Showing posts with label Tables. Show all posts
Showing posts with label Tables. Show all posts

Sunday, 15 September 2024

Shit Future is out!


“The gods watch the earth once again, floating slow time in twinkling satellites.

Inside the brown choked atmosphere, mountain ranges have been ousted by feudal zaibatsu arcologies. Deep in their halls, utopia machines eliminate all scarcity.

 But, hierarchy is demanded by the lords of the zaibatsus, as is loyalty and the future of their subjects. There is no questioning the wisdom of ancient blood-lines.

Leave the fortress walls of the arcologies and see the endless lawless streets, the no-corp lands.
You are here, in the underworld, a place of freedom and death.

You are less than the most despicable bug to the corporate pantheon, but what is a god to a non-believer?”
 

Shit Future is a super simple d6 and referee powered freeform cyberpunk roleplaying game that has nearly 60 pages of pure grim-near-future tables and generators!


Included in the PDF:

  • Simple to understand and powerfully freeform D6 powered ruleset (including comprehensible and straightforward guidelines for the Datagrid!).
  • 36 player backgrounds.
  • 36 player skills.
  • 36 player cybernetic augmentations.
  • 36 cyberpunk enemies and hazards.
  • 10 vehicles.
  • Simple guidelines and tables for equipment and the cyberpunk hypereconomy.
  • A cyberpunk grand global conspiracy generator.
  • A cyberpunk exposition generator.
  • A satellite god generator.
  • A cyberpunk room generator.
  • Random encounter and reaction tables.
  • A cyberpunk job generator.
  • Guidelines and tables for cyberpunk mapping and building stocking.
  • A Datagrid zone generator.
  • Referee tools for the Freezones: Including Area, Clan and NPC generators
  • Referee tools for the Zaibatsu controlled zones: Including Area, Zaibatsu and NPC generators.
  • Plus amazing cover and interior art by Matthew Adams.





Support the blog by buying a copy or sharing the link about! Also, if you want a review copy, comment below and I will send you one! 

Thursday, 20 July 2023

Epsilon Infinigrad Suburb/Street Stocker and Mapping

  • Each suburb is composed of d10 streets. 
  • Each street is composed of d6 buildings and a random street encounter. 
  • Use the “Overall Suburb Details” generator in https://www.drivethrurpg.com/product/365147/Infinigrad-The-Weird-City-Toolkit to get details of the suburb. Use this to flesh out the specifics of random encounters and building inhabitants.  
  • Suggested system for mapping: Streets are presented in a grid format, each grid box representing a street. 
  • Generate more specific details of suburb/building residents as required using https://www.drivethrurpg.com/product/365147/Infinigrad-The-Weird-City-Toolkit 
  • As a guide for the referee, it takes about quarter dayish to walk a street. The referee should take into consideration the needs for rest/food etc when traveling. 


Example Map

Building stocking table: 

Note: Each d10 represents a digit in the final price (i.e. 3d10 means rolling 3 d10’s and using the three results to get a 3 digit number). Example: a result of 3, 9 and 6 is 396 coins. Pricing method is from: https://www.drivethrurpg.com/product/444004/Guild-Dogs--Epsilon-Edition 

