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Author SHA1 Message Date
Howard Abrams
cc13aa62a6 Added Arcanum moves
Interested in implementing an Ars Magica-style game.
2024-08-31 16:39:15 -07:00
Howard Abrams
7c38573cd2 Additional tables from Ironsmith 2024-08-31 16:38:32 -07:00
Howard Abrams
bf958ab12a More tables! 2024-08-31 10:41:18 -07:00
Howard Abrams
4eb950b804 I like the idea of have a marker for assets and bonds 2024-02-14 18:29:50 -08:00
Howard Abrams
a5c69d1518 Bug fixes from the Starforged-integration branch 2023-12-02 14:58:15 -08:00
Howard Abrams
9da91702c1 Fixed header and removing tabs 2023-12-02 14:38:17 -08:00
Howard Abrams
bcfeba17d5 Better tables for Delve Sites
Hrm ... this isn't complete, as there is more to do.
I fixed `tables/site/danger/ancient/underkeep` as I'm using it, but
the other entries in `tables/site/danger` need to be _fixed_.

I'll do these as I need them, or write a script to fix them.
2023-11-18 13:09:54 -08:00
Howard Abrams
c3e3274630 Complex background motivation tables
These tables were taken from SpiderSandals on the Ironsworn Discord.
While you can all any individual `background/xxx` table, calling the
more simple `background` table will create a complex collection of
those subtables.
2022-05-06 21:15:18 -07:00
Howard Abrams
0ebc0edd74 Fixed two bugs when creating new characters
The bonds used to get inserted into the middle of a heading. Not good.
Also, we got an exception when going up a heading level when we were
already at the highest level. Easy enough to fix.
2022-05-01 22:15:58 -07:00
Howard Abrams
1cb1e45efa Limit assets not appropriate for new characters
Shouldn't be a Revenant without a little tragedy first.
Also, describe how progress tracks are nested.
2022-04-29 21:43:01 -07:00
284 changed files with 9460 additions and 509 deletions

1
.gitignore vendored
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@ -1,3 +1,4 @@
kannan.org
tables/captiva*.org
*~
/.DS_Store

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@ -58,6 +58,13 @@ What I do, is add the following "code" somewhere in my Ironsworn-specific org fi
# End:
#+END_SRC
Finally, many of the displayed org files contain embedded hyperlinks that actually call functions (defined below). I find it helpful to ignore the constant prompts for selecting this links by setting the [[help:org-link-elisp-skip-confirm-regexp][org-link-elisp-skip-confirm-regexp]] variable, as in:
#+BEGIN_SRC emacs-lisp :tangle no
(setq org-link-elisp-skip-confirm-regexp (rx string-start (optional "(") "rpgdm-"
(or "tables-" "ironsworn-")
(one-or-more any)))
#+END_SRC
Finally, define your character. While I describe the details later, first, load an org-mode file and hit ~M-x~ to type: =rpgdm-ironsworn-new-character= and answer the questions. This will create the necessary formatting and you are ready to play with either your key-binding (or ~F6~) to bring up the Hydra of commands:
#+ATTR_HTML: :width 1100px
@ -96,6 +103,73 @@ While the interface may change (and I may not update that screenshot too often),
- And ~q~ (or ~F6~) dismisses the UI.
This may be sufficient, but the rest of this document goes into details about how to use this, as well as the code to make it.
** File Organization
I really didnt want to dictate how Ironsworn notes should be organized, but I wanted the /progress tracks/ to be relevant. Sure, one can mark progress on one or more tracks, but I didnt want see tracks that were old. I toyed with the idea of deleting, or just closing, old tracks, but I realized that progress tracks are really just arcs in the stories plot. Some of long, like a character /inciting vow/ and others are short, like a battle with a Cave Lion, but they are all nested in a hierarchical tree.
Let me explain with an illustration:
#+BEGIN_SRC dot :file images/progress-tracks-tree.png :exports file :results file
digraph G {
bgcolor="transparent";
node [fillcolor="white" style="filled" fontname="Arial"];
edge [color="white"]
Background [label="Background / Theme"]
Arc1 [label="Story Arc"]
Arc2 [label="Story Arc"]
Arc3 [label="Story Arc"]
Scene1 [label="Scene"]
Scene2 [label="Montage"]
Scene3 [label="Montage"]
Scene4 [label="Scene"]
Scene5 [label="Scene"]
Scene6 [label="Montage"]
Event1 [label="Event"]
Event2 [label="Challenge"]
Event3 [label="Event"]
Event4 [label="Challenge"]
Event5 [label="Event"]
Event6 [label="Challenge"]
Event7 [label="Event"]
Event8 [label="Challenge"]
Event9 [label="Event"]
Event10 [label="Challenge"]
Event11 [label="Event"]
Event12 [label="Challenge"]
Background -> Arc1;
Background -> Arc2;
Background -> Arc3;
Arc1 -> Scene1;
Arc1 -> Scene2;
Arc2 -> Scene3;
Arc2 -> Scene4;
Arc3 -> Scene5;
Arc3 -> Scene6;
Scene1 -> Event1;
Scene1 -> Event2;
Scene2 -> Event3;
Scene3 -> Event4;
Scene3 -> Event5;
Scene3 -> Event6;
Scene4 -> Event7;
Scene5 -> Event8;
Scene5 -> Event9;
Scene6 -> Event10;
Scene6 -> Event11;
Scene6 -> Event12;
}
#+END_SRC
[[file:images/progress-tracks-tree.png]]
A character or party has a theme or premise that drives the entire story, like Destroying the One Ring of Power or, teenagers solving mysteries with a talking dog. In Ironsworn, this is referred to as an /Epic Vow/. This epic story is broken into long-running arcs or character goals … perhaps they could be packaged into three books to make a Trilogy, or even seven books for each year in a school. These are the [[file:moves/quest/swear-an-iron-vow.org][various vows]], like the initial /Inciting Vow/.
These, in turn, are further divided into scenes like Journeying to Bree, Escaping Moria, or even each Saturday morning episode. In Ironsworn, these are moves like [[file:moves/adventure/undertake-a-journey.org][Undertake a Journey]] or [[file:moves/delve/delve-the-depths.org][Delve the Depths]]. And these segments can be punctuated by conflict and combat. These tracks are not concern with the length of a progress, as a battle with an Elder Beast will conclude before arriving at Grandmas House, even those the Elder Beast was /formidable/ and the journey was merely /troublesome/.
Notice that this structure works well with the outline of a typical document, and by choosing this structure and tying a progress track to a header, completed tracks would disappear on their own, and I didnt have to manage old tracks. As you call the progress functions, these prompt with a question:
[[file:images/progress-placement-prompt.png]]
** Character Sheets
A character sheet, for this project, is just an org mode file where you take notes, and =:PROPERTIES:= drawers contain the current stats for your character. While most of it is /whatever you like it to be/ ... you need to keep a few things in mind.
@ -153,7 +227,7 @@ Again, the UI will attempt to update all of these values, so you don't need to c
Details? Did someone say details? Let's talk about the code ... all the code that makes this work.
* Code
#+BEGIN_SRC emacs-lisp :exports none
;;; rpgdm-ironsworn -- Functions for integrating Ironsworn with Org
;;; rpgdm-ironsworn.el --- Functions for integrating Ironsworn with Org
;;
;; Copyright (C) 2020 Howard X. Abrams
;;
@ -184,6 +258,11 @@ We also need the name of the directory for this project, so that we can load tab
(defvar rpgdm-ironsworn-project (file-name-directory load-file-name)
"The root directory to the rpgdm-ironsworn project.")
#+END_SRC
And we initially load our table of oracles:
#+begin_src emacs-lisp
(rpgdm-tables-load (concat rpgdm-ironsworn-project "/tables"))
#+end_src
** Dice Roller
In *Ironsworn*, all dice rolls follow a pattern where you set the challenge level for a check by rolling /challenge dice/ (two d10s) and compare that against rolling an /action die/ (a single d6 ... adding all modifiers to that six-sided die).
@ -325,7 +404,7 @@ We assume you have created an org-file, and the /template/ will just append some
")))
#+END_SRC
**** Character Assets
We store the assets in a collection of org files in the [[file:assets/][assets]] directory. We'd like the user to choose an asset, so we convert a filename into something nicer to read based on extracting the /description/ from the /filename/, for instance, =:
We store the assets in a collection of org files in the [[file:assets/][assets]] directory. We'd like the user to choose an asset, so we convert a filename into something nicer to read based on extracting the /description/ from the /filename/, for instance:
#+BEGIN_SRC emacs-lisp
(defun rpgdm-ironsworn--character-asset-label (filename)
@ -410,19 +489,30 @@ Hrm. Perhaps we just want to /look/ at an asset before inserting it, similar to
When you start a character, you choose three assets, but what if we choose them randomly from our asset list? Could be fun, however, I don't want duplicates, or two companions, or ... well, I may come up with more rules, but I codify those rules into a function that returns a list, if it is good, or =nil= otherwise:
#+BEGIN_SRC emacs-lisp
(defun rpgdm-ironsworn--good-character-assets (asset-files)
(defun rpgdm-ironsworn--good-character-assets (assets)
"Return ASSET-FILES if all given are _good enough_.
That is, all are unique, only one companion, etc."
(cl-flet ((companion-p (entry)
(when (consp entry)
(setq entry (cdr entry)))
(string-match (rx "companions") entry)))
(cl-flet ((only-files (entry) (if (consp entry) (cdr entry) entry))
(is-companion? (file) (string-match (rx "companions") file))
(not-at-first? (file) (when (or (s-ends-with? "revenant.org" file)
(s-ends-with? "weaponmaster.org" file)
(s-ends-with? "masked.org" file)
(s-ends-with? "battle-scarred.org" file)
(s-ends-with? "ritualist.org" file)
(s-ends-with? "shadow-kin.org" file)
(s-ends-with? "oathbreaker.org" file))
t)))
(let* ((asset-files (-map #'only-files assets))
(num-of-companions (seq-count #'is-companion? asset-files)))
(when (and
;; Are all the assets in the list unique?
(equal asset-files (seq-uniq asset-files))
(<= (seq-length
(seq-filter #'companion-p asset-files))
1))
asset-files)))
;; Does the list only include first-time-only?
(-none? #'not-at-first? asset-files)
;; Does the list include, at most, one companion?
(<= num-of-companions 1))
assets))))
#+END_SRC
And I can write a little unit test to verify my test cases:
@ -430,6 +520,10 @@ And I can write a little unit test to verify my test cases:
#+BEGIN_SRC emacs-lisp :tangle rpgdm-ironsworn-tests.el
(ert-deftest rpgdm-ironsworn--good-character-assets-test ()
(should (rpgdm-ironsworn--good-character-assets '("foo" "bar" "baz")))
(should (rpgdm-ironsworn--good-character-assets '(("Companions :: Dog" . "assets/companions/dog.org")
("Paths :: Good Guy" . "assets/paths/good-guy.org")
("Ritual :: Booboo" . "assets/ritual/booboo.org"))))
(should-not (rpgdm-ironsworn--good-character-assets '("foo" "bar" "paths/shadow-kin.org")))
(should-not (rpgdm-ironsworn--good-character-assets '("foo" "bar" "foo")))
(should-not (rpgdm-ironsworn--good-character-assets '("assets/companions/dog.org"
"assets/paths/good-guy.org"
@ -501,6 +595,11 @@ Whew. We finally can have a function that queries the user about a new character
"Insert the contents of three character assets from the assets directory."
(goto-char (point-max))
(insert "\n** Assets\n")
;; When using Evil, we'll drop a marker here:
(when (fboundp 'evil-set-marker)
(evil-set-marker ?a))
(if (y-or-n-p "Would you like three random assets? ")
(rpgdm-ironsworn-random-character-assets 3)
(if (y-or-n-p "Would you like to choose your assets? ")
@ -528,8 +627,15 @@ This function will query the user for all of the stats and other properties that
(rpgdm-ironsworn-progress-create (read-string "What title should we give this new character's Epic vow: ") 1)
(rpgdm-ironsworn-progress-create "Bonds" 1)
(rpgdm-ironsworn-progress-mark "Bonds")
(next-line)
(org-top-heading)
(re-search-forward (rx line-start (zero-or-more space) line-end))
(insert "\n** Bonds\n")
;; When using Evil, we'll drop a marker here:
(when (fboundp 'evil-set-marker)
(evil-set-marker ?b (point) t))
(insert (format " - My home settlement of %s\n" (rpgdm-tables-choose "settlement/name"))))
#+END_SRC
**** New Character Interface
@ -584,13 +690,16 @@ Sure, you could open up the appropriate drawer to see a character's stats, but w
(defun rpgdm-ironsworn--display-stat (stat character)
"Colorized the STAT from a CHARACTER hash containing it.
See `rpgdm-ironsworn-character-display'."
(let* ((value (gethash stat character))
(s-val (number-to-string value))
(color (cond
(let ((value (gethash stat character))
s-val color)
(if value
(setq s-val (number-to-string value)
color (cond
((< value 1) "red")
((< value 3) "orange")
((< value 4) "yellow")
(t "green"))))
(t "green")))
(setq s-val "??" color "purple"))
(propertize s-val 'face `(:foreground ,color))))
(defun rpgdm-ironsworn-character-display ()
@ -736,7 +845,7 @@ Best if we wrote some unit tests to both explain and verify this function. This
The =rpgdm-ironsworn-adjust-stat= function takes one of the four stats, like =health= or =momentum=, as well as its =default= or /starting/ value, collects the /current value/ (the =curr= variable), and then creates a new value based on the /operator/ determined by the input from =rpgdm-ironsworn--read-stat=. It sets the new stat by calling =rpgdm-ironsworn-store-character-state= defined below.
#+BEGIN_SRC emacs-lisp :results silent
#+BEGIN_SRC emacs-lisp
(defun rpgdm-ironsworn-adjust-stat (stat &optional default)
"Increase or decrease the current character's STAT by ADJ.
If the STAT isn't found, returns DEFAULT."
@ -791,7 +900,7 @@ The previous functions allows us to create character stat-specific rolling funct
#+END_SRC
And we could have a function for each:
#+BEGIN_SRC emacs-lisp :results silent
#+BEGIN_SRC emacs-lisp
(defun rpgdm-ironsworn-roll-edge (modifier)
"Roll an action based on a loaded character's Edge stat with a MODIFIER."
(interactive (list (read-string "Edge + Modifier: ")))
@ -1384,7 +1493,9 @@ If we call the =-amount= function /interactively/, we should get the current res
(rpgdm-ironsworn--progress-amount name)
(if (not (called-interactively-p 'any))
boxes
(rpgdm-message "[%s] Progress on '%s': %d %s" level name boxes
(rpgdm-message "[%s] Progress on %s: %d %s" level
(propertize name 'face 'italic)
boxes
(rpgdm-ironsworn--progress-box boxes leftover)))))
#+END_SRC
@ -1417,7 +1528,7 @@ When we've finished a track, we can remove it from the hash to not clutter the i
Let's make sure these function work as we expect (keep in mind, these can only be run in an Org file):
#+BEGIN_SRC emacs-lisp
#+BEGIN_SRC emacs-lisp :tangle rpgdm-ironsworn-tests.el
(ert-deftest rpgdm-ironsworn-progress-test ()
(let ((track "Battling a Grue"))
(rpgdm-ironsworn-progress-delete track)
@ -1860,7 +1971,7 @@ But we roll some of these more than others, especially since "moves" does most o
"
^Dice^ 0=d100 1=d10 6=d6 ^Roll/Adjust^ ^Oracles/Tables^ ^Moving/Editing^ ^Messages^
------------------------------------------------------------------------------------------------------------------------------
_D_: Roll Dice _h_: Roll Shadow _l_/_L_: Health _z_/_Z_: Yes/No Oracle _o_: Links ⌘-h: Show Stats
_D_: Roll Dice _h_: Roll Shadow _l_/_L_: Health _z_/_Z_: Yes/No Oracle _o_: Links _A_: Show Stats
_e_: Roll Edge _w_: Roll Wits _t_/_T_: Spirit _c_/_C_: Show Oracle _J_/_K_: Page up/dn ⌘-l: Last Results
_r_: Roll Heart _p_/_a_: Progress/Assets _s_/_S_: Supply _O_: Load Oracles _N_/_W_: Narrow/Widen ⌘-k: ↑ Previous
_i_: Roll Iron _m_: Make Move _M_: Momentum _d_: Delve Actions _y_/_Y_: Yank/Move ⌘-j: ↓ Next "
@ -1891,7 +2002,7 @@ But we roll some of these more than others, especially since "moves" does most o
("o" ace-link) ("N" org-narrow-to-subtree) ("W" widen)
("K" scroll-down :color pink) ("J" scroll-up :color pink)
("y" rpgdm-paste-last-message) ("Y" rpgdm-ironsworn-paste-last-move)
("s-h" rpgdm-ironsworn-character-display)
("A" rpgdm-ironsworn-character-display)
("C-m" rpgdm-last-results :color pink)
("C-n" rpgdm-last-results-next :color pink)
("C-p" rpgdm-last-results-previous :color pink)
@ -1940,9 +2051,7 @@ But since most character stats do not simply /go away/ but are constantly in flu
Note that STAT should be a symbol, like `supply' and VALUE should be a
number, but doesn't have to be."
(save-excursion
(org-up-heading)
(while (> (org-heading-level) 1)
(org-up-heading))
(org-top-heading)
(rpgdm-ironsworn-store-character-temp-state stat value)))
#+END_SRC
@ -2022,11 +2131,23 @@ Since [[help:org-up-element][org-up-element]]s behavior has changed, and [[he
#+BEGIN_SRC emacs-lisp
(defun org-up-heading ()
"Move the point to next parent heading, unless already at the top-level."
(if (= 0 (org-heading-level))
(org-previous-visible-heading 1)
(outline-up-heading 1)))
(interactive)
(cl-case (org-heading-level)
(0 (org-previous-visible-heading 1))
(1 nil)
(t (outline-up-heading 1))))
#+END_SRC
And a function to move the point to the top-most heading (where we store the characters details:
#+BEGIN_SRC emacs-lisp
(defun org-top-heading ()
"Move the point to the top-most heading in the org document.
Note that this is based on the current point position."
(interactive)
(org-up-heading)
(while (> (org-heading-level) 1)
(org-up-heading)))
#+END_SRC
Enough chit-chat, let's write this function. While we are at it, let's convert the property symbols into short symbols, e.g. =:IRONSWORN-SHADOW= should just be =shadow=, and number values should be numeric:
#+BEGIN_SRC emacs-lisp

