Showing posts with label random tables. Show all posts
Showing posts with label random tables. Show all posts

Wednesday, May 8, 2024

Why the Weird Wizard Garb

Which is the Wizard and which is the Apprentice?

I recently started painting these 3D prints (part of a set called Civilians Pack 2 from The Makers Cult) to pull double duty as Casters for Grim Dark Future and as a Wizard and Apprentice for a warband in Frostgrave. As these sculpts bear some resemblance to the burka, which is a garment women are required to wear in public due to social and religious reasons in certain Islamic countries, it got me to thinking about a world-build in which arcane spell  casters wore clothing that covered them head to foot.

While it would be easy to simply hand wave it away by saying it is a traditional garb of wizards or that it is required by law, I am much more interested in why wizards would choose to wear such garb. To that end, I offer six reasons (so that one can roll a d6 to allow some randomness in a world-build):

1. The ritual to obtain the ability to cast arcane spells badly burns/scars the recipient. In order to avoid such scars from hindering everyday interactions with other people, they choose to cover themselves to hide the burns/scars.

2. In order to gain the ability to cast arcane spells, a caster must get various tattoos all over their body. While not necessarily something that could cause a disruption to social mores, visible tattoos would give other casters the ability to cancel spells without having to use a spell slot.

3. Wizards are an alien race. While they are similar enough to pass as human (or whatever race the PC/NPC pretends to be), any close contact would reveal the reality and cause trouble. So, they wear the coverings to avoid such discovery.

4. The process of memorizing spells requires that the spell be written on the skin of the wizard. Should another spell caster see this writing, they could cast the spell as a scroll and the original wizard would lose that spell slot. Wizards took to wearing this garb to prevent that from happening.

5. The nature of arcane magic causes the caster to see a mirror image of themselves in the targets of their spells. This can cause enough of a disruption (epecially with offensive spells) that the spell fails. Wizards took to wearing such garb to dehumanize their reflections so as to be able to successfully cast their spells.

6. The casting of arcane spells is an intentional subversion of reality that physically manifests in the person of a wizard. Should someone who is not trained to deal with such things witness a wizard cast a spell, the experience can cause a rift in the soul of that witness. Such rifts risk the possibility of a demon being able to step through. Therefore, in order to prevent their craft from wrecking havoc on the general public, wizards strictly police themselves — especially in the wearing of garb which covers them head to foot.

Have any others we can add to the list?

Tuesday, February 20, 2024

Stocking a Moldvay Dungeon with a Deck of Cards

I was fiddling around with a deck of cards today, and it occurred to me that it might be possible to emulate the math of Moldvay's table for stocking a dungeon on page B52 of the his Basic Rulebook with a deck of cards. He has us rolling 1d6 to determine the contents of a room:

1-2 Monster 

3 Trap

4 Special

5-6 Empty

A second roll determines whether or not there is Treasure: 

Monster: 1-3 Yes; 5-6 No

Trap: 1-2 Yes; 3-6 No

Empty: 1 Yes; 2-6 No

If you include a pair of Jokers, a deck has 54 cards, which is dividable by 6. That means we can assign each of the four outcomes of our Room Contents Table to 9 cards. This comes out to 18 cards for Monsters, 9 cards for Traps, 9 cards for Specials, and 18 cards for Empty Rooms. With these groups, 9 of the Monster, 3 of the Traps, and 1 of the Empty Rooms would indicate a Treasure.

A deck of cards could thus be divvied up as follows:

2D = Empty with Treasure

3D-5D = Trap with Treasure

6D-AD = Monster with Treasure

2C-5C = Empty

6C-AC = Monster

2H-5H = Empty

6H-AH = Special

2S-8S = Empty

9S-AS = Trap

Jokers = Could indicate an Empty Room or Placed Encounter

Of course, all of this assumes that your dungeon has multiples of 54 rooms... but being a fan of the megadungeon, this is no real issue for me. 

Monday, February 12, 2024

Dragon Events

Inspired by my last post, I decided to create some random tables to emulate the kinds of events the appearance of a dragon might be the harbinger of. What follows are seven tables. The first six are different kinds of events. I provide each with a number in case you want to randomly determine which table to roll on. Alternatively, each table could be assigned to a specific type of hybrid monster. The seventh table is a kind of narrative tool, where something is revealed. Whether this revelation is a cause, effect, or just happenstance is up to you. Enjoy.

1. Death

    1. King 
    2. Queen 
    3. Heir 
    4. Bishop 
    5. Guild Leader 
    6. General

2. Event

    1. Refugees 
    2. Shortage (equipment) 
    3. Shortage (food) 
    4. New taxes 
    5. Rise of a new religion 
    6. King goes insane

3. War

    1. Peasant Revolt 
    2. Massacre 
    3. Civil War 
    4. Invasion 
    5. PCs Kingdom defends another kindgom 
    6. PCs kingdom attacks another kingdom

4. Magic

    1. Arcane Magic effects halved dawn to dusk & Divine Magic effects halved dusk to dawn
    2. Magic effects double during New & Full Moon
    3. Magic effects are randomly normal, half-effective, or twice as effective
    4. Arcane spells with random effects are at advantage dusk to dawn & Divine spells with random effects are at advantgae dawn to dusk
    5. Magic does not work at dusk and dawn
    6. Recovering Spells takes twice as long

5. Natual Disaster

    1. Blizzard/Heatwave
    2. Avalanche/Mudflow/Wildfire
    3. Hurricane/Tornado
    4. Flood/Tsumani
    5. Earthquake
    6. Volcano

6. Stange Events

    1. Unending Fog
    2. Days shorten to 12 hours
    4. Days lengten to 48 hours
    5. Seasons last a month
    6. Seasons last 6 months

Revelation

    1. New Ally
    2. New Creature
    3. New Race
    4. New Enemy
    5. New Civilization
    6. New Disease

Tuesday, July 13, 2021

Scripture & the Megadungeon Part 2: The Destroyer

The name Asmodeus does not appear in the NT or in the Masoretic text of the OT; however, it does show up in the Septuagint OT in the Book of Tobit:
Sarah, daughter of Raguel...was married to seven husbands, but before they could be with her as a wife, Asmodeus, the evil demon, killed them.
According to the Orthodox Study Bible, the name Ἀσμοδαῖος means "the destroyer" and links this with the description of "the thief" as Christ claims the title of Good Shepherd in the Gospel of John:
The thief comes only to steal and kill and destroy; I have come that they may have life, and have it abudantly. I am the good shepherd.—10:10
The name Ashmedai appears in the Talmud and has been linked to the Zoroastrian demon of wrath, Aeshma of the Bloody Mace.

Though later Medieval writers would link these names to lust and even the title Prince of Lust, the Book of Tobit does not attribute any special status besides "evil demon" to the name Asmodeus. This bears little resemblance to Gygax's entry on Asmodeus in the 1e MM, with the possible exception of his glowing rod of pure ruby, which might be a play on the bloody mace of Aeshma.

To fully understand the portrayal of Asmodeus in the Book of Tobit in context of the megadungeon, I must first highlight one the main ways Orthodox Christianity is different from both Catholicism and Protestantism. Orthodoxy has always insisted that there is a distinction between the Essence and Energies of God. The word ἐνέργεια (energy) is often translated in English as work, but in many cases is better understood as activity. The activities of God are made manifest in the three persons of God — we experience the energies, or activities, of God personally. 

There is, however, an essential aspect of God which we can never know and which the Fathers of the Church use apophatic language to describe — ineffable, inconceivable, invisible, incomprehensible, etc. This distinction can be illustrated with the 33rd chapter of Exodus where:

The Lord used to speak to Moses face to face, as a man speaks to his friend. — 33:11

Yet, when Moses, seven verses later, asks to see God's glory, the Lord responds:

You cannot see my face, for man shall not see me and live. — 33:20

These two events are difficult to reconcile unless we acknowledge the Essence/Energy Distinction. Moses is able to encounter the Lord face to face in His energies/activities/person; however, when Moses asks to see the Lord's essence (His glory), the face of God becomes something no man can survive.

For the purposes of this post, however, the most important consequence of the Essence/Energy Distinction is that all the activities of God — Creation, Truth, Life, Love, Hope, Mercy, Forgiveness, Long-suffering, Magnanimity, etc. — are God Himself:

Jesus said to him, “I am the way, and the truth, and the life. — John 14:6

Death is introduced into creation when Adam eats the fruit of the Tree of the Knowledge Good and Evil because he introduces a separation between humanity and Life itself — the energies of God.

This separation also exists in all the fallen angels, also known as demons. They have no access to the energies/activities of God. This is illustrated in the Book of Tobit with Asmodeus. He kills Sarah's husbands before they can consummate the marriage, thus cutting off the co-creative power of the marriage bed. All Asmodeus has power to do is "to steal and kill and destroy."

This all paints a very different picture from the Gygaxian Naturalism found in the 1e MM. Gygax's description of an orc lair would not, and arguably could not, exist:

Orc lairs are underground 75% of the time, in an above ground village 25% of the time. There will always be the following additional orcs when the encounter is in the creatures' lair: a chief and 5-30 bodyguards (AC4) 13-16 hit points, attack as monsters with 3 hit dice and do 2-8 hit points damage), females equal to 50% of the number of males, young equal to 100% of the males.
Pig-faced orcs, along with other hybrid creatures like gnolls, harpies, owlbears, satyrs, etc. are mere manifestations of Chaos "stealing" their appearance from other creatures and are incapable of producing their own offspring.

Asmodeus as depicted in Collin de Plancy's Dictionnaire Infernal.
Notice how he is a hybrid.

Thus, the megadungeon is a manifestation of the fallen nature of Baalzebub, Asmodeus, etc. Whatever order exists within has been stolen from humanity — ancients destroyed by the introduction of the demonic into their cultures. As one goes deeper into the dungeon, this order begins to break down until there is nothing left but the Chaos embodied by caves and caverns.

Another implication is that one of the primary characteristics of the megadungeon is the undead. Having no ability to create life, Chaos must depend upon the bodies of the dead to provide vehicles for their abortive and monstrous attempts at the creative act.

Finally, this also speaks to something early D&D instinctively got right: randomness. Wandering monsters, randomly generated dungeon levels, random treasure, etc. all speak to the Scriptural understanding of the megadungeon far better than Gygaxian Naturalism. In some sense, the only things that should make sense inside a megadungeon are:

  1. Order is something stolen from Law 
  2. Chaos is randomness 
  3. The lower a party goes, the less order and more randomness there are

In this sense, Holmes got it right: he has Wandering Monsters as important features of dungeon exploration along with traps, doors, secret doors, and surprises.

Please note that I am a fan of Gygaxian Naturalism and take great pleasure in creating various ecosystems within a dungeon complex. As fun as creating a dungeon that "makes sense" and is "realistic" can be, it misses the opportunity to have Chaos, Randomness, and Theft the very things that "make sense" of a megadungeon. Besides, what better way can we simulate that "Oh Crap!" moment of the Balrog in the depths of Khazad-dûm?

Sunday, June 14, 2020

Three Name Generators

So, I ended up going to the trouble of making three Name Generators. The first is based on Irish names, the second on Welsh names, and the third on Germanic names. Enjoy.



Thursday, May 9, 2019

An AI Answers Jeff's 20 Questions

It came to my attention via Talysman over at The Nine and Thirty Kingdoms that there is a neural network web toy that will complete the text of a prompt a user types in. I immediately saw this as a kind of random table, and I love me a good random table. So, I decided to use it to make a random campaign setting by having it answer Jeff Rient's 20 Quick Questions for Your Campaign Setting.

What follows I have edited to make more intelligible and concise, but every word was generated by the AI and not me.

What is the deal with my cleric's religion?

I am a Catholic and my faith has been strengthened by the life of the Church (I am one of the few who has not been a bishop, but have also been active in Catholic charity work). I now work as much as I can as a public advocate for the cause of justice.

Where can we go to buy standard equipment?

There are five main ways to buy your equipment – from your nearest chemist, from your nearest chemist's office, from your nearest pharmacy, or at your nearest specialist shop. Some pharmacies have a chemist service and can be a good first step in buying your first tools.

Where can we go to get platemail custom fitted for this monster I just befriended?

That depends on your guild. There will be a vendor standing near the entrance to the dungeon that sells the equipment.

Who is the mightiest wizard in the land?

Dafnaught, Lord of Storms.

Who is the greatest warrior in the land?

Shura: I'm a warrior. No, I'm not a hero, I'm a warrior!!

Who is the richest person in the land?

Henry Clay has a net worth of $400 billion.

Where can we go to get some magical healing?

Let us tell you about it! We will be visiting your local Healing Centre on Saturday at 9 am (local time) to receive your prayers. We plan to talk about how spiritual healing works, how to prepare for it, and provide all you need to get started!

-The Bawthorn (B. Strange)

Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath?

The only place to get cure spells is in scrolls. If you need something, you can just pick up a scroll at the nearest booklifter and pray.

Is there a magic guild my MU belongs to or that I can join in order to get more spells?

You can only join a guild if it is registered. If you do not wish to continue with your current guild, you'll have to contact your guildmaster. Guilds often have a monthly membership fee. You'll need to pay for this once a month, and then pay again over time. (Note: Your current membership fee may be different than the fee you will be charged for joining a guild.)

Where can I find an alchemist, sage or other expert NPC?

There are algos who carry large inventories, but they're not your typical Alchemists or crafters.

Where can I hire mercenaries?

Your guild has a wide range of mercenaries to hire along with a large number of skilled warriors, fighters and archers.

Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?

Yes, sword and magic are banned in all of the places on the map.

What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?

As of now, there are probably more than four monsters. It has been about three months since the start of the attack.

Are there any wars brewing I could go fight?

Not until the Empire is destroyed.

How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?

If the president wants to put up an entertainment center for his kids, surely he should go for it.

Are there any secret societies with sinister agendas I could join and/or fight?

Scienca is a society dedicated to spreading the word about science and technology, and helping to create peace between races.

The Society of the Serpent has never publicly expressed its desire to invade other worlds.

What is there to eat around here?

Oh, just chicken wing salad.

Any legendary lost treasures I could be looking for?

One of the world's most famous antiquities, the priceless Necrotic Orb, contains the remains of an ancient lich.

Where is the nearest dragon or other monster with Type H treasure?

The nearest dragon is the Red Dragonborn in Whiterun. The dragons are coming to Darkshire. The Dragons are coming here. And they are coming for The Dark Lord.

Wednesday, August 2, 2017

Under Portown: The Urban Surprise Roll

When the Surprise Roll in D&D and its clones is used for Wilderness and Dungeon Encounters, it is generally a precursor to combat. Therefore, it does not seem to have much use in an urban environment where combat is almost universally frowned upon. Given that an urban hex-crawl takes a far more abstract approach to the idea of exploring cities, it leaves room for the Surprise Roll to be used as a means of determining what kind of information can be gathered from a random encounter inside the city.

There are four basic outcomes from a Surprise Roll:

  1. Neither the PCs or the “monster(s)” are surprised
  2. The PCs are surprised.
  3. The “monster(s)” are surprised
  4. Both the PCs and the “monster(s)” are surprised

This leaves room for four different kinds of encounters every time a random encounter is rolled up inside a city. It also suggests four different kinds of information that can be conveyed to either the players or the Referee:

Neither the PCs or the “monster(s)” are surprised

This is a routine encounter where the group or individual encountered is doing something mundane. The PCs become aware of the existence of this group or individual and get the physical description of that group or individual that they are cultivating for public consumption (if they are in disguise, the PCs get a description of the disguise with no hint that it is a disguise).

The PCs are surprised.

