Showing posts with label generators. Show all posts
Showing posts with label generators. Show all posts

Thursday, July 30, 2026

Learn What I Heard the Sea-born Seer Relate (GLAUGUST, M&M: Fates)

The lot has been cast, and my quest decided: the PRIMEUMATON spake that I must "Breathe New Life into an Old Post". So I shall, and This post seems apt for my Mazes and Minotaurs game.

Fate

The Fates sit before their hearth at the center of the world (which is everywhere), spinning, weaving, cutting, mending, all the twistings of the lives of men. They do this at the behest and consent of Zeus, king of the gods. Of course, he commands them only because he is fated to. Who can search out the workings of the gods?

All the gods (including rather minor ones) can reveal fated futures to men, and especially to their priests and special oracles (which can sometimes include horrible beasts like harpies or sphinxes). It is a bit of an effort. Way easier to just tell them things that were or are, rather than will be. Further, there is a difference between a thing prophesied and a thing fated. Prophesies can be conditional: You will surely die unless you eat that berry. Fates are absolute: You will kill your father and marry your mother.

The conditional nature of prophesy is not uncertainty in the future: the Fates know your future, inexorably. It's instead the choice of the god giving the prophecy to not give you the full story. They're still truthful, and probably more useful than a fate. But if you choose to eat the berry and not die, that was your Fate from the beginning. If you don't eat it and die, that was your Fate from the beginning too. But the god isn't telling you which one will happen.

When a character levels up, they roll to detemine if their Fate has been decided. Roll 1d10, minus the magnitude of their luck modifier, whether positive or negative. If this result is equal to or under their new level, their Fate is decided. A table of fates is given below, which can be rolled by the DM, modified by the character's Luck mod. Or the DM can simply choose which one they have. The gods have been known to play dice, but they aren't bound by them.

Example: Alexandros and Boops (it means "ox-eyed") level up to level 2, and have a luck mod (after ability enhancements) of +1 and -1 respectively. They both roll 3 on their d10 roll. The magnitude of both their luck scores is 1, so they both subtract 1 from 3 and get 2, which is equal to their level. Then, the DM rolls for their Fates. Alexandros gets a +1 to his result here, whereas Boops gets a -1 to his.

Fates (2d6)
≤2. You are going to (or have already) wronged the gods, and will die an ignominious death and have one of those special ironic punishments in hades.
3. You shall die by the sword. Which probably isn't news to you.
4. You shall die by your child.
5. You shall die in some circumstance (1d6):

1. Fire
2. Water
3. Under the earth
4. In the sky
5. On the horns of a bull
6. Due to Bees.

6. Roll again. If you roll this result again, treat it as 5. The result of the second roll is reworded to leave a multitude of interpretations.
7. Roll again. If you roll this result again, treat it as 8. The result of the second roll is complicated by the following factor (1d6):

1. You shall come within a hair's breadth of this fate, but it will not happen.
2. This fate will only come after you have wandered nearly the whole world
3. This fate will only come after you have lost what is dearest to you
4. This fate will only come if you devote yourself to one specific god.
5. This fate cannot come to pass until a certain person or monster is dead
6. This fate is surely impossible, and can be safely ignored! (until it comes down on your head)

8. You shall defeat the terrible [Monster/Evil wizard/What-have-you].
9. You shall learn a great secret.
10. You shall wage a war against [City-state] and win.
11. You shall found a great city.
12. You shall ascend to godhood.
(results 2-5 are "Fated Deaths" while results 8-12 are "Fated Quests")

While you possess a Fate, you cannot die until it is completed. You could be chopped into pieces, turned to stone, cast into the pits of Tartarus, wither until you become a grasshopper, etc. but you can't die. Mechanically, this means that while you could be incapacitated by damage, and "die", effects such as a Nymph's Kiss of Life or a Mithraic Priest's Divine Resurrection have no time limit to work on you, since you aren't technically dead (just mostly dead, and therefore slightly alive). You can also be raised by divine intervention, or even minor intervention (Thanatos will recognize there's been some sort of a mix-up, and bring you back).

