It works in the following way:
Saturday, March 24, 2012
Imagine A GM, Rolling On An Orange Chart. Forever.
It works in the following way:
Monday, March 19, 2012
Bacon and Eggs: A Chill of Cthulhu Production

Of these NPCs, some have information. William Seabrook got it outta them by asking around if there was a shipboard poker game. Cole got it by touching guy #7s chair and postcogging the vile presence within him.Wednesday, March 14, 2012
Called Shot Mechanic
At least playing by the book.
Like:
"I want to cut the chain in mid-air so the morningstar ball goes flying"
"Ok, that's minus 2 for a called shot..ok, roll..."
______
Solution:
Naturally if you roll a natural 20 you do whatever awesome extra cool thing you were thinking you'd do, so...
Here's the deal: if you want to do something real specific--like hit the orc's torch and knock it on the floor, you can if you roll a crit. You can also extend your crit range as much as your heart desires: natural 19-20, 18-20, 16-20, all the way up to 11-20. Your choice.
The only catch is you then have to extend your fumble range from one by the same amount.
So you really want to knock the Necronomicon out of the cultist's hand? No problem, you want it on a 15-20? Ok. But on a 1-6 you trip and accidentally stab the baby he was about to sacrifice. Or yourself. Or your dad. Or whatever your DM's cruel little heart devises.
Monday, January 30, 2012
Does. Not. Com. Pute.
Thursday, January 26, 2012
Secrets Of The Chill Master Revealed!

L result =T#through (T#-tens digit) +I
M result = tens digit through (T# t 2) + 1
H result = T#t 2 through tens digit + I
C result = I through tens digit
The creature keeps the child in the darkness of the cellar, taunting him with playthings that “you can’t play with because you’re bad,” starving the child, and threatening to send the dog down into the cellar if the child cries or makes any noise. The child’s Willpower sinks from fear and hunger, until at the equinox (mid-March or mid-September), the neighbor ladv completes it wicked act by using the Minion Discipline: the child becomes a gamin, and is released to wander into nearby homes, where it begins its evil game of “murder.”
AaaaaaH!!
-..1)Although the creature does not suffer normal
physical damage, it does take wounds from eggs
used as thrown missiles.
Nice.
-And then there's Puppet People: made of wood, with a thin covering of flesh and they always hunt in pairs "The origin of these perverse creatures remains a mystery; all that is known for sure is that they are nasty and incredibly ignorant."
-And, of course Werejaguars. What a wonderful word. Werejaguar.

-CoC is a horror game and Chill is a horror game and any game can be played in any way but the basic form of conflict suggested in both the rules and modules for purist Cthulhu is: investigate investigate be confused investigate MEETTERRORYOU'REINSIGNIFCANTGoINSANeDIE. Whereas Chill 2e--while not as Universal Horror as the first edition, is much more cinematic than Cthulhu. It is about the PCs. They can win. They are interesting and maybe psychic. But then so are the monsters. It's a dance. It's more of Silence of the Lambs thing, more of a back-and-forth...
When I think about making a D&D character I think about a bundle of stats who will one day turn into guy I am going to have to learn to like, when I think about making a CoC character I think of someone who would be fun to see go crazy, when I think about making a Chill PC I think about how this guy is my fucking vampire hunter in my vampire hunter movie.
-If I was going to play a Chilly game today here is what I would do: use the CoC system, throw in The Art (Chill's psionic-PC powers) (just let people pick or roll randomly for 1-2 powers) and call it done. The rest is just writing the scenarios. "Your car breaks down on an abandoned stretch of road"
Wednesday, January 25, 2012
How To Keep Keep Simple Combat Interesting
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P.S. Answer to yesterday's Latin American literary mystery is coming, be patient.
Saturday, January 21, 2012
The "I Call On My Years Of Training" System
Friday, January 6, 2012
Just Add Pie
Basically his idea is, you drop a handful of d6s on the piece of paper and it gives you a map of nearby stuff plus distances to it.
