Event System v2 — Chance Die and Location-Based Events
Original DM tool · D&D 5e (2024) compatible · Compendium file no: 13 · Revision 2
Attribution The events in this file are original works. The rule terms and mechanics used are based on the SRD 5.2 (Wizards of the Coast LLC, CC-BY-4.0). This work includes material from the System Reference Document 5.2 ("SRD 5.2") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd.
Contents
- Section A — Core System: Region Card · Chance Die (d100) · Subtables and rarity · Encounter tree · Boss clocks · Chance tail
- Section B — Fate List (natural 20)
- Section C — Settlement subtables: Tavern/Inn · Shop/Market · Street · Village/Town
- Section D — Habitat subtables: Road · Forest · Mountain · Desert · Arctic · Underground · Coast/Underwater · Volcanic
- Section E — Coverage report, Encounter Generation Algorithm, calibration and at-the-table tools
SECTION A — Core System
A.1 Region Card — two independent values
Each region (neighborhood, valley, pass, reef…) is defined by two independent values:
| Value | Range | What it controls |
|---|---|---|
| TD (Danger Level) | 0–5 | The Chance Die bands — how often something bad happens |
| Region CR | 1–30 | The input to the encounter algorithm — how strong the bad thing is when it happens |
These two are deliberately separate. A sheltered village in the shadow of a dragon: TD 1, Region CR 22 — events are rare, but when one comes, it comes from the dragon's world. A rat-infested slum: TD 4, Region CR 2 — something is always happening, but it isn't lethal.
TD definitions: 0 Sheltered · 1 Calm · 2 Normal · 3 Unsettled · 4 Dangerous · 5 Deadly
Region Card template: `` Region: [name] · Location type: [Tavern/Forest/…] TD: [0–5] · Region CR: [1–30] Boss: [if any; boss clock 0/3] · Note: [theme, signals] ``
A.2 Chance Die — d100 and type bands
When the party enters a location (once per session per location; see v1 rule A.1 — still applies as-is) the DM rolls d100. The region's TD determines which band table is used:
| Type | TD 0 | TD 1 | TD 2 | TD 3 | TD 4 | TD 5 |
|---|---|---|---|---|---|---|
| Opportunity 🎁 | 01–16 | 01–14 | 01–12 | 01–10 | 01–08 | 01–07 |
| Atmosphere | 17–62 | 15–55 | 13–46 | 11–37 | 09–29 | 08–24 |
| Complication | 63–84 | 56–79 | 47–72 | 38–64 | 30–55 | 25–49 |
| Encounter ⚔ | 85–95 | 80–94 | 73–93 | 65–92 | 56–91 | 50–90 |
| Hook / Boss 🎣 | 96–00 | 95–00 | 94–00 | 93–00 | 92–00 | 91–00 |
Distribution choice (design note): Three candidates were tested — Linear, Exponential, S-curve. Criteria: atmosphere ≥ 15% even at TD 5 (so pacing doesn't collapse), opportunity never drops below 5%, encounter rate increases 3–4× from TD 0→5, each TD step creates at least a 4-point difference, encounter never exceeds 45% at TD 5. The S-curve won 6/6. Linear didn't feel impactful enough; exponential turned the most dangerous regions into a monotonous combat slog.
What the type results do:
- Opportunity → go to the location's Opportunity subtable (d20)
- Atmosphere → go to the location's Atmosphere subtable (d20) + Chance Tail (A.6)
- Complication → go to the location's Complication subtable (d20)
- Encounter → go to the Encounter Tree (A.4)
- Hook/Boss → if the region has a defined boss, roll d6: 1–3 the location's Hook subtable, 4–6 boss clock +1 tick (A.5). If there's no boss, go straight to the Hook table (d6).
A.3 Subtables, the 6 rarity tiers, and the natural 20
The Opportunity, Atmosphere, and Complication subtables are rolled with d20. Events occupy space in the table according to their rarity — 6 tiers:
| Tier | Slot width | Note |
|---|---|---|
| Very Common | 4–6 slots | The region's everyday texture |
| Common | 3 slots | |
| Unusual | 2 slots | |
| Rare | 1–2 slots | |
| Very Rare | 1 slot | Usually 19; events worth remembering |
| Fate | Only on a natural 20 | Not part of the subtable — routes to the global Fate List (Section B) |
Natural 20 rule: Whenever a d20 = 20 comes up on any subtable, roll on the Fate List (Section B, d20) instead of the subtable's result. Fate events are extremely special rewards and lasting effects; they occur a few times per campaign and are written to never be forgotten.
Slot templates:
- Settlement tables (7 events): 1–4 · 5–8 · 9–11 · 12–14 · 15–16 · 17–18 · 19 · (20 Fate)
- Habitat tables (5 events): 1–6 · 7–11 · 12–15 · 16–18 · 19 · (20 Fate)
When adding a new event: keep the total of 19 slots; place the event in a range of width matching its tier, narrowing the neighboring ranges. There's no need to rebalance the whole table.
A.4 Encounter Tree
If the Chance Die says Encounter, roll d10:
| d10 | Result |
|---|---|
| 1–4 | Easy fight — generated by the algorithm |
| 5–7 | Medium fight — generated by the algorithm |
| 8–9 | Hard fight — generated by the algorithm; or the DM may choose from the location's Special Encounter table (key-lock monsters) instead |
| 10 | If the region has a defined boss: boss clock +1 tick. If not: Deadly fight (algorithm) |
Fifth tier — Normal (×1.5): the d10 gives four results, but the generation algorithm recognizes five threat levels (Easy/Medium/Normal/Hard/Deadly). Normal is the in-between screw between Medium and Hard: the DM picks it by hand when they want to harden a Medium or soften a Hard; also, the alarm mechanic (E.2 · Step 5) escalates repeated encounters to here and beyond.
Algorithm interface (full procedure in Section E.2):
`` INPUT: Region CR (1–30) · Threat Level (Easy/Medium/Normal/Hard/Deadly) · Habitat · [Alarm] OUTPUT: Monster composition (from the compendium 09a–09g pool) PRINCIPLE: Generation is based on the REGION, not the party (S4 decision). ``
⚠ Signal rule (mandatory): Because generation is region-based, if the Region CR is 4 or more above the party's average level, at least one clear signal must be given before the first encounter: giant claw marks, abandoned camps, NPCs saying "nobody goes there." The danger doesn't have to be fair — but it has to be readable.
Special Encounters: Every location has 2–3 ready-made scenes tied to the compendium's key-lock monsters (as subtables in Sections C–D). These are "puzzle monster" scenes that the algorithm can't generate.
A.5 Boss Clocks
Every region can have at most one pre-designed boss. A boss doesn't randomly "show up" — a clock advances:
| Tick | What happens |
|---|---|
| 1 | Omen: a trace, a remnant, a rumor. The party learns the boss exists. |
| 2 | Contact: the boss's work becomes visible (a victim, destruction, a sighting from afar). Its lair/territory becomes findable. |
| 3 | Confrontation: the boss steps onto the scene — the party enters the lair, or the boss comes to the party. |
When the boss dies: it's removed from the region card; the d100's Hook/Boss band flows entirely into the Hook table. A new boss can be assigned to the region (a power vacuum — itself a hook).
A.6 Chance Tail 🎁 — atmosphere rewards
When an Atmosphere event comes up, the DM also rolls d6. 5–6: the event ends with the table's 🎁 line — a small but real reward (information, an item, a connection, a favor). This way atmosphere events stop being pure decoration; players lean into the table even in "calm" scenes.
SECTION B — Fate List (d20)
A natural 20 on any subtable → roll here. 1–15 pure reward, 16–20 double-edged power. Every result leaves a mark on the campaign; the DM is free to adapt it to the theme.
