Posts mit dem Label random tables werden angezeigt. Alle Posts anzeigen
Posts mit dem Label random tables werden angezeigt. Alle Posts anzeigen

Mittwoch, 18. Juli 2018

Random Magical Moon Stone Table

This was inspired by a call for submissions for a moon themed RPG zine by Evlyn Moreau.
Roll a d10 once for each column. Optional: roll a new power and drawback each moon phase. 

d10
Form
Power
Drawback
1
Strange rock. Looks blurry when you focus your vision on it, but normal in peripheral vision. Concentrating on this effect makes any observer dizzy and lose 1 hp.
Moon vision, once per night for 6 turns. In addition to night vision, this makes all magical things glow with a pale aura, so it doubles as detect magic.
Slowly turn into moon child. 1 in 6 chance per use that one of the following changes its color to that of the moon: all nails, all hairs, iris, skin.
2
Tooth (has to replace a regular tooth in your mouth)
Summon ancient wolf spirit. It cannot fight or interact with physical world, but it can scout and possibly give advice. Can move through physical objects (e.g. walls). Stays for one task or up to 1 turn, once each moon phase.
Turn into raging werewolf at next midnight after use. Save negates. Lasts for one turn, afterwards totally exhausted for 6 turns, no natural healing during this night.
3
Orb. Has to be licked to use. Tastes like the void between the stars (with a slight aftertaste of cheese).
Polymorph self into bat for 1 turn, once each moon phase.
If not carefully veiled from direct sunlight, take 1 damage per turn.
4
Ring. Cannot be removed without cutting off the finger.
Bless any weapon to deal magical moonlight damage (extra +1d3 damage). Only works at, and once per night, lasts 1 turn.
Moon aura. In darkness, a faint glow of pale light emanating from your body is clearly visible, making hiding extremely difficult.
5
Ioun stone (orbits your head)
Shoot moonlight beam for 2d6 damage, once per night. Unavailable during new moon.
Vision heavily impaired while in direct sunlight (see everything as if in twilight).
6
Marble. Has to be rolled between your palms or put into mouth to use.
Ability to converse with any creature of the night.
1 in 20 chance that it loses its power after each use.
7
Wand. Using it teleports it exactly one turn into the future. This produces a loud popping sound.
Become an ethereal phantom made from moonlight for 1d12 rounds, unaffected by non-magical weapons. Only works at, and once per night.
Using it drains life energy, take 1d4 damage per use (heals normally).
8
Helmet. It is made out of moon rock and looks damn cool.
Levitate upwards in the direction of the moon. Only works if the moon is visible, and only once per night for up to 1 turn.
Owner has to howl at the moon when going outside at night.
9
Crescent ring/buffalo ring (has to be worn as a piercing jewellery in a suitable spot, like ear or septum)
Polymorph self into wolf for 1 turn, once each moon phase.
Become preferred target in fights against wolves and lycanthropes.
10
Bug (yes, a living moon bug made from moon stone). Likes to sit on your shoulder. Sometimes, it makes a melody by rubbing its wings against each other.
Lesser anti-magic shield. Subtracts one point of damage from all magical damage received, and adds +1 for all saves against magic.
Chill of the void. You are constantly feeling a light chill when not near a fire or in sunlight. You suffer 1d6 additional damage from cold-based attacks.

Freitag, 13. Juli 2018

Barrowmoor Random Encounter Table

This is my Barrowmaze random encounter table for travelling the Barrowmoor. All page numbers refer to the Barrowmaze Complete edition by Greg Gillespie. I advise preparing one or more swamp crypts for encounter #7 by using the Barrow Mound Random Crypt Generator starting on page 245.

