Showing posts with label Random Table. Show all posts
Showing posts with label Random Table. Show all posts

Saturday, November 10, 2018

Creating a Catacomb Hoard


In a recent session the party came upon an ancient burial. Each of the eighty bodies had a weapon, wore armor, shield and each one had a coffer under their head. For sadistic reasons I decided I'd roll each of the corpses separately to determine and exact loot. I should add I am using the B/X Essentials ruleset.

One of the things I needed to determine was the condition of each piece of equipment. I had recently bought Table Fables by Madeline Hale, she had a straight 1d6 table to determine condition. But since these items were hundreds of years old, I wanted the results to skew towards broken or damaged. Here's what I came up with.

2d6     Condition
  2       New
3-4     Used
5-6     Poor (-1)
7-8     Damaged (-2)
9-12   Broken

The condition changes the protection of the armor and damage of the weapons. In my game the poor quality items can be repaired for 10% of the original cost, and damaged items can be repaired for 20% of the original cost. Broken items could be sold for scrap. (i.e. A poor quality suit of chain mail protects at +3AC, not +4, but could be repaired for

Then I created tables for armor type and weapons. For the shield, I created a table to determine the material. 

2d6     Armor
  2       Padded Cloth (+1 AC)
3-6      Leather (+2 AC)
7-8      Studded Leather (+3 AC)
9-10    Chain Mail (+4 AC)
 11      Scale Male (+5 AC)
 12      Plate Mail (+6 AC)

2d6     Weapons
 2-3     Two-handed sword
 4-5     Battle Axe
 6-8     Long Sword
 9-10   Spear
11-12  Bow

2d6     Shield Material
 2-3     Bronze
 4-6     Iron
7-11    Wood
  12     Steel

This system worked well. I considered any 'new' condition result as that item was magical or made of hard silver, a material in my campaign. Hard silver takes on enchantments.

Then to decide what was in the coffers I used treasure type C from the 1st edition Monster Manual. I use a silver standard, if electrum was rolled I replaced it with hard silver pieces. The Northmen used this as a special currency. For game terms, 1hsp equals 5sp. If enough hard silver is collected they can be made into a weapon, armor, or whatever item the players want. I also changed the amounts of coins from the 1000s to 10s.

Copper: 20% chance to find, 1d12.
Silver: 30% chance to find, 1d6.
Electrum (turned into hard silver): 10% chance to find, 1d4.
Gems: 25% chance to find, 1d6.
Jewelry: 20% chance to find, 1d3.
Maps of Magic Items: 10% chance to find, any 2.

With the jewelry and gems, I used the condition table to determine the value. If broken, the metal was scrap or the broken gems could be used as a spell component. On a damaged result the value was in 10s, poor in the 100s, used in  the 1000s, and the result was new, I considered the gem or jewelry magical.

If corpse came up empty, I created mundane items. Some worth something, most were token items. A poor Northmen gets a pint of ale and drinking horn at the minimum. For the mundane items opened different books picked out an item here and there then added them to mix.

It took a lot of time to create this list, but it worked well. The players will need the resources for the next leg of the campaign. They are 2nd and 3rd level characters attempting to establish their  a temple, a mage tower, and a trading post in a very hostile region.

Disclosure 
The links are affiliate links. I like both products a lot. If you do go for B/X Essentials I suggest the print option, then you get the PDFs for free. Well worth it.

And if you like Table Fables, there is a second book, conveniently named Table Fables II, that focuses on World Building. Also worth grabbing.

Monday, October 31, 2016

Scary Random Tables from my Early Days of Gaming

Some scary random tables I found while cleaning today.  These used to find a home in my GM screen way back in the day.  You may recognize them.




Friday, February 26, 2016

d6 Random Tavern Patrons


1. Ullgur
A squatty, muscular man with a thick accent.  He face is scarred and battered.  He talks and laughs loud.  He has a tendency to invade people's space.  He doesn't do to intimidate, but to show he is friendly even though it puts a lot of people off.  An ex-gladiator/soldier/mercenary has a million stories to tell and some of them are even true.  But there is a 1 in 6 chance that Ullgur is a dark mood.  During this time he is quiet and quick to anger.  When in the tavern, he uses non-lethal techniques.  One of his worst fears is returning to the prison.

2. Ellagrane
She is always carrying several small pouches with her, usually around her belt.  She works for an herbalist collecting reagents for potions.  She carries three knives on her at all times.  One for harvesting the reagents, one for protection and one for backup if the other two go dull or break.  She has close friends she sticks with at the tavern, but loves to hear gossip of what is going on in the noble house.  Ellegrane is a fair expert on the relationships within noble houses, who is with who, who is fighting, who is sick, who is pregnant and knows what they like.  She'll ask for money for the information, but will talk about either way.

