TABLES FOR FABLES
A collection of free tables for fantasy role-playing games.
 
Welcome to Tables for Fables. This is a collection of random tables, all of which:
 
- have a fantasy theme,
- are systemless - that is, don't use statistics or terms from a single game, and
- use only normal, six-sided dice (d6s).
|
If you have a table that you want to contribute, please email me (news AT apolitical DOT info).
 
You can look at
all 327 tables, or look at tables in a specific category:
 
 
Please note that magic items are in the Treasure section, not the Magic and Religion section.
 
Many of the ideas in these tables are used in the automatic
Adventure Ideas Generator.
 
"The role of a superior DM is NOT to tell a story to his or her players. The DM need only provide an interesting and challenging environment for the players to explore and then administer that environment totally impartially. Superior players will be able to create a character-driven, interactive story from these raw materials, and neither the players nor the DM can tell where the story is headed."
Stuart Marshall aka 'Papers and Paychecks'. |
 
Campaign Ideas From Cartoons
 
Roll twice, re-rolling duplicate results. The first result gives the heroes of the campaign, the second gives the villains. Optionally roll again to get the setting.
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1 | The Smurfs. |
| 1 | 2 | Gargamel (the Smurfs). |
| 1 | 3 | GI Joe. |
| 1 | 4 | Cobra (GI Joe). |
| 1 | 5 | Scooby Doo. |
| 1 | 6 | Transformers. |
| 2 | 1 | The Flintstones. |
| 2 | 2 | The Jetsons. |
| 2 | 3 | He-Man / Masters of the Universe. |
| 2 | 4 | Skeletor (Masters of the Universe). |
| 2 | 5 | Josie and the Pussycats. |
| 2 | 6 | Thundercats. |
| 3 | 1 | Mumm-Ra (Thundercats). |
| 3 | 2 | Mutants (Thundercats). |
| 3 | 3 | Teenage Mutant Ninja Turtles. |
| 3 | 4 | Star Trek. |
| 3 | 5 | G-Force (Battle of the Planets / G-Force / Gatchaman). |
| 3 | 6 | Spectra/Galactor (Battle of the Planets / G-Force / Gatchaman). |
| 4 | 1 | Astro Boy. |
| 4 | 2 | Danger Mouse. |
| 4 | 3 | Baron Greenback (Danger Mouse). |
| 4 | 4 | Inspector Gadget. |
| 4 | 5 | Doctor Claw (Inspector Gadget). |
| 4 | 6 | Muppet Babies. |
| 5 | 1 | Care Bears. |
| 5 | 2 | Ghostbusters. |
| 5 | 3 | Babar. |
| 5 | 4 | The Archies. |
| 5 | 5 | Pokemon. |
| 5 | 6 | Kimba the White Lion. |
| 6 | 1 | Star Blazers. |
| 6 | 2 | Gamilons (Star Blazers). |
| 6 | 3 | The Comet Empire (Star Blazers). |
| 6 | 4 | Justice League (Super Friends). |
| 6 | 5 | Legion of Doom (Super Friends). |
| 6 | 6 | Robotech. |
 
 
Major Events
source or inspiration: TSR version of Oriental Adventures
 
This table is designed to generate events that effect an entire country. The GM might give a 1 in 12 chance for a major event to happen each month.
Obviously some events might not be possible in some areas (for example, flood in an area with almost no rainfall).
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1-2 | An ambassador arrives from another country (roll again: on a 6, they're from a previously unknown land). Roll five dice for how many months they stay. They are mostly interested in (roll again: 1-3 diplomatic relations 4-6 swapping magic and/or technogical knowledge). The conditions they offer will be better if i) their country is weak, ii) the host country is powerful, iii) their country is a generally peaceful one, and worse if the opposite is true. Roll again: on a 1 or 2 they will want to arrange a marriage between one of their powerful families and those of the host country. |
| 1 | 3-4 | An important person is assassinated (roll again: 1-3 because of their position, 4-6 because of personal reasons). The assassin is (roll again: 1-2 taken alive 3 killed during the assassination 4 kills themselves immediately after the assasination 5-6 not caught). Roll again: on a 1 there is no clear successor and a power struggle ensues: roll 1 dice for how many months it lasts. It has a 1 in 6 chance of leading to civil war (see below). |
| 1 | 5-6 | An important person dies (roll again: 1-2 of old age, 3-4 of illness, 5-6 by accident). Roll again: on a 1 there is no clear successor and a power struggle ensues: roll 1 dice for how many months it lasts. It has a 1 in 6 chance of leading to civil war (see below). |
| 2 | 1-2 | as above. |
| 2 | 3-4 | A comet is seen in the sky, indicating great events in the future. The GM should triple the chances of an event happening for this month and the next eleven. They should roll for events for the next year immediately. For each event, roll again: on a 1-3, the event can be predicted in broad detail. |
| 2 | 5-6 | Earthquake strikes (roll again: 1-5 a major city 6 the entire land). For each major city effected, roll again: on a 1 to 4 there is a major fire (see below). Then make another roll for each city effected: on a 1 or 2 there is a plague (see below), if there isn't one already. |
| 3 | 1-2 | Famine strikes the land. Roll one dice and add 1 for how many months it lasts. The cost of food will increase, up to 100 times its normal price. Normally law-abiding folk will turn to crime in desperation. Farms will produce no income for a year, and only one quarter of their income for the next year. The population will reduce by 5% each month. There is a 1 in 6 chance of a plague (see below). There is a 4 in 6 chance of a civil war (see below), unless the government acts effectively to relive the suffering. |
| 3 | 3-4 | Major fire. Roll one dice, add 3, then multiply by 10. This is the percentage of the city that is destroyed (it should be 40 to 90%). The city's population is reduced by the same dice roll, minus one, times 5 (0 to 30%). There is a 1 in 2 chance of a plague occuring if one isn't already (see below). The price of building materials is 10 times normal for the next 4 months. The price of food doubles for one month. All these effects assume buildings are mostly made of wood, and that there's no effective fire brigade. If either of these aren't true, the effects can be much less, or the GM might even rule that a major fire can't occur. |
| 3 | 5-6 | Major floods. The population of the land as a whole will not change much, but people will move from the effected area (near coasts or major rivers) to safer places, causing economic upheaval. The price of all goods will be doubled for 1-6 months. If the flood strikes during the planting season, income from farms in the area will be halved for one year. If it strikes during the harvest season, 80% of farm income is lost and there is a 2 in 6 chance of a famine (see above). Planting and harvest season might each last for one quarter of the year. Starting in the next 1-3 months, unless there's one already and unless the government takes effective steps to stop it. In addition, floods have a 1 in 6 chance of causing a plague (see below), if there isn't one already. |
| 4 | 1-2 | A major influx of refugees arrive from a neighbouring country. If there is currently a plague, famine, or similar trouble, there is a 3 in 6 chance that they will be blamed for it, leading to further trouble and violence. There is a 1 in 6 chance that their religion will gain many followers in the country (see below). |
| 4 | 3-4 | A new religion gains many converts. Optionally, roll again to see how overt the conflict is between it and the established religions: on a 5, there is ocassional, spontaneous outbreaks of violence. On a 6 there is frequent, organised violence. Frequent, organised violence has a 1 in 6 chance of leading to civil war (see below). However, all these chances should be modified by the nature of the new and old religions: firstly whether they're peaceful or warlike, and secondly whether they tend to compete with other religions or blend with them. In addition, events such as plague and famine will tend to make the conflict more violent. There is a 1 in 3 chance that there will also be signs of the gods (see below). If so, roll again: 1-2 the new gods, 3-4 the old ones, 5-6 both. |
| 4 | 5-6 | Plague strikes the land. Roll 2 dice for how many months it lasts. The population of the area is reduced by 5% each month. While the plague lasts, the cost of imported goods will be 5 times normal, and the price of all other goods will be doubled, as traders refuse to enter the area. |
| 5 | 1-2 | A political plot is discovered. Roll again: on a 1 or 2, the 'discovery' is false. In any case, many officials are banished, fired, or even killed. The turmoil lasts for 1-3 months. There is a 1 in 6 chance that it will lead to outright civil war (see below). |
| 5 | 3-4 | Civil war. Roll 1 dice for how many months it lasts. What it's about and its chance of success aren't possible to put on a table, because they will vary so widely depending on the country. |
| 5 | 5-6 | Signs of the gods. A god is said to have appeared somewhere in the country. The chance of this being true depends on the role of the gods in the game world. The site of its appearance will become a focus for worship. This may mean that a temple is built there, that pilgrims come, and so on. It might also mean that followers of other gods leave, or are driven away (depending on the nature of the god). |
| 6 | 1-2 | Explorers return with news of a new land. There is a 3 in 6 chance that it will be inhabited, in which case there is a 4 in 6 chance that an ambassador will arrive with the explorers (see above, but there's no need to roll to see whether they come from a previously unknown land). |
| 6 | 3-4 | For this month, many important people will neglect their duties in order to compete for the affections of a noted, unmarried person. There is a 3 in 6 chance that the person will be a prostitute. If duelling exists in the country, duels will indeed be fought. This has a 2 in 6 chance of leading to the death of an important person (see above, but don't roll for how they died). |
| 6 | 5-6 | as above. |
 
 
Strange Customs 1
 
All the Strange Customs tables are intended to be used at once. String the results together in order to get a strange custom for a village or area.
 
Roll 1 dice.
| 1 | Everyone |
| 2 | The old people |
| 3 | Men |
| 4 | Women |
| 5 | The priest, priestess, magician or wise woman |
| 6 | The best warrior |
 
 
Strange Customs 2
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1-3 | must eat |
| 1 | 4-6 | must worship |
| 2 | 1-3 | must sacrifice |
| 2 | 4-6 | must completely ignore |
| 3 | 1-3 | must act as if they hate |
| 3 | 4-6 | must avoid |
| 4 | 1-3 | must mummify |
| 4 | 4-6 | must act as if they love |
| 5 | 1-3 | must burn |
| 5 | 4-6 | must drown |
| 6 | 1-3 | must bury |
| 6 | 4-6 | must obey |
 
 
Strange Customs 3
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1-3 | women. |
| 1 | 4-6 | men. |
| 2 | 1-3 | people older than themselves. |
| 2 | 4-6 | people younger than themselves. |
| 3 | 1-3 | strangers. |
| 3 | 4-6 | children. |
| 4 | 1-3 | trees. |
| 4 | 4-6 | insects. |
| 5 | 1-3 | rocks. |
| 5 | 4-6 | snakes. |
| 6 | 1-3 | plants. |
| 6 | 4-6 | animals. |
 
 
Strange Living Quarters 1
 
These three tables are intended to be used together.
String the results together in the form (1)(live/s in, are kept in)(2)(3) - for example "Corpses are kept in brightly-painted tents."
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1-3 | Everyone |
| 1 | 4-6 | The old people |
| 2 | 1-3 | Men |
| 2 | 4-6 | Women |
| 3 | 1-3 | The priest, priestess, magician or wise woman |
| 3 | 4-6 | The best warrior |
| 4 | 1-3 | Slaves or criminals (depending on how evil the place is) |
| 4 | 4-6 | Children |
| 5 | 1-3 | The ruler |
| 5 | 4-6 | Foreigners |
| 6 | 1-3 | Corpses |
| 6 | 4-6 | Animals |
 
 
Strange Living Quarters 2
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1-3 | underground |
| 1 | 4-6 | floating |
| 2 | 1-3 | human-shaped |
| 2 | 4-6 | locked |
| 3 | 1-3 | secret |
| 3 | 4-6 | spherical |
| 4 | 1-3 | cramped |
| 4 | 4-6 | living |
| 5 | 1-3 | huge |
| 5 | 4-6 | wooden |
| 6 | 1-3 | metal |
| 6 | 4-6 | roll on the 'Precious and Semi-Precious Stones' table in the 'Treasure' section. |
 
 
Strange Living Quarters 3
 
Roll 1 dice.
| 1 | temple/s. |
| 2 | cave/s. |
| 3 | tower/s. |
| 4 | caravan/s. |
| 5 | pit/s. |
| 6 | tent/s. |
 
 
Conflict 1: Who or What Is Being Fought Over?
 
This table is intended to be used with 'Conflict 2' below.
For more interesting results, generate two conflicts and combine them in a single adventure.
 
Roll 1 dice.
| 1 | A child. roll again: 1 the heir to a position 2 who has important information 3 who is ordinary in all ways 4-6 who has remarkable skill in (roll again 1 magic 2 art 3 sport 4 craft 5 oratory 6 religion). |
| 2 | An adult (roll again as above). |
| 3 | A group of people (roll again: 1 a family 2 a village 3 a town 4 a city 5 a province 6 a country). |
| 4 | Land (roll again as above - if the result is 'a family', roll again: 1-3 their farm 4-6 their house). |
| 5 | A group of people (roll again: 1 a non-human species 2 a religious sect 3 a wilderness tribe 4 a coven of witches 5 a school of magic 6 a knightly order). |
| 6 | An item of great (roll again twice - if you get the same result twice, don't re-roll: 1 magical power - optionally, go to the 'Item Types' table in the 'Treasure' section, but assume that the item is magic. Re-roll any items that can never be magical 2 religious importance - optionally, go to the 'Magic and Religion' section and roll on the two 'Sacred Objects' tables 3 artistic value 4 historical value 5 military value 6 purely monetary value - eg an unusually large gem). |
 
 
Conflict 2: What Type of Conflict?
 
