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

Monday, February 24, 2020

d66/d18 Flails

Image result for flail striking over a shield

You should look at Mork Borg if you don't already know about it; it was because of a Twitter exchange with them that I've thrown together this table of random flails.

Bear in mind, the flail familiar to us from consumable media is not necessarily a replicable historical object (see The Curious Case of the Weapon That Didn't Exist* and The Case Against the Medieval Ball and Chain).

I'm not an expert, nor a mall ninja, so I'm not making any claims to historicity, to realism or to simulationism.

Flails in Game.
  • will have a feature like Awkward, Clumsy, Heavy or even all three
  • primary special: ignore shields (flails strike over or round them)
  • optional/secondary special: chains can be used to snare & disarm 
  • on a fumble, you definitely hit yourself

1st d6 (1-2) 2nd d6:

  1. Death Tolls Twice: double-ended flail; wield it like a quarterstaff, if your Strength is 15+.
  2. Whirligig: triple-headed throwing flail; whirl to wind it up, then hit the release.
  3. Flagellant’s Friend: three slungshot on a rod; subdual damage.
  4. Flagellant’s Favourite: nine hooked chains on a haft.
  5. Flagellant’s Fine Fellow: spiked iron paddle on a short chain, heated red hot; stout, two-handed haft.
  6. Star of Dawn: not a morning star.

1st d6 (3-4) 2nd d6:

  1. Hunter’s Belt: not a triple-headed morning star.
  2. Goddess of Love: not a morning star with a hollow head for burning sulphur; three-headed version is The Triple Goddess.
  3. Tresses of Medusa: three, six or nine chains on a haft; spiked balls are hollow as venom reservoirs.
  4. Throne of Skulls: triple-headed skull flail with spring-loaded snapping jaws.
  5. Dragon’s Neck: flanged/spiked head on a telescopic chain; reach weapon or actual hookshot-from-Zelda, depending on your campaign.
  6. Meteor Hammer: double-headed long fighting chain; flanged/spiked heads forged of starmetal/meteoric iron; cage heads for combustible material.

1st d6 (5-6) 2nd d6:

  1. Ogre’s Choice: 3+ sword/axe blades on short chains; two-handed haft, Str 15+ to wield. Stupid idea; looks intimidating.
  2. Murther of Crows: double- or triple-headed straight-bladed sickle flail; two-handed haft.
  3. Gentleman’s Flail: bafflingly petite quadruple-headed spiked flail; hollow handle for drinky-poos or secret notes from/to your beloved.
  4. Shooting Star: unassuming single-headed one-handed flail with a pistol built into the haft.
  5. Shield Splitter: enormous two-handed single-headed spiked flail, Str 15+ to wield; anytime a shield foils an attack from this, it has to save vs. crushing blow.
  6. People’s Friend: repurposed agricultural flail; studded with nails; dipped in shit.

*The Weapon That Didn't Exist.

  • Only available in post-medieval time periods, this is an apparently ordinary flail, morning star or chain weapon.
  • Once claimed, it can only be relinquished on your death or by a quest, remove curse or similar.
  • It does not exist, has no encumbrance value and is completely undetectable except when you are wielding it in combat; it is always your primary melee weapon and appears in your hand. You can still wield other weapons in your off-hand.
  • If you attempt to put it down or pass it to someone else, it vanishes until you next wield it in combat.
  • If you are disarmed, it vanishes as it leaves your grip but will be in hand at the start of the next combat round.
Edit: Table removed for wider browser compatibility.





Wednesday, January 29, 2020

d66/d18 Gems and their Magical Properties


[Edit 21/06/2021 to replace old table & add pic]

All gems are worth their base value (1 to 18, below) in the common currency unit of my/your setting, multiplied by d6 x 10 or 10d6 (if you prefer).

They are either the size they would be in reality, or they are about the size, shape and colour of the dice you are holding at the time. Or compare them to bird's eggs, quail up to duck.

Gems can be kept as treasure (to be traded for cash and counted towards XP after an adventure) or can be used during an adventure as a one-shot magic item.

Once used, gems shatter, disintegrate or are otherwise destroyed; the remnants are worthless.

