Showing posts with label random tables. Show all posts
Showing posts with label random tables. Show all posts

Friday, December 13, 2024

NUELOW at Christmas: Day Thirteen

Sometimes, Santa needs a little help making his rounds on Christmas Eve. Sometimes, it gets so bad that even his regular staff of Helpers can't provide enough support. During these times, Noelle Candy, one of Santa's Helper's who specializes in Helper Recruitment & Training, reaches out to suitable candidates to serve as temporary workers to get the job done.

One of Santa's Helpers
Noelle Candy, Santa's Recruitment Specialist


In 2023, she reached out to several... well... beings on the Naughty List that she knew wanted to made amends for past dark deeds. They performed so well that she's invited them back for this year. So, if Santa can't make it to your house, one of these special hires will.

One of Santa's Helper
Marvin the Zombie Master, an Undead Necromancer Who's Changed


 





One of Santa's Helper
Garry Loop, a Werewolf Who Got Bit by the Christmas Spirit

One of Santa's Helpers
The Grim Reaper, Trying to Rehabilitate his Reputation


One of Santa's Helpers
Jason Vorhees, Hoping to Kill Some Naughty Kids

Roll 1d6 against the tables to see how present delivery goes on Christmas Eve.

WHO BRINGS PRESENTS TO THE PC's HOME?
1. Santa, the Big Man Himself
2. Noelle Candy
3. Marvin the Zombie Master
4. Garry Loop the Werewolf
5. The Grim Reaper
6. Jason Vorhees

WHAT HAPPENS IF THE PCs CONFRONTS THE GIFT-BRINGER PEACEFULLY?
1-2. He or she wishes them a 'Merry Christmas', asks where the milk and cookies are.
3. He or she flees without leaving presents.
4. He or she gives the PCs a one-shot blessing, giving them a +4 bonus to a single die roll.
5-6. He or she grants them a benefit specific to the Gift-Giver until next January 6.
       Santa: Grants a +2 bonus to skill checks involving being stealthy.
       Noelle: Grants a +2 bonus to skill checks involving eliciting loyalty.
       Marvin: Grants a +2 bonus to damage dealt to undead foes.
       Garry: Grants a +2 bonus to damage dealt to lycanthropes.
       The Grim Reaper: Grants a +2 bonus to resist illness and infections.
       Jason Vorhees: Grants a +2 bonus to attacks and damage rolls.

WHAT HAPPENS IF THE PCs CONFRONTS THE GIFT-BRINGER 
WITH HOSTILITY?
1-2. He or she tries to flee without leaving presents. If pursued, he or she 
       fights back.
3-4. He or she drops all the gifts and flees. 1d4 hours later, 20 armed elves 
        show up to retrieve the gifts, fighting the PCs if necessary. The initial
        gift-giver will fight back if pursued.
5.     He or she will fight to the death if necessary. 1d4 hours later, 20 armed
        elves arrive to avenge the Helper.
6.     He or she tries to reason with the PC and resolve the confrontation
        peacefully. If that fails, he or she will fight to the death if forced to.

Friday, December 6, 2024

NUELOW at Christmas: Day Six



Today, we set the theme with a bit of Christmas music (and the illo that the post opened with, of course)!

 


IT'S A ZOMBIE CHRISTMAS!
This is a random generated adventure outline with zombies being home for Christmas! Use a six-sided die to determine some basic elements of the plot.

Set Up
On Christmas Eve, whether celebrating together or not, the player characters are each attacked by 1d6 zombies. If one or more of them get overwhelmed and killed... well, new character time! Merry Christmas!
   Once this encounter has ruined Christmas, the real adventure begins.

What's Going On? (Roll 1d6)
1. Hell is full, so the dead walk the Earth.
2. A necromancer (either hired by an enemy of the PCs or a direct enemy 
    of the PCs) has cursed the player characters and their close friends 
    and family. Every day until January 6, 1d6 zombies will show up to attack 
    every one of them. If killed, the PC or other slain characters join the 
    zombie forces.
3. A grieving father has used a powerful artifact to capture Death 
    (aka the Grim Reaper), so now anyone who dies immediately becomes 
    a murderous zombie.
4. Everyone who has been deemed "naughty" by Santa Claus has returned 
    to take revenge upon the world.
5. The Grim Reaper is on strike until Santa Claus considers his daughter 
    as a candidate to join Santa's Helpers, so the dead walk.
6. The Spirit of Christmas has been captured by the evil anti-Christmas forces.

As the PCs battle zombies amidst the Christmas decorations, they will pick up hints and leads as to who or what is the root cause of the rampaging zombies. Once they have enough information, they are ready to save themselves, their neighbors, and maybe even salvage a little bit of Christmas, from the zombies!

How Can It Be Stopped? (Roll 1d6)
1. The PCs must find and recruit Santa to help, as only his all-encompassing 
     knowledge of who's naughty and nice will let them locate the cause behind 
     the zombie rampage.
2.  The PCs must find their way to the Realm of Death to find out why the
     Grim Reaper isn't finishing his job and fix the problem -- or find a temp
     to take over.
3.  The characters must identify a lead zombie in each group and give it
     a pile of pages containing Christmas carols. It then passes sheets to 
     each of the other zombies and all of them start singing Christmas carols.
4.  If exposed to Christmas music, the zombies freeze in place. If they are 
     left alone, they become corpses as the sun rises on Christmas Day.
5.  A character must become a living vessel for the Spirit of Christmas.
     He or she must confront the groups of zombies and wish them 
     Merry Christmas, at which time they die a final death.
6.  The cause of the zombies rising must be found and (if needed) put to 
      an end. Then the zombies all have to be killed the old fashioned way.

Sunday, December 1, 2024

NUELOW at Christmas: Day One

Here's a random adventure idea (or maybe the start-point for an adventure) generator set around Christmas time.

WHO IS YELLING AND SANTA CLAUS AND WHY?
Santa being yelled at by a redhead

Roll 1d6 against the tables below to determine the identity of the Redhead confronting Santa Claus and why she's upset with him. Make note of the results and then let your imagination build an adventure around them!

WHO IS SHE?
1. The new shop steward of the elves who work at Santa's Workshop.
2. The older sister of two brothers who she is raising by herself after 
     their parents were killed.
3. A newly accredited FBI agent.
4. L.L. Hundal of NUELOW Games.
5. A werefox in her human form.
6. Roll two more times on the table. Both results apply to who she is.

WHY IS SHE YELLING AT SANTA CLAUS?
1. She has discovered he's a fake; it's actually Steve Miller of 
    NUELOW Games.
2. The elves at Santa's Workshop are going on strike, demanding
    better pay, better hours, and beds at least as nice as those 
     enjoyed by the reindeer.
3. She wants herself and her boyfriend off the Naughty List...
    or promises this will be Santa's last Christmas.
4. She wants her little brothers to get decent gifts this year, 
    instead of just a bunch of cheap crap from Overstock.com. 
5. She wants Santa to use his supernatural knowledge of who's 
    where and who's been good or bad to find her parents that 
    have been kidnapped and are being held for ransom.
6. As with #5, but she wants Santa to use his powers to take her 
    to the porch pirates who stole the Christmas presents she'd 
     ordered for her family and friends after the Amazon Delivery 
     Guy left the packages by her front door.

