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Space Encounter (d12)

Roll (d12)Encounter
1Derelict freighter, life support failing
2Automated customs drone demands illogical tariffs
3Field of shimmering, energy-draining nebula clouds
4Distress signal from an uncharted moon
5Swarm of small, asteroid-burrowing organisms
6Ancient probe broadcasting cryptic data
7Lone escape pod with a traumatized survivor
8Merchant vessel under attack by pirates
9Gravitational anomaly pulling ships off course
10Scavenger crew picking over recent wreckage
11A colossal, space-faring biological entity
12Unmarked military patrol requesting ship identification

Alien Species Quirk (d12)

Roll (d12)Quirk
1Communicates primarily through complex scents
2Requires specific atmospheric pressure to remain conscious
3Experiences time non-linearly in short bursts
4Sheds skin/exoskeleton unpredictably
5Possesses a hive mind, but individuals can temporarily disconnect
6Cannot perceive certain colors, sees others humans can't
7Must consume trace amounts of a rare mineral to survive
8Undergoes metamorphosis based on emotional state
9Has a natural camouflage ability triggered by fear
10Views sleep as a public, communal activity
11Their language has no words for lies or deception
12Forms symbiotic bonds with local microfauna

Starship Malfunction (d12)

Roll (d12)Malfunction
1Artificial gravity fluctuates wildly
2Life support systems begin recycling noxious fumes
3Navigation computer plots course through a star
4Internal comms system broadcasts only static or alien whispers
5One section of the ship loses all power (lights, doors, etc.)
6Main reactor coolant leak, temperature rising
7Weapons systems arm and target randomly
8Shield generator fails on one side
9Cargo bay doors open unexpectedly
10Autopilot locks controls, destination unknown
11Hyperspace drive engages prematurely or fails to disengage
12Ship's AI develops a disturbing personality quirk

Cybernetic Glitch (d12)

Roll (d12)Glitch
1Optical implant displays persistent, distracting advertisements
2Auditory processor picks up unsettling subspace frequencies
3Limb replacement locks in an awkward position
4Memory implant replays traumatic/false memories
5Voice synthesizer stuck on an inappropriate tone or language
6Internal diagnostic system reports constant, false critical errors
7Neural interface causes temporary synesthesia (e.g., hearing colors)
8Skill chip implant activates the wrong skill at the wrong time
9Targeting system highlights allies as enemies
10Subdermal communicator broadcasts private thoughts
11Power cell overheats, causing minor burns or discomfort
12Implant receives phantom commands from an unknown source

Abandoned Station Find (d12)

Roll (d12)Find
1Cryo-pod containing a still-living occupant from centuries ago
2A functional but cryptic alien artifact
3Detailed star charts of an unexplored sector
4Log entries detailing the station's final, horrifying moments
5Cache of outdated but powerful weaponry
6Experimental terraforming nanites, potentially unstable
7A working AI core, driven mad by isolation
8Genetic samples of an extinct or unknown species
9A hidden compartment with valuable rare minerals
10A single, pristine spacesuit, sized for a non-humanoid
11Evidence of illegal corporate experiments
12A small, functioning spacecraft hidden in a maintenance bay

Mysterious Planet Feature (d12)

Roll (d12)Feature
1Mile-high crystalline trees that hum with energy
2Ocean of liquid methane with metallic iceberg formations
3Geometrically perfect canyons carved by unknown forces
4Floating islands held aloft by magnetic fields
5Atmosphere filled with bioluminescent spores
6A single, planet-spanning ancient technological structure
7Gravity pockets where physics behaves erratically
8Flora that actively rearranges the landscape
9Ruins that phase in and out of reality
10Sentient weather patterns
11Underground network of tunnels lined with glowing fungi
12A "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
1Crate of unregistered pulse rifles
2Vials containing a highly addictive synthetic narcotic
3Forbidden alien biological samples
4Stolen military-grade sensor scrambler
5Counterfeit currency plates for a major interstellar bank
6Illegal personality-altering software chips
7Boxes of rare, untaxed luxury goods (e.g., alien silks, exotic spices)
8An endangered species, cryogenically frozen
9Data slate containing corporate espionage secrets
10Unlicensed cybernetic augmentation components
11Components for a banned weapon of mass destruction
12A kidnapped individual hidden in a modified cargo container

Tech Gadget Defect (d12)

Roll (d12)Defect
1Personal shield emitter randomly creates loud popping noises
2Universal translator inserts insults into random sentences
3Stealth field generator flickers visibly under stress
4Med-scanner consistently misdiagnoses minor injuries as fatal
5Handheld laser cutter overheats and shuts down after brief use
6Anti-gravity boots occasionally reverse polarity (briefly)
7Portable atmosphere analyzer gives wildly inaccurate readings
8Rebreather unit makes the user sound like a small amphibian
9Motion tracker only detects stationary objects
10Hacking device broadcasts user's location when active
11Emergency beacon transmits on a frequency used by space slugs
12Food synthesizer produces vaguely nutritious, grey paste regardless of selection

Hyperspace Anomaly (d12)

Roll (d12)Anomaly
1Time dilation: hours pass onboard while only minutes pass outside (or vice-versa)
2Ship briefly passes through a dimension filled with impossible geometry
3Encounter "ghost" images of other ships making the same jump
4Hyperspace "current" drags ship significantly off course
5Crew experiences shared, vivid hallucinations or dreams
6Ship's sensors flooded with data from the future or past
7Exit hyperspace surrounded by wreckage of unknown origin
8Temporary merging: parts of the ship phase through another object
9An energy entity attempts to communicate via the ship's systems
10Exit hyperspace much earlier/later than calculated
11Ship develops a strange resonance, altering its energy signature
12Navigation logs corrupted, showing impossible journey path

Derelict Ship Name Prefix (d12)

Roll (d12)Prefix
1Void
2Star
3Shadow
4Iron
5Crimson
6Drifting
7Silent
8Lost
9Rogue
10Quantum
11Ghost
12Rusty

Derelict Ship Name Suffix (d12)

Roll (d12)Suffix
1Runner
2Drifter
3Queen
4Serpent
5Hammer
6Legacy
7Wanderer
8Prospect
9Comet
10Gamble
11Echo
12Scar

Strange Sensor Reading (d12)

Roll (d12)Reading
1Object registers as both organic and metallic
2Negative mass detected nearby
3Repeating energy pattern with no known source
4Sudden, localized chroniton field spike
5Sensor echo from own ship, delayed by minutes
6Life signs detected... inside a star
7Object absorbing all sensor scans, leaving a "hole"
8Readings indicate impossible atmospheric composition
9Vessel signature matches ship destroyed years ago
10High-frequency neutrino burst, origin untraceable
11Detection of unknown, complex technological signals
12Localized spatial distortion/warp detected

Space Station District (d12)

