TEXT: Scenario Generator 
   
  This section contains a series of randomizer charts to provide the seed of adventure ideas for 
  the GM.  This system is meant to portray the “built in” and periodically recycled story lines 
  created by the Tapestry through the interaction of various robots who are following their role 
  programming.  As the players characters become more and more self aware they should 
  begin to drive their own adventures, making their own decisions about what to do and where 
  to go next.   
   
  Common Tables 
   
  1. First roll on Table I to find out the general category of scenario.  Make note of the 
  lettered section that corresponds to the category as well as the items in brackets which 
  refer to other common tables. 
  2. Proceed to the lettered Goal Section and follow the instructions found there. 
  3. Finally, proceed to the Scenario Structure section to assemble the scenes of the story. 
   
  Table I provides several standard adventure types that are common in Auvernais.  GMs are 
  encouraged to add additional tables to expand the selection. 
   
  Table II determines how the scenario will get kicked off.  This is the hook that will start the 
  player characters going.  Robotic characters are programmed to respond to these hooks and 
  can only refuse to do so with a Self Awareness Save. 
   
  Tables III and IV contain the innocents and foes that are involved in most of the scenarios.   
   
   
  Table I:  Scenario Goal 
  1d10 Roll 
  Scenario Goal 
  1 
  Rescue the [innocent] from the [foe].   Section A 
  2 
  Recover the [item] belonging to [innocent] from the [foe]  Section B 
  3 
  Deliver the [item] from [innocent] #1 to [innocent] #2 without being stopped by 
  the [foe]  Section C 
  4 
  Escort the [innocent] without being stopped by the [foe]  Section D 
  5 
  Escort the prisoner who is a subordinate of the [foe]   Section E 
  6 
  Get attacked by the [foe]’s men   Section F 
  7 
  Interrupt an altercation between [innocent] and 1d10: 1-5 = another [innocent], 
  6-0 = a [foe]  Section G 
  8 
  Locate and engage the [foe]  Section H 
  9 
  Roll twice and combine 
  0 
  GMs own invention 
   
   
  
  Table II:  How the Scenario Begins 
  Roll on Table II(a) to determine which “How the Scenario Begins” table to use.  This currently 
  has only 2 entries, but can be altered and expanded to accommodate additional Tables as 
  needed. 
   
  Where a non specified individual is indicated on these tables, GMs may incorporate a 
  character already involved in their campaign, or roll on Table III for their identity. 
   
  Table II(a):  Which Scenario Introduction Table to Use? 
  1d10 Roll 
  Which Scenario Introduction Table to Use 
  1-5 
  Roll on Table II(b) 
  6-0 
  Roll on Table II(c) 
   
  Table II(b):  Scenario Introduction Table #1 
  1d10 Roll 
  How the Scenario Begins 
  1 
  A lad runs up on the street and delivers a message 
  2 
  A mysterious letter is found containing instructions 
  3 
  Hired by someone at the Tavern on the Green 
  4 
  Summoned to Court to receive instructions from the King 
  5 
  Met by an agent in a dark alley way 
  6 
  A desperate woman pleads for aid 
  7 
  Several thugs from the Shadow Guild apply pressure 
  8 
  A lady at a ball secretly asks for help 
  9 
  A desperate man has no where else to turn 
  0 
  GMs own invention 
   
  Table II(c):  Scenario Introduction Table #2 
  1d10 Roll 
  How the Scenario Begins 
  1 
  Characters stumble into the event as its being perpetrated 
  2 
  Job is advertised for in one of the weekly broadsheets 
  3 
  An offer of a reward is posted 
  4 
  An exotic woman has an exciting tale to tell 
  5 
  A stranger tells a sad story of loss at the Tavern on the Green 
  6 
  Instructions are received from the leader of the characters faction, a patron, or 
  someone to whom they are beholden to. 
  7 
  The characters are black mailed into it 
  8 
  A dying man begs the characters to complete the quest for him 
  9 
  The characters heard a rumor about the event and decide to go themselves 
  0 
  GMs own invention 
   
   
   
  
  Table III:  Who’s the Innocent 
  1. Roll on Table III(a) to determine the social status of the innocent in question. 
  2. Roll on Table III(b) to determine if the innocent in question is actually the individual 
  listed on one of the subsequent tables, or a relative of such a person. 
  3. Roll on one of Table III(c) to III(f) as directed by social status. 
   
   
  Table III(a):  Social Status of Innocent 
  1d10 Roll 
  Social Status of Innocent.   
  1-3 
  Commoner 
  4-6 
  Bourgeoisie 
  7-9 
  Aristocracy 
  0 
  Important Tapestry Character 
   
  Table III(b): Innocent is the Individual or the Individual’s Relative 
  1d10 Roll 
  Innocent is: 
  1-6 
  The individual indicated 
  4-10 
  The individual’s… 
   
  1-2 
  Spouse 
   
  3-4 
  Daughter 
   
  5-6 
  Son 
   
  7 
  Father 
   
  8 
  Mother 
   
  9-10 
  Other 
   
  Table III (c): Who’s the Commoner Innocent 
  1d10 Roll 
  Who’s the Commoner Innocent. 
  1 
  An old farmer 
  2 
  A poor laborer 
  3 
  A pretty barmaid from the Tavern on the Green 
  4 
  A retired veteran soldier 
  5 
  A blind beggar 
  6 
  A woman of questionable morals 
  7 
  A poor mother 
  8 
  A known thief / scallywag / or scoundrel 
  9 
  Someone the character knows 
  0 
  GMs own invention 
   
  Table III (d): Who’s the Bourgeoisie Innocent 
  1d10 Roll 
  Who’s the Bourgeoisie Innocent 
  1 
  A shopkeeper 
  2 
  A highly respected professional 
  3 
  A greedy banker 
  4 
  A well to-do land lord 
  5 
  A hated slum lord 
  6 
  A beloved parish priest 
  7 
  A gossiping busy body 
  
  8 
  A highly skilled and needed craftsman 
  9 
  Someone the character knows 
  0 
  GMs own invention 
   
  Table III (e):  Who’s the Aristocratic Innocent 
  1d10 Roll 
  Who’s the Aristocratic Innocent 
  1 
  One of the queen’s ladies in waiting 
  2 
  A high strung socialite 
  3 
  A visiting dignitary 
  4 
  One of the King’s important ministers 
  5 
  A high ranking member of the Cardinal’s Curia 
  6 
  A scorned black sheep of an important family 
  7 
  A debauched drunken nobleman 
  8 
  An eccentric old scion 
  9 
  Someone important to the character 
  0 
  GMs own invention 
   
  Table III (f):  Who’s the Important Tapestry Character 
  1d10 Roll 
  Who’s the Important Innocent 
  1 
  The King! 
  2 
  The Queen! 
  3 
  The Cardinal! 
  4 
  The Captain of the King’s Guard! 
  5 
  The Gray Eminence! 
  6 
  Rork, the leader of Rork’s Gang 
  7 
  Father Donovan 
  8 
   
  9 
   
  0 
  GMs own invention 
   
   
  
  Table IV:  Who’s the Foe 
  1. Either roll on Table IV (a) to determine which Foe list to Roll on, or 
  2. The GM selects a Foe list based on the factional alliances of the characters. 
  3. Roll on Table IV (b)-(d) as appropriate to determine the foe. 
   
