He flew jets through the friendly skies, but on the ground someone was decidedly unfriendly toward him... because they killed him.
Welcome to another Random Murder Mystery for your RPG campaigns. This one can even be easily converted to a sci-fi setting--just make the airline pilot a spaceship pilot. Roll 1d12 against the tables below to generate the outline for a murder mystery for the player characters to solve!
WHERE WAS HE FOUND?
1. In the plane's cockpit.
2. In the first class restroom.
3. In an overhead bin in coach.
4. In the plane's rear storage compartment.
5. On a luggage carousel.
6. In the 1st Class departure lounge.
7. In the airport parking garage.
8. In a suite at the Airport Hilton.
9. In the alley behind a strip club.
10. In the ally behind a gay bar and sushi restaurant.
11. Outside the home of his ex-wife. (Roll 1d12 to see which one. 1-3. Ex-Wife #1, 4-6, Ex-Wife #2, 7-8 Ex-Wife #3, 9-12 Ex-Wife #4.)
12. Roll Two More Times. His body was found at the first location indicated, but he was actually murdered at the second. If the same result is rolled twice, the location where the body was found and the place he was murdered are the same. Ignore additional results of 12.
HOW WAS HE KILLED?
1. Electrocuted.
2. Strangled.
3. Drug Overdose.
4. Frozen to Death.
5. Stabbed Once.
6. Stabbed 1d12+2 times.
7. Shot Once.
8. Shot 1d6+1 times.
9. Asphyxiated.
10. Poisoned.
11. Drowned. (Roll 1d12 to see what kind of water he drowned in. 1-4. Chlorinated pool water, 5-8. Soapy bath water, 9-12. Fresh water fish tank.)
12. Roll Two More Times. His death resulted from a combination of methods. If the same number is rolled twice, there was only one reason for his death. Ignore additional results of 12.
WHO KILLED HIM?
1. The Ex-Wife. (Roll 1d12 to see which one. 1-3. Ex-Wife #1, 4-6, Ex-Wife #2, 7-8 Ex-Wife #3, 9-12 Ex-Wife #4.)
2. The Co-Pilot.
3. The Flight Attendant.
4. The Air Marshall.
5. The Frequent Flier.
6. The Congressman's Wife.
7. The Aircraft Mechanic.
8. The Rabbi.
9. The Safety Inspector.
10. The Luggage Handler.
11. The Has-Been Pop Star (1-6. Male, 7-12 Female).
12. His Current Wife.
WHY WAS HE KILLED?
1. He spurned the murderer's romantic advances.
2. He discovered the killer's criminal past and was going to reveal it.
3. He discovered the killer was blackmailing one of the other suspects and started blackmailing both of them. (Roll 1d12 on "Who Killed Him" to see who was being blackmailed.)
4. He discovered the killer was being bribed and threatened to expose him or her (1-6); blackmailed him or her for a large portion of the money (7-12).
5. He discovered the killer's criminal past and was blackmailing him or her, and the killer finally had enough of his demands.
6. He discovered the killer was key to the effort to hid the existence of UFOs.
7. He discovered the killer was involved with an ongoing criminal enterprise. Roll 1d12 to determine what it is: 1-2. Smuggling Drugs, 3-4. Human Trafficking. 5-6. International Industrial Espionage. 7-8. Murder for Hire. 9-10. Kidnapping Ring. 11-12. Art Theft and/or Forgery.
9. Roll again on the "Who Killed Him" table. The pilot was having affairs with both people indicated. They found out and they teamed up to kill him and then to provide each other with alibis.
10. He broke off the affair with the killer, because he was also having an affair with one of the other suspects. (Roll 1d12 on "Who Killed Him" to determine who this other person was. If the result is the same as the killer, there was no other affair, just the pilot wanting to get away from an insane partner.)
11. Revenge for his well-compensated role in a cover-up of a mechanical issue that led to the crashes of several planes.
12. Roll two more times on "Why Was He Killed". Both reasons apply. Ignore additional results of 12. If you roll the same number twice, only one reason applies, but the killer was VERY strongly motivated by it.
