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

Sunday, March 14, 2021

Hex Crawling Methodology

    Hexcrawling has became my preferred method of dungeon mastering my games, more often then not I am just as surprised by the situations as my players are. However even running such a free wheeling and open ended style still requires some prep work and some solid foundational structure to run smoothly.

    Over the years I have been collecting resources and tools for running in my games. Many are quite useful on their own and when combined together I have found they work wonders in preparing some very interesting results for the players to find. Below you will find all of the tools I am currently using in my own home campaign as well as the methodology used to go about doing so. This is intended to become a living document as various items and tools may get updated or exchanged for others as well as other category items are added or expanded upon.

     With out further ado I present the TOA: Hexcrawl Methodology v1.0


Tools used:

Hexmancer - Here

CDD#4 - Encounters Reference.pdf found Here

Wilderness Hexes - Here

D30 sandbox - Here

City Encounters - Not currently available for purchase, will update the blog here if that status changes

Nocturnal Encounters - Here

650 City Encounters - Here

Road Encounters - Here

Unique NPC - Here

Forests D100 - Here

Hills, Mountains and Plains D100 - Here

Marsh D100 - Here

Bandits - Here

Rumors - Here
================================

Hex Generation:

1: Roll hex type via Hexmancer generator or the terrain by hex table page 82 from CDD#4

2: Roll for unique feature, however use a d20 and add +1 on the odds for a feature
ex: wilderness rolls go from 1-2 to 1-3.

3: Roll d100 with a 20% chance of unique terrain based on type, from the wilderness hexes

-----------------------

Wilderness Encounters check:

1: Roll 3d6 for each 1 there will be encounter appropriate to the type of terrain, roll on the random encounters table page 84 from CDD#4

2: If an encounter is rolled, roll on the appropriate d100 chart for the terrain

-----------------------

Thorps, Villages, Towns, Cities:

1: Roll for size & pop, class & race, leader level, and settlement resources from page 104 on CDD#4 and take note of the availability modifier, if a player wants to know if something is there and you haven't planned for roll against the availability modifier

2: Roll on the shops and structures chart on page 108 of CDD#4, 1d4 for thorp, 1d6 for village, 2d6+4 for towns, 1d10+10 for city.

3: Roll for city encounters during the day roll on City Encounters, Nocturnal Encounters for night time

-----------------------

Taverns:

1: Roll on page 36-37 of d30 sandbox companion for tavern name, and details

2: Using pages 105-106 of the CDD#4 determine which type of establishment it is then roll for # of tables and rooms, baths, security, entertainment, stable, carriage house, and chance of clientele currently in the establishment. During the Day 1d4-1 patrons already there, 1d10-1 at night. Roll on unique NPC chart for traveller.

3: Roll on rumor truthfulness on 105 of CDD#4, then on the rumor generator

4: Every hour check for new patrons coming in, 2 in 6 chance that 1d4 additional patrons arrive and 1d4 leave. Then check for bar event per tavern type in CDD#4 page 106

Fight - one on one, subdual damage used
Brawl - many fighters involved, subdual damage used
Vicious - Many fighters with weapons drawn

-----------------------

NPC:

1: For townsfolk, or any non-classed/non-noble roll their details from page 26 of the CDD#4 or pages 46-48 of d30 sandbox

2: For classed roll their details on page 26 of the CDD#4 or pages 46-48 of d30 sandbox then stats and gear from pages 38-41 of the d30 sandbox


And that is pretty much it, it gets the job done and at least for me is a fairly entertaining process. If you find this useful or even if not leave a comment and let me know. Also let me know what tools you use not covered above and or any other sort of procedures you have came up with to help generate useful and interesting hexcrawls.

Tuesday, December 22, 2020

PA Business Generator

 So needing some tools to expand out my post apocalyptic cities I noticed there wasn't really anything that provided a quick ref of logical businesses that could be running in the environment. So today I provide you with my d50 chart of businesses that could be found in a PA city, town, or what have ya. Roll a d100 and divide by 2 and away you go. Also provided are some useful skills beyond just merchant that the seller, craftsman, or provider would potentially have. Most of these are taken from the very useful historical folks document which can be found at https://www.mygurps.com

 

Download

Thursday, June 7, 2018

Return and Rumor Generator

It has been almost a year since I have made any new content for the blog here and it feels good to be back. A lot has happened in the last several months to keep me plenty busy and sadly pretty far from gaming. Thankfully things are starting to wind down enough that I can consider getting a new group together as I prepare for U-Con this year. As I have a fondness for random tables of various utility it is only fitting I make my return with my latest creation: The Random Rumor Generator(patent pending).

