RPG Geek Random Tables
RPG Geek Random Tables
                 1.     Hands                     1.    Best
                 2.     Paws                      2.    Worst
                 3.     Tentacles                 3.    Most Pointless
                 4.     Hooves                    4.    Least Expensive
You hold in your 5.     Kung-Fu Grip
                                            the
                                                  5.    Totally Overhyped
                 6.     Telekinetic Field         6.    Rarest
                 7.     Pincers                   7.    Most Useless
                 8.     Claws                     8.    Completely Average
                 9.     Pseudopodia               9.    Most Predictable
                 10.    Ectoplasmic Grasp         10.   Most Creepily Evil
                                   1.       World
                                   2.       Nation
                                   3.       Forgotten Realms
                                   4.       Buffyverse
                                   5.       Galaxy (Far, Far Away)
collection of random tables in the                                 .
                                   6.       Neighborhood
                                   7.       Borg Collective
                                   8.       Internet
                                   9.       NFL
                                   10.      Antarctica
                         1.    Complete
                         2.    Incomplete
                         3.    Useless
                         4.    Authoritative
This collection is so    5.    Pointless
                                            that not only will you never
                         6.    Random
                         7.    Existential
                         8.    Ruthless
                         9.    Irritating
                         10.   Ecclesiastical
need any other random table ever, you won’t even need any rules!
This is it! The ne plus ultra of random. So awesome it comes with
10,000 possible forewords on just one page! If you like it come
visit us online at one of the largest (and in our opinion the
coolest) RPG sites on the internet – RPGGeek.com
                                                                         i
October 2016
Entries remain the property of their Creator‚ but entry into the Contest grants RPGGeek
a license in perpetuity to use the entry. This license allows the publication of the entry
in one or more free and/or commercial documents where work will be attributed.
Entries may subsequently be expanded upon or otherwise developed for future contests
or products.
Graphics used have been derived from Pixabay and Wikimedia Commons and are
believed to be in the public domain. Some graphics scanned from random papers
found in the street.
1 2 3 4 5 6 7 8 9 10
                                                                                             ii
                                        Spis Treści
                                                                                            iii
39   Mixu Lauronen        What Has it Got in its Pocketses?
40   CPiz                 Alcohol or Recreational Drug Effects
41   Oliver Scholes       Encounters on the Remote Space Station
42   Robb Minneman        Automated Binary Decision-Making Guidance System
43   Shawn McCarthy       Random World
45   Jeff Scroggs         Decision Generator
46   Shawn McCarthy       Loathsome Scapegoats for a Lawful Stupid Paladin
47   Amy O'Neal           Random Name Generator
49   Robb Minneman        Arab Lorem Ipsum Generator
50   Eric Jome            Hippy Name Generator
51   Clark B. Timmins     Stereotypical "Sitchiation" Generator
53   Steffan O'Sullivan   Random Pet Encounter
54   Lars Wagner Hansen Screwed Binary Decision-Making Guidance System
55   Shawn McCarthy       Technobabble (Treknobabble?) for Things Wrong With the Ship
56   Quaid Slauson        Choose a Direction
57   Quaid Slauson        Game Set-up Mix-up
58   Shawn McCarthy       Technobabble (Treknobabble?) for Ways to Fix What's Wrong
                             With the Ship
59   Eric Jome            GAMMA TRINKETS
61   Lars Wagner Hansen My Random Age Today
62   Quaid Slauson        Alignment Stuff
63   Steffan O'Sullivan   NPC Reaction to Witnessing a Senseless Act of Violence
                             Committed by the PCs
64   Quaid Slauson        Suddenly You Hear Sounds of…
65   Axel Rodriguez       Military-Grade Implants
68   Dr. Paul Dale        What Random Grit Did I Find Under My Toe Nail?
69   Steffan O'Sullivan   What You Got for Your Birthday from an Eccentric Great-Uncle
                             You've Never Met
70   Steffan O'Sullivan   Show Me Your Tattoo
71   Caroline Berg        Items Found in a Torture Chamber
72   Oliver Scholes       What Primary Cargo is that Ship Carrying?
73   Eric Jome            Oddball Obsessions for Creepy Bad Guys
74   Caroline Berg        Fudge Dice Weather Table
75   Steffan O'Sullivan   Fudge Dice Tao Te Ching
76   Mixu Lauronen        Type of Music Playing in a Taxi
77   Amy O'Neal           Meat Served at an Exotic Feast
78   Amy O'Neal           What Does that Potion Taste Like?
79   Oliver Scholes       Conversations Overheard at a Café
                                                                                         iv
80   Axel Rodriguez     Document Found in a Copy Machine
81   Clark B. Timmins   NSFW Conversations for Work Between Co-Workers Who Are
                           Attracted to Each Other But Will Never Do Anything About It
82   Dr. Paul Dale      Items Found in a Box in an Office Building
83   S. K. Lincoln      Apparent Cause of Death for a Discovered Corpse
84   S. K. Lincoln      Fudge Random Hit Location
85   Samuel Byford      Best in Show
87   Kyle Peters        Tavern NPC Motivations
88   not2fear           Random Pathfinder Reactions to an Encounter
89   not2fear           Random NPC Professions for Pathfinder
90   Steve Donohue      Results When Dialing a Wrong Number
91   S. K. Lincoln      When I'm Older I Want to Become…
92   S. K. Lincoln      I've Been Bitten and I'm Going to Turn Into…
93   Doug Hook          Choose Your Weapon
94   Owlbear            Auntie’s Long-Secret Random Elf-Name Generator…
                                In Praise of Random
                                 exquisite, principle
                                   pious, scratches
                                  begging, madness
                                                                                     v
1
Urist McDwarf has created a work of art. It is a book called "Down Among the Titans." It is bound
in alpaca leather. On the cover is embossed a colossal turtle eating the roots of a tree. It contains
prose poetry about an excursion into a cavern.
Drema McDwarf picks up the book called "Down Among the Titans.“
Drema McDwarf strikes Urist McDwarf on the jaw with a book, bruising the muscle and breaking
the bone.
                                                                                                   2
Personality Generator                                      43–44 warm cold
                                                           45–46 ambitious satisfied
To generate personality characteristics, roll d100;        47–48 graceful clumsy
choose from either result or roll d6 for even/odd. Two     49–50 trustworthy untrustworthy
rolls give a more nuanced result, but re-roll any result   51–52 loud soft
coming up the same twice.                                  53–54 relaxed tense
                                                           55–56 cautious reckless
                                                           57–58 nervous steady
01–02 generous selfish                                     59–60 focused scattered
03–04 willing stubborn                                     61–62 energetic listless
05–06 trusting suspicious                                  63–64 clean dirty
07–08 serious flippant                                     65–66 calm excitable
09–10 honest dishonest                                     67–68 alert dull
11–12 open closed                                          69–70 considerate callous
13–14 confident insecure                                   71–72 sensitive indifferent
15–16 naive experienced                                    73–74 mature immature
17–18 practical fantastical                                75–76 confident insecure
19–20 optimistic pessimistic                               77–78 frugal wasteful
21–22 tolerant intolerant                                  79–80 forgiving spiteful
23–24 modest vain                                          81–82 friendly distant
25–26 humble arrogant                                      83–84 candid secretive
27–28 peaceful wrathful                                    85–86 bold timid
29–30 kind cruel                                           87–88 pious irreverent
31–32 polite rude                                          89–90 settled restless
33–34 brave cowardly                                       91–92 refined uncouth
35–36 thoughtful thoughtless                               93–94 joyful sullen
37–38 cheerful gloomy                                      95–96 flexible rigid
39–40 worldly Spiritual                                    97–98 unafraid fearful
41–42 loyal rebellious                                     99–00 rational irrational
                                                                                             3
Random Dwarven Spells
d20     Spell
1       Strengthen Ale
2       Neaten Beard                 Paul “paulidale” Dale
3       Transmute Water to Ale
4       Detect Female Dwarf
5       Transmute Wine to Ale
6       Create Ale
7       Nourishment from Ale
8       Transmute Human Ale to Ale
9       Dust to Ale
10      Polymorph Other to Ale
11      Increase Tolerance to Ale
12      Resist Intoxication
13      Heighten Intoxication
14      Transmute Rocks to Ale
15      Purify Ale
16      Remove Hangover
17      Heighten Hangover
18      Darken Ale
19      Stoutify Ale
20      Solidify Ale
                                                             4
                                                                                     TREASURE!
