SWN - Places (Improved)

You can find a collection including all of my public charts here: https://chartopia.d12dev.com/collection/2569/

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}