HOW DO THE PLAYER CHARACTERS GET INVOLVED
(OPTIONAL)
1-2. Santa comes to them for help with the mission/protection.
3-4. The Redhead comes to them for help with confronting 
        Santa Claus and the subsequent mission.
5-6. One of the Redhead and Santa's targets comes for help.

Now it's up to you to come up with a scenario to entertain and thrill the players at your gaming table, be it real or virtual. And if you feel like sharing your Christmas gift to them with the rest of us, pleas submit your ideas. We'll post them to the blog and our Facebook page!

Sunday, October 31, 2021

Who's at the door this Halloween?

Bring Halloween to your adventures set in modern times with these random tables!


WHO'S AT THE DOOR THIS HALLOWEEN?
If the player characters are at home on Halloween, either chilling or having a party, roll on DO TRICK-OR-TREATERS SHOW UP? twice per game hour between 5pm and Midnight.

DO TRICK-OR-TREATERS SHOW UP? (roll 1d12)
1-2. Yes. Roll on the table below to see who.
3-4. Yes. Roll twice on the table below, as there are two groups, one behind the other.
5-6. Yes. Roll on the table below to see who. Roll again in 5 minutes.
7-8. Yes. Roll on the table below to see who.
9-12. No. But that means more candy for you tomorrow!

WHO ARE THOSE TRICK-OR-TREATERS AT THE DOOR? (roll 1d12)
1. 1d12+1 little kids in costumes wanting candy!
2. 1-12+1 kobolds in costumes wanting candy!
3. 1d12+1 zombies sent by an enemy of the PCs, with signs around their necks reading "Happy Halloween"!
4. A vampire wanting blood!
5. A werewolf wanting flesh!
6. A demon wanting souls!
7. Death, here to collect one of the PCs (but will be happy with a couple full-sized Snickers bars)!
8. 1d12+2 robot assassins sent from the future!
9. 1d12+2 risen corpses of enemies (or grunts of enemies) the party have killed who have come seeking revenge.
10. 1d12+2 teenagers (not in costume) wanting candy!
11. 1d12+1 teenagers (in costume) wanting candy!
12. 1d12+12 little kids on costumes wanting candy!





Thursday, October 21, 2021

The Boxes of Doom

"The Boxes of Doom" is a series of random tables intended to spark the imagination of GMs to create an adventure of mystery, magic, and horror. The GM should roll 1d6 against the tables below to generate key elements of an adventure, and then use their imaginations to flesh out the resulting storyline. The tables contain references to certain characters and concepts that have been featured in NUELOW Games products or on this blog, such as the Sorceress of Zoom, the Amazons, and the Witchkind.

The idea for this was suggested by a horror short film by Alex Magana, "Do Not Open", which you can watch here. I think you'll find it to be time very well-spent.

What RPG rules mentioned in the post are nominally d20 System, but the post is mostly rules-free and full of ideas.

THE SET-UP
People are vanishing all across the city, and the authorities are stumped. The only common denominator between the disappearances is that the vanished individuals shared certain superficial traits and that scraps of cardboard boxes were found where they were last seen. This is being written off as a coincidence by most in law enforcement, but conspiracy theorists and online armchair detectives are seizing on that.

The truth is that the cardboard scraps are indeed the clue--the boxes are means by which a sinister attacker is causing victims to disappear.

THE BOXES
These mysterious cardboard boxes are being left on doorsteps. If one of the boxes isn't opened within five minutes of its being found, the person who first discovered it or brought it into a home or office must roll a Will save (DC15) or feel a compulsion to open the box; anyone else who enters the room with the box must roll a Will save (DC12) or feel a similar compulsion. When the box is opened, everyone within the room (or 30 feet, if the box is still outside) are drawn into another existence. 

Samantha Cruz in "Do Not Open"

Can the victims be saved? Who is behind this evil scheme? Roll on the following tables to determine the details around which you can build an RPG adventure!

WHO IS BEING TARGETED? (Roll 1d6)
1. Young Women
2. Epidemiologists
3. Astrologers and Mystics
4. Politicians and Their Families
5. Journalists and Their Families
6. The Player Characters and Their Friends and Loved Ones

WHY ARE THEY BEING TARGETED? (Roll 1d6)
1. Revenge for past slights, real or imagined.
2. Their skills (or just their bodies) are demanded by the Sorceress of Zoom
3. Their bodies are needed to serve as vessels for demonic spirits.
4. They are prophesized to save the Enchanted Realm.
5. As #4, but only 1d6 of the victims are the actual prophesized ones. No one knows for sure. 
6. As #4, but they are prophesized to destroy the Enchanted Realm as servants of the Sorceress of Zoom.

WHERE ARE THE VICTIMS BEING TRANSPORTED TO? (Roll 1d6)
1. A barren hellscape where they die from exposure 1d2 days after they vanish.
2. Prison cells in the Flying City of Zoom.
3. Into cages in an abandoned factory.
4. Into cells in a dank torture dungeon.
5. Into a richly appointed series of chambers in a castle in the Enchanted Realm.
6. An extra-dimension city inhabited by the Witchkind and Amazons--and they are as surprised to see the victims as the victims are to be there.

WHO IS TARGETING THEM? (Roll 1d6)
1. A would-be lover of the Sorceress of Zoom who is trying to impress her.
2. Someone they wronged--or who believes they wronged him or her.
3. A cultist hoping to curry favor with the demonic entity he or she worships.
4. A delivery driver who is hoping to unlock secret demonic powers.
5. An extra-dimensional sexual pervert looking for new and unusual victims.
6. The Master of the Enchanted Realm.

WHAT POWERS THE MAGIC OF THE BOX? (Roll 1d6)
1. Secret enchantments known only to a reclusive demonlord.
2. The boxes include matter from a cursed tree. 13 of them exist.
3. Each box houses a demonic spirit that is released into the world when the victim is transported.
4. Tiny dimensional imps native to the City of Zoom that have been enslaved; they are released when the box is activated and the victims are teleported.
5. A spell that is cast on each box that the creator obtained either through theft or as a gift from the Sorceress of Zoom. Each time the creator enchants a box, he or she becomes closer to ending up wherre the victims are being transported to. The creator can use the spell a maximum of 2d6+6 times. He or she is not aware of this limit.
6. Innate magical abilities of the person creating the box, brought out by intense hatred toward the victims. Unknown to anyone but the Master of the Enchanted Realm, the creator of the boxes is part dragon.