Roll 1 dice.
| 1 | Open War: people working for the opposing sides will openly attack each other, intending to fight to the death. |
| 2 | Secret War: people working for the opposing sides will attack each other, intending to fight to the death, but must hide their acts from the law and public opinion. |
| 3 | Theft: people working for the opposing sides will steal from each other, and this might lead to violence - although they aren't trying to assassinate each other as above. |
| 4 | Crime vs the Law: one side in the conflict is a criminal organisation, the other represents the law. The criminal side will have the advantage that they can use means that the law won't, while the law has the ability to act openly and the support of the population. |
| 5 | Rebels vs the Empire: Similar to the above. However the criminals have good motives and the support of the population, and the law will do things that the criminals won't. |
| 6 | Political Conflict: people working for the opposing sides are mainly trying to win the support of the population. They won't do violence to each other. |
 
 
Villains
 
You might want to roll more than once on this table, and combine the results. For example, 'an insane serial murderer' and 'a powerful demon' might indicate that the lunatic serves the demon, and hopes to raise it using the blood of their victims.
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1-2 | A powerful monster, such as a dragon. |
| 1 | 3-4 | A powerful demon (optionally, roll on the two 'Evil Magic Creatures - Titles' tables in the 'Magic and Religion' section). |
| 1 | 5-6 | A mad wizard, witch, sorceress etc (optionally, roll on the 'Magic Specialties' and the two 'Familiars' tables in the 'Magic and Religion' section). |
| 2 | 1-2 | An insane serial murderer. |
| 2 | 3-4 | An evil king or prince (optionally, roll on the 'Titles of an Aristocratic Ruler' table in the 'Settlements and Countries' section). |
| 2 | 5-6 | An evil queen (optionally, roll on the 'Titles of an Aristocratic Ruler' table in the 'Settlements and Countries' section). |
| 3 | 1-2 | An army of monsters, such as goblins. |
| 3 | 3-4 | Barbarian invaders. |
| 3 | 5-6 | 'Civilised' invaders. |
| 4 | 1-2 | Alien invaders. |
| 4 | 3-4 | A group of assassins. |
| 4 | 5-6 | A group of thieves. |
| 5 | 1-2 | A group of pirates. |
| 5 | 3-4 | A group of vampires. |
| 5 | 5-6 | The followers of an evil god. |
| 6 | 1-2 | Roll again ignoring this result. The villain or villains are controlling the body of a child or children. |
| 6 | 3-4 | Roll again, ignoring this result. The villain or villains are widely loved and believed to be good. |
| 6 | 5-6 | Roll again, ignoring this result. The villain or villains used to be good, but turned evil. |
 
 
Knightly Adventure Ideas
source or inspiration: Knights of Camelot
 
These adventures are more suitable for campaigns with a chivalrous, King Arthur or fairy tale tone to them
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1-3 | A fair lady (or handsome prince) lives in a nearby castle, and is the true love of one of the heroes. The heroes must help the smitten character successfully win their heart. |
| 1 | 4-6 | A (roll again: 1-2 lady 3-4 aged priest 5-6 mixed group of pilgrims) is/are making a pilgrimage to a nearby shrine, and must be escorted. |
| 2 | 1-3 | A fierce beast is terrorising the countryside, and must be hunted. Finding the beast will be as difficult as defeating it. |
| 2 | 4-6 | A (roll again: 1-2 group of wicked knights 3-4 wicked knight 5-6 good knight who has fallen into madness) is/are terrorising the countryside. They must be challenged and defeated. The knight/s will expertly twist the laws of chivalry against the heroes. |
| 3 | 1-3 | A group of bandits are terrorising the countryside, and must be captured or killed. Their cunning in the forest is more dangerous than their skill at arms. |
| 3 | 4-6 | An enchantress has bewitched many knights into her service. Her spell must be broken and the knights freed. |
| 4 | 1-3 | To prove their courage, the characters must stay at a crossroads, challenging every suitable opponent who travels by (but sparing any who ask for mercy). |
| 4 | 4-6 | Roll again, ignoring this result, or that of courting a fair lady - the resulting adventure is being undertaken as penance (optionally, roll on the 'Character Flaws' table in the 'Personalising Characters' section for the flaw that led to the requirement for penance). |
| 5 | 1-3 | Roll again, ignoring this result - to get to the resulting adventure, the characters must first journey through a perilous forest. |
| 5 | 4-6 | Roll again, ignoring this result - to get to the resulting adventure, the characters must first take a perilous journey by sea. |
| 6 | 1-3 | Roll again, ignoring this result - the characters are introduced to the adventure by a venerable hermit. |
| 6 | 4-6 | Roll again, ignoring this result - the characters are hunting an animal who speaks to them, telling them of the resulting adventure (optionally roll again: the animal is 1-2 a deer 3-4 a unicorn 5-6 a lion). |
 
 
Planetary Romance Plots: Table A: Villain/s
 
The following tables gives adventure ideas which have a similar feel to Edgar Rice Burroughs'
Barsoom series.
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1-3 | Cowardly and Treacherous Noble. |
| 1 | 4-6 | Wise Member of a Dying Race. |
| 2 | 1-3 | Wise Sole Survivor of a Dead Race. |
| 2 | 4-6 | Cold and Amoral Scientist. |
| 3 | 1-3 | Heartless Assassin. |
| 3 | 4-6 | Rival of the Heroes. |
| 4 | 1-3 | Bounty Hunter. |
| 4 | 4-6 | Slavers. |
| 5 | 1-3 | Pirates. |
| 5 | 4-6 | Bandits. |
| 6 | 1-3 | Cultists. |
| 6 | 4-6 | Roll twice on this table. |
 
 
Planetary Romance Plots: Table B: Evil Scheme
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1-3 | Kidnapping. |
| 1 | 4-6 | Theft. |
| 2 | 1-3 | Exploration. |
| 2 | 4-6 | Chase. |
| 3 | 1-3 | Attack. |
| 3 | 4-6 | Brainwashing. |
| 4 | 1-3 | Brain-stealing. |
| 4 | 4-6 | Dishonor/Besmirch. |
| 5 | 1-3 | Sell into Slavery. |
| 5 | 4-6 | Imprison. |
| 6 | 1-3 | Transform. |
| 6 | 4-6 | Make Comatose. |
 
 
Planetary Romance Plots: Table C: Victim of the Scheme, or Ally of the Heroes
 
Optionally, roll again:
| 1-2 The result on this table is the victim. |
| 3-4 The result on this table is an ally of the heroes. |
| 5 The result on this table is both victim and ally. |
| 6 Roll twice on this table: the first time for the victim, the second for the ally. |
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1-3 | Beautiful Princess. |
| 1 | 4-6 | Noble Savage. |
| 2 | 1-3 | Brave Warrior. |
| 2 | 4-6 | Strange Alien. |
| 3 | 1-3 | Scientist. |
| 3 | 4-6 | roll again: 1-3 Philosopher 4-6 Scholar. |
| 4 | 1-3 | Priest. |
| 4 | 4-6 | Ousted Nobleman. |
| 5 | 1-3 | Misunderstood Scoundrel. |
| 5 | 4-6 | Loyal Handmaiden. |
| 6 | 1-3 | Brute with a Heart of Gold. |
| 6 | 4-6 | Warrior-Maiden Who Will Not Allow Herself to Love. |
 
 
Planetary Romance Plots: Table D: Important Object
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1-3 | Ancient Weapon of Vast Power. |
| 1 | 4-6 | Terrible Monster from the Dim Past. |
| 2 | 1-3 | Advanced Power Source. |
| 2 | 4-6 | Terraforming Device. |
| 3 | 1-3 | Last Scion of an Ancient Race. |
| 3 | 4-6 | Device that Will Give the User God-Like Powers. |
| 4 | 1-3 | Mind Control Device. |
| 4 | 4-6 | Army of Robots. |
| 5 | 1-3 | Library of Lost Knowledge. |
| 5 | 4-6 | Still Functioning Ancient Computer. |
| 6 | 1-3 | Still Functioning Wise and Ancient Robot. |
| 6 | 4-6 | Wise and Powerful Disembodied Brain. |
 
 
Planetary Romance Plots: Table E: Secret That the Heroes Discover
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1-2 | 1-2 | Lost City of Ancients Who are Now Degenerate. |
| 1-2 | 3-4 | Lost City of Ancients Who Have Vast Mental Powers But are Now Amoral. |
| 1-2 | 5-6 | Lost City of Wise and Benevolent Ancients. |
| 3-4 | 1-2 | The Truth Behind the Locals' Belief About the Gods. |
| 3-4 | 3-4 | A Terrible Monster Worshipped as a God. |
| 3-4 | 5-6 | A Terrible Danger That is Coming From Far Away. |
| 5-6 | 1-2 | A Lost Race Who Secretly Manipulates the World. |
| 5-6 | 3-4 | The Villains Are Even Worse Than They Seemed. |
| 5-6 | 5-6 | A Prophecy of Great Import. |
 
 
Major Dungeon Locations
 
These major locations may be the object of an adventure.
A dungeon may have more than one such location.
All these locations are likely to be heavily guarded, whether by creatures, traps, natural hazards, or more than one.
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1-2 | 1-2 | The (roll again: 1-2 throne room 3-4 underground palace 5-6 underground gardens) of (roll again: 1-3 a human sorcerer 4-6 the most powerful of the monsters). |
| 1-2 | 3-4 | Treasure room (roll again: 1 the treasury of an underground civilisation 2 the storehouse of a band of robbers 3-4 a temple; see below 5-6 a tomb). |
| 1-2 | 5-6 | A temple where (roll again: 1 a forgotten god still waits for their worshippers 2-3 an evil cult from the surface secretly comes to worship 4 an alien has convinced the inhabitants of the dungeon that it is a god 5 an imprisoned lunatic is worshipped as a god 6 a fierce beast is worshipped as a god). |
| 3-4 | 1-2 | An underground river, which leads (roll again: 1-2 out of the dungeon, 3 to an underground lake; see below 4 a secret cove; see below 5-6 to another major location - roll again on this table, ignoring another result of 'an underground river'). |
| 3-4 | 3-4 | An underground lake, with (roll again: 1 an ancient and powerful sea beast 2-3 a city of intelligent sea creatures beneath its surface 4 the ruins of a city beneath its surface - see 'the ruins of a lost city' below 5-6 an island in the middle, where adventurers may find...roll again on this table, ignoring the results of 'an underground lake', 'an underground river', or 'a secret cove'). |
| 3-4 | 5-6 | A (roll again: 1 demon 2 evil god/dess 3 evil sorcerer 4 as for three, but the sorcerer is also a former ruler 5 fierce ancient beast 6 mechanical creature created by a lost civilisation) is (roll again: 1-2 trapped in ice 3-4 held alive and captive by magic 5-6 sleeping, preserved by their own arts - roll again if the creature is an ancient beast). |
| 5-6 | 1-2 | The ruins of a lost city, whose former inhabitants (roll again: 1-2 are now angry and vicious spirits 3-4 are trapped in eternal living death and crave release 5-6 are gone, but whose mechanical creations still wait for their return). |
| 5-6 | 3-4 | A secret cove, leading to the open sea, where (roll again: 1-2 pirates have a hidden city 3-4 a cult from the surface comes to worship demons of the sea 5-6 refugees have built a place of safety). |
| 5-6 | 5-6 | The ruined craft of advanced aliens (roll again: 1 the aliens are alive 2 only one alien is still alive 3 the aliens are dead, but their robots are still operating 4 the aliens are dead, but creatures they were transporting are still alive 5-6 the aliens are dead, but the craft itself is alive). Whoever is still alive (roll again: 1-2 is at war with the inhabitants of the dungeon 3 have/has enslaved many inhabitants of the dungeon 4 have/has recruited many inhabitants of the dungeon as an army of conquest 5-6 have/has convinced some of the inhabitants of the dungeon to worship them). |
 
 
Campaign Ideas
 
This table is designed to generate an overall theme for a series of adventures.
 
Roll 1 dice.
| 1 | Defenders - the players defend (roll again: 1-2 a city 3-4 an island 5-6 a band of refugees) from a series of threats. |
| 2 | Exiles - the players have been exiled from their home, and wander the world looking for a way to return (roll again: 1-2 the heroes are a deposed lord, queen etc and his/her loyal allies 3-4 the heroes have been falsely accused of a crime 5 the heroes are refugees, after their home was over-run by monsters 6 as 5, but an evil ruler has taken control). |
| 3 | The heroes have been chosen by a (roll again: 1-3 god 4-6 ruler) to carry out a series of quests and challenges, because (roll again: 1-3 they have angered him or her, 4-6 they are the only ones who are up to the task). The heroes seek to (1-3 complete the tasks 4-6 find a way to defeat the god/ruler). |
| 4 | The heroes are in search of a powerful magic artifact, because it will (roll again: 1 rebuild a ruined society 2 help the rightful ruler recover their throne 3-4 heal the sick 5-6 drive away monsters). |
| 5 | There is a war, which the heroes are trying to (roll again: 1-2 escape 3-4 win 5-6 stop). |
| 6 | The players are explorers, travelling across (roll again: 1-2 a continent 3-4 a series of islands 5-6 a vast underworld). |
 
 
Dungeon Entrances
source or inspiration: AEG's 'Toolbox'.
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1-2 | Under a castle - entered via (Roll again: 1-2 a secret room 3-4 a trapdoor in a cellar 5-6 a hidden staircase) (Roll again: 1-3 unknown to the current occupants of the castle 4 the castle was deserted after its owner died 5 the castle was deserted after its owner disappeared 6 at least one of the current occupants of the castle is aware of the entrance). |
| 1 | 3-4 | Under a castle - entrance is exposed by accident (eg an earthquake, rotten floorboards, a child is exploring and goes missing). |
| 1 | 5-6 | Under a town or city - entrance is exposed by accident as above. |
| 2 | 1-2 | Under a town or city - entered via the sewer system. |
| 2 | 3-4 | Under a town or city - entered via (Roll again: 1-2 a secret room 3-4 a trapdoor in a cellar 5-6 a hidden staircase) in a private house. (Roll again: 1-3 unknown to the current occupants of the building 4 the building is empty after its owner died 5 the buiding is empty after its owner disappeared 6 at least one of the current occupants of the building are aware of the entrance). |
| 2 | 5-6 | Under a town or city - entered via a secret door in a public building. |
| 3 | 1-2 | The dungeon is inside the body of a giant animal. |
| 3 | 3-4 | Via an animal lair. |
| 3 | 5-6 | In an abandoned mine. |
| 4 | 1-2 | Via a staircase in a hollowed-out tree. |
| 4 | 3-4 | Extensions to a mine accidentally uncover the dungeon. |
| 4 | 5-6 | Extensions to an underground home eg of a reclusive sorcerer, or dwarves, accidentally uncover the dungeon. |
| 5 | 1-2 | In an extinct volcano. |
| 5 | 3-4 | Roll again: 1-3 A secret cave that can only be entered via the water 4-6 Behind a waterfall. |
| 5 | 5-6 | The dungeon is on another plane of existence, and can only be entered and exited by magical means. |
| 6 | 1-2 | The occupants or owner of the dungeon have created a highly visible entrance, in order to attract adventurers to their doom. |
| 6 | 3-4 | Roll again, ignoring this result - but the entrance is used by an evil cult as a means of sacrificing people. |
| 6 | 5-6 | Roll again, ignoring this result - but the locals will happily point adventurers to the dungeon entrance, as they gain quite a lot of their income from equipping adventurers, acting as guides etc. |
 
 
Fantasy Plots
 
How to Use This Table:
Roll 1 dice to get the basic structure. Then, for each bold letter (A, B etc), roll on another table:
A Powerful Figures
B Groups
C Goals
D Bad Outcomes
E Mysterious Figures
Of course you can just roll on an individual table if you just want a goal, group etc.
 
