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Re: Encounter matrix

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  • dirtkami
    For each day the PCs travel along a route, the GM rolls 3d6 on the appropriate event table. Events are divided into three classes: NPC encounters, natural
    Message 1 of 4 , Feb 1, 2011

      For each day the PCs travel along a route, the GM rolls 3d6 on the appropriate event table. Events are divided into three classes: NPC encounters, natural encounters and twists of fate.

      An NPC encounter is a meeting with NPCs of some sort,either hostile, friendly or potentially either (meetings with indifferent NPCs aren 't considered events, they're too boring to note).

      A natural encounter is a natural event, either harmful or helpful, such as a tornado, a herd of game animals, a sheltered cave, snowstorm or pack of wolves. A twist of fate is a bit of good or bad luck

      Road
      Die Roll Result
      3-5...... No Event
      6-16.... NPC Encounter
      17....... Natural Encounter
      18....... Twist of Fate

      Path
      Die Roll Result
      3-12..... No Event
      13-16... NPC Encounter
      17........ Natural Encounter
      18........ Twist of Fate

      Situation roll 1d6: 1-3 Hostile 4-5 Uncertain 6 Benign

      Encounter Levels
      To quickly determine the Encounter Level of a hostile or uncertain event, roll 1d6:
      Die Roll Result
      1........ Two less than PCs
      2........ One less than PCs
      3-4..... EL same as PC average level
      5........ One more than PCs
      6........ Two more than PCs


      --- In Maps_Gods_Stories abrigon wrote:
      >
      > Was working on a quick encounter matrix.
      >
      > Roll a D6
      > 1,2,3,4,5
      >
      > So when a GM/DM just nEeds a quick encounter and is stumped.
      >
      > Mike
      >
      > Sent via BlackBerry by AT&T
      >
    • dirtkami
      No matter how illogical the random result may seem, take enough time to consider all the possible ramifications. The result might be something totally unique.
      Message 2 of 4 , Feb 1, 2011
        No matter how illogical the random result may seem, take enough time to consider all the possible ramifications. The result might be something totally unique.

        Procedure
        To generate an encounter, start with Table 1 NPC Race. The result from that table will tell you what table to roll on next.
        If a result is impossible according to the rules, for example, a spirit folk ninja, simply re-roll the impossible condition.

        Table 1 Race (1d20)
        1-12 Townsfolk (human) (Table 2)
        13-16 Tengu (Table 2)
        17 Toad (Table 2)
        18 Boggard (Table 2)
        19 Half-Melnibonean (Table 2)
        20 Melnibonean Clockwork (Table 2)

        Table 2 Occupation (1d20)
        1-3 Pilgrim (Table 4)
        4 Farmer (Table 4)
        5 Grain merchant (Table 4)
        6 Grocer (Table 4)
        7 Carpenter/Builder (Table 4)
        8 Gardener (Table 4)
        9 Artist (Table 4)
        10 Musician (Table 4)
        11 Laborer (Table 4)
        12 Peddlar (Table 4)
        13 Food seller (Table 4)
        14 Animal handler (Table 4)
        15 Garment maker (Table 4)
        16 Weapon maker/seller (Table 4)
        17 Cook (Table 4)
        18 Jeweler (Table 4)
        19 Town official (Table 4)
        20 Character class (Table 3)

        Table 3 Character Class (1d20)
        1-2 Barbarian (Table 4)
        3-7 Fighter (Table 4)
        8-10 Monk (Table 4)
        11 Ninja (Table 4)
        12-14 Pirate (Table 4)
        15-16 Cleric (Table 4)
        17 Sorcerer (Table 4)
        18 Wizard (Table 4)
        19-20 Rogue (Table 4)

