





Detailed Monster Reactions A: Morale



To use this system, monsters should have a Morale rating from 2 to 12, where a high number indicates a high willingness to fight as opposed to run.

The GM should roll 2 dice, and subtract the total from the Morale rating.

If the heroes approach the monsters aggressively, this might increase the monster's Hostility but decrease their Morale.

If the heroes approach peacefully, this might have the opposite effect.

For more detailed modifiers, see the link above.



Roll 2 dice, use the total.

Monsters' Morale minus

the total of 2 dice. -4 or less Overcome -1 to 1 Impressed 0 or 1 Wary 2 or 3 Confident 4 or more Bold





Detailed Monster Reactions B: Hostility



Similarly, monsters should have a Hostility rating from 2 to 12, where a high number indicates a high willingness to fight as opposed to bargain.

The GM should roll 2 dice, and subtract the total from the Hostility rating.

If the heroes approach the monsters aggressively, this might increase the monster's Hostility but decrease their Morale.

If the heroes approach peacefully, this might have the opposite effect.

For more detailed modifiers, see the link above.



Roll 2 dice, use the total.

Monsters' Hostility minus

the total of 2 dice. -5 or less Friendly -4 to -2 Peaceful -1 or 0 Neutral 1 to 3 Hostile 4 or more Mortal Foe





Detailed Monster Reactions C: Result



Attack: Monsters advance and attack the party Stand: Monsters hold ground, fight if attacked Retreat: Monsters make orderly withdrawal Flee: Monsters run away headlong Results in inverted commas only apply if the party and monsters can communicate: 'Offer Service': Monsters offer to help the party or fight with them a short while 'Offer Peace': Monsters offer a longer-term truce 'Offer Alliance': Monsters propose an alliance to achieve a mutual goal 'Ask for Service': Monsters demand the party assist them, will turn neutral if refused 'Ask for Peace': Monsters demand a truce and will impose other conditions 'Beg': Monsters grovel and will offer all they have to escape attack 'Bargain': Monsters parley, but will pay a high price to escape attack 'Parley': Monsters negotiate a mutually acceptable truce 'Intimidate': Monsters negotiate but will expect payment or other advantage 'Command': Monsters demand a payment, bribe, or other service in exchange for truce Results in square brackets only apply if the monsters are attacked, and can't escape: [Surrender]: Monsters throw down arms and beg for mercy [Berserk]: Monsters fight without mercy in a last-ditch stand [Fight]: Monsters fight, subject to morale checks Results in plus signs only apply if the party flees or retreats: +Stay+: Monsters do not chase +Pursue+: Monsters give chase +No Quarter+: Monsters will not accept party surrender, fighting to the death Lastly, the GM should cross-reference the two results above to get the monsters' behaviour. Results are as follows:



.

Morale result Hostility Result Overcome Impressed Wary Confident Bold Friendly Stand

'Offer Service' Stand

'Offer Service' Stand

'Offer Alliance' Stand

'Offer Alliance' Stand

'Ask for Service' Peaceful Retreat

['Offer Peace'] Stand

'Offer Peace' Stand

'Offer Peace' Stand

'Offer Peace' Stand

'Ask for Peace' Neutral Retreat

['Beg'] Stand

'Bargain' Stand

'Parley' Stand

'Intimidate' Stand

'Command' Hostile Flee

[Surrender] Retreat

[Fight] Attack

+Stay+ Attack

+Stay+ Attack

+Pursue+ Mortal Foe Flee

[Berserk] Retreat

[Fight] Attack

+Stay+ Attack

+Pursue+ Attack

+Pursue, No Quarter+





Why This Place Fell Into Ruin

source or inspiration: Central Casting: Dungeons



Roll 2 dice.

1st dice 2nd dice result 1 1-2 Inhabitants killed by a plague. 1 3-4 The inhabitants were cursed, through no fault of their own. 1 5-6 The inhabitants were cursed, due to their own wickedness. 2 1-2 Monsters killed everyone, and still inhabit the place. 2 3-4 Monsters killed everyone, and left the place in ruins. 2 5-6 The (roll again: 1-3 water 4-6 air) was poisoned. Roll again: on a 1-3 the poison is still present. 3 1-2 The inhabitants were involved in a war. When their army never returned, the place was abandoned. 3 3-4 The economy that the place depended on collapsed. 3 5-6 The surrounding environment degraded, due to the inhabitants' actions (for example, all the trees were cut down), so that the place was no longer viable. 4 1-2 The surrounding environment degraded, through no fault of the inhabitants (for example, an ice age or prolonged drought), so that the place was no longer viable. 4 3-4 The inhabitants lost their technology, and large cities no longer made sense. 4 5-6 The place was built for defence. When the threat was no longer present, there was no reason to maintain the place. 5 1-2 The place was destroyed in a disaster: Roll again: 1 fire 2 flood 3 volcanic eruption 4 earthquake 5 meteor strike 6 tornado or hurricane. 5 3-4 As above, but the disaster was caused by a magical experiment gone wrong. 5 5-6 The inhabitants seem to have disappeared in an instant. 6 1-2 The advanced inhabitants went to another planet. 6 3-4 The advanced inhabitants became creatures of pure energy. Roll again: on a 1-3 they still inhabit the place. 6 5-6 The place was never inhabited: it is a life-size model.





Unusual Characteristics of Villains

source or inspiration: Renegade Crowns (Warhammer Fantasy)



Roll 3 dice.

1st dice 2nd dice 3rd dice result 1-2 1-2 1-2 Commits virtuous acts in secret. 1-2 1-2 3-4 Took the blame for the crime of a relative and went into exile. 1-2 1-2 5-6 Is secretly related to a prominent family. 1-2 3-4 1-2 Worships demons. 1-2 3-4 3-4 Secretly responsible for a vile atrocity (even by the standards of ordinary villains). 1-2 3-4 5-6 Secretly working for a more powerful and respectable government. 1-2 5-6 1-2 Secretly dresses in the clothes of a child. 1-2 5-6 3-4 As above, and sings popular songs from the theatre. 1-2 5-6 5-6 Obsessed with breeding ever-smaller dogs. 3-4 1-2 1-2 Has a collection of stuffed toys made to look like their enemies. 3-4 1-2 3-4 Is a famous criminal under another name. 3-4 1-2 5-6 Flies into a rage if s/he sees red clothing. 3-4 3-4 1-2 Flies into a rage if s/he sees ivory buttons. 3-4 3-4 3-4 Flies into a rage whenever an odd number of plates are set at dinner. 3-4 3-4 5-6 Expects everyone to keep silent for least a minute after s/he speaks, in case s/he hasn't finished. 3-4 5-6 1-2 Has a catchphrase, which they use too often and inappropriately. 3-4 5-6 3-4 Compelled to wash hands with wine after touching another's flesh. 3-4 5-6 5-6 Has a special seat for their weapon, and will never sit comfortablely unless the weapon is also 'seated'. 5-6 1-2 1-2 Can only speak to people in alphabetical order. 5-6 1-2 3-4 Believes in an imaginary race of cockroach people who are conquering other lands. 5-6 1-2 5-6 Writes a letter 'home' to an imagined family every week. 5-6 3-4 1-2 Never lies to a lady. 5-6 3-4 3-4 Pays a token amount for everything they steal. 5-6 3-4 5-6 Afraid of watering cans. 5-6 5-6 1-2 Afraid of women in low-cut dresses. 5-6 5-6 3-4 Afraid of birds with blue feathers. 5-6 5-6 5-6 Obsessed with a particular kind of cake.





Campaign Ideas From Cartoons



Roll twice, re-rolling duplicate results. The first result gives the heroes of the campaign, the second gives the villains. Optionally roll again to get the setting.



Roll 2 dice.

1st dice 2nd dice result 1 1 The Smurfs. 1 2 Gargamel (the Smurfs). 1 3 GI Joe. 1 4 Cobra (GI Joe). 1 5 Scooby Doo. 1 6 Transformers. 2 1 The Flintstones. 2 2 The Jetsons. 2 3 He-Man / Masters of the Universe. 2 4 Skeletor (Masters of the Universe). 2 5 Josie and the Pussycats. 2 6 Thundercats. 3 1 Mumm-Ra (Thundercats). 3 2 Mutants (Thundercats). 3 3 Teenage Mutant Ninja Turtles. 3 4 Star Trek. 3 5 G-Force (Battle of the Planets / G-Force / Gatchaman). 3 6 Spectra/Galactor (Battle of the Planets / G-Force / Gatchaman). 4 1 Astro Boy. 4 2 Danger Mouse. 4 3 Baron Greenback (Danger Mouse). 4 4 Inspector Gadget. 4 5 Doctor Claw (Inspector Gadget). 4 6 Muppet Babies. 5 1 Care Bears. 5 2 Ghostbusters. 5 3 Babar. 5 4 The Archies. 5 5 Pokemon. 5 6 Kimba the White Lion. 6 1 Star Blazers. 6 2 Gamilons (Star Blazers). 6 3 The Comet Empire (Star Blazers). 6 4 Justice League (Super Friends). 6 5 Legion of Doom (Super Friends). 6 6 Robotech.





Paralysing Monsters



This table is used to decide the tactics of creatures who disable their opponents without killing them: for example by sending them to sleep, paralysis, throwing a net etc.



It can be used for unintelligent or intelligent creatures, including humans. The less intelligent a creature is, the more likely it will do the same thing each time. For intelligent creatures, the GM should subtract from the roll if the creatures are outnumbered or losing the battle, and add to it if they're more numerous or winning. Some results will be inappropriate for some types of creatures and should be re-rolled.



Roll 1 dice.

roll, modified if appropriate Less than 1 Flee for safety, hoping their opponents will tend to their disabled comrades instead of pursuing. 1 Flee in hopes of luring their opponents after them (possibly into a trap), then double back to seize their disabled opponents. 2 Kill the disabled opponents. 3 or 4 Whenever an opponent is paralyzed, pick them up and carry them off. 5 or 6 Ignore disabled opponents while there are other opponents left standing. more than 6 Unless directly engaged in combat, kill disabled opponents, and spend the rest of the combat eating them.





What's At the End of the Rainbow



Roll 2 dice.

1st dice 2nd dice result 1-2 1-2 A pleasant land, which the heroes heard of once in a lullaby. 1-2 3-4 The rainbow is a bridge, which leads to the Moon. 1-2 5-6 The rainbow is a bridge to Valhalla (the Viking heaven), guarded by the god Heimdall. He will not let the heroes pass unless they complete an appropriate quest. 3-4 1-2 As above, but 'Heimdall' is really the trickster-god Loki, and his quest will seem to be noble but will cause evil. 3-4 3-4 A pot of gold. 3-4 5-6 As above, but the pot is a trap, laid by a group of vicious leprechauns who wait in ambush (that's how they get their gold). 5-6 1-2 A huge rainbow cake. 5-6 3-4 A wizard, Roy G. Biv. 5-6 5-6 The rainbow is a gigantic serpent (not necessarily hostile).





Unusual Treasure Containers



Roll 2 dice.

1st dice 2nd dice result 1 1 Submersed in a barrel of brine. 1 2 In a dimensional pocket visibile from only one direction. 1 3 As parcels, each piece, including coins, individually wrapped in silk. 1 4 Sewn inside (roll again: 1-3 a limbless, headless, mummified torso 4-6 a bag made from the whole hide of a humanoid). 1 5 Suspended in the air from long bamboo poles, each individual piece on a seperate pole. 1 6 Completely encased by an insect hive. 2 1 In a tapered coffer carved from a giant tusk. 2 2 Completely encased in mineral deposits. 2 3 Completely encased in amber. 2 4 In a Japanese style puzzle box. 2 5 Enclosed in a bag woven from hair. 2 6 Inside the hollow brass figure of a common animal. 3 1 Inside a carved, giant nut. 3 2 Completely encased in tar. 3 3 Fashioned into a moving automaton. 3 4 Arranged on the floor as a treasure map. 3 5 Arranged on the floor encoding a rare spell. 3 6 In a coffer fashioned from platemail welded together by lightning. 4 1 Bricked up in a small shrine. 4 2 Sealed inside clay spheres. 4 3 Fashioned into windchimes. 4 4 Rolled up in a musty carpet. 4 5 Stacked precariously around a deep hole. 4 6 Roll again: 1-3 sealed in sheets of crimped lead 4-6 bound together in a clump with platinum wire. 5 1 Encased in a cube of wax. 5 2 Arrayed on the petrified statues of the original owners. 5 3 Sealed in a clear glass sphere. 5 4 In a cage constructed of bones. 5 5 Hidden in wooden dolls arranged in dioramas. 5 6 In a continuously writhing clump of worms. 6 1 Levitating. 6 2 Strapped to the backs of several monkeys trained to evade. 6 3 In a coffer carved from a giant oak burl. 6 4 In the chitinous husk of a giant insect. 6 5 Floating on crystal rafts in a pool of acid. 6 6 In an open fire (roll again if the treasure includes anything flammable).





Hazardous Dungeon Environments



For all results marked with an asterisk (*), it is impossible for the heroes to rest in the area.



Roll 2 dice.