This is a new bit of information for the Referee. The group or individual encountered is actively hunting the PCs. The word “hunting” can mean something different depending on which group or individual is doing the hunting. In some cases it may mean spying, in others it may mean recruiting or being pressed into service, in others it may mean an audience with the leader of said group or it could simply mean that the PCs have a group or individual that has decided that they need to be killed off.

The “monster(s)” are surprised

This is a situation where the PCs encounter the group or individual doing something with their public face off. They might catch the Thieves’ Guild during a heist, a mercenary group escorting a person of interest to a secret meeting, get a glimpse of a monster underneath a mask, the Mage Guild and its allies the Nameless kidnapping an adventurer, etc.

Both the PCs and the “monster(s)” are surprised

This is a combination of the previous two encounters. Rather than just seeing the nefarious/secret goings on, the PCs become aware that they are the target of said activity.

Using this system, of course, requires either an ability to improvise on the part of the Referee or some prep time where each group/individual on an encounter table is detailed out to include what exactly each type of encounter is going to look like.

Personally, I prefer a more improvisational approach because it allows me to be surprised as a Referee in much the same way my players get to experience surprise. It also allows me to tailor such encounters to the needs of the campaign as it unfolds. For example, players tend to bring various NPCs into their fold. Including these NPCs into a surprise encounter can bring a level of depth to a campaign that wouldn’t be possible by pre-planning every encounter, especially if that NPC is perceived to have betrayed the party.

Tuesday, July 11, 2017

Under Portown: Placing Urban Main Features

After seeing the sheer variety of creature and costume that crawl through this stinking labyrinth of a city, I am beginning to put credence to the rumors that those I seek can be found here.
— The Journal of Sho Zo-ton from Afar
After mapping out the general layout of Portown, it is now time to start placing the Main Features of each hex. What I really like about this approach is that it can accommodate both concrete and abstract ideas. For example, take a look at the Main Features of hexes 1 and 2:

The Port

  1. Port Master (3 in 6)
  2. Northbound Ship (3 in 6)*
  3. Southbound Ship (2 in 6)*
  4. Guard Towers (2 in 6)‡
  5. Smuggler’s Alley (1 in 6)
  6. Lost
* 2 in 6 chance that the ship has a non-human crew; roll a d6: 1-3 = elf, 4-5 = dwarf, 6 = humanoid
‡ Roll a d6; 1-3 = West Tower, 4-6 = East Tower

Olde Town

  1. The Insurance House (3 in 6) — a meeting place where merchants can buy insurance on their shipments north in case of loss due to pirates, monsters or natural disaster.
  2. The Inklings Club & Collectibles (3 in 6) — a high-end gentlemen’s club where culture from around the world is discussed and experienced. Membership requires a donation of a rare and valuable object that then becomes part of the club’s collection.
  3. The Bathhouse (2 in 6) — a remnant from when the Classical Civilization dominated the area. It is a spa with both salt and fresh water baths and servants that are paid not only for their massages, but for their silence. Many a political, business and criminal agreement is rumored to have been brokered within its walls.
  4. The Ancient Corner Stone (2 in 6) — this strange stone is covered in runes from a long lost language, believed to have been used by the ancients. Scholars agree that it simply states the founding of a small colony. Rumors speak of something far more sinister.
  5. Nor’Ar the Alchemist (1 in 6) — Nor’Ar is a famed alchemist capable of creating rare and wondrous potions; however, he is very exclusive and expensive.
  6. Lost

As is plain, exploring the Port is a far more abstract and dynamic experience than exploring Olde Town. This, of course, is accomplished by placing abstract Main Features in The Port hex and very concrete Main Features in the Olde Town hex. Thus, not only does each area have its own unique feel, but the character of the entire city begins to take shape.

Note how easy this all is: I merely need a small Random Table with five entries with the sixth option of “Lost” to get to a roll of d6.

Friday, June 23, 2017

Holmes!

I love me some random tables and I love me some Holmes Basic D&D. In honor of Free RPG Day, Zenopus Archives released Holmes Ref 2.0. I highly recommend checking it out, even if you have no real interest in Holmes because it is chuck full of goodness, especially of the random nature.

Ostensibly, it is a reference sheet for taking Holmes beyond its original scope of character levels 1-3 using OD&D as its default point of departure for higher levels (brilliant idea, especially since that is exactly what Holmes himself did). Thus, I find myself desperately wanting to play a Holmes campaign using this stuff.

There are, however, some very cool variations in here that are portable to any Old-School game and, with a little work, to any version of the game.

Firstly, there is a random name table that apes some of the names from Holmes and B1 and reminds me of the name charts found in the alien expansions for Original Traveller (which is always a good thing). The first time I rolled up a name, it produced something truly inspiring: Sho Zo-ton from Afar (more on this below)

Secondly, it provides a Backgrounds table for human characters that players may roll on in lieu of rolling up beginning cash. Each background provides a cool ability, a set of equipment appropriate for that background and a reduced number of dice x10 for starting cash.

So, for Sho Zo-ton from Afar I rolled up a Nomad background which provides an ability to surprise 1-4 on a d6 when outside while wearing leather armor or less and the ability to use archery while riding. In addition to 1d6x10 starting gold (I rolled a ‘4’), the character starts with a Light Horse, Lance, Horse Bow and Leather Armor.

This is where the fun begins. The title “from Afar” suggests that this character comes from a distant land. A fantasy version of Korea immediately suggested itself, because traditionally Koreans have 3 syllable names: the first being the family name and the last two being the given name. Therefore ‘Sho’ is the character’s clan and ‘Zo-ton’ is the given name. Additionally, traditional Korean weapons fall into three broad categories: bows (which are considered to be THE Korean weapon), spears (of which a lance is a variation) and sword.

For flavor, I noted the Korean names of each weapon Sho Zo-ton carries:

  • Gakgung (a bow made from buffalo horn)
  • Gichang (a spear with a flag at the spear end used both by horsemen and footmen)
  • Hwando (a single edged curved short sword, which I used part of the 40gp to purchase)

Traditionally, men of the Joseon period (14th c.-19th c. which is approximate to the suggested fantasy Western culture in most D&D settings) wore their hair in a sangtu top-knot. This signified manhood which came from being married (and they married young). This suggests a reason why Sho Zo-ton came from Afar to adventure in the “West:” his family, specifically his wife, was killed by strange beasts (orcs? gnolls? lizard men?) that he learned originated from the area that the campaign takes place. He is here for honor and vengeance.

All this from a couple of random table rolls!

Finally, Holmes Ref 2.0 organizes all 80 monsters in Holmes into a giant Monster Reference Table which accomplishes two things:

Firstly, it provides a customizable Wandering Monster Table in that the monsters are grouped together by Hit Dice and the reference numbers are organized into groups of twelve allowing the GM to roll up to a d8 in addition to a d12 to get a random monster. The smaller the first die, the lower the likely HD of the monster.

Secondly, it provides a cool way to create new monsters. The Table is organized into AC, DMGxAT, AC, MV, AL, TT, Special Characteristic and Habits. Roll on the table using the aforementioned d8 and d12 to randomly determine each category. With a little imagination, the result is a brand new monster (and one I am guessing that pushes our creativity beyond what we would normally do).

The first time I rolled up a creature, I came up with this:

Living Door

HD: 1d4
Dam: 1d6
AC: 4
MV: 0
AL: Neutral
TT: Nil
Special: Shriek with 1d3 rounds of light within 30’ or movement within 10’; 50% of wandering monster
Habits: Unintelligent

These strange plants were magically grown by the ancients to warn of intruders and discourage interlopers. They appear to be doors made of wood without any handle. Carved in the middle of the door is an abstract face with a open mouth as if screaming. Within 1d3 rounds of there either being light within 30’ or movement within 10’ the living door begins to shriek and shoot thorn-like darts out of its mouth. Any attack against the living door that doesn’t target the face does no damage.

