Thursday, 24 August 2017

Guild Dogs Job Generator

What nasty thing does the guild want you to do in The City? Where do they want you to do it and what horrors wait for you there? Most importantly, what are they going to give you for doing it?

Roll on the five tables below and combine your results to find out!

Desired action
Job location
Danger at site

(Make sure you know what guild is giving out the job, this will color the whole affair). 

An example: 

You are working for: 
Guild Name: Scavengers of the Larval.
Expertise: Rock crushers.
Modus Operandi: Always whisper, literally and metaphorically.

Desired action
Job location
Danger at site
Something tiny, a device that makes things smaller or someone in the process of disappearing.Calm, subdue or mesmerise target. In-between places; Alley ways, crossroads, rooftops and the like.  A lingering and deadly contagion wafts through location. Medicine, surgery or rejuvenation.

The Scavengers of the Larval want you to recover several samples of a peculiar and rare mineral that forms briefly on the tongue of those recently killed by the crystalline plague. A recent outbreak has occurred in a squatter infested alleyway. Samples will only be available for the next d4 days before they are blown into the atmosphere by belligerent corpse gas. The samples must be encased in specialized holding chest to prevent further infection spreading. These chests are the size of beer barrels and are incredibly heavy and unwieldy. In exchange for d12 toungescrapings (each in individual quarantine chests) worth of samples the guild will provide d8 stones of healing (which will come in handy for any Guild Dogs infected with the plague while on the job). 

Guild Dogs Job Generator:

Target of Job (d4, d10):

A helpful, kindly individual or item that brings peace, goodwill or happiness.
A holy icon or person that bestows structure, order and calm.
Something that shines and lights the way, a person who leads others.
A substance or material that leads to bliss and serenity, a person of peace and equanimity.
A place empty, barren or isolated, a person foolish and blathering or alone and vacuous.  
Something or someone that doesn’t quite exist, or isn’t quite tangible, the memory or part recollection of someone/thing.
A device that moves the world around it, a person who causes reactions in other with silence and stealth.
A fast moving or erratic person or device, an item that acts like a whirlwind.
Something tiny, a device that makes things smaller or someone in the process of disappearing.
Someone or something taken for granted but vital and important, most see right through target
Something outside the realm of the physical, a person without a body.
Someone new, young or fresh, medicine or device that leads to health and vigour.
Something of great material value, a horde of worth/a vault, a person who trades in great quantities of wealth.
A great mind or a device of learning and instant enlightenment.
An internal mechanism from a larger device, a specific internal organ of someone deemed important
A twin or set of twins, a  device of duplication
Someone actively persecuting, pursuing or otherwise annoying the guild.
A judge, a device that reduces all to the same level.
A device of harsh cleaning,  scrubbing and removal, a person who cleans, clarifies and polishes.
A device that entraps, holds or incarcerate, a person who entraps others.  
A substance or person  that leads to an abundance of growth.
A beast of import, a bizarre and rare delicacy, a skilled handler of beasts.  
A sacred, special or otherwise paradigm important place.
A substance or device that induces chaotic changes, a person who conducts chaotic experiments.
A device ever burning, toiling and churning, someone who can not cease working.
Something or someone broken, lost, ruined and destroyed.
A device or person employed in transportation.
An individual or holy item that plays a central part in an unfolding prophecy.
A monster, particularly terrifying to the guild.
Someone or something large beyond reckoning and normal dimensions.
Someone or something luxuriant, sensual, soft, welcoming or addictive.
Someone close to the edge of breakdown or collapse, a device of vital importance sputtering at the end of its life.
A device digging deeper and deeper into realms unknown, someone close to the secret core of things.
A material, person or device that is gives support and structure to the things around it.
A device or person endlessly consuming.
A recording device, stockpile of records, an historian.
A figure, group or device in total opposition to the guild, aka the guild’s nemesis.
A device or person employed in torture or the destruction and desecration of sacred things.
Someone or something that once belonged to the guild, now lost.
An individual long dead or dying, a device now defunct, unused and rotting.

