Reynard
aka Ian Eller
One Million Ancient Ruins
The world has seen the rise and fall of thousands of civilizations over millions of years. Though their bones are long dust, their ruins remain, stark reminders to all that the current status quo is but a heartbeat in the life of the world.
A. Location: The ruin is found... (roll 1d10)
1. ... in the high mountains.
2. ... in the deep forest.
3. ... at the bottom of the ocean.
4. ... beneath a modern city.
5. ... on a remote island.
6. ... half sunken in a vast swamp.
7. ... encased in a glacier.
8. ... buried beneath the desert sands.
9. ... floating among the clouds.
10. ... half in this world and half in the next.
B. Type of Structure: The ruin was originally... (roll 1d10)
1. ... a temple.
2. ... a palace.
3. ... a fortress.
4. ... a villa or chateau.
5. ... a foundry, forge or factory.
6. ... a laboratory or research facility.
7. ... an academy or school.
8. ... a library or archive.
9. ... a prison or dungeon.
10. ... a vault or treasury.
C. Defenses: The ruin is protected by... (roll 1d10)
1. ... leagues of untamed wilderness.
2. ... rumors, false sightings and tall tales that obscure the truth.
3. ... difficult and deadly (natural) terrain that must be crossed.
4. ... difficult and deadly (un/supernatural) terrain that must be crossed.
5. ... a clandestine group or society dedicated to its continued secrecy.
6. ... a powerful and malignant curse against all who seek the ruins.
7. ... a spell of illusion that keeps it hidden from modern view.
8. ... magical inaccessibility to those without a key/spell/password.
9. ... an extraplanar or transtemporal nature where it only appears at specific times or events.
10. ... a singular, unique and immensely powerful guardian that must be bested in order to enter.
D. Occupants: The original dwellers are long gone. Now, the ruins are occupied by... (roll 1d10)
1. ... no one and nothing -- it is a place without life.
2. ... natural monsters and beasts that have wandered in.
3. ... tribal and/or savage human(oid)s that have wandered in.
4. ... un/supernatural monsters and beasts that have wandered in.
5. ... the degenerate human(oid) descendents of its original inhabitants.
6. ... the descendents of the original inhabitants slaves, servants or constructs, awaiting their masters' return.
7. ... the unquiet spirits of the original inhabitants.
8. ... the destroyer(s) of the original inhabitants.
9. ... the original inhabits, thought long extinct.
10. ... roll twice, using 1d8+1 and ignoring repeated results.
E. Dangers: Aside from the ruins' current inhabitants, the ruins are dangerous because of... (roll 1d10)
1. ... time. Structures could collapse if disturbed.
2. ... flora and fauna. Aside from "monsters", poisonous plants and animals abound.
3. ... environment, atmosphere and/or climate. The very air and/or water is toxic, or the climate is so hot or cold as to be deadly.
4. ... accidental or natural hazards. Random geysers or volcanic vents or similar "natural traps" are common -- and deadly.
5. ... engineered and unnatural hazards. The current or original inhabitants filled the place with deadly mechanical or magical traps.
6. ... a physical malady. Those in the ruins are exposed to a plague or illness that slowly sickens, kills or changes them.
7. ... a psychological malady. Forgetfulness, madness, or loss of identity -- the ruins eat away at the minds of those who enter.
8. ... strange physics. Times runs differently, gravity is unusual and/or other physical qualities of the ruins differ from the "normal" world.
9. ... strange magic. Areas of wild or dead magic, a disconnection from the gods, or some other kind of disruption in the normal "laws" of magic exists in the ruins.
10. ... roll twice, using 1d8+1 and ignoring repeated results.
F. Wonders: Despite all these dangers, adventurer brave finding the ruins in search of the ruins' fabled...
1. ... vast mundane wealth (e.g. gold and jewels, mineral wealth)
2. ... access to temporal power (e.g. the right to be king, weapons and armaments for an army)
3. ... vast unusual or magical wealth (e.g. or adamantine, "true element" deposits)
4. ... access to unusual or magical power (e.g. ancient technology, powerful spells or magical secrets)
5. ... ancient artifact/weapon of benevolent power (can be taken/removed)
6. ... ancient artifact/weapon of malevolent power (can be taken/removed)
7. ... ancient artifact/weapon of benevolent power (cannot be taken/removed)
8. ... ancient artifact/weapon of malevolent power (cannot be taken/removed)
9. ... lie. Roll again using 1d8 to determine what is said to reside in the runs, but does not.
10. ... curse. Roll again using 1d8 and change the result to be the opposite or otherwise twisted.