The dart attacks and the shrieking will cease (or never begin if done quickly enough) if the proper type of food (e.g. Carrion Crawler flesh), determined by the ancient who grew the creature, is placed inside the mouth of the Living Door. The mouth will close and the door will open and remain open for 1d6 turns while the food is digested.

Once killed, a Living Door functions as a normal locked door; however, it is rumored that if food is placed inside the mouth of a dead Living Door it can be revived to then accept whatever food is placed in the mouth to revive it.


A very Holmsian monster, if I do say so myself!

BTW if you are interested in seeing some good and inspiring movies that feature Korean archery, I suggest The Fatal Encounter and War of the Arrows.

Friday, June 16, 2017

Meditating on How I Play the Game

Having read JB’s thoughts on the matter and some of the rants that inspired his post, I want to share some of my thoughts, but not in a philosophical, ranty kind of way. Like others, I find the video that started off this whole series of posts to be rather a waste of time and largely mistaken. To explain how, I want to tell the stories of several seminal moments in my experience as someone who plays RPGs:

Moment the First

When I was a wee high-school baby, I was introduced through some of my older friends to a cigarette smoking college student who wanted to start running a D&D campaign. The premise was simple. He showed us a map of where our characters were and asked us what we wanted to do. I remember how eye-opening it was to be at the steering wheel of the campaign: “You mean this whole campaign can be about us trying to hunt down and kill that blue dragon you told us about!? YES!” And, indeed that was the entirety of the campaign.

It was also the first and last time I played a Chaotic Evil character. While I remember the campaign fondly, I do not remember my fellow players that way. Since all the players knew my character was Chaotic Evil (and therefore a threat, although what kind of danger they expected out of a 1st level Illusionist, I don’t know) and therefore they were always trying to kill my character. The DM, however, always had my back. Even when I blatantly explained how my actions were rather Chaotic and Evil, he always made the players explain to him how their characters would know. When they failed (because I was VERY careful that my actions could be interpreted as helpful) the DM would disallow every attempt to kill me off.

In other words, the DM did a really good job of being a DM. He gave us a bunch of freedom to do whatever we wanted within his world, but very strictly enforced parameters around that freedom. There were certain things that were just not going to happen (like using player knowledge to screw with other players at the table). This actually made the freedom we had as players more valuable. For example, I knew I could get away with certain CE-like acts because the DM made sure that players couldn’t abuse their player knowledge and, in a way, I think he enjoyed how much I toed the line so that being CE never actually overtly hurt the party.

Moment the Second

Like many players in the 90s I played a lot of White Wolf products, and believe it or not I really appreciated these games. They actually taught me a lot about how to play a game. When my friends approached me about playing Vampire for the first time, for some odd reason they wanted me to be the…was it Storyteller? is that what they called the Referee/DM/GM? The reason I say odd, is because I rarely sat in the DM’s chair when we played. In retrospect, it might have been the few times I ran Call of Cthulhu one-shots that inspired them to ask me to take the reigns of a horror-themed RPG.

If I am honest, I rather didn’t waste a lot of time reading up on “how to play” essays littered throughout the industry. I learned by doing and this was the first real opportunity I had to put into practice what I had learned from my experience in Moment the First. I presented my players with a world: Boston. I informed them of that world through their various clans and then dropped a McGuffin into the whole mess where everybody wanted the McGuffin for different reasons. I then allowed my players to do what they wanted to do (within the parameters set by the game and by the setting).

In many ways, it was one of the more thoroughly satisfying campaigns I have ever been a part of, because I was surprised every time we played. My players refused to be predictable and as a consequence, my world had to react in ways I never imagined. It all culminated in a rousing three-way battle in the middle of Cambridge which left the players catching their breath in disbelief that they had actually survived. The best part: one of the players decided that it was in the best interest of everybody that the McGuffin be destroyed. I remember the player asking me if he could talk to me in private, because he wasn’t really sure that what he wanted to do was allowed. When I said, “Sure, why not?” I saw in him myself when that cigarette smoking DM asked our party what we wanted do to. He suddenly realized how much power he had over his own character and the campaign. The reaction around the table when the McGuffin shattered to pieces was one of the best moments I have ever had at an RPG table. I wasn’t responsible for that reaction, but I set up the freedom and the parameters for its possibility. I have been trying to duplicate this atmosphere for my players ever since and every campaign has a moment just like this, where my world interacts with a group of players that have taken the reigns of the campaign to create something that I could never manufacture on my own, even if I tried.

Moment the Third

In another White Wolf campaign, the group I played with decided to give Mage a try. We all toiled over character creation and painstakingly crafted the characters we all thought we wanted to play. Then our Storyteller? Referee? did something rather surprising that we all found shockingly fun: once he had introduced the fundamentals of the campaign, he handed us our characters’ counter-parts in the Technocracy. I ended up with a chick in a wheelchair. At first we all were not very happy, but then as we started to play we all realized that playing these characters that we had nothing to do with the creation of was actually more fun than playing our actual characters. I had no time invested in this character at all so I seized upon some of the things I saw on the character sheet and began playing her personality to the hilt without any fear of having this character die or be harmed or of even being liked. Other players followed suit and we soon found ourselves clicking as party, playing off of each other and outdoing ourselves when we had those carefully crafted characters we spent so much time creating. We were actually disappointed when we had to go back to our own characters.

Playing wheelchair chick made me realize that unfettered creativity isn’t all that creative. Left to our own devices, we human beings are kind of boring. When we start putting limiters on where we start with our creativity, whether those limits are playing a character we had nothing to do with creating, using random tables, rolling attributes in order, using only the Fiend Folio or Monster Manual II, using B/X or the original three LBBs as a starting point or whatever, the choices we make are going to surprise us and lead down paths we would never have thought of otherwise. This was yet another example of complete freedom within a set of strict parameters that just exploded with creativity and good fun. I have used random tables ever since.

Moment the Fourth

I will end with a bad experience. It was the first time I played D&D 3.5 with a DM that pretty much resembled the fellow in the video that started this mass spilling of virtual ink. Our party found ourselves in a time-crunch. We couldn’t retreat for fear of the evil we had uncovered getting away and becoming more powerful. So we pressed forward through the dungeon we were in despite not being prepared in the way 3.5 expects its players to be. When we got to the boss fight, it should have been a TPK. We couldn’t afford to retreat, but we couldn’t do damage at a rate that would allow us to survive the encounter. In fact, my character was completely incapable of doing any damage. I was out of spells and was only good as a meat shield. When the DM realized the situation, he started fudging die rolls and inexplicably changed tactics so that our party could actually start doing the kind of damage we needed to do in order to survive.

I actually felt cheated. My character should have died and I was robbed of a(n in)glorious death. We missed an opportunity as a group to re-think our party make-up and the way in which we approached the campaign to start anew and having to deal with all of the consequences of our previous party’s failure. Instead, we were all slaves of the story. The campaign never really recovered for me, but the upside is that it created an opening for me to introduce this group of players to Labyrinth Lord and the Lost Colonies were born. Although I have been sore tempted to fudge a die roll now and then, I have done my best to keep myself honest by rolling all my dice in the open ever since. As a consequence, even when those die rolls have resulted in the death of a beloved character, I have never felt cheated.

Saturday, May 27, 2017

Meditating on 5e: LBBs + LBBs

One of the things I really like about 5e is the whole concept of Backgrounds. It immediately adds flavor to a character and gives a good Referee hooks for adventures. In a way, it reminds me a lot of one of my favorite mini-games of all time: the character creation in Classic Traveller. There is an assumption that your character comes from somewhere and that background defines who you are and what you can do. It also implies the kinds of connections your character has and what influence those connections have.

Another reason I like the Background system of 5e is that it mitigates the need for the Rogue/Thief class. Since various backgrounds grant characters skills that normally are filled by the thief, the class has become redundant. This got me thinking about what other classes might be made redundant and I came to an interesting conclusion: it is possible to get rid of all of the classes except for the original three and express them all with Backgrounds.

