Korolstead - Ernalda's 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".

6-10

The party passes through tall trees with jet-black bark and leaves. These are blackthorn trees. Successful Plant Lore to identify. All the spirits are dark trolls who served Braineater. They can be friendly or hostile.

11-15

The party passes through a patch of smallish weeds with large grey flowers. These are dreamweed. Successful Plant Lore to identify.

16-17

The party finds a clearing with small plants growing in neat rows. Are they being cultivated by someone? These are hazia plants. Successful Plant Lore to identify. There are enough plants to yield 20 pipefuls of the drug.

18-20

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

21-25

The party trips through dense beds of strong ivy with dark green leaves. This is ivy of delight. Successful Plant Lore to identify. Any sentient passing through this foliage must perform a CONx3 or be affected as per the Harmonium rune spell. Incomplete creatures and Aldryami are not affected.

26-28

The adventurers push through poisonous and/or toxic plants. Successful Plant Lore to identify. GM’s discretion.

29-30

The adventurers encounter dangerous, carnivorous plants. Successful Plant Lore to identify. GM’s discretion.

31

The party spots a small herd of Resolve: {Roll 1d6+1}common deer. They are possibly being stalked by predators (giant snakes, spiders, tolings, Prax’s broo, etc).

32-34

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

35-38

A pack of Resolve: {Roll 1d10+5} rubble runners swarms through the undergrowth.

39-40

A pride of Resolve: {Roll 1d8} kittens is nearby, watching the party.

41-44

The party spots a small swarm of giant beetles are grazing in the bracken nearby.Resolve: {Roll 1d6+4} ham beetles and Resolve: {Roll 1d6-1} giant guard beetles. They are possibly being stalked by predators (giant snakes, spiders, tolings, Prax’s broo, etc).

45-48

A rare urothing sighting! The adventurers are offered a rare treat to see Roll 1d8+6 of them grazing nearby. Resolve: {10%?They are being stalked by Roll 1d8tolings.|}

49-53

The adventurers see a small herd of zazur. Roll 1d6+2 sky bulls are seen grazing nearby. Resolve: {10%?They are being stalked by Roll 1d8tolings.|}

54-55

The party is being stalked by Roll 1d8 tolings. Make the appropriate rolls to determine if the adventurers notice them. The tolings attack from ambush, choosing a weak, injured, or isolated person. They are patient.

56-60

Snakes! Snakes thrive here, preying on beetles, rubble runners, and deer.

61

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

62-66

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.

67-68

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.

69-73

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.

74-78

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.

79-80

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.

81

Attacked by 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.

82

Attacked by 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.

83-84

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 {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.`}

85

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.

86-87

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

88-92

Stalked by a sprul-pa. It will interfere, frustrate, or kill whomever it can, all in the effort of driving the party from the garden.

93-98

No encounter.

99-100

GM's choice, or reroll.