Showing posts with label random tables and charts. Show all posts
Showing posts with label random tables and charts. Show all posts

Sunday, March 17, 2013

Sandbox superhero campaigns (part 3)

(part one here, part two here)

Besides the various individual activities of the city's villainous types, and the smaller activities that a patrolling hero might encounter, a good sandbox superhero campaign will also have larger events occurring at the same time that can also be of interest to the city's heroes.  Such events can be similar in nature to the sort of things that a hero might encounter while on patrol, but will usually be larger in nature and scope, the sort of thing that the entire team could try to deal with; the former might involve an office building on fire with a half-dozen employees at risk, while the latter could be a high-rise building engulfed in flames with dozens of inhabitants threatened.

The Citywide Events table covers this sort of thing.  How frequently it should be used is campaign specific; once a week, twice a month, or monthly are all possible options; a good rule of thumb is to have said frequency roughly coincide with how much game time passes between gaming sessions (this should ideally be the same as the time block you use to determine activity by gangs, organizations, solo and group supervillains).  Whatever the frequency, roll 1d3-1 times on the table below for each block of time that passes during the campaign.  Such events can be caused by, or tie into, the various criminal NPC's already chosen for the game, but they don't always have to be. Note that, due to the flexibility of any given event, two completely different entries could yield similar results - this is deliberate.

(and of course, even if you have no desire to run a sandbox game, these tables can still be used to generate random scenario ideas for a more traditional superhero game)
CITYWIDE EVENTS (ROLL D10)
1-2 Organizations, Gangs & Government
3-4 Solo Supervillains
5-6 Supervillain Groups
7   NPC Superheroes
8   PC's & Friends
9   Other Crimes
10  Weird & Unusual Stuff
Then roll on the indicated sub-table below.
ORGANIZATIONS, GANGS & GOVERNMENT (ROLL D10)

1  Organization recruits supervillain (even odds as to whether this
   is a temporary or permanent addition)
2  Supervillain defects from organization (they probably don't take
   this very well)
3  Two organizations come into conflict (could be loud and messy,
   could be quiet and occurring in the shadows)
4  Internal power play in organization, coup d'état (could play out
   fairly quickly, or could be a protracted civil war - however 
   long it takes, the head of the losing side, assuming they're
   still alive, is probably now on the run from said organization)
5  Temporary alliance between street gang and supervillain (the
   villain has a temporary use for the gang; whatever happens, it
   probably won't end well for the gang) 
6  Two street gangs come into conflict (innocents are no doubt hurt
   as they get caught in the crossfire)
7  Terrorist activity (could be either foreign or domestic 
   terrorists, possibly superhuman)
8  Government group goes on strike (could be a group that affects
   the public safety, like police or firefighters, in which case
   the heroes may need to pick up the slack; alternatively, could
   be an organization of less obvious impact, which might have a
   more subtle and personal effect on one or more of the PC's, or
   it just might be brought up for more humorous effect -
   sanitation workers go on strike, and the garbage keeps piling up
   outside the PC's base)
9  Local government infiltrated (probably an organization taking
   control, although shapeshifting supervillains are also a
   possibility - will almost certainly make things more difficult
   for the PC's
10 Diplomatic visitor (possibly an elected official from another
   city, or perhaps from another country, and needs to be guarded
   from threats - optionally, not an elected official, but a 
   wealthy (and probably obnoxious) celebrity whose presence makes
   things difficult for the PC's
SOLO SUPERVILLAINS (ROLL D12)

1  New villain arrives in town (might be here for a one-off job, or
   might be looking to make the city their new home)
2  Two villains team up (could be a one-time thing for a specific
   task, or could lead to a partnership - if the latter, the duo
   rolls a d8 instead of a d6 to see if they are active during a
   specific time-period in the campaign)
3  A new supervillain appears
4  Two supervillains fight each other
5  An incarcerated villain manages to break out of jail
6  An old villain returns (might be returning from the dead, or 
   just coming out of retirement)
7  Villain seeks aid from hero or hero group (might be pulling a
   scam, or might genuinely require aid for a good cause that only
   the heroes can provide)
8  Villain calls out hero for fight (possibly a trap, of course,
   but done with enough publicity that the hero looks bad if they
   don't show up)
9  Villain gets on bad side of organization (might become a 
   temporary ally of the heroes, depending on their feelings toward
   the organization)
10 Villain switches sides (could be part of a scam, might be a
   legitimate face-turn, although even if genuine the villain may
   eventually backslide into old habits)
11 Temporary alliance of multiple solo villains (probably to pull
   off some big score, Ocean's 11 style)
12 Villain pretends to be hero (probably to make the hero look bad,
   although possibly just to mess with their minds)

SUPERVILLAIN GROUPS (ROLL D8)

