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The Dungeon Dozen: Assassins for Hire

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17/10/2012 9:19

Assassins for Hire


d12 1. Strangely long-limbed man in black wrappings: wrangler of deadly spiders and snakes 2. The world's most dangerous boy: ninja-like abilities, wisdom beyond his years, managed by evil stage father (semi-retired necromancer) 3. The Neck Snapper: heavily muscled thug with gargantuan hands and steel-trap mind 4. Master chef, creator of the most tempting, sophisticated and entirely deadly comestibles 5. Ascetic follower of the Black Pantheon, naked but for the briefest loinclout, expert practitioner of the Lethal Grasp 6. Dream shaman: coaxes living spirits into the shadow realm while they sleep, leaving a perfectly intact corpse with no discernible cause of death 7. Dandy, drunkard, raconteur, Lothario, unbelievable prodigy with the poisoned dart 8. Serial killer dedicated to self-mastery, highly talented but only 50% chance proposed victim will tickle fancy, otherwise will target potential employer at unspecified future time 9. Elaborately masked woman of delicate features and obvious refinement, extremely expensive: effects kills by entirely mysterious means 10. Master of 17 Weapons, never leaves home without genius weapons caddy/tactical advisor 11. Suspiciously tall-turbaned mental athlete with perpetually bugging eyes: kills using only mind, must focus on target for period of not less than one month 12. Stranglebeard the Hirsute Killer: gifted from birth w/fully animate (and freakishly copious) body hair

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The Dragon: Entirely Reasonable Demands


d12 1. Must be honored with the celebration of elaborate festivals 2. To be depicted upon all regional coinage 3. New song to be composed (and performed) in honor fortnightly 4. Constant stream of tasty virgins 5. Staff of skilled attendants shall be provided for primping/preening 6. Full security force dispatched for (100% guaranteed) hoard protection during hunting trips and other sojourns 7. Monumental architecture/colossal statuary to be erected in image following demolition of offensive depictions of local heroes/deities 8. Crafting of enormous bedazzled crown, set with every conceivable gemstone in grotesque, ostentatious abundance 9. Human sacrifices to be made weekly to draconic deity 10. Nearby dungeon treasuries to be raided, contents delivered (intelligence provided) 11. Knighthood abolished 12. Destruction, subsequent ban of all anti-draconic weaponry Note: see also The Dragon: Terroristic Threats

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1d100 objetos contemporneos


Una tabla con 100 objetos cotidianos, o al menos actuales. Para qu sirve? Ni idea, eso depende de cada uno. En mi caso la veo perfecta para hacer aparecer cosas "extraas" en mundos de fantasa. La he completado con ayuda de Mulko, as que las entradas que se le ocurrieron a l estn en otro color. Corinto quiz? Bah, dejmoslo en rojo. 1. Album de fotos de idol japonesa 2. Altavoces 3. Aparato de aire acondicionado 4. Atestado policial 5. Binoculares 6. Bolgrafo 7. Bolsa de plstico 8. Bombonas de oxgeno 9. Botelln vaco Coca-Cola 10. Cables 11. Caja de pilas AA 12. Caja de pizza 13. Calabaza de Halloween 14. Calculadora 15. Calendario (del ao 1d50+1965) 16. Cmara de fotos 17. Camiseta con un logo incomprensible 18. Cartera 19. Casco de ciclista 20. Casco de minero con bombillita 21. CD 22. Chocolatina 23. Utilitario 24. Cctel molotov

25. Cdigo penal 26. Cmic de Superman 27. Comida congelada 28. Cristales de herboristera con folleto explicando "su funcionamiento" 29. Disfraz de Drcula 30. Enciclopedia 31. Escopeta 32. Ferrari 33. Fotografa 34. Frigorfico 35. Furgoneta 36. Gafas de sol 37. Garrafa de gasolina 38. Gomas elsticas 39. Gorra NY 40. Grapadora 41. Guitarra elctrica 42. Harley Davidson 43. Helicptero 44. Imagen de la Virgen 45. Juego de t completo 46. Lpiz 47. Lavadora 48. Lector de DVD 49. Libreta 50. Linterna 51. Llavero 52. M16 53. Magnum 54. Manual de Advanced Dungeons & Dragons primera edicin 55. Mapa fsico de Dinamarca

