RPG Tables: Random Urban Gang generator

RPG Tables: Random Urban Gang generator

This table is great for creating random urban gangs to use in medieval fantasy RPG games.

Roll d8 – The gang’s money-making schemes include:
1. Distributing drugs.
2. Running heists of and/or fencing stolen gems and precious metals.
3. Petty theft, burglary, and/or pickpocketing.
4. Assassinations that look like accidents or that frame someone else.
5. Running brothels—exotic, low, or high-class.
6. Shaking down legitimate local businesses and/or city officials.
7. Serving as muscle for shady merchants and/or brothel-keepers.
8. Holding up outgoing ships or wagons.

Roll d20 – The gang’s colors are:
1. Black.
2. Red / scarlet.
3. Gold.
4. Forest green.
5. Royal blue.
6. Violet.
7. Silver / light grey.
8. Bronze.
9. Tan / khaki.
10. Brown / beaver.
11. Dark grey / gunmetal.
12. White.
13. Maroon.
14. Sky blue.
15. Navy blue.
16. Dark brown / chocolate.
17. Teal / turquoise.
18. Steel / blue grey.
19. Orange.
20. Olive green.

Roll d20 – The gang’s symbol is:
1. A skull.
2. A ghost.
3. An open hand.
4. A clenched fist.
5. An arrow.
6. A dagger.
7. A sword.
8. A hammer.
9. A crown.
10. A goblet.
11. The moon.
12. A star.
13. A fish.
14. A snake.
15. A badger.
16. A spider.
17. A rat.
18. A wolf.
19. A bear.
20. An eagle.

Roll d10 – Gangmembers often sport matching:
1. Shirts.
2. Jackets.
3. Scarves.
4. Vests.
5. Bandannas.
6. Boots.
7. Tattoos.
8. Hats.
9. Scars.
10. Mustaches.

Roll d10 – The gang’s leader is:
1. A dangerous megalomaniac.
2. A charismatic demagogue.
3. A mysterious foreigner.
4. A talented thief.
5. A well-known public figure.
6. A ruthless killer.
7. A femme fatale.
8. A charming rogue.
9. A dashing swashbuckler.
10. A brutish thug.

Roll d12 – For recruitment, the gang targets individuals who are:
1. Artisans.
2. Relocated peasants.
3. Sailors.
4. Drunks.
5. Beggars.
6. Thieves.
7. Servants.
8. Combat veterans.
9. Laborers.
10. Foreigners.
11. Young children.
12. Circus performers.
13. Orphans
14. Slaves
15. Law Enforcement
16. Politicians
17. House wives
18. Merchants
19. Farmers
20. Travelers

Roll d6 – The gang’s goals include:
1. Domination of the city’s politics.
2. Domination of the city’s trade.
3. Revenge against a rival gang in the same city.
4. Revenge against a rival gang in another city.
5. Revenge against the city’s elite.
6. Rebellion against the city’s elite.

Roll d10 – Gang members typically arm themselves with:
1. Wooden clubs.
2. Throwing knives.
3. Over-sized daggers.
4. Serrated daggers.
5. Daggers and crossbows.
6. Hammers and daggers.
7. Sticks and stones.
8. Shortswords.
9. Brass knuckles.
10. Bare fists.

Roll d10 – Gang members typically fight with:
1. Swarm tactics.
2. Hit-and-run tactics.
3. Ambush tactics.
4. Choreographed maneuvers.
5. Unpredictable maneuvers.
6. Lots of smiles and jokes.
7. Lots of fancy footwork.
8. Lots of screaming and shouting.
9. Kicking and stomping.
10. Lots of head-butting.

Roll d12 – The gang’s headquarters is hidden in or near:
1. The residence of the leader or a senior gangmember.
2. An artisan’s shop or guildhall.
3. A merchant’s office.
4. A tavern.
5. A brothel.
6. A warehouse or shipyard.
7. A temple complex.
8. The city’s sewers.
9. The town hall.
10. An abandoned guildhall or warehouse.
11. A shantytown
12. The residence of a wealthy individual.

