Showing posts with label game-usable content. Show all posts
Showing posts with label game-usable content. Show all posts

Tuesday, February 16, 2021

Shopping and Fashion in Xöthma-Ghül

Status and reputation is everything in the Crepuscular City of Xöthma-Ghül, and if you're going to rub shoulders with the monied elite, you're going to need to dress the part! Fashion is a fickle thing, and styles quickly rise and fall in popularity. Characters who want to keep on top of the latest trends in haberdashery should expect to spend a good chunk of their coin on sartorial affairs. 

Running a Shopping Montage in Xöthma-Ghül

This uses the Dungeon Crawl Classics rules.

A shopping montage takes takes 1d4 hours, as you travel from shoppe-to-shoppe. Picking background music is optional.

You must spend at least 100gp, just to get started.

If you depend on your knowledge of popular trends and societal fashions, Make a Personality roll. If you're don't know nothing about no fashion, make a Luck roll and hope for the best (one of those rare 1d20+mod Luck rolls, not just a roll-under). 

You get a +1 bonus to the roll for every 100gp you spend above the initial 100gp.

  • 9 or less: Tragically un-hip! You look stupid or hopelessly out-of-fashion. Suffer -1 to all social interaction rolls within the city while you wear those rags.
  • 10-14: You look acceptable to polite society. No bonus or penalty.
  • 15-19: Now you’re stylin’! Take +1 to social interactions within the city for the next 1d4 weeks as long as you wear those flashy threads. 
  • 20-24: You’re both stylin and profilin’! Take +2 to all social interactions within the city for the next 1d4 weeks as long as you wear that luxe fashion.
  • 25 or more: You trendsetter! Not only do you get that +2 bonus as above, but you start a new fad. The people of Xöthma-Ghül mimic your style for the rest of the season. Also, gain a Luck point, you influencer you!

After the shopping spree is done, the Judge should ask the PCs to describe what kind of fancy new clothes they've bought, good or bad. One-to-three quick, distinctive features should do. Just enough to be memorable without a lot of book-keeping. 

Alternately, roll 1d30 on yon table!

That Luxe Fashion!

  1. Sequined cape with a high collar.
  2. Elaborate codpiece with a live mouse in the silver wire “horn”
  3. Decorative wings made of sugar glass. 
  4. Broad-brimmed hat with a proliferation of feathers. 
  5. Thigh-high boots with long, pointed toes.
  6. Multiple jeweled facial piercings.
  7. Skirts of decorative (non-protective) chainmail. 
  8. Jeweled eyepatch, for the dangerous look. 
  9. Brocade pants embroidered with skulls and flowers.
  10. Wool coat in a surprising amount of colors.
  11. “Wizard-chic” tall pointy hat covered in silver stars
  12. Delicate gloves of translucent silk. 
  13. Broad leather belt decorated with copper shells.
  14. Decorative shoulder pads made of elaborately carved tortoise shells. 
  15. Patchwork tunic decorated with scripture from popular religions. 
  16. Jet-black mantled cape with red lining and silver clasps, always a classic.
  17. Flat-soled leather shoes in mismatched colors. 
  18. Headband and veil made of ancient coins. 
  19. Spectacles made of tinted elven glass. 
  20. Flashy corset with boning made from the ribs of convicted felons. 
  21. Loincloth of opalescent silk with silver belting. 
  22. Bandolier of tooled leather with multiple pouches for holding cigarettes, coins, and calling cards. 
  23. Just body paint.
  24. Fur mantle made from the pelts of exotic jungle predators. 
  25. Silk hose with stripes of subdued color. 
  26. Very long scarf of many colors with brass bells hanging from the ends. 
  27. Multiple bracelets of various metals, each etched with poetry from the ancient philosopher princes. 
  28. Braided copper crown with lit candles held on each side of the head. 
  29. Elaborate, multi-layered skirts of silk, linen, and seal skin. 
  30. Woolen vest decorated with the holy symbols of religions that don’t exist.



