Showing posts with label generators. Show all posts
Showing posts with label generators. Show all posts

Saturday, February 9, 2013

Random Class Generator or "What are the NPCs over the next hill like?"

While cool, it's utility when used as directed is low for the majority of DMs. OK, occasionally you're going to let a player play his flying Dwarf with Thief abilities that uses magic like a M-U at a 60% level penalty, because flying monkey, right? Or maybe you run a special session where you let everybody use one of these. Still, you use it once and everyone's got a character and done til someone dies. And that's fine, but after looking at the results a few times I think there's a way this generator is useful to the DM pretty frequently. That starts at the *

The first class it generated for me is one of the most immediately useable and straightforward things I think I've seen from a generator. This is the spear-carrying hunter who can sneak up on prey. It also makes a lot of sense for a Harpooneer or Landsknecht that decides to go adventuring. In more practical terms, a long-range backstabber (if there's some player skill and party coordination going on.)
I think I'd say they get a -2 to hit with non-polearms instead of not being able to use them at all, but the rest can play as it lays.
Requirements: none
Prime Requisite: STR
Hit Points
LevelHit Points
11d8
22d8
33d8
44d8
55d8
66d8
77d8
88d8
99d8
109d8
119d8
129d8

Armour Members of this class may not wear any armour. 
 Weapons Members of this class may only use pole weapons (polearm, lance, javelin, spear).
Attacking Members of this class roll to attack as a magic-user.
Magic Items Members of this class have no restrictions on the use of magic items.
Note that, for magic armour, weapons and shields, characters can only use a magic item if they could use the normal version of that item.
Thief Skills Members of this class have the thief skills, including the bonus when attacking unnoticed from behind, of a thief of their level.
Saves Members of this class save as a fighter of their level.
Advancement
LevelXP required
10
21760
33520
47040
514080
628160
756320
8110000
9220000
10255000
11340000
12425000
from here
Or this guy:


However, here's where the juice comes in for the DM. You can use this to extrapolate the weird cultural practices of the NPCs or even Monsters encountered in the next room/hex/tribe/whatever. This would probably work well in combination with Zak S's Gods as Places to fully flesh out a hex. (EDIT: If you're going soup-to-nuts and want more monster/NPC stats like attacks and AC, try this from Abulafia or this from donjon to add to the below. Works well to flesh out Villain Warbands.)
Let's say you're using Carcosa (either the book or generator) to do the heavy lifting for hexcrawling in your game, but you're not running a Carcosa game.
"Hmmm...Village of 220 Ulfire Men...so in my game, those are..."   
Requirements: STR 9
Prime Requisites: STR, CON
OK, so these folks really value being tough and feats of strength. They probably go shirtless and either live physically demanding lives and/or have strength training and scheduled contests.
Hit Points
LevelHit Points
11d4
Hmm, but they're easy to kill. Maybe they're small? Like, little strong pygmy dudes? I'd use this as the number of HD of NPCs, not the number of HP. Strong but low HD. 1-4 d8s.
ArmourMembers of this class may wear any armour and carry a shield.
WeaponsMembers of this class may only use pole weapons (polearm, lance, javelin, spear).
Shit, little strong pygmy dudes with polearms. As the next entry tell us, they attack better than magic users, but maybe not as good as fighters.
Attacking Members of this class roll to attack as a cleric or thief.
Magic Items Members of this class have no restrictions on the use of magic items.
Note that, for magic armour, weapons and shields, characters can only use a magic item if they could use the normal version of that item.
Magic-User Spells Members of this class can cast magic-user spells as a magic-user of 60% of their level - that is:
So there's a 60% chance a party of these guys has a shaman or other magic user, and/or a 60% chance each one has some spell or tribal charm that has an effect.
Thief SkillsMembers of this class can move silently as a thief of their level.
SavesMembers of this class save as a thief of their level.
Special AbilitiesAt level 7, members of this class gain the special abilities of a dwarf (60 foot infravision, detect traps, false walls etc).
"So these folks prefer polearms, value Strength, but aren't hard to kill. They're sneaky and magic use is widespread - 60% of the population. Eventually they get Dwarf abilities...maybe through some practice where meditation on the Erf pays off. OK, so I've got a pygmy tribe (or Goblin culture, etc) that uses magic and moves quietly and practices some kinda warrior mysticism and for some reason they revere the polearm - probably cause they value Strength but are easy to kill. OK, Ulfire Men are that now." Werido demihuman tribe infesting the ancient temple? DONE.
from here

--
I'd love to see what weirdo classes you folks get outa this, or weird cultures extrapolated therefrom.

Here is a cool pictures I came across looking for relevant images:


Jeffrey Jones does a great Conan

Thursday, January 24, 2013

Exploring the Lost City: Some Tables

INSTRUCTIONS: When the PCs go a direction, roll 1d4. If they go the same direction a second time in a row, add +1, another time, +2, etc.
Every time they change direction, start back at base d4 with no plusses.

WEST:
1. A temple with meeting square in front. Signs of sacrifice. If random encounter rolled here, sacrifice is recent, but party will not be attacked until they poke around
2. Residential Tenement block for slaves/the poor. Undead and mundane artifacts. 10% chance any room explored has something useful.
3. Open market area; broken stalls with ancient, decayed goods. Curious PCs will activate automaton guards and magical security runes, etc.
4. Middle class dwellings. Skeletons. More valuable stuff, but decayed. Some petrified wood and old metal stuff can be salvaged. 20% chance of something more valuable.
5. Upper class dwellings. Heavily damaged from the whole city-sinking-beneath-volcano thing. 25% chance of finding something more valuable.
6+. Guard gate at edge of city. 50% chance of finding control room for city movement. Knobs, switches, levers, valves, etc. If instruction poster can be read (in lost tongue), PCs can cause city to rearrange itself on a path to any part they want, or get out.


EAST: see instructions for WEST
1. Government buildings. Murder holes in ceilings of entrances. Will be used if random encounters rolled. Robed skeletons tossed about. 10% chance of finding a spellbook. 5% chance of finding something more valuable. 30% chance of finding a weapon.
2. Guard barracks. 50% chance of finding a weapon. Weapons found have a 50% chance of breaking with each blow. 30% chance of finding useable armor. Armor loses 1AC of protection with each blow landed.
3. Government magic lab. Oozes. Random potion effects. Walking in teleports your weapons and armor to holding area.
4. Winery. Good alcohol can be found with successful searching.
5+. Guard gate. 50% chance of activating automaton guards.

NORTH
1. A sports or gladiator arena. If the PCs hit certain triggers (standing in a certain spot, saying a certain phrase, etc), ghostly gladiators forever repeating their past come to fight them. Random encounters are descendants of gladatorial beasts from ancient times.
2. Theater. Some undead want to put on a play for you. They attack if PCs will not sit and watch. Three random encounter rolls during play. 50% chance of undead helping PCs in fight if random encounter rolled during their performance.
3. Former black market. Ancient items of illicit type, herbs with drug effects growing wild, old devices that cause trouble. Still-functioning robot merchant and his cronies have no sense of time passing and think you're just the next sucker to come along.
4. Red light district. Still-functioning whorehouse, beautiful, young, healthy, fresh looking escorts. Of course, they're Succubi and Incubi who can't leave the premises, but are also impossible to tell from normal people while within these walls until they energy drain you.
5+. Ancient town dump, now awesome forest.

SOUTH
Your turn!

Wednesday, November 28, 2012

The Plot

This table can answer:
-what's this book/play/song/ritual dance/story/opera/etc. about?
-what's the latest in court/the town/the rumor mill?
-what's my next adventure hook?
-what's a memorable event from my character's past?
-who's the next interesting NPC?
-What's the deal with the part of the dungeon?


The Plot
A _________  ___________ who is _____________and _______________ is _____________________ in ___________________ .

Roll a d20 for as many columns (1-6) as you want...


1
Young
Witch
Seeking the throne
Through murder
wants to hire the party
A desert
2
Old
Beggar
Commanding/
pushy
Tricking powerful people
Seeking revenge
The sea
3
Corrupt
Noble
Emperor in exile
Seeking the truth
Caught in a storm
A castle made of wood
4
Foreign
Adventurer
Banished
framed
Trying to help the party
The skull tower
5
Monstrous
General
A criminal
Come to confess
Innocent
Crystal pass
6
Worshipful
Princess
Lusty
Here to steal the children
Guilty
Mountains of despair
7
Nihilist
Priest
Accused of witchcraft
Going to steal that most valuable
Dangerous to be around
The Gulf of Gods' Fury
8
Murderous
God
A fortune teller
Seeking food and rest
Dying
A quiet woodland settlement
9
Mischievous
Monster
Disguised
Having an identity crisis
Going through a rebirth cycle
A tumultuous trading post
10
Secret/disguised
Assassin
Respected
Looking for a way out
Helping from the shadows
The capital city
11
Slovenly
Beast
Loved by children
Seeking employment
Damned
A farming village
12
Loyal
Captain
Feared
On a trade mission
Going to be betrayed
Hill of the faery folk
13
Cretinous
Chief
Unstoppable
Seeking his/her/its children
Running afoul of local law
An autonomous collective mine
14
clever
Prostitute
A spurned lover
Throwing money at a problem
Unexpectedly in a position of authority
A vast plantation
15
mysterious
Court official
Passive aggressive
Out to save the world
Sought by a more powerful force
The wastelands of memory
16
Evangelical
Illusionist
Ambassador
Convinced a PC is the chosen one
Willing to go to any lengths
A Purple cloud city
17
Noble
Merchant
Folk hero
Ruined by taxes
Suffering from amnesia
A land made of turtle shells
18
Foolish
Daughter/son
On a mission
Unbelievably lucky
Going to betray someone
a skyship
19
Gullible
Father/mother
Dead
Out to murder
Fulfilling a prophecy
a giant’s maw
20
disguised
stranger
Possessed
Delivering a message from the gods
50% lying about a treasure, 50% telling the truth
An ancient spaceship

Sorry for any kludgey grammar.

(UPDATE edited row 2 column 3 to remove redundancy)