistically bled and purposefully posed to form a strange glyph- or rune-like shape on the ground. Detect Magic reveals some type of Witchcraft from the Necromancy school was cast here recently.
58. A frightened horse wearing a cart harness that is bridled to a tipped over wagon that is meant to be pulled by two horses. The other horse is missing, and so is the driver. There are various wares from around the continent that are strewn about the crash site, so it can be assumed this person was a merchant or trader of some kind. It looks like anything of any significant value has already been pilfered. Survival check DC: 10 reveals footprints of 5 bandits heading east, and in a hurry.

Goth Guru |

49. 1d4 real rocks, but they're small or tiny-sized animated rocks. They don't tend to move unless the wind is blowing or people aren't watching. A DC 5 Knowledge (Nature) check reveals that these are normal rocks (maybe a bit more rounded) if examined while not moving or without a detect magic or similar spell in effect. If someone sees them moving and the wind is blowing, smarty-pants characters with Knowledge (Nature) can make a DC 15 check to be reminded that fake rocks are now a thing thanks to Goth Guru and that they are pretty much light and harmless and will just bounce off people.
These rocks, of course, are real rocks and will careen with actual force into anyone trying to look cool as they tumble down slopes at them, dealing slam damage.
I've been thinking of a new monster, spirit gremlins. They inhabit supposedly inanimate objects and make them jump out of pockets, untie shoelaces, and other pranks. I think they are hiding elsewhere when detect spells are cast. Yeah, they can throw rocks like 1st level peasants. I hope I'm making these things up.

Goth Guru |

59.Wild, hot, chili peppers. Eating them raw does 1D6 subdual to the inside of the mouth. Some adventurers dry them and wear them on a necklace to prevent being swallowed whole. Can be used to make pepper gum. Though they do not radiate evil, lower planes creatures love them. On a hotness scale of 1-10 chili peppers, gourmets have given them an 11.
60. Strange vehicle. It's mostly metal mesh with a pushing (or maybe pulling)bar at one end and 4 tiny wheels below. The pushing bar is labeled "Krusty's groceries". There is an area below where a sack of something could be stowed. Knowledge the planes 15 to identify it as a small cart of some kind.

Goth Guru |

The strange vehicle treats dirt and grass surfaces as broken terrain. To get it to move freely, you must get it to a paved surface.
70. Search results 20 or better. Buried treasure. 6 feet deep. Average padlock, Treasure type X=1D100 copper pieces, 1D10 silver pieces, 1D4 gold pieces(pieces of eight-Each wedge is worth 1/8th of a gold piece), antique cutlass, roll once on What's in the bottle chart, full bottle of rum(still good), GM's choice(something they will need or the GM thinks is funny), pirate disguise (fake purple beard, eyepatch, clip on golden earring, hook that fits over hand, strap on pegleg, and frills to sew onto collar and sleeves) and a random scroll.
71. Search results 20 or better. Unmarked grave. The worm eaten body has the key to 70 in their breast pocket. Has 1 gold tooth. Money belt has 1D20 copper pieces and 10 tokens.

Pizza Lord |
How did we get to 70?
60. The strange vehicle from #60 also has a strange, non-magical compulsion effect. Any character pushing the vehicle with companions and not in the lead must make a DC 12 Will save every 10 minutes or inexplicably bring the cart's front wheel bar into contact with the back heels of the party member in front of them, dealing 1d3 nonlethal damage and reducing their speed by 5 feet for 1 minute (DC 10 Fort negates the movement penalty as does a DC 10 Heal check afterwards). The DC of the Will save increases by 1 for every 10 minutes between saves and resets after a a failure. Making a successful Intimidate check against the pusher, or physically striking the pusher (even for no damage) such as with a slap while threatening them not to hit the back of your heels can prevent the next save and reset the DC to 10. If the nearest party member is moving more than 5 feet in front of the vehicle and its pusher, the need for this compulsion is also negated.
Children receive a –4 penalty to this save.
61. A cleverly constructed weathervane that is made and dressed like a scarecrow in the wilderness or alongside an off-the-path trail. Its well-oiled mechanism makes it silently and slowly turn a bit when the wind blows. Anyone making a dedicated observation over a minute or so can make a DC 14 Intelligence check to note that the movement seems keyed to the breeze or wind picking up and direction.
62. A sturdy, though weather-beaten and worn wooden chair sitting in the wilderness. It's a satisfactory enough place to sit and rest, but unless specifically moved onto solid rock or other incredibly firm foundation, the back legs always seem to sink slowly into the earth while it's being sat upon, slowly tilting the user backwards and forcing them to stand up every minute or two and reset it into place. It's heavy and unwieldy enough to make moving it easily to new locations unfeasible and it clearly has no monetary value.
63. DC 17 Search check: A wooden bowl concealed in the weeds or rocks or other details of the surrounding terrain. The bowl has an inscription in Common etched along the inside rim. 'Need a copper, take a copper. Have a copper, leave a copper.'
There are, of course, no copper pieces in it.

