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

Monday, September 1, 2014

Location Description Generator I

Roll 1d20 (3 times)
1.       Historical / Legendary
2.       Local customs
3.       Religious habits
4.       Natural Wonders
5.       Ruins
6.       Weird Facts
7.       Groups
8.       Military Conflict
9.       Magical Conflict
10.    Legendary Beast
11.    Monuments
12.    Magical properties
13.    Lost Stuff
14.    Local Products
15.    Rumors
16.    Reference / link to another site
17.    Persons of note
18.    Haunted
19.    Weather
20.    Structures Occupied

Example A: Rolls: 13,2,4
Title: Spear Tree
The town of Spear Tree was founded around  the infamous tree of the same name. It is told that barbarians use to test their courage by being tied to the tree and those which showed no sign of fear while spears where thrown at them would rule for one year. A revered spear called Treespear  was used in the contest and was kept in a hallow of the tree. It was stolen  50 years ago. The current chieftain has ruled all this time. The tree that harbored the spear quivers  and trembles and it is said that the sap can cause fear in men.

Example B: Rolls: 3,9,11
Title: The Pillar of Wespar
The pillar of was the site where the hermit Wespar lived for 10 years atop a pillar. Followers of the faith erect pillars every year and set atop them for a week in honor of the hermit. A group of cabalist wizards poses a worshipers at the event to exchange information and conduct business. They are slowly taking over the pilgrims and using them as unknowing pawns in their plans.

Example C: Rolls: 15,7,6
Title: Wooden Castle of Eurgam

This wooden castle is home to the noble family of Eurgam. The family sponsors a small knighthood called the Order of the Golden Gauntlet dedicated to protecting or more like guarding against the magical sites of the land. It is rumored that the knighthood is securing the sites for use by the knighthood only or more likely the noble family Eurgan.

Tuesday, March 25, 2014

Random Encounters: The Border Fort























Random Encounters The Border Fort 
This border fort is located on the edge of the kingdom near a neighboring realm and the wilderness. What desperate people populate the fort or has it been abandoned or even curse.

Random Encounters
Roll 1d20
1. A detachment of bored and dangerous soldiers itching for a fight. 
2. An empty fort with a sign warning those who try to enter will be prosecuted. 
3. A battle damaged fort surrounded by dead combatants and feasting crows.
4. The border fort is an illusion placed their by a thrifty generals hired illusionist. 
5. Occupied by wild beasts. 
6. A hide out for bandits and criminals. 
7. A colony for disfigured but friendly plague victims.
8. Home to a dying magic user and his decrepit servant who plan on possessing the PCs bodies. 
9. Traveler taking shelter in an abandoned fort. 
10. Newly occupied by orc who plan on raiding the surrounding area.
11. Undead soldiers still man the fort defending it in death from attackers.
12. Fey creatures dwell here after having been driven out of their homes by evil humanoids.
13. Dwarfs guard the border in lieu of paying taxes to the king. 
14. Ghosts roam the fort seeking their murders but the PCs will due.
15. A cult of evil clerics passing themselves as militant monks protecting the borders.
16. A trade enclave with merchants and money changers doing business between to kingdoms. 
17. Lair of a vampire being hunted by a vampire slaying paladins. 
18. Empty
19. Magically maintained by aerial servants for their unseen master. 
20. Filled with vermin and foul slime.