Roll 4d6 to generate certain treasure.
1 kick               1 ass
2 hit                2 girl
3 big                3 daddy
4 red                4 mist
5 captain            5 stars
6 battle             6 guy
7 night              7 bitch
8 fuck               8 knuckle
9 mustard            9 man
10 death             10 face
11 doom              11 lady
12 knife             12 juggler
13 machine-gun       13 baby
14 silver            14 bug
15 green             15 bat
16 ass               16 kicker
17 face              17 stomper
18 dynamyte          18 gal
19 angry             19 dog
20 t-rex             20 dude
                                               they are mostly horrible, and come from a much earlier random table we used
                                               and just loved how crap they were - especially when someone rolled "ass-ass“
                                               as their character, he went with it though and it was fantastic
                                                                                                                              7
Rod of Wonder (d%) – Ach! Hans, run! It’s “purplewurple”!
1: Stars twinkle in your eyes. Add 1d6 to the next d20 roll you make. This bonus is lost if you don’t use it before the end of your next turn
2: You become invisible until you move or until the end of your next turn
3: You can spend a healing surge. You may choose to gain resist 10 to all damage until the end of your next turn instead of regaining hit points
4: Until the end of the encounter, whenever you shift, you can shift 1 additional square
5: Your legs grow long and thin. Until the end of the encounter, your movement is not hindered by difficult terrain and you can stand
                up from prone as a minor action instead of a move action
6: Fur grows on your arms and legs. You gain a +3 bonus to attack rolls, skill checks and ability checks against adjacent targets until the
                end of your next turn
7: The Rod of Wonder turns into a +2 longspear until the end of the encounter. It is still an implement and you can still use its powers.
                You are proficient with the Rod of Wonder even if you’re not normally proficient with longspears, and you can use charisma
                instead of strength for attack rolls and damage rolls
8: Until the end of the encounter, you gain a +3 bonus to skill checks and attack rolls made to aid another. When you successfully aid
                another, you grant a +3 bonus instead of +2. When flanking, you and allies flanking with you gain an additional +1 bonus to hit
9: The space you currently occupy is heavily obscured by black fog until the end of the encounter
10: You grow ram’s horns. Until the end of the encounter, whenever a creature hits you with a melee or close attack it is pushed
                1 square away from you
11: You arms and hands become tentacles. Until the end of the encounter, whenever a creature hits you with a ranged or area attack it
                is pulled 1 square towards you
12: Your eyes turn black and you gain darkvision until the end of the encounter. Your attacks ignore concealment, but not total concealment
13: Your hair turns grey and your skin wrinkled and you gain a +3 bonus to saving throws until the end of the encounter
14: You gain the dragon breath power that you can use once before the end of your next turn. Minor action. Close blast 3. Constitution
                +2 vs Reflex ; 1d6 + constitution modifier acid damage
15: Drops of water form on your skin until the end of the encounter. Whenever you are pushed, pulled, slid or knocked prone you may
                immediately make a saving throw to avoid being moved or knocked prone
16: You become insubstantial until the end of your next turn
17: Until the end of the encounter, you gain a +5 bonus to monster knowledge checks and you can use Bluff to gain combat advantage
                against an adjacent enemy as a minor action instead of a standard action
18: Your clothes turn to silk and you gain a +1 bonus to speed and Reflex defense until the end of the encounter
19: Your clothes turn to metal and you gain a +2 bonus to AC and Fortitude defense and a –2 penalty to speed until the end of the encounter
20: Your eyes look like gemstones and you gain a +2 bonus to Will defense until the end of the encounter
21: You regain the use of your second wind. If you haven’t used your second wind yet this encounter, you instead gain a +2 bonus to all
                defenses and temporary hit points equal to your healing surge value that last until the start of your next turn
                                                                                                                                                   8
                                                                                                                                Part Deux
22: You are whisked away to an extradimensional space, where you can’t take actions. At the start of your next turn you reappear in the
                 space you left, or if it isn’t vacant, the nearest unoccupied space. If you hadn’t yet used a standard action on the turn you
                 disappeared, you reappear with an additional standard action that you have to use immediately
23: You are whisked away to an extradimensional space, where you can’t take actions. You regain hit points as if you had used a healing
                 surge. At the end of your next turn you reappear in any space you choose within 5 squares of the square you left. If you
                 hadn’t yet used a standard action on the turn you disappeared, you reappear with an additional standard action that you have
                 to use immediately; then your turn ends.
24: Your skin becomes rubbery until the end of the encounter. You gain regeneration 5 when you’re bloodied
25: You gain 1d10 temporary hit points
26: You’re skin appears to be made from marble until you take an extended rest. Whenever you take a critical hit, roll 1d20. On a 10 or
                 higher, the critical hit turns into a normal hit
27: You swap places with the creature closest to you. If that creature is an enemy, it is immobilized until the end of your next turn. If it is
                 an ally, it can shift 1 square once as a free action during its next turn
28: Your arms and legs turn into wings until the end of the encounter. You gain fly 2 and you can hover, but you lose your normal
                 movement mode
29: Until the end of the encounter, as long as there are two or more enemies, you are invisible to the enemy that is farthest away from you
30: Small lights cover your hands. The next time you hit with an attack, roll twice for damage and pick the best result. This bonus is lost
                 if you don’t use it before the end of your next turn
31: Your skin appears to be made from pebbles until the end of your next turn. You gain resist 5 to all damage
32: You gain a move action, but you fall prone at the end of this turn
33: Until the end of your next turn, your skin turns into thick leather. You gain a bonus to AC equal to your constitution modifier, minimum +2
34: You pull all allies you can see 3 squares
35: Rainbows appear all around you. When they vanish a moment later, all marks and all ongoing damage on you and each ally you can
                 see are removed. An ally of your choice can place a mark on an enemy of your choice
36: You are surrounded by butterflies until you take an extended rest. When an adjacent enemy bloodies you, the enemy is dazed
                 until the end of its next turn
37: The next time an ally takes damage this encounter, you and your ally each take half of the damage instead. You and your ally gain
                 a +1 bonus to attack rolls against the attacker until the end of the encounter
38: Your muscles become visibly bigger until the end of the encounter. You gain a bonus equal to your constitution score (minimum +1)
                 to Athletics and Acrobatics checks
39: Your fingernails grow to a length of 5 centimeters. Until the end of the encounter, add 5 to the range of your ranged powers
40: Tears form in the corners of your eyes until the end of the encounter. You can move across liquid surfaces as if they were normal terrain
                 and you ignore difficult terrain when you shift
41: Thorns appear on the backs of your hands. Until the end of the encounter, reroll any damage rolls that come up 1
                                                                                                                                                  9
42: Silver markings appear around your eyes. Until the end of the encounter, your attacks treat any resistance
                possessed by a target as vulnerable 5 to the same damage type
43: You grow a tail that last until the end of the encounter. You may reroll one skill check or ability check and gain a +2 bonus to the reroll
44: You may regain the use of an encounter utility power you’ve used this encounter, or immediately use a utility power as a free action
45: A slimy substance appears on you and your gear. Until the end of the encounter, whenever an enemy misses you with a melee attack,
                you can shift 1 square as an immediate reaction
46: Tall grass grows all around you. Each square within 5 squares of you is difficult terrain to your enemies until the end of your next turn.