  Note:  The implication of the choice of Foes table is that the adventure or mission favors the 
  indicated faction, hence the Foe is someone against that faction.  If the characters are also 
  against that faction (perhaps allied to the indicated Foe) than they may be in a position where 
  they don’t want to take the mission, or offer their assistance.  The GM may feel free to 
  choose a more appropriate Foe, or the GM may judge that the conflict is an interesting one.  
  The player characters may actually take the side of the foe in the given adventure. 
   
  Also note that the choice of Foes list is based on the state of Auvernais as it exists at the 
  beginning of play.  The Tapestry is a fairly robust creation and can, especially with the aid of 
  the King, adapt to incorporate many additions to its world view.  The GM should feel free to 
  add new Foe lists as the campaign develops.  A “Foes of Auvernais” list might involve forces 
  external to Auvernais (like other resorts detailed in future supplements) who wish Auvernais 
  harm.  The players may join or create their own faction with its own interests, and its own 
  selection of foes.  Other NPCs (like perhaps the Gray Eminence) may grow to greater 
  importance in your campaign and warrant a Foe list unique to them.  These lists should get 
  you started. 
   
  Table IV (a):  Which Foe List? 
  1d10 Roll 
  Which Foe List 
  1-4 
  Foes of the King 
  5-7 
  Foes of the Cardinal 
  8-9 
  Foes of the Queen 
  0 
  Foes of the Bandits 
   
  Table IV (b):  Foes of the King 
  1d10 Roll 
  Foes of the King 
  1 
  A group of bandits from Rork’s Gang 
  2 
  A new upstart bandit gang looking to make a name for themselves 
  3 
  Individuals believed to be connected with the Shadow Guild 
  4 
  Soldiers from La Roche are behind it. 
  5 
  An ambitious noble looking to increase their power 
  6 
  An ordinary citizen motivated by greed. 
  7 
  Agents of the Cardinal or the Cardinal’s Guard overstepping their authority. 
  8 
  A plot by the Queen and her agents against the king’s wishes 
  9 
  One of the King’s own ministers looking for political leverage 
  0 
  GMs own invention, or --  roll twice, it’s a conspiracy! 
   
  Table IV (c):  Foes of the Cardinal 
  1d10 Roll 
  Foes of the Cardinal 
  1 
  An enemy of the state.  Roll on the Foes of the King Table 
  2 
  A spy from La Roche 
  3 
  A band of drunken trouble makers from the King’s Guard 
  4 
  A mob of rabble rousing commoners 
  
  5 
  An overzealous Gray Eminence interfering with one of the Cardinal’s plots 
  6 
  A recent Spark engaged in unacceptable activity  
  7 
  An influential Spark engaged in his own plots 
  8 
  The King being petty and trying to thwart the Cardinal out of spite 
  9 
  A plot by the Queen and her agents against the Tapestry 
  0 
  GMs own invention, or – roll twice, it’s a conspiracy! 
   
  Table IV (d):  Foes of the Queen 
  1d10 Roll 
  Foes of the Queen 
  1 
  A jilted ex lover 
  2 
  One of the King’s ministers looking to expose an impropriety 
  3 
  A bandit the Queen helped to Spark looking for revenge 
  4 
  The King trying to crack down on the Queen’s network of informants 
  5 
  The Cardinal attempting to thwart the Queen’s efforts 
  6 
  The Gray Eminence rooting out heresy 
  7 
  An influential Spark whose agenda runs counter to the Queen 
  8 
  A courtier, engaged in programmed intrigue, threatens the Queen’s agenda 
  9 
  A group of bandits with connections to the Queen 
  0 
  GMs own invention, or – roll twice, it’s a conspiracy! 
   
  Table IV (e): Foes of the Bandits 
  1d10 Roll 
  Foes of the Bandits 
  1 
  A company of the King’s soldiers 
  2 
  Agents of the Cardinal looking for leverage 
  3 
  A band of the King’s Guard 
  4 
  The Town Watch 
  5 
  Soldiers of La Roche 
  6 
  A weaker rival bandit gang trying to move in 
  7 
  A stronger rival bandit gang trying to push them out 
  8 
  A traitor in their own gang 
  9 
  An aggrieved citizen turned vigilante 
  0 
  GMs own invention, or – roll twice, it’s a conspiracy! 
   
  Table V: What’s the Item? 
  1d10 Roll 
  What’s the Item 
  1 
  Documents:  1d10,  1-2 = A letter, 3-4 = Official documents, 5-6 = details of a 
  plan, 7-8 = a confession, 9-0 = a map 
  2 
  A piece of jewelry 
  3 
  A token or favor (scarf, lock of “hair”, a cameo, etc) 
  4 
  A purse full of money 
  5 
  A wagon full of trade goods 
  6 
  An item of exquisite craftsmanship:  1d10, 1-2 = a sword, 3-4 = a piece of 
  furniture, 5-6 = a piece of art,  7-8 = a fine vintage, 9-10 = a tool or device 
  7 
  Robot Accessories  
  8 
  Supplies or Spare Parts 
  9 
  A power generator 
  0 
  GMs own invention 
  
  Section A.  Rescue the [Innocent] from the [Foe] 
   
  1. Roll on Table II to determine how the characters find out about the adventure 
  2. Roll on Table III to determine who the innocent is that needs rescued 
  3. Roll on Table IV to determine who the Foe is who’s imprisoned the Innocent 
  4. Roll on Table A (1) to determine the Foe’s motive. 
   
  Table A(1):  Why were they taken prisoner? 
  1d10 Roll 
  Why were they taken prisoner? 
  1 
  Ransom 
  2 
  They’d previously wronged the foe and now must pay 
  3 
  They know something about the foe and need to be silenced 
  4 
  They know something the foe wants to know 
  5 
  To gain leverage over someone more important 
  6 
  Bandits: The innocent will be used for parts 
  The King: The innocent is being held for trial on criminal charges 
  The Cardinal:  The innocent is a spark who threatened the Tapestry 
  The Queen: The innocent threatens to expose the Queen’s network 
  La Roche: (roll 1d10): 1-4 The innocent is accused of spying for Auvernais, 5-
  6 The innocent has uncovered a La Roche plot and must be kept silent, 7-8 
  The innocent has information La Roche desires, 9-0 The innocent is being held 
  to encourage the cooperation of someone more important  
  7 
  The foe is mad with love for them (or for a relative of theirs) 
  8 
  The continuation of an ongoing feud 
  9 
  They will be used for sport and amusement 
  0 
  GM’s own invention or re-roll plus roll on Table A (2): A Twist! 
   
