1d66 Why did they leave?
Sometimes out in the world you'll come across an abandoned city, town, neighborhood, or homestead. No matter what scale, you can tell that people lived there once and now they don't.
Moving is hard. Happy, comfortable, thriving people usually don't uproot their entire lives and leave for the uncertainty of elsewhere on a whim. There was a reason they left and a reason they haven't come back. Why?
(d66, roll 2 d6's and treat each value as a digit instead of adding them together)
11 The well went dry.
12 Too many years of drought to keep going.
13 Famine from the blight.
14 Fled the rat flood.
15 Earthquakes used to be rare, but now the tremors are frequent and getting worse.
16 The underground fires burning through the mines keep spewing fumes and causing unpredictable sinkholes.
21 Everything burned and they never rebuilt.
22 Weather's changed to unending lightning storms, tornadoes, and floods.
23 The plague took too many to keep the place together.
24 The dire skuas' migration routes shifted to pass directly overhead.
25 A roc established its aerie nearby and claimed the area as its territory.
26 The mine's played out.
31 The factory closed down.
32 The water's overfished to extinction.
33 The company dug too deep and woke the sleeper.
34 Whole county's been polluted by industrial waste. Air, water, and soil's toxic as can be.
35 Reactor melted down, everything's contaminated and will be for the foreseeable forever.
36 The arcane and alchemic contamination from the war is irreversible.
41 A wizard moved in just across the river.
42 The bandits in the hills are getting bolder and the governor's not doing anything about it.
43 There's rumors of an army on the way.
44 The new baron's exorbitant taxes are untenable.
45 The new governor is a tyrannical monster.
46 They were all conscripted and driven on a forced march elsewhere.
51 They were forced to relocate in preparation for a new dam and reservoir. Construction's been delayed for years but not canceled so they're not allowed to return.
52 They were forced out to make way for a new "urban revitalization" development, then the project stalled.
53 Vampire preying on the locals ate the place down to zero.
54 Alien abductions and cattle mutilations are happening almost every week now.
55 Whole place is haunted, ghosts everywhere you look. Wasn't always like that, but what can you do?
56 Area's cursed so the sun doesn't rise.
61 Area's cursed so that nothing can be born, grow, or die.
62 Increasing incidents of spontaneous resurrection.
63 Increasing incidents of spontaneous combustion.
64 The land just hasn't been right since the meteor fell.
65 They're all infected with the fungus. It sent them out and has no reason to recall them.
66 They're still there, they just exist on a different plane of reality now and are imperceptible.
1d100 Fronts
.jpg)
Those unassuming local joints that run the real business out of the back.
1 24-hour diner
2 Restaurant
3 Michelin starred restaurant
4 Bar
5 Karaoke bar
6 Brewery
7 Vineyard/winery
8 Cafe
9 Teahouse
10 Nightclub
11 Stripclub
12 Liquor store
13 Butcher
14 Caterer
15 Bakery
16 Spice/tea shop
17 Gourmet grocery shop
18 Chocolatier
19 Ice cream shop
20 Bodega
21 Dry cleaners/laundry
22 Laundromat
23 Hair salon/barber shop
24 Nail salon
25 Spa
26 Yoga studio
27 Rock climbing gym
28 Gym
29 Boxing gym
30 Martial arts school
31 Urgent care
32 Pharmacy/drug store
33 Vet
34 Pet supply store
35 Exotic pet shop
36 Zoo
37 Tourist shop
38 Casino
39 Themed wedding chapel
40 Film studio
41 Recording studio
42 Theater/opera
43 Movie theater
44 Video rental store
45 Museum
