Showing posts with label Generation. Show all posts
Showing posts with label Generation. Show all posts

Bounty Hunters

You know the type, Boba Fett except half-plate, a crossbow and a pair of shortswords. They are scary, ruthless, efficient, and will do anything for money. They are personalities in and of themselves, their lackies only serving to set up the Bounty Hunter for the glorious completion of the Bounty.

Each Bounty Hunter has an Archetype, some traits, equipment, and a set of Lackies.

Archetypes


The main thing you would take away from them after seeing them fight a little bit, the core of their battle-tactics.

1 - Hunter: No matter what, you can't run, and you can't hide
2 - Berserker: RAGE AND BLOOD AND VIOLENCE
3 - Tactician: They have this whole thing Planned Out
4 - Spell-Sword: A Blade wreathed in Magics
5 - Assassin: Death strikes from the shadows
6 - Pit - Fighter: However it goes, you will certainly be entertained
7 - Arcane Archer: Blasts of Magic rain from the sky
8 - Swashbuckler: Violence with Panache and Style
9 - Brute: A Big ol' Slab of Muscles
10 - Beastmaster: With armour-plated hounds at both sides

Traits of the Bounty Hunter


The Bounty Hunter should have 1 trait per 3 Hit Die they have (rounding up), rerolling doubles. Alternatively, choose traits that seem to match their Archetype.

1 - Armoured: Their AC is 2 higher than it would appear based on their equipment.
2 - 1000 Weapons: Even if disarmed multiple times, there is a 5 in 6 chance they have another light weapon hidden somewhere on their person.
3 - Poisoner: Most every weapon they have is poisoned to the pummel.
4 - Potioneer: Will have d4+1 potions of various sorts on a bandoleer.
5 - Trapper: Will set d4+1 traps in any combat arena they anticipate potential violence in.
6 - Charms and Wards: Will have d4+1 beneficial charms or wards cast on them if they anticipate violence.
7 - Weapon Master: Scarily skilled with their weapon; they have +2 to hit and on damage rolls, and can't be disarmed of their main weapon.
8 - Improviser: Improvised weapons have a damage dice two sizes up from what you might expect, and they have a +4 bonus  to improvised tactics that probably really shouldn't work.
9 - Researcher: They know everything there is (reasonably at least) to know about their targets, and even other famous people in the area, just in case.
10 - Twins: Oh, there's actually two of them, each has half the Hit Die (+1 each if the original Bounty Hunter had 4 or more HD) of the original Bounty Hunter (i.e. a 4 HD Bounty Hunter would now be two 3 HD Bounty Hunters)
11 - Unstoppable: Even if you kill them, you probably haven't. When killed, the Bounty Hunter has a 2 in 6 chance of coming back to life within 24 hours in some manner or another. There is a cumulative -1 penalty to this chance for each time this has happened in the last year. 
12 - Stealthy: Has a +4 bonus to stealth checks against their target, or those affiliated with them.
13 - Prepared: Always has what they need hidden on their person. Can be used 3 times per day.
14 - Ambusher: Always gets surprise on the first round of combat.
15 - Hordes of Henchmen: Has two more sets of Lackies than normal.
16 - Disengager: Never triggers attacks of opportunity from movement.
17 - Arcanist: Can cast a few useful spells, total spell levels not to exceed their HD.
18 - Blessed: Has someone upstairs looking out for them. When reduced to half hit points, and each time they are hit there after if they aren't blessed, they have a 3 in 6 chance to be the target of a Bless spell.
19 - Animist: A friend of the earth and the spirits that dwell there-in. Sometimes they will do favours for the Bounty Hunter, particularly if asked well before hand.
20 - Exotic Stylings: Woah, what is that? And that? Well, I've never seen anything like it. What do you even do against something like tha-

Weapons


The main equipment of the Bounty-Hunter, their trademark and ultimate set of tools.

1 - Two-handed Weapon
2 - Sword and Shield
3 - Duel-Wielder
4 - Blade and Dagger
5 - A whole load of Knives
6 - A Bow of some description
7 - Spear and Shield
8 - A Polearm
9 - FISTS
10 - Exotic Weapon

Secondary Equipment


This is just the stuff the Bounty Hunter carries around to make their job that bit easier, and allow them to go up against potentially groups of enemies. The Bounty Hunter should have twice as many bits of Secondary Equipment as they have Traits, but only carry as many bits as they have Traits at any one time. The rest are in their packs or stored elsewhere.

1 - Nets
2 - Mancatcher: Essentially allows grappling from a distance
3 - Obscuring Smoke
4 - Choking Smoke
5 - Combat Handcuffs: Binds a target's hands together on a successful grapple
6 - Spined Armour: Deals damage to grapplers and unarmed attacks
7 - Bolas: Used to tangle and trip the target at range
8 - Thrown Weapons: Probably poisoned 
9 - Choke-Gloves: Easily removed gloves that can 'lock' into position, used for hands-free strangling
10 - Weighted Whip: Looped around weapons to make them useless unless untangled
11 - Poisoned Blowdarts: Well, probably poisoned 
12 - Stun-crackers: Can be thrown, forcing target to save or be stunned
13 - Electrified Weapon: Main weapon deals additional lightning damage and knock-back on a hit
14 - Flame-wreathed Weapon: Main weapon deals additional and on-going fire damage on a hit
15 - Knife-boots: A knife, on a boot, probably poisoned
16 - Wrist-Crossbow: A one use crossbow that requires no hands to wield, probably poisoned
17 - Knuckle-Dusters: unarmed attacks stun when max damage is rolled
18 - Ceramic Armour Plates: absorbs up to [4 times HD] damage before breaking
19 - Caltrops: Could well be poisoned
20 - Hooked Ropes: hooks opponents together

Reputation


What the Bounty Hunter is know for, and informs their behavior up until the fighting breaks out and after the dust settles.

