DM-Less Modifications in Saleh'Alire | World Anvil

DM-Less Modifications

Quick Reference Rule Sheet For Play

Incomplete.

6d12 System

  The 6d12 method as a quick way of generating adventure elements on the fly, and works particularly fine on its own for wilderness or dungeon exploration. It makes use of 6 differently coloured d12s to generate content whenever entering a new area, using a series of roll tables: Monsters, Clues, Environmental Features, NPCs, Treasure / Items, and Events.
Every time you enter a new area, you roll all 6 coloured d12's at once, and see what is triggered or generated in the area. You can also use The Oracle or keyword tools to provide additional details as needed, as well. Regardless, the intent is to use the tables to furnish details for everything you see- and whatever you don’t see.  

Keyword System

 

Keyword Table

Roll the Dice
1Undead
2Noise
3Loot
4Cloying
5Diseased
6Unseen
7Rocky
8Well
9Prodigy
10Energy
11Curse
12Secret
13Adventurers
14Hide
15Infectious
16Fragmented
17Dryrot
18Crypt
19History
20Road
21Ruined
22Silence
23Luminescent
24Smoke
25Boisterous
26Damaged
27Twilight
28Guard
29Map
30Location
31Boon
32Sneak
33Rusty
34Gaping
35Overexcited
36Incongruous
37Vacant
38Sarcophagus
39Information
40Success
41Escape
42Trapped
43Vibration
44Calm
45Erratic
46Hefty
47Glowing
48Burial
49Government
50Student
51Fugitive
52Knowledge
53Patrol
54Subliminal
55Decrepit
56Mammoth
57Twisted
58Rites
59Ability
60Possession
61Unsafe
62Accomplice
63Gears
64Hollow
65Delusional
66Curiosity
67Chill
68Family
69Love
70Performance
71Treacherous
72Henchman
73Animal droppings
74Whoosh
75Title
76Precious
77Angular
78Ruler
79Temperature
80Lake
81Clue
82Illusion
83Itch
84Arid
85Decayed
86Enthusiastic
87Scary
88Flee
89Area
90Sea
91Familiar
92Item
93Smell
94Premonition
95Representative
96Rundown
97Weather
98Protection
99City
100Message
101Rotten
102Persuade
103Diary
104Demon
105Suggestion
106Unsophisticated
107Oppress
108Vision
109Country
110Man
111Slave
112Toss
113Dripping
114Force
115Unthinking
116Natural
117Motive
118Wilderness
119Fire
120Woman
121Captive
122Disciple
123Escape
124Statue
125Spoiled
126Persistent
127Bridge
128Dungeon
129Language
130Payment
131Saviour
132Deteriorating
133Hairpin
134Refuse pit
135Obstinate
136Revealing
137Garbage
138Nobility
139Equipment
140Skill
141Food
142Tender
143Slippery
144Invite
145Rambling
146Prehistoric
147Foliage
148Orb
149Technology
150Wealth
151Uncharacteristic
152Rescue
153Severed hand
154Obsidian
155Search
156Awake
157Aftershock
158Sceptre
159Child
160Heart
161Rancid
162Diversion
163Misty
164Tunnel
165Rainbow
166River
167Sentimental
168Armies
169Runes
170Storage
171Fetid
172Explosion
173Floating
174Sundered
175Effigy
176Slime
177Sleep
178Apocalypse
179Medicine
180Alcohol
181Malodorous
182Turgid
183Laugh
184Fluttering
185Scuttling
186Bones
187Toilet
188Music
189Teacher
190Argument
191Noxious
192Blustering
193Blood
194Slide
195Woven
196Stale air
197Livestock
198Singing
199Disease
200Agreement
201Republic
202Courage
203Admission
204Pleasant
205Building
206Orbit
207Nothing
208Target
209Camp
210Priest
211Tradition
212King
213Explosion
214Manage
215Glitter
216Release
217Question
218Skin
219Champion
220Resident
221Employment
222Instrument
223Monopoly
224Thick
225Uninterested
226Endanger
227Birth
228Carry
229Crack
230Rope
231Device
232Sister
233Reflect
234Route
235Hole
236Temper
237Speed
238Mother
239Native
240Witness
241Guidance
242Brother
243Disastrous
244Swear
245Common
246Illuminate
247Craft
248Spirit
249Opening
250Many
251Foreknowledge
252Weakness
253Costume
254Downward
255Mouth
256Refuse
257Eye
258Dream
259Parent
260Check
261Candidate
262Ambition
263Few
264Awful
265Maximum
266Nimble
267Step
268Luck
269Pattern
270Guard
271Confusion
272Celebration
273Medium
274Important
275Memory
276Express
277Item
278Mouth
279Request
280Potential
281Guest
282Fortune
283Tidy
284Faith
285Tedious
286Communion
287Metal
288Storm
289Shame
290Dance
291Operation
292Negotiation
293Enchanted
294Change
295Unnatural
296Fair
297Structure
298Chain
299Shelter
300Fall
301Temple
302Midnight
303Percussive
304Stray
305Lounge
306Health
307Ball
308Door
309Shoe
310Talk
311Song
312Obligation
313Duty
314Contradict
315Gossip
316Fresh
317Gift
318Bother
319Silver
320Break
321Accident
322Indication
323Original
324Pilgrim
325Embrace
326Implicate
327Impact
328Code
329Gold
330Cover
331Girl
332Tale
333Chase
334Turned
335Ammunition
336Shape
337Dimension
338Bell
339Valuable
340Boy
341Water
342Nimble
343Direct
344Give
345Seat
346Symbol
347Gap
348Fear
349Sell
350Proposal
351Heat
352Express
353Advance
354Moan
355Wary
356Effect
357Noise
358Alarm
359Sleep
360Son
361Book
362Communion
363Mould
364Warrant
365Vessel
366Friend
367Beast
368Cloud
369Dark
370Daughter
371Goods
372Duty
373Punish
374Surprise
375Group
376Track
377Proof
378Performance
379Weird
380Village
381Guide
382Original
383March
384Temporary
385Web
386Foot
387Smoke
388Mirror
389Command
390Warning
391Prize
392Communion
393Banter
394Fancy
395Demand
396Damage
397Wine
398Slice
399Entice
400Ruined
401Boon
402Escape
403Fugitive
404Unsafe
405Treacherous
406Clue
407Familiar
408Rotten
409Slave
410Captive
411Saviour
412Food
413Uncharacteristic
414Rancid
415Fetid
416Malodorous
