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Random God Generator

This last post in the Bring It series of reader requests comes from Twitter (my handle = @creepingdoom). [update: I got a request in the comments yesterday, so this is penultimate. I will take a short break from reader requests to get some ideas out of my system then we'll get back to reader requests.]

All right, Daniel (may I call you Daniel?). I hope this is useful to you.

Random God Generator for Fantasy Campaigns

(also makes saints, bodhisattvas & demigods)

Nature of Being

First, if you haven’t decided what this being is, roll for nature

Roll 1d8 Nature of Being
1 Saint
2 Avatar
3 Demigod
4 Reincarnated Emanation/Bodhisattva
5 Local Diety/Spirit
6 Titan/Being/Alien
7 Omnipotent/Omniscient
8 Personified Concept (no strictness or jealousy)

Domain

Then, you can either skip ahead to roll the Deity’s purview or you can roll here for a domain.

Roll 1d10 Deity’s Domain
1 Household
2 Household + roll again
3 Human Endeavors
4 Human Endeavers + roll again
5 Nature
6 Nature + roll again
7 Personal
8 Personal + roll again
9 Spirit
10 Spirit + roll again

Deities in the personal domain are or were living beings who either were gods/demigods/avatars or they became them after death, coronation, etc. They might not have a particular purview or they might develop one after generations of worship.

Purview

Roll d100 for a totally random purview in any domain or if you already have a domain chosen, roll 1d20 and consult columns 2 and 3. Note that some purviews are opposite sides of a coin. You can choose, flip a coin or make the same god responsible for both sides of the coin (one might pray to the goddess of slavery for freedom, for example).

Roll d100 Domain Roll 1d5 for Domain then 1d20 for Purview Purview
1 Household 1 Play
2 Household 2 Fertility/Harvest/Babies
3 Household 3 Health/Disease
4 Household 4 Hunt
5 Household 5 Hearth
6 Household 6 Doors/Household Safety
7 Household 7 Baking
8 Household 8 Wine/Beer
9 Household 9 Sewing/Weaving
10 Household 10 Wealth
11 Household 11 Household Item
12 Household 12 Food (particular)
13 Household 13 Important Commodity
14 Household 14 Male Virility
15 Household 15 Bridges/Gates/Crossing/Crossroads
16 Household 16 Fidelity/Adultery
17 Household 17 Animal Husbandry
18 Household 18 Gossip/Reputation
19 Household 19 Books/Scrolls
20 Household 20 Important Domestic Animal/Insect
21 Human Endeavors 1 Invention
22 Human Endeavors 2 War
23 Human Endeavors 3 Indulgence
24 Human Endeavors 4 Theft/Kidnapping
25 Human Endeavors 5 Travel/Hospitality to Strangers
26 Human Endeavors 6 Sailing
27 Human Endeavors 7 Building
28 Human Endeavors 8 Exploration/Adventure
29 Human Endeavors 9 Cannibalism
30 Human Endeavors 10 Honor/Justice/Vengeance
31 Human Endeavors 11 Trade/Commerce/Unexpected Windfalls
32 Human Endeavors 12 Slavery/Freedom
33 Human Endeavors 13 Learning/Ignorance
34 Human Endeavors 14 Hiding
35 Human Endeavors 15 Art/Poetry
36 Human Endeavors 16 Healing
37 Human Endeavors 17 Protector of Our People
38 Human Endeavors 18 Mining
39 Human Endeavors 19 Sport
40 Human Endeavors 20 Gambling
41 Nature 1 Animal
42 Nature 2 Mountains
43 Nature 3 Night
44 Nature 4 Oceans
45 Nature 5 Season (1d4: Spring/Summer/Autumn/Winter)
46 Nature 6 Plants/Woods
47 Nature 7 Predominant Local Climate/Weather Type
48 Nature 8 Fresh Waters
49 Nature 9 Natural Disasters
50 Nature 10 Thunder / Storms /Monsoon Season
51 Nature 11 Death/Destruction
52 Nature 12 Sun
53 Nature 13 Moon
54 Nature 14 Planet/Stars
55 Nature 15 Air
56 Nature 16 Fire
57 Nature 17 Earth
58 Nature 18 Water (all)
59 Nature 19 Natural Beauty
60 Nature 20 Decay (and rebirth)
61 Personal 1 King/Pharoah/Emperor
62 Personal 2 Queen/Empress
63 Personal 3 Consort
64 Personal 4 Parent of (roll again)
65 Personal 5 Child
66 Personal 6 Aescetic/Hermit
67 Personal 7 Bastard
68 Personal 8 Hero
69 Personal 9 Villain
70 Personal 10 Monster
71 Personal 11 Traitorous Advisor
72 Personal 12 Criminal
73 Personal 13 Folk Hero
74 Personal 14 Wise man/Wizard
75 Personal 15 Brother/Sister
76 Personal 16 Twins
77 Personal 17 General
78 Personal 18 Physician
79 Personal 19 Martyr
80 Personal 20 Roll Twice
81 Spirit 1 Wisdom
82 Spirit 2 Compassion
83 Spirit 3 Tricks
84 Spirit 4 Protection from Spirits
85 Spirit 5 Miracles
86 Spirit 6 Afterlife
87 Spirit 7 Pre-life
88 Spirit 8 Karma
89 Spirit 9 Undead
90 Spirit 10 Laughter
91 Spirit 11 Song
92 Spirit 12 Love/Sex
93 Spirit 13 Destiny/Fate
94 Spirit 14 Dreams
95 Spirit 15 Fear/Bravery
96 Spirit 16 Greed/Generosity
97 Spirit 17 Jealousy/Equanimity
98 Spirit 18 Hate/Love (non-romantic)
99 Spirit 19 Abstinance/Indulgence
100 Spirit 20 Bardo (Trial grounds between lifetimes)

