Showing posts with label rogue. Show all posts
Showing posts with label rogue. Show all posts

Sunday, 7 July 2019

d100 Thieves Guild Missions



Sequel to my wizard school post. Guilds often give members missions but may also hire outsiders for some matters like not being seen to have members involved. Missions about more than stealing to somebody. I'm thinking of putting guilds, schools, temples companies in my setting with various benefits for members and 10% tithe.

Possible Benefits:Free training for level ups included
Access to libraries, craftsmen, magic item sales, specialist hirelings, expert advice
Pay your ransoms but you must serve them for 7 years if you cannot pay back
Loans with periods of service for those who cannot pay
Legal and medical aid

d100 Thieves Guild Missions

01 Beat up a night watchman by the docks who bothers lots of members
02 Take days earnings from a shop refusing to pay guild protection
03 Break into second story of a bankers townhouse and steal a letter from his desk
04 Find pick pocket from another gang in guild territory and punish them but don't kill them
05 Rooftop burglar from a rival guild has been lured to a rooftop robbery in a sting 
06 Find a way to enter a building possibly an assassins guild
07 Deal with the beggars court and negotiate working with the guild and not with rivals
08 Give a bailiff in the way home from the pub a warning stab but don't kill him
09 Hold up a wagon just outside of town with contraband brandy
10 Shoot an arrow or crossbow bolt and the sewer inspector to scare them when with family
11 Help kidnap some drunks to sell to desperate ship crews
12 Hold up a merchant on the way home with a knife just to scare him
13 Kill or kidnap a magistrate's dog, usually with him or in town house
14 Trick and rob wealthy youths for their dandy threads then leave them gagged and bound
15 Steal a horse from a nobleman who rides daily
16 Steal payroll of a quarry or building site
17 Seek in sewers for who killed some guild members in their secret sewer hideout
18 Cross a body of water at night avoiding the watch with a tax free cargo
19 Replace a minor nobles weapon with a copy by a certain date
20 Burn down a cottage at midnight as a warning to some one
21 Threaten various youth gangs writing graffiti over your guild gang signs
22 Thief not in guild operating in Hay street, picking pockets, robbing houses and shops
23 A rival gang has taken one of your gangs concubines and the boss wants them back
24 A rival gang are meeting ours in a alleyway to discuss turf, we need extra hands
25 An artist needs kidnapping and minding for 4 days then release him
26 Burrow into a cellar through the sewers for another party to enter a townhouse
27 Infiltrate a work prison to break someone out
28 Silence all the guards in a watch tower by a certain time and date
29 Scare a town councillor for his safety so he votes in a way the guild needs
30 Infiltrate caravan guards then help bandits take the goods and merchants prisoner
31 Recruit a youth gang to operate in a area and drive out non allied youth gangs
32 Capture a boat at the dogs and replace crew with guild allied one
33 Raid country house of a noble and kidnap him for ransom
34 Set fire to a pirate ship then recruit surviving crew into the guild
35 Raid a rival gang controlled bar, stab the rival gang members and scare the patrons
36 Leave a dead goat in a local councillors bed as a warning
37 Beat up a restaurant owner in front of customers and family
38 Monks are moving a relic, perfect time for a holy heist, disguises provided to get close
39 Strongbox of gold and bank records being moved on a armoured coach needs robbing
40 Kill leader of upstart new gang as a message
41 Steal a wizards book and familiar and hold them hostage
42 Black mail a city wall guard using his family so he helps guild schemes in future
43 Kill a bounty hunter who has been interfering in guild tasks
44 Kidnap a bard after their show and throw them out the kingdom
45 Steal the poor box from the bishops baggage when they visit another temple 
46 Kill several rival gang star members and leave evidence to blame another gang
47 Test a trapped tunnel section in sewers protecting gang territory from rivals
48 Inter-gang skill contest needs champions and stewards for contests
49 Dig into the castle dungeon to free a gang member
50 Steal jewels of a visiting noble woman from a far away land
51 Break into ancient tomb in castle walls
52 Exotic cult pleasure dome is full of treasure and guards all high on drugs
53 Steal load of black lotus from a drug gang house and bring them to the guildmaster
54 Rob some pilgrims carrying petty relics from travels
55 Orphanage guild low on orphans for gang sweatshops, go steal some healthy children from countryside
56 Rob a gang of boasting adventurers drinking since return from a dungeon crawl
57 Break into a wizards magic murder maze and steal the hidden treasure
58 Steal army payroll from commanders tent while they are on manoeuvres
59 Steal the baggage of a knight including armour, horses, supplies, tent and more
60 Free slaves from a merchant and bring them to the guild underground sweatshop
61 Rob the tax collector by some means and deliver to the nobility and take cut to the guild master
62 Enter a alchemists basement through the sewers and steal his recipes and priceless ingredients
63 Steal they eyes from the idol of a god deep in the sewers from a dangerous frog cult
64 Wipe out a clan of smugglers in territory gang want control of 
65 Snake cults keep a great treasure in their snake pits and their priest annoyed the guild master recently
66 The old haunted house must be a cover for a rival gangs crime, go check it out
67 A foreign group in the city have their own crime guild now and needs to be brought into the fold for the good of all criminals. Recruit or destroy them
68 A drunken retired adventurer lives alone, ripe pickings for thieves
69 A cult of rich dandies gather for parties, rob the cloak room where they keep their clothes during meetings and busy
70 Spy on a noble for enough time to tell if they are a traitor to family and secretly dealing with enemies
71 A senior gang member is rumoured to be solidifying support for a take over, go and murder them pronto
72 A secret society have been meeting in city sewers, infiltrate and report on their activities
73 Murder a clan of bootleg grog dealers in the gangs turf
74 Gang member has defected to rival gang, kill him and a few extra gang members 
75 Arrange a accidental death for a noble preaching to town about getting tough on crime
76 Spy on one of the city guildmiesters collecting any information on their secrets or vices that could be turned against them
77 Provide false witness at a murder trial to help nobility frame a reformer as a robber knight
78 Capture some interesting dungeon monsters to loose in the guilds new training tunnels 
79 Steal the secret ledger of a foriegn noble gambler exposing many locals of being secretly in debt
80 An assassins guild has been found and refuses to deal with us, raid them and kill as many leaders as possible to show the folly of their lack of respect
81 Steal a monster from a noble mans private menagerie
82 Steal a pearl from the grotto of a sea nymph, daughter of some petty sea god
83 Milk some wyvern venom for the guild poison master
84 Take some new recruits out and drive out the creatues living in the gangs sewer territories
85 A dragon's horde has a long lost relic worth a lot to the guild who want it
86 Infiltrate a nobles feast hall and pick pockets of the wealthy gathered there
87 A noble wants a gold clan signet ring back. Was taken by bugbears as treasure when they killed a kinsman a few years ago and it seems to have been used recently
88 A priest has been getting locals exited about being tough on crime gangs, murder the priest horribly as a lesson and leave in public
89 A older guild master has been wasting time with drugs and lovers, time to retire them with a surprise stabbing
90 A rival gang has a secret coin clipping operation and counterfeiting ring, find both and destroy them, kidnap any specialist criminal craftsmen we could use
91 A rival gang boss keeps maps of their buried treasure, steal them and rob the loot for our gang
92 A tomb of a great master thief has been found in a sewer, loot it before rivals do and for glory
93 Recruit a noble bastard into our secret brotherhood to spy on nobles for us
94 Disrupt rival gang black markets and auctions, make patrons feel unsafe
95 Dig into a temple crypt and rob the ancient noble dead buried their
96 A rich jeweller has lots of stock at the moment taken from dungeons and bought cheap for adventurers beer money, help lighten the owners burden
97 A complex trapped and thrice locked door has been found in the sewers
98 The guild master wants to retire alive and needs their murder faked
99 Some guild members have been tainted by were rats, find and destroy them before we are all rats serving their rat ruler
100 Guild master wants someone to enter a gate in a painting and rob the lair of a demon prince to get the souls of their loved ones back

