Wednesday, 11 October 2017

d12 Wizards and Wyrdwood Estate

Wyrdwood Estate is a suburb I generated on the fly during my Guild Dog's Suburb Crawling campaign.  Here I will flesh it out using some recently created GM tools I've been working on, and muse on how I generated the place on the fly. 

The party has spent the last 4 or so sessions in "Salt Field", running afoul of the local guild "Judge's of Belona" and a mercenary crew "The Quagmire Arms".  A new player rolled "Unlicensed Shadow Broker" as their background, giving them a contact within a nearby group of professional thieves. This group "Ruinous Slobber" is a guild of monster stealers and sellers. "Ruinous Slobber" had a job for the Guild Dogs (generated using these tables): Go and poison a local wizard's guard monsters, as to regain said wizard as a customer.

Salt Field was getting a little busy so the target wizard "Gia Feng" would inhabit another nearby suburb. Rolling a d4 and allocating a result to each cardinal direction, I discover that "Gia Feng" lives to the west. To discover the layout of the suburb I use the following table: https://drive.google.com/file/d/0B43TA_QRzeKqS2xhYXF5RWppVEU/view?usp=sharing. It looks like this:


I need some more details about this suburb so use the amazingly useful random magic card tool: https://magiccards.info/random.html. I've since lost the cards that I got, but the general vibe was eagles and a forest. I already know at least one wizard lives in the suburb, so a wooded and wizardly estate springs to mind (the wide open spaces of the generated map help encourage the "parkly" vibe). A gated parkland community of wizard's living in manses. Why would they live here over anywhere else? A band of eaglemen guard the estate thus allow the wizards to conduct their research and be left to their own devices for a price.

Wyrdwood estate is a suburb of  wooded parkland, guarded savagely by a band of eaglemen, the Wyrdwood Hawks. Twelve wizards make their home here, their oddity filled manse's protected by the hawks of Wyrdwood for a high monthly rent of gold. Charm and lantern hung trees fill the estate and odd colored lights illuminate the parkland from the warped manses of the wizards. 

All the above was generated/worked out at table during the session. There was some minor hijinx in the estate before the session finished. The rest of the post will muse on preparing Wyrdwood Estate for the next session.

Map of Wyrdwood Estate
To generate the 12 wizards I use a random name generator and combine a name  two random magic cards (again: https://magiccards.info/random.html) to get a general outline of a wizard:

d12 Wizards of Wyrdwood Estate: 

1) Gia Feng , Mind Wizard. 
2) Miko Kobo of the Rodents. 
3) Jabzan the Guide, Destiny Wizard.  
4) Rein Min, Maker of Missiles. 
5) Nameless Stone, Wizard of Protection. 
6) Deshi Core, Gnome Maker. 
7) Shaku the Slime Mage. 
8) Xu Zang, of the Silver Waters. 
9) Gan Sion, Trickster. 
10) Jobe the Time Eroder. 
11) Mamma Jallow, Goblin Breeder. 
12) Bai Sin, Charm Worker.

The names and titles of the above wizard should be enough to work out what is within the domain of each wizard's manse if required (ie, the party decided to break in). The weirdness of each wizard will also emanate from their home and infect what is encountered in the parklands of the estate. Oversized and mutated rats, devouring the corpse of a defeated Wyrdwood hawk have already been encountered nearby to Miko Kobo of the Rodent's manse.

To stock the parklands of the Wyrdwood Estate I use the following table: https://docs.google.com/document/d/1WSeFaxgWDjuWOv4Hoo5H94yKK89w0MAwbONaRQFd264/edit?usp=sharing (which is a core component of this post: http://lizardmandiaries.blogspot.com.au/2017/09/random-dungeon-creation-kit.html). Stocking the suburb involves breaking the map into a grid and using the result of the stocking table to work out what is there. All "treasure" results are generated using this table: http://lizardmandiaries.blogspot.com.au/2017/09/random-treasure-table.html.

Wyrdwood Estate Gridmap
The Wyrdwood Estate is lush, overgrown parkland. The trees are hung with soft golden glowing lanterns. They are also hung with eye shaped sentry charms that will summon Wydwood hawks if interlopers set them off.

Wyrdwood Estate Grid Contents: 

(The result of the stocking table is provided in brackets to give an idea of how that table works).

1) d8 Wyrdwood hawks stealthily watching the parklands from the branches of lanternless tree. (Foe, hidden and watching).
2) Manse of Gan Sion, Trickster. 
3) A Wyrdwood hawk sentry charm workshop is built in to the branches of an enormous tree. 5 unused sentry charms are left untended on the benches of the workshop. (Treasure, focus of work or worship).
4) d6 HD: d4 wizardlings fire experimental magic missles at the targeting wall rear wall of Rein Min's manse (can each cast d4 rounds of magic missile). (Foe, conducting ritual or worship).
5) d6 Wyrwood hawks rifling through a tree insearch of some valuable and escaped mutated rat from Miko Kobo's manse [Rat is a magic item, generate here: http://lizardmandiaries.blogspot.com.au/2017/07/magic-item-generator.html (Foe, searching for known of treasure).
6) A crate the nigh ever burning Wyrwood lanterns is nestled and hidden in the boughs of a tree. (Treasure, hidden).
7) Puddles of quick silver infest the soggy ground here. They are escaped quick silver golems from the manse of Xu Zang. Golem tendrils will pull interlopers into the deadly puddles and form and fight those that attempt to escape. (Foe, using traps to their advantage against interlopers).
8) An empty treetop guard house of Wyrdwood hawks. Tangled with sentry charms that will summon Wyrdwood hawks (Empty, place of rest).  
9) Manse of Jabzan the Guide, Destiny Wizard.  
10) Manse of Rein Min, Maker of Missiles. 
11) Manse of Miko Kobo of the Rodents. 
12) Manse of Xu Zang, of the Silver Waters. 
13) Manse of Nameless Stone, Wizard of Protection. Also, gate entry to estate with d8 Wyrdwood hawks.
14) Manse of Gia Feng , Mind Wizard. 
15) Manse of Shaku the Slime Mage.
16) A lodging tree house of the Wyrdwood Hawks. Tangled with sentry charms that will summon Wyrdwood hawks. (Empty, place of sleep).
17) Rival Guild Dogs or street dwellers setting off tree hung sentry charms, d8 Wyrdwood hawks attack them. (Foe, trapped in natural hazard of environment).
18) The well guarded main entry gate. d8 Wyrdwood hawks gaurded the entrance, one with a magic item. (Treasure, focus of work or worship).
19) Manse of Deshi Core, Gnome Maker.  
20) Manse of Jobe the Time Eroder. 
21) An enormous tree holds a Wyrdwood hawk feasting hall.  (Empty, place of eating).
22) Small stone structure, locked stone door. d4 rooms. Holds records of  Wyrdwood hawks record of rent and gaurd contracts. Laced with sentry charms. (Empty, place of mental storage)
23) d10 HD1 goblins escaped from Mamma Jallow's manse will jump out of a darkened tree at the arrival of the first inerloper. (Foe, hidden and watching).
24) Manse of Mamma Jallow, Goblin Breeder. 
25) d10 Wyrdwood hawks gaurding a treetop vault containing 6000 gold pieces. (Foe, indulging in treasure).
26) An enourmous eye shaped charm hangs from tree. Balefully follows all interlopers and emits a beam causing d12 damage to a d6 targets each round. (Trap, obvious and menacing).
27) Manse of Bai Sin, Charm Worker.
28) d8 Wyrdwood hawks stealthily watching the parklands from the branches of lanternless tree. (Foe, hidden and watching).
29) A lodging tree house of the Wyrdwood Hawks. Tangled with sentry charms that will summon Wyrdwood hawks. (Empty, place of eating).

Stats: 

Wyrdwood Hawk: Eaglemen, can fly. HD: d6. AC: 15. Attack with spears (d8).
Quicksilver Golem: Shimmering and morphing, sometimes man shaped, golems. HD: 4. AC: 19 (form will disperse to avoid damage). Attack with appendages formed into thrusting spikes (d8)



Friday, 29 September 2017

Random Dungeon Creation Kit

A compiled collection of  tables and tools I use while running/prepping my games. 

Dungeon Map: 


Dungeon Location:


1
2
3
4
1
A temple or church devoted to good and holiness.
A court or other place of judgement  
A library or place of study and research.
A shrine or grove, calm and meditative.
2
An abandoned building, empty lot, an area devoid of habitation.  
Somewhere haunted, swirling with otherworldly substance.
Somewhere  high in the air.
Busy square, amphitheatre or public hall, a place where large crowds gather.
3
A private dwelling, either modest or obscene.
A pool, fountain garden or bathhouse.
A place ever moving (rolling house carriage, boat, flying machine).
A farm mundane (dust, food, people, beasts, etc) or magical (elements, minerals, emotions, mutations, etc).  
4
A bank, vault or storage warehouse.
Wizardly places; magic laboratories, golem factories, portal mazes and the like.
A slaughterhouse, butcher, surgeon or other place of blood and meat.
A place undergoing transformation.
5
A dock, pier or wharf, a place of work on the water .
Guardhouse, barracks or general weapon/soldier storage.
An alchemical vat house, chemical store or dust factory.
A prison or place of cages and traps.
6
Heaving and over populated tenements, teeming with conflict
A beast pit, pen, zoo or other place of animal holding.  
An overgrown park, verging towards forest, a wild natural place.  
Somewhere corrupted, mutated and warped
7
A factory of grinding gears and bellowing machines.
A ruin, forlorn and bleak.
A great wall or border, rigid boundary.  
A place of trade and commerce; market, workshops, traders and the like.
8
A place of monsters; breeding laboratory, spawning ground and the like.   
A place of cyclopean architecture, caverns, chambers and halls too big and from another age.  
An island, surrounded by water (or more exotic barriers).
In-between places; Alley ways, crossroads, rooftops and the like.  
9
Somewhere beneath ground; sewer, tunnel, cavern and the like.
Mine, quarry or unnatural pit.
A place outside the normal world.
Somewhere eon forgotten.
10
A place where weapons, magical or mundane, are created.
An anti church of cruel, chaotic or torturous practise.
A place of entertainment; casino, brothel, dustery, theatre and the like.
A Graveyard, morgue, crypt, tomb, a place of death.  

Dungeon Danger:  

1
2
3
4
1
Local population or devices overly friendly and inquisitive, won’t leave outsiders alone.
Security is incredibly well ordered and regimented.
An abundance of light, nowhere to hide.
Location induces interlopers into a state of passive and stupor-like calm.
2
Lack of air and many choking and crushing spaces.
Ethereal and otherworldly guards, ghosts, golems or summoned beings.
Deadly heights and billowing gusts.
Location is travelling or otherwise in constant movement.  
3
Everything at location several sizes too big.
Trap doors and invisible walls.
Location is either made of, or permeated with, a substance that makes impinges on ambulation.
Everything at location regrows and is replaced instantaneously, nigh impossible to kill or destroy.
4
Fools good, counterfeits and worthless copies of valuables are boundless at location.  
Location is a constant test for the mind.
Parasites skulk at location, waiting for fresh hosts.
Likeness of intruders is captured and recorded, either for future punishment or the creation of dopplegangers.
5
Thundering geysers and torrents of water.
An extreme climate of heat or cold
Location is flooded.
Location is prison like, easy to enter, impossible to leave. Inhabitants or suitably mad or aggressive.  
6
Location has become overgrown with some deadly vegetative or mineral pest.
Infected with hordes of wild beasts.  
Location and inhabitants  are too beautiful, innocent, or otherwise lovely to harm or aggress.  
Latent and corrupting residual radiation. Causes mutations.
7
Traps that expulse volumes of destructive material.
A real and well document curse is enacted on those who enter location.
Traps that grasp, pull, claw and entomb.
Inhabitants of location always know when they will be visited. They see everything.  
8
Location is lost to monsters.
Location is so large, disorganised and labyrinthine their exists the possibility of becoming lost there forever
Location is incredibly seductive. Visitors never want to leave.
Location is near collapse. Architecture itself is deadly.
9
Location is incredibly deep beneath the earth.
Churning and out of control machines pose a constant threat for unwary intruders.
Some reality fissure  is allowing horrors from the lower depth to seep into location.
Something very old, very powerful and very alien inhabits location.
10
Entire location is a n obscene deathtrap, a torturer’s wet dream.
Zealous, nigh suicidal guards.
Utter and total darkness afflicts location.
A lingering and deadly contagion wafts through location.

