Last time on TST we started building Cemetary.tab. We laid out the basis of the table and talked about some of the background research and development that I do before I build any table. Let’s jump right into it.
:SIZE OF BURIALS
:HISTORY OF GRAVEYARD
: DESCRIPTION OF GRAVEYARD
Once I have my groups set up and on paper so to say, so I don’t forget them I start by building my display group:
1,%graveyard_name%, in %city%, %nation%, is the burial site of a %size_of_burials%
#_ as well as %additional_features%.
So according to our style set up in the Introduction Series 99% of our output should be stored in variables which you can see here. You’ll also notice that I have #Commented out most of the table. I did this because I want to work my way down into the depth of the table, and not have too many errors thrown out at me. So after we have developed our output screen we need to go back up to the top ant the START group, and add some more.
And then add our GENERATE VARIABLES group down below:
1, |graveyard_name=[Name Graveyard]|
_ |city = [ ]|
_ |nation= [ ]|
_ |size_of_burials =[Build Burials]|
Notice that all I did for this GENERATE VARIABLES was built out of the items of the DISPLAY group that I have not commented out.
A quick sidebar conversation here before I wrap this weeks TST. You’ll notice that city = [ ] and nation [ ]. Empty groups. I did this on purpose because it brought me to this side bar. In the ~Reference folder of your generic TableSmith install you have a .tab called Countries.tab. EVERY person who uses TableSmith should be familiar with this table, and if not I am yelling at you in specific! This table is the one that adds a personal touch to each and every table and campaign. A lot of tables and output will feel no good if you aren’t using this table to it’s fullest! Let’s take a quick look at the header:
# Lands of the Known World
# by Valminder March 2002 for Mystara
# You can modify this table as you see fit for your world.
# -In “Start” you put the complete name.
# -In “Land” you put a contry’s name that fits with “He comes from …”
# -In “World”, put 2 “names” of your world (see the table for example).
# At the bottom, you have “Greyhawk” tables (by Ed Hastings).
# You can use “Countries.GenGreyhawk” to generate Greyhawk Regions.
# CUSTOMIZING: World (enter the general name you give to your world,
# like Greyhawk, Faerun, etc).
# Generate subtable (at bottom in Greyhawk).
# Peoples subtable (at bottom in Greyhawk).
# Start / Land subtables.
# Important NPCs (Heros and Villains)
# Authors (popular authors of books from your world)
# Historical (to add things from the history of your world)
# Personage (for biographies)
Valminder has given you instructions on how to use this table. And any table that you use to pull a country name should definitely be pulling [Countries.Country]. Here is what I did:
Ahh see, what I did there? I made my own table that was called directly by this table. A sample of my TalosCountries.tab:
This is one of the few tables that should take personal customization. But it adds to and highlights the uniqueness of TableSmith. So go now, and customize your Countries.tab and make it relevant to your game!
In replying to Mark, yesterday I brought up the story about my last session which I used random locks to have my players draw conclusions about things I hadn’t even worried about thinking about. In honor of that here is the table of random locks which I used. I have given you links to all of the different types of Locking Mechanisms, so that i makes a little more sense, if you are willing to decipher the techno-babble of the locksmiths. It does make some interesting points. And one might be able to infer a whole room which is set up to be a giant lock, and the players need to set the tumblers to open the great big door. I think I may try it with my big bad vault that the players are quickly approaching in my game.
The Base DC that a Lock has is: DC 20. Any traps to be found in the lock will have their own SEARCH and DISABLE DC’s based on Trap Rules.
|1||Disc Tumbler Lock||+2|
|2||Wafer Tumbler Lock||+0|
|3||Pin Tumbler Lock||+1|
|4||Lever Tumbler Lock||+1|
|5||Chubb Detector Lock||+5|
|1||There are numbers on these tumblers from 0 to 9|
|2||There are [LANGUAGE] letters on these tumblers.|
|3||There are Exotic Symbols on these tumblers.|
|4||Images of [CREATURES] are on these tumblers|
|1||This Lock is not trapped.|
|1d20||Fantastical Creatures A||1d20||Fantastical Creatures B|
|17||spitting crawler lizard||17||phoenix|
|1d12||Bird of Prey|
In honor of the disease that I seem to have contracted lately (It by no means conforms with this table and is not fatal, Work-aholism!) If perhaps you notice that it looks and feels a lot like the poison table, I swear it’s not by coincidence! It’s the way that Pathfinder does these things! I mean they don’t have Psychological Diseases; Gambling, the host of not real ‘oholisms, addictive personalities, and all those other less pleasant ones. But here at the RandomDM we wonder what a Psychological Disease that causes Stat Damage Once a Month actually is and how it is contracted.
