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(from The Perilous Wilds)

A Discovery should always be interesting, and it’s on the GM to make it so. The result of a Discovery roll is a prompt to imagination—not a blunt fact—and should be interpreted in terms of the local terrain and current state of the fiction. Roll 1d12 three times, for category, subcategory and specific prompt. You may need to make further rolls on tables appearing elsewhere, indicated by smallcaps. Tables listed in smallcaps at the end of a given sub-table are suggestions.


1 Unnatural Feature . How does it affect its surroundings?[]

1-9 Arcane 10-11 Planar 12 Divine
1-2 residue 1-4 distortion/warp 1-3 mark/sign
3-5 blight 5-8 portal/gate 4-6 cursed place
6-7 alteration/mutatin 9-10 rift/tear 7-9 hallowed place
8-10 enchantment 11-12 outpost 10-11 watched place
11-12 source/repository 12 presence

Alignment , Magic Type                                Alignment, Element                         Alignment, Aspect


2-4 Natural Feature . Describe how they notice it and what sets it apart.[]

1-2 Lair 3-4 Obstacle 5-7 Terrain Change
1-3 burrow 1-5 difficult ground (specific to terrain ) 1-4 limited area of another terrain type
4-7 cave/tunnels 6-8 cliff/crevasse/chasm 5-6 crevice/hole/pit/cave
8-9 nest/aerie 9-10 ravine/gorge 7-8 altitude change
10 hive 11-12 Oddity 9-10 canyon/valley
Creature responsible, Visibility 11-12 rise/peak in distance
8-9  Water Feature 10-11 Landmark 12 Resource
1 spring/hotspring 1-3 water-based (waterfall, geyser, etc.) 1-4 game/fruit/vegetable
2 waterfall/geyster 4-6 plant-based (ancient tree, giant flowers, etc.) 5-6 herb/spice/dye source
3-6 creek/stream/brook 7-10 earth-based (peak, formation, crater, etc.) 7-9 timber/stone
7-8 pond/lake 11-12 Oddity 10-11 ore (copper, iron, etc.)
9-10 river 12 precious metal/gems
11-12 sea/ocean Size, Visibility


5-6 Evidence. Consider the implications and be ready for them to take the bait.[]

1-6 Tracks/Spoor 7-10  Remains/Debris 11-12 Stash/Cache
1-3 faint/unclear 1-4 bones 1-3 trinkets/coins
4-6 definite/clear 5-7 corpse/carcass 4-5 tool/weapons
7-8 mulltiple 8-9  signs of violence 6-7 map
9-10 signs of violence 10 junk/refuse 8-9 food/supplies
11-12 trail of blood/other 11 lost supplies/cargo 10-12 treasure
12 tools/weapons, armor
Age, Creature responsible Age, Visibility

7-8 Creature[]


9-12 Structure . Who built it? Is it connected to anything else they made nearby[]

1 Enigmatics 2-3 Infrastructure 4 Dwelling
1-4 earthworks 1-4 track/path 1-3 campsite
5-8 megalith 5-8 road 4-6 hovel/hut
9-11 statue/idol/totem 9-10 bridge/ford 7-8 farm
12 Oddity 11 mine/quarry 9-10  inn/road house
Age (1d8+4), Size (1d8+4), Visibility 12 aqueduct/canal/portal 11-12 tower/keep/estate
5-6 Burial/Religious 7-8  Steading 9-12 Ruin
1-2 grave marker/barrow Roll on Steading Table 1-2 Infrastructure (1d6+6)
3-4 graveyard/necropolis 3-4  Dwelling (1d8+4)
5-6 tomb/crypt 5-6 Burial/Religious (1d8+4)
7-9 shrine 7-8 Steading (1d10+2)
10-11 temple/retreat 9-12 Dungeon Table
12 great temple

Creature responsible (1d4+4), Alignment, Aspect                                              Creature responsible (1d4+4), Age                                                                                                                                          (1d8+4), Ruination, Visibility

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