Showing posts with label random table. Show all posts
Showing posts with label random table. Show all posts

Wednesday, August 12, 2026

RPG-a-Day #12: Loss


 What tragic loss and circumstance put the character on the path to being a PC adventurer? Roll 1d20 gainst the table below during character creation. (See the end of the post for additional guidance.)


20 Tragic Backstory Events

Roll a d20 to determine a tragic event from your character's past.

1: The Plague - A mysterious plague swept through your hometown, killing your entire family while you were away. You returned to find empty houses and mass graves. 
Motivation: Find a cure for similar diseases, seek revenge on those who caused it, or carry survivor's guilt. 
Hook: Medical knowledge, fear of illness, protective of communities.

2: Branded Heretic - The religious order or organization you served branded you as a heretic and burned your lifetime of work. You were cast out and marked for death. 
Motivation: Prove your innocence, expose corruption, or find a new purpose. 
Hook: Distrust of institutions, hidden identity, theological knowledge.

3: Enslaved After War - Your village was conquered in war and you were sold into slavery. You spent years in chains before managing to escape. 
Motivation: Free other slaves, seek revenge on captors, or rebuild what was lost. 
Hook: Physical scars, combat skills, knowledge of criminal networks.

4: Cursed Bloodline - Your family is cursed to slowly wither and die—a magical hex placed by a powerful enemy generations ago. You're the last survivor. 
Motivation: Break the curse, find the one who cast it, or ensure your family is remembered. 
Hook: Magical research, time pressure, fear of attachment.

5: Witnessed Assassination - You witnessed the assassination of someone you loved deeply. The killers got away, and nobody believes your account of what happened. 
Motivation: Hunt down the killers, uncover the conspiracy, or protect others from similar fates. 
Hook: Investigative skills, paranoia, political knowledge.

6: Accidental Death - A spell, trap, or accident you caused killed your closest friend. Nobody holds you responsible, but you'll never forgive yourself. 
Motivation: Seek redemption, master your abilities to prevent future accidents, or punish yourself through dangerous quests. 
Hook: Extreme caution, self-destructive tendencies, technical expertise.

7: Planar Rifting - A planar rift opened in your hometown, swallowing half the city and everyone you knew. You were somehow spared, though you don't know why. 
Motivation: Understand why you survived, prevent future rifts, or find a way to reach those lost. 
Hook: Planar knowledge, survivor's guilt, strange magical affinity.

8: Falsely Imprisoned - You were framed for a crime you didn't commit. You spent years in a brutal prison before escaping or being exonerated. 
Motivation: Clear your name, find who framed you, or reform the justice system. 
Hook: Prison contacts, survival skills, distrust of authority.

9: Bound Servitude - Through debt, magic, or blackmail, you were bound into servitude to a tyrant or dark master for many years. 
Motivation: Ensure others don't suffer the same fate, seek revenge, or break free from lingering control.
 Hook: Insider knowledge of villain's operations, magical binding scars, loyalty issues.

10: Hometown Destroyed - Invaders, a natural disaster, or a cataclysm destroyed your hometown entirely. You were one of few survivors and had to flee with nothing. 
Motivation: Rebuild elsewhere, prevent similar destruction, or find other survivors. 
Hook: Refugee status, survival skills, knowledge of the disaster.

11: Disfiguring Magic - A magical accident or curse left you physically disfigured and marked. You're shunned by former friends and community. 
Motivation: Find a cure, prove your worth despite appearance, or embrace your new identity. 
Hook: Magical scarring, social outcast status, empathy for the marginalized.

12: Betrayed by Love - Someone you trusted completely—a partner, sibling, or mentor—betrayed you for power, money, or revenge, destroying your life in the process. 
Motivation: Confront the betrayer, rebuild trust in others, or never be vulnerable again. 
Hook: Trust issues, knowledge of betrayer's plans, emotional walls.

13: Forced to Kill - You were forced to kill an innocent person or someone you loved to save yourself or others. The moral weight never left you. 
Motivation: Atone for the act, ensure it wasn't in vain, or find peace with impossible choices. 
Hook: Moral complexity, combat trauma, protective instincts.

14: Family Torn Apart - Your family was torn apart—separated by slavery, war, or abduction. You've spent years searching for them with no success. 
Motivation: Reunite your family, help others find lost loved ones, or accept they're gone. 
Hook: Investigation skills, wide travel experience, hope against odds.

15: Dragon's Devastation - A dragon or other great beast attacked and destroyed your community. You watched it burn and were powerless to stop it. 
Motivation: Slay the beast, become strong enough to face such threats, or warn others. 
Hook: Knowledge of monsters, feelings of powerlessness, drive to become stronger.

16: Possessed by Darkness - You were possessed by a demon, spirit, or dark god. While you managed to expel it, the experience left psychological and physical scars. 
Motivation: Prevent others from possession, hunt the entity that took you, or understand what happened. 
Hook: Occult knowledge, lingering dark urges, exorcism experience.

17: Hunted Fugitive - You were falsely accused of a heinous crime and hunted as a criminal. You've been fleeing from authorities for years. 
Motivation: Clear your name, find the real culprit, or start a new life in hiding. 
Hook: Evasion skills, false identities, knowledge of law enforcement.

18: Cult Survivor - You were born and raised in a dangerous cult. After years of indoctrination and abuse, you managed to escape and break free. 
Motivation: Dismantle the cult, deprogram others, or simply live freely for the first time. 
Hook: Cult secrets, psychological trauma, difficulty with normal social interactions.

19: Shattered Faith - A tragedy shattered your faith in your god, order, or ideology. You witnessed something so contradictory to your beliefs that you can never unsee it. 
Motivation: Find new meaning, expose the truth about your former faith, or fill the spiritual void. 
Hook: Religious knowledge, existential questions, crisis of purpose.

20: Apocalyptic Omen - You were the sole survivor of a prophetic vision or apocalyptic event. You've been marked or changed by the experience in ways you're still discovering. 
Motivation: Prevent the prophecy, understand your role, or prepare others for what's coming. 
Hook: Prophetic dreams, strange powers, sense of destiny or doom.


Using This Table:

Roll during character creation or work with your DM to choose an appropriate tragedy

Modify details to fit your character's race, class, and campaign setting

Consider how much time has passed since the event


Discuss with your DM how this tragedy might connect to the campaign's story

Sunday, August 3, 2025

RPG-a-Day #3 -- TAVERN

Thirteen years ago, a fire tore through the Lucky Vagabond tavern on the outskirts of Pale Rock village. Eight people died in the fire, half of them prostitutes and their customers in the back rooms. The prorietor was also killed in the fire, a childless loner of mysterious origins. After the dead had been reovered, and clean-up got underway, a ninth person died when part of the remaining structure collapsed and killed him. Another worker swore that he saw a translucent, shadowy figure pushing on wall before it collapsed.

That was the beginning of the many tales that involve hauntings at the Lucky Vagabond. The ruins of the tavern remain, blackended and now overgrown with weeds and creeper vines. Lately, the ghosts in the ruins have been more active than ever before--mysterious lights have been seen at night and a couple adventurers who went to investigate a few weeks ago have yet to be heard from.

Sounds like something for the player character party to look into? Then roll 1d8 and consult the following table to find the answer to the Mystery of the Lucky Vagabond! (Or just pick your fave and develop a location and adventure from there.)

Result     What's Going On?
1.             A tribe of mostly peaceful kobolds have moved into the 
                basement and tunnel system below the tavern. If left alone, 
                they will continue to be peaceful. They might even begin to 
                 rade with the villagers. They have been holding the missing 
                 adventurers captive, not sure what to do with them.
2-3.           A group of adventurers are searching for a treasure that the
                 deceased proprietor had hidden in the tunnels below. The two
                 missing adventurers are being held captive.
4.              As #2, except a powerful necromancer is looking for the treasure, 
                 and he's killed the adventurers and is now aided by 12 zombies.
5-6.          The ruins have become infested by will-o-wisps.
7.              The original blaze was caused by a tear in reality that opens a
                 portal to the Elemental Plane of Fire. That rift is starting to 
                 weaken again, but this time it will be far worse--the entire 
                 will be consumed by fire if the party doesn't find a way to
                 stop it. 
8.              The ruins truly are haunted by the vengeful ghosts of two
                  prostitutes and the properitor. They appear to be made of fire.
                  The adventurers are dead, but have risen as charred skeletons.



Tuesday, December 24, 2024

NUELOW at Christmas: Day Twenty-Four

Merry Christmas everyone! Whether you celebrate it or not, we here at NUELOW Games hope that the next couple of days are as happy and bright for you as if Brigid the Christmas Dragon had shown up on your doorstep wanting to spend it with you!


And speaking of Brigid and Christmas, here's a little bit about...


BRIGID'S FIRST CHRISTMAS
Some music to set the mood...
 
 

It was the year 803AD. Brigid had been walking among humans, cloaking her true nature in a form that appeared harmless to them, as they evolved from cave dwellers to builders of mighty towers and beyond. Of all humanity's creations and quirky habits, it was their Winter Festivals that she loved the most. Over the past many decades, these Winter Festivals were increasingly transforming into Christmas, and Brigid was growing a bit anxious that humanity might abandon something she loved about them.


 
But, on Christmas Eve of 803AD, Brigid came to the defense of a small Christian village in southern Jylland that a Viking chieftain had marked to be a blood sacrifice (and grand gift) to Odin for Yule.
After defeating the Viking attackers--briefly abandoning her human form to do so, she was invited to join the Christmas celebration. They asked her to join them in thanks, despite having witnessed her true form and her terrifying destructive powers. From that day forward, Brigid was in love with Christmas.
Here's a table to randomly generate the threat that ruins the heroes' Christmas. You may not have time to run it this year (unless you actually know what the Twelve Days of Christmas are), but maybe next year. Or maybe for "Christmas in July"!


WHAT RUINS THE HEROES' CHRISTMAS? (Roll 1d12)
  1. An old foe they thought long gone returns for revenge.
  2. An old foe they thought long dead returns at the head of an army of zombies.
  3. An old foe begs for their help to stop an even worse evil.
  4. While dinner is cooking, the oven mysteriously malfunctions, and fire elementals escape onto the Prime Material Plane.
  5. While dinner is cooking, the oven mysteriously malfunctions and reanimates the Christmas meal as a fiery, murderous beast-zombie.
  6. While dinner is cooking, the oven mysteriously malfunctions and causes everyone gathering for the Christmas dinner (and the entire house they're in) to be transported to Hell.
  7. Santa has been kidnapped by vengeful Martians, and it's up to the heroes to save him and Christmas!
  8. Santa's Daughter, Sugarplum, has been kidnapped by her crazed ex-boyfriend and Santa has come to the heroes for help.
  9. Cultists have summoned Narlahohohotep--the Caroler Out of Space--at Nakatomi Plaza. Brigid the Christmas Dragon comes to the heroes for help in stopping the end of the world.
 10. Santa's Reindeer have been stolen.
 11. A serial killer is on the loose!
 12. Roll two more times on the table, ignoring and rerolling duplicate results and additional results of 12. Both things converge to ruin the heroes' Christmas!


And while the heroes may feel like they're Two Steps from Hell, it's Christmas! So everything will hopefully turn out right in the end!


Saturday, December 7, 2024

NUELOW at Christmas: Day Seven

It's time for another Christmas-related mystery for the player characters to solve before Christmas is ruined for everyone!

WHY ARE PEOPLE RIOTING DURING THE HOLIDAY SEASON?
As Christmas approaches, the news is suddenly filled with reports of mobs of holiday shoppers going on rampages in stores and shopping malls throughout Christendom. There isn't looting going on--just violent, destructive rampages that destroy all Christmas decorations and businesses, and even claim dozens of lives. The rioters detained by authorities offer no insight into the cause, claiming that one moment they were shopping, the next the just filled with blind rage and an urge to destroy everything Christmas related.


   Roll 1d6 against the following tables for some random adventure elements you can create a scenario around.

What is the Cause?
1. Roll twice on the table, re-rolling any additional results of "1". Both 
    indicated causes are in effect, as is an unholy union between
    two forces that hate Christmas!
2. The Society for Men Acquiring Power, Prestige, and Earthly 
     Domination (SLAPPED) is testing their network of mind-control
     satellites. They hope to trigger worldwide chaos on Christmas Eve.
3.  Extreme environmentalists are pumping a gas that drives people
     temporarily insane, because they want to cause Christmas to be
     outlawed so no firs will be cut down just to be put indoors.
4. Evil cultists are summoning demons that temporarily drive people
    insane with the goal of ruining Christmas.
5. The secret magical society Mages Against Revolting Holiday Cheer
     (MARCH) has put cursed magic items in the Christmas decorations 
     in stores and malls around the world. They trigger them with a ritual
     at their secret Sanctum Sanctorum, and crowds go insane until the
     item is smashed.
6. A mad scientist has infected Mariah Cary's "All I Want for Christmas 
    is You" with extra-dimensional sub-sonics that drive humans who hear 
    it into animalistic fury. He hates that song and wants it gone.

Here's the theme song for this adventure!

Thursday, December 5, 2024

NUELOW at Christmas: Day Five

Miriam knows in hindsight that she should have realized something was up. She really should have questioned it when a small-time country baron offered her twice the money that the Duke of Holstfel had to perform at his holiday feast last year.


Well... maybe the doppelgängers will let her go when she's done performing. After all, it's clear that the Baron told the truth when he said they were all big fans--everyone in the feast hall has taken on Miriam's appearance and many guests are singing along in perfect harmony with her. It's as if she's performing to a hall full of herselves. (Although she may give that one over there some tips if he/she --what are the preferred pronouns for doppelgängers? -- is going to impersonate her... she's not THAT fat and her hair is not that scraggly!)

--
And because it wouldn't be a NUELOW at Christmas post without some d20 System content or a random table,

IS THE OFFER TOO GOOD TO BE TRUE?
The player characters are approached by a trusted contact or someone else who is known for finding lucrative and/or suitable assignments for individuals and groups like the player characters. It's a simple one-night job and they're getting paid five times their normal fee because the client wants to pay for the best performance from the best he knows.
   But is this bit of Christmas season generosity too good to be true? What might be going on behind the facade here? Roll 1d8 to find out and see if you can make a scenario out of the set-up! (Hey, you might even send it NUELOW Games' way, and we might publish it!)

d8         Result
1-2.       The job is legit. The client really wants the best from the best for 
            the assignment. Money is no object.
3-4.       The job is legit, but somewhat morally questionable and probably
            illegal. The extra money is to buy discretion and post-job silence.
5            The job is doing something highly illegal. The whole thing is a 
            set-up concocted by a foe of the player characters. The authorities
            have been tipped off and they are watching and waiting. 
6.           The job is fake. A hidden society of doppelgangers that dwell in
            tunnels beneath the city want the player characters to teach them
            the various things they are good at. The doppelgangers are being
            oppressed by a new evil ruler and they want to overthrow him.
            They also warn the PCs that their evil leader is going to break the
            centuries long peaceful co-existence of the doppelgangers and
            the humans by preying upon the surface dwellers.
7-8.        The job is fake. Santa Claus has been captured by operatives 
             working for the evil alliance of Martians and the "activist group"
             People for the Reduction of Idiotic Christmas Expenses (PRICE).
             Santa's daughter, Sugar Plum, desperately wants the PCs to save
             Santa... and Christmas itself, before time runs out!