Sites (all civilizations): Return to top
As adventurers explore certain areas of any civilization (i.e., cemetary, alleyway, the cellar of an old inn, Etc.), the Game Master secretly rolls for encounters or something of an unnusual nature.
G.M.: The results in all the following charts are general descriptions (rarely nothing more than that). You must expound on each result and decide if it will fit into your campaign. Remember, these are ONLY ideas. Pick one if you like, or make one up on the spur of the moment. Make the adventure flow and entertaining. The following is a growing list of area, or Sites, within a civilization:
Alley:
Roll on the following chart:
%Roll: Alley Site instances:
01-02: A door in the side of a building leads down into a large substructure.
03-04: Find the corpse of a random dead creature.
05-06: Find the corpse of a random race.
07-08: Travel Gate to an unknown destination.
09-10: Thief Guild's secreted front door.
11-12: Discover the life-size statue of a begger.
13-15: A shadow looms up at the back of the alley.
16-20: Assassin's Guild's secreted front door.
21-25: Crack in the building shows a tunnel leading down.
26-30: Random O.V.I. jewelry piece half buried in the sediment.
31-35: Secret in The Wilderness
36-40: 1-D4 small treasure checks found beneath debris in an out of the way place.
41-45: Fugitive is hiding in the alley.
46-50: Encounter: Random Wilderness.
51-55: Encounter: Random Wilderness. This one is here for a definite reason.
56-60: Hiding Child.
61-65: Someone is wounded and needs medical attention.
66-70: Vahkrin disguised as another race type.
71-75: Random money found in a pouch.
76-80: Large stone door at back of alley (building is built well).
81-85: A thick, high fog slowly forms in the alley.
86-90: Discover a hidden door made by a random creature.
91-95: Find a person hiding, terrified by something.
96-00: Encounter from the roof top.
Well:
Roll on the following chart:
%Roll: Well Site instances:
01-02: Deep well that can be fished out of.
03-04: Leads to an underground cave system.
05-06: Random creature has taken up residence in the bottom of the well.
07-08: Well spawns random, usually minor, undead at the rising of every full moon.
09-10: Tunnel leading to something unnusual (i.e., an abandonned shrine, a current sacraficial
11-12: Giant Frog den
13-14: Travel Gate to an unknown destination.
15-16: 3-D6 humanoid skeletons.
17-18: Door leading to somehwere. The door is well taken care of.
19-20: Tentacles!
21-22: Tunnel leading to a beautiful underground mushroom cavern system.
23-24: Random O.V.I. jewelry piece half buried in the sediment.
25-26: Tunnel cave system leading down into the earth.
27-28: Water Child.
29-30: Goblin.
31-32: Kobold.
33-34: Secret in The Wilderness
35-36: Natural underground tunnel leading down to a Site.
37-38: 1-D4 treasure checks stashed in the bottom of the well.
39-40: A sparkle at the bottom of the well tells of a random gem laying in the shallows.
41-42: Fugitive is hiding in the bottom.
43-44: Encounter: Random Wilderness.
45-46: Encounter: Random Wilderness. This one is here for a definite reason.
47-48: Stuck Child.
49-50: Someone has fallen in and needs medical attention.
51-52: Magical Gate or Passage leading somewhere else.
53-54: Vahkrin hiding and conspiriging in the well.
55-56: Random money in the water.
57-58: Wishing Well.
59-60: Magical spring that is not only water, but a random potion effect.
61-62: Long since dried up well.
63-64: Dried up well with an opening into a tunnel, then into a secret chamber.
65-66: Well is the mouth of an ancient creature that sleeps for most of its existance.
67-68: World Travel Gate (Alien Frontiers, or made world by the G.M.).
Note: Being worked on. Not yet playable
69-70: Stone door at the bottom, leading into the earth (smugglers run?).
71-72: Well of Souls. The one time drinking of this water has a permanent effect.
73-74: Cave encounter exits the well if disturbed (most unique of 5 rolls).
75-76: Dungeon encounter exits the well if disturbed (most unique of 5 rolls).
77-78: Labyrinth encounter exits the well if disturbed (most unique of 5 rolls).
79-80: Astral encounter of some significance.
81-82: Enchanted creature living in well.
83-84: Creeping mist snakes up and out of the well, bathing the area in a thick fog.
85-86: A luminescence within the well's bottom begins to slowly, steadily rise.
87-88: The well water has the taste of salt in it.
89-90: Within the well there are hundreds of narrow tunnels (large enough to allow a house cat passage without difficulty). These tunnels lead to a chamber beneath the well where
water falls into its center.
91-92: At the well's bottom, just upstream a short march, scribed into a stone jutting out from
the rolling water, is a rune of power.
93-94: Just downstream a little, Brownies have created a hidden door.
95-96: There are a few books and scrolls in the water.
97-98: Part of the well breaks apart easily, revealing an underground strange region beneath
the well and city where this well is. The well is the door between the two places.
99-00: Music is heard playing deep within the well, as if from far away.