Random Tables
Oct 9, 2018 8:26:14 GMT -5
Post by Admin on Oct 9, 2018 8:26:14 GMT -5
D100 Things That Happen When You Pull The Doorknob
Made collaboratively on the DIY RPG Discord server
1 The doorknob bites you
2 Joy buzzer effect
3 Sovereign glue
4 It melts in your hand, it's made of chocolate
5 The doorknob burns its ornate symbol into your hand. You are now Marked.
6 The doorknob comes off. It can now be placed on a wall to open a Door
7 The doorknob comes off. Another begins to grow in its place.
8. The handle affixes to your hand then the door melts and goopiously coats itself around your body (as a turn to stone/wood/etc depending on the material of the door).
9 Knob comes off. There's a wire at the end of the bar going through to the other side.
The handle gives off a click for every centimeter turned. The number of clicks you turn it before opening it determines the degree of danger and treasure found in the room inside. But you'll have to experiment to find that out.
10 The Doorknob is actually the body of a burrowing parasite . It detaches from the door and its long, whiplike proboscis entangles you and then starts to burrow inside you.
11. When you touch the handle, the door turns transparent.
12 When you turn the handle, the door behind you opens
13 The person turning the knob disappears, reappearing on the other side. Maybe.
14. Pulling on the handle causes the door to slide out towards you, like the front of a filing cabinet.
15. The door slams open 180 degrees, crushing you for 2d10 damage
16. Turning the doorknob creates two more doorknob at random points on the door. This continues for each other doorknob until the door is coated in knobs.
17 The handle is perfectly hard and spherical, and is covered with a zero-friction coating.
18 The room rotates.
19 opening this door also opens every other door in the dungeon.
20. The door knob turns you. You're stuck to it and it's spinning you around, your body rigid and flat. Goodluck to your internal organs if the door decides to open you.
21 The doorknob telepathically communicates what is inside the room. Roll 1d6: Odd: the door lies; Even: the door tells the truth.
22 The doorknob oozes blood
23 The door melts
24 either you can walk through the door or open the door and see whats inside but not both at once
25 You try to pull the handle but it's a push door. You feel embarrassed
26 the doorknob was glued, weakly, to the door. If removed, it can be stuck into anything else that could be opened, even if only metaphorically. For example, you could stick it onto someone's head and open their mind.
27 The doorknob slides out, revealing a dagger blade - the blade is a +2 magical dagger, but is -1 to hit because the doorknob is an awkward handle.
28 There is no door, only a threaded ball screwed to the wall. Turn it clockwise and time fast forwards, turn it counterclockwise and time reverses. It can go up to one hour in either direction.
29 The knob is the Ur-knob and will open to the first constructed room to feature a knob, which is 10,000 years ago.
30. the door opens, but you can't let go of the knob while it's opened.
31 The room's an oven and the knob's the temperature gauge
(and you're in it)
32 Single shot death spell against the first person touching it, because not every result can be interesting (placing a corpse's hand on the knob results in a single shot raise dead instead).
33 Knob is startled and tries to escape.
34. A small pig is in the handle.
35 the knob falls off, rolls along the floor, turns into an eyeball, and blinks at you. Smile.
36 Screams when touched
37 it shivers, transmitting orgonic energy into your magic items. Each is now twice as powerful, but has a 16.67% chance of exploding when first used.
38 The door contains a genie. It will grant you one wish.
39 The door contains a ghost. It appreciates your firm handshake and asks you to break its curse.
40 The doorknob is a hand. You need to know the secret handshake
41 To open the door you have to push it straight up into the ceiling.
42 Doorknob is connected to car battery, and you are standing in a puddle. Zap!
43 The Doorknob comes off when pulled, where it was is a tiny door
44 when the door is pushed the opener breaks out in hives, each a doorway to a different plane
45 the doorknob speaks. It demands the king's coin to let you pass.
46 "ow wow thanks that was really dug in there" the doorknob is a thorn the door a mimic that it was embedded in
47 The doorknob turns into a flaccid penis
(lemme know if that one is out of line)
48 the dooknob is in fact a crank to raise/lower the door, it is very slow and very loud
49 The doorknob is a squeaky toy
50 The doorknob is coated in a thick layer of grime, beneath that it is a diamond
51 Mapping suggests there should be a room here but turning the knob does nothing. In reality the know just turns on and off all the traps in the dungeon.
