Sunday, 25 June 2023

Post Factum Solo

Post Factum Solo: 

Post factum Solo is a solo (semi-journaling) roleplaying game, where you send parties of adventurers on expeditions and roll for how successful they fare against varying dangers. Once you know their fate, you write a short description of the events that have taken place. If adventurers survive an expedition, they grow in power and repeat the process! 

Build your Party: 

  • Decide how many adventurers there are in the party. 
  • Each adventurer has 6 levels of expertise in a single, or selection, of fields of danger. Each expertise needs to be defined as: Danger (expertise that defends against danger). 
  • Eg: Physical attacks (battle training), Starvation (foraging/hunting).
  • Each adventurer has 6 Survival Points (SP). 
  • Each adventurer starts with d6 Resources. 
  • Put one party member “at the front”, they will lose the most amount of SP. 
  • The party starts the game in a safe place that is appropriate to their expertise. 

Expeditions: 

  • The party’s time in the safe place is interrupted by something that requires them to go on a dangerous expedition. Roll on the following table to determine what that is: 

  1. Looming environmental menace 
  2. Looming sentient menace 
  3. Invading environmental menace
  4. Invading sentient menace 
  5. Personal goal physical
  6. Personal goal non physical 

  • Using knowledge of the parties expertise, their safe location, determine what exactly the reason for their expedition is. 
  • Roll a Xd6 for the number of expedition dangers. Each additional number of d6’s rolled increases the baseXP gained for the expedition like so: 
  • d6 = 1. 
  • 2d6 = 2 x 2 = 4 
  • 3d6 = 3 x 3 = 9 
  • Etc, this is called the expedition danger multiplier. 
  • Roll the decided upon Xd6, the party encounters the rolled number of dangers on their expedition. 
  • Construct a table of dangers for the expedition, with at least one danger being one the party has no expertise in. Use the “ Danger (expertise that defends against danger).” format.  Roll on the table of dangers for each danger encountered. 
  • Roll a dice sided equal to the number of party members + 1 for each danger encounter. This is how many d6’s you will roll when the party encounters that danger. 
  • The party now begins their expedition! 
  • The party encounters each danger in order. 
  • For each danger: Roll the predetermined number of d6’s. Minus any expertise the party has in that danger from the result. The remaining number is deducted from the party member’s SP in the following order: 2 SP deducted from the adventurer at the “front”, then 1SP from each party member in order until the number is reduced to 0. (Note: The frontline party member only losses 2SP on the first cycle). 
  • SP loss can be avoided by the expending of Resources. 
  • Write a short narrative as to what happened to the party when they encountered the danger! 
  • If a party member’s SP drops to 0 they are dead and their expertise can no longer be used to offset dangers. 
  • Continue until the expedition is complete, or all of the party members are dead! 
  • At the end of the expedition the party returns to a safe place. Their SP is restored and each party member gains d6 resources. Any unused resources carry over to the next expedition. 

Leveling up:

  • If any party members survive an expedition they gain access to a shared pool of XP. 
  • Xp = 1+  expedition danger multiplier + number of dangers in danger table with no party expertise + number of dangers above number of party members. 
  • Xp can be used to increase an existing or new expertise by 1 or increase SP by 1. Each time this happens the adventurer has “leveled up”. To increase an expertise/SP again they will need to spend their level + 1 in Xp. 
  • E.g A level 0 Adventurer needs only 1 Xp to increase an expertise/SP. A level 1 adventurer needs 2, a level 2 adventurer needs 3, a level 3 adventurer needs 4, etc. 
  • Once XP has been used, roll on the expedition reason table and do another expedition! 

Suggested Fantasy Dangers (and their expertise):

  1. Physical attacks (battle training) 
  2. Getting lost (Way making) 
  3. Starving (Foraging/hunting) 
  4. Ranged attacks (Archery) 
  5. Magical attacks (Magical battle training) 
  6. Magical traps (Magical safety training)
  7. Mundane traps (Hazard perception) 
  8. Disease (Medicine)
  9. Flame (Pyromancy) 
  10. Frost (Cyromancy) 
  11. Poison (Toxomancy) 
  12. Curse (Prayer) 

Patch notes: A new category of expertise added. "Broad Expertise" deduct half of their value from SP loss from four specific dangers. eg. "First Aid" would reduce dangers "Battle, Traps, Environmental Hazards, Diseases" by half its value. 

