This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

TheRPGsite's Great FtA! Random Chart Design Contest (CONTEST CLOSED, WINNERS LISTED)

Started by RPGPundit, September 07, 2007, 07:26:44 PM

Previous topic - Next topic

RPGPundit

This is the submission thread for the official FtA! random chart design contest. The rules for this thread are as follows:

1. This thread is for posting your random charts to be considered by our judges (myself, Dr.Rotwang! and Jrients) for the prizes offered by Flying Mice games (1st prize: cash!, 2nd Prize: FtA! or other Flying Mice Print book, 3rd Prize: FtA! or other Flying Mice PDFs).

2. Any random chart posted on this thread will be considered for publishing in the upcoming FtA! Gamemaster's Notebook! (FtA!GN!), and as such posting a chart on this thread will inherently constitute permission for your chart, whether or not it wins the contest, to be printed in this sourcebook.  Any charts published in this sourcebook will receive a credit in the book.

3. Please limit yourself to posting charts here; any commentary should go in the adjoining Commentary thread.
Other than Flying Mice (which will probably post more about the rules and conditions, and prizes, shortly) and the judges (in their judging capacity), no one should post on this thread except to present a chart.  

4. All charts should be in following with the FtA! rules system; at the very least this means that the only random determinant for the chart should be the D6 (or D3), and extra consideration will go to any chart that incorporates other elements of FtA!'s rules.

5. The contest will run until September 30th, at which point only the Judges will be allowed to post, to give their decisions as to which charts are the winners.

NOTE: winners will be announced on this thread and will not be contacted by other means. So if you're new here, stick around a while, post in some other places, and keep an eye out for this thread at the end of the month

ALSO NOTE: You're allowed to enter the contest as often as you want, as long as its with a different table each time.

RPGPundit
LION & DRAGON: Medieval-Authentic OSR Roleplaying is available now! You only THINK you\'ve played \'medieval fantasy\' until you play L&D.


My Blog:  http://therpgpundit.blogspot.com/
The most famous uruguayan gaming blog on the planet!

NEW!
Check out my short OSR supplements series; The RPGPundit Presents!


Dark Albion: The Rose War! The OSR fantasy setting of the history that inspired Shakespeare and Martin alike.
Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
Arrows of Indra: The Old-School Epic Indian RPG!
NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
The new Diceless RPG of multiversal power, adventure and intrigue, now available.

joewolz

I know, I know, I said I wasn't posting anymore...but this was way too fucking cool to pass up.

Here's my submission:

QuoteRandom Ancient Coins Chart

Roll 2d6

2 Triangular coins with Eldritch Signs upon them, so worn as to be unreadable

3 Octogonal coins with a square hole in the center, held together on leather strings.  The coins bear the mark of Emperors from an unknown land; the markings are in unknown characters.

4 Square coins inset with semi-precious stones.  They weigh nearly twice as much as normal coins, and are marked with strange characters cut directly into the gems.  

5 Circular coins of unknown origin, all bearing the portrait of a bearded human on one side and a tree of some kind on the other.

6 Circular coins marked in the common tongue, but bearing no common symbols.  The faces are of unknown people and the mottoes are of unknown origin.  Even the heraldry is strange.

7 Standard coins from a previous era that have had all the faces marked with a crude X.

8 Roughly circular coins (actually a 20 sided polygram) with mottoes on both sides of the coins.  The writing uses the same letters as the common tongue, but form no recognizable words.

9 Similar to flattened ingots, these coins are small and oval, but much longer than they are wide.  The higher the denomination (written in ancient script on the coin in raised letters) the sharper the sides of the coin.

10 Square coins with a circular hole in the center, help together with fine chains.  The chains themselves may be worth more than the coins they hold.

11 Oval shaped coins, which are all highly magnetic, and each denomination sticks together.  They have all been worn smooth with time, but bear some hardly discernible markings.

12 The coins are all actually rings kept on small wooden hands.  The hands have hooks on the "wrist" side of them to be worn on a belt.  The wood is mostly rotted now, and the rings are too small for human-sized creatures to wear.
-JFC Wolz
Co-host of 2 Gms, 1 Mic

bluegargantua

Hi,

  The concept was intriguing enough to play with for 20 minutes and so...

What Was That?

Roll 3d6:

3:   The unraveling of reality!  A jagged opening into Hell/Chaos/Annihilation opens before you!

4:   Jinkies!  A Ghost!  He possesses one of the party to carry out his dread vengeance against the King!

5:   Dashing Pierre, the Quick Pick!  He's just robbed you of your most valuable item and fled!  After him!

6:   The cry of a warband!  2d6 Warriors leap out in ambush!

7:   The twang of a bow!  1d6 Unseen archers are attacking!

8:   The snap of a twig. Someone's following you!

9:   Just an odd shadow.

10:  Nothing -- just the wind.

11:  The creak of a tree branch.

12:  A traveling merchant.  His wares are high quality, but cost 30% less than normal.

13:  A friendly local.  She can give useful advice about the surrounding area.

14:  A magical windchime.  Listening to it provides a minor magical effect (of a healing/defensive nature).

15:  The cry of a child in trouble.  Rescuing him/her will lead to a big reward.

16:  The glint of a large gemstone set into a giant statue.  care to check it out?

17:  An injured being from the Upper Planes.  Can you help it?
 
