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

Sunday, September 27, 2026

d100 - A Juxtaposition of Jellyfish

Here is a fun one! A fellow Referee is running an “Ocean Themed” OD&D Campaign and requested some assistance with generating interesting Jellyfish for the Adventurers to encounter. When I heard that there was a D&D game themed around exploring the Ocean, the first thought that came to my mind was this old meme:

My first Random Encounter with a Jellyfish was pretty memorable: My father was stung quite severely by one at a beach when I was very young and required medical assistance from a Lifeguard, so I was always oddly angry with them, despite how compelling and beautiful they can appear to be.

Much like my Remarkable Birds or Fantastical Fishes, this seemed like a fun opportunity for more of a “Generator” approach. I’m not sure the math works out to be quite 12 million, but this should be a good starting point at least! 😊

I like to include a handy dandy “One Click” Generator for these types of tables:

Saturday, December 27, 2025

Magic Item Generator

With a little bit of digital elbow grease, I’ve finally managed to create a Generator that produces Magical Items from the dozens of d100 Tables I’ve created on this topic. It’s embedded below, give it a click to generate additional Wonders and Enchanted Treasures:

Saturday, April 29, 2023

Deity Generator

Been having a bit of fun combining some of the d100 Tables I’ve put together over the years to repurpose them in interesting ways. I find that by looking at them sideways sometimes, they have much more utility beyond their original intended purpose. One that continues to produce pleasing results for me is this Deity Generator I whipped up a little while back.

As I’ve previously mentioned in my Holy Taboo post, I like to handle Deity Disfavor a bit more tangibly in my games, and I tend to avoid more monotheistic approaches to Religion in these games. Instead of just “one God/Goddess/Source” of Spells, Clerics depend on a Pantheon of distinctive Beings, each granting a particular Prayer:

The results that this Generator spits out sometimes have that lovely tendency of establishing unforeseen connections, and even do a little bit more heavy lifting sometimes to flesh out a particular faith or motivation. Sometimes the incongruencies do require a little bit of fiddling to fit together of course, but such contradictions often make for something much more interesting in the long run.

The Generator is embedded below, for somewhat serviceable faiths on demand with a quick click:

It might be interesting to adapt this to generate full-fledged Pantheons, with their own names, internal relationships (who doesn’t love a bit of divine internecine squabbling and conflict), and maybe even some “closest Shrine” details as a bit of an Adventure Hook. Then, when a Cleric Player starts looking in askance about their Religion, a simple button push can spit out their first eight Spells and their respective Sources.

Wednesday, June 22, 2022

Marvelous Mushrooms - Generator

Just a quick post sharing a generator I needed to build out for Perchance: Marvelous Mushrooms & Tantalizing Toadstools. Since this one can requires a few rolls, I like to make those a little faster with a generator that can collate content in a click.

Friday, May 13, 2022

d100 (x 4) - Bynames, Sobriquets, and Epithets

We’ve all been there: in dire need of a memorable Name during play to hastily christen an NPC to make them more meaningful, or requiring one as we make our preparations for the next session. Spontaneous Namecraft is a tad tricky though. When Naming things, should I have the luxury, I do tend to try to speak it aloud a few times, just to ensure that it flows off the tongue without too much stumbling and can’t be inadvertently mispronounced into something silly or humorous (a very common conundrum in my games that can be a bit derailing). While onomastics are intensely interesting to me, I’m usually a little more concerned with having something immediately accessible to solve the problem.

Specifically, I find myself often in need of Names for Gods/Deities/Tutelary Spirits and such for How I Handle Clerics (every Spell gets its own Source, so having at least eight on hand by Second Level is useful). This led me to start assembling a list of interesting Bynames/Nicknames because those are just more evocative to me when referencing such things. These have also been extremely useful for Formidable Wizards (and the line between the two does blur a bit) and even Infamous Monsters.

I know it is often bandied about that one should never “Name” the Monster (i.e., endeavor to refrain from referring to them by their Statblock Names in play) and this is excellent advice to preserve some of that mystery, but I do heartily recommend Bewtowing a Name on your Monsters. Especially any with say...a Fairy Tale Weakness.

