Tuesday, July 20, 2021

d100 Familiar Features

Familiars are fun. For my games I generally allow a Magic User that wishes to begin play with one to simply to drop a die from their starting 3d6x10 for gold. This die serves double duty as the Familiar’s HP.

Usually they’re treated as fairly mundane animals/pets (unless the Magic User has a First Level Spell Feature that applies to them), maybe a little more clever (smart as a Chimpanzee is generally a good guideline), but usually they’re just a bit of flavor, or potentailly a useful tool that might be useful situationally to solve a very specific problem. Since they’re hard to replace and fragile though, this makes them fairly bad fits as scouts and trap-springers, so I often caution the players to be careful with them.

But sometimes and in some settings it’s more interseting to give them some special abilities.

So here’s a list of One Hundred Familiar Features for inspiration. Perhaps the Magic User uses Magic Reasearch to unlock these secrets (time and money), or maybe they gain new features in play. I suppose you could even have one unlock randomly every few levels the Familiar survives as a tacit encouragement to be careful with those little critters.

Friday, July 9, 2021

Monster Miens by Type

Here is a table with some Monster Miens, inspired by the lovely Troika! Method of attaching a tiny table to the denizens of adventures in order to give them a little personality. While I adore the ones that are bespoke for each individual creature, I figured it might be useful to have something like this in a slightly more generic form.

It uses the d12, because that die seems unloved and rather lonely. It is ostensibly arranged to work alongside the standard 2d6 Reaction Roll if you wish (although those results will be weighed accordingly). Still mulling over a more extensive “d36” one that directly interfaces directly with some of the dice metadata for that lovely table.

Tuesday, June 15, 2021

Updated Quick Equipment & Encumbrance Sheet

Here’s a bit of a blast from the past. I decided to give a little refresh to my old Quick Equipment & Encumbrance Sheet because it’s still turning out to be useful for various games I’m running.

As before, the chief purpose is to cut down on the time-consuming “Shopping Trip” portion of Character Generation, but still preserve some player choice in how they outfit their characters that goes a bit beyond the more comprehensive “kits.” There are some tricky choices baked in, but I if you wanted to speed things up even more, you can always just have the players roll 6d12 (but I’ve found this tends to lead to a lot of table time spent “swapping” sometimes). With a few quick checkmarks/highlighters the adventurers are ready to go, with all of their Equipment on a single handy sheet.

Tuesday, May 4, 2021

d100 Terrible Toxins & Vile Venoms

Despite the ubiquitous presence of Poisons (my inner pedant nearly always perks up to mention that these are more accurately referred to as Venoms when it comes to monster attacks) I have never been terribly fond of just inflicting Hit Point Damage, a persistent (and often conveniently disremembered) penalty to rolls, or even that sainted staple of old-school play: Instant Death for these types of attacks.

Those may still occasionally appear as consequences, but I typically prefer these types of harm to linger a bit longer, create interesting challenges for the characters to overcome, and introduce another delicious layer of tension to the situation. For particularly dastardly critters, these sometimes can occur even on a “successful” Saving Throw.

I suppose some of the more physiologically improbable entries could serve as Calamitous Curses as well in a pinch, and I heartily encourage providing options for miraculous cures and treatments (driven by adventure generally of course). Perhaps some of these Herbs & Plants might be just what the Cunning Folk ordered?

So as promised during some of my d100 Encounter Activities, I went ahead and put together a table with One Hundred sometimes squicky ideas for giving these types of attacks a little more bite.

This table comes with a Content Warning for what I feel might qualify as mild Body Horror, because it is surprisingly tricky to explore these kinds of effects without a soup├žon of the gruesome.

Saturday, May 1, 2021

d100 Equipment with Coin, Weight, Slot Encumbrance

Below is a d100 table to speed up generating Equipment and calculating Encumbrance. There seem to be three primary measurements favored these days Coins, Pounds, and “Slots.” Encumbrance Tracking is a highly subjective process, that varies from table to table of course. I’ve always been partial to coins (making it an even more “universal” unit that dovetails with spending and advancement) but do sometimes need to adjudicate raw weight (in pounds) and enjoy the occasional abstract “slot” based system as well.

So, I’ve endeavored to provide a tool that attempts to conveniently relate these different methods. As a bonus, if you find yourself in need of a random piece of equipment, it might be useful for generating that with a quick d100.

Should you notice anything glaringly out of line, please feel free to let me know!

Tuesday, March 23, 2021

Wilderness Encounter Vignette Tables

Here’s something a little different! In my pursuit of repurposing/recycling those Procedural Rolls to have them do “double-duty” I came up with some tables for what I have nicknamed “Wilderness Encounter Vignettes.” These are almost a bit like TROIKA! Miens to flavor an Encounter Area or Place.

Basically, the intent is to leverage some metadata from some of those 2d6 rolls we frequently make for things like Surprise, Encounter Distance, and Reaction Rolls in the form of d66 (or d36, or d6xd6) tables that provide a little additional dressing to “set a stage” so to speak. Just use two different colored dice for these rolls (or pick one of the two entries if you prefer) and consult the table for the general character of the region. You could even trigger these types of descriptions on a “failed” Wandering Monster check, or to just quickly generate some minor details to add to a Campsite or Journey to make things a little more memorable. You could even use these to create some Landmarks to aid the Players with future Navigation.

These are getting a more granular breakdown than my typical Wilderness Hexes Terrain types but could easily be used in conjunction with them. I will be adding more Terrains as the mood strikes me (maybe for a total of 15-20), but until then I hope you find them useful.

Saturday, March 13, 2021

d100 Magic Bows

Here are another hundred ideas for slaying those sometimes un-inspiring “only plus” possessing weapons. This time I decided to take aim at those Magical Bows.

See also: d100 Magic Blades and d100 Magic Shields.

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