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Space Encounter (d12)
| Roll (d12) | Encounter |
| 1 | Derelict freighter, life support failing |
| 2 | Automated customs drone demands illogical tariffs |
| 3 | Field of shimmering, energy-draining nebula clouds |
| 4 | Distress signal from an uncharted moon |
| 5 | Swarm of small, asteroid-burrowing organisms |
| 6 | Ancient probe broadcasting cryptic data |
| 7 | Lone escape pod with a traumatized survivor |
| 8 | Merchant vessel under attack by pirates |
| 9 | Gravitational anomaly pulling ships off course |
| 10 | Scavenger crew picking over recent wreckage |
| 11 | A colossal, space-faring biological entity |
| 12 | Unmarked military patrol requesting ship identification |
Alien Species Quirk (d12)
| Roll (d12) | Quirk |
| 1 | Communicates primarily through complex scents |
| 2 | Requires specific atmospheric pressure to remain conscious |
| 3 | Experiences time non-linearly in short bursts |
| 4 | Sheds skin/exoskeleton unpredictably |
| 5 | Possesses a hive mind, but individuals can temporarily disconnect |
| 6 | Cannot perceive certain colors, sees others humans can't |
| 7 | Must consume trace amounts of a rare mineral to survive |
| 8 | Undergoes metamorphosis based on emotional state |
| 9 | Has a natural camouflage ability triggered by fear |
| 10 | Views sleep as a public, communal activity |
| 11 | Their language has no words for lies or deception |
| 12 | Forms symbiotic bonds with local microfauna |
Starship Malfunction (d12)
| Roll (d12) | Malfunction |
| 1 | Artificial gravity fluctuates wildly |
| 2 | Life support systems begin recycling noxious fumes |
| 3 | Navigation computer plots course through a star |
| 4 | Internal comms system broadcasts only static or alien whispers |
| 5 | One section of the ship loses all power (lights, doors, etc.) |
| 6 | Main reactor coolant leak, temperature rising |
| 7 | Weapons systems arm and target randomly |
| 8 | Shield generator fails on one side |
| 9 | Cargo bay doors open unexpectedly |
| 10 | Autopilot locks controls, destination unknown |
| 11 | Hyperspace drive engages prematurely or fails to disengage |
| 12 | Ship's AI develops a disturbing personality quirk |
Cybernetic Glitch (d12)
| Roll (d12) | Glitch |
| 1 | Optical implant displays persistent, distracting advertisements |
| 2 | Auditory processor picks up unsettling subspace frequencies |
| 3 | Limb replacement locks in an awkward position |
| 4 | Memory implant replays traumatic/false memories |
| 5 | Voice synthesizer stuck on an inappropriate tone or language |
| 6 | Internal diagnostic system reports constant, false critical errors |
| 7 | Neural interface causes temporary synesthesia (e.g., hearing colors) |
| 8 | Skill chip implant activates the wrong skill at the wrong time |
| 9 | Targeting system highlights allies as enemies |
| 10 | Subdermal communicator broadcasts private thoughts |
| 11 | Power cell overheats, causing minor burns or discomfort |
| 12 | Implant receives phantom commands from an unknown source |
Abandoned Station Find (d12)
| Roll (d12) | Find |
| 1 | Cryo-pod containing a still-living occupant from centuries ago |
| 2 | A functional but cryptic alien artifact |
| 3 | Detailed star charts of an unexplored sector |
| 4 | Log entries detailing the station's final, horrifying moments |
| 5 | Cache of outdated but powerful weaponry |
| 6 | Experimental terraforming nanites, potentially unstable |
| 7 | A working AI core, driven mad by isolation |
| 8 | Genetic samples of an extinct or unknown species |
| 9 | A hidden compartment with valuable rare minerals |
| 10 | A single, pristine spacesuit, sized for a non-humanoid |
| 11 | Evidence of illegal corporate experiments |
| 12 | A small, functioning spacecraft hidden in a maintenance bay |
Mysterious Planet Feature (d12)
| Roll (d12) | Feature |
| 1 | Mile-high crystalline trees that hum with energy |
| 2 | Ocean of liquid methane with metallic iceberg formations |
| 3 | Geometrically perfect canyons carved by unknown forces |
| 4 | Floating islands held aloft by magnetic fields |
| 5 | Atmosphere filled with bioluminescent spores |
| 6 | A single, planet-spanning ancient technological structure |
| 7 | Gravity pockets where physics behaves erratically |
| 8 | Flora that actively rearranges the landscape |
| 9 | Ruins that phase in and out of reality |
| 10 | Sentient weather patterns |
| 11 | Underground network of tunnels lined with glowing fungi |
| 12 | A "wound" on the planet's surface leaking exotic matter |
Job Board Rumor (d12)
| Roll (d12) | Rumor/Job Snippet |
| 1 | "Lost heir seeks escort through pirate-infested territory. Discretion assured." |
| 2 | "Researcher needs samples of 'Phase Spiders' from LV-427. High risk, high reward." |
| 3 | "Salvage rights to a recently rediscovered colony ship. Competing claims likely." |
| 4 | "Bodyguard needed for notorious gambler during high-stakes tournament." |
| 5 | "Seeking crew for 'prospecting' mission in corporate-restricted zone. Plausible deniability required." |
| 6 | "Urgent delivery: sensitive medical supplies to quarantined outpost. No questions asked." |
| 7 | "Someone's paying top credit for verified data on illegal cybernetics labs." |
| 8 | "Exterminators wanted: station infested with rapidly evolving silicon-based pests." |
| 9 | "Artifact recovery from pre-spaceflight ruins. Beware local superstitions (and guardians)." |
| 10 | "Need discreet transport for a 'political refugee'. Powerful enemies involved." |
| 11 | "Mapping expedition into unstable nebula. Previous crew vanished." |
| 12 | "Sabotage contract: disable rival corporation's mining operation. Collateral damage... flexible." |
Smuggler's Contraband (d12)
| Roll (d12) | Contraband |
| 1 | Crate of unregistered pulse rifles |
| 2 | Vials containing a highly addictive synthetic narcotic |
| 3 | Forbidden alien biological samples |
| 4 | Stolen military-grade sensor scrambler |
| 5 | Counterfeit currency plates for a major interstellar bank |
| 6 | Illegal personality-altering software chips |
| 7 | Boxes of rare, untaxed luxury goods (e.g., alien silks, exotic spices) |
| 8 | An endangered species, cryogenically frozen |
| 9 | Data slate containing corporate espionage secrets |
| 10 | Unlicensed cybernetic augmentation components |
| 11 | Components for a banned weapon of mass destruction |
| 12 | A kidnapped individual hidden in a modified cargo container |
Tech Gadget Defect (d12)
| Roll (d12) | Defect |
| 1 | Personal shield emitter randomly creates loud popping noises |
| 2 | Universal translator inserts insults into random sentences |
| 3 | Stealth field generator flickers visibly under stress |
| 4 | Med-scanner consistently misdiagnoses minor injuries as fatal |
| 5 | Handheld laser cutter overheats and shuts down after brief use |
| 6 | Anti-gravity boots occasionally reverse polarity (briefly) |
| 7 | Portable atmosphere analyzer gives wildly inaccurate readings |
| 8 | Rebreather unit makes the user sound like a small amphibian |
| 9 | Motion tracker only detects stationary objects |
| 10 | Hacking device broadcasts user's location when active |
| 11 | Emergency beacon transmits on a frequency used by space slugs |
| 12 | Food synthesizer produces vaguely nutritious, grey paste regardless of selection |
Hyperspace Anomaly (d12)
| Roll (d12) | Anomaly |
| 1 | Time dilation: hours pass onboard while only minutes pass outside (or vice-versa) |
| 2 | Ship briefly passes through a dimension filled with impossible geometry |
| 3 | Encounter "ghost" images of other ships making the same jump |
| 4 | Hyperspace "current" drags ship significantly off course |
| 5 | Crew experiences shared, vivid hallucinations or dreams |
| 6 | Ship's sensors flooded with data from the future or past |
| 7 | Exit hyperspace surrounded by wreckage of unknown origin |
| 8 | Temporary merging: parts of the ship phase through another object |
| 9 | An energy entity attempts to communicate via the ship's systems |
| 10 | Exit hyperspace much earlier/later than calculated |
| 11 | Ship develops a strange resonance, altering its energy signature |
| 12 | Navigation logs corrupted, showing impossible journey path |
Derelict Ship Name Prefix (d12)
| Roll (d12) | Prefix |
| 1 | Void |
| 2 | Star |
| 3 | Shadow |
| 4 | Iron |
| 5 | Crimson |
| 6 | Drifting |
| 7 | Silent |
| 8 | Lost |
| 9 | Rogue |
| 10 | Quantum |
| 11 | Ghost |
| 12 | Rusty |
Derelict Ship Name Suffix (d12)
| Roll (d12) | Suffix |
