Saturday, August 29, 2026

Adapting North West of Earth By C.L. Moore - Orbital Decay (MicroRed version) From The Red Room & The New Flesh Rpg - d100 Random Monoliths, Henges, & Lairs Table



 In the classic tradition of planetary romance, the desolate surfaces and mist-shrouded frontiers of the Solar System are dotted with mysterious alien monoliths, ancient stone henges that harness cosmic energies, and dangerous lairs harboring outlaws, cultists, and prehistoric beasts.



Below is a d100 Random Monoliths, Henges, & Lairs Table for old-school pulp science-fantasy campaigns.

01–25: Martian Monoliths & Dryland Lairs

d100Landmark / LairFeatures, Hazards, & Encounters
01–02The Obsidian Needle of Lakkdarol: A 200-foot black spire in the red dust.Vibrates in the presence of telepaths; causes severe nosebleeds if touched without leather gloves.
03–04The Red-Reaver Warrens: Subterranean cave network beneath a dry seabed.Lair of 30+ Martian desert bandits and their armored, six-legged riding-beasts.
05–06Henge of the Dying Sun: A ring of petrified bone-pillars on a high ridge.Focuses sunlight into a searing laser beam at high noon; worshipped by local nomads.
07–08The Screaming Monolith: A sandstone pillar carved with thousands of tiny whistles.Desert winds blowing through it create a deafening howl that causes temporary madness.
09–10The Sand-Burrower's Pit: A massive conical pit in the shifting dunes.Lair of a giant armored sand-worm; holds digested remains of Terran prospectors and their gear.
11–12Monolith of the Twin Moons: A granite slab depicting Phobos and Deimos.Projects a hard-light bridge across a deep canyon when both moons align overhead.
13–14Cult Lair of Phorag: A subterranean den hidden behind a fake canal wall.Cultists actively preparing to sacrifice a kidnapped Terran diplomat to a slumbering shadow-beast.
15–16The Crystalline Henge: A circle of towering quartz monoliths in a dried crater.Amplifies energy weapon fire tenfold, but randomly reflects shots back at the shooter.
17–18Lair of the Glass-Spiders: A network of translucent webs stretched across a ravine.Giant predatory arachnids that camouflage perfectly against volcanic glass.
19–20The Basalt Stele of Shandakor: Covered in glowing, non-humanoid runes.Translating the text grants knowledge of a forgotten tomb, but causes permanent night blindness.
21–22Smuggler’s Hideout at Valkis: An abandoned aqueduct converted into a fortified camp.Stocked with illegal rayguns, canal-wine, and black-market star-charts; guarded by automated turrets.
23–24Henge of the Sea-Kings: Giant stone arches standing in what was once an ocean trench.Gravity inside the ring is reduced to zero; ghost-like apparitions of ancient ships float within.
25The Monolith of the Iron Mind: A metallic spire buried up to its tip in sand.Emits a 1-mile psionic field that forces all sentient beings to speak only absolute truth.

26–50: Venusian Swamp-Henges & Jungle Lairs

d100Landmark / LairFeatures, Hazards, & Encounters
26–27The Ironwood Henge: A circle of massive, petrified trees bound by heavy brass chains.Sacred site of the Lizard-Men; stepping inside the circle cures all toxins but angers the spirits.
28–29Lair of the Swamp-Drake: A murky cavern beneath a giant mangrove tree.Territorial reptilian apex predator guarding a clutch of glowing, highly valuable eggs.
30–31The Siren’s Spire: An obsidian monolith jutting out of the fog-covered Red Sea.Emits a hypnotic harmonic hum that causes ship captains to steer straight into surrounding reefs.
32–33Pirate Encampment of Crom Dhu: Fortified wooden palisade built on stilts over a marsh.Base for 20 canal-runners; contains stolen Terran Trade Authority cargo and heavy swivel-cannons.
34–35Henge of the Bog-God: Sunken stone pillars covered in glowing bioluminescent moss.The moss acts as a powerful incendiary fuel if scraped off, but inhaling its spores causes choking.
36–37The Minga Cult Outpost: A pristine white-stone pavilion hidden in deep jungle.Breeding sanctuary for elite female assassins; protected by invisible gas traps and blowgun snipers.
38–39Monolith of the Deep Swimmer: Carved in the image of a tentacled leviathan.Bleeds black, viscous oil during heavy rain; touching the oil grants water-breathing for 24 hours.
40–41Lair of the Carnivorous Lotus: A serene glade dominated by a giant, crimson flower.Hypnotizes prey with sweet scents before dragging them into an acid-filled central pod.
42–43The Mist-Grotto Henge: Ring of dripping basalt columns inside a steaming thermal cave.Surrounded by vapor that corrodes metal armor and optics within minutes.
44–45Renegade TTA Outpost: A crash-landed gunship converted into a mercenary fortress.Heavily armed Terran deserters running an illegal Venusian rubber and timber operation.
46–47The Jade Monolith: A smooth, flawless green pillar 50 feet tall.Absorbs heat from its surroundings, freezing the air within 30 feet into solid frost.
48–49Lair of the Amphibious Reavers: A flooded cavern accessible only by diving under a riverbed.Hideout for wild river-tribes equipped with poisoned spears and trained sea-serpents.
50Henge of the Broken Sky: Ancient stone arches holding a suspended, glowing plasma orb.The orb recharges empty energy weapons instantly, but unleashes a lightning bolt if overloaded.

51–75: Mercurian Sun-Spires & Darkside Lairs

d100Landmark / LairFeatures, Hazards, & Encounters
51–52The Solar Needle: A chrome monolith on Mercury's day-side that reflects light for miles.Can be seen from orbit; standing in its shadow is the only way to survive the scorching daytime heat.
53–54Lair of the Sun-Folk Nomads: A network of lava tubes beneath the twilight ridge.Home to 50+ thermal-adapted nomads; fiercely protective of their subterranean water stills.
55–56Henge of the Frozen Core: A circle of jagged black ice-spires on the dark side.Drains thermal energy; exposure reduces suit power reserves by 10% per minute.
57–58The Outlaw Mining Camp: An unlicensed excavation rig clamped onto a cliff wall.Desperate prospectors guarding a rich vein of solar-diamonds with heavy mining lasers.
59–60The Monolith of Shannach: A towering hexagonal column of dark basalt.Whispers ancient mechanical secrets directly into radio headsets; risks permanent brain damage.
61–62Lair of the Rock-Mites: A hive of burrowing, silicon-based creatures in a deep canyon.Creatures consume metal and energy cells; will attack starship hulls if landed nearby.
63–64Henge of the Terminator Line: A ring of stone pillars built exactly on the day/night boundary.Tracks the planet's rotation mechanically, slowly rolling across the landscape on ancient gears.
65–66The Scorch-Zone Vault Lair: An abandoned bunker covered in heat-reflective plating.Base for high-tech artifact smugglers operating under the noses of Terran patrols.
67–68The Lead-Melt Monolith: A spire made of solid lead that partially liquefies during peak daytime.Re-solidifies at night, trapping anything resting against it in dense metal.
69–70Lair of the Darkside Shades: A pitch-black cavern system below freezing glaciers.Inhabited by incorporeal shadows that feed on body heat and life-will.
71–72The Sun-Dancer’s Pillar: A carved ivory-like stone column atop an extinct volcano peak.Focusing point for intense solar radiation; grants immunity to heat to anyone who survives its trial.
73–74Penal Colony Escapee Hideout: A ruined mining shaft repurposed by fugitive convicts.Rigged with crude explosives and improvised thermal whips; suspicious of all off-worlders.
75The Gravity Monolith: A squat, heavy pillar carved with interlocking rings.Generates a localized 3G gravity field in a 100-foot radius, crushing unprepared intruders.

76–100: Outer Moons, Asteroid Henges, & Deep Space Lairs

d100Landmark / LairFeatures, Hazards, & Encounters
76–77The Asteroid Henge: Twelve massive boulders tethered together in a ring orbiting a dead rock.Holds a breathable atmosphere inside the ring via an invisible, ancient force-field.
78–79Pirate Haven of Sark: A hollowed-out asteroid fitted with docks, saloons, and repair bays.Lawless outpost filled with smugglers, bounty hunters, and corrupt corporate agents.
80–81The Monolith of Europa: A translucent blue ice-spire frozen into Europa’s ocean crust.Projects holographic maps of Jupiter's moon system as it existed ten million years ago.
82–83Lair of the Void-Beast: A dark crater on a rogue moonlet littered with ship wreckage.Home to a massive vacuum-breathing predator that attacks passing freighters with magnetic pulses.
84–85The Phobos Obelisk: A metallic black pillar standing on Mars's inner moon.Periodically emits a long-range beacon signal directed toward an empty patch of deep space.
86–87Cult Lair of the Cosmic Mind: A abandoned research station built on a Saturnian moon.Fanatics worshipping a sleeping entity; equipped with brain-washing devices and ray-rifles.
88–89Henge of the Shattered World: Floating stone fragments in the Asteroid Belt forming a archway.Acts as a spatial gateway; passing through teleports ships instantly to Mars orbit.
90–91The Ghost-Freighter Lair: A massive, dead Terran dreadnought drifting without power.Repurposed as a fortress by space-pirates; guarded by rigged airlocks and automated turrets.
92–93The Lunar Monolith of Paradise: A white marble spire in a crater on Earth's Moon.Surrounded by a field that restores physical youth, but slowly erases the visitor's memories.
94–95Lair of the Star-Vampires: An ancient stone temple anchored to a comet's tail.Parasitic energy entities that stalk intruders in complete silence and near-invisibility.
96–97The Null-Zone Monolith: A strange, non-reflective pillar drifting freely in space.Cancels out all electrical currents, raygun cells, and radio signals within a 5-mile radius.
98–99Henge of the Elder Gods: Giant stone monoliths carved into terrifying, non-human faces on Titan.Standing between the pillars causes intense psychic visions of the birth and death of the universe.
100The Omega Monolith: A planetoid-sized structure floating at the edge of the Solar System.Contains a control room capable of altering the orbit of any planet in the system.

Friday, August 28, 2026

OSR Dangerous Adventure Location - Port Skagg: The Sunken Docks & Upper Moorings - Warriors of the Red Planet Combined With ACKS II

 Port Skagg: The Sunken Docks & Upper Moorings



Perched on the jagged rim of a dead rift valley, Port Skagg serves as a haven for air-freighters, corsairs, and illicit radium-smugglers. On red-sand worlds like those in Warriors of the Red Planet or low-magic, domain-driven OSR settings like Adventurer Conqueror King System II (ACKS II), this lawless outpost provides a vital hub for grey-market commerce away from imperial tax collectors and city-state blockades.



Key Port Infrastructure

  • The Upper Spire (High Moorings): A cluster of iron-girded towers anchored directly into the cliff face. Capable of mooring up to four heavy cloud-galleons or ether-rigs. Steel catwalks sway over a 2,000-foot drop.

  • The Sinking Basin (Lower Hangar): A hollowed-out natural cavern system at the cliff base where personal fliers, skiff-copters, and glider-bikes park under camouflage netting.

  • The Radium Well (Refueling Bay): A fortified vault housing liquid lift-gas or volatile blue-radium canisters. Run by a secretive guild of renegade engineers who demand sky-high fuel rates.

  • The Rust Market: A open-air bazaar built under the shadow of grounded hulls, where black-market cargo, salvaged sky-rigging, and ancient tech change hands.

D10 Encounters at the Docks

d10Encounter
1A dozen heavily armed corsairs unloading crates marked with Imperial seal stamps—clearly hijacked freight.
2A high-altitude scout vessel dock-side with scorched envelope cloth and its crew frantically repairing a damaged keel.
3Harbor enforcers demanding a 50-gold/crystal "landing tariff" on behalf of a local warlord who doesn't actually own the port.
4A volatile radium fuel-leak at Bay 3, forcing a frantic evacuation while a fire begins to spread toward nearby powder stores.
5An escaped thrall hiding in the cargo hold of an anchored trader, begging the party for safe passage out.
6A sky-sail mechanic offering experimental "lift-pulp" modifications at half price, with a 20% chance of engine explosion.
7Rival skyship captains involved in a loud, escalating duel with rapiers and ray-pistols over docking rights.
8Imperial sky-patrol scouts watching the harbor through spyglasses from a distant mesa top, preparing an raid.
9A shady merchant offering secret altitude maps through the Razor-Wind Gap for a suspicious price.
10A swarm of predatory sky-ray creatures attracted by the port's generator humming, circling the upper catwalks.