  Table A(2):  A Twist! 
  1d10 Roll 
  A Twist! 
  1 
  The Innocent is not who they seem, they are someone important in disguise.  
  Not even the Foe knows the truth.  Roll on Table III (f) 
  2 
  The Foe’s men are not working for the Foe.  They are actually double agents 
  serving one of the character’s allies.  If the characters complete the mission 
  they will actually be interfering with their own patron’s plans 
  3 
  The whole adventure is a sham.  An up and coming play write staged the 
  whole thing in order to realistically “capture the moment” for his next script. 
  4 
  The innocent was not kidnapped at all, they’re eloping 
  5 
  The characters have been set up.  There’s no rescue.  It’s a trap!  (Table F) 
  6 
  The innocent isn’t so innocent.  The foe has good reason to punish them. 
  7 
  If one of the characters has been after something, something they haven’t 
  been able to get, the Foe can help them get it (either he has it himself or has 
  information leading to it) if the characters let him go.  Otherwise re-roll 
  8 
  Too late!  The innocent has already been killed or otherwise disposed of. 
  9 
  Its all been just a test.  Some powerful patron or potential patron wanted to test 
  the characters’ ability and character.  The innocent didn’t really need rescued. 
  0 
  Upon rescuing the innocent the characters recognize them as someone highly 
  wanted by one of their allies or patrons. 
  
  Section B.  Recover the [item] belonging to [innocent] 
  from the [foe] 
   
  1. Roll on Table II to determine how the characters find out about the adventure 
  2. Roll on Table III to determine who the innocent is who needs an item recovered 
  3. Roll on Table IV to determine who the Foe is who’s got the item 
  4. Roll on Table V to determine what the item is 
  5. Roll on Table B(1) to determine why the item is important. 
   
  Table B(1): Why is the item important? 
  Roll 1d10 
  Why is the item important 
  1 
  It has great sentimental value 
  2 
  Its worth a lot 
  3 
  It would be embarrassing to the innocent if its not retrieved 
  4 
  The foe could use it to cause great harm 
  5 
  The innocent has great need of it 
  6 
  It actually belongs to someone else (roll on Table III(a) at +3 on the roll), and 
  the innocent was responsible for it 
  7 
  It was a gift from someone important (roll on Table III(f) 
  8 
  Its meant as a gift to someone important or someone the innocent loves (roll 
  on Table III) 
  9 
  Re-roll plus there’s a twist.  Roll on Table B(2) 
  0 
  GMs own invention 
   
  Table B(2):  A Twist! 
  1d10 Roll 
  A Twist! 
  1 
  The item was not stolen.  The innocent sold it to the foe and now has had 
  second thoughts and wants it back (but intends to keep the payment) 
  2 
  The Foe’s was either hired or forced to obtain the item for one of the 
  character’s allies or faction leader.  If the characters return it to the innocent 
  they will be thwarting their own patron’s plan 
  3 
  The whole adventure is a sham.  There is no item and nothing was stolen.  
  The innocent made the whole thing up to get attention. 
  4 
  The item actually belongs to the foe or someone who hired the foe and the 
  innocent had previously stolen it 
  5 
  The characters have been set up.  There’s no item to recover.  It’s a trap!  (Roll 
  on Table F) 
  6 
  The innocent is in debt to the foe and the foe collected the item as payment on 
  that debt. 
  7 
  The item is something extremely valuable to one of the characters and the foe 
  offers it to them if the characters let him go.  If not appropriate, re-roll 
  8 
  Too late!  The item has already been destroyed or sold or otherwise disposed 
  of. 
  9 
  Its all been just a test.  Some powerful patron or potential patron wanted to test 
  the characters’ ability and character. 
  0 
  The item has no value at all.  It was just the principal of the thing.  Upon 
  retrieval the innocent simply throws the item away. 
  
  Section C.  Deliver the [item] to [innocent] without being 
  stopped by the [foe] 
   
  1. Roll on Table II to determine how the characters find out about the adventure 
  2. Roll on Table III to determine who the innocent is who needs an item delivered 
  3. Roll on Table III a second time to determine who to deliver the item to 
  4. Roll on Table IV to determine who’s trying to intercept the item 
  5. Roll on Table V to determine what the item is 
  6. Roll on Table C(1) to determine why the item is important. 
  7. Roll on Table U twice to determine the pick up and delivery Locations 
   
  Table C(1): Why does the item need delivered? 
  Roll 1d10 
  Why does the item need delivered 
  1 
  It’s a gift between lovers 
  2 
  It’s being given as support to a less prosperous family member (arrange the 
  two innocents so the more prosperous one is the deliverer) 
  3 
  Its payment on a debt 
  4 
  It was purchased and is now being delivered 
  5 
  Its payment for a ransom.   The second “innocent” is actually the hostage and 
  payment is being made to the foe.  1d10:  1-2 = the foe will accept payment 
  but demand more before delivering the hostage, 3-4 = the foe will attempt to 
  steal the payment before delivery, 5-6 a second foe (roll on Table IV) will 
  attempt to intercept the ransom, 7-0 = the hostage will be delivered as 
  promised. 
  6 
  The recipient is the deliverer’s agent and needs the item to perform a task 
  7 
  The item is in danger in the current holders possession and is being delivered 
  to someone to keep it safe 
  8 
  It’s a normal scheduled shipment 
  9 
  Re-roll plus there’s a twist.  Roll on Table B(2) 
  0 
  GMs own invention 
   
  Table C(2):  A Twist! 
  1d10 Roll 
  A Twist! 
  1 
  The item was stolen, and the original owner wants it back.  Roll a second foe 
  on Table IV. 
  2 
  The item was stolen from an ally or faction leader of the characters and they 
  are delivering it to a party wishing to do their patron harm.  Roll on Table B(1) 
  to determine why the item was important to the patron substituting the patron 
  for mentions of the innocent. 
  3 
  The whole adventure is a sham.  The item is just a red herring to get the 
  characters out of Auvernais while someone plots against them or their faction 
  4 
  The reason given in C(1) is a lie.  The item was stolen and the thief is 
  delivering it to be fenced. 
  5 
  The characters have been set up.  There’s no innocent to deliver the item to.  
  It’s a trap!  (Roll on Table F) 
  6 
  The first innocent is supposed to deliver the item, but doesn’t wish to.  They 
  will attempt to intercept and steal it back.  Roll for a foe (the innocent’s 
  
  supporters) on Table IV 
  7 
  The item is something extremely valuable to one of the characters who may be 
  tempted to not deliver it. If not appropriate, re-roll 
  8 
  No delivery.  1d10:  1-2 = the recipient deems the item insufficient and won’t 
  accept it,  3-4 = someone else is at the delivery site claiming to be the recipient 
  or accept it on their behalf, 5-6 = the recipient never showed up or wasn’t 
  where they were supposed to be.  7-8 = the recipient was not at the delivery 
  spot and there are signs of a violent struggle, 9-0 = the recipient was found 
  dead at the delivery site.   
  9 
  Its all been just a test.  Some powerful patron or potential patron wanted to test 
  the characters’ ability and character. 
  0 
  The deliverer is supposed to be shipping the item on the behalf of someone 
  else (roll on Table III(a) with a +3 to the roll.  However he is betraying his 
  employer and has given the character’s bad instructions.  They are delivering 
  the item to the wrong party (roll on Table III(a) to determine the right party), 
  and the deliverer will attempt to frame them for the theft. 
   