  1. Residential occupation, slum-like: Apartments for sale for 4d10 coins. 1 in 20 chance of random encounter resting in an apartment purchased here. Use safe location room stocking if exploring. 
  2. Residential occupation, opulent: Apartments for sale 6d10 coins - allows safe rest and the next d6 tests after resting here will be rolled with advantage (Roll two die, use the best result). Use safe location room stocking if exploring. 
  3. Residential occupation, high security: Apartments for sale for 5d10 coins - allows safe rest. Use safe location room stocking if exploring. 
  4. Residential occupation, run down: Apartments for sale for 4d10 coins. 1 in 100 chance of random encounter resting in an apartment purchased here. Use safe location room stocking if exploring. 
  5. Inn/Hotel: Rest safely for 2d10 coins a night. Eat for 1d10 coins per person. True rumors available for 2d10 coins a rumor. Travelers offer jobs - generally focused on acquiring something of value from the surrounding suburb. Use safe location room stocking if exploring. 
  6. Bar/Cafe: Eat for 1d10 coins per person. Eating here will generally have a calming/mentally restorative effect. The publican/chef offers jobs - generally focused on the acquiring of supplies/ingredients. Use safe location room stocking if exploring. 
  7. Temple: Deity specific blessings for 2d10 coins. Holy rituals for 4d10 coins. Clergy offer jobs - generally inline with the operations and ethos of the church. Use safe location room stocking if exploring (unless a particular chaotic deity, then use dangerous location room stocking). 
  8. Surgeon/Doctor: Minor healing for 2d10 coins. Major healing for 3d10 coins. Use safe location room stocking if exploring. 
  9. Eatery: Eat for 2d10 coins per person. Food will have special effects. Use safe location room stocking if exploring. 
  10. Dustery/Imbibery: Ingest psychoactive substances for 2d10 coins. Substances will have a wide range of effects on the body. Neerdowell patrons will offer jobs - generally focused on theft and/or violence.  Use safe location room stocking if exploring. 
  11. Workshop of mental labour: Purchase specialty knowledge for 2d10 coins. Use safe location room stocking if exploring. 
  12. Library: A repository of something specific to the suburb. Librarians will offer jobs - generally focused on the acquisition of new stock/samples for the library. Use safe location room stocking if exploring. 
  13. Bath house: Clean and relax for 2d10 coins per person. True rumors available for 2d10 coins a rumor. Use safe location room stocking if exploring.
  14. Workshop of mechanized labour: Purchase a very specific and small selection of goods here for d10 coins. Foreman will offer jobs - generally focused on the acquisition of supplies. Use safe location room stocking if exploring.
  15. Garden: Relax and center oneself for free. Gardener will offer jobs - generally focused on the acquisition of exotic plants and animals. Use safe location room stocking if exploring.
  16. Workshop of physical labour: Purchase a very specific and small selection of goods here for d10 coins. Goods made to order for 2-4d10 coins depending on size/difficulty. Foreman will offer jobs - generally focused on the acquisition of supplies. Use safe location room stocking if exploring.
  17. Gang occupation, minor: Hire muscle for 3d10 coins per day. Leaders will offer jobs - generally focused on theft, violence and local terrorism. Use safe location room stocking if exploring.
  18. Gang occupation, major: Hire muscle for 3d10 coins per day. Hire assassins/other types of skilled yet violent jobs for 4d10 coins. Leaders will offer jobs - generally focused on theft, violence and local terrorism. Use dangerous location room stocking if exploring.
  19. Monster occupation, minor: A building overrun with monsters. Use dangerous location room stocking if exploring 
  20. Monster occupation, major: A building overrun with monsters, including several lairs of particularly powerful monsters . Use dangerous location room stocking if exploring. 
  21. Public entertainment venue: Relax and be entertained for d10 coins per person. Hire entertainers for 3d10 coins per day or provide entertainment appropriate for the venue for  3d10 coins per day. Use safe location room stocking if exploring.
  22. Private entertainment venue: Denied access without completing a job for the owner first, then relax and be entertained for 2d10 coins per person. Hire high end entertainers for 4d10 coins per day or provide high end entertainment appropriate for the venue for  4d10 coins per day. Use safe location room stocking if exploring.
  23. Order keeper occupation: Hire protection for 4d10 coins per day. Leaders offer jobs - generally focused on bounty hunting. Use safe location room stocking if exploring.
  24. Graveyard: Respectfully dispose of corpses for 2d10 coins. Keepers offer jobs - generally focused on the removal of monstrous infestations within the graveyard. Use dangerous location room stocking if exploring. 
  25. Storage warehouse: Purchase a very specific and small selection of goods here for d10 coins. Head watchperson offers jobs - generally focused on preventing break ins at the warehouse. Use safe location room stocking if exploring. 
  26. Guild, peaceful/passive: High quality guild specific goods and services available for 3d10. Guild master offer jobs - generally focused on the disruption of other nearby guilds. Use safe location room stocking if exploring. 
  27. Guild, aggressive/destructive: High quality guild specific goods and services available for 3d10. Guild master offer jobs - generally focused on the disruption of other nearby guilds. Use safe location room stocking if exploring.  Use dangerous location room stocking if exploring. 
  28. Dungeon entrance: Residents camped at the entrance will offer jobs - generally focused on recovering/destroying something within the dungeon. Use dangerous location room stocking if exploring. 
  29. Store, food: Buy serves of transportable food, appropriate to suburb, for d10 coins. Use safe location room stocking if exploring. 
  30. Store, general supplies: Buy general supplies, appropriate to suburb, for 2d10 coins. Use safe location room stocking if exploring. 
  31. Store, weapons: Buy weapons, appropriate to suburb, for 2d10 coins. Use safe location room stocking if exploring. 
  32. Store, armour: Buy weapons, appropriate to suburb, for 3d10 coins. Use safe location room stocking if exploring. 
  33. Store, small/medium trade goods: Buy a sack of trade goods, appropriate to suburb, for 3d10 coins. Sell trade goods, the sell price of trade goods is multiplied by 1 for each suburb away from place of purchase. Use safe location room stocking if exploring.  
  34. Store, large trade goods: Buy carts/beasts of burden, appropriate to suburb, for 5d6 coins. Buy a cart load of trade goods/bulky trade goods, appropriate to suburb, for 4d10 coins. Requires cart/beast of burden to transport. Sell trade goods, the sell price of trade goods is multiplied by 1 for each suburb away from place of purchase. Use safe location room stocking if exploring.  
  35. Store, ornamentation: Purchase suburb specific decorations for 2d10 coins, or decorative services for 3d10 coins. Use safe location room stocking if exploring. 
  36. Store, augmentation: Purchase suburb specific attribute increasing augmentations for 6d10 coins. Use safe location room stocking if exploring. 
  37. Store, magical/useful miscellanies: Purchase suburb specific magical tools and speciality equipment for 4d10 coins or spell laden items for 5d10 coins.  Use safe location room stocking if exploring. 
  38. Abandoned, truly empty: Only use room purpose table, no stocking table, if exploring. 
  39. Abandoned, mad men and monsters lurking: Inhabited with suburb specific monsters and dangerous humans. Use dangerous location room stocking if exploring but assume “Device” and “Strangeness” results are instead Group of aggressive npc’s/beasts.  
  40. Abandoned, diseases and traps: Filled with suburb specific diseased and traps. Use dangerous location room stocking if exploring but assume “Device” and “Strangeness” results are diseases or traps.  
  41. Abandoned, falling apart: Suburb specific near building in ruin and disrepair. Use dangerous location room stocking if exploring but assume “Device” and “Strangeness” results are collapsed or collapsing rooms.  
  42. Utility, transportation: Fast, suburb specific, transportation available for 3d10 coins per trip. Use safe location room stocking if exploring. 
  43. Utility, air: Causing some suburb specific effect to the nearby air, appropriate services or products available for 4d10 coins. Use safe location room stocking if exploring. 
  44. Utility, waste disposal: Disposing of some suburb specific waste, appropriate services or products available for 3d10 coins. Use safe location room stocking if exploring. 
  45. Utility, sewage: Managing the suburb’s sewers. Implies the existence of sewers. Use safe location room stocking if exploring. 
  46. Utility, magical: Causing some suburb specific effect to reality, appropriate services or products available for 4d10 coins. Use safe location room stocking if exploring. 
  47. Utility, water: Causing some suburb specific effect to the nearby water, appropriate services or products available for 4d10 coins. Use safe location room stocking if exploring. 
  48. Bank: Loans, deposits, and storage available. Managers offer jobs - generally focused on debt recovery.  Use safe location room stocking if exploring. 

Street stockings and their suggested uses: 
  1. Neutral npc - Will possibly physically assist, or provide guidance/knowledge  
  2. Aggressive npc - Will possibly attack or physically hinder
  3. Group of neutral npc’s - Will possibly physically assist, or provide guidance/knowledge  
  4. Group of aggressive npc’s - Will possibly attack or physically hinder
  5. Neutral beast - Will possibly physically assist
  6. Aggressive beast - Will possibly attack or physically hinder
  7. Group of neutral beasts - Will possibly physically assist
  8. Group of aggressive beasts - Will possibly attack or physically hinder
  9. Resource (native to the suburb) - guarded, roll a d8 to determine who by 
  10. Resource (native to the suburb) - unguarded 
  11. A fight! Roll a d8 twice to determine who between 
  12. Empty 
  13. Empty 
  14. Device - Will have an impact on nearby streets  
  15. Treasure - Something glorious birthed by the surrounded suburb 
  16. Strangeness - Something unsettling birthed by the surrounding suburb 
  17. Vegetation  - Will possibly assist or hinder 
  18. Public art - Will possibly have a psychological impact on the party 
  19. Public utility - Will possibly provide a boon to the party 
  20. Roll twice and combine
Universal base room purpose table (combine with an appropriate room stocking table):  
  1. Place of rest/recreation
  2. Place of physical work/storage
  3. Place of sleep
  4. Place of ornamentation
  5. Place of ritual and worship
  6. Place of waste disposal
  7. Place of eating
  8. Place of lavatory/bathing
  9. Place of mental work and research
  10. Place of mental storage/secrets
  11. Place of machinery
  12. Place of growing
Safe location room stocking table: 
  1. Empty 
  2. Neutral npc
  3. Aggressive npc
  4. Group of neutral npc’s
  5. Group of aggressive npc’s
  6. Unexpected beast
  7. Small supply of a resource 
  8. Abundance of a resource 
  9. Device 
  10. Treasure 
  11. Strangeness 
  12. Roll twice and combine
Dangerous location room stocking table: 
  1. Empty 
  2. Neutral npc/beast  
  3. Aggressive npc/beast 
  4. Group of neutral npc’s/beasts 
  5. Group of aggressive npc’s/beasts 
  6. Aggressive great beast 
  7. Small supply of a resource 
  8. Abundance of a resource 
  9. Device 
  10. Treasure 
  11. Strangeness 
  12. Roll twice and combine

