Korolstead - Palace Courtyard Random Encounter (d100)

d100 Result

1-2

Shitstain is spotted nearby, either in the sky or perched on a distant roof. She doesn't appear to have noticed the party. (She totally has, and she's likely baiting the adventurers into a horrible trap.) See "Prax's Chaos gang".

3

Shitstain drops feces on a random character. Her target is exposed to Roll on "RQG Random Disease" . See "Prax's Chaos gang".

4

Shitstain secretly soils a random piece of player equipment. When the owner handles it, they are exposed to Roll on "RQG Random Disease". See "Prax's Chaos gang".

5

Shitstain secretly steals a random piece of player equipment. GM's discretion on its value and importance. See "Prax's Chaos gang".

6-15

Attacked by a pack of {{ range from:6 to:15 }} rubble runners.

16-17

Stalked by {{ range from:1 to:8 }} kittens.

18-25

Stumble into rock lizard territory. Resolve: {Roll 2d6} rock lizards attack the adventurers from ambush.

26-29

Ambushed by undead giant guard beetles. Resolve: {Roll 1d6+6} zombie beetles attack the party. See "Vamargic's Minions".

30-31

Encounter Resolve: {Roll 1d3+3} angry Resolve: {{Earth|Fire|Water|Air}} elementals. They are cranky.

32-37

Encounter a foraging party from Prax’s gang. Roll 1d6+4 broo and Roll 1d4-1 scorpion men. Roll appropriate skills to determine who surprises whom.

38-39

Spot a dragonewt patrol. The adventurers see a group of Roll 1d6+6 dragonewts exploring the ruins, evenly split between crested scouts and beaked warriors. They are led by one tailed priest. Although they move as a unit, their actions and purpose are utterly incomprehensible.

40-44

The giant mantis zombie Cenobite is accompanied by two of Vamargic's honor guard and six undead guard beetles. See “Vamargic’s Minions”

45-54

Encounter burning spirits. These are the spirits attached to the burning troll corpses in the pyres. They attack anyone who touches or otherwise physically interacts with their corpse.

55-59

Encounter human ghosts. They seem unaware of the adventurers or the passage of time and are just going about their business as they did when alive.

60-61

Encounter troll ghosts. Former members of either Braineater or Vamargic's forces. They are not under Vamargic's control. They appear unaware of the adventurers and pantomime the last moments of their existence, fighting unseen enemies and dying. Note: They are frequently in the company of burning spirits.

62

Attacked by Resolve: {Roll 1d6+2} human ghosts. The party stumbles over the resting place of a Korolstead family, slaughtered during the Dragonkill. If one successfully possesses a character, it attempts to pick up its life from wherever it left off, unaware of the passage of time.

63-64

Attacked by Resolve: {Roll 1d6+2} beastman ghosts. These are the spirits of the few beastmen killed during the slaughter of Vamargic’s forces. They're still on a mission to clear the city of trolls. If an adventurer is possessed, they immediately head for Vamargic's shrine and attack the first troll ghost, skeleton, or zombie they encounter.

65-66

Party meets a band of Resolve: {Roll 2d6+2} shambling zombies in the service of Vamargic. Roll on "Korolstead Undead Races", Roll on "Korolstead Undead Races", and Roll on "Korolstead Undead Races". Distribute appropriately.

67-68

Party surprises a squad of Roll 2d6 of Vamargic's Roll on "Korolstead Undead Races" skeletons.

69

Surprise two members of Vamargic's honor guard. The party gets one melee round to react. After that, one spirit tries to engage the adventurers in spirit combat while the other flees to alert Vamargic and gather the remaining honor guard. If successful, Vamargic arrives in Roll 2d8 combat rounds.

70-74

Spot Orestac's royal guard on patrol. Party encounters a squad of Royal Guardsmen riding phantom horses of black mist. Resolve: {5%?One of them is Orestac Opensteppe, and she is carrying Theya's Triumph. She is in the company of ten other Guardsman.|There are` `Roll 1d6+5 of them.}

Resolve: {40%?`They are fighting Vamargic's `{50%?`spirits|skeletons`}` and ignore the adventurers.|40%?They mistake the party as VIPs, such as dignitaries, nobles, city officials, and so on. They insist on escorting them to wherever they were going.|5%?They attempt to parlay with the adventurers, as if to chat, oblivious to anything else going on around them.|5%?They challenge the adventurers, as if they just caught trespassers, and attempt to interrogate them, oblivious to anything else going on around them.|5%?They attempt to arrest the adventurers, confusing them for troublemakers. If the party doesn't resist, they are escorted to the Guardhouse (location 10 on the City Map) and left there.|5%?They depart, oblivious to anything going on around them.`}

75

Spot a band of  Roll 1d6 of Vamargic's Roll on "Korolstead Undead Races"  skeletons.

76

Spot two members of Vamargic's honor guard. One spirit tries to engage the adventurers in spirit combat while the other flees to alert Vamargic and gather the remaining honor guard. If successful, Vamargic arrives in Roll 2d8 combat rounds.

77

Party meets Vamargic and his honor guard. His arrival is presaged by the clanking of skeletal bones.

78-80

Party is ambushed by a band of Roll 2d6+2 shambling zombies. They are Roll on "Korolstead Undead Races", Roll on "Korolstead Undead Races", and Roll on "Korolstead Undead Races". Distribute appropriately.

81-85

Party is ambushed by a squad of Roll 1d6 of Vamargic's Roll on "Korolstead Undead Races" skeletons.

86-87

Surprised by two members of Vamargic's honor guard. One spirit tries to engage the adventurers in spirit combat. The other flees before the party is even aware of it. Vamargic arrives in Roll 2d8 combat rounds.

88

Party is ambushed by Vamargic and his honor guard. I guess they didn't hear the clanking bones.

89-98

No encounter. Boring.

99-100

GM's choice, or reroll.