diff --git a/tables/city-shops.org b/tables/city-shops.org new file mode 100644 index 0000000..acc67ff --- /dev/null +++ b/tables/city-shops.org @@ -0,0 +1,198 @@ +#+TITLE: Fantasy City Shops +#+AUTHOR: Howard Abrams +#+EMAIL: howard.abrams@gmail.com +#+DATE: 2020-04-08 April +#+FILETAGS: :rpg: + +* Random Shops + + | Type | Name | Owner | + |-----------------------+------------------------+---------------------| + | Alchemist | The Alchemist | Sir Kavier Yestrall | + | Aquarium | Waterdeep Aquarium | Wet Board | + | Aquarium Supply Store | Kraken to Kelp | Yoon Vu | + | Architect | Orville's Architecture | Orville Tanker | + | Art Gallery | Sunrise Art | Eggwash | + | Axes | An Axe To Grind | Himar Acelon | + | Basket Store | One Trip | Steven Wilmer | + | Beekeeping Shop | Queen Bee | Zeva & Simon Welwax | + | Birdhouse Shop | TwitterWell | Tina Turnloon | + | Bookstore | The First Bookstore | Selwin Moonsbane | + | Bows | Sharp Shot | Eldrin Greenfell | + | Calligrapher | Ink Line | Davees Simar | + | Camping Store | The Great Outdoors | Eugene Caster | + | Candle Maker | Heavenly Scents | Lavender Welshwell | + | Cart Shop | Flaming Hot Wheels | Clide Zimfyre | + | Cartoonist | Word's World | Emil Smithers | + | Cloak Shop | Custom Cloaks | Skrrchh | + | Clothing Boutique | Cute Cut Cloth | Renald Donowitz | + | Clothing Store | Clean Cut | Zelda Morlon | + | Cold Weather Gear | The Arctic Chill | Ice | + | Community Theater | Playwright's Theater | Carbonite | + | Costume Shop | Masquerade | Axe Break | + | Daggers | Delver's Daggers | Damian Prince | + | Dance Studio | Plie & Pique | Iden & Mux | + | | | | + | Dice Maker | | | + | DIY Store | | | + | Doll Maker | | | + | Exotic Imports | | | + | Florist | | | + | Formal Dress Shop | | | + | Fur Shop | | | + | Furniture Shop | | | + | Game Shop | | | + | Gardening Shop | | | + | Gourd Carver | | | + | Handles & Knobs | | | + | Hardware | | | + | Herbologist | | | + | Hobby Shop | | | + | Hot Weather Gear | | | + | Interior Designer | | | + | Jeweler | | | + | Leatherworking Shop | | | + | Makeup Shop | | | + | Metalworker | | | + | Musical Instrument | | | + | Nets | | | + | Newsstand | | | + | Orchard | | | +* Trinkets + +1. A miniature, tame mimic. +2. A carved marble elephant. +3. A small round cactus with two eyes. +4. A pocket book of dwarven poetry. +5. A bronze box containing a tiny wooden owl. +6. A solid blue metal sphere, one inch in diameter, with three parallel grooves around the circumference. +7. A pouch containing ten dried peas. +8. A ceramic puzzle cube, with each face divided into four independently rotating squares enameled with astronomical signs. +9. A square of bear-beetle leather, a creature unique to the misty woods of Cix. +10. A sheet of vellum on which is crudely painted a herbal plant that you have yet to identify. +11. A petrified frog. +12. A twenty-sided die. +13. A cut yellow chrysanthemum that never dies. +14. A palm-sized iron cage: the door doesn't shut properly, as the tiny lock was broken from the inside. +15. A blob of grey goo, slippy but safe to touch, kept in a ceramic pot. +16. A dried sky lily, from the tip of the Godshead, an impossibly high mountain. +17. A glowing blue-green line, six inches long, but with no discernible radius. +18. A pretty conch shell. +19. A scrap of paper on which is written, in Goblin, "My dearest Bess,". +20. A keychain holding the head of a broken key. +21. An echo pearl from the depths of the Vibration Lake. +22. A toy crossbow. +23. Lip balm. +24. A fossil of an extinct many-limbed critter. +25. A brass prosthetic nose. +26. A corkscrew. +27. A dried poison gland of a jagged fish. +28. A bronze gear on which is etched the word "Moon". +29. A map of a labyrinth, on which is penciled a line that starts at the centre but fails to connect to the entrance. +30. A cube of ice that never melts. +31. A square of ironsilk sewn by the geargrubs of ancient Siclari. Nearly indestructible, but only 6" square. +32. An ivory knitting needle. +33. A peacock feather. +34. A travel set of paints: someone has used up all the black. +35. A wig of short platinum-blonde hair. +36. A child's charm bracelet. +37. A small bar of orichalcum, a metal only mentioned in ancient literature. +38. A deed to a ruined tower. +39. An invitation to a formal ball to be held in two years time. +40. A smoking pipe carved from granite. +41. A vial of scented oil. +42. A preserved basilisk eye. +43. A torn page on which is written "Death! / Plop. / The barges down in the river flop. / Flop, plop. / Above, beneath". +44. An intricate knot that nobody seems to know how to tie or untie -- sailors believe it to be bad luck. +45. Pages ripped out of an accounting journal of a local merchant. +46. A ring with a poison reservoir for slipping into drinks and a tiny razor edge for cutting purse-strings. +47. A glass globe of swirling green goop, no openings. +48. A bundle of ragged "treasure maps" drawn by inventive local children. +49. A sliver from a spear said to have pierced the armpit of a saint. +50. A portfolio of pressed flowers. +51. A small handbook of foreign coins, for travelers to identify denominations. +52. A slightly out of date guidebook to foreign inns, taverns, and transportation. +53. Six useless wooden tokens previously issued by a traitor-prince as currency. +54. Two false fingernails painted with mysterious symbols. +55. A set of cosmetic tools for cleaning the ears. +56. A harmless stage dagger with retracting blade and blood-compartment. +57. A floating glass orb that follows you around and makes whirring sounds. +58. A goblin-made key that can lock any door, but unlock none. +59. A translucent coin, minted in an unknown land. +60. A bronze ring engraved with dark symbols that was supposedly buried with a legendary necromancer long ago. +61. A ring carved with the unfinished insignia to a defunct secret organization. +62. A thimble on which is an enamel painting of a turtle. +63. A puzzle box holding 10 fingernail clippings. +64. A pair of badly worn hairdressing scissors. +65. A wax hand shaped to hold a large cup. +66. A measuring tape, marked in ink at 23 inches. +67. A seashell that is silent when held up to your ear. +68. A coprolite. +69. One piece of unknown paper currency with no obvious denomination. +70. A bootlace entwined with gold thread. +71. A dented sheriff's badge. +72. A tiny bubble level that is calibrated incorrectly. +73. A belt buckle. +74. A letter of complaint to a toy shop owner. +75. A decorative leather stud. +76. A penny whistle that plays the same note no matter which holes are covered. +77. A ticket admitting an adult and child onto a thing called a "semiotic tram". +78. A small glass vial holding three eyelashes. +79. A tub of putty. +80. A leather shoe made for a dog. +81. A doll head with no hair and poorly applied makeup. +82. A pewter spork. +83. Illustrated instructions on how to make a paper hat. +84. A clear glass dish with four round notches around the outside edge. +85. A wire circlet that bestows upon its wearer perfect posture. +86. A small hand-sized box covered with numbered buttons. +87. An empty whiskey tumbler that causes any liquid poured into it to become bourbon. +88. A book of flumph grammar. +89. A hunk of metal which appears to be several gears jammed together at unnatural and impossible angles: attempting to turn it causes it to emit a horrible shrieking sound. +90. A crystal prism that refracts shadow instead of light. +91. A smokeless and odorless candle. +92. A flat disc of layered metal and prismatic glass with a hole in the centre. +93. An ornate pewter tankard made without a bottom. +94. A wooden device designed to be gripped in two hands; two levers + protrude from the top, and two triggers from the underside. +95. Two perfectly identical pine cones. +96. A sponge that can absorb 60 gallons of ale (and only ale). +97. A pepper grinder containing an unlimited supply of pepper unless + opened, at which point it becomes half empty. +98. A poorly cultivated bonsai juniper in a glazed ceramic pot. +99. An oval-shaped soapstone tablet inscribed with a short list of religious prohibitions. +100. A wooden doll with a door that opens to reveal a slightly smaller, identical, doll; this one is empty, perhaps there are still smaller dolls that are missing? + +* Crusoe's Curious Curioes + +Place owned by an eccentric tiefling sorcerer. Who conjures up elf conjurations for his employees. + +As you step inside you find a dark room, with a singular light clearing the view of a room wide desk. Three elves standing stone cold at each end. As you take another step inside two torches on opposite walls flicker on. + +Elves says the name of the item and the price. + +For instance: + Under the counter and grabs a simple, ebony statue of what seems to be a dog....with a slightly chipped nose from the looks of it." + - "What is it?" :: "Statue" + - "What does it do?" :: "Represents" + - "What is it meant to represent?" :: "Dog" + The elf puts away the statue...you begin to hear a barking sound for a moment before a whoosh! + +Items: + + - Magical W(h)ineskin. That is always full but tastes like tears. + - bangle of Dari'denah. Gain advantage on performance dance checks + - Bottomless mug ... literatally doesn't have a bottom. + - Gauntlets of Sometimes Strength + - Boots of Sometimes Mobility + - Rock of Returning + - ring of feather fall.... that just makes feathers fall from your hands when you wear it. + - Ever-warm socks + - Invisibility Ring. The ring turns invisible while worn. + - Invulnerability Ring. The ring cannot be harmed while worn. + - The Ring of Attunement. Adds one attunement slot. Must be attuned to use. + - Dagger Sheath of Warning. Sheathed daggers voice words of warning, but only works whilst sheathed so the voice is super muffled and indiscernable + - Cloak of Billowing. Bonus action to make the cloak look like it's billowing in the wind. + - A beautiful goblet that turns any drink poured into it foul, water tastes bitter, wine tastes like vinegar, milk curdles, ect. But the goblet is agreed by all to be the finest looking goblet anyone has ever laid their eyes on. + - Downy Pillow of Feather Fall: A regular sized gold tasselled green pillow that was enchanted by a narcoleptic Wizard. Holding it to your head and jumping forward will magically float you to the nearest hammock, bed, or soft ground. It can deal 1 HP of bludgeoning damage per round, or float a shield and absorb one projectile attack. When falling you have a 50% chance to make all fall damage reduced to zero. It's semi-animated and loves its owner. + - A levitation ring that levitates you half an inch off the ground. diff --git a/tables/city-street-encounters.org b/tables/city-street-encounters.org new file mode 100644 index 0000000..5657c52 --- /dev/null +++ b/tables/city-street-encounters.org @@ -0,0 +1,100 @@ + * A homeless urchin approaches the party and claims that he used to be a great magician. He says that if the party were to give him a gold piece, he could make one of them disappear. The urchin has a teleportation sigil on the ground in front of him that is incredibly difficult to see and only activates with his command word, which happens to be ‘PRESTO!'. The character standing on the sigil is teleported to an alleyway 3 blocks down the road, into a trash pile. + * Three semi-attractive ladies boldly harass a PC saying that s/he slept with all three of them. Creating a diversion for a pickpocket to snag the purse of the PC's while they are distracted by the ladies. Once the pickpocket is gone, they apologize and say that the PC looks like someone they know. + * Down the street, a person is being chased by the city guard. The guard are yelling for the thief to stop. As the thief gets close a 2nd thief causes a distraction to the guard such as overturning a wagon full of manure. The pair of thieves around the corner close to the PCs. what do the PC's do? + * As you pass an alleyway, a male goblin rushes out frantically and flags down your group. “Help, help, my wife is giving birth! Please, someone help us!” You look past him into the alley, and sure enough, there is a pregnant goblin grimacing and bracing herself against a crate. You get to name their firstborn if you help out, and the father will buy your party a round of drinks at the tavern he works at. + * A charlatan offers to give a party member some fancy jewelry to advertise their business. Little did they know this jewelry has a scrying enchantment and will be used to see where the party is staying and how well defended, they are and rob them that night. + * Roll a DC 15 Dexterity check to not get hit with the contents of an emptied chamber pot. If anyone in the party fails the check, the party rolls all Charisma checks at a disadvantage until the unlucky ones take a proper bath. + * You see an older man yelling at his apprentice for making some mistake. The apprentice seems near tears because he's trying to explain himself but can't get a word in edgewise. + * You are walking down the street when you are bumped violently aside, but when you look for the perpetrator all you see is a stray cat which seems to part the crowd wherever it goes (It's actually a dragon casting major illusion to better mingle). + * A child with an obvious injury begging for money pleads to the party for money. Later that day the party sees the same kid running around playing tag. + * A shopper in the market starts going mad trying to bite the other patrons. Minutes later the shopper collapses with no memory of what happened. (In my game the person had been possessed by an animal spirit) + * The party comes upon an ongoing street performance of a popular play. It's an enjoyable show, until the actors start looking for members in the audience to call on stage (whether that's because they're malicious or they pick the most socially awkward member of the part) + * A group of miners are protesting outside of a noble's estate over poor working conditions + * A gaggle of students run up to the party and demand that the oddball (genasi, orc, kenku, etc...) come back to the university with them so they can win the scavenger hunt they're competing in. + * You come across 4 old men sitting and playing cards. If you want to join, they let you, but because this is what they do with their lives, they are very good. + * You see a man/woman locked away in a prison carriage, they beckon to you they are innocent and will compensate you handsomely should you aid in their escape. + * A street performer is making music, hoping that people will pay him. If he's very good, there's a large crowd. If he's bad, people walk by, averting their eyes. If the party is musical, he's happy to perform together and split the take. He may not be honest about the split, though. + * A friendly looking man in light brown robes approaches the party. He is surrounded by 7 golden birds. He offers to read the fortune of the party in exchange for enough coin to buy a meal and bed for the night (I usually use 5 GP). If they acquiesce, he asks them to ask a question and he answers using the Divination spell. A successful perception check (DC 15, ARC skill of +5 or higher automatically succeeds) will reveal that he hasn't actually cast any spell, but his answers are always truthful. Once he is out of sight of the party, he disappears. + * A homeless man/woman approaches begging for food and or shelter for the evening. Party agrees, they'll wake up and a large sum of money sits by them but he or she is gone. If they refuse, then days later they hear in the news a man shown kindness in a person's time of need. Billionaire gives man money. + * A raving madwoman stops everyone she sees, telling the story of how she was the mistress of the Mayor or King. Her mind is broken, and her speech is rambling, but the stories she tells are very consistent and convincing. + * A voice calls out from a darkened alleyway, it sounds in distress, but is quickly muffled. + * The cobble pavement collapses in a major street revealing a dungeon (or unknown sewer beneath. In a short period of time a large portion of the city guard will come to inspect and clear crowds. A single old crippled man will climb from within the hole and collapse once he reaches the light. + * A parade blocks traffic while many people stop what they are doing to watch. + * A circus strongman flexes and struts in a chalk ring. A halfling barker stands on a soap box, challenging anyone walking by to test their mettle against the steel thews of Kourteous the Mighty, Terror of the Ring! Best out of three clinches wins. + * A very large wild animal calmly walks down the street. People run away and shout, but the beast seems uninterested in them. + * A merchant offers the exact same items the party already owns, but if they buy anything, they will find the exact object missing from there bag. If confronted about it, the merchant will flee leaving the party with all the items, but their bags are empty (they have one of each item again). The players can buy and keep two of any item by taking it out of there backpack and holding it while buying the duplicate. + * Several acrobats occupy a part of the street and display great skill and dexterity in their movements and contortions. + * A tower full of boiling molasses/oil/etc. groans and collapses from atop the roof of a local apothecary/wizard. Any caught in the rushing wave of scorching liquid stand to have the flesh melted from their very bones! + * The doors to a brewery explode open and thousands of gallons of beer rush out and swamp the streets. Many townsfolk quickly gather buckets, pitchers, and other containers and start scooping up what they can. + * Two gentlemen or women surrounded by guards seem to be getting into a bit of a fight. They're yelling loudly and making convincing swings at each other. They position themselves, and as one swings with all his/her might, the other ducks, and they manage to knock over one of the guards, dashing out of the circle as quickly as possible. As they pass your party, one of them tosses you a mysterious object as they pass. Along with the object is a hastily scribbled note that reads, ‘MIDNIGHT, , MEET'. + * Two merchants stand nose to nose screaming at each other, their carts are intertwined, and they are blocking traffic. Their horses seem to be nonplussed and nibble at nearby grass. + * You find a potion seller that had all the labels to his potions torn of in the middle of the night by a trickster rouge that has been terrorizing the city in recent weeks. To make matters worse, due to the ‘discrete' nature his clientele, all of the potions have been bewitched so they are immune to the use of an Identify spell. He is desperately trying to sell the rest of his unusable stock at a discount to anybody passing by. Each potion is 20gp or comes in bulk packs of 12 for 200gp. + * A man runs by, screaming, seemingly battling a large octopus that has latched itself to his head and is spraying ink everywhere. No one recognizes the man, and fewer know where one could find a large octopus. + * You bump into a figure in a sharp traveler's cloak. The figure either places a magic item in your pocket that is being hunted by the town guards or the figure steals a magic item from you and runs. Upon finding the figure either way you come to learn they are a royalty among the criminal underworld and want to hire you for their next big score. + * A skilled bard is performing in a local noble's garden. The sounds can be heard clearly outside and a small crowd of passersby has stopped to appreciate. The Noble's guards are debating if they can/should disperse the crowd. + * The party hears an alarm bell ringing loudly a few blocks out of sight, which is quickly picked up other alarm bells around the city. Large flagpoles around the party's section of the city of quickly raise up orange flags, and a general call of ‘code orange' is taken up by everyone nearby as citizens rapidly pack up stalls and evacuate the streets with practiced ease. The ground begins to tremble by the time all nearby citizens are tucked into alleys or taking shelter indoors, and within seconds of the street clearing, a stampede of brightly colored oxen around a corner and barrel down the party's street. If the party has taken shelter, they are trapped where they are for the next 30 seconds as the small flood of animals passes by them, after which the locals quickly go about setting up shop as if nothing had happened. If the party is in the path of the oxen, they take 3d6 bludgeoning damage and are dragged 40 feet in the direction of the stampede for each turn that they remain in it, with the stampede counting as difficult terrain in any area it occupies. If the party manage to get someone to explain the situation, it is revealed a powerful but unstable sorcerer named Wizbo often conducts strange ‘experiments' in his ‘wizard tower', and that the particular section of the city he belongs to has adapted and developed a warning system to alert the locals to incoming magical shenanigans. In this case, a code orange indicates actual potential danger and advises citizens to clear the streets and take shelter indoors until the alarm has passed. + * A local baker has created a new type of baked good and is giving samples to everyone. From the sounds of appreciation, it is quite good and there is already a line to both try the food and to enter the store. + * Some of the citizens are exchanging messages in thieves cant. Messages like “it begins in 30 minutes” and “get in position”. 50% chance it's a daring heist and 50% chance it's a flash mob. + * A horse, saddled and with a large pack slowly ambles down the street, the stays and ties having clearly been broken. Surely the owner will want it back. + * The Laughing Prince, a controversial thief, has been captured. Half of the populace think he's a hero of the people; the other half think he's a ruthless cutthroat. His public execution is scheduled for midday in the town square, and the crowd on both sides is getting increasingly reckless and ugly... + * Several guardsmen can be seen checking strangers to see if they paid their gate tax or if they are residents. Most people seem to have a piece of paper indicating one or the other. + * A fire has broken out in the Market District and is growing fast. The party can work to put out the fire, can try to alleviate the panic, or perhaps try to pick up some abandoned items for a *substantial* discount... + * A well-dressed man accompanied by two rough looking guards is politely inquiring if anyone has paid the Thieves' Guild Tax and if they need to renew their licenses. As soon as he spots the party, he smiles widely and approaches. + * It's the Regent's/Mayor's birthday and the streets are awash with celebrations. An amiable man wearing the city colors and crest persuades (DC15 CHAR) the party to go on a discounted city tour (subsidized by the city council) of some of its less famous sites with his colleague sat in the box-seat of an elegant carriage. It is in fact a dodgy scheme to eek money out of travelers. The coachman venerates the cities beautiful attractions, recklessly hurtling the rig through the foot traffic. He deposits you at the first stop. A temple. Here a weaselly monk attempts to persuade (DC10 CHAR) the party to generously donate to the temple and depart with earthly possessions. The coachman will be very encouraging and optimistic about the next stop being enticing and is according to the coachman a renowned tailor. In the dingy shop a short scowling man will stalk the players as they browse the store, seizing any opportunity to try and convince them to buy his garments. At this point the players will have little sense of where they are without some means of navigation. The coachman is adamant that the last stop will make it all worth it. The final stop from the outside appears to be a theatre with elaborate decorations and promotions. An attractive host receives them at the doors, and leads them down a dimly lit hall, through another set of doors and into an empty auditorium. She tells them to take a seat at the front by the stage before retreating to the double doors and locking them. (2d8+3) thugs rise from the concessions stands with loaded crossbows aimed at the players heads, and the amiable man strides out on to the stage. He demands the party's valuables in exchange for their lives. + * One of the PCs trips over something in the street. Reaching down they find a coin purse, heavy and clinking. Just then an angry voice bellows, ‘My money! I've been robbed!' The crowd steps back and a well-dressed noble point to the party and screams, ‘Thieves!' + * A frail looking stray cat follows you no matter where you go in town, the cat seemingly following you with intent. + * A cloaked figure ask's where the local library is. You can hear the muffled sounds of chewing paper while he talks. And in his wake, he leaves shreds of pages. + * A loud, colorful troupe of dwarves enter the city square; they pitch a tent and within a few hours, they announce that the traveling unarmed fight championship will be held -- all who deem themselves worthy can try and earn a goblet full of gems and honor, for a small fee. Inside, a large, wooden octagonal platform sits on the center stage... but there is a trick: it stands a few feet above the ground, balancing and tilting on a stout pole on its center, and a ring-out is an immediate disqualification. The tricky dwarven fighters have specialized on pushing off opponents as soon as they enter, and those who are hardier and can hold their ground and reach the finals find that the surface starts to spin, using centrifugal force to slide them off (the champion, of course, doesn't even try to fight and just holds to the post) + * A group of city guards are clustered around the entrance to an alleyway. They look concerned and serious. One guard exits the alleyway, and abruptly bends over and vomits with gusto all over the pavement. If any approach, they are waved away --- ‘Nothing to see here. Go about your business.' + * A sign outside a shop selling manuscripts is crooked and jutting out into your path. If straightened or moved, a shelf of books falls over, knocking over another shelf of small paintings. Four servant boys appear in fresh finery. In the distance, the wail of a siren. + * In a nearby back alley, an observant party member spots a lone cur, that whimpers and withdraws deeper into shadow. With skill checks, a player approaches to find: A hungry stray grateful for a bite, that reveals a secret tunnel it uses to navigate the city. Or the hungry ‘cur' is companion to a Ranger, judging by the collar he wears. Another Ranger can communicate with him, following him to an injured/dead/captured fellow ranger. The ‘cur' is a formidable hound badly treated by his owner. It might be a wealthy arrogant merchant, an animal handler in a traveling circus, etc. The hound can become a follower/familiar/companion. + * A nearby building explodes, and trees rapidly grow from the rubble. Bystanders explain that this is the third attack like this in a month, and that they are the work of an anarchist collective of druids that believe cities are blasphemy upon nature. + * Near the wizard's college is a stand selling ice cream. Occasionally, the bound elemental keeping it cool will try to break free, causing the cart to shake. The bored teenage girl running the stand takes no notice of this. + * A miniature stage is set up on the side of a street, within it, small illusions tell the story of great adventures slaying a beast like a magical puppet show. A crowd of children sit on the floor in front of this and adults stand a little further behind. When it ends, all the kids run off to wherever they're going, and a member of the party feels their purse get a little lighter in the commotion. + * A child runs up to you and tries to sneakily stab you. Her eyes pierce through her long black hair that covers her face. This little girl stares at you. You can feel an evil and malicious presence. + * A doll or easel falls from a nearby multi-story building and nearly lands on the head of someone in the party! Anyone who looks at it feels a faint sense of unease, but it also looks expensive and valuable. You can hear an argument from the loft whose window it seemed to have dropped out of, and soon enough someone will lean out of it and ask the party if they can bring it upstairs, since they aren't finished with their artwork. If pressed, the artist says that he has other matters to attend to and can't come downstairs, but it's urgent that he get that piece back and soon. Is he just rude and bad at interacting with other people? Is he afraid of the outside? Is he in danger, or is he luring the party into some kind of trap? Will he even reward the party for giving him his work back? It's up to the DM. + * 1d4+1 Students of the nearby wizarding academy try out their newly learned spells in the alleyway and accidentally a firebolt hits the party members. + * A man with a strange accent whose clothes incorporates the bones of animals is convincing nearby townsfolk to join him on a hunt on the morrow. Given the way that people are talking about him, he seems to be very convincing and jovial. He's just finished talking to a couple down the street, and he's eyed your party. He seems to be headed your way! + * 2d6 of friendly drunken hobbits ask the party to join their celebration of their newborn family member. They offer good ale and raspberry flavored tobacco + * A bald man in robes is busy eating from a plate while also kickboxing a couple of brawny-looking folks in the regalia of the city guard. He seems to be making a fool of them. Given the crowd of onlookers, you're not sure if this is some kind of performance or just a hilariously failed attempt by the guard to arrest this man. + * 3d6 of spectral butterflies briefly circle around a party member with the highest wisdom and then fly away. People say it brings good luck, but no one knows. + * A famous, beloved explorer will be delivering new relics to the local museum or gallery and wants to unveil them all in a brand-new wing of the building in a few days. One of the menial guilds has backed out on contract, though, so she's short on manpower to actually set everything up and guard the exhibition until opening day. If you're interested, she's hiring- and she'll pay handsomely. Suspiciously handsomely, for menial work. + * Random friendly dog happily brings a leather pouch containing 1d6 silver pieces and 1d4 human fingers. + * You come across several guardsmen hoisting a large battering ram so they can heave it against a gate. It seems the city official whose mansion is behind that gate is unwilling to leave- not only are the gates barred, but the window drapes are drawn down, and the doors are bolted shut. They were supposed to show up for an important meeting yesterday, and were going to make a speech today, but no one's heard anything from anyone inside. Most of the locals are worried- though some seem to be happy about it. + * The players hear humming coming from underneath a manhole cover. If they open said manhole cover, they find a male gnome with a monocle and a top hat. He explains that he was trapped down there in a storm and that the manhole cover is a portal to a different realm. If the players walk into it, they end up in limbo. + * A man in beggars robes appears. 7 tiny canaries with him. He asks the players to spare some food or coin. He is actually Bahamut in human form. If they help him, he grants them his blessing. They have advantage on WIS rolls for the next hour. If they don't, he moves along. If they attack the canaries become Wyvern. After players are subdued Bahamut gives them a lecture on justice and charity. + * A city-guard is busy giving a lecture to a newbie. They use the players as an example, either positively or negatively, depending on their status in the city's eyes. For example: ‘Stop and Frisk' if the party are scofflaws, or ‘Soliciting Bribe' if the setting is somewhat fascist or corrupt. If the city views the players positively, the interaction is along the lines of ‘Did you see that ludicrous display last night? (Sports)' or ‘Good day, Squire' or something germaine to the overall plot. (‘You be safe out there; I hear the masked bandit has struck again!') It could also be used as a way for the guards to deliver a message/invitation to the players: ‘Stop by the Station, the Lieutenant would like a word with ye'. In an espionage campaign, the Player-Guard interaction may be used to communicate with the team secretly; falsely arresting and then slipping a message or dragging in to talk in a theatrical manner. It could also be used as an intimidation tactic by a well-connected political figure who controls the guards and has made enemies of the players... (‘This is a message! *smash!