Result
Reward: Roll on "RewardOngoings" (columns: 1)
Civilized Ongoings: Roll on "RewardOngoings" (columns: 2)
Wilderness Ongoings: Roll on "RewardOngoings" (columns: 3)
Roll on "Hazard"
Subcharts
RewardOngoings (d20)
d20 | Reward | Civilized Ongoings | Wilderness Ongoings |
---|---|---|---|
1 |
Large cache of credits |
Local festival going on |
Bandits have moved in |
2 |
Precious cultural artifact |
Angry street protests |
Flooding swept through |
3 |
Vital data on the party’s goal |
Minor fire or other disorder |
Part of it has collapsed |
4 |
Missing or kidnapped VIP |
Merchants and peddlers active |
Refugees are hiding here |
5 |
Advanced pretech artifact |
Tourists from another country |
Dangerous animals lair here |
6 |
Key to some guarded location |
Building repair or maintenance |
A rebel cell uses it for a base |
7 |
Ancient treasure object |
Recent vehicle crash |
Smugglers have landed here |
8 |
Recently-stolen goods |
Public art performance |
Foreign agents meet here |
9 |
High-tech robotic servitor |
Angry traffic jam |
A hermit has taken up residence |
10 |
Token item of ruling legitimacy |
Missionaries for a local religion |
A toxic plant is growing wild |
11 |
Juicy blackmail material |
Loud advertising campaign |
An artist seeks inspiration here |
12 |
History-rewriting evidence |
Memorial service ongoing |
An ancient structure was dug out |
13 |
Alien artifact of great power |
Road work halting traffic |
The weather has turned savage |
14 |
Precious megacorp data files |
Power outage in the area |
A vehicle crashed nearby |
15 |
Map to some valuable thing |
Police chasing criminals |
Some locals are badly lost |
16 |
Forbidden but precious drug |
Annoying drunks being loud |
Religious pilgrims come here |
17 |
Legal title to important land |
Beggars seeking alms |
Locals fight over control of it |
18 |
Awful secret of local government |
Constructing a new building |
Nature threatens to wipe it out |
19 |
Cache of precious goods |
Local thugs swaggering around |
An old shrine was raised here |
20 |
Stock of valuable weaponry |
Aerial light display |
A shell of a building remains |
Hazard (d8)
d8 | Result |
---|---|
1 |
Hazard: Social Specific Example: Resolve: {An explosively temperamental VIP|An unknown but critical social taboo|A case of mistaken identity|An expectation for specific PC action|A frame job hung on the PCs} Possible Danger: Resolve: {An allied NPC breaks ties|An enemy is alerted to them|A new enemy is made|Cads think the PCs are allies|An opportunity is lost} |
2 |
Hazard: Legal Specific Example: Resolve: {A regulation unknown to the PCs|A tax or confiscation|Vital gear is prohibited here|Lawsuit from an aggrieved NPC|A state agent conscripts PC help} Possible Danger: Resolve: {Substantial monetary fine|Imprisonment for the party|Confiscation of possessions|Deportation from the place|Loss of rights and protections} |
3 |
Hazard: Environmental Specific Example: Resolve: {Heavy background radiation|A planetary sickness foreigners get|Strong or weak local gravity|Gear-eating microbial life|Unpredictable psychic power field} Possible Danger: Resolve: {Catch a lingering disease|Suffer bodily harm|Take a penalty on rolls|Lose some equipment|Psychic abilities are altered} |
4 |
Hazard: Trap Specific Example: Resolve: {Alarm system attached to a trap|Snare left for local animals|Hermit self-defense measure|Long-dead builder's trapsmithing|New occupant's defensive trap} Possible Danger: Resolve: {Something set on fire|Guards are summoned|Fall to a new area|Equipment is damaged|Subject is injured} |
5 |
Hazard: Animal Specific Example: Resolve: {Dangerous local swarm vermin|A big predator lair|Pack hunters haunt the area|Flying threats pounce here|Monstrous beast sleeps or is torpid} Possible Danger: Resolve: {They have a ranged attack|They're venomous|Dangerously coordinated foe|Killing them inflicts a fine|Their deaths cause an effects} |
6 |
Hazard: Sentient Specific Example: Resolve: {A group hostile to intruders|Trickster thieves and con-men|Hostile expert-system robots|Secrecy-loving rebels or criminals|Another area-clearing group} Possible Danger: Resolve: {Immediate combat|Treacherous feigned friend|Lead the PCs into a trap|Demand payment or loot|Activate other area defenses} |
7 |
Hazard: Decay Specific Example: Resolve: {Crumbling floor or ceiling|Waste or heating tubes rupture|Dangerous standing liquid|Maintenance robots gone haywire|Power plant is unstable} Possible Danger: Resolve: {Ruptures to release a peril|Toxic or radioactive debris|Explosive decompression|Invisible or slow-acting toxin|Fires or explosions} |
8 |
Hazard: PC-induced Specific Example: Resolve: {Activating a system causes a disaster|Catastrophic plan proposed by NPCs|Removing loot triggers defenses|Handling an object ruins it|Leaving a thing open brings calamity} Possible Danger: Resolve: {Horrible vermin are admitted|Local system goes berserk|Something ruptured violently|Ancient defenses awaken|The PC's goal is imperiled} |