M is also for MAPS
Roll 1d12!
Random Maps of the Underworld
1 Architectural schematic of local 9th level NPC's stronghold, signed by original builder. Shows network of secret doors bypassing all locks and traps, leading directly to treasure vault.
2 Alchemist's field journal shows locations of abundant sources of two MATERIAL COMPONENTS guaranteed to combine successfully into ADMIXTURE.
3 Geological survey shows previously unknown CAVE under nearby map hex.
4 Partial scroll of extremely ancient religious text shows lost temple of long-forgotten dead demon god.
5 Naturalist's assay reveals single magic POOL next to otherwise mundane nearby waterway.
6 Actual buried treasure, in a wooden chest, marked with a big red X and everything. Bring the shovels, because it's 10' down, and you're going to have to dig for it.
7 Pathfinder's scouting report shows game trail network connecting several nearby map hexes. The trails are easy going, without the usual chance of getting lost or penalties for rough terrain, and there's virtually no chance of encountering a wandering monster while on them.
8 Tourist's guidebook provides walking tour of nearest city, includes locations of ultra-chic tavern, hotel, and merchant center, and coupons for one day of half-off discount prices. Each spot is a speakeasy with an unmarked door, so out-of-towners normally never find them.
9 Illustrated children's fairy tale tells story of inveterate gambler who beseeches gaming-house mascot djinn to grant him a cheat code. Story obviously takes place in nearby dungeon, cheat code totally works to unlock previously inaccessible secret door, door leads to gonzo ZOWIE bonus dungeon level, illustrations make excellent walk-through guide.
10 Hobo-code chalk markings on sign at neighborhood entrance indicate location of stash house for goods pilfered from local job-sites by underpaid laborers. Additional markings in house suggest a "take-a-penny-leave-a-penny" approach to materiel held within, encourage player characters to store their loot rent-free. Dire warnings of assassin guild retaliation against stash-theives also strongly indicated.
11 Embroidered tapestry depicts legend of ancient paladin who discovered magic sword, founded stronghold, attracted coterie of cavaliers, and was eventually entombed in catacomb on nearby ISLAND. If recovered from the catacomb, ownership of the sword entitles the bearer to claim custody over the abandoned (and now monster-haunted) stronghold.
12 Lost page torn from adventurer's diary purports to show only known secret route back to the surface
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