*') + * A gaggle of urchins hurries through the crowd city streets towards the party. One of them makes eye contact, before hurrying past and heading around a corner. The city guard pushes their way forward asking everyone if they saw which way the kids went. + * The noonday bells only chimes twice before the rope holding the bell snaps and it plummets down the steeple, landing with a resounding gong, blowing the temples door open, and making many townsfolk believe there is devilry afoot. + * While walking by the stocks, one of the prisoners recognizes someone from the party, and asks a favor. Could be something as simple as scratching an itch they can't reach themselves, or perhaps something more involved. + * An intelligent huge mimic on a sturdy roof top of a one-story building with other several buildings snug down on both sides. The mimic mainly stays on the edge of the roof draping a part of itself down the side of the tight alley side outside wall. It forms itself as a wet metal ladder. As an added incentive the mimic drops coins from pervious victims a few at a time to bait its ladder. When someone grasp hold of the ladder (both hands and a foot hold), the mimic exudes its adhesive and grapples by rolling up its ladder/self at the same time. The mimic eats atop the roof. + * A woman is being attacked by thugs. If you ignore her cries for help, she gets taken away. If you help her, she takes you to her home where she and her sisters reveal themselves as succubi and try to kill you. + * You see a drunkard stumbling about. He greets your PCs in a friendly if overly affectionate manner before shuffling off singing at the top of his lungs. + * There is a striped carriage with the number 53 on the side that is someone moving uncontrollably without any houses (or driver for more modern RPG). + * A War-priest with a flaming sword steps in your way. He's limping and looks beaten up but holds himself proudly. ‘So here it ends.' he speaks as a bewildered look slowly enters his face. ‘You're not them. I'm very sorry, please go along.' + * A small critter (of the DM's choice) appears to be causing chaos, as everywhere it scampers people flee in horror. + * You stumble upon an alleyway chat and discover one stall in a nearby busy market is rigged to detonate in a Fireball when a specific noble approaches. + * You step in some viscous green goo... and it slithers away from you into a nearby sewer grate. The ground rumbles. + * The street is literally alive. This part of the city was built over a large Earth Elemental, but it doesn't seem bothered to carry people to their destinations. However, it decides to block the adventurers from entering the street. + * A bird plummets from the sky right on a party member's head (1d4 physical). There is an arrow right through it... and a missive attached to its back. Someone didn't want this getting to its destination. + * A street magician decides to turn your party's most anger-prone member into a joke. He uses prestidigitation to cover them in slick oil, change the color of their hair, and untie their shoelaces, all while mocking them. + * A piano crashes down 1d4 meters away from a party member. It must have been pushed off the balcony of that nearby building. But who would toss a piano out of a balcony? + * A person explodes in a gout of fire. Then 2 more nearby. A creature is possessing these victims before they ignite. Then the creature turns on the players! It could be that the victims (or at least one of them) are connected somehow. Are there more victims throughout the city? It's clear that the heroes must find this out before it happens again! + * Household ‘Otto-Servant' warforged automatons have recently become a trend among the well to do. Their inventor sends a message to the players asking for help using an unassuming middleman as a messenger. It seems the inventor fears for their life, as they narrowly escaped a lethal attack by one of their inventions! Tales of similar attacks spread like wildfire the following days -- copycat attacks seem to be happening! Can the players protect the life of the inventor, and discover the conspiracy behind the attacks? + * A rag-picker with his towering cart of discards rushes into your path. They stumble on a cobblestone, bringing the entire trolley crashing down on the street. You see glints amongst the strewn linen and furs ... + * A promoter catches sight of the party and seizes the opportunity. Each player must take a DC 10 CHA check or have a wristband for the all new bar ‘The Whore's Shoe'. + * A throng of protestors block the road, bearing banners with slogans such as ‘Ditch the Witch' and ‘The hag's a hack'. The leaders of the group, a human druid in an impressive headdress, and a dwarf Bard with a powerful voice are getting the frustrated crowd riled up with a powerful speech about the decadence, intransigence and failures of the powers that be. + * A few guards march past with a scrawny street urchin in tow. The child is manacled and clearly in pain. + * An unkempt mage is staring at a lamppost, seemingly transfixed. He stands with a relaxed posture and smells of ozone + * You spot a fruit seller dragging a cart through a solid wall and vanish. Inspecting the wall, it appears to just be the solid outer wall of a general store + * A street artist is making portraits for a reasonable price. The images seem to have a life of their own, with the faces smiling and winking at passersby. Some complete examples on the flagstones around him showing detailed backgrounds and activity but no actual muse. None the less the frames have the ‘depicted' individuals name painted in gold letters. + * 3 drunk students from the mage's college are causing a ruckus in the street, causing hijinks and hilarity with their cantrips. One of them takes issue with the PCs, mistaking them for a reviled enemy. The gang tries to assert their dominance and challenges the enemy and their ‘minions' to a fight. + * A pack of (2d4 +2) rabid dogs bursts from an alley, directly in the path of the party. + * A chieftain born aloft on his vast shield by the shoulders of four tattooed warriors is rushed through the crowd, tailed by a Dwarf with a winged helm and a Goliath in striped pantaloons. + * A man in long white stockings with a glamorous golden quiff and accompanied by a small white dog disturbs the party to ask them if a hairy man with a black beard wearing a tricorne hat has been through here. Apparently, the man has stolen something very dear to him and must be found at once. + * A masked figure in a billowing black cloak leaps across the street from one rooftop to another. Their polished black mail gleams in the light. A smaller figure in a colorful leather jerkin with a quarterstaff strapped to their back jumps after him. + * You walk past an elite's compound as an angsty looking teenager emerges from a side-gate. They glance at the players and slouches off. After a minute or so banshee like screams emerge from the building... + * A building is being demolished on the street. The wrecking crew are on a break. + * A panicked crowd stampedes down the street. In the havoc you see innocents stumble and be crushed by the terrified crowd. Through the wails and screams you can hear one word: Giant. + * A sewer collapses into a sinkhole during heavy rains. Half of a neighborhood is now thirty feet underground. In a poor one: many people may be trapped beneath the rubble and possibly drowning. but only a few heroes care enough to try and save the victims. Will those greedy land-developers get their way and clear out those dirty poor people once and for all? Was this part of a planned attack? In a wealthier neighborhood: a few gold-pieces and trinkets hint that the sinkhole may hide a treasure cache; a wealthy noble might mourn the loss of their precious object-d'art and pay the heroes to delve the hole to retrieve it. Anywhere: a small horde of 3d6 low-level semi-intelligent sewer monsters emerge, shouting abuse at the ‘sky-demons' who just invaded their home; swarms of vermin; slip-and-slides; and a labyrinthian network of secret tunnels! + * A drug addict pleads for money from the players. He is suffering from the shakes, with his eyes darting in separate directions. He stammers unintelligibly in a hoarse voice, wringing his hands desperately. If the players don't help him out, it is revealed the addict is possessed by a Shadow Demon. He has the same stats as a commoner with +2 to DEX, INT, and CHA. He has the same resistances, immunities, vulnerabilities and abilities as a Shadow, and knows the spell Deeper Darkness and Shadow Evocation. diff --git a/tables/factions.org b/tables/factions.org new file mode 100644 index 0000000..2bf4b90 --- /dev/null +++ b/tables/factions.org @@ -0,0 +1,48 @@ + - Adventurers :: Treasure seekers looking to make their names in the big city. :often: + - City Watch :: Members of the Waterdeep constabulary. :often: + - Force Grey :: League of heroes sworn to protect Waterdeep. :often: + - Griffon Cavalry :: Elite company of the City Guard who patrol from the air. :often: + - Harpers :: Undercover organization sworn to defy tyranny and evil. :often: + - Lords’ Alliance :: Coalition of nobles across the North who are sworn to unite against evil. :often: + - Mercenaries :: One of many mercenary companies that ply their trade in Waterdeep. :often: + - Order of the Gauntlet :: Tight-knit group of clerics and paladins united by religious zeal to crush evil. :often: + - Pirates :: Lawless sea scavengers who return to port to spend their booty on grog. :often: + - Xanathar Guild :: Monstrous servants of the Xanathar engaged in thievery, extortion, and slavery. :often: + - Zhentarim :: Unscrupulous mercenary network caught up in street war with the Xanathar Guild. :often: + - Bregan D’aerthe :: Drow mercenaries who pledge loyalty to Jarlaxle Baenre. :seldom: + - Bull Elk Tribe :: Dock Ward gang who run protection rackets on ships passing through customs. :seldom: + - Cult of the Dragon :: Cultists who venerate evil dragons. :seldom: + - Emerald Enclave :: Alliance of druids and rangers sworn to defend the wilds from evil. :seldom: + - Enclave of Red Magic :: Thayan mages who often smuggle slaves into Skullport. :sometimes: + - Fists of Hextor :: Brutal mercenaries who often sell their services to despots and villains. :seldom: + - House Cassalanter :: Agents of the devil-corrupted Cassalanter noble house. :sometimes: + - Plague Rats :: League of wererat thieves active throughout the Western Heartlands. :seldom: + - Red Sashes :: Undercover vigilantes who seek to enact justice where the city authorities fail. :seldom: + - Shadow Thieves :: Powerful criminal cartel attempting to reestablish control in Waterdeep. :seldom: + - Wharf Rats :: Kobold gang active in the Dock Ward slums. :seldom: + - Black Boar Tribe :: Barbaric Dock Ward gangsters who serve as bodyguards and bouncers. :scarce: + - Church of Bane :: Worshipers of the god of fear, hatred, and tyranny. :scarcely: + - Church of Cyric :: Worshipers of the god of strife and lies. :scarcely: + - Church of Loviator :: Worshipers of the goddess of agony. :scarcely: + - Church of Shar :: Worshipers of the goddess of darkness. :scarcely: + - Church of Talos :: Worshipers of the god of storms and destruction. :scarcely: + - Church of Umberlee :: Worshipers of the cruel sea goddess. :scarcely: + - Cult of the Eternal Flame :: Cultists who worship Imix, the Prince of Elemental Evil Flame. :scarcely: + - Fangshields :: League of good-aligned monsters and lycanthropes sworn to fight evil. :scarcely: + - Iluskan Ship :: Bravos from one of Luskan’s major gangs (or “ships”). :scarcely: + - Knights of the Shield :: Knowledge brokers who seek wealth and power by manipulating information. :scarcely: + - Luminous Lightning League :: Cabal of wild mages. :scarcely: + - Sewer Snakes :: Goblin gangsters who sneak up from Skullport to rob and murder city folk. :scarce: + - Tel Teukiira :: (aka “The Moonstars”) Undercover agents who serve the Blackstaff by rooting out corruption and evil. :scarce: + - The Confluence :: Secret organization of half-dragons who seek to rid the city of shapeshifters. :scarce: + - The Unseen :: Consortium of shapeshifter thieves and assassins. :scarce: + - Thralls of Artor Morlin :: Thralls of the Waterdhavian vampire Artor Morlin, the Baron of Blood. :scarce: + - Underdark Anarchists’ Fellowship :: Anarchic rebels sworn to smash the tyrannical status quo of the Underdark. :scarce: + - Cult of Entropy :: Cultists who worship a distant deity of annihilation. :rarely: + - Cult of the Black Earth :: Cultists who worship Ogrémoch, the Prince of Elemental Evil Earth. :rarely: + - Cult of the Crushing Wave :: Cultists who worship Olhydra, the Princess of Elemental Evil Water. :rarely: + - Cult of the Howling Hatred :: Cultists who worship Yan-C-Bin, the Prince of Elemental Evil Air. :rarely: + - Halaster’s Heirs :: Dark arcanists trained at a hidden academy within Undermountain :rarely: + - People of the Black Blood :: Widespread league of lycanthrope Malar worshipers. :rarely: + - Savants of the Dark Tide :: Enslaved humanoids used as tools by aboleths hiding out in the city’s sewers. :rarely: + - The Kraken Society :: Shadowy group of thieves and mages who serve a kraken master. :rarely: diff --git a/tables/fantasy-landmarks.org b/tables/fantasy-landmarks.org new file mode 100644 index 0000000..36fef6c --- /dev/null +++ b/tables/fantasy-landmarks.org @@ -0,0 +1,105 @@ + * The Pillar of First Blood -- A 15ft dark stone pillar that has engraved writing on each side ‘The spot where the first blood was split between a batch of common devils”. + * The Drawing Moss -- A smooth stone with a bunch of growing moss on it. Touching the stone with a bare hand results in the moss slowing moving to wherever was touched. On the stone are several handprints and doodles perfectly covered over with the moss. + * Curci's Crypt -- A small white stone structure deep in the woods with carvings of trees on each side. Entering brings you into the hidden crypt of Curci. + * The Crumbling Shack -- Far away from any civilization lays what once was a small shack. The windows are broken, some walls have crumbled away, and parts of the roof are open and fallen in. + * Trio of Faces -- On the side of a rocky cliff are a well carved trio of protruding faces all looking the same direction + * Cone Shaped Prison -- In the middle of a grassy field stands an 8ft slim cone made of iron bars, in the middle of the structure lies a sun-bleached skeleton bound in iron shackles. + * The Tree of Sacrifice -- A abnormally large and oddly pale brown tree where the branches are twisted, and the leaves are a sickly saturated green color. At the base of the tree lies a blood stained alter that the roots of the tree have grown around it and now hold it in place. The base of the tree as well as the ground around the alter are permanently stained a deep red. If the tree is cut, a thick blood sap seeps out of wound. If a creature is sacrificed on the alter, the blood pools near where the roots touch the alter and are absorbed while what appear to be veins appear on the tree that go up into the branches. + * The Bone Pit -- In an open field there is a 10ft wide and 50ft deep pit with no life growing around it. The walls of this chasm are lined with dark cobblestone and going down there are three uneven sized holes that are covered by iron bars. At the bottom there are a large pile of bones. + * The Odd Stone Slab -- A big square stone slab rests hidden near the side of the road. Carved into the slab is a symbol and a riddle that upon answering correctly leads to a small dungeon. + * The Copper Fox -- A 4ft oxidized copper statute of a fox with a small locked box in its mouth and two ruby eyes. + * The Pointing Eagle -- On top of a large rock formation is a big iron statue of an eagle pointing its body to the east. + * The Feasting Table -- Out away from any kind of civilization sits a large gray solid stone table with ancient carvings on the sides. Upon its surface are newly lit candles and a banquet of food that seems to be warm, fresh, and untouched by its surroundings. If one where to eat or take anything from the table, the next day it would be completely restocked and replenished. + * The Jeweled Bush -- A seemingly average looking berry bush that happens to grow small jewels instead of berries. If one where to try and consume one of the jewels picked off of the bush within 24hrs, that person gains a temporary magical effect or bonus, otherwise it's a normal jewel. + * The Ice Blood Spot -- Located on the cliff face of a large mound of ice there is one spot that is dark red instead of the pure blue that surrounds it. + * Dragon's Graveyard -- in a valley, there are 8-10 adult dragon skeletons, half-buried. + * Petunia, the Land Whale -- A large whale skeleton surrounded by petunias. The whale is miles away from the sea and the petunias aren't native to this location. + * Wondrous Obelisk -- an obelisk, comprised of rose quartz and decorated with sylvan runes, appears to be of fey origin. it is surrounded in a 120-foot field of wild magic. + * The Old Folk Hero -- A half erected statue of an old folk hero. Either under construction or half crumbled. + * The Hope Tree -- It's an oak tree with the word hope carved into it in large letters. No one knows who did it or why, but it's turned into a useful landmark for the local village. + * The Moon's Egg -- It's a massive dome-like stone formation that shines pearlescent in the moonlight. It lays in a bare outcropping of rock and is warm to the touch. + * Hollering Pit -- A 50ft deep sinkhole. Well-hidden at the bottom is the lair of an accomplished burglar who calls himself the Jeweler. He's too old to do much in the way of harm, but the countless traps he installed are not. + * The Painted Cliff Face -- A cliff that has been entirely covered in paint from hundreds of people. + * Threeshades Tower- A weathered, ivy-mantled square tower atop a small hill. Has three levels, and each is built from a different kind of stone. The longsword stuck in one of the bricks on the top level is +1 and can project the bearer's voice up to 50' away. + * Pigeons' Chest -- an ornate, but empty, chest of silver and pearl sitting by the road. It will not move by any means yet discovered, material nor magical. + * The Ol' Inn -- The ancient ruins of a strangely ‘modern-looking' tavern located in the deepest patches of forest. No path leads to it, no other buildings or ruins are found besides it, but dozens of deformed footsteps can be found heading out of the site. At night, the faint, muffled sound of a single viol can be heard coming out of the muddy floor. + * The Forgotten Emperor's Statue -- An incredibly detailed, broken bust of a young wood elf, bearing a red crown. Its nose and left ear are missing and where its left eye should be, the socket is destroyed, and a monstrously decomposed snake eye can be found. The base has a bronze plaque which reads (in broken Celestial): ‘The only one truly meant to rule', followed by a name which seems scratched out. + * The Candle Trees -- deep in the woods, a small group of trees whose leaves are bright red. They contrast starkly with the normal trees around them. The Candle trees appear otherwise normal, but the dried leaves can be brewed into a tea that warms the bones even on the coldest nights. + * Tale of a Desert's Origin -- A granite obelisk in the desert with glyphs on it. It seems to tell the tale of a very powerful magic user stealing all the life from this area, killing all the plants and turning it into a desert. + * The Waning Waterfall -- a small waterfall that appears to reverse direction on every night with a bright full moon, running up instead of down. + * The Sandmount -- There's a strange dune of sand in the middle of this grassy field, covered in scorpions. + * The Awoken Stones -- three stone pillars at the top of a hill, each engraved with a different rune of no known language. The pillars appear to change positions, but how this is done is unknown. + * Ghost village -- There's a half-buried village in the sand, with sandstone walls being the only remnants... except for one house, which has a simple roof and door carved into the stone. + * Impossible Shipwreck -- Dashed upon the rocks are the remains of a large merchant ship. Weathered and ancient, the skeletons of the crew still scattered around though most everything of value has long since been looted. The most peculiar thing about this is that the rocks, and ship, are in a cavern 100ft underground, miles from the nearest navigable waters. + * Sapphire Beach -- a small stretch of coastline hidden between two nigh-inaccessible cliff faces. The sand is particularly fine and a brilliant blue. Rumor has it that the sand was formed when giants destroyed the jewel horde of a local dragon. There are also rumors of a dragon being sighted in the oceans nearby. Digging deep into the sands turn up giant bones. + * The Lovers' Spring -- a secluded hot spring, with the initials of many young lovers carved into nearby rocks. Discarded and forgotten undergarments can be found on tree branches in the area. + * The Arms of the Last Bard -- A broken but thick 15ft wide half-circle embedded to the ground made of quartz and intricately laced with gold strips. An assortment of precious gems are embedded in its surface. Any attempt to collect and/or destroy this construct will cause severe psychic damage and a loud high-pitched tone to play loudly. The half-circle aligns perfectly with sunset/sunrise and every time it does, the most beautiful flute melody plays that is sourceless. + * The Iron Tree -- A big, old tree which seems to be made of iron, but as far as anyone can tell, is alive and growing, if slowly. + * Hades' Hand -- A 15ft tall stone hand stretches from the ground, reaching for the sky. + * The Stone Toad -- A gigantic stone carving of a toad's head, crumbling, half-buried, and covered in moss. + * The Wrecked Ship -- The sun-bleached wreckage of a ship that ran aground long ago. Inside the hull is a massive cage with thick steel bars that appear to have been smashed outward from the inside. + * The Three-Sided Tower -- A half-collapsed stone tower with curious triangular architecture. The bones of a lonely watchman sitting in a chair lie atop it. The watchman wears a helmet shaped like a triangular pyramid. Several towers of this type can be found around the same area. + * Giant's Playground -- this field is entirely stone, and many massive footprints can be seen stomped into it. There are boulders laying around, some cracked. + * The Fallen Hero -- The legs of a giant metal statue standing beside the top of a waterfall overlooking the valley below. At the bottom of the lake below the falls, the head and torso can be found. It appears to be the likeness of a famous ancient hero that a PC might recognize. + * The Charity Cave -- A cave with a chest that says, ‘if you take something, leave something.' It's unlocked and has several trinkets inside. + * The Eye of the Moon -- on top of this hill is a pool surrounded with stone. The water is always cool, and at night the full moon can always be seen in its reflection, regardless of clouds or moon cycle. + * Bigfoot -- A large tree in the forest that bends and splits in such a way that the bottom looks like a foot, with toes. + * Goddess of Death Statue -- A worn smooth but still recognizable ancient statue of a goddess of death. At her feet sets a black stone bowl filled with fresh rose petals. If you were to kneel down at the bowl and look up at her, you would see her eyes stare unwaveringly into yours. + * The Red Altar -- in the middle of a copse in a strange swamp lies a smooth altar made of red stone, with strange carvings of trees and water all around its base. Upon touching the altar, you will hear a voice in your mind ‘sacrifice”, and you will feel a strange primal urge to sacrifice a creature on top of it. + * Timnar's Beard -- A copse of trees growing in a single spot on an otherwise barren mountain. Unbeknownst to the world, it is the burial place of a great wizard of earthen magics. It is watched over by a trio of stone golems and a handful of slumbering treants to guard the immense knowledge held within the tomb. + * The Sundered Mount -- a mountain that appears to have been cleaved in two and creating two crumbling peaks with a narrow cut of a valley between them. It does not appear naturally created. + * The Mage Wastes -- A region where fertile grassland suddenly stops and abruptly becomes a barren wasteland of decaying grass and reddish soil. It seems as if it was the sight of some magical battle. The ground is pocked with craters and scorch marks, yet it seems as if this battle was an ancient long finished, but the battlefield has remained a wasteland frozen in time. + * The Dragons Maw -- A series of jutting tooth like spires of black igneous rock which rise out from the sea. These “teeth” have proven to be an extreme hazard to sailors and shipping which pass too near to them. Tearing hulls and ripping sails. + * The Gods Sacrament Statue -A old weathered statue of a god with beautiful gems inlaid and surrounded with wicker basket offerings of gold, flowers, food, and trinkets. Stealing from the statue result in a curse (permanent level of exhaustion) from the deity until either greater restoration is cast on the thief or they repent and make an offering of twice the amount stolen. Award inspiration for respectful offerings or prayers given to the statue. + * The Dragonblood -- A massive artwork carved into a boulder placed some ways away from the banks of a nearby river. The artwork seems to depict a struggle between giants and dragons, with the giants as the victors. The faintly red runes which line it are giantish, and anyone who can decipher them will read that it marks a momentous battle between giants and dragons, over which should decide the course of the river. + * The Daughter of the Sun -- An enormous stone of a singular soft yellow color. It is hot to the touch but by day it is warm and comfortable simply standing near it. By night however the stone begins to glow brightly, illuminating its surroundings in radiant golden light. Large chips of the same stone can be found in the foliage growing around it. With similar glowing properties. + * Would you kindly -A sentient door in the side of a mountain that has short term memory loss. He has no idea of his name or how to open himself but enjoys talking with travelers none the less. Speaking the magic word “please” will cause the door to open revealing a shortcut through the mountain. No form of magic or otherwise can lead through or get around this door without speaking the magic word due to an ancient magical barrier. + * The Bread Boy -- a small statue in a park depicting a street urchin. In one hand he has what is left of a small loaf of bread. With the other hand he is spreading crumbs for the birds, so they do not go hungry too. A place where the street kids gather. + * Sculpture Garden -- a small clearing in a forest, near a cave mouth, contains dozens of statues of humanoid creatures, many armed & armored, all with looks of surprise & horror on their stone faces. + * Saben's Cauldron -- a large, circular pool off of a main river which is geothermally heated. + * The Teeth -- a series of vaguely conic stone spires lined up along a gentle arc. Each is over 15ft tall and 5ft across at the base, and tapers to a narrow tip. Nobody knows the origin of this formation. Some say the teeth are all that remains from some colossal dragon skeleton, others think the stones were placed there by a dragon cult, or as a sign from Bahamut. + * Mage-Crater -- a 120ft diameter crater. Now filled with water and inhabited by pond creatures. + * The Old Man -- a natural rock formation that just happens to look like the face of an old man with a long beard. Ruins of temples from several ancient civilizations can be found in the valley below, apparently attracted there to worship the face, or perhaps just to be under his watchful gaze. Most humanoid races in the region are sure the old man looks like their race and have their own legend about him. + * The Deino Flats -roughly 40 acres of salt flats. A long dried up saltwater marsh from ancient times. + * Grand Defender -- a large, symmetrical hill where the site of a great battle once was. Stone rubble and ruins barely peaks out from the top. Flowers are left there every so often. + * The Adventurers Billiard Hall -- A stone statue of a Local adventurer rests on a green glass dome in the center of a public lake. The dome is lit gently from beneath. Somewhere nearby lies a dilapidated entrance which runs through a small puzzle focused dungeon. + * Turned-Inn -- An inn that has been carefully constructed to appear as if it was turned upside-down. + * The Signposts -- A collection of several dozen poles each with a dozen or more signs mounted to them pointing towards various distant lands, nearby businesses, and bizarre joke locations. It started with travelers who erected a signpost pointing to their distant homelands which other travelers added to. Eventually it got out of hand. + * Worm's Desert -- A small sandy desert only a couple hundred acres in size of so. A great desert-making worm arrived from another world and sought to covert the world into an ecosystem like its home but caught a local disease it was unresistant to and died before it made much progress. The residual poison from the worm's body deters plants from overtaking the sand. + * Lightning Lab -- A bizarre building with a strange mushroom-shaped metal lattice on top. It was the lab of a researcher studying non-magical electricity who died from electrocution. + * The Sandlot -- A square of property with no building where children come to play. A greedy landlord raised the rent on a long-term elderly tenant when they purchased the property, driving the tenant into poverty and eventually death. The tenant cursed the land with dying breath that no-one would never profit from the property. Every future tenant was driven out by terrifying haunts, and eventually the building was burned down. + * Dwarven Monument -- An enormous high relief of six dwarven warriors cut from a cliff pointing the way along, commemorating their epic journey. + * Atlas Boulders A series of differently sized large stone spheres far too large for a man to lift. The strongest giants would lift them to prove their strength. They sometimes move, so perhaps the giants still use them. + * Ancient Battlefield -- ramparts, high hills, and trenches filled with water that stretch for mile marking the location an ancient battlefield. It has grown over. + * The Epicenter -- A large swath of woods where all the trees in a massive circle have been bent at a 90-degree angle towards the center but continue to grow that way. There is nothing (currently) anomalous at the center, but a powerful coven of druids hold it as one of their holiest places and guards it closely. + * Ol Demons Place -- a once portal to the abyss, sealed by hero's long ago, now just a crumbling arch with an unsettling aura. + * The Broken Hill -- a hill that you need to walk uphill to get to and walk uphill to get away from. + * The Rooster of Mourning -- An enormous statue of a rooster, made from a strange metal, finely detailed and colored. It is hollow, and when the first ray of sunrise strikes it, a great, sad-sounding crow arises from it. Legend says that it commemorates a great battle in the distant past. + * The Angry Spot -- a small stone platform on the top of a hill, standing on the platform makes a person irrationally angry. Barbarians may involuntarily rage as a result. + * The Alter of a Thousand Arms. -- At a crossroads sits an unusual statue, made of stone it stands over 10 feet tall and has arms sticking out in every direction with their palm turned upwards. In nearly every hand there is a candle, some still lit but most are fully melted. Placing a candle in one of the hands and lighting it will give the player the blessing of ‘A helping hand.' When a player next fails a roll, they may roll an additional d6 and add it to their total. + * The Weeping Sister -- A fifteen-foot statue of a girl unmarred by time. Next to her are the shattered remains of another statue, close enough that the body may have once held her outstretched hand. The feet of this larger statue are all that remain affixed to the earth -- the rest is scattered throughout the clearing. Water, clean and pure, travels down her face in steady rivulets but leaves no erosion there. + * The Sensible Stone Head -a large stone head protruding from the surface of a glacier. It is the head of an earth elemental and if you get his attention, he is friendly. If asked what he is doing their he replies ”swimming in the river”, given he exists at a geological place the slow flow of the glacier is like a river to him. + * Glass Tree -- A fairly tall an elaborate tree made entirely out of glass raises from the earth, at its base there is a plaque written in dwarven, it's to commemorate a dwarf leader who fell in battle. + * The Titan's Blade -- A 50 ft rust covered sword driven into the earth. The whole area has a magical aura and no wildlife lingers within a quarter mile of the sword. + * The Well of Good Tidings -- A well by the side of the road that is a base in a local hafling tradition that if one where to lose a tooth, that it is to be tossed in the well with a tip of the hat. When doing so, good fortune is sure to come. Characters that throw in teeth later find small amounts of wet coins in various locations on their person. Characters that throw rubbish, or are otherwise disrespectful of the well, find their respective objects on their person once more soaking wet and covered in bite marks. + * Skilltown -- A small but clearly once-bustling town lays abandoned inside of a titan's skull. The skull is half buried in the sand; its eye sockets and mouth aim up at an angle. Walking through its mouth is the only way to enter the town. The skull looks to be that of an enormous version of whatever scariest creature lives in that area. It provides ample shade during most of the day. + * Best Rest Graveyard -- A cleric once prayed over a graveyard that all within would ‘rest well.' Now anyone who falls asleep in that graveyard has the best night of sleep they've ever had. + * Bird Hill -- a grassy hill of noticeable height rises from the otherwise flat plains. On the hill are several lines of cobblestone that do not grow grass and have no discernible pattern from the surface. If flying, however, you see the cobblestone lines form the shape of a bird, along with some arcane symbols. If you happen to look up during the spring or fall, you'll see migratory birds alter their course to fly over this hill. + * Stairway to Nowhere -- All that remains of an ancient fortress, the remarkably well constructed staircase rises for 3 stories out of the ground at the end of an ancient road, and then just abruptly stops. + * The Crossroads -- This is the place where four kingdoms meet. The main road for each lead to a massive stone pillar. Many years ago, all four kingdoms were at war, and a pillar was placed there as a symbol that none from neighboring kingdoms would be allowed to cross. It is now an annual meeting place for the four to discuss their continued amnesty. + * Cloudland Canyon -- It's a canyon nestled in a northern mountain range that's so high even the base of the canyon is a higher elevation than most of the other mountains in this world. Wondrously magical things occur here. + * Stone Tree Garden -- It was a garden from a former ancient culture, which vanished out of unknown reasons. One of the only things found was this tree garden. Are the trees made of stone or turned to, no one knows. + * ‘The Circle' -There once was a meteorite which crashed into the land. The first to arrive found weird writing in a (Insert required size) diameter circle. No one could read what was written. In the center of the circle, where the meteor should have been, there was nothing, not even a small crater. + * The Well -- A seemingly normal well on the top of a hill. Anything that is placed into it is immediately tossed out of it. + * The Pariah's Mountain -One mountain among an otherwise unimpressive range, its only defining feature is its completely upside down. The base measures about 60ft across, but the peak 3,000ft up is easily a mile across. Stairs may have been carved into the side, but the climb down to the summit (or is it up to the base? The locals aren't quite sure) is precarious at times. The locals are also similarly vague when asked about what's on top... + * Worried stones -- A group of 3 standing stones with anxiety. When encountered in their clearing, they will disappear once all eyes are off them. Careful inspection will reveal them to hiding nearby -- peeking from behind a nearby tree, bottom of a lake, hidden by bushes, behind where the party is now looking, etc. If discovered, they disappear again if not observed. The stones are not malicious, and do not harm the party. They would just rather you all left them to it, thank you. + * The Quiet Creek -- An otherwise ordinary creek that runs through a forest. It is abnormally quiet near the stream, in such that there is almost no echo around it, and it is surprisingly hard to hear from a distance. All along its course stand small boulders, almost fully grown over with moss. + * The Shifting Hills -- A large field of hills, dotted with rocks, grasses, and flowers. Careful study has found the hills are constantly moving, as though