Between-Adventure Events

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For determining what happens to characters between adventures.

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1,[something wonderful] 1,[tragedy] 1,[unusual skill] 1,[rebellion] 1,[in service of] 1,The character is struck by wanderlust and [wanderlust] 1,[religious experience] 1,The character saves the life of [companion] The companion is a [class] of [level] level (or 1 level lower than the character, whichever is lower). 1,[exotic event] 1,[romantic encounter] 1,The character spends the time enjoying him- or herself by means of exotic pleasures. 1,[accused] 1,[new skill] 1,The character is made a close adviser to a local ruler. 1,The character's family sends a personal servant (free henchman). 1,An NPC proposes marriage to the character. 1,An event in the region causes the character's family to become outlaws in the land.


56,fighter 14,mage 28,cleric 28,thief 14,ranger 28,bard 6,noble 4,paladin 4,assassin 3,barbarian 3,spellsword 2,inquisitor 2,dancer 1,philosopher 1,ninja 1,machinist 1,illusionist 1,shaman 1,priest 1,martial artist 1,dancer 1,warlock


919,0th 50,1st 20,2nd 7,3rd 3,4th 1,5th

something wonderful

1,The character has a child. 1,The character inherits a minor magical item from a family member. 1,The character acquires an unusual pet. 1,The character saves the life of an NPC and receives a monetary reward. 1,The character does something which causes his or her renown to spread throughout the land. 1,The character is blessed by a benevolent priest or magical friend. 1,The character gains an NPC as a loyal friend and companion - a free henchman. 1,The character becomes his or her parents' sole heir; when they die, the character inherits a sum of money. 1,The character acquires a companion, [companion]


1,If the character has children, one of them dies from [cause of death]. 1,The character's parents are imprisoned for inability to pay taxes. 1,Both of the character's parents died of [cause of death]. 1,The city or neighborhood the character was staying in is destroyed by [destroyed] 1,The character intentionally or accidentally kills someone. 1,A family heirloom vanishes due to [heirloom] 1,One of the character's parents is outlawed and goes into hiding. 1,The character was captured and had to fight his or her way out of slavery. 1,The character is injured severely, but recovers. The cause of the injury was [injury cause] 1,One of character's parents is killed by [cause of death] 1,The character has gotten on the wrong side of a guild and is banned from performing his or her profession in a certain area. 1,The character's lover or spouse [love tragedy] 1,The character is scarred by a serious disease. 1,The character is cursed. [Dyson Curse.curse] 1,The character's best friend dies. 1,The character's family home was destroyed. 1,The character is briefly imprisoned for a crime he or she did not commit. 1,The character's family goes bankrupt. 1,The character is disinherited by his or her parents. 1,The character's family is stripped of all titles and lands by a ruler. 1,The character attracts a hostile rival.

love tragedy

1,cheats. 1,attempts to kill the character for an unknown reason, then disappears. 1,attempts to kill the character, but dies in the attempt. 1,dies of disease. 1,dies in an accident. 1,dies in a fire. 1,is killed by a jealous former lover. 1,disappears mysteriously. 1,leaves the character abruptly. 1,is imprisoned for a crime.

injury cause

4,an accident. 1,a fire. 1,being attacked by an animal. 1,getting into a fight with someone else 1d6-1 levels higher than the character.


3,being lost. 2,being stolen. 1,being stolen, with a fake left in its place.


1,disease. 2,a terrible fire. 2,war. 1,rampaging chaotic adventurers or monsters.

cause of death

2,an accident. 3,a fire. 2,disease. 1,murder.

unusual skill

1,The character learns to dance. 1,The character learns to gamble professionally. 1,The character learns to pick pockets. 1,The character learns gourmet cooking. 1,The character gains an artistic, theatrical, or musical ability. 1,The character learns mountaineering. 1,The character learns inventing and trapmaking. 1,The character learns several circus skills. 1,The character learns to bargain with merchants. 1,The character learns seafaring. 1,The character learns divination. 1,The character learns diplomacy. 1,The character learns mimicry of voices and sounds. 1,The character learns bargaining. 1,The character learns magic tricks - prestidigitation.