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And here's a theme song for this mystery: "Five Miles Out" by Mike Oldfield. Enjoy!
Tuesday, April 24, 2018
Monday, April 23, 2018
Remains of Atlantis: Teleportation Circles
This article became necessary because of a couple elements I felt obligated to include in Part Two of the Codex of Doom post series. Enjoy, as I continue to work on Part Two!
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The Atlanteans were a civilization that fused magic and technology into a well-balanced whole. Science, engineering, and spellcraft were intellectual and practical disciplines that cross-polinated each other, and the Atlanteans spread their imperial colonies across the galaxy and even onto other planes of existence.
While spaceships were used to move the vast amounts of people an equipment between worlds, magic teleportation circles were often used to move around on individual planets. Nobles, high-ranking military and government officials, and skilled sorcerers preferred this modie of travel because of its safety and swiftness.
Up to 12 living beings and any items they are wearing or carrying may be transported via a teleportation circle at one time. Once all travelers are within the circle, the command word is spoken, and they are all teleported to their destination with a flash of magical energy.
ATLANTEAN TELEPORTATION CIRCLES
There were two kinds of teleportation circles in wide use during the Golden Age of Atlantis, which included the centuries they maintained colonies on Earth: Permanant and Temporary Circles.
Regardless of what kind of teleportation circle being used at the point of departure, Atlantean teleportation circles always took travelers to a preset destination. There, a permanent ritual circle designed to recieve arriving teleporters was carved into the floor of an otherwise barren room that typically only had one obvious exit. The destination circles, were often warded by secondary enchantments (25% chance), such as forcefields that required a password or passkey to deactivate. Back before the destruction of Atlantis's colonies on Earth, there would be guards present in these rooms who could vett those arriving and release any wards. Now, if someone were to end up in one of these warded circle, they may well die trapped within it before discovered.
Permanent Circles: Permanent teleportation circles are carved into the floors of caves, at the center of stone circles, or in chambers deep within Atlantean pyramids or underground fortfications. They are usually ten feet in diameter and at the center of a space that is at least twice the size of the circle. While most are obvious to all but the most unobservant, some may blend into the patterns of tiled floors with elaborate patterns.
Only specially trained magical artisans in ancient Atlantis knew how to make these circles, and they used highly specialized tools and components to create them. It usually took thirty hours (spread over three days) to create a permanent circle, with a main artisan and his or her apprentice working steadily.
Permanent circles are works of art. While their designs contain certain basic symbols and patterns needed to focus and channel, as well as the command word to activate the magic, each circle is adorned with lines of poetry, artful patterns, symbols representing various magical traditions, and whatever else the creator of the circle might find beautiful, moving, and worth preserving and sharing with others. No two permanent circles are alike.
Indviduals with knowledge of Atlantean magic systems or culture may take a full round action to examine the circle and make a Spellcraft skill check (DC12) to determine the phrase that activates the circle--which is usually the circle's destination. ("Posideon's Citadel", "Imperial Guard Head Quarters", "Beachhead", "Gardens of Olympus", "Immortal's Rest" and so on.)
Permanent circles are always created at locations where ley lines intersect. There is no chance of failure unless the destination circle has been damaged or is at least partially buried. In such instances, the teleport circle doesn't function.
Temporary Circles: Temporary teleportation circles may be created by any character who has the ability to cast 5th-level spells and has at least 7 ranks in Spellcraft. The creator must also have a stick of red or green chalk and a stick of charchoal that have been enchanted by an Atlantean Master of Conjuration.
The creator of a temporary circle must either have a diagram to work from, or have memorized the diagram at some point in the past. (A character working from memory must make a Spellcraft skill check of DC17 to successfully). It takes 10 minutes minus the character's Dexterity bonus to draw the circle correctly. Just before it is completed, all characters who are to be transported must be within the circle, as well as the creator. Once the circle is complete--with the outer circumference being the last part to be finalized. The teleportation circle is then consumed in a flash of magical energy, and all within it are transported to the destination determined by the circle's design, leaving no trace behind except a faint aura of conjuration magic.
