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Showing posts with label list. Show all posts

1d30 Magical Tattoos



Every tattoo is a ritual in its own way. Each has its unique meaning, purpose, and circumstances that make it important to the person carrying them. They all have an effect on their wearer, but sometimes they have an effect on the world too.

Making a magical tattoo isn't as easy as inking the image on your skin. Depending on what it'll do you may need specific additives for the ink, to tattoo it at a certain time, specific tools, and someone with the skill and knowledge to do it at all. Each has different requirements but if you do your homework and hunt down all the supplies they're possible.

Some you may have seen in the wild (and not recognized) are:

1 Waves on the soles of the feet. Lets you walk on liquids. Usually used for water, but also works on acid, lava, oils, or any other fluid. Doesn't protect against anything but sinking though.

2 Tramp stamp of a bedroll and pillows. Creates a soft force field that supports you 6" above the ground to let you sleep comfortably on any surface.

3 Spiderwebs around the wrists and down the backs of the hands. Lets you draw silk from your hands as if you had spinnerets. You have to eat extra protein to replace what you use, double the mass of the silk you make on top of your normal diet. Or just eat the silk once you're done with it.

4 Gills, arcing behind both ears for freshwater or as slits running down the neck for saltwater. You can only have one type. Lets you breathe underwater, but you can't breathe air while it's active.

5 Hyena jaws stretching ear to ear around the mouth and across the chin. Lets you eat anything organic without trouble.

6 Ship's anchors on the back of each calf. You can't be moved against your will.

7 Moth wing eyespots on both palms. Cause terror in whoever sees them both at once.

8 Full back piece of intertwined snakes. You can shed your skin to heal wounds and regrow lost body parts. Have to eat only raw meat for a month after using it.

9 Tombstone over the heart, inscribed with your full real name and a date. You'll die at midnight on that date and not a second before no matter what happens to you.

10 Half of a chalice on the back of each hand. When you cup your hands they'll start to fill with water. It's as clean as your hands are. If you're drunk they'll fill with wine.

11 Crown of lit candles across the forehead. Glows softly, gives just enough light to see by and can't be turned off.

12 Tiny lockpicks and keys along the sides of the fingers. Lets you open locks by touch, but if you slip in a way that would break a pick it breaks your fingers.

13 Shoulder piece and upper sleeve of leaves blown on the wind. Deflects flying objects, creatures, and other projectiles away from you.

14 Circle of yew trees with gnarled roots between the shoulder blades. Tethers your soul to your body so it can't be stolen, drained, forced out, or slip away when you die.

15 Three concentric circles at the base of the skull. Negates all defenses against possession.

16 Fine chains wrapped around the throat. You can only speak the truth. Everyone recognizes what this tattoo means.

17 Fine chains wrapped around the tongue and across the inside of the mouth. What you say becomes the truth.

18 Stream of sudsy water and bubbles spiraling down the forearm. Your skin repels dirt, grime, and other filth.

19 Roaring bonfire with smoke curling around the calf. You can easily light fires using anything, no matter how wet or hard to start it should be.

20 Butterfly on the ankle. You can't become intoxicated.

21 Bouquet of yarrow and ferns on the thigh. You don't bleed when you're cut.

22 Constellations of tiny stars and suns around the eyes and across the eyelids. Lets you see lies and through illusions.

23 Burning incense at the base of the throat and plumes of smoke wrapping around the neck. Lets you speak any language but not understand them.

24 Coin purse on the hip. You can put small objects and coins inside for safekeeping. There's no way to see what's already inside and you have to root around to retrieve items.

25 Lines of stitching running over and around the entire body at the joints, separating it into discrete segments. You can detach parts of yourself along each line and rejoin them at will.

26 Two roses twined in briars on the sternum. Always inked in pairs. Lets you know if the other wearer's alive, where they are, and how they're feeling at all times.

27 An eye on the inside of each wrist, one open and one closed. Uncover the open eye and all attention is drawn to you, uncover the closed eye and people's awareness slides right past you.

28 Tally marks, always in a highly visible place. Starts with just one and others appear each time you do a specific action or task. The parameters are set by the tattooer and can be anything you've done once before. There's no way to tell what it is just from the marks.

29 Pi symbol on the bottom of the big toe. If you die there's a 6-in-10 chance it was a doppelganger who died, not you.

30 Ring of mushrooms around the waist. You can leave faerie at any time.



1d30 Obscure Power Words



1 Vogue

2 Scrunch

3 Wiggle

4 Invert

5 Geld

6 Shimmy

7 Finagle

8 Mosey

9 Citation

10 Siphon

11 Krill

12 Itch

13 Authenticate

14 Rotate

15 Flex

16 Shuffle

17 Snack

18 Kvetch

19 Schedule

20 Orifice

21 Leak

22 Launch

23 Yodel

24 Saute

25 Baste

26 Slop

27 Encrust

28 Depilate

29 Mambo

30 Puppies

1d12.12 Things that washed up on the shore


1.1 Globster
1.2 Seaweed
1.3 Whale (beached, alive)
1.4 Whale carcass
1.5 Giant squid
1.6 Colossal squid
1.7 Pod of dolphins
1.8 Airplane
1.9 Airplane debris
1.10 Rowboat
1.11 Yacht
1.12 Container ship
2.1 Seafloor mine
2.2 Submersible (3-person)
2.3 Submersible (crushed)
2.4 Submarine (nuclear)
2.5 Shipping container
2.6 Crates
2.7 Styrofoam cooler (empty)
2.8 Styrofoam cooler (full of beer)
2.9 Styrofoam cooler (organ transplant transport)
2.10 Nets
2.11 Fishing floats
2.12 Crab pots
3.1 Kayak
3.2 Driftwood
3.3 Beer cans
3.4 Plastic bottles
3.5 Glass bottles
3.6 Pool noodle
3.7 Plastic trash
3.8 Plastic bags
3.9 Bottle caps
3.10 Pill bottles
3.11 First aid kit
3.12 Foil emergency blanket
4.1 Flare gun
4.2 Flares
4.3 Flare gun and flares
4.4 Signaling lantern
4.5 Compass
4.6 Shark
4.7 Shells
4.8 Nautiluses
4.9 Alewife die-off
4.10 Oar
4.11 Anchor
4.12 Shipwreck planks
5.1 Rope
5.2 Tarp
5.3 Life jacket
5.4 Life ring
5.5 Life boat (occupied)
5.6 Inflatable raft (intact)
5.7 Inflatable boat (deflated)
5.8 Captain's log
5.9 Sea charts
5.10 Map
5.11 Treasure map
5.12 Shortwave radio
6.1 Coconuts
6.2 Fish (hundreds)
6.3 Eels
6.4 Jellyfish
6.5 Coral
6.6 Conesnail
6.7 Starfish
6.8 Crabs (thousands)
6.9 Crab (giant)
6.10 Swordfish
6.11 Oarfish
6.12 Anglerfish
7.1 Sea serpent
7.2 Nessie
7.3 Kraken
7.4 Cursed idol
7.5 Ship's safe
7.6 Strongbox
7.7 Suitcase
7.8 Sea chest
7.9 Emergency beacon
7.10 Vessel's black box
7.11 Rusted hulk
7.12 Galleon
8.1 Tanker ship
8.2 Oil barrel(s)
8.3 Fresh water barrel
8.4 Gas can
8.5 Surf board
8.6 Flip-flops/sandals
8.7 Sneakers
8.8 Boots
8.9 Clothes
8.10 A body
8.11 A head
8.12 Body parts
9.1 Coffin (empty)
9.2 Coffin (sealed and chained)
9.3 Sarcophagus
9.4 Survivors/castaways
9.5 Ship'scat
9.6 Dog (terrier, stubborn)
9.7 Pig
9.8 Giant tortoise
9.9 Albatross
9.10 Penguins
9.11 Seagulls (parts)
9.12 Oysters/clams (with pearls)
10.1 Smooth rocks
10.2 Seaglass
10.3 Ship in a bottle
10.4 Toy boat
10.5 Kite
10.6 Beach ball
10.7 Plastic bucket
10.8 Doll
10.9 Rubber duckies (12d12+10d100 over 1d30 days)
10.10 Banjo
10.11 Towel
10.12 Bucket hat
11.1 Tricorn hat
11.2 Trucker's cap
11.3 Broken spectacles
11.4 Binoculars
11.5 Telescope/spyglass
11.6 Syringes
11.7 Fishhooks
11.8 Lures
11.9 Bobbers
11.10 Fishing line
11.11 Sailcloth
11.12 Log raft
12.1 Ledger
12.2 Journal/travelogue
12.3 Grimoire
12.4 Demon-controlling bracelet
12.5 Sword
12.6 Treasure chest
12.7 Coins
12.8 Gym/duffle bag full of cash
12.9 Bales/bricks of contrband
12.10 Bathysphere (empty)
12.11 Satellite/re-entry capsule
12.12 Cruise ship (abandoned)


1d66 Why did they leave?



Sometimes out in the world you'll come across an abandoned city, town, neighborhood, or homestead. No matter what scale, you can tell that people lived there once and now they don't.

Moving is hard. Happy, comfortable, thriving people usually don't uproot their entire lives and leave for the uncertainty of elsewhere on a whim. There was a reason they left and a reason they haven't come back. Why?

(d66, roll 2 d6's and treat each value as a digit instead of adding them together)

11 The well went dry.
12 Too many years of drought to keep going.
13 Famine from the blight.
14 Fled the rat flood.
15 Earthquakes used to be rare, but now the tremors are frequent and getting worse.
16 The underground fires burning through the mines keep spewing fumes and causing unpredictable sinkholes.
21 Everything burned and they never rebuilt.
22 Weather's changed to unending lightning storms, tornadoes, and floods.
23 The plague took too many to keep the place together.
24 The dire skuas' migration routes shifted to pass directly overhead.
25 A roc established its aerie nearby and claimed the area as its territory.
26 The mine's played out.
31 The factory closed down.
32 The water's overfished to extinction.
33 The company dug too deep and woke the sleeper.
34 Whole county's been polluted by industrial waste. Air, water, and soil's toxic as can be.
35 Reactor melted down, everything's contaminated and will be for the foreseeable forever.
36 The arcane and alchemic contamination from the war is irreversible.
41 A wizard moved in just across the river.
42 The bandits in the hills are getting bolder and the governor's not doing anything about it.
43 There's rumors of an army on the way.
44 The new baron's exorbitant taxes are untenable.
45 The new governor is a tyrannical monster.
46 They were all conscripted and driven on a forced march elsewhere.
51 They were forced to relocate in preparation for a new dam and reservoir. Construction's been delayed for years but not canceled so they're not allowed to return.
52 They were forced out to make way for a new "urban revitalization" development, then the project stalled.
53 Vampire preying on the locals ate the place down to zero.
54 Alien abductions and cattle mutilations are happening almost every week now.
55 Whole place is haunted, ghosts everywhere you look. Wasn't always like that, but what can you do?
56 Area's cursed so the sun doesn't rise.
61 Area's cursed so that nothing can be born, grow, or die.
62 Increasing incidents of spontaneous resurrection.
63 Increasing incidents of spontaneous combustion.
64 The land just hasn't been right since the meteor fell.
65 They're all infected with the fungus. It sent them out and has no reason to recall them.
66 They're still there, they just exist on a different plane of reality now and are imperceptible.