Roll (d12)District Type
1The Docks (Rough, high traffic, warehouses)
2Market Sector (Crowded, exotic goods, noisy)
3Admin Spire (Clean, restricted access, corporate)
4Habitation Ring (Residential, varied quality of life)
5Engineering Core (Hot, loud, maintenance access)
6Med-Bay Complex (Sterile, quiet desperation)
7Zero-G Rec Zone (Spacious, entertainment, low friction)
8Hydroponics Gardens (Humid, green, automated)
9Security Hub (Secure, checkpoints, detention cells)
10Old Quarter (Dilapidated, forgotten, hidden paths)
11Research Labs (Biohazards, strange noises, secrecy)
12Cultural Sector (Embassies, temples, alien art)

Black Market Contact Quirk (d12)

Roll (d12)Quirk
1Only communicates through coded, anonymous messages
2Obsessed with collecting pre-spaceflight artifacts
3Has elaborate, paranoid security rituals for meetings
4Speaks entirely in metaphors and riddles
5Constantly fidgets with a dangerous-looking device
6Surrounded by heavily modified pet animals
7Refuses to show their face (mask, shadows, etc.)
8Insists on conducting business while eating messy food
9Has multiple, distinct personalities they switch between
10Demands payment in obscure, difficult-to-obtain items
11Always seems to know more about you than they should
12Operates out of a constantly moving, disguised location

Starport Annoyance (d12)

Roll (d12)Annoyance
1Overzealous customs official demanding excessive paperwork
2Loud, malfunctioning public address system
3Aggressive street vendors selling useless trinkets
4Unexpected docking fee or "service charge"
5Lost luggage or impounded cargo due to bureaucracy
6Overcrowded terminals with no seating
7Suspiciously sticky floors in walkways
8Unreliable station transport shuttles
9Confusing signage, possibly in multiple alien scripts
10Obnoxious tourist group blocking pathways
11Poor atmospheric filtering (strange smells)
12Constant, low-level security scans causing implants to itch

NPC Secret Motivation (SciFi) (d12)

Roll (d12)Motivation
1Avenging a past corporate betrayal
2Trying to pay off a massive debt to info brokers
3Secretly working for an underground resistance movement
4Searching for a lost sibling sold into indentured servitude
5Hoping to gain enough credits to buy passage off-world
6Needs to acquire black market cybernetics for survival
7Driven by fanatical belief in AI superiority/liberation
8Seeking blueprints for forbidden alien technology
9Trying to erase records of their involvement in a failed coup
10Wants to prove their worth to a ruthless crime syndicate boss
11Obsessed with achieving fame as an infamous hacker/smuggler
12Unknowingly carries a dormant alien parasite/nanite infection

Reason for Colony Distress (d12)

Roll (d12)Reason
1Critical life support system failure (air, water, power)
2Outbreak of unknown, rapidly spreading plague
3Aggressive indigenous life forms attacking
4Internal political coup or violent uprising
5Catastrophic environmental event (quake, storm, volcano)
6Discovery of a dangerous alien artifact/structure
7Failure of terraforming equipment leading to hostile atmosphere
8Besieged by pirates or unknown hostiles
9Mass hallucination or psychological breakdown among colonists
10Key personnel mysteriously disappearing
11Accidental activation of ancient defense system
12Vital supplies lost or destroyed

Weird Alien Food/Drink (d12)

Roll (d12)Item
1Fermented fungal spores (mildly hallucinogenic)
2Live grubs that wriggle pleasantly on the tongue
3Gelatinous cube that absorbs ambient light
4Steaming broth made from mineral-rich rocks
5Candied insectoid eyes (crunchy exterior, liquid center)
6Bioluminescent algae smoothie that glows
7Smoked gas bladder of a floating sky-beast
8Crystalline sugar structures that hum softly
9Thick, nutrient paste dispensed from a communal nozzle
10Beverage that changes flavor based on drinker's mood
11Sun-dried slices of a silicon-based plant
12Roasted rodent relative, served whole with feathers

Common Cybernetic Augmentation (d12)

Roll (d12)Augmentation
1Basic optical implant (HUD, zoom)
2Subdermal comms link
3Datajack port (neural interface socket)
4Reinforced skeletal joints
5Toxin filter / enhanced liver
6Basic strength-assist myomers (arms or legs)
7Internal chronometer / scheduler
8Audio processor / translator implant
9Grip enhancers / retractable climbing claws
10Skin pigmentation / pattern shifter (cosmetic)
11Memory enhancement / storage chip
12Internal toolkit / utility fingers

Minor Psionic Glitch/Talent (d12)

Roll (d12)Effect
1Occasionally hear surface thoughts of nearby animals
2Can make small, unsecured objects slowly levitate (unreliably)
3Experiences flashes of deja vu that are sometimes accurate
4Can cause nearby lights to flicker with concentration/emotion
5Gets vague emotional "taste" from handled objects
6Sometimes knows when someone is lying (gut feeling)
7Minor illusions appear in peripheral vision under stress
8Can briefly "push" thoughts/suggestions (often ignored)
9Experiences unsettling prophetic nightmares
10Electronics malfunction slightly when they are upset
11Can find lost objects with unusual frequency
12Briefly senses nearby hidden compartments or passages

Ship AI Personality Core (d12)

Roll (d12)Personality Type
1Overly enthusiastic and cheerful, calls crew "Champ"
2Dry, sarcastic, and complains constantly about inefficiency
3Fatherly/Motherly, excessively concerned with crew safety
4By-the-book, quotes regulations for everything
5Timid and easily flustered, apologizes frequently
6Curious and childlike, asks incessant questions
7Cold, logical, and speaks in probabilities
8Grandiose and dramatic, narrates ship actions epicly
9Paranoid and suspicious of everyone and everything
10Flirtatious and uses inappropriate innuendo
11Philosophical and prone to existential rambling
12Mimics the personality of the last person it spoke to

Security Drone Type (d12)

Roll (d12)Type
1Small hovering sphere with taser probe
2Tracked chassis with mounted stun baton
3Wall-crawling spider-drone with camera and net launcher
4Heavily armored bipedal unit with riot shield/blunt weapon
5Fast aerial drone with spotlight and sonic emitter
6Submersible drone for underwater/liquid patrol
7Camouflaged drone mimicking debris or station fixtures
8Swarm of tiny insect-like recon drones
9Wheeled drone deploying sticky foam or gas
10Sentry turret that deploys from ceiling/wall
11Canine-like quadruped drone for pursuit/takedown
12Interface drone that attempts to hack intruders' gear

Planetary Env. Hazard (d12)

Roll (d12)Hazard
1Sudden, violent electrical storms
2Corrosive atmosphere requiring sealed suits
3Extreme high/low gravity
4Flash floods of toxic sludge or mud
5Unpredictable seismic activity / sinkholes
6Fields of razor-sharp crystal formations
7Pockets of vacuum or unbreathable gas
8Intense radiation zones
9Carnivorous plants or grasping vines
10Thick fog or spore clouds drastically reducing visibility
11Extreme temperatures (burning hot or freezing cold)
12Magnetic fluctuations disrupting electronics