18:  The glow of a hidden, magical city that you've stumbled across somehow.


later
Tom
 

Settembrini

D66 You find a pointy hat. It is...
                                                                       11
                                            invisible.
                                                             
12
                                            made out of a newspaper. If the pointy hat is unfolded, the                 newspaper reveals itself to be the stock market section of the                 ,,Blackmoor Trumpet". The process of unfolding destroys the                 hat.
                                                             
13
                                            glowing in the dark. Sun, moon and stars are embroidered with                 yarn made out of  a  a ghost´s ectoplasma, or ethereal                 wool, depending on the alignment of the former owner.
                                                             
14
                                            wet. A small shellfish nests                 inside and attacks any intruder.
                                                             
15
                                             green                  
                                                             
16
                                            yellow
                                                             
21
                                            white
                                                             
22
                                             made out of never-melt-ice.                 If worn, it provides protection from cold and a stiff neck. Fire                 creatures will relentlessly and blindly attack the wearer,                 ignoring everything else.
                                                             
23
                                            warm and faintly throbbing                 with the rhythm of a bovine heart..
                                                             
24
                                            smelly. The odour can be                 described as fishy.
                                                             
25
                                            made out of manticore-hide.
                                                             
26
                                            orange
                                                             
31
                                            fitted with a small label on the inside. The name ,,Steven"                 is embroidered on it.
                                                             
32
                                            black as the night.                  
                                                             
33
                                            perfectly black. No light whatsoever comes back from the hat.
                                                             
34
                                            equipped with poisoned dart. It can be fired up to 30 feet by                 moving both ears while wearing the hat. The mechanism can be                 reloaded, new darts can be manufactured for a price of one silver                 and seven copper. The spring itself is above the abilities of                 contemporary craftsmen.
                                                             
35
                                            grey.
                                                             
36
                                            made out of batwings. A wireframe holds the tender                 construction in the right shape.
                                                             
41
                                            scruffy.                  
                                                             
42
                                            fitted with two bells on the pointy side.
                                                             
43
                                            fitted with two bells on the pointy side. Their jingling is                 only audible to creatures like Gnolls, who experience it to be                 quite arousing.
                                                             
44
                                            fitted with a glowing bell. Instead of jingles, it emanates                 ripples of light.
                                                             
45
                                            embroidered with the word ,,Dunce".
                                                             
46
                                            connected to a false grey beard, which doubles as a strap.
                                                             
51
                                            dark blue. Star, moon and sun are stitched onto it in white.                  
                                                             
52
                                            dark blue. Star moon and sun are stitched onto it in white.                 One batch of stars resembles  the zodiac sign of the wearer. It                 changes upon installation upon the head.
                                                             
53
                                            dark blue. Draconic signs are stitched upon it in yellow.                  
                                                             
54
                                            dark blue. Draconic signs are stitched upon it in white. When                 read aloud, they will reveal their nature as words of power and                 teleport everyone within 30 feet to the Dragonlords abode.
                                                             
55
                                            brown.
                                                             
56
                                            made out of silk.                  
                                                             
61
                                            embroidered with arcane symbols. They don´t make any                 sense, as anyone passing an easy Occult Lore check can say.
                                                             
62
                                            embroidered with eldritch symbols. Anyone making a difficult                 Occult Lore check will understand it, but refuse to tell anyone.
                                                             
63
                                            embroidered with letters of the lost language of dweomercraft.                 An impossible Occult Lore check reveals the meaning: ,,Athletics".
                                                             
64
                                            embroidered with with enigmatic symbols. An extremely                 difficult Occult lore check will educate the reader on magic                 wards.                  
                                                             
65
                                            pink.
                                                             
66
                                            fitted with a small, one inch diameter silver ball. The ball                 usually is inconspicous, but when the wearer makes jumps or falls                 down, the bell will give off a very low pitched and loud rumble.
                 Inside the silver ball is a sphere of annihilation, which is                 set free once the silver ball is broken or severed.
If there can\'t be a TPK against the will of the players it\'s not an RPG.- Pierce Inverarity

JamesV

Because a magic weapon with a name is more than a bonus, it's a legend all it's own.

Weapons of Legend Name Generator - Roll 2d6 on each table.

1: Hanrix's
2: Palomar's
3: Athene's
4: Uriel's
5: Weyland's
6: Desdemona's
7: Kell's
8: Osbeorht's
9: Celine's
10: Philip's
11: Svenson's
12: Cyneburga's

1: Unstoppable
2: Endless
3: Deadly
4: Burning
5: Ever Sharp
6: Ravaging
7: Fearless
8: Bloody
9: Seeking
10: Mighty
11: Dreadful
12: Unceasing

1: Slayer
2: Devastator
3: Mankiller (you can substitute "man" with any appropriate race or creature)
4: Widowmaker
5: Hewer
6: Head Taker
7: Executioner
8: War Ender
9: Soul Stealer
10: Dreadstorm
11: Judgement
12: Doom
Running: Dogs of WAR - Beer & Pretzels & Bullets
Planning to Run: Godbound or Stars Without Number
Playing: Star Wars D20 Rev.

A lack of moderation doesn\'t mean saying every asshole thing that pops into your head.

