Mixed Signals

Straight-forward gaming

Originally developed as a random table for Blue Planet, this is a generic random table for any cyberpunk or sci-fi setting. Terminology can obviously differ between game worlds. In Blue Planet, it's body comp, in Shadowrun it's a deck, in Starfinder it's just computer, and so on; adju...

Upon activation, 1d4 characters in the party must make a successful Saving Throw, or be struck with total amnesia. Said characters will not remember who they are, how they got here, or who anyone else is. They won't remember their skills (including any magical spells), nor how to use any specialize...

The Evil Dead film series is a collection of [arguably] loosely-connected horror movies (and a TV show and comics...) that helped define both modern horror and modern fantasy. If you have never seen the original masterpieces of cinema (Evil Dead, Evil Dead 2, and Army of Darkness), then you s...

What music do you associate with your favourite RPG? When you sit down to catch up on the latest lore, or to study the latest rules, or dive deep into a new source book, what's your go-to album? Here are our top 7 suggestions. See if you agree.

1. Rush - Caress of Steel

As grey traces of...

A semi-common magic item that once existed in great kingdoms of the past was something known as a parcel. This could take a number of forms, but the most popular was that of a sturdy leather bag, covered in carved runes. There was a pocket on the outside of the bag, into which a personal or ident...

What appears to be an expensive and rare tapestry on the wall is actually a spring-loaded weighted panel.

A simple tripwire before the tapestry releases the panel for 1d12 bludgeoning damage to anyone within its reach. Its reach is 15ft (3 squares).

A bronze statue of a beast of some kind, or a person, stands on a stone pedestal, where the type of creature, or the name of the person, is written in carved letters.

Anyone who touches the statue switches places with the beast or NPC it depicts (no Saving Throw); the beast or NPC becomes real,...

At the start of their turn during combat, a player may choose to have the GM to foll on this table for a potential benefit (or impairment).

  1. You are motivated by desperation. Take an extra move this round.
  2. You have quick reflexes. Take half damage.
  3. You are hit by shrapnel. Take 1 point of dam...

For spellcasters. This appears as a thick leather-bound book, with copper points at the corners and gold leafing. It will radiate slightly of magic, if tested for, but will not appear to be Cursed in any way. This book is filled with thousands upon thousands of details, articles, and other pieces o...

A rotating wall sweeps a player to a hidden, randomized mini-dungeon. (This may force the party to split, so either treat this as a series of encounters rather than a dungeon by actively discouraging exploration, and driving the player through the space to rejoin the party, or else alternate betwee...

This is a d10 random event table I made as a going-away gift for my Blue Planet game group. I've removed the inside jokes and content specific to Blue Planet. Half-way through game night, roll on this table for a random event.

  1. A small spy drone malfunctions overhead and crashes into a par...

These will appear as rugged adventuring-style boots, that are scuffed but otherwise in very good shape. They will radiate magic, and shrink or grow to fit any foot. They will allow the wearer to tip-toe, walk, or even run absolutely silently 3 times per day, for a duration of five minutes each time...

In my 3 Pillar XP and Ultimate Intrigue posts, I explained the D&D 5e and Pathfinder (largely compatible with Starfinder) implementations of noncombat-based XP. Such systems are useful when you find that your gaming group isn't playing for constant non-stop combat.

I don't think of myself a...

The characters enter a section of corridor, or a room, where roots and vines are growing through the stones. Upon activation of this magical trap, the entire area fills with animated roots covered in long thorns.

Characters must make a Saving Throw vs. Magic, a Dex roll, use acrobatic skills, e...

In my previous blog post, I explained the D&D 5e implementation of noncombat-based XP, because sometimes your gaming group isn't playing for constant non-stop combat. Now, that doesn't mean your gaming group shouldn't play only to fight; treating D&D as a series of skirmishes with some looting...

Not everybody wants to fight. I learned this through "subtle" clues given to me by one specific group of players, including blank stares in reaction to combat encounters, and persistent attempts to negotiate with villains so vile that even Dr. Who wouldn't bother parlaying with.

Yes, it turns...