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@ -0,0 +1,40 @@
** Cast a Spell
When you channel the flow of Chaos to [[file:../../arcanum.org::*Manipulations][Manipulate]] an [[file:../../arcanum.org::*Essences][Essence]], envision [[*How Spells are Cast][how the spell takes effect]] to:
* *Act:* You may make [[file:../adventure/face-danger.org][Face Danger]], [[file:../adventure/secure-advantage.org][Secure an Advantage]], [[file:../combat/strike.org][Strike]], [[file:../combat/clash.org][Clash]], [[file:../adventure/gather-information.org][Gather Information]], [[file:../relationship/compel.org][Compel]], [[file:../adventure/heal.org][Heal]], [[file:../adventure/resupply.org][Resupply]], [[file:../combat/enter-the-fray.org][Enter the Fray]], and [[file:../relationship/aid-your-ally.org][Aid Your Ally]] moves as narratively appropriate to the spell magnitude by rolling +spell power or +chaos (whichever is higher). If the Action Die shows 1, Mark Chaos. If you chose to cast with +chaos, Mark Chaos equal to the [[Spell Magnitude]], instead.
* *Intervene*: After rolling for a move but before resolving the outcome, you may choose one:
+ Mark Chaos to change a Weak Hit to a Strong Hit
+ Mark Chaos twice to change a Miss to a Weak Hit
*** Details
:PROPERTIES:
:move-stats: spell|chaos
:VISIBILITY: folded
:END:
**** Spell Magnitude
Spell Magnitude determines what outcomes a spell can produce and is calculated by finding the lowest level between the Manipulation and Essence. Thus, a character with two dots in Conjure and one dot in Water would have a Spell Magnitude of one.
A spell of magnitude one changes what already exists or what is already happening. As an example, a character with one dot in Conjure and one dot in Water would be able to increase the flow of running water or increase the amount of water in a pitcher.
A spell of magnitude two can bring into existence something which wasnt there before or may change something already present in a major way. Onlookers who are not Magi or Attendants are likely to be shocked by such a display. For instance, a character with two dots in Conjure and three dots in Water (remember: the lower level determines magnitude) would be able to cause a river to flood or fill an empty bucket with water.
A spell of magnitude three can change reality in significant ways. Onlookers who are not Magi or Attendants are likely to be in awe of the Mage and the event. For example, a character with three dots in Conjure and three dots in Water would be able to bring a river tumbling down from the snow in the mountains, where no river existed before, or would be able to fill an empty depression in the land to create a lake.
**** Spell Power
Spell Power determines how likely the Mage is to produce the desired outcome of the spell and is typically calculated by the adding the levels of the Manipulation and Essence used in the spell. Thus, a character with two dots in Conjure and one dot in Water would have a Spell Power of three.
However, daring Magi may choose to use their Chaos level, instead, if it is higher than the combined Manipulation and Essence. As a Mage twists and bends reality, the risk of backlash grows. However, so also does the ability of the Mage to subvert its influence, channeling the crashing waves of Chaos into incredible feats of magic. If the Action Die shows 1, though, you must Mark Chaos a number of times equal to the Spell Magnitude of the attempt (instead of just once when using Spell Power). Some ill-fated Magi have surrendered, intentionally or unintentionally, to this lure of incredible power.
Here are a few more examples of calculating Spell Magnitude and Spell Power:
* A character with two dots in Decay and one dot in Mind has a Spell Magnitude of one, a Spell Power of three, and the ability to slow a persons thought process or bring a persons normal state of mind to a state of calm, for example.
* A character with two dots in Decay and three dots in Fire has a Spell Magnitude of two, a Spell Power of five, and can extinguish a bonfire or create a patch of shadow where none should be, for example.
**** How Spells are Cast
As with many things in Ironsworn, it is important to let Your Truths and your narrative define the methods by which spells are cast. The ideas assembled in this supplement are formed with the notion of traditional Magery in mind: gestures, words, occasional spell components, etc. However, the rules here are flexible enough to allow your own personal style of magic to be applied.
Maybe your Magi are Witches or Wizards of an ancient tradition filled with complex rites and rituals which take hours to perform and a mere snap of the fingers to unleash. Maybe your Magi are masters of their Psionic abilities, using the sheer power of their intellect and their will to shape reality around them. Maybe your Magi are, instead, angelic or demonic beings whose unimaginably long names are scarred or inked upon their skin and whose runes blaze to life when powering a spell. There are so many possibilities, some classic (like a wizard or bard) and some novel.
Regardless, make magic fit your world and your notions of power. In short, make your Mage as unearthly and fascinating as you like, in all the ways that you like. The only rule is consistency; your magic should always operate in the same way, if possible.