HOW CAN THE VICTIMS BE SAVED? (Roll 1d6)
1. The Player Characters must be transported by the boxes. They will then have to free the victims and find their way to a gate back to their world (assuming the victims are even transported to another realm).
2. The Sorceress of Zoom knows how to recover the victims. She will do so, and restore them all to life and into the Player Characters' care, so long as they catch and deliver the creator of the boxes to her.
3. The Player Characters must journey to the Enchanted Realm and secure the help of its Sorcerer Supreme.
4. The Player Characters must find the creator of the boxes and force him or her to reverse the magic.
5. As #4, except the creator of the boxes doesn't know how to reverse the magic. The Player Characters must either reverse engineer the spells themselves, or seek the help of another expert in magic. Roll on WHO IS TARGETING THEM? to see who the characters need to seek out.
6. There is no way to save the victims; the Player Characters can only avenge them and prevent others from becoming victims.

 

Friday, October 1, 2021

What happens if you say 'Bloody Mary' three times?

The urban legend is that if you say Bloody Mary by candlelight in front of a mirror three times, she appears. But what happens when she does? Use the random tables below to find out, if the PCs in your game decide they want to tempt Fate during the Halloween Season. (The table can either be used every time it's done, or used to decide a constant result.)

We've tried to make this as general a game supplement as possible. GMs will have to interpret what's here in the context of whatever RPG system they will be using this content in.


Katy

WHAT HAPPENS WHEN YOU SAY "BLOODY MARY"? (Roll 1d6)
   1. A ghoul with 10 times the normal amount of hit points materializes and attacks the foolish person who summoned it, as well as anyone who tries to intervene. After the summoner is dead, the monster disappears, taking the summoner's tongue with it.
   2. An angry ghost manifests and attacks the foolish person who summon it, as well as anyone who tries to intervene. After the summoner is dead, the ghost will grant one person present (who is still alive) a wish.
   3. A powerful demon appears. It demands that anyone present answer three questions truthfully; they will be questions relating to some dark secret the person harbors, often something they wouldn't want others present to know. In return, it will reveal three secrets kept by a single other person the summoner asks about. If anyone lies to the demon, it attacks the summoner and anyone who tries to intervene. After three rounds of combat, it returns to the mirror and drags the summoner to Hell.
   4. The candles are suddenly and mysterious extinguished, but otherwise nothing seems to happen. In truth, the summoner has been magically replaced by an evil doppelganger that sets about destroying everything the summoner loves, even to the point of murdering his or her friends or family. The summoner is trapped in a mirror-space between dimensions, but can be freed if the ritual is performed again. This is only a temporary fix, though: The evil doppleganger must be captured and killed in front of a mirror before 13 hours have passed. Otherwise, the summoner shatters into a million tiny mirror shards and is dead forever.
   5. A Bloody Mary cocktail (complete with a celery stalk standing in it) appears in a skull-shaped glass. The glass dissolves into vapor once the drink has been consumed. Roll again on "HOW WAS THE BLOODY MARY?" below.
   6. Roll on "IT SEEMS LIKE NOTHING HAPPENED, BUT..." below.


HOW WAS THE BLOODY MARY?
(This table can also be used if characters are just ordering the cocktail.)
   1-2. It's as if the Goddess of Cocktails made it herself. Perfection!
   3-4. It's okay. You've had better.
   5. It's what you imagine fermented menstrual blood from a leprous witch with a yeast infection would taste like.
   6. It tastes great, but those who drink it start feeling sick soon after. The illness lasts for 1d6+6 hours.


Art by Bryan Baugh

IT SEEMS LIKE NOTHING HAPPENED, BUT... (Roll 1d6)
   1. A massive curse has been unleashed within a 1,000-mile radius of where the ritual has been performed: Zombies are animated and killing the living, making more zombies. To stop the world from being overrun by zombies, the PCs will need to find Bloody Mary's body and put her to rest once and for all.
   2. The summoner is stalked by a shadowy figure which he or she sees peeking through windows or lurking behind him or her in reflections...but the figure can never be caught or spotted by others. There always seems to be someone moving around in the next room from the summoner, or just around the corner, but no one is ever there when it is checked. The stress disrupts the summoner's sleep, ability to concentrate and function normally. Eventually, the summoner begins to lose his or her mind. The curse can be reversed by the character performing the ritual again, causing the shadowy figure to manifest and attack. The shadowy figure has the same stats as the summoner. No one other than the summoner can hurt or be hurt by the shadowy figure.
   3. The summoner becomes a magnet for maniacs that become obsessed with him or her, believing that they are destined to be soulmates. 1d6+2 of these "admirers" begin stalking the summoner threatening those he or she really loves, trying to drive wedges between the summoner and them, and otherwise trying to force the summoner to love them and only them. The "admirers" will eventually try to kill those the summoner really cares (and even casual encounters the summoner may have) about and even the summoner. This curse continues until either the summoner or the "admirers" are dead.
   4. The summoner (and any other characters within a 30-foot radius when the ritual is performed) are transported into the world that exists beyond the mirror and in-between moments. Everything initially seems normal, but the summoner and others brought into the weird realm soon realize they are in a place where time does not appear to pass and monsters lurk everywhere. They must find their way to Bloody Mary's lair and force her to let them go home.
   5-6. A long-time friend of the summoner is brutally murdered and witnesses claim they saw the summoner casually leave the site, covered in blood. There is no other evidence, but 1d6 days later, someone else in the summoner's life is murdered. Bloody Mary reveals herself to the summoner, appearing like a haggard version of him or her, and states that people around the summoner will continue to die until he or she kills him-or herself. The only other option is to catch Bloody Mary between two mirrors and causing her reflections to implode.


--
For a great bit of Bloody Mary inspiration, click here to check out the short film starring Katy Ford (seen in the image at the top of this post) over at Terror Titans.

Tuesday, March 23, 2021

The Valley of the Immortals


Legends tell of a valley where people are forever young. This post provides tables to randomly generate an adventure outline for characters who set out to find the fabled location.

WHERE IS IT LOCATED? (Roll 1d6)
1. In the Austrian alps, near the border with Italy.
2. A mountainous island in the Atlantic ocean.
3. A mountainous island in the Pacific ocean.
4. In the northern Andes mountains
5. In the Ethiopian Highlands.
6. In the hills above Loch Nevis, Scotland.

HOW IS IT HIDDEN? (Roll 1d6)
1. Surrounded by steep hills/cliffs. (Mountaineering skills, knowledge of secret underground tunnel system, or flight needed to access.)
2. Thick forests/rugged terrain, no easy road access.
3. Only reachable by boat, but surrounded by navigation hazards.
4. Magical misdirection. (Requires a special compass to find, or counter-magic.)
5. A thick fog and cloud-cover surrounds the outer edges, causing those who enter to lose their way and bypass the valley, unless they are members of the community or aware of the one walkable path in and out.
6. Roll two more times on the table, rerolling any additional results of 6. The valley is hidden by a combination of both described methods.