Automated Tables: 






Monday, 9 May 2022

d40 Dungeon Room Generator/Stocker (Travail Saga)

A dungeon room stocker for http://lizardmandiaries.blogspot.com/2022/04/travail-saga-jrpg-ish-2d6.html ! 

There is an automated version at the bottom of the post! 


d40 Dungeon Room Generator/Stocker:

Use this to generate a map: https://lizardmandiaries.blogspot.com/2021/11/simple-d6-map-generator.html

Door (or other entries/exits):

  1. Curtain or cloth covered door arch  
  2. Closed but unlocked door made of surrounding material 
  3. Closed but unlocked door made of surrounding material - fitted with glowing light source
  4. Staircase up made of surrounding material
  5. Open arch way 
  6. Ajar door made of surrounding material 
  7. Ajar door made of surrounding material - swinging on hinges 
  8. Closed, unlocked door made of surrounding material - automatically opens on approach 
  9. Tiny, closed and unlocked, door made of surrounding material - halved in size
  10. Unlocked and closed door, made of and hidden in surrounding material 
  11. False, unlocked and closed,  door made of surrounding material, opens to wall
  12. Recently installed unlocked and closed  door made of surrounding material
  13. Grand and gilded closed, locked door of design and material appropriate for area - opened by a key held by an inhabitant 
  14. Locked, closed, door made of surrounding material -  unlocked by a relatively simple inlaid puzzle 
  15. Closed but unlocked door made of surrounding material, splattered with grime, dirt or blood 
  16. Closed but unlocked door made of surrounding material, inset with thick one way mirror glass that allows vision through the door from one side 
  17. Closed but unlocked door made of surrounding material - locks itself when closed on the other side 
  18. Closed and locked door made of surrounding material - opened by a key held by an inhabitant 
  19. Closed and locked door made of surrounding material - opened by an obvious mechanism in the room 
  20. Closed and locked door made of surrounding material - locks all other doors in the room when attempted to open, it and other doors in room opened by a key held by an inhabitant 
  21. Closed but unlocked door made of surrounding material - an appropriate guardian of physical menace is tethered to it to halt interlopers 
  22. Closed and locked door made of surrounding material - opened by an hidden mechanism in the room 
  23. Door arch covered with nearby natural materials such as vines, feathers or leaves. 
  24. Closed but unlocked door camouflaged as furniture or other large objects in the room 
  25. Closed but unlocked door made of surrounding material - burnt, burning or unusually hot 
  26. Destroyed and collapsed door that requires clearing or repair to travel through 
  27. Staircase up made of and hidden by surrounding material
  28. Closed and locked door of a terrifying and fearful design and material appropriate for area - opened by a key held by an inhabitant 
  29. Limbs, appendages, grasping locomotion
  30. Enormous, double closed but unlocked door made of surrounding material 
  31. Enormous, double closed and locked door made of surrounding material - opened by a key held by an inhabitant 
  32. Closed but unlocked door made of surrounding material - riven with cracks and/or peepholes 
  33. Closed and locked door made of surrounding material - opened by a key held by an inhabitant. Attempting to open without key triggers a trap that attempts to hold interloper in place. 
  34. Staircase down made of and hidden by surrounding material
  35. Locked and closed door, made of and hidden in surrounding material - opened by a key held by an inhabitant 
  36. Closed but unlocked door made of surrounding material - ancient, crumbling and in disrepair 
  37. Closed and locked door made of surrounding material - opened by a key held by an inhabitant. Attempting to open without key triggers a trap that attempts to cause great pain and physical damage to interloper. 
  38. Closed and locked door made of surrounding material - opened by a key held by an inhabitant. Attempting to open without key triggers a trap that attempts to embarrass and humiliate interloper. 
  39. Hidden by a curtain of thick cloth is a closed and locked door made of surrounding material - opened by a key held by an inhabitant.
  40. Closed and locked door made of surrounding material - opened by a key held by an inhabitant. Attempting to open without key triggers a trap that attempts to kill interloper. 

