Inn & Pub Encounters:
Roll 1-D20 -- Roll needed for encounter: 20Concerning Inn and Pub Encounters: Return to top
Note 1:Inn and Pub checks are in addition to all normal daily encounter checks.
Note 2: The Game Master will do an encounter check per 6 hours while visiting a pub.
Note 3: The Game Master will do constant encounter checks while adventurers are visiting an inn. Example: An encounter check will be done as adventurers are eating dinner in the common room, then another when they retire to their room for the evening, as they gamble, when the inncrowd is being entertained for the evening Etc. (there will be a check for each scene).
%Roll: Inn and Pub Encounters: Return to Top
01-02: Attack / Assault on a patron, employee, character, steed, or pet (G.Ms. choice)
03-04: Assassination Attempt on a patron, employee, character, steed, or pet (G.Ms. choice)
05-14: Brawl Outbreak
15-24: Character
25-34: Contest Challenge
35-39: Duel Challenge
40-45: Encounter
46-47: Fire
48-57: Gambling Invitation
63-67: Guards
74-80: Invitation
58-62: Local Information
81-87: Nature
88-94: Phenomenon
95-00: Secret
Brawl Outbreak: Inn and Pub Encounters
Roll on the following chart to know the nature of the Brawl outbreak:
%Roll: Nature of Brawl Outbreak:
01-25: Physical altercation between 1-D8 +3 locals in the establishment with a 65%
chance of it spreading to other patrons. If this happens, it will have a 10-80%
chance of involving your party.
26-50: 1-D4 random character types begin causing serious problems for the locals.
51-75: 1-D4 random character types begin causing serious problems for your party.
76-00: An all out brawl breaks out, roll initiative!
Character: Inn and Pub Encounters
The nature of this encounter can be changed and manipulated by the G.M. to fit the storyline of the adventuring party. G.M.: This is up to you (be creative).
%Roll: Bounty:
01-25: Bounty: A random character walks up and offers or solicits the aid for a bounty
(roll to see what class this character is). What he or she needs will be
in line with the race and class of the character offering. Roll on the
Bounty chart for the particulars (See: "Chart #4"):
26-50: Bounty: If a character in your party has broken the law, and there is a price on
his or her head, 1-D4 random Characters of equal level will be there to
collect on that bounty.
51-75: Help!: A woman approaches your party highly upset. She begs for help, saying
there is someone following her. The one following her will have a 50%
chance of staying in the attempt to convince your party that the woman
is lying, and that she needs to come with him or her. This story will have
a 30% chance of being true. Otherwise, the one following her is in the
wrong. In any case, there will be a 20% chance of the woman being
outright attacked.
76-00: Arrogance: A random character of equal level begin mocking your party, ridiculing
you all for being fakes, attempting to get the people to turn on you.
Contest/Challenge: Inn and Pub Encounters
You are challenged by another at a contest of . . . something. Roll on the following chart:
%Roll: Contest/Challenge:
01-20: Arm Wrestling
21-40: Battle of Wits (uh oh, someone has been drinking too much!)
41-60: Darts (throwing darts)
61-80: Drinking Contest
81-00: Eating
Duel Challenge: Inn and Pub Encounters
You are challenged by another to a duel. Roll on the following chart:
%Roll: Duel Challenge:
01-20: To the Death!
21-40: To the knockout.
41-00: Until one yields.
Encounter: Inn and Pub Encounters
A random encounter from one of the following setting enters into the pub. Roll on the following chart to see what this encounter will be:
%Roll: Setting:
01-15: Cave
16-30: Crypt
31-44: Dungeon
45-58: Labyrinth
59-72: Sky
73-86: Tomb
87-00: Wilderness
After rolling up the SETTING, from which this encounter will come from, go to that SETTING in this region and roll it up. The encounter will be clever, strong enough to make its way into a civilized area, then into the pub. G.M.: You can also pick the encounter if you wish.
Fire: Inn and Pub Encounters
A fire breaks out! Roll on the following chart to see where it originates from (how fast it will spread is strictly up to the G.M.):
%Roll: Fire breaks from:
01-10: The kitchen.
11-20: The front of the pub.
21-30: The bar area.
31-40: One of the tables.
41-50: Out back.
51-60: The basement.
61-70: The side of the building (left or right side (50/50 chance).
71-80: The roof.
81-90: The fireplace.
91-00: A patron knock over or drops a lantern.
Note:
There will be a 10% chance of the fire being deliberately set.
Gambling Invitation: Inn and Pub Encounters
You are invited to gamble with a patron.
Guards: Inn and Pub Encounters
Roll on the following chart to know the circumstance of the presence of the guard(s):
%Roll: Particulars:
01-09: A well armed group of (2-D4 +3) guards enter. Your party is accused of a crime.
You all are taken in for questioning.
10-18: 2-D4 +3 guards simply doing their duty while on patrol.
19-27: 2-D4 +3 guards come in and question the party (they need information).
28-36: Guards (local militia) requests assistance from the party.