1 - Implacable, they will never give up
2 - Adaptable, they will always find a way
3 - Improviser, they can always make do with what they have
4 - Guerrilla, they will strike from the shadows and fade away without trace
5 - Honourable, they will meet the battle head-on
6 - Backstabber, they will meet the battle back-on
7 - Infiltrator, the target will never even know they were there
8 - Stalker, they will follow the target until they know all there is to know
9 - One Perfect Strike, they only ever need one attack
10 - Brutish, they will beat the problem until it falls to the dirt begging for mercy

Current Mission


What are they currently up to?

1 - Slay a target
2 - Send the target a message they won't soon forget
3 - Kidnapp a target, leave them alive and unspoiled
4 - Steal something from the target
5 - Arrange an "accident" for the target
6 - Maim the target, leave them incapable of anything much

Drawbacks


They won't advertise this, but its the reason you wouldn't hire them. These are here for the Party to discover, and potentially exploit.

1 - Itchy Trigger Finger
2 - Easily Bribed
3 - Strong Sense of Self-Preservation
4 - Known Thief
5 - Supremely Paranoid
6 - A Double Agent
7 - Hides a Dark Secret
8 - Trailed by a Nemesis

Lackies of the Bounty Hunter


Every good Bounty Hunter needs a good set of Lackies. Most are non-combat support personnel, who provide services and knowledge to the Bounty-Hunter. The Bounty Hunter should have as many groups of Lackies as they have Traits. Only those marked as Combat Ready will join the Bounty Hunter in a fight.

1 - A Junior Bounty Hunter (roll an archetype, weapon, and trait only) (combat ready)
2 - A Small Baggage Train 
3 - A Somewhat Talented Enchanter 
4 - A Sharp-Eyed Sniper (combat ready)
5 - An Alchemist 
6 - A Man-Mountain (combat ready)
7 - A Silent Spy 
8 - An Expert Tracker 
9 - A Few Good Swordsmen (combat ready)
10 - A Pair of Shield Bearers
11 - Someone to Watch their Back in a Fight (combat ready)
12 - A Well-Educated Healer 
13 - A Talented Herbalist 
14 - An Expert Poisoner 
15 - A Discerning Manager 
16 - A Hound-master and 2d4 hounds (combat ready)
17 - A Travelling Smith 
18 - A well-bred Mount and retainer (combat ready)
19 - A Shivering Diviner 
20 - A Caged Demon, for when things go really, really wrong (combat ready)

The Corrupt Lord

In their gilded halls and lavish palaces, the Corrupt Lords reign from on high, gathering in that most precious of honeys, that sweetest of milks. Of course, they came across all of this wealth legitimately. Who are you to question this? The peasants propitiating them for salt for their food? Pathetic. If they can't afford even that most basic commodity, they need to work harder. Clearly.

These are tables for that specific archetype of Lord faced in classic old heroic adventures, which I have discovered (or possibly dreamed up) from the likes of the Water Margin, and Samurai Shamploo. The corrupt old men (and women I guess, and they don't have to be old) who are just kind of real dickheads, and deserve having their jaw-lines rearranged. You don't need a complex relationship with these guys to want to depose them. Great for levels 3 - 5 I'd say.

Each Corrupt Lord has their Vice, which partially determines their traits. They also have a pair of traits for their Lair, from which they rule. They are guarded by a group of Body Guards, and an Agent, who is in charge of the Lord's General City Watch/City Guard group. They also have d3 + 1 Outlaw Groups under their control.

The Vice of the Corrupt Lord

1 - Lust
2 - Envy
3 - Gluttony
4 - Greed
5 - Pride
6 - Wrath
7 - Sloth
8 - Roll Twice More, Ignoring Further Rolls of 8

Traits

Has one Trait from the list of the Outlaw Traits, and the list of Traits based off of their Vice. If the lord has more than one Vice, pick which trait you like more for each of the four sub-categories.

Pride
Active - If an attack misses the Corrupt Lord, they gain Temporary HP equal to half the damage the attack would have done
Passive - Their guards are all body doubles of themselves, and are nearly impossible to distinguish in battle
Deeds - The Corrupt Lord is exalting themselves to new heights, all at the expense of their people
Terrain - The Corrupt Lord's lair is littered with statues of themselves, the Corrupt Lord can see through their eyes and hear through their ears

Wrath
Combat - The Corrupt Lord can enter into a BERSERK RAGE!!!
Passive - The Corrupt Lord's guard fight as if they were 2HD higher than they are to avoid their Lord's wrath
Deeds - They are aggressively expanding their territory, and cracking down harshly on crime in their lands
Terrain - Their Lair isn't actually as sturdy as it looks, and the Guards and the Lord can burst through the walls without much effort

Sloth
Combat - The Corrupt Lord has extra Guards to fight for them instead
Passive - The Lair is supremely lavish, its disgustingly hard to move around because its all just a bit too overly designed
Deeds - The Lord neglects their duties, and the people are suffering for it
Terrain - In battle, the hordes of servants will just stick to the sidelines, but take non-damaging pot-shots at the heroes

Gluttony
Combat - The Corrupt Lord is supremely Obese, and as such gets +2 AC, 2 bonus Hit Dice worth of HP, and resistance to bludgeoning damage
Passive - All the Corrupt Lord's minions have 2 bonus Hit Dice worth of HP
Deeds - The Corrupt Lord enjoys the fruits of his people's labour, whilst they have literally only enough to keep working to support the Lord
Terrain - The topography of the Lord's lair is constantly changing, as a constantly writhing orgy of feasting and... other stuff. They just get in the way, and keep on getting in the way somehow.

Greed
Combat - The Lord has the best Equipment and Staff that money can buy
Passive - The Lord and Staff can offer nearly any bribe imaginable, and no bribe offered to them could ever really be enough for them
Deeds - The Lord taxes far too heavily, and then they even steal everything from those that can't afford to pay
Terrain - There's just... too much treasure everywhere. If you aren't careful, there's going to be a treasure-avalanche.