WHAT IS THE SOURCE OF THE IMMORTALITY? (Roll 1d6)
1. A magic fountain at the center of the valley. All who drink from it become immortal.
2. A strange property in the soil causes those who live here and eat food grown here to become immortal.
3. A shape-shifted dragon lives among the immortals. It has placed an enchantment on all who live in this valley, because it wants company.
4. An ancient artifact is buried deep in the ground, and its radiation makes humans and humanoids who dwell in the valley immortal.
5. The church, the school, and pub all conceal gateways to the realms of the gods; the magical energy seeping through gives all sentient beings in the valley eternal life.
6. No one in the valley is immortal. A strange energy field causes time to pass differently in the valley, with each hour spent within equal to a year beyond. (Skip "How Long Must a Person Be in the Valley to Become Immortal" if this result is rolled).

HOW LONG MUST A PERSON BE IN THE VALLEY TO BECOME IMMORTAL? (Roll 1d6)
1. 24 hours..
2. One week.
3. One month.
4. Through All-Hallows Eve.
5. During the Winter Solstice.
6. As soon as the person enters the valley.

WHAT HAPPENS TO THOSE WHO LEAVE THE VALLEY? (Roll 1d6)
1. Nothing. The immortality will stay with them until they die through violence or starvation.
2. Nothing, but the aging process resumes the aging normally.
3. They begin to feel achy and sick. It goes so bad within two days that they must stay in bed for 1d6+6 days. After that, the age normally. If they return to the valley before the sickness passes, they immediately feel better.
4. Nothing they eat or drink provides nourishment. They will die of starvation if they do not return to the valley.
5. They become insubstantial but glow faintly. If they don't return within 24 hours, they disperse like glitter on the wind.
6. The time they spent in the valley catches up with them, and they age one year for each minute spent outside the valley, possibly dying of old age and crumbling to dust.

HOW DO THE IMMORTALS KEEP THE VALLEY SECRET? (Roll 1d6)
1-2. They don't. They like visitors, as it helps them keep up on the outside world, and rely on the discretion of the outsiders, or the general populations unwillingness to believe that a valley of immortals could even exist.
3. They imprison and eventually execute those who do not want to stay in the valley willingly.
4. They tell those who want to go that they will suffer a painful death upon leaving the valley's life-extending zone. (This may or may not be true.)
5-6. They do nothing to stop them, but they contact a cult of assassins devoted to keep the valley's secret and these assassins then hunt those who have left.

Sunday, February 14, 2021

Valentine's Day Adventure Seeds


Why did the PC's sweetheart miss the romantic dinner? (Roll 1d12)
   1. Abducted by aliens.
   2. Abucted by enemies of the player characters.
   3. Abducted by an insane ex lover
   4. Caught up in a hostage standoff at a Starbucks
   5. Deep cover agent status reactivated, now on a mission
   6. Fell through a dimensional portal that opened in the living room
   7. Was in an accident, now has amnesia
   8. Is possessed by an ancient spirit on a quest for revenge
   9. Taken hostage by terrorists at Nakatomi Plaza
  10. Still sleeping off last night's bender
  11. Got lost along the way, stumbled into a meeting between rival gangs
  12. Abducted by a mummy who thinks he or she is its long lost love, reincarnated

Sunday, February 7, 2021

Potions for me but not for thee!

Magic potions

Potions (healing, invisibility, flying, and so on) do not all need to be the same. Instead, they can be tailored for specific species/races... and if used by other beings, they can have unexpected side effects. This little article provides some random tables GMs can use to make looted potions more interesting in the game. (It adds a little more bookkeeping and complexity that will need to be kept track of, but if some of the burden is shifted to the PCs--like requiring them to note where particular potions were looted from--it shouldn't be overwhelming.)


WHO IS THE POTION INTENDED FOR? (Roll 1d20)
This is revealed along with the nature of the potion when it is identified via magic or the application of appropriate skills. (The GM should feel free to replace any result with species/races relevant to the campaign.)

1-2. Humans
3-4. Elves
5. Dwarves
6. Halflings
7-8. Gnomes
9.   Tieflings
10. Unidentifiable Alien Creature
11. Half-Elves
12-13. Atlanteans
14-15. Witchkind
16. Goblins
17. Kobolds
18. Ogres
19. Dragonborn
20. Amazons


WHAT IS THE SIDE EFFECT? (Roll 1d20)
This is discovered when a character not of the correct species/race drinks the potion. It is in addition to the potion's regular function, unless otherwise noted under the result. If the generated result doesn't seem to apply in any way to the basic effect of the potion, there are no side effects from consumption.

1.    No side effect.
2.    The potion's effect is delayed for 1d4+1 rounds.
3.    The potion's effectiveness/duration is doubled.
4.    The character enjoys a Damage Reduction of 1 against all sources.
5.    The character is healed of all injuries.
6.    The character is healed of all injuries and gains 10 temporary hit points.
7.    The character's eyes are like bottomless pools of darkness for 24 hours.
       The character has lowlight vision for that time.
8.    The character gains a +2 bonus to all saving throws for 24 hours.
9.    The character gains a +2 bonus to all skill checks for 24 hours.
10.  The character becomes 2d20 years (2d20x10 for long-lived beings) 
        younger. Only physical age is impacted and the character retains all 
        levels and learned skills. The character cannot become younger than 
        infancy. The age reversal is permanent unless reversed by a wish spell 
       or the direct intervention of a god or some other powerful being.
11.  The potions effectiveness and/or duration is halved.
12.  The character suffers a -2 penalty to all skill checks for 24 hours.
13.  The character suffers a -2 penalty to all saving throws for 24 hours
14.  The character's skin starts to burn if he or she ventures into the sunlight 
       for 24 hours. He or she suffers 1d6+2 points of damage for each round 
       of exposure.
15.  The character's STR and CON attributes are reduced by 2 for 24 hours.
16.  The character's eyes glow with a brilliant green light for 24 hours, 
       even through his or her eyelids..
17.  All of the character's hair falls out. It will regrow naturally, or can be 
       restored by a wish spell or the direct intervention of a god or some 
       other powerful being.
18.  The character and all items carried at the time of consuming the potion 
        become insubstantial for 24 hours. The character appears normal, 
        but he or she can move through walls, cannot pick up any items etc. 
        and can only be harmed by magic and magic weapons.
19.   The character's INT and WIS attributes are reduced by 2 for 24 hours.
20.   No side effect.

From "The Elixir" by Steve Ditko

(All text in this post is released under the Open Game License and may be reproduced in accordance with its terms. Copyright 2021 Steve Miller.)


Sunday, August 23, 2020

Who Killed the Family?

Theo Botty, his wife Karen, and their beautiful little girl Siri, have been found brutally slain. It's up to the player characters to figure out who committed these heinous murders and bring them to justice. And it's up the GM to lay out the "Mystery of Who Killed the Family" by using random tables as a starting point.

Art by Frank Godwin

"Who Killed the Family?" is the latest in our Random Murder Mystery post series. Roll 1d8 against the tables below to generate an outline of a mystery adventure. (If you think results are contradictory, you can either re-roll or use the apparent contradiction as a way to deepen the mystery--or perhaps even both. For example, if the family was drowned but found in the backyard, they must either have been killed elsewhere and brought back home, or there is an even greater mystery in the method of their killing to be explored and revealed.)


