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

                            soley up to the Game Master.

 

              21-30:   This is a scouting spell from an entity from another

                            plane The nature of this, and all rulings will be solely

                            up to the Game Master.

 

              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

                            random spell.

 

              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.