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Some of these I've made myself, most of them I've purloined from others and put here so that I can access them from wherever I might happen to be. I've tried to give credit where credit is due, but in some instances I've failed to note the source — sorry. Let me know and I'll happily insert it.
30 Magic Treasures
Telecanter's Receding Rules | |
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d30 | Result |
1 | Amethyst Band � Prevents poisoning but contracts in doing so, amputating a finger. |
2 | Anan�s Veil � A chunk of cloudy-grey crystal that obscures the presence of the holder but also obscures the world to the holder in a swirling grey mist. You are invisible but blind. |
3 | Beautiful Cap � The wearer of this colorful cap will catch the eye of all creatures in viewing distance, pique their curiosity, and draw their gaze. Creatures that fail a save will follow along, watching the wearer. |
4 | Bone Stylus � Write the name of your antagonist in your flesh and he will leave you be. Works similar to sanctuary against the named individual. Causes one hit point of damage for every letter inscribed in the bearer's flesh. Lasts until the damage is healed. |
5 | Branwalather's Bridge � Actually a pair of heavy, lignum vitae chests. Carried, even one of these is heavy enough to slow and tire two strong men. Opened they appear mundane. If a person is shut up inside one, they exit the other. |
6 | Bulwark � This large shield gains +1 to AC and 50 lbs each round of combat. |
7 | Burdensome Blade � Each day the blade draws no blood it becomes heavier to bear. |
8 | Clement�s Docent � This pair of crude, high, wooden clogs is sometimes known as the Beneficent Path. Uncomfortable and clattering loudly, they are remarkable in that they will lead the wearer's feet, gently pulling with each step. The path they take is the last journey made while worn. |
9 | Friendsward � Useless in battle unless next to a fast friend, in which case it will block every blow that tries to harm them. |
10 | Godith�s Gauge � Floating this ornately carved spoon on liquid will cause it to spin and point toward that which poses the greatest threat to its owner. |
11 | Hat of Climbing � These hats, found in male and female forms, are long and ungainly, consisting of at least two yards of fabric. When the proper magic phrase is uttered they slowly stiffen to the strength and rigidity of steel. They can be climbed, used as a lever, pole, or even vault and will remain rigid until the magic phrase is uttered again. |
12 | Iron Hammer � A hammer that will give you a bonus to hit equal to the penalty you take to your armor class. Want to hit your foe, let him hit you. |
13 | Ivory Aegis � This shield is so slight it's actually a detriment in combat (-1 to AC) but will help guard the bearer against any charming magics (+4 to save). |
14 | Knot Book � Corliss Loop �This book explains how to make a knot that will let a weight slowly and evenly down a vertical rope. Allows a person to descend without climbing or being lowered, and thus remain alert and ready. Good for invalids. (1d4 sessions to learn -1 for exceptional Int). |
15 | Knot Book � Hour Hitch � This book explains how to make a knot that will cause this to release in one hour, also a half hour variant. (1d4 sessions to learn -1 for exceptional Int). |
16 | Knot Book � Songbird � This book explains how to make a knot that will release at a particular whistle note. (1d4 sessions to learn -1 for exceptional Int). |
17 | Lover�s Charm � Two pieces: crude ceramic heart the size of an apple and a barbed, silver arrow as long as a thumb. As long as the arrow is stuck in living flesh, the heart will give off enough heat to make it uncomfortable to hold. |
18 | Needle � This rapier never misses its mark but only leaves the tiniest mark (always hits, 1 hp dmg). |
19 | Obsidian Blade � By cutting yourself with this razor-sharp rock you can heal someone as many points as you decide to bleed out. You will recover your hit points normally. You can bleed yourself as often as your health allows. |
20 | Ranulph�s Runcible � A spoon ornately carved from a single piece of maple. When used to spoon liquid from a container, it will turn black if the liquid would be harmful to the imbiber. This black color will fade away in a day. |
21 | Ring of Extrication � Taken off, it transports you to the place you put it on, but the ring stays behind. |
22 | Ring of Redolence � Emits a constant air of fragrance. Each ring's scent will be unique to it, mint or lavender, for instance. The atmosphere around the wearer will be safe from noxious fumes such as the reek of ghasts or the stink of wizard clouds. But the fragrance will carry far, especially in enclosed spaces, and none who wear it come unannounced. |
23 | Rings of the Joined � These bands only work in multiples. All wearers can share aspects of themselves among themselves. If, for example, 8 give up 1 foot of height, a ninth will become 8 feet taller. |
24 | The Silent Horn � Blowing into it makes no noise. But every person told its magic phrase will hear it sound, deep and clear. Its signal has been used to win battles and in the assassination of seven sultans. |
25 | Sister Sacks � Two grimy sacks woven of hair, one red, one black. Just large enough to hold a loaf of bread, put something in one and it appears in the other. |
26 | St Colvin�s Key � St Colvin was a humble miner trapped in a cave in. He dug a hole in the ground in the shape of a cross. This cross slowly filled with water as from a spring and on lying in it Colvin was transported to safety. A hole of a specific shape dug with this spade will fill with water. A second hole dug in the same shape will fill with water and form a gate to the first. |
27 | St's Buckler � Crude and wooden, this small shield offers no bonus to AC but a foe's critical hits are reflected back on them. |
28 | Testudunculum � This bronze shield will block three successful missile hits on anyone in 20' every round. |
29 | Thrall�s Torc � In combat you are much harder to hurt (+3 to AC), but the torc constricts each round you're engaged in violent activity. Half your constitution is the number of rounds you can fight before passing out completely. |
30 | Wealward � A ring. One malady will but darken it, any more rebound on all in sight. |
100 Sandbox Wonders
Telecanter's Receding Rules | |
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d100 | Result |
01 | Walking rocks — A great flat plain filled with rocks of various sizes. Each night, they slide along at walking speed in one of the four cardinal directions. They range in size from pebble to huge boulders you could build a keep on. (sort of like sailing stones). |
02 | The Teeming Plains — Vast plains with many overlapping fossilized tracks. Apparently caused by some near-instant calamity in the ancient past. If you learn to distinguish the tracks you can follow those of mages, warriors, and angels to where they stop, dig there, and find caches of ancient magic left where they died. |
03 | Everburning Fire — In some far away hollow surrounded by wastelands is a fire that will never go out. It can catch fuels on fire and burn them up, but will remain, burning on the ground even when the fuel is burnt up. Burns in the rain. Burns in the snow. Smothering it might put it out. Have a sentient species of creatures covered in this fire (they just want to be friends) or obsidian trees that blossom with it ever spring. |
04 | Cold Fires — Found in a crater this fire can be spread by normal fuels — carried on a torch, in a brazier — but will never consume the fuels. It burns underwater. It burns eternally but is not hot. |
05 | The Great Mirage Lake — A huge, dry, sea. When a water craft is pushed into it water forms all around, lifting it up. This water might be collected in a container from inside the craft. |
06 | Lesser Mirage Lake — A beautiful blue lake in a dry land. The waters recede from any living thing. It might be possible to catch some with a suitably long pole. It might be possible to explore sunken cities hidden in its deepest parts. |
07 | The Blanched Moors — Low, wet lands covered with shallow, bitter pools. In these are the perfectly preserved bodies of creatures that have died here, all white. White stallions, white cocks, white apes, albino princesses. Perfect for those searching for material components or extinct beasts to revivify. |
08 | The Solid Fogs — At certain times of year the mists across some bays coalesce into solid clouds. These are a danger for ships. There are tales of mages gathering the stuff with shovels and saws to place in the air and build towers on. |
09 | Lethe Fogs — Said to rise from the ground in fell bogs. It smells faintly of over ripe apples and eats away at the memory (lose XP ever day you travel in it). If bottled could cause memory loss in targets elsewhere. |
10 | The Sweet Wind — A chance wind that arises on a certain lost plain. It smells faintly of vanilla. It clears the air and sharpens those that breathe it (extra XP for anything that grants it bonus chance for checks like casting spells to be successful). |
11 | The Crowding Grove — A forest of trees that press in on any living thing, becoming impassable. Cuttings and twigs taken will have similar properties. |
12 | The Shy Thickets — Thick brush that parts for anything living. Plantings can be taken. Might function as a good anti-undead defence. |
13 | The Abrupt Forest — When the sun rises on this it is a flat, treeless plain. But soon saplings push out of the sod and grow. And grow. Trees will grow to adult height by sunset (or alternatively noon). Depending on the type of forest they may grow as fast as a meter a minute or more. Once night falls they recede back into the earth. Cuttings and saplings can be taken. |
14 | The Hidden Forest — Opposite of above; the trees of this forest grow quickly once night falls and recede to a flat plain in the day. |
15 | The Forest that Isn't — A normal forest at night but the light of dawn turns the timber to birds or butterflies which fly away only to come settle back into tree form when night falls. |
16 | Water Rise — Water that flows up. Sometimes found underground where they are a unfamiliar hazard to explorers. On the surface their waters "fall" straight up to space. Can be bottled. |