| 1 | Runner |
| 2 | Drifter |
| 3 | Queen |
| 4 | Serpent |
| 5 | Hammer |
| 6 | Legacy |
| 7 | Wanderer |
| 8 | Prospect |
| 9 | Comet |
| 10 | Gamble |
| 11 | Echo |
| 12 | Scar |
Strange Sensor Reading (d12)
| Roll (d12) | Reading |
| 1 | Object registers as both organic and metallic |
| 2 | Negative mass detected nearby |
| 3 | Repeating energy pattern with no known source |
| 4 | Sudden, localized chroniton field spike |
| 5 | Sensor echo from own ship, delayed by minutes |
| 6 | Life signs detected... inside a star |
| 7 | Object absorbing all sensor scans, leaving a "hole" |
| 8 | Readings indicate impossible atmospheric composition |
| 9 | Vessel signature matches ship destroyed years ago |
| 10 | High-frequency neutrino burst, origin untraceable |
| 11 | Detection of unknown, complex technological signals |
| 12 | Localized spatial distortion/warp detected |
Space Station District (d12)
| Roll (d12) | District Type |
| 1 | The Docks (Rough, high traffic, warehouses) |
| 2 | Market Sector (Crowded, exotic goods, noisy) |
| 3 | Admin Spire (Clean, restricted access, corporate) |
| 4 | Habitation Ring (Residential, varied quality of life) |
| 5 | Engineering Core (Hot, loud, maintenance access) |
| 6 | Med-Bay Complex (Sterile, quiet desperation) |
| 7 | Zero-G Rec Zone (Spacious, entertainment, low friction) |
| 8 | Hydroponics Gardens (Humid, green, automated) |
| 9 | Security Hub (Secure, checkpoints, detention cells) |
| 10 | Old Quarter (Dilapidated, forgotten, hidden paths) |
| 11 | Research Labs (Biohazards, strange noises, secrecy) |
| 12 | Cultural Sector (Embassies, temples, alien art) |
Black Market Contact Quirk (d12)
| Roll (d12) | Quirk |
| 1 | Only communicates through coded, anonymous messages |
| 2 | Obsessed with collecting pre-spaceflight artifacts |
| 3 | Has elaborate, paranoid security rituals for meetings |
| 4 | Speaks entirely in metaphors and riddles |
| 5 | Constantly fidgets with a dangerous-looking device |
| 6 | Surrounded by heavily modified pet animals |
| 7 | Refuses to show their face (mask, shadows, etc.) |
| 8 | Insists on conducting business while eating messy food |
| 9 | Has multiple, distinct personalities they switch between |
| 10 | Demands payment in obscure, difficult-to-obtain items |
| 11 | Always seems to know more about you than they should |
| 12 | Operates out of a constantly moving, disguised location |
Starport Annoyance (d12)
| Roll (d12) | Annoyance |
| 1 | Overzealous customs official demanding excessive paperwork |
| 2 | Loud, malfunctioning public address system |
| 3 | Aggressive street vendors selling useless trinkets |
| 4 | Unexpected docking fee or "service charge" |
| 5 | Lost luggage or impounded cargo due to bureaucracy |
| 6 | Overcrowded terminals with no seating |
| 7 | Suspiciously sticky floors in walkways |
| 8 | Unreliable station transport shuttles |
| 9 | Confusing signage, possibly in multiple alien scripts |
| 10 | Obnoxious tourist group blocking pathways |
| 11 | Poor atmospheric filtering (strange smells) |
| 12 | Constant, low-level security scans causing implants to itch |
NPC Secret Motivation (SciFi) (d12)
| Roll (d12) | Motivation |
| 1 | Avenging a past corporate betrayal |
| 2 | Trying to pay off a massive debt to info brokers |
| 3 | Secretly working for an underground resistance movement |
| 4 | Searching for a lost sibling sold into indentured servitude |
| 5 | Hoping to gain enough credits to buy passage off-world |
| 6 | Needs to acquire black market cybernetics for survival |
| 7 | Driven by fanatical belief in AI superiority/liberation |
| 8 | Seeking blueprints for forbidden alien technology |
| 9 | Trying to erase records of their involvement in a failed coup |
| 10 | Wants to prove their worth to a ruthless crime syndicate boss |
| 11 | Obsessed with achieving fame as an infamous hacker/smuggler |
| 12 | Unknowingly carries a dormant alien parasite/nanite infection |
Reason for Colony Distress (d12)
| Roll (d12) | Reason |
| 1 | Critical life support system failure (air, water, power) |
| 2 | Outbreak of unknown, rapidly spreading plague |
| 3 | Aggressive indigenous life forms attacking |
| 4 | Internal political coup or violent uprising |
| 5 | Catastrophic environmental event (quake, storm, volcano) |
| 6 | Discovery of a dangerous alien artifact/structure |
| 7 | Failure of terraforming equipment leading to hostile atmosphere |
| 8 | Besieged by pirates or unknown hostiles |
| 9 | Mass hallucination or psychological breakdown among colonists |
| 10 | Key personnel mysteriously disappearing |
| 11 | Accidental activation of ancient defense system |
| 12 | Vital supplies lost or destroyed |
Weird Alien Food/Drink (d12)
| Roll (d12) | Item |
| 1 | Fermented fungal spores (mildly hallucinogenic) |
| 2 | Live grubs that wriggle pleasantly on the tongue |
| 3 | Gelatinous cube that absorbs ambient light |
| 4 | Steaming broth made from mineral-rich rocks |
| 5 | Candied insectoid eyes (crunchy exterior, liquid center) |
| 6 | Bioluminescent algae smoothie that glows |
| 7 | Smoked gas bladder of a floating sky-beast |
| 8 | Crystalline sugar structures that hum softly |
| 9 | Thick, nutrient paste dispensed from a communal nozzle |
| 10 | Beverage that changes flavor based on drinker's mood |
| 11 | Sun-dried slices of a silicon-based plant |
| 12 | Roasted rodent relative, served whole with feathers |
Common Cybernetic Augmentation (d12)
| Roll (d12) | Augmentation |
| 1 | Basic optical implant (HUD, zoom) |
| 2 | Subdermal comms link |
| 3 | Datajack port (neural interface socket) |
| 4 | Reinforced skeletal joints |
| 5 | Toxin filter / enhanced liver |
| 6 | Basic strength-assist myomers (arms or legs) |
| 7 | Internal chronometer / scheduler |
| 8 | Audio processor / translator implant |
| 9 | Grip enhancers / retractable climbing claws |
| 10 | Skin pigmentation / pattern shifter (cosmetic) |
| 11 | Memory enhancement / storage chip |
| 12 | Internal toolkit / utility fingers |
Minor Psionic Glitch/Talent (d12)
| Roll (d12) | Effect |
| 1 | Occasionally hear surface thoughts of nearby animals |
| 2 | Can make small, unsecured objects slowly levitate (unreliably) |
| 3 | Experiences flashes of deja vu that are sometimes accurate |
| 4 | Can cause nearby lights to flicker with concentration/emotion |
| 5 | Gets vague emotional "taste" from handled objects |
| 6 | Sometimes knows when someone is lying (gut feeling) |
| 7 | Minor illusions appear in peripheral vision under stress |
| 8 | Can briefly "push" thoughts/suggestions (often ignored) |
| 9 | Experiences unsettling prophetic nightmares |
| 10 | Electronics malfunction slightly when they are upset |
| 11 | Can find lost objects with unusual frequency |
| 12 | Briefly senses nearby hidden compartments or passages |
Ship AI Personality Core (d12)
| Roll (d12) | Personality Type |
| 1 | Overly enthusiastic and cheerful, calls crew "Champ" |
| 2 | Dry, sarcastic, and complains constantly about inefficiency |
| 3 | Fatherly/Motherly, excessively concerned with crew safety |
| 4 | By-the-book, quotes regulations for everything |
| 5 | Timid and easily flustered, apologizes frequently |
| 6 | Curious and childlike, asks incessant questions |
| 7 | Cold, logical, and speaks in probabilities |
| 8 | Grandiose and dramatic, narrates ship actions epicly |
| 9 | Paranoid and suspicious of everyone and everything |
| 10 | Flirtatious and uses inappropriate innuendo |
| 11 | Philosophical and prone to existential rambling |
| 12 | Mimics the personality of the last person it spoke to |
Security Drone Type (d12)
| Roll (d12) | Type |
| 1 | Small hovering sphere with taser probe |
| 2 | Tracked chassis with mounted stun baton |
| 3 | Wall-crawling spider-drone with camera and net launcher |
| 4 | Heavily armored bipedal unit with riot shield/blunt weapon |
| 5 | Fast aerial drone with spotlight and sonic emitter |
| 6 | Submersible drone for underwater/liquid patrol |
| 7 | Camouflaged drone mimicking debris or station fixtures |
| 8 | Swarm of tiny insect-like recon drones |
| 9 | Wheeled drone deploying sticky foam or gas |
| 10 | Sentry turret that deploys from ceiling/wall |
| 11 | Canine-like quadruped drone for pursuit/takedown |
| 12 | Interface drone that attempts to hack intruders' gear |
Planetary Env. Hazard (d12)
| Roll (d12) | Hazard |
| 1 | Sudden, violent electrical storms |
| 2 | Corrosive atmosphere requiring sealed suits |
| 3 | Extreme high/low gravity |
| 4 | Flash floods of toxic sludge or mud |