Roll 1 dice.
| 1 | Suddenly, A appears with B, demanding that you C. Otherwise, D. You will have to get past E. |
| 2 | Unexpectedly, A has teamed up with E. Now they're trying to C. |
| 3 | Your area has been surrounded by B. Rumors say that A is approaching. |
| 4 | The oracle predicted that D. Now it is coming true and only E knows why. |
| 5 | If you fight through B to C, A has a reward for you. |
| 6 | roll again. |
 
 
A: Powerful Figures
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1 | a barbarian druid. |
| 1 | 2 | a foreign diplomat. |
| 1 | 3 | a long dead hero. |
| 1 | 4 | a reader of the dead. |
| 1 | 5 | an inquisitor. |
| 1 | 6 | the prince of thieves. |
| 2 | 1 | a child king. |
| 2 | 2 | a hag. |
| 2 | 3 | a mummified king. |
| 2 | 4 | a telepath. |
| 2 | 5 | an ogre warlord. |
| 2 | 6 | the River Walker. |
| 3 | 1 | a demon. |
| 3 | 2 | a rogue-wizard from the sea. |
| 3 | 3 | a paladin. |
| 3 | 4 | a vampire. |
| 3 | 5 | the dean of the wizard academy. |
| 3 | 6 | the royal executioner. |
| 4 | 1 | a Dwarven runemaster. |
| 4 | 2 | a holy healer. |
| 4 | 3 | a prince. |
| 4 | 4 | a wizard. |
| 4 | 5 | the goblin king. |
| 4 | 6 | the sheriff . |
| 5 | 1 | a famous bard. |
| 5 | 2 | a lich. |
| 5 | 3 | a princess. |
| 5 | 4 | an angel. |
| 5 | 5 | the head archivist. |
| 5 | 6 | one of the characters’ feudal lord. |
| 6 | 1 | a fire mage. |
| 6 | 2 | a lightning lord. |
| 6 | 3 | a prophet. |
| 6 | 4 | an Elven sage. |
| 6 | 5 | the last of an ancient dynasty. |
| 6 | 6 | one of the characters’ former master. |
 
 
B: Groups
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1 | a pack of wolves. |
| 1 | 2 | bugbears. |
| 1 | 3 | giant bats. |
| 1 | 4 | hobgoblins. |
| 1 | 5 | orcs. |
| 1 | 6 | slavers. |
| 2 | 1 | a tribe of centaurs. |
| 2 | 2 | cliff dwelling spies . |
| 2 | 3 | giant rats. |
| 2 | 4 | holy monks. |
| 2 | 5 | pirates. |
| 2 | 6 | stealthy assassins. |
| 3 | 1 | adventurers. |
| 3 | 2 | crows. |
| 3 | 3 | gnolls . |
| 3 | 4 | horse nomads. |
| 3 | 5 | pixie warriors. |
| 3 | 6 | stirges. |
| 4 | 1 | airship men. |
| 4 | 2 | Dwarven axe fighters. |
| 4 | 3 | gnome inventors . |
| 4 | 4 | kobold guerilla fighters. |
| 4 | 5 | ratmen. |
| 4 | 6 | uplifted animals. |
| 5 | 1 | apemen. |
| 5 | 2 | elven archers. |
| 5 | 3 | goblins. |
| 5 | 4 | lizardmen. |
| 5 | 5 | rogue knights. |
| 5 | 6 | winged warriors. |
| 6 | 1 | barbarians. |
| 6 | 2 | ghouls. |
| 6 | 3 | Halfling acrobats. |
| 6 | 4 | mercenaries. |
| 6 | 5 | skeletons. |
| 6 | 6 | zombies. |
 
 
C: Goals
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1 | blaze a new trail through the forbidden forest. |
| 1 | 2 | escort a diplomat to the Sunset Kingdom. |
| 1 | 3 | fulfill the seer's prophecy. |
| 1 | 4 | lead an army through the mountains. |
| 1 | 5 | rescue the prisoners before the cave ceases to exist. |
| 1 | 6 | stop the giant oozes. |
| 2 | 1 | bring back the biggest gem from the mine. |
| 2 | 2 | find out why the lake disappeared. |
| 2 | 3 | gather tribute for the dragon. |
| 2 | 4 | navigate the Path of Traps. |
| 2 | 5 | reset the Clock of Time. |
| 2 | 6 | stop the invading army. |
| 3 | 1 | bring the children back from the Twisted Lands. |
| 3 | 2 | find the lost treasure horde. |
| 3 | 3 | go through the Crack in Reality. |
| 3 | 4 | negotiate with the kidnappers' guild. |
| 3 | 5 | retrieve a sword from a tomb. |
| 3 | 6 | stop the royal duel. |
| 4 | 1 | close the gate to another dimension. |
| 4 | 2 | find the source of the ghost fog. |
| 4 | 3 | hunt down a Tyrannosaurus. |
| 4 | 4 | raise a witch from the dead. |
| 4 | 5 | retrieve gypsy flowers from Jungle Island. |
| 4 | 6 | stop what's terrorizing the miners. |
| 5 | 1 | defend the tomb complex from plunderers. |
| 5 | 2 | find who built the new tunnels. |
| 5 | 3 | investigate the tower that has risen from the swamp. |
| 5 | 4 | rebuild the bridge to the Post Lands. |
| 5 | 5 | spend the night in the center of the necropolis. |
| 5 | 6 | take over the kingdom. |
| 6 | 1 | determine which of the imposters is real. |
| 6 | 2 | free the bandit king. |
| 6 | 3 | kill a holy man. |
| 6 | 4 | recover the royal crown before the coronation. |
| 6 | 5 | stop a funeral. |
| 6 | 6 | win the deadliest scavenger hunt. |
 
 
D: Bad Outcomes
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1 | a plague will spread through the land. |
| 1 | 2 | it will never rain again. |
| 1 | 3 | the earthquakes will get worse. |
| 1 | 4 | the palace will be uninhabitable. |
| 1 | 5 | there will be no summer. |
| 1 | 6 | you will never have a decent haircut again. |
| 2 | 1 | all marriages will be annulled. |
| 2 | 2 | No one will ever sleep again. |
| 2 | 3 | the Eternal Tornado will not leave the kingdom. |
| 2 | 4 | the poison will be irreversible. |
| 2 | 5 | wild magic will spread. |
| 2 | 6 | you will turn into beasts. |
| 3 | 1 | cattle raids will continue. |
| 3 | 2 | random people will keep dying. |
| 3 | 3 | the floating city will crash. |
| 3 | 4 | The queen's crystal heart will shatter. |
| 3 | 5 | you must stand in for the sacrifice. |
| 3 | 6 | you'll never find love. |
| 4 | 1 | elves and dwarves will go to war. |
| 4 | 2 | snails will rain down on the land. |
| 4 | 3 | the forest will burn down. |
| 4 | 4 | the sewers will back up and ruin the city. |
| 4 | 5 | you will always have a monkey on your back. |
| 4 | 6 | your families will be eaten. |
| 5 | 1 | Everyone in the city will die. |
| 5 | 2 | spells will stop working. |
| 5 | 3 | The Groan will return. |
| 5 | 4 | the temple will collapse. |
| 5 | 5 | you will be trapped underground. |
| 5 | 6 | your gender will stay switched. |
| 6 | 1 | everyone over 30 will turn to stone. |
| 6 | 2 | the dead will keep rising. |
| 6 | 3 | the guilds will leave the land. |
| 6 | 4 | the witches' curse will grow stronger. |
| 6 | 5 | you will die on your next birthday. |
| 6 | 6 | your location will never be returned to the real world. |
 
 
E: Mysterious Figures
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1 | a band of trolls. |
| 1 | 2 | a Dragon. |
| 1 | 3 | a lab of gargoyles. |
| 1 | 4 | a stone walker. |
| 1 | 5 | an unsolvable puzzle. |
| 1 | 6 | the medusa enclave. |
| 2 | 1 | a burrowing landshark. |
| 2 | 2 | a family of manticores. |
| 2 | 3 | a lion immune to magic. |
| 2 | 4 | a tribe of Deep Ones. |
| 2 | 5 | an unspeakable taboo. |
| 2 | 6 | the minotaur battle group. |
| 3 | 1 | a cabal of serpent men. |
| 3 | 2 | a giant. |
| 3 | 3 | a mad inventor's creation. |
| 3 | 4 | an ancient basilisk. |
| 3 | 5 | the dog-prince. |
| 3 | 6 | the shadow creature. |
| 4 | 1 | a chaos creature. |
| 4 | 2 | a giant python. |
| 4 | 3 | a pack of owlbears. |
| 4 | 4 | an animated tree. |
| 4 | 5 | the hanged man. |
| 4 | 6 | the Thieves' Guild. |
| 5 | 1 | a cloaked figure. |
| 5 | 2 | a giant spider. |
| 5 | 3 | a resurrected wizard. |
| 5 | 4 | an elemental. |
| 5 | 5 | the hero's twin. |
| 5 | 6 | the walking castle. |
| 6 | 1 | a Djinn. |
| 6 | 2 | a golem. |
| 6 | 3 | a sphinx. |
| 6 | 4 | an invisible slayer. |
| 6 | 5 | the illusion master. |
| 6 | 6 | one of the characters' evil uncle. |
 
 
Mystic Place Names: Basic Structure
source or inspiration:
Abulafia, under the terms of their Creative Commons license.
 
How to Use This Table:
Roll 1 dice to get the basic plot structure. Then, for each bold letter (A,B, or C) roll on the relevant table below
 
Roll 1 dice.
| 1-2 | The B of C. |
| 3-4 | The A B. |
| 5-6 | The A B of C. |
 
 
Mystic Place Names A
source or inspiration:
Abulafia, under the terms of their Creative Commons license
and
Al Krombach.
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1-2 | Black. |
| 1 | 3-4 | Bloody. |
| 1 | 5-6 | Bright. |
| 2 | 1-2 | Burning. |
| 2 | 3-4 | Dead. |
| 2 | 5-6 | Elder. |
| 3 | 1-2 | Eternal. |
| 3 | 3-4 | Forgotten. |
| 3 | 5-6 | Golden. |
| 4 | 1-2 | Living. |
| 4 | 3-4 | Lost. |
| 4 | 5-6 | Petrified. |
| 5 | 1-2 | Shining. |
| 5 | 3-4 | Silver. |
| 5 | 5-6 | Sunken. |
| 6 | 1-2 | Undying. |
| 6 | 3-4 | White. |
| 6 | 5-6 | Wondrous. |
 
 
Mystic Place Names B
source or inspiration:
Abulafia, under the terms of their Creative Commons license
and
Al Krombach.
 