This, of course, necessitates doing something with the 5e skill system, which I have said before is not something that is necessary to interpret as a pure skill system. I propose that these “skills” are actually broad Areas Of Expertise (AOE). Rather than telling players what their character can’t do (as I would argue a traditional skill system does, even the Thief skills from early editions of D&D), these suggest to players what their characters can do.

Here is the difference: a skill system defines what each skill is and then tells players when they can’t do something (when they fail a roll or fail to have the proper skill). An AOE, as I envision it, is a means for a player to argue that their character should succeed at a particular task.

For example: a character with Survival finds himself on a ship needing to lash down the sails in preparation for a storm. The player can then come up with some story from their character’s previous life that would justify saying Survival allows his character to succeed:
There was this time during a bad rainstorm that Bessie got caught in a gulley underneath a fallen tree branch. I’m gonna use the same knots that we used to pull that branch up to lash down the sails.
If the story or the reasoning is sound, no dice need to be rolled and yet another layer is added to the history of the character.

I am thinking of giving every character four AOEs: two based on their character class and two based on their backgrounds. This allows me to break up the skills of 5e into three categories: Class Skills, Non-Class Skills and Tool Skills.

Each class would have four skills that are not available to the other two classes:

  • Cleric: Insight, Medicine, Persuasion, Religion
  • Fighter: Athletics, Animal Handling, Intimidation, Perception
  • Magic-user: Arcana, History, Investigation, Nature

This leaves six skills and nine tool skills that are only available through a background. Thus, it would make sense to have nine backgrounds that would allow a character access to two Non-Class Skills and one Tool Skill as well as one extra Class Skill. I named these nine Backgrounds after various classes that have popped up in D&D throughout the years:

  • Assassin: Poison (Tool Skill), Deception & Stealth (Non-Class Skills), Investigation (Class Skill)
  • Barbarian: Gaming (Tool Skill), Performance & Survival (Non-Class Skills), Insight (Class Skill)
  • Bard: Instrument (Tool Skill), Acrobatics & Performance (Non-Class Skills), History (Class Skill)
  • Druid: Herbalism (Tool Skill), Deception & Sleight of Hand (Non-Class Skills), Animal Handling (Class Skill)
  • Illusionist: Forgery (Tool Skill), Acrobatics & Deception (Non-Class Skills), Persuasion (Class Skill)
  • Monk: Navigation (Tool Skill), Acrobatics & Sleight of Hand (Non-Class Skills), Athletics (Class Skill)
  • Paladin: Artisan (Tool Skill), Performance & Survival (Non-Class Skills), Religion (Class Skill)
  • Ranger: Disguise (Tool Skill), Stealth & Survival (Non-Class Skills), Nature (Class Skill)
  • Thief: Thieves’ Tools (Tool Skill), Stealth & Sleight of Hand (Non-Class Skills), Intimidation (Class Skill)

Note: This leaves three skills that are class specific: Medicine (Cleric), Perception (Fighter) and Arcana (Magic-user).

Also note: All of these categories are intended to be very broad, and thus while some AOEs don’t seem to fit, they can easily be explained by moving slightly beyond the old D&D class title. For example: Deception and Sleight of Hand don’t seem to go with Druid very well; however, if you understand the Druid to be akin to a faith-healer, hedge-mage or veterinarian these things begin to make sense. Deception can be useful when someone who needs to hear good news in a time of disease and epidemic. Sleight of Hand can be used to describe a surgeon’s hands as well as a pick-pocket’s.

To round things off, each background would come with it a type of contact that a character could reach out to in times of need.

If one wanted to go full-on Classic Traveller, it would be a simple matter to create a table to randomize both the Background (a d10 where a ‘0’ represents Player/Referee choice) as well as the skills. A d6 can be used to determine two skills at once with the following pattern where A, B, C and D represent the four skills associated with a Class or a Background:
1: A + B
2: A + C
3: A + D
4: B + C
5: B + D
6: C + D
This would result in some really weird combinations that would force players to be creative, so I would love to use it myself, but I expect most players would prefer to just choose.

Wednesday, April 12, 2017

A Random Map

Talysman over at The Nine and Thirty Kingdoms has been meditating on random maps. His most recent post posited a leximorphic method that quite intrigued me. So, in a fit of Gamer ADD, I grabbed my favorite set of RPG random tables, The Tome of Adventure Design, and set about trying Talysman's method.

The Sunken Halls of the Ape Brotherhood


The name of the dungeon rolled up as The Sunken Halls of the Ape Brotherhood. This suggested several things:
  1. There would be a number large halls in the dungeon.
  2. The dungeon would be partially submerged under water.
  3. The letters that suggested themselves for the leximorphic approach were A, P and E.
I decided that each letter area would have its own feel and feature:
  • The 'A' area is highly finished with tile ceilings, floors and walls. Its main feature is The Screaming Temple.
  • The 'P' area is rough hewn from rock. Its main feature is The Bizarre Ice Gateway.
  • The 'E' area is precisely excavated with smooth walls, floors and ceilings. Its main feature is The Lesser Throne of the Golem, which has already been looted of its valuables.
Here is the result of further randomness:



The dark blue indicates an area submerged in water. The darker the color, the deeper the water. The light blue areas indicate ice. The darker the color, the thinner the ice.

The Lesser Throne of the Golem is located in the left-most columned hall.
The Screaming Temple is the odd-shaped room with the square dais and statues.
The Bizarre Ice Gateway is the double doors in the right-most columned hall.

I'll leave the rest to you...

Saturday, May 25, 2013

Saintly Saturday: The Third Finding of the Head of St. John the Baptist

Today the Orthodox Church celebrates the Third Finding of the Head of St. John the Baptist (the first two findings are celebrated on February 24). The relic had been in Emesa (in modern day Syria), but was moved to Komana (in modern day Turkey) during Saracen raids in the early 9th century. It was subsequently hidden and buried during the second wave of iconoclasm.

When the icons were restored to the Churches, Patriarch Ignatius of Constantinople (A.D. 847-857) received a vision which told him where the head of St. John was hidden. He communicated this to the Emperor, who sent an expedition to bring the relic to Constantinople. The head was found today in A.D. 850.


One meme that keeps popping up in this corner of the internet is the complaint that the ubiquitous Sword +1 is boring and that magic items should inspire more awe and wonder. I myself have played with systems to try to alleviate this particular issue by imagining the process by which a sword is made. The story of St. John’s Head, however, suggests that giving even a boring old Sword +1 a simple history can transform it from a mere mechanic into a real magical treasure.

What follows is a series of d6 rolls which will provide an outline for the provenance of a magic sword:
Roll a d6. The result will be the number of previous owners. For each owner, roll on these two tables:

Who was the owner?


  1. Thief
  2. Fighter
  3. Knight
  4. Noble
  5. Demi-human (1-3 = Elf; 4-5 = Dwarf; 6 = Halfling)
  6. King

How was it lost?


  1. Stolen
  2. Lost in a game of chance
  3. Owner died in battle*
  4. Owner killed while adventuring*
  5. Owner killed by a magical beast (like a dragon)*
  6. Owner mysteriously disappeared

*On a 1-2 the sword was buried with the owner on a 3-6 it was taken by those who killed the owner, or the sword's fate can be determined by fiat.

As an option, one can also roll on the following table:

How did the next owner receive the sword?


  1. Stole it
  2. Won in a game of chance
  3. Awarded for services rendered
  4. Found it in a lair
  5. Found it in a tomb
  6. Found it in a dungeon

Once each owner is determined, all one has to to do is decide what order they owned the sword and fill in any details that are desired.
For example:

I rolled a ‘3’ to determine how many owners a Sword +1 has had. I rolled on all three tables and here are the results:

  • 3-2-5 Knight died in battle. The sword was buried with him and was in his tomb when found
  • 4-1-4 Noble died adventuring (sword was taken) and was found in a monster’s lair
  • 6-4-3 King had it stolen and was found in a dungeon.