Goth Guru |

The strange vehicle treats dirt and grass surfaces as broken terrain. To get it to move freely, you must get it to a paved surface.
64. Search results 20 or better. Buried treasure. 6 feet deep. Average padlock, Treasure type X=1D100 copper pieces, 1D10 silver pieces, 1D4 gold pieces(pieces of eight-Each wedge is worth 1/8th of a gold piece), antique cutlass, roll once on What's in the bottle chart, full bottle of rum(still good), GM's choice(something they will need or the GM thinks is funny), pirate disguise (fake purple beard, eyepatch, clip on golden earring, hook that fits over hand, strap on pegleg, and frills to sew onto collar and sleeves) and a random scroll.
65. Search results 20 or better. Unmarked grave. The worm eaten body has the key to 70 in their breast pocket. Has 1 gold tooth. Money belt has 1D20 copper pieces and 10 tokens.
Sorry. Late night posting or something. I fixed the numbering.

Ryze Kuja |

73. A lone potted plant, the pot has been thoroughly cleaned and cared for.
74. A used/soiled medical wrapping and clipped sutures. Heal check DC 15 reveals it's half-orc blood on the wrapping and sutures.
75. A large wooden shield that has been cracked in half. The leather armstraps have been removed.
76. A soaked/soggy business card for a local inn/tavern called "The Twin Parrots Lounge". On the back is written "meeting with Barnabas Glass @(today's date, and time = a couple hours from now)"
77. A blind child in a wheelchair petting a dead parakeet that has had its head taped back on. Someone off in the distance shouts "Harry... I took care of it!"

Pizza Lord |
78. A chipped, gray stone birdbath; two and a half feet high. The stem resembles a tree trunk and the basin is a shallow, flattened bowl. Two carved stone doves perch on one side, the dove on the left has its head tucked into the breast of the other dove. The birdbath still holds liquid despite some chips and fine cracks and, depending on the weather, may have some water of varying clarity within it.
79. A ten-foot stretch of round, off-white paving or stepping stones, like those found in a garden or walk-up path to a cottage. There is no apparent item or destination at either end. Just a small line of paving stones.
Roll on Goth Guru's Creepy Crawly table to determine potential creepy crawlies beneath any particular stone that's pried up.
80. A 3-foot iron rod is stuck into the ground with half its length visible, Perception (DC 12) to avoid stumbling over it. It may be slightly rusted depending the environment and length of time it's been there. Exactly 40 feet away, in a random direction, an identical rod is placed (DC 12 + distance modifiers to spot, barring any intervening foliage or other obstacles obscuring it). This one has two iron horseshoes laying in the dirt at its base. One has its arch resting around the rod, the other is... close, so it counts.
It requires a ranged attack roll against AC 14 to 'ring' a rod with a thrown horseshoe (–6 distance penalty if thrown from 40 feet or one rod to the other). Missing the AC by 1 point indicates a 'close' result. A confirmed critical is always a 'ringer'. A failed confirmation may still be a 'ringer' but will always by at least 'close', regardless of distance penalties (other penalties, such as high wind can cause thrown horseshoes to land elsewhere; use the Scatter Result table for thrown weapons).
81. An old, cracked leather belt with an equally old, dried onion tied to it. Knowledge Local (DC 18), recalls that these belts were commonly worn in the area about 50 years ago, because that was the style at the time. This DC is reduced by 2 for each age category above adult the character has attained.

*Thelith |
83. A white gazebo with an arrow sticking out of one of the pillars.
84. A worn path leading into the woods, after some time following said path the adventurers emerge back to where they started. Oddly, the path never split or appeared to circle back on itself.
85. An enormous beanstalk growing up from the middle of the road, the top is obscured by the clouds, and it appears to be easy to climb...
86. One glass slipper.
87. A flattened rodent common to the area in the middle of the road.
88. Caltrops strewn about, probably 5-6 bags worth. If unseen before walking into them normal penalties apply.
89. An AmBush, a regular bush, with berries called Ams.