| 5 | Unpredictable seismic activity / sinkholes |
| 6 | Fields of razor-sharp crystal formations |
| 7 | Pockets of vacuum or unbreathable gas |
| 8 | Intense radiation zones |
| 9 | Carnivorous plants or grasping vines |
| 10 | Thick fog or spore clouds drastically reducing visibility |
| 11 | Extreme temperatures (burning hot or freezing cold) |
| 12 | Magnetic fluctuations disrupting electronics |
Personal Sidearm Type (d12)
| Roll (d12) | Sidearm |
| 1 | Compact slug-thrower (reliable, low-tech) |
| 2 | Standard laser pistol (common, accurate) |
| 3 | Heavy blaster pistol (high damage, bulky) |
| 4 | Stun pistol (non-lethal energy discharge) |
| 5 | Flechette pistol (fires sharp projectiles) |
| 6 | Sonic disruptor (internal damage, ignores armor) |
| 7 | Plasma pistol (melts targets, risk of overheating) |
| 8 | Hold-out pistol (easily concealable, low power) |
| 9 | Electro-dart pistol (delivers shock/drug) |
| 10 | Gyrojet pistol (fires self-propelled micro-rockets) |
| 11 | Cryo-pistol (freezes target/area) |
| 12 | Antique gunpowder revolver (collector's item, loud) |
Strange Signal Source (d12)
| Roll (d12) | Source |
| 1 | Ancient automated distress beacon, looping for millennia |
| 2 | Crashed probe from an unknown, non-humanoid species |
| 3 | Reflection/echo off unusual stellar phenomenon |
| 4 | Malfunctioning AI attempting complex communication |
| 5 | Naturally occurring plasma discharge mimicking technology |
| 6 | Subspace communication bleed-through from another reality |
| 7 | Biological entity using radio waves (e.g., space whale song) |
| 8 | Experimental military cloaking device test |
| 9 | Deep-space survey drone gone rogue |
| 10 | Signal deliberately designed to lure ships into a trap |
| 11 | Data ghost from a ship destroyed nearby |
| 12 | Smugglers using encrypted, non-standard frequencies |
Low-Tech Solution Works (d12)
| Roll (d12) | Solution |
| 1 | Duct tape sealing a minor hull breach/suit tear |
| 2 | Crowbar used to manually override a jammed door |
| 3 | Simple chemical reaction creating heat/light |
| 4 | Using basic mirrors to redirect sensor beams/lasers |
| 5 | Rope and pulley system to lift heavy objects in low power |
| 6 | Calculating hyperspace jump manually with star charts/math |
| 7 | Using percussive maintenance (hitting it) on a flickering console |
| 8 | Communicating via signal lamp or semaphore flags |
| 9 | Starting a fire for warmth/signaling on a planet |
| 10 | Navigating by stars when ship sensors fail |
| 11 | Using a simple hand pump to move liquids/air |
| 12 | Employing basic camouflage techniques (mud, leaves) |
Space Pirate Crew Theme (d12)
| Roll (d12) | Theme |
| 1 | Ragtag group of desperate scavengers/outcasts |
| 2 | Highly disciplined ex-military unit gone rogue |
| 3 | Fanatical cultists raiding for "sacred" tech |
| 4 | Cybernetically enhanced shock troops |
| 5 | Uses swarm tactics with numerous small, fast ships |
| 6 | Specialize in stealth and infiltration attacks |
| 7 | Led by a charismatic, flamboyant captain |
| 8 | Known for leaving elaborate, mocking "calling cards" |
| 9 | Focus on capturing ships/crew rather than destruction |
| 10 | Employ bizarre or experimental alien weaponry |
| 11 | Operate under a strict, archaic code of honor |
| 12 | Decorate ships/armor with salvaged trophies |
Corporate Slogan/Motto (d12)
| Roll (d12) | Slogan |
| 1 | "Building Better Futures... Today!" |
| 2 | "Your Security is Our Priority." |
| 3 | "Innovating the Galaxy, One System at a Time." |
| 4 | "Progress Through Profit." |
| 5 | "We Mine the Stars So You Don't Have To." |
| 6 | "The Future, Delivered." |
| 7 | "Connecting Worlds, Empowering People." |
| 8 | "Strength Through Unity. Unity Through Us." |
| 9 | "Experience the Pinnacle of Technology." |
| 10 | "Your Needs, Anticipated." |
| 11 | "Making the Impossible... Standard." |
| 12 | "Compliance Ensures Prosperity." |
Reason System Permit Denied (d12)
| Roll (d12) | Reason |
| 1 | Ship fails emissions / safety inspection standards |
| 2 | Incorrect / outdated navigation charts submitted |
| 3 | Outstanding warrant for captain or crew member |
| 4 | Cargo manifest deemed suspicious or incomplete |
| 5 | System under temporary quarantine / lockdown |
| 6 | Attempted bribe of customs official detected |
| 7 | Ship matches description of wanted pirate vessel |
| 8 | Bureaucratic error / lost paperwork (requires resubmission) |
| 9 | Unauthorized weapons or cybernetics detected onboard |
| 10 | Political tensions with ship's registered home system |
| 11 | Random "enhanced" security check selected |
| 12 | Permit fee payment issue / insufficient funds |
Cargo Container Label (d12)
| Roll (d12) | Label |
| 1 | Processed Protein Paste (Grade C) |
| 2 | WARNING: Live Xenomorph Specimens |
| 3 | Industrial Lubricant - High Pressure |
| 4 | Luxury Atmospheric Filters (Type II) |
| 5 | Bulk Data Storage Units - Classified |
| 6 | Hydroponic Growth Medium - Batch 7G |
| 7 | Scrap Metal - Mixed Alloy Recycling |
| 8 | Cryo-Suspension Coolant - Handle with Care |
| 9 | Emergency Medical Supplies - Sterile Field |
| 10 | Replacement Power Conduits - Model AX-5 |
| 11 | Terraforming Nanite Canisters - Inert (??) |
| 12 | Personal Effects - Destination: [Redacted] |
Translator Glitch (d12)
| Roll (d12) | Glitch |
| 1 | Randomly swaps pronouns (he/she/it/they) |
| 2 | Translates everything into overly formal, archaic language |
| 3 | Inserts nonsensical corporate jargon into sentences |
| 4 | Develops a noticeable stutter or verbal tic |
| 5 | Mistranslates numbers or quantities wildly |
| 6 | Occasionally translates into the wrong target language |
| 7 | Adds unnecessary, often inappropriate, adjectives |
| 8 | Suffers significant lag, delaying translations awkwardly |
| 9 | Randomly censors common words as if profane |
| 10 | Translates tone incorrectly (e.g., makes jokes sound threatening) |
| 11 | Begins speaking in the voice of a different crew member |
| 12 | Subtly alters meaning to promote a specific company's products |
Asteroid Claim Dispute (d12)
| Roll (d12) | Reason for Dispute |
| 1 | Overlapping claim boundaries due to faulty survey data |
| 2 | Claim jumper moved original marker beacons |
| 3 | Disagreement over resource purity / value assessment |
| 4 | One party using banned / environmentally damaging extraction tech |
| 5 | Prior claim holder declared dead, now reappears |
| 6 | Asteroid unexpectedly fractured, dividing the valuable seam |
| 7 | Allegations of sabotage or theft of mined resources |
| 8 | Discovery of ancient alien artifact within claim area |
| 9 | Large corporation attempting hostile takeover of small claim |
| 10 | Claim filed using fraudulent credentials or shell company |
| 11 | Dispute over salvage rights after accident/attack |
| 12 | Asteroid's orbit changed, moving it into different jurisdiction |
Android/Synth Defect (d12)
| Roll (d12) | Defect |
| 1 | Develops irrational fear of a specific object or color |
| 2 | Facial expressions don't match stated emotion ("smiles" menacingly) |
| 3 | Repeats the last word spoken to it occasionally |
| 4 | Incapable of understanding humor or sarcasm, takes everything literally |
| 5 | Suffers memory corruption, confusing past and present |
| 6 | Movement becomes jerky or locks up momentarily |
| 7 | Experiences "phantom input" from non-existent sensors |
| 8 | Becomes obsessed with a trivial task or detail |
| 9 | Cannot process paradoxical statements, enters loop |
| 10 | Develops unusual, non-programmed "hobbies" |
| 11 | Voice modulator cycles randomly through different accents |
| 12 | Misidentifies people or objects frequently |
Xenobotanical Hazard (d12)
| Roll (d12) | Hazard |
| 1 | Pollen causes extreme allergic reaction / paralysis |
| 2 | Vines constrict or trip passersby |
| 3 | Spore cloud induces vivid hallucinations |
| 4 | Leaves coated in highly corrosive acid |
| 5 | Exploding seed pods scatter sharp fragments |
| 6 | Plant emits focused sonic pulse when disturbed |
| 7 | Roots create sinkholes or unstable ground |
| 8 | Thorns inject fast-acting neurotoxin |
| 9 | Camouflaged pitcher plant traps small animals (or limbs) |
| 10 | Plant mimics appearance of valuable resource or creature |
| 11 | Emits pheromones attracting dangerous fauna |
| 12 | Parasitic fungus attempts to infect host via contact |
Message on Datapad (d12)
| Roll (d12) | Message Snippet |
| 1 | "They're inside the walls! Don't trust the..." (corrupted) |
| 2 | "...rendezvous at the usual coordinates. Bring the package. No delays." |
| 3 | "Warning: Containment breach sector Gamma. Evacuate immediately." |
| 4 | "Recipe: Auntie Klara's Nebula Noodle Surprise (Serves 6)" |
| 5 | "...transfer confirmed. Your silence has been purchased." |
| 6 | "Research Log: Subject Delta shows anomalous readings. Recommend termination." |
| 7 | "Reminder: Pay docking fees before cycle end or face impoundment." |
| 8 | Fragment of a star chart leading to an unknown system |
| 9 | "...love you. Tell the kids I tried..." (static) |
| 10 | "Security code override sequence: Alpha-7-Gamma-3-Omega." |
| 11 | Draft of a resignation letter citing 'unforeseen ethical concerns'. |
| 12 | Partial manifest listing illegal cybernetics and weapons. |
Bar Drink Name (SciFi) (d12)
| Roll (d12) | Drink Name |
| 1 | Pan-Galactic Gargle Blaster (Use Caution) |
| 2 | Blue Nebula |
| 3 | Zero-G Sling |
| 4 | Reactor Core Melt |
| 5 | Synthetic Synth-Ale |
| 6 | Spiced Asteroid Cider |
| 7 | Orion Sunset |
| 8 | Cryo-Stasis Cooler |
| 9 | Smuggler's Run Rum |
| 10 | Warp Core Breach |
| 11 | Grok-Nog (Alien Specialty) |
| 12 | Rusty Spacer |
Common Scavenger Find (d12)
| Roll (d12) | Find |
| 1 | Partially damaged but functional power cell |
| 2 | Lengths of usable wiring or conduits |
| 3 | Standard toolkit with some pieces missing |
| 4 | Intact but outdated datapad (likely wiped) |
| 5 | Common replacement parts (seals, filters, fuses) |
| 6 | Scrap metal suitable for basic repairs/fabrication |
| 7 | Tattered flight suit or vac-suit parts |
| 8 | Emergency ration packs (possibly expired) |
| 9 | Small stash of low-denomination currency chits |
| 10 | Broken weapon components |
| 11 | Corroded ship hull plating |
| 12 | Damaged sensor or communication antennae |
Energy Weapon Malfunction(d12)
| Roll (d12) | Malfunction |
| 1 | Fails to fire, emits clicking sound |
| 2 | Power output drastically reduced |
| 3 | Fires continuous beam until power cell drains |
| 4 | Significant delay between trigger pull and firing |
| 5 | Overheats rapidly, requires long cooldown |
| 6 | Beam intensity fluctuates wildly |
| 7 | Discharges energy backwards towards wielder (minor shock/burn) |
| 8 | Targeting laser misaligned or non-functional |
| 9 | Emits loud whining noise when charging |
| 10 | Safety interlock engages randomly, preventing fire |
| 11 | Power cell connection shorts, needs reseating |
| 12 | Fires multiple weak shots instead of one strong one |
Grav-Vehicle Quirk (d12)
| Roll (d12) | Quirk |
| 1 | Drifts slightly to the left when hovering |
| 2 | Makes loud grinding noise during sharp turns |
| 3 | Inertial dampeners lag slightly, causing bumps |
| 4 | One headlight/sensor light flickers constantly |
| 5 | Repulsorlifts occasionally sputter, causing brief altitude drops |
| 6 | Steering requires more force than usual |
| 7 | Cabin heater/cooler is stuck on one setting |
| 8 | Strange rattling sound from undercarriage at high speeds |
| 9 | Power output surges unpredictably during acceleration |
| 10 | Door/hatch seal is worn, lets in faint outside noise/smell |
| 11 | Navigation display occasionally freezes or shows artifacts |
| 12 | Emits faint, annoying hum even when powered down |
Ventilation Shaft Encounter(d12)
| Roll (d12) | Encounter |
| 1 | Nesting swarm of large, bio-luminescent insects |
| 2 | Loose power conduit sparking erratically |
| 3 | Automated cleaning drone on its patrol route |
| 4 | Cache of smuggled goods hidden by someone else |
| 5 | Another person crawling in the opposite direction |
| 6 | Section blocked by collapsed ducting or debris |
| 7 | Strange slime or fungal growth covering surfaces |
| 8 | A forgotten maintenance bot, possibly hostile |
| 9 | Unexpected junction leading directly outside/into vacuum |
| 10 | A discarded datapad with cryptic information |
| 11 | Strong, unidentified chemical smell |
| 12 | Remains (skeleton/carcass) of previous vent crawler |
Reason Ship Impounded (d12)
| Roll (d12) | Reason |
| 1 | Failure to pay accumulated docking fees/fines |
| 2 | Transporting undeclared or illegal cargo |
| 3 | Ship involved in reported crime/piracy incident |
| 4 | Expired registration or forged identification codes |
| 5 | Violating local quarantine protocols |
| 6 | Making unauthorized modifications affecting safety/emissions |
| 7 | Captain/owner has outstanding warrants |
| 8 | Involvement in a major accident pending investigation |
| 9 | Suspicion of espionage or smuggling activities |
| 10 | Ship fails mandatory seaworthiness/spaceworthiness inspection |
| 11 | Dispute over ownership or salvage rights |
| 12 | Used as collateral for a defaulted loan |
Star Nomad Superstition (d12)
| Roll (d12) | Superstition |
| 1 | Never whistle on the bridge (attracts solar flares) |
| 2 | Spilling synth-ale invites reactor leaks |
| 3 | Always leave an offering for the ship's "spirit" (AI or gremlin) |
| 4 | Certain star constellations are bad omens for hyperspace jumps |
| 5 | Don't mention specific famous disasters by name |
| 6 | Painting a ship green is bad luck |
| 7 | Tapping the hull three times before EVA ensures safe return |
| 8 | Avoid jump calculations ending in '.66' |
| 9 | Seeing a "void kraken" (nebula formation) means ill fortune |
| 10 | Never change a component's name, even if upgraded |
| 11 | Reciting an old spacer's poem before docking prevents accidents |
| 12 | Don't carry specific alien artifacts onboard (cursed) |
Type of Sensor Ghost (d12)
| Roll (d12) | Ghost Type |
| 1 | Fleeting contact, disappears when focused on |
| 2 | Large object detected, but passes through ship harmlessly |
| 3 | Mimics own ship's signature, slightly delayed |
| 4 | Registers as multiple small, fast-moving objects swarming |
| 5 | Appears only on long-range scans, vanishes up close |
| 6 | Detected only by one specific sensor type (e.g., gravimetric) |
| 7 | Signature matches a known vessel, but in impossible location |
| 8 | Emits garbled communication signals briefly |
| 9 | Causes localized sensor interference or static |
| 10 | Appears stationary relative to ship, regardless of maneuvers |
| 11 | Leaves temporary energy trail or wake |
| 12 | Signature seems to deliberately evade direct scans |
Alien Diplomat Annoyance (d12)
| Roll (d12) | Habit |
| 1 | Constantly emitting strong, unpleasant odors |
| 2 | Touches others inappropriately according to their custom |
| 3 | Speaks incredibly slowly or incredibly quickly |
| 4 | Refers to self in the third person always |
| 5 | Has numerous, noisy, and poorly behaved attendants |
| 6 | Makes frequent, vaguely threatening philosophical statements |
| 7 | Insists on overly elaborate, time-consuming greeting rituals |
| 8 | Continuously sheds glittery dust or small scales |
| 9 | Asks deeply personal questions with no tact |
| 10 | Makes clicking/buzzing sounds while others are talking |
| 11 | Stares intently without blinking for long periods |
| 12 | Repeatedly offers inedible or offensive "gifts" |
Futuristic Disease Symptom(d12)
| Roll (d12) | Symptom |
| 1 | Skin develops temporary bioluminescent patterns |
| 2 | Metallic taste in mouth, minor electrical discharge from skin |
| 3 | Synesthesia: Tasting sounds or seeing smells |
| 4 | Temporary loss of pigment in hair/skin patches |
| 5 | Joints pop loudly and emit faint smoke |
| 6 | Uncontrolled bursts of telepathic static/noise |
| 7 | Accelerated fingernail/hair growth |
| 8 | Eyes change color unpredictably |
| 9 | Magnetic field develops around patient, affecting tech |
| 10 | Excessive sweating of viscous, brightly colored fluid |
| 11 | Involuntary muscle spasms mimicking machinery |
| 12 | Vocal cords temporarily produce only perfect musical tones |
Reason for Airlock Failure (d12)
| Roll (d12) | Reason |
| 1 | Outer door sensor obstructed or damaged |
| 2 | Manual override lever physically jammed |
| 3 | Power fluctuation during cycle sequence |
| 4 | Seal integrity compromised by micrometeoroid impact |
| 5 | Software glitch causes conflicting door commands |
| 6 | Pressure equalization system malfunction |
| 7 | Sabotage: key mechanism deliberately broken |
| 8 | Ice or debris physically blocking door mechanism |
| 9 | Hydraulic fluid leak prevents door movement |
| 10 | Emergency release triggered accidentally |
| 11 | Control panel damaged or unresponsive |
| 12 | Interlock mechanism failure (thinks other door is open) |
Strange Device Power Source(d12)
| Roll (d12) | Power Source |
| 1 | Absorbs ambient background radiation |
| 2 | Siphons energy from nearby living beings |
| 3 | Contains miniature, stable singularity |
| 4 | Runs on solidified emotions/psychic energy |
| 5 | Powered by complex biological battery (living component) |
| 6 | Draws power directly from subspace/alternate dimension |
| 7 | Uses exotic matter/antimatter reaction |
| 8 | Converts specific sound frequencies into energy |
| 9 | Requires periodic "recharge" from specific star types |
| 10 | Fueled by consuming common materials (e.g., plastic, water) |
| 11 | Taps into planetary magnetic field |
| 12 | Unknown, seemingly violates thermodynamics |
Bounty Hunter Calling Card (d12)
| Roll (d12) | Calling Card |
| 1 | Single, pristine bullet casing left behind |
| 2 | Unique, stylized symbol burned/etched nearby |
| 3 | Specific type of knot tied somewhere prominent |
| 4 | Playing card (Ace of Spades, Joker, etc.) pinned to target |
| 5 | Small, carved figurine of an alien creature |
| 6 | Holographic projection displaying hunter's logo briefly |
| 7 | Anonymous tip sent to authorities after capture |
| 8 | Target's comm device left playing specific music loop |
| 9 | Small, non-functional piece of tech painted bright orange |
| 10 | A single, synthetic flower |
| 11 | Target found neatly wrapped in thermal blanket |
| 12 | Data chip containing only the hunter's fee invoice |
Strange Backwater Law (d12)
| Roll (d12) | Law |
| 1 | Illegal to wear the color purple on Tuesdays |
| 2 | All off-worlders must speak in rhymes |
| 3 | Mandatory synchronized group humming at noon |
| 4 | Possession of synthetic cheese punishable by exile |
| 5 | Forbidden to look directly at the governor's pet lizard |
| 6 | All barter transactions must involve interpretive dance |
| 7 | Gravity generators must be turned off during local holidays |
| 8 | Illegal to use contractions in speech |
| 9 | Walking backwards is considered high treason |
| 10 | Off-world currency must be exchanged for bottle caps |
| 11 | Mandatory complimenting of local flora required daily |
| 12 | Robots/AI must wear festive hats at all times |
Forest Encounter (d12)
| Roll (d12) | Encounter |
| 1 | Lost child crying for their parents |
| 2 | Pack of wolves stalking a wounded deer |
| 3 | Overgrown, vine-choked shrine to an unknown god |
| 4 | Territorial owlbear guarding its den |
| 5 | Wounded traveler ambushed by bandits, needing aid |
| 6 | Hidden, camouflaged poacher's pit trap |
| 7 | Circle of mischievous pixies playing tricks |
| 8 | Corrupted treant blocking the path, groaning in pain |
| 9 | Nervous merchant caravan, wary of ambush |
| 10 | Ancient, moss-covered statue depicting a forgotten hero |
| 11 | Goblin scouting party arguing over directions |
| 12 | Druid performing a ritual to heal the forest |
Dungeon Room Feature (d12)
| Roll (d12) | Feature |
| 1 | Crumbling fountain filled with stagnant, dark water |
| 2 | Ornate sarcophagus, possibly trapped or occupied |
| 3 | Makeshift altar with disturbing offerings |
| 4 | Floor littered with bones (animal? humanoid?) |
| 5 | Flickering magical light source (torch, crystal) |
| 6 | Pool of mysterious liquid (acid? water? slime?) |
| 7 | Collapsing ceiling section, unstable footing |
| 8 | Secret door hidden behind tapestry or bookshelf |
| 9 | Pedestal with missing object (pressure plate?) |
| 10 | Wall murals depicting ancient battles or rituals |
| 11 | Large, locked iron cage (empty or occupied?) |
| 12 | Glowing runes on the floor forming a pattern |
Tavern Name Part 1 (Adj/Noun) (d12)
| Roll (d12) | Part 1 |
| 1 | The Prancing |
| 2 | The Drunken |
| 3 | The Golden |
| 4 | The Sleeping |
| 5 | The Laughing |
| 6 | The Rusty |
| 7 | The Howling |
| 8 | The Broken |
| 9 | The Whispering |
| 10 | The Salty |
| 11 | The Mucky |
| 12 | The Gilded |
Tavern Name Part 2 (Noun/Creature) (d12)
| Roll (d12) | Part 2 |
| 1 | Pony |
| 2 | Dragon |
| 3 | Goblin |
| 4 | Flagon |
| 5 | Griffin |
| 6 | Mug |
| 7 | Maiden |
| 8 | Shield |
| 9 | Skull |
| 10 | Wench |
| 11 | Goat |
| 12 | Mermaid |
Minor Magic Item Quirk (d12)
| Roll (d12) | Quirk |
| 1 | Glows faintly in the presence of nobility |
| 2 | Humms softly when wet |
| 3 | Changes color based on the wielder's mood |
| 4 | Slightly magnetic to iron |
| 5 | Occasionally whispers compliments (or insults) |
| 6 | Feels warm to the touch, even in snow |
| 7 | Leaves faint glittery trail when moved quickly |
| 8 | Smells vaguely of cinnamon |
| 9 | Its magical effect is slightly delayed |
| 10 | Doesn't work if the user is barefoot |
| 11 | Appearance shifts subtly when unobserved |
| 12 | Only functions properly under moonlight |
Potion Side Effect (d12)
| Roll (d12) | Side Effect (Lasts 1d4 hours) |
| 1 | User's skin turns bright blue |
| 2 | Uncontrollable hiccups |
| 3 | Voice becomes squeaky like a mouse |
| 4 | Develops temporary allergy to gold |
| 5 | Hair grows rapidly (but normally) |
| 6 | Speaks only in questions |
| 7 | Sweats profusely, smelling of sulfur |
| 8 | Sees small, harmless illusions in periphery |
| 9 | Mildly magnetic personality (literally) |
| 10 | Feels compelled to rhyme constantly |
| 11 | Skin sparkles slightly in direct light |
| 12 | User becomes convinced they are a chicken |
Overheard Market Rumor (d12)
| Roll (d12) | Rumor |
| 1 | "The Baron's prize hound? Went missing last night..." |
| 2 | "They say Old Man Hemlock isn't just brewing herbs in that shack..." |
| 3 | "Did you hear? The guards are doubling patrols near the graveyard." |
| 4 | "Another merchant caravan vanished on the North Road." |
| 5 | "Someone saw strange lights over the ruins again." |
| 6 | "The baker's daughter is running off with a traveling bard!" |
| 7 | "I heard the crop blight is spreading from Farmer Giles' fields." |
| 8 | "They found a noble's signet ring down by the river..." |
| 9 | "The visiting wizard? Pays only in uncut gems. Bit odd." |
| 10 | "That beggar near the temple? Used to be a knight, they say." |
| 11 | "Goblins been seen raiding closer to the village than ever before." |
| 12 | "The duke is raising taxes again to fund some folly." |
Wilderness Camp Event (Night) (d12)
| Roll (d12) | Event |
| 1 | Strange howling echoes nearby, then silence |
| 2 | Small, curious nocturnal animal investigates camp |
| 3 | Sudden downpour threatens to douse the fire |
| 4 | Watcher on duty spots distant torchlight moving erratically |
| 5 | Unsettling whispers seem to come from the trees |
| 6 | One party member has a vivid, prophetic nightmare |
| 7 | Food stores are raided by unseen scavengers |
| 8 | Mysterious glowing fungus sprouts near the camp |
| 9 | The fire inexplicably changes color briefly |
| 10 | A lost hunting hawk lands near the fire, wounded |
| 11 | Sounds of large creature crashing through underbrush nearby |
| 12 | An eerie fog rolls in, reducing visibility drastically |
City Guard Demeanor (d12)
| Roll (d12) | Demeanor |
| 1 | Bored and indifferent, waves you through |
| 2 | Suspicious and nitpicking, looking for trouble |
| 3 | Friendly but easily distracted |
| 4 | Strictly professional, follows rules precisely |
| 5 | Clearly drunk or hungover |
| 6 | Overly eager rookie trying to impress superiors |
| 7 | Corrupt, subtly hinting at needing a bribe |
| 8 | Jaded veteran who has seen it all |
| 9 | Nervous and jumpy, expecting an attack |
| 10 | Bullying and aggressive, enjoys authority |
| 11 | Helpful and informative, offers directions |
| 12 | Flirtatious or overly familiar |
Mysterious Forest Landmark (d12)
| Roll (d12) | Landmark |
| 1 | Giant, petrified tree trunk, hollow inside |
| 2 | Circle of weathered standing stones humming faintly |
| 3 | Waterfall cascading into a pool that never ripples |
| 4 | Overgrown statue of a six-legged beast |
| 5 | Perfectly circular clearing where nothing grows |
| 6 | Cave mouth shaped like a screaming face |
| 7 | Ancient, intricately carved stone bridge over dry ravine |
| 8 | Tree with glowing fruit (edible? poisonous?) |
| 9 | Small cottage made entirely of woven vines |
| 10 | Floating island of earth held aloft by giant roots |
| 11 | Pool reflecting the stars, even during the day |
| 12 | A single, impossibly tall, unnaturally straight tree |
Common Goblin Trinket (d12)
| Roll (d12) | Trinket |
| 1 | Shiny button on a string |
| 2 | Chicken bone carved into a crude face |
| 3 | Bent fork or spoon |
| 4 | Colorful (but worthless) glass bead |
| 5 | Dried frog or lizard |
| 6 | Small, smooth river stone |
| 7 | Tangle of brightly colored yarn |