Tuesday, 20 June 2023

House of Flay and Whittle, Fleshcrafting Guild

 For this version of Guild Dogs: https://lizardmandiaries.blogspot.com/2023/05/guild-dogs-epsilon.html

To be used with these stocking tables: https://lizardmandiaries.blogspot.com/2023/06/universal-stocking-tables-for-nouveau.html

  • To generate a room, roll on the mapping/stocking tables (linked above). 
  • Then roll on the Thing/Descriptor/Desire tables until you get a combination of results you feel summons an interesting/unique/coherent/otherwise gameable room within your mind’s eye. 

(See the bottom of the post for an automated generator)


House of Flay and Whittle, Fleshcrafting Guild 

Exterior: Ancient, black, sodden, stone brick archways. Oily and wet, red cloth draped over window and door frames. 

A once highly esteemed flesh warping guild, now grown into obscurity. The members of the guild can warp the flesh into extravagant shapes and sizes, particularly favoring the form of the avian, feather and beak. Left to idleness, many of the guild members have turned to flesh gardening, or working their skills upon one another. Some guild members now resemble birds, or insects, or have head their forms so deconstructed as to resemble plants. The House of Flat and Whittle also has some expertise in the preparation of living bone weaponry and skin fabrics. 

  • NPC Suggested Statistics: 
  • Level: 1 - 8 / (d8) 
  • HP: 4 x level 
  • AC: 12 - 18 (Living skin robes and pieces of living bone armour)

Armour

  • Living Skin Robe: +2 AC. No impact on actions. +1 AC for each DEX value above 16.
  • Living Bone Armour: +4 AC. Will have a moderate negative impact (determined by the referee) on DEX/STR tested actions. +1 AC for each STR value above 16. 3 snails. 

Weapons: 

  • Beak: As dagger but leaves both hands free. 
  • Claws: d4 + 1 for each DEX AND STR value above 16, +Level To Hit, can attack twice in a combat turn.
  • Living Bone Sword:  d8 + 1 for each DEX AND STR value above 14, +Level To Hit, +Level damage to targets in armour lighter than medium. 

Powers (For NPCs and Spell Laden Treasures): 

Spell Laden Treasures here require INT of 14 to use. 

  • Flight: Travel through the air a distance approved by the referee, level times a day. 
  • Shape Flesh: Warp the shape of flesh in a way approved by the referee, level times a day. 
  • Web: Cause up to 6 humanoid or smaller targets, equal or below your level, to be held in place for level combat turns, or a length of time approved by the referee, level times a day. 
  • Hypnotise: Cause a target, equal or below your level, to fall asleep for a length of time approved by the referee, level times a day. 

Thing, d30 

  1. Flesh sculpture growing room 
  2. Organ garden 
  3. Bone forest 
  4. Gas sackery 
  5. Meat bird aviary
  6. Bone spider nest
  7. Bone scalpel spider 
  8. Blood pool 
  9. Flesh growing garden 
  10. Flesh bird 
  11. Flesh flightless bird 
  12. Ambulatory organ mass 
  13. Flesh garden 
  14. Flesh sculpting studio 
  15. Bone workshop 
  16. Flesh sculptor
  17. Organ sculptor 
  18. Bone tool crafter 
  19. Organ engineer
  20. Flesh engineer 
  21. Blood engineer 
  22. Flesh growth farmer 
  23. Gas engineer 
  24. Bone quill 
  25. Bone scalpel 
  26. Flesh brush 
  27. Blood robe 
  28. Living skin robe 
  29. Living bone armour 
  30. Living bone sword 

Descriptor, d60 

  1. Nest 
  2. Burrow 
  3. Cocoon 
  4. Vines 
  5. Foliage 
  6. Red breeze 
  7. Damp breeze 
  8. Red mist 
  9. Red clouds 
  10. White fog 
  11. Sublime 
  12. Avant garde 
  13. Sensual 
  14. Sensuous 
  15. Sumptuous
  16. Feather 
  17. Beak
  18. Bird claw 
  19. Plumage
  20. Mane 
  21. Long finger nails 
  22. Long red hair 
  23. Too long limbs 
  24. Fangs 
  25. Too long neck 
  26. Sentience 
  27. Supernatural awareness 
  28. Self weaving 
  29. Flight 
  30. Stunning 
  31. Silk 
  32. Robe 
  33. Cowl 
  34. Cloak 
  35. Cape 
  36. Blood red 
  37. Bone white 
  38. Paradise rainbow 
  39. Bright purple 
  40. Bright green 
  41. Archway 
  42. Palatial 
  43. Luxurious 
  44. Opulent
  45. Ample  
  46. Flowing 
  47. Elegant 
  48. Immaculate 
  49. Impeccable 
  50. Skin tight 
  51. Shaping 
  52. Tailoring 
  53. Perfecting 
  54. Exacting 
  55. Slicing 
  56. Floating 
  57.  Oscillating 
  58.  Writhing 
  59. Hypnotic 
  60. Entrapping 

