Saturday, December 17, 2022

More on using AI assistance in campaign development.

 So my last post was just a handful of monsters and while far from perfect it gave me a hint of the possibilities an AI engine like that used by chatGPT offers a GM in campaign development. In about an hour I discussed and refined ideas for a adventures and a wider campaign setting with relevant treasures, magic items, spells, creatures, a song, poems, riddles and more. It's all far from gold but the utility and possibilities offered by such a tool are virtually boundless. 

The following entries are just snippets from the session, that vary immensely in quality and utility but the range of relatively coherent content I was able to generate in such a short time was promising. 

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Title: "The Lampus Tree Heist"

Synopsis: The players are a band of adventurers who have been hired by a tower of friendly giraffes to help them gain access to the fruit of the lampus trees. The fruit is a delicacy favored by the giraffes, but the scent of the fruit also attracts carnivorous dapper dragons. The giraffes need the help of the adventurers to retrieve the fruit without attracting the attention of the dragons.

Setting: The adventure takes place in the magical land of Traufalump, a sprawling wilderness filled with all manner of fantastical creatures. The players will need to navigate through dense forests, open savannas, and treacherous mountain passes as they help the giraffes gather the fruit of the lampus trees.

Encounters:

Dapper Dragons: These carnivorous creatures are drawn to the scent of the lampus fruit and will stop at nothing to get their hands (or claws) on it. The dragons are fast and agile, and they can breathe fire. They are intelligent and cunning, and they may try to lure the players away from the giraffes or trick them into revealing the location of the fruit.

Friendly Giraffes: The players will be working closely with a tower of friendly giraffes as they gather the lampus fruit. The giraffes are tall, majestic creatures with long, slender legs and necks, and a distinctive pattern of spots on their fur. They are social animals that live in groups called "towers," and they have a unique form of communication known as "necking." The giraffes are peaceful and friendly, but they may become agitated if the players or the dragons threaten their safety.

Other Creatures: The players may encounter other creatures as they journey through Traufalump, including fantastical faeries, sparkling sprites, and mythical mermaids. These creatures may be helpful or hindering, depending on the players' actions and choices.


Goals:

Retrieve the lampus fruit: The primary goal of the adventure is for the players to help the giraffes gather the lampus fruit without attracting the attention of the dapper dragons. The players will need to use their skills and wits to navigate through the wilderness and avoid or defeat the dragons as necessary.

Protect the giraffes: The players will also need to protect the giraffes from harm, as the dragons may try to attack them or lure them away from the fruit. The players will need to use their combat skills and tactics to keep the giraffes safe.

Return the fruit to the giraffes: Once the players have gathered enough fruit, they will need to return it to the giraffes and help them transport it back to their tower. This may involve navigating through difficult terrain or facing other challenges along the way.

Rewards:

Experience points: The players will earn experience points for completing tasks and defeating enemies during the adventure.

Treasure: The players may find treasure as they journey through Traufalump, including gold, magic items, and other valuable items.

Gratitude of the giraffes: The players will earn the gratitude and friendship of the giraffes, who will reward them with gifts and favors in return for their help.

----------

Friendly Giraffes:

Armor Class: 6, Hit Points: 20, Movement: 60 ft.

Damage: 1d6 bludgeoning

Special Attacks: Necking (1d6 bludgeoning, range 10 ft.)

SpecialDefenses: None

Bravery: 8, Hunger: 10,Guile: 2


Dapper Dragons:

Armor Class: 3,Hit Points: 40, Movement: 40 ft., fly 80 ft.

Damage: 2d6 slashing, 2d6 fire

Special Attacks: Breath weapon (3d6 fire, range 30 ft., once per day)

SpecialDefenses: None

Bravery: 10, Hunger: 10, Guile: 10


Fantastical Faeries:

Armor Class: 6, Hit Points: 2, Movement: 10 ft., fly 50 ft.

Damage: 1d4 piercing

Special Attacks: None

SpecialDefenses: Faerie dust (1/day, causes confusion in a 10 ft. radius)

Bravery: 3, Hunger: 3, Guile: 10


Sparkling Sprites:

Armor Class: 6,Hit Points: 4,Movement: 10 ft., fly 40 ft.

Damage: 1d4 piercing

SpecialAttacks: None

SpecialDefenses: None

Bravery: 5, Hunger: 3, Guile: 8

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The hunger statistic represents the creature's natural inclination to feed on other creatures or objects.

A creature with a low hunger statistic (1-3) is generally not aggressive or predatory and will only attack in self-defense or if provoked.

A creature with a moderate hunger statistic (4-7) may be more inclined to hunt for food and may attack other creatures if hungry or provoked.

A creature with a high hunger statistic (8-10) is highly predatory and will actively hunt and attack other creatures to satisfy its hunger.

These rules can be used to determine the likelihood of a creature attacking or hunting other creatures in the game. It is important to note that hunger is not the only factor that determines a creature's behavior, and other factors, such as intelligence, temperament, and environment, may also play a role.

---

Here are 12 magical spells that take into consideration the statistics and behavior of the creatures mentioned in the adventure module "The Lampus Tree Heist" and the revised list:

Gorgon's Gaze: This spell allows the caster to turn a single target within 30 feet to stone, as per the special attack of the Glimmering Gorgon.