Sunday, 18 November 2018

EMO Class Skills 2 Rogues & Wizards




More of my basic emo rules....
Will probably put in a little book for xmas
I can update and expand as I go....
Should be ready for when I DnD in Sydney next

Another difference with my system no xp
Instead you record numbers of quests
Usually quest per current level is required to reach next level
1st lv to 2nd needs one quest, 5th to 6th advancement requires 5 quests
Adventures are significant campaign achievements or quests
Clearing out a dungeon or smashing a cult is a quest
A long journey overland or a large level of a dungeon might count
Stabbing a tied up Minotaur in a box is not
A quest should affect a campaign
 or benefit a community significantly


Rogue 

Prime Requisite: Agility; high score grants additional arts
d8HD/1 /
(Average 5)
Arms 2/2 Arts 8/1 Languages d4/2
Light armour (Leather 3)
-3 unskilled weapons +1 to hit every 4 levels
Staff d6, Dagger d4, Crossbow Small d6+1, Sling d4, Knife d3, Club d6, Stone d3, Small Sword d6 Sword d8, Shuriken d3, Chain d6, Lasso, Bola d4
Start Equipment: all weapons skilled with 20 shots of ammo if any, tool kits for skills, leather armour, hooded cloak, common robe, 
wine skin, d4 sacks, d4 days poor rations, flints, hatPrerequisite Agility Bonus provides extra Arts +1 Looting 
+2 Cypher +3 Read Scrolls

Nefarious Abilities

Luck of the Rogue
-Get a extra luck point per level to help win at impossible tasks
Cut Throat
-A rogue can dispatch one prone, helpless or sleeping person per level per round
Backstab
-to hit a unaware foe from behind +4
-Missile requires round of aiming
-Damage x2, at 6th becomes x3 at 12th becomes x4 18th becomes x5

1 Theif
 Subclass

Arms -  Small Sword, Knife
Arts -  Sneak, Hide, Sleight. Climb, Lock Lore, Trap Lore, Night Sight, Listen
+1 Balance +2 Jump +3 Bluff

2d4 throwing knives, boot knife, black face, 9m rope, silenced light grapple, pry bar, 3d6x10sp


2 Spy Subclass
Arms - Small Sword, Dagger
Arts - Bluff, Disguise, Spot, Listen, Shadow, Etiquette, Forgery, Escapology
+1 Fast Draw +2 Sleight +3 Gambling
telescope, code cypher, poison pill in signet ring, concealed knife, hooded lantern, 3d6x10gp


3 Assassin Subclass
Arms - Small Sword, Dagger
Arts - Sneak, Hide, Disguise, Bluff, Conceal, Bribe, Climb, Run Away
+1 Poison Lore +2 Trap Lore +3 Weapon Expert
d4 doses of blade venom, poison potion, d4 extra daggers, scarf, mask, black costume, 12m rope and grapple, small lantern, lamp oil, 100m line, 3d6x10gp