3. Perry
Brown hair, one-eye, walks with a limp and always has a smart ass comment.  Perry thinks he's funny, but more often he just pisses them off.  He's in the condition he's in because of his mouth.  He doesn't mean to be mean, but has no idea when to shut up.  He has a knack for saying the wrong thing at the wrong time.  The taverns allow him in for a short time because he has money from his stable business.  After a few beers they ask him to leave, they have had enough by that time.

4. Orien
A former warrior, he is now frail and timid.  After a battle with a undead creature that shattered his spirit he's been unable to do much.  He drinks to calm himself.  But he often drinks until he gets sick.  He is a good guy when sober and is always looking for work.  He gets most of his money mucking out stalls.  He also helps out a few older folks in town who need help with repairs or general chores.

5. Talgert
A tall woman who frequents the tavern to sell her knives.  She specializes in throwing knives.  The tavern owners take a cut of the sales.  She is an excellent salesperson.  She makes the knives herself and she is an expert with them.  She used to belong the thieves guild, but they were taking too much of her profit, so she left after killing two of them.  While they haven't bothered with her since, they are planning something.  Talgert knows this, but isn't too concerned.

6. Ellor
Ellor always has an large pipe between his lips.  His stark white beard and mustache are stained with dark tobacco stains.  He is friendly, loves to tell stories and never turns down a drink.  He is a good source of information if you are willing to stick around and listen to his story.  He has a knack for discovering secrets.

Thursday, September 11, 2014

Tavern Rumor People

There are often rumor table to be found in adventures.  Here's a short, random list of the Tavern Rumor People that can spill the information.  

Sunday, July 13, 2014

Game Design Inspiration

One of my favorite tools to use when developing an adventure, magic item or even a story is using tarot cards.  I've got about six or seven different decks.  For my current task, I'm using the Dark Grimoire Tarot.  It's a tarot deck inspired by HP Lovecraft stories.  Need I say more? 



I'm working on a the micro sandbox, Misanthropic Islands, and in area two the players encounter a area blasted by shards of stone.  Mixed within the stones is a massive 100' diameter wheel with script in the center and symbols on the edge. 

It's what I am currently calling Wheel of Fate, a tool of judgment used by the stone giants.  The wheel is divided into a 12 equal parts.  Some good, more bad.  I'm using it like a Deck of Many Things. 

How do the cards come into play?  I grabbed the tarot deck, give them a good shuffle then start flipping over the cards and stop on ones that strike some spark for me.  Some symbol and a consequence/reward that goes with it.  I keep the game mechanics very simple.  But using the wheel can be deadly.  Here is some of what I've come up with.


Okay, back to work.


Tuesday, October 16, 2012

10 Things You Might Hear in a Brothel

I make no apologizes for the following.  It will be puerile, but I hope at least entertaining.  If your the kinda person who likes farts or at least the jokes about them, continue.  If you think they are disgusting than move along.  Nothing to smell here.


1.  Did you memorize Cure Disease today?

2.  I got your rod of might right here. 

3.  Hmm, I'll take the ugo.  I only have a few copper.

4.  My boot is stuck to the floor!

5.  It's okay.  It happens to most adventurers after a level drain.

6.  I'd rather stick it into the green faced devil.

7.  Ohh yeah, I'd treat the right. *inside joke*

8.  I'm going to need something longer than a 50' rope if I go in there.

9.  Once you go half-orc you'll never go back.

10.  Hey Sir Humpsalot, you're on my hair. 

Please add any lewd comments if you so desire. 

Sunday, September 30, 2012

Random Dungeon Room Filler & Sleep Deprived Dungeon & Pictures of Feet

d12 Random Dungeon Filler
1-3 Creature
4  Trap
5  Treasure
6-7  Empty
8  Corpse
9  Event
10-11  Room Feature
12 Roll 2x


Adventure of the Randomly Rolled Dungeon
    This adventure was randomly rolled with the table above.  Why?  Because I have nothing else to do on a Saturday night when Ivy is the middle of a coupon frenzy.  I'm using the Blood & Treasure RPG for the system.  Now your probably wondering how I drew such an amazing map and did all the artwork in a single night.  Well it wasn't easy.  My secret, ice tea.  Now back to our not so normal program. 

