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The Random Table Thread

Started by Sacrificial Lamb, July 13, 2009, 04:43:40 AM

Previous topic - Next topic

Sacrificial Lamb

Guess what time it is, boys and girls! Oh, yeah. It's "Random Table Time"! :) I've been fiddling around with some Random Encounter Tables both here and at the Citadel of Chaos lately, and figured I'd share.

If anyone here has some Random Treasure Tables or Random Encounter Tables or whatever, please feel free to share.

In the spirit of this thread, I'll start with one for AD&D...

Wilderness Encounter Table
* 01-04 Flock of 4d6 Ravens strutting around, picking at a carcass (AC 7; MV 1/36; HD 1/4; HP 2; #AT 1; DMG 1; SA 10% chance of inflicting eye loss; AL N; SZ S; XP 9)
* 05-10 Brown Bear foraging for food at a stream (AC 6; MV 12; HD 5+5; HP 30; #AT 3; DMG 1d6/1d6/1d8; SA paw hit on natural 18+ enables hug for 2d6 dmg; SD fight 1d4 rounds at 0 to -8 HP, dies at -9 HP; AL N; SZ L; XP 480)
* 11-12 Green Dragon napping (AC 2; MV 9/24; HD 8; HP 40; #AT 3; DMG 1d6/1d6/2d10; SA 3/day breathe poison chlorine gas cloud 5" long, 4" wide, 3" high, dmg equal to dragon's HP, save for half damage; can radiate fear, targets save at +5; SD 60 ft infravision; detect hidden/invisible creatures within 5"; AL LE; SZ L; XP 1,575)
* 13-14 Human Ranger of 6th level crouched in a tree (AC 8; MV 12, HP 42; #AT 1 or 2; DMG 1d8+2/1d8+8 against giant-class creatures [longsword +1] or 1d6 [shortbow]; STR 17, INT 13, WIS 15 DEX 11 CON 15, CHA 13; SA +6 DMG to giant-class creatures; SD 50% surprise others; only surprised on 1 in 6; tracking; AL NG; SZ M; XP 1,051; equipment: leather armor, longsword +1, dagger, handaxe, shortbow, quiver, 20 arrows, 3d10 gp, 3d10 sp, 5d10 cp)
* 15-19 Hawk circling overhead (AC 6; MV 1/33; HD 1; HP 5; AT 3; DMG 1d2/1d2/1; SA 100 ft dive provides +2 to hit, and double damage for talons [no beak attack possible in dive]; beak attack has 25% chance of blinding an eye; AL N; SZ S; XP 23)
* 20-23 1d4+1 squirrels fighting over a nut (AC 8; MV 9; HD 1/4; HP 1; #AT 1; DMG 1; AL N; SZ S; XP 6)
* 24-25 Human Druid of 7th level in a camouflaged tree house (AC 8; MV 12; HP 42; #AT 1; DMG 1d8+3 [scimitar +2] or 1d6+1 [spear]; STR 16, INT 13, WIS 16, DEX 9, CON 15, CHA 15; SD identify plants, animals, and pure water; pass through overgrown areas without leaving trail at normal MV; immunity to charm spells cat by woodland creatures; assume animal form 3/day; +2 save against fire and lightning; AL N, SZ M; XP 1,415; Spells: [1st-level: Animal Friendship, Detect Magic, Purify Water, Speak With Animals; 2nd-level: Charm Person or Mammal, Create Water, Cure Light Wounds, Feign Death; 3rd-level: Call Lightning, Plant Growth, Summon Insects; 4th-level: Cure Serious Wounds]; Equipment: leather armor, scimitar +2, spear, potion of green dragon control, dagger, mistletoe, 2d10+2 gp, 3d10+3 sp, 4d10+4 cp)
* 26-35 Rainstorm, lasts for 1d6 hours, -2 penalty to d20 rolls, and -10% to other tasks when in the thick of it
* 36-38 Large bee hive, has a 10% chance of attracting brown bear within 1d6 turns (AC 6; MV 12; HD 5+5; HP 30; #AT 3; DMG 1d6/1d6/1d8; SA paw hit on natural 18+ enables hug for 2d6 dmg; SD fight for 1d4 rounds at 0 to -8 HP; AL N; SZ L; XP 480)
* 39-42 1d6+2 Goblins passing through, armed with short bows and spears, their temperament is nervous and quiet (AC 6; MV 6; HD 1-1; HP 4; #AT 1 or 2; DMG 1d6 [spear] or 1d6 [shortbow]; AL LE; SZ S; XP 14; Equipment: studded leather armor, shield, spear, shortbow, quiver, 12 arrows, 1d6 gp, 2d6 sp, 3d6 cp)
* 43-46 Dryad, appears to be an elf maiden with flowers in her hair; 90% likely to be mistaken for beautiful elf maiden, unless the character is an Elf, Half-Elf, Ranger, or Druid; she hides unless she sees male PC with 16 or higher Charisma, in which case she becomes very friendly and helpful (AC 9; MV 12; HD 2; HP 10; #AT 1; DMG 1d4 [dagger]; SA Charm Person, save at -3, cast 3/day; SD dimension door to tree; AL N; SZ M; XP 93)