17 | True Ice Walls — These sheets of ice are somehow pushed vertically from a great frozen plain or lake. Rows and rows. Some pressed tight like the strata of a tilted mesa, some with space enough between for a human to walk. When someone is seen through the ice their true feeling toward you are visible in their face. Crews harvest sections with saws and sleds to place in faraway palaces. |
18 | The Dammed Muds — Flats of mud that stretch for miles and that never dry. Even if dug up and moved to somewhere else the mud will remain mud. Said to be treasured by mages in the making living statues. |
19 | The Shards — A flat landscape, as far as the eye can see, covered with shards of inscribed pottery. Like a great library, the writing on the shards can be searched for spells, recipes, or the locations of famous treasures. Except some essential bit of information will always be missing, the one shard that bit was on lost to the ages (spells will misfire in random ways, recipes have side effects, treasure maps will have some riddle that needs answering or might point to two equally possible places). |
20 | Where God Waits — The landscape of this whole area is actually the shape of a human lying on its side. The hip a great hill. Two cults have sprung up around it, one that protects the figure in expectation of its waking day, the other secretly digs out its grey, clayey flesh at night to eat. |
21 | The Graveyard of Gods — A set of canyons filled with white bones too big for even dragons. Ribs as big as rivers, Hills of solid bone. Operations have been set up to "mine" the ivory, cutting out solid blocks as big as wagons can carry. Interesting murals might be scrimshawed in hard to reach places. |
22 | The Battlefield — A Great rocky depression filled with the bones of thousands of warriors and most of their gear. Weapons and armor, ancient, weird, or of excellent quality can be found if long enough is pent rummaging partial or broken gear scattered through the rocks. Some say those who take from this place are cursed by doing so. |
23 | Tidal Sands — This section of desert acts like waters in a bay, receding to reveal hidden treasures, returning to catch the uncautious in smothering dunes. |
24 | Calving Cliffs — Rough cliffs above the sea. They are lined with cairns along their edge (like the tomb of the eagles). Every so often chunks of the cliff will break away and . . . float. These floating islands sometimes calve with whole cairns on them, sometimes with a party of tomb looters stuck on them. |
25 | The Plug — A great lump of lead the size of a keep. Rumored to have been created to encase a powerful evil. Constantly hacked at by the poor and greedy-- the lead used to make shot for slings, roofing, pipes — each time some is taken away there is a chance of evil being released to wreak havoc (maybe something like vulture-headed pygmies appear, or worse depending on the amount of lead hacked off). |
26 | Tar Glacier — I think just seeing a huge swath of tar filling an alpine valley, infinitesimally creeping forward would be trippy. What other uses it might have I'm not sure. (Leave your ideas below). |
27 | The Fickle River — Every few days this river will completely change the direction it flows. Commerce and the towns and villages that line it are shaped by this, with different trade and small festivals happening when the current turns their way or remains their way for more than certain amounts of time. |
28 | Flower Trail Steppes — About a half hour after walking on the ground in this region small, bright flowers bloom all around the area walked on. Impossible to cross without leaving a colorful trail. Very dangerous, as bandits and large predators have learned to use this in tracking prey. The cut sod is worth its weight in gold to potentates for use in gardens. |
29 | Old Chalk Hills — Rolling hills made up of powdery, grey chalk under a thin layer of grasses. This chalk preserves the life of anything buried in it. Digging in the hills will uncover every type of ancient life, even humans, which, after catching a few deep, coughing breaths, will resume life. |
30 | Heavy Sands — These sand bars in a river delta fluctuate in color depending on the health of the ruler of the empire. The grains act normally-- filling spaces, able to be made into glass-- but are as heavy as lead. |
31 | The Whirlwind — This persistent tornado is given different names by different cutures- Kasirga, Kimbunga- and is said to have a personality. It moves randomly across the plains often just in sight, a deadly threat if it decides to come toward the viewer. |
32 | The Shy Sea — A vast plain of gravel, every few weeks a murmuring sound all around signals the rise of clear, fresh water bubbling up from below. The waters of this new shallow sea, eventually about as deep as a human is tall, are said to have healing properties. |
33 | Ice Flats — These areas look as if a great lake was covered in ice and then the water disappeared. Sailing ice boats is a quick but dangerous way to cross them. At night, fires and lights are often seen flickering below the ice, as if whole cities live beneath. |
34 | Fire Pools — An area of natural pools that smells faintly of stale oil and looks oily. At night a pale fire flickers across the surface giving an eery glow to the whole area. Water collected here will also burn in the dark. Drinking the water is not advised. |
35 | Green Canyon — A small, winding canyon unrecognizable as such because its ground-level opening is filled with greenery. Clambering down a trail into the canyon reveals that the greenery is from trees growing in mid-air, their roots bare. The heartwood of these trees is buoyant. |
36 | The Weeping Stones — In an otherwise dry badlands, these pinkish, hard rocks trickle moisture. Mosses and lush grasses grow around their bases. Oval and each close to the size of a person, the rocks show signs of having been chipped at over the centuries. A fist-sized chip will trickle a waterskin full in a day. |
37 | Summer Mountain — This mountain range is seasonal. It slowly recedes into winter and pushes up in spring. Tallest at the summer solstice, its behavior shapes the trade and ecology of the entire region. |
38 | The Speckled Shoals — These rocky shoals are dangerous to ships, but beautiful. Made up of small rocks the many colors of fall leaves, these have actually fallen from the small trees that crown the shoals and grow leaves of stone. Cuttings can be taken. |
39 | The Child of the Sun — Hidden in an underground cavern is a tiny sun. Just like our sun but the size of an apple, it floats above the cavern floor. Here warm breezes blow, green mosses spread across the cavern floor and mouse-sized cattle graze in the glow. |
40 | The Rotten Rocks — Actually two hills of greenish stone crumbling to powder. The hills can be seen from quite a distance. The powder decays metal as a rust monster. |
41 | Amber Beach — This long, sweeping beach hidden in a cove is made entirely of bits of amber smoothed by the sea. The amber holds fragments of ancient trees, bugs, and some even tiny fairies. It's said warming those over a fire will release the fairy which might perform a service. |
42 | Bower Village — Seen from nearby hills this looks like a thriving riverside village. On closer inspection it's all made of straw, mud, and found objects. A single male bower bird lives here. If caught and moved elsewhere he will construct a similar village in approximately 1 month. |
43 | Auburn Hills — Hills covered with fine, red-brown grass but oddly little wildlife. Closer inspection reveals the "grass" is human hair. Can be used to make rope and cloth like silk. Do not burn. |
44 | Ember Showers — These blasted lands have barely any plant growth, and the few weeds and scraggly bushes are singed and blackened. Each day a shower of embers falls here. Legend says, if you can catch one in holy water the ember will cool and "grow" back into what it was before, and that each of these embers are the pages from some great library. |
45 | Well of Coals — This tavern-sized crater is filled with smoldering coals. Removed coals are replaced by more coals that seem to push up from inside the earth. These coals will never burn out and are tempting for merchants to take, but there is a small chance each day they will begin reproducing and filling the area they are in completely with coals. |
46 | The Thick Airs — In a small, hidden valley the air is so thick that moving through it is more like moving through water, or snow. It is so thick that small items, like apples and daggers, can be placed in it and will not fall. It is said it is so thick it can be scooped into bags and carried away. |
47 | The Thick Waters — The waters in this small, forgotten pool look normal in every way, but feel more like a thick mud. A boat will sit on the surface and not sink into it. They cannot be drunk. It is said if they are warmed the thick water will thin itself, becoming normal and expanding in volume by 10 or 100 times. |
48 | The Splintered Ridges — A set of several long straight ridges. Under the thin layer of soil and grass these hills are made entirely of wood. And this wood is said to heal itself, prized for shields. |
49 | Breathing Mountain — The canyons at the base of this mountain are beset by winds every few hours. These blow down and away and then in a few minutes and toward the mountain again. The winds are of such force they can blow mules down the canyons and suck small children up and away. |
50 | Dewdrop Flowers — The petals of these small flowers are made of water droplets. The slightest brush will release the droplets and cause the flower next to it to release its, sending glistening waves through the fields. Greatly sought be rulers or arid realms. |
51 | The Smoking Lands — Lands much like ours except that the living things are a bit paler, a bit grayer, and where our life has hair they have smoke rising off of them. Women with smoky tresses, wolves that have fur of smoky tendrils. |
52 | The Great Green — A vast swath of green grass that reaches heights of 12 feet. Travel through it is risky because so many have gotten lost, or never returned. Who knows what wonder it hides. |
53 | Where the Light Falls — Imagine a shaft of sunlight breaking through the clouds on a cloudy day. In this place there are many of these sunny rays of light, of various sizes and falling at various angles, even when there are no clouds. If a living thing walks through the one of these, the light will fallow them until they leave the region. Follow them even at night. |
54 | Twilight Vale — This secluded valley is always in the gloaming. It is a peaceful dusk, with crickets and fireflies. But the sun never shines here. |
