What is this Hoard that we have here?

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Today our epic journey towards the Hoard Project we start from the very beginning. Defining our Hoards. This is a rough sketch of what each type of Hoard will be categorized as, along with a couple of d6 suggestions on the themes. There are some unbalanced, and not very well thought out assignments on the quantity of components in each theme. Look for those to change as we advance along the path to building a truly epic hoard for your players to stumble upon.

1d6 Type of Hoard
Founders Hoard, Merchant Hoard, Personal Hoard, Hoard of Loot, and Votive Hoards. This is a great way for us to develop some rules to our hoard, and help us build the list of component treasures that make up the hoard. Each horde then can be broken down into more specific categories that allow us to customize and develop each hoard to be unique.
1 Founders Hoard
2 Merchant Hoard
3 Personal Hoard
4 Hoard of Loot
5 Votive Hoard
6 Roll Twice more
A Founder’s hoard contain broken or unfit metal objects, ingots, casting waste, and often complete objects, in a finished state. These are usually craft, or craftsman related hoards, and will work best when associated with some sort of craft. These Hoards are going to contain 2d3 ‘tool’ components in the hoard. They will also contain 1d4 portions of ‘raw’ components in the hoard. 1d6 Founder’s Hoard
1 Blacksmith
2 Jeweler
3 Painter
4 Sculpter
5 Lorimer
6 Tailor
1d6 Merchant’s Hoard
A Merchant’s hoard is a collection of finished objects that are in condition and organized as if they are to be subjected to a sale. They are also hoards that are most likely to be found in, well stores, trading stations, and other places that trade is likely to occur. They will contain 1d4+4 components of finished products, and can contain 1d4 trade goods. They may also contain 1d4 library components.
1 Spice Merchant
2 Surgeon
3 Wineseller
4 Mapmaker
5 Herbalist
6 Glass Seller
A Personal hoard is going to be a collection of personal objects that any given person might collect over their lifetime. It will generally include items that have significant personal value, but could also contain objects of high market value also. It will contain 2d3 high value personal object components. 1d4 Household components, and 1d3 Art Object Components 1d6 Personal Hoard
1 Noble
2 Wizard
3 Mercenary
4 Hermit
5 Philosopher
6 Ship Captain
1d6 Hoard of Loot
The best of the best. This hoard is the one that people dream of finding, usually gathered through the use of force, it is a pile of treasure that is difficult to imagine and generates a lot of buzz. See ‘National Treasure’. Rampaging Vikings collect loot, Pirates Plunder, and war parties capture. You’ll find 3d4 coin components, 2d4 Art Objects Components, 1d4 personal object components, and 1d4 weapon components.
1 Barbarians
2 Raiding Party
3 Abandoned Fort
4 Buried Treasure
5 Monster Lair
6 Lords Manor
A Votive hoard is a hoard gathered by purposeful disposition of items, either at once or over time. They often have religious overtones. The quality of items in this type of hoard are above-average. 2d4 Personal objects, 1d4 Religious Objects 1d6 Votive Hoard
1 Burial Chamber
2 Temple
3 Storied
4 Offering Sites
5 School
6 Seer

October RPG Blog Carnival Challenge

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Two thoughts intersected this afternoon in my head. My first thought and the foreword to my first Random Table post in a while was this:

After reading so many posts on the Loot edition of the carnival, and the many naysayers, I set myself out this month to publish 2 tables a week about loot. I am setting out to show that the basic humdrum tables normally found around, of course are not going to be very helpful, and are going to give you well, random loot. But by building tables with a purpose, and rules, you can build an emergent story from the random table.

The second thought was earlier this morning when I read about the NaGaDeMon. Which intersected nicely with a project that I was going to begin working on this month.  So I am challenging myself to create a set of tables, and a system to help create a Hoard.

So, here’s what I am going to do for October, I am going to publish posts under a subject I will call The Hoard. The goal of this will be to pull together the many aspects of a treasure hoard, give it rules, and guidelines, and create a cohesive story (and Stat Block) about the treasure hoard. I will use the TST column with this project to be able to produce a table that you can use at anytime to generate your own Hoard.

The Hoard Project:

  1.  Origins
    1. Creation
    2. Accumulation
    3. Provenance
  2.  Loot
    1. Coin Piles
    2. Decoratives
    3. Trade Goods
    4. Mundanes
    5. Miscellaneous
  3. Consequences
    1. Economic
    2. Social
    3. Physical

I’d be remiss if I didn’t mention that while doing some research on this project that I came across ALMOST EXACTLY what I wanted to do.  That Document comes from Hack Slash.  Proving that Random Tables can be used to create an interesting cohesive treasure.

A combination lock with goblinoid script on it? That’s Random!

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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.

