Hoard Project – Update

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Well, the posts and tables are piling up, but the internet connection at home has kept me off the net for two weeks! The project continues to become an epic pile of tables that are fantastic, at least in my own opinion.

Widgets are machine components, tables are hoard components!

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It’s important to note that there are many types of loot that can go into a Hoard. And it can really define the purpose and therefore the plot potential of the loot. Last week we looked at the different types of hoards. We learned that; A noble is going to have a different hoard then a goblin who is going too have a different hoard then a dragon who will also have a different hoard then the treasury of the local bishop. The components are going to be very different. But what if you find that the Goblin Hoard is made up of the same components as what you’d expect from the local bishop? Now you have a plot point. What if the bishop has a hoard of weapons? Well that’s a new plot point. This is what we really like about random treasure generation, it makes the world come a live. It simulates life, as long as there are rules that are followed.

1d20 Treasure Component Description
1 Alcohol Dwarven Ale, Elvish wine, they are all expensive and collectible
2 Armor Collections of armor types, Shields, Helmets, bracers
3 Art Objects If it’s Art, it’s Treasure!
4 Clothing Princely Robes, to Exotic Suits, to the Hats of the Bards Guild
5 Coin Numismatics!
6 Craft tools Hammers, Anvils, Apothecary Labs, they are treasure too!
7 Furniture Thrones, expensive Chests, Pillows stuffed with Pixie wings
8 Household Wares I’ve never understood spoon collections, but Crystal Ware and China
9 Jewelry Durh
10 Library If money is power, and knowledge is power, A = B and C = B then A = C
11 Magical Miscellany Magical Ingredients can be treasure
12 Potions Consumable Treasure! Finally!
13 Professional Tools A Carter, or Fisherman might be buried with their mode of transportation
14 Raw Materials 100 tons of ore is loot, heavy and cumbersome, but it’s still loot
15 Religious Artifacts Reliquaries, incense, Altar clothing
16 Weapon The Biggest collection of AWL Pikes?!? That’s the best ever!
17 Zoological Statues, bones, egg shards, animals are important.



It annoys me that I was only able to get 17 ideas for components. It’s not even a die! But there it’s 17 components to make your treasure hoard interesting. In upcoming episodes we will flesh these components out and continue to grow our understanding of what our hoard is going to be.

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

TST: Numismatics

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A TableSmith Tuesday post!  Huzzah!  I have returned.  That thing called work, interrupted me yet again, but I am an amateur blogger so it comes and goes.  Originally the idea had been to be finished with in time for Halloween, but that fell through.  Right now I am determined to work finish this new ‘Hoard Project’ for the Month of October.  As part of the October RPG Blog Carnival.  Here is the first TableSmith Tuesday post on the project.  You can get the Table here.

Read the rest of this entry »

Numismatics for plot advantages

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Beginning back here I began a challenge to craft a set of tables that can be used as the basis of the Hoard Project, where random tables build the basis for making loot part of the plot. Where better to begin that journey then with the most common type of loot? Coinage! And who better to turn to find out about coinage, then the Numismatic community! Each collection of coins has a story. Mainly, WHY? Why was it collected? That’s for you the DM to decide, my job is to give you a basis to begin building that story.

1d6 Size Amount of Coins
1 Tiny 1d10
2 Small 1d10x20
3 Medium 1d10x50
4 Big 4d10x100
5 Large Pile 10d10x100
6 Huge Pile 10d10x1000
1d6 Condition 1d6 Age
Read More 1 Ancient
1 Circulated – Heavily 2 Antiquated
2 Circulated – Lightly 3 Old
3 About Uncirculated 4 Outdated
4 Mint State – Slightly Blemished 5 Modern
5 Mint State – Perfect 6 Freshly-Minted
6 Proof – Perfect
1d10 Organization 1d4 Collection Type
1 Piles Read More
2 Scattered 1 Year Collection
3 Bagged up in pouches 2 Mark Collection
4 Stored in Chests 3 Type Collection
5 Stacks 4 Composition
6 Bundled
7 Heaped
8 Pyramid
9 Mound
10 Stored in Barrels
1d4 Mark

1 Rulers Face
2 Animal
3 Memorial
4 Religious

Where do you go from here to make the coins more interesting? Well, I always keep a table of the Nations, and Countries of my world handy. So now I know where it’s from. Then deciding what type of coin it is will help. There are many other things that can make coins interesting: Size, Shape, Color, Miscellaneous Features: Dates, Location, Quotes, Shapes in the Coin.

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.

Loot, the consequences.

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What happens when the adventurers show up with a bunch of loot from their latest victory? Lots can and should happen. There are severe consequences for obtaining great wealth in a short amount of time and not building wealth slowly and industriously. A quick Google search for lottery winner stories will regale you with amazing stories of these unfortunate folks. And should help inspire even more ideas on how to make the characters lives harder after acquiring that dragon’s hoard worth of gold.

Some people call it the “Lottery Curse”, but in reality is just simple greed.  Greed from people you know well, from people you don’t know, and people who believe that you owe them something.  Don’t forget about temples, guilds, or organizations that feel like they deserve a reward for helping them out during their formative years.

So here you go here’s a quick d20 table for you to use to inspire what can happen to your PC’s when they return with carts loads of (hopefully) randomly generated loot!

d20 Effects of Enormous Loot entering the Economy
1 Increased prices at all shops and taverns in the town.
2 Offers of swag and incentives for the players to stay at an Inn or visit shops.
3 Increased thieving activities in the area or specifically at the adventurers.
4 Expectations of a roman style victory triumph where the heroes host an event and are expected to gift prominent people.
5 Concierge shoppers visiting the PC’s to offer their services.
6 Henchmen trying to become party members.
7 The tax man cometh with a heavy compliment of guards.
8 Offers of marriage are being proffered into the PCs.
9 Cries for charity from the homeless and downtrodden.
10 Family members appearing out nowhere asking for charity.
11 Increased offers of gambling or prostitution.
12 Royal Decree that the wealth belongs to the crown.
13 Family members and friends being hunted down, and kidnapped or murdered for money.
14 Lawsuits brought against the party by ‘true’ owners of the treasure.
15 Government positions granted on a quid pro quo basis.
16 Inflationary prices affect all purchases and sales.
17 Money Changers refuse to exchange coin for the PCs or do so at exorbitant prices.
18 Social responsibilities fall on the PC’s beyond their wants or needs.
19 PC’s gain fame and can no longer go out without being recognized.
20 Adventuring groups start coming to town to repeat the successes of the PC’s.

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

Ingestiable Poison of Temporary Paralysis! (Random Poisons)

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This came up with my Assassin Rogue today in my Rogue Guild Campaign. And I converted it from my Tablesmith table to this the happy RandomDM format. Often we find ourselves in need of new and exotic poisons that have game effects that the players aren’t expecting.  Somehow I missed the fact that my first table for this blog was the random poisons!  Well it is not very pretty and does not fit my evolved formatting.  I’ll leave it there for me to remember how dumb I can be.  But this one supersedes that one.

You’ll want to roll twice for the Damage Type for Primary and Secondary Damage. If on Damage type you roll Stun or Temp Paralysis, you’ll use the Damage, and Damage Dice to find the length of the stun or paralysis. In each case continue to add the DC, and GP cost to give yourself the final figure.

Poison Stat Block:

Type poison, [Infliction]; Save Fortitude DC [DC Total]
Frequency [Amt of Damage] [Damage Dice] [Time Span];
Initial Effect [Amt of Damage][Damage Dice] [Damage Type];
Secondary Effect [Amt of Damage][Damage Dice] [Damage Type];
Cure [Cure]; Cost: [GP]; CR: [CR]

1d4 Infliction Type CR GOLD
1 Ingestion +1 +90
2 Inhaled +4 +500
3 Injury +1 +90
4 Contact +3 +200
1d10 Damage Type CR GOLD
1 Dex +1 +75
2 Con +4 +175
3 Str +1 +75
4 Int +1 +400
5 Wis +1 +500
6 Cha +1 +1000
7 Permenant Paralysis +7 +5000
8 Temp Paralysis +2 +1000
9 Stun +2 +100
10 None +0 +0
1d4 Amount of Damage CR GOLD
1 1 -2 +50
2 1d +0 *1.5
3 2d +1 *2.5
4 3d +2 *3.5
1d6 Type of Dice CR GOLD
1 d3 -2 +50
2 d4 -1 +100
3 d6 +0 +150
4 d8 +1 +500
5 d10 +2 +750
6 d12 +3 +1000
1d4 Time Span CR GOLD
1 rounds -1 +0
2 minutes +0 +500
3 hours +3 +2000
4 days +5 +5000
None Save DC CR GOLD
Base DC: 14 0 +30
+1 +1 *100 Per +1 Increase
-1 -1 *-10 Per -1 Decrease
1d4 Cure CR GOLD
1 1 Save 0 0
2 2 Saves +2 +500
3 3 Saves +4 +1000
4 Consecutive (1d3 Cure) *1.5 *10

Random Paintings

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d8 Art Style Description of Style
1 Abstract Expressionism Emphasizes form and color rather than a subject
2 Baroque Ornate and Dramatic
3 Cubism Abstract geometric form presented from many angles at the same time
4 Expressionism Exaggerated and distorted with emotion
5 Impressionism Visual interpretation of the subject by color rather than lines
6 Minimalism Visual interpretation of subject by lines rather than color
7 Post-Impressionism Emotional subject exaggerated with color than lines
8 Romanticism Idealized world and nostalgia for the past
9 Surrealism images from artist imaginations and dreams
10-12 Classic  
d4 Art Subject  
1 Landscape  
2 Portrait  
3 Still Life  
4 Real Life  
d6 Coloring Description of coloring
1 Complementary Colors Opposite colors that look lively when used together
2 Analogous closely related colors that look pleasant together
3 Neutral Earth Tones
4 Warm Colors Reds, Oranges, Yellows
5 Cool Colors Blue, Green, Purples
6 Specific Color (roll d6 on Color Table)  
7 Tinted (re-roll d6 for coloring) Light …
8 Shaded (re-roll d6 for coloring) Dark …
d6 Basic Colors
1 Red  
2 Orange  
3 Yellow  
4 Blue  
5 Violet  
6 Green