46 Art gallery
47 Rare coin dealer
48 Antique shop
49 Consignment shop
50 Flea market
51 Bookstore
52 Comic shop
53 Record store
54 Boutique
55 Stationer's
56 Metaphysical supply store
57 Costume shop
58 Sex shop
59 Florist
60 Auction house
61 Pawn shop
62 Magic shop
63 Bike shop
64 Skate shop
65 Toy store
66 Doll hospital
67 Church
68 Sheriff's office
69 Radio station
70 Electronics repair shop
71 Vacuum repair shop
72 Hardware store
73 Autoparts store
74 Scrapyard
75 Mechanic's/garage
76 Car wash
77 Gas station
78 truck stop
79 Canoe/kayak livery
80 Hiking outfitters
81 Campground
82 Motel
83 Bed and breakfast
84 Furniture store
85 Storage unit facility
86 Print shop
87 Courier
88 Tattoo parlor
89 Bingo parlor
90 Pool hall
91 Arcade
92 Laser tag
93 Bowling alley
94 Roller rink
95 Batting cages
96 Racetrack
97 Go-kart track
98 Golf course/country club
99 Mini golf course
100 Amusement park
1d12.12 Improvised Weapons
1.3 Bar stool
1.4 Table leg (nails sticking out)
1.5 Pool cue
1.6 Ice bucket
1.7 Beer barrel
1.8 Corkscrew
1.9 Spittoon
1.10 Guitar
1.11 Saxophone
1.12 Cymbals
2.1 Drumsticks
2.2 Mic stand
2.3 Steel serving platter
2.4 Dinner plate
2.5 Pitcher
2.6 Frying pan
2.7 Tea kettle
2.8 Spatula
2.9 Tongs
2.10 Cheese grater
2.11 Potato peeler
2.12 Honing steel
3.1 Ladle
3.2 Fork
3.3 Pepper grinder
3.4 Can opener
3.5 Can of beans (name brand)
3.6 Chili powder
3.7 Salt shaker/table salt
3.8 Soup
3.9 Custard pie
3.10 Silver candlestick (heavy)
3.11 Fire poker
3.12 Bedpan
4.1 Lamp
4.2 Oil lamp
4.3 Candle
4.4 Vase (tasteful glass)
4.5 Vase (gaudy ceramic, huge)
4.6 Painting
4.7 Letter opener
4.8 Fountain pen
4.9 Pencil
4.10 Typewriter (cast iron, really heavy)
4.11 Dictionary (hardcover desk reference)
4.12 Encyclopedia set
5.1 Exacto knife
5.2 Sewing shears
5.3 Knitting needles
5.4 Clothes iron
5.5 Flower pot
5.6 Garden hose
5.7 Wheel barrow
5.8 Shovel
5.9 Trowel
5.10 Milk crate
5.11 5-Gallon bucket
5.12 Assorted household chemicals
6.1 Broom
6.2 Push broom
6.3 Mop
6.4 Fire extinguisher
6.5 Wood crate
6.6 Forklift
6.7 Cargo loader exosuit
6.8 Mains power
6.9 Welding torch
6.10 Nail gun
6.11 Sledge hammer
6.12 Claw hammer
7.1 Screwdriver
7.2 Crowbar
7.3 Meat hook
7.4 Pipe wrench
7.5 Cordless drill
7.6 Awl
7.7 Chisel
7.8 Handsaw
7.9 Chainsaw
7.10 Wood chipper
7.11 Circular saw blade
7.12 WD-40
8.1 2x4
8.2 Rebar
8.3 Brick
8.4 Cinderblock
8.5 Rock
8.6 Gravel
8.7 Sand
8.8 Broken glass
8.9 Nails
8.10 Thumbtacks
8.11 Folding chair
8.12 Fluorescent light tube
9.1 Bike chain and lock
9.2 Sack of coins
9.3 Roll of quarters
9.4 Tire iron
9.5 Gas can
9.6 Car door
9.7 1986 Oldsmobile Cutlass
9.8 Traffic cone
9.9 Spray paint
9.10 Hairspray and lighter
9.11 Straight razor
9.12 Cane
10.1 Umbrella
10.2 Heavy duty flashlight
10.3 Scarf
10.4 Wet towel
10.5 Sandal
10.6 Thurible
10.7 Bible/hymnal
10.8 Horseshoes
10.9 Anvil
10.10 Ball bearings
10.11 Stick
10.12 Flaming stick/log (fresh out of a fire)
11.1 Tent spike
11.2 Bear trap
11.3 Oar
11.4 Anchor
11.5 Snowboard
11.6 Ice axe
11.7 Ice skates
11.8 Hockey stick
11.9 Baseball bat
11.10 Cricket bat
11.11 Kettle bell
11.12 Jump rope
12.1 Bowling ball
12.2 wasp nest
12.3 Squirrel
12.4 Snake
12.5 Cat (angry)
12.6 Chicken (live)
12.7 Chicken (plucked, raw)
12.8 Chicken (rubber)
12.9 Horse
12.10 Herd of cattle
12.11 Pigs
12.12 Beehive
1d100 Vehicles and Mounts
Folk of the Trails
A vaquero's life is spent on the trails, shepherding others through the trackless wilds. Terrain most people would consider unnavigable. You've never had trouble finding your way and you've always made sure everyone depending on you got where they're going safe and sound.
