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

Sunday, September 27, 2020

d30 Crowd sourced "Jerk henchmen" table

I rejoined mewe last week, I had taken a bit of a break from RPGs and social media while working thru a lot of tests for my job. Jumped on the osr forum and suggested creating a table. Here you go.

Big thanks to: Arthur B, GLG Johua, Shane E, Bud, Steve C, Rod T, Kryinn E, 

1.  Bakall, never seems to have a sharp weapon, or a weapon handy.

2.  Awet, runs at every monster, except rats. Totally skeeved out by rats.

3.  Magal, greedy swordsman that counts loot whilst engaged in combat.

4 Ronaldie, wildly flatulent.

5.  Jessica - has gotten banned from every tavern on the coast due to her wandering hands.

6.  Nutsy, always leaving a trail of peanut shells wherever he goes. Occasionally, the odd person turns pale at this and quickly moves away.

7.  Barrelhouse Baskil, a mediocre and craven swordsman, who constantly subverts the characters plans by saying "You really think that's a good idea? Huh."

8.  Jaynal the Anal. A foppish middle-aged human who constantly complains about everything.

9.Born Again Bran, overshares his personal Testimony, loudly, every time the party stops.  Worse, he's a Nugganite from Discworld.

10 grojan, always wants to turn right in the dungeon

11 some people call him Tim! He always suggests the longest way possible

12.  Terrek the Foppish, a mediocre wizard with great taste in foppish hats.

13 quibd, stops to tie his shoes at inopportune times.

14.  Kam Fantac, illustrious thief and bard, who sings about all his party's recent exploits...

15.  Gotago - needs a pit stop 10 minutes after the party enters the dungeon.

16.  Tassel, barbarian braggart that suffers from extreme rhabdophobia, to the chagrin of the party wizard...

17). Tanzer, M-U, won't stop talking about how everyone confuses him with Tenser.

18 Neb, critizes all party decisions, doesn't offer solutions until after. Woulda coulda shoulda.

19.  Pardu of Pallmall  - stalwart lancer who frequently talks about how cool his previous adventuring party was - their priest had the best God  ever, their magic user knew the most awesome spells...

20 Laz, carries a large extremely dull sword.  Which matches his wits.

21.  Nudford is a wiry halberdier who has a monster brain eating fetish; he sometimes "accidentally" makes too much noise to attract them.

22.  Rasp, a cursed cleric with two tongues, you never really know which one to believe...

23.  Money Bags, the party gambler who looses half the loot carousing in the tavern on the first night back. At least he always makes certain that sacks don't have holes, like that wretch, Spills...

24.  Harkin, Spends most of the time charming himself into oblivion.  The rest of the time he smokes random plants he finds and dries.  

25.  Galwit, Much better than his brother Halfwit who died when a tree he was cutting fell on him.  Galwit tends to tell that story often, even to people who have heard it before.  

26.  Horah, A wonderfully excellent thief, her sneak ability is a bit low due to the rather large heeled boots she wears.  

27.  Goolang, A troubadour who only sings songs that rhyme on sundays.  Every other day are haiku's that are in a extremely weird time signature.  

28.  Nahgi, claims to have every alchemist ingredient known to man and elf in her backpack.  In reality, the backpack contains dust, spider webs, weird triangular shaped dice, and medieval hair spray

29.  Abrati, A reknown healer, who is a complete fraud.  He does however talk a big talk, and every town he enters people know of him, they tend to even give him money.  

30.  Jabjib, An half orcish smuggler, who wears rather loud jingly bells on his boots. 




Tuesday, March 17, 2020

There's nothing better than this

The parties chips are down, nothing looks good, the future is bleak, the party turns to the Cleric looking for some kinda of miracle....... What does the cleric pull from behind the folds of their robes? 