Pizza Lord |
90. A blood-stained white gazebo with an arrow sticking out of one of the pillars.
This is actually a dimensional representation of one of the feeding orifices of a dimensional monstrosity, similar to a bag of devouring. It doesn't store or hold items, but has a chance to engulf and close on living matter placed or stepping within it. It has the hardness of wood (5) in this dimension.
If destroyed, it implodes into a singularity, as though being sucking into a pea-sized vortex, which gushes forth a final spurt of digestive fluids in a 10-foot radius burst (2d6 acid damage to organic creatures; Reflex DC 15, half) as well as treasure for an appropriate CR creature which it hadn't digested (non-organic or durable but badly damaged organic items only).

Mark Hoover 330 |
94. As you pass along the road there are sections of ditches, overgrown stone walls and hedgerows indicating that long ago there was some kind of steading here. In the distance, some flowering shrubs and weed-choked pavers still mark where a garden once stood. In the center of this area is a weathered, green sundial, the heavy patina obscuring most of the raised numbers upon the face. Close inspection of the tall spike at the center of the sundial (DC 15 Perception check) reveals blood around the tip; this blood is still fresh.

Pizza Lord |
95. A lickinberry bush. These purplish berries taste like like mulberries and stain the eater's tongue and require a DC 11 Will save or the wearer absently licks various objects around them for the next 10 minutes or so. It's similar to a subconscious effect, like humming or nail-biting. Their attention can be drawn to it, and they can even forcibly stop if they focus, but when their mind wanders, it happens again.
96. A lycanberry bush. These white, powdery berries have tiny black speckles. They taste like chalk and mildew and are not very pleasant tasting. While not poisonous normally, eating more than a couple tends to cause stomach distress and unpleasant belly rumblings. If a single (freshly picked) berry is consumed by a humanoid creature during a full moon, it causes delirium and hallucinations that convince the imbiber that they are a random, violent lycanthrope.
Type poison (ingested); save Fortitude DC 13; onset 10 minutes; frequency special; effect 1d4 Wis damage, +2 Str (alchemical bonus), Frenzy ability; cure 1 save.
When a lycanberry is imbibed by a humanoid during a night of the full moon (it must be at night, but the moon need not have risen yet) and the imbiber fails their save, within 10 minutes they become convinced that they have transformed into a violent lycanthrope for the first time (typically a werewolf unless a GM determines otherwise) and they act as such (PCs become NPCs, they have no memory of what they've done, etc.). This lasts until sunrise.
The imbiber gets a new save at sunrise, with success indicating no further effects. At sunset, if it's another night of the full moon, they make another save to resist the effects. Failure indicates a new 'transformation' into their delusional persona.
Special: Belladonna and other extracts made from it grant an imbiber a new save against this poison when used.
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Pizza Lord |
98. A dead humanoid with its jaw removed and its tongue cut out. It was killed by a male duergar barbarian with a braided beard dyed blue and silver. He had a bald head and wore a leather kilt with a pickaxe patch over the left thigh and was wielding a gnomish hook-hammer that dripped acid on the hammer end (corrosive enhancement). The tongue was cut out with a masterwork adamantine dagger (but that was after the corpse was killed, so it has no knowledge of this). His last meal (the corpse's, not the duergar) was a wedge of cheese and a loaf of buttered black bread, washed down with ale.
If speak with dead is used, the corpse just gurgles and moans... since it has no tongue and its jaw is removed.

Goth Guru |

99.If nature 12 succeeds you recognise the tops of wild onions.
100.If nature 12 succeeds you recognise the tops of wild potatoes.
101.If nature 12 succeeds you recognise the tops of wild carrots.
102.Rare black truffles. 1D6 sticking up out of the ground. More still buried. Worth 10 platinum or 100 GP each. Some use them as currency.