1st dice 2nd dice result 1 1-2 * Cursed: The area saps away a person's resolve, making it harder to push on. Encounters with undead creatures are more likely. 1 3-4 * Eerie: There are no apparent problems with the area, but somehow the characters get no rest here. 1 5-6 Filthy: Staying in the area could cause disease. 2 1-2 Wind: Torches could be blown out (lanterns won't be). 2 3-4 * Strong Wind: As above, and travelling against the wind will be more tiring. 2 5-6 * Very Strong Wind: As above, and the heroes might be blown over, and equipment might be ripped from their hands. 3 1-2 * Flooded: Movement through the area will be slow. In addition, if the heroes then move to a cold areas, the effects of cold will be worse. 3 3-4 Cramped: The heroes might have to crawl, or be unable to proceed at all. The heroes are unlikely to encounter large creatures here. 3 5-6 Fog: Ambushes will be more likely, and the heroes are more likely to get separated and/or mistake their direction. 4 1-2 * Smoke: As above, and the heroes will be damaged by staying in the area. 4 3-4 * Magical Smoke: As above, but the heroes will suffer an effect other than damage from staying in the area. Roll on the 'Gas Clouds' table below, re-rolling a result of 'Poison'. 4 5-6 Magical Darkness: Light sources will be less effective, or not work at all. Roll again: on a 1-3, magical light is immune. 5 1-2 Magical Silence: Ambushes are more likely, and spells might not work. 5 3-4 Magical Vortex: Spells cast here are likely to (roll again: 1-3 not work 4-6 have the wrong effect). 5 5-6 Twist in Space: The heroes are likely to mistake their direction. 6 1-2 Popular: Monsters are more common here than usual. 6 3-4 Roll on the 'Climate' table below. Re-roll results of 'Mild'. 6 5-6 Roll twice on this table, ignoring and re-rolling this result.





Mount Reactions



This table is designed for when a mount is faced with combat, or a situation such as a snake, fire, monsters etc. The GM should apply modifiers based on the quality of the mount (for example mules and warhorses might get a minus, normal horses a plus). Results of less than 2 count as 2, and results of more than 12 count as 12.



Roll 2 dice, use the total.

2 Throws Rider The mount tries to buck the rider off, rider could get stomped and then horse flees.. 3 Bolts The horse breaks away/flees. 4 as above. 5 Stop The beast refuses to go further. It will take 1-6 minutes to get it to cooperate. It will bolt (see above) if the danger comes close. 6 Whinnies The mount snorts, paws at the ground, whips its tail etc. This will give away the rider's position. Roll again, applying a -2 penalty, if the noise or apparent danger increases, or if the mount isn't out of danger in one minute of game time. 7 Stumbles The mount will attempt to avoid the danger but will continue on the path. Roll again, applying a -2 penalty, if the noise or apparent danger increases. 8 as above. 9 Carries On. 10 as above. 11 as above. 12 as above.





Dragon's Breath

source or inspiration: Basic and 1st edition Advanced Dungeons & Dragons



For every result other than bolts of lightning, the GM might roll for the shape of the weapon: 1-2 straight line; only one target at a time 3-4 cone; one or more targets at a time 5-6 cloud; potentially every opponent can be hit.



Roll 1 dice.

1 Corrosive acid or venom. If the target is wearing armour, it will dissolve the armour before it does any damage to the target. It might also dissolve weapons, shields and other equipment. 2 Fire. Targets have a chance of being set on fire if hit, as well as the initial damage. Metal armour will reduce this chance considerably, but wooden weapons and shields are highly likely to burn. 3 Poison gas. Armour and shields are of no use against this attack. 4 Gas. Roll on the 'Gas Clouds' table in the 'Dungeons & Combat' section (although the breath might not come out in a cloud). Armour and shields are of no use against this attack. 5 A bolt of lightning. The bolt will more often hit a target wearing metal armour, even if the dragon intended to hit someone else. This will 'earth' the lightning, but may do damage to the wearer. If the bolt is aimed at someone who has a metal weapon or a shield, the bolt is likely to hit the weapon or shield. The target will be forced to drop a metal weapon hit in this way, and those who wear shields will find their arms numbed and temporarily useless. 6 Choose a random spell from your campaign. Choose only from those spells which harm the target.





Book Titles



Roll 3 dice.

1st dice 2nd dice 3rd dice result 1 1 1-2 Offerings to Set: A Diary. 1 1 3-4 Cocktail Recipes of the Crimson Court. 1 1 5-6 The Prayers of Arumfus. 1 2 1-2 Black Nights and Red Blood: A History of Lost Harnfell. 1 2 3-4 The Rise and Fall of the Dread Emperor. 1 2 5-6 Limericks for an Elven Fete. 1 3 1-2 Cistikin's Foul Grimoire. 1 3 3-4 The Last Titan. 1 3 5-6 The Teachings of the Great Nordoolus. 1 4 1-2 Bezum's Book of Marine Engineering. 1 4 3-4 One Bridge Too Many: Last Stand of the Excitran Cavalry. 1 4 5-6 The Poetry of Fars Fargrim. 1 5 1-2 A Dwarf In Shackles: Overcoming the Curse. 1 5 3-4 Troll Recipes for Fanciful Children. 1 5 5-6 Anatomy of the Centaur. 1 6 1-2 Tira and the Roper: A Tale of Forbidden Love. 1 6 3-4 Nineteen Filthy Leprechauns. 1 6 5-6 Maps and Floorplans of Porttown. 2 1 1-2 The Memoirs of Grewg the Pirate. 2 1 3-4 Bleak Happenings: A history of the Mindplague. 2 1 5-6 Drinks to liven your Existence. 2 2 1-2 Popular Dress and Hairstyles of the Second Age. 2 2 3-4 Aradombular: Three Plays. 2 2 5-6 Aradombular: A Treatise of the Meaning of Things. 2 3 1-2 Aradombular: The Philosophy of Gromus. 2 3 3-4 Aradombular: The Pagan Essays. 2 3 5-6 The Battle of Orichs and the Fall of Trayle. 2 4 1-2 The Twelve Sagas of Bronn the Hero. 2 4 3-4 Ornamental Dogs and their uses in Modern Cuisine. 2 4 5-6 My Five Humans: An Ogre's Tale. 2 5 1-2 Dragons: Myth or Fact?. 2 5 3-4 The Encyclopedia Geraximus: Volume Thirty Four Ch-Cz. 2 5 5-6 Balls. 2 6 1-2 Military Ensignia of the Knights Emergent. 2 6 3-4 Juiblex: The Lost Comedies. 2 6 5-6 Ode to the Hobgoblin Maiden. 3 1 1-2 Fifteen Holy Relics of Ylalla. 3 1 3-4 Pyromancy: An Urban Crisis. 3 1 5-6 Fuanatic Poisons and Their Cures. 3 2 1-2 Klybec's Passion. 3 2 3-4 Otyugh and I. 3 2 5-6 Letters to the Major: A Bordercaptain's Shame. 3 3 1-2 The Lost Shrine of Amberdown: Found?. 3 3 3-4 Hyrax: A Play in Seven Acts. 3 3 5-6 Tools of the Late Jurian Age. 3 4 1-2 Bridges: The Secrets of their lasting Construction and Maintenence. 3 4 3-4 An argument against Necromancy. 3 4 5-6 The Seventy-seven Quips of Borlak the Arch-Mage. 3 5 1-2 Thirty Leagues Below Mount Grimbad. 3 5 3-4 Shields and Bucklers of the Late Devalian Rennaisance. 3 5 5-6 The Chemistries of Niflif the Clever. 3 6 1-2 The Cat-Gods of Olix. 3 6 3-4 Koepple: Ninety-nine Songs of Hate and Derision. 3 6 5-6 One Hundred Songs of Hate and Derision: A Response to Koepple. 4 1 1-2 A Brief History of the Orange Uprising. 4 1 3-4 Desert Survival, A Beginner's Guide. 4 1 5-6 The Mysteries of Dionicus. 4 2 1-2 The Care and Feeding of the Xorn. 4 2 3-4 Small Things and Gnomes. 4 2 5-6 Deciphering the Language of Kobolds. 4 3 1-2 The Humorous Letters of Mayor Barrelroom. 4 3 3-4 Nine Sages in Hell: A Warning. 4 3 5-6 The Flora and Fungi of the Grey Forest. 4 4 1-2 The Thirty-Seven Useful Parts of the Catoblepas. 4 4 3-4 The Unmasking and Trying of Witches! 4 4 5-6 Fifteen Fowl Recipes. 4 5 1-2 Siege Engines and their Construction and Use. 4 5 3-4 Engineering Secrets of the Elder Kings. 4 5 5-6 The Sins of Father Trinicus. 4 6 1-2 The Prophesies of the Jilgrian Sisterhood. 4 6 3-4 Small Wonder: Rise and Fall of the Halfling King. 4 6 5-6 Herbology: An Apprentice's Handbook. 5 1 1-2 A Pictoral Guide to the birds of the Mossy Vale. 5 1 3-4 The Secrets of Seduction for the Clueless and Childless. 5 1 5-6 Naughty Gifts, the Memoires of Lady Truncheon. 5 2 1-2 Autumn Leaves: The Diary of Woqueforte the Unloved. 5 2 3-4 Poetry of the Lobingian Epoch. 5 2 5-6 Seven Simple Love Charms and Potions. 5 3 1-2 Fishing Lures for every Season. 5 3 3-4 Preventing Pox. 5 3 5-6 Disciplining the Wayward Child. 5 4 1-2 Puddings and Oozes of the Sunless Realm. 5 4 3-4 Undeath: A Treatise. 5 4 5-6 The Saga of Eligarth the Bold. 5 5 1-2 Flumph Recipes. 5 5 3-4 A History of the Pale City. 5 5 5-6 Sewage and Irrigation of the Modern Jail. 5 6 1-2 Courtly Manners of the Appropriate Kinde. 5 6 3-4 Feces: A Hunter's Guide. 5 6 5-6 The Travels and Travails of Willus and Feng. 6 1 1-2 The Browne Arcanum. 6 1 3-4 The Legend of the Diamond. 6 1 5-6 Throne Secrets of the Prax Society. 6 2 1-2 Brewing like the Masters! 6 2 3-4 The Lost Erotica of the Orcs. 6 2 5-6 Tales of the Far South. 6 3 1-2 Twelve Habits of the Successful General. 6 3 3-4 Misery Loves Company: The Care and Spreading of the Latest Plague. 6 3 5-6 The Polite Prayerbook of the Penitant Pilgrim. 6 4 1-2 Haques' Dictionary (2600 pages). 6 4 3-4 Debauchery and the Church: A Guide to Combining The Two. 6 4 5-6 Filing & Photocopying: Role-Playing in a World of High Technology. 6 5 1-2 Throne of the Golem Prince. 6 5 3-4 The Ages of Kingdoms, Compared to Those of A Man. 6 5 5-6 Atlas of the Astral Realms. 6 6 1-2 The Accursed Book of Yon. 6 6 3-4 Chants and Prayers to Placate the Sea. 6 6 5-6 Wise Pronouncements of the Owls of Yib.





Priests



This table provides alternatives to the traditional 'cleric' class.



Roll 1 dice.

1 There are adventuring priests, who may or may not have magical abilities. 2 There are adventuring priests, but they never have magic powers. No temple with have anything to do with magic. 3 There are adventuring holy men and women with magic powers, but they aren't priests. Officials of a church will always be non-player characters. 4 There are priests with magic powers, but they never adventure. Player characters can go to them for healing, blessing etc, but they won't be player-characters themselves. 5 All magic powers come from a god or goddess. There are no wizards other than priests (roll again 1-3 player characters may be priests 4-6 player characters can't be priests). 6 People believe that priests have magic powers, but they are a combination of scientific knowledge, and the psychological effect of people's belief in the priests' powers. Optionally roll again: 1-3 priests believe they have magical abilities 4-6 priests know that they're tricking people.





Near-Death Experiences



When a character comes close to death, and recovers, the GM might declare a chance that they should roll on this table. The chance should be higher if they're cured by magic than if they recover naturally.



Roll 2 dice.

1st dice 2nd dice result 1 1-2 The character has a disease. Optionally, roll 2-4 times on the 'Disease 2: Symptoms' table in the 'Wilderness and Worlds' section. 1 3-4 As above, but the character has no symptoms of the disease. Instead, they infect others with it. 1 5-6 An evil supernatural creature such as a demon or ghost is brought into the world. They are unable to directly harm the character, but will work for their death. Roll again for the creature's appearance: 1-2 the creature looks and speaks exactly like the character 3-4 the creature seems to be a normal member of the character's species 5-6 the creature is obviously supernatural. 2 1-2 A close relative or friend of the character dies. 2 3-4 The character's recovery drains the life-force of someone nearby. 2 5-6 The character is disfigured. 3 1-2 The character gains occult knowledge, which however drives them close to madness, and gives them a frighteningly unearthly appearance. 3 3-4 The character appears cured, but starts to waste away from an unknown cause. If left untreated, rather than die, they will become an undead creature such as a zombie or vampire. This affliction can only be cured magically. 3 5-6 The character is uncannilly lucky for the next month. 4 1-2 The character gains wisdom and an air of holiness. 4 3-4 The character becomes uncannily brave for the next year. 4 5-6 The character is given a glimpse of the future. 5 1-2 The character is severely weakened for the next month. 5 3-4 The character is actually dead, and their body is inhabited by an evil supernatural creature. 5 5-6 Roll on the 'Effects of Powerful Magic on the Caster' table in the 'Magic' section. 6 1-2 As above, but roll twice. 6 3-4 As above, but roll three times. 6 5-6 Roll twice on this table, ignoring and re-rolling this result.





