return to Age of Fable
 
return to library
 
 
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 342 tables, or look at tables in a specific category:
 
Magic and Religion(36 entries)
Treasure(23 entries)
Wilderness and Worlds(52 entries)
Dungeons and Combat(42 entries)
Personalising Characters(90 entries)
Settlements and Countries(82 entries)
Adventure Ideas(87 entries)
Creating Creatures(32 entries)
 
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
source or inspiration: James Hutchings
 
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 dice2nd diceresult
11The Smurfs.
12Gargamel (the Smurfs).
13GI Joe.
14Cobra (GI Joe).
15Scooby Doo.
16Transformers.
21The Flintstones.
22The Jetsons.
23He-Man / Masters of the Universe.
24Skeletor (Masters of the Universe).
25Josie and the Pussycats.
26Thundercats.
31Mumm-Ra (Thundercats).
32Mutants (Thundercats).
33Teenage Mutant Ninja Turtles.
34Star Trek.
35G-Force (Battle of the Planets / G-Force / Gatchaman).
36Spectra/Galactor (Battle of the Planets / G-Force / Gatchaman).
41Astro Boy.
42Danger Mouse.
43Baron Greenback (Danger Mouse).
44Inspector Gadget.
45Doctor Claw (Inspector Gadget).
46Muppet Babies.
51Care Bears.
52Ghostbusters.
53Babar.
54The Archies.
55Pokemon.
56Kimba the White Lion.
61Star Blazers.
62Gamilons (Star Blazers).
63The Comet Empire (Star Blazers).
64Justice League (Super Friends).
65Legion of Doom (Super Friends).
66Robotech.
 
 
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 dice2nd diceresult
11-2An 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.
13-4An 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).
15-6An 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).
21-2as above.
23-4A 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.
25-6Earthquake 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.
31-2Famine 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.
33-4Major 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.
35-6Major 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.
41-2A 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).
43-4A 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.
45-6Plague 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.
51-2A 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).
53-4Civil 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.
55-6Signs 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).
61-2Explorers 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).
63-4For 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).
65-6as above.
 
 
Strange Customs 1
source or inspiration: Snorri. From the Carcosan Grimoire
 
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.
1Everyone
2The old people
3Men
4Women
5The priest, priestess, magician or wise woman
6The best warrior
 
 
Strange Customs 2
source or inspiration: Snorri. From the Carcosan Grimoire
 
Roll 2 dice.
1st dice2nd diceresult
11-3must eat
14-6must worship
21-3must sacrifice
24-6must completely ignore
31-3must act as if they hate
34-6must avoid
41-3must mummify
44-6must act as if they love
51-3must burn
54-6must drown
61-3must bury
64-6must obey
 
 
Strange Customs 3
source or inspiration: Snorri. From the Carcosan Grimoire
 
Roll 2 dice.
1st dice2nd diceresult
11-3women.
14-6men.
21-3people older than themselves.
24-6people younger than themselves.
31-3strangers.
34-6children.
41-3trees.
44-6insects.
51-3rocks.
54-6snakes.
61-3plants.
64-6animals.
 
 
Strange Living Quarters 1
source or inspiration: Snorri. From the Carcosan Grimoire
 
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 dice2nd diceresult
11-3Everyone
14-6The old people
21-3Men
24-6Women
31-3The priest, priestess, magician or wise woman
34-6The best warrior
41-3Slaves or criminals (depending on how evil the place is)
44-6Children
51-3The ruler
54-6Foreigners
61-3Corpses
64-6Animals
 
 
Strange Living Quarters 2
source or inspiration: Snorri. From the Carcosan Grimoire
 
Roll 2 dice.
1st dice2nd diceresult
11-3underground
14-6floating
21-3human-shaped
24-6locked
31-3secret
34-6spherical
41-3cramped
44-6living
51-3huge
54-6wooden
61-3metal
64-6roll on the 'Precious and Semi-Precious Stones' table in the 'Treasure' section.
 
 
Strange Living Quarters 3
source or inspiration: Snorri. From the Carcosan Grimoire
 
Roll 1 dice.
1temple/s.
2cave/s.
3tower/s.
4caravan/s.
5pit/s.
6tent/s.
 
 
Conflict 1: Who or What Is Being Fought Over?
source or inspiration: James Hutchings
 
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.
1A 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).
2An adult (roll again as above).
3A group of people (roll again: 1 a family 2 a village 3 a town 4 a city 5 a province 6 a country).
4Land (roll again as above - if the result is 'a family', roll again: 1-3 their farm 4-6 their house).
5A 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).
6An 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?
source or inspiration: James Hutchings
 
Roll 1 dice.
1Open War: people working for the opposing sides will openly attack each other, intending to fight to the death.
2Secret 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.
3Theft: 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.
4Crime 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.
5Rebels 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.
6Political 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
source or inspiration: kellri
 
You might want to roll more than once on this table, and combine the results. For example, 'an insane serial murderer' and 'a powerful demon' might indicate that the lunatic serves the demon, and hopes to raise it using the blood of their victims.
 
Roll 2 dice.
1st dice2nd diceresult
11-2A powerful monster, such as a dragon.
13-4A powerful demon (optionally, roll on the two 'Evil Magic Creatures - Titles' tables in the 'Magic and Religion' section).
15-6A mad wizard, witch, sorceress etc (optionally, roll on the 'Magic Specialties' and the two 'Familiars' tables in the 'Magic and Religion' section).
21-2An insane serial murderer.
23-4An evil king or prince (optionally, roll on the 'Titles of an Aristocratic Ruler' table in the 'Settlements and Countries' section).
25-6An evil queen (optionally, roll on the 'Titles of an Aristocratic Ruler' table in the 'Settlements and Countries' section).
31-2An army of monsters, such as goblins.
33-4Barbarian invaders.
35-6'Civilised' invaders.
41-2Alien invaders.
43-4A group of assassins.
45-6A group of thieves.
51-2A group of pirates.
53-4A group of vampires.
55-6The followers of an evil god.
61-2Roll again ignoring this result. The villain or villains are controlling the body of a child or children.
63-4Roll again, ignoring this result. The villain or villains are widely loved and believed to be good.
65-6Roll 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 dice2nd diceresult
11-3A 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.
14-6A (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.
21-3A fierce beast is terrorising the countryside, and must be hunted. Finding the beast will be as difficult as defeating it.
24-6A (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.
31-3A 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.
34-6An enchantress has bewitched many knights into her service. Her spell must be broken and the knights freed.
41-3To prove their courage, the characters must stay at a crossroads, challenging every suitable opponent who travels by (but sparing any who ask for mercy).
44-6Roll 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).
51-3Roll again, ignoring this result - to get to the resulting adventure, the characters must first journey through a perilous forest.
54-6Roll again, ignoring this result - to get to the resulting adventure, the characters must first take a perilous journey by sea.
61-3Roll again, ignoring this result - the characters are introduced to the adventure by a venerable hermit.
64-6Roll 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
source or inspiration: Savage Swords of Athanor
 
The following tables gives adventure ideas which have a similar feel to Edgar Rice Burroughs' Barsoom series.
 
Roll 2 dice.
1st dice2nd diceresult
11-3Cowardly and Treacherous Noble.
14-6Wise Member of a Dying Race.
21-3Wise Sole Survivor of a Dead Race.
24-6Cold and Amoral Scientist.
31-3Heartless Assassin.
34-6Rival of the Heroes.
41-3Bounty Hunter.
44-6Slavers.
51-3Pirates.
54-6Bandits.
61-3Cultists.
64-6Roll twice on this table.
 
 
Planetary Romance Plots: Table B: Evil Scheme
source or inspiration: Savage Swords of Athanor
 
Roll 2 dice.
1st dice2nd diceresult
11-3Kidnapping.
14-6Theft.
21-3Exploration.
24-6Chase.
31-3Attack.
34-6Brainwashing.
41-3Brain-stealing.
44-6Dishonor/Besmirch.
51-3Sell into Slavery.
54-6Imprison.
61-3Transform.
64-6Make Comatose.
 
 
Planetary Romance Plots: Table C: Victim of the Scheme, or Ally of the Heroes
source or inspiration: Savage Swords of Athanor
 
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 dice2nd diceresult
11-3Beautiful Princess.
14-6Noble Savage.
21-3Brave Warrior.
24-6Strange Alien.
31-3Scientist.
34-6roll again: 1-3 Philosopher 4-6 Scholar.
41-3Priest.
44-6Ousted Nobleman.
51-3Misunderstood Scoundrel.
54-6Loyal Handmaiden.
61-3Brute with a Heart of Gold.
64-6Warrior-Maiden Who Will Not Allow Herself to Love.
 
