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1d100
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Description
Of What Happens
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1-10
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This
leg of your journey passes uneventfully.
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11-12
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On
your journey, you encounter the local tax collector. Each
party member must pay the taxman 15gp + [10 x APL]. If you
cannot pay, then he forces you to pay it off in the local
workhouse before you can continue your journey. Make a
Fortitude save DC 10+APL. If you fail, then you become ill and
are sickened (as per the DMG) for your next three turns.
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13-14
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Your
journey takes you across some very difficult terrain.
Everybody must make a Survival check DC 10+APL. Those who fail
must then make a Fortitude save DC 8+APL or take 3+APL points
of damage due to the difficulty of the trail.
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15-16
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On
your journey, you come across a local militia patrol. Any PC
with ranks in Gather Information may make a check (DC 10+APL).
A successful check means that the militia take pity on you and
relay some information about the creatures in the place where
you’re going. This gives all of you +2 to your Initiative
rolls whilst at your place of destination.
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17-18
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You
have become lost in a forest. Those PCs who can speak with
plants, or speak with animals, may do so in order to find a
way out. Otherwise, someone might climb a tree (Climb check DC
10+APL) in order to see the way out (Survival check DC 8+APL).
Elven characters might make a Survival check DC 8+APL in order
to find an Elven community to ask for a way out (Gather
Information DC 8+APL). Otherwise, everybody must make a
Fortitude save DC 8+APL to avoid taking 1+APL points of damage
due to lack of safe direction.
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19-20
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You
come across a wagon which has clearly been attacked by
fearsome creatures. It appears they were after “fresh
meat”, and may have left some items behind in their raid …
A successful Search check of the wagon (DC 13+APL) will
discover some Treasure. This check may be made by every player
character. Roll once on the appropriate Level Treasure Table.
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21-22
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You
are traveling through a large forest when you notice a
bushfire begins! First, each character must make a Spot check
DC 13+APL in order to see the fire before it reaches them! If
at least one character makes this check, then this card is
played no more. If the Spot checks fail, then the characters
are surprised by the fire and must flee through the bush. Each
PC must make a Dex check DC 8+APL three times in order to
outrun the fire. Each time the Dex check fails, the PC takes
1+APL points of burn damage.
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23-24
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You
find yourself traveling through a dense fog. The party must
make one successful Survival check (DC 15+APL). Only one try
is allowed per player. If the party succeeds (at least once),
they do not get lost. If the party fails, then they get lost.
Every character must make a Fortitude save DC 10+APL or take
1+APL points of damage from bumping into rocks, trees, and
other objects on your journey.
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25-26
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Your
journey takes you by a village where the local shaman cures
your wounds for free. Any PC who has taken damage on their
journey, or who is not on full hit points, is now cured to
full hit points.
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27-28
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You
pass through a town which is renowned for its arcane magic.
Anyone in the party can now buy up to THREE arcane scrolls
worth 100gp x APL each at half
normal price.
The purchase must be made immediately.
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29-30
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Wilderness
Encounter (Any): Place down a forest path tile. Get players to
place their figures in the centre part of the path. Consult
the Any Wilderness Environment chart (p.96 DMG). Choose a
creature with a CR closest to the APL of the party (round up).
Roll randomly to see which direction the creature comes from,
and who they attack. Reward: CR x 30xp. See Monster Manual for
creature stats.
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31-32
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You
pass through a town which is renowned for its divine magic.
Anyone in the party can now buy up to THREE divine scrolls
worth 100gp x APL each at half
normal price.
The purchase must be made immediately.
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33-34
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Wilderness
Encounter (Cold Forest): Place
down a forest path tile. Get players to place their figures in
the centre part of the path. Consult the Cold Forests chart
(p.96 DMG). Choose a creature with a CR closest to the APL of
the party (round up). Roll randomly to see which direction the
creature comes from, and who they attack. Reward: CR x 30xp.
See Monster Manual for creature stats.
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35-36
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You
pass through a town which is renowned for its alchemy. Anyone
in the party can now buy up to THREE potions worth 100gp x APL
each at half normal price.
