Friday, January 24, 2025

d100 – Gullet Gleanings & Crop Contents

When I was much younger, we dissected a smallish Shark as part of a very educational Science Class. Imagine our Surprise when our careful cuttings revealed another, even smaller Shark inside of it! We dutifully dissected that one too, and found a Fish, which was then also carefully quartered, but sadly the marine Matryoshka Marveling ended there.

Although it doesn’t seem as common these days, I do recall a big part of Play in the Past involved finding some of the Treasure inside of certain Monsters after slaying them. This grisly task would be perfunctorily performed, just in case, to make sure absolutely nothing was missed or overlooked. It usually came with a Cost (taking a few extra Turns was a common one, and this Risks Wandering Monsters), but I also recall often calling for various Saving Throws or other Tests since I envisioned the process as quite smelly and stomach churning.

When this would come up more recently, I would sometimes quickly roll on my Random Impedimenta table for a starting point, sprucing the results up a bit as necessary and sprinkling in a smattering of coins or such. I decided a dedicated Table might be a little more useful though.

Many Monsters may not carry Treasure on their Person, or have a Happy Hoard to hole up with, so this table might inspire some ideas for what to reveal in those bulging bellies after diligent dissection. Since there are a few weird and wonderous things in these (especially in the bigger beasts, but those likely would have had a lot more Hit Dice to whittle down!), I’d likely ascribe a small chance, prior to rolling, or potentially tweak any extant Treasure Awards accordingly.

q.v. One Hundred Uses for a (Dead) Dragon

Thursday, January 23, 2025

d100 – Arcane Avocations: Magic User Hobbies & Sorcerous Sidelines

As a vocal proponent of making Wizards a little Weirder whenever possible, here’s a Table that contains some ideas for what they might be “up to” in their Towers with their Spare Time. While most of these pursuits might be more applicable to the High-Level Magic User, I’m sure that some might lay the groundwork for these goals at much Lower Levels.

These preoccupations and obsessions might find their way into a Player Character’s Mentor or even serve as ways to decorate the Towers/Spellbooks of the Mighty Magi they come into conflict with from time to time. I can definitely see using these in conjunction with my Mercurial Mentors and Magic Marginalia Tables to further flesh out these situations. A good number of these entries might also be pilferable for PC Patronage in the form of Adventure Hooks/Rumors to help a Wily Wonder-Worker realize or even potentially prevent them from achieving certain long-term goals.

Listening to “What's He Building?” by Tom Waits whilst perusing this Table is purely optional.

Wednesday, January 22, 2025

d100 - Why Can’t You Pick This Lock?

One minor Rule has always flustered me and my Players a little bit in these older presentations: How a Thief who failed to Open a Lock was unable to “Try Again” until they had Advanced a Level. While it is very easy to understand the intention behind the conceit (we don’t want to bog down our Play with repeated tries, and the eventual/inevitable elimination of an obstacle) it did always strike me as a little bit disassociated.

So, I put together a d100 Table with some Answers to the Question of “Why” they are unable to Pick a given Lock. Some are akin to Puzzles, and maybe harmless Traps in a way, so I can see a bit of double duty in a few of these for fleshing out those Locks a little more (I also have a Table/Generator on them here: Locks & Lockpicks.) One of the primary “Excuses” we used to lean on for this was not having the appropriate Tools (to be retrieved during Downtime, potentially after putting some word out with Contacts...that might take about as long as it takes for a Level up, etc.)

Most of these entries endeavor to steer away from placing the blame on the luckless Thief themselves, which is always a little refreshing (the Thief Player and their Dice at least tried!) so you might find them useful as “Other Excuses” to strategically retrieve for those abysmally low Percentages they start out with! It’s wise to remember that defeating the Lock in this fashion is only a single method of overcoming this kind of obstacle. It usually does come with less Cost or Risk (doesn’t use up a Knock Spell, preserves the functionality of a Door/Container, doesn’t make Noise and Trigger Wandering Monster Checks like the Fighter’s Shoulder, etc.) But there is often more than one way to skin a Catoblepa in these games!

q.v. Where is the Key To This Locked Door?

Tuesday, January 21, 2025

d100 – From Whence Did This Monster Spawn?