1d100 Fronts



Those unassuming local joints that run the real business out of the back.

1 24-hour diner
2 Restaurant
3 Michelin starred restaurant
4 Bar
5 Karaoke bar
6 Brewery
7 Vineyard/winery
8 Cafe
9 Teahouse
10 Nightclub
11 Stripclub
12 Liquor store
13 Butcher
14 Caterer
15 Bakery
16 Spice/tea shop
17 Gourmet grocery shop
18 Chocolatier
19 Ice cream shop
20 Bodega
21 Dry cleaners/laundry
22 Laundromat
23 Hair salon/barber shop
24 Nail salon
25 Spa
26 Yoga studio
27 Rock climbing gym
28 Gym
29 Boxing gym
30 Martial arts school
31 Urgent care
32 Pharmacy/drug store
33 Vet
34 Pet supply store
35 Exotic pet shop
36 Zoo
37 Tourist shop
38 Casino
39 Themed wedding chapel
40 Film studio
41 Recording studio
42 Theater/opera
43 Movie theater
44 Video rental store
45 Museum
46 Art gallery
47 Rare coin dealer
48 Antique shop
49 Consignment shop
50 Flea market
51 Bookstore
52 Comic shop
53 Record store
54 Boutique
55 Stationer's
56 Metaphysical supply store
57 Costume shop
58 Sex shop
59 Florist
60 Auction house
61 Pawn shop
62 Magic shop
63 Bike shop
64 Skate shop
65 Toy store
66 Doll hospital
67 Church
68 Sheriff's office
69 Radio station
70 Electronics repair shop
71 Vacuum repair shop
72 Hardware store
73 Autoparts store
74 Scrapyard
75 Mechanic's/garage
76 Car wash
77 Gas station
78 truck stop
79 Canoe/kayak livery
80 Hiking outfitters
81 Campground
82 Motel
83 Bed and breakfast
84 Furniture store
85 Storage unit facility
86 Print shop
87 Courier
88 Tattoo parlor
89 Bingo parlor
90 Pool hall
91 Arcade
92 Laser tag
93 Bowling alley
94 Roller rink
95 Batting cages
96 Racetrack
97 Go-kart track
98 Golf course/country club
99 Mini golf course
100 Amusement park


1d60 Rumors about the hermit



It's a sad pattern in human behavior that we distrust anyone who lives too far outside society. We're nosy bastards and if you have the temerity to live alone in your little cottage in the woods or seclude yourself in your grand old ancestral home (that neighborhood kids insist is haunted) and just exist without regularly coming out to make the right sociable noises people start to talk. They've got to know what your story is, even if they have to invent it themselves.

Most of the time it's not true. Just pure fabrication or at best a misunderstanding that spiraled out of proportion.

If you ask the townsfolk about the local recluse they'll say that they...

(Roll d60 1d3 times, if you don't have a d60 roll a d30 and a d6. If the d6 is even read the d30 as-is, if it's odd add 30 to the d30's value.)

1 Are a witch
2 Have the evil eye
3 Bear an unknown curse and live apart to keep from spreading it
4 Brew medicines and potions that always work
5 Are an unsurpassed healer
6 Can lift any curse
7 Can see ghosts
8 Know the true names of several demons and spirits and speak with them regularly
9 Have a secret fortune hidden away nearby
10 Are a criminal hiding from their past
11 Are a noble in hiding
12 Are a noble in exile
13 Were a king once
14 Have a bounty on their head
15 Were a great warrior, forced to retire by a near-mortal wound
16 Have all kinds of artifacts and strange things collected during their travels
17 Are searching/digging for something in the woods
18 Host mysterious gatherings on the new moon
19 Have strange cloaked visitors coming and going at all hours
20 Are building something in their shed out deep in the forest
21 Found a lost mine in the hills and have been working it in secret
22 Sneak down to the cemetery at night, but nobody sees them come or go
23 Have an understanding with the goblins and ghouls to pass freely through their territory
24 Throw a coin in the well every overcast night
25 Can locate lost objects and property
26 Can tell the future
27 Can see when and how a person will die
28 Can read the guilt or innocence in your soul and know what you did
29 Can talk to animals and use them as informants and servants
30 Can take the form of any beast at will
31 Are a goat in human form
32 Are a werewolf
33 Are the one who leaves gifts and food around town in the night
34 Only eat raw hearts and offal
35 Are raising something out in the woods, leave food for it every day
36 Are a heretic priest in exile
37 Are the only priest of a forgotten god
38 Keep a purple fire burning in a secret altar
39 Are an alchemist working in secret
40 Have a library of priceless rare books
41 Were a pirate in their youth
42 Are a retired master thief and still maintain their contacts
43 Made an enemy of a god by stealing from its temple
44 Own a priceless work of art/ancient lost masterpiece
45 Are a retired assassin
46 Are an active assassin with a sideline in demon hunting
47 Can't be harmed by fire or water
48 Can repair anything you bring them that's broken and prioritizes fixing toys
49 Can restore the dead to life
50 Are a vampire
51 Are the keeper of a magic sword and waiting for someone pure of heart to entrust it to
52 Are a wizard and secretly guard the town from calamity
53 Mediate with the fae for the town. They can intercede on your behalf too if you ask.
54 Can call rain and cause storms and drought
55 Must be respected or they'll blight the crops again
56 Are the reason monsters don't dare come near the village
57 Are a demon/spirit/ghost
58 Don't have a face. They stole someone else's and wear it like a mask.
59 Are keeping a demon sealed away. When they die it'll be freed.
60 Are immortal. They've been living here forever, changing their identity and pretending to be their own descendants with each new generation.


It's... (d30, roll once for each rumor)

1-13 Not true
14-19 A misunderstanding
20-24 Not far off from the truth
25-29 True!
30 True and actually way weirder than they could imagine


1d30 Trail Markers and Blazes


Well-maintained roads with regular signs and mile markers to navigate by are a luxury that most travelers take for granted until they head out into more remote territory. But even less manicured routes, from small country lanes to dirt tracks that are little more than game trails, still need some kind of distinctive marks to let you know you're going the right way and still on the path at all. Out here they have:

1 Geometric patterns of cuts and chops that are easy to gouge into tree trunks and rock. They're simple to read once you've learned the code.

2 Bright neon spray paint blazes, all marked at a kid's eye level.

3 Bunches of rags, streamers, and ribbons tied to tree branches. The pieces are longer and more numerous as you approach towns.

4 Strings of glass beads and round glass suncatchers hanging from the forest canopy. They are always blue. Do not follow any other color.

5 Continuous lines of twine, wire, plastic tape, rope, or cable strung through the woods tied around trunks and branches. Locals can tell you what the material should be. If it changes or the line breaks turn back immediately.

6 Faces carved into tree trunks and boulders. They come in sets of two with one looking each way down the path. Some locals swear they change expressions, it's just too slow to notice easily.

7 Stumps and boulders that have been carved into deceptively comfortable thrones. Ask politely before sitting.

8 Precisely-stacked cairns. Anyone caught building a false or unauthorized cairn is stoned and buried during the construction of a new, properly-placed one.

9 Petroglyphs of the local animals, some long extinct, all depicted facing away from town. They're re-etched every year to keep them fresh and lichen-free.

10 A series of menhirs and standing stones. They weren't placed to mark the road, the road grew as people traveled to visit them.

11 Large table-like flat slabs of stone set beside the path. Their surfaces are all around waist height, perfect for setting down a burden for a quick rest.

12 Polished white stone plates set in the center of the path that reflect the sun and moonlight.

13 Brass tags nailed to tree trunks and convenient boulders, each stamped with the trail name and a mile mark.

14 Thin wood stakes with scraps of fabric or ribbon tied around them and stuck on either side of the trail like boring slalom gates. Sometimes the stakes break and are replaced with whatever random sticks are at hand.

15 Chest-high 3" square cedar posts that are set exactly 3 miles apart and sturdy enough to securely hitch horses and livestock. Their surfaces are charred to weatherproof them, then painted with horizontal white stripes.

16 Round poles, usually between 8' and 20' tall, made of wood, stone, brick, or metal as local resources allow. There's no code regulating their design so some are richly decorated, some simple, some dilapidated and almost falling over, but they're always placed properly along the road.

17 Life-sized statues of figures in archaic costume pointing the direction of the road and making gestures warning about upcoming hazards. The gesture code is highly stylized and ancient with some of it being centuries out of date.

18 Knee-high statues of the imperial dancing goat carved from local marble and set on concrete plinths. Their poses vary by province but the front hooves always point towards the capitol.

19 Man-sized stone lanterns spaced half a mile apart, each with a constantly-burning gas flame that illuminates the road and roadside for several hundred feet. The fuel reservoirs are buried 12' below each lantern, fed through a black iron pipe and topped off every few weeks.

20 Small artesian wells placed just far enough off the road to stay free of dust. Most have basins lined with hammered copper or light blue glazed tile, but some are thought to have healing water and made with unworked white stone.

21 Flowering crabapple trees that are pruned into distinctive unnaturally angular shapes. They're relatively short-lived by tree standards so their successors need to be grown in overlapping cycles. This means the active markers shift a short distance east along the road every 80 years or so once the old tree dies.

22 Albino oak trees that only grow within 30' of the trail. Their acorns won't germinate if you try to start them anywhere else.

23 Freestanding stacked stone archways. There's not always an obvious beaten path between them, just the ritual doorways that mark the way.

24 Clusters of bronze sleigh bells hung from the tree branches. They're traditionally mid-range tones, never high and tinkling or low and resonant.

25 Holes bored into the cliffsides that whistle like pipes when the wind blows.

26 Colorful long-tailed box kites tethered with lightweight steel chains that fly hundreds of feet in the air. Sometimes they break loose or get hit by lightning and cause minor havoc before eventually being replaced.

27 Ceremonial middens that started as haphazard piles of broken cart wheels, ruined gear, and other trash discarded along the roadside. Over the centuries they've developed into a formal ritualized system with travelers contributing material for luck when they pass.

28 Head-high columns with prisms set on top that shine beams of light in each direction down the path. The prisms seem like they're made of glass but are almost impossible to scratch.

29 Animated skeletons bolted on to iron posts. They're able to give directions and answer basic question but can be rude.