* 47-48 Unattended campfire, still smoking, remnants of unfinished meal, broken sword on ground
* 49-50 Elven Magic-User with black cat familiar, of 7th-level, avoids confrontation if possible (AC 8; MV 12; HP 20 [24]; #AT 1; DMG 1d4+1 [dagger +1] or 1d6 [staff]; STR 11, INT 17, WIS 9, DEX 15, CON 11, CHA 14; SA spells; +1 to hit with bows and with short sword or longsword; SD spells; 90% resistance to Sleep and Charm spells; find hidden portals [1 on d6 if passing within 10 ft of door; finds secret doors on 1-2 on d6 if actively searching; discovers concealed portals on 1-3 on d6]; 60 ft infravision; stealth [if alone and in non-metallic armor, surprises opponents on 1-4 on d6; surprises on 1-2 on d6 if opening a portal]; AL N; SZ M; XP 1,375; Spells: [1st-level: Detect Magic, Find Familiar, Magic Missile, Read Magic, Sleep; 2nd-level: Invisibility, Web, Wizard Lock; 3rd-level: Fly, Lightning Bolt; 4th-level: Dimension Door]; Equipment: Ring of Protection +1, dagger +1, staff, Potion of Healing, Potion of Invisibility, Scroll of Dimension Door, 6d10 gp, 6d10 sp, 10d10 cp; [cat familiar] AC 6; MV 15; HD 1/2; HP 4; #AT 2; DMG 1d2/1; SA rear claws for 1d2 dmg [if forepaw claw attack hits opponent]; surprise others 1-3 on d6; SD surprised on 1 on d6; AL N; SZ S; XP 15)
* 51-52 Dozens of butterflies fly around the PCs, before passing by
* 53-54 Goat with bell tied around its neck, bleating pitifully, very hungry, will follow PCs that feed it (AC 7; MV 15; HD 1+2; HP 7; #AT 1; DMG 1d3; SA charge [+2 to hit, +1d2 dmg]; AL N; SZ M; XP 42)
* 55-56 Treant; normally hidden, but will aid injured characters; however, it becomes violent if PCs take an axe to living trees in its presence (AC 0; MV 12; HD 10; HP 50; #AT 2; DMG 3d6/3d6; SA animate trees within 6", inflict 1 point of structural dmg on fortifications; SD fire vulnerability [+4 AC penalty against fire attacks, save against fire attacks at -4, fire inflicts +1 HP/damage dice]; AL CG; SZ L; XP 3,250)
* 57-58 Curious rabbit, will flee if PCs get closer than 10 feet, unless PC has Animal Empathy of some kind (AC 6; MV 18; HD 1/4; HP 2; #AT 1; DMG 1; AL N; SZ S; XP 7)
* 59-64 1d6+2 Elven hunters, all 1st-level Fighters, armed with longswords and longbows, a bit arrogant, but will possibly aid friendly PCs (AC 6; MV 9; HP 7; #AT 1 or 2; DMG 1d8 [longsword] or 1d6 [longbow]; STR 13, INT 13, WIS 9, DEX 15, CON 11, CHA 11; SA +1 to hit with bows and with short sword or longsword; SD 90% resistance to Sleep and Charm spells; find hidden portals [1 on d6 if passing within 10 ft of door; finds secret doors on 1-2 on d6 if actively searching; discovers concealed portals on 1-3 on d6]; 60 ft infravision; stealth [if alone and in non-metallic armor, surprises opponents on 1-4 on d6; surprises on 1-2 on d6 if opening a portal]; AL CG; SZ M; XP 50; Equipment: studded leather armor, longsword, longbow, quiver, 20 arrows, dagger, 3d20 gp, 2d10 sp, 2d10 cp)
* 65-66 Talking frog, formerly a Halfling Thief (levels 3), can still speak due to modified Polymorph spell, will beg for help, and promise almost anything for a way of undoing the curse (AC 7; MV 6; HP 12; #AT 1; DMG 1d2 [unarmed]; STR 9, INT 13, WIS 8, DEX 17, CON 11, CHA 13; SA back stabbing [double damage from behind]; SD +3 to saves vs wands, staves, rods, and spells; 30 ft infravision; direction sense [detect grade or slope in passage upwards or downwards 75%; determine direction 50%]; stealth [if alone and in non-metallic armor, surprises opponents on 1-4 on d6; surprises on 1-2 on d6 if opening a portal; thief abilities [PP 50%, OL 48%, F/RT 35%, MS 42%, HS 40%, HN 20%, CW 72%]; AL N; SZ S; XP 208)
* 67-68 Group of 1d8 +4 skeletons armed with short swords, all guarding a well; something precious is in the well, though what that is, is for you to decide... (AC 7; MV 12; HD 1; HP 5; #AT 1; DMG 1d6 [short sword]; SD half damage from edged weapons; immune to Sleep, Charm, Hold, and cold spells; holy water inflicts upon it 2d4 dmg/vial; AL N; SZ M; XP 23)
* 69-70 Unattended large pile of acorns
* 71-73 Flock of 6d6 small assorted birds chattering incessantly, their presence is annoying enough to cause a -1 penalty to d20 rolls, and -5% penalty to percentile rolls (AC 7; MV 1/27; HD 1/4; HP 1; # AT 1; DMG 1; AL N; SZ S; XP 6)
* 74-76 War party of 1d10+2 Orcs, irritable, hungry, and spoiling for a fight; armed with battleaxes and spears (AC 6; MV 9; HD 1; HP 5; #AT 1; DMG 1d8 [battleaxe] or 1d6 [spear]; AL LE; SZ M; XP 15; Equipment: studded leather armor, shield, battleaxe, spear, 1d6+1 gp, 1d6+2 sp, 1d6+3 cp)
* 77-78 1d4+3 Wolves, curious, but only attacks in self-defense (AC 7; MV 18; HD 2+2; HP 12; #AT 1; DMG 1d4+1; AL N; SZ M; XP 71)
* 79-80 Very strong windstorm, lasting for 2d6 turns; within it, creatures suffer a -2 penalty to d20 rolls, and -10% penalty to percentile rolls; a curious Air Elemental has a 10% chance of appearing during the storm (AC 2; MV 36; HD 8; HP 40; #AT 1; DMG 2d10; SA in aerial combat, +1 to hit, +2 dmg per dmg dice; whirlwind [truncated reverse cone, 2" bottom diameter, 6" top diameter, 8" height; kills creatures under 3 HD, inflicts 2d8 dmg on all other non-aerial creatures; takes 1 turn to create]; SD +2 or better weapon to hit; AL N; SZ L; XP 1,400)
* 81-82 Hungry, but friendly dog, whines and begs for food (AC 6; MV 12; HD 2+2; HP 12; #AT 1; DMG 2d4; AL N; SZ M; XP 71)
* 83-84 1d4 Centaurs, armed with short bows and spears, curious and cautious (AC 5; MV 18; HD 4; HP 20; #AT 2 or 2; DMG 1d6 [arrows] or 1d6 [hooves] and 1d6 [spear]; AL N; SZ L; XP 165; Equipment: short bow, quiver, 20 arrows, spear, 1d8 gp, 1d8 sp, 2d8 cp)
* 85-86 1d4 raccoons; curious and bold, will approach non-hostile PCs, looking for food (AC 7; MV 12; HD 1; HP 5; #AT 1; DMG 1d3; AL N; SZ S; XP 15)
* 87-88 1d4 Ogres, violent and cruel, but can be negotiated with, provided there are no elves in the party; armed with two-handed swords (AC 5; MV 9; HD 4+1; HP 21; #AT 1; DMG 1d10+2 [two-handed sword]; AL CE; SZ L; XP 195; Equipment: two-handed sword, 6d20 gp, 5d20 sp, 4d20 cp, 1d2 elven skulls)
* 89-90 Moose grazing in the forest (AC 7; MV 15; HD 4; HP 20; #AT 2; DMG 1d6/1d6; SA charge [+2 to hit, 2d6 dmg]; AL N; SZ L; XP 165)
* 91-92 Wild boar foraging for truffles, will viciously charge PCs that reach within 15 feet of it (AC 7; MV 15; HD 3+3; HP 18; #AT 1; DMG 3d4; SA fights for 1d4+1 rounds after reaching 0 to -6 HP, dies at -7 HP; AL N; SZ M; XP 157)
* 93-94 1d12 skulls on a pole, all next to a small burial mound; using Speak With Dead on any of the skulls has a 5% chance of summoning an angry Ghost (AC 0/8; MV 9; HD 10; HP 50; #AT 1; DMG touch ages 10d4 years; SA if creatures see ghost, victims must save vs magic or age 10 years and flee in panic for 2d6 turns [clerics above 6th-level immune, humanoids above 8th-level receive +2 to save]; Magic Jar within 6"; SD AC 8 on Ethereal Plane; when semi-materialized, AC 0, take half damage from silver/full damage from magic weapons; only attacked by spells in ethereal state, or by telepathy; AL LE; SZ M; XP 4,900)
* 95-96 1d6 Deer cautiously making their way through the forest, will flee if PCs approach (AC 7; MV 18; HD 2; HP 10; #AT 1; DMG 1d6; AL N; SZ M; XP 40)
* 97-98 Unusual notches cut into the side of some stones, shaped like runes; if touched, 10% chance of PCs triggering some form of Magic Mouth spell, curious Earth Elemental has 10% chance of appearing within 1d6 turns (AC 2; MV 6; HD 8; HP 40; #AT 1; DMG 4d8; SA -2 dmg per dmg dice against aerial opponents; inflicts 2d4 structural dmg against constructions on stone/earth; SD +2 or better weapon to hit; AL N; SZ L; XP 950)
* 99-00 Small pond and stream, filled with salmon; brown bear has 10% chance of appearing within 1d12 turns (AC 6; MV 12; HD 5+5; HP 30; #AT 3; DMG 1d6/1d6/1d8; SA paw hit on natural 18+ enables hug for 2d6 dmg; SD fight 1d4 rounds at 0 to -8 HP; AL N; SZ L; XP 480)