If you intend to save a gem to use in a future episode/session of your current adventure, it cannot be counted towards experience even if you later change your mind and trade it for cash (you still get the money). Define the boundaries/unit of 'an adventure' if your game does not already cover this.

You cannot buy gems on the open market to take them into an adventure to use as magic items under normal circumstances. Their magical powers are a property of the condition of 'adventure' and as such do not operate outside of this - they are drained by exposure to the mundane.

Ignore any of this that doesn't fit with the game you want to play.

Roll 2d6:

1st d6 (1 to 2) 2nd d6:

  1. Quartz (1): reroll 1s on any roll, once.
  2. Lapis Lazuli (2): reroll a failed fear/ morale save.
  3. Topaz (3): reroll a failed spell save.
  4. Coral (4): cure wounds at 0 hp.
  5. Turquoise (5): reroll or force a Reaction Roll.
  6. Amethyst (6): reroll a failed Strength roll.

1st d6 (3 to 4) 2nd d6:

  1. Amber (7): reroll a failed Constitution roll.
  2. Carnelian (8): reroll a failed warding, spell casting or attack (melee or missile) roll.
  3. Opal (9): reroll a failed Intelligence or Wisdom roll.
  4. Jacinth (10): reroll fire damage or failed fire save.
  5. Aquamarine (11): cure wounds or doubles effect of your casting.
  6. Jade (12): reroll a failed Dexterity or Charisma roll, or a failed missile attack roll (thrown or device).

1st d6 (5 to 6) 2nd d6:

  1. Serpentine (13): reroll a failed attempt to deceive/ stealth/ steal/ backstab.
  2. Pearl (14): reroll a failed polymorph/ petrification save.
  3. Ruby (15): reverse a failed roll, automatically succeed on a roll, or convert a success to a best possible result.
  4. Sapphire (16): recover a cast spell without penalty.
  5. Diamond (17): protection from damage, or reroll a death save.
  6. Emerald (18): protection from/ dispel magic.

This table is based on the Gem Generator from the UK Corgi paperback edition of Tunnels & Trolls, which is where I first encountered the d66 table.

Saturday, January 18, 2020

d66/d18 Wight Cloaks, Crowns and Eyes

[Edit 21/06/2021 - Replaced table to deal with display incompatibility across browsers; added a little to the descriptions]

Wights are the mysterious and ancient barrow dead. Formal, mannered, honourable, even courteous, in their own way; Wights are also brutal, vengeful and quick to take offence - many still driven by the office they held in their deep, dim, mortal past.

Use any RAW wight you like, but I look to Dragonwarriors for my ur-wight, with a pinch of the meorty from the Dark Sun setting (particularly the one in pseudo-Elizabethan dress, 2nd edition, I think) - I like them pseudo-Celtic/Viking for the older ones, and medieval/late medieval for the Stranded Isles (17th/18th Century rough equivalent).

Give them an enormous, blunt two-handed sword to drag, sparking against the flags, or a vast, branching bow that no mortal living could hope to draw, then pick or roll to dress and crown them, and put in their eyes before letting them loose.

(2d6) A Cloak of ...

1st d6 (1 to 2) 2nd d6:

  1. Boiling darkness that cannot be driven off
  2. Dust & cobwebs
  3. Faces (living or dead, stitched and/or stapled)
  4. Feathers
  5. Fine cloth
  6. Severed Fingers

1st d6 (3 to 4) 2nd d6:

  1. Flayed human(oid) (possibly undead)
  2. Fur, luxurious or gore-stiffened (possibly prehistoric)
  3. Severed Hands (living or dead)
  4. Hair & eyeballs
  5. Reptile hide
  6. Tatters of cloth

1st d6 (5 to 6) 2nd d6:

  1. Tatters of own flesh, more than it should have
  2. Teeth (living or dead)
  3. Trail of frost that limns everything as it passes
  4. Whole animal pelt (possibly undead)
  5. Worms (living or dead)
  6. Writhing mist that clings to the Wight

(2d6) Crowned With ...

