Travel Events for Secrets of the Weird Wizard (3d6)

3d6 Result

3

Major setback (lost, storm). Pg 28.

4-5

Violence.  Pg 28.

6-8

Minor setback (ruined supplies, obstacle, sickness). Pg 28.

9-12

Nothing happens...

13-15

Minor windfall (shortcut, provisions and supplies, healing, haven, discovery). Pg 29.

16-17

Side Quest: Roll on "Side Quest"

18

Major Windfall. Pg30.


Subcharts

Side Quest (d20)

d20 Result

1

A hamlet or farmstead appears to have been abandoned all of a sudden. Meals have been left on tables, clothing hangs out to dry, and doors and windows stand open.

2

Smoke rises from several burning wagons. Although there are plenty of dead, signs indicate that people have been dragged off.

3

A closed door in the side of an enormous boulder leads to a tiny faerie realm.

4

A line of rounded hills mark the graves of longdead warriors, but one of them has been opened, evidenced by the shattered stone of the door that now litters the ground.

5

Scorch marks on the ground form some sort of pattern.

6

The ruins of an abandoned keep crown a low hill.

7

A stampede of cattle, antelope, or some other herd animal races across the landscape, pursued by monstrous hunters.

8

Steam and smoke rise from a crater. Prints reveal that whatever fell here either walked or was carried away.

9

A family of refugees laments the loss of one of their own, carried off by something when they camped the previous night.

10

A strange altar made of bones and stones exudes menace.

11

Two small armies from lands in the Old Country square off in the distance.

12

Hundreds of zombies shuffle about in the distance, searching for brains.

13

A small village not shown on any maps appears and seems normal until the people start behaving in odd ways.

14

A cavemouth leads deep underground. Unsettling images appear on its walls, and there are human and animal bones everywhere.

15

A giant takes long strides in the distance.

16

A vast graveyard, surrounded by a high wall with a single gate, stands in the middle of nowhere. At night, things are seen to move about within.

17

What at first appears to be a bit of metal transforms into a strange magical or mechanical device of unknown purpose or function. Those carrying it feel an odd compulsion to handle it and, eventually, one causes it to reveal its form.

18

Wild hunters race out from a fog bank accompanied by dire wolves. The hunters round up mortals and spirit them off to some unknown fate. Locals beg the characters for aid.

19

A square building of black stone with an open portal on one side is visible in the distance. The place exudes a baleful aura.

20

A staircase made of stone climbs up into the air but seems to go nowhere.