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RPG» Forums » Site Related » RPGGeek News

Subject: Enter the 2018 R-A-N-D-O-M Design Challenge rss

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Eric Jome
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sos1 wrote:
You could mine other state mottoes ... let me see.


Forward!
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Caroline Berg
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the steep cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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City Plan Generator

This table is in honor of adm1 and her excellent playthrough videos of solitaire games, particularly RPGs. In one of her Ironsworn videos she pulls out a book on architecture, turns to a random page, and uses what she finds there to build a city her characters are visiting. This table is inspired by that book. I really like what it added to her playthrough as it was a brilliant way to make the city come alive. Howeverly I'm unlikely to buy an architecture book purely to use for worldbuilding, but I will happily make an equivalent random table to use.

Roll four twenty-sided dice to build your city:

1. Squalid
2. Bustling
3. Sleepy
4. Friendly
5. Suspicious
6. Rundown
7. Well-maintained
8. Neglected
9. Modern
10. Prosperous
11. Clean
12. Shining
13. Overgrown
14. Forgotten
15. Brooding
16. Sprawling
17. Fortified
18. Peaceful
19. Mostly abandoned
20. Progressive

1. Town
2. City
3. Cabins
4. Village
5. Outpost
6. Trading post
7. Enclave
8. Homestead
9. Outbuildings
10. Fortress
11. Metropolis
12. Market square
13. Station
14. Neighborhood
15. City outskirts
16. Shantytown
17. Community
18. Farmstead
19. Estate
20. Camp
with:
1. Row houses (connected foundations, in a similar style)
2. Pile dwellings (elevated on stilts)
3. Souterrains (Neolithic subterranean rooms)
4. Roundhouses (Pre-Roman, circular dwellings)
5. Microhouses (just enough space to live in)
6. Hall houses (Medieval with timber-frame)
7. Cottages (small with thatched roof)
8. Yurts (portable round tent)
9. Villas (sprawling country house)
10. Cave Dwellings (in a hill- or mountainside)
11. Bay-and-gable houses (red brick gables and large bay windows)
12. Bungalows (single storey with verandah and no basement)
13. Flounder houses (single sloped-roof shed with few windows)
14. Dogtrot houses (rooms divided by a central breezeway)
15. Longhouses (one long central room containing everything)
16. Sod houses (well-insulated but damaged by water)
17. Reed houses (woven walls with raised dirt floor)
18. Dry stone cabins (temporary shelters with no mortar)
19. Mansard houses (ornate Second Empire style)
20. Log or Plank houses (interlocking logs or planks)
and:
1. Twisting passageways
2. Blind alleys
3. Tree-lined avenues
4. Many dead-end cul-de-sacs
5. Sweeping boulevards
6. Winding lanes
7. Dirt tracks
8. Paved streets
9. Waterways with bridges
10. Broad thoroughfares
11. A gridiron street layout
12. Narrow roads
13. Steep trails
14. Walking paths
15. A dense network of short streets
16. Many one-way streets
17. Confusing road signs
18. Streets that follow the natural landscape
19. Poorly maintained streets
20. Bottlenecks at intersections

Examples:

Roll 1 4d20 = (11 + 19 + 1 + 11) = 42: Clean estate with row houses and a gridiron street layout.
Roll 2 4d20 = (8 + 16 + 3 + 3) = 30: Neglected shantytown with souterrains and tree-lined avenues.
Roll 3 4d20 = (19 + 17 + 17 + 18) = 71: Mostly abandoned community with reed houses and streets that follow the natural landscape.
Roll 4 4d20 = (10 + 5 + 17 + 20) = 52: Prosperous outpost with reed houses and bottlenecks at intersections.
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  • 1342950. adularia25
  • 4d20 =
  • (11 + 19 + 1 + 11) =
  • 42
  • Roll 1
  • Wed Sep 12, 2018 5:18 pm
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  • 1342951. adularia25
  • 4d20 =
  • (8 + 16 + 3 + 3) =
  • 30
  • Roll 2
  • Wed Sep 12, 2018 5:18 pm
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  • 1342952. adularia25
  • 4d20 =
  • (19 + 17 + 17 + 18) =
  • 71
  • Roll 3
  • Wed Sep 12, 2018 5:18 pm
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  • 1342953. adularia25
  • 4d20 =
  • (10 + 5 + 17 + 20) =
  • 52
  • Roll 4
  • Wed Sep 12, 2018 5:19 pm
Joseph Hellar
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Way to get timmy, the replacement character, into play mid dungeon without him just being held prisoner.