Saturday, April 2, 2011

B is for Backpacks and Bags

Random Backpack and Bags Type of Backpack and Bags Roll 1d20

  1. Backpack

  2. Rucksack

  3. Knapsack

  4. Pack

  5. Saddle bag

  6. Haversack

  7. Basket

  8. Duffel bag

  9. Papoose

  10. Sling bag

  11. Bindle

  12. Messenger bag

  13. Satchel

  14. Holdall

  15. Carpet Bag

  16. Money bag

  17. Handbag

  18. Medical bag

  19. Gunny sack

  20. Portage pack
Contents Roll 1d6

  1. Mundane

  2. Exotic

  3. Weird

  4. Monster

  5. Treasure

  6. Empty
Mundane Roll 1d10

  1. Simple Clothes

  2. Candles

  3. Soap

  4. Rags

  5. Razor

  6. Food

  7. Wine skin

  8. Cooking supplies

  9. Oil Flask

  10. Personal Mementoes
Exotic Roll 1d10

  1. Letter of introduction to a Noble

  2. Letters of Credit from a merchant Guild

  3. Rich Clothes

  4. Spell Components

  5. Clerical paraphernalia

  6. Mechanical Clock

  7. Sextant, compass and spyglass

  8. Matched set of Local Idols

  9. Fancy Hats

  10. Cursed, cut and combed animal pelts.
Weird Roll 1d10

  1. Pickled body parts

  2. Treasure Map with a hole in it were the treasure would bee.

  3. Love letters between two Liches.

  4. Gallon of monster musk.

  5. Puppets resembling the adventurers.

  6. Collection of doorknobs (every one gets a turn).

  7. Stuffed animal resembling an adventurers childhood pet

  8. Bundle of painted sticks.

  9. Wooden masks resembling famous people.

  10. Uncured, stinking and puss covered monster pelt.
Monster Roll 1d10

  1. Chatty talking Skull

  2. Rats dressed as musketeers

  3. Bats eating fruit

  4. Beatles with small instruments

  5. Mold, slime, oozes, and lichen.

  6. Ferocious saber-toothed rabbit.

  7. Snakes tied in a knot

  8. Fish in a fish bowel

  9. Wasp nest

  10. Friendly skunk
Treasure Roll 1d10

  1. Gold ingot with the of a nearby despot on it.

  2. Sapphire cut to look like a bird

  3. Gold dust

  4. Hack silver

  5. Incense cakes

  6. Ivory pieces

  7. Fine steel bars

  8. Rare spices

  9. Amber Beads

  10. Jewelry attached to long dead body parts (grave robbers).

Monday, April 13, 2009

Wilderness Encounters

'So Maltag, which way to Zartin the Elder's hidden tower?' Sverna said. 'Well I do believe its that way, as the mole burrows.' the dwarf pointed down to the valley below. 'I wonder what trouble awaits us there.' Sverna pondered. 'Don't be worrying about that we have company, Werebadgers!' Maltag spat. Snaring ill tempered werebagers charged out from behind the rocks.

Wilderness travel can be both perilous and wondrous. What is just over the hill could be either or even both. Exploration of the wilderness is an arduous take both for the player and the game master. There is less control for the game master being outside the dungeon. The players may wonder anywhere, even off the map.

The most basic tool is a map. Before the adventure have a map of the region and a variety of terrain features. Start the adventures near the center of the map or near an area they have been too before. Have two copies. One for the game master and on for the player. The player map has the areas they have traveled through to get where they are now and the game master has one with all the detail. Up date the players map as they go along. Either by telling them what type terrain or just drawing on the players map.

Wither it is grid, hex, or plain free form map it is up to you. A good rule of thumb is to have at least three different terrain types on the map.

Terrain Types
Marsh
Hills
Mountains
Forest
Plain
Desert
Coastal
Moor
Badlands
Farmland
Tundra

Then add some sub-terrain types as well to give the map some depth.

Sub-Terrain Types
Rolling Hills
Fen Grassland
Alpine Forest
Canyons
Riverbed
Shrub land

Create at least three encounters for each terrain type. One major, one intermediary, and one minor. Don't assign them to the map but when the players are in the terrain type either roll randomly for an encounter or decide when it is the right time. Remember not all encounters are hostile.

Also have some pre-made 'wilderness window dressing'. These are objects, sites, and oddities that the players encounter.

Wilderness Window Dressing
A large stone covered in carved spirals.
A pool which reflects the players trues selves.
A large burnt oak with a twisted face.
A glyph of a dragon carved into a hill.
A set of bone wind chimes hanging from a tree.
A abandoned gypsy wagon covered in moss.

Also a traditional random encounter table based on the region may be helpful as well to flesh out the area. So when traveling trough the Fang Hills there may be a lot of werebadgers.

'Sverna are you wounded?' Maltag questioned eyeing her weary. 'Nope not a one got with claw raking distance.' Sverna said relieved. 'Lets put as much distance from the werebadgers and us as possible. By the Forger's Braded Beard! That hill in the distant it has a outline of a dragon and its glowing!' Maltag exclaimed. 'I'm still sharp if you are greybeard' Sverna smiled. The two trudged out of the Fang Hills. In the distance the moonlight illuminated the outlining of a dragon and dancers upon the hill.

Monday, February 16, 2009

The Adventure is in the Cards

By Friar Deep

Overview
This adventure generator uses both the player input and the Game Master‘s judgment to create an adventure. This method is best used with players who are creative. It is designed to allow the players to determine their own adventure or campaign.

STEP 1 : So just get a stack of index cards and write on the blank side the card’s category.

STEP 2 : Have a equal number of cards per category for each player. For example you have 5 players so there would be 5 card titled “Beginnings”, “Events”, “Monsters” etc.

