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RPG Geek Random Tables

RPG Geek Random Tables

1. Hands 1. Best
2. Paws 2. Worst
3. Tentacles 3. Most Pointless
4. Hooves 4. Least Expensive
You hold in your 5. Kung-Fu Grip
the
5. Totally Overhyped
6. Telekinetic Field 6. Rarest
7. Pincers 7. Most Useless
8. Claws 8. Completely Average
9. Pseudopodia 9. Most Predictable
10. Ectoplasmic Grasp 10. Most Creepily Evil

1. World
2. Nation
3. Forgotten Realms
4. Buffyverse
5. Galaxy (Far, Far Away)
collection of random tables in the .
6. Neighborhood
7. Borg Collective
8. Internet
9. NFL
10. Antarctica

1. Complete
2. Incomplete
3. Useless
4. Authoritative
This collection is so 5. Pointless
that not only will you never
6. Random
7. Existential
8. Ruthless
9. Irritating
10. Ecclesiastical

need any other random table ever, you won’t even need any rules!
This is it! The ne plus ultra of random. So awesome it comes with
10,000 possible forewords on just one page! If you like it come
visit us online at one of the largest (and in our opinion the
coolest) RPG sites on the internet – RPGGeek.com

i
October 2016

Entries remain the property of their Creator‚ but entry into the Contest grants RPGGeek
a license in perpetuity to use the entry. This license allows the publication of the entry
in one or more free and/or commercial documents where work will be attributed.
Entries may subsequently be expanded upon or otherwise developed for future contests
or products.

Graphics used have been derived from Pixabay and Wikimedia Commons and are
believed to be in the public domain. Some graphics scanned from random papers
found in the street.

1 2 3 4 5 6 7 8 9 10

ii
Spis Treści

Page Author Table


1 Dr. Paul Dale Random Color Generation Table
2 Dr. Paul Dale Random Dice Roll Table
3 Eric Jome Personality Generator
4 Dr. Paul Dale Random Dwarven Spells
5 Rae Zin Treasure!
6 John Whyte Putting the Random Back into Random Encounters
7 Andy Murphy "Super" Hero Name Generator
8 Jack van Riel Rod of Wonder
14 Caroline Berg Artifacts Rare and Strange for Museums and other Places of
Learning
15 Rae Zin A Stranger Encounter!
16 Dutys_Fist Basic Base Generator
17 Jacob Wood Random Allergy Generator
18 Caroline Berg Misenchanted Magical Items from Bargain Bazaars
19 Joseph Hellar Random Table of Tables
20 rebuscarnival Effects of the Evangelical Efforts Amongst the Orcs
21 Brian Schlichting Smells / Trajectories
22 Steffan O'Sullivan Random Ecclesiastical or Secular Attendee of the Imperial Diet of
the Holy Roman Empire in the 18th Century
23 Mixu Lauronen Artifacts
24 Caroline Berg (Un)common Folk You Find in Bars as Local Color
25 Mixu Lauronen Random Wind Generator
26 Caroline Berg Excuses NPCs Give for not Being Able to Aid the Party…
27 Rae Zin Random Power!
28 Jack van Riel Gods and Their Domains
29 Lowell Francis Random Journey Event List
33 Oliver Scholes Stomach Contents of the Gigantic Shark
34 Uriah Otting Tavern Fare
35 Doug Hook I Need an Excuse!
37 intrepideddie Table to Describe a Combat Mêlée Action
38 intrepideddie Random Contents of a Dusty Flask
39 Felbrigg Herriot What Has it Got in its Pocketses?

iii
39 Mixu Lauronen What Has it Got in its Pocketses?
40 CPiz Alcohol or Recreational Drug Effects
41 Oliver Scholes Encounters on the Remote Space Station
42 Robb Minneman Automated Binary Decision-Making Guidance System
43 Shawn McCarthy Random World
45 Jeff Scroggs Decision Generator
46 Shawn McCarthy Loathsome Scapegoats for a Lawful Stupid Paladin
47 Amy O'Neal Random Name Generator
49 Robb Minneman Arab Lorem Ipsum Generator
50 Eric Jome Hippy Name Generator
51 Clark B. Timmins Stereotypical "Sitchiation" Generator
53 Steffan O'Sullivan Random Pet Encounter
54 Lars Wagner Hansen Screwed Binary Decision-Making Guidance System
55 Shawn McCarthy Technobabble (Treknobabble?) for Things Wrong With the Ship
56 Quaid Slauson Choose a Direction
57 Quaid Slauson Game Set-up Mix-up
58 Shawn McCarthy Technobabble (Treknobabble?) for Ways to Fix What's Wrong
With the Ship
59 Eric Jome GAMMA TRINKETS
61 Lars Wagner Hansen My Random Age Today
62 Quaid Slauson Alignment Stuff
63 Steffan O'Sullivan NPC Reaction to Witnessing a Senseless Act of Violence
Committed by the PCs
64 Quaid Slauson Suddenly You Hear Sounds of…
65 Axel Rodriguez Military-Grade Implants
68 Dr. Paul Dale What Random Grit Did I Find Under My Toe Nail?
69 Steffan O'Sullivan What You Got for Your Birthday from an Eccentric Great-Uncle
You've Never Met
70 Steffan O'Sullivan Show Me Your Tattoo
71 Caroline Berg Items Found in a Torture Chamber
72 Oliver Scholes What Primary Cargo is that Ship Carrying?
73 Eric Jome Oddball Obsessions for Creepy Bad Guys
74 Caroline Berg Fudge Dice Weather Table
75 Steffan O'Sullivan Fudge Dice Tao Te Ching
76 Mixu Lauronen Type of Music Playing in a Taxi
77 Amy O'Neal Meat Served at an Exotic Feast
78 Amy O'Neal What Does that Potion Taste Like?
79 Oliver Scholes Conversations Overheard at a Café

iv
80 Axel Rodriguez Document Found in a Copy Machine
81 Clark B. Timmins NSFW Conversations for Work Between Co-Workers Who Are
Attracted to Each Other But Will Never Do Anything About It
82 Dr. Paul Dale Items Found in a Box in an Office Building
83 S. K. Lincoln Apparent Cause of Death for a Discovered Corpse
84 S. K. Lincoln Fudge Random Hit Location
85 Samuel Byford Best in Show
87 Kyle Peters Tavern NPC Motivations
88 not2fear Random Pathfinder Reactions to an Encounter
89 not2fear Random NPC Professions for Pathfinder
90 Steve Donohue Results When Dialing a Wrong Number
91 S. K. Lincoln When I'm Older I Want to Become…
92 S. K. Lincoln I've Been Bitten and I'm Going to Turn Into…
93 Doug Hook Choose Your Weapon
94 Owlbear Auntie’s Long-Secret Random Elf-Name Generator…

In Praise of Random
exquisite, principle
pious, scratches
begging, madness

v
1
Urist McDwarf has created a work of art. It is a book called "Down Among the Titans." It is bound
in alpaca leather. On the cover is embossed a colossal turtle eating the roots of a tree. It contains
prose poetry about an excursion into a cavern.

Drema McDwarf picks up the book called "Down Among the Titans.“

Drema McDwarf strikes Urist McDwarf on the jaw with a book, bruising the muscle and breaking
the bone.

2
Personality Generator 43–44 warm cold
45–46 ambitious satisfied
To generate personality characteristics, roll d100; 47–48 graceful clumsy
choose from either result or roll d6 for even/odd. Two 49–50 trustworthy untrustworthy
rolls give a more nuanced result, but re-roll any result 51–52 loud soft
coming up the same twice. 53–54 relaxed tense
55–56 cautious reckless
57–58 nervous steady
01–02 generous selfish 59–60 focused scattered
03–04 willing stubborn 61–62 energetic listless
05–06 trusting suspicious 63–64 clean dirty
07–08 serious flippant 65–66 calm excitable
09–10 honest dishonest 67–68 alert dull
11–12 open closed 69–70 considerate callous
13–14 confident insecure 71–72 sensitive indifferent
15–16 naive experienced 73–74 mature immature
17–18 practical fantastical 75–76 confident insecure
19–20 optimistic pessimistic 77–78 frugal wasteful
21–22 tolerant intolerant 79–80 forgiving spiteful
23–24 modest vain 81–82 friendly distant
25–26 humble arrogant 83–84 candid secretive
27–28 peaceful wrathful 85–86 bold timid
29–30 kind cruel 87–88 pious irreverent
31–32 polite rude 89–90 settled restless
33–34 brave cowardly 91–92 refined uncouth
35–36 thoughtful thoughtless 93–94 joyful sullen
37–38 cheerful gloomy 95–96 flexible rigid
39–40 worldly Spiritual 97–98 unafraid fearful
41–42 loyal rebellious 99–00 rational irrational

3
Random Dwarven Spells

d20 Spell
1 Strengthen Ale
2 Neaten Beard Paul “paulidale” Dale
3 Transmute Water to Ale
4 Detect Female Dwarf
5 Transmute Wine to Ale
6 Create Ale
7 Nourishment from Ale
8 Transmute Human Ale to Ale
9 Dust to Ale
10 Polymorph Other to Ale
11 Increase Tolerance to Ale
12 Resist Intoxication
13 Heighten Intoxication
14 Transmute Rocks to Ale
15 Purify Ale
16 Remove Hangover
17 Heighten Hangover
18 Darken Ale
19 Stoutify Ale
20 Solidify Ale
4
TREASURE!
Roll 4d6 to generate certain treasure.

Material Alignment Power Shape


1 Metal Good Exceptional Long
2 Wood Evil High Round
3 Stone Neutral Low Flat
4 Glass Holy None Square
5 Unnatural Unholy Random Triangle
6 Alien Unaligned Unknown Odd

Examples of 4d6 Rolled


1-1-1-1 = Metal/Good/Exceptional/Long (this could be a metal long spear weapon of good alignment that has
exceptional power)
2-3-4-5 = Wood/Neutral/None/Triangle (this could be a fairly common wooden triangle used by students of a maths class)
6-6-6-6 = Alien/Unaligned/Unknown/Odd (this could be an item made with a foreign material, has undiscovered powers,
and is shaped like a star)

Total possible combinations = 1296

Rae Zin 雪青 “taen”


5
26) Counting their money
27) Making a piece of ‘art’
28) Foretelling
29) Dancing
30) Bearing news
Intended to be used as a quickfire method of determining
31) Bathing
what this random encounter is actually doing.
32) Adventuring
33) Praying
1) Creating a fictional Language
34) Defecating
2) Sleeping (Lightly)
35) Instructing Children
3) Cosplaying (maybe as humans)
36) Being friendly with a small animal
4) Crossdressing
37) Being a travelling salesman
5) Miming
38) Interrogating a prisoner
6) Being a furry
39) Running a Con
7) Being intimate with a furry
40) On an evening stroll
8) Getting High
41) On a romantic date
9) Writing Bad Poetry
42) Training an animal
10) Making an Umu
43) Eating
11) Committing Utu*
44) Making a child’s toy
12) Deciphering and Ancient Language
45) Begging for Mercy
13) Making unwelcome sexual advances
46) Reading
14) Imitating Royalty
47) Playing a game
15) Being a Heretic
48) Starting the Apocalypse
16) Insane
49) Cleaning
17) Celebrating Child’s Birthday
50) Giggling uncontrollably
18) Arguing
19) Singing (badly)
I use it myself, but I put each idea on the back of a business
20) Arrested
card, and draw one randomly from my pile each time. There
21) Being an exhibitionist
are currently 77, but in true random fashion I drew the first
22) Getting Drunk (dwarves roll again)
50.
23) Having an affair
24) Already Drunk (dwarves roll again)
25) Chasing (naked) offspring

John “jodokast” Whyte


*see https://en.wikipedia.org/wiki/Utu_(Māori_concept)
6
From my WIP kick-ass/mystery men inspired hack on InSpectres “super” hero name generator.
Roll once on each list.

1 kick 1 ass
2 hit 2 girl
3 big 3 daddy
4 red 4 mist
5 captain 5 stars
6 battle 6 guy
7 night 7 bitch
8 fuck 8 knuckle
9 mustard 9 man
10 death 10 face
11 doom 11 lady
12 knife 12 juggler
13 machine-gun 13 baby
14 silver 14 bug
15 green 15 bat
16 ass 16 kicker
17 face 17 stomper
18 dynamyte 18 gal
19 angry 19 dog
20 t-rex 20 dude

they are mostly horrible, and come from a much earlier random table we used
and just loved how crap they were - especially when someone rolled "ass-ass“
as their character, he went with it though and it was fantastic
7
Rod of Wonder (d%) – Ach! Hans, run! It’s “purplewurple”!

1: Stars twinkle in your eyes. Add 1d6 to the next d20 roll you make. This bonus is lost if you don’t use it before the end of your next turn
2: You become invisible until you move or until the end of your next turn
3: You can spend a healing surge. You may choose to gain resist 10 to all damage until the end of your next turn instead of regaining hit points
4: Until the end of the encounter, whenever you shift, you can shift 1 additional square
5: Your legs grow long and thin. Until the end of the encounter, your movement is not hindered by difficult terrain and you can stand
up from prone as a minor action instead of a move action
6: Fur grows on your arms and legs. You gain a +3 bonus to attack rolls, skill checks and ability checks against adjacent targets until the
end of your next turn
7: The Rod of Wonder turns into a +2 longspear until the end of the encounter. It is still an implement and you can still use its powers.
You are proficient with the Rod of Wonder even if you’re not normally proficient with longspears, and you can use charisma
instead of strength for attack rolls and damage rolls
8: Until the end of the encounter, you gain a +3 bonus to skill checks and attack rolls made to aid another. When you successfully aid
another, you grant a +3 bonus instead of +2. When flanking, you and allies flanking with you gain an additional +1 bonus to hit
9: The space you currently occupy is heavily obscured by black fog until the end of the encounter
10: You grow ram’s horns. Until the end of the encounter, whenever a creature hits you with a melee or close attack it is pushed
1 square away from you
11: You arms and hands become tentacles. Until the end of the encounter, whenever a creature hits you with a ranged or area attack it
is pulled 1 square towards you
12: Your eyes turn black and you gain darkvision until the end of the encounter. Your attacks ignore concealment, but not total concealment
13: Your hair turns grey and your skin wrinkled and you gain a +3 bonus to saving throws until the end of the encounter
14: You gain the dragon breath power that you can use once before the end of your next turn. Minor action. Close blast 3. Constitution
+2 vs Reflex ; 1d6 + constitution modifier acid damage
15: Drops of water form on your skin until the end of the encounter. Whenever you are pushed, pulled, slid or knocked prone you may
immediately make a saving throw to avoid being moved or knocked prone
16: You become insubstantial until the end of your next turn
17: Until the end of the encounter, you gain a +5 bonus to monster knowledge checks and you can use Bluff to gain combat advantage
against an adjacent enemy as a minor action instead of a standard action
18: Your clothes turn to silk and you gain a +1 bonus to speed and Reflex defense until the end of the encounter
19: Your clothes turn to metal and you gain a +2 bonus to AC and Fortitude defense and a –2 penalty to speed until the end of the encounter
20: Your eyes look like gemstones and you gain a +2 bonus to Will defense until the end of the encounter
21: You regain the use of your second wind. If you haven’t used your second wind yet this encounter, you instead gain a +2 bonus to all
defenses and temporary hit points equal to your healing surge value that last until the start of your next turn
8
Part Deux
22: You are whisked away to an extradimensional space, where you can’t take actions. At the start of your next turn you reappear in the
space you left, or if it isn’t vacant, the nearest unoccupied space. If you hadn’t yet used a standard action on the turn you
disappeared, you reappear with an additional standard action that you have to use immediately
23: You are whisked away to an extradimensional space, where you can’t take actions. You regain hit points as if you had used a healing
surge. At the end of your next turn you reappear in any space you choose within 5 squares of the square you left. If you
hadn’t yet used a standard action on the turn you disappeared, you reappear with an additional standard action that you have
to use immediately; then your turn ends.
24: Your skin becomes rubbery until the end of the encounter. You gain regeneration 5 when you’re bloodied
25: You gain 1d10 temporary hit points
26: You’re skin appears to be made from marble until you take an extended rest. Whenever you take a critical hit, roll 1d20. On a 10 or
higher, the critical hit turns into a normal hit
27: You swap places with the creature closest to you. If that creature is an enemy, it is immobilized until the end of your next turn. If it is
an ally, it can shift 1 square once as a free action during its next turn
28: Your arms and legs turn into wings until the end of the encounter. You gain fly 2 and you can hover, but you lose your normal
movement mode
29: Until the end of the encounter, as long as there are two or more enemies, you are invisible to the enemy that is farthest away from you
30: Small lights cover your hands. The next time you hit with an attack, roll twice for damage and pick the best result. This bonus is lost
if you don’t use it before the end of your next turn
31: Your skin appears to be made from pebbles until the end of your next turn. You gain resist 5 to all damage
32: You gain a move action, but you fall prone at the end of this turn
33: Until the end of your next turn, your skin turns into thick leather. You gain a bonus to AC equal to your constitution modifier, minimum +2
34: You pull all allies you can see 3 squares
35: Rainbows appear all around you. When they vanish a moment later, all marks and all ongoing damage on you and each ally you can
see are removed. An ally of your choice can place a mark on an enemy of your choice
36: You are surrounded by butterflies until you take an extended rest. When an adjacent enemy bloodies you, the enemy is dazed
until the end of its next turn
37: The next time an ally takes damage this encounter, you and your ally each take half of the damage instead. You and your ally gain
a +1 bonus to attack rolls against the attacker until the end of the encounter
38: Your muscles become visibly bigger until the end of the encounter. You gain a bonus equal to your constitution score (minimum +1)
to Athletics and Acrobatics checks
39: Your fingernails grow to a length of 5 centimeters. Until the end of the encounter, add 5 to the range of your ranged powers
40: Tears form in the corners of your eyes until the end of the encounter. You can move across liquid surfaces as if they were normal terrain
and you ignore difficult terrain when you shift
41: Thorns appear on the backs of your hands. Until the end of the encounter, reroll any damage rolls that come up 1
9
42: Silver markings appear around your eyes. Until the end of the encounter, your attacks treat any resistance
possessed by a target as vulnerable 5 to the same damage type
43: You grow a tail that last until the end of the encounter. You may reroll one skill check or ability check and gain a +2 bonus to the reroll
44: You may regain the use of an encounter utility power you’ve used this encounter, or immediately use a utility power as a free action
45: A slimy substance appears on you and your gear. Until the end of the encounter, whenever an enemy misses you with a melee attack,
you can shift 1 square as an immediate reaction
46: Tall grass grows all around you. Each square within 5 squares of you is difficult terrain to your enemies until the end of your next turn.
47: Until the end of your next turn, your height decreases by 30 centimeters and you gain +1 to hit against Medium size creatures and +3
to hit against Large size or larger creatures
48: You and your gear become translucent until you take an extended rest. You gain concealment against ranged attacks from more
than 5 squares away
49: Small lightning bolts form in your hand that holds the Rod of Wonder. It deals 1d6 lightning damage to you and to each enemy
within 3 squares
50: A red mark appears on your forehead that lasts until you take an extended rest. Whenever you use an action point to take an extra
action, you teleport 1d6 squares before taking that action. You disappear and reappear in a puff of red smoke
51: Until you take an extended rest, you gain skill training in a skill of your choice that you’re not already trained in
52: You gain phasing until the end of your next turn
53: You gain tremorsense 10 until the end of the encounter
54: An eye appears in the back of your head until you take an extended rest. You gain all-around vision
55: Your feet turn into lumps of rock and you gain earth walk until you take an extended rest. You also take 1 less damage from any
attack vs Fortitude
56: Your feet turn into masses of vines and you gain forest walk until you take an extended rest. You also take 1 less damage from
any attack vs Reflex
57: Your skull is visible through your skin and flesh until you take an extended rest. You gain a +2 bonus to intimidate checks and your
powers with the fear keyword deal an additional 2 damage
58: Your eyes look like burning coals until you take an extended rest. Whenever you spend an action point to make an attack, that attack
deals 1d10 additional fire damage on a hit
59: You leave gold-colored footprints until the end of your next turn. If you use an encounter attack power and you miss all targets, the
power is not expended
60: Blood flows from your fingertips until you take an extended rest. You gain a +1 bonus to damage rolls while you are bloodied
61: Scars appear all over your body until you take an extended rest. You gain resist 1 to all damage while you are bloodied
62: Your voice becomes a deep, low-pitched bass until you take an extended rest. You gain a +2 bonus to your healing surge value
63: Until the end of the encounter, enemies marked by one of your allies take an additional –2 penalty to attacks against you

10
Part Quatre
64: You grow two venomous fangs until you take an extended rest and you gain the following daily power:
Venomous Bite (poison). Standard action. Melee 1. Constitution vs AC; 1d8 + constitution modifier damage and the target
takes ongoing 5 poison damage and is weakened (save ends both)
65: Your hair turns into a mass of snakes until you take an extended rest and you gain the following encounter power: Snaky Hair.
Standard action. Close burst 1. Constitution vs Fortitude ; 1d6 + constitution modifier damage
66: You emit a foul-smelling odor until you take an extended rest. Living creatures within 2 squares of you (except you) take a –4 penalty
to Fortitude defense
67: A zone of ice forms in a burst 2 centered on you. It counts as difficult terrain for all creatures except you and lasts until the end of
the encounter
68: A zone of dim light forms in a burst 2 centered on you. It lasts until the end of the encounter. If you become bloodied while in the zone,
all other creatures in the zone take damage equal to your charisma modifier.
69: You whisper gibberish until you take an extended rest. You gain a +1 bonus to damage rolls on your powers that attack Will
70: You grow a beard, 10 centimeters per hour until you take an extended rest. You gain resist 5 cold and vulnerability 5 fire, and the next
time you reach a milestone you regain 1 healing surge
71: Horns grow on your forehead until you take an extended rest. You can score a critical hit on a roll of 19-20 while you are bloodied
72: A thundercloud floats above your head until the end of the encounter. Your attack powers deal extra thunder damage equal to 1 for
each enemy you target with that power
73: Snowflakes float around you until you take an extended rest. Whenever a creature saves against an effect caused by you, it takes
1d10 cold damage
74: A halo appears around your head until you take an extended rest. Whenever you use your second wind, you deal radiant damage
equal to 1d6 + charisma modifier to each enemy adjacent to you
75: The Rod of Wonder creates a blinding flash of light. You and the enemy nearest to you are blinded until the start of your next turn. If
there are multiple enemies at equal distance to you, they are all blinded
76: Until the end of your next turn, whenever you roll the highest number on any damage die, roll it again and add the result to the
damage total
77: Until the end of the encounter, whenever you miss with an attack, you slide 1 square away from the target if the attack roll was
odd and you push the target 1 square away from you if the attack roll was even
78: Your eyes twitch uncontrollably until you take an extended rest. Whenever you roll a 1 on an attack power, the attack hits instead
of misses and you are dazed until the end of your next turn
79: Until the end of the encounter, whenever a creature makes an opportunity attack against you, it takes 5 force damage if it hits and
is knocked prone if it misses
80: You conjure a fiery pillar in a space adjacent to you. It provides cover and deals 1d6 fire damage to enemies starting their turn
adjacent to it
81: Until the end of the encounter, whenever one of your allies scores a critical hit, you can use the Rod of Wonder’s At-Will power
against the target as a free action
11
82: A faint tingling of bells is heard around you until you take an extended rest. Whenever you or an ally within
5 squares of you spends an action point to take an action that is not an attack, that person gains 1d10 temporary hit points
83: The Rod of Wonder creates a deafening blast that can only be heard by your enemies. Each enemy within 10 squares of you is
pushed 1 square and deafened until the end of its next turn
84: You can’t stop smiling until you take an extended rest. Whenever an enemy places its mark on you, it takes 1d6 + charisma modifier
psychic damage. Whenever an enemy attacks you with combat advantage, it must choose to either take 1d6 + charisma
modifier psychic damage or cancel the combat advantage.
85: You summon a bat in a space adjacent to you: a Tiny minion that acts after you in initiative order and moves to attack the enemy
nearest to you. It remains until the end of the encounter. It has 1 hp, its defenses are 18, it has a fly speed of 6, and
reach 0. It doesn’t provoke opportunity attacks for moving, and can’t flank. It has a single attack: +12 vs AC, that deals
ongoing 2 damage (save ends) on a hit
86: You summon a drake in a space adjacent to you: a Medium size minion that acts after you in initiative order and moves to attack
the enemy nearest to you. It remains until the start of your next turn. It has 1 hp, its defenses are 20, it has a speed of 6
and reach 1. It has a single attack: +14 vs AC, that deals 6 damage on a hit and knocks the target prone
87: Feathers grow on your clothes. Until the end of the encounter, whenever one of your attacks reduces an enemy to 0 hit points, you
teleport to a square adjacent to one of your allies you can see. That ally can then make a basic attack as a free action
88: The Rod of Wonder twists and turns in your hand. Until the end of the encounter, whenever one of your attacks bloodies an enemy,
you can shift 1 square and slide the enemy one square in the same direction (if that space is unoccupied)
89: Shadows spring forth from the Rod of Wonder. Each enemy in a close blast 3 is affected. Until the start of your next turn you and your
allies have concealment from those enemies
90: Your body becomes cold as ice until the end of your next turn. You are immobilized, gain cold resistance 10, and each enemy that
makes a melee attack against you takes 2d6 + constitution modifier cold damage
91: The ground rises and falls beneath your feet. You shift 2 squares
92: You become Large until the end of your next turn, and increase your weapons’ damage dice by one size
93: You grow an extra arm until the end of the encounter
94: You conjure three mage hands (as the wizard power). You can sustain them all with a single minor action
95: All creatures in a burst 5 swap places. Rearrange them in any way you want, but no creature can stay in its original square
96: Your eyes double in size until the end of the encounter. You gain a +2 bonus to Perception checks and you can use the warlock
power eyebite at will
97: Hot steam erupts from the ground in a burst 3 centered around you, including the square you occupy. Until the start of your next turn,
the squares in the area are lightly obscured and creatures starting their turn in the area take 1d6 fire damage