 
Planetary Romance Plots: Table D: Important Object
source or inspiration: Savage Swords of Athanor
 
Roll 2 dice.
1st dice2nd diceresult
11-3Ancient Weapon of Vast Power.
14-6Terrible Monster from the Dim Past.
21-3Advanced Power Source.
24-6Terraforming Device.
31-3Last Scion of an Ancient Race.
34-6Device that Will Give the User God-Like Powers.
41-3Mind Control Device.
44-6Army of Robots.
51-3Library of Lost Knowledge.
54-6Still Functioning Ancient Computer.
61-3Still Functioning Wise and Ancient Robot.
64-6Wise and Powerful Disembodied Brain.
 
 
Planetary Romance Plots: Table E: Secret That the Heroes Discover
source or inspiration: Savage Swords of Athanor
 
Roll 2 dice.
1st dice2nd diceresult
1-21-2Lost City of Ancients Who are Now Degenerate.
1-23-4Lost City of Ancients Who Have Vast Mental Powers But are Now Amoral.
1-25-6Lost City of Wise and Benevolent Ancients.
3-41-2The Truth Behind the Locals' Belief About the Gods.
3-43-4A Terrible Monster Worshipped as a God.
3-45-6A Terrible Danger That is Coming From Far Away.
5-61-2A Lost Race Who Secretly Manipulates the World.
5-63-4The Villains Are Even Worse Than They Seemed.
5-65-6A Prophecy of Great Import.
 
 
Major Dungeon Locations
source or inspiration: James Hutchings
 
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 dice2nd diceresult
1-21-2The (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).
1-23-4Treasure 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).
1-25-6A 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).
3-41-2An 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').
3-43-4An 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').
3-45-6A (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).
5-61-2The 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).
5-63-4A 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).
5-65-6The 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
source or inspiration: Mazes and Minotaurs
 
This table is designed to generate an overall theme for a series of adventures.
 
Roll 1 dice.
1Defenders - the players defend (roll again: 1-2 a city 3-4 an island 5-6 a band of refugees) from a series of threats.
2Exiles - 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).
3The 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).
4The 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).
5There is a war, which the heroes are trying to (roll again: 1-2 escape 3-4 win 5-6 stop).
6The 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 dice2nd diceresult
11-2Under 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).
13-4Under a castle - entrance is exposed by accident (eg an earthquake, rotten floorboards, a child is exploring and goes missing).
15-6Under a town or city - entrance is exposed by accident as above.
21-2Under a town or city - entered via the sewer system.
23-4Under 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).
25-6Under a town or city - entered via a secret door in a public building.
31-2The dungeon is inside the body of a giant animal.
33-4Via an animal lair.
35-6In an abandoned mine.
41-2Via a staircase in a hollowed-out tree.
43-4Extensions to a mine accidentally uncover the dungeon.
45-6Extensions to an underground home eg of a reclusive sorcerer, or dwarves, accidentally uncover the dungeon.
51-2In an extinct volcano.
53-4Roll again: 1-3 A secret cave that can only be entered via the water 4-6 Behind a waterfall.
55-6The dungeon is on another plane of existence, and can only be entered and exited by magical means.
61-2The occupants or owner of the dungeon have created a highly visible entrance, in order to attract adventurers to their doom.
63-4Roll again, ignoring this result - but the entrance is used by an evil cult as a means of sacrificing people.
65-6Roll 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
source or inspiration: Stan Taylor
Thanks to RPGPundit and Forward...to Adventure!
 
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.
1Suddenly, A appears with B, demanding that you C. Otherwise, D. You will have to get past E.
2Unexpectedly, A has teamed up with E. Now they're trying to C.
3Your area has been surrounded by B. Rumors say that A is approaching.
4The oracle predicted that D. Now it is coming true and only E knows why.
5If you fight through B to C, A has a reward for you.
6roll again.
 
 
A: Powerful Figures
source or inspiration: Stan Taylor
Thanks to RPGPundit and Forward...to Adventure!
 
Roll 2 dice.
1st dice2nd diceresult
11a barbarian druid.
12a foreign diplomat.
13a long dead hero.
14a reader of the dead.
15an inquisitor.
16the prince of thieves.
21a child king.
22a hag.
23a mummified king.
24a telepath.
25an ogre warlord.
26the River Walker.
31a demon.
32a rogue-wizard from the sea.
33a paladin.
34a vampire.
35the dean of the wizard academy.
36the royal executioner.
41a Dwarven runemaster.
42a holy healer.
43a prince.
44a wizard.
45the goblin king.
46the sheriff .
51a famous bard.
52a lich.
53a princess.
54an angel.
55the head archivist.
56one of the characters feudal lord.
61a fire mage.
62a lightning lord.
63a prophet.
64an Elven sage.
65the last of an ancient dynasty.
66one of the characters former master.
 
 
B: Groups
source or inspiration: Stan Taylor
Thanks to RPGPundit and Forward...to Adventure!
 
Roll 2 dice.
1st dice2nd diceresult
11a pack of wolves.
12bugbears.
13giant bats.
14hobgoblins.
15orcs.
16slavers.
21a tribe of centaurs.
22cliff dwelling spies .
23giant rats.
24holy monks.
25pirates.
26stealthy assassins.
31adventurers.
32crows.
33gnolls .
34horse nomads.
35pixie warriors.
36stirges.
41airship men.
42Dwarven axe fighters.
43gnome inventors .
44kobold guerilla fighters.
45ratmen.
46uplifted animals.
51apemen.
52elven archers.
53goblins.
54lizardmen.
55rogue knights.
56winged warriors.
61barbarians.
62ghouls.
63Halfling acrobats.
64mercenaries.
65skeletons.
66zombies.
 
 
C: Goals
source or inspiration: Stan Taylor
Thanks to RPGPundit and Forward...to Adventure!
 
Roll 2 dice.
1st dice2nd diceresult
11blaze a new trail through the forbidden forest.
12escort a diplomat to the Sunset Kingdom.
13fulfill the seer's prophecy.
14lead an army through the mountains.
15rescue the prisoners before the cave ceases to exist.
16stop the giant oozes.
21bring back the biggest gem from the mine.
22find out why the lake disappeared.
23gather tribute for the dragon.
24navigate the Path of Traps.
25reset the Clock of Time.
26stop the invading army.
31bring the children back from the Twisted Lands.
32find the lost treasure horde.
33go through the Crack in Reality.
34negotiate with the kidnappers' guild.
35retrieve a sword from a tomb.
36stop the royal duel.
41close the gate to another dimension.
42find the source of the ghost fog.
43hunt down a Tyrannosaurus.
44raise a witch from the dead.
45retrieve gypsy flowers from Jungle Island.
46stop what's terrorizing the miners.
51defend the tomb complex from plunderers.
52find who built the new tunnels.
53investigate the tower that has risen from the swamp.
54rebuild the bridge to the Post Lands.
55spend the night in the center of the necropolis.
56take over the kingdom.
61determine which of the imposters is real.
62free the bandit king.
63kill a holy man.
64recover the royal crown before the coronation.
65stop a funeral.
66win the deadliest scavenger hunt.
 
 
D: Bad Outcomes
source or inspiration: Stan Taylor
Thanks to RPGPundit and Forward...to Adventure!
 
Roll 2 dice.
1st dice2nd diceresult
11a plague will spread through the land.
12it will never rain again.
13the earthquakes will get worse.
14the palace will be uninhabitable.
15there will be no summer.
16you will never have a decent haircut again.
21all marriages will be annulled.
22No one will ever sleep again.
23the Eternal Tornado will not leave the kingdom.
24the poison will be irreversible.
25wild magic will spread.
26you will turn into beasts.
31cattle raids will continue.
32random people will keep dying.
33the floating city will crash.
34The queen's crystal heart will shatter.
35you must stand in for the sacrifice.
36you'll never find love.
41elves and dwarves will go to war.
42snails will rain down on the land.
43the forest will burn down.
44the sewers will back up and ruin the city.
45you will always have a monkey on your back.
46your families will be eaten.
51Everyone in the city will die.
52spells will stop working.
53The Groan will return.
54the temple will collapse.
55you will be trapped underground.
56your gender will stay switched.
61everyone over 30 will turn to stone.
62the dead will keep rising.
63the guilds will leave the land.
64the witches' curse will grow stronger.
65you will die on your next birthday.
66your location will never be returned to the real world.
 