Roll d12 – The gang is feared or respected by:
1. Fishermen and sailors.
2. Beggars and thieves.
3. Merchants and moneychangers.
4. Jewelers and gemcutters.
5. Politicians and magistrates.
6. Guards and sheriffs.
7. Soldiers and warriors.
8. Gladiators and pugilists.
9. Peasants and farmers.
10. Servants and slaves.
11. Priests and sages.
12. Women and children.

Roll d12 – Distinguishing feature for an individual:
1. A nose ring.
2. Shiny leather boots.
3. A hole in the toe of one boot.
4. A dagger in each boot.
5. A heavy gold chain around the neck.
6. A wide-brimmed hat.
7. A dagger tattoo on the forearm.
8. A snake tattoo around the arm.
9. A maniacal laugh.
10. A long, hooked nose.
11. An open shirt and a very hairy chest.
12. Extravagant mustaches.

Random Fantasy Names

Random Fantasy Names

Originally posted from Fidonet, and saved by myself onto a floppy disc for future use. So Brian Kettering – who ever you are, thanks!
(original format preserved.)

From : Brian Kettering (POST 05-May-1993 19:12)
Subject: Names of the Month
Since people liked my post of many fantasy names, I have decided to post a
few more each month for everyone to use and enjoy. If one or three catch
your eye, write me back and tell me why (oooooh, a rhyme!).
Achiena Ejaena Kamithar Rechinar Valethar Cagoril Goruta
Adhereal Ethurael Kavaena Retaena Viorzha Chasetyr Halura
Akimar Farenal Kazil Rocamara Vuzarael Chidildra Henashal
Basemar Felethar Korithar Ruthamaal Worustan Cimiryl Ibohama
Cabistone Fuliurael Larostan Samithar Xaimar Daeros Icanal
Caera Gaudrael Lovumar Savaston Xalathar Darital Idenshield
Camara Hazuther Marael Sezerael Xemara Dawndale Ikajira
Chalutyr Ichama Nazarael Shamara Zirael Denecar Jaaor
Cuathar Isomar Oakethar Shirael Zothimar Elizaret Jacipur
Dachamar Izether Panduther Tarael Aeothor Elinilera Jenin
Darael Jacuraal Parither Thalastan Alalira Evidar Jimuril
Dejemal Jamara Pedimar Tharel Anaer Ezhuer Kaera
Dezim Jizarael Perom Theston Aviux Fezire Kajena
Dezir Joxiral Piur Tinuviel Balisaer Fosmar Karashal
Duthurael Jutham Ra’kirael Ulorael Barthon Gelesia Kavin

RPG: Random Fantasy Books

RPG: Random Fantasy Books

Here’s a list of 30 books that can be added randomly to a treasure horde, found in a library, looted, etc. Some of the books will give a skill bonus if they’ve been studied long enough, length of time to study determined by GM and number of levels the character already has in that skill.

Book #20 is a special item, it gives information about the Wand of Belfal, which was created by the Wizard Belfal of the Shining Sands to destroy the Lich Sidifi. (a recurring NPC in one of my campaigns.)

1-Unexpected Similarities in the Sensory Systems of the Ogre and the Pegasus
• This book is reasonably easy to understand. Perusing it will show that it has no useful information. Though flawed, one can definitely see that the ideas within are very insightful.

2-Examining the Military History of the Dutchies: Knowledge:History +1
• This book is muddled beyond belief due to terrible diagrams. A talented person may be able to derive some understanding from the book and find it is reasonably useful. After a quick examination, one will find that the contents contain some original thought.

3-Peacetime Use of Longswords
• This book is all but impossible to understand mostly due to a complete lack of any kind of useful references. If someone somehow manages to make sense of it, they will find it has little useful information. The suffering reader will discover, with time, that the contents are derivative.

