Wednesday, December 23, 2009

Taverns!

Greetings!

Taverns are a long-standing and cherished scene in most RPG campaigns. Certainly, even in fantasy and historical literature, taverns often play important roles, and serve as intriguing and entertaining scenes in many stories. Though through the years, the beginning scene...”You all meet in a tavern, gathered around the fire and some ale" may be cliched, and dry, and at times, boring--however, there are some good reasons to use that tried and true scene--it works. The tavern is a central location where different kinds of people from different classes, professions, and backgrounds can meet. Historically, and within fiction, taverns are where many people go to hang out, drink, gossip, relax, have fun, listen to news, or seek or offer employment. Plus, within the halls of D&D tradition, well--lots of scheming and action can also take place at the tavern, with lots of drama, and potential adventure development.

In any campaign, having some random encounter and event tables for taverns can be very helpful, as well as fun and entertaining. Here are some that I use in my own campaigns.

Tavern Encounter Table

01-20%: Tavern is Quiet
The tavern is relatively peaceful, and quiet. Relatively few patrons are present, and at least half of the tavern staff is either simply cleaning and organizing, or chatting and having a drink or a smoke.

21-30%: Tavern is Busy
Patrons throughout the tavern are relaxing, enjoying their meals, and having a good time. Tavern Girls go about, bringing platters of food and drinks to different tables. Several stock-boys are pushing hand-carts off one side of the tavern, bringing up some extra supplies from the cellars. The bartenders are busy making drinks, collecting payment, while also engaged in conversations with several patrons seated around the main bar counter-top.

31-35%: Friendly Tavern Girl
A Tavern Girl seems friendly, and engages a character in a casual conversation. (Either a player character, or some NPC near to the player characters).

36-40%: Friendly Bartender
A Bartender seems friendly, and engages a character in casual conversation. (Either a player character, or an NPC near to the player characters).

41-45%: Adventurers Arrive
A group of rough-looking adventurers arrive, and enter the tavern. They seat themselves at a large table, and order platters of food and drinks for themselves, as they get comfortable. Check on NPC Party Table below:

NPC Party Table
Low-Level
01-50%: Small NPC Party 5-7 members (1D3+4); Low Level: 3-8
51-60%: Medium NPC Party 7-12 members (1D6+6); Low-Level: 3-8
61-65%: Large NPC Party 11-16 members (1D6+10); Low-Level: 3-8
Mid-Level
66-80%: Small NPC Party 5-7 members (1D3+4); Mid-Level: 9-14
81-90%: Medium NPC Party 7-12 members (1D6+6); Mid-Level: 9-14
91-95%: Large NPC Party 11-16 members (1D6+10); Mid-Level: 9-14
High-Level
96-97%: Small NPC Party 5-7 members (1D3+4); High-Level: 15-20
98-99%: Medium NPC Party 7-12 members (1D6+6); High-Level: 15-20
100%: Large NPC Party 11-16 members (1D6+10); High-Level: 15-20

46-50%: City Watch/Town Militia
A City Watchman/Town Militia Patrol arrives, to either relax and enjoy a meal or to ask some questions as they seek information in pursuit of an investigation.

51-100%: Tavern Event
the DM must roll an encounter/event on the Tavern Special Events Table.

Tavern Special Events Table
01-02: Expensive Doxy Flirts and Schemes:
An Expensive Doxy giggles and whispers with another Expensive Doxy sitting at her table with her, flirting with men around her, before proceeding to saunter over to a table with a group of 2-7 (1d6+1) well-dressed young men. These young men engage the Expensive Doxy in conversation. There is a (25% chance) that one of the Expensive Doxies will begin flirting with any likely-looking male player characters that seem to be attractive and reasonably wealthy. There is a 10% chance that the group of young men will be found dead in their room the next morning. There is a 10% chance that the Expensive Doxy will be found dead in her room the next morning. There is a 10% chance that the Expensive Doxy sets them up to be robbed by a group of cunning thieves and hardened ruffians later on in the evening.
An Expensive Doxy is often well-connected with a fairly wide circle of friends and contacts. An Expensive Doxy may have very interesting knowledge or rumours and interesting gossip. (65% chance)

03-04: Haughty Courtesan Seeks Help: A Haughty Courtesan offers a character employment. The Haughty Courtesan has a problem that she needs help with--and she is prepared to offer and pay quite well for the services rendered. If the Player Characters agree to help her, and succeed, then the Haughty Courtesan may decide she likes them, and will keep them in mind for future jobs or adventures. If the players succeed in something very dangerous and very important to her, then the Haughty Courtesan may become a genuine and sincere friend. Her friendship could prove very interesting and profitable throughout a campaign. Haughty Courtesans usually have a broad range of many wealthy, powerful and famous clients, from military officers, well-traveled merchants, and arrogant nobles, to prosperous tradesmen, secretive priests, and brilliant artists and philosophers. (The character may be a Player Character, or a likely NPC that is nearby to the Player Characters.) Haughty Courtesans may know interesting knowledge, gossip, or rumours. (70% chance)

05-06: Goodwives Socializing: A group of Goodwives are socializing together at a table. A Goodwife is always well-dressed in attractive, fashionable clothing; the Goodwife's hair is beautiful and done up well; the Goodwife has all of her favourite accessories, ribbons, hair comb, purse, perhaps a hat; several pieces of fine jewelry, and doused in attractive, even sensual, perfume. Goodwives are social, and often flirtatious and even gregarious. They often come from families that are prosperous and reasonably wealthy, if not very wealthy. If a Goodwife is offended or threatened, she will scream loudly for the Watch or the Militia. Furthermore, she will talk to everyone she knows about the indignity she suffered, and seek justice and social awareness of the people responsible for robbing, threatening, or insulting her. Goodwives often have a fairly wide range of social connections, and have a 25% chance of possessing interesting gossip or rumours. The Goodwife also has a 10% chance of needing help with something; perhaps she is offering employment for some kind of job; she needs to be escorted somewhere; she needs someone to be found; or perhaps she needs some information about someone or something, or some person's relationships with others, etc.

07-08: Bard Holds A Performance.
A wandering Bard has joined the tavern for awhile, and entertains the tavern with one or more kinds of artistic performance; (Comedy, Story-Telling, Music, Singing or Dancing). Bards are very skilled in music, and performance of all kinds. Typically, the Bard is a human, elf, or half-elf. The Bard may have interesting knowledge, gossip, rumours, and so on. (80% chance). The Bard may be a permanent resident of the area--but may more likely be staying in the area for 1d6 weeks before moving on to other adventures. Meanwhile, the Bard enjoys entertaining people, sharing his art, learning news and gossip--as well as making some extra coin.

09-10: Barbarians Arrive!
A group of 2d6 Barbarians arrive in the tavern. The barbarians order massive quantities of food and drinks, and are loud, gregarious, and rowdy. The barbarians may also be friendly and cheerful--or they may be coarse, obnoxious and provocative--even surly, rude and violent. The DM should decide based on what is needed for the scene. If friendly, the barbarians may need help or have interesting rumours or knowledge of some great legends. (25% chance); the barbarians may also be discriminated against or provoked by groups of local patrons in the tavern as well, thus causing arguments or even a violent brawl. Some patrons may seek to manipulate the barbarians in such a manner as to cause the Watch to arrive to then proceed to arrest and imprison the barbarians. Typically, most civilized courts and magistrates are often bigoted towards barbarians, and condemn them with harsh punishments, and usually death.

11-12: Non-Humans Arrive!
A group of non-humans arrive. Check the subtable below to determine the kind of non-humans that arrive. The non-humans may have knowledge, information, job employment, or need help with some kind of adventure or mission.
Non-Human Table
01-30%: Dwarves
31-60%: Halflings
61-90%: Other
91-00%: Elves

13-14: Troupe of Exotic Dancing Girls: A troupe of exotic dancing girls entertain the tavern. 50% of the time, such dancing girls are also Brazen Strumpets, and provide services accordingly. Patrons, fans and customers usually are quite eager to solicit their talented services throughout the troupe's stay at the tavern. Most dancing troupe's usually stay at a particular tavern for two-four weeks, occasionally longer, before they pack up their things, and move on to the next town or city. A Dancing Troupe usually stays at a tavern in a particular town or city for 1D3 weeks. The Exotic Dancing Girls are one of the following types;

01-30% Acrobatic Dancers: This troupe of women are skilled at performing very entertaining and acrobatic dance routines and amazingly choreographed performances that display them all dancing together in a coordinated, synchronized group, dancing, twirling, contorting their bodies, throwing each other into the air, spinning, jumping, and strutting--all well-synchronized with an accompanying band of musicians. The women serve as both dancers and musicians--some dance while others play musical instruments, and so on during the different performances.