55 | Root Forest — This grove of trees grows upside down. Nothing is seen but roots. Digging in the earth around the trunks reveals leaves and mango-like fruit. Eating one of these fruit will give you all the benefits of a good nights sleep without having to sleep. |
56 | Fertile Earth — This patch of land is so fertile that anything planted in the ground here will grow into a tree. These trees look just like oaks, and are just as slow to grow, but bear fruit that is the young of the planted "seed." Bury a bird and the tree bears eggs. Bury a fruit and the tree bear seeds. Bury the dead and . . . |
57 | Impenetrable Forest — After walking for half an hour into this stand of trees you will find yourself walking back out. Always. |
58 | Down Showers — In this area, in the winter, small downy feathers fall instead of snow. These blacken and decay eventually. Gathered fresh into sacks, the down can be used for bedding and clothing that provides excellent warmth while virtually weightless. |
59 | Salt Forest — Seen from a distance it looks like a snow-covered forest. Closer inspection reveals trees, shrubs, stumps, everything made entirely from salt. Rain causes the whole to melt away. Later, the salt then pushes up from the ground to slowly reform the forest. This salt is said to be useful for leaving trails in labyrinths that remain undisturbed. |
60 | Cold Springs — A series of ponds and geysers in a rocky badland that have, not hot, but freezing cold waters. This water is said to keep it's cold far longer than normal when transported elsewhere. |
61 | The Great Shells — This forgotten bay holds oysters the size of ox carts. Pried open, candlesticks, crowns, and other objects can be placed inside to be covered by mother-of-pearl. |
62 | The Horned Rocks — A rocky mountainside out of which grows sets of horns. There are various spirals, curvatures, and length. If a horn is cut, another will begin slowly growing from the same spot. These horns, when carved properly, can be heard farther than should be possible when sounded. |
63 | Sculpted Forest — Old oak forest carved in marble. Each leaf and acorn detailed realistically. It's said each acorn if planted and watered, will grow a 20 x 20 x 3 section of stone wall. |
64 | Rust Beach — Run of beach made of rust. Rumored that a god corrodes under the water nearby. Eat the rust to immunize your body to magic. |
65 | Glass Fumaroles — Natural glass extrudes in strange spindles from these steaming, sulfurous holes. Glass so pure and fine that, if struck, the noise made is only heard by elves. |
66 | Leaves with No Trees — These grassy plains are covered in colorful leaves in the fall, though there are no trees for miles. |
67 | Hidden Valley — A small, fertile valley with a creek that no one knows about, but you. Maps don't show it. Travelers will route around it and not realize the extra time their journey took. |
68 | Beast Amphitheaters — Natural, rocky concavities where, at midnight, all the animals from miles around gather in, to sit in silent circles until dawn. |
69 | Twin Valley — Every tree here is next to an identical tree, every flower, an identical flower. Each squirrel you see, each deer is a pair. |
70 | Punctured Lands — These grassy, foggy flatlands are treacherous because the ground is full of holes. Fist-sized to horse-sized, the holes plunge hundreds of feet into darkness. Listening at the holes, will let you here the voices of the dead, different hole, different voice. |
71 | Bright Hills — Everything here seems normal, except there are no shadows. |
72 | Coral Road — A sinuous, bright-red road that might be aeons old, it curves to miss mountains no longer there, bridges over rivers now dry, before disappearing under the sea. |
73 | Wandering Grove — Within a large area of plains, a particular grove of trees is never seen moving but often found in different locations. Some say it hides a ancient shrine and moves to keep it safe. |
74 | Cypress Stands — These low, rolling hills are peppered with lines and stands of Italian Cypress. Close inspection reveals they outline former lanes and villas. Somehow, the trees survived the complete destruction of the rest. Reading a map here will cause ancient dwellings, cities, and roads that no longer exist, to appear on the map. |
75 | Winter Boulders — Above the tree line there is a area that looks clear, but in winter fallen snow reveals the shapes of invisible boulders. The boulders have centuries of graffiti and recesses carved into them. Placing objects into recesses will make them invisible too. |
76 | Moth Fogs — Marshy lands where any movement causes millions of tiny, white moths to rise up and flutter about. They are drawn to faces. |
77 | Rushlight Berries — Inedible berries that glow as bright as a candle when ripe. Dim as they overipen. |
78 | Lichen Field — Above the treeline, a valley filled with yellow-orange lichen. Eating a handfull allows a person to go a week without food. |
79 | Balancing Bole — The trunk of what was once a huge fir balances precariously on a point jutting out from a high cliff. It is said that if you say a name as you push on the trunk it will rotate so the small end points toward where that thing is in the world. |
80 | Balancing Rocks — Above the treeline, a whole valley filled with piles of balanced stones. Make your own pile and gain luck for as long as it stands. The higher the pile, the more luck but the more likely it will tumble once you leave. |
81 | Sand Falls — A plateau in a desert with dunes on and around it. Every third day sand falls from above. The sand is so pure and fine it's said a person with cursed weapons or armor can remove them while standing under the fall. |
82 | The Roots — Acres of twisted roots with no soil. Very difficult to travel through. These roots consume soil around them and cuttings are feared by farmers and desired by sappers. |
83 | Dark Water — Somewhere in the ocean a patch of dark water exists. It is oily and stinks like-rotting fruit. Bathe in it and animals will ignore you for a day. |
84 | God's Breath — These rocky flats are blasted by a continuous downward wind. So loud that speech is impossible. It is said someone cannot be scryed for as long as God breathes on them. |
85 | The Shells — Deep in a desert a vast area of pinkish dunes. These are actually made up of millions of tiny shells. Placing the shells in water causes them to revivify as tiny molluscs and crustaceans that are voracious and consume any meat nearby. |
86 | Grey Hills — These low rolling hills are a sickly grey and made almost entirely of clay. They are treacherous in wet weather but folks say bricks made from the clay cannot be broken by siege engines. |
87 | Keep Tree — From a distance it looks like a stand but it's actually one huge, ring-like tree. With one entrance and a clearing inside some thirty feet across, many tribes, patrols, and pilgrims have sought shelter here over the years. Oaths made inside bind like a geas. |
88 | The Honeycomb — Red sandstone with tight, twisting passages and holes of different sizes worn by wind and ancient water ways. The best shelter for miles in the badlands, it's said you can hear the conversations of all those that have camped there before in the wind moaning through the crannies. |
89 | God's Bowl — In the floor of a rocky mountain valley a massive vein of white quartz holds a pool of water. This water will never freeze even if taken from the pool. |
90 | Wight Woods — Evergreen trees that do not move in the wind but move as if by wind if the dead are moving near them. |
91 | Dark Ice Caves — The ice these caves are found in is a dark, purplish hue. It melts to water of the same color. This water freezes in darkness regardless of temperature. Treasured by desert castellans. |
92 | The Great Stillwater — This lake in the center of a northern bog is deathly still. In fact no ripples move on the water when it is disturbed. If some of this is poured in another body, that water will still for an hour. |
93 | Ghost Road — Parties traveling on this ancient road see no one behind them and a party far in front of them that looks identical to theirs. All parties see this. Two parties traveling at the same time will not see each other until close enough to be mingling horses. |
94 | The Old Teeth — A line of obsidian plugs jutting from a rocky landscape. Fires set next to them produce no smoke, as if the plugs breathe it all in. |
95 | The Round Pools — A flat, stone plain dotted with small, circular pools. The fresh water never dries up and bathing in one will speed healing of small wounds. Bathing in several in the proper intervals will heal completely and even restore limbs. |
96 | Ghost Creek — The loud sound of water flowing in a creek is heard here, but no water. Containers left out overnight will fill slowly. Drinking the water in them will allow a person to rest without sleeping — like an elf- for a week. |
97 | Honeyed Cliffs — Tall cliffs so covered in wild beehives that honey drips down along the length of them. This honey is said to preserve things indefinitely and locals place the bodies of revered dead all along the bottom of the cliffs. |
98 | Root Cavern — A vast cavern with roots in place of stalagmites and stalactites. They drip thick sap which will trap the unwary. If thinned with alcohol and drunk, it is said to make the skin bark-hard for a day. |
99 | Stalking Creek — Travellers through dry hills will sometimes encounter a creek that they cannot shake. Hiking directly away from it reveals that it curves around the hill you just hiked over. Once the creek is seen parties lose their sense of direction and will remain lost. It is said hiking up the creek will reveal the last party lost to the creek around the source and free travellers from its hold. |
100 | The Barrens — Huge swath of forest that appears devastated by a recent fire. Walking into it will drain strength from a person (drain 1 hp per turn of hiking) while revitalizing the small area around their path. |
1d30 Random Encounter Table Of Remains From Azathoth The Blind And Idiot God
Swords & Stitchery - Old Time Sewing & Table Top Rpg Blog by Needles | |
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d30 | Result |
1 | A large alien city block of burnt out and abandon organic buildings tumbles through space. There are ancient shadows on the walls of buildings. Here and there are glowing lights that can be seen in windows. There is 40% chance of encountering undead or some other horror of insanity left behind. |