Often when Referees seek out explanations for the many Foes and Fiends that can be found in the various manuals of Monsters at our disposal (or when minting our own!) we’re sometimes only given a few relatively similar and somewhat terse explanations concerning the circumstances that led them to be part of a Setting or World. Usually these tend to err on the side of the shrug-inducing “A Wizard Did It,” though sometimes we might see the occasional digression into an armchair ecological or evolutionary explanation.

I’m a firm believer that it’s sometimes fun and fruitful fodder to imagine where those Monsters might come from as this can inform a Setting in intriguing ways. This Table might be said to lean a little more into the Superstitious/Hearsay angle for these Origins, but I am fond of a more Folkloric approach in my games. Some of these might very well be the methods by which a Monster is Made, while others might be more akin to Admonishments, Fables, or those Cautionary and sometimes Frightening Tales spun for Children. Hopefully they inspire a few more unconventional angles one could consider for whatever the process might be through which a Monster comes into being.

Monday, January 20, 2025

d100 - Magic Arrows & Ammunition

Today we have another Magical Item Table, this time tackling Arrows and Ammunition (and I suppose Sling Bullets with some light re-skinning, though I haven’t given up on a separate table dedicated to those just yet.) Generally, we treat these as Single Use Items that are spent when shot, but in some games a Damage Roll of 1 or 2 means that it can be Recovered after the battle (easier to track, simply don’t mark off the expenditure of Ammunition until after Damage is rolled!) It’s possible there might be a bit of overlap with my prior Table on Magic Bows, which I purposefully neglected to review prior to populating this one.

How many Arrows or Quarrels are discovered in a Treasure Hoard? Well, the B/X Treasure tables provide a range, some sheafs are 2d6, some 3d10, and other stingier ones might only be a single d6. Particularly puissant Projectiles (such as those of Slaying) sometimes show up all by their lonesome, so I suppose this might be a bit dependent on Referee discretion. I’d be inclined to be a little more generous with the ones that are perhaps a little less reliable in terms of this Table.

Saturday, January 18, 2025

d100 - Sacred Shrines & Alien Altars

Strange Shrines or other quasi-Religious Fixtures are sometimes useful for dressing up Dungeons or Wildernesses. This table has a hundred ideas for them, broadly decorative in nature on the surface. However, should you prefer to make these a bit more interactive, I often find that assigning them a Spell, usually from the Cleric List, and preferably one of the Reversible ones, can be quite fun. If attempts are made to disturb or desecrate, it might cast the Reversed Version of the Spell, targeting the intrepid interferer. If proper supplication or careful consecration takes place, perhaps the Shrine will deign to grant a boon (in the form of the Positive version of the Spell in question.)

Some common Candidates come to mind for this:

  1. Cure/Cause Light Wounds
  2. Light/Darkness
  3. Purify/Putrefy Food & Water
  4. Remove/Cause Fear
  5. Bless/Blight
  6. Cure/Bestow Blindness
  7. Cure/Bestow Disease
  8. Remove/Bestow Curse

As a lark, I recently took a stab at providing Reversed versions of all the Cleric Spells in B/X (with some BECMI Padding for symmetry) so there might also be some amusing ideas here:

In my ancient Shrines Series I mention that repurposing the Turn Undead Check can also be useful for this function: The Cleric (perhaps more familiar with such things than other Classes) may be able to make a Turn Undead roll (target = level of the Spell) to successfully activate or deduce the function of a given Shrine/Altar. Failure could trigger consequences of course.

Monday, January 13, 2025

d100 – Carousing Events for Sophisticated SoirĂ©es & Refined Revelry

Here’s a quick companion to my more rustic and less “up-market” prior Carousing Consequences & Complications Table, with this one focusing a little more on the slightly more stuffy and formal occasions the Player Characters may find themselves invited to or even reuqired to attend. Potentially useful in the later Domain Tiers as well, alongside some of my recent tables for Stronghold Benefits and Castle Hassles.

Search

Root Ring!

