Monthly Archives: December 2011

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12 Things Found in a Six-Demon Bag

Ogilvy requests:

12 things that happen when you pull something at random out of a six-demon bag.

by way of Egg Shen:

Jack Burton: Terrific, a six-demon bag. Sensational. What’s in it, Egg?
Egg Shen: Wind, fire, all that kind of thing!

The six demon bag is a mixed bag. It can hold up to six elemental demons, representing the five traditional Chinese elements plus wind, which is a western element. The holder of the bag reaches in and pulls out a demon, which appears as a glowing baseball-sized sphere. She then throws it. Then something happens. Roll dice to determine if it is major or minor.

If the demon is minor, it will be extremely helpful to whoever holds the bag. It will only effect the other side in a battle. If Wang Chi were to open the bag and throw out a demon, it would be minor. If it is a major demon, it will indiscriminately destroy as much as possible according to the table below. If Jack were to open the bag, the demon would of course be major.

How do you determine major or minor? Pick some odds beforehand and roll. Of course players might not know that there’s a good and bad side, so perhaps always make the first demon minor. Up to you, DM.

Six Demon Bag Contents

Roll Demon Minor Major
1 Wood Root Trap Splintering Forest
2 Fire Fireball Firestorm
3 Earth Fault Opens Earthquake
4 Metal Magnetic Storm Lightning Storm
5 Water Deluge Storm or Tsunami
6 Wind Gust of Wind Tornado

 

Deluge

A tremendous flood comes from nowhere, pushing the enemy as if from a fire hose, washing them away (if there is somewhere to drain).

Earthquake

A nasty earthquake effects the region. The center is where the bag is. There should be lots of property damage and hit points lost.

Fault Opens

A fissure opens in the ground, leading to the depths of the planet.  It should be about 50 feet long and about 10 feet wide (see Indiana Jones and the Last Crusade ending). It should be close to the enemy leader or the strongest enemy grouping.

Fireball

A fireball that damages only enemies. Roll damage as if cast by fifth level mage.

Firestorm

A giant firestorm hits, doing one die of damage to each creature in a one-mile radius according to the level/HD each creature has (much more damage to higher levels). All who survive have a sunburn that lasts 1d4 years.

Gust of Wind

Knocks down all enemies, disarming them and possibly doing damage or putting them in harm’s way.

Lightning Storm

All creatures within one mile are hit by lightning if they have any metal whatsoever on their person. No tesla cages allowed–these are demons, not science.

Magnetic Storm

All metal used or worn by anyone within 200 foot radius, even magical metals, fly off or away from their owner and form a large Katamari ball of scrap. This applies to magical and non-ferrous metal as well as steel.

Root Trap

Roots come from the ground and entangle all ‘enemy’ creatures.

Splintering Forest

A forest erupts from the ground/floor or ceiling. Branches and vines entangle and skewer every creature larger than a medium dog. Druids take 1/2 damage automatically and are not entangled. Tree-dwelling and sylvan creatures are not effected, nor are flying creatures. This works even in the desert or arctic, but the forest may die off if not in an appropriate climate.

Storm or Tsunami

A hurricane or tsunami occurs, centered on the bag holder.

Tornado

A tornado rips through the area, doing damage to random locations in the vicinity in addition to the immediate area of the bag holder.

 

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8 City Watchmen & Why They Hate You

z says:

8 City Watchmen & why they hate you/are dangerous.

Millius doesn’t like anyone with pointy ears, fair skin or long beards. You have all three, scrub.

That was Brandhauer’s (1d4: 1- Sister, 2- Wife, 3- Mother, 4- Dog).

Manchester likes you. So much he wants to add you to his collection over the fireplace.

Dorset is really not so much dangerous himself as he has a jealous oni lover he doesn’t know about.

Procett hates this city. He hates his job. He loves to put poison on his knives, however.

Mumps has, er, the pox. Every round of combat with him you have a 1 in 4 chance of contracting a terrible disease. See my necrotic disease table.

Offord is a classist. He hates anyone above the status of a streetsweeper. He is only a guard because he needs to afford medicine for his mother. You look like you have some gold, guv’na.

