Showing posts with label table. Show all posts
Showing posts with label table. Show all posts

Sunday, 7 January 2018

Prince of the Woods

They brood in the dappled twilight of the old forests, beyond the twisted secret warrens of thicket and undergrowth. The wolves and deer, the owls and badgers bend their knees in fealty, unbreakable til the pitted iron crown is destroyed. Insects and reptiles lend their ear, and do not take his counsel lightly, but owe no loyalty to the prince - they are apart, and have their own agendas.

1d6
Locals know Him as…
1
Green George
2
Arthur of the Oak
3
Tree-Speaker
4
Long-Jack
5
Goblin King
6
Lord of Teeth

1d6
The rumour goes…
1
The crown he wears is the first crown ever forged, and it put humans on top - in charge of nature, and that’s why the animals do his bidding.
2
The forest? Used to be a kingdom, and the edge marks the boundry. The king were reduced to a mere prince, or was it a prince robbed of being a king? Regardless, he now rules the animals and holds court with them. He’ll sleep at last once his throne is returned.
3
He doesn’t rule the animals, he is the animals, get me?
4
If it weren’t for him the forest’d die.
5
He’s held in thrall by a tree what seduced him - and still is, waiting for her to marry - why else is he a prince and not a king, eh?
6
He’s actually a witch with a glamour, and so is the court of his animals - they can’t pretend to be lizards and bugs, because they’re not warm like people or witches.
1d6
Conflict Arises…
1
The Prince is at war with the insects and lizards - you can hear them fightin’ in the woods.
2
A wolf is leading a coup, and both sides are trying to drag the humans into the conflict.
3
The Prince would see his domain expanded - the forest goes rapidly, cutting off the local village from (something essential, or entirely)
4
The Prince demands oath of fealty from domesticated animals, thinning the herd, causing a potential food crisis.
5
The Prince has killed the charcoal burners - not that the villagers care about them, but who’s next?
6
The Prince has stolen a child to take his place - but isn’t he supposed to be immortal?
Folkloric monsters and shit. Stat is however you please, you can change the ending of the story through the stats I guess. My players would probably just burn the fucking forest down. Also he could just be an Arboreal Vampire to mess with people/

Thursday, 25 May 2017

Acid Death Fantasy - Thousand Sultans Generator

The petty sultans and emirs are many, ruling in luxury across the broken lands, precious water cupped in mailed palm. It is a hobby among them to compete with their titles.

1d10
Title








of/the
Honorific






and… (roll again)
1
Emir
thousand stars
2
Malik
Supreme Wisdom
3
Sultan
Rider on the Wind
4
Haleim
Crusher of Serpents
5
Sharif
Jewelled Eminence
6
Ensi
Chosen by a Legion of Divines
7
Patesi
Sage of Sages
8
Lugal
Boundless (Mercy, Strength, Riches, Wisdom)
9
En
of [titles]
10
Lord
Gift to all Peoples

Though war does sometimes erupt across the wastes, they prefer to compete in other ways, an endless cycle of fashions and fads.

d20
Current Fad
1
Beasts - the most exotic, dangerous or mundane.
2
Slaves - the most beautiful, athletic or educated.
3
Poems - the most ground-breaking or traditional.
4
Palaces - the most humble or spectacular.
5
Feasts - the most sumptuous or daring.
6
Drugs - the hardest or the most cultured.
7
Esteemed Guests - the most noble, educated or barbaric.
8
Bound Demons - the most, the most hideous or otherworldly.
9
Personal Champions - the least likely or most proficient.
10
Ugliest Wretches - quantity or quality?
11
Arcane Lore - the most hidden or powerful.
12
Largest Harem - most mixed or heterogeneous.
13
Finest Garments - the most beautifully useless or practical.
14
Most Pious - to a known or unknown deity.
15
Sponsor of adventurers - the most widely spending or focused.
16
Most beloved or despised.
17
Finest Personal Guards - obvious or subtle.
18
Deadliest Dungeon - fair or totally unfair.
19
Most illustrious genealogy.
20
Most non-materialistic.