The purchase must be made immediately.
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37
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Wilderness
Encounter (Cold Hills): Place
down a forest path tile. Get players to place their figures in
the centre part of the path. Consult the Cold Hills chart
(p.96 DMG). Choose a creature with a CR closest to the APL of
the party (round up). Roll randomly to see which direction the
creature comes from, and who they attack. Reward: CR x 30xp.
See Monster Manual for creature stats.
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38-39
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You
pass through a town which is renowned for its crafting of
masterwork weapons. Each player may have one ordinary weapon
(already in their possession) upgraded into a masterwork
weapon for half normal price. This upgrade must be paid for
and completed immediately.
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40
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You
pass through a town which is renowned for its crafting of
magic weapons. Each player may have one masterwork weapon
(already in their possession) upgraded into a magical weapon
for half normal price. This upgrade must be paid for and
completed immediately. Bonus restrictions apply as per APL:
APL 1-4 = +1 weapon; APL 5-7 = +2 weapon; APL 8-10 = +3
weapon.
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41-42
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You
pass through a town which is renowned for its crafting of
masterwork armor. Each player may have one ordinary armor
(already in their possession) upgraded into masterwork armor
for half normal price. This upgrade must be paid for and
completed immediately.
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43
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You
pass through a town which is renowned for its crafting of
magic armor. Each player may have one set of masterwork armor
(already in their possession) upgraded into magical armor for
half normal price. This upgrade must be paid for and completed
immediately. Bonus restrictions apply as per APL: APL 1-4 = +1
armor; APL 5-7 = +2 armor; APL 8-10 = +3 armor.
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44-45
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You
pass through a town which is renowned for its crafting of
masterwork shields. Each player may have one ordinary shield
(already in their possession) upgraded into a masterwork
shield for half normal price. This upgrade must be paid for
and completed immediately.
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46
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You
pass through a town which is renowned for its crafting of
magic shields. Each player may have one masterwork shield
(already in their possession) upgraded into a magical shield
for half normal price. This upgrade must be paid for and
completed immediately. Bonus restrictions apply as per APL:
APL 1-4 = +1 shield; APL 5-7 = +2 shield; APL 8-10 = +3
shield.
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47-48
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Wilderness
Encounter (Cold Marshes): Place
down a forest path tile. Get players to place their figures in
the centre part of the path. Consult the Cold Marshes chart
(p.96 DMG). Choose a creature with a CR closest to the APL of
the party (round up). Roll randomly to see which direction the
creature comes from, and who they attack. Reward: CR x 30xp.
See
Monster Manual for creature stats.
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49-50
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Wilderness
Encounter (Cold Mountains): Place
down a desert path tile. Get players to place their figures in
the centre part of the path. Consult the Cold Mountains chart
(p.96 DMG). Choose a creature with a CR closest to the APL of
the party (round up). Roll randomly to see which direction the
creature comes from, and who they attack. Reward: CR x 30xp.
See
Monster Manual for creature stats.
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51-52
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Wilderness
Encounter (Temperate Deserts): Place
down a desert path tile. Get players to place their figures in
the centre part of the path. Consult the Temperate Deserts
chart (p.96 DMG). Choose a creature with a CR closest to the
APL of the party (round up). Roll randomly to see which
direction the creature comes from, and who they attack.
Reward: CR x 30xp. See
Monster Manual for creature stats.
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53-54
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Wilderness
Encounter (Temperate Forests): Place
down a forest path tile. Get players to place their figures in
the centre part of the path. Consult the Temperate Forests
chart (p.96 DMG). Choose a creature with a CR closest to the
APL of the party (round up). Roll randomly to see which
direction the creature comes from, and who they attack.
Reward: CR x 30xp. See
Monster Manual for creature stats.
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55-56
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Wilderness
Encounter (Temperate Hills): Place
down a forest path tile. Get players to place their figures in
the centre part of the path. Consult the Temperate Hills chart
(p.97 DMG). Choose a creature with a CR closest to the APL of
the party (round up). Roll randomly to see which direction the
creature comes from, and who they attack. Reward: CR x 30xp.