2 | A giant 50 meter long giant alien skull scrubbed clean of all traces of decay. The thing however has giant gems for eyes and these things seem to glow with an inner light as if from some long dead soul. |
3 | A miasma of slime, jellies, and vapors clings to each other but seems to be pulling apart and fighting with themselves. The touch of one of these things inflicts radiation �burns and dissolves melt. Flesh runs like hot wax under the touch of such things |
4 | A strange cloud flows through the night sky, this thing is a riot of insanity, colours, and horrors beyond imaging. The night sky is full of the stuff for a moment and then it begins to float gently down from up in the upper atmosphere. The stuff has a horrid scent, and it seems obscenely alive and full of alien possibilities. Almost human shapes beckon from within it. |
5 | A 500 ton rock of gold tumbles through space, scattered across it's surface are still living alien humanoid beings screaming silently into space. A closer look reveals parts and pieces of buildings, technological items, and worse. |
6 | A giant alien insectoid arm hundreds of meters long with horrid burns found on the thing here and there. The thing is partially alive yet and twitches every once in a while. Something strange is clutched in its digits. |
7 | A semi digested building tumbles end over end. The still living remains of zombies clutch helplessly to unlife as they scream silently through space. |
8 | A giant space craft bits and pieces of it missing silently sails on ward ever on ward. The half missing tail section is still on fire as jets of plasma leak endlessly into space. There are five second transmissions coming from it over the FTL communication bands. |
9 | A section of a small American town is half melted and turned to glass in the cold depths of space. There are buildings untouched here and there. While burnt out trees all around and embedded skeletons half sticking out of the pavement of the place. A faint radio signal plays some forgotten golden oldie from 1954. |
10 | An alien sky scraper tumbles end over end. It is in perfect shape except that the windows of the structure are living eyes. They look out into the universe and the structure almost seems to be breathing raggedly and it seems in pain. |
11 | A giant burnt out carcass of some 100 meter long space going creature. The half rotten carcass is covered over in hundreds of thousands of teeth marks resembling arcane writing. |
12 | A small red school house perfectly preserved floats through space on a small parcel of land. The glowing red eyes of school children look out here and there from the windows of the place as it floats away. |
13 | A single radioactive humanoid skeleton made out of emerald floats through space. The bones have been strung with golden wire. The thing almost seems alive because it is! The thing will move with a life of it's own. |
14 | A giant gem with a small living humanoid inside of it. He beats soundlessly against the middle of the gem. There are pieces of alien flesh on the side of the gem. |
15 | An entire alien space craft floats and tumbles through space. There are thousands of bite marks across the surface of the vessel. One lone captain waves to anyone who sees the bridge just as he eats a human hand. |
16 | An incredibly complex looking device hundreds of meters long vibrates, moves, and malfunctions as it moves through space only to jump into a higher dimension seconds later. There is a burst of alien static and some chatter on subspace radio but then it's as if the thing never existed it. |
17 | Millions of alien corpses float through space, their faces all locked in stares of horror and all with almost the exact same look of absolute and utter terror. |
18 | A 1957 Ford green car with it's headlights working and the radio playing. The interior is covered in gigantic blood splatters which have freeze dried in place. There is a thumping coming from the trunk of the car. |
19 | A giant phallic looking organic organ belonging to some giant alien creature. There is what appears to be a large bite taken out of the organ. It is 50 meters long and rotten looking. |
20 | A giant fleet of Chinese junks with hundreds of net's used for fishing flayed and burnt. Each vessel is lit with a halo of St.Elmo's fire and moment's later they all vanish without a trace. |
21 | A perfectly preserved corpse of an android. The positronic matrices of the thing is locked into a series of sub routines of abject insanity and horrors. The thing seems locked into a horrid nightmare. |
22 | A flash frozen corpse of a woman whose clothes seem from the 1980's. Amazingly here corpse while dead support's a still living mind. The corpse while dead is host to a very dangerous alien organism. |
23 | A giant whose 45 meter corpse is home to several alien species which worship the blind and idiot god who placed them on this mound of rotting meat. They will begin singing Azathoth's praises the second anyone finds them and try to drive crazy any one they happen upon. The corpse occasionally twitches in time to their singing. |
24 | A bound and chained being whose actually a living sacrifice for the idiot god. The living being will try to sacrifice itself and murder anyone it comes across. The thing is utterly insane and only wishes to murder in the name of it's god. |
25 | Three hundred tons of burnt and melted office equipment along with the manager's corpse who was drained into the dimensional vortex. The corpse of the being will raise as a zombie in seventy two hours. |
26 | A preserved living brain of some ancient wizard locked with a glowing jar of liquid. The wizard will try to mentally possess anyone it comes across. The wizard will try to sacrifice anyone to the idiot god for some great favor. |
27 | An ancient preserved corpse of a samurai warrior in full armor who is fused to said armor. The samurai is seeking his lost love who was a sacrifice to the ancient horror. �He needs the support of some very special individuals to find her. He needs your help. |
28 | A small silver craft with it's cyborg pilot who has been rendered insane after being eaten and excreted by the ancient idiot god. He is seeking something but has lost all purpose as to what. The cyborg has a collection of valuable alien artifacts. It is unsure of it's purpose but will murder anyone wearing the colour blue. |
29 | The still sleeping form of a star spawn of Cthulhu, it will awaken if disturbed. In it's claws it clutches a rod of rulership belonging to Cthulhu |
30 | A refried but living larva of the Outer God's and the thing is hatching. It will be hungry and very dangerous as well as trying to spread insanity wherever it can. |
Sandbox Rumours
from Hack & Slash | |
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d30 | Result |
1 | A huge dire wolf, apparently immune to magic, is organizing the wolves in the wood. |
2 | Evil mercenaries are constructing a fortress not far from the community. |
3 | The tomb of a powerful wizard, filled with magic items, has sunk into the swamp. |
4 | Mysterious groaning sounds come from a haunted wood at night. |
5 | Bugbears are demanding a toll on a well-traveled bridge. |
6 | A blackguard is organizing monsters in an area. |
7 | An emissary going into a hostile kingdom needs an escort. |
8 | A wizard needs a particularly rare spell component found only in the deep jungle. |
9 | Gravediggers have discovered a huge, ghoul-filled catacomb under the cemetery. |
10 | Evil clerics gather in secret to summon a monstrous god to the world. |
11 | A wizard is buried in a trap-filled tomb with her powerful magic items. |
12 | Lizardfolk riding dragon turtles sell their services as mercenaries to the highest bidder. |
13 | Gargoyles are killing giant eagles in the mountains. |
14 | A druid needs help defending her grove against goblins. |
15 | All the dwarves in an underground city have disappeared. |
16 | A fire elemental has escaped from a wizards lab. |
17 | Undead shadows vex a large library, especially an old storeroom long left undisturbed. |
18 | A shapechanged mind flayer is gathering mentally controlled servitors. |
19 | A lonely mountain pass is guarded by a powerful sphinx denying all passage. |
20 | Burgulers broke in to a wealthy merchants shop, but apparently didn't take anything. |
21 | The town may be hireing mercenaries to augment the town guard. |
22 | A new inn is opening in town. |
23 | The duke has been acting strangely. |
24 | A rare plant has suddenly boomed in population on a local farm. |
25 | Various monsters have long preyed upon people from within the sewers of a major city. |
26 | Local bandits have joined forces with a tribe of ogres. |
27 | An island at the center of the lake is actually the top of a strange, submerged fortress. |
28 | A infestation of stirges drives yuan-ti closer to civilized lands. |
29 | People grow suspicious of half-orc merchants peddling gold dragon parts in the market. |
30 | A strange green smoke billows out of a cave near a mysterious ruin. |
31 | Mysterious merchants sell faulty magic items in town and then attempt to slink away. |
32 | Cultists are kidnapping potential sacrifices. |
33 | A huge gemstone supposedly lies within an ancient ruined monastery. |
34 | Barge pirates have made a deal with a covey of hags and exact a high toll to use the river. |
35 | Ogre magi have torn up a village in a violent rage. |
36 | A map showing the location of an ancient magic forge is discovered. |
37 | Two orc tribes wage a bloody war. |
38 | A recently recovered artifact causes arcane spellcasters? powers to go awry. |
39 | An enchanter is compelling others to steal for him. |
40 | A gate to the Lower Planes threatens to bring more demons to the world. |
41 | A plague brought by wererats threatens a community. |
42 | Clerics who have resurrected a long-dead hero discovered she?s not what they thought. |
43 | Colossal vermin are straying out of the desert to attack settlements. |
44 | The tomb of an old wizard has been discovered. |
45 | A clutch of wyverns is preying upon sheep as well as shepherds. |
46 | There is fierce fighting in the northlands. |
47 | A band of adventures fled into a ruined fortress tower filled with treasure and monsters. |
48 | The eastern witches and warlocks have discovered a new type of magic. |
49 | An army of statues in the south has begun to move. |
50 | A mad witch has been found in the burned remains of her abode, her servants all killed by her hand. |
51 | A Powerful Good wizard is dying and is said to be seeking information on lichedom. |
