A compiled collection of tables and tools I use while running/prepping my games.
Dungeon Map:
1
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2
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3
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4
| |
1
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A temple or church devoted to good and holiness.
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A court or other place of judgement
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A library or place of study and research.
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A shrine or grove, calm and meditative.
|
2
|
An abandoned building, empty lot, an area devoid of habitation.
|
Somewhere haunted, swirling with otherworldly substance.
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Somewhere high in the air.
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Busy square, amphitheatre or public hall, a place where large crowds gather.
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3
|
A private dwelling, either modest or obscene.
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A pool, fountain garden or bathhouse.
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A place ever moving (rolling house carriage, boat, flying machine).
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A farm mundane (dust, food, people, beasts, etc) or magical (elements, minerals, emotions, mutations, etc).
|
4
|
A bank, vault or storage warehouse.
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Wizardly places; magic laboratories, golem factories, portal mazes and the like.
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A slaughterhouse, butcher, surgeon or other place of blood and meat.
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A place undergoing transformation.
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5
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A dock, pier or wharf, a place of work on the water .
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Guardhouse, barracks or general weapon/soldier storage.
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An alchemical vat house, chemical store or dust factory.
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A prison or place of cages and traps.
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6
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Heaving and over populated tenements, teeming with conflict
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A beast pit, pen, zoo or other place of animal holding.
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An overgrown park, verging towards forest, a wild natural place.
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Somewhere corrupted, mutated and warped
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7
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A factory of grinding gears and bellowing machines.
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A ruin, forlorn and bleak.
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A great wall or border, rigid boundary.
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A place of trade and commerce; market, workshops, traders and the like.
|
8
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A place of monsters; breeding laboratory, spawning ground and the like.
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A place of cyclopean architecture, caverns, chambers and halls too big and from another age.
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An island, surrounded by water (or more exotic barriers).
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In-between places; Alley ways, crossroads, rooftops and the like.
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9
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Somewhere beneath ground; sewer, tunnel, cavern and the like.
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Mine, quarry or unnatural pit.
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A place outside the normal world.
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Somewhere eon forgotten.
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10
|
A place where weapons, magical or mundane, are created.
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An anti church of cruel, chaotic or torturous practise.
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A place of entertainment; casino, brothel, dustery, theatre and the like.
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A Graveyard, morgue, crypt, tomb, a place of death.
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Dungeon Danger:
1
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2
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3
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4
| |
1
|
Local population or devices overly friendly and inquisitive, won’t leave outsiders alone.
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Security is incredibly well ordered and regimented.
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An abundance of light, nowhere to hide.
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Location induces interlopers into a state of passive and stupor-like calm.
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2
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Lack of air and many choking and crushing spaces.
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Ethereal and otherworldly guards, ghosts, golems or summoned beings.
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Deadly heights and billowing gusts.
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Location is travelling or otherwise in constant movement.
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3
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Everything at location several sizes too big.
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Trap doors and invisible walls.
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Location is either made of, or permeated with, a substance that makes impinges on ambulation.
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Everything at location regrows and is replaced instantaneously, nigh impossible to kill or destroy.
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4
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Fools good, counterfeits and worthless copies of valuables are boundless at location.
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Location is a constant test for the mind.
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Parasites skulk at location, waiting for fresh hosts.
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Likeness of intruders is captured and recorded, either for future punishment or the creation of dopplegangers.
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5
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Thundering geysers and torrents of water.
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An extreme climate of heat or cold
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Location is flooded.
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Location is prison like, easy to enter, impossible to leave. Inhabitants or suitably mad or aggressive.
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6
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Location has become overgrown with some deadly vegetative or mineral pest.
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Infected with hordes of wild beasts.
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Location and inhabitants are too beautiful, innocent, or otherwise lovely to harm or aggress.
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Latent and corrupting residual radiation. Causes mutations.
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7
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Traps that expulse volumes of destructive material.
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A real and well document curse is enacted on those who enter location.
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Traps that grasp, pull, claw and entomb.
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Inhabitants of location always know when they will be visited. They see everything.
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8
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Location is lost to monsters.
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Location is so large, disorganised and labyrinthine their exists the possibility of becoming lost there forever
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Location is incredibly seductive. Visitors never want to leave.
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Location is near collapse. Architecture itself is deadly.
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9
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Location is incredibly deep beneath the earth.
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Churning and out of control machines pose a constant threat for unwary intruders.
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Some reality fissure is allowing horrors from the lower depth to seep into location.
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Something very old, very powerful and very alien inhabits location.
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10
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Entire location is a n obscene deathtrap, a torturer’s wet dream.
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Zealous, nigh suicidal guards.
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Utter and total darkness afflicts location.
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A lingering and deadly contagion wafts through location.
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Dungeon room stocking:
d4 d12
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1
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2
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3
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4
|
1
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Empty, place of rest.
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Empty, place of recreation.
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Empty, place of physical work.
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Empty, place of physical storage.
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2
|
Empty, place of sleep.
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Empty, place of ornamentation.
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Empty, place of ritual and worship.
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Empty, place of waste disposal
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3
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Empty, place of eating.
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Empty, place of lavatory.
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Empty, place of mental work and research.
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Empty, place of mental storage
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4
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Empty, place of bathing.
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Empty, place of mechanics and machinery.
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Empty, place of growing.
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Empty, place of secrets.
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5
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Foe, sleeping or resting.
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Foe, conducting relaxation or recreation.
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Foe, physically toiling.
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Foe, hidden and watching.
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6
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Foe, eating or drinking.
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Foe, indisposed through sickness or misadventure.
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Foe, conducting ritual or worship.
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Foe, mentally toiling.
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7
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Foe, ignoring treasure.
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Foe, indulging in treasure.
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Foe, transporting or protecting treasure.
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Foe, searching for known of treasure.
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8
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Treasure, subsumed in location.
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Treasure, out of place and unusual.
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Treasure, focus of work or worship.
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Treasure, hidden.
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9
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Trap, natural hazard inherent in environment.
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Trap, set by nearby foes, evidence of their work.
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Trap, obvious and menacing.
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Trap, hidden and deadly.
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10
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Foe, trapped in natural hazard of environment
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Foe, using traps to their advantage against interlopers.
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Foe, vaguely aware of trap, but not knowledgeable of specifics.
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Foe, unaware of trap they may be about to trigger.
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11
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Device specific and inherent to environment, expected but intriguing.
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Device external and unusual to environment, out of place sourced from elsewhere.
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Device used in regular work of environment, mundane but effective.
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Device with obscure, secret use that belies a shadow use of environment.
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12
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Foe, using device to conduct relatively mundane activity.
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Foe, puzzling over the way in which a device is used.
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Foe, using device effectively to halt interlopers.
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Foe, using device for a dark, devious and deviant purpose.
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http://lizardmandiaries.blogspot.com.au/2016/10/fantastic-beast-visual-generator-roll.html
NPCs:
http://lizardmandiaries.blogspot.com.au/2017/07/npc-visual-generator.html
How will those Monsters and NPCs react?
NPCs:
http://lizardmandiaries.blogspot.com.au/2017/07/npc-visual-generator.html
How will those Monsters and NPCs react?
d12
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Reaction:
|
1
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Kind and Helpful - will assist
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2
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Friendly and affable - will somewhat assist
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3
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Polite and pleasant - leaning towards assisting depending on PC’s actions
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4
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Brusque yet reasonable - reaction is dependant on PC’s actions
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5
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Undecided but calm - reaction is dependant on PC’s actions
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6
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Undecided but peeved - leaning towards attacking depending on PC’s actions
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7
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Cool, aloof and disinterested - may attack
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8
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Rude and impatient - willing to attack
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9
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Mocking and deriding - willing to attack
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10
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Vicious and spitting - wanting to attack