Referees needn’t have all the fun namesmithing, however. They may be suitable or appealing for some Player Characters as well 😊. These nicknames can serve a bit of a double-duty with their implications of characteristics/personalities sometimes (and therefore this Table might have other uses as a source of distinguishing Traits or Cues), but they also are occasionally used to humorously contrast things (think of “Little John” as a good example of this).

I didn’t want to run out right away, so technically we’re sitting on Four Hundred here. Combine with a d4, read across and select, or simply cross them out as you use them. I’ve also provided a convenient perchance generator below to showcase how these can be applied to generate some occasionally compelling Names in a pinch.

Thursday, April 7, 2022

d100 - Breath Weapons for Dragons of a Different Color

How conveniently color-coded those standard Dragons are! Telegraphing their offensive and offensive capabilities so! This can sometimes demystify these majestic Monsters a bit, so here’s a table that might provide some additional inspiration to surprise and bewilder by eschewing that predictability. Should you need an unusual shade for their scales to shimmer see the perchance generator below.

Naturally, one should assume that any standard effects and procedures associated with being doused in Dragon Breath should apply. These are merely adjuncts. Coupled with my prior post on Monster Special Attacks, I suppose this could also be used for foes of a less draconic nature should this be your bag.

Tuesday, March 2, 2021

d100 Jewelry Generator

I always tend to try to apply a little additional detail to treasures I place. Nothing pleases me more than seeing a Player wrestle with a difficult decision between pawning or proudly sporting an interesting adornment. I find that adding a smidgen of embellishment to these baubles can not only help make them more memorable, but it can sometimes help encourage these situations.

So I put together a table to help with those hanker-worthy hoards. Here are a hundred ideas for dressing up different types of jewelry and other assorted precious objects to sprinkle within those glittering heaps of treasure:

If you’d like to view some sample output, or prefer digital tools, here is an online generator I whipped up as well:

Monday, July 22, 2019

Mountain Range Generator Idea

I’ve been thinking about Mountain Ranges a bit lately in preparation for some supplemental tools/tables for generating some names and flavor for the Mountain Hexes. In my musings, I hit upon the idea to procedurally generate a primitive visual profile using area charts.

Here’s a rough idea for a Mountain Range generator (using Google Sheets for web-based compatibility, sample output and link below).

Mountain Range Generator (this is a link that creates a copy to play with)

It could definitely benefit from a little more variety for the naming (I’ve only included some short tables as a proof of concept here) and some tinkering with the data series, but there might be some potential with this approach. It could be interesting to include some options for “young and tall” ranges (à la the Himalayas) as well as “old and worn” types (like the Appalachian Mountains). It is also tempting to nest a few more data series as well or have the number of series plotted to be randomly determined for more or less visual depth.

Monday, April 8, 2019

See The Forest For The Trees

Here's another handy-dandy table for adding some more botanical flavor to your fantasy wildernesses.

Again, my focus is still on Forests for the time being, but Trees tend to be present in most terrains1:

Generate uncommon names for real-world trees, or graft-together completely new arboreal creations. I find that arming myself with 3-4 types per large woodland is generally sufficient, but I'll produce a new one when the terrain starts to change or I want to telegraph a shift in the overall hex biome.

I like to make a quick note when I make a new one, just for verisimilitude's sake if they ever come back through an area. As the title of the post says though, don't get too bogged down in details. Tables like this are intended to help provide inspiration and gingerly sprinkle on some flavor here and there. Even just a single distinctive tree can serve as a useful waypoint/landmark (“Meet up by that old Rotcoat Willow”).

Some quick results from the table seem to pass the "sniff test" so to speak:

  • ❧ Yellow Briar Privet
  • ❧ Cat Blister Laurel
  • ❧ Gnomeblind Beech
  • ❧ Towerleaf Paw-Paw
  • ❧ Elf Shield Yew
  • ❧ Stinkbark Hickory
  • ❧ Queen Flower Tallow
  • ❧ Graveknot Gum
  • ❧ Sweetpetal Hemlock
  • ❧ Tombseed Pine
  • ❧ Deer Pip Cherry
  • ❧ Priestburn Cypress

Might experiment with weighing results by Precipitation/Climate/Terrain somehow, or even placing more "common" trees lower on the table so that smaller die can be rolled to make them more prevalent. Ideally, I'd start by breaking out Broad-leaf and Conifer trees in some way, because that can go a long way to informing climate.

1. Save maybe Deserts (although one could remix this as Cacti/Succulents], Oceans [Weird Kelp/Coral?], and Polar environments.

Friday, April 5, 2019

Herbs & Plants - Online Generator

A gracious and patient individual took the liberty of loading all the table entries from my Herbs & Plants document into an online tool that quickly generates results:

❧Fantasy Herb Generator❧

It is certainly more convenient to see them instantaneously. Here are a few that stuck out after a few clicks:

  • ❧ Stinknecklace is a plant sometimes found near planar gateways. Side effects of brewing it include a glowing ring finger.
  • ❧Witchsorrel is a herb rarely found on hanged man's graves. Side effects of keeping it under your tongue include being compelled to wear clothes inside out.
  • ❧ Giantbright is a plant rarely found in bird nests. Side effects of keeping it tucked inside your cheek include excessive thirst.
  • ❧ Horseheather is a herb occasionally found on sandy beaches. Side effects of applying it include chapped lips.
  • ❧Honeybonnet is a herb rarely found where sheep graze. Side effects of keeping it under your tongue include developing feathers.
  • ❧Hencelery is a herb commonly found in ancient dolmens. Side effects of applying a paste made from it include migraines.

The benefit derived from generating the names alone is great, because it's always handy to have some semi-reasonable common plant names at the ready. It appears that they added a system that includes the frequency or rarity of the plants as well.

Eventually, I might try to add a 1d100 table or two for what a given plant's positive/intended uses might be. Right now I've just been roughly mapping them to the Rules Cyclopedia Cleric/Druid spells with a 1d8 for level (with an 8 re-rolling on the Magic User Spells), and then a 1d12 for the spell, but it might be more interesting to build word pairs using something similar to the old Magic Word system.

Monday, April 1, 2019

Random Impedimenta (d100) - Single Page Vertical Version

I've whipped up an updated version of the d100 Random Impedimenta Table. This one is a single page and arranged vertically for easy printing. It's a handy table to have behind the screen for character generation, dungeon dressing, “I search the body,” etc. See this prior post for more details.



Generate Four Random Mundane Items

Thursday, November 29, 2018

More Migration - Herb & Plant Generator

Here’s another bit of Google+ Content that I threw together a while back and forgot to share here. It's a Herb & Plant Generator that I whipped up based on some scattered notes and previous practices. I'm sure that Rolemaster 2nd Edition's juicy “list of Herbs, Breads, and Poisons” provided some inspiration here. I seem to recall it had some stern admonishments against having only magical sources of healing in your campaign, and since I acquired Character Law years before coming across Spell Law, for the longest time Herbs and Natural Healing were the only systems I had.

In particular, I recommend whipping up a few new plant names to use in descriptions for new regions to give the area some distinctive flavor. If the Lungwattle found sprouting in sunny clearings near creekbeds gradually gives way to Ghoulgrape as you approach the marshes, observant players may pick up on these changes in flora and they can even eventually serve as a subtle navigatory or climatory shorthand. Plus, fantastical worlds often benefit from even the most minor or mundane ornamentation, and developing a custom botanical nomenclature can be a great way to dress the setting.

Originally, I think the plants and herbs generated here were intended to assist with a system for replicating/replacing Cleric Spells (see this post: Cleric Spells Are Herbs). If you have a Ranger-type, Druid, Witch, Elf, or other “Woodland Type” in the party, consider letting them start out with knowledge of a few of these. Although for fun, I would be initially inclined to provide them with only the vaguest notions of side-effects or possibly only partial recipes for proper preparation. Experimentation with systems like this can help foster a neat kind of environmental engagement.

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