   
  Section D.  Escort the [innocent] without being stopped 
  by the [foe]   
   
  1. Roll on Table II to determine how the characters find out about the adventure 
  2. Roll on Table III to determine who the innocent is who needs escorted 
  3. Roll on Table IV to determine who the Foe is who’s trying to stop them 
  4. Roll on Table D(1) to determine why the innocent is traveling 
  5. Roll on Table U twice to determine the origin and destination locations. 
   
  Table D(1): Why is the innocent traveling? 
  Roll 1d10 
  Why is the innocent traveling 
  1 
  They are racing to see their lover and need protection from those who would 
  prevent or expose them. 
  2 
  They are an official courier of the king delivering important documents.  Roll on 
  Table III(e) for the recipient, and the document entry of Table V for the 
  document. 
  3 
  They are delivering something important and need an escort.  Follow steps 2,3 
  5 and 6 from Section C, only instead of making the delivery the characters are 
  escorting the innocent who is making the delivery. 
  4 
  The innocent is a traveling merchant delivering supplies and parts.  For step 5 
  roll on table U once to determine the origin.  Then roll 1d10/2 more times to 
  determine the number of destinations.  Add 1 scene to table S1 for each 
  destination. 
  5 
  The innocent is a traveling mechanic performing repairs as needed.  For step 5 
  follow the directions for the traveling merchant, #4 above. 
  6 
  The innocent is a tax collector for the king collecting taxes.  For step 5 follow 
  the directions for the traveling merchant, #4 above.  Roll 1d10 for each 
  destination, 1-2 = occupants are all gone, the place is deserted, the characters 
  
  are ordered to find them and collect, 3-4 = roll for an innocent on Table III(a) 
  with a -4 to the roll  that individual is unable to pay and the characters are 
  ordered to collect, 5-6 roll for a foe trying to steal the taxes, 7-0 the taxes are 
  collected without a hitch.  On any roll of 1 through 4, roll on Table S(1) with the 
  usual branching negative modifier for a scene branch. 
  7 
  They are going home and are afraid of bandits 
  8 
  The innocent is an aristocrat taking vacation.   For step 2 re-roll for the escort 
  innocent on Table III(e) 
  9 
  Re-roll plus there’s a twist.  Roll on Table D(2) 
  0 
  GMs own invention 
   
  Table D(2):  A Twist! 
  1d10 Roll 
  A Twist! 
  1 
  The Innocent is not who they seem, they are someone important in disguise.  
  Not even the Foe knows the truth.  Roll on Table III (f) 
  2 
  Allies or a character’s faction leader is looking for the innocent.  If the 
  characters complete the mission they are helping the innocent escape.  The 
  foe is in the employ or service of the patron attempting to recover the innocent. 
  3 
  The whole adventure is a sham.  The escort duty is just a red herring to get the 
  characters out of Auvernais while someone plots against them or their faction 
  4 
  The reason given in D(1) is a lie.  The innocent is on the run and, unknown to 
  them, the characters are helping them escape. 
  5 
  The characters have been set up.  The destination is a trap and the innocent is 
  in on it.  (Roll on Table F) 
  6 
  The people at the destination actually want the innocent dead and will attempt 
  to kill them after they arrive.  1d10:  1-2 = they try it upon arrival and try to kill 
  the characters too,  3-4 = they wait for the characters to leave but the innocent 
  escapes and runs to the characters for help, 5-6 = the innocent escapes and 
  reports back to their important boss that the characters were in on the plot (roll 
  on Table III(f), 7-0 they succeed, the innocent is permanently deactivated and 
  the characters hear about it later (roll on Table II to determine how). 
  7 
  Part way through one of the characters recognizes the innocent as being either 
  an enemy or someone important or related to an enemy and may be tempted 
  to confront them. If not appropriate, re-roll 
  8 
  No delivery.  1d10:  1-2 = When they reach the destination the residents won’t 
  let the innocent stay,  3-4 = someone else is at the delivery site whom the 
  innocent doesn’t expect making them fearful and nervous, 5-6 = the parties the 
  innocent was expecting to meet are all dead.  7-8 = the location the innocent 
  was heading towards has been destroyed.  It is now in ruins,  9-0 = the 
  innocent changes their mind and wants to go somewhere else. (Roll 1d10:  1-4 
  back to where they started, 6-10 roll on Table U. )  
  9 
  Its all been just a test.  Some powerful patron or potential patron wanted to test 
  the characters’ ability and character. 
  0 
  The reason given in D(1) is just a cover.  The characters are actually helping 
  someone important to an ally or patron to escape danger.  However, they’ve 
  been betrayed by someone in their own organization and are delivering him 
  right into the hands of their enemy.  No doubt they’ll be framed for his death if 
  he doesn’t survive.   
  
  Section E.  Escort the prisoner who is a subordinate of 
  the [foe]  
     
  1. Roll on Table II to determine how the characters find out about the adventure 
  2. Roll on Table IV to determine which foe the prisoner serves.  This foe will attempt to 
  rescue the prisoner.  The “enemy of” table is the power doing the “arresting” 
  3. Roll on Table E(1) to determine how important the prisoner is 
  4. Roll on Table E(2) to determine why the prisoner has been taken 
  5. Roll on Table U once to determine where to pick the prisoner up.  The destination is 
  the prison “le Maison Surrere” 
   
  Table E(1): How important is the prisoner? 
  Roll 1d10 
  How Important is the prisoner 
  1 
  A favorite sycophant 
  2 
  A servant 
  3 
  A new recruit 
  4 
  A hired mercenary 
  5 
  A common soldier or agent 
  6 
  A mid level subordinate 
  7 
  A personal assistant to the leader who knows many secrets 
  8 
  One of the leader’s most important agents 
  9 
  The leader’s most important lieutenant 
  0 
  It is the leader themself who is prisoner 
   
   
  Table E(2): Why has the Prisoner been taken? 
  Roll 1d10 
  Why has the Prisoner been taken 
  1 
  They were caught with another man’s wife 
  2 
  They forged important documents.  Roll on the document entry of Table V. 
  3 
  They are a spy who stole important secret documents.  Roll on the document 
  entry of Table V 
  4 
  They traffic in black market robot parts and supplies 
  5 
  They are accused of sabotage or arson 
  6 
  They are counterfeiters (depending on the foe and “enemy of” this may be of 
  actual money, or they may be making fake parts or other similar frauds) 
  7 
  They are accused of theft 
  8 
  They are accused of murder 
  9 
  Re-roll plus there’s a twist.  Roll on Table B(2) 
  0 
  GMs own invention 
   