12
98: Until the end of the encounter, the Rod of Wonder yells at enemies that come close. Enemies adjacent
Part Six
to you must roll twice for saving throws and take the lowest result
99: The Rod of Wonder creates a pattern of distracting colors. Until the end of the encounter, whenever you’re adjacent to an
enemy, your allies have combat advantage against that enemy
100: Roll twice

la fin

Additional data for this random table at https://rpggeek.com/article/8300502#8300502

13
Caroline “adularia25” Berg
14
A Stranger Encounter!
For GMs, roll 6d6 to determine the NPC(s) your PCs will meet. Add a 1d2 to determine gender, as appropriate.

Race Class Alignment Relation Intention Rank


1 Human Fighter Good Family Friendliness Peasant
2 Elf Thief Evil Relative Aggression Commoner
3 Dwarf Healer Neutral Friend Benefactor Aristocrat
4 Hobbit Magic-user Lawful Colleague Parasitic Royal
5 Uncommon None Random Acquaintance Love Faction
6 Unique Specialist Unclear Stranger Hate Unranked

15
Basic Base Generator

0. Main entrance
# of connections: 1d1
Connection types: 1d1: 1= Entranceway

1. Entranceway
# of additional connections: 1d8
Connection types: 1d12: 1-2=Mess Hall 3-4=Defensive Turret 5=Armory 6=Special Room 9-10=Hanger 1-12=Quarters

2. Quarters
# of additional connections: 1d6: 1-3=0 4=1 5-6=reroll, and 1 connection to a pre-existing room in complex
Connection Types: 1d6: 1=Use Entranceway table 2-4=Quarters 5=Storage Room 6= Defensive Turret

3. Hanger
# of additional connections: 1d4
Connection Types: 1d12: 1-2=Quarters 3-4=Storage 5=Mess Hall 7=Special Room 8=Entranceway 9-12=Defensive Turret

4. Storage Room
# of additional connections: 1d6: 1-4=0, 5=1, 6= 1 to a pre-existing room
Connection Types: 1d8: 1=Entranceway 2=Mess Hall 3-4=Armory 5=Special Room 6-8=Storage Room

5. Mess Hall
# of additional connections: 1d4 and 1d4-1 connections to pre-existing rooms

Dutys Fist
Connection types: 1d8, compare to room numbers

6. Special Room 1d4: 1=Communications, 2=Systems, 3= Command, 4=Something else (make it up)
# of additional connections: 1d4: 1-2=0, 3=1, 4=1 to a pre-existing room, and reroll
Connection Types: 1=Defensive Turret 2-3= Storage Room 4-5=Quarters 6=Use Entranceway Table

7. Defensive turret
# of additional connections: 1d10: 1-9=0 10=1
Connection Types: Use Special Rooms Connections table

8. Armory
# of additional connections:1d4 connections, and 1d2-1 connections to preexisting rooms
Connection Types: Roll 1d8, compare to room numbers

16
d% Allergy 31 Ascorbic Acid
1 Peanuts 32 Alliteration
2 Shellfish 33 Carbon Monoxide
3 Gluten 34 Glycerol
4 Lactose 35 Sulfates
5 Red Meat 36 Red #4
37 Yellow #5
6 Gelatin
38 Mambo #5
7 Cats
39 Gold (the color or the metal, your choice)
8 Dogs 40 Polyester
9 Sunlight 41 Polyurethane
10 Garlic 42 Salt
11 Latex 43 Baby's breath (the flower or the breath of an infant, our choice)
12 Capsaicin 44 Ammonia
13 Corn 45 Acorns
14 Exercise 46 Rodents
15 Nickel 47 Hemoglobin (of any type not matching your own)
16 Perfumes / strong odors 48 Noises over 70 dB
49 Paper
17 Mint
50 Random numbers
18 Mustard
51-100 Roll twice and take both results.
19 Mold Re-roll duplicate results.
20 Honey Unless it's a result of 51-100, then roll again and add one more.
21 Feathers Stop at 1d6+1 allergies unless your first result was less than 51.
22 Mosquitoes
23 Bees
24 Radiation
25 Vibration
26 Cotton Severity (roll once for each allergy)
27 Fish d6 Severity
1 Minor (sneeze, cough, etc.)
28 Dihydrogen Monoxide
2 Moderate (you get itchy)
29 Boron
3 Severe (you have difficulty breathing)
30 Chlorine 4 Deadly (anaphylactic shock)
5 Odorous (makes you flatulent)
6 Sonorous (uncontrollable belching)
17
Misenchanted Magical Items from Bargain Bazaars
Roll 1d10 for each column, to generate each misenchanted item.

1: 2: 3: 4: 5: 6:
01) Filthy 01) Rod of 01) Summon Dirt 01) Activates 01) When hit by Tears 01) One Use
02) Crude 02) Wand of 02) Gibberish 02) Triggers 02) When in Sunlight 02) Use during the Full Moon
03) Smooth 03) Hat of 03) Forgetfulness 03) Stops 03) When Touched 03) Use on Tuesdays
04) Rustic 04) Ring of 04) Lost Socks 04) Curses You 04) When in Water 04) Use once a Month
05) Battered 05) Lamp of 05) Blisters 05) Useless 05) When Rubbed 05) Use during Twilight
06) Damaged 06) Brooch of 06) Poor Vision 06) Sparkles 06) When Cleaned 06) Use when Injured
07) Faded 07) Bag of 07) Find Spare Change 07) Can't be Removed 07) When Gifted 07) Use when Cloudy
08) Soggy 08) Sheath of 08) Off-Key Singing 08) Melts 08) When Warm 08) Ongoing
09) Encrusted 09) Cloak of 09) Misunderstanding 09) Looks Fine 09) When Kissed 09) Use Three Times a Week
10) Smelly 10) Boots of 10) Laughter 10) Falls Off 10) When You Walk 10) Use when Underground

3: (Alternate #1)
01) Find Self
02) Curiosity
03) Summon Moths
04) Unravel Cloth
05) Old Cheese
06) Stubbed Toes
07) Misdirection
08) Poor Sleep
09) Blandness
10) The Common Cold Caroline “adularia25” Berg
3: (Alternate #2)
01) Mild Headaches
02) Worry
03) Stale Food
04) Worthlessness
05) Weak Insults
06) Find Floor
07) Shrinking
08) Bitterness
09) Sneezing
10) Summon Wet Wood

18
Size: d8
1: Single person
2: Two person
Random Table of Tables
3: Coffee table
4: Four person Family
5: Family sized long
6: Banquet sized
7: Conference
8: Specials table

Specials: d12
1: Hollow in center
medieval round table
2: Drafting table
3: Pool table
4: Billiards table
5: Sand table
6: Poker table
7: Picnic table
8: Cable spool
9: Plexiglas topped video game
10: Very large touch pad
11: Ping pong
12: Periodic 19
Effects of the Evangelical Efforts amongst the Orcs (Roll 1d12 each month)

1. Missionaries eaten, tribe sends diocese a Thank You note along with recipe.

2. Healing ministry helps Orc casualties recover quickly, utterly predictable surge in
violence along the boarder evolves into PR nightmare for the church.

Desire, Data, and Doubt (rebuscarnival)


3. Faith shaken by the brutality of Orcish living, missionaries convert to Gruumshtianity.

4. Converted Orcs use new religion as pretext for merciless holy war.

5. Converted Orcs exchange their swords for ploughshares, export surplus crashes
the human agricultural economy. Human's begin raiding Orcish settlements
to survive.

6. Illiteracy leads to massive schism in the Orcish faithful, partisan infighting ensues,
human privateers reap staggering profits.

7. Orcs instantly drawn to evangelical model, elect Orc Pope, begin evangelizing other
goblinoids into murder cult.

8. Edged weapons fall out of fashion, bludgeoning on the rise.

9. Ministry only able to shift alignment two to the left; Lawful Evil Orc more organized,
efficient mayhem rules the frontier.

11. Orc's completely misunderstand transubstantiation, cannibal holocaust over swiftly


as Orcs taste terrible.

