Thursday, March 15, 2018

A bunch of tables

Hey sorry I was gone anyways heres some tables. Most are d66 based (roll 2d6, first d6 is the tens place, second is the ones place), because I refuse to use d20s.



Okay this first one isn't like, a random table, but hey it counts. Its just a general guideline for how to stock dungeons.
Dungeon Level
Treasure for a normal dungeon
Treasure for a Megadungeon level
1
4000 coins, 1 magic item
16,000 coins, 3 magic items
2
8000 coins, 2 magic items
32,000 coins, 4 magic items
3
16,000 coins, 3 magic items
64,000 coins, 5 magic items
4
32,000 coins, 4 magic items
120,000 coins, 6 magic items
5
64,000 coins, 5 magic items
240,000 coins, 7 magic items
This is for coming up with a dungeon idea. Roll d66 twice, one for descriptor one for concept. Roll twice for descriptor if you're feeling extra wacky.
Roll Descriptor Concept
11
Rotten Temple
12
Cursed Castle
13
Screaming Catacombs
14
Forbidden Cavern
15
Eldritch Tunnels
16
Demonic Mine
21
Faerie Tomb
22
Bloody Prison
23
Poison Dungeon
24
Radioactive Asylum
25
Hateful Hospital
26
Dead Church
31
Foggy Tower
32
Shadowy Shipwreck
33
Shunned Fortress
34
Fungal Laboratory
35
Filthy Bunker
36
Rusted Bank
41
Fleshy Mansion
42
Glowing Labyrinth
43
Ardent Drug Den
44
Overgrown Basement
45
Charred University
46
Freezing Sewers
51
Burning Factory
52
Living Crashed Spaceship
53
Crystalline  Giant Ant-Hill
54
Steel Giant Fossilized Animal
55
Odorous  Subterranean City
56
Red Giant Humanoid Statue
61
Purple Ancient Machine
62
Green Ziggurat
63
Blue Giant Animal/Monster Statue
64
Yellow Giant Rotting Corpse
65
Orange Root System Of A Great Tree
66
Pink Library



This next table is for dungeon dressing. Roll d66 and choose either a descriptor or a thing.

Roll
Descriptor 
Thing
11
smelly
soot
12
cracked
candles
13
decrepit
blood
14
rotten
claw marks
15
steaming
egg shells
16
squirming
bones
21
wailing
torture devices
22
screaming
chains
23
foggy
wardrobe
24
staring
chairs
25
melted
spikes
26
freezing
statue
31
burning
idol
32
sticky
altar
33
mouldering
corpse
34
sickly
rubble
35
sharp
mushrooms
36
ancient
graffiti
41
dry
painting
42
luminous
barrels
43
shadowy
crates
44
mysterious
feces
45
eldritch
roots
46
grotesque
clock
51
macabre
runes
52
disgusting
mosaic
53
rusty
pipes
54
gaseous
pillars
55
defiled
hooks
56
cruel
stalagmites
61
boiling
stalactites
62
crusty
fossils
63
leaky
underground stream
64
shiny
mirror
65
electric
suits of armor
66
dusty
slime



Heres some mutation stuff I wrote a while back


Mutation Tables

Arms
  1. Crab-like claw for a hand
  2. Arm is now a tentacle
  3. Splits down the middle and forms two arms
  4. Fingers grow and spread like a tree’s branches
  5. Hand becomes a mouth
  6. Covered entirely in thick coarse fur

Legs
  1. Foot becomes a hoof
  2. Leg is covered in wriggling worm-like appendages
  3. Bird leg
  4. Becomes an arm
  5. Legs fuse together and form a snake-like tail
  6. Leg is now that of a spider


    Torso
    1. Sideways mouth appears on torso, uses ribs as teeth. 
    2. Covered in an exoskeleton
    3. Feathered, with vestigial wings sticking out of back
    4. Navel/belly button becomes an eye
    5. Massive tumors grow, full of acidic fluid
    6. Porcupine spines grow from back

    Head



    1. Horns sprout from head
    2. Mouth on the back of head
    3. Teeth are replaced with small tentacles
    4. Eyes become enormous fly eyes
    5. Eyes grow stalks
    6. Tongue becomes a tentacle




    Mutation (3 point spell)

    Anyone the caster touches must make a saving throw or roll on the mutation table for the relevant body part. Ask the caster what they are touching, or roll a d6 (1 is left leg, 2 is right leg, 3 is torso, 4 is head, 5 is left arm, 6 is right arm).

    And finally a carousing table thing.


    Carousing

    1. You go drinking!

    1: You win a bar fight, gain 1d6x10 XP.

    2-3: You win a drinking contest, gaining 10 XP and 1d6x10 coins.

    4: You pull a muscle doing something stupid to impress someone at the bar, take a -1 penalty to your DEX or STR modifier next adventure.

    5-6: You get a hangover from all the alcohol you consumed, and take a -1 penalty to attack rolls next adventure.

    2. You go gambling!

    1-2: You win at gambling, gaining 10 XP and 3d6x10 coins.

    3-4: You lose at gambling, losing 3d6x10 coins. If you don’t have enough coins, you instead lose 1d3 from your maximum hit points next adventure to represent getting the tar beaten out of you by security.

    5: You catch someone cheating and report them. The gambling hall owner thanks you and pays you 2d6x10 coins.

    6: You are caught cheating and are forcefully removed from the gambling hall. You cannot go gambling again and lose 1d3 from your maximum hit points next adventure to represent getting the tar beaten out of you by security.

    3. You buy drugs!

    1: It gives you unnatural strength! Next adventure gain a +1 bonus to your STR modifier.

    2-3: It is a powerful hallucinogen, and the visions you see reveal things to you. Gain 1d3x10 XP.

    4-6: It slows your mind and muddles your words. Next adventure take a -1 penalty to your INT and CHA modifiers.

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