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Showing posts with label 1d10. Show all posts
Showing posts with label 1d10. Show all posts

Monday, February 2, 2015

Random Encounters (A Random 1d10 Table)

  1. The party finds a crate of 1d8 sweet water potions.
  2. The PCs encounter a group of 9 Spriggans. Their attitude towards the PCs is indifferent.
  3. The PCs encounter 6 wild heavy horses in the middle of nowhere. The horse actually welcome the PCs and approach the party.
  4. PCs encounter 5 Ogres. They are unfriendly to the PCs but don't attack at first sight.
  5. The PCs encounter 5 Skunks that are hostile to the PCs on sight. Skunks win the surprise round and go first.
  6. The PCs encounter 7 Giant Boring Beetles. The Beetles are hostile and attack outright.
  7. PCs encounter 3 hostile Bonesnappers.
  8. 2 Brown bears attack the party at night while they are sleeping.
  9. 9 giant bombardier beetles surround the party and attack.
  10. A Pack of 30 dire rats swarm the party and attack.

Monday, January 26, 2015

Random Side Encounters (A Random 1d10 Table)

  1. The PCs comes across the burned ruins of a village. The site is currently being used by s secret sect that wishes to remain unknown. Village consists of 3 wooden towers,  a manor, an inn, 9 cottages, a temple and is surrounded by a wooden wall. The PCs would be unwelcome visitors.
     
  2. The Tax collector seeks out the PCs and takes 33.3% of the PCs wealth. This tax also includes a tax on magic items including weapons. If the PCs put up a fight they will be imprisoned for evading taxes. The tax collector is backed up buy a number of guards.

     
  3. The local thieves guild approches the characters and informs them they need to pay a delving tax to the guild. The current tax rate is 23%. Failure to pay the guild will result in certain accidents and thefts to the party members and the guild will target the PCs for future thefts.
  4. The PCs are given a castle/keep for their good deeds. Trouble is the facility is a money pit and needs a serious infusion of cash to make it liveable. It needs a lot of renovation and upkeep. It will take a minimum of 33% of the parties income right away with an equal amount each month at a minimum to maintain it.
  5. The mayor and political leaders of the town the PCs are based in approach them and ask for an infusion of cash to offset the damage to the town caused my a recent disaster (PCs might of had a hand in it). They ask for 65% of the PCs wealth.
  6. While the party is wandering along some road, trail or pathway in the wilderness, a dragon does a strafing flyby with his/her breath weapon intentionally missing the party. The dragon flies away laughing.
  7. The PCs come across the unearthed demi-plane of the Dragonfly-crawler.
  8. Living expenses have suddenly become very high and the PCs need to find a delve to come up with cash to survive. They also need to investigate why the cost of living has become catastrophic. The towns folk are looking to the PCs for aide, both financial and situational.
  9. The party comes across a giant massive frog that swallows players but does not eat them. It carries them off to parts unknown.
  10. The party finds a tree house filled with spell books.

Monday, December 1, 2014

More Side Encounters (A Random 1d10 Table)


  1. PCs are approached by the town sheriff when they arrive in a new town. The town stockade has been attacked on a regular basis by a trio of Bugbears. The Bugbears have been making off with the cattle and it has impacted the towns livelihood. The sheriff asks the PCs to help defend the stockade and defeat the Bugbears. He offers to give the PCs magical amulets that will give them a boon to combat related saving throws if they accept his offer. The sheriff gains to improve his status in town with the townsfolk and the mayor if he can hire the right party to do the job. He has been unsuccessful so far.
  2.  An acolyte of a local temple approaches the PCs and asks them to help recover a magical artifact that was stolen from the temple. The acolyte offers the PCs potions that will increase their hit points during the adventure if they accept the mission. The acolyte stands to gain status if the PCs recover the stolen artifact.
  3. At a time when the PCs are down by the docks they are approached for a job by a messenger. They are invited to a secure locale away from the docks and meet a businessman who says he would like the PCs to infiltrate and investigate the taverns along the docks. He says that too many goods are being pawned off from the top and he wants to know which group is responsible for taking an "extra cut" in the Black Market trade in town. He wants the PCs to investigate the scene around the docks and suggests they start with the Taverns. He sets the PCs up with jobs as dock workers (maintenance and upkeep and logistics support).  The job is simply to gather information and report back. The PCs will gain the ability to move inconspicuously around the docks due to their job cover.
  4. The next time the PCs are in a random encounter fight they get flanked by three Ogres who attack from behind and single out the spell caster for their attacks. The Ogres were hiding in well concealed locations (underground or magically camouflaged). The flanking attack happens after round 2 of the fight. At some point in the fight the initial attackers will feign a fleeing maneuver to split the party. If the party gives chase a second group of attackers will drive up the middle to then split the party into at least two groups. This second group of attackers will use area attacks such as alchemist bombs and flaming oil. This second group will be protected by fighters with great swords. This attack party has been hunting the PCs for some time and some of the attackers may make up members of parties the PCs have defeated in the past.
     