Wednesday, February 13, 2019

Carousing and Philanthropy


Carousing tables are popular among the old-style D&D crowd. We're using them currently in the Keep on the Borderland game I'm playing in, and they're also a fun part of the DCC Lankhmar game. They're a good way to burn through all that treasure the PCs are hording, give them a few in-game bennies, and provoke a lot of random hi-jinks. So of course I wanted to add them to my current campaign. 

Jeff Rients's carousing rules are probably the most famous on the RPG blogosphere, and they were certainly a big influence here. 10 Foot Polemic and Roles, Rules & Rolls and others put their own spin on things, including adding philanthropy rules. Those were all big and obvious influences on the stuff I put together below. Some of the stuff, I'll admit, was lifted directly. 

In brief, carousing lets you spend money and time having a "lost weekend." In exchange, you get XP, and some interesting things may or may not happen to you. If you want to play it safe, you can spend time and money performing charitable acts. In this case you earn XP that goes towards you next character, plus some differently interesting things might happen. 

A lot of the entries on this table use the Apocalypse World technique of rolling 2d6 and adding you attribute mod. A 10 or more means things go great. 7-to-9 means you fail but with benefits, or succeed but with complications. 6 or less means things go poorly. I like that kind of breakdown, and I like giving the players some choices to make. 

Good for you, Conan! Earn that XP!

Carousing
Carousing lets you earn XP by spending cash on drinking, partying, debauchery, and other frivolous expenditures. Carousing takes a variable amount of time and money as you sink in and out of a series of rolling black-outs. The next few days become a drunken montage. It’s risky, but the rewards are nice.

The amount of time and money you can spend carousing depends on the size of the settlement you’re at. While carousing, you are too wasted and self-abusive to rememorize spells or heal damage.
  • Village: 1d4 days x 100sp
  • Town: 1d6 days x 150sp
  • City: 1d8 days x 200sp
If you cannot pay the required cash, automatically treat your 2d6+WIS roll as a 6 or less. Fellow PCs can chip in to help cover the bar tab, if need be.

When you spend time and money trying to drink the horrors away, Roll 2d6 + WIS
10+: Gain XP equal to money spent, and choose 2:
  • You gain a useful or interesting contact
  • You learn 1d3 rumors
  • You have no mishaps
  • Gain 1d6 “buffer” Hit Points*
7-9+: Gain XP equal to money spent, and choose 1:
  • You gain a useful or interesting contact
  • You learn 1d3 rumors
  • You have no mishaps
6 or less: Gain XP equal to the money spent, and roll on the mishaps table.

*Buffer Hit Points are added on top of your normal HP. If you are wounded, damage is taken of this HP first before effecting your “real” HP. Buffer Hit Points cannot be regained by healing or resting. When they’re gone, they’re gone.


