| d50 | Event | Terrain |
|---|---|---|
1 |
A group of Pilgrims (Final Light) |
Hills – Rolling elevations that provide vantage points and natural obstacles |
2 |
A group of Pilgrims (The Veil) |
Marsh – A waterlogged lowland teeming with reeds, wildlife, and hidden dangers. Roll on "Traps - Meteor Tales" |
3 |
Encounter Roll |
Canyon – A steep-sided valley carved by a river, offering dramatic views and narrow paths. Characters move in folders of 2. |
4 |
Collapsed Path – The ground beneath the adventurers gives way, creating a gap that requires a Acrobatics Roll (Difficulty: 5) or a makeshift solution to cross safely. |
Plateau – A flat-topped highland with wide, open vistas and sparse vegetation. |
5 |
Natural Barricade – A large tree or boulder has fallen across the path |
Cliffs – Sheer rocky faces that drop abruptly, challenging for climbing or navigating. -2 Mobility Levels |
6 |
Sudden Downpour – A heavy rainstorm begins. |
Foothills – Gentle slopes at the base of mountains, often lush and teeming with life. |
7 |
Hidden Nest – A character accidentally disturbs a nest of small territorial creatures (e.g., snakes, birds). Each adventurer must make a D20 Roll (Difficulty: 10) or take 1D10 damage until Rest or Common Healing (5). |
Steppe – Open, grassy plains that stretch endlessly, often windy and treeless. |
8 |
Rogue Wind – A sudden, intense gust of wind makes ranged attacks suffer a -2 Grit Penalty. |
Ravine – A narrow, deep gorge with steep sides, typically carved by flowing water. |
9 |
Hidden Cache – The adventurers stumble across an old stash of gear or supplies (Observation 5). (Roll on "Person Loot - Meteor Tales RPG" |
Badlands – Rugged terrain of eroded hills and gullies, often barren and desolate. Food Gathering & Herbalism Rolls are disabled. |
10 |
Unstable Ground – The ground threatens to collapse beneath the group. Characters must pass a Mobility Roll to avoid falling. Falling characters take 1D10 damage until Rest or Common Healing (5). |
Rocky Outcrop – A cluster of exposed rocks or boulders rising from the surrounding terrain. |
11 |
Unmarked Trap – The group stumbles upon an old, hidden trap (e.g., a hunter's snare or spiked pit). Roll on "Traps - Meteor Tales" |
Forest Edge – The transition zone between dense woods and open land, bustling with activity. |
12 |
Broken Bridge (10 meters length) |
Waterfall Basin – A scenic pool or stream formed at the base of a waterfall. |
13 |
Poisonous Vines attack the adventurers: -1 Grit Level for 24 hours (Vigor). Treatment: Common Healing (5) |
River Delta – Fertile land at a river's mouth, crisscrossed by waterways. |
14 |
Illuvata: hallucinogenic mushrooms affect the adventurers (Vigor). Hallucinations cause disorientation, intense fear, and lucid dreaming for 1D10 hours. |
Gorge – A deep valley with steep sides, often carved by fast-moving rivers. |
15 |
Flesh-Eating Plants: Adventurers suffer 1D20 Grit Damage that can be restored during Rest or after Treatment (Common Healing: 5). |
Hunting Ground: Provides Food Gathering Rolls with +1D10 Bonus |
16 |
A Maze in the area causes disorientation, doubling Traveling time. The Maze can be forfeited with a Traveling Check (10). |
Wilds: Requires Traveling Rolls for Navigation (Difficulty 5) |
17 |
The adventurers find themselves Ensnared in a web of mystical threads (Vigor). Within 3 Rounds, Giant Spiders will arrive to devour them. |
Vale: Provides Food Gathering Rolls with +1D10 Bonus |
18 |
The adventurers enter Burial Ground. While in the area, they suffer a -1 Grit Level penalty to their Vigor due to angered spirits that haunt them. |
Bog: Triggers Mire Spike Rolls |
19 |
A mysterious plant suddenly releases a corrosive Acid. Each adventurer must subject one of their items to a Durability Check. |
Rocky Passage: Requires Climbing Rolls (Difficulty 5) |
20 |
Vaporous Plants assail the adventurers, leaving them with numbed limbs and a -1 Grit Level penalty to their Mobility for 24 hours (Vigor). To remedy this, they can seek treatment through Common Healing (5). |
River: (Requires Swimming Rolls (Difficulty 5) |
21 |
A Curse plagues the land. Adventurers lose their Karma points (Vigor). |
Meadow: Provides Food Gathering Rolls with +1D10 Bonus |
22 |
A few untamed Horses are found in the wild (Perception). |
Thicket: Provides Food Gathering Rolls with +1D10 Bonus |
23 |
The adventurers stumble upon a handful of Goodberries (1D10) that restore 1D20 Grit when consumed. |
Stone Overhang: Shelter that offers Average Danger Safety |
24 |
A Traveling Merchant (Alchemist). |
Dense Thicket: Shelter that offers Average Danger Safety |
25 |
A Spirit appears that possesses healing properties. |
Cave Mouth: Shelter that offers Low Danger Safety |
26 |
The adventurers find Fruit that offer +10 Grit for the rest of the day. |
Abandoned Ruin: Shelter that offers Low Danger Safety |
27 |
Chanting can be heard through the trees, granting Prime Grit for the day. |