56. Mquina de Pac-man 57. Mquina de Pinball 58. Mquina de Space Invaders 59. Microondas 60. Miniatura de un orco 61. Mochila de montaismo 62. Mp3 63. Novela del siglo XX, basura 64. Novela del siglo XX, obra maestra 65. Nmero de Playboy 66. Obra de arte vanguardista 67. Ordenador de sobremesa 68. Ordenador porttil 69. Ordenador porttil mac 70. Osito de peluche 71. Panfleto poltico 72. Pantalones vaqueros 73. Papelera 74. Paquete de chicles 75. Paquete de pauelos 76. Pecera con pez muerto 77. Pelota de goma rebotadora 78. Plastilina 79. Postal 80. Regalo del men infantil de una hamburguesera 81. Publicidad de comida rpida 82. Radiocasete con cinta de ABBA 83. Reloj 84. Secador de pelo 85. Subrayador amarillo 86. Taladro elctrico 87. Tper con arroz

88. Tarjeta de crdito 89. Tser 90. Taza de Juego de Tronos ("Winter is coming") 91. Telfono mvil 92. Televisor antiguo 93. Televisor de plasma 94. Tijeras 95. Traje de neopreno 96. Traje de Santa Claus 97. Trozo de cristal 98. Vestido provocativo 99. Vibrador 100. Zapatillas deportivas Subtabla: estado del objeto. 1d6: 1. Perfecto. Si es un contenedor, lleno o con su contenido intacto. 2. Necesita reparaciones menores o energa. Falta parte del contenido. 3. Necesita reparaciones mayores. Casi vaco. 4. Inutilizable. Vaco. 5. Completo, pero hecho pedazos. 6. Solo se encuentra 1d100% del objeto. Subtabla: calidad del objeto. 1d6: 1. Psima. 2. Mejorable. 3. Normal. 4. Buena. 5. Profesional. 6. Costara una fortuna.

30 Dwarven Treasures By: valadaar A set of 30 Dwarven Treasures, for finding, or stealing.

Herin find a list of 30 Dwarven treasures (as opposed to 30 Dwarven Gifts - found 30_Dwarven_Gifts here. These items, while usable as gifts, are always tangible items of value, especially to Dwarves.

1. An Ancient Treasure Map. Actually a somewhat damaged plan for the tomb of a long dead chieftain, the area is describes is currently cut off by a rockfall, but whether or not the rockfall was deliberate is lost to time. 2. A Finely Carved wooden box filled with premium quality mushroom snuff. Very strong, but very good. 3. A Crystal Phial with mineral water taken from the well hidden spring of Mardinia, a place holy to a dwarven Goddess. The water has curative powers, and tends to cause the user to become boisterous as if drunk. 4. A Pewter Feasting set, with bowl, plate, large spoon and the most exotic fork. All are made with a durable Dwarven pewter that is almost as lustrous as silver. 5. Stone Cutting chisels, bearded with adamantite edges. Good for cutting the hardest of stones. They are inscribed with the house-runes of a powerful dwarven clan. 6. Beard Comb. This brush is made from solid metal, with the individual teeth sawn laboriously by hand. The brush serves two purposes - one for simple grooming, the other for removal of small pests that may find a home in the beards of less fastidious dwarves. 7. The Helm of Urthur Stoutneck. A nearly indestructible steel helm, but so heavy normal humans (and dwarves) will find it very uncomfortable. 8. A chieftain's Scepter. This scepter is about 2 long and heavily built. A steel shaft with gold and silver inlaid base and head. The head is fashioned like a 4-pointed hammer. It is usable as weapon, but its relative softness and great weight make it less than ideal in this role. No less than 1 lb of gold and 2 lbs of silver are used, in addition to a small fortune in semi-precious gemstones. 9. Maidens Rope. A length of rope crafted mainly from the hair of Dwarvish maidens. These ropes are functional, being quite strong and light, but they are typically given by the maidens to their betrothed. Custom has it that the maiden begins weaving their rope shortly after puberty, adding individual hair to the effort each day. In truth, many are crafted from whatever hair - of the appropriate color and texture - is available at the time. Genuine Maidens Rope is supposed to provide good luck to the dwarf that has one and helps to bind the two soulmates together. 10. A Silver Belt-buckle. This belt buckle would serve an ogre comfortably, and serves as moderate armor for the dwarf that wears it. Built from silver hammered onto a steel core, it is heavily inscribed with dwarvish runes. The leather belt it buckles is likely crafted from some exotic leather chosen to match the bearers temperament or wealth. 11. Dwarvish Lockpicks. Not the tools of thief, though one would love these, these are the tools of a master dwarvish locksmith. In addition to the typical picks and pry bars, fine diamond and mithril edged drills and saws are found within, in addition to a tiny periscope of truly ingenious design allowing the smith to look into larger keyholes and under thin doors.

