Shield Wall Created Roll Tables

tables

#1

Ok, replying to other forum thread was limiting and I think tables will get lost. So here is a post dedicated to just roll tables. I will continue to add via edits, or others can add with replies.

D12 Dungeon Traps

  1. BIG CROSSBOW - on far side of room with other enemies, they have a massive crossbow, fires a deadly shot every 1D4 rounds. Hard DEX or take 2d12 Damage. (Or 1d12 for every round it “charges”)
  2. VINE HALLWAY - opposed STR checks to avoid getting wrapped up. The vines have HEART of health and DEAL WEAPON for every ROUND they failed the STR check.
  3. KOBOLD CUTTERS - kobolds have small holes along the floor of the corridor, through which they jam spears and sticks and knives to cut the ankles of the party. HARD DEX each turn or take damage
  4. SLIPPERY FLOOR - Roll DEX to avoid sliding until stopped by wall or other feature. MOVE CLOSE to negate.
  5. FLOODGATE - HARD CON to maintain position or be pushed back FAR.
  6. SNAKE PIT - The party falls into a pit with 15 foot high walls, the floor obscured under wiggling masses of snakes. Starting at a TN of 10, make a DEX save to avoid being bitten (very low damage, ideally) and poisoned. Each round, increase TN by 2.
  7. SPIKED CEILING - After triggering, the spiked ceiling starts descending towards the floor. You have 1d4 turns to find safety. Meanwhile holes appear in the floor. A hole can fit a single creature and no more. There are holes for all but one player. The ceiling stops just before hitting a party member.
  8. FALSE FLOOR - Hallway floor is on a pivot that runs lengthwise down the center of the hall. A single character can make a HARD DEX check to straddle the center of the hall and scuttle to the other side. Two characters (of roughly equal weight) can walk down opposite sides of hallway. They make EASY DEX check (since they can hold onto wall) but if either fails, they both tumble down. Add favorite damage source to bottom of pit under hallway, a slide to another location, etc.
  9. SLEEPING GAS - Pressure plate at a 2-heart door which releases a sleep gas in 1d4 rounds which is a Hard CON save
  10. ACID RAIN - Micro holes in ceiling releases acid slowly into room. Roll 1d6 timer. Timer up characters start taking 1 point of damage every round from breathing acid. Roll secondary timer. Timer up another point of damage. Keep going. HARD INT ATTEMPT with 1 HEART EFFORT needed to find and disable trap.
  11. WATER SKELETONS - Room will be completely submerged with water in 6 rounds (not d6, actually 6). Undead skeletons come to life and begin to attack the PC’s
    Goal is to fight off the skeletons until the water is high enough to swim up the shoot that they fell through.
  12. ROLL TWICE - Combine in clever way. You can do it, you are clever.

1D12 Table of special ammo (sci-fi gun or magic arrows)

  1. Seeker round - if ally is targeting, can fire around corners, cannot miss, does gun+ult
  2. Variable Intensity Flare - Signal, Blind, etc…
  3. Elemental Ammo - pick an (classic) element and do that type of damage
  4. Programmable Hallucinogen Dart
  5. Grappling Hook
  6. Mind control / Psychic Trap - With hit, take control of target for 1D4 rounds.
  7. Armor Piercing - pierces targets and thin materials and continues full length of the firearms range, treat damage on creatures as max dmg.
  8. Pheromones - Dumb beasts will be drawn to attack target for 1D4 rounds.
  9. Noxious Gas - Fills large areas with noxious gas… renders small rooms unsafe to breathe in
  10. Flechette Rounds - A round packed with needles which explodes and hits 1d4 enemies
  11. Tracking Beacon - all attempts against target hit by this round are easy for 1d4 rounds
  12. Delayed Explosive

D12 table of magic consumable items

1- Torch of Dreams - Burns for 6 rounds. Those who look on the flame have their dreams and nightmares revealed and may be visibly manifest if the holder of the torch desires. May be used to convince or terrify.
2- Bone Splinter of Onymous - Break to reverse time to 1 round ago.
3- Jiles’ Cap - An old explorers full lined winter hat. - Immune to Cold for 6 rounds once worn.
4- Mask of Telapathy. Worn. Effect lasts 4 rounds once worn. - Anyone looking at the mask makes their thoughts known to the one wearing the mask.
5- Erasmus’ Doom - A dull black gem, put into a bare hand to grow a set of ceramic claws. Auto hit 1 CLOSE attack. They shatter when used for Weapon’s EFFORT+10.
6- Mirror of Dunlow - A glass fragment covered in cloth. The first one to look into the glass becomes invisible for 1D6 rounds.
7- Hester Tobacco and Wrymwood Pipe - 1D4 rounds. +10 STR
8- Flying Crystal - A small pebble size stone that flies in response to vocal commands. Active for 1D6 rounds before turning to an ordinary decorative stone. Roll WIS to use it for extraordinary actions.
9- Stone of Guidance - Smash to reveal an important truth or location.
10- Venom of the Lich Spider - Smash on the ground to create a NEAR cloud that repels and reveals evil. Lasts until end of encounter.
11- Coastal Brine Salt Block - Lasts 6 Rounds - Expand the sense of taste to superhuman levels.
12- Honey of Tongues - 1D4 Rounds - Opens the mind to speak deep and terrible dialect. CHA +10 when intimidating or attempting to scare.

D12 table of monster abilities

  1. The monster possesses PC’s and only way to harm monster is to harm PC
  2. Stonewood Wolf’s Howl: as an action, this wolf can howl to raise its AC by 1. This is stackable, and lasts until the wolf is hit.
  3. On a crit - PC must roll HARD Con or become infected
  4. Targets the nearest person approaching the McGuffin
  5. Consumes a lesser ally to take all of its health.
  6. monster can not be killed, must be dealt with a different way.
  7. Overwhelming Size - STR/DEX or be Crushed (insert damage here)
  8. A monster is not real: just a puppet/construct being controlled from a nearby mastermind.
  9. Nimble Escape - Monster may Disengage or Hide as part of its turn for free (I do love this 5e goblin ability)
  10. Monster splits/duplicates every time it takes damage. Must be killed outright to avoid this effect.
  11. Monster gets heavier every round, stacking -2 to push it or escape its grapple
  12. shape shifts to the form of what you love most

D10 Table of Alien Landscapes

  1. The sky is coated with heavy clouds, save a few glowing patches of green. The actual landscape is completely unlit (read: pitch black).
  2. The ground is slightly springy. All jumping maneuvers are EASY.
  3. jagged fractures spider out from your footsteps upon the glassy dunes, move half speed or take 1d4 slashing, whatever you do, dont break the glass.
  4. Pockets of increased gravity cause localized time dialation. (Take that world timers!)
  5. the ground is firm as long as you keep moving, stop and you start sinking.
  6. gravity fluctuates, occilates between more or less than normal.
  7. due to atmosphere and light refraction. Everything is monochrome, colors do not exist.
  8. jets of acid launch 20 miles (30km) into the air
  9. RUST, a moist high oxygen atmosphere along with iron pillar formations make for flakey red curls and orange stains like blood drain in to the crevices of this strange place. Items start to rust after 1 day unless cleaned and oiled, any failed dex roll must also roll con or get tetanus
  10. The landscape is filled with spore pods. Touching them causes them to explode inflicting: [1d4] 1) 1d8 DMG, 2) Sickness (All rolls hard), 3) 1d8 healing, 4) Mutation [1d6] 1) Skin becomes covered in hard, scaly scabs +1 AC 2) A useless appendage to grow from the characters back 3) Characters fingers to grow into claws, can be used to attack for BASIC 4) One leg to grow, reducing speed by 5ft 5) The character grows a second set organs granting an additional HEART 6) Continued mutation, roll two more times

D12 Distress calls heard by your Warp Shell:

  1. “Very sorry, but we’re a bit lost. My name is Frodo, and I’m here with Merry and Pippin? If anyone can hear us, please respond as soon as possible… oh, damn this metal box!”
  2. “We are a small research vessel studying a black hole, we miscalculated and are now being pulled in, please come help us!”
  3. A series of clacks, snarls, and slurps which your Warpshell tells you translates to “The elder star calls, we are trying to destroy it but need help.”
  4. Party is warned of a “Space Cetacean” by an astrobiologist that is stuck inside of an escape pod it ate. Promises a massive fortune if they can save him from the belly of the beast
  5. “…Is anyone out there?” first contact adventure.
  6. Two competing messages. One, a call to help a sick child, who will die if she doesn’t get certain medicine. Two, a static filled message from a Master Grosz, ambassador, claiming he’s the sole survivor of Reptis Prime and needs help. The warp shell is conflicted and offers up its steering controls.
  7. “This is “name of a PC in the party” of “party warpshell name” requesting immediate assistance!”
  8. "We lost everyone. It came out of nowhere. Everything in “current sector of space of the party” is just gone. We were the only survivors…for now. - dated one day in the future…
  9. Intercept a communication: “It’s time they paid for what they did. Ready weapons! And prime that bomb, we will leave no one alive. They did no better for us.”
  10. This is King Henryk of Alfheim. I don’t know how this bloody mirror works, or if anyone is even listening. But this is our darkest hour. If anyone hears this call, please, come.
  11. A strange fuzzy hologram message comes through of a pretty young woman wearing white. She says, “Help me Obi-Wan Kenobi, you’re my only hope.”
  12. “This is Free Trader Beowulf, calling anyone… Mayday, Mayday… we are under attack… “

#2

You’re gonna have to add to it with replies @JDH. There is a limit on edits.


#3

Beautiful work @JDH ! Here is a link to some tables I posted a while ago to add to the post: Wilderness Random Encounter table!

Contains:

  • 50 random wilderness encounters (segmented by 5e level, just ignore level for ICRPG)
  • 20 things to see in the forest
  • 20 things to see in open terrain
  • 50 random natural animals to encounter (and giant versions)
  • 12 encounter situations to help improv. random encounters

Enjoy!


#4

Thank you for adding this. Glad to see it has a home!


#5

Me too, I think roll tables are a blast! As more are made, I’m making separate posts to reduce a huge amount in one post that one has to scroll through.


#6

These are great! Thanks for consolidating!

Skol!