A book of tables for solo and GM-less play. When the fiction asks a question the rules don't answer - who walks the road, what waits in the ruin, what goes wrong now - you roll here and read the result into your story.
It is built for low-magic, iron-age fantasy: ruins and warbands, omens and old wars. It works with RIVEN and with any solo tabletop RPG that leaves room for an oracle.
Most tables are rolled on a d20. The two name tables are rolled on d66 (roll two d6: the first is the row, the second is the column).
Roll when you want the world to surprise you. Pick a table that fits the moment, roll, and take the first true thing the result suggests. Do not over-think it. The wrong answer, taken boldly, is better than a right answer you stalled on.
+-----+---------------------------------------------------------------- | d20 | WHAT YOU MEET +-----+---------------------------------------------------------------- | 1 | A hanged man at the crossroads, the rope still creaking. | 2 | Crows feeding on something that wears your colours. | 3 | A burned waystation, the ash still warm underfoot. | 4 | Pilgrims walking backwards, eyes bound with grey cloth. | 5 | A child's shoe on the path. Then another. Then no more. | 6 | Standing stones humming low enough to feel in the teeth. | 7 | A merchant's cart, untouched, the oxen long since gone. | 8 | Wolves keeping pace at the treeline, patient, unhurried. | 9 | A dead knight propped sitting, sword across his knees. | 10 | Mist that smells of iron and moves against the wind. | 11 | A toll-keeper at a bridge who asks for a name, not coin. | 12 | Fresh tracks: more feet went in than have come out. | 13 | A shrine to a god whose name has been chiselled away. | 14 | Refugees who will not say what they are fleeing. | 15 | A field of old spears planted upright, rusting, marking graves. | 16 | Birdsong stops. The wood holds its breath. Something watches. | 17 | A well at the path's edge, a fresh rope, a wet bucket. | 18 | Smoke where the map says nothing should burn. | 19 | A beast's carcass, killed by something larger, half-eaten. | 20 | A lone piper on a hill, playing a march for no army. +-----+----------------------------------------------------------------
+-----+---------------------------------------------------------------- | d20 | WHAT FILLS THE ROOM +-----+---------------------------------------------------------------- | 1 | A hall of broken thrones, each seat filled with bones. | 2 | Floodwater black and still, something pale beneath it. | 3 | A library of rotted books; one shelf, impossibly, dry. | 4 | Chains bolted to the walls, all of them snapped outward. | 5 | A forge cold for centuries, the anvil warm to the touch. | 6 | Murals of a war the histories never mention. | 7 | A stair that descends further than the building is tall. | 8 | The last defenders, weapons still in their hands. | 9 | A door barred from this side. Whatever's within wanted out. | 10 | Coins of a dead realm scattered as if dropped in flight. | 11 | A chapel where the idols all face the wall. | 12 | Roots have broken through; the forest is taking it back. | 13 | A dry cistern used as a tomb, names scratched in the stone. | 14 | Mechanisms of brass and bone, still ticking, purpose unknown. | 15 | A banquet hall set for a feast, the food turned to grey dust. | 16 | Claw marks climbing the walls toward a hole in the roof. | 17 | A vault already opened, the lock picked, the prize gone. | 18 | Cells, all empty, all unlocked, the keys still hanging. | 19 | A mosaic floor showing a door that matches one in this room. | 20 | Silence so complete your own pulse sounds like a drum. +-----+----------------------------------------------------------------
+-----+---------------------------------------------------------------- | d20 | WHAT IS WRONG HERE +-----+---------------------------------------------------------------- | 1 | No children. No one will say why. | 2 | The well is boarded over and nailed shut. | 3 | Every door is marked with the same handprint in tar. | 4 | They are friendly, too friendly, and will not let you leave. | 5 | A bell rings at dusk and everyone goes indoors at once. | 6 | The headman died a week ago. No one has noticed. | 7 | They owe tribute to something in the hills, and soon. | 8 | Half the village is gone; the rest won't speak of it. | 9 | Strangers came before you. They did not leave on foot. | 10 | A plague-cross painted on the last house standing. | 11 | The granary is full but the people are starving. | 12 | They mistake your warband for someone they expected. | 13 | A feast is being prepared. You are the guests of honour. | 14 | The smith works through the night, forging only chains. | 15 | Every face turns to watch you, and none of them blink. | 16 | A new shrine to an old god, built in a single night. | 17 | They beg you to take a child away with you. Just one. | 18 | A debt is owed here, and they think you've come for it. | 19 | The graveyard is freshly dug, and far too large. | 20 | All is well. Truly. That is the worst sign of all. +-----+----------------------------------------------------------------