Form

Roll 1d8 for appearance (if applicable). If you roll twice, combine the two (animal headed human, panther made of swords, whatever).

Roll 1d8 Form
1 Human
2 Humanoid /Demihuman / Unusual Human
3 Animal
4 Object from Nature
5 Natural Process (wind, fire, etc.)
6 Man-made Object
7 Monster
8 Roll Twice

Symbol

Roll 1d8 for a symbol. If you roll twice, there are more than one (cross and fish, tree and wheel, fire and winged man, etc.). Or combine those as well.

Roll 1d8 Symbol
1 Weapon
2 Tool/Household Object
3 Animal
4 Manmade Symbol/Letter
5 Natural Object
6 Monster
7 Body Part
8 Roll Twice

Colors

Every team needs a color or two. Roll 1d10.

Roll 1d10 Color(s)
1 Red
2 Orange
3 Yellow
4 Green
5 Blue
6 Indigo
7 Violet
8 Black
9 White
10 Roll Twice: Mix or Pattern

Offerings

This is what you have to bring to appease/propitiate the deity. Obviously roll again if the result doesn’t fit your campaign.

Roll 1d10 Offerings
1 Animal Sacrifice
2 Plants
3 Humans
4 Money
5 Work
6 Art
7 Goods/Commodities
8 Food/Water/Drink
9 Fasting/Deprivation
10 Help Others

Other Aspects

Roll 1d10 to determine other aspects of that deity on a scale of 1 to 10.

Strictness 1 = Forgiving 10 = Unforgiving
Jealousy 1 = No Proselytizing 10 = Convert the World
Opacity 1 = No Revelations 10 = Many Scriptures
Posse 1 = Random Lone believers 10 = Ecclesiatical Hierarchy

There you have it. As always, these tables are meant to inspire and you should feel free to pick and choose, ignore rolls or entire tables if you already have some ideas where you care going with this.

Any ideas for additions? Post them below.

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Random Hermit Generator

 

Heikki Hallamaa said:

If it’s OK to ask for another, then I’d have a use for a table full of weird hermits.

Milarepa, Greta Garbo, John LeCarré and Nikola Tesla having dinner. I’ll be here all week.

Here you go, Heikki. Roll five times.

Random Hermit Generator

Roll 1d10 five times Obsession  Converses with People Tolerated Quirk Secret
1 Meditation No one No one Talks in rhyme Related to party member
2 Prayer Birds Children Crawls on all fours Noble birth
3 Math Plants Sick people Calls everyone same name Great Swordsman
4 Botany Animals Lovers Farts constantly (hilarious) Spying on local child, waiting to train when old enough
5 Magic Rocks Most Unlike Self Collects others’ hair Wanted for crimes
6 Animal Husbandry Invisible Friend* Minstrels Great cook Former entertainer
7 Monster Biology Ghosts Seekers Talks backwards Veteran
8 Translation Puppets Lowest Caste Picks same lock all day Is a polymorphed monster
9 Supernatural Events Dead Mother’s Corpse  Perverts Herds cats Nothing
10 Apocalypse Roll again, but this time the results are imaginary Anyone with food Writer It’s all an act

* In the interests of clarity: a roll of 6 means a real, invisible friend. If you roll a 10 then a 6, then the invisible friend is not real. If someone talks to an imaginary rock, then the rock is not real but he will swear he has to squeeze by this boulder (that he talks to) to get into his cave. OR, if you roll a 10 then an 8, he thinks he has puppets on his hands and basically converses with his hands. A 10 then a 9? Mom might be alive. Or he might have someone else’s skeleton (maybe someone obviously not his mother, like a dwarf). Have fun.

Still reading? You must like tables! Here’s some more!

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Table for Criminal Organizations in a Fantasy Setting

tom timsum said:

 

Hows about a table of random street gangs or criminal organizations suitable for a fantasy world. Thank You!

Choose or roll d8 four times.


Roll 1d8 Organization Type Alignment Basis Reputation
1 Mafia-esque LN Race (or Ethnic) No Reputation (Yet)
2 Cells LN Wealth or Status Despised
3 Small Gang LE Neighborhood Feared
4 Secret Society LE Religion Hooligans
5 Militia N Family or Clan Barely Tolerated
6 In Disguise NE Political Honorable
7 Infiltrators NG Profession Loved
8 Large Conspiracy CN Charismatic Person Legendary

Notes:

Organization Type

In disguise means the organization wears masks or other disguises when they meet–ideally no one knows who anyone else is. Realistically, a mask or a sheet is a terrible disguise.

Infiltrators are a loose organization of “moles.” This is similar to cells, except that almost all members could not identify more than one other member of the organization.

A large conspiracy includes more than one organization. These organizations might even be opposed to one another (at least publicly).

Alignment

Chaotic Neutral organizations might seem a contradiction, unless you realize that not all organizations are effective. This might be an organization that has fallen onto bad or desperate times.

 

 

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Twenty Consequences of Miscast Spells

Crimson King said:

I’m playing a Mage game, and it has this system where if you fuck up a spell or if non-mages see you casting it there’s a strange paradoxical backlash and reality warps around you in awkward and unsettling ways, like there’s a brief and terrifying rain of bees or you develop temporary coprolalia.

(yes I’m playing World of Darkness oh god don’t judge me)

so Twenty Consequences to Doing Spells Wrong, perhaps, ranging from mildly inconvenient to permanently disfiguring.

I promise: I won’t judge you.

Roll 1d20 Side Effect
1 Hair turned to feathers
2 One week of bad social luck (lower CHA or penalties to reaction rolls)
3 Character passes out for one day.
4 Two random limbs paralyzed for 1d4 days.
5 Disabling itch effects everyone within 100 feet for one hour.
6 Involunatary charm others effect strikes at next inopportune moment.
7 Character is muted for 1 day.
8 Character’s touch destroys currency, cheques, credit cards, etc.
9 Character attracts attention of any law enforcement nearby for 1 month.
10 Whoever is pursuing party gets 50 percent closer. If no one is pursuing, someone is now.
11 Nose resembles Star-nose Mole’s nose
12 Character’s failure will become legendary. Songs written, jokes told.
13 Character convinced there is rot in fingers. Will not stop until they are all cut/bitten off.
14 One limb is severed, escapes, then grows into a monster/demon.
15 Full-body rash. Concentration impossible for 1 day. Disappears after 1 week.
16 PC becomes enamored of next person who attacks PC.
17 Character of out and in both backwards sentences all speak must player.
18 Character is cursed. Must sell off all assets and possessions within 24 hours or die. Cannot sell to anyone they know.
19 The universe reveals location of amazing treasure (red herring).
20 TV-style amnesia. Conk on the head will NOT fix.

 

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Fifty Things Found in Magic/Alchemy Lab

Heikki Hallamaa said:

 

As many as you can come up with: Interesting, weird and dangerous stuff lying around in an alchemist’s/wizard’s workshop.

As you see, I used a lot of my older items, which some might not have seen before.  I added links after those.

roll d100 Item
01-02 ten heads of small unknown creatures
03-04 medicinal grubs
05-06 glass bottle of eyeballs that rotate to follow movement
07-08 razor sharp insect wings, sixteen inches long
09-10 wig
11-12 driftwood shaped like one party member
13-14 block of red salt
15-16 three foot diameter dried dung
17-18 marionette made of small humanoid skeleton with horns and wings
19-20 four-foot braid of bright green kinky hair
21-22 eight foot eyelash against wall in corner
23-24 green glass bottle, about 8 inches tall, slim neck, small mouth. undecipherable script on side.
25-26 three headed mouse in small cage
27-28 glass maze. small dragon chasing tiny wizard. (tm JV)
29-30 glass jar with saury mermaid in vinegar http://www.rolang.com/archives/431
31-32 map of doughnut-shaped planet
33-34 candle that gets taller as it is burned
35-36 iron rose
37-38 folded parchment containing shaving stubble
39-40 six inch mummy
41-42 carnivorous cactus
43-44 one box of LOTFP purple lotus powder
45-46 elaborate hydra sculpted of halfling bone
47-48 barrel of salted fish that grant water breathing for one day when eaten
49-50 ceramic box full of small hydrae http://www.rolang.com/archives/45
51-52 chess piece: queen of assassins http://www.rolang.com/archives/95
53-54 script of Courtship of the River Women http://www.rolang.com/archives/166
55-56 a magic butler http://www.rolang.com/archives/99
57-58 a random cursed coin http://www.rolang.com/archives/388
59-60 six-demon bag http://www.rolang.com/archives/353
61-62 random bottle of parfum from Enri de Karpani http://www.rolang.com/archives/225
63-64 half-completed map of an unusual prison http://www.rolang.com/archives/382
65-66 charter of a halfling settlement bent on cornering the salt market http://www.rolang.com/archives/168
67-68 a bogpiggie in a cage. it will bite someone if handled and escape. http://www.rolang.com/archives/133
69-70 a skeletal hand with ambition http://www.rolang.com/archives/274
71-72 bracelet that shrinks 10 percent per round when put on until it disappears, severing wrist
73-74 half bottle of very old distilled alcohol. mossy taste, very fiery. immune to fire 1 turn.
75-76 bat-summoning whistle (not magical, bats must be near, no control)
77-78 prototype pill grants +1 con for 1 day, site effect: laugh uncontrollably when trying to sneak
79-80 carbonation equipment
81-82 funnel that doubles the amount of liquid that goes through it
83-84 a 2HD mimic disguised as a potion bottle
85-86 bottle of HOT sauce. completely disabled for 1 turn
87-88 ball gown with opening for tail in back
89-90 love potion that attracts only reptiles/reptilians
91-92 non-magical mirror that ads slight expression of smugness to reflected image
93-94 book that magically records intricate and comprehensive combat statistics of any nearby battle.
95-96 note from mage explaining he will be back in one hour. hourglass nearby almost empty.
97-98 pouch labeled ‘secret ingredient’ contains sneezing powder.
99-00 several large, gaudy hats
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30 Curses for Cupcakes

Danny Peck  said:

I’m a greedy bastard, Santa, and I desire at least a d30 table of fantasy curses that may have been thought up by entities in a ‘traditional fantasy setting’ but are hopefully bizarre and interesting. I’m attempting a project for a group of players that is very unsatisfied with “death” in tabletop RPGs, and so, I’m seeking alternative temporary conditions where ideally the character is still under the control of the player.

Unsatisfied with “death” in tabletop RPGs? They need to walk it off, pick up the dice and create a new character. But you’re the GM and I did take requests.

Here’s 30 curses for your party of cupcakes.

