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Saturday, May 20, 2023

d100 - Dodgy Dogs & Wholesome Hounds

In my many years of running these games, several peculiar patterns have emerged. One is a certain fondness some Players seem to demonstrate for acquiring “Pets.” Whether it’s the Ranger with their loyal Animal Companion, a Paladin's peerless Mount, the Witch with their fantastic Familiar, or even the well-trained “key-retrieving” Rodent, some Players just can’t seem to get enough of obtaining a mini-menagerie to accompany them on their Adventures.

Like Horses and Mules, I tend to like to make these Animals Memorable, and by far one of the most frequent of these are Canines. Dangling the prospect of Dogs in front of Players nearly always gets a taker, and some more canny ones even like to acquire them in advance of Adventure (they even show up in some Hireling Generators like this one). So, in order to have an appropriately interesting Kennel to cull from, I decided to put together a table of Hundred Hounds to ensure that I had plenty of inspiration for a distinguishing feature or so.

At some point down the road, I might go into more detail with how I handle these Pets in my games. For Dogs, it’s usually a question of Training (Watchdog, Hunting, Tracking, War, Service, Herding/Harrying, and Work types are all some options that have come up before). These tend to dictate some of the capabilities an acquired canine might possess or be able to learn via Downtime gold expenditure and Time with an Animal Trainer Specialist. Much like how I handle Henchmen/Hirelings, they aren’t automatons to be ordered about generally, and I’m not terribly fond of them turning into just another series of Combat Rolls either.

But this can wait for another time, for now hopefully this list of 100 Compelling Canines will at least provide some inspiration for making those Mutts more Memorable in your games:

Thursday, May 18, 2023

d100 - Tells for Magical Treasures

One of the ways some Referees handle Magic Item Identification is by imbuing the Items themselves with tiny Clues or Hints to their function. Whether this by materials, decorations, or other semi-wonderous properties, it can sometimes give the Players a little bit of an idea as to what these enchanted objects might do.

I’m quite fond of this approach, and it ties in with my philosophy of making Magical Treasures more memorable and exciting. In my mind “Generic Magic” is a bit of an oxymoron.

So here is a d100 Table with some Potential Properties as well as at least three “Tells” that can be used to spruce up the occasional Wand, Staff, Sword, or other Mystical Implement. I’ve tried to stick with some of the more common Magical Features here for broader utility and hopefully inspire some ways of making these Treasures a bit more Interesting and even encourage particular approaches as part of Experimentation/Testing or Other Means to figure out how they function.

See also: Jewelry Generator, Flaws & Foibles, Monster Parts for Magical Reagents/Research, and of course other posts with the [magic item] label.

Thursday, May 4, 2023

d100 – What Is Cold Iron Anyway?

Another Referee had a question concerning the nature of Cold Iron, and naturally, I felt the best way to answer this might be another d100 Table. As a mostly “poetic term” there seems to be a lot of room for interpretation on what it consists of, how it’s made, or where it’s from. I suppose this is another one of those Random Tables that could be used as grist for the Rumor Mill, a source for potential Adventure, or even just some Lore to sprinkle about. Might also serve a bit of ancillary duty for the origins of other Weapons of a Magical Nature or some potential Creation Methods now that I squint at it.