Requests Through Prayer



Count results less than 3 as 3, and those of more than 18 as 18.



Depending on the game world any character might be able to make a request by prayer, or only priests. There might also be a limit to how often a character can make a request. For example, once every 24 hours. Or, each extra attempt in a particular period of time might attract a penalty.



Examples of modifications to the roll could be:



-1 for each week the character has been lax in their devotions (for example missing church)



+2 if the attempt is made at a temple dedicated to the deity (or at a place associated with the deity; for example, some might be associated with crossroads, or running streams)

+2 if the character has a relic of the deity.



-1 to +2 based on the Charisma, Willpower or similar attribute of the character.



+1 to 6 if the character has made an appropriate donation, sacrifice, penance (as appropriate to the deity).



Roll 3 dice, use the total.

3 Atonement Required: The request is refused. Roll 3 dice. The character must spend this many days in prayer, fasting, and contemplation, or other form of continuous worship as appropriate to the deity, before they can make any request again. 4 Atonement Required (as above). 5 Stern Refusal: The request is refused. For any future requests, the character should take 2 from the roll, until they get a result of 'granted' or 'atonement required'. Multiple 'stern refusals' add together. For example two stern refusals will give a -4 penalty. The character can choose to atone, as if they'd gotten a result of 'Atonement Required', to get rid of any penalty from this result. 6 Stern Refusal (as above). 7 Stern Refusal (as above). 8 Refusal. 9 Refusal. 10 Refusal. 11 Refusal. 12 Refusal. 13 Granted. 14 Granted. 15 Granted. 16 Granted. 17 Granted. 18 Granted.





Undead Reaction Table



Count results of less than 2 as 2, and those of more than 12 as 12.



Roll 2 dice, use the total.

2 The undead seem oddly distracted by something else and don't pay you any attention. Roll again in five minutes of game time, or if the players move closer, make noise etc. 3 The undead seem confused by the stimulus of fresh meat. In one minute of game time, roll again, but take 2 from the total. 4 as above. 5 The undead are surprised by the walking talking meat before them, they stand there salivating. Roll again in 1 minute of game time. 6 as above. 7 The undead are thrilled to see the PCs. They howl, scream, moan, groan or murmur 'brains' as appropriate to draw more of their ilk to the oncoming feast. In one minute of game time, roll again, adding 3 to the total. More undead are likely to turn up by this time. 8 The undead stumble onward ready to attack. 9 as above. 10 The hungry dead leap forth ready to bite, gnash and tear. 11 as above. 12 as above.





Distinguishing Features



The likelihood of rolling on this table will depend on how old the person is, and how much trouble they've been in in their life. A retired adventurer might have more than one feature.



Where relevant, roll for the side: 1-3 left 4-6 right.



Roll 2 dice.

1st dice 2nd dice result 1-2 1-2 Missing an ear. 1-2 3-4 Missing a hand (roll again: 1-2 wooden hand 3-4 hook 5-6 nothing). 1-2 5-6 Missing an arm (roll again: 1-2 wooden arm 3-4 wooden arm ending in a hook 5-6 nothing). 3-4 1-2 Missing a leg (roll again 1-2 wooden leg 3 peg leg 5 crutches 6 nothing). 3-4 3-4 Missing an eye (roll again: 1-2 eyepatch 3-4 glass eye 5-6 nothing). 3-4 5-6 Long scar on face. 5-6 1-2 Face is a mass of scars. 5-6 3-4 No teeth (roll again: 1-2 wooden teeth 3-4 artificial teeth; roll on the 'Precious and Semi-Precious Stones' table in the in the 'Treasure' section for what they're made of, ignoring the column headed 'value' 5-6 nothing). 5-6 5-6 Skin is (roll again: 1-2 deathly white 3-4 reddened 5-6 blackened) due to (roll again: 1-3 disease 4-6 magic).





Does It Burn?



This table can be used for strange or magical materials.



Roll 2 dice.

1st dice 2nd dice result 1-2 1-2 Burning actually makes it bigger. 1-2 3-4 Doesn't burn. 1-2 5-6 as above. 3-4 1-2 Burns away in 1-3 minutes, and gives off a strange smoke. Roll on the 'Gas Clouds' table below. 3-4 3-4 as above. 3-4 5-6 Explodes. The object is instantly destroyed, but anyone close is hurt. 5-6 1-2 Burns away in 1-3 hours. 5-6 3-4 Burns away in a 1-3 minutes. 5-6 5-6 Burns away in an instant.





Time Spent In A Dungeon



This table gives the amount of time that's passed in the outside world while the player characters were in a dungeon.

It's designed for more 'magical' rather than 'realistic' dungeons.



Roll 1 dice.

1 The players leave the dungeon a few hours before they enter. If they realise and decide to wait for themselves, roll again (in all cases their past selves will be run by the GM):

1-2 Their past selves can't see or touch them, and enter the dungeon.

3 Their past selves see them as dim shadows, like ghosts. If the past characters are frightened off, the player-characters are 'reset' to how they were before they entered the dungeon - they lose any treasure and benefits of experience for example. Dead characters have a 50% chance of coming back to life. The dungeon itself is still effected by the characters (any creature they killed is still dead for example) and the player-characters don't lose their memory of having been in the dungeon.

4 Their past selves see them as monsters. If the past characters are frightened off, refer to the result above. If a fight results and a past character dies, the corresponding present character also dies.

5 Their past selves see them, and might be convinced not to enter the dungeon, with results as discussed above.

6 As for 5, but if a character touches its past self an explosion will result, killing both. 2 Only a few seconds have passed. 3 Time has passed normally. However the players have exited in an alternative universe. Roll again:

1-2 Good people in the player-characters' universe are evil here and vice-versa

3-4 The universe is based on another genre, for example science-fiction or horror.

5-6 The universe is populated by a different species, or set of species, to the player-characters' universe. For example if the player-characters are humans, elves and dwarves, the alternative universe might be populated by intelligent insects.

In all cases, the new universe will have equivalent countries and invidividuals to the player-characters' universe, including equivalents to the player-characters themselves. If the player-characters go back in the dungeon and wait a while before coming back out, roll again on this table. They're back in their own universe unless this result is rolled again. 4 Roll three dice and take the total. That many weeks have passed. 5 Roll two dice and take the total. That many months have passed. 6 A year has passed for every level the characters got to. For example, if the characters reached three levels below the ground level, four years have passed.





Fantasy Titles: Structure

source or inspiration: Andrew Byers. From the Carcosan Grimoire



These tables generate titles that can be used for a monarch, high priest, or similar figure (or for a character who would like to be thought of as such).



Where the result says (A), roll on 'Fantasy Titles A' below, and so on for other bold letters.

Note that some results in Table C will tell you to roll on Table A again. Always roll separately for the two (A)s if this happens.



Optional: If the result includes (C), roll again: on a 5, replace the (C) with 'of the (A) (B)'. On a 6, replace it with 'of the (B)'.

Again, if there are two (A)s or two (B)s, roll separately for the two.



Roll 1 dice.

1-2 (A) (B). 3-4 (A) (B) (C). 5-6 (B) (C).





Fantasy Titles A

source or inspiration: Andrew Byers. From the Carcosan Grimoire



Roll 3 dice.

1st dice 2nd dice 3rd dice result 1 1 1-2 Ancient. 1 1 3-4 Ascendant. 1 1 5-6 August. 1 2 1-2 Beauteous. 1 2 3-4 Beautiful. 1 2 5-6 Beneficent. 1 3 1-2 Blooming. 1 3 3-4 Blossoming. 1 3 5-6 Bountiful. 1 4 1-2 Bright. 1 4 3-4 Brightest. 1 4 5-6 Brilliant. 1 5 1-2 Celestial. 1 5 3-4 Clear. 1 5 5-6 Constant. 1 6 1-2 Coruscating. 1 6 3-4 Crystalline. 1 6 5-6 Cunning. 2 1 1-2 Day's. 2 1 3-4 Deep. 2 1 5-6 Delicate. 2 2 1-2 Desirous. 2 2 3-4 Divine. 2 2 5-6 Dominant. 2 3 1-2 Eloquent. 2 3 3-4 Eternal. 2 3 5-6 Ever-Full. 2 4 1-2 Exalted. 2 4 3-4 Falling. 2 4 5-6 Fertile. 2 5 1-2 Final. 2 5 3-4 Flowering. 2 5 5-6 Foremost. 2 6 1-2 Gentle. 2 6 3-4 Gibbering. 2 6 5-6 Glittering. 3 1 1-2 Glorious. 3 1 3-4 Gracious. 3 1 5-6 Grand. 3 2 1-2 Heart's. 3 2 3-4 High. 3 2 5-6 Humble. 3 3 1-2 Illustrious. 3 3 3-4 Imperious. 3 3 5-6 Implacable. 3 4 1-2 Inapproachable. 3 4 3-4 Incomparable. 3 4 5-6 Indulgent. 3 5 1-2 Inestimable. 3 5 3-4 Inexorable. 3 5 5-6 Invincible. 3 6 1-2 Iridescent. 3 6 3-4 Lustrous. 3 6 5-6 Magisterial. 4 1 1-2 Magnificent. 4 1 3-4 Manifest. 4 1 5-6 Many-Angled. 4 2 1-2 Masterful. 4 2 3-4 Meek. 4 2 5-6 Merciful. 4 3 1-2 Mighty. 4 3 3-4 Most (and roll again on this table, ignoring and re-rolling if you get this result again, or the result 'Night's'). 4 3 5-6 Mystic. 4 4 1-2 Night's. 4 4 3-4 Omnipotent. 4 4 5-6 Omnipresent. 4 5 1-2 Omniscient. 4 5 3-4 One True. 4 5 5-6 Overflowing. 4 6 1-2 Pale. 4 6 3-4 Paramount. 4 6 5-6 Peerless. 5 1 1-2 Perpetual. 5 1 3-4 Piercing. 5 1 5-6 Predominant. 5 2 1-2 Purest. 5 2 3-4 Raucous. 5 2 5-6 Redoubtable. 5 3 1-2 Refulgent. 5 3 3-4 Regnant. 5 3 5-6 Resplendent. 5 4 1-2 Righteous. 5 4 3-4 Royal. 5 4 5-6 Sagacious. 5 5 1-2 Screaming. 5 5 3-4 Serene. 5 5 5-6 Shimmering. 5 6 1-2 Shining. 5 6 3-4 Silent. 5 6 5-6 Sovereign. 6 1 1-2 Splendorous. 6 1 3-4 Stainless. 6 1 5-6 Stern. 6 2 1-2 Sublime. 6 2 3-4 Superior. 6 2 5-6 Supreme. 6 3 1-2 Swift. 6 3 3-4 Total. 6 3 5-6 Tranquil. 6 4 1-2 Transcendent. 6 4 3-4 Triumphant. 6 4 5-6 Unanswerable. 6 5 1-2 Unapproachable. 6 5 3-4 Unbearable. 6 5 5-6 Utter. 6 6 1-2 Uttermost. 6 6 3-4 Wise. 6 6 5-6 roll on the 'Precious and Semi-Precious Stones' table, in the 'Treasure' section. Ignore the column headed 'value'.





Fantasy Titles B

source or inspiration: Andrew Byers. From the Carcosan Grimoire



Roll 3 dice.