Pizza Lord |
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104. A small group of slain humanoids (goblins if no other is preferable). They are gathered around what appears to have been a ritual site (bowls of blood, little bone fetishes, herbs, smelly candles, scuffed markings on the ground, etc.) The bodies are all crushed as though trampled and their skulls are especially stomped in, except for one that was wearing a helmet or other protective head covering (still trampled and crushed).
A Perception check (DC 13 + modifiers for ground hardness or weather) reveals tracks all around the area (some from the humanoids, but others are made by hooves). Knowledge (Nature) (DC 13) reveals they resemble horse hooves. If the check beat a DC 18, they can be identified as unicorn prints.
If speak with dead is cast on the corpse that still has a face and jaw it may reveal details of the situation.
These humanoids killed a unicorn and took its horn for a horrible ritual. Unbeknownst to them, the unicorn rose again through an unknown force or power into a zombie lord unicorn. It tracked them down on the next night when they were set to perform their ritual. It caved in all their skulls and trampled them (it didn't have its horn, but they recognized it).
After killing its murderers (so unknown to the corpse), the zombie lord unicorn retrieved its horn and strode away about a mile to a quiet glade (Tracking check to follow). There, it attempted to use its horn to heal itself out of habit and instinct, but that, of course, was fatal and killed it (which it's fine with). The horn can be found next to the corpse as well as the snapped-off tip to a +1 magical beast bane spear (sized for the humanoids) stuck in its hide. The spear was used to kill the unicorn originally, but was less helpful this last time. It can be used and incorporated into the creation of a new spear for only the cost of a typical masterwork spear (though the crafting time is still the same based on the cost of the magical spear).
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Pizza Lord |
106. Beehive. Found on the ground. It's actually a beehive wig, but rather than looking like hair that's been done up into a beehive shape, it actually resembles a bee hive. Knowledge (Nature) DC 12 can discern that it's not a real beehive if examined closely or poked with a stick, but who
does that. Picking it up reveals this much quicker.
Roll on Goth Guru's Things Found Under a Rock table to see what's under the beehive, treating the beehive as the rock where appropriate.
The beehive is magical (CL5, faint conjuration) and if worn (head slot) it grants the wearer DR 5/magic against flying insect swarms and a +2 resistance bonus against poison from wasps, bees, and similar insects. 1/day they may cast summon swarm to summon bees (treat as wasp swarm). The wearer receives a –2 to Perception checks to hearing and a –2 to their Stealth checks to be heard due to a low, buzzing drone that lingers about them. Additionally, whenever the beehive is removed, a sticky residue of honey is left on the wearer's head and hair and prevents donning new headgear properly until 10 minutes are spent cleaning the honey off. The beehive may be redonned regardless of honey on the wearer's head.
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Goth Guru |

107: Entropic Conifers
5 trees in a circle. This tree is the source of Entropic resin. It can be identified by it's dark bark, often twisted and menacing appearance, and wounds caused by supernatural beasts such as hell hounds and undead animals.
Fresh resin is bitter, not sweet, and gives a creature that consumes it an extra damage die to it's main attack. If allowed to harden, it can be used as an additional material component for evocation and necromancy spells, adding a point or dice of damage as if the caster was of a higher level. In it's pure form, it is opaque and black. There is often Entropic amber in the surrounding area, which is usually translucent, and may contain inclusions.
Ecology. It grows best in ancient battlefields, but some druidic cults will sacrifice their enemies to these trees.

Pizza Lord |
108. A rusting plow, laying on it's side. The leather harness straps are old and cracked and need to be replaced and the blade could use some sharpening but it's otherwise still usable if hooked up to a beast.
109. A rusty watering can with a stylized sun design worked into the metal.
110. A rusty horseshoe thrown from a light horse 2 years ago.
111. A rusting pulley.
This is a pulley I borrowed from crate #129 on Goth Guru's Infinite Crates table from an alternate timeline where I left it outside and never returned it, because I'm a jerk (in that timeline, not in real life. In real life I'm one of the smartest, most considerate, handsome, and modest people you'll ever meet).
Okay, full disclosure: as of writing this I still haven't technically returned it... but I fully intend to when that thread gets just a few more posts. Honest.

Mark Hoover 330 |
112. The weed-choked remains of a long, winding road. Following this leads to the door frame of a fieldstone cottage, similarly ruined and overgrown. Tangled in the wild growth can be found a Medium sized female humanoid skeleton, her skull apparently fractured. Beside her are the broken remains of a silver hammer