This first thing I thought is, for any given landscape, you could go to Google Docs, quickly make a pie chart, and stick it in the center so that you could make custom "collapsed" maps for any given continent or area. So you not only know the distance to places but their character as well. Jsut extend the pie lines out and features in that sector is that kind of thing. This took 3 minutes:
Then I figured you could do this for buildings, too--though in a slightly different way. Basically you write a "destination" (i.e. interesting-stuff-having location--the kinds of things where you start drawing and think "I know I want a lich riding a wereworg in here and a pile of old tapestries but that's about it...") in each part of the pie, then the dropped dice indicate how many rooms away in each direction said feature is. The numbers that actually come up on the dice can then be your wandering monster rolls for each direction. A little ball-and-stick flowchart connecting-the dots and bam--instant dungeon. Good for when the PCs reach levels you haven't finished yet...
In other news, the second one came out as an inverted peace sign for some reason.
Wednesday, January 4, 2012
Tense Moments
So:
Skills (or "Noncombat tasks that a PC might reasonably specialize in").
Simple skill is like: there's a task and a number you have to roll, roll over, roll under.
Sometimes, though, you want to make the execution of a skill as dramatic and tense as combat.
Quick review: Why is combat drawn out in most RPG rules?
1. The stakes are generally high (life or death)
2. A partial success or failure is meaningful (injured foe or friend--this injury matters even after the combat's over)
3. The task and subtasks it consists of are fun events in-themselves, even outside of any context. At least if the DM is doing it right. (You dodge, you swerve, you slash and lose a finger and all that.)
In contrast to fighting, D&D skills in the basic rules tend to be simple--pass/fail.
Type IV introduced skill challenges, of which I know little, but which, as a player, I have experienced and not really noticed having an effect much--though I assume the idea is to create just such high-tension skill moments. Crossing the tightrope, ooo, nope, whoa, ok.. etc. the general scuttlebutt on them seems to be: the quality of them is highly dependent on GM skill.
Anyway here's my idea:
Each test either has a difficulty class (DC) like in Type III D&D (this is just like an ascending AC. A number you have to roll w/modifiers to do the thing) or if you are using a roll-under-attribute system it has a bonus or penalty associated with it (make a dex check at -2 or +3 etc.). Both are ability score based--int for making stuff, dex for tricky physical tasks, str for swimming, etc.
Like a hard task could be DC20 or it could be -5 to attribute check.
(This is all old news. This is how people already do stuff in versions of D&D.)
If you don't have the skill, it's just pass/fail. You succeed, good, you have made a tea kettle or climbed a wall. You fail, the bad thing happens, the lock seizes up, the knot uncurls, the trap fails to spring, etc.
IF you DO have the skill and you succeed, well, good. You succeeded just like everybody else.
(Still, all this is old news. Here's the new bit...)
If you DO have the skill and you fail, the DM rolls d6. If the die is over your current level, you fail. If it's equal to or below, the DM narrates some mayyyybe-it's-working type situation ("the lock is rusty but a tumbler is beginning to come loose...""you slip suddenly, but catch hold of a badger-shaped rock at the last minute..") and you have two options:
1. You can try again.
2. If the task is the kind where you can start doing it and give up half-way without catastrophic disaster (i.e. you make it half-way across the chasm and then turn back rather than just falling) you have the option to "chicken out" and stop rolling now and have things go back to more-or-less how they were before the failed roll.
If you try again:
If you succeed, good.
If you fail, the DM rolls another d6, if this d6 plus the previous d6 is over your level, you fail. If it's still under, you can try again.
etc. etc. until you run out of levels or succeed.
This means by 6th level you will obviously automatically get one reroll. By 12th level you automatically get 2 rerolls. (No need to keep track of this, the dice will make it obvious.)
Why a d6?
I figure 6th level represents the point at which you obviously are definitely reliably always a little better at your specialty than the average PC. (This is going by thief PCs in AD&D--until about 6th level you still kind of suck much of the time and using your abilities is often a bad idea.)
____
In addition to the tension factor, I also think this system will scale better at high levels than simply giving skilled PCs one-re-roll per level or +1 to the roll per level--After 4thish level everything is way easy unless the basic task has such a high DC or negative modifier that nobody unskilled could ever try it. In other words, doing it that way means you have to have a lot of walls that only a skilled person could climb, and even then you keep having to scale up the difficulty as the PC gains in power.
This system means that (since the basic roll is still just vs. unmodified attribute) a skilled PC is measurably better at doing things than an unskilled one, but does not live in a world where s/he'll start automatically succeeding and need more and more difficult tasks just for the game to justify having the PC have the skill in the first place.
