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Page 1: RANDOM.pdf

The Dungeon Dozen: Assassins for Hire http://roll1d12.blogspot.com.es/2012/10/assassins-for-hire.html

1 de 1 17/10/2012 9:19

Page 2: RANDOM.pdf

Assassins for Hire

d12

1. Strangely long-limbed man in black wrappings: wrangler of deadly spiders and

snakes

2. The world's most dangerous boy: ninja-like abilities, wisdom beyond his years,

managed by evil stage father (semi-retired necromancer)

3. The Neck Snapper: heavily muscled thug with gargantuan hands and steel-trap mind

4. Master chef, creator of the most tempting, sophisticated and entirely

deadly comestibles

5. Ascetic follower of the Black Pantheon, naked but for the briefest loinclout, expert

practitioner of the Lethal Grasp

6. Dream shaman: coaxes living spirits into the shadow realm while they sleep, leaving

a perfectly intact corpse with no discernible cause of death

7. Dandy, drunkard, raconteur, Lothario, unbelievable prodigy with the poisoned dart

8. Serial killer dedicated to self-mastery, highly talented but only 50% chance proposed

victim will tickle fancy, otherwise will target potential employer at unspecified future

time

9. Elaborately masked woman of delicate features and obvious refinement, extremely

expensive: effects kills by entirely mysterious means

10. Master of 17 Weapons, never leaves home without genius weapons caddy/tactical

advisor

11. Suspiciously tall-turbaned mental athlete with perpetually bugging eyes: kills using

only mind, must focus on target for period of not less than one month

12. Stranglebeard the Hirsute Killer: gifted from birth w/fully animate (and freakishly

copious) body hair

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roll1d12.blogspot.com.eshttp://roll1d12.blogspot.com.es/2012/12/the-dragon-entirely-reasonable-demands.html

The Dragon: Entirely Reasonable Demandsd121. Must be honored with the celebrat ion of elaborate fest ivals2. To be depicted upon all regional coinage3. New song to be composed (and performed) in honor fortnight ly4. Constant stream of tasty virgins5. Staf f of skilled at tendants shall be provided for primping/preening6. Full security force dispatched for (100% guaranteed) hoard protect ion during hunt ing tripsand other sojourns7. Monumental architecture/colossal statuary to be erected in image following demolit ion ofof fensive depict ions of local heroes/deit ies8. Craf t ing of enormous bedazzled crown, set with every conceivable gemstone in grotesque,ostentat ious abundance9. Human sacrif ices to be made weekly to draconic deity10. Nearby dungeon treasuries to be raided, contents delivered (intelligence provided)11. Knighthood abolished12. Destruct ion, subsequent ban of all ant i-draconic weaponry

Note: see also The Dragon: Terrorist ic Threats

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paladinenelinfierno.blogspot.com.es http://paladinenelinfierno.blogspot.com.es/2012/08/1d100-objetos-contemporaneos.html?

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1d100 objetos contemporáneosUna tabla con 100 objetos cotidianos, o al menos actuales. ¿Para qué sirve? Ni idea, eso depende decada uno. En mi caso la veo perfecta para hacer aparecer cosas "extrañas" en mundos de fantasía.

La he completado con ayuda de Mulko, así que las entradas que se le ocurrieron a él están en otrocolor. ¿Corinto quizá? Bah, dejémoslo en rojo.