52 Your soul is trapped in the doorknob while the previous sucker's soul uses your body
53 Upon closer examination, the doorknob is simply a crude pencil drawing on the door
54 The doorknob turns around the y axis
55. Technically doorknobs weren't a thing in the middle-ages, so the DM should emphazise most doors here use pull-rings . This area of the dungeon uses traditional knobs however. One of them contains a potion.
56. It's squishy and bruises easily, if you are gentle with it then it can give up to 8 pints of milk a day.
57. When turned, the knob goes FWOP and disappears from this side of the door, appearing instead on the other side, so it's a toggling one-way door. How does that work in play? I was thinking about it as a security door that players could turn to advantage if pursued, but it could be removed. I don't know if the milk is useful either. So it flips AFTER the door opens? Yes, then when you close it the other side is not passable unless you bust the door or such
58. The doorknob transfers pain to the last wound you received as if you were touching it. Opening the door is like ripping the wound open.
59. Mouth with removeable ringpull a la Labyrinth. Only it's so lonely, all it takes to open is a kiss.
Blood begins to seep from the doorkob relentlessly. The room fills with blood in 1 Exploration turn. Do the math for when the players can't swim anymore.
60 Your hand and doorknob switch places. The doorknob still keeps this effect.
61 You hear a click and the sound of a fuse burning down quickly. Where do you throw the lit bomb that's now in your hand?
62. the door knob is actually a cactus. When you drink its tears you travel to the astral plane and discover the Banana Swordfish. It grants you one small wish in exchange for one limb.
63. Doorknob opens trap door above you dropping goblin from room above on you (thewhole dungeon is stacked like that)
64. Pulling the knob slides out a drawer with a thin layer of gruel in the bottom. Crudely scratched all over it are the words HELP ME. Someone is permanently walled in on the other side.
65. Knob makes a clone of you on the other side of the door. Clone is naked, has your memories, thinks you are its clone and has stolen all its stuff.
66. The door swings out wide, out of the frame, flush to the wall beside the frame, where it clicks into place forming another door.
67. The knob is synchronized to a bone in your knee. Turning it all the way turns the bone and breaks it.
68. Doorknob hasn't been turned in years--contains family of pixies that'll be pretty pissed if you turn their "house' sideways
69. the knob is a bottle cap. It releases a terminal genie.
I'm in at 25 you fucker
70. Shifting leylines have empowered this doorknob into the Ur-knob. Turning the Ur-knob will radiate the action to all doorknobs in the world (speed at GMs preference).
71. The knob emits bright light. Light dims as the knob slowly clicks back.
72. The knob is coated in a thick green algae-like substance that's a contact healing potion.
73 The knob asks you to turn it harder until you're uncomfortable. Repeatedly. Then it opens.
74 the knob is covered in invisible razor blades. Because it's a gotcha knob, it's why.
75 It's just SCP-7143-J.
76. The knob narrates the next room's description. Loudly.
77. The doorknob is actually a safe dial. Getting in to the vault requires realizing this.
78 the doorknob opens the door behind you, the doorknob behind you opens the door in front of you, don't try to open them both at the same time
79. The doorknob's position corresponds to the position of the planet in its rotation around the sun. Moving it quickly causes a whiplash lateral earthquake and can change the seasons
@dishwasherpossum I kinda though that the the room spins relative to the turn, on an axis perpendicular to the knob when writing what you transcribed as 18.
80. The doorknob is an illusion.
81. When you pull the door knob the door stays still but the entire building/dungeon swings away the distance you've pulled it. This will probably knock your friends over (unless they're holding onto something) and will change the orientation of the entire complex in space relative to landmarks outside.
82. You've just entered the Twilight Zone
@chris Wilson well you're already in a dungeon Chris so what's that mean now?
You walk into a 50s suburban town but something is definitely off about the inhabitants.
83. The room is cylindrical and you walk on the rounded part. The exits are on the flat parts of the "drum". Turning the handle reveals you're inside the handle and just barrel-rolled the whole room.
84. The door trails several live leads, you have to complete the circuit to open the door
85. The Door is 3 rotatable circles set within each other. Aligning them properly opens the door. Aligning them improperly teleports you to a different room and resets the puzzle
86: There is no doorknob, just a Skinner box that requires you to replicate a pattern that connects the door to then proper location. Correctly performing the sequence drops one pill equivalent to an Iron Ration. Incorrectly performing it shocks you for 1 damage for each consecutive failure.
