Friday, July 14, 2023

Spoor & Sign or Tracks & Traces by Type

Proponents of Overloaded Encounter/Hazard Die might sometimes find themselves in a bit of a bind or at a loss for some of those Telegraphing Traces, Perilous Percepts, and Obvious Omens when these results deign to show their face on the die. It seems frightfully easy for some of these to become rather “samey” over time after all, and while an adjunct roll on the Encounter Table might provide some additional raw ingredients, wouldn’t it be lovely to have some convenient and more specific things to pull from as well?

One of the hidden drawbacks and sneaky pitfalls of these Overloaded Encounter/Hazard Dice is how they do require this sort of spontaneous improvisation or increase in cognitive load on occasion. I find they tend to Rob Prep Peter to Pay Play Paul in a way: You’ve reduced some of the scutwork associated with preparing interesting situations or granularly tracking resources and deferred this to the dice, but one needs to be fast on their feet interpreting what may sometimes be repetitive or slightly incoherent results. Scribbling an adjunct column to your Encounter Tables ahead of time for these Tracks/Traces is another option of course.

These were some of the things on my mind when I started plinking away at a d100 table for these types of Creature Clues. Very quickly however, I realized that genericizing them in this way left a lot to be desired. Different Denizens leave distinctive tells in their wake, so I decided to take the approach I used in my Monster Miens tables: Discrete d12s for broader Encounters by “Type Classification” to hammer the results into something a little more contextual.

These are semi-weighted: Lower results (or using a single, smaller-faced die) are intended to produce the more ephemeral and temporary types of spoor, whilst higher ones (perhaps with a modifier, such as d6+6) will tend toward the more durable sign. One could just as well give that lonely d12 a little love though, it seems to be relegated for so few tasks and is quite pleasing to set in motion.

Another option that I’ve availed myself of before is using my Encounter Activity Tables in a slightly different way. Instead of rolling on the table to find out what a particular Monster is “up to” right now, I’ve used them more like a window into the past: This is what the Monster was doing here a relatively short time ago. I’m often able to glean a few interesting details this way to set a better scene and I’m always happy when I can re-use tables a bit outside their intended purpose!

Hope these provide a little inspiration or at the very least cut down on some of the repeat results that might be occurring!

Sunday, July 9, 2023

d100 - Some Cities & Settlements

When painstakingly placing a happy Haven or convenient Village somewhere in a World, I often find myself needing a few things. Names are nearly always necessary, but I also like to think a little bit about what sorts of Resources might have informed the establishment of the place. Especially as a Campaign might shift more toward the Domain Tier, it becomes pretty handy to have some ready ideas for the useful Imports/Exports or other features that might be present and play a larger role. Some entries are obvious Natural Resources, but I like to sprinkle in some less tangible Cultural Resources as well from time to time to keep things interesting. These can inform Rumors, serve as a source of Adventure, and answer those pesky Player questions that crop up from time to time: Where can we find the best quality Falcons? Where is a Sage that has made this obscure topic their life’s work? Where can we sell all these ingots of Tin for a tidy profit?

I’ve also included a handy-dandy generator that I spun up to test out the Naming Stems as well below!

Saturday, June 24, 2023

d100 - Curious Quaffs & Local Libations

Recently inspired to finally polish off this Table off by a recent post from the I Cast Light Blog, I’ve often found myself needing some descriptors the rinse my palette after devoting adequate attention to the Foodways of a particular place. Even the venerable B2: Keep On The Borderlands has a Tavern, and provides us with prices for Ale, Small Beer, Wine, and Honey Mead should our Adventurers wish to kick back with a beverage after a frightful forray into the Caves.

What is drunk, in the pursuit of becoming drunk can speak volumes about a place, and should you need to provide a little more decoration for Carousing Events, Portable Potables as Treasure, or even some ways to make some Magical Potions more distinctive and a tad more memorable, I hope this Random Table can help.

Tuesday, June 6, 2023

d100 - Why Does This Dungeon Remain Un-Plundered?

Inspired by a request from another Referee, here is a century of entries that can be used to explain why a the location attached to a Dungeon or other Site-Based Adventure hasn't been completely looted by others prior to the Players catching wind of it. Some of these might serve additional duties as Rumors, Hooks, or other forms of Gossip when asking around about potential Treasure Sites. I suppose if you’re looking for a “Theme” for a Dungeon, you might be able to glean that sort of thing from a few of these as well.

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.

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