37-44: Local guards recruiting.
45-52: Guard offers a reward for doing something for him (40% chance of being an evil act).
53-60: Corrupt guards begin intimidating the locals (30% chance of turning on the party).
61-68: Guard posts a wanted poster (a bounty).
69-76: Guards enter and barricade the establishment against an impending threat.
77-84: Off duty guard begins entertaining the locals.
85-92: Off duty and drunken guard begins being disruptive (10% chance to get violent).
93-00: Guard bribes party to do a deed for him or her (30% chance of being evil).
Invitation: Inn and Pub Encounters
The following is merely a generalized here say of information from the locals and traveling adventurers. The details of all information, as well as the validity of it, will be strictly up to the G.M. Roll on the following chart to know the type of information your party learns:
%Roll: Local information:
01-04: To stay for dinner (on the house).
05-08 A character invites your party to help out with the clearing of a dungeon.
09-12: A character invites your party to help out with the clearing of a labyrinth.
13-16: A character invites your party to help out with the clearing of a Tomb.
17-20: A character invites your party to help out with the clearing of a Crypt.
21-24: A character invites your party to help out with the clearing of a Catacombs.
25-28: A character invites your party to help out with the clearing of a Ancient Burial Ground.
29-32: A character invites your party to help out with a bounty.
33-36: A character invites your party to help out with an escort.
37-40: A character invites your party to help out with the clearing of a Crypt.
41-44: Geographical settings of significance.
45-48: Fugitive is in town.
49-52: Dungeon sighting.
53-56: Creature knowledge.
57-60: A tale of an unguarded treasure is overheard.
61-64: A fight is about to break out in the alley outside.
65-68: 1-D4 bounties have just been posted.
69-71: Crooked Law Officials (guards, mayor, governor, etc.).
72-74: Local going to take money from the community and run.
75-77: Local kidnap planned.
78-80: Local home owner about to lose his or her home.
81-83: Overhear the details of a person about to have all their belongings confiscated.
84-86: A prominent member of the community is a criminal.
87-89: One of the barmaids is a spy and informant for a foreign government entity.
90-92: The bartender secretly makes pacts with Vahkrin from he Underworld for money.
93-95: One of the members of your party is a secret spy with ill intentions for the party.
96-98: The head lawman has embezzled a lot of money.
99-00: Some diamonds were stolen long ago and "so and so" has them hidden in his house.
Local Information: Inn and Pub Encounters
The following is merely a generalized hearsay of information from the locals and traveling adventurers. The details of all information, as well as the validity of it, will be strictly up to the G.M. Roll on the following chart to know the type of information your party learns:
%Roll: Local information:
01-05: Crooked Mayor.
06-10: Assistance needed (another is in trouble -- hostage
situation, kidnapping, creaturenapping', danger,
financial, social). Game Master's choice.
11-15: Geographical settings of significance.
16-20: Fugitive is in town.
21-25: Dungeon sighting.
26-30: Creature knowledge.
31-35: A tale of an unguarded treasure is overheard.
36-40: A fight is about to break out in the alley outside.
41-45: 1-D4 bounties have just been posted.
46-50: Crooked Law Officials (guards, mayor, governor, etc.).
51-55: Local going to take money from the community and run.
56-60: Local kidnap planned.
61-65: Local home owner about to lose his or her home.
66-70: Overhear the details of a person about to have all their belongings confiscated.
71-75: A prominent member of the community is a criminal.
76-80: One of the barmaids is a spy and informant for a foreign government entity.
81-85: The bartender secretly makes pacts with Vahkrin from he Underworld for money.
86-90: One of the members of your party is a secret spy with ill intentions for the party.
91-95: The head lawman has embezzled a lot of money.
96-00: Some diamonds were stolen long ago and "so and so" has them hidden in his house.
Nature: Inn and Pub Encounters
There is a change in the weather, or something that occures within nature. The following results are merely ideas that the G.M. can expound upon, or change entirely to fit his or her campaign. The outcome, severity and intensity of a nature occurrence is strictly to the discretion of the Game Master. Roll on the following chart:
%Roll: Weather conditions and nature occurrences:
01-04: Avalanch: %Roll: Avalanches: Note: Re-roll if an avalanch is not possible here.
01-34: A rumble in the distance gives your party the tell-tale sign of
the occurance of a natural avalanch. This avalanch will have
a 10-100% (1-D10 x 10) chance of unearthing a natural ice
cave system of no little consequence.
35-66: Avalanch hits a random area of the outskirts of the village, town,
or city (the exact location will be to the discretion of the G.M.).
This avalanch has a 10-40% (1-D4 x 10) chance of being
intentionally caused. If it is, it will precede a vicious attack.
This attack will have a 40% chance of being launched by a band
of outlaw bandits or character types (Game Masters choice).
If this attack is not launched by a band of outlaws or character
types, it will be caused by a random creature encounter
(significant in numbers and power to challenge the entire
populace and its militia, should there be one present).
