This post serves two purposes:
1. As the title suggests, I'll be posting a copy of the table.
2. I also wanted to make mention that I've updated the 'rulings I've had to make' entry to reflect the most current version of my house rules. To which I've added a great deal of new material to further flesh out the non-human races and introduce the half-orc character class... because my version of table 1-3 is devoid of half-lings: so is MyÁereth.
Replacement for Table 1-3:
For
the following rules adjustments and additions which require rolls, all are
modified by luck and any other conditions the Storyteller deems
appropriate. Both the table and the
material below assume the user has access to Critters, Creatures, &
Denizens and are unique to MyÁereth setting… and are nearly useless for anyone
not using this or a similar paradigm.
Roll
|
Occupation
|
Trained weapon
|
Trade Goods
|
Notable skills
|
1
|
Alchemist
|
Staff
|
Oil, 1 Flask1
|
Knows how to make
alchemical items
|
2
|
Animal Trainer
|
Whip
|
Pony
|
Knows about animals
|
3
|
Armorer
|
Hammer (as club)
|
Iron Helmet
|
Knows how to make and
repair armor
|
4
|
Astrologer
|
Dagger
|
Spyglass2
|
Knows obscure lore
|
5
|
Barber
|
Razor (as dagger)
|
Scissors
|
Knows about healing and
basic hygiene,
Jar w/ 1d3 leaches
|
6
|
Beadle
|
Staff
|
Holy Symbol
|
Knows divine lore, and
information about their god specifically
|
7
|
Beekeeper
|
Smoke-pot
|
Jar of Honey3
|
Knows about insects
& horticulture
|
8
|
Blacksmith
|
Hammer (as club)
|
Tongs
|
Knows about making and
repairing metal tools and weapons
|
9
|
Butcher
|
Clever (as axe)
|
Side of Beef
|
Knows about preserving/
processing meat
|
10
|
Caravan Guard
|
Short Sword
|
Warm Cloak
|
Knows how to pilot a
wagon/cart. Knows tactics and how to fight in large formations; gains +1 to
attacks and damage for every 3 soldiers, mercs, Squires, Nobles, or caravan
guards attacking en mass.
|
11
|
Cheesemaker
|
Cudgel (club)
|
Stinky Cheese
|
Knows about fermentation
and fungus
|
12
|
Cobbler
|
Awl (as dagger)
|
Set of Boots
|
Knows about shoemaking
and local rumors
|
13
|
Confidence Artist
|
Dagger
|
Quality Cloak
|
Forge Document &
Disguise (as thief)
|
14
|
Cooper
|
Crowbar (as club)
|
Barrel4
|
Knows about Woodwork
& shipping things
|
15
|
Costermonger
|
Knife (as dagger)
|
Fruit Cart5
|
Knows about horticulture
& rumors
|
16
|
Cut-purse
|
Dagger
|
Small Chest6
|
Pick-pockets & Sneak
Silently (as thief)
|
17
|
Ditch Digger
|
Shovel (as staff)
|
1lb of dirt
|
Knows about tunneling
and some lore of underground environments
|
18
|
Dwarven Apothecarist
|
Cudgel (as staff)
|
Steel Vial of7
|
Dwarf abilities, knows
about healing and basic chemistry, etc.