Billford is pretty sure you are a lycanthrope. He has silver arrows and other wards. He will catch you in the act of transforming, yes indeed. Or he might just kill you before it comes to that.

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NPC Motivations Table

Jeremy says:

A table (however many you feel up to) of 1,001 Nights-esque NPC names and their possible motivations.

I answered the first part here, and I hope that works for names, at least halfway decently.

Here is a Vorheim-inspired NPC motivations  table that hopefully works for you.

And here it is as a pdf.

Roll 2d6 using differently colored dice. One color indicates the result against the red pie chart, which shows six negative and six positive dispositions. The other color die lands in one or more boxes, which indicate the main object of one’s thoughts. Each die also indicates the intensity of the result. I like to do this twice per character to get their major and minor motivations. Here are some examples, the first with photos. I thought of the character name and position first, then rolled twice.

Queen Priscilla of the Seelie

Queen of Seelie Dice Rolls

First Roll for the Queen of the Seelie

Red die: 6 on line of generous and addicted. Green die: 4 on power.

Her Majesty is addicted to power but sometimes very generous as a way to show off how important she is. She is not concerned with petty power, she wants to expand her kingdom by invading the small neighboring gnome republic (power 4 would be regional on a scale of 1=household and 6 = planetary).

 

 

 

Queen of Seelie Roll 2

Queen of Seelie Roll 2

Roll 2. Red die: 5 on obsessed. Green die 2 on honor.

Her Majesty is obsessed with etiquette and small honors. She desires titles, and wants festivals, children, bridges and trees named for her. She can easily be flattered by a small tribute.

Had the Queen’s dice indicated a 6 for power, she would have wanted to rule the world. Had her honor die been high, perhaps she would be obsessed with honor and refused to deceive the gnomes but instead honorably invaded.

 

Yunus ibn Efraim Al-Jabhah the Silk Merchant is addicted (6) to wine and sex (1). Because the die is more in the wine box, let’s say that the wine addiction means he can’t perform so well, but has slaves or hirelings who put on a show. And because his red die is also on the edge of angry and spiteful, he gets very angry the next day when he is hung over and unsatisfied.

Yunus is also secretly sympathetic (2) to and provides some material support to a secret (2) plot to overthrow the local prince and establish free trade (1).

If his sex/wine die had been higher, and perhaps more in sex than wine, he would have had a harem and many children. Had his driven die been higher than 2, perhaps he would have been a leader in the movement. Had the freedom die been higher, he might have been devoted to freeing all his people instead of just the merchant class.

Let’s try a commoner now:

Bill the Shepherd is very angry (5) at a priest at his church (divinity 2). If he could, he would kill him. Why? He is obsessed and scheming (6) because this priest has been telling the local folk that cheese (food 2) made from sheep’s milk is forbidden by the dietary laws of Odin.  I suppose Bill preferred the previous priest, who in fact told the sick that sheep’s milk helps take away stomach pains.

A dragon:

Mortueste is a red wyrm who has been mentioned in some religious texts. He takes pity on (loving 1) those who have made the long trek to reach him who are stupid enough to believe he is a divine creature (struggle/divinity 2). He offers to let them take home as much treasure as they can carry (loving/angry 6) if they can regale him with an epic adventure tale (adventure 5). Otherwise, he roasts them (remember, angry 6).

This is designed to leave lots of room for interpretation. You have to fill in the details because it’s your campaign. I suggest taking no more than ten or fifteen seconds to do both rolls and interpretations. I hope it is useful.

Credit where credit is due dept.: I took the six wedges of the wheel from the Buddhist wheel of samsara. The outside-the-wedge opposites and any misinterpretations are my own. Thanks to Jeremy for the request. Many thanks to Zack for blazing some trails with this sort of table in his excellent Vornheim.

 

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The Santicore Has Escaped!

 

The 2011 Santicore is available in PDF.

Also, I haven’t forgotten about “bring it.” I’ll be making a big post later today.