  5. A local temple is being remodeled. The PCs are approached by a Masonry Guild for help. They want the PCs to bribe or negotiate with the temple spiritual leaders for the contract to remodel the temple. The PCs will be rewarded with useful information if they succeed.
  6. A barkeep approaches the PCs for a job. A thief has been pickpocketing his clientele and no one has been able to apprehend the thief.


  7. The PCs meet a disheveled burly dwarf on the road. He has trophies -- the hands of orcs -- tied on a long rope that he has wrapped around his body. He escaped a place called the Caves of Chaos if anyone starts a conversation with him he will tell the tale of his escape. He is looking to join another adventuring party after his last one got eaten up by the denizens of the Caves of Chaos.
  8. The PCs receive a letter from an acquaintance asking for their help. A number of pathfinder society fellows have been kidnapped while working on an archeological dig. The PCs are asked to come help locate and rescue the hostages. To help the PCs, they will be taught a new language to help them navigate the ruins of the archaeologic site. In the process of recovering the hostages the acquaintance wants a certain individual eliminated.

     
  9.  A barkeep needs a bouncer for a few weeks while his regular one heals up from a brawl. He runs a real seedy joint and the PCs are bound to get into some action. He offers the PCs free food, lodging and fee. The real deal is a number of interested individuals have been itching to get even with the PCs for past actions. These nefarious individuals have cooked up this scheme to beat the daylight out of the PCs.
  10. The PCs find a stray puppy along side the road. The dog has a collar and tag that says Spot. What will the PCs do? Will they leave the dog, or adopt it? Or will they attempt to find the dogs owner? What happened to the owner?

    Saturday, November 22, 2014

    Random Traps (A Random 1d10 Table)

    1. Two 10-foot-deep pits with 9 feet of scummy water at the bottom, covered by a drop lid which opens when a lever is moved. (Search DC20; Disable Device DC20).
    2. A enthrall spell (Will DC15) is activated (CL: 5; CR2) when anyone enters the area (Search DC19; Disable Device DC21).
    3. A simple 30-foot-deep (3d6 damage) pit (Search DC10; Disable Device DC19).
    4. A 60-foot-deep (20 damage) pit covered by a self-locking lid which opens when anyone enters the area. Lock: None. It will be Arcane Locked (caster level 8).(Search DC13; Disable Device DC20).
    5. A door explodes when opened: Glyph of warding (blast) spell (Reflex DC17) is activated (5' rad) (17 sonic damage) (CL8) (Search DC18; Disable Device DC24).
    6. A loud chime sounds when a trigger stone is stepped on (Search DC15; Disable Device DC18)
    7. Fist-sized stones (Reflex DC20) (Damage: 20) fills the room when a tripwire is touched
      (Search DC15; Disable Device DC22).
    8. A 30-foot-deep (6 damage) pit with venomous snakes swarm at the bottom, covered by a drop lid which opens when a tripwire is touched (Search DC22; Disable Device DC22).
    9. A huge block falls (28 damage) (DC15).The trap is activated when anyone enters the area (Search DC14; Disable Device DC21).
    10. The door is filled with darkness substance (DC26) (Search DC21; Disable Device DC21).