31-60% Belly-Dancers: These troupes of women are skilled at performing very entertaining, sensual and erotic belly dancing. The women often wear veils, as well as other colourful clothing, from flowing dresses and skirts, to diaphanous tunics and shimmering cloaks; loose, flowing trousers, or sheer, very tight trousers, as well as sandals, furry boots, or other footwear--though usually they are barefoot.

61-80% Snake-Dancers: This troupe of women are skilled at performing sensual and erotic dance performances with a large python swirled around them, or held within their hands, slithering around their legs, neck, belly, and arms, cavorting and strutting about in an entertaining manner. The snake-dancers wear only the tiniest, sheerest of clothing; usually a very small sarong, or a short skirt, and a small tunic or tight-fitting blouse. They are usually barefoot, and virtually naked. They often douse themselves in warm oil that makes them shimmer and glow as they dance with their pythons. They often dance with their snakes while within a circle of large torches, providing them with an eerie, sensual radiance.

81-00% Costumed Story-Tellers/Actors/Singers/Performers: This troupe of women are skilled at singing and dancing together, as well as performing coordinated skits and telling stories together--typically of various social relationships in a witty, humorous manner, with erotic, risqué spice throughout.

15-16: A Saucy Tart Socializes:
The Saucy Tart invites a character to join her, and she suggestively offers her services. The Saucy Tart may have interesting knowledge or rumours. (60% chance). The Saucy Tart is willing to share what she knows--but only for a price!

17-18: Brazen Strumpet Socializes:
The Brazen Strumpet cavorts lasciviously amongst a group of tables, entertaining, and working the crowd with offers of her services. Brazen Strumpets may know some interesting knowledge, gossip or rumours. (25% chance)

19-20: Intimidating Ruffians:
A group of 5-10 (1D6+4) Ruffians begin acting obnoxiously. The Ruffians bully and threaten other patrons; they grope tavern-girls and Goodwives; the Ruffians threaten the player characters; the Ruffians seek to extort the bartenders for "Donations to the Orphanage Fund". As needed, there may be more Ruffians present, as the DM deems necessary. The Ruffians may also be members of some important and powerful criminal organization. In a rural area, these ruffians may be members of an outlaw gang, or even a clandestine Slavery Ring.

25-26: A Freakish Celebration:
A large group of strange freaks and misfits are engaged in a festive celebration in the tavern. The DM should be creative, and make up a good dozen of strange, freakish characters. Make them mildly mutated. Make some of them insane. Make some of them have some bizarre personality traits, and strange habits. Go wild. The troupe of freaks may know interesting knowledge, gossip, or rumors (25% chance); May be in need of help (35% chance); May offer the player characters a job of some kind (20% chance).

27-28: Hard-Eyed Watchman:
A lone, hard-bitten Watchman quietly asks questions and engages several people in conversations. The Watchman has a 50% chance of needing help, and making inquiries to the player group. The Watchman may know important information, gossip, or rumors (50% chance).

29-30: Mysterious Stranger Arrives!
The Mysterious Stranger arrives, and sits in a corner table of the tavern, orders some food and drink, and quietly smokes a finely-carved pipe with excellent tobacco. The Mysterious Stranger watches people throughout the tavern carefully.
What kind of Mysterious Stranger is this figure?

Mysterious Stranger Table
20%: Witch Hunter
20%: Bounty Hunter
15%: Strange Wizard
15%: Suspicious Priest
10%: Disguised Paladin or powerful knight
10%: Ranger
10%: Special: This may be an Assassin, or some other kind of character.

The Mysterious Stranger may be in search of someone. The stranger may be looking for a certain individual; some kind of secret information or special, unusual knowledge. The stranger may be seeking to kill the person they are tracking; they may be trying to hide from others seeking them, or have other mysterious goals and purposes. The character may also seek to employ the player characters. The Mysterious Stranger may know some important secrets, knowledge, gossip, or rumors (50% chance); may offer job employment (40% chance); May have important and powerful friends (40% chance); May be desperate for help (10% chance); May have powerful enemies pursuing them (40% chance). The DM should roll and check for all of these notations, as all of tem could be true for the stranger. If the character has powerful enemies pursuing them, there is a (50% chance) that they arrive and attack the character in the tavern. They may attack while everyone is there and busy, or wait until later at night.

31-32: Arson!
Enemies of the tavern owner set fire to the tavern, out of hatred, jealousy, or revenge--or perhaps for some other motive. The tavern owner will be desperate for help to find out who set fire to the tavern, and be eager to see that justice is done. A potential adventure opportunity exists! Who set fire to the tavern? What was their motivation? Is there someone else behind the arsonist? Who else might benefit from having the tavern burned out? Then again, perhaps the arsonist is merely some nut job pyromaniac. Have fun plotting!

33-34: Dancing Girl Performs:
A lone girl entertains the tavern by her enthusiastic and sensual dancing. The dancing girl may flirt with the player characters; she is friendly, cheerful, gregarious, and charming. The Dancing Girl may know interesting gossip (40% chance); or need help with something (30% chance); or has someone trying to hunt her down and kill or capture her. (30% chance). Who is this beautiful girl? She may become a friend or ally to the party. Maybe she's a noble's daughter fleeing an arranged marriage; Maybe she's a Brazen Strumpet, simply looking to improve her situation in life; Maybe she's a former wizard's apprentice, rejected or fleeing from a dreary, harsh apprenticeship; or something else; She may also be an adventurer that enjoys performing her dancing skills and making extra money on the side when she is between adventures. There are many possibilities.

35-36: Tavern Girl Socializes:
A Tavern Girl has chosen one of the player characters to befriend. The tavern girl admires them, is friendly to them, and seeks to be their friend--and if the player character is also interested, in developing their relationship into something more romantic. Tavern Girls may know interesting knowledge, gossip or rumors. (15% chance)

37-38: The Strong, Right Hand:
The player characters hear a woman sobbing and crying, and witness as A Wanton Wench is Pimp-Slapped by a well-dressed and dangerous looking man. The man drags the wanton wench by her hair, slapping her furiously back and forth across the face, and seeking to drag her out of the tavern, and throw her naked and bleeding, into the street. Wanton Wenches may know interesting knowledge, gossip or rumors (35% chance)

39-40: Patron Flirts with a Character:
41-42: Patron Performs a Tarot Reading:
Tarot readers, of course, may be from virtually any profession or class. Typically, most are female. (75% chance Female/25% chance Male). Generally, however, such characters are often unusual in some way--and may be quite eccentric. They are typically mystical, magical, spiritualists with interesting knowledge of spirituality, philosophy, religion, and society. Tarot Readers usually charge a reasonable fee for performing a reading for a client/inquirer. They may occasionally do readings for free, as well. The Tarot Reader may be friendly and very sociable, or more quiet and reserved. Be creative! To determine the Tarot Reader's class, check the table below.

Tarot Reader's Class/Profession
01-10%: Aristocrat
11-15%: Commoner (Select Type)
16-30%: Expert (Select Type)
31-45%: Expert--Sage
46-68%: Witch
69-70%: Wizard
71-72%: Sorcerer
73-74%: Cleric
75-76%: Druid
77-78%: Bard
79-80%: Other
81-90%: Beautiful Woman*
91-00%: Old Woman*

*Beautiful Woman: Indeed, the woman is breathtakingly beautiful. She is far more than meets the eye, however. The beautiful woman is richly-dressed, and wears the finest cosmetics, perfume, and jewelry. She is friendly, charming, and sensual.
*Old Woman: The old woman has long white hair, and is wrinkled, and stooped with age. She hobbles along and moves slowly. Despite her apparent ancient age, however, she seems cheerful, friendly, and alert.