12. Mission accomplished! Peace on Earth and good will to Orcs! 20


21
Random Ecclesiastical or Secular attendee of the Imperial Diet of the Holy Roman Empire in the 18th century.
(This table does not include the Council of Electors or the Council of Princes or the Council of Cities or Single Vote Colleges, all of whom would
also be in attendance.)
Note that these are all independent "countries," more or less involved with the Holy Roman Empire, which has very little power over most of them.
Whom will you bump into? Roll 1d%.
01 The Abbot of Corvey 34 The Duke of Bremen 67 The Prince of Anhalt-Zerbst
02 The Abbot of Kempten 35 The Duke of Brunswick-Celle 68 The Prince of Auersperg
03 The Abbot of Prüm 36 The Duke of Brunswick-Grubenhagen 69 The Prince of Dietrichstein
04 The Abbot of Stablo 37 The Duke of Brunswick-Kalenberg 70 The Prince of East Frisia
05 The Archbishop of Salzburg 38 The Duke of Brunswick-Wolfenbüttel 71 The Prince of Fürstenberg
06 The Bishop of Augsburg 39 The Duke of Farther Pomerania 72 The Prince of Halberstadt
07 The Bishop of Bamberg 40 The Duke of Holstein 73 The Prince of Hersfeld
08 The Bishop of Basel 41 The Duke of Holstein-Gottorp-Oldenburg 74 The Prince of Hohenzollern-Hechingen
09 The Bishop of Brixen 42 The Duke of Magdeburg 75 The Prince of Kammin
10 The Bishop of Chur 43 The Duke of Mecklenburg-Güstrow 76 The Prince of Liechtenstein
11 The Bishop of Constance 44 The Duke of Mecklenburg-Schwerin 77 The Prince of Lobkowitz
12 The Bishop of Eichstätt 45 The Duke of Savoy 78 The Prince of Minden
13 The Bishop of Freising 46 The Duke of Saxe-Altenburg 79 The Prince of Mömpelgard
14 The Bishop of Fulda 47 The Duke of Saxe-Coburg 80 The Prince of Nassau-Dillenburg
15 The Bishop of Hildesheim 48 The Duke of Saxe-Eisenach 81 The Prince of Nassau-Hadamar
16 The Bishop of Liège 49 The Duke of Saxe-Gotha 82 The Prince of Nomény
17 The Bishop of Lübeck 50 The Duke of Saxe-Lauenburg 83 The Prince of Ratzeburg
18 The Bishop of Münster 51 The Duke of Saxe-Meiningen 84 The Prince of Salm
19 The Bishop of Osnabrück 52 The Duke of Saxe-Weimar 85 The Prince of Schwarzburg-Rudolstadt
20 The Bishop of Paderborn 53 The Duke of Upper Pomerania 86 The Prince of Schwarzburg-Sondershausen
21 The Bishop of Passau 54 The Duke of Württemberg 87 The Prince of Schwarzenberg
22 The Bishop of Regensburg 55 The Duke of Zweibrücken 88 The Prince of Schwerin
23 The Bishop of Speyer 56 The Grand Master of the Order of St. John 89 The Prince of Thurn und Taxis
24 The Bishop of Strassburg 57 The Grand Master of the Teutonic Order 90 The Prince of Verden
25 The Bishop of Trent 58 The Landgrave of Hesse-Darmstadt 91 The Princely Count of Henneberg
26 The Bishop of Worms 59 The Landgrave of Hesse-Kassel 92 The Princely Count of Saxe-Coburg-Saalfeld
27 The Bishop of Würzburg 60 The Landgrave of Leuchtenberg 93 The Princely Count of Saxe-Gotha-Altenburg
28 The Count Palatine of Kaiserslautern 61 The Margrave of Baden 94 The Princely Count of Saxe-Hildburghausen
29 The Count Palatine of Neuburg 62 The Margrave of Baden-Hochberg 95 The Princely Count of Saxe-Meiningen
30 The Count Palatine of Simmern 63 The Margrave of Brandenburg 96 The Princely Count of Saxe-Weimar-Eisenach
31 The Count Palatine of Veldenz 64 The Prince of Anhalt-Bernburg 97 The Princely Count of the Electorate of Saxony
32 The Duke of Arenberg 65 The Prince of Anhalt-Dessau 98 The Prior of Berchtesgaden
22
33 The Duke of Bavaria 66 The Prince of Anhalt-Köthen 99 The Provost of Ellwangen
d20 Artifacts

01. Air Mail


02. Belt of Dieting
03. Blanket of Stay Awake
04. Boots of Bottom Walking
05. Cloak of Immobility
06. Gag of Speak Languages
07. Gauntlets of Invisible Hands
08. Glasses of Reveal Ethnicity
09. Gnome Statuette of Gardening
10. Hat of Speak to Jellyfish
11. Helmet of Unvisibility
12. Kettle of Porridge
13. Piece of Cake
14. Portable Dhole
15. Ring of Detect Plants
16. Rope of Horizontal Climbing
17. Salt of Food Preservation
18. Spear of Amphibian Slaying
19. Whistle of Mosquito Calling
20. Wings of Icarus
23
Caroline “adularia25” Berg

24
Mixu “Mixula” Lauronen

25
Caroline “adularia25” Berg

Excuses NPCs give for not being able to aid the party…

Roll 1d10 for each column, to generate each excuse.

26
Rae Zin 雪青 (taen)

Roll for one, two, three, or more powers. But, every thing comes at a price, in this case a side effect
that is as horrible as the power is good…

For each power rolled up, roll another 1d100 to determine its potency (1=weak and 100=strong).
1d68 (?)
The side effect would be equally potent.
Power Side Effect
001 Growth Spurt Reduced intelligence
002 Invisibility X% chance of blindness while invisible, Y% chance the blindness is permanent
003 Matter Manipulation X% chance the matter fuses into you
004 Time Stop During each period of time you stopped, you grow old at X times the normal speed
005 Laser Ray X% chance a hungry cat appears, the more powerful the ray the bigger the cat
006 Mind Reader Each mind you read can read yours
007 Flight You never perfect that landing
008 Shapeshift A visible green halo appears above your head
009 Telekinesis A really bad headache, the bigger the thing moved the worse the headache
010 Mind Control X% chance your target is mentally stronger and controls you instead
011 Create Steak/Pastrami X% chance an angry bull appears
012 Photographic Memory You cannot remember happy events
013 X-Ray Vision It only works when you are naked
014 Time Travel X% chance you get stuck in the time period you travel to
015 Clone Self X% chance an evil clown turns up
016 Teleportation You are on Interpol's "wanted" list
017 Stun Farts You carry a perpetual stink
018 Motivate When the motivation runs out, the target becomes depressed
019 Read to Life For each fictional thing you bring to life, a real thing becomes fiction
020 Omnilingual You have a tongue shaped like a snake's
021 Unrandom While you can control randomness, you have a randomly ugly facial feature
022 Omniscient You know everything except yourself
023 Mimicry You can imitate any power – too bad it is only part of your imagination
024 Super Strength You are mentally weak
025 Invulnerability You look chunky 27
026 Lucky Rabbits hate you
027 Tireless You have insomnia
028 Insubstantial Nobody cares about you
029 Wealthy The people around you are jealous of your wealth

X% chance you have explosive diarrhœa each time you


030 Speed You talk too fast as well

There is always a price, but you do not know it now


Sometimes even you don't know what's real or not
031 Healing You cannot heal yourself
032 Patience You procrastinate

064 Molecular Acceleration X% chance an item explodes upon your contact

X% chance you pull out something really bad


033 Witty You get bored easily

You lose control of the ability when excited


034 Spider Monkey You are prey of many large animals
035 Create pizza/donut X% chance Homer Simpson appears
036 Inscrutable You cannot fathom yourself out
037 Telepathy You are haunted by ghosts who wish to communicate
038 Find Things You are blind
039 Super Hearing You hear dead people too
040 Regeneration You have fur
041 Animal Speak And now you have to deal with rude animals

use your powers


042 Wisdom You live atop a mountain
043 Pyrokinesis You are a fire hazard
044 Seer You cannot change the future
045 Immortality You are jaded
046 Power Bestowal Your skin sags
047 Summon Constructs X% chance the construct attacks you
048 Resilient You have abnormally blue skin
049 Animal Control X% chance the animal turns against you
050 Dimension Control Outsiders use the dimension doors you create
051 Extra Limbs/Digits You find flies deliciously irresistible

062 Shoot Spaghetti

066 Magic Satchel


052 Bottomless Pit (Stomach) You stuff your face with anything edible all the time

065 Lactomancy
053 Supercomputer Link Your digits look strangely like USB connectors

067 Illusionist
054 Emotive You only evoke poignant emotions in others

068 Magic
055 Intellectual You are too smart for your own good
056 Charismatic You attract not just the opposite gender
057 Tolerant You job involves raving rabbits or tenacious two-year-olds
058 Ferrous Control You constantly have a layer of rust on your skin
059 Subitizer Instead of numbers you see pips (on dice)
060 Sandman You have nobody to play with, everyone around you is asleep
061 Selective Memory Half the memories you recall are false
062 Force Field Nothing can harm you, but you can't get near to anything either 28
Gods and Their Domains
Each god has 1d4+1 domains. Roll 1d100 for each:

29
RANDOM JOURNEY EVENT LIST
I offer a list of random events for travels, generally aimed at a fantasy setting. I’ve presented these as collaborative questions.
13th Age and Dungeon World use this kind of approach to tell the tale of journeys. It may also prove useful for The One Ring or Adventures in Middle Earth. The GM
can put these questions to a player or group of players to spice up the trip. Alternately they can answer themselves and throw the incident on the table.
For each I’ve put a primary question. In parenthesis I’ve added two alternate, follow-up, or secondary questions. In some cases you can use these to draw out more or
help elicit answers. In some cases the answers to the primary question will cover the other questions.