old creatures crawl along under a carpet of earth. Magics which call upon the earth always seem to produce unexpected results when among them. + * The Devil's Wager -- A large disc shaped stone at the base of a long dormant volcano. Visitors toss a copper at it for good luck. There are a couple hundred copper around it. It is considered extraordinarily bad luck to take the coppers. + * The Swordleaf Trees -- there is a patch of trees here with a non-stop turbulent wind rustling the leaves and branches violently. The leaves' edges appear to be razor sharp. + * Beacon Mountain -- A mountain that, on some nights, has a bright ball of light form over it which slowly dissipates over several hours. Local religion strictly forbids climbing the mountain. + * Mist Valley -- a short pathway of stone carved into a mountain, roughly five feet wide with names of couples and graffiti on the stone walls. The pathway always has a thick fog settled over it, making it seem eerie. + * Ancient Battleground -- Deep in a forest, trees are marred with years old axe and sword marks. Hundreds of skeletons dressed in rusted armor and weapons lie in this area. Taking a trinket, or even loitering may be unwise. + * True Clarity Bridge -- A bridge between two high places that, for many people, while staring off the side, provides answers for their most troubling issue or deep question, whether they were looking for the answer or not. + * Lover's Glade -- Two sequoia trees whose bases are over a hundred feet apart have grown together and connect about 160 to 180 feet off the ground. The branches and leaves of these giant trees create a pleasantly shaded area below which is often used by the local populace as sites of wedding ceremonies. + * Round Rock -- A mysterious perfectly round rock that stands nearly 20ft tall. It is too heavy to roll and never seems to chip. It is the center of many local legends, varying wildly on their truthfulness. diff --git a/tables/fey-elven-features.org b/tables/fey-elven-features.org new file mode 100644 index 0000000..5ff14c7 --- /dev/null +++ b/tables/fey-elven-features.org @@ -0,0 +1,100 @@ + * They have antlers. + * They can only reproduce every five hundred years. + * Their native language is entirely sung. It takes a long time for them to learn to speak like other peoples do. + * They share the raising of children within the community. It's considered taboo to ask who your biological parents are. + * They invented gunpowder and are skilled musketeers. + * The elves are territorial, and have an empathic connection with the rest of their tribe. This trait is given through the birthplace rather than blood. + * They do not bleed. Legend has it that it was made so through a wish granted to an elven hero, who swore that not a single drop of elven blood would ever be spilled again. + * The elves do not sleep, but rather hibernate for 500 moons every 200 years. Every settlement has elaborate sleeping chambers decorated with intricate flowery strokes going back thousands of years; before going to sleep, an elf makes another stroke. Disturbing an elf's sleep is considered a grave offense to the entire elvenkind. + * They have hollow bones, like birds. This makes them extremely light, but also brittle. + * They are born old and grow younger as they age. + * Their language has no tenses, as they have no concept of the passage of time. + * Their communities are out of phase with reality and only appear during specific astrological phenomena. Elves who leave their home village may never find it again. + * They sing to trees to produce and shape wood. Cutting wood from a tree or carving wood is a grievous sin with the punishment of death. + * They must spend at least one hour a day in pristine natural surroundings or they begin to wither and will eventually die. + * Bad news makes them laugh. ‘He was murdered in front of his children? BWahahaaahaaa, that's grotesque! Hahaha. That poor child will be scarred for life.' + * Late at night they enter a deep state of sleep for about 5 minutes. During this time their consciousness leaves their body to witness events happening around the world, but when they wake only a single image of what they saw remains in their mind. + * Elves were originally created by some vampire lord, using the humans living in his kingdom as a herd of breeding stock; similar to how humans created different breeds of dogs. The vampire was originally aiming for just a better tasting food source; the grace and longevity was just a happy side effect. The offshoot breed of dark elves was created when the vampire's taint was mixed in by feeding on pregnant elves or having children with them, resulting in a weakness to sunlight. + * Elven education is based around initially students learning every discipline and subject possible and being forced to drop out of any subject in which they fall behind their peers. When they drop their final subject, they pursue this subject as a profession. Those that never drop out of a subject end up teaching it, while those who drop out entirely before adulthood are destined to do whatever work is needed, and are dismissed as failures by other elves. + * They frown upon the use of weapons in combat as barbaric, and exclusively fight with magic. + * They are extremely jealous of great works of art made by other races, and even go to war in order to destroy them. + * Their music uses a 33-note scale, making it sound alien and overwhelming to non-elves. Bards often rewrite elven melodies in a more usual 12-note scale, but elves are terribly offended by such practices. + * The Soli elves have bronze skin, bright blue hair, and emerald eyes and absorb vital life essence and strength for their magics from sunlight. The Lunelin elves have silver skin, black hair, and amethyst eyes and absorb vital life essence and strength for their magics from moonlight. + * Their religious beliefs prevent them from touching bare earth, and they live in a network of treehouses. Only Earth clerics can touch earth without being cursed. + * The ghosts of their ancestors exist among them, telling ancient stories and guiding young ones. + * They get a new name added for every part of life they reach. + * They're a plant based lifeform. + * They are extremely family oriented as they live hundreds of years and can have tens of generations in the same household. There are even small towns made solely out of single families. + * They are born normally but as the reach middle age they begin to show signs of becoming a tree; leaves in their hair, eyebrows and beard. Skin wears off joints and knuckles revealing bark. Their fingernails turn hard and dark until eventually they are entirely made of wood and remain motionless forever becoming a part of nature. Some elves tend to return to their family burial grove to join their ancestors resulting in forests of trees shaped like people. + * It's thought that there are very few Elves in the world, and they have extraordinarily long lifespans. This isn't true. There are actually many Elves with very short lifespans. It's just that there are a limited number of Elf ‘designs'. When an Elf dies, another Elf of that model takes his or her place. That's why Elves have a reputation of being haughty and aloof; they haven't forgotten your name, they just haven't met you yet. + * Everyone gets facial tattoos based on your ‘tribe'. Only the ruling family does not have these tattoos, signifying that they belong to all the people. + * Elves are a mutation that occurs infrequently in human babies. + * They are affected by a mysterious plague, that is slowly killing all of them. + * They have three fingers and a thumb on those hands. Their feet are more like hands that are attached to their ankles. + * Every tooth is pointed and their nails are exceptionally tough, but not for hunting, for climbing trees and eating/stripping bark. + * They lay a clutch of eggs. All elves are capable of either laying their own clutch or fertilizing another's. + * Some of them, under the right circumstances, with evolve a set of insectoid wings. Some grow small plates of chitin like birthmarks or freckles. + * Male and females are very hard to tell apart when clothed, even for elves. + * They're still quite proper and noble, but have no qualms with eating the corpses of other races. + * Their society is more like 1800s US south. + * They are insects -- there are bee elves, ant elves, grasshopper elves etc. + * They are invaders from another dimension. + * They have no language- communicating entirely via empathy. + * They are a culture of wanderers, explorers, traders and raiders. Their Swan Ships bring fear in the hearts of men, for who knows what the Aelfar bring? Today they might bring magical toys to delight children, tomorrow they come with stories to entice and lure the youth to the seas, but we remember yesterday for the came with spell and steel and harrowed our village, stole our wives and husbands away for their slaves and took our silver and gold. Be afraid when the high horn calls, for it may be the first of the attacks of the Aelfar! + * All sustenance is liquid-based mash/paste as it unseemly to chew like animal or beast. + * All the language used is visual based sign and body language as they have no voice box to speak, yell, or sing. Instruments are seldom seen or heard. + * All minor and major wounds inflict scars do not heal on them and they cover it up with constant application of illusion magic. + * Slavery is the cornerstone of their civilization and all work is done by slaves except for war, education, and government functions. A yearly purge is held to keep slaves in line after several riots one millennium ago almost lead to reformation of traditional Elven way of life. + * As all elvenkind lost their eyes to a unknown and forgotten eldritch god, they now have unparalleled senses of smell, hearing, and taste. They operate like a mix of a blind bat and a snake as they echo-locate and smell/taste the air for tracking. They are still semi-regal but have no concept of fashion other than texture and scent. + * They are siege experts in breaking a siege and outlasting besieging forces. They will do anything to achieve their goals, even if the means to achieve it is horrific and uncontrollable. + * They remain pregnant with children for four years exactly to the moment of conception. + * They have Kaleidoscope eyes. + * They don't have pointy ears. + * They're cannibalistic. + * When ‘killed', an Elf can be brought back to life by returning the body to its ‘Soul Tree'. A sacrifice is made at the base of the tree and the sacrificial soul lures the Elvin soul back to the body. These Soul Trees are kept in a sacred grove that is fanatically protected by the forest elders and their Druidic apprentices. If a Soul Tree is damaged, the Elf to whom it belongs will be aware of it, regardless of distance, even on another plane of existence. If the Soul Tree is destroyed, the Elf will live on, but can never be resurrected again. + * The elves long lifespan is actually a combination of the lifespans of several different spirits. An elf with go through brief transition periods when it is time for them to be inhabited by a new spirit. They take new names after this transition. + * Their life cycle starts as a seed, which grows into a small plant, that blooms a single flower, out of which a tiny elf with butterfly wings emerges. They grow to the size of humans over 100 years, losing their wings at age 50. + * Their skin has animal patterns. + * They live in the forests for the use of lumber as a resource, not some kind of magical connection. + * They came from the stars, being a race that travels between different worlds (they're aliens.) + * They eschew magic in favor of physical prowess. + * Their eyes are sensitive to sunlight. As they live long lives, they spend most of that time indoors and away from common races. As a result, this arrogant race can hardly stand the sunlight. + * They only hunt and eat intelligent prey. + * They are the gods, grown small and weak. + * They are descended from the gods -- their power depends on mortal belief. + * Their personalities change with the phases of the moon. + * They are the world's great explorers and traders. + * They believe that to slay another with a weapon that leaves the hand is a terrible sin. + * They are actually a subspecies of fawn, with the legs of a goat, deer, or antelope and the horns to match. + * They are sexually dimorphic, the males are 8+ foot tall hulking behemoths and the females are human sized and they live in pride's similar to lions with the male being the primary protective force of the pride when intruders encroach on their territory. Or the opposite! + * They are fallen angels who have abandoned the divine gods that condemned them to the mortal coil, instead pursuing the call of nature. + * They made a pact with Dragons long ago, and are now adorned with colored tattoos of their ancestor's overlords. They also have a once per shot rest breath attack. + * Their biology changes depending on what kind of magic they practice. + * As Elves age they slowly begin to turn into a tree, the elves then make their houses upon their ancestor's tree forms. + * Elves began their species's life as monsters who would steal children and eat them, over the past 200 years they have begun centralizing and stopped eating kids. There are still many wild Elf tribes left who still practice the old ways and are seen much like goblins. The Centralized Elves are trying very hard to get rid of their bad reputation. + * The Elves were sent down from the heavens to see that intelligent life would flourish on the planet but, were abandoned by those who sent them. The Elves through generations eventually forgot some of the reason they're there but always remembered, they were abandoned. + * Elven is actually for the most part very similar to dolphin sounds. As well as this Elves can hear higher frequencies than any other intelligent species can, thus the sharp ears. + * Though Elves exist, many believe they are fake or just humans with sharper ears. Elves tend to get very offended when people say they don't exist, and often hide their ears to avoid stupid questions. Elves still live longer and have magical powers, though people just believe it is just all elves looking alike and smoke and mirrors. + * They claim to be the first and oldest civilized race, this is wrong. They caused the downfall of their precursors causing their societies to collapse into savagery. An action they may repeat. + * Their young bore into tree trunks and live parasitically until they emerge as adults. + * Their eyes have vertical pupils. + * Elves tree houses are a sickness made by creating and shaping galls and tumors in tree trunks. + * Each elf has a tiny bird, mammal, fish, reptile, or amphibian as a personal totem and gets one as a familiar. + * Their skin changes color to match their background. + * All the different kinds of elves (drow wood and high) in their creation myth have them being created the first of all the elves and the others being perversions, or in the case of dark elves being betrayed and cursed for being the originals. + * Cutting hair is extremely taboo among elves and grows incredibly slow, being a good rough indicator of their age. + * They're very openly polyamorous. + * The opinion of the youth is very valued in their society as with so long to live they respect opinions with the least amount of bias gathered over time. + * They are connected to the land and the presence of other magical creatures interferes with the connection so (depending on the society) they either drive them off or kill them and burn all traces of it. + * Elves have compulsory wanderlust, they literally die if they don't see new places often. Drows are especially vulnerable to this and solve the problem by exploring the caves. + * All Elves are born from a single ‘Life Tree.' The Life Tree blooms a Pod of Elves once a year, and all elves in a pod are identical. They are functionally immortal, only dying of traumatic injuries. + * Their society is ruled by organisations that amount to magical research and development companies. + * They have an extra eye in the middle of the forehead. + * Married elves will never leave the confines of their homes until all their children can fend for themselves. + * They are very over emotional and cannot hide their feelings at any given time. + * They have the most advanced knowledge of necromancy of every known race and practice it freely, letting their dead do the household chores and other physical labor. + * They are non binary, having as many genders as the leaves can have colors. + * Their skin reflects moonlight better than other materials, giving them an eerie glow on moonlit nights. Many of their holy rituals take place during full moon, and the unholy ones during new moon. + * Their long ears are actually a mark left by an ancient curse, the nature of which is closely guarded from outsiders. Shorter ears are considered more desirable. + * Elven books are circular, with pages fixed around a central spine like spokes of a wheel. They therefore have no beginning or end, and are kept in wooden cases to prevent damage. + * There's no Elves. That's it, there aren't any. Of course, there's loads of Elves in Fairytales and Legends, but no one has ever actually seen one. They're like the Yeti. diff --git a/tables/fortunes.org b/tables/fortunes.org new file mode 100644 index 0000000..324763f --- /dev/null +++ b/tables/fortunes.org @@ -0,0 +1,99 @@ + * Beware of the blinding red light. If you see this light, you must flee. It will only bring you death! + * You will find the answer to a long, mysterious riddle in your family bloodline buried between two oak trees, west of the village you grew up in. + * A path of death lies in your wake. + * Greed is a poor man's compass, and I see gold and riches in your future. + * The truth will come from a child's toy. The lie will come from a weapon. + * You must drink of the poison well and eat of the spoiled pantry. + * Follow the flight of birds, never in winter, always returning. + * A song contains a wish. Only the name will answer. + * The mother has disguised herself. Her babe is lost and will not return. She will nurse no other. + * The gears turn long after the machine has been broken. He who built it cannot mend it. He who holds it cannot carry it. He who finds it cannot speak it. + * Gaze through the cracked window, and only then will you see clearly. + * Beware the men with gills. Speak not to the sea or the southern wind. + * Beware the snake's venom, not its bite. + * Travel five days with the silver star at your heels, then cross the raging river. There you will come to realize your true self. + * The light will be in the shadowest darkness. + * Not all the frogs are in the pond, beware of them. + * One for the fire, two for the clouds, and three for the knights. + * Don't trust the song of the birds. + * Cloak in the water. The man is crying. Let the leaf falls and everything will be fine. + * For one wish to make, it'll be more wish to crumble. + * In the high plain there's a dark moon. Don't follow the light. + * When the dawn will come at the birthday of the mother, rats and snakes will devour all hopes. + * Near the montains, there is a grey falcon. Look at the eyes, and you'll die. Look at the tail, and you'll be rich. + * Don't move when the night song come, or you'll gain something you don't want, and lost something you wanted to keep. + * Today was possibly the most important day of your life! Congrat.. oh... you missed it... tsk tsk tsk... What a shame... A do-over, then! Tomorrow you will wake up and it will be today. Make sure you return or that decree will stay. k, Bye! + * Do not trust your thoughts. They will hinder your victory. + * A figment in blue will cross your path tomorrow. You will know it when you see the sign. You must turn around 4 times and speak the following words: + * And through the drifts the snowy clifts Did send a dismal sheen: Nor shapes of men nor beasts we ken The ice was all between. + * If you believe in telekinesis, raise my hand. The fortune teller then proceeds to raise their hand. + * When you are done, the spirit haunting will pass over you. + * A dragon will give you a jewel. Beware the generous miser. + * The path less traveled is paved in gold. + * Find the woman who gives birds their song. + * Beware, young mouse, for the lion is thorned. + * (Do/Do not) Cross the Mountain! + * (1d10) Stars Mark the Path! + * The Moon Shines Brightest to Those in Her Favor. + * Speak Not The Name Unspoken; They Listen, Always. + * Beware, for the Great Gyre is Nigh; The Slouching Beast Will Soon Arrive! + * Swords Shall Pierce Thine Heart; Pin Thy Love Lest It Be Lost. + * Three Crones Shall Visit Thee and Thier Lights Shall Reveal the Truth of What Thou Doth Seek! + * Keep a Candle Burning; Lest The Dark Take Even Your Fears Away. + * Build Not Houses of White Stone. + * Three Coins Must Ye Pay; Three Prices Dear, Secrets Thrice Revealed, ‘ere The Light of Day. + * Gold, Silver, Copper; Never in the Opposite Order! + * Spill Forth a Dram for the Lost; Make Merry in the Name of Those Who Pay the Highest Price! + * You Must Seek the Leaf that Grows Not On Any Tree! + * Jump the Broom; Dance above the Blades! + * Sphinx of Black Quartz, Judge Thy Vow. + * Seek the Egg of Stone; Face the Dragon! + * Your nights will grow colder still, to match the heat of growing fires. + * Trust the twin with no siblings, but abhor the lone child. + * The face of the one you seek is thus- a busker at dawn; a composer at noon; a patron at dusk; a maestro under the stars. + * Your money, here, have it back. The fortune you've asked me to read, never shall I speak of it in this life or any hereafter. + * A wilting lineage droops to shadowy lows. What the rotten fruit begets chokes out the tree of its birth. + * Beware! Blessings from above may actually be curses from below! + * A helping hand will come from an unlikely place. Trust it at your own peril. + * When the leaves fall from the trees so too shall the stars fall from the sky. + * The wisest men envy the grave. + * The poison of the moon lies only once. + * There be dragons in ye head. Make sure to feed them. + * The treasure you are looking for is in the fruit. + * Poorly-dresed skanks like you will die alone. Naked, and alone. (Works best in an arctic setting, or not.) + * Never bring upon yourself the wrath of the chicken. You may think this a metaphor, but it is not. Their beaks are sharp like my toes. + * Your hands will taste of orange in the near future. + * That which you hold most dear will turn against you and lead you to ruin + * Your actions have had unintended and unforeseeable consequences, and have placed into action the final piece of that which now approaches you. You are the harbinger of your own death + * The thoughts you have had but not put into action are leading you down a path to your own undoing + * The fall of slow rain upon the barren field will lead you to the house which shelters your destiny + * Steel your heart for darkness ahead. Your betrayal has already happened though you do not yet know it. + * Seek ye the good behind the bad and beware the bad behind the good. + * Never lick a horse in the mouth, they bite. + * A Fall is Coming; Winter Just Round the Bend; Enjoy Spring; Summer Shall Bring An End! + * Let Not Cold Enter Your Heart, For Then Only Love Can Drive It Out! + * The black sky will shield you from your enemies. Travel by night. + * The rope with which you climb may also hang you if you are not careful. + * You will be an old man/woman by the time your quest is complete. + * Fools will take great heed of your words. Use this to your advantage. + * A shrewd and very attractive fortune teller has put a curse on you. I will remove it for an additional sum. + * Trust not the travelers numbering odd. + * Take something old, give something new, doubt something red, trust something blue. + * Left at the stream, at the face look right, crawl through the dark, and you will find the light! + * Salt thy wounds, relish the sting, sweet is the knave, and bold is the king. + * Thrice will call the raven, heed its warn lest the fourth cry your dirge. + * Between silver and gold, choose evil's bane. Between fire and chill, the lady's kiss. + * The shadow of the dragon is an omen, but coming of the wolf is the sign. + * Begrudge not the thieving monkey, lest you take its place in the tiger's jaws. + * Lay not your head in the barn animals' bed, for the headsman soon calls. + * A copper for the maid, a silver to the beggar, and a gold for a lonely tune, may the vault of riches open to you. + * Someone you remember, someone you forget, someone with a favor, another with a threat. + * Poor fortune for ye, unless you confess your guilt to the willow tree. + * Your luck is a shame until you trade with your mate who has one of the same. + * A fortune most cold if you do as you're told. + * Torch and candle, wax and wick, in the hall of fire, move right quick! + * Look for the priestess, she will bring salvation. + * An ancient empire will rise from the waves along with ancient secrets. + * Only when the lovers are reunited can the curse be broken. + * As the hermit emerges from hiding, darkness shall soon emerge as well. + * Watch for a nobleman in red, for he is a devil in disguise. diff --git a/tables/goods.org b/tables/goods.org new file mode 100644 index 0000000..5c5dbe3 --- /dev/null +++ b/tables/goods.org @@ -0,0 +1,45 @@ + + - Armor or weapons + - Jewelry + - Backpacks or sacks + - Leather goods + - Baskets + - Vegetables + - Bricks + - Fruit + - Books + - Dirty laundry + - Cloth + - Religious artefacts + - Meat or salted fish + - Perfume + - Chests and crates + - Water + - Common clothes + - Lye + - Travelers clothes + - Cloth + - Fine clothes + - Musical instruments + - Cooking utensils + - Pewter items + - Baked goods + - Rope + - Bread + - Saddles & Tack + - Cheese + - Rare silks + - Glass or ceramics + - Oats or grain + - Herbs + - Furniture + - Ale or mead + - Wine or spirits + - Spices + - Spell components + - Tanned hides + - Songbirds + - Craft Tools + - Livestock + - Inks + - Cloth diff --git a/tables/guilds b/tables/guilds new file mode 100644 index 0000000..857a100 --- /dev/null +++ b/tables/guilds @@ -0,0 +1,44 @@ + - Baker’s Guild + - Launderers’ Guild + - Carpenters’, Roofers’ and Plasterers’ Guild + - League of Basket-makers and Wickerworkers + - Cellarers’ and Plumbers’ Guild + - League of Skinners and Tanners + - Coopers’ Guild + - Loyal Order of Street Laborers + - Council of Farmer-Grocers + - Master Mariners’ Guild + - Council of Musicians, Instrument-makers and Choristers + - Most Careful Order of Skilled Smiths and Metalforgers + - Dungsweepers’ Guild + - Most Diligent League of Sail-makers and Cordwainers + - Fellowship of Bowyers and Fletchers + - Most Excellent Order of Weavers and Dyers + - Fellowship of Carters and Coachmen + - Order of Cobblers and Corvisers + - Fellowship of Innkeepers + - Order of Master Shipwrights + - Fellowship of Salters, Packers and Joiners + - Order of Master Tailors, Glovers, and Mercers + - Fishmongers’ Fellowship + - Saddlers’ and Harness-makers’ Guild + - Guild of Apothecaries and Physicians + - Scriveners’, Scribes’, and Clerks’ Guild + - Guild of Butchers + - Solemn Order of Recognized Furriers and Woolmen + - Guild of Chandlers and Lamplighters + - Splendid Order of Armorers, Locksmiths, and Finesmiths + - Guild of Fine Carvers + - Stablemasters’ and Farriers’ Guild + - Guild of Glassblowers, Glaziers, and Spectacle-makers + - Stationers’ Guild + - Guild of Stonecutters, Masons, Potters, and Tile-makers + - Surveyors’, Map-, and Chart-makers’ Guild + - Guild of Trusted Pewterers and Casters + - Vintners’, Distillers’, and Brewers’ Guild + - Guild of Watermen + - Wagon-makers’ and Coach Builders’ Guild + - Jesters’ Guild + - Watchful Order of Magists and Protectors + - Jewelers’ Guild + - Wheelwrights’ Guild diff --git a/tables/madnesses.org b/tables/madnesses.org new file mode 100644 index 0000000..e40ca07 --- /dev/null +++ b/tables/madnesses.org @@ -0,0 +1,100 @@ + * ‘I must be clean all the time. If I get even the slightest bit dirty, I drop everything and try to clean myself.' + * ‘I hear and see things that aren't there, and don't hear and see things that are there.' + * ‘I don't recognize anyone, even party members and family.' + * ‘The world is too dark and creepy. I prefer to be asleep at all times.' + * ‘My nightmares are too vivid. I prefer to stay awake at all times, and rarely sleep.' + * ‘I do not want food or drink. It could be poisoned! I will not eat or drink until I myself prove it to be safe.' + * ‘In the dark something lingers that I cannot see. I need light all the time.' + * ‘I do not understand others. Their speech sounds like someone else's scream.' + * ‘The sun radiates an energy I do not comprehend, and I will not be touched by it's rays.' + * ‘I look horrifying, and am terrified to let my face be seen. The people who've seen it and say it's normal are lying to spare my feelings.' + * ‘I'm being stalked by a secret society. They can be identified by the fact that they all wear green shirts or tunics.' + * ‘I never eat wild-caught meat and sometimes go so far as to sabotage hunters, because around one in four wild animals are actually polymorphed humans.' + * ‘I'm letting it stay in for now, but my hand has been infected by a parasite that slumbers inside my palm. Someday, it's going to start making me miss attacks or fail at skills I should know well. At that point, I'll have to cut the whole hand off before it develops sentience and tries to take more control.' + * ‘My (close family member) is out there somewhere, and I'll turn every village I find upside down until I find them. The corpse they showed me was obviously a fake.' + * ‘My patron has given me everything, and I would do anything for them. Why yes, of course they're real!' + * ‘I cannot stand the color red. Every time I see it, I have vivid hallucinations of my own death and the spilling of my blood.' + * ‘I am constantly wary of verbal and contractual trickery. I'm sure people are trying to catch me with a clause I skimmed over.' + * ‘Every night, my god talks to me. I believe that I am their prophet.' + * ‘My own appearance disgusts me, and my hands appear far older and more withered than they should reasonably be.' + * ‘I feel an unnatural compulsion to do ‘unlucky things', such as passing by a black cat I see, or breaking any mirrors in my dwelling.' + * ‘I'm very guilty for a great crime I committed. I'll do anything to cover it up.' + * ‘Someone else lives in this body with me. I'm not sure who.' + * ‘I dreamt about someone in great pain. I'll do anything to find and save them.' + * ‘Music sounds cacophonous and discordant to me.' + * ‘Cooked meat tastes ashy and burnt. Only raw meat taste edible.' + * ‘Every whisper is about me.' + * ‘Pain is meaningless. I find myself struggling to motivate myself to get out of harms way.' + * ‘Perfume, food, and soap smell putrid. Filth, refuse and sewage smell aromatic.' + * ‘I see my flesh wriggling out of the corner of my eyes like there's something moving underneath.' + * ‘I see things in art and depictions that no one else sees.' + * ‘Words and letters move around when I read them, sometimes they spell other new word or sentences.' + * ‘Every emotion I have is stronger than I can control, I often find myself snapping over small things or weeping uncontrollably.' + * ‘I must be undead. I just know it.' + * ‘My vision has gone haywire, and I can only see things on my (roll 1d4, 1-2 left, 3-4 right)' + * ‘I think I can talk to the dead.' + * ‘I blink and breathe only on command, and have to concentrate to do so.' + * ‘I think things that are far away are very close by, and things that are close by are far away.' + * ‘I have lost the concept of numbers. There is either no things, one thing or many things.' + * ‘My limbs feel weird and awkward, and I have trouble doing what I want with them.' + * ‘I can't smell anything at all.' + * ‘I can't hear anything, only whispers urging me to do things.' + * ‘I only feel safe when not holding anything. Anything in my hands might animate and attack me!' + * ‘Books contain dangerous knowledge. Only I can be trusted with them.' + * ‘Knowledge is dangerous, and must be destroyed.' + * ‘I only understand every other word, but I believe I understand words in languages I dont understand.' + * ‘I am scared of being alone forever. I must keep myself near someone I know at all times, or I might be abandoned forever.' + * ‘I must look at the sky any time I'm not doing anything to ensure it doesnt start falling and kill me.' + * ‘I can't read, and books are useless anyway. Who needs them?' + * ‘I communicate only in code, and never say anything directly.' + * ‘I do not care about gold, silver, copper. Blood vials... That is currency of the future and I foresaw it.' + * ‘I believe in astrology to the point of impulsive stupidity.' + * ‘Potions are poison. I do not care how much research and testing they have. Big Alchemy is ran by Greedy Demons and Grey Sky People!' + * ‘I want a very specific gold piece, and will do anything to get it.' + * ‘I cant stand the idea of people breathing. If I see someone breathing, I will treat them as an enemy.' + * ‘I will have my revenge against those closest to me!' + * ‘I am being overcome by rot on my body, and there is nothing I can do to stop it.' + * ‘I will die if I become fully sober. I will die if I become too drunk. I must awake regularly to imbibe alcohol, and I must carry three person's share of water and spirits at all times.' + * ‘If I have the opportunity to kill someone, anyone, without getting caught, I will. My recognition of this fact is a direct order from my deity.' + * ‘Every other minute, I act like an animal.' + * ‘Everyone else is being controlled by telepathic spiders, and I must pretend I'm being controlled as well, or I WILL be controlled by one.' + * ‘If a hole with a diameter between the width of my thumb and the length of my thumb exists, I must urinate in it before being able to touch the object it's in.' + * ‘If it looks edible, I'll probably eat it.' + * ‘If I see and recognize a number as prime, I must verbally count from zero up to that number.' + * ‘Every humanoid I see looks the same, like its an army of clones.' + * ‘Everything tastes super spicy, even the air!' + * ‘I cannot willingly tell a lie, and if I figure out something I said was a lie, I must make an unarmed strike against myself.' + * ‘No one must know that I'm a secret agent of (insert nonexistent BBEG here), and I cannot be convinced that they do not exist, for who else could I be serving?' + * ‘Every time I blink, somewhere, that statue of (insert famous person here) moves another mile towards me. I must ensure that it never catches me!' + * ‘I am incredibly lusty all the time, and the only time I am content is when I am sating that lust.' + * ‘A powerful mage turned me into a different race, and even modified all images of me and my memories to beleive I am one of that race!' + * ‘A powerful (insert other race) stole something from me, and I will kill every person of that race until I get the item back!' + * ‘I no longer know how to open or close doors.' + * ‘I hear all spoken words as song, and when I speak, I sing to join in.' + * ‘I must mentally catalogue all of the ways to feel pain. If I see a new source of pain, or one that I've forgotten the exact feeling of, I must hurt myself with it.' + * ‘I am guilty of a heinous crime against the people I interact with and must pay recompense in some way. I seldom remember what my crime was, but I can feel in my heart when I've wronged people.' + * ‘I am never wrong. Evidence against me is always fake or a misunderstanding somehow.' + * ‘My fists feel more powerful than any weapon or spell I own.' + * ‘I believe I can turn things invisible to me, and am convinced that I can use this to see things I actually cannot.' + * ‘I have to use sarcasm at least every other sentence.' + * ‘I think theres a tasty thing that I'm always chewing on, but I'm not actually chewing on anything.' + * ‘The authorities are conspiring against me. I do not trust any authority figure, whether civic, religious, institutional or otherwise.' + * ‘I have been chosen by a particular deity to carry out its will, and sometimes its will contradicts my own. But I have no choice. I must carry out its will, even when its commands are not congruent with my alignment.' + * ‘I am constantly carrying on conversations with an invisible entity that no one else can perceive. I believe the conversations are silent within my head, but I'm actually saying everything out loud --- sometimes TOO loud.' + * ‘I have gazed into the abyss and it has left lasting effects on me. Every time I roll for anything, I have a low chance of instead staring into space. this chance increases every time i make a check, attack roll, or saving throw.' + * ‘There's a particular piece of unusual headgear that I prefer to wear, and I wear it all the time, even in inappropriate situations and circumstances. Whether it's a cap, hat, helmet, crown, or whatever --- I wear it when in combat, when asleep, when eating, drinking and bathing. I never take it off. It protects me from the mind-readers, you see. They're trying to steal my thoughts.' + * ‘I believe that my weapon of choice is an intelligent creature. I talk to it occasionally, but I especially talk to it during combat. Every time I roll to hit with this weapon, there's a chance that I will instead stop to argue with the weapon instead of attacking.' + * ‘I carry a skull of a member of my race with me everywhere I go. It's not hidden in a bag, though --- I wear it around my neck on a chain. I refuse to answer questions about it, and during down time I can often be seeing staring into its empty eyesockets and muttering to myself.' + * ‘I am easily distracted by the fascinating complexity of the universe. I am constantly going off on tangents which at first sound super intellectual but don't actually go anywhere or lead to any meaningful conclusions.' + * ‘When I mean to say anything, I am instead silent, but when I mean to think something, I say it loud and clear.' + * ‘I believe I have lycanthropy. As the full moon nears, I go into a panic and insist on locking myself away, in isolation, to protect innocents from my rampage. I will remove all my clothes, howl like an animal, and try incompetently to claw and bite anyone near me. I will forget how to speak, use tools, and wield weapons. My attempts to break free will be hilariously ineffectual. When dawn comes I will be convinced I transformed, insist I remember nothing but feelings of hunger and rage, and be very concerned about having hurt someone.' + * ‘Every kill I perform must be artistically pleasing, I'm a man of culture after all, not some crazed psycho!' + * ‘Because of the constant dangers out there in the world, I need to be constantly reassured that I am alive. If not acknowledged for twenty or so minutes, I will start to believe that I was just killed and became a ghost.' + * ‘Certain words hold power, and I refuse to utter these words. Anyone who says them are against me and planning my demise? What are these words? Are you planning to kill me?!' + * ‘Any act of kindness towards me has ulterior motives.' + * ‘Mercy is for the weak. I kill all of them. Even the women and children. All are possible threats.' + * ‘I can't remember large portions of my previous life, and I'm not sure I can trust what I do remember.' + * ‘I am convinced someone tampered with my memory (though this never happened).' + * ‘I want all the money, I want to possess every single coin in the world.' + * ‘I burst out in random bouts of laughter, crying, or screaming, and I just can't help it.' + * ‘Don't look, but there are *things* following us. They're hiding in the shadows, watching us. They're everywhere!' diff --git a/tables/mushrooms.org b/tables/mushrooms.org new file mode 100644 index 0000000..5ff39b8 --- /dev/null +++ b/tables/mushrooms.org @@ -0,0 +1,100 @@ + * *Arachnus Phylarkus.