Random Encounter Roll:

Roll 1d6 once per 4 hours of travelling (once between Helix and the Barrowmaze):
1-3: roll on Random Encounter table below
4-6: no encounter

Random Encounter Table (d8):

1. Signs: roll on the Barrowmoor Random Encounter Table (p.240), but only encounter signs (d6):
   1-2: that the monsters were there or
   3-4: are nearby (possible encounter depending on party decisions), or
   5-6: find dead monsters
2. Wandering monsters: roll on the Barrowmoor Random Encounter Table (p.240)*
3. Wandering monsters: roll on the Barrowmoor Random Encounter Table (p.240)*
4. Wandering monsters: roll on the Barrowmoor Random Encounter Table (p.240)*
5. Wandering monsters: roll on the Barrowmoor Random Encounter Table (p.240)*
6. Stray Barrowmaze monsters: roll on the Barrow Mounds random encounter table (p.28), with half the number appearing (round up)
7. On strange paths: stumble upon swamp crypt (if travelling with a competent guide, swamp conditions caused a short detour)
8. Lost (ignore if travelling with a competent guide**): add one hour of travel time and check again (random encounter roll d6, if 1-3, roll on this table again with a +1, this is cumulative; if 4-6: back on track)
9. Rolling 9 or higher: found the Barrowmaze, but enter at unusual location, 1d4: 1=N, 2=E, 3=S, 4=W; roll d40 for hex on N/S, or d22 for W/E)

*If part of the journey is happening during the night, roll 1d4 to see at which hour of travel the encounter occurs. If occuring at night, add +1 on the Barrowmoor Random Encounter Table for each hour after dark (or before dawn).

**If one of the characters or a henchman guides the party, let them roll INT DC15. If successful, ignore this encounter (back on track after a 20 minute detour).

Mittwoch, 12. Februar 2014

The Last Resort Menu

What's on the menu at The Last Resort, the tavern at the crossroads between worlds?
(or just roll a d30 for a random magical food/drink)


1. Displacer Beef
Very difficult to eat piece of meat, often appears to be on the table next to your plate. Grants the displacer ability, usable once, for up to 4 days after consumption: -2 on all attacks on the eater for one turn.

2. Philter of Intoxicating Miasma
The more you drink the more people get drunk around you within a 10' radius. A soft yellow glow pervades the area, leaking from the imbiber's pores. 

3. Invisible Soup 
Does what it doesn't say on the invisible tin. 50gp a pop, tracking down those invisible asparagus and boiling all vestige of flavour and substance from it ain't easy you know. Makes your urine odourless, invisble and insubstantial.

4. Troll Cakes
Come in two flavours, sedimentary and igneous, and require a diamond edged cake knife to slice. Watch out though, the sedimentary ones might contain fossils that will reanimate in your gubbins, and the igneous type can cause the feldspar-intolerant to suffer from lava-belly. A rich and stodgy foodstuff, eat a slice of this and you won't want to move for a week and the weight will go straight to your waist. Beware of those cheapskate dwarven bakers who substitute concrete breezeblocks for the real ingredients.

5. Pixie Cocktails
All the rage at parties in the Despotate of Doom and among the fast set in the City of Dis, these are cocktails enlivened by decorating them with pixies impaled on a tiny plastic sword. Watch out. If you are proffered a drink with a pixie impaled with a wooden cocktail stick, you are being given a vampire pixie who will fang your face off and drink your blood once you reach the bottom of the glass.

6. Whine Gums
Gelatinous confections lettered and flavoured with various displeasures and whinges - such as 'Ennui', 'Weltschmerz', 'Disinclination', 'Peevishness' etc. No one really likes these and they are only bought as Christmas presents for relatives you don't get on with, probably because they bought a bag for you the year before.

7. PS
A nutritious but rather dull letter, served up boiled as an accompaniment to various more interesting dishes such as adverbs in aspic, mashed nouns and split infinitives. Can cause stuttering.

8. Multidimensional Borscht
Rainbow coloured as opposed to usual purple, and the flavours vary and mingle on your tongue, as the multidimensional beetroots transform into all the beet-equivalents they have evolved into in all the other planes of existence. Usually quite nice, but beware the possibility of your dinner transforming into a beard-snatching beet from probability seventeen-A, where a demented revolutionary concocted these demonic vegetables to drag the magnificently hirsute boyars of the Tsardom of all the Brassicas to their doom by drowning them in their favourite starter.

9. Water of Thirst 
Causes dehydration. The more you drink, the thirstier you get.

10. Orcish War Bread
Puts some punch into your kick and fire in your belly.

11. Obsidian Berries
Turn the eater as sharp and translucent as obsidian.

12. Lifenuts
Restore health, small chance they root themselves in intestine and a bloody mistletoe sprig starts growing from an orifice.