See
Monster Manual for creature stats.
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57-58
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Wilderness
Encounter (Temperate Marshes): Place
down a forest path tile. Get players to place their figures in
the centre part of the path. Consult the Temperate Marshes
chart (p.97 DMG). Choose a creature with a CR closest to the
APL of the party (round up). Roll randomly to see which
direction the creature comes from, and who they attack.
Reward: CR x 30xp. See
Monster Manual for creature stats.
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59-60
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Wilderness
Encounter (Temperate Mountains): Place
down a desert path tile. Get players to place their figures in
the centre part of the path. Consult the Temperate Mountains
chart (p.97 DMG). Choose a creature with a CR closest to the
APL of the party (round up). Roll randomly to see which
direction the creature comes from, and who they attack.
Reward: CR x 30xp. See
Monster Manual for creature stats.
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61-62
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Wilderness
Encounter (Temperate Plains): Place
down a forest path tile. Get players to place their figures in
the centre part of the path. Consult the Temperate Plains
chart (p.97 DMG). Choose a creature with a CR closest to the
APL of the party (round up). Roll randomly to see which
direction the creature comes from, and who they attack.
Reward: CR x 30xp. See
Monster Manual for creature stats.
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63-64
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Wilderness
Encounter (Warm Deserts): Place
down a desert path tile. Get players to place their figures in
the centre part of the path. Consult the Warm Deserts chart
(p.97 DMG). Choose a creature with a CR closest to the APL of
the party (round up). Roll randomly to see which direction the
creature comes from, and who they attack. Reward: CR x 30xp.
See
Monster Manual for creature stats.
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65-66
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Wilderness
Encounter (Warm Forests): Place
down a forest path tile. Get players to place their figures in
the centre part of the path. Consult the Warm Forests chart
(p.97 DMG). Choose a creature with a CR closest to the APL of
the party (round up). Roll randomly to see which direction the
creature comes from, and who they attack. Reward: CR x 30xp.
See
Monster Manual for creature stats.
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67-68
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Wilderness
Encounter (Warm Hills): Place
down a forest path tile. Get players to place their figures in
the centre part of the path. Consult the Warm Hills chart
(p.97 DMG). Choose a creature with a CR closest to the APL of
the party (round up). Roll randomly to see which direction the
creature comes from, and who they attack. Reward: CR x 30xp.
See
Monster Manual for creature stats.
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69-70
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Wilderness
Encounter (Warm Marshes): Place
down a forest path tile. Get players to place their figures in
the centre part of the path. Consult the Warm Marshes chart
(p.98 DMG). Choose a creature with a CR closest to the APL of
the party (round up). Roll randomly to see which direction the
creature comes from, and who they attack. Reward: CR x 30xp.
See
Monster Manual for creature stats.
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71-72
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Wilderness
Encounter (Warm Mountains): Place
down a desert path tile. Get players to place their figures in
the centre part of the path. Consult the Warm Mountains chart
(p.98 DMG). Choose a creature with a CR closest to the APL of
the party (round up). Roll randomly to see which direction the
creature comes from, and who they attack. Reward: CR x 30xp.
See
Monster Manual for creature stats.
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73-74
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Wilderness
Encounter (Warm Plains): Place
down a forest path tile. Get players to place their figures in
the centre part of the path. Consult the Warm Plains chart
(p.97 DMG). Choose a creature with a CR closest to the APL of
the party (round up). Roll randomly to see which direction the
creature comes from, and who they attack. Reward: CR x 30xp.
See
Monster Manual for creature stats.
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75
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You
come to a town which does not welcome strangers. The PCs have
two choices:
EITHER:
If any PC has ranks in Forgery, then he/she can make a Forgery
check (DC 10+APL) in order to produce fake papers which pass
the party off as Locals. OR Each PC must pay 20gp x Character
Level in taxes and bribes (so that the group can pass through
the town). A failed Forgery check results in each PC having to
pay double the taxes. If a PC can’t pay, then he/she is
flogged in the town square (doing 3+APL hit points of damage
to that PC).