Carousing Mishaps (1d20)
  1. Make a fool of yourself in public. You gain reputation in this town as a drunken lout. Your reputation is reduced by 1 in this town.
  2. Involved in random brawl. Roll 2d6+STR
    • 10+: Chose one
    • 7-9: Chose two
    • 6 or less: All three
      • You wake up in jail.
      • You are down 1d4hp.
      • -1 to your reputation in this town.
  1. Minor misunderstanding with local authorities. Roll 2d6+CHA
    • 10+: Chose one
      7-9: Chose two
    • 6 or less: all three
      • Fine of 2d6 x 25sp
      • 1d6 days in jail
      • -1 to your reputation in this town.
  1. Romantic entanglement. Roll 2d6+WIS
    • 10+: All three
    • 7-9: Chose two
    • 6 or less: Chose one
      • You avoid marriage
      • The parents aren’t angry
      • You haven’t attracted the ire of a scorned lover.
  1. Gambling losses. Roll the dice as if you caroused again to see how much you lose. (No additional XP for the second carousing roll.)
  2. Gain local reputation as the life of a party. +1 Reputation in this town, but all future carousing in this burg costs double due to barflies and other parasites.
  3. Insult local person of rank. Roll 2d6+CHA
    • 10+: They take it in stride… this time.
    • 7-9: They forgive you if you make some sort of public apology or reparations.
    • 6 or less: You’ve made a powerful enemy.
  1. You got into a duel of honor. How good are you with a sword? Roll 2d6+DEX
  • 10+: Chose two.
  • 7-9: Chose one.
  • 6 or lower: None.
    • You won the duel (+1 reputation in this town)
    • You don’t take 1d6 damage.
    • You don’t make a new enemy.
  1. You got a new tattoo! Roll 1d6
    • 1-3: It’s actually pretty cool
    • 4: It’s lame
    • 5: It could have been badass, but something is goofed up or misspelled
    • 6: It says something insulting, crude or stupid in an unknown language.
  1. Beaten and robbed. Wake up in an alley reduced to half hit points. You’ve lost all your money and everything you were carrying except for 1d3 items. Your clothes count as in item.
  2. Gambling binge. Lose all your gold, gems, jewelry. For each magic item in your possession, roll 3d6 and try to get under your Wisdom. Failure indicates it’s gone.
  3. Hangover from Hell. For the entire next day, you have -2 to attacks and saves. Casters cannot regain spells.
  4. You have the mother of all bad trips. A series of Boschian nightmares shreds your psyche. Take 1d6 damage to each Intelligence, Wisdom, and Charisma. Save vs. Poison for half.
  5. You were caught desecrating a church and shouting blasphemies. Roll 2d6+CHA
    • 10+: Chose one.
    • 7-9: Chose two.
    • 6 or less: All three.
      • You are run out of town
      • Your reputation in this town is reduced by 2
      • The witchfinders are on your trail.
  1. One of us! You’re not sure how it happened, but you’ve been initiated into some sort of secret society or weird cult. Did you really make out with a goat, or was that just the drugs? Roll 2d6+INT.
    • 10: Chose one
    • 7-9: Chose two
    • 6 or less: All three
      • You’ve forgotten what the cult’s entire purpose is.
      • You’ve forgotten the secret passes and code words.
      • They have given you some weird and dangerous mission.
  1. Invest all your spare cash (50% chance all gems and jewelry, too) in some smooth-tongued merchant’s scheme. Roll 1d6.
    • 1-4: It’s bogus
    • 5: It’s bogus and the local constabulary thinks you’re in on it.
    • 6: Actual money making opportunity returns d% profits in 3d4 months.
  1. You and another carousing PC… (roll 1d6)
    1. …got matching tattoos
    2. …adopted a child (1d10 years old)
    3. …got married (matching rings worth 1d20sp each)
    4. …wake up naked, hanging upside down from a tree.
    5. …wake up with blood on your hands and a dead magistrate on the floor between you.
    6. …bought a haunted old restaurant.
  1. You wake up naked in bed with… (roll 1d6)
    1. …another PC.
    2. …an NPC you knew previously.
    3. …an NPC stranger, and they’re beautiful.
    4. …an NPC stranger, and they’re hideous.
    5. …a weird glowing rune on your forehead.
    6. …a dead prostitute, 1000sp in stolen jewelry, a stack of heretical pamphlets, and a backpack full of klartesh. Also, someone’s pounding on your door.
  1. Major misunderstanding with local authorities. Imprisoned until fines and bribes totaling 1d6 x 1,000sp paid. All weapons, armor, and magic items confiscated.
  2. The roof! The roof! The roof is on fire! Accidentally start a conflagration. Roll d6 twice. 1-2 burn down your favorite inn 3-4 some other den of ill repute is reduced to ash 5-6 a big chunk of town goes up in smoke. 1-2 no one knows it was you 3-4 your fellow carousers know you did it 5 someone else knows, perhaps a blackmailer 6 everybody knows.


Philanthropy
Philanthropy is a safer way to spend your money, with a much smaller chance of mishap. Money spent doing charitable works creates “Karmic XP” which doesn’t go to your current character. Instead, it is banked away and given to your next PC in the event of your current character’s death or retirement.

The amount of time and money it takes to make an appreciable difference in a community depends on its size. While performing philanthropy, you still get enough rest to regain spells and qualify for a night’s comfortable rest.
  • Village: At least 100sp and one day of work.
  • Town: At least 250sp and 1d6 days of work.
  • City: At least 500sp and one week’s work.