13. Banana of Yellow
Turns the eater yellow, fingers leave yellow stains.

14. Peach of levitation
A peach that levitates. Other effects unknown.

15. Holy Sunrise
A sweet looking but surprisingly bitter tasting drink, which gives you a warm glowing aura of holiness that harms unholy creatures. Lasts until sunrise, when the aura is touched by daylight.

16. Blue Mountains Gänseblümchen Sandwich
A sandwich made with Blue Mountains Daisies and goat butter. The goat butter must not come from Blue Mountains goats. Grants the ability to tell in which direction the Blue Mountains are and how long a goat would need to get there. Effects last until the sandwich has passed through your system.

17. Death of Pigs
A delicate mustard spread made from the rendered soul of a pig that grants a +3 bonus to the next save vs. Death.

18. Gwen's Carrot Soup
That’s it, the real thing, the reasons countless generations of children were forced to eat carrots, because “they are good for your eyes”. Eat this soup and your nightvision will improve considerably for up to 10 days.

19. Nexor's Really Hot Chili
Save vs. poison or take 1d4 fire damage while eating. Gain one-time fire breathing ability (10' ranged attack, 2d6 fire damage), expires after one week.

20. Hot Chocolate of Ith-Narmant
Made from chocolate and liquified shadows. A favorite with patrons arriving from the Frost Planes or Mount Chillblaine. In addition to making you all warm and fuzzy from the inside, it heals 3hp lost from cold damage, grants +2 on all rolls to hide in shadows/darkness, +2 on all saving throws vs cold, and +2 on all perception checks concerning things hidden in shadows/darkness for one week.

21. Magic Tongue Tea
Available in different flavors. During 10 minutes after consumption, you can taste the properties of a magic item. The amount of tasted information is based on a perception check. Afterwards, you lose your sense of taste and smell for up to one week, depending on the magic item's power.

22. Pancakes of the Gods
Served with your choice of lawful, neutral or chaotic syrup. Eater gains effects of Cure Light Wounds or Lay On Hands as if cast by the cook (depending on the cook's level). If consumed by a cleric, they grant +1 on any appropriate cleric ability or spell check for the rest of the day. They also taste absolutely delicious. Mandatory church donation not included.

23. Volatile Veggies
This bowl of fairy vegetables has to be consumed very quickly lest it disappears from the mortal realm (DEX check necessary). If successfully eaten, they grant a +3 on checks dealing with fairy magic or illusions, as well as the ability to see and use fairy portals, passageways and paths until next sunrise. As a side-effect, the eater becomes very ticklish during this time.

24. Death Cookies
Sweet, painless and instant death if willingly eaten. No effect if eater is not fully aware of the consequences and consenting. For all intents and purposes, your body is considered dead, but preserved at 0hp for up to one year and a day, after which it will rot away in a few hours. During this period, your spirit is free but cannot interact with the physical world. Magical healing of any amount of hp to the body by any means resurrects it.

25. Geas Casserole
Serves two or more. Oaths taken during consumption of this filling food are binding. If any such oath is broken, any agreed misfortunes come true.

26. Wheel of Fortune Cheese
Served with homemade bread. Allows you to re-roll your next critical miss/failure. Frequent consumption forces you to re-roll your next critical hit/success, too.

27. Purple Pudding
The favorite dessert of overambitious magic-users and would-be wizards. Highly hallucinogenic. Grants the ability to read and learn an additional spell of one level higher than usual to any spellcaster. The spell must be read from a scroll, grimoire or learned from another spellcaster in up to one hour after consumption. Non-spellcasters gain the spell Detect Magic and can cast it as a level 1 magic-user. During the following three days, the spell can be cast once, then all understanding of it is gone. Until it is cast, you experience a hallucination that you fully believe (and act accordingly), at the GM's discretion, whenever you roll a 1 on any die (even on damage rolls etc). All special effects aside, Purple Pudding is often used purely for recreational purposes and is highly addictive if consumed regularly.

28. Slow Jelly
A jelly cooked from black ooze and ochre jellies that hastes the eater and has a 1 in 1d6 chance of making him translucent.

29. Favorite Food
This illusionary dish looks, smells and tastes like your favorite food, prepared to perfection in your favorite way. It has only illusionary nutritional values, so you will feel hungry again after half an hour. No refunds if you disbelieve it.