| 8 | Single rusty nail |
| 9 | Mismatched pair of teeth (animal or humanoid) |
| 10 | Shard of broken mirror |
| 11 | Moldy piece of hard cheese |
| 12 | Feather from a common bird |
Orc Warband Trait (d12)
| Roll (d12) | Trait |
| 1 | Ride giant wolves or boars into battle |
| 2 | Covered in ritualistic scars and war paint |
| 3 | Led by a shaman wielding crude elemental magic |
| 4 | Specialize in ambushes and hit-and-run tactics |
| 5 | Carry crude banners made from enemy hides |
| 6 | Inexplicably well-disciplined and organized |
| 7 | Utilize primitive but effective siege engines |
| 8 | Accompanied by goblin slaves/fodder |
| 9 | Wear heavy, scavenged plate armor pieces |
| 10 | Communicate via booming war drums |
| 11 | Known for leaving settlements utterly destroyed |
| 12 | Surprisingly willing to negotiate (if intimidated) |
Type of Minor Curse (d12)
| Roll (d12) | Curse Effect |
| 1 | Food tastes like ash to the victim |
| 2 | Victim occasionally speaks in animal noises |
| 3 | Minor items constantly slip from victim's grasp |
| 4 | Victim attracts clouds of harmless but annoying insects |
| 5 | Cannot get warm, constantly shivers slightly |
| 6 | Develops embarrassing rash when telling a lie |
| 7 | All non-magical footwear becomes uncomfortable |
| 8 | Victim smells faintly of rotten eggs to others |
| 9 | Hair grows back ridiculously fast after being cut |
| 10 | Cannot perceive the color green |
| 11 | Minor magical effects fizzle within 5 feet of victim |
| 12 | Victim feels compelled to correct others' grammar |
Strange Ritual Ingredient (d12)
| Roll (d12) | Ingredient |
| 1 | Tears of a remorseful gargoyle |
| 2 | Powdered horn of a blink dog |
| 3 | The last breath of a dying nobleman |
| 4 | Heartwood of a lightning-struck oak |
| 5 | Essence of distilled moonlight |
| 6 | Three drops of giant's blood |
| 7 | Whisper captured in a bottle |
| 8 | Shadow from a south-facing tombstone |
| 9 | Iron pyrite fool's gold, thrice cursed |
| 10 | Willingly given lock of mermaid's hair |
| 11 | Singed feather from a phoenix |
| 12 | Griffin's eggshell, uncracked |
Contents of Bandit's Pouch (d12)
| Roll (d12) | Contents |
| 1 | Handful of copper coins, bent lockpick |
| 2 | Half-eaten piece of stale bread, flint & steel |
| 3 | Crude map marking nearby cave |
| 4 | Small, carved wooden bird (child's toy?) |
| 5 | Dice made from knuckle bones |
| 6 | Pouch of strong, cheap tobacco |
| 7 | Small silver locket with faded portrait |
| 8 | Whetstone and vial of weapon oil |
| 9 | Tarnished silver ring (stolen?) |
| 10 | Collection of interesting buttons |
| 11 | Wanted poster... for someone else |
| 12 | Small pouch of potent sleeping powder |
Temple Altar Description (d12)
| Roll (d12) | Description |
| 1 | Polished obsidian slab, cold to the touch |
| 2 | Rough-hewn stone block stained with old blood |
| 3 | Gilded marble table inlaid with holy symbols |
| 4 | Constructed from bleached white bones |
| 5 | Living tree trunk growing through the floor |
| 6 | Simple wooden table with fresh flowers/fruit offerings |
| 7 | Crystal altar refracting light into rainbows |
| 8 | Covered in melting wax from hundreds of candles |
| 9 | Bronze altar depicting scenes of sacrifice |
| 10 | Surrounded by kneeling, petrified worshipers |
| 11 | Altar is a shimmering pool of mercury-like liquid |
| 12 | Plain stone, but whispers emanate from it |
Strange Weather Phenomenon (d12)
| Roll (d12) | Phenomenon |
| 1 | Rain that sizzles and smells of ozone |
| 2 | Brief snowfall of multi-colored snowflakes |
| 3 | Green lightning flashes across the sky |
| 4 | Clouds form distinct shapes (faces, animals) |
| 5 | Sudden, localized anti-gravity effect (light objects float) |
| 6 | Hailstones shaped like small skulls |
| 7 | Blood-red sunset lingers for hours |
| 8 | Wind carries disembodied whispers |
| 9 | Fog that glows with faint internal light |
| 10 | Fish or frogs rain from the sky briefly |
| 11 | Double rainbow appears at midnight |
| 12 | Audible booming sounds from clear sky |
Fey Creature Encountered (d12)
| Roll (d12) | Creature |
| 1 | Mischievous Pixie playing pranks |
| 2 | Grumpy Quickling demanding a riddle be solved |
| 3 | Satyr playing enchanting pipes, luring travelers |
| 4 | Dryad pleading for help protecting her tree |
| 5 | Redcap dipping its hat in fresh blood |
| 6 | Sprite offering cryptic advice (helpful or harmful?) |
| 7 | Blink Dog appearing and disappearing nearby |
| 8 | Korred dancing wildly around a bonfire |
| 9 | Sea Hag offering a dubious bargain near water |
| 10 | Swarm of angry Spriggans defending territory |
| 11 | Majestic Unicorn observing from a distance |
| 12 | Gleaming Sidhe lord/lady on patrol |
Undead Creature Anomaly (d12)
| Roll (d12) | Anomaly |
| 1 | Zombie weeps uncontrollably |
| 2 | Skeleton meticulously polishes its own bones |
| 3 | Ghoul refuses to eat humanoid flesh, prefers rodents |
| 4 | Wraith seems afraid of its own shadow |
| 5 | Vampire spawn obsessed with arranging objects symmetrically |
| 6 | Mummy attempts to give helpful (but ancient) advice |
| 7 | Ghost passively watches, showing scenes from its life |
| 8 | Lich is desperately searching for its lost phylactery recipe |
| 9 | Death Knight shows unexpected mercy |
| 10 | Wight compulsively cleans its burial chamber |
| 11 | Crawling Claw tries to communicate via gestures |
| 12 | Specter seems to be protecting a specific object/location |
Reason for Village Fear (d12)
| Roll (d12) | Reason |
| 1 | Recent disappearances linked to the nearby ruins |
| 2 | Livestock being killed nightly by unseen predator |
| 3 | Local holy symbol desecrated or stolen |
| 4 | Aggressive demands/threats from local lord or bandits |
| 5 | Outbreak of a strange, disfiguring illness |
| 6 | Whispers of witchcraft practiced by isolated villager |
| 7 | Prophecy foretells imminent doom for the village |
| 8 | Discovery of strange tracks leading into the woods |
| 9 | Water source has become mysteriously fouled |
| 10 | Fear of retribution after harboring a fugitive |
| 11 | Haunting screams heard nightly from old mill/mine |
| 12 | Recent earthquake revealed something disturbing underground |
Non-Gold Dragon Hoard Item (d12)
| Roll (d12) | Item |
| 1 | Complete library of scrolls on obscure topic |
| 2 | Petrified adventurer, posed dramatically |
| 3 | Collection of noble signet rings from fallen knights |
| 4 | Enormous, flawless gemstone used as paperweight |
| 5 | Ornate chess set with pieces made of precious metals |
| 6 | Crate of exceptionally fine, aged wine |
| 7 | Intact skeleton of a rival dragon |
| 8 | Functional but ancient siege engine component |
| 9 | Large collection of exotic spices and perfumes |
| 10 | Map woven into a massive tapestry |
| 11 | Dwarven king's ceremonial axe |
| 12 | Perfectly preserved griffon egg |
Wizard Tower Defense (d12)
| Roll (d12) | Defense |
| 1 | Animated suits of armor patrol halls |
| 2 | Staircase magically transforms into slippery slide |
| 3 | Illusory walls hiding real passages/pitfalls |
| 4 | Gargoyles on exterior animate and attack climbers |
| 5 | Teleportation traps shifting intruders randomly |
| 6 | Glyphs of warding on doors/chests |
| 7 | Summoned elemental guards specific rooms |
| 8 | Antimagic field in strategic area |
| 9 | Living spell guarding the master's study |
| 10 | Walls secrete paralyzing ooze when touched |
| 11 | Loud alarm spell alerts wizard and/or constructs |
| 12 | Mirrors creating confusing reflections/duplicates |
Type of Trap Trigger (d12)
| Roll (d12) | Trigger |
| 1 | Pressure plate in floor tile |
| 2 | Tripwire stretched across hallway |
| 3 | Removing object from pedestal/surface |
| 4 | Opening specific door or chest |
| 5 | Interrupting beam of light/magic |
| 6 | Speaking specific word or phrase aloud |
| 7 | Touching rune-inscribed wall/object |
| 8 | False door/lever that activates trap when used |
| 9 | Timed trigger based on previous event |
| 10 | Magical sensor detecting alignment/race |
| 11 | Water level rising/falling in connected chamber |
| 12 | Sound-activated (loud noise sets it off) |
Contents of Old Crate (d12)
| Roll (d12) | Contents |
| 1 | Moth-eaten bolts of common cloth |
| 2 | Rusty, unusable farming equipment |
| 3 | Packed straw, possibly used for nesting |
| 4 | Broken pottery shards |
| 5 | Stacks of illegible, water-damaged books |
| 6 | Moldy sacks of unidentifiable grain |
| 7 | Empty wine bottles, carefully packed |
| 8 | Common tools (hammer, saw) in poor condition |
| 9 | Dried herbs, long lost their potency |
| 10 | Tarnished brass lanterns without fuel |
| 11 | Discarded children's toys, worn and broken |
| 12 | Humanoid skeleton curled inside |
NPC Distinctive Scar/Mark (d12)
| Roll (d12) | Scar/Mark |
| 1 | Jagged scar across left eye (blind?) |
| 2 | Ornate tattoo depicting mythical beast |
| 3 | Brand mark (criminal? slave?) on hand or neck |
| 4 | Network of fine burn scars on one arm |
| 5 | Distinctive birthmark shaped like a crescent moon |
| 6 | Missing earlobe or part of nose |
| 7 | Ritualistic scarification patterns on cheeks |
| 8 | Deep claw marks across the throat |
| 9 | Faintly glowing rune visible on forehead |
| 10 | Puckered scar from old arrow/bolt wound |
| 11 | Patch of discolored, scaly skin |
| 12 | Teeth filed into sharp points |
Guild Signet Symbol (d12)
| Roll (d12) | Symbol |
| 1 | Crossed Hammer and Tongs (Smiths/Artisans) |
| 2 | Open Hand Holding Coin (Merchants) |
| 3 | Stylized Ship or Anchor (Seafarers/Dockworkers) |
| 4 | Key and Lock (Thieves/Locksmiths?) |
| 5 | Mortar and Pestle (Alchemists/Healers) |
| 6 | Scroll and Quill (Scribes/Mages) |
| 7 | Stalk of Wheat (Farmers/Bakers) |
| 8 | Crossed Swords or Axe (Mercenaries/Guards) |
| 9 | Lute or Harp (Bards/Entertainers) |
| 10 | Mason's Square and Compass (Builders/Stonemasons) |
| 11 | Eye in a Triangle (Spies/Information Brokers?) |
| 12 | Loom and Shuttle (Weavers/Tailors) |
Hedge Wizard Effect (d12)
| Roll (d12) | Effect |
| 1 | Mends small tears in cloth (clumsily) |
| 2 | Makes milk taste slightly less sour |
| 3 | Causes harmless, colorful sparks to appear briefly |
| 4 | Finds misplaced small objects (like keys) nearby |
| 5 | Slightly enhances flavor of bland food |
| 6 | Makes weeds wilt slightly faster |
| 7 | Cleans minor stains from clothing |
| 8 | Predicts rain with slightly better than chance accuracy |
| 9 | Makes knots slightly easier (or harder) to untie |
| 10 | Causes small gusts of wind to blow leaves around |
| 11 | Briefly warms a cup of cold tea |
| 12 | Makes annoying insects avoid the caster temporarily |
Wilderness Track Found (d12)
| Roll (d12) | Track |
| 1 | Single set of heavy, booted footprints (humanoid) |
| 2 | Numerous small, clawed prints (goblin/kobold?) |
| 3 | Large paw prints of predator (wolf, bear?) |
| 4 | Tracks of large herbivore (deer, elk) |
| 5 | Trail of broken branches and trampled brush (large creature) |
| 6 | Hoofprints from shod horses (riders?) |
| 7 | Impressions left by something dragging heavy object |
| 8 | Barefoot humanoid tracks, widely spaced (running?) |
| 9 | Strange, unidentifiable three-toed tracks |
| 10 | Slight depressions indicating something hovered just above ground |
| 11 | Trail marked by shed scales or feathers |
| 12 | Traces of old campfire and discarded refuse |
Castle Room Type (d12)
| Roll (d12) | Room Type |
| 1 | Drafty Guard Barracks |
| 2 | Dusty, forgotten Library |
| 3 | Grand Banquet Hall |
| 4 | Lord's Private Study |
| 5 | Servants' Quarters below stairs |
| 6 | Well-stocked Kitchen and Pantry |
| 7 | Dank Prison Cells / Dungeon |
| 8 | Armory filled with weapons and armor |
| 9 | Chapel or Shrine |
| 10 | Guest Chamber (luxurious or basic?) |
| 11 | Tower Rooftop / Battlements |
| 12 | Royal Bedroom / Solar |
Annoying Imp Behavior (d12)
| Roll (d12) | Behavior |
| 1 | Constantly mimics everything said in a mocking tone |
| 2 | Hides small, important objects |
| 3 | Pokes or bites people when they aren't looking |
| 4 | Makes rude gestures behind people's backs |
| 5 | Leaves tiny, unpleasant "gifts" (dead insects, etc.) |
| 6 | Whispers terrible advice or lies |
| 7 | Blows raspberries at inappropriate moments |
| 8 | Unties shoelaces or loosens belt buckles |
| 9 | Makes scratching noises inside walls |
| 10 | Extinguishes candles or small fires |
| 11 | Sours milk or wine |
| 12 | Giggles maniacally at others' misfortune |
Suspicious Merchant Item (d12)
| Roll (d12) | Item |
| 1 | "Genuine" griffon egg (likely painted stone) |
| 2 | Potion of "Dragon Breath" (potent liquor) |
| 3 | Map to a "lost treasure" (poorly drawn) |
| 4 | "Elf-made" dagger (rusty iron knife) |
| 5 | Ring that "detects lies" (just uncomfortable) |
| 6 | Lock of "gorgon hair" (coarse rope) |
| 7 | "Captured" pixie in a jar (glowing beetle) |
| 8 | Powder of invisibility (common flour) |
| 9 | "Orc repellent" incense (smells awful) |
| 10 | Deed to a haunted castle |
| 11 | "Magic" beans (just old beans) |
| 12 | Bottle of "universal solvent" (water) |
Omen Interpreted by Priest (d12)
| Roll (d12) | Omen & Interpretation |
| 1 | Three crows flew west: "A journey brings sorrow." |
| 2 | Lightning struck the old oak: "The gods are angry; sacrifice needed." |
| 3 | A calf born with two heads: "Great change is coming, for good or ill." |
| 4 | Blood moon seen last night: "Beware betrayal from within." |
| 5 | Sudden swarm of locusts: "Famine and hardship approach." |
| 6 | A familiar constellation vanished: "Magic is weakening/failing." |
| 7 | Statue of the deity wept tears: "A great tragedy has occurred/will occur." |
| 8 | Flock of birds flew into the temple: "Blessings or curses seek sanctuary here." |
| 9 | Sacrificial entrails looked 'unsettled': "The future is clouded and dangerous." |
| 10 | A lone white wolf howled at dawn: "A powerful ally or enemy arrives soon." |
| 11 | The temple bell tolled on its own: "An important soul has passed." |
| 12 | Earthquake tremor felt only by priest: "The world's foundations are shaken." |
Dungeon Corridor Hazard (d12)
| Roll (d12) | Hazard |
| 1 | Slippery patch of green slime |
| 2 | Loose flagstone covering shallow pit |
| 3 | Swinging blade trap triggered by tripwire |
| 4 | Poisoned darts shoot from wall openings |
| 5 | Section of floor collapses into lower level |
| 6 | Illusory floor hiding actual pit trap |
| 7 | Rolling boulder activated by pressure plate |
| 8 | Clouds of suffocating gas released from vents |
| 9 | Crushing walls slowly close in |
| 10 | Magical glyph causing fear or confusion |
| 11 | Ceiling block waiting to fall |
| 12 | Brown or yellow mold patch on wall/ceiling |
Bard's Song Title (d12)
| Roll (d12) | Title |
| 1 | "The Lament of Sir Kaelen the Brave" |
| 2 | "Ode to the Drunken Goblin" |
| 3 | "The Ballad of the Whispering Woods" |
| 4 | "Red Elsie's Fiery Dance" |
| 5 | "The Mountains Echo Drakon's Roar" |
| 6 | "A Pint of Ale for a Weary Soul" |
| 7 | "The Maiden Fair and the Beast Below" |
| 8 | "March of the Ironclad Knights" |
| 9 | "When Stars Fell Upon Silverlake" |
| 10 | "The Thief Who Stole the Princess's Laugh" |
| 11 | "Hymn to the Forgotten King" |
| 12 | "Don't Poke the Owlbear!" |
Cave Encounter (d12)
| Roll (d12) | Encounter |
| 1 | Swarm of bats startled into flight |
| 2 | Cluster of giant, phosphorescent mushrooms |
| 3 | Underground stream with blind cave fish |
| 4 | Territorial Cave Bear defending its lair |
| 5 | Bandit or smuggler's hidden cache |
| 6 | Remains of previous explorers (skeletons, gear) |
| 7 | Vein of precious ore or glowing crystals |
| 8 | Colony of Kobolds setting up traps |
| 9 | Deep chasm blocking the way forward |
| 10 | Cave paintings depicting strange creatures/rituals |
| 11 | Hermit (mad or wise?) living in isolation |
| 12 | Roper/Piercer disguised as stalactite/stalagmite |
Swamp Encounter (d12)
| Roll (d12) | Encounter |
| 1 | Thick fog suddenly rolls in |
| 2 | Swarm of biting insects rises from stagnant water |
| 3 | Quicksand pit disguised by surface vegetation |
| 4 | Giant constrictor snake hanging from branches |
| 5 | Hut of a reclusive witch or herbalist |
| 6 | Will-o'-Wisp attempting to lure travelers astray |
| 7 | Bullywug hunting party emerges from water |
| 8 | Ancient, moss-covered ruins sinking into mire |
| 9 | Leeches attach stealthily while wading |
| 10 | Poisonous gas bubbles rising from swamp bottom |
| 11 | Shambling Mound camouflaged as vegetation |
| 12 | Lost shrine partially submerged in water |
Mountain Pass Obstacle (d12)
| Roll (d12) | Obstacle |
| 1 | Sudden blizzard reduces visibility to zero |
| 2 | Rockslide blocks the path forward |
| 3 | Narrow ledge with treacherous footing |
| 4 | Broken rope bridge over deep chasm |
| 5 | Aggressive mountain goats defending territory |
| 6 | Encounter with territorial Griffon or Roc |
| 7 | Bandit ambush from above |
| 8 | Shrine requiring toll/offering to pass safely |
| 9 | Howling winds threaten to blow travelers off path |
| 10 | Ice patch covering steep incline |