WHO KILLED THE FAMILY?
Roll 1d8 on each of the following tables.

WHERE WERE THEY FOUND?
1. The Family Room
2. The Kitchen
3. The Backyard
4. The Garden Shed
5. The Campsite
6. The Park
7. The Beach
8. Roll twice on the table, rerolling additional results of 8. 
    The first result is where the bodies were found. The second 
     result is where they were actually killed.


HOW WERE THEY KILLED?
1. Poisoned
2. Shot (roll 1d6 for each family member to see how many times)
3. Throats Slit
4. Garroted
5. Bludgeoned
6. Stabbed (roll 1d6 for each family member to see how many times)
7. Roll three more times on the table, ignoring and re-rolling results of 7. 
    Each member of the family was killed in the way indicated.
8. Roll three more times. For each additional 8 that is rolled, the victim 
     was found barely alive and saved. Re-roll to determine how the victim
     was attacked. The killer will make another attempt at killing the survivor.


WHO KILLED THEM?
1. The Priest
2. The Schoolteacher
3. The Brother-in-Law
4. The Husband's Lover
5. The Wife's Lover
6. The Co-Worker
7. The Neighbor
8. Roll two more times, ignoring and re-rolling additional results of 8. 
    The first roll is the killer while the second roll is an innocent person that 
    he or she has framed for the murders. If the same killer is rolled twice, 
    he or she is a serial killer. An additional family will die every three nights 
    until the player characters put a stop to the carnage.


WHY WERE THEY KILLED?
1-2. Hatred
3. Revenge
4. As a sacrifice to an evil god. (1-4. The god is real. 5-8. The god exists 
    only in the diseased mind of the killer.)
5. As a demonstration to show others to not 1-2. leave the Cult of the Dark 
    One; 3-4. steal from the Melendez Cartel; 5-6. threaten to expose the 
    secret cabal of evil Immortals that are the true power; 7-8. try to expose 
    a ring of pedophiles that consist of very powerful and rich people.
6. To stop the parents from revealing the existence of the Alien Overlords 
     (which 1-4 are real, 5-8 exist only on the murderer's sick mind).
7-8. To end the blackmail the parents were engaging in.


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If you liked this post, you'll love Murder Most Random, a collection of 12 different random murder mystery generators. Click here to get a copy. The more we sell, the more we're encouraged to make more!

Monday, June 29, 2020

Things Found in Walls

Whether intentionally or on purpose, part of a wall in the old house has been demolished, revealing a hidden space... and the secrets it contains. What are those secrets? Well, the following random tables can help GMs determine that, quickly providing ideas for what has been found and what adventure seeds may be planted with it.

Roll 2d6 and find the result on the table below, then roll 1d6 against the sub-table or sub-tables. (Of course, these tables can be used to determine items found anywhere.)


2d6       Things Found in Walls
2           A pair of black-lacquered chopsticks with silver inlay patterns on the
             handles that 1-2. when crossed on an empty plate, cause a tasty and
             filling meal to appear; 3-4. when put on a plate with food, causes the
             meal to become poisonous and cause those who consume it to die in
             severe agony within 1d3+1 hours; 5-6. open a puzzle box when one
             is inserted into its lid, and the other into its left side.

3          A hunting knife, wrapped in cheesecloth. It is 1-2. the key to solving a
            decades-old murder mystery; 3. haunted by the restless spirit of a
            woman murdered with it who wants to be avenged; 4. haunted by the
            spirit of a serial killer who will try to possess the person who retrieves
            the knife from its hiding place; 5-6. an enchanted weapon that does
            double damage against spellcasters and lycanthropes.

4          A battered high school geography book from the 1950s. When read 
            1. nothing happens; it's just an old book; 2-3. a hand-drawn map falls 
            out. A legend reads "The evidence of my sins is under Lincoln High"; 
            4-5. a map of Africa has been adjusted with handwritten notes, and 
            an additional hand-drawn detailed region is folded up within the 
            book, with a legend that reads "Amazons? Atlanteans?"; 6. the book 
            automatically flips to a map of  Argentina, and the reader and 
            everyone within a 30-foot radius in transported to a secret Nazi 
            hideaway there.

5          The skull of 1-2. a monkey, covered in occult symbols, engraved in 
            gold.; 3-4. a horned humanoid, engraved with the symbol of an Elder 
            God.; 5. a human baby, partially crushed.; 6. a human adult, partially 
            crushed.
               Additionally, the skull 1-2. is haunted by a vengeful spirit; 3-4. is a 
            key part of a ritual to commune with an Elder God; 5-6. is a key clue 
            in a series of cult-related murders.    
     
6          A leather suitcase with 1. $10,000 in currency; 2. $10,000 in currency,
            $100,000 in fake currency; 3. $15,000 in uncut diamonds, along with
            three phone numbers written on the back of a Denny's napkin; 
            4. A black ceramic sculpture of falcon, containing $10,000 in rubies 
            that are wrapped in red silk; 5. 13 15th century Spanish gold 
            doubloons that are cursed and give whoever claims them a streak of 
            catastrophic luck until he or she dies or has the curse lifted; 
            6. a famous painting by a Dutch Master that was stolen by Nazis
            and presumed destroyed during WW2.


7          A cache of documents that 1-2. reveals the existence of Immortals 
            and a secret war to control the fate of the universe; 3-4 describes 
            a world-wide demonic conspiracy; 5-6. provides solid evidence 
            that a now-powerful politician brutally murdered an entire family 
            when a young man. 
                The information in the documents is 1-3. true; 5-6. false.

8          A 19th century Ouija board and bejeweled planchette that 1-3 is 
            worth at least $2,400 to the right collector; 4-5. can unerringly 
            answer 1d6 "yes" and "no" questions up to three times per day, 
            which a written note on the back explains; 6. predicts that users will 
            die, and then subjects them to a deadly curse.

9          A mummified 1. human infant; 2. headless body of an adult male; 
            3. tangle of rats, their tales knotted together; 4. slender human 
            female with horns on her forehead and clawed hands; 5. pair of 
            adults--one male, one female--that were strangled with silk cords 
            that are still around their necks; 6. humanoid cat creature, wearing 
            bejeweled golden bracelets.

10        A small leather bag with 1. antique buttons, with $100 to the right 
            collector; 2. cut diamonds worth $5,000; 3. three modern house 
            keys; 4. three antique skeleton keys of different sizes; 5. A 
            mummified woman's hand, mounted on a stand with wicks 
            inserted into the fingers; 6. a round obsidian disk with razor-sharp 
            edges and the symbol of two different Elder Gods carved on it, a 
            different one on each side.

11        A hatchet that 1. has four symbols of the Elder Gods engraved on 
            its blade; 2. never misses demons when thrown at them; 3. does
            triple damage against the undead; 4. doubles the Strength bonus 
            of the person wielding or carrying it Strength bonus; 5. does double 
            damage against lycanthropes; 6. the wielder suffers the same
            damage that is inflicted on the target.
   