    Monday, November 17, 2014

    Random Side Encounters (A Random 1d10 Table)





    I have been busy with my postgraduate school work and have neglected to keep up with the daily random RPG tables. I am going to switch to a weekly publishing format for the random table for a while as I keep up with my studies. The following table has been generated with data from the Generic Game Master's Helper program by Prism Hobbies. The program is available here http://rpg.drivethrustuff.com/product/18871/The-Generic-Game-Masters-Helper?it=1&filters=0_0_31813_0_0.

    1.       A rusty short sword lay here on the ground. It has the word Glilaran carved in its hilt.
    2.       A hooting noise is coming from the west. If anyone looks in that direction a large owl will be seen flying toward them. It flies quickly over their heads, hooting the entire time. Within moments it has flown out of sight to the east.
    3.       About fifty yards away you can see a large deer. It's a buck, and it spots your group. After a moment of staring, the buck breaks and runs off.
    4.       You see a young child ahead on the road. She is running toward you and as she approaches you can see that she has a look of terror on her face.
    5.       A white domestic cat runs up from behind you. As it passes it hisses and keeps running.
    6.       You hear an explosion that comes from somewhere ahead of you. The ground rumbles under you shortly after you hear the sound.
    7.       You come upon a merchant in a covered wagon. He is selling animal hides and clothing.
    8.       Someone notices the shadow of something passing overhead. As you look up you see what looks like a man flying, about 500 feet off the ground. He flies off to the southeast and is gone in less than a minute.
    9.       You come to a place in the road where it seems that the roots of a large oak tree have grown out of the ground and lay across the road. The oak is off to the right of the road. It is a tall, very old tree. One large root comes out of the ground about a foot from the road and spans the length of the road before it goes back into the ground on the other side.
    10.   A Horse can be seen standing calmly in the distance. It is a beautiful white stallion with no rider.

    Saturday, October 18, 2014

    Odd Events or Things Seen in Town ( A Random 1d10 Table)

    1. A troll divining the future by self-evisceration.
    2. Dwarf's on strike due to high tariffs on iron ore.
    3. A pickled two-headed calf in a jar at the alchemist's shop.
    4. A group of hairless monk's chanting about the end of the world.
    5. A priest selling baby names to expecting mothers.
    6. A list of prophecies that have come true posted in the town square.
    7. A merchant selling vials of dehydrated water.
    8. The inn keeper that closes his doors every odd dated Tuesday.
    9. A merchant that only does business in an ancient language, yet has booming sales.
    10. A tavern that never ever serves anyone but humans.

    Friday, October 17, 2014

    Odd Dungeon Items (A Random 1d10 Table)

    1. Pile of gourds
    2. Carpets of moss
    3. A welcome mat
    4. A floor mat made of monster hair
    5. A sack containing many highly polished stones
    6. Box of used candles
    7. A steer head skull with broken horns
    8. Carved stone frog ornaments
    9. Sack of plant bulbs
    10. A collapsed scaffolding set

    Wednesday, October 15, 2014

    Ever More Things Found In The Dungeon (A Random 1d10 Table)

    1. A 50' length of braided rope
    2. A pair of iron tongs
    3. An oak quarterstaff
    4. A barrel full of short swords
    5. a pole arm -- bloody
    6. a pile of charcoal
    7. a large puddle of spit and snot
    8. a bucket full of finger and toe bones
    9. an adventurers last will and testament
    10. 5 cigars

    Tuesday, October 14, 2014

    Prophecies (A random 1d10 Table)

    1. When the Gate of Incantations is opened, the Sword of Wizardry shall be destroyed
    2. In the Mountains of Miracles, when death becomes life and the Iron Ring is lost, the Court of Staves shall be lost
    3. The Ruby Cathedral shall be destroyed when the hound betrays the master
    4. Upon the Twilight of Runes, when the Black Hare lies in blood, the Wyrm Emperor shall escape his chains
    5. The Last Princess shall be slain when the Fiery Serpent rests upon the tomb and death becomes life
    6. In the reign of Honor, when the Bear is broken and the River of Grace runs red with blood, the Crown of Roses shall be restored
    7. The Crown of Spears shall be lost until the Forest of Whispers withers
    8. The Realm of Candles shall rise when the stars fall from the sky
    9. Upon the first day of the Year of Madness, when east becomes west, the Adamant Throne shall be lost
    10. When the Wheel is broken, the Sentinel of Wains shall be slain by the Spear of Violation
    Taken from the prophecy generator at http://donjon.bin.sh/fantasy/random/#prophecy


    Monday, October 13, 2014

    Even More Items found in the Dungeon (A Random 1d10 Table)

    1. A large ring containing many keys
    2. A belt that has been cut in half by a sword attack. Hair and clothing is attached to the halves.
    3. A sack containing several sacks of sorted coins (copper, silver, gold, platinum).
    4. A sack of wooden coins
    5. A set of name badges with Hobgoblin names
    6. A flyer for a workshop on how to be a better dungeon guard written in common.
    7. A brass lantern half full of oil.
    8. A set of calligraphy pens and inks and parchment paper.
    9. A bag of holding with some other adventuring company's goods.
    10. A manual of close fighting styles in common.

    Sunday, October 12, 2014

    More Random Items Found in the Dungeon (A Random 1d10 Table)

    1. A pile of dry leaves
    2. A mug half full of warm tea
    3. A still smoking pipe
    4. A fashionable hat that gives a boon of +1 to diplomacy checks
    5. A garden rake
    6. A sack full of garbage
    7. A pile of green wood laid out to season
    8. A contract with the PCs names on it for some task
    9. A book of cantrips
    10. A book of elven fairy tales

    Saturday, October 11, 2014

    Items found in the dungeon (A Random 1d10 Table)

    1. A supposed map to Accerack's tomb
    2. A map of the Caves of Chaos
    3. A taxonomic list of plants of Golorian
    4. A list of pass phrases used in the dungeon
    5. A contract for guarding a dungeon level
    6. A list of the PCs names and known locations
    7. A recipe book of humanoid based meals
    8. Caravan time tables to and from Sandpoint
    9. Names of the Sandpoint Guards
    10. A map of a crypt beneath Sandpoint

    Friday, October 10, 2014

    Haunted House Dressing (A Random 1d10 Table)

    I took the following ideas from Alternate Dungeons: Haunted House by Raging Swan Press. Ragin Swan Press is a UK publisher of Pathfinder RPG products. This is just a sample of what is in the publication. You can find out more about the publication by visiting their website at http://www.ragingswan.com.

    Roll      Dressing
    1.  Dusty skeletons sit in every chair and upon every couch within the haunted house.
    2. Musical  objects  within  the  haunted  house randomly play themselves for any living audience
      that can hear them perform.
    3. Mirrors  reflect  their  subjects’  images,  but endowed with fiendish qualities.
    4. Dust that has settled within the haunted house is impossible  to  clean  off,  sticking  to  everything within the house and resettling moments after it is cleaned.
    5. Threats  towards  intruders  are  carved  into  the walls of 1d4 rooms within the haunted house.
    6. Dirty,  white  sheets  cover  every  piece  of furniture.
    7. One  room  possesses  a  dark wood  crown molding around its doors.
    8. The illumination level within the haunted house cannot be raised higher than dim light.
      Shadows seem  particularly  thick  and  bestow  a  +5 circumstance  bonus  to  Stealth  checks  made  to hide.
    9. Children  that  pass  within  sight  of  the  haunted house  sometimes  make  vague,  horrifying
      comments they don’t remember saying.
    10. A still‐beating human heart lies near a corpse in the  master  bedroom.  Its  beating  echoes
      throughout the entire house.
    Reference
    Augunas, A. and Broadhurst, C. (2014, September). Alternate dungeons: Haunted house. Torquay, England: Raging Swan Press.

    Thursday, October 9, 2014

    50th Post -- Random Traps (A Random 1d10 Table)

    This is the 50th post for the Analytical Game Master Blog.

    A milestone for me. I wasn't sure when I would reach this milestone. Putting content together for a blog is an effort in creativity and, some days I am more creative than other days. I decide to go with another random table for this post and, the table involves traps. The items for this table have been selected from the book "Trapsmith" by Maurice de Mare.


    Here is a link to the book on amazon http://www.amazon.com/Trapsmith-Pathfinder-RPG-Maurice-Mare/dp/1936781239

     

    Roll       Trap Name

    1. Frigid blast
    2. Jerky Stake
    3. Orb of Champions
    4. Soapy Slide and Sour Staking
    5. Scything Blade
    6. Rippling Floor
    7. Wall Blade
    8. Water-Filled Corridor
    9. Last Puzzle
    10. Hand of God

    Wednesday, October 8, 2014

    Names for Traps (A Random 1d10 Table)

    Here is a random table of names for traps. It is up to the GM to devise the machination of the individual trap. Use the name as a seed for inspiration.

    Names for Traps

    A Random 1d10 Table

    1. The hallway of stiches
    2. The archway of flames
    3. The room of the last gasp
    4. The chest of eternal doom
    5. The floor of the endless pit
    6. The crushing hallway
    7. The hallway of arrows and poison
    8. The never ending corridor
    9. The last dead end
    10. The cage match room

    Tuesday, October 7, 2014

    Even More Generic Rumors (A Random 1d10 Table)

    1. A slave ship was seen along the coast the other day.
    2. The charcoal makers are afraid of something in the woods at night.
    3. Three mutilated bodies were found outside the town walls last week.
    4. Some one is stealing garden ornaments from the town folks.
    5. It is going to be an early and difficult winter this year.
    6. Be wary of the clockwork maker he is tinkering with something dangerous.
    7. One of the gate guards carries a special sword.
    8. The banker is looking for a group of adventurers to repo a caravan.
    9. The is some tale of truth to Old Man Harris's stories.
    10. The temple crypts are haunted by a disgruntled priest.

    Monday, October 6, 2014

    More Generic Rumors (A Random 1d10 Table)

    1. There is a secret tunnel that runs between the brothel and the tavern.
    2. Be nice to the barkeep or he will water down your drink.
    3. There is a pickpocket working the streets but no one has been able to identify the theif so what your coin purse with care.
    4. The food at the tavern has not been as flavorful since the owners wife disappeared.
    5. All the children in town keep talking about creatures visiting them in their dreams.
    6. Someone must of stole the blacksmiths lucky hammer because his goods have not been as glamorous lately.
    7. The fishmongers meats are tasting funny and look kind of fishy.
    8. Wolves were seen down by the docks the other night ... large wolves they were.
    9. Old Man Harris has been acting kind of strange lately.
    10. The healer prefers chickens in exchange for her services.

    Sunday, October 5, 2014

    Generic Rumors (A Random 1d10 Table)

    1. There is gold in them there hills.
    2. That group of new adventurers is nothing but trouble.
    3. On moonless  nights a river creature comes out and stalks the river's edge.
    4. That hatter is one crazy old man ... and volatile.
    5. The wizard's new apprentice likes setting your britches on fire so be careful around him.
    6. Everything is overpriced in that map and bookstore. It is a wonder how it manages to stay in business.
    7. The Sheriff is looking for a new deputy.
    8. You can buy poison from the alchemist if you know the pass phrase.
    9. There is gonna be a huge sale this weekend in the town square.
    10. A crazy man has taken up refuge in the temple; say's an omen is upon us.

    Saturday, October 4, 2014

    Dungeon Floors (A Random 1d10 Table)

    1. Floor is constructed of hewn stone polished in a bright green hue.
    2. A huge meandering crevasse divides the room into sections.
    3. The floor is made of crushed bones.
    4. Floor is trapped with four machinations designed to split up the party.
    5. Floor is carpeted with hides and scalps from various creatures.
    6. A hypnotic pattern covers the floor. Characters must make a saving throw each turn they look at the floor to avoid being dazed.
    7. Floor is hazardous terrain. Only 5' steps are permitted per turn else characters must make a saving throw to avoid falling prone.
    8. Floor is wet and electrified.
    9. Floor is adorned with hard polished mirrors.
    10. Floor is covered in blood and filth. Contact necessitates a saving throw to avoid contracting disease.

    Thursday, October 2, 2014

    Trapped Items (A Random 1d10 Table)

    It is left up to the game master to decide how these items are trapped.

    1. a quiver of arrows
    2. a magic staff
    3. food stores
    4. a pair of good quality boots
    5. a piece of jewlery
    6. a magical ring
    7. a crossbow
    8. a chain mail shirt
    9. a shield
    10. a pile of maps