Thing Desire, d10

  1. Work on a fresh flesh canvas 
  2. Work on an existing flesh canvas 
  3. Construct a new living bone scalpel  
  4. Construct a new living bone weapon/armour 
  5. Warp their own flesh into artistic creation 
  6. Warp the flesh of a guild mate 
  7. Display their work privately 
  8. Find a new high end client 
  9. Find a new middle class client 
  10. Display their work publicly  


Automated Generator: 







Monday, 19 June 2023

Gangs of Infinigrad (Grand Freeform Faction Play Edition)

 (This stemmed from some discussion with the fine folk over at: https://cosmic-sorcery-society.itch.io/ ) 

You are the leader of a gang in the endless city of Infinigrad. 

Your goal is to rule as much of the city as you can. 

  • The Guilds are generally too powerful to mess with. Leave them alone. 
  • Order Keepers don’t like the cut of your jib, try not to let them notice you. 
  • Other organizations (businesses and the like) won’t bother you if you don’t bother them. 
  • Other gangs are not to be trusted. Approached with caution. 


Making a Gang, provide to the referee a: 

  • Name 
  • Description 
  • 2 key gang strengths 

Making a leader, provide to the referee a: 

  • Name 
  • Description 
  • 2 specific leader strengths 

All of the gang members, save the leader, have about the same abilities, prowess and equipment at the start of the game. This may or may not during the course of play, depending on your actions. 

(Get some gang ideas here: https://lizardmandiaries.blogspot.com/2019/01/gangs-of-infinigrad-part-3-d100-gang.html or find an automated version in this fantastic product: https://www.drivethrurpg.com/product/365147/Infinigrad-The-Weird-City-Toolkit

  • The referee will provide you with a list of suburbs at the start of the game. Pick one as a location for your first base of operations
  • Your gang starts with no resources other than 5 members and a leader. Your base of operations is a back room with some beds there and some storage space. 



Turns

  • Each turn you will send one (or more) order/ to the referee. The order will outline one key thing you want your gang to achieve in the turn, and how you will achieve it. 
  • Sometimes the referee may ask for specific orders from your gang leader, or specific gang members, depending on the length of time the turn represents. 
  • The referee will let you know how long the turn is and the number/type of orders they need. 

How long are turns? 

  • Year long turns - these focus on defining the long term key powers, resources and culture of your gang. 
  • Week long turns - these focus on the large logistical movements of your gang and the preparation of specific resources. 
  • Day long turns - these focus on specific jobs and tasks your gang would like to achieve
  • Battle turns - these focus on moments in bouts of armed conflict 

Each turn the referee will work out what happens, then provide private and public updates. 

  • Public updates will include any important news from across the quadrant of the city this is taking place in 
  • Private updates include a updating of gang: 
    • Members 
    • Resources 
    • Strengths 
    • Pertinent dangers 

For the Referee: 

Assume players are generally successful in their actions, if it is justified and logical. Provide specific reasons why an action will fail to the player before they finalize their turn so they may work towards that action becoming successful. Assume the gang members are competent and powerful. If two or more gang's actions come into opposition with one another the referee will need to untangle these and work out what happens! 

Suburbs have: 

  • A General description 
  • Key groups(about 5, and their population levels) 
  • Business/buildings/Services/Points of interest: About 20. 
  • Environmental dangers (if any) 

To add an element of chaos to the city, the referee may roll on the following table to generate exogenous events that may impact the operations of the player gangs in the next turn (AFTER the players have been forewarned of them):  

  1. Very large baneful event, impacting a number of random suburbs 
  2. Very large baneful event, impacting a number of random suburbs 
  3. Very baneful event, impacting some random suburbs 
  4. Very baneful event, impacting some random suburbs 
  5. Very baneful event, impacting a single random suburb 
  6. Very baneful event, impacting a single random suburb 
  7. Baneful event, impacting a single random suburb 
  8. Baneful event, impacting a single random suburb 
  9. Nil events 
  10. Nil events 
  11. Nil events 
  12. Boonful event, impacting a single random suburb 
  13. Boonful event, impacting a single random suburb 
  14. Very bonful event, impacting a single random suburb 
  15. Very boonful event, impacting a single random suburb 
  16. Very boonful event, impacting some random suburbs 
  17. Very boonful event, impacting some random suburbs 
  18. Very boonful event, impacting some random suburbs
  19. Very large boonful event, impacting a number of random suburb 
  20. Very large boonful event, impacting a number of random suburb




Tuesday, 13 June 2023

The Fleshite Surgeryhouse and Meatfarm

 For this version of Guild Dogs: https://lizardmandiaries.blogspot.com/2023/05/guild-dogs-epsilon.html

To be used with these stocking tables: https://lizardmandiaries.blogspot.com/2023/06/universal-stocking-tables-for-nouveau.html

To generate a room, roll on the mapping/stocking tables (linked above). 

Then roll on the Thing/Descriptor/Desire tables until you get a combination of results you feel summons an interesting/unique/coherent/otherwise gameable room within your mind’s eye. 

(See the bottom of the post for an automated generator)

The Fleshite Surgeryhouse and Meatfarm


Exterior: Ancient stone domes laden with clusters of stone barrels. Strange metallic pipes weave organically across its walls.  


A biomechanical augmentation surgeryhouse and flesh farm. The augmentation and flesh engineers here are all somewhat devoted to the worship of some forgotten meat deity - though their practice has largely become adherence to vocational superstition. Customers late on their augmentation bill repayments will find themselves short a limb or two. Flesh golem and a hive of metallic surgery beetles support the fleshites in their bloody labors. Religious observances and debt recovery practices aside, the augmentation provided here are of high, if slightly mundane, quality. 

 



NPC Suggested Statistics: 

  • Level: 1 - 6 / (d6) 
  • HP: 5 x level 
  • AC: 10 - 14 (Skin leather armour) / (d4) 

Weapons: 

  • Dagger/Scalpel: d4 + 1 for each DEX value above 15, +Level To Hit, can attack twice in a combat turn. 
  • Sword: d6 + 1 for each DEX AND STR value above 15, +Level To Hit, +Level damage to targets in armour lighter than medium.

Powers (For NPCs and Spell Laden Treasures): 

Spell Laden Treasures here require WIS  of 14 to use. 

  • Bug Empathy: Give a single/group of insects (equal/under your level) a simple command, level times a day.
  • Improve Flesh: Increase a target’s physical attribute by d6 for the next test of that attribute, level times a day.  
  • Acid Spray: Spray acid at up to 4 targets nearby to one another, with the approval of the referee, causing d6 + 1 for each WIS above the value of 16 to each, level times a day. 


Thing, d30 

  1. Augmentation surgery theater 
  2. Consultation room  
  3. Organ storage 
  4. Surgery recovery womb 
  5. Organ growing hive 
  6. Bone storage  
  7. Flesh vat 
  8. Meat altar  
  9. Flesh storage hive 
  10. Holding hive 
  11. Flesh bug
  12. Surgery cutter bug 
  13. Queen flesh bug  
  14. Flesh golem nurse 
  15. Security flesh golem
  16. Organ engineer 
  17. Insect empath
  18. Augmentation surgeon 
  19. Meat priest 
  20. Hive architect 
  21. Scalpel 
  22. Pustule 
  23. Fleshy growth 
  24. Muscle
  25. Limb 
  26. Brain 
  27. Eye 
  28. Nose 
  29. Tooth 
  30. Tentacle 

