DesertSeed (d10)

d10 Result

1-2

An Antagonist (Roll on "DesertAntagonist") has marshaled forces to overwhelm a Friend's (Roll on "DesertFriend") allies in order to obtain a Thing (Roll on "DesertThing") they recently found. The Friend has their associates forted up at a Place (Roll on "DesertPlace"), but a recent Complication (Roll on "DesertComplication") has cut of any easy escape. The Friend needs the PCs to get to the Place and fend of the Antagonist's minions long enough for their allies to escape to safety.

What's so harsh about the desert?: Roll on "DesertHarsh"

3-4

An Antagonist (Roll on "DesertAntagonist") has control of an important Place (Roll on "DesertPlace") that gives them tremendous spiritual or political legitimacy among the desert-dwellers. So long as they hold the Place, a Friend (Roll on "DesertFriend") can't hope to assemble resistance to their rule. A Complication (Roll on "DesertComplication") has opened up a route into the Place that is poorly-defended, and the Friend offers a Thing (Roll on "DesertThing") in payment if the PCs can depose the Antagonist.

What's so harsh about the desert?: Roll on "DesertHarsh"

5-6

Two Antagonists (Roll on "DesertAntagonist" and Roll on "DesertAntagonist") are locked in a struggle over control of a holy or economically valuable Place (Roll on "DesertPlace"). One of them has just come into control of a Thing (Roll on "DesertThing") and is going to use it to crush their opponent, allowing them to exert their tyranny unhindered. A Friend (Roll on "DesertFriend") has come into information on how to steal the Thing, and will give it to PCs who are willing to intervene.

What's so harsh about the desert?: Roll on "DesertHarsh"

7-8

A Complication (Roll on "DesertComplication") has intensified lately, whipping the locals into a frenzy that an Antagonist (Roll on "DesertAntagonist") is channeling into violence against a rival group. A Friend (Roll on "DesertFriend") belonging to that group thinks that there is a way to negate or mitigate the Complication, but it's located in a dangerous Place (Roll on "DesertPlace"), one that the Antagonist knows about and has dispatched minions to guard.

What's so harsh about the desert?: Roll on "DesertHarsh"

9-10

A Friend (Roll on "DesertFriend") is trying to use their control of a Thing (Roll on "DesertThing") to weld a fractious group into a coherent whole, the better to stand against a hostile Antagonist (Roll on "DesertAntagonist"). Unfortunately for the Friend, agents of the Antagonist recently stole the Thing and have it stashed at a Place (Roll on "DesertPlace") until the Antagonist can take possession of it. If its theft became proven, the Friend's backing would collapse, so they need the PCs to steal the Thing back before the Antagonist can display it as a trophy of their inevitable victory.

What's so harsh about the desert?: Roll on "DesertHarsh"