47: Until the end of your next turn, your height decreases by 30 centimeters and you gain +1 to hit against Medium size creatures and +3
                to hit against Large size or larger creatures
48: You and your gear become translucent until you take an extended rest. You gain concealment against ranged attacks from more
                than 5 squares away
49: Small lightning bolts form in your hand that holds the Rod of Wonder. It deals 1d6 lightning damage to you and to each enemy
                within 3 squares
50: A red mark appears on your forehead that lasts until you take an extended rest. Whenever you use an action point to take an extra
                action, you teleport 1d6 squares before taking that action. You disappear and reappear in a puff of red smoke
51: Until you take an extended rest, you gain skill training in a skill of your choice that you’re not already trained in
52: You gain phasing until the end of your next turn
53: You gain tremorsense 10 until the end of the encounter
54: An eye appears in the back of your head until you take an extended rest. You gain all-around vision
55: Your feet turn into lumps of rock and you gain earth walk until you take an extended rest. You also take 1 less damage from any
                attack vs Fortitude
56: Your feet turn into masses of vines and you gain forest walk until you take an extended rest. You also take 1 less damage from
                any attack vs Reflex
57: Your skull is visible through your skin and flesh until you take an extended rest. You gain a +2 bonus to intimidate checks and your
                powers with the fear keyword deal an additional 2 damage
58: Your eyes look like burning coals until you take an extended rest. Whenever you spend an action point to make an attack, that attack
                deals 1d10 additional fire damage on a hit
59: You leave gold-colored footprints until the end of your next turn. If you use an encounter attack power and you miss all targets, the
                power is not expended
60: Blood flows from your fingertips until you take an extended rest. You gain a +1 bonus to damage rolls while you are bloodied
61: Scars appear all over your body until you take an extended rest. You gain resist 1 to all damage while you are bloodied
62: Your voice becomes a deep, low-pitched bass until you take an extended rest. You gain a +2 bonus to your healing surge value
63: Until the end of the encounter, enemies marked by one of your allies take an additional –2 penalty to attacks against you
                                                                                                                                              10
                                                                                                                             Part Quatre
64: You grow two venomous fangs until you take an extended rest and you gain the following daily power:
                Venomous Bite (poison). Standard action. Melee 1. Constitution vs AC; 1d8 + constitution modifier damage and the target
                takes ongoing 5 poison damage and is weakened (save ends both)
65: Your hair turns into a mass of snakes until you take an extended rest and you gain the following encounter power: Snaky Hair.
                Standard action. Close burst 1. Constitution vs Fortitude ; 1d6 + constitution modifier damage
66: You emit a foul-smelling odor until you take an extended rest. Living creatures within 2 squares of you (except you) take a –4 penalty
                to Fortitude defense
67: A zone of ice forms in a burst 2 centered on you. It counts as difficult terrain for all creatures except you and lasts until the end of
                the encounter
68: A zone of dim light forms in a burst 2 centered on you. It lasts until the end of the encounter. If you become bloodied while in the zone,
                all other creatures in the zone take damage equal to your charisma modifier.
69: You whisper gibberish until you take an extended rest. You gain a +1 bonus to damage rolls on your powers that attack Will
70: You grow a beard, 10 centimeters per hour until you take an extended rest. You gain resist 5 cold and vulnerability 5 fire, and the next
                time you reach a milestone you regain 1 healing surge
71: Horns grow on your forehead until you take an extended rest. You can score a critical hit on a roll of 19-20 while you are bloodied
72: A thundercloud floats above your head until the end of the encounter. Your attack powers deal extra thunder damage equal to 1 for
                each enemy you target with that power
73: Snowflakes float around you until you take an extended rest. Whenever a creature saves against an effect caused by you, it takes
                1d10 cold damage
74: A halo appears around your head until you take an extended rest. Whenever you use your second wind, you deal radiant damage
                equal to 1d6 + charisma modifier to each enemy adjacent to you
75: The Rod of Wonder creates a blinding flash of light. You and the enemy nearest to you are blinded until the start of your next turn. If
                there are multiple enemies at equal distance to you, they are all blinded
76: Until the end of your next turn, whenever you roll the highest number on any damage die, roll it again and add the result to the
                damage total
77: Until the end of the encounter, whenever you miss with an attack, you slide 1 square away from the target if the attack roll was
                odd and you push the target 1 square away from you if the attack roll was even
78: Your eyes twitch uncontrollably until you take an extended rest. Whenever you roll a 1 on an attack power, the attack hits instead
                of misses and you are dazed until the end of your next turn
79: Until the end of the encounter, whenever a creature makes an opportunity attack against you, it takes 5 force damage if it hits and
                is knocked prone if it misses
80: You conjure a fiery pillar in a space adjacent to you. It provides cover and deals 1d6 fire damage to enemies starting their turn
                adjacent to it
81: Until the end of the encounter, whenever one of your allies scores a critical hit, you can use the Rod of Wonder’s At-Will power
                against the target as a free action
                                                                                                                                                 11
82: A faint tingling of bells is heard around you until you take an extended rest. Whenever you or an ally within
                5 squares of you spends an action point to take an action that is not an attack, that person gains 1d10 temporary hit points
83: The Rod of Wonder creates a deafening blast that can only be heard by your enemies. Each enemy within 10 squares of you is
                pushed 1 square and deafened until the end of its next turn
84: You can’t stop smiling until you take an extended rest. Whenever an enemy places its mark on you, it takes 1d6 + charisma modifier
                psychic damage. Whenever an enemy attacks you with combat advantage, it must choose to either take 1d6 + charisma
                modifier psychic damage or cancel the combat advantage.
85: You summon a bat in a space adjacent to you: a Tiny minion that acts after you in initiative order and moves to attack the enemy
                nearest to you. It remains until the end of the encounter. It has 1 hp, its defenses are 18, it has a fly speed of 6, and
                reach 0. It doesn’t provoke opportunity attacks for moving, and can’t flank. It has a single attack: +12 vs AC, that deals
                ongoing 2 damage (save ends) on a hit
86: You summon a drake in a space adjacent to you: a Medium size minion that acts after you in initiative order and moves to attack
                the enemy nearest to you. It remains until the start of your next turn. It has 1 hp, its defenses are 20, it has a speed of 6
                and reach 1. It has a single attack: +14 vs AC, that deals 6 damage on a hit and knocks the target prone
87: Feathers grow on your clothes. Until the end of the encounter, whenever one of your attacks reduces an enemy to 0 hit points, you
                teleport to a square adjacent to one of your allies you can see. That ally can then make a basic attack as a free action
88: The Rod of Wonder twists and turns in your hand. Until the end of the encounter, whenever one of your attacks bloodies an enemy,
                you can shift 1 square and slide the enemy one square in the same direction (if that space is unoccupied)
89: Shadows spring forth from the Rod of Wonder. Each enemy in a close blast 3 is affected. Until the start of your next turn you and your
                allies have concealment from those enemies
90: Your body becomes cold as ice until the end of your next turn. You are immobilized, gain cold resistance 10, and each enemy that
                makes a melee attack against you takes 2d6 + constitution modifier cold damage
91: The ground rises and falls beneath your feet. You shift 2 squares
92: You become Large until the end of your next turn, and increase your weapons’ damage dice by one size
93: You grow an extra arm until the end of the encounter
94: You conjure three mage hands (as the wizard power). You can sustain them all with a single minor action
95: All creatures in a burst 5 swap places. Rearrange them in any way you want, but no creature can stay in its original square
96: Your eyes double in size until the end of the encounter. You gain a +2 bonus to Perception checks and you can use the warlock
                power eyebite at will
97: Hot steam erupts from the ground in a burst 3 centered around you, including the square you occupy. Until the start of your next turn,
                the squares in the area are lightly obscured and creatures starting their turn in the area take 1d6 fire damage
                                                                                                                                            12
     98: Until the end of the encounter, the Rod of Wonder yells at enemies that come close. Enemies adjacent
                                                                                                                         Part Six
                     to you must roll twice for saving throws and take the lowest result
     99: The Rod of Wonder creates a pattern of distracting colors. Until the end of the encounter, whenever you’re adjacent to an
                     enemy, your allies have combat advantage against that enemy
     100: Roll twice
la fin
                                                                                                                                     13
Caroline “adularia25” Berg
                     14
                            A Stranger Encounter!
For GMs, roll 6d6 to determine the NPC(s) your PCs will meet. Add a 1d2 to determine gender, as appropriate.