1.  An orb of light that explodes doing 4d6 damage to any nearby evil creatures.
2.  A teleportation spell
3.  A very large very angry giant,  completely under the control of the caster. 
4.  A mystical rabbit imbued with a charm spell, all evil will follow it down whatever rabbit hole it chooses. 
5.  A torrential rain storm that washes away anything that apposes the party. 
6.  A grand illusion (save at -8) 
7.  Sweet oblivion, the party has been transferred to whatever heaven they believe in to wait out their days in bliss.  (Roll 3d6 in order). 
8.  Gravity decides to take a much needed break. 
9.  Time has rewound, start the encounter from the top.  (tippy! yes tippy top!) 
10.  TIME OUT! Get the GM some snacks.  Roll +4 to any checks moving forward. 
11.  Flash bang! everyone is wearing kilts, they gain an extra 2d8 hit points and add +2 to all attack rolls. 
12.  Everyone gains 200 gold pieces, you are richer, but still slightly in trouble.  


With a wink the Cleric realizes that she/he has saved the party and all will hopefully be well (until these fools get us in another predicament!). 

Wednesday, September 25, 2019

Weird shit in tents in the desert


1.  Taxidermied flock of crows hanging from the ceiling 
2.  Large golden Pegasus golem. 
3.  A set of expensive nail clippers 
4. Twelve foot rug, rolled up in the corner.  Appears to glow 
5.  Head of a chieftain with a spear through it. 
6.  Two sleeping giant turtles. 
7.  A collection of tomes detailing various types of chickens 
8.  A throne made of small pebbles

Monday, September 23, 2019

D10 rumours

A few rumours 
1.  There's a swamp close by, for some reason most of the frogs that live there float in the air. 
2.  One in every three Graves have been dug up. 
3.  The water in the local well has turned purple, it tastes fine. 
4.  A orc is napping near a local bridge, his arm is in a sling and he has a pet donkey. 
5.  A Ouija board has appeared on a tree. Its not carved. 
6.  The local kids howl at night. 
7.  Gravity near any chimney seems reversed 
8.  A local dog gave birth to something ungodly. 
9.  A bag filled with intestines was left at the doorstep of the local church. 
10.  Weird lights have been seen near an abandoned barn.

Monday, January 14, 2019

d30 - DRINKING, CAROUSING AND GENERAL MERRYMAKING

d30 - DRINKING, CAROUSING AND GENERAL MERRYMAKING

1.  Loose a few teeth from a bar fight.
2.  Win 1d6 x 10 SP at cards.
3.  Spend an evening with a paramour, robbed in the night.  Loose 1d6
x 10 GP or equivalent merchandise.
4.  Win a treasure map.
5.  Wake up in jail, sentenced to 2 days hard labour.
6.  Win a small animal familiar.
7.  Screaming headache from grog, loose 1 constitution for 1d6 days.
8.  The "soup of the day" has given you really bad diarrhea.  Spend
1d6 days in bed.
9.  Apparently you were so drunk you decided to regale the bar with
tall tales.  You were tipped 30 SPs
10.  You arm is broken from a arm wrestling match that went sideways.
Loose -2 Strength for 1 month.
11.  You won a very large egg, it seems warm to the touch.
12.  Your leg really hurts when you wake up, you realize that you got
a tattoo! Gain one point of Charisma for 1d6 days (due to your great
mood!)
13.  Winnings from a excellent game of dice include:  a pair of worn
shoes, a silver dagger and a large framed canvas (worth 15 GPs)
14.  You've got a new follower/henchmen (whose a bit annoying, asking
lots of questions).  They have pledged their life service to you (plus
a few gold pieces here and there).
15.  Stuffed in your britches are 2 scrolls (bless and cure light wounds).
16.  There's a note on your pillow, apparently you bought a round for
the bar.  You owe 150 GPs to the barkeep.
17.  Awful bed bug infestation! Loose 1 Constitution for 1d6 days.
18.  There are 3 full bottles of expensive wine in your backpack
(worth 5 GP each).
19.  You have a "writ of residence", it appears you won a small cabin
in the woods from some unlucky gambler.
20.  A ticket for taxes owing on public drunkenness, you owe 15 SPs to
the local magistrate.
21.  Winnings include: A 3 stringed badly damaged lute, 1 jewel worth
200 GPs and a pair of decent wool socks.
22.  You are know the proud owner of a donkey  named "Shillelagh"
23.  Pounding headache and stomach ache.  Loose 1d6 days with a
massive hangover.  Plus 50 SPs.
24.  There is a large gold 2 handed sword propped up against your door
(+3 against evil).
25.  You wake up in jail, you can't remember what you did, but you
know it was bad.  There's blood all over your hands.  Loose 1d6 days
awaiting trial.  Fined 300 GPs.
26.  The god's of luck were on your side, and you made out like a
bandit.  There's a treasure chest in your room filled with:  500 GPs,
250 SPs, and 1d10 jewels worth 100 SPs each.
27.  You pissed off the local authorities so bad, that you were
evicted from town.  You wake up under a tree, badly bitten by bugs
while you slept.  Loose 1 CON and 1 CHA for 1d6 days.
28.  There's a rose on your bed, and a note "Thank you very much, I'll
see you at the church at 9 am".  It's 8:30 am.  It appears you
proposed marriage.
29.  Lost one finger playing "knives" and 40 GPs.
30.  One of your party members was kidnapped, a ransom note explains
to bring 400 GPs to a out of the way place, there is a map detailing
the location.