4 Charletan Subclass
Arms - Staff, Knife
Arts - Hypnosis, Bluff, Carousing, Streetwise, Forgery, Sleight, Run Away, Quack Healer
+1 Gambling +2  Fortune Telling +3 Alchemy
2d4 coloured bottles of water, d4 fake maps, d4 fake legal documents, d100 fake silver coins, d100 clipped silver coins, double headed coin, marked deck of cards, loaded dice, 3d6x10sp


5 Rake Subclass

Arms - Small Sword, Dagger
Arts - Carousing, Slight, Gossip, Etiquette, Bluff, Taunt, Intimidate, Streetwise

+1 Weapon Expert +2 Fast Draw +3 Drug Lore
d10 pills, pipe, d4 doses of opium, d6 doses of hashish, bag of tobbacco, 5L of brandy in keg, d6 vottles of wine, d4 pornographic parchments, book on diabolism, unhappy old servant, d100gp debt notices, 3d6x10gp


6 Jester Subclass
Arms - Club, Knife
Arts - Juggling, Mimic Voice, Acrobatics, Balance, Taunt, Carousing, Beg, Etiquette
+1 Ventriloquism +2 Resist Poison+3 Run Away
funny puppet, silly costume, 2+d4 decorative clubs, d6 coloured wooden balls, d6 torches, comedy wig, mask, poison antidote +d4 save, book of jokes, trumpet, drum, silly shoes, pet (d4 1=monkey 2=lap dog 3=parrot 4=ferret) 3d6x10sp 


7 Acrobat Subclass
Arms - Club, Staff
Arts - Acrobatics, Balance, Tumbling, Climb, Jumping, Wall Running, Leaping, Dance
+1 Run Away +2 Sleight, +3 Escapology
colourful costume, 60m rope, grappling hook, fancy cape, rope ladder 6m, scarf, mask, 3d6x10sp  


8 Pedler Subclass
Arms - Club, Staff
Arts - Bluff, Appraise, Diplomacy, Bribe, Bargain, Repair, First Aid, Portage
+1 Endurance +2 Pack Rat +3 March
backpack, wet stone, wire 3m, thread 30m, bag of rags and leather scrap, d4 brushes, mirror, d6 empty bottles, d4 bottles of wine, tool box, small hammer, mallet, files, drill, plane, lantern, hatchet, chain 3m, rope 6m, pet (d4 1=donkey 2=goat, 3=monkey 4=dog ratter) d4 days of feed, lamp oil, 3d6x10sp


9 Bandit Subclass

Arms - Club, Shortbow
Arts - Track, Hide, Sneak, Conceal, Survival, Spot, Listen, Scout
+1 Trap Lore +2 Moving Fire +3 Fast Draw
sack of d4 small traps, d4 rabbits, tent, bed roll furs, stolen animal (d4 1=pig 2=sheep 3=goat 4=cockerel) 3d6x100cp


10 Sailor Subclass

Arms- Small Sword, Dagger
Arts - Sailor, Swim, Climb, Navigate, Sense Weather, Hold Breath, Jump, Tumbling
+1 Weapon Expert +2  Brawling +3 Feint
d4 maps, star chart, bottle of rum, carved tusk, d6 tattoos, gaff hook, scarf, oilskin long coat, rope 12m, hammock, net, fishing line, 3d6x10sdp 

Will add more subclasses for various cultures and time periods such as adventuress, prison keeper, bounty hunter, duelist, slaver, charioteer, beggar, etc


Wizard

Prime Requisite: Talent; high score grants additional spells
d4HD/1 /
(Average 3)
Arms 1/4 Arts 6/1 Languages 2d4/2
No Armour
-4 unskilled weapons +1 to hit every 6 levels
Staff d6, Dagger d4, Crossbow Small d6+1, Sling d4, Knife d3, Club d6, Stone d3, Dart d3
Start Equipment: spell book, tool kits for skills, hooded cloak, common robe, 
wine skin,  sack, d8 days good rations, flints, hat, scribe se
tPrerequisite Talent Bonus provides extra spells +1= extra 1st +2= extra 1st +3= extra 2nd

Wizards Magical Abilities

All Wizard Books have
-Zero Level Read Magic, Detect Magic plus four other cantrips to start
-First Level Identify Spell, plus one plus prerequisite bonus spells
-Each level gain new spell through research
Scribe new spells from other wizard books or scrolls
-up to talent score in spells for spell levels 0-3
-up to half talent score  in spells for spell levels 4-7
-up to talent bonus in spells level 8-9
Talent roll to be able to learn any new spell discovered
Wizards lean spells inscribed in their huge books over 8 hours study once per day



1 Necromancer Subclass
Arms - Dagger
Arts - Mortician, Poison Lore, Necromancy Lore, Intimidate, Taunt, First Aid
+1 Trance +2 Healing +3 Evil Eye
Typical Starting Spells

-Zero Level Smoke Puff, Animate Tiny Animal, Disrupt Undead, Stun
-First Level Cause Fear, Darkness, Feign Death
-Second Level Undead Mount
black robes, human skull, anatomy book, bandages, sinew thread and bone needle, staff, dagger, mummies hand, canopic jar with dried brains, blasphemous ancient scroll, d4 tomb maps, 3d6x10gp