Designs for temporary circles are always bare-bones and feature none of the artistry of the permament circles; they are strictly utilitarian. They usually take travelers to the same locations as the permanent circles--with the destinations built into the design and automatically triggered once the circle is completed--but they may also be tailored to pre-arranged locations where a temporary arrival circle has been made. For this to work, an arrival circle must be created.
Creating a temporary arrival for a teleportation circle requires either a diagram of a destination circle, two hours of time, and a successul Spellcraft skill check of DC20; or extensive knowledge of Atlantean magic systems with an emphasis on Conjuration, five hours of time, and a succssful Spellcraft skill check of DC25. Like the temporary teleportation circles, the arrival circles are also one-and-done ritual circles--they are consumed by the magic that brings travelers to them.
Circles going to temporary destinations have the same chance of going awry as regular teleport spells. A check is made seperately for each person being teleported, and they are based off how familiar the creator of the teleportation circle is with the location of the temporary destination circle.
--
The Atlanteans were a civilization that fused magic and technology into a well-balanced whole. Science, engineering, and spellcraft were intellectual and practical disciplines that cross-polinated each other, and the Atlanteans spread their imperial colonies across the galaxy and even onto other planes of existence.
While spaceships were used to move the vast amounts of people an equipment between worlds, magic teleportation circles were often used to move around on individual planets. Nobles, high-ranking military and government officials, and skilled sorcerers preferred this modie of travel because of its safety and swiftness.
Up to 12 living beings and any items they are wearing or carrying may be transported via a teleportation circle at one time. Once all travelers are within the circle, the command word is spoken, and they are all teleported to their destination with a flash of magical energy.
ATLANTEAN TELEPORTATION CIRCLES
There were two kinds of teleportation circles in wide use during the Golden Age of Atlantis, which included the centuries they maintained colonies on Earth: Permanant and Temporary Circles.
Regardless of what kind of teleportation circle being used at the point of departure, Atlantean teleportation circles always took travelers to a preset destination. There, a permanent ritual circle designed to recieve arriving teleporters was carved into the floor of an otherwise barren room that typically only had one obvious exit. The destination circles, were often warded by secondary enchantments (25% chance), such as forcefields that required a password or passkey to deactivate. Back before the destruction of Atlantis's colonies on Earth, there would be guards present in these rooms who could vett those arriving and release any wards. Now, if someone were to end up in one of these warded circle, they may well die trapped within it before discovered.
Permanent Circles: Permanent teleportation circles are carved into the floors of caves, at the center of stone circles, or in chambers deep within Atlantean pyramids or underground fortfications. They are usually ten feet in diameter and at the center of a space that is at least twice the size of the circle. While most are obvious to all but the most unobservant, some may blend into the patterns of tiled floors with elaborate patterns.
Only specially trained magical artisans in ancient Atlantis knew how to make these circles, and they used highly specialized tools and components to create them. It usually took thirty hours (spread over three days) to create a permanent circle, with a main artisan and his or her apprentice working steadily.
Permanent circles are works of art. While their designs contain certain basic symbols and patterns needed to focus and channel, as well as the command word to activate the magic, each circle is adorned with lines of poetry, artful patterns, symbols representing various magical traditions, and whatever else the creator of the circle might find beautiful, moving, and worth preserving and sharing with others. No two permanent circles are alike.
Indviduals with knowledge of Atlantean magic systems or culture may take a full round action to examine the circle and make a Spellcraft skill check (DC12) to determine the phrase that activates the circle--which is usually the circle's destination. ("Posideon's Citadel", "Imperial Guard Head Quarters", "Beachhead", "Gardens of Olympus", "Immortal's Rest" and so on.)
Permanent circles are always created at locations where ley lines intersect. There is no chance of failure unless the destination circle has been damaged or is at least partially buried. In such instances, the teleport circle doesn't function.
Temporary Circles: Temporary teleportation circles may be created by any character who has the ability to cast 5th-level spells and has at least 7 ranks in Spellcraft. The creator must also have a stick of red or green chalk and a stick of charchoal that have been enchanted by an Atlantean Master of Conjuration.
