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.
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.
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.
Residential occupation, high security: Apartments for sale for 5d10 coins - allows safe rest. Use safe location room stocking if exploring.
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.
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.
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.
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).
Surgeon/Doctor: Minor healing for 2d10 coins. Major healing for 3d10 coins. Use safe location room stocking if exploring.
Eatery: Eat for 2d10 coins per person. Food will have special effects. Use safe location room stocking if exploring.
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.
Workshop of mental labour: Purchase specialty knowledge for 2d10 coins. Use safe location room stocking if exploring.
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.
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.
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.
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.
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.
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.
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.
Monster occupation, minor: A building overrun with monsters. Use dangerous location room stocking if exploring
Monster occupation, major: A building overrun with monsters, including several lairs of particularly powerful monsters . Use dangerous location room stocking if exploring.
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.
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.
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.
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.
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.
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.
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.
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.
Store, food: Buy serves of transportable food, appropriate to suburb, for d10 coins. Use safe location room stocking if exploring.
Store, general supplies: Buy general supplies, appropriate to suburb, for 2d10 coins. Use safe location room stocking if exploring.
Store, weapons: Buy weapons, appropriate to suburb, for 2d10 coins. Use safe location room stocking if exploring.
Store, armour: Buy weapons, appropriate to suburb, for 3d10 coins. Use safe location room stocking if exploring.
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.
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.
Store, ornamentation: Purchase suburb specific decorations for 2d10 coins, or decorative services for 3d10 coins. Use safe location room stocking if exploring.
Store, augmentation: Purchase suburb specific attribute increasing augmentations for 6d10 coins. Use safe location room stocking if exploring.
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.
Abandoned, truly empty: Only use room purpose table, no stocking table, if exploring.
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.
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.
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.
Utility, transportation: Fast, suburb specific, transportation available for 3d10 coins per trip. Use safe location room stocking if exploring.
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.
Utility, waste disposal: Disposing of some suburb specific waste, appropriate services or products available for 3d10 coins. Use safe location room stocking if exploring.
Utility, sewage: Managing the suburb’s sewers. Implies the existence of sewers. Use safe location room stocking if exploring.
Utility, magical: Causing some suburb specific effect to reality, appropriate services or products available for 4d10 coins. Use safe location room stocking if exploring.
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.
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:
Neutral npc - Will possibly physically assist, or provide guidance/knowledge
Aggressive npc - Will possibly attack or physically hinder
Group of neutral npc’s - Will possibly physically assist, or provide guidance/knowledge
Group of aggressive npc’s - Will possibly attack or physically hinder
Neutral beast - Will possibly physically assist
Aggressive beast - Will possibly attack or physically hinder
Group of neutral beasts - Will possibly physically assist
Group of aggressive beasts - Will possibly attack or physically hinder
Resource (native to the suburb) - guarded, roll a d8 to determine who by
Resource (native to the suburb) - unguarded
A fight! Roll a d8 twice to determine who between
Empty
Empty
Device - Will have an impact on nearby streets
Treasure - Something glorious birthed by the surrounded suburb
Strangeness - Something unsettling birthed by the surrounding suburb
Vegetation - Will possibly assist or hinder
Public art - Will possibly have a psychological impact on the party
Public utility - Will possibly provide a boon to the party
Roll twice and combine
Universal base room purpose table (combine with an appropriate room stocking table):
To generate a room, roll on the mapping/stocking tables (linked above).
Then roll on the Thing/Descriptor/Desire tables until you get a combination of results you feel summons an interesting/unique/coherent/otherwise gameable room within your mind’s eye.
(See the bottom of the post for an automated generator)
House of Flay and Whittle, Fleshcrafting Guild
Exterior: Ancient, black, sodden, stone brick archways. Oily and wet, red cloth draped over window and door frames.
A once highly esteemed flesh warping guild, now grown into obscurity. The members of the guild can warp the flesh into extravagant shapes and sizes, particularly favoring the form of the avian, feather and beak. Left to idleness, many of the guild members have turned to flesh gardening, or working their skills upon one another. Some guild members now resemble birds, or insects, or have head their forms so deconstructed as to resemble plants. The House of Flat and Whittle also has some expertise in the preparation of living bone weaponry and skin fabrics.
