Tables are now in a hierarchy

This should make creating NPC tables easier by grouping them.
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Howard Abrams 2021-02-22 22:27:53 -08:00
parent 656c168a52
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#+TITLE: Random Encounters for Skullport
# Taken from
A cockatrice races down the street, jumping over people and biting them as it rushes in the way of the PCs.
A human bard with an eyepatch watches two trolls as they crush the supporting pillars of a house that comes crashing down on them after a few minutes. The trolls get out of the rubble with a crashed body in hand.
A fight breaks out between two hardy looking barbarians. A skull of Skullport flies in to the scene and swiftly desintegrates one and turns the other into a fish that suffocates quickly.
A bald, tattooed, armored figure interrogates a young apprentice of some sort in a leather appron while two wizards of Thay watch what he has to say. They inquire info about his master Dwarnid Inkpeddler.
There's a flash of blinding light, the stech of a nausiating aroma and someone tries to steal something of from a PC. When the PCs regain their sight they only see the item floating away in the crowd, carried by and invisible being.
Ahmaergo, the Horned Dwarf, right hand of the Xanathar hurries by angrily with a few mean looking fellows by his side. He carries the still blood dripping chopped of head of a human.
A group of six yuan-ti slavers herd several dozen slaves of various races on chains. The PCs see two children aged about ten amongst the slaves.
A large shipment of alchohol is carried on carts by several humans armed to the teeth. They have quite a few people following them unobtrusively.
A human in fine cloths and a jet black long hair collapses gasping for air and dies in a couple of seconds. Some folks jump on his belongings in an instant and then life goes on as usual.
A swarm of giant rats pour out from an ally and attack everyone on the street.
Six pickpockets jump on a PC from nowhere and take what they can then run off.
A cultist of Cyric has been following the PCs and now contacts them in relation to a previous encounter or deal they had and provides misleading information to cause discord.
A skulker gang of orgres led by a half-ogre cleric of Loviatar tries to enslave the PCs.
The Street Scrapers, trash removals of Skullport, pile up a massive amount of trash at the main entrance of a shop that did not pay their ransom fee. The owner threatens them verbally from the inside but is affraid to confront them any other way.
Several pieces of cloth and trash start whirling in the air in front of the PCs and the Rag Mage appears. He eyes them for a moment then casts fear on them and vanishes.
The PCs spot Grimmbold the Gith, the githzerai agent of the Zentharim in Skullport, at a secret meeting with some priests of Bane. This information could be sold to other factions in the city.
An otyugh crashes a sewer gate near the PCs and starts devouring anything it sees be it food, trash or a creature it sees.
An earthquake shakes the streets and debris falls from above on the PCs and all bystanders.
A few orc slaves rampage on the streets waving stolen weapons and attacking everyone in their way. In a few moments a couple of Iron Ring slavers stop them.
Two gargoyles from the Tower of Seven Woes, slaver stronghold of Loviatar, try to grab a PC and carry him or her away.
One of Spider's Fleet o' Feer courriers is chased by a yuan-ti slaver. The courrier, a human rogue, hides behind the PCs for protection. He delivers a message to a Xanathar guild member.
A street vendor sells cheap trinkets on a "you touch it, you bought it" basis which is written on a small unreadable board. A PC examining the wares is immediately asked for its price by the owner, waving a fake wand of lightning bolt.
A female tiefling fake seer "divines" the future of bystanders for free. A group of low-life sailors and laborers watch him while other tieflings rob them and the PCs if they start watching. The crowd quickly realises the thefts and accuses the PCs.
Zombie laborers change the street cobbles in front of the PCs. One of them is an old acquaintance of a PC.
A shipment of Misker, the Pirate Tyrant smuggler beholder, is stuck due to a broken wheel of the cart. The stressed thugs have to deliver it on time to the docks and they ask the PCs for help.
A lost young noble of Waterdeep in torn clothes, looking more like a beggar, stumbles past, murmuring something about “finding the golden peacock”.
A Xanathar slaver drags along three sobbing female halflings on a chain and asks for directions.
A skull of Skullport flyies by with great speed, bounces of a corner and flyes away.
A couple of "Mhaug Hogs", zombies with twisted necks made by Mhaug the hag, bound by long chain try to move along the street. They attack if disturbed in their struggle.
Someone empties a night pot to the street from an opening on a higher level or a window.
A dwarven beggar covered with oozing ulcers is begging for some food or some coins.
Lady Mirage, a feared illusionist performer of The Troll's Guffaw theater passes by. People shy away from her path and people whisper remarks about her latest deadly performance.
A dozen drunken sailors from Chult are loudly commenting things they see on the streets. A single mind flayer follows them from a distance.
Ten slaves, commanded by a sad Calashite merchant, pull a heavy cart with the very lifelike statue of a hill giant dressed as a noble on it.
A drow noble of House Tanor'Thal argues with a silk merchant from top of her giant spider mount, surrounded by her four drow guards.
A couple of slaves, guarded by four thugs push a cart packed with a heap of bones of different origin and size, all neatly whitened and polished. The PCs can spot a ring on a skeletal hand.
A crazed imp tries to steal something from the PCs. If caught it starts yelling and calls the skulls of Skullport very loudly, making a big scene. There's a chance a skull of Skullport appears.
A larger disjoined stalactite falls from the ceiling.
Pirates of Misker the Pirate Tyrant beholder, with an eye tattooed to each of their foreheads walk by in a hurry. One of them pushes a PC out of the way to make way for their group.
An enraged wizards in purple robes throws a fireball at an unsuspecting rival wizard in the open streets. Many die in the assault and soon the offenders head is separated from his body.
Two cloacked male figures pass by. One of the PCs accidentally touches one of them they can see through his illusiory disguise revealing a scar face male drow wearing a violet eyemask.
An old obese gnome in rags offers to shine weapons or boots. If they allow him he tells about a few notable places in the city.
A duergar merchant confronts the PCs and wants to buy an expensive looking armor or weapon off of them. He and his duergar guards keep following them if they don't sell him what he desires.
Four bugbears pick on the PCs. They say the PCs murdered their slaves, they demand compensation and boast that they are high ranking Xanathar guild members.
A human slave from Waterdeep has escaped and wants the PCs to help him leave Skullport as soon as possible. He has no valuables.
Two beautiful elven girls are on sale at a nearby slave auction and the price is getting staggeringly high. The girl weeps and a crowd gathers to see what the final price will be.
The mutilated corpse of a half-orc crashes to the street from a great height.
Some undead stirges fly into the crowd looking for dinner. A few minutes later a troubled looking wizard runs to the spot, then quickly leaves after seeing what happened.
The PCs look into a narrow alley and see two ghouls that look like children eating a larger corpse.
Slaves pull a cart packed with sickly looking fish. As they come closer the PCs can spot a halfling hiding under the foul smelling pile.