System Mechanics & Adaptation Notes

Warriors of the Red Planet

  • Atmosphere: Focus on pulp-planetary romance—bronze hulls, glowing ray-weapons, exotic alien crew members, and dramatic sword duels on high rigging.

  • Radium Supplies: Refueling costs 100gp per flier size-class. Low-grade radium fuel carries a cumulative 1-in-6 chance per voyage of engine failure during full-throttle maneuvers.

ACKS II (Adventurer Conqueror King System II)

  • Domain & Market Rating: Class V Haven (Lawless). Black-market goods carry a +25% markup when selling stolen goods, but finding specific high-end military equipment requires a successful Market Activity check with a -2 penalty.

  • Smuggling Operations: Smuggling cargo through Port Skagg bypasses standard Realm Tariffs (typically 5-10%), but requires a Proficiency check (Larceny, Navigation, or Seamanship) to avoid hazardous wind-shear or cliff collisions on entry.

Baroness Vexia "The Iron Eye"

Port Master of Port Skagg

Formerly a high-ranking officer in an imperial sky-fleet, Vexia abandoned her commission after a court-martial for refusing to fire on a civilian trade barge. She claimed Port Skagg by force five years ago, shooting the previous harbor boss off the catwalks. Cold, calculated, and fiercely protective of her sanctuary, she maintains order through sheer intimidation and an intricate network of paid informants. She wears a brass-and-quartz mechanical eye that detects lie-glows and thermal signatures.

Warriors of the Red Planet

  • Level 7 Warrior | HD: 7d8 (36 hp) | AC: 4 (15) (Radium-mesh cuirass + Dex)

  • Atk: Ray Pistol +7 (1d8+2 energy, range 60') or Duelist Rapier +8 (1d8+3)

  • Move: 120' (40') | SV: F7 (7+) | ML: 10 | AL: Neutral

  • Special: Ocular Implant (detects invisible/hidden targets within 30', immune to surprise), Tactical Command (allies within 30' gain +1 to hit).

ACKS II

  • Level 7 Fighter (Port Warden) | HP: 38 | AC: 6 (Brigandine + Shield) | Initiative: +2

  • Atk: Fine Rapier +8 (1d6+4, Cleave 2) or Heavy Crossbow +7 (1d8+1, range 80')

  • SV: F7 (Petrify/Paralyze 11+, Poison/Death 11+, Blast 12+, Spells 13+) | ML: +2

  • Proficiencies: Command, Fighting Style (Weapon & Shield), Leadership, Navigation, Seduction/Persuasion, Seamanship.

Captain Jax "Ghost-Wind" Vane

Smuggler Captain of the Ether-Clipper 'Night-Stalker'

Jax is a cynical, sharp-witted void-farer who has navigated every dead-rift canyon and storm-belt on the planet. He cares about three things: his vessel, his crew, and getting paid. Known for running low-altitude routes through radar-blind valleys, he carries a heavy bounty in three imperial city-states. Despite his rugged mercenary exterior, Vane abides by a strict personal code—never drop cargo to save your own skin, and never sell out a client who paid in full.

Warriors of the Red Planet

  • Level 5 Scoundrel | HD: 5d6 (22 hp) | AC: 6 (13) (Soft leather harness)

  • Atk: Twin Ray Carbines +6/+6 (1d6+1 each, range 90') or Vibro-dagger +5 (1d4+2)

  • Move: 120' (40') | SV: S5 (9+) | ML: 8 | AL: Neutral

  • Special: Evasion (half damage on successful save), Pilot Mastery (grants his skyship +2 AC and +1 Maneuverability class while piloting).

ACKS II

  • Level 5 Explorer / Nightprowler | HP: 24 | AC: 4 (Leather armor, High Dex) | Initiative: +3

  • Atk: Cutlass +6 (1d8+2) or Pair of Wheel-lock Pistols +7 (1d8+1, range 50')

  • SV: E5 (Petrify/Paralyze 12+, Poison/Death 12+, Blast 13+, Spells 14+) | ML: +1

  • Proficiencies: Precise Shooting, Running, Seamanship, Signal, Smuggling (Specialist: +2 on checks to conceal cargo or bypass tariffs), Acrobatics.