Roll 3 dice.
| 1st dice | 2nd dice | 3rd dice | result |
| 1 | 1-2 | 1-2 | Arena. |
| 1 | 1-2 | 3-4 | Baths. |
| 1 | 1-2 | 5-6 | Castle. |
| 1 | 3-4 | 1-2 | Catacombs. |
| 1 | 3-4 | 3-4 | Caverns. |
| 1 | 3-4 | 5-6 | Chamber. |
| 1 | 5-6 | 1-2 | Chasm. |
| 1 | 5-6 | 3-4 | City. |
| 1 | 5-6 | 5-6 | Coast. |
| 2 | 1-2 | 1-2 | Crypt. |
| 2 | 1-2 | 3-4 | Desert. |
| 2 | 1-2 | 5-6 | Door. |
| 2 | 3-4 | 1-2 | Forest. |
| 2 | 3-4 | 3-4 | Fortress. |
| 2 | 3-4 | 5-6 | Fountain. |
| 2 | 5-6 | 1-2 | Gallery. |
| 2 | 5-6 | 3-4 | Garden. |
| 2 | 5-6 | 5-6 | Gardens. |
| 3 | 1-2 | 1-2 | Gate. |
| 3 | 1-2 | 3-4 | Grotto. |
| 3 | 1-2 | 5-6 | Grove. |
| 3 | 3-4 | 1-2 | Hall. |
| 3 | 3-4 | 3-4 | Harem. |
| 3 | 3-4 | 5-6 | Isle. |
| 3 | 5-6 | 1-2 | Jungle. |
| 3 | 5-6 | 3-4 | Labyrinth. |
| 3 | 5-6 | 5-6 | Lake. |
| 4 | 1-2 | 1-2 | Mansion. |
| 4 | 1-2 | 3-4 | Marsh. |
| 4 | 1-2 | 5-6 | Maze. |
| 4 | 3-4 | 1-2 | Mine. |
| 4 | 3-4 | 3-4 | Mire. |
| 4 | 3-4 | 5-6 | Monastery. |
| 4 | 5-6 | 1-2 | Mountain. |
| 4 | 5-6 | 3-4 | Museum. |
| 4 | 5-6 | 5-6 | Ocean. |
| 5 | 1-2 | 1-2 | Pillar. |
| 5 | 1-2 | 3-4 | Pit. |
| 5 | 1-2 | 5-6 | Pool. |
| 5 | 3-4 | 1-2 | Portal. |
| 5 | 3-4 | 3-4 | Prison. |
| 5 | 3-4 | 5-6 | River. |
| 5 | 5-6 | 1-2 | Ruins. |
| 5 | 5-6 | 3-4 | Sea. |
| 5 | 5-6 | 5-6 | Shrine. |
| 6 | 1-2 | 1-2 | Spire. |
| 6 | 1-2 | 3-4 | Stair. |
| 6 | 1-2 | 5-6 | Swamp. |
| 6 | 3-4 | 1-2 | Temple. |
| 6 | 3-4 | 3-4 | Tomb. |
| 6 | 3-4 | 5-6 | Tower. |
| 6 | 5-6 | 1-2 | Valley. |
| 6 | 5-6 | 3-4 | Well. |
| 6 | 5-6 | 5-6 | Wellspring. |
 
 
Mystic Place Names C
source or inspiration:
Abulafia, under the terms of their Creative Commons license.
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1 | the Abyss. |
| 1 | 2 | Blood. |
| 1 | 3 | Bronze. |
| 1 | 4 | Dawn. |
| 1 | 5 | the Dead. |
| 1 | 6 | Doom. |
| 2 | 1 | Dragons. |
| 2 | 2 | Dread. |
| 2 | 3 | Dust. |
| 2 | 4 | Eternal Peril. |
| 2 | 5 | Fire. |
| 2 | 6 | Flame. |
| 3 | 1 | Frost. |
| 3 | 2 | the Gods. |
| 3 | 3 | Gold. |
| 3 | 4 | Heaven. |
| 3 | 5 | Ice. |
| 3 | 6 | the Inferno. |
| 4 | 1 | Iron. |
| 4 | 2 | Lightning. |
| 4 | 3 | Maps Edge. |
| 4 | 4 | Mists. |
| 4 | 5 | Mithril. |
| 4 | 6 | No Return. |
| 5 | 1 | Runes. |
| 5 | 2 | Scales. |
| 5 | 3 | the Seven. |
| 5 | 4 | Shadow. |
| 5 | 5 | Silver. |
| 5 | 6 | Skulls. |
| 6 | 1 | the Sky. |
| 6 | 2 | Stone. |
| 6 | 3 | Swords. |
| 6 | 4 | Thunder. |
| 6 | 5 | Wind. |
| 6 | 6 | Youth. |
 
 
Plot Elements
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1 | The heroes must work with a character or group who are normally rivals or villains. |
| 1 | 2 | The heroes must work with a character who is supposedly an expert, but actually does more harm than good. |
| 1 | 3 | The victims turn out to be villains, and vice versa. |
| 1 | 4 | The heroes meet others who can help them, but won't unless the heroes agree to help them with their own aims. |
| 1 | 5 | The villain is someone that some or all of the heroes like and respect. |
| 1 | 6 | One of the heroes will fall in love with the villain. |
| 2 | 1 | The heroes must succeed (roll again: 1-3 without violence 4-6 with special discretion). |
| 2 | 2 | The heroes must succeed without access to powers, equipment, or other resources they're used to having. |
| 2 | 3 | Another group comparable to the heroes has already failed, their (roll again: 1-2 corpses 3-4 journal 5-6 equipment) provide(s) clues to help the heroes do better. |
| 2 | 4 | There are innocents nearby that the heroes must keep safe while dealing with the adventure. |
| 2 | 5 | The adventure begins without warning or buildup; the heroes are tossed into the fire of action in scene one. |
| 2 | 6 | The heroes must pretend to be someone else. |
| 3 | 1 | The heroes must pretend to have very different allegiances. |
| 3 | 2 | The heroes must choose which evil to thwart and which to let thrive. |
| 3 | 3 | The heroes must choose which innocents to rescue and which to abandon. |
| 3 | 4 | The heroes aren't asked to solve the problem, just to render aid against a backdrop of larger trouble. |
| 3 | 5 | One of the heroes (roll again: 1-3 turns out to be 4-6 is mistaken for) the (roll again: 1-3 fulfillment of a prophecy 4-6 heir to the throne). |
| 3 | 6 | There is another group of characters similar to the heroes 'competing' on the same adventure, with very different goals for the outcome. |
| 4 | 1 | The heroes must assemble and train a force to do the job with them. |
| 4 | 2 | The heroes are working with flawed information; the adventure area isn't as described. |
| 4 | 3 | The heroes take shelter in a place which turns out to be the source of their danger. |
| 4 | 4 | The heroes must win the support of hostile people in order to survive. |
| 4 | 5 | A villain turns out to have a hold over one or all of the heroes. |
| 4 | 6 | A prized object turns out to have a will of its own. |
| 5 | 1 | A prized object turns out to be highly dangerous to its owner. |
| 5 | 2 | The heroes will find they've bitten off more than they can chew, and are hard-pressed just to survive. |
| 5 | 3 | The heroes are working to clear someone falsely accused. |
| 5 | 4 | The heroes are wrongly suspected of having committed a crime. |
| 5 | 5 | The heroes must protect someone, without them knowing it. |
| 5 | 6 | The heroes are placed in charge of a large operation, but only because it's headed for disaster. |
| 6 | 1 | The heroes are targeted by villains, and must find out why. |
| 6 | 2 | The heroes have been chosen for their quest precisely because they aren't prepared for it. |
| 6 | 3 | The heroes and villains alike are manipulated by a third force. |
| 6 | 4 | The mission will contain many elements of (roll again: 1-2 science fiction 3-4 horror 5 gameshows 6 'reality' TV). |
| 6 | 5 | The adventure is governed by formal rules or rituals. |
| 6 | 6 | The heroes' memories have been tampered with, and fixing this is a major part of the adventure. |
 
 
Motivations: Barbarians
 
These tables generate a reason why the character chose to go adventuring.
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1-2 | 1-2 | Fascinated with the civilised world. |
| 1-2 | 3-4 | Their tribe has been wiped out (optionally roll again: 1 by another tribe 2 by an evil shaman or wizard 3-4 by 'civilised' folk 5 by internal strife 6 by disease). |
| 1-2 | 5-6 | Fleeing an unwanted arranged marriage. |
| 3-4 | 1-2 | Chosen for human sacrifice. |
| 3-4 | 3-4 | Rejected in love and set out to prove themselves. |
| 3-4 | 5-6 | Rejected in love and set out to get themselves killed. |
| 5-6 | 1-2 | Sentenced to death for a crime (optionally roll again: 1-3 innocent 4 guilty 5 guilty, but had a good reason 6 guilty, but manipulated or tricked into it by another). |
| 5-6 | 3-4 | Exiled for a crime (optionally roll again: 1-3 innocent 4 guilty 5 guilty, but had a good reason 6 guilty, but manipulated or tricked into it by another). |
| 5-6 | 5-6 | Escaping their low status in their tribe. |
 
 
Motivations: Peasants
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1-3 | Too intelligent and inquisitive to be satisfied with the life of a peasant. |
| 1 | 4-6 | Too free-spirited to be satisfied with the life of a peasant. |
| 2 | 1-3 | Escaping an oppressive fuedal lord. |
| 2 | 4-6 | Rejected in love and set out to prove themselves. |
| 3 | 1-3 | Rejected in love and set out to get themselves killed. |
| 3 | 4-6 | Sentenced to death for a crime (optionally roll again: 1-3 innocent 4 guilty 5 guilty, but had a good reason 6 guilty, but manipulated or tricked into it by another). |
| 4 | 1-3 | Escaped convict (optionally roll again: 1-3 innocent 4 guilty 5 guilty, but had a good reason 6 guilty, but manipulated or tricked into it by another). |
| 4 | 4-6 | Family were killed (optionally roll again: 1-2 starvation, 3-4 war, 5-6 disease). |
| 5 | 1-3 | Became a refugee (optionally roll again: 1-2 starvation, 3-4 war, 5-6 disease). |
| 5 | 4-6 | Deserted from the army. |
| 6 | 1-3 | Took part in a failed rebellion. |
| 6 | 4-6 | Escaping debt. |
 
 
Motivations: Nobles
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1-3 | An older sibling is going to inherit the family wealth. |
| 1 | 4-6 | A more favoured sibling is going to inherit the family wealth. |
| 2 | 1-3 | Their family has lost their wealth, due to the adventurers' actions. |
| 2 | 4-6 | Their family has lost their wealth, due to another family member's actions. |
| 3 | 1-3 | Their family has lost their wealth, due to being on the losing side of a war. |
| 3 | 4-6 | Their family has lost their wealth, due to being on the losing side of a political struggle. |
| 4 | 1-3 | Guilt about the source of the family's wealth (optionally roll again: 1-2 slavery 3 crime 4 war 5 political objection to inequality of wealth 6 religious objection to luxury). |
| 4 | 4-6 | Rejected in love and set out to prove themselves. |
| 5 | 1-3 | Rejected in love and set out to get themselves killed. |
| 5 | 4-6 | Wanted for a crime (optionally roll again: 1-3 innocent 4 guilty 5 guilty, but had a good reason 6 guilty, but manipulated or tricked into it by another). |
| 6 | 1-3 | Committed a crime, and was let off on condition that they go into exile (optionally roll again: 1-3 innocent 4 guilty 5 guilty, but had a good reason 6 guilty, but manipulated or tricked into it by another). |
| 6 | 4-6 | Fleeing an unwanted arranged marriage. |
 
 
Motivations for Entering a Dungeon
 
This table can be used for any type of character. For more realistic motivations, see the other 'Motivations' tables in the 'Personalising Characters' section.
Some results have X. In this case, roll again: 1 mother 2 father 3 son 4 daughter 5 spouse 6 unrequited love.
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1-3 | The character is obsessed with proving the existence of a hollow world, with people living on the inside surface (if the characters are from the hollow world, then the character is obsessed with proving the existence of people on the outside surface). |
| 1 | 4-6 | The character quests to retrieve the bones of their famous adventuring ancestor and re-inter them in the family tomb. |
| 2 | 1-3 | The character has terrible but enticing dreams of sitting on the throne of a vast underworld kingdom. |
| 2 | 4-6 | The character owes a large sum of money to someone so powerful that fleeing isn't an option (roll again: 1-3 a high-ranking criminal 4-6 a powerful government). |
| 3 | 1-3 | The character seeks vengeance against the Troll King. |
| 3 | 4-6 | The character's X is dying from a disease that can only be cured with the waters from a sacred subterranean spring. |
| 4 | 1-3 | The character is haunted by visions of a beautiful woman/handsome man living on an island at the center of a vast underground lake (roll again: 1-3 it's the character's true love 4 it's an incubus/succubus 5 it's a sorcerer/sorceress 6 it's someone who died centuries ago. |
| 4 | 4-6 | The character seeks one segment of a magic item. They must obtain all the parts of the item to save their homeland from its foretold doom. |
| 5 | 1-3 | The character's (roll again: 1-3 evil twin 4 robot double 5 clone 6 homonculus) has fled into the dungeon. One or the other must die before both go mad. |
| 5 | 4-6 | The character's X has been trapped in amber and is on display in the trophy room of an evil wizard who lives in the dungeon. |
| 6 | 1-3 | The character's X is imprisoned (optionally roll again: 1-3 innocent 4 guilty 5 guilty, but had a good reason 6 guilty, but manipulated or tricked into it by another). A corrupt official will release them in exchange for a magic item in the dungeon. |
| 6 | 4-6 | The character is obsessed with an item which relates to their profession: a legendary sword for warriors, a great wizard's spellbook for wizards, a holy relic for priests, and so on. |
 
 
Islands: Mysterious Events
 
Roll 2 dice, use the total.
| 2 | At war with a nearby island. |
| 3 | A sage or magician is protected by the islanders. |
| 4 | The 'island' is actually the back of a huge living creature. |
| 5 | The inhabitants live in harmony. |
| 6 | The islanders are regularly attacked by (roll again: 1-3 pirates 4-6 a cruel monster). |
| 7 | The island has a gruesome secret. Is a god involved? |
| 8 | Strange population - for example no children, no adults, no men, no women - and no one will say why. |
| 9 | Under the sway of an evil god, goddess, witch, warlock etc. |
| 10 | They've never seen outsiders. |
| 11 | The island is the property of a god. |
| 12 | There are athletic games underway. |
 