Possessions:
Lasso
Guitar
Dented coffee pot
Duster (as light Armor)
Twin pearl-handled revolvers (Damage as Pistolets)
Iconic hat
Advanced Skills:
3 Ridin'
3 Ropin'
2 Quickdraw
1 Campfire cookery
-1 Instrumentation
Special:
Horses love you.
Non-euclidean spaces stabilize around you and anyone with you.
Bounty Hunter
It's your job to find people. sometimes they're wanted, sometimes they're missing, and sometimes they haven't done anything at all. You fetch them and get paid. You're not popular, but you're very good at your job.
Possessions:
Binoculars
Dartgun (Damage as Fusil, non-lethal, paralyzes and knocks target unconscious after 5 minutes)
Beat-up laptop
Bag of burner phones
Portable cassette player and headphones
Advanced Skills:
3 Sharpshooting
2 Awareness
2 Investigating
2 Stakeouts
1 Music trivia
1 Wrestling
-2 Philosophy
Special:
You can sense where anyone is in The Trails or on The Road as long as you know their full name and something personal about them.
Wanderer
It's not always a good idea to use the main roads. Not safe to be out under the eyes of other travelers and the CC TVs. Better to stay out of sight and make your own way.
Possessions:
Patch-encrusted jean jacket
Worn boots
Walking stick (Damage as Polearm)
Rainbow-anodized gas station knife
Gym bag (Slots as 2 Backpacks)
Cigarillos
Advanced Skills:
3 OpSec
3 Temerity
2 Making friends
2 Orienteering
2 Scrounging
-1 Relaxing
-1 Trusting
Special:
You can find lost trails and forgotten roads or forge new ones to go wherever you want.
Folk of The Road
Towel
6-Pack
Harmonica
Hatchet
Notebook of viscerally terrible poetry
Advanced Skills:
3 Companionable silence
3 Menacing silence
3 Navigation
2 Spirit communication
2 Trekking
Special:
You can always find someone or something to give you a ride.
You can call on The Road to give you something you need (shelter/defense/resources fallen off a truck) once a day.
Longhauler
Sometimes it gets boring driving the same routes over and over, but at least the places they send you are interesting. You even like some of them. By now you know the way well enough that the distances all meld together into a single fleeting moment of Travel. You always make excellent time.
Possessions:
Sleeper cab
Mesh snapback
Paper maps
Audiobooks on CD
Sack of beef jerky and dubious stimulants
4d6 empty bottles
Cargo*
Advanced Skills:
3 Driving
3 Spatial awareness
2 Logistics
2 Shortwave radio
1 Chain-smoking
-1 Karaoke
Special:
You can move freely along The Road, shortening travel time to destinations you've already visited. Trips that'd normally be longer than 30 minutes take 15 for you and trips that'd be longer than an hour only take 1 hour.
You always have a Cargo. What it is, how much it weighs, and what it's worth changes with each stop you make but it's always at least 600 lbs and 10,000 SP. It takes 1d3 hours to unload and take on new Cargo at a stop.
Tourist
Traveling is wonderful. You get to see new places, try new things, meet new people, and everyone's always so nice. It's a shame you can never stay as long as you'd like, just a few days before you've got to move on again.
Possessions:
Elaborate camera
Flamingo-print bucket hat
2d6 Guidebooks to cities you've visisted
"100 Most Haunted Houses" paperback, heavily annotated
A disorganized wad of visitors' pamphlets for local attractions and restaurants rubber banded together
Advanced Skills:
4 Curiosity
2 Confidence
2 Improvising
2 Making reservations
1 Forensics
-1 Local customs
Special:
You can learn the history of any place within 100' of a road just by focusing on it. The events of the past play back for you as visions. It takes 3 minutes of still, silent mediation to look back over a year and no limit to how far back you can go except for your endurance. After you spend 3 days in one place your visions start randomly appearing to others.
