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19:36, 1st May 2024 (GMT+0)

tables.

Posted by The GMFor group 0
The GM
GM, 82 posts
Tue 7 Dec 2021
at 22:48
The GM
GM, 86 posts
Thu 20 Jan 2022
at 21:01
The GM
GM, 108 posts
Sun 6 Mar 2022
at 21:24
The GM
GM, 111 posts
Tue 29 Mar 2022
at 14:20
The GM
GM, 124 posts
Fri 6 May 2022
at 22:05
The GM
GM, 128 posts
Wed 18 May 2022
at 15:43
The GM
GM, 129 posts
Wed 18 May 2022
at 15:46
  • msg #7

Re: tables

https://drive.google.com/file/...DdC3dvF57Gch0X8DZU0A

everything in a town and its surroundings
The GM
GM, 130 posts
Wed 18 May 2022
at 15:47
The GM
GM, 131 posts
Wed 18 May 2022
at 15:48
  • msg #9

Re: tables

The GM
GM, 171 posts
Thu 2 Mar 2023
at 15:12
  • msg #10

Re: tables

The GM
GM, 175 posts
Fri 10 Mar 2023
at 18:52
The GM
GM, 203 posts
Tue 27 Feb 2024
at 20:23
  • msg #12

Re: tables-- 15 NPCs


6 Militant Urchin - plays at being a solider. Marches around, guards things, challenges passersby.
33 Mad Priest - raving sermons at all hours. Undead creatures, demons, etc. will approach with caution.
34 Old Woman - rarely speaks, stares at things. Vanishes just before danger appears. Can run very, very fast.
44 Deserter - unsuited for war or real work and under sentence of death if caught. Unshaven. Shivers at night.
54 Foreigner - sits to the side and listens. Suspicious until you realize he doesn't speak the language.
57 Wizard Apprentice - cursed. Pick a Curse, apply a Mutation, or otherwise ruin their life.
58 Wizard Apprentice - disgraced. Cannot cast spells but can detect magic occasionally. Can read and write.
67 Astrologer - can cast a horoscope for 5cp, 5sp, or 5gp. They all do nothing. Chest full of papers and tools.
69 Rag Picker - a heap of cloth with feet. Can patch anything. Can convert rags into clothing or clothing into rags.
70 Fletcher - makes 20 arrows per day, 5cp each. Requires feathers, wood, iron tips. Good singing voice.
71 Torch-Maker - makes 10 good torches per day, 1cp each. Requires wood, resin, and fiber. Very slow.
72 Holy Man - extremely eccentric, sings to himself, might become a saint one day if he's not careful.
74 Sharpener -carries small pedal grindstone in a cart. 5cp to sharpen a dagger, 15cp for a sword.
86 Gambler - always cheerful, tells amusing tales. Usually broke, sometimes affluent.
100 Scholar - knows more than most people about one specific but useless topic. Literate and educated.
The GM
GM, 204 posts
Tue 27 Feb 2024
at 23:39
  • msg #13

Re: tables--  NPCs


Why is this NPC down here?


Testing a scroll of teleport.
Searching for a rare herb, following a scry spell.
Searching for true love, following a scry spell.
Preaching to an unlikely audience (goblins, trolls, dryads). It’s not going well.
Left in dungeon as part of initiation ritual.
Pissed of an elemental spirit.
Enthralled bloodslave of a vampire who just died by falling off a cliff.
Last survivor of a now-dead party.
Cultist willing to give up cult and evil ways for a hot meal.
Severe agoraphobia.
Miner trapped here after an earthquake.
The GM
GM, 207 posts
Sat 30 Mar 2024
at 23:00
  • msg #14

Re: tables--  NPCs


The seasons don't change until the beast does.

https://falsemachine.blogspot....tumn-of-summers.html
The GM
GM, 208 posts
Sun 31 Mar 2024
at 16:32
  • msg #15

Re: tables--  NPCs

1.      Is the air still or does it flow?

2.      If there is airflow, where does it flow to or from, and at which times? (i.e. does it ‘breathe’ in and out as it warms and cools with dawn and dusk like a cave system might?).

3.      Is there moving water? If there is, does it cool the dungeon?

4.      Is it warmer or cooler than outside? Are any parts especially warm or cool?

5.      Are there living things eating, breathing in the dungeon?

6.      Do the walls sweat?

7.      Is there a food store? Are there mice or insects?

8.      Is there fire in the dungeon? If so, where does the smoke go?

9.      Are there beasts in the dungeon? How strong is the smell?

10.   Is there rot in the dungeon?

11.   Do smells emanate evenly through still air or are they carried by airflow?

12.   If you followed the smells of blood, meat, smoke, spices, where would they lead?

13.   Are their spiders in the dungeon? How stable and old are the webs and where?

14.   Do lichen, moss or fungi grow in the dungeon? If so where?

15.   Are there any sources of LOW FREQUENCY sound in the dungeon?

16.   Are there any permanent natural sounds like moving water or wind?

17.   Do voices, steps or door sounds transmit in a reliable way?

18.   Would the sound of fighting transmit and if so how far?

19.   If someone stays absolutely silent in the dungeon and listens, what do they hear?

20.   Are there obvious changes in construction? Like in materials, methods, age, wear etc?

21.   Do any of the above elements come into play at otherwise contextless choices in which door or corridor to take?
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