Phoenix's Flames: This spell allows the caster to unleash a burst of flames in a 20-foot radius, dealing 3d6 fire damage to all targets within range, as per the special attack of the Flaming Phoenix.

Faun's Frost: This spell allows the caster to create a cone of cold in a 20-foot radius, dealing 2d6 cold damage to all targets within range.

Griffin's Wings: This spell allows the caster to sprout a pair of golden wings, granting them the ability to fly for the duration of the spell.

Unicorn's Horn: This spell allows the caster to heal wounds and cure diseases by touching the magical horn to the affected area, as per the unique treasure of the Radiant Unicorn.

Merfolk's Conch: This spell allows the caster to control the tides and create fog by blowing the magical conch shell.

Giraffe's Neck: This spell allows the caster to extend their neck to twice its normal length, allowing them to reach high places and attack enemies from a distance.

Dragon's Breath: This spell allows the caster to breathe fire in a 30-foot cone, dealing 3d6 fire damage to all targets within range, as per the special attack of the Dapper Dragon.

Faerie Dust: This spell allows the caster to scatter a cloud of faerie dust in a 10-foot radius, causing confusion in all targets.

Mermaid's Song: This spell allows the caster to charm and mesmerize a single target within 30 feet with the enchanting song of the Mystic Merfolk. The target must make a Wisdom saving throw to resist the spell's effects.

Sprites' Sparkles: This spell allows the caster to create a shower of sparkling magic that fills a 20-foot radius around the caster. Any creature within range must make a Dexterity saving throw or be blinded for 1 round.

Faun's Folly: This spell causes the caster to become infused with the mischievous nature of the Frosty Faun, causing them to become prone to pranks and practical jokes. The spell lasts for 1 hour and grants the caster advantage on Charisma (Deception) checks.

----

some food:

Lampus Fruit Salad: A refreshing and colorful salad made with ripe lampus fruit, mixed greens, and a variety of vegetables. The salad is often served with a light vinaigrette dressing and a sprinkle of feta cheese.

Grilled Flaming Phoenix: A savory and spicy dish made with juicy chunks of Flaming Phoenix meat, marinated in a fiery blend of spices and herbs. The meat is grilled to perfection and served with a side of roasted vegetables and a spicy sauce.

Faun's Folly Stew: A hearty and flavorful stew made with a variety of vegetables and the tender meat of a Frosty Faun. The stew is slow-cooked and seasoned with a blend of aromatic herbs and spices, and is served with a crusty loaf of bread on the side.

Mystic Merfolk Skewers: A delicious and exotic dish made with skewers of grilled Mystic Merfolk meat, marinated in a blend of tropical spices and coconut milk. The skewers are served with a side of coconut rice and a spicy mango chutney.

Sparkling Sprite Soup: A light and refreshing soup made with a clear broth, a variety of vegetables, and the sparkling wings of a Sparkling Sprite. The soup is seasoned with a hint of lemon and a sprinkle of herbs, and is served with a side of crusty bread.

---

landmarks in the land of Traufalump:

The Forest of Illusions: A dense forest filled with swirling mists and strange, otherworldly creatures. Those who venture into the forest may find themselves lost in an endless maze of trees and shadows.

The Crystal Caves: A network of underground caves filled with sparkling crystals and precious gems. The caves are home to a variety of subterranean creatures, including Luminescent Lizards and Glowing Gremlins.

The Rainbow Falls: A beautiful waterfall that cascades down a mountainside, creating a rainbow of colors as the sunlight hits the mist. The falls are a popular spot for picnics and are rumored to have magical properties.

The Enchanted Garden: A lush, green garden filled with blooming flowers and fruit trees. The garden is said to be tended by a group of benevolent Faeries who grant wishes to those who visit.

The Golden Fields: A vast expanse of rolling hills and fields covered in golden grass. The fields are home to a variety of herbivorous creatures, including Glimmering Gazelles and Graceful Giraffes.

The Silver Sea: A vast ocean filled with schools of shimmering fish and underwater caves. The sea is home to a variety of aquatic creatures, including Mermaids and Mythical Monsters.

The Tower of the Elements: A tall, slender tower that stands at the center of the land of Traufalump. The tower is said to hold the secrets of the elements, and only the most powerful mages are able to enter its gates.

The Cursed Ruins: A crumbling, ancient city that is said to be haunted by the ghosts of its former inhabitants. Those who dare to venture into the ruins are warned to be careful, as they may never return.

----

Here are the lyrics for a folksong by the giraffes of Traufalump:


Verse 1:

We're the giraffes of Traufalump,

Tall and graceful, free to roam.

We roam the fields and forests wide,

Our spots shining bright in the sun's warm light.


Chorus:

We're the giraffes of Traufalump,

Our necks reaching high to the sky.

We dance and sing in the golden fields,

Our hearts full of joy and our spirits healed.


Verse 2:

We roam the fields and forests wide,

Grazing on the fruit of the lampus trees.

But beware, for the dapper dragons lurk,

Their hunger for our fruit a constant work.