Desired action (d4, d10):

Install or deliver a gift or boon to target.
Re-order or forcefully correct target.
Bring light to darkness, physically, mentally or magically, literally or metaphorically.
Bring peace or a new way of thinking about things, whether it’s wanted or not.
Create a vacuum at target, physical or mental.
Haunt a target or replace it with a ghostly copy.
Cause catalyst for a looming eventuality associated with target.
Induce huge increase in speed and movement within target.
Severely reduce the size of target or cause to wither away.
Make target disappear.  
Transport target to a non physical realm.
Revive, regrow or resuscitate target.
Extract wealth, material or otherwise from target.
Learn something new from target, or enforce a new thought in target.
Interact with internal workings of target to cause external change.
Create a copy of target, or leave  a counterfeit copy of target.
Enact revenge upon or reward target.
Bring justice to target.
Clean, erase, or otherwise erode target.
Capture target against will.
Either cause a target to completely overgrow or be moved to a location it does not belong.
Feed target or have target eaten (either physically, mentally, magically).  
Calm, subdue or mesmerise target.
Cause chaos or induce mutation within target.
Set fire to, or otherwise majestically and obviously destroy target.  
Destroy target.
Grasp, grab and transport target.  
Fulfill the requirements of prophecy relating to target.
Terrify target.  
Cause target to grow to an enormous size.
Envelope target within the guild.
Bring target to the point of breaking (but not actually destroy).
Bury, or take, target deep beneath The City.
Freeze target in place, turn target to stone, cause target to stop/cease.
Use target as central part of guild specific ceremony.
Create detailed record of target for posterity.
Torture target.
Desanctify or otherwise corrupt target.
Remove the light specific to guidance of target.
Induce process of slow decay and ruin in target.

Job Location/Site (d4, d10):

A temple or church devoted to good and holiness.
A court or other place of judgement  
A library or place of study and research.
A shrine or grove, calm and meditative.
An abandoned building, empty lot, an area devoid of habitation.  
Somewhere haunted, swirling with otherworldly substance.
Somewhere  high in the air.
Busy square, amphitheatre or public hall, a place where large crowds gather.
A private dwelling, either modest or obscene.
A pool, fountain garden or bathhouse.
A place ever moving (rolling house carriage, boat, flying machine).
A farm mundane (dust, food, people, beasts, etc) or magical (elements, minerals, emotions, mutations, etc).  
A bank, vault or storage warehouse.
Wizardly places; magic laboratories, golem factories, portal mazes and the like.
A slaughterhouse, butcher, surgeon or other place of blood and meat.
A place undergoing transformation.
A dock, pier or wharf, a place of work on the water .
Guardhouse, barracks or general weapon/soldier storage.

An alchemical vat house, chemical store or dust factory.
A prison or place of cages and traps.
Heaving and over populated tenements, teeming with conflict
A beast pit, pen, zoo or other place of animal holding.  
An overgrown park, verging towards forest, a wild natural place.  
Somewhere corrupted and mutated, warped by the Guild Wars.
A factory of grinding gears and bellowing machines.
A ruin, forlorn and bleak.
A great wall or border, rigid boundary between suburbs, the lower depths or beyond The City.  
A place of trade and commerce; market, workshops, traders and the like.
A place of monsters; breeding laboratory, spawning ground and the like.   
A place of cyclopean architecture, caverns, chambers and halls too big and from another age.  
An island, surrounded by water (or more exotic barriers).
In-between places; Alley ways, crossroads, rooftops and the like.  
Somewhere beneath the city; sewer, tunnel, cavern and the like.
Mine, quarry or unnatural pit.
A place outside The City.
Somewhere eon forgotten (dungeon).
A place where weapons, magical or mundane, are created.
An anti church of cruel, chaotic or torturous practise.
A place of entertainment; casino, brothel, dustery, theatre and the like.
A Graveyard, morgue, crypt, tomb, a place of death.  