  1. Go with the Flow: All bones are dissolved. The character is now basically a sack of liquid and must be carried in a bucket. DM should decide whether spells can be cast, but carrying and holding on to things should be difficult. Clever players will find a few advantages in this.
  2. Honeytrap: Character now attracts insects, which will crawl or fly around him constantly. Sometimes they will land, sometimes they fight one another, but they give no thought to their own safety. The swarm will grow without end if the curse is not undone. This also works well with rats, snakes, earthworms, children…
  3. Freaky Furday: Mindswap with small animal.
  4. Undeath: Character is now a zombie with his mind intact. Penalties to reflexes and speed, rotting, body parts falling off, subject to turning, etc.
  5. Pariah: Charisma score of 3. No NPC will trust the PC. Terrible reaction rolls. No one likes the party. I don’t like you either. You just watch yourself…
  6. WTF: Character has been polymorphed into a helpless creature of some sort. A two foot butterfly  or a giant sea cucumber with a human face.
  7. Stench: Cursed with a distinctive unpleasant smell. Anything with a nose will not be surprised by the character. Reaction and charisma rolls are penalized. Nearby spellcasters have a 15 percent chance of spell failure due to distraction.
  8. Listlessness: Unable to adventure or function more than 3 hours per day.
  9. Degeneration: Lose 1 point in 3 ability scores every day.
  10. Rebirth: Every three days, the character’s body rots for eight hours. Then the character molts the corpse and crawls out at 1/2 size (level, HP, STR, CON, whatever).
  11. Glue: Character goes last every round. -3 DEX.
  12. Reverse Midas: All precious metals, iron and steel in vicinity of character turn to lead in a matter of hours.
  13. Mistaken: Character hears noises and is sure that something is approaching. Is correct 1 in 6 times. When correct, monsters encountered have maximum HP and do maximum damage.
  14. Betrayal: Character is unable to keep commitments, contracts and oaths.
  15. Walk Like and Egyptian: Character’s head turns into that of random animal: 1- Parakeet, 2- Dog, 3- Cat, 4- Pig, 5-Ass (Puck that!), 6- Crocodile, 7- Lion, 8- Jackal, 9- Snake, 10- Giraffe, complete with long neck. Only the parakeet can talk.
  16. Short Attention Span: Character cannot remember who is an ally, who is an enemy and whom she attacked last round. Also: what spells are already cast and what items are spent. If player hedges, consider making random rolls.
  17. Kill Everything Twice, Everything Twice: The character (and only the character) is plagued by ghosts. Whenever the party kills a creature or person, the ghost of that spirit or person attacks the character. This ghost is exactly like the deceased would be at full strength and hit points (with any special abilities restored to a minimum of one charge). No one else can see or interact with this ghost unless under the same curse. This does not apply to undead (although you could have it reverse and they are restored to life and attack the character).
  18. Charmed, I’m Sure: Character can be commanded by anyone to do almost anything as if charmed.
  19. Clang! Pow! Bash!: Character makes a tremendous amount of noise doing anything (even sleeping).
  20. Shrinky: Character is about four inches tall. (DM decides if belongings also shrink).
  21. Hulk Out: Character is now about twelve feet tall. Belongings do not grow and may be destroyed by growth.
  22. Candidate: Everything the character says will be deemed a lie by any NPC and PC’s who fail wisdom check. (Even when character is telling the truth).
  23. Most Wanted: Character is wanted for unspecified crimes in every kingdom, village and town within five hundred miles. Posters are posted everywhere.
  24. Pet: Ask the character what the most useless animal is. He is polymorphed into that animal.
  25. Squeamish: Character faints at the sight of blood (or grievous injury or death).
  26. All Together:  Arms, legs and head detatch from torso spontaneously. Each can move independently as controlled by the player.
  27. Satisfied: Character will refuse any share of the party treasure (and in OSR games, this means no XP).
  28. Tongue Twisted: Character can only speak in the language of the race/enemy most detested by the public (unless he is already that race). It doesn’t matter if he doesn’t know that language. He can only understand the languages he normally does (and cannot understand that detested language unless he normally does).
  29. Ophelia: Will attempt to drown self at any well, pool, pond, lake, stream, river or ocean.
  30. Protector: Will attempt to save any party member or non-hostile NPC by putting self in harm’s way, even foolishly (especially foolishly).

There you have it. It was a stretch, and some of these are not so weird, but really there’s only so much you can do to a character before you’re just being a jerk.

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Blank Hex Drop Table Grid

For you to enjoy. Examples of it in action are here, here and here. Please feel free to share what you do with the rest of the class in the comments below.

rolangs_drop_table_hex_grid (33K PDF)

Also: James Raggi at LotFP has put up his Indie-a-go-go page for The Monolith from beyond Space and Time and The God that Crawls. I for one would like to see this be a success. I love his original adventures and it feels like it’s been forever since the last one, so go on over there and sponsor what you can afford.

 

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Dice Drop Table: Evil Temple of Evilness

Another dice drop table, the Evil Temple of Evilness and the Great God Orsobuffo (named for the guy whose request lead to these tables). If you haven’t followed by two previous posts (here and here), this is how they work:

You print these out and lay them flat on a table. Drop some dice on the paper and interpret the results. If you already have a map, this will help you populate it. If you don’t then you can let the results guide you.

Each die should land on one or more outer or inner hexes. The inner hexes have encounters in them. If a die lands partly on one, then the encounter and its surrounding items are present in the room. If a die lands on only the outer hex, then it probably is touching more than one. I tried to design this so that the trappings in adjacent large hexes are somewhat compatible, so see if you can put whatever the die touches in the room. I’d also suggest that whatever large hex the die covers more, put the encounter in that hex in the room as well.

Unlike straight-on tables, this allows for some interpretation and that is the key–do what makes a better scenario.

