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

Wednesday, August 9, 2017

Overland Random Event Table (BFRPG, B/X, Similar)


Basically, when traveling overland a d6 is rolled each day against the table below and subsequent tables as appropriate.  As with the Death & Dismemberment table, I've borrowed ideas and results from others.


d6 Result Notes
1 Mishap Roll 1d6 on the mishap table below
2 Encounter Roll on the appropriate encounter table by terrain type
3 No result
4 No result
5 No result
6 Boon Roll 1d6 on the boon table below


Mishaps:


d6 Mishap Result Notes
1 Lose an item Each player chooses an item(s) at DM's discretion from their list and makes a WIS check; failure indicates the item was lost or damaged beyond repair.
2 Hazardous Weather Find shelter or make a WIS or CON check.  Failure causes 1d3 dmg.  Lose the day's travel or take double damage to move 1/2
3 Hazardous Terrain* Make a WIS or CON check.  Failure causes 1d3 dmg.  Move 1/2
4 Become Lost* Party guide makes a WIS check; success means you only move half normal movement as you find your way.  Failure indicates you've become lost and cover no ground today.  
5 Turned Around* Party guide makes a WIS check.  Failure indicates the party emerges from a random hex edge instead of the intended one.
6 Bogged Down Slow going today; move at 1/2 normal rate.

* When following a clear path/ marker or being led by a guide with the wilderness lore background special ability, treat this result as no result on table above. 

Boons:

d6 Boon Result Notes
1 Making Good Time Travel 20% Further Today
2 Making Great Time Travel 50% Further Today
3 Find an Item Party selects a common item from the equipment list at DM's discretion and makes a WIS check.  Success indicates this item has been found.
4 Learn Something new Through observation, experimentation, practice or epiphany the party has learned something new on their travels today.  Each member receives 10 xp per character level.
5 Discover an Ally Meet an individual appropriate to the area who will befriend and/ or help in some small but meaningful way to the party.
6 Discover a Minor Location Discover a Minor Location and an opportunity for aid, XP and/ or treasure.




















Monday, August 7, 2017

Death and Dismemberment Table (BFRPG, B/X, Similar)



Basically, when you hit 0 hit points you roll 1d20 and refer to the table below.  If you take any other damage while below 0, you roll again and deal with multiple results.  Characters can be stable but in negative hit points as a result of the effects or further actions taken.  If a character gets to -10 they are dead regardless.  I'm sure I borrowed some, most or all of this from somewhere. 

Death and Dismemberment Table

Roll (1d20)
Result
Effect
1
Instant Death
Described in dramatic fashion; allow for last words as appropriate
2-5
Severed or smashed (1d6 for hit location)
Treat head shots as instant death. Limbs are useless/ missing and torso indicates severed artery or fatal internal organ damage (e.g. punctured lung). Save vs. Death to remain conscious. Death results either way in 2d6 rounds unless healing magic is applied.  This magic will both restore lost HP and prevent death.  In the case of a damaged limb, cauterization or a tourniquet allows a Save vs. Death to survive.  Damage is permanent to survivors (i.e. limbs remain useless).
6-10
Broken Bone                 (1d6 for hit location)
Head shots result in concussion (see below).  Broken limbs are useless but can recover.  Broken torso indicates cracked ribs, can also recover.
11-17
Knocked Unconscious
Out for remainder of the fight, will awake after the battle with 0 hit points. 
18-19
Stunned
Stunned for 1d4 rounds, incapable of useful action
20
Adrenaline Surge
Returns 1d4 hit points per hit die (minimum of 1 hp). At the end of the combat, the adrenaline drains away, hit points are reduced to zero, and the character falls unconscious for 2d6 rounds.

Hit location: roll 1d6
1= head
2= dominant arm
3= other arm
4= right leg
5= left leg

6= torso
  • Stunned: can at most move 1/2 and perform simple actions, not to include attacking or spell casting.
  • Concussion: stunned for 2d4 rounds then -2 to all rolls thereafter until healed to full hit points either magically or naturally.  Tire 5x as quickly
  • Severed, smashed and broken arms: arm is useless.  -2 to rolls when using off-hand
  • Severed, smashed and broken legs: movement halved, cannot run (can double move for normal movement rate) and tire twice as fast when moving
  • Severed, smashed and broken torso: -2 to all rolls in addition to other effects
  •  Recovery:  Recovering from a broken bone naturally requires 6+ (1d6 -Constitution bonus) weeks.

Wednesday, September 16, 2015

Random Name Creator for Mystery Cults, Magical Orders and Secret Societies

Minor Update:  fixed a problem on the Name Structure Table

The below is old content that I generated for a former D&D campaign and posted to a former blog.  I'm re-posting it because it remains useful to me in my current endeavors and I just think it's a lot of fun.

It should all be pretty self-explanatory and can be used as-is with dice.  Alternately, it's easy enough to put this in excel or even a web based app if you're inclined that way.  Feel free to use and modify the entries for local flavor, and note the CC license below.  I have to say there are more hits than misses when rolling the dice if you can live with randomness informed a bit by the whimsical, weird & bombastic.  

