Author: launchbay07

A Wild Ride

Hey everyone, I know I said I would be publishing updates on this blog again, but life has taken an unexpected (and awesome!) new turn. I’ll be focusing my efforts on a new project for now: A podcast! It’s called Visiting With Visitors and its basically just me (a New Orleans tour guide) going around the French Quarter and striking up conversations with strangers.

You can check out the podcast by clicking HERE

And you can check out my new blog by clicking HERE

I’ll be back, but it’s going to be a while. For now enjoy all of the free gaming PDFs I have to offer!

Progress and New Ideas

Good news everyone! I’m going to start updating this site again!

My commission is going extremely well. It has blossomed into an incredible set of generators and I am proud to say it is the best thing I have ever created.

That’s great and everything, but I really miss posting here, so I am going to split my efforts and update this blog once every 2 weeks at minimum.

In other exciting news, I will be launching a kickstarter in the next few months! It’s in support of a card game I have developed over the past year and it is going to kick ass.

So get ready, everyone. I’m going to make 2017 my most productive year yet.

 

-Trevor

A Commission!

Hey all, sorry for the lack of updates lately! I was recently commissioned to work on an tabletop RPG project called Across the Stars. It’s a mix of Star Trek, No Man’s Sky, and Dune, and I am in charge of making a whole slew of generators which will procedurally generate the universe as players explore it. It’s a very exciting project and will take a LOT of work to complete, but as soon as I am finished I will get back to posting my generators on my blog.

Talk to you soon!

A Random Table for a Tabletop RPG

300 Mundane Items and Objects

300-mundane-items-and-objects-coverThis post is available for FREE (pay-what-you-want) as a high-quality PDF – CLICK HERE

300 standard, non-magical items and objects. Useful for generating interesting magical items, or simply filling up a loot chest! Pairs especially well with my 300 Descriptive Adjectives For Dungeons and Items PDF.

Item-Generation-Pack-CoverThis is also available as part of an item generation bundle- CLICK HERE