 
City Rumours
source or inspiration: Advanced Fighting Fantasy
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1 | Members of a new gang have blocked a street and demand a toll from all who pass. |
| 1 | 2 | A master thief has seen the face of the ruler of the city, and yet lived. |
| 1 | 3 | An annoying beggar has just been turned into a frog. |
| 1 | 4 | A body has been pulled from the river, the name of an ancient and evil god carved into its forehead. |
| 1 | 5 | A beggar knows a secret entrance into the palace dungeons. |
| 1 | 6 | A goblin has been seen flying around a wizard’s tower using a pair of artificial wings. |
| 2 | 1 | The heads of the Assassin’s Guild meet every week in the back room of a local inn. |
| 2 | 2 | This morning a wine merchant found a strange potion in one of his shipments. |
| 2 | 3 | An eagle has just carried off a baby from a balcony. |
| 2 | 4 | The landlord of a local inn is really a werewolf. |
| 2 | 5 | A merchant has just been robbed of a massive gem by a trained monkey. |
| 2 | 6 | A pirate galley has sunk, blocking the harbour mouth. |
| 3 | 1 | A cart overturned in the high street, releasing a small dragon. |
| 3 | 2 | A merchant is looking for bodyguards for a journey through wild hills. |
| 3 | 3 | The ruler of the city has just left port in his galley, for some piracy. |
| 3 | 4 | Someone is putting poison in the beer in both of two rival pubs. |
| 3 | 5 | A wizard has just turned the Captain of the City Guard into a pig. |
| 3 | 6 | A flower shop has a hoard of treasure hidden in its cellar. |
| 4 | 1 | A covered wagon has overturned, spilling hundreds of 3 silver piece coins into the street. The city doesn’t have a 3 silver piece coin. |
| 4 | 2 | An aged, foreign sage is gathering mercenaries for a dangerous expedition into the desert. |
| 4 | 3 | A master thief will be executed by being hurled out of a catapult at noon tomorrow unless he can prove his innocence. |
| 4 | 4 | A new playwright has set the stage on fire, literally. |
| 4 | 5 | A new tax starts today on all magicians. Many are trying to get themselves re-classified as astrologers or fortune tellers. |
| 4 | 6 | Prominent thieves are looking for someone without scruples, for a dangerous job. |
| 5 | 1 | An evil sorcerer is terrorising a small town nominally ruled by the city. |
| 5 | 2 | Last night a mysterious elf bet their life and won 50,000 gold pieces. |
| 5 | 3 | A number of half-fish, half-humans have been seen around the river bank at dusk. |
| 5 | 4 | The house of an alchemist has just disappeared in a cloud of purple and green smoke. |
| 5 | 5 | A candle maker has hundreds of gold thousands of gold pieces hidden around his house, each coin in a different place. |
| 5 | 6 | Drinking ten mugs of the house ale at a local pub gives you the strength of a giant. |
| 6 | 1 | A moneylender is looking for someone discreet, for a 'delicate' job. |
| 6 | 2 | A spice-merchant is a collector of rare magical items. |
| 6 | 3 | Two dozen of the City Guard have been executed for holding on to tax money. |
| 6 | 4 | A local lamplighter is the person to talk to if you want information on those who come out at night. |
| 6 | 5 | An evil temple wants someone to retrieve an ancient scroll from the sewers. |
| 6 | 6 | A famous foreign gladiator is appearing at the arena tonight. |
 
 
This Society Most Resembles...
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1-2 | Ancient Greece. |
| 1 | 3-4 | Ancient Rome. |
| 1 | 5-6 | Ancient Egypt. |
| 2 | 1-2 | Ancient India. |
| 2 | 3-4 | Medieval Scandinavia. |
| 2 | 5-6 | Medieval Britain. |
| 3 | 1-2 | Medieval Japan. |
| 3 | 3-4 | Renaissance Europe. |
| 3 | 5-6 | Native Americans. |
| 4 | 1-2 | Aztecs or Incas. |
| 4 | 3-4 | Roll again - 1-2 Soviet Russia, 3-4 Nazi Germany, 5-6 the world of '1984'. |
| 4 | 5-6 | An anarchist/socialist utopia, combined with the hobbits from 'Lord of the Rings'. |
| 5 | 1-2 | A brutal 'war of all against all'. |
| 5 | 3-4 | An ant hill. |
| 5 | 5-6 | A herd of deer. |
| 6 | 1-2 | A farm. |
| 6 | 3-4 | Roll again, ignoring this result - but the society is as different as can be imagined to the result, rather than resembling it. |
| 6 | 5-6 | Roll twice more, ignoring this result. |
 
 
Last Words
 
Roll 3 dice, use the total.
| 3 | I just washed that shirt! |
| 4 | Now you’ll never find the treasure, fools. |
| 5 | Oh. |
| 6 | This is just the beginning. Soon, you will learn the true meaning of fear! |
| 7 | I lay a pox on you and yours. You will never know peace until I am avenged. Everything you touch will turn to dust; all of your endeavours will be for nought. For seven times seven years, this will be so. The lamentation of your women will ring in my ears, even though the veil of death separates me from your suffering. Swords will shatter, oaths will be broken and faith will vanish. Ha, ha, ha, ha! |
| 8 | Find the chalice! Find...the...chalice and take it to the... |
| 9 | I didn’t do it ma! |
| 10 | So, I am done and you have won. Enjoy your victory fools, for even now – Insert name of an NPC ally of the party – languishes in my Lord’s secret fortress. Seven days hence, he will be slain, should I not send word of my victory. You have won the battle, but not the war. |
| 11 | Fools! You think that you have slain me. Me! My heart resides in a gilded box guarded by the fiercest warriors. Tomorrow, at sunrise, I shall arise again and I will find you. Be sure of that. 'Till tomorrow. |
| 12 | Huh, slain by chattels. I lay the mark of Ta’leth upon you, so that all will know of your deeds. |
| 13 | If, I can just reach...the...lever. Minions! Quick, come to...me...unleash the...dogs...uh. |
| 14 | Claret, everywhere...Pretty. Like the raiment of the radiant...uh. |
| 15 | Well done, brave heroes. You have slain me, my congratulations on your monumental achievement. I would like a statue raised on this spot, if you have the time. I planned to do the same for you. |
| 16 | Fly my beauties! Fly into the night! You are free. The spirits of Broman-Dar have been released from the prison of my flesh this night, my friends. May fire and darkness follow their progress. |
| 17 | Mortally wounded! My heart doth beat slower and my breath doth rattle betwixt my chattering teeth. Farewell cruel world, may it treat thee and thou better than it has treated me...Arghh. |
| 18 | Your faces are ingrained in my memory and your deeds in my heart. I shall return when the blue moon rises and the red bull enters the chambers of the prophet. Then history itself will reverse and this deed will be undone. I will see you again. |
 
 
Outsiders In a Group 1: Why Are They There?
 
This table is intended for such things as a human living in a tribe of orcs (or vice versa).
 
Roll 1 dice.
| 1 | A scholar studying them. |
| 2 | A priest, trying to convert them (optionally, roll on the Missionary Attitude table below). |
| 3 | Exiled from their own society (optionally, roll again: 1-3 justly, 4-6 unjustly). |
| 4 | Was found or taken by the group as a baby (optionally roll again: 1-3 found, 4-6 taken). |
| 5 | A trader. |
| 6 | Fell in love with one of the group. |
 
 
Outsiders In a Group 2: Social Status
 
This table only refers to the subject's status in the group;
their status in the society they came from may be very different.
 
Roll 1 dice.
| 1 | Lower status than most members of the group. |
| 2 | Lower status than most members of the group. |
| 3 | Accepted in the group. |
| 4 | Accepted in the group. |
| 5 | Accepted in the group. |
| 6 | Higher status than most members of the group. |
 
 
Missionary Attitude
 
This table gives a missionary's attitude to the people (or otherwise) they're trying to convert.
It assumes the missionary comes from a different culture.
It also gives the opportunity to make jokes about 'the missionary's position.'
 
Roll 1 dice.
| 1 | The missionary believes their hosts' religion is outright evil. |
| 2 | The missionary has become unsure of what they believe. Roll again, ignoring this result, for the belief they most tend to. |
| 3 | The missionary believes their hosts are good, but their religion is mistaken. |
| 4 | The missionary believes their hosts' religion is an unclear, distorted, or primitive version of the priest's own. |
| 5 | The missionary has started to take on some of the ideas of their hosts. |
| 6 | The missionary has come to believe that the group's religion is a superior version of the priest's own. |
 
 
Prisoners of Evil
source or inspiration: AEG's 'Toolbox'.
 
This table is intended for prisoners discovered in an area dominated by a mostly evil society
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1-3 | One who was taken for ransom. Roll again: 1-2 a merchant, 3-4 a noble, 5-6 a priest or shaman. |
| 1 | 4-6 | One who came here to study their craft but fell afoul of the inhabitants. Roll again: 1-3 an assassin, 4-6 a necromancer. |
| 2 | 1-3 | A sick and weakened warrior, the only survivor of an assault on the place. |
| 2 | 4-6 | A thief who sought to make their reputation by stealing from this well-known den of evil. |
| 3 | 1-3 | A berserker, of the same people as the owners of the prison. They are kept captive and only let out for battle, and begs the players to help them escape. |
| 3 | 4-6 | A farmer, captured in a raid and worked half to death as a slave. |
| 4 | 1-3 | One in their dotage, who has been kept captive so long they can't remember who they were or how they were captured. |
| 4 | 4-6 | An illusionist, who has stayed alive by using their art to entertain their captors (optionally roll again: 1-3 they use genuine magic 4-6 they use tricks, like 'magicians' in the real world). |
| 5 | 1-3 | A priest of a benign deity. Their captors have already ritually prepared them for sacrifice. |
| 5 | 4-6 | A good member of the evil community, who naturally rebelled against their rulers. |
| 6 | 1-3 | Roll again, ignoring this result or the one below, but the prisoner is dead. Then roll again: 1 they have written their story on some paper which is on their corpse, 2 As 1 but the paper is hidden in the cell, 3-6 no such paper can be found. |
| 6 | 4-6 | Roll again, ignoring this result or the one above. The prisoner pretends to be whatever result is rolled. Then roll again: 1-3 they're actually working for the rulers of the place 4-6 they really are a prisoner, but lie about how they got here. |
 
 
Character Flaws
 
This table can be used in a variety of ways:
- Get one result, and use it as a character's greatest flaw.
- Get two results - the first is the character's greatest flaw, the second is the flaw they are least prone to.
- As a plot device: Use the result to answer how a hero turned to evil, how an empire fell etc.
- For angel- or demon-like creatures, the result may represent the flaw they most promote or fight.
|
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1-3 | Arrogance. |
| 1 | 4-6 | Blindness in Love. |
| 2 | 1-3 | Lying. |
| 2 | 4-6 | Listening to Flattery. |
| 3 | 1-3 | Sowing Discord. |
| 3 | 4-6 | False and Careless Optimism. |
| 4 | 1-3 | Greed. |
| 4 | 4-6 | Failing to Consider Future Generations. |
| 5 | 1-3 | Anger. |
| 5 | 4-6 | Treating Appearance as Reality. |
| 6 | 1-3 | Despair. |
| 6 | 4-6 | Adjusting Opinions to Self-Interest. |
 
 
Lookin' for Adventure, or Whatever Comes Our Way:
Adventure ideas from song lyrics
source or inspiration: Lyrics by various artists, collected by
James Hutchings 
The title of this table is from 'Born To Be Wild' by Steppenwolf.
The listed band or singer is whoever most famously sung it - they didn't necessarily write it.
 
Roll 2 dice.
| 1st dice | 2nd dice | result | origin |
| 1 | 1 | Renegade priests, and treacherous young witches. | Bob Dylan Changing of the Guard. |
| 1 | 2 | Merchants and thieves, hungry for power. | Bob Dylan Changing of the Guard. |
| 1 | 3 | The palace of mirrors, where dog-soldiers are reflected. | Bob Dylan Changing of the Guard. |
| 1 | 4 | The cities are on fire with the burning flesh of men. | Bob Dylan Death is Not the End. |
| 1 | 5 | The killing moon will come too soon. | Echo and the Bunnymen The Killing Moon. |
| 1 | 6 | The negroes in the forest, brightly feathered. | The Doors The Wasp (Texas Radio and the Big Beat). |
| 2 | 1 | She has robes and she has monkeys Lazy diamond-studded flunkies. | The Doors Love Street. |
| 2 | 2 | Lost in a Roman wilderness of pain. | The Doors The End. |
| 2 | 3 | Hellhound on my trail. | Robert Johnson Hellhound On My Trail. |
| 2 | 4 | You strike my side by accident as you go down for your gold. | Leonard Cohen Avalanche. |
| 2 | 5 | When I am not this hunchback that you see I sleep beneath the golden hill. | Leonard Cohen Avalanche. |
| 2 | 6 | All hands on deck at dawn sailing to sadder shores. | Echo and the Bunnymen Ocean Rain. |
| 3 | 1 | Home of pirates, drunks and whores. | The Simpsons cast New Orleans. |
| 3 | 2 | Southern trees bear strange fruit, Blood on the leaves and blood at the root, Black bodies swinging in the southern breeze, Strange fruit hanging from the poplar trees. | Billie Holiday Strange Fruit. |
| 3 | 3 | Felled his master not by chance away with pomp and circumstance. | Chumbawamba Farewell to the Crown. |
| 3 | 4 | She walks these hills in a long black veil. | too many to list Long Black Veil. |
| 3 | 5 | Little fish, big fish, swimmin in the water come back here man gimme my daughter. | P.J. Harvey Down By the Water. |
| 3 | 6 | Set the controls for the heart of the Sun. | Pink Floyd Set the Controls for the Heart of the Sun. |
| 4 | 1 | Tell them a hookah smoking caterpillar has given you the call. | Jefferson Airplane Go Ask Alice. |
| 4 | 2 | I've stepped in the middle of seven sad forests I've been out in front of a dozen dead oceans. | Bob Dylan Hard Rain. |
| 4 | 3 | Tell those men with horses for hearts. | The Church The Unguarded Moment. |
| 4 | 4 | Creatures kissing in the rain shapeless in the dark again. | The Cure The Hanging Garden. |
| 4 | 5 | In a hanging garden change the past in a hanging garden wearing furs and masks. | The Cure The Hanging Garden. |
| 4 | 6 | In the heat of the night the animals scream. | The Cure The Hanging Garden. |
| 5 | 1 | Fall out of the sky cover my face as the animals die. | The Cure The Hanging Garden. |
| 5 | 2 | I passed the howling woman. | The Cure The Walk. |
| 5 | 3 | I hear your name, and I'm aflame. | Ella Fitzgerald That Old Black Magic. |
| 5 | 4 | Deep in the woods a funeral is swinging. | The Birthday Party Deep in the Woods. |
| 5 | 5 | THIS IS DWARF INVASION! | Reggie and the Full Effect, Dwarf Invasion. |
| 5 | 6 | Temple of low men. | Crowded House, album title. |
| 6 | 1 | Under a blood-red sky a crowd has gathered, black and white. | U2, New Years Day. |
| 6 | 2 | It's the end of the world as we know it and I feel fine. | REM, It's the End of the World As We Know It. |
| 6 | 3 | Sleep comes like a drug in God's country Sad eyes, crooked crosses in God's country. | U2, In God's Country. |
| 6 | 4 | roll again: 1-3 Set me alight We'll punch a hole right through the night Everyday the dreamers die See what's on the other side.
4-6 Dreamed I saw a desert rose Dress torn in ribbons and in bows Like a siren she calls to me. | U2, In God's Country. |
| 6 | 5 | All the vampires walking through the valley | Tom Petty and the Heartbreakers, Free Fallin'. |
| 6 | 6 | roll again: 1-3 The world is a vampire, sent to drain.
4-6 Despite all my rage I am still just a rat in a cage. | Smashing Pumpkins, Bullet With Butterfly Wings. |
 