(I mean--if there's a wall in a 10th level dungeon only a thief with a skill can climb then that means either the party has to have a thief or the players know on the metagame level that there must be another way in. Plus I also just find degrees of awesomeness beyond, say +6 difficult to really appreciate on a visceral level. If you get to a point on a d20 system where some PCs are at +4 and some are at +9 and anybody below +5 is actually kind of crap, relatively, I find it hard to imagine what that's like in real-world analogues. What's a +9 guy look like compared to a +15 guy? +15 vs +20? It gets kind of abstract and numerical.)
Plus no skill points to keep track of in this system. Though I like the LOTFP 6-point system, it's not compatible with the have-it-or-don't skill system already in my campaign.
____
So, anyway, this seems like a decent bolt-on for any have-it-or-don't skill class-and-level system. It requires no new things on a PC's character sheet.
And again, I wouldn't use it for every test, just when I wanted to add suspense when the consequences are a big deal.
Tuesday, January 3, 2012
Split-Column Assignment Generator
Dear Exploring Infinity,I have no idea how I found your blog, or this nifty situation generator that you made for Firefly. I also don't know anything about Firefly other than that it happens in space and has something to do with that Buffy guy people like.
Anyway, since it seemed pretty much useful for any game, I reformatted your table in split-column format. That way, if you have to roll a new situation fast (as you often do in sandbox D&D) you can roll once and read across, or, if you have a few more seconds, re-roll again for any result you don't like. I don't know if this kind of speedy flexible table is useful in the kind of games you play (we have no followed blogs in common and your categories are all games I don't run) but it is for me, so thanks! Your table is appreciated and has been added to the archive.
Rock.
Saturday, December 10, 2011
Anatomy Of A Good Houserule
Jeff's Carousing Mishaps table. It's a classic. Tons of people use it. Jeff has many tables on his blog--why does this one work so well for so many people?Let's pull this bitch apart:
-It deals with something that's already in the game but isn't usually dramatized in the game. Your PCs don't have to do some new thing or behave in a different way to use this table. It's assumed that characters are always drinking and wenching when they're not punching giant rats. It's also usually assumed that the game is about when they're punching giant rats and not about when they're drinking and wenching.
-It gives the players a toy. Let's face it: DMs have a million toys to choose from. What Color Is The Slugvomit? I have a table for that... Sometimes the game's moving at a pace where you'll use it, sometimes it isn't. This table is part of a subsystem that the players get to decide to trigger--that's slightly unusual. Give the players a wheel and generally one of them will spin it.
-It's something that comes up a lot. If you run the game like Jeff does, where each session is one delve, it can potentially come up every session. If you don't, it can still come up any time the PCs end a session in a town or city.
-The subsystem is simple. It's all over in one roll. Or two. Or maybe three. Not only are the new rules in the system simple, but unlike my plot-seed version of it, it doesn't make any demands on the game that it doesn't wrap up quickly. That hangover? That just means -2 to saves the next day--it doesn't suddenly change the whole game.
-The rules don't overlap with other rules This table doesn't have to replace or displace any other system in most other games.
-It's fun to read None of the entries stop at "functional". There's always some pithy description and some subrule or result tagged onto it. This is useful on account of:
1-Nobody's gonna decide to keep a table unless they read it, and...
2-You don't have to transfer it into game terms mentally to explain it to your players--they're written in such a way that you could just read them off the table to the group if you felt like it.
-You know why you're rolling on it Unlike this equally awesome table, the Carousing Mishaps provides color but is subtly more directed: you are rolling to see what horrible thing happened when you got drunk and how it will affect your next adventure. Story color is converted into mechanics in an interesting way. There will be a result and you, the DM, know roughly the scale of that result, so you know how much "design space" to let it have in your game--and you know it will mean something to your players.
-It doesn't make you do any work. It isn't one of those "Here's some ideas, make something up" tables. It's all right there.
-They're funny but don't force your game to be You do not necessarily have to shift over to Planet Gonzo to use these rules--partially because they compartmentalize the action into one small thing that happens at the end of a game.
_____
I'm sure there are other reasons and I'm sure I'll see them in the comments. But there you go: that's one way to write some genuinely useful rules.
Now, in the words of Jeff:
"Now somebody please go and post something twelve times cooler than my chart."