Roll Result
1 Amulet
2 Animal
3 Anvil
4 Arrow
5 Awl
6 Baby
7 Backpack
8 Bag
9 Ball
10 Bandage
11 Bandana
12 Bangle
13 Banner
14 Barding
15 Barrel
16 Basement
17 Basin
18 Basket
19 Battle Axe
20 Bedroll
21 Beer
22 Belt
23 Beret
24 Blacksmith tools
25 Blanket
26 Blouse
27 Blowgun
28 Bone
29 Book
30 Boots
31 Boulder
32 Bow
33 Box
34 Bracelet
35 Bracer
36 Brazier
37 Bucket
38 Buckle
39 Cage
40 Caltrops
41 Candle
42 Canteen
43 Castle
44 Cauldron
45 Cave
46 Censer
47 Chain
48 Chalk
49 Chest
50 Child
51 Chisel
52 City
53 Climbing gear
54 Cloak
55 Clock
56 Cloth
57 Clothing
58 Club
59 Coal
60 Coif
61 Coin
62 Collar
63 Comb
64 Cork
65 Cowbell
66 Crate
67 Crevasse
68 Crib
69 Crown
70 Crutches
71 Cube
72 Cuirass
73 Cup
74 Curtain
75 Cushion
76 Dagger
77 Deck of Cards
78 Desk
79 Die
80 Dirk
81 Doll
82 Door
83 Doorway
84 Drawing
85 Dress
86 Drink
87 Drinking Glass
88 Drum
89 Dungeon
90 Earring
91 Egg
92 Fan
93 Farm
94 Feather
95 Fife
96 Flag
97 Flint and iron
98 Flower
99 Flute
100 Forest
101 Fork
102 Garrote
103 Gem
104 Girdle
105 Gloves
106 Goblet
107 Grappling hook
108 Greaves
109 Hammer
110 Handsaw
111 Harp
112 Harpoon
113 Hat
114 Hatchet
115 Healer’s Kit
116 Helmet
117 Hoe
118 Hood
119 Hook
120 Horn
121 Hourglass
122 Human Head
123 Humanoid Creature
124 Incense
125 Ingot
126 Ink
127 Jar
128 Javelin
129 Jelly
130 Jewel
131 Juice
132 Kettle
133 Kettledrum
134 Key
135 Kite
136 Knife
137 Kopis
138 Ladder
139 Ladle
140 Lake
141 Lamp
142 Lantern
143 Leather Armor
144 Liquid
145 Lock
146 Lockpicks
147 Loom
148 Lute
149 Mace
150 Man
151 Manacles
152 Mask
153 Matchbox
154 Medicine
155 Mine
156 Mirror
157 Mitten
158 Mold
159 Mortar & Pestle
160 Mountain
161 Mug
162 Musical Instrument
163 Nail
164 Napkin
165 Necklace
166 Needle
167 Net
168 Note
169 Novel
170 Oil
171 Orchard
172 Outpost
173 Package
174 Painting
175 Pan
176 Pants
177 Paper
178 Park
179 Pick
180 Piece of Cake
181 Pillow
182 Pin
183 Pipes
184 Pitchfork
185 Pocket Knife
186 Poem
187 Poison
188 Pond
189 Pot
190 Potion
191 Pouch
192 Preserved Organ
193 Prison Cell
194 Prybar
195 Pyramid
196 Quarterstaff
197 Quartz
198 Quilt
199 Quiver
200 Rake
201 Rations
202 Rattle
203 Recipe
204 Region
205 Ribbon
206 Ring
207 River
208 Robe
209 Rock
210 Rod
211 Rolling Pin
212 Room
213 Rope
214 Ruin
215 Sabre
216 Sack
217 Sandals
218 Sarcophagus
219 Sash
220 Satchel
221 Saw
222 Scabbard
223 Scale
224 Scarf
225 Scimitar
226 Scroll
227 Scroll case
228 Scythe
229 Seal
230 Sentence
231 Series of Numbers
232 Shawl
233 Shears
234 Sheath
235 Sheet Music
236 Shell
237 Shield
238 Ship
239 Shoes
240 Shortsword
241 Shovel
242 Skirt
243 Sling
244 Smell
245 Soap
246 Sound
247 Soup
248 Spade
249 Spear
250 Sphere
251 Spike
252 Spoon
253 Spring
254 Spring of Water
255 Staff
256 Statue
257 Statuette
258 Stick
259 Stone
260 Stool
261 Sundial
262 Sword
263 Symbol
264 Tabard
265 Tent
266 Thimble
267 Tobacco Pipe
268 Tongs
269 Torch
270 Totem
271 Towel
272 Town
273 Tray
274 Tree
275 Trident
276 Tunic
277 Unknown Machinery
278 Vase
279 Vault
280 Vest
281 Vial
282 Vice
283 Village
284 Virus
285 Volcano
286 Wagon
287 Wand
288 War Hammer
289 Warship
290 Waterskin
291 Well
292 Whetstone
293 Whip
294 Whistle
295 Windchime
296 Window
297 Wine
298 Woman
299 Wrench
300 Writing equipment
A Random Table for a Tabletop RPG

100 Magical Items of Varying Utility

100-Magical-Items-of-Varying-Utility-CoverThis post is available for FREE (pay-what-you-want) as a high-quality PDF – CLICK HERE

100 original magic items, many of which are barely useful, though some might inspire mighty quests to retrieve them!

Item-Generation-Pack-CoverThis is also available as part of an item generation bundle- CLICK HERE