  
  Table E(2):  A Twist! 
  1d10 Roll 
  A Twist! 
  1 
  The prisoner is not who they seem, they are someone important in disguise 
  caught in the midst of illicit activity.  The “foe” is attempting to set them free 
  before their identity is revealed, the “arresting” party is unaware. Roll on Table 
  III(f), or choose an appropriate party based on the foe. 
  2 
  The prisoner is an important agent of an ally or faction of the characters.  They 
  are being entrusted to deliver the prisoner, but their patron expects them to 
  help the prisoner escape.   
  3 
  The crime is a frame.  The prisoner is completely innocent but is being set up 
  for political reasons.   
  4 
  The prisoner is actually a mole in the foe’s organization.  Their “arrest” is 
  meant to solidify their cover.  The characters are expected to allow any rescue 
  attempt to succeed, but sell it in a convincing manner. 
  5 
  The characters have been set up.  A traitor has informed the foe of the exact 
  route and itinerary of the journey.  The foe will strike in force at a weak point. 
  6 
  The people are taking matters into their own hands.  When the character’s 
  arrive to pick up the prisoner: 1d10, 1-6 = the prisoner is in the midst of being 
  lynched and needs to be rescued, 7-9 = the prisoner has already been lynched 
  and is now deactivated  and severely damaged, 0 = the prisoner is fully 
  terminated and disassembled. 
  7 
  One of the characters recognizes the prisoner as being: 1d10,  1-3 = a familiar 
  acquaintance, 4-6 = a close friend, 7-9 = a hated enemy, 0 = a family member.   
  8 
  1d10:  1-2 = When they reach the origin the residents won’t release the 
  prisoner – they are protecting him,  3-4 = The residents deliver a second 
  unexpected prisoner for the characters to escort.  Roll on Table III  5-6 = there 
  are additional guards waiting to help the characters escort the prisoner.  (Roll 
  1d10:  1-2 = they are legitimate, 3-4 they will run at the first sign of trouble, 5-0 
  they are plants who will help the prisoner escape),   7-8 = the prisoner has 
  already escaped and needs to be tracked down first.   9-0 = the prisoner has 
  already been rescued, the characters find their initial captors have been 
  injured or terminated and the location damaged or destroyed.  
  9 
  The prisoner will use promises of money, power, favors, or some other thing 
  important to a character to get the character to help him escape.  This is not 
  surprising, but the twist is that the prisoner is a fake and the character’s 
  reliability and loyalty are being tested.   
  0 
  When the prisoner is delivered to the prison, the warden will set them free.  
  1d10:  1-2 = the characters were escorting the wrong person, 3-4 = the 
  charges have been dropped, 5-6 = the warden is being blackmailed by the foe, 
  7-8 = the warden is working with the foe, 9-0 = the prisoner is being paroled.   
  
  Section F.  Get attacked by the [foe]’s men   
   
  1. Do not Roll on Table II to determine how the characters find out about the adventure.  
  They’ll find out when they get attacked. 
  2. Roll on Table IV to determine which foe is attacking.  The GM may wish to chose an 
  appropriate “Enemy of” table based on the character’s own faction leanings.  
  3. Roll on Table U once to determine where the characters are when the attack happens.  
  If this is not a location that the characters would reasonably be at, reroll a whole new 
  adventure starting with Table 1.  Ensure that at some point during this second 
  adventure the characters will need to be at this location.  The attack occurs then, in the 
  middle of and wholly unrelated to the second adventure. 
  4. Roll on Table F(1) to determine why the foe is attacking the characters.  If the foe is 
  one that the characters have clashed with before, then instead of rolling tie the 
  justification for the attack back into a previous confrontation. 
  5. Roll on Table F(2) to determine how the foe attacks. 
  6. Determine the strength of the foe by the strength of the characters and how difficult an 
  adventure the GM wishes to make this. 
  7. There is no need to roll on Table S or T for Scenario Structure.  The scenario has no 
  structure, it is a single fight scene. 
   
   
  Table F(1): Why is the Foe attacking? 
  Roll 1d10 
  Why is the Foe attacking? 
  1 
  One of the character’s lovers was important to one of the foe.  1d10: 1-2 = 
  Spouse, 3-4 = Sibling, 5-6 =  Child, 7-8 = lover, 9 = unrequited lover, 0 = 
  enemy.  Roll on Table E(1) to determine who among the foe. 
  2 
  They believe the characters have important information. 
  3 
  To take their belongings 
  4 
  To turn them into parts 
  5 
  Revenge 
  6 
  To keep the character’s busy while some other illicit activity is going on 
  elsewhere. 
  7 
  To leave the characters broken and humiliated 
  8 
  They’re foes, why do they need a reason? 
  9 
  Re-roll plus there’s a twist.  Roll on Table F(3) 
  0 
  GMs own invention 
   
  Table F(2): How does the Foe attack? 
  Roll 1d10 
  Why is the Foe attacking? 
  1 
  An honorable challenge to a duel 
  2 
  A full frontal attack 
  3 
  Leaping from ambush 
  4 
  From a distance, sniping with muskets 
  5 
  Confronts them with a firing squad of muskets at close range 
  6 
  Disguised as part of the crowd 
  7 
  While the character(s) are:  1d10  1-2 = eating, 3-4 = “sleeping”, 5-6 = 
  engaged in an amorous liaison, 7-8 = “on duty”, 9-0 = GM’s invention 
  
  8 
  With a knife in the back 
  9 
  With sabotage: 1d10  1-2 = setting off an EMP “bomb”, 3-4 = overload 
  (damage as an EMP grenade) in a power recharge unit, 5-6 = acid in the wine, 
  7-8 = trapped by arson, 9-0 = GM’s invention 
  0 
  GMs own invention 
   
  Table F(3): A Twist! 
  1d10 Roll 
  A Twist! 
  1 
  The foes are not who they seem.  They are disguised as another foe (roll again 
  on Table IV) in an attempt to attack one enemy while framing another for it. 
  2 
  The foes are not who they seem. They are disguised as soldiers or agents of 
  one of the character’s allies or faction in order to frame them and sow 
  confusion. 
  3 
  The foe made a mistake.  They actually meant to attack someone else.   
  4 
  The characters were alerted to the attack in advance and can plan for it as 
  they wish. 
  5 
  The foe actually wished to parley but an over eager subordinate launched an 
  attack 
  6 
  The people in the location rise up and come to the character’s aid. 
  7 
  One of the characters recognizes the prisoner as being: 1d10,  1-3 = a familiar 
  acquaintance, 4-6 = a close friend, 7-9 = a hated enemy, 0 = a family member.   
  8 
  The people in the location rise up and seek to drive off everyone who is 
  disturbing the peace.  
  9 
  The characters are aided or rescued by a mysterious stranger.   
  0 
  The characters are aided or rescued by a mysterious stranger who is a plant.  
  The entire attack was staged to allow the stranger to win the character’s trust 
  and become a mole for the foe. 
   
   
  Section G.  Interrupt an altercation between [innocent] 
  and 1d10: 1-5 = another [innocent], 6-0 = a [foe]   
   
  1. Roll on Table II to determine how the characters find out about the adventure 
  2. Roll on Table III to determine who the innocent is who is involved in the altercation. 
  3. Roll 1d10 to determine who the second party is who is involved in the altercation.  1-5 
  = another innocent (roll again on Table III) 6-10 = a foe (roll on Table IV). 
  4. Roll on Table G(1) to determine what the altercation is about. 
  5. There is no need to roll on Table S or T for Scenario Structure.  The scenario has no 
  structure, it is a single fight scene. 
   