Sunday, September 18, 2011
Experimental Samurai Battle
Some additions/clarifications to the rules I've made:
Because they are extra mobile and can often run through other troops, cavalry appears more often on the chart than their numbers would indicate--heavy cavalry appears 3 times as much as a normal unit of their size, medium appears 4 times, light cavalry appears 5 times. i.e. if the enemy sees you slicing through them they can more easily send cavalry to intercept you than a foot unit.
Assume the archers are backing up some other unit (so it's essentially a 2-on-1 fight) and that the archer automatically gets to take a shot before the units close. Once the melee units have rolled initiative, archers may fire if they want, but a miss will hit their own guy (speeds things up). The attacking unit does not have to close with the archers to win that stage of the fight if the battle isn't mapped out in enough detail for that to be clear how that works, s/he just has to take out the other melee soldier. However, the archer gets one more shot on the enemy after the melee opponent goes down.
(If there were horse archers I would just run them as a normal fight.)
I assume spells capable of affecting large groups of people count as part of the battle, but I attached them to specific units unless they usually cause damage on their own.
For this particular battle, since the smallest units have 39 members, I used that as the base unit of measurement--i.e. for every 39 foot troops = one result on the table, for every 39 light cav = 5 results on the table, 39 med cav = 4 results, etc.
Lord Bakayaro's cavalry units each had 49 soldiers so I just added one more result to the table for each of his cavalry units.
For this engagement, I chose the simple, head-to-head option. That is: the 2 army lists are short, the "active" player is whichever side gets initiative (until s/he loses a fight, in which case the other player becomes active), and the winner of the last fight before the winning side burns through the other side's table is the winner of the whole thing.
Here is the line-up for the two sides
Lord Bakayaro_________
1 light infantry
2 lt inf
3 lt inf
4 lt inf
5 lt inf
8 heavy inf
9 heavy inf w/archers 0-lvl
10 heavy inf w/archers 0-lvl
11 light cav 0-level
12 lt cav
13 lt cav
14 lt cav
15 lt cav
16 lt cav
17 med cav
18 md cav
19 md cav
20 md cav
21 md cav
Lord Do-Aho
1 Light infantry
2 lt inf
3 lt inf
4 lt inf
7 light cav
8 lt cav
9 lt cav
10 lt cav
11 Heavy cavalry
12 Heavy cav
13 Heavy cavalry (hasted)
14 lt cav (attack from rear after "wall of stone")
15 lt cav (attack from rear after "wall of ice")
16 Heavy infantry w/ archers o-lvl (massmorphed and hidden)
17 Light infantry (w/3 sleep spells)
18 2-handed sword samurai (w/3 web spells)
19 Fireball (40' diameter sphere)
Clearly Bakayaro is the underdog here.
Let's roll initiative.
B: 4 DA: 6
Since Bakayaro's most powerful forces are fairly weak, DA is going to go for a shock and awe strategy, but is still going to keep his most powerful units in reserve. So: Unsupported heavy cavalry leads.
Fight 1:
Mounted Samurai - 1-Level Fighters, 10 hp, naginata, longsword (katana), heavy banded mail, AC 3
vs....roll a d4, add 3 for the horse's HD and 1 for fighter level, giving us...8! DA's men have penetrated deep into Bakayaro's lines and are now facing heavy infantry...
Foot Samurai - 1-Level Fighters, 10 hp, long spear, longsword (katana), heavy splint mail, AC 3
DA's mounted samurai win initiative. DM rules that since they're in the middle of a huge melee the samurai can either go for a trample or a regular attack on any given opponent, not both. The samurai graciously allows the horse to attack since it has a better chance and 3 attacks. It hits twice for...7 and then 3.
That's that for Bakayaro's heavy infantry, they suffer 10% casualties and are no longer a factor.
Since DA won, he keeps the initiative and rolls d4 + 4 again and adds it to 8 (since he was already at result 8 on the table) where he already was...16! Lord Overkill is on fire today.
Fight 2:
Mounted Samurai - 1-Level Fighters, 10 hp, naginata, longsword (katana), heavy banded mail, AC 3
vs.
Mounted Samurai - 1-Level Fighters, 8 hp, naginata, short bow, longsword (katana), brigandine armour, AC 5
Initiative to DA again...DM rules the samurai can either have the horse bite for d3 or attack normally. Attacker swings his katana and...miss, his opponent also misses (due to BA's superior armor--that banded mail was a good investment), he hits for 5, opponent misses, he hits again for 7. The unit lasted 3 rounds, thus taking 30% casualties.