417Noxious
418Investigate
419Entertain
420Silence
421Sneak
422Trapped
423Knowledge
424Accomplice
425Henchman
426Illusion
427Item
428Controller
429Toss
430Disciple
431Secure
432NPC
433Rescue
434Diversion
435Explosion
436Turgid
437Blustering
438Hidden
439Adventurers
440Luminescent
441Rusty
442Vibration
443Clank
444Gears
445Animal droppings
446Itch
447Smell
448Diary
449Dripping
450Escape
451Hairpin
452Slippery
453Severed hand
454Misty
455Floating
456Laugh
457Blood
458Cloying
459Enshrine
460Smoke
461Gaping
462Calm
463Subliminal
464Hollow
465Whoosh
466Arid
467Premonition
468Demon
469Force
470Statue
471Refuse pit
472Invite
473Obsidian
474Tunnel
475Sundered
476Fluttering
477Slide
478Silence
479Enlarge
480Boisterous
481Overexcited
482Erratic
483Decrepit
484Delusional
485Title
486Decayed
487Representative
488Suggestion
489Unthinking
490Spoiled
491Obstinate
492Rambling
493Raid
494Rainbow
495Effigy
496Scuttling
497Woven
498Ensnare
499Dispute
500Damaged
501Incongruous
502Hefty
503Mammoth
504Curiosity
505Precious
506Enthusiastic
507Rundown
508Unsophisticated
509Natural
510Persistent
511Revealing
512Prehistoric
513Awake
514River
515Slime
516Bones
517Stale air
518Rocky
519Decomposed
520Twilight
521Vacant
522Enter
523Twisted
524Chill
525Angular
526Scary
527Weather
528Portal
529Motive
530Bridge
531Garbage
532Foliage
533Aftershock
534Sentimental
535Sleep
536Preparation
537Livestock
538Glare
539Crypt
540Guard
541Sarcophagus
542Burial
543Rites
544Family
545Ruler
546Flee
547Protection
548Vision
549Wilderness
550Dungeon
551Nobility
552Orb
553Sceptre
554Armies
555Apocalypse
556Music
557Singing
558Gamble
559History
560Map
561Information
562Government
563Ability
564Love
565Temperature
566Area
567City
568Country
569Fire
570Language
571Equipment
572Technology
573Child
574Runes
575Medicine
576Teacher
577Disease
578Enlighten
579Road
580Location
581Success
582Student
583Possession
584Performance
585Lake
586Sea
587Message
588Man
589Woman
590Payment
591Skill
592Wealth
593Heart
594Storage
595Alcohol
596Argument
597Agreement
598Republic
599Tradition
600Employment
601Device
602Guidance
603Foreknowledge
604Candidate
605Confusion
606Guest
607Operation
608Temple
609Song
610Accident
611Girl
612Boy
613Proposal
614Son
615Daughter
616Village
617Warning
618Courage
619King
620Instrument
621Sister
622Brother
623Weakness
624Ambition
625Celebration
626Fortune
627Negotiation
628Midnight
629Obligation
630Indication
631Tale
632Water
633Heat
634Book
635Goods
636Guide
637Prize
638Admission
639Explosion
640Monopoly
641Reflect
642Disastrous
643Costume
644Few
645Medium
646Tidy
647Enchanted
648Percussive
649Duty
650Original
651Disguise
652Nimble
653Express
654Communion
655Duty
656Original
657identity
658Pleasant
659Manage
660Thick
661Route
662Swear
663Downward
664Awful
665Important
666Faith
667Change
668Stray
669Contradict
670Pilgrim
671Chase
672Direct
673Advance
674Mould
675Punish
676March
677Banter
678Building
679Glitter
680Uninterested
681Hole
682Common
683Mouth
684Maximum
685Memory
686Tedious
687Unnatural
688Lounge
689Gossip
690Embrace
691Turned
692Give
693Moan
694Warrant
695Surprise
696Temporary
697Fancy
698Orbit
699Release
700Endanger
701Temper
702Illuminate
703Refuse
704Nimble
705Express
706Communion
707Fair
708Health
709Fresh
710Implicate
711Ammunition
712Seat
713Wary
714Vessel
715Group
716Web
717Demand
718Nothing
719Question
720Birth
721Speed
722Craft
723Eye
724Step
725Item
726Metal
727Structure
728Ball
729Gift
730Impact
731Shape
732Symbol
733Effect
734Friend
735Track
736Foot
737Damage
738Target
739Skin
740Carry
741Mother
742Spirit
743Dream
744Luck
745Mouth
746Storm
747Chain
748Door
749Bother
750Code
751Dimension
752Gap
753Persecute
754Beast
755Proof
756Rope
757Wine
758Camp
759Champion
760Crack
761Native
762Opening
763Parent
764Pattern
765Request
766Shame
767Shelter
768Shoe
769Silver
770Gold
771Bell
772Fear
773Alarm
774Cloud
775Performance
776Mirror
777Slice
778Priest
779Resident
780Rope
781Witness
782Many
783Check
784Guard
785Potential
786Dance
787Fall
788Talk
789Break
790Cover
791Valuable
792Sell
793Sleep
794Dark
795Weird
796Command
797Forbidden
798Magic Item
799Surround
800Opera
The Keyword System is a collection of random, fantasy oriented words that have been neatly organized into a rollable table for use during play. You can roll any number, and any number of combinations, from the table whenever you get stuck and need some assistance or inspiration; use them in association with oracle rolls as a jumping off point for where to take a Quest, or something else.   To use the Keyword System, roll 1d8 and 1d100 to form a full, three digit number. For example, a 4 on a d8 and a 17 on a d100 would equal the number 417- which corresponds to the word "Noxious" on the table; the exception is the 8 on the d8. That defaults to the 0 to 99 range instead; alternatively you can use a random generator to generate the number of Keywords you'd like.   You can generate- or roll- as many Keywords as you wish whenever you need them. Think about what they could mean in the context of your character's current predicament, and go from there (feel free to also discard any that simply don't work, or re-roll / re-generate any you don't like the only real limit is your own imagination.
 