The creator of a temporary circle must either have a diagram to work from, or have memorized the diagram at some point in the past. (A character working from memory must make a Spellcraft skill check of DC17 to successfully). It takes 10 minutes minus the character's Dexterity bonus to draw the circle correctly. Just before it is completed, all characters who are to be transported must be within the circle, as well as the creator. Once the circle is complete--with the outer circumference being the last part to be finalized. The teleportation circle is then consumed in a flash of magical energy, and all within it are transported to the destination determined by the circle's design, leaving no trace behind except a faint aura of conjuration magic.
Designs for temporary circles are always bare-bones and feature none of the artistry of the permament circles; they are strictly utilitarian. They usually take travelers to the same locations as the permanent circles--with the destinations built into the design and automatically triggered once the circle is completed--but they may also be tailored to pre-arranged locations where a temporary arrival circle has been made. For this to work, an arrival circle must be created.
Creating a temporary arrival for a teleportation circle requires either a diagram of a destination circle, two hours of time, and a successul Spellcraft skill check of DC20; or extensive knowledge of Atlantean magic systems with an emphasis on Conjuration, five hours of time, and a succssful Spellcraft skill check of DC25. Like the temporary teleportation circles, the arrival circles are also one-and-done ritual circles--they are consumed by the magic that brings travelers to them.
Circles going to temporary destinations have the same chance of going awry as regular teleport spells. A check is made seperately for each person being teleported, and they are based off how familiar the creator of the teleportation circle is with the location of the temporary destination circle.
Friday, April 20, 2018
Who Killed the Pothead?
Everywhere he went, the unmistakable smell of ganja wafted through the air. Everyone he met was greeted with a friendly (if extremely mellow), "Hey, dude!". No one could imagine life-long pothead Laurel Yannay having an enemy in the world... and yet, someone has murdered him!
Use the tables below to generate an outline for a murder mystery for the player characters in your RPG campaign to solve! (Click here to see all the Random Murder Mysteries I've posted!)
Use the tables below to generate an outline for a murder mystery for the player characters in your RPG campaign to solve! (Click here to see all the Random Murder Mysteries I've posted!)
WHERE WAS HE FOUND? (Roll 1d12)
1. On his couch.
2. On the beach.
3. In the park.
4. In the church parking lot.
5. Behind the smoke shop.
6. In the marijuana field.
7. In the congresswoman's office.
8. In his pot-plot, in his parents' backyard shed.
9. In his mom's basement.
10. On the steps of city hall.
11. In the alley by the mosque.
8. In his pot-plot, in his parents' backyard shed.
9. In his mom's basement.
10. On the steps of city hall.
11. In the alley by the mosque.
12. Roll twice on this table. He was killed at the first location, but his body was left at the second. If the same result comes up twice, he was killed where he was found. Ignore additional results of 8.
HOW WAS HE KILLED? (Roll 1d12)
1. Crushed to death.
2. Strangled.
3. Poisoned.
4. Suffocated with hundreds of jelly beans.
5. Stabbed 1d12.
6. Shot 1d6 times.
7. Beaten to death.
8. Skull crushed with a blunt object.
9. Broken neck.
10. Electrocuted.
11. Thoat slit.
8. Skull crushed with a blunt object.
9. Broken neck.
10. Electrocuted.
11. Thoat slit.
12. Roll two more times on this table; he died from both methods. If the same result comes up twice, he was killed by a single method, but MAN was the killer thorough. Ignore additional results of 8.
WHO KILLED HIM? (Roll 1d12)
1. His dealer.
2. His mother.
3. His lover. (Roll 1d8. 1-6 female, 7-12 male.)
4. His ex-lover. (Roll 1d12. 1-6. female, 7-12 male.)
4. His ex-lover. (Roll 1d12. 1-6. female, 7-12 male.)
5. The stripper. (Roll 1d12. 1-6 female, 7-12 male.)
6. The professional assassin.
7. The anti-legalization activist.
8. The pro-legalization activist.
8. The pro-legalization activist.
9. The congress woman.
10.The congress woman's husband.
11. The DEA agent.
10.The congress woman's husband.