+-----+---------------------------------------------------------------- | d20 | WHO THEY ARE +-----+---------------------------------------------------------------- | 1 | A deserter still in the armour of a broken company. | 2 | A relic-hunter with a map and no idea what it leads to. | 3 | A blind seer led by a child who does the real seeing. | 4 | A tax-collector for a lord who may already be dead. | 5 | A hedge-witch trading cures for memories. | 6 | A knight errant a decade past any war worth fighting. | 7 | A trader in things that should not be sold. | 8 | A penitent dragging a chain they will not explain. | 9 | A messenger with a sealed order they're afraid to read. | 10 | A survivor of the place you are heading toward. | 11 | A bounty-killer who thinks your face is worth coin. | 12 | A minstrel who knows a song about your warband already. | 13 | A grave-robber with the night's takings still in the sack. | 14 | A child who speaks with an old soldier's voice. | 15 | A healer fleeing the people they could not save. | 16 | A scholar mapping the ruins, certain they're harmless. | 17 | A cult recruiter: gentle, reasonable, patient. | 18 | A twin searching for the brother who wears their face. | 19 | A mercenary captain down to a single loyal sword. | 20 | Someone you were certain was dead. +-----+----------------------------------------------------------------
+-----+---------------------------------------------------------------- | d20 | THE STRANGER'S SECRET +-----+---------------------------------------------------------------- | 1 | They want protection, and won't say from what. | 2 | They carry a letter that names one of you. | 3 | They are not travelling where they claim. | 4 | They've sold you out; the buyers are an hour behind. | 5 | They want you to kill someone they cannot. | 6 | What they guard is worth more than their life. They know it. | 7 | They are cursed, infected, or marked, and hiding it well. | 8 | They owe a debt to the same power you hunt. | 9 | They want to come with you, badly, and won't say why. | 10 | They are lying about their name, and badly. | 11 | They hold a map fragment that completes one of yours. | 12 | They are bait. Someone wanted you to find them. | 13 | They want the relic you carry and will trade anything. | 14 | They've seen your ending and won't tell you it. | 15 | They are fleeing a vow they swore and broke. | 16 | They carry a child that is not theirs, not wholly human. | 17 | They want witnesses to a death, and have chosen you. | 18 | They are richer than they look and terrified of it showing. | 19 | They serve the very thing you think you're hunting. | 20 | They want only to be remembered. Promise it; they help. +-----+----------------------------------------------------------------
+-----+---------------------------------------------------------------- | d20 | WHAT YOU FIND +-----+---------------------------------------------------------------- | 1 | A blade that hums when the old enemy is near. | 2 | A purse of coins from a realm not yet fallen. | 3 | A sealed flask. The seal is a warning, not decoration. | 4 | A map inked on skin, the owner's name still legible. | 5 | A ring that fits no finger, but pulls toward one road. | 6 | Armour that reshapes to fit whoever puts it on. | 7 | A symbol of a faith that murdered its own gods. | 8 | A ledger of debts owed to the dead. | 9 | A horn that should not be sounded - and everyone wants to. | 10 | Three iron keys. No locks in sight. | 11 | A child's toy of impossible craft and great age. | 12 | A weapon notched once per life taken. It is nearly full. | 13 | A jar of teeth: sorted, labelled, and waiting. | 14 | A cloak the eye slides off, but only in shadow. | 15 | Letters never sent, naming a traitor by their true name. | 16 | One draught of healing, and only one. Choose later, wisely. | 17 | A crown light as paper. To wear it is a claim, and a target. | 18 | A whetstone that sharpens more than steel. | 19 | A book bound in something recently alive. | 20 | The very thing you came for - and the cost of taking it. +-----+----------------------------------------------------------------
+-----+---------------------------------------------------------------- | d20 | THE SIGN ABOVE +-----+---------------------------------------------------------------- | 1 | Clear skies, but every shadow falls the wrong way. | 2 | Rain that leaves the ground dry. | 3 | A second moon, faint, that no one else remarks upon. | 4 | Frost in high summer, spreading from a single point. | 5 | Birds flying in a perfect, deliberate ring. | 6 | The sun sets, rises an inch, then sets again. | 7 | A wind carrying voices in a tongue you almost know. | 8 | Blood-coloured dusk, lasting far too long. | 9 | Thunder with no lightning, and it is keeping time. | 10 | A still, grey day where no creature makes a sound. | 11 | Stars in daylight, low on the horizon, getting lower. | 12 | Fog that thins only where you are not looking. | 13 | The smell of smoke and roses where neither should be. | 14 | A double rainbow over the exact place you must go. | 15 | Snow falling upward into a hole in the cloud. | 16 | Heat-shimmer in cold air, and a figure within it. | 17 | The tide comes in across dry land, miles from any sea. | 18 | A comet - and the old folk make the warding sign. | 19 | Dead calm, then one gust that opens every door at once. | 20 | The kind of beautiful morning that comes before the worst. +-----+----------------------------------------------------------------