▼ Complete Keyword Table ▼
001 - 267
1. Undead
2. Noise
3. Loot
4. Cloying
5. Diseased
6. Unseen
7. Rocky
8. Well
9. Prodigy
10. Energy
11. Curse
12. Secret
13. Adventurers
14. Hide
15. Infectious
16. Fragmented
17. Dryrot
18. Crypt
19. History
20. Road
21. Ruined
22. Silence
23. Luminescent
24. Smoke
25. Boisterous
26. Damaged
27. Twilight
28. Guard
29. Map
30. Location
31. Boon
32. Sneak
33. Rusty
34. Gaping
35. Overexcited
36. Incongruous
37. Vacant
38. Sarcophagus
39. Information
40. Success
41. Escape
42. Trapped
43. Vibration
44. Calm
45. Erratic
46. Hefty
47. Glowing
48. Burial
49. Government
50. Student
51. Fugitive
52. Knowledge
53. Patrol
54. Subliminal
55. Decrepit
56. Mammoth
57. Twisted
58. Rites
59. Ability
60. Possession
61. Unsafe
62. Accomplice
63. Gears
64. Hollow
65. Delusional
66. Curiosity
67. Chill
68. Family
69. Love
70. Performance
71. Treacherous
72. Henchman
73. Animal droppings
74. Whoosh
75. Title
76. Precious
77. Angular
78. Ruler
79. Temperature
80. Lake
81. Clue
82. Illusion
83. Itch
84. Arid
85. Decayed
86. Enthusiastic
87. Scary
88. Flee
89. Area
90. Sea
91. Familiar
92. Item
93. Smell
94. Premonition
95. Representative
96. Rundown
97. Weather
98. Protection
99. City
100. Message
101. Rotten
102. Persuade
103. Diary
104. Demon
105. Suggestion
106. Unsophisticated
107. Oppress
108. Vision
109. Country
110. Man
111. Slave
112. Toss
113. Dripping
114. Force
115. Unthinking
116. Natural
117. Motive
118. Wilderness
119. Fire
120. Woman
121. Captive
122. Disciple
123. Escape
124. Statue
125. Spoiled
126. Persistent
127. Bridge
128. Dungeon
129. Language
130. Payment
131. Saviour
132. Deteriorating
133. Hairpin
134. Refuse pit
135. Obstinate
136. Revealing
137. Garbage
138. Nobility
139. Equipment
140. Skill
141. Food
142. NPC
143. Slippery
144. Invite
145. Rambling
146. Prehistoric
147. Foliage
148. Orb
149. Technology
150. Wealth
151. Uncharacteristic
152. Rescue
153. Severed hand
154. Obsidian
155. Search
156. Awake
157. Aftershock
158. Sceptre
159. Child
160. Heart
161. Rancid
162. Diversion
163. Misty
164. Tunnel
165. Rainbow
166. River
167. Sentimental
168. Armies
169. Runes
170. Storage
171. Fetid
172. Explosion
173. Floating
174. Sundered
175. Effigy
176. Slime
177. Sleep
178. Apocalypse
179. Medicine
180. Alcohol
181. Malodorous
182. Turgid
183. Laugh
184. Fluttering
185. Scuttling
186. Bones
187. Toilet
188. Music
189. Teacher
190. Argument
191. Noxious
192. Blustering
193. Blood
194. Slide
195. Woven
196. Stale air
197. Livestock
198. Singing
199. Disease
200. Agreement
201. Republic
202. Courage
203. Admission
204. Pleasant
205. Building
206. Orbit
207. Nothing
208. Target
209. Camp
210. Priest
211. Tradition
212. King
213. Explosion
214. Manage
215. Glitter
216. Release
217. Question
218. Skin
219. Champion
220. Resident
221. Employment
222. Instrument
223. Monopoly
224. Thick
225. Uninterested
226. Endanger
227. Birth
228. Carry
229. Crack
230. Rope
231. Device
232. Sister
233. Reflect
234. Route
235. Hole
236. Temper
237. Speed
238. Mother
239. Native
240. Witness
241. Guidance
242. Brother
243. Disastrous
244. Swear
245. Common
246. Illuminate
247. Craft
248. Spirit
249. Opening
250. Many
251. Foreknowledge
252. Weakness
253. Costume
254. Downward
255. Mouth
256. Refuse
257. Eye
258. Dream
259. Parent
260. Check
261. Candidate
262. Ambition
263. Few
264. Awful