| d20 | Fate |
|---|---|
| 1 | Forgotten stash. A hiding place concealed in the location: the belongings of a 09g-era adventurer. Inside: 1 magic item [08] matching the Region CR + 2d6 × 25 gp. |
| 2 | Life debt. The party is positioned to save the life/honor of the region's most powerful figure (guild master, tribal chief, or — if not an old dragon — its representative). In return: one no-questions-asked favor. |
| 3 | Master's work. A legendary (retired, reclusive) craftsman notices a party member's equipment and takes it as a "personal insult." Upgrades one item to +1 for free — only once, only for this PC. |
| 4 | Lost deed. The party comes into possession of a valid deed to a small property in the region (an inn room, a stable, a tower floor). Including the property's contents. |
| 5 | The right ear. The party witnesses information that will change someone's life — and they're the only ones who can get it to the right person. If they deliver it: a lifelong ally. |
| 6 | Stardust. A fragment that fell from the sky that night is found: 250 gp worth of meteoric iron — can be worked into a +1 weapon/armor core [04, 08]. |
| 7 | Free miracle. A traveling saint/holy figure, in return for a small kindness shown by the party, grants once a healing effect on the level of Greater Restoration or Remove Curse (now, or as a "keep it in mind" token). |
| 8 | Map fragment. A drawing of a hidden passage/vault in the region. The passage is real — and opens a shortcut into one of the compendium's habitat tables. |
| 9 | Tongues loosened. The region's people declare the party "one of us": prices in this region permanently drop 20%, information flows free, doors open. |
| 10 | Spark. A PC experiences a burst of inspiration in whatever they're currently working on (a craft, a school of magic, a fighting technique): Advantage + 1 free reroll on all related checks until the end of the next Long Rest. |
| 11 | Small treasure, big story. A gem worth 3d6 × 10 gp — the crest on it belongs to a house history says "wiped out" (History DC 13). Sold: money. Investigated: adventure. |
| 12 | Unexpected inheritance. An NPC (perhaps just met) adds a party member to their will/hands over a bequest: an unusual item + an obligation. |
| 13 | Dragon scale. A real dragon scale is found (color per the DM's campaign): 100 gp, or if worked into armor, grants Resistance to the matching element, 3 uses. |
| 14 | Luck itself. An unseen hand is watching over the party: party members gain a total of 3 "fate points" — usable to reroll any die after it's been rolled (transferable, valid for the rest of the campaign). |
| 15 | A door ajar. The party gains, in a single stroke, access that would normally take years (a royal invitation, guild membership, hospitality from a closed order). |
| 16 | Whispering item. A magic item [08] matching the Region CR — but sentient, with its own agenda. Powerful, loyal… up to a point. |
| 17 | Wrong treasure. Something of immense value (500+ gp) — its owner is looking for it, and the owner is dangerous. Easy to sell, hard to carry. |
| 18 | Prophecy. An old seer looks at a party member and speaks a true prophecy (DM: vaguely describe a real scene from later in the campaign). Knowledge is power; expectation is a chain. |
| 19 | A god's gaze. A power (a deity, an archfey, something else) notices the party. One PC gains a small blessing (1/day Guidance-like effect) — and that power's enemies now notice the party too. |
| 20 | The knot of fate. Two things at once: whatever the party needs most right now becomes a real opportunity FOR them, AND a development directly tied to the campaign's main threat, both tied into the same scene. For the DM: the biggest gift, hand in hand with the biggest hook. |
SECTION C — Settlement Subtables
Every location: Opportunity (d20) · Atmosphere (d20) · Complication (d20) · Special Encounter (d6) · Hook (d6) Settlement template: 1–4 / 5–8 (Very Common) · 9–11 / 12–14 (Common) · 15–16 / 17–18 (Unusual) · 19 (Rare/Very Rare) · 20 = Fate List In Atmosphere events, the 🎁 line = the Chance Tail (A.6) result.
C.1 Tavern / Inn
C.1a Opportunity (d20)
| d20 | Rarity | Event |
|---|---|---|
| 1–4 | Very Common | On the house. The innkeeper's having a good day: first round of drinks and dinner free, room half price. |
| 5–8 | Very Common | Loose lips. The regulars are chatty: 10 minutes of conversation, 1d3 true pieces of information about the region (DM picks from the active adventure). |
| 9–11 | Common | Job board. A fresh job posting on the board by the hearth: a small task with a clear payment (2d6 × 10 gp). |
| 12–14 | Common | Gambling night. A card table that's honest (this time, genuinely). Buy-in 5 gp; 3 rounds of opposed checks, the winner takes the pot of 2d6 × 5 gp + the friendship of the merchant at the table. |
| 15–16 | Unusual | The cook's secret. The cook teaches a party member a rare recipe/brewing trick: automatic success on their next Herbalism/cooking production. |
| 17–18 | Unusual | Bard in debt. The bard lost big at cards; pays off their debt by writing the party's name into a song. Reputation in this region: Advantage on social checks for 1 week. |
| 19 | Very Rare | The unclaimed room. The innkeeper, tired of a locked room whose owner never returned, tells the party to "just clear it out already": the contents belong to the party (DM: 1 interesting item + 2d6 × 10 gp worth of goods). |
| 20 | — | Fate List (Section B) |
C.1b Atmosphere (d20)
| d20 | Rarity | Event |
|---|---|---|
| 1–4 | Very Common | Packed night. Rain has driven everyone inside; the place is full, the chatter is loud. 🎁 A useful NPC (DM's choice) ends up at the party's table in the crowd. |
| 5–8 | Very Common | The bard's night. The bard is either great or terrible (d2). If terrible, the stage sits empty: a PC who steps up with a Performance DC 12 becomes the crowd's darling. 🎁 On success, drinks are free that night + the innkeeper's favor. |
| 9–11 | Common | Local legend. An old regular tells a half-true story about the monster of the nearby habitat. 🎁 Buried in the story is a distorted but genuine clue to the monster's key. |
| 12–14 | Common | Celebration overflow. A wedding/harvest festival spills into the inn; everyone gets a drink. 🎁 A PC who talks with the host gets introduced to the region's notables. |
| 15–16 | Unusual | A familiar face. Someone from a PC's background has turned up here — an old master, a childhood friend, a creditor. 🎁 The old connection comes with the collection of a forgotten debt (money/favor) — in the party's favor. |
| 17–18 | Unusual | The inn's cat. The cat adopts a PC, sleeps at their door at night. 🎁 The cat comes back in the morning with something in its mouth: a sealed ring someone dropped. |
| 19 | Rare | The quiet corner. In the corner by the hearth sits an old warrior talking to no one; their gear is worth a fortune. 🎁 A respectful greeting is rewarded with a single sentence of priceless advice. |
| 20 | — | Fate List |
C.1c Complication (d20)
| d20 | Rarity | Event |
|---|---|---|
| 1–4 | Very Common | Loaded dice. Cheating at the card table (Insight DC 13). Expose it = risk of a brawl; go in on it = another door opens. |
| 5–8 | Very Common | Wrong tab. Someone else's debt got charged to the party's bill. Persuasion DC 12; on failure, prices go up 50% and reputation takes a hit. |
| 9–11 | Common | Drunk soldier. A garrison soldier lets slip the patrol schedule (Insight DC 10 catches it). Valuable — but what if the soldier remembers tomorrow? |
| 12–14 | Common | Room mix-up. The room's been sold to a merchant too; the merchant is stubborn but wealthy (Persuasion DC 12 → resolution + a connection). |
| 15–16 | Unusual | Stowaway. A young person hiding in the stable: a forced marriage / a witness to a crime / a deserter (DM's choice). Helping and reporting both have consequences. |
| 17–18 | Unusual | Armed search. Guards seal the door and search everyone. Does the party's gear have anything hard to explain? |
| 19 | Rare | Poisoning. A patron collapses, foaming at the mouth (Medicine DC 13: poison). Was it the cook, the supplier — or was the target actually someone else? A mini investigation. |
| 20 | — | Fate List |
C.1d Special Encounter (d6)
| d6 | Scene |
|---|---|
| 1–2 | Bar brawl. 2d4 Commoner + 1 Thug [09a]. Even if the party stays out of it, chairs fly (DC 12 Dex save / 1d4 Bludgeoning). Guards arrive in 5 minutes. |
| 3–4 | Protection collection. Two enforcers from the local gang (2 Thug) are pressuring the innkeeper. Intervening = meeting the gang; watching = a drop in the innkeeper's regard. |
| 5–6 | Under the sheets. A Sheet Phantom [09e] has been in a room that's been "cleaned" for weeks; the innkeeper is covering up the disappearances. It hunts at night. Key: sunlight / Bright Light. |
C.1e Hook (d6)
| d6 | Hook |
|---|---|
| 1–2 | 🎣 The dead man's room. A dead patron in a locked room; on him, a note with a party member's name written on it. |
| 3–4 | 🎣 One too many questions. A stranger asked the innkeeper questions about the party — before the party arrived. The person described: someone not yet in the party. |
| 5–6 | 🎣 The cellar door. In the inn's cellar, a locked door the innkeeper calls the "old storeroom." Light leaks from under the door at night. The innkeeper swears the key is lost. |
C.2 Shop / Market
C.2a Opportunity (d20)
| d20 | Rarity | Event |
|---|---|---|
| 1–4 | Very Common | Discount day. In honor of the temple festival, everything is 10% off — today only. |
| 5–8 | Very Common | Fresh from the oven. The baker's new batch: hot bread for 1 cp, plus the baker's goodwill and neighborhood gossip. |
| 9–11 | Common | Exotic stall. A traveling merchant has set up for the day: 1d3 unusual non-magical goods (a foreign map, a book in an unknown language, strange spices). Gone tomorrow. |