1  Villain group arrives from out of town (probably just for a 
   temporary task, but there's always a chance they might want to
   relocate on a more permanent basis)
2  Villain group recruits one of the local solo villains into their
   ranks (could be temporary, hiring them for a specific task, or
   they could be a permanent addition)
3  Villain group loses one of their members (could be a mutual
   decision by both sides, but probably not)
4  Villain group attacks a local solo villain (for pretty much any
   reason, really)
5  Two supervillain groups fight each other (the potential for
   innocent casualties and mass destruction should be huge here)
6  Villain group decides to target and attack the PC's (could be a
   simple ambush, or might take some time studying the heroes to 
   make sure to exploit any weaknesses)
7  Supervillain group clashes with an organization (the heroes may
   not know which side to support, if either, but things might get
   messy enough that the heroes have to do something)
8  Power play withing supervillain group (someone tries to be the
   new boss - the loser of such a struggle may or may not be ousted
   from the group, depending on the egos involved)

NPC SUPERHEROES (ROLL D4)

1  New superhero shows up (may want to join with the PC's, but is
   obnoxious/incompetent enough that the PC's probably don't want 
   to work with them - alternatively, the new hero may choose to
   avoid working with the PC's, for various reasons)
2  Superhero shows up from another city (probably on a temporary
   basis, although they might be setting up operation on a more
   permanent basis - may or may not seek to work with the PC's)
3  Hero group shows up from another city (may not want to work with
   the PC's, may even have to come into conflict with them)
4  One or more local NPC heroes goes missing (the PC's, of course,
   will have to investigate)

PC's & FRIENDS (ROLL D6)

1  Player Character targeted for romance (this could be in either
   their secret or heroic identity)
2  PC's secret identity is targeted (PC may become aware of someone
   snooping, or someone may have already discovered the truth and
   is threatening/blackmailing them - alternatively, might not be
   someone hostile to the PC, but instead a friend or family 
   member)
3  Friendly NPC threatened (anything from a stalking ex-spouse to
   local gang members to a supervillain who wants to win their
   affections)
4  PC's secret identity gets attention (their 15 minutes of fame,
   for whatever reason, not connected to their heroic identity,
   although the media attention may make slipping into their heroic
   guises unnoticed more difficult - if the PC doesn't have a dual
   identity, they get media attention for something besides their
   superheroics)
5  Unusual will request (could be from anyone, from along-lost
   relative, to a NPC hero or even a villain - must perform some
   unusual deed or finish up some long unfinished bit of business -
   alternatively, might inherit an unusual device or odd bit of
   property (great for heroes without a base, especially if the
   location is haunted or otherwise quirky)
6  Friendly NPC or NPC's get mutated/altered in some way (probably
   temporary, but always a chance that there might be more
   permanent affects)

OTHER CRIMES (ROLL D8)

1  New designer drug show up in town (could just be the latest
   variation of crack or meth, or might also give the user 
   temporary super-abilities)
2  Multiple super-villains break out from the local super-prison at
   the same time
3  Kidnapping (possible high-profile enough that the PC's are
   called in to help, or perhaps a friendly NPC is abducted)
4  Public official targeted for assassination (the PC's have to
   provide protection, of course - the target might for good 
   measure dislike/hate the PC's)
5  Influx of guns/other weapons in the area (might just be a
   proliferation of real-world weaponry, or high-tech stuff might
   somehow be finding their way into the hands of local 
   organizations and/or street gangs)
6  Citizens endangered (anything from an arsonist setting fire to a
   high-rise building to a lunatic threatening to poison the city's
   water supply)
7  Robbery (possibly a heist audacious enough that it gets lots of
   media attention, or could be a local/friendly NPC whose 
   livelihood is being targeted for some reason)
8  Innocents targeted (someone is targeting victims based on some
   ethnic/creed/gender/profession/etc classification, i.e. 
   Hispanics, gays, Catholics, prostitutes, veterans, children, etc
   - may be killing them, or possibly kidnapping - probably for
   prejudicial reasons, or might may be using them for something
   more esoteric, such as to complete a magic ritual)

WEIRD & UNUSUAL STUFF (ROLL D20)