Roll Name Type Description
1 Accident Rod Rod Hitting this rod against a metal object will cause someone within earshot to have an accident, probably fatal. After being struck, the rod will continue to softly vibrate and may not be used again for d12 hours
2 Aging Elixir Potion Age 1d10 years
3 Amulet of Freedom Amulet Stuffed Eagle Head, Negates all movement impairing effects for 1 round, including grapples and over-encumbrance, 50 charges
4 Ancient Spade Shovel This shovel can dig through any natural substance as if it were mere dirt. It’s magical properties cannot be used as a weapon
5 Arrival Pot Pot A 1 foot tall ceramic pot that will make a loud announcement when something moves too close it it. Usually used to announce visitors to a household.
6 Arrow Magnet Amulet Whenever an arrow is fired in the vicinity of this amulet’s wearer, it will strike the amulet wearer
7 Bear Urine Extract Potion Morph into a bear for d20 minutes, transformation potentially fatal
8 Bell Stone Rock When struck, this rock will ring with the sound of a large bell
9 Blessed Lotion Lotion AC +2 for one day, +4 vs Undead
10 Blink Draught Potion Teleport to a location within line of sight and no more than 30’ away
11 Blistering Rod Rod Hitting this rod against a metal object will cause it to become very hot, possibly molten. If a creature wearing mundane armor is struck by this rod he will take 6 dmg and his armor will be destroyed. After being struck, the rod will continue to softly vibrate and may not be used again for d12 hours
12 Brightstone Gem This gem normally looks like quartz, but if left out in the sun for one day turns yellow like a topaz. Smacking it against something creates a blinding light and drains it of color.
13 Canine’s Drink Potion When fed to a dog it gains 2d6+2 temp HP and deals 2d6 dmg for 1 day
14 Caretaker’s Harp Harp Full sized harp. Reduces severity of travel encounters, but must be played constantly to have any effect
15 Cats’ Cube Box 2 item slots, appears empty if opened improperly
16 Climbing Tonic Potion Climbing skill set to 20 and fall damage reduced to 0 for 1 day
17 Color Bomb Potion Smash on the ground to release a large amount of swirling, colorful smoke. Anyone who sees the smoke is mesmerized by it for d4 rounds
18 Compulsive Whip Whip Any person whipped by this whip must follow the commands of its wielder for the next 5 minutes, so long as the victim is in the wielder’s line of sight. The victim takes 2 damage with each whipping
19 Confiding Pillow Pillow Will whisper secrets it its owner during the night
20 Crab Crown Crown Provides +2 AC when worn, but attracts the attention of crabs, who will come from nearby and cling to the wearer
21 Dagger of Lizard Control Dagger Functions as a normal dagger, but wielder may issue basic commands to small lizards
22 Dental Fife Fife Playing this fife also cleans the user’s teeth
23 Destroying Rod Rod Hitting this rod against a metal object, the nearest artificial structure will take massive damage, possibly destroying it entirely. After being struck, the rod will continue to softly vibrate and may not be used again for d12 hours
24 Device of Hatefulness Device Activating this device will cause all enemies present to prefer to target the device holder
25 Direction Staff Staff This walking stick ensures that whoever holds it instinctively knows which direction North lies
26 Drawing Rod Rod Hitting this rod against a metal object will compel any mortal or beast who hears the sounding of the rod to come to the area. After being struck, the rod will continue to softly vibrate and may not be used again for d12 hours
27 Druid’s Flute Flute Can mimic the call of six animals: Wolf, Wild Boar, Bear, Alligator, Eagle and Moose
28 Elusive Lantern Lantern The light from this lantern can only be seen by its carrier
29 Emergency Blade Dagger Once per day, when the owner of this dagger is attacked, the dagger will leap to its owner’s hand and slice the attacker for 3 DMG, interrupting the attack entirely
30 Energetic Goblet Goblet Drinking the entire contents of this goblet will afford +1 to the drinker’s next roll. May be refilled as a full action
31 Everburning Candle Candle This candle will never burn out, so it will always produce light
32 Extinguishing Tonic Potion Pour on ground to extinguish all fire, magical or otherwise, in a 50’ radius
33 Far-Flung Violin Violin When played, this violin can be clearly heard for several miles in all directions, but sounds as if it were merely across the room
34 Faucet Cloth Damp Rag Can be wrung out infinitely to produce foul tasting water
35 Firestone Gem This gem normally looks like quartz, but if allowed to absorb heat will change in color to resemble a bright orange garnet. When smashed against something, it is drained of color and will light that thing on fire.