1st dice 2nd dice 3rd dice result 1 1 1-2 Adept. 1 1 3-4 Advocate. 1 1 5-6 Apotheosis. 1 2 1-2 Arbiter. 1 2 3-4 Attendant. 1 2 5-6 Autocrat. 1 3 1-2 Autocrator. 1 3 3-4 Bestower. 1 3 5-6 Brightness. 1 4 1-2 Captain. 1 4 3-4 Chief. 1 4 5-6 Chieftain. 1 5 1-2 Commander. 1 5 3-4 Crown. 1 5 5-6 Death. 1 6 1-2 Dew. 1 6 3-4 Diadem. 1 6 5-6 Dominance. 2 1 1-2 Dominator. 2 1 3-4 Dominion. 2 1 5-6 Elegance. 2 2 1-2 Excellency. 2 2 3-4 Eyes. 2 2 5-6 Father/Mother. 2 3 1-2 Flower. 2 3 3-4 Foundation. 2 3 5-6 Fountain. 2 4 1-2 Fullness. 2 4 3-4 Gem. 2 4 5-6 Gemstone. 2 5 1-2 Glory. 2 5 3-4 Grace. 2 5 5-6 Guardian. 2 6 1-2 Heart. 2 6 3-4 Illumination. 2 6 5-6 Illustriousness. 3 1 1-2 Infinitude. 3 1 3-4 Intellect. 3 1 5-6 Jewel. 3 2 1-2 Joy. 3 2 3-4 Joy-Giver. 3 2 5-6 Judge. 3 3 1-2 Lawgiver. 3 3 3-4 Life. 3 3 5-6 Light. 3 4 1-2 Listener. 3 4 3-4 Lord/Lady. 3 4 5-6 Lover. 3 5 1-2 Master/Mistress. 3 5 3-4 Mind. 3 5 5-6 Mirror. 3 6 1-2 Night. 3 6 3-4 Obliteration. 3 6 5-6 Ocean. 4 1 1-2 One. 4 1 3-4 Overlord. 4 1 5-6 Overseer. 4 2 1-2 Pearl. 4 2 3-4 Perfection. 4 2 5-6 Pharaoh. 4 3 1-2 Plenipotentiary. 4 3 3-4 Plumage. 4 3 5-6 Poignancy. 4 4 1-2 Pool. 4 4 3-4 Power. 4 4 5-6 Preceptor. 4 5 1-2 Preponderancy. 4 5 3-4 Presence. 4 5 5-6 Protector. 4 6 1-2 Provider. 4 6 3-4 Puissance. 4 6 5-6 Radiance. 5 1 1-2 Rain. 5 1 3-4 Ravager. 5 1 5-6 Ravishment. 5 2 1-2 Reflection. 5 2 3-4 Regent. 5 2 5-6 Servant. 5 3 1-2 Shield. 5 3 3-4 Soul. 5 3 5-6 Sovereign. 5 4 1-2 Speaker. 5 4 3-4 Spring. 5 4 5-6 Star. 5 5 1-2 Sun. 5 5 3-4 Superior. 5 5 5-6 Thought. 5 6 1-2 Totalitor. 5 6 3-4 Tower. 5 6 5-6 Tyrant. 6 1 1-2 Vault. 6 1 3-4 Victory. 6 1 5-6 Voice. 6 2 1-2 Wellspring. 6 2 3-4 Wielder. 6 2 5-6 Will. 6 3 1-2 Wind. 6 3 3-4 Worm. 6 3 5-6 roll on the 'Titles of a Magician' table, in the 'Magic and Religion' and 'Personalising Characters' sections. 6 4 1-2 as above. 6 4 3-4 as above. 6 4 5-6 roll on the 'Titles of an Aristocratic Ruler' table, in the 'Settlements and Countries' section. Ignore the column headed 'Title of Territory'. 6 5 1-2 as above. 6 5 3-4 as above. 6 5 5-6 roll on the 'Titles of a High-Ranking Priest' table, in the 'Magic and Religion' and 'Settlements and Countries' sections. 6 6 1-2 as above. 6 6 3-4 roll on the 'Evil Magical Creatures - Titles 1' table, in the 'Magic and Religion' and 'Creating Creatures' sections. If you get the result 'Destroyer', ignore the instruction to roll on the other table. 6 6 5-6 as above.





Fantasy Titles C

source or inspiration: Andrew Byers. From the Carcosan Grimoire



Roll 3 dice.

1st dice 2nd dice 3rd dice result 1 1-2 1-2 Beyond all Superlatives. 1 1-2 3-4 by Whom All See. 1 1-2 5-6 of (A) Countenance. 1 3-4 1-2 of All. 1 3-4 3-4 of All Excellences. 1 3-4 5-6 of All Gifts. 1 5-6 1-2 of All Graces. 1 5-6 3-4 of All Lands. 1 5-6 5-6 of All Truths. 2 1-2 1-2 of Benedictions. 2 1-2 3-4 of Dreams. 2 1-2 5-6 of Glory. 2 3-4 1-2 of Heaven. 2 3-4 3-4 of Humility. 2 3-4 5-6 of Invincibility. 2 5-6 1-2 of Kings. 2 5-6 3-4 of Many Colours. 2 5-6 5-6 of Mercy. 3 1-2 1-2 of Peace. 3 1-2 3-4 of Radiance. 3 1-2 5-6 of Sleepers. 3 3-4 1-2 of Small Petals. 3 3-4 3-4 of Splendour. 3 3-4 5-6 of Spring. 3 5-6 1-2 of Stones. 3 5-6 3-4 of Sublime Wisdom. 3 5-6 5-6 of Summer. 4 1-2 1-2 of the (A) God. 4 1-2 3-4 of the (A) Scepter. 4 1-2 5-6 of the Air. 4 3-4 1-2 of the Air, the Earth, and the Seas. 4 3-4 3-4 of the Bringer. 4 3-4 5-6 of the Dead. 4 5-6 1-2 of the Earth. 4 5-6 3-4 of the Eyes. 4 5-6 5-6 of the Floods. 5 1-2 1-2 of the Frozen Lightning. 5 1-2 3-4 of the Gatherer. 5 1-2 5-6 of the Hills. 5 3-4 1-2 of the Master. 5 3-4 3-4 of the Moon. 5 3-4 5-6 of the Morning. 5 5-6 1-2 of the Seas. 5 5-6 3-4 of the Stars. 5 5-6 5-6 of the Sun. 6 1-2 1-2 of the True People. 6 1-2 3-4 of the Waves. 6 1-2 5-6 of Those Who Watch. 6 3-4 1-2 of War. 6 3-4 3-4 of Winds. 6 3-4 5-6 of Winter. 6 5-6 1-2 of Wishes. 6 5-6 3-4 That Sees In the Dark. 6 5-6 5-6 Upon the (A) Throne.





Rations in Dungeons



This table gives the fate of rations in the dank air of dungeons. A party should roll once day.

This table applies to normal rations. Some games might have 'iron rations' (dried and salted food designed specifically to keep for long periods) which are immune.

Likewise, some food might be holy or magical, requiring less frequent rolls or none at all.



Roll 1 dice.

1 No effect. 2 No effect. 3 Half the party's rations (round up if necessary) are eaten by small animals, unless they're hung out of reach of the floor and walls (for example if there's a tree in the dungeon they can be hung there). 4 One meal's worth of rations spoils. 5 Half the party's rations (round down if necessary) spoil. 6 All rations spoil.





Spellbooks and Equivalents



This table generates the object that a magician uses to store their spells



Roll 2 dice.

1st dice 2nd dice result 1 1-2 A book. To the uninitiated, the spells will appear to be recipes. 1 3-4 A book. To the uninitiated, the spells will appear to be poetry. 1 5-6 A book. To the uninitiated, the spells will appear to be meaningless sentences. 2 1-2 A book. To the uninitiated, the spells will appear to be drawings. 2 3-4 A book. To the uninitiated, the spells will appear to be maps. 2 5-6 A book. To the uninitiated, the spells will appear to be written in an unknown language. 3 1-2 A book. The spells aren't in any kind of code, but the book is alive and will defend itself fiercely. 3 3-4 A staff whose carvings give the details of spells. 3 5-6 The magician's hair (possibly including their mustache and/or beard) is knotted in a way which represents the spells (roll again if the magician is bald and has no beard or mustache). The hair will become less knotted as their magical energy is used. 4 1-2 A talking mirror. 4 3-4 A talking mask, which looks like the magician's own face. 4 5-6 A large shell. The magician whispers spells into the shell, and puts it to their ear to hear them. 5 1-2 A box of pills, which the magician needs to take to cast a spell. 5 3-4 A pouch of magical tobacco. The smoke curls in such a way as to remind the magician how to cast the spells. 5 5-6 A shortwave radio. When tuned to a secret frequency, an announcer can be heard reading the magical formulas. 6 1-2 A star chart, giving the location of the (roll again 1-2 gods 3-4 demons 5-6 aliens) who send the magician their spells. 6 3-4 The magician is subscribed to a newspaper whose articles give spell formulas in code. 6 5-6 A chess board (or go, checkers, backgammon, or a similar game in your game world). Certain positions of the pieces correspond to particular spells.





Mounts: Land



If you get more than one 'start again, ignoring this result', the mount has all the extra characteristics shown.



If you get 'the most common mount in the area', and that's a horse, optionally you can roll on the Horse Colour table below.



Roll 1 dice, then keep rolling if required.

1st dice 2nd dice result 1-4 no need to roll again Whatever is the most common mount in the area: camels if in the desert, giant lizards if underground, a sled pulled by dogs in the snow, horses in most other places. 5 1 a coach, pulled by whatever is the most common mount in the area. 5 2 a chariot, pulled by whatever is the most common mount in the area. 5 3 a baby elephant. 5 4 a giant turtle or tortoise. 5 5 an animated suit of armour who carries the rider piggy-back. 5 6 a palanquin or rickshaw, pulled or carried by animated skeletons. 6 1 a centaur (optionally, roll on the 'Hindquarters of a Centaur' table below). 6 2 a giant scarab beetle, whose carapace is (roll again): 1 battered as if it had been in many battles, 2 painted in the colours of its owner, 3 covered in armour, 4 covered in furs, 5 polished to a fine gleam, 6 as 5, but also studded with precious stones (optionally, the GM may roll on the 'Precious Stones' table in the 'Treasure' section to see which stones). 6 3 start again, ignoring this result, or a result of 'a palanquin or rickshaw pulled by animated skeletons' but the mount is an undead version of whatever the result is (roll again): 1-2 ghostly, 3 zombie-like, 4 demonic, 5-6 skeletal. 6 4 start again, ignoring this result but the mount has human-like intelligence. 6 5 start again, ignoring this result but the mount can fly (optionally, roll again: 1-3 has wings, 4-6 without wings). 6 6 start again, ignoring this result but the mount is a mechanical simulation of whatever the result is.





Mounts: Air



Roll 2 dice.

1st dice 2nd dice result 1 1-2 hot air balloon. 1 3-4 living hot air balloon. 1 5-6 giant bird (roll again: 1-2 eagle 3 swan 4 dove 5 crow 6 vulture). 2 1-2 roll again: 1-2 giant dragonfly 3-4 giant bee 5-6 giant blowfly. 2 3-4 sleigh pulled by reindeer. 2 5-6 roll again: 1-3 flying shark 4-6 flying dolphin. 3 1-2 house (roll again: 1-2 cottage 3 cottage with garden 4-5 family-sized house 6 family-sized house with garden). 3 3-4 magic item allows the bearer to fly: roll on the 'items' table in the 'treasure' section. 3 5-6 flying horse (roll again: 1-3 with wings, 4-6 without wings) - optionally, roll on the 'Horse Colour' table below. 4 1-2 coach pulled by flying horses (optionally roll again: 1-3 with wings, 4-6 without wings)(optionally, roll on the 'Horse Colour' table below). 4 3-4 cloud. 4 5-6 carpet. 5 1-2 broomstick. 5 3-4 small dragon. 5 5-6 roll on the 'Mounts: Land' table above. Treat 'the most common mount in the area' as the most common mount on the land below. Optionally, roll again: 1-3 has wings, 4-6 without wings. 6 1-2 a cloud of butterflies. 6 3-4 a chair (roll again: 1-2 throne 3-4 normal chair 5-6 normal chair, accompanied by side table). 6 5-6 Roll again re-rolling this result or any inanimate object, but the mount is (roll again 1-2 ghostly, 3 zombie-like, 4 demonic, 5-6 skeletal).





Mounts: Personality

source or inspiration: Toad-Killer-Dog from the Trollbridge forum.



Roll 2 dice.

1st dice 2nd dice result 1 1-3 Mean: Likes to bite or threaten anyone who gets too close. 1 4-6 Proud: Likes to preen and prance around other animals. 2 1-3 Well-Trained: Responds well to commands. 2 4-6 Loyal: Always seeks to return to its owner if separated. 3 1-3 Courageous: Never retreats from a fight unless ordered. 3 4-6 Shy: Avoids danger and other creatures. 4 1-3 Ham: Becomes difficult if not given frequent treats or affection. 4 4-6 Flirt: Always chases after mounts of the same species. 5 1-3 Hungry: Always on the look out for a stray bit of food and chews on things. 5 4-6 Possessive: Hates its owner to notice other animals. 6 1-3 Lazy: Hates to run or do heavy labor. 6 4-6 Skittish: Jumps at shadows, startles easily.





Disease 1: Frequency

source or inspiration: HackMaster



Characters should gain a number of 'Exposure Points' per day, depending on where they are and other factors as listed. Note that a character's Exposure Points can fall, but can never go below zero. When a character's points equal or exceed 50, the GM should roll a dice. 1-3 indicates that they've contracted a disease. Whether they do or don't, they lose 50 Exposure Points after the roll is made. If your game system has an attribute like Constitution, Stamina, Toughness etc, the GM may make a roll based on that attribute instead (eg roll 3 dice, get a disease if the number is over the character's Constitution).



.

Environment Exposure Points Gained Per Day marsh, swamp 8 mountain, arctic or desert environments 0 other wilderness 2 dungeons 2 village 4 town 5 city 6-8, depending on how crowded on a ship 0-8, depending on how crowded The GM should also apply the following modifiers: sanitation If the characters are in a settlement or on board ship, apply a modifier of -3 to +20, depending on how good the sanitation is, with 0 indicating average sanitation (average for a medieval-style society, rather than average for the modern First World). tropical climate +4 sub-tropical climate +2 summer +2 (except in deserts) winter -2 If the GM knows that a disease is present +1 to +20, depending on the contagiousness of the disease. Double if the character is in close proximity to those infected (eg a doctor tending them, or adventurers travelling all day with an infected fellow adventurer).