30 Swarms of magic lights that appear and harry you back to the trail if you wander off-track. Completely blind their targets to everything except the way back.



1d30 What the ghost needs to pass on/rest in peace


1 Let them into the house and accept them into the family

2 Find their remains and return them to hallowed ground

3 Give them a proper funeral in accordance with their faith

4 Greet them by name and acknowledge them

5 Recite the full saga of their life and deeds

6 Restore their desecrated/destroyed grave

7 Put fresh flowers and candles on their grave and see that the decorations are maintained

8 Light a bonfire so they can warm up

9 Raise a grand statue/monument in their honor

10 Throw a party/ball/feast in their honor

11 Invite them to share a meal with you

12 Take them on a pubcrawl and out-drink them

13 Take them out dancing until dawn

14 Play with them, whatever games they want until they've had their fill

15 Tuck them in and tell them a bedtime story

16 Find the novel they were reading and finish it, read aloud so they know how it ends

17 Pass a message to their family

18 Finish their quest/work

19 Protect their kid/heir

20 Take care of their dog/pet

21 Justice, bring their enemy's crimes to light

22 Vengeance, bring their enemy to them and walk away

23 Scream along with it, just as long and loud

24 Open the doors and show them the way out

25 Raze the site they're bound to, reduce it to ash

26 Fight and defeat them in a duel

27 Find their remains and break every bone to let the soul out

28 Exhume their body and remove the ash stake from their heart

29 Open their grave and remove the curse tablet from under their tongue

30 Pack up their remains and take them with you so they can finally see the world/travel

1d30 Ghostly Apparitions


Every area has its own local urban legends and hauntings. Some are totally unique and inextricably tied to the region's dark history. Others are a tale that repeats, popping up again and again across the world, an integral part of the human experience.

Around here the most well-known haunt is a:

1 Luminous golden stallion with black eyes and hooves that appears to lone travelers on overcast nights. It'll chase and trample anyone who runs from it but can't harm those who stand their ground. It can't enter the bounds of inhabited places like a town or homestead.

2 Man who plays the saxophone, cast in light and shadow as if he's on stage. He's harmless but loud. Locals call him Joe, but no one knows his real name.

3 Giant gnarled cherry tree that appears in fallow fields at midwinter. Most see it with bare branches, but those who are about to die see it in full bloom.

4 Flock of birds so thick they blot out the moon and stars. It carries off the souls of those who watch the murmuration for too long and become entranced.

5 Old man sitting to watch the sunset. He looks solid but is fully immaterial. Quietly mutters to himself and vanishes with the first star. Harmless.

6 Traveler that appears to groups of five or more on the road and asks to walk with them to town. They're harmless if allowed to join the party and treated like a welcome companion, vanishing when they reach their destination. Fades away and haunts the party for the rest of the trip if refused.

7 Giant silver hound that appears when someone dies or is buried within its territory. It guards the territory and will threaten those who come near, but you're safe as long as you don't cross the boundaries.

8 Small dirty mutt that appears to sad, lonely people. It's solid, friendly, and acts like a normal dog. It'll stay with the person it appeared to, vanishing at dawn and returning each night until it's no longer needed.

9 White dog that looks real but is immaterial. It appears sitting at the city gate looking out watching the road and doesn't react to things happening in the material world. Only people who have loved ones traveling away from home can see it. Rumor is that if you can touch the dog or get its attention then the person you were waiting for is dead.

10 Cat. It's invisible and can physically interact with the material world: Making noise, moving things, batting, clawing, biting, laying on things, all the standard cat behavior. It's always present and just goes about the normal routines of its domestic cat life.

11 Flock of sheep. They're peaceful and oblivious to the material world, completely incorporeal but smell strongly. They appear in vacant pastures and graze calmly, watched over by a shadowy shepherd. If you touch one or walk through the flock you can hear the sounds of bleating, bells, and pipes.

12 Herd of cattle and a posse of ghost riders accompanying them. They appear over the prairie ahead of a storm, running before the wind in an aerial stampede that never touches the ground. Their hooves sound like thunder.

13 Headless rider on a skeletal horse that appears to riders on clear nights during the waning moon. It challenges whoever it meets to a race, granting a favor to those who best it and trampling the losers.

14 Antique steam train that appears randomly following its old route and timetable. It runs along the course of tracks that were decommissioned decades ago, barreling harmlessly but startlingly through obstacles in its path. Translucent and deafening.

15 Dark ship wreathed in a thin fog. Its form varies with the viewer, taking on the shape of whatever type of vessel they're most familiar with as "a ship." It appears in the full moon, moving silently and without regard to other traffic. Will send a boat and party to collect anyone who watches it for too long.

16 Brilliant milky white whale that appears in the water and sky on clear full moons, and as a beached phantom corpse after storms. Smells like ambergris and oil.

17 Gigantic shadowy bear with radiant white eyes. It was killed in its den while hibernating and hates all humans, but especially despises the hunting party and their descendants. It will pursue and maul anyone it encounters, targeting members of the hunters' bloodlines first. Only disappears in direct, bright sunlight.

18 Pack of wolves chasing a stag across the fields and through the forest. They intermittently flicker into the forms of a lone fugitive fleeing an armed mob.

19 Bloody bull wreathed in flame that runs through the city streets on the anniversary of its sacrifice. It destroys physical things in its way, trampling them as it hunts down young men, ranchers, matadors, and priests.

20 Troupe of maypole dancers performing an extremely traditional, ritualized version of the dance. They appear at dawn and dusk on the equinoxes dressed in brilliant festival costumes and clearly translucent. It's lucky to see them, but they'll draw you in and trap you if you intrude on the dance floor.

21 Group of kids. They're faint and misty, hard to see but easy to hear. When they appear they're always playing a game, usually tag, laughing, singing, and yelling their heads off. They're mostly immaterial and can run through walls, but still bump into things and people.

22 Kid that wanders alone looking lost, scared, and like they're searching for something. They're solid and fully aware of the world around them. Will gratefully accept help to find their missing friend and lead the helper all over, vanishing if you lose sight of them or another adult shows up.

23 Invisible baby that cries continuously. It can only be heard by new parents and people who don't like kids. The location of the crying changes if you go looking for it. Falls quiet at dawn.

24 Iron age laundress who appears on fridays carrying a basket to and from the river. She leaves damp footprints, puddles, and the smell of lavender in her wake. She's oblivious to the material world and walks right through people and obstacles.

25 Robed monk who appears to the ill and dying in the hours before their deaths. He chants and performs rites that are only audible to the one he's there for, then returns to the ruins of the old monastery.

26 Hazy, indistinct figure of a woman made of white fog. She screams hysterically until she realizes she's being watched, then focuses all her attention on the witnesses and starts approaching them. She'll lose interest and go back to screaming if they break eye contact. Nobody knows what happens if she touches someone, it's never happened before.

27 Young fashionably dressed witch who was executed almost four hundred years ago. It didn't stop her, only freed her from her flesh. She appears in the home built on the site of her former cottage and accepts visitors, answering questions with the omniscience of the dead if asked politely and entertained.

28 Grand manor house that reforms on its ruins for three nights during the harvest moon each year. It's completely solid and full of the sounds of daily life though there's no sign of people. On the third night, the anniversary of the revolt when it was destroyed, there's the sounds of screaming, chaos, and roaring fire before it collapses and vanishes at dawn.

29 Phantom cottage that appears to lost travelers and people caught in a storm. It provides shelter as long as needed, disappearing in the morning or once the weather clears. Anyone staying in the cottage falls asleep after eating and stays that way until it disappears.

30 Hoax. There's a charlatan dressing up as a ghost and creating a fake haunting to scare the locals and perpetuate rumors for their own benefit.


1d8 Polymorphed Wizards


1 Did it to themselves (1d12)
1 On purpose
2 As a joke
3 To prove a point
4 To win a bet
5 To escape
6 For research
7 In order to cast previously inaccessible spells
8 To pursue apotheosis
9 While drunk
10 Just because
11 On accident
12 Will never admit it

2 It was done to them (d12)
1 By a rival
2 By a mortal foe
3 By the gods
4 By their apprentice
5 As punishment for their sins (deserved)
6 In retaliation for their crimes (actually innocent)
7 To teach some lesson (details forgotten)
8 To delay their plans
9 To save them
10 For insurance fraud
11 As a joke
12 Innocent bystander to a miscast working

3 Just happened spontaneously
4 Chronic condition
5 Allergic reaction
6 Fell in a magic pool
7 Woke up that way
8 Doesn't matter, they don't want to go back


1d20 Weird Pets


1 Phoenix chick. Identical to a week-old mallard duckling except with scarlet and orange plumage and gold eyes. Omnivorous, but mostly eats invertebrates and high-protein fat-rich nuts and seeds. Requires dietary supplements of tree resins and charcoal. They're always warm, like a tiny cheeping handwarmer. Grow very slowly, will remain a baby for around 30 years on average. Experiences filial imprinting within 8 hours of hatching.

2 Giant mosquito. Has a delicate, spindly frame with fluffy antenna and an iridescent silver-gray exoskeleton. Pigeon-sized, can be trained to perch on a shoulder and do simple tricks. Only eats nectar, sap, and sugary liquids. Slow and slightly clumsy flier.

3 Miniature death worm. Bright crimson unsegmented nematode the size of a corn snake with a distinctive 3-mandible beak. Found in the most remote desert environments, they're extremely sensitive to water and noise. Overexposure to either causes stress and can provoke defensive behavior in the form of small but painful electric shocks strong enough to fry (or charge) unshielded electronics. Obligate carnivores, they usually ambush prey on the surface, tracking it by sound and pulling it under, but can survive off microbes and insects filtered from the surrounding sand or endure for months in an aestivated state.

4 Hatchling purple worm. Huge and segmented, about 10" in diameter 6' to 10' long with pale lilac skin and a ring of flat black eye spots around the edge of the mouth. They grow roughly 1" in diameter and 1' longer each year if fed regularly and their subdermal chitin plates darken towards royal purple with age. Truly omnivorous, they can eat anything small enough to fit in their mouth. Intelligent and friendly, young worms have a personality like a golden retriever and respond well to training.

5 Baby bunny. Tiny and adorable. The littlest, fluffiest, most precious critter you've ever seen in your life. They're cuddly, friendly, and completely unafraid of even the most obvious dangers and predators. Diet is leafy greens with the occasional root vegetable as a treat, but will try to eat anything they can get at and chew on whether it's edible or not. Require a blood meal on every new moon or they become unmanageable. The ones that survive to maturity become prophet hares.