GameDaddy

roll 1d6 for primary locale table...
1. Urban Setting
2. Suburban Setting
3. Rural Setting
4. Transportation Network
5. Military
6. Wilderness

Urban Setting
roll 3d6
=========================
3 Skyscraper or Tower Building
4 Tall Historic Building
5 Tall Modern Office Building
6 Large Mall
7 Parking Garage
8 Newspaper Office
9 Office park
10 Medical Center or Hospital
11 City Streets
12 Merchants District or Marketplace
13 Major Hotel, or Chain Hotel
14 Park or recreation area
15 Major Sports Arena
16 Museum (Art, Science, History)
17 Church, Seminary, Parish Complex, Graveyard, Funeral Home, Seminary
18 Government Building (Post Office, Court House, Jail, Legislative Offices, City Hall, Police Station, Fire Station)

Suburban Setting
roll 3d6
=========================
3 Residential Neighborhood
4 Gas Station
5 Church
6 Convenience Store
7 Strip Mall
8 Park, baseball field, football field
9 School
10 Post Office
11 Courthouse,
12 Police Station
13 Housing subdivision
14 Housing subdivision
15 Shopping Mall
16 Fast Food Restuarant
17 Public Swimming Pool
18 Residential Neighborhood

Rural Setting
roll 3d6
=========================
3 Small Town
4 Farm
5 Farm
6 Ranch
7 Church
8 Gas Station
9 Convenience Store (Fishin is us, etc.)
10 Crop Fields
11 Isolated House
12 Graveyard
13 Mortuary
14 Crop Fields
15 Woods
16 Woods with stream
17 Bridge
18 Store or Shop

Transportation Network
roll 3d6
=========================
3 Subway System
4 Subway & Trolley System
5 Trolley System
6 Local Bus System
7 Major Airport
8 Minor Airport
9 Unimproved Dirt Airstrip
10 Major Railway Station
11 Train Depot
12 Railroad Yard
13 Major Interstate or Highway
14 Minor Highway (usually only 2 lanes)
15 Country Road
16 Port Authority (Major Port - Cargo & Cruise Ships)
17 Docks & Warehouses (Minor Port)
18 Marina (Private Boat docking area with buoy docking)

Military Setting (2 tables, 2 rolls total)
First roll 1d6
=========================
roll   Size
=========================
1    Large Base
2-3 Medium base
4 Small base
5 Garrison
6 Outpost or single building

=========================
roll  Type
3 Ground Force
4 Air Force
5 Naval
6 Missile
7 Acquisition & Tracking Station
8 Ammunition Depot
9 Weapons Production facility or factory
10 Intelligence or Communications Center
11 Secret Command Center
12 Surplus Scrapyard
13 Warehouse or Storage Center
14 Research & Development Center
15 Weapons test Range
16 Naval
17 Air Force
18 Ground Force

Wilderness Setting
roll 3d6
=========================
3 Great Forest
4 Coastal Mangrove or Wetlands
5 Mountain Range
6 Desert
7 Conifer Forest
8 Add Hills, re-roll on this table
9 Minor River, re-roll on this table
10 Rugged Scrub & Rock Covered, Re-roll on this table
11 Grasslands or Savannah
12 Butte lands or Badlands
13 Majestic Gorges or Canyons
14 Deciduous Forest
15 Desert
16 Large lake or lakes district, re-roll on this table
17 Major River
18 Great Forest

=== end of tables===
Blackmoor grew from a single Castle to include, first, several adjacent Castles (with the forces of Evil lying just off the edge of the world to an entire Northern Province of the Castle and Crusade Society's Great Kingdom.

~ Dave Arneson

JamesV

Consider this entry the replacement for my original one in the previous post
Running: Dogs of WAR - Beer & Pretzels & Bullets
Planning to Run: Godbound or Stars Without Number
Playing: Star Wars D20 Rev.

A lack of moderation doesn\'t mean saying every asshole thing that pops into your head.

sithson

Cheating, here is my 3D6 + Open ended Stupid Potion Side-Effects and Quirks

3 The froth on this potion is light brown and smells like a smelly old sock. drinking it, the bubbles roll across the roof of the mouth and refuse to pop, until swallowed, still leaving one with a feeling of bubbles in the stomach for 3D6 days. The bubbly feeling the potion leave the character with bouts of violent burping fits at random intervals. In battle, concentration, or spellcasting roll a D6 to determine if a Violent yack fest of burping ensues. A roll of a 1 causes this effect to happen.

4 This strange black and thick syurpy liquid rolls down the throat with the speed of molasses.  It takes 1D6 rounds to swallow the liquid! Unfortunatly, it tastes like the most fowl, out of season and digestest remains of a porcupine, with all the quills on it. Once swallowed the character can swallow other potions twice as fast for the next 1D6 days (for the black liquid coats the throat and liquids slip down it much easier!) However for the duration it feels like the characters throat is on fire and they are compeled to drink liquids whenever they are presented or gotten for easily.

5 Pink, thick and smelling like a rotten corpse this potion slides down the throat with ease, and tastes minty, fresh and sweet. In fact, so good that the character thinks they need more. One swallow of this potion, is not enough, after the first dose, they MUST swallow the remaining liquid, including and up to using water or breaking the vial to lick out every single last bit. Once completly gone (Which can take up to 1D6 rounds, to get out that..last drop) the character is satisifed. Side effects include constipation for 1D6 days.

6 This thin red and cherry flavored potion is light and and tasty, almost like candy. However, this potion has some horrid side effects. Roll 1D6 on the following horrid side effect chart, becuase...rolling a 6 is very very bad. (Did I mention this was an open ended chart?)

1. The characters face, turns red, beet red, and numb, for 1D6 rounds.
2. The characters arms turn red, for 1D6 days. And itch. The itching burns!
3. The characters body is covered in red welts. They don't itch, and smell like cherrys. Unfortunatly many monsters like that smell. MANY. Roll 1D6 on a ...ehem, 6. A random monster appears to try to devour the aflicted character (GM's choice, of course)
4. The character pukes up the potion and breaths fire for 1D6 rounds. It does 1D6 fire damage. If either of these D6 was a 6 the damage effects the character, as well.
5. The characters pants become beet red from the liquid going through the body. The character must find a lue and go for 1D6 rounds of horrible, horrible red runs. Did I mention they burn?
6. Woe be the character that gets this. They vomit, crap and welt cherries for 1D6 hours. On a 6, this becomes days. The cherries burn, itch and taste great!  Consult the table again, if, for some god awful reason a player chooses to eat a welted cherry, vomit or excrement. Once the character is done with this effect, consult the table again... (open ended till, at least they dont roll a ever loving 6 =D)

7 This purple liquid smells and looks like grape juice. It tastes like putting your mouth over a open fire, and inhaling the smoke. A mesquite fire roasted over an open corpse. Side effects are, a constant...sound and smell eminating from the back side for 1D6 days, that of the orginal taste.