Monday, November 12, 2018

D12 forest quests

1.  A local ranger hasn't been seen in more than a month.  She/He will usually show up in town once a month.

2.  A group of halflings emerged from the forest missing limbs and bleeding. They are unable to speak.

3.  A shrine has been built on the outskirts of the forest. Every week a internal organ is left on an altar near the shrine.  No one has seen anyone near the shrine.

4.  A rolling fog/mist moved thru the forest border, paralyzing anyone in its path.

5.  A alchemist needs some specific plants that grow in the depths of the forest.

6.  A curious map has been created near the entrance to the forest, it details the route of a previous group of explorers.

7.  Giant spiders have fled the forest. What scared them?

8.  An elder tree has grown sickly and black, it's disease has spread to the surrounding forest floor.

9.  A local merchant has had his shipments go missing, sort of.  The carts magically return thru the forest, carrying no merchandise, save for promissory notes.

10.  A group of near human Neanderthal's have been pillaging the borders of the northern forest.

11.  A monster, that can only be described as a "pastiche of parts", has shown up on the outskirts of the village.  It is unable to speak, but signs towards the forest with fear in its eyes.

12.  A river runs thru the forest, the fish in it have doubled in size, so have their teeth.



Sunday, October 21, 2018

Things in the desert.

1.  Rocs circle above the party
2.  One member of the party trips over a trap door.
3.  Four large statues of beast men , each pointing in a cardinal direction.
4. Crow men feasting on a carcass.
5. An old stone temple, fourty humanoids pray in front of it.
6. A treasure map etched into the side of a cactus.
7. A herd of wild camels are stampeding a cross the plains.
8. A large fifteen foot flame erupts from a obsidian circle.
9. A fight between a green dragon and a gold dragon. 
10.  A small garrison of skeletal warriors stands at attention near a large hill.
11.  Fresh bodies litter the ground, all are decapitated.
12.  A individual sized glider is buried in the sand.
13.  A large pit, with a well used trail, leading down.
14.  Cannibals!
15.  A glass palace, stretches a mile square. It is guarded by a group of dogmen.
16.  A mile of large animal skulls, all of which will bite if given the opportunity.
17.  A makeshift tent village.
18.  A stone labyrinth, the entrance is close by.
19.  A altar with strange runes that glow green.
20.  A pyramid being constructed.

Saturday, July 7, 2018

D20 starting locations other than a tavern

Just a few home base, starting locations

1. Rocs nest in a tall tree.
2. Basement of a castle
3. Orc stronghold in the mountains
4. Sewer (outhouse road stop)
5. Large horse stable
6. Roadside fireworks seller
7. A hut filled with gypsys
8. An old temple on a cliff
9. A valley filled with large mushrooms
10. A large crater
11. Aboard a sailing ship
12. A crash landed spacecraft
13. Back of a wagon, bound and gagged
14. Lost in the wilds
15. An old farm house
16. A grave yard
17. On the road between small towns
18. Lowest level of the dungeon
19. A wizards tower
20. At a jousting tournament in the countryside

Monday, June 11, 2018

Crowd source weirdness table for Isle Of Dread

I put this up this morning:  Hey everybody I need your help with a random table for isle of dread. After reading the adventure and doing some research online, I found a few ideas however a bit more fuel would be helpful.