67-00: This avalanch will be directed at the inn or pub in which the
party is visiting. It will have a 10-60% (1-D6 x 10) chance of
being caused by the power of an Elementalist (otherwise this
will be a random attack by random elemental creatures). If
this attack is caused by an Elementalist, he or she will do this
in hopes of subduing this civilization (starting point of attack
will be the inn or pub in which the party is visiting). There will
be 3-D6 +3 cold-based Elementals which will attack after the
avalanch has finished its course. All Elementals will be level
appropriate for the party to combat (not overpowered) and will
pose a lethal threat to the party.
05-06: Comet: %Roll: Comet types and rulings:
01-25: Comet will pass by in a spendorous display. This will last for
2-D4 +3 days, during which time there will be a 30% chance
per day of 1-D4 random enchanted creature encounters per
day.
G.M.: Roll all encounters from the 8 settings within the
Enchanted Forest (since there are 8 settings, randomize
it for each and every encounter using a D8. You can
also make each encounter up as you wish (this will be up
to you). In any case, all encounters must be an
enchanted creature result.
26-50: Meteor dust will fall like rain for 3-D4 +3 days, during which
time there will be a 10% chance per day of granting those
caught within this meteor dust 1 Other Significant Feature.
There will also be a 10% chance of instant death occurring
when rained down upon. An avoidance-roll vs. "Death" can
be attempted to avoid being slain, but characters who succeed
at this roll will be fatigued for one full moon (30 days) as a side
effect as follows:
1. -10-40% Defence (1-D4 x 10).
2. -10-40% Offense (1-D4 x 10).
3. -10-60% Ability, Power & Spell failure (1-D6 x 10).
51-75: The sun is blotted out for 3-D4 days, during which time there
will be a 10-40% (1-D4 x 10) chance per day of 1-D4 random
undeads spawning and attacking civilized areas, focusing on the
inn or pub foremost. These undead will spawn randomly from any
region. Roll on "Regions, Random Determination of:" in the R
Section of the Basic Rules Book.
76-00: There will be no darkness for 3-D4 +3 days, during which time
there will be a 20% chance per day of a Secret in The Wilderness
finding the party at the inn or pub. If the party leaves the inn or
pub, this effect will follow them.
07-08: Earthquake: %Roll: Earthquake intensity:
01-50: Common (70% chance of the earth breaking up and
revealing an underground passage leading
into a significant Site.
51-80: Uncommon (80% chance of the earth breaking up and
revealing an underground passage leading
into a significant Site.
81-95: Rare and powerful (90% chance of the earth breaking up
and revealing an underground passage
leading into a significant Site.
96-00: Devastational (100% chance of the earth breaking up and
revealing an underground passage leading
into a significant Site.
Note: All effects of this natural disaster will
be up to the discretion of the Game
Master.
9-10: Eclipse: %Roll: Eclipse events:
01-33: Natural Solar Eclipse: Some take this as a sign of impending
prophecy or doom. Some deem it nothing more than a natural
occurrance. Game Master: This could be nothing more than
what it simply is, or it could be something else. This will be
strictly up to you.
34-66: Silver Star Eclipse: This Eclipse will be coupled with a star
that will flare in unison with the Eclipse, during which time
there will be a 25% chance per 10 turns of discovering new
treasure items, spells, special gems, Etc. may be found by
the party. These items will be simply found upon the ground.
Game Master: Use your imagination to create these. Have
fun at it. Roll on the following chart to see
what is discovered:
%Roll: New items born into Utaemia:
01-10: Artifact
11-20: Enchanted Armor
21-30: Enchanted Item
31-40: Enchanted Weapon
41-50: Oracle
51-60: Potion
61-70: Relic
71-80: Scroll: %Roll: Scroll types:
01-12: Ability (Class): New Character ability.
13-23: Ability (Racial): New Racial ability.
24-34: Divine Favor
35-45: Other Significant Feature
46-56: Power (Mutant Power)
57-67: of ?: As the Oracle, "Chest of ?"
79-89: Secret in The Wilderness:
90-00: Spell (Class)
81-90: Special Gem
91-00: Weapon (Enchanted)
67-00: Opaque Solar Eclipse: There will be 1-D4 encounter checks
per day for the duration of this Eclipse. These encounters
will be drawn to the inn or pub the party is visiting, and will
attempt to get in (for good or ill). These will be 100%
random encounters from the region. Roll all encounters
from the 8 settings within this region (since there are 8
settings, randomize it for each and every encounter using
a D8). Game Master: You can make up each encounter as
you wish.
Duration of Opaque Eclipse: 1-D4 +1 days.
11-13: Falling Star: %Roll: Falling Star details:
01-70: Small meteor falls from the night sky not far from party.
71-85: Medium-sized meteor falls from the night sky not far from party.
86-95: Large-sized meteor falls from the night sky not far from party.
96-00: Huge meteor falls from the night sky not far from party.
14-15: Flood: %Roll: Flood level:
01-60: 3-D4 inches of water.