Descriptor, d60 

  1. Insectoid hive
  2. Coral 
  3. Polyps 
  4. Anemones
  5. Lungs  
  6. Hanging corpse 
  7. Hanging dead body parts 
  8. Preserved organs 
  9. Preserved limbs 
  10. Preserved heads 
  11. Preserved organ talisman 
  12. Preserved hand talisman 
  13. Preserved limb talisman 
  14. Cured skin 
  15. Glass 
  16. Crystal
  17. Red
  18. Purple 
  19. Bile green 
  20. Acid yellow 
  21. Bone white 
  22. Pink 
  23. Growing 
  24. Slicing 
  25. Grafting 
  26. Connecting 
  27. Regrowing 
  28. Reviving 
  29. Crawling 
  30. Pulsing 
  31. Pulsating 
  32. Manic 
  33. Frenzied 
  34. Delirious 
  35. Shell 
  36. Claw 
  37. Mandible 
  38. Horn 
  39. Chitin 
  40. Antennae
  41. Glass tubes 
  42. Glass vat 
  43. Crystal bowl 
  44. Bone columns 
  45. Bone domes 
  46. Bone cage 
  47. Red mist 
  48. Blood puddle 
  49. Bone dust 
  50. Acid puddle 
  51. Enveloped 
  52. Socketed 
  53. Grafted 
  54. Enlarged  
  55. Clustered 
  56. Invigorating 
  57. Strengthening 
  58. Empowering
  59. Bolstering 
  60. Strengthening 

Thing Desire, d10

  1. Find new augmentation client 
  2. Work on augmentation client 
  3. Collect debt from an augmentation client 
  4. Offer giblets to a meat shrine/altar 
  5. Work on augmentation design 
  6. Augment self 
  7. Breed new brood of surgery insects 
  8. Find new flesh material to work with 
  9. Experiment on a willing subject 
  10. Experiment on an unwilling subject 

Automated Generator: 







Thursday, 8 June 2023

The Old Vat Monastery

For this version of Guild Dogs: https://lizardmandiaries.blogspot.com/2023/05/guild-dogs-epsilon.html

To be used with these stocking tables: https://lizardmandiaries.blogspot.com/2023/06/universal-stocking-tables-for-nouveau.html

To generate a room, roll on the mapping/stocking tables (linked above). 

Then roll on the Thing/Descriptor/Desire tables until you get a combination of results you feel summons an interesting/unique/coherent/otherwise gameable room within your mind’s eye. 

(See the bottom of the post for an automated generator)

The Old Vat Monastery. 


Exterior: Ancient metal domes laden with pipes and barrels. Door and window frames covered in dark hanging drapery. 

A nutrient mass farm. A sect of vat engineers works the ancient pipes and fungal groweries. They wear dark cloth robes as they stalk the metal halls of the farm, scratching strange symbols into its ancient pipes and barrels. Feasting chambers are open to the general public, where for a coin donation one can eat as much nutrient loaf as they desire. 

 NPC Suggested Statistics: 

  • Level: 1 - 6 / (d6) 
  • HP: 3 x level 
  • AC: 10 - 12 (dark cloth)

Weapons

  • Cleaver: d4 + 1 for each STR value above 15, +Level To Hit, can attack twice in a combat turn.
  • Pitchfork: As Spear. 

Powers (For NPCs and Spell Laden Treasures): 

Vat Spell Laden Treasures require WIS and INT of 12 to use. 

  • Healing: Increase a target’s HP by d8 + 1 for each WIS value above 16, level, level times a day.
  • Nutrient Dose: Increase a target’s physical attribute by d6 for the next test of that attribute, level times a day.  
  • Feed: Completely sate a target’s hunger, twice level a day. 
  • Fungal growth: Summon a patch of fungi, the size and type approved by the referee, level times a day.

Thing, d30 

  1. Vat storage
  2. Nutrient brewing vat 
  3. Incubator vat 
  4. Barrel vat storage 
  5. Feastery 
  6. Kitchen 
  7. Tubing junction 
  8. Mushroom farm 
  9. Mold vat 
  10.  Fungi vat
  11. Ambulatory mold 
  12. Ambulatory mushroom 
  13. Ambulatory fungi 
  14. Feaster 
  15. Plump beetle 
  16. Plump moth  
  17. Tubing engineer 
  18. Mold Engineer 
  19. Mushroom farmer 
  20. Vat chef 
  21. Mushroom chef 
  22. Fungi cleaner 
  23. Nutrient engineer 
  24. Pest hunter 
  25. Nutrient barrel 
  26. Spore barrel 
  27. Nutrient loaf 
  28. Fungal flesh loaf 
  29. Cleaver 
  30. Pitchfork 