Age of Fable

Spellbooks or Equivalents

This table generates the object that a magician uses to store their spells.

Roll 1d20.

1 A book. To the uninitiated, the spells will appear to be recipes.
2 A book. To the uninitiated, the spells will appear to be poetry.
3 A book. To the uninitiated, the spells will appear to be meaningless sentences.
4 A book. To the uninitiated, the spells will appear to be drawings.
5 A book. To the uninitiated, the spells will appear to be maps.
6-7 A book. To the uninitiated, the spells will appear to be written in an unknown language.
8-9 A book. The spells aren't in any kind of code, but the book is alive and will defend itself fiercely.
10 A staff, whose carvings give the details of spells.
11 The magician's beard is knotted in a way which represents the spells (roll again if the magician is female or otherwise unbearded). The magician's beard will become less knotted as their magical energy is used.
12 A talking mirror.
13 A mask.
14 A large shell. The magician whispers spells into the shell, and puts it to their ear to hear them.
15 A box of pills, which the magician needs to take to cast a spell.
16 A pouch of magical tobacco. The smoke curls in such a way as to remind the magician how to cast the spells.
17 A shortwave radio. When tuned to a secret frequency, an announcer can be heard reading the magical formulas.
18 A star chart, giving the location of the (roll 1d6: 1-2 gods 3-4 demons 5-6 aliens) who send the magician their spells.
19 The magician is subscribed to a magic newspaper, whose articles give spell formulas in code.
20 A chess board (or go, checkers, backgammon, or a similar game in your game world). Certain positions of the pieces correspond to particular spells.

From here, based on this.
free resources:
Teleleli The people, places, gods and monsters of the great city of Teleleli and the islands around.
Age of Fable \'Online gamebook\', in the style of Fighting Fantasy, Lone Wolf and Fabled Lands.
Tables for Fables Random charts for any fantasy RPG rules.
Fantasy Adventure Ideas Generator
Cyberpunk/fantasy/pulp/space opera/superhero/western Plot Generator.
Cute Board Heroes Paper \'miniatures\'.
Map Generator
Dungeon generator for Basic D&D or Tunnels & Trolls.

Spinachcat

I love Random Tables!  

I have my Random NPC Generator in Knockspell #1 and my Random Thieves Guild Generator in Knockspell #2.   For Issue #3, I sent over my Random Ruins and I am currently prepping my Random Taverns for Issue #4.

Hairfoot

Two posts of teh awesome.

I particularly like...
Quote from: Sacrificial Lamb;313524* 51-52 Dozens of butterflies fly around the PCs, before passing by
My parents live in a semi-rural lakeside area, and in spring this is exactly what happens - clouds of butterflies will appear from seemingly nowhere, flutter around for a bit, then disappear back into the wilderness.

Twee as it sounds, it's absolutely magical.

Sacrificial Lamb

#4
Quote from: Age of Fable;313525Spellbooks or Equivalents

This table generates the object that a magician uses to store their spells.

Roll 1d20.

1 A book. To the uninitiated, the spells will appear to be recipes.
2 A book. To the uninitiated, the spells will appear to be poetry.
3 A book. To the uninitiated, the spells will appear to be meaningless sentences.
4 A book. To the uninitiated, the spells will appear to be drawings.
5 A book. To the uninitiated, the spells will appear to be maps.
6-7 A book. To the uninitiated, the spells will appear to be written in an unknown language.
8-9 A book. The spells aren't in any kind of code, but the book is alive and will defend itself fiercely.
10 A staff, whose carvings give the details of spells.
11 The magician's beard is knotted in a way which represents the spells (roll again if the magician is female or otherwise unbearded). The magician's beard will become less knotted as their magical energy is used.
12 A talking mirror.
13 A mask.
14 A large shell. The magician whispers spells into the shell, and puts it to their ear to hear them.
15 A box of pills, which the magician needs to take to cast a spell.
16 A pouch of magical tobacco. The smoke curls in such a way as to remind the magician how to cast the spells.
17 A shortwave radio. When tuned to a secret frequency, an announcer can be heard reading the magical formulas.
18 A star chart, giving the location of the (roll 1d6: 1-2 gods 3-4 demons 5-6 aliens) who send the magician their spells.
19 The magician is subscribed to a magic newspaper, whose articles give spell formulas in code.
20 A chess board (or go, checkers, backgammon, or a similar game in your game world). Certain positions of the pieces correspond to particular spells.

From here, based on this.

AoF, you have a ton of stuff on your website. Did you do all that yourself, or was some of it donated?

Edit: Aaaahh, wait....it's listed under "credits". Missed the obvious. :)

Quote from: SpinachcatI love Random Tables!

I have my Random NPC Generator in Knockspell #1 and my Random Thieves Guild Generator in Knockspell #2. For Issue #3, I sent over my Random Ruins and I am currently prepping my Random Taverns for Issue #4.

Interesting. :) What kinda page count does Knockspell have? It's on LuLu, right?

Quote from: HairfootTwo posts of teh awesome.

I particularly like...

Quote from: Sacrificial Lamb* 51-52 Dozens of butterflies fly around the PCs, before passing by

Quote from: HairfootMy parents live in a semi-rural lakeside area, and in spring this is exactly what happens - clouds of butterflies will appear from seemingly nowhere, flutter around for a bit, then disappear back into the wilderness.

Twee as it sounds, it's absolutely magical.

That's pretty cool, actually. I wasn't really thinking consciously while I was writing this. It just came to me...

Age of Fable

Thanks! Most of it I either did myself from scratch, or heavily changed from its source.
free resources:
Teleleli The people, places, gods and monsters of the great city of Teleleli and the islands around.
Age of Fable \'Online gamebook\', in the style of Fighting Fantasy, Lone Wolf and Fabled Lands.
Tables for Fables Random charts for any fantasy RPG rules.
Fantasy Adventure Ideas Generator
Cyberpunk/fantasy/pulp/space opera/superhero/western Plot Generator.
Cute Board Heroes Paper \'miniatures\'.
Map Generator
Dungeon generator for Basic D&D or Tunnels & Trolls.

Age of Fable

Quote from: Hairfoot;313527Two posts of teh awesome.

Thanks :D
free resources:
Teleleli The people, places, gods and monsters of the great city of Teleleli and the islands around.
Age of Fable \'Online gamebook\', in the style of Fighting Fantasy, Lone Wolf and Fabled Lands.
Tables for Fables Random charts for any fantasy RPG rules.
Fantasy Adventure Ideas Generator
Cyberpunk/fantasy/pulp/space opera/superhero/western Plot Generator.
Cute Board Heroes Paper \'miniatures\'.
Map Generator
Dungeon generator for Basic D&D or Tunnels & Trolls.

Tommy Brownell

My Marvel SAGA resurrection chart, based off of a FASERIP chart I came across online years ago.

So you killed off an important hero...

....now the only thing left to do is resurrect 'em! How do you do that?
Why, with the handy-dandy resurrection table! Inspired by that wacky Marvel
classic table, I cooked up a Saga resurrection table for your perusal I'm
only calling this version 1.0...if you can use it, great! If you have ideas
or suggestions on how to improve it, by all means share...I am open to
ideas....

So, without further ado...

LET THERE BE LIFE!!!

Simply put: When a Hero or (with a little adaptation) a character
dies...draw a card. Match up number and suit and cross-reference with the
chart!

STRENGTH
1: Revived as a vampire, lycanthrope or other supernatural creature. (See
RRGtE for details on supernatural creatures.)
2: The Hero's mind is placed in a robot body. (See RRGtE for info on
androids. Robot body grants Life Support 15, Invulnerability to Aging,
Disease and Poison as well. Any other new powers or whatnot can be worked
out between the Narrator and player.)
3: Hero lies in a coma.
4: The wound really wasn't fatal.
5: The hero "got better".
6: Not sure who was a clone/replica, but both her and the Hero survived.
7: Hero is revived by a God or Cosmic Force as a reward for her heroism.
(Think Roma reviving The X-Men.)
8: Revived by a Cosmic Entity to serve it. (Think Galactus resurrection Morg
to resume his duties as Herald.)
9: The Hero is bonded with another person to save one or both people's
lives. (Captain Marvel and Rick Jones, for example.)

AGILITY
1: Hero is revealed to be an immortal mutant. (Think Cannonball in the early
issues of X-Force.)
2: Hero is revived by combining with an alien being. (I had an example but
dangit, I lost it.)
3: Not sure who the clone was, but someone is dead.
4: Hero survives, but gains a new Hindrance, most likely a Physically
Disabled one.
5: Hero revealed to be a fast healer. (gains Regeneration at a random
intensity or as determined by the Narrator.)
6: Raised by a cult to serve them, but the hero rebels and escapes them.
(Much like Elektra did when revived by The Hand.)
7: Hero's body stored in a regenerative cocoon while the hero is replaced
with a Cosmic Force posing as the hero. (Think Jean Grey and Phoenix.)
8: Four new, "similar" heroes arrive...all laying some claim to the mantle
of the original hero. Some ideas include a man in a powered suit, a younger
clone, a cyborg and a ruthless anti-hero. (Guess where this came from...)
9: A clone heroically died in the hero's place, the hero swears vengeance.