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- A large family of gnomes. They are quite welcoming to guests, and serve dishes upon dishes of rich, steaming food at their meals, often accompanied by the father and the older sons singing.
- A young tiefling loner whos willing to share his small, spartan flat. A starving-artist type (well, not quite starving, he does pretty well) who specializes in portraits. He doesnt bother the guests if they dont bother him. Keeps his work depicting who he remembers as his mother (an Erinyes) in a safe in his room.
- A soft-spoken Half-orc librarian and his wife, an Elvish herbalist. She isnt as welcoming as him, but is alright with guests as long as they stay out of the workshop. They both do some of the cooking, so the meals are…unique.
- A Kobold matriarch. While her children have all moved out, their children are dropped off at Grandmas house quite frequently, and she teaches them all she knows. She also runs a small shrine to Bahamut in the cellar.
- A hot-headed, wealthy heiress and her more rational lady-in-waiting.
- The prince of a corroding noble line, of late taken to dressing in black, composing gloomy poems, and brooding on the battlements of his manor.
- A dwarvish professor with a magnificent walrus mustache, as well as his warm, old-fashioned wife (a dressmaker) and their daughter, whos visiting for a month or so from her apprenticeship.
- The quiet Mother of a hostel run by the temple of the god of the poor. The tragedy and despair of many of her visitors has rubbed off on her a little. The food is outstanding.
- A not-quite-right young man with ambitions to become a psychologist. Asks far too many personal questions, then goes off on rants about what he thinks shaped his guests to the people they are today. Total quack psychologist, doesnt know what hes saying at all.
- An Eladrin whos spending a few centuries indulging in kindness. Theres a too-good-to-be-true air to the stay. Breakfast in bed, indoor training arena, a small dungeon built underneath the manor and stocked with inexpensive monsters, a wizards study, everything they could possibly want. And the host is always smiling.
- A jovial Goliath with an Australian accent who spends most of his time wrestling with various dangerous forms of wildlife. Owns a large merchant company, spends most of his time doing push-ups or lifting weights or wrestling yetis.
- A shriveled, wrinkled, hobbling old Bullywug whose sentences are out of order, and seems to speak in riddles. He wears a slightly threadbare robe and carries a walking stick.
- A stern Halfing dance instructor. Shes quite sprightly, humming waltz tunes as she works. She corrects peoples postures out of force of habit.
- An old Dragonborn mercenary who frequently lapses into a thousand-yard-stare. While not tormented by nightmares, hes a good-humored guy with quite a few tips on adventuring.
- A water genasi weaver whose skill isnt quite unmatched, but its up there. Naturally, the curtains and carpets of his house are expertly made and quite flamboyant.
- A cackling, bitter old woman. Actually a Green Hag, and her curse is the reason the couple next door (whom she finds insufferable) have been trying for a child for years without success. Serves stew or porridge for every meal from a huge, battered-looking black cauldron.
- A hard-as-nails half-elf rancher. Owns stables upon stables of pure-bred racing horses. Despises city-slickers.
- An old Minotaur noble. He wears huge suits, custom-made for him, and has a staff of Animated Objects who sing, dance, and make dinner.
- A slightly suspicious young woman. Knows far too much about weapons, disappears for long periods of time, and locks the basement door very heavily. Shes an assassin for a local gang of racketeers, and will skip town if shes found out.
- An Animated Armor that speaks like the Discworld golems (That Is, She Talks Like This) and moves very jerkily. She (well, its built for a female humanoid) used to work for an evil artificer before a band of adventurers gave her full free will. Knows a thing or sixty-four about dungeoneering, and considers herself indebted to all adventurers.
- A goblin horse-jockey who loves nothing more than the thrill of a race. Talks a mile a minute, usually boasting about his races, and his house is full of trophies that he polishes devoutly.
- A human card-sharp who won his entire house in a game of Triple Ogres. Hes married to the shrewd but not very welcoming owner of a local tavern. She brings home the latest gossip each night.
- A kobold artificer whos trying to turn his species natural affinity for mechanisms to the good. Owns all sorts of fascinating contraptions, like an automatic pencil-sharpener or a tiny construct that writes down any good ideas he has mid-conversation.
- A merry old smuggler, although hes put his pirating days behind him aside from the odd chorus of Dead Mans Chest. His house is adorned with model ships and sketches of exotic shores. Drinks strong home-brewed grog.
- The town doctor. Theres something odd about her of late. She stays up past midnight, tends to skip meals, and always seems to be tearing up some piece of paper and tossing it in the trash. (Shes smitten with the blacksmiths apprentice, but cant bring herself to tell him.)
- A rough-and-ready frontier-dwelling female Dwarf, who lives in a quaint cottage. Shes older than most of the village, and knows all the skills of the hinterlands: medicine, hunting, cooking, the lot.
- An old man who cant seem to look you in the eye. He has one craft, and one craft only: hes a knife maker. Assassins from every syndicate, court or gang come to him for their daggers. Even the odd Drow comes in the dead of the night to buy an honest-to-Lolth Master Work dagger.
- A scheming duke who tries to see if the party thinks his power-plays would work without hinting too obviously at his massive ambitions.
- A satyr couple who are, well, typical satyrs. They love wine, music, food, the usual revel stuff. Enjoy having guests, of course, but cant stand sticks in the mud, killjoys or introverts.
- A female Drow who left the Underdark because shes claustrophobic. Polite, in a regal sort of way. Her house doesnt have hallways so much as long, broad halls, with bookcases or coffee tables or armchairs.
- A newer vampire who is having a little bit of an identity crisis. He gets the nocturnal part, yes, he gets that, but isnt the whole domination thing a little unethical? and similar conversation. Keeps forgetting that garlic tastes disgusting to him now.
- The best Dwarvish pastry-chef that has ever walked the earth. And she knows it. Quite boastful.
- The keeper of a local shrine to the fire god. Hell just sit by the fireplace, staring into it for hours on end. Has a very large and overly friendly golden retriever.
- The local crazy cat lady. An Air Genasi whose hair is always blowing in a gentle breeze. This confuses her cats to no end. She has forty-three of them, and one Mimic who enjoys its current lifestyle and has decided to stay shaped like a cat.