8. The green apple tasting liquid actually isn't that bad! It tastes great, makes the mouth water and otherwise is great tasting. 1D6 months later the character erupts in a green flame dealing 1D6 Damage to the player. They forever hate the taste of a grany smith apple forever. This includes pies. Red apples are okay.

9. The blue liquid in this bottle is thick like oil, almost and smells like a winters spring day. Upon drinking, the player is struck with wanting to wash his, the other players and whatever other clothing that is within a 1D6 miles untill briliantly clean.

10. The orange liquid in this bottle, smells and tastes like nothing. However after consuming the player causes himself to vomit, 1D6 rounds later, for no reason at all. The vomit is orange and smells and tastes like nothing, and could be bottled up and sold as a potion. It makes 1D6 potions, and then repeat. Ad nasuem. (Insert drum snare)

11. This bubbling, fizzing, and snapping clear liquid froths and and steams out of the top of the bottle like fine mist. The smell is like lemon and lime and tastes like an orange met a pinnaple. Unlike the previous ten potions no horrid side effect happens. Instead the player must say one of the following words, "orange", "lemon", "lime", or "pinnaple" in every sentance for the next 1D6 hourse. On a 6 that becomes days.

12. 6's are bad. If the player who got this number had a 6 when rolling on this chart. Consult the really , really bad horrid chart bellow. Otherwise, this strange multihued potion looks black like ink, with winks of white, that appear to be stars. The smell of the potion can't really be described. Some say rotting flesh, while others say blueberry muffin. Everytime it's different. The taste is the same, but typicaly opposite of the smell. Rotting flesh would be warm fresh meat in taste and blueberry muffin would proboly taste like a blueberry bush errupted in your mouth and the blueberrys tastes like socks.
The player is then rocked with a strange halucination for 1D6 rounds. Afterwards the player feels like he knows a secret, but can't quite say what it is. This secret can't be shared, and the player is haunted by this knowing something in the back of his head sensation for 1D6 Days. When the effect ends the secret is revealed, as "I saw Stars, nothing but stars."

"The really bad horrid chart" 2D6 (if either die comes up is a 6, well, sucks to be the player.) In addition to the above, the player is also effected by the random taste and smell as decribed bellow. Please, don't roll anymore 6's (See entry 7)

2. The potion tastes and smells like gravy. The player is compeled to eat like a hound dog for 2D6 hours, overstuffing their face. At the end of the duration they must vomit the entire amount out at a lue. For 1D6 hours they must talk or have the manerisims of elvis.

3. The potion tastes and smells like shoes. For 1D6 days the player is can't talk, and constantly tap dances.

4. The potion tastes like sugar and smells like poison. For 1D6 rounds they must air flute/guitar/whatever else instrument they can immediatly think of , all the while feeling like wet sugar was poured over them, making them sticky sweet.

5. The potion tastes like red hots and the hottest salsa youve ever eaten, it's chewy and smells like the fires of hell. For 1D6 hours the player is compeled to try to at least, get one persons soul via signature and shady deal.

6. No this isn't a bad number, the next one is. The potion tastes like a fresh salid, and smells like oil and vinegar. The player wants to be a vegitarian for 1D6 months. If they are already, they want to eat meat.

7. DOOM! If the player rolled a 6 to get this result, on the 2D6 chart and or gets a 6 in any roll from now on, consult the "So you really had to roll that 6" chart after this horrid bad things chart (the effect stacks with each potion description).  Otherwise this potion tastes like butter and smells like eggs. The player wants to cook (Even if they can't) for the next 1D6 Days or meals. On a 6... its months. The player always insists, no matter what, and even if the players cook without them, they will cook a meal anyways, such is the compulsion.

8. The potion tastes like a book and smells like ink. The player forgets how to read and write for 1D6 days. If they can't read or write, they feel as if they can, and attempt to do so, to prove other people wrong.

9. The potion smells like a flower, and tastes like a bee stung your mouth way to many times. For 1D6 months you become alergic to bee stings, if your character was already alergic, they are now immune for that amount of time.

10. The potion smells and tastes like floor tile. For 1D6 days the player thinks, acts and smells like a dwarf, and are convinced of it. If they already are a dwarf, no effect.

11. The potion smells like dead bird and tastes like a mouse. For 1D6 hours they act like a typical house cat.

12. Oh, this ones bad. This potion subjects the player to visions tastes and experiances they have never had or imagined. It smells and tastes like a star exploding in your mouth, and smooth vannila ice cream with melted guda cheese. The player MUST roll again on this chart (as well as the "So you really had to roll that 6" chart, twice remember) and add the effect to the list of effects. Multiple twleves earn you extra pain, as you must do it again, untill you get it right. The effects are continious. As soon as one ends, the next effect kicks in. Enjoy!  Side effects of this potion are, you think you can control the galaxy for 1D6 minutes, and mumble act and dance around strangely.

Now the "So you really had to roll that 6" chart

1. Your left arm turns red, then for the Next 1D6 days progresses up the color wheel. (red,orange,yellow,green,blue,violet) You can't touch interact or eat anything your arm's color or higher, and are parinoid about the higher colors. When you reach viloet the following effect ends.

2. Your hair erupts in flame, and you take 1D6 damage. The next day, it turns to stone. The following day the stone turns into water, dousing you with a at least a buckets full amount of water (more if your hair was longer)
the next day your hair grows back to normal and looks like it is contiously being air blown. It remains like a mad scientist's creation for 1D6 Days afterwards, no matter how hard you try to fix it, and the player can't cut it either (Other players can)

3. Whenever you pick up a weapon for the next 1D6 hours you must lift it high into the air, never to allow your self to drop it. You may continue to use it to attack, but after the battle you continue to look foolish. If you fumble or drop it, the time is reset, and 1D6 hours is added to the time. After the time ends you can't lift anything with the arm you held the weapon high for at least 1D6 days.

4. You suddenly get acne all across your body. This lasts for 1D6 hours and the player must talk with an alternating high low voice during this time.

5. The next time you see a monster you must flee. No matter if you are immune to fear effects or not. You must flee, and act like a complete coward for 1D6 battles. After the first round or cowering you may fight like normal, but are still crying.

6. The gods don't like you. A lightning bolt strikes you out of nowhere for 1D6 damage. This happens 1D6 times, at random, and totaly up to the GM. A 6 on the random times indicates that yes, you have to roll on this chart...again. This effect can't happen underground or if theres a roof over the players head.  There is a constant black cloud lingering over the players head untill the effect ends.

(now back to the chart!)

13. This purple blue liquid looks and smells like dragon skin, cooked to perfection. It tastes like a warm bowl of milk and honey. The effect of the potion puts the player to sleep for 1D6 hours, but first they must pour out all their wealth in the form of coins to sleep on like a bed.

14. This light, airy and sizzling potion looks amber in color, and slides down the throat like a warm brandy. The player is compulsed to drink as much alchocol they can for 1D6 minutes untill they pass out afterwards.

15. The dark bitter brown and ucky tasting potion can't be described to taste. Players MUST pinch their nose when drinking. Afterwards the player cannot smell or taste anything for 1D6 Days.

16. This fuzzy warm and white potion tastes like a strange exoict fruit. The player must go as low as they can go and play imaginary limbo for 1D6 hours. Afterwards They move at half movement, becuase of the lower back pain.

17. This purple doted potion is strange. Mostly becuase of the purple dots. It smells like pork and tastes like soda pop.  The player feels the need to consume the flesh of people or raw meat for the next 1D6 days. In addition they must sing and or hum while consuming the said flesh.

18. Now your going to think this ones horrid. Guess again! This potion is clear, smells like water, tastes like water, and is thick, syrupy and rich. Small bubbles roll along the top of the mouth as this smooth liquid goes down, and nothing seems to happen immediatly. Instead, the Gm is to wince, nodd approvingly, give an evil smile, or otherwise, indicate the players doom when getting this result. Wincing is proboly best. Add a OOOOh and you get the right feel. If this is the FIRST time rolling on this chart and you get this result, consult the chart again, otherwise if another potion was given out use this result. After injesting, 1D6 rounds later indiate the player feels a funny sensation in their tummy. Then, 1D6 hours later, indicate that they think somethings happining, slight discoloration in the skin, spot in front of their eyes, or other wise harmless yet more potent effects that the potion has done to them. 1D6 days later indicate that yes, now for sure something is going to happen to them. Roll 3D6 look at them in abject horror, then to the player in question. Consult the chart. Consult it again, stratching your head and shrug.  Then wince. wince alot. Roll some more dice. Wince more, and then go "maaaaaaan" When said player can no longer handle the pain. Get up Claim bathroom rights, and wait. Wait a good few minutes.  Then, and only then, come back to the table, look at the result again and say to the player. "You burp." Regardless of the outcome, 1D6 Months later the character bursts into flame, vomits, and otherwise deals 1D6 damage to themselves in spectacular fashion, leaving their face black and a stunned look across their face. Inform them that, yes, the final effects of the potion happened. =D

There, I hope you enjoyed the chart. I had fun writing it.

P.s. I suggest that you use the decriptions and tastes in normal regular potions (but not the stuipd side effects). Hilarity ensues when its a bad one. Make the healing potions taste cherry at least, like roll number 6.
 

sithson

I shouldn't do more, but Jeff has now offically compeled me.

Stupid Laws that Make Visiting the Town A Pain in the Butt

Roll 2D6

2 You must peace knot your weapons, and your shoelaces (Considered as a weapon)

3 You must visit the authority and show him your exposed backside, bending over. He will kick you in the rump three times to ensure your not smuggling any illict items.

4 You can't be on the streets during the waxing of the moon after last bells. The fine is being locked up and the next day pranced around town with colored ribbons to ward the evil spirts from your body.

5 Wineskins must have wine in them. If they don't you're forced to burn them, also "iron" rations must have a small ignot of iron in them or they are confiscated. Regular rations don't apply.

6 You must be polite to the guards. Any sass and you get a demerit shaped in the form of a round sharp and worn coin to be hung around the neck. 6 of them and you have to scrub the local farmers yeast fermenter who supplies the local tavern. 12 and you must mary one of his ugly wifes sisters (equaly if not more so horribly ugly) in restitution. The farmer is the mayor, incedently and formed the town.

7 All weapons must be named. The name must be etched or otherwise inscribed upon the blade or hilt. Non named weapons must have them etched or engraved by the local blacksmith for a fee of 1D6 Silver.