Envy
Combat - The Corrupt Lord just keeps stealing the weapons and abilities of those they fight and fight with.
Passive - They have just about everything they could possibly need or want in every place they could conceivably have it
Deeds - The Corrupt Lord just takes everything that's precious to anyone they can, even if they don't want it at all, they just can't help it.
Terrain - They and their guards have plenty of human shields; the people the Lord has kidnapped over the years

Lust
Combat - The weapons used by the Lord and their Guards are designed primarily to cause the maximum amount of pain they can
Passive - The Lord makes secret pacts with unearthly beings behind closed doors
Deeds - The Lord will have as much power as they possibly can, by any method possible, any method
Terrain - The Lair of the Lord has everything that you've been told you can't have, everything that you aren't allowed to want

Traits of the Corrupt Lord's Lair

The Traits of the Lord's lair are split into two sections, Positive, which are the strengths the Lord will leverage against the Party, and Negative, which the Party can use for counter-leverage. Each Lair has one of each.

Positive Traits
1 - Riddled with Secret Passages
2 - Adorned with Many Watch Towers
3 - Sprinkled with Many Deadly Traps
4 - Defended by Tamed Monsters
5 - Run about with Mystical Sigils and Wards
6 - Rigged with a Dead Man Switch
7 - Just Crawling with Guards
8 - Almost impossible to Approach Unseen
9 - Almost impossible to Approach except by the Front Door
10 - Much of the actual Lair is Underground
11 - The Lair rises High Up into the Air
12 - Many of the Main Causeways are Retractable

Negative Traits
1 - The Servantry are easily turned against their Master
2 - There is a Secret Entrance into the Lair
3 - Guards are forbidden in parts of the Lair for some reason
4 - There are a number of Unguarded Passages that allow travel within the Lair
5 - There are a number of easy access points in the roof that are unwatched
6 - One of the Major Locks in the Palace is Broken
7 - There is a Large are relatively defenseless Powder Store
8 - There is a Powerful Ally in the Lair's Dungeons
9 - The Changing of the Guard is extremely predictable
10 - The Changing of the Guard is hopelessly chaotic
11 - The Supplies that enter the side-gate aren't checked all that rigorously
12 - The Lair has strangely weak foundations

The Fighting Style of the Corrupt Lord

Corrupt Lords with the Vice of Wrath or Pride roll with advantage, Lords with the Vice of Sloth and Gluttony roll with disadvantage.

1 - Throne-Bound: They use support magics, and order their Guards around
2 - Hanging Back: They use reach weapons or ranged attacks, and support their guards from behind
3 - Guarded: They fight in Phalanx formation with their guards, and redirect attacks onto them too
4 - Front Line: They lead from the front in heavy armour, and with heavy weapons

The Body-Guards of the Corrupt Lord

The Body Guards are the Corrupt Lord's last line of defence, and never leave their side. In general, the group of Body Guards should have about 12 Hit Dice spread among their number.

1 - An Archmage with d3 Arcane Servitors
2 - Ironclad Warriors (2d6)
3 - Monstrously Skilled Glaive-Masters (2d4)
4 - Spell-Breakers (2d3)
5 - Inhumanly Fast Assassins (2d3)
6 - Supremely Bemuscled Pugilists (2d4)
7 - Revenent Knights (2d6)
8 - Iron-Oath Paladins (2d4)
9 - Black Magic Occultists (2d6)
10 - A Dominated Monster
11 - A Horde of Guards, altogether too many Guards
12 - A Cadre of Elite Snipers (2d4)

The Agent of the Corrupt Lord

The Agent is the Right-Hand person of the Corrupt Lord, in charge of the Lord's soldiery in practice if not in actuality. In all likelihood, the real power behind the throne. 
Agents have both a Profession and a Trait.

The Agent's Profession
1 - A Supremely Well Equiped Bounty Hunter
2 - A Ruthlessly Dogmatic Inquisitor
3 - A Man-Hunting Ranger
4 - A Sycophantic Court Wizard
5 - A Brutal Swordsmaster
6 - A Scheming and Conniving Vizier

Traits of the Agent of the Corrupt Lord
1 - Haven't realised how much they don't need the Lord
2 - Addicted to some vice, gambling, drink, drugs, or the like
3 - Not above taking bribes, large bribes
4 - Harbour some small sympathies for the blighted people of the land
5 - Have some significant person they would do anything for
6 - Have a dark secret they can't afford to have exposed
7 - Plotting their own coup against the Lord, missing a few crucial pieces...
8 - In deep with some other party, using the Lord for protection
9 - Obsessed with honour, and will serve whoever can best them at their own game
10 - A coward at heart, will flee when the fight turns against them

Forest Gods

The Forest God

Deep in the Woods, wild spirits roam freely between the boughs and the bushes, hidden from the unclean gaze of man. The Mightiest of these Spirits are the Living Avatars of the Forests themselves, striding tall between the trees of the Mightiest Forests. Within their realms, which they never leave, they are the undisputed masters, though they act more as guardians and nurturers than Tyrants. Usually. Druids revere them, and rangers respect them, and only the fool-hardy anger them. They tolerate men, though not gladly, their only concern is their Forest, which they will protect at all costs. They aren't quite gods in the sense of almighty men that live in the Sky, but they are worldly, and powerful, and Gods all the same.

Aspects

This is the main aesthetic of the Forest God, combine this with the Forms table to determine what it actually looks like. This is actually all one big d20 table, don't be fooled; it is merely arranged into 3 subtables (and a little bit at the end), and the result tells you which sub-type your aspect is arranged into, plant, elemental, or animal. This affects how you roll on some further tables, and the types of powers and followers the Forest God can have.

Plant Aspects
1 -  Wood
2 - Vines/Brambles
3 - Flowers
4 - Fungus
5 - Leaves
6 - Roots
Elemental Aspects
7 - Stone
8 - Mud
9 - Earth
10 - Tar
11 - Water
12 - Cloud
Animal Aspects
13 - Horn
14 - Fur
15 - Chitine
16 - Swarm
17 - Feather
18 - Bone
Unaligned Aspects
19 - Roll Twice, within the same sub-table
20 - Panopoly, roll once within each sub-table

Form

The shape of the Forest God, made of its aspect. It is always larger than a man, towering over him at least twice as high.