2 Illusionist Subclass
Arms - Staff
Arts - Painting, Bluff, Sleight, Carousing, Hypnotism, Illusion Lore
+1 Illumination +2 Healing +3 Evil Eye
Typical Starting Spells-Zero Level Noise, Animate Pipe Smoke, Smoke Puff, Coin
-First Level Ghost Light, Fog Cloud, Chromatic Orb
-Second Level Phantasmal Force
colourful robes, staff, d6 items of glass jewelry, d4 coloured bottles of water, d4 doses of black lotus resin, d4 doses of opiuum, d6 doses of hashish, bag of tobacco,  hourglass, crystal prism, pipe, d4 artworks (1=painting 2=illuminated book 3=carpet 4=mirror), paint set, 3d6x10gp


3 Enchanter Subclass
Arms - Staff
Arts - Bluff, Carousing, Music, Evil Eye, Alchemy, Astrology
+1 Trance +2  Craft Potions +3 Evil Eye
Typical Starting Spells-Zero Level Scare, Clean, Mend, Sparkles
-First Level Charm Person, Floating Disc, Animate Rope 
-Second Level Rope Trick
Rope, ball, pet (1=snake 2=rabbit 3=dove 4=toad), coloured s
carf, fancy box, silk cord 7m, rope 21m, knife, dagger, bottle of wine, musical instrument


4 Summoner Subclass
Arms - Dagger
Arts - Plane Lore, Elemental Lore, Summoning Lore, Sacrifice, Beast Lore
+1 Trance +2 Healing +3 Evil Eye
Typical Starting Spells-Zero Level Conjure Tiny Animal, Smoke Puff, Conjure Salt, Wizard Hand
-First Level Monster Summoning I, Fiery Eyes, Unseen Servant
-Second Level Monster Summoning IIbestiary Book, incense, gong, rug with magic circle design, lantern, lamp oil, 2d10 candles, d4 occult symbol medallions, 3d6x10gp

5 Hedge Wizard Subclass
Arms - Staff
Arts - Folk Lore, First Aid, Cooking, Herbalist, Magic Lore, Brewing
+1 Shortbow +2 Healing +3 Craft Potion
Typical Starting Spells-Zero Level Smoke Puff, Conjure Tiny Animal, Whisper, Mend
-First Level Charm Person, Know History, Sleep
-Second Level Summon Swarmbag of herbs, pipe, d6 doses of hashish, bag of tobbacco, bag of seeds, pet (1=cat 2=toad 3=goat 4=donkey), local map, book of local history, journal, 3d6x5gp

6 War Wizard 
Subclass
Arms - Dart
Arts - War Lore, Command, Intimidate, Taunt, First Aid, Black Powder
+1 Sword +2 Heavy Crossbow +3 Weapon Expert
Typical Starting Spells-Zero Level Spark, Ignite, Stun, Icicle
-First Magic Missile, Sleep, Burning Hands
-Second Level Web
2d6 darts in quiver, metal cowl, staff, dagger, fancy cape, knife, book of famous battle plans, tankard, bottle of rum, d6 bottles of beer, whetstone, d4 medals, lantern, lamp oil, 3d6x10gp


7 Fire Elementalist 
Subclass

Arms - Dagger
Arts - Elemental Lore, Incendiary Lore, Craft Fire, Blacksmith, Alchemy, Blackpowder
+1 Grenade +2 Sword +3 Focus
Typical Starting Spells-Zero Ignite, Smoke Puff, Spark, Candle Light

-First Level Burning Hands, Fiery Eyes, Fiery Eyes
-Second Level Fire Shuriken
d3 grenaides, d3 incendiary, d3 smoke bombs, d100 firecrackers, d4 signal rockets, lantern, lamp oil, field stove, 3d6x10gp


8 Earth Elementalist Subclass
Arms - Club
Arts - Elemental Lore, Mining, Herbalist, Natural Lore, Alchemy, First Aid
+1 Sling +2 Healing +3 Lay Hands
Typical Starting Spells-Zero Level  Conjure Rock, Dirt, Glue, Grease
-First Level Mage Armour, Spider Climb, Bless Weapon
-Second Level Bull Strength
bandages, 50gp gem, alchemist test kit, bottle of acid, metallurgy test kit, d3 healing herb, d4 healing potion, 3d6x10gp in silver and gold and semiprecious stones 


9 Air Elementalist Subclass
Arms - Dart
Arts - Sense Weather, Music, Whistling, Ventriloquism, Abjure Words, 
+1 Bluff +2 Point Blank +3 Extra Shot
Typical Starting Spells-Zero Level Noise, Icicle, Gust of Wind, Whisper
-First Level Shocking Grasp, Feather Fall, Cloud Ladder
-Second Level Ice Knife
Instrument, cymbols, horn, incense, book of sheet music, song bird in cage, 3d6 darts in quiver, 3d6x10gp


10 Water Elementalist Subclass
Arms - Dagger
Arts - Mortician, Poison Lore, Occult Lore, Intimidate, Taunt, First Aid
+1 Trance +2 Healing +3 Evil Eye
Typical Starting Spells-Zero Level Conjure Snowball, Grease, Ink, Acid
-First Level Fog Cloud, Swim Like Fish, Jump Like Frog
-Second Level Cloud of Cold

Will add more subclasses for various occult traditions including diabolist, demonologist, sage, transmuter, etc

Thursday, 8 February 2018

How did You Get To Exile Island?




