TST: Graveyards and the Importance of Countries

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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.
Setup Groups:


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:

6,[TalosCountries.Countries Common]
3,[TalosCountries.Countries Uncommon]
1,[TalosCountries.Countries Rare]

6,[TalosCountries.Countries Common]
3,[TalosCountries.Countries Uncommon]
1,[TalosCountries.Countries Rare]

Ahh see, what I did there? I made my own table that was called directly by this table. A sample of my TalosCountries.tab:

6,[Countries Common]
3,[Countries Uncommon]
1,[Coutnries Rare]

;Countries Common

;Countries Uncommon
1,Uncommon Countries

1,Fort Edinley
1,High Copperfir
1,High Rubyton

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!

Crime Syndicates of the RandomDM

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TheRandomDM’s current campaign is based in his long developed city of Talos, and the players are rogue characters who are aiming to bring the disparate parts of the Talosian crime world under the leadership of a singular Guild structure.  But every time they try to stop, destroy, infiltrate, absorb, or even interact with one Criminal Enterprise, they come upon another.  And detailing many different crime syndicates can be very difficult.  So what do we turn too?  Random Tables!  This is my quick and dirty little table that lets me have a group ready to go in-case the players go another way.

2d8-1 Criminal Enterprise Power $$
1 Burglary 1 4
2 Drug Manufacturing 2 5
3 Drug Trafficking 5 3
4 Extortion 5 4
5 Prostitution 1 1
6 Robbery 1 1
7 Kidnapping 3 2
8 Blackmail 3 4
9 Fencing 1 3
10 Smuggling 3 3
11 Rackettering 4 2
12 Illegal Gambling 2 4
13 Roll twice on Enterprise +3 +4
14 First Roll: Previous Enterprise
Second Roll Current Enterprise
15 First Roll: Current Enterprise
Second Roll Newest Enterprise
1d12 Ward of Operation Power $$
1 Dock Ward 2 2
2 Industrial Ward 2 2
3 North Ward 3 4
4 East Ward 3 3
5 West Ward 3 4
6 South Ward 2 4
7 Central Ward 5 6
8 Linar Ward 1 1
9 Plasii Ward 1 1
10 Capos Ward 1 1
11 Atkens Ward 1 1
12 Roll Twice on Ward List +2 +3
1d6 Leadership Organization Power $$
1 Single Leader, acknowledged 3 0
2 Single Leader, covert 1 0
3 Dual Leaders, both actively involved 2 0
0 Dual Leaders, one is covert 2 0
5 Dual Leaders, both acknowledged 4 0
6 Council Leadership 1 0
1d8 Leaders Class* 1d8 Operation Methodology
1 Barbarian 1 Violent
2 Bard 2 Clandestine
3 Fighter 3 Lurid
4 Monk 4 Calculating
5 Ranger 5 Ruthless
6 Rogue 6 Grim
7 Sorceror 7 Insidious
8 Wizard 8 Caper’ish
4d3-3 Size of Operation Dice Power $$
1 Fine 1d4 0 0
2 Diminutive 1d6 1 0
3 Tiny 1d8 2 1
4 Small 1d10 3 2
5 Medium 2d8+10 4 3
6 Large 4d10+20 5 4
7 Huge 6d12+40 6 5
8 Gargantuan 8d10+60 7 6
9 Colossal 10d12 +100 8 7
1d4 Base of Operations** Power $$
1 none 0 0
2 common room 0 0
3 shared space with a ‘front’ operation 2 2
4 guild house 4 4
* The Class of the Leader Determines the Methodology of
operations. A Barbarian Leader is going to be very forward
while a Wizard Leader is going to use magic to their
** Any Operation over the size of Medium has a guild house
and does not need to roll on this table

Westportian Arena Matches (Part 1)

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One of the core adventuring concepts in the Westport Campaign Setting is the power and political whirlwind that surrounds the Arena. Because of this the players are often ready to ‘Enter the Arena’ at any given moment. It’s also very lucrative for the character financially, if they win of course. So I needed a quick way to generate an arena match for the players.

A couple of key concepts are always reliable in the Arena, there will always be some sort of pit, and there will always be Power-up points. Here is the skeleton of the Arena Matches:

2d4-1 Type of Battle
1d6 Team Battles
1 Mythological enactment   1 King of the Hill
2 Historical re-enactment   2 Last Team Standing
3 Team vs. Team   3 Kill to Death Ratio
4 Open Melee   4 Capture the Flag
5 Beast Battle   5 Storm the Castle
6 Naval Battle   6 Damage Output
  (Re-roll 1d4 Type of Battle)      
7 Aerial Battle      
  (Re-roll 1d4 Type of Battle)      
1d4 Death Rules
1d6 Power-Ups
1 Re-Pop’s (1d6)   1 +2 Str
2 One Death   2 +2 Dex
3 Delayed Re-Pop (1d6)   3 +2 Con
4 Total Team Re-Pop (2d4)   4 Physical Healing
      5 Power Healing
      6 Magical Affect
2d3-1 Magical Affect
2d3-1 Flight Rules
1 Hasted   1 No Flight
2 Armored   2 ¼ Ht of the Arena
3 Hard Hitter   3 ½ Ht of the Arena
4 Acrobatic   4 ¾ Ht of the Arena
5 Flight   5 Full Flight

Random Talosian Councilmember

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Johnn@http://www.campaignmastery.com posted recently about power bases for campaigns and I told him how I had 51 Political Npcs fleshed out to interact with. He seemed impressed with it, but the secret of the RandomDM is proper use of random tables, so presented here is the table that I used to quickly generate the Council Members. Any Alliances, power bases and secret agreements can be drawn by simple conclusion when you look at power ratings, wards, years of service. The first line is an example of the excel entry for each NPC:

Name Years of Service Age First Committee Second Committee Position District Power
Etianna 21 61 Mines & Forest Education Hereditary West Ward 14
  Years of Service Power   Age Power  
  2d4 x 4 years YoS / 10   Years of Service +3d10+15 years Age * .167  
3d6-3 Committee

1 Committee on Cultural Affairs   2    
2 Talosian Education Board   2    
3 Civil Justice Court   4    
4 Committee on Commerce and Trade   3    
5 Committee on Farms and Agriculture   1    
6 Committee on Hinterland Affairs   2    
7 Home Affairs Council   3    
8 Committee on Mines and Forests   1    
9 Port Council   4    
10 Committee on Landworks   1    
11 External Affairs Council   4    
12 Trivumate of Generals   4    
13 Economics Board   4    
14 Committee on Waterworks and Sanitation   1    
15 RE-Roll if for First Committee, None if for Second Committee      
2d6-1 Ward Power   Power
1 Dock Ward 3   Add All Power Sections to get Total Power
2 Industrial Ward 3          
3 North Ward 2          
4 East Ward 2          
5 West Ward 2          
6 South Ward 2          
7 Central Ward 1          
8 Linar Ward 4          
9 Plasii Ward 4          
10 Capos Ward 4          
11 Atkens Ward 4          
1d8 Position Power          
1-5 Elected 0.33          
6-7 Lifetime 0.66          
8 Hereditary 1