61-70: 3-D6 +3 inches of water.
71-80: 3-D8 +6 inches of water.
81-88: 3-D10 +9 inches of water.
89-94: 3-D12 +12 inches of water.
95-98: 3-D20 +15 inches of water.
99-00: 6-D20 +18 inches of water.
16-25: Fog: %Roll: Fog thickness:
01-20: Light (+ 1-D4 encounters for 24 hours).
21-60: Normal (+ 1-D4 +1 encounters for 24 hours).
61-90: Heavy (+ 1-D4 +3 encounters for 24 hours).
91-00: Unnatural (+ 1-D4 +5 added encounter ckecks for 24 hours).
26-30: Full Moon: %Roll: Full Moon types:
01-25: Common waxed Note: 20% chance of 1-D4 added creature
encounters per night which will attempt
to get into the inn or pub.
Duration of waxed moon: 1-D4 +1 days.
26-50: Blood Moon Note: 20% chance of 1-D4 added were creature
encounter per night which will attempt
to get into the inn or pub.
Duration of Blood Moon: 1-D6 +1 days.
51-75: Dark Moon Note: 20% chance of 1-D4 added undead creature
encounters per night which will attempt
to get into the inn or pub.
Duration of Dark Moon: 1-D6 +1 days.
76-00: Silver Moon Note: 20% chance of 1-D4 enchanted creature
encounters per night which will attempt
to get into the inn or pub.
Duration of Silver Moon: 1-D6 +1 days.
Game Master: Even though the party may not have an encounter
while staying within the walls of the inn or pub, such
encounters are roaming about, stalking about the
parameters of the stucture, as well as about the streets
and borders of the village, town or city. If the party
leaves the inn or pub in search of such encounters,
there will be a 95% chance per night of locating 1-D4
encountersa successfully. Some parties thrive on these
natural occurances, and this gives an almost sure
opportunity to hunt and gain glory!
Also: Not all encounters are going to be blood thirsty,
looking for easy victims. Some encounters are
good, some may be apathetic . . . many will be
hostile. Be creative.
31-35: Hail: %Roll: Hail intensity:
01-20: Light
21-80: Normal
81-95: Heavy
96-00: Lethal
Note: Treat this roll as "Rain" if not duriung winter or spring.
36-40: Heatwave: %Roll: Heatwave causes:
01-25: Caused by the sudden appearance of a fire-breathing dragon
in the region. This dragon is not a direct threat to the
civilization the party is in (unless the party attempts to kill
the dragon and fails).
26-50: Natural drought, which will last for 5-D20 weeks. Wells,
rivers and streams will dry up within 1-D12 days during
the duration of this drought.
51-75: Caused by a sun flare, in which the temperature will raise by
3-D6 degrees for 5-D4 days.
76-00: A crack has opened up within the earth near the inn or pub.
An intense heat will issue forth from the rent in the earth,
raising the temperature 4-D6 +6 degrees in a 20 mile radius
(wilting plants and scorching the earth). This rent will lead
into another realm. This rent will be permanent unless it
can be closed. There will be a 10% chance of 1 random fire
creature exiting this opening per day (the G.M. will make
up these fire creature encounters).
41-42: Hurricane: %Roll: Hurricane ferocity:
01-60: Common
61-90: Intense
91-97: Lethal
98-00: Catastrophic
43-47: Ice Storm: %Roll: Ice Storm Intensity:
01-50: Normal
51-80: Heavy
81-95: Intense
96-00: Brutal
Note: Treat this roll as "Rain" if not duriung winter or spring.
48-49: Landslide: %Roll: Landslides: Note: Re-roll if a landslide is not possible here.
01-34: A rumble in the distance gives your party the tell-tale sign of
a natural landslide occurance. This landslide will have a 30%
chance of unearthing a natural cave system of no little
consequence.
35-66: Lanslide hits a random area of the outskirts of the village, town,
or city (choice of the G.M.). This landslide has a 25% chance of
being caused on purpose. If so, this will precede an attack. This
attack will have a 10% chance of being launched by a band of
bandits or character types (again, choice of the G.M.), otherwise
it will be launched by a random creature encounter (significant in
numbers to threaten the populace).
67-00: This landslide will be directed at the inn or pub in which the
party is at, and will have a 20% chance of being caused by
the power of an Animationist (otherwise this will be a chance
elemental attack.). If this is caused by an Animationist, he or
she will do this in hopes of subduing the city, town or village
the party is visiting (starting point of attack will be the inn or
pub). There will be 3-D6 +3 earthen elementals which will
attack after the avalanch has finished its course (these
elementals will be level appropriate for the party to combat
(not overpowered). This will pose a lethal threat to the party
and the people of this city, town, or village.
50-59: Lightning/Thunder Storm: %Roll: Storm Intensity:
01-40: Common storm.
41-70: Moderate storm.
71-89: Intense storm.
90-00: Raging storm.