 
Adventure Ideas from Puns
 
Roll 3 dice.
| 1st dice | 2nd dice | 3rd dice | result |
| 1 | 1-3 | 1-3 | Elementals, my dear Watson. |
| 1 | 1-3 | 4-6 | Djinn and tonic (from the giantitp.com forums). |
| 1 | 4-6 | 1-3 | He has the body of a 20 year old. But he needs several more... |
| 1 | 4-6 | 4-6 | Lizard-Man comedian Eddie Lizzard. |
| 2 | 1-3 | 1-3 | Gnome political commentators Gnome Chomsky and Gnome E. Klein. |
| 2 | 1-3 | 4-6 | Figs of your imagination. |
| 2 | 4-6 | 1-3 | We're going to Serf City. |
| 2 | 4-6 | 4-6 | Two killer mockingbirds. |
| 3 | 1-3 | 1-3 | roll again: 1-3 An elf, fulfilling prophecy 4-6 Elf-raising flour. |
| 3 | 1-3 | 4-6 | Phil Spectre. |
| 3 | 4-6 | 1-3 | Wight supremacists. |
| 3 | 4-6 | 4-6 | Noah's orc. |
| 4 | 1-3 | 1-3 | The Kobold and the Beautiful. |
| 4 | 1-3 | 4-6 | Rasta-fairy-uns (frequently out of their tree). |
| 4 | 4-6 | 1-3 | Hump-free Boggart (thanks to Thorkhammer). |
| 4 | 4-6 | 4-6 | A kingdom is tormented by a monster that carries off maidens, and tells them long, boring stories. Who will slay the Drag-on?. |
| 5 | 1-3 | 1-3 | A mysterious disease that only strikes down bards: minstrel cramps. |
| 5 | 1-3 | 4-6 | roll again: 1-3 A crippling drug hobbit (thanks to Nazim) 4-6 Lorena Hobbit. |
| 5 | 4-6 | 1-3 | A comedy about annoyingly smug, 30-something demons: Fiends. |
| 5 | 4-6 | 4-6 | roll again: 1-3 the Forest Gump 4-6 the River Phoenix. |
| 6 | 1-3 | 1-3 | The Downunderworld: an underground kingdom where lurk kangarorcs, kookaburrowers, frill-necked wizards, and the Crocodemon Hunter. |
| 6 | 1-3 | 4-6 | The king has gone mad with grief - he's stopped living in a fantasy world. |
| 6 | 4-6 | 1-3 | An army of insane, sentient furniture - the random tables. |
| 6 | 4-6 | 4-6 | Emonic posession, alternative rocs, and shog-goths. |
 
 
Unusual City Locations
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1-2 | Flies - on the back of a giant animal. |
| 1 | 3-4 | Flies - by magic. |
| 1 | 5-6 | Flies - by mechanical means. |
| 2 | 1-2 | Is on an island in the middle of a lake. |
| 2 | 3-4 | Is a series of ships linked together. |
| 2 | 5-6 | Was originally a large tomb, and was colonised until it became a city (roll again 1-3 a single giant tomb, 4-6 a 'necropolis' - a series of small tombs). |
| 3 | 1-2 | Was originally a craft from another world, and was turned into a city (roll again 1-2 the inhabitants are descendents of the craft's crew, 3-4 the inhabitants are from the normal game world, 5 descendents of locals and aliens both live in the city, 6 most inhabitants of the city are descended from both aliens and locals). |
| 3 | 3-4 | Under the sea (optionally roll again 1-3 the inhabitants are sea creatures such as mermaids and mermen, 4 the inhabitants are biologically land-dwellers - the city is protected from the sea by a dome 5 as 4, but the city is a giant mechanical construction like a submarine 6 as 4&5, but the city is in the belly of a giant sea creature). |
| 3 | 5-6 | In the belly of a living creature (roll again 1-3 the creature is stationary, 4-6 it moves around frequently). |
| 4 | 1-2 | The city is the 'head' of a giant mechanical creature (roll again 1-3 the creature is stationary, 4-6 it moves around frequently). |
| 4 | 3-4 | On the back of a giant sea creature, which cruises just below the surface so that most of the city is above the waves. |
| 4 | 5-6 | In a hollowed out mountain. However the inhabitants aren't dwarves or other subterranean folk, but surface-dwellers who are attempting to hide. |
| 5 | 1-2 | The whole city is the size of a human fist, and may only be entered or exited by magical means. |
| 5 | 3-4 | What looks like a painting of the city is actually the city's only entrance. |
| 5 | 5-6 | What looks like a book about the city is actually the city's only entrance. |
| 6 | 1-2 | What looks like a map of the city is actually the city's only entrance. |
| 6 | 3-4 | A failed magical experiment causes the city to disappear from one location and appear at another, apparently randomly. |
| 6 | 5-6 | Any door in the world may be an entrance to the city. |
 
 
Secrets of the Ancients A
 
Roll on tables A, B and C, and combine (in that order) to get the name of an unfathomable device of the Ancients.
 
Roll 3 dice.
| 1st dice | 2nd dice | 3rd dice | result |
| 1-2 | 1-2 | 1-2 | all-seeing. |
| 1-2 | 1-2 | 3-4 | analytical-predictive. |
| 1-2 | 1-2 | 5-6 | antedeluvian. |
| 1-2 | 3-4 | 1-2 | chromatic. |
| 1-2 | 3-4 | 3-4 | core. |
| 1-2 | 3-4 | 5-6 | cycloptic. |
| 1-2 | 5-6 | 1-2 | dimensional. |
| 1-2 | 5-6 | 3-4 | electrical. |
| 1-2 | 5-6 | 5-6 | electromagnetic. |
| 3-4 | 1-2 | 1-2 | endochronic. |
| 3-4 | 1-2 | 3-4 | fey. |
| 3-4 | 1-2 | 5-6 | forbidden. |
| 3-4 | 3-4 | 1-2 | gamma. |
| 3-4 | 3-4 | 3-4 | geomantic. |
| 3-4 | 3-4 | 5-6 | gravitational. |
| 3-4 | 5-6 | 1-2 | gravitomagnetic. |
| 3-4 | 5-6 | 3-4 | hydromantic. |
| 3-4 | 5-6 | 5-6 | infernal. |
| 5-6 | 1-2 | 1-2 | magnetic. |
| 5-6 | 1-2 | 3-4 | neutrino. |
| 5-6 | 1-2 | 5-6 | non-Euclidian. |
| 5-6 | 3-4 | 1-2 | phased. |
| 5-6 | 3-4 | 3-4 | quantum. |
| 5-6 | 3-4 | 5-6 | resonating. |
| 5-6 | 5-6 | 1-2 | stochastic. |
| 5-6 | 5-6 | 3-4 | temporal. |
| 5-6 | 5-6 | 5-6 | steam. |
 
 
Secrets of the Ancients B
 
Roll 3 dice.
| 1st dice | 2nd dice | 3rd dice | result |
| 1-2 | 1-2 | 1-2 | anti-matter. |
| 1-2 | 1-2 | 3-4 | bewitchment. |
| 1-2 | 1-2 | 5-6 | damnation. |
| 1-2 | 3-4 | 1-2 | dark matter. |
| 1-2 | 3-4 | 3-4 | displacement. |
| 1-2 | 3-4 | 5-6 | dragon. |
| 1-2 | 5-6 | 1-2 | elder. |
| 1-2 | 5-6 | 3-4 | flux. |
| 1-2 | 5-6 | 5-6 | hex. |
| 3-4 | 1-2 | 1-2 | homunculus. |
| 3-4 | 1-2 | 3-4 | immolation. |
| 3-4 | 1-2 | 5-6 | ion. |
| 3-4 | 3-4 | 1-2 | matter. |
| 3-4 | 3-4 | 3-4 | necro-. |
| 3-4 | 3-4 | 5-6 | particle. |
| 3-4 | 5-6 | 1-2 | photon. |
| 3-4 | 5-6 | 3-4 | plasma. |
| 3-4 | 5-6 | 5-6 | polarity. |
| 5-6 | 1-2 | 1-2 | propulsion. |
| 5-6 | 1-2 | 3-4 | were-. |
| 5-6 | 1-2 | 5-6 | summoning. |
| 5-6 | 3-4 | 1-2 | superstring. |
| 5-6 | 3-4 | 3-4 | teleportation. |
| 5-6 | 3-4 | 5-6 | transmutation. |
| 5-6 | 5-6 | 1-2 | vibrational. |
| 5-6 | 5-6 | 3-4 | warding. |
| 5-6 | 5-6 | 5-6 | warp. |
 
 
Secrets of the Ancients C
 
Roll 3 dice.
| 1st dice | 2nd dice | 3rd dice | result |
| 1-2 | 1-2 | 1-2 | beam. |
| 1-2 | 1-2 | 3-4 | capacitator. |
| 1-2 | 1-2 | 5-6 | cauldron. |
| 1-2 | 3-4 | 1-2 | chamber. |
| 1-2 | 3-4 | 3-4 | circuit. |
| 1-2 | 3-4 | 5-6 | coil. |
| 1-2 | 5-6 | 1-2 | compensator. |
| 1-2 | 5-6 | 3-4 | crown. |
| 1-2 | 5-6 | 5-6 | drive. |
| 3-4 | 1-2 | 1-2 | emitter. |
| 3-4 | 1-2 | 3-4 | engine. |
| 3-4 | 1-2 | 5-6 | field. |
| 3-4 | 3-4 | 1-2 | gem. |
| 3-4 | 3-4 | 3-4 | generator. |
| 3-4 | 3-4 | 5-6 | grid. |
| 3-4 | 5-6 | 1-2 | gun. |
| 3-4 | 5-6 | 3-4 | idol. |
| 3-4 | 5-6 | 5-6 | matrix. |
| 5-6 | 1-2 | 1-2 | modulator. |
| 5-6 | 1-2 | 3-4 | projector. |
| 5-6 | 1-2 | 5-6 | ray. |
| 5-6 | 3-4 | 1-2 | regulator. |
| 5-6 | 3-4 | 3-4 | rune. |
| 5-6 | 3-4 | 5-6 | sensor. |
| 5-6 | 5-6 | 1-2 | stone. |
| 5-6 | 5-6 | 3-4 | throne. |
| 5-6 | 5-6 | 5-6 | wand. |
 
 
Dramatic Situations
 
Please note that all of these results have a subtable below.
 
Roll 2 dice.
| 1st dice | 2nd dice | result | The minimum dynamic elements necessary | see subtable |
| 1 | 1 | SUPPLICATION | A Persecutor; a Suppliant; and a Power in authority, whose decision is doubtful | 1. |
| 1 | 2 | DELIVERANCE | An Unfortunate, a Threatener, a Rescuer | 2. |
| 1 | 3 | CRIME Pursued by Vengeance | An Avenger and a Criminal | 3. |
| 1 | 4 | VENGEANCE Taken For Kindred Upon Kindred | Avenging Kinsman; Guilty Kinsman; Remembrance of the Victim, a Relative of Both | 4. |
| 1 | 5 | PURSUIT | Punishment and Fugitive | 5. |
| 1 | 6 | DISASTER | A Vanquished Power; a Victorious Enemy or a Messenger | 6. |
| 2 | 1 | FALLING PREY To Cruelty Or Misfortune | An Unfortunate; a Master or a Misfortune | 7. |
| 2 | 2 | REVOLT | Tyrant and Conspirator | 8. |
| 2 | 3 | DARING Enterprise | A Bold Leader; an Object; an Adversary | 9. |
| 2 | 4 | ABDUCTION | The Abductor; the Abducted; the Guardian | 10. |
| 2 | 5 | THE ENIGMA | Interrogator, Seeker and Problem | 11. |
| 2 | 6 | OBTAINING | A Solicitor and an Adversary Who is Refusing, or an Arbitrator and Opposing Parties | 12. |
| 3 | 1 | ENMITY Of Kinsmen | A Malevolent Kinsman; a Hated or Reciprocally Hating Kinsman | 13. |
| 3 | 2 | RIVALRY Of Kinsmen | The Preferred Kinsman; the Rejected Kinsman; the Object | 14. |
| 3 | 3 | MURDEROUS Adultery | Two Adulterers; a Betrayed Husband or Wife | 15. |
| 3 | 4 | MADNESS | Madman and Victim | 16. |
| 3 | 5 | FATAL Imprudence | The Imprudent; the Victim or the Object Lost | 17. |
| 3 | 6 | INVOLUNTARY Crimes Of Love | The Lover, the Beloved; the Revealer | 18. |
| 4 | 1 | SLAYING of a Kinsman Unrecognized | The Slayer, the Unrecognized Victim | 19. |
| 4 | 2 | SELF-Sacrificing For An Ideal | The Hero; the Ideal; the 'Creditor' or the Person or Thing Sacrificed | 20. |
| 4 | 3 | SELF-Sacrifice For Kindred | The Hero; the Kinsman; the 'Creditor' or the Person or Thing Sacrificed | 21. |
| 4 | 4 | ALL Sacrificed For A Passion | The Lover, the Object of the Fatal Passion; the Person or Thing Sacrificed | 22. |
| 4 | 5 | NECESSITY Of Sacrificing Loved Ones | The Hero; the Beloved Victim; the Necessity for the Sacrifice | 23. |
| 4 | 6 | RIVALRY Of Superior And Inferior | The Superior Rival; the Inferior Rival; the Object | 24. |
| 5 | 1 | ADULTERY | A Deceived Husband or Wife; Two Adulterers | 25. |
| 5 | 2 | CRIMES Of Love | The Lover, the Beloved | 26. |
| 5 | 3 | DISCOVERY Of The Dishonor Of A Loved One | The Discoverer; the Guilty One | 27. |
| 5 | 4 | OBSTACLES To Love | Two Lovers, an Obstacle | 28. |
| 5 | 5 | AN ENEMY Loved | The Beloved Enemy; the Lover; the Hater | 29. |
| 5 | 6 | AMBITION | an Ambitious Person; a Thing Coveted; an Adversary | 30. |
| 6 | 1 | CONFLICT With A God | A Mortal, an Immortal | 31. |
| 6 | 2 | MISTAKEN Jealousy | The Jealous One; the Object of Whose Possession He is Jealous; the Supposed Accomplice; the Cause or the Author of the Mistake | 32. |
| 6 | 3 | ERRONEOUS Judgment | The Mistaken One; the Victim of the Mistake; the Cause or Author of the Mistake; the Guilty Person | 33. |
| 6 | 4 | REMORSE | The Culprit; the Victim or the Sin; the Interrogator | 34. |
| 6 | 5 | RECOVERY Of A Lost One | The Seeker; the One Found | 35. |
| 6 | 6 | LOSS Of Loved Ones | A Kinsman Slain; a Kinsman Spectator; an Executioner | 36. |
 