| 12–14 | Common | Trade-out hunt. A shopkeeper is clearing out excess stock: 3 items chosen from standard equipment [04], half price. |
| 15–16 | Unusual | The apprentice's masterwork. The blacksmith's apprentice sells their first serious piece "for a real adventurer to test," at cost: a standard weapon of flawless craftsmanship (unbreakable, showy — mechanically feels like masterwork). |
| 17–18 | Unusual | Buried in the junk. In the junk dealer's pile of scrap (Investigation DC 13), a genuine valuable: a 2d6 × 10 gp antique or a low-tier charm [08]. |
| 19 | Very Rare | Closing sale. An old shopkeeper is closing up shop; the entire inventory is 60% off — and on one of the shelves sits an item even the owner doesn't understand (Arcana DC 14: genuinely magical [08]). |
| 20 | — | Fate List |
C.2b Atmosphere (d20)
| d20 | Rarity | Event |
|---|---|---|
| 1–4 | Very Common | Master haggler. An old lady is wearing the stallholder down to nothing. 🎁 A PC who watches gets Advantage on one Persuasion check that day — they've learned from a master. |
| 5–8 | Very Common | Market rhythm. Criers, hammer strikes, the smell of spices — the market is running at full capacity. 🎁 In the crowd, a merchant freely points out "who has" whatever the party is looking for. |
| 9–11 | Common | Puppeteer. A puppeteer entertains kids in front of a shop — the story subtly narrates a local noble's scandal. 🎁 Whoever watches to the end catches the real detail of the scandal. |
| 12–14 | Common | Apprentice's exam. The blacksmith has hung their apprentice's first sword on the wall, asking for honest feedback. 🎁 A kind and honest PC befriends the smith: priority service in the future. |
| 15–16 | Unusual | Wrong package. The stallholder mixed up the packages. What comes out of the party's package: a love letter / a copy of a deed / a lock of gray hair. 🎁 Returning it to the owner creates a grateful connection. |
| 17–18 | Unusual | Inventory count. The shop is closed for half an hour. 🎁 The other customer waiting at the door: a useful NPC (DM's choice) — waiting turns into conversation, conversation into cooperation. |
| 19 | Rare | A master knows a master. A craftsman recognizes the workmanship on a party member's gear: "I know this school." 🎁 They share a truth about the item's history that the party didn't know. |
| 20 | — | Fate List |
C.2c Complication (d20)
| d20 | Rarity | Event |
|---|---|---|
| 1–4 | Very Common | Pickpocket. In the crowd, a hand reaches for a coin purse (Perception DC 13). The one caught is 12 years old and working for someone. |
| 5–8 | Very Common | Fake goods. A purchased item turns out to be flawed/fake. Refund: Persuasion DC 12 or Intimidation DC 14 (the latter generates gossip). |
| 9–11 | Common | Rival shop war. Two shopkeepers are sniping at each other through the party; prices drop — but buying from one puts you on the other's blacklist. |
| 12–14 | Common | Debt collectors. Two collectors from the guild; the shopkeeper is willing to sell their goods for next to nothing. Whoever steps in can get cheap goods — or an enemy. |
| 15–16 | Unusual | Seizure. Guards seize a stall's goods as "smuggled contraband"; the stallholder begs the party for help. Whether the goods are really contraband is up to the DM. |
| 17–18 | Unusual | Magic swindle. A street vendor is selling a "genuinely magic ring" for 5 gp (Arcana DC 13: it's a Nystul's Magic Aura trick). The real question: who taught them that spell? |
| 19 | Rare | Collapsing stall. An old balcony comes down onto the market crowd (Perception DC 13 hears the creak). 2 rounds: pull people clear (Athletics DC 12) or brace it (DC 15); on failure, 4d6 Bludgeoning to bystanders. |
| 20 | — | Fate List |
C.2d Special Encounter (d6)
| d6 | Scene |
|---|---|
| 1–2 | Snatch-and-run chase. A thief grabs a nearby customer's purse and bolts: 3 rounds, Athletics/Acrobatics DC 12–14 (crowds, a fruit cart, a narrow alley). |
| 3–4 | Guild blockade. Guild enforcers (3 Thug [09a]) are forcing shutters closed; one resisting shopkeeper is being pressured. The party is right in the middle. |
| 5–6 | Silent counter. A Disenchanter [09e] has been haunting the market at night: shopkeepers find their magic goods "spoiled" every morning. The party's items are on the menu too. Key: the dampening is temporary — catch the creature without chasing it off. |
C.2e Hook (d6)
| d6 | Hook |
|---|---|
| 1–2 | 🎣 A named buyer. A craftsman is trying to deliver an item made to the exact measurements of a party member. The signature on the order: illegible. The party didn't place an order. |
| 3–4 | 🎣 Shutter marks. The same chalk mark appears on several shops (Persuasion/Intimidation DC 14: those who refuse to pay protection money get marked). The marks are said to be erased tonight. |
| 5–6 | 🎣 Rigged scales. All the scales in the market are off, by the same amount, in the same direction (Investigation DC 14). The official who stamps the scales has been missing for three days. |
C.3 Street — City
C.3a Opportunity (d20)
| d20 | Rarity | Event |
|---|---|---|
| 1–4 | Very Common | Town crier's announcement. A new decree: a development related to the campaign + a bounty notice (DM: place an official reward of 50–200 gp on an active target). |
| 5–8 | Very Common | Beggar's exchange. A beggar sells surprisingly accurate information about the region for 2 sp. The information is real. Why beggars know so much is a separate matter. |
| 9–11 | Common | Street intel. One of the street kids watching the party in admiration sees everything: a "neighborhood report" (who came, who left, who's been asking) for 1 sp a day. |
| 12–14 | Common | Missing notices. Bounty notices on the wall: a cat (1 sp), an apprentice (5 gp), a ship (500 gp!). At least one is a real job. |
| 15–16 | Unusual | A purse from the rooftops. A figure fleeing the guards across the rooftops drops a purse right at the party's feet (2d6 × 5 gp + a key). On purpose? |
| 17–18 | Unusual | Empty manor invitation. A steward wants "trustworthy armed people" to watch the manor while its owner is away: 3 nights of comfortable lodging + 10 gp — and access to the manor's library. |
| 19 | Very Rare | The key to the city. A small act of heroism (stopping a runaway horse, catching a falling child) happens right in front of an official: official recognition in the city + a door permanently opened. |
| 20 | — | Fate List |
C.3b Atmosphere (d20)
| d20 | Rarity | Event |
|---|---|---|
| 1–4 | Very Common | The city's pulse. A funeral procession / a street preacher / a flooded gutter (d3 — DM's choice). The city is alive. 🎁 In the scene, one single true detail overlaps with something the party already knows. |
| 5–8 | Very Common | A beautiful day. The weather is exceptional today; even the city looks beautiful. 🎁 In the crowd drawn out by the good weather, a long-sought face is spotted. |
| 9–11 | Common | Street festival. The neighborhood is celebrating its own saint's day: music, fried dough. 🎁 A PC who joins in becomes "one of us" in the eyes of the locals — doors in this street are now open. |
| 12–14 | Common | Rooftop chase (spectator sport). A figure on the roofs, guards in pursuit. 🎁 A small thing the fugitive drops rolls right up to the party (DM: harmless but intriguing). |
| 15–16 | Unusual | Traffic jam. Two carts locked together, the drivers brawling (Persuasion DC 10 / Athletics DC 12 resolves it). 🎁 Whoever resolves it earns the merchant's gratitude: 25% off their next purchase. |
| 17–18 | Unusual | Street preacher. Preaching doom; most of it is nonsense — except one detail. 🎁 That one detail overlaps with a real clue in the active adventure. |
| 19 | Rare | The old city surfaces. Sewer work has uncovered the stones of an even older street beneath the pavement. 🎁 The carvings on the stones (History DC 13) show a period the city's official history doesn't mention. |
| 20 | — | Fate List |
C.3c Complication (d20)
| d20 | Rarity | Event |
|---|---|---|
| 1–4 | Very Common | Wrong man. A resemblance mix-up: a guard stops a PC for "last night's robbery" (Persuasion DC 12 or a witness is needed). |
| 5–8 | Very Common | Fake guards. Two "guards" are collecting fines from street vendors; the badges are fake (Perception DC 13). Expose them, or follow them? |
| 9–11 | Common | Missing lanterns. The neighborhood's street lamps keep going out/getting broken; rumor says "something" prowls at night. (The shadow of the Gutter Wraith scene — a lead-in to C.3d/3.) |
| 12–14 | Common | Panic wave. A crowd runs the other way: "Monster! It came out of the sewers!" — 1d4 Gibberling [09e] or just a large pig (d2). |
| 15–16 | Unusual | Assassination attempt. An arrow is loosed at an official speaking from a balcony (it misses); the archer flees across the rooftops. The party are among the first to notice — and thus among the first suspects. |
| 17–18 | Unusual | Building fire. A three-story house is ablaze, people trapped on the top floor: Athletics DC 13 climb, Constitution save DC 12 against smoke, 2d6 Fire risk. |
| 19 | Rare | Curfew. The entire neighborhood is suddenly sealed off; the guards give no reason. Is the party inside or outside — and what are they looking for? |
| 20 | — | Fate List |
C.3d Special Encounter (d6)
| d6 | Scene |
|---|---|
| 1–2 | Alley shakedown. 3 Thug [09a] have a merchant cornered (fight or Intimidation DC 13). The merchant knows why they were targeted. |
| 3–4 | Sewer overflow. 2d4 Gibberling [09e] surface at night and bite anything nearby. Dangerous in numbers, their source is below. |
| 5–6 | Gutter Wraith. A Gutter Wraith [09g] has made the neighborhood its hunting ground; the disappearances started with "unimportant" people, but now someone who matters is missing. Key: Bright Light. |
C.3e Hook (d6)
| d6 | Hook |
|---|---|
| 1–2 | 🎣 Chalked door. A symbol has been chalked overnight on the door of the place the party is staying (Arcana/Religion DC 14: the first step of a marking ritual). What's the second step? |