STEP 3 : Deal out a card from each category to every player. So the players will have one card of each category.

STEP 4 : Have them fill out the card.

STEP 5 : Shuffle the cards keeping them separated into each category.

STEP 6 : Have the players each pick a random card from the piles.

STEP 7 : Collect the cards from each player. Write on the back of the cards “Adventure #1”, “Adventure #2”, “Adventure #3” etc. for each collection of cards.

STEP 8 : After the process is complete the game master will have to create a coherent game or several games from the info on the cards. Therefore the method does not give a instant adventure or campaign.

Supplies
Index cards
Divider cards
Pencils
Players
Game Master

Categories

Beginning

(Part 1)
Locations I
Events I
Villains I
Monsters I

(Part 2)
Location II
Event II
Villains II
Monster II

(Part 3)
Location III
Event III
Villains III
Monster III

Endings

Saturday, February 14, 2009

Friar Deep's Adventure Generator

Friar Deep's Adventure Generator

The following is a random adventure generator is an adventure in a story format where capitalized words are replaced with words from the corresponding tables. For example TABLE A : OCCUPATION is replaced by Mercenaries. Once each space has been filled a simple adventure skeleton will be formed. Put a little meat on the bones so to speak changing or adding to the words. For example TABLE F : TERRAIN is replaced by Hills then replaced with the Hillocks of the White Horse. As always alter as needed.

In a time long ago, a band of mighty heroes challenged both men and gods. An unlikely band of TABLE A : OCCUPATION where spurred into action by TABLE B : HOOK. The heroes are TABLE C : MOTIVE to go on a quest to TABLE D: ACTION the TABLE E : GOAL. They must travel trough TABLE F : TERRAIN to the TABLE G : PLACE. Along the way they must deal with TABLE H : HAZARD in a TABLE G : PLACE, TABLE I : MINOR VILLIAN in a TABLE G : PLACE, and TABLE K : MONSTER in a TABLE G : PLACE. In their travels they meet an TABLE K : ALLY. When they finally reach the destination they must deal with TABLE H : HAZARD, TABLE I : MINOR VILLIAN, and TABLE K : MONSTER. The ally they made arrives to help them. The heroes discover a TABLE L : TWIST which changes the situation. In a final scene of TABLE M : CLIMAX with the TABLE N : MAJOR VILLIAN they triumph and return the way they came and receive a TABLE O : REWARD. What became of the heroes is another tale yet to be told.

TABLE A : OCCUPATION
Roll 1d6
1. Mercenaries
2. Pirates
3. Thieves
4. Outlaws
5. Travelers
6. Prisoners

TABLE B : HOOK
Roll 1d6
1. An employer
2. An Event…
3. Personal Motives…
4. Rumor or Clue…
5. Strange event…
6. Chance encounter…

TABLE C : MOTIVE
Roll 1d6
1. Bribed
2. Hired
3. Blackmailed
4. Tricked
5. Threatened
6. Asked

TABLE D : ACTION
Roll 1d6
1-2. TABLE D1 : PERSON
3-4. TABLE D2 : GROUP
5-6. TABLE D3 : THING

TABLE D1 : ACTION : PERSON
Roll 1d6
1. Defeat
2. Slay
3. Capture
4. Kidnap
5. Rescue
6. Save

TABLE D2 : ACTION : GROUP
Roll 1d6
1. Expose
2. Break-up
3. Ally
4. Escort
5. Save
6. Defeat

TABLE D3 : ACTION : THING
Roll 1d6
1. Recover
2. Find
3. Destroy
4. Steal
5. Manipulate
6. Hide

TABLE E : GOAL
1-2. TABLE E1 : PERSON
3-4. TABLE E2 : GROUP
5-6. TABLE E3 : THING

TABLE E1 : GOAL : PERSON
Roll 1d6
1. Magic user
2. Prince/Princes
3. Warrior
4. Scholar
5. Thief
6. A Body

TABLE E2 : GOAL : GROUP
Roll 1d6
1. A Cult
2. Merchant House
3. Band of …
4. Magic Users
5. Assassins
6. Thieves

TABLE E3 : GOAL : THING
Roll 1d6
1. Artifact
2. Weapon
3. Armor
4. Idol
5. Treasure
6. Book/Scroll

TABLE F: TERRAIN
Roll 1d6
1-2 TABLE F1: TERRAIN
3-4 TABLE F2: TERRAIN
3-4 TABLE F3: TERRAIN

TABLE F1: TERRAIN
Roll 1d6
1. Hills
2. Forest
3. Grassland
4. Badlands
5. Lake
6. Moor