1. Album de fotos de idol japonesa

2. Altavoces

3. Aparato de aire acondicionado

4. Atestado policial

5. Binoculares

6. Bolígrafo

7. Bolsa de plástico

8. Bombonas de oxígeno

9. Botellín vacío Coca-Cola

10. Cables

11. Caja de pilas AA

12. Caja de pizza

13. Calabaza de Halloween

14. Calculadora

15. Calendario (del año 1d50+1965)

16. Cámara de fotos

17. Camiseta con un logo incomprensible

18. Cartera

19. Casco de ciclista

20. Casco de minero con bombillita

21. CD

22. Chocolatina

23. Utilitario

24. Cóctel molotov

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25. Código penal

26. Cómic de Superman

27. Comida congelada

28. Cristales de herboristería con folleto explicando "su funcionamiento"

29. Disfraz de Drácula

30. Enciclopedia

31. Escopeta

32. Ferrari

33. Fotografía

34. Frigorífico

35. Furgoneta

36. Gafas de sol

37. Garrafa de gasolina

38. Gomas elásticas

39. Gorra NY

40. Grapadora

41. Guitarra eléctrica

42. Harley Davidson

43. Helicóptero

44. Imagen de la Virgen

45. Juego de té completo

46. Lápiz

47. Lavadora

48. Lector de DVD

49. Libreta

50. Linterna

51. Llavero

52. M16

53. Magnum

54. Manual de Advanced Dungeons & Dragons primera edición

55. Mapa físico de Dinamarca

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56. Máquina de Pac-man

57. Máquina de Pinball

58. Máquina de Space Invaders

59. Microondas

60. Miniatura de un orco

61. Mochila de montañismo

62. Mp3

63. Novela del siglo XX, basura

64. Novela del siglo XX, obra maestra

65. Número de Playboy

66. Obra de arte vanguardista

67. Ordenador de sobremesa

68. Ordenador portátil

69. Ordenador portátil mac

70. Osito de peluche

71. Panfleto político

72. Pantalones vaqueros

73. Papelera

74. Paquete de chicles

75. Paquete de pañuelos

76. Pecera con pez muerto

77. Pelota de goma rebotadora

78. Plastilina

79. Postal

80. Regalo del menú infantil de una hamburguesería

81. Publicidad de comida rápida

82. Radiocasete con cinta de ABBA

83. Reloj

84. Secador de pelo

85. Subrayador amarillo

86. Taladro eléctrico

87. Táper con arroz

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88. Tarjeta de crédito

89. Táser

90. Taza de Juego de Tronos ("Winter is coming")

91. Teléfono móvil

92. Televisor antiguo

93. Televisor de plasma

94. Tijeras

95. Traje de neopreno

96. Traje de Santa Claus

97. Trozo de cristal

98. Vestido provocativo

99. Vibrador

100. Zapatillas deportivas

Subtabla: estado del objeto. 1d6:

1. Perfecto. Si es un contenedor, lleno o con su contenido intacto.

2. Necesita reparaciones menores o energía. Falta parte del contenido.

3. Necesita reparaciones mayores. Casi vacío.

4. Inutilizable. Vacío.

5. Completo, pero hecho pedazos.

6. Solo se encuentra 1d100% del objeto.

Subtabla: calidad del objeto. 1d6:

1. Pésima.

2. Mejorable.

3. Normal.

4. Buena.

5. Profesional.

6. Costaría una fortuna.

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30 Dwarven Treasures

By:

valadaar

A set of 30 Dwarven Treasures, for finding, or stealing.

Herin find a list of 30 Dwarven treasures (as opposed to 30 Dwarven Gifts - found 30_Dwarven_Gifts here.

These items, while usable as gifts, are always tangible items of value, especially to Dwarves.

1. An Ancient Treasure Map. Actually a somewhat damaged plan for the tomb of a long dead chieftain, the

area is describes is currently cut off by a rockfall, but whether or not the rockfall was deliberate is lost to time.

2. A Finely Carved wooden box filled with premium quality mushroom snuff. Very strong, but very good.

3. A Crystal Phial with mineral water taken from the well hidden spring of Mardinia, a place holy to a

dwarven Goddess. The water has curative powers, and tends to cause the user to become boisterous as if drunk.

4. A Pewter Feasting set, with bowl, plate, large spoon and the most exotic fork. All are made with a durable

Dwarven pewter that is almost as lustrous as silver.

5. Stone Cutting chisels, bearded with adamantite edges. Good for cutting the hardest of stones. They are

inscribed with the house-runes of a powerful dwarven clan.

6. Beard Comb. This brush is made from solid metal, with the individual teeth sawn laboriously by hand. The

brush serves two purposes - one for simple grooming, the other for removal of small pests that may find a home

in the beards of less fastidious dwarves.

7. The Helm of Urthur Stoutneck. A nearly indestructible steel helm, but so heavy normal humans (and

dwarves) will find it very uncomfortable.

8. A chieftain's Scepter. This scepter is about 2’ long and heavily built. A steel shaft with gold and silver

inlaid base and head. The head is fashioned like a 4-pointed hammer. It is usable as weapon, but its relative

softness and great weight make it less than ideal in this role. No less than 1 lb of gold and 2 lbs of silver are

used, in addition to a small fortune in semi-precious gemstones.

9. Maidens’ Rope. A length of rope crafted mainly from the hair of Dwarvish maidens. These ropes are

functional, being quite strong and light, but they are typically given by the maidens to their betrothed. Custom

has it that the maiden begins weaving their rope shortly after puberty, adding individual hair to the effort each

day. In truth, many are crafted from whatever hair - of the appropriate color and texture - is available at the

time. Genuine Maiden’s Rope is supposed to provide good luck to the dwarf that has one and helps to bind the

two soulmates together.

10. A Silver Belt-buckle. This belt buckle would serve an ogre comfortably, and serves as moderate armor for

the dwarf that wears it. Built from silver hammered onto a steel core, it is heavily inscribed with dwarvish

runes. The leather belt it buckles is likely crafted from some exotic leather chosen to match the bearers

temperament or wealth.