This is still in a semi-rough draft format but the general gist of what it does and how it works can be seen below.

<> - Roll on appropriate table

WHO:

1 <NOBILITY>
2 <MERCHANT>
3 <UNDEAD>
4 <CLASS>
5 <HUMANOID>
6 <GUILD>
7 Sage
8 Giant
9 Barbarians
10 Peasent
11 Guard
12 Miner
13 Dragon
14 Cult
15 Were-Creature
16 Mercenary
17 God
18 Demon
19 Fey
20 Bandits


WHAT:

1 Kidnapped/Ransom <NOBILITY, MERCHANT, or CLASS>
2 Are searching for <OBJECT or PLACE>
3 Has Stolen <OBJECT> from <WHO>
4 Are plotting against <WHO>
5 Has a magical <OBJECT>
6 Is on the run from <WHO>
7 Has lost <OBJECT>
8 Hates <WHO>
9 Secretly in love with <WHO>
10 Has hidden a <OBJECT> in <PLACE>
11 Is looking for adventurers to <reroll here>
12 Has poisoned <NOBILITY, MERCHANT, CLASS>
13 Has information about <WHO, OBJECT, or PLACE>
14 Is imprisoned <PLACE>
15 Secretly controls <PLACE>
16 Is creating a magical <OBJECT> through a sacrifice
17 Is in the service of a god
18 Is in the service of a demon
19 Wishes to control <PLACE>
20 Has been asking around about <WHO, OBJECT, PLACE>

OBJECT:

1 <WEAPON>
2 <ARMOR>
3 Ring
4 Amulet
5 Crown
6 Stone
7 Book
8 Wand
9 Mirror
10 Scroll
11 Potion
12 Gem
13 Ship
14 Candle
15 Earrings
16 Statue
17 Mask
18 Box
19 Cards
20 <BODY PART>

PLACE:

1 Ship
2 Village
3 Town
4 City
5 Kingdom
6 <UNDEAD, HUMANOID, or MONSTER> lair
7 Grove
8 Forest
9 Lake
10 River
11 Mine
12 House
13 Castle
14 Ruins
15 Church
16 Temple
17 Fort
18 Cave
19 <MERCHANT> shop
20 <GUILD> hall

NOBILITY:

1 King/Queen
2 Prince/Princess
3 Duke/Duchess
4 Count/Countess
5 Lord/Lady
6 Duke/Duchess
7 Baron/Baroness
8 Knight (Sir/Lady)
9 Reroll, Cousin to
10 Reroll, Disgraced


MERCHANT:

1 Inn Keeper
2 Tavern Keeper
3 Blacksmith
4 Armorsmith
5 Weaponsmith
6 Alchemist
7 Tailor
8 Cobbler
9 Cook
10 Baker
11 Fletcher
12 Boyer
13 Brewer
14 Cartwright
15 Candle Maker
16 Cooper
17 Weaver
18 Fishmonger
19 Grocer
20 Banker

GUILD:

1 Merchant
2 Assassin
3 Mage
4 Craftsman
5 Adventurer
6 Church


CLASS:


1 Assassin
2 Cleric
3 Druid
4 Fighter
5 Mage
6 Monk
7 Paladin
8 Ranger
9 Thief
10 Reroll


UNDEAD:


1 Skeleton
2 Zombie
3 Ghoul
4 Ghast
5 Ghost
6 Allip
7 Banshee
8 Shadow
9 Wraith
10 wight
11 Silent Knight
12 Death Knight
13 Crypt Thing
14 Coffer Corpse
15 Mummy
16 Specter
17 Apparition
18 Vampire
19 Demi-lich
20 Lich

HUMANOID:


1 Elf
2 Dwarf
3 Gnome
4 Half-Elf
5 Orc
6 Half-Orc
7 Goblin
8 Gnoll
9 Bugbear
10 Catfolk
11 Bullywug
12 Drow
13 Githyanki
14 Kenku
15 Lizardmen
16 Kobald
17 Merfolk
18 Rakasta
19 Hobgoblin
20 Troglodtye

