Saturday, February 8, 2014

D100 table: Unusual Properties of the Item Dug Up Outside Town


  1. Hums softly
  2. Faint glow
  3. Warm to the touch
  4. Cool to the touch
  5. Engraved with images of unfamiliar creatures
  6. Occasionally whispers to itself
  7. Produces tactile “squirming” sensation
  8. Slowly corrodes anything it touches
  9. Makes no noise when struck against solid object
  10. Completely indestructible
  11. Hovers 1mm above ground
  12. Smells of smoke
  13. Tastes like lemons
  14. Looks exactly the same from every angle, despite not being radially symmetrical (the mickey-mouse-ears effect)
  15. Is never quite where you left it
  16. Appears in dreams
  17. Has the wrong texture
  18. Chooses an “owner” -- anyone who tries to remove it from owner’s possession dies suddenly, mysteriously, messily
  19. 1 in 50 chance it is next to you when you wake up
  20. Counts as “alive” for all relevant spell effects
  21. Leaves indelible marks on anything it stays in contact with for over an hour
  22. Slightly different weight day to day
  23. Attracts insects
  24. Has a heartbeat
  25. Humanoids/animals/vermin/etc. bleed when they touch it
  26. Casts no shadow
  27. Casts extra shadow
  28. Shadow is not shaped like it
  29. People have a hard time remembering it exists
  30. Faint smell of carrion
  31. Animals won’t go near it
  32. Eats insects when nobody is looking
  33. Always appears to be in shadow regardless of actual lighting
  34. Intermittently covered in ice
  35. Steams in cold weather
  36. Never touches water -- fate/probability distort to ensure this
  37. Secretes blood
  38. Secretes hallucinogens
  39. Secretes contact poison
  40. Looks slightly different to all observers
  41. Invariably falls out of any container
  42. Impossible to sleep within 50 ft.
  43. Looks vaguely familiar; isn’t
  44. Looks vaguely familiar; is (retroactively inserts itself into random PC’s past)
  45. Eats gold
  46. All nearby fires burn green
  47. Causes headaches
  48. In telepathic communication with random NPC
  49. All wounds inflicted in its presence leave horrific scars
  50. Spontaneously generates 1d12 spiders/day
  51. Acts as voodoo doll vs. random NPC
  52. Conversations held within 5 ft. of item sound like gibberish to outside observers
  53. Illusory moths infest 1-mile radius
  54. Occasionally radiates light in colors for which we have no name
  55. Carries disease
  56. All sounds echo in its presence
  57. Smells strongly of rat -- predictable effects on local animal population
  58. Extinguishes non-magical fire on contact
  59. Forces DC 5 fortitude save whenever it contacts bare flesh -- upon failure, 3 cubic inches of flesh turn into whatever material the item is made of; daily fortitude saves necessary to keep contagion from spreading to rest of body
  60. Fungus growth triples within 200 ft
  61. Animals within 1 mile born without eyes
  62. Humanoids within 1 mile born without eyes
  63. Anyone standing within 20 ft sees an alien sky if they look up
  64. Burns white-hot if touched by anyone with royal bloodline
  65. Grows back if damaged
  66. Takes semi-liquid form when not in contact with living flesh
  67. Spoils food at twenty paces
  68. Intermittently invisible
  69. Plants within 5 ft die (saving throws at GM’s discretion)
  70. Falls through air as if it is water; falls through water as if it is air
  71. Gravity works at 1-degree angle for item
  72. Cannot be drawn or otherwise visually reproduced
  73. Impossible to describe when not looking at it
  74. Highly magnetic
  75. Everyone within 5 ft has constant sensation of insects crawling all over them
  76. No air in a 1 ft radius
  77. Feeling of euphoria on contact
  78. Emits smell connected with observer’s worst memory
  79. Bizarre antipathy towards birds (GM chooses how this manifests)
  80. Always surrounded by winds
  81. 50% of observers find it deeply comical; 50% find it unnervingly sinister; neither group can explain feeling; flip coin for each new observer
  82. Once per day, random passing animal/vermin pays it obeisance
  83. Infested by ghostly worms
  84. Extrudes spiderwebs
  85. Has engraving / painting / sculpture / other image of an inhuman visage; all observers agree it looks exactly like the Emperor. This property manifests whether or not this country actually has an emperor. If country does have an emperor, anyone who has seen the item regards all other visual representations of the Emperor as poor likenesses; if they meet the Emperor in person, they believe him to be an imposter.
  86. 75% of observers claim the item reminds them of a favored relative or childhood friend they hadn’t thought about for years; third-party investigation reveals that none of these people exist.
  87. Item magically kills all vermin with exoskeletons within 500 ft, animates said exoskeletons as undead. The undead exoskeletons behave normally, and only close investigation or relevant spells reveal the difference.
  88. All observers agree on what the item is called; cannot explain source of this information
  89. All observers agree item is rightful property of random PC/NPC; cannot explain source of this information
  90. 1% chance any lie told in its presence becomes true via distortion of reality; does not function in presence of anyone aware of this trait
  91. 25% of observers believe it to be intelligent
  92. Any writing composed within 200 ft. has random words in dead language scattered throughout
  93. Provokes Gollum Effect in owner
  94. Roll again; selected property applies to owner as well
  95. Roll again; selected property activates and deactivates at worst possible times
  96. Intelligence (animal level); roll again
  97. Intelligence (human level); roll again
  98. Intelligence (superhuman level); roll again
  99. Roll twice; reroll contradictions
  100. Roll three times; reroll contradictions

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