 

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Twenty Five Distinctive Traits for Warrior Men at Arms

Joe G Kushner says:

25 distinctive traits for warrior men at arms henchmen

 

Twenty Five Distinctive Traits for Warrior Men at Arms
roll d25? Trait
1 mustaches down to his knees.
2 no scars anywhere.
3 no hair anywhere.
4 extremely freckled.
5 says everything twice. everything twice
6 is a woman
7 mohawk hair includes facial hair, head hair, neck and back hair all the way to butt.
8 pierces face with nails.
9 scaly skin.
10 monocle. Even if not yet invented.
11 very knobby knees and elbows.
12 skinny beyond belief, but very strong.
13 pointed ears if human.round ears if demi-human.
14 constantly gassy.
15 perfect teeth.
16 tells bad jokes constantly.
17 one-eyed beast tattooed on forehead.
18 talks to an imaginary pet bee.
19 apears and acts craven, boldest and best warrior anyone has met (in battle).
20 best cook on this side of planet
21 one armed archer.
22 sunburned skin.
23 no appetite.
24 squeaky voice.
25 impossible to understand what he’s saying.

If you want to make a request, comment here.

 

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Alchemical Mishaps Table

I haven’t forgotten that I owe a table of NPC motivations. I’m still working on it, which is probably overthinking, but I have to go through that stage with everything first.

For now:

TheJollyLlama875 says:

Alchemical item mishaps! As many as you can think of.

OK, first of all: nice Animaniacs reference. Now:

I’ve interpreted this to mean this is what happens when you drink a potion is made by a new or feckless alchemist, mage or witch. I can only type in twenty, as the potion I just drank is rather strong.

Alchemical Item Mishaps
roll d20 Effect
1 potion is undrinkably bitter. no effect.
2 potion is sweet, attracts 10d100 angry killer bees.
3 tastes great, less filling. Has no effect.
4 piss fire for 1d6 weeks. (okay, I know what you’re thinking. 1d3 damage short range missile attack thrice per day for male characters. cone attack for females)
5 potion works, but rots all your teeth out instantly, no save. (had dreams of this one? me too.)
6 potion works, but you are drunk (-8 dex, -3 saves) for 1d6 hours.
7 fails. aphrodisiac combined with not-choosey-at-all effect.
8 works. crossed eyes for 1d6 days.
9 doesn’t work, but 1d6 pixies fall in love with you and will follow you around for a week.
10 potion is perfect acid. eats though container, floor, goes to center of the planet when brewed.
11 works. flowers grow from every orifice for 1-3 weeks.
12 no noticable effect. become addicted to next potion you drink.
13 break out with acne everywhere until cure disease. -2 penalty to charisma.
14 potion works, but you now think you are some historical or legendary figure (a silly one)
15 the potion was harboring an earworm! minus two to anything involving intelligence for the next 1d8 hours.
16 a small head grows on the back of our neck and speaks very personal prophecy to anyone who talks to it.
17 everything between 15 and 100 feet from you is hit by a level 8 fireball spell
18 no one will believe you swallowed a liquid demon, but you are indeed possessed.
19 grow four extra arms below your regular ones.
20 you have reverse esp for 4 hours. anyone who looks at you knows your every thought. save or reveal any secrets or hidden notivations to any pc or npc that looks at you.

Want to request something? Post a comment here.

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Fantasy Arabian Nights Names

Jeremy writes:

A table (however many you feel up to) of 1,001 Nights-esque NPC names and their possible motivations.

First of all: this is not an attempt to create real world names. I don’t know much about that culture and what words mean or how they are put together. This is a hack. Real Arabic speakers, players or GM’s, please  make something better. Also, look through Al-Qadim, as I’m sure there’s some help there (never read it).

First, look here for how names work.

First Names

I can suggest two sources of random first names.

Popular male names are here. Popular female names are here.

If you want to keep it random roll 1d30*, ignoring anything over 26.  Count up from 1=A to get your first letter of the first name. Then roll the smallest die you have that covers all the available names for that letter and throw out the rolls that go too high.