Chorus:

We're the giraffes of Traufalump,

Our necks reaching high to the sky.

We dance and sing in the golden fields,

Our hearts full of joy and our spirits healed.


Bridge:

But we are not alone in this land so fair,

The faeries and fauns, they're always there.

We share this land with our friends so dear,

Together we roam, free and clear.


Chorus:

We're the giraffes of Traufalump,

Our necks reaching high to the sky.

We dance and sing in the golden fields,

Our hearts full of joy and our spirits healed.

----
(3 Haiku-like poems)

Fantastical Faeries

Tiny wings aflutter,

Magical creatures of light,

Faeries of Traufalump.


The Enchanted Garden

Blooming flowers and fruit,

A paradise for all to see,

The Enchanted Garden.


The Rainbow Falls

A burst of color,

A rainbow of light and sound,

The Rainbow Falls.

----

I am tall and graceful, with a long neck and spots that shine. I roam the fields and forests, and I am known for my sweet, gentle nature. Who am I?

(Answer: A Giraffe)


I am small and mischievous, with a love for trickery and deception. I am often found in the Enchanted Garden, playing pranks on the Faeries and Fauns. Who am I?

(Answer: A Gremlin)

---
Willowdale is a village located in the magical land of Traufalump. It is known for its beautiful Faerie inhabitants, who are known for their knowledge of herbal remedies and their kind hearts. The village is home to the Enchanted Apothecary, a shop owned by an elderly Faerie named Ivy, who is known for her knowledge of herbal remedies and her kind heart. The shop is filled with all manner of potions, herbs, and magical trinkets, and it is a popular destination for those seeking healing or good fortune.

Lady Rosalind is the respected community elder of Willowdale. She is a wise and kind Faerie who has lived in the village for many years, and she is known for her knowledge of herbal remedies and her ability to resolve conflicts peacefully. Lady Rosalind is beloved by all in Willowdale, and her counsel is often sought by those in need.

There are many rumors about Willowdale spoken by outsiders. Some say that the Faeries of Willowdale can grant wishes to those who are pure of heart. Others claim that the villagers are in league with dark forces and that they practice forbidden magic.

----

Here is a description of a cursed weapon that can be found in the Castle of Shadows, as well as the curse itself and how one may remedy it:

The Shadowblade is a cursed weapon that can be found in the Castle of Shadows. It is a long, curved sword with a black, shadowy blade that seems to absorb all light that touches it. The hilt is adorned with intricate designs and the pommel is shaped like a spider, a symbol of the Tenebrous Spider's power.

The Shadowblade is cursed, and those who wield it are said to be consumed by darkness and madness. The curse causes the wielder to become increasingly paranoid and aggressive, and they are said to see shadowy figures everywhere they go. The curse also causes the wielder to become more prone to violence and to lash out at those around them, even those they once cared about.

The curse of the Shadowblade can be remedied, but it is not easy. It is said that the only way to lift the curse is to find the Tenebrous Spider's ancient tome, which contains the secrets of the curse and how to break it. The tome is said to be hidden within the Castle of Shadows, guarded by powerful monsters and traps. Those who are brave enough to venture into the castle and find the tome may be able to break the curse and lift the shadow from their hearts.

---


All of the above are snippets of output from the conversation that I guided with my queries and conditions.  Some were refined with further prompts but are unedited output (save for spacing).
Again the quality is all over the place and what is here is just a small sample of the range of output I was able to get in about an a hour and being unfamiliar with the tool. It's not all great but what was produced was guided by brief inputs and in relation to this one conversation. It sounds silly to say this but the possibilities of what this and similar tools will be able to do is astounding.

Friday, December 16, 2022

AI assistance in campaign creation [ChatGPT]

 I like random generators, it;s fun to see what the come up with and they are a great way to play a game when the GM in an RPG game, people seem to forget we are playing too. So it's fun to use a set of tables and try to get something useable out of the results.

AI is racing ahead and able to produce remarkable results. I recently discovered ChatGPT and gave it this prompt:

Create a mini-monster manual in the style of the AD&D monster manual with 6 entries for a campaign called "The Menace of the Flowered Towers"


This is the actual result, it didn't finish the first time but continued after i asked it to complete the entry,

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Sure! Here are six unique monster entries for a campaign called "The Menace of the Flowered Towers," inspired by the style of the AD&D Monster Manual:


Monster Name: Floral Horror

Armor Class: 2

Movement: 60' (20')

Hit Dice: 8+8

No. of Attacks: 2

Damage/Attack: 1-6/1-6

Special Attacks: Poisonous Spores

Special Defenses: None

Magic Resistance: Standard

Intelligence: Low

Alignment: Neutral

Size: L (12' tall)

XP Value: 1,600


The Floral Horror is a massive, humanoid creature covered in a thick layer of poisonous flowers and vines. It is capable of releasing a cloud of toxic spores from its body, which can cause blindness, paralysis, and even death to those who inhale them.

Floral Horrors are not particularly intelligent, but they are formidable opponents in combat due to their formidable size and strength. They are typically neutral in alignment, but they will attack anyone or anything that enters their territory.