        Table 4 NPC Motivation/Action (d%)
        After checking this table, go to Table 7 unless otherwise marked.
        01-03 Wants to buy something
        04-06 Wants to sell something
        07 Pursuing someone/thing
        08 Being pursued
        09-11 Needs information
        12-13 Lost
        14 Malign intentions
        15-16 Asks for help
        17-19 Wants to be hired
        20-21 Wants to hire someone
        22 Involved in a fight
        23-26 Idle conversation
        27 Mistaken identity
        28-29 Wants PCs. opinion on some issue
        30-31 Opinionated comments
        32-33 Rude comments
        34-37 Curiosity
        38-39 Unexplained interest
        40-43 Eating
        44-47 Drinking
        48-49 Hates a character class (Table 5)
        50-52 Hates a race (Table 6)
        53-56 Practicing a skill
        57-61 Accidentally bumps into PCs
        62-64 Crowd forces NPC and PCs together
        65-66 Asks for a favor
        67-69 Drunk
        70-72 Wants PCs to settle dispute
        73-75 Loud argument
        76-77 Being chased/attacked by non-monstrous animal (cat, dog)
        78-80 Knocked over by someone else
        81-83 Sleeping in inappropriate place
        84-86 Being hassled by constabulary
        87-89 Looking for lost item
        90-93 Doing job
        94-96 Compliments PC for some reason
        97-99 Having pocket picked
        00 Attacks PC for no apparent reason

        Table 5 Hated Class (1d20)
        Go to Table 7 after rolling on this table.
        1-6 Barbarian
        7-8 Fighter
        9 Monk
        10-11 Ninja
        12-14 Pirate
        15-16 Cleric
        17 Sorcerer
        18 Wizard
        19-20 Rogue

        Table 6 Hated Race (1d8)
        Go to Table 7 after rolling on this table.
        1 Human
        2-3 Melnibonean
        4-5 Tengu
        6-8 Toads

        Table 7 NPC Quirks (d100)
        01-02 Ugly
        03-04 Handsome/Beautiful
        05-06 Very old
        07-08 Surprisingly young
        09-10 Disreputable
        11-12 Dirty
        13-14 Sloppy
        15-16 Fastidious
        17 Speaks foreign language
        18-19 Talks a lot
        20-21 Taciturn
        22 Angry
        23-24 Sad
        25 ill
        26 Injured
        27 Seriously injured
        28-29 Wise
        30-31 Foolish
        32-33 Dressed inappropriately
        34-35 Very quiet
        36-37 Witty
        38-39 Cultured
        40-41 Rude
        42-43 Stupid
        44-45 Personable
        46-47 Uncouth
        48-49 Deadbeat look
        50-51 Charismatic
        52-53 Tells bad jokes
        54 Stutters
        55-56 Naive
        57-59 Stranger to town
        60-61 Arrogant
        62-63 Impatient
        64-65 Trusting
        66-67 Liar
        68-69 Generous
        70-71 Stingy
        72-73 Poor
        74-75 Surprisingly wealthy
        76-77 Religious fanatic
        78-79 Non-religious fanaticism
        80-81 Brave
        82-83 Cowardly
        84-85 Reckless
        86-87 Passive
        88-89 Full of energy
        90 Paranoid
        91 Manic
        92-93 Depressed
        94-95 Boring
        96 Half-asleep
        97-98 Nondescript
        99 Notable possession
        00 Roll twice*


        --- In Maps_Gods_Stories abrigon wrote:
        >
        > Was working on a quick encounter matrix.
        >
        > Roll a D6
        > 1,2,3,4,5
        >
        > So when a GM/DM just nEeds a quick encounter and is stumped.
        >
        > Mike
        >
        > Sent via BlackBerry by AT&T
        >
      • i_ate_breakfast
        1. A thief 2. A crusader only just returned 3. A member of the Royal Guard 4. A duelist 5. An errant knight 6. A young noble seeking fame, fortune and glory 7.
        Message 3 of 4 , Sep 22, 2014
          1. A thief
          2. A crusader only just returned
          3. A member of the Royal Guard
          4. A duelist
          5. An errant knight
          6. A young noble seeking fame, fortune and glory
          7. A hardened mercenary
          8. A common thug
          9. A conman
          10. A bounty hunter
          11. A pirate
          12. A privateer
          13. A corsair from some distant land
          14. A farmer
          15. A merchant
          16. A courtier in exile
          17. A soldier
          18. A sailor
          19. A priest
          20. A priest of an exotic religion
          21. A murderer on the run
          22. A spy
          23. A healer
          24. An veteran of a recent war
          25. An assassin
          26. A druidic priest
          27. A heretic
          28. A marine
          29. An escaped slave
          30. An officer
          31. A cavalryman
          32. A pick-pocket
          33. A professional gambler
          34. An executioner
          35. A revolutionary
          36. A common peasant
          37. A miner
          38. A poet
          39. A musician
          40. A fake priest
          41. A wandering charlatan
          42. A wandering 'law-giver'
          43. a hunter
          44. a disgraced condottiere
          45. a knight
          46. an elf-child*
          47. a fake prophet
          48. a priest of a dying out faith
          49. a political exile
          50. a psychologically disturbed war veteran
          51. A sage
          52. a man from the Moon
          53. a man from the seas at the end of the world
          54. a survivor of a totally destroyed city (like what the Romans did to Carthage)
          55. a beggar
          56. a tomb robber
          57. a member of the Watch
          58. a schizophrenic
          59. a witch-hunter
          60. a lover of an evil witch
          61. a member of a cult
          62. an escaped soul from the House of Darkness**
          63. a barbarian savage
          64. a bandit
          65. an artist
          66. a diplomat
          67. a detective
          68. a drug addict
          69. a depressed alcoholic
          70. an explorer
          71. a herdsman
          72. a fisherman
          73. a decadent noble
          74. a madman
          75. a shaman
          76. a scholar
          77. a grave digger
          78. someone stricken with wanderlust
          79. a cartographer
          80. a writer
          81. a wandering trader
          82. an alchemist
          83. a juggler
          84. a scientist
          85. a taxidermist
          86. a psychotic who believes is a deity
          87. a disgraced or di
          88. a wanted criminal
          89. a cannibal
          90. a nomad
          91. a retired general
          92. a demonicist***
          93. an inn-keeper
          94. a racketeer
          95. a gatherer of intelligence
          96. a viking
          97. a messenger
          98. an engineer
          99. a prince from a conquered principality
          00. a visitor from another world