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@ -0,0 +1,18 @@
** Ground Yourself
When you spend time in the presence of your bonded Attendants in rest and fellowship, roll +heart, and for any challenge die result below your Chaos level, change it to your Chaos level. You may not [[file:cast-a-spell.org][Cast a Spell]] to affect the results of this move.
On a *strong hit*, you reconnect with your essential humanity. /Reduce Chaos/ and choose one:
* Reduce Chaos again.
* Take +1 momentum.
On a *weak hit*, you feel as though you remember your place in this world. /Reduce Chaos/.
On a *miss*, you take no comfort in the company of others, remembering that you are forever shut out of human society. /Mark Shaken/.
*** Details
:PROPERTIES:
:move-stats: heart
:VISIBILITY: folded
:END:
*Note:* If your Attendants are unquartered (i.e. your Arcanum lacks the Quarters asset), something has happened with which they need help. Swear an Iron Vow to assist them with this task. Should you refuse the vow or forsake it, the problem takes a dramatic turn for the worse. Envision this tragic outcome.

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@ -0,0 +1,8 @@
** Harness Chaos
When you [[file:../suffer/face-death.org][Face Death]] or [[file:../suffer/face-desolation.org][Face Desolation]], you may roll +chaos instead of the normal stat. Your bending of fate and reality has allowed you to potentially step outside of their influence. If your Action Die shows a 1 on that move, mark Chaos.
*** Details
:PROPERTIES:
:move-stats: chaos
:VISIBILITY: folded
:END:

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@ -0,0 +1,13 @@
** Scribe Tome
When you work in the Library Facility at your Arcanum to study a particular [[file:~/other/emacs-ironsworn/arcanum.org::*Manipulations][Manipulation]] or [[file:../../arcanum.org::*Essences][Essence]], perform experiments, and write out your findings, roll +wits.
On a *strong hit*, you produce a Tome about that specific Art. List it as being in your Library.
On a *weak hit*, you are close to a break through, but it will take much more time. After your next [[file:~/other/emacs-ironsworn/moves/quest/fulfill-your-vow.org][Fulfill Your Vow]], you may attempt to Scribe again for the same Art and add +1.
On a *miss*, something goes horribly awry. Envision how your Arcanum suffers damage or is now in danger. Alternately, [[file:~/other/emacs-ironsworn/moves/fate/ask-the-oracle.org][Ask the Oracle]] for what goes wrong.
*** Details
:PROPERTIES:
:move-stats: wits
:VISIBILITY: folded
:END:

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@ -0,0 +1,11 @@
** Secure Resources
When you [[file:../quest/fulfill-your-vow.org][Fulfill a Vow]], for each experience point gained, roll 1d10.
Consult the chart below, and envision what you have found:
| 1d10 | Resources |
|------+--------------|
| 1-3 | No Resources |
| 4-8 | +1 Resource |
| 9-10 | +2 Resources |

View file

@ -0,0 +1,20 @@
** Withstand Chaos
When you must Mark Chaos and cannot, roll +wits, and for any challenge die showing less than five, set it to five. You may not Cast a Spell to affect the results of this move.
On a *strong hit*, Chaos remains at +5. You hold the fragments of your mind together, just barely…this time.
On a *weak hit*, choose one:
* Your mind shatters. You have just a moment before conscious reality as you knew it is lost forever. You may perform one last feat of arcane mastery, leaving your mark upon the world. Envision this final moment.
* You experience astral ripping, your soul becoming sundered from your body. In this state, you can see the chromatic Mark on your spirit: the channel through which you draw magical power. As your connection to your body is wracked by a torrent of uncontrolled magical energies, you realize that removing the Mark would stop the flow, though it will grievously wound your spirit. If you choose to sever your Mark, Swear an Iron Vow to heal your soul if you survive.
+ On a hit, remove your Chaos marker and discard The Mark asset.
+ If you miss or refuse the vow, your soul is severed from your body, ending your mortal life.
On a *miss*, your control over the Chaos buckles. Choose one:
* You desperately try to hold onto control to prevent disaster, destroying your body in the process. When it finally dies, your disembodied soul remains bound to this plane in its anguish. Envision where and how your spirit haunts a now foreboding and gloomy place.
* You give in to the sheer rush of power, and some aspect of the secret nature of this world is revealed to you. Envision this new understanding. The unbridled power channeled through you erupts in a catastrophic explosion of Chaotic energies, destroying your body. Identify your location on the map, and remove any structures in the immediate area (e.g. village, ruin, etc.). This is a wasteland of Chaos, where the sun slants in odd ways, strange creatures lurk in impossible shadows, and the very land itself allows no escape. Name this horrific place, as appropriate to your world.
*** Details
:PROPERTIES:
:move-stats: wits
:VISIBILITY: folded
:END:

View file

@ -13,12 +13,18 @@ On a *weak hit*, [[elisp:rpgdm-ironsworn-delve-the-depths-weak][roll on the foll
On a *miss*, [[file:reveal-a-danger.org][Reveal a Danger]].
| [[elisp:rpgdm-ironsworn-delve-the-depths-weak-edge][Edge]] | [[elisp:rpgdm-ironsworn-delve-the-depths-weak-shadow][Shadow]] | [[elisp:rpgdm-ironsworn-delve-the-depths-weak-wits][Wits]] | Weak Hit Result |
|-------+--------+-------+---------------------------------------------------|
| 1-45 | 1-30 | 1-40 | Mark progress and Reveal a Danger. |
———————————————————————————
| 1-45 | 1-30 | 1-40 | Mark progress, but |
| | | | Reveal a danger |
| 46-65 | 31-65 | 41-55 | Mark progress. |
| 66-75 | 66-90 | 56-80 | Choose one: Mark progress or Find an Opportunity. |
| 76-80 | 91-99 | 81-99 | Take both: Mark progress and Find an Opportunity. |
| 81-00 | 00 | 00 | Mark progress twice and Reveal a Danger. |
| 66-75 | 66-90 | 56-80 | Choose one: |
| | | | Mark Progress *or* |
| | | | Find an Opportunity |
| 76-80 | 91-99 | 81-99 | Take both: |
| | | | Mark Progress *and* |
| | | | Find an Opportunity |
| 81-00 | 00 | 00 | Mark progress twice, |
| | | | but Reveal a danger |
*** Details
:PROPERTIES:

View file

@ -8,19 +8,22 @@ Then, choose one.
• Take action now: You and any allies may make a move (not a progress move) which directly leverages the opportunity. When you do, add +1 and take +1 momentum on a hit.
| Roll | Result |
|--------+-----------------------------------------------------------------|
| 1-25 | The terrain favors you, or you find a hidden path. |
| 26-45 | An aspect of the history or nature of this place is revealed. |
| 46-57 | You locate a secure area. |
| 58-68 | A clue offers insight or direction. |
| 69-78 | You get the drop on a denizen. |
| 79-86 | This area provides an opportunity to scavenge, forage, or hunt. |
| 87-90 | You locate an interesting or helpful object. |
| 91-94 | You are alerted to a potential threat. |
| 95-98 | You encounter a denizen who might support you. |
| 99-100 | You encounter a denizen in need of help. |
| Roll | Result |
| 1-25 | The terrain favors you, |
| | or you find a hidden path |
| 26-45 | An aspect of the history or |
| | nature of this place is revealed |
| 46-57 | You locate a secure area |
| 58-68 | A clue offers insight/direction |
| 69-78 | You get the drop on a denizen |
| 79-86 | This area provides opportunity |
| | to scavenge, forage, or hunt |
| 87-90 | locate interesting/helpful object |
| 91-94 | Alerted to a potential threat |
| 95-98 | Encounter denizen |
| | who might support you |
| 99-100 | Encounter denizen |
| | who needs help. |
*** Details
:PROPERTIES:
:VISIBILITY: folded

View file

@ -4,7 +4,7 @@ When you seek to resolve questions, discover details in the world, determine how
- Draw a conclusion :: Decide the answer based on the most interesting and obvious result.
- Ask a yes/no question :: Decide the odds of a yes, and roll on the table below to check the answer.
- Pick two :: Envision two options. Rate one as likely, and [[elisp:(rpgdm-ironsworn-oracle)][roll on the table]] below to see if it is true. If not, it is the other.
- Pick two :: Envision two options. Rate one as likely, and [[elisp:rpgdm-ironsworn-oracle][roll on the table]] below to see if it is true. If not, it is the other.
- Spark an idea :: Brainstorm or use a random prompt.
| Odds | The answer is yes if you roll... |
@ -68,6 +68,3 @@ When youre unsure what a match might mean, you can roll on another oracle tab
In guided play, your GM is the oracle. You wont make this move unless you are talking things out and need a random result or a bit of inspiration. Your GM can use this move (or ask you to make it) to help guide the story.
#+STARTUP: showall
# Local Variables:
# eval: (flycheck-mode -1)
# End:

View file

@ -3,7 +3,9 @@
When you *suffer the outcome of a move*, choose one.
- Make the most obvious negative outcome happen.
- Envision two negative outcomes. Rate one as likely, and [[file:ask-the-oracle.org][Ask the Oracle]] using the yes/no table. On a yes, make that outcome happen. Otherwise, make it the other.
- Envision two negative outcomes. Rate one as likely, and [[file:ask-the-oracle.org][Ask the Oracle]] using the yes/no table.
On a yes, make that outcome happen.
Otherwise, make it the other.
- [[elisp:(rpgdm-tables-choose "pay-the-price")][Roll on the following table]]. If you have difficulty interpreting the result to fit the current situation, roll again.
| Roll | Result |

View file

@ -15,6 +15,10 @@
(ert-deftest rpgdm-ironsworn--good-character-assets-test ()
(should (rpgdm-ironsworn--good-character-assets '("foo" "bar" "baz")))
(should (rpgdm-ironsworn--good-character-assets '(("Companions :: Dog" . "assets/companions/dog.org")
("Paths :: Good Guy" . "assets/paths/good-guy.org")
("Ritual :: Booboo" . "assets/ritual/booboo.org"))))
(should-not (rpgdm-ironsworn--good-character-assets '("foo" "bar" "paths/shadow-kin.org")))
(should-not (rpgdm-ironsworn--good-character-assets '("foo" "bar" "foo")))
(should-not (rpgdm-ironsworn--good-character-assets '("assets/companions/dog.org"
"assets/paths/good-guy.org"