                                                                                                               15
Basic Base Generator
0. Main entrance
# of connections: 1d1
Connection types: 1d1: 1= Entranceway
1. Entranceway
# of additional connections: 1d8
Connection types: 1d12: 1-2=Mess Hall 3-4=Defensive Turret 5=Armory 6=Special Room 9-10=Hanger 1-12=Quarters
2. Quarters
# of additional connections: 1d6: 1-3=0 4=1 5-6=reroll, and 1 connection to a pre-existing room in complex
Connection Types: 1d6: 1=Use Entranceway table 2-4=Quarters 5=Storage Room 6= Defensive Turret
3. Hanger
# of additional connections: 1d4
Connection Types: 1d12: 1-2=Quarters 3-4=Storage 5=Mess Hall 7=Special Room 8=Entranceway 9-12=Defensive Turret
4. Storage Room
# of additional connections: 1d6: 1-4=0, 5=1, 6= 1 to a pre-existing room
Connection Types: 1d8: 1=Entranceway 2=Mess Hall 3-4=Armory 5=Special Room 6-8=Storage Room
5. Mess Hall
# of additional connections: 1d4 and 1d4-1 connections to pre-existing rooms
                                                                                                                  Dutys Fist
Connection types: 1d8, compare to room numbers
6. Special Room 1d4: 1=Communications, 2=Systems, 3= Command, 4=Something else (make it up)
# of additional connections: 1d4: 1-2=0, 3=1, 4=1 to a pre-existing room, and reroll
Connection Types: 1=Defensive Turret 2-3= Storage Room 4-5=Quarters 6=Use Entranceway Table
7. Defensive turret
# of additional connections: 1d10: 1-9=0 10=1
Connection Types: Use Special Rooms Connections table
8. Armory
# of additional connections:1d4 connections, and 1d2-1 connections to preexisting rooms
Connection Types: Roll 1d8, compare to room numbers
                                                                                                                               16
d%   Allergy                   31        Ascorbic Acid
1    Peanuts                   32        Alliteration
2    Shellfish                 33        Carbon Monoxide
3    Gluten                    34        Glycerol
4    Lactose                   35        Sulfates
5    Red Meat                  36        Red #4
                               37        Yellow #5
6    Gelatin
                               38        Mambo #5
7    Cats
                               39        Gold (the color or the metal, your choice)
8    Dogs                      40        Polyester
9    Sunlight                  41        Polyurethane
10   Garlic                    42        Salt
11   Latex                     43        Baby's breath (the flower or the breath of an infant, our choice)
12   Capsaicin                 44        Ammonia
13   Corn                      45        Acorns
14   Exercise                  46        Rodents
15   Nickel                    47        Hemoglobin (of any type not matching your own)
16   Perfumes / strong odors   48        Noises over 70 dB
                               49        Paper
17   Mint
                               50        Random numbers
18   Mustard
                               51-100    Roll twice and take both results.
19   Mold                                       Re-roll duplicate results.
20   Honey                                      Unless it's a result of 51-100, then roll again and add one more.
21   Feathers                                   Stop at 1d6+1 allergies unless your first result was less than 51.
22   Mosquitoes
23   Bees
24   Radiation
25   Vibration
26   Cotton                    Severity (roll once for each allergy)
27   Fish                      d6         Severity
                               1          Minor (sneeze, cough, etc.)
28   Dihydrogen Monoxide
                               2          Moderate (you get itchy)
29   Boron
                               3          Severe (you have difficulty breathing)
30   Chlorine                  4          Deadly (anaphylactic shock)
                               5          Odorous (makes you flatulent)
                               6          Sonorous (uncontrollable belching)
                                                                                                                     17
                  Misenchanted Magical Items from Bargain Bazaars
Roll 1d10 for each column, to generate each misenchanted item.
1:                  2:                3:                        4:                       5:                          6:
01)   Filthy        01)   Rod of      01)   Summon Dirt         01)   Activates          01)   When   hit by Tears   01)   One Use
02)   Crude         02)   Wand of     02)   Gibberish           02)   Triggers           02)   When   in Sunlight    02)   Use during the Full Moon
03)   Smooth        03)   Hat of      03)   Forgetfulness       03)   Stops              03)   When   Touched        03)   Use on Tuesdays
04)   Rustic        04)   Ring of     04)   Lost Socks          04)   Curses You         04)   When   in Water       04)   Use once a Month
05)   Battered      05)   Lamp of     05)   Blisters            05)   Useless            05)   When   Rubbed         05)   Use during Twilight
06)   Damaged       06)   Brooch of   06)   Poor Vision         06)   Sparkles           06)   When   Cleaned        06)   Use when Injured
07)   Faded         07)   Bag of      07)   Find Spare Change   07)   Can't be Removed   07)   When   Gifted         07)   Use when Cloudy
08)   Soggy         08)   Sheath of   08)   Off-Key Singing     08)   Melts              08)   When   Warm           08)   Ongoing
09)   Encrusted     09)   Cloak of    09)   Misunderstanding    09)   Looks Fine         09)   When   Kissed         09)   Use Three Times a Week
10)   Smelly        10)   Boots of    10)   Laughter            10)   Falls Off          10)   When   You Walk       10)   Use when Underground
                                      3: (Alternate #1)
                                      01) Find Self
                                      02) Curiosity
                                      03) Summon Moths
                                      04) Unravel Cloth
                                      05) Old Cheese
                                      06) Stubbed Toes
                                      07) Misdirection
                                      08) Poor Sleep
                                      09) Blandness
                                      10) The Common Cold                                                     Caroline “adularia25” Berg
                                      3: (Alternate #2)
                                      01) Mild Headaches
                                      02) Worry
                                      03) Stale Food
                                      04) Worthlessness
                                      05) Weak Insults
                                      06) Find Floor
                                      07) Shrinking
                                      08) Bitterness
                                      09) Sneezing
                                      10) Summon Wet Wood
                                                                                                                                                 18
Size: d8
1: Single person
2: Two person
                                  Random Table of Tables
3: Coffee table
4: Four person Family
5: Family sized long
6: Banquet sized
7: Conference
8: Specials table
Specials: d12
1: Hollow in center
           medieval round table
2: Drafting table
3: Pool table
4: Billiards table
5: Sand table
6: Poker table
7: Picnic table
8: Cable spool
9: Plexiglas topped video game
10: Very large touch pad
11: Ping pong
12: Periodic                                          19
Effects of the Evangelical Efforts amongst the Orcs (Roll 1d12 each month)
1. Missionaries eaten, tribe sends diocese a Thank You note along with recipe.
2.    Healing ministry helps Orc casualties recover quickly, utterly predictable surge in
            violence along the boarder evolves into PR nightmare for the church.
4. Converted Orcs use new religion as pretext for merciless holy war.
5.    Converted Orcs exchange their swords for ploughshares, export surplus crashes
           the human agricultural economy. Human's begin raiding Orcish settlements
           to survive.
6.    Illiteracy leads to massive schism in the Orcish faithful, partisan infighting ensues,
             human privateers reap staggering profits.
7.    Orcs instantly drawn to evangelical model, elect Orc Pope, begin evangelizing other
            goblinoids into murder cult.
9.    Ministry only able to shift alignment two to the left; Lawful Evil Orc more organized,
            efficient mayhem rules the frontier.
                             24
Mixu “Mixula” Lauronen
                         25
                                       Caroline “adularia25” Berg
Excuses NPCs give for not being able to aid the party…
                                                               26
                                                                                                                     Rae Zin 雪青 (taen)
Roll for one, two, three, or more powers. But, every thing comes at a price, in this case a side effect
       that is as horrible as the power is good…
For each power rolled up, roll another 1d100 to determine its potency (1=weak and 100=strong).
                                                                                                                      1d68 (?)
      The side effect would be equally potent.
                 Power   Side Effect
                 001     Growth Spurt            Reduced intelligence
                 002     Invisibility            X% chance of blindness while invisible, Y% chance the blindness is permanent
                 003     Matter Manipulation     X% chance the matter fuses into you
                 004     Time Stop               During each period of time you stopped, you grow old at X times the normal speed
                 005     Laser Ray               X% chance a hungry cat appears, the more powerful the ray the bigger the cat
                 006     Mind Reader             Each mind you read can read yours
                 007     Flight You              never perfect that landing
                 008     Shapeshift              A visible green halo appears above your head
                 009     Telekinesis             A really bad headache, the bigger the thing moved the worse the headache
                 010     Mind Control            X% chance your target is mentally stronger and controls you instead
                 011     Create Steak/Pastrami   X% chance an angry bull appears
                 012     Photographic Memory     You cannot remember happy events
                 013     X-Ray Vision            It only works when you are naked
                 014     Time Travel             X% chance you get stuck in the time period you travel to
                 015     Clone Self              X% chance an evil clown turns up
                 016     Teleportation           You are on Interpol's "wanted" list
                 017     Stun Farts              You carry a perpetual stink
                 018     Motivate                When the motivation runs out, the target becomes depressed
                 019     Read to Life            For each fictional thing you bring to life, a real thing becomes fiction
                 020     Omnilingual             You have a tongue shaped like a snake's
                 021     Unrandom                While you can control randomness, you have a randomly ugly facial feature
                 022     Omniscient              You know everything except yourself
                 023     Mimicry                 You can imitate any power – too bad it is only part of your imagination
                 024     Super Strength          You are mentally weak
                 025     Invulnerability         You look chunky                                                                    27
026 Lucky                      Rabbits hate you
027 Tireless                   You have insomnia
028 Insubstantial              Nobody cares about you
029 Wealthy                    The people around you are jealous of your wealth
                                                                                                 065 Lactomancy
053 Supercomputer              Link Your digits look strangely like USB connectors
                                                                                                 067 Illusionist
054 Emotive                    You only evoke poignant emotions in others
                                                                                                 068 Magic
055 Intellectual               You are too smart for your own good
056 Charismatic                You attract not just the opposite gender
057 Tolerant                   You job involves raving rabbits or tenacious two-year-olds
058 Ferrous Control            You constantly have a layer of rust on your skin
059 Subitizer                  Instead of numbers you see pips (on dice)
060 Sandman                    You have nobody to play with, everyone around you is asleep
061 Selective Memory           Half the memories you recall are false
062 Force Field                Nothing can harm you, but you can't get near to anything either                                                                                    28
Gods and Their Domains
    Each god has 1d4+1 domains. Roll 1d100 for each:
                                                       29
RANDOM JOURNEY EVENT LIST
I offer a list of random events for travels, generally aimed at a fantasy setting. I’ve presented these as collaborative questions.