11. Dwarvish Lockpicks. Not the tools of thief, though one would love these, these are the tools of a master

dwarvish locksmith. In addition to the typical picks and pry bars, fine diamond and mithril edged drills and

saws are found within, in addition to a tiny periscope of truly ingenious design allowing the smith to look into

larger keyholes and under thin doors.

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12. Coin-making Die. Once the prized possession of some long-dead Dwarvish thane, this die bears the

likeness of the late Thane. It is crafted from an exceptionally hard steel and can easily be used to make new

coinage.

13. A Heavy Blanket. The caverns can be cold, and many a blanket counts as a dwarf’s prized possession,

though they would be loath to admit it. Though most likely obtained through trade, the dwarves do not buy

low-grade goods and these are good as can generally be found. Some are said to be woven from Maiden’s

Beards, but this is just a wives tale.

14. Woodsman’s Axe. While not a forest-loving race, the dwarves still require wood, and lots of it. As a result

they know the woodcutting craft well and build perhaps the finest woodman axes. Even the elves would admit

dwarvish superiority in this area, since they are loath to pour their passion into the crafting of such things.

15. Fine Pots. As with all things metal, the dwarves are masters. While their underground world limits

somewhat the variety of their foodstuffs, Dwarves pour their considerable energy into cooking good food as

well. As a result, their fine cookware is greatly sought after by beings of all races.

16. Crystal Lanterns. These lanterns are crafted from carefully cut panels of sheet crystal in brass cages and

produce wonderful plays of light upon the walls. Some contain inner crystals cut like prisms and use the heat of

the lamp to spin, resulting in a glorious display of color.

17. A Bag of Nails. Dwarves make things to last, and these 3” hand-forged nails are closer to being bronze

then iron. The alloy is quite strong. Each nail has a square head, with a simple dwarven rune - the mark of the

smith - stamped into it.

18.Stone Tops. These are children's toys, crafted from gold-flecked granite. When spun, the runes on the side

make an appealing animated pattern.

19. A Collection of Keys. While the dwarves do not go overboard with ornamentation, they do put their all

into all the works of their hands. Keys provide another outlet for dwarven creativity, and often are tastefully

decorated with precious metals and fine runes.

20. A Glass eye. Life underground is dangerous, and for dwarves, fairly long. Odds of losing an eye in their

lifetime is fairly high, so glass eyes are quite common. Generally these eyes are as realistic as possible, and

there are some that are so cunningly built - with internal gearworks - that their artificial nature is unclear. At

least, until the dwarf pops it out and puts it on the table in front of you. Interestingly, these eyes are sometimes

used as payment when a dwarf is in dire straits.

21. A Clan Journal. Dwarves are literate,detailed oriented and fiercely proud of their history - both racial and

personal. These journals are important for keeping their history alive, especially old rivalries. Many a valuable

secret can be found within these works, causing them to be well-guarded treasures.

22. A Dwarvish Ale Stein. This Stein is traditionally carved by hand from a single piece of stone, and then

inscribed with runes - typically a legend from the owners clan history. The bottom of the Stein is usually carved

to serve as a seal.

23. Sturdy Boots. These heavy, iron-shod boots would be the pride of the dwarf wearing them. They are of

course, quite heavy but are water resistant and have good traction. The leather is the strongest that is available -

the Dwarves will happily trade to obtain the strongest leathers - and in some cases are made from the hides of

racial enemies.

24. Ritual Candles. Beekeeping is a rarity among the Dwarves, so wax is quite valuable to them. High quality

wax is even more uncommon, and so its reserved for use in special ceremonies. Dwarves love of minerals and

products of the earth have lead to them mixing in various substances into their candles, creating colored flames

and exotic smells.

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25. Tattoo Inks. Although not widespread, some Dwarven clans practice tattooing to make themselves more

intimidating in appearance. Dwarves, with their great attention to detail and mineral knowledge, produce some

of the brightest inks known - able to stay brilliant years after typical inks have faded to black. Those with

mystical knowledge produce tattoos that can change or move.

26. Beard Rings. These rings are made usually from bone and dyed various colors. They are used to adorn

Dwarven beards and the colors generally have specific meanings that vary from region to region. They are

sometimes crafted from the bones of dwarven enemies. Occasionally they are made from more precious

materials - such as jade or other workable semi-precious stones.

27. Smithing Tools. While one can always find the typical hammer and thongs in such a set, a smith’s toolset is

as individual as the smith themselves. It is expected that once a smith has the first two items, plus a proper

anvil, they can craft any further tools themselves. The long-lived dwarves have plenty of time and passion to

put into their tools, so each one is a measure of the smith that uses them.

