Category Archives: Random Tables

Map for our D&D beta

Easy sandbox map for the D&D beta we started last week. Big towns have a short description, all other stuff is decided by Dm on the fly or with few simple random tables. Here is one.

Random Settlement
Roads 1-3 on D6, Wilderness 1 on D6
2D6
2-4 Small Keep
5-7 Tradepost
8-10 Village
11-12 Ruin

Tradepost
Usually human (10% dwarven)
Leader: D6 1-2 Fighter, 3-5 Thief, 6 Wizard; level 1D6+1
Facilities: Inn, Stable, Small Market (common goods)
Population: 2D10+5 (50% can fight as fighters)
Special: 30% Villain is here, 30% Hero is here, 10% under attack by bandits or similiar threat)

Village
Usually human (10% dwarven, 5% elven)
Leader: D6 1 Fighter, 2 Thief, 3 Wizard, 4-6 commoner; class level 1D6+1
Facilities: 30% Palisade, 60% Inn, 60% Stable, 50% Small Market (common goods), 30% Tower with minor lord (F 1D6+1) and 10 man at arms, 30% small chapel with cleric (1D6 levels).
Population: 2D10 x 10
Special: 30% Villain lives here, 30% Hero lives here, 10% under attack by bandits or similiar threat). Villains and Heroes can be the rulers of the village (50%).
Base Economy: D6 1-2 herders, 3-4 farmers, 5 hunters (furs), 6 special (brewers, stonecutters, woodworking, armorers, … )

Small Keep
Usually human (10% dwarven, 5% elven)
Leader: D6 1-3 Lord, 4-5 Knight, 6 higher nobility (baron or even count) Fighter (level 1D6+1)
Facilities: 10% Inn, Stable, 10% Small Market (common goods), Blacksmith
Population: 1D10x10 civilians, 3D10+10 infantry/archers, 1D10+4 cavalry, 1D4 Knights (Fighter, level 1D6)
Special: 20% monastery (infantry and cavalry are 1st level clerics, Knights are 1D6 level clerics and the lord is a 1D6+4 levels cleric), 5% Villain lives here, 5% Hero lives here, 10% under attack by bandits or similiar threat).

Ruin
D6
1 empty, 2 bandits den, 3 adventurers camp site, 4 monsters, 5 undead, 6 overwhelming monster’s den

d&d map x Beta - Bunker Sandbox SL ex

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The Spellbook – spells cost, captured spellbooks table

The second part of our house rules for spellbooks

SPELLS COST

Spells are jealously gurded in library and academies, but even few shop can have scrolls and lower level ones. Money can buy spells, but it’s rare sometimes to find them, roll for the availability.

• Shops: the cost is always the highest possible for spells level 4 +
• Libraries: you get access to the magical texts by request (1D6 days)
• Academies: only members have access to spells of level 4+
• In libraries / academies Spells above level 4 can also be granted after a quest

Spell Level 1-2: 100 +1D6x50
Availability: shops (30%), minor libraries (40%), minor academies (50%), major libraries / academies (100%)

Spell Level 3-5: 500 +1D6x500
Availability: shops (20%), minor libraries (20%), minor academies (30%), major libraries (60%), major academies (90%)

Spell Level 6 +: 5000 + 1D6x1000
Availability: shops (05%), minor libraries (05%), minor academies (10%), major libraries (50%), major academies (80%)
TYPE OF CAPTURED SPELLBOOK

Format
D6 (modified by the Mage Level Table)
1-3 Scattered Pages
4-5 Parchment
6-7 Book
8-9 Travel Book
10-11 Travel Book (1D2) and 1 Accessory
12 Travel Book (1D3) and 1D6 Accessories

Number of Spells
1D2 for each spell level that the mage can cast modified by the Mage Level table

Mage Level Table
Level 1-3: +0
Level 4-5: +1
Level 6-10: +4
Level 11 +: +6
VALUE OF CAPTURED SPELLBOOK

Material: 30% of the value of Format and Accessories

Spell Level 1-2: 100 +1D6x10
Spell Level 3-5: 300 +1D6x100
Spell Level 6 +: 1000 + 1D6x1000


Stocking the Dungeon 2

I use this for “dungeon on the fly” ( when PCs encounter ruins and the like) but also  when I want to make a dungeon ready to play. What you need is only a map.  Here is the PDF: BUNKER STOCK .

1. DEFINE ZONES OF CONTROL

Divide your map into “Zones of Control” (ZOC), in the same level can exist more than one ZOC; each ZOC will be ruled by a different group of individuals or monsters. The number of ZOCs depends by what the map inspires to you. A ZOC can be of any size you feel appropriate, from few rooms to the entire level.