1st d6 (1 to 2) 2nd d6:

  1. A Living Thing
  2. Antlers
  3. Bony growth
  4. Copper
  5. Crystal growth
  6. Dead and dying roses

1st d6 (3 to 4) 2nd d6:

  1. Electrum 
  2. Gold 
  3. Gorgeous flowers
  4. Horned 
  5. Iron 
  6. Lead

1st d6 (5 to 6) 2nd d6:

  1. Silver
  2. Skull(s)
  3. Snakes 
  4. Starry 
  5. Thorns
  6. Vines & leaves

(2d6) The Eyes! Those Terrible Eyes ...

1st d6 (1 to 2) 2nd d6:

  1. Blinding light pours out when open
  2. Burning coals
  3. Carved from stone
  4. Closed with coins
  5. Cyclops
  6. Distant cold stars

1st d6 (3 to 4) 2nd d6:

  1. Empty sockets 
  2. Feline, blazing
  3. Filled with worms
  4. Gemstones
  5. Held in hands
  6. Orbiting the Wight, possibly more than the expected two

1st d6 (5 to 6) 2nd d6:

  1. Out on stalks
  2. Ovine, glowing
  3. Sad, weeping
  4. Sewn shut
  5. You cannot meet their gaze
  6. Your own eyes looking back at you




Friday, January 10, 2020

d66/d18 Diseases

Picture of Dorian Gray/ Ivan Albright/ 1943-44.
For the 1945 film.

[Edit 21/06/2021 - Replaced table with nested numbered list; added pic]

A table of diseases for you to suffer; pre-supposes you're using something resembling Classic Six Ability Scores, but shouldn't be hard to convert and there's plenty of room for your own interpretations.

Use your own or someone else's sub-system for infection, incubation and recovery, because I haven't thought of my own just yet.

1st d6 (1 to 2) 2nd d6:

  1. Cave Cough: otherwise indistinguishable from Island Cough until the first time you cough up blood. Fatal and caused by luminous microscopic shellfish native to the coasts, caves and dungeons of the Stranded Isles.
  2. Crusticles: crumbly, scaly accumulations of calcium/keratin at inner joints, crotch, nose, mouth, corners of eyes; lose Dex and Str until bedridden, cure or recovery; if bedridden, it could kill you; very unsightly, leaves light scarring.
  3. Dreaming Chills: lassitude, plummeting temperature, waking dreams, catatonia, false death, actual death. No known cure, but plenty of folk and quack treatments of varying efficacy that can delay or temporarily reverse progression. Considered quite attractive and romantic by some.
  4. Fetters: Dex sapping, massive swelling of the neck, hands, wrists, feet, ankles, fingers, toes; shortness of breath, sluggishness, fever. Rarely fatal but attacks can flare up for years afterwards, especially when stressed or in hot, dry weather.
  5. Fireseeds: masses of ruby red rice-grain sores all over the body and a scorching fever; only treatment is cooling until the disease burns itself out. Contagious, frightening and might cause SHC if you don’t have enough magical diseases. As an option, this disease can burn out another disease if you survive.
  6. Galloping Rot: starts with a small infected wound, which can be treated with red hot irons; if exposed to sunlight, the victim decomposes within hours. Senses and mind are unaffected until final dissolution. Can be stalled by death and undeath.

1st d6 (3 to 4) 2nd d6:

  1. Greasy Stinks: overproduce and exude fatty, oily substances; it smells so bad that you and those nearby are nauseated and dizzy; drains Con, but not fatal; temporary relief if sluiced with sufficient wine, vinegar or spirits; water has no effect; soap reacts to cause chemical burns.
  2. Grey Waste: Pallor, lassitude, non-communication, hopelessness. Non-fatal, but the cause and cure are unknown. Temporary relief through eventually ineffective treatments. Sufferers seek the deep mists and solitude. Contagious.
  3. Island Cough: really annoying, persistent cough - spoils spell casting, stealth and diplomacy; caused by exposure to microscopic shellfish native to the Stranded Isles. Normal remedies will treat the symptoms, but you need to leave the Stranded Isles to get it out of your system.
  4. Laughing Pox: a bit like the Joker gas/poison and a bit like being Crossed; disfiguring boils swarm across the temples, jawline, chest and abdomen. Invariably fatal; those recovering will probably be executed for what they did, or take their own lives.
  5. Phantom Epilepsy: a spiritual disease that affects the astral body, rendering the sufferer vulnerable to psychic attacks and unable to dream properly. Cannot be diagnosed by normal means, but tell-tale symptoms are feeling observed and threatening dreams.
  6. Pseudovampirism: extreme reaction to alliums and sunlight, and a craving for iron-rich foods; induces creepy behaviour, stealthy movement and delusions of charisma. Con, Str and Wis loss in a race to the bottom, lying down to die in some dark, secret place.

1st d6 (5 to 6) 2nd d6:

  1. Rat Fever: you don’t actually get this from rats, but everyone thinks you do and acts accordingly; fever, delirium, wasting, exhaustion; often fatal and very contagious.
  2. Silent Disease: your mind and body waste away and you are unable to ask for help. Very likely a result of demonic possession.
  3. Spring Gangrene: carried by ticks in lovely lush green places; the bites become smelly infected wounds. Easily treatable, but can lead to loss of affected parts and/or severe scarring if not.
  4. Swine Blisters: unsightly with a debilitating fever; contracted from domestic and herd animals (including pack mules); usually attacks the hand webs, nostrils, lips and chin. Rarely serious, you can only have it once, and it vaccinates against one other disease (not necessarily on this list).
  5. Wolf Head: very much like rabies, contracted from animal bites, but can be treated by conventional means; however, survivors are susceptible to attacks of lycanthropy (actual or delusional) in future.
  6. Wrack: the most excruciating cramps you’ve ever had, all the time; limbs become twisted and rigid. Non-fatal of itself, but drains your Str to death as eventually you won’t be able to bear any movement or sensation, including eating and breathing. Usually drives you mad, too.

The Stranded Isles form the assumed/implied setting of my heartbreaker and most adventures I run, so that's what I tend to have in mind as background, but you don't really need to know anything about either to get use out of the table.

Maybe make the Swine Blisters vaccinate you from a disease against which a paladin's immunity is ineffective, so that paladins have a surprise vulnerability.

If you don't believe in vaccination IRL, then maybe you can suspend disbelief for a fantasy game.
By 'a bit like being Crossed' (Laughing Pox), I mean as in the Garth Ennis comic (it's pretty horrible, even if you like that sort of thing).

Thursday, December 12, 2019

d66/d36 Celtic Treasures

[Edit 18/06/2021 to sort table out]

Table to generate treasures for Celtic/pseudo-Celtic historical/fantasy/archaeological settings.

By convenient coincidence, the list of suggested treasures in 2nd edition AD&D HR3: Celts Campaign Sourcebook (Graeme Davis, 1992) is 36 items, so I've added some suggested values (in whatever currency  wealth units you're using) and put it into a d66 table.

Roll 2d6:

1 on 1st d6:

  1. Amphora of imported wine (25/50/75/150)
  2. Bronze bridle-bit, decorated (30)
  3. Bronze chamfron, decorated (75)
  4. Bronze chariot-fittings, decorated (150)
  5. Bronze cauldron, decorated (100)
  6. Bronze drinking cup, imported from Greece (75)

2 on 1st d6:

  1. Bronze horn, decorated (75)
  2. Bronze mace, decorated (50)
  3. Bronze mirror, decorated (100)
  4. Bronze serving-dish (30)
  5. Cloak with richly-embroidered border (100)
  6. Decorated helmet with silver boar crest (150)

3 on 1st d6:

  1. Electrum torc (neck ring) (125)
  2. Fidchell/Gwyddbwyll set  (50)
  3. Fine cloth, imported (50/75/150)
  4. Gilt-bronze arm-ring (50)
  5. Gilt-bronze bracelet (25)
  6. Gilt-bronze brooch (25)

4 on 1st d6:

  1. Gilt-bronze chariot-fittings (250)
  2. Gilt-bronze cloak pin (25)
  3. Gilt-bronze head-band (30)
  4. Gilt-bronze ornamented scabbard (30)
  5. Gold arm-ring (50/75)
  6. Gold finger-ring (25/75)