The Road
All roads are part of The Road, whether it's a tiny footpath, dirt two-track, or six-lane highway. All roads that join and carry people build the pattern that is The Road. The older a road is the more powerfully it's woven into the network, a foundation that descendant roads mimic. The larger a road is the more traffic it carries and energy it gathers to feed The Road. "Arterial road" isn't just a metaphor.
On the fringes of The Road are The Trails. Indefinite sub-networks of unset ways. Desire paths, forgotten streets, areas that are off the map. They cling to The Road as parasites, drawing energy from it to sustain their own shifting paths. If you know a Trailhead or want to find one badly enough, you'll slip through.
The longer you spend on The Road the more familiar it gets and the more likely it'll respond. The more often you hit The Trails the better you get at finding your way and the easier it is to get in.
Safe travels.
d100 Things the Crows Brought You
3 Roll of quarters
4 Liberty head dollar coin (solid gold, minted 1832)
5 Dollar bill (crumpled and torn)
6 $5 bill (crisp)
7 $20 bill (worn and folded in fourths)
8 $50 bill (folded into an origami crab)
9 $100 bill (disconcerting stains and a few tiny dots of blue dye)
10 Pizza crust
11 Slice of pizza (half-eaten)
12 Slice of pizza (whole, still hot)
13 A whole pizza
14 Broken lightbulb
15 LEDs
16 Seaglass
17 Aluminum roofing nails
18 Steel hex nut
19 Twist of copper wire
20 Marbles
21 Acorns
22 Bones
23 A tiny skull
24 An earring
25 Mood ring
26 Diamond ring
27 Dayglo paper clips
28 Broken zipper pull (bright blue enamel)
29 A molar
30 Foam earplugs (neon orange)
31 Glass beads
32 Shell buttons
33 Smooth river rocks
34 Keys
35 Car keys (remote fob works)
36 Car air freshener (mountain pine)
37 Plastic toy horse
38 Tiny glass bottle of colored sand
39 .38 snub-nose revolver
40 Lotto tickets
41 Sunglasses
42 A fifth of whiskey
43 Bucket hat
44 Blue tie-dyed banadana
45 Bouncy ball
46 A tiny stuffed bear
47 Kid's sneaker
48 Shoelaces
49 Bottlecaps
50 Hotwheels car
51 Prism
52 Snail shells
53 Black pearl
54 The "friends" half of a best friends necklace
55 Silk ribbons
56 Artificial flowers
57 Chicken nuggets
58 Mozzarella sticks (still hot, in a paper take-out box)
59 Werther's originals
60 Dead mice
61 Coupons
62 Fishing lures and bobbins
63 A 10" long curly fry
64 Grasshoppers
65 Rolex (fake)
66 Rolex (real)
67 Jingle bell
68 Cornhusk doll
69 Magnet (neodymium, extremely strong)
70 Silk handkerchief (has your monogram)
71 Silver bangle
72 Bullet casings
73 Bullets
74 Dice
75 Miniature pumpkin (4" wide, adorable)
76 Pinecones
77 Fresh flowers
78 Crayfish claws (blue)
79 Waffle fries
80 Half a donut
81 Batteries
82 Ceramic resistors
83 Vacuum tube (new and unused)
84 An eye
85 Desiccated treefrog
86 Spiders
87 Cigarettes
88 A cigar
89 An ounce of weed
90 Doll head (porcelain, staring)
91 Lego blocks
92 Tiny springs
93 Baby snake (live)
94 Peanuts
95 Candied almonds
96 Switchblade
97 Keychain swiss army knife
98 a gold chain
99 A ruby (pigeon's blood, 17ct)
100 A crow chick
1d8 Weird Woods Encounters
1 A trail you've never noticed before appears. It connects to a trail you're familiar with and it's old, made of cracked concrete partially covered with washed-out dirt and gravel instead of the mulched woodchips the other trails use. You don't know where it goes.