265. Maximum
266. Nimble
267. Step
534 - 268
268. Luck
269. Pattern
270. Guard
271. Confusion
272. Celebration
273. Medium
274. Important
275. Memory
276. Express
277. Item
278. Mouth
279. Request
280. Potential
281. Guest
282. Fortune
283. Tidy
284. Faith
285. Tedious
286. Communion
287. Metal
288. Storm
289. Shame
290. Dance
291. Operation
292. Negotiation
293. Enchanted
294. Change
295. Unnatural
296. Fair
297. Structure
298. Chain
299. Shelter
300. Fall
301. Temple
302. Midnight
303. Percussive
304. Stray
305. Lounge
306. Health
307. Ball
308. Door
309. Shoe
310. Talk
311. Song
312. Obligation
313. Duty
314. Contradict
315. Gossip
316. Fresh
317. Gift
318. Bother
319. Silver
320. Break
321. Accident
322. Indication
323. Original
324. Pilgrim
325. Embrace
326. Implicate
327. Impact
328. Code
329. Gold
330. Cover
331. Girl
332. Tale
333. Chase
334. Turned
335. Ammunition
336. Shape
337. Dimension
338. Bell
339. Valuable
340. Boy
341. Water
342. Nimble
343. Direct
344. Give
345. Seat
346. Symbol
347. Gap
348. Fear
349. Sell
350. Proposal
351. Heat
352. Express
353. Advance
354. Moan
355. Wary
356. Effect
357. Noise
358. Alarm
359. Sleep
360. Son
361. Book
362. Communion
363. Mould
364. Warrant
365. Vessel
366. Friend
367. Beast
368. Cloud
369. Dark
370. Daughter
371. Goods
372. Duty
373. Punish
374. Surprise
375. Group
376. Track
377. Proof
378. Performance
379. Weird
380. Village
381. Guide
382. Original
383. March
384. Temporary
385. Web
386. Foot
387. Smoke
388. Mirror
389. Command
390. Warning
391. Prize
392. Communion
393. Banter
394. Fancy
395. Demand
396. Damage
397. Wine
398. Slice
399. Entice
400. Ruined
401. Boon
402. Escape
403. Fugitive
404. Unsafe
405. Treacherous
406. Clue
407. Familiar
408. Rotten
409. Slave
410. Captive
411. Saviour
412. Food
413. Uncharacteristic
414. Rancid
415. Fetid
416. Malodorous
417. Noxious
418. Investigate
419. Entertain
420. Silence
421. Sneak
422. Trapped
423. Knowledge
424. Accomplice
425. Henchman
426. Illusion
427. Item
428. Controller
429. Toss
430. Disciple
431. Secure
432. Tender
433. Rescue
434. Diversion
435. Explosion
436. Turgid
437. Blustering
438. Hidden
439. Adventurers
440. Luminescent
441. Rusty
442. Vibration
443. Clank
444. Gears
445. Animal droppings
446. Itch
447. Smell
448. Diary
449. Dripping
450. Escape
451. Hairpin
452. Slippery
453. Severed hand
454. Misty
455. Floating
456. Laugh
457. Blood
458. Cloying
459. Enshrine
460. Smoke
461. Gaping
462. Calm
463. Subliminal
464. Hollow
465. Whoosh
466. Arid
467. Premonition
468. Demon
469. Force
470. Statue
471. Refuse pit
472. Invite
473. Obsidian
474. Tunnel
475. Sundered
476. Fluttering
477. Slide
478. Silence
479. Enlarge
480. Boisterous
481. Overexcited
482. Erratic
483. Decrepit
484. Delusional
485. Title
486. Decayed
487. Representative
488. Suggestion
489. Unthinking
490. Spoiled
491. Obstinate
492. Rambling
493. Raid
494. Rainbow
495. Effigy
496. Scuttling
497. Woven
498. Ensnare
499. Dispute
500. Damaged
501. Incongruous
502. Hefty
503. Mammoth
504. Curiosity
505. Precious
506. Enthusiastic
507. Rundown
508. Unsophisticated
509. Natural
510. Persistent
511. Revealing
512. Prehistoric
513. Awake
514. River
515. Slime
516. Bones
517. Stale air
518. Rocky
519. Decomposed
520. Twilight
521. Vacant
522. Enter
523. Twisted
524. Chill
525. Angular
526. Scary
527. Weather
528. Portal
529. Motive
