Showing posts with label the western lands. Show all posts
Showing posts with label the western lands. Show all posts

Monday, November 12, 2012

Results of Hanging Out With the Goblins for a Week (a Kalak-Nur d12 table)

My take on the Dungeon Dozen...
In the Western lands of Kalak-Nur, diminutive green guys that live in autonomous working collectives fill the role that maybe Dwarves/Gnomes/Halflings do in other worlds. Yes, these are Socialist Goblins for Hire. Most of the collectives are in the employ of Victarion, maintaining the tunnels by which his automatons deliver food to and collect payment from Kalak-Nur's starving masses.

Results of Hanging Out With the Goblins for a Week...d12, or two d6 tables (one for social reactions, one for mechanical)

1. You don't know what you did, but you offended someone. This group considers you a blasphemous outsider from now on, and may spread that reputation to other civilized settlements.

2. You overstayed your welcome; the last few days have been super-awkward and this group will treat you like a stranger next time they see you.

3. You accidentally got engaged to a member of the collective; they are all abuzz about the wedding and your "initiation rituals". 

4. They cheerfully ask for tuition for the "lessons" they have "taught" you in the past week.

5. General good feeling; you've made some pals, and this collective will remember you favorably.

6. As 5 but a cult, secret from the rest of the collective, has kidnapped you for initiation.

7. Prolonged exposure to magical radiation gives you ONE reroll on any failed saves VS level-drain, aging, and ability-score drain. Wears off after awhile if the DM says so.

8. Prolonged exposure to magical radiation gives you a +1 to saves VS poison and death.

9. Their food tastes terrible, but it's had an effect on you; the next time you level up, you get max HP for that level.

10. You have done them a boon; they give you 1d4 x 10 gp worth of gems or basic supplies.

11. You encountered and tamed a large Mind-Eating Beetle; you can ride it if less than 5' tall.

12. They have given you a Magitek item found while you were out helping them do some work!

EDIT: added some language noting that this table refers to the Western Goblins of Kalak-Nur. The table would be much weirder if someone tried to socialize with the Ice Goblins to the south, for instance.

Wednesday, November 7, 2012

d20 Encounter table for the Western lands of Kalak-Nur

The Western Lands: Encounter tables

Above ground: 1d20

1. 1d4 large basking lizards; can be trained as mounts for Halflings or Dwarves but hard to tame
2. 1d4+2 starved coyotes; 30% chance of bite conveying zombie infection
3. 2 vultures; roll 1d20 for INT due to radiation exposure; talks if INT over 7; one possibly can be acquired as companion as DM sees fit; 30% chance of bite conveying zombie infection
4. armed NPC party of scavengers, will assess you and potentially attack to get your stuff; interested in any treasure or tech you can lead them to
5. 1d4 agressive, hungry cougars
6. starving family that wandered West looking for food even though they knew better; 75% chance are infected with zombie plague but haven't changed yet
7. giant fucking sandworm! SHIIIIIT! Oh, whew, it has a rider/controller. If you don't mess with him, he'll probably steer clear.
8. an old, malfunctioning robot or other machine from spaceship or mining facility; stats as electrical trap or shrieker that attracts zombies
9. hawk made of finely worked metal, speaks common, has task for you from powerful figure
10. 1d6 lost robot workers from Victarion's plantation estate; would appreciate escort home; roll 1d10 and consult 11-20 from this chart for random encounters while escorting them
11. one scavenger; survivor of zombie attack on NPC party; hurt and pitiful at first but 75% chance will turn on party for their stuff if opportunity arises (knows of second NPC party and leads you to 4)
12. giant fucking sandworm! SHIIIIT! It's wild!
13. 1d4 zombie coyotes
14. 3d4 slow zombies
15. 3d4 slow zombies and 2d4 fast zombies
16. 1d10 + 10 slow zombies and 1d4 intelligent zombies
17. 1d10 + 10 slow zombies and an Awakened Sorcerer
18. 1d4 "Zombie Kings", big balls of entangled zombies rolling toward you
19. huge mass of zombies; will notice loud sounds; better gone around or tricked into leaving than fought
20. Victor Victarion and 3d4 armed robot escorts on hovercraft out surveying the area

This can also be used as a progressive 1d8 chart; the closer you are to Victarion's plantation in the Western Lands, the higher your 8 options on the chart are.

Tomorrow: below ground.
after that: 1d12 benefits of hanging with the Goblins for a week.