Symbaroum Wilderness Encounters
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#Phenomenon
Traits and Abilities to Identify
Effect (discovery, impact, outcome)
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Abandoned trading post
NothingA small trading post lies in ruins, with no sign of corpses but blood spattered across what remains of the buildings and trails suggesting something dragged objects away into the thicket
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2Ancient holy symbolLoremaster and [Cunning]The symbol shows a stylized sun. While worth 10 Thalers for the gold alone, a dealer in curios might offer 50 Thalers. If presented at a Prios Temple it could attract offers of worth 100 Thalers - but might instead serve as a means to secure a promise or temporary Contacts [Church of Prios] trait
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3BridgeSixth Sense and [Vigilant]Fog descends as the travelers reach sparse trees and broken ground; the thickening cloud hides a deep ditch, open chasm or concealed pit trap certain to endanger anyone who fails to spot them
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4BridgeSixth Sense and [Vigilant]Damaged bridge crosses a debris choked stream. The debris conceals: 1-2 Etterheads, 3-4 Robbers, 5-6 Dragouls, 7-8 Corpses
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Corpse leaning against a tree
NothingSearching the clothing of the rotting carcass uncovers a piece of useful equipment or 1D10 Thalers
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Corpse leaning against a tree
Beast Lore and [Cunning]Dragoul lie in wait, ready to pounce upon unwary prey
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Corpse leaning against a tree
Sixth Sense and [Cunning]Rigged as a trap, damage 6
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8Corrosive mossAlchemy and [Cunning]Without perceiving the threat before entering, the characters become subject to the malign nature of the growth here, suffering 4 damage for 4 rounds (equivalent to strong Poisoning)
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9Cry for helpNothingA barbarian caught in his own trap
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10Cry for help, falseBeast Lore and [Vigilant]Two travelers lying in the path, one body clearly badly mauled. Plaintive cry for help from the other in fact the mimicing cry of a jakaar lurking in a ditch by the path - with a pack waiting in ambush within the thicket
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11Cry for help, falseBeast Lore and [Cunning]A group of Elves or Dragonfly lurking in the bushes
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12Fairy in a trap[Persuasive]The thankful fairy, relieved to have been saved, will assist the characters for a short period in avoiding combat and/or hazards.
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13False rootsAlchemy and [Cunning -5]Character chooses an elixir under the rules of Alchemy - but really it is a poison, harm 4 for 4 rounds (equivalent to strong Poisoning)
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14Gale warningContacts [Barbarian clan]Warns of a danger in the area
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15Grave
Theurgy (Novice) and [Cunning]
Grave at the side of the road, reasonably fresh, with the signs associated with a careful consecration in the name of Prios
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16Hidden trapSixth Sense and [Vigilant]Damage 5+ as well as additional 3 for 3 rounds (bleeding)
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17Hunters brand / markContacts [Queen’s Rangers]Warns of a danger in the area
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Large cocoons in a glade
Beast Lore and [Cunning]Roll 1D6: 1-2 Unborn Etterherds, 3-4 Cocooned Travelers, 5-6 Pupal Ogres
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19Large empty cocoonsBeast Lore and [Cunning]As above, but hatched - or partially consumed
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20Monster carcassesBeast Lore and [Cunning]GM should explain the state of the monster or travellers as a warning what might yet lurk in the area.
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21Mummified monstersBeast Lore and [Cunning]GM should explain the state of the monster or travellers as a warning what might yet lurk in the area
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22PathNothingPart of the path ahead has been improved with cobbles of dressed stone and edging; no sign of craftsmen, the improvement extends for only a furlong before petering out
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23PathNothingPath ahead shows signs of churning and disruption consistent with some fierce battle
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24Path
Theurgy (Novice) and [Cunning]
Part of the path ahead has been improved with cobbles that, on closer inspection and with a successful test, clearly have come from a Symbarian ruin, as they bear the glyphs of that ancient empire's language
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25Point of corruptionWitchsight and [Vigilant]Provides 1D4 temporary corruption when the characters walk in and then the same per hour spent in the grove
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26Poison thicketAlchemy and [Cunning]Without perceiving the threat before entering, the characters become subject to the malign nature of the plants here, suffering 3 damage for 3 rounds (equivalent to moderate Poisoning)
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27Rare plantsAlchemy and [Cunning]Plants rarely found, but here full grown and ready to harvest. Character chooses an elixir under the rules of Alchemy
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28Rare plantsNothingWhen the characters wake in their camp they find the surrounding ground thick with flowers with flesh red petals in full bloom, inexplicably grown overnight
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29Ritual locationNothingTree stands at the centre of a clearing, obviously far older than the trees around it, the bark scratched and smeared with a dark, sticky substance with a metallic tang
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30Ritual locationRitualist and [Cunning]Roll the person may know the ritual made on the spot, rituals tradition is a clue to a group operating in the area.
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31Sudden dropSixth Sense and [Vigilant]10 metre fall (= 10 damage, with adjustment for Armor and Quick allowed), 1-2 natural sinkhole, 3-4 old hunters trap, 5-6 recent trap dug by barbarians, 7-8 recent trap dug by Ambrian hunters, 9-10 opening into unexplored ruin or mine
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32Symbarian stone tablet
Theurgy (Novice) and [Cunning]
Character learns a valuable fact about a Symbaroum Ruin in the immediate area; a secret entrance, a trap, or guardians etc.
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33Trace of monstersBeast Lore and [Cunning]Reveals what it is and its purpose in the area: passing through, looking for a partner, hunting, guarding offspring, etc.
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34TravelersNothingHastily abandoned camp with food still cooking over a smouldering fire place and various useful (but cheap) items of travel and camp gear
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35Travelers
Theurgy (Novice) and [Vigilant]
Pilgrims on the path ahead traveling in the direction of the rising sun, [Theurgy] followers of 1-2 Prios, 3-4 Old God, 5-6 Obscure Cult
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36Tribal glyphLoremaster and [Cunning]Character learns a valuable fact about a danger in the surrounding area
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37Witch's mark
Witchcraft or Contacts [Witches]
Witch offers a warning if the next event characters will encounter
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Wounded animal in a trap
[Persuasive]Character calms the animal so that it can be unleashed. The beast will follow the character as a partner (the player manages the beast as a second role of person). Failure type attacking the beast, with the half-resistance.
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