1d40 | Result |
---|---|
1 |
Local population or devices overly friendly and inquisitive, won’t leave outsiders alone. |
2 |
Lack of air and many choking and crushing spaces. |
3 |
Everything at location several sizes too big. |
4 |
Fools good, counterfeits and worthless copies of valuables are boundless at location. |
5 |
Thundering geysers and torrents of water. |
6 |
Location has become overgrown with some deadly vegetative or mineral pest. |
7 |
Traps that expulse volumes of destructive material. |
8 |
Location is lost to monsters. |
9 |
Location is incredibly deep beneath the earth. |
10 |
Entire location is a n obscene deathtrap, a torturer’s wet dream. |
11 |
Security is incredibly well ordered and regimented. |
12 |
Ethereal and otherworldly guards, ghosts, golems or summoned beings. |
13 |
Trap doors and invisible walls. |
14 |
Location is a constant test for the mind. |
15 |
An extreme climate of heat or cold |
16 |
Infected with hordes of wild beasts. |
17 |
A real and well document curse is enacted on those who enter location. |
18 |
Location is so large, disorganised and labyrinthine their exists the possibility of becoming lost there forever |
19 |
Churning and out of control machines pose a constant threat for unwary intruders. |
20 |
Zealous, nigh suicidal guards. |
21 |
An abundance of light, nowhere to hide. |
22 |
Deadly heights and billowing gusts. |
23 |
Location is either made of, or permeated with, a substance that makes impinges on ambulation. |
24 |
Parasites skulk at location, waiting for fresh hosts. |
25 |
Location is flooded. |
26 |
Location and inhabitants are too beautiful, innocent, or otherwise lovely to harm or aggress. |
27 |
Traps that grasp, pull, claw and entomb. |
28 |
Location is incredibly seductive. Visitors never want to leave. |
29 |
Some reality fissure is allowing horrors from the lower depth to seep into location. |
30 |
Utter and total darkness afflicts location. |
31 |
Location induces interlopers into a state of passive and stupor-like calm. |
32 |
Location is travelling or otherwise in constant movement. |
33 |
Everything at location regrows and is replaced instantaneously, nigh impossible to kill or destroy. |
34 |
Likeness of intruders is captured and recorded, either for future punishment or the creation of dopplegangers. |
35 |
Location is prison like, easy to enter, impossible to leave. Inhabitants or suitably mad or aggressive. |
36 |
Latent and corrupting residual radiation. Causes mutations. |
37 |
Inhabitants of location always know when they will be visited. They see everything. |
38 |
Location is near collapse. Architecture itself is deadly. |
39 |
Something very old, very powerful and very alien inhabits location. |
40 |
A lingering and deadly contagion wafts through location. |