 
E: Mysterious Figures
source or inspiration: Stan Taylor
Thanks to RPGPundit and Forward...to Adventure!
 
Roll 2 dice.
1st dice2nd diceresult
11a band of trolls.
12a Dragon.
13a lab of gargoyles.
14a stone walker.
15an unsolvable puzzle.
16the medusa enclave.
21a burrowing landshark.
22a family of manticores.
23a lion immune to magic.
24a tribe of Deep Ones.
25an unspeakable taboo.
26the minotaur battle group.
31a cabal of serpent men.
32a giant.
33a mad inventor's creation.
34an ancient basilisk.
35the dog-prince.
36the shadow creature.
41a chaos creature.
42a giant python.
43a pack of owlbears.
44an animated tree.
45the hanged man.
46the Thieves' Guild.
51a cloaked figure.
52a giant spider.
53a resurrected wizard.
54an elemental.
55the hero's twin.
56the walking castle.
61a Djinn.
62a golem.
63a sphinx.
64an invisible slayer.
65the illusion master.
66one 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.
1-2The B of C.
3-4The A B.
5-6The 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 dice2nd diceresult
11-2Black.
13-4Bloody.
15-6Bright.
21-2Burning.
23-4Dead.
25-6Elder.
31-2Eternal.
33-4Forgotten.
35-6Golden.
41-2Living.
43-4Lost.
45-6Petrified.
51-2Shining.
53-4Silver.
55-6Sunken.
61-2Undying.
63-4White.
65-6Wondrous.
 
 
Mystic Place Names B
source or inspiration: Abulafia, under the terms of their Creative Commons license
and Al Krombach.
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
11-21-2Arena.
11-23-4Baths.
11-25-6Castle.
13-41-2Catacombs.
13-43-4Caverns.
13-45-6Chamber.
15-61-2Chasm.
15-63-4City.
15-65-6Coast.
21-21-2Crypt.
21-23-4Desert.
21-25-6Door.
23-41-2Forest.
23-43-4Fortress.
23-45-6Fountain.
25-61-2Gallery.
25-63-4Garden.
25-65-6Gardens.
31-21-2Gate.
31-23-4Grotto.
31-25-6Grove.
33-41-2Hall.
33-43-4Harem.
33-45-6Isle.
35-61-2Jungle.
35-63-4Labyrinth.
35-65-6Lake.
41-21-2Mansion.
41-23-4Marsh.
41-25-6Maze.
43-41-2Mine.
43-43-4Mire.
43-45-6Monastery.
45-61-2Mountain.
45-63-4Museum.
45-65-6Ocean.
51-21-2Pillar.
51-23-4Pit.
51-25-6Pool.
53-41-2Portal.
53-43-4Prison.
53-45-6River.
55-61-2Ruins.
55-63-4Sea.
55-65-6Shrine.
61-21-2Spire.
61-23-4Stair.
61-25-6Swamp.
63-41-2Temple.
63-43-4Tomb.
63-45-6Tower.
65-61-2Valley.
65-63-4Well.
65-65-6Wellspring.
 
 
Mystic Place Names C
source or inspiration: Abulafia, under the terms of their Creative Commons license.
 
Roll 2 dice.
1st dice2nd diceresult
11the Abyss.
12Blood.
13Bronze.
14Dawn.
15the Dead.
16Doom.
21Dragons.
22Dread.
23Dust.
24Eternal Peril.
25Fire.
26Flame.
31Frost.
32the Gods.
33Gold.
34Heaven.
35Ice.
36the Inferno.
41Iron.
42Lightning.
43Maps Edge.
44Mists.
45Mithril.
46No Return.
51Runes.
52Scales.
53the Seven.
54Shadow.
55Silver.
56Skulls.
61the Sky.
62Stone.
63Swords.
64Thunder.
65Wind.
66Youth.
 
 
Plot Elements
source or inspiration: The Big List of RPG Plots
 
Roll 2 dice.
1st dice2nd diceresult
11The heroes must work with a character or group who are normally rivals or villains.
12The heroes must work with a character who is supposedly an expert, but actually does more harm than good.
13The victims turn out to be villains, and vice versa.
14The heroes meet others who can help them, but won't unless the heroes agree to help them with their own aims.
15The villain is someone that some or all of the heroes like and respect.
16One of the heroes will fall in love with the villain.
21The heroes must succeed (roll again: 1-3 without violence 4-6 with special discretion).
22The heroes must succeed without access to powers, equipment, or other resources they're used to having.
23Another 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.
24There are innocents nearby that the heroes must keep safe while dealing with the adventure.
25The adventure begins without warning or buildup; the heroes are tossed into the fire of action in scene one.
26The heroes must pretend to be someone else.
31The heroes must pretend to have very different allegiances.
32The heroes must choose which evil to thwart and which to let thrive.
33The heroes must choose which innocents to rescue and which to abandon.
34The heroes aren't asked to solve the problem, just to render aid against a backdrop of larger trouble.
35One 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).
36There is another group of characters similar to the heroes 'competing' on the same adventure, with very different goals for the outcome.
41The heroes must assemble and train a force to do the job with them.
42The heroes are working with flawed information; the adventure area isn't as described.
43The heroes take shelter in a place which turns out to be the source of their danger.
44The heroes must win the support of hostile people in order to survive.
45A villain turns out to have a hold over one or all of the heroes.
46A prized object turns out to have a will of its own.
51A prized object turns out to be highly dangerous to its owner.
52The heroes will find they've bitten off more than they can chew, and are hard-pressed just to survive.
53The heroes are working to clear someone falsely accused.
54The heroes are wrongly suspected of having committed a crime.
55The heroes must protect someone, without them knowing it.
56The heroes are placed in charge of a large operation, but only because it's headed for disaster.
61The heroes are targeted by villains, and must find out why.
62The heroes have been chosen for their quest precisely because they aren't prepared for it.
63The heroes and villains alike are manipulated by a third force.
64The mission will contain many elements of (roll again: 1-2 science fiction 3-4 horror 5 gameshows 6 'reality' TV).
65The adventure is governed by formal rules or rituals.
66The heroes' memories have been tampered with, and fixing this is a major part of the adventure.
 
 
Motivations: Barbarians
source or inspiration: James Hutchings
 
These tables generate a reason why the character chose to go adventuring.
 
Roll 2 dice.
1st dice2nd diceresult
1-21-2Fascinated with the civilised world.
1-23-4Their 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).
1-25-6Fleeing an unwanted arranged marriage.
3-41-2Chosen for human sacrifice.
3-43-4Rejected in love and set out to prove themselves.
3-45-6Rejected in love and set out to get themselves killed.
5-61-2Sentenced 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).
5-63-4Exiled 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).
5-65-6Escaping their low status in their tribe.
 
 
Motivations: Peasants
source or inspiration: James Hutchings
 
Roll 2 dice.
1st dice2nd diceresult
11-3Too intelligent and inquisitive to be satisfied with the life of a peasant.
14-6Too free-spirited to be satisfied with the life of a peasant.
21-3Escaping an oppressive fuedal lord.
24-6Rejected in love and set out to prove themselves.
31-3Rejected in love and set out to get themselves killed.
34-6Sentenced 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).
41-3Escaped 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).
44-6Family were killed (optionally roll again: 1-2 starvation, 3-4 war, 5-6 disease).
51-3Became a refugee (optionally roll again: 1-2 starvation, 3-4 war, 5-6 disease).
54-6Deserted from the army.
61-3Took part in a failed rebellion.
64-6Escaping debt.
 
 
Motivations: Nobles
source or inspiration: James Hutchings
 
Roll 2 dice.
1st dice2nd diceresult
11-3An older sibling is going to inherit the family wealth.
14-6A more favoured sibling is going to inherit the family wealth.
21-3Their family has lost their wealth, due to the adventurers' actions.
24-6Their family has lost their wealth, due to another family member's actions.
31-3Their family has lost their wealth, due to being on the losing side of a war.
34-6Their family has lost their wealth, due to being on the losing side of a political struggle.
41-3Guilt 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).
44-6Rejected in love and set out to prove themselves.
51-3Rejected in love and set out to get themselves killed.
54-6Wanted 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).
61-3Committed 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).
64-6Fleeing an unwanted arranged marriage.
 