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@ -21,6 +21,8 @@
(defvar rpgdm-ironsworn-project (file-name-directory load-file-name)
"The root directory to the rpgdm-ironsworn project.")
(rpgdm-tables-load (concat rpgdm-ironsworn-project "/tables"))
(defun rpgdm-ironsworn--results (action modifier one-challenge two-challenge
&optional momentum)
"Return formatted string for an Ironsworn dice roll results.
@ -152,25 +154,42 @@ the `assets' directory, otherwise, we return a cached version."
(interactive (list (rpgdm-ironsworn--pick-character-asset)))
(when rpgdm-ironsworn-new-character (goto-char (point-max)))
(let ((file (if (consp asset) (cdr asset) asset)))
(insert-file-contents file nil)
(ignore-errors
(insert-file-contents file nil))))
(when (called-interactively-p)
(when (y-or-n-p "Insert another asset? ")
(call-interactively 'rpgdm-ironsworn-insert-character-asset)))))
(defun rpgdm-ironsworn-show-character-asset (asset)
"Choose and insert the contents of an ASSET in the current buffer."
(interactive (list (rpgdm-ironsworn--pick-character-asset)))
(let ((asset-file (if (consp asset) (cdr asset) asset))
(orig-buf (window-buffer)))
(ignore-errors
(find-file-other-window asset-file)
(goto-char (point-min))
(pop-to-buffer orig-buf))))
(defun rpgdm-ironsworn--good-character-assets (asset-files)
(defun rpgdm-ironsworn--good-character-assets (assets)
"Return ASSET-FILES if all given are _good enough_.
That is, all are unique, only one companion, etc."
(cl-flet ((companion-p (entry)
(when (consp entry)
(setq entry (cdr entry)))
(string-match (rx "companions") entry)))
That is, all are unique, only one companion, etc."
(cl-flet ((only-files (entry) (if (consp entry) (cdr entry) entry))
(is-companion? (file) (string-match (rx "companions") file))
(not-at-first? (file) (when (or (s-ends-with? "revenant.org" file)
(s-ends-with? "weaponmaster.org" file)
(s-ends-with? "masked.org" file)
(s-ends-with? "battle-scarred.org" file)
(s-ends-with? "ritualist.org" file)
(s-ends-with? "shadow-kin.org" file)
(s-ends-with? "oathbreaker.org" file))
t)))
(let* ((asset-files (-map #'only-files assets))
(num-of-companions (seq-count #'is-companion? asset-files)))
(when (and
;; Are all the assets in the list unique?
(equal asset-files (seq-uniq asset-files))
(<= (seq-length
(seq-filter #'companion-p asset-files))
1))
asset-files)))
;; Does the list only include first-time-only?
(-none? #'not-at-first? asset-files)
;; Does the list include, at most, one companion?
(<= num-of-companions 1))
assets))))
(defun rpgdm-ironsworn--some-character-assets (asset-filenames &optional number)
"Return a list of NUMBER elements from ASSET-FILENAMES... randomly.
@ -200,14 +219,25 @@ The chosen assets are _good_ in that they won't have duplicates, etc."
(dolist (file (rpgdm-ironsworn--random-character-assets number-of-assets))
(rpgdm-ironsworn-insert-character-asset file)))
(defun rpgdm-ironsworn-insert-character-assets ()
(ignore-errors
(call-interactively 'rpgdm-ironsworn-insert-character-asset))
(when (y-or-n-p "Insert another asset? ")
(rpgdm-ironsworn-insert-character-assets)))
(defun rpgdm-ironsworn--new-character-assets ()
"Insert the contents of three character assets from the assets directory."
(goto-char (point-max))
(insert "\n** Assets\n")
;; When using Evil, we'll drop a marker here:
(when (fboundp 'evil-set-marker)
(evil-set-marker ?a))
(if (y-or-n-p "Would you like three random assets? ")
(rpgdm-ironsworn-random-character-assets 3)
(if (y-or-n-p "Would you like to choose your assets? ")
(call-interactively 'rpgdm-ironsworn-insert-character-asset))))
(rpgdm-ironsworn-insert-character-assets))))
(defun rpgdm-ironsworn--new-character-stats ()
"Insert character stats after querying user for them.
@ -225,8 +255,16 @@ Note: The stats are added as properties using the
(rpgdm-ironsworn-progress-create (read-string "What title should we give this new character's Epic vow: ") 1)
(rpgdm-ironsworn-progress-create "Bonds" 1)
(rpgdm-ironsworn-progress-mark "Bonds")
(org-top-heading)
(re-search-forward (rx line-start (zero-or-more space) line-end))
(insert "\n** Bonds\n")
(insert (format " - Your home settlement of %s\n" (rpgdm-tables-choose "settlement/name"))))
;; When using Evil, we'll drop a marker here:
(when (fboundp 'evil-set-marker)
(evil-set-marker ?b (point) t))
(insert (format " - My home settlement of %s\n" (rpgdm-tables-choose "settlement/name"))))
(defun rpgdm-ironsworn--new-character-stats-first (&optional name)
"Insert a new character template for character, NAME.
@ -747,7 +785,9 @@ For instance, with 4 boxes and 2 leftover tick marks, this will return:
(rpgdm-ironsworn--progress-amount name)
(if (not (called-interactively-p 'any))
boxes
(rpgdm-message "[%s] Progress on '%s': %d %s" level name boxes
(rpgdm-message "[%s] Progress on %s: %d %s" level
(propertize name 'face 'italic)
boxes
(rpgdm-ironsworn--progress-box boxes leftover)))))
(defun rpgdm-ironsworn-progress-roll (progress-value)
@ -1075,14 +1115,15 @@ You'll need to pick and choose what works and discard what doesn't."
("A" rpgdm-ironsworn-insert-character-asset "insert new asset")
("a" rpgdm-ironsworn-asset-stat-adjust "adjust asset stat")
("n" rpgdm-ironsworn-asset-stat-create "new asset stat")
("s" rpgdm-ironsworn-asset-stat-show "show")
("r" rpgdm-ironsworn-asset-stat-roll "roll asset as modifier"))
("s" rpgdm-ironsworn-asset-stat-show "show asset stat")
("r" rpgdm-ironsworn-asset-stat-roll "roll asset as modifier")
("v" rpgdm-ironsworn-show-character-asset "view asset"))
(defhydra hydra-rpgdm (:color blue :hint nil)
(defhydra hydra-rpgdm (:color pink :hint nil)
"
^Dice^ 0=d100 1=d10 6=d6 ^Roll/Adjust^ ^Oracles/Tables^ ^Moving/Editing^ ^Messages^
------------------------------------------------------------------------------------------------------------------------------
_D_: Roll Dice _h_: Roll Shadow _l_/_L_: Health _z_/_Z_: Yes/No Oracle _o_: Links -h: Show Stats
--------------------------------------------------------------------------------------------------------------------
_D_: Roll Dice _h_: Roll Shadow _l_/_L_: Health _z_/_Z_: Yes/No Oracle _o_: Links _A_: Show Stats
_e_: Roll Edge _w_: Roll Wits _t_/_T_: Spirit _c_/_C_: Show Oracle _J_/_K_: Page up/dn -l: Last Results
_r_: Roll Heart _p_/_a_: Progress/Assets _s_/_S_: Supply _O_: Load Oracles _N_/_W_: Narrow/Widen -k: Previous
_i_: Roll Iron _m_: Make Move _M_: Momentum _d_: Delve Actions _y_/_Y_: Yank/Move -j: Next "
@ -1106,14 +1147,14 @@ You'll need to pick and choose what works and discard what doesn't."
("O" rpgdm-tables-load) ("c" rpgdm-tables-choose) ("C" rpgdm-tables-choose :color pink)
("d" hydra-rpgdm-delve/body)
("p" hydra-rpgdm-progress/body)
("a" hydra-rpgdm-assets/body)
("d" hydra-rpgdm-delve/body :color blue)
("p" hydra-rpgdm-progress/body :color blue)
("a" hydra-rpgdm-assets/body :color blue)
("o" ace-link) ("N" org-narrow-to-subtree) ("W" widen)
("K" scroll-down :color pink) ("J" scroll-up :color pink)
("y" rpgdm-paste-last-message) ("Y" rpgdm-ironsworn-paste-last-move)
("s-h" rpgdm-ironsworn-character-display)
("A" rpgdm-ironsworn-character-display)
("C-m" rpgdm-last-results :color pink)
("C-n" rpgdm-last-results-next :color pink)
("C-p" rpgdm-last-results-previous :color pink)
@ -1124,9 +1165,10 @@ You'll need to pick and choose what works and discard what doesn't."
("0" rpgdm-roll-d100 :color pink)
("1" rpgdm-roll-d10 :color pink)
("6" rpgdm-roll-d6 :color pink)
("RET" evil-open-below :color blue)
("q" nil "quit") ("<f6>" nil))
(defun rpgdm-ironsworn-store-character-state (stat value)
(defun rpgdm-ironsworn-store-character-temp-state (stat value)
"Store the VALUE of a character's STAT in the current org tree property.
Note that STAT should be a symbol, like `supply' and VALUE should be a
number, but doesn't have to be."
@ -1135,15 +1177,16 @@ number, but doesn't have to be."
(setq value (number-to-string value)))
(org-set-property prop value)))
(defun rpgdm-ironsworn-store-default-character-state (stat value)
(defun rpgdm-ironsworn-store-character-state (stat value)
"Store the VALUE of a character's STAT in the top-level org tree property.
Note that STAT should be a symbol, like `supply' and VALUE should be a
number, but doesn't have to be."
(save-excursion
(org-up-heading)
(while (> (org-heading-level) 1)
(org-up-heading))
(rpgdm-ironsworn-store-character-state stat value)))
(org-top-heading)
(rpgdm-ironsworn-store-character-temp-state stat value)))
(defalias 'rpgdm-ironsworn-store-default-character-state
'rpgdm-ironsworn-store-character-state)
(defun rpgdm-ironsworn--property-p (prop)
"Given a symbol PROP, return non-nil if it is an ironsworn keyword.
@ -1175,9 +1218,19 @@ Return 0 if not at a heading, or above first headline."
(defun org-up-heading ()
"Move the point to next parent heading, unless already at the top-level."
(if (= 0 (org-heading-level))
(org-previous-visible-heading 1)
(outline-up-heading 1)))
(interactive)
(cl-case (org-heading-level)
(0 (org-previous-visible-heading 1))
(1 nil)
(t (outline-up-heading 1))))
(defun org-top-heading ()
"Move the point to the top-most heading in the org document.
Note that this is based on the current point position."
(interactive)
(org-up-heading)
(while (> (org-heading-level) 1)
(org-up-heading)))
(defun rpgdm-ironsworn--current-character-state (results)
"Recursive helper to insert current header properties in RESULTS.

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@ -0,0 +1,20 @@
- Battlefield Medic :: Assets: HEALER and VETERAN
- Delegate :: Assets: BANNERSWORN and DIPLOMAT
- Exobiologist :: Assets: LORE HUNTER and NATURALIST
- Far Trader :: Assets: NAVIGATOR and TRADER
- Fugitive Hunter :: Assets: ARMORED and BOUNTY HUNTER
- Hacker :: Assets: INFILTRATOR and TECH
- Hotshot Pilot :: Assets: ACE and NAVIGATOR
- Interstellar Scout :: Assets: EXPLORER and VOIDBORN
- Monster Hunter :: Assets: GUNNER and SLAYER
- Occultist :: Assets: OUTCAST and SHADE
- Operative :: Assets: INFILTRATOR and BLADEMASTER
- Outlaw :: Assets: FUGITIVE and GUNSLINGER
- Private Investigator :: Assets: BRAWLER and SLEUTH
- Prophet :: Assets: DEVOTANT and SEER
- Psionicist :: Assets: KINETIC and VESTIGE
- Smuggler :: Assets: COURIER and SCOUNDREL
- Spiritualist :: Assets: HAUNTED and EMPATH
- Starship Engineer :: Assets: GEARHEAD and TECH
- Supersoldier :: Assets: AUGMENTED and MERCENARY
- Tomb Raider :: Assets: SCAVENGER and SCOUNDREL

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@ -0,0 +1,15 @@
- You abandoned your kin after learning a troubling truth
- You are guided by a vision or prophecy
- You are haunted by past actions or failures
- You are running from a criminal past
- You are the sole survivor of an attack or calamity
- You escaped an abusive or unjust situation
- You have no memory of your former life
- You rejected a duty or destiny
- You were banished from your former home
- You were denied a birthright
- You were on your own for as long as you can remember
- You were sent away on a prolonged mission
- You were taken or lured away by someone
- Your ambitions outgrew your humble origins
- Your wanderlust carried you far away

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@ -0,0 +1,20 @@
Aid a starship caught in a spacetime fracture.
Broker peace between two feuding settlements
Chart a new passage between isolated settlements
Defend the people of a beleaguered settlement against raiders
Discover who sabotaged a settlements air processors
Escort a tradeship carrying prized cargo
Ferry a rescue team to a perilous disaster site
Infiltrate a fortified base to steal crucial data
Investigate terrifying manifestations at a remote settlement
Liberate prisoners at a cruel labor camp
Locate a downed spacer on an uninhabited planet
Protect a fugitive from a relentless bounty hunter
Recover a cherished pre-exodus artifact from an enemy
Rescue a starship crew held captive by mutineers
Retrieve a cache of stolen weapons from a pirate ship
Sabotage an enemy installation
Search for a missing expedition in the depths of a precursor vault
Shield a wondrous lifeform from those who seek to destroy it
Track and slay a marauding beast
Transport a displaced people to their new home