- A Tabaxi game-warden. His wolfhound isnt part wolf, its part Displacer Beast, which means people often think he has two dogs. Pleasant but fairly quiet.
- A grizzled old human war veteran. Wears an eyepatch. Has a suit of plate-armor stained with horrific, otherworldly humors in his front hall. Retired after ridding his ancestral estate of some kind of great beast he refuses to describe.
- A gnomish scientist who studies modrons. Hes utterly fascinated by them, and can go on for hours with horrifically dull facts and factoids about them. His house is littered with mounted modrons, dissected modrons, everything modron-related you could imagine.
- A time-wizard who messes with his personal time for kicks. Making himself twelve years old, being in four places at once. He thinks its a riot. His house is full of books of temporal magic, or at least it was, twelve minutes before you try to open one of them. Opening one book makes them all vanish to the past. Its his security system.
- A noble Knight Lord who lives in a small castle and commands an order of chivalrous Knights. A former adventurer.
- A wise Grand Wizard who lives in a magic tower and commands a guild of powerful Wizards. A former adventurer.
- A clever Spymaster who lives in a heavily-secured manor and commands a guild of Spies. A former adventurer.
- A pious High Priest of Light who lives in a modest house attached to a glorious Temple. A former adventurer.
- A homely man with balding white hair, a small beard and eyeglasses. Meets with friends often, talking for hours in the cellar. Are they…acting? Playing some sort of dice-game? Its not quite clear. Says he hails from the realm of Greyhawk.
- An elvish professor of languages who, despite having fought in several wars, is a honorable, straight-laced, old-fashioned gentleman. Hes writing a rather long book. Apparently its about halflings and some kind of Ring?
- A razor-witted Dwarvish comedian who does standup at local taverns, dishing out the side-clutchers and knee-slappers galore. Willing to share a few jokes with the party, too. His why did the cockatrice cross the road? always gets em.
- A Bugbear leg-breaker for the local mob is trying way too hard to be polite and gracious. His apartments nice, of course, but he seems to think that the entire party are some sort of sting operation.
- A former Underdark delver, this calm but dispassionate female Tiefling is married to a far more bubbly and cheery Wood Elf. They bicker regularly about what acceptable decorations are, stuffed Troglodyte heads or singing roses.
- A brawny whiskey-maker who meets over a nice, old keg with rogues and grave-robbers every night, it seems. His house is above his tavern.
- An Eladrin woodcarver who has recently taken up trying to enchant things. Shes terribly confident itll work out eventually, but for now youll have to put up with wooden busts that hurl abuse or curse words and cutlery that work together to spell out rather rude slang.
- A Halfling balloonist with a terrible case of wanderlust. Half of his things havent been unpacked yet, half of them are already ready to go.
- A master wizard who crafts Golems. Has some shady deals with dungeon overlords, but is still a good man. Might cut the Evil Overlords off from his business if approached; hes a man of principles, just needs a push of sorts to get him to stand his ground for them.
- An Aasimar teamster whos moving into the song business. Hes got quite the voice, and a few songs already written: All Shook Up, 500 Miles, and hes working on a few more.
- A slightly edgy Tiefling who wants to be both friendly and intimidating. Budding metalhead. His apartment is nearly plastered with band posters and song lyrics.
- A genteel, aristocratic Red Dragon who lives in an enormous castle.
- A curious young man enamored by the sea. Despite his youth, his hair is receding. He never seems to blink, either. His house is full of weird idols and jewelry of ancient civilizations.
- A charlatan wizard whos really just a chemist. Tries to keep her lab hidden. Nearly has a breakdown if shes confronted about her fraud.
- A Goliath strongman of the local circus. His quarters are rather large, because hes rather large. Theyre right next to the acrobats and the lion tamers.
- A vain elvish wizard who spends most of her time in front of her magic mirror, and the rest of it complaining about upload schedules and dislike mobs and ad revenue.
- A dwarvish butcher. His wife is an author. Both of his daughters are in preschool. He himself is vegetarian, but does eat fish. Spends his evenings playing pool in the cellar with his friends, or going on walks with his daughters.
- A professional court-jester of the local duke or lord. Not as cheery off the job; gripes to anyone wholl listen about his poor wages and difficult job. His house is a small cottage within the bailey of the castle.
- A tight-lipped priest who seems to have a shrine to every god in his tiny house. The hallways are crammed with altars and icons, and the whole place smells like incense 24/7.
- An unintentionally insufferable Aasimar ballerina. Lets the guests have the run of the kitchen; shes too busy practicing for her next performance in the studio downstairs.
- A young bachelor Mountain Dwarf, whos bitter about getting turned down by the local army or militia. Hes drinking a little more than is good for him.
- A gnomish jeweler, his wife and three children. They have a pretty large townhouse. The husband is a little busy with an important order: a new crown for an anonymous nobleman.
- A halfling priest of various gods of knowledge and nature. Hes a part-time biologist, running a few experiments in the lab in his basement. Hed love to meet a Druid or Ranger with more hands-on experience than himself.
- A Fey who lives in a checkers-themed tower. May kick the guests out if they mention chess or use chess analogies. Most of the food is circular (pie, pancakes, etc.), the tablecloths and bedsheets all have checkered patterns. Writes long letters to a bitter rival.
- A Fey who lives in a chess-themed tower. Gets rather testy if people mention checkers. The staff are construct automatons that only move like particular chess pieces. Complains about a completely irrational rival who sends him storms of nonsense letters every day.
- A professional human trick-shot-archer. She goes on tour with the circus now and then. Her favorite one is nailing a playing card out of someones hand from one hundred paces.
- A stout Dwarf whos a master cook. He puts his heart and soul into every slab of beef, taking hours just to prepare them for barbecuing. Doesnt spend much time with the guests.
- A human former doctor (shes still got the beak-mask hung up on the wall in an airtight case, and she warns the party that its quite contaminated) who retired after fighting some sort of otherworldly entity beneath her ancestral estate. Recently took up horse-riding.
- A human comedian whose jokes tend to be at his own expense. Unmarried but pretty well-off, for a comedian. He tends to leave in the evening and come back close to midnight after his show.