|Infliction Type: Contact|
|Infliction Type: Ingestion|
|Infliction Type: Contact|
|Infliction Type: Inhaled|
|Infliction Type: Contact|
|Infliction Type: Contact|
|Infliction Type: Contact|
|Infliction Type: Injury||+3|
|1d4||Amount of Damage||DC|
|1d6||Type of Dice||DC|
|4||Consecutive (1d3 Cure)||*1.5|
|* Use (Amt of Damage/Type of Dice) (Table) , do not add DC|
|** Does not have a Transmission/Infliction Type|
We all have a need for Traps, and sometimes we forget that room XX has a trap in it. And yet there we are wondering what the stat block for that trap is going to be. Sure you could recycle that trap from room YY but then the characters are going to think the dungeon is incredibly predictable. And the goblins from room ZZ are going to back again in room AA. But we don’t want them to know that yes, in fact the dungeon is symmetrical and yes, the same goblins are in AA as are in ZZ. So when you want to confuse yourself, and the players, well it’s time to drop some dice and roll up a random trap!
|1d8||Miscellaneous Trap Elements||CR Modifier|
|2||Gas (Include Onset & Never Miss)||CR of Gas +2|
|3||Liquid (Include Onset & Never Miss)||+5|
|4||Multiple Targets||+1 per Target|
|7||Poison||+CR/2 of Poison|
|4||Magic Device||Per Spell|
|5||Area of Effect||Reflex Save|
|1||Darts (1d4 crit x2)|
|3||Arrows (1d6 crit x3)|
|4||Bolt (1d10 crit 19-20 x2)|
|1||Bear Trap (2d6 +3)|
|2||Swinging Axe (1d8+1 crit x3)|
|3||Scythe (2d6+4 crit x4)|
|4||Floor Saws (2d6+7)|
|1d6||Magic Device||Caster Level
|1||Sound Burst (per Spell)||CR of Trap|
|2||Fireball Trap (per Spell)||CR of Trap|
|3||Summon Monster Trap (Per Spell)||CR of Trap|
|4||Burning Hands Trap (Per Spell)||CR of Trap|
|5||Shocking Floor Trap (Per Spell)||CR of Trap|
|6||Energy Drain Trap (Per Spell)||CR of Trap|
|1d6||Area of Effect|
|2||Chamber of Blades (3d8+3)|
|3||Flame Jets (2d8)|
|4||Falling Block (6d)|
|6||Collapsing Floor (Pit Trap)|
|4d10||Disable Device||CR Modifier|
|4d10||Save DC||CR Modifier|
|1d6||Attack Bonus||CR Modifier|
|1||+0 or lower||-2|
|2||+1 to +5||-1|
|3||+6 to +10||+0|
|4||+11 to +15||+1|
|5||+16 to +20||+2|
|6||+21 and Higher||+3|
The original pranksters. The Sidhe, the fey, fairies, whatever you want to call them have launched pranks against humanity for centuries long before the invention of April Fools day. From the brownies that make shoes, to will’o’wisps that take travelers on long journeys through the forest.
In honor of these creatures here’s a table to help you play them up a bit more.
(Noun) (Appearance) is going to give you, your: surly metallic skinned humanoid with bat wings.
(Location) (Purpose) is a good combination to give you a fey that lives in/near ovens that turns water into wine!
(Trigger) (Location) (Action) is your random encounter. Someone stealing wine in/near a birds nest could lead you to seeing a fey that is washing the clothes of a soon to be dead enemy.
|1||evil||1||a halfman – half other creature|
|2||greedy||2||a metallic toned humanoid|
|3||surly||3||grotesquely malformed humanoid|
|4||drunk||4||a colored humanoid|
|5||happy||5||a (1d4 Appearance) with fairy wings|
|6||cheerful||6||a (1d4 Appearance) with bat wings|
|7||devious||7||a creature the size of another creature|
|8||serious||8||a creature with fairy wings|
|9||silly||9||a creature with bat wings|
|10||forlorn||10||a creature with the body part of a humanoid|
|1||side of a stream||1||falls asleep|
|2||under a bridge||2||someone is about to die|
|3||in/near an oven||3||someone is stealing wine|
|4||in/near a birds nest||4||unsoled shoes are left out|
|5||in/near piles of unshorn wool||5||chokes on food|
|6||in/near a pool of water||6||slips on ice|
|7||in/near the bedroom||7||is rained upon at dawn|
|8||in/near a treasure horde||8||falls on a path|
|9||in/near the stables||9||pickled foodstuffs are left out|
|10||in/near shoes||10||full moon|
|11||abandoned rabbit holes||11||solar eclipse|
|12||in/near the refuse pit||12||someone laughs at an inopportune time|
|13||in/near blackberry bushes||13||a sword is drawn|
|14||in/near cool dank dark places||14||a song is sung or an instrument is played|
|15||in/near top hats||15||casts a spell|
|1||crawls down the throat and feeds off their last meal leaving them hungry||1||washes the clothes of the soon to be deceased|
|2||unties shoelaces||2||escort the dead to the afterlife|
|3||tinkles like the ringing of a silver bell||3||protect valuables|
|4||remove the metal shoes off of creatures||4||pester children|
|5||knowingly dispenses bad advice||5||protect similarly aligned individuals|
|6||follows around and sings sea chanties||6||stack coins|
|7||sprinkles perfume on enemies||7||soles or resoles shoes|
|8||cries like a newborn baby||8||turns water into wine|
|9||changes the color of trespassers clothing||9||grooms animals|
|10||turns metal into wood||10||tailor clothes|
|11||leaves a path of bread into the wilderness|
|12||sings lullabies to entice trespassers to sleep|
|13||tickles anyone with a drawn weapon|
|14||causes a rain cloud to rain upon trespassers|
|15||makes trespassers sneeze continuously|
Inspired by the ‘Undead Foe Generator’ over at Campaign Mastery. Where Johnn was building a table that gave you motivations, lairs, mannerisms, and other great stuff, this table helps you generate a specific encounter with a ghost.
Ghosts are interesting undead that are often overlooked in the RPG Genre but explored in great depth in literature. Shakespeare took a look at how they can demand vengeance in Hamlet. Charles Dickens used a ghost to teach Scrooge to be kinder. Homer’s ghosts lead his hero’s with Prophecy and Advice. Bill Cosby’s Ghost Dad, was amusement.
So why are Ghosts an unused and unexplored trope in so many roleplaying systems? And just used as a combatant? Well to address that issue I present you with this table: The Ghost Encounter Table.
|1||Bi-Locations||A Projection from another place|
|2||Stick Ghosts||Stick to an object or place|
|3||Intelligent Haunting||The ghost is intelligent and has purpose|
|4||Poltergeist||A Ghost unable to communicate|
|5||Ghosts of pass||Ghosts that appear when death/life intersect|
|6||Psychic Imprint||An imprint of person/action|
|2d4-1||Special Powers||1d12||Reason for undeath|
|1||Deadly Wail||1||Violent Death (Retribution)|
|2||Healing Touch||2||Punish the Living for crimes|
|3||Draining Touch||3||Seeking Proper Burial|
|4||Burning Gaze||4||To Announce Death|
|5||Animate Objects||5||Complete a Task or Quest|
|6||Telepathy||6||Betrayed by a Lover|
|7||Visions of the future||7||Unjust Death|
|9||Brought Back by Magic|
|12||Unwillingness to Leave Life|
|2d3-1||Physical Manifestation||1d8||manifestation Modifiers|
|1||as a solid image||1||on a full moon|
|2||as a wispy image||2||only to virgin females|
|3||as an energy orb (Will ‘o Wisp)||3||only to children|
|4||magical energy||4||on special anniversary|
|5||cold spots||5||only to animals|
|6||only through a medium|
|7||when it absorbs magical energy|
|8||to family members|