2. FIND A RULER

Roll for each ZOC (D6)

1 Lone Wolf

2 Tribe

3 Vermin

4 Undead

5 Organization

6 Neutral

– Lone Wolves are dangerous predators, all the dungeon creatures fear them and tend to avoid their rooms. A lone Wolf is 1D4 HD higher than than the highest party member, if you feel that the level is too low to scare your players just use a mated pair, or  a small family group (1D4+1).

– Tribe’s members are usally low level humanoids with few stronger individuals, their leaders (Chief,Shaman, Champion, …). Most of the time will be non humans (orcs, goblins, kobolds …) but can happen to meet a primitive human culture.

– Vermins are low level monsters or animals, they don’t have more than 1HD. Most common choices are rats, worms, bats. 30% there is a pack leader with better stats.

– Undeads ZOC are usually controlled  by an intelligent undead or a necromancer (30%).

– Organizations take control of many rooms, their lair is well structured, with specific purpose rooms. Individuals will be from 1to 4HD, but never higher than PCs. Every 5 members there is a subleader 1 HD higher, every 10 there is a leader/personality. The leader of the community is 4HD higher than members and has 1D4 bodyguards 1HD higher than normal members. Typical organization can be a cultists temple, a bandits lair, an assassins guild … A lair can have up to 2D6 members plus the leader and his guards.

– Neutral ZOC are often passage areas or (30%) conflict areas, 2 or more factions are fighting for these rooms.

3. ALLIANCES

Roll reaction between each faction, write down how they interact between them and imagine a social life in the dungeon with these new informations you got.

4. STOCK IT

Every ZOC has at least 1 lair of the ruling creature(s).

Roll for each room (1D10)

1-3       ZOC Creatures

4          Close ZOC creatures raiding Local ZOC

5-6       Monster (normal encounter table)

7-10     Empty room (figure out a room that makes sense, 10% special room:      teleport, shrine, fountain, trap)

You can roll a D6 for random encounter on the same table. Encounters occur with 1 on D6, roll everytime you leave a room.

5. MONSTERS LEVEL

Average Party level is the base HD for  random monsters, a party is composed by 4-5 members, every 2 PCs or NPCs added to this number increses by 1 the Average Party Level.

Monsters Level (D6)

1          APL -2

2          APL -1

3-4       APL +0

5          APL +1

6          APL +2


Stocking the Dungeon

If used for small dungeons (5-12 rooms total) use 1-5 on D20 for special encounter/room.

PCs HD is the average party level.

2D6

2        Boss/Lair (Monster’s HDs: PCs HD -1D2)

3        Monster (Monster’s HDs: PCs HD -1D4)

4        Monster (Monster’s HDs: PCs HD -1D2)

5        Empty (1 on D20 Special Encounter)

6        Empty (1 on D20 Special Room)

7        Empty (1-2 on D20 Trap)

8        Empty (1 on D20 Special Room)

9        Empty (1 on D20 Special Encounter)

10      Monster (Monster’s HDs: PCs HD +0)

11      Monster (Monster’s HDs: PCs HD +1D2)

12      Boss /Lair (Monster’s HDs: PCs HD +1D4)

Few examples of Special Rooms (dungeons/caves)

Teleport/Gate, 50% doesn’t work anymore, need to be fixed, activated etc..

Library (Treasure 40%, 1D6 scrolls).

Evil shrine, good clerics/druids can’t recover spells in 250’ radius, it can be destroyed but PCs will be cursed (no ST allowed), random encounters at double chance.

Mushroom cultivation (every PCs can collect food 1d4/days, double encounter chance)

Underground lake (50% Kraken like creature hunts in the waters)


New World – Work in Progress

We are still working on it, names come from http://donjon.bin.sh/random/#town, cities description is based on this site’s random generations. Many other random tables are used to determine diplomacy, population, commerce, army, war attitude. It’s not easy to find a randomizer of  “classic/original” pantheon.


Random Skill of the Risen

You have been raised, you are not dead anymore but roll on here  if something is changed in you.

D10

1            You gain speak with dead 1/day.

2            You can feel the presence of undead 30’ radius.

3            Change your aligment (roll a random one).

4            You gain +1 to hit and damage the creature’s kind that killed you.

5            Creature’s kind that killed you cause fear as the spell.

6            You will slowly turn into a ghoul.

7            Non intelligent undead will ignore you if not attacked.

8            Immune to scrying abilities and objects.

9             Next time you die you turn into a wight, you can’t be raised or                                    ressurected.

10           Berserker, when HPs are brought to 10% you gain 10 temporary HPs,                       +2 to hit and damage, immunity to mind effects and will attack                                     anyone in sight. The effect lasts untill alive or the PC is the last one                             standing.