Worldbuilding 101 - Filling in Some Gaps Part 2
While I'm finishing them off, here's two more of those random encounter tables...
Jungle
A – Sacred Totem Stone (Mysterious Fragment of the
Past)
Basic: You
see a standing stone from the ancient past, covered in vines. It obviously
hasn’t seen much worship or attention of any kind for a long time.
Heightened: A well-tended standing stone sits in a small clearing ahead
of you. As you approach, you feel a tingling sensation and your hairs stand on
end, it feels just like the calm immediately before a thunderstorm.
Extreme: You don’t even have time to realise what is heading your way, a
bolt of lightning shoots through the undergrowth (striking the character with
the most metal armour, or the character possessing the highest weight in metal
items). The struck character is knocked to the ground unconscious.
2 – Native (Notable Person/Creature from this
Location)
Basic: A Native is nearby gathering some herbs and roots.
Heightened: A Native is looking for something in particular and asks you
if you know where it is.
Extreme: A group of Natives (roughly equal to half the number of
players) has captured something big, and it’s about to break free from their
trap.
3 – Entangling Vines (Uncommon Environmental
Effect)
Basic: You need to be careful of trip hazards in this part of the
jungle.
Heightened: The undergrowth seems to be alive, it constantly grabs at
your legs and any protruding bits of equipment. Unless you take your time,
you’re bound to injure yourself or lose something important.
Extreme: You can literally see the vines writhing like tentacles as they
reach out to grab you (wood elemental).
4 – Fungal Jungle Fever
Basic: You start to feel sweaty and feverish. It shouldn’t be too much of
an issue, but your joints are starting to feel stiff and you are getting a bit
fatigued.
Heightened: You are sweating profusely and your bones ache. Any items
you carry with moving arts are starting to get stiff and will need to be
thoroughly cleaned before they may be used in the regular way.
Extreme: Your skin is dripping in sweat, patches of your skin are taking
on a faint yellowish hue, and your joints are incredibly sore. By the time you
notice this, any metal items you carry are starting to look rusty (if you spend
a few minutes polishing them they’ll be fine, but if you leave them they
corrode away to uselessness.) Any items with moving parts are locked into
position with a yellow fungal sludge (they’ll each need to be completely
disassembled and polished before they may be used again).
5 - Campsite
Basic: Ahead in a small clearing is a ring of stones around the charred
branches of a regularly used campfire. Patches of compressed ground indicate
tents have been used here recently, but for the moment there is no-one here.
Heightened: Gentle tendrils of smoke drift up from a recently used
campfire ahead. Although you can’t hear anyone near, the presence of packs and
sacks strewn around the campfire suggest someone is still nearby. Or have been
forced to leave in a hurry.
Extreme: A campfire up ahead still burns, tents are set up around it in
a clearing. You can hear the sounds of clanging metal. There’s a rumble in the
jungle, and it’s getting closer.
6 – Map fragment
Basic: On the edge of a rough clearing ahead, you see something pale
against the relentless greens of the undergrowth. Closer inspection reveals a
torn piece of parchment covered in marks. Some of the shapes vaguely look like
trees you’ve seen in the last few minutes. It’s a shame that the parchment
seems to be torn from a larger sheet, and this piece doesn’t have an “X” on
it.
Heightened: Hanging from a tree, long ago caught in a snare, a
desiccated body still clutches a rolled up scroll. You’re not sure how long the
body has been here, or how useful the scroll’s contents still are, but it’s got
to be worth a look…right?
Extreme: Pinned to the side of a tree with a steel dagger is a map
fragment, it appears to have been done very recently. Something feels very
wrong about this.
7 - Natives
Basic: A spear in the nearby undergrowth indicates the presence of
native hunters very recently.
Heightened: A spear whizzes past your head, plunging into a nearby tree
with a dull “thunk”. You know the general direction it came from, but can see
nothing in that direction.
Extreme: At first, you thought it might have been an animal in the
underbrush. By the time you see the first native, you realise that sets of eyes
have been watching you for a while. You are caught in the middle of a hunting
party (roughly three times as many native hunters as there are players).