530. Bridge
531. Garbage
532. Foliage
533. Aftershock
534. Sentimental
535 - 799
535. Sleep
536. Preparation
537. Livestock
538. Glare
539. Crypt
540. Guard
541. Sarcophagus
542. Burial
543. Rites
544. Family
545. Ruler
546. Flee
547. Protection
548. Vision
549. Wilderness
550. Dungeon
551. Nobility
552. Orb
553. Sceptre
554. Armies
555. Apocalypse
556. Music
557. Singing
558. Gamble
559. History
560. Map
561. Information
562. Government
563. Ability
564. Love
565. Temperature
566. Area
567. City
568. Country
569. Fire
570. Language
571. Equipment
572. Technology
573. Child
574. Runes
575. Medicine
576. Teacher
577. Disease
578. Enlighten
579. Road
580. Location
581. Success
582. Student
583. Possession
584. Performance
585. Lake
586. Sea
587. Message
588. Man
589. Woman
590. Payment
591. Skill
592. Wealth
593. Heart
594. Storage
595. Alcohol
596. Argument
597. Agreement
598. Republic
599. Tradition
600. Employment
601. Device
602. Guidance
603. Foreknowledge
604. Candidate
605. Confusion
606. Guest
607. Operation
608. Temple
609. Song
610. Accident
611. Girl
612. Boy
613. Proposal
614. Son
615. Daughter
616. Village
617. Warning
618. Courage
619. King
620. Instrument
621. Sister
622. Brother
623. Weakness
624. Ambition
625. Celebration
626. Fortune
627. Negotiation
628. Midnight
629. Obligation
630. Indication
631. Tale
632. Water
633. Heat
634. Book
635. Goods
636. Guide
637. Prize
638. Admission
639. Explosion
640. Monopoly
641. Reflect
642. Disastrous
643. Costume
644. Few
645. Medium
646. Tidy
647. Enchanted
648. Percussive
649. Duty
650. Original
651. Disguise
652. Nimble
653. Express
654. Communion
655. Duty
656. Original
657. identity
658. Pleasant
659. Manage
660. Thick
661. Route
662. Swear
663. Downward
664. Awful
665. Important
666. Faith
667. Change
668. Stray
669. Contradict
670. Pilgrim
671. Chase
672. Direct
673. Advance
674. Mould
675. Punish
676. March
677. Banter
678. Building
679. Glitter
680. Uninterested
681. Hole
682. Common
683. Mouth
684. Maximum
685. Memory
686. Tedious
687. Unnatural
688. Lounge
689. Gossip
690. Embrace
691. Turned
692. Give
693. Moan
694. Warrant
695. Surprise
696. Temporary
697. Fancy
698. Orbit
699. Release
700. Endanger
701. Temper
702. Illuminate
703. Refuse
704. Nimble
705. Express
706. Communion
707. Fair
708. Health
709. Fresh
710. Implicate
711. Ammunition
712. Seat
713. Wary
714. Vessel
715. Group
716. Web
717. Demand
718. Nothing
719. Question
720. Birth
721. Speed
722. Craft
723. Eye
724. Step
725. Item
726. Metal
727. Structure
728. Ball
729. Gift
730. Impact
731. Shape
732. Symbol
733. Effect
734. Friend
735. Track
736. Foot
737. Damage
738. Target
739. Skin
740. Carry
741. Mother
742. Spirit
743. Dream
744. Luck
745. Mouth
746. Storm
747. Chain
748. Door
749. Bother
750. Code
751. Dimension
752. Gap
753. Persecute
754. Beast
755. Proof
756. Rope
757. Wine
758. Camp
759. Champion
760. Crack
761. Native
762. Opening
763. Parent
764. Pattern
765. Request
766. Shame
767. Shelter
768. Shoe
769. Silver
770. Gold
771. Bell
772. Fear
773. Alarm
774. Cloud
775. Performance
776. Mirror
777. Slice
778. Priest
779. Resident
780. Rope
781. Witness
782. Many
783. Check
784. Guard
785. Potential
786. Dance
787. Fall
788. Talk
789. Break
790. Cover
791. Valuable
792. Sell
793. Sleep
794. Dark
795. Weird
796. Command
797. Forbidden
798. Magic Item
799. Surround
 