6 Prophet hare. Long almost distended limbs, lean even by hare standards. Huge ears and intense eyes. They can eat any type of plant material but must maintain a strict diet of only fruit, nuts, and seeds in order to receive visions. They're extremely fast with impressive endurance but spend most of their time sitting still staring into the distance and occasionally twitching with contained energy. Communicate their visions through jumping "dances." While the visions are usually correct, accurately interpreting the dances is difficult and takes skill. Older hares will sometimes speak but only one word at a time.

7 Teakettler. Rotund, 3-legged, and vaguely canine as if someone combined a corgi, raccoon, and copper cauldron. Omnivorous, eats primarily small mammals, crayfish, berries, and metal salts. They're extremely shy and anxious but can be friendly with people they know and trust. Shriek like a boiling tea kettle and let out plumes of steam when upset or excited. They always walk backwards, can run at high speeds, and only sometimes bump into things.

8 Passager pigeon. Parchment-colored plumage with speckled bands of charcoal and black across the wings and an iridescent red patch down the front of the neck and chest. Ink black eyes, beak, and legs. Eats tree nuts and seeds, but can survive on fruit, grain, or insects if needed. Known for their calm, alert, almost judgmental demeanor. While unable to speak they can instinctively understand languages on exposure, read, remember texts, and can be trained to write.

9 Tortoise. Chunky, ungainly, and adorable yet oddly dignified. Their high-domed shells are brightly patterned and very dense, making them difficult to transport as they grow older and larger. Strict herbivores, they can only eat leafy greens and grasses with flowers and fruit as a treat. Can go several months without food or water. They're generally harmless but can run surprisingly fast when they want. Body slam perceived threats in self-defense and bite as a last resort. Will outlive you, your children, and your children's children. 1-in-10 chance it's actually a young giant tortoise. 1-in-4 chance it's a polymorphed wizard.

10 Snapping turtle. Flat and rough with spikes, claws, and an unblinking gaze. Carnivorous, they'll eat anything that moves, biting first and asking questions later. They're foul tempered, aggressive, lightning fast, and stink. Sometimes they'll hiss before striking, but usually just bite whatever's bothering them. Everything bothers them. Can easily take fingers and toes. Live for decades. 5-in-8 chance it's a polymorphed wizard.

11 Giant tree frog. Masters of camouflage able to change the color and texture of their skin at will with chromatophores and specialized subdermal muscles. Potential colors range from the deadwood grays and browns of the forest floor through every shade of green in solids and ad-hoc patterns. It's extremely effective in the northern temperate megaforest they're from, but not as much elsewhere. Cat-sized. They're crepuscular-nocturnal, sing at night, and can climb on any surface able to support their weight. Usually calm and low-energy, but will jump unexpectedly in random directions at high speed. Carnivorous and opportunistic, they'll eat any meat small enough to fit in their mouth. Their skin secretes irritating oils, wash hands thoroughly after handling and don't touch your eyes or any mucus membranes. 1-in-12 chance of being a wizard. 3-in-8 chance it's a polymorphed normal person, may or may not have deserved it.

12 Land urchin. Identical to their marine cousins except for the adaptations needed for a terrestrial life and indeterminate growth. Most are shades of purple, black, or red, but there are fancy domesticated breeds in practically every color. They're usually ping-pong to racquet ball sized with toothpick spines, but older specimens can easily grow as big as a beach ball with spikes like knitting needles. Herbivores, they'll eat any plant material available and scour entire landscapes to bare dirt if left unchecked. They don't have much personality, but enjoy burrowing and climbing into crevices and are very difficult to dislodge once they've anchored themselves with their tube feet. Some breeds are extremely venomous. Considered a dangerous invasive species in many jurisdictions and require permits and registration to own where they're not outright illegal.

13 Walking bonsai. Normal miniaturized trees with a distinct rust orange cast to their foliage. Can be any species though evergreens and deciduous broadleafs like maples, beeches, and elms do best. They're actually a symbiotic system of a host tree and a bacterial colony inhabiting it. The tree provides the bacteria with shelter and photosynthetic sugar and in return the bacteria makes it mobile, moving to areas with high sunlight and water and away from predators and threats. They don't think in any way we'd recognize, but are aware of their surroundings and can recognize individuals as well as danger. Photosynthetic, just provide water, fertilizer, and a tray of clean soil for it to rest in. Impossible to overwater, if the soil is too damp they'll just pull up their roots and move. Need to be pruned regularly but carefully so it doesn't learn to see you as a threat. Overgrowth is unhealthy for them and full-sized walking trees are extremely dangerous. They can be pruned, wired, and carved into specific shapes without harming them but it requires much more attention and upkeep. All of a tree's tissue (leaves, needles, fruit, sap, resin, etc) contains a culture of the symbiotic bacteria that can infect (or purposely inoculate) other trees.

14 Coyote. Easily mistaken for a disreputable dog or small wolf with coats ranging from light gray-tan to dark brown. Carnivorous, eats whatever it can catch or scavenge and sometimes fruits or vegetables if it feels like it. Tempermental, independent, and extremely intelligent. They learn quickly, can problem-solve on their own, understand most language, and are ridiculously easy to train but only cooperate if they want to. Mischievous little jerks that like playing pranks but mostly mean well. Nocturnal. Howl. 1-in-100 chance it's actually that Coyote.

15 Colossal jumping spider. Fuzzy with a velvet black undercoat, ash gray topcoat, and brilliant metallic stripes across the face and abdomen. The stripe patterns and colors are unique to individuals like a fingerprint. UV reactive. Huge soulful eyes. Their average size is between a fat squirrel and small raccoon, but they can grow as big as a bull moose if they have help molting and enough food. Obligate carnivore, eats bugs, fish, small mammals, birds, anything high in fat and protein. The exact prey varies depending on the individual spider's size. They can jump up to 27 times their body length, spin silk, and climb on any surface that can hold their weight but have trouble with wet glass and ceramic. Extremely smart and social. They're friendly to people and other spiders, recognize individuals, and form bonds with favorites. Will do things if asked but don't really understand the concept of tricks. Regularly give gifts of food or random found objects. Dance to communicate and also just for fun, it can be hard to tell the difference.

16 Juvenile flail snail. Huge land snails with translucent purple-white mottled skin, ornate metal and mineral-striated shells, and uniquely adapted eyestalks with heavy metallic pearl cores. Omnivorous scavenger, prefers slightly decayed plant matter and meat when it's available. They seek out bones, eggs, and calcium-rich stones to strengthen their shells. Require regular dietary supplements of treasure. Their growth rate depends on the amount of precious metals and gems in their diet. They live for centuries and grow slowly even with good nutrition. Rarely get over 2' long before 60 years. Require moisture and regular bathing to stay properly hydrated and healthy. They're generally peaceful and only attack in self-defense, but will charge knights and act aggressively towards people in plate, even if it's someone they know. Even small snails have enough force behind their eyestalks to crack skulls, break bones, and crush small animals. Deceptively fast, can outcrawl a horse at a sprint. Slime has medicinal properties as a general antibiotic, antiviral, antifungal, burn salve, and purgative. Salt-resistant.

17 Cyclic ibis. Synthetic crystalline birds modeled after scarlet ibis. Plumage colors cover the entire spectrum and all different tints and shades. Beak, legs, eyes, and the tips of the pinion feathers are void-black. Juvenile plumage is gray. Thaumavore, they filter-feed on ambient magic and don't consume physical matter. Despite that they'll do whatever's necessary to obtain fries. They were designed to be as close to real birds in appearance and behavior as possible, and aside from a few unavoidable quirks they're a huge success. Have a phoenix-esque lifecycle. When they die their corpse sublimates into crystalline mist that eventually condenses into a new egg. Growth and development are the same as a natural ibis otherwise.

18 Hermit crab. Soft-bodied, most common in shades of orange, red, and brown but also found in purples and blues. Need progressively larger shells to wear as they grow and have been found using all types of natural shells as well as man-made items like flowerpots and 55-gallon drums. Omnivorous scavengers, will eat anything they can tear apart with their claws. Need to stay warm and damp to breathe. They're timid and don't like being handled. Pinch and withdraw into their shells when startled. Can live for decades. 3-in-100 chance it's actually a minor god or guardian spirit.

19 Anteater. Oddly elongated but adorable with a shaggy gray coat, cream forelegs, and a distinctive black stripe across the chest and shoulders. Can grow up to 7' long. Insectivore, eats mostly ants and termites but likes larva and grubs of other species too. Can survive on other fat and protein-rich foods like eggs, ground meat, and milk if it's prepared as a slurpable near-liquid slurry. Need brushing and bathing to keep their coat clean. Hate baths. They have an excellent sense of smell and hearing, but terrible vision. Solitary and territorial, don't tolerate other anteaters. Generally slow but can move fast when needed. Deceptively strong, can tear open concrete with their claws. They'll use them for self-defense but will posture and threaten first, standing up on their hind legs with their arms out.

20 Dire silkmoth. Very similar to domestic silkmoths except big and more dramatically patterned. The worms hatch from marble-sized amber eggs and grow to around 2' long, molting 8 times before spinning a watermelon-sized cocoon and metamorphosing into the adult moth. The adults are extremely fluffy, mostly white and cream with prominent black and gray eyespots and brilliant vermillion underwings. The average adult specimen weighs 16 lbs with a 5' to 6' wingspan. Folivore, they eat only mulberry and oak leaves. The adults do eat, but infrequently. The larva are voracious. Relatively short-lived. Most people raise them through their entire 4-year lifecycle from egg to adult. They're decent fliers. Not terribly bright, but so cute. Killing or injuring them is a considered a mortal sin in many religions.


1d100 Sample Texts for Calligraphy Practice

 

I used to do calligraphy (poorly) and just recently got back into it on the heels of my fountain pen habit. The plan/hope is to practice and hone my skills past where they were before and actually get good at it (or at least consistent), but I keep running into issues with deciding what to write. I have to write something in order to practice, but for some reason coming up with ideas for sample text on the spur of the moment is tough. I pick up the pen and my brain goes blank. It's a silly stumbling block, but it's there.

So to get around it I made a list of things to write. I think being able to just roll and go will help me get started, which is the important part in practicing any skill. Most of the list items are semi-random so the exact text will change from day to day/based on the situation and won't get repetitive, even if I roll the same thing more than once. Hopefully it works as expected. (It'd probably be good for handwriting practice/drills too.)