|
19-20
|
Dwarven Blacksmith
|
Hammer
|
Mithril (1oz)
|
Dwarf abilities, can
make and repair metal tools, weapons, and armor with great skill. Can use gear-work
|
21
|
Dwarven Chest maker
|
Chisel (as dagger)
|
Block of wood (5lbs)
|
Dwarf abilities, Knows
carpentry
|
22
|
Dwarven Herder
|
Staff
|
Random Animal8
|
Dwarf abilities, Knows
mountain survival skills
|
23-24
|
Dwarven Miner
|
Pick-axe9
|
Lantern
|
Dwarf abilities, Knows
mine engineering and refining/ smelting ore
|
25
|
Dawrven Mushroom-farmer
|
Shovel (as dagger)
|
Filter Mask/ & Goggles10
|
Dwarven abilities, Knows
all about Mycology
|
26
|
Dwarven Rat-catcher
|
Club
|
Net11
|
Dwarven abilities, Knows
dozens of recipes for rats
|
27-28
|
Dwarven Stonemason
|
Hammer
|
Block of stone (5lbs)
|
Dwarven abilities, Knows
more about stone & construction than the average dwarf
|
29
|
Elven Artisan
|
Staff
|
Clay, 1lb
|
Elven abilities,
mastered a type of art/craft
|
30
|
Elven Barrister
|
Quill (as dagger)
|
Book
|
Elven abilities, Knows
laws and customs of 1d3 races
|
31
|
Elven Chandler
|
Scissors (as dagger)
|
Candles, 20
|
Elven abilities, Knows
about making candles
|
32
|
Elven Falconer
|
Dagger
|
Falcon12
|
Elven abilities, Knows
hunting & animal training
|
33-34
|
Elven Forester
|
Short Bow
|
Arrows, 20
|
Elven abilities, Knows
more about the wilderness than the average elf
|
35
|
Elven Glass-blower
|
Hammer (as club)
|
Glass Beads, 50
|
Elven abilities, Knows
how to make glass and ceramic tools and utensils
|
36
|
Elven Navigator
|
Calipers (as dagger)
|
World Map13
|
Elven abilities, Knows
geography and the obscure lore of far off places
|
37
|
Elven Sage
|
Dagger
|
Parchment, Qill
|
Elven abilities, Knows
obscure lore for 1d3+1 subjects
|
38
|
Elven Shepherd
|
Staff
|
Random Animal8
|
Elven abilities, Knows
animal lore beter than most elves.
|
39-47
|
Farmer
|
Pitchfork (as spear)
|
Random Animal8
|
Has 60% chance to
accurately predict the weather; multiply luck modifier by10% and add to the base to fine out
accuracy rate.
|
48
|
Fortune Teller
|
Dagger
|
Tarot Deck
|
Minor divination skills14
|
49
|
Gambler
|
Club
|
Dice
|
Knows people in low
places,
Hide in shadows (as
thief)
|
50
|
Gongfarmer
|
Trowel (as dagger)
|
Sack of night soil, 5lbs
|
Sneak Silently &
Hide in Shadows (as thief)
|
51-52
|
Grave Digger
|
Shovel (as staff)
|
Skull15
|
Knows basic funerary
rights & undead lore
|
53
|
Guild Beggar
|
Sling
|
Crutches
|
Knows Disguise and Sneak
Silently
(as thief)
|
54
|
Guild Pilot
|
Cross-bow
|
Powered-cart16
|
Guild Secrets, Knows how
to pilot a wagon/cart and use gear-work17
|
55
|
Half-orc, scout
|
Hand axe
|
Rabbit Meat
|
Half-orc abilities,
Knows wilderness and survival lore
|
56-59
|
Half-orc, hunter
|
Club
|
Random live animal8
|
Half-orc abilities,
Knows how to track and hunt
|
60-61
|
Half-orc, mutant
|
Dagger
|
Hooded Cloak
|
Half-orc abilities, Probably
has powers, strange abilities
|
62
|
Half-orc, blacksmith
|
Hammer (as club)
|
Bronze Breastplate18
|
Half-orc abilities,
Knows about making weapons and armor
|
63-64
|
Half-orc, cook
|
Brass ladle (as club)
|
Brass Stew Pot
|
Knows how to cook nearly
anything and make it digestible.