Here’s an example of a temple made from this table:

 

Dice dropped on the temple table

I have some acolytes, a mummy, an anti-paladin, the temple guards and a private sacrificial alter. I also have two dice on the head priest. I’ll take this to mean there are two priests/priestesses somehow.

The Secret Temple of Orsobuffo

Crypt: The previous high priests and saints of the past are buried here. There are several dusty crypts here and a list carved in stone details the occupants. It does not mention that one of the occupants is a mummy. Also on the wall is a mural of an unholy prophecy of the return of Orsobuffo. There is a giant nest of centipedes in place of a corpse inside one crypt. There is also a scroll of binding there, which details a ritual for enslaving a creature from an outer plane.

Acolytes Quarters: Here can be found the beds, trunks, books, correspondence and prayer books of the acolytes, who can be found throughout the temple (say there are 12, total). A careful search of the trunks will also reveal the accounting books used to manage the temple and a map of the outer and inner planes, including access points. One of the acolytes is a doppelganger. You might involve it somehow in the high priest succession mentioned below.

Sleeping Quarters of the Anti-Paladin: A bedroom, and privy. Here the party can find a whenstone, unholy books (yes, again with all the unholy this and anti-that), dishes on a table with the remnants of a fine meal and a whetstone. The anti-paladin is not present.

Temple Guard Quarters: Here you will find the living quarters of the guards, including bunks, belongings, sports equipment, dice and weapons of the guards. On the tables are the remains of an ordinary meal. There is some gold in the foot lockers. The guards are on duty or otherwise not present.

There are two dice on the ‘high priest’ hex. There would not normally be two ‘high priest’ quarters unless you wanted to have this religion require two for ceremonial purposes. I will go that way and say that this cult only has twin priests. A high priest is chosen by the Orsobuffo idol from the two twin priests. The chosen then sacrifices the other on the altar. If you are a big fan of coincidence in your adventure, the party’s entry to the temple is on the night of choosing.

High Priests Quarters: This suite has been temporarily set up into two sets of living quarters. In one quarters are the thangka collection and the flute. In the other, adjoining chamber, is a private shrine and the cat (a disquised and undiscovered efreet). Both quarters have access to the vestments closet and the privy. The high priests are a rotund pair, a twin brother and sister. Both are secretly hoping to find a way to manipulate the idol into choosing them.

In the main hall is the giant statue of Orsobuffo. He appears as a fat, horned devil with jewels for eyes. This statue will animate when the prophecy on the wall is chanted a thousand times and raise either the right or left arm to indicate which of the twin priests he wants sacrificed on the altar, which is at his feet. There are many drums and gongs that are played as the chanting commences.

PC’s might mistake this as choosing the one who lives. Use that. Also in this main hall the night of choosing will be the antipaladin, the acolytes, and most of the temple guard.

There is an on-off switch that animates the statue fully, allowing it to walk. It is surrounded by a poison dart trap, which is activated by all but a few floor tiles. The priests know the way, as does the antipaladin.  Also here is a self-destruct mechanism for the temple, which is also set off if the statue is destroyed (not deactivated). There is a secret door here as well, which leads outside.

(Note to Orsobuffo: I named this after you, but didn’t put it in the title so as to not interfere with SEO to your blog. Not that this blog is big enough to do that…)

Evil Temple Jpeg

The Evil Temple of Evilness JPEG (2.3 MB)

 

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Dice Drop Table: Institute of Deathology

This table I call the Institute of Deathology. It can be used to quickly populate a necromancer’s tower or hidden lab. It works almost the same as yesterday’s Kaotic Cave, but has fewer possible encounters. You get one die for each room on the same level and drop it on the chart. The large hex the die falls mostly in suggests the theme and use of the room along with a possible occupant. If the die falls in the inner hex, or the occupant is not mobile, then the occupant is there. Otherwise, wait and see where else it might be. If the die is on the border of a few large hexes, see what it touches that goes well together. This tool is meant to suggest, not dictate, so go with whatever makes sense to you and looks fun.

I’m going to populate four floors of a tower that has two rooms each. There are only 12 possible ‘encounters’ on this table, but some rooms might be empty and I’m going to have the head necromancer be in her quarters on the fifth floor.

First two dice come up square on the shoggoth and the traitorous demon familiar.