Looking at this, I can fill out the details: A king had the magical sword forged, but before he was able to wield it in battle, the sword was smuggled away into a dungeon. A descendent of the king (2nd son?) went searching for the weapon and found it in the dungeon; however, he was killed on the journey home. A knight seeking fame and glory hunted down a beast in the wilderness, in the lair he discovered the sword. He went on to become famous, but died in a battle defending the realm. His sword was buried with him.

Obviously, further details can be added (such as the names of each owner and what lands they ruled and defended). Should this Sword +1 be found in a treasure hoard other than a tomb, one need only add one more layer to the story: monsters looted the tomb and, depending upon which monsters guard the hoard, either don’t know its value, don’t use swords or use it to defend the rest of the treasure.

Regardless, this lowly Sword +1 is no longer boring. It has a story. It was forged for a king. Men died trying to get it back. It took part in a great battle to try and save the realm. It is an item worthy of wonder, despite the fact in it is “only” a Sword +1.

Friday, April 5, 2013

Tinkering with Weighted WMTs

I first encountered the idea of weighted Wandering Monster Tables in the MMII, where encounter tables were designed to use 2 dice (1d8+1d12) to produce a number from 2-20. Due to the bell curve produced by this set-up, it is possible to arrange WMTs based on frequency — Very Rare, Rare, Uncommon and Common.

Recently, I have been meditating upon a different way to weigh a WMT based upon time. For years, my mom has had a bird feeder on her porch. In that time, she has noted that there is a general pattern as to when a type of bird is most likely to be feeding. It isn’t identical every day, but there are times when there are types of birds that will not be there.

One might use such a concept in a dungeon or wilderness area where the longer one stays, the more dangerous it gets because bigger and badder monsters come out to play. This could also be used in an area being contested by different factions. During the first part of a day, each side is preparing and planning, therefore most encounters at the beginning of a day will simply be one faction or another; however, later in the day (when these plans come to fruition), most encounters will find the factions in combat with each other.

To set up such a WMT, a chart with 19-23 slots can be made (the following example might be used in a 1st-level dungeon):
  1. 1/2 HD Creature
  2. 1/2 HD Creature
  3. 1/2 HD Creature
  4. 1 HD Creature
  5. 1 HD Creature
  6. 1 HD Creature
  7. 1 HD Creature
  8. 1+1 HD Creature
  9. 1+1 HD Creature
  10. 1+1 HD Creature
  11. 1+1 HD Creature
  12. 2 HD Creature
  13. 2 HD Creature
  14. 2 HD Creature
  15. 2 HD Creature
  16. 2+1 HD Creature
  17. 2+1 HD Creature
  18. 2+1 HD Creature
  19. 3 HD Creature
  20. 3 HD Creature
  21. 4 HD Creature
  22. 4 HD Creature
  23. 5 HD Creature
To use the table, roll 1d12. For every hour spent in the area add an additional +1 to the roll. Thus, if a '10' is rolled for an encounter with an adventuring party that has been in the area for 4 hours, the final result will be 14 (10+4). If the party has just arrived and has yet to spend an entire hour in the area, nothing is added to the roll.

Using this method, such a table could represent an 8-12 hour period of time (where 19 slots = 8 hours and 23 = 12 hours). This would allow for the above process to be reversed with a 12 hour table (the 8 hour table would sit on the low end or high end of the table for several hours). Alternatively, one could add the bonus for every 2-3 hours and have the whole process cover a 24-hour period.

Thursday, March 7, 2013

Averoigne Name Generator

I have to admit, this post is mostly for me. The most difficult thing that I do as both a player and a referee is names. Regardless of the game, the most difficult part of character creation for me is naming the character. A majority of the NPCs in my campaigns are actually named by players, not me.

Thus, one of my favorite resources when it comes to campaign worlds is a list of names. What follows is a list of names found in Averoigne; however, I have endeavored to make this list even more useful than it already is for me.

There are two lists, one for male names and the other for female names. Each list has 100 names, therefore I can simply roll a d100 to come up with the name of an NPC. In addition, the first 50 names in each list are Averni names and the second 50 are Salian names.

Thus, with one roll I not only have a name for an NPC, but a general background and a general disposition towards the PCs depending upon their background and the organizations they belong to.

Of course, if I specifically need an Averni name, I can simply subtract 50 from the roll if it is 51+ and do the opposite if I need a Salian name. Also note that since all Dwarves, Elves, Half-elves and Halflings are born of human parents, these tables cover names for them as well.

Male Names


  1. Ailin
  2. Ascon
  3. Braddon
  4. Brian
  5. Callan
  6. Colum
  7. Donal
  8. Doolish
  9. Edern
  10. Eoin
  11. Ferghus
  12. Finlo
  13. Garmon
  14. Gilbrid
  15. Herve
  16. Hugh
  17. Illiam
  18. Ionhar
  19. Jago
  20. Jowan
  21. Kerron
  22. Kitto
  23. Lonan
  24. Lucan
  25. Manus
  26. Mudach
  27. Nele
  28. Nevan
  29. Ogma
  30. Oran
  31. Patric
  32. Peddyr
  33. Quillon
  34. Quin
  35. Rigard
  36. Robart
  37. Sedric
  38. Sorely
  39. Thaddy
  40. Torin
  41. Ullick
  42. Urmen
  43. Vaddon
  44. Vaughn
  45. Wilmot
  46. Withell
  47. Yann
  48. Yestin
  49. Zephan
  50. Zethar
  51. Alberic
  52. Anskar
  53. Arnulf
  54. Berno
  55. Brice
  56. Cheldric
  57. Clodomir
  58. Clovis
  59. Cyr
  60. Dalfin
  61. Dreux
  62. Drogo
  63. Ebbo
  64. Emmeran
  65. Fardulf
  66. Folmar
  67. Gerold
  68. Giso
  69. Grimbald
  70. Gunthar
  71. Hilduin
  72. Hincmar
  73. Hunald
  74. Imbert
  75. Leodegar
  76. Lothar
  77. Mauger
  78. Merovech
  79. Nithard
  80. Notker
  81. Odo
  82. Odulf
  83. Orderic
  84. Panteleon
  85. Pepin
  86. Radigis
  87. Rothad
  88. Sergius
  89. Sigebert
  90. Suidger
  91. Taurin
  92. Thankmar
  93. Theodulf
  94. Theodoric
  95. Vigor
  96. Vulmar
  97. Walaric
  98. Wibert
  99. Wulfram
  100. Zwentibold

Female Names


  1. Aine
  2. Alma
  3. Binne
  4. Blair
  5. Breena
  6. Cahan
  7. Creidne
  8. Davan
  9. Dymphna
  10. Eilis
  11. Ena
  12. Finola
  13. Flidais
  14. Gemma
  15. Gweneth
  16. Hilda
  17. Honorah
  18. Ina
  19. Isleen
  20. Jileen
  21. Juliane
  22. Keelie
  23. Kinnat
  24. Mabh
  25. Morgan
  26. Myrna
  27. Nia
  28. Nola
  29. Oona
  30. Ornice
  31. Payton
  32. Philomena
  33. Renny
  34. Rowena
  35. Sine
  36. Sorcha
  37. Sybil
  38. Tara
  39. Troya
  40. Tuiren
  41. Uli
  42. Ursula
  43. Vevina
  44. Vivienne
  45. Whiltiera
  46. Withypol
  47. Yseult
  48. Yvon
  49. Zaira
  50. Zinna
  51. Adallinda
  52. Adaltrude
  53. Adelheid
  54. Alpaida
  55. Alpais
  56. Ansgard
  57. Aubirge
  58. Audofleda
  59. Basina
  60. Berenga
  61. Bertha
  62. Bertrada
  63. Clothild
  64. Eadgithu
  65. Emma
  66. Engelberga
  67. Ermengard
  68. Ermentrudis
  69. Fara
  70. Fastrada
  71. Foy
  72. Genofeva
  73. Gersvinda
  74. Gisela
  75. Gudula
  76. Gudule
  77. Gundrada
  78. Herleva
  79. Hildegard
  80. Hildegund
  81. Hiltrude
  82. Hodierna
  83. Ingeltrude
  84. Joveta
  85. Liutgarde
  86. Madelgarde
  87. Mechtild
  88. Moschia
  89. Oda
  90. Ogiva
  91. Radogund
  92. Rosamund
  93. Rothaide
  94. Rotrude
  95. Rotrudis
  96. Ruothilde
  97. Theodelinda
  98. Theoderada
  99. Theutberga
  100. Waldrada

Monday, February 25, 2013

Some Inspiration for 3x5 Geomorphs

After an initial flurry of folks making 3x5 geomorphs, there has been a dearth of creativity (though it does look like Gordon of Applied Phantasticality is going to make them a weekly feature!).