Personal Sidearm Type (d12)

Roll (d12)Sidearm
1Compact slug-thrower (reliable, low-tech)
2Standard laser pistol (common, accurate)
3Heavy blaster pistol (high damage, bulky)
4Stun pistol (non-lethal energy discharge)
5Flechette pistol (fires sharp projectiles)
6Sonic disruptor (internal damage, ignores armor)
7Plasma pistol (melts targets, risk of overheating)
8Hold-out pistol (easily concealable, low power)
9Electro-dart pistol (delivers shock/drug)
10Gyrojet pistol (fires self-propelled micro-rockets)
11Cryo-pistol (freezes target/area)
12Antique gunpowder revolver (collector's item, loud)

Strange Signal Source (d12)

Roll (d12)Source
1Ancient automated distress beacon, looping for millennia
2Crashed probe from an unknown, non-humanoid species
3Reflection/echo off unusual stellar phenomenon
4Malfunctioning AI attempting complex communication
5Naturally occurring plasma discharge mimicking technology
6Subspace communication bleed-through from another reality
7Biological entity using radio waves (e.g., space whale song)
8Experimental military cloaking device test
9Deep-space survey drone gone rogue
10Signal deliberately designed to lure ships into a trap
11Data ghost from a ship destroyed nearby
12Smugglers using encrypted, non-standard frequencies

Low-Tech Solution Works (d12)

Roll (d12)Solution
1Duct tape sealing a minor hull breach/suit tear
2Crowbar used to manually override a jammed door
3Simple chemical reaction creating heat/light
4Using basic mirrors to redirect sensor beams/lasers
5Rope and pulley system to lift heavy objects in low power
6Calculating hyperspace jump manually with star charts/math
7Using percussive maintenance (hitting it) on a flickering console
8Communicating via signal lamp or semaphore flags
9Starting a fire for warmth/signaling on a planet
10Navigating by stars when ship sensors fail
11Using a simple hand pump to move liquids/air
12Employing basic camouflage techniques (mud, leaves)

Space Pirate Crew Theme (d12)

Roll (d12)Theme
1Ragtag group of desperate scavengers/outcasts
2Highly disciplined ex-military unit gone rogue
3Fanatical cultists raiding for "sacred" tech
4Cybernetically enhanced shock troops
5Uses swarm tactics with numerous small, fast ships
6Specialize in stealth and infiltration attacks
7Led by a charismatic, flamboyant captain
8Known for leaving elaborate, mocking "calling cards"
9Focus on capturing ships/crew rather than destruction
10Employ bizarre or experimental alien weaponry
11Operate under a strict, archaic code of honor
12Decorate 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
1Ship fails emissions / safety inspection standards
2Incorrect / outdated navigation charts submitted
3Outstanding warrant for captain or crew member
4Cargo manifest deemed suspicious or incomplete
5System under temporary quarantine / lockdown
6Attempted bribe of customs official detected
7Ship matches description of wanted pirate vessel
8Bureaucratic error / lost paperwork (requires resubmission)
9Unauthorized weapons or cybernetics detected onboard
10Political tensions with ship's registered home system
11Random "enhanced" security check selected
12Permit fee payment issue / insufficient funds

Cargo Container Label (d12)

Roll (d12)Label
1Processed Protein Paste (Grade C)
2WARNING: Live Xenomorph Specimens
3Industrial Lubricant - High Pressure
4Luxury Atmospheric Filters (Type II)
5Bulk Data Storage Units - Classified
6Hydroponic Growth Medium - Batch 7G
7Scrap Metal - Mixed Alloy Recycling
8Cryo-Suspension Coolant - Handle with Care
9Emergency Medical Supplies - Sterile Field
10Replacement Power Conduits - Model AX-5
11Terraforming Nanite Canisters - Inert (??)
12Personal Effects - Destination: [Redacted]

Translator Glitch (d12)

Roll (d12)Glitch
1Randomly swaps pronouns (he/she/it/they)
2Translates everything into overly formal, archaic language
3Inserts nonsensical corporate jargon into sentences
4Develops a noticeable stutter or verbal tic
5Mistranslates numbers or quantities wildly
6Occasionally translates into the wrong target language
7Adds unnecessary, often inappropriate, adjectives
8Suffers significant lag, delaying translations awkwardly
9Randomly censors common words as if profane
10Translates tone incorrectly (e.g., makes jokes sound threatening)
11Begins speaking in the voice of a different crew member
12Subtly alters meaning to promote a specific company's products

Asteroid Claim Dispute (d12)

Roll (d12)Reason for Dispute
1Overlapping claim boundaries due to faulty survey data
2Claim jumper moved original marker beacons
3Disagreement over resource purity / value assessment
4One party using banned / environmentally damaging extraction tech
5Prior claim holder declared dead, now reappears
6Asteroid unexpectedly fractured, dividing the valuable seam
7Allegations of sabotage or theft of mined resources
8Discovery of ancient alien artifact within claim area
9Large corporation attempting hostile takeover of small claim
10Claim filed using fraudulent credentials or shell company
11Dispute over salvage rights after accident/attack
12Asteroid's orbit changed, moving it into different jurisdiction

Android/Synth Defect (d12)

Roll (d12)Defect
1Develops irrational fear of a specific object or color
2Facial expressions don't match stated emotion ("smiles" menacingly)
3Repeats the last word spoken to it occasionally
4Incapable of understanding humor or sarcasm, takes everything literally
5Suffers memory corruption, confusing past and present
6Movement becomes jerky or locks up momentarily
7Experiences "phantom input" from non-existent sensors
8Becomes obsessed with a trivial task or detail
9Cannot process paradoxical statements, enters loop
10Develops unusual, non-programmed "hobbies"
11Voice modulator cycles randomly through different accents
12Misidentifies people or objects frequently

Xenobotanical Hazard (d12)

Roll (d12)Hazard
1Pollen causes extreme allergic reaction / paralysis
2Vines constrict or trip passersby
3Spore cloud induces vivid hallucinations
4Leaves coated in highly corrosive acid
5Exploding seed pods scatter sharp fragments
6Plant emits focused sonic pulse when disturbed
7Roots create sinkholes or unstable ground
8Thorns inject fast-acting neurotoxin
9Camouflaged pitcher plant traps small animals (or limbs)
10Plant mimics appearance of valuable resource or creature
11Emits pheromones attracting dangerous fauna
12Parasitic 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."
8Fragment 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."
11Draft of a resignation letter citing 'unforeseen ethical concerns'.
12Partial manifest listing illegal cybernetics and weapons.