8 Drinking inside the tavern is not permitted. People intending to drink must do so near the "Puke bowl" A giant round shaped bowl that is the town square. Puking inside the tavern earns a night in the bowl.  The bowl is cleaned out once a day and the leavings used as compost. The bar owner has such fowl beer that on the first drink typicaly one must puke. People who are caught during the waxing of the moon are paraded around the puke bowl.

9 If you are an outsider to the town you must wear a funny pointed hat that says in old common "Outsider" You might get pelted by tomatoes.

10 In town you must only pass over the bridges in one direction once, never twice before forced to leave town. Its considered bad luck to pass over them in more than once in one direction.

11 The guards at the gate let all but one strange person in town a day per party, the remanding person must camp outside.

12 Players must speak always in the form of questions when bartering for goods in town. If a player breaks this rule before the person selling the goods they must leave the building. The town typicaly sells the best weapons and armor, claming only crafty people are able to weild the best of gear.
 

sithson

going for the gusto...jeff I hate you.... heres

Why Is The Dragon On A Rampage?

Roll 3D6

3 Upon coming to rest upon my pile of treasure, I find that it's smaller. Someone stole a copper from me! For that they will surely pay!

4 Where is my Tied up maiden on a stick? Do you foolish mortals not know of the promised pledged I made with the king nearly a hundred years ago with your long dead king? Why is his great great grandchild not on a stick, ready for my tounge to devour?

5 That knight thinks hes better than me huh? Well Ill roast every one of the towns i think hes hiding in!

6 That cow's bell from the cow I ate is stuck in my throat. Perhaps ill down a few villagers to get rid of that confounded cow bell!

7 Cows. I can't get enough of them. And cattle. Im so hungry. Just one more wont hurt.. or maybe a dozen?

8 Thats the last straw! Here I am trying to sleep and that bard from that city is driving me nuts with his melody! I must capture him, I will make him play for me!

9 My mate says I don't have the stones for rampaging citys anymore. Ill show her.

10 Man I wake up and it's been a dozen years, and all of a sudden theres this town in my borders? Not for long.

11 So they are sending their "Best" to kill me, huh. I won't wait for them to find me, in my lair and steal from me. Ill get them first!

12 The magic user in that city nearby hasn't paid me for that scale he took ten years ago. Time for a "Visit"

13 What are thouse pathetic man folk doing? Thouse piles of hay just beg to be burned!

14 So that little witch princess thinks she can get away by tricking me? Me of all things. Ill show here and her kingdom what for.

15 I just flew by...to say...i'll eat ya....

16 MY MATE! They killed her. Now time for revenge!

17 Heavens! I knew Blathrog was right! You can't just eat one of the crunchy ones in armor! Ive got to have more!

18 After that bitter defeat by my rival i had to give him half my horde. Time to get it back.
 

Fell

PHYSICAL HENCHMAN QUIRK

For Spicing up those random goblins and soldiers that break in the tavern door to take your PC's by storm... roll 4d6!

3 - You Can't roll a 3 on 4 dice, how did you get this?  Should you be GM'ing with such math skills?

4 - Scar over left eye

5 - Facial Birthmark identical to one of the players favorite weapons.

6 - Unnatural hair color... even body hair!
   Roll Another 1d6
   1 - Pink
   2 - Blue
   3 - Green
   4 - Steel
   5 - Gun Metal
   6 - Roll twice more, stripped!

7 - A broken arrow tip still lodged into the neck.

8 - An eye replaced by a gold coin.

9 - The word "Liar" carved into his forehead.

10 - Teeth replaced with small dragon scales.

11 - Armor painted with bright red paint

12 - Surgically implanted whiskers.

13 - A tattoo on his bare chest that reads "I'm with stupid" and the arrow pointing up.

14 - A leash around his neck and another mook holding the other end.

15 - A massive goiter.

16 - One knee that bends backwards causing him to walk with an crooked gate.

17 - Perfectly white teeth, so perfect they shine.

18 - A nose that has clearly been running for quite some time, covering the face in snot.

19 - A very fine hat, but otherwise a disheveled and filthy appearance.

20 - A wooden leg that appears to be made from a still living treant.

21 - Zits that form a pattern:
   Roll Another 1d6
   1 - The Word Redrum
   2 - A pc's name
   3 - A constallation
   4 - The answer to a later puzzle
   5 - A smiley face
   6 - Roll twice more, one on each cheek!

22 - A cape accidentally tucked into the back of his underwear.

23 - A noose worn around the neck, an hourglass dangling from its tie.

24 - Reroll twice on this chart!
 

sithson

Oh, you though I was done, huh? Oh no.

What Are All These Damn Caravans Hauling, Anyway?

Roll 1D6 For simple answers

1 Food
2 Precious Cargo
3 People
4 Weapons
5 Armor
6 Personal Valuables (Ie some ones imporant stuff)

Section 1 Food (Expanded answer)
Roll 4D6 (Roll enough times for a cart typically 1-4 times)

4 Barrels of pickeled fish, halabut and smoked eel
5 Wheels of Hard Cheese
6 Loafs of Fresh bread
7 Loafs of Stale bread
8 Barrels of fresh figs
9 Barrels of Salted Venison
10 Racks of Smoked Sasauge made from veal and pork
11 Hard Salami cured and aged
12 Heavy 20 pound sacks of flour
13 Crates of fresh Eggs and crates of Live chickens
14 Gallons of Goats milk and tubs of weigh for cheese
15 Barrels of Churned butter
16 Case of Ale, Poor quality
17 Case of Ale, Good quality
18 Case of Ale, Great quality
19 Case of Wine, Poor quality
20 Aged and smoked side of beef
21 Aged and smoked side of Pork or game
22 Crates of bacon and Sides of Cured smoked and glazed ham
23 Crates of Vegitibles
24 Crates of Live game (Rabbits, Small hogs)

Section 2 Precious Cargo (Expanded answer)
Roll 3D6 (Roll enough times for a cart typically 1-4 times)


3 The Kings Crown jewels (Comes with 4D6 gaurds)
4 Small Locked box of Gem's Comes with 1D6 body guards, gem merchant
5 Work of Art (painting) Comes with 1D6 body guards
6 Bundle of Letters from the front lines to loved ones
7 Dead corpses from the front lines to be buried by loved ones
8 Fine Linens
9 Fine Tapestries
10 Locked boxes of coin (Comes with 2D6 body guards)
11 Furnature from the royal lords house
12 Fine China from the royal lords house
13 Tobacco, or other smoking stuff (chew or what not)
14 Pottery
15 Books (ordinary)
16 Barrels of Realy Expensive Spirts Comes with 1D6 guards
17 Important legal documents/papers Comes with 1D6 Guards
18 Illiegal contriband (Drugs) Comes with 2D6 Thugs

Section 3 People (Expanded answer)
Roll 3D6 (Roll enough times for a cart typically 1-4 times)

3 The kings illicit son Comes with Maid in waiting, possibly 1D6 guards
4 A royal lord Comes with 1D6 Escorts and 2D6 Guards
5 Slaves (Monsterous, goblins, and the like)
6 Slaves (Human, prisoners of war for the fields)
7 Slaves (Prostitutes)
8 Ladys in waiting 1D6 + 1D6 Guards
9 Dwarven miners
10 Children
11 Royal Consorts +2D6 Guards
12 Taskmasker + 2D6 Goons
13 Newly weds / Farmers / Homesteaders
14 Conscripts (4D6)
15 The prince! Comes with 4D6 Gaurds
16 The Princess! Comes with 3D6 Guards
17 Experts in the field (Blacksmithers or potion masters or that sort of thing)
18 Holy Members (Preist / monks)

Section 4 Weapons (Expanded answer)
Roll 2D6 (Roll enough times for a cart typically 1-4 times)

2 Bundles of Swords long and short
3 Dozens of Halberds or long poles with sharp blades on them
4 Crates of Warhammers or Large bludgen type weapon
5 Gunpower (Or subsitiute of)
6 Balista parts, or tretchbuket parts or other parts for large seige weapons
7 Cannon balls, or balista arrows or other ammor for large seige weapons
8 Bundles and bundles of arrows, crossbowbolts, and pellets
9 Crates of axes
10 Dozens of bows, crossbows and ranged weapons
11 Explosives, includes stuff like greek fire
12 Large two handed weapons (Claymores etc.)

Section 4 Armor (Expanded answer)
Roll 2D6 (Roll enough times for a cart typically 1-4 times)

2 Crates of Leather Armor
3 A few Carefully made Splint armor
4 Dozens of suits of medium Chain mail
5 A few dozen Small Wooden Sheilds and bucklers
6 A handfull of Large Wooden Shields and small steel sheilds
7 Dozens of Large Tower shields and medium steel shields
8 A well polished set of field plate mail
9 Crates of coifs and dozens of steel helmets
10 Dozens of Bucklers and Leg guards
11 A handfull of brestplates and hide armor
12 A full set of imaculate handcrafted Plate mail, crafted for the kings son for battle against the warring forces

Section 6 Personal Valuables (Expanded answer)
Roll 2D6 (Roll enough times for a cart typically 1-4 times)

2 Dozens of rare potions
3 Crates of exotic creatures and trinkets
4 Spices and herbs, bags of powdered pepper and cunks of salt
5 A small personal heirloom or lockbox given by the king to his daughter
6 Magical manuscripts and tombs used in research
7 Flasks and other alchemical delicate equipment
8 Rare mecanical and optical equipment used to gase stars or the future
9 Tools (blacksmith tools, or other tools used by a profession)
10 Musical instrument(s)
11 Magical Scrolls or holy works/tombs/gear
12 A coffin.. owner willing to pay nearly anything for it...
 

Fell

Random Spooky Weapon Omens

Need something to make that magic weapon a little more "special" here are some possible names with accompanying omens!  Just roll 4d6!

4 - Featherfell, An owl hoots whenever the weapon is drawn.

5 - Ichoredge; Blood spilled by the weapon turns black.

6 - Hearthrend; The weapon throws ash into the air whenever it is swung and misses.

7 - Watchgone; An eye on the pommel constantly looks at the wielder.

8 - Hingefoe; The wielder can't help but notice every nail in every door.

9 - Havenrest; Every morning the wielder awakens to find the weapon under his pillow.

10 - Mercygone; Wounds from the weapon look less deadly than they really are.

11 - Revelmore; All drink the wielder imbibes tastes like wine of good quality.

12 - Omenborn; Runes on the weapon form a calender that appears to be counting down to a point hundreds of years in the future.

13 - Hiss; Every morning a non-poisonous snake must be dumped out of the wielders boot.

14 - Mockheart; When drawn the weapon laughs if the wielder is angry or cries if the wielder is happy.

15 - Ne'erbroke; A coin in the hilt changes to always be the smallest coin of the local realm.

16 -  Lovegone; A lock of hair that cannot be removed from the hilt continues to grow and must be periodically cut.

17 - Foreverbane; The weapon appears dull and rusty but is still razor sharp.

18 - Darkdancer; The wielder's shadow mocks him and runs away whenever the weapon is drawn.

19 - Fatalfling; If thrown the weapon spins in the air like a corkscrew instead of hilt over end.

