There are probably other tables that do this better, feel free to link me to them, but I might need one tomorrow night for my home group.
ROLL TIL IT'S AWESOME
| 
1d12 | ||
| 
1 | 
gravity shifts to a wall or ceiling | 
next thing PCs touch, biting scarabs fall out in droves | 
| 
2 | 
a fist-sized aperture opens | 
The only way out of the room is... | 
| 
3 | 
all doors slam shut, become twice as heavy | 
coffins rise from floor, hungry vamps float out | 
| 
4 | 
a friendly NPC falls dead, dart in neck | 
a friendly NPC begins speaking with another voice, offering the opposite information | 
| 
5 | 
Time outside the room is passing backwards  til they leave - give them some clue | 
a hugely fat ethereal goat with smoking eyes begins floating around taunting the party | 
| 
6 | 
snakes pour into room - their bite heals | 
a party member or friendly NPC appears to be gaining bestial traits to others, but not themselves (onlookers save?) | 
| 
7 | 
the PCs have stepped into positions where  participants in a great tragedy stood long ago, see through their eyes, save or be forced to repeat in present | 
the PCs hear snippets of conversations from d200 years ago for d100 days | 
| 
8 | 
one of the PCs is missing | 
one of the PCs is doubled | 
| 
9 | 
50% chance of a blinding light flashing every turn 
 for remainder of dungeon, regain sight in d4 turns | 
magical Silence for 1d4 turns | 
| 
10 | 
PCs can hear all sounds from every part of dungeon at once | 
Entire dungeon can see party through walls for 1 round, PCs know | 
| 
11 | 
PCs wake up feeling great outside dungeon,  no idea how they got there, but something’s wrong | 
Townsfolk arrive, demanding to know where 1d4 NPCs are who were “last seen leaving” with PCs | 
| 
12 | 
a sleeping tarrasque rolls over underground,  dungeon 
is collapsing and will crush PCs 10%/rd +10%/rd | 
floor opens, ramp to hell, PCs now have to negotiate/fight way out | 
 
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