Friday, December 16, 2016

When last we left our heroes - random adventure tables



I've been toying with the idea of a fantasy RPG campaign.  Part of the problem is my group(s) are fairly erratic, and getting a consistent group of players consistently is unlikely.  So, I have been thinking of ways to minimize the impact of that while still letting folks participate when they can.  So I think we'll set the group up as a loose group of adventurers who sometimes drift off on their own.  But what will they do while they're off on their own?  In a brief flurry of inspiration I made some random tables to fill in the time they were away.  I'm still undecided about the system I will use, but the tables are currently in a D&D 3.x/Pathfinder default mode, in a world more Robert E. Howard/Conan inspired than "standard" D&D.


The basic concept is if you have played in the campaign but then miss one or more sessions, when you return we see what you've been doing.  If it's been a long time, perhaps multiple rolls.  Pick an area of the world then roll on the appropriate table.  Side benefit, it may help spark some story ideas and help fill in some local details and subplots.

Fighter/Barbarian (1d100)

01-10 Dead ends.  Dead ends everywhere.  Lose 100gp in living expenses and exploring false leads.
11-30 Boring guard or garrison duty.  Break even.
31-33 Protect what turned out to be a cult. 1d6:
               1-2– Barely escape sacrifice – lose 1d4x100gp
               3-4 – Slay cult leader and escape with temple treasures – gain 1000gp, cultists may be after you               
               5-6– Quietly slip away – gain 10gp
34-38 Part of campaign against bandits 1d6:
               1 – Horrible failure.  Lose mount if any and 1d6x100gp
2 – Realized leader was incompetent or in league with bandits, deserted before massacre.  Gain riding horse.
               3 – 5 – Successfully cleared bandits – Gain 1d6x50gp and 100gp of equipment.
               6 – Rescue local noble from bandits.  Gain 500gp and a favor. 
39-41 Part of forces attacking rebellious local lord 1d6:
1 – General leading campaign dies, campaign ends, successor refuses to pay mercenaries.  Lose 10gp.
               2-3 – Local lord makes a deal, campaign ends before really starts.  Break even.
               4-5 – Local lord put down, stronghold looted.  Gain 1d6x100gp.
               6 – You capture the rebel lord – Gain 1000gp reward. 1d6:
                              1 – Lord pardoned by his superiors, holds a grudge against you.
                              2-5 – Lord put to death. 
                              6 – Lord convinces you to secretly help them escape.  Gain another 1000gp.
 42-44 Part of forces defending rebellious local lord 1d6:
               1 – Rebellion crushed, barely escape.  Lose 1d6x100gp
               2 – 3 – Local lord makes deal, averts major conflict.   Gain 1d6x10gp.
               4-5 – Rebel lord defeated, you help them escape.  Gain riding horse and 1d6x100gp.
               6 – Rebel lord successfully breaks away.  Gain 1000gp and are a local hero.
45-49 Part of group hunting down a monster – 1d6:
1 – Too much to handle- rest of group wiped out, monster leaves you broken but barely alive.  Lose 1d6x100gp
2-3 – Drive the creature off, but it escapes.  Break even.
4-5 – Destroy the creature, gain 1d6x50gp
6 – Slay creature, sell remains to curious wizard.  Gain 1000gp.
50-53 Explore ruins – 1d6:
               1 – Already picked clean.  Lose 50gp in expenses.
               2-3 – Uncover hidden wealth – gain 1d6x100gp
               4-5 – Stumble upon previously undiscovered chamber.  Gain 1d4x1000gp
               6 – Recover minor magical treasure. 
54-59 Border skirmishes. 1d6:
               1 – Your side loses, lose 1d6x10gp
               2-5 – Inconclusive.  Break even.
               6 – Your side wins.  Gain 100gp.
 60-61 Assault wizard’s tower.  1d6:
               1 – Wrath of the mage (1d6)
                              1 – turned to stone
                              2 – turned into a frog
                              3 – turned into a newt
                              4 – trapped in a mirror
                              5 – mindwiped
                              6 – dragged off by monsters
                              Regardless of condition, you have recently recovered but are destitute.
               2 – Open wrong door and end up someplace else.  Find new location and roll again from start.
               3 – Assault broken.  Lose 1d6x10gp.
               4 – Standoff, wizard makes a deal.  Gain 1d6x10gp.
5 – Wizard flees, and tower is destroyed.  Gain 1d6x100gp sifting through the rubble.  Roll 1d6 – on a 1 you were notable in the battle and the wizard remembers you…
6 – Wizard slain and tower looted.  Gain 1d6x300gp and a minor magical treasure.
62-64 Spend time as a palace guard 1d6:
1-     End up on wrong side of a palace coup.  Lose 1000gp in expenses/bribes escaping execution.
2-     Get on wrong side of royal advisor and falsely accused of theft.  Lose 1d6x50gp.
3-     New ruler comes in and replaces guards.  Lose 50gp.
4-5– Cushy gig.  Gain 1d6x100gp
6 – End up on right side of a palace coup.  Gain 1d4x1000gp
65-69 Try your hand at another line of work – farming, woodcutter, sailor, blacksmith etc.  It doesn’t work out. Break even and gain 1 rank in a new profession or craft skill.
70-71 You are kidnapped and forced to fight as a gladiator.  Gain an exotic weapon proficiency.
72-74 Stranded in the wilderness or shipwrecked.  Lose mount and 1d6x100gp.  Gain one rank of Survival.
75-78 Spend a quiet time as a temple guard.  Gain 50gp and one rank of Religion.
80-81 Bodyguard a wizard searching for rare ingredients/items 1d6:
               1 – Led into disaster.  Wizard slain or worse, you barely escape.  Lose 1d6x100gp
               2 – 3 – Uneventful.  Gain 100gp and 1 rank of Knowledge: Arcana
               4-5 – Very successful – Gain 1d6x100gp and 1 rank of Knowledge: Arcana
6 – Latent magical potential unlocked.  May cast Mage Hand 1/day.  Gain 1 rank of Knowledge: Arcana
82-85 Travel about.  Gain a new language.
86-89 Hunt for a lost treasure 1d6:
               1 – Expedition a disaster.  Lose mount and 1000gp
               2-3 – Partial success – Gain 1d6x500gp
4-5 – Success – Gain 1d6x1000gp
6 – Major find – Gain 1d6x1000gp and minor magic item.
90-92 Arrested due to:
               1 – case of mistaken identity
               2-3 – framed
               4-5 – caught up in unfortunate circumstances
               6 – accidental offense
               And (1d6)
               1-2 – thrown into dungeon
               3-4 – sent to the mines
               5-6 – sent to the galleys or other strenuous work
You eventually manage to regain your freedom.  You are destitute but gain +1 to Fortitude saves.
93 -95 Spend your time and money indulging yourself.  Lose 1d6x100gp but gain pleasant memories and some locals may remember you fondly.
96-100 Roll twice

Wizard/Sorceror (1d100)
01-10 Dead ends.  Dead ends everywhere.  Lose 100gp in living expenses and exploring false leads.
11-30 Study with no breakthroughs.  Break even.
31-35 Part of group hunting down a monster – 1d6:
1 – Too much to handle- rest of group wiped out, monster leaves you broken but barely alive.  Lose 1d6x100gp
2-3 – Drive the creature off, but it escapes.  Break even.
4-5 – Destroy the creature, gain 1d6x50gp
6 – Slay creature, sell remains to curious wizard.  Gain 1000gp.
36-39 Explore ruins – 1d6:
               1 – Already picked clean.  Lose 50gp in expenses.
               2-3 – Uncover hidden wealth – gain 1d6x100gp
               4-5 – Stumble upon previously undiscovered chamber.  Gain 1d4x1000gp
               6 – Recover minor magical treasure. 
 40-41 Magical backup for assault on a wizard’s tower.  1d6:
               1 – Wrath of the mage (1d6)
                              1 – turned to stone
                              2 – turned into a frog
                              3 – turned into a newt
                              4 – trapped in a mirror
                              5 – mindwiped
                              6 – dragged off by monsters
Regardless of condition, you have recently recovered but are destitute.(Still have spellbook)
               2 – Open wrong door and end up someplace else.  Find new location and roll again from start.
               3 – Assault broken.  Lose 1d6x10gp.
               4 – Standoff, wizard makes a deal.  Gain 1d6x10gp.
5 – Wizard flees, and tower is destroyed.  Gain 1d6x100gp sifting through the rubble.  Roll 1d6 – on a 1 you were notable in the battle and the wizard remembers you…
6 – Wizard slain and tower looted.  Gain 1d6x300gp and a minor magical treasure.
42-44 Stranded in the wilderness or shipwrecked.  Lose mount and 1d6x100gp.  Gain one rank of Survival.
45-47 Accompany a wizard searching for rare ingredients/items 1d6:
               1 – Led into disaster.  Wizard slain or worse, you barely escape.  Lose 1d6x100gp
               2 – 3 – Uneventful.  Gain 100gp and 1 rank of Knowledge: Arcana
               4-5 – Very successful – Gain 1d6x100gp and 1 rank of Knowledge: Arcana
6 – Temporary apprentice.  Gain 1 rank of Knowledge: Arcana and Spellcraft and if Wizard new spell in spellbook of choice(up to highest level able to cast).  If Sorcerer gain 3 scrolls of choice for level able to cast.
48-50 Travel about.  Gain a new language.
 51-55 Hunt for a lost treasure 1d6:
               1 – Expedition a disaster.  Lose mount and 1000gp
               2-3 – Partial success – Gain 1d6x500gp
4-5 – Success – Gain 1d6x1000gp
6 – Major find – Gain 1d6x1000gp and minor magic item.
56-60 Engage in spell research.  If wizard gain new spell in spellbook or if sorcerer d3 scrolls.
61-65 Mundane research – Gain 1 rank in any Knowledge skill.
66-70 Spend time as part of a court 1d6:
1-     End up on wrong side of a palace intrigue.  Lose 1000gp in expenses/bribes escaping execution.
2-     Get on wrong side of royal advisor and falsely accused of crime.  Lose 1d6x100gp.
3-     New ruler comes in and replaces advisors.  Lose 100gp.
4-5– Cushy gig.  Gain 1d6x200gp
6 – Solve mystical problem plaguing ruler – Gain 1d3x1000gp and favorable reputation in that area.
71-73 Get on wrong side of local priests, driven from area.  Lose 100gp.
74-76 Caught up in what turns out to be a cult. 1d6:
               1-2– Barely escape sacrifice – lose 1d4x100gp
               3 – Slay cult leader and escape with temple treasures – gain 1000gp, cultists may be after you
               4-5 – Quietly slip away.  Lose 10gp.
6 – Stay long enough to learn something.  Gain 1 rank in either Knowledge Religion or Planes, lose 1d6x50gp
77 – Consultant for a siege or new fortification.  Gain 1 rank in Engineering.
78 – Magical experiment goes awry, destroying almost all you have.  Retain spellbook and 1d6x10gp you can salvage.
79-80 Stalked by a madman.  Spend 1d6x10gp getting rid of them.
81-85 Spend time learning a mundane craft.  Gain 1 rank in any Craft skill.
86-87 – You wake up exhausted, with strange marks on your body and no memory of what happened.  Lose 1d6x50gp
88-89 – Engage in a series of sorcerous duels in a lost city.  Gain +1 to a save (1-2 will, 3-4 reflex, 5-6 fortitude)
90 Unexpectedly cast adrift across planes.  Lose 1d6x100gp, gain 1 rank in knowledge Planes
91 – Learn THINGS MAN WAS NOT MEANT TO KNOW.  Lose 1 Wisdom.
92 – Learn AMAZING SECRETS OF THE UNIVERSE – Gain 1 Wisdom.
93 -95 Spend your time and money indulging yourself.  Lose 1d6x100gp but gain pleasant memories and some locals may remember you fondly.
96-100 Roll twice

Rogue (1d100)
01-10 Dead ends.  Dead ends everywhere.  Lose 100gp in living expenses and exploring false leads.
11-30 Squeak by uneventfully.  Break even.
31-34 Get involved in what turned out to be a cult. 1d6:
               1-2– Barely escape sacrifice – lose 1d4x100gp
               3-4 – Escape with temple treasures – gain 1000gp, cult may be after you
               5 – Quietly slip away – gain 10gp
6 – Brainwashed into serving them for a time.  Gain 1 rank in (1 – Stealth 2 – Bluff 3 – Religion     4 – Climb 5- Knowledge: Planes 6 – Disguise)
35-37 Part of campaign against bandits 1d6:
               1 – Horrible failure.  Lose mount if any and 1d6x100gp
2 – Realized leader was incompetent or in league with bandits, deserted before massacre.  Gain riding horse.
               3 – 5 – Successfully cleared bandits – Gain 1d6x50gp and 100gp of equipment.
               6 – Rescue local noble from bandits.  Gain 500gp and a favor. 
38-43 Explore ruins – 1d6:
               1 – Already picked clean.  Lose 50gp in expenses.
               2-3 – Uncover hidden wealth – gain 1d6x100gp
               4-5 – Stumble upon previously undiscovered chamber.  Gain 1d4x1000gp
               6 – Recover minor magical treasure. 
44-45 Infiltrate wizard’s tower.  1d6:
               1 – Wrath of the mage (1d6)
                              1 – turned to stone
                              2 – turned into a frog
                              3 – turned into a newt
                              4 – trapped in a mirror
                              5 – mindwiped
                              6 – dragged off by monsters
                              Regardless of condition, you have recently recovered but are destitute.
               2 – Open wrong door and end up someplace else.  Find new location and roll again from start.
               3 – Flee when discovered.  Lose 1d6x10gp.
               4-5  – Minor trinket retrieved.  Gain 1d6x10gp.
6 – Make off with decent haul.  Gain 1d6x300gp and a minor magical treasure.  Of course, the wizard may be able to track their belongings…
46-48 Try your hand at another line of work – farming, woodcutter, sailor, blacksmith etc.  It doesn’t work out. Break even and gain 1 rank in a new profession or craft skill.
49 -  You are kidnapped and forced to fight as a gladiator.  Gain an exotic weapon proficiency.
50-52 Stranded in the wilderness or shipwrecked.  Lose mount and 1d6x100gp.  Gain one rank of Survival.
53-57 Travel about.  Gain a new language.
58-62 Hunt for a lost treasure 1d6:
               1 – Expedition a disaster.  Lose mount and 1000gp
               2-3 – Partial success – Gain 1d6x500gp
4-5 – Success – Gain 1d6x1000gp
6 – Major find – Gain 1d6x1000gp and minor magic item.
63-66 Arrested due to:
               1 – case of mistaken identity
               2-3 – framed
               4-5 – caught up in unfortunate circumstances
               6 – accidental offense
               And (1d6)
               1-2 – thrown into dungeon
               3-4 – sent to the mines
               5-6 – sent to the galleys or other strenuous work
You eventually manage to regain your freedom.  You are destitute but gain (1-2 +1 to Fortitude saves 3-4 +1 to lockpicking 5-6 +1 to Bluff)
67-70 Hired to test security/make recommendations – Gain 1d6x50gp.
71-75 Caught up in conflict between rival gangs or political factions.  1-3 lose 1d6x50gp, 4-6 gain 1d6x50gp.  Gain +1 to knowledge local for that area.
76-80 – Get on wrong side of local authorities and have to leave, lose 50gp.
81-85 – Recover lost local relic.  Gain 1d6x200gp and are local hero.
86-90 – Something of yours is cursed.  Lose 1d6x50gp getting rid of it.
91 -95 Spend your time and money indulging yourself.  Lose 1d6x100gp but gain pleasant memories and some locals may remember you fondly.
96-98 Roll twice
99-100 Roll three times


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