However, if you would die, instead you lose something else. This starts at the edges of your life and works in. Maybe you lose your father first, then the rest of your family, then your good name, then that magic item you use all the time, then perhaps a level, then your sight or strength... This also happens if you ignore your fated quest for a year, or do something drastic to avoid a fated death (such as trying to kill your kid). At any time you may declare that you have "nothing left to lose". This stops the "clock" for your tragedies, but you'll roll twice and take the lower result for all rolls that don't work to fulfill your Fate, and you die as soon as possible after you fulfill your fate.

Just because you have a Fate doesn't mean the spindle of Clotho stops turning. You still roll to see if you have a new Fate each time you level up. However, while you have an unfulfilled Fate, your luck modifier doesn't affect the d10 roll (though it still affects the fate-table roll), and you roll an extra dice for each unfulfilled fate you have and take the highest result. Also, rolling a Fate from a level up doesn't tell you (the player or the character) what the fate is. You still need to find an oracle for that, and probably should do it quick before some oracular monster uses it to mess with your head.

Example: Boops levels up to level 3 while still having his fate unfulfilled. He rolls 2d10 to see if he has a new fate, and gets 3 and 8. His luck mod doesn't affect this at all, and he has to take the higher. 8 is higher than his new level, so he doesn't have any new fate.

Finally, none of the gods take kindly to being toyed with. If you use your outlandish Fated Death to do some dumb shenanigans, expect the sudden appearance of your paradoxically unborn child, or a mysterious swarm of angry bees.

Thursday, October 14, 2021

Hypogeum Tables vol. 1

Folk Self portrait (Folkling)
These are tables that DM's can use to randomly generate things in the hypogeum. If you are hoping to play, don't read these! Well, maybe do. I can't stop you.

Part 1: Villages and Folk

Topology

  1. Open and defensible Gerum1. This is the most common, if you don't want to roll
  2. Crevice or Ruin-gap
  3. Amphitheater
  4. Collection of Ruin-Stupa in an open or elevated Gerum
  5. Clustered around a spire, tower, or pillar
  6. Hanging from the ceiling, accessible by ceiling connection
  7. One big ruin building
  8. A vague sphere of under-rooms
  9. Clinging to the wall (also the side rooms)
  10. Inset into a hill or ziggurat, probably with spirally stairs.

 Physical Quirk

  1. Mossy and overgrown
  2. Giant mushrooms
  3. Tombs
  4. Houses shaped like their residents
  5. Well built and cozy
  6. Engraved
  7. Exotic Stone
  8. Crystals
  9. Water Features
  10. Supernaturally Dark

Social Quirk

  1. Diverse 
  2. Even more uniform than usual
  3. Devout
  4. Mercantile
  5. Play a lot of War
  6. Host their own adventuring party
  7. Scattered Pre-modern or even modern tech
  8. Scholarly
  9. Colonized
  10. Sorcery and or Relicseeking common

Cult

  1. The Dark
  2. The Flame
  3. The Moss
  4. The Mechanism
  5. The Flood
  6. The Orb
  7. The Stone
  8. The Cube
  9. The Gate
  10. The Song
  11. Personality Cult
  12. Fairies

Exports

  1. Pottery, Cooking
  2. Pottery, Decoration and Storage
  3. Stonework
  4. Metal Tools
  5. Food, Staple
  6. Food, Luxury
  7. Textiles, Beastsilk
  8. Textiles, Weavemoss
  9. Medicines
  10. Fuel

Food Source

  1. Moss
  2. Fruit Bush
  3. Mushroom, Sour
  4. Mushroom, Sweet
  5. Mushroom, Savory
  6. Herded Beasts
  7. Hunted Beasts
  8. Tubers

Folk Appearance

General:

  1. Amphibious
  2. Repitilian
  3. Humanoid
  4. Vague

 Eyes:

  1. Small beads
  2. large, wet puppydog eyes
  3. Appropriate to their type
  4. Inappropriate to their type
  5. Eye stalks
  6. Eye spots

Head:

  1. Lumpy
  2. Snout
  3. Round
  4. Crest, Neck-Frill, some other weird thing

Ears:

  1. Tympanum
  2. Large, Round
  3. Large, pointy
  4. Oh those are actually gills

Color:

  1. Red
  2. Red-Orange
  3. Yellow
  4. Brown-green
  5. Bright green
  6. Forest green
  7. Aqua
  8. Blue

Clothes:

  1. None
  2. Loincloth
  3. Chlamys or cloak
  4. Sari or Toga
  5. Primitive Pants
  6. Robe
  7. Necklace
  8. Plants

 

1 a gerum is a room-like enclosure, with high walls but often without a ceiling, inside a maze or complex of other such enclosures. Like a cubical, but big and not necessarily quadrangular or perfectly aligned.

Saturday, October 9, 2021

Traincrawl: Coldward

 


Traincrawl is a one dimensional depth crawl by SunderedWorldDM. I'm writing the coldward half of this depth crawl, away from the engine and toward the caboose1, while my Collaborator, whom I have worked with Before will be making the engineward half. The following three tables are depth tables, invented by cavegirl (from whom I have also stolen some entries on these tables). When you enter a new car, roll a d6 on both tables, adding the distance in number of cars from your starting car (so the first car you explore will be +0, the second +1, etc.). Every car has a 2 in 6 chance of being semi-permanently inhabited, and each inhabited car has a 50% chance of having a party and a 50% chance of having a murder mystery. If the car cannot be feasibly inhabited by humans, elfs live there

Car:

  1. Boxcar
  2. Seating Car (Six seats wide)
  3. Seating Car (Four seats wide)
  4. Sleeping Car
  5. Dining Car
  6. Observation Car
  7. Aquarium
  8. Bar
  9. Meditation car
  10. Medical Car
  11. Freezer Car
  12. Tomb Car
  13. Cryocar
  14. Research Car
  15. Ritual Car
  16. Dessert Car
  17. Palace Car
  18. Garden Car
  19. AI Car
  20. Caboose

 Details:

  1. Empty
  2. Graffiti'd
  3. Odd Aspect Ratio
  4. Maintained
  5. Guarded
  6. Dead Scavengers
  7. Cold
  8. Sedate
  9. Impervious
  10. Filigreed
  11. Automated
  12. Ticket Check
  13. Frozen
  14. Laser Turrets
  15. Stabilized
  16. Open Window
  17. Opulent Party
  18. Crystalline
  19. Bose-Einstein
  20. Perfect

 Encounters:

  1. Empty
  2. Scrappers, outgoing
  3. Scrappers, returning
  4. Broken Servitor
  5. Strong Wind
  6. Hypothermic Dabbler
  7. Elf Rescue Team
  8. Mummy
  9. Mobile Ice Crystal
  10. Functioning Servitor
  11. Ice Wizard
  12. Glass Butler
  13. Polar Bear
  14. Glass Birds
  15. Remorhaz
  16. Confection
  17. Elf Bacchanal
  18. White Queen
  19. Sentient Ice Crystal
  20. The Great Intelligence

Descriptions forthcoming, probably in the other 3 collab posts remaining in GLoGtober.

1Caboose is a silly word

Friday, September 10, 2021

d12x3 Legendary Weapons + Examples

 

 

Forms1. Sword 2. Staff 3. Bow 4. Axe 5. Spear 6. Ring 7. Vase or Container 8. Rake or Shovel 9. Mace or Hammer 10. Wand or Vajra 11. Crown or Jewel or Technique 12. Clothes or Armor or Warform Powers 1. Can summon forth some element 2. Super Massive 3. Shoots energy beams 4. Wields itself 5. Summons living things 6. Cuts/Pierces/Smashes at great size (levels mountains) 7. Summons Illusions 8. Destroy Magic 9. Super Hard / Sharp 10. Multiplies itself 11. Can kill gods 12. Destroys Creation Sources 1. Owned by powerful being 2. Made by a powerful being 3. Actually a notable object (a mountain, the ocean, the moon, etc.) 4. Actually a metaphysical object (the sins of men, universal order) 5. Actually a spirit or god transformed into a weapon 6. Very Old or Experienced 7. Made of something mundanely valuable 8. Made of something legendary 9. Is itself a divinity 10. Exploits universal axioms (trigrams, moieties, harmonics) 11. Given a powerful name, which it grew to fulfill 12. It just works060 TRIGRAM SCEPTER
Fucks with feng shui on like. Continent scales. Wave it around and mountains, rivers, kingdoms, and oceans will rush about to find more stable and auspicious positions. You can move one place to another with some precision, but that shuffles around basically the whole geography. If you do the math you can mitigate consequences.

657 JADE GHOSTS HOOP
Opens an unrestricted gate to the underworld, causing numerous ghosts to be ejected due to the underworld's strong spiritual pressure.

172 LYING CRESCENT MOON
A bladed crescent with a central handle, an embodiment of the moon on earth. When swung she causes the actual fucking moon to shift around accordingly, and creates pale, swaying phantasms around the wielder with the flashing of her blade. (Varya)

432 WORMS EMANATION LABRYS
a labrys which writhes in the grip, sends forth a slice which kills 2/3rds of those it touches.

1A9 SHATTERED RIGHTEOUS WORD
Once a rebellious divinity of pride, murdered and broken for their sin. Now thirsts for retribution. Its edge grows sharper by its wielders arrogance- with sufficient self-confidence, could overcome even the god's self-absorbtion- if of course the wielder truly knows themselves as greater. (Fifth)

788 HEAVENGOLD CAULDRON
made from the gold which colors the clouds of the celestial realm, if you place an enchantment inside it, the enchantment reduces down to mercury.

595 CELESTIAL AXIS SPEAR
This jeweled spear can pierce right through anything, and is unbreakable. In reality it is the celestial official in charge of the axis mundi, in disguise.

404 VIOLENCE UNFOUND
An axe which is literally war and blood feuds. Can be made into many, but they don't like. fly around and wield themself. Heavy handed metaphor.

A41 WISDOM STONE
yeah this is just an ioun stone. owned by ioun once. you ever notice how everyone in the osr uses the term "ioun stone" but nobody actually uses the god ioun? I think its interesting. Apparently the stones predate the god.

363 NORTHERN RAINS
A bow of crystal. Actually, obviously, the Northern Rains. When shot at something, the arrow erodes it as if there had been a torrential flood for weeks.

320 NATURES DANCE HARMONY
A bow of rowan. The string vibrates at a frequency that harmonizes with the concept of size, allowing the whole item to grow or shrink when plucked.

Ω95 SELF EMPTYING IRON
This dread aspect causes one's flesh to become like iron, and shine like the sun. Its the fusion of yourself with the spirit of Iron Pyramid, a disciple of the enlightened one, and reflects his wisdom.

634 ALL POWER GENERATOR
This ring of pearl about a handspan in diameter crackles and gives you vertigo. It can shoot out a beam, the power of which seems to increase each day since you receive it. Its actually the energetic output of the whole universe. Having it actually in the universe is probably gonna get some celestial lawkeepers after you.

90A TEN MACE STRENGTH
A mace of bronze. Named so as to give it the power of ten maces. Actually just splits into ten maces.

523 GREAT TREE JAVELIN
a very heavy redwood javelin. Actually, you guessed it, a massive redwood tree.

364 PASSIONS AND LONGINGS
A very dangerous bow. When shot, causes its target and anywhere between 1 and 1000 bystanders (including oneself) to die. Pious and enlightened folk are immune. No other immunity can stop it.

493 SEVEN MOUNTAINS RANGE
A stone axe, sharp and hard. Really a nearby mountain range.

A30 FIVE PHASES CULTIVATION
A technique of internal alchemy. By especially positioning elemental energy in your body, you can cause it to feed off each other in a growing and accelerating cycle. The energy provided means the user will no longer need to eat, but imbalance and meltdown at common. Those of exceptional strength may purposefully overclock it to fire devastating beams, but this runs an even higher risk.


(please ignore the weird formatting)