Or you can use this table, taken from Biblical Arabic names from Wikipedia:


1d30 Arabic name Hebrew name English name
1 Alyasaʿ Elišaʿ Elisha
2 Andraos - Andrew
3 Ayyūb Iyyov, ʾIyyôḇ Job
4 Binyāmīn Benyamin Benjamin
5 Dāwūd/Dāvūd Davīd David
6 Efraim Efráyim Ephraim
7 Hārūn Aharon Aaron
8 Hawwā’ Havah Eve
9 Ibrāhīm Avraham Abraham
10 Ilyās Eliyahu Elijah
11 ʿĪsà/Yasūʿ Yehoshua* Jesus, Joshua
12 ‘Isḥāq/Ishak Yitzhak Isaac
13 ‘Ismāʿīl Yišmā`êl, Yišma`el Ishmael
14 Isrā’īl Yisraʾel, Yiśrāʾēl Israel
15 Jibrīl Gavriʼel Gabriel
16 Jād Gad Gad
17 Maryam Miriyam Mary
18 Mattà Matatyahu Matthew
19 Mikhā’īl Mikha’el Michael
20 Mūsà Moshé Moses
21 Nūḥ Nóaḥ Noah
22 Sārah Sara Sarah/Sara
23 Sulaymān Shlomo Solomon
24 ʿUbaydallāh Obhádhyah,Ovadiah Obadiah
25 Yaʿqūb, Jakub/Jakup Yaʿqov Jacob, (James)
26 Yaḥyà/Yūḥannā** Yôḥānnān John
27 Yūnus Yona Jonah
28 Yūsuf Yosef Joseph
29 Zakariyā Zekhariah Zachary or Zechariah
30 Sokurah (From The Seventh Voyage of Sinbad)

Again, roll 1d30*  and pick a name. I added one name to make it an even 30. If its the wrong gender, reroll. So you have a first name. If your random choice is tied to a real world religion and you’d rather avoid that, then roll again or go with Jafar or Fatima. Those are good ones.

Surnames

If you want to include one or more ‘son of X, son of Y’ names, roll as above for father’s name and grandfather’s name.

Then get a Surname by rolling 1d171 (or roll 2d100 and subtract 1). This table, also from Wikipedia, is taken from a list of stars:

1d171 (2d100 -1) Arabic name (transliteration) Meaning Common name
1 Akhir an-Nahr End of the river “Another River” Acamar
2 Akhir an-Nahr End of the river “Another River” Achernar
3 Al-’Aqrab The scorpion Acrab
4 Az-Zubana The claw Acubens
5 Ad-Dafirah The curl “Plexus” Adhafera
6 Al-’Adhara The maidens “Virgins” Adhara
7 Al-Dhayl The tail Adhil
8 Al-dhi’b The wolf Adib
9 ‘Ain the “eye” of the Bull “Eye” Ain
10 Al-Bali’ The swallower Albali
11 Al-Khiba’ The tent Alchibah
12 Al-Dabaran “The follower” of the Pleiades Aldebaran
13 Adh-Dhira’ al-Yamin The right arm Alderamin
14 Al-Firq The flock “Difference” Alfirk
15 Al-Jabbar The giant Algebar
16 Al-Jady The goat “Capricorn” Algedi
17 Al-Janb The flank “Side” Algenib
18 Al-Jabhah “The forehead” of the lion “Front” Algieba
19 Al-Ghul The ghoul Algol
20 Al-Ghurab The raven Algorab
21 Al-Han’ah The mark of the brand Alhena
22 Al-Jawn The black horse “John” Alioth
23 Al-Qa’id “The leader” of the mourning maidens “Commander” Alkaid
24 Al-Ka’s The cup Alkes
25 ‘Anaq al-Ard The caracal “Hug the Ground” Almak
26 Al-Maisan The shining one “Libration” Almeisan
27 An-Nayyir The bright one “Yoke” Alnair
28 Al-nasl The arrowhead “Blade” Alnasl
29 An-Nidham The string of pearls “Systems” Alnilam
30 An-Nitaq The belt “Scale” Alnitak
31 Al-Fard The solitary one “Individual” Alphard
32 Al-Fakkah “The broken” ring of stars “Humorous” Alphecca
33 Surrat al-Faras The navel of the stallion “Navel Persians” Alpheratz
34 Al-Risha’ The ropes Alrescha
35 Al-Athafi The tripods for cooking on Sigma “Andiron” Alsafi
36 Suhail Untranslatable Alsuhail
37 Al-Nasr At-Ta’ir “The flying” eagle Altair
38 At-Tais The great serpent “Goat” Altais
39 At-Tarf “The glance” of the lion “Party” Alterf
40 Al-’Udhrah The maidenhead “Faces” Aludra
41 Al-Qafzah al-Ula “the first leap” Alula Australis
42 Al-Qafzah al-Ula “the first leap” Alula Borealis
43 Al-Alyah The fatty tail of a sheep “Mechanism” Alya
44 “small cloud”[4][5] “little cloud” was the Arabic name for the modern Andromeda Galaxy, which was first discovered by Al-Sufi, and mentioned in his Book of Fixed Stars Andromeda Galaxy
45 ‘Arjat an-Nahr Curve of the river “Winding River” Angetenar
46 Al-’Anka’ Phoenix Ankaa
47 Al-’Urqub The heel-tendon “Achilles” Arkab
48 Al-Arnab The hare Arneb
49 Ar-Raqis The dancer Arrakis
50 Al-’Atiq “The shoulder” of the Pleiades “Responsibility Chandelier” Atik
51 Al-’Awwa’ The barker “Howl” Auva
52 Al-Udhi The hatching-place Azha
53 Al-Biham The livestock Baham
54 Batn Qaytus Belly of Cetus Baten Kaitos
55 Al-Baid The eggs Beid
56 Banat Na’sh Daughters of the bier Benetnash
57 Yad al-Jauza’ Hand of Gemini Betelgeuse
58 Al-Butayn The little belly Botein
59 Al-Kaff “The palm” of the Pleiades Caph
60 Kalb ar-Ra’i The shepherd’s dog Celbalrai
61 Al-Kharat The rib Chort
62 Al-Kursi The chair Cursa
63 Sa’d adh-dhabih The lucky star of ”the slaughterer” Dabih
64 Dhanab ad-Dajajah Tail of the fowl Deneb
65 Dhanab al-Jady Tail of the goat Deneb Algedi
66 Dhanab ad-Dulfin Tail of the Dolphin Deneb Dulfim
67 Dhanab Qaytus Tail of Cetus Deneb Kaitos
68 Dhanab al-Asad Tail of the lion Denebola
69 Ad-Difda’ Al-awwal The first frog Diphda
70 Al-Jabhah “The forehead” of the scorpion Dschubba
71 Kahil Ad-Dubb The back of the bear Dubhe
72 Adh-Dhi’ban The two wolves Dziban
73 Adh-Dhikh The hyena Edasich
74 An-Nath The butting El Nath
75 At-Tinnin The great serpent Eltanin
76 Al-Anf The nose Enif
77 Ar-Ra’i The shepherd Errai
78 Fam al-Hut Mouth of the whale Fomalhaut
79 Al-Furud “Individual” stars Furud
80 Al-Janah The wing Gienah
81 Al-Ghumaisa’ The bleary-eyed one Gomeisa
82 Hadar Civilization Hadar
83 Al-Hamal The ram Hamal
84 Al-Haq’ah The white spot Heka