8 – Wild Animals (Something Commonly Seen)
Basic: You see a break in the undergrowth, a twisting, but generally
straight line indicating the recent passage of animals through this part of the
jungle.
Heightened: A few native animals are startled as you walk past them.
Extreme: You startle a predator tracking its prey, it decides that you
might make a better meal.
9 – Jungle Explorers
Basic: A team of explorers is scavenging the jungle, trying to find
something according to a map they possess. At this stage they’re not sure that
the map is authentic.
Heightened: An organised troupe of imperial and church explorers are
looking for something particular in the jungle (the number of them is roughly
half the number of players). They’ve been at this for a while, and their guards
are getting restless (the number of guards is roughly twice the number of players)
Extreme: A group of imperial and church explorers, and their guards (as
above), have found something that should not have been uncovered. They are
running for their lives through the jungle, right towards you.
10 – Dire Animals (Likely Signature Event)
Basic: A lone predatory beast stalks this part of the jungle, it is much
larger than you would normally expect for this type of creature (a dire
animal). It generally keeps its distance unless threatened.
Heightened: A pack of enraged Dire Beasts hunts you (with a number
roughly equal to the number of players). It uses the typical tactics of its
animal type but with far more intelligence, and a higher degree of lethality.
Extreme: A solitary Werejaguar or Wereserpent hunts in this part of the
jungle, it hunts with a pack of highly disciplined Dire Beasts (with a number
roughly equal to the number of players). Few live to talk of this type of
encounter.
J – Woodland Elves
Basic: You come across evidence of a recent encampment, no-one is here
now but the camp hasn’t been abandoned for long.
Heightened: A lone Elf patrols this part of the jungle, just because
they are alone it doesn’t mean they are helpless.
Extreme: An Elf emerges from the undergrowth, unhappy with your presence
in this part of the jungle, his shambling companion of earthy fungal form
doesn’t look happy either (a Fungus Elemental).
Q – The Birds and their Keepers
Basic: A flock of birds sits on the branches of nearby trees surrounding
you. They seem to stare right through you, weighing the measure of your soul.
Heightened: An assorted flock of birds that don’t normally belong
together are making their various bird calls. In the midde of them all is a
creature that looks like a beautifully sculpted wooden maiden (a dryad),
echoing each of their calls in kind.
Extreme: At first a few birds come sweeping through the canopy, then
comes a rush through the undergrowth. A figure looking like a beautifully
carved wooden maiden runs through the forest carrying a spear, with her (and
making most of the noise) is a shambling mass of roots, bark, leaves and vines
(a wood elemental). They are hunting something, and you’re right in their way.
K – Jungle Strangeness
Basic: The branches of this tree are drifting and swaying despite their
being no breeze in this part of the jungle (it is an awakened tree). It’s
almost as though the tree is dancing to music you can’t hear.
Heightened: You see a tree pull up roots and start walking through the
undergrowth (an awakened tree). Surrounding it, bark, roots and leaves seem to
weave themselves into vague humanoid shapes and follow (a number of Wood Golems
roughly equal to half the number of players). You’re not sure what prompted
them to move, but have an uneasy feeling about the whole situation.
Extreme: The first thing you notice is the smell of rotten meat and
faeces. Within seconds it is overwhelming, clutching at your gag reflex;
moments later you see the amorphous mound of flesh which looks both fungal and
animal, a horrific wave of molten protoplasm somewhere between life and death,
fertility and blasphemy. Run.
Underground – Caves/Ruins
A – Shattered Relic
Basic: Here, the walls do not look eroded by water or natural processes,
instead they appear to have been melted or fused by some kind of incredible
heat. The cavern also appears to be vaguely spherical. Lying in the middle of
the floor round, are fragments of metal and crystal of unknown origin.
Heightened: A dull hum comes from the cavern ahead. Those who choose to
venture in that direction find the hairs on the backs of their necks standing
on end. (Those who get closer find any metallic equipment/armour pulled toward
the humming cavern. Those who actually reach the cavern find a floating ball of
metallic debris and equipment that has been pulled in from other wandering
explorers, pulling metal objects from the ball might be dangerous).
