p. 10, Uncovered Secrets, Volume 1
Strong starts in cities
| d10 | Starts | |
|---|
| 1 | The characters come across bandits breaking into a local shop. | |
| 2 | Something slithers out of a nearby sewer. | |
| 3 | A noble lord bumps into one of the characters and threatens to have them arrested. | |
| 4 | A group of cultists kindly ask for a sample of a character’s blood. | |
| 5 | A hooded patron visits the characters and asks the characters to kill them in two days. | |
| 6 | A riot on the other side of town misdirects the town watch before a squad of assassins descends on the | characters. |
| 7 | The main villain shows up and invites the characters for a drink. | |
| 8 | A scarred explorer offers to sell one of the characters a map to their ancestral heirloom. | |
| 9 | A golem from the wizards’ academy goes on a rampage. | |
| 10 | The king is assassinated and a villain takes over the government. | |
| ^startscities | | |
Strong starts in sewers
| d10 | Starts |
|---|
| 1 | A flood of poisonous water flows past. |
| 2 | The sewer collapses into deeper tunnels sealed up for centuries. |
| 3 | A wererat approaches the characters offering to sell valuable information. |
| 4 | A pack of ghouls chase a young couple reported missing for days. |
| 5 | A legendary giant crocodile stealthily approaches the characters. |
| 6 | The characters find a powerful magical dagger sought by a guild of wraith assassins. |
| 7 | Swampy sewage gas gives one of the characters visions of the villain’s master plan. |
| 8 | The characters meet an eccentric wizard farming mushrooms for spell components. |
| 9 | A wall collapses revealing a hidden temple of the god of slimes and oozes. |
| 10 | A flood of water draws the characters into a dangerously large mechanical sluice system. |
| ^startssewers | |
Strong starts in wilderness
| d10 | Starts | |
|---|
| 1 | A nearby tree opens up and a faun steps through and says “hi!” | |
| 2 | A rampaging werebear storms through mistaking the characters for hunters who killed their mate. | |
| 3 | Night falls revealing an alien starscape. | |
| 4 | The characters see a tall antlered humanoid walking in the shadows carrying a large scythe in one hand and three heads in the other. | |
| 5 | The ground turns and deposits the body of an elven king long lost. The king’s eyes open. | |
| 6 | The characters stumble upon a nest of skeletal pixies surrounding a desecrated feygate. | |
| 7 | A golden-antlered stag leaps into the camp and asks to be defended from the local hunters chasing it. | |
| 8 | An old woman greets the characters and offers them candy and baked treats if they will come to her | nearby cottage. |
| 9 | A skeleton hanging from a nearby tree begs the characters to right the wrong it committed. | |
| 10 | A sinkhole opens up revealing the tunnels of a long-forgotten catacomb. | |
| ^startswilderness | | |
Strong starts in dungeons, caves, and caverns
| d10 | Starts |
|---|
| 1 | A vampire appears from mist, introduces herself, and asks the characters for a favor. |
| 2 | An ancient statue turns its head towards the characters and whispers a valuable secret. |
| 3 | The floor collapses revealing ancient subtunnels long forgotten. |
| 4 | Through a cracked wall the characters discover a gateway flanked by two huge obsidian statues and a set of stairs leading down. |
| 5 | The characters come across two bands of goblins fighting each other for the favor of auntie chiptooth. |
| 6 | An eyestalk swells out from an oozy patch on the wall, beholds the characters, and then disappears back into the wall. |
| 7 | A wounded knight collapses near the characters, begs them to find her lost love, and dies. |
| 8 | The ground cracks open and a pillar of chipped obsidian pierces out. It projects a prophecy in red infernal glyphs on the walls of the chamber. |
| 9 | Stars swim in a moonlit well. The stars rise up revealing themselves to be will-o’-wisps. |
| 10 | A spectral hound guides the characters to the camp of a reclusive mage. |
| ^startsdungeons | |