The macguffin. The prime motivator of a million campaigns. It doesn't matter what it is, everyone wants it, or wants someone else to not get their hands on it.
But you need something to tell the players. They can't chase halfway across the world after a mysterious, unnamed stand-in item. What if they find the wrong one? You can use this table to cook up an instant mcguffin.
This item resembles a (1d6):
sword
shield
staff
crown
book
statue
decorated with:
inlaid jewels.
eldritch runes.
an embossed holy symbol.
the personal sigil of a mythical figure.
a stylised devil's face.
a rare lacquer.
It's contained in a:
stained and discoloured chest.
velvet bag sewn with pegasus hair.
form-fitting container crafted from a single chunk of granite.
box with brightly-polished fittings and inlaid precious metals.
living creature's belly.
building's hidden alcove.
Its current holder is:
a wealthy merchant
a warlord
a wizard
a priest
a devil
a lich
and they obtained it through:
spoils of war.
trickery.
a game of skill.
a reward for a service.
a ransom.
a patron's gift.
It's said to have the power to:
heal any wound
crush any army
force any mortal being to obey the wielder
point the way to a great treasure
grant immortality
convey rulership of a kingdom
at the cost of:
corruption of the will.
a monstrous transformation.
the user's soul.
accepting a painful burden.
a loved one's life.
eternal servitude.
It's sought by:
a cult
a dying king
a dragon
a minor god
a general
a monster
using:
spies and assassins
mercenaries
monstrous servants
amoral adventurers
diplomats and agents
oracles and seers
for:
a war of conquest
a token of love
payment of a vast debt
a gift to impress a superior
the sake of denying it to an enemy
sheer greed
but secretly:
it's a powerless replica.
it has the opposite effect.
someone unexpected pays the cost.
it destroys the value of its gift, monkey's paw-style.
it has a second, hidden effect.
it fulfils its purpose in an unexpected way.
(Thanks to Spwack of the Slight Adjustments blog for the generator code.)
Life in a small fantasy town is pretty dull when you're not being menaced by monsters. Harvest the turnips, tend the sheep, laugh at Old Hob getting drunk and falling off a stump... but when the travelling carnival comes to town, there's some relief from all that.
The carnival offers spectacle and regrettable snacks, but peer behind the tent flaps and there's also intrigue, danger, mysticism and adventure to be found. (By PCs, that is. Those turnips won't wait.)
The first thing you notice is (1d6):
colourful silk bunting.
a tall tent.
whimsical music.
strolling performers.
big animals.
garish pasteboard signs.
Wandering the grounds you might bump into a:
clown performing pratfalls.
stilt walker.
juggler tossing pins.
fire eater blowing fireballs above his head.
barker calling customers to an attraction.
roustabout carrying armloads of equipment.
On the stage you could see:
acrobats.
knife throwers.
sharpshooters.
strongmen.
a stage magician.
dancers in risqué costumes.
You could pay to ride:
a mechanical bull operated with pulleys and cranks.
ponies.
camels or other exotic animals.
well-fed (but muzzled) monstrous creatures.
a horse cart with seats that go up and down as the wheels turn.
a wooden ferris wheel powered by a donkey.
If you're hungry, there are:
honeyed apples.
sausages.
spiced buns.
salted pease with pepper and vinegar.
fried pickles.
dried fruit and nuts.
This carnival's pride is its:
menagerie.
calliope.
retired adventurer who tells the tale of his greatest venture with help from actors in monster costumes.
alchemical fireworks.
trapeze artists.
dwarven-made mechanical dragon.
Prepare to get cheated at a contest of:
arm-wrestling.
pitching axes.
target-shooting.
ducking a fool.
ring-tossing.
jousting with padded lances on wobbly carts.
inside this tent is a:
fortune teller.
freak show starring exotic humanoids pretending to be savage.
magical item rare enough to impress the yokels.
wizard's apprentice earning money for their studies.
burlesque performance.
medicine show.
The carnival's misfortune is:
a crowd-pulling act that quit recently
an apprentice that died in a training accident
a big booking that fell through
a new law that restricts travelling entertainments
illness among the draft animals
a debt they can't pay
and their secret is:
the ringmaster and other managers are doppelgangers.
one of the trapeze artists is the runaway child of nobility.
they're spies.
their monstrous humanoids are polymorphed people they kidnapped along the way.
they're revolutionaries against a tyrannical authority.
they're retired adventurers, but a good enough score might tempt them to take up arms and race the PCs to the prize.
(Thanks to Spwack of the Slight Adjustments blog for the generator code.)
You're approaching a town and you can hear music and laughter coming from around the bend. You've had the good luck of stumbling onto a local festival in progress.
Your pockets are jingling with coins - or else maybe you're broke and need to check the notice board for tavern keepers who want someone to kill the rats in their cellar. Either way, everyone's having a good time so you may as well join in.
It's a (1d6):
harvest festival.
commemoration of a famous historical event.
religious holiday.
trade fair.
guild day.
seasonal celebration.
You can smell the:
pork pies
sausages
pastries
raisin buns
candied fruits
peaches in sweet syrup
and there's flowing:
beer.
mulled ale.
black stout.
wine.
cider.
applejack.
The crowd are being entertained by:
wandering stilt-walkers
capering clowns
jugglers
performing minstrels
story-tellers
tumblers
and:
a game of ring-toss.
a wife-carrying race.
wrestling.
bobbing for apples.
a gurning contest (pulling grotesque faces).
a slippery pole race.
Beyond that is a stage where:
the mayor or headman is giving a speech
a priest is offering a blessing for all present
a history is being recited
a traditional song is being sung
children are reciting a teaching poem
an ancestral hero's armour and weapons are on display
but afterwards:
contest winners will be announced.
play actors will put on a performance.
a band will set up.
an effigy will be burned on a bonfire.
there will be dancing.
there's a scavenger hunt.
(Thanks to Spwack of the Slight Adjustments blog for the generator code.)
Wander a fantasy landscape long enough and you're bound to come across an armed force on their way to or from inflicting violence. They may be a scrappy but brave force of irregulars defending their homeland. They may be raiders and slavers out to enrich themselves. They may be hideous monsters who want sacrifices for their dark gods.
The only thing all armies have in common is that they're probably not at all nervous about bumping into the PCs.
This company of soldiers is formed of:
a single folk, common in this area
several races, all local
a range of folks, including some flyers and some that don't speak Common
a mix of uncommon races from far countries
creatures unrecognised by locals
monstrous races and magical constructs
For the purpose of:
waging war.
patrolling a contested border.
suppressing a rebellious population.
suppressing banditry and putting down hostile monsters.
raiding neighbouring settlements and capturing slaves.
confiscating civilian property.
They're:
a ragtag militia
green recruits
experienced troops
veteran fighters
an elite force
trained to fight exotic threats like monsters or magic
And their equipment:
is a hasty assemblage of shoddy and mismatched armour and weapons.
is cheap and poor quality.
is serviceable and well-maintained.
is good quality and carefully looked after.
is expensively decorated with gems and company badges, and includes magic items.
includes esoteric weapons and defences for fighting unconventional enemies.
They're here because:
they're marching to battle.
they're making an orderly retreat.
they're returning from battle laden with loot and prisoners.
they mutinied against joining a hopeless battle.
they're pursuing a fleeing enemy.
they deserted to form a mercenary company.
They want:
good foraging opportunities
a guide to show them a shortcut
advance knowledge of the settlements they'll pass through
to conscript new recruits
to recruit spies
a hot meal and somewhere safe to rest
But they don't want:
witnesses to report on their travels.
to stop for civilian problems.
their supply train to lag behind.
to split into smaller bands.
dissent in the ranks.
to offend the local religion.
Their main problem is:
shortage of supplies
delay caused by weather
navigating unfamiliar terrain
misguided orders that place them in unnecessary danger
their planned route is cut off
intelligence on the enemy is completely wrong
and their hidden problem is:
disease spreading in the ranks.
a spy among the officers.
a host of enraged undead following them.
their leader is cursed.
they've made an enemy of a powerful third party.
they died in battle and they don't know it.
(Thanks to Spwack of the Slight Adjustments blog for the generator code.)
Most encounter tables include two extreme results - the creature(s) attack immediately and the creature(s) are friendly and helpful.
If the encountered creature is a beast of some sort, you can assume that instant hostility is because it sees you as food, a threat or intruding on its territory. An intelligent creature's basic motivation might be the same, but there should be something more complex going in the background.
To roll a D66, roll two D6s and take one result as the tens column.
D66 reasons to attack
11. This creature robs to support itself (carousing ain't cheap). 12. This creature robs to buy manufactured goods from a trader.
13. This creature robs to pay tribute to a warboss/feudal lord/necromancer/etc.
14. This creature robs to buy a family member out of slavery.
15. This creature robs for money to impress a potential spouse's family.
16. This creature robs because it's getting older and wants to retire.
21. This creature wants to eat you because its crops are blighted.
22. This creature wants to eat you to gain your spiritual power.
23. This creature wants to eat you because that gains it status in its culture.
24. This creature wants to eat you because it's lost and supplies have run out.
25. This creature wants to eat you because it's tried every other local meat.
26. This creature wants to eat you because it believes your flesh is medicinal.
31. This creature kills intruders because that's the law of its people.
32. This creature kills intruders because this is its home.
33. This creature kills intruders because it will lose its territory if it seems weak.
34. This creature kills intruders because others of its kind here can't defend themselves.
35. This creature kills intruders because this is its holy place.
36. This creature kills intruders because it has a secret here to protect.
41. This creature fights to prove itself.
42. This creature fights to win your respect.
43. This creature fights because it's fun!
44. This creature fights because it hates your kind.
45. This creature fights to please its gods.
46. This creature fights because those are its orders.
51. This creature attacks because there's another fighting force nearby and it doesn't want to be flanked.
52. This creature attacks because it's afraid you'll draw the attention of a much bigger threat.
53. This creature attacks because other encounters with your kind have always turned violent.
54. This creature attacks to prevent you from telling others that it's here.
55. This creature attacks because it believes you carry disease.
56. This creature attacks because you seem like a rival for its goal.
61. This creature wants to capture you to claim a bounty.
62. This creature wants to capture you as a slave.
63. This creature wants to capture hostages to extort local rulers.
64. This creature wants to capture you as a living shield in another fight.
65. This creature wants to capture you to ransom you to your family.
66. This creature wants to capture you to be a sacrifice for its gods.
A tower is like the landscape's way of saying 'I have a quest for you'. Or 'someone with a beard down to his navel and purple robes lives here'. Sometimes you need a tower and you need a better reason for it than simply 'wandering tribes of architects and engineers'. Hopefully these tables can help.
This tower is
1. a square wooden structure with a stone ground floor. 2. a circular building of mortared fieldstone. 3. a reinforced stronghold with arrow slits and ramparts. 4. built up in layers of different construction. 5. a ruin repaired with a ramshackle conglomeration of branches, sticks and animal hides. 6. built from an odd material like obsidian, hardened lava, a giant tree trunk, etc.
It was built to
be a toll house on a travel route
be part of a signal network
house an order of holy knights
keep a watch for fires
defend a nation's borders
house a wizard's lab
and it overlooks
a forest.
a trade coast.
hills and pastures.
cliffs and ravines.
a village.
a marsh.
Nearby you can find
a ruined smithy.
a small cottage.
livestock pens.
extensive stables.
a graveyard.
an old battleground.
It has been used by
an astrologer studying the stars
a druid studying the winds
a bandit gang watching a trade road
generations of shepherds sheltering from the weather
tanners practising their smelly trade away from settlement
smugglers storing their contraband
and it's currently
unoccupied.
a den for wild beasts.
home to a hermit.
visited by travelling rangers to leave secret messages for each other.
abandoned and accursed.
used as a campsite by travellers.
Rumour says
at sunset on the Summer solstice its shadow points towards a buried treasure
an evil noble was imprisoned in it and went mad
a gang of robbers walled up one of their own alive inside
if you make an evil wish at the highest point it will be granted
the ruler's spies meet there under the new moon to discuss what they've learned
it was built on the site of a structure from an older civilisation
and an odd thing about it is
the tiny airship moored to the roof.
sometimes there's an extra window.
its image reflected in water shows it in its early years.
eerie lights visible in the windows at night.
sometimes there's a fine black horse hitched at its door.
unknown plants growing around its base.