This is a revision from a d20 table
Soon i will have revised more tables than most ppl have made first time around...
Will be revising lots of my early house rules posts


d10 Quick Types - Starting Gold
01 Fugitive d4gp
02 Refugee d8gp
03 Convict d6gp
04 Free Settler d20gp
05 Agent 4d6gp
06 Barbarian 3d6gp
07 Seabourne 2d6gp
08 Profesional 4d6gp
09 Exotic Foreigner 4d6gp
10 Magical enigma 6d6gp

d100 How did You Get To Exile Island?
01 Your family have been outlawed by the Emperor
02 You are an escaped slave
03 You are accused of a crime and a wanted criminal
04 Your were on the wrong side in the empire civil war
05 You were accused of witchcraft and many of your kin killed
06 Your school or order or sect has been outlawed and exterminated
07 You escaped an extermination order on your city by the mad Emperor
08 Your loved ones were thrown in the dungeons, you were next
09 You were involved in a revolt and all the lords lands are after you
10 You had a unlawful relationship and their kin and the law hunt you
11 A great famine destroyed your homeland
12 A terrible plague made everyone flee in a panic
13 Goblinoids drove your in a mad panic from home
14 Orc's burned and killed your home and loved ones
15 Elves drove you from your home now a forest 
16 A great dust bowl blight struck the crops destroying farmlands
17 War destroyed your home and scattered everyone who was not killed
18 Your people were rounded up into a labour camp 
19 Your people were all sold into slaverey
20 Monsters destroyed you home and scattered your clan
21 Shipped as convict labour for life but escaped early
22 Arrived as convict earned your freedom after several years
23 Arrived as convict labour and escaped by getting the plague
24 Fought as a gladiator but escaped
25 Worked in a road gang but managed to escape in wilderness
26 Worked in a mine and left for dead in accident
27 Kept in an asylum for the insane but escaped 28 Imprisoned in dungeon as hostage then dumped on street when useless
29 Kept in a cramped cell for several years and escaped from a tunnel
30 Labour gang revolted and killed the guards and escaped
31 Your home had no opportunity and everyone was getting poorer
32 Your order, sect or family have sent you away for safety
33 Your family were awful and you want to get as far away as possible
34 You were offered some land and a bag of money to settle abroad
35 A rival paid you to leave to make less trouble for them 
36 A parent of a lover paid you to leave and not return
37 Your family all came as free settlers to build a farmstead
38 Your family all came as free settlers and died in the slums as paupers
39 A terrible tragic injustice made you want to leave 
40 A charity saved you from poverty and sent you on a ship with some silver
41 You are an agent of a pirate crew serving a fierce captain
42 You are an agent of the Barron's Secret Police
43 You are an agent of a forbidden secretive cult
44 You are an agent of the Emperor's Secret Imperial Guard
45 You are a member of the Imperial Dungeoneer Corp
46 You are agent of a fanatic criminal brotherhood
47 You serve the black lotus cult who have your family hostage
48 You serve a wizard as your family have done before
49 You serve one of the rebel dukes of the Empire civil war
50 You have been sent on a mission by your church or cult
51 Your clan drove you away after a power struggle

52 Your clan were exterminated by humanoids
53 Your clan were wiped out attacking civilization
54 Your clan were betrayed and enslaved
55 Your clan were wiped out by a supernatural menace
56 Your clan were killed or enslaved by wizards
57 Your clan were swallowed up by the earth never to be seen again
58 Your clan serve a evil power and you could no longer remain
59 Your clan was destroyed by a dragon 
60 Your clan became demon worshiping slaves of chaos
61 You were press ganged here by sailors and finally have escaped
62 You joined a crew to escape your tragic past
63 You joined a crew to escape your old life of poverty
64 You washed up on a beach with some memory loss
65 You were captured at sea and ended up in Shadelport
66 You spent days in a tiny boat in a storm and arrived exhausted
67 You were forced to work with smugglers who kidnapped you
68 You were shipwrecked and a cannibal wrecker clan held you prisoner a while
69 Slavers kidnapped you and carried you across the sea but you escaped
70 You joined a pirate crew to survive and only just paid them off
71 You were a camp follower of professional mercenaries and abandoned

72 You were a servant working for a religious order aiding pilgrims and left behind
73 You worked in a merchant caravan travelling the world and was left behind
74 You were a messenger sent on a long trek across the world and forgotten
75 You worked for a scholarly order but they were destroyed by some enemy
76 You worked on the estate of some noble and after he was usurped you had to flee
77 You were part of a clan of treasure hunters but they were all killed for tax evasion
78 You wound up working with travelling performers and finally they let you go
79 You worked for merchants procuring exotic goods but the company went bust
80 You worked for a banking organisation or financial order but accused of theft
81 You come from the far off jungle city kingdom with mist shrouded forest ruins
82 You come from warring kingdoms driven away by ceaseless killing
83 You come from one of the great desert city states but the city cult rejected you
84 You come from the great flaming deserts surviving where there ought not to be mortals
85 You come from the frozen northern wastes and your wooden town banished you
86 You came from the lands of the wolf pirates in the northern sea who now hate you
87 You came from one of the old coastal war like independent city states
88 You came from the frozen wastes in sight of the fabled plateau of giants and monsters
89 You came from some distant islands nobody ever heard of
90 You came from far off mountains and heard life was more interesting in the low country
91 You lived in a underground chasm for decades and just adjusting to surface life
92 You lived in a dungeon with monsters until you escaped and wound up hear
93 Elves kept you as a slave and you escaped but your kin died hundreds of years ago