 
Motivations for Entering a Dungeon
source or inspiration: Jeff's Gameblog
 
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 dice2nd diceresult
11-3The 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).
14-6The character quests to retrieve the bones of their famous adventuring ancestor and re-inter them in the family tomb.
21-3The character has terrible but enticing dreams of sitting on the throne of a vast underworld kingdom.
24-6The 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).
31-3The character seeks vengeance against the Troll King.
34-6The character's X is dying from a disease that can only be cured with the waters from a sacred subterranean spring.
41-3The 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.
44-6The 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.
51-3The 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.
54-6The 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.
61-3The 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.
64-6The 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
source or inspiration: Mazes and Minotaurs
 
Roll 2 dice, use the total.
2At war with a nearby island.
3A sage or magician is protected by the islanders.
4The 'island' is actually the back of a huge living creature.
5The inhabitants live in harmony.
6The islanders are regularly attacked by (roll again: 1-3 pirates 4-6 a cruel monster).
7The island has a gruesome secret. Is a god involved?
8Strange population - for example no children, no adults, no men, no women - and no one will say why.
9Under the sway of an evil god, goddess, witch, warlock etc.
10They've never seen outsiders.
11The island is the property of a god.
12There are athletic games underway.
 
 
City Rumours
source or inspiration: Advanced Fighting Fantasy
 
Roll 2 dice.
1st dice2nd diceresult
11Members of a new gang have blocked a street and demand a toll from all who pass.
12A master thief has seen the face of the ruler of the city, and yet lived.
13An annoying beggar has just been turned into a frog.
14A body has been pulled from the river, the name of an ancient and evil god carved into its forehead.
15A beggar knows a secret entrance into the palace dungeons.
16A goblin has been seen flying around a wizards tower using a pair of artificial wings.
21The heads of the Assassins Guild meet every week in the back room of a local inn.
22This morning a wine merchant found a strange potion in one of his shipments.
23An eagle has just carried off a baby from a balcony.
24The landlord of a local inn is really a werewolf.
25A merchant has just been robbed of a massive gem by a trained monkey.
26A pirate galley has sunk, blocking the harbour mouth.
31A cart overturned in the high street, releasing a small dragon.
32A merchant is looking for bodyguards for a journey through wild hills.
33The ruler of the city has just left port in his galley, for some piracy.
34Someone is putting poison in the beer in both of two rival pubs.
35A wizard has just turned the Captain of the City Guard into a pig.
36A flower shop has a hoard of treasure hidden in its cellar.
41A covered wagon has overturned, spilling hundreds of 3 silver piece coins into the street. The city doesnt have a 3 silver piece coin.
42An aged, foreign sage is gathering mercenaries for a dangerous expedition into the desert.
43A master thief will be executed by being hurled out of a catapult at noon tomorrow unless he can prove his innocence.
44A new playwright has set the stage on fire, literally.
45A new tax starts today on all magicians. Many are trying to get themselves re-classified as astrologers or fortune tellers.
46Prominent thieves are looking for someone without scruples, for a dangerous job.
51An evil sorcerer is terrorising a small town nominally ruled by the city.
52Last night a mysterious elf bet their life and won 50,000 gold pieces.
53A number of half-fish, half-humans have been seen around the river bank at dusk.
54The house of an alchemist has just disappeared in a cloud of purple and green smoke.
55A candle maker has hundreds of gold thousands of gold pieces hidden around his house, each coin in a different place.
56Drinking ten mugs of the house ale at a local pub gives you the strength of a giant.
61A moneylender is looking for someone discreet, for a 'delicate' job.
62A spice-merchant is a collector of rare magical items.
63Two dozen of the City Guard have been executed for holding on to tax money.
64A local lamplighter is the person to talk to if you want information on those who come out at night.
65An evil temple wants someone to retrieve an ancient scroll from the sewers.
66A famous foreign gladiator is appearing at the arena tonight.
 
 
This Society Most Resembles...
source or inspiration: James Hutchings
 
Roll 2 dice.
1st dice2nd diceresult
11-2Ancient Greece.
13-4Ancient Rome.
15-6Ancient Egypt.
21-2Ancient India.
23-4Medieval Scandinavia.
25-6Medieval Britain.
31-2Medieval Japan.
33-4Renaissance Europe.
35-6Native Americans.
41-2Aztecs or Incas.
43-4Roll again - 1-2 Soviet Russia, 3-4 Nazi Germany, 5-6 the world of '1984'.
45-6An anarchist/socialist utopia, combined with the hobbits from 'Lord of the Rings'.
51-2A brutal 'war of all against all'.
53-4An ant hill.
55-6A herd of deer.
61-2A farm.
63-4Roll again, ignoring this result - but the society is as different as can be imagined to the result, rather than resembling it.
65-6Roll twice more, ignoring this result.
 
 
Last Words
source or inspiration: One Horse Town
Thanks to RPGPundit and Forward...to Adventure!
 
Roll 3 dice, use the total.
3I just washed that shirt!
4Now youll never find the treasure, fools.
5Oh.
6This is just the beginning. Soon, you will learn the true meaning of fear!
7I 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!
8Find the chalice! Find...the...chalice and take it to the...
9I didnt do it ma!
10So, 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 Lords 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.
11Fools! 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.
12Huh, slain by chattels. I lay the mark of Taleth upon you, so that all will know of your deeds.
13If, I can just reach...the...lever. Minions! Quick, come to...me...unleash the...dogs...uh.
14Claret, everywhere...Pretty. Like the raiment of the radiant...uh.
15Well 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.
16Fly 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.
17Mortally 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.
18Your 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?
source or inspiration: James Hutchings
 
This table is intended for such things as a human living in a tribe of orcs (or vice versa).
 
Roll 1 dice.
1A scholar studying them.
2A priest, trying to convert them (optionally, roll on the Missionary Attitude table below).
3Exiled from their own society (optionally, roll again: 1-3 justly, 4-6 unjustly).
4Was found or taken by the group as a baby (optionally roll again: 1-3 found, 4-6 taken).
5A trader.
6Fell in love with one of the group.
 
 
Outsiders In a Group 2: Social Status
source or inspiration: James Hutchings
 
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.
1Lower status than most members of the group.
2Lower status than most members of the group.
3Accepted in the group.
4Accepted in the group.
5Accepted in the group.
6Higher status than most members of the group.
 
 
Missionary Attitude
source or inspiration: James Hutchings
 
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.
1The missionary believes their hosts' religion is outright evil.
2The missionary has become unsure of what they believe. Roll again, ignoring this result, for the belief they most tend to.
3The missionary believes their hosts are good, but their religion is mistaken.
4The missionary believes their hosts' religion is an unclear, distorted, or primitive version of the priest's own.
5The missionary has started to take on some of the ideas of their hosts.
6The 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 dice2nd diceresult
11-3One who was taken for ransom. Roll again: 1-2 a merchant, 3-4 a noble, 5-6 a priest or shaman.
14-6One who came here to study their craft but fell afoul of the inhabitants. Roll again: 1-3 an assassin, 4-6 a necromancer.
21-3A sick and weakened warrior, the only survivor of an assault on the place.
24-6A thief who sought to make their reputation by stealing from this well-known den of evil.
31-3A 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.
34-6A farmer, captured in a raid and worked half to death as a slave.
41-3One in their dotage, who has been kept captive so long they can't remember who they were or how they were captured.
44-6An 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).
51-3A priest of a benign deity. Their captors have already ritually prepared them for sacrifice.
54-6A good member of the evil community, who naturally rebelled against their rulers.
61-3Roll 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.
64-6Roll 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
source or inspiration: James Hutchings
 
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 dice2nd diceresult
11-3Arrogance.
14-6Blindness in Love.
21-3Lying.
24-6Listening to Flattery.
31-3Sowing Discord.
34-6False and Careless Optimism.
41-3Greed.
44-6Failing to Consider Future Generations.
51-3Anger.
54-6Treating Appearance as Reality.
61-3Despair.
64-6Adjusting 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 dice2nd diceresultorigin
11Renegade priests, and treacherous young witches. Bob Dylan Changing of the Guard.
12Merchants and thieves, hungry for power.Bob Dylan Changing of the Guard.
13The palace of mirrors, where dog-soldiers are reflected.Bob Dylan Changing of the Guard.
14The cities are on fire with the burning flesh of men. Bob Dylan Death is Not the End.
15The killing moon will come too soon. Echo and the Bunnymen The Killing Moon.
16The negroes in the forest, brightly feathered. The Doors The Wasp (Texas Radio and the Big Beat).
21She has robes and she has monkeys
Lazy diamond-studded flunkies.
The Doors Love Street.
22Lost in a Roman wilderness of pain. The Doors The End.
23Hellhound on my trail. Robert Johnson Hellhound On My Trail.
24You strike my side by accident
as you go down for your gold.
Leonard Cohen Avalanche.
25When I am not this hunchback that you see
I sleep beneath the golden hill.
Leonard Cohen Avalanche.
26All hands on deck at dawn
sailing to sadder shores.
Echo and the Bunnymen Ocean Rain.
31Home of pirates, drunks and whores. The Simpsons cast New Orleans.
32Southern 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.
33Felled his master not by chance
away with pomp and circumstance.
Chumbawamba Farewell to the Crown.
34She walks these hills in a long black veil. too many to list Long Black Veil.
35Little fish, big fish, swimmin in the water
come back here man gimme my daughter.
P.J. Harvey Down By the Water.
36Set the controls for the heart of the Sun. Pink Floyd Set the Controls for the Heart of the Sun.
41Tell them a hookah smoking caterpillar
has given you the call.
Jefferson Airplane Go Ask Alice.
42I've stepped in the middle of seven sad forests
I've been out in front of a dozen dead oceans.
Bob Dylan Hard Rain.
43Tell those men with horses for hearts. The Church The Unguarded Moment.
44Creatures kissing in the rain
shapeless in the dark again.
The Cure The Hanging Garden.
45In a hanging garden
change the past
in a hanging garden
wearing furs and masks.
The Cure The Hanging Garden.
46In the heat of the night
the animals scream.
The Cure The Hanging Garden.
51Fall out of the sky
cover my face as the animals die.
The Cure The Hanging Garden.
52I passed the howling woman. The Cure The Walk.
53I hear your name, and I'm aflame. Ella Fitzgerald That Old Black Magic.
54Deep in the woods a funeral is swinging. The Birthday Party Deep in the Woods.
55THIS IS DWARF INVASION!Reggie and the Full Effect, Dwarf Invasion.
56Temple of low men.Crowded House, album title.
61Under a blood-red sky
a crowd has gathered, black and white.
U2, New Years Day.
62It'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.
63Sleep comes like a drug in God's country
Sad eyes, crooked crosses in God's country.
U2, In God's Country.
64roll 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.
65All the vampires walking through the valleyTom Petty and the Heartbreakers, Free Fallin'.
66roll 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
source or inspiration: James Hutchings
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
11-31-3Elementals, my dear Watson.
11-34-6Djinn and tonic (from the giantitp.com forums).
14-61-3He has the body of a 20 year old. But he needs several more...
14-64-6Lizard-Man comedian Eddie Lizzard.
21-31-3Gnome political commentators Gnome Chomsky and Gnome E. Klein.
21-34-6Figs of your imagination.
24-61-3We're going to Serf City.
24-64-6Two killer mockingbirds.
31-31-3roll again: 1-3 An elf, fulfilling prophecy 4-6 Elf-raising flour.
31-34-6Phil Spectre.
34-61-3Wight supremacists.
34-64-6Noah's orc.
41-31-3The Kobold and the Beautiful.
41-34-6Rasta-fairy-uns (frequently out of their tree).
44-61-3Hump-free Boggart (thanks to Thorkhammer).
44-64-6A kingdom is tormented by a monster that carries off maidens, and tells them long, boring stories. Who will slay the Drag-on?.
51-31-3A mysterious disease that only strikes down bards: minstrel cramps.
51-34-6roll again: 1-3 A crippling drug hobbit (thanks to Nazim) 4-6 Lorena Hobbit.
54-61-3A comedy about annoyingly smug, 30-something demons: Fiends.
54-64-6roll again: 1-3 the Forest Gump 4-6 the River Phoenix.
61-31-3The Downunderworld: an underground kingdom where lurk kangarorcs, wombalrogs, kookabarrow wights, entalyptuses, flaming galahs, and frill-necked wizards.
61-34-6The king has gone mad with grief - he's stopped living in a fantasy world.
64-61-3An army of insane, sentient furniture - the random tables.
64-64-6Emonic posession, alternative rocs, and shog-goths.
 
 
Unusual City Locations
source or inspiration: James Hutchings
 
Roll 2 dice.
1st dice2nd diceresult
11-2Flies - on the back of a giant animal.
13-4Flies - by magic.
15-6Flies - by mechanical means.
21-2Is on an island in the middle of a lake.
23-4Is a series of ships linked together.
25-6Was 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).
31-2Was 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).
33-4Under 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).
35-6In the belly of a living creature (roll again 1-3 the creature is stationary, 4-6 it moves around frequently).
41-2The city is the 'head' of a giant mechanical creature (roll again 1-3 the creature is stationary, 4-6 it moves around frequently).
43-4On the back of a giant sea creature, which cruises just below the surface so that most of the city is above the waves.
45-6In a hollowed out mountain. However the inhabitants aren't dwarves or other subterranean folk, but surface-dwellers who are attempting to hide.
51-2The whole city is the size of a human fist, and may only be entered or exited by magical means.
53-4What looks like a painting of the city is actually the city's only entrance.
55-6What looks like a book about the city is actually the city's only entrance.
61-2What looks like a map of the city is actually the city's only entrance.
63-4A failed magical experiment causes the city to disappear from one location and appear at another, apparently randomly.
65-6Any door in the world may be an entrance to the city.
 
 
Secrets of the Ancients A
source or inspiration: James Hutchings
 
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 dice2nd dice3rd diceresult
1-21-21-2all-seeing.
1-21-23-4analytical-predictive.
1-21-25-6antedeluvian.
1-23-41-2chromatic.
1-23-43-4core.
1-23-45-6cycloptic.
1-25-61-2dimensional.
1-25-63-4electrical.
1-25-65-6electromagnetic.
3-41-21-2endochronic.
3-41-23-4fey.
3-41-25-6forbidden.
3-43-41-2gamma.
3-43-43-4geomantic.
3-43-45-6gravitational.
3-45-61-2gravitomagnetic.
3-45-63-4hydromantic.
3-45-65-6infernal.
5-61-21-2magnetic.
5-61-23-4neutrino.
5-61-25-6non-Euclidian.
5-63-41-2phased.
5-63-43-4quantum.
5-63-45-6resonating.
5-65-61-2stochastic.
5-65-63-4temporal.
5-65-65-6steam.
 
 
Secrets of the Ancients B
source or inspiration: James Hutchings
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
1-21-21-2anti-matter.
1-21-23-4bewitchment.
1-21-25-6damnation.
1-23-41-2dark matter.
1-23-43-4displacement.
1-23-45-6dragon.
1-25-61-2elder.
1-25-63-4flux.
1-25-65-6hex.
3-41-21-2homunculus.
3-41-23-4immolation.
3-41-25-6ion.
3-43-41-2matter.
3-43-43-4necro-.
3-43-45-6particle.
3-45-61-2photon.
3-45-63-4plasma.
3-45-65-6polarity.
5-61-21-2propulsion.
5-61-23-4were-.
5-61-25-6summoning.
5-63-41-2superstring.
5-63-43-4teleportation.
5-63-45-6transmutation.
5-65-61-2vibrational.
5-65-63-4warding.
5-65-65-6warp.
 
 
Secrets of the Ancients C
source or inspiration: James Hutchings
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
1-21-21-2beam.
1-21-23-4capacitator.
1-21-25-6cauldron.
1-23-41-2chamber.
1-23-43-4circuit.
1-23-45-6coil.
1-25-61-2compensator.
1-25-63-4crown.
1-25-65-6drive.
3-41-21-2emitter.
3-41-23-4engine.
3-41-25-6field.
3-43-41-2gem.
3-43-43-4generator.
3-43-45-6grid.
3-45-61-2gun.
3-45-63-4idol.
3-45-65-6matrix.
5-61-21-2modulator.
5-61-23-4projector.
5-61-25-6ray.
5-63-41-2regulator.
5-63-43-4rune.
5-63-45-6sensor.
5-65-61-2stone.
5-65-63-4throne.
5-65-65-6wand.
 
 
Dramatic Situations
source or inspiration: Georges Polti
 
Please note that all of these results have a subtable below.
 
Roll 2 dice.
1st dice2nd diceresultThe minimum dynamic elements necessarysee subtable
11SUPPLICATIONA Persecutor; a Suppliant; and a Power in authority, whose decision is doubtful1.
12 DELIVERANCEAn Unfortunate, a Threatener, a Rescuer2.
13CRIME Pursued by VengeanceAn Avenger and a Criminal3.
14VENGEANCE Taken For Kindred Upon KindredAvenging Kinsman; Guilty Kinsman; Remembrance of the Victim, a Relative of Both4.
15PURSUITPunishment and Fugitive5.
16DISASTERA Vanquished Power; a Victorious Enemy or a Messenger6.
21FALLING PREY To Cruelty Or MisfortuneAn Unfortunate; a Master or a Misfortune7.
22REVOLTTyrant and Conspirator8.
23DARING EnterpriseA Bold Leader; an Object; an Adversary9.
24ABDUCTIONThe Abductor; the Abducted; the Guardian10.
25THE ENIGMAInterrogator, Seeker and Problem11.
26OBTAININGA Solicitor and an Adversary Who is Refusing, or an Arbitrator and Opposing Parties12.
31ENMITY Of KinsmenA Malevolent Kinsman; a Hated or Reciprocally Hating Kinsman13.
32RIVALRY Of KinsmenThe Preferred Kinsman; the Rejected Kinsman; the Object14.
33MURDEROUS AdulteryTwo Adulterers; a Betrayed Husband or Wife15.
34MADNESSMadman and Victim16.
35FATAL ImprudenceThe Imprudent; the Victim or the Object Lost17.
36INVOLUNTARY Crimes Of LoveThe Lover, the Beloved; the Revealer18.
41SLAYING of a Kinsman UnrecognizedThe Slayer, the Unrecognized Victim19.
42SELF-Sacrificing For An IdealThe Hero; the Ideal; the 'Creditor' or the Person or Thing Sacrificed20.
43SELF-Sacrifice For KindredThe Hero; the Kinsman; the 'Creditor' or the Person or Thing Sacrificed21.
44ALL Sacrificed For A PassionThe Lover, the Object of the Fatal Passion; the Person or Thing Sacrificed22.
45NECESSITY Of Sacrificing Loved OnesThe Hero; the Beloved Victim; the Necessity for the Sacrifice23.
46RIVALRY Of Superior And InferiorThe Superior Rival; the Inferior Rival; the Object24.
51ADULTERYA Deceived Husband or Wife; Two Adulterers25.
52CRIMES Of LoveThe Lover, the Beloved26.
53DISCOVERY Of The Dishonor Of A Loved OneThe Discoverer; the Guilty One27.
54OBSTACLES To LoveTwo Lovers, an Obstacle28.
55AN ENEMY LovedThe Beloved Enemy; the Lover; the Hater29.
56AMBITIONan Ambitious Person; a Thing Coveted; an Adversary30.
61CONFLICT With A GodA Mortal, an Immortal31.
62MISTAKEN JealousyThe Jealous One; the Object of Whose Possession He is Jealous; the Supposed Accomplice; the Cause or the Author of the Mistake32.
63ERRONEOUS JudgmentThe Mistaken One; the Victim of the Mistake; the Cause or Author of the Mistake; the Guilty Person33.
64REMORSEThe Culprit; the Victim or the Sin; the Interrogator34.
65RECOVERY Of A Lost OneThe Seeker; the One Found35.
66LOSS Of Loved OnesA Kinsman Slain; a Kinsman Spectator; an Executioner36.
 
 
Dramatic Situations subtable 1: SUPPLICATION
source or inspiration: Georges Polti
 
Roll 2 dice.
1st dice2nd diceresult
11-3Fugitives Imploring the Powerful for Help Against Their Enemies.
14-6Assistance Implored for the Performance of a Pious Duty Which Has Been Forbidden.
21-3Appeals for a Refuge in Which to Die.
24-6Hospitality Besought by the Shipwrecked.
31-3Charity Entreated by Those Cast Off by Their Own People, Whom They Have Disgraced.
34-6Expiation: The Seeking of Pardon.
41-3Expiation: The Seeking of Healing.
44-6The Surrender of a Corpse Solicited.
51-3The Surrender of a Relic Solicited.
54-6Supplication of the Powerful for Those Dear to the Suppliant.
61-3Supplication to a Relative in Behalf of Another Relative.
64-6Supplication to a Relative's Lover, in Their Behalf.
 
 
Dramatic Situations subtable 2: DELIVERANCE
source or inspiration: Georges Polti
 
Roll 1 dice.
1-2Appearance of a Rescuer to the Condemned.
3-4A Parent Replaced Upon a Throne by His Children.
5-6Rescue by Friends, or by Strangers Grateful for Benefits Or Hospitality.
 
 
Dramatic Situations subtable 3: CRIME Pursued by Vengeance
source or inspiration: Georges Polti
 
Roll 2 dice.
1st dice2nd diceresult
11-2The Avenging of a Slain Parent or Ancestor.
13-4The Avenging of a Slain Child or Descendant.
15-6Vengeance for a Child Dishonored.
21-2The Avenging of a Slain Wife or Husband.
23-4Vengeance for the Dishonor, or Attempted Dishonoring, of a Wife.
25-6Vengeance for a Mistress Slain.
31-2Vengeance for a Slain or Injured Friend.
33-4Vengeance for a Sister Seduced.
35-6Vengeance for Intentional Injury or Spoliation.
41-2Vengeance for Having Been Despoiled During Absence.
43-4Revenge for an Attempted Slaying.
45-6Revenge for a False Accusation.
51-2Vengeance for Rape.
53-4Vengeance for Having Been Robbed of One's Own.
55-6Revenge Upon a Whole Sex for a Deception by One.
61-2Professional Pursuit of Criminals.
63-4Roll again but the 'criminal' is innocent.
65-6Roll again but the vengeance is as bad as the crime.
 
 
Dramatic Situations subtable 4: VENGEANCE Taken For Kindred Upon Kindred
source or inspiration: Georges Polti
 
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.
1Father.
2Mother.
3Brother.
4Sister.
5Wife.
6Husband.
 
 
Dramatic Situations subtable 5: PURSUIT
source or inspiration: Georges Polti
 
Roll 1 dice.
1Fugitives from Justice Pursued for Actual Crimes.
2Fugitives from Justice Pursued for Political 'Crimes'.
3Pursued for a Fault of Love.
4A Hero Struggling Against a Power.
5A Pseudo-Madman Struggling Against One Who Pretends to Cure, But Instead Seeks to Drive Mad.
6roll 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
source or inspiration: Georges Polti
 
Roll 2 dice.
1st dice2nd diceresult
11-3Military Defeat.
14-6Political Disgrace.
21-3A Fatherland Destroyed.
24-6The Fall of Humanity.
31-3A Natural Catastrophe.
34-6A Monarch Overthrown.
41-3Ingratitude Suffered.
44-6The Suffering of Unjust Punishment or Enmity.
51-3An Outrage Suffered.
54-6Abandonment by a Lover or Spouse.
61-3Children Lost by Their Parents, Through No Fault of the Parents.
64-6Children Lost by Their Parents, Through The Fault of the Parents.
 
 
Dramatic Situations subtable 7: FALLING PREY To Cruelty Or Misfortune
source or inspiration: Georges Polti
 
Roll 1 dice.
1The Innocent Made the Victim of Ambitious Intrigue.
2The Innocent Despoiled by Those Who Should Protect.
3The Powerful Dispossessed and Wretched.
4A Favorite or an Intimate Finds Himself Forgotten.
5The Unfortunate Robbed of Their Only Hope.
6Roll again but the 'victim's misfortune is (roll again: 1-3 deserved 4-6 imaginary.
 
 
Dramatic Situations subtable 8: REVOLT
source or inspiration: Georges Polti
 
Roll 1 dice.
1A Conspiracy Chiefly of One Individual.
2A Conspiracy of Several.
3as above.
4Revolt of One Individual, Who Influences and Involves Others.
5A Revolt of Many.
6as above.
 
 
Dramatic Situations subtable 9: DARING Enterprise
source or inspiration: Georges Polti
 
Roll 1 dice.
1War.
2A Combat.
3Carrying Off a Desired Person or Object.
4Recapture of a Desired Object.
5Adventurous Expeditions.
6Adventure Undertaken for the Purpose of Obtaining a Beloved.
 
 
Dramatic Situations subtable 10: ABDUCTION
source or inspiration: Georges Polti
 
Roll 1 dice.
1Abduction of an Unwilling Woman.
2'Abduction' of a Consenting Woman.
3Recapture of a Woman. Roll again: 1-3 Without the Slaying of the Abductor 4-6 With the Slaying of the Abductor.
4Rescue of a Captive Friend.
5Rescue of a Child.
6Rescue of a Soul in Captivity to Error.
 