DA is kicking ass, if he rolls over a 1, he's gone off the chart and it's all over...
...3.
DA wins after 2 fights and 4 rounds of combat.
DA's heavy cavalry unit got in 2 fights, thus 20% casualties.
DA's other units take d% casualties per unit--no modifiers since they didn't lose any "spotlight" battles. Lord B's other units take d% +10% casualties since they lost 2 fights.
________
Advantages: it's fast and gives us the outline of a story about about how the battle went.
Disadvantages: if the players are playing one (or both) of the sides and the battle is this small (only 20 results on the table)--and they had some investment in building the tables--I can see them being disappointed that they didn't get to see their more interesting units fight. This might be somewhat remedied by running the PCs-are-always-active version, but a quick-resolution system is a quick-resolution system and there still seems (if you don't have the patience for such things that all DMs do) like there's an imbalance between building the army and seeing it play out.
Saturday, September 17, 2011
Mass Battle Ideas From A Pendragon Hack
From The Great Pendragon Campaign, (5th ed I believe):Battle of Camlann
The unique nature of this battle warrants this special table for the Gamemaster...
To start, roll 1d6 to find the foe for the first round. Each round thereafter, roll 1d6 and go that many points down the list to find the next foe.
When at the bottom of the list, go back to the top, counting each number. Since many of the troops are unique, scratch them off if they were devastated and go on to the next one.
Example: First round, the Gamemaster rolls a 4. The knights fight against Castle Guards. Next round, the Gamemaster rolls a 2, so the player knights fight against British Peasants.
Camlann Random Enemy Table
1 Arab Saracens (use Arab warrior stats)
2 Atecotti savages* (use Saxon chieftain stats)
3 British bandits (use bandit stats)...
and 45 more results after that, roughly growing in strength--"Personal Enemy" appears near the end there.
Possible hacks for this format of mass battle table:
-First, the obvious: Add more results--100 or more
-Need to pad out the chart? Several results could just be "goblin with 4 hp + number just rolled on die" or "# of goblins = # just rolled on die"
-Some results could just be: "enemy wizard casts Earthquake or Nassim's Skull Ocean, deal".
-Some results could just be "now you're fighting uphill, -1 to hit and damage for a number of fights = d4 minus your dex mod"
-Battle ends when PCs die or get to end of the table
-PCs fight enemy leader or other strategic objective once they battle through the whole table (like get past those orcs to knock down the multi-tusk elephant)
-Rather than rolling d6 to move up the table, PCs roll d4 and add either their worst dex modifier or highest fighter level to the result. If they are mounted, add the weakest mount's HD.
-Any single PC may make a wisdom check or fighter level check (roll under level on a d20) to re-roll an undesired result
_______
These tables can also be hacked so they don't just apply to PCs trying to make their way through a big battle, but for running a whole battle, with the PCs acting as generals.
-For a short mass battle, use shorter tables (10-30 results). PCs pick a kind of troop they'd like to "lead" with. That troop type (represented by one guy of that type) starts rolling on the enemy table and fighting until s/he dies. At that point, the PCs pick another unit. Whoever has the most victories by the end of the table wins. Or, whoever wins the last battle wins (this is tactically complex: if you lead with your strongest unit, they might get worn out before the end of the table--where the enemies' strongest troops lie. But if you lead with your weaker troops, they might roll high and end up facing a foe that outmatches them.) To get real complicated, it's whoever wins the most fights plus the last battle is worth 4 fights.
Casualty figures of losing units = % casualties of losing unit = 10% x # of rounds they lasted x.
So like if they lasted 4 rounds, they took 40% casualties.
Casualty figures of winning units = 10% x number of total fights they got in before losing.
Casualty figures of units not "zoomed in" on during the battle: the winner rolling d100% -5 per "leading" fight won and the loser rolling d100% +5 per lost fight.
-If both armies are equally detailed, you could do head to head tables: two sides each have a table. Winner of each fight rolls on enemy table, first one to end of other side's table wins. When you lose, you cross that troop type off the list and your table just shrank.