Dice drop for basement of Necromancer's Lab

Dice drop for basement of Necromancer's Lab

Basement

  1. A shoggoth is hidden in the corner of a room that includes a captive NPC (unconscious or crazy or mute, let’s say), a hideous painting, broken glass, a golden leash, a scroll of banishment and a slime trail near the door. I think I’ll make the cellar one big room and add the familiar, the ‘phone’ to other planes and the broken iron chains. I could have added the rest of the trappings around the familiar but the  die fell only barely on the familiar and the room is already pretty rich with stuff. The familiar or the NPC might have useful information or want to help you deal with the necromancer. The demon is not to be trusted, of course, and might just forget to mention the shoggoth…

Ground Floor

  1. Room one is where the talking head is. Let’s say they use it as an entryway decoration or mojordomo. The d4 doesn’t touch the inner hex, so he could be away (perhaps getting repaired next door). I’ll wait and see what else comes up then decide. In the meantime, the entryway has at least the column the head stands on, a music box, a tray of hard candies and a library (probably for show). Hidden away is a case for the head (to sleep at night) and vials of blood (for maintenance).  The d4 also hit ‘cadaver’ but since I only want 2 rooms per level, I’ll just have a dead body in the entryway. Perhaps Igor needs to take it upstairs…
  2. Room two. The d10 landed mostly on oil lamp and barrel of eyeballs and only a but on shovel, tools and rope. Let’s put the caged zombie(s) room in back with those things and also the straight jacket, lightning prod, mummified cat and the parts on the tables. Seems Igor is making a mess today…

Floor 2

The d10 landed square on the doppelganger apprentice. It has foreign coins, a sword, mirror, torn clothes, a wig and a bottle of poison. (Why does a doppleganger need a wig? I dunno. Maybe they don’t do hair so well. Maybe they need a magic wig? Maybe I made this late at night?). There’s also a secret exit here.

Now the tower isn’t going to have a special room for uninvited doppelgangers, so let’s look  at the other die. It landed on the corner of library, sleeping quarters and is also touching privy, cadaver and parts in drawers (for the clockwork corpse). Let’s forget the parts, but use library and sleeping chambers. Let’s also use sleeping chambers but not for the head necromancer, who is on the top floor. Here’s what we get:

  1. Sleeping quarters. There is a dead body here with a wig, torn clothes and a dresser with a mirror. On the dresser are some coins, which on close inspection turn out to be from a foreign land. In the pricy is a doppelganger who has killed the assistant Igor (in the privy no less) and has just shoved the body down the latrine along with its wig and old clothes. It now looks like Igor and is deciding what to do next. There is a secret exit at the bottom of the privy pit, but the doppelganger doesn’t know. Might be interesting if Igor is just unconscious for a few hours…
  2. Library. There should probably be some scrolls and books here.

Floor 3

  1. The d4 is on Igor’s hex, but he’s indisposed. This is the kitchen, pantry and Igor has a small cot in back. Under his cot is some tasteful woodblock ‘art’, a holy book, and the petty cash for buying household goods. I would suggest swapping this room out with the zombie room below. It’s more likely a servant’s quarters and kitchen are located below, far away from the master’s room.
  2. Naga in tank. This captive naga lives in a large tank. There is a book on a stand near the tank, so it can read. There’s also a painting of a hell-like place, a kaleidoscope which with the book are probably carrots to get the naga to do as it’s asked. Then the sticks are here as well-a harpoon and feeding fish.

Top Floor

  1. This is the necromancer’s quarters. She has sleeping chambers, a privy, a wine ‘cellar’ (let’s say several bottles and some cups), an hour glass, a potion of youth and a cat. There’s also a secret exit here that is most certainly not the privy. Perhaps it is a teleportal to a safe spot a few miles away, designed to allow one person and one cat through before deactivating. Whether she is around is up to you. She could be in the library, zombie room or the basement.

One thing I forgot–where’s the talking head? In the sleeping quarters on the dresser (on a pillow) where Igor sometimes let it nap. It saw the doppelganger kill Igor but played dead.

I hope you find this useful. It was fun to make, as goofy as it is.

Rolang's Necromancer Lab Drop Table

Institute of Deathology v1 (1.8 MB)

 

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Dice Drop Table: Kaotic Cave

It’s not often I get to show off how artistically my development is arrested, but here we go…

A multi column dungeon dressings/rooms/accessories table, with columns like ‘natural cave’, ‘necromancy lab’, ‘mine’, ‘underground prisons’, ‘evil temple’ and whatever you feel like including. Oh why am I the 15th!??!

I’m afraid I can’t do this in the format that you requested. Well I could, but I’m not going to. I  understand the OSR fetish for endless tables, tables, tables, but in this case, I wanted to do something different that will hopefully still be useful for you.

Today’s post is the first in a series of drop tables, the Kaotic Cave (2.4 MB file). This is the ‘natural cave’ table. These tables are all hand-crafted with no real artistic skill whatsoever and are not intended to reflect high production values. To wit:

Level 1 of Kaotic Cave

These are the dice dropped on the chart for level 1 of Kaotic Cave

Just grab a handful of dice and drop them on the table to fill several rooms and with trappings and possibly encounters or encounter hooks. Look under each die at every space it touches and arrange the items indicated on your map however you like. Each large hex has a smaller hex in the middle with an encounter. If the inner hex is not touched, have the monsters be away from their lair when the PC’s arrive. Maybe they are wandering, or perhaps they are in a battle with a neighbor. If multiple large hexes are touched, you can optionally include all the encounters together in a large room or hallway, battling it out.

I have tried to arrange these tables so that encounters that have similar window dressing are close to one another. The Kaotic Cave has several humanoid races close to one another with accessories that fit any group.

Example d4 on Kaotic Caves

Smashed shriekers, mound of skulls, troglodyte corpse and garden

For example, the mound of skulls in the troglodyte hex could easily belong to the Kobalds. If I dropped a d4 on that space, as pictured, I would fill a cave chamber with smashed shriekers, a mound of skulls, a troglodyte corpse, a garden and some trogs fighting the kobalds in their home. Why in the Kobald’s home? If I didn’t have a preference, I’d just go where the larger part of the die is. If two dice cover the same large hex, I reroll the one furthest from the center.

I threw several dice with this, so for level one, I have:

  1. a pack of kobalds [sic] defending their home from troglodytes. They were warned by the dying alarm of their shriekers, which were placed to guard their garden (of mushrooms, I suppose) and the shrine built with the skulls of their ancestors.
  2. a room with troll bones,
  3. an ale cellar with a secret door to the outside,
  4. a corpse in the middle of a pentagram (no obvious explanation, perhaps a hook to later encounters),
  5. an owl bear’s nest with owlbear(s) and all the surrounding trappings (worms, bones, beetles, roaches, centipedes and a half-eaten dwarf),
  6. the mushroom mens’ home with its residents plus all the surrounding trappings (dung, glowing fungus, mulch pile, spore pods, guano and a mushroom garden)
  7. a room with rats eating a dead adventuring party.

Another throw for level two gives me:

  1. a room with a brazier and burnt bones,
  2. the lair of the giant spider, where she is hiding, plus all the surrounding trappings (eggs, more bones, small spiders, a giant web, mummified corpses and a secret exit),
  3. a room full of bats
  4. a hallway with a full backpack and shredded ropes and a trap
  5. a nest of flail snails with the snail family plus slime trails, trippy mushrooms, a dead party, a pile of bones, a pond and a bunch of baby flail snails.
  6. a dead, runt adult albino ape, lying on a dung pile, holding a cow femur
  7. a hidden room with weapons, armor and several jewels belonging to human bandits, who are away.
Level 3:
  1. the d4 went off the sheet, so I’ll add one wandering/pursuing monster to this level: It’s a minotaur who wants the dragon’s treasure but will let someone else kill it.
  2. The lair of the trogs, who have their own skull mound, human bones, a cave painting of demons, trippy berries, their own smashed shriekers and a half eaten kobald [still sic]. These would be the weak, young and elderly trogs, since the boys are out fighting. I wonder who started this?
  3. another chamber of bats and guano–the same large chamber as on level 2.
  4. A pool or stream with a secret underwater door, which leads to a lake outside.
  5. an abandoned campsite (formerly belonging to goblins).
  6. A gelatinous cube lurks in this chamber. A smart party will be wary once they find human bones, a map (of what? you decide!), a scroll of spells, a ring, gold coins and some bits of armor.
  7. The dragon’s chamber, complete with dragon, hoard, ceiling exit, eggs, melted armor slag, pieces of armor and a flock of birds that clean parasites from under its scales as it sleeps.

Now this won’t populate your megadungeon, but I think the above isn’t too shabby for a night of adventuring. The die rolls took twelve seconds total, while the typing took twelve minutes.

Here’s the Kaotic Cave as a hi-res jpeg at 2.4 MB. I’ll probably update the images to make them smaller and more readable later this week.

I hope it was worth the wait, Orsobuffo. Tomorrow: The necromancer’s academy.

Kaotic Cave v1 (2.4 MB)

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