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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