85 Sa’d al-humam The lucky star of ”the high-minded Homam
86 Al-Izar The girdle, or, The loin-cloth Izar
87 Al-Jabhah “The forehead” of the scorpion Jabbah
88 Qabd Al-E’nan The rein hold Kabdhilinan
89 Al-Kaff al-Jadhma’ The cut-short hand Kaffaljidhma
90 Al-Qaus The southern one of ”the bow” Kaus Australis
91 Al-Qaus The northern one of ”the bow” Kaus Borealis
92 Al-Qaus The middle one of ”the bow” Kaus Media
93 Al-Qaid The broken egg-shells Keid
94 Qit’at al-Faras Part of the horse Kitalpha
95 Al-Kaukab Planet Kochab
96 Al-Qurhah “The blaze” on a horse’s brow Kurhah
97 Al-Las’ah The sting Lesath
98 dhanab al-asad the lion’s tail Luh-Denebola
99 Al-Mi’sam The wrist Maasym
100 Al-Ma’z The he-goat Maaz
101 Al-Mirfaq The elbow Marfik
102 Mankib al-Faras “The shoulder” of the horse Markab
103 Sa’d Matar The lucky star of ”the rain” Matar
104 Al-Mabsutah “The outstretched” paw Mebsuta
105 Al-Maghriz “The insertion-point” of the Bear’s Megrez
106 Al-Maisan The shining one Meissa
107 Al-Maqbudah “The pulled-in” paw Mekbuda
108 Mankib Dhi-al-’Inan Shoulder of the rein-holder Menkalinan
109 Al-Minkhar The nostril Menkar
110 Al-Mankib “The shoulder” of the Pleiades Menkib
111 Al-Maraqq The loins Merak
112 Kahkashan[3] is the Persian word for the Milky Way Milky Way
113 Al-Mintaqah The belt Mintaka
114 Al-Mi’zar The loin-cloth Mirak
115 Al-Mirfaq “The elbow” of the Pleiades Mirfak
116 miʾzar apron Mizar
117 Al-Muthallath The triangle Mothallah
118 Al-Mufrid The solitary one Muphrid
119 Al-Murzim The roarer Murzim
120 Sa’d Nashirah The lucky star of Nashirah Nashira
121 An-Nasl The arrowhead Nasl
122 Al-Baqqar The cattleman Nekkar
123 An-Nihal The camels quenching their thirst Nihal
124 An-Nasaqan The two series Nusakan
125 Al-’Uqdah The knot Okda
126 Al-Fakhitah The dove Phact
127 Al-Fakhidh The thigh Phad
128 Al-Farqad The calf Pherkad
129 Ra’s al-Asad Head of the lion Rasalased
130 Ra’s al-Jathi Head of the kneeling one Rasalgethi
131 Ra’s al-Hawwa’ Head of the snake-man Rasalhague
132 Ra’s ath-Thu’ban Head of the snake Rastaban
133 Ar-Rijl The foot Rigel
134 Rijl Qanturus Foot of the centaur Rigilkent
135 Ar-Risha’ The rope Risha
136 Ar-Rukbah The knee Rukbah
137 Ar-Rukbah The knee Rukbat
138 As-Sabiq The preceding Sabik
139 Sa’d al-Akhbiyah Lucky star of the tents Sadachbia
140 Sa’d al-Bari’ Lucky star of the excellent one Sadalbari
141 Sa’d al-Malik Lucky star of the king Sadalmelik
142 Sa’d as-Su’ud Luck of lucks Sadalsuud
143 As-Sadr The breast Sadr
144 As-Saif The sword Saiph
145 As-Sa’id The shoulder Scheat
146 Ash-Shaulah The raised tail of the scorpion Shaula
147 As-Sadr The breast Shedir
148 Alshelaiyak - Sheliak
149 Ash-Sharatan The two signs Sheratan
150 Surrat al-Faras Belly-button of the female horse Sirrah
151 As-Saq The leg Skat
152 As-Sulhafat The tortoise Sulafat
153 Athalitha The southern one of the third leap Talitha Australis
154 Ath-Thalithah The northern one of the third leap Talitha Borealis
155 Ath-Thaniyah The southern one of ”the second” leap Tania Australis
156 Ath-Thaniyah The northern one of ”the second” leap Tania Borealis
157 At-Tarf “The glance” of the lion Tarf
158 Ath-Thu’ban The snake Thuban
159 The Pleiades Thuraya
160 ‘Unuq al-Hayyah Neck of the snake Unukalhai
161 Al-Waqi’ “The stooping” eagle Vega
162 Wasat as-Sama’ “Middle” of the sky Wasat
163 Al-Wazn The weight Wazn
164 Al-Wazn The weight Wezen
165 Al-Yad The succeeding one of the Snake Man’s hand Yed Posterior
166 Al-Yad The preceding one of the Snake Man’s hand Yed Prior
167 Az-Zawiyah The angle Zaniah
168 Az-Zawraq The boat Zaurac
169 Zawiyat al-’Awwa’ The angle of al awa Zavijava
170 Az-Zuban al-Janubi “Southern Claw” Zubenelgenubi
171 Az-Zuban ash-Shamali “Northern Claw” Zubeneshamali