1d6 Locking Mechanism DC
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
6 Lever Lock +0
1d2 Mechanism Container DC
1 Padlock -1
2 Rim Lock +0
1d3 Unlocking Mechanism DC
1 Key +5
2 Combination +2
3 Wheel Lock +1
1d6 Tumblers

1 3 -1
2 4 +0
3 5 +1
4 6 +2
5 8 +4
6 10 +6
1d4 Quality

1 Poor -2
2 Standard +0
3 Good +2
4 Excellent +5
1d4 Locking Verbage

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
1d4 Traps

1 This Lock is not trapped.
2 Poison Needle +4
3 Acid Spray +5
4 Magical Trap +10

Is that a sword in your scabbard? Or are you just a random table?

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Finally, we get to the end of our exploration of randomly created swords. We delved into the depths  of to find out about the bits and pieces of the sword, and we’ve got the hilt constructed, the blade constructed. And now we get to the ornamentation of the sword. And then at the end we help you get some details about the crafter itself. Enjoy.

1d12 Runes
1 runes run the length of the sword’s fuller
2 runes run the length of the swords blade
3 runes imprinted on the tang
4 runes on the pommel
5 A set of strange runes are carved into the blade near the hilt
6 A set of strange runes are carved into the blade on the fuller
7 A set of strange runes are carved into the blade into the tang
8 A set of strange runes are carved into the pommel of the sword
9 A single rune is carved into the blade near the hilt
10 A single rune is carved into the middle of the sword’s fuller
11 A single rune is carved into the middle of the swords tang
12 A single rune is carved in the pommel of the sword
1d10 Etchings
1 The image of a [CREATURE] is carved into the blade
2 A Coat of Arms is carved into the blade
3 An Etched Name
4 An Etched Location
5 Wickerwork Etchings
6 Gothic Tracery Etchings
7 “Grotesque” Etching Method
8 Scrolled Decoration Etchings
9 Moresque Etchings
10 Flower Etching

1d6 Hilt
1 The Features of the hilt are carved to look like the head of a [CREATURE]
2 The Features of the hilt are carved to look like a [CREATURE]
3 An [ETCHING] is carved into the the hilt
4 The cross-guard of the sword is carved to look like intertwined [CREATURE]s
5 A vow is carved into the hilt.
6 The hilt is ancient compared to the blade.
1d8 Blade
1 Intertwined [CREATURE]s have been carved into the blade.
2 A single [CREATURE] has been carved into the blade.
3 A [CREATURE] has been inset into the blade with [Random Metal].
4 The blade has been carved to look like the bottom half of a [CREATURE].
5 The blade has been carved to look like the neck and head of a [CREATURE].
6 The blade is emblazoned with the markings of a [Random Country]
7 Enough Ornamentation is on the blade. It makes the sword only useful for ceremonies
8 An epic poem is etched into the blade.
1d8 Smith’s sigil appears on the:
1 Blade
2 Fuller Top
3 Fuller Bottom
4 Tang
5 Cross-Section
6 Grip
7 Pommel
8 Basket Guard
1d6 Crafters Experience Level
1 an Apprentice smith
2 a Journeyman smith
3 a standard smith
4 a Gifted smith
5 a Master smith
6 a Grandmaster smith

Does this blade fit that Hilt? There might be a random chance!

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Last weeks table dealt with Hilts, but a sword is not just a hilt now is it?  But can the blade be as interesting as that hilt?  Of course it can.  You have the Fuller, and the Tang, you have the Cross-Section and so many different pieces!  Why would we continue to just call a sword a sword?  A sword is so much more, and each sword is unique and special as a snowflake.  While the mechanics may not change, if our goal as GM’s is to build a story and paint a picture with words, why wouldn’t we be more descriptive about the magical sword +Whatever?  So, to answer that question I give you the second installment of the RandomDM’s swords series!

1d10 Sword Type
1 Bastard Sword
2 Cutlass
3 Long Sword
4 Rapier
5 Sabre
6 Scimitar
7 Short Sword
8 Great Sword
9 Falchion
10 Claymore
2d3-1 Fuller Top (Hi) (wikipedia)
1 A continuous straight groove of notable width
2 Two parallel grooves
3 A groove shaped like the leaf of an iris plant
4 Two thing grooves that run the top half of the blade
5 A short rounded-top groove found near the bottome of the blade
1d4 Fuller Bottom (Tome) (wikipedia)
1 Groove runs all the way down to the end of the tang
2 Groove stops as a square end within 3cm of the tang’s upper end
3 Groove is rounded within 3cm of th tang’s upper end
4 Groove tapers to a pointed end halfway down the tang
1d4 Fuller Length (wikipedia)
1 One fourth of the blade
2 One half of the blade
3 Three-fourths of the blade
4 Complete length of the blade
1d6 Tang (wikipedia)
1 Full tang
2 Half tang
3 Encapsulated tang
4 Push tang
5 Hidden tang
6 Stub tang
1d8 Blade Cross-Section (myArmoury)
1 Lenticular
2 Diamond
3 Hollow Ground
4 Hexagonal
5 Narrow-fullered
6 Double-fullered
7 Broad-fullered
8 Opposing Fullers
1d8 Describe Blade Condition
1 The blade is in excellent shape.
2 The blade has some nicks and dings.
3 The blade has been chipped and scratched.
4 The blade has some moderate damage.
5 The blade has begun to rust.
6 The blade is rusty.
7 The blade is pitted.
8 The blade is in no shape to be used

Tell me more about that broken hilt sitting in the corner, would you?

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Swords are a cornerstone of the “swords and sorcery” campaign types. But have you ever seen a well detailed, descriptive sword? A stat block that tells you that the pear-shaped pommel is inset with a piece of jade. The cross-guard is tapered towards the end. Harrumph, I saw to that. Let’s give our swords some flavor. Today, we spend some time just describing our hilt. Sometime in the future we will get somewhere with the rest of the sword. Most of the research is based on the: Ewart Oakeshott Sword Categorization. You can find more information about it over at And with a quick glance and clicks you can find images that match many of the options described here.

1d6 Describe Hilt
1 has three pieces to it;
[Describe Upper Guard], [Describe Pommel], and [Describe Grip]
2 has two pieces to it, an [Describe Upper Guard] and [Describe Grip]
3 has two Pieces to it, [Describe Pommel] and [Describe Grip]
4 has no guards and only has [Describe Grip]
5 has [Describe Basket Guard] and [Describe Grip]
6 has [Describe Basket Guard], [Describe Grip], and [Describe Pommel]
1d10 Describe Cross Guard
1 straight bar tapered towards the end
2 straight bar “waisted” and flared back to original width
3 straight bar
4 straight bar with terminals bent towards the blade
5 bowtie – straight bar, with widened and flattened terminals
6 curved bowtie
7 broad flat section, curved torward the blade
8 broad flat section, curved torward the blade, terminals a rolled over
9 straight bar tapered towards the blade
10 curved bar, with knobbed terminals
1d3 Describe Grip
1 the grip which is made from [Metal]
2 the grip which is made from [Wood]
3 the grip is wrapped in [Animal Skin]
1d6 Describe Basket Guard
1 a woven full basket guard
2 a woven half basket guard
3 a full basket guard
4 a half basket guard
5 a fold down half guard
6 tree bar guard
1d4 Length
1 much shorter
2 slightly shorter
3 slightly longer
4 much longer
1d4 Width
1 much wider
2 slightly wider
3 slightly slimmer
4 much slimmer
1d4 Weight
1 much lighter
2 slightly lighter
3 slightly heavier
4 much heavier
1d20 Pommel Forms
1 brazil-nut form
2 mushroom or “tea-cozy” form
3 “cocked hat” form
4 diamond form
5 disc-shaped form
6 disc-shaped form with chamfered edges
7 disc-shaped form with concave faces
8 disc-shaped form with smaller broad chamfers that widen to pommel
9 disc-shaped form with two discs, flatter outer and raised inner disc
10 “boat” shaped
11 “crescent” shaped
12 spherical
13 cube form
14 “scent stopper”
15 “key-shaped”
16 “fish tail”
17 Flared bottom, concave to pommel
18 stretched “wheel” form
19 “cat’s head”
20 “pear” shaped

You see that Fungus there? It causes a Random Disease!

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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.

2d3-1 Source
1 Fungus
2 Parasite
3 virus
4 bacteria
5 psychologic**
1d8 Transmission DC
1 physical contact +3
Infliction Type: Contact
2 contaminated food +1
Infliction Type: Ingestion
3 body fluids +1
Infliction Type: Contact
4 airborne inhalation +4
Infliction Type: Inhaled
5 organisms +1
Infliction Type: Contact
6 objects +3
Infliction Type: Contact
7 sexual contact +4
Infliction Type: Contact
8 injury
Infliction Type: Injury +3
1d12 Damage Type DC
1 Dex +1
2 Con +4
3 Str +1
4 Int +1
5 Wis +1
6 Cha +1
7 Bleed +2
8 Blindness +3
9 Deafened +3
10 Exhausted +0
11 Nauseated +1
12 Sickened +1
1d4 Amount of Damage DC
1 1 -2
2 1d +0
3 2d +1
4 3d +2
1d6 Type of Dice DC
1 d3 -2
2 d4 -1
3 d6 +0
4 d8 +1
5 d10 +2
6 d12 +3
1d4 Onset* DC
1 rounds -1
2 minutes +0
3 hours +3
4 days +5
1d4 Frequency* DC
1 daily +0
2 12 hours +2
3 weekly -1
4 monthly -2
1d4 Cure DC
1 1 Save 0
2 2 Saves +2
3 3 Saves +4
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