1- Party finds oil of stone to flesh just before finding timmy petrified and on a trophy stand

2- In the middle of a fight one of the enemy turns on his allies and tears away mask revealing himself to be timmy, who was sent in as undercover spy.

3- Section of wall opens up like a elevator and timmy gets pushed out by a giant hand before it slams shut.

4- Party finds a giant egg which hatches out timmy

5- Reflection in a mirror shows timmy, who steps out shattering the glass as he does so.

6- Turn undead instead restores timmy to life

7- Hid self in a secret room several days ago. The room contained a liquor cabinet, timmy finally sobers up and step out just in time to meet the party.

8- Talisman of summon adventurer. Single use.

9- Stuck in a trap he can tell the party how to disarm and free him at the same time

10- Encased in a glass coffin in a magical sleep until awoken by a kiss
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TTDG
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Spleen23 wrote:
10- Encased in a glass coffin in a magical sleep until awoken by a kiss


Good way for Timmy to get a stake through the heart, beheaded, and burned to ash before he has a chance to play. What? goo It was a creepy body, probaly undead, and not a monster I want to leave behind us.

Now I want a whole game of repeatedly trying and failing to get Timmy to join the party. There might not even be any monsters in the dungeon, besides Timmys.

Edit:
1, You encounter a plain room with a desk. Mr. Johnson, who strangely cast bat winged shadows, has 2 metal skulled troll enforcers flanking him. He says he's heard of your current circumstances and insist that you accept an additional party member who will be reporting back to him later.

2, A nun tumbles into your room pointing a crossbow at everyone. Her eyes betray a lack of sanity, and something is writhing under her robes. She insist however that you are about to face forces beyond your comprehension, and that she needs to join you in order to 'save the world'.

3, An ever burning torch lights up the orifices of a magic mouth. "Friend" insist that he knows all and that you will soon need the services of "Timmy 9" who has been given use of a sword of wonder.

4, A great and impressive wizard appears prophesying doom unless you accept the elf Legless, who rides a 1 man magic carpet and is indeed legless. "Legless is a renowned archer who mumble mumble..." He has an everfull 'quiver of many things'. By the way, he'd like to visit a particular volcano sometime.

No way any of those are living very long. ninja
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Jim Parkin
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ThroughTheDeckGlass wrote:
Now I want a whole game of repeatedly trying and failing to get Timmy to join the party. There might not even be any monsters in the dungeon, besides Timmys.

I'm in.
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Azukail Games
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Spleen23 wrote:
Way to get timmy, the replacement character, into play mid dungeon without him just being held prisoner.

1- Party finds oil of stone to flesh just before finding timmy petrified and on a trophy stand

2- In the middle of a fight one of the enemy turns on his allies and tears away mask revealing himself to be timmy, who was sent in as undercover spy.

3- Section of wall opens up like a elevator and timmy gets pushed out by a giant hand before it slams shut.

4- Party finds a giant egg which hatches out timmy

5- Reflection in a mirror shows timmy, who steps out shattering the glass as he does so.

6- Turn undead instead restores timmy to life

7- Hid self in a secret room several days ago. The room contained a liquor cabinet, timmy finally sobers up and step out just in time to meet the party.

8- Talisman of summon adventurer. Single use.

9- Stuck in a trap he can tell the party how to disarm and free him at the same time

10- Encased in a glass coffin in a magical sleep until awoken by a kiss


11 - A well in the room contains timmy, who fell down it.
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Steffan O'Sullivan
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"All history is made up. Good history is made up by good historians; bad history is made up by the others." -David Macaulay
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"We talked a little more of Milesians and Firbolgs; but I do not write what he told me here, as it is at variance with things I have written already, as is often the case with legend, whence comes a pleasing variety." -Lord Dunsany
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Azukail wrote:
11 - A well in the room contains timmy, who fell down it was pushed in by a collie.