1  Unusual weather (could be something natural, depending on the
   location and time of year, such as hurricanes, tornadoes, forest
   fires, etc, or could be something caused by a supervillain or
   some unusual artifact)
2  Extra-dimensional being(s) shows up (someone or something from a
   non-earthlike dimension, could be an advance scout for an
   invasion force, could be fleeing some terrible oppression, could
   be looking for a new home, could just be lost)
3  Alien(s) show up (motives similar to extra-dimensional beings as
   above, may or may not have a starship with them)
4  Mass supernatural occurrences (outbreaks of vampirism, people
   seeing ghosts everywhere, people unknowingly casting spells
   based on their words or wishes, etc)
5  Dimensional rift opens (could be to another world, another
   dimension, another time, etc. - probably temporary, but a slim
   chance it might become permanent)
6  Temporary boom in superhuman activity (people gaining temporary
   superpowers, for both good and ill, with the chance that for
   some it might trigger a more permanent change - optionally, it
   doesn't create new superhumans, but rather something compels
   everyone with unusual abilities, including those who normally
   choose a more mundane lifestyle, to become more visibly active
   during this time period)
7  Science runs amok (any super-tech characters or organizations
   might do something inadvertently affects the area, such as
   creating an intelligent computer virus, temporary time-shifts,
   subsonic emissions affecting people's personalities, etc - this
   can also include more mundane failures of science, such as a
   citywide power blackout)
8  Space-related disaster (meteorites crashing into the city, space
   station astronauts needing to be rescued, etc)
9  Someone from a parallel universe shows up (could be refugees,
   invaders, multi-versal tourists, etc, may or may not have a way
   home, and for good measure could also be analogues of the PC's)
10 Time traveler(s) shows up (could be from either the past or 
   future, either controlled or accidental - if from the future 
   they are probably trying to prevent/ensure some event from
   occurring, which may put them in conflict with the PC's, if
   from the past they may be seeking insight into their own 
   futures, or may be wishing to acquire some advanced piece of
   technology)
11 Prophecy (the PC's get some warning/vision of the future, and
   have to act accordingly - optionally, a NPC has to deal with the
   prophecy instead, and as a result is acting somewhat contrary to
   their usual nature)
12 Mass mind control (someone or something is controlling/
   influencing the local populace in some malign way)
13 Mass transformations (could be caused by an alien virus, 
   technobabble rays, demonic energies, etc, possibly enacted by a
   mad scientist or alien invaders, is probably temporary/
   reversible, but may trigger more permanent changes in a few 
   people)
14 Rampaging monster (said monster will almost certainly have high
   strength, nearly invulnerable to damage, probably isn't too 
   bright, and optionally may be several stories tall)
15 Mass amnesia (should ideally affect the local super-types as 
   well - PC's can have fun trying to re-learn their abilities, and
   villains can discover if their criminal behavior is more a
   matter of nature or nurture)
16 Animal life goes nuts (possibly being controlled by some 
   supervillain, or perhaps some alien/mystical artifact is causing
   the local wildlife to go wacky)
17 Social unrest (tensions flare over anything from racial strife, 
   gay-bashings, unpopular courtroom decisions or religious/
   political scandals - enough so that there will be riots/violence
   in the streets)
18 Media smear (the PC's - or perhaps someone close to them - takes
   a drubbing in the press ("threat or menace?")
19 Religious/cult activity (unusual or controversial edicts from a 
   major religion, possibly directed at or concerning the PC's -
   probably hostile, but also perhaps venerating a PC or PC's - or 
   perhaps a smaller cult makes things interesting, either through
   malign or merely secretive/unusual activities)
20 Superhuman tournament/competition (some sort of contest for a 
   grand prize, a la The Great Super-Villain Contest, could be more
   specialized, such as a martial arts tournament, or might just be
   seedy and sleazy, like an underground pit-fighting broadcast)

(to be concluded... eventually)

Tuesday, March 5, 2013

Overknight at the Inn

Just as Villages are often glossed over, so are the inns that adventurers often stay in during their travels.  Still, there are times when a little detail can be useful, both for the inn itself and for whatever other NPC's are staying the night there as well.


First, the name of the Inn in question.  Roll d4 twice to get started (if you roll a 4 on the first roll, use a d3 for the second roll instead) to see what type of words forms the name of the Inn.

1. Person
2. Object
3. Creature
4. Adjective

If there is an Adjective, it always comes first.  A Person will come first, unless there is also an Adjective.  A Creature will always come last.  If there is no Adjective, then there will be an '&' between the two names.  Add 'Inn' at the end of it, and there you go.

PERSON (roll d20)

1. Archer
2. Angel
3. Bandit
4. Baron
5. Count
6. Dancer
7. Duke
8. Friar
9. Hangman
10. Hunter
11. Hag
12. Imp
13. King
14. Knave
15. Knight
16. Nymph
17. Prince
18. Queen
19. Squire
20. Wench

OBJECT (roll d30)

1. Arrow
2. Banner
3. Barrel
4. Boot
5. Bridge
6. Brook
7. Bugle
8. Bush
9. Cart
10. Cask
11. Crown
12. Cup
13. Dagger
14. Fiddle
15. Flagon
16. Flask
17. Glass
18. Glove
19. Goblet
20. Helm
21. Horn
22. Quiver
23. Rose
24. Shield
25. Spear
26. Staff
27. Sword
28. Vine
29. Whistle
30. Willow

CREATURE (roll d6,d6)

1,1 Boar
1,2 Bear
1,3 Cow
1,4 Cock
1,5 Crow
1,6 Deer

2,1 Dragon
2,2 Duck
2,3 Eagle
2,4 Elk
2,5 Falcon
2,6 Fox

3,1 Fowl
3,2 Frog
3,3 Goat
3,4 Goose
3,5 Griffin
3,6 Hare

4,1 Hart
4,2 Harpy
4,3 Hawk
4,4 Hog
4,5 Horse
4,6 Hound

5,1 Kestrel
5,2 Owl
5,3 Pheasant
5,4 Pig
5,5 Rabbit
5,6 Ram

6,1 Sheep
6,2 Sparrow
6,3 Stag
6,4 Swan
6,5 Toad
6,6 Wolf

ADJECTIVE (roll d30)

1. Bald
2. Big
3. Bonny
4. Burly
5. Burning
6. Buxom
7. Crowing
8. Dancing
9. Dirty
10. Flying
11. Giddy
12. Happy
13. Howling
14. Jolly
15. Leaping
16. Little
17. Lone
18. Long
19. Lucky
20. Merry
21. Noble
22. Roaring
23. Royal
24. Singing
25. Sleeping
26. Ye Olde
27. (number)
28. (color)
29. (metal/jewel)
30. (roll twice on this table)