Monster Name: Tower Sentinel

Armor Class: 0

Movement: 120' (40')

Hit Dice: 6+6

No. of Attacks: 1

Damage/Attack: 2-12

Special Attacks: None

Special Defenses: Magic Resistance

Magic Resistance: Standard

Intelligence: Average

Alignment: Lawful

Size: M (6' tall)

XP Value: 800


The Tower Sentinel is a humanoid construct created by powerful magic to guard the Flowered Towers. It is equipped with powerful magical defenses and is able to resist most forms of magical attack.

Tower Sentinels are intelligent and disciplined, and are fiercely loyal to their creators. They are typically lawful in alignment and will attack anyone or anything that poses a threat to the Flowered Towers.


Monster Name: Glowing Moth

Armor Class: 7

Movement: 90' (30')

Hit Dice: 1

No. of Attacks: 1

Damage/Attack: 1-2

Special Attacks: None

Special Defenses: None

Magic Resistance: None

Intelligence: Low

Alignment: Neutral

Size: T (1' wingspan)

XP Value: 10


The Glowing Moth is a small, harmless creature that is often found fluttering around the Flowered Towers. It is known for its distinctive glowing wings, which emit a soft, luminescent light.


While not particularly dangerous on their own, Glowing Moths are often encountered in large swarms and can be a nuisance for travelers. They are neutral in alignment and have no particular loyalty or enmity towards anyone.


Monster Name: Tower Guardian

Armor Class: -2

Movement: 120' (40')

Hit Dice: 10+10

No. of Attacks: 3

Damage/Attack: 1-10/1-10/2-20

Special Attacks: None

Special Defenses: Magic Resistance

Magic Resistance: Standard

Intelligence: High

Alignment: Lawful

Size: L (10' tall)

XP Value: 2,000


The Tower Guardian is a powerful magical construct created to defend the Flowered Towers from intruders. It is equipped with a variety of powerful magical abilities and is able to resist most forms of magical attack.

Tower Guardians are highly intelligent and are able to think and strategize on their own. They are fiercely loyal to their creators and are typically lawful in alignment.


Monster Name: Tower Elemental

Armor Class: -3

Movement: 180' (60')

Hit Dice: 12+12

No. of Attacks: 1

Damage/Attack: 3-30

Special Attacks: None

Special Defenses: Magic Resistance

Magic Resistance: Standard

Intelligence: Average

Alignment: Neutral

Size: L (10' tall)

XP Value: 2,400


The Tower Elemental is a powerful magical being bound to the Flowered Towers by ancient rituals. It is able to manipulate the elements and is resistant to most forms of magical attack.

Tower Elementals are typically neutral in alignment, but they will attack anyone or anything that poses a threat to the Flowered Towers. They are intelligent but not particularly cunning, and can often be outwitted by clever opponents.


Monster Name: Tower Necromancer

Armor Class: -1

Movement: 120' (40')

Hit Dice: 8+8

No. of Attacks: 1

Damage/Attack: 2-8

Special Attacks: Magic Missile, Fear

Special Defenses: Magic Resistance

Magic Resistance: Standard

Intelligence: High

Alignment: Neutral

Size: M (6' tall)

XP Value: 1,600


The Tower Necromancer is a powerful magician who serves as a guardian of the Flowered Towers. It is skilled in the use of dark magic and is able to cast powerful spells such as Magic Missile and Fear.

Tower Necromancers are intelligent and cunning, and are often sought after as advisors or allies. They are neutral in alignment and will work with anyone or anything as long as it furthers their own goals.

----

Now it mixed editions and not sure if those XP values are legit, but.... considering the only input I gave it was the prompt above I'm rather impressed. 



Thursday, December 15, 2022

We don't need ONE D&D.

 DND doesn't need WoTC. RPG players don't need WOTC. WoTC needs money to stay in business. This doesn't make them villains.

The terrible secret of DND and all RPGS is that you don't need more than one set of rules per group, once people buy the core rules of an RPG they have invested all the money they need to play the game for decades. I've been playing D&D for decades, I don't need to ever buy another thing from WoTC to play DND so they have to work hard to get more money from me or look elsewhere for someone else's money.

The desire for the company to monetize DND more doesn't surprise me or scare me: if WoTC stops selling products they stop being WoTC. They (and more-so people before them) successfully sold me things in the past so (as above) they really have to step up their game or find new customers. Neither of those two things is bad for DND. 

Questing Beast has a good video on this. 

Monday, December 5, 2022

Bitmap graphics output from experimental Gargaxian Weaponator.

 I posted the text output of an earlier version of my Gargaxian Weaponator a couple posts back. Someone on facebook asked if I had any graphics to go with it, here's are early attempt (and likely useable for roguelikes/computer rpgs) at random weapon graphics.




Saturday, November 26, 2022

Survival!

 Just spotted this fun video from last year.  https://youtu.be/dv7RZ3EVCwg


Surviving on a gallon of water and a pound of food a day...  that would be grim after a couple days.  People are mammals and omnivores as a real rough rule we need to consume our body weight in mixed food over the course of a month, the more calorie dense foods you eat the less this total weight will actually be.   