11. The DEA agent.
12. Roll two more times on this table. The first result is the killer. The second result is a person who helped over up the murder. Roll on the DARK SECRET table to determine the motivation as to why they worked together to kill the pothead. Ignore and reroll additional results of 8.
WHY WAS HE KILLED? (Roll 1d12)
1. Hatred.
2. Jealousy.
3. Greed.
4. Revenge
4. Revenge
5. Dispute over who had eaten all the Doritos chips.
6. Crazed fanaticism. (Roll 1d12. 1-6 pro-pot legalization, 7-12 anti-pot legalization.)
7. Because his parents were sick of him living in their basement and growing pot in their tool shed.
8. As a sacrifice to a demon-possessed bong.
9. It was a mistake. The killer thought he was someone else. That person will be murdered in 1d4 days if the heroes don't solve the case. (Roll on the WHO KILLED HIM table to determine who the next victim will be. Ignore and re-roll if you roll the killer again.)
10. One of the player characters is the true victim. Killing the pothead was just a way for the killer to draw that person to a killing ground of his or her choosing.
11. The killer is a maniac who believes the pothead was possessed by an evil spirit. He now believes the spirit is in one of the other people on the WHO KILLED HIM table. He will kill another victim every three days until the party stops him. Roll on the "Who Killed Him" table after each death to determine the new victim. If a victim, or the killer, ever repeats, the next target is one of the player characters.
9. It was a mistake. The killer thought he was someone else. That person will be murdered in 1d4 days if the heroes don't solve the case. (Roll on the WHO KILLED HIM table to determine who the next victim will be. Ignore and re-roll if you roll the killer again.)
10. One of the player characters is the true victim. Killing the pothead was just a way for the killer to draw that person to a killing ground of his or her choosing.
11. The killer is a maniac who believes the pothead was possessed by an evil spirit. He now believes the spirit is in one of the other people on the WHO KILLED HIM table. He will kill another victim every three days until the party stops him. Roll on the "Who Killed Him" table after each death to determine the new victim. If a victim, or the killer, ever repeats, the next target is one of the player characters.
12. To stop him from revealing the dark secret. (Roll on the WHAT IS THE DARK SECRET table?)
WHAT IS THE DARK SECRET? (Roll 1d12)
1. The pothead and the killer were having a secret love affair that he was going to reveal publicly.
2. The pothead was going to reveal that the killer is a Russian spy.
3. He had discovered a local dealer/store owner was lacing the pot with a highly addictive substance of mysterious origin.
4. He discovered a cult devoted to infusing bongs with evil spirits that would then possess users.
5. He was the illegitimate child of the killer, and he was going to reveal that fact to the world.
6. He was going to publicize the membership list of the secret society, Potheads for Trump.
7. He discovered the truth about the Eleven Herbs and Spices.
8. He had proof that Donald Trump's hair is an alien symbiote.
9. He had discovered a mixture of pot and 'shrooms that provided a non-addictive super high, and the killer wanted the rcipie to profit on by himself.
10. As 9, except the mixture of pot and 'shrooms is one that's been known to the Society of the Green Hand for thousands of years, and it allows for spirit travel to their secret meeting place. He had to silenced.
11. He was a police informant and the murderer thought he had dirt on him. (1-6 he did, 7-12 he did not.)
12. Roll two more times on this table. Both secrets apply. If you roll the same secret twice, roll again on the WHO KILLED HIM table. The indicated character also knew the secret and will be murdered in two days if the killer isn't unmasked.
9. He had discovered a mixture of pot and 'shrooms that provided a non-addictive super high, and the killer wanted the rcipie to profit on by himself.
10. As 9, except the mixture of pot and 'shrooms is one that's been known to the Society of the Green Hand for thousands of years, and it allows for spirit travel to their secret meeting place. He had to silenced.
11. He was a police informant and the murderer thought he had dirt on him. (1-6 he did, 7-12 he did not.)
12. Roll two more times on this table. Both secrets apply. If you roll the same secret twice, roll again on the WHO KILLED HIM table. The indicated character also knew the secret and will be murdered in two days if the killer isn't unmasked.
And here's a song to help you get in the mood for the adventure...
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