FTFY
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Caroline Berg
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the steep cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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Everyone knows Timmy willingly entered that well in order to trade places with the Orc who had previously been in there...
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Azukail Games
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ThroughTheDeckGlass wrote:

1, You encounter a plain room with a desk. Mr. Johnson, who strangely cast bat winged shadows, has 2 metal skulled troll enforcers flanking him. He says he's heard of your current circumstances and insist that you accept an additional party member who will be reporting back to him later.

2, A nun tumbles into your room pointing a crossbow at everyone. Her eyes betray a lack of sanity, and something is writhing under her robes. She insist however that you are about to face forces beyond your comprehension, and that she needs to join you in order to 'save the world'.

3, An ever burning torch lights up the orifices of a magic mouth. "Friend" insist that he knows all and that you will soon need the services of "Timmy 9" who has been given use of a sword of wonder.

4, A great and impressive wizard appears prophesying doom unless you accept the elf Legless, who rides a 1 man magic carpet and is indeed legless. "Legless is a renowned archer who mumble mumble..." He has an everfull 'quiver of many things'. By the way, he'd like to visit a particular volcano sometime.


5. A growth appears on the shoulder of a character. When examined, it is an eye that blinks. The growth rapidly increases in size, turning into a full sized duplicate of the character, who rips themself free.

How to find out who's watched Army of Darkness...
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adularia25 wrote:
City Plan Generator

This table is in honor of adm1 and her excellent playthrough videos of solitaire games, particularly RPGs. In one of her [family=46662][/familuy] videos she pulls out a book on architecture, turns to a random page, and uses what she finds there to build a city.

I am flattered that my solo vids and use of books has inspired this great table. I must admit that it hadn’t occurred to me to use books as inspiration for further tables but clearly that’s a great idea as you demonstrate here.
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Caroline Berg
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the steep cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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adm1 wrote:
adularia25 wrote:
City Plan Generator

This table is in honor of adm1 and her excellent playthrough videos of solitaire games, particularly RPGs. In one of her [family=46662][/familuy] videos she pulls out a book on architecture, turns to a random page, and uses what she finds there to build a city.

I am flattered that my solo vids and use of books has inspired this great table. I must admit that it hadn’t occurred to me to use books as inspiration for further tables but clearly that’s a great idea as you demonstrate here.

I'm glad you stopped by! Your playthroughs are inspiring in many ways, not the least because they give me ideas of what tables to make!
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Steffan O'Sullivan
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"We talked a little more of Milesians and Firbolgs; but I do not write what he told me here, as it is at variance with things I have written already, as is often the case with legend, whence comes a pleasing variety." -Lord Dunsany
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Random Book Award won by a book the PCs pick up.

Roll 1d8 for the column, and 1d8 for the row:

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  • Column first, then row
  • Wed Sep 12, 2018 11:58 pm
Jack van Riel
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Mainly for The Sundered Land: A Doomed Pilgrim in the Ruins of the Future, but useful for inspiration for other stories. Whenever you need a place of danger, an enemy, or things an NPC might have, especially in a science fantasy or fantastical post-apocalyptic setting, roll on the appropriate random table!


My pilgrimage has brought me to (1d20):

1. The Fallout Fields
2. The Ghastly Mire
3. The Shifting Mountain Tops
4. The Endless Ocean
5. The Skeleton Bridge
6. The Chthonic Caves
7. The Valley of Strife
8. The Perfidious Peaks
9. The Gardens of Indulgence
10. The Gravemist Haunts
11. The Scraplands
12. The Animate Gorge
13. The Blight
14. The Elemental Expanse
15. The Noise Chasm
16. The Ancient Toxic Dumping Grounds
17. The Quicksilver Lake
18. The Wreckage Wastes
19. The Fungal Frontier
20. The Yawning Pits


...inhabited by (1d20):