When figuring out survival in the wild for games don't forget the rule of 3, that works out to you needing 3 quarts of water a day (just for drinking everyone forgets you need more water if yuo are also cookign food), 3 pounds of food each day (mostly but not all vegetables), you can likely make it 3 weeks without food but you will suffer, 3 days without water kills most of us (it would sure kill me) and if you go for 3 minutes without air you will most certainly die. 

Be careful, drink your water (you always seem to need more water than you think you will while hiking, camping, or working) and don't plan of "dieting" while doing anything physically challenging.


Tuesday, November 22, 2022

Old-School High Gargaxian Weaponator Weapon List

A little tongue in cheek but hopefully useable list of weapons for old-school fantasy adventure campaigns.  Currently the weaponator generates weapons that are most likely a two-handed weapon.

Dmg: is damage dice against small-medium foes/ larger foes

WS: is weapon speed

Cost: is given in classical GP value

notes to apply damage or hit modification vs armor worn by foes completes the entry (if any)



Old-School High Gargaxian Weaponator Weapon List

=========================================================================

 1. Footman's Hammer-Halberd  Dmg:1d8+1/1d12;WS: 3,Enc: 55,Cost: 230 gp, +1 to hit & dmg vs Scale or worse

 2. Bill-Giserne  Dmg:1d8/3d4;WS: 4,Enc: 45,Cost: 140 gp, +2 to hit vs Full Plate or worse

 3. Bludgeon-Sparr  Dmg:1d4+1/3d4;WS: 7,Enc: 55,Cost: 370 gp, +2 to hit & dmg vs Leather

 4. Cold-Iron Awl-Maul  Dmg:1d6/1d4+1;WS: 6,Enc: 55,Cost: 84 gp, +2 to hit & dmg vs Studded

 5. Slasher-Lance  Dmg:1d8/1d8+1;WS: 6,Enc: 60,Cost: 30 gp, -1 damage vs Full Plate or better

 6. Giserne-Bill  Dmg:1d8/1d8;WS: 3,Enc: 30,Cost: 30 gp, -1 to hit vs Full Plate

 7. Pike-Axe  Dmg:1d4+1/2d4+1;WS: 2,Enc: 50,Cost: 27 gp, -1 to hit vs Chain or worse

 8. Bardiche-Spetum  Dmg:1d4+1/3d4;WS: 3,Enc: 55,Cost: 410 gp, +2 to hit & dmg vs Plate or worse

 9. Trollish Lochaber-Fauchard  Dmg:1d6/1d4+1;WS: 5,Enc: 130,Cost: 80 gp, +2 to hit & dmg vs Plate

10. Giserne-Bar  Dmg:1d6/1d6+1d4;WS: 4,Enc: 50,Cost: 150 gp, +1 to hit & dmg vs Studded or worse

11. Footman's Lochaber-Hook  Dmg:2d4/1d4+1;WS: 2,Enc: 50,Cost: 25 gp, -1 to hit vs Studded

12. Awl-Hook  Dmg:1d6+1/1d6+1;WS: 4,Enc: 65,Cost: 160 gp, +2 to hit & dmg vs Leather or worse

13. Brandistock-Pick  Dmg:1d6+1/1d10;WS: 3,Enc: 30,Cost: 30 gp, -2 to hit vs Ring

14. Slasher-Brandistock  Dmg:1d4+1/1d10;WS: 4,Enc: 65,Cost: 90 gp, +2 to hit vs Full Plate

15. Falx-Scythe  Dmg:1d6+1/3d4;WS: 6,Enc: 45,Cost: 21 gp, 1/2 damage vs Leather or better

16. Halberd-Sparth  Dmg:1d6/1d6+1;WS: 7,Enc: 50,Cost: 15 gp, -1 to hit vs Ring or better

17. Giant's Lance-Sword  Dmg:1d4+1/2d4+1;WS: 5,Enc: 90,Cost: 220 gp, +1 to hit & dmg vs Scale or better

18. Amazonian Mattock-Sparr  Dmg:1d6+1/3d4;WS: 6,Enc: 110,Cost: 14 gp, 1/2 damage vs Studded

19. Silver Fauchard-Flail  Dmg:1d6/1d10+1;WS: 5,Enc: 55,Cost: 300 gp, -2 to hit vs Scale

20. Hook-Fauchard  Dmg:1d8/1d8+1;WS: 5,Enc: 45,Cost: 90 gp, +2 to hit vs Full Plate

21. Partisan-Impaler  Dmg:1d6/2d4;WS: 2,Enc: 30,Cost: 22 gp, +1 to hit vs Ring