2 The 'trail closed' barriers are up. They usually only close that section of the park off in the winter. What's happening back there to make them barricade those trails in the middle of summer?
3 A wooden foot bridge across the river that's been swept from its moorings and pulled several feet downstream. It's stable, embedded in the stream bank now, but noticeably skewed.
4 A secluded section of trail looks down from a bluff over the river. On the far bank someone's built a conical lean-to around the base of a tree. There's a clear path down to the river bank and a fallen log you could use as a bridge if you wanted to look closer.
5 The trails you walked and the park maps don't match. The map says there's a single mile-long loop trail in the area you were and doesn't show any hint of the switchbacks, connectors, and forks you found. It took you almost an hour to get back to trails you recognized. Whatever's on the map, it's not where you were.
6 That deer was too calm. The others in the herd ran off when they heard you coming and all you saw were tails and glimpses through the trees. That one though, it just stood there watching you. Or watching behind you? What was it looking at?
7 An overgrown footpath off the official trail leads into a secluded clearing that's too perfect. Just enough shade, no bugs, and a circle of stones all exactly the right size and shape to sit comfortably on arranged around a pile of mushroom-covered logs. It's dead silent.
8 The park's property used to belong to a family. Along one of the trails is a small private graveyard with six stone markers. Each is engraved with the names, dates, and kind epitaphs for the family's departed dogs.
1d20 Ways to get the demon's attention
1 Call their name three times
2 Say their name
3 Think their name
4 Look in a mirror, any mirror
5 Compliment them out loud
6 Insult them out loud
7 Go on down to the crossroads and make your presence known
8 Talk to the doll they gave you
9 Write your request on an offering and burn it
10 Submit a request for audience in triplicate via courier imp
11 Turn around
12 Close your eyes
13 Go to sleep
14 Pour a drink
15 Put out a plate of cookies
16 Call them up, they've got a cellphone
17 They prefer texts
18 Email works best
19 Just talk to them, they're accompanying you on your journey
20 No need, they're always watching
The Truth About Iron
Everyone knows the fae hate iron and that it can ward them off. It's less clear what type of iron is most effective. Does normal cast iron work? Only cold iron? What does "cold iron" even mean? The folklore is so inconsistent and scattered because it's fae propaganda, spread over centuries to protect themselves from humanity. The truth is any sort of iron or its alloys will work just fine to repel and injure them.
Don't believe their misinformation and waste time searching for the "right" sort of iron, protect yourself with any of the common household iron and steel around you right now. Pure, uncoated metal works best, but iron-bearing compounds are effective too. If there's no solid metal at hand try using these iron-rich substances instead, or incorporate them into your existing defenses for an additional layer of protection.
Ironsand - This dark gray sand can be found all over the world. It's mostly made of magnetite and has an iron content high enough to cause severe blistering and burns, even blindness if it comes in direct contact with a fae's eyes. Keep a pocketful with you as a surprise defense.
Rust - Iron oxide is too flaky and brittle to be used on its own, but ground into a powder and mixed into paint or laquer it makes an excellent defense. Anything finished with rust paint becomes untouchable to the fae.
Goethite - Often found mixed in clay soils as brown ochre, this is one of mankind's earliest pigments for a good reason. Looking at surfaces painted with even a little goethite pigment causes fae intense vertigo.
Bog Iron - These nodules of iron are produced in swamps and bogs where the water has high levels of dissolved iron. You can locate promising places to dig for bog iron by looking for rust-red slicks of iron-eating bacteria colonies and rusty flakes on the submerged parts of plants. In a pinch the swamp water itself may have enough iron in it to act as a deterrent.
Pyrite - Also known as fool's gold or marcasite, it's about one third iron. It's commonly used in jewelry and large crystals are popular souvenirs. Wounds caused by pyrite are similar to acid burns, possibly because of the sulfur content, and can be horrific. Use pyrite only as a last resort.
Hematite - This stone is the next best thing to actual metal. For all practical purposes it works just as well as pure iron, the only downside is that it's much more brittle and shatters easily if hit. Hematite jewelry is common, affordable, and attractive. There's no reason to be without at least one piece.