13th Age and Dungeon World use this kind of approach to tell the tale of journeys. It may also prove useful for The One Ring or Adventures in Middle Earth. The GM
can put these questions to a player or group of players to spice up the trip. Alternately they can answer themselves and throw the incident on the table.
For each I’ve put a primary question. In parenthesis I’ve added two alternate, follow-up, or secondary questions. In some cases you can use these to draw out more or
help elicit answers. In some cases the answers to the primary question will cover the other questions.
1. You hear someone but do not see them. What do you hear? (What identifies them as a person? How close do they seem?)
2. You see a group gathered around a single figure. What's happening? (How many people do you see? What mood holds sway?)
3. You see a procession. What does it seem to be for? (How many make up the gathering? What symbols or signs do you see?)
4. You spy a person carrying an awkward load. What does the burden look like? (What’s manner does the bearer display? Do they look like they’ve travelled far?)
5. You spot persons manning a barrier. Why do they block the road? (Is the post makeshift or developed? If they aren’t blocking the road, what do they guard against?)
6. You come across a person who should not be there. Who? (How do they react to your arrival? How do you know they shouldn’t be in this place?)
7. A person runs when they spot you. Why? (What do you see before they flee? What do they leave behind?)
8. You note a person in disguise. What gives them away? (What other signs of deception can you detect? Do other accompany them?)
9. You see preparations for an event. What kind? (Do you see the creators? How far along does the site appear?)
10. You see someone dressed too fancy for travel. How do you know? (Do they seem to know they’re ill-dressed? How long have they been on the road?)
11. You see a troupe preparing. (What kind of performance will they give? Do they appear skilled?)
12. You see someone in peril. How dire? (What’s the immediate threat to you? Did someone put them in this position?)
13. You see someone in despair. What tells you this? (What does their dress look like? Are they alone?)
14. You see a madman. How do you know? (Do they bear familiar or strange signs? Do they seem dangerous?)
15. You see a holy person. What faith, god, or ideal do they serve? (What signals their holiness? Do they have followers of some kind?)
16. You see someone preparing to bar your way. How? (What numbers can you spot? Have they rushed to do this or lain in wait?)
17. You see someone lost. How badly? (Where do they seem to be from? How long have they wandered?)
18. A stranger calls to you by name. What do they look like? (What tone do you detect: friendly, hostile? Can you lose them or have they caught you out?)
19. An unexpected enemy appears. Who? (Why should they not be here? Will they to attack or do they have other plans?)
20. You see a person in a makeshift shelter. What kind? (Does it seem to be theirs? How fresh does the construction seem?
21. You spy a person toiling at a craft. What object or work can you see them creating? (Do they appear to be an amateur or expert? What progress have they made?)
22. You spot a bound person. What do they look like? (What binds them? Can you see their captor nearby?)
23. You witness a person's misfortune. What misery occurs? (How do they react to it? Are there other witnesses?)
24. You see a person lying beside the road. What can you make out from here? (Do they seem still or moving? Can you detect other signs of what’s happened?)
25. A group cuts across the road in front of you. Do they impede your progress? (How large is their company? What seems to be their purpose?)
26. You see a fleeing person. What are they running from? (Are they fresh or on their last legs? What can you sense of their pursuer?)
27. You see people beside a disabled transport. What has happened? (Is anyone hurt? How hard does this seem to be to fix?)
28. You see a strange pairing of a man and a beast. What is it? (Are these two things working together or some supernatural fusion? Do they seem angry or calm?)
29. You see a dead body. What do they look like? (How did they die? What oddities do you find on the body or nearby?)
30. You spot two persons in a conflict. Who? (Does one have the upper hand? Has the fight just begun?)
31. Someone rushes past, heedless of you. What do you spot? (Are they rude, reckless, or panicked? Do you see more of them?)
32. You see someone constructing something. What are they building? (Is their purpose clear? Are they nearly finished?)
33. You see someone destroying something. What are they destroying? (Are they alone or in a group? Are there witnesses or objecting bystanders?)
34. You see someone digging. Where? (What do they look like? Have they been at this a while?
35. Fellow travelers ask to travel with you. What kind of group do they seem to be? (Are they respectful or demanding? What seems out of place among them?)
                                                                                                                                                                30
36. You hear singing. How close by is the song? (Do you recognize the song? Is the voice natural or inhuman?)
37. You meet a quester. What is their quest? (Do they seem like someone who can actually accomplish this? Are they excited or resigned?)
38. The road is broken before you. What has happened? (Is the damage recent? What will you need to do to move past?)
39. The path ahead splits unusually. (What’s unusual about the spot? What signs mark the new directions?)
40. The trail ahead does not match your maps or memory. What’s different about it? (How recently did this change happen? Does this seem a deliberate gambit
                   against you?)
41. You see evidence of a great conflict. What remains and debris do you spot? (Has the battle just finished or has it been there some time? How do you know who won?)
42. You note evidence of a recent desperate conflict. What clues do you spot? (Are there survivors? What obligation do you have to follow up on this?)
43. You a see sport, contest or competition happening beside the road. What’s the game at play? (How do you know who is winning? What makes the
                   participants unexpected?)
44. You catch sight of something glinting. What do you see when you approach? (Is it abandoned or held by something? What trap do you detect?)
45. A beast sleeps upon the road. What is it? (How can you keep from rousing it? Why has it chosen this place to rest?)
46. The air fills with a swell of sound/noise. What do you hear? (Are there other persons or animals who react to it? Does the noise move or remain in place?)
47. The going suddenly becomes more difficult. Why? (What must you do to make it through this next leg? Are there other travelers stumped by this?)
48. The going suddenly becomes easier. Why? (Does the change seem natural or unnatural? How will this aid your company?)
49. You see an unusual building/structure. What does it look like? (What movement do you see nearby? Will it serve as shelter from the elements?)
50. You catch sight of a cave or crevasse. Does it seem inviting or threatening? (What treasure or resource do you spot in it? Why do you need to hide?)
51. The road ends abruptly. What has happened? (How long ago was it cut off? How will you make it to the next leg of the trail?)
52. The wildlife is agitated. What are the signs? (When have you seen this before? What makes this a risky moment for this to happen?)
53. A sudden silence falls over everything. What fear grips you? (Do other persons or animals notice it? What warning do you recall about this area?)
54. You catch sight of a flash of brilliant color. What does it look like? (Is it ahead or somewhere off the path? How long does it last?)
55. You spy something abandoned. What is it? (What condition is it in? Do you see signs pointing to the original owner?)
56. You see something buried. What do you spot sticking out from the concealment? (Is the soil freshly turned? When you uncover it, how it is completely different
                   than you expected?)
57. The air moves unnaturally. What do you feel? (How does it affect the wildlife? What peril might this signal?)
58. You catch an unusual smell. Why is it out of place? (When was the last time you smelled this? Does it grow stronger, remain steady, or trail off?)
59. You find yourself on contested ground. How can you tell? (Who disputes control of this place? How do they react to your intrusion?)
60. You find something thought lost. What is it? (It shouldn’t be here: why? What tracks do you see?)
61. A beast acts strangely. What is it and how does it act? (What risk does this pose? When have you seen this before?)
62. Something stalks you. How have you detected this? (How long has this been going on? Do they seem ready to ambush or merely shadow your path?)
63. You spy strange patterns. What kind? (What memory or warning do you recall? Have they been made by human hands or something else?)
64. Someone cries out but you do not see them. What do you hear? (What direction and distance can you gauge? Does the sound cut off, continue, or change?)
65. Someone has claimed this place. How do you know? (How will they react to your arrival? What wards or protections have they established?)
66. You’re caught in the midst of a stampede. What beasts or things make it up? (Is this a freakish event or expected migration? How does this split your company?
67. You see a book. What kind is it? (What damage has it suffered? What does it rest atop?)
68. You spot an ambush. Is it of you or someone else? (How many ambushers can you see? What are they not acting as you’d expect?)
69. You see yourselves ahead. What reaction does the doppelganger group express? (What one detail allows you to distinguish between the two groups? How long
                   before this happens again?)
70. A riddle is put to you. What is it? (Who or what is the giver? What are the stakes?)
71. You see a ghost. What details can you make out of its form? (Does it seem aggressive or forlorn? How do you know this is but the first of many?)
72. A toll is demanded of you. Who asks this price? (Do they have the right to ask this cost? What other option do you have if you chose not to pay?)
73. Someone or something tells you to turn back. Who are they? (What makes you believe them? What consequences do they speak of?)
74. You see someone you know shouldn't be there. Who is it? (Are they expecting you? What other detail feels off about this scene?)
75. Something falls from the sky. What? (Does it draw the attention of others? How does it change after it strikes the ground?)
                                                                                                                                                             31
76. It grows suddenly dark. What else do you notice? (How does the temperature change? What have you heard about this phenomena?)
77. You encounter an ill omen. What is it? (Who argues with your reading of these portents? How do you know this omen was meant for you?
78. You spy a good omen. What is it? (What good fortune can you expect? What one detail seems out of place for this omen?)
79. You catch a scent which reminds of home. What is it? (Why shouldn’t you smell that here? How fast does the scent disperse?)
80. Something speaks with a voice not its own. Who and what do they say? (What marks the bearer of these words? Who comes in pursuit of them?)
81. You receive a prophecy. What do you learn? (Who delivers this to you? What compels you to believe?)
82. You find a message meant for another. What does it say? (What signs point to the author? What dangerous conspiracy does it point towards?)
83. You spot a posted warning. Is it for you? (What admonition does it give? What consequences does it promise?)
84. You come upon territorial or tribal markings. Why did you not expect these here? (Who do they belong to? How do you know their owners remain nearby?)
85. You spy still-burning embers. What was on fire? (What tells you the maker of the fire may be nearby? What detail points to danger from the site?)
86. You spy a bounty of food. What kind? (How can you tell it remains fresh? What tells you the owner has gone away?)
87. Something has become stuck in the wilds at the edge of your path. Who or what? (What makes you loathe to approach? What makes it difficult to tell the
                 precise nature of the trapped being?)
88. You spot an abandoned transport. Does it seem intact? (What compelled its owner to leave it? What odd thing must you do to make it mobile?)
89. You see blood ahead of you. How much? (Can you see a trail of any kind? How do you know this happened recently?)
90. Something has recently fallen. What and why? (Can you determine the cause? How does this impede your travel?)
91. You come across a great mess. How recent is it? (How far do these piles or junk and debris stretch? What awesome and unexpected thing do you find
                 among the scrap?)
92. Something has devastated the landscape before you. What are the signs? (Why is this unexpected? How long ago did this happen?)
93. The ground gives way. Where do you land? (What caused this collapse? What sudden danger makes escape even more difficult?)
94. A task is laid upon you. What is it? (Why can you not avoid this duty? What reward will you receive for this task?
95. You cannot sleep. What keeps you from your slumbers? (Is it only one of your party affected or all? How long has this been happening?)
96. A divine being appears before you. What does it want with you? (Did it descend from the skies, rise from the depths, or arrive by some other strange
                 means? Why did this divinity none of you serve chose your party?)
97. You find yourself way, way off track though you shouldn’t be. Where have you stumbled upon? (What strangeness caused you to end up here? What
                 danger must you deal with right this moment?)
98. The road rises with you. What does that mean? (What accident does that cause? How do you stop it from continuing to do this throughout your travels?)
99. Strangely the journey goes quickly, you arrive are your destination refreshed and well rested, with a shared bond not to speak of the horrors you were
                 involved in. What secret must you now keep from the outside world?
100. Roll two results and combine them.
                                                                                                                                                   32
Stomach contents of the gigantic shark
Roll once, unless the shark is exceptionally large, in which case roll until you get two different items.
   1: severed hand of Jermin, court-mage of Krith, still wearing his ring of controlling sea creatures
   2: a license plate (whatever that is), from the state of New Jersey (wherever that is)
   3: the second-best armchair of the sultan of Mantoum, partially masticated
   4: a mostly-complete suit of armor, inscribed with magical Noltic runes
   5: three bottles of a rare vintage of elf-wine, still corked
   6: a well-made crumhorn, previously belonging to the minstrel Ingegar of Yoren
   7: a magnificent fur coat, made from the pelt of a dire weasel
   8: a smaller shark, swallowed whole, but very dead
   9: a medallion of Saint Glauglas, venerated by the pearl divers of Prauni
   10: a sheepskin sack filled with coins; 50% chance that they are worthless forgeries
   11: half of a pair of boots of the basilisk (the right boot)
   12: the tusk of walrus, carved to depict the elemental city of Nydalith
   13: a waterproof map-case, containing a detailed treasure map with the label “Zebulon’s Cove”
   14: a sealed barrel of salted meat, divided into gnome-sized portions
   15: whalebone peg-leg of Momoko the Red, which she’d very much like returned
   16: a set of poor-quality blacksmith’s tools, but they’re better than nothing.
                                                                                                            33
34
Doug “chadnorth” Hook
                        35
36
Table to describe a combat melee action (particularly useful in games like Wushu Open).
Drop 3d6 (one at a time) on an image of a body (draw a stick figure if you're desperate). The body parts the dice come to rest on are TARGETS . Use any or all.
Use the numbers/pips showing on the dice in the following table:
Eddie “intrepideddie”
delivering a
then
                                                                                                                                                                  37
Room descriptions quite often include innocuous objects littered about.
Bottles/flasks are amongst the common items lying about.
Eddie “intrepideddie”
                                                                          38
F H “FNH1”          Mixu “Mixula” Lauronen                      What has it got in its pocketses?
1) String           1) 1d30 pennies
2) Tinder           2) a hole
3) Needle           3) beef jerky
4) Coin             4) bit of charcoal
5) Stub of candle   5) bit of cheese
6) Lucky pebble     6) bouncing ball
                    7) candle
                    8) dice
                    9) flask of vodka
                    10) flask of water
                    11) flint and tinder
                    12) game pieces
                    13) handkerchief
                    14) letter from lover
                    15) letter from mom
                    16) lipstick
                    17) loaf of bread
                    18) magnifying glass
                    19) map of nearby area
                    20) map of unknown place
                    21) mask
                    22) nothing
                    23) pin cushion
                    24) pocket knife
                    25) pocket watch
                    26) signet ring
                    27) string
                    28) undies
                    29) unfinished letter, addressed to lover
                    30) unfinished letter, addressed to mom                                  39
                                                         C “CPiz” P
                                                                                                                                                                             40
Alcohol or Recreational Drug Effects
                                                                                                                         3 Increased appetite
                                                                                                                         4 Teeth grinding
                                                                                                                         5 Hallucination (good or normal)
                                       Roll Σ 3d12 for each effect you want a drink/drug to have, up to three effects.
