Roll 1d12
1. He wasn’t the king! The region appears to have a new ruler and he or she is (roll 1d6): [1] overly harsh,
[2] overly soft, [3] overly corrupt, [4] overly foreign,
[5] a lesser someone the party knew before,
[6] reroll twice.
2. Who the heck are they? A new group has suddenly popped up and they are certainly (roll 1d8):
[1] tyrannical, [2] insane, [3] irritating, [4] boring,
[5] sinister, [6] grim, [7] friendly, [8] reroll twice. There’s also a 50% chance of the group being one that the party knew before, but is now different.
3. Don’t worry: I left it where I could find it again. A random party member loses one of his or her (roll 1d10): [1] garments, [2] treasures, [3] tools, [4] weapons,
[5] mounts, [6] pets, [7] scrolls or books, [8] sundry items, [9] keys, [10] henchmen. Perhaps if they travel to another Otherworld, it will finally turn up again.
4. Who are you? The party apparently has a new member that is (roll 1d12): [1] irritating, [2] insane,
[3] overly happy, [4] miserable, [5] secretly evil, [6] obviously evil, [7] a hypochondriac, [8] unduly slovenly, [9] actually very helpful, [10] actually a monster, [11] actually an elf, [12] reroll twice. There’s also a 50% chance of the new member being a double of a current or former party member, likely adding to the confusion.
5. Where did that come from? The area now features a large (roll 1d12): [1] hill, [2] mountain,
[3] river, [4] valley, [5] pit, [6] lake, [7] dry area, [8] swamp, [9] forest, [10] field, [11] cave, [12] ocean beach that certainly wasn’t there before! Different creatures are sure to be in the area now, as well.
6. It never used to be this (roll 1d10) [1] hot, [2] cold, [3] humid, [4] arid, [5] wet, [6] dry, [7] cloudy, [8] clear, [9] windy, [10] calm! The climate has suddenly changed in this area, likely provoking a number of other changes too.
7. What the hell are you? The newly encountered creature is, relative to what the party knew of such creatures before (roll 1d6) [1] a stronger version: +1d6 HD, [2] a weaker version: -1d6 HD, [3] a more intelligent version: +2d4 INT, [4] a dumber version: -2d4 INT, [5] a hybrid with another type of random creature, [6] completely alien. Whatever it turns out to be, maniacal laughter will certainly follow.
8. Quite a roll with the gender! Women (in this world) are now (roll 1d8): [1] more dominant/aggressive,
[2] more submissive/passive, [3] more sexual, [4] less sexual, [5] anatomically different (for better or worse- equal chance of each), [6] more capable of love, [7] less capable of love, [8] reroll twice.
9. Hmmm, what’s that burning sensation? Nature has suddenly changed, with a different (roll 1d4):
[1] wild plant, [2] beast, [3] bug, or [4] foodstuff being present. The change has a 66% chance of causing a reaction to each of the party members that are exposed to it- see Johnny Applewheeze for specifics.
10. That’s not supposed to happen! Magic functions differently now (roll 1d4): [1] various spells are either 50% more or less potent (equal chance of either), [2] each spell has a 10% chance of being cast by itself at a random time on a random target each day, [3] various spells take 1d3 extra rounds to cast (a 50% chance for each), [4] the meanings of various words have changed, giving the party’s spells an additional 10% chance of failure each time they’re cast.
11. The worlds are your oyster. Something else changes- see the Otherworld Table in Volume II for what it is, how prevalent its extent, and its relative effect.
12. Reroll twice on this table for an encounter with multiple changes (or thrice, four times, if 12 is rolled again, etc.) Note that the party will likely realize that they have slipped into an Otherworld now. How do they return? Roll 1d6: [1] they will be drawn back to their own world within 1d30 turns, [2] they will be drawn back to their own world within 1d30 hours, [3] they will be drawn back to their own world within 1d30 days, [4] they must perform a certain task before returning, [5] they must go back exactly the way they came, [6] they must find another portal, though it only has a 5% chance of bringing them back to their original world.
Auentina, Sample 7th Level Mystic of Manannan
Align: NMV: 40’
AC: 8
HD: 7
Atk: 1 (fights as a magic-user)
Dmg: 1d8+1 (+1 long sword) or 1d4 (sling)
SP: Manannan turn ability, mysteries, mystic ability
Spells prepared: [1st] Cure Light Wounds (x2), Sanctuary, Dimensional Missile*, Hold Portal*
[2nd] Augury, Reveal Home World, Invisibility*, Rope Trick*
[3rd] Cure Disease, Prayer, Blink*
[4th] Create Food and Water
SV: C7
Mor: 7
Possessions: Holy symbol, +1 longsword, sling, robes, 3 days rations, small rowboat, journal of Otherworlds travelled, strange mechanical device, 3 strange gems, 87 gold pieces
Auentina, DCC Stats
Init +3Atk longsword +4 melee (1d8+1) or sling +3 ranged (1d4)
AC 11
HD 7d8
MV 30’
Act 1d20 + 1d16
SP: Manannan turn ability, mysteries, mystic ability
Spells known: [1st] Detect Otherworldly, Food of the Gods, Holy Sanctuary, Resist Cold or Heat, Second Sight, Comprehend Languages*, Ward Portal*
[2nd] Cure Paralysis, Neutralize Poison or Disease, Restore Vitality, Dimensional Missile*, Invisibility*, Knock*
[3rd] Speak with the Dead, Spiritual Weapon, Planar Step*, Water Breathing*
[4th] Greater Planar Step*
Fort +2
Ref +2
Will +5
AL N
Next week: Divinity Encounters, Mars!