For Number, roll d8+1, giving a range of adjectives from Two to Nine (anything following should be plural, or course).  For either Color or Metal/Jewel, roll on the subtables below:

COLOR SUBTABLE (roll d8)

1. Black
2. Blue
3. Brown
4. Green
5. Grey
6. Red
7. Scarlet
8. White

METAL/JEWEL SUBTABLE (roll d8)

1. Brass
2. Bronze
3. Copper
4. Golden
5. Iron
6. Ivory
7. Jade
8. Silver

As for the inn itself, if it is situated in a village, it will have 2d4+2 rooms that it rents out, in addition to the common room.  If it has 8+ rooms, there is a 1-in-6 chance the building has two stories, otherwise it is an one-story structure.  If in a town or city, the inn will have 3d6+2 rooms for rent (plus common room); assume any such structure with 11+ rooms is automatically a two-story building  Most rooms can hold two human-sized travelers for the night with minimum fuss.  There is a 2-in-6 chance of there being a stable nearby for the horses (or really poor travelers).  There will be 1-2 primary owners (if two, even odds of it being a married couple), with a number of servers and other help equal to 1d3 + (number of rooms for rent/5, +1 if there is also a stable), most of them probably related to the owner(s). There is a 1-in-20 chance of the Innkeeper(s) being Eeeeeeevil (i.e. spy for foreign power, dangerous cultist, or just killing travelers via secret doors into the rooms so they can steal their gold and make meat pies from their bodies). 


Of course, there's no guarantee that there are going to be enough rooms for all of the PC's to sleep in.  That depends, after all, on what other travelers are staying overnight there.  Roll three times on the Common Travelers table below if in a village, four times if in a town or city; roll an extra time if there is a fair or religious festival going on in the area at the time.

COMMON TRAVELERS (roll d8)

1. 2d3 common craftsmen (i.e. potters, masons, etc) traveling between towns, probably staying in the common room.
2. 2d4 criminals - could be local members of the thieves' guild, bandits, slavers, etc.  Might be staying in the common room, or might be renting rooms (two per room).  Probably won't attack while in the inn, but may ambush the PC's if they don't look strong enough.  Most will be 1st level, but the leader will be 1d4+1 level.
3. 2d4 fighters, possibly either traveling guardsmen, or mercenaries for hire.  Even odds whether they are renting rooms or sleeping in the common room.  1st level, with a leader 1d4+1 level.
4. 1d3 locals, probably sleeping in the common room because they don't want to go home this particular night.  If more than one, they might be getting together for some secret meeting (conspirators, sexual tryst, etc.), in which case they will have rented a room.
5. 1d2 merchants, renting rooms (possibly a room each).  Will have 2d3 1st level fighters as guards with them, who may or may not be sleeping in the common room, and 1d3-1 apprentices, who will definately be sleeping in the common room.
6. 1 lesser member of nobility, who will (of course) have a room to themselves.  They will have 1d3 guards (1d4 level fighters) and 1d2 servants with them, who will also be sleeping two to a room.
7. 2d4 pilgrims, all sleeping in the common room.  There is a 1-in-10 chance that one of the pilgrims is actually an adventurer or former adventurer (roll as per Uncommon Traveler, below).  There is a 1-in-6 chance there is a Cleric with them (1d6 level), probably renting a room for themselves.
8. roll on the Uncommon Travelers table below

UNCOMMON TRAVELERS (roll d12)

(assume that there is only one of each, unless otherwise mentioned, 2d4 level, and will definitely have a room to themselves, 3-in-10 chance is actually a demi-human)

1. Assassin
2. Barbarian
3. Bard
4. Cleric (even odds 1d6 acolytes are with them, either two to a room or sleeping in the common room, 1-in-20 chance is a Druid instead)
5. Fighter
6. Knight (4-in-6 chance has a 1st level squire with them, in their own room)
7. Magician (1-in-10 chance is an Illusionist instead)
8. Paladin
9. Ranger
10. Thief
11. Adventurers (2d3+1 in number, 2d3 level each, reroll d10 on this table to determine class for each)
12. roll on the Special Travelers table below

SPECIAL TRAVELERS (roll d6)

(all except the last option will, of course, be shapeshifted to appear human (or at least humanoid), all will be alone unless noted, and all will have rooms to themselves except where noted)

1. Demon (probably a Succubus)
2. Doppleganger
3. Dragon (either Silver or Gold)
4. Rakshasa
5. Lycanthropes (either 1d3 werewolves or 1d4 wererats, either sharing rooms or sleeping in the common room)
6. Ghost (not actually renting a room, of course... the inn is haunted!)

Saturday, March 2, 2013

Random Village Generation

Most faux-medieval fantasy worlds are littered with various settlements too small, and too numerous, to be worth detailing too much in advance.  Most fantasy maps won't bother showing anything smaller than the various towns and cities of a given country, unless the map scale is fairly small.  Usually this isn't an issue, and most overland travel by adventurers will gloss over passing through such smaller areas, but it can occasionally be useful to give a little detail to such areas.  If the GM/DM doesn't have anything prepared, a few random rolls can flesh out a few needed details, giving the name and size of the village, as well as notes on what businesses and areas of possible interest might be around (specifically, what would be of interest to the PC's, because 99.99% of the time they're not going to give a rat's ass about how many bootmakers or coppersmiths reside in the area).

