Tables

Adventure Seeds (d100) — Even More Reasons to Risk One's Life

Roll for where the trouble is (d12), who sends the players (d20), and why (d100).

Where (d12)

  1. On the barren fields of Kergüs
  2. In the centre of Alliáns
  3. On a beach not distant from Grift
  4. On a dirty Schleswig street
  5. In the poor Western Kingdom countryside
  6. At the city wall of Galgenbeck
  7. In the untamed wilds of Tveland
  8. Near the Valley of the Unfortunate Undead
  9. Pretty much lost in Sarkash
  10. At the Bergen Chrypt tree line
  11. Onboard a ship on the Endless Sea
  12. In a forgotten part of Graven-Tosk

Who (or what) contacts you? (d20)

  1. One-eyed woman who rules the thieves
  2. Bureaucrat with enemies and no honor
  3. Badly burned priest
  4. Noble child said to see dark visions
  5. Warrior that switched loyalties
  6. Faint whispers from the crypt
  7. Remorseful hangman
  8. Tortured traitor
  9. Recurring vision in a horrid nightmare
  10. Hermit mocked by the other cave-folk
  11. Demented elder
  12. Sacrifice who escaped a death-cult
  13. Monk who was bitten at night
  14. Unshaved mystic at The Paunchy Swine
  15. Devastated mother dressed in white
  16. Sailor too long at sea
  17. Scoundrel covered in ulcers
  18. Drunk seeress with no teeth
  19. Restless soul by the name of Ghast
  20. Terrified soldier with broken knees

Why (d100 — adventure spark)

Roll Spark
1–2 The undead-riddled Valley of the Unfortunate Undead awaits
3–4 Thirteen priests are missing
5–6 Wrongly imprisoned for murder
7–8 66 sacrifices are needed
9–10 Children missing at Lake Onda
11–12 Sinkhole swallows half of Schleswig
13–14 Sabotage an unholy alliance
15–16 The count goes insane at night
17–18 Hunted by bloodthirsty death-cult
19–20 Trapped by an earthquake
21–22 Verhu's prophecy is false!
23–24 Rumours of a cursed treasure
25–26 Kidnapped blood-wizard
27–28 A dead demon is resurrected
29–30 Every grave is emptied one night
31–32 Enormous cave system near Grift
33–34 The dead refuse to stay dead
35–36 PCs are selected for ritual sacrifice
37–38 Anthelia falls severely ill
39–40 PC dopplegangers go berserk
41–42 Take part in a holy mass burial
43–44 The entire kingdom has nightmares
45–46 Something has infiltrated the court
47–48 Artefact must be destroyed
49–50 Map the land in the west
51–52 Talk of an unexplored island
53–54 Gain the trust of a dangerous hermit
55–56 Find the way to Cube-Violet
57–58 Stop a Grift suicide-cult
59–60 Pardon a mad mass-murderer
61–62 Defend a fort from the undead
63–64 Steal a sarcophagus from a caravan
65–66 A fire threatens to devour Sarkash
67–68 Go to the land of the dead and back
69–70 HE demands a gift. See it delivered
71–72 Powerful elixir needs ingredients
73–74 Slave revolt in Galgenbeck
75–76 Mystical ruins are unearthed
77–78 They're coming out of the walls!
79–80 Three assassinations each night
81–82 Alchemist needs a living goblin
83–84 A strange ship ran aground
85–86 A weirdness leaves Bergen Chrypt
87–88 Seven women with black eyes
89–90 The icon's eyes have been stolen
91–92 The beast beneath the bridge
93–94 Movement in a black star's crater
95–96 Light from broken sewer gate
97–98 Children hum forbidden songs
99–00 Newly discovered path in Sarkash

Note seeds 81–82 (alchemist needs living goblin) ↔ Nagel Krat runs that scheme in Goblin Grinder. Seed 89–90 (icon's eyes stolen) ↔ Icon of St Largoth / Devil's Tomb. Seed 57–58 (Grift suicide-cult) ↔ Sigfúm the Kind. Seed 41–42 (Grift's mass burial) probably also ↔ Sigfúm. Seed 31–32 (cave near Grift) may connect to the toad-cities below Sepulchre of the Swamp Witch. Seed 1–2 leads directly into the Valley of the Unfortunate Undead hex-zone — the same dying ground catalogued in Eat-Prey-Kill.

Gaps / Expansion Notes

Several rows are proper nouns waiting for backstory — "blood-wizard," "dopplegangers," "demented elder," "remorseful hangman," "Ghast the restless soul," "seven women with black eyes," "the black star's crater." All wide open for expansion modules.