Ryze Kuja |

113. Miniature Pirate's Cache, Bootlegger's Den, or Smuggler's Storehouse
At first glance, one might mistake this for a child's dollhouse. This tiny-sized building is half-sticking out of the ground at a 30degree angle and partially covered by dirt, sand, or moss, whichever is appropriate for the terrain. It is seemingly out in the middle of nowhere and wildly-out-of-place, and the building itself is dilapidated slightly. This suggests this building might've been mistakenly teleported here, or fell from an airship or a caravan/transport long ago, but there are no wheel marks or footprints near the building's current site. Why or how it got here is a mystery. Although, it is quite apparent that this thing has been lost for good from whoever the previous owner(s) were. Upon examination, the PC's can see through the windows inside this building and see that it is full of treasures.
The storehouse can be entered by the PC's if they figure out a way to shrink themselves down to the size of ants. This place is a loot cache for smugglers, bootleggers, or pirates, and there is a veritable hoard of gold and silver, valuable trinkets, expensive cutlery, art, gems, magic scrolls, wands, and anything else the DM wants to put in here. All of this loot inside has had Shrink Item cast upon it permanently. The PC's can remove the item from the miniature storehouse and then dispel the Shrink Item if they want to "officially claim" any of this plunder, because these items are effectively worthless in their current shrunken state. The building itself is not magical at all, it is completely mundane, so the PC's cannot Dispel the building to return it to normal size. However, there ARE magical auras coming from within the building. The PC's will detect the auras of any magic items the DM puts inside, as well as the auras of Symbol of Scrying, Symbol of Death, Symbol of Striking, whatever Symbol spells are level appropriate for the party's current APL, as well as various Glyph of Warding spells that are also level appropriate.
Potential Story Hook: The PC's activate a Symbol of Scrying and now the previous owners know where it is. Le gasp!

Pizza Lord |
114. As #113 except it was painted with lead-based paint. It's a bit flaking and dilapidated, but still delicious. effective at blocking divination.
115. An 8-foot tall stone menhir. Placed here over 4,000 years ago by unknown means.
116. A round ball, similar to a child's toy meant to be kicked around. It's appearance might differ; it might look like a leather ball, a rough rubbery reddish material, or a white ball with interspersed black pentagons.
This cleverly-created fake, made of solid stone (hardness 8; 50 hp) weighs about 40 pounds. If someone attempts to kick it, thinking it's a normal ball, they receive 1d4 damage +1/2 their Str modifier to their feet or toes and are hobbled similar to caltrop damage until healed. This damage by itself won't reduce someone below 0 hit points. If a Heal check (DC 15) is attempted and fails by 5 or more, the healer realizes that toe or foot bones are actually broken or fractured and it takes twice the amount of actual healing to repair (Heal checks will not work). This extra damage goes straight to the injury and doesn't heal any other missing hit points.
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Goth Guru |

117. An old cesspit with 3D4 timecups growing out of or near it.
Timecups are big(for flowers) six petaled blooms with a liquid in the middle. You can scry on any time or space as if it was a crystal ball. If you drink any of the liquid, you plane shift to where it was depicted. There are transparent seeds in the liquid that are not harmed by passing through the digestive system. On the material plane they are often found growing out of or near a cesspit. Animals sometimes use them to skip over winter and or hunting season.
Notes on scrying: The Core Rulebook doesn't say you cannot scry an empty space, and spring flowers don't get will saves, usually, but anything that enters the area will get a will save.
Before they fill with liquid, Timecups attract Timeflies. These big(for insects) black flies pollinate the Timecups and bite causing aging at the site(1D6 damage). White Timeflies are the same bugs traveling backwards through time. Bone white, there bite causes a small area to become younger(one point subdual). An entire swarm of white timeflies is necessary to make one mortal a year younger.

Pizza Lord |
119. Random Crate, seems to have fallen out of the sky.
And how are we supposed to figure out what's in the crate?
120. A dilapidated carousel. Made of wood, it has 3 carved wooden horses with the central poles coming up from the base of the rotating platform they rest upon. Where a fourth horse would be is a gilded and decorated bench for two.
The platform is connected to a winch system meant to be turned by 2 to 4 persons nearby, with the gears turning the carousel. In its current state, it takes the strength of four normal humans to turn, but if refurbished it can be done with less (depending on the carousel's current load of riders).

Goth Guru |

Goth Guru wrote:119. Random Crate, seems to have fallen out of the sky.And how are we supposed to figure out what's in the crate?
120. A dilapidated carousel. Made of wood, it has 3 carved wooden horses with the central poles coming up from the base of the rotating platform they rest upon. Where a fourth horse would be is a gilded and decorated bench for two.
The platform is connected to a winch system meant to be turned by 2 to 4 persons nearby, with the gears turning the carousel. In its current state, it takes the strength of four normal humans to turn, but if refurbished it can be done with less (depending on the carousel's current load of riders).
https://paizo.com/threads/rzs42hqm?Infinite-crates
Go to Random Crates.