12. Coin-making Die. Once the prized possession of some long-dead Dwarvish thane, this die bears the likeness of the late Thane. It is crafted from an exceptionally hard steel and can easily be used to make new coinage. 13. A Heavy Blanket. The caverns can be cold, and many a blanket counts as a dwarfs prized possession, though they would be loath to admit it. Though most likely obtained through trade, the dwarves do not buy low-grade goods and these are good as can generally be found. Some are said to be woven from Maidens Beards, but this is just a wives tale. 14. Woodsmans Axe. While not a forest-loving race, the dwarves still require wood, and lots of it. As a result they know the woodcutting craft well and build perhaps the finest woodman axes. Even the elves would admit dwarvish superiority in this area, since they are loath to pour their passion into the crafting of such things. 15. Fine Pots. As with all things metal, the dwarves are masters. While their underground world limits somewhat the variety of their foodstuffs, Dwarves pour their considerable energy into cooking good food as well. As a result, their fine cookware is greatly sought after by beings of all races. 16. Crystal Lanterns. These lanterns are crafted from carefully cut panels of sheet crystal in brass cages and produce wonderful plays of light upon the walls. Some contain inner crystals cut like prisms and use the heat of the lamp to spin, resulting in a glorious display of color. 17. A Bag of Nails. Dwarves make things to last, and these 3 hand-forged nails are closer to being bronze then iron. The alloy is quite strong. Each nail has a square head, with a simple dwarven rune - the mark of the smith - stamped into it. 18.Stone Tops. These are children's toys, crafted from gold-flecked granite. When spun, the runes on the side make an appealing animated pattern. 19. A Collection of Keys. While the dwarves do not go overboard with ornamentation, they do put their all into all the works of their hands. Keys provide another outlet for dwarven creativity, and often are tastefully decorated with precious metals and fine runes. 20. A Glass eye. Life underground is dangerous, and for dwarves, fairly long. Odds of losing an eye in their lifetime is fairly high, so glass eyes are quite common. Generally these eyes are as realistic as possible, and there are some that are so cunningly built - with internal gearworks - that their artificial nature is unclear. At least, until the dwarf pops it out and puts it on the table in front of you. Interestingly, these eyes are sometimes used as payment when a dwarf is in dire straits.

21. A Clan Journal. Dwarves are literate,detailed oriented and fiercely proud of their history - both racial and personal. These journals are important for keeping their history alive, especially old rivalries. Many a valuable secret can be found within these works, causing them to be well-guarded treasures. 22. A Dwarvish Ale Stein. This Stein is traditionally carved by hand from a single piece of stone, and then inscribed with runes - typically a legend from the owners clan history. The bottom of the Stein is usually carved to serve as a seal. 23. Sturdy Boots. These heavy, iron-shod boots would be the pride of the dwarf wearing them. They are of course, quite heavy but are water resistant and have good traction. The leather is the strongest that is available the Dwarves will happily trade to obtain the strongest leathers - and in some cases are made from the hides of racial enemies. 24. Ritual Candles. Beekeeping is a rarity among the Dwarves, so wax is quite valuable to them. High quality wax is even more uncommon, and so its reserved for use in special ceremonies. Dwarves love of minerals and products of the earth have lead to them mixing in various substances into their candles, creating colored flames and exotic smells.

25. Tattoo Inks. Although not widespread, some Dwarven clans practice tattooing to make themselves more intimidating in appearance. Dwarves, with their great attention to detail and mineral knowledge, produce some of the brightest inks known - able to stay brilliant years after typical inks have faded to black. Those with mystical knowledge produce tattoos that can change or move. 26. Beard Rings. These rings are made usually from bone and dyed various colors. They are used to adorn Dwarven beards and the colors generally have specific meanings that vary from region to region. They are sometimes crafted from the bones of dwarven enemies. Occasionally they are made from more precious materials - such as jade or other workable semi-precious stones. 27. Smithing Tools. While one can always find the typical hammer and thongs in such a set, a smiths toolset is as individual as the smith themselves. It is expected that once a smith has the first two items, plus a proper anvil, they can craft any further tools themselves. The long-lived dwarves have plenty of time and passion to put into their tools, so each one is a measure of the smith that uses them.