                                                                                                                         6 Bad Trip
                                                                                                                         7 Insomnia
                                                                                                                         8 depressed state
                                                                                                                         9 stimulated state
                                                                                                                         10 fatigue
                                                                                                                         11 lack of concentration
                                                                                                                         12 hyper-concentration
                                                                                                                         13 cold sweat
                                                                                                                         14 "beer muscles"
                                                                                                                         15 vomiting
                                                                                                                         16 talking to horrible people to whom one usually
                                                                                                                         17 nose bleed
                                                                                                                         18 acne/sores
                                                                                                                         19 episodes of rage
                                                                                                                         20 overheating
                                                                                                                         21 swollen tongue
                                                                                                                         22 euphoria
                                                                                                                         23 feelings of kinship with others
                                                                                                                         24 aphrodisiac
                                                                                                                         25 seizure
                                                                                                                         26 dilated pupils
                                                                                                                         27 temporary (d8 hours) blindness
                                                                                                                         28 paranoia
                                                                                                                         29 panic attack
                                                                                                                         30 relaxation
                                                                                                                         31 flashbacks for the rest of one's life
                                                                                                                         32 dizziness
                                                                                                                         33 itchiness
                                                                                                                         34 see dead people
                                                                                                                         35 deluded into thinking one is royalty
                                                                                                                         36 diarrhea
                                                                                     Encounters on the remote space station
Roll three times for somewhat remote stations, twice for rather remote ones, and once for very remote stations.
1:    2d4 refugees from the Tyzon system, with all their worldly belongings
2:    disaffected second-in-command, hoping for a transfer to the recreational outpost on Ciph V
3:    Krea’ix bounty hunter, down to his last lead on his current target
4:    Altoonan jazz band, looking for a lift to a gig at a wedding in the Mu Sector
5:    affable merchant with a valuable cargo of illegal qornberries, looking to make a quick sale
6:    2d4+2 doomsday cultists, waiting unquietly for the end times
7:    1d4+1 imperial marines, on shore leave and looking for trouble
8:    noted archaelogist, returning from a decade-long trip to the Eris system, laden with valuable artifacts
9:    health and safety inspector from the central bureaucracy, preparing a very unflattering report
10:   1d4+2 astrophysics students from the Central University of Gond Prime, on an exchange course that is
           not going as advertised
11:   Pellurian slaver, preparing for a trip to the Drabu system and looking for extra hands
12:   2d4 members of a Nekoball team, returning victorious from a tournament on Zeta IX
13:   self-proclaimed star-emperor of the Shev Cluster, with 2d4+1 retainers, dissatisfied with his reception
14:   former champion gladiator from the battle pits on Lutol II, trying unsuccessfully not to be noticed
15:   agent of a large interstellar conglomerate, scoping out new territory for mining operations
16:   1d4+3 Yitan players, running a nominally illegal game with the tacit support of the station administrator
                                                                                                                        41
Robb “robbbbbb” Minneman
Roll 1d2
1: Yes
2: No
patent pending
Decision generator
d8
1: Yes
2: Wait 1 hour, drink 1d6 alcoholic beverages, and ask again
3: Dice on edge, please reroll
4: Horoscope contains the answer to your question
5: No
6: Dial the 1d8-th person on your recent texts/phone calls for the answer
7: Only if you do not fear the prospect of being tarred and feathered
8: The odds are in ever in your favor
                                                                       45
46
                                                  48
Arab Lorem Ipsum Generator
Roll 1d10 as many times as necessary to generate appropriate Lorem Ipsum.
                          1 Baka
                          2 Laka
                          3 Mohammed
                          4 Jihad
                          5 Allah
                          6 Sherpa
                          7 Derka
                          8 Derka
                          9 Derka
                          10 Derka
                                                                            49
Roll d10. If you're into that kind of thing...
                                                      50
                                        51
stereotypical “sitchiation” generator
52
Random pet encounter:
                                                                       Steffan “sos1” O’Sullivan
First, read 1d2 across.
1. Dog                    2. Cat
-----------------------   ------------------------------------------
1. Needy                  Affectionate
2. Friendly               Aloof
3. Aloof                  Resting with its eyes closed
4. Suspicious             Meditating with its eyes closed
5. Threatening            Napping
6. Viciously hostile      Sleeping
On a 1,6 roll (Viciously hostile dog), roll again: if you get another 6: Rabid!
                                                                                                   53
                                Screwed binary decision-making guidance system.
                                                                55
Quaid “Quaid Slauson” Slauson
d12
                                      56
Game Set-up Mix-up
(Getting help with character creation)
Roll 1d10.
That many times, roll 2d10. Ignore repeat Decisions.
(Repeat decision makers are okay. Substitute or re-roll decision makers depending on availability.)
                                                                                                57
        You need to...            ║       ...in/on/of the...
   1d12 ...the... 1d12            ║1d12             1d12
1 reverse          polarity       ║ neutronic       flow
2 ionize           harmonics      ║ tachyon         matrix
3 bypass           magnetic field ║ multiphasic array
4 disrupt          telemetrics ║ gravimetric        core
5 collapse         subroutine     ║ flux            capacitor
6 re-calibrate     oscillation    ║ quantum         sequencer
7 de-couple        kinetics       ║ spacial         emitter
8 re-initialize    thorium        ║ temporal        oscillator
9 recombinate      infusion       ║ photonic        transponder
10 phase-shift     amplitude      ║ gamma           discriminator
11 dissociate      frequency      ║ impulse         amplifier
12 attenuate       induction      ║ inversion       module
                                                                    58
GAMMA TRINKETS, roll d100 to see what oddities your newly created human or mutant has on
hand in the irradiated wastes of the far future!
             Roll D8
              1: 50
              2: 50
              3: 50
              4: 50
              5: 50
              6: 50
              7: 50
              8: 50
1-3 | 4-6
            1: Artemis Targeting Suite : This set couples state-of-the-art sensors with real-time satellite
                   tracking to achieve optimum accuracy. Gives the wearer a massive increase in ranged
                   combat accuracy.
            2: VODOU override : Extensive surgery is required to implement this AI module, directly wired
                   to the wearer’s spinal cord. If the subject is incapacitated by hostile action (unconscious
                   or even killed), the VODOU AI will pilot its body to continue the fight until the module
                   is destroyed.
            3: Puppet Master : These hardwired military ICs contain almost every existing exploit, malicious
                   payload and dirty trick to control wireless systems. The wearer gains a massive increase
                   to hacking skills when trying to disrupt or control wireless systems.
            4: Seeker Sensor : This embedded sensor solution replace an eye and allows the wearer to
                   gather a real-time feed in several bands : Visible, IR, Radio, Sound… it is mainly used by
                   recon units and assassins to quickly get a rundown of the location they’re targeting and
                   spot potential hostiles.
            5: Aura Illuminator : A favorite of squad leaders, this portable device can highlight
                   is in visual range. Illuminated targets cannot go into stealth mode and each attack against
                   them gains a substantial hit bonus.
            6: Active Electronics Protection System : A bleeding-edge protection implant that monitor and
                   protects all your implants. Heavily mitigates EMP damage, hacking attempts and
                   sensor overload.                                                                       65
1: Chameleon Skin : Preferred by black ops, mercenaries and other ZLAs (Zero-Liability
      Assets), this cloaking device allows near-invisibility.
3: Aegis Plating : This plasteel-derived composite results of years of military research and
       offers maximal protection against weapons, EMPs and explosions.
4: Phantom Case : Very appreciated of assassins, this synthetic case hides its contents to
      most security checking procedures and is large enough to contain a small weapon or
      pieces to a medium weapon (which must be mounted).
5: Panacea Unit : This artificial “organ” houses countless nanobots that repair tissue and
      counter harmful chemicals. The wearer gains a HP regen each combat round, accelerated
6: Atomic Cocktail : Another artificial organ directly tied to the bloodstream, it can inject
      top-grade combat drug cocktails. Contains 3 charges, roll 3d6 to determine:
      1-2: Berzerker Blood Spike: Massive increase in strength, charges relentlessly on
                the enemy without feeling pain.
      3-4: Mentat’s Spice: Brain activity is boosted to unseen levels, resulting in a massive
                increase in agility and intelligence.
      5-6: Lazarus Device: Advanced nanobots and chemicals cocktails that heals
                grievous wounds and removes shock.
                                                                                               66
1: Spatial Agility Actuators : These boosters, based on nanosatellite thrusters, increase
       the wearer’s movement speed and jump distance and also allow for a free charge action.
2: Durga Limbs : 1d6/2 supernumerary synthetic arms that are directly connected to the
       neural interface. These are optimized for combat and can wield weapons, with reactive
       actuators maximizing power and minimizing recoil.