When you spend time and money doing charitable works, roll 2d6 + CHA
10+: Gain Karmic XP equal to money spent, and choose 2:
  • You gain a useful or interesting contact
  • Your reputation in the area goes up by 1.
  • You learn 1d3 rumors
  • Automatically succeed on your next saving throw.
7-9: Gain Karmic XP equal to money spent, and choose 1:
  • You gain a useful or interesting contact
  • Your reputation in the area goes up by 1.
  • You learn 1d3 rumors
6 or less: Gain XP equal to the money spent, and roll on the mishap table:

Philanthropic Mishaps (roll 1d4)
  1. Your donations arouse someone’s envy or ire. You gain a rival or enemy.
  2. Merchants mark you a source of easy money and charge you 25% more for all goods and services in this town.
  3. Your vulgar display of wealth reduces your Reputation by 1 in this town.
  4. A troublesome urchin, beggar, stray dog, or other social pariah attaches themselves to you.

Tuesday, February 5, 2019

The Village of Hegendorf


I knew my players were going to spend at least one session of out Lamentations of the Flame Princess game dealing with the fallout of their last adventure and taking care of some administrative activities like selling loot and restocking gear. As such, they’d spend a good chunk of the upcoming session in and around the closest settlement.

Vincent Baker’s seminal game Dogs in the Vineyard has great advice on how to create towns, and I’ve used those techniques for creating locations for years. Figure out who the important and interesting NPCs are. Figure out what they want. Create interesting conflicts between them. Make them come to the PCs with their problems. Figure out what would happen to everyone if the PCs did nothing.

That’s how I put together the little village of Hegendorf. Feel free to use it in your own games.
(My players should stop reading here.)


Hegendorf

Hegendorf is a small village consisting of a few central buildings and about a dozen outlying farms. Most of the villagers are related in some way, with intermarriage between extended cousins. The detrimental effects of inbreeding haven’t quite manifested yet, but it’s just a couple of generations away. Hegendorf doesn’t have a proper inn or tavern. The trading post acts as a common meeting place. Visitors can usually find a farmer willing to let them sleep in their barn for a couple of silver pieces.

Hegendorf lies a day’s travel north of Nonsbeck. The Abbey of St Agnes, where the sisters brew surprisingly decent beer, is half a day’s travel to the east of the village.

Unless otherwise noted, all NPCs are 0-level humans.

1) The village well sits in the center of what passes for the town square. A bronze sculpture of a turtle is bolted to the rim of the well. Villagers rub it for good luck when they draw water. Its shell has been worn smooth over the years.

2) The village lacks a proper church, but it has a small shrine made of mortared fieldstone next to a humble meeting house. Friar Hubert, a Franciscan priest, oversees the shrine.  He is terse and cynical, and the past several years of war, famine, and death have severely tested his faith. He was in love with Brenda the herbalist, and her death at the hands of the witchfinders three years ago has weighed upon him. He mistrusts the nuns at the Abbey of St. Agnes.

3) Alexander Hegen runs the village trading post, buying and selling goods from the villagers as well as any travelers passing through town. Alexander is tall, ruddy, and built like a tree. His wife, Gertie, died of fever three years ago. He is childless, but dotes upon his 2-year-old niece. His sister Ilsa is married to the village blacksmith. Alexander is vocal in his disapproval of their marriage. Hegendorf doesn’t have a mayor, but Alexander is well-respected, and serves as the de facto headman of the village.

The trading post serves as a common meeting place for the men of Hegendorf. When the weather is pleasant, villagers drink and kibitz while sitting on barrels and benches on the large, roofed porch. They all crowd inside when it’s too cold out. The trading post sells all basic equipment and the standard rural prices. It does not usually carry weapons or armor, except for hatchets, wood axes, and knives. There is a 20% chance that Alexander has 1d3 shortbows in stock. If it does, there’s still only a 50% chance that there are 1d4 dozen arrows for sale. The trading post isn’t a tavern, but it does sell the beer that Alexander buys from the nuns of St. Agnes.

4) The blacksmith’s shop is an old but sturdy building with large wooden shutters that can be opened or closed as the weather permits. There is a small stables attached to it with 1d4-1 horse at any time. A stout cottage where the smith and his family lives rests behind the smithy.