Then string them together as such:

Boys: First Name ibn (pronounced ‘bin’) Father’s Name ibn Grandfather’s Name + Al- Surname

Girls: First Name + bint + Father’s First Name + bint Grandfather’s First Name + Al- + surname  (or if your world is more egalitarian, use the mother’s names)

Examples:

Male: Yunus ibn Efraim Al-Jabhah

Female, matrilineal: Alyasa bint Hawwa Yad al-Jauza’

If the surname already has Al- or Ad- or other A prefix, don’t add Al-. You can also add royalty and positions in there either at the beginning or end.

That’s a quick and dirty way to create some names for your campaign. Because these were not curated for poetics, you need to say it aloud to make sure it works for you.

*(Or roll 1d3 (that’s 1d6 divided by 2, round down) and subtract one. Then multiply by ten and add 1d10.)

You also asked for motivations, but I must beg for mercy and ask that I may address that in a later post.

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Ten Potions

 

jasonk says:
10 alchemist potions.

 

ten potions
1 fizzy bang explosive gas. if lit, does 2d8 damage. can be shaken and thrown for half damage.
2 sticky syrup sticky tar. -2 to initiative, move at 1/4 normal rate. Covers 10′ x 10′ square area.
3 earth shake shake well then drink. causes minor earthquake.
4 hair tonic hair growth. will double length of all your hair. doesn’t cure baldness. 2 x 0 = 0
5 charlie’s potion boil 10 scrolls with herbs. reduce inky liquid. drink to be a supreme expert on one subject for one day (can be in another language). then know nothing of it at all ever again.
6 northern marmelade eat this and you cannot get lost for 2 days. after, you will be directionless and disoriented for 6 hours.
7 cahetch hup a few drops of this elixir makes any meal taste delicious. does not prevent poison, but does prevent disease from spoiled food.
8 ear honey three drops of this in the ear and you’ll be hearing ‘voices’ all day. (crazy voices)
9 fake fever elixir can be mixed with various berries and herbs to simulate almost any natural disease for up to a week. duration  depends on how much you drink.
10 cetacean potion potion of whale summoning calls d100 whales to the nearest saltwater location. you can communicate with them and ask for help (you are aquaman without the water breathing).

I hope at least a few of these haven’t been done before.

If you want to make a request, click here. I hope to answer these at least one every other day. I’ll also be picking a charity to donate $1 to for each request. If you can suggest a charity, I’d like to find something that helps sick or disadvantaged children.

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Freamon’s Cattle

Freamon’s Cattle

AC: Almost defenseless. Three steps lower than an unarmored human.

HD 2

Attack as FTR 2

Attacks: headbutt, backwards kick.

Damage: 1-2 HP

These peaceful, stupid grazing beasts wander the mountainside and forests near the wizard Freamon’s tower at Buzzard’s Peak. They are about eight to nine feet long, three feet tall at the shoulder and short-legged (think giant dachshund).

There are several types of Freamon’s cattle which can recognized by their differing heads. These are the heads of a bird, fish, cow, pig, goat, crustacean, horse, rat and human. No matter the head type, they are all herbivores that can eat just about any grass, brush or sapling.

If killed and cooked, their meat tastes like the animal that matches the head.

Freamon was rumored to have built a zoo of exotic creatures under his tower and some believe these were his invention, as they are much easier to raise than the large variety of food such a zoo would require.

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d20 table: Why monsters wander

Pedantic says:
I’d like a generic table of explanations for out of place wandering monsters. Potentially sorted by general region.
Simon Forster says:

Hello! I would like to see a table that explains why the wandering monsters are wandering.

This is what we scientists call a ‘twofer’.

d20 Table: Why monsters wander
roll d20 Why
1 visiting relatives
2 on walkabout or quest
3 abandoned by a travelling circus (or perhaps it ate the circus)
4 migration
5 must return to ancestral breeding grounds
6 must return to ancestral dying grounds
7 hunting
8 a pet
9 a guard
10 fell through portal
11 drawn here by special item
12 adopted by one of the expected denizens
13 lost. totally lost
14 this species has been here all along. the world changed (see: Nessie)
15 this dungeon was a zoo once
16 this monster is worshipped by a local tribe, who goes to extraordinary efforts to keep them alive in this climate and breed them.
17 this form is a strange intermediate growth stage
18 it’s a mechanical copy
19 cloning. the wizard Freamon is up to his old tricks.
20 native fauna was polymorphed into this form (perhaps a mass polymorph bomb was set off, explaining many out of place wandering monsters)

 

 

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