Wheel of Time Rules Manual

Other Rules / Random Calamity

Other Rules

Calamity

When a player is being intentionally aggravating — educate them with a roll.

Roll d100
Tone Petty → Apocalyptic
Purpose Table discipline
Best Used Sparingly
Next Home

Sometimes a player acts in an intentionally aggravating or antagonistic way toward the DM. A fun way to “educate stubborn players” is to let them roll on the Random Calamity Table.

Random Calamity Table

Roll d100 (or agree on a range). Results escalate quickly past 80.

  • 0–10

    You stub your foot badly on an outcropping of earth. 2 subdual damage.

  • 11–20

    Constant sweating has created chafing “down there”. 1d4 subdual damage.

  • 21–30

    Sweat-induced chafing, combined with an inadequate job wiping your rear end, has led to extreme discomfort: 1d4 subdual, −3 initiative rest of day.

  • 31–40

    You unwittingly unearth a hive of wasps when taking a leak off the path. They get inside your armor. 1d4 subdual. The ensuing flailing pulled several muscles: −3 to all Dexterity-based saves and skills for the rest of the day.

  • 41–50

    Your stinky feet are even more sweaty than usual: sores and cankers make walking painful. Stop for the rest of the day, or continue taking 1d4 subdual per 2 hours of travel until resting overnight.

  • 51–60

    Troubled dreams involving you, a mouse, and a basket of figs. Until next sleep, in any combat: −5 attack, and −10 defense when attacked from behind.

  • 61–70

    Explosive diarrhea. Armor is totaled unless everyone within 15′ (you included) takes −5 distraction to attack and defense. −15 reputation, persuade, and intimidate. Plus, you stink.

  • 71–80

    A passing wagon kicks a rock into your face. −1d4 HP. −5 defense the rest of the day unless someone with a healing kit passes an immediate Heal check DC 25.

  • 81–90

    A meteor glances your head (1 HP). Narcolepsy until a full night’s sleep: each combat turn, Con save DC 12 +1 per Standard Action taken this encounter (or +2 per Full Action). Fail: fall asleep at start of turn; hitting the ground wakes you. You must spend the turn standing (Full Round — which adds +2 to the next DC…).

  • 91–95

    Lightning from a clear sky. HP to 0. Allies need Heal DC 25 to stabilize — 9 attempts; each failure deals +1 damage. One Power healing costs 2d4 W/D.

  • 96–99

    A bubble of evil possesses you and your group. DM controls you as you attack teammates. Fight until the first death.

Wheel of Time RPG · Random Calamity Rules manual