Basic Room Purpose

  1. Place of rest and relaxation 
  2. Place of worship 
  3. Place of study or mental toil 
  4. Place meditation, prayer or thought 
  5. A vacant and empty place 
  6. Place of ancestors and the deceased 
  7. Place of ventilation and air 
  8. Place of preparing for journeying and travel 
  9. Place of ornamentation of tiny things 
  10. Place of cleaning and bathing 
  11. Place of planning and preparation 
  12. Place of growth and tending 
  13. Place of wealth and treasure 
  14. Place of learning and books 
  15. Place of butchering or surgery 
  16. Place of reflection and presentation 
  17. Place of pools, baths and water 
  18. Place of judgment and justice 
  19. Place of equipment cleaning 
  20. Place of holding and incarceration 
  21. Place of plants and gardens 
  22. Place of eating and feasting 
  23. Place of ornamentation of natural things 
  24. Place of dismantling and assembly 
  25. Place of industry and physical production 
  26. Place of wrecking and destruction 
  27. Place of tools and equipment 
  28. Place of far vision and spying 
  29. Monstrous, terrifying, abomination
  30. Place of ornamentation of enormous things 
  31. Place of sleep 
  32. Place of artistic creation 
  33. Place of assembly and address 
  34. Place of structural support and engineering 
  35. Place of safety and defence 
  36. Place of records and recording 
  37. Place of healing and repair 
  38. Place of torture and desecration 
  39. Place of memorial and sadness 
  40. Place of death and disease 

Room Modifier: 

  1. Inviting and well stocked with useful amenities
  2. Organised, neat and tidy, with useful equipment and tools 
  3. Too bright and very well lit 
  4. Objects floating in the air 
  5. Walls or ceiling are open to the air and elements 
  6. Objects moving and operating of their own accord 
  7. Objects operating or work being done at a very fast speed 
  8. Objects and decorations are disturbingly too small
  9. Something that should be obvious and on display is hidden or invisible 
  10. Filled with illusions or visual distractions 
  11. Objects have been recently installed or grown here 
  12. Ornate and opulent decoration and dressing 
  13. Decorated with thoughts, plans or ravings 
  14. Splattered with blood, viscera or decorated with preserved internal organs 
  15. Decorated with mirrors and or other reflective surfaces 
  16. Wet, flooded and damp 
  17. Everything is eerily of the same size 
  18. Scrubbed spotless and violently clean 
  19. Objects held in place, caged and captured 
  20. Natural growth, animals or vegetation where they should not be 
  21. Evidence of feasting, revelry or celebration 
  22. Naturally induced calmness and calm 
  23. Objects strewn, misused and general higgledy piggledy 
  24. Objects burnt or burning or a decorative or utilitarian flame 
  25. Objects destroyed and wrecked 
  26. An object/s in the room allows manipulation of other things from afar 
  27. Objects in the room allow vision to far away places or the past or future 
  28. Objects and decorations are monstrous and horrible 
  29. Objects and decorations are disturbingly huge 
  30. Objects wrapped in cloth and other soft coverings 
  31. The decorations of the room are depressingly cracked and ruined 
  32. The room is sunken, deep or holds a large pit 
  33. Objects and decorations are too heavy, crude and stone like 
  34. The ceiling or walls are crushingly low or close together 
  35. Aged, ancient and dusty 
  36. The ceiling is awe inspiringly high
  37. Objects in the room have been used to cause death 
  38. Objects in the room have been used to cause pain and torture 
  39. Too dark and shadow filled 
  40. Objects and decorations are preoccupied with death 