36 Flaming Trumpet Trumpet When played, 1 in 6 chance to start a small fire in target area up to 15′ away
37 Gilded Throwing Knife Knife For every killing blow this knife lands, whoever has it on their person gains +1 to Dexterity. Resets at sunrise
38 Glowing Dart Dart Thrown. When it strikes a surface it glows with green light, illuminating a 10 foot area. may be collected and re-used
39 God Chime Small item Ringing this chime casts detect magic on the user
40 Gold Trimmed Scarf Mantle Wearing this scarf gives the character +5 to his max hit points.
41 Helpless Bandage Bandage A person bandaged with this item will be unable to do anything for themselves and will rely on others for everything. They will not remove the bandage until the wound is healed.
42 Ice Pipe Smoking Pipe When smoking this pipe, any smoke exhaled will be of sub zero temperature. It will deal d4 dmg to a living target.
43 Ill-Fated Necklace Necklace The wearer of this necklace has a general feeling that he is safe. The opposite is, in fact, the case. Any time something bad happens to the group, the wearer of this necklace bears the brunt of the misfortune
44 Ill-Fated Vest Vest The wearer of this vest will suffer critical failures on a natural d20 roll of 1-5
45 Imitative Deck Of Cards Deck of Cards Placing this deck of cards next to a mundane deck of cards will “attune” the Imitative deck to the mundane one. Whenever the mundane deck is shuffled, the imitative deck will match the new order of the mundane one. Used for cheating at cards.
46 Imitative Rope Rope 50′ of rope which can be controlled by simple hand gestures from its owner
47 Infernal Chain Mail Chainmail Reduces fire damage by d20 every time it is taken
48 Ink Quartz Rock Functions as an ink pot. To activate, press a long object tip first against the stone and the tip will be immediately covered in ink
49 Insect’s Brooch Jewelry Biting and stinging insects have a 75% chance to ignore you
50 Iron Ring Ring Any item held in the hand wearing this ring will function as an iron dagger
51 Judge Coin Coin If this coin is flipped to determine a dispute between two people, both parties will be forever bound by the outcome
52 Just Cauldron Cauldron A living creature who is boiled alive in this cauldron will either expire normally or will emerge unharmed. This is a test of that person’s guilt where a specific crime is concerned
53 Lake Paper Paper Whatever is written on this paper will only become visible if submerged in a lake or other large body of water
54 Lightning Beads Bead Ten beads. When thrown, a lightning bolt will erupt from the bead, hitting the closest object for d20 dmg
55 Lock Lotion Potion Rub into a non-magical lock to unlock
56 Looting Mask Mask Increases the value of any loot found, as well as the number of coins. Anyone found to possess it is immediately accused of a crime
57 Mortal Ladle Ladle Drinking the blood of a slain foe from this ladle will restore 4 HP
58 Muddled Mirror Hand Mirror This mirror is sentient and will attempt to show glimpses of anything its owner commands it to show, but it is easily flustered and is usually incapable of showing what it is commanded to. Only through severe beration and ridicule will it be able to muster the energy to show what it was commanded to show
59 Murmuring Mixture Potion May use own voice as source of limited telekinesis for 1 day (1 lb of force)
60 Noble Blouse Blouse The wearer of this blouse will, to all appearances, be of high birth and will be afforded the respect a noblewoman deserves. This includes the negative attention of rebels, dissenters, thieves, and other petty nobles demanding to know what house the wearer belongs to.
61 Notched Dagger Dagger If thrown, this dagger will never miss its target, dealing d4 damage and ignoring all armor
62 Octopoid Tunic Chestpiece When the wearer of this tunic submerges himself under water he quickly transforms into an octopus
63 Odious Kite Kite if this kite is flown, the area (and people) beneath is will be blighted with pustual growths
64 Onion Hoe Tool Wherever this hoe strikes soil, a buried onion will be revealed. Creates the onion from an equivalent mass of dirt.
65 Perpetual Rotating Disaster Top If this top is set spinning it will never stop on its own. As long as it spins, everyone nearby will be much more likely to suffer an accident of some sort [Critical failures on a d20 roll of 1-10]
66 Poison Fork Fork Any food eaten with this fork will be laden with poison
67 Poisonous Door Door This normal looking wooden door will poison anyone who attempt to open it without a key
68 Potion of Brief Invisibility Potion d2+1 rounds of invisibility
69 Potion of Sanity Potion Removes one instance of insanity or causes insanity if no insanity is present