  Table G(1): What is the altercation about? 
  Roll 1d10 
  What is the altercation about? 
  1 
  They are competing for the same lover. 
  2 
  They are arguing over the rightful owner of an item (Roll on Table V). 
  3 
  It’s a robbery  
  4 
  It’s a fight over an insult 
  5 
  The first party is out for revenge for what the second party did to them or their 
  
  family (Roll on Table 3(b) 
  6 
  It’s a domestic dispute 
  7 
  The second party is collecting taxes (or protection money as appropriate) 
  8 
  The first party is accusing the second of a crime (roll on Table E(2).  The 
  second party -- roll 1d10:  1-3 = is Innocent, 4-6 is Guilty, 7-8 = is innocent but 
  is being framed, 9-0 = is guilty but is just an accessory, the real criminal is 
  someone more important 
  9 
  Re-roll plus there’s a twist.  Roll on Table G(3) 
  0 
  GMs own invention 
   
  Table G(2):  A Twist! 
  1d10 Roll 
  A Twist! 
  1 
  The second party is not who they seem, they are someone important in 
  disguise.  The first party is unaware of the truth.  Roll on Table III(f) 
  2 
  The party who is in the wrong is actually the – 1d10:  1-3 = servant, 4-6 = 
  friend, 7-8 = relative, 9-0 = lover of someone important (Roll on Table III(f))  
  3 
  Regardless of the situation, both parties resent any interference and may well 
  attack the characters together. 
  4 
  The altercation involved Shadow Guild business and the characters have 
  made an enemy by their interference.   This may well lead to a future attack by 
  Guild thugs (Roll on Table F) 
  5 
  The characters have been set up.  The altercation is a ruse.  It’s a trap! (Roll 
  on Table F) 
  6 
  The wronged party is actually an enemy / rival of one of the characters.  They 
  are in the right, but will the character actually aid them? 
  7 
  The altercation actually is about one of the characters.  The first party actually 
  accused the character of the reason given in G(1) and the second party leapt 
  to the character’s defense. 
  8 
  Too late!  One of the parties has been – 1d10:  1-5: Seriously injured, 6-10 
  Killed. 
  9 
  Its all been just a test.  Some powerful patron or potential patron wanted to test 
  the characters’ ability and character. 
  0 
  If the characters interfere, one of the parties will bring formal court charges of 
  assault against the characters and produce a number of witnesses against 
  them. 
   
   
  
  Section H.  Locate and engage the [foe]   
   
  1. Do not Roll on Table II to determine how the characters find out about the adventure.  
  Instead roll on Table IV(a) to determine which major party the foe is an enemy of.  The 
  characters will be “requested” by this part to deal with the foe 
  2. Roll 1d10 to determine how the characters are engaged.  1-2 = summoned to a formal 
  audience, 3-4 = a secret meeting, 5-6 = a secret meeting with an agent of the party, 7-
  8 = a letter with an official seal, 9-0 = a secret letter with no seal. 
  3. Roll on Table U once to determine where the foe is located. 
  4. Roll on Table H(1) to determine why the foe needs to be attacked. 
   
   
  Table H(1): What’s the Cassus Belli? 
  Roll 1d10 
  What’s the Cassus Belli? 
  1 
  The foe killed someone important to the party (Roll on Table E(1) to determine 
  who) 
  2 
  The foe has acquired some sensitive information about the party and needs to 
  be eliminated before it becomes known 
  3 
  It’s a periodic raid against a regular enemy 
  4 
  To capture someone important in the enemy hierarchy.  (Roll on Table A(1) to 
  determine why) 
  5 
  The foe has something important which the characters need to get without 
  letting anyone discover who’s taken it (Roll on Table V and Table B(1) to 
  determine the nature of the item) 
  6 
  The foe is building up strength for some major action and must be thwarted 
  before they achieve it. 
  7 
  To prosecute a personal vendetta 
  8 
  They’re foes, isn’t that reason enough to attack them? 
  9 
  Re-roll plus there’s a twist.  Roll on Table F(3) 
  0 
  GMs own invention 
   
  Table H(2): A Twist! 
  1d10 Roll 
  A Twist! 
  1 
  The foes the characters are to attack have actually been lured to the location 
  for a peaceful parley.  The characters – 1d10: 1-7 = don’t know this; 8-0 = 
  have been informed of this. 
  2 
  The foe is not who they were supposed to be.  The party has been bribed or 
  blackmailed to attack them.  Reroll on Table IV using one of the other “enemy 
  of” tables.  The first rolled foe is who the party claims the characters are to 
  attack.  The second rolled foe is who they are actually attacking (who may not 
  actually be enemies of the party attacking them. 
  3 
  The party – 1d10:  1-4 = made a mistake, 5-7 = were betrayed by an 
  informant, 8-0 = were betrayed by one of their own trusted agents.  The group 
  at the location is not the foe the characters were told.  Reroll on Table IV to 
  determine who they really are.  The characters proceeding to attack them may 
  well cause a major incident.   
  4 
  The foe was alerted to the attack in advance and are prepared to ambush the 
  
  characters.   
  5 
  The foe wishes to parley and surrender.  The characters were ordered to kill 
  them. 
  6 
  Innocent people in the location rise up and come to the foe’s aid against their 
  aggressors. 
  7 
  One of the characters recognizes the foes as being of a group or faction the 
  character has been on friendly relations with.  Will the characters go through 
  with the mission.   
  8 
  The town watch (or a patrol of soldiers if in the countryside) arrive to restore 
  peace by attacking both sides.  
  9 
  The characters are aided or rescued by a mysterious stranger who – 1d10:  1-
  2 = reports back that the characters were incompetent and unable to complete 
  their mission without aid, 3-4 = disappears without a trace, 5-6 = informs the 
  characters that they now owe him their lives and he will be contacting them 
  about how he expects them to return the favor.  7-8 = seems to be helping the 
  characters, but really is helping to make sure their ultimate mission fails, 9-0 = 
  becomes a fast and loyal ally. 
  0 
  The characters are given orders to leave no witnesses.  Roll 1d10 / 2 to 
  determine the number of witnesses who see the character’s actions.  Roll on 
  Table III for each to determine their identity.  The character’s must decide how 
  to deal with them. 
  
  Scenario Structure 
   
  After the basic nature of the scenario is determined, use this section to build its structure.  
  The structure will be assembled as a series of discrete scenes which can be diagramed like 
  the boxes and lines of a flow chart.  Each box is a scene to be played out.  The lines 
  represent the order in which the scenes occur.  The GM is encouraged to engage in, what 
  might be called, “hard scene framing”.  That is to say, by definition, nothing happens in the 
  “lines” of the flow chart.  Once a scene has been resolved in some fashion cut from the action 
  and progress to the action of the next scene (typically the next box of the flowchart).  The 
  only transition necessary is a brief narrative like “after a hard days ride you arrive at the 
  village”.  It is not necessary to role-play out the entire journey because nothing of import will 
  happen on a “line”.  If there is something that might happen during the journey to the village, 
  then that portion of the journey should be indicated by its own box in between the other two. 
   