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@ -0,0 +1,20 @@
- Blockade prevents trade with other sectors
- Bounty hunters search for an infamous fugitive
- Chaotic breaches in spacetime spread like wildfire
- Criminal faction corrupts local authorities
- Devastating superweapon has fallen into the wrong hands
- Energy storms are rampant
- Magnetic disturbances disrupt communication
- Newly found resource lures greedy fortune hunters to the sector
- Notorious pirate clan preys on starships
- Parasitic lifeforms spread like a plague
- Precursor sites throughout the sector emit strange signals
- Prophecies foretell an imminent awakening of a dreadful power
- Raider clan emerges as a dominant threat under a new leader
- Religious zealots overrun the sector
- Rogue AI infiltrates systems throughout the sector
- Settlements or factions are on the brink of war
- Ships regularly go missing
- Sickness spreads among ships and settlements
- Supernova is imminent
- Titanic spaceborne lifeform stalks the spaceways

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@ -0,0 +1,12 @@
Acquired in trade for a precious family heirloom
Built out of repurposed scrap
Claimed as spoils of war
Discovered as a derelict, and patched back together
Earned in exchange for a promise or vow
Found abandoned in perfect condition
Granted by an organization or community
Inherited from a relative or mentor
Purchased at a suspiciously cheap price
Stolen from a notorious crime boss or criminal organization
Taken while fleeing an attack or disaster
Won in a bet

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@ -0,0 +1,20 @@
- Engine room is scorched with old burn marks
- Exterior is marred by rust and grime
- Faint, phantom music sometimes echoes through the corridors
- Gravity generator is notoriously fickle
- Hull is fused with organic growths
- Hull rattles and groans in atmospheric flight
- Interior spaces are crowded with exposed cables and conduits
- Looks defenseless, but exterior panels open to reveal weapons
- Navigation logs contain coordinates to locations that do not—or should not—exist
- Old bloodstain in the airlock reappears even when painted over
- Once a beautiful ship, now scarred by a devastating battle
- Patched hull covers a recent catastrophic breach
- Placards and control labels are in an uncommon language
- Removable plate decks provide access to hidden storage
- Segmented landing gear unfold like gangly spider legs
- Ship is powered by an ancient precursor device
- Someone marked the hull with graffiti during a recent layover
- Strange symbols are scrawled on the deck and bulkheads in the main corridor
- Things tend to go missing for no logical reason
- Timers and clocks are always just a bit off

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@ -0,0 +1,3 @@
We no longer have access to advanced computer systems. Instead, we must rely on the seers we call Adepts. This is because <<truths/artificial-intelligence/lost-reason>>.
The vestiges of advanced machine intelligence are coveted and wielded by those in power. Much of our AI technology was lost in the Exodus. What remains is under the control of powerful organizations and people, and is often wielded as a weapon.
Artificial consciousness emerged in the time before the Exodus, and sentient machines live with us here in the Forge.

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@ -0,0 +1,3 @@
the energies of the Forge corrupt advanced systems
AI was outlawed in the aftermath of the machine wars
we have lost the knowledge to create and maintain AI

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@ -0,0 +1,3 @@
The Sun Plague, caused by <<truths/cataclysm/sun-plague>>, extinguished the stars in our home galaxy.
Interdimensional entities (<<truths/cataclysm/interdimensional-entities>>) invaded our reality.
We escaped the ravages of a catastrophic war, caused by <<truths/cataclysm/catastrophic-war>>.

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@ -0,0 +1,5 @@
artificial intelligence
religious zealots
genetically engineered soldiers
self-replicating nanomachines
a tyrannical faction or leader

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@ -0,0 +1,7 @@
corrupting biological scourges
swarming, animalistic creatures
monstrous humanoids
spirits of alluring, divine form
beings of chaotic energy
titanic creatures of horrific power
world-eating abominations of unimaginable scale

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@ -0,0 +1,4 @@
temporal distortions from a supermassive black hole
sudden dark matter decay
a superweapon run amok
a scientific experiment gone awry

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@ -0,0 +1,3 @@
Much was lost when we came to the Forge. It is a dark age.
Information is life. We rely on spaceborne couriers to transport messages and data across the vast distances between settlements.
In settled domains, a network of data hubs called the Weave, allow near-instantaneous communication and data-sharing between ships and outposts. Because of their importance, Weave hubs are often targets for sabotage, and communication blackouts are not uncommon.

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@ -0,0 +1,3 @@
Few survived the journey to the Forge, and we are scattered to the winds in this perilous place.
Dangers abound, but there is safety in numbers. Many ships and settlements are united under the banner of one of the Founder Clans.
Wehavemadeourmarkinthisgalaxy,buttheenergystorms we call balefires threaten to undo that progress, leaving our communities isolated and vulnerable.

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@ -0,0 +1,3 @@
When the Exodus fleet set off on a ponderous journey to a new home outside our galaxy, they marked the Forge as their destination. Countless generations lived out their lives aboard those titanic ships during the millennia-long passage.
A ragtag fleet of ships—propelled at tremendous speeds by experimental FTL drives—carried our ancestors to the Forge. But the technology that powered the ships is said to be the source of the Sundering, a fracturing of reality that plagues us here today.
Mysterious alien gates provided instantaneous one-way passage to the Forge. In the midst of the cataclysm, our ancestors found a strange metal pillar on our homeworlds moon. A map on the surface of this alien relic detailed the deep-space locations of the Iron Gates—massive devices that powered artificial wormholes. With no other options, the Exodus ships fled through the gates and emerged here in the Forge.

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@ -0,0 +1,3 @@
Put enough alcohol in a spacer, and theyll tell you stories of ghost ships crewed by vengeful undead. Its nonsense. Within the Forge, space and time are as mutable and unstable as a flooding river. When reality cant be trusted, we are bound to encounter unsettling phenomenon.
Most insist that horrors arent real. Spacers know the truth. When you travel the depths of the Forge, be wary. Some say we are cursed by those who did not survive the cataclysm, and the veil between life and death is forever weakened.
The strange energies of the Forge give unnatural life to the dead. The Soulbinders are an organization sworn to confront these horrifying entities.

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@ -0,0 +1,3 @@
Iron vows are sworn upon the remnants of ships that carried our people to the Forge.
Iron vows are sworn upon totems crafted from the enigmatic metal we call black iron.
The Ironsworn bind their honor to iron blades.

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@ -0,0 +1,3 @@
Much of the settled domains are a lawless frontier. Criminal factions and corrupt leaders often hold sway.
Laws and governance vary across settled domains, but bounty hunters are given wide latitude to pursue their contracts. Their authority is almost universally recognized, and supersedes local laws.
Our communities are bound under the terms of the Covenant, a charter established after the Exodus. The organization called the Keepers is sworn to uphold those laws.

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@ -0,0 +1,3 @@
This is a perilous and often inhospitable galaxy, but life finds a way. Life in the Forge is diverse. Planets are often home to a vast array of creatures.
Many sites and planets are infested by dreadful forgespawn. These aberrant creatures threaten to overrun other life in the galaxy.
Life in the Forge was seeded and engineered by the Essentia, ancient entities who enact their inscrutable will in this galaxy. The Essentia are the architects of life within the Forge. These omniscient beings are rarely encountered, and have powers and purpose beyond our comprehension. Some worship them. Others resist or rebel against them.

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@ -0,0 +1,3 @@
Magic does not exist.
Supernatural powers are wielded by those rare people we call paragons. These powers are born of <<truths/magic/paragons.org>>.
Unnatural energies flow through the Forge. Magic and science are two sides of the same coin.

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@ -0,0 +1,5 @@
genetic engineering
psychic experimentation
evolutionary mutations
magitech augmentations
ancient knowledge held by secretive orders

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@ -0,0 +1,3 @@
Our advanced medical technologies and expertise was lost during the Exodus.
To help offset a scarcity of medical supplies and knowledge, the resourceful technicians we call riggers create basic organ and limb replacements.
Orders of sworn healers preserve our medical knowledge and train new generations of caregivers.

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@ -0,0 +1,3 @@
Over eons, a vast number of civilizations rose and fell within the Forge. Today, the folk we call grubs—scavenger crews and audacious explorers—delve into the mysterious monuments and ruins of those ancient beings. Incomprehensible technologies, inexorable time, and the strange energies of the Forge have corrupted the vaults of the precursors. Despite the perils, grubs scour those places for useful resources and discoveries.
The Ascendancy, an advanced spacefaring empire, once ruled the entirety of the Forge. Vaults of inscrutable purpose are all that remain to mark the Ascendancys legacy, but those places are untethered from our own reality. Ascendancy vaults can appear spontaneously, washed up like flotsam in the tides of time. Their gravity and atmospheres pay no heed to natural laws. Some are corrupted and ruined. Others are unmarred and intact. Some are both at once. They are chaos.
The biomechanical lifeforms we call the Remnants, engineered by civilizations as weapons in a cataclysmic war, survived the death of their creators. On scarred planets and within precursor vaults throughout the Forge, the Remnants still guard ancient secrets and fight unending wars.

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@ -0,0 +1,3 @@
Our gods failed us. We left them behind. Most now see religion as a useless relic of our past, but many are all-too-willing to follow a charismatic leader who claims to offer a better way.
Our faith is as diverse as our people.
Three dominant religious orders, the Triumvirate, battle for influence and power within the Forge.

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@ -0,0 +1,3 @@
Here in the Forge, resources are too precious to support organized fighting forces or advanced weaponry.
Professional soldiers defend or expand the holdings of those who are able to pay. The rest of us are on our own.
War never ends. Talented weaponsmiths and shipwrights craft deadly, high-tech tools of destruction. Dominant factions wield mighty fleets and battle-hardened troops.

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@ -104,3 +104,205 @@
- Uphold
- Weaken
- Withdraw
- Terrorize
- Vanquish
- Modify
- Eclipse
- Splinter
- Extinguish
- Compel
- Ignite
- Transfigure
- Embrace
- Govern
- Discern
- Subdue
- Purge
- Dominate
- Humiliate
- Immolate
- Deceive
- Shame
- Demolish
- Revitalize
- Deviate
- Deposit
- Embellish
- Scatter
- Ambush
- Ban
- Spawn
- Consecrate
- Design
- Amplify
- Expand
- Order
- Position
- Revile
- Engulf
- Coalesce
- Poison
- Dismantle
- Infuse
- Intertwine
- Engender
- Forgive
- Plunder
- Contaminate
- Insult
- Amend
- Emanate
- Grieve
- Grapple
- Veil
- Shepherd
- Implant
- Violate
- Strangle
- Magnify
- Assail
- Conceal
- Fracture
- Harden
- Imbue
- Isolate
- Sculpt
- Refresh
- Steer
- Emit
- Stifle
- Mutate
- Alter
- Dissolve
- Grow
- Unravel
- Deteriorate
- Condemn
- Incite
- Conquer
- Absorb
- Echo
- Resolve
- Elude
- Juxtapose
- Rush
- Reconfigure
- Probe
- Instruct
- Guide
- Repulse
- Deter
- Overcome
- Devour
- Arrest
- Fuse
- Bleed
- Ruin
- Raise
- Twist
- Exacerbate
- Infringe
- Corrode
- Atone
- Reap
- Reposition
- Unveil
- Assert
- Insulate
- Unearth
- Build
- Discover
- Mystify
- Sabotage
- Rend
- Devastate
- Dissect
- Batter
- Augment
- Empower
- Defuse
- Repel
- Untangle
- Obtain
- Hinder
- Stretch
- Boost
- Nurture
- Catch
- Ambush
- Desecrate
- Bury
- Contort
- Steal
- Inhibit
- Drain
- Struggle
- Provoke
- Impart
- Reconnect
- Shake
- Excavate
- Choke
- Crush
- Shatter
- Illuminate
- Ensnare
- Diminish
- Imitate
- Refine
- Weave
- Forge
- Sustain
- Expel
- Consume
- Wreck
- Lead
- Amass
- Climb
- Revere
- Pollute
- Stalk
- Disrupt
- Entice
- Oppress
- Smite
- Ravage
- Starve
- Affirm
- Reconcile
- Soften
- Restrain
- Expose
- Commune
- Blame
- Revoke
- Extract
- Smother
- Obscure
- Advise
- Evoke
- Strike
- Kindle
- Subvert
- Forbid
- Sever
- Suffocate
- Corrupt
- Retreat
- Detect
- Spurn
- Prune
- Pierce
- Race
- Enlarge
- Frighten
- Fight
- Wrest
- Strain
- Embolden
- Erode
- Winnow
- Coerce
- Awaken