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11
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Threatening and aggressive - wanting to attack
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12
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Bloodthirsty and attacking
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Dungeon Traps:
Trap targets the:
1
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Feet, ankles
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2
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Shin, calf
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3
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Thighs
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4
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Groin
|
5
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Abdomen
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6
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Buttocks
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7
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Fingers
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8
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Hands
|
9
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Wrists
|
10
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Arms
|
11
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Shoulders
|
12
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Chest
|
13
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Back
|
14
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Neck
|
15
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Mouth, jaw
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16
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Nose, ears
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17
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Eyes
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18
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Scalp, top of head
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19
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Major organ (heart,lungs,brain,stomach)
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20
|
Artery (roll again for location)
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In the following manner:
1
|
2
|
3
|
4
| |
1
|
Good, peaceful, kind
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Holy, ordered, right
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Light, illumination, enlightenment
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Floating, peace, meditation
|
2
|
Air, empty, vacuum
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Ethereal, wispy, ghostly
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Wind, blowing, unseen mover
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Storm, rapid movement, speed
|
3
|
Tiny, shrinking, wasting away
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Invisible, translucent, clear
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Intangible, non corporeal, fading
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Life, regrowth, rejuvenation
|
4
|
Value, gems, gold
|
Thought, philosophy, intellect
|
Internal organs, viscera, blood
|
Reflection, mirror, stillness
|
5
|
Water, cycles, karma
|
Equalization, law, justice
|
Cleansing, alkalizing, evaporation
|
Procrustean, rigidity, incarceration
|
6
|
Wildness, out of place, overgrown
|
Bestial, savageness, feeding
|
Nature, grove, peace
|
Chaos, disorder, mutation
|
7
|
Fire, explosions, heat
|
Destruction, rubble, ruin
|
Limbs, appendages, grasping locomotion
|
External action, destiny, prophecy
|
8
|
Monstrous, terrifying, abomination
|
Gargantuan, giant, enormous
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Enveloping, enclosed, soft embrace
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Straining, breaking, cracks
|
9
|
Deep, below, underground
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Earth, soil, stone
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Solid, mass, black holes
|
Time, dust, history
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10
|
Evil, hate, pain
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Profane, cruelty, desecration
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Darkness, shadows, loss
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Death, rot, decay
|
Dungeon treasure:
d6 x 2
|
1
|
2
|
3
|
4
|
5
|
6
|
1
|
d6 x 50 GP
|
d6 x 50 Gems
|
d6 x 500 GP
|
d6 x 500 gems
|
d6 x 1000 GP
|
d6 X 1000 Gems
|
2
|
A single small trade good
|
d6 x small trade good
|
d6 x small trade good
|
d12 x small trade good
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d20 x small trade good
|
d100 x small trade good
|
3
|
A single medium trade good
|
d6 x medium trade good
|
d6 x medium trade good
|
d12 x medium trade good
|
d20 x medium trade good
|
d100 x medium trade good
|
4
|
A single large trade good
|
d6 x large trade good
|
d6 x large trade good
|
d6 x large trade good
|
d12 x large trade good
|
d12 x large trade good
|
5
|
Ornament worth d6 x 50 gp
|
Ornament worth d6 x 100 gp
|
Ornament worth d6 x 200 gp
|
Ornament worth d6 x 500 gp
|
Ornament worth d6 x 500 gp
|
Ornament worth d6 x 1000 gp
|
6
|
A single something useful
|
d6 x useful thing
|
d12 x useful thing
|
d20 x useful thing
|
Examples for trade goods/ornaments and useful things:
Small trade goods:
1. Candles/lanterns
2. Alchemical reagents
3. Herbs
4. Books
5. Tools
6. Weapons
7. Perfumes
8. Small animals
|
Medium trade goods:
1. Medium Animals
2. Clothing
3. Food
4. Hunting equipment
5. Barrels of chemicals
6. Barrels of ale
7. Armour
8. Oil
|
Large trade goods:
1. Boat/Cart/Other transport device
2. Bolts of cloth
3. Building equipment
4. Large animals
|
Ornaments:
1. Mirrors
2. Grails
3. Statues
4. Furniture
5. Tool
6. Homeware
|
Useful things:
1. Potions
2. Bombs
3. Contraptions
4. Maps
5. Poison
6. Documents
|
Roll on the following table as needed to give further character to trade goods/ornaments and useful things:
1
|
2
|
3
|
4
| |
1
|
Good, peaceful, kind
|
Holy, ordered, right
|
Light, illumination, enlightenment
|
Floating, peace, meditation
|
2
|
Air, empty, vacuum
|
Ethereal, wispy, ghostly
|
Wind, blowing, unseen mover
|
Storm, rapid movement, speed
|
3
|
Tiny, shrinking, wasting away
|
Invisible, translucent, clear
|
Intangible, non corporeal, fading
|
Life, regrowth, rejuvenation
|
4
|
Value, gems, gold
|
Thought, philosophy, intellect
|
Internal organs, viscera, blood
|
Reflection, mirror, stillness
|
5
|
Water, cycles, karma
|
Equalization, law, justice
|
Cleansing, alkalizing, evaporation
|
Procrustean, rigidity, incarceration
|
6
|
Wildness, out of place, overgrown
|
Bestial, savageness, feeding
|
Nature, grove, peace
|
Chaos, disorder, mutation
|
7
|
Fire, explosions, heat
|
Destruction, rubble, ruin
|
Limbs, appendages, grasping locomotion
|
External action, destiny, prophecy
|
8
|
Monstrous, terrifying, abomination
|
Gargantuan, giant, enormous
|
Enveloping, enclosed, soft embrace
|
Straining, breaking, cracks
|
9
|
Deep, below, underground
|
Earth, soil, stone
|
Solid, mass, black holes
|
Time, dust, history
|
10
|
Evil, hate, pain
|
Profane, cruelty, desecration
|
Darkness, shadows, loss
|
Death, rot, decay
|
Magic Items:
Quests:
Use tables 1, 2 and 5 here: