Thursday, May 31, 2018

Rolling on my random tables...

You arrive at the City of a Thousand Baths 

Travelers on the road told you (rolling on the people talking about towns tables):

  • The city folks are relaxed, sensuous and open minded. 
  • The city is a combination of new and very ancient architecture, the oldest building are linked together by underground tunnels. 
  • The Folded Lotus is one of these very ancient bath house, it inner bath decorated in lapis lazuli is a marvelous sight. 


You settle first at the Folded Lotus (rolled on the city of a thousand bath houses post) 
  • The building is a very ancient bath house.
  • The bath house is run by a private administration (a old lady from a forgotten noble bloodline) 
  • The staff wear special gloves and veils decorated with blue lotus flowers. 
  • The lapis lazuli bath boost saving throws by 4 points...
  • ... if you mix blood in the bath (at least a total of d6 dmg) ... 
  • ... but you Gain a obvious non human trait (bio-luminescent spots)  
  • the bath house is linked by labyrinthine passages to ancient city vestiges full of poisonous traps 
  • While venturing in the tunnels you encounter outcasts, human hybrids of a ancient aquatic race. They seem scared and flee. 
  • While resting at the bath house you discover that one of the baths is forbidden to some type of people. 
The ancient city vestiges contains (rolling on Random cultural influences for dungeon building tables)
  • Artworks influenced by... a sworn enemy or competitor: water fountains and statue inspired by the Shadow Water School (forbidden stuff). 
  • Philosophy tablets influenced by... a allied race or nation: tablets from the ancient coastal city of Xephir.  
  • Luxury goods influenced by... a sworn enemy or competitor: perfumes from the kuo-toa (forbidden stuff). 
While resting at the Folded Lotus you learn about the issues of it personnel. 
(Rolling on the troubleshooters sandbox tables)

You learn that the old lady who own the Folded Lotus...
  • actively seek help.
  • her problem is stable.
  • the problem is about a group or creatures.
  • if resolved she will gain access to a useful location.
You learn also that a girl from the staff...
  • don't seek help, but her problem is obvious. 
  • her problem is very unstable
  • her problem is about a special event, project.
  • if not resolved, she will gain a negative reputation.

While helping people in the city you also visit other bath houses.

The Quiet Flame
  • is a ancient building newly converted into a bath house 
  • it foundations belonged to a ancient temple 
  • the bath house is run by a guild
  • the staff is well trained to protect the bath house
  • one of the bath boost one wisdom by one bonus step...
  • ... if you bath during the rising or setting of the sun...
  • ... but you get a penalty of 3 in your saving throws when you are in the dark. 
  • the bath house is linked to a place of knowledge (a old library full of stone tablets) 
  • while travelling in the tunnels you meet shady people, smuggler of knowledges. 
  • while resting at the bath house you notice that someone seem strangely out of place.
This out of place person...
  • actively seek help
  • her problem is stable
  • her problem is about a NPC neutral toward her
  • resolving this situation would grant her a positive psychological trait 

The Jade House
  • is a new construction build by a avant-garde architect.
  • the bath house is run by a mysterious oracle blessed by the gods  
  • the staff are all betrothed to him  
  • one of the bath boost hit points by one hit die...
  • ... if you bath with a magical fish... 
  • ... but you get a penalty of 1 AC point. 
  • the bath house is linked to a private house
  • while travelling in the tunnels you meet members of the bath house staff.
  • while resting at the bath house you notice that one of the people bathing know one of the PC 
The oracle
  • actively seek help
  • his problem is stable
  • the problem is about a creature neutral toward him (a magical fish)
  • if the problem is resolved he will gain a new blessing
The person bathing who know one of the PC
  • is secretive, he hide his problem and want it to remain secret. 
  • his problem is unstable
  • the problem is about a a special project 
  • if the problem is not resolved he will enter in conflict with a faction

The Aquatic Tribes

While exploring the ancient levels of the city, you begin  to know the ancient aquatic folks who live in the underground lakes. (Rolling on the why these orcs are "evil"? table) 
  • 6000 years ago, sad with the lost of a loved one, their leader made a dark pact with a dark deity. But a wise sorcerer was able to break the pact and sealed the dark goddess in one of the underground lakes. 
  • 300 years ago a booming and ruthless economy followed by a crash destroyed their alliance with the upper city. 
  • 100 years ago their territory was colonized by the forbidden Shadow Water School. Many hybrids were born during this time. 
  • 6 years ago new rumors about the tribe started circulating, people fear that they want to awaken their dark goddess. 
  • 1 month ago the Water Engineer Guild claimed ownership over one of their ancient cisterns to exploit it magical waters.  
  • 4 days ago. human refugees from the city started to build a shanty town near one of their underground lake.
  • The aquatic folk do everything as a family unit, children or elders are always present.  
  • They have a good relationship with many of the declining human noble bloodline 
  • They dislike the Oracle of the Jade House.
  • They have a different historical version of a the city foundation. 
One day you discover a baby aquatic hybrid (rolling on the orc baby generator table):
  • You see a giggling little thing with chubby arms, breaking things with a blood soaked doll, she look at you and wince,

Wednesday, May 30, 2018

Spinetooth Oasis actual play

First session of running the Spinetooth Oasis with the Black Hack.

We used the Fabulous Tiny Guild mini-zines to create the characters, this worked very well as the tiny illustration inspire the players but at the same time they are simple enough that you can interpret them in different ways. They kind of work like canvas.


The group:


The setup was that the player characters were the henchmen of the Wizard and now that he is dead they have to work for themselves and become full fledged adventurers. But after a while I realized that since the Black Hack award levels for completing quests or something that I had to give them goals. So we modified the setup a bit. The players are now in charge executing the will of the Wizard and to bestow the items from it inheritance. So instead of delving to find loot, they delve to deliver loot!

The first item to bestow was a frog bottle of transmutation to the Cactus Mother.

  • They met some owl faced cultists and learned about their vendetta against the city state of Zar Naf.
  • They walked through the purple grass and avoided a group of lost soldiers from Zar Naf. 
  • They picked up some narcotic cactus flowers. 
  • They encountered the succulent owl bear and pointed him toward the soldiers.
  • A halfling kid shoot someone in the head with a sling shot and vanished in the cactus bushes. 
  • They encountered a group of sisters of filth who stole cactus flower from the Reboo's gang. 



Session 02

There was no fights, but there was a lot of fun interactions.
  • The group evaded goons from the Reebo's while hiding in the cactus grooves. 
  • They met with the Cactus Mother who revealed that the old Wizard was once her apprentice. 
  • They gave her share of the wizard's inheritance: a bottle of transmutation liquor. 
  • She made one of the PC her champion and transformed him into a giant jade spider. She gave them the quest of awakening the statue of the Succulent Goddess.
  • The group ventured in the caves and traded with the succulent guardian. 
  • Someone tasted the nutritive poop and said it tasted like caramel pudding. :P 
  • The group was ambushed by succulent spiders but the jade spider PC was able to recruit them. 
  • They awakened the Succulent Goddess and convinced the owl cultist that her people must help the goddess to protect the oasis instead of desiring vengeance over the city people. 
  • The goddess transmuted back the PC. 
  • Everyone leveled up to level 2. 

The next item on the list is a set of garden gnomes that must be delivered to Reebo Carubo!

I think that the cactus caves could have used a few more rooms to explore, but it would have been probably a bit different if the succulent creatures were not friendly to them.



I like the Black Hack but I think that I don't like awarding levels for quests because it short-circuit the exploration as the group only focus on accomplishing their goal. I prefer exploration oriented award but I am also curious about the option of awarding a level each session presented in the Black Hack book. I want to see what happen when the players don't have to worry about doing specific things to level up.

Since we rarely have the occasion to play, I think that I will use this option and award a level every session. This way if we play up to level 09, this will give us a 9 sessions campaign. Considering that we play maybe once a month, this give us reasonable campaign length and pacing.


To avoid the feeling that the whole campaign is a accelerated 9 days leveling up, I will run it as a episodic campaign, a month passing by between each session. This will also let me re-setup the seting a bit to underline the consequence of the player character's actions.