Of course, each sultanate has its own problems.

d10
Troubles afoot
1
Slave Uprising.
2
Rouge Wizard(s) attempting usurpation.
3
Mercenaries, unpaid, running rampant.
4
Infestation of monsters has taken hold.
5
Plague.
6
Disturbed ruins causing havoc.
7
A huge lack of money on all levels.
8
War with a neighbour.
9
A prophecy of doom approaches the promised date.
10
Migrant population causing issues with locals.

Sunday, 26 March 2017

10 Islands

*Go Away Sunday Players*

Part of a larger sea-based encounter table.

d10
Island
1
A pathetic spit of land, where the survivors of a shipwreck squat, miserable. They have enough rations to last another d12 days. 3d8 of them remain. They were :
1.       Nilfenbergian Navy
2.       Angmarrian Privateers
3.       Merchants
4.       Whalers
5.       Unaffiliated pirates.
6.       Colonists set for the new world.
2
3
A witch-prison colony, run by the Nilfenbergians before the war. They are running out of supplies. Some of the soldiers think they should wake the wizards up, see if they can summon supplies. The priest threatens to throw them to the sharks. 3d12 wizards, drugged brainless. 3d20 guards, with 1d10 cannons. 1 priest.
4
A larger island, dotted with huge stone heads. Each contains an aborted embryonic god, killed by their jealous parents. The culture who built them destroyed themselves in the process, and so their gods died with them.
5
Kidknap crab spawning ground (See Broken System #0)
6
The final degenerate remnants of an island forced to cannibalism. 5d20 remain, squatting in rotten huts or else hunting one another. Each has 2HD, and fights with bone weapons.
7
The Cage (See Broken System #0)
8
A pirate king and her fortress. All are welcome, if they pay her extortionate docking fees (100sp a night). It is still filled with pirates and slavers. Her captive sea-priests destroy any ship causing ruckus in the waters surrounding.
9
A thin lip surrounding a huge yawning bit, many ship-lengths across. The pit is lined with:
1.       Fresh/Aged stone brick.
2.       Perfect/cracked glass.
3.       Living/dead flesh.
4.       Bones.
5.       Shimmering metal.
6.       Light - blinding white.
0
The Funeral Isle, a grave for a civilization long dead. Six black granite pillars ring a central point, each encrusted with the achievements of this dead people. The central point contains grave goods. Disturbing the goods awakens the Guardian. The island is pockmarked with craters from the weapons of the Guardian.
Achievements :
1.       Creation of the Humans.
2.       Puncturing the womb of sky.
3.       Creation of concept-driven war machines.
4.       Taming the soul itself.
5.       Capturing the senses with their art.
6.       Their own destruction.
There are three items of value to loot :
1.       Painting of Blinding Beauty. Alien suns and stars above a landscape barren. Utterly beautiful and haunting. Studying it for over a minute causes a choice : either destroy your eyes, and never behold a pretender to the beauty of the painting, or else dedicate yourself to the destruction of all beauty bar the painting. Worth 50000sp.
2.       The control panel for their flying vessels, all long departed or destroyed. It could be used like a shield, intricate, complex yet sturdy. Worth 8000sp.
3.       A miniature version of the concept-bombs, containing the concept of the perception of time. It has two settings - compress, causing the target to experience a thousand years in a single second, or elongate, making a second seem like a thousand years. It is good for one use, and does not give immortality. Worth 50000sp.
The Guardian.
A colossal titan of brass, emerging some miles off the coast of the Funeral Isle, kicking up huge waves (potentially destroying any ship too close to the isle). Three large spheres make up the body, from which sprout seven legs, shimmering in the sun. The largest of the spheres is the brain, and is filled with conceptual killing. Given enough time, the killing would evolve into violent, chaotic art. The other two spheres are Spelltrap Arrays, which absorb up to 50 spell levels worth of spells each. If overloaded, they explode, killing the Guardian. It can use the arrays to fire beams, which deal 1d8 per spell level expended, and requiring a save vs paralysis to dodge. A kick or stomp from its legs could easily destroy any ship. If one were able to clamber up the leg, the conceptual killing could be tamed with a truthful oath of pacifism, leaving the entire machine inert. It has 50 Ship HP. Replacing the grave goods satisfies it, but it will watch until the intruders leave.