28. A Lords Tunic. While armor is one of the Dwarves preferred garbs, there are times - ceremonies,

weddings, and the like, where other clothes are required. While few in number, Dwarvish tailors are every bit

as skilled as dwarvish smiths and their clothing is similarly high quality. Where possible, stone and metal is

worked into the outfits, with gold and silver thread, carved stone buttons and cufflinks.

29. Gold Funeral Mask. Not wishing for their death grimaces to sully their appearance even in death, Dwarves

of all social classes invest in funeral masks. The poorest make due with hammered copper masks, while the

upper classes craft theirs from precious metals. The most prideful will even adorn them with gemstones. The

masks are a popular item to loot by dwarven enemies.

30. A Model Castle. Warfare comes naturally to the Dwarf, and although there are few dwarven castles, they

are fascinated by them. While disparaging the stonework, they still admire the huge castles built by the surface

races, and will reproduce them in miniature as a hobby. Some models contain near as many individual stones

as the original.

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The Dungeon Dozen: Current Occupants of the Ancient King's Tomb http://roll1d12.blogspot.com.es/2012/10/current-occupants-of-ancient-kin...

1 de 1 02/10/2012 8:46

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paladinenelinfierno.blogspot.com.es http://paladinenelinfierno.blogspot.com.es/2012/09/dioses-de-los-lagartos.html?

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Dioses de los lagartosTenemos aquí una tabla para generar deidades de las distintas tribus de hombres lagarto que habitanlas Islas de los Lagartos, basada mayormente en esta.

La mayoría de hombres lagarto solo adoran al dios de su tribu aparte de a los espíritus y demászarandajas animistas, pero eso no impide que pueda haber tribus con dos, tres o muchos dioses.

1. Aspecto

La mayoría de hombres lagarto adoran aanimales, pero algunos adoran a ríos,montañas o bosques cercanos.

1. Río2. Araña3. Montaña4. Cocodrilo5. Dragon emplumado6. Escarabajo7. Escorpión8. Lagarto9. Mantis10. Bosque11. Planta carnívora12. Pulpo13. Rana 14. Serpiente15. Tiburón16. Tiranosaurio17. Tortuga18. Triceratops19-20. Híbrido (tira dos veces)

2. Sexo

Para terminar, 1d20:

1-8: Varón9-16: Hembra17-18: Hermafrodita19-20: Asexual

Page 13: RANDOM.pdf

19-20: Asexual

3. Carácter

Tira 1d8 para averiguar cómo se suele comportar el dios. El carácter de la tribu puede ser un reflejode este o no.

1. Amable, siempre bueno con sus fieles.2. Ambicioso, siempre buscando la forma de expandir su culto.3. Astuto, planes dentro de planes.4. Cruel, muy dado a los castigos.5. Jocoso, la vida es una fiesta con un dios así.6. Peligroso, premia a los valientes y sobre todo a los temerarios.7. Sabio, tranquilo y contemplativo.8. Loco, todo lo anterior a la vez según el momento.

4. Esferas de influencia

Tira 1d3 para saber cuántas esferas domina y luego 1d20 por cada una. Dos resultados igualessignifica que es especialmente prominente en esa esfera.

1. Agua dulce2. Amor3. Astucia4. Caza5. Clima6. Comida7. Creatividad8. Dolor9. Enfermedad10. Guerra11. Progenie12. Varones13. Magia14. Muerte15. Hembras16. Océanos17. Placer18. Sanación19. Sexo20. Sueños

5. Sacrificios

Tira 1d6 para determinar el tipo de víctima:

1. Ser inteligente2. Anfibio

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3. Vegetal4. Ave5. Reptil6. Invertebrado

Otro 1d6 para determinar el modo de sacrificio:

1. Extraección de un órgano vital2. Asfixia3. Golpes, lapidación o aplastamiento4. La víctima es arrojada a un depredador (normalmente con la forma del dios)5. La víctima es encerrada sin comida ni agua hasta que perezca6. Momificación en vida

Y otro 1d8 para la frecuencia:

1. Cada vez que las estrellas se alinean2. Cada año3. En sus días sagrados4. Cada luna5. Cada día6. En momentos de crisis o necesidad7. Cuando ven las señales del dios8. Cuando el dios en persona lo requiere

6. Color sagrado

1d12 para saber el color sagrado del dios, que sus seguidores usarán en todo lo que puedan.

1. Amarillo2. Rojo3. Azul oscuro4. Celeste5. Violeta6. Verde7. Naranja8. Negro9. Blanco10. Gris11. Rosa12. Marrón

Ejemplos:

Kel-hassai es un dios ambicioso con forma de triceratops,siempre exigiendo una guerra expansionista contra las tribus

Page 15: RANDOM.pdf

vecinas. Es un dios de la guerra y la fuerza viril, pero también delos sueños por lo que se presenta ante sus fieles la noche antes delas batallas y sus chamanes entran en un sueño sagrado paracomunicarse con él. Sacrifican las grandes salamandras de lasciénagas cercanas a su territorio cada vez que el dios lo requiere,dejando que se resequen privadas de agua. Su color sagrado esel violeta.