28. A Lords Tunic. While armor is one of the Dwarves preferred garbs, there are times - ceremonies, weddings, and the like, where other clothes are required. While few in number, Dwarvish tailors are every bit as skilled as dwarvish smiths and their clothing is similarly high quality. Where possible, stone and metal is worked into the outfits, with gold and silver thread, carved stone buttons and cufflinks. 29. Gold Funeral Mask. Not wishing for their death grimaces to sully their appearance even in death, Dwarves of all social classes invest in funeral masks. The poorest make due with hammered copper masks, while the upper classes craft theirs from precious metals. The most prideful will even adorn them with gemstones. The masks are a popular item to loot by dwarven enemies. 30. A Model Castle. Warfare comes naturally to the Dwarf, and although there are few dwarven castles, they are fascinated by them. While disparaging the stonework, they still admire the huge castles built by the surface races, and will reproduce them in miniature as a hobby. Some models contain near as many individual stones as the original.

The Dungeon Dozen: Current Occupants of the Ancient King's Tomb

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02/10/2012 8:46

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Dioses de los lagartos


Tenemos aqu una tabla para generar deidades de las distintas tribus de hombres lagarto que habitan las Islas de los Lagartos, basada mayormente en esta. La mayora de hombres lagarto solo adoran al dios de su tribu aparte de a los espritus y dems zarandajas animistas, pero eso no impide que pueda haber tribus con dos, tres o muchos dioses.

1. Aspecto La mayora de hombres lagarto adoran a animales, pero algunos adoran a ros, montaas o bosques cercanos. 1. Ro 2. Araa 3. Montaa 4. Cocodrilo 5. Dragon emplumado 6. Escarabajo 7. Escorpin 8. Lagarto 9. Mantis 10. Bosque 11. Planta carnvora 12. Pulpo 13. Rana 14. Serpiente 15. Tiburn 16. Tiranosaurio 17. Tortuga 18. Triceratops 19-20. Hbrido (tira dos veces) 2. Sexo Para terminar, 1d20: 1-8: Varn 9-16: Hembra 17-18: Hermafrodita 19-20: Asexual

19-20: Asexual 3. Carcter Tira 1d8 para averiguar cmo se suele comportar el dios. El carcter de la tribu puede ser un reflejo de este o no. 1. Amable, siempre bueno con sus fieles. 2. Ambicioso, siempre buscando la forma de expandir su culto. 3. Astuto, planes dentro de planes. 4. Cruel, muy dado a los castigos. 5. Jocoso, la vida es una fiesta con un dios as. 6. Peligroso, premia a los valientes y sobre todo a los temerarios. 7. Sabio, tranquilo y contemplativo. 8. Loco, todo lo anterior a la vez segn el momento. 4. Esferas de influencia Tira 1d3 para saber cuntas esferas domina y luego 1d20 por cada una. Dos resultados iguales significa que es especialmente prominente en esa esfera. 1. Agua dulce 2. Amor 3. Astucia 4. Caza 5. Clima 6. Comida 7. Creatividad 8. Dolor 9. Enfermedad 10. Guerra 11. Progenie 12. Varones 13. Magia 14. Muerte 15. Hembras 16. Ocanos 17. Placer 18. Sanacin 19. Sexo 20. Sueos 5. Sacrificios Tira 1d6 para determinar el tipo de vctima: 1. Ser inteligente 2. Anfibio

3. Vegetal 4. Ave 5. Reptil 6. Invertebrado Otro 1d6 para determinar el modo de sacrificio: 1. Extraeccin de un rgano vital 2. Asfixia 3. Golpes, lapidacin o aplastamiento 4. La vctima es arrojada a un depredador (normalmente con la forma del dios) 5. La vctima es encerrada sin comida ni agua hasta que perezca 6. Momificacin en vida Y otro 1d8 para la frecuencia: 1. Cada vez que las estrellas se alinean 2. Cada ao 3. En sus das sagrados 4. Cada luna 5. Cada da 6. En momentos de crisis o necesidad 7. Cuando ven las seales del dios 8. Cuando el dios en persona lo requiere 6. Color sagrado 1d12 para saber el color sagrado del dios, que sus seguidores usarn en todo lo que puedan. 1. Amarillo 2. Rojo 3. Azul oscuro 4. Celeste 5. Violeta 6. Verde 7. Naranja 8. Negro 9. Blanco 10. Gris 11. Rosa 12. Marrn