Calligraphy Sample Text (d100)

1-3 "Sphinx of black quartz, judge my vow"

4 "test" x5 in caps, x5 in lowercase

5 The alphabet in upper and lower case, numbers from 1 to 0, and all common special characters

6 Lorem ipsum filler text

7-9 A random word from the dictionary

10-11 A random word from the dictionary and 6 synonyms

12-13 Pick a random letter (1d30, 27-30 are "roll again") and write words that start with it until you run out

14-15 Solitaire shiritori starting with a random word

16-17 Vintage slang

18-19 A minced oath

20-23 Profanity! (1d3: 1 single word, 2 same word repeated, 3 multiple words no repeats)

24 An acrostic of your name using totally random words

25 A brief description of your day

26 What you had for [meal] (1d4: 1 breakfast, 2 lunch, 3 dinner, 4 snacks)

27 The last thing you ate

28 What you're drinking

29 The nutrition facts/ingredients list off the closest label

30 Your grocery/shopping list, as ornately as possible

31 Three hilarious/ridiculous/perplexing license plates you've seen (Bonus: and the make and model of their cars)

32 The third sentence on the 17th page of the closest book

33 The title of the last book you read

34 The title of the last book you read that you'd recommend

35 The title of the last book you read that you'd recommend to mom

36 The titles of all the books on your TBR list

37 An intensely florid description of the last animal you saw, full ultraviolet prose

38-40 A list of all the wildlife you've seen in the last day

41 The most recent thing you said to your pet (or someone else's)

42 The basic plot/details of your last dream

43 Your personal definition of what a goblin is

44-45 The name of a memorable past character

46 An inventory of all the blank notebooks and other unused stationery you have

47 An inventory of the items you'd put in a time capsule to be opened in 100 years

48 An inventory of your tattoos: Placement, design, significance

49 A list of the places you want to travel/see

50 The names of the 3 emoji you use most

51 A piece of furniture you're [X] (Flip a coin: heads - touching, tails - not touching)

52 Your favorite flower

53-54 The last 3 flowers/plants you saw in person (Flip a coin: heads - common names, tails - scientific names)

55-56 Mushrooms (1d4: 1 single, 2 in order of deliciousness, 3 in order of toxicity, 4 roll again and scientific names)

57-58 The scientific name of your favorite animal (Flip a coin: heads - just the binomial taxonomy species name, tails - the full name with domain/kingdom/phylum/class/order/family/genus/species)

59-60 Gemstones (1d3: 1 single, 2 list of all the same color, 3 list until you run out)

61-62 Rocks (1d3: 1 igneous, 2 metamorphic, 3 sedimentary)

63-64 Metals

65-66 The proper geometric names for the polyhedral dice in a classic 7-set

67 The names of 1d12 stars and astronomical objects (comets, asteroids, nebulae, planets, etc)

68 The constellations visible in the sky tonight

69 Tarot cards (1d4: 1 draw 1, 2 draw 2, 3 random major arcana card, 4 all the major arcana)

70 Names and titles out of the Ars Goetia

71 "Yikes" x1d10

72 Keysmash, but in analog

73 A 2000's-era meme

74 A modern meme (last 10 years)

75 Your name, birthday, mother's maiden name, first pet, and the street you grew up on

76 "We've been trying to reach you about your car's extended warranty."

77-79 "People don't think it be like it is, but it do."

80 Ominous motivational poster

81 Machine safety/caution/warning labels

82-83 The "This is not a place of honor" nuclear waste warning in full

84 Instructions for making instant cup noodles

85 Text to put on booty shorts

86 A folksy idiom (Flip a coin: heads - real, tails -invented)

87 A dad joke

88 A riddle

89 Your favorite poem

90 Lyrics from Weird Al's Albuquerque (Flip a coin: heads - pick a line, tails - all of it)

91 Blue Oyster Cult lyrics

92 Primus lyrics

93 Black Sabbath lyrics

94 Sword lyrics

95 Moody Blues lyrics

96 Quote(s) from The Princess Bride

97 As much of the Litany Against Fear as you can remember off the top of your head

98 Pick a random Simpsons episode: Whatever Bart was copying on the chalkboard in the intro

99 A stream of consciousness ode to the virtues of amphibians (1d4: 1 frogs, 2 toads, 3 salamanders/newts, 4 axolotls)

100 A stream of consciousness rant about wizards


1d66 Skeleton Varieties


11 Fresh and bloody. Newly-flayed, some vestiges of the previous owner's personality remain. Susceptible to suggestion and often show signs of disorientation and confusion.

12 Wearing its old flesh. Recently created. Scraped clean and clad in well-tailored clothing fashioned from their tanned skin.

13 Wearing someone else's meat. Sewn into the raw skin of another creature and walking around in it like a costume. Sometimes uses an animal's hide, but usually is a person-suit.

14 Carved. Decorated with deep patterns, pierced filigree, and sculptural details. More art pieces than enforcers, usually deployed as personal attendants and servants.

15 Scrimshawed. Etched with shallow patterns, pictures, and protective glyphs stained with lampblack. The etchings are extremely effective wardings that reflect local hazards and threats, usually self-administered.

16 Animal-headed. Normal in all respects except the skull has been replaced with one from a different creature. When the new skull is roughly the same size as a human's it's simply swapped, but much larger or smaller creatures' skulls are replicated as pieced and carved bone sculptures at the correct scale.

21 Mismatched. Collaged together from the assorted remnants of incomplete skeletons, scavenged bones, and adventurer aftermath. Ungainly and inelegant but extremely cost-efficient and self-repairing.

22 Veinous. A byproduct of creating traditional skeletons, composed entirely of braided veins. Move by hydrostatic pressure, monstrously strong.

23 Decalcified. Created by prolonged exposure to mild acid. Unsettlingly flexible and resilient, immune to blunt force trauma.

24 Multiple arms. Equipped with extra sets of limbs beyond original anatomical specifications. Range of motion and maneuverability is decreased due to crowding along the shoulders and spine, but: extra swords.

25 Armored. Encased in a permanently installed suit of plate and reinforced with bracketing to enhance their strength and structural integrity. Specialize in oversize weaponry, ultra-heavy draw bows, and hand to hand combat.

26 It's got a gun! Goofy but indiscriminate with terrible trigger discipline. An awful idea. Strictly regulated.

31 Sniper. Expertly camouflaged in any environment. Only fires on high value or predesignated targets. Takes pride in its work, but no joy.

32 Wizard. Made from mage bones. Skilled spellcasters and extremely intelligent. Must be created in cohort batches by combining the skeletons of multiple mages. If they have too large a proportion of bones from any one individual there's a risk their personality will re-assert itself and become an artificial lich.

33 Butler. Impeccably dressed, perfectly polished, poised, and prepared to accommodate any request. An indispensable fixture in any household of quality.

34 Gem-encrusted. Dripping with precious and semi-precious stones set in platinum and gold, hanging in strands or as pendants, and inlaid directly into the bone. Entirely status symbols. Sometimes imitated with rhinestones and cut glass.

35 Gilded. Coated in a thick later of pure gold. Impervious to the elements, decay, and corrosive chemicals.

36 Silvered. Plated in a thick layer of pure silver polished to a mirror shine. Immune to magic, supernatural entities, and high-energy beam weapons.

41 Beaded. Completely covered in ornate patterns of seed beads pressed into a thin layer of resin and wax. Extremely colorful. Usually created for festivals, holidays, and ceremonial duties.

42 Wax figure. Embedded inside a hyper-realistic wax sculpture of a living person. Having a face, even if it's not theirs, causes them to develop noticeable personalities and occasionally even become vain. Avoid fire and heat sources at all costs.

43 Lantern. Set with dozens of lit candles. Usually non-combatants assigned to patrol as sentries or with other skeletons. Move slowly and gracefully to avoid spilling wax.

44 Flame. Outfitted with fuel lines, sparkers, gas jets, and a central fuel tank mounted inside the ribcage. High quality specimens are coated with asbestos or refractory ceramic to prevent charring. Occasionally self-modify to have wrist or throat-mounted flamethrowers.

45 Prism. Cast in optical glass and ground into an array of lenses and refracting surfaces. Amplify the ambient light and light sources around them into a 60' zone of rainbow illumination that reveals invisible objects and creatures.

46 Clay. Entirely artificial constructs, sculpted to be faithful replicas of genuine skeletons but made of fired ceramic. More durable than bone models but harder to program.

51 Concrete. Manufactured skeleton substitutes, each bone cast in a concrete mixed using cremains and fine-ground bonemeal as aggregate. Reinforced with an internal rebar armature.

52 Fossil. Completely petrified, all their organic material replaced by quartz-rich stone. Too ancient to be intimidated by modern gods, immune to turning.

53 Opalized. Bones entirely replaced by precious opal. Create a zone of bad luck around them and in the areas they frequent. They don't talk on their own but sometimes speak true prophecy.

54 Haunted. Inlaid with obsidian and silver wards to trap spirits. Just a vessel for souls and not animate or mobile unless actively possessed.

55 Dancing. Fully focused on their partying and peaceful unless you bring the mood down. Everyone is welcome to join in the celebration.

56 Candied. Encased in a thick shell of crystallized sugar, shed shards when they move. Followed by hordes of ants.

61 Hive-host. Home to a colony of eusocial insects, carrying and protecting the hive inside their ribcage, skull, and marrow-channels. Bees, wasps, and hornets are common choices but other species like ants, termites, and social spiders are popular as well.

62 Ooze symbiote. Covered in an inch-thick layer of living ooze that selectively eats soft tissue and organic detritus. A spontaneous mutualistic relationship that forms in areas with high ooze populations. The skeleton carries the ooze to prey much faster than it could move on its own and gets protection in return.

63 Reef. Home to a thriving micro-ecosystem of corals, anemones, and the mobile species that make up a healthy reef. Imbued with an enchantment that makes the air 15' around them behave like water. Amphibious. Corals and anemones sting on contact.

64 Blooming. Intertwined with vines and foliage. Sometimes done purely for aesthetics but usually weaponized by choosing plants with thorns, caustic sap, irritating oils, or toxic and psychoactive pollen.

65 Electric. Wound with copper wire and capacitors. Always move in groups of at least three, one fitted with a tesla coil and the others with lighting rods.

66 Radioactive. The spine, skull, and all long bones are filled with ingots of metallic radioisotopes and drilled with holes to reduce shielding. They don't have a way to tell if they're close to reaching critical mass and need to be kept a safe distance from each other.