1. The Bloodroot Hunger
2. Goliath Worms
3. The Golems of Hatred
4. The Dread Kraken
5. Warring Vampire Clans
6. Masked Demon Spirits
7. A Colony of Diseased Cyborgs
8. A Tribe of Shapeshifting Cannibals
9. Future Moths
10. Phaseshifting Gargoyles
11. A Cabal of Dieselmages
12. The Keeper of the Hounds of Loss
13. Living Voodoo Dolls
14. Creatures of Ice and Fire
15. Sounds Made Flesh
16. Skullsnatcher Vermin
17. Mercurial Alchemists
18. Fear Shriekers
19. Murmurations of Mycotic Madness
20. Spidersteel Crawlers


I have (1d20):

1. A rare Four-legged Horse
2. The Blessing of Mother Moon
3. The ability to blow Kisses of Lightning and Thunder
4. A Big Bag of Expensive Red Pepper
5. The Shadow of a Dog following me
6. My patented X-Ray Glasses
7. A Nanofiber Prayer Flag
8. A Wax Tablet and Stylus
9. Explosive Pyrotechnics
10. A Stake of Wood made from the True Cross
11. The Harsh Accent of the Lost City of Tools
12. A Chess Set with two pieces missing
13. A Letter to the High Magister
14. Titanium Bones and Fingernails
15. A Guitar and a Portable Amplifier
16. A Can of White Paint
17. A Traitorous Homunculus
18. Steel-tipped Ballet Shoes
19. A Flock of Sheep under my care
20. The Creative Mind of a Poet


... and (1d20):

1. An Ironwood Judge's Gavel
2. A Tonic of Diviner's Deadnettle
3. The Hide of a Magical Beast, the head resting on my shoulder
4. A set of Simple Wooden Dice
5. The Light of a Star following me
6. A clever Student named Isla
7. A Heretical Belief in my own Divinity and Immortality
8. A Candle that summons the Ghosts of my Dead Wives
9. A Thermographic Third Eye
10. Feet that don't quite touch the ground
11. A thick leather Apron stained with Blood and Grease
12. A vorpal Sword
13. Vast knowledge of Earth and Stone
14. A terrible Secret
15. A Degree in Cryptography
16. A heavy Baseball Bat
17. An unstable Portal Generator
18. Years of Martial Arts Training
19. An Absurd Sense of Humor
20. The Problem-Solving Skills of an Engineer
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Andreas
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d120 Male Names:

1. Samani
2. Wikras
3. Tezad
4. Elgar
5. Tyan
6. Kuzo
7. Alorus
8. Thur
9. Anda
10. Bhasto
11. Vilnas
12. Canus
13. Hagbert
14. Malik
15. Kesuk
16. Atul
17. Lucius
18. Ollin
19. Eyal
20. Bartollt
21. Thorthrun
22. Oppius
23. Tharybis
24. Dhunan
25. Jeshiah
26. Adama
27. Cepheus
28. Holvaster
29. Vrad
30. Egbart
31. Bor
32. Zaccheus
33. Alom
34. Grildren
35. Aron
36. Dun
37. Turgis
38. Casten
39. Rendel
40. Tulugaq
41. Shamas
42. Aidan
43. Nobu
44. Laith
45. Demas
46. Anuun
47. Kameko
48. Zuesal
49. Zebulun
50. Dagthor
51. Abbai
52. Tilke
53. Yunis
54. Cretien
55. Appius
56. Tizoc
57. Acca
58. Isaiah
59. Tordain
60. Octavius
61. Barsali
62. Spertias
63. Sumak
64. Ilugei
65. Torbert
66. Mehluli
67. Titos
68. Hurmund
69. Galan
70. Rueben
71. Aemula
72. Amos
73. Thaddeus
74. Turulf
75. Balam
76. Akhiban
77. Ganit
78. Timun
79. Socus
80. Binah
81. Ren
82. Cenhere
83. Augustyn
84. Alrik
85. Hasain
86. Noe
87. Igmi
88. Wasi
89. Vadim
90. Damir
91. Angenlaf
92. Ysbert
93. Ariki
94. Zamani
95. Matija
96. Gjur
97. Tihomir
98. Zarib
99. Rebatho
100. Urian
101. Gunnlaugur
102. Samrat
103. Oqil
104. Atu
105. Nab
106. Bel
107. Imrid
108. Nakeba
109. Bylre
110. Hinrich
111. Arjun
112. Corban
113. Talaphro
114. Elgar
115. Arne
116. Aeneas
117. Mortus
118. Elbruz
119. Teos
120. Danae

d120 Female Names:

1. Elna
2. Aderet
3. Zyanya
4. Sipla
5. Keelut
6. Cilnia
7. Elenwen
8. Kartah
9. Aluriel
10. Nazokat
11. Carlahne
12. Akela
13. Kissare
14. Kioko
15. Peony
16. Aviem
17. Agnes
18. Torfey
19. Luvleen
20. Phaerl
21. Xylona
22. Ur
23. Aviel
24. Dorin
25. Bahri
26. Abella
27. Thiosa
28. Eleonora
29. Nothando
30. Evidone
31. Togene
32. Yaeli
33. Tutotu
34. Akna
35. Unay
36. Isabella
37. Acesia
38. Elwyn
39. Magdalin
40. Taryn
41. Garima
42. Maiandria
43. Dwarika
44. Saldis
45. Akiak
46. Hila
47. Aemilia
48. Kritrine
49. Patli
50. Margreta
51. Yvette
52. Gemeti
53. Sanjeeta
54. Eleuia
55. Shimta
56. Agneta
57. Orli
58. Ocan
59. Trebellia
60. Ofek
61. Roziya
62. Gan
63. Yesui
64. Usuy
65. Freja
66. Sgula
67. Zanele
68. Selussa
69. Hawise
70. Amata
71. Tepin
72. Chione
73. Melea
74. Ona
75. Kwnn
76. Anndra
77. Carina
78. Chinote
79. Yalena
80. Esma
81. Alveena
82. Daya
83. Xuxa
84. Kazimiera
85. Frouke
86. Delfina
87. Merima
88. Zhu
89. Eadgifu
90. Anmool
91. Banu
92. Andreea
93. Aliana
94. Modesta
95. Catalina
96. Vesna
97. Snini
98. Ludvika
99. Boago
100. Nako
101. Hamra
102. Aednah
103. Niru
104. Gwne
105. Nidintu
106. Mesta
107. Agatha
108. Henriette
109. Melite
110. Arbella
111. Axelma
112. Gyzel
113. Menka
114. Amata
115. Haera
116. Akiria
117. Nerita
118. Gimbati
119. Mizpah
120. Hekate
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Abraham Gray
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adularia25 wrote:
Annowme wrote:
Spleen23 wrote:
Took a adult education class on adventuring together and were partnered up at random for the graduation exercise, a trip to the local dungeon called...

I love this.

I played in a game where that was the premise. It was a great game! We ended up adopting a goblin that got picked on by his tribe.


We never finished off that giant worm that was threatening his tribe.
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Caroline Berg
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the steep cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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Purplebroccoli wrote:
adularia25 wrote:
Annowme wrote:
Spleen23 wrote:
Took a adult education class on adventuring together and were partnered up at random for the graduation exercise, a trip to the local dungeon called...

I love this.

I played in a game where that was the premise. It was a great game! We ended up adopting a goblin that got picked on by his tribe.


We never finished off that giant worm that was threatening his tribe.

I know... the lack of closure is sad, but not as sad as no longer playing those characters together.
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Joseph Hellar
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Excuses for starting a fight

5d6 - 4

1- I didn't like his face
2- He was taunting me
3- I don’t let no one get away with that.
4- I panicked
5- He started it
6- He was going to start something
7- It was going to happen no matter what, so I choose here and now
8- It was the perfect chance to catch him by surprise
9- He was eyeballing me
10- Did you see how he was dressed, he was asking for it
11- Oops
12- Wasn’t me
13- Accident. ( shrugs )
14- I thought he was somebody else
15- I was bored
16- I called dibs and he didn't respect that that
17- He just had one of those faces
18- It was a matter of honor
19- You just don’t understand my culture
20- For the Horde!
21- Doppelganger check!
22- I was testing his reflexes
23- There was a fly on his face. Got it
24- Them was fighting words
25- He was in my spot
26- I just felt like it
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Adam Taylor
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In a pocket of the wizard's robe, you find a magical die...