1. (rolled 12 - roll 2x) (rolled 4 - trap and 1 - creature)
     The players descend the stairs and at the bottom a giant beetle devours the lower half of some poor smuck.  By the look of his tattered pants you and shitty shoes it is easy to deduct he must have been a henchmen.  The beetle's eyes glow red as it stops eating and scurries towards the players.  Fire Beetle (HD: 1, HP: 5, AC: 16, Dam: 2d4 (bite), MV: 30)
     There is a backpack deeper into the recess of area 1.  It was carried by poor Gilly Rumbutter whose plump body has been devoured by the beetle.  Only his stubby little legs remain.  Being a careful sot, with his possessions, not where he went, Gilly trapped his backpack with a powder.  If someone opens the pack without being careful a small packet of powder will erupt into the victim's face blinding him or her for an hour.  Inside the backpack are 6 torches, mallet, 4 iron spikes, 14 days of iron rations and a pint of hard cider.

2. (rolled 3 - creature)
     There is a mound in the center of this room with several large larva eggs.  They are round enough for a human to hug and tall enough to touch a the knee.  Nearly half look to have been broken.  The whole larva pulsate with a mild warmth.  
     Once the players enter the room or investigate the cavern ceiling they will see the movement above.  The beetles above are silent except when they attack.  They will release a loud whistling and click noise.  This allows them to perform basic strategic maneuvers.  These bombardier beetles will begin their attacks by releasing a acidic vapor from their back ends (1d6 damage, Fort save nullifies damage) then descend and engage.  3 Bombardier Beetles (HD: 2, HP: 10 each,  AC: 16, Dam: 1d4 (bite), 1d6 (acid spray), MV: 30) 
  
3. (rolled 9 - event)
     When the players enter the area the ground will shake and chunks from overhead will fall (make Reflex save or suffer 1d4 damage).  Once the earthquake passes there will be cracks above along with debris on the floor reducing move to half.
     The top eastern passageway was sealed long ago.  Should the players decide to excavate the tunnel they will find three dead goblin corpses with picks still in their hand. 

4. (rolled 11 - room feature)
     This room looks to have once been a grand setting, but the recent earthquakes has nearly buried it.  The floor is covered with a white limestone.  Each stone seems to have been shaved perfectly to fit with the rest.  And upon each tile of limestone is a small etching depicting the everyday life of a goblin.  
     If the players decide they want to give digging a go roll a d12 every so often ignoring all rolls except a 9 which will cause another earthquake.  If they can avoid another earthquake they can dig to the south and find The Chair of The Verge.  The Verge is a not so famous chieftain who liked fancy chairs.  The chair is broken, but it is decorated with over 100 cheap gems (each not worth more that 1 or 2sp).  The tiles are the real treasure.  Each tile can be sold at market for at least 10-20 sp.  Each stone weights 10lbs.  

Conclusion
     Who knows.  It's late here and I'm sleepy and the dog keeps biting my foot.  No I don't have a picture of that.

Tuesday, March 2, 2010

Random Pit Table

My offering to the random table junkies. Let them use their 10' poles. These are pits players will be glad to fall into. So just throw a few d20s and you'll have yourself one heck of a hole in the ground.

Table 1: Depth (d20)
1-10 10'
11-14 20'
15-17 30'
18-19 50'
20 Bottomless

Table 2: Features (d20)
1-6 Empty
7-9 Spikes
10 Poisonous Spikes
11-12 Pit Locks Shut
13 Stone Block Falls into Pit
14-15 Water
16 Gas
17-18 Oil Filled Pit
19-20 Creatures (see Table 3

Table 3: Creatures (d20)
1-2 Snakes
3-4 Giant Snakes
5-6 Spiders
7-8 Giant Spiders
9-11 Giant Rats
12-13 Giant Centipedes
14-16 Giant Ants
17-18 Bear
19-20 Monsters (see Table 4)

Table 4: Monsters (d20)
1-3 Skeletons
5-6 Zombie
7-8 Green Slime
9-10 Rust Monster
11-12 Fire Beetle
13-14 Ghoul
15-16 Phase Spider
17-18 Yellow Mold
19-20 Gelatinous Cube

Sunday, February 14, 2010

Randomly Generated Blog Topic

So I've been embracing the random table more lately. I've never used them much before, but with all the talking and producing of tables I thought I would make a binder of helpful tables. Then I run across Rusty Battle Axe's, Another Random Blog Post Generator. I had nothing to blog about today so I rolled a topic to blog about. The result was One Rich Item.