* This delicate mushroom looks like a small black bowl with thin brown gills about 10cm across. It is poisonous to simply ingest but when steeped in boiling water for 10 minutes a thin black tea is created. This tea when consumed grants the drinker resist poison and disease for 4 hours. The mushroom is often the home of a particularly venomous type of spider and is difficult to harvest. + * *Terra Mirabilis Boletus.* When ingested, this mushroom produces an effect similar to a Reduce Person or Enlarge Person spell. The effect is limited to three rounds. The effect produced is determined by where one bites the mushroom. That is to say, one side will make you grow taller, and the other side will make you grow shorter. The difficulty is determining which side is which, or even where a ‘side' begins and ends on a perfectly round object. Eating the entire mushroom will produce either effect randomly for 1d10 rounds. + * *Fyngum Stinkus.* This small aquamarine colored mushroom emits a foul smell when crushed. It can be used to overwhelm the senses, cover your scent, prank your friends, or can be distilled into a throw-able stink bomb. (Note, is also known to be a powerful goblin attractant) + * *Amanita muscaria S. M.* A button mushroom, whose top is red with white spots. The stem is mostly yellow except for two parallel black bars. If it is eaten it produces an effect similar to the enlarge spell, along with immunity to concussions. The effect ends whenever damage is taken. + * *Seductus Lactimus “Lust-shroom”.* A golden luminescent mushroom with silver spots. Ingesting the mushroom makes the creature who ate it hallucinate, making anything they see appear as a mushroom. Additionally, the creature has an unusually intense desire to consume all other mushrooms in sight which puts them into an uncontrollable rage. + * *Profundus Obscurus ‘The Deceiver'.* This average brown and purplish mushroom ranges in size, features, and color. No two alchemists can agree on exactly how to classify it, or if they are even discussing the same mushroom. Implicated in untold arguments and altercations throughout history, it wasn't until the Great Debate of the Late Dyvonian Council nearly ended in bloodshed, that David Orelchy pointed out the mushroom exhibited the same energies as the spell ‘Confusion'. When contained in a glass bottle the spores are contained and it can be thrown as a ranged weapon. The affect is 2 d12 wide and lasts for 4 turns unless there is a stiff wind. + * *Enchantrynium Blistarix Wizard's Bane mushroom.* This large, blue, tall-stalked mushroom gives its consumer a resistance to magical damage for 1 hour, but the consumer must make a DC 15 constitution save after that hour or take 1d4 poison damage. Particularly large specimens can be shared by an entire party. + * *Betrothitus Indusiatus, aka ‘Bride's Veil'.* A thin, ghostly white mushroom with a thin, veil-like skirt billowing from under its cap. Bride's Veils become almost completely transparent in moonlight and grow at the edges of thick forests. The skirts, though extremely fragile, can be woven together into fabric using a precise hand (though very few have been known to possess the talent) for qualities similar to a cloak of invisibility. When brewed into a tea or liquid, the consumer experiences the effects of Invisibility for 1d4 hours. + * *Pleurotus Androgenomyces.* A small, dark blue mushroom that grows in clusters of three. It particularly prefers soil that has been soaked in fermented beverages like beer, ale, mead etc... Commonly seen outside of pubs in warmer climates. When consumed fresh it transforms the imbiber into the opposite gender for 1d4 hours and increases Charisma by 1d6 for the entire duration of effect. For this quality it is colloquially known as the ‘False Whores Cap' due to the tendency of poor drunkards to impulsively eat them in order to sell their newfound bodies to bar patrons in order to afford more alcohol. + * *Visus Invisibilia.* A small, rare, clear transparent mushroom with a milky substance seen throughout the bowl. It grants the person that eats the fungus the ability to see invisible creatures/objects for 4 hours. Upon consumption the PC must do a DC 12 Constitution save or they cannot tell the difference between hallucinations that the fungus can cause. + * *Tricholgossum Falfortinem and Trichoglossum Fortinem.* Two outwardly identical small fungi that resemble miniature black cats tongues. The T. Fortinem will give those who consume it whole a berserker rage, for 10 minus Con. modifier rounds. After the rage fades, those that consume must make a Con 10 save or gain 1 rank of exhaustion. The T. Falfortinem will give those that consume it a euphoria and a feeling of invincibility. Con 15 save on success, grants resistance to bludgeoning and piercing for 10 minus Con. modifier rounds. On fail those that take it gain a -1 penalty to STR and Con until long rest. + * *Bufos Draconii or ‘The Dragon Toad'.* A species of 10 different mushrooms of similar shape with scale-like armored caps. Each mushroom is a distinct color and matches the variety of colors that dragon species are known by. Including one for each metallic and each chromatic dragons. Consuming the stem of this mushroom gives you a one-time use of a lesser version of that colored dragon's breath weapon, 4d4 in cone or line depending. Once consumed this mushroom will fatigue the consumer and they will begin to hallucinate for 4d4 rounds. These hallucinations often involve being attacked by a large dragon of the same type as the consumed mushroom. + * *Yarokol Plenenium.* A small off-white mushroom with a blue-green glow. This mushroom strangely requires a drop of blood to cultivate. When ingested this fungus tastes almost uncannily of meat. The ingester suffers a disadvantage on Wisdom saving throws made to resist enchantment spells cast by the provider of the drop of blood for 2d4 days while the mushroom passes through their system. The effect may be ended early with a greater restoration spell. In addition, while affected by the mushroom, the provider of the drop of blood may cast enchantment spells on the consumer from any distance, if the provider knows where the consumer is. Drow mages have been known to use these mushrooms in a hearty version of a famous lizard egg stew called Nildax Godeneld. + * *Nubious Mortificantus or Death Cloud.* The stem of this mushroom is a yellow-brown color with a red, purple and green bubble at its top. This enormous mushroom stands at 2-4 feet tall and can grow on trees, rocks or on most ground surfaces. This mushroom has gills but produces spores in a different way. The bubble pod at the top of the stem is about 1 foot wide and when broken or pierced in any way releases a silver-blue cloud of spores that latch onto all surrounding objects. Within 6 hours the spores sprout new fungus that begin to grow and anything they touch. When exposed to spores of this mushroom fall on a living host they will be paralyzed within 6 hours as the mushroom begins to grow. Within 72 hours, without medical assistance, the fungus will spread thin filaments into vital organs and slowly kill its host. Death Cloud patches often obscure bone piles and desiccated husks of their former hosts. + * *Unguisi Aquilia or Eagles Claw mushroom.* This plain brown mushroom is about 6 cm high and can be distinguished by the large white dots on its gills and stem. Found around the base of very tall trees, Unguisi Aquilia does not appear to have any special properties and is often collected by travelers for a quick supper. However, experienced mages and mushroom hunters know that within minutes of consuming this delicious mushroom humanoids grow wings and large talons on their feet, often destroying clothing and armor in the process. Mages or others who are prepared before they consume this mushroom gain the ability to fly for up to 2 hours and also gain a sweeping talon strike that does 2 d6 of piercing damage. Tales of fireballs raining from the sky are often considered signs of dragon activity when in fact this curios little brown mushroom might be to blame. + * *Psathyrella Aquatica.* This mushroom can be found in rivers, lakes, and other waterways. It is small and silvery blue with white spots on its cap. When consumed Psathyrella Aquatica gives the ability to breathe underwater for 1d4 hours. Over consumption in humans can cause the consumer to grow gills behind their ears which damage hearing and affects perception. + * *Locusti Fungili The Mad Cap* mushroom is a small brownish mushroom with a red mark on its cap that is similar to an X. When consumed this mushroom gives its consumer a mental map of its environment within 3d12′ of the spot it was picked. + * *Magilicus Tempesti or Storm Mushroom* is a relatively large turquoise mushroom that can change weather with release of spoors often using this ability to dampen its environment and call forth small storm when in danger. When disturbed the mushroom releases spores in an upward cone that do 1d6 necrotic damage upon exposure. A small magical lightning storm is formed in a 40′ circle around the mushroom for 1d8 rounds and all creatures who fail their saving throws take 1d4 lightning damage per round while under the cloud. + * *Myconis Lacusti* is a large black semi-rectangular fungus that often resembles a block of stone. When disturbed it teleports whatever is touching it into a demi-plane consisting of a small room with mushy walls. This plane will only transport its contents back to the mushroom if it is burned. The contents of the demi-plane take 1d6 damage as they teleport back. + * *Proturbatis Fraudibus or the Joke Cap* is a red mushroom about 2 feet in height with a thick cap. This mushroom was genetically altered by a necromancer long ago to tap into the dead souls of comedic bards. When disturbed the ‘Fun-Guy' reveals a human mouth and spouts a stream of one-liners in common that either antagonize or fascinate the listener but in either case they gain a bonus 1d6 bonus to perception. If anything touches the mushroom however it releases spores in a 20′ cloud that incite spontaneous laughter incapacitating those exposed for 1d4 rounds. + * *Boletus Aurumni.* This tiny golden mushroom is harmless to touch and delicious to eat raw giving its consumer a 1d6 bonus to constitution for 10 hours. However, certain alchemists know that if collected in bulk and distilled into a think golden syrup, the concoction can be used to turn copper, silver, and other base metals into gold. + * *Exspiravit Bosletavi.* A pale white mushroom that sheds a phantom silver glimmer in darkness. Said to grow where a man with unfinished business died, it's often found in graveyards and ancient tombs. If properly dried for 24 hours the consumer will be able to cast once speak with the dead. With a failed CON save (CD 10) they will have hallucinations of dead people talking to them. It is said that these hallucinations represent the spirits of the corpses buried under the mushroom even though this is clearly nonsense born from popular superstitions there are rumors of people who found ancient treasures a long time forgotten by following the instructions of this “spirits”. All legends have a seed of truth maybe... + * *Fortuna Fortinaticus* is a rather normal looking small brown mushroom with green gills that grows mainly in small rings or clusters out of dragon droppings. Coveted for their properties people have attempted to cultivate them for thousands of years to no avail. When one mushroom is consumed all dice roll results automatically get +3 for 1 hour (that is +3 to each die) but consumption of more mushrooms does not increase the bonus at all. At the end of the hour the consumer falls into a deep sleep for 2 hours and no amount of magic or physical prodding can wake them from it. + * *Champinguini Fumenticatus.* Known as the Smoke Ball mushroom, this large fungus has a fat purple stem that is capped with round yellow globes of thin fragile membrane. The contents of the globules are a smoky blue mist that twists and twines around itself. Any movement or object that causes a globe to break releases the mist which flashes out into a 10′ cloud as if under pressure. Contact with the mist results in instant paralysis unless a CON saving throw is made. This saving throw must be made each round for 1d10 rounds to see if a PC/NPC/Monster is still paralyzed or re-paralyzed. With a successful DEX roll a skillful adventurer who finds this mushroom can extract the globe into a glass or other throw-able container for future use. If someone who is carrying these globes trips, falls, is pushed, leans on, or breaks the globes in any way they should hope that nobody is standing too near to them. + * *Celeritis Maximus.* Known as Blur Root grows mostly underground and in the Underdark. It is a curious fungus that avoids light and often grows in very dark conditions with just the small cap peeking out of the ground or leaf cover. The cap is small, light green, and sticky but the stem is long and travels underground for several feet. The roots can be harvested with gloves (they do 1d4 necrotic dame on skin contact) and brewed into a strong tea that grants the drinker double movement for 2d6 minutes. Mining dwarfs often encounter the mushroom and keep vials of the tea on them to aid their escape from cave ins or flooding tunnels, but more often they use is to exploit a newly discovered vein of ore as fast as possible before others learn of it. The Drow also use it to kill things faster. + * *Limus Botelium.* This mushroom is small, green, and slimy to the touch and is often called Slimy Doom. Any creature that eats this fungus begins to bleed uncontrollably, has a disadvantage on CON. checks and saving throws, and whenever they take damage they are stunned until the end of its next turn. + * *Wizard's Eye.* In the caves of the iron coast grows a mushroom many call the Wizard's Eye. They can be found in the caves by following their reddish glow to the nooks and crannies they propagate in. The mushroom itself is a small round ball that is reddish brown and translucent. Cooked in stew they are tasty and non-reactive but when used in conjunction with a fresh eyeball from any form of humanoid they transform into a useful item called a Wizard's Eye. Placing the mushroom and the fresh eye in a jar together triggers the mushroom to extrude small filaments into the eye and begin to absorb it. Anyone who eats a tendril can see what the new ‘Wizard's Eye sees for 1d12 hours. They are often placed near dungeon doors, in trees, and stuck to ceilings with putty. The Thieves Guild has been known to pay 100gp for specimens as they seem to have no shortage of eyes to use them with. + * *Morbidis Dulce.* The Sweet Death mushroom is so deadly anything touching it except glass or crystal is wilted and destroyed. Dropping it on someone from above is very mean. + * *Dusk Cap.* Shared hallucinations. + * *Pinewood Truffle.* Illuminates the dark when under 100 ft. underground. + * *Meadboon Fungus.* Tastes like meat: age of mushroom depends on taste of meat. + * *Southern Spotted Toadstool.* Consumes material from the ground and breaks it apart within the cap of the mushroom. + * *Flightless Dragon Bane.* Naturally poisonous to dragons dealing 3d6 poison damage if consumed. + * *Morel.* Heals 1d6 HP when consumed. + * *Chanterelle.* Heals 1 point of exhaustion when consumed. + * *Nimra's Rot.* Poisoned for 1d4 + 1 hours when consumed. + * *Hearty Truffle.* Returns the user to full health. + * *Clover Mushroom.* Your next roll has advantage. + * *Magika Mushroom.* For the next 2d4 -- 1 days, your spells have a chance to induce wild magic. + * *Glass Mushroom.* Your turn invisible for 1d4 hours. + * *Strange Mushroom.* You grow 1 size larger for 1 day. + * *Hushroom.* This mushroom has a short Stout stem with a wide brim cap in shades of violets and blues. When ingested the creature becomes incapable of making any sound orally for 6d10 minutes. + * *Crushroom.* After somebody eats it they have a crush on the nearest people according to their sexuality. + * *Night Cap.* This squat specimen sports a dark inky-blue cap with white speckles and a creamy white stem. Known for inducing vivid and intricate dreams when consumed and used in mass to produce dark blue dye. Blackish-purple spore print. + * *Fool's Night.* Nearly similar to the Night Cap, but featuring a ring around the stem, Fool's Night induces violent nausea for several hours after consumed. Also used in mass to produce dark blue dye. Very light spore print. + * *Rushroom.* Purple and wrinkly, consuming increases movement speed by 10 feet for an hour. + * *Murdermoss.* An orange moss that grows in areas polluted with dark magic. Consuming even a little bit forces a DC 20 con check, causing instant reduction to zero on a failure and poisoning on success. + * *Fumestool.* Looks and smells exactly like a piece of human feces sticking upright out of the ground. Doesn't harm anyone who eats it, but dude! Seriously!? + * *Willoshroom.* Hundreds of small strands hang down from the mushroom, making it look like a willow tree. It can be made into a poison that both deals 1d4 damage each minute and dulls the senses, causing an afflicted creature to be unable to feel pain. + * *Cherub's Stool.* It glows dimly when exposed to stars in the night sky (the sun causes it to shrink away). It must be harvested on a new moon for the full effect to take place. When the potion is drunk, the creature becomes a Celestial for the duration of its effects. They can also shed bright light for 30 ft and dim light for 30 ft beyond that as an action. Finally, they heal an extra 1d6 hit points whenever they cast a spell that causes a creature to regain hit points. + * *Foamcap.* A mushroom with a puffy, spongelike appearance. It most often grows where lightning has struck. Brewing it correctly into a potion can give a consumer resistance or immunity to Thunder damage, while failing the process can deafen the drinker for 1d10 days. + * *Amanita Marioscaria.* A red toadstool with white spots which is the active ingredient in enlarge potions. + * *Gripa.* Sometimes known as the sign of tragedy, or the plant of deaths. Rumor has it gripa grows where tragedies have taken place, as a memory of the fallen and their miseries. This purple vine grows as a product of the decomposition of a humanoid. It is often used by hags, which makes them really prone to build settlements around areas rich in gripa. It is rare to find, and with a large enough amount, it can be used as a daily treatment to reduce aging and it's symptoms. It can also be used for purple coloring. + * *Fishfin Mushrooms.* Fluted and reminiscent of a fish's fins, these mushrooms are found on the underside of fallen tree trunks and have the unusual benefit of giving those who consume them (properly prepared) webbed fingers for 1d4 hours. Unfortunately, regular consumption of these leads to the change becoming permanent and the webbing growing thicker, making fingers much harder to move. + * *Greencap Mushrooms.* The brilliantly green colored caps of these mushrooms warn off those who might think about eating them, but the bright green color makes a wonderful dye when large quantities of these are boiled! They do have a tendency to stain the fingers of anyone who touches them, though. + * *Bloomshroom.* A small blue mushroom with a frilled cap, it normally grows in clusters and can be easily mistaken for flowers by those with vision problems or distinct lack of plant knowledge. Unlike flowers, however, the scent of these mushrooms causes those that inhale it to sneeze uncontrollably for 1d6 minutes. + * *Davian's Tree.* A man-sized brown capped mushroom that retreats underground during the day and emerges at night, appearing to “deflate” or otherwise shrink as it disappears. It's flesh is a delicacy, and during summer it releases spores that are said to be able to mask the taste of any good or drink. + * *Boggleheart.* A fungal fruiting body, found buried beneath soft soil. This knotted cluster of sponge-like material exudes an inky black liquid when squeezed, and lesser fey purposefully avoid areas in which they grow. This is because the fungus is extremely toxic to faeries and their ilk, to a deadly degree. The spores that permeate above ground are enough to cause sickness in them and contact with the black liquid can bring death. + * *Orcus's Kiss.* A pale ridge-type fungus that grows out of dead trees, with red veins running through them. Trees that bear this fungus are slowly granted a new life, revived completely over a period of three months. + * *Creeping Rott.* Sometimes called Devil's Root. This vine grows in long finger-like tendrils that sprout out of warm locations. These tendrils can be ground into an elixir that once consumed gives a creature advantage on saving throws on spells and other magical effects, as well as saves against poison and disease, but any amount of magical healing they receive also reduces their hit point maximum by half that amount for the potions duration (8 hours). + * *Gall Flower.* A greenish slime mold that blossoms with tiny red spores in the heat of summer. These spores are incredibly toxic and can be refined into a powder which if inhaled can send a creature into toxic shock. An affected creature must make a DC 20 Constitution saving throw. On a success the creature is poisoned for one hour, on a failure the creature is poisoned for this duration but also paralyzed for a number of minutes equal to the number by which they failed the DC by. In contrast, the slime mold itself has great medicinal properties. If applied to wounds over the course of a rest, that creature regains 1d4 additional hit dice as well as 2d4 hit points at the end of that rest. + * *Imp Stool.* A squat mushroom with a bulbous yellow-green head. Consuming it raw has terrible effects of the metabolic system. The creature takes 1d6 poison damage and must make a DC 16 Con saving throw. On a failure this damage also reduces their point maximum by the damage taken until the end of their next long rest. Creatures that fail this save by are also poisoned for a number of hours equal to the number by which they failed this DC. Can be distilled into a more potent elixir that deals 3d6 poison damage on a failure and half on a success with a DC of 11. This elixir can be added to any other ingestible poison with compounding effect and raising the DC by 1. + * *Curshroom.* Looks like a skull with, it grows in contact with blood very fast, even if it's inside a person, but it's not deadly, only disfigure the person skin that will grow mushroom, it's treatable but takes a year, you will look horrible but since it's a good source of vitamins it's likely you will never get sick ever again, even once removed. + * *Plump Helmet.* An incredibly sweet mushroom that the dwarves are known to mash and ferment into a unique kind of ‘wine'. Often cooked with syrup made from the indigenous sweet pod fruits, Plump Helmets are incredibly filling, but aside from this, have no unique effects. + * *Dimple Cup.* Another mushroom cultivated by the dwarves, Dimple Cups are inedible. However, when ground up finely, their flesh makes a valuable blue dye for clothing. Eating a Dimple Cup can cause severe food poisoning, dizziness, dehydration and death. + * *Blushroom.* It massively upregulates the cardiovascular system causing increased endurance and the telltale blush of its users. Often used illegally in gladiator rings and other physical sports. If prepared properly (crushed into powder then steamed) it will give a +1 to strength checks for 1d4 hours and advantage on con saves/checks for 12 hrs. If consumed without preparation will give advantage on strength checks for 2d6 hours but the consumer will must make a DC 18 con save every half hour or take 2d6 damage every half hour until the effects ware off. + * *Dwarven Fart.* This mushroom is the size of a fist and packed full of spores. Crushing it or throwing it will cause it to release a cloud of spores in an area the size of a 5ft radius sphere. Each creature inside must pass a DC 15 check or be poisoned by an hour. + * *Brain Fungus.* Hear the thoughts of everyone within 60 feet for 3d4x10 minutes. (WARNING, DO NOT CONSUME WITHIN A CITY, LONG AND SHORT TERM MADNESS MAY OCCUR). + * *Mooshroom.* Turns the player into a cow for 2d10 minutes if they fail a DC 13 CON save. + * *Jazz Cabbage.* The player can only speak in honks and snorts, making spellcasting nearly impossible, for 1d4 minutes if they fail a DC 15 WIS save. + * *Crimson Screamer.* You become poisoned and suffer hallucinations, your sonic/thunder spells or abilities become more potent. + * *Oracle's Consult / Delphi Epiphinata.* You gain insight into the future, you roll a single 1d20 upon consumption and may replace any roll with that value within a 24 hour period. Multiple consumptions within that period lead to 1d2 points of psychic damage for each dose after the first. + * *Oyster Mushroom.* gain the ability to breath water for 1d8 hours. + * *Blue-bruise.* 1d20 minutes after consuming, the eater sees into the ethereal plane for 1d4 hours. Disadvantage on perception checks for events/things in the material plane. + * *Bolsef's Marvelous Mushroom.* A bright pink and red striped affair that is toxic to most species, but when properly prepared for safety it grants the consumer a sense of comforting euphoria for 1d4 hours. + * *Sylvanhat.* A very rare white mushroom that only grows in forests inhabited by fey. Peeling away it's thin skin reveals a “core” of valuable blue metal found nowhere else. + * *Horsenip.* A wide brown mushroom that horses can't get enough of. No one knows why. + * *Bleeding Heart.* A pinkish polypore that grows on the side of certain trees. When squeezed, a bright red liquid drips from its gills that stains indelibly and is used in long-lasting dyes. + * *Ogre Farts.* Black mushrooms with a shallow indent in the cap which shoot forth foul-smelling clouds of spores when touched. + * *Magerot.* A fungal “web” of fleshy strings that grows only on abandoned arcane foci. If dried it can be consumed to allow a mage to cast spells without an arcane focus or component pouch for 1d10 hours. + * *Pigstingers.* A species of ascomycete fungus similar to truffles, whose fruiting bodies are covered in sharp spines that are known to hurt truffle-hunting pigs. + * *Charmshroom.* Gain advantage on Charisma based checks for 1d4 hours. + * *Tenax Stalk.* When chewed, it chemically alters your hormones for 1d6 hours making your skin develop a white viscous cover, focusing on the extremities [all], that can be used to produce webbing and enable spider climb. + * *Alulospergies Sap.* Amber color, extremely slick fluid that when applied to body or object makes it lubricated. DC 10 to manifest allergic reaction, you may make another roll for severity at own risk. + * *Amanita Phaloids.* extremely poisonous, Con save DC 18, 8d8 damage if failed, half if passed. + * *Brown Cap.* nourishing protein, gives free 1 hit die hp. + * *Purple Haze.* con save 15, if failed enables to see to the ethereal plane for 3d8 minutes + * *Zaphir.* takes 1d4 damage and induces colorful dust like breezes that manifest a whirling portal. Use 1d4 to force the PC to go to the direction the dice points as if he was trying to go through the imaginary portal. + * *Grayling.* A very plain looking gray mushroom. Causes vision to turn black and white for, gives advantage on perception of movement. + * *Assassin's Candy.* Black and red with lots of folds. Raw: 4d8 poison damage + poison status dc 18 con save for half damage and no poison status. Cooked: After ingesting 5 times hit points are reduced to 0 and death saves begin each round unless dc 20 con save. + * *Dragon Funnel.* A family of white mushrooms that are funnel shaped and have colored scales running down their sides. Said to grow on sites where evil dragons have died or have had their blood spilled. Color of the scales determine the elemental affiliation. All give elemental resistance for 8 hours after being eaten cooked with meat + * *Thief's Folly.* When dried, powdered, and then mixed into clear alcohol, this mushroom produces a clear liquid that can be used to coat any object. When coming into contact with skin, this liquid causes the skin to glow a bright blue for 1d10 hours. + * *Phoenix Shroom.* Small mushrooms with a pointed, amber colored cap, these mushrooms often grow in tightly packed groups around the ashes of campfires and glow a distinct yellow and red color in the dark. Phoenix shrooms are often mistaken for fires from a distance. When used to make stew these mushrooms have a natural spice that grate those who drink it fire resistance for the next hour per serving eaten. + * *Temple Bells.* These bronze-colored mushrooms grow in clusters of six. When eaten, they heal 1hp and provide resistance to necrotic damage for 10 minutes. + * *Bloodcap.* Contact with the spores of this mushroom induces an uncontrollable rage, causing a creature's attack rolls to have advantage but giving attacks against them advantage for 1 minute. + * *Leaky Inkwell.* The black liquid that oozes from these mushrooms (hence the name) is commonly extracted to be used as ink for spellbooks. Curiously, the ‘ink' is also edible and has a spicy flavor profile. + * *Kobold Cap.* When ingested, these crimson mushrooms make the consumer hysterical and jumpy as if under the effect of a fear spell. + * *Tiamat's Toadstool.* These capped mushrooms grow in clusters of 5 with each cap colored to match the chromatic dragons. When ingested, each mushroom grants the consumer resistance to the damage type that corresponds to the color of the caps (red for fire, blue for lightning, green for poison, black for acid, and white for cold). However, eating more than one mushroom within an 8 hour period is harmful to the body and causes 1d8 necrotic damage for each mushroom ingested in that time. + * *Brawler's Button.* For 4 hours after consuming this bitter mushroom, the consumer's unarmed strikes deal an additional 1d6 damage and gains a resistance to bludgeoning damage. + * *False Reaper.