Natural Archway – A striking rock or tree formation provides partial shelter and an opportunity for respite. Characters who rest here gain the Well Rested Condition. |
28 |
Fireflies follow the adventurers providing illumination in the dark. |
Swamp: -2 Mobility, Mire Spike Rolls |
29 |
A celestial dance of stars in the night sky grants visions of future events (Divination: 5). |
Craggy Ridge – A rugged, rocky slope offering excellent visibility but difficult to traverse. Traveling Roll is required (Difficulty 5). |
30 |
Abandoned Camp – The group discovers an old campsite with scattered remains of supplies and gear. Roll on "Person Loot - Meteor Tales RPG" |
Scree Field – A slope covered in loose stones, treacherous for footing. (Risk Rolls result in falling and 1D10 damage until Rest or Common Healing (5). |
31 |
A Traveling Merchant (Adventuring Items, Premium Quality). |
Cliffside Trail – A precarious path along a sheer rock face (-2 Mobility). |
32 |
A Traveling Merchant (Blacksmith, Premium Quality). |
Lake: Provides Food Gathering Rolls with +1D10 Bonus |
33 |
A Traveling Merchant (Blacksmith, Common Quality). |
Floodplain – A low-lying area prone to seasonal flooding, filled with rich soil and vegetation. +1D10 Herbalism Rolls. |
34 |
A Traveling Merchant (Magical Items, Common Quality). |
Alpine Meadow – A high-altitude grassy area dotted with wildflowers and patches of snow. |
35 |
A Traveling Merchant (Adventuring Items, Common Quality). |
Wind-Swept Plateau – A high, barren plain exposed to constant strong winds (- Ranged Attacks). |
36 |
A Traveling Healer (Common). |
Underground Ravine – A deep chasm hidden beneath the surface, with dim light filtering from above. |
37 |
Encounter Rolls |
Cypress Swamp – A wetland with towering cypress trees, their roots rising from the water (-1 Mobility). |
38 |
Encounter Rolls |
Steep Incline – A sharp uphill climb exhausts characters and slows their pace (-2 Vigor). |
39 |
Encounter Rolls |
Windy Pass – Fierce gusts make it difficult to maintain footing or direction (1 Risk on Movement). |
40 |
Encounter Rolls |
Overgrown Trail – An old path overtaken by weeds and vines requires clearing to proceed (-1D10 Grit due to Fatigue until Rest). |
41 |
Wild Pack – A group of small animals (e.g., feral dogs or wolves) follows the group, wary but not hostile. Their behavior may change depending on how the adventurers react. |
Flat Grassland – Open, level ground allows faster movement with excellent visibility. Sets danger to High when Resting. |
42 |
Dense Fog – A thick mist envelops the area, making navigation difficult (-2 Perception Levels) |
Riverside Path – Following a river provides a clear route with access to water. |
43 |
Poison Ivy / Nettles – Contact with a patch of irritating plants causes adventurers to suffer -1 Grit Level for 24 hours (Vigor Roll) unless treated with Common Healing (5). |
Old Stone Road – Remnants of ancient paved roads allow easy and smooth travel. |
44 |
Abandoned Wagon – A broken-down wagon blocks the path. The group can search it for supplies or repair it to carry gear. Roll on "Mundane Items Loot - Meteor Tales RPG" |
Stable Ford – A shallow part of a river makes for an easy crossing. |
45 |
Fallen Prey – The group stumbles upon the remains of a recently killed animal. A Necropsy Roll (Difficulty: 5) reveals if predators are nearby or if the meat is safe for consumption. |
Mountain Saddle – A low point between peaks provides a quicker way through the mountains. |
46 |
Travelers’ Shrine – A small, weathered altar is found in the wilderness. Placing an offering grants a Shrine Roll. Roll on "Shrines" |
Chasm Gap – A natural split in the ground blocks the way. A makeshift bridge or rope system may be required to cross safely. |
47 |
Quicksand – A deceptive patch of ground traps one or more adventurers (Mobility Roll). They must succeed on 2 Rolls (Difficulty: 12) or be pulled out by others within 1D10 rounds, or Die. |
Collapsed Tunnel – A passage through hills or mountains has caved in. Digging through will take 1D10 hours unless tools are available. |
48 |
Hunting Party – The group encounters local hunters (or scavengers) tracking game. Depending on interactions, they may share knowledge of the area or demand supplies in exchange for passage. |
Overrun Barn – A barn is infested with aggressive creatures (rats, snakes, or wild animals). Clearing it provides useful supplies but risks injury. Roll on "Mundane Items Loot - Meteor Tales RPG" |
49 |
Rockslide – Loose rocks tumble down a nearby slope, threatening the party. Mobility Roll allows characters to dodge; failure results in 1D10 damage and temporary difficulty in movement. |
Abandoned Farmstead – The party finds a desolate farm. Searching yields food or tools (Roll on "Mundane Items Loot - Meteor Tales RPG" |
50 |
Monument - Religion, History or Culture Roll. |
Fort Basement – The basement of an old fort contains valuable supplies but is infested with rats (Roll on "Mundane Items Loot - Meteor Tales RPG" |