The Column of Conquest
This 10' tall 4'x4' hexagonal column is made from Abrium, or hard gold. This gold has the look of gold, but the strength of iron. Only the most ancient dwarves know its secret and location. There are manuscripts that hint at Abrium's source being the heart of a mountain. That to extract too much at one time and the mountain would die, that only those dwarves with the greatest skill are able to extract the Abrium without harm. Other tomes mention Abrium was given to the dwarves by their god to battle the Chaos. A finite amount divided amongst the greatest dwarven warriors. And some crafting guilds believe it's only a matter of finding the right recipe. Despite all the conjecture and guessing very few have ever seen Abrium to know if it is a real or just a story.

The elegantly crude depictions of battle that cover the entire column show the dwarves battling horrific creatures, some beyond description. There are six battles being described, one for each side of the column. The story starts at the bottom and ends at the top. The dwarves know this to be the Column of Conquest. It tells the story of how the dwarves defeated the Chaos. It is the most coveted artifact of the dwarven race.

Its price cannot be measured by coin or by land. It is a piece of primal history.

Thanks Ken for the random table. I might be using it a lot when I get jammed up.

Thursday, November 26, 2009

Advocating for Planned Encounters

So you've strained your wrist rolling on random tables, for random encounters, random contents in a chest, random villagers a villaging, random names of said villagers, random monsters and provide random treasure for them. It makes my wrist sore writing about it. I am not against random tables at all. They can provide an unexpected twist for the players and GM and let's face it, they are fun.

My soapbox rant today is about doing the work ahead of time. There are blogs after articles and comments about random tables and short cuts. I will admit I do not use random tables too often, especially during a game. Where I use random tables is during the creation of the session ,to get inspiration and creating a quirky juxtaposition of two items I would have never thought of combining.

In my games, if I feel the players are having an easy row during the adventure than I select an encounter from a list, not random ones, created ahead of time to help kick the challenge level up a notch. The only time I will use random tables during a game is if the players are camped in a certain area for a time. This allows me to give each encounter a depth a normal random encounter would not have. These encounters can become significant to the adventure.

Since random encounters have a wide following I thought I would be the advocate for planned encounters.

Thursday, July 30, 2009

20 Random Container Contents

Who doesn't love random lists of weirdness? Stuffing chests full of gold and gems is a snore. Another +2 sword of the non-committal fighter, the shop in town has thirteen of those. A potion of egg balancing, that's only fun for so long. So here are 20 (I was going to do 100, but I got sleepy) random items to toss into containers.

01 - A dozen ivory figurines of animals. They are non-magical, but the monkey figurine looks suspicious.

02 - Ash and two black candles. The candles feel like normal candles, but when burned they produce ash. The ash is used to mark a person so that the candle burner will know where the marked person is.

03 - A wand of that shoots out a yellow sticky goo. The smell is horrible and attracts beasts.

04 - A pair of cotton trousers with several patches sewn onto the right pant leg.

05 - The sound of several people whispering that fades after a few seconds after the container is open.

06 - Red leaf smoking tobacco. Causes hallucinations.

07 - A ten foot long parchment detailing an adventuring party's failed attempt to find the entrance into Tomb of Horrors.

08 - A totem of an orc with colorful wings. If shown to an orc, the player has a chance of having a conversation.

09 - One card from the Deck of Many Things. It depicts a pack of wolves coming out of the forest at night. The player has now become the prey of some beast.

10 - A wooden tankard with four handles. An instrument for an old drinking challenge. Two to four people sit at table and drink from the tankard using the handle facing them. One handle will produce a poison where the other three produce mead. The poisoned player is rendered unconscious for the night. The poison handle changes after each round.

11 - Blond and brown wiglets. When worn by females it increases their attractiveness.

12 - Herbal components to create a healing potion.

13 - A kyrss style dagger with no hilt. A magical rune is engraved on the blade. Its magic can only be used when the blade is joined with the missing hilt with the same rune.

14 - The Zombie Survival Guide. Any player who reads this book does +2 damage to zombies.

15 - An ogre's fist. It looks to have been sliced off clean. It will attempt to choke a player. The fist maintains its strength.

16 - Four scarred horseshoes. An old ranger trick to make tracking riders easier.

17 - A small cask half filled with red wine. The wine is cursed to make the imbiber's thirst unquenchable.

18 - Two pieces of wood nailed together. If the nails are removed a small recess is revealed in one of the boards. Within the recess is small egg, it coloring makes it almost indistinguishable from the wood. It is a forest dragon egg.

19 - Freshly minted small gold bars stamped with insignia of a king thought dead.

20 - Pieces of fur and twigs make up a nest. Woven into the nest is a silver thread with loops at each end. It is a bowstring and if strung on a longbow it provides +1 to damage and cannot be broken. If the bow it already magical it will add an additional +1.