12        Roll two more times on the table. Both indicated results are found. 
            If 12 is rolled again, do not re-roll but treat as "no result." If 12 is
            rolled three times in a row, nothing is found in the wall but dusty
            cobwebs and rodent droppings..

Friday, May 22, 2020

A new release, now at DriveThruRPG!

It's been a while since we've produced an actual product. That changes today! For A Song and a Dance is now available at DriveThruRPG, and it can be yours for... well, whatever you feel like paying for it.


The content of the product was all inspired by popular music and Christmas songs. Much of it originally appeared here on the blog, but it has been revised to a greater or lesser degree based on feedback from readers or the players in L.L. Hundal's game group.

Here's a list of the songs and artists that inspired the material in For a Song and a Dance, along with the type and amount of content they gave rise to:

Clothes of the Dead by Bongos, Bass, and Bob: Radom Tables to Generate Clothes Found in Thrift Stores.
Daddy Cool by Boney M: One Talent Tree (Five Talents)
Dancing Queen by Abba: One Feat
Dude Looks Like a Lady by Aerosmith: One Feat
I'll Be There by The Escape Club: One Character Template
Jingle Bells: One Magic Item
Little Drummer Boy: One Artifact, Two Magic Items
Never Gonna Give You Up by Rick Astley: One Talent Tree (Four Talents)
Safety Dance by Men Without Hats: Two Feats
Sharped Dressed Man by ZZ Top: Six Artifacts
Simply Irresistible by Robert Palmer: One Feat
We Three Kings: One Feat, One Magic Item

And, just because, here are videos for some of those great songs that we've not yet featured here on the blog...

Aerosmith's "Dude Looks Like a Lady":

Robert Palmer's "Simply Irresistible":


and finally...

The Escape Club's immortal "I'll Be There":

Please check out For a Song and a Dance at DriveThruRPG... and let us know what you think of it. We'll be here.

Monday, May 4, 2020

Who Killed the Young Housewife?

Hannah Brymann had seemed to all to be the perfect wife--happily staying at home and hosting gatherings for the friends and neighbors. Everyone claims to have loved her... but someone must be lying, because someone murdered her.

It's been a while, but here's another one of our Random Murder Mysteries. The idea is that you roll an eight-sided die against the tables below to randomly generate the outline of a murder mystery for the player characters in your roleplaying game campaign to solve. Some of the main results have sub-results that must also be generated. (If some results don't seem to match, you can either re-roll, or use them to deepen the mystery... or make the murderer seem more insane or evil.


WHERE WAS SHE FOUND?
   1. In the backyard.
   2. In the master bedroom.
   3. In the dining room.
   4. In the kitchen.
   5. In the garage.
   6. In the bathroom.
   7. In the trunk of her car.
   8. Stuffed into the yard waste recycling bin.


HOW WAS SHE DRESSED?
   1-2. What she commonly wore around the house.
   3-4. Exercise clothes.
   5-6. Clothes for working in the yard.
   7. Underwear and dressing gown..
   8. A bath towel.


HOW WAS SHE KILLED?
   1. Hanged.
   2. Drowned in the bath tub (1-6); in the pool (7-8).
   3. Strangled with a power cord (1-2); blinds cord (3-4); scarf (5-7); bed sheet (8).
   4. Head bashed in with a (1-3) meat tenderizer; (4-6) hammer; (7-8) silver candlestick.
   5. Suffocated with a throw pillow.
   6. Throat slit.
   7. Run over with her car.
   8. Stabbed 1-8 times.


WHO KILLED HER?
   1. Her Husband.
   2. Her Mother-in-Law.
   3. The Postman.
   4. The Poolboy
   5. The Pastor.
   6. The Police Officer.
   7. Her Ex (1-4) Boyfriend; (5-6) Girlfriend; (7-8) Husband.
   8. Her Estranged Step-Sister.


WHY WAS SHE KILLED?
   1. Revenge. (Roll on the Dark Secrets table.)
   2. Jealousy.
   3. So she wouldn't reveal killer's secret. (Roll on Dark Secrets table.)
   4. So her soul could be married to a demon in a paranormal shotgun-style wedding.
   5. She rebuffed the murderer's sexual advances.
   6. She was the latest victim of a serial killer. Another victim will die in 1-8 days.
   7. Revenge for her husband's betraying a (1-3) drug cartel; (4-5) demonic cult; (6-8) secret assassins guild.
   8. She was blackmailing the killer with pictures of kinky sex acts. (If the Husband was indicated as the killer, he is being framed by the actual killer. Roll again on the Who Killed Her table to see who it is. Ignore and reroll additional results of 1.)


WHAT IS THE DARK SECRET?
   1-3. The Young Housewife had been given a new identity after testifying against a mob hitman who was sent to prison for the rest of his life. She was recognized by the killer, and he killed her for the bounty the mob put on her.
   4-5. The killer and the Young Housewife were members of the same cult devoted to serving and worshipping a demonic entity. She wanted to leave the cult behind.
   6-7. The Young Housewife and the killer were con-artist partners, and she was supposed to rob her husband of all his money. She truly fell in love with him, and she wanted nothing more to do with the killer. (If the Husband is the killer, he murdered her in a fit of rage, and is framing her partner for her death. Roll on the Who Killed Her table to determine who the partner in the con was.)
   8. The Young Housewife was raised and trained to be an assassin and agent for an international cabal, but she wanted to leave that life behind. The killer was sent to eliminate her... and will target investigators when they start snooping around.

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If you found this post useful and entertaining, check out Murder Most Random, a collection of 12 random murder mystery outline generators. Sales will encourage us to make more... as would comments on this post. For example, is there a generic type of person you'd like to see made a murder victim? Let us know!

Tuesday, February 18, 2020

Random Childhood Generator (for the d20 System)

If you to add a little more substance to player character backgrounds, add this to the character generation process in your d20 System games, immediately after the character's stats, and have the players roll 1d8s against the tables below. It gives players starting points for coming up with details, and it gives each character slightly different attributes at the beginning, beyond those outlined in the standard rules.

RANDOM CHARACTER CHILDHOOD GENERATOR


WHERE DID YOU SPEND YOUR CHILDHOOD? (Roll 1d8)
   1. In a traveling circus/carnival. (Gain 2 ranks in Acrobatics or Bluff or Sense Motive.)
   2. On the family farm, or on the family fishing boat. (Gain Endurance as a bonus feat )
   3. Traveling with your family as seasonal farmhands or temporary laborers. (Gain +1 Strength or +1 Constitution.)
   4. Helping around the family autoshop (Gain 2 ranks in Repair or Cautious as a bonus feat.)
   5. In a small town, with your loving middle-class parents. (Gain 2 ranks in a Craft or Perform skill of your choice
   6. With abusive, violent parents. (Gain Endurance or Stealthy as a bonus feat)
   7. With Con Artist parents. (Gain Trustworthy as a bonus feat).
   8. In a monastery or boarding school, as the child of teachers there. (Gain Educated or Studious as a bonus feat.)