1. You hear someone but do not see them. What do you hear? (What identifies them as a person? How close do they seem?)
2. You see a group gathered around a single figure. What's happening? (How many people do you see? What mood holds sway?)
3. You see a procession. What does it seem to be for? (How many make up the gathering? What symbols or signs do you see?)
4. You spy a person carrying an awkward load. What does the burden look like? (What’s manner does the bearer display? Do they look like they’ve travelled far?)
5. You spot persons manning a barrier. Why do they block the road? (Is the post makeshift or developed? If they aren’t blocking the road, what do they guard against?)
6. You come across a person who should not be there. Who? (How do they react to your arrival? How do you know they shouldn’t be in this place?)
7. A person runs when they spot you. Why? (What do you see before they flee? What do they leave behind?)
8. You note a person in disguise. What gives them away? (What other signs of deception can you detect? Do other accompany them?)
9. You see preparations for an event. What kind? (Do you see the creators? How far along does the site appear?)
10. You see someone dressed too fancy for travel. How do you know? (Do they seem to know they’re ill-dressed? How long have they been on the road?)
11. You see a troupe preparing. (What kind of performance will they give? Do they appear skilled?)
12. You see someone in peril. How dire? (What’s the immediate threat to you? Did someone put them in this position?)
13. You see someone in despair. What tells you this? (What does their dress look like? Are they alone?)
14. You see a madman. How do you know? (Do they bear familiar or strange signs? Do they seem dangerous?)
15. You see a holy person. What faith, god, or ideal do they serve? (What signals their holiness? Do they have followers of some kind?)
16. You see someone preparing to bar your way. How? (What numbers can you spot? Have they rushed to do this or lain in wait?)
17. You see someone lost. How badly? (Where do they seem to be from? How long have they wandered?)
18. A stranger calls to you by name. What do they look like? (What tone do you detect: friendly, hostile? Can you lose them or have they caught you out?)
19. An unexpected enemy appears. Who? (Why should they not be here? Will they to attack or do they have other plans?)
20. You see a person in a makeshift shelter. What kind? (Does it seem to be theirs? How fresh does the construction seem?
21. You spy a person toiling at a craft. What object or work can you see them creating? (Do they appear to be an amateur or expert? What progress have they made?)
22. You spot a bound person. What do they look like? (What binds them? Can you see their captor nearby?)
23. You witness a person's misfortune. What misery occurs? (How do they react to it? Are there other witnesses?)
24. You see a person lying beside the road. What can you make out from here? (Do they seem still or moving? Can you detect other signs of what’s happened?)
25. A group cuts across the road in front of you. Do they impede your progress? (How large is their company? What seems to be their purpose?)
26. You see a fleeing person. What are they running from? (Are they fresh or on their last legs? What can you sense of their pursuer?)
27. You see people beside a disabled transport. What has happened? (Is anyone hurt? How hard does this seem to be to fix?)
28. You see a strange pairing of a man and a beast. What is it? (Are these two things working together or some supernatural fusion? Do they seem angry or calm?)
29. You see a dead body. What do they look like? (How did they die? What oddities do you find on the body or nearby?)
30. You spot two persons in a conflict. Who? (Does one have the upper hand? Has the fight just begun?)
31. Someone rushes past, heedless of you. What do you spot? (Are they rude, reckless, or panicked? Do you see more of them?)
32. You see someone constructing something. What are they building? (Is their purpose clear? Are they nearly finished?)
33. You see someone destroying something. What are they destroying? (Are they alone or in a group? Are there witnesses or objecting bystanders?)
34. You see someone digging. Where? (What do they look like? Have they been at this a while?
35. Fellow travelers ask to travel with you. What kind of group do they seem to be? (Are they respectful or demanding? What seems out of place among them?)
30
36. You hear singing. How close by is the song? (Do you recognize the song? Is the voice natural or inhuman?)
37. You meet a quester. What is their quest? (Do they seem like someone who can actually accomplish this? Are they excited or resigned?)
38. The road is broken before you. What has happened? (Is the damage recent? What will you need to do to move past?)
39. The path ahead splits unusually. (What’s unusual about the spot? What signs mark the new directions?)
40. The trail ahead does not match your maps or memory. What’s different about it? (How recently did this change happen? Does this seem a deliberate gambit
against you?)
41. You see evidence of a great conflict. What remains and debris do you spot? (Has the battle just finished or has it been there some time? How do you know who won?)
42. You note evidence of a recent desperate conflict. What clues do you spot? (Are there survivors? What obligation do you have to follow up on this?)
43. You a see sport, contest or competition happening beside the road. What’s the game at play? (How do you know who is winning? What makes the
participants unexpected?)
44. You catch sight of something glinting. What do you see when you approach? (Is it abandoned or held by something? What trap do you detect?)
45. A beast sleeps upon the road. What is it? (How can you keep from rousing it? Why has it chosen this place to rest?)
46. The air fills with a swell of sound/noise. What do you hear? (Are there other persons or animals who react to it? Does the noise move or remain in place?)
47. The going suddenly becomes more difficult. Why? (What must you do to make it through this next leg? Are there other travelers stumped by this?)
48. The going suddenly becomes easier. Why? (Does the change seem natural or unnatural? How will this aid your company?)
49. You see an unusual building/structure. What does it look like? (What movement do you see nearby? Will it serve as shelter from the elements?)
50. You catch sight of a cave or crevasse. Does it seem inviting or threatening? (What treasure or resource do you spot in it? Why do you need to hide?)
51. The road ends abruptly. What has happened? (How long ago was it cut off? How will you make it to the next leg of the trail?)
52. The wildlife is agitated. What are the signs? (When have you seen this before? What makes this a risky moment for this to happen?)
53. A sudden silence falls over everything. What fear grips you? (Do other persons or animals notice it? What warning do you recall about this area?)
54. You catch sight of a flash of brilliant color. What does it look like? (Is it ahead or somewhere off the path? How long does it last?)
55. You spy something abandoned. What is it? (What condition is it in? Do you see signs pointing to the original owner?)
56. You see something buried. What do you spot sticking out from the concealment? (Is the soil freshly turned? When you uncover it, how it is completely different
than you expected?)
57. The air moves unnaturally. What do you feel? (How does it affect the wildlife? What peril might this signal?)
58. You catch an unusual smell. Why is it out of place? (When was the last time you smelled this? Does it grow stronger, remain steady, or trail off?)
59. You find yourself on contested ground. How can you tell? (Who disputes control of this place? How do they react to your intrusion?)
60. You find something thought lost. What is it? (It shouldn’t be here: why? What tracks do you see?)
61. A beast acts strangely. What is it and how does it act? (What risk does this pose? When have you seen this before?)
62. Something stalks you. How have you detected this? (How long has this been going on? Do they seem ready to ambush or merely shadow your path?)
63. You spy strange patterns. What kind? (What memory or warning do you recall? Have they been made by human hands or something else?)
64. Someone cries out but you do not see them. What do you hear? (What direction and distance can you gauge? Does the sound cut off, continue, or change?)
65. Someone has claimed this place. How do you know? (How will they react to your arrival? What wards or protections have they established?)
66. You’re caught in the midst of a stampede. What beasts or things make it up? (Is this a freakish event or expected migration? How does this split your company?
67. You see a book. What kind is it? (What damage has it suffered? What does it rest atop?)
68. You spot an ambush. Is it of you or someone else? (How many ambushers can you see? What are they not acting as you’d expect?)
69. You see yourselves ahead. What reaction does the doppelganger group express? (What one detail allows you to distinguish between the two groups? How long
before this happens again?)
70. A riddle is put to you. What is it? (Who or what is the giver? What are the stakes?)
71. You see a ghost. What details can you make out of its form? (Does it seem aggressive or forlorn? How do you know this is but the first of many?)
72. A toll is demanded of you. Who asks this price? (Do they have the right to ask this cost? What other option do you have if you chose not to pay?)
73. Someone or something tells you to turn back. Who are they? (What makes you believe them? What consequences do they speak of?)
74. You see someone you know shouldn't be there. Who is it? (Are they expecting you? What other detail feels off about this scene?)
75. Something falls from the sky. What? (Does it draw the attention of others? How does it change after it strikes the ground?)
31
76. It grows suddenly dark. What else do you notice? (How does the temperature change? What have you heard about this phenomena?)
77. You encounter an ill omen. What is it? (Who argues with your reading of these portents? How do you know this omen was meant for you?
78. You spy a good omen. What is it? (What good fortune can you expect? What one detail seems out of place for this omen?)
79. You catch a scent which reminds of home. What is it? (Why shouldn’t you smell that here? How fast does the scent disperse?)
80. Something speaks with a voice not its own. Who and what do they say? (What marks the bearer of these words? Who comes in pursuit of them?)
81. You receive a prophecy. What do you learn? (Who delivers this to you? What compels you to believe?)
82. You find a message meant for another. What does it say? (What signs point to the author? What dangerous conspiracy does it point towards?)
83. You spot a posted warning. Is it for you? (What admonition does it give? What consequences does it promise?)
84. You come upon territorial or tribal markings. Why did you not expect these here? (Who do they belong to? How do you know their owners remain nearby?)
85. You spy still-burning embers. What was on fire? (What tells you the maker of the fire may be nearby? What detail points to danger from the site?)
86. You spy a bounty of food. What kind? (How can you tell it remains fresh? What tells you the owner has gone away?)
87. Something has become stuck in the wilds at the edge of your path. Who or what? (What makes you loathe to approach? What makes it difficult to tell the
precise nature of the trapped being?)
88. You spot an abandoned transport. Does it seem intact? (What compelled its owner to leave it? What odd thing must you do to make it mobile?)
89. You see blood ahead of you. How much? (Can you see a trail of any kind? How do you know this happened recently?)
90. Something has recently fallen. What and why? (Can you determine the cause? How does this impede your travel?)
91. You come across a great mess. How recent is it? (How far do these piles or junk and debris stretch? What awesome and unexpected thing do you find
among the scrap?)
92. Something has devastated the landscape before you. What are the signs? (Why is this unexpected? How long ago did this happen?)
93. The ground gives way. Where do you land? (What caused this collapse? What sudden danger makes escape even more difficult?)
94. A task is laid upon you. What is it? (Why can you not avoid this duty? What reward will you receive for this task?
95. You cannot sleep. What keeps you from your slumbers? (Is it only one of your party affected or all? How long has this been happening?)
96. A divine being appears before you. What does it want with you? (Did it descend from the skies, rise from the depths, or arrive by some other strange
means? Why did this divinity none of you serve chose your party?)
97. You find yourself way, way off track though you shouldn’t be. Where have you stumbled upon? (What strangeness caused you to end up here? What
danger must you deal with right this moment?)
98. The road rises with you. What does that mean? (What accident does that cause? How do you stop it from continuing to do this throughout your travels?)
99. Strangely the journey goes quickly, you arrive are your destination refreshed and well rested, with a shared bond not to speak of the horrors you were
involved in. What secret must you now keep from the outside world?
100. Roll two results and combine them.

32
Stomach contents of the gigantic shark

Roll once, unless the shark is exceptionally large, in which case roll until you get two different items.

1: severed hand of Jermin, court-mage of Krith, still wearing his ring of controlling sea creatures
2: a license plate (whatever that is), from the state of New Jersey (wherever that is)
3: the second-best armchair of the sultan of Mantoum, partially masticated
4: a mostly-complete suit of armor, inscribed with magical Noltic runes
5: three bottles of a rare vintage of elf-wine, still corked
6: a well-made crumhorn, previously belonging to the minstrel Ingegar of Yoren
7: a magnificent fur coat, made from the pelt of a dire weasel
8: a smaller shark, swallowed whole, but very dead
9: a medallion of Saint Glauglas, venerated by the pearl divers of Prauni
10: a sheepskin sack filled with coins; 50% chance that they are worthless forgeries
11: half of a pair of boots of the basilisk (the right boot)
12: the tusk of walrus, carved to depict the elemental city of Nydalith
13: a waterproof map-case, containing a detailed treasure map with the label “Zebulon’s Cove”
14: a sealed barrel of salted meat, divided into gnome-sized portions
15: whalebone peg-leg of Momoko the Red, which she’d very much like returned
16: a set of poor-quality blacksmith’s tools, but they’re better than nothing.
33
34
Doug “chadnorth” Hook

35
36
Table to describe a combat melee action (particularly useful in games like Wushu Open).
Drop 3d6 (one at a time) on an image of a body (draw a stick figure if you're desperate). The body parts the dice come to rest on are TARGETS . Use any or all.
Use the numbers/pips showing on the dice in the following table:

Eddie “intrepideddie”

delivering a

then

37
Room descriptions quite often include innocuous objects littered about.
Bottles/flasks are amongst the common items lying about.

Eddie “intrepideddie”

38
F H “FNH1” Mixu “Mixula” Lauronen What has it got in its pocketses?
1) String 1) 1d30 pennies
2) Tinder 2) a hole
3) Needle 3) beef jerky
4) Coin 4) bit of charcoal
5) Stub of candle 5) bit of cheese
6) Lucky pebble 6) bouncing ball
7) candle
8) dice
9) flask of vodka
10) flask of water
11) flint and tinder
12) game pieces
13) handkerchief
14) letter from lover
15) letter from mom
16) lipstick
17) loaf of bread
18) magnifying glass
19) map of nearby area
20) map of unknown place
21) mask
22) nothing
23) pin cushion
24) pocket knife
25) pocket watch
26) signet ring
27) string
28) undies
29) unfinished letter, addressed to lover
30) unfinished letter, addressed to mom 39
C “CPiz” P

40
Alcohol or Recreational Drug Effects

3 Increased appetite
4 Teeth grinding
5 Hallucination (good or normal)
Roll Σ 3d12 for each effect you want a drink/drug to have, up to three effects.

6 Bad Trip
7 Insomnia
8 depressed state
9 stimulated state
10 fatigue
11 lack of concentration
12 hyper-concentration
13 cold sweat
14 "beer muscles"
15 vomiting
16 talking to horrible people to whom one usually
17 nose bleed
18 acne/sores
19 episodes of rage
20 overheating
21 swollen tongue
22 euphoria
23 feelings of kinship with others
24 aphrodisiac
25 seizure
26 dilated pupils
27 temporary (d8 hours) blindness
28 paranoia
29 panic attack
30 relaxation
31 flashbacks for the rest of one's life
32 dizziness
33 itchiness
34 see dead people
35 deluded into thinking one is royalty
36 diarrhea
Encounters on the remote space station

Roll three times for somewhat remote stations, twice for rather remote ones, and once for very remote stations.

