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Solo-Specific Tables

These tables help generate content when you need inspiration.

Mission Generator (d12)

  1. Locate Water Source: Find hidden aquifer, repair cistern, or negotiate access to controlled reservoir.
  2. Deliver Supplies: Escort caravan, protect cargo, navigate hostile territory or weather.
  3. Investigate Ruins: Explore Deep Roads, day-side salvage site, or alien structure. Recover artifacts.
  4. Mediate Dispute: Resolve inter-settlement conflict, faction rivalry, or resource allocation disagreement.
  5. Track Predator: Hunt dangerous creature threatening settlement or caravan routes.
  6. Recover Lost Caravan: Search for missing traders. Determine if they were lost to weather, predators, or bandits.
  7. Repair Critical Infrastructure: Fix geothermal vent, wind turbine, or water purification system under time pressure.
  8. Escort Dignitary: Protect important person (Water Judge, Weatherworker, Archivist) through dangerous territory.
  9. Contain Psychic Aberration: Investigate Weather Wraith, bonding backlash, or other psychic phenomena. Contain or eliminate threat.
  10. Establish Outpost: Scout location, secure resources, defend against threats to create new settlement.
  11. Retrieve Ancient Tech: Infiltrate restricted area, negotiate with faction, or brave environmental hazard to recover valuable Earth artifact.
  12. Survive Catastrophe: React to superstorm, geothermal eruption, auroral disruption, or other disaster. Protect others if possible.

Location Generator (d12)

  1. Twilight Belt Settlement (Aetherion, Khal-Rim, Aurora Bastion, or create new)
  2. Deep Roads Section (ancient tunnels, geothermal chambers, resonance nodes)
  3. Day-Side Outpost (mining operation, salvage site, thermal research station)
  4. Night-Side Cave (Lumina Caverns, ice harvesting grounds, fungal farms)
  5. Geothermal Vent (natural hotspot, settlement heat source, alien structure)
  6. Abandoned Settlement (ghost town, ruins, recent evacuation)
  7. Caravan Route (trade road, open twilight belt, superstorm path)
  8. Ancient Ruins (Earth technology cache, alien structure, Deep Roads entrance)
  9. Wind Farm (energy generation facility, turbine forest, maintenance towers)
  10. Ice Fields (night-side glacier, harvesting camp, frozen tundra)
  11. Storm Observation Post (Weatherworker station, auroral observatory, signal relay)
  12. 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.

  1. Caravan Trader (hauling goods, offering information or trade)
  2. Daywalker (day-side specialist, scarred and intense)
  3. Weatherworker (psychic ritualist, concerned with storms)
  4. Water Judge (resource arbiter, wielding significant authority)
  5. Deepkin Scout (cave-dweller, speaks via resonance or translator)
  6. Beastwalker (bonded with wind serpent or thermal lizard)
  7. Bandit (desperate or opportunistic raider)
  8. Archivist (lore keeper, seeking artifacts or knowledge)
  9. Settlement Refugee (fleeing disaster, superstorm, or conflict)
  10. Rival Explorer (competing for same goal or resources)
  11. Faction Agent (guild representative, enforcer, or diplomat)
  12. Psychic Seeker (individual experiencing awakening, needs guidance)

Environmental Events (d8)

  1. Superstorm Approaches (wind increases, pressure drops, hours until impact)
  2. Auroral Disruption (electromagnetic interference, psychic feedback)
  3. Thermal Inversion (temperature gradient reverses, causes chaos)
  4. Dust Storm (day-side winds carry abrasive particles into twilight belt)
  5. Geothermal Tremor (ground shakes, heat spikes, risk of eruption)
  6. Wind Shift (predictable patterns change, navigation unreliable)
  7. Bioluminescent Bloom (glowcap spores fill air, hallucinogenic effects)
  8. Silent Zone (wind stops inexplicably, precedes catastrophic storm)