94 Dwarves raised you in their orderly strict society until you got too tall

95 Halflings raised you on 8 meals of cake a day but now you are a huge unwelcome freak
96 Gnomes raised you since a child lost in the woods
97 Raised by giants in the mountains always afraid of being eaten but you escaped
98 Raised on another plane by beings of your alighnment
99 Travelled through time or slept for aeons since monsters ruled the world in darkness
100
 Human from another world d4 1=tourist 2=military 3=criminal 4=science technician

Friday, 8 July 2016

d100 Prison Carousing



Obviously prison isn't fun or our whole society would be a prison. Some adventurers and especially thieves might end up in prison between adventures. Some players might find being a transvestite is totally ok some might not. Life choices are personal but in prison you might not get to make choices of your pleasing. Or maybe you do. One persons humiliating punishment might be another inmates pleasure. I just write tables I'm not judging you.

Actually my mum ran every prison in the state and I got to hear lovely stories at the dinner table. I was a tour guide in a prison for 4 years and have worked in them a bit mostly with youth detention. My dad worked with victims of crime and hostage negotiations and thought state should just kill em all. Grandpa spent 18 years in a Siberian gulag. I wonder if any of this was an influence on me.

In the 2000AD comic Slaine the heroes dwarf sidekick spent his treasure share on buying a prison so he could make money on bribes. One of my favorite Adelaide Gaol stories (jail for Americans) was the governor who live above gatehouse in 1800s got so fat he could not get down with narrow stairs and they had to lower him through removed windows to get him out when he died. Stuck in your home office smaller than a modern house for years and he ran the joint. 


Basically as long as you were imprisoned is same time as it takes you outside to throw off your paranoia and urge to beat on people who look at you funny. Some dependencies, scars, diseases, mental problems, deviancy, parasites might take other means to remove but clergy will help. Sorcerers and cults might claim to help and just get you new problems. A d100 Cult carousing might be good. Will do a table of non lethal punishments soon too. A companion to this and previous post on execution methods.

d10 Types of Prison Carousing
01 Fighting
02 Fornicating
03 Dealing
04 Escaping
05 Labour
06 Punishment
07 Contacts
08 Cosmetic
09 Factions
10 Vice


d100 Prison Carousing

01 Always watching back avoiding fights and brawls
02 Got shanked and spent lots of time recovering
03 Knife fighting - can use anything improvised pointy as knife d3 
04 Bare knuckle fighting league run by inmates and guards
05 Got into inter gang fighting 
06 Killed a d6 fellow prisoners in self defence
07 Killed 2d6 fellow prisoners as a contract killer
08 Got recruited as gang enforcer
09 Got a big dangerous buddy to be your follower
10 After killing cellmate were chained in solitary darkness

11 Adopted as lover by dangerous psycho
12 Got favours from guards performing sexual tricks

13 Lived as cross dresser 
14 Worked in a pimping racket
15 Smuggled pornography
16 Promised to marry a charitable person to help get let out
17 Fell in love with stranger through letters and smuggled notes
18 Contracted horrible sexual disease
19 Somebody somehow got pregnant
20 Paraded about and groped nude at governors private parties
21 Made 3d6x10gp dealing in contraband
22 Dealt in drugs and lived above average conditions
23 Got easy life by blackmail and information brokering
24 Sold slaves to inmates to get by
25 Lived in fancy cell with own slave by hustling and bullshit
26 Owe 3d6x10gp to thieves guild for keeping you alive
27 Mob after you for crooked drug swindle you pulled
28 Brokered peace between gang and factions 
29 You sold poison, weapons and contract killers 
30 Govener threw you out because you were making too much money
31 Caught escaping with fake disguise and beaten
32 Caught escaping when tunnel collapsed, got manacled in high security
33 Your escape committee was betrayed by a squealer
34 You got out in load of laundry and are now wanted
35 You owe 3d6x10gp bribe to governor for releasing you early
36 You escaped by cross dressing disguise
37 Someone paid for your early release in secret and you wonder who
38 Played dead and escaped when thrown in a pit of lime
39 Got the plague, went into a coma and got dumped in river 
40 You got stabbed and were sold to pie maker by guards
41 You got to crack big rocks into little ones for months
42 You learned how to make and repair roads
43 Some skill you have got you a cushy job (literacy, music, art?)
44 You worked in laundry and learned how to strip a corpse into scraps of bones
45 You copied fraudulent love letters the governor sold to perverts
46 You made fake antiques in a sweatshop 
47 You worked in dye pits and your skin is still discoloured
48 You cleaned sewerage pits in the prison and were sick mostly
49 You worked with poison chemicals and your lifespan is reduced by 2d10%
50 Put to work with entertainers, singing, dancing and impersonating opposite sex
51 Beaten daily with can, birch or whips on A frame
52 Chained to walls mostly and your still recovering -1d6" move for 1d6 weeks
53 Kept in stocks or wooden cage
54 Kept in dark solitary cell
55 Kept in cell with disease victims leaving you inflicted
56 Kept locked with iron mask in solitary
57 Tortured in dungeon relentlessly
58 Locked in a cesspit full of sewerage and garbage
59 Locked in a dark hot box in the sun 
60 Starved and left underweight -d3 CHA for d3 months
61 Got to be affiliate of prison version of thieves guild
62 Made international smuggling contacts
63 Made a new best friend or potential follower who owes you a life debt
64 Know corrupt prison staff
65 Governor thought you amusing personal servant and liked you
66 Met a member of assassin guild or cult
67 Old man constantly manacled you helped turned out to be a wizard
68 Met lots of mercenary killers 
69 Met lots of colourful murder hobos who keep asking you for work
70 Met mysterious old man who told you of your strange destiny
71 Earned d6 new gang tattoos
72 Back covered in whip scars
73 Scars from failed suicide attempt
74 Burn scars from branding irons of torturer
75 Pock mark scars from disease
76 Hands calloused and swollen from labour and frostbite
77 Covered in persistent lice you have trouble getting rid of
78 Facial brand or tatoo informing everyone of your crime or vice (possibly untrue)
79 Manacle scars on wrists and ankles
80 Developed a d3 phobias from prison life (locked doors, chains, torture)
81 Corrupt guards from prison days think you are trouble and want you dead
82 Joined a religion to help early release but now they expect you to attend services
83 Joined a secret society, turns out they are planning end of the world
84 Joined a cult but after helping your release you realized they were worse than prison
85 Members of a race or nationality think you are great for your help in prison
86 Members of a race or nationality think you are a bastard and they now hate you
87 Joined a gang who turn up in your life now your free expecting petty help
88 A enemy gang hate you over beef from prison time
89 City guard and country sheriffs think you are a no good trouble maker
90 Criminal syndicate spy on you and seek opportunities they can exploit
91 You joined black lotus cult in prison and they keep tabs on you for some reason
92 Prison gang gave you tattoo of a dungeon or treasure map on your back
93 You are willing to try any drug, drink or quick high for a thrill
94 You managed to make alcoholic prison goon and now a horrible alcoholic 
95 You developed a d4 gp a day drug habit and dealers know you 
96 You developed uncommon sexual tastes that scare conservatives
97 You quite like the occasional expert flogging
98 Priest heard about what you did in prison and want to help save your soul
99 You have weird sweaty nightmares from prison and bad drugs
100 You developed taste for buttchugging alcohol and potions