Thus, I offer these tables as a catalyst for naming landmarks around which a 3x5 geomorph might be made. Roll a d12 on each table and choose one of the descriptors from the three options from each roll to come up with a name:
  1. The [Altar, Dias, Table] of
  2. The [Arrows, Hands, Hooks] of
  3. The [Chasm, Defile, Rift] of
  4. The [Coffin, Ossuary, Urn] of
  5. The [Column, Pillar, Statue] of
  6. The [Dome, Rotunda, Vault] of
  7. The [Egress, Gate, Portal] of
  8. The [Elevator, Ladder, Stairs] of
  9. The [Forge, Furnace, Hearth] of
  10. The [Fountain, Reservoir, Well] of
  11. The [Pyramid, Tomb, Ziggurat] of
  12. The [Runes, Symbols, Writings] of
  1. Ambition, Dreams, Sleep
  2. Anger, Rage, Wrath
  3. Annihilation, Death, Destruction
  4. Awareness, Consciousness, Knowledge
  5. Bronze, Copper, Tin
  6. Chance, Fate, Fortune
  7. the [Crown, King, Star]
  8. Delusion, Illusion, Nightmares
  9. the [Elders, Forgotten Ones, Old Ones]
  10. the [Mage, Necromancer, Warlock]
  11. Mystery, Puzzle, Riddles
  12. Offering, Sacrifice, Slaughter
For example, if one rolled a ‘2’ and a ‘9’ here are some of the options one could come up with:
  • The Hands of the Forgotten Ones
  • The Hooks of the Old Ones
  • The Arrows of the Elders
Finally, how could I not be inspired to, at least, produce one geomorph based upon one of these randomized landmarks?


I hope this inspires those who have not dipped their toe in the 3x5 pool to give it a try...

Wednesday, December 19, 2012

Racial Table for Averoigne

I only was able to play Stormbringer a couple of times in my life (our group always saw it as a challenge to see who could survive rather than as legitimate bait for an ongoing campaign due to the brutality of the system). One of things about it, though, that I remember with great fondness is character creation. Players roll on a race table to determine which of the plethora of backgrounds their character can come from and what possibilities this background provides.

While certainly not as diverse as Elric’s stomping grounds, my version of Averoigne does have a number of different possibilities for character background. Therefore, I thought it would be fun to provide a table for players to roll on to provide some of their character’s background.

Included with each entry is a list of starting equipment (which should help speed character creation). There are also a couple of incentives:
  • The only way to be able to have a character with a noble, scion or half-elf background is to roll on this table.
  • Depending upon the outcome of the roll, a player can outright switch one characteristic for another (where characteristics are rolled in order).
Hopefully, that will be enough encouragement for players to roll:
01-05 Romani — Scimitar + Throwing Daggers + Leather + Shield
06-15 Wolfshead (S): Flail + Sling + Leather + Shield
16-25 Wolfshead (A): Spear + Short Bow + Leather + Shield
26-45 Peasant (S): Polearm + Sling + Leather
46-65 Peasant (A): Polearm + Short bow + Leather
66-71 Burgher (S): Short Sword + Crossbow + Chain + Shield
72-75 Burgher (MS): Long Sword + Crossbow + Chain + Shield
76-81 Burgher (A): Handaxe + Longbow + Chain + Shield
82-85 Burgher (LS): Javelin + Longbow + Chain + Shield
86-88 Noble (S): Bastard Sword + Crossbow + Plate + Shield
89-90 Noble (MS): TH Sword + Crossbow + Plate + Shield
91-93 Noble (A): Battle Axe + Longbow + Plate + Shield
94-95 Noble (LS): Throwing Axe + Longbow + Plate + Shield
96-97 Half-Elf*
98-98 Elf*
99-99 Dwarf*
00-00 Halfling*

*roll again for background & equipment, ignoring 96-00
(A)=Averni (S)=Salian (MS)=Merovingian Scion (LS)=Luernian Scion
  • Romani can swap CON with one other characteristic of the player’s choice.
  • Wolfshead can swap DEX with one other characteristic of the player’s choice.
  • Peasant can swap STR with one other characteristic of the player’s choice.
  • Burgher can swap INT with one other characteristic of the player’s choice.
  • Noble can swap CHA with one other characteristic of the player’s choice.
All characters also get 10gp, a quiver/pouch with 20 arrows/bolts/stones as well as one of the following kits:
  • Kit 1 (10 oil flasks, lantern, spade, 12 iron spikes, 10ft. chain)
  • Kit 2 (10 torches, ink & pen, blank scroll, mirror, crowbar)
  • Kit 3 (five torches, 3 cloves of garlic, fist of wolfsbane, 50 ft. rope, grappling hook, wooden pole)
In addition:
  • Clerics begin with a cross (silver for Nobles and Scions, otherwise wooden) and swap out any non-class melee weapon with a Mace (Averni, Luernian Scion or Romani) or a Warhammer (Salian or Merovingian Scion) and any non-class missile weapon with a sling.
  • Fighters begin with one extra weapon.
  • Magic Users begin with a spell book and can trade out any non-usable weapons and armor for cash.
  • Burglars begin with lock picks and may trade out any armor and shield for leather and extra cash.
Obviously there are a couple of things that need some clarification:
  • Romani are gypsy-like wanderers who call no place home. They may choose to speak one extra language of their choice besides Common.
  • Averni are the native people of Averoigne. They may choose to speak Elvish (Occitan) in addition to Common.
  • Salians are outsiders whose homeland is trying to unite the entire region into a new Holy Roman Empire.
  • Wolfsheads are bandits, outlaws and those who live outside the protection of the feudal system. They are tied to no land and have few loyalties.
  • Peasants are either serfs or freemen who work the land of a local noble.
  • Burghers are middle class merchants.
  • Nobles who adventure are usually younger siblings who have no right to the lands of their father.
  • A Merovingian Scion is someone who either through illegitimate (in the case of Burghers) or legitimate lines can trace their lineage back to the Merovigian kings of the Salians (who are no longer in power).
  • A Luernian Scion is someone who either through illegitimate (in the case of Burghers) or legitimate lines can trace their lineage back to the Luernian kings of the Averni (who are no longer in power).
  • This is meant to be a human-centric campaign world, which is why the chances of being a demi-human are so small. Demi-humans roll twice because they come from a human background, but are fey-touched and have embraced their demi-human status. They can speak their racial tongue (Elvish in the case of halflings) in addition to Common
  • Half-elves are fey-touched who have rejected their demi-human status. They still have some of the demi-human abilities, but suffer penalties when using them. They get to function like the elves of 0e — adventure as either a fighter or a magic user — without the level limits. When they choose to use their demi-human abilities, they suffer an XP penalty and can operate at a maximum of 8th level, regardless of XP.

Friday, October 12, 2012

Meditating on 2000cp

For a reason that is beyond me, there seems to be a meme going around this corner of the internet that the existence in a dungeon of a treasure hoard of 2000cp signifies that the creator of said dungeon is lazy. I take umbrage at such a concept, not because I think a round number of nearly worthless coins is as or more realistic than either a odd number or a collection of mundane items worth 20gp, but rather the underlying assumption of the criticism: Using random tables is lazy (because a treasure of 2000cp in most likely a result of a random treasure table).