Danger of Job Location (d4, d10):  

Local population or devices overly friendly and inquisitive, won’t leave outsiders alone.
Security is incredibly well ordered and regimented.
An abundance of light, nowhere to hide.
Location induces interlopers into a state of passive and stupor-like calm.
Lack of air and many choking and crushing spaces.
Ethereal and otherworldly guards, ghosts, golems or summoned beings.
Deadly heights and billowing gusts.
Location is travelling or otherwise in constant movement.  
Everything at location several sizes too big.
Trap doors and invisible walls.
Location is either made of, or permeated with, a substance that makes impinges on ambulation.
Everything at location regrows and is replaced instantaneously, nigh impossible to kill or destroy.
Fools good, counterfeits and worthless copies of valuables are boundless at location.  
Location is a constant test for the mind.
Parasites skulk at location, waiting for fresh hosts.
Likeness of intruders is captured and recorded, either for future punishment or the creation of dopplegangers.
Thundering geysers and torrents of water.
An extreme climate of heat or cold
Location is flooded.
Location is prison like, easy to enter, impossible to leave. Inhabitants or suitably mad or aggressive.  
Location has become overgrown with some deadly vegetative or mineral pest.
Infected with hordes of wild beasts.  
Location and inhabitants  are too beautiful, innocent, or otherwise lovely to harm or aggress.  
Latent and corrupting residual radiation from Guild Wars. Causes mutations.
Traps that expulse volumes of destructive material.
A real and well document curse is enacted on those who enter location.
Traps that grasp, pull, claw and entomb.
Inhabitants of location always know when they will be visited. They see everything.  
Location is lost to monsters.
Location is so large, disorganised and labyrinthine their exists the possibility of becoming lost there forever
Location is incredibly seductive. Visitors never want to leave.
Location is near collapse. Architecture itself is deadly.
Location is incredibly deep beneath The City.
Churning and out of control machines pose a constant threat for unwary intruders.
Some reality fissure  is allowing horrors from the lower depth to seep into location.
Something very old, very powerful and very alien inhabits location.
Entire location is a n obscene deathtrap, a torturer’s wet dream.
Zealous, nigh suicidal guards.
Utter and total darkness afflicts location.
A lingering and deadly contagion wafts through location.

Reward (d4, d10):

Thanks in the form  of basic guild specific service.
A guild specific blessing.
Knowledge, new method or secret.  
Dust, chemical or alchemical wonder.
Vague and empty promise.
A reward that never quite actually materialises.
A spell cast by the guild’s specialist.
Swift transportation.
A miniaturised treasure.
Nothing other than the honour of working for the guild.
A treasure that quickly fades through consumption.
Medicine, surgery or rejuvenation.
Gold, currency, cash.
Augmentation of the mind installed by guild’s specialist.
Invigoration of internal workings, organic or otherwise.
Replication or copy of something treasured.
The promise of no punishment if job is successful.
Personal guards for protection.
The removal of an affliction.
Traps and snares for later use.  
Vegetative treasure.
Guild will stage and host a feast, party or ball in honour of deed.
A safe place to rest and recover.
Bodily augmentation, installed by guild’s specialist.
Guild speciality magical weaponry.
Guild will attempt to bring ruin to a non-guild group bothersome to the party.
The guild will bestow their services fully and totally for a single job.
A  prophecy, prediction or insight into the future.  
A tamed or trained monster.
Treasure, too large and unwieldy, verging on ridiculous.
Honorary (but technically unofficial) membership to the guild, brings a variety of benefits.  
Something broken.
Location of a place eon forgotten (treasure filled dungeon).
Trade good, mundane and heavy.
Guild speciality Armour.
An ancient artifact (magical item).
Guild speciality Weaponry.
Uniforms, stately clothing or decorous robery.
Help in hiding and dissapearing.
Guild will attempt to kill a single individual, not affiliated with any guild, bothersome to the party.

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