  Diagramming out the scenario like a flow chart is a quick and effective way of designing the 
  sort of linear step by step adventures that Auvernais robots were programmed to have.  But 
  don’t get too tied up in the details of the diagram.  The diagram should be a handy tool, not a 
  straight jacket.  Robots in Auvernais were programmed to adapt and react to unexpected 
  occurrences.  The story lines in Auvernais were certainly forced and set-up, but they were not 
  scripted.  Scripted events would not make for good entertainment for very long.  In other 
  words the robots won’t “crash” if the story veers off of the diagram.  In fact, if one or more of 
  the participants are moderately advanced sparks, this is almost inevitable.  On the other 
  hand, robots were programmed to adhere as much as possible to the basic parameters of the 
  scenario so that no guests were endangered and there was plenty of opportunity for the 
  action to be witnessed as part of the entertainment.  Non Sparked robots will willingly follow 
  the diagram’s suggested path as long as the option is available.  Sparked characters may 
  well find themselves forced to do so as well, by a GM mandated Role Save. 
   
  The first two parameters about the scenario’s structure that need to be determined are its 
  length, and its complexity.  Length refers simply to the number of scenes that are 
  diagrammed to be played out before the goal of the adventure is accomplished.  Complexity 
  refers to the tendency of the scenario to branch out into multiple possible paths and 
  outcomes vs. remaining more focused on a linear path from beginning to end. 
   
  Branching scenes offer the possibility of proceeding in more than one possible manner.  In a 
  flow chart these branching points are typically represented by a triangular box.  It should be 
  noted that in every scene there will likely be multiple different ways for the robots to approach 
  it.  After all, robots are given sufficient discretionary decision making ability to come up with 
  their own best solutions.  These possibilities do not require being noted as a branching 
  scene.   
   
  The next thing that needs to be done is to determine what kind of scenes each box is.  There 
  are fight scenes where the characters will likely be engaged in combat, and challenge scenes 
  where the characters will likely need to use some other program to negotiate it.  There are 
  three types of challenge scenes: physical, mental, and social.  These correspond to the Core 
  Program the character will most likely be using to achieve the scene’s goals. 
   
  
  Table S:  Determine Scenario Parameters 
  The first scene of any scenario is often the initial scene determined on Table II: How the 
  Scenario Begins.  On occasion there may be a scene or two of set up prior to the introduction 
  of the actual scenario.  This is at the GMs option.  In any scenario with more than two scenes 
  the GM may place the Introduce Scenario scene in any of the first three boxes on the 
  diagram.  The Introduce Scenario scene and any scenes preceding it form the Exposition of 
  the story. 
   
  The last scene of any scenario is the denouement, where the final reward is achieved or the 
  consequences discovered.  In a complex storyline it is possible for there to be more than one 
  possible denouement scene.  However, any individual character may only experience one of 
  them.   
   
  The most important scene of the scenario is the climax.  This is the scene where the central 
  conflict is addressed and dealt with.  The characters find what they were searching for and 
  overcome the principle obstacle keeping it from them.  In tales of swashbuckling adventure, 
  this typically represents a fight with the main foe of the tale.  The GM places the Climax within 
  the framework of scenes at any of the three scenes immediately prior to the denouement. 
   
  Any scenes between the Introduce Scenario Scene and the Climax are considered to be 
  rising action scenes.  These are scenes where the characters are dealing with the various 
  obstacles that stand in their way.  They may be physical, mental, or social challenges, or fight 
  scenes.  In general they should escalate in difficulty and danger until the Climax is the most 
  difficult and dangerous of all. 
   
  Any scenes between the Climax and the denouement are scenes of falling action.  Most 
  commonly in an adventure story, if the Climax is where the characters find what they were 
  looking for, the falling action scenes are where they are attempting to escape back to safety 
  with their prize intact.  In some story lines there may be no falling action at all.  In others the 
  falling action may actually be more dangerous and difficult than the Climax. 
   
   
   
  Table S(1):  How Long is the Scenario? 
  1d10 Roll 
  How Long is the Scenario 
  1 
  3 scenes:  Exposition, Climax, Denouement.  The simplest possible story line.  
  -8 to the roll on Table S(2) 
  2 
  4 scenes, -7 to the roll on Table S(2) 
  3 
  5 scenes, -5 to the roll on Table S(2) 
  4 
  6 scenes, -3 to the roll on Table S(2) 
  5 
  7 scenes, -2 to the roll on Table S(2) 
  6 
  8 scenes, -1 to the roll on Table S(2) 
  7 
  9 scenes, +0 to the roll on Table S(2) 
  8 
  10 scenes, +1 to the roll on Table S(2) 
  9 
  11 scenes, +2 to the roll on Table S(2) 
  0 
  12+  GM determines how many scenes, +3 to the roll on Table S(2) 
   
  
  Scenario complexity refers to how many branching options there are along the way and how 
  many alternate denouement scenes there are.  Multiple denouement scenes are not defined 
  by success vs. failure.  The normal single denouement is described to account for either 
  possibility.  Instead, the alternate denouements must be for a completely different possible 
  ending.  In most occasions, once the type of scenario is determined and the identity of any 
  foes, innocents, or items is known, the GM will have a pretty good idea what the expected 
  standard outcome should be.  If there are alternative denouement scenes they must 
  represent a completely different possible outcome. 
   
  Sparked robots will often attempt to determine their own denouement, circumventing the 
  “standard outcome” altogether.  For example: while the scenario may have called for them 
  the recover a stolen necklace, the characters may decide to simply keep it for themselves 
  (which will often require a successful Self Awareness save to accomplish).  With a multiple 
  denouement scenario, the GM may build in “keep it themselves” as a viable choice within the 
  scenario.  The result may be to gain favor with a bandit chieftain rather than the initial 
  employer.  Such a choice built into the scenario requires no Self Awareness save.  Even non 
  sparked robots are free to chose between branching choices. 
   
  If a scenario has more branches than it does denouements, then the excess branches must 
  rejoin at some point so as to end up at one of the available denouement ending scenes.  The 
  GM is free to determine where the link up occurs. 
   
  Typical uses for a branching scene include:  1) giving the characters a choice which will have 
  ongoing repercussions in the campaign, such as: which candidate to support, whether to 
  show mercy and release a prisoner or bring them back to justice, or which side to join in a 
  fight.  2) giving the characters a second chance to succeed in a mission after being defeated 
  at some point, such as: being defeated and captured while attempting a rescue leading to an 
  alternate branch where the character can escape from their cell to continue with the rescue 
  attempt.  3) deciding which goal of a multi part quest to go after first, such as: do you chase 
  after the bandits to rescue the lady and then attempt to stop the enemy army before it 
  reaches the village, or do you stop the army first and then go after the lady and hope you can 
  still get to her in time. 
   
