Below is a Random Table full of potential ideas for Financial Dilemmas and Predicaments that could keep those Characters a little more Cash-Strapped. I suppose this could be used for saddling those Starting Characters with a bit of Debt that could help explain their motivation to go in search of Treasure and its associated Dangerous Situations. Might also be handy in conjunction with Carousing or associated with more Picaresque Play, where time elapses between Adventures, and we need a convenient explanation for why everyone’s “broke” again.
d4 Caltrops
Blognard?
Saturday, June 21, 2025
Thursday, June 19, 2025
d100 - Hireling Hobbies or PC Pastimes
For a little diversion, here’s a table that contains a hundred ideas for Hobbies/Pastimes that might be useful for adding to Characters. Whether we’re decorating downtime descriptions, or coloring a Camping situation, I find that these can sometimes add a bit of fun details to Retainers and Hirelings, but I thought why not open this up to Player Characters as well? This might make a good Player Facing “roll or choose” type table for any Player looking to add a little more detail or embellishment to help elaborate on what their Character might find amusing or rewarding in that little bit of “spare time” they might get before, during, and after Adventuring.
Whether or not any of these passive pursuits merit tangible or mechanical impacts on the Game and its assorted Challenges however is something I’d rather leave as an exercise for the Table. I can see a few coming up in certain specialized situations, but it’s always more fun to Play in order to find things out!
Thursday, May 15, 2025
d100 – Wilderness Woes & Hinterland Hazards
Journeys through those Wilder Places can sometimes be Challenging and Dangerous in addition to being full of Wonder and Discovery. When Stocking Hexes one of the results from my “repurposed” Dungeon Overland Stocking Table is something I’ve come to refer to as a “Hazard.”
The Hazard is a Hex Feature that might create problems for a Party that is traversing an area. These are usually more static features than your typical Encounters or Lairs, and their primary purpose is to create more of those wonderful Choices and Decision Points that make Overland Travel more memorable. These may deplete Supplies, impact other Resources such as Time (by creating Delays or Detours), or even just be downright Deadly. Just as with Traps tenderly placed in a Dungeon Room, the more Dangerous or Impactful something is, the more attentive I would be to Telegraph it in some way. I find that ensuring that your Local Rumor Tables have a few entries dedicated to a nearby Hazard are also incredibly useful for this.
Saturday, April 12, 2025
d100 - Magic Tools
Here are some ideas for Magical Qualities that can be incorporated into some of the various Tools and Implements that might find their way into a Character’s Equipment. While Wonders are usually confined to Weapons & Armor for dealing with challenges associated with Combat, sometimes having the Right Tool at hand for a specific task is more interesting, especially if the tool in question has these sorts of unconventional features and benefits.
Tuesday, February 18, 2025
d100 – Swansong Abilities
During the earliest days of this Hobby a Referee named Mark Swanson devised a few Random Tables that would become known as “Swanson Abilities” or “Swanson Powers.” Rolling on these granted a Character an interesting minor feature or flaw that would set them apart from otherwise remarkably similar starting Characters of a given Class.
Some time ago, I set about devising my own Random Tables for this (and you can see some of the results in tables like my Fighter Features for Variegated Veterans) but I couldn’t shake my amusement with a silly bit of wordplay that came to mind. I began musing about a table of “Swansong Abilities” using that metaphorical phrase invoked to represent that terminal gesture or surprising effort just before Death or Retirement. These would be benefits or boons that take place exactly once, upon a Character’s often Untimely Demise, perhaps better if they were not known in advance, but instead diced right at that final, fatal moment.
The results of this somewhat somber wool gathering are contained in the Table below. We tend to see many tables devoted to grisly Deaths and gruesome Dismemberment, so I felt it necessary to provide a bit of balance to those. What if that Character's passing could turn the tide or grant gifts to the rest of the Party to make mortality more memorable in other ways?
Friday, February 14, 2025
d66 - Why Are They Friendly? Reaction Roll Elaborations
It has happened to all of us who enjoy the Procedures of these earlier presentations: You throw those two dice for that Oracular Reaction Roll and are greeted with Box Cars. While the triangular distribution is designed to make this rather rare, a plucky Player Character with a higher Charisma Score can also often increase the frequency.
Suddenly you have a “Friendly” Reaction Roll and sometimes this might leave you at a loss. Up until that toss, these were potentially Dangerous Denizens! So how do we interpret that sudden shift in the situation? Here is a table with some ideas for why that Monster might be Friendly. I decided to keep this at 36 entries with a d66, since that 2d6 thrown for the Reaction Roll is more likely to be closer to hand and faster to re-roll. This might see a re-visit at some point to pad it out to a complete d100.
As always, some might require a little tinkering to work with certain Foes, but occasionally those results that seem incongruous on the surface can be a springboard to more interesting places. Even just keeping a few of these in the Referee’s back pocket “just in case” might help inform this kind of emergency improvisation.
Thursday, February 13, 2025
d100 - Faction Features
Usually as I’m stocking a Dungeon or a Hex with a particular group of Humanoids, I want to attempt to associate them with a specific Faction or Group. Giving them this distinction makes for more useful Rumors, Hooks, and far more interesting interactions down the road when an encounter occurs in Play. Giving these groups Names makes it easier to refer to them, and I often like to try and add something Distinctive that might set them apart from other societies or similar Encounters.
The first two columns of this Table are to assist with generating a Name or even Iconography for the Faction, while the third contains ideas for that “special feature” that might make them a bit more unique.
I have included a quick Perchance generator below for easy output:
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