Nhilss-ech es una diosa tortuga de la caza. Premia a sus fielesmás temerarios, aquellos que consiguen cazar las criaturas máspoderosas y fieras, y también asegura un lugar en sus palacios delrío a aquellos que mueran en las cacerías. Y las presa que mássatisfacen a Nhilss-ech son los seres inteligentes, que sonsacrificados en su honor ahogándolos ritualmente en el río. Cada vez que los chamanes de la tribuobservan pequeñas variaciones en el cauce interpretadas como una señal de la diosa los cazadoresde la tribu se aprestan para comenzar la caza sagrada, intentando traer a su asentamiento tantosseres inteligentes vivos como puedan para poder sacrificarlos. Se puede reconocer a los seguidoresde la diosa por el azul oscuro que lucen.

Iaenging es una diosa cocodrilo a la que se le atribuye el poder de la sanación por medio de lasaguas de los ríos. Cada año se reunen en el asentamiento de su tribu hombres lagarto aquejados detodo tipo de dolencias para encontrar remedio. Allí festejan durante días, devoran sapos sagradosalucinógenos y se los arrojan como sacrificio a los cocodrilos que habitan río arriba, en parte para queno supongan un peligro para los enfermos y heridos mientras se bañan con la esperanza de recuperarla salud y vestidos con telas naranjas, que es el color de la diosa.

Gracias por leerme. Valmar Cerenor!

Quizás también le interese:

Page 16: RANDOM.pdf

October 8, 2012 Posted by Matthew J. Neagley

Here’s a simple random dungeon generation method that uses onlya sheet of graph paper, a pencil and the bucket of dice everygamer already owns. Lay out your paper, dump your bucket of diceon it, and remove all the dice that didn’t roll their max, while beingcareful to move those that did as little as possible. Wherever youhad a die roll max, draw a room of that size. Thus rolling a 4 on ad4 results in a room of size 4, and a 20 on a d20 results in a roomof size 20. Finish by connecting rooms with lines for hallways andfleshing out with details like secret doors etc… and you’re finished! Simple, fast, easy! That’sall you need to hit the ground running with this method. What follows is all optional.

This method creates rooms that range from 4 squares (2×2) to 20 squares (4×5) so units persquare will need to be adjusted to match your system of choice. Default is probably 10’x10’squares, but if your system demands large open spaces, you can increase those units aslarge as you need them to be.

Since each die only adds a room if it rolls it’s max which happenswith probability 1/max and the room it adds is it’s max in squares,each die you roll adds on average 1 square of room space to yourmap. This is true no matter what size of standard die it is. So, theeasiest way to decide how many dice you should use is to multiplythe length by width of your graph paper by the density of rooms youwant. For example, if I have a 14 by 22 sheet of graph paper and Iwant a 30% room density (ie: 30% of the squares on the map have

rooms in them) I would multiply 14x22x.3 and get a result of ~ 92 dice that I should roll.

Even though each die adds an average of one square to yourmap, smaller dice roll their maxes more often, so a number ofsmall dice will add more (small) rooms and the same number oflarge dice will add fewer (large) rooms. So if you want the samenumber of each size of room, you need to add dice to your poolin the same ratio as their die size. So to roll 90 dice and getabout the same number of each size room I should have a poolof 6d4, 9d6, 12d8, 15d10, 18d12, and 30d20. This will give anaverage of 1.5 rooms of each size. Similarly if I wanted a few large rooms (20 squares) andmany small rooms (4 squares) I would start with a ratio of 4 to 20. That ratio will give me aneven mix of the two sizes. Then if I want 4 times the number of small rooms as big ones I’dmultiply only the number of the d4s in the ratio, giving me 16 to 20. 90/(16+20) gives me amultiplier of 2.5 so my final numbers I need would be 40d4 and 50d20. Of course if I don’thave that many die 4 or d20 I can roll them in groups of 10 or 5 or however many I do have.

In theory rolling the dice on the piece of graph paper should result in a normally distributed xand y coordinate for your rooms. ie: there should be heavy clustering near the center and thenumber of rooms on the outside should be sparser. However, if you’re rolling the dice insteadof just up-ending your dice bag on the center of the paper, you can direct each handful of dicetowards an empty section of the map instead of the section that’s already clogged with rooms.

Random Dungeons from Buckets O’ Dice | Gnome Stew - The Game Maste... http://www.gnomestew.com/tools-for-gms/random-dungeons-from-buckets...