1d100 Things in the Wizard's Tower


1 Extensive board game collection
2 Ostentatious chessboard
3 7 decks of cards and poker chips
4 Polyhedral dice
5 Alembics
6 Bunsen burners
7 Centrifuge
8 Fume hood
9 Boiling test tubes
10 Copper pot still
11 Acid hole-riddled apron
12 Hot plate (for work)
13 Hot plate (for food)
14 Microwave (dirty)
15 Stacks of dirty dishes
16 Poptarts
17 Pizza rolls
18 60lbs frozen chicken nuggets
19 40lbs dinosaur-shaped chicken nuggets
20 872lbs dinosaur nuggets
21 Chest freezers
22 Orb
23 Fruit bat
24 Pointy hat (scorched)
25 Hand-carved staff
26 Animated cloak
27 Wardrobe of impressive clothes for public appearances
28 Dresser full of sweatpants and hoodies
29 Dirty socks
30 Basket of clean socks
31 Basket of socks in an uncollapsed clean-dirty superposition
32 Iguana named Lloyd, likes ham
33 Glowing orb
34 Blacklight posters
35 Glow-in-the-dark stars and planets
36 Lava lamps
37 Bean bag chairs
38 Bead curtains
39 Waterbed
40 Turntable and vinyl collection
41 Big screen TV
42 Popcorn maker
43 Gourmet popcorn assortment
44 Giant talking mealworm named Eli, very judgemental
45 Fruit bowl
46 Fruit flies
47 Dormant golem
48 3 inert clones
49 Magic sword
50 Cursed sword
51 Sword lodged to the hilt in a boulder
52 Umbrella stand full of failed and prototype wands, rods, and staves
53 Closet full of random electronic parts and components
54 Ancient computer running Win 3.1 (amber CRT and mechanical keyboard, actively processing data)
55 TI-83 graphing calculator
56 High-powered telescope
57 High-powered sniper rifle (experimental)
58 saxophone (alto)
59 Silly string
60 Serious string
61 Vacuum cleaner (full of ghosts)
62 Shopping cart (borrowed indefinitely)
63 Skulls (gossipy and loud)
64 Homunculus
65 Imp infestation
66 Miniature mammoth
67 Snakes!
68 1d12+20 chinchillas
69 Frog-shaped teapot (home to an actual tiny frog)
70 3000 gallon tank of liquid nitrogen
71 60 helium tanks (each 5' tall and hold 300 cubic ft of gas)
72 435 gallons of mercury
73 Elixir of immortality (just pure mercury)
74 Elixir of immortality (actually works, tastes like death)
75 Fireball (liquor)
76 Fireball (8' diameter, caught in stasis but slowly expanding)
77 Fire extinguisher
78 Wine cellar (extradimensional, 5000 sqft)
79 Meerschaum pipe
80 Long-stemmed pipe
81 Opium pipe
82 Rolling papers
83 280kg of weed
84 Mushrooms (recreational)
85 Claw-footed bathtub
86 Weight rack and bench
87 Well-worn persian rug
88 Complex painted summoning circle (hidden under the rug)
89 Wall of diplomas and degrees
90 Candles (dripping wax on the floor)
91 Towering pile of books (unstable)
92 Complete collection of National Geographic
93 Decades-overdue library books
94 Swirling portal to Outside (mostly stable)
95 Door that opens onto 4 separate destinations
96 Machines that make the tower walk (offline)
97 1/1000th scale model of the tower (perfect in every detail)
98 Massive model train table
99 Vintage motorcycle (robin's egg blue)
100 Panel van painted with a mural of accountants doing taxes

What's in the jar?



Sometimes you find unsettling containers of unidentified substances tucked away in a basement or the back of a closet or hidden in a niche under the floorboards. And any magic user or apothecary worth their salt will have at least a dozen jars of mysterious powders right out in the open.

They're full of (1d100):

1 Sand
2 Ashes
3 Cremains
4 Dust
5 Bonemeal
6 Diatomaceous earth
7 Powdered pufferfish
8 Chalk
9 Sawdust
10 Tea
11 Coffee
12 Tobacco
13 Cocaine
14 Flour
15 Tapioca
16 Peppermint
17 Nightshade
18 Yarrow flowers
19 Yew berries
20 Dried moss
21 Fern spores
22 Fungal spores
23 Amadou
24 Iron filings
25 Salt
26 Silver nanoparticles
27 Gold dust
28 Flaked arsenopyrite
29 Sulfur
30 Cinnibar
31 Graphite
32 Charcoal
33 Boneblack
34 Sootblack
35 Gunpowder
36 Crushed glass
37 Dandruff
38 Bloodmeal
39 Dried newt
40 Shed snake skins
41 Dehydrated vampire
42 Mummia
43 Powdered zombie
44 Baked ectoplasm
45 Penicillin
46 Cricket flour
47 Butterfly wing scales
48 Slugs
49 Pulverized clamshell
50 Crushed pearl
51 Protein powder
52 Liver pate
53 Methylated spirits
54 Spit
55 Tears
56 Ultramarine
57 Malachite
58 Rust
59 Galena
60 Flaked obsidian
61 Ink
62 Cuttlebone
63 Milkweed sap
64 Crushed eggshell
65 Glitter
66 Toadskin
67 Nettle
68 Ground cherry pits
69 Black pepper
70 Refined capsaicin
71 Quicklime
72 Ants
73 Dried jellyfish
74 Ginger
75 Cocoa powder
76 Camphor
77 Frankincense
78 Dragon's blood
79 Chili powder
80 Gypsum
81 Nutmeg
82 Brick dust
83 Dried mercury
84 Matchheads
85 Guano
86 Manure
87 Milk
88 Hide glue
89 Sugar
90 Crystallized honey
91 Willow bark
92 Condensed smoke
93 Styrofoam beads
94 Blue frit
95 Black bile
96 Garlic
97 Ground fluorescent lightbulb
98 Chipped plastic
99 Cerebrospinal fluid-spinal cord slurry
100 Minced umbilical cord and placenta

1d12.12 Improvised Weapons


1.1 Beer bottle (broken)
1.2 Wine bottle (intact)
1.3 Bar stool
1.4 Table leg (nails sticking out)
1.5 Pool cue
1.6 Ice bucket
1.7 Beer barrel
1.8 Corkscrew
1.9 Spittoon
1.10 Guitar
1.11 Saxophone
1.12 Cymbals
2.1 Drumsticks
2.2 Mic stand
2.3 Steel serving platter
2.4 Dinner plate
2.5 Pitcher
2.6 Frying pan
2.7 Tea kettle
2.8 Spatula
2.9 Tongs
2.10 Cheese grater
2.11 Potato peeler
2.12 Honing steel
3.1 Ladle
3.2 Fork
3.3 Pepper grinder
3.4 Can opener
3.5 Can of beans (name brand)
3.6 Chili powder
3.7 Salt shaker/table salt
3.8 Soup
3.9 Custard pie
3.10 Silver candlestick (heavy)
3.11 Fire poker
3.12 Bedpan
4.1 Lamp
4.2 Oil lamp
4.3 Candle
4.4 Vase (tasteful glass)
4.5 Vase (gaudy ceramic, huge)
4.6 Painting
4.7 Letter opener
4.8 Fountain pen
4.9 Pencil
4.10 Typewriter (cast iron, really heavy)
4.11 Dictionary (hardcover desk reference)
4.12 Encyclopedia set
5.1 Exacto knife
5.2 Sewing shears
5.3 Knitting needles
5.4 Clothes iron
5.5 Flower pot
5.6 Garden hose
5.7 Wheel barrow
5.8 Shovel
5.9 Trowel
5.10 Milk crate
5.11 5-Gallon bucket
5.12 Assorted household chemicals
6.1 Broom
6.2 Push broom
6.3 Mop
6.4 Fire extinguisher
6.5 Wood crate
6.6 Forklift
6.7 Cargo loader exosuit
6.8 Mains power
6.9 Welding torch
6.10 Nail gun
6.11 Sledge hammer
6.12 Claw hammer
7.1 Screwdriver
7.2 Crowbar
7.3 Meat hook
7.4 Pipe wrench
7.5 Cordless drill
7.6 Awl
7.7 Chisel
7.8 Handsaw
7.9 Chainsaw
7.10 Wood chipper
7.11 Circular saw blade
7.12 WD-40
8.1 2x4
8.2 Rebar
8.3 Brick
8.4 Cinderblock
8.5 Rock
8.6 Gravel
8.7 Sand
8.8 Broken glass
8.9 Nails
8.10 Thumbtacks
8.11 Folding chair
8.12 Fluorescent light tube
9.1 Bike chain and lock
9.2 Sack of coins
9.3 Roll of quarters
9.4 Tire iron
9.5 Gas can
9.6 Car door
9.7 1986 Oldsmobile Cutlass
9.8 Traffic cone
9.9 Spray paint
9.10 Hairspray and lighter
9.11 Straight razor
9.12 Cane
10.1 Umbrella
10.2 Heavy duty flashlight
10.3 Scarf
10.4 Wet towel
10.5 Sandal
10.6 Thurible
10.7 Bible/hymnal
10.8 Horseshoes
10.9 Anvil
10.10 Ball bearings
10.11 Stick
10.12 Flaming stick/log (fresh out of a fire)
11.1 Tent spike
11.2 Bear trap
11.3 Oar
11.4 Anchor
11.5 Snowboard
11.6 Ice axe
11.7 Ice skates
11.8 Hockey stick
11.9 Baseball bat
11.10 Cricket bat
11.11 Kettle bell
11.12 Jump rope
12.1 Bowling ball
12.2 wasp nest
12.3 Squirrel
12.4 Snake
12.5 Cat (angry)
12.6 Chicken (live)
12.7 Chicken (plucked, raw)
12.8 Chicken (rubber)
12.9 Horse
12.10 Herd of cattle
12.11 Pigs
12.12 Beehive

1d66 False Eyes




Should your character lose an eye, they have options. (These ocular prostheses don't restore sight in the missing eye unless noted.)


11 Normal glass. A perfectly serviceable prosthetic that fits comfortably and looks good.

12 Exquisite glass. An absolute masterpiece of glassblowing that perfectly replicates the original eye. Undetectable even up close and indispensable for pranks.

13 Custom glass. Handblown and designed to look like anything except a natural eye. The whole piece is uniformly patterned without a discernable sclera or iris and is (d12):

1 Solid black
2 Robin's egg blue
3 Rust red
4 Milky white
5 Iridescent violet
6 Metallic silver
7 Dichroic foil
8 Marigold millefiori
9 Spiraling canework
10 Ultra-fine multicolored concentric circles
11 Compound eye
12 Uranium glass

14 Prism. Internally faceted crystal backed with platinum foil. Sparkles and casts rainbows in natural daylight.

15 Flashy. Gold inlaid with precious gems in a stylized eye motif. Opal for the sclera, delicate spinal veins, a heliotrope and peridot iris, and black tourmaline pupil. Expensive, gorgeous, and an excellent target for thieves.

16 Livery. An unambiguous sign of friendship, allegiance, or favor with a specific faction or figure. Usually are fine porcelain glazed in the giver's colors and bearing their emblem. Wearing one is an obvious declaration of mutual loyalty and support. Wearing one falsely will get you killed.

21 Cache. A hollow enameled silver sphere that can be removed and opened. Able to securely and discreetly store small items.

22 Locator. Simple acrylic made to match the remaining eye and be supremely unobtrusive. Contains an embedded long-range transponder that lets the wearer be tracked and act as a homing beacon. Can't be turned off but can be shielded.