4-The Acolytes of the Awe-Inspiring Fertility Gods
• This book is muddled thanks to the bad illustrations. After some effort to read the book, one can find it has no useful information. To make things worse, one will eventually discover that the contents are derivative.

5-A Criticism of the Frontier’s Minor Inventors: Knowledge: Invention +1
• This book is easily understandable thanks to wonderful organization. It’s easy to determine that it has little useful information. Though flawed, one can definitely see that the ideas within are very insightful.
• Examining the book, one will find: Bookmarks marking pages that seem to have some errors in them. Pieces of paper with notes, in incoherent writing, that comment on errors in the book.

6-The Well-Known Invocation to the Revenge God
• This book is not very clear. After some effort to read the book, one can find it has little useful information. To make things worse, one will eventually discover that that the majority contents were obviously taken from a few other works

7-The All-Knowing Wine Goddess’ Legend
• This book is muddled because of a meandering writing style. With time, intellect, or both, one can make sense of the book, and it will reveal it is extremely informative. Unfortunately, the contents are original.

8-The History of Remedial Magic – Allows first and second level mages to level up without needing a teacher.
• This book is easy to understand because of the well-done illustrations. It’s easy to determine that it is reasonably useful. After a quick examination, one will find that the concepts in the book do show a lot of original thought.

9-The Great Animal Goddess’ Facts
• This book is quite clear thanks to the well-done illustrations. A short look at the book will show that it has a lot useful information. Despite it’s good traits, the contents are not very original.

10-Maintenance of the Sling and Crossbow
• This book is easy to understand. This clarity allows one to determine that it has a lot useful information. Despite its good traits, the contents were probably taken from several works.
• Examining the book, one will find: Folded-down pages marking pages with similar information. Written notes, in an archaic tongue, commenting on informative information in the book. Some document listing supplies in a recognizable, but foreign language can be found in a hidden compartment.

11-The Migration Patterns of Ettins: Current Fallacies
• This book is of above-average clarity. It doesnt take much effort to determine that it is extremely informative. Delighftully, the ideas within are very original.

12-The Book of Magical Art – Mages will be able to cast one (random) spell in their spellbook without need of components, but that spell has a 1% catastrophic failure chance
• This book is reasonably easy to understand thanks to the good diagrams. A small study will show it has little useful information. Though flawed, one can definitely see that the contents contain some original thought.

13-Dissimilarities in the Social Heirarchies of the Roc and the Minotaur
• This book is easy to understand. It doesnt take much effort to determine that it is reasonably useful. Perusing the book reveals that the ideas within make you see things differently.

14-The Social Heirarchies of The Jabberwock
• This book is impressively clear due to wonderful organization. The book’s well-done nature allows one to easily find that it is extremely informative.

15-A Peacetime Comparison of Daggers and Swords. Increases; Profession: Blacksmith by one skill point
• This book is of average clarity despite a meandering writing style. Perusing it will show that it is reasonably useful.

16-Unexpected Similarities in the Digestive System of the Dragon and the Drake
• This book is of average clarity thanks to the excellent, well-planned chapters. With a bit of reading, it will be revealed that it has little useful information. One may be deterred from reading it, but it is evident that the contents have a few areas of deep insight.

17-A Tome of Classic Conjuration – Teaches “Evard’s Black Tentacles” (pg. 228 PHB)
• This book is muddled thanks to a meandering writing style. After some effort to read the book, one can find it has a lot useful information. Unfortunately, the contents show some plagarism.

18-Defending Against of Ancient Illusions – Mages get a permanent +1 bonus for Will Power checks against Illusion spells targeted at themselves.
• This book is clear because of the well-done illustrations. With a bit of reading, it will be revealed that it is reasonably useful. After some reading, it is apparent that that the majority of the contents were obviously taken from someone else’s work

19-The Territory’s Ancient Organizations
• This book is hard to understand. With time, intellect, or both, one can make sense of the book, and it will reveal it has little useful information. The suffering reader will discover, with time, that the contents are original.