8
tables/background.org Normal file
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@ -0,0 +1,8 @@
# Taken from SpiderSandals on the Ironsworn Discord
# https://drive.google.com/file/d/1P3v-WkMYEo00ZYbPOVLGTtMaLSH-RACT/view?usp=drivesdk
- <<background/story>> <<background/fulcrum>>
- <<background/nature>> <<background/fulcrum>>
- <<background/deed>> <<background/fulcrum>>
- <<background/deed>> <<background/story>> <<background/fulcrum>>
- <<background/deed>> <<background/hinge>> <<background/story>> <<background/fulcrum>>

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@ -0,0 +1,21 @@
- abandoned
- betrayed
- continued
- defended
- ended
- endured
- escaped
- felled
- fought
- found
- kept
- left
- protected
- restored
- sought
- suffered
- supported
- wasted
- witheld
- withstood

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@ -0,0 +1,26 @@
- community
- companion
- conflict
- family
- glory
- history
- home
- joy
- land
- leader
- legacy
- liege
- obligation
- pain
- path
- poverty
- purpose
- quest
- revelation
- rival
- struggle
- treasure
- truth
- vengeance
- wealth

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@ -0,0 +1,6 @@
- with
- for
- by
- without
- against

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@ -0,0 +1,11 @@
- needs
- wants
- desires
- longs for
- hates
- loves
- fears
- lacks
- avoids
- despises

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@ -0,0 +1,25 @@
- altered
- angered
- beloved
- cold
- destroyed
- divine
- failed
- fallen
- feared
- fierce
- final
- fleeting
- forgotten
- hated
- lost
- magical
- mysterious
- necessary
- negligent
- new
- old
- past
- taken
- unknown

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@ -0,0 +1,40 @@
#+title: Topics of Information
#+author: Howard X. Abrams
#+email: howard.abrams@gmail.com
#+date: 2024-08-31 August
#+tags: rpg ironsworn
an enemy spy
an enemy servant
an enemy leader
an enemy stronghold
a secret enemy hideout
a safe location for the PCs
a dangerous location for the PCs
an enemy who is now an ally
a traitor to the PCs
an enemy's current plan
an enemy's future plan
a necessary artifact for fulfilling a vow
a benefactor for the PCs
a distant location
the current setting
a main antagonist
a beloved NPC
a combative NPC
a single PC
the PCs as a whole
a despised NPC
a necessary object to complete a vow
the road or passage to the next location
a special status for a PC
a special status for an NPC
a special status for a main antagonist
the current short-term goal
a group supportive to the PCs
an extreme or epic vow
a person with vital information about a formidable or lower vow
an oppositional group that is not a main antagonist
a person with vital information about an extreme or epic vow
a previously unknown character connected to the plot
a foundational truth of the world

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@ -0,0 +1,40 @@
#+title: Type of Information
#+author: Howard X. Abrams
#+email: howard.abrams@gmail.com
#+date: 2024-08-31 August
#+tags: rpg ironsworn
The location of
The identity of
Positive news about
Negative news about
A positive change in
A negative change in
A connection between an NPC and
A connection between a PC and
A connection between an antagonist and
A significant insight related to
Historical/background knowledge about
An ambush concerning
An alteration of
A physical loss involving
A mental loss involving
An emotional loss involving
A spiritual loss involving
A financial loss involving
The loss of an ability involving
The loss of authority involving
A material loss involving
A loss of influence involving
A loss of opportunity involving
A physical boon involving
A mental boon involving
An emotional boon involving
A spiritual boon involving
A financial boon involving
The acquisition of an ability involving
The acquisition of authority involving
A material boon involving
A gain in influence involving
An additional opportunity involving
The truth is the exact opposite of what the PCs thought about

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@ -54,3 +54,103 @@
- Tracking
- Tricking
- Inspecting
- Forging
- Persevering
- Singing
- Carousing
- Evading
- Chopping
- Navigating
- Prowling
- Traveling
- Encouraging
- Working
- Disarming
- Fishing
- Chasing
- Scavenging
- Healing
- Foraging
- Meditating
- Swimming
- Challenging
- Mining
- Trading
- Bickering
- Sabotaging
- Spying
- Directing
- Writing
- Deceiving
- Setting traps
- Fording
- Smuggling
- Sniping
- Engaging
- Stowing
- Building
- Plotting
- Stalking
- Imprisoning
- Advising
- Infiltrating
- Scheming
- Climbing
- Seeking
- Inventing
- Training
- Consulting
- Lockpicking
- Shielding
- Striking
- Smoking
- Crafting
- Intimidating
- Burning
- Scaring
- Encircling
- Offering
- Pursuing
- Reaping
- Questioning
- Slaying
- Running
- Fortifying
- Carrying
- Rebuilding
- Revolting
- Feasting
- Gossiping
- Roaming
- Looting
- Pilgriming
- Clashing
- Scouting
- Rescuing
- Drinking
- Celebrating
- Disguising
- Taking refuge
- Complaining
- Harvesting
- Ravaging
- Dancing
- Sparring
- Carving
- Listening
- Disobeying
- Camping
- Negotiating
- Digging
- Breaking
- Haggling
- Mapping
- Escaping
- Protecting
- Fending off
- Stealing
- Pilfering
- Chanting
- Taming
- Grappling
- Investigating

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@ -0,0 +1,66 @@
#+title: Conversation Topics for an NPC
#+author: Howard X. Abrams
#+email: howard.abrams@gmail.com
#+date: 2024-08-31 August
#+tags: rpg ironsworn
Their own heritage
The heritage of a PC
The heritage of an NPC
A source of wealth
The distribution of wealth
Where the power lies
Local warbands
Powerful people
Ingenious or outlandish ideas
Items of importance
Legends of relics
Legends of heroic deeds
Famous people
Famous places
The quickest way to fame
How to curry favor
Shifting political alliances
Useful contacts
A significant death
The culture of the community
The future of the community
The heritage of the community
The value of experience
The most valuable experiences
Rumors of a PC's past
Rumors of an NPC's past
Important social connections
New life
The current leadership
Important political connections
Recent political changes
A specific location
General knowledge of a region
The acquisition of knowledge
Current events
Upcoming events
A personal injury
Their own failures
The failures of a PC
The failures of an NPC
A recent change in their own family
Reported sightings of the firstborn
A recent change in the family of an NPC
Information that has recently been lost
Information that was lost when coming from the Old World
Information that has recently been discovered
A PC secret that has been made known
An enemy secret that has been made known
Gossip about shamed Ironlanders and forsaken vows
Why the leadership needs to change
History from before the Ironlanders
Particular skills of a trade or craft
Particular equipment of a trade or craft
Common knowledge about an enemy
Small jobs or quests that need to be done
A recent inaction and the consequences
Difficulties in settling the Ironlands
The decline of the Old World as told to them in childhood
A minor plot point involving an iron vow
A major plot point involving an iron vow

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@ -104,3 +104,203 @@
- Wise
- Wounded
- Young
- Charismatic
- Gullible
- Touchy
- Passionate
- Superficial
- Sad
- Scary
- Courageous
- Contrary
- Calm
- Easily impressed
- Overcritical
- Obstinate
- Squeamish
- Organized
- Straightforward
- Alert
- Hard working
- Nice
- Lost in the past
- Discreet
- Fickle
- Reactionary
- Understanding
- Sarcastic
- Cold-hearted
- Tough
- Gregarious
- Fixated
- Reserved
- Romantic
- Miserly
- Eager to please
- Ill-tempered
- Practical
- Meddlesome
- Sincere
- Nervous
- Curious
- Compulsive
- Patient
- Clumsy
- Calculating
- Addicted
- Liberal
- Helpful
- Prejudiced
- Witty
- Thoughtless
- Reckless
- Sympathetic
- Shy
- Meek
- Plucky
- Vain
- Creepy
- Belligerent
- Irresponsible
- Fearless
- Dogmatic
- Trustworthy
- Zealous
- Foolhardy
- Sensitive
- Thoughtful
- Persistent
- Tidy
- Rude
- Erratic
- Gossipy
- Flirtatious
- Pragmatic
- Vicious
- Frank
- Brusque
- Mean
- Bothersome
- Quick-witted
- Arrogant
- Cynical
- Affable
- Abrupt
- Unorganized
- Clinging
- Pious
- Rational
- Warm-hearted
- Sleepy
- Intelligent
- Reliable
- Pompous
- Faithful
- Impulsive
- Emotional
- Patronizing
- Sneaky
- Dramatic
- Eccentric
- Harsh
- Nosy
- Grief-stricken
- Cocky
- Untrustworthy
- Moody
- Inflexible
- Impatient
- Pessimistic
- Sensible
- Compassionate
- Forceful
- Frugal
- Open-minded
- Quarrelsome
- Faithless
- Tired
- Assertive
- Superstitious
- Vindictive
- Self-centered
- Resentful
- Weak-willed
- Morose
- Indecisive
- Happy
- Loving
- Pontificating
- Inconsiderate
- Boring
- Closed-minded
- Decisive
- Bashful
- Carefree
- Ruthless
- Boastful
- Amusing
- Funny
- Insane
- Adaptable
- Diligent
- Blunt
- Short-tempered
- Disloyal
- Energetic
- Humble
- Courteous
- Communicative
- Unreliable
- Sickening
- Conscientious
- Immoral
- Modest
- Chaotic
- Indiscreet
- Dishonest
- Amicable
- Cantankerous
- Unkind
- Considerate
- Unpredictable
- Judgmental
- Possessive
- Civil
- Lazy
- Complacent
- Forthcoming
- Prideful
- Awestruck
- Devout
- Narcissistic
- Optimistic
- Paranoid
- Flexible
- Unassuming
- Childish
- Ignorant
- Polite
- Fanatical
- Grumpy
- Mysterious
- Finicky
- Immature
- Competent
- Tacky
- Absent-minded
- Secretive
- Depressing
- Tactless
- Easygoing
- Spoiled
- Deadly
- Terrifying
- Benevolent
- Pro-active
- Conservative
- Naive
- Gentle
- Impartial
- Boisterous
- Callous
- Diplomatic

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@ -16,3 +16,27 @@
- Unfriendly
- Threatening
- Hostile
- Joyful
- Excited
- Agreeable
- Introspective
- Bored
- Guarded
- Veiled
- Needy
- Grateful
- Optimistic
- Interested
- Distracted
- Fearful
- Derisive
- Disgusted
- Hateful
- Confused
- Annoyed
- Obfuscating
- Bitter
- Nervous
- Angry
- Disapproving
- Combative