-Campaign idea: by running around the sandbox and making deals with local bigwigs, fancies, and muckamucks, make your table as long as you can in preparation for upcoming mass battle. When the battle comes, PCs get to play themselves running thru the enemy table PLUS all the foes the enemy rolls as s/he attempts to slog thru the PCs' table. (For this one, the two tables could be shorter than d100, so there's time for both sides.)
-You could "recruit" terrain results onto your side's table (like the 4th result above) by choosing terrain carefully.
-A PC casting a spell with a large area of effect or large # of foes affected could turn a number of results in the enemy's next coming roll into "deal with this spell" effects according to some scaling rule like for every 20 square feet or 20 troops affected that's 1 result on the enemy's next roll. If they survive, they re-rolling on the table from where they left off.
So if you cast a rock-to-mud and it affected a 40 square foot area that'd mean the enemy rolling a 1 or a 2 would result in the unit they're leading with having to deal with how the ground is now made of mud.
-(This is kinda like building a Magic:TG deck isn't it?)
-Recruitment scaling rules for the campaign idea: every 100 troops = 1 result so a 100-result table ( would require recruiting 10,000 troops. Which seems reasonable to me, assuming the PC fighters'll be pretty high level by the time they get to the battle. Special troops (centipedetaurs, giant landsquids) could be presumed to be recruited at a level of like 1 unit of whatever size (4 giant eagles? ok) is just worth 1 result due to how mobile or powerful they are. Cavalry could be like 5-to-1, so 25 cavalry are worth one result.
-Alternate scheme: attacker is always the one rolling, defender is the one who builds the table. Depends on whether you want the game to be about building the army and choosing the terrain, etc. or PCs' experience during the battle.
Sunday, August 28, 2011
Attempt To List & Employ All The Random Tables I Like
-Assignment Generator
-Secret Santicore (incl. mutations, secret doors, traps, bandits, merchants, etc.)
-Dead humanoid's pockets
-Weird city encounters
-Creepy witch spells
-Dungeon origins
-Bizarre urban locations
-Wizard obsessions
-10 potions
-Potion mishaps
-Men at arms
-d30 Scrap Princess Mutations
-100 More of those
-Random islands
-Hex dressing
-Random Castle Shenanigans
-What are the wandering monsters up to?
-What are the goblins up to?
-Carcosa situations
-Magic Candles
-Magic Ropes
-Peddlers of the Deep Dark
-Chaos Patrons
-Creepy combat commentary
-Dungeon Motivation
-The D30 tables
-There are several we gave Gary Gygax for his birthday
-Elf village traits
-Original Warhammer Realms of Chaos Mutation Table
-Hack Vornheim Contest Winners: including Random Tavern Entertainment, What's in That Grave, Random Criminals , Rival Adventuring Parties, Creepy Idol, The Theater Amphisbaena and Rural Inn Tavern
-The Too-Many-Too-List-Here Fruits of My Own Unfortunate Addiction Now Handily Grouped Under One Tag
-C's awesome Tricks, Empty Rooms and Basic Trap Design
-100 Reasons PCs are together
-Mutant Future Gear
-Random level 1 gear
New:
-Random nonmagic scrolls
-Telecanter's 20 Random potions w/identifying details
______
So my PCs are sailing south toward the Goblin Empire. I am going to try to use as many of the random tables here as I can to figure out what will happen once they arrive there.
What I actually roll for my PCs next session will be in white so they don't espy upon it. Highlight it to see what I'm planning...
-Random islands
This'll be..roll roll...on an island with an old mine. I hate mines (in games--in real life I knew miners so I got to play in them as a kid and actually loved them. Whole other story.). But hey:
-gotta start somewhere, and
-it is, I'm told, dark as a dungeon down in the mine. Which is a start.
-Hex dressing
...in an area marked by a boulder with a face carved or naturally in it.
-Random Castle Shenanigans
...the castle has a strong ally--another house? a creature? wizard?
More to the point: there's a castle.
-What are the wandering monsters up to?
When the PCs arrive, monsters are returning to their lair with treasure
-What are the goblins up to?
This is the Goblin Empire after all...they arrrrre...
"Playing tenpins with a skull and some legbones."
So: oblivious to the goings-on of the wandering monsters.
-Carcosa situations
"At least half of the village is ill to some degree or another. Rumours abound that someone has been poisoning the well." This would be the goblins worrying.