60-61: Meteor Shower: %Roll: Travel gate connections:
01-55: 1-D6 x2 meteors fall from the nighttime sky.
56-68: 1-D8 x3 meteors fall from the nighttime sky.
69-79: 1-D10 x4 meteors fall from the nighttime sky.
80-88: 1-D12 x5 meteors fall from the nighttime sky.
89-95: 1-D20 x6 meteors fall from the nighttime sky.
96-00: 1-D100 x7 meteors fall from the nighttime sky.
62-63: Organic Phenomenom: %Roll: Organic encounters:
01-10: Creeping vines and roots burst up through the
floorboards of the inn or pub and attack the party.
11-20: Trees hedge in the city, village or town, focusing
on the inn or pub the party is visiting.
21-30: Organic Creature encountered.
31-40: Vines creep in through the window of the inn's
room, or through a window somewhere in the inn.
41-50: The plants inside the inn or pub uproot and begin
causing havoc.
51-60: A tree outside the inn or pub animates and begins
attacking the structure, trying to get to your party.
61-70: An animated Dremminwood Tree calls out your party,
telling you all it has need of assistance in rescuing a
Dryad.
71-80: An animated Moonwood Tree calls out your party,
telling you all it has need of assistance in rescuing a
Druid.
81-90: Mushrooms begin sprouting up through the
floorboards, uproot and attack the party.
91-00: A strange moss coats the outside of the inn or pub,
trapping the party within. If the party breaks out,
the moss will come together, forming an organic
creature that will attack. All rulings on this creature
will be to the didscretion of the Game Master.
64-73: Rain: %Roll: Rainstorm Intesity:
01-20: Sprinkle
21-70: Normal
71-95: Heavy
96-00: Monsoon
Note: Treat this roll as "Snow" if not duriung the cold season.
74: Sink Hole: %Roll: Sinkhole specifics:
01-25: Opens up directly beneath the area the party is standing on.
All specifics of this will be to the discretion of the G.M. This
occurance is not meant to "kill" the party, even though it is
a highly dangerous situation. Surviving a sinkhole will
reward all survivors with experience-points (Discretion of
the Game Master).
26-50: Uncovers an ancient site. Roll on the following chart to
know what site has been revealed:
%Roll: Ancient Sites:
01-20: Catacombs
21-40: Dungeon
41-60: Labyrinth
61-80: Crypt
81-00: Tomb
Note: The ancient site discovered will be from a RANDOM AGE.
51-75: Sinkhole becomes a permenent two-way gate to a random,
dimension or plane (50/50 chance).
76-00: Sinkhole releases a random high level creature, the most
powerful of 5 encounter checks. Use the random ruling for
regions to determine this creature. Note to G.M.: You may
wish to create a creature off the top of your head.
75-79: Sleet: %Roll: Sleet level:
01-40: Light
41-80: Normal
81-00: Heavy
Note: Treat this roll as "Rain" if not duriung winter or early spring.
80-89: Snow: %Roll: Snowfall Intesity:
01-20: Light
21-70: Normal
71-90: Heavy
91-00: Blizzard
Note: Treat this roll as "Rain" if not duriung the winter or early spring.
90-91: Temperature drop: %Roll: Temperature drop levels:
01-20: The temperature drops 5-D6 +6 degrees within the
hour. An unnatural snowfall ensues in large flakes in
the region, giving a sinister tell-tale sign of something
in the area. What has caused this is the presence is a
Frost Dragon, or some other cold-using creature
(choice of the G.M.) taking up residence in the region.
21-80: Natural and permanent cold settles in during the
nighttime. This cold will last until another random
nature occurance changes it. Roll on the following
chart to know the degree of cold that will settle
into the area:
%Roll: Temperature drops:
01-43: 3-D6 +1 degrees
44-55: 5-D6 +3 degrees
56-66: 7-D6 +5 degrees
67-76: 9-D6 +7 degrees
77-75: 11-D6 +9 degrees
76-82: 13-D6 +11 degrees
83-88: 15-D6 +13 degrees
89-93: 17-D6 +15 degrees
94-97: 19-D6 +17 degrees
98-00: 21-D7 +19 degree
81-00: Temperature drop is caused by a rift opening up in
the earth linked to a frigid-cold plane. All the rulings
for this chillwave, and all other occurances, will be
strictly to the discretion of the Game-Master. Roll
on the following chart to know the degree of cold
that will settle into the area (300' diameter):
%Roll: Temperature drops:
01-40: 11-D8 +9 degrees
41-70: 13-D10 +11 degrees
71-90: 15-D12 +13 degrees
91-00: 17-D20 +15 degrees
92-93: Temperature Rise: %Roll: Temperature rise levels:
01-20: The temperature rises 5-D6 +6 degrees within the
hour. Ashes begin to fall like large flakes of snow in
the region, giving a sinister tell-tale sign of something
in the area. What has caused this is the presence of
a Fire Dragon, or some other fire-using creature
(choice of the G.M.) taking up residence in the region.