Blood - If you have literally no other options, blood can sometimes be effective as a deterrent. It may buy you a few minutes, but the iron content in blood is too low to cause actual damage. If you have to resort to using blood, be sure to mix it with something else. Dirt, milk, and alcohol are good choices. Never let a fae collect a clean sample of your blood.
Now that you know what to look for, be aware of iron sources in your surroundings. Don't be caught unwarded!
d60 Mundane Magical Bindings
A list of everyday household things that might be incorporated into magic circles, bindings, and wards.
Some of the items on the list are traditionally associated with magic, like chalk and mirrors, but most aren't. The idea is that all the items listed could reasonably be found inside an average modern household or be obtained without any raised eyebrows from the neighbors or local authorities. What the DIY mage does with them will probably need to be hidden, or at least camouflaged, but they're not trying to get questionable or illicit magical materials on Craigslist.
The resulting wards/circles/bindings/whatnot also have the potential to be delightfully creepy.
Imagine walking into a room lined floor to ceiling with dolls, their eyes all fixed on the center of the floor where a hopscotch grid is drawn in brightly-colored sidewalk chalk. Each of the grid's cells is labeled with a scrawled prime number and contains a shot glass full of something opaque and unidentifiable. The middle cell's glass contains a single hand-forged nail wrapped in thin copper wire and dark green silk thread.
What does this binding do? Don't know, don't want to. Get the hell out and forget you saw it.
It's a d60 list because the d60 is a shamefully unloved and underused die. If you don't have a d60, roll a d30 and a d6. If the d6 is odd, take the result of the d30 as usual. If the d6 is even, add 30 to the d30's value.
If you don't have a d30, maybe you should.
Roll as many times as you like.
(Note: I wrote this to use with modern settings, mostly Hunter, but over 2/3 of the stuff could probably fit in just about any time period where the concept of a household exists. Like bricks. Bricks are old. If you use it for a different time period and roll an anachronism, follow your heart.)
d60 Mundane Magical Bindings
1) Twist ties
2) A doll set on guard (1 more than one, 2 non-doll classic toy (teddy bear, rocking horse, toy soldier, sprung jack-in-the-box), 3 modern toy (Barbie, ninja turtle, transformer, troll doll), 4 is pristine, 5 is dirty, broken, or mutilated, 6 has ritual markings or strange parts)
3) Non-figure toy (1 marbles, 2 jacks, 3 dice, 4 dominoes, 5 pogs, 6 trading cards, 7 cars, 8 plastic animals)
4) Tacky Souvenirs (1 somewhere you've been, 2 somewhere you've not been, 3 somewhere famous (ex: Vegas), 4 somewhere obscure (ex: Pope Lick, TN))
5) Lawn ornaments
6) VHS tapes ( 1 intact, 2 unspooled, 3 cassette tape, 4 Betamax)
7) Buttons
8) Old clothes (1 rags, 2 casual, 3 formal, 4 vintage, 5 kids, 6 national costume)
9) Old electronics (1 last model, 2 last year's model, 3-4 decades old, 5 retro/vintage, 6 antique)
10) Outdated electronic cords and charge cables
11) Books (1 children's, 2 novels, 3 biographies, 4 repair manuals, 5 text books, 6 cook books, 7 field guides, 8 holy)
12) Bubble Wrap
13) Keys
14) Plastic bags
15) DVDs/CDs
16) Magazines (1 tabloid, 2 popular-vapid, 3 popular-educational, 4 trade publication, 5 scholarly journal, 6 kid's)
17) Broken components (1 appliance, 2 vehicle, 3 computer, 4 other electronic, 5 scientific, 6 industrial)
18) Holiday decorations (1 garlands, 2 ornaments, 3 jack-o-lanterns, 4 decorated eggs, 5 bead necklaces, 6 buntings/swags, 7 nutcracker, 8 fake webbing)
19) Paperweights
20) Confetti
21) Newspapers
22) Film canisters
23) Sheets
24) Light fixtures (1 floor lamp, 2 stained lass shade, 3 night light, 4 desk lamp, 5 goose neck, 6 vintage, 7 tacky, 8 lava lamp)
25) Cans (1 soup, 2 pop, 3 other food, 4 open, 5 sealed, 6 empty)
26) Eating utensils
27) Dishes/china (1 intact, 2 chipped, 3 dirty, 4 bowl(s) full of something)
28) Pots and Pans
29) Bottles (1 full, 2 empty, 3 colored/opaque glass, 4 hanging, 5 tiny, 6 holds something odd/alive)
30) Salt and pepper shakers (1 ornate/valuable material, 2 industrial, 3 kitschy, 4 mismatched, 5 spilled, 6 full of something else)
31) Glassware (1 shot glass, 2 tumbler, 3 goblet/wineglass, 4 stein, 5 colored-matching, 6 colored-eclectic, 7 full of something, 8 novelty shape)
32) Nails (1 pounded in a pattern, 2 laying loose, scattered or arranged, 3 rusty, 4 giant/railroad spikes, 5 hand forged, 6 securing… something)
33) Random hardware (1 screws, 2 eye bolts, 3 hooks, 4 hinges, 5 doorknobs, 6 drawer pulls)
34) Pipe (1 lead, 2 copper, 3 PVC, 4 aluminum, 5 steel, 6 garden hose)
35) Bricks
36) Cinder blocks
37) Bathroom tiles (1 square, 2 rectangle, 3 hexagon, 4 octagon, 5 tiny, 6 large)
38) Sharpie/paint pen (1 mundane text, 2 arcane text, 3 warnings, 4 complex diagrams, 5 crudely-done drawings, 6 nauseating patterns, 7 repeating shapes, 8 tally marks, 9 some kind of code…, 10 roll 2d10 and use both)
39) Paint (Roll on the sharpie (38) sub-table plus: 11 one wall a solid color with evidence of being painted again and again, 12 an incredible mural)
40) Crayon (Roll on the sharpie (38) sub-table plus: 11 children's drawings, 12 piles of melted crayons)
41) Chalk (Roll on the sharpie (38) sub-table plus: 11 a brightly-colored hopscotch court with only prime numbers, 1 a loosely-sketched labyrinth)
42) String (1 circle, 2 staked between points (in shapes, lines, figures, at different heights), 3 wrapped around objects, 4 in knots, 5 hanging loose or draped around, 6 soaked in glue and formed into 3D shapes, 7 wound into balls, 8 hanging with weights or supporting random junk)
43) Rope (1 natural fiber, 2 synthetic, 3 twist, 4 braided)
44) Chain (1 fine, 2 medium, 3 heavy-duty, 4 rusty, 5 unusual material, 6 covered in locks)
45) Thread (Roll on the string (42) sub-table plus: 9 looped into a web, 10 silk, 11 difficult to see, 12 in 1d30 different colors)
46) Tape (1 scotch, 2 masking, 3 painter's, 4 duct, 5 electrical, 6 packing, 7 surgical, 8 old and brittle)
47) Wire (1 thin gauge, 2 heavy gauge, 3 copper, 4 silver, 5 steel, 6 bare, 7 coated, 8 multi-strand, 9 anodized, 10 kinked and twisted)
48) Bungee cords
49) Mirrors
50) Wood (1 sticks, 2 logs, 3 split firewood, 4 untreated lumber, 5 furniture fragments, 6 whole dead sapling)
51) Shells (1 clam, 2 snail, 3 zebra mussel/razor clam, 4 tropical/saltwater shell)
52) Piles of small objects (1 beans, 2 beads, 3 rice, 4 hex nuts, 5 bottle caps, 6 chicken bones)
53) Rocks
54) Meat
55) Broken glass (1 from bottles/glassware, 2 safety glass cubes, 3 long shards, 4 colored/stained)
56) Shredded paper (1 hand-torn, 2 strips, 3 cross-cut, 4 could be pieced back together)
57) Sawdust (1 common wood, 2 exotic wood, 3 from a local tree, 4 fresh)
58) Tea (1 loose leaves, 2 bagged, 3 in containers, 4 the brewed drink)
59) Coffee (1 whole bean, 2 fresh ground, 3 used grounds, 4 instant crystals)
60) Cardboard (1 tubes, 2 boxes, 3 large sheets, 4 made into something structural)


.jpg)