View file

@ -4,7 +4,7 @@
#+DATE: 2021-12-26 December
#+TAGS: rpg ironsworn
Roll on Table: d100
Roll on Table: d300
| 1-3 | Obtain an object |
| 4-6 | Make an agreement |
| 7-9 | Build a relationship |
@ -37,4 +37,70 @@ Roll on Table: d100
| 88-90 | Find redemption |
| 91-92 | Escape from something |
| 93-95 | Resolve a dispute |
| 96-100 | Roll twice |
| 96-100 | Contact dead ancestor |
| 101-103 | Bring law and order |
| 104-106 | Protect the innocent |
| 107-109 | Feel personal accomplishment |
| 110-112 | Rescue a person |
| 113-115 | Get revenge |
| 116-118 | Gain fame and glory |
| 119-121 | Acquire riches |
| 122-124 | Find unique artifacts |
| 125-127 | Deepen mystic power |
| 128-130 | Fight the good fight |
| 131-133 | Explore and discover |
| 134-136 | Advance a settlement |
| 137-139 | Unite settlements |
| 140-142 | Leave their mark |
| 143-145 | Personal development |
| 146-148 | Have food to eat |
| 149-151 | Live in relative luxury |
| 152-154 | Serve others |
| 155-157 | Bring forth justice |
| 158-160 | Advance religion |
| 161-163 | Make many small impacts |
| 164-166 | Build a better life |
| 167-169 | Collect unique art |
| 170-172 | Gain power and influence |
| 173-175 | Solve ancient mystery |
| 176-178 | Find safe place to live |
| 179-181 | Gain followers |
| 182-184 | Become an overseer |
| 185-187 | Be loved by all |
| 188-190 | Cure disease |
| 191-192 | Slay a creature |
| 193-195 | Bring balance |
| 196-200 | Roll twice |
| 201-203 | Hedonism |
| 204-206 | Feed an addiction |
| 207-209 | Discover the truth of their past |
| 210-212 | Raise a family |
| 213-215 | Help the helpless |
| 216-218 | Learn of the Old World |
| 219-221 | Make contact with firstborn |
| 222-224 | Voice for the voiceless |
| 225-227 | Raise others from poverty |
| 228-230 | Survive the winter |
| 231-233 | Seek wisdom and knowledge |
| 234-236 | Change the system |
| 237-239 | Destroy an item |
| 240-242 | Defeat a foe |
| 243-245 | Find a soulmate |
| 246-248 | Be the best |
| 249-251 | Teach others |
| 252-254 | Avoid ridicule |
| 255-257 | Be a hero |
| 258-260 | Be left alone |
| 261-263 | Stay true to friends and family |
| 264-266 | Liberate those in bondage |
| 267-269 | Bring order to chaos |
| 270-272 | Win affection |
| 273-275 | Achieve moral perfection |
| 276-278 | Defeat romantic rival |
| 279-281 | Achieve spiritual enlightenment |
| 282-284 | Find settlement resources |
| 285-287 | Oppress others |
| 288-290 | Seek forgiveness |
| 291-292 | Scheme machinations |
| 293-295 | Serve the rightful ruler |
| 296-200 | Roll twice |

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@ -0,0 +1,9 @@
#+title: Information an NPC may have
#+author: Howard X. Abrams
#+email: howard.abrams@gmail.com
#+date: 2024-08-31 August
#+tags: rpg ironsworn
Roll on Table: d10
| 1-7 | <<character/__information-type>> <<character/__information-topic>> |
| 8-10 | Doesnt have any information |

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@ -4,7 +4,7 @@
#+DATE: 2021-12-26 December
#+TAGS: rpg ironsworn
Roll on Table: d100
Roll on Table: d300
| 1-2 | Criminal |
| 3-4 | Healer |
| 5-6 | Bandit |
@ -35,3 +35,63 @@ Roll on Table: d100
| 90-94 | Trader |
| 95-99 | Farmer |
| 100 | Unusual role |
| 101-102 | Alchemist |
| 130-104 | Historian |
| 150-106 | Scribe |
| 170-109 | Baker |
| 110-112 | Minstrel |
| 113-115 | Apothecary |
| 116-118 | Chandler |
| 119-121 | Rope Maker |
| 122-124 | Acolyte |
| 125-127 | Clergy |
| 128-130 | Cooper |
| 131-133 | Equine Trainer |
| 134-136 | Falconer |
| 137-139 | Farrier |
| 140-142 | [Bowyer/Fletcher] |
| 143-145 | Messenger |
| 146-148 | Herbalist |
| 149-151 | Brewer |
| 152-154 | Animal Healer |
| 155-158 | Shipwright |
| 159-162 | Mason |
| 163-166 | Shaman |
| 167-170 | Midwife |
| 171-174 | Fur Trader |
| 175-179 | Livestock Farmer |
| 180-184 | Carpenter |
| 185-189 | Blacksmith |
| 190-194 | Shepherd |
| 195-199 | Tanner |
| 200 | Unusual |
| 201-202 | Cobbler |
| 230-204 | Explorer |
| 250-206 | Paper Maker |
| 270-209 | Book Binder |
| 210-212 | Thatcher |
| 213-215 | Tinkerer |
| 216-218 | Soldier |
| 219-221 | Stable Hand |
| 222-224 | Tutor |
| 225-227 | Tax Collector |
| 228-230 | Jeweler |
| 231-233 | Weaponsmith |
| 234-236 | Armorsmith |
| 237-239 | Potter |
| 240-242 | Bone Carver |
| 243-245 | Seer |
| 246-248 | Overseer |
| 249-251 | Bodyguard |
| 252-254 | Wheel Maker |
| 255-258 | Watchman |
| 259-262 | Cook |
| 263-266 | Trapper |
| 267-270 | Bannerman |
| 271-274 | Tracker |
| 275-279 | Weaver |
| 280-284 | Urchin |
| 285-289 | Tailor |
| 290-294 | Miller |
| 295-299 | Merchant |
| 300 | Unusual |

View file

@ -4,22 +4,58 @@
#+DATE: 2021-12-26 December
#+TAGS: rpg ironsworn
Roll on Table: d100
| 1-3 | Compel a surrender. |
| 4-6 | Coordinate with allies. |
| 7-9 | Gather reinforcements. |
| 10-13 | Seize something or someone. |
| 18-21 | Intimidate or frighten. |
| 26-29 | Shift focus to someone or something else. |
| 34-39 | Take a decisive action. |
| 46-52 | Ready an action. |
| 61-68 | Leverage the advantage of a weapon or ability. |
| 14-17 | Provoke a reckless response. |
| 22-25 | Reveal a surprising truth. |
| 30-33 | Destroy something, or render it useless. |
| 40-45 | Reinforce defenses. |
| 53-60 | Use the terrain to gain advantage. |
| 69-78 | Create an opportunity. |
| 79-89 | Attack with precision. |
| 90-99 | Attack with power. |
| 100 | Take a completely unexpected action. |
Roll on Table: d300
| 1-3 | Compel a surrender |
| 4-6 | Coordinate with allies |
| 7-9 | Gather reinforcements |
| 10-13 | Seize something or someone |
| 18-21 | Intimidate or frighten |
| 26-29 | Shift focus to someone or something else |
| 34-39 | Take a decisive action |
| 46-52 | Ready an action |
| 61-68 | Leverage the advantage of a weapon or ability |
| 14-17 | Provoke a reckless response |
| 22-25 | Reveal a surprising truth |
| 30-33 | Destroy something, or render it useless |
| 40-45 | Reinforce defenses |
| 53-60 | Use the terrain to gain advantage |
| 69-78 | Create an opportunity |
| 79-89 | Attack with precision |
| 90-99 | Attack with power |
| 100 | Take a completely unexpected action |
| 101-103 | Offer a quick and clean kill |
| 104-106 | Command others to fight in their stead |
| 107-109 | Compel to join their side |
| 110-113 | Release someone or something as a distraction |
| 118-121 | Study opponent tactics |
| 126-129 | Taunt or ridicule |
| 134-139 | Tell a convincing falsehood |
| 146-152 | Feint and strike |
| 161-168 | Reveal an item of significance |
| 114-117 | Give a choice of who or what to save (Trolley problem) |
| 122-125 | Guard and defend only |
| 130-133 | Distract from a surprise attack |
| 140-145 | Fight dirty |
| 153-160 | Attempt to disarm opponent |
| 169-178 | Secure an advantage |
| 179-189 | Attempt a killing blow |
| 190-199 | Attack in a wild frenzy |
| 200 | Take a completely unexpected action |
| 201-203 | Offer to surrender for a price |
| 204-206 | Panic and flee |
| 207-209 | Disengage and show no further aggression |
| 210-213 | Retreat and move towards cover |
| 218-221 | Take a calculated risk |
| 226-229 | Give an evil monologue |
| 234-239 | Reveal a connection to an ally |
| 246-252 | Sacrifice someone or something else |
| 261-268 | Test an opponent's bond |
| 214-217 | Wait for opponent to make the next move |
| 222-225 | Probe opponent's defenses |
| 230-233 | Drag out the fight to wear the opponent down |
| 240-245 | Use the circumstances of the battle to gain an advantage |
| 253-260 | Use opponent's weapon against them |
| 269-278 | Press a tactical advantage |
| 279-289 | Make several attacks in quick succession |
| 290-299 | Charge boldly |
| 300 | Take a completely unexpected action |

68
tables/denizens.org Normal file
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@ -0,0 +1,68 @@
#+TITLE: Denizens
#+AUTHOR: Howard Abrams
#+EMAIL: howard@imac.local
#+DATE: 2022-03-31 March
#+TAGS: rpg
| Bear (Animal) formidable | common |
| Bladewing (Animal) dangerous | uncommon |
| Boar (Animal) dangerous | common |
| Carrion Newt (Animal) formidable | rare |
| Deep Rat (Animal) troublesome | common |
| Gaunt (Animal) dangerous | uncommon |
| Marsh Rat (Animal) troublesome | common |
| Nightmare Spider (Animal) dangerous | uncommon |
| Shroud Crab (Animal) troublesome | uncommon |
| Trog (Animal) dangerous | uncommon |
| Wolf (Animal) dangerous | common |
| Cave Lion (Animal) formidable | common |
| Basilisk (Beast) extreme | rare |
| Chitter (large insect) (Beast) dangerous | uncommon |
| Elder Beast (Beast) extreme | rare |
| Gnarl (Ents) (Beast) extreme | very rare |
| Giant Eagle (Beast) dangerous | uncommon |
| Harrow Spider (Beast) dangerous | uncommon |
| Iron-Wracked Beast (Beast) formidable | rare |
| Kraken (Beast) epic | legendary |
| Leviathan (Beast) epic | legendary |
| Mammoth (Beast) extreme | common |
| Manipede (Beast) | uncommon |
| Nightspawn (corrupted animal)(Beast) formidable | rare |
| Rhaskar (bear shark) (Beast) extreme | rare |
| Salt Lobster (Beast) | uncommon |
| Wyrm (purple worms) (Beast) epic | very rare |
| Wyvern (Beast) extreme | very rare |
| Atanya (Firstborn) dangerous | uncommon |
| Elf (Firstborn) dangerous | uncommon |
| Giant (Firstborn) extreme | uncommon |
| Merrow (Firstborn) dangerous | rare |
| Primordial (Firstborn) extreme | very rare |
| Troll (Firstborn) formidable | rare |
| Varou (Firstborn) dangerous | rare |
| Bonewalker (skeleton) (Horror) dangerous | rare |
| Bonehorde (Delve 130) (Horror) extreme | very rare |
| Blighthound (Horror) formidable | very rare |
| Bog Rot (zombie) (Horror) dangerous | rare |
| Briar Rose (Horror) | rare |
| Chimera (zombie) (Horror) extreme | rare |
| Frostbound (frozen mummy) (Horror) formidable | rare |
| Haunt (ghost) (Horror) formidable | rare |
| Husk (Lich) (Delve 110) (Horror) formidable | rare |
| Hollow (poltergeist) (Horror) extreme | rare |
| Iron Revenant (Horror) extreme | rare |
| Sodden (Horror) formidable | rare |
| Thrall (possessed person) (Horror) dangerous | rare |
| Wight (revenant) (Horror) formidable | rare |
| Broken (Ironlander) troublesome | uncommon |
| Common Folk (Ironlander) troublesome | common |
| Hunter (Ironlander) dangerous | common |
| Mystic (Ironlander) dangerous | uncommon |
| Raider (Ironlander) dangerous | uncommon |
| Warrior (Ironlander) dangerous | common |
| Zealot (Ironlander) troublesome | rare |
| Circle of Stones (Anomaly) dangerous | very rare |
| Blood Thorn (Anomaly) dangerous | rare |
| Glimmer / God (Anomaly) dangerous | rare |
| Gloom (shadow) (Anomaly) dangerous | very rare |
| Maelstrom (living whirlpool) (Anomaly) dangerous | very rare |
| Tempest (living storm) (Anomaly) dangerous | very rare |