1 - Man
2 - Elk
3 - Faun
4 - Wendigo
5 - Bear
6 - Eagle
7 - Spider
8 - Torrent
9 - Snake
10 - Boar
11 - Beetle
12 - Owl

Features

Additional cosmetic features for your Forest God if you wish. Should probably only have one or two at most.

Plant Aspect Gods roll with advantage, Animal Aspect Gods roll with disadvantage
1 - Too Many Horns
2 - Too Many Limbs
3 - Too Many Eyes
4 - Home to Many Birds
5 - Home to Many Insects
6 - Home to Many Animals
7 - Always Shifting and Moving
8 - Scribed with Ethereal Runes
9 - Smoulders Within
10 - Emits Mist and Fog
11 - Roots Itself into the Earth
12 - Embedded with another Aspect

Terrain/Sacred Space

Where the Forest God dwells within the Woods, where their essence dwells in slumber, where supplicants offer their sacrifices and where the rivers carry the votives by secret water-ways. If Gods can only be killed on their home planes, this is where the Forest God can be slain. Though of course, in their Sacred Space, their powers are at their fiercest, and the God's followers will always come running if violence is brought to the Sacred Space.

Plant Aspect Gods roll with Advantage, Elemental Gods roll with Disadvantage
1 - A Great Lake
2 - A Roaring River
3 - A Huge Cavern
4 - Many Standing Stones
5 - A Stinking Swamp
6 - A Peaceful Clearing
7 - An Almighty Tree
8 - A Vine-Choked Valley
9 - A Flower-Blanketed Field
10 - A Fungal Grove

Followers

Forest Gods should always have at least two sets of followers, maybe as high as five. Destroyed sets of followers should be regained (and rerolled) at the next equinox or solstice. They are fiercely loyal to the Forest God, and often times as intelligent as men if they would otherwise not be. If you don't recognise an entry, just take a peek below, there should be a little description there for you. Or make up your own. Doesn't bother me.

Animal
1 - A Wolf Pack, lead by a King of Wolves - Best 2 of 3d6
2 - A Family of Bears, lead by a King of Bears - d4 + 2
3 - A Swarm of Insects
4 - A Swarm of Birds
5 - A Group of Boars, lead by a King of Boars - 2d8
6 - A Herd of Elk, lead by a King of Elk - 3d10
7 - A Roost of Owls, lead by a King of Owls - 2d4
8 - Clutch of Snakes, lead by a King of Snakes - 2d6
9 - A Unicorn
10 - Wild Fae - d6, exploding

Plant
1 - Dryads - 2d6
2 - Treants - d3
3 - Vine Horrors - d3
4 - Shambling Mounds - d3
5 - A Flowering Colossus
6 - A Forest Giant
7 - Myconids - 3d4
8 - Moss Hermits - d3
9 - Bracken Wolves - 2d3
10 - Wild Fae - d6, exploding

Elemental
1 - Naiads - 2d6
2 - Elementals - d4
3 - A Stone Giant
4 - A Flinty-pede
5 - Earth Motelings - 5d6
6 - A Lightning Bird
7 - A Stone Oracle
8 - Kelpies - d3
9 - A Fog Serpent
10 - Wild Fae - d6, exploding

Kings of Animals
These are beasts always of at least twice as many Hit Die as regular members of their species, and have magnified powers of their lesser kindred. They draw others of their kind to them like magnets, like royal courts. They are the Platonic Ideals of their kind.
Wild Fae
While most Fae are more than content to dwell in the glory of the Faewild, all Woods are in some way connected to the Undying Lands, and these Fae have migrated through to the Mortal World to experience its... grittiness. For some Fae, the thrill of a Duel is hardly as heightened as when the ritual weapon can actually kill you. However, all Fae must have a Lord that they at least respect, and so they congregate around the Forest Gods.
Vine Horrors
They are mostly in the shape of men, or when part of the Forest God's court, the shape of the God. They snake their way through the woods, always rooted to the ground. In their defence, they encase and strangle and suffocate, escaping up the trees or down into the mud if truly at risk. Usually, they merely go about their enigmatic, seemingly purposeless purposes.
Flowering Colossus
Like an animated hill, these hunched beetle-giants of rock and stone carefully cultivate the flowers and mosses that grow upon their backs, leading some to call them Garden Giants. They are gentle, and hard to provoke, but sometimes particularly rare alchemical ingredients will be discovered to grow upon their backs, leading the fool-hardy and ill-informed to attempt to steal from the Colossus. their pulped remains are rarely recognised as such, ground as they have been between the forces of continents.
Moss Hermits
They are the same shape as men, only made of living rock with eyes of precious gems, and cloaks of moss and petals. They own only fishing poles made of still-living wood which they use to fish in the earth itself for jewels, which they use to create new Moss-Hermits. They are very picky about the jewels that they use in their secret rites of creation, and those that don't meet the mark are tossed back down into the muck. They can remain fishing for centuries, as it takes their hooks years to sink down into the earth in some cases, and motionless and patient as they are, the moss will slowly creep over them, encasing them in green. They move only to brush it away from their Gemstone eyes. They are happy to converse with those that speak the language of the stones, dismissive of those that don't, and implacable in their vengeance. They have many friends among the rocks and stones of the earth, and their enmity should not be sought, or lightly made. 
Bracken Wolves
These are the Wolves of the Huntsmaster; meat of mud, ivory of flint, fur of mosses. They have the minds of stones, and so are content mostly to languish and rest to make any cat blush and tut. When roused to blood or anger, they have minds of wolves, and are fiercely strong. They were created as part of the Pact between the Huntsmaster and the Woods, to allow him his hunt-eternal. Such, some rest now in the courts of the Forest Gods, avatars of the Earth as they are.
Flinty-Pede
Long chain-coils of stones and boulders, flinten legs clattering through the ground, basalt mandibles gobbling up the earth, metal-ore-streaks running down their backs. As worms are to soil, so Flinty-pedes are to the deep rocks of the earth. Sometimes, they form friendships with the Forest Gods whose forest's roots seep and snake down into the rock in which they live. Of all the courtiers of Forest Gods, these are perhaps to be feared the most, they bring no signs of their passing, and strike from beneath the very earth you tread on. Their only 'weakness' as such is that they must always be contected to the earth in which they live. If ever seperated from it, they instantly crumble into inanimate rock.
Motelings
Just tiny, cute little elementals. Be careful though, in swarms, they have all the capabilities of their greater cousins, a fact of which they are well aware.
Lightning Birds 
Like their cousins, the Phoenix, Lightning Birds are attuned to that most blinding expression of the Earth's Power. In most weathers, they are the size of eagles, or maybe falcons. When clouds gather, they grow with the strength of the storm that will inevitably follow. They fly at the speed of the flash of light, strike with the force of a thunder clap, and spark and shed blasts of electricity at the touch of water. They are reborn from tiny shreds of blasted wood and earth with the touch of great, momentous storms. These are rare, thankfully, so if you can actually kill one, it will be some time before it can return to hunt you down. And it will return, their memories are long, and uncompromising.
Stone Oracles 
They scratch their messages into the earth; long, gaunt fingers of crystal scoring the future into the muck, eyes of mirror-facets seeing what will come, tectonically accurate, the long-seeing visions of stone with paths as set as the course of stars. They are valuable in every way, their words carry the course of time, their flesh is crystal, and they abhor violence. Almost a dream come true. The Earth is their friend though, and those that would strike down an Oracle would face the Enmity of the World itself, a curse of the greatest magnitude. This doesn't stop some from trying. It never ends well.
Fog Serpents
Normally, Fog-Serpents are the Genii Loci of great storm-clouds, but sometimes they drift down into the woods of Forest Gods to nurture the Forests further. Fighting them is like fighting the weather, in nearly every aspect. They wreath their adopted woods in mists and fogs that coat the ground in ethereal white, and their roar is the distant rumble of thunder. The only blessing we have in the battles against the Fog Serpents, mighty as they are, is that they are almost completely incorporeal. They can summon great winds, and bolts of lightning; but their thick coils, nearly six feet thick, can do you no harm; nor can their great maws swallow you up. Small mercies at least.