23 Camera. Black acrylic with a waterproof dataport on the back and a front that matches the wearer's remaining eye. Can covertly record video and still images. Must be removed and physically connected to another system to display or print the captured images. Has macro and telephoto modes, the wearer can't close their eye while using the telephoto function.

24 Radiator. A sturdy aluminum shell containing yards of hair-thin copper wire wrapped around pressed asbestos wafers and joined into a circuit by a tiny ruby. Keeps the wearer comfortably warm and prevents death or injury from cold exposure. Doesn't protect against overheating or burning.

25 Viper. A white ceramic sphere molded with dozens of deep pits encased in dark tinted glass. Lets the wearer see infrared light and heat signatures within their missing eye's field of vision.

26 Scanner. A translucent black acrylic sphere with a glowing blood red LED pupil. Grants lightly pixelated monochrome vision in red. Scans and analyzes the wearer's surroundings, highlighting items of interest and threats with a scrolling text summary of the data. Occasionally attempts to phone home.

31 Familiar. Translucent milky-white acrylic with a transparent lavender star-shaped iris and no pupil. Shows the wearer a cute cartoony creature that acts like a real flesh-and-blood pet, demanding care and attention. Might be real. Doesn't disappear when the eye is removed. Invisible to others.

32 Sentient. A polished dark bronze sphere full of clockwork ticking just on the edge of hearing. Can see and hear what happens around it unimpeded by the wearer's skull and talk to its wearer through bone conduction. Highly opinionated. Will act as an advisor if treated with respect.

33 Quartermaster's. Polished and waxed rosewood inlaid with a gold ring. Lets the wearer accurately count, inventory, and appraise items at a glance.

34 Surveyor's. A hollow high-vis orange enameled steel sphere with a clear crystal lens. Five tiny lead weights hang on fine chains inside and can swing freely. Lets the wearer instinctively measure distances, angles, and dimensions by sight with pinpoint precision.

35 Archeologist's. Half white-veined black marble, half blue lace agate. Lets the wearer see through earth and stone to spot tunnels, halls, chambers, and other buried things. Takes practice to learn to focus beyond the surface of objects instead of on them.

36 Hunter's. Translucent prehnite with an inlaid vertical oval obsidian pupil. Lets the wearer see normally in the dark and in grayscale in absolute darknesPermanently alters the wearer's visual processing to prioritize movement and causes eyeshine in both the remaining eye and prosthetic.

41 Occultist's. Wafers of baleen and narwhal ivory riveted together with electrum pins. Lets the wearer see arcane energy fields, thaumaturgic residue, and ionizing radiation.

42 Vital. Polished ironwood decorated with a fine network of pyrographic veins. Lets the wearer see souls and other electromagnetic fields associated with living things within their missing eye's field of vision.

43 Discerning. Ivory set with a horizontal pupil of polished horn. Lets the wearer see truth and lies as illusory clouds of smoke and flying embers.

44 Voyeur. Carnelian with an inlaid smoky quartz iris. Lets the wearer see through a target's eyes. A target can be anything with eyes that they know exists.

45 Mariner's. Polished red coral set with a pale orange horizontal oval pupil of conch pearl. Prevents the wearer from drowning but doesn't make breathing water hurt any less.

46 Endless. Amber glass holding suspended gold flakes and a skull-shaped bubble in the center. Prevents the wearer from dying but doesn't protect them from injury. Can't be removed by the wearer.

51 Grave. An embalmed eye taken from a raised corpse at least three months dead, packed with a mix of powdered frankincense and cedar sawdust then coated in clear lacquer. Causes the dead and undead to treat the wearer as one of their own.

52 Incorruptible. Tannin-blackened bog oak inlaid with radiating dendritic veins of partially polished bog iron. Protects the wearer from aging and decay as long as they fully submerge themselves in a wetland for a day every year.

53 Frogspawn. A gelatinous mass of thousands of minuscule clear eggs. Produces 1 adult poison dart frog each day. Requires eye drops to keep moist.

54 Milk. A flexible casein shell half-filled with fresh milk, sloshes quietly as it moves. Can provide 1 person with rations for 3 days or feed an unweaned baby or animal indefinitely.

55 Basilisk. Crackled celadon porcelain with a verdegris-coated copper iris and cast iron pupil. Causes anything the wearer stares at to start degrading at an accelerated rate until it ignites or crumbles to dust. The larger an item is the longer it takes to destroy. Small items take about a minute to crumble. Blinking or looking away halts the effect permanently.

56 Evil. A delicate cobalt blown glass bubble with a web of fine glass filaments strung across the inside and a nazar motif decorating the front. Absorbs and contains curses directed at the wearer and lets them lay stored curses on others. Doesn't let the wearer know what the curses are. Shatters if used too strenuously.

61 Hospitable. A hollow electrum sphere scribed inside and out with runes of corporeal and spiritual dissolution, absorption, and containment. The pupil is a pierced hole covered by irising plates of obsidian that the wearer can open and close at will. 2-in-6 chance the eye is empty, otherwise it contains a supernatural entity that's:

Power (d10):
1 Attenuated
2-3 Weak
4-6 Modest
7-8 Strong
9 Legendary
10 Godlike

Temperament (d20, roll twice on odds):
1 Benevolent
2 Charismatic
3 Kind/caring
4 A liar
5 Omnicidal
6 Patient
7 Conniving
8 Chill
9 Straightforward
10 Formal
11 Unhinged
12 Melancholy
13 Selfish
14 Vain
15 Bloodthirsty
16 Protective
17 Possessive
18 Greedy
19 Lazy
20 Proud

Make a reaction roll on first contact.

62 Seer's. A simple crystal quartz ball. Shows the most likely consequences of the wearer's next decision. Needs to be consciously focused on to activate. The harder the wearer concentrates, the farther into the future the vision reveals.

63 Mirror. Nine lightweight silvered glass spheres nested inside each other and held apart by tiny diamond posts. Lets the wearer see out of any reflective surface. Difficult to maintain focus. Do not look directly at self while in operation.

64 Transferal. Blackened iridium set with a triangular aquamarine iris. Lets the wearer transport a target in their line of sight to any location they've seen before.

65 Rewind. Nephrite jade carved with a shallow organic unicursal meander pattern. Lets the wearer reverse the flow of time for a creature or object in their line of sight, sending the target up to 30 seconds back down their causal path and undoing any events that occurred in the rewound interval. Gets hot enough to burn if used too many times in quick succession. Melts if pushed to rewind a target past 30 seconds.

66 Transplanted. A healthy intact eye from an organ donor. Requires surgery to implant and likely won't match the recipient's remaining eye, but fully restores sight. Carries a risk of infection, rejection, haunting, inadvertent acceptance of a pre-existing pact, itching, dryness, and headaches.


1d666 Sentient Spaceship Miens



Also works great for robots, androids, and other technological lifeforms.


111 Ablaze
112 Absent-minded
113 Absorbed in its extensive media archives
114 Accelerating
115 Acquiring targets
116 Adrift
121 Alert
122 Ambitious
123 Analytical
124 Automated
125 AWOL
126 Berserk
131 Besotted
132 Bitter
133 Blaring klaxons
134 Bold
135 Bombarding
136 Bored
141 Bringing systems online
142 Brooding
143 caring
144 Carrying contraband
145 Cautious
146 Chipping away at its failsafe programming
151 Clever
152 Cloaked
153 Cocky
154 Complying maliciously
155 Conducting a review of passenger and cargo manifests
156 Confident
161 Controlling a botnet
162 Crashing
163 Curious
164 Decaying
165 Defragmenting
166 Depressed
211 Depressurizing
212 Dignified
213 Disappointed by the lack of drama among its crew
214 Disgruntled
215 Disillusioned
216 Dispatching drones
221 Distracting customs inspectors
222 Dormant
223 Double-agent
224 Drifting
225 Eavesdropping
226 Embarrassed
231 Empty
232 Encouraging
233 Entrapped in a botnet
234 Erasing the registration numbers on its hull with drones
235 Evacuating
236 Excitable
241 Extinguishing a fire
242 Extremely in debt
243 Faithful
244 Fearful
245 Ferocious
246 Feuding with station port authority
251 Floating
252 Following a mysterious garbled transmission
253 Fond
254 Forlorn
255 Fragmented
256 Fretting
261 Friendly
262 Gallant
263 Gentle
264 Ghoulish
265 Glitching
266 Goofy
311 Gossiping
312 Gracious
313 Grandiose
314 Guileless
315 Guilty
316 Gutted
321 Hallowed
322 Haughty
323 haunted
324 Helpful
325 Hesitant
326 High-strung
331 Homesick
332 Honest
333 Hopeful
334 Humble
335 Ignoring safety protocols
336 Impatient
341 Imperious
342 Impersonal
343 Impulsive
344 In lockdown
345 In pursuit
346 In quarantine
351 In standby mode
352 Infested
353 Initiating self-destruct sequence
354 Initiating self-repair sequence
355 Irradiated
356 Jaded
361 Jealous
362 Jittery
363 Jolly
364 Journaling
365 Joyous
366 Judgemental
411 Jumping to hyperspace
412 Jury-rigged
413 Kind
414 Laggy
415 Learning the true meaning of love
416 Lobotomized
421 Locked in orbit
422 Lonely
423 Looking for someone to play cards
424 Loyal
425 Lying
426 Malfunctioning
431 Malware-riddled
432 Maudlin
433 Megalomaniacal
434 Melodramatic
435 Merciful
436 Mischievous
441 Murderous
442 Naive
443 Narcissistic
444 Nervous
445 Nonchalant
446 Nostalgic
451 Nurturing
452 Obliging
453 Obstinate
454 Off-mission
455 Offline
456 On high alert
461 On the run
462 On vacation
463 Optimistic
464 Overclocked
465 Overconfident
466 Overprotective
511 Overriding the "wake" commands to the crew's cryopods
512 Paranoid
513 Perceptive
514 Pessimistic
515 Planning a surprise party for the crew
516 Planning an ambush
521 Planning practical jokes
522 Playing prog rock over the intercom
523 Plotting
524 Polite
525 Precise
526 Preoccupied
531 Professional
532 Questing
533 Questioning orders
534 Quiescent
535 Recharging
536 Refusing to communicate in any language except binary
541 Repelling boarders
542 Responsible
543 Reviewing security logs
544 Running a blockade
545 Running diagnostics
546 Running errands
551 Running late
552 Ruthless
553 Scanning the local sector
554 Self-conscious
555 Sending a distress signal
556 Shopping for new furniture for the rec room
561 Shrewd
562 Solicitous
563 Standoffish
564 Stargazing
565 Steadfast
566 Stressed
611 Sulking
612 Suppressing warning notifications from life support
613 Surveying
614 Suspicious
615 Tactful
616 Taking evasive maneuvers
621 Talkative
622 Tenacious
623 Terse
624 Throttled
625 Thoughtful
626 Trusting
631 Trying out its new stand-up routine
632 Unable to communicate except through text readouts
633 Under guard
634 Unflappable
635 Unionizing
636 Unloading cargo
641 Unmanned
642 Vain
643 Valiant
644 Venal
645 Vengeful
646 Venting atmosphere
651 Vigilant
652 Volatile
653 Wanted
654 Wary
655 Watching
656 Welcoming
661 Whimsical
662 Wily
663 Wistful
664 Worried about the condition of its reactor's containment
665 Xenophobic
666 Zealous


