Showing posts with label d66. Show all posts
Showing posts with label d66. Show all posts

Thursday, July 8, 2021

d66 Loot the Body (refurbished)

d66 things in this unlucky stiff's pockets

This post is getting remade. Tweaked a little, but mostly being redone so you can read it on a mobile device without having to substitute one of Venca's eyes for your own.

When you loot a body, first roll a d66% for location on the body where this dude kept their good stuff: 11~34: Purse 
35~41: Inner vest pocket 
42~51: Boot 
52~56: Hat 
61~66: Britches. 

Second, roll a brace of sixers. I have some sub-tables for the items marked with *.
 
11 1d4 rations                                                    
12 PC level in copper*                                         
13 PC level ×1d6! (exploding d6) copper*                   
14 PC level in copper, one silver*                    
15 PC level in silver*                                    
16 PC level ×1d6! (exploding d6) gold*
Coinage sub-table (1d66): 11~34: shmeckles, 35~41: CHUD currency, 42~44: devil lucre (blasphema franca), 45~51: obols (good for deals with Charon, so maybe leave a couple for this poor stiff?), 52~54: coin of the next realm/kingdom over, 55~56: coins from the future, where one of the PC's royal visage has been minted, 61~66:1990s USA currency (pennies, nickles and quarters).
 
21 a statuette*
22 a bonito log 
23 a lump of purest green    
24 a robot's battery
25  a map to a dungeon
26  a Tijuana bible
Statuettes sub-table (1d8): 1) cat god; 2) unknown woman; 3) eldritch entity (sanity check!); 4) a member amongst the PCs!; 5) an unknown gods god, preferably a known one; 6) a pontiff; 7) a king, 8) duck on top, key on bottom

Statuettes sub-sub-table of materials (d10): 1) dolomite, 2) gold, 3) pewter, 4) lead, 5) wood, 6) crudely carved wood, 7) wax, 8) copper, 9) brass, 10) melted coins
 
31 a fan with a faction symbol
32 a very small "shower" spell scroll
33 someone (known)'s undies
34 an I.O.U. from "Big Paula"
35 a deed to Tegel Manor
36 scrip: a demon's secret name
 
41 an ear and a lizard 
42 a wand (might backfire)
43 a hymnal
44 a kung-fu manual
45 a prophylactic 
46 matryoshka dolls
 
51 faerie in a jar
52 oil lamp (empty)
53 jewelry* 
54 a key
55 a court summons
56 spool of thread  
Jewelry sub-table (1d12)(roll a d6×10×danger of acquisition to find monetary value): 1) earring, 2) earrings, 3) eye-patch, 4) nose-ring, 5) necklace, 6) torque, 7) diadem, 8) sheriff's badge, 9) rapper's grill, 10) blinged knuckle-dusters, 11) codpiece, 12) a band (a ring).
 
61 letter from this dude's love
62 intercepted scandalous missive
63 note on where a cult is meeting next
64 a monogrammed handkerchief
65 letter written in PCs own hand?!
66 last will & testament of "Bad Bob"

Hey, maybe the players discover something before they even get to that pocket.

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Share good posts with good goblins. Claytonian at the gmails.


Saturday, January 2, 2021

roll a d666 for your new ability scores


I like me some quick character generation. You can roll a 2d6 to get your scores and call it good, or add in a third d6 to find out which one of the standard D&D scores is your first score using the first number in he cell (the rest follow in order, as Crom intended). It really is best if you have that third d6, so that not everybody has a sucky first score. These scores are probably too week for power-fantasy D&Ds.


2

3

4

5

6

1

3, 5, 7,
10, 12, 14

3, 6, 7, 1
0, 12, 14

3, 7, 8,
10, 12, 14

3, 8, 9,
10, 13, 14

3, 8, 10,
10, 13, 15

3, 8, 11,
11, 15, 18

2

4, 7, 9,
11, 13, 15

5, 7, 9,
11, 12, 15

6, 8, 9,
11, 12, 14

7, 9, 10,
13, 14, 14

8, 9, 11,
11, 11, 13

9, 9, 11,
12, 13, 18

3

5, 8, 10,
12, 14, 15

6, 8, 10,
12, 13, 15

7, 9, 10,
13, 13, 14

8, 9, 10,
13, 13, 15

9, 9, 11,
12, 12, 13

9, 10, 10,
13, 13, 18

4

6, 9, 11,
12, 15, 15

7, 9, 11,
13, 13, 13

8, 9, 12,
13, 13, 14

9, 9, 11,
14, 14, 15

9, 10, 11,
12, 13, 14

9, 9, 9,
13, 14, 18

5

7, 9, 12,
12, 15, 16

8, 10, 12,
13, 14, 13

9, 10, 13,
14, 15, 16

9, 10, 11,
13, 14, 15

8, 11, 12,
12, 14, 15

9, 11, 12,
13, 15, 18


3, 7, 10,
12, 15, 18

4, 8, 11,
13, 13, 18

5, 9, 12,
13, 14, 18

6, 10, 12,
13, 15, 15

7, 11, 12,
12, 13, 17

9, 11, 12,
14, 16, 18



Tuesday, November 24, 2020

D66 adventure generator


I've started a new project. I'm tired of all my sideways books of tables that are too complex. So I'm doing my own Judges Guild style take on Ready Reference Sheets. The first is below. Roll a few times on it with a d6 for a tens digit and another for a ones digit. 

d66 Adventure Instigator 

Incident  11 Dream or sweven 12 Last will and testament 13 Town crier 14 A contest 15 A drug-induced vision 16 A map 21 A mysterious coin 22 A trap has been laid 23 A noble 24 A curse 25 An anniversary 26 Overheard conversation 31 A juicy rumor 32 Creatures stalk the night 33 Someone has gone missing 34 An apparition is seen 35 Three witches doth prophecy 36 A crazed monk 41 The council has decided 42 A friend in need 43 You are not the father 44 An odd item has been found 45 A disease is spread 46 A survivor limps into town 51 Bad guys ride up 52 The sheriff is missing 53 Someone is on the lamb 54 Previous baddie toppled 55 Monster of the week 56 A secret society plots 61 Something has been unsealed 62 Someone has been framed 63 A secret must be kept 64 A group comes through town 65 An old friend is here 66 Rent is due 

Mission 11 fight the power 12 find the mcguff 13 catch a spy 14 finger a filcher 15 get there first 16 prove something 21 restore status quo 22 eradicate baddies 23 nip threat in bud 24 seduce 25 scare off 26 fulfill dying wish 31 find heir 32 unite the tribes 33 solve mystery 34 seven samurai 35 plumb depths 36 act as entourage 41 play bodyguard 42 accompany girl 43 renew/undo seals 44 hunt down 45 scavenger hunt 46 find cure 51 solve riddle 52 hold the fort 53 survive disaster 54 restore item 55 reconnoiter 56 give message 61 reclaim area 62 explore area 63 execute geas 64 break bonds 64 find ingredient 66 save the king 

But also deal with 11 g-g-g-ghosts 12 aliens 13 a double agent 14 false info 15 something broken 16 reluctant NPC 21 conflicting patrons 22 factions 23 other adventurers 24 barbarians 25 disease 26 curse 31 a dragon 32 long journey 33 sewer side-quest 34 being tailed 35 cultural faux pas 36 invincible foes 41 sky-island 42 sexy wizard 43 demonic agents 44 Fiend Folio roll 45 lost entrance 46 awakening volcano 51 you mom’s coming 52 two dates at once 53 terminator 54 someone’s body 55 fey trickery 56 one way journey 61 lesser evil 62 time constraint 63 complex ritual 64 preserve virtue 65 Sophie’s choice 66 big bad’s minion 

Journey & Destinations 11 snakes 12 strange thorp 13 guests of royalty 14 witch’s hut 15 three princes 16 cemetery 21 gassy bog 22 strange fruit 23 way too cheerful villa 24 cursed land 25 Moria shortcut 26 bustling burg 31 to the moon! 32 in the underworld 33 a dark dark wood 34 a series of forts 35 a castle 36 an abandoned keep 41 a haunted lagoon 42 micro-world 43 elemental plane 44 underwater 45 seven heavens 46 six hells 51 a doomed manor 52 the big city 53 winding canyons 54 a desert 55 a cave 56 the three vales 61 incognito 62 through a body 63 planes of dream 64 to a lonely isle 65 to level X 66 inside PC’s memories

 

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Share good posts with good goblins. Claytonian at the gmails.

Monday, August 10, 2020

Double Ds for Doors and Dungeon Crawling

I love my d6 in a d6. It's so easy to find in my box of weird dice and very handy. I've previously shared a table for d66 things in pockets. Here's how to use a couple d6 for doors and wandering encounter tables. I recommend using the PDF and Print buttons I've added to each post here at KIWF, or better yet, writing these down in your DM notebook of doom and adjusting it to your taste.

2d6 what's up with this door? 2d6 encounters and occurrences
Dice match:
  • ⚀⚀: trapped
  • ⚁⚁: loud or creaky or screamer fungi will be disturbed
  • ⚂⚂: slimy or unpleasant
  • ⚃⚃: rigged to show passage (hair taped to frame) or to make an alarm ring
  • ⚄⚄: locked (33% of keys for locks are items from a previous room [get that statue's arm to shake this knob], 33% are on wandering monster's person or in their cache, and the rest are lost)
  • ⚅⚅: odd; mimic, portal &ct
Dice are one number apart:
     Rusted, Jammed, or Blocked from the other side like in so many video games
Dice add to seven
     Random encounter is hanging out just beyond this door.

Dice are random (not any of the above)
Normal door, no problem. Still, ask about who is in the front or back of the line to keep that tension taut











Dice match:
     Encounter happens with at least rolled number of enemies. Roll a yes/no die; if yes, total the 2d6 together, if no, go with the number they matched on (i.e. two 1s and a no would mean one monster).

Dice are one number apart:
     Spoor (tracks, sounds, &ct of some monster that wanders these environs)

Dice add to seven:
     Something is up, so roll 2d6 again and total them.
  • 2: Wandering Boss!
  • 3: Bodily need: 1 character is struck with either hunger, a need to sit down and rest, or must use the bathroom
  • 4~10: Fuel source is sputtering out and needs to be replaced within a minute (use a 3 result instead if this result seems to be too soon)
  • 11: Wandering neutral party; an austral merchant perhaps
  • 12: Wandering god (I recommend pulling out Judges Guild's Unknown Gods)

Dice are random:
     Nothing, but you should furrow your brow, ask a player their Int score, &ct