TABLE F2: TERRAIN
Roll 1d6
1. Mountain
2. Jungle/Rainforest
3. Moor
4. Desert
5. Sea
6. Swamp

TABLE F3: TERRAIN
1. Fields
2. Scrub
3. Tundra
4. Volcanic landscape
5. Coastal
6. River Delta

TABLE G : PLACE
Roll 1d6
1. TABLE G1 : PLACE
2. TABLE G2 : PLACE
3. TABLE G3 : PLACE
4. TABLE G4 : PLACE
5. TABLE G5 : PLACE
6. TABLE G6 : PLACE

PLACE G1 : PLACE
Roll 1d6
1. Arena
2. Docks/Ship
3. Sewer
4. Prison
5. Academy
6. Village/town/city

PLACE G2 : PLACE
Roll 1d6
1. Graveyard/Necropolis
2. Lodge
3. Watchtower/Tower
4. Lighthouse
5. Pyramid/Ziggurat
6. Caravanserai

PLACE G3 : PLACE
Roll 1d6
1. Tomb/Monument
2. Temple/Shrine
3. Ruins
4. Fortress
5. Trading post/Outpost
6. Palace

PLACE G4 : PLACE
Roll 1d6
1. Oasis
2. Cave/Mines
3. Cliffs
4. Canyon/Rift
5. Volcano
6. Glacier

PLACE G5 : PLACE
Roll 1d6
1. Island
2. Fjord/Cove
3. Waterfall
4. Jetty/Spit
5. Coral Reef
6. Kelp Bed

PLACE G6 : PLACE
Roll 1d6
1. Peak/Mesa
2. Pass
3. Tar pit
4. Hot spring
5. Battlefield (abandoned)
6. Megalith Circle

TABLE H : HAZARD
Roll 1d6
1-2. TABLE H1 : Natural
3-4. TABLE H2 : Supernatural
5-6. TABLE H3 : Trap

TABLE H1 : NATURAL
Roll 1d6
1. Quick-sand
2. Water hazard
3. Weather
4. Obstacle
5. Landslide/earthquake/Avalanche
6. Plant/Animal

TABLE H2 : SUPERNATURAL
Roll 1d6
1. Ghosts
2. Magical
3. Curses
4. No magic zone
5. Elemental
6. Other …

TABLE H3 : TRAP
Roll 1d6
1. Water room
2. Ceiling and floor
3. Gas/Acid/Poison
4. Pits/shoots
5. Weapons
6. Magical

TABLE I : MINOR VILLIAN
Any Low-Medium level NPCs.

TABLE J : MONSTER
Any monsters.

TABLE K : ALLY
Roll 1d6
1-2 TABLE K1 : ALLY
3-4 TABLE K2 : ALLY
5-6 TABLE K3 : ALLY

TABLE K1 : ALLY
Roll 1d6
1. Barbarian
2. Magic-user: Druid, Priest, Wizard
3. Mercenary
4. Nobleman
5. Scholar
6. Thief/Bandit/Outlaw

TABLE K2 : ALLY
Roll 1d6
1. Warrior
2. Peasant
3. Brute
4. Sailor
5. Hunter/Gather
6. Assassin/Thug

TABLE K3 : ALLY
1. Hedge-Mage: Witch, Witch doctor, Charlatan
2. Minstrel
3. Sage
4. Oracle
5. Animal
6. Monster

TABLE L : TWIST
Roll 1d6
1. The villain is not the true villain
2. The villain is related to the hero
3. The goal is a monster
4. The goal is the villain
5. The goal is a fake.
6. The monster is good.

TABLE M : CLIMAX
Roll 1d6
1. Magical Battle
2. Aerial fight
3. Aquatic fight
4. Sword fight
5. Food Fight
6. Moving Battle

TABLE N : MAJOR VILLIAN
Roll 1d6
1-3 TABLE N1
4-6 TABLE N2

TABLE N1 : MAJOR VILLIAN
1. Old Enemy
2. Warlord
3. Magic user
4. Nobleman
5. Thief
6. Monster

TABLE N2 : MAJOR VILLIAN
1. Pirate
2. Assassin
3. Barbarian
4. Merchant
5. Gladiator
6. Slaver

TABLE O : REWARD
Roll 1d6
1. Treasure/Wealth
2. Magical items
3. Titles
4. Boon
5. Their lives
6. Thanks

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