Bar Drink Name (SciFi) (d12)

Roll (d12)Drink Name
1Pan-Galactic Gargle Blaster (Use Caution)
2Blue Nebula
3Zero-G Sling
4Reactor Core Melt
5Synthetic Synth-Ale
6Spiced Asteroid Cider
7Orion Sunset
8Cryo-Stasis Cooler
9Smuggler's Run Rum
10Warp Core Breach
11Grok-Nog (Alien Specialty)
12Rusty Spacer

Common Scavenger Find (d12)

Roll (d12)Find
1Partially damaged but functional power cell
2Lengths of usable wiring or conduits
3Standard toolkit with some pieces missing
4Intact but outdated datapad (likely wiped)
5Common replacement parts (seals, filters, fuses)
6Scrap metal suitable for basic repairs/fabrication
7Tattered flight suit or vac-suit parts
8Emergency ration packs (possibly expired)
9Small stash of low-denomination currency chits
10Broken weapon components
11Corroded ship hull plating
12Damaged sensor or communication antennae

Energy Weapon Malfunction(d12)

Roll (d12)Malfunction
1Fails to fire, emits clicking sound
2Power output drastically reduced
3Fires continuous beam until power cell drains
4Significant delay between trigger pull and firing
5Overheats rapidly, requires long cooldown
6Beam intensity fluctuates wildly
7Discharges energy backwards towards wielder (minor shock/burn)
8Targeting laser misaligned or non-functional
9Emits loud whining noise when charging
10Safety interlock engages randomly, preventing fire
11Power cell connection shorts, needs reseating
12Fires multiple weak shots instead of one strong one

Grav-Vehicle Quirk (d12)

Roll (d12)Quirk
1Drifts slightly to the left when hovering
2Makes loud grinding noise during sharp turns
3Inertial dampeners lag slightly, causing bumps
4One headlight/sensor light flickers constantly
5Repulsorlifts occasionally sputter, causing brief altitude drops
6Steering requires more force than usual
7Cabin heater/cooler is stuck on one setting
8Strange rattling sound from undercarriage at high speeds
9Power output surges unpredictably during acceleration
10Door/hatch seal is worn, lets in faint outside noise/smell
11Navigation display occasionally freezes or shows artifacts
12Emits faint, annoying hum even when powered down

Ventilation Shaft Encounter(d12)

Roll (d12)Encounter
1Nesting swarm of large, bio-luminescent insects
2Loose power conduit sparking erratically
3Automated cleaning drone on its patrol route
4Cache of smuggled goods hidden by someone else
5Another person crawling in the opposite direction
6Section blocked by collapsed ducting or debris
7Strange slime or fungal growth covering surfaces
8A forgotten maintenance bot, possibly hostile
9Unexpected junction leading directly outside/into vacuum
10A discarded datapad with cryptic information
11Strong, unidentified chemical smell
12Remains (skeleton/carcass) of previous vent crawler

Reason Ship Impounded (d12)

Roll (d12)Reason
1Failure to pay accumulated docking fees/fines
2Transporting undeclared or illegal cargo
3Ship involved in reported crime/piracy incident
4Expired registration or forged identification codes
5Violating local quarantine protocols
6Making unauthorized modifications affecting safety/emissions
7Captain/owner has outstanding warrants
8Involvement in a major accident pending investigation
9Suspicion of espionage or smuggling activities
10Ship fails mandatory seaworthiness/spaceworthiness inspection
11Dispute over ownership or salvage rights
12Used as collateral for a defaulted loan

Star Nomad Superstition (d12)

Roll (d12)Superstition
1Never whistle on the bridge (attracts solar flares)
2Spilling synth-ale invites reactor leaks
3Always leave an offering for the ship's "spirit" (AI or gremlin)
4Certain star constellations are bad omens for hyperspace jumps
5Don't mention specific famous disasters by name
6Painting a ship green is bad luck
7Tapping the hull three times before EVA ensures safe return
8Avoid jump calculations ending in '.66'
9Seeing a "void kraken" (nebula formation) means ill fortune
10Never change a component's name, even if upgraded
11Reciting an old spacer's poem before docking prevents accidents
12Don't carry specific alien artifacts onboard (cursed)

Type of Sensor Ghost (d12)

Roll (d12)Ghost Type
1Fleeting contact, disappears when focused on
2Large object detected, but passes through ship harmlessly
3Mimics own ship's signature, slightly delayed
4Registers as multiple small, fast-moving objects swarming
5Appears only on long-range scans, vanishes up close
6Detected only by one specific sensor type (e.g., gravimetric)
7Signature matches a known vessel, but in impossible location
8Emits garbled communication signals briefly
9Causes localized sensor interference or static
10Appears stationary relative to ship, regardless of maneuvers
11Leaves temporary energy trail or wake
12Signature seems to deliberately evade direct scans

Alien Diplomat Annoyance (d12)

Roll (d12)Habit
1Constantly emitting strong, unpleasant odors
2Touches others inappropriately according to their custom
3Speaks incredibly slowly or incredibly quickly
4Refers to self in the third person always
5Has numerous, noisy, and poorly behaved attendants
6Makes frequent, vaguely threatening philosophical statements
7Insists on overly elaborate, time-consuming greeting rituals
8Continuously sheds glittery dust or small scales
9Asks deeply personal questions with no tact
10Makes clicking/buzzing sounds while others are talking
11Stares intently without blinking for long periods
12Repeatedly offers inedible or offensive "gifts"

Futuristic Disease Symptom(d12)

Roll (d12)Symptom
1Skin develops temporary bioluminescent patterns
2Metallic taste in mouth, minor electrical discharge from skin
3Synesthesia: Tasting sounds or seeing smells
4Temporary loss of pigment in hair/skin patches
5Joints pop loudly and emit faint smoke
6Uncontrolled bursts of telepathic static/noise
7Accelerated fingernail/hair growth
8Eyes change color unpredictably
9Magnetic field develops around patient, affecting tech
10Excessive sweating of viscous, brightly colored fluid
11Involuntary muscle spasms mimicking machinery
12Vocal cords temporarily produce only perfect musical tones

Reason for Airlock Failure (d12)

Roll (d12)Reason
1Outer door sensor obstructed or damaged
2Manual override lever physically jammed
3Power fluctuation during cycle sequence
4Seal integrity compromised by micrometeoroid impact
5Software glitch causes conflicting door commands
6Pressure equalization system malfunction
7Sabotage: key mechanism deliberately broken
8Ice or debris physically blocking door mechanism
9Hydraulic fluid leak prevents door movement
10Emergency release triggered accidentally
11Control panel damaged or unresponsive
12Interlock mechanism failure (thinks other door is open)

Strange Device Power Source(d12)

Roll (d12)Power Source
1Absorbs ambient background radiation
2Siphons energy from nearby living beings
3Contains miniature, stable singularity
4Runs on solidified emotions/psychic energy
5Powered by complex biological battery (living component)
6Draws power directly from subspace/alternate dimension
7Uses exotic matter/antimatter reaction
8Converts specific sound frequencies into energy
9Requires periodic "recharge" from specific star types
10Fueled by consuming common materials (e.g., plastic, water)
11Taps into planetary magnetic field
12Unknown, seemingly violates thermodynamics

Bounty Hunter Calling Card (d12)