5 on 1st d6:

  1. Gold head-band (175)
  2. Gold torc (neck-ring) (250)
  3. Harp, fine quality, decorated with silver and gold inlay (275)
  4. Helmet with ornamented bronze facing (50)
  5. Iron cauldron-chains (75)
  6. Shield with decorated bronze facing (150)

6 on 1st d6:

  1. Silver drinking-cup (50)
  2. Silvered bronze belt-clasp (25)
  3. Spear with silver inlay on blade (50)
  4. Sword with silver inlay on blade (75)
  5. Sword belt with gilt-bronze fittings (25)
  6. Sword belt with gold fittings (50)

I'm still undecided on a standard format for tables, but I don't need to look up how to convert them every time I do a new one. Turned out to be pointless because every table eventually ended up unreadable due to browser incompatibility or my limited ability.



Wednesday, December 11, 2019

d66/d18 Prior Experience

[Edited 18/06/2021 - Revised table for browser compatibility]

Prior Experience, Background, Current Sketch - whatever you prefer to call this kind of thing; same thing applies with rules and mechanics as with the last post - I've got faith in you.

Roll 2d6:

1 to 2 (1st d6), 2nd d6:

  1. Adventurer: you seek gold and experience wherever you may wander.
  2. Assassin: people pay you to kill people; you might not want everyone to know that.
  3. Barbarian/ Outlander: you’re not from round here and you’re different enough from these people that curiosity and suspicion go both ways; there’s a chance you can’t speak the language.
  4. Bounty Hunter/ Mercenary: others pay you to defeat their enemies.
  5. Champion: you are the enemy of injustice, the friend of the helpless; you just cannot leave it alone.
  6. Drunkard/ Addict: you have handed yourself over to drink and/ or drugs as a career choice.

3 to 4 (1st d6), 2nd d6:

  1. Dungeoneer: you seek thrills and reward in the dark places beneath the earth.
  2. Gambler/ Grifter: you stake your wealth (and life) on the turn of a card, the roll of the dice, the ways human minds work.
  3. Grave Robber/ Tomb Raider: you know where the freshest bodies are buried, and also the oldest and most richly adorned.
  4. Healer: the care of the weak, sick and injured is your life’s work.
  5. Monster Hunter: you are a generalist or specialist monster hunter, includes vampire slayers and rogue demon hunters; you might not even believe in the supernatural.
  6. Nobility: you expect to be treated a certain way, and cannot abide the lower orders getting uppity or over familiar.

5 to 6 (1st d6), 2nd d6:

  1. Outcast/ Pariah: no one likes you and if you won’t go away under your own steam, they will try and do something about it.
  2. Outlaw: whether a dashing swashbuckler or a brutal killer, you are not going to be allowed to get away with it.
  3. Plumber of the Darkness: investigator or keen student, you are unable to keep your nose out of the business of the foul things of this world and beyond.
  4. Religious Order: novice, monk, cultist, templar or high priest, you are under holy orders.
  5. Retainer: you are bound to serve a noble household.
  6. Thief: even if it’s nailed down, you’ll try it for the challenge.

When putting this together, I had a Hammer Horror period setting in mind - so pseudo-European, approximating the late 17th and early 18th Centuries; there are firearms, but there has not been (and will not be any time soon) a Magical Industrial Revolution and we are pre-Steampunk. 

With that in mind, by Barbarian/Outlander I don't mean Conan or Slaine, but more like as a Cossack to an English dandy, a Samurai to a Parisian aesthete (come to think of it, why not a Parisian sans-culotte to that English dandy).



Monday, December 9, 2019

d66/d18 Dark Secrets for Characters


[Edit 17/06/2021 - Removed table for browser compatibility & added the pic]

For horror/fantasy settings, 18 Dark Secrets as character background and possible adventure hooks; I'm sure you've got the know-how and imagination to make-up any rules and mechanics you may need.

Black Ichor as at https://dysonlogos.blog/2018/08/06/further-delves-for-the-black-ichor/ or whatever suits you.