(note: for these purposes, a village is any settlement of 1,000 or less)


VILLAGE NAME PREFIX (roll d8,d10)

1,1 Aber
1,2 Ach
1,3 Adder
1,4 Ald
1,5 Amber
1,6 Apple
1,7 Arrow
1,8 Ash
1,9 Auch
1,0 Bal

2,1 Barrow
2,2 Bear
2,3 Bell
2,4 Berry
2,5 Birch
2,6 Black
2,7 Bow
2,8 Brown
2,9 Brad
2,0 Buck

3,1 Bull
3,2 Bur
3,3 Caer
3,4 Carn
3,5 Corn
3,6 Crow
3,7 Cul
3,8 Darth
3,9 Deer
3,0 Drum

4,1 Duck
4,2 Dun
4,3 Elm
4,4 Ever
4,5 Fair
4,6 Fox
4,7 Free
4,8 Goat
4,9 Green
4,0 Grey

5,1 Hast
5,2 High
5,3 Hog
5,4 Hook
5,5 Horn
5,6 Key
5,7 Kings
5,8 Lang
5,9 Long
5,0 Maple

6,1 Marble
6,2 Mid
6,3 Mor
6,4 Nor
6,5 Oak
6,6 Ox
6,7 Pad
6,8 Pax
6,9 Pen
6,0 Pine

7,1 Queens
7,2 Ram
7,3 Red
7,4 Rest
7,5 Rose
7,6 Salt
7,7 Small
7,8 Smoke
7,9 Stock
7,0 Sun

8,1 Swan
8,2 Twin
8,3 Way
8,4 Well
8,5 White
8,6 Wolf
8,7 Wood
8,8 York
8,9 (directional prefix)
8,0 (geographic prefix)

Directional prefixes (north/south/east/west) are usually determined by the village's relationship to the center of the nation as it existed when the village was first founded (the borders may have since changed, of course).  Or you could just roll a d4 to randomly pick one.

Geographical prefixes are names such as Cliff, Glen, Hill, Lake, Mount, Sand, and Sea, dependent on the local terrain.

VILLAGE NAME SUFFIX (roll d6,d10)

1,1 axe
1,2 bole
1,3 bury
1,4 combe
1,5 coor
1,6 court
1,7 cott
1,8 dale
1,9 dell
1,0 edge

2,1 firth
2,2 green
2,3 hall
2,4 ham
2,5 heath
2,6 hart
2,7 hold
2,8 holm
2,9 hook
2,0 hurst

3,1 ing
3,2 land
3,3 leaf
3,4 lund
3,5 ly
3,6 mead
3,7 mont
3,8 mouth
3,9 nock
3,0 pool

4,1 rach
4,2 rook
4,3 root
4,4 scar
4,5 shaw
4,6 shield
4,7 shire
4,8 side
4,9 stead
4,0 thorn

5,1 thorpe
5,2 ton
5,3 vale
5,4 view
5,5 ville
5,6 way
5,7 well
5,8 wich
5,9 wick
5,0 worth

6, x (geographic suffix)

Geographical suffixes can include the following - bank, bridge, brook, bush, creek, field, ford, glen, hill, knoll, lake, moor, pass, port, ridge, shore, tree, valley, wood

Not all prefix/suffix combinations will work, and those that obviously don't should be re-rolled.  Some can work with a little tweaking (Restcourt might sound better as Restencourt, for example), and a few might work better as two names instead of one (Bull's Green instead of Bullgreen).

VILLAGE SIZE GENERATOR (2d4)

2-    Tiny
3     Small
4     Medium
5-6  Large
7+   Very Large

-1 to the roll if the area has only been settled in the last century or so, +1 to the roll if the land has been settled for several centuries without any major calamities, such as plagues or apocalyptic wars.

Tiny villages will number a hundred or less in terms of populace (3d6x5 + 1d10 works fine for my purposes), and will have little of interest to them.  Most villages will have about one building per 6 people or so.

Small villages range from 101-300 people.  They will have a temple (or a sacred grove, if druidic/nature worship is more common in the area), and a 3-in-6 chance of having a tavern, as well.  There will be 1-2 low-level men-at-arms types who might be available for hire as mercenaries or henchmen.

Medium villages range from 301-600 people.  They will have both a temple and a tavern, as well as a 2-in-6 chance (each) for the sort of craftsman that a PC might want to hire to help fix their damaged non-magical gear (i.e. blacksmith, leathermaker, bowyer/fletcher, etc.). There will be 1-3 men-at-arms types available for potential hire.

Large villages will number around 601-800 people.  There will be 1-2 temples, and 1-2 taverns.  There is a 3-in-6 chance each of the aforementioned craftsmen, as well as a 1-in-6 chance of there being an inn.  There will be 1-4 men-at-arms types available for potential hire.

Very Large villages will top out at around 801-1000 people.  They will have 1-2 temples, 2 taverns, a 4-in-6 chance each of the aforementioned craftsmen, and a 3-in-6 chance of there being an inn.  There is also a 1-in-6 chance of there being a small brothel on the edge of the village, as well as a 1-in-6 chance of there being a low-level arcane spellcaster in the area who serves as the local hedge wizard/wise woman/village witch/etc. 1-6 men-at-arms types will be available for potential hire.

1-in-20 villages will be Eeeeeeevil, probably in service of some sinister cult.  If not, 1-in-12 villages will still have some sort of secret that they wish to keep from the outside world, such as worshiping some forbidden/outlawed deity, or engaging in some sort of social practices so far from the norm that even jaded adventurers might be shocked by them.

Monday, August 27, 2012

So what's in that spellbook?

Besides spells, I mean.


Most of us have seen college notebooks which, while in theory should be dedicated to notes and information regarding the class in question, in reality will usually have all sorts of doodles, unrelated notes, and various other inanities written in its pages.  An apprentice wizard is very much the equivalent of such a student, so their 'notebook' should probably be similar in that regard.   Also, once a wizard becomes an adventurer, there may be a legitimate need for such behavior - some information will need to be properly recorded, and sometimes a spellbook is the only means available to do so.

And so, when your PC adventurers stumble across a spellbook, roll 1d4-1 times on the table below:

Spellbook Extras Table (d10)

1-2:   Art
3:      Maps
4:      Poetry
5:      Rumor
6:      Spell Commentary
7:      Magic Item Commentary
8:      Monster Commentary
9:      Religious Notes
10:    Roll twice, combining the results

Art - roll a d6 on the table below:
1:  Portrait(s) done in a somewhat realistic style (could be of anyone - the apprentice's master, family and friends, fellow adventurers, the bar wench the wizard encountered the night before, etc)
2:  As above, but drawn in a more erotic/lewd manner
3.  As above, but drawn more for humorous/mocking effect
4:  Non-realistic doodles and/or geometric shapes
5:  Portrait(s) of monster(s)
6:  Portrait(s) of magic item(s)

Maps - roll a d4 on the table below:
1:  Partial dungeon map
2:  Overland local map leading to dungeon
3:  Combo overland/dungeon map
4:  Map of hidden room(s) inside house/temple/castle/etc.

Poetry - there is a 5-in-6 chance that this is pretty doggerel stuff, at best being mildly amusing limericks ("there once was an elf from Hamrick...").  If the poetry is of the non-suck variety, there is a further 5-in-6 chance that it is not original to the wizard in question, but rather copied from another source, and therefore perhaps has potential adventure-useful info contained within its verses.

Rumor - a rumor/adventure seed, noted for posterity.  If you have a rumor table/chart for the area, roll on that and dress it up a little.  There is a 1-in-6 chance that the rumor is 'reversed', making a true rumor false and vice versa.

Spell Commentary - roll a d6 on the table below:
1-4:  basic notes and anecdotes regarding the spell in question ("why did master Garrett teach me this spell?  It's useless!") ("I love the smell of fireballs in the dungeon")
5:  notes regarding an unusual use and/or tactical application of a particular spell
6:  notes and theory regarding creating an improved version of a given spell.   If spell research is followed along these lines, it will give a small bonus to the success chance of creating such a spell, although there is a 2-in-6 chance that the notes/theory are in error, in which case an equivalent penalty is assigned to the spell research roll.

Magic Item Commentary - roll a d4 on the table below:
1.  Listing of a command word for a particular magic item
2-3.  A listing of various items needed for the creation of a particular magic item.*  If item creation research is followed along these lines, it will give a small bonus to the success chance of creating such a magic item, although there is a 2-in-6 chance that the notes/theory are in error, in which case an equivalent penalty is assigned to the item creation roll.
4.  Description of a non-standard/unique magic item.

Monster Commentary - roll a d8 on the table below:
1-5:  Notes on a monster or monsters common to the area ("the orcs of Tharn are not as primitive as we were led to believe...")
6-7.  Notes on a monster or monsters not common to the local area, or are otherwise rare and unique
8.  Notes on a monster not in whatever Monster Manual you're using (make something up!) 

Religious Notes - there is a 4-in-6 chance that this is info regarding some demonic or otherwise malevolent order/cult that the wizard has encountered, otherwise it gives details about a minor or secretive religious order about which little is generally known.





*Appendix J in the 1st ed DMG is quite useful here, as is the 'Reputed Magical Properties of Gems' chart on pages 26-27 of the same volume.

Sunday, June 10, 2012

Sandbox superhero campaigns (part 2)

(part one can be found here)

Patrolling the city is a classic element of superhero comics.  Not all superheroes patrol, of course - many wait until they get news of a crime to follow up on it, via radio or tv reports, and some superheroes are well-connected enough with the local government that they rely on being alerted to any crimes as they occur.

That said, some heroes prefer to be a little more pro-active in their heroics, Batman being the classic example with his nighttime patrols.  It can be a valuable tool for a hero in a sandbox superhero campaign, running across villains, encountering clues that can perhaps lead to something greater, or just running across lesser problems that still need dealing with (and perhaps picking up some extra XP for the hero in the process).