21-80: Natural and permanent heat settles in during the
nighttime. This heat will last until another random
nature occurance changes it. Roll on the following
chart to know the degree of heat that will settle
into the area:
%Roll: Temperature rises:
01-43: 3-D6 +1 degrees
44-55: 5-D6 +3 degrees
56-66: 7-D6 +5 degrees
67-76: 9-D6 +7 degrees
77-75: 11-D6 +9 degrees
76-82: 13-D6 +11 degrees
83-88: 15-D6 +13 degrees
89-93: 17-D6 +15 degrees
94-97: 19-D6 +17 degrees
98-00: 21-D7 +19 degree
81-00: Temperature rise is caused by a rift opening up in
the earth linked to a firey plane. All the rulings
for this heatwave, and all other occurances, will be
strictly to the discretion of the Game-Master. Roll
on the following chart to know the degree of heat
that will settle into the area (300' diameter):
%Roll: Temperature rises:
01-40: 11-D8 +9 degrees
41-70: 13-D10 +11 degrees
71-90: 15-D12 +13 degrees
91-00: 17-D20 +15 degrees
94-95: Tornado: %Roll: Tornado strength:
01-45: Catagory 1
46-70: Catagory 2
71-85: Catagory 3
86-95: Catagory 4
96-00: Catagory 5
96-00: Wind Storm: %Roll: Wind Currents:
01-50: Moderate winds.
51-70: Strong winds.
71-90: High winds.
91-00: Hurricane winds.
Phenomenon: Inn and Pub Encounters
Something strange occurs within the inn or pub -- a supernatural phenomenon.
Roll on the following chart to know the specifics:
%Roll: Details of the phenomenon:
01-10: A strange wind blows through the building, causing one of the following:
%Roll: Strange Wind effects:
01-07: Regeneration effects all present, healing wounds for 3-D12 turns.
08-14: Whispering of a grand deed is heard by only the party members.
15-21: Winds of change course through the inn or pub, giving the party
members the choice of resetting all skills.
22-28: Something touches upon, and takes notice, of the adventuring party.
Game-Master: While out in the wilderness, when the party has
nighttime encounters, there will be a 30% chance
per encounter of being of a supernatural nature.
This will continue to occur until it is dealt with.
Game-Master: Make something up for this
situation. It will be spooky
and unnerving.
29-35: The Wind of Knowledge passes across the party granting each
member the knowledge of one language of their choice.
36-42: All party members will permanently gain + 1-D12 +3 Oxygen-Points.
43-49: A fell wind blows through the inn or pub. All encounter checks will
triple for 30 days.
50-56: Each member of the party gains the ability to hold his or her breath
indefinitely for 3-D20 +3 days.
57-63: Each member of the party will permanently lose 1-D4 +1
Oxygen-Points unless an avoidance-roll vs. "Breath" is
successful. No luck can be used to succeed.
64-70: This stange wind carries a cry for help. Game-Master's discretion.
71-76: The party is taken away into a grand adventure
if they so choose.
77-82: A foul stench washes over the entire party,
causing all members to permenently smell
terrible. As this happens a laughter of glee
echoes in the air, after which a voice of delight
speaks the following words, "To rid yourself of
this stench, you must do me one favor".
Game-Master: From here it will be up to you
what will happen. Only the power of a Wish can
remove this stench.
83-88: A mystical wind blows through the establishment,
causing all party members to smell a certain way
as to attract encounters from now on. This smell
is not detectable by anyone, or encounters, with
a Sense of Smell of less than 50. This will last for
5-D20 days, and all encounters will be the most
dangerous of 3 checks.
89-94: A Wind of Change blows through the establiment
that will change the social patterns of mankind
and beasts alike. This change can be for good of
ill, and will be strictly up to the discretion of the
Game Master.
95-00: A scent of burning blows through the inn or pub,
carried in by an outside wind. Then, the inn or
pub, as well as the civilization, will be attacked.
This attack will be the vicious onset of a fire-using
creature, or creatures. This battle will rage until
the encounter is either slain, or all the inhabitants
are destroyed. After the battle has ended, the
party will come to, realizing it was a shared
foresight. This will indicate a future attack of a
fire-using creature (Game Master's choice), and
will be so powerful, if the party defeats the
fire-using creature during this vision, experience
will be given, but only 10% of the normal. The
day and time of the real attack will be up to the
Game Master. No other patrons will see this, or
sense anything out of the ordinary, other than the
reactions of the pary after the vision has ended.
11-20: Ghost Ales are served by a barkeep who materializes behind the bar. Each
ale will cost one gem, or the barkeep will not give it. These ales can be drunk
by those of the living world, and will be as potent as one serving of Kohakk
(a strong Kithrin Dwarf liquor).
Avoidance-Roll: After finishing each Ghost Ale, an
avoidance-roll vs. "Poision" must be
successful, or unconsciousness with
occur for 3-D4 hours.
Each ale guzzled will have the following effect:
%Roll: Ghost Ale effect for each ale finished:
01-10: 50% Poison effects for 3-D6 days.