1: 2d4 refugees from the Tyzon system, with all their worldly belongings
2: disaffected second-in-command, hoping for a transfer to the recreational outpost on Ciph V
3: Krea’ix bounty hunter, down to his last lead on his current target
4: Altoonan jazz band, looking for a lift to a gig at a wedding in the Mu Sector
5: affable merchant with a valuable cargo of illegal qornberries, looking to make a quick sale
6: 2d4+2 doomsday cultists, waiting unquietly for the end times
7: 1d4+1 imperial marines, on shore leave and looking for trouble
8: noted archaelogist, returning from a decade-long trip to the Eris system, laden with valuable artifacts
9: health and safety inspector from the central bureaucracy, preparing a very unflattering report
10: 1d4+2 astrophysics students from the Central University of Gond Prime, on an exchange course that is
not going as advertised
11: Pellurian slaver, preparing for a trip to the Drabu system and looking for extra hands
12: 2d4 members of a Nekoball team, returning victorious from a tournament on Zeta IX
13: self-proclaimed star-emperor of the Shev Cluster, with 2d4+1 retainers, dissatisfied with his reception
14: former champion gladiator from the battle pits on Lutol II, trying unsuccessfully not to be noticed
15: agent of a large interstellar conglomerate, scoping out new territory for mining operations
16: 1d4+3 Yitan players, running a nominally illegal game with the tacit support of the station administrator

41
Robb “robbbbbb” Minneman

Roll 1d2

1: Yes

2: No

patent pending

Automated binary decision-making guidance system. 42


43
44
Jeff “jscroggs” Scroggs

Decision generator
d8
1: Yes
2: Wait 1 hour, drink 1d6 alcoholic beverages, and ask again
3: Dice on edge, please reroll
4: Horoscope contains the answer to your question
5: No
6: Dial the 1d8-th person on your recent texts/phone calls for the answer
7: Only if you do not fear the prospect of being tarred and feathered
8: The odds are in ever in your favor

45
46

The other other Steve “shawnssica”


|------|-------------|-----------|------------|
| Roll | Masculine | Feminine | Family | Random Name Generator
|------|-------------|-----------|------------|
| 1 | Michael | Clarissa | Moore | Roll for each name for the person
|
|
2 | Charles
3 | Douglas
| Anne
| Louise
| Jones
| Smith
|
|
Amy “janiera” O’Neal
| 4 | Thomas | Mary | O'Brien |
| 5 | Mark | Suzanne | Mallory | |------|-------------|-----------|------------|
| 6 | Stephen | Helen | Cassidy | | Roll | Masculine | Feminine | Family |
| 7 | Joseph | Elizabeth | Taylor | |------|-------------|-----------|------------|
| 8 | James | Abigail | Nixon | | 39 | George | Deborah | Turner |
| 9 | Ian | Corinne | Carter | | 40 | Adam | Octavia | Dunn |
| 10 | Alexander | Daphne | Bennett | | 41 | Robert | Daisy | Olson |
| 11 | Nathan | Cassandra | Mason | | 42 | Victor | Kelly | Kidd |
| 12 | Eugene | Tabitha | Young | | 43 | Oliver | Anastasia | Lewis |
| 13 | William | Bridget | Hernandez | | 44 | Albert | Valerie | Williamson |
| 14 | Edward | Fiona | Schmidt | | 45 | Sebastian | Sophia | Hughes |
| 15 | Leroy | Gwendolyn | Edwards | | 46 | Henry | Rose | Miller |
| 16 | Allen | Isabelle | Jameson | | 47 | Clyde | Josephine | O'Neil |
| 17 | Simon | Judith | Tucker | | 48 | Daniel | Angela | King |
| 18 | Richard | Katherine | Crews | | 49 | Quentin | Jessica | Franklin |
| 19 | Kenneth | Natasha | Fernandez | | 50 | Tobias | Miriam | Pierce |
| 20 | Paul | Patricia | McClendon | | 51 | Andrew | Gail | George |
| 21 | Lucas | Regina | Walker | | 52 | Oscar | Bianca | Shelton |
| 22 | Johnathon | Veronica | Cross | | 53 | Samuel | Olivia | Howard |
| 23 | Christopher | Winona | Stoner | | 54 | Ethan | Caitlin | Jackson |
| 24 | Walter | Heather | Pruitt | | 55 | Malcolm | Julia | Wood |
| 25 | Kevin | Stephanie | Vaughan | | 56 | Julian | Fay | Connors |
| 26 | Timothy | Caroline | Cox | | 57 | Vincent | Pamela | Campbell |
| 27 | Brian | Natalie | Williams | | 58 | Rudolph | Jeanine | Gutierrez |
| 28 | Gregory | Victoria | Brooks | | 59 | Brett | Agnes | Stapleton |
| 29 | Wesley | Amy | MacLeod | | 60 | David | Barbara | Malloy |
| 30 | Desmond | Lucy | Gates | | 61 | Otto | Virginia | Parker |
| 31 | Harold | Emily | Charles | | 62 | Earl | Theresa | Sheffield |
| 32 | Franklin | Marcia | Stafford | | 63 | Roger | Bonnie | Ashford |
| 33 | Frederick | Marjorie | Wallace | | 64 | Donald | Camille | Booth |
| 34 | Lawrence | Dolores | Martin | | 65 | Wendell | Sarah | Anderson |
| 35 | Matthew | Gloria | Jefferson | | 66 | Harvey | Danielle | Pope |
| 36 | Nicholas | Leslie | Adams | | 67 | Kyle | Jennifer | Dickinson |
| 37 | Peter | Wanda | Washington | |------|-------------|-----------|------------|
| 38 | Rex | Vivian | Larson |
|------|-------------|-----------|------------| 47
|------|-------------|-----------|------------|
| Roll | Masculine | Feminine | Family |
|------|-------------|-----------|------------|
| 68 | Theodore | Ophelia | Givens |
| 69 | Howard | Rebecca | Worrell |
| 70 | Adrian | Erin | Elliott |
| 71 | Raphael | Bertha | Cavanaugh |
| 72 | Xavier | Joyce | Warren |
| 73 | Calvin | Wendy | Wright |
| 74 | Leonard | Grace | Brown |
| 75 | Gary | Nadine | O'Connor |
| 76 | Max | Hannah | Gaines |
| 77 | Isaac | Madeline | England |
| 78 | Ezekiel | Karen | Bridges |
| 79 | Ernest | Whitney | Hart |
| 80 | Todd | Nicole | Cramer |
| 81 | Gerald | Florence | White |
| 82 | Sean | Laura | Small |
| 83 | Hector | Elise | Hunter |
| 84 | Raymond | Cecelia | Landon |
| 85 | Kirk | Paula | Mitchell |
| 86 | Norman | Melissa | Cline |
| 87 | Phillip | Andrea | Potter |
| 88 | Eric | Michelle | Baum |
| 89 | Anthony | Joanne | Michaels |
| 90 | Jerry | Erica | Little |
| 91 | Gordon | Christine | Baker |
| 92 | Aaron | Tammy | Gardiner |
| 93 | Gilbert | Tanya | Barrett |
| 94 | Curtis | Gabrielle | Johnson |
| 95 | Boris | Paige | Greene |
| 96 | Lowell | Yolanda | Davis |
| 97 | Martin | Adrienne | Wilson |
| 98 | Clarence | Delilah | Cook |
| 99 | Tristan | Sonya | Harris |
| 100 | Jeffrey | Yvonne | Clark |
|------|-------------|-----------|------------|

48
Arab Lorem Ipsum Generator
Roll 1d10 as many times as necessary to generate appropriate Lorem Ipsum.

1 Baka
2 Laka
3 Mohammed
4 Jihad
5 Allah
6 Sherpa
7 Derka
8 Derka
9 Derka
10 Derka

49
Roll d10. If you're into that kind of thing...

1 = Maybe something with flowers? ...


2 = "Peace" has a nice ring to it...
3 = "Sunshine" is very warming...
4 = I feel like a "mellow"...
5 = "Joy" is nice...
6 = Oh I've got it... "Moon"! ... maybe
7 = "Waterfall" has a nice ring to it...
8 = Everyone loves "Free"...
9 = Names are so authoritarian! Just be yourself...
10 = Roll again twice because you're worth it!

50
51
stereotypical “sitchiation” generator
52
Random pet encounter:
Steffan “sos1” O’Sullivan
First, read 1d2 across.

Then read 1d6 down:

1. Dog 2. Cat
----------------------- ------------------------------------------
1. Needy Affectionate
2. Friendly Aloof
3. Aloof Resting with its eyes closed
4. Suspicious Meditating with its eyes closed
5. Threatening Napping
6. Viciously hostile Sleeping

On a 1,6 roll (Viciously hostile dog), roll again: if you get another 6: Rabid!

53
Screwed binary decision-making guidance system.

Lars Wagner “l-hansen” Hansen


54
There's a/an... ║ ...in/on/of the...
1d12 1d12 ║ 1d12 1d12
─────────────────────────────────────────────────────────────
1 anomalous degradation ║ shield matrix
2 quantum fluctuation ║ tachyon array
3 polarity reversal ║ warp core
4 focused collapse ║ sensor projector
5 transient corruption ║ weapons system
6 granular disruption ║ computer module
7 logarithmic gravitation ║ electrical gradient
8 temporal capacitance ║ photon aperture
9 isophasic fragmentation ║ subspace conduit
10 progressive resonance ║ dimensional circuitry
11 spacial dissonance ║ singularity coil
12 neutronic intersection ║ pulse wave sequencer

55
Quaid “Quaid Slauson” Slauson

d12

56
Game Set-up Mix-up
(Getting help with character creation)

Roll 1d10.
That many times, roll 2d10. Ignore repeat Decisions.
(Repeat decision makers are okay. Substitute or re-roll decision makers depending on availability.)

Let your... | Make the Decision of your character...


|
1 GM | Name
2 player on left | Gender
3 player on right | Age
4 spouse/roommate | Race
5 daughter/son | Class
6 niece/nephew | Key abilities
7 neighbor | Point breakdown
8 mom | Goals
9 pet | Appearance
10 tea leaves | Flaws

57
You need to... ║ ...in/on/of the...
1d12 ...the... 1d12 ║1d12 1d12
1 reverse polarity ║ neutronic flow
2 ionize harmonics ║ tachyon matrix
3 bypass magnetic field ║ multiphasic array
4 disrupt telemetrics ║ gravimetric core
5 collapse subroutine ║ flux capacitor
6 re-calibrate oscillation ║ quantum sequencer
7 de-couple kinetics ║ spacial emitter
8 re-initialize thorium ║ temporal oscillator
9 recombinate infusion ║ photonic transponder
10 phase-shift amplitude ║ gamma discriminator
11 dissociate frequency ║ impulse amplifier
12 attenuate induction ║ inversion module

58
GAMMA TRINKETS, roll d100 to see what oddities your newly created human or mutant has on
hand in the irradiated wastes of the far future!