Extreme: At the centre of this cavern is a giant metallic egg, cracked
along one side and oozing a mucous-like fluid across the floor. There is an
echoing rattle in the nearby caves that sends shivers to your bones.
2 – Bats
Basic: You startle a colony of sleeping bats.
Heightened: As you pick your way through this part of the caves, you
have the feeling that the bats hanging from the roof are watching you (there
are a number of bats equal to roughly ten times the number of players). Your
suspicions are confirmed when one of the bats asks “What brings you down here?”
Extreme: From a colony of bats up ahead, a flittering set of shadows
descends, like congealing liquid they form a vaguely humanoid form that grows
more coherent as it approaches. A cloaked and heavily armed Werebat slowly
approaches (surrounded by a number of awakened bats roughly equal to the number
of players).
3 – Unstable Ground
Basic: The floor of the caves in this part of the complex is unstable
and requires careful progress to avoid injury.
Heightened: Crumbling rocks and slippery cave walls make progress of any
type treacherous in this part of the caves.
Extreme: A slide of rocks as caused a cascade behind you. The caves
behind have collapsed and are now impassable (without a lot of digging).
4 – Toxic Fumes
Basic: The air is foul and smoky, with hints of something rotten in it.
Nothing too much to worry about, but the stink lingers on your clothes until
they are thoroughly washed (or incinerated).
Heightened: Thick and oily, the air causes you to gag. If you stay too
long you risk passing out.
Extreme: The smoke is almost alive, it seeps into your clothes, hair,
nostrils. It may be lethal if you linger.
5 – Carvings
Basic: It seems strange that there would be wall paintings so far from
the surface, but there are cryptic wall paintings scattered across the walls.
Perhaps they’re symbolic of something or remnants of long forgotten rituals.
Heightened: Carved into the wall in an ancient script are hundreds of
lines of text. These carved words are in no language currently known, but some
of the illustrations and symbols scattered across the walls are reminiscent of crude
versions of the symbolism found in the cathedrals of the Imperial Church.
Extreme: Elaborately carved into
the walls are a delicate range of bas reliefs depicting animal headed
humanoids, strange beings in ancient clothes performing unknown tasks, and
inhumanoid creatures that look more comfortable in a fever dream or nightmare.
Looking at them for too long, the carvings seem to move subtly, it could just
be flickering shadows, but something doesn’t feel right.
6 – Mushrooms
Basic: A cavern opening ahead has slightly fresher air drifting through
it. Approaching it you see mushrooms as large as a person growing from the
walls, they smell of truffles. (These mushrooms are edible)
Heightened: Sweet smelling mushrooms grow along the walls in this part
of the caves, they are covered in large ants (each 2-3cm long). You’re sure
that you’ve seen mushrooms like this in marketplaces. (These mushrooms are
mildly hallucinogenic in small doses, and toxic in large amounts)
Extreme: The walls of the cave seem covered in a single living fungal
entity. Protruding from the walls like delicate tentacles, or leafless vines,
headed with dandelion-like spores. You’d have to be very careful to avoid
touching these heads, or avoid releasing the spores. (These are Metaphysical
Spores, possibly lethal, or mystically enlightening. Highly sought by mystics
but highly volatile)
7 – Dwarves
Basic: A lone Faeblood miner chips away at the cave walls here with a
pick. They seem to have collected quite a range of gems and semi-precious
stones.
Heightened: Although it seems to be sculpted from the very earth itself,
a short stone figure moves slowly through the cave (a Dwarf). The figure is
performing some kind of inscrutable ritual, and appreciates neither being
watched nor interrupted.
Extreme: The earth shakes as though it’s about to collapse. Rocks tumble
through passages toward you, but as they come into your light they appear in
human forms (a number of Stone Golems roughly equal to the number of players).
At the centre of them all is an angry looking creature of stone, its eyes
glowing like magma (an angry Dwarf).