10% chance of being permanent.
11-19: Immunity to becoming enebriated for 3-D20 +9 days.
20% chance of this being permanent.
20-28: Astral/Etherial sight granted for 1-D10 +3 days. This will be usuable
1 time per 3 days, and will last for 3-D6 +3 turns.
15% chance of this being permanent.
29-37: Remain drunk for 2-D20 +4 days. You will have a 50% chance of
never being surprised while drunk from this Ghost Ale.
10% chance of this being permanent.
38-46: X-Ray Vision granted for 1-D4 days.
30% chance of this being permanent and usuable 1 time / fortnight.
47-55: Imbiber will not feel fear for 1-D12 days.
30% chance of this being permanent and usuable 1 time / fortnight.
56-64: Ghost Ale grants the ability to reveal treasure items (as the spell,
"Reveal") for 3-D4 weeks).
65-73: Ghost Ale grants a permenent +1 to Charisma (appearance or
speech, player's choice).
74-82: Causes intense hallucinations that seem very real.
50% chance of hallucinations becoming real.
83-91: After drinking this astral draught, a spirit will come to the drinker
and befriend him or her. If the drinker wishes, the spirit will stay
as long as he or she wishes, becoming a companion and friend.
92-00: After drinking this ale, you will not need water for 3-D20 +5 days.
30% chance of never needing water again.
21-30: Spirit Serving Girl begins serving plates of ethereal food to patrons who
appear as faded ghosts. Paying 1 gem will get you a plate of ethereal
food. After eating this food, roll on the following chart to know the effects:
%Roll: Ethereal food effects:
01-10: Causes an intense hallucination that seem very real.
50% chance of hallucinations becoming real.
11-20: After eating this meal, you will not need food for 3-D20 +5 days.
30% chance of never needing food again.
21-30: After eating this meal, you will gain 2-D6 +6 strength.
15% chance of this strength being permanent.
31-40: After eating this meal, you will gain 2-D6 +6 constitution.
15% chance of this constitution being permanent.
41-50: After eating this meal, meals found in the wild will be 500%
more plentiful.
20% chance of this being permanent.
51-60: A plate of insects are served. After eating this meal, you will
be able to communicate with insects for 5-D120 +5 days.
10% chance of this being permenent.
61-70: A plate of bones are served. After eating this meal, you will be
immune to the fear of all undead for 3-D12 +9 days.
30% chance of never needing food again.
71-80: A plate full of various types of mushrooms is served. The one who
eats this will slip into the dimension of the unreal for 3-D4 +3 days.
Up to 10 others can be taken with the one who eats this plate of
food. All ruling and encounters will be created by the Game Master
(be creative).
30% chance of never needing food again.
81-90: The scent of this food causes an Ambrosia effect, which will enable
the one who eats this food to feed by way of simply smelling food
for 3-D20 +5 days.
25% chance of this effect being permentnt.
91-00: A plate of cooked and seasoned dragon meat is served. The one
who eats this plate of food will be immune to the breath weapon
of a random dragon 3-D6 +6 days.
05% chance of this being permanent (roll a D20 -- if you roll a
20, this ability will become permanent).
Side effect: Absolute enmity from all creatures of dragon blood.
31-40: Travel gate opens, linked with another destination. Roll on the following
chart to know the destination:
%Roll: Travel Gate Destination:
01-20: Random setting within the region the party is currently traveling in.
Roll on the following chart to know what setting the party will
travel to: %Roll: Setting:
01-25: Crypt
26-50: Dungeon
51-75: Labyrinth
76-00: Tomb
21-40: Random Site within the region the party is currently traveling in.
41-60: Random Region. <--- Use this chart for the region.
61-80: Random Dimension.
81-00: Random Plane. %Roll: Random Plane Result:
01-33: Seven Havens
34-66: Spirit (The Ever`Dark)
67-00: Underworld
41-50: Another Inn or Pub with patrons appears, mingled within the Inn or Pub
the party at. This will be significant in that the party will see something
that will spark a quest of no small significance (it will be related directly
to the city, town or village they are visiting). The Game Master will
make something up partaining to this occurance.
51-60: A distant common room will appear through the haze within the Inn or Pub.
If the party investigates it, they will be drawn into that common room, and
the common room they were once within will appear distant. This is a one
way trip and is an alternate reality. This alternate reality will last for one
full moon (30 days) before the party will be drawn back to their original
common room. During this time, an adventure will be set before the party
that will challenge them. Game Master: Be creative on this and have fun.
61-70: A vision of an ancient past will play out before the party and patrons. This
past will reveal a secret long since forgotten by mankind, and will be the
beginning of something important that will directly effect the city, town,
or village the party is visiting. Game Master: Make up something that
relates tied to the history of this area.
71-80: A spirit begins mingling with the patrons and the party. This spirit can
be dangerous, amusing, chaotic, a mix of all, Etc., and will be totally
to the discretion of the Game Master.