Comparative Quick-Reference

FeatureBaroness VexiaCaptain Jax Vane
RolePort Authority / Power BrokerFreelance Smuggler / Pilot
Primary MotivationMaintain Skagg's neutrality & profitPay off ship debt & stay free
Leverage Over PCsDocking permits, fuel access, port securityPassage through blockades, covert transport
Tactical StyleHolds high ground, directs guards, uses ray-pistolMobile, uses cover, fires off dual shots

The Night-Stalker is a modified Scout Skiff designed for high-speed block-running, low-altitude canyon darting, and silent night approaches. Fitted with reinforced hull plating and an overpowered radium drive engine, it trades cargo capacity for raw maneuverability and firepower.

Vessel Overview & Features

  • Design & Hull: Sleek, needle-nosed hull forged from lightweight bronze-and-strontium alloy with dark, non-reflective coating. Features twin folding cloud-sails for high-altitude thermal gliding.

  • Armament: Forward-mounted dual Light Ray Cannons (pulp lasers) and a swivel-mounted Aft Ballista/Scorpion firing grappling lines or flare charges.

  • Special Systems (Silent Lift): A modified baffle mechanism on the radium engine allows the ship to drift silently for up to 1 hour, reducing detection distance by 75% at night.

Warriors of the Red Planet

  • Ship Class: Medium Skiff / Light Corsair

  • Armor Class (AC): 3 (16) (Reflective alloy hull + maneuverability)

  • Hit Dice / Structure: 6 HD (32 Hull Points)

  • Movement: Flight 180' (60' combat) / Sails 120'

  • Crew: 4 minimum (Captain, Pilot, 2 Gunners), 10 maximum / 8 troops

  • Cargo Capacity: 3 tons

  • Armament:

    • Twin Light Ray-Cannons (Forward): Range 300', Damage 3d6 energy per shot (fires as one salvo).

    • Aft Swivel-Ray (Pivoting): Range 150', Damage 2d6 energy.

  • Special Rules:

    • Overburn Drive: Captain Jax can push the engine past safe limits, increasing move speed to 240' for 3 rounds. Requires a Saving Throw vs. Hazard after use; failure disables the engine for 1d6 turns.

ACKS II (Adventurer Conqueror King System II)

  • Vessel Type: Airship (Light Clipper)

  • Structural Hit Points (shp): 12 shp

  • Armor Class (AC): 4 (Hardened alloy superstructure)

  • Movement: 150' / round (Combat), 60 miles / day (Overland Cruise)

  • Maneuverability Rating: Average (+1 to evasion/piloting checks under Captain Jax)

  • Crew & Passengers: 1 Officer (Captain), 3 Sailors/Gunners, up to 6 passengers

  • Cargo Capacity: 300 stone (~3,000 lbs / 1.5 tons)

  • Cost / Value: 18,000 gp (base ship + modifications)

  • Armament & Artillery:

    • 2 Light Ballistae (Forward): Crew 1 each, Range 150'/300', Damage 2d6 hp / 1 shp, Area: Single target.

    • 1 Medium Catapult / Flare-Pitcher (Aft): Crew 2, Range 200'/400', Damage 3d6 hp / 1d3 shp.

  • Smuggling Modifications & Domain Rules:

    • Concealed Hold: Fits up to 50 stone of illicit cargo. Requires a Proficiency Check (Larceny/Smuggling) with a -4 penalty for boarders to locate.

    • Low-Altitude Thermal Drift: Allows the Night-Stalker to bypass standard Realm Watchtowers without triggering garrison detection rolls unless within 1 mile.

Deck Map Layout: The Night-Stalker

The combat takes place across a compact, high-speed clipper deck measuring 60 feet from bow to stern and 20 feet across at its widest point.

Plaintext
               [ FORECASTLE ]
                 /   (A)   \
                /   [==]    \          (A) Twin Light Ray Cannon / Ballista
               /    |  |     \             (Forward Gun Mount)
              |     |  |      |
              |===|======|====|        [==] Main Hatch to Crew Quarters / Hold
              |   |      |    |
              |   | (B)  |    |        (B) Main Deck & Cargo Grate
              |   |      |    |            (Low Cover: Cargo Crates)
 [PORT PORTAL]|===|======|====|[STBD PORTAL]
   (Boarders) |   | (C)  |    |   (Boarders)
              |   |      |    |        (C) Main Mast & Sail Rigging
              |===|======|====|            (Vertical Climbing / Crow's Nest)
              |     [S]       |
              \     (D)      /         (D) Helm & Radium Baffle Controls
               \   [==]     /              [S] Ship's Wheel / Captain's Position
                \  (E)     /           (E) Aft Swivel Ray / Flare Pitcher
                 \________/
                 [ STERN ]

Key Features & Environmental Hazards:

  • Low Cover (Cargo Crates @ B): Provides +2 AC against ranged attacks. Pushing a heavy crate requires a DC 12 Strength / Hazard check to crush an opponent (1d6 damage, knocks prone).

  • Verticality (Main Mast @ C): A 20-foot climb leads to the crow's nest (+1 to-hit with ranged weapons). Rigging ropes can be cut (Attack AC 10, 5 HP) to swing across the deck or drop a yardarm onto boarders below (2d6 bludgeoning damage).

  • The Helm (D): Unattended helm causes the vessel to drift violently into wind-shear (everyone on deck must roll a Saving Throw/Hazard check or fall prone at the end of the round).

  • Deck Railing (Outer Edge): Any character moved forcibly against the rail must make a Save vs. Paralyze/Dexterity or be thrown overboard into open air.

Encounters & Event Timeline

The encounter begins mid-air as a rival corsair skiff clamps onto the Night-Stalker's starboard side with magnetic grappling cables.

Round 1: Magnetic Clamps Impact  -->  Round 2: Corsair Vanguard Onslaught
                                              |
Round 5: Engine Baffle Flare     <--  Round 3-4: Grapple Cutting & Sky-Rays
1.Round 1: Magnetic Clamps Impact:Initiative Phase / Boarding Preparation.

Two magnetic grapple lines slam into the starboard hull near (B). Three Corsair Boarders reel across using zip-lines.

  • Tactical Objective: Prevent boarders from securing the main hatch.

  • Ship Event: High-altitude crosswinds hit the hull. All ranged attacks made this round suffer a -2 penalty due to sudden vessel instability.

2.Round 2: Corsair Vanguard Onslaught:Main Deck Breach.

Four more boarders swarm the port rail, while a Corsair Shock-Captain drops directly onto the Forecastle (A) to disable the forward ray cannon/ballista.

  • Tactical Objective: Secure the Helm (D) and prevent the Shock-Captain from spiking the forward gun.

  • Action Economy Check: Captain Jax Vane calls out to cut the grapple cables (requires a melee attack dealing 8 damage to a cable or a successful Strength check at B).

3.Round 3: Environmental Complication:Sky-Ray Swarm Attraction.

The commotion and hum of exposed energy systems attract a pair of wild, territorial Sky-Rays (aerial beasts). They swoop in, attacking both crew and boarders indiscriminately at (C) and (D).

  • Hazard Event: Every creature in the open main deck must pass a Save vs. Hazard/Reflexes or take 1d6 damage from low-sweeping beast wings.

4.Round 4: Desperate Defense:Rally or Fall.

If at least one grapple line remains intact, reinforcements attempt to breach the aft swivel mount at (E).

  • Tactical Choice: A player can attempt to overload the Radium Baffle at (D) (Requires a INT/Larceny check). Success fires a plume of blue superheated gas down the starboard flank.

5.Round 5: Radium Baffle Flare / Resolution:Engine Venting & Escape.

If the Radium Baffle was triggered, all enemies on the starboard rail take 3d6 energy/fire damage and must save or fall from the ship. Remaining boarders attempt a retreat back to their skiff if their leader falls or if they lose half their numbers.

Boarder Enemy Quick-Stats

  • Corsair Boarder (x6-8): HD 1+1 (6 hp) | AC 6 (13) | Atk Cutlass +2 (1d6+1) or Ray Pistol +2 (1d6).

  • Corsair Shock-Captain (x1): HD 4 (22 hp) | AC 4 (15) | Atk Electrified Sabre +5 (1d8+2 + 1d4 shock) | Special: Can use a bonus action to shove targets 10 feet.

  • Territorial Sky-Rays (x2): HD 3 (14 hp) | AC 5 (14) | Atk Tail Stinger +4 (1d6+ poison/paralysis).