HOW DID YOUR ADVENTURING CAREER START? (Roll 1d8)
   1-2. Ran away from home.
   3. Fell in with a bad crowd that came to a bad end.
   4-5. Your parents vanished mysteriously.
   6. You fell in love with someone your parents couldn't stand and eloped with him or her.
   7-8. You joined the army (or some other armed group that wields authority in many places), and the experiences you had made it so you feel like you can't go home again.

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(The text is released under the Open Game License and may be reproduced in accordance with it. Copyright Steve Miller 2020)

Tuesday, July 9, 2019

The Mystery of Becker's Pond

People are vanishing in the woods near Becker's Pond. Why? How? You and the player characters in your roleplaying game campaign can find out in a scenario inspired by an illustration by Bryan Baugh that you can create based on a randomly generated outline.

How do the Player Characters Become Involved (Roll 1d6)
  1-2. They hear rumors of strange happenings near Becker's Pond.
  3-4. A friend asks them to find a loved one who has disappeared near Becker's Pond.
  5-6. They hear a friend has vanished near Becker's Pond.

How Many Disappearances Once the PC's are Involved? (Roll 1d6)
  1-2. 1d2+1 results off "Who Vanishes First", the proceed to "Who Vanishes Next?".
  3-4. 1d3+2, with "Who Vanishes First" checked once, then "Who Vanishes Next?" once, then the rest on "Who Vanishes First".
  5. Alternate between "Who Vanishes First?" and "Who Vanishes Next?" until a result is duplicated on the "Who Vanishes Next?" table, or the player characters are attacked.
  6. Check "Who Vanishes First?" twice, then roll on "Who Vanishes Next?" until a result is duplicated or the PCs are attacked.

Who Vanishes First? (Roll 1d6)
  1. 1d3+1 skinny dipping teenagers.
  2. 1d2+1 fishermen.
  3. 1d3 hunters.
  4. 1d3+1 bird watchers.
  5. 1d2 couples at Makeout Rock.
  6. 1d2 hikers.

When Do People Disappear? (Roll 1d6)
    1-2. Middle of the night.
    3. Shortly before sunrise.
    4. Shortly after sunset.
    5. During the daytime.
    6. No predictable time. Roll on this table each time a disappearance is to occur in order to determine when the next one happens. Ignore and reroll additional results of "6".
.

How Long Between Disappearances? (Roll 1d6)
  1-2. 1d6+4 days.
  3-4. 1d6+1 days.
  5. 1d+6 hours.
  6. Roll after each disappearance to determine when the next will happen.

Who Vanishes Next? (Roll 1d6)
  1. The local conspiracy theorist.
  2. The minister's daughter.
  3. The Instragram model.
  4. 1d2 hunters.
  5. 1d4+1 frat boys.
  6. The player characters are attacked, either a single individual or as a group. If they lose the fight, they are among the vanished. (Player characters investigating the pond are the ones attacked. If none are investigating the pond, the smallest group of them that are together are attacked. Roll on "What is Responsible for the Disappearances?" to see what attacks the player characters.)

What Is Responsible for the Disappearances? (Roll 1d6)
  1. A creature that's escaped from the secret lab of a man scientist (use earth elemental stats).
  2. The vengeful spirits of two bullied teens who drowned themselves in Becker's Pond in a suicide pact have returned to exact revenge (use wraith stats)
  3. A cult of devil worshipers (1d6+1 together at any given time--unless their numbers are reduced through combat with the PCs and/or having been arrested; total of 13 cult members).
  4. Space aliens have a secret base underneath the pond. The vanished people are being subjected to hideous experiments.  (Vanished victims are still alive and may be rescued if the PC's enter Hell if a 1 is rolled on a six-sided die. Roll for each victim.)
  5. Pollution in the pond has coalesced into a monster that is oozing from it in search of prey (use water elemental stats).
  6. A gate to Hell has opened in the pond. Victims are being seized by demons and dragged into the underworld. (Vanished victims are still alive and may be rescued if the PC's enter Hell if a 1 is rolled on a six-sided die. Roll for each victim.)

How Can the Disappearances Be Stopped? (Roll 1d6)
  1-2. The evil must be destroyed.
  3-4. The powerful international conspiracy that is truly behind the disappearances must be exposed.
  5. The pond and forest must be cleansed with the magic generated by two Native American artifacts when they are brought together.
  6. Atlantean druids must bless the pond and forest around it. And then the evil must be destroyed.

Saturday, June 1, 2019

Bessie Love and the Magical Mystery Chairs

We recently revealed how Bessie Love secretly battled occult forces between starring in movies during the 1920s and 1930s. This time around, we're going to cover something she learned during her cultist-busting career: Hidden, often in plain sight, throughout the world are a surprising number of magical chairs. Some were purposefully constructed and enchanted, others became magically charged by absorbing intense spiritual energies for many years.

Love brought two magic chairs into her own home, one was a gift from a sorceress who was an ally in her fight against evil, the other was seized from a cult leader. The first chair, which stood in the corner of her sitting room, grants the person sitting in it the ability to instantly know what is on up to 100 written pages by just touching them; and the other chair, which she kept in her library, makes the person in it more able to see through lies while being more adept at telling them.



The rest of the text in this post is released under the Open Game License and may be reproduced according to its terms. Copyright Steve Miller 2019.

MAGICAL MYSTERY CHAIRS (for d20 System Games)
The GM can use the following tables to randomly generate magical chairs. Players can discover the enchantments of the chairs through whatever means are available in the campaign, except for those listed under WHAT CURSE DOES THE CHAIR BESTOW? Any curses should be discovered when they are inflicted.


IS THE CHAIR MAGICAL? (Roll 1d10)*
1-7.  No
8.     Yes. Roll once on WHAT BENEFIT DOES THE CHAIR GRANT?
9.     Yes. Roll twice on WHAT BENEFIT DOES THE CHAIR GRANT?
10.   Yes. Roll once on WHAT BENEFIT DOES THE CHAR GRANT? and
         once on WHAT CURSE DOES THE CHAIR BESTOW?
*The GM can check this table whenever the characters search a room furnished with one or more chairs using methods that can detect magical auras.


WHAT BENEFIT DOES THE CHAIR GRANT? (Roll 1d10)
1. As a full round action, absorb the information in up to 100 pages
    touched while seated in the chair. The character must be able to
    read the language, even if he or she isn't actually reading the
    text. The book or pages not need to be leafed through. The GM
    may require Knowledge skill checks or Intelligence checks for
    the character to comprehend the information if the text covers
    obscure or advanced subjects. Texts longer than 100 pages may
    be divided up and absorbed at different times, but loose pages
    must be placed in different stacks, and books must be opened
    to the point from which absorption is to take place.
    The chair's power can be used once every 12 hours.
2. +4 to all Knowledge skill checks while seated.
3. +4 to all Craft skill checks while seated.
4. +6 to Bluff skill checks while seated.
5. +6 to Sense Motive skill checks while seated.
6. Detect Poison and Neutralize Poison at 12th-level effectiveness
    while seated in the chair.
7. True Seeing as spell-like ability for 12 minutes once per hour while
    seated. (12th level effectiveness.)
8. The character does not age, require rest or sustenance while seated in the chair.
9. Brings a being back to life that has been dead less than 24 hours.
    The corpse must be relatively intact with no vital parts missing.
    The being is restored to life with fully healed.
10. Roll again on this table, ignoring and re-rolling additional
      rolls of 10. Additionally, roll once on WHAT CURSE DOES
      THE CHAIR BESTOW?