Dungeon room stocking: 

d4 d12
1
2
3
4
1
Empty, place of rest.  
Empty, place of recreation.
Empty, place of physical work.
Empty, place of physical storage.
2
Empty, place of sleep.
Empty, place of ornamentation.

Empty, place of ritual and worship.
Empty, place of waste disposal
3
Empty, place of eating.
Empty, place of lavatory.
Empty, place of mental work and research.
Empty, place of mental storage
4
Empty, place of bathing.
Empty, place of mechanics and machinery.
Empty, place of growing.
Empty, place of secrets.
5
Foe, sleeping or resting.
Foe, conducting relaxation or recreation.
Foe, physically toiling.
Foe, hidden and watching.
6
Foe, eating or drinking.
Foe, indisposed through sickness or misadventure.
Foe, conducting ritual or worship.
Foe, mentally toiling.
7
Foe, ignoring treasure.
Foe, indulging in treasure.
Foe, transporting or protecting treasure.  
Foe, searching for known of treasure.
8
Treasure, subsumed in location.
Treasure, out of place and unusual.
Treasure, focus of work or worship.
Treasure, hidden.
9
Trap, natural hazard inherent in environment.
Trap, set by nearby foes, evidence of their work.  
Trap, obvious and menacing.
Trap, hidden and deadly.
10
Foe, trapped in natural hazard of environment
Foe, using traps to their advantage against interlopers.
Foe, vaguely aware of trap, but not knowledgeable of specifics.
Foe, unaware of trap they may be about to trigger.
11
Device specific and inherent to environment, expected but intriguing.  
Device external and unusual to environment, out of place sourced from elsewhere.  
Device used in regular work of environment, mundane but effective.  
Device with obscure, secret use that belies a shadow use of environment.
12
Foe, using device to conduct relatively mundane activity.
Foe, puzzling over the way in which a device is used.
Foe, using device effectively to halt interlopers.
Foe, using device for a dark, devious and deviant purpose.
Dungeon Monsters:
http://lizardmandiaries.blogspot.com.au/2016/10/fantastic-beast-visual-generator-roll.html

NPCs: 
http://lizardmandiaries.blogspot.com.au/2017/07/npc-visual-generator.html

How will those Monsters and NPCs react?

d12
Reaction:
1
Kind and Helpful - will assist
2
Friendly and affable - will somewhat assist
3
Polite and pleasant -  leaning towards assisting depending on PC’s actions
4
Brusque yet  reasonable - reaction is dependant on PC’s actions
5
Undecided but calm - reaction is dependant on PC’s actions
6
Undecided but peeved - leaning towards attacking depending on PC’s actions
7
Cool, aloof and disinterested - may attack
8
Rude and impatient - willing to attack
9
Mocking and deriding - willing to attack
10
Vicious and spitting - wanting to attack
11
Threatening and aggressive  - wanting to attack
12
Bloodthirsty and attacking


Dungeon Traps:

Trap targets the:

1
Feet, ankles
2
Shin, calf
3
Thighs
4
Groin
5
Abdomen
6
Buttocks
7
Fingers
8
Hands
9
Wrists
10
Arms
11
Shoulders
12
Chest
13
Back
14
Neck
15
Mouth, jaw
16
Nose, ears
17
Eyes
18
Scalp, top of head
19
Major organ (heart,lungs,brain,stomach)
20
Artery (roll again for location)

In the following manner: 


1
2
3
4
1
Good, peaceful, kind
Holy, ordered, right
Light, illumination, enlightenment
Floating, peace, meditation
2
Air, empty, vacuum
Ethereal, wispy, ghostly
Wind, blowing, unseen mover
Storm,  rapid movement, speed
3
Tiny, shrinking, wasting away
Invisible, translucent, clear
Intangible, non corporeal, fading
Life, regrowth, rejuvenation
4
Value, gems, gold
Thought, philosophy, intellect
Internal organs, viscera, blood
Reflection, mirror, stillness
5
Water, cycles, karma
Equalization, law, justice
Cleansing, alkalizing, evaporation
Procrustean, rigidity, incarceration
6
Wildness, out of place, overgrown
Bestial, savageness, feeding
Nature, grove, peace
Chaos, disorder, mutation
7
Fire, explosions, heat
Destruction, rubble, ruin
Limbs, appendages, grasping locomotion
External action, destiny, prophecy
8
Monstrous, terrifying, abomination
Gargantuan, giant, enormous
Enveloping, enclosed, soft embrace
Straining, breaking, cracks
9
Deep, below, underground
Earth, soil, stone
Solid, mass, black holes
Time, dust, history
10
Evil, hate, pain
Profane, cruelty, desecration
Darkness, shadows, loss
Death, rot, decay

Dungeon treasure: 

d6 x 2
1
2
3
4
5
6
1
d6 x 50 GP
d6 x 50 Gems
d6 x 500 GP
d6 x 500 gems
d6 x 1000 GP
d6 X 1000 Gems
2
A single small trade good
d6 x small trade good
d6 x small trade good
d12 x small trade good
d20 x small trade good
d100 x small trade good
3
A single medium trade good
d6 x medium trade good
d6 x medium trade good
d12 x medium trade good
d20 x medium trade good
d100 x medium trade good
4
A single large trade good
d6 x large trade good
d6 x large trade good
d6 x large trade good
d12 x large trade good
d12 x large trade good
5
Ornament worth d6 x 50 gp
Ornament worth d6 x 100 gp
Ornament worth d6 x 200 gp
Ornament worth d6 x 500 gp
Ornament worth d6 x 500 gp
Ornament worth d6 x 1000 gp
6
A single something useful
d6 x useful thing
d12 x useful thing
d20 x useful thing

Examples for trade goods/ornaments and useful things: 

Small trade goods:
1. Candles/lanterns
2. Alchemical reagents
3. Herbs
4. Books
5. Tools
6. Weapons
7. Perfumes
8. Small animals
Medium trade goods:
1. Medium Animals
2. Clothing
3. Food
4. Hunting equipment
5. Barrels of chemicals
6. Barrels of ale
7. Armour
8. Oil
Large trade goods:
1. Boat/Cart/Other transport device
2. Bolts of cloth
3. Building equipment
4. Large animals
Ornaments:
1. Mirrors
2. Grails
3. Statues
4. Furniture
5. Tool
6. Homeware  

Useful things:
1. Potions
2. Bombs
3. Contraptions
4. Maps
5. Poison
6. Documents

Roll on the following table as needed to give further character to trade goods/ornaments and useful things:


1
2
3
4
1
Good, peaceful, kind
Holy, ordered, right
Light, illumination, enlightenment
Floating, peace, meditation
2
Air, empty, vacuum
Ethereal, wispy, ghostly
Wind, blowing, unseen mover
Storm,  rapid movement, speed
3
Tiny, shrinking, wasting away
Invisible, translucent, clear
Intangible, non corporeal, fading
Life, regrowth, rejuvenation
4
Value, gems, gold
Thought, philosophy, intellect
Internal organs, viscera, blood
Reflection, mirror, stillness
5
Water, cycles, karma
Equalization, law, justice
Cleansing, alkalizing, evaporation
Procrustean, rigidity, incarceration
6
Wildness, out of place, overgrown
Bestial, savageness, feeding
Nature, grove, peace
Chaos, disorder, mutation
7
Fire, explosions, heat
Destruction, rubble, ruin
Limbs, appendages, grasping locomotion
External action, destiny, prophecy
8
Monstrous, terrifying, abomination
Gargantuan, giant, enormous
Enveloping, enclosed, soft embrace
Straining, breaking, cracks
9
Deep, below, underground
Earth, soil, stone
Solid, mass, black holes
Time, dust, history
10
Evil, hate, pain
Profane, cruelty, desecration
Darkness, shadows, loss
Death, rot, decay

Magic Items:

Quests: 
Use tables 1, 2 and 5 here: