d20 | Result |
---|---|
1 |
Each creature in the territory is met with 1d8 goblins holding wooden tools, and nothing else of use. |
2 |
The territory gets filled with a hallucinogenic gas, each creature in the territory must make a DC 17 wisdom saving throw or begin to experience their worst fears |
3 |
Creatures in the territory are transported into random different territories |
4 |
Creatures in the territory become marked. A marked creature has their location broadcasted at the start of each day. |
5 |
Each creature in the territory get one item of Kinsley's choice stolen from them |
6 |
Each creature in the territory is given a bet, consult the Random Bets Table |
7 |
Creatures in the territory are forced to fight the closest creature to them that they can see. If no such creature exists then nothing happens. |
8 |
Creatures in the territory reduce one state of their choice by 3 until the next day. |
9 |
Each creature in the territory is given a bet, consult the Random Bets Table |
10 |
Each creature in the territory is suddenly subject to a Kinsley Trap, consult the Kinsley trap table |
11 |
Each creature in the territory is given a bet, consult the Random Bets Table |
12 |
A group of Assassins spawn and begin hunting down each creature in the territory |
13 |
The floor is Lava |
14 |
The Sun is a deadly Lazer |
15 |
Each creature in the territory is given a bet, consult the Random Bets Table |
16 |
Up is down |
17 |
Magic stops working in this territory |
18 |
Each creature in the territory lose the keys to their tavern rooms |
19 |
Each creature in the territory gain the flaw, "I really enjoy doing monologues" for the day |
20 |
Everyone in the territory becomes a were-ferret for the day, this is merely a appearance change |