Solo-Specific Tables
These tables help generate content when you need inspiration.
Mission Generator (d12)
- Locate Water Source: Find hidden aquifer, repair cistern, or negotiate access to controlled reservoir.
- Deliver Supplies: Escort caravan, protect cargo, navigate hostile territory or weather.
- Investigate Ruins: Explore Deep Roads, day-side salvage site, or alien structure. Recover artifacts.
- Mediate Dispute: Resolve inter-settlement conflict, faction rivalry, or resource allocation disagreement.
- Track Predator: Hunt dangerous creature threatening settlement or caravan routes.
- Recover Lost Caravan: Search for missing traders. Determine if they were lost to weather, predators, or bandits.
- Repair Critical Infrastructure: Fix geothermal vent, wind turbine, or water purification system under time pressure.
- Escort Dignitary: Protect important person (Water Judge, Weatherworker, Archivist) through dangerous territory.
- Contain Psychic Aberration: Investigate Weather Wraith, bonding backlash, or other psychic phenomena. Contain or eliminate threat.
- Establish Outpost: Scout location, secure resources, defend against threats to create new settlement.
- Retrieve Ancient Tech: Infiltrate restricted area, negotiate with faction, or brave environmental hazard to recover valuable Earth artifact.
- Survive Catastrophe: React to superstorm, geothermal eruption, auroral disruption, or other disaster. Protect others if possible.
Location Generator (d12)
- Twilight Belt Settlement (Aetherion, Khal-Rim, Aurora Bastion, or create new)
- Deep Roads Section (ancient tunnels, geothermal chambers, resonance nodes)
- Day-Side Outpost (mining operation, salvage site, thermal research station)
- Night-Side Cave (Lumina Caverns, ice harvesting grounds, fungal farms)
- Geothermal Vent (natural hotspot, settlement heat source, alien structure)
- Abandoned Settlement (ghost town, ruins, recent evacuation)
- Caravan Route (trade road, open twilight belt, superstorm path)
- Ancient Ruins (Earth technology cache, alien structure, Deep Roads entrance)
- Wind Farm (energy generation facility, turbine forest, maintenance towers)
- Ice Fields (night-side glacier, harvesting camp, frozen tundra)
- Storm Observation Post (Weatherworker station, auroral observatory, signal relay)
- Hidden Cache (secret water reserve, smuggler's stash, forgotten supply depot)
NPC Encounters (d12)
Roll for attitude separately: 1-4 = hostile, 5-8 = neutral, 9-12 = friendly.
- Caravan Trader (hauling goods, offering information or trade)
- Daywalker (day-side specialist, scarred and intense)
- Weatherworker (psychic ritualist, concerned with storms)
- Water Judge (resource arbiter, wielding significant authority)
- Deepkin Scout (cave-dweller, speaks via resonance or translator)
- Beastwalker (bonded with wind serpent or thermal lizard)
- Bandit (desperate or opportunistic raider)
- Archivist (lore keeper, seeking artifacts or knowledge)
- Settlement Refugee (fleeing disaster, superstorm, or conflict)
- Rival Explorer (competing for same goal or resources)
- Faction Agent (guild representative, enforcer, or diplomat)
- Psychic Seeker (individual experiencing awakening, needs guidance)
Environmental Events (d8)
- Superstorm Approaches (wind increases, pressure drops, hours until impact)
- Auroral Disruption (electromagnetic interference, psychic feedback)
- Thermal Inversion (temperature gradient reverses, causes chaos)
- Dust Storm (day-side winds carry abrasive particles into twilight belt)
- Geothermal Tremor (ground shakes, heat spikes, risk of eruption)
- Wind Shift (predictable patterns change, navigation unreliable)
- Bioluminescent Bloom (glowcap spores fill air, hallucinogenic effects)
- Silent Zone (wind stops inexplicably, precedes catastrophic storm)