- An eladrin priest of Tymora. Closer to his fey ancestry than most Eladrin. Hes scheming with a local gang to spring some of their hooligans from prison- after all, the whims of chance are unpredictable, or so hell say if the party threatens to inform the authorities. Then he will try and bribe them.
- A calm Oriental-looking man who works as a janitor during the day. His apartment isnt exactly barren, but its certainly unextravagant. Hes teaching a local child the various martial arts he mastered in his time as a Monk.
- A simple Halfling herb-farmer. She has a small plot of land behind her house, where she grows things like spices and vegetables. Patient, because as she says, you cant hurry peppers. Spends most of her time reading novels.
- A dragonborn tale-weaver. No, not an author, shes quite firm. A tale-weaver, the kind that dont get written down so much as passed along. Though she doesnt exactly have it in writing, shes very familiar with the wording and themes that make a riveting tale.
- A solemn, gods-fearing Dwarvish carpenter. They call him the Pious Benchmaker, which baffles him. His wife is of somewhat better cheer, but tolerates no nonsense in her house. The furniture is first-rate. You could hit it with a battle-hammer and it wouldnt dent.
- An Aasimar mattress-maker. Laments his own misfortune: his mattresses are so good, he either sleeps on them and cant get himself out of bed, or he sleeps on a couch or armchair and doesnt sleep well. Its a DC X Strength save to get off his guest-beds (the best ones, for hes quite hospitable), where X is 10 plus the number of days since the sleeper has been in a normal bed instead of a bedroll or cot.
- A slightly unhinged half-orc scholar. Hes studying all sorts of bizarre phenomena at once, and keeps a wall covered in notes, sketches, and pieces of twine connecting them. The statistical anomalies of coin flips, the way the planet is tilted, all those sorts of things. Frequently becomes so engrossed in his studies he forgets to eat.
- A ratcatcher who is quite ferocious in his task. Hes got mousetraps all over the place, and hundreds of rat skulls nailed to his wall. Grim, adamant, and talks at length about what utter vermin rodents are.
- A friendly, jocular doppelganger illusionist and its tame mimic pets. The house appears to have a large staff of servants and much finely-made furniture…
- A gnomish Expert Clown. He doesnt just study mere tossing and tumbling, mind you. He studies the psychology of clowning. What makes a pie to the face so funny? Or what is the thrill-inducing factor of juggling eggs? He can tell you. He can tell you for several hours.
- A human stone-carver and his teenage son. The sons a little worried about his father, as the latter seems to be losing interest in the craft. Their house is full of half-finished works.
- A high elf mask-maker. Its a delicate craft, shell tell you. Fey come to call every so often, picking up their masks but also staying to chat with her a bit. So do some actors. And one or two assassins.
- A scruffy human gravedigger. He isnt exactly a philosopher, but tends to make incisive remarks about mortality and time. Doesnt like elves, because they dont give him business.
- An old man with a bald head and gleaming eyes. If asked, he only gives his profession as chemist, and spends a lot of time in his lab. Hes less harmless than he seems; hes the master poison-brewer for a local assassins guild. If hes found out, he calls in his allies on whoever discovered his true identity.
- A young couple of a Tiefling and an Aasimar. Their ancestors didnt like the marriage much, and it couldnt exactly get officiated by a priest (but the local marriage law did allow for a Fey to do the job). Theyre getting along fine.
- A pious couple who are gravely concerned about their young daughter. She claims to see shadowy people in the cellar, and apparently brought the family dog back to life. Theyre both nearly nervous wrecks, and priests of every Good god have been coming and going all week to try and exorcise the child.
- A white-haired old man and his shrill wife, both the village healers, although the Mr. recently got fired by the prince whose father he used to work for.
- A playwright who is outraged at his rivals trying to spread the rumor that his work was ghostwritten for him. Insists on reading off sonnets and scenes to the guests to prove that hes genuine.
- A grizzled, scarred town guard. Hes only in during the day, usually asleep, and spends the nights walking the streets and smoking very particular cheap cigars. Moody but not hostile.
- A professional quest-giver who pampers the heroes with everything he can. Hes in kahoots with a local dungeon-lord, and gets a share of the armor, weapons and loot of the heroes killed in the dungeon he directs them towards. Hell take to the hills if hes found out.
- A young priestess of a god of the wilds. Her house is on the very outskirts of town, and has a terrible case of rats, which she doesnt mind as long as they dont bother the guests. Rats that do bother the guests get speared. She doesnt take nonsense, but has some sense of humor.
- A Kenku minstrel who rents a room above the tavern he performs in. Its covered in posters from his glory-days- although a keen eye (DC 15 Investigation) will note that theyre actually other bards posters, with the minstrels name altered into them.
- An apprentice baker and his wife, a schoolteacher. Their house was a cheap deal, and is a little run-down but still serviceable. Gets a little drafty, though.
- A Kobold who claims to be an architect and interior designer. Actually, shes a dungeon planner who designs catacombs, lairs and castles galore. Highly sought-after by evil overlords, and frantically tries to direct them away while the guests are there. If shes found out, shell flee to the safety of one of her closer creations.
- A Swordsmith who has been at it for years. He keeps a display case of splintered, shattered or blunted swords recovered from various dungeons and battlefields, each with the tale of a fallen hero attached to it.
- A halfling gourmand with an affinity for candies. Hes a longstanding foe of witches who use his creations, or mockeries thereof, to lure children into their cook-pots.
- A Dwarvish family of four- father, mother, son, daughter -who are rather new in town. Hospitable, but the house is still full of moving crates. The father is a lumberjack, the mother is a stay-at-home parent.
- The High Priest of a local shrine of the god of travelers and messengers. Hes an unmatched source of information, references and road maps, and will greet anybody with a smile so long as they return the favor.
- An old Elvish couple. The husband spends most of his time golfing or whittling, the wife is busy giving advice to her newly-married daughter. They live in a nice old house, although theres a ghost in the attic. Dont worry, its very polite during the day, and it cant leave the attic.