* This mushroom causes a humanoid who eats it to make a Con save (DC 13) or become poisoned. If a creature chooses to willingly fail the save by preparing themselves with meditation beforehand they can drop to 0 hit points instead and remain there, suspended in a state of false death nearly indistinguishable from the real thing. This state lasts for 48 hours -- whereupon they may make their death saving throws at advantage. If they succeed their saving throws they immediately come awake with half their HP and a level of exhaustion. If they succeed two, they come awake as above but with 2 levels of exhaustion. If they succeed one, they come awake with two levels of exhaustion and 1 HP. If they fail their saves, they stabilize at 0 and remain unconscious until they come awake naturally or are magically healed, coming away from the experience with two levels of exhaustion and a blinding headache. diff --git a/tables/names.org b/tables/names.org new file mode 100644 index 0000000..6901d86 --- /dev/null +++ b/tables/names.org @@ -0,0 +1,189 @@ +#+TITLE: Random NPC Names +#+AUTHOR: Howard Abrams +#+EMAIL: howard.abrams@gmail.com +#+DATE: 2019-10-24 October + + - Maronne Harpsorcerer + - Casimir Bullcry + - Achaios Crowwhisper + - Jellion Gravelsoul + - Lynkos Treeglove + - Alyne Longhound + - Latona Ghoulstone + - Parnell Foeriver + - Lykophron Siegecleaver + - Callie Kingtromp + - Brontes Northcloak + - Federica Monsterhouse + - Klaros Gustgiver + - Giselle Frostbrow + - Baterich Cloudspear + - Jago Nightsoother + - Hannah Grassclaw + - Neaira Staleheart + - Angelet Foxkin + - Serendipity Stormrock + - Theophane Duskcowl + - Celestia Spelltouch + - Eschiva Bluebond + - Bathsua Moonsharp + - Tansy Gloomknocker + - Alaire Anvilslicer + - Galfrid Forgetoes + - Edmund Gooseheart + - Sysley Bronzebottom + - Henry Copperknee + - Lennard Lionknee + - Berndan Lawcutter + - Caroline Scalechewer + - Malachy Drakehoof + - Wauter Stonestorm + - Tulip Dogboot + - Fergus Redchange + - Ierick Swiftwind + - Mathild Goblinboard + - Pulmia Doomchaser + - Casimir Drumstar + - Caroline Springmaster + - Leofwynn Spinedance + - Claire Flowerwhisker + - Jeniel Faerieflinger + - Fulke Halfchuckle + - Nireus Hollysmasher + - Kain Spiderhammer + - Bertrand Irondancer + - Josias Freemaul + - Erasmus Songtalker + - Cuthbert Oxseeker + - Alobeth Broadwing + - Jasmine Shadowhide + - Lily Wormcarol + - Kephalos Hairhand + - Roundelph Gemhelm + - Jedediah Hillbright + - Penthesileia Killcrippler + - Olympia Ratblood + - Polykaon Graywatcher + - Dylan Hawkglacier + - Maxfield Riddlehunter + - Gianna Leafhood + - Emanuel Mudear + - Syme Firestinger + - Federica Wolfgaze + - Tansa Sharplaugher + - Grace Spiritfall + - Latona Catgust + - Willmott Tallrend + - Pelias Darkborn + - Coster Brightbound + - Rolfe Rainbane + - Halstein Arrowstorm + - Averil Thornblade + - Leofwen Goldthumb + - Powle Angelsong + - Dawson Greensteel + - Elatus Swordvalley + - Gygas Silverrunner + - Serendipity Gloryhair + - Seldi Milltooth + - Silvanus Lightfinger + - Vannes Ghostsinger + - Oliver Knifewillow + - Sulen Willowviper + - Aleyn Shieldtraveler + - Kaelyn Starwalker + - Redmond Tigerfang + - Oiax Whitecloud + - Ophellia Trailson + - Snow Macebrood + - Thoas Beastforger + - Ele Herolover + - Richarde Titanhowler + - Abelard Glasskiss + - Aiden Wyrmbrissle + - Orson Icetongue + - Emblyn Mountainharp + - Rose Lateteeth + - Achaios Felcaster + - Uranos Gentletraveler + - Franny Oakchest + - Cameron Strifestone + - Jack Gravefinger + - Kyzikos Frosttooth + - Maxfield Songharp + - Erebos Titanlover + - Arnott Felhammer + - Ismay Doggaze + - Reginald Quickwind + - Anne Eaglesteel + - Arlette Flameson + - Chloe Arrowheart + - Elaisse Spinetouch + - Zoe Angelkiss + - Jellion Hollycloak + - Laird Oakknee + - Sol Redchaser + - Hippotes Goblincry + - Lodwicke Spellwhisper + - Henrietta Laterunner + - Makayla Wyrmriver + - Isabella Ironhide + - Lennard Smilestalker + - Menestheus Firekin + - Maronne Lightmaster + - Lauda Spiderchewer + - Aubrey Drakerock + - Chulisa Springtongue + - Gyes Gravelheart + - Kermit Riddlecarol + - Thornton Doomhowler + - Fulke Heroblood + - Molossos Crowbeard + - Birch Hawkrain + - Sabra Gloomsharp + - Chartain Treeflinger + - Janbert Goldcleaver + - Lityerses Starwillow + - Dametta Greencaller + - Wauter Silversmile + - Isabella Hillbane + - Brynda Jewelviper + - Templeton Millhound + - Alianore Ghostcrippler + - Crestian Grassblade + - Dominic Strifehunter + - Bakis Thornbrow + - Lykomedes Emeraldstinger + - Singleton Monsterseeker + - Dauid Grayhand + - Donner Gloryvalley + - Dorcas Flowerwing + - Reothine Stalebottom + - Taran Icesoother + - Inigo Giantmaker + - Grups Rainspear + - Dominy Bronzeknee + - Belath Macehouse + - Kyzikos Shieldlaugher + - Laodike Bluebound + - Belos Nightsail + - Lampetos Catgiver + - Wymon Broadtalker + - Persephone Bullstorm + - Laios Needlesoul + - Ursula Shadowbelly + - Albert Drumbond + - Templeton Wiseclaw + - Ozias Duskrend + - Lauren Dirthelm + - Adwait Gustsinger + - Deryk Beartrail + - Raffe Killbrood + - Laios Willowmaul + - Benedict Foestorm + - Beneger Cloudwalker + - Cole Faeriespur + - Peripanos Scaleknocker + - Portheus Anvilstar + - Theda Ebonfall + - Aegipan Glassglove diff --git a/tables/summoning-mishaps.txt b/tables/summoning-mishaps.txt new file mode 100644 index 0000000..a995213 --- /dev/null +++ b/tables/summoning-mishaps.txt @@ -0,0 +1,99 @@ +Spell or ritual fails but nothing happens. +Caster is seared by backfiring magics and suffer conjuration burns. Take 2d6 damage per level of the spell or ritual used in the summoning. +Caster is summoned to a different location/plane. +A gibbering mouther is summoned instead. +You summon a creature of opposite alignment to your intended target. +Your wards fail and the summoned creature is free to act independently. +A wheel of cheese appears before you. It appears to be muenster….. +All surfaces surrounding you for 100 feet in any direction are now covered in a thin layer of lemon juice. +An awakened shrub is summoned instead. +A golem leg appears. It’s [1d4. 1. stone, 2 iron, 3. copper, 4. tin] +A monodrone is summoned from Mechanus. +A tiny, harmless owlbear appears. It acts like a cat, and sticks with the party for 1d12 minutes. +You summoned an outer Chaos version of what you intended: it has extra tentacles, an extra face somewhere on it’s body, and an extra two hit dice. It gets a save each round to break control and do its own thing. +Your summon worked, but an extra one snuck through and is running away. Who knows what it will get up to. +You summoned a Catherine instead: http://goblinpunch.blogspot.com/2013/06/a-spell-called-catherine.html +Your summon worked, but it appears to be in the shape of a woman instead. +Your summon worked, but it looks like a hybrid of what you intended and a (d6): 1. human; 2. preying mantis; 3. gorilla; 4. shark; 5. squid; 6. bull. +Your summon worked, but the scale is off: (d6): 1. half sized; 2-5. 50% bigger; 6. double sized, and roll again. Redouble and roll again for each 6 rolled. It will attack you immediately prior to the summon ending. +You are merged with what you summoned. You and it get to each make an action each turn from your total list if options. It gets a save each turn to take an action of its own volition. This effect ends if you spend ten minutes meditating. +Your summon worked, sort of. The creature is big and puffy like the Stay-Puff Marshmallow man. It gets -4 to initiative. On a natural 1-3 (d20) on it’s initiative, it explodes, doing (hit dice÷3, round up)d6 damage to everything within 45 ft. +Your summon worked, but it’s difficult to control. Each round after their first, the creature gets to roll a save to break control. Once it does, it’s free willed. You can spend an action to banish it, but it can save against that, as well. +Your summon appears 2d6 × 10 ft. Above your intended location, and instead summons (d6): 1. what you intended, which spends a round feather falling down; 2. a potted petunia; 3. a blue whale (100 ft×30 ft, 10d6 damage to anything it lands on that doesn’t have some sort of cover like a ditchor a wall to give ur space); 4. gelatinous cube; 5. 1,000 cubic feet of frogs; 6. 3d6 house cats and 3d6 hounds. +You summon what you expected, but a vargouille is attached to it, and then it flies away. +You summon what you expected, but it can’t talk. +The summoning doesn’t work, and know you have a terrible headache. +You summon a doppleganger in the shape of yourself who attempts to escape immediately. +Your summoning attempt gains the attention of an arch devil who makes you an offer. +You summon a harmless woodland creature – 50/50 chance if they like you and want to hang around. +You summon a series of dismembered body parts which land like someone belly flopping into a pool. +A disembodied voice says ‘We have a lot of summonings right now and you’re on hold. You’re number d100 in line. Stay patient and we will get to you as soon as we can.’ And then it plays an easy listening, elevator music version of a song that all the bards are playing right now. +A guy in a business suit appears and wants you to sign a lot of paperwork before doing anything. +A loud voice is heard ‘fine fine i’m up!’ But after that nothing happens. +1d10 waterbottles appear. +A small mist appear that follows the summoner for 1d4 days. It is completely harmless but every9ne that passes through it starts coughing. +A bleeding heart falls out of nowhere and restores (MaxHP/Level)hp to anyone the eats it. +Everything seems to have gone correctly, however you don’t see anything in the summoning circle. Summoned creature is invisible and is waiting for you to break the circle. +Creature is summoned, however it doesn’t appear in the circle. It appears 2d100 ft away from where it was supposed to appear. +Creature is summoned, however it doesn’t appear in the circle. It just walks up or enters through a nearby doorway. It seems that it was already in the neighborhood. +Creature is summoned, however it has a much stronger willpower than expected. Each (round / new command), the summoner must make a (charisma / willpower) roll to control it. Summoner must also make a (charisma / willpower) roll to banish it. +1d6 Creatures get summoned. They are currently confined by the summoning circle. You only have control of one of them. +The summoned creature appears, however it is heavily wounded. roll d6 (1-3 its at 1/2 hp / 4-6 its at 1/4 hp) +2 Creatures appear. They are locked in mortal combat. +Someone else summons the same creature at the same time. roll d6 (1-2 you get the creature / 3-4 other summoner gets the creature / 5-6 creature explodes in a gory mess) +Someone else summons the same creature a second after you. The creature appears in the circle, as you are about to give it a command, it vanishes. +A statue of the summoned creature appears instead. roll d6 (1-2 just a statue / 3-4 actual creature, who was turned to stone / 5-6 animated statue of creature) +Creature appears, however it is frozen in a block of ice. +Dead creature appears. Roll d6 (1-3 just dead / 4-6 zombie version of creature) +Skeleton of creature appears. Roll d6 (1-3 just remains / 4-6 animated skeleton of creature) +A ghost version of the summoned creature appears +A book written about the summoned creature appears Roll d10 (1-2 story where creature is main character / 3-4 story where creature is main antagonist / 5-6 diary of creature / 7-8 naturalist’s research notes on creature / 9-10 actual creature trapped in a magic story book) +Something too big to fit in the summoning circle reaches through it. Roll d6 (1-2 an arm reaches through / 3-4 a tentacle reaches through). Roll d6 (1-2 you have control of the appendage / 3-4 you don’t have control & it attacks anything near the summoning circle / 5-6 you don’t have control & it tries to grab anything near the circle an pull it back through to it’s side) +A human, humanoid, or demihuman appears. Roll d6 (1-2 they are wearing a mask of summoned creature / 3-4 they are wearing a costume of summoned creature / 5-6 they are wearing clothing or armor made from summoned creature) +A human, humanoid, or demihuman appears. The creature is currently (polymorphed / shapechanged) into the current form +A human, humanoid, or demihuman appears. The creature in question is currently possessing the body. +Creature appears, however it is currently possessed by a (animal spirit, demon, devil, ghost, god, greater old one, outsider, etc) +A tiny rift appears in the summoning circle. You can see something moving on the other side. Roll d8 (1-2 rift slowly starts closing on its own / 3-4 rift slowly expands until summoned creature can pass through, then it closes / 5-6 rift slowly expands to doorway size and remains stable / 7-8 rift slowly expands & continues to expand showing no signs of stopping on it’s own) +The creature appears. It looks sickly and strangely bloated. Soon after it’s arrival, it falls to the ground and starts writhing. Roll d6 (1-2 a single creature burst out from inside the original creature / 3-4 a few creatures burst out / 5-6 a huge swarm bursts out) +The creature appears. It is currently contained by the circle, however you have no control over it. It is willing to make a deal for it’s services. What do you need done? What are you willing to offer for said services? +A crossbreed of the summon creature appears. Roll d6 (1-2 naturally occurring crossbreed / 3-4 magical crossbreed / 5-6 Frankenstein mishmash of parts) +The creature appears, however it is currently restrained or tied. Roll d10 (1-2 tied with rope / 3-4 tied with chains / 5-6 entangled in vines / 7-8 cocooned with spider web / 9-10 restrained by magic spell) +A young child, cub, pup, kitten, etc of the summoned creature appears. If sentient creature, then you hear very faint screaming from the summoning circle and you are gripped with an overwhelming sense of dread. +If summoning a creature, the creature is summons with 1d4 extra appendages of a type it would have had already. +You summon an invincible wasp that stings you. It does 1 damage on a failed DEX6 check, and disappears after 1d4 hours. +You and any creature (except constructs) within 30ft randomly switch bodies. If no other creature are within range, then the caster swaps with with one of the the summoned creatures +Creature(s) are infested with virulent fungi. Creature within close proximity are at risk of becoming infected by the spores that cloud around the creature. +Creature(s) are infected with a planar disease that spreads by contact. Creatures struck by melee attacks (or those ranged attacks that expose a target to bodily fluids) are at risk of contracting the disease. +Creature(s) are infected with an airborne planar disease. +Creature(s) are infected with a memetic planar disease. This disease is spread through abstract means such as observation of specific patterns, certain phrases, concepts, emotions, memories, etc. +One or more gauths are summoned instead. These aberrations immediately attempt to break containment and consume any magic sources, be they items, casters, or magical creatures. +A single random magical item appears for the duration of the spell before disappearing. +A sorrowsworn is summoned instead. +An anti magic field emanates from the point of summoning rendering all magic (including the summoning itself) inactive/dispelled. +Caster summons themselves. This duplicate is a version of the caster from a parallel dimension and has the same stats as the caster at the time of casting. +The caster summons themselves, and they disappear from where they were standing and appear in the middle of the summoning circle, or at the target location. +The caster creates a permanent portal directly in front of the thing that they were trying to summon. +The caster summons the thing they were trying to summon, but it appears inside out. Creatures likely die very quickly unless their biology is amorphous. +A small wooden figurine of whatever the caster was trying to summon appears instead. +A psychic aftershock carries through at the same time as the spell’s intended effect. Everyone nearby makes an INT save to avoid being blinded, deafened, and temporarily bereft of other external senses for 2 rounds. +A planar aftershock carries through at the same time as the spell’s intended effect. Thematically appropriate objects rain down in a 60-ft radius around the location of the spell, e.g. rusted, blood-stained chunks of twisted iron for a summoning from Acheron, or gouts of acid for an acid-related spell. +The spell completes explosively, releasing a shockwave that does thunder and fire damage in a 45-ft radius. Anyone failing the DEX save to avoid the shockwave is pushed back 10 ft. Anything summoned is unharmed. +The summoning is unstable, causing anything summoned to disappear after 6 rounds. +The summoning experiences periodic instability, intermittently causing anything summoned to Blink uncontrollably for up to 10 minutes. This version of Blink connects to whatever plane the summoned entity/entities come from, rather than the Ethereal Plane, unless they already came from this plane. +The spell fully succeeds, but as a dimensional ‘equal and opposite reaction’, the caster is shunted into whatever plane they attempted to summon something from for some time. If they were summoning something from this plane, they are instead teleported to wherever they summoned that something from. +The ‘life force’ of the caster and summoned entity/entities are partially bound together. Any damage one party takes is transferred to the other, but they share some defensive properties as per DM discretion. +A semi-stable dimensional rift is left behind, which will close if exposed to enough destructive energy. If left open, small objects can move through it. It remains open for 1d6 hours, or until captured in a special apparatus that allows it to remain open indefinitely. +An inconvenient amount of lava begins pouring out of the air where the creature was supposed to appear. The caster can attempt to close the rift each turn by making a difficult Concentration check. +The summoned creature appears in the center of a small tornado and immediately torn to pieces. Nearby creatures and loose items are picked up and flung about by the powerful winds. +The summoned creature has a bad case of hiccups. Each hiccup spits out an impossible volume of water like a fire hose in whatever direction it faces, launching the creature backward and knocking it prone. +A moment after the creature appears, a giant earthen hand rises up from the ground around it and crushes it to a pulp. The hand then forms a fist and just starts punching things for the rest of the spell’s duration, flying around and attacking a la the Bigby’s Hand spell. +A small black hole opens where the creature should have appeared. Creatures within 60 feet must make difficult Dexterity saves to grab on to something heavy; creatures that fail or have nothing to grab have their speeds reduced to 0 as they are dragged 20 feet towards the center. Anything touching the black hole is struck by a Disintegrate spell. The black hole swallows itself and vanishes without a trace after a minute. +A creature-shaped window opens to a radiant plane of healing energy. Creatures within 60 ft regain 10 hit points per round while exposed to the light. Once at full health, creatures continue to gain 10 temporary hit points per round but are slowed (as the spell) as long as the temp HP remain due to tumorous Akira-style growths. If the temp HP total ever exceeds a creature’s normal maximum health, the creature violently explodes and its fleshy remains animate as a gibbering mouther. +Instead of the intended creature, the caster summons a vast and lidless eye wreathed in flame. Anyone looking at the eye (treat this as a gaze attack on each creature’s turn) must make a difficult Constitution save or turn into a pillar of salt. +A portal opens into a demiplane/dungeon that is located within the intended creature. Those adventurous enough should be ready for an amazing journey… +Unstable magical energies course through you as the summoning fails disrupting your ability to use magic. Any further spell-casting requires concentration, with a success triggering a wild magic surge. +You summon an immense swarm of iridescent butterflies – everyone inside is blinded by the reflections. +The creature resists the summoning leading to minor magical backlash. You are stunned for a number of rounds equal to the level of the spell being used +Your summoning succeeds but leaves your connections to the other planes weakened. You cannot cast another summoning spell for (1d4) 1)number of rounds equal to the spell level, 2) number of minutes equal to the spell level, 3) number of hours equal to the spell level, 4) number of days equal to the spell level. +Your summoning succeeds but gravity is oriented differently for the summoned creature. Roll a 1d10 to determine the direction of gravity, in a clockwise manner (1 in north, 2 northeast, etc.) with 9 and 10 representing up and down. Gravity for the creature(s) doubles if a 10 is rolled. +Your summoning is permanent, the creature(s) do not disappear upon death or the end of the spell. diff --git a/tables/sword-names.txt b/tables/sword-names.txt new file mode 100644 index 0000000..2b9f0cc --- /dev/null +++ b/tables/sword-names.txt @@ -0,0 +1,100 @@ +Orcbane +Devilish Dicer +Bisectinator +Careless Whisper +Caladbolg +Heartseeker +Lifeender +Diplomacy +Judgment +Finality +The Unprettier +Hushbringer +Shining Malice +Reaver +Kingmaker +Blood Drinker +Talon +Stonesplitter +Dragonsbane +Gutter +Beheader +Red Fang +Lopper +Gleaming Death +Pain +The Fury +Bleeding Heart +Cleaver +Grinning Night +Unhappy Ending +Justice +Blinding Truth +Oblivion +Heaven’s Grace +Eternal Rest +Sacrifice +Finisher +Lord’s Will +Ice Finger +Silence of the Dawn +Iron Steed +Sentinel +Peace +Rapture’s Gate +Elysium +Harmony +Hereafter +Tranquility +Azure Dream +Awakening +Torment +Gravedigger +Abaddon +Apocalypse +Fate’s Last Dance +Final Words +Salt edge +Stabwing +Loki’s horn +Xvartslayer +Butterknife +Icebane +Magnum opus +Blackan +Black Scarlet +Gutspiller +Dirgesinger +Innocence’ End +Tyrant’s Demise +Mr. Pointy +Finality +Gore +Hell’s Afterbirth +The Ending +Herald of Mercy +The Test +Last Rites +Gwendolyn +The Dancing Edge +Leg-Biter +Deus vult +Black Razor +Crimson Wind +Head Hunter +Heart Seeker +Scarlet Rain +Shield Breaker +Silence +Soul Breaker +Skull Splitter +The Sun Sword +Vengeance +The Maw +Curse Crusher +Blood Spiller +Author of Death +Sloth’s Bane +Backblade +Callous Cleaver +The Highroller diff --git a/tables/tavern-events.org b/tables/tavern-events.org new file mode 100644 index 0000000..6afb024 --- /dev/null +++ b/tables/tavern-events.org @@ -0,0 +1,100 @@ + - Tonight is the 10th annual Dragonfire Drinking contest! The person who can stomach the most Dragonfire Ale (very, VERY hot) will win the grand prize! + - A group in the back corner of the tavern are arm wrestling. + - An elven bard is playing on stage tonight and asking for requests. + - A travelling gnome from a far away land has made a deal with the tavern, and is selling exotic and strange drinks in a wooden stand they have set up in the corner of the room. + - It is the monthly wild magic surge brew drinking contest. If you can get the most down, you win. You may lose your hair and grow an extra arm but hey, the prize is 30 gp. + - Local criminals hangout in this tavern. They try to sell drugs. One criminal pours red dust in the drinks of the guest while they are not watching. + - The tavern is know for gambling. One guy is on a big winsteak and pays drinks for everybody. Nobody knows yet that he plays with loaded dice. + - Some tables are flipped over. In the middle of the room is a young orc girl on the ground surrounded by a few people. Her water just broke. She is about to receive twins. Nobody knows what to do. + - The owner of the tavern is an old lady. She owns about 5d20 cats. She cant serve you drinks or food right now because she has to feed her cats first. + - There is a cow in the middle of the tavern. Everybody is wasted and nobody knows how the cow got there or who owns the cow. + - The ‘bartender' is handing out free drinks and food. The owner is looked into the storage room. + - A 10-year old girl is running the tavern. Everybody is afraid of her. + - A half-elf sitting alone seems to be muttering to themselves but is actually decribing the comings and goings of the tavern to a sentient weapon on their lap. + - Two separate people are drinking alone. Neither seems at all suspicious on their own, but together they happen to be watching every single patron, as well as every entrance/exit. + - A soldier is dressed in plainclothes, watching a deal going on at another table. The disguise is not fooling anyone. + - It's the annual ‘Food Frenzy'. For two silver pieces (one of which goes to the house, the other to the pot), participants compete to eat the most meatballs in 10 minutes. There are six heats, and a then final. The winner of the gets the pot. + - It's the annual Ferret-legging Endurance competition. In the sport of ferret-legging, competitors tie their trousers at the ankles before placing two ferrets inside and securely fastening their belts to prevent the ferrets from escaping. Each competitor then stands in front of the judges for as long as he can. Competitors cannot be drunk or drugged, nor can the ferrets be sedated. In addition, competitors are not allowed to wear underwear beneath their trousers which must allow the ferrets free access from one leg to the other and the ferrets must have a full set of teeth that must not have been filed or otherwise blunted. The winner is the person who lasts the longest. + - In the annual Bonny Beard Competition, the most elaborately styled beard, as judged by the patrons, nets the winner a night of free drinks. The losers have to shave their beards off. + - The Annual Greased Piglet Game requires that a 15x15ft pen is set up in the tavern. Participants pay a small fee to compete to catch a lard greased piglet in the quickest time. The winner keeps the piglet. + - A crossbow bolt crashes through the window and strikes a merchant who came to the city from far away. + - You hear an explosion from across the tavern. The blast knocked out a male gnome for 1d6 minutes. Once the gnome wakes up he starts madly raving, saying things like ‘I was so close!' and ‘that was my last chance.' and ‘it's too late now.' + - A ventriloquist starts preforming. The puppet looks very old and is wearing clothes that were quite fashionable about a century ago. The performance satirizes current events and culture and has the whole tavern laughing, but if you are observant for about half an hour, whenever the ventriloquist suggests wrapping up the performance the puppet dismisses his concerns. The show goes on for three hours until the puppet is finally satisfied, at which point the ventriloquist is extremely tired and looks terrified. + - It's a only milk tavern, including milk derivatives. + - Off in the corner a group is gathering around an intense card game. At the table are a wise cracking dwarf, an elf who invented ‘poker face', and a burly half orc about to loss all him gold. + - An old, friendly sea-hag offers a free sample of stew, with more to come if the taster guesses the secret ingredient. The stew gives a positive magical boon on a DC15 CON save and a negative effect on a failure. + - As the party walks in they hear a Bard who is recounting there recent adventures as if he was there for all of them. (This is good for a low renown party as it adds an air of mystery). + - An old man can be overheard telling a ragtag group of mixed races about a dungeon. After some discussion, and a handshake, he hands them a map. + - An old man challenges you to a game of wizard's chess. The wooden pieces are enchanted, gesturing and shouting as they fight, though you can't make out what they say. It is fascinating to watch. The man promises who can win from him will win the chess set, though if you lose, it will not be easy to stop playing. He offers no further explanation. (If you lose, you become a chess piece, trapped in the game). + - A puritan priest comes in and berates the patrons for their behavior, preaching a path of holiness and purity. The old innkeep tells him ‘Yer aff yer heid, ya wee bawface!' and proceeds to flash her boobs at him. The priest flees in horror, muttering protective chants. + - It's ‘Bear Night'. There are mounted bear heads on the wall, bear furs on the chairs and your drinks are served in bear-decorated goblets. After a while you begin to notice the bar is packed exclusively with hairy middleaged men, who are all acting rather familiar with each other... + - There's a haggis eating competition. Winner gets free whisky till sunrise. + - A scruffy looking man slips something into a drink before returning to the woman at his table. + - It's a busy night and the bar is packed. Suddenly everyone turns around as several squealing greased pigs are released into the tavern. They have numbers painted on their backs. The staff begins chasing them to much hilarity of the patrons. After a while, they have caught the pigs numbered 1, 2 and 4 but there is no sign of number 3. + - All the windows of the Inn slam open as the candle light dims, only to be undone a few moments later. Then a small girl stands and shouts her apologies for the disturbance. + - Knife throwing competition! D20+DEX: 1-10 miss the target. 10-14 outer ring. 14-18 middle ring. 18-19 inner ring. 20 bullseye. 3 throws each. PCs can play each other or NPCs for gold / rewards etc. + - It's a two for one special night and the tavern is packed, making easy targets for thieves and pickpockets. + - A drunk half-orc starts taunting the innkeeper, who's cut him off. + - The tavern has a black board on one of the walls, with the names of each person present, and current bets. It's a deadpool, in which people bet on your death. + - There's a discussion going on at the bar. One of the customers seems to be underage, and the bartender won't get them a drink, unless he sees something that confirms they're old enough to drink. The customer has a way to prove that, but made a bet with the other customers, giving 10 gp to each one that gets it right, and takes 10gp from each who gets it wrong. + - A group of exquisitely dressed people walk into the tavern, judging people's outfits, generally in a negative way. + - A portal opens in the middle of the tavern. A man wearing pajamas comes out of it, orders a drink, and leaves through the portal, that closes behind him. If the players ask anyone, they will just say he shows up sometimes. + - The tavern's owner runs into the tavern, saying they won the lottery, and will get everyone free drinks. + - A fight breaks out, between two big strong men. The bartender sighs, and gives each a free drink, separating them. + - The customers are all looking over their shoulders, with small smiles on their faces, and seem ready to... do something. Suddenly, someone screams ‘FOOD FIGHT!' and everyone starts throwing food at each other. In the end, the owner gets pissed, and makes everyone clean up the mess. + - The tavern is hosting a weekly poker tournament. If the players win, they get gold and gossip possibly leading to a quest. + - A man in a dark trench coat is skulking in the back, selling contraband to anyone who asks. + - A man in a dark trench coat is skulking in the back, selling contraband to anyone who asks. However, he is part of a sting, and the local guard snatches up the buyers on their way out of the tavern. + - Someone playing the knife-fingers stabbing game accidentally stabs their own hand, possibly cutting off a finger. + - One of the patrons has gathered a sizable crowd with their exotic pet and its tricks. + - The local militia captain busts down the door and grabs the innkeeper, placing him under arrest for an unknown reason. + - Two drunken wizards come to blows over a perceived slight. Parts of the tavern catch fire or are otherwise affected by magical effects. + - A shadowy figure enters and orders a drink. The only problem is, there seem to be a mass of tentacles where feet should be. + - This tavern exists in multiple dimensions, it has at least 20 different doors which connect to the outside world, but as you guessed, different ones. The owner is a mad wizard with the longest and most unkempt beard youve ever seen. Over each of the entries, there is a sign to where it leads. One of the doors is barred and kept shut at all times, the sign reads: dont open, dead inside. + - Tonight's the local Battle of the Bards, where the prize pool includes a set of fine platinum strings. + - The first batch of beer from the halfling brewery in the next town is very lively. A bit too lively. A tide of hoppy foam bursts from the barrel and up into the bar, showing no signs of slowing down. + - After a few drinks, you could swear all the patrons in the bar have the exact same face. You shake your head. Must be the wine. + - The barkeep here has a very literal approach to lock-ins. Sure, you can drink past closing time---as long as you didn't want to leave again, ever. + - The Tavern menu has a ‘Mystery Special'. When ordered it is a large stack of pancakes covered in various fruit that looks like a big smiling face. When eaten the player is reminded of their mother/father/paternal guardian. + - A female drow in common clothes and a big hat (to block the sun) walks into the tavern and an uncomfortable silence ensues. After it is clear that the drow doesn't want any trouble the tavern slowly goes back to normal and the drow woman orders a drink and sits down with a wealthy half elf merchant. + - A wrestling ring has been erected in the middle of the tavern. The current champion drinks nearby, and accepts all challengers. + - An old drow tells stories about his long life in the Underdark. He tells tales of other drow, kuo toa, mind flayers, flumphs, and even a purple worm he encountered. + - The local beastmaster has arranged an animal show. He starts off with a raven, a giant frog, and a blood hawk. He finishes with a bulette, an owlbear, and a displacer beast. Each animal loves him like a family member. + - Part of the tavern is under construction after a battle or large fight. Builders are constantly moving planks of wood between tables and sometimes hitting patrons. Roll improvised weapon attacks vs players AC at various points in the visit. + - The inn is flooded with people. Survivers of a battle not far off. Some seem to only have superficial wounds while others are not as lucky. Over the sounds of heavy breathing and mouning the party hears a voice ring out ‘CLERIC!! We need a cleric!' + - A health inspector busts in and attempts to shut the bar down due to health code violations. + - Inside the Tavern the party finds about 60 people stuffed inside this small three room tavern all gathered around the bar. The tavern just recently hired a barmaid to work full time. + - After several drinks the party realizes that they're the only non-monster creatures in the tavern. + - After several minutes inside the tavern the party can hear a thunder storm rolling into the area. The whether gets increasing worse the longer they stay inside, and after 45 minutes a tree crashes into the side of the tavern. + - A religious group comes inside to preach about the sin of consuming alcohol. + - The musicians plating inside the tavern draw in a large enough crowd that the that the bartenders have to start kicking people who are to drunk. + - After the party sits down for a drink or two, a group of guards come inside searching for several highway robbers. The robbers descriptions match those of the party members; so they'er handcuffed, dragged to prison, waiting for a trial. + - The Half-Orc chef near a large fire pit offers the party a sample of the roasting boar he has over a spit. + - A Tabaxi hunter set up in the corner offers to sell the party wild pheasants and other game birds for the Tavern cook to make. + - Two Warforged start fighting one another. Watch out for their partner the Gnome pickpocket. She's the brains of the operation. + - A fire elemental moves into the hearth! + - This is a thieve's guild's secret hideout in plain sight. Tonight, the corpses of the dead they left beneath the floorboards arise! + - The tavernkeep is a vampire. One of his servants accidentally begins pouring a bottle of his finest blood. + - A group of overzealous paladins springs a sudden raid on the tavern, breaking casks and arresting people, slamming them into cage-carts they parked in the back. + - One of the patrons is a werewolf, and he begins to turn. + - An ancient legend is (figuratively) brought to life by a traveling team of a bard and an illusion wizard. + - Once a month the neighboring warlords meet in this tavern to discuss... literature. + - Tavern is holding bar tending classes once a week to train new staff as well as supply competent labor to the noble houses -- top of the class gets to pick their assignment. + - Tavern acts as a clearinghouse for counterfeit currency. Next shipment arrives two days from today. + - A polymorphed silver dragon walks in, orders a drink with no ice, and then he just frosts up his drink whenever. He only has one drink, and when he finishes his drink, you can see him switching from creature to creature , but only minorly. + - The tavern begins a ‘you break it, we hire a bounty hunter to make you pay' policy today. No one wants to be the first person to break the rule. + - That Elven barmaid, that's been slapped on the ass one to many times, turns out to be a shapeshifter. And she's just transformed into a raging ogre. + - A notorious criminal duo known as the Grimshade Brothers have arrived to the tavern to celebrate which is in the neighboring village of the city they just robbed. Their known for robbing banks and causing mayhem wherever they go. + - Two goblins are on stage doing a juggling act. The juggling act involves flaming torches, hand axes, and vials of strange green goo. No one seems concerned. + - A love potion is accidentally slipped into one of your party's drinks instead of the beautiful lady at the next table.... + - It is a roast night. Have the players take turns roasting either each other's characters, or the DM. + - A talent agent is holding auditions for the midwinter festival play. Bonus points for singing and dancing! + - After 1d6 drinks gravity seems to hold no sway over the bar patrons. Everyone starts to float and the regular drinks keep drinking on the ceiling as if this is a normal occurrence. + - Book signing for the new release ‘Quest for Annihilation : How Adventuring is Destroying Our Moral Fabric' + - The drunk mage in the corner is passed out and talking in his sleep. Roll for wild magic effect. + - The tavern is about to run out of ale. Your party is discretely asked to procure some more within 1d4 hours to avoid a riot. + - A member of your party is mistaken for a local celebrity. People are constantly asking for autographs etc for the whole night. + - It's the owners birthday! Reduced drink prices and free cake! + - You stumble into the middle of a wake, complete with the body of the deceased on ice next to the bar. Bonus points if that's the ice used in the drinks! + - The owner makes it very clear he don't want no trouble in his bar. Will not serve adventurers if they don't relinquish their weapons. + - The barkeep leaves a single coin with a tiny dragon at your table, he says ‘be sure to spend him quick, he likes to travel' the dragon is friendly but will not separate from the coin. diff --git a/tables/taverns.org b/tables/taverns.org new file mode 100644 index 0000000..6b84415 --- /dev/null +++ b/tables/taverns.org @@ -0,0 +1,763 @@ +#+TITLE: Taverns +#+AUTHOR: Howard X. Abrams +#+EMAIL: howard.abrams@gmail.com +#+DATE: 2020-11-18 November +#+FILETAGS: rpg + +* Names + +1. The Piss and Whistle +2. The bar is called the Setting Sun and the inn next door is called The Rising Sun +3. The Fishy Smell -- bar down by the docks. There's a mermaid on the sign (giggity). +4. The Red Lion +5. The Redder Lion (these two bars, own by bitter siblings, pretend to hate each other to increase business) +6. The Hobbit Hole -- the entrance is human sized but it shaped like the door to Bilbo Baggin's house +7. The Slouching Troll +8. Ms. Mary's Mistake -- owned and operated by Ms. Mary's son....yep. +9. Fortune's Wheel -- drink of the night: spin the wheel and find out +10. The Black Gate +11. The Shadow of the Castle -- is in the shadow of the castle in town. +12. The Giddy Griffin Inn and Tavern +13. Brazen Beholder Brews and Benches +14. The Setting Sun +15. The Bawdy Winch Brew Hall +16. The Rusty Blade +17. The Hobbled Hobgoblin's Hearth +18. Lich Lord Libations +19. The Wrinkled Shrimp +20. The Grim Goblin +21. The Silent Mistress +22. The Rusty Nail +23. The Winking Gnome +24. The Broken Plow +25. The Last Drop +26. The Orcs Head +27. The Happy Horse +28. The Sunken Fairy +29. The Step Right Inn +30. The White Elephant +31. The Road's End +32. The Keystone Roadhouse +33. The Old Spoke Inn +34. The Wagon Rut Tavern +35. The Anchor Point Pub +36. The Ginger Brew Pub +37. The Quiet Eaves Lodge +38. The Copper Sword Tavern +39. The Axe And Bramble +40. The Mustard Seed Tavern +41. The Bee And Bugle +42. The Cedar Hearth Lodge +43. The Scale And Ale +44. The Bog And Bard +45. The Trodden Fork +46. The Headless Dragon +47. The Tenth Hell +48. The Burning Blight +49. The Blind Beholder +50. The Squawking Cockatrice +51. The Bronze Hook +52. The Toothy grin +53. The Don't Go Inn +54. The Abbot and the Duchess +55. Slum Pickens +56. Westgate Beds and Brewery +57. The Hungry Bear Lodge. Run by a werebear. +58. The Gobbler +59. Ye Ol' Tavern +60. The Mighty Bite +61. The Banshee's Whale (sign has a chibiesque banshee riding a smiley whale) +62. The Styx +63. Forget Your Troubles +64. Hag's End +65. The Emerald Wyrm +66. The Seven Drunken Knights (adorn the insides with suits of armor, or even special drinks every day of the week) +67. The Frisky Fairy +68. The Staggering Paladin +69. The Gutted Fish (a dockside alehouse, obviously. It smells bad and sailors fight a lot, so expect splittered wood tables) +70. The Peckish Pixie +71. The Broken Drum (can't be beat) +72. Pints and Potatoes +73. The Thirsty Troll (with 2 for 1 Thirsty Thursdays) +74. The Mule and The Mare +75. The Chieftain and The Prince +76. The Serpent and The Virgin +77. Hag's Head Inn +78. The Molly Waggler +79. The Olive Branch +80. The Artful Lodger +81. Coppershiner's +82. Gravida's Glow +83. The High Mandolin +84. The Rare Lady +85. The Amber Casks +86. The Steamy Farmer +87. The Drunk Duck +88. The Camel's Hump +89. The Seaman's Reign +90. The Fermented Badger +91. The Salty Scuffer +92. New Beginnings -- A tavern run by a group of retired adventurers who decided to start a new life. +93. The Good Knight's Rest +94. The Laughing Ogre +95. Sleepless Scholar's Inn +96. Blackeyed Pete's R&R +97. The Lost Road Inn +98. The Bronze Buckle +99. The Salty Seadog +100. The Gnashing Gnoll + +* Waterdeep Locations +** [[http://oakthorne.net/wiki/index.php?title=Castle_Ward_of_Waterdeep][Castle Ward]] + :PROPERTIES: + :CUSTOM_ID: castle-ward + :END: + +*** Inns + :PROPERTIES: + :CUSTOM_ID: inns + :END: + +- *The Jade Jug:* /Inn (5c•5a)/. Waterdeep's plushest inn with luxury in every detail, and well worth the expensive price. +- *The Pampered Traveler:* /Inn (4c•4a)/ +- *The [[http://oakthorne.net/wiki/index.php?title=Yawning_Portal][Yawning Portal]]:* /Inn (3c•4p•3a)/ A well-known inn and tavern whose main feature is a massive well on the ground floor of the tavern, some 40 feet across, that descends 140 feet into the first level of Undermountain. There is a rope hoist that can be used to lower or raise those foolhardy enough to venture into Undermountain, at a cost of 1 gp per person. + +*** Taverns + :PROPERTIES: + :CUSTOM_ID: taverns + :END: + +- *The Crow's Nest:* /Tavern (3c•2p)/ A modest but comfortable tavern; a favorite among the clerks, bureaucrats, and visitors of nearby Castle Waterdeep. +- *The Dragon's Head:* /Tavern (3c•3p)/ A comfortable, unimpressive local ale-house that is a favorite of the average Waterdhavian locals, well-loved for its cheap ale and heavily spiced coast chowder. +- *The Elfstone:* /Tavern (4c•4p)/. An old earthy tavern, with live trees in the walls and the bar, that caters to elves and half-elves, and is a rare source of such delicacies as elverquisst, guldathen nectar and maerlathen blue wine. +- *The [[http://oakthorne.net/wiki/index.php?title=Flagon_Dragon][Flagon Dragon]]:* /Tavern (2c•3p)/ A modest neighborhood pub renowned for its zzar (Waterdhavian mulled wine) and talyths (a palm-sized cracker with a thin slice of sausage on top, and a mixture of cheese, herbs, mashed root vegetables and other ingredients whose recipe is a house secret) +- *Gralkyn's Tankard:* /Tavern (3c•2p)/. A true oddity, the Tankard is a tavern built in the very lap of the Great Drunkard, one of the Walking Statues. +- *The Mighty Manticore:* /Tavern (2c•3p)/. An older friendly tavern with ample ale and light evening fare at affordable prices that attracts a loyal clientele of merchants at the close of day. +- *The Quaffing Quaggoth:* /Tavern (3c•4p)/. A dwarf-owned tavern and a growing favorite among the city's sailors, merchants and young nobles. The tavern is well-known for the house specialty: a thick-brewed stout mixed with an unknown liquor that is called the Quaggoth for its rumored ability to cure every hair on a quaggoth and then some. +- *Sailor's Own:* /Tavern (3c•2p)/ A crowded, dark, and dirty sailor's dive bar. +- *The Singing Sword:* /Tavern (4c•4p)/ +- *The Sleepy Sylph:* /Tavern (4c•3p)/ A popular tavern for visitors to Waterdeep, featuring /driftglobe/ lights and scantily clad waitstaff dressed as fairies. + +*** Festhalls + :PROPERTIES: + :CUSTOM_ID: festhalls + :END: + +- *Blushing Nymph:* /Festhall (3c•3p)/ An upscale brothel known for its exotic pleasures. +- *The [[http://oakthorne.net/wiki/index.php?title=Crawling_Spider][Crawling Spider]]:* /Tavern, Nightclub (4c•3p)/ A tavern for subterraneans that pine for their homes (as well as regulars who like the thrilling atmosphere), decorated as if underground with serving folk dressed as drow elves. Well known for its subterranean dancing floor, and the many small "caverns" that lead off of it whose dark recesses are best left alone by the curious. +- *Genmura's Stage:* /Festhall (2c•1p)/ A bawdy burlesque palace with two floors of small, cheap, stinking rooms above its taphall, Genmura's sees plenty of seedy sorts, criminals, dock hands, and sailors just come a'shore. +- *Lightsinger Theater:* /Theater (3c)/ A festhall that specializes in small plays and the hosting of traveling troupes (burlesque and otherwise). +- *Mother Salinka's House of Pleasure:* /Festhall (3c)/ A shabby, low-coin festhall. +- *Mother Tathlorn's House of Pleasure & Healing:* /Spa (4c)/ A surprisingly upscale spa that features relaxation luxuries for all discerning tastes, Mother Tathlorn (the name has evolved over the years into a title for the proprietress) is widely considered a bureaucrat's best friend, providing a discreet, comfortable, and relaxing environment for the political figures of the city large and small to enjoy themselves, unwind, and chat with one another in private. +- *Silavene's:* /Casino (4c)/ A casino with on-staff soft trader escorts to help woo Lady Luck or celebrate her smile. Regular guards watch the interior and front door, but the odd-ly armor plated back doors are known to become helmed horrors when folk attempt to pick or breach them! +- *The [[http://oakthorne.net/wiki/index.php?title=Smiling_Siren][Smiling Siren]]:* /Festhall (4c•3p)/. A festhall beloved for the statue of the siren over the door, whose skirts occasionally billow in the seabreeze, and the lushly decorated fantasyland on the ground floor within, half sylvan paradise, and half beach-side wonderland. The dwarf-matron Sanchel runs the establishment with artistry and practicality. + +** [[http://oakthorne.net/wiki/index.php?title=Sea_Ward_of_Waterdeep][Sea Ward]] + :PROPERTIES: + :CUSTOM_ID: sea-ward + :END: + +*** Inns + :PROPERTIES: + :CUSTOM_ID: inns-1 + :END: + +- *Pilgrim's Rest:* /Inn (4c•4a)/. A comfortable but modest inn that provides affordable stabling and lodgings for many visitors of Waterdeep's temples. +- *The Wandering Wemic:* /Inn (4c•4a)/ +- *Golden Harp Inn:* /Inn (3c•4a)/. A comfortable two-story stone and slate inn, cheery and well lit at all times and noted for the magical harp that appears in mid-air at odd times to sing and play ancient ballads by itself. + +*** Taverns + :PROPERTIES: + :CUSTOM_ID: taverns-1 + :END: + +- *The Broken Lance:* /Tavern (2c•3p)/. A cozy tavern frequented and staffed by the athletes and fighters from the Field of Triumph. The eel pie is the house specialty. +- *The Crown & Heron:* /Tavern (5c•5p)/ +- *Gournar's Tavern:* /Tavern (4c•3p)/. A brightly lit, expensive place that's more a showcase for Waterdeep's high society at play than a tavern. It is a place to be seen, first and foremost. +- *The Fiery Flagon:* /Tavern (4c•3p)/. A tavern that is famous among sailors the Realms over for its seafaring decor and pricey fare, without the trouble and decay of the Dock Ward. +- *Mermaid on a Dolphin:* /Eating Lounge (4c•/. An undersea-themed eatery known for its many plates of small nibbly seafood creations and sweet sipping wine. +- *Wyvern's Rest:* /Tavern (2c•4p)/. A former Watch-post and blockhouse, this one-story stone tavern is a favorite of Watch and Guard members, it hallmark being the stuffed wyvern that looms over the bar. + +*** Festhalls + :PROPERTIES: + :CUSTOM_ID: festhalls-1 + :END: + +- *House of Purple Silks:* /Festhall (5c)/ +- *High Flagon Gambling House:* /Gambling House (4c)/ + +** [[http://oakthorne.net/wiki/index.php?title=North_Ward_of_Waterdeep][North Ward]] + :PROPERTIES: + :CUSTOM_ID: north-ward + :END: + +*** Inns + :PROPERTIES: + :CUSTOM_ID: inns-2 + :END: + +- *The Galloping Minotaur:* /Inn (4c•3a)/. An inn well-favored among visiting merchants that has had to expand its operations to two other buildings and implement Waterdeep's first advance bookings system. Known as a busy place with lots of overstuffed merchants, bustling messengers, and secret passages by which the servants get around. +- *The [[http://oakthorne.net/wiki/index.php?title=Cliffwatch][Cliffwatch]]:* /Inn (3c•3a)/. An inn of tremendous size that caters mostly to wealth merchants and their caravans, the Cliffwatch is the beating heart of its neighborhood. Though blown up in the 1370s sometime, the Spindrivver family rebuilt it taller and grander than before. +- *Swordshire House:* /Inn (4c•4a)/. A grand building that is best described as a cozy halfling burrow blown up to human-sized scale, the Swordshire attracts mostly out of towners as well as the occasional noble party looking for a unique venue for their celebrations. Notably, most hin-folk find it tacky and ridiculous. Even the most grumpy of them are forced to admit that there is no better curated collection of "hill wines" - as the wines made from sweet root vegetables made by halfling folk - to be found in Waterdeep. Its proprietor, Harnorr Leerthyn, is the Speaker for the [[http://oakthorne.net/wiki/index.php?title=Fellowship_of_Innkeepers][Fellowship of Innkeepers]]. +- *Twilight Hunters:* /Inn/. An inn decorated with various adventuring equipment and battle trophies, the Twilight Hunter is named for an adventuring company of old that owned it. The tropies are actually those gathered by the company from its days of adventuring. It is now in the holding of some of their descendants, all of whom have been inkeeps for generations now. The inn's taproom is gaining some notice for its "orangeberry wine," a sweet and fiery drink. + +*** Taverns + :PROPERTIES: + :CUSTOM_ID: taverns-2 + :END: + +- *The Grinning Lion:* /Tavern (4c•2p)/. A raucous tavern favored by less adventurous young nobles who dare not visit the Dock Ward. + +*** Festhalls + :PROPERTIES: + :CUSTOM_ID: festhalls-2 + :END: + +- *The Gentle Mermaid:* /Gambling House (4c•4p)/. One of the largest gambling houses in all of Faerun, and a luxurious place to see and be seen among the fabulously wealthy and powerful. +- *The Many Masks:* /Festhall (4c•4p)/. A bawdy environs where everyone goes masked -- including when they are wearing nothing else. A grand masquerade at all times. + +** [[http://oakthorne.net/wiki/index.php?title=Trades_Ward_of_Waterdeep][Trades Ward]] + :PROPERTIES: + :CUSTOM_ID: trades-ward + :END: + +*** Inns + :PROPERTIES: + :CUSTOM_ID: inns-3 + :END: + +- *The [[http://oakthorne.net/wiki/index.php?title=Dusken_Glade_Inn][Dusken Glade Inn]]:* /Inn (3c•4a)/. A large inn known for its music and the fact that it is largely the heart of Twilight Vaeteru in the Trades Ward. +- *The Gentle Rest:* /Inn (3c•2a)/ A five-story structure with a nice central location and good views, the Gentle Rest used to be a bit more upscale than it is today. A handful of the in-room tubs no longer hold water properly, and some of the rooms are simply out of order and never seem to be in any better condition. +- *Inn of the Dripping Dagger:* /Inn (3c•4p•4a)/. A battle-scarred and bloodied door hiding an amiable, comfortable place for hire-swords to stay and be hired from. +- *The Unicorn's Horn:* /Inn (5c•4a)/. A decadent and costly inn to stay at (its Imperial Suite on the sixth floor has an impressive view, but not one worth 40 gp per night). Its saving grace is its strategic placement to the High Road. +- *Gondalim''s Inn:* /Inn (3c•5a)/. An established inn of many comforts, with single rooms or suites available at affordable prices. + +*** Taverns & Eateries + :PROPERTIES: + :CUSTOM_ID: taverns-eateries + :END: + +- *Bowels of the Earth:* /Tavern (Dive) (4c•2p)/. An ill-lit rough-and-tumble tavern that caters to mercenaries looking for employment or a good brawl. +- *The Sleeping Dragon's Den:* /Tavern (3c•2p)/. A local's pub. +- *The Underdark:* /Tavern (Dive) (2c•2p)/. An old, rare cellar tavern with low ceilings (5' clearance) that once catered primarily to the dwarves, gnomes, halflings, and odd goblins in Waterdeep. Today, however, it is almost entirely goblinoids, kobolds, and the occasional orc (those who can tolerate being crouched over constantly). It is a rough place, with a reputation as a meeting spot for rough sorts. + +*** Festhalls + :PROPERTIES: + :CUSTOM_ID: festhalls-3 + :END: + +- *The Golden Horn:* /Gambling House (3c)/. Once a crimson den of vice with a sinister reputation, the Golden Horn is now a well-regarded gambling establishment. Though no longer as upscale as it once was, it attracts a great deal of those merchants and visitors to Waterdeep, catering to them and offering a night of glamor and shining coin. Its owner are a married couple: Linchaser, a cleric of Tymora and his wife, Dame Wynda, who is a paladin of Waukeen. The two take great pride in the honesty of their games. +- *The Saucy Satyr:* /Private Club (4c•3c•4a)/. One of the new private membership clubs that have taken Waterdeep by storm, the Saucy Satyr has a lascivious reputation in the broadsheets and gossip circles. They take delight in their sensual, sylvan themes. + +** [[http://oakthorne.net/wiki/index.php?title=South_Ward_of_Waterdeep][South Ward]] + :PROPERTIES: + :CUSTOM_ID: south-ward + :END: + +*** Inns + :PROPERTIES: + :CUSTOM_ID: inns-4 + :END: + +- *House of Good Spirits:* /Vintners' Distillers' & Brewers Guild, Inn, Tavern (2c•5p•2a)/. A brewery, winery and inn noted for its wide variety of liquors and strong drink from across the Realms. Its specialty is Waterdhavian /zzar/, and it serves as the guildhouse for the Vintners' Guild as well. + +*** Taverns + :PROPERTIES: + :CUSTOM_ID: taverns-3 + :END: + +- *The Beer Golem:* /Tavern/ +- *House of Dust:* /Tavern (1c•1p)/ +- *The Red Gauntlet:* /Tavern (2c•3p)/ Mercenary and caravan guard tavern. +- *The Sword's Rest:* /Tavern (3c•4p)/. A tavern for strong drink, strong arms and thick skulls (for when that burly fighter cracks a mug over your head - which is often!). +- *Tymora's Blessing:* /Tavern/. A seedy dive frequented by caravan drovers and noted for all-too-frequent brawls. + +*** Festhalls + :PROPERTIES: + :CUSTOM_ID: festhalls-4 + :END: + +- *The [[http://oakthorne.net/wiki/index.php?title=Jade_Dancer][Jade Dancer]]:* /Festhall (4c•4p)/ A festhall well worth the high price for its entertaining dancer-escorts and excellent drinks. + +** [[http://oakthorne.net/wiki/index.php?title=Dock_Ward_of_Waterdeep][Dock Ward]] + :PROPERTIES: + :CUSTOM_ID: dock-ward + :END: + +*** Inns + :PROPERTIES: + :CUSTOM_ID: inns-5 + :END: + +- *Shipmaster's Hall:* /Inn (sea captains)/. A private inn and dining club for captains, first mates and ship owners and their guests, with an interior elegance that far outweighs its exterior. It is sponsored by the Master Mariners' Guild. +- *The Ship's Prow:* /Inn (3c•5a)/. An inn well known among sailors of the Sword Coast and easily found as it is actually a converted ship's prow that now juts into Fish Street and Ship Street. The prices and services in this four-story inn are reasonable, though its clientele often isn't. +- *The Rearing Hippocampus:* /Inn (4c•3a)/ +- *The [[http://oakthorne.net/wiki/index.php?title=Sleeping_Snake][Sleeping Snake]]:* /Tavern & Inn (barely) (3c•2p•2a)/ +- *[[http://oakthorne.net/wiki/index.php?title=Stormcloak_Inn][Stormcloak Inn]]:* /Inn (1c • 1a)/ The Stormcloak is a run-down ramshackle inn whose rooms are filthy and taproom filled with street thugs and drunken sailors. + +*** Taverns + :PROPERTIES: + :CUSTOM_ID: taverns-4 + :END: + +- *The Angry Coxswain:* /Tavern/ +- *Azuth's Mug:* /Tavern (3c•2p)/ +- *The Bloody Fist:* /Tavern (Dive) (2c•1p)/ +- *The Blue Mermaid:* /Tavern (3c•2p)/ +- *The Dancing Pony:* /Tavern (2c•1p)/ +- *The Friendly Flounder:* /Tavern (3c•3p)/. A local tavern that thrives on simple seafood fare, favored by the locals and almost unknown to visitors. +- *Full Sails Tavern:* /Tavern, Guild HQ: [[http://oakthorne.net/wiki/index.php?title=Most_Diligent_League_of_Sailmakers_%26_Cordwainers&action=edit&redlink=1][Most Diligent League of Sailmakers & Cordwainers]]/. A merry, bright tavern on Net Street at the docks, with its upstairs space acting as meeting and storage space for the sailmakers' guild. +- *The Grog House:* /Tavern (1c•1p)/. Often called a "swill hall" by those who've heard of it, it is a place that literally does nothing else but serve terribly cheap alcoholic swill for sailors to drink away their coins. It offers no accommodations, but no one cares if its patrons pass out under their tables. +- *The Keelhauled Dwarf:* /Tavern (2c•1p)/. A tavern in the basements of the House of Tarmagus (a rental warehouse complex), with low ceilings, good dwarf-brewed ale, and a dark, smoky ambiance. +- *The Knight 'n Shadow:* /Tavern (1c•1p)/. A run-down, dingy tavern with a long, poorly lit staircase that descends into Downshadow below, a portion of Undermountain that some Waterdhavians down on their luck or on the run from the law have laid claim to. A squatting ground for unsuccessful treasure hunters, coin-shy adventurers, and other criminals. +- *Muleskull Tavern:* /Tavern; Guild HQ: [[http://oakthorne.net/wiki/index.php?title=Dungsweepers%27_Guild][Dungsweepers' Guild]]/ +- *Selune's Smile:* /Tavern/ +- *The Thirsty Throat:* /Tavern (2c•2p)/. A ramshackle dive known for its massive tankards of cheap ale and its taproom full of quiet drinking men. + +*** Festhalls + :PROPERTIES: + :CUSTOM_ID: festhalls-5 + :END: + +- *The Copper Cup:* /Inn, Festhall (4c•3p•2a)/. Three old three- and four-story warehouses linked and converted into one of Waterdeep's busiest and most famous nightlife spots. +- *The Mermaid's Arms:* /Inn, Festhall (3c•3p•3a)/ +- *Three Pearls Nightclub:* /Nightclub (4c)/. A popular festhall with nightly stage acts such as comedians, trained animal acts, illusionists' displays, recitals by famed bards and orators and exotic dance. +- *The Hanging Lantern:* /Festhall (4c)/. A festhall famed for its stunning escorts and its skilled matchmakers, as well as a side business in costume rental. +- *The Smiling Succubus:* /Festhall (2c)/ +- *Tarstroun's:* /Gambling Den (3c) & Moneylender/ A notorious gambling den and money-lender for those who are desperate or down on their luck. Known to have rooms for rent above the main floor. + +* Specialty Drinks + +1. *The Flaming Dragon* -- A spicy beer that causes the user to + breathe fire when they burp. +2. *The Banshee's Breath* -- white, swirling liquor made from a + special translucent wild berry. Tastes sweet, has an effect similar + to mint gum in that it always feels cold. +3. *The Mountain's Bounty* -- A fine liquor made using water from a + glacial stream. Always refreshing, and always makes you feel cold + no mater the weather. +4. *Mawxie* -- A drink all the locals cite as a local treasure. Tastes + disgusting. +5. *Bog Grog* -- A mix of Rum, Orange Juice and fermented herbs that, + when drunk, causes the user to gain advantage on saving throws + against being poisoned for 30 minutes. +6. *Frost Mead* -- Honey and the tear of an Ice Giant make this shot. + The crackling blue sparkle and the jet of icy breath you have for + rest of the day is worth the expense. +7. *Weatherbee's Whirler* -- Invented by the perhaps too inventive + Filbus Weatherbee, this drink is testimony as to why it is a bad + idea to point a gnome's sharp mind towards the creation of a new + brew. After spending many years living among the dwarves, + Weatherbee made his way home with a drink even the stout folk + couldn't handle. This monstrosity is laced with latent magic + designed to lessen the chance of drinkers dying from its ungodly + alcohol content, and reportedly tastes like “A kick in the face + from a horse.” After one shot of this drink, the drinker is shunted + into a chaotic haze of blurry awareness, bolstered confidence, and + overpowering drunkenness. In addition, the latent magic in the brew + causes minor, uncontrolled magical effects to occur around the + drinker at random times during the haze. The nature of these + effects is up to either the DM or the player, so long as the + effects are sufficiently insignificant. After 1d4 hours, the haze + drops away and the drinker immediately and almost violently falls + into a deep sleep so that they may recover. +8. *Dragonborn Bloodwine* -- When you drink it, you are able to use a + breath attack once within the next 10 minutes. +9. *The Quieker* -- nasty rum that gives a high pitched voice for 1d4 + hours. +10. *Faerie Fireball* -- a delicious cinnamon whiskey made with a touch + of Fey magic. Causes uncontrollable hiccups for 1d4 hours. With + each hiccup a small cloud of shimmering breath is released. +11. *Lily in a Well* -- a tall mug of ale, half full with an edible + flower garnish. +12. *Hammer Beer* -- One glass will make you feel like you just hit + yourself with a hammer. Minus 5 HP. +13. *Dragon's Piss* -- A beer that tastes exactly like one would + suspect by its name. For sure not a drink you need a second one of. +14. *Shamrock Shake* -- Instant dc15 con save. On fail the patron is + incapacitated. No save required if patron has Irish (sounding) + accent. +15. *The Sun's Glory* -- A citrusy cider that makes your eyes glow like + an Aasimar. +16. *Black Midnight* -- A drink created by necromancers to honor fallen + necromancers, Bitter with a touch of rum. Those who drink it have + nightmares of dying and spending an eternity rotting away inside a + coffin. This helps enforce necromancers to contemplate their own + moralities. +17. *The Phoenix* -- A peppery drink that burns on the way down, and + then again on the way out. It is often used as a prank on drunk + companions, who have a nasty surprise waiting for them the next + time they go to relieve themselves. +18. *Hair of the Bloodhound* -- Once you have become intoxicated on + this brew, you gain the usual drawbacks of drunkenness but gain + advantage on survival checks. +19. *Seer's Solution* -- A mildly viscous green liquid. The first two + shots have no effect. The third gives you truesight up to 60ft for + 1d4 minutes. The fourth and subsequent shots give the drinker + horrible audio/visual hallucinations for 1d4+2 hours. Counter + resets at dawn. +20. *Spider's Bite* -- Take 1d8 poison damage on a failed CON saving + throw. Packs a mean punch. +21. *The Fortnight* -- Very strong alcohol. If you actually drink + enough to get drunk, you stay hammered for days. +22. *Tinkerer's Tincture* -- dark and smooth, and when you drink it all + the clicking, whistling, and scraping noises are more apparent to + your ear. +23. *2 Couples in a Shared Household* -- (much easier if teabags exist) + Two different types of hot tea, 2 of each, into one mug. +24. *Sucker Punching a Rabbit* -- A single teabag steeped in the + biggest mug you have. +25. *Buried Treasure* -- A single, very sweet, rather expensive hard + candy is stuck to the bottom of a mug of very hard liqour. Once + you've drunk it all, you get a spoon to pull it off with. +26. *Ouch* -- Two full shots worth of lemon juice put into a glass of + very high proof alcohol. +27. *What was I Saying?* -- An unassuming shot of very strong alcohol, + with a cherry in it, usually taken in the middle of a conversation, + which is promptly ended. +28. *Actual Torture* -- 2 Teaspoons of salt which are to be eaten all + at once. Then washed down with a citrus based liquor. If anyone + else offers any drinks, their hands are free game for attack. +29. *The Green Kobold* -- The first drink to ever be served in a piece + of ham, with the skin. 1 shot of herbal liquor wrapped in ham. To + be eater all at once. Probably fixed in place with at least 1 pin, + make sure you pick it out before you eat it. +30. *End of the Line* -- Very high quality, rather expensive alcohol. A + coin is flipped. If heads, your drink is free. If tails, you are + forced to drink until you either die or pass out. If you regain + consciousness, you must continue drinking. +31. *Traffic Stop* -- Invented by a Diviner. Whenever a fight seems to + be brewing, everyone orders a traffic stop. It's a mug of 3 + separate liquors that stay separated in their mug, all very + strong.The goal is to drink it all before the local police forces + arrive. +32. *Dragon Milk* -- not really milk, or related to dragons. It's an + expensive white drink, resembling milk (duh) that removes any + alcohol in your body. As a result you exale fire in the form of a + single burp, resembling a dragon. +33. *The Necromancer* -- a drink for those who fall unconcious from + alcohol. It's a green glowing liquid. Also known as the ‘Corpse + Reviver'; when poured into the unconcious persons mouth he/she gets + up and walks in a way similair to a zombie. +34. *Beholder* -- a delicious drink decorated with an eye or multiple + smaller ones. Feels like normal alcohol but gives the person a + (false of course) feeling he/she has multiple eyes after drinking + enough of it. +35. *Elysium* -- a nonalcoholic drink that smells and looks as bad as + it tastes. Some compared it to trash, vomit or even excrement but + only because they couldn't find the adequate foul words. Most + refuse to look at it, let alone allow it to come close to their + nose. Only those with the strongest will manage to gulp it down. + Once drunk, the person experiences true bliss, which seems to last + for decades. In reality it's a few seconds. +36. *Nine Steps* -- commonly known as ‘The Niner' or by it's full name + ‘Nine Steps to Hell'. It is a liquid that when left to settle + separates into 9 parts, the bottom one being pure black and the top + a beautiful red with a gradient in between. After drinking it the + person seems frozen for a few seconds, but to the person who gulpes + it down it feels like days, weeks, maybe even months of 9 different + experiences, all basically a form of torture. Often used as a + torture method but sometimes drunk to prove ones mental strenght, + as those that can't endure it go insane. The niner is a rare drink + because it's extremely hard to make. An amateur making it, if the + ingridients aren't correct to the milligram, makes a drink that + causes instant death. +37. *Honey Pine Dew* -- An imported halfling mead, served in small + cups. Very pleasant taste, cheap in halfling towns, but expensive + elsewhere. +38. *Cubed Spirit* -- This drink is served as a hollow ice cube with + liquid spirit within. As the ice melts in your mouth the drink will + come out. How exactly this novelty drink is produced, is a well + kept secret. +39. *Milky Way Whisky* -- A light blue drink that tastes like very + watered down, sweetened milk with a lot of alcohol. Besides giving + a quick buzz, it also gives bone, and thus teeth, a blue + fluorescent glow for 1d4 hours. +40. *The house special* -- This drink doesn't have a particular name, + but it's cheap. It doesn't really have an effect. In fact, you're + pretty sure the bartender is simply casting prestidigitation on + dishwater to make it raste like like it has alcohol in it. +41. *True Dwarven Stout* -- A strong drink, not recommended if you + cannot handle your alcohol. Traditionally served on the rocks, + literally. There are pieces of stone lying on the bottom of your + drink. Said to give the true mining flavor. This drink will make + any dwarve feel very nostalgic. +42. *Petralias Wine* -- A very expensive wine that is served as a + single droplet. It does nothing for thirst or getting drunk, bit + the flavor is said to be very concentrated and the lack of drink + quantity should make the experience richer. Typically ordered by + very pretentious people. +43. *Golden Goat* -- Fermented goat milk and honey. +44. *Star Liquid* -- A really black drink resembling the night sky. If + you drink it you experience a wonderful journey trough the stars + for 1 min. +45. *Polymorphic Brew* -- Commonly used in drinking games, this brew + will turn the user into an animal when they burp. They turn back + about a minute later. +46. *Insom's Ale* -- has same effects as a long rest, calming. +47. *Lilphina's Lusty Lover Liquid Liquor* -- The bottle comes in two + parts, with each part having a different hue of color depending on + the flavor. When two persons consume the drink within 5 minutes of + one another, their minds are swapped for 1 hour. +48. *Piña Colossus* -- a rare colossal pineapple hollowed out and + filled with rum, coconut cream, and pineapple juice. Usually a + shared drink. The pineapple shrinks in size when the liquid is + drank or spilled. It will also continue to expand and grow to + colossal proportions the more liquid that is added. +49. *The Coup de Grace* -- At the end of the night, the bartop is wiped + down with a rag, the contents are rung into a shot glass. +50. *Drippzt* -- The drops in the bottoms of emptied kegs mixed + together and dyed black. Anyone who can drink a pint of it without + vomiting doesn't have to pay. +51. *Firebreath Ale* -- If someone drinks it and then breathes into a + flame, a 3rd level Fireball is cast centered on the flame. +52. *Belching rum* -- After trunking this make a con save. On a failed + save the effect takes place immediately. On a success you choose + when to have the effect take place (After ten minutes the effect + takes place no matter what.) Effect: You belch thunderously. + Everyone in a 100 foot radius is defened for one round. +53. *The Titans brew* -- A regular tasting ale served in an enormous + cup, and after drinking it the receiver grows a few inches. +54. *Paladin's Bane* -- sweet enough to tempt the righteous and you + hardly taste the alcohol, but it'll give you a decent hangover and + diabetes to boot. +55. *Goodberry Gin* -- if you drink enough of it, it works as a mild + healing potion which may or may not compensate for the damage done + to your liver or you falling down the stairs while drunk. 