Step One, determine the structure of the name:


Roll d10 Name Structure 
1 to 2 The A + B
3 to 4 The B of the C
5 to 6 The B of the A + C
7 to 8 The A + B of the A + C
9 to 10 The B of A + B (2nd B is optionally plural)

Step Two, roll a d100 for each of the letters (A,B & C) above and refer to the table below.

Example, on a d10 I rolled a 6 just now, The B of the A+C.  Rolling three d100's for each of the letters B, A & C I get:  43, 30 and 67 for...

The Enchanters of the Fecund Owl

Not crazy about that one?  No worries.  Three more dice: 50,77,97 and we get...

The Gathering of the Sciapodous Wind

Still not for you?  Go back to the d10... 2.  The A+B... 42, 61...

The Intangible League.

Maybe something grander...

The Malevolent Gongoozlers of the Miasmic Eye

You get the point.  


Roll Column A (adjective) Colum B (name of order) Colum C (another noun)
1 Acerbic Academy A deity from your campaign world
2 Amazing Accomplices A location in your campaign world
3 Arcane Acolytes Abacination
4 Artful Adepts Agerasia
5 Asyncronous Advesaries Arm
6 Benevolent Affiliation Ascension
7 Bizarre Alliance Asphyxiation
8 Black Antagonists Basilisk
9 Blasphemous Apprentices Bastard
10 Blue Array Benefactor
11 Bombastic Assemblage/ Assembly Beyond
12 Cloaken Associates Bicone
13 Cogent Astrologers Bitch
14 Coherent Attendants Blood
15 Compelling Autohagiographers Cachinnation
16 Convivial Autolatrists Cat
17 Cosmic Brood Catechism
18 Curious Brotherhood/Sisterhood Charientism
19 Drunken Cabal Claw
20 Eccentric Children Colossality
21 Eldritch Circle Conquest
22 Engorged Clutch Cosmos
23 Enigmatic Coalition Crystal
24 Esoteric Cohorts Cyclops
25 Esteemnable Collaborators Day
26 Exceptional Collective Decrepitude
27 Extraordinary College/ Collegium Drake
28 Fallen Combine Earth
29 Fantastic Community Emptiness
30 Fecund Company Emunction
31 Fraternal/ Sororal Concilliabule Exsibilation
32 Gibbous Concordance Eye
33 Gluttonous Confederacy/ Confederates Feather
34 Golden Congregation Fey
35 Green Conjurers Finger
36 Gregarious Consortium Fire
37 Honorable Conspirators Forest
38 Hooded Coterie Fox
39 Incoherent Court Hand
40 Inconceivable Coven Harpy/ Siren
41 Indigo Covenant Heavens
42 Intangible Daughters/ Sons Hells
43 Invincible Enchanters Hydra
44 Invisible Enemies Illusion
45 Jumentous Faculty Key
46 Kyphorrhinos Fellows King/ Queen
47 Learned Fellowship Lake
48 Leering Flock Leg
49 Locquacious Fraternity/ Sorroroty Leucrotta
50 Luminous Gathering Leviathan
51 Macabre Gentlemen/ Ladies Liripip
52 Magnificent Gongoozlers Malefactor
53 Maledicent Hadeharians Mandrake
54 Malevolent Heirs Masquerade
55 Mendicent Host Maw
56 Miasmic House Member
57 Mighty Incorporation Mime
58 Nameless Initiates Monolith
59 Omnipotent Institution Moon
60 Omniscient Kinship Mountain
61 Orthodox League Mumpsimus
62 Paternal/ Maternal Library Nelipot
63 Peculiar Lyceum Night
64 Phenomenal Magicians Oblivion
65 Roll a number on any die: add "-fold" to the number shown )i.e. "7" becomes "sevenfold" Magisters Octopus
66 Roll a number on any die: use the adjective form of the result (i.e. "7" is "seventh") Maladroits Orb
67 Polished Members Owl
68 Preeminent Necromancers Owlbear
69 Profound Neophytes Pentacle
70 Prolific Roll a number on any die, use it as a noun Petrichor
71 Puissant Order Phenomenon
72 Pyknic Pack Phoenix
73 Red Pact Portal
74 Ruined Party Prince/ Princess
75 Ruminating Philosophunculists Prophet
76 Scarlet Prodigies Puissance
77 Sciapodous Progeny Rendevous
78 Secret Protagonists Reverberation
79 Shining Pupils Riddle
80 Singular Ring River
81 Skillful Savants Sepulchre
82 Sovereign School Shadow
83 Stalwart Scions Sphinx
84 Steatopygic Seers Stars
85 Stoic Seminary Stipulation
86 Supreme Senate Stone
87 Thelemic Society Sun
88 Ulotrichous Sodality Tentacle
89 Unclean Soothsayers Tongue
90 Unknown Sorcerors Tooth
91 United Stalwarts Transcendence
92 Unlevened Swarm Tree
93 Unorthodox Thaumaturgists Unicorn
94 Veiled Theurgists Wanweird
95 Ventripotent Thralls Water
96 Vigorous Throng Weirding
97 White Tribe Wind
98 Wilting Union Wolf
99 Yellow Warlocks/ Witches Wyrm
0 Zealous Wizards Wyvern