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76
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Your
party meets a kind druid who has befriended a flock of giant
eagles. The druid offers for the eagles to fly you the rest of
the way of your journey – thus avoiding drawing any more
Journey cards in this section of the adventure. Your party may
accept or decline this offer.
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77-78
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Along
the road, your party meets another adventuring party who are
returning from a successful dungeon raid. The party leader
asks if any of you can Appraise the emerald idol which the
party liberated from the dungeon. He will pay the successful
Appraiser 25gp x APL for a successful Appraise. DM: An
Appraise check (DC 13+APL) will reveal the emerald idol to be
worth 1,000gps x APL. And just in case any of you were
thinking about taking it, you notice that this adventuring
party is very high level. Anybody attacking this party will be
killed outright.
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79-80
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A
little knowledge is a good thing. Your knowledge has been able
to help somebody else. Every PC who has ranks in Knowledge (Arcana)
or Knowledge (The Planes) earns 25gp x Number of Ranks for
their services. Plus 25xp x APL in experience.
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81-82
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A
little knowledge is a good thing. Your knowledge has been able
to help somebody else. Every PC who has ranks in Knowledge
(Architecture and Engineering) earns 25gp x Number of Ranks
for their services. Plus 25xp x APL in experience.
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83-84
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A
little knowledge is a good thing. Your knowledge has been able
to help somebody else. Every PC who has ranks in Knowledge (Dungeoneering)
earns 25gp x Number of Ranks for their services. Plus 25xp x
APL in experience.
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85-86
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A
little knowledge is a good thing. Your knowledge has been able
to help somebody else. Every PC who has ranks in Knowledge
(Geography) earns 25gp x Number of Ranks for their services.
Plus 25xp x APL in experience.
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87-88
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A
little knowledge is a good thing. Your knowledge has been able
to help somebody else. Every PC who has ranks in Knowledge
(History) earns 20gp x Number of Ranks for their services.
Plus 25xp x APL in experience.
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89-90
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A
little knowledge is a good thing. Your knowledge has been able
to help somebody else. Every PC who has ranks in Knowledge
(Local) earns 25gp x Number of Ranks for their services. Plus
25xp x APL in experience.
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91-92
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A
little knowledge is a good thing. Your knowledge has been able
to help somebody else. Every PC who has ranks in Knowledge
(Nature) earns 25gp x Number of Ranks for their services. Plus
25xp x APL in experience.
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93-94
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A
little knowledge is a good thing. Your knowledge has been able
to help somebody else. Every PC who has ranks in Knowledge
(Nobility) earns 25gp x Number of Ranks for their services.
Plus 25xp x APL in experience.
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95-96
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A
little knowledge is a good thing. Your knowledge has been able
to help somebody else. Every PC who has ranks in Knowledge
(Religion) earns 25gp x Number of Ranks for their services.
Plus 25xp x APL in experience.
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97
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Your
journey has been relatively quiet. This has allowed those of
you with ranks in a Craft skill to practice your art.
Every
PC who has ranks in a Craft earns 50gp x Number of Ranks for
the goods they craft and then sell in the nearest town.
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98
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Your
journey has been relatively quiet. This has allowed those of
you with ranks in a Profession skill to practice your trade.
Every PC who has ranks in a Profession earns 50gp x Number of
Ranks for the services they sell in the nearest town.
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99
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Sometimes,
you just know too much … Your knowledge of a dangerous thing
has drawn the attention of assassins. Every PC who has ranks
in Knowledge must pay a bribe of 25gp x Number of Ranks to the
local militia, so that they may receive safe passage through
this region. If you can’t pay, you must give your experience
for free. Lose 100xp x APL in experience.
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00
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You
have drawn unnecessary attention to yourselves …Your
knowledge of a Craft or a Profession has drawn the attention
of poor farmers who think you’re too good for yourself.
Every PC who has ranks in a Craft or Profession must pay a
bribe of 25gp x Number of Ranks to the local farmer’s guild,
so that they may receive safe passage through this region. If
you can’t pay, you must give your experience for free. Lose
100xp x APL in experience.
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