8,The character participates or is caught up in an unsuccessful rebellion and the character [rebellion know] 2,The character participates or is caught up in a successful rebellion.

rebellion know

9,hides his or her participation except from close friends. 1,is an outlaw as a result.

in service of

1,The character spends time in service of [patron] and as a result gains a new skill.


100,a local official. 100,a family member. 100,a humanoid leader. 100,a foreigner. 100,a noble. 100,the head of a guild. 1,a deity.


1,visits many of the towns and major cities in the land. 1,signs on as a sailor and gains seafaring as a skill. 1,journeys to the mountains and gains mountaineering as a skill. 1,investigates a dark, haunted wood. 1,travels to a distant land and learns an additional language. 1,lives briefly with humanoids of a different race and learns their language and customs.

religious experience

1,The character has a vision of a heretofore unknown god. 1,The character takes a pilgrimage to a religious site. 1,The character's god asks him or her to perform a sacred mission. 1,The character joins a new religion. 1,The character has a dream vision containing a prophecy. The character can ask one yes/no question of the GM. 1,The character inadvertently desecrates a shrine and gains an enemy of the religion's followers. 1,The character uncovers the activities of an evil cult. 1,The temple priest of the character's religion teaches him or her a relevant skill.


1,a childhood friend. 1,a family member. 1,a humanoid of a different race. 1,an animated object. 1,a child. 1,a sibling. 1,another adventurer of 1st level. 1,a former enemy.

exotic event

1,A god asks the character to become its emissary and the character accepts. The god grants the character an exotic pet as a gift. 1,The character befriends an intelligent, nonhumanoid monster. 1,If a mage, the character learns an additional spell. 1,The character is abducted by extradimensional beings and ages 1d10 years, but has no recollection of the event. 1,The character survives a deadly attack from a monster. 1,The character explores a ruin and acquires a small amount of treasure. 1,A strange cult decides the character is to be the mate of an avatar of their god; they continually harass the character. 1,The character's birthday comes and goes, but an astronomical conjunction grants the character a blessing. 1,The character befriends an extremely wealthy person. 1,The character finds and rescues an unusual pet. 1,The character is mistaken (or genuinely found to be) the only heir of a living great ruler.


1,The character inherits a tract of land in the country. 1,The character inherits an ancient castle. 1,The character inherits country manor. 1,The character inherits an elegant town house. 1,The character inherits a temple. 1,The character inherits an ancient ruin. 1,The character inherits an inn.

romantic encounter

1,The character falls in love with an NPC, which is reciprocated and the character gains the NPC as a companion. 1,The character falls in love with an NPC, which is reciprocated though the NPC is unwilling to go adventuring with the character. 1,The character falls in love with an NPC but it is not reciprocated. Roll reaction if the character attempts wooing with gifts or other acts of kindness. 1,An NPC falls in love with the character; player decides if it is reciprocated.


1,The character is briefly imprisoned for a crime he or she did not commit. 1,The character is publicly stockaded and flogged for a crime he or she did not commit. 1,The character is tortured for a crime he or she did not commit. 1,The character is accused, but found innocent of, a crime he or she did not commit. 1,The character is sentenced to death for a crime he or she did not commit, but is rescued at the last second by outlaws. 1,The character is sentenced to slavery for a crime he or she did not commit, but escapes.

new skill

1,The character gains a skill in wilderness survival. 1,The character gains a skill in an art form. 1,The character gains a skill in smithing. 1,The character gains a skill in street knowledge. 1,The character gains a skill in picking pockets. 1,The character gains a skill in riding. 1,The character gains a skill in healing. 1,The character gains a skill in seafaring.


See also What Happened While You Were Gone.