Sunday, 14 September 2014

Carousing pt3 Sholarly persuits

This is mostly for arcane spell casters but anyone studying or researching could apply. Not as much fun for most to hit books in spare time but for magician is worth it.

I have always thought term spell caster ugly and meta gamey so I use term magician to cover any type of spell caster you like but here mostly about arcane casters such as wizards and sorcerers.

d10 Study, research and experimentation in the University district - quick version
1 Meeting - new contacts among arcane establishment
2 Invitation - interesting opportunity
3 Experiment - make a lucky or unlucky blunder
4 Discovery - find interesting knowledge or clues
5 Secrets - forbidden or forgotten lore uncovered
6 Rivalry - a rival scholar tries to bother you and your work
7 Publishing - academic peer review of your work
8 Student - project have a learning opportunity
9 Opportunity - some lucky find or deal
10 School break - get to let down your beard to fraternise. A sorcerer might roll on priest version or this.

d100 Study, research and experimentation in the University district
01 Meet a magician who offers to swap spells from books or magic item
02 Meet a magician who teaches you familiar training +1hp
03 Meet a magician who gives you a dungeon map where he lost an item years ago
04 Meet a magician who gives you formula to create an item or potion
05 Meet a magician who when young slaved at a terrible artifact under a evil master
06 Meet a magician who once lived in long forgotten d4 1=dungeon 2=tower 3=castle 4=house
07 Meet a magician who wishes to be patron or sponsor of adventurers in return for books and scrolls
08 Meet a magician who offers you forbidden and blasphemous lore
09 Meet a magician who shows you his lab and experimental breeding program
10 Meet a magician who offers to train you in the future
11 Invitation to join secret order of magicians with strange schemes and conspiracies
12 Invitation to join secret order of magicians in contact with other planar beings
13 Invitation to help project to reactivate elder artifact for a share of ultimate power
14 Invitation to meet undead elder magicians in secret lair to learn of their great plan
15 Invitation to participate in orgiastic drug cult of a sorcerer in secret pleasure dome
16 Invitation to meeting of magicians guild to discuss trivium of city affairs
17 Invitation to lecture at the university of magic paid 100gp for guest speech
18 Invitation to teach rich youths basics lore and beginners first cantrips 100gp a month
19 Invitation to perform your "tricks" in front of nobles, if pleased may reward you
20 Invitation to from romantic admirer, a noble magic groupie who will cause trouble if spurned
21 Experiment with spell goes wrong but hints at interesting variant
22 Experiment with cheap scroll fragments and mushrooms, get to learn or swap a new spell
23 Experiment with brewing potions learn a new formula
24 Experiment and gain a cosmetic mutation with disastrous brew
25 Experiment but accidentally destroy expensive lab equipment, if not yours was on loan
26 Experiment temporarily changes your d4 1=race 2=gender 3=species 4=skin colour
27 Experiment with other planar symbols and summon a being that spares you for one favour
28 Experiment with fumigation of herbs to gain esoteric visions, develop minor drug habit
29 Experiment with magic trash of superior magician manage to create a potion with side effects
30 Experiment with obscure rituals, formula and animals create a monster egg
31 Discovery of information about a lost spell book in a d4 1=dungeon 2=cave 3=ruin 4=old house
32 Discovery of from a recycling old scrolls and find invisible text with odd lore or map fragment
33 Discovery of a map leading to a hidden settlement of non humans in the wilderness
34 Discovery of incredibly tasty sauce recipe using monster as ingredient
35 Discovery of exotic drug formula using monster as ingredient
36 Discovery of map location of other worldly gate and formula to open beneath a dungeon
37 Discovery of location of long lost ruins during research fabled resting place of lost magic items
38 Discovery of  old wizards journal describing many strange lands beyond civilisation
39 Discovery of  book illustrated with erotic summoning rituals worth 2d6x100gp to collector
40 Discovery of map of ruins of d4 1=necromancer 2=elder races 3=reptile folk 4=evil cult
41 Secret uncovered journal fragment hinting at scandal of ruling clan from long ago
42 Secret uncovered of true name of a outer planar or elemental being in a old text
43 Secret uncovered volume of blasphemous lore hidden for aeons for good of mankind
44 Secret uncovered about community secretly a cult of hybrid monsters
45 Secret uncovered about foreign agents seeking to steal local magic secrets
46 Secret uncovered scandal of magic school teacher or staff misconduct