MONSTER:

1 Giant Spider
2 Worg
3 Wyvern
4 Hydra
5 Rust Monster
6 Disenchanter
7 Roc
8 Giant Rat
9 Owlbear
10 Otyugh
11 Peryton
12 Pegasus
13 Naga
14 Minotaur
15 Mindflayer
16 Medusa
17 Harpy
18 Griffon
19 Gorgon
20 Cockatrice

WEAPON:

1 Short Sword
2 Dagger
3 Dart
4 Mace, light
5 Warhammer
6 Spear
7 Long Sword
8 Bastard Sword
9 Two-Handed Sword
10 Short Bow
11 Long Bow
12 Wrist Crossbow
13 Heavy Crossbow
14 Lance
15 Mace, Heavy
16 Axe, Battle
17 Axe, Hand
18 Staff
19 Club
20 Reroll with a +1 enchantment

ARMOR:


1 Helm
2 Boots
3 Robe
4 Leather
5 Chain Mail
6 Ring Mail
7 Plate Mail
8 Shield
9 Bracers
10 Reroll +1 enchantment



BODY PART:

1 Eye
2 Nose
3 Tooth
4 Heart
5 Spleen
6 Bladder
7 Claw
8 Brain
9 Bone
10 Hide/Scale/Fur


Overall its a good way to get a rough idea of some rumors flying around in your taverns when the village people have too much time on their hands. Let me know what you think of this in the comments section below or give your 2 cents and let me know how it can be improved. Looking forward to hearing from you all.

Friday, June 17, 2016

Phyrexian Beastairy Encounter Table

For every one who has been following my series on converting Phyrexian Monsters to the OSR here is an encounter table to bring in random invading forces into your worlds.

Use a d6 with a d10 or if you have one a d60.

Get Phyrexian Encounter Table here

The Machines of War

Recently I have returned to complete my series of Phyrexian Monstrosities concluding with the colorless Machines of War. This has also led to the creation of a new google group to continue this project into a full fledged community driven conversion book of M:TG Monsters, Spells, Artifacts, and Settings to the OSR. For any one wanting to help with the conversion process or fan art, layout, editing, or any other support you can think of please feel free to join.

Without any further ado lets finish this series with a bang.

================================
The Machines of War
================================

Corpse Cur

Hit Dice: 2HD (8)
AC: 9 (10)
Attacks: bite (1d6)
Save: 16
Special: infect, reanimation spores
Move: 9
Alignment: Chaos
Challenge Level/XP: 3/60

Just barely resembling a hound of any kind, these dogs of war have a long shiny neck that ends in a set of powerful jaws. Like many phyrexian innovations death only releases more suffering for those around them and the corpse cur is no exception. On death the corpse cur releases in a 20ft radius a black cloud of spores that reanimate all dead non-phyrexian corpses into zombies for 24 hours before falling to ash.


Wurm Coil Engine

Hit Dice: 6HD (24)
AC: 3 (16)
Attacks: bite (2d6+2)
Save: 11
Special: deathtouch, lifelink, rebirth
Move: 6
Alignment: Chaos
Challenge Level/XP: 11/1,700

As massive engines of war, the worm coil can drill through the ground burrowing its way past most defenses or it can drive its massive spinning "mouth" straight into the enemy itself devouring and crushing several foes at once. Its bite is fused with a incredibly potent poison that kills instantly for those who fail their save. If brought to 0 or fewer hitpoints but not completely destroyed, the wurm will detach its midsection  revealing another spinning bladed maw and the glistening oil will revive the 2 halves to 6HP each and 5(14) AC, one with the deathtouch ability the other with lifelink. Do not reward additional XP for these 2 additional wurms.


Core Prowler

Hit Dice: 2HD (8)
AC: 5 (14)
Attacks: bite (1d6)
Save: 16
Special: Infect, accelerant spores
Move: 9
Alignment: Chaos
Challenge Level/XP: 4/120

Constructed horrors with bloated bodies with a strange airsack attached to them. On death they release accelerant spores that cause all in a 30ft range to make a save or take 1d4 additional infected wounds if they are already infected.

