Dice Roller

To roll multiple dice (e.g. 3d6), click the plus symbol then roll the dice multiple times to combine the results.
Clicking the plus symbol again will clear the result.



An Array of Specimens Tagged as NPCs

Close Encounters with Humankind


If it’s not clear yet, I’ve been raiding some unfinished tables (and by ‘tables’ I mean the giant spreadsheets I start putting together like “oh I should make a wilderness travel table… okay so I’ll need a table of human encounters and a table of creature encounters and a table for the scenery and a table for interesting plants and then I’ll need to do the same thing for swamps and mountains and…”).


SO HERE’S SOME PEOPLE YOU MIGHT ENCOUNTER IN YOUR TRAVELS!


d20Along the Road You Meet..
1d4 Travellers.
22d4 Bandits, led by:
1. Insane prophet wearing the skins of beasts.
2. Wizard who knows 5 random spells.
3. Musically-voiced troubadour who swaggers the fuck around.
4. Conjoined-twin priestess of filth and fire, arms coated in poisonous pitch.
5. A pretty little pale-faced girl.
6. A naked man wielding a greathammer, staunchly silent from within his gorgeously painted wooden demon tribal mask.
3An envoy:
1. Replete with standard bearer, courtesan assassin, two arquebusiers in fabulous silk breeches, a towering eunuch wielding mace and dagger, and a superbly eloquent emissary with sharp, tapering nails.
2. Five serpent-tongued albinos in deep-hooded velvet robes that smell strongly of mice.
3. Comprised of a sole emissary of enormously morbid girth, dripping as much jewellery as sweat.
4. Three arbalesters wearing black-stained sallet and bevor, following a pair of porcelain-armoured knights, their helmets shaped like fat smiling faces, holding a great banner between them on pikes. The glyph-surrounded face in the banner speaks as the fabric ruffles and rolls.
Travelling:
1. On foot.
2. On domesticated Powder Deer, the leader/leaders riding Husbands.
3. On palanquin carried on the backs of blind monks.
4. By the charity of strangers.
4A game hunter house, the whole extended family bedecked in fine armour and filigreed weapons, accompanied by nervous Pets driving the carriages or running alongside wielding nets and spears and chains.
Some creatures will be killed for the thrill of the hunt, others captured for the arenas.
5d6 Merchants.
6A solitary warrior wandering the land.
72d6 Mercenaries, currently:
1. On their way home from a successful employment.
2. Infested with something awful from exploring where they shouldn't.
3. Looking for employment.
4. Dragging themselves away from catastrophe.
8An absurdly enthusiastic botanist and his long-suffering companion.
9A displaced hermit.
10A small cadre of intellectuals (d4+2) on their way to study/explore/harvest the nearest suitable thing.
Accompanied by:
1. d6 Mercenaries.
2. Bickering Maleficar siblings.
3. Two nervous students per intellectual, armed with braces of wheellock pistols, spears, and packs overflowing with notebooks and specimen jars.
4. A lithe, rough-faced duellist with flowing red hair, her body tattooed with the names of every person she's ever killed, a poison-throwing beauty, a scarred and disgraced ex-general, armed with crossbow pike and sorrow, and a kindly old traveller they picked up along the way; a member of the Endless Dark Murder Cult who will ensure they never make it back from the wilderness.
11An army on the march.
12A hunting party, five men armed with spears, bows, ropes and traps, accompanied by a favoured daughter and a lazy son.
13A priest on a holy mission.
14A travelling poet and assassin.
15d6 Merchant caravans + d6 Mercenaries per caravan.
16The ragged survivors of some terrible catastrophe:
1. A crazed marauder raid.
2. A sudden epidemic of beautiful floral infection.
3. Excavations that an unearthed and awoke an ancient slime.
4. The downfall of a would-be sorcerer who stole a Wizard’s tome and started reading.
17A feverish migration of the faithful to the site of some obscure religious celebration.
18d8 mould-covered fungus-controlled wretches making their way back to civilised lands to fruit. They're filthy but rather cheerful, eager to make friends.
19A maniacally self-assured and self-appointed duke looking for conscripts into his glorious army. So far he has a pock-faced teenage boy wearing absurdly good armour, a particularly angry swan, and an old man who looks to be at death's door who never talks. He rides on the shoulders of a naked farmhand with the proportions and mental capacity of a troll, drooling around the golden gag bridle between his teeth.
202d6+4 trappers and a silk-draped procurer who is more capable than he looks, seated next to his current flame, leading a caravan of wheeled cages looking to capture beasts for exhibition and sale.
Despised by the great game hunter houses.
d6If It's Not Clear How They're Travelling..
1On foot.
2On nearly-dead horses.
3On warpigs.
4In a crude carriage pulled by somnambulant humans in a permanent drug-induced sleep.
5In stag-drawn chariots.
6In a caravan train powered by a truly stupendous amount of rats running in the oversized wheels of the fore-carriage.