70 Potion of the Angry Priest Potion Cleric may prepare +1 spell. Lasts 1 day
71 Rain Jug Jug This jug is 12 inches tall. However much liquid the jug is filled with will rain down across an area several miles wide over the next 12 hours. For example, if it has 4 inches of water in it, the area will receive 4 inches of rain, which would probably cause some flooding. If the jar is left empty, no rain will fall.
72 Record Club Club The names of all those killed by this club are magically inscribed into its surface, as is the name of the one who wielded it at the time of the killing
73 Religious Net Net This net will only ensnare those who do not follow a god, all others may easily disentangle themselves
74 Riveting Rod Rod Hitting this rod against a metal object will cause anyone who hears the sounding of the rod to freeze in place for 2 rounds. After being struck, the rod will continue to softly vibrate and may not be used again for d12 hours
75 Runed Arrow Arrow If it hits, target’s AC is reduced to 12 for duration of battle. Either way, arrow is destroyed
76 Sand Crown Crown When used (worn), this seemingly golden crown turns to sand and falls to the ground where it reforms into a crown. Any gold, silver, or copper item it is placed near will also gain this property. A coin would only turn to sand when it was being used (spent), etc.
77 Sarcastic Basket Basket This basket will make sarcastic remarks whenever it feels like it
78 Screamers’ Potion Potion Voice acts as a minor action ranged weapon of d6 dmg for 1 day
79 Shadowless Salve Lotion Shadow disappears for d4 days
80 Shell Paste Lotion Grow an exoskeleton for 1 hour, increasing AC by +1
81 Shield Kettle Kettle Drinking tea made with this kettle will grant the drinker +1 AC. The tea must be made with wormrose essence and the kettle will make 6 servings.
82 Shielding Orb Orb Floats around user’s head and completely blocks mundane ranged attacks which would have hit. Must decide before damage is rolled. Does not affect area attacks. Destroyed after 3 uses, but may be repaired by a blacksmith if taken in after only 2 uses
83 Shrimp Hatchet Hatchet A 1 inch long hatchet that packs the same punch as a hatchet of standard size
84 Signal Jewel Gem A pair of gems that can appear to be Amber, Emerald, or Ruby. Whoever holds one jewel can at any time change the color of the other jewel.
85 Sky Vest Clothing This vest will change color, predicting the weather for the next few hours
86 Sleeping Powder Powder Allows user to fall asleep under any circumstances, but only if they wish to. 10 doses
87 Soup Armor Chestpiece Any blood spilled from its wearer will not be blood at all, but delicious soup. It still hurts, though
88 Squalid Pouch Pouch Filled with an infinite amount of filth and ichor
89 Stink Juice Potion Smash on ground to cause a major distraction
90 Terror Rod Rod Hitting this rod against a metal object will cause anyone who hears the sounding of the rod to either flee or cower in terror for 1 round. After being struck, the rod will continue to softly vibrate and may not be used again for d12 hours
91 Titans’ Elixir Potion Restores d6+1 HP plus d6+1 Temporary HP
92 Tool Drum Drum This drum can be used in place of any basic tool. If it is played for an appropriate length of time the task requiring the tool will complete itself. The more difficult the task, the longer the drum must be played, starting at 1 minute. The player of the drum must have the ability to complete the task if he had the appropriate tool.
93 Trail Lute Lute If this lute is played by a skilled musician, he (an only he) will see a glowing trail appear, which leads to the subject of his song. If he stops playing the trail will vanish
94 Transgender Tincture Potion Change sex for 1d4 months
95 Treacherous Rope Rope Appears to be normal rope, but if used for climbing it will inevitably uncoil, plunging its user to his death
96 Troll Leather Armor Armor As chainmail, unencumbering
97 Waterstone Gem This gem normally looks like quartz, but if allowed to absorb water will change color to resemble a deep blue sapphire. When clasped against one’s chest, it is drained of color and will restore 3 HP. It must drink enough water for a medium humanoid to charge and can only be used once a day.
98 Whore Bracelet Bracelet This bracelet marks its wearer out as a prostitute, but also increases Charisma by +2
99 Worm Amulets Amulet A pair of amulets which must be worn by two separate people. If one of the wearers is killed, he will instead be spared and the other wearer of the amulet will die in his place
100 Yellow Shield Shield Shield +2, Emblazoned with the yellow sign, unknown curse [Once per session PC must succeed wisdom check or GM controls their character for one round]
A Random Table for a Tabletop RPG