Tuesday, May 29, 2018

Fog-bound province background generator for Evey L.

Evey Lockhart created a bleak and weird setting while answering the classic set of 20 questions from Jeff Rients. There is something that I like in how raw her setting is and I created a background generator for it, just in case that someone want to use it to flailsnail. 
Evey's original post: 

Background generator for the Fog-bound province


Your character come from (d20):
  1. a small village near the Desart Strange.  
  2. a tribe of Desart nomads 
  3. a tribe of amazons 
  4. a small village near the acid caves
  5. Lawn Town
  6. West town 
  7. Furthest Farthing Town
  8. Hog-Scratch Town
  9. Laugh Town
  10. a small village in the Dreaming mountains
  11. a small village near the Canals 
  12. a small village near the Mushroom forest 
  13. a small village near the Smiling God Forest 
  14. a small village near the Ruinous Wood  
  15. a small river village
  16. a coastal village 
  17. inner Xephir
  18. outer Xephir
  19. the Xephir stretches 
  20. beyond the Fog
What ruined your family (and made you a adventurer)?
A important family member…
(d100)
  1. moved to... (roll on the previous table) 
  2. made a bad marriage with someone from… (roll on the previous table)
  3. made a serious crime against someone from…(roll on the previous table)
  4. made a very bad investment or deal with someone from… (roll on the previous table)
  5. wronged the Church of the God-most-Censorious
  6. was forced to reach a state of divine censorship
  7. became a (1.member, 2.speakers, 3.Seekers, 4.Sister, 5.Monk, 6.Inquisitors) of the Church of the God-most-Censorious
  8. joined the cult of the God that Laughs
  9. wronged the cult of the God that Laughs
  10. vanished in the scarcely visible spirit world
  11. dealled with the scarcely visible spirit world
  12. became a Cultist of Isog
  13. wronged the Cult of Isog  
  14. dreamed of Isog
  15. became a ostentatious merchant
  16. was murdered by countryside scavengers
  17. left to become a countryside scavenger
  18. left to become a accomplished blacksmith
  19. became a craftswomen of Isog
  20. left to seek the Coleopteric Brother
  21. became obsessed by the founding and the pre diaspora era
  22. was murdered by zealots of the Coleopteric Brother
  23. left to seek the Beetle of Truth 
  24. wronged the Supreme Inquisitor's nephew, Jogg George the Mighty.
  25. left to serve the Supreme Inquisitor's nephew, Jogg George the Mighty.
  26. left to work for the merchants of the Eastern Coast  
  27. wronged the merchants of the Eastern Coast  
  28. left to work for merchant lord the Callister
  29. wronged the merchant lord Callister  
  30. became obsessed by the Sky Port
  31. left with the Sky-Folk 
  32. wronged the Sky-Folk
  33. Left in vain to search for magical healing
  34. Needed magical healing but none existed 
  35. became a Witch
  36. wronged a Witch 
  37. wronged the Aelfs
  38. left to find the Aelfs 
  39. was infected with Lycanthropy
  40. became a lycanthrope hunter 
  41. was polymorphed into a object, animal or monster. 
  42. left to become a hunter who hunt polymorphed people  
  43. was killed by a undead serving a elementalist
  44. became a elementalist 
  45. was raised as a undead by a elementalist  
  46. lost against Dead in paramortal combat.
  47. started to bet on paramortal combats...
  48. joined a secret cabal
  49. wronged a secret cabal
  50. left to become a expert in Xephir
  51. consulted a expert from Xephir 
  52. became a Church mercenary
  53. was murdered by Church mercenaries 
  54. became a low-life cheap mercenary 
  55. was murdered by low-life cheap mercenaries
  56. was accused of stabbing 
  57. was stabbed by a stranger (AKA a adventurer)
  58. left to become a adventurer  
  59. was rightly accused of magic
  60. was wrongly accused of magic
  61. left to learn magic 
  62. became a applejack drunkard 
  63. became a applejack smuggler 
  64. opened a public house
  65. was murdered in a public house
  66. opened a private tavern
  67. was murdered in a private tavern
  68. left to find the black-glass scales dragon
  69. joined the cult of the black-glass scales dragon
  70. left to serve one of these powerful men who lose dividends because of the dragon. 
  71. left to become a shepherd 
  72. was drafted in the holy war beyond the Ocean Fog.
  73. was murdered by crusader from the holy war beyond the Ocean Fog
  74. became a pit fighter
  75. was drafted to become a pit fighter
  76. was murdered by a pit fighter 
  77. joined a cult led by goblin-spirits
  78. was the victim of a cult let by goblin-spirits 
  79. was polymorphed by goblin-spirit (with a animal head) 
  80. left to become a egg merchant
  81. choked on a bad stew of salted pork
  82. was murdered with a wooden trencher
  83. left to try to find the Naiad Treasury
  84. was murdered after acquiring a piece of the Naid Treasury
  85. was murdered by the amazons
  86. left to join the amazons 
  87. left to explore the acid caves
  88. vanished in the Dreaming mountains
  89. vanished in the the Canals 
  90. vanished in the Mushroom forest 
  91. vanished in the Smiling God Forest 
  92. became obsessed with the Smiling God
  93. vanished in the Ruinous Wood  
  94. left to explore the ruins in the Desart Strange
  95. became obsessed with the Desart Strange
  96. was captured by a tribe from the Desart Strange 
  97. Was murdered or taken by a creature from beyond the Fog
  98. became a hunter who hunt creatures from beyond the Fog
  99. became obsessed with the Fog
  100. Ventured past the Fog…
Random important family member (d20)
  1. grandfather
  2. grandmother
  3. father
  4. mother
  5. aunt or uncle
  6. cousin
  7. little brother
  8. little sister
  9. big brother
  10. big sister
  11. spouse or lover
  12. daughter
  13. son
  14. step father
  15. step mother
  16. step brother
  17. step sister
  18. ancestor 
  19. best friend
  20. twin
PRE-GEN characters or hirelings
  1. Verone Helton from Laugh Town, her mother became a applejack drunkard [cleric]
  2. Misty Clifton from Furthest Farthing Town, her father vanished in the Mushroom forest [fighter]
  3. Emmy Hornsby from beyond the Fog, her big brother started to bet on paramortal combats… [magic-user]
  4. Leone Smithers from the Smiling God Forest village, her father was drafted in the holy war beyond the Ocean Fog [fighter]
  5. Mathilda Stanford from West Town, her little brother wronged the Supreme Inquisitor's nephew, Jogg George the Mighty [thief]
  6. Eppo Barney from inner Xephir, his mother became a Witch [fighter]
  7. Noell Ramsey from a small river village, his uncle wronged a Witch [fighter]
  8. Hurl of the Desart tribes, his daughter left with the Sky-Folk [magic-user]
  9. Medwin the amazone, their big sister wronged the merchant lord Callister [thief]
  10. Jessie Rudges from a small river village, his wife left to find the black-glass scales dragon [fighter]  

Thursday, May 24, 2018

Ancient Yeti Warlord


Troll Slayer Arrow


Arrow +2 of troll slaying

When shot against a troll or other regenerating creatures: the creature must pass a save or die.
  • Pass: the arrow do normal damage +2
  • Fail: the arrow merge with the creature blood and grow into a wondrous flower. 


Roll 1d6 to determine the nature of the flower:

  1. Carnivorous flower hungry for more blood. HD as 1/2 target HD, dmg 1d6 biting damage + blood drain (gain half the inflicted dmg as HP). Target other regenerative creatures first.
  2. Blood flower: the flower is gorged with blood, drinking it give a temporary +2d6 HP boost (last 2d6 turns) 
  3. Beautiful dark flower that give +2 reaction bonus when given to a dark fae. 
  4. Beautiful light flower that give +2 reaction bonus when given to a light fae. 
  5. Mesmerizing flower: the flower is so beautiful that everyone who look at it must save vs paralysis to do anything. The flower wither and die after 2d6 turns (2d6 rounds if picked from the target).  
  6. Humonculus flower: the flower give birth to 1d4 beautiful vegetal homonculus who have access to the target memory. (1HD, regen 1HP/turn, heal 1HP by rounds when drinking blood, mesmerizing petals: sv vs paralysis or act last in initiative order (the humonculus canot act while deploying it petals) The homunculus need 1d3 hp of blood each day to survive.   

Wednesday, May 16, 2018

Decks of many things!

I have now two decks of cards available on DriveThruCards

The Fabulous Tiny Guild: 

A deck made with 130 characters I drew for my mini-zines.
http://www.drivethrucards.com/product/240185/The-Fabulous-Mini-Guild

If you want to print some tiny character sheets to go with the cards, you can find the PDF file there.


The Wizard's Inheritance:

A deck of 101 whimsical magical items made with the illustrations from the Wizard's Inheritance zine.
http://www.drivethrucards.com/product/240088/The-Wizards-Inheritance


Tuesday, May 15, 2018

Lavender Proto-Magister with sensorial jewelry


Proto-Magisters
HD: 2 by level of spell casting
AC: as slime
Save as wizard
Alignment: lavender-neutral
Att & dmg: 1, 1d6 of corroding damage. 

Spell casting:
proto-magister can cast mage spells. Each spell is a globe of protoplasm slime with 1HD by spell level. Casting spells cost the magister 1HP by spell level. Protoplasm spells lose 1hp by appropriate time unit after the spell duration end. Instant spell proptoplasm lose 1d4 hp by rounds. Magisters can heal protoplasm spells by transfering HP while touching them. Protoplasm spells have a AC as a non-armored being and can be attacked. Casting the same spell on a protoplasm heal for 1d6 HP by spell level.

Spell absorbing:
When a magister pass a saving throw and resist a spell effect it heal by 1hp by level of the spell.

Sensorial jewelry:
Grant normal sense to the magister, without them they can only orient themselves through sensing vibrations and always act last in initiative order.

Monday, May 14, 2018

Unidentified creature

I asked people on G+ what are these creatures and I compiled their answers.
  • The march of the tuba tulips. Resist their dance if you can.
  • Skyns- waiting to slip onto a host humanoid.
  • They are Komaedians (I had a director who used to say that comedians are tubes : in those tubes you can put emotions to play true characters...) So, the komaedians are creatures who are feeding of emotions (fear, sadness, anger...). When they devore all the emotions of someone, they can take the shape of the victim and the victim falls totally apathetic. 
  • Bugles(tm) golems.
  • These gentile creatures are a vital part of the pond ecology in the desert of a thousand oases.
  • Through their long, tubelike arms they draw water up from a pool, two or three draining one in under an hour. They consume befouling creatures and any dung that may have tainted the pool, and seed it with sand-fairies and fast-growing fern spores over the next day’s travels, and then deposit the purified and enlivened water in a different pond basin by burrowing into the bed and letting that waters rise out of their funnel-shaped “heads.” It’s estimated that nearly a third of the water in the desert is in transit at any given time. Harming them is taboo in the local culture, and and that are killed release a sudden flood and riotous growth. More than one adventuring party has been caught in the sudden deluge, nearly drowned, choked by fern-vines, and left bound to dry up in the desert as the water disappears into the sand. Rumors: sometimes they will burry themselves without releasing their full water load, and then turn an area suddenly to quicksand. We’re not sure what they do with those who can’t escape, but caerns of carefully (but not...accurately) arranges bones are sometimes found. Rumors: it is said that if the proper gift is given, and the proper song sung, one can be convinced to give out a small portion of healing water before completing its journey. How does it pour out this largeness? Rumors: it is said the Red Bandit made a sport of harassing the creatures, and once killed three in a week. For the next month, every watering hole they visited dried up as they were approaching, and many of his followers died of desert madness. 
  • Man-eating plants or plant-eating humans.
  • They are the Fallopians. They're mischievous sprites that use their charms to encourage romantic attraction, unplanned sex, and the failure of birth control mechanisms.
  • Artery abhumans grown from cloned artery tissue long ago and gone wild
  • Audiovores
  • In the TNG episode where everyone gets addicted to the video games, those are the creatures in the video game. They are a form of non-biological life that subsists on eating the energy from those discs in the game.
  • They are the Cacophonist's Stormtubas. After sound was created, the Cacophonist (who went by a different name then) could not leave well enough alone. The universe could emit more sounds! better sounds! Continuous sounds! And so it started to transform a resisting world. These days the Cacophonist is waging loud war, and the stormtubas are  its vanguard. They come blaring and bleating over the hills, their attack-polka striking fear in anyone but the tone deaf and the angels of Quiet, the Cacophonist's surest foes. 
  • Before a Beholder fully matures, they gambol about in these meat-suit onesies 
  • Parsnip Spirits :)
  • Spiral walkers (Uzumaki!)  
  • They are Lurth-opus, creatures from other dimensions that seek rational humanoids to wear as theis bodies. They will, after taking control of a body, feed from their nutrients and brain activity until they die, after that they will dispose of that flesh and seek another. If dealt with and correctly put on a stupor, but not killed, the creatures may become a powerful armor, that grants a brain damaging wave of power and some dimensional travel capabilities.
  • Friends

Sunday, May 13, 2018

Why the Shadow-Hands orcs are "evil".

I rolled a couple of times on the "Why these orcs are evil" random tables I previously posted.

This is the tale of the Shadow-Hands orcs. 

4000 years ago: a Dark Lord befriended and subjugated the people for his own dark goals.
But his half-orc daughter, Ulra Shadow-Fang defeated him and liberated the tribes.
Humans have their own version of this story and tell how the alliance of the five blades defeated the Dark Lord.

600 years ago: a long and disastrous civil war violently teared them apart. The Shadow-Fang bloodline desired to create a alliance with the Winter-Moon barbarians but human interference and propaganda caused the downfall of the heroic blood-line of Ulra.

400 year ago: scarcity of a key resource destroyed their new way of living. The surviving tribes became aurocs herders but a disease destroyed the great herds and the clans became mercenaries.

100 year ago: scarcity of a key resource destroyed their new way of living. The new Empire dispersed the great human-orc mercenaries warbands and the orcs military houses lost everything, most of them became bandits.

4 years ago: rise of a populist leader: a populist orc leader target the humans and blame everything on them to gain political momentum. His clan raise in power and is seen as a menace by the alliance of five blades.

3 month ago: break of treaty: the alliance of five blade broke the treaty that let orcs work in human cities.

3 days ago: border disputes and skirmishes. The declining Empire start moving troops in the orcs territories to reclaim one of their former states.

Why they are not always seen as evil? 

Some tribe members are know to work for humans (or to hire humans) and are appreciated for their competence. But since the break of the treaty they can't work in human cities anymore, this anger a lot of people on both side.

Outcasts from their tribe live with humans and adopted human culture. These are mostly descendants of the fallen Shadow-Fang bloodline.

Why it is complicated to deal with them?

They have a special character class that do something that seem repulsive. The Dark Hands still remember some of the rites of the Dark Lord. When becoming one, their hands wither and shrivel and grant them special necromantic powers.

They ritualise a specific activity and it take a longer time to do it. This is a remaining ritual from their herding days. To become the owner of a horse or to ride a new one, one must make a old ritual of bounding that take 1d6 days. The ritual give a advantage to any check made with that horse. Riding a horse without doing this ritual ensue severe reaction penalties.

Why these orcs are "evil"?

Recently there was some interesting discussions about evil monsters and I thought of writing some random tables that tell why a group of humanoids monsters are considered "evil" or more interestingly "enemies".

My goal is with these tables is to help make that tribe or orcs or bugbears you just rolled more interesting then just being "evil" or "chaotic". That said, a other solution can be to simply avoid using humanoids monsters and to use human factions instead.

Other interesting readings:
http://zedecksiew.tumblr.com/post/172688967221/of-palm-wine-women-and-war
https://coinsandscrolls.blogspot.ca/2018/05/osr-invading-orcs-part-1.html

What happened?
These tables assume that these monsters were simply "neutral" in the past and that something happened to constantly put them in harsh situations that lead to them becoming harsh and being considered evil by humans.

You can roll multiple times on each tables if you want to generate a harsher and more complex history.

The mystical past (d10) (These events happened a very long time ago, maybe 1d6 x 1000 years ago. Their stories focus on how their heroes have free their people from these hardships. There is also the possibility that the supernatural elements of these legends are interpretation of more mundane historical events)
  1. Their greatest guide or champion was corrupted by a powerful magical item.
  2. Their leaders were under the control of a supernatural influence (mind parasites, demons, etc).  
  3.  A evil deity or demon took over their old religion and corrupted their priests.   
  4.  A giant monster (dragon, giant, kraken, etc) ruled over them for many generations. 
  5. A dark lord befriended or subjugated them for his or her own dark goals. 
  6. A petty and vengeful deity cursed them for the "sin" of a important hero. 
  7. A greedy or misguided leader made a dark pact with a dark deity and regretted it.  
  8. They pursued a dangerous art or science that unleashed a disaster or a curse. 
  9. They exploited a corrupted resource that slowly corrupted their bodies and their civilization. 
  10. They were hunted or enslaved by a magic using civilization (elves, dwarfs, titans, immortals, etc) 
The distant past (d10) (These events happened at least a 1d6 x 100 years ago) (different factions may have different interpretations of these events) 
  1. They were exiled and forced to settle in a harsh or hostile environment.  
  2. They were allied with a human faction that lost a major war. 
  3. Their land was colonized by a human faction that was considered a enemy. 
  4. The great war happened over their territory and devastated their lands. 
  5. A positive leader or champion was assassinated and this created a moral vacuum. 
  6. A corrupt dynasty supported by a outside faction ruled over them for generation. 
  7. A natural disaster or calamity destroyed the new city they were building. 
  8. Scarcity of a key resource destroyed their new way of living and pushed them toward harsher work. 
  9. A booming and ruthless economy followed by a crash destroyed or ruined the new society they were building. 
  10. A long and disastrous civil war violently teared them apart. The original conflict may be about allying themselves or not with a human faction.  
What recently happened to stir the anger? (d20) (The first event happened 1d6 years ago, the second one 1d6 months ago and the third one 1d6 days ago) 
  1. Trespassing: a human faction is establishing a route through their territory.
  2. Murder or hateful crime: a murder was committed on the tribe territory and accusations go both ways. (it could be a accident).  
  3. Border dispute & skirmishes: local factions fight over the their territory.  
  4. Land appropriation: a human faction claim ownership over their land and want to sell or exploit it. 
  5. Population movement: the arrival of human refugees or settlers into their territory. 
  6. Criminals: local criminals are hiding in the tribe territory. Humans accuse them of protecting them.  
  7. Mercenaries: a mercenary band arrived in their territory to recruit new blood. Humans (and some of their own kind) fear their militarization. 
  8. Rise of a biter leader: a biter and vengeful leader is rising in their ranks (or in a human faction targeting them). 
  9. Scapegoating: someone have been wrongly accused of a crime or blamed for a accident. 
  10. Rise of a populist leader: a populist leader target the other side and blame everything on them to gain political momentum. 
  11. Corruption: a criminal or outside faction influence one of their clan or leader. 
  12. Calamity: a natural disaster or plague devastate the land, blames go on both sides. 
  13. Scarcity: a local resource is becoming rarer and force them to venture outside of their territory or human to venture into their territory.  
  14. Succession war: a important clan leader died and the power vacuum risk to trigger a succession war. 
  15. Bad trade: a trade with a human faction went very badly or was very exploitative. 
  16. New predator: the arrival of a new monster push some of them toward human territories.
  17. Harsh competition: the tribe and the human compete over a trade or the use of a resource or a location.  
  18. Attacks: orcs or human travelers were attacked by unknown assaillants. 
  19. Rumors: new rumors about the tribe or the humans circulate and generate fear. 
  20. Break of treaty or pact: a pact or a treaty was not respected or broken (by necessity, accident or malice).
How they are not always seen as evil? (d20) (You can roll multiple times)  
  1. They respect the quality of one of the six attributes (STR, DEX, CON, INT, WIS, CHA) (You may use this stat for reaction adjustments).
  2. They master a craft and respect who master or respect it.  
  3. They respect a common historical figure meaningful to a faction allied with the PCs. 
  4. They respect the teachings of a old and still respected philosophy, religion, school, guild, army or faction.   
  5. Some tribe members are know to work for humans (or to hire humans) and are appreciated for their competence. 
  6. They like to trade goods and enjoy a good trade. 
  7. The tribe have a mutual relationship with a faction allied with the humans. 
  8. They always help strangers in a bad situation.   
  9. Outcasts from their tribe live with humans and adopted human culture. 
  10. They oppose a common enemy (for a relatable reason). 
  11. They create and trade a unique resource.  
  12. They have a good mentor of one of the PC class and respect members of the same class. 
  13. They always show great hospitality and like to share food, drinks and laughters. 
  14. They have beast companions that they respect and they show the same respect for other beast companions. 
  15. They are very curious about the world and like to trade knowledge. 
  16. They respect a old historical location set on their territory and respect history and who also respect it.  
  17. They take great care of their sick and wounded.  
  18. They show respect for their dead and to the land. 
  19. They always honor a special greeting or sign that reference a historical alliance. 
  20. They do everything as a family unit, children or elders are always present.  
How dealing with them can be complicated? (d20) (again you can roll multiple times)  
  1. Their language is complex and hard to master and require skill rolls to avoid errors. 
  2. They eat something strange and hard to digest (but delicious). 
  3. They dislike a type of gear and look down on it use, they may use a alternate solution.  
  4. Some members of their society have specific greeting or introduction habits that can be complicated to honor. 
  5. They dislike a type of teachings or religion from the PC's culture.  
  6. They dislike a historical figure or hero from the PC's culture. 
  7. They dislike a type of creature allied or beneficial for the PC's.  
  8. They dislike a type of spells or magic.  
  9. They dislike a allied faction.  
  10. They respect a enemy faction for their own reasons. 
  11. They have beast companions that seem repulsive or dangerous. 
  12. They have a special character class that do something that seem repulsive. Like fire bugs eaters who vomit fire. They can eventually offer to teach that class.  
  13. They have a dangerous combat tradition that buy social currency. 
  14. They dont eat or drink a type of food. 
  15. They frown on the use of certain material for a specific function. Like gold can be good for sacred jewelry but they frown on it use for coins. 
  16. They have a different version of a specific historical event.  
  17. They don't trust a character class and it methods (but they could be actually good at it) 
  18. They ritualise a specific activity and it take a longer time to do it. 
  19. They do a specific activity only at a specific time, location or with a specific person. 
  20. They respect and refuse to kill a specific monster (or type of monsters) that the PCs have to deal with. 