WHAT CURSE DOES THE CHAIR BESTOW? (Roll 1d10)*
1. -1 to all saving throws.
2. -1 to all attack rolls.
3. -1 to all saving throws and attack rolls.
4. -2 to all skill checks.
5. The sitter's butt goes numb and can only walk with a
    weird waddle. 1/2 movement rate, -4 to all Acrobatics,
    Balance, Climb, Run, and Tumble skill checks.
6. Suffer 1 point of extra damage per hit or damage dice.
7. While seated the character believes he or she telepathically
    "hears" the thoughts of another character in the room.
     The thoughts indicate the character is planning to betray the
     seated character, or is otherwise allied with an enemy of
     the party. The seated character can focus his or
    attention on someone else in the rool and "hear" that
    individual's thoughts as well. They will likewise be
    hostile or threatening. This is just an delusion caused by
    the chair. It ends once the character leaves the chair.
8. While seated, he character believes that he or she can see
     the true demonic form of another random character in
     the room. This is just a delusion created by the chair, and
     the character who appears to be a shapeshifted demon
     is determined randomly each time someone sits in
     the chair
9.  Roll on WHAT BENEFITS DOES THE CHAIR GRANT?
     The character who sat in the chair believes he or she has gained
     that advantage.
10. Roll two more times on this table, ignoring additional
      rolls of 10.
*Unless otherwise noted, all curses are permanent until the character who sat in the chair is subjected to a Remove Curse, cast at a 12-level or better effectiveness.

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Did you find this post interesting or amusing? Consider getting one of the actual products I've produced for NUELOW Games. It will encourage us to make more!

Monday, December 24, 2018

Christmas is Here: What Ruins It for the Heroes?

A little Christmas-y content for your enjoyment!
Even heroes celebrate Christmas, but they rarely get to have the quiet parties they hope for--something or someoone dangerous always pops up to ruin it for them. Which is why their Christmas adventures feature themes like this:



Here's a table to randomly generate the threat that ruins the heroes' Christmas. You may not have time to run it this year (unless you actually know what the Twelve Days of Christmas are), but maybe next year. Or maybe for "Christmas in July"!


WHAT RUINS THE HEROES' CHRISTMAS? (Roll 1d12)
  1. An old foe they thought long gone returns for revenge.
  2. An old foe they tought long dead returns at the head of an army of zombies.
  3. An old foe begs for their help to stop an even worse evil.
  4. While dinner is cooking, the oven mysteriously malfunctions and fire elementals escape onto the Prime Material Plane.
  5. While dinner is cooking, the oven mysteriously malfunctions and reanimates the Christmas meal as a feiry, murderous beast-zombie.
  6. While dinner is cooking, the oven mysteriously malfunctions and causes everyone gathering for the Christmas dinner (and the entire house they're in) to be transported to Hell.
  7. Santa has been kidnapped by vengeful Martians, and it's up to the heroes to save him and Christmas!
  8. Santa's Daughter, Sugarplum, has been kidnapped by her crazed ex-boyfriend and Santa has come to the heroes for help.
  9. Cultists have summoned Narlahohohotep--the Caroler Out of Space--at Nakatomi Plaza.
 10. Santa's Reindeer have been stolen.
 11. A serial killer is on the loose!
 12. Roll two more times on the table, ignoring and rerolling duplicate results and additional results of 12. Both things converge to ruin the heroes' Christmas!


And while the heroes may feel like they're Two Steps from Hell, it's Christmas! So everything will hopefully turn out right in the end!





By Boris Vallejo

Wednesday, December 12, 2018

The Santa Slayings

Here's a Christmas Season-appropriate random mystery/horror adventure outline generator that was inspired by a combination of a drawing by Bryan Baugh and a spooky version of "Carol of the Bells" by rock group Halocene. (The video and song can be enjoyed at the bottom of this post.)


THE SANTA SLAYINGS
The beautiful people are being hacked to death with an axe and various objects associated with Christmas are left scattered about the bodies. Witnesses report a decidedly non-jolly, white bearded man has been spotted near each of the murders. Can the heroes stop the slaughter before the happy goes completely out of the holidays for everyone?


WHEN DO THE MURDERS START? (Roll 1d6)
   1. July 24 ("Christmas in July")
   2-3. November 20.
   4-5. December 12 ("The 12th Day of Christmas")
   6. December 25 ("The 12 Days of Christmas")

WHO IS KILLED? (Roll 1d6)
   1. A Family (Mother, Father 1-6 children)
   2. Drunken Partiers (1d6+1 Guys, 1d6+1 Girls)
   3. Sexy Santas (1d6 Girls, 1d6-1 Guys)
   4. Church Choir Members (2d6 Guys, 2d6 Girls)
   5. Toy Company Executives (1d6)
   6. Activists (1-3 Pro Christmas, 1d6 killed; 4-6 Anti Christmas, 1d6 killed)

HOW OFTEN DOES THE KILLER STRIKE? (Roll 1d6)
   1. Every 1d6 hours.
   2. Every 2d6 hours.
   3. Every other day until 12 days have passed. He then goes quiet until next Christmas.
   4. Every third day until 12 days have passed. He then goes quiet until next Christmas.
   5. Every third day until stopped.
   6. The strikes three times, 2d6 hours between killings. He then comes for the player characters.

WHO IS KILLED NEXT?
   Roll 1d6 on the WHO IS KILLED table each time the killer strikes. There are 1d6-1 survivors who describe the killer as "Santa Claus."

WHO IS THE KILLER, AND WHY DOES HE KILL? (Roll 1d6)
  1-2. A Psychopathic Mall Santa Who's Blossomed into a Serial Killer Who Hates Those Who Love Christmas.
   3-4. An Insane Religious Fanatic Who Punishes Those Who Aren't Keeping Christmas Holy.
   5. A Demon Who Was Accidentially Summoned By a Church Group Who Was Praying for God to Punish Those Who Don't Observe the Proper Christmas Spirit. (They were actually the first victims, and the party may discover this during their investigation.)
   6. It's Santa Claus Who Has Snapped and Decided That Anyone Who Is Naughty Must Die.

HOW IS THE KILLER STOPPED? (Roll 1d6)
   1. By making him understand the meaning of Christmas, so he will willingly be brought to justice.
   2. By killing him.
   3. By cornering him and forcing him to surrender to be brought to justice.
   4. By killing him.
   5. By performing a magical ritual involving milk and cookies that will calm the murderous creature and make him regret what he has done and allow him to return to his . (Works only on the Demon and Santa.)
   6. By killing him.