(Thanks to Spwack of the Slight Adjustments blog for the generator code.)
The beast in the woods is a trope I'm fond of. The town is haunted by a beast that kills man and livestock indiscriminately. It lurks in the woods during the day and only emerges when it can cause the most fear — during night or thick fog. Swords don't hurt it, arrows seem to pass harmlessly through it. Worse yet, if you somehow do kill it, it comes back. Because the beast is just a manifestation of the curse afflicting the town. A curse one or more of them brought down on the whole community by committing a crime so vile that the gods turn their faces away and nature itself rebels.
The only way to dismiss it for good is to reveal the crime and punish the transgressors.
The beast is a huge
shadowy
skeletal
smoking
bloody-coated
grave-smelling
glowing
stag
ram
boar
wolf
bull
chimera
with
human qualities.
burning eyes.
a crown of flames.
dripping poison.
iron fangs.
twisted horns.
You know it's near when
a fog rolls in.
a frost forms.
a storm begins.
a cloud of locusts forms.
animals panic.
dogs howl and babies cry.
It brings
pestilence
madness
ghosts
insidious whispers
a flock of enraged crows
souring and rot
and
the sound of women lamenting.
blight to crops.
disturbing shapes in torch and hearth flames.
the buzzing of flies.
causes lights to darken.
rumbling in the earth.
Worse yet,
metal weapons strike sparks from it.
it leaves burning paw/hoof prints.
the earth turns barren where it walks.
chains shatter on it.
holy symbols grow hot in its presence.
corpses twist and contort when it's near.
It's here because
someone starved a dependent elder.
a parent abandoned a child to die.
a host broke the laws of hospitality and murdered a guest, or vice versa.
someone broke a sacred vow and won't make amends.
a believer defiled a holy place.
someone completed a deal with a ruinous power.
(Thanks to Spwack of the Slight Adjustments blog for the generator code.)
the remains of a demolished larger building on the outskirts of a city
a grounded boat
a rich man's house, now converted to trade
with (1d6):
a decorative weather vane.
a brightly painted sign.
a fresh coat of whitewash.
a mildly scandalous name.
an outside fire pit and roasting spit.
a crane for loading and unloading carts.
Outside there is (1d6):
a farrier working in the courtyard.
a barber-surgeon using a shed as a surgery.
a wheelwright repairing carts.
a carpenter making barrels.
a blacksmith repairing a horse harness.
a group of tiny stalls selling to passers-by.
The proprietor is (1d6):
an ex-soldier who bought the place with his pension.
a no-nonsense alewife from a brewing family.
a young gambler, well out of their depth, who won the inn in a card game.
a fat and bustling cook.
a dour man who says little.
a cheerful gossip, who sells rumours to law enforcement.
It offers (1d6):
ale flavoured with local herbs*
strong beer brought by cart from a township miles away
dark beer from a nearby monastery
spirits brought by sea
wine, sort of
an alcoholic concoction of the owner's, which locals seem to like
and (1d6):
a stew of nameless meat, with black bread.
mutton stew with brown bread.
pickled pork with bread and cheese.
a selection of pies with dried fruit for dessert.
grilled river fish.
barley soup with cabbage. So much cabbage.
Entertainment is provided by (1d6):
a girl who sings folk songs.
a bard who plays lute.
an old man who can whistle any tune.
a juggler.
an arm-wrestling contest.
a skittles game in the courtyard.
Tired customers can (1d6):
sleep under their cloaks near the common room fire.
pay for a straw pallet in a sleeping hall.
pay for a cot in a dormitory.
pay for a bed in a shared room.
pay for a good bed in a shared room with a few amenities.
hire a private room with its own fireplace and a maid to empty the chamber pot.**
An unusual feature is (1d6):
a high stockade wall, in good repair
boards across windows facing the sunrise
an obscure holy symbol over the door
a cellar bigger than the building
a bricked up room
'decorative' weapons mounted on every wall
and an unusual quality is (1d6):
a ghost. It wails in the common room at midnight.
a writ from the local lord. It empowers the proprietor to keep customers inside after dark on the night of the new moon.
a forest spirit who comes in for a drink every summer solstice.
a fireplace that won't light unless everyone present asks it to. Politely.
the rent. The proprietor leaves a beer barrel in a nearby stand of trees once a month. It's empty by morning.
that several times each year, a party of riders leaves with one riderless horse. No-one seems to notice.