87. There is no doorknob, just a broken Skinner box that shocks you.
88. Pressing the door causes the floor to become an elaborate goetic scrawl. Walking to the proper point without stepping off causes you to sink into the floor and exit in the proper room.
89. There is no doorknob, just a broken Skinner box that dispenses pills. The pills have passed their best-by date and are now poisonous.
90. The door is a star trek door, but the stagehands who operate it have long since died.
whoever is archiving this will have to renumber it all anyway so there's no reason to care RN
91. The doorknob allows you to spy on the other side of the door.
92 The doorknob is the head of a metallic mandragora, and can be heard to quietly snore if observed closely
93.The revealed compartment inside the doorknob holds a key.
94. The door is a series of glass cubes filled with poison gas that must be slid around to form an entry. Improper alignment causes them to drop to the floor. (Give your players a sliding tile puzzle and a timer)
Oh for the Skinner box grab one of those light tapping games and set the number of repetitions they have to pass to open. Or a bop it. Or any toy used for sequence repetition by children or tap Morse code on the table.
95. The door is animate and undead. The body is flayed and woven into the frame by striations is muscle and sinews all petrified. You can feed it blood to pass but it wakes up hungry and starts regenerating. You can talk with it while it is petrified and try to sign a deal. Shattering the body collapses the door frame.
96: the door has 3 open chutes. Placing Charcoal, Nitre & Sulphur in the proper ratio (1 in each chute) causes it to make black powder and detonate it setting the gears in motion and opening the thick bank vault like door.
97: the doorknob animates and engages you in a deep existential discussion that leaves you with a refreshed sense of purpose and hope in your machine overlords.
98. The doorknob flips open revealing a book full of tiny pages inside. It shows a detailed summary of what can be found behind this door
99. The chest of the person who turns the knob opens, revealing a minature version of the room behind the door. The mini room is complimented with miniatures of the beings that are inside the room. They can be moved around and the actual beings they represent will be moved in a similar manner. Turning the knob again will close the person's chest and opens the door.
100. The door opens normally
Made collaboratively on the DIY RPG Discord server
1 The doorknob bites you
2 Joy buzzer effect
3 Sovereign glue
4 It melts in your hand, it's made of chocolate
5 The doorknob burns its ornate symbol into your hand. You are now Marked.
6 The doorknob comes off. It can now be placed on a wall to open a Door
7 The doorknob comes off. Another begins to grow in its place.
8. The handle affixes to your hand then the door melts and goopiously coats itself around your body (as a turn to stone/wood/etc depending on the material of the door).
9 Knob comes off. There's a wire at the end of the bar going through to the other side.
The handle gives off a click for every centimeter turned. The number of clicks you turn it before opening it determines the degree of danger and treasure found in the room inside. But you'll have to experiment to find that out.
10 The Doorknob is actually the body of a burrowing parasite . It detaches from the door and its long, whiplike proboscis entangles you and then starts to burrow inside you.
11. When you touch the handle, the door turns transparent.
12 When you turn the handle, the door behind you opens
13 The person turning the knob disappears, reappearing on the other side. Maybe.
14. Pulling on the handle causes the door to slide out towards you, like the front of a filing cabinet.
15. The door slams open 180 degrees, crushing you for 2d10 damage
16. Turning the doorknob creates two more doorknob at random points on the door. This continues for each other doorknob until the door is coated in knobs.
17 The handle is perfectly hard and spherical, and is covered with a zero-friction coating.
18 The room rotates.
19 opening this door also opens every other door in the dungeon.
20. The door knob turns you. You're stuck to it and it's spinning you around, your body rigid and flat. Goodluck to your internal organs if the door decides to open you.
21 The doorknob telepathically communicates what is inside the room. Roll 1d6: Odd: the door lies; Even: the door tells the truth.
22 The doorknob oozes blood
23 The door melts
24 either you can walk through the door or open the door and see whats inside but not both at once
25 You try to pull the handle but it's a push door. You feel embarrassed
26 the doorknob was glued, weakly, to the door. If removed, it can be stuck into anything else that could be opened, even if only metaphorically. For example, you could stick it onto someone's head and open their mind.