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Roll on Table: d100
| 1 | Very young (child) |
| 2-10 | Coming of age |
| 60 | Young adult |
| 90 | Middle-age |
| 99 | Old |
| 100 | Past normal lifespan (very old) |

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# The idea here is an /age/ that is based on humans, but the end results will
# give a status of what is most likely for a given NPC for any race.
Roll on Table: d110
| 12 | Very young (child) |
| 18 | Coming of age |
| 30 | Young adult |
| 65 | Middle-age |
| 90 | Old |
| 110 | Past normal lifespan (very old) |

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Roll on Table: 3d6
| 3 | Chaotic evil | chaotic neutral |
| 4--5 | Lawful evil | |
| 6--8 | Neutral evil | |
| 9--12 | Neutral | |
| 13--15 | Neutral good | |
| 16--17 | Lawful good | lawful neutral |
| 18 | Chaotic good | chaotic neutral |

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#+title: Player and NPC Backgrounds
#+author: Howard X. Abrams
#+email: howard.abrams@workday.com
# I suppose I could actually delete many of the rare backgrounds...
| Nothing Special (re-roll?) | often |
| Acolyte | seldom |
| Charlatan | seldom |
| Criminal / Spy | seldom |
| Entertainer / Gladiator | seldom |
| Folk Hero | seldom |
| Guild Artisan / Guild Merchant | seldom |
| Hermit | seldom |
| Noble / Knight | seldom |
| Outlander | seldom |
| Sage | seldom |
| Sailor / Pirate | seldom |
| Soldier | seldom |
| Urchin | seldom |
| City Watch / Investigator | scarcely |
| Clan Crafter | scarcely |
| Cloistered Scholar | scarcely |
| Courtier | scarcely |
| Faction Agent | scarcely |
| Far Traveler | scarcely |
| Inheritor | scarcely |
| Knight of the Order | scarcely |
| Mercenary Veteran | scarcely |
| Urban Bounty Hunter | scarcely |
| Uthgardt Tribe Member | scarcely |
| Waterdhavian Noble | scarcely |
| Celebrity Adventurers Scion | rarely |
| Gambler | rarely |
| Plaintiff | rarely |
| Rival Intern | rarely |
| Black Fist Double Agent | rarely |
| Dragon Casualty | rarely |
| Haunted One | rarely |
| Iron Route Bandit | rarely |
| Phlan Insurgent | rarely |
| Stojanow Prisoner | rarely |
| Ticklebelly Nomad | rarely |
| Faceless | rarely |
| Caravan Specialist | rarely |
| Earthspur Miner | rarely |
| Harborfolk | rarely |
| Mulmaster Aristocrat | rarely |
| Phlan Refugee | rarely |
| Grinner | rarely |
| Volstrucker Agent | rarely |
| House Agent | rarely |
| Azorious Functionary | rarely |
| Boros Legionnaire | rarely |
| Dimir Operative | rarely |
| Golgari Agent | rarely |
| Gruun Anarch | rarely |
| Izzet Engineer | rarely |
| Orzhov Representative | rarely |
| Rakdos Cultist | rarely |
| Selesnya Initiate | rarely |
| Simic Scientist | rarely |
| Fisher | rarely |
| Marine | rarely |
| Shipwright | rarely |
| Smuggler | rarely |
| Athlete | rarely |
| Dissenter | rarely |
| Initiate | rarely |
| Inquisitor | rarely |
| Vizier | rarely |
| Cormanthor Refugee | rarely |
| Gate Urchin | rarely |
| Hillsfar Merchant | rarely |
| Hillsfar Smuggler | rarely |
| Secret Identity | rarely |
| Shade Fanatic | rarely |
| Trade Sheriff | rarely |
| Anthropologist | rarely |
| Archaeologist | rarely |