Forest God Powers

Forest Gods have Powers from their Aspect equal to the number of Followers they have. They may swap up to one power from their Aspect for a power from another Aspect.
All spells cast by the Forest God are cast as if by a spellcaster with levels equal to the Forest God's Hit Die, and all spells cast at a level equal to the Forest God's Wisdom modifier, unless it would be higher.

Animal
1 - Command Creatures
2 - Set Rots
3 - Inspire Fear
4 - Inspire Rage
5 - Swarm Storm
6 - Wither
7 - Deluge
8 - Ossify
9 - Evolve
10 - Devolve

Command Creatures:
As an action, the Forest God calls upon the creatures that inhabit its domain to serve their lord and Master. In d4 turns, 4 swarms of beasts of the Forest God's choice arrive to serve the Forest God.
Set Rots
The Forest God can cast Contagion as part of a melee attack before making the attack roll, targeting the same creature as the attack. It can do this a number of times per day equal to its Wisdom Modifier.
Inspire Fear:
As an action, the Froest God can attempt to cause a living creature to become deathly afraid of the Forest God. The target must make a Wisdom Saving Throw, becoming frightened of the Forest God on a failure for as long as it can see the Forest God.
Inspire Rage:
As an action, the Forest God can attempt to create a boiling storm of fury within a living creature. The target must make a Wisdom Saving Throw, or become so enraged that it must attempt to slay all creatures that it can see, to the best of its abilities. Each time that it takes damage whilst affected by this ability, it can attempt the Saving Throw again, ending the effect on a success.
Swarm Storm
The Forest God can cast Insect Plague once per day.
Wither
The Forest God can cast Blight a number of times per day equal to its Wisdom Modifier.
Deluge
The Forest God can cast Tsunami once per day.
Ossify
As an action, the Forest God can attempt to turn a creature into Bone, the target must make a Constitution Saving Throw. It takes d4 dexterity damage on a failure, it is stunned on its turn as its skin begins to calcify, its AC increases by 1 as long as its dexterity is damaged by this ability, and it must make the same saving throw on its next turn to. On a success, the creature takes 1 dexterity damage, and the effect ends. A creature that succeeds on its Saving Throw against this ability cannot be targeted by it again until the next new moon. A creature whose dexterity is reduced to 0 by this effect turns completely to bone.
Evolve
The Forest God can cast Polymorph on a friendly creature a number of times per day equal to its Wisdom Modifier.
Devolve
The Forest God can cast Polymorph on a hostile creature a number of times per day equal to its Wisdom Modifier.

Plant
1 - Shape Wood
2 - Blossom Storm
3 - Spore Storm
4 - Lignify
5 - Sudden Verdence
6 - Blazing Light
7 - Wall of Thorns
8 - Wild Fire
9 - Sudden Decay
10 - Bark Skin