1st d6 (1 to 2) 2nd d6:

  1. You are of non-human ancestry; it does not show, but you feel it growing stronger with each passing year. 
  2. You have taken the Black Ichor and are driven to seek it out in the underworld until such time as you find a cure.
  3. You are a survivor of a catastrophic adventure and only you (maybe a few others) know what really happened and what you had to do to survive.
  4. You carry a dreadful sickness that does not harm you, but consumes those around you.
  5. You are property; you do not wish to be claimed. The one who has a claim over you does not have your interest at heart.
  6. You have a double bent on disrupting/ usurping your life; it is better than you in every way, and seems to be more convincing as you than you are.

1st d6 (3 to 4) 2nd d6:

  1. You once stole an item of great worth; you no longer have it, but that means nothing to those you took it from.
  2. You were once a member of a particular faith, and they will not allow their sheep to stray.
  3. You are running from colossal debts owed to the worst kinds of creditors.
  4. You are held responsible for the death of a figure of considerable significance.
  5. You robbed the wrong tomb or temple, and have been marked for retribution.
  6. You are unwilling host to a parasite/ symbiote, spiritual or material.

1st d6 (5 to 6) 2nd d6:

  1. You descend from an ancient and accursed line; you struggle to hide your identity and to avoid your supposedly inescapable fate.
  2. You previously followed a reviled profession/creed/leader, and you can expect neither sympathy or understanding if it was to become known.
  3. An entity or organisation has capriciously taken a dislike to you, and will go to great lengths to discomfort you and those around you.
  4. Sometimes you lose hours, days, weeks, and have no recollection of what occurred; you think something bad might have happened.
  5. You have lived before, and this is only your current form; you cannot recollect your past lives and do not know if you will survive beyond this one.
  6. You keep your heart/ liver outside your body and cannot be killed by normal means; your heart/ liver is no longer in the safe place you chose for it.

Wednesday, December 4, 2019

d66/d18 Zombies

Zombie by Mark Dunn, for The Dark Chronicles of Anakendis
(Andrew Whitworth,  Warlock issue 6)


Learning how to put a reasonable looking table into Blogger (from original Google Docs, thence to Excel, thence to Notepad, and via various obstacles) gets you this (best view not in IE or MS Edge):

[Edit 17/06/2021 - Replaced table for wider browser compatibility & added the pic]

18 different types of zombie for when they turn up in your game; roll 2d6 as d66 (or a d18, if you have one).

By Wisdom save, I mean whatever the equivalent is in your game; by Black Ichor, I mean something along the lines of this: https://dysonlogos.blog/2018/08/06/further-delves-for-the-black-ichor/

1st d6 (1 to 2) 2nd d6:

  1. Monster corpse - preferably something the PCs haven’t seen live yet.
  2. Not automatically hostile but will follow/ shadow the party, causing unease; every rest, Wisdom save or follow them into the depths; those who have taken the Black Ichor take a penalty to this.
  3. Bloated and suppurating; bits break off easy; they leak and squirt - could be worms, acid, disease or emetic.
  4. Classic cannibal corpse with infectious bite.
  5. Directly controlled by a nearby monster or NPC.
  6. Looks just like you, but ravaged by death.

1st d6 (3 to 4) 2nd d6:

  1. Embellished with gold leaf, gems for teeth and eyes, rich cerements.
  2. Attempt to drive you away, rather than destroy you.
  3. Will hunt you across time and space unless utterly destroyed.
  4. Those you have killed previously have returned for revenge.
  5. Will only attack while you possess stolen grave goods.
  6. Host to an animating entity.

1st d6 (5 to 6) 2nd d6:

  1. Intelligent zombie; you can roll again to see what else it is, if you like.
  2. All are marked/liveried as minions of a powerful force.
  3. Spontaneously animate, de-animate and re-animate; are they dead yet?
  4. Possessed or controlled, these living people come at you like ravenous ghouls.
  5. Living minds are trapped in these corpses; they may cry out for help.
  6. You cannot kill that which is already dead; always regain 1 hp from 0 or less unless destroyed or blessed.