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Showing posts with label random tables. Show all posts
Showing posts with label random tables. Show all posts

Saturday, December 31, 2011

New Years Celebrations

New Years Celebrations
1. The villagers light a big bonfire and everyone gets really drunk.
2. A large feast is held after slaughtering a bull, with gifts given to friends and family.
3. The eldest person in the village is sacrificed to the gods to ensure the upcoming year is better.
4. A large dance is held, with much drumming and wild costumes.
5. New Years is the one day a year where marriage bonds do not hold. Everyone has a great time.
6. A parade is held, with all of the children born that year brought forth. Gifts are given to the parents.
7. A captured goblin, orc, or other monster is placed in a wooden effigy of the local god, which is then set on fire.
8. Races, wrestling matches, and archery contests are held. The winners receive gifts and gold.
9. Magicians create colored lights that twirl throughout the town. Illusionary dragons and other creatures fight in mock battles in the town square.
10. Priests hold day long sermons reminiscing about the previous years and those who died. The townsfolk all attend and are dressed in black robes. As night falls, bells ring and the townsfolk throw off their robes to reveal brightly colored clothes. A large party then ensues (and includes the clergy).

Wednesday, October 26, 2011

Stone Circles



I love stone circles, as found in the British Isles and the Atlantic seaboard of Europe. I generally use them as centers of worship for elves and druids. I have also used them as magical gates to the faerie realms. So here's a table for people to use.

Stone Circle Encounters
1. A small group of elven archers maintains the circle. They have a permanent camp set up in a nearby copse of trees. They generally won't disturb people who are there for worship or just to rest while hiking, but will attack any evil races who attempt to approach the stones.
2. A magical gateway opens as the group approaches. On the other side they can see a great forest. No one is around.
3. A druid maintains the circle. He has a small hut nearby. The locals often deliver fruits and vegetables, in return for his blessings.
4. A group of goblins is defacing the circle. They are attempting to push over the stones.
5. Pixies and brownies live around the circle. They will play pranks on any who approach, and may steal a small item.
6. A necromancer has perverted the circle, using it to raise undead. He places corpses within the stones and casts his spells. All undead raised here have maximum hit points and gain +1 to their saving throws.
7. The circle is old and abandoned. Weeds and brush grow throughout the area. Some stones are on their sides. Perhaps with care, it may return to its former power.
8. A cleric has built a small manor near the circle. He considers the place to be a haven of sin. Some pixies have lived here for ages, and torment the cleric daily.
9. A druid lives in the circle, under the open sky. He has only a bedroll. The local fae respect him, but the human baron who controls the land fears his power. The druid is unhappy with the baron, who has started logging the forest.
10. The stones have glowing blue runes marked upon them. During thunderstorms, the entire hilltop shines and can be seen for miles around.
11. The stone circle marks the resting place of a great elven lord, who fell in battle against an evil god. Elven sentries will attack any non-elf who approaches.
12. The stones are pitch black and radiate evil. Monsters are attracted to the area and are encountered very frequently.

Wednesday, June 1, 2011

Holystone - Sewer Encounters


Once per turn while exploring in the sewers, roll 1d6. On a 1, roll on this table.

Sewer Encounters
1. One large albino crocodile that got into the sewer system years ago. It had previously been an attraction at Marshall’s Menagerie.
2. A scouting squad of four ratmen, one ratter, and eight giant rats.
3. A lone ghoul, munching upon the remains of some citizen.
4. A work crew of eight men and two guards. They will happily stop to chat and will point adventurers in the direction of known dangerous sections of the sewer.
5. 1d4 giant leeches. They float in the sewage, and gain surprise on 1d4 on 1d6.
6. A nest of 3d8 stirges is located in a room with intersecting passages.
7. A squad of five ratmen brutes.
8. A pair of thieves making their way under the city. They will run away if they can.
9. A green slime floats in the sewage. It gains surprise on 1d4 on 1d6.
10. A work crew of eight men and two guards. They are defensive, and will try to chase the characters away.
11. A group of four drow agents. They will attempt to ambush if possible.
12. A squad of five ratmen and one ratman brute.

Tuesday, May 17, 2011

Holystone - The Oracle of Fishtown

The Oracle of Fishtown
The Oracle is an older-looking woman who sits on a podium at a crossroads in Fishtown. She wears a blue linen dress and often has a shawl draped around her shoulders. She is generally nice to people, though she seems to know if an evil character is asking her questions and will ignore them.

No one knows the Oracle’s real name. She has been on the podium for years, since the founding of the city. The Oracle is obviously human, but has not aged appreciably in 200 years. As far as anyone knows, she has not gotten off the podium in all that time.

She appears to be magically protected. Anyone who would try to harm her or move her from the podium will disappear in a flash of smoke and find themselves standing on the shoreline in the Docks district. Spells just seem to fizzle if they are directed at her. Mages and clerics have talked with her, trying to discover her secret, to no avail. She usually just won’t talk to them if they question her about who she is or how she is still here. 

Everyone in the City knows about the Oracle. There are lots of rumors about her. Adventurers who ask around will hear lots of stories, some true, some false. If a player is a cleric of Luna, the GM should tell him all the relevant information regarding her when asked.

One very popular rumor states that one hundred years ago a demon attacked the Oracle as she was talking with some children. She pointed at it and it was blasted into nothingness. Anyone asking about the Oracle in a local tavern will hear this story.

The Church has declared that she is a Lunar Saint, though she wasn’t very impressed when she was told about it. The locals treat her with reverence, bringing her food and wine every day. She is very kind to them, and often gives them advice about some issue that is bothering them. 

If a noble comes to her with questions, she charges them five gold and will answer one question, with no guarantee of a direct answer. She gives the money to a local church that tends to the poor. 

When adventurers ask for their fortunes to be told, the Oracle often sends them on a short quest. After they complete the quest, she will answer a question for them. The answer is always correct, but may be disguised in a riddle that the adventurer might not understand until the event comes to pass. 

The GM should use the Oracle to introduce new adventures and to leave hints about some upcoming part of the campaign. If the GM needs the adventurers to find a clue that they somehow missed, the Oracle is a great way to provide it. If the players keep going back to the Oracle and use her as a crutch, the GM should have the Oracle quit talking to them for a while. 

In addition, if the GM wants the players to meet the Oracle, have her send a street kid or another adventurer to bring them a message to meet her. 

Quests from the Oracle
1. There is a murderer loose in The Triangle. He has been killing street children and prostitutes. He needs to be stopped.
2. The adventurers must go to Hilltown and get a bouquet of flowers from a halfling merchant who has a store there. The Oracle is playing match-maker with a young couple, and the flowers will be given to the boy to give to the girl he likes. Both of them have asked the Oracle about each other but fate seems to prevent them from getting together. The Oracle is trying to fix that.
3. Beastmen from the forests north of the city raided some outlying farms. The adventurers should travel there and defeat them.
4. The Oracle senses the presence of a demon in South Harbor. The adventurers should locate it and destroy it.
5. The adventurers should spend the day helping the local church meet the needs of the poor, whether by providing food or healing them of disease.
6. A street gang from The Triangle has been burglarizing homes in Fishtown. The adventurers should find the gang and bring them to justice.
7. Something evil has been excavated in the mines of Cliffside. The adventurers should go there and destroy it.
8. The Oracle loves a cinnamon pastry that is sold in the Market. The adventurers must go there and buy her some.
9. The Oracle wants to meet with a gypsy wise woman who lives in Tent City. The adventurers should go there and let the woman know. If none of the adventurers are gypsies, they will have to convince the gypsies to let them meet the wise woman.
10. Ratmen were spotted in Fishtown. The adventurers should find the creatures and dispose of them.

Sunday, May 1, 2011

The Royal Wedding

The adventurers ride into a new city after having completed some dungeoneering or other adventurous activity. Upon entering the city, the find all the streets decorated with ribbons and garlands. They are even given a tax holiday from the local collectors. Upon asking around, they find that the local prince is getting married to the daughter of the neighboring duke.

The following day, crowds gather near the city keep, and all the roads near it are shut down by the city guard. The wedding is held in the Great Cathedral next to the keep. Upon the completion of the marriage, the prince and his new wife appear to the populace and give their first married kiss. Bells ring throughout the city, and the crowds go wild.

A parade is then completed in the area, with the local nobles in carriages and surrounded by mounted cavalry in their finest equipment. All of the rich merchants and nearby nobility are in attendance, and participate in the parade. The parade goes to a rich mansion located nearby, where all the rich and famous mingle in a great party.

Adventure opportunities:
1. Assassins attempt to kill a member of the wedding party, whether it's the king, the duke, or the bride or groom. The PC's may be implicated, or might be in a position to stop the assassins.
2. Nobles hire the PC's to act as guards.
3. A jealous baroness hires the PC's to cause a scene with the bride, that will make her look bad, preferably without being implicated themselves.
4. An evil sorcerer tries to curse the bride, and the PC's must stop him.
5. Evil cultists attempt to poison the wedding party, and the PC's find out about it only hours before the wedding.
6. Ratmen from the sewers plot to kidnap the Duke or King, and the PC's have recently discovered their lair.
7. A dragon picks that day to try to burn down the city and the city guard is completely unprepared because of the wedding. The PC's must jump into action.
8. The bride knows the PC's from her own city, whether as heroes or villains, and will let her groom know about them if they attend the wedding.
9. The PC's are local heroes and are guests of honor. The local nobles try to use them to further their own plans.
10. The PC's are wanted for a crime they may or may not have committed. If they attend the wedding or the parade, they will be recognized and the city guard will attempt to arrest them.

Sunday, April 3, 2011

Variable Costs Table

This is a continuance of the inflation post, since people asked for something. Feel free to use it, adjust it, etc.

Situation                                                 Fame                             Cost Adjustment
PCs are just starting out                         Unknown                       0%
PCs got trashed, some died                    Big Gossip Item             -10%
PCs were mildly successful                    Minor Gossip                0% to +5%
PCs were successful but some died        Popular Gossip             0% to +5%
PCs were successful, all returned           Popular Gossip              0% to +10%
PCs were very successful                       Famous                          +5% to +15%
PCs accomplished major feat                 Famous                          +10% to +25%
PCs are Big Damn Heroes                      Very Famous           +25% to +200%

In all cases, if PCs saved town or a particular business they buy at, prices drop from 10% to 100%, as a reward.

Saturday, March 5, 2011

Caravan encounters


Not sure about anyone else, but I tend to have caravan guarding as one of my go-to campaigns. The PCs act as guards, and get to explore the world a bit. They also have a lot of NPCs around to interact with. It makes running a low level campaign pretty easy. Here's a list of potential encounters for anyone who uses this format:

Caravan Encounters
1.    A stone bridge crosses a river on the trail. Trolls have taken up residence beneath it. It’s possible they can be bargained with for safe passage.
2.    The local barbarian horse tribes are at war. The caravan is approached by a group of them. While parleying, a warband from the other tribe appears on the horizon.
3.    Toll collectors are on the road. They aren’t normally located at this bridge. Are they bandits or have the costs of trade risen without warning?
4.    Ambush! Bandits swarm out of the surrounding forest, intent on plunder.
5.    A tinker’s wagon is set up by the trail. The caravan may stop for repairs and to get news.
6.    Goblin wolf riders begin following the caravan. They are keeping their distance for now. Are there more goblins ahead?
7.    There is a magical drought. The normal watering holes are all dry. Can the mage responsible be bargained with or must he be killed?
8.    Plague town. A major stopping point is suffering from the plague. The caravan must bypass it. Profits and pay will be affected.
9.    Unexpected windfall. The caravan has goods that are desperately needed by a city. They pay very well, and everyone gets a bonus. The local thieves take note.
10.     A wizard joins the caravan as a passenger. Using his magic, the caravan makes much better time than normal.
11.    Some of the caravan guards really don’t like each other. They get into brawls in the evening. People in the caravan are starting to choose sides. One enterprising merchant is taking bets on the fights.
12.    The caravan is passing by an abandoned castle. There are rumors that it contains treasure, now unguarded. The merchants think that it might be worth spending a day investigating.

Friday, November 5, 2010

People in the tavern

So, just who is in the tavern the adventurers are hanging out in?

1. Bartender/owner. Big, burly, happy guy.
2. Three wenches. Two younger hotties, one middle-aged. All three are single.
3. A couple off-duty guardsmen, just winding down from a patrol. They really don't want to be bothered.
4. Some laborers, drinking a couple for the walk home.
5. A group of partiers, celebrating someone's birthday. They might buy friendly people drinks and will happily gossip.
6. The local drunk. He might be passed out. He is rumored to be a deserter from the neighboring empires military.
7. A couple thugs, looking to start a bar fight. They don't bother the locals, though.
8. Some mercenaries, looking for work. They take an interest in obvious adventurers, hoping to impress them.
9. A local politician, plotting with some businessmen. The deal might be shady, or they might be planning a local festival.
10. A mysterious stranger, sitting in a dark corner. Rumors are that he is some kind of spy.
11. Another group of adventurers, fresh back from a successful dungeon exploration. One of them is missing from last week.
12. A road warden, looking for some help against poachers. He can provide a small reward.
13. A thief, looking for someone too drunk to prevent their coins from being lifted. She knows who the local thieves and fences are.
14. A traveling noble, a few guards, and some beautiful companions. The guards do not want the noble disturbed.
15. The local prostitute, who pays a bit to the barkeeper to use a room. She's very pretty, but will happily steal from the unwary. The locals look down on her.
16. A creepy, quiet guy that everyone avoids. Rumors are that he is some kind of cultist.
17. A great big warhound. He stays near the fireplace, hoping for spilled slop from the pot. The older wench watches out for him, and makes sure he's fed.
18. An elf. Obviously looking to cast a spell on some poor farmer.
19. A group of local farmers. Talking weather and worried about the elf.
20. A hunter, who brings kills in for the bartender. He's in love with one of the wenches.

Wednesday, November 3, 2010

The abandoned tower

Just why is there an "abandoned" tower near the village?

1. An insane mage used to live there. His creations still guard the tower.
2. A noble family was murdered there, and it's line wiped out. The tower is haunted by their ghosts.
3. Tax collectors kicked the last owners out when they could not pay their taxes. No one else can pay the taxes, either.
4. Bandits live there, and no one has bothered to remove them.
5. A lich moved in. Everyone is scared to death to go anywhere near the tower, now.
6. It's a giant trap, created to kill adventurers.
7. Goblins live there, and scare away the locals with fake ghost sitings.
8. The tower is holy to the local church. But it's in disrepair, so the local priest just holds a service there on certain days, but otherwise leaves the place alone.
9. The tower is an illusion. It was placed by some wandering mage, and the local villagers love to send unwary adventures there as a practical joke.
10. The tower only appears at night if there is a fog. And strange screams and howls are heard from it when it is there.
11. It's just abandoned. No one cares enough to live there.

Tuesday, October 19, 2010

Things you might see in a fantasy city

Kids stealing the purses of inattentive shoppers.
Two merchants getting into a fistfight because one set his cart up in the spot "reserved" by the other.
A man having sex with a prostitute in the alley.
People playing dice games and taking bets.
A lady riding in a litter, which is surrounded by tough guards who beat anyone who doesn't get out of the way fast enough.
An orphan getting eaten by giant rats.
A killer slicing up some woman in an alley.
City guardsmen beating the crap out of a mugger.
A thief getting his hand chopped off in the square.
Obvious foreigners being led by a rake to an inn that pays him for customers.
Street thugs selling drugs on the corner.
Piles of horse crap everywhere you step.
Two young nobles engaged in a duel over some silly slight.
A young man with boards on his front and back advertising the local tavern.
A cockfight, surrounded by screaming people.
Someone killing a cat to prevent bad luck.
Adventurers roaring down the road, hauling treasure to their home base.
A cloaked creature heading down an alley, following an unsuspecting thief.
An ogre chained to a giant block in the square. Men are offered 5 gold if they can fight him bare-handed for one minute. Lots of people betting.

Monday, March 29, 2010

What kind of fool enters a megadungeon?

I was just thinking about this a bit. If a megadungeon exists, and especially if it is well known, what kind of fool would actually think that entering it is a good idea? Especially if there are numerous reports of adventuring parties not returning, or only a few returning, who describe all the horrible things that happened to their friends.


Reasons people might enter a megadungeon:

1. They're insane. Megalomaniacal, even.
2. They somehow think that they won't get hurt, when 9 out of 10 people who enter the dungeon die there.
3. They have very powerful cleric friends who will resurrect them.
4. They're archeologists.
5. They're mages looking for a powerful spellbook known to be lost in the dungeon somewhere.
6. They're priests attempted to recover lost relics.
7. They're priests attempting to banish the evil that lives in the dungeon.
8. They've been hired by the local government to clean out the dungeon. And they're megalomaniacal enough to try.
9. They're godlike beings, and can't really be hurt by anything in the dungeon.
10. They're Sensates from the Planes, and just want to experience everything the dungeon can offer.
11. They're sacrifices.
12. They're escapees from something even worse than the dungeon.
13. They like living in dungeons, and think it would make a nice home.
14. They have a fool-proof plan to raid the dungeon without actually having to fight anything. At least, they think it's fool-proof.
15. They enter the dungeon to find a relic located there that will save their spouse or children.