26
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Roll on Table: d100
| 01--50 | Home | |
| 51--55 | Home of a family friend | |
| 56--63 | Home of a [healer/midwife] | |
| 64--65 | [Carriage/ cart or wagon] | |
| 66--68 | Barn, shed, or other outbuilding | |
| 69--70 | Cave | |
| 71--72 | Field | |
| 73--74 | Forest | |
| 75--77 | Temple | |
| 78 | Battlefield | |
| 79--80 | Alley or street | |
| 81--82 | [Brothel/tavern or inn] | |
| 83--84 | Castle, keep, tower, or palace | |
| 85 | In the sewers | In a rubbish heap |
| 86--88 | Among people of a different race | |
| 89--91 | On board a [boat/ship] | |
| 92--93 | In [a prison/the headquarters] of a secret organization | |
| 94--95 | In a sage's laboratory | |
| 96 | In the Feywild | |
| 97 | In the Shadowfell | |
| 98 | On the Astral Plane | On the Ethereal Plane |
| 99 | On an Inner Plane of your choice | |
| 100 | On an Outer Plane of your choice | |

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- Black :: Acid
- Blue :: Lightning
- Brass :: Fire
- Bronze :: Lightning
- Copper :: Acid
- Gold :: Fire
- Green :: Poison
- Red :: Fire
- Silver :: Cold
- White :: Cold

12
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Penwal Bunvem
Zauvram Pemulrun
Cruvrar Rigrizi
Urlair Rynko
Bronamel Zinohyn
Brisro Balmadom
Neordoh Krolokru
Menerau Kruldror
Rhommomih Pelgamlin
Rhaltelir Selrilsi
Osran Drunvy
Redira Zulsepi

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Zraseth Arjushkmeash
Priturim Dankur
Bamash Myethtak
Faerhazar Fomris
Otihazar Nalxandamis
Prixiros Impith
Kazys Tholtheal
Iriekaryn Nyolrecin
Irlyyassa Earjel
Lorahymm Klaxukanuc
Iriefaeth Myirthiakmender
Yamyse Krerrhiak

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Zilriina Telenna
Ahlysaaria Zauviir
Aunrae Uloryn
Baltana Melndar
Elvraema Hun'ath
Greyanna Blundiwin
Gurina Taulur
Jhaelryna Melund
Olorae Baenreein
Shimyra Despate
Xullrae Baenreein
Xune Hlat'tar

12
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Durdyn Icharyd
Elenbros Illykur
Hadrogh Olonrae
Hatch'net Omriwin
Kluthruel Helvaerth
Lirdnolu Baenana
Numrini'th Argoryn
Orgoloth Abbaulur
Quenthel Argear
Riklaunim Baenervs
Ristel Zaphrinath
Veszdrin Baenrret

12
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Grughuc Coinhelm
Lobatin Flaskhide
Koghurum Longgut
Emgus Barbedpike
Belbek Bronzehand
Lasris Blazingblade
Emthrun Rassad
Thurthrum Nersk
Gwynmura Rejuhkak
Jintin Glowdust
Gergrom Frosthorn
Nysdille Heavyview

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Aryaea Larethihre
Ternil Highius
Detre Springstone
Artin Lichenwind
Deularla Pinesky
Ilythyrra Softvale
Jastra Roseshade
Enaraste Aendryr
Zenlenna Arren
Satora Everlove
Quevara Iliathor
Rolxana Naelgrath

12
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Gorwin Neridithas
Myrin Omabella
Vulmon Yllaphine
Ohtle Thilinire
Iroronl Laemoth
Lamruil Acornrun
Laosx Rivergrass
Leayonadas Shadythorn
Morthil Oakenthorn
Quynn Pinebranch
Yhendorn Bluepool
Relzeiros Craulnober

12
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Elaric
Elberos
Waesnelis
Beiric
Wysaharice
Daethana
Xilmys
Yesqirelle
Olalynn
Brylynn
Admoira
Holalee

24
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Echo
Azure
Fault
Gully
Knoll
Mantle
Moraine
Potrero
Sediment
Blaze
Flint
Jordan
Turf
Outbreak
Coal
Empyrean
Fels
Geo
Plateau
Light
Proof
Scorch
Thames
Cascade

20
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Quohik Togniss
Helyore Laserlaser
Kemkeishi Wedgefeet
Schnegneen Rubyback
Darra Gimlen
Herble Bodywinkle
Jenna Fearypants
Arno Timbers
Elfi Gummen
Felner
Saxif
Heskasys
Mulsche Boulderbones
Solita Boddyhop
Banxi Fapplestamp
Carnoa Leffery
Jorner
Quotor
Jelsany
Nifi

24
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Zresb
Ulvalk
Wrehact
Cylkakx
Cadfold
Ult
Holmi
Ibuft
Haass
Frenk
Agsofz
Gneqea
Krastrird
Striegigz
Dag
Slysderk
Pasrielb
Krovzat
Sluz
Gehkiaz
Gnokeelt
Thovaass
Braguinq
Juraaq

12
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Launoth Threadlogger Agu-Ulaga
Laphak Lonecook Geaniala
Lorokein Rockbreaker Muthalamino
Lazalig Threadkiller Thunukakanu
Maapu Silenthauler Kalagigala
Maathi Stonewanderer Inululane
Lathea Swiftmaker Nola-Kakane
Zaugia Truefist Kolakakume
Vaannio Riverhand Agu-Vatho
Dithu Lowhauler Munakakume
Zopeu Goatkiller Veomathai
Laune Riverlander Anakaleaku

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Charlisa Juhor
Tanya Bedreg
Angelette Lalad
Renee Shav
Lyrei Ravanelis
Tsarra Yestumal
Lysanthir Cailynn
Arianne Zumwynn
Ellarian Sydell
Syndra Chase
Ilyana Spence
Solana Fistspark