52 | An alchemist has lost a shipment of supplies to hijackers. If she doesn't get them back, she faces bankruptcy. |
53 | Cultists need to recover an artifact to summon a giant sleeping demon. |
54 | A wizard in a manse to the north of town is flaunting guild laws. |
55 | Several daring thefts have been made upon towers in the city. |
56 | A group of dragons has banded together to increase their power. |
57 | Demons are possesing monsters and causing havoc. |
58 | A killer is loose and stuffing bodies into chimneys. |
59 | A large bridge to the east has been destroyed by unknown forces. |
60 | Something is preventing huge hordes of humanoids from leaving the Praxer Mountains. |
61 | A mage's familiar has escaped and been said to have summoned a demon. |
62 | Reports have come in of a living dungeon. |
63 | A group of liches has formed an eldrich pact with evil dragons. |
64 | Rumors of an ogre civil war have been filtering into town. |
65 | Undead scorpians have been accosting people and robbing them without killing them in the south. |
66 | Lizard men have recently begun approching human settlements with envoys seeking peace. |
67 | A powerful angel is hiding in the city performing good deeds unseen. |
68 | Demons have been taking the shape of men and hiding to escape hell. |
69 | A new brothel is opening in town, and they are seeking talent. |
70 | A halfling wizard has discovered a new powerful school of magic. |
71 | A medusa is said to be the head of a merchant guild. |
72 | Basilisk's have started appearing in the forest to the north. |
73 | The Witch Queen has been defeated by a band of adventuerers. |
74 | The Witch Queen was in contact with the Mountain King in the Praxter Mountains. |
75 | Dwarven immagrants are arriving in southern cities in droves. |
76 | Everyone who enters the Praxter Mountains dies. |
77 | A mages experiement has caused a disaster in a tower to the east. |
78 | Talking monkeys reside in the forest. |
79 | There is a Witch in the swamp to the south who brews potions of a legendary efficacy. |
80 | Primative heathens are throwing parties in the woods. |
81 | A magical accident has opened a gate that has loosed magic-eating monsters into the world. |
82 | An ancient evil cult banished long ago is said to be returning. |
83 | A great treasure was discovered by the dwarves in the Praxter mountains. |
84 | A Vampire is seeking to release a great evil. |
85 | Man-Eating Ghouls prowl the swamp for food. |
86 | Obelisks stand in the mountains that hold the key to great power, None who have sought these have returned. |
87 | A band of evil gnomlings lives in the forest. |
88 | There is a wolf pack to the north, they are the pets of a mighty giant. |
89 | An ancient demonic evil has seized control of giants. |
90 | The Mountain King is possessed by an evil force. |
91 | Eye Tyrants are arriving in huge numbers from the realms above. |
92 | Dragons can sense when their kin are harmed or killed. |
93 | When an Eye Tyrant is killed, a curse is bestowed that causes all other Eye Tyrants to seek the killers. |
94 | There are many old ruins in the swamp. They are from a previous Aeon. |
95 | Many of the old ruins in the swamp contain great and ancient treasure. |
96 | A palace of pure gold and steel is hidden in the mountains. |
97 | A mighty pyramid tomb lies to the north, theft-proof, it still contains ancient treasures. |
98 | A great dragon was slain, the witch queen banished, and the spirit of the ancient barbarian king destroyed by beings from another realm. |
99 | [Player Character] is said to be a lover of [same sex] |
100 | When you die, you get turned into a dragon! |
In The Marketplace
from The Dungeon Dozen | |
---|---|
d12 | Result |
1 | Butcher w/variety of Underworld meats, dubious sausages, menacing terrines, weird pt�, will pay bounty for reasonably fresh monster corpses |
2 | Kiosk occupied by capitalist sorcerer selling horses w/full tack shrunken to chihuahua size, resume full stature upon command, comes with reinforced backpack habitarium, tiny bales of feed, extremely pricey |
3 | Entirely corrupt Royal Inspectors w/squad of elite soldiers shake down dealers, accept only the juiciest of bribes, add arbitrary transaction fees to deals-in-progress, universal acclaim to any who could make this menace disappear |
4 | Illegal dungeon intoxicant salesman on home-crafted in-line skates zooms around openly pitching wares, issues obscene gestures to 3, above |
5 | Gnarly-looking tattooist, shirtless, broad grin reveals decorative faux fangs, shaved hairless but for multi-pronged goatee, inked from crown to crotch in riot of styles, art samples on stretched human skin, audible groans from within tent enclosure |
6 | Ambush cleric of the mighty god of beat-downs: magically conceals self, beans chosen subject w/mace, subsequently revived in back alley under full proselytizing assault |
7 | Bearded witch under black tarp will curse enemies for cash, outcomes range from minor skin eruptions to howling madness to lethal afflictions, priced accordingly |
8 | Foreign vendor sells unusual footwear, mostly mundane w/extremely pointy toes, new line of troll-rubber boots that never wear out, enhance sneakiness |
9 | Levitating mystic w/brass bowl full of coins, opens eyes and issues single dark oracular statement only if exact change deposited |
10 | Multiple dealers offer stilts and grotesque papier mch� heads to mark upcoming Festival of the Giants |
11 | Squad of ex-hirelings w/visible wounds selling off goods from party of adventurers killed by poison gas trap, partial dungeon map among items, other tips available for cash payment, will never ever venture below again |
12 | Dungeon crawl puppet show, picaresque featuring Quazemax the quasi-lich's underworld conquests, magically enhanced production values, buckets of gore, demographic appears to comprise children/simplest louts and warriors, watching entire program yields 1d12 mostly true dungeon rumors |
Drunk Jerks With Swords: Random encounters in the saloon
from The Dungeon Dozen | |
---|---|
d12 | Result |
1 | Sweaty, brutish lout fresh from the wilderness in owlbear-skin suit, giant moustache, smells like beef jerky, utters continuous hate speech against demihumans/savages/foreigners |
2 | Tall, slender but w/ sinews like steel bands, mismatched bits of gear and armor from defeated foes, despises holy men and paladins because who do they think they are? |
3 | Scarred escapee from generations of servitude would gleefully hack member of gentry at any opportunity, froths at any obsequious displays, counsels hirelings/henchmen to abandon their masters, collection of teeth knocked out of noble heads |
4 | Old warrior, too broke to retire, shrivelled but w/ highly refined murder skills, wracking cough, likes to pick on the weak, issues stream of insult comic jabs until target provoked, hides behind lout in entry 1 |
5 | Bloated creep, trickle of saliva from slack lip, incredibly strong but only good for about a minute of combat before wheezing, challenges big guys to feats of strength w/heavy wagering, trash talk, won't pay out if defeated because victor must have cheated |
6 | Paranoid fighter w/one giant hand won't stop talking about the red reptilians who actually control everything, takes challenges to world view as personal affront |
7 | Charred fireball survivor can smell a magic-user a stone's throw away and unwilling to take any chances |
8 | Barrel-bellied gentleman, plate armor straining to contain ever expanding girth, feels all disputes should be resolved via competitive drinking |
9 | Constable relieved of duties after questionable handling of arrest would love to vent spleen in violent outburst, but to do so lawfully must be struck first |
10 | Well-spoken cretin espouses half-baked barroom Social Darwinism, goes on at length about how the poor get what they deserve |
11 | Famous local outlaw fresh from the tailor in fashionable togs, drops silver indiscriminately, gleefully buys round after round, involuntarily hinting at big score he's not supposed to talk about |
12 | Beloved hero of the previous decade, once-resplendent martial gear now stained and rusty, a bit weird after the dragon bit his head, staggers into people at random w/jostling force, demands apology, saloon patrons very protective |
"It came From The Polar Vortex!" from Swords & Stitchery | |
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d30 | Result |
1 | 1d8 Cannibalistic Ice hobbits 2 hit points 8 armor class 1d4 damage 20% chance of being infected with Ice rot. |
2 | A mated pair of ice drakes out hunting in the snow |
3 | Troop of Wendigo out to wreck your day and hunting. Double hit point yeti |
4 | Snow queen traveling between realms with routine |
5 | Ithaqua (the Wind-Walker or the Wendigo) with worshipers riding the clouds over head. 30% chance of noticing your party |
6 | Double Headed Ice Elemental |
7 | Christmas Elves utterly lost and arguing about directions. 10% chance of having a magic item in their sack |
8 | Ice Dragon hunting in the area |
9 | Time Lost Imperial Scout Walker looking for ATT unit |
10 | Time Lost ATT unit with snowtroopers, 40% of attacking nearest moving targets |
11 | Snow mobile rider from the 1980's something Winter Olympics |
12 | 1d20 evil ice gnomes looking to loot food and valuables |
13 | 1d4 Ice Warriors from Mars acting as scouts for a coming invasion |
14 | 1d4 yeti warriors scouting for their tribe. 10% of attacking otherwise they move on unless attacked |
15 | Time Lost Rebel Alliance patrol on Tauntans completely lost. 10% of them shooting first. 2nd level fighters armed with blasters 1d4 damage per shot 8 charges and a 30 yard range |
16 | Gate way to Cryonax's realm with a 20% every hour of a monster coming from his realm to investigate |
17 | 1d6 ice trolls double hit points looking for fresh meat. |
18 | 1d4 zombie Santas looking for fresh brains. As per normal D&D zombies. |
19 | Ice walker tribe barbarians utterly lost looking for the portal home. 1st level barbarians armed with battle axes and daggers |
20 | A scouting expedition of Dwarves looking a nearby mountain as a possible mining site. Not lost but slightly confused by their location. 2nd level fighters armed with short swords, shield, and very bad attitudes. |
21 | Mi Go warriors(AC 6 Hit Dice 4) looking for victims for soul sucking experiments, wearing heat webs and armed with 1d4 damage lightning guns capable of firing 20 feet. |
22 | Ice Ghost of 1920's plow driver looking for next victim |