8 – Underground pool
Basic: A natural depression in the cavern complex has gathered a pool of
still water.
Heightened: Seeping through the walls and dripping down into a pool, you
see drops of pale tinted water. There are obviously some type of minerals
dissolved in the water, and the moss and lichen on the edges of the pool would
suggest it isn’t toxic, but you are unsure if it would be completely safe to
drink.
Extreme: A large cavern opens up ahead of you. To one side of the cavern
is a large underground lake, on the other side is an open space where someone
has built a stone hut. You can hear noises from inside the hut.
9 – Cave Explorers
Basic: Up ahead, you see a small group of cave explorers who have become
lost in the underground labyrinth (roughly half as many as there are players).
Heightened: There are sounds of a group up ahead, approaching them you
see that they are well equipped cave looters, with mining gear, lanterns, and
weaponry (roughly twice as many as there are players). They don’t look
impressed that someone is approaching their claim.
Extreme: You don’t notice them until it’s too late, first they block the
passageway ahead, then they appear from behind…slowly closing the gap around
you. They might once have been civilised people from the surface, but have long
since degraded into bloodthirsty mockeries of their former selves. (There are a
number of mutated cave looters roughly equal to the number of players)
10 – Subterranean Glow
Basic: The cave network through this part of the complex is riddled with
glowing mushrooms. This seems to have lured a few more bugs and other wildlife
to the area.
Heightened: Embedded in the rock are veins of a faintly glowing ore. This
ore faintly illuminates the cave passages, and looks vaguely like veins through
the wall.
Extreme: Ahead, the air itself seems to be alive with a pulsing light.
It might be a swarm of fireflies, or a glowing toxic gas. If you want to keep
heading forward and take the risk of passing through it, that’s up to you.
J – Cave Hermit (Unlikely NPC Encounter)
Basic: You almost pass him by the time you realise he is there, a simple
hermit sitting in meditation in an alcove on the side of the passageway. He
remains silent with his headed pointed downward.
Heightened: You almost pass him by the time you realise he is there, a
simple hermit sitting in meditation in an alcove on the side of the passageway.
While he still seems to be gently breathing, he has obviously been here for a
long time, lichen and moss grows across his shoulders and knees. (This is one
of the legendary immortal hermits)
Extreme: A side alcove of this passage has been furnished with cushions,
low tables and antiques. Reclined on the cushions you see a comfortable figure
who enthusiastically invites you in, it’s obvious that they don’t get many
visitors down here. (This is one of the mythical banished Immortals, a godlike
being stripped of power and forced to spend an eternity in this underground
cell, until someone might release them).
Q – Mind of the Earth (Unlikely Signature Event)
Basic: Out through the soft rock of the wall, the head of a worm
emerges. It looks confused.
Heightened: Glistening in the distant light, you see a pool of writhing
liquid. As you approach, you see that it is filled with dozens of worms each a
metre or more in length. You can almost feel them probing your mind as you get
near the pool.
Extreme: The walls of the passageway collapse around you and you are
covered in writhing worms that bite at any exposed flesh and wriggle into any
exposed holes in armour or clothes. Your mind fills with static and chaos as
they writhe around you, the oblivion of the worms is seductive, every second
you are in their presence it gets harder to resist them.
K – Cave of Wonders (Highly Unlikely Signature
Event)
Basic: This part of the cave network was obviously used as a treasure
stash at one point, but any crates remaining have been long ago looted, and
anything of value that might have been here is now long gone.
Heightened: Someone has used this part of the caves as a stash point.
There are a few small crates and barrels here, but it would have been hard to
get anything larger into this part of the underground labyrinth. (This is a
trapped stash of treasure)
Extreme: The close passageways open out into a vast cavern filled with
gems, precious metals, pile of ancient antiques and treasures. At the centre of
it all sits a pedestal, and sitting atop that pedestal is an elaborately
sculpted glass bottle that seems to radiate a palpable darkness. (This is a
legendary Djinn, if this result is ever obtained again, reselect the random
encounter)
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