47 Secret uncovered of location of secret outlaw magic school or possibly the secret black lodge
48 Secret uncovered old wizards sordid deeds, blackmail a petty magic trinket from him
49 Secret uncovered of lost gateway to faerie land and ritual to open it
50 Secret uncovered of dawn age magic and possible location of relics of when gods walked
51 A rival magician of your school challenges you to a spell off to see who is  greatest
52 A rival magician of your school hates you and constantly plots to shame and humiliate you
53 A rival magician interested in same potential lover tries dirty tricks and lies
54 A rival magician of your school is a honourable foe, competition brings you both glory and fame
55 A rival magician  tries to steal your spell book or drug stash with magic and mortal means
56 A rival magician recruits a party to beat you to dungeon treasure and will use dirty tricks
57 A rival magician challenges you to a familiar fight in a magic gymnasium to earn badges
58 A rival magician planted a cursed object in your possession ass a trick
59 A rival magician runs a smear campaign about you with gossip, pamphlets and slanderous artwork
60 A rival magician tries to seduce and steal your lover with magic disguises, charms and tricks
61 Publishing a paper at university gets you noticed by peers and scholars
62 Publishing a volume on dungeon exploration gets you apprentice wannabees follow you
63 Publishing a essay gets you a lecturing gig at various magician guilds 1d6x10 a month
64 Publishing about your amazing adventures gets you mocked and slandered by public
65 Publishing theories gets you laughed out of respectable academia but praised by lunatic fringe
66 Publishing your adventures is misunderstood as satirical comedy inspiring comedy musical plays
67 Publishing your adventures inspires copy cat juveniles who copy your antics and go to dooms
68 Publishing your work angers you enemies who driven to jealousy try and kill you
69 Publishing your papers gets you bequeathed money by a secret admirer d6x100gp
70 Publishing your journals earns you a literary award and book deal worth d6x100gp
71 Student project manage some kobolds in a dungeon for a week and filed a report on experience
72 Student project manage a work gang of zombies in sweatshop for extra credit with teachers
73 Student project manage watch a bound demon trapped in circle, protect from stray animals entering
74 Student project assist master while he negotiates with elemental lords through planar gateway
75 Student project transcribe scrolls and spells for master and pilfer one scroll for yourself in process
76 Student project teacher gets you to recharge wands and writes you a good reference
77 Student project manage alchemy lab and keep gremlins out or experiment will explode
78 Student project manage tests for potential new students and grade exams and aptitude tests
79 Student project work in library for credit and get to peek at forbidden books learning about a evil cult
80 Student project tending dangerous monsters and plants in menagerie cleaning out cages
81 Opportunity to blackmail teacher for d4 1=sexual misconduct 2=fraud 3=cultist 4=treason 1d6x100gp
82 Opportunity to loot a dead wizards estate d4 1=strange book 2=scroll 3=familiar 4=potion
83 Opportunity to steal a dungeon blueprint from planning office a teacher was consulting on
84 Opportunity to return item stolen from elves in return for friendship and or sex
85 Opportunity to eat some magic food d4 1=+1hp 2=-1year age 3=aroused 24hours 4=grow huge beard
86 Opportunity to talk to master about dirty tricks with your spells you had never considered
87 Opportunity to be intern to magician get to check out all their cool stuff and tower
88 Opportunity to get job as adviser to noble d4x100 per month wage, sacked if unavailable
89 Opportunity to assist great sage, get a foot in door of selling knowledge to fools racket
90 Opportunity to find masters sex secret d4 1=party golem 2=succubi 3=sexy imp 4=tentacle beast
91 School break but get into brawl with d4 1=barbarians 2=farmers 3=gang 4=priests
92 School break got drunk and misplaced something like a spellbook pay d4x100 to get returned
93 School break got into sexy times with d4 1=fellow student 2=teacher 3=janitor 4=someones familiar
94 School break road trip hunted by d4 1=yokel lynch mob  2=rednecks 3=orcs 4=kidnappers
95 School break and fellow students experiment with attractive but dangerous monsters in captivity
96 School break while partying supernatural horror killed peers one by one stalking you now
97 School break got into brawl with fellow student no spells or magic allowed
98 School break got to party with odd new friends d4 1=barbarians 2=orcs 3=thieves 4=assassins
99 School break woke up in wrong side of town with d4 1=goblins 2=wererats 3=vampire 4=demonic cult
100 School break with wild university fraternity now everyone assumes you are party animal