Ejemplos: Kel-hassai es un dios ambicioso con forma de triceratops, siempre exigiendo una guerra expansionista contra las tribus

vecinas. Es un dios de la guerra y la fuerza viril, pero tambin de los sueos por lo que se presenta ante sus fieles la noche antes de las batallas y sus chamanes entran en un sueo sagrado para comunicarse con l. Sacrifican las grandes salamandras de las cinagas cercanas a su territorio cada vez que el dios lo requiere, dejando que se resequen privadas de agua. Su color sagrado es el violeta. Nhilss-ech es una diosa tortuga de la caza. Premia a sus fieles ms temerarios, aquellos que consiguen cazar las criaturas ms poderosas y fieras, y tambin asegura un lugar en sus palacios del ro a aquellos que mueran en las caceras. Y las presa que ms satisfacen a Nhilss-ech son los seres inteligentes, que son sacrificados en su honor ahogndolos ritualmente en el ro. Cada vez que los chamanes de la tribu observan pequeas variaciones en el cauce interpretadas como una seal de la diosa los cazadores de la tribu se aprestan para comenzar la caza sagrada, intentando traer a su asentamiento tantos seres inteligentes vivos como puedan para poder sacrificarlos. Se puede reconocer a los seguidores de la diosa por el azul oscuro que lucen. Iaenging es una diosa cocodrilo a la que se le atribuye el poder de la sanacin por medio de las aguas de los ros. Cada ao se reunen en el asentamiento de su tribu hombres lagarto aquejados de todo tipo de dolencias para encontrar remedio. All festejan durante das, devoran sapos sagrados alucingenos y se los arrojan como sacrificio a los cocodrilos que habitan ro arriba, en parte para que no supongan un peligro para los enfermos y heridos mientras se baan con la esperanza de recuperar la salud y vestidos con telas naranjas, que es el color de la diosa. Gracias por leerme. Valmar Cerenor! Quizs tambin le interese:

Random Dungeons from Buckets O Dice | Gnome Stew - The Game Maste... http://www.gnomestew.com/tools-for-gms/random-dungeons-from-buckets...

October 8, 2012 Posted by Matthew J. Neagley

Heres a simple random dungeon generation method that uses only a sheet of graph paper, a pencil and the bucket of dice every gamer already owns. Lay out your paper, dump your bucket of dice on it, and remove all the dice that didnt roll their max, while being careful to move those that did as little as possible. Wherever you had a die roll max, draw a room of that size. Thus rolling a 4 on a d4 results in a room of size 4, and a 20 on a d20 results in a room of size 20. Finish by connecting rooms with lines for hallways and fleshing out with details like secret doors etc and youre finished! Simple, fast, easy! Thats all you need to hit the ground running with this method. What follows is all optional. This method creates rooms that range from 4 squares (22) to 20 squares (45) so units per square will need to be adjusted to match your system of choice. Default is probably 10x10 squares, but if your system demands large open spaces, you can increase those units as large as you need them to be. Since each die only adds a room if it rolls its max which happens with probability 1/max and the room it adds is its max in squares, each die you roll adds on average 1 square of room space to your map. This is true no matter what size of standard die it is. So, the easiest way to decide how many dice you should use is to multiply the length by width of your graph paper by the density of rooms you want. For example, if I have a 14 by 22 sheet of graph paper and I want a 30% room density (ie: 30% of the squares on the map have rooms in them) I would multiply 14x22x.3 and get a result of ~ 92 dice that I should roll. Even though each die adds an average of one square to your map, smaller dice roll their maxes more often, so a number of small dice will add more (small) rooms and the same number of large dice will add fewer (large) rooms. So if you want the same number of each size of room, you need to add dice to your pool in the same ratio as their die size. So to roll 90 dice and get about the same number of each size room I should have a pool of 6d4, 9d6, 12d8, 15d10, 18d12, and 30d20. This will give an average of 1.5 rooms of each size. Similarly if I wanted a few large rooms (20 squares) and many small rooms (4 squares) I would start with a ratio of 4 to 20. That ratio will give me an even mix of the two sizes. Then if I want 4 times the number of small rooms as big ones Id multiply only the number of the d4s in the ratio, giving me 16 to 20. 90/(16+20) gives me a multiplier of 2.5 so my final numbers I need would be 40d4 and 50d20. Of course if I dont have that many die 4 or d20 I can roll them in groups of 10 or 5 or however many I do have. In theory rolling the dice on the piece of graph paper should result in a normally distributed x and y coordinate for your rooms. ie: there should be heavy clustering near the center and the number of rooms on the outside should be sparser. However, if youre rolling the dice instead of just up-ending your dice bag on the center of the paper, you can direct each handful of dice towards an empty section of the map instead of the section thats already clogged with rooms.
1 de 2 08/10/2012 11:11

Random Dungeons from Buckets O Dice | Gnome Stew - The Game Maste... http://www.gnomestew.com/tools-for-gms/random-dungeons-from-buckets...