 
Dramatic Situations subtable 11: THE ENIGMA
source or inspiration: Georges Polti
 
Roll 1 dice.
1Search for a Person Who Must Be Found on Pain of Death.
2A Riddle To Be Solved on Pain of Death.
3As Above, but the Riddle is Proposed by the Coveted Woman.
4Temptations Offered With the Object of Discovering His Name.
5Temptations Offered With the Object of Ascertaining the Sex.
6Tests for the Purpose of Ascertaining the Mental Condition.
 
 
Dramatic Situations subtable 12: OBTAINING
source or inspiration: Georges Polti
 
Roll 1 dice.
1Efforts to Obtain an Object by Ruse.
2Efforts to Obtain an Object by Force.
3Efforts to Obtain an Object by a Combination of Ruse and Force.
4Endeavor by Means of Persuasive Eloquence Alone.
5Eloquence With an Arbitrator.
6An Arbitrator Who Must Be Bribed, Blackmailed etc.
 
 
Dramatic Situations subtable 13: ENMITY Of Kinsmen
source or inspiration: Georges Polti
 
Roll 2 dice.
1st dice2nd diceresult
11-3Hatred of Brothers -- One Brother Hated by Several.
14-6Reciprocal Hatred of Two Brothers.
21-3Hatred Between Relatives for Reasons of Self-Interest.
24-6Hatred of Father and Son -- Of the Son for the Father.
31-3Mutual Hatred of Father and Son.
34-6Hatred of Mother and Daughter -- Of the Daughter for the Mother.
41-3Mutual Hatred of Father and Son.
44-6Hatred of Daughter for Father.
51-3Hatred of Grandfather for Grandson.
54-6Hatred of Father-in-law for Son-in-law.
61-3Hatred of Mother-in-law for Daughter-in-law.
64-6Infanticide.
 
 
Dramatic Situations subtable 14: RIVALRY Of Kinsmen
source or inspiration: Georges Polti
 
Roll 2 dice.
1st dice2nd diceresult
11-3Malicious Rivalry of a Brother, Not Reciprocated by the Other.
14-6Malicious Rivalry of Two Brothers.
21-3Rivalry of Two Brothers, With Adultery on the Part of One.
24-6Rivalry of Sisters.
31-3Rivalry of Two Sisters, With Adultery on the Part of One.
34-6Rivalry of Father and Son, for an Unmarried Woman.
41-3Rivalry of Father and Son, for a Married Woman.
44-6Case Similar to the Two Foregoing, But in Which the Object is Already the Wife of the Father.
51-3Case Similar to the Above, But in Which the Object is Already the Wife of the Son.
54-6Rivalry of Mother and Daughter.
61-3Rivalry of Cousins.
64-6Rivalry of Friends.
 
 
Dramatic Situations subtable 15: MURDEROUS Adultery
source or inspiration: Georges Polti
 
Roll 1 dice.
1-2The Slaying of a Husband by, or for, a Paramour.
3-4The Slaying of a Trusting Lover.
5-6Slaying of a Wife for a Paramour, and in Self-Interest.
 
 
Dramatic Situations subtable 16: MADNESS
source or inspiration: Georges Polti
 
Roll 1 dice.
1Kinsmen Slain in Madness.
2Lover Slain in Madness.
3Slaying or Injuring of a Person not Hated.
4Disgrace Brought Upon Oneself Through Madness.
5Loss of Loved Ones Brought About by Madness.
6Madness Brought on by Fear of Hereditary Insanity.
 
 
Dramatic Situations subtable 17: FATAL Imprudence
source or inspiration: Georges Polti
 
Roll 2 dice.
1st dice2nd diceresult
1-21-2Imprudence the Cause of One's Own Misfortune.
1-23-4Imprudence the Cause of One's Own Dishonor.
1-25-6Curiosity the Cause of One's Own Misfortune.
3-41-2Curiosity the Cause of One's Own Dishonor.
3-43-4Loss of the Possession of a Loved One, Through Curiosity.
3-45-6Curiosity the Cause of Death or Misfortune to Others.
5-61-2Imprudence the Cause of a Relative's Death.
5-63-4Imprudence the Cause of a Lover's Death.
5-65-6Credulity the Cause of Kinsmen's Deaths.
 
 
Dramatic Situations subtable 18: INVOLUNTARY Crimes Of Love
source or inspiration: Georges Polti
 
Roll 1 dice.
1Unknowingly Committing Incest.
2Falling In Love With One Who, Unknown to You, Is A Blood Relative.
3Unknowingly Committing Adultery, Believing the Lover To Be One's Spouse.
4Discovering That One's Lover is the Spouse of Another.
5The '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).
6Roll again but the Crime Has Been Villainously Planned by a Third Person.
 
 
Dramatic Situations subtable 19: SLAYING of a Kinsman Unrecognized
source or inspiration: Georges Polti
 
Roll 2 dice.
1st dice2nd diceresult
1-21-2Being Upon the Point of Slaying a (roll again: 1-3 Daughter 4-6 Son) Unknowingly, by Command of a Divinity or an Oracle.
1-23-4Being Upon the Point of Slaying a (roll again: 1-3 Daughter 4-6 Son) Through Political Necessity.
1-25-6Being Upon the Point of Slaying a (roll again: 1-3 Daughter 4-6 Son) Through a Rivalry in Love.
3-41-2Being Upon the Point of Slaying a (roll again: 1-3 Daughter 4-6 Son) Through Hatred of the Lover of the Unrecognized Child.
3-43-4Being Upon the Point of Slaying a (roll again: 1-3 Brother 4-6 Sister) Unknowingly.
3-45-6Slaying of a (roll again 1-3 Mother 4-6 Father) Unrecognized.
5-61-2Involuntary Killing of a Lover.
5-63-4Being Upon the Point of Killing a Lover Unrecognized.
5-65-6Failure to Rescue an Unrecognized (roll again: 1-3 Son 4-6 Daughter).
 
 
Dramatic Situations subtable 20: SELF-Sacrificing For An Ideal
source or inspiration: Georges Polti
 
Roll 2 dice.
1st dice2nd diceresult
1-21-2Sacrifice of Life for the Sake of One's Word.
1-23-4Life Sacrifice for the Success of One's People.
1-25-6Life Sacrificed in Filial Piety.
3-41-2Life Sacrificed for the Sake of One's Faith.
3-43-4Both Love and Life Sacrificed for One's Faith.
3-45-6Both Love and Life Sacrificed for a Cause.
5-61-2Love Sacrificed to the Interests of State .
5-63-4Sacrifice of Well-Being to Duty.
5-65-6One 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
source or inspiration: Georges Polti
 
Roll 2 dice.
1st dice2nd diceresult
1-21-2Life Sacrificed for that of a Relative or a Loved One.
1-23-4Life Sacrificed for the Happiness of a Relative or a Loved One.
1-25-6Ambition Sacrificed for the Happiness of a Parent.
3-41-2Ambition Sacrificed for the Life of a Parent.
3-43-4Love Sacrificed for the Sake of a Parent's Life.
3-45-6Love Sacrificed For the Happiness of One's Child.
5-61-2As Above, But Caused by Unjust Laws.
5-63-4Life and Honor Sacrificed for the Life of a (roll again: 1-3 Parent 4-6 Loved One.
5-65-6Humiliation or Disgrace Undergone for the Life of a Relative or a Loved One).
 
 
Dramatic Situations subtable 22: ALL Sacrificed For A Passion
source or inspiration: Georges Polti
 
Roll 2 dice.
1st dice2nd diceresult
1-21-2Religious Vows of Chastity Broken for a Passion.
1-23-4Respect for a Priest Destroyed.
1-25-6A Future Ruined by Passion.
3-41-2Power Ruined by Passion.
3-43-4Ruin of Mind, Health, and Life.
3-45-6Ruin of Fortunes, Lives, and Honors.
5-61-2Temptations Destroying the Sense of Duty, of Piety, etc.
5-63-4Destruction of Honor, Fortune, and Life by Erotic Vice.
5-65-6As Above, but by another Vice.
 
 
Dramatic Situations subtable 23: NECESSITY Of Sacrificing Loved Ones
source or inspiration: Georges Polti
 
Roll 2 dice.
1st dice2nd diceresult
1-21-2Necessity for Sacrificing a (roll again: 1-3 Daughter 4-6 Son) in the Public Interest.
1-23-4Duty of Sacrificing A (roll again: 1-3 Daughter 4-6 Son) in Fulfillment of a Vow to God/the Gods.
1-25-6Duty of Sacrificing Benefactors or Loved Ones to One's Faith.
3-41-2Duty of Sacrificing One's Child, Unknown to Others, Under the Pressure of Necessity.
3-43-4Duty of Sacrificing, Under the Same Circumstances, One's (roll again: 1-2 Father 3-4 Mother 5-6 Spouse).
3-45-6Duty of Sacrificing a (roll again: 1-3 Son-in-law 4-6 Daughter-in-law) for the Public Good.
5-61-2Duty of Contending with a (roll again: 1-3 Brother-in-Law 4-6 Sister-in-law) for the Public Good.
5-63-4Duty of Contending with a Friend.
5-65-6Roll 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
source or inspiration: Georges Polti
 
Roll 2 dice.
1st dice2nd diceresult
11-3Of a Mortal and an Immortal.
14-6Of a Magician and an Ordinary Person.
21-3Of Conqueror and Conquered.
24-6Of (roll again: 1-2 Monarch and Noble 3-4 Monarch and Commoner 5-6 Noble and Commoner).
31-3Of a Powerful Person and an Upstart.
34-6Of Rich and Poor.
41-3Of an Honored Person and a Suspected One.
44-6Of Two Who are Almost Equal.
51-3Of the Two Successive Spouses of a Divorcee.
54-6Of the Two Successive Spouses of a (roll again: 1-3 Widow 4-6 Widower) (ie one Rival is dead).
61-3Of Captor and Prisoner.
64-6Of a (roll again: 1-2 Noble 3-4 Monarch 5-6 Rich Merchant) and their Servant.
 
 
Dramatic Situations subtable 25: ADULTERY
source or inspiration: Georges Polti
 
Roll 2 dice.
1st dice2nd diceresult
11-2A Mistress Betrayed, For a Young Woman.
13-4A Wife Betrayed, For a Slave Who Does Not Love in Return.
15-6A Wife Betrayed, For Debauchery.
21-2A Wife Betrayed, For a Married Woman.
23-4A Wife Betrayed, With the Intention of Bigamy.
25-6A Wife Betrayed, For a Young Girl, who Does Not Love in Return.
31-2A Wife Envied by a Young Girl Who is in Love With Her Husband.
33-4A Wife Betrayed for a Courtesan.
35-6An Antagonistic Husband Sacrificed for a Congenial Lover.
41-2A Husband, Believed to be Lost, Forgotten for a Rival.
43-4A Commonplace Husband Sacrificed for a Sympathetic Lover.
45-6A Good Husband Betrayed for an Inferior Rival.
51-2A Good Husband Betrayed for a Grotesque Rival.
53-4A Good Husband Betrayed for a Commonplace Rival, By a Perverse Wife.
55-6A Good Husband Betrayed for a Rival Less Handsome, But Useful.
61-2Vengeance of a Deceived Husband.
63-4Jealousy Sacrificed for the Sake of a Cause.
65-6Husband Persecuted by a Rejected Rival.
 
 
Dramatic Situations subtable 26: CRIMES Of Love
source or inspiration: Georges Polti
 
Roll 1 dice.
1Committing Incest.
2Falling In Love With A Blood Relative.
3Adultery.
4Bigamy.
5The '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).
6Roll again, but the Crime Has Been Villainously Planned by a Third Person.
 
 
Dramatic Situations subtable 27: DISCOVERY Of The Dishonor Of A Loved One
source or inspiration: Georges Polti
 
Roll 2 dice.
1st dice2nd diceresult
11-3Discovery of a Father's Shame.
14-6Discovery of a Mother's Shame.
21-3Discovery of a Child's Dishonor.
24-6Discovery of Dishonor in the Family of One's Fiancee.
31-3Discovery That One's Fiance Has Previously Committed a Fault.
34-6Discovery that One's Lover Has Formerly Been a Prostitute.
41-3Discovery that One's Lover, Formerly a Prostitute, Has Returned to Their Old Life.
44-6Discovery that One's Lover is a Scoundrel.
51-3Discovery that One's Spouse is a Scoundrel.
54-6Duty of Punishing a Child Who is a Traitor to Country.
61-3Duty of Punishing a Child Condemned Under a Law Which the Parent Has Made.
64-6Duty of Punishing One Parent to Avenge the Other.
 
 
Dramatic Situations subtable 28: OBSTACLES To Love
source or inspiration: Georges Polti
 
Roll 1 dice.
1Inequality of Rank.
2Inequality of Wealth.
3Enemies and Contingent Obstacles.
4A Previous Betrothal to Another.
5The Opposition of Relatives.
6The Incompatibility of Temper of the Lovers.
 
 
Dramatic Situations subtable 29: AN ENEMY Loved
source or inspiration: Georges Polti
 
Roll 1 dice.
1One Lover or both Hated by the Family of the Other.
2One Lover is Hated by a Close Friend of the Other.
3One Lover is Hated by a Close Relative of the Other.
4The Lovers are Members of Rival Factions, Parties, Sides in a War etc.
5One Lover has Killed a Relative of the Other.
6One Lover has Killed a Close Friend of the Other.
 
 
Dramatic Situations subtable 30: AMBITION
source or inspiration: Georges Polti
 
Roll 1 dice.
1-2Ambition Watched and Guarded Against by a Kinsman, or By a Person Under Obligation.
3-4Rebellious Ambition.
5-6Ambition and Covetousness Heaping Crime Upon Crime.
 
 
Dramatic Situations subtable 31: CONFLICT With A God
source or inspiration: Georges Polti
 
Roll 1 dice.
1Struggle Against a Deity.
2Strife with the Believers in a God.
3Strife Between two Religions.
4Controversy with a Deity.
5Punishment for Contempt of a God.
6Punishment for Pride Before a God.
 
 
Dramatic Situations subtable 32: MISTAKEN Jealousy
source or inspiration: Georges Polti
 
Roll 1 dice.
1The Mistake Originates in the Suspicious Mind of the Jealous One.
2Mistaken Jealousy Aroused by Fatal Chance.
3Mistaken Jealousy of a Love Which is Purely Platonic.
4Baseless Jealousy Aroused by Malicious Rumors.
5Jealousy Suggested by a Traitor Who is Moved by Hatred, or Self-Interest.
6Reciprocal Jealousy Suggested to two Lovers by a Rival.
 
 
Dramatic Situations subtable 33: ERRONEOUS Judgment
source or inspiration: Georges Polti
 
Roll 2 dice.
1st dice2nd diceresult
11-3False Suspicion Where Faith is Necessary.
14-6False Suspicion of a Lover.
21-3False Suspicion Aroused by a Misunderstood Attitude of a Loved One.
24-6False Suspicions Drawn Upon Oneself to Save a Friend.
31-3False Suspicions Fall Upon the Innocent.
34-6False Suspicions Fall Upon one who is Innocent, but had a Guilty Intention.
41-3False Suspicions Fall Upon one who is Innocent, but Believes Themselves Guilty.
44-6A Witness to the Crime, in the Interest of a Loved One, Lets Accusation Fall Upon the Innocent.
51-3The Accusation is Allowed to Fall Upon an Enemy.
54-6The Error is Provoked by an Enemy.
61-3False Suspicion Thrown by the Real Culprit Upon One of His Enemies.
64-6False Suspicion Thrown by the Real Culprit Upon the Second Victim Against Whom They Have Plotted From the Beginning.
 
 
Dramatic Situations subtable 34: REMORSE
source or inspiration: Georges Polti
 
Roll 1 dice.
1Remorse for an Unknown Crime.
2Remorse for a Parricide.
3Remorse for an Assassination.
4Remorse for a Fault of Love.
5Remorse for Adultery.
6Remorse for Betrayal of a Friend.
 
 
Dramatic Situations subtable 35: RECOVERY Of A Lost One
source or inspiration: Georges Polti
 
Roll 1 dice.
1-2A Child Stolen.
3-4Unjust Imprisonment.
5-6A Child Searches to Discover Their (roll again: 1-3 Father 4-6 Mother).
 
 
Dramatic Situations subtable 36: LOSS Of Loved Ones
source or inspiration: Georges Polti
 
Roll 1 dice.
1Witnessing the Slaying of Kinsmen While Powerless to Prevent It.
2Helping to Bring Misfortune Upon One's People Through Professional Secrecy.
3Inadvertantly Helping to Bring Misfortune Upon One's People Through Some Vice.
4The Prophecy of the Death of a Loved One.
5Learning of the Death of a Kinsman or Ally, and Lapsing into Despair.
6Roll again, but the 'Loss' is False.
 
 
 
return to Age of Fable
 
return to library