The world has seen the rise and fall of thousands of civilizations over millions of years. Though their bones are long dust, their ruins remain, stark reminders to all that the current status quo is but a heartbeat in the life of the world.
A. Location: The ruin is found... (roll 1d10)
1. ... in the high mountains.
2. ... in the deep forest.
3. ... at the bottom of the ocean.
4. ... beneath a modern city.
5. ... on a remote island.
6. ... half sunken in a vast swamp.
7. ... encased in a glacier.
8. ... buried beneath the desert sands.
9. ... floating among the clouds.
10. ... half in this world and half in the next.
B. Type of Structure: The ruin was originally... (roll 1d10)
1. ... a temple.
2. ... a palace.
3. ... a fortress.
4. ... a villa or chateau.
5. ... a foundry, forge or factory.
6. ... a laboratory or research facility.
7. ... an academy or school.
8. ... a library or archive.
9. ... a prison or dungeon.
10. ... a vault or treasury.
C. Defenses: The ruin is protected by... (roll 1d10)
1. ... leagues of untamed wilderness.
2. ... rumors, false sightings and tall tales that obscure the truth.
3. ... difficult and deadly (natural) terrain that must be crossed.
4. ... difficult and deadly (un/supernatural) terrain that must be crossed.
5. ... a clandestine group or society dedicated to its continued secrecy.
6. ... a powerful and malignant curse against all who seek the ruins.
7. ... a spell of illusion that keeps it hidden from modern view.
8. ... magical inaccessibility to those without a key/spell/password.
9. ... an extraplanar or transtemporal nature where it only appears at specific times or events.
10. ... a singular, unique and immensely powerful guardian that must be bested in order to enter.
D. Occupants: The original dwellers are long gone. Now, the ruins are occupied by... (roll 1d10)
1. ... no one and nothing -- it is a place without life.
2. ... natural monsters and beasts that have wandered in.
3. ... tribal and/or savage human(oid)s that have wandered in.
4. ... un/supernatural monsters and beasts that have wandered in.
5. ... the degenerate human(oid) descendents of its original inhabitants.
6. ... the descendents of the original inhabitants slaves, servants or constructs, awaiting their masters' return.
7. ... the unquiet spirits of the original inhabitants.
8. ... the destroyer(s) of the original inhabitants.
9. ... the original inhabits, thought long extinct.
10. ... roll twice, using 1d8+1 and ignoring repeated results.
E. Dangers: Aside from the ruins' current inhabitants, the ruins are dangerous because of... (roll 1d10)
1. ... time. Structures could collapse if disturbed.
2. ... flora and fauna. Aside from "monsters", poisonous plants and animals abound.
3. ... environment, atmosphere and/or climate. The very air and/or water is toxic, or the climate is so hot or cold as to be deadly.
4. ... accidental or natural hazards. Random geysers or volcanic vents or similar "natural traps" are common -- and deadly.
5. ... engineered and unnatural hazards. The current or original inhabitants filled the place with deadly mechanical or magical traps.
6. ... a physical malady. Those in the ruins are exposed to a plague or illness that slowly sickens, kills or changes them.
7. ... a psychological malady. Forgetfulness, madness, or loss of identity -- the ruins eat away at the minds of those who enter.
8. ... strange physics. Times runs differently, gravity is unusual and/or other physical qualities of the ruins differ from the "normal" world.
9. ... strange magic. Areas of wild or dead magic, a disconnection from the gods, or some other kind of disruption in the normal "laws" of magic exists in the ruins.
10. ... roll twice, using 1d8+1 and ignoring repeated results.
F. Wonders: Despite all these dangers, adventurer brave finding the ruins in search of the ruins' fabled...
1. ... vast mundane wealth (e.g. gold and jewels, mineral wealth)
2. ... access to temporal power (e.g. the right to be king, weapons and armaments for an army)
3. ... vast unusual or magical wealth (e.g. or adamantine, "true element" deposits)
4. ... access to unusual or magical power (e.g. ancient technology, powerful spells or magical secrets)
5. ... ancient artifact/weapon of benevolent power (can be taken/removed)
6. ... ancient artifact/weapon of malevolent power (can be taken/removed)
7. ... ancient artifact/weapon of benevolent power (cannot be taken/removed)
8. ... ancient artifact/weapon of malevolent power (cannot be taken/removed)
9. ... lie. Roll again using 1d8 to determine what is said to reside in the runs, but does not.
10. ... curse. Roll again using 1d8 and change the result to be the opposite or otherwise twisted.