Hunger Games Random Event Table
Collaboratived100 table for random events/disasters in a year where the Hunger Games take place in the ruins of District 13 and the Gamemakers are all psychopaths.
| Roll | Result | By |
|---|---|---|
| 1-2 | Heavy rain floods the area, creating mudslides. Movement becomes more difficult and visibility is low. | |
| 3-4 | A Feast is announced in the ruins of the Justice Building. An obvious trap, but the items are incredibly valuable | |
| 5-6 | A Tracker Jacker nest falls nearby, and the wasps attack anyone in the area, causing hallucinations and severe pain. | |
| 7-8 | A minor earthquake shakes the ground, causing rocks to tumble and trees to sway. Tributes need to keep their balance to avoid injury. | |
| 9-10 | A fire starts suddenly, spreading quickly. Tributes in the area must move fast or risk severe burns. | |
| 11-12 | All the edible plants vanish or become irradiated, forcing tributes to move if they want to survive. | |
| 13-14 | A tribute stumbles upon another tribute (roll to determine district) | |
| 15-16 | A sponsorship parachute falls, directed towards no particular tribute. (roll to determine item) | |
| 17-18 | Lighting strikes the ground frequently. Any tall trees or metal weapons may attract a deadly bolt. | |
| 19-20 | A tribute stumbles upon another tribute (roll to determine district) | |
| 21-22 | A sponsorship parachute falls, directed towards no particular tribute. Contains a medkit. | |
| 23-24 | A tribute stumbles upon another tribute (roll to determine district) | |
| 25-26 | The temperature suddenly plummets, freezing small bodies of water and covering the ground in frost. Tributes without shelter risk hypothermia. Failure results in temporary subtraction of ten hit points. | |
| 27-28 | An irradiated muttation appears and attacks anyone nearby. | |
| 29-30 | A tribute stumbles upon another tribute (roll to determine district) | |
| 31-32 | A cliff/hillside tumbles, sending boulders crashing down. Tributes in the area may become seriously injured. (Can escape with 1 difficult action point or roll above 16) | |
| 33-34 | During the night, loud, disturbing noises play, forcing tributes in the area to stay awake. Temporarily removes 10 hit points. | |
| 35-36 | A tribute stumbles upon another tribute (roll to determine district) | |
| 37-38 | A hidden cache of supplies is revealed, but it's heavily guarded by hidden traps. | |
| 39-40 | A tribute stumbles upon another tribute (roll to determine district) | |
| 41-42 | It begins to rain that is heavily irradiated. Tributes must find shelter or risk radiation poisoning/burns. | |
| 43-44 | A flock of irradiated, bird-like mutations descends, attacking anyone in the area. Injuries are not severe, but an excessive amount without treatment could lead to radiation poisoning. | |
| 45-46 | An explosive device goes off nearby, roll to determine damage afflicted to nearby tributes. | |
| 47-48 | A tribute stumbles upon another tribute (roll to determine district) | |
| 49-50 | Tribute stumbles upon ruins with some supplies. Roll to determine worth/items | |
| 51-52 | A thick fog rolls in, obscuring vision and making navigation treacherous (Tributes cannot use the map until fog dissipates.) | |
| 53-54 | A tribute stumbles upon another tribute (roll to determine district) | |
| 55-56 | A tribute stumbles upon another tribute (roll to determine district) | |
| 57-58 | A pack of irradiated animals prowls the area, and will attack anyone in the area. Bites can cause radiation poisoning. | |
| 59-60 | Tributes begin to see shelter and food that doesn't really exist, and may cause them to eat/drink something dangerous. | |
| 61-62 | A flash flood sweeps through the area, causing tributes to seek higher ground, pushing them closer together. Anybody caught in the flood risks being drowned or injured by debris. | |
| 63-64 | A mist floods the area, causing those in the area to have vivid hallucinations. | |
| 65-66 | A nearby source of water (other than the main river/lake) becomes irradiated. | |
| 67-68 | A false cannon booms, announcing a tribute death that never happened. (don't reveal that, leave them confused and wondering who died.) | |
| 69-70 | The ground suddenly gives way in front of tribute, creating a deep pit. One medium action point is required to escape. | |
| 71-72 | The Career pack ambushes. One hard action point is required to escape. Failure results in combat. | |
| 73-74 | A tribute stumbles upon another tribute (roll to determine district) | |
| 75-76 | The tribute unknowingly steps into an ambush site set by the Career pack. One hard action point is required to escape. Failure results in combat. | |
| 77-78 | Temperatures skyrocket, forcing tributes to seek water and shelter to avoid dehydration. Failure temporarily subtracts 10 hit points. | |
| 79-80 | A jabberjay produces the sound of a child's voice crying for help. Tributes who follow this may risk an ambush. | |
| 81-82 | A tribute stumbles upon another tribute (roll to determine district) | |
| 83-84 | Irradiated rain falls, and tributes must seek shelter or risk radiation burns/poisoning. | |
| 85-86 | A tribute stumbles upon a trap set by the Career pack. One medium action point is required to avoid it. | |
| 87-88 | For a moment, the arena force field glitches. (If a tribute uses a medium action point for any reason during this event they will be able to see through the force field and potentially escape.) | |
| 89-90 | Loose rocks and snow cause a deadly avalanche. One medium action point is required to escape. Failure results in injury (roll to determine severity) | |
| 91-92 | All light in the arena is extinguished for an hour. This may be bypassed if a tribute finds some of the glowing mushrooms, which can be used as a flashlight. Stuff inside is extremely irradiated and causes radiation burns on contact. | |
| 93-94 | The temperature suddenly plummets, freezing small bodies of water and covering the ground in frost. Tributes without shelter risk hypothermia. Failure results in temporary subtraction of ten hit points. | |
| 95-96 | The targeted tribute's weapon breaks at a time of the Gamemakers' choosing. Preferably the worst possible time. | |
| 97-98 | Three tributes stumble upon each other (Roll to determine districts) | |
| 99-100 | The Gamemakers flood an area with fire, flooding, radiation, or other deadly things, forcing tributes closer together. | |
| 101 | Towards the end of the games, a false victory is announced, leaving tributes confused with intense danger lurking nearby, trying to catch them unawares. |
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