Phyrexian Hulk - Golem

Hit Dice: 4HD (16)
AC: 7 (12)
Attacks: Fist (1d8+2)
Save: 13
Special: None
Move: 8
Alignment: Chaos
Challenge Level/XP: 4/120

A old design that lives on in the core of the glistening oil.

SpellSkite

Hit Dice: 4HD (16)
AC: 2 (17)
Attacks: special
Save: 13
Special: spell absorption (60 ft), spell reflection
Move: 9
Alignment: Chaos
Challenge Level/XP: 6/400

Spellskites are magical banes created for 1 purpose, negate enemy spell casters. Any spell cast within 60ft of the spellskite has a 50% chance of
being absorbed by the spellskite and stored like a ring of spell storing. It can hold a number of spell levels equal to its max HP. Any spell that does damage that directly target the spellskit and is not absorbed has then will reflect back a % of the damage (rounded up) to the caster like a ring of spell turning. Any spells stored in the spellskite may be cast by the spellskite as if it was the original caster.


Phyrexian Juggernaut

Hit Dice: 5HD (20)
AC: 1 (18)
Attacks: Slam (1d8 + 5)
Save: 12
Special: Rage
Move: 6
Alignment: Chaos
Challenge Level/XP: 5/240

The fearsome Phyrexian Juggernaut wades into combat attacking the nearest target and goes on the warpath destroying everything in its wake. Known to level entire castles on its own it will not stop fighting until all enemies are dead. When they enter into this rage they will not retreat and will fight until they are destroyed. This gives them an additional +3 to hit and damage (reflected above) but they will focus on a single target only until it is destroyed.


Rusted Slasher

Hit Dice: 1HD +3 (8)
AC: 4 (15)
Attacks: rusted claws (1d6 + 1)
Save: 17
Special: rust regeneration
Move: 6
Alignment: Chaos
Challenge Level/XP: 3/60

The rusted slasher is the Phyrexian incarnation of oxidation, destroying all metal that has been found wanting. Their large bulky frames
are slow to move but once their claws come to bare armored foes are rendered quickly into parts. Every time an metal armored foe is hit with its claw attack they must make a save or have their the armor AC reduced by 1. If their armor reaches 0 AC it will fall to pieces. The Rusted slashed regains 3 HP every time it causes this to happen.


Blinding Souleater

Hit Dice: 3HD (12)
AC: 5 (14)
Attacks: claw (1d6)
Save: 14
Special: paralyzing gaze
Move: 9
Alignment: Chaos
Challenge Level/XP: 4/120

While humanoid in shape these constructs gaze deep into your soul with a glance forcing any one who meets its gaze to make a save or be paralyzed while its attention is remained on them.


Phyrexian Digester

Hit Dice: 1HD +1 (5)
AC: 3 (16)
Attacks: bite (1d6)
Save: 17
Special: Infect
Move: 9
Alignment: Chaos
Challenge Level/XP: 2/30

These are best described as quadrupedal walking slag furnaces. They have a infectious bite and look to consume the dead and dying reducing any non-metal it has digested into a thick black ash that it continuously spews from its smokestacks.


Psychosis Crawler

Hit Dice: See Below
AC: 5 (14)
Attacks: Psionic Blast (1d4 + mental effects) (20 ft)
Save: based on HD
Special: Immune to mental effects, absorb brains, mental damage
Move: 6
Alignment: Chaos
Challenge Level/XP: Based on HD + 3

Brains in jars given metallic, spider like bodies. They initially start at 1 HD (4 HP) but as they consume additional brains their HD grows. They tend to stick in the back letting more melee oriented troops enter combat before unleashing their psionic blasts. This psionic attack deals 1d4 damage and causes the target to make a save or become paralyzed for a number of rounds equal to its HD. If they make their save there is a 20% chance the trauma of having their mind invaded will result in a form of temporary insanity lasting for a number of rounds equal to the HD of the Psychosis crawler, roll on the chart below. If the Psychosis crawler can spend a full round with its mandibles attached to the still living head of a paralyzed victim, it will extract their brain and add 1 HD to its total instantly slaying its victim.