Roll a D6 to determine how many faces it has:

1 - 4
2 - 6
3 - 8
4 - 10
5 - 12
6 - 20

Now roll the appropriate die to find the nature of the magical die:

1 - Though you can discern no magical or mechanical cause, whenever it’s rolled, the magical die always lands on a one.

2 - A number of disembodied voices equal to the number you rolled on the magical die, speak the number you rolled.

3 - The next time you put your hand in your pocket after rolling the magical die, you find a number of low-denomination coins equal to the number you rolled.

4 - When you look up after rolling the magical die, you will see - somewhere around you - a number of casual acquaintances who you haven’t seen for years, equal to the number you rolled.

5 - The magical die is marked with pips - rather than numbers. Any time you roll it, a number of pips equal to the number rolled fall off of random faces.

6 - Regardless of the surface you roll it on, the magical die always lands cocked.

7 - Each time you roll the magical die, its weight is multiplied by the result. The effect is cumulative.

8 - Although on inspection it is marked with normal numbers, each time you roll the magical die it lands showing an inscrutable symbol.

9 - Each time you roll the magical die, a number of the ghosts of your ancestors equal to the result appear behind you and look at you with disappointment - but you never see them.

10 - On a roll of ten or higher, the magical die disappears with a blinding flash of light.

11 - The magical die booms like thunder as it rolls across a surface. The higher the result, the louder the sound.

12 - Whenever you roll the magical die, you become younger by a number of minutes equal to the result. You will probably never notice.

13 - As long as you are carrying the magical die, you will never be in a situation where you need to randomly generate a number.

14 - Every time you roll a 1 on the magical die, you forget a detail of your childhood. Every time you roll a 20, you find you are able to master some minor skill of trick that had previously eluded you.

15 - The magical die always rolls off of the surface you wanted it to land on and rolls away from you a number of yards equal to the result rolled.

16 - Every time you roll the magical die, a number of your hairs equal to the number rolled turn grey.

17 - If you roll an odd number on the magical die, you will smell faintly of fresh-baked bread for a number of minutes equal to the result.

18 - Whenever you roll the magical die while sat down, the legs or the general structural integrity of whatever you are sitting on will be weakened by a percentage equal to your result.

19 - It's a perfectly normal die but it has a really cool flame pattern on it.

20 - Each time you roll the magical die, a number of magical dice equal to the result appear next to it. Roll on the table for each of them.
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todd sanders
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pittsburgh
Pennsylvania
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Weapon names - d12

1. Shardstrike
2. Mewl
3. Lying Tongue
4. Whisper in the Night
5. Lover's Kiss
6. Mailbiter
7. Leave Behind
8. Ulver's Claw
9. Compassion
10. Briar Wall
11. Hasanzadenemati's Curse
12. Brian
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Jim Parkin
United States
Stow
Ohio
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dumarest123 wrote:
Mailbiter

Brian

Weapons of terrible, legendary sentience.
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Andreas
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D&D NPC character creation:

d6 Sex
1. Female
2. Female
3. Female
4. Male
5. Male
6. Male

d10 Race
1. Dragonborn
2. Drow
3. Dwarf
4. Elf
5. Gnome
6. Half-Elf
7. Halfling
8. Half-Orc
9. Human
10. Tiefling

d10 Alignment
1. Lawful Good
2. Neutral Good
3. Chaotic Good
4. Lawful Neutral
5. Neutral
6. Chaotic Neutral
7. Lawful Evil
8. Neutral Evil
9. Chaotic Evil
10. Reroll

d12 Class
1. Barbarian
2. Bard
3. Cleric
4. Druid
5. Fighter
6. Monk
7. Paladin
8. Ranger
9. Rogue
10. Sorcerer
11. Warlock
12. Wizard
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Eric Jome
United States
Franklin
Wisconsin
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de_la_poer wrote:
D&D NPC character creation...


