(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[]
- Not an immediate threat, but might become one. Roll Creature Table
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