20 - Wanefriend; If outdoors at night a beam of moonlight is always cast down on the wielder, even on a cloudy night.

21 - Antibanke; The weapon grows brightly whenever the wielder lies.

22 - Pitchilde; The weapon smells like brimstone.

23 - Challenger; Cheers and clapping are doubled in volume.

24 - Casinova; Wielder coughs up a thornless rose whenever he sees a beautiful woman.
 

sithson

next on my hit list, thanks for jeff

Unique Features of The Tavern You All Meet In

D66 (Yikes!)

11 It smells like fish, and the tavern owner has a hook for a hand
12 The floor is an odd color of red, more black red than anything
13 The sign on the back of the door says "No Droi" You assume That it's supposed to say Drow
14 There is a large Mounted bears head over the bar
15 The bar is chipped and dented with marks from axes and swords
16 The bar is well maintained and oiled
21 The glasses are curved like an hour glass
22 The table is full of holes and dents from weapons being used on it
23 There is a large fish mounted on the back wall
24 A wanted poster that looks simular to one of the pc's is next to some other advertisements and help wanted board
25 One of the chairs the pc's is on is wobly
26 There is a chandeler hanging over the bar
31 One of the paintings in the room looks like its eyes are following one of the pc's
32 A old portrait of a famous person sits above the bar, bearing stricking resemblance to a Pc
33 On of the waitress walks with a peg leg
34 The table in the corner is marked with arcane symbols, that are unreadable upon closer inspection
35 One of the glasses has eldrich ruins on it, faded from to much use
36 One of the mugs is square with dwarven pictograms depicting an epic battle on it.
41 One of the mugs your drinking has a false bottom, inside is a note
42 The bartender has a glass eye and looks at the characters table often
43 The bartender has a lame arm
44 The room feels colder than normal
45 The room Seemed hotter than you recal
46 The table your at has a crudely drawn map etched on its surface, a bloody stain at the X part of the map.
51 There feels like a parchment under the table
52 The table is made of steel, and has several dents in it
53 The table is made of a massive sheild from a giant
54 The legs are made from old weapon hafts
55 A Paino plays itself in the backroom
56 Floating candles surround a table filled with robed figures
61 A errie light eminates from the backroom of the bar
62 The large keg used to hold the beer can be heard moaning softly However, the beer that comes from it is ice cold
63 One of the floor boards is missing on the floor
64 The painting on the back wall is tilited
65 The east window is boarded up while as the other ones are wide open
66 Different heraldy is plastered on the walls from far off lands
 Shields with family crests are hung on the walls

other features! 3D6

3 Several Game trophy heads line the back wall
4 A giant tooth purpoting to come from a dragon hangs on the wall
5 A large bird, about the size of a human is mounted on the bar in a attack stance. The bartender cliams that it was just a baby.
6 Glass shards litter the floor
7 The bathroom door is wide open, you hear some one ralfing
8 The celing is covered perpetualy in a errie fog.
9 The tankards are made of steel and reinforced with glass on the inside
10 There appears to be a basement door near the bar, left open. A large animal can be heard
11 The tavern doors look to have been replaced recently
12 The candles in the bar never seem to melt down and are black with a slightly blue flame
13 The entire floor looks like it had some sort of arcane mark etchted into it at somepoint
14 The bar is covered in carved letters from different tounges. It sounds like gibberish if you try to read it.
15 The fireplace seems to breath in and out, and the flame inside it seems to make forms dancing, never dying down, or needing fuel
16 A part of a tree trunk is embeded into the tavern growing down into it
17 Several Potted plants grow happily in one of the corners
18 A cofin is left open in the corner of the tavern. People avoid it and the bartender leaves a glass of fresh red liquid on the table it sits next to.
 

sithson

Wizardly Eccentricities, Abnormalities, Perversions & Deformities

This has to be a 4D6 list

4 The wizard Strokes his beard every so often, more than normal
5 The wizards left index finger is longer than the rest of his hands
6 The wizard leers longinly at fresh herbs
7 The wizard says "Fooshbottom!" (usualy under his breath) every so often
8 The wizard likes to drink from a cup made from a goblins skull, lined with glass and marked around the edges with arcane sigels and markings that translate into rubish if you try
9 The wizard has mole on the left side of his cheek that has a hair growing nearly as long as his beard, but jet black
10 The wizards hat sometimes seems to blink at you
11 The wizard must always pick up a book after about 3 or four minutes into any conversation, glancing it over and waving his fingers a certain way
12 The wizard puts on glasses and takes them off randomly, different kinds
13 The wizard ocassionly cuts open a live frog, newt or other small creature and studies its guts, even when talking to some one.
14 The wizard always squints even with glasses or without, the only exception to this is when he is reading or studing something
15 The wizard constantly makes gestures with his hands, without thinking and in company
16 The wizard ingests handfulls of worms, crikets or other bugs like candy
17 After eating something the wizard shouts BIZZELMOG! waves his fingers and dances in a circle once.
18 After reading or picking up a book The Wizard takes off his hat, (or grabs it if its already off) Reaches in, and takes a small strange bean from it, and eats it. he then burps a small puff of smoke.
19 The wizard looks like hes constantly drunk
20 The wizard has strange and bizarre trinkets sewed into his beard
21 The wizard constantly fiddles with the brim of his hat, looking up into it and muttering something
22 The wizard after rubbing his nose for some reason decides to wiggle his fingers about like hes possesed
23 The wizard leers uncomfortably at magical items and rubs his hands and licks his lips near one
24 The wizard always talks to some one while looking at them from the side, never directly as if hes actually talking to some one else, really