The GM for a superhero sandbox campaign needs to determine how finely detailed they want patrolling to be, and as a result how many dice rolls they're willing to put up with as a result.  My preference is for breaking things down into four-hour blocks, but you could probably narrow things down to individual one-hour blocks if you preferred.

Determine what part of town the hero is patrolling during a given time-block, and then see if that particular neighborhood falls under the Area of Operations (AoO) of any villains or organizations to determine any Major Encounters.  If no villains or organizations operate in the area, there will be no major encounters, no matter how long the hero patrols there.  Otherwise, there is a cumulative 1-in-10 chance for each villain/organization's AoO of such an encounter (for example, if two solo villains, a villain group, and an organization all have AoO's in a particular neighborhood, then there is a 4-in-10 chance of a encounter with one of them during a given patrol).  If more than one villain or organization is in the area, determine randomly which is encountered.  No matter how many villains or organizations are present, a roll of a 10 on a d10 indicates no major encounter during that patrol.  Note that the time of day may affect the odds of such an encounter; if a vampire is operating in the area, for example, their AoO would not modify the encounter roll if the hero insists on patrolling during the daylight hours.

During a major encounter, determine if the villain or organization would prefer to attack the hero, or would rather continue on unnoticed.  Most villains will be aggressive, but some would prefer to commit their crimes unnoticed, or might not want to stop to beat up the hero as they're on the way (to their minds) to something more important.  Most organizations will prefer to operate without drawing superheroic attention, but if there is bad blood between the hero and the organization, it's possible they may be laying in wait to attack the hero, especially if said hero has made a habit of patrolling this particular area.  If the villain or organization is aggressive, assume they are trying to ambush the hero (give the hero a chance to notice what's about to happen, based on how your individual game system handles this sort of thing).  Otherwise, the hero has spotted the villain or organization in the middle of some crime (or on the way to or from same), and can either try to stop the crime in progress, or can attempt to follow them back to their base of operations.

If a major encounter does not occur during the patrol, there is also a chance of the hero encountering a Major Clue, but only if they are looking specifically for a villain or organization that operates in the area, or hunting for clues to a crime tied to a villain or organization in the area (even if the hero is as yet unaware of the connection between the crime and the villain/organization).  Roll a d10, a modified 10+ indicates a clue of some sort is uncovered, allow a +1 to the roll if the hero has a skill or background relevant to the search (electronics skill while hunting an electrical villain,or a military background while observing an organization recruiting ex-military types as mercs, for example), and another +1 if the hero has a detective skill/background).  Note that the clue may not necessarily be a physical object; an informant with relevant dirt on the villain or organization is also applicable.

If neither a major encounter or major clue is rolled, then there is always a chance of a Minor Encounter.  The odds of such an encounter, and the nature thereof, vary from neighborhood to neighborhood.  Relative safe areas only have a 2-in-10 chance of a minor encounter, high-incident areas have a 4-in-10 chance, and most neighborhoods have a 3-in-10 chance of such an encounter (if for some reason the heroes head out into the suburbs, the chance of anything interesting drops to 1-in-20).  This can lead to one of nine different types of encounter:

Assault - where one or more (non-powered) individuals are attacking one or more victims; this is often something as simple as a fistfight, although it can be as complicated as the GM wishes.  There is a chance that an assault is actually a rumble, which involve two (or more) larger groups fighting each other; generally there is a 1-in-10 chance of this, but if street gangs operate in the area, it becomes a 1-in-6 chance. Note that a rumble does not have to include street gangs; rival sport fans, clashing racial groups, gays vs gay-bashers, and union members vs scabs are also possible rumbles, depending on the area in question.

Burglary - anything from a mugging to a late-night robbery to a bank heist.

Citizens Endangered - where normal people are put at risk, in such a manner that hopefully the hero can help to save the day.  The situation might be either natural or unplanned (such as a bridge collapse or an apartment fire), or might be the product of human design (such as a kidnapping or hostage situation); the former is more likely in poorer areas, and the latter more likely in wealthier areas.

Contraband - where some illicit cargo is being moved from buyer to seller.  Most likely drugs, but illegal weapons are also a popular option, and explosives, stolen goods, and even human cargo are possibilities.

Grand Theft Auto - where a vehicle or vehicles of some sort is being stolen.  Optionally, this category also includes criminals using a vehicle of some sort as part of their crimes (a souped-up getaway car in a bank heist, or a helicopter from an industrial raid), which should ideally lead to a high-speed chase on the part of the hero.

Law Enforcement - an encounter with the local constables.  If the hero is on good terms with the local authorities, this is usually not a problem, and may even result in the hero possibly getting some useful info as a result.  If the hero is wanted by the law, or is disliked by the authorities, then the police may try to harass or arrest the hero.  If there are NPC superheroes in the area, there is a chance that the PC runs into them instead (1-in-10 chance if only one NPC hero in the city, 1-in-6 chance if more than one, determine which one randomly).

Observation Rewarded - where the hero encounters some minor clue (perhaps through an informant or passerby witness) regarding a villain, organization, or street gang in the area, or a suspicious-acting person that might lead to the same.  Either way, there's a 1-in-6 chance that it turns out to be a false alarm or red herring.