Encounter Generator – Wilderness (Fantasy)

Encounter-Generator---Wilderness-(Fantasy)-CoverThis post is available for FREE (pay-what-you-want) as a high-quality PDF – CLICK HERE

When wandering in the wilderness anything could happen! Start out by deciding on an appropriate level of danger, then roll a d100 on the appropriate table below. Take the result and roll on the indicated table(s) to finalize the encounter.

If a Settlement is rolled up, you can create a village, town, or even an underground city if you are up for it. I have plans to release a settlement generator, so keep your eyes peeled!

Encounter-Generator-Pack-(Fantasy)-CoverThis is also available as part of a fantasy encounter generator bundle- CLICK HERE

Encounter Type (d100)

Danger Lvl 1 Danger Lvl 2 Danger Lvl 3 Result
1-20 1-25 1-15 [People] [Activity]
21-30 26-40 16-40 [Ambush] [Ruse] [Strategy]
31-40 41-55 41-55 [Dangerous Animal] [Size]
41-50 56-70 56-75 [Hazard]
51-60 71-85 76-95 [Of Value]
61-65 86-90 96-99 Settlement
66-100 91-100 100 [Benign]

People (d100)

Roll People
1-3 1d4 Bandit(s)
4-6 1d4 Cattle rustler(s)
7-9 1d4 Fishermen
10-12 1d4 Herdsmen
13-15 1d4 Horse Thieve(s)
16-18 1d4 Military Scout(s)
19-21 1d4 Native(s)
22-24 1d4 Outlaw(s)
25-27 1d4 Pirate(s)
28-30 1d4 Prospector(s)
31-33 1d4 Refugee(s)
33-36 1d4 Religious Pilgrim(s)
37-39 1d4 Sailor(s)
40-42 1d4 Traveler(s)
43-45 1d4 Missionary(ies)
46-48 1d4 Treasure Hunter(s)
49-51 1d4+1 Adventurers
52-54 1d6 Gypsy(ies)
55-57 Bounty Hunter
58-60 Fugitive
63-66 Hermit
67-69 Hunter
70-72 Master Thief
73-75 Merchant
76-78 Merchant w/ 1d4+1 Guards
79-81 Military patrol: 1d4+2 strong
82-84 Naturalist with 1d4 Assistants
85-87 Outcast
88-90 Ship’s Captain with 1d4 Sailor(s)
91-93 Sniper
94-96 1d4+1 Members of a Surveyor Team
97-99 Thief

Activity (d100)

Roll Activity
1-2 Arguing with someone
3-4 Bathing
5-6 Being chased
7-8 Bound and gagged
9-10 Branding an animal
11-12 Burying something/someone
13-14 Chasing someone
15-16 Crying
17-18 Destroying something
19-20 Digging
21-22 Drawing in ground
23-24 Drumming
25-26 Drunk
27-28 Dueling
29-30 Eating
31-32 Fatigued
33-34 Feverish
35-36 Fighting
37-38 Fishing
39-40 Hiding something/someone
41-42 Hunting
43-44 Injured
45-46 Killing something/someone
47-48 Lost
49-50 Meditating
51-52 Moving blockage in path
53-54 Needs help with something off of the path
55-56 Negotiating with someone
57-58 On a quest
59-60 Planning
61-62 Playing a game
63-64 Playing an instrument
65-66 Praying
67-68 Purchasing something
69-70 Pursued by Bandits
71-72 Questioning someone
73-74 Recently ambushed
75-76 Recently robbed
77-78 Repairing Vehicle
79-80 Resting
81-82 Searching for something/someone
83-84 Sick
85-86 Singing
87-88 Sleeping
89-90 Smoking a pipe
91-92 Smoking an animal carcass
93-94 Studying
95-96 Tracking
97-98 Training
99-100 Wounded

Ambush (d100)

Roll Result
1-30 Bandits
31-40 Military patrol
41-50 Natives (Hostile)
51-60 Outlaws
61-65 Cattle rustlers
66-70 Gypsies
71-75 Pirates
76-80 Sailors
81-85 Sniper
86-90 Bounty hunter
91-95 Assassin
96-100 Master Assassin

Ruse (d100)

Roll Result
1-25 No Ruse
26-50 Block Path
51-65 Choke Point
66-75 Disabled Vehicle
76-80 Disguise
81-85 Infiltrate Group
86-90 Injured/Sick Person
91-95 Lure Off Path
96-99 Natural Hazard
100 Trapdoors

Strategy (d100)