20-An Encyclopedia of the Recent Philosophical Wars of the Capitol – has information about the Wand of Belfal: The Wand of Belfal was created by the Wizard Belfal of the Shining Sands to destroy the Lich Sidifi
• This book is impressively clear mostly due to incredibly well-done and helpful illustrations. It’s easy to determine that it is reasonably useful. Perusing the book reveals that the contents are plagiarized.

21-Similarities in the Living Habits of the Phoenix and the Wyvern
• This book is easy to understand mostly due to the good references. It doesnt take much effort to determine that it has a lot useful information. Unfortunately, the contents are less than original.

22-The Domestic Use of Glamours
• This book is of average clarity despite the bad illustrations. Perusing it will show that it has no useful information.

23-The All-Powerful Justice Gods’ Rituals
• This book is all but impossible to understand because of a complete lack of any kind of useful references. If one miraculously managed to understand the book’s contents, that person will find it has a lot useful information. Despite its good traits, the contents are derivative.

24-The Agents of the All-Seeing Mystery God
• This book is muddled because of the poor diagrams. After some effort to read the book, one can find it has little useful information. To make things worse, one will eventually discover that the contents are not very original.

25-Similarities in the Uncommon Areas of Habitation of the Sea Serpent and the Tarasque
• This book is muddled. With effort, one will be able to understand the book, and will find it is extremely informative. Making it even more of a find, the contents have a few areas of deep insight.

26-An Examination of the Wartime Use of Crossbows and Longswords: Blacksmith+1 for those who have 3 or less points
• This book is of average clarity because of the good diagrams. With a bit of reading, it will be revealed that it has little useful information. To make things worse, one will eventually discover that the contents are plagarized.

27-A Study of the Legendary Clerics of the States: Adds Knowledge:Religion +1
• This book is clear despite a meandering writing style. Perusing it will show that it is reasonably useful. Perusing the book reveals that the contents were probably taken from several works.

28-Heretics Against the Fortune Goddess
• This book is muddled. With effort, one will be able to understand the book, and will find it is reasonably useful. After some reading, it is apparent that the contents seem to have been stolen from another work.

29-The Stiletto and Scimtar: An Extensive Legendary History
• This book is easily understandable due to extensive references. This clarity allows one to determine that it is reasonably useful. Perusing the book reveals that the contents are plagarized.

30-The Agriculture God’s Stories
• This book is muddled. With effort, one will be able to understand the book, and will find it is reasonably useful.

RPG: Diadem of Water Elemental Control

RPG: Diadem of Water Elemental Control

The Diadem of Water Elemental Control is only useable by Druids.

Description: A plain gold Diadem with no ornamentation other then a wavy line running the length of the band.

Usage: The wearer can control up to 3+Wisdom bonus (if any) number of Water Elementals at one time.

He can give them all the same command, a successful Will roll must be made to give one a different command then the others unless it is a dismissal command.

Water Elementals must be within line of site for initial commands. They will carry out their last orders though when out of site.

Until issued a command, Water Elementals are free willed and will act and react as normal. Hostile actions towards the Water Elementals before a command is issued, will result in a -3 Penalty to the Will Roll.

Travel distances in the Medieval World

Travel distances in the Medieval World

The below list is travel distances in an Medieval World. These are assuming dry dirt roads, or paved (flagstone) roads. Difficult terrain such as muddy roads, hills, forests, swamps can easily half or more the actual distance. Refer to your specific game for rules on movement over difficult terrain and modify distances from there.

Artillery – 5 miles
Army with baggage train – 8 miles
Caravan or wagon train – 10 miles
Single wagon – 12 miles
Average Peasant – 13 miles
Militia Soldier – 16 Miles
Regular Infantry Soldier – 18 miles
Elite Soldier – 24 miles
Normal Horse – 21 mile
Calvary – 25 miles
Warhorse – 27 miles
Boat on River – 30 miles
Ship – 111 miles
Galley – 130 miles