So basically "locations, things on the ground, possible dangers" etc:

Thanks to everyone whose contributed so far, this has given me enough to keep the fires stoked!
Goblins Henchmen, Mark Grehan, Johua De Santo, Glenn Robinson, FM Geist


1) large wooden head
2) net trap
3) stake with a emancipated human tied to it
4) rolling boulders
5) large rock with strange writing on it
6) treasure map in an old shoe
7) Small cave, empty but with a fire pit and a lingering smell of recently cooked meat.
8) A leather pouch containing only a bent iron nail.
9) Crushed lantern containing one pint of oil.
10) Belt buckle with image of local deity of healing.
11) Pages from a diary rolled up inside wooden tube the diary is of a mans last day on the island may have useful information or just be the mad ramblings of a man dying of thirst.
12) A cache of obsidian spear heads
13) A leather bottle containing what appears to be wine.
14) A small empty bottle marked with a skull.
15) A human skull which has had a hole drilled into the side of it. The inside has been etched with intricate writing in an unknown language.
16) A scrap of cloth torn from a cloak just visible is a devotional prayer to the gods.
17) Paw prints in the rock which if followed disappear after fifty metres or so.
18) A small and narrow pile of earth roughly Five feet in length. A white stone has been placed at one end.
19) A collection of soot blackened skulls hanging from a tree which clatter together in the breeze.
20) A silver ring marked with waves and set with a pale blue stone which has one use of create water left in it.
21) A rough draft copy of chapter four of Volos guide to monsters written on cheap parchment and with many sections crossed out.
22) A pile of good outdoorsman clothing on the beach just above the high water mark.
23) A structure built into a tree if checked it contains a wooden chest, a crude sleeping mat and a wooden face crudely carved in blood soaked wood, the masks teeth are real and have been hammered into it from whatever creature/monster fits.
24) A small nest of friendly Kobolds who worship someone called Krasnack Navy The bringer of items. They believe the more gifts given by someone the more powerful that person is.
25) An intricate music box carved out of wood the music played acts as a sleep spell.
26) A large pit rimmed with wooden stakes the bottom of the pit is covered by dark foul smelling water but occasionally glimpses of something shiny can be seen in the waters depths.
27) The Dungeon master sunning himself in a hammock a drink in one hand and a half completed list in the other.
28) A dead tree with shrunken heads dangling from every branch. When approached all the heads will look toward those who approach. If any of the heads are taken the taker will begin to have nightmares of being hung by a noose every night, giving them a -2 to all rolls. The dreams continue until the head is returned to the tree.
29) Stewpot, grime crusts the inside of the pitted cast iron.
30) Cyclopean hands of basalt, they beckon motionlessly
31) Entrails strung through a thorn tree; birds peck and squabble over it. Feathers litter the ground
32) A flat stone surface, gouged with the marks of tools, blackened with ash
33) A toothless muleskinner grins and waves
34) The delicate crunch of paper-thin rusted gears underfoot
35) An obsidian bowl filled with teeth, some with viscera still on