Roll Result
1-25 Rush in
26-45 Snipe from afar
46-65 Spring out from concealment
66-80 Set up traps
81-85 Drop nets
86-90 Drop from above
91-95 Throw grenades
96-100 Poison

Animal (d20)

Roll Result
1 Alligator
2 Baboon
3 Badger
4 Banana Spider
5 Bear
6 Big Cat
7 Boa Constrictor
8 Cape Buffalo
9 Elephant
10 Giant Rat
11 Gorilla
12 Hippopotamus
13 Komodo Dragon
14 Moose
15 Scorpion
16 Venomous Snake
17 Wild Boar
18 Wild Dog
19 Wolf
20 Wolverine

Size (d20)

Animal is of Normal size unless the roll is above the threshold for the chosen danger level, in which case the animal is Dire.

Danger Level Roll Threshold
Danger Level 1 18+
Danger Level 2 14+
Danger Level 3 10+

Hazard (d100)

Roll Result
1-20 Trap
21-35 Bad Water
36-50 Crevasse
51-65 Storm
66-75 Heatwave
76-80 Earthquake
81-85 Forest Fire
86-90 Poisonous Fumes
91-95 Quicksand
96-100 Rockfall

Of Value (d100)

Roll Result
1-25 Food
26-40 Standard Loot
41-55 Helpful Clue/Pointer
56-70 Coin purse
71-85 Dead people
86-92 Natural Resource
93-97 Dead Poisonous Animal
98 Dungeon
99 Exactly what is needed
100 Fancy Loot

Benign (d20)

Roll Result
1 A body hangs by the neck from a tree branch
2 A post with an unoccupied hanging cage
3 Several arrows stick out of a dead animal
4 An old trail of blood across path
5 A brush fire is slowly moving this way
6 Long dead remains of a soldier are pinned to a tree
7 Weathered stone circle off path
8 Coals from a recent, large campfire
9 Strong smell of wildflowers
10 Strong smell of cooking food
11 A quick succession of twigs snap
12 Strange, large tracks across path
13 Vultures circle overhead
14 An arrow is sticking from a tree
15 Unknown/strange writing on standing stone
16 Sudden temperature drop
17 Path is blocked
18 Choke Point in trail
19 Destroyed Caravan
20 Natural Hazard off path, easily avoidable
A Random Table for a Tabletop RPG

Espionage Mission Generator

Espionage-Mission-Generator-CoverThis post is available for FREE (pay-what-you-want) as a high-quality PDF – CLICK HERE

This generator will work in any setting / genre in which an espionage mission is called for. It’s results are vague enough that you can easily supply your own details to fit your world, but specific enough that you don’t have to come up with everything yourself. The below “mad-libs” style sentence will help you understand your random results. Whenever you see a [bold] word in the sentence, it refers to the random table of the same name. All you have to do is roll on that table and insert the result into the sentence at that point!

The mission is to [Mission] via [Method] in [Locale]. Resistance will come from [Enemy], but an ally can be found in [Ally]. Potential Intelligence can be uncovered via [Intelligence Source], revealing [Intelligence]. Completion of this mission will result in the gain of [Reward]. Possible Twists and Turns include: [Twists and Turns].

This post is also available in PDF format as part of a Mission Generator Bundle (Espionage and Military Missions) – CLICK HERE

Mission

Roll a d2. One a 1, the mission is Offensive, on a 2 it is Defensive. e.g. if “Rescue Target” is rolled Offensively, the PCs want the target to be rescued, but if it is rolled Defensively, the PCs must prevent a target from being rescued.

Result Roll (d2, then d12)
Turn Enemies 1
Implicate Enemies 2
Plant Intelligence 3
Gather Intelligence 4
Silence Witnesses 5
Steal/Destroy Supplies 6
Kidnap or Kill Target 7
Rescue Target 8
Uncover Traitors 9
Cause Chaos 10
Deliver Intelligence 11
Reconnaissance 12

Method

Result Roll (d100)
Infiltration 1-35
Socializing 36-60
Investigation 61-85
Escorting a Target 86-95
a Direct Assault 96-100

Locale

Result Roll (d100)
a City 1-35
a Town 36-60
the Civilized Countryside 61-80
the Wilderness 81-85
a Fort 86-90
an Estate 91-95
a Ship 96-100