|
65
|
Healer
|
Club
|
Holy Water, 1 vial
|
Knows healing arts
|
66
|
Herbalist
|
Club
|
Herbs19, 1lb
|
Knows Herb lore and can
make healing poultices and poisons
|
67
|
Herder
|
Staff
|
Herding Dog8
|
Knows Animal Lore
|
68-69
|
Hunter
|
Short Bow
|
Deer Pelt
|
Knows how to track and
survive in the wild
|
70
|
Indentured Servant
|
Staff
|
Locket20
|
Sneak Silently (as
thief), Knows local rumors
|
71
|
Jester
|
Dart
|
Silk Clothing
|
Knows Acrobatics,
Juggling, and obscure lore as well as local and foreign rumors
|
72
|
Jeweler
|
Dagger
|
20gp Gem
|
Knows Gem
cutting/setting and basic non-ferrous metal-working
|
73
|
Locksmith
|
Dagger
|
Fine Tools
|
Knows Engineering, Find
and Disable traps (as thief)
|
74
|
Mendicant
|
Club
|
Holy Symbol
|
Knows divine lore, and
basic survival skills
|
75
|
Mercenary
|
Long Sword
|
Hide Armor
|
Knows tactics and how to
fight in large formations; gains +1 to attacks and damage for every 3
soldiers, mercs, Squires, Nobles, or caravan guards attacking en mass. Knows codes & laws as well as geography
|
76
|
Merchant
|
Dagger
|
4gp, 14sp, 27cp
|
Knows codes & laws
as well as geography, and can figure out what things are worth. Also knows how to pilot a wagon/cart.
|
77
|
Miller/Baker
|
Club
|
Sack of Flour, 1lb
|
Knows how to make breads
and cakes as well as grinding flour
|
78
|
Minstrel
|
Dagger
|
Instrument21
|
Knows geography, obscure lore, as well as read languages (as thief),
and may ‘sing for their supper’
|
79
|
Noble
|
Long Sword
|
Gold ring, 10gp
|
Knows of current events,
may command peasants other than Jesters, and any character with thief
skills. Outranks Squire. Knows tactics
and how to fight in large formations; gains +1 to attacks and damage for
every 3 soldiers, mercs, Squires, Nobles, or caravan guards attacking en
mass.
|
80
|
Orphan
|
Club
|
Rag Doll
|
Knows Sneak Silently (as
thief)
|
81
|
Ostler
|
Staff
|
Inn
|
Knows Sneak Silently,
Backstab (as thief)
|
82
|
Outlaw
|
Short Sword
|
Leather Armor
|
Knows Sneak Silently,
climb sheer surfaces, & Hide In shadows (as thief)
|
83
|
Rope Maker
|
Knife (as dagger)
|
100ft rope
|
Knows basic and complex
knots
|
84
|
Scribe
|
Dart
|
Parchment, 10
|
Knows an extra 2
languages
|
85
|
Shaman
|
Mace
|
Herbs19, 1lb
|
Knows divine lore as
well as the Patron Bond spell for
one patron; and no other spells
|
86
|
Slave
|
Club
|
Strange looking rock22
|
Knows Sneak Silently (as
thief); roll again on table 3-1 to see what they are/were trained to do, a
second result of slave indicates they are a Dancer/Prostitute.
|
87
|
Smuggler
|
Sling
|
Waterproof sack6
|
Has knowledge of faraway
places; Knows Sneak Silently, Forge Document (as thief) as well as how to
pilot a wagon/cart
|
88
|
Soldier
|
Spear
|
Shield
|
Knows tactics and how to
fight in large formations; gains +1 to attacks and damage for every 3
soldiers, mercs, Squires, Nobles, dwarfs, or caravan guards
|
89
|
Squire
|
Long Sword
|
Steel Helmet
|
Knows of current events,
may command peasants other than Jesters, and any character with thief
skills. Knows tactics and how to fight
in large formations; gains +1 to attacks and damage for every 3 soldiers,
mercs, Squires, Nobles, or caravan guards attacking en mass.
|
90
|
Tailor
|
Scissors (as dagger)
|
Fine suit of clothing
|
Knows arithmetic and
geometry, as well as local and foreign rumors
|
91
|
Tax Collector
|
Long Sword
|
100cp
|
Knows how to intimidate
people as well as how to pilot a wagon/cart.