01–02 a lamp made from a hunter-killer's electronic eye


03–04 a preserved hoop's foot on a shiny chain
05–06 a drinking cup fashioned from a very large horn
07–08 the severed hand of an android with middle finger raised
09–10 a copy of the Voynich Manuscript
11–12 a postcard from the Moon saying "Wish You Were Here!"
13–14 a photograph of Greys in front of Mount Rushmore waving
15–16 a can holding 3 small blue rubber balls
17–18 a pair of fuzzy dice connected by a string
19–20 a collapsible fishing rod with no line
21–22 a large sheet of shiny cloth that never wrinkles
23–24 a spray nozzle for a garden hose
25–26 a shiny purple cube that emits a pleasant soft hum
27–28 an eggbeater that glows when operated
29–30 a serving spoon made of mysterious, unbreakable metal
31–32 a crystal vase that slowly reforms if damaged
33–34 matching salt and pepper shakers that never run out
35–36 a t shirt with an image of an angry badger on it
37–38 a pair of corduroy pants for a three legged person
39–40 a pink and white striped silk parasol
41–42 a book of baking recipes
43–44 200 glass marbles in a furry, green drawstring bag
45–46 a Magic Eight Ball in an unrecognizable language
47–48 a set of polyhedral dice
59
49–50 a kaleidoscope
51–52 a bag of 100 red and black checkers
53–54 a bag of wooden tiles marked with letters
55–56 a little lizard doll in a red frilly dress
57–58 a small plastic and wooden trophy inscribed "Best Dad!"
59–60 a packet of seeds marked with a picture of red flowers
61–62 a ring of 10 various metal keys
63–64 a blue metallic bottle opener shaped like a shark
65–66 a small statue of a green human holding up a torch
67–68 a stack of pamphlets warning of the End Times
69–70 a tire puncture repair kit
71–72 a pint of lubricating grease in a plastic tub
73–74 a small crank operated metal music box
75–76 three matching gloves with six fingers each
77–78 a heavy small black sphere that smells bad
79–80 an amber nugget with a weird bug perfectly preserved inside
81–82 a book that teaches a language no one speaks
83–84 a home improvement magazine
85–86 an operator's manual for a Mr. Atomic Home Reactor
87–88 a wind chime mobile made of optical discs
89–90 an envelope of several family photos
91–92 a heavy metal placard inscribed "In Memory of Mother"
93–94 a wrist watch for a 13 hour day
95–96 a stash of 20 foul smelling cigars
97–98 a plastic container holding a pound of refined sugar
99–00 a manila folder marked "For Your Eyes Only" holding 100 blank sheets
60
My random age today:

Roll D8
1: 50
2: 50
3: 50
4: 50
5: 50
6: 50
7: 50
8: 50

Alternate values allowed… 61


2d6

1-3 | 4-6

Quaid “Quaid Slauson” Slauson 62


Obligatory appearance of Comic Sans – required in all RPGGeek publications – refer to the unwritten law
63
1 laughter 26 whining 51 ripping 76 sizzling
2 snickering 27 chastising 52 slamming 77 tinkling
3 cackling 28 arguing 53 chewing 78 crashing
4 talking 29 yelling 54 chomping 79 clattering
5 cheering 30 taunting 55 slurping 80 breaking
6 exaltation 31 cursing 56 licking 81 dripping
7 oration 32 alarm 57 roaring 82 flowing
8 clapping 33 distress 58 howling 83 bubbling
9 incantation 34 moaning 59 growling 84 popping
10 chanting 35 groaning 60 barking 85 splashing
11 coughing 36 gasping 61 squeaking 86 crackling
12 sneezing 37 screaming 62 squealing 87 footsteps (hobbling)
13 wheezing 38 wailing 63 screeching 88 footsteps (walking)
14 hiccupping 39 gagging 64 buzzing 89 footsteps (running)
15 sputtering 40 retching 65 scraping 90 footsteps (marching)
16 muttering 41 whimpering 66 scratching 91 battle
17 mumbling 42 calling 67 banging 92 melee
18 snoring 43 singing 68 knocking 93 struggle
19 whistling 44 music creaking 94 shooting
20 humming 45 strumming 70 clicking 95 whizzing
21 whispering 46 bells 71 ticking 96 rumbling
22 sighing 47 horns 72 clanking 97 booming
23 kissing 48 drums 73 clanging 98 thundering
24 cooing 49 thumping 74 rattling 99 blowing Quaid “Quaid Slauson” Slauson
25 crying 50 hammering 75 whirring 100 silence
64
Military-grade implants, for use in a Cyberpunk/SF themed system.
Use this to give an edge to any high-end military or mercenary foe in your game.
Roll 2d6 one (or more) time to create your combination!

1: Artemis Targeting Suite : This set couples state-of-the-art sensors with real-time satellite
tracking to achieve optimum accuracy. Gives the wearer a massive increase in ranged
combat accuracy.
2: VODOU override : Extensive surgery is required to implement this AI module, directly wired
to the wearer’s spinal cord. If the subject is incapacitated by hostile action (unconscious
or even killed), the VODOU AI will pilot its body to continue the fight until the module
is destroyed.
3: Puppet Master : These hardwired military ICs contain almost every existing exploit, malicious
payload and dirty trick to control wireless systems. The wearer gains a massive increase
to hacking skills when trying to disrupt or control wireless systems.
4: Seeker Sensor : This embedded sensor solution replace an eye and allows the wearer to
gather a real-time feed in several bands : Visible, IR, Radio, Sound… it is mainly used by
recon units and assassins to quickly get a rundown of the location they’re targeting and
spot potential hostiles.
5: Aura Illuminator : A favorite of squad leaders, this portable device can highlight
is in visual range. Illuminated targets cannot go into stealth mode and each attack against
them gains a substantial hit bonus.
6: Active Electronics Protection System : A bleeding-edge protection implant that monitor and
protects all your implants. Heavily mitigates EMP damage, hacking attempts and
sensor overload. 65
1: Chameleon Skin : Preferred by black ops, mercenaries and other ZLAs (Zero-Liability
Assets), this cloaking device allows near-invisibility.

2: Rapture Device : Another staple of ZLAs, this device is implemented


and contains a high-explosive mixture that is set off should the wearer die, engulfing
its surroundings in a massive explosion.

3: Aegis Plating : This plasteel-derived composite results of years of military research and
offers maximal protection against weapons, EMPs and explosions.

4: Phantom Case : Very appreciated of assassins, this synthetic case hides its contents to
most security checking procedures and is large enough to contain a small weapon or
pieces to a medium weapon (which must be mounted).

5: Panacea Unit : This artificial “organ” houses countless nanobots that repair tissue and
counter harmful chemicals. The wearer gains a HP regen each combat round, accelerated

6: Atomic Cocktail : Another artificial organ directly tied to the bloodstream, it can inject
top-grade combat drug cocktails. Contains 3 charges, roll 3d6 to determine:
1-2: Berzerker Blood Spike: Massive increase in strength, charges relentlessly on
the enemy without feeling pain.
3-4: Mentat’s Spice: Brain activity is boosted to unseen levels, resulting in a massive
increase in agility and intelligence.
5-6: Lazarus Device: Advanced nanobots and chemicals cocktails that heals
grievous wounds and removes shock.
66
1: Spatial Agility Actuators : These boosters, based on nanosatellite thrusters, increase
the wearer’s movement speed and jump distance and also allow for a free charge action.

2: Durga Limbs : 1d6/2 supernumerary synthetic arms that are directly connected to the
neural interface. These are optimized for combat and can wield weapons, with reactive
actuators maximizing power and minimizing recoil.

3: Nanocrawlers : One or more limbs of this person have been replaced by special prostheses
coated with pressure-reactive nanomaterial that imitates a gecko’s setae. With these
nanocrawlers, one can easily climb a vertical surface or hang from a slope or ceiling,
with the exception of few materials.

4: Phantom Shock Mono Blades : These composite resin retractable mono blades are
undetectable to most security checks. The blade housing in the arm charges the
blades, which results in the first attack inflicting additional EMP damage.

5: Deployable Heavy Weapon : One of the arms has been replaced by a heavy weapon that
can be deployed for no action cost. Being directly linked to neural interface, a small
bonus to accuracy is provided. Roll 1d6 to determine weapon.
1: Heavy machine gun
2: Flamethrower
3: Grenade launcher
4: Anti-material cannon
5: Laser drill
6: EMP hammer

6: Plasteel Shield : One of the arms has reconfigurable plasteel


protect the user against small weapons (provides armor
67
What random grit did I find under my toe nail?

It's green. It looks a bit like slime. You've been surreptitiously growing a green slime under there.
Lucky you. A saving throw might be appropriate.

Is hair supposed to grow under your toenails? Seems kind of weird but it is so very soft and silky to touch.

That isn't grit, it is a splinter. A long splinter. It looks like ebony.


No wonder that toe has been sore.
68
What you got for your birthday from an eccentric great-uncle you’ve never met.

1. A small carved stone bear talisman with what appears to be a tiny mummified
hand in its mouth.
2. A teak salt cellar with unknown mineral crystals in it. They defy spectroscopic
analysis.
3. A photograph of the glaciers covering Boston 20,000 years ago.
4. A leather cast of the death mask of King Henry VII of England. The mouth
moves, but only when seen glancingly from the corner of an eye.
5. A disturbingly realistic gargoyle statuette.
6. An Ace bandage with hieroglyphics that translate to, "From King Tut's knee
injury."
7. What appears to be a tractor piston, but made of stone. It's old.
8. A desiccated lock of the medusa's hair.
9. A very old knuckle-bone d6, said to be used by Julius Caesar when crossing
the Rubicon.
0. A snow globe with a very lifelike replica of your great-uncle in it.

Steffan “sos1” O’Sullivan 69


Show me your tattoo
All entries are from the song Lydia the Tattooed Lady, of course.

3. The Battle of Waterloo


4. The Wreck of the Hesperus with the red, white, and blue waving above
5. Kankakee
6. Paris
7. Washington crossing The Delaware
8. Andrew Jackson
9. A view of Niagara
10. Alcatraz
11. Buffalo Bill with his lasso
12. Captain Spaulding exploring the Amazon
13. Godiva, but with her pajamas on
14. Grover Whalen unveiling The Trilon
15. Treasure Island
16. Nijinsky a-doin' the rhumba
17. Lydia's social security number
18. Ships on her hips

Steffan “sos1” O’Sullivan


70
Items Found in a Torture Chamber
Roll 1d20 to determine what is found.
Not for the faint of heart.

01) A rusty bonesaw next to a collection of


ancient butcher's knives
02) Blood-soaked bandages
03) A barb-wire whip
04) A syringe filled with acid
05) Handcuffs which have been welded shut
06) A chain with a meathook attached, hanging
from the ceiling
07) A pile of severed fingertips from at least five different people
08) Live wires connected to a control box which crackle and snap
09) A closed box, locked with a new lock, which leaks fluid
10) A scalpel next to a bottle of alcohol
11) A syringe filled with bleach
12) A spoon
13) A set of pliers in a pool of drying blood
14) The flayed flesh of a person, stretched out on a tanning rack
15) Clumps of hair, torn from flesh
16) A jar of formaldehyde with a single eyeball floating in it
17) A simple wooden chair with a hole in the seat and leather straps on the arms
18) A soggy mattress
19) Rough frayed ropes
20) A pit of dying coals, with a hot poker in it Caroline “adularia25” Berg 71
What primary cargo is that ship carrying?
1: an uncounted quantity of patent medicine, in small sachets
2: approximately 64,495 lbs. of shark fins
3: 50,000 cardboard boxes, more or less, each containing one pair of clacker balls
4: one Lucite ball containing lunar material
5: 2507 live parakeets in individual cages
6: a large number of barrels, alleged to contain apple cider vinegar
7: one illegally imported dinosaur skeleton
8: passengers, mostly immigrants on their way to a better life
9: uncut diamonds being shipped from the world’s largest mine
10: art and other rare objects looted by imperial forces during the recent war
11: a live manticore, captured by a notorious showman and circus owner
12: absolutely nothing
13: fireworks intended for the queen’s jubilee celebrations next month
14: enough salted, cured meat to feed an army
15: children’s toys from an elvish workshop in the northern territories
16: hazardous waste, improperly stored.
72
+4
+3
+2 G
+1
0
-1
-2
-3 news papers
-4 73
FUDGE DICE Weather Table
Roll 4dF three times, once from each column, to get the local weather.

1: 2: 3:
(-4) Weak Heatwave with frost later
(-3) Annoying Fog with an unexpected downpour
(-2) Brutal Storms with heavy rain later
(-1) Strong Rain which clears up quickly
( 0) Sudden Sunlight which quickly turns dangerous
( 1) Fierce Gusts with partial clouds
( 2) Ominous Breeze with rumblings of thunder in the distance
( 3) Light Hail with playful winds
( 4) Gentle Snow with tornadoes to follow

Caroline “adularia25” Berg 74


Roll 2dF, one after the other for the row. Then roll 2dF, one after the other, for the column.

The resulting number is to be consulted in the Tao Te Ching, using the translation of your
choice (my own preference is the Le Guinn, but here's an online link to the Mitchell).