Labels

random tables (323) d100 (320) tables (163) encounters (142) OSE Encounters (133) OSE (132) magic items (44) dungeons (25) magical items (21) equipment (20) monsters (20) wilderness (20) wilderness tier (19) character generation (17) dnd (17) magic (17) treasure (16) spells (15) clerics (14) rumors (14) NPCs (13) generators (13) gear (12) hexes (12) hex crawls (11) house rules (11) spell features (11) BECMI (9) ideas (9) names (9) resources (9) RC hacks and house rules (8) advancement (8) dressing (8) plants (8) settlements (8) stocking (8) characters (7) cities (7) curses (7) dnd hacks (7) events (7) magic users (7) adventure hooks (6) animals (6) clues (6) dolmenwood (6) dungeon stocking (6) treasures (6) weapons (6) what tables (6) why tables (6) backgrounds (5) classes (5) domain tier (5) fairy tales (5) potions (5) religion (5) set dressing (5) shrines (5) world building (5) yoon-suin (5) character sheets (4) current campaign (4) doors (4) dragons (4) fair folk (4) food (4) foreground growth (4) hirelings (4) hooks (4) jewelry (4) mountains (4) reviews (4) team tuesday (4) tools (4) villages (4) 4e (3) Elfs (3) PCs (3) TROIKA! (3) WHITEHACK (3) abilities (3) armor (3) cantrips (3) carousing (3) character classes (3) character death (3) clothing (3) decoration (3) dm (3) domain (3) downtime (3) dungeon dressing (3) fauna (3) foraging (3) fourth edition (3) fungi (3) goblin project (3) hex stocking (3) how tables (3) landmarks (3) locks (3) maps (3) mentzer (3) mushrooms (3) overland (3) procedures (3) puzzles (3) questions (3) quests (3) religions (3) rules cyclopedia (3) spellbooks (3) swords (3) tells (3) traits (3) transcripts (3) traps (3) vignettes (3) wave crawls (3) where tables (3) wizards (3) Cairn (2) Dwarfs (2) ability scores (2) abstract combat (2) adventure seeds (2) adventures (2) backstories (2) books (2) bows (2) buildings (2) castles (2) city crawls (2) community projects (2) consumables (2) d&d (2) death (2) deities (2) deity disfavor (2) drinks (2) experience (2) factions (2) fairy tale friday (2) fighters (2) flaws (2) flora (2) folklore (2) followers (2) forests (2) furniture (2) gods (2) gorgon trail (2) habits (2) harry clarke (2) hazard system (2) herbs (2) hex crawling (2) hex-describe (2) hobbies (2) identification (2) identifying (2) journeys (2) knacks (2) lairs (2) lore (2) magic systems (2) magic-users (2) magical research (2) meetings (2) miens (2) mishaps (2) money (2) mutations (2) ocean (2) omens (2) portals (2) projects (2) reaction rolls (2) reagents (2) retainers (2) rituals (2) rooms (2) sailing (2) saving throws (2) scrolls (2) sea (2) secret doors (2) shields (2) ships (2) single-use items (2) skills (2) smells (2) special abilities (2) spending (2) spoor (2) staffs (2) stocking tables (2) strongholds (2) superstitions (2) tex-crawl (2) thieves (2) toadstools (2) traces (2) tracks (2) wonders (2) words (2) 20 minute dungeons (1) 5e (1) DR (1) GLOG (1) KtA (1) NPC Party (1) OSR (1) Rival Adventuring Parties (1) VEINS (1) aasimar (1) absent players (1) accessories (1) activities (1) adventurers (1) alchemists (1) alcohol (1) alignment languages (1) altars (1) ammo (1) ammunition (1) angels (1) arduin (1) arrows (1) art (1) artifacts (1) axes (1) backpacks (1) bags (1) balms (1) bards (1) beans (1) belts (1) berries (1) birds (1) blessings (1) blogging (1) blogosphere (1) body art (1) bookshelves (1) boons (1) boots (1) bounties (1) bracelets (1) bracers (1) breath weapons (1) brooks (1) businesses (1) calendars (1) campaign starters (1) camping (1) candace (1) candles (1) cards (1) cartography (1) celestials (1) ceremonies (1) clergy (1) cloaks (1) clubs (1) coins (1) cold iron (1) collective nouns (1) combat (1) commodities (1) common (1) commune (1) complications (1) connections (1) containers (1) corridors (1) cosmology (1) couplets (1) creeks (1) critters (1) crossbows (1) crowdsourcing (1) customs (1) d12 (1) d36 (1) d66 (1) dances (1) debts (1) deception (1) deeds (1) defenses (1) dilemmas (1) dimensions (1) discoveries (1) diseases (1) divination (1) divine (1) dogs (1) donkeys (1) downloads (1) drawbacks (1) encounter activities (1) encumbrance (1) energy drain (1) excuses (1) experimenting (1) exploration (1) fairies (1) fairy (1) familiars (1) features (1) festivals (1) fey (1) finances (1) fines (1) fish (1) fishing (1) flow charts (1) foibles (1) foodways (1) fountains (1) friendly monsters (1) fruits (1) future campaigns (1) galmours (1) game jams (1) gardens of ynn (1) garlic (1) garments (1) gary gygax (1) gauntlets (1) gems (1) geography (1) girdles (1) gloves (1) goo drinking (1) grimoires (1) groups (1) gullets (1) hacks (1) hallways (1) hats (1) hazards (1) healing (1) helmets (1) hex features (1) hex-crawling (1) hexagons (1) hiding (1) hints (1) history (1) holiday (1) holidays (1) horses (1) humanoids (1) hunting (1) illusions (1) in medias res (1) incense (1) ingredients (1) initiative (1) insects (1) itch.io (1) jellyfish (1) keep 'em poor (1) keys (1) lamp oil (1) lamps (1) landforms (1) languages (1) lanterns (1) laws (1) legends (1) light (1) limited-use items (1) lists (1) locations (1) lockpicks (1) maces (1) magic research (1) magic shop (1) magic words (1) magical effects (1) mapping (1) masks (1) meanwhiles (1) memes (1) mentors (1) mercenaries (1) merchants (1) miniatures (1) misfortunes (1) modern (1) monster motivations (1) motivations (1) mules (1) mysteries (1) nautical (1) new spells (1) nouns (1) obituaries (1) objects d'art (1) ocean crawls (1) oceans (1) ointments (1) overland exploration (1) overland travel (1) overloaded encounter die (1) pastimes (1) percepts (1) perchance (1) perdition (1) pets (1) pits (1) places (1) planes (1) player characters (1) poisons (1) pools (1) pouches (1) pranks (1) predicaments (1) priests (1) procedural flow charts (1) process (1) props (1) protection scrolls (1) provisions (1) purses (1) quarrels (1) raise dead (1) rations (1) reasons (1) referee aids (1) relics (1) reputation (1) restocking (1) rests (1) resurrection (1) rewards (1) rings (1) rivers (1) roads (1) robes (1) rolemaster (1) ropes (1) rules (1) ruminations (1) saints (1) salves (1) sashes (1) scenery (1) scheduling (1) sea faring (1) seafaring (1) seafood (1) secrets (1) senses (1) sentient swords (1) session starters (1) setting questions (1) settings (1) shoes (1) shopping (1) side effects (1) side-effects (1) site features (1) sites (1) so tables (1) software (1) soirées (1) song tables (1) songs (1) sounds (1) speak with animals (1) speak with dead (1) speak with plants (1) spears (1) special attacks (1) special results (1) specials (1) spell casting (1) spell substitutes (1) springs (1) statues (1) statutes (1) stomachs (1) stories (1) streams (1) streets (1) strict time keeping (1) subsystems (1) surprise (1) swanson abilities (1) swansong abilities (1) table talk (1) task resolution (1) tattoos (1) taverns (1) taxes (1) tea (1) telepathy (1) terrain (1) the middle road (1) thief (1) thieves cant (1) tieflings (1) timekeeping (1) tinkering (1) tomes (1) toys (1) tpk (1) trade goods (1) traders (1) travel (1) treasure maps (1) trees (1) trinkets (1) turn undead (1) urban crawls (1) value (1) venoms (1) vermin (1) voronoi (1) wands (1) waterskins (1) weather (1) whence tables (1) wilderness stocking (1) wildlife (1) word games (1) xp (1) ynn (1)

Blog Archive