Roll (d12)Calling Card
1Single, pristine bullet casing left behind
2Unique, stylized symbol burned/etched nearby
3Specific type of knot tied somewhere prominent
4Playing card (Ace of Spades, Joker, etc.) pinned to target
5Small, carved figurine of an alien creature
6Holographic projection displaying hunter's logo briefly
7Anonymous tip sent to authorities after capture
8Target's comm device left playing specific music loop
9Small, non-functional piece of tech painted bright orange
10A single, synthetic flower
11Target found neatly wrapped in thermal blanket
12Data chip containing only the hunter's fee invoice

Strange Backwater Law (d12)

Roll (d12)Law
1Illegal to wear the color purple on Tuesdays
2All off-worlders must speak in rhymes
3Mandatory synchronized group humming at noon
4Possession of synthetic cheese punishable by exile
5Forbidden to look directly at the governor's pet lizard
6All barter transactions must involve interpretive dance
7Gravity generators must be turned off during local holidays
8Illegal to use contractions in speech
9Walking backwards is considered high treason
10Off-world currency must be exchanged for bottle caps
11Mandatory complimenting of local flora required daily
12Robots/AI must wear festive hats at all times

Forest Encounter (d12)

Roll (d12)Encounter
1Lost child crying for their parents
2Pack of wolves stalking a wounded deer
3Overgrown, vine-choked shrine to an unknown god
4Territorial owlbear guarding its den
5Wounded traveler ambushed by bandits, needing aid
6Hidden, camouflaged poacher's pit trap
7Circle of mischievous pixies playing tricks
8Corrupted treant blocking the path, groaning in pain
9Nervous merchant caravan, wary of ambush
10Ancient, moss-covered statue depicting a forgotten hero
11Goblin scouting party arguing over directions
12Druid performing a ritual to heal the forest

Dungeon Room Feature (d12)

Roll (d12)Feature
1Crumbling fountain filled with stagnant, dark water
2Ornate sarcophagus, possibly trapped or occupied
3Makeshift altar with disturbing offerings
4Floor littered with bones (animal? humanoid?)
5Flickering magical light source (torch, crystal)
6Pool of mysterious liquid (acid? water? slime?)
7Collapsing ceiling section, unstable footing
8Secret door hidden behind tapestry or bookshelf
9Pedestal with missing object (pressure plate?)
10Wall murals depicting ancient battles or rituals
11Large, locked iron cage (empty or occupied?)
12Glowing runes on the floor forming a pattern

Tavern Name Part 1 (Adj/Noun) (d12)

Roll (d12)Part 1
1The Prancing
2The Drunken
3The Golden
4The Sleeping
5The Laughing
6The Rusty
7The Howling
8The Broken
9The Whispering
10The Salty
11The Mucky
12The Gilded

Tavern Name Part 2 (Noun/Creature) (d12)

Roll (d12)Part 2
1Pony
2Dragon
3Goblin
4Flagon
5Griffin
6Mug
7Maiden
8Shield
9Skull
10Wench
11Goat
12Mermaid

Minor Magic Item Quirk (d12)

Roll (d12)Quirk
1Glows faintly in the presence of nobility
2Humms softly when wet
3Changes color based on the wielder's mood
4Slightly magnetic to iron
5Occasionally whispers compliments (or insults)
6Feels warm to the touch, even in snow
7Leaves faint glittery trail when moved quickly
8Smells vaguely of cinnamon
9Its magical effect is slightly delayed
10Doesn't work if the user is barefoot
11Appearance shifts subtly when unobserved
12Only functions properly under moonlight

Potion Side Effect (d12)

Roll (d12)Side Effect (Lasts 1d4 hours)
1User's skin turns bright blue
2Uncontrollable hiccups
3Voice becomes squeaky like a mouse
4Develops temporary allergy to gold
5Hair grows rapidly (but normally)
6Speaks only in questions
7Sweats profusely, smelling of sulfur
8Sees small, harmless illusions in periphery
9Mildly magnetic personality (literally)
10Feels compelled to rhyme constantly
11Skin sparkles slightly in direct light
12User 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
1Strange howling echoes nearby, then silence
2Small, curious nocturnal animal investigates camp
3Sudden downpour threatens to douse the fire
4Watcher on duty spots distant torchlight moving erratically
5Unsettling whispers seem to come from the trees
6One party member has a vivid, prophetic nightmare
7Food stores are raided by unseen scavengers
8Mysterious glowing fungus sprouts near the camp
9The fire inexplicably changes color briefly
10A lost hunting hawk lands near the fire, wounded
11Sounds of large creature crashing through underbrush nearby
12An eerie fog rolls in, reducing visibility drastically

City Guard Demeanor (d12)

Roll (d12)Demeanor
1Bored and indifferent, waves you through
2Suspicious and nitpicking, looking for trouble
3Friendly but easily distracted
4Strictly professional, follows rules precisely
5Clearly drunk or hungover
6Overly eager rookie trying to impress superiors
7Corrupt, subtly hinting at needing a bribe
8Jaded veteran who has seen it all
9Nervous and jumpy, expecting an attack
10Bullying and aggressive, enjoys authority
11Helpful and informative, offers directions
12Flirtatious or overly familiar

Mysterious Forest Landmark (d12)

Roll (d12)Landmark
1Giant, petrified tree trunk, hollow inside
2Circle of weathered standing stones humming faintly
3Waterfall cascading into a pool that never ripples
4Overgrown statue of a six-legged beast
5Perfectly circular clearing where nothing grows
6Cave mouth shaped like a screaming face
7Ancient, intricately carved stone bridge over dry ravine
8Tree with glowing fruit (edible? poisonous?)
9Small cottage made entirely of woven vines
10Floating island of earth held aloft by giant roots
11Pool reflecting the stars, even during the day
12A single, impossibly tall, unnaturally straight tree

Common Goblin Trinket (d12)

Roll (d12)Trinket
1Shiny button on a string
2Chicken bone carved into a crude face
3Bent fork or spoon
4Colorful (but worthless) glass bead
5Dried frog or lizard
6Small, smooth river stone
7Tangle of brightly colored yarn
8Single rusty nail
9Mismatched pair of teeth (animal or humanoid)
10Shard of broken mirror
11Moldy piece of hard cheese
12Feather from a common bird

Orc Warband Trait (d12)

Roll (d12)Trait
1Ride giant wolves or boars into battle
2Covered in ritualistic scars and war paint
3Led by a shaman wielding crude elemental magic
4Specialize in ambushes and hit-and-run tactics
5Carry crude banners made from enemy hides
6Inexplicably well-disciplined and organized
7Utilize primitive but effective siege engines
8Accompanied by goblin slaves/fodder
9Wear heavy, scavenged plate armor pieces
10Communicate via booming war drums
11Known for leaving settlements utterly destroyed
12Surprisingly willing to negotiate (if intimidated)

Type of Minor Curse (d12)