3: Nanocrawlers : One or more limbs of this person have been replaced by special prostheses
      coated with pressure-reactive nanomaterial that imitates a gecko’s setae. With these
      nanocrawlers, one can easily climb a vertical surface or hang from a slope or ceiling,
      with the exception of few materials.
4: Phantom Shock Mono Blades : These composite resin retractable mono blades are
      undetectable to most security checks. The blade housing in the arm charges the
      blades, which results in the first attack inflicting additional EMP damage.
5: Deployable Heavy Weapon : One of the arms has been replaced by a heavy weapon that
      can be deployed for no action cost. Being directly linked to neural interface, a small
      bonus to accuracy is provided. Roll 1d6 to determine weapon.
            1: Heavy machine gun
            2: Flamethrower
            3: Grenade launcher
            4: Anti-material cannon
            5: Laser drill
            6: EMP hammer
              It's green. It looks a bit like slime. You've been surreptitiously growing a green slime under there.
                     Lucky you. A saving throw might be appropriate.
Is hair supposed to grow under your toenails? Seems kind of weird but it is so very soft and silky to touch.
1. A small carved stone bear talisman with what appears to be a tiny mummified
       hand in its mouth.
2. A teak salt cellar with unknown mineral crystals in it. They defy spectroscopic
       analysis.
3. A photograph of the glaciers covering Boston 20,000 years ago.
4. A leather cast of the death mask of King Henry VII of England. The mouth
       moves, but only when seen glancingly from the corner of an eye.
5. A disturbingly realistic gargoyle statuette.
6. An Ace bandage with hieroglyphics that translate to, "From King Tut's knee
       injury."
7. What appears to be a tractor piston, but made of stone. It's old.
8. A desiccated lock of the medusa's hair.
9. A very old knuckle-bone d6, said to be used by Julius Caesar when crossing
       the Rubicon.
0. A snow globe with a very lifelike replica of your great-uncle in it.
        1:          2:          3:
(-4)    Weak        Heatwave    with frost later
(-3)    Annoying    Fog         with an unexpected downpour
(-2)    Brutal      Storms      with heavy rain later
(-1)    Strong      Rain        which clears up quickly
( 0)    Sudden      Sunlight    which quickly turns dangerous
( 1)    Fierce      Gusts       with partial clouds
( 2)    Ominous     Breeze      with rumblings of thunder in the distance
( 3)    Light       Hail        with playful winds
( 4)    Gentle      Snow        with tornadoes to follow
The resulting number is to be consulted in the Tao Te Ching, using the translation of your
choice (my own preference is the Le Guinn, but here's an online link to the Mitchell).
                    + + +0 + –            0+ 0 0 0–             –+ –0 ––
             ++       1      2      3       4      5       6      7       8      9
             +0      10     11     12      13     14      15     16      17     18
             +–      19     20     21      22     23      24     25      26     27
             0+      28     29     30      31     32      33     34      35     36
             00      37     38     39      40     41      42     43      44     45
             0–      46     47     48      49     50      51     52      53     54
             –+      55     56     57      58     59      60     61      62     63
             –0      64     65     66      67     68      69     70      71     72
             ––      73     74     75      76     77      78     79      80     81
                                                                                                 75
Type of Music Playing in a Taxi
                                  76
Meat served at an exotic feast
                    9)     Alligator
                    10)    Goat
                    11)    Bison
                    12)    Lobster
                                         78
             Conversations Overheard at a Café
Roll once for a small or nearly-empty cafe, twice for larger or busier ones, and three times for a place that's really hopping. Re-roll any duplicates.
                                                                                                                           80
1) Inappropriate items found in an old box at the office
2) Random small items hidden in the boss’s desk
3) Odors around the office
4) Apparent cause of death for a recently deceased co-worker
5) Random things stepped in by mistake, in and around work
6) What various co-workers would look like nude
7) Sounds heard in the office after a co-worker thought everyone else had gone home
8) Vending machine selections
9) Origin of the meat served at the last company party
10) Musical styles that annoy co-workers
11) Fetishes
12) Documents found in the copy machine
13) Random workplace textures that feel sensual
14) Which nasty old supervisors keep hitting on you
15) How, where, and why you got that scar or tattoo
16) The weapon you hide in your desk – in case of zombies
17) Conversations overheard in the break room
18) Embarrassing events witnessed in the restroom
19) Freaky items found in the parking lot
20) Inappropriate comments made during the recent sexual harassment training          81
                                                                                                              d12
1.  A small stapler. It has three staples in it. It looks well used.
2.  A disposable red ball point pen, long since dried up.
3.  Colour photographs of some inappropriate behaviour at what looks like a Christmas party. On the back is the
            name Phillip followed by the number 23.
4. Reams of paper with numbers and figures with names: 126 small grobkins; 62 green pipe-chucks;
            1,068 long humdit plusses. You've no idea what any of this means.
5. The box is empty apart from the thick layer of dust on the inside. The outside is pristine and clean.
6. It looks like a long term decomposition experiment. You cannot discern what the food originally was – clearly not a
            cheeseburger. Even the mould has long since departed this one.
7. Three packets of two minute noodles, all opened and empty apart from some grit way down the bottom. One empty
            packet of something labelled in a language you cannot understand and one still sealed packet that is labelled
            in a different language you also cannot understand.
8. There are all manner of wires with odd plugs on their ends (and an odd number of ends of course). There is a 1%
            chance you'll find an appropriate series of connectors for your immediate task.
9. A sealed bottle, perhaps containing some kind of soft drink. The label flaked off decades back and the expiry date is
            unintelligible.
10. A week at a glance calendar for 1976. It is completely devoid of writing. The 15th of February is marked as a full moon.
11. Some stale, dry and mostly decomposed roses.
12. A note of eternal devotion written with flowery handwriting and faintly smelling of perfume. You have no idea who
            Samantha and Boris are.
                                                                                                                   4: Charred remains
                                                                                                                   5: Puddle of goo
                                                                                                                   6: Exploded
                                                                                                                                    83
                            Steve “The Convenient Skill” Lincoln
                                                          84
This is the tile-set that
you would print to full
size – print 4 or 5
copies. Cut the squares
out. Then lay them
down as you roll 2D6 to
create your dungeon.
Rotate the squares as
you see fit.
                   85
This image is the GM
square-guide ,so s/he
can work out which tile
is placed on a given
2d6 die-roll.
                 86
                      1.   Drowning their sorrows after discovering their mate was unfaithful.
                      2.   Spending the coin they beggared the same way they do every day.
                      3.   Collecting information for the local thieves guild.
                                4.    Looking for love, or a close approximation.
                                5.    Looking for drunks to pickpocket.
                                6.    Is a traveling minstrel/musician from out of town, looking
           7.   Is a hired gun/sellsword looking for employment.
           8.   Is a regular here, his name is Norm.
           9.   Hiding from the local authorities.
                                     10. A hustler looking for opponents in a game of "chance".
                                     11. Haunted by nightmares, they came here to make it all go away.
                                     12. Is looking for hired guns/sellswords to help raid a nearby location.
Roll 1d20 to determine what motivates that random NPC at the tavern, that the PCs have decided to engage.
                                                                                                                        87
Random Pathfinder Reactions to an encounter (or, "What should my PC do?").
Re-roll if your PC can't actually perform that action, e.g. cast a spell.
Terence “not2fear”
                                                                                 88
                                                       Random NPC Professions for Pathfinder
                    1:    An astronaut
                    2:    A policeman
                    3:    A firefighter
                    4:    A scientist
                    5:    A teacher
                    6:    A sport star
                    7:    A stage magician
                    8:    A real magician
                    9:    A celebrated author
                    10:   A doctor
                    11:   A train driver
                    12:   A squirrel
                    13:   A couch potato
                    14:   A gelatinous cube
                    15:   A mermaid
                    16:   A star of stage and screen
                    17:   A kept man/women
                    18:   Rich
                    19:   Hugh Heffner
                    20:   An RPG designer
I want to become…
Σ 2d6 
                                                                        93
Auntie’s long-secret random elf-name generator...
                                                    1    | DEARS
                                                    2    | MORSEL
                                                    3    | MILQUETOAST
                                                    4    | LAD
                                                    5    | GITS
                                                    6    | ELFLINGS
                                                    7    | DWARF-EATERS
                                                    8    | PET
                                                    9    | PIGS
                                                    10   | DWARF
                                                    11   | BLIGHTERS
                                                                                94
                                                                atama ga masshiro ni naru