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Ben Cliffwood
Maxim Greenash
Rawley Besk
Rhalyf Yindan
Nesterin Yelbanise
Quinten Genzeiros
Urban Adphine
Siward Reysalor
Peter Ravakrana
Bronwyn Reysys
Iefyr Waring
Alluin Winterheart

24
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Mugom Feathercrusher
Ollanar Wisethorn
Galamash Metsk
Malusk Bimol
Kabak Zuam
Conars Firelick
Sinawar Lightningshard
Alozara Jung
Feligume Jakhal
Nuki Glurosk
Garitar Deepmark
Rashosh Sunaxe
Kalanur Longsprinter
Thadur Rainbrew
Marebak Dammed
Ukunar Heartscribe
Zaagar Daywind
Sarorim Wintersting
Ologri Den
Kironir Obrester
Alizar Hallowhorn
Sinetar Caltred
Temagar Unforgiving
Rohemar Fastsail

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Andrey Greenbottle
Xanree Grub
Maryola Hazzarg
Vaprys Freeshadow
Qilie Fartaunt
Ariula Lonespark
Malcey Longbottom
Anleigh Sewhaeth
Chensica Bilberry
Elilienne Roadgold
Jayjen Silverhearth
Jayla Wildstick
Leola Rolri
Verprys Springgleam
Fayvyre Weatherbee
Odikis Freestream
Wisira Glerwolk
Sylri Hairyone

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Ricorin Kalliwart
Norvias Marmidas
Merbul Greenletters
Contran Homebread
Sharkas Lightningdrum
Oriret Plumpgoat
Elmin Nimblehearth
Zalyver Foresthead
Fallan Greenletters
Quinos Dayblossom
Davner Gaukrogers
Riwrick Greenhand
Jodal Flowwind
Uriser Prettyhead
Cororin Fasttalker
Oriret Plumpgoat
Valnad Crazybody
Koramin Goodfoot
Zaleon Greatgrass
Marbin Shadowtalker
Oswan Hairywind
Xandak Wildstick
Finace Runninggoat
Goret Brownswan

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Sarah Si Dorgirsk
Bettina Olgofro Flintstream
Gerlindis Asneril Madid
Hailee Belgishi Coventhorne
Kari Son Fedrastu
Louella Churi Raltrahk
Wilf Mournclaw
Dasia Zuvintetve
Jacalyn Dulmugu
Juliana Hastu
Marika Dabrurgun
Mathilde Mournspire

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Pearson Edmar
Carden Uan
Larry Zammed
Warley Rockbreath
Marden Dua
Tomke Acustes
Sepperl Forestmight
Achim Riverblight
Ryland Qao
Rainier Cinderswift
Luke Que
Bergen Cehe
Pof Slatedew
Javen Packard
Jarman Shepherd
Kelby Estevan
Marius Tiziano
Joel Fritjof
Dumont Dedrick
Addison Barksdale
Samy Enes
Shell Werther
Arjen Newgate

12
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Bowstring Flick
Squealer
Kettle Splash
Armor Clank
Chopper
Mallet Smash
Angler
Hammer Drop
Potion Gush
Coyote Yowl
Bowstring Stretch
Itcher

12
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Opo
Arpo
Son
Mid
Zer
Rex
Zug
Kido
Ulgu
Ked
Sott
Zalpi

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antios Euadgugha
Crakgu Athak
Anargu Petus
Ganath Arkougha
Hedvoth Pristus
Bamvros Gurim
Basil Appomedrok
Ilfort Ketknus
Vithos Eidemisim
Lamgub Aphig
Choildrim Quombilge
Drasios Anthed

12
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Golden Grass (Grass)
Two Wind (Wind)
Flame of Passion (Passion)
Lightning After Thunder (Lightning)
Subtle Stitch (Subtle)
Light Bell (Light)
True Clover (Clover)
Page of a Book (Page)
Gold Jewel (Jewel)
Curious Lace (Lace)
Fine Lace (Fine)
Bush in the Forest (Forest)

21
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Cheer Wolfram
Aranxes Iscitan
Urxire Brandis
Garros Seratolva
Malzire Oyal
Suffering Yilmaz
Carrion Swiller
Zefirith Oakenheart
Zapunith Aimery
Huntress Alaric
Timeless Pieter
Extreme Sevenson
Malzire Oyal
Shaxes Markolak
Mormus Dian
Promise Cresthill
Pure Donoghan
Inhala Mikal
Phelith Goldrudder
Mithseis Pyncion
Phesolis Gandt

47
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#+TITLE: Races for NPC
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@workday.com
#+DATE: 2021-02-02 February
#+TAGS: rpg
| Human | common |
| Halfling | uncommon |
| Half-Elf | uncommon |
| Dwarf | uncommon |
| Half-Orc | rare |
| Tiefling | rare |
| Elf | rare |
| Dragonborn | rare |
| Gnome | rare |
| Aarakocra | rare |
| Aasimar | rare |
| Dark Elf | rare |
| Deep Gnome | rare |
| Gray Dwarf | rare |
| Feral Tiefling | rare |
| Genasi | rare |
| Goliath | rare |
| Bugbear | very rare |
| Firbolg | very rare |
| Goblin | very rare |
| Hobgoblin | very rare |
| Kenku | very rare |
| Kobold | very rare |
| Lizardfolk | very rare |
| Orc | very rare |
| Tabaxi | very rare |
| Triton | very rare |
| Yuan-ti Pureblood | very rare |
| Tortle | legendary |
| Leonin | legendary |
| Satyr | legendary |
| Changeling | legendary |
| Shifter | legendary |
| Gith | legendary |
| Centaur | legendary |
| Loxodon | legendary |
| Minotaur | legendary |
| Vedalken | legendary |
| Verdan | legendary |
| Locathah | legendary |