Temporary Insanity Chart(D10)

1: Attack nearest ally                    6: Lay on the ground and cry
2: Start clawing at own body doing 1d4 damage        7: Run as fast as you can from the battle
3: Do nothing other then scream                8: Temporary Amnesia, forget name, skills, spells, friends, etc
4: Hug who or what is nearest to you            9: Beserk gaining +3 to hit and damage but must engage in melee every round
5: Start taking off Armor, Clothes, Etc            10: Start ingesting small objects(coins, rocks) or any fluids your carrying (potions, oil, poison)

Wednesday, September 16, 2015

Unique NPC Encounters d100 Table

Today I thought I would present something a little different but could be useful in any old school campaign. For those situations when you want to introduce a unique NPC to the party to spice things up either while the party is travelling or possibly hanging out at a local watering hole, strange and unique people are all abound. Most are mundane people who are going about their business but some are specialist who may be looking for work or could be handy contacts in the future or possibly a villain on their own devious mission.




Download: Unique NPC Encounters

Monday, September 7, 2015

Desert Area d100 Table

It has been a while since I have done a d100 table and felt that my game worlds deserts are a bit lacking in the populated department. So I present to you my latest in my series of d100 tables for your wilderness needs.



Download Deserts

Sunday, April 26, 2015

Random DNA

    My usual gaming group is being disrupted this week so with my remaining players I am taking advantage of the situation and putting together a small 1 off adventure using Mutant Future. My players are already quite excited all being fans of the post apocalypse genre. Naturally my urge to make random tables has kicked into full swing again and thus I present an ever so simple but potentially useful random DNA table for your players who may want to spice up their mutants a little bit.



Download: Random DNA

Wednesday, March 4, 2015

Bandits

To complete my list of tables for a while, here is my bandits table. This table can be used not just for roving bands in the wilderness but also for rowdy pirates on the high seas. Let me know what you guys think.  Many thanks to every one who passed along ideas for this in the OSR community, you guys rock!

Download Bandits

Tuesday, March 3, 2015

Aquatic Area d100 Table

The sea is a dangerous place, full of large scaly monstrosities who would love nothing more then to devour helpless creatures above and below the great tides. From the smallest of fish to the greatest of leviathans you will find an assortment of sea creatures and monsters to meet.


Download Aquatic

Thursday, February 26, 2015

Hills, Mountains, and Plains Areas d100 Tables

Today I have completed the last 3 tables for the time being for wilderness adventuring. As need arises I may create new tables for desert and seafaring locals but currently my needs are met by what is provided. Please feel free to enjoy and make use and if you have suggestions for improvement I would love to hear your thoughts.



Download Plains
Download Hills
Download Mountains

Tuesday, February 24, 2015

Marshes Area d100 Table

Dark, damp, and never with out danger; there is plenty of trouble and adventure to find in the swamps, jungles, and marshes. For the 3rd instalment of my series of wilderness d100 tables is the marshlands. As always feel free to use and leave a comment on your thoughts about this table or any of the others. More to come so stay tuned.


Download Marshes

Sunday, February 22, 2015

Underground Area d100 Table

Things are moving along on my project for d100 table for each of the main adventure environments. Today I have for you underground areas. Many dangerous creatures lurk beneath the earth and in caves, caverns, and the like. Beware of ravines and sinkholes or falling rocks from above.


Download Underground

Friday, February 20, 2015

Forested Area d100 Table

    I have always loved random tables, be they for a quick bit of inspiration, an adventure seed, or just a side distraction to throw at a party on a trek through the wilderness.  It is through these random tables a bit of mystery to a situation when needed can be rolled into existence.

    Over the years I have collected many tables from various sources including books, articles, and some great community created ones, however non really had everything that I was looking for. I sought a very large broad selection of events, monsters, and traps for the most common types of wilderness environments. Being a believer in building tools when non exist for a project at hand I have began constructing my own tables for these environs.

    The tables are d100 in nature giving a nice large selection to pick from while not needing to be more then 1 page front and back when printed off and placed in a binder for game use. Originally I began the project for my 3.5 campaign but have since tried to make them more system neutral the best I could. Being mostly monster encounters I have grabbed from what I will mostly use for reference which is the various monster manuals and the tome of horrors complete.

    So with out further ado feel free to make use of the first of my tables, the forests, and let me know what you think. I will be posting the rest of the tables as I complete them and making updates accordingly.

Download Forests