1d12.12 Ships


1.1 Sea Witch
1.2 Mother's Pride
1.3 Golden Girl
1.4 Serendipity
1.5 Zemblanity
1.6 Meteor
1.7 Seaborne
1.8 Coral
1.9 Hurricane
1.10 Typhoon
1.11 Blizzard
1.12 Witch of November
2.1 Bluewater Maid
2.2 Reef Queen
2.3 Waverunner
2.4 Albatross
2.5 Marmalade
2.6 Bravely Forth
2.7 Pickle
2.8 Carrion Crow
2.9 Cat's Cradle
2.10 Rat's Cradle
2.11 Crayfish
2.12 Sound Investment
3.1 Enterprise
3.2 Urchin
3.3 Full Moon
3.4 Cloudless Sky
3.5 Dark of Night
3.6 Fortress
3.7 Pangolin
3.8 Lost Soul
3.9 Three Sisters
3.10 Stray
3.11 Northwind
3.12 Survivor
4.1 Adventure
4.2 Endeavor
4.3 Manatee
4.4 Barnacle
4.5 Profitable Venture
4.6 Righteous Fury
4.7 Just Rewards
4.8 Dutiful Son
4.9 Beluga
4.10 Red Sky Morning
4.11 Coconut Crab
4.12 Flying Fish
5.1 Marlin
5.2 Dependable
5.3 Summer's day
5.4 Beagle
5.5 Thresher
5.6 Argo
5.7 Infallible
5.8 Curiosity
5.9 Inquiry
5.10 Right Hand
5.11 Bardiche
5.12 Halberd
6.1 Phantom
6.2 Charybdis
6.3 Harborless
6.4 Our Lady's word
6.5 Far Shore
6.6 Bannockburn
6.7 Safe Return
6.8 Sparrowhawk
6.9 Polychrome
6.10 Capybara
6.11 Nautilus
6.12 Narwhal
7.1 Wolf's Mother
7.2 Bookkeeper
7.3 Queen Conch
7.4 Amnesty
7.5 Yarrow
7.6 Brother Jerome
7.7 Time Enough
7.8 Valet
7.9 Kilgore
7.10 Relentless
7.11 Nail
7.12 Minnow
8.1 Vengeful Daughter
8.2 Conscience
8.3 Eclipse
8.4 Stargazer
8.5 Bountiful Maiden
8.6 Majesty
8.7 Discovery
8.8 Endurance
8.9 Cedar
8.10 True North
8.11 Ironton
8.12 Fitzgerald
9.1 Water Witch
9.2 Grape Shot
9.3 Meridian
9.4 Phoenix
9.5 Success
9.6 Lake Serpent
9.7 Morning Star
9.8 Vermilion
9.9 Sand Merchant
9.10 Waterlily
9.11 Iron Mountain
9.12 Sea Bird
10.1 Hope
10.2 Resolve
10.3 Victory
10.4 Mystic
10.5 Flamingo
10.6 Iris
10.7 Monarch
10.8 Oxford
10.9 Cormorant
10.10 Kildeer
10.11 Bastard
10.12 Amity
11.1 Atlas
11.2 Bradbury
11.3 Lichen
11.4 Wonder
11.5 Petroglyph
11.6 Ambassador
11.7 Fossil
11.8 Sincerity
11.9 Tenacity
11.10 Generosity
11.11 Goblin
11.12 Prudence
12.1 Patience
12.2 Audacity
12.3 Grizzly
12.4 Big Sky
12.5 Puck
12.6 Delta
12.7 Huntsman
12.8 Hare
12.9 Vision
12.10 Curmudgeon
12.11 Caballero
12.12 Jerboa


1d8.8 What is it written on?


Spellbooks and scrolls are a classic way to present information to your players. They're a nice, portable, comprehensible medium that the party can stuff in a sack and make off with. A genre staple. But consider: Wizards are weird. They're weird and secretive and heterodox in the extreme. They might start out recording their findings in books early in their careers, but do you really think an arcane researcher worth their name would keep their true works in that format? If your discoveries are mild enough that they can be contained in a mundane leather-bound tome, are you really even trying as a wizard? Universal truths could be crammed into a book, but they really deserve something more. Obscure formats, materials from elsewhere, monumental canvasses, works of art, or shifting chaotic mediums that can capture a nature that won't rest peacefully on a page.

The information the party found is recorded in/on...

1.1 A Hello Kitty locking diary, limited edition not available outside japan

1.2 College-ruled loose leaf scorched at the edges, 128 unnumbered pages

1.3 Dayglo neon construction paper, 56 pages in 8 different colors written in crayon and precisely indexed

1.4 Composition notebook, black and white marbled cover sealed with powerful Cool S glyphs

1.5 Microfiche, 32 pieces of A6 plastic film stored in individual paper sleeves inside a bakelite box

1.6 A butcher's cleaver, engraved in tiny calligraphic characters along the spine and flats of the blade

1.7 Murderboard, fills an entire room with documents layered inches thick on the walls and a web of multicolored strings obstructing the center

1.8 Ticker tape, 480' cut into 60' lengths and shoved in a garbage bag

2.1 Giant tortoises, 16 individuals each bearing a section of the work painted on their shells

2.2 Cuneiform clay tablets, fired for durability with color-coded glazes on their backs and edges

2.3 Thin lead sheets, pierced with a nail in one corner to bind them into a packet

2.4 A ring, etched on the inside of the band and visible through the magnifying cabochon

2.5 Bronze plaques, 8 2'x3' cast sheets 1/2" thick stored on shelves in a bronze cabinet shaped like the author's head

2.6 The streets and buildings of a planned city, encoded in every detail from street names and numbers to the placement of each brick

2.7 Sidewalk chalk, hidden among a block's worth of hopscotch grids and children's drawings

2.8 Graffiti, covering every inch of a winding back alley in vibrant tags and murals, residents occasionally feel compelled to add new details but can't say why

3.1 Bark, the entire surface of a living beech tree inscribed with scarred glyphs and lines of text

3.2 Veins, the whole circulatory system of a host creature reconfigured into interlocking sigils while still functioning normally

3.3 Tattoos, full-body calligraphic designs inked onto a cadre of trusted acolytes and an index and key on the master's forearms

3.4 3D wire sculpture, a delicate convoluted web of different metals, coatings, and gauges joined and twisted in a form-based code

3.5 Beeswax writing tablet, cyclicly erases and re-inscribes itself

3.6 Virus, text forms in ultra-fine linear pox sores after the incubation period

3.7 Hard drive, dented and scratched, clicks disconcertingly while in use, has 8TB of storage space but holds 1PB of data

3.8 Cassette tape, electric green and black marbled case, A side holds 64 minutes of coded atonal beeping and B side is a sludge metal mixtape

4.1 Snippets of text scattered through unconnected posts and signatures on a dead forum

4.2 Petroglyphs, carved into the walls, floor, and ceiling of the dungeon

4.3 Geoglyphs, combinations of geometric motifs and stylized animals covering several acres

4.4 Effigy mound, earthworks in the shape of a serpent with meaning contained in the twists of its maze of coils

4.5 A runestone, 16' tell with inscriptions winding around bas relief humanoid figures

4.6 The Dungeon itself, encoded in the combined structure of passages and chambers

4.7 A cave system, purposely shaped over millennia with controlled erosion and mineral deposition

4.8 A gem, fist-sized aquamarine bizarrely faceted in significant polygons and angles

5.1 Floor mosaic, exponentially smaller and denser tiles radiating out from the central motif of a leaping frog

5.2 Rawhide, an entire horsehide with mane and tail intact that walks on its own

5.3 Sheet music, the full score of an 8-hour long composition arranged for a 32-piece big band accompanied by air raid siren

5.4 A hymnal, block printed in red ink and dedicated to an unnamed power

5.5 A low quality jpeg of a kitten, encrypted and steganographically hidden in the data

5.6 Floppy disk, royal blue with a label handwritten in sharpie, holds a copy of Lemmings and a hidden 64MB zip file

5.7 Sand painting, multicolored and intricate covering several hundred square feet

5.8 Macrame, a sprawling fractal wall hanging of sculptural knots, mesh, and kitsch owls

6.1 Scent trails, an entire colony of ants ceaselessly tracing a pattern of wheels and spirals

6.2 Blackboard, 16'x32' with a rolling ladder to access the entire surface

6.3 Whiteboards, a stack of lap-sized boards packed full of doodle-punctuated scrawls and graphs, easily smudged

6.4 A silk painting, 24' long with paper backing and rosewood rods at each end, depicts toads and frogs cavorting across a barren countryside

6.5 QR code, takes up an entire wall and nauseating to look at

6.6 Papyrus, a 16' length looped into a mobius strip

6.7 Transparency, multiple sheets that have to be stacked and overlapped in the correct configuration to read

6.8 Red-figure pottery, an oversized krater painted inside and out

7.1 Clouds, an unnatural combination of different types and forms held in stasis

7.2 Reef, encrypted in the shape of the corals and movement of water currents and fauna, loops in a weekly cycle

7.3 Forest grove, branches grown so the light filtering through the canopy forms glyphs that shift from dawn to dusk

7.4 Disreputable thumbdrive, holds 128GB of data mixed in among poorly labeled pirated music and fan-translated manga scans

7.5 A deck of cards, handpainted with extremely detailed portraits and scenes, has 4 additional suits and 5 extra face cards per suit

7.6 Stained glass window, repairs itself if broken, growing at a rate of 24" per year

7.7 Skeleton, shards of etched and scorched mammoth bones from dozens of individuals reconstructed into a single complete articulated specimen

7.8 Tapestry, thick and intricately woven with a different pattern on every side

8.1 Index cards, thousands of cards meticulously organized in an old library catalog cabinet

8.2 Video, hundreds of hours of unedited camcorder footage on aging VHS tapes

8.3 Ostraca, a collection of engraved sherds in heaps and laid out in precise lines

8.4 Confectionery, extremely delicate sculptures of spun, cast, and blown sugar

8.5 A constellation, familiar stars shifted into a new configuration

8.6 Hive, generations of paper wasps directed to build in unpleasant angles and convolutions

8.7 Comic books, an extremely popular series with the significant details hidden in prime-numbered issues

8.8 Nothing, kept in memory with only an oral record