+-----+---------------------------------------------------------------- | d20 | THE COMPLICATION +-----+---------------------------------------------------------------- | 1 | The noise carries. The Escalation Meter advances. | 2 | A weapon fails at the worst moment and must be cleared. | 3 | The way back is cut off. Find another. | 4 | An ally is wounded - or worse, missing. | 5 | What you took is missed, and the owner is coming. | 6 | The ground gives way; you are separated. | 7 | Your light is failing, and the dark is not empty. | 8 | A trusted face was never on your side. | 9 | Reinforcements arrive for the other side. Roll The Foe. | 10 | The relic you carry begins to make demands. | 11 | A wound festers; one of you fights at a penalty. | 12 | A storm closes the only road for a day and a night. | 13 | You are being tracked, and have been for some time. | 14 | Supplies are spoiled, stolen, or were never there. | 15 | A vow is tested; keeping it costs, breaking it costs more. | 16 | The map was wrong, or a lie, or both. | 17 | Someone you spared has returned with friends. | 18 | The thing you thought dead was only waiting. | 19 | A choice: save the prize, or save the person. | 20 | It was a trap, and it has only now finished closing. +-----+----------------------------------------------------------------
+-----+---------------------------------------------------------------- | d20 | THE HOOK +-----+---------------------------------------------------------------- | 1 | A lord pays well for a head, and is vague about whose. | 2 | Something was taken from the barrow. It wants it back. | 3 | A village will pay in grain to be rid of its protector. | 4 | A relic lies on the old battlefield. Others already dig. | 5 | A bridge must be held one night, against they won't say who. | 6 | A child of the high house is hidden in the low country. | 7 | The mines stopped sending ore, then stopped sending word. | 8 | A blood-debt is owed; the creditor hires you to collect. | 9 | A vault map - and three other parties hold the same one. | 10 | A monster troubles the road. Double pay to take it alive. | 11 | A traitor hides among loyal men. Find them before muster. | 12 | The old shrine must be burned. The faithful will object. | 13 | A caravan needs guarding through country that eats caravans. | 14 | A name must reach a prisoner by dawn. Only the name. | 15 | A rival warband holds what you were hired to find. | 16 | A widow pays to know how her husband truly died. | 17 | The well must be cleansed. Something lives at the bottom. | 18 | A king's writ must reach a fort that may have fallen. | 19 | Someone wants the ruin mapped. They won't say why. | 20 | The reward is real. The job is not what you were told. +-----+----------------------------------------------------------------
+-----+---------------------------------------------------------------- | d20 | WHAT COMES AGAINST YOU +-----+---------------------------------------------------------------- | 1 | Starving wolves, bold with hunger, hunting as a pack. | 2 | Bandits who have done this many times before. | 3 | A single knight, oath-bound, who will not yield or flee. | 4 | Grave-things: slow, many, and in no hurry. | 5 | A war-party of the old enemy, scouting ahead of more. | 6 | A beast too large for the country it hunts in. | 7 | Cultists mid-rite, who'd rather you joined than died. | 8 | A rival crew after the same prize, sharing nothing. | 9 | Something that wears the dead like clothing. | 10 | Conscripts: frightened, badly led, dangerous for it. | 11 | A hunter that has stalked you since the last table. | 12 | Carrion-birds the size of hounds, and just as clever. | 13 | A revenant with a grievance and a long memory. | 14 | Slavers with nets, after coin on the hoof, not corpses. | 15 | A thing of frost and silence the fire just keeps at bay. | 16 | Deserters with nothing left to lose and good steel. | 17 | A guardian that was here first. You are the intruders. | 18 | Plague-touched who do not know they carry it. | 19 | A duellist seeking a name to add to their blade. | 20 | The Foe you've been avoiding, finally caught up. +-----+----------------------------------------------------------------
Roll d66: first die = row, second die = column.
+----+----------+----------+----------+----------+----------+---------- | | 1 | 2 | 3 | 4 | 5 | 6 +----+----------+----------+----------+----------+----------+---------- | 1 | Bren | Asca | Maeve | Orin | Hewl | Sigga | 2 | Dagomar | Wren | Talen | Yrsa | Coll | Mabon | 3 | Edda | Garrow | Lif | Osric | Bryn | Hesper | 4 | Tove | Renn | Sela | Grimm | Nessa | Auld | 5 | Vasca | Doran | Imre | Kestrel | Brannoch | Eilif | 6 | Hald | Marrow | Senna | Owain | Drust | Yorath +----+----------+----------+----------+----------+----------+----------
Roll d66: first die = row, second die = column.
+----+--------------+--------------+--------------+--------------+--------------+-------------- | | 1 | 2 | 3 | 4 | 5 | 6 +----+--------------+--------------+--------------+--------------+--------------+-------------- | 1 | Coldharrow | Gallows Reach| Mournfen | Stonewake | Ashdale | Hollow Mile | 2 | Greywater | The Ebbing | Crowmoor | Lastlight | Thornkeep | Saltmarsh | 3 | Irongard | Witherwood | Black Tarn | Deadman's Ford| Highcairn | Weeping Stones | 4 | Ravenshold | Mire End | Frostgate | Oldmarrow | Sunken Road | Bittern Cross | 5 | Wolfden | Greypeak | Hangtree | Drowned Mill | Emberfall | Northwatch | 6 | Stillwater | The Barrows | Cinderhall | Mistholt | Gravewend | The Last Inn +----+--------------+--------------+--------------+--------------+--------------+--------------