1 de 2 08/10/2012 11:11

Page 17: RANDOM.pdf

If you end up with overlapping rooms, you can simply slide them over into the nearest openarea, overlap them so you have a larger single room, or add features to have a variety oflevels (perhaps a hidden sub-basement of an overlooking balcony).

Here’s an example map that I createdwith the help of my daughter and the“just dump your dicebag on the table”method. Note the two secret rooms inthe main body of the dungeon (purple)and the basement and 2nd basementlevels in the upper part of the map (red).You can also tell I have a large numberof d6s from an old ShadowRuncampaign. so most of the rooms on mymap are 2×3 squares or some other 6square setup.

While this isn’t the most sophisticatedway to make a random dungeon, itdoesn’t get much quicker and easierthan dumping handfuls of dice onto asheet of graph paper, making it anexcellent technique for last-minute and“smoke break” mapping.

Random Dungeons from Buckets O’ Dice | Gnome Stew - The Game Maste... http://www.gnomestew.com/tools-for-gms/random-dungeons-from-buckets...

2 de 2 08/10/2012 11:11

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1

Random Adventure Generator By OFTHEHILLPEOPLE

Roll 1d12 for as much or as little information you need to create a unique adventure every time

Quest Contact: 1. A Spirit, Ghost, or Demon: A spirit in some form visits one of the party members and

pleads (or threatens) them, looking for help in a task related to the spirit’s past life.

2. A Guild: A guild of some kind seeks a group of adventurers to complete a task for them.

3. Blacksmith: The aged local blacksmith is far too busy to complete a task and asks the party to a complete the task for him.

4. Friend or Family: A family member sends a message to their relative in the party asking for help with a task.

5. Gang of Bandits: A dangerous group of bandits and thieves have a job that needs doing.

6. Royalty: One of the local royal family approaches the party asks for their assistance in a secret matter.

7. Happenstance: There is no contact. Perhaps the players wander into the quest or are drawn in by outside forces. Roll again on this table or Innocents to determine who.

8. Local Hero: A local hero or legend with too much on his plate already tasks the party with an adventure connected to the local hero’s adventure.

9. Local Temple: The Gods are watching and priests have divined that the party would take the journey the priests are about to deliver to them.

10. Rumor: Whether in a tavern or listening to chattering villages, a rumor is heard by the party and the opportunity is too much to resist.

11. A Mercenary Group: A nearby mercenary group has posted several jobs. They are willing to pay anyone who completes them.

12. Roll twice: The two are related somehow for a common goal.

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The Adventure: *Roll twice if you want a twist in your adventure

1. Escape/Survival: The players have been transported to some strange place full of danger that they must escape either with or because of the person rolled on the first table.

2. Find Someone or Something: Someone or something has gone missing. Whoever did the hiding may have some special “counter-measures” for those on their trail.

3. Harm or Kill Someone: Someone has rubbed someone else the wrong way and they’re hiring you to get a little payback. This person will have some sort of protection making it difficult to reach them. For an easy person roll on the Innocents table.

4. Kidnap or Capture Someone: You need to catch someone who doesn’t want to be caught. Whether it’s the legal capture of a law breaker or the kidnapping of a lawful citizen is in the details.

5. Prevent Something: Something is going to happen unless you interfere and you’re the only chance of preventing it.

6. Protect Someone or Something: The players must protect someone or something from an outside force who wants them/it. If it’s a person they can make very stupid and self-destructive choices the players must deal with.

7. Reconnaissance/Surveillance: Not every adventure is about dealing out the pain. This time the party is tasked with observing a target without being detected.

8. Rescue Someone: Someone has gotten themselves in danger and need to be rescued, and the party is just the group to do it. Whether they have to do it undetected is another matter.

9. Solve a Mystery: Something has happened and you have to figure out who did it, why they did it, and how. Perhaps a crime of some kind or uncovering some secret that wasn’t meant to be revealed where the culprit will have attempted to destroy evidence and there is bound to be red herrings and dead ends.

10. Steal (or Destroy) Something: The party is asked to get something or get close to something to destroy it. Whatever it is, the owner will have incredible security and the location may be secret.

11. Transport Something or Someone: The party is asked to transport either a person or an object from one place to another. Sometimes it’s as simple as getting from one place to another, or it’s a race against time to arrive at the destination. Either way, the cargo has something troublesome about it. Roll on the Location table to determine where it’s going.

12. Discovery: Some explorers have found an ancient dungeon but are too chicken to explore it, so they’ve hired you to go in, disable any traps, slay any monsters, and provide an accurate map for them to use when you return.

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The Location: 1. Bandit Territory: In or out of the cities, there’s a place that everyone tells travelers not to

go, and this is it. Bandits, thieves, and gangs roam these areas and you’ll be lucky to make it out with your coin purse and an un-slit throat.