Room Stocker: 

  1. Empty
  2. A boss monster
  3. A boss npc
  4. A spell warping the room - roll on PC spell table 
  5. A piece of special equipment 
  6. Some pieces of basic equipment 
  7. A trap
  8. A supply of location specific resource
  9. A npc 
  10. A group of npcs
  11. A npc and another npc 
  12. A npc and a group of npcs 
  13. Two separate groups of npcs 
  14. A npc and a monster 
  15. A group of npcs and a monster
  16. A group of npcs and a group of monsters 
  17. A npc and a spell warping the room - roll on PC spell table 
  18. A group of npcs and a spell warping the room - roll on PC spell table 
  19. A npc and a piece of special equipment 
  20. A group of npcs and a piece of special equipment 
  21. A monster
  22. A monster and another monster 
  23. A monster and a group of monsters
  24. Two separate groups of monsters 
  25. A monster and a spell warping the room - roll on PC spell table 
  26. A group of monsters a a spell warping the room - roll on PC spell table 
  27. A monster and a piece of special equipment 
  28. A group of monsters and piece of special equipment  
  29. A piece of special equipment and a spell warping the room - roll on PC spell table 
  30. A piece of special equipment and a some pieces of basic equipment 
  31. A piece of special equipment and a trap
  32. A piece of special equipment and a supply of location specific resource
  33. Some pieces of basic equipment and a group of monsters 
  34. Some pieces of basic equipment and a separate npc
  35. A supply of location specific resource and a npc
  36. A supply of location specific resource and a group of monsters 
  37. A trap and  a spell warping the room - roll on PC spell table 
  38. A trap and separate group of monsters 
  39. A trap and a npc 
  40. A trap and a group of npcs 


Relationship between Sentient beings in the room: 

  1. Close friends or lovers 
  2. Slave and master 
  3. Teacher and student 
  4. Spiritual leader and student 
  5. Totally ignoring each other 
  6. One ever haunting the other 
  7. One messenger is the messenger for the other
  8. One is the provider of transport for the other 
  9. One is shrinking the other 
  10. The two cannot see each other  
  11. The two share a mental bond 
  12. One is growing the other 
  13. Trading partners 
  14. One is studying the other 
  15. One is draining the blood of other 
  16. One is copying the other 
  17. One is  getting revenge on the other 
  18. One is policing or the judge of the other 
  19. One is the cleaner or other wise domestic servant of the other 
  20. Captured and captor 
  21. Terrorist and terrorised 
  22. Hunter and hunted 
  23. One is growing and farming the other 
  24. One is experimenting on the other 
  25. One is attempting to grow the other 
  26. One is wanting to burn the other 
  27. One is wanting to crumble the other 
  28. One is wanting to remove something from the body of the other 
  29. One is the object of worship of the other 
  30. One is very scared of the other 
  31. One is parasite of the other 
  32. One lives within the body of the other 
  33. The two are attached by something very long  
  34. One always does the opposite of the other 
  35. Ex lovers now turned to hate 
  36. Utter ambivalence towards one another 
  37. One continually causes massive loss for the other 
  38. One birthed, trained or created by the other 
  39. One loves causing pain for the other 
  40. One torturing the other 

Automated Dungeon Room Generator/Stocker:






Friday, 29 April 2022

d40 Doors!

 Here are d40 doors! Enjoy! 

Also here is button to press to get a random door: 





d40 doors: 