Shape Wood
As a ritual, the Forest God can shape trees, one tree at a time over the course of the ritual, one tree per minute. The Trees can be manipulated into any shape and form the Forest God wishes, which causes no harm to the trees, which continue to grow in their new form once the effect ends. The only restriction to the ability is that the total volume and mass of the trees affected cannot change. The Forest God may also use this ability as an action a number of times per day equal to its Wisdom Modifier, any changes so effected manifesting immediately.
Blossom Storm
As an action, the Forest God can create a great storm of petals and leaves in a 60 foot radius around it, heavily obscuring everything within the radius. This effect lasts as long as the Forest God wishes, or until it is reduced to 0 Hit Points, and can't be dispelled by anything less than gale-force winds. As a further action during a turn during which this ability is active, the Forest God can thicken the storm further, blinding all creatures except the Forest God within the radius until the start of the Forest God's next turn.
Spore Storm
As an action, the Forest God can create a great storm of petals and leaves in a 60 foot radius around it, lightly obscuring everything within the radius. Any creature except the Forest God within the area that takes damage from any source also takes a further d4 poison damage. This effect lasts as long as the Forest God wishes, or until it is reduced to 0 Hit Points, and can't be dispelled by anything less than gale-force winds. As a further action during a turn during which this ability is active, the Forest God can thicken the storm further, poisoning all creatures except the Forest God within the radius until the start of the Forest God's next turn.
Lignify
As an action, the Forest God can attempt to turn a creature into Wood, the target must make a Constitution Saving Throw. It takes d4 dexterity damage on a failure, it is stunned on its turn as its skin begins to become brown and knotted, its AC increases by 1 as long as its dexterity is damaged by this ability, and it must make the same saving throw on its next turn to. On a success, the creature takes 1 dexterity damage, and the effect ends. A creature that succeeds on its Saving Throw against this ability cannot be targeted by it again until the next new moon. A creature whose dexterity is reduced to 0 by this effect turns completely to wood.
Sudden Verdence
The Forest God can cast Plant Growth a number of times per day equal to its Wisdom Modifier.
Blazing Light
The Forest God can cast Dawn and Daylight a number of times per day equal to its Wisdom Modifier.
Wall of Thorns
The Forest God can cast Wall of Thorns as an action, though it can only have one instance of the spell active at any time from this ability.
Wild-Fire
The Forest God can cast Firestorm once per day, with the following changes. Each 10 foot cube the spell creates appears one per turn over a minute, and each last 1 minute after the last cube has appeared. Each cube only deals 2d10 fire damage on a failed Saving Throw, or half as much if a creature in it succeeds its Saving Throw.
Sudden Decay
As part of a the damage for a Melee Attack, the Forest God can reduce the Strength, Dexterity, and Constitution Scores of the target of the attack by 1d6. It can use this ability a number of times per day equal to its Wisdom Modifier.
Bark Skin
As an action, the Forest God can cast Barkskin on all friendly creatures it can see.

Elemental
1 - Shape Stone
2 - Shape Earth
3 - Command Water
4 - Command Wind
5 - Lithify
6 - Liquify
7 - Create Mist
8 - Thunder Storm
9 - Call Elemental
10 - Flash Freeze

Shape Stone
The Forest God can cast Earth Tremor and Stone Shape a number of times per day equal to its Wisdom Modifier, and Bones of the Earth once per dayIt also knows the Mold Earth cantrip, targeting only Stone.
Command the Earth
The Forest God can cast Earth Tremor and Move Earth a number of times per day equal to its Wisdom Modifier, and Firestorm once per dayIt also knows the Mold Earth cantrip.
Control Water
The Forest God can cast Control Water and Wall of Water a number of times per day equal to its Wisdom Modifier, and Firestorm once per dayIt also knows the Shape Water cantrip.
Command Wind
The Forest God can cast Gust of Wind and Warding Wind a number of times per day equal to its Wisdom Modifier, and Whirlwind once per dayIt also knows the Gust cantrip.
Lithify
As an action, the Forest God can attempt to turn a creature into stone, the target must make a Constitution Saving Throw. It takes d4 dexterity damage on a failure, it is stunned on its turn as its skin begins to toughen into stone, its AC increases by 1 as long as its dexterity is damaged by this ability, and it must make the same saving throw on its next turn to. On a success, the creature takes 1 dexterity damage, and the effect ends. A creature that succeeds on its Saving Throw against this ability cannot be targeted by it again until the next new moon. A creature whose dexterity is reduced to 0 by this effect turns is completely Petrified.
Liquify
As an action, the Forest God can attempt to turn a creature into water, the target must make a Constitution Saving Throw. It takes d4 constitution damage on a failure, it is stunned on its turn as it vomits up litres of water equal to the constitution damage it took, and it must make the same saving throw on its next turn to. On a success, the creature takes 1 consitution damage, and the effect ends. A creature that succeeds on its Saving Throw against this ability cannot be targeted by it again until the next new moon. A creature whose Constitution is reduced to 0 by this effect turns completely to water.
Create Mist
The Forest God can cast Fog Cloud and it does not require an action to cast it, though it cannot cast it more than once per turn. It can also cast Windwall a number of times per day equal to its Constitution Modifier
Thunder Storm
The Forest God can cast Call Lightning and Thunderwave a number of times per day equal to its Wisdom Modifier, and Storm of Vengeance once per dayIt also knows the Thunderclap cantrip.
Call Elemental
The Forest God can bring forth Elementals to serve it faithfully as an action. It can summon a total number of Hit Dice of Elementals equal to double its own with this ability, with no single Elemental having a number of HD greater than twice the Forest God's Charisma Modifier. To manifest particularly powerful Elemental, there must be a natural phenomena of particular beauty, or grandeur home to such an Elemental for the Forest God to call forth.
Flash Freeze
As an action, a sudden wave of cold magics gush forth from the Forest God, freezing the ground in a 60 foot square touching the Forest God, turning the area into difficult terrain. Any creature in the area when the ability is used must make a Constitution or Strength Saving Throw (the creature's choice) or be frozen in place and immobilised. A creature that starts its turn immobilised because of this ability takes 2d6 cold damage at the start of its turn, and it can attempt the saving throw again if it is still conscious, ending the effect on it on a success.

A Map Making System?

So I accidentally stumbled across this when making an adjacency generator for the Rulers and Realms thing to work out which realms were next to which, and I think it might actually be pretty good for all sorts, dungeons most notably. Here's the system.

The Method
Start with room 1.

Roll a decaying exploding d4.