2. Mansion or Estate: These large buildings are, or used to be, the homes of the land’s most wealthy people.

3. Swamp/Flooded area: When you can smell the stink of rot and decay you know you’re near a swamp or somewhere heavy flooding has taken over. These places are treacherous and may require a guide.

4. Island: In the seas they appear randomly and many have never been properly cataloged. Undiscovered islands yield many unknown threats and unexpected surprises.

5. A Fortress: Whether still occupied or not, several military fortresses litter the land from wars past. Unoccupied fortresses rarely stay that way for long when bandits or monsters looking for a lair chance upon them.

6. Scalding Desert: Life fights to hang on everyday in these boiling hot deserts and your adventurers will have no easier time. By day the sun bakes the land to incredible heat. By night the cold sinks well below the coldest of winters.

7. An Overgrown Forest: Whether a tropical rain forest or a peaceful woodland, the forests of the land are home to magical beasts, fierce wildlife, and natives who don’t like intruders.

8. Urban: The group doesn’t have to stray far from the comforts of town and city living.

9. Mountains/Caves: Towering high above the valleys and forests below, the jagged mountains of the land shoot high into the air. Deadly cliffs, savage cave dwellers, and tumbling rocks make climbing the mountains a difficult task. But the mysteries the caves contain may be worth the risk.

10. Jail/Detention Camp: Prisoners go in and they rarely come out. The jails and detention camps of the land house the lawbreakers judged to serve out a sentence for a crime.

11. Ocean: The deep blue sea holds many secrets both above and below. But hiring a boat to take you where you need to go might be a challenge all by itself.

12. Underground: Natural caves, shafts, or mines—they’re all great places to hide something you don’t want found by every Average Joe. But the dark has secrets and will protect them with traps, ancient magic, and the living rock itself if it has to.

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The MacGuffin:*If your story involves “Something”, roll this table.

1. Gold/Valuables: It makes the world turn. Pure wealth.

2. Information: It could be a secret or a great truth threatened by someone else, either way it’s important to someone. A discovery, a government’s money books, or an inspired bard’s new play perhaps.

3. Endangered/Dangerous Species: A living thing both rare and valuable to the right people. Keeping it alive will certainly make someone rich.

4. Magical experiments: Some magic users get a little too much time on their hands and when they do wondrous things come from their experiments.

5. Key: Magical or not, it’s not very valuable all by itself, but it does provide access to something that is valuable. It could be a physical key, a combination device, or cryptic instructions.

6. Land: It’s not as exciting as a chest full of gold but to own land means you have control over everything hidden there.

7. Medicine: Whether you’re treating the common cold or the latest plague, medicine is precious.

8. Person: The object is a person. Roll on the Innocents to find out whom.

9. Possession/Item: An item that belongs to someone and is worth a lot. By itself it might not be worth something but to the owner it’s worth plenty.

10. Secret: Something hidden, which somebody wants to keep hidden. Kingdoms and royalty have plenty of secrets they want nobody to find out about, and people are always willing to pay for those secrets.

11. Technology: It’s the next catapult or the next dart trap, either way it’s something useful that could give someone an advantage.

12. Treasure: Something that can be turned into quick gold. It is valuable all by itself but may have to be sold to the highest bidder first.

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The Innocents:*If someone needs rescuing, roll here

1. Royalty: A King, Queen, or a member of the royal family has found themselves in big trouble.

2. Child: A kid who should be too young to get mixed up in business like this. Whatever is happening, they’re not the ones responsible.

3. Family or Friend: Someone you know is mixed up in some bad business. It just got

personal.

4. A Local Hero: The local hero has bitten off a little more than they can chew, and now they’re calling in the cavalry.

5. Wizard: They might be masters of the arcane, but even they find themselves in hot water.

6. Refugees: Driven from their home by war, poverty, or some kind of disaster, they’re now at

the mercy of something they can’t run from.

7. Scavenger/Pauper: They may not have a home or much money but sometimes they find something interesting that turns out to be important.

8. A Beast: Sometimes the intelligent beasts of the land strive for more than just savagery,

they just need a chance.

9. Explorers: Adventurers who wander the land in search of information about the old kingdoms. Perhaps they dug up something that got them into trouble.

10. Witness: Someone saw something they weren’t supposed to and now someone is erasing

them.

11. A Ghost or Spirit: A Soul is trapped for some reason and can’t pass on without someone releasing it.

12. Dragon: Not all of them are out to roast and eat everything in the land.

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The Antagonists: 1. Bounty Hunter: They’re in it for the gold and may not necessarily be evil; they may be

working for the law.

