← Search

Random Events & Encounters

Section

OSE NL · p.8 · 3p

Open source p.8

Random events whilst traveling on Paths occur on 1–in–6 per hour, or at the referees discretion. Frequency of random events in Locations can be rolled at the referee's discretion, such as if the party revisits a location, spends too much time searching an area, or you'd prefer the dice to determine what happens next.

Path (d100)Location (d100)Result
01–1001-05 NECRO DIVAS [p.6]. 1-5—hostile; 6—cowardly; 7—guarding; 8—distracted; 9-10—vulnerable.
11-1506–20 SUNMOURNERS [p.4]. 1—bored; 2—distracted; 3—needy; 4—guarding; 5—scared; 7—watchful; 8-9—fleeing; 10—hostile.
16-2521–30 CULT MEMBERS [p.31]. 1—hostile; 2—mocking; 3—transporting; 4—cautious; 5—probing; 6—searching; 7—probing; 8—drunk; 9—fleeing; 10—angry.
26-3031–65 RESIDENTS [p.32]. 1-2—ambush; 2—scared; 3—asking; 4—friendly; 6—smug; 7—guarding; 8—offering; 9—mocking; 10—hostile; 11—playful; 12—obliging; 13—suspicious; 14—depraved; 15—distressed; 16—shocked; 17—wounded; 18—kind; 19—deceptive; 20—savage.
31-40TWILIGHT VERMIN [p.42]. 1—7 hostile; 8—feasting; 9—stalking; 10—fleeing.
41-4566–70 WINGED BEHEADERS [p.41]. 1-6—hostile; 7—laboring; 8—mating; 9—patrolling; 10—evading.
46–5071–75 ASH GOLEMS [p.36]. 1-4—hostile; 3—wounded; 4—eating; 5—drunk; 6—fleeing; 7—ecstatic; 8-9—busy; 10—fascinated; 11—oblivious; 12—singing.
51–55SHADOW WALKER [p.38]. 1-8—vicious; 9-10—oblivious.
76–84 SUN SPRITES [p.40]. 1-4—loving; 5—confused; 6—cautious; 7—distressed; 8—intrigued; 9-10—fleeing.
56–6085-90 FACELESS DRIFTERS [p.37]. 1-5—ferocious; 6—confused; 7—evasive; 8—fleeing; 9—distressed; 10—guarding.
61–65QUANTUM BLINKER [p.40]. 1-7—aggressive; 8—sleeping; 9—fleeing; 10—absorbing; 11-12—expanding.
66–75PATH BECOMES 1—soggy ( hour to travel); 2—smooth, hard ( hour to travel); 3—rocky (climb, hours to travel); 4-5—thick ash ( hour to travel); 6—uncannily dark (roll again on this table).
76–84SKY OR LAND EVENT 1—comet; 2—earthquake; 3—sinkhole; 4—ash storm; 5—ball lightning; 6—falling star; 7—dread silence; 8—static electricity; 9—falling star; 10—mad whispers; 11—lights in the sky; 12—red fog; 13—windstorm; 14—frostbite; 15—poison gas; 16—stellar alignment; 17—meteor shower; 18—avalanche; 19—violent wind; 20—voice of doom.
85–89PATH LANDMARK 1—monolith with beam of light; 2—metallic flowers growing from ash; 3—excavated cemetery; 4—crumbling ruins; 5—organic structure; 6—inexplicable architecture; 7—remains of recent camp; 8—field of mist; 9—lair of beast; 10—hundreds of corpses; 11—overgrown tomb; 12—towering statue; 13—roadside memorial; 14—open sewer; 15—nest; 16—portal to another plane; 17—cryptic art; 18—twisted fauna; 19—aftermath of a battle; 20—macabre ritual site. CONFLICT (Roll 3 times and combine):
90–9491–941—Void Engineer; 2—Necro Diva; 3—Sunmourner; 4—Resident; 5—Ash Golem; 6—Winged Beheader; 7—Faceless Drifter; 8—NPC the party previously met; 9—Quantum Drifter; 10—Twilight Vermin. 1—stealing from; 2—slaying; 3—fleeing from; 4—aggressive towards; 5—guarding; 6—feeding on; 7—mating with; 8—sitting with; 9—defending; 10—capturing; 11—torturing; 12—defecating on; 13—beheading; 14—crying with; 15—teasing; 16—crawling with; 17—baptizing; 18—aiding; 19—studying; 20—worshiping. 1—Void Engineer; 2—Necro Diva; 3—Sunmourner; 4—Resident; 5—Ash Golem; 6—Winged Beheader; 7—Faceless Drifter; 8—NPC the party previously met;
95–009—Cult member; 10—Twilight Vermin. LOCATION COMPLICATION 1—random PC slips and falls; 2—random light item blows away; 3—random weapon damaged; 4—party senses they are being tracked; 5—blinded by ash; 6—random PC damages footwear; 7—witness a shocking crime; 8—items missing, probably stolen; 9—random PC has been poisoned from last meal or item they came into contact with; 10—forced to leave location.
95–00PATH COMPLICATION 1—random PC stumbles and slips and falls; 2—random light item blown away; 3—lost, add hours to find your way; 4—sun stones fade; 5—weapon dropped; 6—random PC blinded in one eye by flying debris; 7—random PC paralyzed; 8—dazed and confused, random PC has nervous breakdown, hours to recover; 9—party is confused, believes they're being followed; 10—food spoils; 11—forced to backtrack; 12—wound on random PC gets infected; 13—random item by party lost; 14—bodies fall from the sky; 15—paranoia, random PC goes temporarily insane and attacks an ally; 16-20—massive terrain obstacle.