Click here to randomly generate:
(Thanks to Spwack of the Slight Adjustments blog for the generator code.)
* Modern beers are usually flavoured with hops. Earlier beers were flavoured with whatever the brewer thought would make a good addition.
** Beds in medieval times were a Big Deal. If you had one, it meant you could afford the material and labour for someone to build and decorate one for you. In fact, if you had one, it was probably on display where guests could see it. Not something you slept in! Want realism in your game? Shorten this list to "you share a pile of straw and a blanket with two strangers. Make a saving roll vs fleas."
It's a hazardous occupation, wizarding. Searching the constellations for meaning, summoning and binding hostile spirits, effing with the ineffable. You wouldn't expect a wizard to be average.
This wizard is a(n) (3d6):
Irritable
Morose
Excitable
Cryptic
Arrogant
Forgetful
Young
Old
Ancient
Ageless
Mutated
Hidden
Summoner
Enchanter
Alchemist
Elementalist
Necromancer
Diviner
Their laboratory is in/on a (1d6):
Tower
Castle
Manor house
Hut
Ship
Cart
Their magic is tinged with (1d6):
Fire
Darkness
Motion
Colour
Music
Crystals
Locals treat them with (1d6):
Fear
Reverence
Amused contempt
Resentment
Indifference
Bemusement
Rumour says they (1d6):
Have a pact with demons
Won a game with a god
Advised a ruler
Travel by night in owl form
Turned a bandit gang into pigs
Eat and drink only poison
And want to (1d6):
Conquer the kingdom
Return a loved one to life
Understand the gods' true nature
Answer an ancient riddle
Usurp a demon lord
Dispel a curse that affects them
Their actual goal is (1d6)
Personal spiritual development
Unlimited knowledge
A rival's destruction
Immortality
Protect a political ally
Fulfil a supernatural bargain and be free
Click here to randomly generate:
(Thanks to Spwack of the Slight Adjustments blog for the generator code.)
It's a hazardous undertaking for civilisation to expand into wilderness. There are wild animals, monsters to contend with, hostile people who were there ahead of you, and other expanding kingdoms closing in. Everyone feels better knowing there are thick stone or wooden walls nearby they can shelter behind when they need to.
This stronghold protects a:
A ferry or bridge
A forest
A trade road
A border route
A mountain pass
A temple
An advantage is:
An underground stream below the castle.
Extensive cellars, cool and dry.
Good farming land nearby.
Vantage points overseeing all approaches.
Old-growth trees for timber.
Protected from weather by a rock outcropping.
A problem is:
Crumbling masonry.
Too small for the numbers it needs to shelter during a siege.
Top floors of the keep were destroyed by fire.
An infestation of vermin.
The building is cursed.
The lord is deathly ill.
Money raised by:
Charging a fee to passing merchants.
Taxing the local community.
Operating a silver mine.
A provision of the king.
Contributions from wealthy landowners.
Pillaging locals and kidnapping for ransom.
A historical fact is:
A previous lord was killed in a mutiny.
A previous siege was broken by attackers catapulting diseased corpses over the walls.
Troops here won a famous victory against enemy forces.
The current lord's family were murdered by a witch he insulted.
A demon was imprisoned in the dungeon for many years.
The stronghold was used to test a new magical weapon. It failed.
An outside threat is:
Bandits making hit-and-run raids on locals.
Monsters preying on isolated people.
Enemy forces just across the border.
Seasonal weather will soon make the terrain impassable.
A plague is spreading through the area.
Raging fires.
An inside threat is:
A tunnel from the outside has been dug into the cellars.
The priest is a secret member of a heretical sect.
The farrier is an enemy agent prepared to poison the horses.
Is no-one making horror movies about ghosts at the moment? We've had a glut of vampires, zombies and demonic nuns, but I can't remember the last time I watched a good ghost movie. Or a bad one for that matter.