 
Dramatic Situations subtable 1: SUPPLICATION
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1-3 | Fugitives Imploring the Powerful for Help Against Their Enemies. |
| 1 | 4-6 | Assistance Implored for the Performance of a Pious Duty Which Has Been Forbidden. |
| 2 | 1-3 | Appeals for a Refuge in Which to Die. |
| 2 | 4-6 | Hospitality Besought by the Shipwrecked. |
| 3 | 1-3 | Charity Entreated by Those Cast Off by Their Own People, Whom They Have Disgraced. |
| 3 | 4-6 | Expiation: The Seeking of Pardon. |
| 4 | 1-3 | Expiation: The Seeking of Healing. |
| 4 | 4-6 | The Surrender of a Corpse Solicited. |
| 5 | 1-3 | The Surrender of a Relic Solicited. |
| 5 | 4-6 | Supplication of the Powerful for Those Dear to the Suppliant. |
| 6 | 1-3 | Supplication to a Relative in Behalf of Another Relative. |
| 6 | 4-6 | Supplication to a Relative's Lover, in Their Behalf. |
 
 
Dramatic Situations subtable 2: DELIVERANCE
 
Roll 1 dice.
| 1-2 | Appearance of a Rescuer to the Condemned. |
| 3-4 | A Parent Replaced Upon a Throne by His Children. |
| 5-6 | Rescue by Friends, or by Strangers Grateful for Benefits Or Hospitality. |
 
 
Dramatic Situations subtable 3: CRIME Pursued by Vengeance
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1-2 | The Avenging of a Slain Parent or Ancestor. |
| 1 | 3-4 | The Avenging of a Slain Child or Descendant. |
| 1 | 5-6 | Vengeance for a Child Dishonored. |
| 2 | 1-2 | The Avenging of a Slain Wife or Husband. |
| 2 | 3-4 | Vengeance for the Dishonor, or Attempted Dishonoring, of a Wife. |
| 2 | 5-6 | Vengeance for a Mistress Slain. |
| 3 | 1-2 | Vengeance for a Slain or Injured Friend. |
| 3 | 3-4 | Vengeance for a Sister Seduced. |
| 3 | 5-6 | Vengeance for Intentional Injury or Spoliation. |
| 4 | 1-2 | Vengeance for Having Been Despoiled During Absence. |
| 4 | 3-4 | Revenge for an Attempted Slaying. |
| 4 | 5-6 | Revenge for a False Accusation. |
| 5 | 1-2 | Vengeance for Rape. |
| 5 | 3-4 | Vengeance for Having Been Robbed of One's Own. |
| 5 | 5-6 | Revenge Upon a Whole Sex for a Deception by One. |
| 6 | 1-2 | Professional Pursuit of Criminals. |
| 6 | 3-4 | Roll again but the 'criminal' is innocent. |
| 6 | 5-6 | Roll again but the vengeance is as bad as the crime. |
 
 
Dramatic Situations subtable 4: VENGEANCE Taken For Kindred Upon Kindred
 
roll twice. The first roll gives the relation of the subject of vengeance to the avenger.
The second roll gives the relation of the one avenged to the avenger
 
Roll 1 dice.
| 1 | Father. |
| 2 | Mother. |
| 3 | Brother. |
| 4 | Sister. |
| 5 | Wife. |
| 6 | Husband. |
 
 
Dramatic Situations subtable 5: PURSUIT
 
Roll 1 dice.
| 1 | Fugitives from Justice Pursued for Actual Crimes. |
| 2 | Fugitives from Justice Pursued for Political 'Crimes'. |
| 3 | Pursued for a Fault of Love. |
| 4 | A Hero Struggling Against a Power. |
| 5 | A Pseudo-Madman Struggling Against One Who Pretends to Cure, But Instead Seeks to Drive Mad. |
| 6 | roll twice. The first result is the situation as the pursuer sees it, the second the situation as the pursued sees it. |
 
 
Dramatic Situations subtable 6: DISASTER
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1-3 | Military Defeat. |
| 1 | 4-6 | Political Disgrace. |
| 2 | 1-3 | A Fatherland Destroyed. |
| 2 | 4-6 | The Fall of Humanity. |
| 3 | 1-3 | A Natural Catastrophe. |
| 3 | 4-6 | A Monarch Overthrown. |
| 4 | 1-3 | Ingratitude Suffered. |
| 4 | 4-6 | The Suffering of Unjust Punishment or Enmity. |
| 5 | 1-3 | An Outrage Suffered. |
| 5 | 4-6 | Abandonment by a Lover or Spouse. |
| 6 | 1-3 | Children Lost by Their Parents, Through No Fault of the Parents. |
| 6 | 4-6 | Children Lost by Their Parents, Through The Fault of the Parents. |
 
 
Dramatic Situations subtable 7: FALLING PREY To Cruelty Or Misfortune
 
Roll 1 dice.
| 1 | The Innocent Made the Victim of Ambitious Intrigue. |
| 2 | The Innocent Despoiled by Those Who Should Protect. |
| 3 | The Powerful Dispossessed and Wretched. |
| 4 | A Favorite or an Intimate Finds Himself Forgotten. |
| 5 | The Unfortunate Robbed of Their Only Hope. |
| 6 | Roll again but the 'victim's misfortune is (roll again: 1-3 deserved 4-6 imaginary. |
 
 
Dramatic Situations subtable 8: REVOLT
 
Roll 1 dice.
| 1 | A Conspiracy Chiefly of One Individual. |
| 2 | A Conspiracy of Several. |
| 3 | as above. |
| 4 | Revolt of One Individual, Who Influences and Involves Others. |
| 5 | A Revolt of Many. |
| 6 | as above. |
 
 
Dramatic Situations subtable 9: DARING Enterprise
 
Roll 1 dice.
| 1 | War. |
| 2 | A Combat. |
| 3 | Carrying Off a Desired Person or Object. |
| 4 | Recapture of a Desired Object. |
| 5 | Adventurous Expeditions. |
| 6 | Adventure Undertaken for the Purpose of Obtaining a Beloved. |
 
 
Dramatic Situations subtable 10: ABDUCTION
 
Roll 1 dice.
| 1 | Abduction of an Unwilling Woman. |
| 2 | 'Abduction' of a Consenting Woman. |
| 3 | Recapture of a Woman. Roll again: 1-3 Without the Slaying of the Abductor 4-6 With the Slaying of the Abductor. |
| 4 | Rescue of a Captive Friend. |
| 5 | Rescue of a Child. |
| 6 | Rescue of a Soul in Captivity to Error. |
 
 
Dramatic Situations subtable 11: THE ENIGMA
 
Roll 1 dice.
| 1 | Search for a Person Who Must Be Found on Pain of Death. |
| 2 | A Riddle To Be Solved on Pain of Death. |
| 3 | As Above, but the Riddle is Proposed by the Coveted Woman. |
| 4 | Temptations Offered With the Object of Discovering His Name. |
| 5 | Temptations Offered With the Object of Ascertaining the Sex. |
| 6 | Tests for the Purpose of Ascertaining the Mental Condition. |
 
 
Dramatic Situations subtable 12: OBTAINING
 
Roll 1 dice.
| 1 | Efforts to Obtain an Object by Ruse. |
| 2 | Efforts to Obtain an Object by Force. |
| 3 | Efforts to Obtain an Object by a Combination of Ruse and Force. |
| 4 | Endeavor by Means of Persuasive Eloquence Alone. |
| 5 | Eloquence With an Arbitrator. |
| 6 | An Arbitrator Who Must Be Bribed, Blackmailed etc. |
 
 
Dramatic Situations subtable 13: ENMITY Of Kinsmen
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1-3 | Hatred of Brothers -- One Brother Hated by Several. |
| 1 | 4-6 | Reciprocal Hatred of Two Brothers. |
| 2 | 1-3 | Hatred Between Relatives for Reasons of Self-Interest. |
| 2 | 4-6 | Hatred of Father and Son -- Of the Son for the Father. |
| 3 | 1-3 | Mutual Hatred of Father and Son. |
| 3 | 4-6 | Hatred of Mother and Daughter -- Of the Daughter for the Mother. |
| 4 | 1-3 | Mutual Hatred of Father and Son. |
| 4 | 4-6 | Hatred of Daughter for Father. |
| 5 | 1-3 | Hatred of Grandfather for Grandson. |
| 5 | 4-6 | Hatred of Father-in-law for Son-in-law. |
| 6 | 1-3 | Hatred of Mother-in-law for Daughter-in-law. |
| 6 | 4-6 | Infanticide. |
 
 
Dramatic Situations subtable 14: RIVALRY Of Kinsmen
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1-3 | Malicious Rivalry of a Brother, Not Reciprocated by the Other. |
| 1 | 4-6 | Malicious Rivalry of Two Brothers. |
| 2 | 1-3 | Rivalry of Two Brothers, With Adultery on the Part of One. |
| 2 | 4-6 | Rivalry of Sisters. |
| 3 | 1-3 | Rivalry of Two Sisters, With Adultery on the Part of One. |
| 3 | 4-6 | Rivalry of Father and Son, for an Unmarried Woman. |
| 4 | 1-3 | Rivalry of Father and Son, for a Married Woman. |
| 4 | 4-6 | Case Similar to the Two Foregoing, But in Which the Object is Already the Wife of the Father. |
| 5 | 1-3 | Case Similar to the Above, But in Which the Object is Already the Wife of the Son. |
| 5 | 4-6 | Rivalry of Mother and Daughter. |
| 6 | 1-3 | Rivalry of Cousins. |
| 6 | 4-6 | Rivalry of Friends. |
 
 
Dramatic Situations subtable 15: MURDEROUS Adultery
 
Roll 1 dice.
| 1-2 | The Slaying of a Husband by, or for, a Paramour. |
| 3-4 | The Slaying of a Trusting Lover. |
| 5-6 | Slaying of a Wife for a Paramour, and in Self-Interest. |
 
 
Dramatic Situations subtable 16: MADNESS
 
Roll 1 dice.
| 1 | Kinsmen Slain in Madness. |
| 2 | Lover Slain in Madness. |
| 3 | Slaying or Injuring of a Person not Hated. |
| 4 | Disgrace Brought Upon Oneself Through Madness. |
| 5 | Loss of Loved Ones Brought About by Madness. |
| 6 | Madness Brought on by Fear of Hereditary Insanity. |
 
 
Dramatic Situations subtable 17: FATAL Imprudence
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1-2 | 1-2 | Imprudence the Cause of One's Own Misfortune. |
| 1-2 | 3-4 | Imprudence the Cause of One's Own Dishonor. |
| 1-2 | 5-6 | Curiosity the Cause of One's Own Misfortune. |
| 3-4 | 1-2 | Curiosity the Cause of One's Own Dishonor. |
| 3-4 | 3-4 | Loss of the Possession of a Loved One, Through Curiosity. |
| 3-4 | 5-6 | Curiosity the Cause of Death or Misfortune to Others. |
| 5-6 | 1-2 | Imprudence the Cause of a Relative's Death. |
| 5-6 | 3-4 | Imprudence the Cause of a Lover's Death. |
| 5-6 | 5-6 | Credulity the Cause of Kinsmen's Deaths. |
 
 
Dramatic Situations subtable 18: INVOLUNTARY Crimes Of Love
 
Roll 1 dice.
| 1 | Unknowingly Committing Incest. |
| 2 | Falling In Love With One Who, Unknown to You, Is A Blood Relative. |
| 3 | Unknowingly Committing Adultery, Believing the Lover To Be One's Spouse. |
| 4 | Discovering That One's Lover is the Spouse of Another. |
| 5 | The 'Crime' is A Crime in the World of the Story, But Not that of the Players (for example homosexuality, committing adultery when an unwilling party to an arranged marriage). |
| 6 | Roll again but the Crime Has Been Villainously Planned by a Third Person. |
 
 
Dramatic Situations subtable 19: SLAYING of a Kinsman Unrecognized
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1-2 | 1-2 | Being Upon the Point of Slaying a (roll again: 1-3 Daughter 4-6 Son) Unknowingly, by Command of a Divinity or an Oracle. |
| 1-2 | 3-4 | Being Upon the Point of Slaying a (roll again: 1-3 Daughter 4-6 Son) Through Political Necessity. |
| 1-2 | 5-6 | Being Upon the Point of Slaying a (roll again: 1-3 Daughter 4-6 Son) Through a Rivalry in Love. |
| 3-4 | 1-2 | Being Upon the Point of Slaying a (roll again: 1-3 Daughter 4-6 Son) Through Hatred of the Lover of the Unrecognized Child. |
| 3-4 | 3-4 | Being Upon the Point of Slaying a (roll again: 1-3 Brother 4-6 Sister) Unknowingly. |
| 3-4 | 5-6 | Slaying of a (roll again 1-3 Mother 4-6 Father) Unrecognized. |
| 5-6 | 1-2 | Involuntary Killing of a Lover. |
| 5-6 | 3-4 | Being Upon the Point of Killing a Lover Unrecognized. |
| 5-6 | 5-6 | Failure to Rescue an Unrecognized (roll again: 1-3 Son 4-6 Daughter). |
 
 
Dramatic Situations subtable 20: SELF-Sacrificing For An Ideal
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1-2 | 1-2 | Sacrifice of Life for the Sake of One's Word. |
| 1-2 | 3-4 | Life Sacrifice for the Success of One's People. |
| 1-2 | 5-6 | Life Sacrificed in Filial Piety. |
| 3-4 | 1-2 | Life Sacrificed for the Sake of One's Faith. |
| 3-4 | 3-4 | Both Love and Life Sacrificed for One's Faith. |
| 3-4 | 5-6 | Both Love and Life Sacrificed for a Cause. |
| 5-6 | 1-2 | Love Sacrificed to the Interests of State . |
| 5-6 | 3-4 | Sacrifice of Well-Being to Duty. |
| 5-6 | 5-6 | One Ideal Sacrificed to Another (for example, One Who Betrays their Religion for their Duty to the State, or Vice-Versa). |
 
 
Dramatic Situations subtable 21: SELF-Sacrifice For Kindred
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1-2 | 1-2 | Life Sacrificed for that of a Relative or a Loved One. |
| 1-2 | 3-4 | Life Sacrificed for the Happiness of a Relative or a Loved One. |
| 1-2 | 5-6 | Ambition Sacrificed for the Happiness of a Parent. |
| 3-4 | 1-2 | Ambition Sacrificed for the Life of a Parent. |
| 3-4 | 3-4 | Love Sacrificed for the Sake of a Parent's Life. |
| 3-4 | 5-6 | Love Sacrificed For the Happiness of One's Child. |
| 5-6 | 1-2 | As Above, But Caused by Unjust Laws. |
| 5-6 | 3-4 | Life and Honor Sacrificed for the Life of a (roll again: 1-3 Parent 4-6 Loved One. |
| 5-6 | 5-6 | Humiliation or Disgrace Undergone for the Life of a Relative or a Loved One). |
 
 
Dramatic Situations subtable 22: ALL Sacrificed For A Passion
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1-2 | 1-2 | Religious Vows of Chastity Broken for a Passion. |
| 1-2 | 3-4 | Respect for a Priest Destroyed. |
| 1-2 | 5-6 | A Future Ruined by Passion. |
| 3-4 | 1-2 | Power Ruined by Passion. |
| 3-4 | 3-4 | Ruin of Mind, Health, and Life. |
| 3-4 | 5-6 | Ruin of Fortunes, Lives, and Honors. |
| 5-6 | 1-2 | Temptations Destroying the Sense of Duty, of Piety, etc. |
| 5-6 | 3-4 | Destruction of Honor, Fortune, and Life by Erotic Vice. |
| 5-6 | 5-6 | As Above, but by another Vice. |
 
 
Dramatic Situations subtable 23: NECESSITY Of Sacrificing Loved Ones
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1-2 | 1-2 | Necessity for Sacrificing a (roll again: 1-3 Daughter 4-6 Son) in the Public Interest. |
| 1-2 | 3-4 | Duty of Sacrificing A (roll again: 1-3 Daughter 4-6 Son) in Fulfillment of a Vow to God/the Gods. |
| 1-2 | 5-6 | Duty of Sacrificing Benefactors or Loved Ones to One's Faith. |
| 3-4 | 1-2 | Duty of Sacrificing One's Child, Unknown to Others, Under the Pressure of Necessity. |
| 3-4 | 3-4 | Duty of Sacrificing, Under the Same Circumstances, One's (roll again: 1-2 Father 3-4 Mother 5-6 Spouse). |
| 3-4 | 5-6 | Duty of Sacrificing a (roll again: 1-3 Son-in-law 4-6 Daughter-in-law) for the Public Good. |
| 5-6 | 1-2 | Duty of Contending with a (roll again: 1-3 Brother-in-Law 4-6 Sister-in-law) for the Public Good. |
| 5-6 | 3-4 | Duty of Contending with a Friend. |
| 5-6 | 5-6 | Roll again but the 'duty' is (roll again: 1-3 a Mask for Baser Motives 4-6 Accepted by the the Society of the Story, But Not that of the Players). |
 
 
Dramatic Situations subtable 24: RIVALRY Of Superior And Inferior
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1-3 | Of a Mortal and an Immortal. |
| 1 | 4-6 | Of a Magician and an Ordinary Person. |
| 2 | 1-3 | Of Conqueror and Conquered. |
| 2 | 4-6 | Of (roll again: 1-2 Monarch and Noble 3-4 Monarch and Commoner 5-6 Noble and Commoner). |
| 3 | 1-3 | Of a Powerful Person and an Upstart. |
| 3 | 4-6 | Of Rich and Poor. |
| 4 | 1-3 | Of an Honored Person and a Suspected One. |
| 4 | 4-6 | Of Two Who are Almost Equal. |
| 5 | 1-3 | Of the Two Successive Spouses of a Divorcee. |
| 5 | 4-6 | Of the Two Successive Spouses of a (roll again: 1-3 Widow 4-6 Widower) (ie one Rival is dead). |
| 6 | 1-3 | Of Captor and Prisoner. |
| 6 | 4-6 | Of a (roll again: 1-2 Noble 3-4 Monarch 5-6 Rich Merchant) and their Servant. |
 
 
Dramatic Situations subtable 25: ADULTERY
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1-2 | A Mistress Betrayed, For a Young Woman. |
| 1 | 3-4 | A Wife Betrayed, For a Slave Who Does Not Love in Return. |
| 1 | 5-6 | A Wife Betrayed, For Debauchery. |
| 2 | 1-2 | A Wife Betrayed, For a Married Woman. |
| 2 | 3-4 | A Wife Betrayed, With the Intention of Bigamy. |
| 2 | 5-6 | A Wife Betrayed, For a Young Girl, who Does Not Love in Return. |
| 3 | 1-2 | A Wife Envied by a Young Girl Who is in Love With Her Husband. |
| 3 | 3-4 | A Wife Betrayed for a Courtesan. |
| 3 | 5-6 | An Antagonistic Husband Sacrificed for a Congenial Lover. |
| 4 | 1-2 | A Husband, Believed to be Lost, Forgotten for a Rival. |
| 4 | 3-4 | A Commonplace Husband Sacrificed for a Sympathetic Lover. |
| 4 | 5-6 | A Good Husband Betrayed for an Inferior Rival. |
| 5 | 1-2 | A Good Husband Betrayed for a Grotesque Rival. |
| 5 | 3-4 | A Good Husband Betrayed for a Commonplace Rival, By a Perverse Wife. |
| 5 | 5-6 | A Good Husband Betrayed for a Rival Less Handsome, But Useful. |
| 6 | 1-2 | Vengeance of a Deceived Husband. |
| 6 | 3-4 | Jealousy Sacrificed for the Sake of a Cause. |
| 6 | 5-6 | Husband Persecuted by a Rejected Rival. |
 
 
Dramatic Situations subtable 26: CRIMES Of Love
 
Roll 1 dice.
| 1 | Committing Incest. |
| 2 | Falling In Love With A Blood Relative. |
| 3 | Adultery. |
| 4 | Bigamy. |
| 5 | The 'Crime' is A Crime in the World of the Story, But Not that of the Players (for example homosexuality, committing adultery when an unwilling party to an arranged marriage). |
| 6 | Roll again, but the Crime Has Been Villainously Planned by a Third Person. |
 
 
Dramatic Situations subtable 27: DISCOVERY Of The Dishonor Of A Loved One
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1-3 | Discovery of a Father's Shame. |
| 1 | 4-6 | Discovery of a Mother's Shame. |
| 2 | 1-3 | Discovery of a Child's Dishonor. |
| 2 | 4-6 | Discovery of Dishonor in the Family of One's Fiancee. |
| 3 | 1-3 | Discovery That One's Fiance Has Previously Committed a Fault. |
| 3 | 4-6 | Discovery that One's Lover Has Formerly Been a Prostitute. |
| 4 | 1-3 | Discovery that One's Lover, Formerly a Prostitute, Has Returned to Their Old Life. |
| 4 | 4-6 | Discovery that One's Lover is a Scoundrel. |
| 5 | 1-3 | Discovery that One's Spouse is a Scoundrel. |
| 5 | 4-6 | Duty of Punishing a Child Who is a Traitor to Country. |
| 6 | 1-3 | Duty of Punishing a Child Condemned Under a Law Which the Parent Has Made. |
| 6 | 4-6 | Duty of Punishing One Parent to Avenge the Other. |
 
 
Dramatic Situations subtable 28: OBSTACLES To Love
 
Roll 1 dice.
| 1 | Inequality of Rank. |
| 2 | Inequality of Wealth. |
| 3 | Enemies and Contingent Obstacles. |
| 4 | A Previous Betrothal to Another. |
| 5 | The Opposition of Relatives. |
| 6 | The Incompatibility of Temper of the Lovers. |
 
 
Dramatic Situations subtable 29: AN ENEMY Loved
 
Roll 1 dice.
| 1 | One Lover or both Hated by the Family of the Other. |
| 2 | One Lover is Hated by a Close Friend of the Other. |
| 3 | One Lover is Hated by a Close Relative of the Other. |
| 4 | The Lovers are Members of Rival Factions, Parties, Sides in a War etc. |
| 5 | One Lover has Killed a Relative of the Other. |
| 6 | One Lover has Killed a Close Friend of the Other. |
 
 
Dramatic Situations subtable 30: AMBITION
 
Roll 1 dice.
| 1-2 | Ambition Watched and Guarded Against by a Kinsman, or By a Person Under Obligation. |
| 3-4 | Rebellious Ambition. |
| 5-6 | Ambition and Covetousness Heaping Crime Upon Crime. |
 
 
Dramatic Situations subtable 31: CONFLICT With A God
 
Roll 1 dice.
| 1 | Struggle Against a Deity. |
| 2 | Strife with the Believers in a God. |
| 3 | Strife Between two Religions. |
| 4 | Controversy with a Deity. |
| 5 | Punishment for Contempt of a God. |
| 6 | Punishment for Pride Before a God. |
 
 
Dramatic Situations subtable 32: MISTAKEN Jealousy
 
Roll 1 dice.
| 1 | The Mistake Originates in the Suspicious Mind of the Jealous One. |
| 2 | Mistaken Jealousy Aroused by Fatal Chance. |
| 3 | Mistaken Jealousy of a Love Which is Purely Platonic. |
| 4 | Baseless Jealousy Aroused by Malicious Rumors. |
| 5 | Jealousy Suggested by a Traitor Who is Moved by Hatred, or Self-Interest. |
| 6 | Reciprocal Jealousy Suggested to two Lovers by a Rival. |
 
 
Dramatic Situations subtable 33: ERRONEOUS Judgment
 
Roll 2 dice.
| 1st dice | 2nd dice | result |
| 1 | 1-3 | False Suspicion Where Faith is Necessary. |
| 1 | 4-6 | False Suspicion of a Lover. |
| 2 | 1-3 | False Suspicion Aroused by a Misunderstood Attitude of a Loved One. |
| 2 | 4-6 | False Suspicions Drawn Upon Oneself to Save a Friend. |
| 3 | 1-3 | False Suspicions Fall Upon the Innocent. |
| 3 | 4-6 | False Suspicions Fall Upon one who is Innocent, but had a Guilty Intention. |
| 4 | 1-3 | False Suspicions Fall Upon one who is Innocent, but Believes Themselves Guilty. |
| 4 | 4-6 | A Witness to the Crime, in the Interest of a Loved One, Lets Accusation Fall Upon the Innocent. |
| 5 | 1-3 | The Accusation is Allowed to Fall Upon an Enemy. |
| 5 | 4-6 | The Error is Provoked by an Enemy. |
| 6 | 1-3 | False Suspicion Thrown by the Real Culprit Upon One of His Enemies. |
| 6 | 4-6 | False Suspicion Thrown by the Real Culprit Upon the Second Victim Against Whom They Have Plotted From the Beginning. |
 
 
Dramatic Situations subtable 34: REMORSE
 
Roll 1 dice.
| 1 | Remorse for an Unknown Crime. |
| 2 | Remorse for a Parricide. |
| 3 | Remorse for an Assassination. |
| 4 | Remorse for a Fault of Love. |
| 5 | Remorse for Adultery. |
| 6 | Remorse for Betrayal of a Friend. |
 
 
Dramatic Situations subtable 35: RECOVERY Of A Lost One
 
Roll 1 dice.
| 1-2 | A Child Stolen. |
| 3-4 | Unjust Imprisonment. |
| 5-6 | A Child Searches to Discover Their (roll again: 1-3 Father 4-6 Mother). |
 
 
Dramatic Situations subtable 36: LOSS Of Loved Ones
 
Roll 1 dice.
| 1 | Witnessing the Slaying of Kinsmen While Powerless to Prevent It. |
| 2 | Helping to Bring Misfortune Upon One's People Through Professional Secrecy. |
| 3 | Inadvertantly Helping to Bring Misfortune Upon One's People Through Some Vice. |
| 4 | The Prophecy of the Death of a Loved One. |
| 5 | Learning of the Death of a Kinsman or Ally, and Lapsing into Despair. |
| 6 | Roll again, but the 'Loss' is False. |