23 | A recruiting party of clerics looking for converts for Cryonax, 3rd level evil clerics armed with ice wands and literature for their god. |
24 | A one eyed man in a wide hat walking along with a staff and followed by two crows. Smiles, nods, and continues on his way. |
25 | A Gypsy wagon with a bunch of alien acrobats and performers who have become lost in the snow storms. |
26 | A manic from the Look Out hotel armed with an ax looking to murder anyone who gets in his way. 2nd level fighter, armed with a +2 ax of slaying |
27 | Ice Resistant Cyborg(AC 6 8 hit points) armed with a wand of freezing who is looking to freeze product. |
28 | Cryonax Prince of elemental evil cold creatures with a routine of 1d4 frost giants! |
29 | 1d4 Ice devils out to retrieve a soul that has escaped from Hell. They will slay and collect anyone they run across. Very cross, evil, and dangerous. |
30 | Ymir and an army of frost giants trying to escape their prison into our realm during the 'polar vortex'! |
So You've Decided To Rest In Town Before Going Back Into The Dungeon! From Playing D&D With Porn Stars (Roll D100 once per day of rest) | |
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d100 | Result |
1 | A trading caravan arrives in town, selling unusual and exotic items from distant lands. |
2 | Taxman has found out about the PCs expedition, demands (roll d4) 20%, 25%, 40%, or 50% of GP found. |
3 | There's a fancy party and everyone important is invited, the PCs aren't. |
4 | Whatever passes as the town's sewer backs up and produces: (1d6)
|
5 | A group of priests on a pilgrimage is passing through. They offer (knowledge/magical healing/poison/assassination/lovemaking/skill training). |
6 | Another party is being feted by the local nobility for exactly the deed the PCs party has done. |
7 | Another party is being prosecuted by the local law for exactly the deed the PCs party has done. |
8 | Festival of Lies; to please the devils of deception everyone is lying today. Speaking the truth brings bad luck. (roll d4: 1-2 PCs are told immediately, 3-4 They aren't) |
9 | The city is re-enacting their victory against Orcish hordes twenty years ago. The city watch will be portraying the Orcs, and they're fed up with losing every year. |
10 | Some underground dwelling animals are collapsing one random building every night. So far 1d10 people have died. |
11 | Rioters are building barricades on the main street and encouraging the populace to rise up against their oppressors. |
12 | The dungeon denizens offer a bounty of 1.000 GP per PC, dead or alive. |
13 | The denizens of the town are doing their normal routines but fast asleep, Disturbing their routines makes them fall down catatonic |
14 | As you approach the Square of Orgos, Lord of the Dance, a miraculous site greets you. There is a hole in the center of the square. It is about 50 yards across, and, though these lands are pleasant and warm, bitter winds howl forth from the void in a blizzard of snow and sleet. From below, varicolored lights shine forth, and a pulsing, pounding beat can be heard. |
15 | Fox's Festivus! Folk come from farms afar for a day of sports, melee, arts & crafts, cooking, agriculture, science, alchemy, puppetry, blackmail, bribery, theft and/or foul rituals. Opposed skill check vs the best of the backward, with participants risking ridicule, injury or misfortune for gains of fame, cash and prizes. |
16 | The townsfolk are distraught that somebody's swiped the magic amulet off the restraining sarcophagus that stops the townsfolk from turning into vampires. It must be put back immediately. |
17 | A loudly proselytizing cleric steps down from his wooden crate and confronts one of the PCs telling them he has vital information that could help them, repeating some cryptic information in his tirade. Before they depart he delivers a minor prophecy of little consequence, and when the prophecy comes true later that evening afterward the cleric is nowhere to be found. |
18 | A local landowner starts expanding the town's waterfront. Even if there isn't a significant body of water around. |
19 | You Klutz! You dropped the ring (important item, key, etc.) down into the sewer! (Zak's note: I wouldn't just impose this, myself, I'd make up somebody trying to steal it. |
20 | The neighbouring town starts poaching animals, goods and people. They're building some sort of giant boat/wickerman/museum. |
21 | The midnight wizard aspirant procession. Students done with the cloistered college life may be wooed from the sidelines to join an adventuring party. |
22 | An obviously poor woman struggling to carry two large baskets filled with dirty laundry is knocked down in front of the PCs by two teenage boys who run off with her small purse of coins. One of the boys is an important noble's son who is bored and whiling away his time with mischief. |
23 | A chicken comes cartwheeling and sidewinding down the street between legs and through the crowd screaming "Help! He's trying to kill me! He already killed my brother!" and soon after a butcher comes chasing after the chicken. If the PC interferes, only he/she can understand the chicken (it has Int 8 and can speak to the PC but is otherwise unremarkable). |
24 | Local graveyard is vandalised. (1d6 3 times)
|
25 | Ergotism outbreak - you shouldn't have eaten the rye-bread. The ground erupts with demonic monkey-children and furniture comes to life, installing a despotic regime (1d6 dmg/day plus confusion effects, save vs. poison once a day to come to your senses) |
26 | Revelers of the Goddes of Dentures volunteer to knock your teeth out but expect donations<. Some of the townsfolk actually happily pay up, and tell you you will find mamtaftic demptures undr your millow the next day. (You will find dentures under your pillow the next morning, delivered by 1d4th level thieves during the night. Their value is at about 50% of what you donated the day before. People who don't donate money will get a number of random teeth from random people (1-in-20 chance they're all yours). |
27 | Ergativity outbreak: it becomes unclear who is the subject and who the object of actions. After it's over, decide by die roll if the players robbed or were robbed, the townsfolk burned themselves or something else etc. |
28 | Witch Hunt! Foreigner/Traveling woman (PC or otherwise) accused of responsibility for fatal overnight combustion of a pair of townschildren and a portion of their cabin. Angry Mob led by militant preachers scour town for evidence/witches/occult-objects/justice. |
29 | Scandal in the marketplace as it is discovered that someone has been tainting the flour with chalk and other, less wholesome, substances. Fingers point at the miller, the merchant and the baker but each denies it was them. |
30 | A previous (alleged?) "conquest" from the player's night of drunken debauchery comes waddling up extremely pregnant, priest in tow, "How dare you leave me, you bastard!" |
31 | Low level minion comes to town in disguise. Offers PC valuable help or insight if they kill his rival/boss on their next trip in. 1 in 6 chance its a setup. |
32 | That person you were speaking to yesterday. The one who was going to do that thing for you? Yes them. They've vanished. What's more nobody else has any idea who you're talking about. Even the ones who introduced you or were there. |
33 | Weeping widows of the slain come to town and harangue PCs for their crimes. |
34 | PC wakes up, discovering that previous trip was actually eerie prophetic dream. Everything reset. Things may play out differently next time.? (You keep the xp though. |
35 | A cowled and cloaked redhead brushes hastily into a secluded PC, taking their hand and insistently pressing upon them a (d6)
|
36 | A silver man who is hard of hearing asks passersby the direction to the shop of the tinker named Dr Giraham Klark. |
37 | That person you were speaking to yesterday. The one who was going to do that thing for you? Yes them. They've vanished. What's more all the locals think you're responsible. |
38 | There's some recruiting for the king's army going on, every healthy and able person who's not a vassal or tenant is pressed into service. War is coming. |
39 | Somebody (burned all crops/killed all cattle) and now hell breaks loose as everybody tries to hoard as much food as possible. Also, people (PCs) may be blamed (for disturbing monsters better left alone). |
40 | A group of youths cruelly harass a man wearing eyeshades and carrying a cane. They will be found the next morning slain with a long, slender blade. |
41 | Some slave traders arrived at the market, selling people the PCs may know. |
42 | A "bathrobed" prophet comes to town alone, claiming to know the answers to all your questions. However his answers are cryptic and explains away any confusion by claiming that inquirers do not really understand their questions. He gatherings a significant following and leaves with a significant group in tow. They never return but he may be encountered, alone, in other towns. |
43 | Agents of Continental/State authority pass through town, taking census and checking legitimacy of vagrants, bohemians etc. Illegals of insufficient evasion/bribery/bluffing skill are awarded (d3):
|
44 | Invasion! A nearby enemy has marched an army on the town and either a) (if walls) has the town surrounded and supply lines cut-off or b) (no walls) is engaged in a pitched battle with local guard/militia/townsfolk. |
45 | While the PCs were raiding the dungeon, a party of dungeon denizens was raiding the town and stole all the healing potions/scrolls, which they will henceforth be using. |
46 | Local Baron/Burgermeister/Warlord demands levies of D10% of population's wealth, military service, or any able mounts for a raid/war/defence. |
47 | A prestigious mercenary company is also passing through, recruiting and flooding the market with bits of loot from their last campaign. |
48 | Community Chest! Random PC is the lucky recipient of the annual village prize, a randomly allocated Community Chest containing: 1 potion, 2D100gp, A fine handcrafted Cap/Scarf/Belt/or Boots, Glazed Ham, Fruit platter, fine scotch and a sturdy, embroidered blanket. CHA check to see if villagers are supportive and cheerful or sour and resentful. |
49 | The circus is in town! |
50 | A group of 10d100 refugees arrives, fleeing an enemy heading this way! Denizens are (packing their stuff, too/trying to get rid of the refugees). |
51 |
|
52 | You buy very smelly cheese rations. Very smelly. |
53 | Brawl! PCs aggressed by braviards whilst vulnerable in bathrooms/bedrooms/bar etc. D6 damage to each PC (or resolve an unarmed combat against 6 professional ruffians). |
54 | The PCs learn that another adventuring party has beaten them to something/quest they were planning to do/go after. |
55 | A scruffy young man offers the party 10gp to paste up a stack of posters around town. Non-locals must make an appropriate skill check to realize the posters are seditious before they get caught carrying them. |
56 | During the night a horse/amorous couple/stableboy knocks over a lamp in the Inn's stables. You awake to the smoke as the Inn itself catches fire. Grab what you can! |
57 | You happen to bump into an extremely important NPC who is (perhaps uncharacteristically) alone and could use some assistance. This could go very well or very poorly for you. |
58 | Harvest, repairs, wrangling, weird rituals or some other business needs some extra doing, offering able bodied PCs a chance to earn 2D6gp each (or more if they can save a bunch of labour with magic). CHA check to befriend some local colleague/employer. |
59 | A lovely moon shines down on the city tonight, and it's unusually mild and nice. People bring out benches and barbeques, and relish in a night that is as peaceful as it should be. |
60 | Fire! The baker's catches alight during the night and is quickly engulfed. Fire spreads quickly across the merchant district and threatens the surrounding town. There is a 4/6 chance that the fire could burn for days, dying down then rekindling when everyone's guard is down. Unless drastic action is taken most of the town could be consumed. Rumours spread even faster than the flames that the fire is no accident. Outsiders are blamed and many are attacked by angry locals. The local Nobles send out their own agents to protect important outsiders but others are murdered in the streets. The PCs, irrespective of personal standing and acts of heroism, are liable to come under attack by locals during and after the blaze. After the fire the town eventually recovers, with a new street layout and innovative architecture. |
61 | Returning to the hostel, a small crowd chokes the street, some in retreat. Loud retching can be head near the front of the crowd. 1D6 individuals stand outside the the hostel doubled over dry heaving or actively void their bowels. More stumble from the inns doors in varied states of distress. And this is where you're sleeping! |
62 | Everybody in the town is the Padre's prot�g�, and so are you if you stay for more than one night. Payday. |
63 | There are a whole heap of filthy, spiteful rats in a bunch of the town's basements, and the PCs are offered D6x50gp/XP to clear the things out. It's filthy work and no hiding it; participants must save CON/poison or take D6 damage and lose 2 from all attributes for D3 days from illness. |
64 | You accidentally run afoul of a silly and ridiculous local ordinance (such as camels can only cross in the middle of the street or hats may not have a purple feather on Tuesdays). Whether or not it is true, the watch patrol is shaking you down for a donation for the Watchmen's Benevolent Association. |
65 | Nuns Errant, robed in grey and rusty orange, shuffle into town, bearing censers, wagons and animals. For inflated prices they sell combat trained foxes, cruel copper spiders, clerical scrolls, foreign maps, tomes of fact, tomes of fiction, everburning candles, love potions and graceful, glorious steeds with shimmering bronze manes. |
66 | One of the town's priests tells everybody to cover their door posts with the blood of a lamb because an angel of his/her deity will come this night and kill everybody who didn't follow the advice. The denizens (do as told/hang the priest), the angel (does appear/doesn't appear). |
67 | Census. The forces that be need to take down everyone's name, age, and riffle through their stuff in order to estimate their worth. |
68 | Manic Itinerant Preacher, Edson De Villiers, employs logical fallacies and insulting rhetoric to rally impressionable youths in the town square for questionable forest cult membership (Future quest?) CHA check by sufficiently angered and inspiring PC may break up the foolishness and sway D6 youths (light irregular infantry) to join them for meagre food and pay. |
69 | Farmers' fair. Farmers from around six hexes come to town to show off their bestest produce. As tradition demands, the first price is a choice of an oxen or a cart full of second price entrants. |
70 | Villager of D100 years and random gender is dragged into the streets and savagely beaten with sticks. Dies of wounds and eaten by stray cats/badgers in D6 hours, alone in the street, wailing and in agony. |
71 | A noble's wedding isn't perfect without some colorful guests like the PCs. |
72 | A noble's wedding isn't perfect without some colourful attraction... like some wretched, unnatural creature, dragged from the cursed depths and locked in a cage for entertainment. Reward of HDx100gp for any such creatures delivered in the next D10 days, doubled if sufficient discretion allows the noble to claim responsibility. |
73 | A breeding program is executed in this town, everybody with an ability score of 16+ in Str, Con, Dex, or Cha qualifies automatically and is asked for participation (10d10 gp per offspring). |
74 | A Freakshow Carnival comes to town! Carnival Barkers attempt to recruit all demi-humans maybe even resorting to kidnapping if they are particularly freakish. Rigged games of chance have a base 10% chance of success and 50% of the time return counterfeit coin or cursed prizes. |
75 | In the middle of the night, a cat wanders into where the PC's sleep, and speaks to one of them (random roll), "foretelling" her/his death the next day. Said PC must save vs fear in the first combat encounter of the next day. |
76 | In combination with the city's coldest month, it's also Earthquake season and a minor tremor has busted all the door locks in a particular residential district. Looters abound. |
77 | A band of (half orc barbarians/giants/half ogres) has come to town, offering their services for 1d10 gp/person and day. Several nobles and guild leaders are intrigued to settle their quarrel with their help. |
77 | It's the annual ballgame with the next closest town! 80% of the citizens are out somewhere between this town and the next. Mobs from both towns try to get the "ball" inside the limits of the opposing polity. |
78 | A random Petty God is in town, doing their thing: Petty Gods PDF |
79 | You "win" the Traveler Lottery (as in: Shirley Jackson) |
80 | The gates are locked behind you as enter and the ward is quarantined; time to bust out the plague masks. What kind of Death is it? (d4)
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81 | You wake up in the morning to a mob gathered outside the inn. They are (coin toss) [heads]: Devotees and would-be sycophants; [tails]: Religious fanatics calling for your death. |
82 | Enough people have gone missing that someone has noticed. Investigation reveals it's slavers from the coast, taking people downriver packed in barrels. They have that jiggly amber guck all over them, like you find in a canned ham. |
83 | Kensai-equivalent seeks out party warrior, demanding a duel. Beat her and (1d4):
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84 | Sellswords' Candlemas: If the PCs light a black candle for, and can recount the name of every PC and hireling that has passed since the formation of the company, they earn a +d4 bonus to Luck until the next new moon. (Miss any and their ghosts haunt you until you put their spirits to rest.) |
85 | Streets filled with local religious festival, potentially involving fasting (50%), feasting (70%), self-flagellation (40%), sacrifice (40%, with rolls under 10% indicating human sacrifice) and abstaining from normal business practices (80%). Festival lasts 1d12 days; participation or lack of participation are equally likely to cause offense unless the characters are charming (charisma check) or familiar with the rites (intelligence check for clerics). |
86 | A funeral procession for a beloved, local mage or cleric. Dozens of students, followers, henchmen, fans, etc. The crew from a rival school/church have set an ambush and will attack! |
87 | Doppleganger disguised as apprentice causes explosion at local pyromancer's guild. It is possible several experimental lab specimens have escaped. |
88 | Wolfschuhnacht - Every year on this date an indefinite number of wolves stroll into town wearing striped woolen socks on every paw. The locals know to leave at least 2 pairs of old shoes or boots outside their door for the wolves, but it's been happening so long they didn't think they had to tell the PCs about it. |
89 | A 1d4-th level assassin is hired to kill one of the player characters. |
90 | While sitting watching the bustle of the town one random PC dozes off. They awake to find their purse gone. |
91 | Unintended Consequences: If the PCs engage in a interior brawl, there is a 1-in-4 chance a lantern gets knocked over. The resulting conflagration destroys d100% of the town. |
92 | One of the PCs gets a sudden craving for a delicacy from their home town. They must make a save versus something Wisdom related or take a -2 to all tasks for 2d6 days or until they can satisfy their craving. |
93 | People see strange things in a building in town. 50% chance it's really haunted. |
94 | While sitting around waiting for something the party rogue finds themselves in the perfect position to engage in some petty larceny. |
95 | A continuously enlarging man shouting "STERN!" tries to smash his way out of the town. A small group of adventurers pursue him. |
96 | While sitting together in a tavern the party are approached by an elderly man in a cowled robe. He offers them a job: (1d6)
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97 | Damn that Ale Was Strong: Fort save, DC 10 / Save vs. Poison. On a failed save, make d6 rolls on the Carousing Table. |
98 | Hellmouth! Without warning the workhouse/orphanage collapses into a pitch black sinkhole. Besides the cloud of dust dissipating from the hole, only the highest peak of the roof can be seen, everything else fading to blackness. The screams of the dying or about to die carry on the hot air pouring from the hole: "It's after ME! Help!" is heard over and over. |
99 | PC is approached by a mongrel (1d7)
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100 | Weather changes dramatically and unexpectedly; reroll on weather table, or change fair weather to foul and vice-versa. Roll twice on following table, once for actual cause and once for the generally accepted cause by locals:
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ONLY DRAGONS GET CRITICAL HIT TABLES! from The Dungeon Dozen by jasons WARNING: GROSS | |
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Claw, clawd12
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Bited12
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On The King's Highway from The Dungeon Dozen | |
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d12 | Result |
1 | Mounted messenger, half-crazed, at full gallop bearing entirely false report of zombie apocalypse |
2 | Wagon train full of circus performers led by the World's Tallest Halfling, bearer of enchanted monster-repelling amulet |
3 | Broken mercenary war band, barely enough men on their feet to bear the fallen upon their shields, unconscious wizard employer in critical condition, returning to HQ to extract payment from next of kin |
4 | Royal archaeologist and swarm of grad students excavate section of road where, if their wild extrapolations from scanty physical evidence are correct, the bones and legendary war-kit of an ancient hero remain undisturbed |
5 | Battle-nurse in gleaming mail w/enchanted bludgeon of purification travels w/squad of armed aides to site of duel to save the life of stricken noble |
6 | Stampeding war-horses with only the smoldering hips and legs of their riders remaining |
7 | Creaking wooden wagon-tower drawn by huge cat, self-luminous green witch in black leather peers out from battlement, gleefully accosts passersby, hands out boons or banes at whim |
8 | Culinary wizard in mystic robes, extra-tall chef hat, sets out for famine-struck province to proliferate hardy edible fungus, current generation produces semi-disturbing side-effects |
9 | Public health official returning from investigation of plague outbreak in the grain-producing provinces, doesn't feel so hot himself 10. Wicked sorcerer wearing aviators goggles and scarf test pilots all-terrain necro-mobile propelled by scads of disembodied human legs, performance exceeds expectations, emits howls self-satisfied laughter |
10 | Famous demigod seething with rage after learning of human mother's horrible fate: devoured by divine father, en route to holy mountain to destroy the terrifying old man, welcomes any brave enough to come along |
11 | Disgraced former Dungeon Overlord with ragtag band of various monsters, slithers off after disastrous raid by super-powerful adventurers, seeks cozy little cave complex in the country in need of strong leadership |
12 | Peripatetic caravan of hideously diseased leprous beggars |
1d20 Random Cargoes 'What's In The Crate' Encounter Table | |
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d20 | Result |
1 | This sealed strange looking set of crates contains a protoplasmic life form. The thing was locked away and ejected into space. Vastly intelligent and malevolent this horror from beyond the stars might be considered a black pudding with an attitude. |
2 | A sealed three foot tall canister of some unknown black metal. This canister of a bio weapon goo was left floating in space by an unknown alien life form. The stuff displays vivid warnings and strange patterns which are actually pleasing to the human eye. |
3 | This rod of burnished metal will turn any metal into gold and then flesh and then any organic material. The mechanism is unknown. |
4 | These four foot long metal springs are actually computer drives from an unknown alien race that will vibrate when electricity is present. They contain a million years worth of data if the PC's can figure out how to activate and use them. |
5 | A three foot tall cut crystal vase is actually the eye of an unknown life form and displays incredibly vivid memories of the horror including humanoid life forms that it consumed. |
6 | This weird hand in a metal box is more then slightly radioactive and hums to itself. The thing will return to life and try to murder the nearest humanoid. |
7 | A set of six linked boxes of metal and plastic nearly eight foot long and linked by a heavy metal hexagonal chain. The chain clanks and bangs when lifeforms are present. A disembodied planar demon is trapped inside. The fun and games starts when its released. |
8 | A series of twenty four metal disks about the size of dinner plates contains an alien A.I. intelligence and weapons system. The thing has 4 hit dice and is capable of slicing through flesh and bone as butter doing 1d6 points of damage per round. Artificial cold will deactivate it but vacuum or the cold of space will not. |
9 | A black globe of glass like material the size of a human head contains a weird gaseous life form that makes prophesies, forecasts deaths, and sings alien lullabies. Thing also likes to manipulate star ship crews into murdering one another with promises of alien riches. Hit Dice 2 |
10 | A strange series of boxes contain the personal effects from some place called Alderaan or the like. The boxes are slightly carbon scored and burnt. |
11 | A small series of alien looking cargo containers has a cargo strange smelling jelly like liquid and is actually multi colored goo with the same stats as Green slime. |
12 | An alien doctors bag with a wide variety of alien medicial equipment and able to heal as though it was a cure light wounds spell. After 1d8 different medical issues are treated the malevolent intelligence of the bag will demand the murder of an innocent. |
13 | A strange vial of weird colored liquid is indestructible. The stuff hurts the eyes of anyone looking at it for too long then it will begin to sing weird sanity shattering songs of love and loss. |
14 | A half baked star ship engine belonging to a shuttle the last of the one-man exploration vessels: Ranger 3 |
15 | A strange octagonal shaped vessel about the size of a small child. Contains an alien android and weird bio mechanical devices. |
16 | A slightly laser singed box of alien candies. Each one will cause a human to roll save vs poison but will act as a +1 charisma boaster if used with a silicon based life form. |
17 | Weird rubbery bag of organs and strange artificial white blood like liquid. The stuff is a positronic womb matrix. It will maintain a constant temperature and heal any human or humanoid robotic life form placed within it within 1d8 hours. There is 20% chance of reprogramming attempts for ever hour spent within. |
18 | A small perfectly preserved demon baby within a three foot long glass like ampule. The thing may or may not be alive. Looks evil though. |
19 | A slightly baked and burned laser sword with a hand attached. No charge and the hand is organic but flash frozen. |
20 | A brand new clone pod with a weird humanoid female in stasis but more then slightly horrifically mutated. Late twenty third century technology looks almost like Walliemart manufacture. |
What Happens When A Demon Dies? | |
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d20 | Result |
1 | The killing wound bursts into flame which spreads rapidly through the demon's body, incinerating it from the inside out and leaving nothing but greasy ashes and thick, stinking smoke. |
2 | The demon collapses into a pile of squirming, slimy worms, which rapidly disperse, leaving behind a foetid slime-patch where the demon fell. |
3 | The demon deflates as thousands of small black beetles pour from the killing wound and scurry away. |
4 | The demon petrifies instantly into solid granite. A weapon that inflicted the killing blow is momentarily trapped; make an easy STR save to free it (the attempt takes one attack). |
5 | The demon petrifies instantly into very soft, friable stone that will crumble to the touch. |
6 | The demon instantly freezes solid, falls over and shatters into a million shards. A weapon that inflicted the killing blow is momentarily trapped; make an easy STR save to keep hold of it as the slain demon falls. |
7 | The demon transforms into a cloud of tiny, vicious birds that immediately turn on each other, pecking and slashing until the flock disperses in 1-3 rounds. |
8 | The demon swells up like a bullfrog, tearing open from the point of the killing wound and spilling its bones and entrails out across the surrounding area. Anyone within 20' must make a CON save to avoid throwing up in their mouth. |
9 | The demon disappears with a blinding flash and a deafening crack, leaving behind nothing but a small cloud of stinking smoke. Save or be dazzled and deafened for 1d3-1 rounds. |
10 | The demon implodes, its hide crushing its bones and entrails, until all that is left is a small, leathery, wrinkled ball (about 6" in diameter) smelling strongly of putrescence. |
11 | The demon explodes, showering everything within 20' in stinking mince. |
12 | Translucent, ethereal tentacles spring up from the ground and drag the demon down to the abyss, leaving nothing behind but a shadow that slowly dissipates. |
13 | The demon collapses into a pile of worn terracotta blocks, a couple of inches on a side. If someone wanted to take the time and effort, and had access to mortar and brickworking skills, they could be reassembled into a brick statue of the demon. |
14 | Thick, stinking, tarry ooze gushes from all of the corpse's orifices. It sticks like treacle (and tastes absolutely disgusting). |
15 | The demon and everything within 20' is covered with (harmless) electrical arcs for 1-3 rounds, after which it disappears with a flash and a smell of ozone. |
16 | The demon disappears, leaving behind only an irridescent green pearl about half an inch in diameter. It is subtly unpleasant to look upon or to touch, and leaves a viewer with the distinct impression that it's watching them. |
17 | The demon putresces and mummifies incredibly rapidly, as if a hundred years of decomposition takes place in a moment, and then falls to the floor, shattering into scraps of hide, bone and dust. |
18 | The demon's skin sloughs off, then its muscles and entrails fall away, leaving its skeleton standing in the posture it was in at the point of death. If touched, the bones will collapse into dust. |
19 | The demon, and everything around, it appears to suddenly stretch out to a hundred times its length and then snap back like a rubber band, disappearing with a noise like a bag of custard hitting the footpath, having been dropped from the top of a high tower. Make a WIS save or be severely disoriented for 1d3 rounds. |
20 | The demon is petrified into a statue of sand; a wind arises and blows it back to the Abyss in 1d3 rounds. Make a DEX save to close your eyes or be temporarily blinded by wind-blown demon-grit. |