Disease 2: Symptoms

source or inspiration: 'Dragon' magazine



This table gives the effects of a disease, other than loss of Stamina/Life/Hit Points.



Roll 2 dice.

1st dice 2nd dice result 1 1-2 shortness of breath. 1 3-4 paralysis. 1 5-6 blindness. 2 1-2 deafness. 2 3-4 numbness. 2 5-6 fever/chills. 3 1-2 skin sores. 3 3-4 nausea. 3 5-6 rash. 4 1-2 drowsiness. 4 3-4 insanity. 4 5-6 bleeding. 5 1-2 hyperactivity/inability to sleep. 5 3-4 coughing and sneezing. 5 5-6 fatigue, loss of energy. 6 1-2 diarrhea. 6 3-4 hallucinations. 6 5-6 panic attacks.





Pits (and Similar Traps)



The GM should assign a chance, for example 50%, for such a trap to just be an empty hole in the ground, and otherwise roll on this table.



Roll 2 dice.

1st dice 2nd dice result 1 1-3 The 'pit' is actually the mouth of a hungry creature. 1 4-6 The pit is empty. However the inhabitants of the dungeon check it regularly, and are likely to kill anyone they find. 2 1-3 A bottomless pit - the victim will fall until they die of hunger or thirst unless they find some way to escape. 2 4-6 The victim lands in Hell (or at least in an area whose occupants believe themselves to be in Hell). 3 1-3 Roll on the 'Teleportation' table below, but re-roll result 1-2, 5-6 (the bottom of a pit), and ignore instructions that the victim will find themselves in chains. If the fall is an impossible one (for example they land outside the dungeon) they will land on something which breaks their fall, and thus will take only a small amount of damage from the fall. 3 4-6 The victim lands in the next lowest level of the dungeon. Roll again if the pit is itself on the lowest level. 4 1-3 The pit is filled with water. 4 4-6 As above, and there is a dangerous creature living there (optionlly roll again: 1-2 shark 3-4 giant octopus 5-6 school of pirahnas). 5 1-3 The bottom of the pit is covered in spikes. 5 4-6 As above, but the spikes are also poisoned. 6 1-3 There is a prisoner kept at the bottom of the pit - roll on the 'Prisoners of Evil' table below. 6 4-6 The pit is filled with (roll again: 1-2 spiders 3-4 snakes 5-6 scorpions).





Events at Sea

source or inspiration: post by user Nephelim on the Dragonsfoot forums.



The GM might roll on this table once for every week of travel.



Roll 2 dice.

1st dice 2nd dice result 1 1-3 An island. Optionally, Roll on the 'Islands' tables below. 1 4-6 An apparently uninhabited island - the crew can gather fresh water and food. Roll again: on a 4, there are actually hostile and dangerous animals. On a 5, the island itself is a living creature (roll again: 1-3 the back of a gigantic sea creature 4-6 the island is posessed). On a 6, there are hidden and potentially hostile people (roll again: 1-3 a whole group 4-6 a single person).. 2 1-3 A message in a bottle. Roll again: 1-2 a treasure map 3-4 a captured person pleading for help 5 a scientifically-minded wizard studying the currents offers a reward if he's contacted and told where the bottle was found 6 as for 5, but the scientist isn't a wizard. 2 4-6 A (roll again: 1-2 huge school of fish 3 sea monster 4 school of dolphins 5-6 whale). Roll again: on a 6, they aren't what they seem (roll again: 1-2 protected by a god, 3-4 wizards in disguise 5-6 human-like intelligence). 3 1-3 Mermaids (roll again: on a 1-2, they will be accompanied by jealous and potentially violent mermen). 3 4-6 Another ship. Roll again: 1-2 pirates 3 in need of help 4-5 friendly and willing to trade 6 mysteriously, no one is on board. The ship will have normal supplies which the crew can take (blankets, provisions, fresh water etc), but there is a 50% chance that these items will be cursed.. 4 1-3 Conflict among the crew or passengers. 4 4-6 Strange currents that threaten to pull the ship off course. 5 1-3 A storm, that might damage the ship and/or put it off course. 5 4-6 Superstitious sailors demand (roll again: 1-3 that one of the crew or passengers be marooned 4 that the ship change course 5 to be let off at the next island 6 that the ship turn back). 6 1-3 An omen. Roll again, on a 1-3, refer to 'superstitious sailors demand..' above. In any case, roll twice as often for events for the next week. 6 4-6 A port, which is happy to accept the crew, trade, repair the ship etc. The only problem is that the map shows no port here...





Eye Colour



Roll 2 dice.

1st dice 2nd dice result 1 1-3 Blue-Gray. 1 4-6 Blue. 2 1-3 Light Green. 2 4-6 Olive Green. 3 1-3 Amber (mixture of Brown and Yellow). 3 4-6 Hazel (mixture of Brown and Green). 4 1-3 Light Brown. 4 4-6 as above. 5 1-3 Dark Brown. 5 4-6 as above. 6 1-3 Very Dark Brown. 6 4-6 Violet.





Eye Shape



Roll 1 dice.

1-3 almond-shaped, with epicanthic fold. 4-6 rounder, without epicanthic fold.





Major Events

source or inspiration: TSR version of Oriental Adventures



This table is designed to generate events that effect an entire country. The GM might give a 1 in 12 chance for a major event to happen each month.

Obviously some events might not be possible in some areas (for example, flood in an area with almost no rainfall).



Roll 2 dice.

1st dice 2nd dice result 1 1-2 An ambassador arrives from another country (roll again: on a 6, they're from a previously unknown land). Roll five dice for how many months they stay. They are mostly interested in (roll again: 1-3 diplomatic relations 4-6 swapping magic and/or technogical knowledge). The conditions they offer will be better if i) their country is weak, ii) the host country is powerful, iii) their country is a generally peaceful one, and worse if the opposite is true. Roll again: on a 1 or 2 they will want to arrange a marriage between one of their powerful families and those of the host country. 1 3-4 An important person is assassinated (roll again: 1-3 because of their position, 4-6 because of personal reasons). The assassin is (roll again: 1-2 taken alive 3 killed during the assassination 4 kills themselves immediately after the assasination 5-6 not caught). Roll again: on a 1 there is no clear successor and a power struggle ensues: roll 1 dice for how many months it lasts. It has a 1 in 6 chance of leading to civil war (see below). 1 5-6 An important person dies (roll again: 1-2 of old age, 3-4 of illness, 5-6 by accident). Roll again: on a 1 there is no clear successor and a power struggle ensues: roll 1 dice for how many months it lasts. It has a 1 in 6 chance of leading to civil war (see below). 2 1-2 as above. 2 3-4 A comet is seen in the sky, indicating great events in the future. The GM should triple the chances of an event happening for this month and the next eleven. They should roll for events for the next year immediately. For each event, roll again: on a 1-3, the event can be predicted in broad detail. 2 5-6 Earthquake strikes (roll again: 1-5 a major city 6 the entire land). For each major city effected, roll again: on a 1 to 4 there is a major fire (see below). Then make another roll for each city effected: on a 1 or 2 there is a plague (see below), if there isn't one already. 3 1-2 Famine strikes the land. Roll one dice and add 1 for how many months it lasts. The cost of food will increase, up to 100 times its normal price. Normally law-abiding folk will turn to crime in desperation. Farms will produce no income for a year, and only one quarter of their income for the next year. The population will reduce by 5% each month. There is a 1 in 6 chance of a plague (see below). There is a 4 in 6 chance of a civil war (see below), unless the government acts effectively to relive the suffering. 3 3-4 Major fire. Roll one dice, add 3, then multiply by 10. This is the percentage of the city that is destroyed (it should be 40 to 90%). The city's population is reduced by the same dice roll, minus one, times 5 (0 to 30%). There is a 1 in 2 chance of a plague occuring if one isn't already (see below). The price of building materials is 10 times normal for the next 4 months. The price of food doubles for one month. All these effects assume buildings are mostly made of wood, and that there's no effective fire brigade. If either of these aren't true, the effects can be much less, or the GM might even rule that a major fire can't occur. 3 5-6 Major floods. The population of the land as a whole will not change much, but people will move from the effected area (near coasts or major rivers) to safer places, causing economic upheaval. The price of all goods will be doubled for 1-6 months. If the flood strikes during the planting season, income from farms in the area will be halved for one year. If it strikes during the harvest season, 80% of farm income is lost and there is a 2 in 6 chance of a famine (see above). Planting and harvest season might each last for one quarter of the year. Starting in the next 1-3 months, unless there's one already and unless the government takes effective steps to stop it. In addition, floods have a 1 in 6 chance of causing a plague (see below), if there isn't one already. 4 1-2 A major influx of refugees arrive from a neighbouring country. If there is currently a plague, famine, or similar trouble, there is a 3 in 6 chance that they will be blamed for it, leading to further trouble and violence. There is a 1 in 6 chance that their religion will gain many followers in the country (see below). 4 3-4 A new religion gains many converts. Optionally, roll again to see how overt the conflict is between it and the established religions: on a 5, there is ocassional, spontaneous outbreaks of violence. On a 6 there is frequent, organised violence. Frequent, organised violence has a 1 in 6 chance of leading to civil war (see below). However, all these chances should be modified by the nature of the new and old religions: firstly whether they're peaceful or warlike, and secondly whether they tend to compete with other religions or blend with them. In addition, events such as plague and famine will tend to make the conflict more violent. There is a 1 in 3 chance that there will also be signs of the gods (see below). If so, roll again: 1-2 the new gods, 3-4 the old ones, 5-6 both. 4 5-6 Plague strikes the land. Roll 2 dice for how many months it lasts. The population of the area is reduced by 5% each month. While the plague lasts, the cost of imported goods will be 5 times normal, and the price of all other goods will be doubled, as traders refuse to enter the area. 5 1-2 A political plot is discovered. Roll again: on a 1 or 2, the 'discovery' is false. In any case, many officials are banished, fired, or even killed. The turmoil lasts for 1-3 months. There is a 1 in 6 chance that it will lead to outright civil war (see below). 5 3-4 Civil war. Roll 1 dice for how many months it lasts. What it's about and its chance of success aren't possible to put on a table, because they will vary so widely depending on the country. 5 5-6 Signs of the gods. A god is said to have appeared somewhere in the country. The chance of this being true depends on the role of the gods in the game world. The site of its appearance will become a focus for worship. This may mean that a temple is built there, that pilgrims come, and so on. It might also mean that followers of other gods leave, or are driven away (depending on the nature of the god). 6 1-2 Explorers return with news of a new land. There is a 3 in 6 chance that it will be inhabited, in which case there is a 4 in 6 chance that an ambassador will arrive with the explorers (see above, but there's no need to roll to see whether they come from a previously unknown land). 6 3-4 For this month, many important people will neglect their duties in order to compete for the affections of a noted, unmarried person. There is a 3 in 6 chance that the person will be a prostitute. If duelling exists in the country, duels will indeed be fought. This has a 2 in 6 chance of leading to the death of an important person (see above, but don't roll for how they died). 6 5-6 as above.





Strange Customs 1



All the Strange Customs tables are intended to be used at once. String the results together in order to get a strange custom for a village or area.



Roll 1 dice.

1 Everyone 2 The old people 3 Men 4 Women 5 The priest, priestess, magician or wise woman 6 The best warrior





Strange Customs 2



Roll 2 dice.

1st dice 2nd dice result 1 1-3 must eat 1 4-6 must worship 2 1-3 must sacrifice 2 4-6 must completely ignore 3 1-3 must act as if they hate 3 4-6 must avoid 4 1-3 must mummify 4 4-6 must act as if they love 5 1-3 must burn 5 4-6 must drown 6 1-3 must bury 6 4-6 must obey





Strange Customs 3



Roll 2 dice.

1st dice 2nd dice result 1 1-3 women. 1 4-6 men. 2 1-3 people older than themselves. 2 4-6 people younger than themselves. 3 1-3 strangers. 3 4-6 children. 4 1-3 trees. 4 4-6 insects. 5 1-3 rocks. 5 4-6 snakes. 6 1-3 plants. 6 4-6 animals.





Strange Living Quarters 1



These three tables are intended to be used together.

String the results together in the form (1)(live/s in, are kept in)(2)(3) - for example "Corpses are kept in brightly-painted tents."



Roll 2 dice.

1st dice 2nd dice result 1 1-3 Everyone 1 4-6 The old people 2 1-3 Men 2 4-6 Women 3 1-3 The priest, priestess, magician or wise woman 3 4-6 The best warrior 4 1-3 Slaves or criminals (depending on how evil the place is) 4 4-6 Children 5 1-3 The ruler 5 4-6 Foreigners 6 1-3 Corpses 6 4-6 Animals





Strange Living Quarters 2



Roll 2 dice.

1st dice 2nd dice result 1 1-3 underground 1 4-6 floating 2 1-3 human-shaped 2 4-6 locked 3 1-3 secret 3 4-6 spherical 4 1-3 cramped 4 4-6 living 5 1-3 huge 5 4-6 wooden 6 1-3 metal 6 4-6 roll on the 'Precious and Semi-Precious Stones' table in the 'Treasure' section.





Strange Living Quarters 3



Roll 1 dice.