Wednesday, May 9, 2018

Orc baby generator

Roll a d4, d6, d8, d10 and d12 to complete the phrase:
You see a (d4) little thing with (d6), (d8) with (d10), [he/she] look at you and (d12).

You see a (d4) little thing
  1. giggling  
  2. crying 
  3. sleepy 
  4. hungry 
with (d6),
  1. crusty eyes
  2. large ears 
  3. a running snout 
  4. chubby arms 
  5. a missing tooth
  6. large fangs 
(d8)
  1. playing 
  2. eating 
  3. hiding 
  4. breaking things 
  5. crawling 
  6. running
  7. hugging  
  8. fighting 
with (d10)
  1. a tired [rat/badger] 
  2. a dirty [blanket/boot] 
  3. a big [club/knife]
  4. a old [bone/sword] 
  5. a large [tooth/claw] 
  6. a ball of [snots/dried dung]
  7. a fat [centipede/grub] 
  8. a blood soaked [doll/rattle]
  9. a dented [shield/helm] 
  10. [his/her] little snotty [brother/sister]
[he/she] look at you and (d12).
  1. smile
  2. blink
  3. scream
  4. yawn
  5. belch 
  6. laugh 
  7. fall down 
  8. growl 
  9. wince
  10. say "GRUG!" 
  11. wave
  12. point at your feet