1d6 hp + healing, 1d4 drunk damage. +56. *Hagraven Brandy* -- though it has a taste as ugly as its + namegiver, the appearance of everyone around you will exponentially + improve with every sip you take. -3 on Charisma saving throws for + 1d6 hours. +57. *Will-o-the-Whiskey* -- whisky with minor hallucinatory effects, + starts with a tiny tingling light in the corner of your eyes, ends + with a shining orb of light dancing a few yards away from you, + moving away as you try to catch it. +58. *Mandrake Mocha* -- a hot creamy beverage with a narcotic effect. + Dulls the pain, leads you into a deep slumber. +59. *Madman's Mead* -- downing a mug causes a fleeting bout of + insanity, roll a d100 for effects of Short-Term Madness. +60. *Ochre Stout* -- a cheap drink so thick you can taste chunks in it. + Best to swallow and not be curious. +61. *The Drunken Dwarf* -- a pint of dwarven stout with a teabag in it. +62. *For (local deity)'s Sake* -- a local sake or rice wine, popular + with priests. +63. *Ciderella* -- a sweet apple cider, considered “a girls drink”. + Even the toughest bloke will begin giggling like a little girl + after a few drinks. +64. *Jalapálinka* -- a fruit brandy spiced with hot peppers. Burns the + throat, downing a pitcher leads to steam escaping ears and + nostrils. +65. *Ginger Ale* -- Wait, this doesn't taste like ginger at all... An + ale that turns your hair ginger, effect lasts for 1d6 days. +66. *The Maiden's Ass* -- a quadrupel beer, served in a bottle with a + donkey and a pretty girl on the label. Sweet but strong. +67. *Bock Bear* -- a bock beer that gives you +1 Str and extra body + hair for 1d6 hours. +68. *Polypilsener* -- turns you into a canary for 1d4 minutes. Drinking + half a mug will turn you halfway into a canary. +69. *Our Thoughts and Prayers* -- a brandy that works as a reverse + Detect Thoughts spell; surrounding people learn your surface + thoughts, although you're unaware of it. Range increases with 2ft + each glass, though your thoughts don't exactly get more coherent. +70. *Smirgnome* -- a vodka that fills your brain with the weirdest + ideas, although the morning after you'll likely have no memory of + inventing a sunlight-storing clockwork pigeon to hunt vampires + with. +71. *Abbathor's Gold* -- a clear golden mead that does nothing to + quench your thirst -- instead, you crave more of it. Roll a + Charisma saving throw (DC 10) after each glass; if you fail, you + keep drinking. After 8 glasses you pass out for 1d10 hours. +72. *Coala* -- a Dwarven invention, this black bubbly drink tastes like + grinded coal with sugar, but also makes you feel reinvigorated and + less tired. +73. *Cinder* -- a spiced cider served hot. You can control non-magical + flame that fits within a 1ft cube for 1d10 minutes. +74. *The Umber Hulk* -- a pint of whisky, brandy and tequila in equal + measures. Good luck. +75. *Bottomless pint* -- the bartender pours beer into a ceramic mug. + When the patron pulls the glass up to their mouths, they realize + that the mug really doesn't have a bottom. The mug is empty, and + the beer has been pour through the mug into a hole in the bar with + a pitcher underneath. +76. *Copperhead* -- the bartender pours a beer, mixes in a shot of + whiskey, and then a couple drop of snake venom from a vial. + Normally drinkers will feel numb in their extremities. If a drinker + fails their saving throw, they will be paralyzed from the neck down + for 1D20 minutes. +77. *Brazenbrew* -- Served in a special mug laced with bronze, the + drinker is more apt to make outrageous claims of ability, but also + gains the relevant luck to succeed while still under the influence. +78. *Yam's Choice* -- A delightful mead, high class, has a fair chance + of being extremely addictive. Withdrawal is applying two effects + from the long-term madness chart, and one from the short-term + chart. +79. *Witchwood Absinthe* -- A potent spirit the color of a moss-covered + tombstone. It has mild hallucinogenic properties, and local + folklore holds you can hear the voices of those you've lost if you + drink enough. Not too much, though. You might join them. +80. *Salty Dog Ale* -- A dark, rich brew that reminds you of the sea. + Plopping in the shell of a sea snail for good luck is customary, + and adds a fitting salinity to the drink. +81. *Hymvaren's Luck* -- A bright, golden-colored beer named after a + local drunk who woke up on the beach after a night of carousing + with a chest full of pirate's treasure. He claims to have no memory + of that night. +82. *Bourbon of Dwarfkind* -- makes the user start to grow a beard. If + they can normally, you see accelerated growth. If they can't, a few + hairs will sprout on their chin. +83. *Old Mill Rye* -- tastes alright, has a strange aftertaste in the + back of your throat of an old sock. It's cheap and gets you drink +84. *[Insert local diety's name] brew* -- Has characteristics that + reminds you of said god. Gold for sun worship for example. Hint of + cinnamon for a hot and fiery one. A hint of licorice root perhaps +85. *Ochre Jelly Ale* -- Ale with safe-to-drink ochre jelly mixed in + it. +86. *A regular glass of water* -- That's it. It's just a normal glass + with regular, boring water inside. +87. *Mimic Drink* -- Usually sold by tricksters to play pranks on + people. Looks like a regular glass of water, but a tiny water + elemental/water weird is disguised as normal water. +88. *Liquid Nitrogen* -- Drank by frost giants and other beings that + can tolerate extreme cold. +89. *Mead of invulnerability* -- Once drunk user makes a DC 15 Wisdom + check. On a fail believes they are immune to all damage and if + damage is dealt to them believe they did not take the damage. + Effects for ten minutes. User still take all damage as normal. +90. *Inverted rum* -- when you drink it, every one around you in a 15 + foot cube becomes drunk. This dose not include yourself. +91. *Goblin Spit* -- whiskey and gin mixed with the barkeep's home-made + mints. It tastes surprisingly good despite its name. As is tavern + tradition, a long-distance spitting competition occurs after every + round. +92. *The Hook and Slider* -- a cooked goat (?) intestine tied and + filled with a heavy beer. After finishing the beer chow on the + intensive +93. *Lucky Leprechaun* -- A sickly green drink that gives you advantage + on Charisma checks for one hour. +94. *The Tiamat* -- 5 different shots, one for each color of the + different heads. One is black and syrupy, one blue and gives tingly + feeling, one is on fire, one is green and tastes a bit minty, the + last is white and frosts the closest things. They are mixed + together and separate in the cup making a very nice presentation. +95. *The Sweet Roll* -- flavors of cinnamon and sugar blend with the + strong scent of rum. The drinker gains an additional 1d4 to any + pickpocket attempts for the next hour. +96. *The Sailor's Spirit* -- There once was a cap' and a crew, Who made + the most wonderful brew, From rations of lime, They would in their + spare time, Make fine drinks no man could outdo. +97. *Good Hearth's Brew* -- A hot spiced rum which is popular during + long winter nights for the immediate feeling of warmth and calm + that follows. +98. *Tarnation* -- A strong spiced cider served warm and traditionally + drank as quickly as posible after a boisterous cheer or a lewd + drinking song. Enchantmented with the effect of the consumer + belching a small flame right after ingesting. +99. *Gnome Rum* -- Makes your voice high, squeaky, and annoying. +100. *Ethereal Ale* -- The more intoxicated you get, the more you fade + into the ethereal plane. First you become slightly transparent, + than objects start to phase through you from tame to time and if + you manage to keep drinking you entirely enter the ethereal plane. + +* Encounters + +1. Tonight is the 10th annual Dragonfire Drinking contest! The person who can stomach the most Dragonfire Ale (very, VERY hot) will win the grand prize! +2. A group in the back corner of the tavern are arm wrestling. +3. An elven bard is playing on stage tonight and asking for requests. +4. A travelling gnome from a far away land has made a deal with the tavern, and is selling exotic and strange drinks in a wooden stand they have set up in the corner of the room. +5. It is the monthly wild magic surge brew drinking contest. If you can get the most down, you win. You may lose your hair and grow an extra arm but hey, the prize is 30 gp. +6. Local criminals hangout in this tavern. They try to sell drugs. One criminal pours red dust in the drinks of the guest while they are not watching. +7. The tavern is know for gambling. One guy is on a big winsteak and pays drinks for everybody. Nobody knows yet that he plays with loaded dice. +8. Some tables are flipped over. In the middle of the room is a young orc girl on the ground surrounded by a few people. Her water just broke. She is about to receive twins. Nobody knows what to do. +9. The owner of the tavern is an old lady. She owns about 5d20 cats. She cant serve you drinks or food right now because she has to feed her cats first. +10. There is a cow in the middle of the tavern. Everybody is wasted and nobody knows how the cow got there or who owns the cow. +11. The ‘bartender' is handing out free drinks and food. The owner is looked into the storage room. +12. A 10-year old girl is running the tavern. Everybody is afraid of her. +13. A half-elf sitting alone seems to be muttering to themselves but is actually decribing the comings and goings of the tavern to a sentient weapon on their lap. +14. Two separate people are drinking alone. Neither seems at all suspicious on their own, but together they happen to be watching every single patron, as well as every entrance/exit. +15. A soldier is dressed in plainclothes, watching a deal going on at another table. The disguise is not fooling anyone. +16. It's the annual ‘Food Frenzy'. For two silver pieces (one of which goes to the house, the other to the pot), participants compete to eat the most meatballs in 10 minutes. There are six heats, and a then final. The winner of the gets the pot. +17. It's the annual Ferret-legging Endurance competition. In the sport of ferret-legging, competitors tie their trousers at the ankles before placing two ferrets inside and securely fastening their belts to prevent the ferrets from escaping. Each competitor then stands in front of the judges for as long as he can. Competitors cannot be drunk or drugged, nor can the ferrets be sedated. In addition, competitors are not allowed to wear underwear beneath their trousers which must allow the ferrets free access from one leg to the other and the ferrets must have a full set of teeth that must not have been filed or otherwise blunted. The winner is the person who lasts the longest. +18. In the annual Bonny Beard Competition, the most elaborately styled beard, as judged by the patrons, nets the winner a night of free drinks. The losers have to shave their beards off. +19. The Annual Greased Piglet Game requires that a 15x15ft pen is set up in the tavern. Participants pay a small fee to compete to catch a lard greased piglet in the quickest time. The winner keeps the piglet. +20. A crossbow bolt crashes through the window and strikes a merchant who came to the city from far away. +21. You hear an explosion from across the tavern. The blast knocked out a male gnome for 1d6 minutes. Once the gnome wakes up he starts madly raving, saying things like ‘I was so close!' and ‘that was my last chance.' and ‘it's too late now.' +22. A ventriloquist starts preforming. The puppet looks very old and is wearing clothes that were quite fashionable about a century ago. The performance satirizes current events and culture and has the whole tavern laughing, but if you are observant for about half an hour, whenever the ventriloquist suggests wrapping up the performance the puppet dismisses his concerns. The show goes on for three hours until the puppet is finally satisfied, at which point the ventriloquist is extremely tired and looks terrified. +23. It's a only milk tavern, including milk derivatives. +24. Off in the corner a group is gathering around an intense card game. At the table are a wise cracking dwarf, an elf who invented ‘poker face', and a burly half orc about to loss all him gold. +25. An old, friendly sea-hag offers a free sample of stew, with more to come if the taster guesses the secret ingredient. The stew gives a positive magical boon on a DC15 CON save and a negative effect on a failure. +26. As the party walks in they hear a Bard who is recounting there recent adventures as if he was there for all of them. (This is good for a low renown party as it adds an air of mystery). +27. An old man can be overheard telling a ragtag group of mixed races about a dungeon. After some discussion, and a handshake, he hands them a map. +28. An old man challenges you to a game of wizard's chess. The wooden pieces are enchanted, gesturing and shouting as they fight, though you can't make out what they say. It is fascinating to watch. The man promises who can win from him will win the chess set, though if you lose, it will not be easy to stop playing. He offers no further explanation. (If you lose, you become a chess piece, trapped in the game). +29. A puritan priest comes in and berates the patrons for their behavior, preaching a path of holiness and purity. The old innkeep tells him ‘Yer aff yer heid, ya wee bawface!' and proceeds to flash her boobs at him. The priest flees in horror, muttering protective chants. +30. It's ‘Bear Night'. There are mounted bear heads on the wall, bear furs on the chairs and your drinks are served in bear-decorated goblets. After a while you begin to notice the bar is packed exclusively with hairy middleaged men, who are all acting rather familiar with each other... +31. There's a haggis eating competition. Winner gets free whisky till sunrise. +32. A scruffy looking man slips something into a drink before returning to the woman at his table. +33. It's a busy night and the bar is packed. Suddenly everyone turns around as several squealing greased pigs are released into the tavern. They have numbers painted on their backs. The staff begins chasing them to much hilarity of the patrons. After a while, they have caught the pigs numbered 1, 2 and 4 but there is no sign of number 3. +34. All the windows of the Inn slam open as the candle light dims, only to be undone a few moments later. Then a small girl stands and shouts her apologies for the disturbance. +35. Knife throwing competition! D20+DEX: 1-10 miss the target. 10-14 outer ring. 14-18 middle ring. 18-19 inner ring. 20 bullseye. 3 throws each. PCs can play each other or NPCs for gold / rewards etc. +36. It's a two for one special night and the tavern is packed, making easy targets for thieves and pickpockets. +37. A drunk half-orc starts taunting the innkeeper, who's cut him off. +38. The tavern has a black board on one of the walls, with the names of each person present, and current bets. It's a deadpool, in which people bet on your death. +39. There's a discussion going on at the bar. One of the customers seems to be underage, and the bartender won't get them a drink, unless he sees something that confirms they're old enough to drink. The customer has a way to prove that, but made a bet with the other customers, giving 10 gp to each one that gets it right, and takes 10gp from each who gets it wrong. +40. A group of exquisitely dressed people walk into the tavern, judging people's outfits, generally in a negative way. +41. A portal opens in the middle of the tavern. A man wearing pajamas comes out of it, orders a drink, and leaves through the portal, that closes behind him. If the players ask anyone, they will just say he shows up sometimes. +42. The tavern's owner runs into the tavern, saying they won the lottery, and will get everyone free drinks. +43. A fight breaks out, between two big strong men. The bartender sighs, and gives each a free drink, separating them. +44. The customers are all looking over their shoulders, with small smiles on their faces, and seem ready to... do something. Suddenly, someone screams ‘FOOD FIGHT!' and everyone starts throwing food at each other. In the end, the owner gets pissed, and makes everyone clean up the mess. +45. The tavern is hosting a weekly poker tournament. If the players win, they get gold and gossip possibly leading to a quest. +46. A man in a dark trench coat is skulking in the back, selling contraband to anyone who asks. +47. A man in a dark trench coat is skulking in the back, selling contraband to anyone who asks. However, he is part of a sting, and the local guard snatches up the buyers on their way out of the tavern. +48. Someone playing the knife-fingers stabbing game accidentally stabs their own hand, possibly cutting off a finger. +49. One of the patrons has gathered a sizable crowd with their exotic pet and its tricks. +50. The local militia captain busts down the door and grabs the innkeeper, placing him under arrest for an unknown reason. +51. Two drunken wizards come to blows over a perceived slight. Parts of the tavern catch fire or are otherwise affected by magical effects. +52. A shadowy figure enters and orders a drink. The only problem is, there seem to be a mass of tentacles where feet should be. +53. This tavern exists in multiple dimensions, it has at least 20 different doors which connect to the outside world, but as you guessed, different ones. The owner is a mad wizard with the longest and most unkempt beard youve ever seen. Over each of the entries, there is a sign to where it leads. One of the doors is barred and kept shut at all times, the sign reads: dont open, dead inside. +54. Tonight's the local Battle of the Bards, where the prize pool includes a set of fine platinum strings. +55. The first batch of beer from the halfling brewery in the next town is very lively. A bit too lively. A tide of hoppy foam bursts from the barrel and up into the bar, showing no signs of slowing down. +56. After a few drinks, you could swear all the patrons in the bar have the exact same face. You shake your head. Must be the wine. +57. The barkeep here has a very literal approach to lock-ins. Sure, you can drink past closing time---as long as you didn't want to leave again, ever. +58. The Tavern menu has a ‘Mystery Special'. When ordered it is a large stack of pancakes covered in various fruit that looks like a big smiling face. When eaten the player is reminded of their mother/father/paternal guardian. +59. A female drow in common clothes and a big hat (to block the sun) walks into the tavern and an uncomfortable silence ensues. After it is clear that the drow doesn't want any trouble the tavern slowly goes back to normal and the drow woman orders a drink and sits down with a wealthy half elf merchant. +60. A wrestling ring has been erected in the middle of the tavern. The current champion drinks nearby, and accepts all challengers. +61. An old drow tells stories about his long life in the Underdark. He tells tales of other drow, kuo toa, mind flayers, flumphs, and even a purple worm he encountered. +62. The local beastmaster has arranged an animal show. He starts off with a raven, a giant frog, and a blood hawk. He finishes with a bulette, an owlbear, and a displacer beast. Each animal loves him like a family member. +63. Part of the tavern is under construction after a battle or large fight. Builders are constantly moving planks of wood between tables and sometimes hitting patrons. Roll improvised weapon attacks vs players AC at various points in the visit. +64. The inn is flooded with people. Survivers of a battle not far off. Some seem to only have superficial wounds while others are not as lucky. Over the sounds of heavy breathing and mouning the party hears a voice ring out ‘CLERIC!! We need a cleric!' +65. A health inspector busts in and attempts to shut the bar down due to health code violations. +66. Inside the Tavern the party finds about 60 people stuffed inside this small three room tavern all gathered around the bar. The tavern just recently hired a barmaid to work full time. +67. After several drinks the party realizes that they're the only non-monster creatures in the tavern. +68. After several minutes inside the tavern the party can hear a thunder storm rolling into the area. The weather gets increasing worse the longer they stay inside, and after 45 minutes a tree crashes into the side of the tavern. +69. A religious group comes inside to preach about the sin of consuming alcohol. +70. The musicians plating inside the tavern draw in a large enough crowd that the that the bartenders have to start kicking people who are to drunk. +71. After the party sits down for a drink or two, a group of guards come inside searching for several highway robbers. The robbers descriptions match those of the party members; so they'er handcuffed, dragged to prison, waiting for a trial. +72. The Half-Orc chef near a large fire pit offers the party a sample of the roasting boar he has over a spit. +73. A Tabaxi hunter set up in the corner offers to sell the party wild pheasants and other game birds for the Tavern cook to make. +74. Two Warforged start fighting one another. Watch out for their partner the Gnome pickpocket. She's the brains of the operation. +75. A fire elemental moves into the hearth! +76. This is a thieve's guild's secret hideout in plain sight. Tonight, the corpses of the dead they left beneath the floorboards arise! +77. The tavernkeep is a vampire. One of his servants accidentally begins pouring a bottle of his finest blood. +78. A group of overzealous paladins springs a sudden raid on the tavern, breaking casks and arresting people, slamming them into cage-carts they parked in the back. +79. One of the patrons is a werewolf, and he begins to turn. +80. An ancient legend is (figuratively) brought to life by a traveling team of a bard and an illusion wizard. +81. Once a month the neighboring warlords meet in this tavern to discuss... literature. +82. Tavern is holding bar tending classes once a week to train new staff as well as supply competent labor to the noble houses -- top of the class gets to pick their assignment. +83. Tavern acts as a clearinghouse for counterfeit currency. Next shipment arrives two days from today. +84. A polymorphed silver dragon walks in, orders a drink with no ice, and then he just frosts up his drink whenever. He only has one drink, and when he finishes his drink, you can see him switching from creature to creature , but only minorly. +85. The tavern begins a ‘you break it, we hire a bounty hunter to make you pay' policy today. No one wants to be the first person to break the rule. +86. That Elven barmaid, that's been slapped on the ass one to many times, turns out to be a shapeshifter. And she's just transformed into a raging ogre. +87. A notorious criminal duo known as the Grimshade Brothers have arrived to the tavern to celebrate which is in the neighboring village of the city they just robbed. Their known for robbing banks and causing mayhem wherever they go. +88. Two goblins are on stage doing a juggling act. The juggling act involves flaming torches, hand axes, and vials of strange green goo. No one seems concerned. +89. A love potion is accidentally slipped into one of your party's drinks instead of the beautiful lady at the next table.... +90. It is a roast night. Have the players take turns roasting either each other's characters, or the DM. +91. A talent agent is holding auditions for the midwinter festival play. Bonus points for singing and dancing! +92. After 1d6 drinks gravity seems to hold no sway over the bar patrons. Everyone starts to float and the regular drinks keep drinking on the ceiling as if this is a normal occurrence. +93. Book signing for the new release ‘Quest for Annihilation : How Adventuring is Destroying Our Moral Fabric' +94. The drunk mage in the corner is passed out and talking in his sleep. Roll for wild magic effect. +95. The tavern is about to run out of ale. Your party is discretely asked to procure some more within 1d4 hours to avoid a riot. +96. A member of your party is mistaken for a local celebrity. People are constantly asking for autographs etc for the whole night. +97. It's the owners birthday! Reduced drink prices and free cake! +98. You stumble into the middle of a wake, complete with the body of the deceased on ice next to the bar. Bonus points if that's the ice used in the drinks! +99. The owner makes it very clear he don't want no trouble in his bar. Will not serve adventurers if they don't relinquish their weapons. +100. The barkeep leaves a single coin with a tiny dragon at your table, he says ‘be sure to spend him quick, he likes to travel' the dragon is friendly but will not separate from the coin. diff --git a/tables/traveling-encounters.org b/tables/traveling-encounters.org new file mode 100644 index 0000000..7cc9b62 --- /dev/null +++ b/tables/traveling-encounters.org @@ -0,0 +1,100 @@ + * You come across an older gentleman traveling down the path with a group of 6 small dogs walking behind him. He has them each on a small leash that is attached to his large backpack, filled with dog clothes and toys. Over the last few years, this man has trained these dogs to preform tricks. He is traveling from town to town to try and become a famous performer. + * You pass a person draped in flowing red and gold cloth, eyes closed and performing what looks like an incredibly slow dance. Around them are several unconscious bandits. + * You see an old woman with a young girl that is slowly moving towards your group. When you come closer you notice that the woman is actually blind, and the girl is guiding her. That woman gets intense when you come closer and gives away a series of phrases, each of those can be treated as a prophesy. + * A pair of newlyweds on their honeymoon headed to a secluded cabin in the woods. They're both charming and friendly, but the longer you talk to them, the clearer it is that something's amiss. Specifically, it's very clear that the groom has quite a lot to gain in the event of the bride's untimely demise. + * You kick a rock, and it appears to grow legs and claws. On close inspection, it is a fist-sized crab disguised as a stone. All rocks in the immediate area reveal themselves to be crabs as well, which begin scattering into the grass. If one is captured, it disappears during the next long rest. + * A dog leashed to a tree. There doesn't seem to be anyone else around, but if the party takes the pup its owner will try to find it. + * A short woman peddling used magical talismans out of a cart. Her assistant, a large deaf giant who is pulling said cart, grins whenever someone comes near. Her name is Tabitha and she's rather charming in a soft-spoken way. A bit of prodding into the pair reveals they are both friends who once adventured together. + * A man in tattered robes who claims to be nobility who was forced from his home by a wicked sibling. More likely he was kicked out for being a greedy twit, but the party can learn that on their own time as he makes more and more requests. + * Two kobolds standing on top of each other wearing an old cloak. They claim they are a famous dragonborn warrior, and they do not seem to know that they are actually two kobolds. + * A pair of horses, seemingly abandoned. A further inspection reveals they are still wearing riding tack and seemed to be abandoned in a hurry. + * A person digging a grave, with a body of some sort in a shroud nearby. + * A lizard folk wearing a paladin's armor. He poorly impersonates the paladin whose armor he has and pretends to be lawful good. Or maybe he's had a change of heart after getting the gear. Either way, he's hungry. + * A shepherd with a dozen sheep. He keeps insisting that all the sheep are his and keeps looking over his shoulder. + * A 10-man road crew removing a stump from the middle of the road. Four of the crew are armed with bows and complain about a dryad interfering with their job. Two are doing the actual work of removing the stump. The rest are ‘supervising'. + * A flash flood has blocked part of the road. A sorcerer is standing nearby offering to clear a dry path for a small fee. The sorcerer is true to their word and forms a dry channel to the other side. After crossing, the channel, the flood and the sorcerer disappear. + * A pure black, unnaturally tall Tabaxi. She offers a magical item of the DMs choice in exchange for an interesting story. A player must offer a story that reveals a portion of their backstory and beat a DC 14 persuasion check to receive the item. Each player may attempt this once, but each time it is failed the Tabaxi's interest wanes, increasing the DC by 2. If the Tabaxi's DC reaches 20, she retracts, unimpressed, and leaves. + * A small and poor family, all their belongings in tow, moving to a new town. + * A Firenewt wizard who sells magic minerals, crystals and dusts. He lives in a hut with a large fire in the middle. He spends most of his days at home making powders and crafting near the fire. Although he is not the kindest, he is smart strong and helpful. He sells magical and non-magical jewelry, fireworks, components and ingredients for spells and recipes. + * A lonely Bullywug who got lost and lives in a cave. He considers himself the emperor of the cave. He has other frogs and toads as minions and guards. + * You see two figures riding on horseback: a halfling and a green dragonborn. They trot along for about a mile until they come across a heavily guarded ornate caravan on the side of the road. As it turns out, the dragonborn is a senator, on his way back from a trip to the outer villages. They stopped to feed and water the horses, and the dragonborn accidentally dropped his keys in the caravan. The halfling is the locksmith from the next town over. + * A stray dog, hungry and dirty, desperately needing help. It has a collar with a note attached to it which seems to be a cry for help! + * A Rival party of the exact same class but different archetypes. They are a little obnoxious to their counterparts and are out to do the same quest/mission/thing the party is up to. + * A black knight traveling on horseback. Could be revealed to be some sort of illusion, or a wandering boss-type monster. + * A hungry beggar, who if helped will come to their aid at a later date, if shunned will do the opposite. + * A crazy old man who claims to know where a secret forest full of magic is located. You follow him but he is actually just trying to take you back to his home because he has lonely ever since his wife died. + * Two older males each riding a giant snail. They sell common magic items, maps of nearby cave systems, and may teach the party how to enhance potions. + * A man with piercing blue eyes, all visible flesh but his eyes wrapped in cloth bandages. Adorned in worn and dirty cloths of a nobleman and carrying a religious text. He is polite and intense obviously religious and with a deep silky voice. Upon closer inspection, his flesh appears burned. Omens of doom and death follow in his wake. + * A group of guardsmen transporting the corpse of their beloved countess back to her homeland. Upon conversation, the guardsmen believe foul play was involved and ask the adventurers to investigate. + * Harrin, the halfling Chef and his employees, all halflings. They travel in search of the Gloomy Mushroom, said to be the most delicious thing there is. A big and gentle half-orc is their bodyguard. His nickname is Joy. + * A blind man stumbling along the road with a stick. If the party stop to talk to him, he will talk about how he was the best bandit in the area in his youth. Problem is he never quit when he lost his sight. His buddies are hiding in the wilderness on the side of the road and have been lining up shots on the party with their slingshots and short bows. + * A band of travelling bards called Heart of a Dragon on a middle of their ‘biggest tour ever' where they are playing in multiple cities of the world. They could be a recurring encounter on different roads. + * A group of monks on a pilgrimage to a shrine of their order to meditate and receive training. + * A travelling circus with a bunch of performers, one of whom is offering to perform their tricks (tarot readings or a future event cryptic reveal) at the side of the road for a couple of coin. + * A zealot on a religious pilgrimage to a far-off holy site. The pilgrim has only just started and is full of spunk and cheerful evangelism. This is the pilgrim's first pilgrimage and up until now has led a very sheltered life. + * The wizard Leander from Leander's Luminous Launderette and Lavender Lavatory. They have been assaulted on their travels, both the wizard and their apprentice were injured (the apprentices wounds poisoned and almost surely infected, gangrenous, and without the help of a cleric; probably fatal.) and their wagon and gear stolen. + * A band of highwaymen posing as religious ascetics on a pilgrimage to a nearby temple. They plan to rob the holy site and kill everyone inside its walls. + * A farmer and family in tow, with three oxen, two sheep, five pigs, and seven geese following the heavily laden cart. A single rocking chair is perched precariously on top with a grandmother strapped into it. + * A travelling troupe of down on their luck performers with a small problem that the players can solve. In their troupe is a budding young master storyteller who is sure to be deeply interested in the players and their stories. Help or Impress them here, and tales of the team's exploits precede them in the next big city. + * A dimwitted farmer who was sold a cat in a bag (and had been told it was a piglet). The farmer is despondent and has spent every penny they had in the hopes of changing their