If you end up with overlapping rooms, you can simply slide them over into the nearest open area, overlap them so you have a larger single room, or add features to have a variety of levels (perhaps a hidden sub-basement of an overlooking balcony). Heres an example map that I created with the help of my daughter and the just dump your dicebag on the table method. Note the two secret rooms in the main body of the dungeon (purple) and the basement and 2nd basement levels in the upper part of the map (red). You can also tell I have a large number of d6s from an old ShadowRun campaign. so most of the rooms on my map are 23 squares or some other 6 square setup. While this isnt the most sophisticated way to make a random dungeon, it doesnt get much quicker and easier than dumping handfuls of dice onto a sheet of graph paper, making it an excellent technique for last-minute and smoke break mapping.

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08/10/2012 11:11

Random Adventure Generator


By OFTHEHILLPEOPLE Roll 1d12 for as much or as little information you need to create a unique adventure every time

Quest Contact:
1. A Spirit, Ghost, or Demon: A spirit in some form visits one of the party members and pleads (or threatens) them, looking for help in a task related to the spirits past life. 2. A Guild: A guild of some kind seeks a group of adventurers to complete a task for them. 3. Blacksmith: The aged local blacksmith is far too busy to complete a task and asks the party to a complete the task for him. 4. Friend or Family: A family member sends a message to their relative in the party asking for help with a task. 5. Gang of Bandits: A dangerous group of bandits and thieves have a job that needs doing. 6. Royalty: One of the local royal family approaches the party asks for their assistance in a secret matter. 7. Happenstance: There is no contact. Perhaps the players wander into the quest or are drawn in by outside forces. Roll again on this table or Innocents to determine who. 8. Local Hero: A local hero or legend with too much on his plate already tasks the party with an adventure connected to the local heros adventure. 9. Local Temple: The Gods are watching and priests have divined that the party would take the journey the priests are about to deliver to them. 10. Rumor: Whether in a tavern or listening to chattering villages, a rumor is heard by the party and the opportunity is too much to resist. 11. A Mercenary Group: A nearby mercenary group has posted several jobs. They are willing to pay anyone who completes them. 12. Roll twice: The two are related somehow for a common goal.

The Adventure: *Roll twice if you want a twist in your adventure


1. Escape/Survival: The players have been transported to some strange place full of danger that they must escape either with or because of the person rolled on the first table. 2. Find Someone or Something: Someone or something has gone missing. Whoever did the hiding may have some special counter-measures for those on their trail. 3. Harm or Kill Someone: Someone has rubbed someone else the wrong way and theyre hiring you to get a little payback. This person will have some sort of protection making it difficult to reach them. For an easy person roll on the Innocents table. 4. Kidnap or Capture Someone: You need to catch someone who doesnt want to be caught. Whether its the legal capture of a law breaker or the kidnapping of a lawful citizen is in the details. 5. Prevent Something: Something is going to happen unless you interfere and youre the only chance of preventing it. 6. Protect Someone or Something: The players must protect someone or something from an outside force who wants them/it. If its a person they can make very stupid and selfdestructive choices the players must deal with. 7. Reconnaissance/Surveillance: Not every adventure is about dealing out the pain. This time the party is tasked with observing a target without being detected. 8. Rescue Someone: Someone has gotten themselves in danger and need to be rescued, and the party is just the group to do it. Whether they have to do it undetected is another matter. 9. Solve a Mystery: Something has happened and you have to figure out who did it, why they did it, and how. Perhaps a crime of some kind or uncovering some secret that wasnt meant to be revealed where the culprit will have attempted to destroy evidence and there is bound to be red herrings and dead ends. 10. Steal (or Destroy) Something: The party is asked to get something or get close to something to destroy it. Whatever it is, the owner will have incredible security and the location may be secret. 11. Transport Something or Someone: The party is asked to transport either a person or an object from one place to another. Sometimes its as simple as getting from one place to another, or its a race against time to arrive at the destination. Either way, the cargo has something troublesome about it. Roll on the Location table to determine where its going. 12. Discovery: Some explorers have found an ancient dungeon but are too chicken to explore it, so theyve hired you to go in, disable any traps, slay any monsters, and provide an accurate map for them to use when you return. 2

The Location:
1. Bandit Territory: In or out of the cities, theres a place that everyone tells travelers not to go, and this is it. Bandits, thieves, and gangs roam these areas and youll be lucky to make it out with your coin purse and an un-slit throat. 2. Mansion or Estate: These large buildings are, or used to be, the homes of the lands most wealthy people. 3. Swamp/Flooded area: When you can smell the stink of rot and decay you know youre near a swamp or somewhere heavy flooding has taken over. These places are treacherous and may require a guide. 4. Island: In the seas they appear randomly and many have never been properly cataloged. Undiscovered islands yield many unknown threats and unexpected surprises. 5. A Fortress: Whether still occupied or not, several military fortresses litter the land from wars past. Unoccupied fortresses rarely stay that way for long when bandits or monsters looking for a lair chance upon them. 6. Scalding Desert: Life fights to hang on everyday in these boiling hot deserts and your adventurers will have no easier time. By day the sun bakes the land to incredible heat. By night the cold sinks well below the coldest of winters. 7. An Overgrown Forest: Whether a tropical rain forest or a peaceful woodland, the forests of the land are home to magical beasts, fierce wildlife, and natives who dont like intruders. 8. Urban: The group doesnt have to stray far from the comforts of town and city living. 9. Mountains/Caves: Towering high above the valleys and forests below, the jagged mountains of the land shoot high into the air. Deadly cliffs, savage cave dwellers, and tumbling rocks make climbing the mountains a difficult task. But the mysteries the caves contain may be worth the risk. 10. Jail/Detention Camp: Prisoners go in and they rarely come out. The jails and detention camps of the land house the lawbreakers judged to serve out a sentence for a crime. 11. Ocean: The deep blue sea holds many secrets both above and below. But hiring a boat to take you where you need to go might be a challenge all by itself. 12. Underground: Natural caves, shafts, or minestheyre all great places to hide something you dont want found by every Average Joe. But the dark has secrets and will protect them with traps, ancient magic, and the living rock itself if it has to.

The MacGuffin:*If your story involves Something, roll this table.


1. Gold/Valuables: It makes the world turn. Pure wealth. 2. Information: It could be a secret or a great truth threatened by someone else, either way its important to someone. A discovery, a governments money books, or an inspired bards new play perhaps. 3. Endangered/Dangerous Species: A living thing both rare and valuable to the right people. Keeping it alive will certainly make someone rich. 4. Magical experiments: Some magic users get a little too much time on their hands and when they do wondrous things come from their experiments. 5. Key: Magical or not, its not very valuable all by itself, but it does provide access to something that is valuable. It could be a physical key, a combination device, or cryptic instructions. 6. Land: Its not as exciting as a chest full of gold but to own land means you have control over everything hidden there. 7. Medicine: Whether youre treating the common cold or the latest plague, medicine is precious. 8. Person: The object is a person. Roll on the Innocents to find out whom. 9. Possession/Item: An item that belongs to someone and is worth a lot. By itself it might not be worth something but to the owner its worth plenty. 10. Secret: Something hidden, which somebody wants to keep hidden. Kingdoms and royalty have plenty of secrets they want nobody to find out about, and people are always willing to pay for those secrets. 11. Technology: Its the next catapult or the next dart trap, either way its something useful that could give someone an advantage. 12. Treasure: Something that can be turned into quick gold. It is valuable all by itself but may have to be sold to the highest bidder first.

The Innocents:*If someone needs rescuing, roll here


1. Royalty: A King, Queen, or a member of the royal family has found themselves in big trouble. 2. Child: A kid who should be too young to get mixed up in business like this. Whatever is happening, theyre not the ones responsible. 3. Family or Friend: Someone you know is mixed up in some bad business. It just got personal. 4. A Local Hero: The local hero has bitten off a little more than they can chew, and now theyre calling in the cavalry. 5. Wizard: They might be masters of the arcane, but even they find themselves in hot water. 6. Refugees: Driven from their home by war, poverty, or some kind of disaster, theyre now at the mercy of something they cant run from. 7. Scavenger/Pauper: They may not have a home or much money but sometimes they find something interesting that turns out to be important. 8. A Beast: Sometimes the intelligent beasts of the land strive for more than just savagery, they just need a chance. 9. Explorers: Adventurers who wander the land in search of information about the old kingdoms. Perhaps they dug up something that got them into trouble. 10. Witness: Someone saw something they werent supposed to and now someone is erasing them. 11. A Ghost or Spirit: A Soul is trapped for some reason and cant pass on without someone releasing it. 12. Dragon: Not all of them are out to roast and eat everything in the land.

The Antagonists:
1. Bounty Hunter: Theyre in it for the gold and may not necessarily be evil; they may be working for the law. 2. Con Man: Someone is pretending to be someone they arent (Roll on the Innocents table to find out who) and theyre working some elaborate scheme. Once theyre found out or close to being found out theyll likely change their plans to the misfortune of the players. 3. Guild or Horde: A group of people with one common belief or oath of brotherhood. Their numbers are great and their intimidation mighty. 4. Royalty: Theyre the rich of the rich, make the laws, and are never questioned. But not every royal has the best intentions of their subjects at heart. 5. Crime Lord: Someone notorious has been regularly up to no good and this adventure smells of their influence. 6. Magic User: Some say magic can only lead to madness, but some people welcome madness if it makes them immortal. 7. Wanted Villain: They have a reputation and theyre here to make sure you remember it. 8. Mercenaries: A rag-tag group of hired swords. If someone is paying them well enough theyll work any job. 9. Priest or Cult: Theyve got the favor of some deity and theyre doing the bidding of something greater than them. 10. Magical Beasts: Whether theyre undead, demons, or some wizards experiment gone wild, something completely strange is at work. 11. Rampaging Monster: Its big. REALLY big. And its wrecking things. Nuff said. 12. Assassins: Theyre professionally trained, fearless, and masters of trickery and stealth.

The Twists and Complications:


*Roll more than once for more complications to the adventure
1. Ally with the Enemy: At some point the party will wind up on the same side as their adversary whether through treachery on their own side, a simple misunderstanding, or some peril that neither could survive alone. 2. Betrayed by Contact: The contact has turned against them. It might mean theyve lied to them somehow about the details of their adventure in a way that puts them in danger or theyre simply out to kill them. 3. Disaster: Something big and bad happens while the adventure is happening. The players did not cause it but they are going to have to deal with the consequences. 4. Diversion: The whole adventure is a diversion for some other plan. The contact probably doesnt much care if they succeed or not and any reward offered may not exist. 5. Dodgy Ally: For the adventure to be a success the players will need outside help. This person may have their own agenda, want all the treasure, or could be a spy for the enemy. 6. False Flag: The person who hired the adventurers was an imposter! The plan may be part of some larger scheme or the contact had to mislead the adventurers to convince them to go on the adventure. 7. Technology: There are many thinking minds in the land creating new inventions but it looks like this time the enemy got their hands on it first, and the adventurers are completely unprepared for it. 8. Old Enemy: The adversary is somebody that one of the players knows. Theyre familiar with their methods but the enemy knows the player as well. 9. Old Friend: One of the adversaries is someone that the player knows and believes is an ally. Will the players turn against them? 10. Third Force: Theres another faction that becomes involved in the adventure who is not allied with the adversary or the players. Their goals may be the same as the players or against them or even something entirely different. Roll the Antagonist table to see who it is. 11. Time Limit: Theres a deadline and the adventure need to finish by a certain time or something happens. 12. Trap: The entire adventure is an elaborate trap. It may be against the players themselves or designed to trap the gullible.

The Dramatic Conflict:


1. Destruction: Completing this mission will cause a lot of destruction. People may get killed or perhaps legendary buildings or artifacts will be ruined. How much damage are the players willing to cause? 2. Economic Harm: Because of the players actions a lot of people will be poorer. People may lose their kingdom, their land, or the very crops that support their fragile existence. 3. Environmental Damage: The adventure will harm the land in some incredible way. Either through magical means or natural effect of some grand scheme, land may become uninhabitable or impossible to grow crops. 4. Family/Friend: Someone the players know will be harmed by completing this job. Is the cause worthy enough for their sacrifice? 5. Honor: The players gave their words and now they have to go back on it. This time it isnt about deceit or treachery, they just have to betray someone they trust. 6. Innocents: Someone who isnt involved in the adventure is going to be hurt if you succeed. Maybe a secret people werent meant to know will be revealed, or after this adventure their lives will be in danger. 7. Justice: It isnt about the law, its about justice. Someone will escape the law or perhaps get blamed for something they didnt do. 8. Loyalty: A player owes an allegiance to someone or something and this adventure will come into conflict with those loyalties. Perhaps its a debt the player owes or simply that their patriotism will come into question if they dont stand up for what is happening. 9. Morality: To complete the adventure the players are going to have to do something morally wrong. Torture, slavery, or even murder; it must be done for the greater good. 10. Reputation: Whether the players are well known or not this adventure will certainly put a mark on them with the people of the land, and not for good. 11. Truth: Ultimately the players will have to suppress some great truth, or find a way to tell everyone about some great lie. Either way theyre on the side of deception. 12. Wealth: As it turns out the players are not only going to not be paid for this adventure but theyre going to end up poorer than before. Either they have to give a large amount of gold as payment or the effects of some event will wipe out any chance of getting money.

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