Beautiful Woman entry shares the same table as Old Woman to determine real identity and potential motives/plots.


Mysterious Beautiful Woman/Old Woman Subtable
01-10% Half-Troll Woman
11-15% Half-Giant Woman
16-40% Annis Hag
41-65% Vampire
66-85% Werewolf
86-87% Faerie Creature
88-90% Elf
91-92% Demoness
93-94% Drow Elf
95-96% Character
This character is usually Human; but may also be some other race. The character is a mid-high level character, disguised--or not; the character may be genuinely beautiful, or old and grey. Be Creative. The character has particular motives, however. The character needs help with a quest, or needs important information delivered to someone else; the character may know of ancient prophecies, mystical knowledge, potential assassination plots, and demonic gates, whatever. The character knows something, and may need additional knowledge from somewhere far away, as well as other quests. Someone may be after the character--or someone may be after the player characters. Doom stalks them, and they don't know it yet.

97-98% Celestial:
Some Celestial creature (Ghaele, Angel, etc.) is in disguise, and observing the mortal realm here, in the tavern. The Celestial creature may take notice of the player characters, or some important NPC in the tavern. The Celestial creature needs help with a quest that the creature is directly pursuing (25% chance); the Celestial creature needs to send others on quests to achieve various goals (75% chance); the Celestial creature may know some interesting knowledge, gossip or rumors (85% chance)

99-00%: Deity/Special:
A Goddess has taken on a mortal-appearing form to observe the mortal realms and pursue some agenda or goal, or merely for amusement. The Goddess would most likely desire to remain undiscovered, so the encounter can generally move like a Character encounter, as noted above. However, just in case the DM wants to introduce something very unusual, or mythical, then the players may be given a quest or a series of quests by the character...only later to discover some clue that reveals to them that they actually encountered a Goddess. Fun stuff.


43-44: Patron Acts Like a Jerk:
Makes a Racist/Bigoted/Insulting commentary to others.

45-46: Patron Mysteriously Dies:
A patron inside the tavern mysteriously falls over, dead. The patron has potentially died from among several potential causes;
Patron Dies mysteriously
01-30%: The Patron died from some natural disease or ailment
31-60%: The Patron has died from being poisoned.
61-80%: The Patron has died from being shot by a dart, bolt, arrow, or thrown dagger.
81-90%: The Patron has died from some terrible magical spell-effect.
91-00%: The Patron has died from deep and lethal wounds caused from an invisible attacker that killed the Patron with such lethal and overwhelming force that the Patron was unable to barely make a sound.

47-48: Patron Flees!:
A patron mysterious runs through the tavern, screaming all the while, as they flee out of the tavern and out into the street.

49-50: Patron is engaged in Gambling
Patrons are gathered about engaged in various kinds of gambling, playing cards, and dice games for money. These are different from the recreational group. Here, lots of money is changing hands; lush women lounge about the men involved; most of the men are also armed; snarling oaths, howling shrieks, and coarse, rough laughter are common, with lots of men drinking hard liquor, as well as ale; smoking pipes, cigars, and cigarettes are constant. Violence and death are always potentially at hand, in a blink, as a deadly fight or disagreement turns lethal.

51-52: Patron is engaged in Gaming
Patrons are engaged in some casual, friendly games of various kinds: marbles; card games; Darts; Chess; Board games. Usually 2D6+6 participants, and 3d6+6 friends/family members/fans/spectators are gathered about.

53-54: Patron is engaged in a Contest
Patrons are having arm-wrestling contests; singing contests; drinking contests; dancing contests; poetry contests; and so on. Usually a group of 2d6 participants and 1D20+20 friends/family members/fans/spectators are gathered about.

55-56: Patron Gropes a Wanton Wench
The player characters witness a patron pushing up against a Wanton Wench, and roughly groping her, and the players can hear the woman snarling in defiance and disgust at the patron, seeking to resist his unwanted advances.

57-58: Patron Solicits a Haughty Courtesan
A modestly dressed patron approaches a beautiful, finely-coiffed and elegantly dressed Haughty Courtesan, and solicits her company. The Haughty Courtesan laughs cruelly, and rudely rebukes the clumsy patron, and sends the patron retreating in shame from her withering scorn. Alternatively, a well-dressed patron arrives, and solicits the Haughty Courtesan, and the Haughty Courtesan embraces the patron, and the two cheerfully leave the main hall of the tavern together. There is a chance that one or more of the player characters knows the well-dressed patron. (20% chance)

59-60: Patron Offers Employment:
A well-dressed, patron politely approaches a character and offers them some form of employment. This can be either a player character, or an NPC that is near where the player characters are sitting.

61-62: Patron/Charlatan Performs:
A finely-dressed, charismatic man is engaged in a performance in the tavern, selling miracle-cure elixirs, potions of love, anti-aging potions, wondrous skin-creams, and so on. The Charlatan may also be selling some "magical" items and artifacts of great power for adventurers! Amulets that aid in jumping great distances; Bracers that allow one to resist cuts and blows better; fine cloaks that promise to keep them warm in cold weather! Fine, shimmering rings that sparkle, and will increase their powers of charm and persuasion with people; People will be attracted to them, and eager to get to know them and be with them when they wear such fine and beautiful jeweled rings of enchantment and power!

63-64: Patron Engages in Preaching:
A cleric or priest/priestess is engaged in preaching to the people gathered inside the tavern. Occasionally, the preacher is not an official preacher or actual priest, but rather an informally-trained temple staff member or even formally educated Sage serving in the ministry as a member of the temple's staff. The preacher is speaking out against what the preacher views as evil and wicked in and about the tavern; At various times, the preacher may be either speaking inside the tavern, or alternatively, be standing outside, close to the entrance to the tavern, or across the street for example, and be preaching and speaking to people gathered about him, as well as those people going in and out of the tavern. The preacher usually is preaching on one or more of the following sermons:

Sermons in A Den of Wickedness
01-20% The Evils of Drink!
21-40% The Evils of Harlotry!
41-60% The Evils of Dancing!
61-80% The Evils of Gambling!
81-90% The Evils of Tarot Cards!
91-00% The Evils of Demon-Weed!

See notes below, keyed to each entry in the Sermons subtable.

01-20%: The Evils of Drink!
The constant rivers of alcohol, liquor, and "Demon-Rum"!!
21-40%: The Evils of Harlotry!
The Harlots plying their trade, corrupting the morals of good family men! Harlots also corrupt women they meet, or even hear of them and how they make their living. Harlots encourage wives to leave their families, girls to rebel against their families, and are a constant threat to the institution of marriage. Harlotry degrades and ensnares the women involved, ultimately to the evils of sensuality, drink, smoke, drugs, and their own spiritual corruption.
41-60%: The Evils of Dancing!
These painted whores gather here to dance and cavort, and stir up the enflamed lusts of men throughout the tavern, and all of society. These dancers corrupt men, but also women! The women are faithless, pathetic whores, and they encourage other women and young girls to follow their path to lasciviousness, sensuality, greed, and harlotry!
61-80%: The Evils of Gambling!
Games of Dice, Cards and Gambling, sucking away money from the family and the Children! Think of the CHILDREN!
81-90%: The Evils of Tarot Cards!
Tarot Cards are gateways to Evil Spirits! Look at all the money women and men alike spend on these charlatans that lead people into evil superstitions and trafficking with dark, evil spirits!
91-00%: The Evils of Demon-Weed!
Look at all the smoke! The foul habit corrupts those who partake of it, and is wasteful of hard-earned money!

65-66: Patrons Engaged in Formal Debate:
Patrons are engaged in a formal philosophical debate. There is a large table, or three tables, one for each side of the debate, plus one table for the moderator to sit at and moderate. Te debate is lively and goes back and forth, and is usually fairly interesting, and occasionally controversial, and dramatic. Usually two primary participants, plus the moderator; 3D6+12 friends/family members/spectators/fellow colleagues/students are gathered about.

67-68: Demagogue!
A Demagogue has gathered a crowd about him inside the tavern as he speaks and harangues the crowd about some topic or another. The Demagogue may be some local whack job merely ranting about some delusionary conspiracy or pet topic of hate, or--they may be a powerful, well-connected figure, a leader of a cult, a leader or member of a powerful political or social or business organization seeking some kind of change, either social or political, though sometimes religious as well.

The Demagogue Table
01-10%: Demagogue is ranting about a Vast, Bizarre Political Conspiracy
11-20%: Demagogue is ranting about Chaos being EVERYWHERE!
21-30%: Demagogue is ranting about Guild/Corporate Corruption and Abuses
31-40%: Demagogue is ranting about Organized Crime/Criminal Street Gangs
41-50%: Demagogue is ranting about Political Tyranny and the Oppression by "The Man"!
51-60%: Demagogue is ranting about some war and how unjust and inhumane it is.
61-70%: Demagogue is ranting about the evil, disgusting criminal and cultural threat that some other race presents.
71-80%: Demagogue is ranting about how whatever "race X" needs more equality, rights, and opportunities, and how racism towards them is evil, intolerant, and hateful.
81-90%: Demagogue is ranting about how women need more equality, rights, and opportunities, and how sexism towards them is evil, intolerant, and hateful.
91-00%: Demagogue is ranting about some strange delusional theory. The Demagogue may be ranting about how cows are scheming against society; or that rats are secret spies and agents of disease and death, serving their masters, the evil Ratmen; or that Cats are secretly demonic creatures, and they are plotting to corrupt society; or some other outlandish, bizarre theory...maybe he whispers about giant, eldritch amphibious monsters lurking deep underground in rivers and lakes, and these horrifying monsters are preparing for a time of savage dominion and slavery of the surface society! The possibilities are endless...

69-70: Patrons Hold a Formal Social Meeting:
The patrons gathered belong to some kind of social organization; women, mothers, men, veterans, gaming club, a Pipe/Cigar Club, a Reading/Book Club, and so on. Mostly anything dealing with various personal interests, social issues, or hobbies of a non-professional nature. Usually 2d6+12 members are gathered. Of course, as the local population allows, there may be more or less present, as the DM deems appropriate.

71-72: Patrons Hold a Business/Professional Meeting:
Patrons hold a formal business meeting; or perhaps a professional organization; a professional guild; Bricklayers, Carpenters, Dockworkers; Stockmen/Laborers; Coachmen/Teamsters; Rat catchers, Maintenance/Sewer; Blacksmiths; Tanners; Watchmen; and so on. Usually, 1D20+20 members are gathered. Of course, as the local population allows, there may be more or less present, as the DM deems appropriate.

73-74: Patrons Hold a Celebration:
Patrons have gathered together to celebrate an anniversary, a birthday, an engagement, a divorce, a funeral wake, a business or professional promotion, a retirement party, and so on. There are usually 2d6+12 patrons gathered together for the celebration. Of course, as the local population allows, there may be more or less present, as the DM deems appropriate.


75-76: Terrifying Massacre:
A large group of 2d6+12 Ruffians, Rogues, or Assassins strike at the tavern in a swift, massive and brutal attack, seeking to kill as many patrons present as possible. Generally assume 4D6+12 patrons are slaughtered in the terrifying assault.

77-78: Desperate Victim!
A desperate victim--someone of the DM's choosing--runs into the tavern, screaming or moaning, bleeding profusely, and encounters the player characters, uttering with his or her last breath, "Help me...please..." before falling dead from the wounds. The person also drops something strange at the feet of the player characters--this may be a scroll, with a message; a book; a small coffer or box; some other kind of strange item.

79-80: Someone Sends a Drink:
Some stranger--an attractive man or attractive woman--sends one of the player characters a drink, and invites them over to their table for a chat. The strange person may be interested in the player character for some romantic motive, or simply desire friendship and be sincerely friendly, or perhaps admiring from hearing about the character's past exploits and heroism. Perhaps the character seeks to become a cohort or follower; or perhaps the character is wealthy and powerful, and seeks the player character out for some kind of mission or adventure.

81-82: Robbery:
A Rogue robs a patron. If discovered, the Rogue seeks to flee outside from the tavern. The player characters have a 40% chance of attracting the attentions of a Rogue--or a team of 1d6+4 Rogues. Rogues may seek to con the players from their gold; pickpocket them; or rob them while they are sleeping, or rob their goods from their rooms while they are downstairs, distracted or busy. Of course, the Rogues may feel they can attempt to bully and strong-arm the player characters into surrendering their wealth; if the players choose to resist, then the Rogues can either seek to kill them so as to rob them from their goods, or they may seek to flee, and lead the player characters into an ambush at the Rogue's lair, where they may have more Rogues waiting there that can help turn the tide in the Rogue's favour.

83-84: Lover's Quarrel:
Two people begin arguing and screaming loudly, throwing drinks at each other, hurling insults at each other, and then slapping, punching, and grappling. Pulling hair, throwing food, glasses, plates, kicking and stomping. Huge argument over something between the two lovers.

85-86: Drunken Brawling:
The tavern is swept into a huge, drunken brawl! Workmen, other patrons, barbarians, merchants, adventurers, mercenaries, and so on. All have somehow become engaged in a loud, violent, drunken brawl that rocks the whole tavern. There is a 90% chance that each of the player characters are attacked and also insulted by some drunken patron; or seized by a whole group of patrons, and thrown into the wild melee.

87-88: Cat Fight:
Two women near to the player characters explode into a loud, violent fight with each other. Pulling hair, biting, screaming, snarling insults at each other, pouring drinks on each other, kicking, stomping, and grappling. Many people begin to gather around eagerly to enjoy the festivities, as they laugh and drink, and cheer one woman on or another.

89-90: Jealous Rage:
A patron arrives at the tavern, and looks about, before seeing the person they are looking for. They proceed to approach, and violently assault the person with whatever the best and most lethal approach possible for them may be, screaming insults and snarling in rage at them. A ferocious, violent fight then develops between the two, as one seeks to defend themselves from a furious, jealous rage.

91-92: Gambler's Fight:
Two gamblers leap up from their table, and draw their weapons, and begin fighting savagely, while snarling insults and uttering oaths and curses. The savage fight is over in 1D6 rounds, ending when one of the gamblers lies dead on the floor, stabbed and hacked to death.

93-94: Business Deal Gone Bad:
A group of wealthy, well-dressed men enter the tavern, and casually walk to where another group of wealthy, well-dressed men are gathered at. After some time in seemingly quiet, friendly conversation, the two groups of men begin snarling insults at each other, and a bloody, ferocious fight breaks out into a savage melee. 2D6+6 members of each group dies. At the DM's discretion, none of one group may survive; or there may be 1D6, or 2D6 survivors from each group. The group that lost the fewer members has won the fight; they loot the dead bodies, adjust and clean themselves quickly, and leave. The survivors, if any--lay about, moaning and bleeding.

95-96: Violent Assault:
One, or 1d6 patrons, approach a single other patron, or 1d6 other patrons, and suddenly, violently assault them. Who is making the assault? Why are they targeting the people--or person--for the savage assault? Who knows? Maybe it's a criminal street gang seeking to rob them; maybe it's some kind of political group seeking to intimidate them; perhaps it is a strange cult seeking to intimidate them and kill them. The people or person is brutally attacked with fists, clubs, as well as daggers, shortswords, and brass knuckles. There may be someone or a group--perhaps a rival group of adventurers--that seeks revenge for some real or imagined slight or insult. Be creative!

Violent Assault Table
01-40% The Player Characters are assaulted
41-70% A NPC (or group of NPC's) that the player characters know is assaulted.
71-00% A NPC patron or group of NPC patrons in the tavern is assaulted.

97-98: Dueling Noblemen:
Two wealthy and elegantly-dressed nobles begin a deadly, serious duel. The two are obviously bitter rivals, and they duel fiercely while snarling insults and snarky quips at each other. If the two nobles are not seized and beaten down or otherwise separated from each other, then in 1d12+5 rounds one of the noblemen will be laying sprawled on the tavern floor, or laying out in the street, dead from a lethal wound. Should a wounded nobleman be taken to their home before they are killed, the nobleman's family may be quite appreciative towards the player characters, and reward them each with 1D10x20 Gold Pieces, for saving their son/brother/cousin/family member from an early death from their bitter rival. The wounded nobleman may potentially become a friend or ally of the player characters.

99-00: Assassination
A highly trained and highly-skilled assassin targets someone in the tavern, and seeks to kill them. Unless it is a player character, the DM can simply decide if the NPC struggle and has a chance for the players to rescue them, or that they are killed, and the players discover the dead body in the morning, or later on, whatever is appropriate.

Assassination Target Table
01-40%: Player Characters--Check initiative, develop the encounter by whatever method the assassin seeks to kill the player character. (Poison, assault, trap, poison food, sending a poison snake into their bed, etc).
41-60%: NPC the Players Know
61-00%: NPC that is Unknown

Tuesday, December 22, 2009

World Building

World building can be a challenge! Certainly, there are two general approaches--the *top-down* approach, and the local approach. Local approach, of course, has the advantage of designing only what is immediately relevant to the game group. The *top-down* approach is much more of a grand-scale affair, designing the continents and seas, and working down in detail from that point.

Monday, December 21, 2009

Ancient Inspirations

I am always fascinated by ancient history. There is so much that is intriguing, and damned cool. Of course, I liberally use such inspirations for my own campaign world of Thandor. Ancient Greece, Ancient Rome, Babylon, India, the Chinese Empire, the Celts, and on and on. Just a lot of really great stuff to be found in studying these kinds of sources about cultures, history and civilizations.

Some items--

The Vikings

(1) The medieval Vikings had a forging technique--pattern welding--that allowed them to make swords that were flexible, strong, and durable, and entirely superior to anything else in Europe. Rough equivalent knowledge were in Toledo, Spain, and in Damascus, Syria. However, it should be noted, the famous Japanese Samurai swords--the technique they used--was not notably superior to the Viking technology. From what I understand--though I am no swordsmith--the Viking technique arrived at a similar place in swordsmithing as the Japanese techniques, though merely by a different path.

(2) The Norsemen were great explorers, and magnificent sailors. Indeed, the Vikings discovered North America long before Christopher Columbus, and had established a settlement that endured for some time in Newfoundland. The Vikings buried their dead there, and in addition, other Viking artifacts have been found, which combined, cements the achievement that the Vikings settled North America 500 years or more before Columbus. Interestingly, some native folklore suggests that various Indian tribes not only encountered the Vikings, but may also have traded with them, waged war, and adopted them into the tribes or otherwise intermarried with individual Vikings.

The Romans

(1) The Romans developed a variety of welding techniques--some of which were not matched until after the 17th and even 19th centuries. The Romans mastered engineering to such an extent as to create a civilization that enjoyed many elements of what we know of modern society--though the Romans achieved this more than 1500 years ago. The Romans had public bathhouses; plumbing; hot and cold water; heating and air conditioning; vast apartment buildings; shopping malls; fast food; public laundry-mats; daily news services; Public bulletin boards; Hospitals; Schools; Libraries; Brothels; Guilds/Unions; Organized Crime; Political *campaigns*; voting; scandals; and a political climate not far removed in substance from modern day America or Britain; Not to mention advanced medicine and medical practices; the development and spread of *books* and *literature*; and literacy rates for the general population equal to America in the early 20th century.

The Romans also of course possessed advanced military skills, vast armies, a superb navy; special forces. In addition, the Romans had developed their famous roads that connected thousands of miles of the empire, and made swift travel possible; as well as aquaducts that brought plentiful water to every major city and town; a empire-wide mail service; and an advanced sea-going merchant network that allowed the timely transport of thousands of tons of food from thousands of miles away--Egypt--to the city of Rome, so as to feed more than one million inhabitants. These networks also allowed the feeding of other enormous cities in the same network--and thus enhance and increase the populations of many cities to vast heights, and thereby also expand trade to never before seen proportions.

It's no wonder why the Roman Empire captures the imagination throughout the centuries since the fall of Rome. The Romans really did possess a huge, advanced civilization that absolutely overwhelmed and stunned all surrounding civilizations by a vast margin. The Roman Empire boggled the imaginations of everyone--truth be told, the Romans were, much like modern people--also staggered and in awe of themselves as well, to such an extent that the Roman civilization was so vast and so advanced and complex, there were many secrets and techniques that remained a mystery to many normal Romans. (Much like automobiles, computers, and other technologies boggle most people except for educated and trained professionals). Perhaps most interesting--every few years or so, archaeologists and historians alike uncover new details and glimpses that demonstrate that the Romans were even more advanced than previously believed, either in some technique, breadth, or scope of achievement and knowledge--the Romans continue to surprise modern scholars with new heights of Roman civilization.

Just a few tidbits to inspire from the ancient world.

Semper Fidelis,

SHARK

Saturday, December 19, 2009

Swords of The Dragon Sea--Characters

Game World: Thandor
Campaign: "Swords of The Dragon Sea"

Characters:

Nawanda
(F) Human; Ethnicity/Culture: Narmedian
Class: Cleric
Pantheon: Narmedian
Description:
Nawanda has dark brown eyes, and shoulder-length, kinky black hair, styled in long, tight braids. Nawanda has dark black skin, a large, rounded nose, and full lips. Nawanda is 5'8" in height, and weighs about 180-lbs. Nawanda is thick, curvy, and voluptuous. Nawanda has broad hips, large boobs, and a big, round butt. Nawanda has beautiful, white teeth, and a bright smile.
Personality:
Nawanda is cheerful, loud, gregarious, and direct. Nawanda is warm, friendly, and down-to-earth. Nawanda usually dresses in fine clothing, rich jewelry, and alluring perfume. She is typically fashionable, and often wears pearly-white and gold beads in her hair. Nawanda is compassionate, thoughtful, and kind. Nawanda loves to sing, and she is an excellent dancer. Nawanda is very sensual, and loves all manner of pleasures.
Background:
Nawanda comes from the city of Khembe, in the Narmedian lands. Nawanda's father is a very successful merchant, while her mother is a respected cleric in the community. Nawanda has three brothers and four sisters.
Abilities:
Strength: 14
Dexterity: 12
Constitution: 14
Intelligence: 12
Wisdom: 16
Charisma: 16
Appearance: 14

Kharanda
(F) Human; Ethnicity/Culture: Mbornu
Class: Fighter
Pantheon: Mbornu
Description:
Kharanda is 5'10" in height, and weighs 165-lbs. Kharanda is thick and voluptuous, with broad hips, a small waist, large boobs, and a large, round butt. Kharanda has long legs, and broad shoulders. Kharanda is strong and muscular, and a fast sprinter. Kharanda has large, dark brown eyes, a rounded nose, and a large mouth, with full lips. Kharanda has long, thick, kinky black hair that reaches to her waist. Kharanda wears her hair tightly braided, and often wears white, gold, and jade-green beads in her hair. Kharanda has dark black skin, which is smooth and flawless. Kharanda has a bright, attractive smile, and sensual eyes.
Personality:
Kharanda is fun-loving, gregarious, and daring. Kharanda is loyal, and disciplined. Kharanda enjoys many kinds of fine food, and is especially fond of grilled meats, and seafood. Kharanda can drink like a sailor, and enjoys a variety of tobaccos as well as occasionally indulging in other indigenous plants and drugs native to her culture and homeland. Kharanda is a decent singer--though she is an outstanding and beautiful dancer, skilled in a variety of traditional tribal dances, as well as belly-dancing. Kharanda is also a skilled musician, having great talent with a variety of tribal drums and flutes. While Kharanda is generally warm, and friendly, and quite engaging--she also has a hot temper, and is fiercely proud--especially of herself, but also of her family, tribe, culture and religion. Kharanda is primitive, wild, and passionate, and entirely in her element in the dangerous rain-forests, plains and wild jungles of Aghanda.
Background:
Kharanda comes from the land of Jubanu, a wild region of rolling plains, rain-forests and hills in the Mbornu Kingdom. Kharanda is of the Mbornu tribes, and her father is a great warrior and captain in the Mbornu armies. Kharanda's mother is a powerful witch. Kharanda has four brothers, and six sisters, and a huge extended family of half-siblings, cousins, aunts and uncles. Kharanda learned to be a warrior from a young age, and was trained by her parents, as well as other powerful and skilled members of her tribe in the arts of combat, the use of weapons and poisons, as well as survival, tracking, fishing, and hunting.
Abilities:
Strength: 18/50
Dexterity: 15
Constitution: 16
Intelligence: 10
Wisdom: 12
Charisma: 16
Appearance: 16

Lytheri
(F) Marlenya (High Elf); Ethnicity/Culture: Dor'Lomenath
Class: Fighter/Cleric
Pantheon: Marlenya
Description:
Lytheri is 6'0" in height, and weighs 145-lbs. Lytheri is lean, muscular, and athletic. Lytheri has smooth, pale skin the colour of fresh cream, with long, platinum-blonde hair that cascades down to her hips. Lytheri is muscular and toned, with a tight, flat belly, and curvy hips and long legs. Lytheri has a large mouth, and a bright smile. Lytheri has pale, silver-blue eyes, and often wears a shimmering blue and silver cloak. Lytheri is fond of fine jewelry, and adorns herself with earrings, an arm-torc, and rings on her fingers. Lytheri also wears a neck-torc, which is carved of fine silver, and features happy wolf-heads yipping and lolling about.
Personality:
Lytheri is sensual, mischevious, and playful. Lytheri loves fine jewelry and exotic perfumes and cosmetics, and rich clothing. Lytheri is a beautiful singer, and a fine dancer of majestic grace and skill. Lytheri loves to sing and dance, and is also skilled with drums, harps, and flutes. Despite her love and passion for these finer things of life--Lytheri is a wild, violent beast, feral and cunning in the wilderness, or ranging aboard a fierce warship, eager to raid new lands and explore the edges of icy seas lapping at strange, mist-shrouded shores. Lytheri loves pleasures of all kinds, and is a total hedonist. Lytheri loves gambling, games, drinking and debauchery and indulges in them at any good opportunity. Lytheri is all business when it comes to warfare, however, and is highly skilled in combat. Lytheri is loyal to her friends and lovers, and can be very generous. Lytheri is eager and ambitious for booty, gold, glory--and exploration!
Background:
Lytheri comes from the dark, forested northern land of Dor'Lomenath--an ancient and powerful elven kingdom. The elves of Dor'Lomenath are famous as wild, aggressive, and bold warriors, and fanatical in defending their kingdom. Lytheri's father is a skilled hunter and warrior, while her mother is a respected warrior-priestess, like Lytheri. Lytheri has two brothers and two sisters.
Abilities:
Strength: 16
Dexterity: 17
Constitution: 14
Intelligence: 10
Wisdom: 14
Charisma: 16
Appearance: 18

Meghande
(M) Human; Ethnicity/Culture: Narmedian
Class: Fighter
Pantheon: Narmedian
Description:
Meghande is 6'10" in height, and weighs 320-lbs. Meghande has dark brown eyes, and dark black skin. Meghande is broad-shouldered, and powerful. Meghande has large hands, powerful limbs, and a rugged demeanor. Meghande has black, kinky hair--though Meghande typically is clean-shaven and bald.
Personality:
Meghande is commanding, with a deep voice, and is dynamic, ambitious, and energetic. Meghande is always friendly and suave with women. Meghande enjoys athletics and is competitive, being eager for most physical trials, sports, and contests. Meghande is fearless and bold, eager to gain gold and glory.
Background:
Meghande comes from the great city of Debune, in the Narmedian Kingdom. Meghande's father is a nobleman, and a fearless warrior and great captain. Meghande has a large family with members involved in religion, politics, the military, as well as several mercantile interests. Meghande has three brothers, and five sisters.
Abilities:
Strength: 18/90
Dexterity: 15
Constitution: 16
Intelligence: 12
Wisdom: 10
Charisma: 16
Appearance: 16

Amon-Harnu
(M) Human; Ethnicity/Culture: Tegheran
Class: Magic-User
Pantheon: Tegheran
Description:
Amon-Harnu is 5'10" in height, and weighs 190-lbs. Amon-Harnu is lean, though handsome, muscular and well formed. Amon-Harnu has bronzed skin, dark piercing brown eyes, and dark, black hair--though he is typically bald. Amon-Harnu wears a neatly-trimmed mustache and goatee.
Personality:
Amon-Harnu is highly educated, and studious. He is a formidable scholar. Amon-Harnu is reserved, though opinionated and can seem arrogant. Amon-Harnu is accustomed to wealth, high status, and privelege. Amon-Harnu is observant, and shrewd, and when he desires to be so, can be suave and charming. Amon-Harnu enjoys all manner of hedonistic pleasures and debaucheries, and is especially fond of fine tobaccos and exotic drinks.
Background:
Amon-Harnu comes from the great city of Sarmandis, in the Tegheran Empire. Amon-Harnu's father is a mage and scholar, as well as a merchant. Amon-Harnu's mother is a cleric. Amon-Harnu has two brothers and three sisters.
Abilities:
Strength: 16
Dexterity: 12
Constitution: 14
Intelligence: 18
Wisdom: 14
Charisma: 15
Appearance: 16

Friday, December 18, 2009

The Death of WFRP--and Old School Integrity

Greetings!

I was just reading some various reviews of WFRP 3--the new, "innovative" re-imagining of the old WFRP 2 done up by GW/BI/Green Ronin. Wait...WFRP 2....wasn't really "old", now was it? As I recall...WFRP 2 was an outstanding, thorough, and lavish up-dating of the original WFRP that dated to 1986! In addition, WFRP 2 seemed to be universally well-received, by old fans and many, many new converts. Then, *bam*--GW sells the rights to FFG. A bit later, FFG introduces this new game. Apparently, in the previous few years, Green Ronin/BI had already produced all of the major "money-makers" for the system, so, there wouldn't be much for FFG to gain..apparently...by merely producing sourcebooks and modules for the beloved system. Thus, so as to create their own cash-cow, they had to reinvent the wheel.

The new system may be a great game--and most of the reviewers seem to think it is. However, my point is *WHY*? The WFRP 2 system DID NOT NEED DRAMATIC CHANGES. This is merely change for naked greed. No sense of respect for the artistry and integrity of the then-current system--or the devoted fans that had spent considerable bucks in buying the WFRP 2 library....yeah, much like the D&D 3.5 fans, they're screwed now, too.

The whole process of making a new WFRP 3 just seems not only pointless and entirely unnecessary from an artistic and game-point of view--but rankles of such greed as to leave me with a terrible sense of disgust.

I am reminded of the integrity and wisdom of Gary Gygaxx...when he discussed the need for new supplements and modules--but also of the importance of not deluging the customers and fans with needless, gratuitous, or unnecessary expansions and revisions.

When I read of--yet another--commercialized shagging of the fan-base by corporations...all in the search for *profit* and securing some ever elusive "market penetration" it makes me overjoyed that I have decided to return to my "Old School" roots. I can with many members of the OSR community, and small companies, be encouraged that new product is being produced for our benefit--without feeling like we've been ran over by a herd of elephants and left on the roadside.

Semper Fidelis,

SHARK

Mystic Forests!

Greetings!

Mystic Forests

The mystic forest is a standard of many kinds of stories, from historical mythology to fantasy, and of course, in various game campaigns. I am always fascinated by the imagery that the mystical forest evokes, and have developed some elements to make use of mystic forests
in my campaigns oftentimes quickly, and with very little preparation. Mystic Forests are usually densely populated with great trees, of usually oaks or pines--and idyllic meadows and pristine glades, as well as rushing, sparkling rivers and shimmering, mysterious lakes.

The mystical forest is often shrouded in dense fog and strange mists, especially in the early mornings, and later on in the late afternoons towards sundown, and of course, at nighttime, from nightfall to the deep night. It is then, that the meadows and vales of the mystic forest
become illuminated by the bright starlight from the heavens, or bathed in silvery-radiant moonlight that contrasts so sharply with the black, velvet night.

Sights and Sounds In The Mystical Forest
01-05%: Banks of cool, dense fog roll in and obscure virtually everything beyond 5-ft in around the characters.

06-10%: Massive, black stromclouds roll in overhead, and fill the sky with a pressing sense of cold darkness, and of icy rain to come.

11-15%: The skies are a dreary, flat dark grey, with a cold wind blowing, and occasional brief sprinkles of rain.

16-20%: The sky is bursting with clear blue wonder, puffy white clouds lazily floating in the distance, and warm, radiant sunshine streaming everywhere.

21-25%: The forest is dark, and cool, shrouded in banks of mist seemingly everythwhere, though occasionally a beautiful meadow bathed in sparkling
sunshine appears, or a shaft of golden warmth breaks through the clouds and treeline overhead to illuminate a pathway.

26-30%: A small, broken dirt trail is visible along the sloping ridgeline, ckoked by plants and fallen branches and leaves.

31-35%: A small, swift-flowing creek races by in a narrow bed, filling the surrounding forest with the clear, sparkling sounds of the fast-moving water.

36-40%: Shimmering in the sunlight, a majestic waterfall cascades from a high clifftop and into the mist-shrouded depths of a great and wondrous lake.

41-45%: Through the fallen leaves and branches, gradually a strange road can be seen to emerge from the layers of dirt and leaves. The strange road
seems to be crafted from some smooth, beautiful white stone, with silvery-streaks and patches glimmering suddenly in the flashing sunlight.

46-50%: A great swath of rich, green grass runs seemingly forever in a vast greenery, before gradually being hemmed in and swallowed by the dark,
ancient forest.

51-55%: The sloping gully to one side, partially screened by a dense row of trees, suddenly reveals a clustered line of great, moss-covered rocks and boulders.

56-60%: The ancient forest is thick and dense, forcing travel to the left, as the copses of trees become ever more tangled and dense, with great knots of gnarled,
grasping roots breaking through the dark soil and leaves packing the ground below the green canopy above.

61-65%: The ancient forest is thick and dense, forcing travel to the right, as the copses of trees become ever more tangled and dense, with great knots of gnarled,
grasping roots breaking through the dark soil and leaves packing the ground below the green canopy above.

66-70%: The forested clearing gradually becomes denser, and up ahead, a massive line of huge moss-covered boulders and higher banks of sheer gullies and
ravine-sides channel movement to a sharp left direction, moving along a downward sloping greenery.

71-75%: The forested clearing gradually becomes denser, and up ahead, a massive line of huge moss-covered boulders and higher banks of sheer gullies and
ravine-sides channel movement to a sharp right direction, moving along a downward sloping greenery.

76-80%: A sparkling white stone roadway leads swiftly to a great, ancient enclosed bridge, crossing a great river.

81-85%: A sparkling white stone roadway leads swiftly to a great, ancient open-railed bridge, crossing a great river.

86-90%: The grey, shimmering fog gradually parts way, to reveal a great sloping greenery ahead, leading into a beautiful meadow.

91-95%: Suddenly, a flash of lightning strikes in the edge of vision, and a distant echo of thunder rolls across the skies as a gentle rain begins to fall
throughout the area.

96-00%: The treeline breaks suddenly, and before the trees is a sloping gully of dense plants and roots, and the lapping banks of a vast, shimmering lake.

Locations In The Mystical Forest
01-05%: A Single Cave
06-10%: A Cluster of Caverns
11-15%: A Vast Labyrinth of Caves and Lairs
16-20%: A Mist-Shrouded Lake
21-25%: An Ancient Bridge
26-30%: A Strange, Isolated Cottage
31-35%: A Mysterious, Rustic Cabin
36-40%: A Beautiful Meadow
41-45%: An Ancient Glade
46-50%: A Shimmering Waterfall
51-55%: A Steep, Rocky Gorge
56-60%: A Dark, Plunging Chasm
61-65%: A Fog-Shrouded, Cold Marsh
66-70%: A Great Forested Cliff
71-75%: A Steep Riverbank
76-80%: A Mysterious Island
81-85%: A Distant, High Mountain
86-90%: A Dense Treelined Riverbank, Choked with Giant Roots and Moss-Covered Boulders
91-95%: Signs of a Great and Ancient Civilization
96-00%: Special

Great and Ancient Civilization
01-10% Civilization: A Great, Ancient Mound
11-20% Civilization: A Great Road
21-30% Civilization: A Great Circle of Standing Stones
31-40% Civilization: A Great Stone Stairway
41-50% Civilization: An Ancient, Vast Amphitheater
51-60% Civilization: An Ancient Monolith
61-70% Civilization: A Giant, Mysterious Statue
71-80% Civilization: A Moss-Covered Temple
81-90% Civilization: A Moss and Ivy-Choked Tower
91-00% Civilization: Great Center of Habitation (A village or town; a full city; a small harbor; a castle, etc.)

Mystical Forest Encounter Table I
01-05%: Adventurers
06-15%: Elves
16-17%: Halflings
18-28%: Fey Creatures (Check Subtable II below)
29-30%: Undead (Check Subtable III below)
31-35%: Humanoids (Check Subtable IV below)
36-38%: Lycanthrope (Check Subtable V below)
39-40%: Owlbear
41-46%: Magical Animal
47-56%: Herd Beast
57-60%: Predator Animal (Wolf, Dire Wolf, Bear, Dire Bear, etc.)
61-64%: Centaurs
65-68%: Humans--Barbarians, Native Inhabitants
69-72%: Humans--Barbarians, Foreigners
73-77%: Strange Hermit or Wandering Woman
78-82%: Minotaur
83-84%: Giant
85-86%: Treant
87-88%: Unicorn
89-90%: Linnorm Dragon
91-00%: Special (Great Deer, Mythical White Hart, a special Knight, something very unusual)

Mystical Forest Encounters: Fey Creatures Subtable II
Fey Creatures
01-10% Nixies
11-20% Pixies
21-30% Sprites
31-50% Brownies
51-70% Satyrs
71-80% Dryads
81-90% Nymphs
91-00% Joyful Pavillion

Mystical Forest Encounters: Undead Creatures Subtable III
01-20%: A Gang or Patrol of Skeleton Warriors 2d6
21-40%: A Gang of Savage Ghouls 2d6
41-60%: Chilling, Terrifying Wraith; or a group of powerful wraiths 1d6+2
61-80%: A Ghost; single, group, or a bizarre family of ghosts.
81-90%: A squad of Skeleton Knights, led by a Wraith Captain, galloping along on Spectral Horses, into the mists. 2d6+4 Skeleton Warriors, plus 1 Wraith Captain.
91-00%: A Vampire and a pack of vampire minions, lesser vampires, etc. Stalk the nighttime forest. 1 Vampire, plus 2d6+4 Minions, lesser Vampires.

Mystic Forest Humanoid Encounter Table IV
01-30% Gnolls
31-50% Ogres
51-70% Trolls
71-90% Hags
91-00% Special

Mystic Forest Lycanthrope Encounter Table V
01-20% Lycanthrope: Were-Wolf
21-40% Lycanthrope: Were-Boar
41-60% Lycanthrope: Were-Rat
61-80% Lycanthrope: Were-Bear
81-00% Lycanthrope: Special

Thursday, December 17, 2009

Gambling Houses


GAMBLING HOUSES


Gambling houses are a very popular feature in many sword and sorcery stories, as well as many different genres of literature in the modern era especially. However, gambling as an activity and hobby has been present in most human societies throughout history, in many different forms, and featuring many different styles of games, or other activities of competition that feature betting various amounts of wealth on the favoured chance of a particular person or team being victorious. I created some tables for adding some enhanced detail to these establishments in my own campaigns. Whether the scene in the campaign requires a group of rough sailors playing dice down by the docks, or a smoke-filled tavern where gamblers gather around playing cards and such at tables while beautiful women hang on their elbow, smiling and looking glorious--or some dark, jazz-like "Speak-Easy" club where only members are allowed to enter, whereupon the characters enter a dark, sensuous world of games, music, beautiful women, and danger, the gambling house always presents some excellent plot elements and opportunities for fun in the campaign!

Gambling House Access
01-25% Private
26-00% Public

Private Gambling House: Private gambling houses often have secret, hidden locations. Sometimes, these private gambling houses may actually be easy to reach--but are disguised as some other kind of building or business. Entrance is strictly controlled, and forbidden to any non-member. Private gambling houses typically have a specific and exclusive club membership, with membership files extensively detailing who the membership is, personal details, and how long they have been a member, as well as their favoured games, how much they typically spend, and how often they have won, and what amounts. Private gambling houses always charge monthly membership dues, and typically have strict dress codes.

Public Gambling House: Public gambling houses are out in the open, usually easily accessible, and publicly advertised as such. They sometimes charge an entrance fee, and may also have establsihed dress codes.

Gambling House Size
01-25% Small (Comfortably accomodates up to 25 people)
26-55% Standard (Comfortably accomodates up to 100 people)
56-75% Large (Comfortably accomodates up to 500 people)
76-90% Huge (Comfortably accomodates up to 1,000 people)
91-00% Palatial (Comfortably accomodates up to 3,000 people)

Gambling House Quality
01-20% Poor
21-50% Standard
51-75% Fine
76-90% Excellent
91-00% Regal

Poor Quality
Poor quality gambling houses typically have only a few kinds of games offered, have lazy, poor security, and the staff is often lazy, incompetent, and possess very poor or obnoxious attitudes.

Standard Quality
Standard quality gambling houses typically offer a decent variety of games, and have reasonably alert and skilled security. Standard quality gambling houses usually have a good number of alert, skilled and competent staff on hand that possess friendly, courteous and professional attitudes.

Fine Quality
Fine quality gambling houses typically offer a good variety of games, and have unusually alert and highly skilled security. Fine quality gambling houses usually have a large number of very alert, highly-skilled and experienced staff on hand that possess very friendly, courteous and professional attitudes.

Excellent Quality
Excellent quality gambling houses typically offer a broad variety of games, and have extremely alert, highly-trained and elite security. Excellent quality gambling houses usually have an abundant number of extremely alert, highly-skilled and experienced staff on hand that possess very friendly, courteous and professional attitudes. Excellent quality gambling houses routinely have both uniformed and disguised security staff as well as other house staff, providing extra layers of security as well as being very proactive in servicing their guests and seeing to any needs a guest may have in a very professional, gracious manner.

Regal Quality
Regal quality gambling houses typically offer a huge variety of games, and have superb, extremely alert, highly-trained and elite security. Regal quality gambling houses have many security staff that possess highly unusual training and equipment, as well as hidden spies and a fully-equipped staff of elite, ruthless security agents that are prepared to maintain the security of the gambling house at any cost. Regal quality gambling houses usually have a huge, ever-present number of extremely alert, highly-skilled and experienced staff on hand that possess very friendly, courteous and professional attitudes. Regal quality gambling houses routinely have both uniformed and disguised security staff as well as other house staff, providing extra layers of security as well as being very proactive in servicing their guests and seeing to any needs a guest may have in a very professional, gracious manner. Regal gambling houses typically have disguised teams of security staff as well as elite investigators ready and waiting, both inside the gambling house, as well as outside.

Gambling House Ammenities and Features

Liquor and Booze Quality
01-20% Poor Quality Liquor and Booze
21-40% Standard Quality Liquor and Booze
41-60% Good Quality Liquor and Booze
61-80% Excellent Quality Liquor and Booze
81-00% Outstanding Quality Liquor and Booze

Poor Quality Liquor and Booze
Harsh, rough and nasty-tasting liquors, poor, watered wines, and weak, terrible beers. Your dog wouldn't drink this stuff. You might survive a few of these. Thinking of getting good and ripped on this horrible stuff?--forget about it. You may not survive the experience!

Standard Quality Liquor and Booze
Reasonably flavoured wines and decent beers; decent selection of adequate booze and liquors. The selection available is modest; forget about seeing anything of good quality though. The taste and quality is basically acceptable, though grudgingly. Nothing to write home about though.

Good Quality Liquor and Booze
A fairly good selection of better quality liquors and booze; some are well-known for being pretty good. A good range of enjoyable beers available, as well as some good ales. Good wine selection, from white, red, and Chardonnays--even some good champagne.

Excellent Quality Liquor and Booze
The booze and liquors offered are all of very fine quality, excellent flavours, and a broad selection. Many different excellent beers and ales to choose from--from lagers and light, refreshing ales, to pilsners and stouts. Wines and champagnes are delicious, and very enjoyable--beware!--this stuff is so good, you can drink yourself into a stupor without even thinking about it!

Outstanding Quality Liquor and Booze
The selection of booze and liquors is vast--so many choices, flavours and colors! Ranges of experiences and flavours to pick from, all are enjoyable, and delicious. While some may be harsh and very strong--their quality is good going down. Others are so sweet and smooth going down, you may hardly notice how much you're gulping down! Excellent. Ales and beers are both fine domestic and local offerings, as well as many imported from distant lands, as well as famous brewers. Wines and champagnes are simply outstanding in color, flavour, and finish, with a broad selection available, inlcuding many selections from famous and elite vinyards and wineries.

Food Quality and Selection
01-20% Poor
21-40% Standard
41-60% Good
61-80% Excellent
81-00% Outstanding

Poor
Food quality is just terrible. Selection is very limited--perhaps choices of merely three or four dishes, often less. Bowls of gooey stew, pale noodles, and chewy, mystery meat. Breads are like chewy cardboard. This stuff is horrible--but better than starving. Maybe.

Standard
Food quality is adequate, but nothing to get excited about. The selection is generally from 6-12 dishes, with decent spices and seasonings, even if they are rather mundane, simple, or rough.

Good
Quality is tasty and flavourful. Selections are very broad. Many dishes to choose from, all cooked well, with good spices and seasonings available. The meals are quite enjoyable, and very satisfying. It's a meal you can easily look forward to again.

Excellent
Quality is very good, and delicious. Selection is broad, with several styles of cuisine available. The excellent dishes are very well-prepared by skilled cooks, with fine-quality spices and seasonings available.

Outstanding
The food quality is thoroughly enjoyable, and outstanding. The food is so good, it makes you want to talk about the experience, and tell others about the fine food available here. The selection is very large, with many different cusines available, as well as several styles, all prepared by outstanding cooks. Delicious spices and fine seasonings are available, and the meal is an entirely wonderful experience.

Smoke and Tobacco: Quality and Selection
01-20% Poor Tobacco
21-40% Standard Tobacco
41-60% Good Tobacco
61-80% Excellent Tobacco
81-00% Outstanding Tobacco

Poor Tobacco Selection and Quality
Quality is poor, with very few selections of flavours of cigarettes, cigars, or pipe tobaccos. The flavour is terrible, harsh, rough, and entirely too strong. This stuff is ghastly. How can anyone smoke this stuff?

Standard Tobacco Selection and Quality
A decent selection of tobaccos is available, with several kinds and flavours of cigarettes, cigars and pipe tobaccos. These tobaccos are of reasonable quality.

Good Tobacco Selection and Quality
Quality is solid, with good flavours of cigarettes, cigars, and pipe tobaccos. A good range of selections are offered, both from well-known growers, as well as some talented new brands and names in the tobacco crafting market.

Excellent Tobacco Selection and Quality
Broad selections of styles and flavours of cigarettes, cigars and pipe tobaccos. The cigarettes have good flavour, consistent, and expertly rolled. The cigars never have runs, and have good flavour, consistent smoke, easy, smooth draws, and fine finishes. Pipe tobaccos are excellent, well-humidified, with slightly moist texture. Good smoke, nice even burning, pleasant finish.

Outstanding Tobacco Selection and Quality
Cigarettes are excellent and smooth. The cigars never have runs, and are outstanding in every way. The cigars are delicious. Pipe tobacco is excellent, with a broad range of selections. The smoke is fine, and a very good experience with these outstanding tobaccos, each and every time. You could easily get more of this stuff, and look forward to it. Yeah, even paying good money for any of it. It's an entirely enjoyable experience, from start to finish.