22. Pike-Spike  Dmg:1d6+1/1d6+1d4;WS: 5,Enc: 40,Cost: 13 gp, 1/2 damage vs Studded

23. Chain-Brandistock  Dmg:1d6+1/2d4;WS: 4,Enc: 50,Cost: 450 gp, +2 to hit & dmg vs Leather or better

24. Maiden's Giserne-Corbin  Dmg:1d8/1d4+1;WS: 8,Enc: 65,Cost: 15 gp, +1 to hit vs Chain

25. War Bardiche-Dagger  Dmg:2d4/1d4+1;WS: 3,Enc: 60,Cost: 25 gp, +1 to hit vs Leather

26. Dwarven Squire's Maul-Spike  Dmg:1d4+1/1d8;WS: 7,Enc: 90,Cost: 15 gp, +1 to hit vs Studded

27. Gaff-Gisarme  Dmg:1d8/2d4;WS: 6,Enc: 50,Cost: 40 gp, +2 to hit vs Chain or worse

28. Cold-Iron Flail-Axe  Dmg:1d6+1/1d6;WS: 6,Enc: 45,Cost: 2 gp, 1/2 damage vs Ring or worse

29. Lady's Dagger-Sparth  Dmg:1d6+1/2d4+1;WS: 8,Enc: 45,Cost: 80 gp, +2 to hit vs Scale

30. Bardiche-Bar  Dmg:1d6/1d6+1d4;WS: 7,Enc: 50,Cost: 9 gp, 1/2 damage vs Leather

31. Dwarven Flail-Fauchard  Dmg:1d6+1d4/1d8;WS: 6,Enc: 50,Cost: 35 gp, -1 to hit vs Plate

32. Cavalry Spetum-Earspoon  Dmg:1d8/2d6;WS: 4,Enc: 55,Cost: 60 gp, -1 to hit vs Padded

33. Bisarme-Stick  Dmg:1d8/1d10;WS: 6,Enc: 40,Cost: 40 gp, -1 damage vs Ring or better

34. Flail-Bludgeon  Dmg:1d8/1d6+1d8;WS: 5,Enc: 50,Cost: 240 gp, +2 to hit vs Padded or better

35. Orcish Bludgeon-Brandistock  Dmg:2d4+1/1d10+1;WS: 6,Enc: 70,Cost: 10 gp, 1/2 damage vs Ring or worse

36. Giant's Hook-Spetum  Dmg:2d4+1/1d6;WS: 4,Enc: 70,Cost: 33 gp, -2 to hit vs Leather

37. Slasher-Sparr  Dmg:2d4/1d6+1;WS: 5,Enc: 40,Cost: 240 gp, +2 to hit & dmg vs Chain

38. Brandistock-Sparr  Dmg:1d6+1/1d8+1;WS: 5,Enc: 60,Cost: 130 gp, +1 to hit & dmg vs Banded

39. Guisarme-Staff  Dmg:1d6+1/1d6+1;WS: 5,Enc: 55,Cost: 3 gp, 1/2 damage vs Studded or worse

40. Herald's Gisarme-Partisan  Dmg:1d4+1/3d4;WS: 8,Enc: 55,Cost: 30 gp, -1 damage vs Chain

41. Hook-Scythe  Dmg:1d6/2d4;WS: 5,Enc: 50,Cost: 180 gp, +2 to hit & dmg vs Leather

42. Goblin Pick-Corbin  Dmg:1d6/1d6+1;WS: 4,Enc: 35,Cost: 33 gp, +2 to hit vs Padded or worse

43. Corbin-Impaler  Dmg:2d4/1d4+1;WS: 6,Enc: 40,Cost: 25 gp, -1 to hit vs Padded or better

44. Sword-Pole  Dmg:1d6/1d8;WS: 7,Enc: 45,Cost: 4 gp, 1/2 damage vs Plate

45. Cavalry Bludgeon-Mattock  Dmg:1d8/2d4+1;WS: 7,Enc: 55,Cost: 220 gp, +2 to hit & dmg vs Chain or worse

46. Spetum-Scythe  Dmg:1d4+1/1d6+1d4;WS: 6,Enc: 45,Cost: 22 gp, -1 damage vs Ring or worse

47. Hook-Fauchard  Dmg:1d6/1d8;WS: 7,Enc: 60,Cost: 36 gp, +2 to hit vs Plate

48. Harpy Fauchard-Gisarme  Dmg:1d6/1d6+1;WS: 3,Enc: 90,Cost: 22 gp, -1 to hit vs Leather or better

49. Squire's Staff-Lochaber  Dmg:1d4+1/1d10+1;WS: 4,Enc: 65,Cost: 40 gp, -2 to hit vs Chain

50. Ritter Bisarme-Impaler  Dmg:1d4+1/3d4;WS: 7,Enc: 25,Cost: 160 gp, +2 to hit vs Plate or better

51. Gaff-Lance  Dmg:1d6/2d4;WS: 3,Enc: 50,Cost: 60 gp, +2 to hit vs Splint

52. Miliatry Spike-Corbin  Dmg:1d8+1/1d6+1;WS: 7,Enc: 60,Cost: 220 gp, +2 to hit & dmg vs Chain

53. Amazonian Lady's Bar-Hook  Dmg:1d10/1d10;WS: 6,Enc: 60,Cost: 35 gp, -2 to hit vs Banded

54. Axe-Scythe  Dmg:1d6+1/1d10;WS: 6,Enc: 30,Cost: 370 gp, +2 to hit & dmg vs Ring or better

55. Goblin Awl-Pike  Dmg:1d6+1/1d4+1;WS: 3,Enc: 50,Cost: 80 gp, +2 to hit vs Splint or better

56. Falx-Spetum  Dmg:1d6/2d4+1;WS: 3,Enc: 55,Cost: 10 gp, 1/2 damage vs Studded

57. Earspoon-Spike  Dmg:1d8/2d6;WS: 7,Enc: 55,Cost: 90 gp, +2 to hit vs Scale or worse

58. Sidhe Sparth-Staff  Dmg:1d6/1d6;WS: 4,Enc: 70,Cost: 4 gp, -1 to hit vs Banded or worse

59. Harpy Bec de-Staff  Dmg:1d10+1/3d4;WS: 4,Enc: 110,Cost: 80 gp, +1 to hit vs Chain

60. Bec de-Pole  Dmg:1d6+1/1d6+1d4;WS: 8,Enc: 50,Cost: 11 gp, 1/2 damage vs Plate

61. Chain-Ranseur  Dmg:2d4/1d6;WS: 7,Enc: 45,Cost: 150 gp, +2 to hit & dmg vs Plate

62. Sickle-Awl  Dmg:1d4+1/1d12;WS: 2,Enc: 35,Cost: 40 gp, -2 to hit vs Ring

63. Slasher-Pike  Dmg:1d6/1d10;WS: 4,Enc: 45,Cost: 40 gp, -1 damage vs Splint or better

64. Glaive-Pick  Dmg:1d8/1d6+1d8;WS: 6,Enc: 40,Cost: 40 gp, -1 damage vs Plate

65. Slasher-Glaive  Dmg:1d6/1d8+1;WS: 4,Enc: 50,Cost: 120 gp, +1 to hit & dmg vs Padded

66. Chain-Slasher  Dmg:1d6+1/2d4;WS: 5,Enc: 50,Cost: 18 gp, -2 to hit vs Studded or worse

67. Dagger-Earspoon  Dmg:1d6/1d6;WS: 5,Enc: 50,Cost: 6 gp, -1 to hit vs Ring

68. Dagger-Harpoon  Dmg:1d6+1/1d6+1d8;WS: 7,Enc: 40,Cost: 40 gp, -1 to hit vs Full Plate

69. Slasher-Barb  Dmg:1d6/1d4+1;WS: 3,Enc: 55,Cost: 100 gp, +2 to hit & dmg vs Studded

70. Harpy Glaive-Axe  Dmg:2d4/2d4+1;WS: 6,Enc: 80,Cost: 32 gp, -1 to hit vs Leather

71. Elven Spike-Cleaver  Dmg:1d10/1d6+1d4;WS: 4,Enc: 60,Cost: 310 gp, +1 to hit & dmg vs Full Plate

72. Chain-Fauchard  Dmg:2d4/1d6;WS: 4,Enc: 45,Cost: 220 gp, +2 to hit & dmg vs Full Plate

73. Lance-Gisarme  Dmg:1d6/2d4+1;WS: 5,Enc: 35,Cost: 8 gp, 1/2 damage vs Padded

74. Harpy Gaff-Axe  Dmg:1d8/2d4+1;WS: 5,Enc: 70,Cost: 180 gp, +1 to hit & dmg vs Scale

75. Pike-Maul  Dmg:1d6/1d12;WS: 2,Enc: 50,Cost: 40 gp, -1 to hit vs Ring

76. Knight's Bardiche-Guisarme  Dmg:1d6+1/1d8+1;WS: 8,Enc: 45,Cost: 22 gp, -1 to hit vs Banded

77. Hook-Lochaber  Dmg:1d6+1/1d6+1d8;WS: 4,Enc: 45,Cost: 90 gp, -1 to hit vs Full Plate or better

78. Stick-Barb  Dmg:1d4+1/1d10;WS: 2,Enc: 50,Cost: 7 gp, 1/2 damage vs Banded or worse

79. Bardiche-Bisarme  Dmg:1d4+1/1d4+1;WS: 4,Enc: 40,Cost: 33 gp, +2 to hit vs Ring or worse

80. Goblin Maul-Earspoon  Dmg:1d6/3d4;WS: 8,Enc: 40,Cost: 130 gp, +1 to hit & dmg vs Studded or worse

81. Dagger-Guisarme  Dmg:1d8/1d10+1;WS: 5,Enc: 50,Cost: 28 gp, -2 to hit vs Scale or worse

82. Glaive-Gisarme  Dmg:1d4+1/1d4+1;WS: 7,Enc: 35,Cost: 70 gp, +2 to hit & dmg vs Padded or worse

83. Glaive-Chain  Dmg:1d8/1d6+1;WS: 7,Enc: 40,Cost: 120 gp, +1 to hit & dmg vs Padded or better

84. Axe-Glaive  Dmg:1d6/1d6;WS: 3,Enc: 45,Cost: 10 gp, -1 to hit vs Studded or better

85. Barb-Slasher  Dmg:1d6+1/3d4;WS: 6,Enc: 55,Cost: 60 gp, -1 to hit vs Studded or better

86. Pike-Bludgeon  Dmg:1d6/1d4+1;WS: 6,Enc: 45,Cost: 26 gp, +1 to hit & dmg vs Padded or worse

87. Brandistock-Dagger  Dmg:1d4+1/2d6;WS: 5,Enc: 45,Cost: 40 gp, -1 damage vs Leather

88. Lochaber-Corbin  Dmg:1d4+1/1d12;WS: 6,Enc: 50,Cost: 480 gp, +2 to hit & dmg vs Chain or better

89. Gisarme-Bec deGiserne  Dmg:1d8/1d10+1;WS: 6,Enc: 70,Cost: 8 gp, 1/2 damage vs Plate or worse

90. Axe-Corbin  Dmg:1d4+1/1d4+1;WS: 6,Enc: 35,Cost: 3 gp, 1/2 damage vs Banded

91. Bludgeon-Fauchard  Dmg:1d8/1d6+1d4;WS: 5,Enc: 35,Cost: 14 gp, 1/2 damage vs Chain

92. Brandistock-Guisarme  Dmg:1d6+1/1d12;WS: 6,Enc: 45,Cost: 50 gp, -1 damage vs Leather or better

93. Falx-Maul  Dmg:1d4+1/1d10+1;WS: 5,Enc: 40,Cost: 24 gp, -1 damage vs Plate or worse