Vandalism - the destruction of private property (arson is a common example of this); this can range from spray-painting valuable works of art at a museum to planting bombs at a local sports stadium.

Weird Stuff - includes a variety of encounters that fall outside the usual superhero fare, which may or may not be immediately hostile or dangerous.  This often has a supernatural element to it (ghost sightings, vampire attacks, etc), in which case there is a 1-in-10 chance that its actually a trick or scam of some sort.  Not all weird stuff need be supernatural in origin; hearing voices from the future (created by a nearby high-tech experiment with tachyons) or extra-dimensional rifts temporarily showing up are non-supernatural examples of weird stuff.

Each neighborhood should have its own 'encounter table', listing both the chances of a minor encounter, and a table for what sort of encounter comes up.  A baker's dozen of stereotypical neighborhoods are included below; modify for your individual cities and neighborhoods as you see fit:
RESIDENTIAL, WEALTHY (2-in-10 chance of encounter)
1     Assault
2-7   Burglary
8-9   Citizens Endangered
10    Contraband
11-12 Grand Theft Auto
13-16 Law Enforcement
17-18 Observation Rewarded
19    Vandalism
20    Weird Stuff

RESIDENTIAL, MIDDLE-CLASS (3-in-10 chance of encounter)
1-3   Assault
4-7   Burglary
8-9   Citizens Endangered
10    Contraband
11-12 Grand Theft Auto
13-15 Law Enforcement
16-18 Observation Rewarded
19    Vandalism
20    Weird Stuff

RESIDENTIAL, BOHEMIAN (2-in-10 chance of encounter)
1-2   Assault
3-7   Burglary
8-9   Citizens Endangered
10-12 Contraband
13-15 Grand Theft Auto
16-17 Law Enforcement
18    Observation Rewarded
19    Vandalism
20    Weird Stuff

RESIDENTIAL, POOR (4-in-10 chance of encounter)
1-4   Assault
4-6   Burglary
7     Citizens Endangered
8-10  Contraband
11    Grand Theft Auto
12-13 Law Enforcement
14-16 Observation Rewarded
17-18 Vandalism
19-20 Weird Stuff 

RESIDENTIAL, SLUM (4-in-10 chance of encounter)
1-5   Assault
6     Burglary
7     Citizens Endangered
8-10  Contraband
11    Grand Theft Auto
12    Law Enforcement
13-16 Observation Rewarded
17-18 Vandalism
19-20 Weird Stuff

CHINATOWN (2-in-10 chance of encounter)
1-2   Assault
3-4   Burglary
5-6   Citizens Endangered
7-11  Contraband
12    Grand Theft Auto
13-14 Law Enforcement
15-17 Observation Rewarded
18    Vandalism
19-20 Weird Stuff

BARRIO (3-in-10 chance of encounter)
1-4   Assault
5-6   Burglary
7     Citizens Endangered
8-11  Contraband
12    Grand Theft Auto
13-14 Law Enforcement
15-16 Observation Rewarded
17-18 Vandalism
19-20 Weird Stuff

CAMPUS DISTRICT (2-in-10 chance of encounter)
1-3   Assault
4-8   Burglary
9-10  Citizens Endangered
11    Contraband
12    Grand Theft Auto
13-16 Law Enforcement
17-18 Observation Rewarded
19    Vandalism
20    Weird Stuff

WATERFRONT (3-in-10 chance of encounter)
1-3   Assault
4-5   Burglary
6     Citizens Endangered
7-12  Contraband
13-14 Grand Theft Auto
15-16 Law Enforcement
17-18 Observation Rewarded
19    Vandalism
20    Weird Stuff

FINANCIAL DISTRICT (2-in-10 chance of encounter)
1-2   Assault
3-6   Burglary
7     Citizens Endangered
8     Contraband
9-10  Grand Theft Auto
11-14 Law Enforcement
15-17 Observation Rewarded
18-19 Vandalism
20    Weird Stuff

INDUSTRIAL AREA, HIGH-TECH (2-in-10 chance of encounter)
1-2   Assault
3-7   Burglary
8     Citizens Endangered
9     Contraband
10-11 Grand Theft Auto
12-14 Law Enforcement
15-17 Observation Rewarded
18    Vandalism
10-20 Weird Stuff

INDUSTRIAL AREA, BLUE-COLLAR (3-in-10 chance of encounter)
1-3   Assault
4-6   Burglary
7     Citizens Endangered
8     Contraband
9     Grand Theft Auto
10-12 Law Enforcement
13-16 Observation Rewarded
17-19 Vandalism
20    Weird Stuff

INDUSTRIAL AREA, BETTER DAYS GONE BY (3-in-10 chance of encounter)
1-3   Assault
4-7   Burglary
8-9   Citizens Endangered
10-12 Contraband
13    Grand Theft Auto
14    Law Enforcement
15-17 Observation Rewarded
18-19 Vandalism
20    Weird Stuff
(much of the info here on minor encounters is inspired by the DC Heroes supplement Night in Gotham, which took a similar approach to handling nightly patrols)  

If no major encounters, major clues, or minor encounter are rolled for the time-block in question, then nothing of note occurs during that particular patrol.  Even superheroes sometimes have slow nights...


(part three continues here)