1d30 Ill Omens


1 Blood-red comet out of the north. Visible night and day for thirteen days.
2 Stars begin vanishing from the sky.
3 The constellations rearrange into new and unfamiliar shapes.
4 Solar eclipse. Totality is universal, lasts an entire day.
5 Wild auroras across the land for three nights.
6 All birds depart, even the non-migratory ones.
7 The moon stays full for an entire month.
8 For three months all children born in the kingdom are twins.
9 All steel and iron rusts overnight.
10 A flock of nine black swans appears, can't be driven off.
11 Massive earthquake levels every temple in the capital city, no other damage.
12 Tolling bells heard from deep underground.
13 The moon vanishes, doesn't return.
14 Livestock are born with the heads of vultures and serpents.
15 New planets appear in the sky.
16 Thousand-strong flocks of ravens descend to bear witness.
17 Every mirror shatters at once.
18 Catastrophic thunderstorms, chain lightning strikes the palace non-stop for three days.
19 Hundreds of thousands of worms crawl from the soil and carpet the land.
20 Lights seen floating deep in the ocean, answering glows kindle in all the lakes and rivers of the kingdom.
21 Hailstones from a perfectly clear sky, sound like chimes as they fall.
22 The sun turns dull and gray, doesn't set for nine days.
23 Fruit trees bloom out of season.
24 Tsunami and rogue waves batter the coast but only destroy naval ships.
25 Meteor showers, the countryside is littered with sky-iron and craters in precise geometric patterns.
26 Every child in the kingdom has the same recurring dream of an endless sea of dust, slowly spreads to their families.
27 Doves speak with the voices of the dead.
28 Wildfires rage across the countryside in a pattern of perfect interlocking rings.
29 A multitude of fish and whales swim ashore to beach themselves and die.
30 The bees begin a new dance.

(This can be had in print and pdf form as part of Red Solstice issue 5!)





1d20 Produce Golems



All produce golems grow the crops they're made of, which can be harvested and used as provisions without harming the golem. They need at least 4 hours of sunlight each day to grow edible food, but their lives and other abilities don't rely on light.

1 Carrot. Sturdy, built from tessellating taproots of every color. Can quickly excavate tunnels and build earthworks. (60'/hour)

2 Radish. Bunches of greens bound into humanoid shape, bright red roots dangling from its back. Repels insects. (100' area)

3 Hot Pepper. Built of braided stems from dozens of varieties, its leafy ribcage is full of ripe and dried peppers. Breathes capsaicin cloud. (30' area, 1d12 damage/minute, double damage to fungi)

4 Garlic. Hundreds of heads of garlic strung together into tubular limbs, leaves and shoots sprouting out in finlike fringes. Wards off undead. (25' area)

5 Tomato. A thick coat of leaves concealing delicate vines wound around a wire cage armature. Every part of it aside from the fruit is incredibly poisonous. (Save vs poison, 2d12+20 damage, half on save)

6 Apple. Gnarled wood limbs with rough, cracked bark. A mane of flowering branches trails down its back. Supports a hive of bees that pollinate and protect it. (1d8 dmg/round if attacked, produces 1 pint of honey/week)

7 Lime. Bundles of straight, smooth-barked branches lashed into a quadrupedal form. Fans of leafy suckers along its back bend under the weight of fruit. Spits acid. (10' range, 1d10 damage)

8 Grapevine. A spherical core of woody vines twisted protectively around thick bunches of grapes, supported on six rangy legs. Produces drinks on demand, from grape juice to wine to pure alcohol. (30 gal/day)

9 Pea. Fine trailing vines twining around a string and wicker stake skeleton, festooned with bright flowers. Creates fast-growing tendrils to entrap creatures. (15' range, 17 STR save to break free, can hold any number of creatures)

10 Pumpkin. Gourds of all sizes stacked atop each other and carved with intricate geometric designs. Glows like a lantern. (60' area)

11 Onion. Stout, armored with a layer of close-fitted chunks of bulb. Can absorb damage by flaking off its outer layers. (100 HP/day)

12 Cabbage. Soft and fluffy with ostentatious frills of loose leaves. Can compact itself into a sphere to become a rolling battering ram. (Can break down doors and walls up to 5' thick)

13 Potato. Stringy nets of root and tuber woven together into chunky limbs. Grows small clones if a piece with an eye is cut off. (15% chance to sprout a new golem when damaged, matures in 1 month)

14 Corn. Tall and spindly with legs like stilts and a cornsilk mane. Can shake kernels free of itself to seed fast-growing stalk barriers. (Covers 30 sqft, corn barriers grow to adult size in 2 minutes)

15 Wheat. Tied sheaves linked together with braided stalks. Can fling grain spikelets as projectiles. (30' range, 5d4 damage, 30% chance spikes are ergotized)

16 Sunflower. Dozens of bouquets lashed together, topped with a giant orb of flowers for a head. Keeps perfect time and always knows the position of the sun.

17 Clover. Thick slabs of turf covered with pink and crimson flowers, rolled and layered into a humanoid shape. Grows fodder for pack animals and mounts. Can improve any soil it walks on. (6 acres/day)

18 Hemp. Long, slender, uncomfortably flexible limbs of aligned stalks covered in a sleek pelt of leaves. Produces rope, braiding it on demand. (500'/day)

19 Tobacco. A hollow, oblong body of broad leaves plastered over each other with smoldering ember eyes and sprays of star-shaped white flowers at its joints. Breathes clouds of obscuring smoke. (60' area, lasts for 10 minutes)

20 Indigo. Delicate filigree of leaves and violet blooms encircling a core of fermented vegetal slop. Produces vivid blue indelible dye paste and ink.