2. Con Man: Someone is pretending to be someone they aren’t (Roll on the Innocents table to find out who) and they’re working some elaborate scheme. Once they’re found out or close to being found out they’ll likely change their plans to the misfortune of the players.

3. Guild or Horde: A group of people with one common belief or oath of brotherhood. Their

numbers are great and their intimidation mighty.

4. Royalty: They’re the rich of the rich, make the laws, and are never questioned. But not every royal has the best intentions of their subjects at heart.

5. Crime Lord: Someone notorious has been regularly up to no good and this adventure

smells of their influence.

6. Magic User: Some say magic can only lead to madness, but some people welcome madness if it makes them immortal.

7. Wanted Villain: They have a reputation and they’re here to make sure you remember it.

8. Mercenaries: A rag-tag group of hired swords. If someone is paying them well enough

they’ll work any job.

9. Priest or Cult: They’ve got the favor of some deity and they’re doing the bidding of something greater than them.

10. Magical Beasts: Whether they’re undead, demons, or some wizard’s experiment gone wild,

something completely strange is at work.

11. Rampaging Monster: It’s big. REALLY big. And it’s wrecking things. Nuff said.

12. Assassins: They’re professionally trained, fearless, and masters of trickery and stealth.

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The Twists and Complications: *Roll more than once for more complications to the adventure

1. Ally with the Enemy: At some point the party will wind up on the same side as their adversary whether through treachery on their own side, a simple misunderstanding, or some peril that neither could survive alone.

2. Betrayed by Contact: The contact has turned against them. It might mean they’ve lied to them somehow about the details of their adventure in a way that puts them in danger or they’re simply out to kill them.

3. Disaster: Something big and bad happens while the adventure is happening. The players

did not cause it but they are going to have to deal with the consequences.

4. Diversion: The whole adventure is a diversion for some other plan. The contact probably doesn’t much care if they succeed or not and any reward offered may not exist.

5. Dodgy Ally: For the adventure to be a success the players will need outside help. This

person may have their own agenda, want all the treasure, or could be a spy for the enemy.

6. False Flag: The person who hired the adventurers was an imposter! The plan may be part of some larger scheme or the contact had to mislead the adventurers to convince them to go on the adventure.

7. Technology: There are many thinking minds in the land creating new inventions but it

looks like this time the enemy got their hands on it first, and the adventurers are completely unprepared for it.

8. Old Enemy: The adversary is somebody that one of the players knows. They’re familiar

with their methods but the enemy knows the player as well.

9. Old Friend: One of the adversaries is someone that the player knows and believes is an ally. Will the players turn against them?

10. Third Force: There’s another faction that becomes involved in the adventure who is not

allied with the adversary or the players. Their goals may be the same as the players or against them or even something entirely different. Roll the Antagonist table to see who it is.

11. Time Limit: There’s a deadline and the adventure need to finish by a certain time or

something happens.

12. Trap: The entire adventure is an elaborate trap. It may be against the players themselves or designed to trap the gullible.

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The Dramatic Conflict: 1. Destruction: Completing this mission will cause a lot of destruction. People may get killed

or perhaps legendary buildings or artifacts will be ruined. How much damage are the players willing to cause?

2. Economic Harm: Because of the players actions a lot of people will be poorer. People may lose their kingdom, their land, or the very crops that support their fragile existence.

3. Environmental Damage: The adventure will harm the land in some incredible way. Either through magical means or natural effect of some grand scheme, land may become uninhabitable or impossible to grow crops.

4. Family/Friend: Someone the players know will be harmed by completing this job. Is the cause worthy enough for their sacrifice?

5. Honor: The players gave their words and now they have to go back on it. This time it isn’t about deceit or treachery, they just have to betray someone they trust.

6. Innocents: Someone who isn’t involved in the adventure is going to be hurt if you succeed. Maybe a secret people weren’t meant to know will be revealed, or after this adventure their lives will be in danger.

7. Justice: It isn’t about the law, it’s about justice. Someone will escape the law or perhaps get blamed for something they didn’t do.

8. Loyalty: A player owes an allegiance to someone or something and this adventure will come into conflict with those loyalties. Perhaps it’s a debt the player owes or simply that their patriotism will come into question if they don’t stand up for what is happening.

9. Morality: To complete the adventure the players are going to have to do something morally wrong. Torture, slavery, or even murder; it must be done for the greater good.

10. Reputation: Whether the players are well known or not this adventure will certainly put a mark on them with the people of the land, and not for good.

11. Truth: Ultimately the players will have to suppress some great truth, or find a way to tell everyone about some great lie. Either way they’re on the side of deception.

12. Wealth: As it turns out the players are not only going to not be paid for this adventure but they’re going to end up poorer than before. Either they have to give a large amount of gold as payment or the effects of some event will wipe out any chance of getting money.