14
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Roll on Table: 1d100
| 1 | None | |
| 2 | Institution, such as an asylum | |
| 3 | Temple | |
| 4--5 | Orphanage | |
| 6--7 | Guardian | |
| 8--15 | [Paternal/Maternal] aunt, uncle, or both; or extended family such as a tribe or clan | |
| 16--25 | [Paternal/Maternal] grandparent(s) | |
| 26--35 | Adoptive family ([same/different] race) | |
| 36--55 | Single father | Stepfather |
| 56--75 | Single mother | Stepmother |
| 76--88 | [Stepmother/Mother] and father | |
| 89--100 | Mother and [stepfather/father] | |

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#+TITLE: Results of War for an NPC
#+AUTHOR: Howard X. Abrams
#+EMAIL: howard.abrams@workday.com
#+DATE: 2021-02-07 February
#+TAGS: rpg
Roll on Table: d12
| 1 | You were knocked out and left for dead. You woke up hours later with no recollection of the battle. |
| 2--3 | You were badly injured in the fight, and you still bear the awful scars of those wounds. |
| 4 | You ran away from the battle to save your life, but you still feel shame for your cowardice. |
| 5--7 | You suffered only minor injuries, and the wounds all healed without leaving scars. |
| 8--9 | You survived the battle, but you suffer from terrible nightmares in which you relive the experience. |
| 10--11 | You escaped the battle unscathed, though many of your friends were injured or lost. |
| 12 | You acquitted yourself well in battle and are remembered as a hero. You might have received a medal for your bravery. |

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Roll on Table: d100
| 01--02 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. |
| 03--04 | For the next minute, you can see any [[https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Invisible][invisible]] creature if you have line of sight to it. |
| 05--06 | A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later. |
| 07--08 | You cast [[https://www.dndbeyond.com/spells/fireball][fireball]] as a 3rd-level spell centered on yourself. |
| 09--10 | You cast [[https://www.dndbeyond.com/spells/magic-missile][magic missile]] as a 5th-level spell. |
| 11--12 | Your height changes by d10 inches. If this is odd, you shrink. If the roll is even, you grow. |
| 13--14 | You cast [[https://www.dndbeyond.com/spells/confusion][confusion]] centered on yourself. |
| 15--16 | For the next minute, you regain 5 hit points at the start of each of your turns. |
| 17--18 | You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. |
| 19--20 | You cast [[https://www.dndbeyond.com/spells/grease][grease]] centered on yourself. |
| 21--22 | Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw. |
| 23--24 | Your skin turns a vibrant shade of blue. A [[https://www.dndbeyond.com/spells/remove-curse][remove curse]] spell can end this effect. |
| 25--26 | An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom ([[https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Perception][Perception]]) checks that rely on sight. |
| 27--28 | For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action. |
| 29--30 | You teleport up to 60 feet to an unoccupied space of your choice that you can see. |
| 31--32 | You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. |
| 33--34 | Maximize the damage of the next damaging spell you cast within the next minute. |
| 35--36 | Your age changed by d10 years. If this is odd, you get younger (minimum 1 year old). If this is even, you get older. |
| 37--38 | 1d6 [[https://www.dndbeyond.com/monsters/flumph][flumph]]s controlled by the DM appear in unoccupied spaces within 60 feet of you and are [[https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Frightened][frightened]] of you. They vanish after 1 minute. |
| 39--40 | You regain 2d10 hit points. |
| 41--42 | You turn into a potted plant until the start of your next turn. While a plant, you are [[https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Incapacitated][incapacitated]] and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts. |
| 43--44 | For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
| 45--46 | You cast [[https://www.dndbeyond.com/spells/levitate][levitate]] on yourself. |
| 47--48 | A [[https://www.dndbeyond.com/monsters/unicorn][unicorn]] controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later. |
| 49--50 | You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth. |
| 51--52 | A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to [[https://www.dndbeyond.com/spells/magic-missile][magic missile]]. |
| 53--54 | You are immune to being intoxicated by alcohol for the next 5d6 days. |
| 55--56 | Your hair falls out but grows back within 24 hours. |
| 57--58 | For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame. |
| 59--60 | You regain your lowest-level expended spell slot. |
| 61--62 | For the next minute, you must shout when you speak. |
| 63--64 | You cast [[https://www.dndbeyond.com/spells/fog-cloud][fog cloud]] centered on yourself. |
| 65--66 | Up to three creatures you choose within 30 feet of you take 4d10 lightning damage. |
| 67--68 | You are [[https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Frightened][frightened]] by the nearest creature until the end of your next turn. |
| 69--70 | Each creature within 30 feet of you becomes [[https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Invisible][invisible]] for the next minute. The invisibility ends on a creature when it attacks or casts a spell. |
| 71--72 | You gain resistance to all damage for the next minute. |
| 73--74 | A random creature within 60 feet of you becomes [[https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Poisoned][poisoned]] for 1d4 hours. |
| 75--76 | You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is [[https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Blinded][blinded]] until the end of its next turn. |
| 77--78 | You cast [[https://www.dndbeyond.com/spells/polymorph][polymorph]] on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration. |
| 79--80 | Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute. |
| 81--82 | You can take one additional action immediately. |
| 83--84 | Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
| 85--86 | You cast [[https://www.dndbeyond.com/spells/mirror-image][mirror image]]. |
| 87--88 | You cast [[https://www.dndbeyond.com/spells/fly][fly]] on a random creature within 60 feet of you. |
| 89--90 | You become [[https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Invisible][invisible]] for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell. |
| 91--92 | If you die within the next minute, you immediately come back to life as if by the [[https://www.dndbeyond.com/spells/reincarnate][reincarnate]] spell. |
| 93--94 | Your size increases by one size category for the next minute. |
| 95--96 | You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute. |
| 97--98 | You are surrounded by faint, ethereal music for the next minute. |
| 99--00 | You regain all expended sorcery points. |