As I noted yesterday, random tables are one of my favorite tools when it comes to playing RPGs. When used correctly, they are an endless fount of fodder for unexpected creativity. Treasure tables are no less a source of creativity than any other table. All it takes is a little work.

To take the 2000cp hoard that seems to be at the center of this meme, I have learned from years of gaming that adventurers are not very likely to waste their limited resources to bother with two thousand coins that are only worth 20xp and won’t even buy a short bow. This is especially true when said copper is part of a larger hoard that contains more valuable coinage and/or gems and jewelry. Those valuable resources will be spent recovering the more valuable treasure and the copper will be left behind without a second thought of its existence.

Thus, a treasure hoard of 2000cp may very well have been something left over from a hoard already looted by another adventuring party. A quick perusal of Labyrinth Lords’s treasure tables indicates that the hoard class most likely to produce 2000cp as part of a larger hoard is XXI.

Here is a list of creatures in LL that have a hoard class of XXI:

  • Bugbear
  • Ghoul
  • Grey Worm
  • Halfling
  • Hydra
  • Berserker
  • Nixie

Therein are a plethora of stories about not only the hoard itself, but the dungeon in which it was found and the campaign world world in which the dungeon exists. Each of the these entries represent a former occupant of the dungeon that was defeated and looted. Thus, each should produce a series of questions that, when answered, lead to a much richer dungeon environment and a much richer campaign world.

For example: What was a group of halflings doing here? What adventuring group would kill and loot from halflings? Are they still around? Are there clues that could help the players hunt them down and demand justice?

Yet again, a whole bucket load of creativity from an innocuous result of a random table.

Thursday, October 11, 2012

More on Magic Swords

Yesterday, I mentioned that there were three steps within the process of making an Ulfberht Sword that invited elaboration. Given that I suggested a campaign world with no other magic weapons than swords, it got me thinking about how to take advantage of these elaborations in order to make each magical sword, if not unique, than one with a bit of a back-story.

Thus, I have endeavored to produce one of my favorite things — a series of random tables — in order to come up with the formula used to create a sword based on the aforementioned three steps (thus giving the sword the seeds of a backstory). These tables assume that a magic sword is automatically +1 and that various methods of forging the sword might result in additional powers. Note: all bonuses are cumulative.

Table 1.1 Carbon Source (d10)


  1. Animal Bones = Speak with Animals 3 x per day with the specific animal used
  2. Monster Bones = Bane +1 vs. monster type
  3. Humanoid Bones = Bane +1 vs. humanoid type
  4. Incense = Bane +1 vs. Chaotic/Evil creatures
  5. Dragon Bones = +1 plus Bane +1 vs. dragons
  6. - 10. Normal Charcoal = no extra powers

Table 1.2 Rune Etching (d20)


  1. Stone Rune = Damage Reduction of 1 while wielding the sword
  2. Serpent Rune = +1d6 damage; however, this damage is applied to both the victim and the wielder of the sword
  3. Ice Rune = Protection from Fire; glows in freezing temperatures.
  4. Torch Rune = Light with a 30’ radius
  5. Luck Rune = +1 to Saving Throws
  6. Tree Rune = The magic bonus of the sword can be used as either a combat bonus or an AC bonus
  7. Journey Rune = Dancing Sword
  8. Thorn Rune = The wielder can go into a berserker rage (+1 HD, +1 damage, + 1 to Hit -1 AC penalty)
  9. Hero Rune = Allows the wielder to increase both the number and morale of retainers one shift up on the Charisma table. If the Charisma is already 18, the number of retainers is 10 and the morale is 11 (based on B/X and LL).
  10. Cross = Protection from Evil 10’ radius if wielded by a Lawful (Good)/Christian character
  11. Chi Ro = +1 Bane vs. Chaotic/Evil creatures
  12. - 20. Animal Rune = no extra powers

Table 1.1 Quenching Liquid (d12)


  1. Oil = Flame Tongue; +1 vs. Cold/Ice- based Creatures
  2. Holy Oil = Flame Tongue; + 2 vs. Undead
  3. Holy Water = +1 Bane vs. Chaotic/Evil creatures
  4. Monster (less than 4 HD) Blood = +1 Bane vs. Monster Type
  5. Monster (4+ HD) Blood = +1 for every 4 HD (4-7 = +1; 8-11= +2; 12+ = +3)
  6. Humanoid Blood = +1 Bane vs. Humanoid Type
  7. Dragon Blood = +1 + Bane +1 vs. dragons
  8. Ice/Snow = Bane +1 vs. Fire-based creatures
  9. - 12. Water = no extra powers
For example: With the rolls 10, 7 and 2, the sword in question had normal charcoal, was inscribed with a Journey Rune and was quenched in Holy Oil. Thus it is a +1 Holy Sword of Dancing, +3 vs. Undead. Given this basic background, one could imagine it was forged in order to arm a crusader who was marching against the incursion of a necromancer's army, and could thus bear the name of a crusader saint.

These tables are, of course, only a rough draft and are certainly open to further revisions and additions. Any suggestions?

Saturday, July 14, 2012

Saintly Saturday: St. Nicodemus of the Holy Mountain

Today is the feast of St. Nicodemus of the Holy Mountain. Born Nicholas Kallivourtzis in Naxos, Greece around 1749, he went to Mt. Athos to become a monk at the Dionysiou Monastery in 1775. While he was part of a group of monks that revived hesychasm (a mystical prayer practice which uses the Jesus Prayer — “Lord Jesus Christ, Son of God, have mercy on me the sinner”), he is far more famous for his literary efforts.

In 1777, St. Makarius of Corinth gave him three texts to edit and revise. Among these was the Philokalia, a book of huge spiritual import of which I have mediated on before. St. Nicodemus would also go on to edit On Frequent Holy Communion and the Evergenitos, write hagiographies and liturgical poetry and translate several Western Christian works, especially from the Jesuit tradition.

Ironically, St. Nicodemus is far more popular in Orthodox lands outside of his native Greece — particularly in Russia where the Philokalia has had a much deeper influence. Due to “Western Influences” (his interest in Roman Catholic writings) he is still approached with some trepidation. Personally, I find this unfortunate because his contributions are manifold.


It occurs to me that there are various tables available to come up with random book titles, but most have to do with historical or arcane subject matter. Since St. Nicodemus was such a prolific writer, editor and translator, I thought it appropriate to come up with a table to produce book titles for religious works.

This table has three parts. One can use their funky new d16 (if you happen to be a DCC aficionado) or one can roll two d4s and read them as one might a pair of percentile dice. One d4 is the tens place, the other the ones place. This should nicely produce sixteen possible results.

Table 1

11 The Prayer
12 The Hagiography
13 The Vision
14 The Poetry
21 The Commentary
22 The Theology
23 The Suffering
24 The Iconography
31 The Martyrdom
32 The Confession
33 The Akathist
34 The Exorcism
41 The Absolution
42 The Vigil
43 The Canon
44 The Monastic Rule

Table 2

11 of the Hersiarch
12 of the Sinner
13 of the Fool
14 of the Hermit
21 of the Bishop
22 of the Ascetic
23 of the Virgin
24 of the Priest
31 of the Monk
32 of the King
33 of the Wonderworker
34 of the Stylite
41 of the Heretic
42 of the Penitent
43 of the Blessed
44 of the Hierarch

Table 3

11 Alypius
12 Bassian
13 Castor
14 Digna
21 Eanswith
22 Filian
23 Gaatha
24 Juvenal
31 Lioba
32 Moluag
33 Nemesius
34 Olbian
41 Persis
42 Quintus
43 Ryax
44 Sabbas
Thus, if one rolled 14, 23 and 31 the title of the book produced would be: The Poetry of the Virgin Lioba. I tried to use a bunch of names that could pass as either masculine or feminine, but it is entirely acceptable to render a name one way or the other if it seems necessary.