Meet "strangers" modifications!

Sex: +1 for each Female, -1 for each Male in the party
Race: re-roll any result in the party (keep the re-roll)
Alignment: +1 for each Good, -1 for each Evil in the party
Class: re-roll any result in the party (keep the re-roll)
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Abraham Gray
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Living Plush Toys

Animal 1d20

1. Pig
2. Moose
3. Bear
4. Lion
5. Frog
6. Bat
7. Lizard
8. Hedgehog
9. Rabbit
10. Squirrel
11. Skunk
12. Raccoon
13. Monkey
14. Dinosaur
15. Dog
16. Kangaroo
17. Turtle
18. Beaver
19. Rat
20. Elf

Demeanor 1d12

1. Morose
2. Silly
3. Shy
4. Randy
5. Hungry
6. Sleepy
7. Irritable
8. Optimistic
9. Zen
10. Aggressive
11. Fearful or Cowardly
12. Unpredictable

Feature 1d12

1. Missing tail
2. Patchwork
3. Fat
4. Ragged
5. Misshapen
6. clean, unblemished fur or parts
7. Mismatched buttons for eyes
8. Fancy clothes, raincoat, or costume
9. Smokes a pipe
10. Facial tic
11. Wears glasses
12. Jewelry or other adornment
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Michael Lawing
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Lexington
South Carolina
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I think these are the first random tables I've made myself. Boy, this is addictive.

Pickpocket Table (2d8)
2)pocket lint
3)1d6 CP
4)1 GP with a hole in it; dented
5)faded map, or is it? It's really faded
6)voucher for a free meal at a local pub
7)a key - roll on the key table
8)talisman of the region's prominent diety; 1SP
9)spoon; identifiable as belonging to a local pub
10)old pocket knife; worn from being sharpened excessively
11)ring; roll on the ring table
12)One piece of jewelry worth 1d8x10 GP - roll on the Jewelry Table
13)shopping list
14)d3 loose buttons
15)small, loose stone
16)loose game piece

Key Table (2d6)

2)broken; is it even a key?
3)small; perhaps to a locket or jewelry box
4)jail key; roll d10 for the cell number inscribed
5)cylindrical key
6)likely the key to a chest; brassy and worn
7)common looking key; slightly crusty
8)door key; simple with a leather fob
9)door key; ribbon tied through it
10)black iron; ornate and somewhat evil looking
11)small; keyway is heart shaped
12)ornate and beautiful; golden with a tassle

Ring Table (2d6)
2)cursed; wearer must kill within 48 hours or lose the finger
3)copper; worn; 1 CP
4)braided wire; 1 SP
5)wooden; worn; no value
6)signet ring of a noble house; hard sell
7)nickel; no value
8)plain; smells like a toe ring; no value
9)nickel; non-precious gemstone; no value
10)silver; wedding band; 2d10 SP
11)onyx; 1d6x10GP
12)gold; noble-crafted; (1d8+3)x10GP

Jewelry Table 2d8

2)necklace
3)ring - roll on the ring table
4)earrings
5)bracelet
6)gold tooth
7)brooch
8)pendant; no chain
9)belt buckle
10)piercing - roll on body piercing table
11)hatpin
12)hairpin
13)torc
14)cuff links
15)aigrette
16)choker

Body Piercing Table d6
1)ear
2)nose
3)tongue
4)navel
5)eyebrow
6)"other"


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Joseph Hellar
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Random tables to make for a random table contest.

1d12

1- Random starship names
2- Random dungeon prisoners
3- Random tv sitcoms the players find themselves banished to by a trickster god
4- Random relation between player character and the revealed true identity of the villain
5- Random clown generator
6- Random cargo for ships, wagons, and pack beasts
7- Random decorative motif
8- Random dungeon boss monster
9- Random science fiction gun noises
10- Random people misplaced in time
11- Random pantheon of gods that turns out to be real and just came back from wherever they've been
12- Random household appliance that is the first to turn on their owner during the robot uprising
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