| 3–4 | 🎣 The same dream. At least five people in the neighborhood, none of whom know each other, have had the same dream for three nights: a closing door and the sound of water. |
| 5–6 | 🎣 One street missing. An alley that appears on the old city map is gone now — two buildings stand wall to wall. Locals don't remember that street ever existing. A mapping error? On three separate maps? |
C.4 Village / Town
C.4a Opportunity (d20)
| d20 | Rarity | Event |
|---|---|---|
| 1–4 | Very Common | The well line. A 10-minute wait at the village well = a full rundown of everything in the region (the gossip exchange at full capacity). |
| 5–8 | Very Common | Market day. The weekly market: fresh produce is cheap, provisions half price; one of the "lucky stones" a child is selling turns out to be a genuinely unusual mineral (Nature DC 12, worth 1d6 gp). |
| 9–11 | Common | Traveling tinker. The tinker who visits twice a year is here today: gear repairs half price — and since they visit every home, they know everything. |
| 12–14 | Common | Guest of honor. An engagement/harvest celebration; a stranger guest is a point of pride. The party is seated at the place of honor: a free feast + the families' goodwill. |
| 15–16 | Unusual | Traveling healer priest. A wandering priest is praying in the square; they genuinely know a 1st-level healing spell and cast it free (the donation book is open). |
| 17–18 | Unusual | The elder's request. No one in the village can read; the elder has a party member read an official document aloud. Its contents are valuable information — and the reader always has a welcome at the elder's door. |
| 19 | Very Rare | The village chest. The council of elders is ready to open the "chest" they've kept for generations, meant for whoever saves the village from its troubles: inside, 3d6 × 10 gp + an old family heirloom (DM: a low-tier charm [08]). |
| 20 | — | Fate List |
C.4b Atmosphere (d20)
| d20 | Rarity | Event |
|---|---|---|
| 1–4 | Very Common | Harvest rush. Everyone's in the fields, the village is empty. 🎁 The one person left — an old woman who sees everything — is ready to talk your ear off. |
| 5–8 | Very Common | Children's game. Children playing "hero and monster." The kid playing the monster's impression is unsettlingly specific. 🎁 The child can show where they saw it. |
| 9–11 | Common | Stray flock. Sheep in the square, no shepherd in sight. 🎁 Whoever rounds up the flock earns a debt of thanks from the shepherd's family — and they'll say where the shepherd went. |
| 12–14 | Common | Mill dispute. Two families have feuded over the mill for years; today there's a shoving match (Persuasion DC 13 calms it). 🎁 Whoever calms it earns one family's lifelong gratitude. |
| 15–16 | Unusual | The tax collector. An official from the city has set up a table; the village is tense. 🎁 The collector's ledger has a record useful to the party (who bought how much land, who suddenly got rich in cash). |
| 17–18 | Unusual | Village trial. The council of elders is hearing a theft case; the accused is a friendless youth, the evidence weak, the anger strong. 🎁 Whoever speaks up and secures justice (Persuasion/Investigation DC 13) earns the village's conscience. |
| 19 | Rare | The old stone. The base of the "lucky stone" in the village square has been exposed by rain: the stone is actually the top of a toppled monument (History DC 13 — who it belongs to predates the village's founding). 🎁 The carvings describe a location. |
| 20 | — | Fate List |
C.4c Complication (d20)
| d20 | Rarity | Event |
|---|---|---|
| 1–4 | Very Common | Sick livestock. The cattle are restless and ill (Medicine/Nature DC 13: something's wrong with the water source). Tracing the source is a bridge to the habitat table. |
| 5–8 | Very Common | Night noises. Complaints about sounds from the forest/hills; no one's gone to check. The sounds get a little closer every week. |
| 9–11 | Common | Missing couple. A young couple has been gone since yesterday. The families say "they ran off"; the tracks (Survival DC 12) show a running flight — from something. |
| 12–14 | Common | Wolf at the door. A flock attacked at night: 1d3 sheep torn apart. The paw prints are too wide for a wolf (Survival DC 12 → a Worg [09a] or something worse). |
| 15–16 | Unusual | Armed strangers. A group of 4 armed people are asking questions in the village. Who they're asking about: a party member — or someone the party is also looking for. |
| 17–18 | Unusual | Cracked dam. A shepherd comes running from the upper valley: the dam has cracked / the slope has slid. A 10-minute evacuation: every PC gets a job (the elderly, the animals, the bridge). |
| 19 | Rare | Tainted harvest. This year's grain has dark spots (Nature DC 14: a fungal blight — slow poison if eaten). The granaries are full, winter is coming, and the village doesn't want to hear the truth. |
| 20 | — | Fate List |
C.4d Special Encounter (d6)
| d6 | Scene |
|---|---|
| 1–2 | Attack on the flock. 1d3 Worg [09a] descend on the flock in broad daylight — wolves aren't usually this bold; something is driving them. |
| 3–4 | Sheep's clothing. Children approach the "abandoned, sweet animal" in the meadow: it's actually a Wolf-in-Sheep's-Clothing [09e]. The first casualty hasn't happened yet — if the party is there. |
| 5–6 | Shadow over the village. A Gloom Panther [09f] was spotted at the village edge at dusk; the barn animals are going wild. Key: Bright Light — light up the village. |
C.4e Hook (d6)
| d6 | Hook |
|---|---|
| 1–2 | 🎣 The village's secret. At midnight, villagers quietly gather in the square — a ritual, or a fear? Something everyone knows and no one says out loud. And the party has been noticed. |
| 3–4 | 🎣 One-tenth. The village leaves a tenth of its harvest in the forest every full moon. They call it "tradition." Every morning, the pile is found neatly emptied — not by animals. |
| 5–6 | 🎣 The unborn children. No baby has been born in the village for three years. No one talks about it; the midwives ignore the questions. What happened three years ago, according to the records? |
SECTION D — Habitat Subtables
Habitat template: 1–6 (Very Common) · 7–11 (Common) · 12–15 (Unusual) · 16–18 (Rare) · 19 (Very Rare) · 20 = Fate List Encounter fights come from the algorithm (A.4); the Special Encounters here are key-lock scenes.
D.1 Road / Travel
Opportunity (d20)
| d20 | Event |
|---|---|
| 1–6 | Caravan trade. A merchant caravan headed the other way: free road information, provisions/standard equipment trade at traveler's rates (10% cheaper). |
| 7–11 | Perfect camp. Clean water, wind-blocking rocks, a ready fire pit: Advantage on watch checks tonight, a guaranteed Long Rest. |
| 12–15 | Grateful family. A wagon with a broken axle (repair DC 10). The family are shopkeepers in the town they're heading to: a permanent 20% discount there + a place to sleep. |
| 16–18 | The courier's shortcut. A royal courier, in return for a kindness, draws a safe shortcut not marked on the map: the next leg of the journey takes half the time. |
| 19 | Abandoned load. An overturned, ownerless wagon (tracks show its owners ran, 2+ days ago). 2d6 × 10 gp worth of goods in the load — and the question of why they ran. |
| 20 | Fate List |
Atmosphere (d20)
| d20 | Event |
|---|---|
| 1–6 | Road tales. An old stone marker (History DC 12: this road used to lead somewhere else) / a change in weather (the next leg gets Survival ±2). 🎁 A small memento left by a previous traveler at the base of the marker. |
| 7–11 | Wrong-way traveler. A traveler walks confidently in the wrong direction. 🎁 When warned, they tell the party something else they know — not about where they're going, but about where the party is headed. |
| 12–15 | Toll bridge. The "toll collectors" at the bridge have questionable authority (Insight DC 12). 🎁 Challenged for papers, they flee — leaving 2d6 sp in the cashbox behind. |
| 16–18 | Road companion. A traveler (bard/priest/tinker) offers to travel together for a day. 🎁 On parting, they leave a small gift fitting their trade. |
| 19 | Night caravan. At night, a dark and silent caravan passes on the road; it doesn't answer greetings. 🎁 In the morning, there's not a single track where they passed — but someone left a fresh flower by the roadside. |
| 20 | Fate List |
Complication (d20)
| d20 | Event |
|---|---|
| 1–6 | Toll-taker negotiation. In a narrowing road, 1d4+1 Bandit + 1 Bandit Captain [09a] — or possibly (d2) desperate villagers who want to talk first. |
| 7–11 | Wounded courier. An arrow-struck messenger hands over a sealed letter with their last breath. Pursuers are 1d4 hours behind. |
| 12–15 | Broken bridge. The bridge at the crossing is damaged; repair DC 13 or a risky crossing. The rope has been cut (Investigation DC 14). |
| 16–18 | Suspected outbreak. A roadside inn has fever cases; the door is closed, those inside can't leave. Help, or keep distance? (Medicine DC 13: contagious but a known and treatable illness.) |
| 19 | Wrong road. The road doesn't match the map: yesterday's crossroads isn't there today (Survival DC 15: someone moved the road markers within the last 24 hours). Who, and directing people where? |
| 20 | Fate List |
Special Encounter (d6): 1–3 Ambush point — a planned ambush in a rocky bottleneck (algorithm + terrain advantage to the enemy); 4–6 Night visitor — what the watch sees at camp: an advance scout of a larger pack (algorithm, Easy — but the pack comes by morning: a second, Hard fight the same day).
Hook (d6): 1–2 🎣 Empty village — chimneys cold, tables set, no one there; 3–4 🎣 Counting stones — someone adds a notch to the roadside stones every night, and the notches count down; 5–6 🎣 The same traveler — the party has passed the same face in different disguises for three days running.