NPC Suggested Statistics:
Level: 1 - 8 / (d8)
HP: 4 x level
AC: 12 - 18 (Living skin robes and pieces of living bone armour)
Armour:
Living Skin Robe: +2 AC. No impact on actions. +1 AC for each DEX value above 16.
Living Bone Armour: +4 AC. Will have a moderate negative impact (determined by the referee) on DEX/STR tested actions. +1 AC for each STR value above 16. 3 snails.
Weapons:
Beak: As dagger but leaves both hands free.
Claws: d4 + 1 for each DEX AND STR value above 16, +Level To Hit, can attack twice in a combat turn.
Living Bone Sword: d8 + 1 for each DEX AND STR value above 14, +Level To Hit, +Level damage to targets in armour lighter than medium.
Powers (For NPCs and Spell Laden Treasures):
Spell Laden Treasures here require INT of 14 to use.
Flight: Travel through the air a distance approved by the referee, level times a day.
Shape Flesh: Warp the shape of flesh in a way approved by the referee, level times a day.
Web: Cause up to 6 humanoid or smaller targets, equal or below your level, to be held in place for level combat turns, or a length of time approved by the referee, level times a day.
Hypnotise: Cause a target, equal or below your level, to fall asleep for a length of time approved by the referee, level times a day.
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A brood of beetlemen warriors, their thick carapace just hiding an interior of translucent jelly. They wear the chitinous remains of their fallen siblings as talismans. They hunt with organic, grown spears, often poisoned and have a supernatural ability to locate prey (conjecture assumes this ability comes from thrumming interior jellies). They protect and guard the ancient statues of snailbeasts across the suburb. They also have contracts of defence and security with several buildings in the suburb. Non beetlemen are strictly forbidden from entering their broodhouse - home of their birthing jelly hives. Nondescript flesh feeds and grows their hives.
NPC Suggested Statistics:
Level: 1 - 6 / (d6)
HP: 5 x level
AC: 8 (Jelly) - 18 (Heavy chitin) / (d8+10)
Weapons:
Thrumming Chitin Spear: d6 + 1 for each DEX AND STR value above 15, + double Level To Hit, can attack targets from a distance deemed appropriate by the Referee, 50% chance of breaking after a combat if not used by a beetleman
Thrumming Chitin Stinger: d6 + 2 for each DEX value above 15, + double Level To Hit, +Level damage to targets in armour lighter than medium, 50% chance of breaking after a combat if not used by a beetleman
Thrumming Chitin Great Sword: d10 + 1 for each DEX AND STR value above 15, +double Level To Hit, +Level damage to targets in armour lighter than medium, 50% chance of breaking after a combat if not used by a beetleman
Thrumming Chitin Stinger Bow: d6 + 1 for each DEX value above 16, + Level To Hit, can attack targets from a distance deemed appropriate by the Referee, Reloading requires a successful DEX action, 50% chance of breaking after a combat if not used by a beetleman
Powers (For NPCs and Spell Laden Treasures):
Beetleman Spell Lade Treasures require WIS 14 to use.
Healing: Increase a target’s HP by d8 + 1 for each WIS value above 16, level, level times a day.
Regeneration: Grow back a target’s limb, each WIS value above 16 times a day.
Hivemind: Hearing a visual target’s thoughts, level times a day.
Battle Poison: Apply poison to your next successful attack, causing d8 + 1 for each WIS value above 16 damage for d6 combat turns, level times a day.
Bug Empathy: Give a single/group of insects (equal/under your level) a simple command, level times a day.
Sensor: Know where a target is you have smelt the pheromones of, level times a day.
Exploring the Broodhouse:
To generate a room, roll on the mapping/stocking tables. Then roll on the Thing/Descriptor/Desire tables until you get a combination of results you feel summons an interesting/unique/coherent/otherwise gameable room within your mind’s eye.
(See the bottom of the post for an automated generator)
Room Size, d6
Tiny
Small
Medium
Big
Oddly big (roll two shapes and combine)
Huge
Room Shape, d6
Square
Rectangle
Triangle
Circle
Half Circle
Cross
Number of Doors, roll a d6 but only Huge rooms have more than four doors.