          Empire attempting peace with Elves - Both sides court new allies from the lost lands and hidden kingdoms.

          Elves and the Far East control Silver. The elf king has held off humans for thousands of years but if drawn into war could finish it.

          Strange peoples of the sea.

          Dwarves did dominate copper but lost it to humans in the dawntime as they did iron and steel and gunpowder since then. They dislike trading with humans due to these losses but necessity is opening them to trade and surface war again. Dwarf tribes disgusted by humans and orcs and goblinoids mixing freely.

          D100 Islands

          1 A lonely old house 
          2 A single ancient tower  
          3 A redbrick dungeon complex of kobolds and traps  
          4  A crypt or tomb of an ancient mighty leader
          5 A mausoleum complex for hundreds of dead
          6  A lonely isolated gravesite 50% haunted by one undead
          7  A graveyard 1d6 undead
          8  A goblin mine riddles the island
          9  A kobold nest, too small and primitive to start brickwork
          10  A tomb or crypt of an ancient wizard
          11 A decayed ancient fortified cursed manour
          12 A sprawling fortress with walls, towers, dungeons, crawling with giant humanoids and beasts
          13 Haunted by ghosts of hunter ancestors and beast spirits, megafauna
          14 Sprawling ruins of inhuman civilization from the dawn of time
          15 A temple palace maze complex from an ancient civilization
          16 Sunken decayed city of prehuman monsters inhabited by snake cults and mongrelmen
          17 Frozen slab of stone age glacier filled with tunnels and monsters from dawn time
          18 Remains of a exposed sunken city with hidden tunnels inside island
          19 A great entrance to the underland, a vast hidden kingdom under the earth
          20 A force of time travelers on mission d4 1=Wizards 2=SEAL Team 3=cyborg 4=Spacefleet 
          21 A strange old hag
          22 A bizarre robed magician unlike any other ever seen!
          23 A boss monster is hiding out here after his last fiasco - party may have met
          24 Devil swine and his helpers brewing addictive drugs with slave labour and other trouble
          25 A stone age Monolith 
          25 A stone age Barrow 
          26 A stone age wizard tower 
          27 A tribe of stone age humanoids, humans or demi humans
          28 A keep of mysterious men d6 1=all women 2=vikings 3=beserkers 4=knights 5=priests 6=cult
          29 A Dwarf mine and fortified complex  d3 1=blackbeards 2=redbeards 3=greybeards
          30 Gnome tunnels d4 1=redcaps 2=deep gnomes 3=druidic tree worshipers 4= illusionists
          31 Elf tree fortress d4 1=dark elves 2=high elves 3=ancient eldren 4=sylvan elves 
          32 Halfling burrows with charming little waterside village hidden from view  
          33 Mongrel man hovel and ancestral midden heap 
          34 Pirates clan hide out full of scum and loot
          35 Cannibal clan hide out caves, wrecked here or fled justice and trapped 
          36 Wreckers use tricks to sink boats and murder travelers for loot
          37 Lonely shepherd stranded here with beasts by other shepherds
          37 Holy hermit dwells here d4 1=solitude 2=penance 3=fight a great evil 4=erecting a shrine 
          38 Tako clan dwell here in giant sea shell houses d4 1=refugees 2=settlers 3=crusaders 4=cultists 
          39  Monastary or nunnery with mysterious sacred purpose
          40  Bardic and artist retreat with decadent parties and free love
          41  Hellfire club meeting place, guarded by agents with bird messengers to summon aid
          42  Druid stones and ritual site with all the sacred trees in plenty on sculpted island with grotto
          43  Sorcerer pleasure dome for cult of forbidden vice
          44  Witches sacred place with monoliths that can aid communion with other side
          45  A wizards tower with apprentices, body guards, men at arms, familiar and summoned monsters
          46  A magic relic imprisoned magically awaits a heroes destiny to be discovered (high ego object)
          47  A casino or gambling den or private high stakes game is being held in ruined manour
          48  A gang of feared bandits 40-60 men with dogs and some horses, have years of provisions
          49  A counterfeiting or coin clipping or diluting metal in coins operation, fake legal documents
          50  Slavers headquarters with cells full of prisoners
          51  Smugglers secret base, hostile to intruders
          52  Lighthouse or ancient heliograph station
          53 Ailing old wizard with magic dream world hidden inside hill
          53  Gateway to elfland in hillside
          54  Huge geoglyphs dedicated to ancestral totem beasts of early man
          55  Bugbear clan happy in every way except for lack of victims to terrorise
          56  Hobgoblin farmers, easily mobilized to war in scale with halberds and crossbows
          57 Orc fortress with murderholes and cauldrons of oil, guard orc spawning pits
          58 Drunken cult of the wine god holidaying here in stupors (1in6 include nonhuman)
          59 Island of talking animals, two legs please go (leaders might be swayed by good)
          60 Lich dwells in a fortified tomb and a lich inside has power only limited by corpses
          61 Strange small humanoids possibly fey kin likes of never seen before 
          62  Beast men living in isolation and mostly nuetral
          63  Ruined buildings and signs of old industry
          64  Volcanic cone of dormant volcano, hidden lost world area
          65  Cliffs and reefs and rocks make safe landing difficult, monster guards secret of gods
          66 Impossibly hard to get to house on hill with old sea captain and now wizard dreamer
          67 Mentalist school of psionicists here to meditate and study new disciplines
          68 Grog shop under tarpaulin over fallen tree with local exotic sentients drinking together  
          69  Frog men come here to summon one of the frog lords from interspacial cosmic spawn 
          70  Reptile men dwell here and fish peacefully but evil forces sleeping in prehuman vault
          71 Goatmen or other beastmen perform horrible rights to purge humans from world
          72 Tiny village of harmless fisherfolk of simple ways
          73  Tiny village of crazed fishmen hybrid cultists pretending to be harmless fisherfolk
          74  A petty god with enterage is here cooling off after some crazy adventure and may be wary
          75  Were beast clan of one species dominate this island
          76  Ogre lair, has a pet d4 1=bear 2=wolf 3=lion 4=rust monster
          77  Troll dwells here full of hate and rage, if hurt hides and awaits rain or uses water next time
          78 Aquatic ogre lives in a cave under the island and possibly has prisoners
          79 Hill giant lair has a pet d4 1=cave bear 2=wooly rhino 3=mastadon 4=sabretooth 
          80 Cyclops dwells here with his d4 1=herd of goats and sheep 2=forge 3=prisoners 4=wizard pal
          81 A gigantic sea serpent hides in a cave here to recover from encounters with worse monsters
          82 Giant invertebrate nest d6 1=bees 2=ants 3=killer beetles 3=wasps 4= termites 5=spiders 6=flies
          83 Menaced by flying creatures 1=bloodhawk 2=dragonflies 3=flumph 4=eyeballs 5=bats 6=ravens
          84 A marine hag and d6 1=undead 2=charmed party 3=lizardmen 4=frogmen 5=fishmen 6=cult
          85 A naga and cult dwell here in seclusion, some kindly some evil
          86 Mad old fisherman with many tall tales of the sea and local waters
          87 Huge habitable statue or monument d4 1=prehuman 2=from gods time 3=dawn age 4=recent
          88 Selkies live here often frolicking in human form
          89 Sirens here lure men to their deaths 
          90 Harpies torment locals with disease and famine
          91 Beautiful mermaids entice you close to day your brains and eat them
          92 A niad and her entourage of familiars and followers dwell here in idyllic splendor
          93 An immortal couple from the dawn age living peacefully together may have useful information
          94 A vampire lord is trapped here, a crumbling collapsed manour is only remnants
          95 A magical creature dwells here for the needs of the gods like griffons or pegasi
          96 A dragon dwells here in a cave slumbering for most of eternity in hiding 
          97 A great beast slumbers here d4 1=chimera 2=hydra 3=tarrasque 4=manticore 5=sphinx 6=gorgon
          98 An outsider from the alignment planes is bound here imprisoned and asleep for the ages
          99  A sylvan colony of few critters and aware beast ruled by a d4 1=Dryad 2=Treeant 3=Druid 4=elf
          100 A cave dwelling holy man or wizard has developed a new spell living in a cave with familiars


          D100 Islands and oceanic phenomena 
          1 The island is formed from wrecked marine hab possibly habitable
          2  The island is artificial and floats, possibly could be towed and moored
          3  The island when approached is seen to be a shimmering crystal fortress
          4  At night the whole ecology changes and life transforms into incredibly hostile monsters
          5  Island is a sentient sargassum of weed with habitable zone it can sheild with a bubble and dive
          6  Island is gargantuan fish back with vegetation growing on it - inside is inhabited
          7  The island is an ancient armed marine fortress with a kill field and nuke proof force barriers
          8  Island is a colonial multispecies organism that would like you to join it
          9  A dinosaur filled lost world ruled by some prehuman horror under a volcano
          10  A kaiju reserve crawling with gargantua, people travel in subterranean tunnels
          11 A crashed saucer and d6 1=wardroid 2=mutant 3=grey in battlesuit 4=grey 5=androd 6=Nazi orcs
          12  A bunker of the ancients 
          13  A subworld complex of the ancients
          14  A temple to a well known god
          15  A temple to a local god
          16  A abandoned temple to a forgotten god
          17  A ruined complex hidden under a mansion with advanced rescue vehicles but no weapons
          18  Psionic creature or person dominates the island
          19  A non stop island of lotus eaters in a non stop rock concert, even machines enthralled
          20  Cryptic alliance seasonal secret meeting place
          21  Cryptic alliance settement
          22  A science dungeon
          23  A glowing crater swarming d6 1=mutants 2=fungus 3=maggots 4=rodents 5=plants 6=undead
          24 A herd of gamma gobblers dwells here guarding an ancient structure
          25 Steaming cavern entrance to a morlock village with captive drugged eloi in pleasure dome
          25  Huge mass of ice covers island, inside a robot with a freeze ray is looking for protein to horde
          26  A derro bunker where derro beam hate rays over the region to ferment war
          27  Millitary androids bunker with brain and workers inside guarding precocious pleasure models
          28 A hidden bunker with guns, tools, vehicles and military in cryopods
          29 Demented mongrelmen gangs battle in the ruins
          30  Triffids or pod people other deadly plants cover island, vegepygmies herd humans like sheep
          31 A mighty duralloy crypt with sacred sigils - if opened releases death machine Azrael 
          32  Find a cryopod, inside is a duralloy skelleton robot with a meat disguise coating, tries to kill all
          33  Drones tend island plants and animals peacefully, if bothered an ancient in a mech awakes
          34  Island is a gargantuan mecha with AI intact and enemy combat bots still inside
          35  Island is a weapon rest site d6 1=nuclear 2=poison 3=plague 4=undead 5=mindhack 6=nanoids
          36  Something weird 
          37  Extraordinarily Strange Things In The Sky
          37  A settlement of some kind
          38 Bizzare psychonian terrain and 1in6 and roll again
          39  Constantly bathed in aurauras and 1in6 and roll again
          40  Constantly bathed in chem cloud shroud
          41  A petty god takes an interest in you may appear, send a sign or a servant
          42  A colony of rust monsters and their related kin of other colours
          43  A strange encounter 
          44  Roll for a crossroads encounter
          45  Stuff falls out of the sky 
          46  Mad wizards beastmen breeding project
          47  Local false apocalypse triggered
          48  A different local false apocalypse 
          49 A apocalypse strikes every day nobody remembers next day, dead returned alive, etc
          50  A transmat station and 1in6 and roll again
          51  Machine village of d6 1=robots 2=androids 3=cyborgs 4=replicants 5=holographic ai 6=golems
          52  Alien base d6 1=greys 2=reptilians 3=migo 4=martian tripods 5=eldren 6=cyborgs
          53 A monastery of cybermonks jacking in to the datastores of the gods to raise the worthy
          54  A band of beast men engage in brutal initiation rites 
          55  A frozen island where the local ice wizard and his penguinmen have many kidnapped girls
          56  Automated  kill drone base if awoken defends self
          57 Lesure hive complex built on living empathic mega amoeba that drains evil from population 
          58 A brain in a jar has enough servants and drones he can make warborgs, needs brains...
          59 A gang of water gypsies living here in isolation
          60 A common family wary of strangers
          61  A mountain man mutant wants to be left alone with gold
          62  An outpost of the beaver king with radio link supported by one of the greater gods
          63  Pirate beast men d6 1=walrus 2=bipolarbears 3=pteradactyl 4=fish 5=shark 6=killer whale
          64  A gang of lost children protected by d4 1=nannybot 2=giant ape 3=dinosaur 4=AI
          65  An island of sentient crystals that effect moods and effect powers like aurauras and roll again
          66 A kingdom of the dead where undead have formed a society
          67 Zoo of exotic creatures run by d4 1=druid 2=carny folk 3=wizard 4=gladiators
          68  Public toilet block populated at night by local cult of gay lovers
          69  Sleeping gargantua with alien expedition trying to attach control helmet to it
          70  Locals harvesting sleeping gargantua body parts and excretions
          71 Whole island covered in feces and sewerage of ancients bubbling up from subworld
          72 Scientist lab d6 1=robots 2=weapons 3=defenses 4=pleasuredroid 5=drugs 6=monsters
          73 Scientist comm tower d4 1=aliens 2=other scientists 3=commune with god 4=dead
          74 Remains of castaway d4 1=aliens 2=human 3=ancient 4=eldren 5=morlock 6=replicant
          75 Beastmen party, rowdy and a bit out of control but otherwise drunken revelry 
          76 Wierd rich family in ancient manour house with bizarre secret 
          77 Convict colony with a few soldiers or security guards or even robots keeping them inline
          78 A stage here local bards test new works, a colony of revelry and parties
          79 Art colony with sculptors, painters, dancers, models and wild parties 
          80 Mutant moppet rule island nothing over 3ft tall, love guests and put on mutant moppet party scene 
          81 Shroom island ecology of mushroommen, funganimals, mobile mold and a spoorisaurs rex
          82 Insane asylum run by d6 1=doctor 2=priest 3=vampire 3=scientist 4=maniac 5=morlock 6=eldren
          83 Automated eloi pleasure dome ruled by local god and guarded by androids from morlocks 
          84  Newt men cover island living simple lives, excellent slave race with edible tails to some
          85 Rabbit men with armory and sacred shooting range reproduce fire arm tech
          86 Ape colony, offended by humans with have factional debate over what to do, gorillas try to usurp
          87 Androids living like pre apocalypse looking like ancients 
          88 Remains of a theme park with androids native to the magical kingdom
          89 AI in control of island and traps intruders in his fantasy world of illusions and applicants  
          90  Cyborg bunker ruled by wrathful AI overlord who demands tech and living humanoids to cyborg
          91  Crazy dentist drones loose on island terrorize locals, but all victims have great teeth
          92  Island is domed nature preserve ruled by AI for its utopian fantasy world
          93  Island is surrounded by force fields and holograms but inside is a monster filled treasure trove
          94 Remains of a huge ship, a mile long floating city with numerous colonies and lost zones
          95 Island is a mobile base of a d4 1=supervillain 2=cult 3=aliens 4=Androids 5=pirates 6=cryopods
          96 Sargasum of fused plastic crawling with nanobots building houses, clothes etc from mass
          97 Aquatic research station with minisub, diving suits, monsters and androids
          98  Eldren lab researching how to save world from AIs, think tank protected from spies
          99 Wrecked and partially sunk land leviathan mega tank or aircraft carrier, inhabited
          100 Partially exposed ancient buildings under collapsed cliff face 
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