The Oracle

 
The Oracle is a bit like a Magic 8 Ball, a faceless pseudo-DM intended for use whenever you're uninspired or just don't want to come up with the answers yourself; it allows you to ask questions you'd typically ask a DM in normal play, and randomly generate the answers (and occasionally results) if you so desire. The questions you ask the Oracle, however, need to be framed in such a way that they can be answered with one of the following three words: Yes, No, or Maybe ... But these aren't actually the extent of the answers you can receive.

Oracle

Roll the Dice
1No, and
2No, and
3No
4No
5No
6No
7No
8No, but
9No, but
10Maybe (rephrase, skill check, or reroll as desired)
11Yes, but
12Yes, but
13Yes
14Yes
15Yes
16Yes
17Yes
18Yes
19Yes, and
20Yes, and
  If your result is "Maybe", then there's some kind of condition that needs to be fulfilled first, depending on the context. This may be a skill check- or, it could be that another question needs to be asked to determine it. It could also mean you simply didn't ask the right question in the first place.   When you get a "No, but" or a "Yes, and" (or some similar result) it indicates something else is going on; that there's more than meets the eye in the situation. You'll need to figure this out or interpret it yourself based on the circumstances of play, however- or you can simply ask more questions of the Oracle (there's no limit to its use), or tap into other tables and tools available to you to generate the rest of the answers.  
The Oracle can't answer everything. If you do have a specific question that can't be answered using the Yes / No / Maybe system of the Oracle, then use the Keyword System instead; the list of 499 verbs on the Situation rolltable can expecially be helpful in losely forumlating answers to situations where you can't ask the Oracle.   Example: Your character comes across a deserted battlefield and wants to search the area. The Investigation roll is a 19, definitely turning up something- but what? That's not a question the Oracle can answer. Rolling on the Situation (Verbs) table, the result is the word "bribe", which you can relate to "payment"- deciding that the winning force is a paid band of Mercenaries, due to the assassin-like wounds on the bodies of the defeated army; a reach was necessary, but it provided an interesting plot hook that sends you on to a nearby town where the story behind this slaughter may be uncovered if you desire.
 

Hindsight

  Without a DM to guide or influence you, you may miss out on a lot of things- especially when running a module designed for a group, or for use with a DM. Sometimes, especially, you'll make a decision based on (say) the standard boxed location description, but on further reading you discover something else about the room that would have changed your initial behavior. But you can't go back now --- or can you?   Hindsight allows you to make Binding Decisions after you've read any full descriptions or otherwise had a chance to get all of the information you'd traditionally get from a DM- or change your decision after the discovery of important information you didn't previously have, as if you'd made that choice beforehand; a decent DM, after all, often wouldn't let you just blunder unawares into a trap, or miss a significant piece of treasure they spent forever making for you.   There are limits to using Hindsight, however. You only get 2 uses per long rest, first of all. Secondly, if the action would typically require a skill check, then you roll with disadvantage- and if the action wouldn't normally require a skill check, then you must still make a DC10 skill check using the most appropriate skill.  

Task Difficulty & Stakes

 

Task Difficulty

Roll the Dice
1Trivial
2Trivial
3Trivial
4Trivial
5Trivial
6Easy
7Easy
8Easy
9Easy
10Easy
11Moderate
12Moderate
13Moderate
14Moderate
15Moderate
16Hard
17Hard
18Hard
19Hard
20Hard
21Very Hard
22Very Hard
23Very Hard
24Very Hard
25Very Hard
26Near Impossible
27Near Impossible
28Near Impossible
29Near Impossible
30Near Impossible
If you're playing a module or other pre-mad adventure, then most of the time you'll be making ability checks where the DC has already been given to you in the adventure's instructions. However, if you want to do something where no DC is given for a task, and you're not sure about what the difficulty of the task should be? Using dice or a generator to set the task's difficulty by chance (rather than fumbling to decide for yourself) can be an easy way to move the game along faster and far more smoothly.
 
Some interactions with individuals, as well as various tasks that one needs to complete, also come with risk to the player's character. In these instances, again, stakes may already have been determined by the adventure if one is playing a pre-made module. But in cases where the stakes are unknown, or one is playing their own game, it may likewise help players to roll or use a generator to determine what those stakes may be- whether that's none at all, a net benefit, or even potential imanent death (either to you, or or an NPC).

Task / Interaction Stakes

Roll the Dice
1Task is Beneficial
2Task is Beneficial
3Task is Beneficial
4Task is Beneficial
5Task is Beneficial
6None; No Risk, Sacrifice, OR Benefit
7None; No Risk, Sacrifice, OR Benefit
8None; No Risk, Sacrifice, OR Benefit
9None; No Risk, Sacrifice, OR Benefit
10No Risk or Sacrifice
11No Risk or Sacrifice
12No Risk or Sacrifice
13No Risk or Sacrifice
14No Risk or Sacrifice
15No Risk or Sacrifice
16Trivial risk or sacrifice
17Trivial risk or sacrifice
18Trivial risk or sacrifice
19Trivial risk or sacrifice
20Trivial risk or sacrifice
21Minor risk or sacrifice
22Minor risk or sacrifice
23Minor risk or sacrifice
24Minor risk or sacrifice
25Minor risk or sacrifice
26Major risk or sacrifice
27Major risk or sacrifice
28Major risk or sacrifice
29Major risk or sacrifice
30Major risk or sacrifice
31Low chance of Death
32Low chance of Death
33Low chance of Death
34Low chance of Death
35Low chance of Death
36High chance of Death
37High chance of Death
38High chance of Death
39High chance of Death
40High chance of Death
  Failure sometimes comes with a price, while success may sometimes come with a boon. Which one you get depends on wich way the pendulum swung- in your favor, or against it. Sometimes it's more fun to let the dice fall where they may with that, too.  