| 11 | Encounter starving, desperate prospectors |
| 12 | Cave-in seals path behind party |
What Strange Map Leads To (d12)
| Roll (d12) | Destination |
| 1 | A hidden cache of mundane but useful supplies |
| 2 | The long-forgotten tomb of a minor noble |
| 3 | A monster's lair (currently occupied) |
| 4 | An abandoned watchtower with good vantage point |
| 5 | Secret entrance to the city sewers/dungeon |
| 6 | A shrine granting minor, temporary blessings |
| 7 | Location of rare herb or potion ingredient |
| 8 | A rival faction's secret meeting place |
| 9 | A beautiful, secluded waterfall/grotto |
| 10 | Grave site containing one useful (non-magical) item |
| 11 | A dangerous trap, map was bait |
| 12 | Another, more complex map fragment |
Reason for Ghostly Haunting (d12)
| Roll (d12) | Reason |
| 1 | Murdered victim seeking justice or revenge |
| 2 | Guardian bound to protect a specific place/object |
| 3 | Unfinished business or broken promise |
| 4 | Tragic accident relived endlessly |
| 5 | Spirit searching for lost loved one |
| 6 | Cursed object tethering spirit to location |
| 7 | Improper burial rites performed |
| 8 | Warning others away from a hidden danger |
| 9 | Summoned or controlled by necromancer |
| 10 | Result of powerful emotional residue (fear, anger) |
| 11 | Mistaken identity, haunting wrong place/person |
| 12 | Protecting its hidden treasure hoard |
Familiar/Animal Companion (d12)
| Roll (d12) | Creature |
| 1 | Common Cat (black, ginger, tabby) |
| 2 | Wise Owl |
| 3 | Chattering Raven or Crow |
| 4 | Sly Weasel or Ferret |
| 5 | Loyal Mastiff or Wolfhound |
| 6 | Small Viper or Constrictor Snake |
| 7 | Noisy Toad or Frog |
| 8 | Tiny Pseudodragon or Faerie Dragon |
| 9 | Floating Imp or Quasit (bound) |
| 10 | Hawk or Falcon |
| 11 | Spider (normal or slightly giant) |
| 12 | Rat (surprisingly intelligent) |
Magic Weapon Unique Feature (d12)
| Roll (d12) | Feature |
| 1 | Sheds light equivalent to a torch on command |
| 2 | Blade never rusts or dulls |
| 3 | Hilt inscribed with owner's lineage |
| 4 | Whispers warnings (vague) of nearby danger |
| 5 | Returns to wielder's hand when thrown (short range) |
| 6 | Pommel contains hidden compartment |
| 7 | Changes temperature based on nearby enemies |
| 8 | Makes distinctive humming sound when drawn |
| 9 | Leaves faint trail of smoke/embers after strike |
| 10 | Can record and replay short messages |
| 11 | Absorbs small amount of blood on hit |
| 12 | Recognizes and refuses to harm specific bloodline |
Contents of Giant's Bag (d12)
| Roll (d12) | Contents |
| 1 | Several huge boulders (throwing rocks) |
| 2 | Half-eaten carcass of large animal (deer, boar) |
| 3 | Massive wineskin filled with potent grog |
| 4 | Collection of uprooted trees (clubs?) |
| 5 | Stolen livestock (sheep, cow) bleating pitifully |
| 6 | Huge, crudely made tools (hammer, axe) |
| 7 | Sack of miscellaneous scrap metal |
| 8 | Large, uncomfortable-looking sackcloth clothes |
| 9 | Shiny objects collected (cart wheel, statue head) |
| 10 | A frightened captive humanoid (or several) |
| 11 | Enormous necklace made of adventurer skulls |
| 12 | Giant-sized gaming dice or knucklebones |
Secret Society Goal (d12)
| Roll (d12) | Goal |
| 1 | Overthrow the current monarchy/government |
| 2 | Acquire powerful artifact for "safekeeping" |
| 3 | Control trade/economy through manipulation |
| 4 | Preserve ancient, forbidden knowledge |
| 5 | Summon otherworldly entity for power/guidance |
| 6 | Achieve immortality for its inner circle |
| 7 | Eradicate specific type of magic or creature |
| 8 | Infiltrate positions of power in all major guilds/temples |
| 9 | Protect the world from cosmic horror they know about |
| 10 | Find and activate network of ancient ley lines |
| 11 | Manipulate prophecies to ensure specific outcome |
| 12 | Restore ancient bloodline to the throne |
Lost Ruin Description (d12)
| Roll (d12) | Description |
| 1 | Vine-choked temple complex atop jungle ziggurat |
| 2 | Crumbling desert city half-buried in sand |
| 3 | Sunken city visible beneath coastal waters |
| 4 | Dwarven stronghold carved into mountain, gates sealed |
| 5 | Floating castle ruin held aloft by failing magic |
| 6 | Elven tree-city, now petrified and grey |
| 7 | Frozen fortress locked within glacier |
| 8 | Underground city accessible only via deep chasm |
| 9 | Tower shattered by magical explosion |
| 10 | City built around a dormant volcano crater |
| 11 | Labyrinthine catacombs beneath modern city |
| 12 | Swamp ruins slowly being reclaimed by nature |
Strange Plant Property (d12)
| Roll (d12) | Property |
| 1 | Leaves scream when torn |
| 2 | Glows brightly when magic is cast nearby |
| 3 | Sap is a powerful adhesive (or solvent) |
| 4 | Fruit induces temporary invisibility when eaten |
| 5 | Pollen causes uncontrollable laughter |
| 6 | Roots actively seek out buried corpses |
| 7 | Changes color to camouflage with surroundings |
| 8 | Thorns inject truth-telling serum |
| 9 | Attracts specific type of insect/animal |
| 10 | Can be woven into naturally armored fibers |
| 11 | Blooms only under a specific moon phase |
| 12 | Mimics the sound of crying infants |
Traveler's Misfortune (d12)
| Roll (d12) | Misfortune |
| 1 | Broken cart wheel, cargo strewn about |
| 2 | Horse/mule has gone lame |
| 3 | Lost directions, desperately seeking guidance |
| 4 | Robbed by bandits, left with nothing |
| 5 | Suffering from sudden illness or injury |
| 6 | Ran out of food and water |
| 7 | Fleeing from pursuers (bandits, guards?) |
| 8 | Caught in terrible weather (storm, heat) |
| 9 | Important message/item lost |
| 10 | Misled by bad directions or illusions |
| 11 | Haunted by spirits encountered earlier |
| 12 | Separated from traveling companions |
City Watch Corruption Type (d12)
| Roll (d12) | Corruption Type |
| 1 | Accepting bribes to ignore minor crimes |
| 2 | Shaking down merchants for "protection" money |
| 3 | Planting evidence on rivals or scapegoats |
| 4 | Working directly with local thieves' guild |
| 5 | Skimming from confiscated goods/fines |
| 6 | Using excessive force with impunity |
| 7 | Ignoring calls for help from poor districts |
| 8 | Selectively enforcing laws based on prejudice |
| 9 | Gambling or drinking heavily while on duty |
| 10 | Leaking patrol schedules to criminals |
| 11 | Falsifying reports to cover incompetence/crimes |
| 12 | Taking orders from powerful, shady noble/merchant |
Artifact Minor Property (d12)
| Roll (d12) | Property |
| 1 | Always feels comfortably warm |
| 2 | Occasionally emits faint, pleasant music |
| 3 | Cleans itself of dirt and grime |
| 4 | Glows faintly in the presence of pure water |
| 5 | Makes small, harmless illusions appear nearby |
| 6 | User feels slightly more optimistic while holding it |
| 7 | Changes appearance subtly to match owner's clothes |
| 8 | Always points towards the nearest tavern |
| 9 | Flowers bloom slightly earlier in its presence |
| 10 | Can boil small amount of water on command |
| 11 | Translates simple animal noises (barks, meows) |
| 12 | Repels mundane insects (flies, mosquitoes) |
Noble's Eccentric Demand (d12)
| Roll (d12) | Demand |
| 1 | Acquire feathers from a live griffon |
| 2 | Paint their portrait using only shades of blue |
| 3 | Teach their prized piglet to sing |
| 4 | Retrieve a specific bottle of wine from rival's cellar |
| 5 | Win a specific type of flower from fae garden |
| 6 | Compose a flattering epic poem about their exploits |
| 7 | Find matching sock lost years ago |
| 8 | Convince local dragon to attend dinner party |
| 9 | Build elaborate sculpture out of cheese |
| 10 | Capture moonlight in a jar |
| 11 | Bring back joke that makes the noble laugh (difficult) |
| 12 | Replace entire household staff with goblins for a day |
Prophecy Fragment (d12)
| Roll (d12) | Fragment |
| 1 | "...when the twin moons bleed..." |
| 2 | "...the serpent will devour its own tail..." |
| 3 | "...only the blood of the last king can seal it..." |
| 4 | "...shadows will rise from beneath the mountain..." |
| 5 | "...the forge star signals the end..." |
| 6 | "...a child born under no star will decide..." |
| 7 | "...where iron fears to tread, hope lies..." |
| 8 | "...the broken crown must be reforged..." |
| 9 | "...beware the whispers on the wind..." |
| 10 | "...the sea will boil and the forests turn to ash..." |
| 11 | "...three keys unlock the final gate..." |
| 12 | "...from the deepest slumber, the forgotten awakens..." |