For the times when the party open a gateway to Somewhere, and you have no clue what that is. Or simply when you want to start a new campaign and want a surprise.
Step 1: First Impressions
How long has the sapient inhabitants been present here?
1d20...
1. Millenias, multiplied by 1d10.
2. Millenias
3. Centuries
4. Decades
5. Years
6. Months
Step 2: Setting Changes
Number of Changes
1-2. No change.
3-5. One change.
6. One change, roll again.
What Changes?
1. Magic.
1. Is half as effective (range, duration, damage, etc).
2. Is twice as effective.
3. One type of magic is enhanced. Roll on Magic Type.
4. All magic here is intimately tied to one Element, roll on the Elements list.
5. One type of magic won't work here. Roll on Magic Type.
6. Only one type of magic works here. Roll on Magic Type.
2. Planar Will. Take a random personality trait from your favorite NPC Generator. Interactions on this plane that emulate this trait are more likely to be successful (e.g Rebellious )
3. Supernatural Ability Infusion. Roll for a random spell; its effect applies to everything in this dimension. E.g, if you roll Read Thoughts, everyone can read each other's thoughts, while Animate Object could mean a dimension where all objects are sentient.
4. Theme. Roll on Elements list and then the Applies To table.
5-6. Game Rule
Magic Type
1. Necromancy.
2. Evocation/destruction.
3. Conjuration/summoning.
4. Illusion/glamour.
5. Enchantment.
6. Transformation.
7. Warding/binding.
8. Divination/scrying.
9. Artifice.
10. Restoration/healing.
Elements
1 | Acid | 21 | Despair | 41 | Heat | 61 | Nature | 81 | Stars |
---|---|---|---|---|---|---|---|---|---|
2 | Aether | 22 | Dimension | 42 | History | 62 | Oil | 82 | Steam |
3 | Air | 23 | Doom | 43 | Hope | 63 | Pain | 83 | Steel |
4 | Anger | 24 | Dust | 44 | Ice | 64 | Perception | 84 | Stone |
5 | Ash | 25 | Earth | 45 | Iron | 65 | Plane | 85 | Storm |
6 | Avarice | 26 | Ember | 46 | Justice | 66 | Plant | 86 | Sun |
7 | Balance | 27 | Energy | 47 | Knowledge | 67 | Poison | 87 | Terror |
8 | Blight | 28 | Envy | 48 | Lead | 68 | Quicksilver | 88 | Time |
9 | Blood | 29 | Fear | 49 | Lies | 69 | Revulsion | 89 | Treasure |
10 | Bone | 30 | Fire | 50 | Life | 70 | Rot | 90 | Truth |
11 | Bones | 31 | Fog | 51 | Light | 71 | Salt | 91 | Vanity |
12 | Brimstone | 32 | Force | 52 | Lightning | 72 | Shadow | 92 | Venom |
13 | Clay | 33 | Fury | 53 | Lore | 73 | Sight | 93 | Vigor |
14 | Cloud | 34 | Glory | 54 | Love | 74 | Silver | 94 | Void |
15 | Copper | 35 | Gluttony | 55 | Lust | 75 | Smoke | 95 | Water |
16 | Cosmos | 36 | Gold | 56 | Metal | 76 | Soil | 96 | Will |
17 | Dark | 37 | Greed | 57 | Might | 77 | Soul | 97 | Wind |
18 | Death | 38 | Hate | 58 | Mist | 78 | Souls | 98 | Wisdom |
19 | Deceit | 39 | Hatred | 59 | Moon | 79 | Sound | 99 | Wood |
20 | Despair | 40 | Health | 60 | Mud | 80 | Spirit | 100 | Youth |
Applies To (d16)
Roll a D6 and a D8, add 8 if the D6 scores 4+.
1. Seasonal Changes
2. Landforms, terrain, geology
3. Streams, rivers, lakes
4. Predators, grazers
5. Rodents, insects, birds
6. Wind, Rain, Clouds, Atmosphere
7. Sun, Light, Temperature
8. Trees, plants, Grasses
9. Security, Warfare
10. Connection, Sex, Vice
11. Food, the Hearth
12. Games, Play, Fashion
13. Agriculture, Industry
14. Art, Architecture
15. Religion, Learning
16. Rulership, Laws, Mores
Step 3: Fleshing It Out
Culture
Use Throne of Salt's Planar Culture Generator to flesh a culture out. Select 3 out of the 25 ones.
Language
It sounds like this: Vulgar.
Generate a random one, then as the PCs talk to a native, read from the sentence example. The language name also works as the name of the Dimension.
D6:
1. The local language is considered to be very difficult/alien to learn. (-3 to Language checks if you are using LoTFP.)
2-3. The local language is considered exotic relative to a language the party knows. (-2 to Language checks if you are using LoTFP.)
4-5. The local language is considered to be related to a language the party knows, but it might be using foreign words and/or grammar. (-1 to Language checks if you are using LoTFP.)
6. The language is identical to a language the party knows, though some words may be pronounced differently.
Cuisine d6
1. Mixed.
2. Dominantly Surf.
3. Dominantly Turf.
4. Dominantly Vegetarian.
5. Dominantly Vegan.
6. Exotic.
Step 4: So Where are We and What's Going On?
The Local Terrain Is (roll twice, combine). Credits to Spwack at Meandering Banter.
1. Plains
2. Mountains
3. Forests
4. Wet
5. Dry
6. Weird
...and You emerge...
1. In a Dungeon.
2. In a Lair.
3. In a Settlement, 50 % chance of being inside a building.
4. By a Wonder.
5. By/on top of a beneficial landmark.
6. By/on top of a hazardous landmark.
Then use this narrative generator and make an encounter check.
Use your preferred reaction table.
Good use of power gaming tools. It's about leverage and the artifact.
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