94. Cavalry Spetum-Fork  Dmg:1d4+1/1d6+1d8;WS: 5,Enc: 50,Cost: 360 gp, +2 to hit & dmg vs Studded or worse

95. Pole-Pick  Dmg:1d6+1/2d4;WS: 6,Enc: 35,Cost: 30 gp, -1 to hit vs Studded or better

96. Hook-Impaler  Dmg:2d4/1d6+1;WS: 7,Enc: 45,Cost: 40 gp, +2 to hit vs Scale or worse

97. Fork-Partisan  Dmg:1d6+1/2d4;WS: 6,Enc: 55,Cost: 15 gp, -1 damage vs Chain or worse

98. Spetum-Bardiche  Dmg:1d6+1/2d6;WS: 5,Enc: 35,Cost: 60 gp, -1 to hit vs Banded or better

99. Orcish Pick-Falx  Dmg:2d4/1d12;WS: 5,Enc: 90,Cost: 360 gp, +2 to hit & dmg vs Ring or worse

100. Page's Fork-Pole  Dmg:1d6/1d8+1;WS: 8,Enc: 55,Cost: 50 gp, +2 to hit vs Leather

Saturday, November 5, 2022

Scenario setup charts

Every now and again a campaign needs a scenario that isn't a conventional dungeon adventure so here is a set of charts to generate a scenario for a fantasy campaign. Characters will either be bystanders, wrongly accused, employed to remedy the situation, or employed to complete the plot. 


Plot

1. Robbery

2. Assault

3. Kidnapping

4. Vandalism

5. Smuggling

6. Extortion

7. Fraud

8. Conquest

9. Curse

10.Ritual



Offenders

1.  Rapscallions- youths, drunkards, or beggars

2.  Nobles-  plotting local noble , annoying fops, or drunken noble youths on a rand.

3.  Bandit- highwaymen, bushwackers and such, often desperate peasants

4.  Thieves- professional thieves

5.  Cultists- a secret heretic cult, a hidden local order, or followers of a new prophet

6.  Brigands- Organized criminal militants

7.  Goblins- kobolds, gremkins, hobgoblins, boggarts, or boggles

8.  Fey- Brownies, Pixies, or Leves

9.  Giant- Ogres, Trolls, or True Giants

10. Dragon

11. Undead- ghosts, ghouls, vampires, or conjured minions

12. Mage - a mad wizard, plotting necromancer, wicked witch, or dark druid

13. Gargoyles/Harpies

14. Beastmen/Talking Animal- troublesome beastmen, talkign animals, or chimera

15. Demonic- evil/chaotic fiends form the lower planes

16. Lycanthropes

17. Constructs/Conjurations- fabricated foes either mechanical or crafted with magic

18. Invaders- foreign invaders

19. Dwarves- Either Petty Dwarves, Deep Dwarves, or stubborn members of a dwarven hold.

20. Merchants- businessmen are not always completely legit


Victim

1. Freeholder- a local free-farmer or woodsman

2. Village- a whole village is targtetted

3. Local Noble/Government Official

4. Local Church/Temple

5. Artisan

6. Guild- an entire guild is targeted

7. Castle- a castle and all it's inhabitants are threatened.

8. Town

9. Widow

10.Children


Sometimes there is a secret patron of the offenders

1. Noble

2. Abbot- the head of a local monastery or temple is behind the whole thing

3. Local Hero- shockingly a local hero is behind the whole thing

4. Local Villain- no one is surpsied this cad is up to no good again

5. Guildmaster

6. Mage

7. Religious Order

8. Mercenary Commader

9. Monster

10.Outlaw

11.Undead

12.Godling



Sometimes the Patron or the Offenders have a Hideout

1. Abandoned Farm

2. Lonely Tower

3. Cave

4. Tomb/Catacomb

5. Castle

6. Secret Camp


Now and again A Complication arises

1.  Tournament

2.  Fair/Feast

3.  Wedding

4.  Funeral

5.  Competition

6.  Hostage

7.  Weather

8.  Fire!

9.  Sickness/Famine

10. Omen

11. Monster

12. Duel