|
92-93
|
Trapper
|
Sling
|
Badger Pelt
|
Knows wilderness lore
|
94-95
|
Urchin
|
Club
|
Begging Bowl
|
Knows Hide in Shadows
(as thief)
|
96
|
Weaver
|
Dagger
|
Fine Rug
|
Knows how to tie knots
|
97
|
Wainwright
|
Club
|
Push Cart23
|
Knows how to pilot a
wagon/cart as well as how to use gear-work
|
98
|
Wizard’s Apprentice
|
Dagger
|
Black Grimoire24
|
Knows arcane lore.
|
99-100
|
Woodcutter
|
Hand axe
|
Bundle of wood
|
Knows wilderness lore
and survival skills
|
Rules Addenda:
1. Oil
and flask – 5ft radius area from impact; DC10 Reflex save to avoid; flammable
if ignited, 1d4 points of fire damage for 1d3 rounds. otherwise it’s still slippery and provokes a
DC13 Reflex save or victim trips and falls prone. They cannot stand until they succeed at this
check or wash themselves clean. The
check must be made every round the victim is standing until it is washed off
with at least 10 gallons of water.
2. Spyglass
– allows viewer a (4x) multiplier to spotting distance, and a general +1 bonus
on spot and search checks for distances beyond 100ft.
3. Jar of
Honey – aside from its nutritive value, it makes a good short term adhesive and
has antiseptic properties, granting a +1 bonus to a healing check.
4. Barrel
– Roll 1d16 to see what is inside: (1)
Fresh water, (2) Spoiled water, (3) Vinegar, (4) Pears, (5) Wine, (6) Grain, (7) Ale,
(9) Arrows, (10) Lard, (11) Exotic
Spices, (12) Fuel/lamp Oil, (13) Gherkins, (14) Salted meat, (15)
Vegetable oil, (16) Pickled Eggs
5. Random
types of fruit – Roll 1d12, 3 times
to see what they have: (1) Apples, (2) Bananas, (3) Cranberries, (4) Grapes,
(5) Strawberries, (6) Raspberries, (7) Blackberries, (8)
Coconuts, (9) Nectarines, (10) Papayas, (11) Pineapples, (12)
Mangos.
6. What’s
in the small chest? If they get passed
the DC15 lock: Roll 1d10; (1) cursed gem worth 100gp, (2) 1d10 Stolen gems worth 100gp each, (3) 1d3 Arcane Scrolls, (4) 1d3 Divine Scrolls, (5) Secret government Documents, (6) The King’s long lost crown,
(7) 1d100x5 GP, (8) Treasure Map wanted by pirates, (9) +1 Magic dagger, (10)
Lock DC is 20, Imprisoned faerie Prince/Princess
7. Dwarven
Apothecarist are renowned for their skill at concocting strange and powerful
elixirs. These concoctions can be
created via a recipe that requires rare ingredients, 100gp, and 2d3+1 days to
prepare. The Apothicarist must succeed
at an intelligence check with a DC = to the DC of the draught they are
creating, or 15, whichever is greater. At
present the dwarf has a Steel vial of …Roll
1d12: (1) DC20 poison causing
2d6 STAM damage, (2) DC15 poison
causing 2d4 STR damage, (3) DC15
poison causing 1d6 Agility damage, (4)
DC13 poison causing 1d4 INT damage, (5)
DC13 poison causing coma like sleep for 2d12 hours,
(6) Antidote – this powerful
purgative can remove any natural venom or poison. It grants the imbiber a new save against the
toxin with a +5 bonus. (7) Vitality
– this liquid restores 1d4 hit points. (8) Stimulant, +2 on checks versus
fatigue or sleep effects, (9) Brain
booster, grants a temporary +2 bonus on spell casting checks for 30 minutes,
then a -1 on spell casting checks for 1 hour. (10) Liquid Jitters – this concoction amps the reflexes, granting
+2 on initiative checks and Reflex saves for 30 minutes then a -1 on initiative
and reflex saves for 1 hour. (11)
Liquid Muscles – this tincture grants +2 on attacks and damages for 30 minutes
and then inflicts a -1 penalty to these functions for 1 hour. (12) Elixir of vibrant health grants
the caster +10 temporary hit points that are used before natural hit points and
a +2 bonus to Fortitude saves; bot the temporary HP and the bonus fade after 30
minutes and then the imbiber suffers -1 penalty to Fortitude saves for 1
hour. They also take 2 points of damage
that heals normally.
8. Random Farm Critters: roll 1d14 modified by luck
Roll
|
Critter
|
CCD
Page Number
|
1
|
Battle Chicken, (hatchling the
size of a normal chicken)
|
43
|
2
|
Swan
|
43
|
3
|
Dove
|
45
|
4
|
Goose
|
46
|
5
|
Cow
|
56
|
6
|
Chicken (normal)
|
43
|
7
|
GoatD, H
|
131
|
8
|
OxH
|
56
|
9
|
PigD, H
|
53
|
10
|
Duck
|
46
|
11
|
Pigeon
|
51
|
12
|
SheepE, H
|
185
|
13
|
MuleD
|
172
|
14
|
HorseE
|
141
|
D=
Dwarven Characters whose roll indicates a goat may use stats for a mountain
goat. Likewise they may use the stats for wild boar if their roll indicates
pigs, and they always have a dwarven mule if one is indicated. Dwarven mules are normal in all respects,
except they have darkvision out to a range of 60ft and they aren’t afraid of
underground environments.
E=
The sheep given to elven characters is incredibly special, and valuable. Elven sheep are cross bred with earth elementals
and their wool may be processed into strands of mythril yarn/thread. Likewise, if an elven shepherd is given a
horse, and the character succeeds at a DC20 luck roll, then it is a winged
horse (CCD142). If they
succeed at this check with a 25+ then they have a young Unicorn (CCD216).
H=
Half-orc hunters will have the wild versions of these critters.
9. Pick-axe
– New weapon that may be used as either an axe or as a pick and this is
declared prior to the attack. As an axe
it does 1d8 damage and has the abilities of any other axe EXCEPT that it isn’t
balanced for throwing. As a pick the
weapon does 1d6 points of damage; & adds +1 to the results of any critical
hit result. On an unclaimed MDoA die
result of 3+ it will ignore half the target’s armor value. Weighs 6lbs, costs
12gp.
10.
Filter mask & Goggles – New equipment that grants the wearer +1 on any
saves versus dust, pollen, spores, and toxic gasses. It weighs 3lbs, costs 50gp and prevents
character from wearing any other head or face gear.
11. Net – Undefined equipment – that ignores the
target’s bonus from armor class. If
caught in a net, the victim must succeed at a Reflex save or Strength check
with a DC = attack roll or they are tripped and fall prone. Critical failure indicates the victim is
rendered completely helpless. Weighs
3lbs and costs 7gp for every 5ft hex it covers.
Range is = 5ft/ 10ft/ 15ft for a medium sized character. Add 5ft to each category for each increase in
the thrower’s size class; small characters default to this range and may not
throw any net larger than that which covers a single hex.
12.
Falcon – Undefined critter – Use the
stats for a small eagle (CCD47), but these
falcons have an intelligence score of 9 for elven version. In general falcons have a fly speed of
750ft/rd, Acceleration is 200ft/ round, Deceleration is 300ft/rd, Glide is 5ft,
and they may hover for up to 6 rounds.
These falcons may dive from as much as 2000feet or more and prefer
hunting other birds rather than ground animals.
These specialists cause triple damage when using their Aerial Predator
ability and they subtract 1 from the DC when attacking an aerial target, but
they add two to the DC versus ground targets and falcons do not have the “cry
of the hunter” ability of eagles.
13.
World Map… Self-explanatory, but the
Storyteller should feel free to hand out whatever map(s) are needed /
accessible for the adventure.
14.
Minor divination skills – This ability may also be given to the Mendicant,
Beadle, Elven sage, and the Astrologer characters at the Storyteller’s
discretion, but only the first successful augury attempt on any given subject
counts as real if multiple checks are made on the same question or subject. Character rolls a knowledge check with their
action die + INT modifier + misc. modifiers (if any) and check the result
against the Second Sight spell (CR267). This
may be done once per day by each character regardless of success or failure. A standard failure indicates the Scrying
attempt causes 1 point of temporary intelligence damage that heals
normally. A critical failure indicates
that they suffer 1d4 points of intelligence damage, half of which (rounding up)
is permanent. A critical success
indicates that the character gains a +2 bonus to the augury’s results.
15.
Skull… Mostly this is just a creepy plot for the players, and/or a convenient
place for the Storyteller to add a clue or game-hook; but if the character
succeeds at a DC 13 luck check, the skull is human, but with nothing
extraordinary about it. Success at a DC18
luck check indicates the skull is haunted by its former occupant. In this case roll a second time on table 1-3
to see who/what this person was and what they might know about. If the
character succeeds at a DC 19 luck check, then the skull belonged to a
character with 1d3 class levels. A
successful DC20 luck check indicates that the skull belonged to a character
with 2d5 class levels. Whether the
spirit is cooperative or friendly is up to the storyteller.
16.
Powered Cart… For all intents and
purposes, this is a standard 10ft wide by 15ft long wagon, the wooden
spoked-wheels are set to give it about 2-3ft of clearance. It has a wooden bench at the front and wooden
panels to create the bed and tail-gate like any other wagon of its type and it even
has a rudimentary suspension system.
However this wagon cannot be hitched to a dray-team, instead this
vehicle has a circular wheel and a series of levers and pedals arranged on one
side of the drivers bench. These strange
devices attach to a quazi-mechanical/ magical box situated in the middle of the
front axle bearing the label “GnomeTech” on an ornate brass boilerplate. Neither the wagon nor the curious character
will survive the opening of this box. If
used properly, the cart will trundle about as a speed of 80ft per round, it can
accelerate at a rate of 20ft/ round and may decelerate at twice this rate. They need to be “inspected” every 6 months by
a Guild Engineer, but otherwise the “motivator” does not need to be refueled or
maintained.
17.
Gear-work – refers to any device or construction that utilizes gears, springs,
and/or steam power to automate or enhance the properties of a tool or
weapon. Such devices are complex and
fragile and require a certain level of mechanical aptitude or training to use
and maintain this type of equipment.
18.
Bronze Breastplate – New Armor type – character also gains matching bracers and
greaves. Combined and worn over normal
clothing this grants +3AC, has a Physical check penalty of -2, and a fumble
check of d10, costs 30gp and weighs 35lbs.
Steel versions grant +4AC, has a Physical check penalty of -2, and a
fumble check of d8, costs 50gp and weighs 25lbs.
19.
Herbs… Roll 1d10 and Healers gain an
additional +1 bonus to modify this roll;
(1) dangerously poisonous; DC20
Fortitude save or victim dies. (2-3)
Mildly poisonous; DC15 Fort save or 2d6 stat damage of some kind (Storyteller’s
choice), 4-5= good quality fresh cooking herbs. (6-7) Good quality dried cooking herbs. (8-9) Medicinal herbs granting +1 on one healing check. (10) As result of 8-9 but there is enough
for 2d3 applications.
20.
Locket… Mostly this is just a convenient
place for the Storyteller to add a clue or game-hook; but if the character
succeeds at a DC 13 luck check it is worth 25gp. If the character succeeds with a 15-17 then
the locket is worth 100gp; but a success of 18-19 indicates that the locket
grants a minor power or skill bonus. A
result of 20+ indicates the locket grants a +1 bonus to any one ability score,
the choice is up to the player, but it is permanent. The bonus is lost if the locket is stolen or
broken.
21.
Random instrument… Roll 1d10
modified by luck for each column unless directed otherwise by the instructions
or the Storyteller:
Roll
|
Instrument type
|
Sized for**
|
Quality
|
Acquired by…
|
1
|
Pair
of Spoons or Finger Cymbals
|
Tiny
creature
|
Horrible;
-3 on skill check
|
Theft
|
2
|
Harp,
grand (medium sized object)
|
Tiny
creature
|
Terrible;
-2 on skill check
|
Theft
|
3
|
Gong
|
Small
creature
|
Shabby;
-1 on skill check
|
Theft
|
4
|
Horn,
no valve stops
|
Small
creature
|
Adequate
|
Winning
a shady bet
|
5
|
Lute,
6 strings
|
Medium
creature
|
Adequate
|
Winning
a shady bet
|
6
|
Minstrel
sings or chants*
|
Medium
creature
|
Adequate
|
Winning
a competition
|
7
|
Horn,
with 1d5 valve stops
|
Medium
creature
|
Adequate
|
Winning
a competition
|
8
|
Drum
|
Medium
creature
|
Good;
+1 on skill check
|
Inheritance
|
9
|
Flute
|
Medium
creature
|
Fine;
+2 on skill check
|
Inheritance
|
10
|
Xylophone
|
Large
creature
|
Superior;
+3 on skill check
|
Purchased
legally
|
*If
the Pilfer Voice spell is in play, it
is possible for voices to be stolen and given as objects, otherwise no need to
roll for legal status.
**
Instruments that are too large or too small impose a -1 penalty per step of
different size the instrument was designed for.
Perform Check: The minstrel rolls action die + PER bonus + level to perform
any song or use their musical instrument.
There are modifiers for the conditions, weather, indoors/outdoors, and
listeners having helmets, listeners are covering their ears, etc.
Singing for your supper: A minstrel may sing and entertain the
masses with songs, jokes, riddles and news of the the world byond the local
village in order to gain food and lodgings in most civilized lands. Players are encouraged to compose ditties as
often as possible, but for game purposes the effects can be reduced to the
following generic song results table.
The minstrel performs for at least 1 hour and then makes the perform
check.
Dice Roll:
|
Effect
|
Natural 1
|
Minstrel
has offended the audience so badly that they are pelted with rotten food
& such and must flee. They make a
luck roll Vs DC= 10; failure means they must flee the town or district if it
is a large city!
|
1-7
|
Accidental
Parody: The Minstrel
has either chosen the wrong song for the wrong crowd, or otherwise mangled a
time-honored classic; regardless they are pelted with rotten food & such
and must flee the stage and will NOT be getting fed tonight!
|
8 - 9
|
Song
performed poorly: The Minstrel has performed well enough to
earn some scraps of food and a patch of rug next to the fire, but will have
to share it with the dogs. Anyone else
with the Minstrel will pay for their accommodations at +20%.
|
10 - 14
|
Competent
performance: The Minstrel has managed to catch the
attention of the audience and even draws a few folks from the street. The ostler is pleased and grants basic food
and lodgings to the Minstrel & friends at half price
|
15 - 19
|
Precise
Performance: The Minstrel
has engaged the audience and has attracted enough folks from the street to
impress the owner of the establishment.
The Minstrel their companions may stay for free.
|
Natural 20
|
Harmonic
Convergence: The Minstrel has managed to pick just the
right song and has performed it in just the right way to evoke profound
emotions in the audience. It is a performance that will live in their
memories forever and any interactions the Minstrel has with these folk will
always start at “friendly” in their opinion of the Minstrel &
company. This is usually enough to
garner a 15-20% discount on services or perhaps volunteer important
information, etc.
|
20 – 25
|
Strong
performance: The Minstrel has wowed the audience and has
attracted enough folks from the street to greatly impress the owner of the
establishment. The Minstrel &
their companions may stay for free and gain a +1 on all attempts to gain
information as well as a one time 10% discount on supplies the ostler might
have on hand. The Minstrel earns an
additional fee = their perform check result + their level + PER bonus in
copper as their share of the nights proceeds.
|
26 – 30
|
Masterful
Performance: The Minstrel has stunned the audience and
has attracted a standing room only crowd.
The owner of the establishment is so impressed that the Minstrel &
company will stay for free at this establishment for the rest of the week if
they need the rest; with the implication that the Minstrel will perform at
least once more at a +2 on the check.
The Minstrel earns an additional fee = their perform check result +
their level + PER bonus in silver as their share of the nights proceeds.
|
31+
|
Virtuoso
Performance: The Minstrel has stunned the audience and
has attracted a standing room only crowd.
The owner of the establishment and the folk in the audience are so
impressed that the Minstrel & company will stay at free at this
establishment for the rest of the month if they need the rest; with the implication
that the Minstrel will perform at least once more at a +4 on the checks. The Minstrel will always have a +2 on
perform checks when they stay at this establishment in the future. The Minstrel & their friends will be
able to gain a 10% discount on services from anyone in the audience. The Minstrel earns an additional fee =
their perform check result + their level + PER bonus in gold as their share
of the nights proceeds.
|
22.
Strange looking rock – Roll 1d10; (1)
long lost piece of a dead god, it will teach the owner of the rock the name of
that god granting a +2 bonus on all divine casting checks as long as the owner
of the rock sacrifices one sentient being to the dead god on each full
moon. (2) Miniscule Earth Elemental – it has all of the senses and
movement abilities of a normal elemental, but it can only speak to its owner
and has no combat ability unless thrown like any other rock. (3) Lump of Orriculum – grants +1 on
arcane casting checks, but the owner must succeed at a DC13 Fort save once a
month to avoid mutation/corruption. (4) Lump of Star-metal – there is
enough here to make one short sword, or two daggers. (5-6) It’s just a rock, but it can be used as an improvised hammer or
club causing 1d3 + strength modifier in bludgeoning damage. (7)
Lump of particularly potent Loadstone – requires DC11 STR check to pull it away
from metal items. (8) Lump of Phosphorescent rock – if left to sit in sunlight, it
will absorb enough energy to glow softly in the dark for half that time. Regardless of how long it will last in the
dark, the duration is divided roughly in thirds: during the first it glows as
bright as a lantern, during the second segment it glows as bright as a torch,
for the last third of its glow time it is no brighter than a candle. (9) Geode – if it remains unbroken then
it becomes a conduit for arcane knowledge from the invisibly small universe
that resides within. If it is broken, it
summons a type 3 demon with 5d12HD. This
demon will perform one task for the creature who freed it, but then it is
unbound and free to act as it wishes. (10)
If broken it reveals that there is a raw gem inside this can be sold for
2d30gp, or it can be cut and polished to enhance its value, Storyteller will
set conditions, DCs and final cost outcome.
23.
Push Cart…Roll 1d12; (1) Tomatoes, (2) Nothing, (3) Straw, (4) Your dead, (5) Dirt, (6) Rocks, (7) Bricks, (8) Dung, (9) 1d6
barrels, see entry #4. (10) 1d4
small chests, see entry #6, (11)
Sack with 3d30 platinum coins stolen from the local bank (or equivalent) (12) Roll 1d24 and consult this list of
foot-notes, and a further result of 23 indicates the cart is empty. A result of 7= one steel vila of… is found, a
result of 14= Tarot deck is found, 16= there is in fact a Powered-cart in the
cart! It has the additional power that
it collapses down to a crate the size of a 5ft cube in 5 rounds. Re-expansion to normal size takes the same
amount of time. A result of 17= small clockwork item/weapon of the
Storyteller’s choice.
24.
Black Grimoire… This book contains everything a character needs to become a
wizard, how to cast, why it works, starting spells, and player’s choice of
patron. Character makes a luck check and
on a result of 20+ the book is also a complete copy of Liber Arcanum…
No comments:
Post a Comment