Enemy

Result Roll (d100)
Regular Military 1-35
Mercenaries 36-55
Civic Leader 56-70
Loyalist Civilians 71-85
Deserters 86-90
Rebel Military 91-95
Counter-Spies 96-100

Ally

Result Roll (d100)
[Roll on Civilian Table] 1-60
Regular Soldier 61-70
Rebel Soldier 71-80
Criminal 81-90
Mercenary 91-100

Intelligence Source

Result Roll (d100)
Interrogation 1-25
Reconnaissance 26-45
a Journal Entry 46-60
a Refugee 61-75
a Personal Letter 76-85
Sealed Orders 86-95
a Traitor 96-100

Intelligence

Result Roll (d100)
Troop Details 1-25
Enemy Orders 26-45
Supply Details 46-65
Damning Documents 66-80
Grand Strategy 81-90
a Cypher 91-95
Spy Network Info 96-100

Reward

Result Roll (d100)
a Cache of Supplies 1-15
Rebellion Influence 16-30
Enchantments 31-45
a Magical Item 46-60
Recruits 61-75
Officer Information 76-90
a Unique Item 91-95
NPC Rumors 96-100

Twists and Turns

Result Roll (d100)
Ambush 1-3
Another Enemy, hostile to all, appears 4-6
Assemble and/or train a force to help 7-9
Bad intelligence 10-12
Commander KIA 13-15
Conflicting orders from two superiors 16-18
Cowardice 19-21
Enemy’s cause is sympathetic 22-24
False Flag Operation 25-27
Family in danger 28-30
Greed 31-33
Local militia helps or hinders 33-36
Midway through, PCs are replaced 37-39
Mistaken Identity 40-42
No collateral damage allowed 43-45
Personal Rivalry 46-48
Red Herring 49-51
Reinforcements 52-54
Revenge 55-57
Sickness 58-60
Stranded 63-66
Supplies sabotaged 67-69
Terrible weather 70-72
The enemy can’t be beaten directly 73-75
The goal has moved 76-78
Must be done without alerting anyone 79-81
PCs and ally have conflicting orders 82-84
Traitor 85-87
Traps 88-90
Two bad things, only one can be stopped 91-93
Unwanted Ally 94-96
Urgent new mission arises 97-99

Civilian

Result Roll (d100)
Accountant 1
Acrobat 2
Actor 3
Animal Trainer 4
Apothecary 5
Arbiter 6
Armorer 7
Artist 8
Baker 9
Barber 10
Beekeeper 11
Begger 12
Blacksmith 13
Brewer 14
Butcher 15
Candlemaker 16
Carpenter 17
Cartographer 18
Charcoalmaker 19
Cheesemaker 20
Chimney Sweep 21
City Official 22
Clergyman 23
Cook 24
Courtesan 25
Crier 26
Dancer 27
Diplomat 28
Dockmaster 29
Dockworker 30
Doctor 31
Driver 32
Duelist 33
Executioner 34
Falconer 35
Farmer 36
Farmhand 37
Fence 38
Fisherman 39
Forester 40
Fortuneteller 41
Fugitive 42
Gardener 43
Glassblower 44
Gravedigger 45
Guardsman 46
Healer 47
Herbalist 48
Herder 49
Horsebreeder 50
Houndsman 51
Hunter 52
Jailor 53
Jeweler 54
Laborer 55
Lawyer 56
Leatherworker 57
Librarian 58
Locksmith 59
Maid 60
Mason 61
Mercenary 62
Merchant 63
Midwife 64
Military Officer 65
Military Scout 66
Miner 67
Missionary 68
Moneylender 69
Musician 70
Naturalist 71
Painter 72
Perfumemaker 73
Preacher 74
Prostitute 75
Quack Doctor 76
Sailor 77
Scholar 78
Scientist 79
Scribe 80
Servant 81
Shepherd 82
Ship Captain 83
Shipwright 84
Shopkeeper 85
Smuggler 86
Soldier 87
Squire 88
Stableman 89
Tattoist 90
Tavern Wench 91
Tavernkeeper 92
Tax Collector 93
Taxidermist 94
Teacher 95
Torturer 96
Treasure Hunter 97
Vermincatcher 98
Weaponsmith 99
Woodsman 100