  1. Curtain or cloth covered door arch  
  2. Closed but unlocked door made of surrounding material 
  3. Closed but unlocked door made of surrounding material - fitted with glowing light source
  4. Staircase up made of surrounding material
  5. Open arch way 
  6. Ajar door made of surrounding material 
  7. Ajar door made of surrounding material - swinging on hinges 
  8. Closed, unlocked door made of surrounding material - automatically opens on approach 
  9. Tiny, closed and unlocked, door made of surrounding material - halved in size
  10. Unlocked and closed door, made of and hidden in surrounding material 
  11. False, unlocked and closed,  door made of surrounding material, opens to wall
  12. Recently installed unlocked and closed  door made of surrounding material
  13. Grand and gilded closed, locked door of design and material appropriate for area - opened by a key held by an inhabitant 
  14. Locked, closed, door made of surrounding material -  unlocked by a relatively simple inlaid puzzle 
  15. Closed but unlocked door made of surrounding material, splattered with grime, dirt or blood 
  16. Closed but unlocked door made of surrounding material, inset with thick one way mirror glass that allows vision through the door from one side 
  17. Closed but unlocked door made of surrounding material - locks itself when closed on the other side 
  18. Closed and locked door made of surrounding material - opened by a key held by an inhabitant 
  19. Closed and locked door made of surrounding material - opened by an obvious mechanism in the room 
  20. Closed and locked door made of surrounding material - locks all other doors in the room when attempted to open, it and other doors in room opened by a key held by an inhabitant 
  21. Closed but unlocked door made of surrounding material - an appropriate guardian of physical menace is tethered to it to halt interlopers 
  22. Closed and locked door made of surrounding material - opened by an hidden mechanism in the room 
  23. Door arch covered with nearby natural materials such as vines, feathers or leaves. 
  24. Closed but unlocked door camouflaged as furniture or other large objects in the room 
  25. Closed but unlocked door made of surrounding material - burnt, burning or unusually hot 
  26. Destroyed and collapsed door that requires clearing or repair to travel through 
  27. Staircase up made of and hidden by surrounding material
  28. Closed and locked door of a terrifying and fearful design and material appropriate for area - opened by a key held by an inhabitant 
  29. Limbs, appendages, grasping locomotion
  30. Enormous, double closed but unlocked door made of surrounding material 
  31. Enormous, double closed and locked door made of surrounding material - opened by a key held by an inhabitant 
  32. Closed but unlocked door made of surrounding material - riven with cracks and/or peepholes 
  33. Closed and locked door made of surrounding material - opened by a key held by an inhabitant. Attempting to open without key triggers a trap that attempts to hold interloper in place. 
  34. Staircase down made of and hidden by surrounding material
  35. Locked and closed door, made of and hidden in surrounding material - opened by a key held by an inhabitant 
  36. Closed but unlocked door made of surrounding material - ancient, crumbling and in disrepair 
  37. Closed and locked door made of surrounding material - opened by a key held by an inhabitant. Attempting to open without key triggers a trap that attempts to cause great pain and physical damage to interloper. 
  38. Closed and locked door made of surrounding material - opened by a key held by an inhabitant. Attempting to open without key triggers a trap that attempts to embarrass and humiliate interloper. 
  39. Hidden by a curtain of thick cloth is a closed and locked door made of surrounding material - opened by a key held by an inhabitant.
  40. Closed and locked door made of surrounding material - opened by a key held by an inhabitant. Attempting to open without key triggers a trap that attempts to kill interloper. 


Sunday, 27 February 2022

(Semi) Automated Hex Stocker

Here is an automated version of the hex stocker  from this post: https://lizardmandiaries.blogspot.com/2022/01/orb-monsters-gathering.html 

Although the stocker was designed for "Orb Monsters" specifically, you can use the random Magic the Gathering card hex stocking approach for other games! I've included some of the notes/instructions from the original post to make the stocker easier to use from this post! 

This method uses random Magic The Gathering cards profusely! When the rules below say “get/pull/use  a random card” it is referring to a random Magic the Gathering card. Use the following link to get a random magic card: https://scryfall.com/random (Then click the “random” button in the top left of the screen for another random card, ad infinitum! Note: You may like to use the advanced search option to lock in sets/types of cards and then - from there you could pick the card you like or roll a dice with the number of sides you have results for your search. Use https://dicelog.com/dice to quickly make a dX). When the rules below say something like “A random spell/artifact/monster/etc just keep pulling random cards until you get the thing you need! Sometimes this may need to be a specific colour (Such as certain colour monsters/sentients and spells only appearing in that coloured land). The magic cards pulled by the referee of the game may need some changing/warping/only act as inspiration for their purpose in this game. The referee has total power to do this! Further, said inspiration may simply be the picture on the card, or the text, or a part of the picture or part of the text! 