27 The doorknob slides out, revealing a dagger blade - the blade is a +2 magical dagger, but is -1 to hit because the doorknob is an awkward handle.
28 There is no door, only a threaded ball screwed to the wall. Turn it clockwise and time fast forwards, turn it counterclockwise and time reverses. It can go up to one hour in either direction.
29 The knob is the Ur-knob and will open to the first constructed room to feature a knob, which is 10,000 years ago.
30. the door opens, but you can't let go of the knob while it's opened.
31 The room's an oven and the knob's the temperature gauge
(and you're in it)
32 Single shot death spell against the first person touching it, because not every result can be interesting (placing a corpse's hand on the knob results in a single shot raise dead instead).
33 Knob is startled and tries to escape.
34. A small pig is in the handle.
35 the knob falls off, rolls along the floor, turns into an eyeball, and blinks at you. Smile.
36 Screams when touched
37 it shivers, transmitting orgonic energy into your magic items. Each is now twice as powerful, but has a 16.67% chance of exploding when first used.
38 The door contains a genie. It will grant you one wish.
39 The door contains a ghost. It appreciates your firm handshake and asks you to break its curse.
40 The doorknob is a hand. You need to know the secret handshake
41 To open the door you have to push it straight up into the ceiling.
42 Doorknob is connected to car battery, and you are standing in a puddle. Zap!
43 The Doorknob comes off when pulled, where it was is a tiny door
44 when the door is pushed the opener breaks out in hives, each a doorway to a different plane
45 the doorknob speaks. It demands the king's coin to let you pass.
46 "ow wow thanks that was really dug in there" the doorknob is a thorn the door a mimic that it was embedded in
47 The doorknob turns into a flaccid penis
(lemme know if that one is out of line)
48 the dooknob is in fact a crank to raise/lower the door, it is very slow and very loud
49 The doorknob is a squeaky toy
50 The doorknob is coated in a thick layer of grime, beneath that it is a diamond
51 Mapping suggests there should be a room here but turning the knob does nothing. In reality the know just turns on and off all the traps in the dungeon.
52 Your soul is trapped in the doorknob while the previous sucker's soul uses your body
53 Upon closer examination, the doorknob is simply a crude pencil drawing on the door
54 The doorknob turns around the y axis
55. Technically doorknobs weren't a thing in the middle-ages, so the DM should emphazise most doors here use pull-rings . This area of the dungeon uses traditional knobs however. One of them contains a potion.
56. It's squishy and bruises easily, if you are gentle with it then it can give up to 8 pints of milk a day.
57. When turned, the knob goes FWOP and disappears from this side of the door, appearing instead on the other side, so it's a toggling one-way door. How does that work in play? I was thinking about it as a security door that players could turn to advantage if pursued, but it could be removed. I don't know if the milk is useful either. So it flips AFTER the door opens? Yes, then when you close it the other side is not passable unless you bust the door or such
58. The doorknob transfers pain to the last wound you received as if you were touching it. Opening the door is like ripping the wound open.
59. Mouth with removeable ringpull a la Labyrinth. Only it's so lonely, all it takes to open is a kiss.
Blood begins to seep from the doorkob relentlessly. The room fills with blood in 1 Exploration turn. Do the math for when the players can't swim anymore.
60 Your hand and doorknob switch places. The doorknob still keeps this effect.
61 You hear a click and the sound of a fuse burning down quickly. Where do you throw the lit bomb that's now in your hand?
62. the door knob is actually a cactus. When you drink its tears you travel to the astral plane and discover the Banana Swordfish. It grants you one small wish in exchange for one limb.
63. Doorknob opens trap door above you dropping goblin from room above on you (thewhole dungeon is stacked like that)
64. Pulling the knob slides out a drawer with a thin layer of gruel in the bottom. Crudely scratched all over it are the words HELP ME. Someone is permanently walled in on the other side.
65. Knob makes a clone of you on the other side of the door. Clone is naked, has your memories, thinks you are its clone and has stolen all its stuff.
66. The door swings out wide, out of the frame, flush to the wall beside the frame, where it clicks into place forming another door.
67. The knob is synchronized to a bone in your knee. Turning it all the way turns the bone and breaks it.
68. Doorknob hasn't been turned in years--contains family of pixies that'll be pretty pissed if you turn their "house' sideways
69. the knob is a bottle cap. It releases a terminal genie.
I'm in at 25 you fucker
70. Shifting leylines have empowered this doorknob into the Ur-knob. Turning the Ur-knob will radiate the action to all doorknobs in the world (speed at GMs preference).
71. The knob emits bright light. Light dims as the knob slowly clicks back.
72. The knob is coated in a thick green algae-like substance that's a contact healing potion.
73 The knob asks you to turn it harder until you're uncomfortable. Repeatedly. Then it opens.
74 the knob is covered in invisible razor blades. Because it's a gotcha knob, it's why.
75 It's just SCP-7143-J.
76. The knob narrates the next room's description. Loudly.
77. The doorknob is actually a safe dial. Getting in to the vault requires realizing this.
78 the doorknob opens the door behind you, the doorknob behind you opens the door in front of you, don't try to open them both at the same time
79. The doorknob's position corresponds to the position of the planet in its rotation around the sun. Moving it quickly causes a whiplash lateral earthquake and can change the seasons
@dishwasherpossum I kinda though that the the room spins relative to the turn, on an axis perpendicular to the knob when writing what you transcribed as 18.
80. The doorknob is an illusion.
81. When you pull the door knob the door stays still but the entire building/dungeon swings away the distance you've pulled it. This will probably knock your friends over (unless they're holding onto something) and will change the orientation of the entire complex in space relative to landmarks outside.
82. You've just entered the Twilight Zone
@chris Wilson well you're already in a dungeon Chris so what's that mean now?
You walk into a 50s suburban town but something is definitely off about the inhabitants.
83. The room is cylindrical and you walk on the rounded part. The exits are on the flat parts of the "drum". Turning the handle reveals you're inside the handle and just barrel-rolled the whole room.
84. The door trails several live leads, you have to complete the circuit to open the door
85. The Door is 3 rotatable circles set within each other. Aligning them properly opens the door. Aligning them improperly teleports you to a different room and resets the puzzle
86: There is no doorknob, just a Skinner box that requires you to replicate a pattern that connects the door to then proper location. Correctly performing the sequence drops one pill equivalent to an Iron Ration. Incorrectly performing it shocks you for 1 damage for each consecutive failure.
87. There is no doorknob, just a broken Skinner box that shocks you.
88. Pressing the door causes the floor to become an elaborate goetic scrawl. Walking to the proper point without stepping off causes you to sink into the floor and exit in the proper room.
89. There is no doorknob, just a broken Skinner box that dispenses pills. The pills have passed their best-by date and are now poisonous.
90. The door is a star trek door, but the stagehands who operate it have long since died.
whoever is archiving this will have to renumber it all anyway so there's no reason to care RN
91. The doorknob allows you to spy on the other side of the door.
92 The doorknob is the head of a metallic mandragora, and can be heard to quietly snore if observed closely
93.The revealed compartment inside the doorknob holds a key.
94. The door is a series of glass cubes filled with poison gas that must be slid around to form an entry. Improper alignment causes them to drop to the floor. (Give your players a sliding tile puzzle and a timer)
Oh for the Skinner box grab one of those light tapping games and set the number of repetitions they have to pass to open. Or a bop it. Or any toy used for sequence repetition by children or tap Morse code on the table.
95. The door is animate and undead. The body is flayed and woven into the frame by striations is muscle and sinews all petrified. You can feed it blood to pass but it wakes up hungry and starts regenerating. You can talk with it while it is petrified and try to sign a deal. Shattering the body collapses the door frame.
96: the door has 3 open chutes. Placing Charcoal, Nitre & Sulphur in the proper ratio (1 in each chute) causes it to make black powder and detonate it setting the gears in motion and opening the thick bank vault like door.
97: the doorknob animates and engages you in a deep existential discussion that leaves you with a refreshed sense of purpose and hope in your machine overlords.
98. The doorknob flips open revealing a book full of tiny pages inside. It shows a detailed summary of what can be found behind this door
99. The chest of the person who turns the knob opens, revealing a minature version of the room behind the door. The mini room is complimented with miniatures of the beings that are inside the room. They can be moved around and the actual beings they represent will be moved in a similar manner. Turning the knob again will close the person's chest and opens the door.
100. The door opens normally