1 temple/s. 2 cave/s. 3 tower/s. 4 caravan/s. 5 pit/s. 6 tent/s.





Hair: Type



Roll 1 dice.

1 Tightly Coiled. 2 as above. 3 Curly. 4 Wavy. 5 Straight. 6 as above.





Hair: Colour



This chart gives the hair colour for young people. The GM might want to roll to see if the hair has gone 'grey' or white.



Roll 2 dice.

1st dice 2nd dice result 1-2 1-2 Black. 1-2 3-4 Black. 1-2 5-6 Dark Brown. 3-4 1-2 Light Brown. 3-4 3-4 Platinum Blond (nearly white). 3-4 5-6 Blond. 5-6 1-2 Orange. 5-6 3-4 Auburn (mixture of brown and red). 5-6 5-6 Red.





Facial Hair 1: Male Beards, Mustaches and Sideburns



Before rolling on this table, the GM might roll to see any facial hair is present (for example you might give a 50% chance of this).



This table and the ones below can be used for individuals, or to find out the prevailing fashion in an area, or for a group.



Thanks to Wikipedia for the pictures in this table and the ones below.



Roll 1 dice.

1 mustache and beard. 2 as above. 3 mustache only. 4 beard only. 5 mustache, no beard, large sideburns.. 6 no beard or mustache, but large sideburns.





Facial Hair 2: Beards



Roll 1 dice.

1 large. 2 moderate. 3 small. 4 long goatee. 5 medium goatee. 6 short goatee.





Facial Hair 3: Mustaches



Roll 1 dice.

1-2 short. 3-4 medium. 5-6 long.





Facial Hair 4: Eyebrows



Roll 1 dice.

1 left unmanaged. 2 as above. 3 finely plucked. 4 shaved entirely. 5 as above, but an artificial eyebrow is drawn in. 6 artificially made to look bigger.





Headgear



Before rolling on this table, the GM might want to roll to see if any headgear is worn (for example you might give a 50% chance of this).



Roll 2 dice.

1st dice 2nd dice result 1-2 1-2 turban. 1-2 3-4 fez. 1-2 5-6 None, but a small mark on the forehead. 3-4 1-2 None, but an elaborate design on the forehead. Roll on the 'Emblems' table below for what. 3-4 3-4 headband. 3-4 5-6 headscarf. 5-6 1-2 Three-cornered hat. 5-6 3-4 None, but a mask covering the eyes. 5-6 5-6 Headgear covering the entire head and face, other than the eyes.





Skin Tone



Roll 1 dice.

1-2 'white'. 3-4 brown. 5-6 'black'.





Titles of a Magician



Roll 2 dice.

1st dice 2nd dice result 1 1-2 Augurer. 1 3-4 Conjurer. 1 5-6 Diviner. 2 1-2 Elementalist. 2 3-4 Enchanter. 2 5-6 Magus. 3 1-2 Necromancer. 3 3-4 Prestidigitator. 3 5-6 Seer. 4 1-2 Shaman. 4 3-4 Soothsayer. 4 5-6 Sorcerer. 5 1-2 Thaumaturge. 5 3-4 Wise Woman or Cunning Man. 5 5-6 Witch or Warlock. 6 1-2 Wizard. 6 3-4 Use the 'Good Magical Creatures' tables instead, in the 'Magic and Religion' and 'Creating Creatures' sections. 6 5-6 Use the 'Evil Magical Creatures' tables instead, in the 'Magic and Religion' and 'Creating Creatures' sections.





Hirelings 1: Price



This table is meant to generate what share of the treasure hired non-player characters will want. In any given area, roll once for the going rate. If your game includes attributes such as Charisma, Haggling etc, these will effect the roll.



This table is meant for non-player characters in supporting roles, such as torch bearers, treasure-carriers, rowers, guides, interpreters etc. They'll always be last into a room, will only fight to defend themselves, and then only if they can't run and hide, won't test any potions etc. Characters who take the same risks as the players will want at least the same share as the player characters. If they have special skills, such as magic, they might want double.



The players can always pay less than the going rate - as little as half. In this case, the GM should roll at least once for each non-player character on 'Hirelings 2: Flaws' below. They can also pay more than the going rate. In this case they won't necessarily get better quality hirelings, but they will be more loyal: they'll be likely to fight if attacked rather than run, and less likely to abandon the players in danger.



Roll 1 dice.

1 One fourth (25%) the treasure of a player-character. 2 Three tenths (30%). 3 Two fifths (40%). 4 One half (50%). 5 Three fifths (60%). 6 Seven tenths (70%).





Hirelings 2: Flaws



Roll 2 dice.

1st dice 2nd dice result 1-2 1-2 Too noisy - will attract hostile attention. 1-2 3-4 Greedy - eats twice normal rations. 1-2 5-6 Steals from the party. 3-4 1-2 Gets into arguments with party members. 3-4 3-4 Overly frightened, and will make other hirelings frightened. 3-4 5-6 Cursed, and will bring bad luck on the whole party. 5-6 1-2 Physically feeble. 5-6 3-4 Mentally feeble. 5-6 5-6 Roll twice more, ignoring and re-rolling this result.





Half-Elves, -Orcs and Others



This table is designed for creatures whose parents are different species/kindred/'races', to decide how their statistics are generated.



Roll 1 dice.

1 The creature will be treated as if it was the same kindred as its father. 2 The creature will be treated as if it was the same kindred as its mother. 3 The creature will have characteristics which are halfway between those of its father and mother. 4 For any given characteristic, the creature will take after the 'better' kindred (for example if one parent has a high Strength and a low Dexterity, and the other a high Dexterity and a low Strength, the creature would have high Strength and high Dexterity). The creature will also be sterile. 5 For any given characteristic, the creature will take after the worse kindred. 6 Roll seperately on this table for each characteristic. If you get this result again, treat it as a result of 'halfway between the mother and father'..





Burglaries



This table generates what security will be present in a house that the characters break into.



Usually the GM will roll only once on this table. In unusually rich or poor areas, roll twice. In areas where rich and poor live close together, roll three times for rich people's houses and twice for everyone else. Getting the same result (other than 'nothing') more than once means, for example, an unusually difficult lock, unusually vicious or perceptive guard dogs, and so on.



Roll 2 dice.

1st dice 2nd dice result 1 1-3 Nothing. 1 4-6 Nothing. 2 1-3 Locks. 2 4-6 Traps (optionally roll again: on a 6 the traps will be magical. In wizards' houses the traps will be magical without having to roll)(optionally roll again: 1-3 the entrances to the house have traps 4-6 valuables have traps). 3 1-3 Guard or guards (optionally roll 1 dice for how many)(optionally roll again: 1-3 animals 4-6 humans, or another intelligent species if your campaign world has them). 3 4-6 The occupants are unusually light sleepers. 4 1-3 The occupants are armed, with hand-to-hand weapons. 4 4-6 The occupants are armed, with ranged weapons. 5 1-3 Valuables are unusually well-hidden (optionally roll again: on a 6 the valuables will be magically hidden. In wizards' houses the valuables will be magically hidden without having to roll). 5 4-6 Valuables are cursed. 6 1-3 Valuables are very distinctive, making them difficult to sell. 6 4-6 Valuables are unusually difficult to move (for example there's no gold, but plenty of statues).





No Fishing



In the wilderness, if the heroes try fishing, they might attract the hostility of some guardian. The GM might give this a 1 in 6 chance of happening.

Characters skilled in magic and/or wilderness lore might be able to tell whether a given place will have a guardian.



Roll 2 dice.

1st dice 2nd dice result 1-2 1-2 A priest/ess, outraged that the characters have fished in waters sacred to their god. 1-2 3-4 As above, but accompanied by a crowd of worshippers. 1-2 5-6 Similar to the above, but the god themselves appears. 3-4 1-2 The fish are intelligent, and naturally resist this attempt to kill and eat them. 3-4 3-4 As above, but the 'fish' are actually wizards who've taken on fish form. 3-4 5-6 The fish are led and protected by a demon of the sea. 5-6 1-2 A dryad allows no killing in her territory. 5-6 3-4 A fish noble appears, demanding that the characters pay treasure to compensate for the loss of his kinsfolk. 5-6 5-6 The water is alive, and treats the characters as if they'd attacked it.





Bandits, Pirates and Highwaymen



Roll 2 dice.

1st dice 2nd dice result 1-2 1-2 They'll kill everyone, even if they try to surrender. 1-2 3-4 As above, but they'll take some captives (roll again: 1-3 as slaves 4-6 to ransom). 1-2 5-6 They'll give their victims the chance to surrender, but if they refuse they'll try to kill everyone. 3-4 1-2 They're mostly interested in capturing people to ransom them. 3-4 3-4 They'll try to negotiate a 'fee' for allowing their victims safe passage. 3-4 5-6 'Your lupins or your life!' They're obsessed with one unusual form of goods - eg only red clothing, or only clocks. They'll let anyone go who doesn't have this item. They'll try to kill anyone who has a relevant item and refuses to hand it over. 5-6 1-2 As above, but their demands change from one set of victims to the next. 5-6 3-4 They won't attack (roll again: 1-2 poor people 3 priests 4 anyone but agents of the hated government 5 members of their own religion 6 members of their own species if your campaign world has more than one intelligent species, or their nationality if there's only one intelligent species). Roll again, ignoring this result if you get it again, for their treatment of everyone else. 5-6 5-6 They're mostly interested in driving people out of their territory. If their victims turn around and leave they won't pursue them. Roll again, ignoring this result or the one above, for what they'll do if their victims refuse.





Conflict 1: Who or What Is Being Fought Over?



This table is intended to be used with 'Conflict 2' below.

For more interesting results, generate two conflicts and combine them in a single adventure.



Roll 1 dice.

1 A child. roll again: 1 the heir to a position 2 who has important information 3 who is ordinary in all ways 4-6 who has remarkable skill in (roll again 1 magic 2 art 3 sport 4 craft 5 oratory 6 religion). 2 An adult (roll again as above). 3 A group of people (roll again: 1 a family 2 a village 3 a town 4 a city 5 a province 6 a country). 4 Land (roll again as above - if the result is 'a family', roll again: 1-3 their farm 4-6 their house). 5 A group of people (roll again: 1 a non-human species 2 a religious sect 3 a wilderness tribe 4 a coven of witches 5 a school of magic 6 a knightly order). 6 An item of great (roll again twice - if you get the same result twice, don't re-roll: 1 magical power - optionally, go to the 'Item Types' table in the 'Treasure' section, but assume that the item is magic. Re-roll any items that can never be magical 2 religious importance - optionally, go to the 'Magic and Religion' section and roll on the two 'Sacred Objects' tables 3 artistic value 4 historical value 5 military value 6 purely monetary value - eg an unusually large gem).





Conflict 2: What Type of Conflict?



Roll 1 dice.

1 Open War: people working for the opposing sides will openly attack each other, intending to fight to the death. 2 Secret War: people working for the opposing sides will attack each other, intending to fight to the death, but must hide their acts from the law and public opinion. 3 Theft: people working for the opposing sides will steal from each other, and this might lead to violence - although they aren't trying to assassinate each other as above. 4 Crime vs the Law: one side in the conflict is a criminal organisation, the other represents the law. The criminal side will have the advantage that they can use means that the law won't, while the law has the ability to act openly and the support of the population. 5 Rebels vs the Empire: Similar to the above. However the criminals have good motives and the support of the population, and the law will do things that the criminals won't. 6 Political Conflict: people working for the opposing sides are mainly trying to win the support of the population. They won't do violence to each other.





Diplomacy



This table generates the relations between two groups. It can be used for tribes, groups of creatures in a dungeon, factions in a city and so on.



The two 'Conflict' tables, in the 'Adventure Ideas' section, give more detailed results for a single conflict.

Those tables are more designed to come up with an adventure idea quickly, whereas this table is more designed for 'world-building'.



Roll 1 dice.

1 At war If the two groups come into contact, they'll fight each other or run. If the player characters are perceived as being allied with one group by the other, they'll have a severe penalty on any attempts to make friends. If the delvers present evidence that they've attacked one of the groups to the other, they'll have a bonus on such attempts. 2 Hostile If the two groups come into contact, they'll often end up fighting each other. They certainly won't allow the other group to pass through their territory. If the delvers are perceived as being allied with one group by the other, they'll have a penalty on any attempts to make friends. This penalty will be less than if the groups were at war. If the player characters are being persecuted by one group, the other will usually shelter them, if only out of spite. 3 Allied The two groups are quite friendly. They'll at least listen to the other group's opinion and discuss with them if possible, when deciding what to do with the player characters. If the player characters are perceived as being hostile to one group, they'll have a severe penalty on any attempt to make friends with the other. 4 Strongly Allied The two groups will regard an attack on the other as an attack on them. They'll usually respect the decision of the other group in regard to how to treat the player characters. 5 Wary The two groups would like to destroy each other, but fear the results of open conflict. If the delvers are perceived as being allied with one groups by the other, they'll have a penalty on any attempt to make friends. This penalty will be about the same as if the groups were hostile. The two groups are likely to help the player characters with any plan which will weaken the other group, but only if they can do so in a way that allows them to deny involvement. 6 No Contact The two groups have no resource that they both want, and no way to beneficially work together. They're thus neither allied nor opposed. Re-roll this result if you want every group to be involved in a conflict.