Descriptor, d60 

  1. Heady 
  2. Warm 
  3. Welcoming 
  4. Hearty 
  5. Delicious 
  6. Mold spores 
  7. Mushroom spores 
  8. Mushroom 
  9. Fungi 
  10. Black slime 
  11. Spore cloud 
  12. Grey mist 
  13. Oozing humidity 
  14. Slime rain 
  15. Puddles 
  16. Black 
  17. Grey 
  18. Pale pink 
  19. Light grey 
  20. Light green 
  21. Plump 
  22. Rotted 
  23. Straining 
  24. Metal pipes 
  25. Metal barrels 
  26. Oozing 
  27. Heaving 
  28. Splitting 
  29. Bursting 
  30. Soiling 
  31. Dark drapery 
  32. Curtains 
  33. Draping cloth 
  34. Pipe 
  35. Cloth mesh 
  36. Flesh 
  37. Fungal 
  38. Metal 
  39. Cloth 
  40. Skin
  41. Round table 
  42. Long table 
  43. Knife 
  44. Fork 
  45. Plate
  46. Multiplying 
  47. Growing 
  48. Night vision 
  49. Dividing 
  50. Slicing  
  51. Gills 
  52. Fins 
  53. Fruiting 
  54. Molding 
  55. Throbbing 
  56. Grasping 
  57. Regurgitation 
  58. Stamping 
  59. Harvesting 
  60. Preparing 

Thing Desire, d10 

  1. Multiply 
  2. Eat 
  3. Feast 
  4. Serve food 
  5. Regulate temperature 
  6. Regulate growing conditions 
  7. Pray to fungi/mold 
  8. Cleanse growing nutrients 
  9. Regulate the nutrients 
  10.  Find new strains of fungi/mold 

Automated Generator: 







Tuesday, 6 June 2023

Guild Dogs Epsilon Edition: Automated Random Guild Dog Maker!

Want to make a Guild Dog for Guild Dogs Epsilon Edition but cant be bothered THINKING and ROLLING DICE?! Well, just go ahead and click the buttons below to make yourself one! 


Guild Dog Automated Generator: 















Sunday, 4 June 2023

Universal Stocking Tables for Nouveau Infinigrad

To accompany this: http://lizardmandiaries.blogspot.com/2023/05/guild-dogs-epsilon.html some new universal street and place stocking tables! Automated versions down the bottom! Pairs very nice with: https://www.drivethrurpg.com/product/365147/Infinigrad-The-Weird-City-Toolkit


Street stocking, d20: 

  1. Neutral npc 
  2. Aggressive npc 
  3. Group of neutral npc’s 
  4. Group of aggressive npc’s
  5. Neutral beast 
  6. Aggressive beast 
  7. Group of neutral beasts 
  8. Group of aggressive beasts 
  9. Resource - guarded, roll a d8 to determine who by 
  10. Resource - unguarded 
  11. A fight! Roll a d8 twice to determine who between 
  12. Empty 
  13. Empty 
  14. Device 
  15. Treasure 
  16. Strangeness 
  17. Vegetation 
  18. Public art 
  19. Public utility 
  20. Roll twice and combine 


Simple Interior Mapper: 

Room Size, d6 

  1. Tiny
  2. Small
  3. Medium
  4. Big 
  5. Oddly big (roll two shapes and combine) 
  6. Huge 

Room Shape, d6

  1. Square 
  2. Rectangle 
  3. Triangle 
  4. Circle 
  5. Half Circle 
  6. Cross  

Number of Doors, roll a d6 but only Huge rooms have more than four doors. 

Door Type, d6

  1. Open
  2. Open
  3. Open - Leads to stairwell 
  4. Locked 
  5. Open and trapped
  6. Locked and trapped 

Safe location room stocking, d12: 

  1. Empty 
  2. Neutral npc 
  3. Aggressive npc 
  4. Group of neutral npc’s 
  5. Group of aggressive npc’s
  6. Unexpected beast 
  7. Small supply of a resource 
  8. Abundance of a resource 
  9. Device 
  10. Treasure 
  11. Strangeness 
  12. Roll twice and combine 

Dangerous place room stocking, d12: 

  1. Empty 
  2. Neutral npc/beast  
  3. Aggressive npc/beast 
  4. Group of neutral npc’s/beasts 
  5. Group of aggressive npc’s/beasts 
  6. Aggressive great beast 
  7. Small supply of a resource 
  8. Abundance of a resource 
  9. Device 
  10. Treasure 
  11. Strangeness 
  12. Roll twice and combine 


Automated Versions: