Monday, 24 February 2014

The Island of Something or Another





So I am working on an island for my home game, I don’t know how big I want it, but I do know that I don’t want it to be Australia big. My thought process behind this is that the characters find an old journal of some random adventurer or someone similar. There will be heaps of information inside of it like:
Maps (both of the whole island and random dungeons within the place)
Creature pictures and information (maybe weakness of some too)
Random berries and herbs (what they do, where they can be found)
Interesting locations (probably marked upon the island map, but have some information too)
Location of town or keep or whatever (depends how large the island is, and how “wild” it will be)
A bunch of random plot hooks.

So the main book will be some sort of handout to the players, where the rest of it will be for the GM. The GM section will have some sort of random tables for a bunch of different things to make the players doubt what was actually written inside of the book.

The main idea behind this is that player knowledge of the area is something that I think is good, it will also be used as an in game thing, so that when someone is looking though the book in combat that is their action.

Sunday, 9 February 2014

Sewers chase table



Sewers chase table

Roll 1D20

1 Dead end: the sewer that you are running down has come to a dead end, unlucky. The chase is over, because the only way out seems to be back the way you came.

2 Drop off: the tunnel you are running down has come to a stop over (1D6, 1-2 shallow pool (cant dive into this, save vs breath weapon or take 1D4 damage as you fall wrong, 3-4 deep pool (the pool of water below is deep enough for you to jump into without getting hurt, roll on the large pool table as something might be in there), 5-6 another tunnel (save vs breath weapon, if passed nothing happens, if failed take 1D4 damage and increase/decrease the lead by 1))

3 Shrinking tunnel: the tunnel is becoming lower and or thinner as you are running down it, anyone that is taller than a dwarf must get down and crawl (dwarfs can bend over a bit and still move fine). If being chased by/chasing a dwarf or something smaller, they get away/catch you. Otherwise you are all now crawling. Remember to take this into account for all future rolls

4 Widening tunnel: the tunnels are becoming taller and or wider as you are running down it, roll on the encounter table. If your lead is more than 6 you can hide in here and end the case.

5 Ladder: a ladder or something similar is up ahead on the wall, it provides a way out. If your lead is more than 6 you can climb it and escape. If your lead is less and you decide to climb it the chase continues on land

6 Large pool: you come to a large and or deep pool, if your lead is more than 7 you can hide in here and escape. Roll on the large pool table below

7 Crocodiles: you have managed to come into an area where crocodiles either live or hunt, they aren’t exactly happy to see you either. Roll 1D8, 1-2 you found 1D4 crocodiles, 3-4 you have stumbled onto a crocodile nest there is 2D8 crocodiles here (1D3 are adults), 5-6 crocodile corpse (there is probably something in the stomach), 7-8 giant or dire crocodile

8 Thieves: you have come across some thieves, there is 2D4 of them. If you are being chased by or are chasing thieves make a save vs breath weapon, if you pass the chase continues as normal and increase/decrease the lead by 1. If you fail you are now in combat with the new thieves and the old ones either catch you or get away

9 Orphans: a bunch of orphans that live down here in the sewers, there is 2D8 of them. If you are chasing or being chased by orphans make a save vs breath weapon, if you pass the chase continues as normal and increase/decrease the lead by 2. If you fail you are now in combat with the new orphans and the old ones either catch you or escape. Orphans don’t like to fight well armed or armoured people, as soon as one of them dies or is badly injured the rest will scatter into the tunnels or various hiding places (see below for possessions)

10 Object of note: this could be anything from a treasure chest to something nice and shiny under the surface of the water, or even some sort of dead body. Make a roll under half INT to try and remember where it is to come back to it later

11 Trap: some sort of trap has been set here, roll 1D6 1-2 snare/net: make a save vs breath weapon, if passed nothing happens, if failed the chase is over as you are either hanging upside down or caught under a net. 3-4 pitfall: make a save vs breath weapon, if passed increase the lead by 1, if failed you take 1D6 damage and the chase is over. 5-6 poison: make a save vs poison, if passed you take 1D4 damage, if failed you take 1D4 damage and are paralysed for 1D3 turns. This only effects the person being chased (the one in front)

12 Higher tunnel spilling water: water is spilling down from a tunnel above the one you are in. make a save vs breath weapon, if passed nothing happens (apart from you getting wet), if failed you slip over your DEX bonus is no longer included your initiative rolls for the rest of the chase, increase/decrease the lead by 1 (you are also now wet)

13 Sudden water surge: the water through this area of the sewers flows, but all of a sudden the flow has increased. Make a save vs breath weapon, if passed you manage to not get swept away (you grab the wall, someone else, or whatever), if failed you are swept away by the sudden wave or water, this ends the chase.

14 Rats: you have come upon an area that rats either hunt or live. Roll 1D8 1-2 1D8 giant rats, 3-4 rat swarm, 5-6 1D3+1 rat swarms, 7-8 rats nest (1D6 giant rats, 1D2+1 rat swarms)

15 Partially blocked: part of the area has been blocked off by, roll 1D6 1-2 random debris (save vs breath weapon, if passed nothing happens and the chase continues, if failed you don’t get though, increase/decrease the lead by 1 and try again), 3-4 dammed up area (roll on large pool table), 5-6 pile of bodies (roll under half INT to remember the area if you want to come back later), 7-8 partial collapse (save vs breath weapon, if passed nothing happens, if failed increase/decrease the lead by 1 and try again) this can also be used to get access to the surface (if lead is more than 7 and you choose this, you escape into the crowd or down a back alley)

16 Cave in: part of the surface area above has collapsed into the sewer, this area is full of random debris and what was once probably someones home. Make a roll under half INT to see a way past, otherwise you have to go back up to the surface. A successful climb check is needed to get to the surface, if you fail you take 1D3 falling damage, and increase/decrease the lead by 1

17 Unexpected landmark: something is down here that you were not quite expecting to see, it could be a alter to some god, a secret exit into somewhere (like a pub or the palace), a old hut or shack, really anything. Roll on the encounter table and ignore any result that isn’t cultist, thieves, sewer rats, or guardsmen

18-20 Encounter: roll on the encounter table


Large pool table: roll 1D12
1 Crocodile (HD 3, HP 15, AC 16 (natural), attacks: bite 1D8+3)
2 Snake (HD 2, HP 8, AC 15 (natural), attacks: bite 1D6+3, constrict 1D6+3, poison save vs poison, if passed nothing, if failed 1D6 damage for 1D3 rounds (25% chance of being a poison snake)
3 Corpse (1D 1 animal, 2 human, 3 elf, 4 dwarf, 5 child, 6 pile of corpses (roll 1D8 more times, include this roll if it’s the second time it’s been rolled, ignore if it’s the third or more)
4 Spiders (1D3+1) (HD 2, HP 8, AC 14 (natural) attacks: bite 1D4+2, web (count as spell, can cast 3 times)
5 Bats (1D8) (HD 1, HP 5, AC 14 (natural), attacks: bite 1D4)
6 Silver/Gold/Gems (1D100 worth of whatever)
7 Stray Dogs (1D6) (HD 1, HP 4, AC 13 (natural), attacks: bite 1D6, claws 1D6) (might be friendly 49%)
8 Hidden underwater shelf (there is a 17% chance that something else is down here, including a secret escape tunnel) if lead is more than 6 the chase is over
9 Flooded tunnel (a tunnel that leads back into a unexplored area of the sewer, it seems to be all underwater though)
10-12 nothing