8 comments



Welcome to Scenic Whereverthefuck, if you lived here, you’d be caught up in drama by now.


In my short, sharp review of Scenic Dunnsmouth at the end of the last post, I listed what I felt were its shortfalls when I was running it, chief of which was the lack of inter-NPC relationships.

Well instead of crying about it, what I did was start working on my own town generator using a set-up method inspired by Scenic Dunnsmouth, and it’s done now.

 

What you do is this:

 

  • Roll 20d6, 1d4, and a couple of d12‘s if you feel like it (I threw them in for flavour as an afterthought, like a final dash of paprika). Either do it on a big piece of paper or take a photo that you can pretty-up using a future box.
  • Remove any d6 that has a result lower than the d4, so that you end up with something like below (click on the pictures to make them bigger and better).

[Edit: Originally the idea of removing d6‘s lower than the d4 was to vary the size of the town, but I think a better use of it would be to vary how many groups have a Common Curiosity, to lower the chance of having an overwhelming amount of things going on at the same time. So, roll 10 + d10 d6‘s, and that’s the variable town size. Then, re-roll each lot of d6‘s with a result equal to or higher than the d4 and look up the result on the Common Curiosity table.]

 

  • Each d6 is somebody’s house!
  • Mark where all of the dice landed, then re-roll each lot of d6‘s that have the same number and look up the result on the Common Curiosity table below.
  • Re-roll the d4 on the table corresponding to its number for the most significant/interesting feature of the town. The group that matches its original number is the most closely associated with it.
  • Look up the result of the d12‘s on the Other Features of Interest table.
  • Then roll on Who’s In Charge Here? to find out who’s in charge here.

 

Re-roll d6'sCommon Curiosity
1Ostracised from the community, more than happy to help ruin the plans of others for good or bad.
2Were once caught in a compromising position with a well-bred member of large livestock. It brings everyone else great joy to ensure they never live it down.
3Have a surprisingly large assortment of goods for trade or sale.
4Incredibly friendly, attempting to summon an earth-shaking terror using an underground shrine they found, need help recovering the innocuous missing pieces.
5Fervent devotees to a known religion.
6Protectors of an ancient and terrible secret.
7Cannibals.
8Members of the same bloodline.
9Addicted to a strange and wonderful new drug they have discovered.
10Under the influence of a sentient plant growing in the area, its form depends on the number of homes affected:
1-2 Discoloured patches on the skin, small hidden sprouts.
3-5 Root clusters in the darkness at the back of their throats, speaking for them, a fledgling mother plant beginning to grow in the area.
6+ A large, established plant, protected by those given over more wholly to its symbiosis.
11Insect cult. If six or more homes are affected, a shrine containing a physical manifestation of their worship exists in the area.
12Aggressive/distrustful towards outsiders.
13Dress like demons and prance around burning pyres when the moon is full.
14Militant nudists.
15Share a psychic connection to one another that allows them to simultaneously experience everything that happens to each individual member, and grants them terrifying powers of the mind when their number exceeds fourteen.
16Extremely welcoming towards outsiders.
17Enthusiastic practitioners of a strange pastime.
18Speak in a dialect not used for centuries.
19Organic body-horror replacements from a fallen star in the hills. They smell of thyme and their flesh is all-too pliable.
20Will attempt to burn Magic-Users and Clerics like witches.
21Capture children of all ages as offering to the toad beast in the woods for the protection of the town. The sacrifices sleep curled within amber pus-filled holes in the hardened skin of its belly until they emerge as misshapen and fantastic children of the fae.
The rest of the town is oblivious.
22Their windows are dark and they do not answer their doors.
23Share a competitive rivalry over something quaint.
(Hunting, baking, growing large vegetables, needlework, gardening, offering sacrifices to their abhorrent god, etc.)
24Are afflicted by a terrible, undocumented ailment.
25Wash their dead in the creek and bury them beneath the silt, returning in a week's time to retrieve their bare, yellowed bones.
26Form the militia of the Blue Palm, adept in the use of paralytic poisons derived from local flowers.
27Incredibly eager to marry-off/apprentice their sons and daughters, will go to great lengths to prove the superiority of their children over their neighbour's.
28Summoned a melting pyramid-headed lady of unspeakable lust and terror as a plaything and instead became her emotional puppets. She can't hurt them but is trying damned hard to make them hurt themselves, she can't leave this plane of existence until they are all dead. She resides in secret at the home nearest to the centre of the group and she hates it here.
29Esoteric horticultural society, with a 3 in 6 chance of having access to any rare plant you care to mention and a high likelihood of losing their minds over any specimens of your own you'd like to share.
30+Recently welcomed the offspring of their god into the womb of a blushing bride on her wedding night, we're all terribly proud.