+ + +0 + – 0+ 0 0 0– –+ –0 ––
++ 1 2 3 4 5 6 7 8 9
+0 10 11 12 13 14 15 16 17 18
+– 19 20 21 22 23 24 25 26 27
0+ 28 29 30 31 32 33 34 35 36
00 37 38 39 40 41 42 43 44 45
0– 46 47 48 49 50 51 52 53 54
–+ 55 56 57 58 59 60 61 62 63
–0 64 65 66 67 68 69 70 71 72
–– 73 74 75 76 77 78 79 80 81

75
Type of Music Playing in a Taxi

76
Meat served at an exotic feast

9) Alligator
10) Goat
11) Bison
12) Lobster

Amy “janiera” O’Neal


77
replace one of the selections with “Human.”
1) Fresh Baked Bread 11) Apples
2) Earwax 12) Gasoline
3) Blueberries 13) Bacon
4) Vomit 14) Pine Sap
5) Pizza 15) Shrimp
6) Ink 16) Bleach
7) Chocolate 17) Bananas
8) Grass 18) Dirt
9) Sassafras Root 19) Hot Peppers
10) Crayons 20) Feces

78
Conversations Overheard at a Café
Roll once for a small or nearly-empty cafe, twice for larger or busier ones, and three times for a place that's really hopping. Re-roll any duplicates.

1: two hitmen philosophically discussing their latest assignment


2: a group of graduate students from the local university, angrily discussing philosophy
3: local eccentric, discoursing on Orgone to no-one in particular
4: café proprietor re-negotiating his rent payment with disreputable landlord
5: three middle-aged women, gossiping about the strange behavior of the under-sheriff
6: two business-men on their lunch break, disputing good-naturedly about sports
7: a coffee-bean salesman, determinedly trying to persuade the proprietor to carry his products
8: several employees of a delivery company, discussing recent good news
9: four friends negotiating the terms of a bet
10: a married couple discussing a problem with their least-favorite child
11: members of a tour group comparing this town unfavorably to their last stop
12: a local politician canvassing for votes
13: a gaggle of retirees complaining about recent weather
14: a barista politely rejecting the advances of an over-confident customer
15: young lovers experiencing their first serious disagreement
16: ¾ of a hair metal band, recuperating before their next show and wondering where their
drummer has got to

Oliver “oberon166” Scholes


79
1: A picture of yourself with other people you don’t recognize, in a place you don't remember.
2: A list of customers/contacts/suppliers.
3: A memo from Jenny, from accounting, reminding that all extra budget from the account 1990 – 1337 has to be
spent by the end of the week. Ripe for the taking?
4: A handwritten recipe for an eastern delicacy. Sounds yummy!
5: An old document that seems to be the charter of establishment of a company.
6: A map, with an indicated location.
7: A "missing pet" flyer. It is for an old big black cat, wearing a yellow pouch. May answer to the name of "Felix".
8: Some slides from a project progress meeting. Interesting!
9: A résumé for an external hire. A potential ally?
10 : A transcript from a listening device fixed to an employee's phone, with parts circled in red. Something incriminating?
11 : A letter in a foreign language, with official stamps on it.
12 : A plan of the floor with firefighting appliances and exits highlighted.
13 : Another memo from Jenny, from accounting, saying that the employee's parking code was changed.
14 : A detailed employee roster, with picture, department and job.
15 : A child's drawing, picturing some kind of big building, an arrow with "Mom" and a heart.
16 : A blank page.
17 : Several cuts from local newspapers, pertaining to the same topic. Something pertaining to the PCs?
18 : Someone's head was cut and pasted on Jabba the Hutt's body.
19 : An ID or employee badge. How lucky!
20 : Something you cannot wrap your mind around. Is it a plan for a futuristic building? A schematic for a
device? No matter how you rotate it, it still puzzles you.

80
1) Inappropriate items found in an old box at the office
2) Random small items hidden in the boss’s desk
3) Odors around the office
4) Apparent cause of death for a recently deceased co-worker
5) Random things stepped in by mistake, in and around work
6) What various co-workers would look like nude
7) Sounds heard in the office after a co-worker thought everyone else had gone home
8) Vending machine selections
9) Origin of the meat served at the last company party
10) Musical styles that annoy co-workers
11) Fetishes
12) Documents found in the copy machine
13) Random workplace textures that feel sensual
14) Which nasty old supervisors keep hitting on you
15) How, where, and why you got that scar or tattoo
16) The weapon you hide in your desk – in case of zombies
17) Conversations overheard in the break room
18) Embarrassing events witnessed in the restroom
19) Freaky items found in the parking lot
20) Inappropriate comments made during the recent sexual harassment training 81
d12
1. A small stapler. It has three staples in it. It looks well used.
2. A disposable red ball point pen, long since dried up.
3. Colour photographs of some inappropriate behaviour at what looks like a Christmas party. On the back is the
name Phillip followed by the number 23.
4. Reams of paper with numbers and figures with names: 126 small grobkins; 62 green pipe-chucks;
1,068 long humdit plusses. You've no idea what any of this means.
5. The box is empty apart from the thick layer of dust on the inside. The outside is pristine and clean.
6. It looks like a long term decomposition experiment. You cannot discern what the food originally was – clearly not a
cheeseburger. Even the mould has long since departed this one.
7. Three packets of two minute noodles, all opened and empty apart from some grit way down the bottom. One empty
packet of something labelled in a language you cannot understand and one still sealed packet that is labelled
in a different language you also cannot understand.
8. There are all manner of wires with odd plugs on their ends (and an odd number of ends of course). There is a 1%
chance you'll find an appropriate series of connectors for your immediate task.
9. A sealed bottle, perhaps containing some kind of soft drink. The label flaked off decades back and the expiry date is
unintelligible.
10. A week at a glance calendar for 1976. It is completely devoid of writing. The 15th of February is marked as a full moon.
11. Some stale, dry and mostly decomposed roses.
12. A note of eternal devotion written with flowery handwriting and faintly smelling of perfume. You have no idea who
Samantha and Boris are.

Paul “paulidale” Dale


82
Apparent Cause of Death for a Discovered Corpse

Steve “The Convenient Skill” Lincoln


2: Stabbed - 1-4: single, 5-6: 1d6+1 time (6 explodes)
3: Strangled
4: Blunt trauma - 1-2: single, 3-6: 1d6+1 times (6 explodes)
5: Suffocation
6: Exotic death table

4: Charred remains
5: Puddle of goo
6: Exploded

83
Steve “The Convenient Skill” Lincoln

Fudge Random Hit Location

84
This is the tile-set that
you would print to full
size – print 4 or 5
copies. Cut the squares
out. Then lay them
down as you roll 2D6 to
create your dungeon.
Rotate the squares as
you see fit.

85
This image is the GM
square-guide ,so s/he
can work out which tile
is placed on a given
2d6 die-roll.

86
1. Drowning their sorrows after discovering their mate was unfaithful.
2. Spending the coin they beggared the same way they do every day.
3. Collecting information for the local thieves guild.
4. Looking for love, or a close approximation.
5. Looking for drunks to pickpocket.
6. Is a traveling minstrel/musician from out of town, looking
7. Is a hired gun/sellsword looking for employment.
8. Is a regular here, his name is Norm.
9. Hiding from the local authorities.
10. A hustler looking for opponents in a game of "chance".
11. Haunted by nightmares, they came here to make it all go away.
12. Is looking for hired guns/sellswords to help raid a nearby location.

16. A long lost/unknown relative of one of the PCs.


17. The "black sheep" of a local well-to-do family.
18. Is actually an illusion/ghost that only the PCs can see.
19. A doomsday/conspiracy theorist drinking away the "end days".
20. Is carrying a cursed object that they wish to "trade".

Roll 1d20 to determine what motivates that random NPC at the tavern, that the PCs have decided to engage.
87
Random Pathfinder Reactions to an encounter (or, "What should my PC do?").
Re-roll if your PC can't actually perform that action, e.g. cast a spell.

1: Diplomance your way out.


2: Bluff your way through
3: Run away!
4: Fireball... or some other flashy attack spell
5: Cast Charm Person... or some other appropriate enchantment spell
6: Make a Monster Knowledge check
7: Make a Performance check... and hope the NPC is
8: Stealth your way past.
9: Cast a defensive or buff spell

Terence “not2fear”

88
Random NPC Professions for Pathfinder

1: Apprentice 26: Barrister Terence “not2fear”


2: Merchant 27: Herbalist 27: Soldier
3: Scribe 28: Sailor 28: Trapper
4: Diplomat 29: Brewer 29: Smuggler
5: Miner 30: Fisherman 30: Criminal
6: Fisherman 31: Diver 31: Gangster
7: Farmer 32: Driver 32: Huntmaster
8: Bandit 33: Engineer 33: Man-at-arms
9: Hermit 34: Red Mantis Assassin 34: Furrier
10: Hunter 35: Butcher 35: Inn-keeper
11: Nomad 36: Tanner 36: Librarian
12: Investigator
37: Aspis Agent
13: Warrior
38: Herder
14: Mercenary
39: Stable Master
15: Architect
40: Trapper
16: Midwife
41: Cultist
17: Miller
42: Entertainer
18: Courtesan
43: Gardener
19: Priest
44: Woodcutter
20: Gambler
45: Adventurer
21: Porter
46: Razmiran Recruiter
22: Sailor
47: Aristocrat
23: Clerk
48: Squire
24: Cook
49: Waitress/Waiter
25: Baker
50: Venture Captain 89
Just another Steve “sdonohue”

Results when dialing a wrong number


(might also work for a number found on a bathroom wall)

1-10: Sorry, wrong number.


11: Hi, and welcome to the chat line. What's your name?
12: I told you never to call here again!
13: (Local City) Police how can I help you?
14: Phil? Is that you Phil? Your voice sounds different.
15: Hi, this is Candy/Jack, who is this?
16: Sorry, the number you have reached is beyond your clearance level.
17: Hey baby, what's your sign?
18: Computer (or Fax) tone.
19: Protovision, I have you now.
20: Thanks, I've been waiting for your call. 90
91

1: An astronaut
2: A policeman
3: A firefighter
4: A scientist
5: A teacher
6: A sport star
7: A stage magician
8: A real magician
9: A celebrated author
10: A doctor
11: A train driver
12: A squirrel
13: A couch potato
14: A gelatinous cube
15: A mermaid
16: A star of stage and screen
17: A kept man/women
18: Rich
19: Hugh Heffner
20: An RPG designer
I want to become…

21: A zoo keeper


22: A vagrant
23: A Michelin starred chef
24: A McDonald's employee
25: James Bond
double
26: James Bond's body double
27: A Jedi
28: A Christmas elf
29: An accountant
30: An internationally famous
6:
5:
4:
3:
2:
1:
A politician
A superhero
An undead...
A rabid...
A radioactive...
A were...
I've been bitten and I'm going to turn into...
1: Vampire
2: Zombie
3: Ghost
4: Chicken
5: Ghoul
6: Roll on were table

Steve “The Convenient Skill” Lincoln


92
Your
Choose Weapon
Doug “chadnorth” Hook

Σ 2d6 

MISSILE (2 – 6) HAND (7 – 11) OTHER (12)


01. Longbow axe The Birds
02. Assault rifle stiletto small tornado
03. shotgun claymore ton of bricks
1d10 

04. crossbow staff sinkhole


05. pistols nunchuks allergies
06. bazooka spear TNT
07. slingshot longsword slingshot
08. bullpup mace rat pack
09. flamethrower morningstar falling tre
10. machine gun dirk frying pan

93
Auntie’s long-secret random elf-name generator...
1 | DEARS
2 | MORSEL
3 | MILQUETOAST
4 | LAD
5 | GITS
6 | ELFLINGS
7 | DWARF-EATERS
8 | PET
9 | PIGS
10 | DWARF
11 | BLIGHTERS

94
atama ga masshiro ni naru

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