Encounter table: roll 1D20
1 Crocodile (HD 3, HP 15, AC 16 (natural), attacks: bite 1D8+3)
2 Rats (rats: HD 1, HP 4, AC 12, attacks: bite 1D4 damage (40% chance of plague, save vs poison or take 1D6 damage every morning until healed or a successful save)
3 Rat swarm (rat swarm: HD 4, HP 15, AC 10, attacks: bite/scratch 1D8 damage)
4 Spiders (1D6) (HD 2, HP 8, AC 14 (natural) attacks: bite 1D4+2, web (count as spell, can cast 3 times)
5 Cultists (1D8) (HD 2, HP 7, AC 12 (unarmoured), weapons knife and poison)
6 Guardsmen (1D4) (HD 2, HP 12, AC 14 (leather), weapons (1D10 1-2 short sword and shield, 3-4 spear and shield, 5-6 crossbow and short sword 7-8 long sword and shield, 9-10 crossbow and long sword and shield)
7 Thief (HD 2, HP 8, AC 14 (leather), weapons (1D10 1-2 knifes, 3-4 club and knifes, 5-6 knifes and short sword, 7-8 blowgun and club, 9-10 blowgun and sword and knifes)
8 Orphans (1D8) (HD 1, HP 4, AC 12, weapons (1D4 1-2 club, 3-4 knife), used to slow down and steal off people, save vs breath weapon or lower/raise lead by 2)
9 Sewer Rat (HD 2, HP 9, AC 14 (leather), weapons (1D10 1-2 knife, 3-4 short sword, 5-6 small club, 7-8 blowgun and knife, 9-10 man catcher)
10 Snake (HD 2, HP 8, AC 15 (natural), attacks: bite 1D6+3, constrict 1D6+3, poison save vs poison, if passed nothing, if failed 1D6 damage for 1D3 rounds (25% chance of being a poison snake)
11 Bats (1D10) (HD 1, HP 5, AC 14 (natural), attacks: bite 1D4)
12 Insects (follow you around, decrease the lead by 2 if you are being chased (the one in front) (need to wash to get rid of them)
13 Crocodiles (1D3+1) (HD 3, HP 15, AC 16 (natural), attacks: bite 1D8+3)
14 Snakes (1D8) (HD 2, HP 8, AC 15 (natural), attacks: bite 1D6+3, constrict 1D6+3, poison save vs poison, if passed nothing, if failed 1D6 damage for 1D3 rounds (25% chance of being a poison snake)
15 Undead (1D6 1 skeleton (HD 1, HP 8, AC 13 (natural/unarmoured), weapons (1D10 1-2 short sword and shield, 3-4 spear and shield, 5-6 crossbow and short sword 7-8 long sword and shield, 9-10 crossbow and long sword and shield)), 2 zombie (HD 1, HP 9, AC 12 (unarmoured), attacks: unarmed 1D6, bite 1D6 and save vs poison, if passed nothing, if failed take 1D4 temp CON loss), 3 skeleton animal (HD 1, HP 8, AC 13 (natural/unarmoured), attacks: claws 1D6, bite 1D6), 4 zombie animal (HD 1, HP 6, AC 14 (natural), attacks: claws 1D6, bite 1D6 and save vs poison, if passed nothing, if failed take 1D4 temp CON loss) , 5 bone swarm (HD 4, HP, 23, AC 14 (natural/unarmoured) attacks: claws 2D8, bite 2D6), 6 necromancer (HD 2, HP 9, AC 14 (leather), weapons: knife, spell book: cause light wounds, control undead, summon zombie)
16 Stray Dogs (1D6) (HD 1, HP 4, AC 13 (natural), attacks: bite 1D6, claws 1D6) (might be friendly 49%)
17 Thieves (1D6) (HD 2, HP 8, AC 14 (leather), weapons (1D10 1-2 knifes, 3-4 club and knifes, 5-6 knife and short sword, 7-8 blowgun and club, 9-10 blowgun and sword and knifes)
18 Sewer Rats (1D6) (HD 2, HP 9, AC 14 (leather), weapons (1D10 1-2 knife, 3-4 short sword, 5-6 small club, 7-8 blowgun and knife, 9-10 man catcher)
19 Roll twice (ignore this if rolled again)
20 Nothing

Rooftop Chase Table

Rooftop Chase Table


roll 1D20


1 Chimneys: a chimney (1D6 1-2 small, 3-4 medium, 5-6 large) is in the middle of the roof you’re running along, it’s easy enough to avoid (no roll needed), medium and large chimneys can conceal someone who is hiding behind them, you can also attempt to go down a large chimney (or medium if CON and STR is are both less than 10, or a small creature). If lead is greater than 5, pursuer has to roll a search check or under half WIS, if passed the chase continues, if failed the hiding person gets away.
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2 Loose area: part of the roof ahead has been poorly maintained, make a save vs breath weapon to not slip. If passed chase continues, if failed roll on the following table (1D6 1 fallen through/off the roof, take 1D6 damage and the chase is over. 2-3 major slip, increase/decrease lead by 2, take 1D4 damage. 4-5 minor slip, increase/decrease lead by 1, take 1D2 damage. 6 regain balance, you’re lucky and nothing happens)
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3 Makeshift walkways: there is a makeshift walkway to an adjacent building, if you choose to take it roll on the following table (1D8 1 broken walkways, the walkway is actually in pretty bad repair by putting your weight upon it you have snapped it in two, you fall to the ground and take 1D6 damage, the chase is over. 2 someone is on the bridge, roll on the encounter table below. 3-4 loose bridge, the walkway is not held onto the buildings very well, make a save vs breath weapon, if you pass you make it across fine, if you fail you fall to the ground and take 1D6 damage and the chase it over, if your lead is more than 4 you can knock the walkway down with an open doors check at +1 (plus DEX bonus?), if successful the chase is over, if failed nothing happens. 5-8 good bridge, nothing happens.)
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4 Dead end: you were too busy running away to realize where you were running and have now ran out of rooftop. Make a save vs breath weapon, if passed you are now on the ground and the chase continues, if failed take 1D6 damage as you fall to the ground and the chase is over. If your lead is more than 5 and you pass your save the chase is over as you blend into the crowd or run off down the street.
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5 Guards: unluckily/luckily for you there are some guards (1D6) on this rooftop, if you are being chased by the guards already make a save vs breath weapon, if passed reduce the lead to 1, if failed you are caught and the chase is now a combat.
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6 Thieves: there are some thieves (1D6) on this rooftop, if you are being chased or are chasing a thief roll a save vs breath weapon, if passed the chase continues as normal, if failed you are caught and the chase is now a combat. If you are chasing a thief and pass the save increase the lead by 1.
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7 Birds: there are some small birds on the rooftop, if reduce the lead by 1, the person doing the chasing adds an extra +1 to their next DEX roll. Roll on encounter table, ignore all results except for guards, they are now the next encounter.
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8 Corpse: there is a corpse on the rooftop, it might have something useful on in (15% chance that it’s what the person needs, otherwise it’s just 1D8 sliver pieces, a short sword/club, and a random item) make a search check as you pass it, if you want to pick up what’s on it increase/decrease the lead by 2.
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9 Building material: some sort of building material is here, either left over from finished work or because some sort of work is being done. If your lead is more than 5 you can hide in amongst it to end the chase, otherwise roll twice on this table next turn.
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10 Higher building level: the rooftops come to an end at a building that is one story higher than your current building, make a climb check, if passed the chase continues as normal, if failed reduce the lead by 1 and try again.
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11 Lower building level: the rooftop comes to an end at a building that is one story lower than your current building, make a save vs breath weapon, if passed continue the chase, if failed roll on the increase/decrease the lead by 1 and roll on the “loose area” table.
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12 Sign: a sign for the business below is on the rooftop, the chase continues as normal. If your lead is more than 6 you can hide behind the sign to end the chase.
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13 Aqueduct: one of the main ways that water is travelled around the city, the next roll for the person being chased doesn’t include their DEX bonus (or make it -1 if they never had a bonus)
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14 Open window/door: someone has left a window or doorway open in your path, if you chose to take it and your lead is less than 5 the chase continues on the ground, if it’s more than 6 then the chase is over.
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15 Object of note: something of importance is upon the rooftop, this could be anything from a treasure chest to dead animal. Make a roll under half INT to try and remember where it is, maybe you can come back for it later.
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16 Trap: some sort of trap has been set on the rooftop (1D6 1-2 snare, make a save vs breath weapon, if passed nothing happens, if failed the chase is over and you are hanging upside down. 3-4 pitfall, make a save vs breath weapon, if passed you increase the lead by 1, if failed take 1D6 damage as you fall and the chase is over. 5-6 poison, make a save vs poison, if passed take 1D4 damage, if failed take 1D4 damage and you are paralysed for 1D3 turns) this only effects the person being chased (the one in front)
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17 Gap: there is  a gap between this building and the next one, roll under half DEX plus level, if passed the chase continues as normal, if failed take 1D6+2 damage as you smash into the building and then the ground and the chase is over.
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18-20 Encounter: roll upon the encounter table




Rooftop encounters: 1D8
1 Guard (HD 2, HP 12, AC 14 (leather), weapons (1D10 1-2 short sword and shield, 3-4 spear and shield, 5-6 crossbow and short sword 7-8 long sword and shield, 9-10 crossbow and long sword and shield)
2 Thief (HD 2, HP 8, AC 14 (leather), weapons (1D10 1-2 knifes, 3-4 club and knifes, 5-6 knifes and short sword, 7-8 blowgun and club, 9-10 blowgun and sword and knifes)
3 Birds (1D6 medium sized) (HD 1, HP 5, AC 12, attacks: claws – 1D4, peck 1D6)
4 Rats (1D8 1-2 1D6 rats, 3-4 1D8 rats, 5-6 rat swarm, 7-8 rat swarm and 1D8 rats) (rats: HD 1, HP 4, AC 12, attacks: bite 1D4 damage (40% chance of plague, save vs poison or take 1D6 damage every morning until healed or a successful save) (rat swarm: HD 4, HP 15, AC 10, attacks: bite/scratch 1D8 damage)
5 Cats (HD 3, HP 11, AC 14, attacks (2 per turn): claws 1D6, bite 1D6. If hit by both claws bite is for free)
6 Orphans (1D8) (HD 1, HP 4, AC 12, weapons (1D4 1-2 club, 3-4 knife), used to slow down and steal off people, save vs breath weapon or lower/raise lead by 2)
7 Guards (1D6) (HD 2, HP 12, AC 14 (leather), weapons (1D10 1-2 short sword and shield, 3-4 spear and shield, 5-6 crossbow and short sword 7-8 long sword and shield, 9-10 crossbow and long sword and shield)
8 Thieves (1D6) (HD 2, HP 8, AC 14 (leather), weapons (1D10 1-2 knifes, 3-4 club and knifes, 5-6 knifes and short sword, 7-8 blowgun and club, 9-10 blowgun and sword and knifes)