Hex Stocker Instructions: 

  • Pull a random card! The hex is whatever color card you pulled! Roll a d12, the result is how many connected hexes are also that color! (Colours in magic are associated with specific lands: White = plain, Red = mountain, Green = forest, Black  = Swamp, Blue = Island- so whatever colour a hex is - it is that type of landscape). 
  • A basic land card will give you a very nice visual description of the d12 coloured hexes you generated. It doesn't seem possible to get a random basic land card with scryfall (I think because it only recognised each type as one card with lots of different reprints). To overcome this, on the scryfall website get a totally random card, then click on its set description, then in the search bar for that set write the type of land you need, “Swamp, Island, etc”. You will then get a nice picture of that type of landscape and you can use that for all of the hexes you just generated! You could use different images per hex/or an image for a few hexes. Scrolling through the “Prints” list will give you different basic land cards of that type! 
  • Roll on the following tables to determine what else is in a hex beyond its colour! 
  • Note: Only NPCS, sentients, monsters and spells of the same colour, or of the colour left or right of that colour (see colour wheel) will appear in coloured hexes - bear this in mind when stocking the hexes!  You may need to pull several random cards to get a correctly coloured stocking item! 

Travel Hazards: Each hex has a 25% chance of having some some sort of contextual, environmental hazard that makes traveling through it a strain on resources or possibly deadly! It is up to the referee to determine what exactly that hazard is - using the contents of the hex as inspiration.   

Stocking instructions: Use the following guidelines for populating the map’s hexes. 

  • A town, city or village: The population size is d100xd100. Pull a card until you get a building or structure, this is the base architecture of the settlement. Pull a card until you get a sentient (appropriately coloured) being, this is the people of the settlement. Pull a card until you get one mundane object or artifact and one magical object or artifact - these two things are the basis of the settlement's society. The referee can simplify or complicate this process as needed! See the colour relationship information to determine the relationship the population has with nearby monsters, spells and settlements. 
  • An unusual structure: Pull a card until you get a building or structure - this is the structure! Pull three more cards of any colour, whatever they are - they are inhabiting the structure! Refer to the colour relationship information to determine what those things are doing in the unusual structure! 
  • Monster/s: Pull an appropriate coloured monster card. d4 x d12 of that monster populate the hex! 
  • Sentient/s: Pull an appropriate coloured sentient card. d8 x d20 of those sentient beings are in the hex! Use the desire and colour relationship information to determine what the sentients are doing! 
  • A Spell: Pull an appropriate coloured spell card. That spell has warped/corrupted/changed the basic environment of the hex! It is now a weird and unusual place! A wizard can sense the spell magic here and mediate for a day to fill a spell orb with the spell (the spell stays in the environment though - the land still warped)!
  • A Powerful NPC: A powerful NPC of the hexes colour is in the hex! Use the instructions for generating a Sentient but assume it is a single, particularly powerful, NPC.
  • An artifact: Keep pulling cards until you get an actual "Artifact" card. That artifact is in the hex in a location of the referee's choosing!

Desires and Relationships: 

Desires:

Sentient beings generally have desires! If those desires aren’t obvious to the referee, roll on the table! Sentient’s desires may form the basis of quests for in exchange for said sentients skills, talents, resources, services, etc on completion of a quest.


Relationships :

All beings (sentients in town and the wilds , monsters, wizards) will have relationships with other nearby beings. The type of relationship is determined by the colour, the exact specifics of the relationships is determined by the referee:


  • Beings of the same colour are generally close allies or symbiotes. 

  • Beings of neighboring colours are generally co-operative, trading partners or otherwise tolerable of one another. 

  • Beings of opposite colours generally hate each other and are in open conflict or war. 



Trade:

If a PC requires something from a sentient (in a town or in the wilds), beyond basic equipment, food, water and shelter - roll on the following table to see if they have it/can/will provide it (at the discretion of the referee)!


General Hex Stocking Guidelines:

The methods outlined above will give the referee a basic sketch of each hex - the referee is encouraged to run with that basic sketch and use it as an inspiration to fill in as much detail as needed! If a PC seeks to explore an area in more detail (perhaps wanting to spelunk an unusual structure, or the sewers beneath a settlement, or a cave in a mountain, etc) the referee can combine their knowledge of the hex they are exploring with the "Smaller Places Creation" (Place/Place Stocking tables).


Automated Hex Stocker:














Monday, 13 December 2021

The Automated Empyrean Dynasty (Intergalactic Organisation Generator)

 Here are several automated tables/generators designed to make running solo games of Empyrean Dynasty easier. These tables could also be useful for generated organisations for sci fi games. Enjoy! 



Post Earth Organisation Generator: 






















Grand Leader Generator:

 



What does the Post Earth Organisation do?