D.2 Forest
Opportunity (d20)
| d20 | Event |
|---|---|
| 1–6 | Bountiful corner. A bed of mushrooms/fruit/medicinal herbs (Nature DC 12): 1d4 days of provisions + 1d3 doses of healing herbs (1d4 HP porridge). |
| 7–11 | Hunter's blind. A sturdy lookout platform in a tree: safe camp, ambush advantage — and 17 notches carved into it (counting what?). |
| 12–15 | Bee treasure. An abandoned (really?) hive: 2d6 sp worth of honey + 1 dose of a natural sweetener-medicine. Athletics DC 12, on failure the right to complain. |
| 16–18 | The forest's blessing. In the hollow of an old oak, an offering left by a previous druid: 1d3 dried fruits with a Goodberry-like effect + a note to "pass through with respect." |
| 19 | White stag. A legendary white stag appears to the party and doesn't flee. Following it (without forcing it) leads to a hidden resource/passage. Anyone who draws a bow on it will never see it again. |
| 20 | Fate List |
Atmosphere (d20)
| d20 | Event |
|---|---|
| 1–6 | Forest light. Columns of light through the canopy / a persistent squirrel fight (over a provisions bag). 🎁 In the hollow the squirrels were fighting over, someone's old stash: 1d6 sp. |
| 7–11 | Fairy ring. A perfect circle of mushrooms (Nature DC 12: natural — probably). 🎁 A PC who sleeps in the center has a strange but guiding dream. |
| 12–15 | Reverse-flowing stream. A small stream flows uphill (Arcana DC 14: a faint planar leak). 🎁 Whoever drinks the water spends 1 hour daydreaming — one dream hides a real clue. |
| 16–18 | Singing tree. The wind makes a flute-like sound through a huge hollow tree. 🎁 Whoever mimics the right note (Performance DC 13) finds an old memento in a hollow of the trunk. |
| 19 | Walking grove. In the morning, the trees around camp are in different places than last night. No harm done; the forest has simply... turned. 🎁 A path invisible yesterday now opens along the new line. |
| 20 | Fate List |
Complication (d20)
| d20 | Event |
|---|---|
| 1–6 | Poacher traps. The area is full of snares (Perception DC 13; missed: DC 13 Dex save, 1d6 Piercing + Restrained). The traps are fresh — the owner is close. |
| 7–11 | Wasp line. The path passes under a massive nest: group Stealth DC 11 or a mad dash + 1d4 Piercing. |
| 12–15 | Lost trail. The main path splits three ways at one point; none of them are on the map (Survival DC 13, on failure half a day lost + a new Chance Die roll). |
| 16–18 | Hanging warnings. Bone rattles and inverted animal skulls hung from branches: someone's territorial marker. You're inside the border. |
| 19 | The weeping tree. A half-rotted suit of armor nailed to a tree — no one inside, but the armor is still wet. Religion DC 14: this is an offering. To what? |
| 20 | Fate List |
Special Encounter (d6): 1–3 Bell of silence — in a zone where sound dies, a Sussurus [09e] is growing its undead garden (Key: being Deafened); 4–6 Shadow hunter — a Gloom Panther [09f] has marked the party as prey; the first strike comes tonight (Key: Bright Light).
Hook (d6): 1–2 🎣 The bleeding tree — the axe wounds look like mouths, all the cuts are fresh and all "facing" the same direction; 3–4 🎣 The bird road — all the birds are flying away from the same point; the map is blank in that direction; 5–6 🎣 Child's footprints — the nearest village is two days away, and the tracks go one way only: deeper into the forest.
D.3 Mountain
Opportunity (d20)
| d20 | Event |
|---|---|
| 1–6 | Peak map. On a clear day, the surroundings can be read from the summit (Survival DC 12): Advantage on the next legs of the journey + advance knowledge of the next region. |
| 7–11 | Ore vein. Overlooked ore in the rubble of an old mine mouth (Investigation DC 13): 2d6 × 5 gp worth of raw iron/silver. |
| 12–15 | Mountain tea. A tea brewed from high-plateau grasses (Nature DC 12 recognizes it): whoever drinks it is immune to altitude effects for 24 hours. 1d4 doses can be gathered. |
| 16–18 | Eagle's-nest legacy. In an abandoned giant eagle's nest, glittering things: 2d6 × 10 gp of "collected" valuables (a ring, a buckle, a signet). Their owners were clearly gathered from above. |
| 19 | Wind's door. Between two rocks, a passage only visible at sunset: a half-day descent to the far side of the mountain (normally three days). Old travelers' names are carved into the passage walls. |
| 20 | Fate List |
Atmosphere (d20)
| d20 | Event |
|---|---|
| 1–6 | Mountain view. Clouds underfoot / a judgmental goat herd on an impossible slope. 🎁 The line the goats take turns out to be an actual safe path (following it saves half a day). |
| 7–11 | Cairn markers. Traveler's cairns along the road; tradition says add a stone. 🎁 One of the top stones is a carved seal-stone (History DC 13: interesting who it belonged to). |
| 12–15 | Echo valley. The valley echoes every sound three times. 🎁 One echo... comes back a fourth time and adds an extra word. The word: the name of a real nearby place. |
| 16–18 | Old mine entrance. A sealed mine mouth, rotten planks — airflow from inside (meaning there's another exit). 🎁 In the old tool chest at the entrance, a sound pickaxe set + half a map. |
| 19 | The mountain's breath. At sunset, the mountain "sighs" with a deep moan (a natural wind tunnel — probably). Locals don't speak at that hour. 🎁 Whoever listens to the moaning (Perception DC 15) notices a rhythmic pattern in it. |
| 20 | Fate List |
Complication (d20)
| d20 | Event |
|---|---|
| 1–6 | Narrowing ledge. A 2-foot path along a cliff edge: crossing loaded is Acrobatics DC 12, or slow but certain with a rope. |
| 7–11 | Altitude. Thin air: Constitution save DC 12, on failure Disadvantage on strenuous checks (until the next Long Rest). A slow climb auto-passes the save. |
| 12–15 | Rockfall. Stone comes down the slope: DC 13 Dex save, 2d10 Bludgeoning. Natural? (Perception DC 14: something up above is triggering the rocks.) |
| 16–18 | Blocked pass. A night storm has buried the main pass in an avalanche: dig it out (half a day) or take the high route (2 legs, each PC Athletics DC 12). |
| 19 | Hanging from a rope. A climbing pack hangs from the end of a snapped rope over a cliff (no trace of its owner — not below, either). Inside: provisions + a journal; the last page cuts off mid-sentence. |
| 20 | Fate List |
Special Encounter (d6): 1–3 Slope dancer — a Scree Dancer [09g] tests the party by triggering rockfalls (Key: stop its movement); 4–6 Master of the mist — mist has covered the ridge line, something large flies within it: a Peak Tyrant [09g] territory — not attacking yet, herding (Key: clear the mist + force it to ground).
Hook (d6): 1–2 🎣 Frozen caravan — a caravan missing for decades, its cargo unlooted; why has no one touched it?; 3–4 🎣 Reverse avalanche — villagers swear that last month an avalanche flowed up the slope; 5–6 🎣 The lit summit — a light burns on the summit during certain phases of the moon; the last three people who went to look came back with three different stories, and none of them ever looked at the mountain again.
D.4 Desert
Opportunity (d20)
| d20 | Event |
|---|---|
| 1–6 | Oasis rest. A small, clean oasis: water stores fully replenished, dates provide 1d4 days of food. A trade box left by other travelers sits in the shade. |
| 7–11 | Sand roses. Mineral flowers (1 hour to gather): 2d4 sp to a collector in the city. |
| 12–15 | Nomad hospitality. A party that respects the customs (Insight DC 12) is welcomed into a clan tent: water, road information, and the desert's true map (oases marked). |
| 16–18 | Wind-uncovered. Last night's storm shifted a dune: the upper floor of an old caravanserai is exposed beneath it. Inside: 2d6 × 10 gp of preserved goods + a sealed jug (wine — 60 years old, collector's item). |
| 19 | Bed of glass. An area where an old lightning storm (or something else) turned sand to glass: fulgurite columns. 1 hour of careful extraction (Dex DC 13): 3d6 × 5 gp worth of workable natural glass — spell focus quality. |
| 20 | Fate List |
Atmosphere (d20)
| d20 | Event |
|---|---|
| 1–6 | Desert night. The stars are like a map to the naked eye: Advantage on navigation tonight. 🎁 A shooting star's landing point can be estimated (within half a day). |
| 7–11 | Caravan skeleton. Camel bones and empty saddles emerging from the sand — an old story, this time genuinely just old. 🎁 2d6 sp forgotten in a saddle pommel. |
| 12–15 | Mirage. A shimmering lake on the horizon (Survival DC 12: a mirage; on failure, half a day off course). 🎁 Something real sits where the mirage "was": an old well ring — the well is dry, but its bottom is interesting. |
| 16–18 | Sand song. The wind makes an organ-like sound across the dune ridges (a natural vibration). 🎁 The pitch of the sound reveals hollows beneath the sand: whoever listens (Perception DC 13) traces the outline of a buried structure. |
| 19 | Night bloom. A desert cactus that blooms once a decade opens tonight; nomads travel for days just to see it. 🎁 The flower's nectar (1 dose): +1d4 on your next saving throw — and an unforgettable night. |
| 20 | Fate List |
Complication (d20)
| d20 | Event |
|---|---|
| 1–6 | Well politics. The only well is under a nomad clan's control: hospitality rules (Insight DC 12 + respect) or trade. Rude behavior earns the desert's lesson. |
| 7–11 | Cold night. Unprepared camp: Constitution save DC 12 or bad sleep (Long Rest benefit delayed). |
| 12–15 | Hourglass valley. The wind fills and empties the valley; timing the crossing is Survival DC 13, on failure a half-buried slog + extra water use. |
| 16–18 | Poisoned well. The well marked on the map is there — but the water is bitter (Nature DC 13: mineral poisoning; drinkers make DC 12 Con save / 1 day of vomiting). Who ruined the well? |
| 19 | Missing shadow. In the midday heat, a PC notices: their shadow is gone. It returns a few hours later. Arcana DC 15: something "borrowed" the shadow and gave it back. Why? |
| 20 | Fate List |
Special Encounter (d6): 1–3 Spinning storm — a wall of sand on the horizon turns toward the party: a Sirocco Herald [09f] inside (Key: drop range, close to melee); 4–6 From beneath the sand — a Dune Shade [09f] waits at a rest stop; its first strike targets whoever is alone.
Hook (d6): 1–2 🎣 Salt garden — geometric salt crystals: the border of a Salt Weaver [09f] colony; figures encased in crystal at the center; 3–4 🎣 Footprints — bare footprints appear at regular intervals in the sand: whoever left them is invisible, and the tracks run parallel to the party; 5–6 🎣 Buried city bell — every day at noon, a single bell tolls from deep beneath the sand. Same time, same place. For forty years.