Okay, okay. That's a weird word jumble there. Here's how it works. Normal exploding dice (as I'm sure at least some of you know) when they roll the maximum, roll again and add it to the total. So if you rolled an exploding d4, and got 4, then 4, then 2, your total is 10. Simple stuff. Decaying it means that each dice you roll past the first has a cumulative -1 modifier, with the catch that the modifier only applies to its personal dice. If you roll a 2 on the fourth dice which has a -3 penalty, its really a 0. So for our earlier example, it would go 4, then 4(-1), then 2(-2) for a total of 7. Doing the rough maths gives it a sort of pleasing jaggedy curve that I kind of like, the numbers are (roughly):

Chance of:
1 - 25%
2 - 25%
3 - 25%
4 - 6.25%
5 - 6.25%
6 - 6.25%
7 - 3.125%
8 - 1.5625%
9 - 1.02...%
10 - 0.3...%

Point is, it decays much more rapidly than regular exploding dice, and lets you actually roll a 4 for example, and has a hard limit. It would be kind of really irritating if you just rolled really well and got 33 connections for one kingdom (though not without historical precedent I have no doubt). And it weights the numbers much lower than usual, which I like, and the needless complexity tickles me somewhat. So, that method then.

Once More, With Feeling
Start with room 1.

Roll a decaying exploding d4 and give it that many connections to new rooms. Try to keep the rooms spread out radially as evenly as possible. We want a sort of grid so that we can easily tell which rooms are "adjacent" to each other (ie. if you have 6 rooms spreading out from room 1, room 3 is "adjacent" to rooms 2 and 4 given they spread from room 1, I'll try to include some pictures to show you roughly what I mean).

Move on to room 2 and give it the results of a decaying exploding d4 connections, connecting the room to "adjacent" rooms before spreading out and adding new rooms.

Move on to room 3, and continue ad infinitum, until you reach a room and roll equal to or less than the number of connections it already had, and there are no other rooms you can roll for.

Note: If you roll a room's connections and roll less than the number of connections it already had attached to it, those connections become "tenuous". For example, if it is for a dungeon map, they could be secret connections, unorthodox connections, or dangerous ones. If it was for a world map they could be difficult crossings, such as an almighty river, or a desert. They could represent characters that have only heard of each other and never met before, or one way connections in an area map, or secret connections between city wards, which leads me on to the next point.

These maps could be a lot of different things. I've already listed political maps, showing geographical connectivity, or relationship webs between countries, people, or a dungeon map, or a city map, or many other things. It just depends what you decide to call each "room". It could be a country, a person, a room in a dungeon, a step in some arcane ritual, a molecule to synthesise...

I think it pretty cool, and I'll see about showing some pictures of maps I've generated this way.

Other Note: Tbh, if just normal exploding dice (or even just a d8 or whatever) work out for you, then I'd say just go with that. No need to overcomplicate the rolls beyond what you find acceptable.

Rulers and Realms


So I've been working on this and the following post a little bit recently, this is it such as I have it so far, a series of tables for generating politics, roughly speaking. I think this is part one of three or so.

In this post I'm putting the tables (that I may add to or edit as we go) that you can use to generate the Rulers of realms, and the history of said Realms. The following post will be a method for making the maps of the realms using dice (or potentially maps of many things to be honest), and the final one as an example of how to tie it all together using said methods.

Anyway, here we go.

THE RULER
These tables are for generating the main attributes of a Ruler, what they use to enforce their rule, and how they rule. The rest you can extrapolate somewhat from there I think.

The Realm's Ruler
A d8 roll determines the primary attribute of the current ruler, that which they exercise most to maintain their power. If you wish, you can roll on the relevant secondary tables to determine further details about the Ruler's methods.
1 - Martial Might
2 - Sorcery
3 - Riches
4 - Secrets
5 - Diplomacy
6 - Despite
7 - Intrigue
8 - Divine Right

Martial Might (d4)
1 - They are a Terrifying Combatant
2 - They control an Elite Force of warriors
3 - They fight alongside Sorcery
4 - They fight using the best that Money can buy

Sorcery (d4)
1 - They have a terrifying Mastery of Magic
2 - They are apparently Immortal
3 - They have been Magically Enhanced beyond human limits.
4 - They control a force of Magical Guardians

Riches (d4)
1 - They can afford to pay Heavy Tribute for their survival
2 - They can afford a Mighty Mercenary Force
3 - They have made nearby realms Economically Dependent on them
4 - They produce a Unique Commodity

Secrets (d10)
1 - They hold the secret to controlling a Mysterious Guardian Force
2 - They have made it Magically Impossible for them to not rule
3 - They are a Doppelganger ruling for a Shadowy Power, and the real ruler is missing
4 - They have control over a Ruthless Guild of Assassins
5 - They have bound an Inhuman Deity to their command
6 - They know how to produce a Mysterious Substance found nowhere else
7 - Their rule was the result of an Ancient Prophecy
8 - Roll again, the ruler gained this ability from a Mysterious Source
9 - Everyone believes there's some secret to it, but there Really Isn't
10 - The ruler was once An Adventurer, now made ruler by their own hand

Diplomacy (d4)
1 - They have carefully cultivated a Web of Alliances
2 - They have nurtured a Longstanding Friendship with another People
3 - They utilise the terms of an old Peace Treaty
4 - They have made it in the Best Interests of a Foreign Power to keep them around

Despite (d8)
1 - They rule despite their utter lack of Might with Arms
2 - They rule despite their utter lack of Diplomatic Tact
3 - They rule despite their utter lack of Administrative Skill
4 - They rule despite their utter lack of Subtlety and Guile
5 - They rule despite their utter lack of Any Sort of Education
6 - They rule despite being the victim of a Horrifying Curse
7 - They rule despite their utter lack of Piety and Respect for the Gods
8 - They rule despite their utter lack of any of the Skills a Ruler Requires

Intrigue (d4)
1 - They have Plotted and Schemed to put themselves on the Throne
2 - All their opponents have "mysteriously" disappeared or died
3 - Their Bloodlines have been carefully Manipulated to produce them
4 - There are Secret Pacts with Mysterious Powers for the Throne

Divine Right (d4) (how true it really is though, is up to you)
1 - Their God/s literally chose them
2 - Their Ancestors literally chose them
3 - They were victorious in their Crusade, and so earned the Throne
4 - They recently converted to the Dominant Faith

The Ruler's Method
Roll a d6 to determine how strict or liberal the ruler's reign is. Perhaps consider rolling with advantage or disadvantage based on the ruler's methods, or alignment.
1 - Tyranny
2 - Authoritarian
3 - Strict
4 - Laissez Faire
5 - Fair
6 - Benevolent


THE REALM
These are further tables to determine the situation and history of the realm if you wish. Mostly I think these are as optional as you want them to be, perhaps with the exception of the Realm's situation. Certainly at this point the further through you go, the more optional it is I think.