  For each additional denouement in the story line, the number of scenes between the branch 
  and the alternative ending (inclusive) must be determined by a second roll on Table S(1) with 
  a negative modifier to the roll based on the number of scenes that have passed before the 
  branch occurs:  1-4 = 0, 5-7 = -1, 8-9 = -2, 10 = -3, 11 = -4 , etc.  If the roll is 1 or less then 
  there are just 3 scenes total: the branching scene, the alternate denouement, and 1 extra 
  scene in between.  In some cases it is possible for the branches to have branches, in which 
  case an additional roll on Table S(2) is also required. 
   
  To determine where in the scenario the branches occur simply use 2 different color tokens.  
  The total number of tokens should equal the total number of scenes from Table S(1).  A 
  number of these tokens equal to the number of  branches from Table S(2) should be of a 
  different color.  The first and last scene will never have a branch so mark each of them with a 
  token of the first color, then draw the remaining tokens in order at random to determine 
  “branch or no branch” for each scene. 
   
   
  
  Table S(2): How Complex is the Scenario? 
  1d10 Roll 
  How Complex is the Scenario? 
  1 
  No branches, only 1 denouement. 
  2 
  1 branch, only 1 denouement 
  3 
  2 branches, only 1 denouement 
  4 
  3 branches, only 1 denouement 
  5 
  3 branches, only 1 denouement, its possible for the branches to branch 
  6 
  3 branches, 2 denouements, the branches may branch 
  7 
  4 branches, 2 denouements, the branches may branch 
  8 
  4 branches, 3 denouements, the branches may branch 
  9 
  5 branches, 3 denouements, the branches may branch 
    0+ 
  As many branches and denouements as the GM desires. 
   
   
  Table T: Determine the Type of Scene 
  There are 4 principle types of scenes any of which may either be a normal scene (displayed 
  by a box in a flow chart diagram), a branching scene (displayed by a triangle), or the first or 
  last scene of the scenario (displayed by an oval).  They are:  Fight Scene, Physical 
  Challenge, Mental Challenge, or Social Challenge.  
   
  These scene types refer to the principal type of activity that the characters are expected to 
  have to perform to get through the scene.  Note that these are expected, not required.  
  Robots are free to determine how they wish to approach a problem (within the limits of their 
  role and personality programming) and Sparked robots have even more leeway.  The scene 
  types are intended as idea generators.  Instead of being confronted with a diagram of 5 
  empty scene boxes, the GM can assemble the scenario with some idea of what kind of scene 
  he needs to develop.  This, combined with the knowledge of the goal of the scene and who 
  the innocent and foe are should provide a solid framework to build a complete adventure 
  around. 
   
  The GM can roll Type for each scene in the scenario except for the initial scene, the 
  Introduce Scenario Scene (which may also be the initial scene), the climactic scene, and the 
  denouement.  Those he should choose. 
   
  Roll 1d10 
  Type of Scene 
  1-4 
  Fight.  Ex:  formal duel, ambush, assault, siege, running fire fight 
  5-6 
  Physical Challenge.  Ex:  climbing, sneaking, running, shooting contest,  
  7-8 
  Mental Challenge.  Ex:  navigation, building a boat, intrigue, repairing 
  9-0 
  Social Challenge. Ex: negotiation, intimidation, seduction, attend court 
   
  
  Table U:  Location 
  Randomly roll Location only for the Climactic scene.  At this point the GM should have a good 
  enough idea of what the story needs that he can simply choose what location is appropriate 
  for the next Social Challenge.  As a general rule many locations during rising action are about 
  getting to the climactic location, and many locations during falling action are about getting 
  back.  The GM can feel free to randomly roll if desired. 
   
  Table U(1):  Which Location Table? 
  Roll 1d10 
  Which Location Table 
  1 
  Roll on Table U(2):  Important City Locations 
  2-4 
  Roll on Table U(3):  Common City Locations 
  5-6 
  Roll on Table U(4):  Important Countryside Locations 
  7-10 
  Roll on Table U(5):  Common Countryside Locations 
   
  Table U(2): Important City Locations 
  Roll 1d10 
  Important City Locations 
  1 
  The Palace:  1d10, 1-2 = private apartments, 3-4 = a salon, 5-6 = servants 
  quarters, 7-8 = main ball room, 9-0 = throne room  
  2 
  The Prison “le Maison Surrere”:  1d10, 1-2 = a guard tower, 3-4 = warden’s 
  office, 5-6 = a prisoner’s cell, 7-8 = the yard, 9-0 = the torture chamber 
  3 
  The Cathedral:  1d10, 1-2 = the crossing, 3-4 = the chapel, 5-6 = the cloisters, 
  7-8 = the chapter house, 9-0 = the crypts 
  4 
  A Bridge: 1d10, 1 = King’s Bridge, 2 = Queen’s Bridge, 3-4 = North Bridge, 5-6 
  = Thieves Bridge, 7-8 = Dueling Bridge, 9 = Navy Bridge, 0 = Kissing Bridge.  
  5 
  The Royal Theatre: 1d10, 1-2 = lobby, 3-4 = balcony, 5-6 = stage, 7-8 = back 
  stage, 9-0 = dressing room 
  6 
  The Carriage House:  1d10:  1-2 = Carriage House,  3-4 = Stables, 5-6 = 
  Groom’s Office and quarters, 7-8 =  Lobby, 9-0 = Maintenance shed 
  7 
  Land’s End Theatre: 
  8 
  The Opera House: 
  9 
  Passenger Center: 
  0 
  GM’s own invention 
   
   
  Table U(3): Common City Locations 
  Roll 1d10 
  Common City Locations 
  1 
  Somewhere in the Warrens 
  2 
  A Warehouse by the docks 
  3 
  On board a ship 
  4 
  A private town home 
  5 
  A mansion on Gold Street 
  6 
  A small apartment above a shop 
  7 
  In the shopping district 
  8 
  Church of the Holy Rest 
  9 
  Somewhere in the city sewers and utility tunnels 
  0 
  GM’s own invention 
  
   
  Table U(4): Important Countryside Locations 
  Roll 1d10 
  Countryside Locations 
  1 
  The Abbey of Montagne Noir 
  2 
  Fort Pierre 
  3 
  La Roche 
  4 
  The town of Vichy 
  5 
  A village captured by La Roche 
  6 
  A thriving Market Town 
  7 
  A prospering farming village 
  8 
  The royal game reserve 
  9 
  A bandit camp 
  0 
  GM’s own invention 
   
   
  Table U(5): Common Countryside Locations 
  Roll 1d10 
  Common Countryside Locations 
  1 
  A cave in the broken hills 
  2 
  A remote farming village 
  3 
  A remote fishing village 
  4 
  A small fortified manor 
  5 
  A large fortified manor 
  6 
  A ruined village 
  7 
  Somewhere in the northern wilderness 
  8 
  Somewhere in the broken hills 
  9 
  A remote hunting lodge 
  0 
  GM’s own invention 
   
  
SOURCE: textdata/thevault/Robots & Rapiers/Robots & Rapiers Scenario Generator.pdf