The blacksmith is Antonio Palmetto a short Italian man with a wiry build, a large moustache, and broken teeth. He currently has no apprentice but is looking for one. Antonio is married to Ilsa, the shopkeeper’s sister. She is tall and auburn, like her brother. They have a daughter, Eleanor, who is 2 years old. Antonio is secretly sleeping with the charcoal burner, something his brother-in-law suspects.

5) The charcoal burner, Black Molly (level 2 Specialist, 4 dots in Bushcraft) is in her early 30s with short, black, frizzled hair. She is constantly covered in soot but has perfect teeth. Molly settled in Hegendorf about 5 years ago. She is an unmarried, outgoing, and independent woman with strong opinions. Therefore, she is largely mistrusted by most villagers. She is sleeping with the blacksmith. Molly always seems to have more money than a simple charcoal burner should. This is unrelated to her affair with Antonio, she’s just thrifty and lucky with money.

Molly lives in a small hut just outside of town near the woods, next to her large charcoal kiln. She has befriended a wolverine (named Wulfrick; HD: 3, AC: 14, 1d8 ravage, Morale: 11) that guards her home. The trees around her home are decorated with a variety of “granny magic” charms and talismans that don’t really have any arcane effect.

6) Stanfred Hagan, aka “Sergeant” aka Old Man Hagan is 70 years old and can still kick your ass (level 3 Fighter). He is either senile or insane, depending who you ask.  He always dresses in full uniform including breastplate, epaulets, and sword. He is tall and crane-like with a ratty gray moustache. Old Man Hagan assumes an any stranger or foreigner in town is a Swedish soldier come to kill him, and will act accordingly.

Old Man Hagan lives alone with his dog, Manfred, in the largest house in town. It’s a two-story house with an actual slate roof, but the whole thing is in poor repair. His living room features several antique German flags and a massive painting of the Emperor. He possesses many old swords and armor and has 2500sp in a hidden cache. His home is festooned with a variety of homemade anti-Swede booby traps.

No one has ever seen his dog Manfred, as the dog never leaves the house. “Manfred” is actually a 4HD demon (use the Summon spell) disguised as a small black schnauzer. Manfred whispers blasphemies and paranoid conspiracies into Hagan’s ears as he sleeps, and is the cause of the old man’s insanity.

7) The small abandoned cottage was the home of Brenda the herbalist. The roof has fallen in, the windows are broken out, and the herb garden is a tangled, over-grown mess. After Alexander’s wife died three years ago, the witchfiders came to town and hung Brenda as a witch. The house has been considered unlucky ever since. It could be purchased for 75% the normal price, but would require repair, and anyone who lived there would be considered unlucky by the villagers. A small iron box holding 150sp, a silver dagger (worth 10sp), and a medicinal draught (heals 2d4hp) is hidden behind loose brick in the remains of the fireplace.

8) Karl Hogon, is the local pig farmer and town drunk. He lives on his small, muddy farm with his horrible wife Bathsheba. Karl is always filthy and perpetually broke. He hates his wife and lusts after Black Molly.  It was Karl who ratted out Brenda the herbalist to the witchfinders. Karl has plans to break into Old Man Hagan’s home to find his treasure cache, but so far he hasn’t got the nerve. If a disreputable-looking group of visitors come to town, he’ll candidly tell them about his plans to rob the old man, offering to split the take 50/50.

The Outlying Farms
  1. Hegen
  2. The Other Hegens
  3. The Tall Hegens
  4. Hoggle
  5. Hugun
  6. Higgins
  7. Huggins
  8. Hogan
  9. Hygynn
  10. Holder
  11. Hogarth
  12. Johnson (no one trusts the Johnsons)


If the people of Hegendorf continue their business without a group of Player Characters coming in and interfering with their lives, here’s what happens:

In a couple of weeks, Karl Hogon finally decides to rob Old Man Hagan. The pig farmer kills the old man in his sleep, and Manfred the dog reverts to its true, demonic form and tears Karl apart. With its favorite toy dead, the demon takes up residence in the woods and spends the next several weeks killing livestock, children, and travelers.