INTELLECT
1: Hero is transported into the future. (Narrator can pick where, or she can
use a random draw from the RRGtE.)
2: Future version of the hero travels back in time and decides to stay.
3: Hero is revived without her memory, shows up as an amnesiac "villain"
opposing the hero's former team.
4: The hero is dead, but a new character takes up the hero's mantle.
5: Revived by the government or a secret agency thereof to perform a
mission. Narrator's discretion as to whether the hero is asked or coerced.
6: Younger version of the hero is cloned from dead cell tissue. (Modify all
attributed appropriately.)
7: Hero has an identity crisis and changes identities. A new calling may be
appropriate as well. (To try to change back to his old persona and confront
the trauma requires a daunting Willpower action, failure resulting in a
nervous breakdown.)
8: The hero is dying, but a scientific process that may grant her new powers
saves her life. (A high-tech example being Tony Stark designing the chest
plate that kept his heart beating and then developing the Iron Man armor
from there.)
9: The hero is revived by a futuristic machine.

WILLPOWER
1: The hero is trapped on the Astral Plane until a new body can be found.
2: Hero is revived by a God to serve as his earthly avatar. (Or whatever
Moon Knight's origin is.)
3: The hero is mortally wounded a mystic process is required to save his
life. (think Psylocke and the Crimson Dawn.)
4: The hero is shifted to another dimension or reality moments before death.
(Think the little trick Franklin Richards pulled right before his family and
all the heroes would have died.)
5: Dead until the "anniversary issue".
6: Hero's mind is transferred to another body moment's before death. (Think
Jean Grey shifting her mind into White Queen's body to survive a Sentinel
attack.)
7: An alien technology saved the hero's life. (Think Xavier being saved by
Shi'ar technology when he was possessed by a Brood Queen.)
8: The hero's body is frozen in a state of suspended animation to be revived
later.
9: The hero is revived by a sorcerer because it is "not his time".

DOOM
1: The hero survives, but not without a cost. She is constantly battling a
virus, imprisoned inside armor that keeps her alive, etc.
2: The hero is revived by a criminal gang for a specific mission.
3: The hero is revived as a normal human, but offered a criminal process to
restore her powers.
4: The hero is not killed, but now the arch-rival knows her identity.
5: A surgically altered actor/actress died in the hero's place, and the real
hero is being held captive by a supervillain.
6: An alien shapeshifter died in the hero's place, the hero is now revealed
to be missing.
7: The hero is brought back with new powers to serve a supervillian.
Brainwashing will almost certainly accompany this.
8: The hero's soul is revealed to be imprisoned by a mad God or demonic
force.
9: The hero returns more powerful than before, setting out to take
over/destroy the world.
10: Dead. I mean Bucky dead. Deader than a doornail. The kind of dead
that just doesn't happen anymore.
The Most Unread Blog on the Internet.  Ever. - My RPG, Comic and Video Game reviews and articles.

Benoist


MoonHunter

101 things at Strolen have often grown out of control, thus having more than 101 random things.  If you can adapt, some of the better ones to grab random events in an environment...

Beachcombing 101
http://strolen.com/viewing/Beachcombing_101

Terrain Features
http://strolen.com/viewing/Terrain_Features

Random Villages
http://strolen.com/viewing/Random_Villages

101+ Scenes in the Modern Western City  
http://strolen.com/viewing/101_Scenes_in_the_Modern_Western_City

101+ Islands
http://strolen.com/viewing/One_Hundered_Twenty_One_Islands

Worlds and Planets
http://strolen.com/viewing/Worlds_and_Planets
MoonHunter
Sage, Gamer, Mystic, Wit
"The road less traveled is less traveled for a reason."
"The world needs dreamers to give it a soul."... "And it needs realists to keep it alive."
Now posting way, way, waaaaayyyy to much stuff @ //www.strolen.com

RPGPundit

I strongly endorse this thread.

RPGPundit
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Sacrificial Lamb

Quote from: RPGPundit;313852I strongly endorse this thread.

RPGPundit

Well, I have more such random encounter tables if you want 'em. Most of 'em are AD&D stuff I've been working on at the Citadel of Chaos website (http://www.citadelofchaos.net/forum/index.php), though I have random encounters for D&D 3.5 as well. I'm just waiting for a few more people to post some random stuff before I post more of mine. :)

Zulgyan

I am cooler than any of you guys here.
PD. and in en world too.