81-90: Darkness blots out the light within the establishment. Roll on the
following chart to know the details of what will occur while this
darkness is present.
%Roll: Effects and details of this Darkness:
01-10: Random entity takes notice of the establishment
(Game Master's discretion).
11-20: Each characters in party must make a successful avoidance-roll
vs. Awareness "Vision"(no luck can be used). If successful,
a character will have night-vision for 3-D20 +9 days with a
15% chance of it being permanent.
21-30: Each characters in party must make a successful avoidance-roll
vs. Awareness "Vision"(no luck can be used). If unsuccessful,
a character will be struck blind for 3-D20 +9 days with a 15%
chance of it being permanent.
31-40: This shadow will last for 3-D6 turns. After the shadow lifts, all
characters and inn patrons will find, upon leaving the inn, that
they are transported into a deep, unlit cavern system within a
region (the most dangerous of 3 random region checks from
the Earthen Plane). This is not a magical effect, but an ability.
Magic-Resistance will not defend against this effect.
41-50: While this darkness overshadows the inn or pub, 3-D4
creatures of shadow and darkness will appear and attack.
Discretion of the Game Master.
51-60: Within the darkness comes a voice which speaks the
following words (or similar according to the discretion' of the
Game Master), "Three night hence and my minions of
darkness will come upon this place and destroy all within.
You have be warned."
61-70: Within the darkness a host of Shadow Bats swarm, attacking
all within the establishment. Shadow Bats will have stats
according to the desire of the Game Master. These will not
be overpowered, but their number will be high.
71-80: All character present transported to a realm of shadow of the
making of the Game Master. Be creative.
81-90: Within the darkness, 5 random money checks rain down.
91-00: All characters present must make an avoidance-roll vs.
"Faith". If successful, each character will develope a
permanent, but benign shadow ability. There will be a 5%
chance of developing a more powerful shadow ability.
91-00: An ominous, floating Eye appears, observing all characters present (one by one):
%Roll: Eye effects:
01-10: All party members are gifted with a random language
(permanent).
11-20: This is a scouting spell from an entity from another
dimension. The nature of this, and all rulings will be
21-30: This is a scouting spell from an entity from another
plane The nature of this, and all rulings will be solely
31-40: The party is noticed by an unknown entity.
Whether for good of ill, this will directly
effect the company's future and the quest,
bounty, or adventure they are currently on.
Game Master: Get a bit creative with this.
41-50: All caster in the party permanently learn one
51-60: All party members gain one random characteristic
if a successful avoidance-roll vs. "Mental-Attack"
is rolled. No luck can be used.
61-70: All party members lose one random characteristic
unless a successful avoidance-roll vs.
"Mental-Attack" is rolled. Luck used to succeed
will not regenerate for 1 full moon (30 days),
during which time the player will be exhausted.
During this exhaustion, the luck that is not
regenerated will be the penalty to that character's
offense and defensive rolls.
71-80: The party is judged by power and sent into an
adventure of the Game Master's making.
81-90: The spirit of all Party members are randomly
switch into the bodies of the others unless ALL
can succeed an avoidance-roll vs. "Sixth Sense".
Luck can be used, but will not regenerate until
each party member levels. This is considered a
greater curse.
91-00: Each party member will level if a successful
avoidance-roll vs. "Faith is rolled. Luck can
be used, but will be forever forfeit (this is the
choice of each player).
Secret:
One of the party discovers a secret in this inn or pub. Roll on the following chart to see what this secret is, or make something up (this will be up to the Game Master):
%Roll: Secrets: Game Master: All secrets are up to you to embellish on.
01-05: A mug with a fake bottom has a random coin in it.
06-10: A mug with a fake bottom has a random gem in it (gem must fit).
11-15: A mug with a fake bottom has a random map folded up in it.
16-20: A mug with a fake bottom has a random magical ring (ring must fit).
21-25: A random spell-rune is etched into the top of the table (very faint).
26-30: The center bottom of the table opens to reveal a random dagger.
31-35: The center bottom of the table opens to reveal a random sword.
36-40: The center bottom of the table opens to reveal a random scroll.
41-45: One of the candles in this place is a magical candle.
46-50: A pouch of random money is found on the floor out of sight in the corner.
51-55: One of the lamps in this establishment is a Genie Lamp.
56-60: One of the utensils you are eating with is ancient.
61-65: The side of the table opens to reveal a treasure guarded treasure horde.
66-70: The bottom of one of the plates has a riddle on it. If this riddle
is known, it will lead the party to something significant.
71-75: The top of a chair pulls apart, revealing a vial (a potion).
76-80: A floorboard comes loose, revealing one random treasure item.
81-85: The door handle to the room in the inn, or the outer door of the
pub, is crafted gem. it is so filthy, no one realizes its value.
86-90: A note is tucked up under the bar. It is a dire plea for help.
91-95: Discover a secret panel that leads down into an underground cavern system.
96-00: One of the crystals in a sconce is Ironese Crystal.