The village is in a panic, and the witchfinders are called in to find out who brought the demon to Hegendorf. Blame immediately falls upon Black Molly. Friar Hubert, feeling guilty for letting Brenda die three years ago, comes to Molly’s defense. Unfortunately, the friar gets into a scuffle with one of the witchfinders’ thugs and takes a sword to the neck. Molly is burnt at the stake, and the witchfinders leave, confident of a job well-done.

With his illicit lover murdered by the witchfinders, Antonio is swallowed by guilt, turns to drink, and becomes abusive to his wife and child. While drunk at the forge, he has an accident that burns down the smithy, the stables, and his house, killing Ilsa and Eleanor. This enrages Alexander, who strangles the blacksmith to death. With his life and village in shambles, Alexander leaves Hegendorf forever and become an adventurer.

Meanwhile, the demon continues to prey upon the outlying farms until the families turn against each other or flee the village in terror. Hegendorf lies in ruins.

Tuesday, December 4, 2018

Random Encounters in Bleak Europe (LotFP)

Ah, now this is the stuff I love doing. Now that I'm back to prepping and running some DIYD&D stuff, I get to make all sorts of cool things that I can share with folks.

My upcoming Lamentations of the Flame Princess game will take place in 17th century Central Europe. The PCs will have plenty of opportunities to travel, so that means I need to put together a random encounters table. Like all good encounter tables, I wanted to make sure the entries helped express the atmosphere and theme of the game world. In this case, it's bleak semi-apocalypse with war, disease, and witchcraft.

When I use this table, I'll probably cross out each encounter after it procs. Even with a d30 list, I don't want to have too many repeat encounters. Gotta' keep it fresh!

These encounters were written with LotFP in mind, but it should work well enough for aby other old-style D&D game.

Download from Google Docs or read below!


Bleak Europe Random Encounters

Check for encounters twice per day while travelling across war-torn Central Europe.
An encounter happens on a roll of a 1 on 1d6.
Roll 1d30 to find out what the PCs have discovered.


1) Pilgrims travelling to an ancient shrine
  • 6d6 0-level pilgrims.
  • 15% chance of being led by level 1d3 cleric.


2) Bandits
  • 2d6 0-level fighters
  • 2nd level fighter leader


3) Soldiers travelling to join up with their main force.
  • 1d6 x 50 0-level fighters lead by 3rd level fighter (captain), plus 1st level fighter per 50 soldiers (sergeants)
  • Roll 1d4
  • 1: German
  • 2: Swedish
  • 3: Danish
  • 4: French


4) 2d4 lepers run out of the closest town.
  • 0-levels. Save vs. poison each hour of contact to avoid catching leprosy.


5) 1d6 peasants (0-level) digging a mass grave
  • Attracts 1d4+1 ghouls at night.
  • Ghouls: HD: 2; AC: 14; Rasping tongue +2 (1d6, save vs paralysis or lose Dex equal to damage); Morale: 9


6) Witch Hunter
  • 50/50 chance of either catholic or protestant
  • Roll 1d4
  • 1: Fighter level 1-4
  • 2: Cleric level 1-4
  • 3: Specialist level 1-6
  • 4: 0-level
  • Accompanied by 2d4 0-level assistants and guards


7) Ruined Village
  • 75% chance of 1d3 rag pickers
  • 25% chance of 1d4 ghouls


8) Travelling merchant with wagon and pack animals
  • 1d3+1 guards (Fighter 1)
  • Selling (roll 1d6):
  • 1-4: general goods
  • 5: luxury goods
  • 6: weapons and armor
  • 1d6 x 100sp in cash


9) Travelling performers
  • 4d4 actors, musicians, and acrobats
  • 20% of Magic User level 1-4


10) Hungry Wolves!
  • 2d6 wolves (2 HD; AC: 12; Bite +2 (1d6); Morale 7)


11) Large tree full of 3d30 corpses hanging from nooses.
  • 25% chance of attracting 3d6 ghouls at night
  • 20% chance of being haunted by marco-spectre
  • Macro-Spectre: HD: number of bodies/3, HP: number of bodies; AC: 12; Ectoplasmic torrent +HD to hit (1d12 damage, save or lose 1 from all attributes); Only hurt by magic, silver, or cold iron; Morale: 12


12) Orphans
  • 2d6 pre-adolescent children. Lost, frightened, and hungry.


13) 3d6 prisoners of war, crucified along the road. 
  • Very much dead.


14) Battlefield littered with the recently dead.
  • 1d6 rag pickers
  • 15% chance of attracting 2d6 ghouls
  • 1-in-8 chance each turn of finding something interesting among the dead soldiers.


15) 1d6x10 refugees. 0-level
  • Cold, hungry, and desperate.


16) Ancient cemetery
  • 25% chance of containing passage to Ghoul Market
  • 20% chance of buried valuable grave goods (2d6x50sp value)


17) Magic User (level 1d6), travelling to visit an associate.
  • Accompanied by bonded and disguised demon with HD equal to MU’s level.


18) Dead horse lies bloated in the middle of the road.
  • Stomach will erupt with 2d6 deadly snakes (1 HD; AC 12; Bite +1 (1 damage, save or loose 3d6 CON); Morale 7).


19) Dead man hangs from a tree. 
  • His crime is branded onto his chest (roll 1d6).
  • 1: Rape
  • 2: Murder
  • 3: Horse theft
  • 4: Desertion
  • 5: Heresy
  • 6: Witchcraft


20) Farm with 1d6+1 family members (0 levels)
  • Roll 1d6 for disposition
  • 1: Friendly but boastful
  • 2: Suspicious and surly
  • 3: Fearful and violent
  • 4: Superstitious but generous
  • 5: Pious but mournful
  • 6: Cannibals


21) Band of 1d4+2 deserters. (1st level fighters, morale 5)
  • Swords and pole arms, guns but no ammo. Frightened, but not looking for a fight.


22) Bear, maddened by sickness
  • HD 5; AC 14; Claw/claw/bite +5 (1d4/1d4/1d6); save vs poison or contract rabies; Morale 10


23) 3 plague doctors (2nd level specialists) travelling to infested village.
  • Carry 3d4 bottles of medicine. (15% chance of actually being functional healing potions, 2d4 hp)


24) Man (0-level) pulling a wagonload of corpses
  • What's he up to? (Roll 1d6)
  • 1-4: Taking the corpses to a nearby mass grave
  • 5-6: Taking corpses to sell to a necromancer he knows (level 1d6+3 Magic User)


25) Traveling noble, off to visit a relation in a nearby city
  • Level 0 noble, guarded by 1d6+2 2nd level fighters.
  • 2d6x100sp in cash, gifts, and jewelry.


26) Hermit, washing his clothes in a nearby stream.
  • Level 1-4 cleric. Hair shirt, staff, pet goat, hallucinogenic mushrooms.


27) Eloping Couple
  • Young 0-level minor nobles from rival families.
  • Horse, 2d6x20sp in cash and jewelry. Bad instincts and no survival skills.
  • Perused by bounty hunter (level 5 specialist, 2-6 chance each night of catching up to them).
  • Families have each issued a 500sp bounty for their child’s safe return.


28) Old, abandoned windmill
  • Decent shelter. 
  • 20% chance of being used by 1d4 witches (level 1d4 magic users) to grind children’s bones into meal.


29) Vampire, traveling to new lair.
  • 1d6 0-level minions. Horses and wagon with coffin full of grave dirt. Deed to ancient building.
  • Vampire: HD: 8; AC: 16; Claw/Claw +8 (1d6, if both claws hit the vampire bites and drains blood for 1d4 CON per round); Only hurt by magic, silver, or fire; Charm Person at will; Vampire powers; Morale: 10


30) Apocalypse Angel, visible a mile away, harvesting souls from (roll 1d4):
  • 1: Plague-ridden village
  • 2: Famine-ruined farms
  • 3: Bloody battlefield
  • 4: Mass-suicide
  • Apocalypse Angel: HD: 12; AC: 18; Sword of Ruination +12 (4d6, 2 attacks per round); Ashen Gaze (save or disintegrate); Morale 12