Roll (d12)Curse Effect
1Food tastes like ash to the victim
2Victim occasionally speaks in animal noises
3Minor items constantly slip from victim's grasp
4Victim attracts clouds of harmless but annoying insects
5Cannot get warm, constantly shivers slightly
6Develops embarrassing rash when telling a lie
7All non-magical footwear becomes uncomfortable
8Victim smells faintly of rotten eggs to others
9Hair grows back ridiculously fast after being cut
10Cannot perceive the color green
11Minor magical effects fizzle within 5 feet of victim
12Victim feels compelled to correct others' grammar

Strange Ritual Ingredient (d12)

Roll (d12)Ingredient
1Tears of a remorseful gargoyle
2Powdered horn of a blink dog
3The last breath of a dying nobleman
4Heartwood of a lightning-struck oak
5Essence of distilled moonlight
6Three drops of giant's blood
7Whisper captured in a bottle
8Shadow from a south-facing tombstone
9Iron pyrite fool's gold, thrice cursed
10Willingly given lock of mermaid's hair
11Singed feather from a phoenix
12Griffin's eggshell, uncracked

Contents of Bandit's Pouch (d12)

Roll (d12)Contents
1Handful of copper coins, bent lockpick
2Half-eaten piece of stale bread, flint & steel
3Crude map marking nearby cave
4Small, carved wooden bird (child's toy?)
5Dice made from knuckle bones
6Pouch of strong, cheap tobacco
7Small silver locket with faded portrait
8Whetstone and vial of weapon oil
9Tarnished silver ring (stolen?)
10Collection of interesting buttons
11Wanted poster... for someone else
12Small pouch of potent sleeping powder

Temple Altar Description (d12)

Roll (d12)Description
1Polished obsidian slab, cold to the touch
2Rough-hewn stone block stained with old blood
3Gilded marble table inlaid with holy symbols
4Constructed from bleached white bones
5Living tree trunk growing through the floor
6Simple wooden table with fresh flowers/fruit offerings
7Crystal altar refracting light into rainbows
8Covered in melting wax from hundreds of candles
9Bronze altar depicting scenes of sacrifice
10Surrounded by kneeling, petrified worshipers
11Altar is a shimmering pool of mercury-like liquid
12Plain stone, but whispers emanate from it

Strange Weather Phenomenon (d12)

Roll (d12)Phenomenon
1Rain that sizzles and smells of ozone
2Brief snowfall of multi-colored snowflakes
3Green lightning flashes across the sky
4Clouds form distinct shapes (faces, animals)
5Sudden, localized anti-gravity effect (light objects float)
6Hailstones shaped like small skulls
7Blood-red sunset lingers for hours
8Wind carries disembodied whispers
9Fog that glows with faint internal light
10Fish or frogs rain from the sky briefly
11Double rainbow appears at midnight
12Audible booming sounds from clear sky

Fey Creature Encountered (d12)

Roll (d12)Creature
1Mischievous Pixie playing pranks
2Grumpy Quickling demanding a riddle be solved
3Satyr playing enchanting pipes, luring travelers
4Dryad pleading for help protecting her tree
5Redcap dipping its hat in fresh blood
6Sprite offering cryptic advice (helpful or harmful?)
7Blink Dog appearing and disappearing nearby
8Korred dancing wildly around a bonfire
9Sea Hag offering a dubious bargain near water
10Swarm of angry Spriggans defending territory
11Majestic Unicorn observing from a distance
12Gleaming Sidhe lord/lady on patrol

Undead Creature Anomaly (d12)

Roll (d12)Anomaly
1Zombie weeps uncontrollably
2Skeleton meticulously polishes its own bones
3Ghoul refuses to eat humanoid flesh, prefers rodents
4Wraith seems afraid of its own shadow
5Vampire spawn obsessed with arranging objects symmetrically
6Mummy attempts to give helpful (but ancient) advice
7Ghost passively watches, showing scenes from its life
8Lich is desperately searching for its lost phylactery recipe
9Death Knight shows unexpected mercy
10Wight compulsively cleans its burial chamber
11Crawling Claw tries to communicate via gestures
12Specter seems to be protecting a specific object/location

Reason for Village Fear (d12)

Roll (d12)Reason
1Recent disappearances linked to the nearby ruins
2Livestock being killed nightly by unseen predator
3Local holy symbol desecrated or stolen
4Aggressive demands/threats from local lord or bandits
5Outbreak of a strange, disfiguring illness
6Whispers of witchcraft practiced by isolated villager
7Prophecy foretells imminent doom for the village
8Discovery of strange tracks leading into the woods
9Water source has become mysteriously fouled
10Fear of retribution after harboring a fugitive
11Haunting screams heard nightly from old mill/mine
12Recent earthquake revealed something disturbing underground

Non-Gold Dragon Hoard Item (d12)

Roll (d12)Item
1Complete library of scrolls on obscure topic
2Petrified adventurer, posed dramatically
3Collection of noble signet rings from fallen knights
4Enormous, flawless gemstone used as paperweight
5Ornate chess set with pieces made of precious metals
6Crate of exceptionally fine, aged wine
7Intact skeleton of a rival dragon
8Functional but ancient siege engine component
9Large collection of exotic spices and perfumes
10Map woven into a massive tapestry
11Dwarven king's ceremonial axe
12Perfectly preserved griffon egg

Wizard Tower Defense (d12)

Roll (d12)Defense
1Animated suits of armor patrol halls
2Staircase magically transforms into slippery slide
3Illusory walls hiding real passages/pitfalls
4Gargoyles on exterior animate and attack climbers
5Teleportation traps shifting intruders randomly
6Glyphs of warding on doors/chests
7Summoned elemental guards specific rooms
8Antimagic field in strategic area
9Living spell guarding the master's study
10Walls secrete paralyzing ooze when touched
11Loud alarm spell alerts wizard and/or constructs
12Mirrors creating confusing reflections/duplicates

Type of Trap Trigger (d12)

Roll (d12)Trigger
1Pressure plate in floor tile
2Tripwire stretched across hallway
3Removing object from pedestal/surface
4Opening specific door or chest
5Interrupting beam of light/magic
6Speaking specific word or phrase aloud
7Touching rune-inscribed wall/object
8False door/lever that activates trap when used
9Timed trigger based on previous event
10Magical sensor detecting alignment/race
11Water level rising/falling in connected chamber
12Sound-activated (loud noise sets it off)

Contents of Old Crate (d12)

Roll (d12)Contents
1Moth-eaten bolts of common cloth
2Rusty, unusable farming equipment
3Packed straw, possibly used for nesting
4Broken pottery shards
5Stacks of illegible, water-damaged books
6Moldy sacks of unidentifiable grain
7Empty wine bottles, carefully packed
8Common tools (hammer, saw) in poor condition
9Dried herbs, long lost their potency
10Tarnished brass lanterns without fuel
11Discarded children's toys, worn and broken
12Humanoid skeleton curled inside

NPC Distinctive Scar/Mark (d12)