Read the rest…


4 comments



Three’s a Crowd


Sometimes you suddenly need a big group of NPCs, like when you stumble into a brewhouse or swagger into a brothel or a cult abducts you or you accidentally start a gang war. And it’s a lot more fun to say “the big fat one-armed man takes another swing at you with his one arm” than “this scribbled note that says 3hp attacks you again”.

 

So I made a sped-up version of the NPC Birthing Sacs, complete with names and hit points for when you stab/chat them up, and an editable text box for each one so you can make notes right onto the webpage. Like the Birthing Sacs, the descriptions require some interpretation on your part; I might add more specific character quirks later but for now it’s all sparks.

 

You can play with this sexy new toy right here, and you’ll find permanent links for both it and the automated Birthing Sacs in the Library and sidebar.

 

 

What’s that? What sidebar? If you click the triangle it slides out a secret panel, didn’t you know that?


2 comments



Hott Halfling Hermaphrodite Action


The plausibly brilliant Wil McKinee commissioned me to draw a character sheet for him and I did because who could say no to that face.

 

Description by Wil:

 

BLABERUS

 

Is a 28 year old Hermaphroditic Halfling (About 3′ tall) with short blonde hair and an untrusting face. She wears a leather chest and backplate of dark brown. There is nothing underneath this. Her pants are baggy but tapered. Upon the head and down over the shoulders sits a chainmail cowl, held tightly in place by a Crown of Ears, collected from an array of beasts and humanoids. They listen to and transmit to BLABERUS the thoughts of a single individual/entity once per day. She carries a Potion of Spore Blast (2 hours after drinking, the potion will cause the consumer to projectile vomit forth (15 feet) fungal spores with a 40% chance of infecting any target on her person.

Her primary weapon is Scrap’s

 

MERCYS SHADE:

It’s a weaponized umbrella, made out of fancy arcane metals. It can be a shield or a staff, you can deflect one projectile with a successful dex save by open it quickly. It also arrest a fall to a gentle descent if held aloft open.

 

Except for there is an evil looking dagger tip at the hilt on this one.

There’s a shortbow in there too.

 

Actually, replace the eyes with the crown of ears. 5in6 to search regarding hyper-hearing (otherwise 1insix par usual), though if the environment is near-silent movement slows to 5′, unless she makes vocalized sounds which would make it 10′. The Umbrella does 1d6 DMG. The bow as well.

 

 


2 comments



The Fogwalk


If for some reason the players ever decide to leave the joys of the Rookery, here’s its closest neighbour.

 

The Fogwalk, a borough of seaside views, commerce and depravity.

 

 

 

Sights, Smells, etc.

  • Smells of salt, sweet fish, tarred wood and a lingering hangover.
  • Moss grows around the docks and on the walls of nearby buildings. At night it glows a bright bioluminescent blue.
  • The morning mist rolling in from the Hollow Sea to swirl about your ankles thins out through the day and returns at night.

Buildings:

  • Strong black stone along the shore, towers raised up against the Hollow Sea, wide doors to admit cargo and release machines of war.
  • Mixtures of stone and jettied wood the further you get from the sea.

Building: d6 storeys, d6 sub-levels (3-6 no sub-level).

Occupants: d10 per storey, 0 = currently unoccupied.

 

 

Activity

 

Morning:

Dockhands going to work, fish buyers with baskets, men with knotted arms and sharp knives removing barnacles from the docks.
Encounter chance 1 in 6 per hour
Overhear Rumour on a 6
Chance of Godless: 20%/Turn

 

Noon:
Cargo unloaded, goods being shipped out and haggled for, Neophytic Sisters of the Cathedral of Lost Virtue waiting to lead more discerning seafarers back to the Cathedral and away from the Plaza of Earthly Lust.
Encounter chance 1 in 6 per hour
Overhear Rumour on 6
Chance of Godless: 20%/Turn

 

Night:
Workers leaving, others arriving to unload the night cargo, revellers of the Plaza, Godless night watch.
-2 to reaction rolls unless inside the Plaza
Encounter chance 1 in 6 per hour
Overhear Rumour on 5-6
Chance of Godless: 30%/Turn

 

 

Facts

  • Murder Loot: d100 sp. Carrying Curio on a double.
  • Dock Trade: They may be the most powerful trading company in the Dockmaw, but Haugroten & Sons are far from alone. Organisations like the Hollow Sea Co. and Leviathon Cargo Cult maintain a presence on the Dockmaw’s boards, generally hiring mercenary dockhands job-to-job. Many speculate that Haugroten & Sons allow their competition to persist merely to avoid boredom.

 

 

Read the rest…


5 comments



The Rookery of Van Möldus


What better place to start in the greatest city of the new and ancient world than in a slum as a nobody?

 

This is the Rookery of Van Möldus, a borough of Cörpathium that you could probably use as a city all to itself if you really wanted to.

 

 

 

Sights, Smells, etc.

  • Cold and damp, smells of fish rot and stinging salt.
  • Makeshift shelters crowd alleys and cul-de-sacs.
  • Purplish barnacles grow on buildings and side-walks, finding more nourishment in the squalor than the sea. They’ll attach to people if they stay still for long enough.

Buildings:

  • Decrepit worn stone and rotting wood, roofs leak and wind whistles through the walls.
  • Mostly two or three jettied stories, a mixture of stone and wood, many with basements that reach below sea level.
  • No windows face the Hollow Sea, they only look inwards upon Cörpathium.
  • No Deicidium.

Building: d4 storeys, d6 sub-levels (5-6 no sub-level).

Occupants: d10 x2 per storey, 0 = currently unoccupied.

 

 

 

Activity

 

Morning:
Drunks waking in the street with barnacles clinging to their flesh, the occasional fog-bloated corpse, beggars and waremongers drifting off to Möldenghast Blvd, men dumping buckets of barnacles recently removed from the Dockmaw.
-2 to reaction rolls
Encounter chance 1 in 6 per hour
Overhear Rumour on a 6
Chance of Godless: 1%/Turn

 

(Unless someone is already running screaming to get them, Chance of Godless is rolled per Turn while something is happening in the open that shouldn’t be. Since there is no Deicidium in the Rookery and no one really cares about it chances are low, and there’s every possibility that even if they do show up, they’ll leave you to it. More on that later.)

 

Noon:
Idle cutthroats, strangers slinking between houses and alleys.
-2 to reaction rolls
Encounter chance 1 in 6 per hour
Overhear Rumour on 6
Chance of Godless: 2%/Turn

 

Night:
Unaffiliated whores in doorways, drunks spilling from makeshift brewhouses, crumpled bodies thrown from fight dens, knives flashing in the dark.
-4 to reaction rolls
Encounter chance 2 in 6 per hour
Overhear Rumour on a 6
Chance of Godless: N/A

 

 

 

Facts

  • Murder Loot: d100 cp (even) /10 sp (odd). Carrying Curio on a double.
  • Barnacles: If the purple-hued barnacle Cthalamus Siren, commonly known as Siren of the Slums is consumed, save vs. Poison. Failure results in an overwhelming desire to walk into the sea which lasts for d8 days.
  • Rats: Can’t help but eat the barnacles, subsequently drowning themselves without fail. Other boroughs tend to herd any infestations towards the Rookery.
  • Crime & Violence: Those who dwell within the Rookery rarely turn on each other unless cheated, insulted, or involved in rivalry. Cutpursing is reserved for those who live in neighbouring boroughs.
  • Family Van Möldus: Own near every building worth owning in the Rookery. Lodging houses, Our Lady Sacculina, The Foetid Babe, The Cuckoo’s Nest, all pay rent into the hands of Van Möldus.

 

 

Read the rest…


No comments yet, tell me what you really think



How to Make Friends and Imagine People


While there may be plenty of NPC generators already in existence, I wanted one specifically for Cörpathium that I could use to make all of the characters ever. So, I made one?

 

Since the tables would be unforgivably ugly if I had to reformat them to fit here, head to Penny Pamphlets or click this link to download the NPC Birthing Sac in spreadsheet form. With the amount of tables I use, I’m really finding spreadsheets to be the best thing in the world. Instead of having multiple PDFs or text documents open I can have one spreadsheet with all of the pages I might need, and I can even freeze the headings so that no matter where I scroll I can still see the table name and number. For something absolutely free and easy to use download LibreOffice.

 

[Edit: everything besides the doubles and triples tables is now also automated here.]

 

Since my idea of fun does not include a cross-referenced 500 entry table of “Tempestuous, Has Kind Eyes”, “Will Betray You, Smells Like Cinnamon”, and “Hooked Nose, Was Once Bitten By a Sheep”, my generator has you drop a handful of dice for vague descriptors of different character aspects, then take a reaction roll and a random name and imagine the rest. I mean really, we can figure out if they have a weakness for cherry pie and fast women later.

 

 

Okay Shut Up Now and Tell Me How to Use This Thing

 

Step One: Every dice has its own table, so scoop all of them into your hot little womb of a hand and roll. I remember reading something Zak S said about not giving NPCs overly important details or plot points until they become a recurring character, which I agree with, but also like the odd chance of someone being immediately exceptional, so if there are any doubles or triples re-roll them on those tables.

 

Step Two: I have made names for every race in Cörpathium. Every god damn one. Roll d100 once for a full name and occupation or a few times to mix it up. Add an elaborate title if you feel like it.

 

[There aren’t any demi-humans in Cörpathium, but there are four major ethnicities. The Moors are steeped in mysticism and have near pure-black skin, like polished ebony, with pupil-less white eyes and rich silk clothing dripping with jewellery. Urgoths/Saxons are the pale mongrel children of might-as-well-be-Europe. Francs are like their more effete olive-skinned cousins. The Morgen are pale to the point of ethereality with epicanthic eyes and bullshit Lovecraftian names, when born they’re anointed to the sect of one of their hundred gods instead of taking a family name. Anything deeper about their cultures can be made up mid-game I don’t got that kinda time.]

 

Step Three: Make a reaction roll. Some of the original rolls should be interpreted with this in mind.

 

Step Four: It’s alive.

 

 

OKAY LET’S MAKE OURSELVES A GIN & TONIC AND BIRTH SOME NON-PLAYER CHARACTERS

 

NPC #1:

3 (Franc), 6 (Old Female), 6 (Inconsistently), 5 (Alluring), 9 (Tall and Fat), 12 (Fame), 13 (Storyteller), re-rolled double (Hides their blindness well), reaction roll 10

 

Penelope Clairval is a Francish Cook, and while she may be pushing her sixties her constant food-tasting and activity has kept her tall frame plump, and her clean tight apron frames her pot belly in a way that you find oddly and compulsively attractive. She’s extremely happy to have you here but occasionally has spats of frustration while she’s running around the kitchen regaling you with stories of  her culinary endeavours and how they’ll make her famous throughout all Cörpathium some day. You’d never guess that she’s blind and finds her way around the kitchen by smell and memory alone.

 

 

NPC #2:

1 (Moor), 2 (Young Male), 6 (Inconsistently), 10 (Utterly Absurd), 3 (Rotund), 3 (Power), 20 (Plans/Destiny), re-rolled double (Pathological liar), reaction roll 8

 

Harbungur Uruman, the Pastel Lord, is a young Moorish boy currently prenticed to the Sewerkeepers, where he is able to access nearly-closed pathways that the older and larger men cannot. He wears clothes too large for his portly little frame, likely passed down from his father, but the jewellery hanging from every available space is decidedly un-Moorish; things either washed into the sewers or long-forgotten, shimmering and strange. He found something down there in the places no one else can reach, something he believes will one day make him a lord of Cörpathium. He doesn’t know how to react to you, he isn’t sure if he can use you, and sways mid-conversation between joviality and disdain. Everything he tells you is a lie, and his young mind still has trouble keeping track of which lies are being told to who.

 

 

NPC #3:

4 (Morgen), 1 (Old Male), 1 (Overtly), 3 (Squalid), 2 (Impish), 8 (Sociopathy), 4 (Body Language), two re-rolled doubles (Unexpectedly knowledgeable, Overly perfumed), reaction roll 5

 

Cul-Ragaroth Magog is a near-decrepit Morgen Narcotic Chymist, the filth-stained vestments covering his bent, shrunken body are little better than burn-marked rag and he despises you, something he communicates quite clearly through venomous words and unmistakably malevolent movements. Persistence pays off though, because if you can talk your way around his hate and the overpowering scent of rose-water he uses to mask his chemical experimentation, you’ll discover that he knows about everything.

 

 

HELLS YES THAT WORKED EXACTLY LIKE I HOPED LET’S MAKE ALL OF THE CHARACTERS


9 comments