The Realm's Situation
The minimum I would suggest that is needed for the realm, as the situation can inform a lot about each ruler's inclinations towards neighboring realms.
As simple as a d6 roll:
1 or 2: On the Rise
3 or 4: Comfortably Stable
5 or 6: In a Steady Decline

The Realm's Status Quo
A d20 roll determines how long the current Realm has stood for (or not in some cases). This does not necessarily mean that the current ruler has been reigning for the whole time, however. I would suggest it is a marker of how long the current Dynasty has been in power. If the realm is on the rise, roll with disadvantage, and if the realm is in decline, roll with advantage.
1 - Recently (d6 years)
2 - Recently (d6 years)
3 - Recently (d6 years)
4 - Recently (d6 years)
5 - In Memory (d6 x 10 years)
6 - In Memory (d6 x 10 years)
7 - In Memory (d6 x 10 years)
8 - In Memory (d6 x 10 years)
9 - In Memory (d6 x 10 years)
10 - In Memory (d6 x 10 years)
11 - For Ages (d6 x 100 years)
12 - For Ages (d6 x 100 years)
13 - For Ages (d6 x x100 years)
14 - For Aeons (d6 x 1000 years)
15 - Embroiled in a Civil War (began d6 weeks ago) - (Roll another Ruler if you wish)
16 - Embroiled in a Civil War (began d6 years ago) - (Roll another Ruler if you wish)
17 - In the Grips of Revolution (began d6 weeks ago)
18 - In the Grips of Revolution (began d6 years ago)
19 - Languishing as a Puppet State
20 - Under the Control of Outside Forces

Civil Wars (d4)
1 - Succession Crisis
2 - Upstart Nobles
3 - Religious Upheaval
4 - Rise Against the Tyrant

Puppet States (d4)
1 - Conquered by a Neighbour
2 - In a Dynastic Union
3 - Under Economic Dependence
4 - Ruled by a Shadow Government

Outside Forces (d8)
1 - Realm of the Dead
2 - The Kingdom of Heaven
3 - Hell on Earth
4 - A Primeval Forest
5 - An Impossible Devastation
6 - The Remnants of the Precursors
7 - Untamed Wilds
8 - Land of the Dark Lord

Events
Events are the Realm-Shaking activities that can often separate the rule of one Dynasty from another, and at the very least demarcate the periods of Status-Quo. I suggest using your best judgement to decide exactly when these events occurred; they may not necessarily indicate the end or start of a Rulers reign, but they can. If you go for rolling the history of the realm as well, you could spread some of these events back further.
When rolling for a Realm that has been in its current state for Aeons or Ages, roll with disadvantage. When rolling for a Realm that has been in its current state only Recently, roll with advantage.

Number of Events (d6)
1 or 2 - No Events
3 or 4 - One Event
5 - Two Events
6 - Three Events

Events (d12)
If you roll a War, Revolution, or other such struggle, roll on the Outcome stable below to see who won. Similarly, if you roll a cataclysm, roll on the cataclysm table.
1 - Civil War (d4 months)
2 - Civil War (d4 years)
3 - Revolution (Short-lived, 2d6 years)
4 - Revolution (Long-standing, has been finished for 2d6 x10 years)
5 - Golden Age (d6 years, explodes with each explosion also multiplying duration by 10)
6 - Succession Crisis (d4 months) - (Roll a deposed Ruler if you wish)
7 - Succession Crisis (d4 years) - (Roll a deposed Ruler if you wish)
8 - Minor War (2d6 months)
9 - Major War (2d6 years)
10 - Cataclysmic War (2d6 decades)
11 - Minor Cataclysm (d4% of population)
12 - Major Cataclysm (d4 x 10% of population)

War/Revolution Outcomes (d8)
1 - Utter Loss
2 - Minor Loss
3 - Tense Standstill
4 - Comfortable Standstill
5 - Minor Victory
6 - Total Victory

Cataclysms (d10)
1 - Rampaging Monster/Dark Lord
2 - Divine Apocalypse
3 - Magical Catastrophe
4 - Economic Depression
5 - Virulent Disease
6 - Genocide
7 - Noble Decadence
8 - Extra-Planar Threat
9 - Earthquake, or other Geological Devastation
10 - Unrivaled Storms, or other Extreme Weather

The Realm's History
Use this d10 table to determine what was going on before the current Ruler came to power. If you really want detail, I guess you could roll rulers and Status-Quo periods for them, but I wouldn't really recommend it, lots of detail that most wouldn't care for anyway.
When rolling for a Realm that has been in its current state for Aeons or Ages, roll with disadvantage. When rolling for a Realm that has been in its current state only Recently, roll with advantage.
1 - This realm rose up from an ever-expanding city-state
2 - A Warlord united the land's petty barons together into this realm
3 - This realm rose over time from the results of many political marriages
4 - This realm was hard won in a battle against an inhuman foe
5 - The realm has been torn apart by Internal Conflicts for as long as any can remember
6 - A series of 2d4 Dynasties ruled over this area in succession over as many decades
7 - A pair of Dynasties have been fighting over this land for d6 decades
8 - The realm was a part of another realm before earning its Independence
9 - A Dynasty ruled for d6 decades after uniting the lands
10 - A Dynasty ruled for d6 centuries after uniting the lands

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