Saturday, November 18, 2017

RANDOM CAVERN CRAWL TABLE #4

RANDOM CAVERN CRAWL TABLE #4

Roll 1D20
Result
1
A group of 1D4 plague victims, all coughing and dying.
2
Section of tunnel is flooded, 3 feet high.  -1 attack penalty.  Roll for random monster
3
A old ripped painting.  Worthless
4
Pieces of a broken wooden door.
5
Large growth of 3 foot tall mushrooms
6
A Axe with strange runes on the hilt.  (non-magical).  Runes are in Dwarvish.  “Slarrgh’s Slayer”.
7
Half eaten corpse of zombie.
8
Magical rune trap.  Save vs spell for half damage.  1D6
9
Smashed porcelain vase
10
Strange altar in tunnel.  There is a jug of what appears to be blood.  1D6 Gems worth 5 SP’s each.
11
Hissing noises that are becoming increasingly louder.
12
A group of Dwarven scouts (1D6 fighters)
13
The ghost of a wild eyed child starts to follow the party.
14
Bard desperately trying to carry all of his instruments.  Needs directions to a underground village.  Has gotten lost.
15
Cave in, turn around find another way, or spend time digging out the tunnel.
16
A pile of smoking carcasses.  Recently deceased.
17
A glowing purplish substance spots the ground, a trail of it leads into a dank tunnel.
18
Cavern is covered in blue moss.  Edible, heals 1 HP only, no matter how much is ingested.
19
A very loud gong is sounded off in the distance.
20
The hilt of a rusted sword is stuck into a wall.

Tuesday, November 14, 2017

Random Cavern Crawl Table #3

RANDOM CAVERN CRAWL TABLE #3

Roll 1D20
Result
1
Buried to the hilt in the ground is a silver sword +1.  Strength Check at -2 to remove.
2
A broken wand (unusable)
3
A piece of parchment detailing a proposed raid on underground village
4
Stumble upon a merchant who lost his way trying to find underground village (has basic supplies)
5
A broken down cart, missing one wheel.  The cart has provisions for one week, a suit of leather armour, 12 arrows, 20 feet of rope.
6
An old book that details how to read an ancient language.  Intelligence check at -2
7
Bag of jewels (1D10 x 10 SP’s each)
8
A note from a lover “meet me at the usual place”
9
Runes written in Elvish – “A warning against disturbing the evil City”
10
Ground is quite rocky for 30”.  -1 attack penalty.  Roll for wandering monster
11
A group of badly injured NPC’s are camped out in the tunnel.  (3 Fighters)
12
A dark mass of energy appears out of thin air.  It rushes the PC’s.  Save vs spell for half damage.  1D6.  It disappears afterwards.
13
A grappling hook and 20 feet of rope
14
A group of 1D6 beatloids fighting off a scouting party of 1D6 Dwarves
15
3 half empty potion bottles (2 of which have nothing useable, 1 is a portion of healing that will heal 1D4 HP’s)
16
Sprung trap, a dead goblin hanging upside down from ceiling.  1D6 X 10 SP’s
17
A set of rusty keys
18
A keg of ale lying on its side, half full
19
Makeshift bloody bandages
20
A lost dwarven child who wandered away from underground village

Monday, November 13, 2017

RANDOM CAVERN CRAWL TABLE #2

RANDOM CAVERN CRAWL TABLE #2

Roll 1D20
Result
1
An escaped prisoner stumbles on the party
2
Recent digging operation, left over pickaxes and a wheelbarrow
3
4 Dead Orcs, all beheaded.  No armour or weapons
4
A huge black spot on the floor and a smoking pair of boots
5
Trans dimensional door that ports the PC’s to the beginning of the caverns
6
A purple mist covers the section of cavern making it difficult to see.  -2 attack penalty
7
A pit trap with spikes.  A dead adventurer lies at the bottom impaled.  10 feet down.  Has armour/weapons.
8
Creaking from above, dust falls on PC’s heads.  1 -6 chance of cave in.  2D6 damage.
9
6 feet of mud, -2 attack penalty.
10
Suit of rusted plate mail with a skeleton leaning against a wall
11
Scrawled on the wall is a warning of monsters ahead (GM give a hint)
12
Broken lockpicks
13
Mudslide! Slide 15 feet down cavern.  Save VS Spell for half damage.  2D6 Damage.
14
Dark shadows start to follow the PC’s
15
Screaming alarm is set off! Roll for random monster.
16
A empty broken treasure chest
17
Carcass of dead worm, chunks have been taken away.
18
Insect hive.  (Insect swarm)
19
Strange large eggs, greenish in color.  Possibly worth gold.
20
Ghost that flies thru the PC’s and disappears into a wall behind them.