-Magic Candles
Glory Glow (30'R, 4 turns)- each of these candles is tied to an alignment. All within the radius of the candle light of the same alignment are +2 to saving throws and attack rolls.
This treasure will show up. I'm gonna say allegiance to the same cause or god since I don't use alignment...
-Magic Ropes
More treasure:
"Weightless Rope: this rope simply has no weight of note (1 coins worth), a man could manage 500 feet of it before the volume of the rope becomes too unwieldy."
-Peddlers of the Deep Dark
This guy's down in the mine...oh a pair of peddlers: gnome(reroll fuck that) human (what are humans doing here?). The haulers of the stuff are albino cave-bronts, they have a magic candle (oh, that's where that came from) and glow grubs
-Chaos Patrons
This'll be for the owner of the castle. And the patron is the powerful ally...
follows Mabelode the Faceless (ah, thus the disturbing faceless face carved into the rock), Chaos gift: "Rise, my servant!" - The next time the character is reduced to 10% of his hit point total, all his hit points are immediately restored. Albino -4 con. Ok, so we have to figure out a way this isn't Elric.
-Creepy combat commentary
During combat this chaos-worshipping albino is....
A self-cheerleader: says "you can do it, there a lot of them but your poison will take care of that" and things like that. "Worry not, The Lord Who Has No Face will smite them all in the end!"
-Dungeon Motivation
"Family member of PC afflicted with disease that can only be cured with the waters from a sacred subterranean spring."
Which makes sense, as the PCs are delivering a family member to the goblins.
-The D30 tables...
This is from the city events table:
"The army/navy needs soldiers/sailors. Pressed into short term duty." Basically: the goblins are assaulting the chaos-worshipping albino. They need help.
-There are several we gave Gary Gygax for his birthday
This is one for finding the origin of wizards...
Created using fire and the bodies of d20 children who were sacrificed explicitly for the purpose. Found magic item of clothing via sheer luck.
And one for elementals, so the villain has a pal...
oversized ice/water elemental--intelligent and curious
-Elf village traits
Assume goblin civilization is built on the ruins of an elf civilization:
"Bomb shelter type bunker, actual village destroyed by orcs forty or fifty years ago, new village blueprint still under review by planning committee"
In the mean time, goblins moved in. The albino elf came above ground (from the mine) and instead of telling the other elves their home had been stolen, just established some kinda Chaos-worshipping tyranny over the goblins.
-Original Warhammer Realms of Chaos Mutation Table
Half brain-leaf plant. Ok a brain-leaf plant is a plant that makes you a zombie. In D&D that ecological niche is filled by the Yellow Musk Creeper zombie, and here in my campaign it is filled by the Violet Leopard Orchid Zombie. Which explains why our albino elf abandoned his or her fellows: s/he's half zombie creeping vine monster and probably turned them all into orchid zombies by now.
Now according to the table above they are returning to their lair with treasure. What treasure?
-Hack Vornheim Contest Winners: including Random Tavern Entertainment, What's in That Grave, Random Criminals , Rival Adventuring Parties, Creepy Idol, The Theater Amphisbaena and Rural Inn Tavern
So, in the plague-blighted goblin town beneath Faceless Rock...
A bard troupe retells PCs previous exploits, in...
The inn of the Yellow Dog (not "Hound"--I renamed it after a German grindcore label). The food is amazingly good, due to the fact that the cook is a captured fae creature. It will plead for rescue (removal of iron horseshoe over kitchen door) through messages in marbled fat on meat, steam rising from stew, etc.
PCs (especially Elves/Magic Users) are attacked by vicious bedbugs in their sleep. These will inflict 1 damage every third round, ignoring armor & clothing. Observant PCs will note a trail of them leading to the innkeeper’s room. If they force the door, they will discover the innkeeper lying in bed, his eyes glazed over, a stream of bedbugs scuttling in & out of his mouth.
A group of travelling players are putting on a performance in the village square, costumed as the PCs. They are performing an episode from their adventures, though misrepresented. If the deed was noble and valorous, it is depicted as treacherous , cowardly, and bloodthirsty, and vice-versa.
(This makes sense, the PCs fended some goblin pirates on the way here, no doubt the pirates have been sailing home claiming to have been attacked by hideous human witches.)
We have, Tuan The Forsaken whose brain's in a glass case, who is an extorter.