Failure's Price

Roll the Dice
1You failed AND things are worse now
2You failed AND things are worse now
3You failed AND things are worse now
4You failed AND things are worse now
5You failed AND things are worse now
6You failed BUT things are the same
7You failed BUT things are the same
8You failed BUT things are the same
9You failed BUT things are the same
10You failed BUT things are the same
11You failed BUT there’s a consolation
12You failed BUT there’s a consolation
13You failed BUT there’s a consolation
14You failed BUT there’s a consolation
15You failed BUT there’s a consolation

Success's Boon

Roll the Dice
1You succeeded BUT a complication or price
2You succeeded BUT a complication or price
3You succeeded BUT a complication or price
4You succeeded BUT a complication or price
5You succeeded BUT a complication or price
6You succeeded AND things are the better now
7You succeeded AND things are the better now
8You succeeded AND things are the better now
9You succeeded AND things are the better now
10You succeeded AND things are the better now
11You succeeded AND there's an extra reward
12You succeeded AND there's an extra reward
13You succeeded AND there's an extra reward
14You succeeded AND there's an extra reward
15You succeeded AND there's an extra reward
 

Plot Points

  Each player begins the campaign with one Plot Point. These points are used to "purchase" resources, create npcs, decide facts about a location, or otherwise affect the world in ways outside of direct gameplay, in a manner that can aid the party in play or change the landscape of the campaign setting within reason.   Players may only have 1 Plot Point at a time, and may only spend their points on one of the 4 options listed below; they may not be used to alter ecosystems, established history, or other major factors of the setting- though they can be used to augment them.  
▼ I Have That! ▼
When traveling, players have a wagon in which any of their survival supplies and general objects (lanterns, rations, and so on) are stored. In any situation where it makes sense to do so, a player may spend 1 plot point to declare that their character "already has that" in the wagon.   Upon declaration that the item exists in the possession of the player, the character may determine when and where they purchased the item- within reason. However, the item must be of a common type that is easily obtained, and must be directly relevant to the situation in which the declaration is made when the item is needed.   Once declared, the circumstances surrounding the purchase of the item (as told by the player) are considered a cannon part of the world and the party's history.
 
 
▼ I Did That! ▼
At any point during play, players may spend a Plot Point in order to "flashback" in time to perform an action in the past, which prepares them for a current situation they find themselves in- such as bribing the Captain of the Guard to cancel the Night Watch that afternoon, when they find themselves needing to sneak into the Mage's Tower tonight.   Upon declaration "they've done that", the event is considered a canon part of the party's history and play and treated accordingly. However, the player who declares the event must roll a 1d100 to see how it impacts the current situation; on result higher than 60, the result is positive for the party. Below 40, and the result is negative. Roll between a 40 and 60, however, and the final result is up in the air.   The party then "flashes back" to the present to finish resolving their current situation depending on the results.
 
▼ I Know A Guy! ▼
In any situation where it makes sense to do so, a player may spend 1 plot point to declare that their character "knows a guy". They may then determine the name, gender, and race of the newly created npc as well as how they know them (fewer details are better, leaving room for the DM to elaborate and add interest).   Upon declaration that the npc exists, the npc is considered a cannon part of the world and the character's backstory and is treated accordingly. However, the player who declares the npc must roll a 1d100 in order to verify the status of their relationship; on result higher than 50, they are considered on good terms. Below 50, and the npc will have a bad relationship with their character.
 
 
▼ I've Been Here! ▼
In any situation where it makes sense to do so (such as entering a new town, or entering a place where a character has spent a significant amount of past time), a player may spend 1 plot point to declare that their character "has been here before".   Once declared, the player may then determine 3 reasonable facts about the location- such as shops that may exist in the area, festivals they celebrate, Gods they worship, the primary racial makeup of the area, its history, or any events that may have happened there, etc... These facts are considered a cannon part of the world and the character's backstory, and are treated accordingly.
 
 

Plot Armor

  This is the failsafe ... It's the nuclear option ... The final get-out-of-jail-free card you can pull when all else fails you.  
The simplest explanation of the Plot Armor mechanic is this: Whenever your character is about to die, they don't --- or, if your party is about to be wiped out, they aren’t ... However, it’s also not that easy. There must always be a story to explain how you survived, and there must always be (usually dire) consequences for actually doing so. It's not normal to survive extraordinary circumstances, after all.
You don't have to wait until you’re "dead" to activate it ... It's often narratively more satisfying to do it a few beats earlier- such using the last of your strength to jump from the cliff as the horde surrounds you, rather than die by their hands.
 

Plot Armor Survival

Roll the Dice
1One of the enemies betrays their allies to save you – but what will they want in return?
2Just when the battle seems lost, another faction appears and attacks your enemy (but they are not necessarily on your side, either).
3During the fight your money bag gets ripped open. Coins spill to the floor, sending the enemies scurrying to pick them up while you slip away in the confusion – lose 50g (or all your money if you have less than that) in addition to the other consequences.
4Sparks generated by a clash of weapon against armour or from a stray magic effect hit your opponent directly in the eye. Just for a few seconds they are blinded – not long enough for you to finish them off, but just long enough for you to get away (though not very far).
5The City Watch or Patrol is alerted by the sound of battle and approaches, chasing off your attackers (if you’re not in town, it could be an army patrol, a local vigilante group or another authority force that helps you)
6Whether by some powerful fae magic or hallucinatory intoxicant – it was all an illusion!
7An environmental event – a rockfall, rolling mist, a dust cloud, smoke from a nearby fire – obscures the scene of battle long enough for you to slip away
8All hope lost, you play dead. The enemy is arrogant or stupid enough to fall for it. The enemies leave you for dead – you wake up d4 hours later on 1 hp
9When you go over the cliff, you miraculously fall into the river, or catch hold of a root
10The enemies stop short of killing you, for reasons as yet unknown
11You duck behind a rock at the exact moment the dragon breathes fire, and hide there
12The floor/ground/bridge gives way beneath you, saving you from the killing blow and depositing you somewhere out of harm’s way (for now!)
13The enemy, in their cruelty, decide they would rather you live severely wounded than die quickly
14Your Wild Magic/Patron/Deity/Angelic Guide intervenes, whether by accident or design
15What would have been a fatal blow clips one of the other enemies instead, a mass brawl breaks out and you crawl away in the confusion

Plot Armor Consequence

Roll the Dice
1Your sidekick is dead. Maybe they stepped in front of you, or pushed you out of the way and took the fatal damage in your place, perhaps you’ll never know.
2When they leave you for dead, the enemies steal all your money
3As above, but they steal d3 of your best magical items/weapons/armour (i.e. the ones you use most – decide ties by cost/rarity)
4You are tied up in dungeon cell or at your attackers’ camp. How do you escape?
5You are maimed, and suffer disadvantage on all Constitution, Dexterity, and Strength ability checks and saving throws. This condition can only be healed by a Greater Restoration
6The trauma of what happened stays with you. Roll a d6 – you gain a (1–3) Long-Term Madness or (4–6) Indefinite Madness (roll on the relevant table on DMG pg. 260, and read the Madness rules)
7The Wild Magic/Patron/Deity/Angelic Guide that saved you also curses you (roll on the Minor Detrimental Properties table, DMG pg. 220; apply effects as if you were attuned to the artifact) or places you under a Geas (PHB, pg. 244) with no saving roll, in which case you as GM will need to make a judgement on what would be a suitable command
8Your best magical item/weapon/armour took the brunt of what should have been the killing blow and was shattered. It cannot be mended
9You are lost. You have absolutely no idea where you are.
10Time has passed. If you were knocked unconscious, it takes 3d12 hours before you properly awaken. If you are bound or imprisoned, it is 3d6 days before you can make your escape.
11All you can do is watch in horror as one of your party (a Sidekick) is executed.
12Due to physical or mental trauma or some magical effect, you have no memory of what has happened in the last 24 hours (and you cannot use any information gained during that time).
13Whether real or imagined, something bad happened during the fight which caused someone to question their loyalties. Randomly choose a Sidekick and roll a d6. On a 1-3, they simply get up and walk away from the party. On a 4-6, randomly choose another member of the party; that Sidekick now regards the other party member with Hatred (though they keep this a secret until a time comes when they can betray them).
14Although you do not realise it now (and may not for some time), your actions in the preceding fight have resulted in you making a powerful enemy.
15In the chaos you’ve become separated, inadvertently splitting the party! Try to split the party as evenly as possible (in terms of number of PCs and Sidekicks). If there is more than one way out of the location where the Plot-Armour-triggering encounter happened, send one half of the party down one exit and one down another. Alternatively, if you are in a multi-level dungeon, have one half drop down to the location below. Each half of the party must have at least one encounter before they can be reunited.
16The encounter you survived was a particularly rough one. For every potion owned by the party, roll a d6. On a 1-3, the potion is smashed. If the encounter took place against a fire-breathing creature or in an environment where there is lava or fire, do this process for scrolls instead. If it was an acid-based environment, do it for each non-magical item of armour and weapon instead.
  Mechanically, there's a time limit to using it. So before you activate your Plot Armor, take the time to really think through an interesting and imaginative reason for why and how your character has survived instead of dying. If, after 1 minute of activating it, you still haven’t come up with a convincing escape? Then it’s Game Over for your character.   Plot Armor can only be used 1 time per level, and no more than 5 times in total, ever, in your character's entire lifetime. You can also make the decision to activate your own Plot Armor to save your entire party from a TPK- but if you have to use it to save the party from a TPK in this way, however? Be aware that every player must then mark a use off their sheets.

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