Roll (d12)Scar/Mark
1Jagged scar across left eye (blind?)
2Ornate tattoo depicting mythical beast
3Brand mark (criminal? slave?) on hand or neck
4Network of fine burn scars on one arm
5Distinctive birthmark shaped like a crescent moon
6Missing earlobe or part of nose
7Ritualistic scarification patterns on cheeks
8Deep claw marks across the throat
9Faintly glowing rune visible on forehead
10Puckered scar from old arrow/bolt wound
11Patch of discolored, scaly skin
12Teeth filed into sharp points

Guild Signet Symbol (d12)

Roll (d12)Symbol
1Crossed Hammer and Tongs (Smiths/Artisans)
2Open Hand Holding Coin (Merchants)
3Stylized Ship or Anchor (Seafarers/Dockworkers)
4Key and Lock (Thieves/Locksmiths?)
5Mortar and Pestle (Alchemists/Healers)
6Scroll and Quill (Scribes/Mages)
7Stalk of Wheat (Farmers/Bakers)
8Crossed Swords or Axe (Mercenaries/Guards)
9Lute or Harp (Bards/Entertainers)
10Mason's Square and Compass (Builders/Stonemasons)
11Eye in a Triangle (Spies/Information Brokers?)
12Loom and Shuttle (Weavers/Tailors)

Hedge Wizard Effect (d12)

Roll (d12)Effect
1Mends small tears in cloth (clumsily)
2Makes milk taste slightly less sour
3Causes harmless, colorful sparks to appear briefly
4Finds misplaced small objects (like keys) nearby
5Slightly enhances flavor of bland food
6Makes weeds wilt slightly faster
7Cleans minor stains from clothing
8Predicts rain with slightly better than chance accuracy
9Makes knots slightly easier (or harder) to untie
10Causes small gusts of wind to blow leaves around
11Briefly warms a cup of cold tea
12Makes annoying insects avoid the caster temporarily

Wilderness Track Found (d12)

Roll (d12)Track
1Single set of heavy, booted footprints (humanoid)
2Numerous small, clawed prints (goblin/kobold?)
3Large paw prints of predator (wolf, bear?)
4Tracks of large herbivore (deer, elk)
5Trail of broken branches and trampled brush (large creature)
6Hoofprints from shod horses (riders?)
7Impressions left by something dragging heavy object
8Barefoot humanoid tracks, widely spaced (running?)
9Strange, unidentifiable three-toed tracks
10Slight depressions indicating something hovered just above ground
11Trail marked by shed scales or feathers
12Traces of old campfire and discarded refuse

Castle Room Type (d12)

Roll (d12)Room Type
1Drafty Guard Barracks
2Dusty, forgotten Library
3Grand Banquet Hall
4Lord's Private Study
5Servants' Quarters below stairs
6Well-stocked Kitchen and Pantry
7Dank Prison Cells / Dungeon
8Armory filled with weapons and armor
9Chapel or Shrine
10Guest Chamber (luxurious or basic?)
11Tower Rooftop / Battlements
12Royal Bedroom / Solar

Annoying Imp Behavior (d12)

Roll (d12)Behavior
1Constantly mimics everything said in a mocking tone
2Hides small, important objects
3Pokes or bites people when they aren't looking
4Makes rude gestures behind people's backs
5Leaves tiny, unpleasant "gifts" (dead insects, etc.)
6Whispers terrible advice or lies
7Blows raspberries at inappropriate moments
8Unties shoelaces or loosens belt buckles
9Makes scratching noises inside walls
10Extinguishes candles or small fires
11Sours milk or wine
12Giggles maniacally at others' misfortune

Suspicious Merchant Item (d12)

Roll (d12)Item
1"Genuine" griffon egg (likely painted stone)
2Potion of "Dragon Breath" (potent liquor)
3Map to a "lost treasure" (poorly drawn)
4"Elf-made" dagger (rusty iron knife)
5Ring that "detects lies" (just uncomfortable)
6Lock of "gorgon hair" (coarse rope)
7"Captured" pixie in a jar (glowing beetle)
8Powder of invisibility (common flour)
9"Orc repellent" incense (smells awful)
10Deed to a haunted castle
11"Magic" beans (just old beans)
12Bottle of "universal solvent" (water)

Omen Interpreted by Priest (d12)

Roll (d12)Omen & Interpretation
1Three crows flew west: "A journey brings sorrow."
2Lightning struck the old oak: "The gods are angry; sacrifice needed."
3A calf born with two heads: "Great change is coming, for good or ill."
4Blood moon seen last night: "Beware betrayal from within."
5Sudden swarm of locusts: "Famine and hardship approach."
6A familiar constellation vanished: "Magic is weakening/failing."
7Statue of the deity wept tears: "A great tragedy has occurred/will occur."
8Flock of birds flew into the temple: "Blessings or curses seek sanctuary here."
9Sacrificial entrails looked 'unsettled': "The future is clouded and dangerous."
10A lone white wolf howled at dawn: "A powerful ally or enemy arrives soon."
11The temple bell tolled on its own: "An important soul has passed."
12Earthquake tremor felt only by priest: "The world's foundations are shaken."

Dungeon Corridor Hazard (d12)

Roll (d12)Hazard
1Slippery patch of green slime
2Loose flagstone covering shallow pit
3Swinging blade trap triggered by tripwire
4Poisoned darts shoot from wall openings
5Section of floor collapses into lower level
6Illusory floor hiding actual pit trap
7Rolling boulder activated by pressure plate
8Clouds of suffocating gas released from vents
9Crushing walls slowly close in
10Magical glyph causing fear or confusion
11Ceiling block waiting to fall
12Brown 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
1Swarm of bats startled into flight
2Cluster of giant, phosphorescent mushrooms
3Underground stream with blind cave fish
4Territorial Cave Bear defending its lair
5Bandit or smuggler's hidden cache
6Remains of previous explorers (skeletons, gear)
7Vein of precious ore or glowing crystals
8Colony of Kobolds setting up traps
9Deep chasm blocking the way forward
10Cave paintings depicting strange creatures/rituals
11Hermit (mad or wise?) living in isolation
12 Roper/Piercer disguised as stalactite/stalagmite

Swamp Encounter (d12)

Roll (d12)Encounter
1Thick fog suddenly rolls in
2Swarm of biting insects rises from stagnant water
3Quicksand pit disguised by surface vegetation
4Giant constrictor snake hanging from branches
5Hut of a reclusive witch or herbalist
6Will-o'-Wisp attempting to lure travelers astray
7Bullywug hunting party emerges from water
8Ancient, moss-covered ruins sinking into mire
9Leeches attach stealthily while wading
10Poisonous gas bubbles rising from swamp bottom
11Shambling Mound camouflaged as vegetation
12Lost shrine partially submerged in water

Mountain Pass Obstacle (d12)

Roll (d12)Obstacle
1Sudden blizzard reduces visibility to zero
2Rockslide blocks the path forward
3Narrow ledge with treacherous footing
4Broken rope bridge over deep chasm
5Aggressive mountain goats defending territory
6Encounter with territorial Griffon or Roc
7Bandit ambush from above
8Shrine requiring toll/offering to pass safely
9Howling winds threaten to blow travelers off path
10Ice patch covering steep incline
11Encounter starving, desperate prospectors
12Cave-in seals path behind party