Consequences of Drunkenness



The GM should decide on the chance of rolling on this table, based on the amount consumed and the toughness of the drinker. The effects of this table are in addition to being hung over.



Roll 2 dice.

1st dice 2nd dice result 1 1-2 Roll on the 'Gambling' table below. The character risks all the money they have with them. 1 3-4 The character has no money, and can't remember where it went. 1 5-6 The character only has half the money they should have, and can't remember where the rest went. 2 1-2 The character wakes up naked. 2 3-4 The character has lost an important item, even if they didn't take it out with them. It must be one that they could have gotten access to during the night. If there is no such item, roll again. 2 5-6 The character has made an expensive and largely useless purchase. 3 1-2 The character is wounded, having been in a fist-fight. 3 3-4 The character has a new tattoo. 3 5-6 The character has a new enemy. 4 1-2 The character has let slip some information that they should have kept secret. 4 3-4 The character wakes up in jail, having committed a minor offense. 4 5-6 The character wakes up far from the town or city they were in. It must be a distance they could have travelled during the night, but remember that magic might allow travel over great distances. 5 1-2 The character has joined a cult that is unlikely to let them leave easily. 5 3-4 The character has joined an army (including possibly a rebel army). 5 5-6 The character killed someone. Roll again: 1-2 accident 3-4 self-defence 5-6 the character's fault. Optionally alter these chances based on how good or evil the character is. 6 1-2 The character has gotten married. 6 3-4 The character has arranged to fight a duel. 6 5-6 The character has bought a 'magic' item. Roll again 1-2 isn't magic 3-4 is magic but doesn't work properly 5-6 is magic, but doesn't do what it's supposed to.





Gambling

source or inspiration: Chaosium's book 'Cities'



One roll on this table is intended to cover an entire session of gambling.



Roll 2 dice.

1st dice 2nd dice result 1 1-3 The characters lose their bet, and are accused of cheating. Roll one dice and add 1. They must leave town for this many weeks, or face a high chance of having to roll on 'Consequences of Unpaid Debt' below.. 1 4-6 The characters lose double what they bet. If they can't pay this amount, roll 1 dice and subtract 1. If the result is over 0, they must leave town for this many weeks, or face a high chance of having to roll on 'Consequences of Unpaid Debt' below. 2 1-3 as above. 2 4-6 The characters lose half their bet. 3 1-3 as above. 3 4-6 as above. 4 1-3 The characters break even. 4 4-6 The characters win an amount equal to half their bet (for example if they bet 100 gold pieces, they end up with 150). 5 1-3 The characters win an amount equal to their bet. 5 4-6 The characters win an amount equal to twice what they bet. 6 1-3 The characters win an amount equal to three times what they bet. There is a chance that they'll be accused of cheating. If they are, they can either walk away (treat as breaking even), or take their winnings. If they take their winnings, roll one dice and add 1. They must leave town for this many weeks, or face a high chance of having to roll on 'Consequences of Unpaid Debt' below.. 6 4-6 The characters win an amount equal to three times what they bet. However, they gain a reputation as skilled gamblers, such that no one in the area will let them bet. The amount of time this effect lasts depends on the size of their winnings: it might be only for a few weeks, or it might be for years.





Consequences of Unpaid Debt



Results marked with a (+) will only happen if the debt is owed to someone who is willing and able to use criminal means to recover their money. This doesn't necessarily mean that they themselves have to be criminals. Some people will sell the debt to criminals, or hire them - especially if they're not able to use the law. Some people might be prepared to use some of these methods, but not others.



Results marked with a (-) will only happen if the debt is owed to someone who is able to use legal means to recover their money. Some criminals might be unable or unwilling to use these methods. However in more corrupt areas, or with more 'respectable' criminals, they may. On the other hand, in some places honest but poor people might not be able to use these methods.



Also note that most people will give the characters extra time to pay, in return for increasing the amount of debt. They will only use the options on this table when they conclude that they're never going to get their money.



Roll 2 dice.

1st dice 2nd dice result 1 1-3 (+) The characters will be attacked by thugs who will try to beat them. 1 4-6 The characters will find that shopkeepers will be likely to refuse to serve them, inns will be likely to refuse them a room, and so on. 2 1-3 as above. 2 4-6 The characters will be offered the option of doing an unpleasant and time-consuming, but not illegal, job to clear their debt. If they refuse, the result depends on whether the offer is 'unofficial' or made by the local law. If it's unofficial, roll again on this table, re-rolling if you get this result again. If it's official, the characters are likely to be arrested and kept in jail for a period of time that depends on the size of their debt. 3 1-3 (+) The characters will be offered the option of doing a dangerous and illegal task to clear their debt. If they refuse, roll again on this table, re-rolling if you get this result again. 3 4-6 (+) Thieves will rob the characters, trying to take enough goods to clear the debt. If the thieves are driven off, or they don't get enough goods, roll again on this table, re-rolling if you get this result again. 4 1-3 (-) The characters will be visited by magistrates working for the government, who will seize goods to sell to clear the debt. Driving off the magistrates will be a criminal act and expose the characters to other consequences. If the goods don't cover the debt, roll again on this table, re-rolling if you get this result again, or thieves. 4 4-6 as above. 5 1-3 (-) The characters will be arrested, and stay in jail for a period of time that depends on the amount of their debt. Re-roll if the debt is a result of criminal activity, illegal gambling etc. 5 4-6 (-) as above. 6 1-3 (possibly +) A witch, evil sorcerer etc will be hired to curse the characters. Although this might not be criminal, many people will refuse to use this method. In this case roll again. 6 4-6 (+) The characters will be attacked by assassins who will try to kill them.





Who Owns Yonder Castle?



This table doesn't roll for different species, since that will differ strongly from one game world to the next.

The GM might come up with a chance of the owner being non-human, and roll that seperately to the roll on this table.



Roll 2 dice.

1st dice 2nd dice result 1 1-3 A (roll again: 1-2 commoner 3-4 barbarian 5-6 mysterious individual who appeared one day), who was given a title, and the lands and castle, as a reward for their heroism. 1 4-6 An order of priests who (roll again: 1 are never seen - people arrive, but they never venture out 2 oppress the people with their fanaticism 3 are charitable and kind 4 don't take their vows very seriously 5 cause strange lights with their study of magic 6 mostly keep themselves to themselves). 2 1-3 A dragon. 2 4-6 An evil wizard (roll again: 1-2 is also a noble, 3-4 has bewitched the rightful owner of the castle 5 bought it with their seemingly endless wealth, whereof no-one knows the source 6 created the castle with their magic). 3 1-3 A benign wizard (roll again as above, but 3-4 becomes 'was given it in gratitude by the former owner'). 3 4-6 No-one but the ghosts (roll again: 1-2 the castle is really haunted 3-4 it's abandoned 5 Scooby-Doo style, an evil wizard is creating the impression that it's haunted 6 it was abandoned, but travellers now make use of it). 4 1-3 We don't have a lord. We're an anarcho-syndicalist collective. 4 4-6 Strangely enough, an actual feudal lord (or lady). 5 1-3 As above, but they're unusually brutal and oppressive (roll again: on a 1 or 2, they're really a vampire). 5 4-6 As for (4, 4-6), but they're unusually mild and just. 6 1-3 As for (4, 4-6), but they're unusually brave and fanatical (roll again: on a 1, they're really a robot). 6 4-6 As for (4, 4-6), but they're unusually decadent and corrupt (roll again: on a 1 or 2 they're really a vampire).





Solar Systems 1: What Is the Sun?



Roll 2 dice.

1st dice 2nd dice result 1-2 1-2 A ball of dung pushed by a scarab/dung beetle. 1-2 3-4 Paradoxically, it is merely (roll again: 1-3 a shield 4-6 a mirror) which reflects the real Sun. 1-2 5-6 The eye of a one-eyed (roll again 1-3 god or goddess, 4-6 beast) (optionally roll again: on a 1-3 the moon is its stolen other eye). 3-4 1-2 A nugget of gold, riding on a (roll again: 1-3 chariot 4-6 boat). 3-4 3-4 The crown of a god or goddess, who rides on a (roll again: 1-3 chariot 4-6 boat). 3-4 5-6 The burning wheel of a (roll again: 1-3 chariot 4-6 cart). 5-6 1-2 A golden apple, which is eaten each night but grows again in the morning. 5-6 3-4 The burning body of a dead and ancient (roll again 1-3 god or goddess, 4-6 beast). 5-6 5-6 A burning ball of gas.





Solar Systems 2: What Shape Is the World?



For results marked with a (&), roll on Solar System tables 3 and 4 below.

For results marked with a (+), don't roll on either table.

For any other result, roll on table 3 but don't roll on table 4.



Roll 2 dice.

1st dice 2nd dice result 1 1-3 A sphere, like the real world. 1 4-6 A sphere - however the world is on the inside of the sphere, with the sun at the centre (+) 2 1-3 A sphere - however only the very top of the sphere is liveable, because people fall off everywhere else (&) 2 4-6 A sphere - however one side of the world is always hot and the other always cold, with only a narrow band where people can live. Optionally roll again: 1-3 this is because the planet always keeps the same face towards the sun 4-6 this is because spirits of fire live on one side and spirits of ice on the other. 3 1-3 A cube. Optionally roll again: On a 1-3 each side of the cube is dominated by a different 'element': for example earth, air, fire, water, wood and metal (or light and darkness). 3 4-6 A pyramid shape. Optionally roll again: 1-3 square pyramid (four triangles and one square) 4-6 triangular pyramid (four triangles). Optionally roll again: On a 1-3 each side of the pyramid is dominated by a different 'element': for example (for a triangular pyramid) earth, air, fire and water, or (for a square pyramid) the same but with the square being dominated by darkness. 4 1-3 A series of tunnels and chambers hollowed out of rock and earth - they may range from house-sized, to city-sized, to big enough to contain their own suns. The overall shape of the world/universe is unknown (or optionally roll again on this table, ignoring this result, for the overall shape of the world) (+) 4 4-6 Flat, circular, with mountains all around the edge keeping the seas in (&) 5 1-3 Flat, circular, with a giant snake all around the edge keeping the seas in (&) 5 4-6 Flat, circular, with nothing at the edges to keep the seas in - ships can fall off the edge of the world (&) 6 1-3 Flat, square, with mountains all around the edges keeping the seas in (&) 6 4-6 Flat, square, with giant creatures holding up each corner. Optionally, roll on 'Creatures 5b: Animals' in the 'Creating Creatures' section for what creature (&)





Solar Systems 3: Does the World Orbit the Sun, or Vice-Versa?



Roll 1 dice.

1 All planets travel around the sun. 2 as above. 3 The sun and other planets travel around the world. 4 as above. 5 Other planets travel around the world. The Sun is located on the world. The sun leaves the world in the morning from a distant land in the east,

travels across the sky, and returns at sunset to a distant land in the west. It travels east through the underworld during the night. 6 The Sun travels around the world, but other planets travel around the sun.





Solar Systems 4: What Holds the World Up?

source or inspiration: Spelljammer



Roll 1 dice.

1 A giant boat. 2 A huge creature. Optionally roll again on this table for what the creature is standing on. Optionally roll on 'Creatures 5b: Animals' in the 'Creating Creatures' section for what creature. 3 An infinitely tall pillar. Optionally roll on Solar Systems table 4a below for what it's made of. 4 An invisible sea. 5 Invisible clockwork, which also controls every object's orbit. 6 Nothing: the world is hurtling downward through space. Luckily, the sun and other planets are falling at the same speed.





Solar Systems 4a: What Is the World-Pillar Made of?



Roll on this table only if directed to by table 4 above.



Roll 2 dice.

1st dice 2nd dice result 1 1-3 dirt. 1 4-6 air. 2 1-3 fire. 2 4-6 water. 3 1-3 ice. 3 4-6 wood. 4 1-3 gold. 4 4-6 silver. 5 1-3 light. 5 4-6 darkness. 6 1-3 Roll on the 'Precious and Semi-Precious Stones' in the 'Treasure' section. 6 4-6 Roll twice more on this table.





Effects of Hearing a Swansong



This table refers to the myth that a swan, just before it dies, will sing a beautiful song.

If the players are the kind to kill a swan in order to hear the song, the GM might specify that this won't work (for example the swan might refuse to sing if its murderers will hear).



Roll 2 dice.

1st dice 2nd dice result 1-2 1-2 The player will become obsessed with hearing another swansong, and will slowly waste away if they aren't pursuing this aim. 1-2 3-4 The player will become terrified of hearing another swansong, to the point that they may become crippled with fear in the presence of a swan. If they actually hear another swansong they will lose the fear (and must roll again on this table as anyone else would). 1-2 5-6 The player's singing voice will improve, but only when they're singing sad songs. 3-4 1-2 The player's ability to write songs and poetry, but only sad songs or poetry, will improve. 3-4 3-4 The player will be prone to crippling fits of melancholia, when they'll be almost unable to act. Only magic can cure this affliction. 3-4 5-6 The player will learn the identity (and location) of their one true love. 5-6 1-2 The player will have an increased ability to communicate with, and gain the trust of, all birds. 5-6 3-4 The player will be completely unable to harm any bird (or eat any bird) - even monstrous ones, and even if they're being attacked. Only magic can remove this inability. 5-6 5-6 The player, just before they die, will themselves sing a 'swansong', which will cause any who hear it to roll on this table.