D.5 Arctic
Opportunity (d20)
| d20 | Event |
|---|---|
| 1–6 | Seal abundance. A colony on the ice shore: half a day of hunting (Survival DC 12) = 1 week of provisions + oil (fuel). |
| 7–11 | Clear ice lens. A block of naturally pure ice: if cut and carried (Survival DC 13), worth 2d6 × 5 gp in warmer cities — or serves as a perfect natural lens/signal mirror for a night. |
| 12–15 | Abandoned cache. A marked provisions cache from an old expedition (seal unbroken): 1 week of preserved provisions + a sturdy tent + an oil lantern. |
| 16–18 | Mammoth ivory. An old mammoth carcass on an ice-melted slope: a pair of tusks (2d6 × 25 gp) + enough fur for a 1-person set of arctic gear. |
| 19 | Ice cave shelter. A cave found while fleeing a storm: inside it's warm (a geothermal seep), the walls covered in carvings by previous refugees — the newest, 3 days old, reads "turn south." But the cave is safe, warm, and strategic. |
| 20 | Fate List |
Atmosphere (d20)
| d20 | Event |
|---|---|
| 1–6 | Aurora. Lights fill the whole sky; casters can feel the Weave shimmer. 🎁 The pattern of the aurora provides perfect direction-finding without a compass that night. |
| 7–11 | Frozen waterfall. Water frozen mid-fall; air bubbles trapped inside — one holding a bird frozen with wings spread. 🎁 At the base of the ice, an old coin purse carried by the waterfall (1d6 × 5 sp, old minting — collector's item). |
| 12–15 | Old camp. A previous expedition's camp: tent skeletons, half a logbook. Last page: "The lights came again. Doubling the watch." 🎁 Earlier pages of the log contain safe-route notes. |
| 16–18 | Ice flowers. Salt-crystal "flowers" that bloom overnight on the sea ice — like a field of diamonds in sunlight. 🎁 Where the flowers cluster thickest marks the thickest (safest) ice for crossing. |
| 19 | Sun dogs. Three suns in the sky (a halo reflection). Local belief: "whoever sees three suns speaks true for three days." 🎁 That day, party members' Insight checks have Advantage — everyone reads strangely clearly. |
| 20 | Fate List |
Complication (d20)
| d20 | Event |
|---|---|
| 1–6 | Thin ice. Crossing a frozen lake: Survival DC 13 for a safe line; on failure the lead person makes DC 13 Dex save or 1d8 Cold + soaked gear. |
| 7–11 | Whiteout. Visibility 5 feet: each leg the group makes Survival DC 12, on failure someone gets separated. |
| 12–15 | Provisions thief. Overnight, provisions vanish without being opened. Tracks (Survival DC 13): small, two-legged, booted. |
| 16–18 | Ice shift. The ice sheet camp was pitched on breaks apart overnight: the party wakes up adrift on the open sea. Shore is 2 miles off; solution: build paddles, use the wind, or a cold swim. |
| 19 | Frozen sentinel. On the route, an armored figure stands frozen upright — face toward the party, hand pointing. Religion DC 14: this wasn't ordinary freezing, it was sudden. What's in the direction they're pointing? |
| 20 | Fate List |
Special Encounter (d6): 1–3 Ice rampart — a wall cuts across the valley, too straight to be natural: a Glacial Bulwark [09g] is holding this position, and behind it is something it's protecting (Key: Fire); 4–6 Cracking floor — the ice splits into a web, the party scattered onto islets (DC 12 Dex save); a hunter rising from the water picks off the isolated targets (algorithm, Hard + terrain).
Hook (d6): 1–2 🎣 The door in the ice — deep in the glacier, a frozen structure: an arch, a door — the door is open, and the air bubbles are frozen pointing outward; 3–4 🎣 Walking campfire — a campfire on the horizon every night, always the same distance away; 5–6 🎣 Hot spot — a perfect circle in the middle of the ice that never freezes, steam rising. Birds won't fly over it.
D.6 Underground
Opportunity (d20)
| d20 | Event |
|---|---|
| 1–6 | Crystal gallery. A chamber of phosphorescent crystal: Dim Light without a light source + broken pieces (1 hour, Dex DC 12): 2d6 × 5 gp. |
| 7–11 | Blind fish pool. A clear pool with blind fish: easy protein (Survival DC 10), 1d4 days of provisions. |
| 12–15 | Old explorer's cache. A hidden provisions point left by whoever made the chalk marks (Investigation DC 13): rope, lantern oil, 1 week of provisions, and a map in progress. |
| 16–18 | Pure water vein. Mineral water seeping from the rock (Nature DC 12): healing — Hit Dice regained here on a Short Rest are maximized (1x per person). |
| 19 | Ore pocket. An exposed vein of pure silver in a tunnel wall: half a day of extraction (mining tools) = 4d6 × 10 gp of raw silver. The sound echoes — who's listening? |
| 20 | Fate List |
Atmosphere (d20)
| d20 | Event |
|---|---|
| 1–6 | Drip symphony. Hundreds of drops from the ceiling, a rhythmic sound — almost a pattern. 🎁 Whoever solves the pattern (Perception DC 13): the drips are "counting off" the direction of the next big chamber. |
| 7–11 | Old markers. Chalk arrows from a previous explorer on the wall: orderly for a while, then hurried, then nothing. 🎁 A sturdy dropped lantern lies beside the last marker. |
| 12–15 | Curtain of roots. Giant tree roots hanging from the ceiling — the surface must be very far above; where are these roots coming from? 🎁 Pure water collected in the roots: 2 days of drinking water. |
| 16–18 | Windy tunnel. A steady airflow from below moves through the tunnel like a whisper. 🎁 Following the current (Survival DC 12) leads to an unknown exit/shortcut. |
| 19 | Mirror lake. A perfectly still underground lake: the reflection so clean, ceiling and water become indistinguishable. 🎁 In the reflection, an opening appears in the ceiling that isn't really there — Arcana DC 15: the lake is reflecting the ceiling of another place entirely. |
| 20 | Fate List |
Complication (d20)
| d20 | Event |
|---|---|
| 1–6 | Narrow passage. A 1-foot crack: armor comes off, Athletics DC 12 for Medium creatures. You don't want to get stuck in the middle. |
| 7–11 | Gas pocket. A sweetish smell (Nature/Survival DC 13): open flame = 3d6 Fire, 15 ft. Torches go out — does everyone have Darkvision? |
| 12–15 | Tremor. A small earthquake, gravel from the ceiling. The real question: is the tunnel you came from still open? (50% — if not, a new route.) |
| 16–18 | Rising water. In the low tunnels, water rises to the ankle, then the knee (is it raining above?). If it keeps rising: a section will need to be swum + soaked gear risk. |
| 19 | Counting darkness. Just beyond the edge of the light, a regular tick sound — it stops when the party stops, starts when they walk. Two days now. It doesn't attack. It's counting. |
| 20 | Fate List |
Special Encounter (d6): 1–3 Sticky wall — a section glistening like "wet rock" is an Adherer [09e]: it grabs the lead PC (Key: Fire); 4–6 Thought hunger — casters feel a pulling sensation at the back of their necks: a Thought Eater [09e] is stalking, growing bolder as spells are cast (Key: interrupt the spellcasting, force it into melee).
Hook (d6): 1–2 🎣 Egg chamber — 30+ empty shells opened from the inside: a Deepspawn [09e] brood passed through here — headed where?; 3–4 🎣 Polished tunnel — the walls of one tunnel are worn to a near-mirror shine: something has been passing here, very often, very precisely, for a very long time; 5–6 🎣 From above — dirt keeps sifting down from the ceiling at regular intervals: something is digging downward. Not toward the surface. Not toward you. It's passing you by.
D.7 Coast / Underwater
Opportunity (d20)
| d20 | Event |
|---|---|
| 1–6 | Tide harvest. The receding sea has left tide pools on the rocks: half an hour (Nature DC 12) = 1d4 sp worth of pearl mussels + fresh seafood. |
| 7–11 | Washed ashore. The waves have brought something in: a sound barrel (wine/salted fish/oil — d3) or usable ship timber. |
| 12–15 | Fishermen's alliance. Helping haul in the "big one" caught in the net (Athletics DC 12): a share of 2d6 sp + the fishermen's lifelong friendship and sea news. |
| 16–18 | Sunken rescue buoy. An old rescue buoy still floats: at the end of its rope, a sealed rescue chest (2d6 × 10 gp worth of goods + the name of the ship — an insurance reward if investigated). |
| 19 | Sea glass bed. In a rare cove, decades of sea-polished glass, and among it, real gemstones (1 hour of gathering: 3d6 × 5 gp). The cove isn't on any map — and someone's small boat sits capsized on the beach. |
| 20 | Fate List |
Atmosphere (d20)
| d20 | Event |
|---|---|
| 1–6 | Dolphin escort. Dolphins accompany the ship/swimmers; sailors take it as a good omen. 🎁 At one point the dolphins insistently circle a spot: something is beneath it (DM: harmless but valuable). |
| 7–11 | Glass sea. Windless surface, clear visibility down to 40 feet. 🎁 On the bottom, stones laid in a straight line: the trace of an old breakwater (or road) — running not parallel to the coast. |
| 12–15 | Message in a bottle. A bottle washed ashore: half of a love letter is illegible, but the signature is intact — a surname known in the region. 🎁 Delivered to its owner: a grateful (and wealthy) family. |
| 16–18 | Phosphorescent night. The sea glows blue-green at every touch tonight (plankton). 🎁 The glow traces out the current line at the mouth of the cove: a safe entry route for ships. |
| 19 | Whale song. A song felt in the bones, from the depths — for hours. Old sailors weep. 🎁 Whoever follows the song's direction finds a trace of whale oil/ambergris the next day (3d6 × 10 gp). |
| 20 | Fate List |
Complication (d20)
| d20 | Event |
|---|---|
| 1–6 | Current shift. An unexpected current: Athletics DC 13 or 1d4 × 100 feet of drift. Being carried off isn't always bad — is it today? |
| 7–11 | Lost cargo. Crates floating in the water: a ship dumped its load or sank. A sealed crate bears a merchant's crest — the owner will come asking. |
| 12–15 | Rising tide. While exploring a coastal cave/passage the water rises: 10 minutes to the exit, water at chest height. Composure + Athletics DC 12. |
| 16–18 | Net line. Invisible fishing nets underwater (Perception DC 13): anyone caught is Restrained (escape DC 12) — and the buoy at the net's far end is signaling someone. |
| 19 | Sunken bell. A steady, muffled bell tolls from the depths: someone in an air-pocketed cabin of the wreck is ringing it. A rescue dive: depth + time (Constitution save DC 12 every 5 minutes). |
| 20 | Fate List |
Special Encounter (d6): 1–3 Reef shadow — a streak moving too fast among the colors: a Reef Razor [09g] on its hunting round; the first pass "asks no questions" (Key: pull it toward shore/shallows); 4–6 Not just dock rats — a pack nesting beneath the pier (algorithm, Medium — underwater/coastal composition + terrain: piling posts, nets).
Hook (d6): 1–2 🎣 The tide that didn't return — the sea has withdrawn 200 feet and stayed there; the exposed stone road leads down into a darkness where the water is still standing; 3–4 🎣 Freshwater current — a freshwater current in the middle of the sea (its source: a spring that shouldn't be down there); 5–6 🎣 The eighth lighthouse — there are seven lighthouses on the coast; on foggy nights, sailors count eight lights. The eighth is always somewhere different.
D.8 Volcanic
Opportunity (d20)
| d20 | Event |
|---|---|
| 1–6 | Obsidian harvest. A field of black glass: 1 hour = 2d6 quality obsidian (arrowhead/ritual blade material, worth 1d6 gp total). |
| 7–11 | Mineral hot spring. A hot spring with a safe edge: bathing here regains +1 Hit Die on the next Long Rest. |
| 12–15 | Sulfur gathering. Yellow crystal formations (Nature DC 12, careful collection): 2d6 × 5 sp to alchemists — and 1 dose of natural smoke-bomb material. |
| 16–18 | Warm bed. A flat rock platform warmed geothermally: no cold tonight, comfortable watch, a guaranteed Long Rest — and the old fire pit at the platform's center bears the marks of others who knew about this too (friendly: trade notes left behind). |
| 19 | Dragon glass. In a lava tube wall, a vein unlike ordinary obsidian, glowing as if sparks were trapped inside (Arcana DC 14): "dragon glass" — worth 4d6 × 10 gp as a spell focus/amulet core. Extraction takes half a day and is loud. |
| 20 | Fate List |
Atmosphere (d20)
| d20 | Event |
|---|---|
| 1–6 | Crimson reflection. At sunset, the obsidian field glows red for miles. 🎁 The one spot where the reflection breaks: the entrance to a void beneath the surface (a lava tube). |
| 7–11 | Sulfur garden. Hissing steam vents, an otherworldly view — and a horrible smell. 🎁 One of the vents has a different rhythm from the others: a regular mechanism underneath (an old dwarven steam device — still running). |
| 12–15 | Ash fall. A thin ash blanket: visibility halved, tracks covered. 🎁 The ash brings out old tracks normally invisible, like a relief carving: it's now readable who passed through here recently. |
| 16–18 | Lava tube shortcut. A cooled tube turns a half-day trip into a 1-hour one: pitch black, empty nest remains (empty for now). 🎁 A marked map fragment left by a previous traveler at the tube's midpoint. |
| 19 | Memory of a glass rain. Glass droplets frozen mid-air by an eruption ("Pele's tears") are everywhere. Locals say: "those who collect them when the mountain weeps are lucky." 🎁 Whoever gathers a handful (1d4 sp value) gets Advantage on their first save that day — faith, charm, who's to say. |
| 20 | Fate List |
Complication (d20)
| d20 | Event |
|---|---|
| 1–6 | Hot ground. Boot soles heating up: no camping here, breaks are short. |
| 7–11 | Poison vale. A colorless heavy gas in a low hollow (dead birds — Perception DC 12): anyone entering makes Constitution save DC 13 each round / 2d6 Poison. Route from higher ground. |
| 12–15 | Fault line. The ground splits: a 10-foot lava fissure. Jumping is Athletics DC 12 or a 1-hour detour; ending a turn within 5 feet of the fissure deals 1d6 Fire. |
| 16–18 | Ash storm. Wind kicks up ash: visibility 10 feet, breathing is hard (unprotected: risk of an Exhaustion effect per hour, Con save DC 12). Finding shelter is Survival DC 13. |
| 19 | Waking vent. A nearby "dormant" vent starts rumbling: a rain of stones begins (2 rounds until it reaches closing range — run + DC 13 Dex save, 2d6 Bludgeoning). Locals swear the vent has been silent for 200 years. What woke it? |
| 20 | Fate List |
Special Encounter (d6): 1–3 Ash feathers — a silhouette gliding on the thermals swoops much lower on the second pass: a Cinder Harrier [09g] on its attack line (Key: Cold damage — Vulnerability); 4–6 The lava tube's owner — the "empty" nest of a shortcut tube isn't empty: an encounter with its returning owner in the tube's narrow confines (algorithm, Hard + tight terrain).
Hook (d6): 1–2 🎣 The sleeping giant breathes — the crater's steam rises in a breathing rhythm; among the offerings, some are fresh, and one bears a seal the party recognizes; 3–4 🎣 The cooling zone — in the middle of the volcanic terrain, an inexplicably cold circle: even snow sticks here. What/who is drawing off the heat?; 5–6 🎣 Glass statues — deep in the lava tube, proper human silhouettes frozen inside the flow. They didn't escape — but their postures aren't the postures of people fleeing. They're kneeling.
SECTION E — Coverage Report, Interface, and Playtest Notes
E.1 Coverage report
| Category | Count | Contents |
|---|---|---|
| Settlement location | 4 | Opportunity 7 + Atmosphere 7 + Complication 7 + Special 3 + Hook 3 = 27 events/location |
| Habitat | 8 | Opportunity 5 + Atmosphere 5 + Complication 5 + Special 2 + Hook 3 = 20 events/habitat |
| Fate List | 1 | 20 events |
| Total | 13 table groups | 4×27 + 8×20 + 20 = 288 events (v1: 160 → +80%) |
All 160 events from v1 were carried over into the new structure (type-tagged, compressed, rarity-assigned); 128 events are new — mostly in the Opportunity category (nearly absent in v1) and the Fate List.
E.2 Encounter Generation Algorithm
This procedure runs whenever the Encounter Tree (A.4) yields a fight tier. Input-output contract:
`` INPUT: Region CR (1–30) · Threat Level (5 tiers) · Habitat · [Alarm counter] OUTPUT: Monster composition (from the compendium 09a–09g pool) PRINCIPLE: Generation is based on the REGION, not the party (Rev 002 · S4). ``
Step 1 — XP Budget (Threat Level multiplier)
Multiply the Region CR's XP value (SRD CR→XP table) by the Threat Multiplier:
| Threat Level | Multiplier | Feel |
|---|---|---|
| Easy | ×0.5 | Warm-up; burns resources, doesn't threaten |
| Medium | ×1.0 | A single threat matching the Region CR |
| Normal | ×1.5 | Tough but fair |
| Hard | ×2.0 | Serious; demands resources and tactics |
| Deadly | ×3.5 | Real risk of loss |
Note: The Encounter Tree's d10 gives four results (Easy 1–4 / Medium 5–7 / Hard 8–9 / Deadly 10). Normal (×1.5) is an in-between tier: the DM picks it by hand when they want to harden a Medium or soften a Hard, and the alarm mechanic (Step 5) also escalates here.
Quick SRD CR→XP reference (commonly used): CR 1 = 200 · CR 2 = 450 · CR 3 = 700 · CR 4 = 1,100 · CR 5 = 1,800 · CR 6 = 2,300 · CR 7 = 2,900 · CR 8 = 3,900 · CR 9 = 5,000 · CR 10 = 5,900 · CR 11 = 7,200 · CR 13 = 10,000 · CR 15 = 13,000 · CR 17 = 18,000 · CR 20 = 25,000 · CR 24 = 62,000 · CR 30 = 155,000.
Step 2 — Template selection (d10)
Once the budget is set, pull the composition skeleton with d10. Columns: star share (how much of the budget goes to the strongest monster), crowd, dominant role(s) (compendium tactical roles).
| d10 | Template | Star share | Crowd | Dominant role |
|---|---|---|---|---|
| 1 | Solo boss | 90–100% | 1 | Brute / Soldier |
| 2 | Singular threat | 80–90% | 1 (+1 minor) | Brute / Controller |
| 3 | Dual boss | ~45% ×2 | 2 | mixed role pair |
| 4 | Leader + retinue | 55–65% | 1 + 3–5 | Artillery/Controller leader, Brute/Skirmisher retinue |
| 5 | Defense line | ~50% | 2 + 2 | Soldier front, Artillery rear |
| 6 | Even squad | equal split | 2–3 | mixed roles (a balanced enemy party) |
| 7 | Mixed rabble | ~35% | 3–4 | 2 roles mixed |
| 8 | Swarm | ~25% | 5+ | single-type Brute/Skirmisher |
| 9 | Wave | ~30% | 4+ (in 2 waves) | Skirmisher/Artillery, reinforcements arrive |
| 10 | Ambush | 50% | Lurker/Skirmisher-heavy | + surprise round bonus |
Template count rationale: 6/8/10/12 were tested; the biggest gap in the singular→crowd spectrum drops from 0.30 to 0.20 between 8→10, and stays flat 10→12. So 10 templates is the smallest set that covers the spectrum without gaps; 11–12 only add niche variants similar to existing ones. d10 chosen.
Step 3 — Habitat filter (three groups)
The pool is split into three priorities. Fill from the Primary group first; if monsters are insufficient (especially rare habitats at low CR), draw from the Adjacent group; if that's still not enough, fall back to the nearest CR in the Primary group.
| Event habitat | Primary group | Adjacent group |
|---|---|---|
| Road | Settlement/Road, Wilderness | Forest/Feywild |
| Forest | Forest/Feywild, Wilderness | Wetlands/Swamp |
| Mountain | Sky/Mountains, Mountains/Hills | Cave/Lair |
| Desert | Desert | Wilderness, Underground |
| Arctic | Arctic/Glacier | Mountains/Hills |
| Underground | Underground, Cave/Lair | Ruins/Graveyard |
| Coast/Underwater | Underwater, Wetlands/Swamp | Wilderness |
| Volcanic | Volcanic/Fire, Elemental Plane | Cave/Lair |
Adjacent = third-party rule: A monster from an adjacent habitat doesn't behave "native." It's played as a separate faction in the scene: it's there for its own reasons (migrated, driven out, come down to hunt), and that reason is stated to the table in a sentence. Mechanically it isn't automatically coordinated with the primary group — the DM can turn it into a three-way conflict (party vs. locals vs. outsider) if they want. This turns "why is there a forest monster in the desert?" into a scene, not a gap.
Restricted tags: Outer Plane · Dungeon/Structure · Ruins/Graveyard (except Underground) do not enter the random pool — the DM calls on them by hand only for a specific theme (a devil incursion, a lich's crypt). Random generation is bound to natural ecology.
Step 4 — Filling and rounding
- Apply the template's star share to the budget → select the monster closest to the target XP from the Primary group (the star's role must match the template).
- Fill the remaining budget with cheap monsters matching the template's crowd and role needs.
- ±15% tolerance: 85–115% of the budget is acceptable. Don't chase an exact match; a playable composition beats perfect math.
- Number cap: managing >8 enemies at the table is hard. If a Swarm/Wave template exceeds the cap, save the excess as a "second wave" (Step 5 logic).
Step 5 — Repeat protection = Alarm mechanic
Instead of "banning" a template, repetition is turned into story. If the same template comes up back-to-back in the same habitat, that habitat's monsters have figured out the party is coming — they go on alert:
| Back-to-back repeat | Effect |
|---|---|
| 1st (initial) | Normal generation. |
| 2nd (same template again) | Alarm 1: Threat Level +1 tier (budget moves to the next multiplier). Narrative: "Prepared — they were waiting for you this time." |
| 3rd (same template a third time) | Alarm 2: Threat +2 tiers and +1 support monster added to the composition (off-budget reinforcement — Artillery or Controller). Narrative: "They called for reinforcements." |
| A different template comes up | Alarm resets. |
This turns a monotonous habitat (always the same enemy) into an advantage: when the party enters with the same tactic a third time, the ecosystem adapts, and tension escalates on its own. The alarm counter is tracked per habitat; a single tally mark at the table is enough.
Sample run
Input: Mountain habitat · Region CR 6 (2,300 XP) · Encounter Tree Hard (×2.0) → budget 4,600 XP. Template (d10=4): Leader + retinue. Star share ~60% → ~2,760 XP leader. Habitat filter: Mountain Primary group. Leader (Artillery/Controller, ~CR 7): Stone Giant [09b, CR 7 Artillery, Mountains] → 2,900 XP. Remaining ~1,700 XP, retinue Brute/Skirmisher: instead of 2× Winter Wolf, for mountain fit use 2× CR 3 Skirmisher/Brute (~1,400) → total ~4,300 (93%, within tolerance). ✔ Alarm: If the party also saw "Leader + retinue" in the previous scene → Alarm 1: budget rises to Deadly (×3.5 = 8,050), the giant is now Adult-sized or there are two giants. "They're taking this pass seriously now."
E.2.1 Compendium key-lock integration
The algorithm generates ordinary fights. When the template rolls Solo boss / Singular threat / Ambush and the habitat fits one of the compendium's special monsters, the DM can swap the generated star for the matching key-lock monster (09e–09g) — turning a random fight into a puzzle with a solution (see each habitat's "Special Encounter" row, Section D). When a key monster is used, it counts as its equivalent CR in XP and the budget closes accordingly.
E.3 Calibration, Tuning Knobs, and At-the-Table Tools
The system is balanced on paper; but every table is different. This section gives two things: (1) numerically validated tuning knobs — you'll know which lever to turn for which problem, (2) operating tools for the table — flow, region card, tick tracking.
E.3.1 Validated tuning knobs
The numbers below were calculated assuming ~5 location entries per session. If your table differs, the ratio scales linearly.
① Encounter pacing — the one proven real risk. Expected fights/session: ~0.6 at TD 0, ~1.4 at TD 3, ~2.0 at TD 5. These are healthy. But the chance of 3+ fights in a session at TD 5 is 33% — meaning roughly one in every three TD-5 sessions could get pacing-tired. Two solutions were tested:
| Solution | Effect | Side effect |
|---|---|---|
| A) "2-fight cap" house rule (recommended) | If 2 encounters have already come up in a session, the 3rd automatically drops to Complication | None — TD 5's high danger level stays intact, only pacing fatigue is cut |
| B) Narrow the TD 4–5 encounter band to 32% | P(≥3 fights) 33% → 19% | TD 5 "softens" a bit; the dangerous-region feel is slightly reduced |
A is recommended: it cuts fatigue without touching the math at all. B also changes the region's character.
② Fate frequency — not as frequent as one might worry. 1/20 per subtable roll sounds frequent, but not every Chance Die roll reaches a subtable (Encounter and some Boss results skip it). The real frequency: ~1 Fate every 5 sessions, ~2 Fate events across a 10-session campaign arc. This is healthy — exactly right as an "unforgettable moment." If it comes up too often only in very long single-region campaigns, a ready house rule: at most 2 Fate results per campaign arc; subsequent natural 20s give the 19 result on the table instead.
③ TD/CR divergence — the most delicate point. TD 1 / CR 25 regions (calm but deadly) are the system's most powerful idea, but also its most fragile spot: if players wrongly learn "no events here = safe," the first deadly encounter will feel unfair. This is why A.4's signal rule is mandatory. Check at the table: are the signals (giant tracks, NPCs saying "nobody goes there") actually reaching the players, or are they staying in your notes? A CR-25 ambush with no signal given is not a flaw in the system — it's a flaw in the execution.
④ Hook stock — a natural growth point. Hook tables are d6 (3 events/location). They'll run dry in a campaign that stays long in the same region. Growth path: write 1–2 hooks specific to each active region, bump it to d8. Hooks are designed to tie into the campaign anyway (see the D.2 chaining table) — running out isn't a flaw, it's a signal that "this region should now be handled by hand."
E.3.2 Session flow — at a glance
When the party enters a location:
```
- Roll d100 → read the TYPE from the TD band (Opportunity/Atmosphere/Complication/Encounter/Hook-Boss)
- Go to the TYPE subtable → roll d20
└─ natural 20? → FATE LIST (Section B), skip the subtable
- Atmosphere result? → roll d6, on 5–6 add the 🎁 Chance Tail reward
- Encounter result? → Encounter Tree (A.4) d10 → E.2 algorithm
└─ same template back-to-back? → ALARM (E.2 Step 5)
- Hook/Boss result? → if a boss exists roll d6 (4–6 boss clock +1 tick), otherwise the Hook table
- "2-fight cap" exceeded? → drop the 3rd encounter to Complication
```
E.3.3 Region Card — fillable template
One card per active region is enough:
`` ╔══════════════════════════════════════════╗ ║ REGION: ______________________ ║ ║ Location type: [Tavern/Forest/Mountain/…] ║ ║ TD: [0–5] ___ Region CR: [1–30] ___ ║ ║ ║ ║ BOSS (if any): __________________ ║ ║ Clock: [ ]Omen [ ]Contact [ ]Confront ║ ║ ║ ║ ALARM tally (habitat): _____ ║ ║ Last 1–2 templates: _______________ ║ ║ ║ ║ Encounters this session: _____ (/2) ║ ║ Theme / signals: ______________ ║ ╚══════════════════════════════════════════╝ ``
E.3.4 First-session checklist
When bringing the system to the table for the first time:
- Fill out a Region Card for every active region (TD + CR separately!).
- For regions 4+ CR above the party, write the signal sentence in advance (③).
- Adopt the "2-fight cap" house rule (①-A) — from the first session onward.
- For a region with a boss, start the clock at 0/3; don't wait for a random "encounter."
- Note which tuning knob you need after the first 2–3 sessions — the system calibrates to your table.
License note: The events and tables in this file are original works. The rule terms and mechanics used are based on the SRD 5.2 (Wizards of the Coast LLC, CC-BY-4.0). This work includes material from the System Reference Document 5.2 ("SRD 5.2") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/legalcode.