(His racket today is actually more just blackmail: he knows who the PCs are and will tell the fellow goblins if they don't pay up.)
A coffin is filled with blood and puss. Spills out onto players and starts to burn. (ummm...chaos magic, I guess)
There is a competing adventuring party in the form of: The Progeny of Lorbis Vul. Core members consist of 4-6 vat-grown male and female humanoids, with skin dyed in a range of colors from sky blue to Vermillion, and marked on their foreheads with a seemingly random number from III – XXV. They are physically perfect, athletic specimens except for one glaring, disturbing flaw on their respective arms. Not readily apparent. They are seeking the whereabouts of Lorbis Vul, a notorious sorcerer. For now, they pay their way by adventuring. in possession of an enchanted object or talisman, not readily apparent as such.
Other events in the Yellow Dog:
Satireveritas escapes.
Satirevertias is "a giant amphisbaena greets guests from a gilded cage, twin heads bantering suavely sibilant evil with a voice like wasp stings in honey. Their palindromic name is Satireveritas and they adore gossip and scandal – learning it, spreading it, instigating it. The serpent’s other priorities are general mischief and the seduction of beautiful women. Its not unpleasant musk pervades the room."
Daytime: auditions (for future goblin entertainments)
Nightime: "The Wise Man’s Journey To Hell"
Random NPC there: Mullen Poag, Stagehand/Roustabout
Agent of rival theatre here to spy and sabotage. (Of course PCs will think he's an agent of The Faceless Lord.)
Creepy idol (worshipped by our villain): limbless female torso w/severed phalluses giving birth to monsters. it gives birth to monsters once every 20 days, contains evil genie 2 wishes remain.
-The Too-Many-Too-List-Here Fruits of My Own Unfortunate Addiction Now Handily Grouped Under One Tag
Also:
d4 Othuagg baboons (drugged, dyed, crazed babboons used as shock troops by goblins) (+1d6 goblins) eating tiger fly scouts
Intercepted letter: To my most clever and unfortunate friend, Lord Vortullak of Spine, I send greetings from both myself and from your hilarious mother. This past season has been no doubt, a black joke perpetrated on this family by the omnipotent author of all things. I trust you received the map I sent earlier, for otherwise you would be entirely unable to read the words I now set down. Though I am indeed made weary by the strain of maintaining this deception, I see the necessity in it, as, I am certain, do you. You must destroy the four lunatics in Orgus Waarg. To do otherwise is to risk what little you have left. Your most humble servant, Natasha
P.S. Before this is over, I will have what's rightfully mine, no matter what you've been told.
(Question: is the villain this "Natasha" or is it "Lord Vortullak"? Let's assume the lunatics are the PCs and Orgus Waarg is the name of the town. This means Lord Vortullak is the villain and this mysterious Natasha is either off-screen or the name of the limbless idol he worships.)
No security measure per se, but the only valuables in the house appear to be in the bedroom along with a young and attractive NPC who's tied up and gagged. Sophisticated PCs may realize that s/he's not necessarily a prisoner.
(um..ok, Zak, whatever you say)
Villain characteristics: Aura of silence, Murders mice and eats them.
Ok, so Lord Vortullak sits there eating mice all day. And he--and all his orchid zombies--project an aura of silence. I really like that--the pale undead straggle forward and crack your bones and eat your brains all without making a sound. That's obviously how leopard orchid zombies work I guess.
Hex describing table tells me:
Weird landscape, damaged city, intelligent monsters, light rain, humans want help from PCs, anarchy, goblins, they speak in iambic triameter. "When I insult the king, The frogs erupt in song"
Random treasure: Level 8 spell scroll (Drunk reversal--no save). Small carved figurine or chess piece of one of the PCs, precise in every detail, 25-28mm tall. Purpose unknown. Actually the figurine is a spell scroll and it is the artifact the rival adventuring party carries.
A corpse:
Major local importer. Trade is all screwy until the power struggle to replace him/her is over--everything costs 3 times as much locally. (this is the blood and pus filled coffin. Obviously this death was not natural.)
An npc:
helpful frightened likes fried food --an herbalist. Probably the sneaky stage hand spy.
So, altogether: sick goblin village and PC's relative, plagued by silent undead revenge elves and chaos magic sent by a mouse-eating albino elf villain while beneath the faceless rock a tavern below boils over with escaped snakes and friendly spies.