Humans Met In A Dungeon

source or inspiration: D&D Rules Cyclopedia



Optionally roll three dice and take the lowest single result, for the number of humans that the heroes meet.

These tables can also be used for human-like creatures such as dwarves and elves, if they exist in your campaign world.

Note that there's another table below, 'Prisoners of Evil', especially for prisoners met in a dungeon.



Roll 1 dice.

1 They're trying to get out of the dungeon, having found it too dangerous. Optionally roll three dice and take the lowest result - if this is higher than the number met, it represents the original size of their group. For each missing member, roll one dice: 1-3 killed, 4-5 captured, 6 missing. Optionally roll again: on a 1 or 2, they're being chased by creatures of the dungeon. Optionally roll again to see what they were attempting: 1-2 entered the dungeon by mistake, 3-4 looking for an item believed to be in the dungeon, 5-6 looking for a friend who's believed to be in the dungeon. 2 They live in the dungeon. Optionally roll again: 1-2 they're bandits 3-4 they're refugees 5-6 they live among the dungeon creatures: roll on the two 'Outsiders in a Group' tables below. 3 Bait - they're working with creatures in the dungeon, to lure the heroes into a trap or ambush. Optionally roll again: 1-2 working willingly with the creatures 3-4 forced into it 5-6 their will has been altered, for example by magic. Optionally, roll again, ignoring this result, for what story they will tell the heroes. 4 Escaped prisoners of creatures in the dungeon. Optionally, roll on 'Prisoners of Evil' below. 5 They're looking for a friend who has been captured by creatures in the dungeon. Optionally roll on 'Prisoners of Evil' below for who their friend is (they may not be truthful with the heroes). 6 They're looking for an item which is believed to be in the dungeon (the heroes may be looking for the same one).





Spell or Magic Item Names: part 1



For spells, these tables work best with whichever of the name tables (in the 'Personalising Characters' section) best fits your game world.

The name can go at the start or the end - for example, 'Seti's Melancholy Bargain' or 'The Melancholy Bargain of Seti'.



For magic items, you might want to use the type of item (eg wand, ring, cloak) as well as, or instead of, a name:

for example 'The Wand of the Melancholy Bargain', or 'Seti's Wand of the Melancholy Bargain'.

Sometimes these tables will generate a name which suggests a particular type of item: for example 'Ariana's Remarkable Cage'.



Roll 3 dice.

1st dice 2nd dice 3rd dice result 1 1 1-2 Abhorrent. 1 1 3-4 Aggravating. 1 1 5-6 All-Knowing. 1 2 1-2 All-Seeing. 1 2 3-4 Arcane. 1 2 5-6 Audacious. 1 3 1-2 Augmentative. 1 3 3-4 Auspicious. 1 3 5-6 Beatific. 1 4 1-2 Bedeviling. 1 4 3-4 Benevolent. 1 4 5-6 Burning. 1 5 1-2 Cacophonous. 1 5 3-4 Canine. 1 5 5-6 Chimerical. 1 6 1-2 Conquering. 1 6 3-4 Consummate. 1 6 5-6 Corrupting. 2 1 1-2 Crepuscular. 2 1 3-4 Delerious. 2 1 5-6 Dimensional. 2 2 1-2 Disintegrating. 2 2 3-4 Dissonant. 2 2 5-6 Dolorous. 2 3 1-2 Elaborate. 2 3 3-4 Eldritch. 2 3 5-6 Elemental. 2 4 1-2 Empyrean. 2 4 3-4 Enduring. 2 4 5-6 Enervating. 2 5 1-2 Enfeebling. 2 5 3-4 Enigmatic. 2 5 5-6 Enraging. 2 6 1-2 Ethereal. 2 6 3-4 Excruciating. 2 6 5-6 Feline. 3 1 1-2 Flaming. 3 1 3-4 Fortuitous. 3 1 5-6 Fulminating. 3 2 1-2 Ghoulish. 3 2 3-4 Gibbering. 3 2 5-6 Glittering. 3 3 1-2 Grandiloquent. 3 3 3-4 Gratifying. 3 3 5-6 Hallucinatory. 3 4 1-2 Harmonious. 3 4 3-4 Hermetical. 3 4 5-6 Hideous. 3 5 1-2 Ignescent. 3 5 3-4 Impedimental. 3 5 5-6 Improbable. 3 6 1-2 Indomitable. 3 6 3-4 Inexorable. 3 6 5-6 Invisible. 4 1 1-2 Irascible. 4 1 3-4 Iridescent. 4 1 5-6 Legerdemainic. 4 2 1-2 Lissome. 4 2 3-4 Lurid. 4 2 5-6 Magnificent. 4 3 1-2 Malign. 4 3 3-4 Malevolent. 4 3 5-6 Melancholy. 4 4 1-2 Mesmeric. 4 4 3-4 Metamorphic. 4 4 5-6 Mordant. 4 5 1-2 Multipotent. 4 5 3-4 Mutable. 4 5 5-6 Mystifying. 4 6 1-2 Nourishing. 4 6 3-4 Nullifying. 4 6 5-6 Numinous. 5 1 1-2 Ostentatious. 5 1 3-4 Ungainly. 5 1 5-6 Pernicious. 5 2 1-2 Perseverant. 5 2 3-4 Persnickety. 5 2 5-6 Phantasmagoric. 5 3 1-2 Phantasmal. 5 3 3-4 Phlegmatic. 5 3 5-6 Prismatic. 5 4 1-2 Protective. 5 4 3-4 Risible. 5 4 5-6 Prestidigitative. 5 5 1-2 Propitious. 5 5 3-4 Protective. 5 5 5-6 Pugnacious. 5 6 1-2 Puissant. 5 6 3-4 Remarkable. 5 6 5-6 Ruinous. 6 1 1-2 Salubrious. 6 1 3-4 Sanctimonious. 6 1 5-6 Scintillant. 6 2 1-2 Sickening. 6 2 3-4 Spidery. 6 2 5-6 Staggering. 6 3 1-2 Stinking. 6 3 3-4 Tenebrous. 6 3 5-6 Triumphant. 6 4 1-2 Truculent. 6 4 3-4 Tumultuous. 6 4 5-6 Undulating. 6 5 1-2 Unending. 6 5 3-4 Unstoppable. 6 5 5-6 Vampiric. 6 6 1-2 Vexatious. 6 6 3-4 Vitriolic. 6 6 5-6 Vulpine.





Spell or Magic Item Names: part 2



Roll 3 dice.

1st dice 2nd dice 3rd dice result 1 1 1-2 Abyss. 1 1 3-4 Acid. 1 1 5-6 Affliction. 1 2 1-2 Agent. 1 2 3-4 Anchor. 1 2 5-6 Armour. 1 3 1-2 Arrival. 1 3 3-4 Augury. 1 3 5-6 Aura. 1 4 1-2 Banishment. 1 4 3-4 Bargain. 1 4 5-6 Bauble. 1 5 1-2 Binding. 1 5 3-4 Blade. 1 5 5-6 Blindness. 1 6 1-2 Bolt. 1 6 3-4 Bond. 1 6 5-6 Bubble. 2 1 1-2 Cage. 2 1 3-4 Charm. 2 1 5-6 Cloud. 2 2 1-2 Command. 2 2 3-4 Conjuration. 2 2 5-6 Contagion. 2 3 1-2 Cornucopia. 2 3 3-4 Dance. 2 3 5-6 Dart. 2 4 1-2 Deceit. 2 4 3-4 Demand. 2 4 5-6 Diablerie. 2 5 1-2 Ditty. 2 5 3-4 Diversion. 2 5 5-6 Dodge. 2 6 1-2 Doom. 2 6 3-4 Door. 2 6 5-6 Dweomer. 3 1 1-2 Evocation. 3 1 3-4 Eye. 3 1 5-6 Fever. 3 2 1-2 Figment. 3 2 3-4 Finger. 3 2 5-6 Fit. 3 3 1-2 Flame. 3 3 3-4 Flesh. 3 3 5-6 Fog. 3 4 1-2 Fright. 3 4 3-4 Frost. 3 4 5-6 Gate. 3 5 1-2 Gaze. 3 5 3-4 Glance. 3 5 5-6 Globe. 3 6 1-2 Gloom. 3 6 3-4 Grace. 3 6 5-6 Grease. 4 1 1-2 Growth. 4 1 3-4 Guardian. 4 1 5-6 Hand. 4 2 1-2 Hex. 4 2 3-4 Idol. 4 2 5-6 Insult. 4 3 1-2 Iron. 4 3 3-4 Jar. 4 3 5-6 Jig. 4 4 1-2 Languor. 4 4 3-4 Laughter. 4 4 5-6 Leap. 4 5 1-2 Meteor. 4 5 3-4 Mirage. 4 5 5-6 Mist. 4 6 1-2 Mouth. 4 6 3-4 Net. 4 6 5-6 Oath. 5 1 1-2 Oddment. 5 1 3-4 Pattern. 5 1 5-6 Phantom. 5 2 1-2 Refuge. 5 2 3-4 Retreat. 5 2 5-6 Roar. 5 3 1-2 Rune. 5 3 3-4 Scourge. 5 3 5-6 Servant. 5 4 1-2 Shield. 5 4 3-4 Sigil. 5 4 5-6 Simulacrum. 5 5 1-2 Sleigh. 5 5 3-4 Spark. 5 5 5-6 Sphere. 5 6 1-2 Suggestion. 5 6 3-4 Summoning. 5 6 5-6 Swarm. 6 1 1-2 Swoon. 6 1 3-4 Sword. 6 1 5-6 Talisman. 6 2 1-2 Tide. 6 2 3-4 Tower. 6 2 5-6 Vault. 6 3 1-2 Veil. 6 3 3-4 Vigour. 6 3 5-6 Visage. 6 4 1-2 Vision. 6 4 3-4 Vista. 6 4 5-6 Wall. 6 5 1-2 Ward. 6 5 3-4 Web. 6 5 5-6 Weird. 6 6 1-2 Whimsy. 6 6 3-4 Whisper. 6 6 5-6 Word.





Villains

source or inspiration: kellri



You might want to roll more than once on this table, and combine the results. For example, 'an insane serial murderer' and 'a powerful demon' might indicate that the lunatic serves the demon, and hopes to raise it using the blood of their victims.



Roll 2 dice.

1st dice 2nd dice result 1 1-2 A powerful monster, such as a dragon. 1 3-4 A powerful demon (optionally, roll on the two 'Evil Magic Creatures - Titles' tables in the 'Magic and Religion' section). 1 5-6 A mad wizard, witch, sorceress etc (optionally, roll on the 'Magic Specialties' and the two 'Familiars' tables in the 'Magic and Religion' section). 2 1-2 An insane serial murderer. 2 3-4 An evil king or prince (optionally, roll on the 'Titles of an Aristocratic Ruler' table in the 'Settlements and Countries' section). 2 5-6 An evil queen (optionally, roll on the 'Titles of an Aristocratic Ruler' table in the 'Settlements and Countries' section). 3 1-2 An army of monsters, such as goblins. 3 3-4 Barbarian invaders. 3 5-6 'Civilised' invaders. 4 1-2 Alien invaders. 4 3-4 A group of assassins. 4 5-6 A group of thieves. 5 1-2 A group of pirates. 5 3-4 A group of vampires. 5 5-6 The followers of an evil god. 6 1-2 Roll again ignoring this result. The villain or villains are controlling the body of a child or children. 6 3-4 Roll again, ignoring this result. The villain or villains are widely loved and believed to be good. 6 5-6 Roll again, ignoring this result. The villain or villains used to be good, but turned evil.





Knightly Adventure Ideas

source or inspiration: Knights of Camelot



These adventures are more suitable for campaigns with a chivalrous, King Arthur or fairy tale tone to them



Roll 2 dice.

1st dice 2nd dice result 1 1-3 A fair lady (or handsome prince) lives in a nearby castle, and is the true love of one of the heroes. The heroes must help the smitten character successfully win their heart. 1 4-6 A (roll again: 1-2 lady 3-4 aged priest 5-6 mixed group of pilgrims) is/are making a pilgrimage to a nearby shrine, and must be escorted. 2 1-3 A fierce beast is terrorising the countryside, and must be hunted. Finding the beast will be as difficult as defeating it. 2 4-6 A (roll again: 1-2 group of wicked knights 3-4 wicked knight 5-6 good knight who has fallen into madness) is/are terrorising the countryside. They must be challenged and defeated. The knight/s will expertly twist the laws of chivalry against the heroes. 3 1-3 A group of bandits are terrorising the countryside, and must be captured or killed. Their cunning in the forest is more dangerous than their skill at arms. 3 4-6 An enchantress has bewitched many knights into her service. Her spell must be broken and the knights freed. 4 1-3 To prove their courage, the characters must stay at a crossroads, challenging every suitable opponent who travels by (but sparing any who ask for mercy). 4 4-6 Roll again, ignoring this result, or that of courting a fair lady - the resulting adventure is being undertaken as pena