fortune. + * A peddler with an old horse and half broken cart who has gotten stuck in a muddy rut. The peddler is actually a spy travelling under cover and the wagon was deliberately stuck to provide an excuse to make contact. Alternatively, the goods the peddler is carrying are obviously stolen from a local power or religious group and the players may or may not know about it happening, and the peddler is willing to do a lot of things to not be caught. + * An incompetent adventurer that won't take no for answer and plans to head wherever the players are going. The adventurer is friendly but seems to be trying too hard. + * A knight travelling with a very small, or nonexistent retinue. The knight has been forced to sell his prized warhorse for some reason, or have it knackered due to severe injury. Alternatively, the knight is actually a Paladin doing religious penance and has vowed not to ride a horse or cart for the entirety of one month and one day. + * A pack of dirt-covered Dwarf miners' approach from off the road, offering to trade very valuable gems for some ale and food (‘not trail rations, real food!'). They have just struck upon a massive gem deposit and wish to celebrate. Hope you have some with you. + * A hunter approaches, asking for your aid. He is gaunt, obviously hungry. He says he has tracked an Owlbear to a nearby cave, and if you can help him kill it, it will feed his family for a month. + * You see a man's corpse in the middle of the road. A young man, no more than eighteen or nineteen. His throat has been cut. If you stop to examine the body, you quickly see a search party coming toward you from the wood. They are looking for the man. And you should not be so close to him. + * You notice an elf slumped against a tree, covered in blood and on the verge of death. He reveals that he is a courier and was ambushed by bandits. He tells you that they didn't find the message he carries; it is hidden inside his boot. He asks you to deliver the message for him to a woman named Ella Corwyn in the village of Threader's Hollow, a few days ride out of your way. If read, it is a simple message from her son, Dennis, who is training in wizardry with the elves. If delivered, Ella will feed your group (hearty lamb stew with delicious homemade biscuits) and offer shelter in her barn, alongside her prize pig Josephine. + * A bear wearing a vest and derby hat is selling expertly crafted Masterwork musical instruments from an ox-drawn cart hitched to a tree by the side of the road. His name is Sir William Bearington III. He does not speak but can understand and scratch out misspelled replies on a chalkboard in Common. Should you attempt to steal from him, he will attack without hesitation, as a Dire Bear. A small collection of bards of various races have formed an impromptu jam session in a clearing nearby. They sound great, and if asked, they attribute the sound to the quality of the instruments. Anyone with a proficiency in a musical instrument and enough gold in their purse must succeed on a DC 10 Will save or feel compelled to buy one. Prices are high (2x), but the craftsmanship appears to be worth it. A flamboyantly painted sign on the side of the cart in bold calligraphy reads: “Musickyl Innstrumynts of Fynest Make, Experrtly Crafftyd by Sir Wm. Bearington III, Proprytor” + * A trio of dirty peasants is riding past on an impossibly fancy carriage. They nervously smile and wave at your group. A DC 18 spot check will notice a smear of blood on the side of the carriage. + * You come upon a group of a dozen or so young human men. They carry spears and wear leather armor. They appear to be trying to get your attention. If attacked, they immediately flee. If spoken with, they claim to be soldiers and demand a tax. If refused, they brandish their spears and talk about the wrath of the King but will flee at the first sign of violence. In reality, they are cowards and deserters, trying to make their way South. + * A man begs for help. He has been “robbed by bandits. Please, kind strangers, a ride into the village that's just a day's travel away?” At the earliest opportunity, he will attempt to steal something of value and ride away on your horse. If it seems like a good idea, he will stab you first. + * A very elderly couple flags you down. They ask you to leave some silver as a remembrance for their son, who was killed on this very spot twenty years ago. + * A Giant sits in the clearing, he is weeping. The sounds of his tears echo across the open space. His wife was recently killed by adventurers, and he will fly into a rage upon seeing your weapons. If you manage to calm him down, he introduces himself as Urgirr and will beg you to find justice for his wife by killing the Orc Barbarian “Karnak the Bold”, the Human Wizard “Aldo Blackhand”, the Dwarf Cleric “Tordok of the Mountain”, and the Gnome Rogue “Swindlow Duffington Dingle”. + * You come upon an impossibly elderly dwarf, naked as the day he was born, standing in the middle of the road demanding a 10 gp toll be paid. He wields a quarterstaff and proclaims himself to be the King of the Road. Thankfully, his long white beard shields his wrinkled nethers from your view. + * A longbowman challenges all takers to a hunting contest. A 100 gold bet. Whosoever can kill the most birds in one hour wins the purse. + * Morty Mennecaum, a traveling gnome alchemist has set up shop in this unlikely location. His prices are a bit above average, but he loves a joke and will negotiate if someone can make him laugh. His son, Manny, a burly fighter with a Longsword and steel shield, eyes you. + * A ghost hovers in your path. He is Gregor Jantos. He asks you to deliver a message to his wife Alya in a nearby town: “It was no accident. Kelvar cut me open to get to you. Don't trust him.” When you find Alya, she has been married to Kelvar for nine years and they have a daughter together. They are quite the happy family. Gregor died twelve years ago, and he wasn't well-liked in town. He had a reputation for getting drunk and beating on Alya. + * A twelve-year-old boy sits cross-legged atop a boulder that seems out of place near this stretch of road. He wears a circlet of rope around his head. If spoken to, he will open his eyes and acknowledge you and appear to pay attention, but he will not speak. He will answer yes or no questions with shakes of his head. He has taken a vow of silence and is on his way to becoming a Monk. If begged for assistance, he can show you to his monastery where you may sleep, eat, and train for up to a week. + * A townsman (Garg) is arguing with a traveling salesman (Phineas). He claims that he paid for 50 miracle cures, but the crate the salesman gave him only contained 46. The salesman claims that the customer must have drunk four of the doses of the cure because he “has a system”. The dispute is over 8 gold pieces. + * A traveling salesman blows past you on a cart. He is being chased by half a village who run after with axes and pitchforks. They claim he took advantage of them by selling them colored whiskey in a vial and saying it would cure Miner's Fever. If you catch the salesman, he claims it's honest work, selling people hope for an otherwise hopeless disease. He will give back 75% of the town's money if you Intimidate him (DC 15). If you beat his Intimidate DC by 10 or more, he gives it all back. + * A patrol of royal guards is approaching. Six stout men, at least somewhat injured, guarding what seems to be an iron strongbox. They are traveling quickly. They say that they can tell right away that you are trustworthy folk, and they ask you to join them in transporting their incredibly valuable cargo to the King--which is several weeks travel out of your way--promising a small reward for the effort. Should you refuse, they again stress how incredibly valuable their cargo is, and explain that they are tired and weak from their journey, and vulnerable to bandits. If the strongbox is opened (by killing the guards and picking a difficult lock), it contains a letter from another kingdom--a peace treaty. + * A group of four small children, no more than eight or nine years old, proudly stops your group. They are adventuring heroes and want to join your party. To kill nasty trolls, and slay horrible dragons, and stay up as late as they want. + * A crowd of townsfolk equipped with makeshift weapons and torches is marching towards a nearby city. They proclaim that they are going to do battle with a minor local lord because his taxes are too high. If there is a fight, they will certainly be slaughtered. + * A small group of three older women, dressed in homespun and dirty shawls. One woman has a swollen foot and walks with a limp. One has a swollen and infected lip and drools when she speaks. A third has a twisted and infected finger, rendering her unable to grasp anything. One wields a set of shears, one a sack of prepared flax fiber, and a third a distaff and spindle. They are fey in disguise with strange power, prophetic foresight, and strange ethics. Alternatively, they are witches/hags with questionable motives, but a moral code of ‘rewarding' those who show them respect they feel they deserve. + * An etymologist in absurd getup with a comedically large bug net, short shorts, pith helmet, socks and sandals. They ask for assistance catching something only they can see. + * You hear them before you see them. As you approach a bend in the road you hear two voices, each loudly complaining about the other. “You said you knew where we were going!” “I said that it was East, you're the one who said a map was a waste of money!” A female Goliath sits on a fallen tree at the side of the road. A female Halfling is perched on her shoulders passing a wineskin to her companion. + * A seemingly normal looking man who greets the party on the road. He will mostly address the party member with the most magic jewelry. After some awkward conversation he will quickly make an attempt to steal the jewelry and run. When the party persuses him he turns into an ancient copper dragon and flies off. They won't be able to track him. Later if the party is investigating crimes in a nearby city, they might catch word of an illegal magic black market. The copper dragon is the kingpin of the operation and will give the items back when confronted. + * The sky darkens and it begins to rain heavily. You see a man coming the other way, carrying a heavy umbrella and wearing a heavy coat. It rains for as long as the man is in sight, and then immediately clears. + * Seven dwarven miners bid you good day as they go to work in their mine. + * A cartographer passes who is willing to sell a copy of his map of the area for 40gp. With this map the party can travel at an additional 1d4 miles per day of travel within the area of the map. + * You find a wandering disciple of Gond (or any other similar god of crafting) who offers to repair any broken or damaged equipment. + * A wounded young knight laying down on the side of the road. His quest to save the princess from the dragon had failed, again. He went with a few adventurers and mercenaries, but he was the only survivor left. + * A fortune teller sits on the side of the road in a cart that she seems to operate her business out of. There's a sign on it that explains that a simple fortune is 1 silver, but a more intricate fortune is 1 gold. (If asked to prove her talent, she performs a simple druidcraft cantrip showing tomorrow's weather and tells them to come back tomorrow to see her if she's correct. This may be a good place for an insight check). If any party member gets a fortune told, the DM can choose the fortune, or she can foretell imminent death in their path. + * A gnome is underneath a curious wagon, fiddling with a mechanical apparatus and swearing up a storm. He refuses help and insists you would just get in his way. + * Three high-elven sages can be seen bickering among themselves, arguing over the interpretations of a certain book on Arcana. The party is completely invisible to them if the sages are not addressed/greeted. + * A man with bandages over his eyes, a boot slightly larger than its mate, and a sort of mechanical prosthetic hand being led a pseudo natural hound. When questioned about the clearly unnatural dog, he just says ‘I trust him. He led me back out of there'. + * A chef with a small restaurant/tavern sets up on a rarely traveled roadside wondering why he never gets any customers. + * A tattered old man sitting by the roadside will ask for change to help feed his dog. If you spend enough time with them, the dog reveals itself to be a druid and the pair attempt to rob you. + * An elf and a dwarf on a cart pulled by a couple of oxen. Both wear expensive, gaudy clothes. The dwarf is puffing on a clay pipe and has an ornate repeating crossbow on his lap. They offer the party a chance to buy their wares and show them the collection of arms and armor in the cart; all used, some very obviously, with dented armor, nicked blades and blood stains. There are a few good pieces and at a good price. If there are any magical items, the vendors are unaware of this and sell them as standard. These characters make good money from looting battlefields, most of this haul from a recent clash between two nobles' armies. At your discretion the elf may have a wand or two up his sleeve in event of trouble. + * A woman and six small children approach in an ox-drawn wagon. They appear dirty, tired and apprehensive, but if the party is friendly the mother will share her story: the father has run out on his family, and they could no longer afford to live in their previous home. The mother offers the party a single gold coin if they would accompany them to the next village. Rumor has it there are wolves in the area, and they are scared they won't make it to town before nightfall. + * A traveling minstrel and his lover approach on a donkey. He offers to play you a tune for a coin. He is the worst singer you have ever heard. He takes your coin and carries on down the road. + * A large magic stone hut. The hut is immune to all magic as well as edged weapons. Inside is the home of a helpful powerful Wizard with many magic items and potions. He has made a shop which he sells him magic for slightly lower prices that the Handbook's. He will buy any rare magic for 110% of its actual cost. He buys magic at 90% of its actual cost. Lots of people seem to come by in the day and no one seems to be there at night. This is because he talks in his sleep. On any given day, there is a 1/3 chance that he will use d4 spells in his sleep. + * Two famous swordsmen, having a duel. One may or may not have cheated in the past and may or may not be planning to cheat in the future. Their followers are attempting to either stop the fight and seeking help or are discussing terms and seeking a neutral arbitrator. + * A single, lonely shoe with a busted heel. The shoe is animated, and has a personality, always complaining that ‘My dogs are tired!'. It may or may not be a wizard pulling a trick on you via enchantment. + * A traveling artist has set up a canvas in a nearby field and is painting some wildflowers. For 5 copper pieces, he will make a charcoal drawing on paper for you or any of your party members. For 5 gold pieces, he will stop his flower painting and spend time following the party painting a portrait of one of you until he is finished. If prompted about his work, he will get excited and show you his sketchbook. It's full of various drawings and portraits of people he's passed on the road. He says he never forgets a face and will even draw someone according to details given by you for 10 copper pieces. He's surprisingly accurate even if you aren't the best at describing things. + * A portly drunken satyr mostly preoccupied with finding out where the next party is. + * A pompous fool of an elf who has spent over 400 years mastering the call of a species of wolf which has since gone extinct in the area. Will demonstrate the howl with almost no provocation and expects you to be impressed. + * A portly old goliath in a red coat with white trim dragging a big bag full of presents + * Horned devil with a box in his hands. Offers to allow you to take a look inside in exchange for your soul. + * A grizzled paladin with a great sword and a floating shield in a desperate fight with two invisible stalkers. + * Firbolg sleeping, held in the trunk of his pet elephant who dutifully trundles down the road, stepping politely aside to allow for traffic. + * Three hill giants who have been assigned to sack a nearby civilization. They're lost and want directions from the party. + * A hermit, proudly extending his arms towards bypassers, holding a single old sock with a hole on the heel. Loudly exclaiming ‘Look at my sock! Isn't it wonderful?! This sock has been in my family for generations and never once been wet! It's not magical nor special, but it is, simply put, the best sock ever made!' + * A glum-looking demon lord pulling a wheelbarrow in which is lying a very drunk, very happy dwarf loudly singing '86 bottles of beer on the wall!' If interrupted, the cleric burps loudly, frowns and then shrugs, starting again at ‘1 billion beetles of butt in the well' before giggling and falling asleep. At this the demon lord sits down and begins weeping. + * An old man and his four mute sons, all dressed in rags, one carrying a large walking stick. In truth, the old man is the head of a giant mage, and his ‘sons' are his limbs, polymorphed into a group of humans. The old man will ask for a share of the party's rations, and his sons will eat and eat until no food is left. + * An oddly smelling gnome with various magic items hidden under his cloak such as a small pocket watch that turns you invisible for six seconds, a hand with candles on its fingertips that when lit paralyze every creature with 14 or more charisma in a 100ft radius, and a blank booklet that does nothing but looks extremely important to all creatures who see it. + * Angmar Bladewalker -- human knight -- Brown hair and blue eyes, she proudly wears a scar across one side of her face. She is always a bit late, a bit eccentric, and has an otuyagh in the stables that she raises as a pet. Deft with a blade though. She moved out of her house because it was haunted. + * Zane Drake -- High Elf poet -- He has very long, curled, brown hair shaved on the left side and brown eyes, with rough golden skin. He has a soft, typical face with a short moustache. He speaks loudly and dramatically at all times. In addition, he knows the true name of an angel. + * Ayleth Falavaul -- Half-Elf merchant -- She has long, curled, dyed black hair and green eyes. She speaks quietly at all times and is deeply religious. Her homeland was destroyed by a storm. + * Doran Thunderdelver -- Dwarf noble -- Endlessly impatient, Doran is always shouting about something or other. He has short blond hair and a long beard, which his wife braids every morning. An old friend wants revenge on him. + * Porath -- Dragonborn wizard -- Suspicious and prone to growling, he cares deeply about the local townsfolk. A man named Kavarr stole one of his spell books. diff --git a/tables/trinkets b/tables/trinkets new file mode 100644 index 0000000..86fff21 --- /dev/null +++ b/tables/trinkets @@ -0,0 +1,100 @@ + - A mummified goblin hand + - A piece of crystal that faintly glows in the moonlight + - A gold coin minted in an unknown land + - A diary written in a language you don’t know + - A brass ring that never tarnishes + - An old chess piece made from glass + - A pair of knucklebone dice, each with a skull symbol on the side that would normally show six pips + - A small idol depicting a nightmarish creature that gives you unsettling dreams when you sleep near it + - A rope necklace from which dangles four mummified elf fingers + - The deed for a parcel of land in a realm unknown to you + - A 1-ounce block made from an unknown material + - A small cloth doll skewered with needles + - A tooth from an unknown beast + - An enormous scale, perhaps from a dragon + - A bright green feather + - An old divination card bearing your likeness + - A glass orb filled with moving smoke + - A 1-pound egg with a bright red shell + - A pipe that blows bubbles + - A glass jar containing a weird bit of flesh floating in pickling fluid + - A tiny gnome-crafted music box that plays a song you dimly remember from your childhood + - A small wooden statuette of a smug halfling + - A brass orb etched with strange runes + - A multicolored stone disk + - A tiny silver icon of a raven + - A bag containing forty-seven humanoid teeth, one of which is rotten + - A shard of obsidian that always feels warm to the touch + - A dragon's bony talon hanging from a plain leather necklace + - A pair of old socks + - A blank book whose pages refuse to hold ink, chalk, graphite, or any other substance or marking + - A silver badge in the shape of a five-pointed star + - A knife that belonged to a relative + - A glass vial filled with nail clippings + - A rectangular metal device with two tiny metal cups on one end that throws sparks when wet + - A white, sequined glove sized for a human + - A vest with one hundred tiny pockets + - A small, weightless stone block + - A tiny sketch portrait of a goblin + - An empty glass vial that smells of perfume when opened + - A gemstone that looks like a lump of coal when examined by anyone but you + - A scrap of cloth from an old banner + - A rank insignia from a lost legionnaire + - A tiny silver bell without a clapper + - A mechanical canary inside a gnome-crafted lamp + - A tiny chest carved to look like it has numerous feet on the bottom + - A dead sprite inside a clear glass bottle + - A metal can that has no opening but sounds as if it is filled with liquid, sand, spiders, or broken glass (your choice) + - A glass orb filled with water, in which swims a clockwork goldfish + - A silver spoon with an M engraved on the handle + - A whistle made from gold-colored wood + - A dead scarab beetle the size of your hand + - Two toy soldiers, one with a missing head + - A small box filled with different-sized buttons + - A candle that can’t be lit + - A tiny cage with no door + - An old key + - An indecipherable treasure map + - A hilt from a broken sword + - A rabbit’s foot + - A glass eye + - A cameo carved in the likeness of a hideous person + - A silver skull the size of a coin + - An alabaster mask + - A pyramid of sticky black incense that smells very bad + - A nightcap that, when worn, gives you pleasant dreams + - A single caltrop made from bone + - A gold monocle frame without the lens + - A 1-inch cube, each side painted a different color + - A crystal knob from a door + - A small packet filled with pink dust + - A fragment of a beautiful song, written as musical notes on two pieces of parchment + - A silver teardrop earring made from a real teardrop + - The shell of an egg painted with scenes of human misery in disturbing detail + - A fan that, when unfolded, shows a sleeping cat + - A set of bone pipes + - A four-leaf clover pressed inside a book discussing manners and etiquette + - A sheet of parchment upon which is drawn a complex mechanical contraption + - An ornate scabbard that fits no blade you have found so far + - An invitation to a party where a murder happened + - A bronze pentacle with an etching of a rat's head in its center + - A purple handkerchief embroidered with the name of a powerful archmage + - Half of a floorplan for a temple, castle, or some other structure + - A bit of folded cloth that, when unfolded, turns into a stylish cap + - A receipt of deposit at a bank in a far-flung city + - A diary with seven missing pages + - An empty silver snuffbox bearing an inscription on the surface that says “dreams” + - An iron holy symbol devoted to an unknown god + - A book that tells the story of a legendary hero's rise and fall, with the last chapter missing + - A vial of dragon blood + - An ancient arrow of elven design + - A needle that never bends + - An ornate brooch of dwarven design + - An empty wine bottle bearing a pretty label that says, “The Wizard of Wines Winery, Red Dragon Crush, 331422-W” + - A mosaic tile with a multicolored, glazed surface + - A petrified mouse + - A black flag adorned with a dragon's skull and crossbones + - A tiny mechanical crab or spider that moves about when it’s not being observed + - A glass jar containing lard with a label that reads, “Griffon Grease” + - A wooden box with a ceramic bottom that holds a living worm with a head on each end of its body + - A metal urn containing the ashes of a hero diff --git a/tables/village-names.txt b/tables/village-names.txt new file mode 100644 index 0000000..0047abd --- /dev/null +++ b/tables/village-names.txt @@ -0,0 +1,307 @@ +Copstage +Innswood +Northwick +Inkdon +Summerton +Helenton +Presthorpe +Barnsey +Ashbourne +Butterpond +Darlajex +Kriggan +Sweetmount +Arsington +Timbersprout +Donaville +Goldpeak +Windrest +Kingsford +Clericsfold +Wickerton +Goodminton +Eagletree +Knightsroost +Hawksmoor +Hillcrest +Fiddlegreen +Dogsbody +Hutton +Starling +Swallowbeak +Dundertun +Vintnerdale +Pottersfield +Gracey Peaks +Hevensbreath +Heathenschurch +Windybrook +Snowygap +Rainvalley +Lakedon +Bridgefalls +Getty’s Peak +Crestbourne +Mintwillow +Ropewalker +Ryefield +Cornhenge +Beaksdale +Meadhaven +Boarsrest +Goldcrest +Elkhorn +Merryhall +Winter’s End +Blythewood +Fleet Landing +Bowen’s Island +Tugby +Crudgington +Nettlebed +Clontoe +Whiteparish +Ballycommon +Ilton +Headlam +Budbrooke +Chell Heath +Ilminster +Swanley +Crow +Canonbury +Wroxham +Mancot Royal +Ballycrissane +Theydon Bois +Alwalton +Petersham +Penrhyn-Llŷn +Catfield +Curdridge +Warninglid +Lissycasey +Althorp +Ashwell +Woodchurch +Bardsey Island +Palgrave +Messing +Bierton +Cliftonville +Uisge-Labhair +Rath +Benwick +Cowlinge +Blockley +Brafferton +Hammersmith +Wallasey +Cowling +Oweninny +Wychavon +Chatwell +Little Bridge +Bunowen +Purton +Skinningrove +Ecclesfield +Notton +Drumbrughas +Lyrenagreena +Wiggenhall +Curraghlawn +Tickenham +Clent +Leek Wootton +Barham +Curragh +Braunton +Wesham +Mamble +Cumnock +Farthinghoe +Tandragee +Orcheston +Springthorpe +Ounageeragh +Faxfleet +Bloxholm +Elmley +Worlingworth +Ashdown Forest +Ballycrossaun +Wolsingham +Corrandulla +Blackwood +Ballinameen +Lifford +Rainow +Grianan +Rainhill +Stow +Milston +Uppington +Ashcott +Troutbeck +Uplowman +Allerthorpe +Tandridge +Tay +Alvechurch +Munsley +Offley +Lettermullan +Pickworth +Ousefleet +Sollom +Illston on the Hill +Codrington +Brotherton +Branxton +Babbacombe +Killarney +Pyecombe +Snaefell +Fife +Avonmouth +Marlborough +Aller +Willand +Dewlish +Ballymartin +Rodbourne +Casnewydd Green +Woodstock +Totternhoe +Tindale +West +Crux Easton +Mere +Morvah +Ballyheelan +Treforys +Hawick +Weybread +Kesgrave +Ashmansworth +Casnewydd-ar-Wysg +Braemar +Bredfield +Tibthorpe +Ardsheelane +Aberavon +Peckleton +Penistone +Wakerley +Soulby +Tilford +Veryan +Bowthorpe +Eriskay +Upwaltham +Winson +Lenham +Freckenham +Ballygub +Wimpstone +Portpatrick +Orgreave +Hedley on the Hill +Appledore +Blatchington +Gortnahoe +Astley +Glanaman +Ballyboghal +Tain +Shrigley Pott +Musbury +Bridgnorth +Spen +Ewyas Harold +Patrington +Beeford +Bardney +Palace +Pollokshields +Penarlâg +Sporle +Portloman +Crewe +Siefton +Chilwell +Berrow Green +Dalwhinnie +Hilborough +Wartnaby +Peterborough +Alexandria +Castley +Midgham +Ystumllwynarth +Pitney +Skendleby +Grindon +Ullauns +Hinstock +Ballyconneely +Tetchill +Shrough +Saint Bees +Farthinghoe +Harlow Hill +Attenborough +Elvetham +Chiddingstone +Ewell +Harvenset +Wishleaf +Grendale +Felderford +Stagcross +Threader’s Hollow +Ashpoint +Ravenwood +Starrynight +Saint Michaelsheights +Featherfall +Featherfoot +Wundwin +Maubid +San Serif +Orcsnout +Sevenclaw +Crag +Wishbone +Wagonrut +Endtown +Mangle +Plodburg +Twindleton +Hollybranch +Silverton +Dalmhurst +Smackover +Underthal +Little Peachingston +Cripple Creek +Riddle Reach +Guildingston +Jebend +Shorley-Knott +Aeby-on-Sea +Smolton +Hunose-Weir +Fockery +Neistermeechia +Shavebury +Downloe +Supbrough +Tiltonsville +Glen Robins +Mount Pleasant +Martin’s Ferry +Deep Run +Elm Grove +Shadyside diff --git a/tables/waterdeep-rumors.org b/tables/waterdeep-rumors.org new file mode 100644 index 0000000..a3ff494 --- /dev/null +++ b/tables/waterdeep-rumors.org @@ -0,0 +1,21 @@ + + - My sister’s cousin on the City Watch says there’ve been several vampire sightings of late. Waterdeep ain’t had trouble with bloodsuckers for centuries! + - You know there are treasure maps everywhere nowadays? Can’t say what it’s all about, but if you ask me, someone’s trying to distract folks from noticing something. + - Volo is back in town! Working on a new book about taverns I hear. Last I saw him, he was drinking his way through the Dock Ward sampling the local brews. + - Word on the streets says that someone’s been stockpiling smokepowder. There’s no good reason for that. + - Justyn from the Guild of Butchers grew up in Field Ward and has dreams of a fancy home. If you want to make a friend of him, pass him a few extra coins. + - They say that Trollskull Manor, that old tavern off Trollskull Alley, is haunted by the ghost of the half-elf bartender Lif, who literally worked himself to death. I’d stay away if I were you. + - There’s been a lot more drow in the city of late. It’s good to see the dark elves overcoming their evil history and becoming contributing citizens. Anyone can make a new life in the City of Splendors! + - Last night I heard a strange clanking inside the House of the Inspired Hands in the Sea Ward. It was like someone wearing plate armor dancing a jig. + - Are you in great need? Local thugs threatening your family? If you need help, and if you can find him, you might be able to convince the monk Hlam to aid you. They say he’s the Grandmaster of the Order of the Even-Handed, a group devoted to the returned god Tyr. He’s been known to aid those in great peril. + - Lots of the Black Network in town. I hear there’s a split between the Zhents who follow Pereghost and some new upstart claiming to be Manshoon. Not possible of course, since Manshoon is dead. Again. + - The ghost of the Black Viper is back from the dead! A century ago that burglar and assassin plagued this city, and now they’ve returned with flair! + - I hear that one of the Masked Lords is a vampire! Do you think it could be true? If it were, who knows what tax they might demand. + - Looking for potions, poultices, or philters? Try Fala Lefaliir who operates an herbalist’s shop on Trollskull Alley called Corellon’s Crown. + - Most of the City Watch is corrupt. They don’t care about the people, only lining their pockets. They’ll hassle you for no good reason, but at least you can bribe your way out of most problems with a few Dragons. + - There’s a sea monster haunting Deepwater Harbor! Fishermen coming in late have spotted a huge shiny creature with massive claws and evil glowing eyes swimming through the harbor and out to sea. I’d steer clear of the water if I were you. + - Something’s not right with that halfling hostel on Spices Street. Its well-kept, but the place is overrun by rats. They’ve got to be getting in through a tunnel from the sewers. + - One of the Guilds has been infiltrated by dopplegangers, but no one knows which one. I’m betting on the Fellowship of Innkeepers. It just makes sense: lots of gossip and spying opportunities, and if someone goes missing, no one will notice. + - The Blackstaff has gone wonky and you can’t trust her. Rumors say she’s started hunting down members of her own Force Grey. Think twice if she offers you a job. + - You noticed the odd weather of late? I bet it’s a sign. I was talking to my greengrocer yesterday and he told me that he heard from the fishmonger that the Sea Ward is rife with devil worshippers! + - A light has been seen in Ahghairon’s Tower the last three nights. It’s been magically sealed for centuries, and not even the Blackstaff has ever gained entry. No one could have gotten inside, could they? diff --git a/tables/weather-autumn.org b/tables/weather-autumn.org new file mode 100644 index 0000000..c53ca23 --- /dev/null +++ b/tables/weather-autumn.org @@ -0,0 +1,21 @@ + + - Raining. Effects: Heavy Rain, Windy + - Raining. Effects: Heavy Rain + - Drizzle. Effects: Light Rain + - Drizzle. Effects: Light Rain + - Overcast. Effects: Windy + - Overcast. Effects: Light Fog + - Overcast. Effects: Heavy Fog + - Raining. Effects: Heavy Rain + - Raining. Effects: Heavy Rain, Windy + - Raining. Effects: Heavy Rain, Strong Wind + - Partly Cloudy + - Partly Cloudy. Effects: Windy + - Partly Cloudy. Effects: Light Fog + - Clear + - Clear + - Clear. Effects: Windy + - Hailstorm. Effects: Hail, Ice + - Heat Wave. Effects: Hot + - Sea Gale. Effects: Strong Wind + - Thunderstorm. Effects: Heavy Rain, Lightning, Strong Wind diff --git a/tables/weather-spring.org b/tables/weather-spring.org new file mode 100644 index 0000000..eaad881 --- /dev/null +++ b/tables/weather-spring.org @@ -0,0 +1,21 @@ + + - Snow. Effects: Cold, Heavy Snow, Windy + - Snow. Effects: Cold, Light Snow + - Sleet Storm. Effects: Heavy Precipitation, Ice, Windy + - Overcast + - Overcast. Effects: Light Fog + - Overcast. Effects: Light Fog + - Overcast. Effects: Heavy Fog + - Overcast. Effects: Heavy Fog + - Drizzle. Effects: Light Rain + - Drizzle. Effects: Light Rain + - Drizzle. Effects: Light Rain + - Raining. Effects: Heavy Rain + - Raining. Effects: Heavy Rain + - Clear + - Clear. Effects: Windy + - Partly Cloudy + - Partly Cloudy. Effects: Windy + - Partly Cloudy. Effects: Light Fog + - Sea Gale. Effects: Strong Wind + - Thunderstorm Heavy Rain, Lightning, Strong Wind diff --git a/tables/weather-summer.org b/tables/weather-summer.org new file mode 100644 index 0000000..8211beb --- /dev/null +++ b/tables/weather-summer.org @@ -0,0 +1,21 @@ + + - Raining. Effects: Heavy Rain + - Raining. Effects: Heavy Rain + - Drizzle. Effects: Light Rain + - Drizzle. Effects: Light Rain + - Overcast. Effects: Light Fog + - Overcast. Effects: Heavy Fog + - Partly Cloudy + - Partly Cloudy + - Partly Cloudy. Effects: Windy + - Partly Cloudy. Effects: Light Fog + - Clear + - Clear + - Clear + - Clear. Effects: Windy + - Heat Wave. Effects: Hot + - Heat Wave. Effects: Hot + - Heat Wave. Effects: Hot + - Heat Wave. Effects: Hot, Windy + - Sea Gale. Effects: Strong Wind + - Thunderstorm. Effects: Heavy Rain, Lightning, Strong Wind diff --git a/tables/weather-winter.org b/tables/weather-winter.org new file mode 100644 index 0000000..1d85957 --- /dev/null +++ b/tables/weather-winter.org @@ -0,0 +1,21 @@ + + - Arctic Gale ... Effects: Extreme Cold, Heavy Snow, Strong Wind + - Blizzard ... Effects: Extreme Cold, Heavy Snow, Windy + - Snow ... Effects: Cold, Heavy Snow + - Snow ... Effects: Cold, Light Snow + - Snow ... Effects: Cold, Light Snow + - Cold Snap ... Effects: Cold, Windy + - Cold Snap ... Effects: Cold + - Sleet Storm ... Effects: Ice, Windy + - Clear + - Clear + - Partly Cloudy + - Partly Cloudy + - Partly Cloudy ... Effects: Light Fog + - Overcast + - Overcast ... Effects: Light Fog + - Overcast ... Effects: Heavy Fog + - Drizzle ... Effects: Light Rain + - Drizzle ... Effects: Light Rain + - Raining ... Effects: Heavy Rain + - Thundersnow ... Effects: Cold, Heavy Snow, Lightning, Strong Wind