30. Hook Hors d'oeuvres
Consisting of vulture meat wrapped in a chitinous exoskeleton, these are served prior to the main course. Those who partake are able to communicate with other guests through eerie clacking noises which are incomprehensible to others.

This is a collaborative random table from Dead Cyclops and these fine contributors:
Gary Bowerbank (2)
Bary Blatt (3-8)
Luka Rejec (9-14, 17, 28)
Regine Bernhardt (15, 16, 18)
Rafael Chandler (30)

Mittwoch, 5. Februar 2014

Dead Cyclops

The first entry in this blog encourages you to put a dead cyclops in your game. (Of course, you can use most of the tables even for non-dead or non-cyclopean inspiration.)

Gender of Dead Cyclops (d2)

1. Female
2. Male

Special Features of Dead Cyclops (d12)

1. The eye is where the mouth would usually be. It has two mouths above its nose.
2. Four arms.
3. Second eye! (d4: 1. in back of head, 2. palm, 3. chest, 4. above normal eye, but closed)
4. Chitin skin, mandibles, insect eye.
5. It is slowly shrinking down to human size.
6. Its hand is pointing in a certain direction.
7. Only skeleton left.
8. Its eye has been cut out.
9. Its eye is glowing and can be harvested for magical energy.
10. Unbearable stench (a check is necessary to approach, plus save vs. poison or take damage)
11. Two-headed cyclops (bi-cyclops!)
12. The head is not attached to its body anymore or completely missing (might not obviously be a cyclops at first glance).

Reason for Dead Cyclops' Demise (d8)

1. It is eaten alive from within, by (d4: 1. alien thing, 2. worm parasite, 3. giant wasp larvae, 4. planar rift)
2. Adventurers (d4: 1. gone, 2. nearby, 3. in ambush position, 4. also dead, nearby)
3. Another cyclops (d4: 1. gone, 2. nearby, 3. in ambush position, 4. also dead, nearby)
4. Goblin horde (d4: 1. gone, 2. nearby, 3. in ambush position, 4. also dead, nearby)
5. Dragon (d4: 1. gone, 2. nearby, 3. circling above, 4. also dead, nearby)
6. Plunged to death
7. Plague (visible, infectious)
8. Old age

Dead Cyclops Surprises (d8)

1. It is not dead, merely unconscious (please come up with something strange if you rolled a 12 on the special features table).
2. It is dead, but will rise as an undead cyclops in d12 rounds.
3. Something in its stomach is still alive! (d4: 1. human, 2. livestock, 3. monster, 4. zombie)
4. Strange mushrooms are growing all over its body. They contain cocoons that hatch 3d4 baby cyclopses.
5. A demon is currently trying to possess its body. Might be stopped by a cleric.
6. Dire vultures have spotted the corpse and will fight for their food.
7. The eye is still alive and looking at the characters. (If you rolled 7 on the special features table, the eye is in the skull, on an 8 or 12, the eye lies next to the cyclops.)
8. This cyclops is no more. It has ceased to be. It's expired and gone to meet its maker. (No surprises.)

Dead Cyclops Belongings (d12)

1. Human hostage
2. Hood of shrinking (shrinks cyclops to human size, or other wearer proportionately), normal sized thieves tools
3. Large rock (contains valuable ore, dwarves might notice)
4. Herd of goats
5. Herd of demon goats (roll initiative)
6. Club, +2 vs cyclops, ogres and giants, can be used by a humanoid with STR 16+ as a two-handed weapon, damage like a two-handed sword
7. Ring of polymorph into cyclops (ring and cyclops shrink to human size if pulled from its finger)
8. Grimoire with cyclopean spells
9. Breastplate made from dragon scales, could be used as a shield, grants resistance vs fire (half damage)
10. Map to the lost cyclopean city
11. Bag full of rations (feeds a whole adventuring party for a week, then goes moldy) and waterskin full of wine (enough for a lot of drinking binges)
12. Cyclopean-sized mount, domesticated

Dave Younce has put these tables into Abulafia, so you can generate a list of random results just by clicking here: http://www.random-generator.com/index.php?title=Dead_Cyclops