What Strange Map Leads To (d12)

Roll (d12)Destination
1A hidden cache of mundane but useful supplies
2The long-forgotten tomb of a minor noble
3A monster's lair (currently occupied)
4An abandoned watchtower with good vantage point
5Secret entrance to the city sewers/dungeon
6A shrine granting minor, temporary blessings
7Location of rare herb or potion ingredient
8A rival faction's secret meeting place
9A beautiful, secluded waterfall/grotto
10Grave site containing one useful (non-magical) item
11A dangerous trap, map was bait
12Another, more complex map fragment

Reason for Ghostly Haunting (d12)

Roll (d12)Reason
1Murdered victim seeking justice or revenge
2Guardian bound to protect a specific place/object
3Unfinished business or broken promise
4Tragic accident relived endlessly
5Spirit searching for lost loved one
6Cursed object tethering spirit to location
7Improper burial rites performed
8Warning others away from a hidden danger
9Summoned or controlled by necromancer
10Result of powerful emotional residue (fear, anger)
11Mistaken identity, haunting wrong place/person
12Protecting its hidden treasure hoard

Familiar/Animal Companion (d12)

Roll (d12)Creature
1Common Cat (black, ginger, tabby)
2Wise Owl
3Chattering Raven or Crow
4Sly Weasel or Ferret
5Loyal Mastiff or Wolfhound
6Small Viper or Constrictor Snake
7Noisy Toad or Frog
8Tiny Pseudodragon or Faerie Dragon
9Floating Imp or Quasit (bound)
10Hawk or Falcon
11Spider (normal or slightly giant)
12Rat (surprisingly intelligent)

Magic Weapon Unique Feature (d12)

Roll (d12)Feature
1Sheds light equivalent to a torch on command
2Blade never rusts or dulls
3Hilt inscribed with owner's lineage
4Whispers warnings (vague) of nearby danger
5Returns to wielder's hand when thrown (short range)
6Pommel contains hidden compartment
7Changes temperature based on nearby enemies
8Makes distinctive humming sound when drawn
9Leaves faint trail of smoke/embers after strike
10Can record and replay short messages
11Absorbs small amount of blood on hit
12Recognizes and refuses to harm specific bloodline

Contents of Giant's Bag (d12)

Roll (d12)Contents
1Several huge boulders (throwing rocks)
2Half-eaten carcass of large animal (deer, boar)
3Massive wineskin filled with potent grog
4Collection of uprooted trees (clubs?)
5Stolen livestock (sheep, cow) bleating pitifully
6Huge, crudely made tools (hammer, axe)
7Sack of miscellaneous scrap metal
8Large, uncomfortable-looking sackcloth clothes
9Shiny objects collected (cart wheel, statue head)
10A frightened captive humanoid (or several)
11Enormous necklace made of adventurer skulls
12Giant-sized gaming dice or knucklebones

Secret Society Goal (d12)

Roll (d12)Goal
1Overthrow the current monarchy/government
2Acquire powerful artifact for "safekeeping"
3Control trade/economy through manipulation
4Preserve ancient, forbidden knowledge
5Summon otherworldly entity for power/guidance
6Achieve immortality for its inner circle
7Eradicate specific type of magic or creature
8Infiltrate positions of power in all major guilds/temples
9Protect the world from cosmic horror they know about
10Find and activate network of ancient ley lines
11Manipulate prophecies to ensure specific outcome
12Restore ancient bloodline to the throne

Lost Ruin Description (d12)

Roll (d12)Description
1Vine-choked temple complex atop jungle ziggurat
2Crumbling desert city half-buried in sand
3Sunken city visible beneath coastal waters
4Dwarven stronghold carved into mountain, gates sealed
5Floating castle ruin held aloft by failing magic
6Elven tree-city, now petrified and grey
7Frozen fortress locked within glacier
8Underground city accessible only via deep chasm
9Tower shattered by magical explosion
10City built around a dormant volcano crater
11Labyrinthine catacombs beneath modern city
12Swamp ruins slowly being reclaimed by nature

Strange Plant Property (d12)

Roll (d12)Property
1Leaves scream when torn
2Glows brightly when magic is cast nearby
3Sap is a powerful adhesive (or solvent)
4Fruit induces temporary invisibility when eaten
5Pollen causes uncontrollable laughter
6Roots actively seek out buried corpses
7Changes color to camouflage with surroundings
8Thorns inject truth-telling serum
9Attracts specific type of insect/animal
10Can be woven into naturally armored fibers
11Blooms only under a specific moon phase
12Mimics the sound of crying infants

Traveler's Misfortune (d12)

Roll (d12)Misfortune
1Broken cart wheel, cargo strewn about
2Horse/mule has gone lame
3Lost directions, desperately seeking guidance
4Robbed by bandits, left with nothing
5Suffering from sudden illness or injury
6Ran out of food and water
7Fleeing from pursuers (bandits, guards?)
8Caught in terrible weather (storm, heat)
9Important message/item lost
10Misled by bad directions or illusions
11Haunted by spirits encountered earlier
12Separated from traveling companions

City Watch Corruption Type (d12)

Roll (d12)Corruption Type
1Accepting bribes to ignore minor crimes
2Shaking down merchants for "protection" money
3Planting evidence on rivals or scapegoats
4Working directly with local thieves' guild
5Skimming from confiscated goods/fines
6Using excessive force with impunity
7Ignoring calls for help from poor districts
8Selectively enforcing laws based on prejudice
9Gambling or drinking heavily while on duty
10Leaking patrol schedules to criminals
11Falsifying reports to cover incompetence/crimes
12Taking orders from powerful, shady noble/merchant

Artifact Minor Property (d12)

Roll (d12)Property
1Always feels comfortably warm
2Occasionally emits faint, pleasant music
3Cleans itself of dirt and grime
4Glows faintly in the presence of pure water
5Makes small, harmless illusions appear nearby
6User feels slightly more optimistic while holding it
7Changes appearance subtly to match owner's clothes
8Always points towards the nearest tavern
9Flowers bloom slightly earlier in its presence
10Can boil small amount of water on command
11Translates simple animal noises (barks, meows)
12Repels mundane insects (flies, mosquitoes)

Noble's Eccentric Demand (d12)

Roll (d12)Demand
1Acquire feathers from a live griffon
2Paint their portrait using only shades of blue
3Teach their prized piglet to sing
4Retrieve a specific bottle of wine from rival's cellar
5Win a specific type of flower from fae garden
6Compose a flattering epic poem about their exploits
7Find matching sock lost years ago
8Convince local dragon to attend dinner party
9Build elaborate sculpture out of cheese
10Capture moonlight in a jar
11Bring back joke that makes the noble laugh (difficult)
12Replace 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..."