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@ -0,0 +1,26 @@
#+TITLE: Denizens in a Barrow
| Deep Rat (Animal) troublesome | common |
| Chitter (large insect) (Beast) dangerous | common |
| Harrow Spider (Beast) dangerous | common |
| Broken (Ironlander) troublesome | uncommon |
| Manipede (Beast) | uncommon |
| Mystic (Ironlander) dangerous | uncommon |
| Nightmare Spider (Animal) dangerous | uncommon |
| Trog (Animal) dangerous | uncommon |
| Basilisk (Beast) extreme | rare |
| Bonewalker (skeleton) (Horror) dangerous | rare |
| Carrion Newt (Animal) formidable | rare |
| Chimera (zombie) (Horror) extreme | rare |
| Gloom (shadow) (Anomaly) dangerous | rare |
| Haunt (ghost) (Horror) formidable | rare |
| Hollow (poltergeist) (Horror) extreme | rare |
| Husk (Lich) (Delve 110) (Horror) formidable | rare |
| Iron Revenant (Horror) extreme | rare |
| Nightspawn (corrupted animal)(Beast) formidable | rare |
| Thrall (possessed person) (Horror) dangerous | rare |
| Wight (revenant) (Horror) formidable | rare |
| Zealot (Ironlander) troublesome | rare |
| Blighthound (Horror) formidable | very rare |
| Bonehorde (Delve 130) (Horror) extreme | very rare |
| Wyrm (purple worms) (Beast) epic | very rare |

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@ -0,0 +1,33 @@
#+TITLE: Denizens in a Cave System
| common | Bear (Animal) formidable |
| common | Deep Rat (Animal) troublesome |
| common | Warrior (Ironlander) dangerous |
| uncommon | Broken (Ironlander) troublesome |
| uncommon | Chitter (large insect) (Beast) dangerous |
| uncommon | Harrow Spider (Beast) dangerous |
| uncommon | Hunter (Ironlander) dangerous |
| uncommon | Manipede (Beast) |
| uncommon | Mystic (Ironlander) dangerous |
| uncommon | Nightmare Spider (Animal) dangerous |
| uncommon | Trog (Animal) dangerous |
| rare | Basilisk (Beast) extreme |
| rare | Bonewalker (skeleton) (Horror) dangerous |
| rare | Carrion Newt (Animal) formidable |
| rare | Chimera (zombie) (Horror) extreme |
| rare | Common Folk (Ironlander) troublesome |
| rare | Hollow (poltergeist) (Horror) extreme |
| rare | Iron Revenant (Horror) extreme |
| rare | Iron-Wracked Beast (Beast) formidable |
| rare | Nightspawn (corrupted animal)(Beast) formidable |
| rare | Troll (Firstborn) formidable |
| rare | Wight (revenant) (Horror) formidable |
| rare | Zealot (Ironlander) troublesome |
| very rare | Blighthound (Horror) formidable |
| very rare | Bonehorde (Delve 130) (Horror) extreme |
| very rare | Gloom (shadow) (Anomaly) dangerous |
| very rare | Haunt (ghost) (Horror) formidable |
| very rare | Husk (Lich) (Delve 110) (Horror) formidable |
| very rare | Primordial (Firstborn) extreme |
| very rare | Thrall (possessed person) (Horror) dangerous |
| very rare | Wyrm (purple worms) (Beast) epic |

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@ -0,0 +1,36 @@
#+TITLE: Denizens of the Tangled Woods
| Bear (Animal) formidable | common |
| Boar (Animal) dangerous | common |
| Common Folk (Ironlander) troublesome | common |
| Hunter (Ironlander) dangerous | common |
| Warrior (Ironlander) dangerous | common |
| Wolf (Animal) dangerous | common |
| Broken (Ironlander) troublesome | uncommon |
| Elf (Firstborn) dangerous | uncommon |
| Gaunt (Animal) dangerous | uncommon |
| Giant Eagle (Beast) dangerous | uncommon |
| Glimmer / God (Anomaly) dangerous | uncommon |
| Harrow Spider (Beast) dangerous | uncommon |
| Mystic (Ironlander) dangerous | uncommon |
| Nightmare Spider (Animal) dangerous | uncommon |
| Varou (Firstborn) dangerous | uncommon |
| Blood Thorn (Anomaly) dangerous | rare |
| Bonewalker (skeleton) (Horror) dangerous | rare |
| Briar Rose (Horror) | rare |
| Chimera (zombie) (Horror) extreme | rare |
| Elder Beast (Beast) extreme | rare |
| Iron Revenant (Horror) extreme | rare |
| Iron-Wracked Beast (Beast) formidable | rare |
| Nightspawn (corrupted animal)(Beast) formidable | rare |
| Thrall (possessed person) (Horror) dangerous | rare |
| Troll (Firstborn) formidable | rare |
| Wight (revenant) (Horror) formidable | rare |
| Zealot (Ironlander) troublesome | rare |
| Blighthound (Horror) formidable | very rare |
| Circle of Stones (Anomaly) dangerous | very rare |
| Giant (Firstborn) extreme | very rare |
| Gnarl (Ents) (Beast) extreme | very rare |
| Wyvern (Beast) extreme | very rare |
| Gloom (shadow) (Anomaly) dangerous | legendary |
| Primordial (Firstborn) extreme | legendary |

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@ -0,0 +1,25 @@
#+TITLE: Creatures in a Frozen Cavern
| White Bear (Animal) formidable | common |
| Snowy Nightmare Spider (Animal) dangerous | uncommon |
| Wolf (Animal) dangerous | common |
| Elder Beast (Beast) extreme | rare |
| Mammoth (Beast) extreme | common |
| Nightspawn (corrupted animal)(Beast) formidable | rare |
| Rhaskar (bear shark) (Beast) extreme | rare |
| Giant (Firstborn) extreme | uncommon |
| Primordial (Firstborn) extreme | very rare |
| Ice Troll (Firstborn) formidable | rare |
| Frostbound (frozen mummy) (Horror) formidable | rare |
| Haunt (ghost) (Horror) formidable | rare |
| Husk (Lich) (Delve 110) (Horror) formidable | rare |
| Hollow (poltergeist) (Horror) extreme | rare |
| Iron Revenant (Horror) extreme | rare |
| Broken (Ironlander) troublesome | uncommon |
| Hunter (Ironlander) dangerous | common |
| Mystic (Ironlander) dangerous | uncommon |
| Warrior (Ironlander) dangerous | common |
| Zealot (Ironlander) troublesome | rare |
| Glimmer / God (Anomaly) dangerous | rare |
| Gloom (shadow) (Anomaly) dangerous | very rare |
| Tempest (living storm) (Anomaly) dangerous | very rare |

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@ -0,0 +1,44 @@
#+TITLE: Denizens of the Icereach
| Cave Lion (Animal) formidable | common |
| Hunter (Ironlander) dangerous | common |
| Mammoth (Beast) extreme | common |
| Snow Bear (Animal) formidable | common |
| Walrus (Animal) troublesome | common |
| Warrior (Ironlander) dangerous | common |
| Wolf (Animal) dangerous | common |
| Atanya (Firstborn) dangerous | uncommon |
| Broken (Ironlander) troublesome | uncommon |
| Giant (Firstborn) extreme | uncommon |
| Giant Eagle (Beast) dangerous | uncommon |
| Mystic (Ironlander) dangerous | uncommon |
| Raider (Ironlander) dangerous | uncommon |
| Salt Lobster (Beast) | uncommon |
| Shroud Crab (Animal) troublesome | uncommon |
| Blood Thorn (Anomaly) dangerous | rare |
| Bonewalker (skeleton) (Horror) dangerous | rare |
| Elder Beast (Beast) extreme | rare |
| Frostbound (frozen mummy) (Horror) formidable | rare |
| Haunt (ghost) (Horror) formidable | rare |
| Hollow (poltergeist) (Horror) extreme | rare |
| Husk (Lich) (Delve 110) (Horror) formidable | rare |
| Iron Revenant (Horror) extreme | rare |
| Merrow (Firstborn) dangerous | rare |
| Rhaskar (bear shark) (Beast) extreme | rare |
| Selkie (Firstborn) dangerous | rare |
| Sodden (Horror) formidable | rare |
| Thrall (possessed person) (Horror) dangerous | rare |
| Troll (Firstborn) formidable | rare |
| Wight (revenant) (Horror) formidable | rare |
| Zealot (Ironlander) troublesome | rare |
| Blighthound (Horror) formidable | very rare |
| Bonehorde (Delve 130) (Horror) extreme | very rare |
| Circle of Stones (Anomaly) dangerous | very rare |
| Gloom (shadow) (Anomaly) dangerous | very rare |
| Glimmer / God (Anomaly) dangerous | very rare |
| Maelstrom (living whirlpool) (Anomaly) dangerous | very rare |
| Primordial (Firstborn) extreme | very rare |
| Tempest (living storm) (Anomaly) dangerous | very rare |
| Wyvern (Beast) extreme | very rare |
| Kraken (Beast) epic | legendary |
| Leviathan (Beast) epic | legendary |

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@ -0,0 +1,32 @@
#+TITLE: Denizens in a Mountain Pass
| Bear (Animal) formidable | common |
| Cave Lion (Animal) formidable | common |
| Hunter (Ironlander) dangerous | common |
| Mammoth (Beast) extreme | common |
| Warrior (Ironlander) dangerous | common |
| Wolf (Animal) dangerous | common |
| Bladewing (in the dark) (Animal) dangerous | uncommon |
| Broken (Ironlander) troublesome | uncommon |
| Giant (Firstborn) extreme | uncommon |
| Giant Eagle (Beast) dangerous | uncommon |
| Mystic (Ironlander) dangerous | uncommon |
| Bonewalker (skeleton) (Horror) dangerous | rare |
| Elder Beast (Beast) extreme | rare |
| Frostbound (frozen mummy) (Horror) formidable | rare |
| Glimmer / God (Anomaly) dangerous | rare |
| Haunt (ghost) (Horror) formidable | rare |
| Hollow (poltergeist) (Horror) extreme | rare |
| Husk (Lich : Delve 110) (Horror) formidable | rare |
| Iron Revenant (Horror) extreme | rare |
| Iron-Wracked Beast (Beast) formidable | rare |
| Nightspawn (corrupted animal) (Beast) formidable | rare |
| Troll (Firstborn) formidable | rare |
| Wight (revenant) (Horror) formidable | rare |
| Zealot (Ironlander) troublesome | rare |
| Bonehorde (Delve 130) (Horror) extreme | very rare |
| Circle of Stones (Anomaly) dangerous | very rare |
| Primordial (Firstborn) extreme | very rare |
| Tempest (living storm) (Anomaly) dangerous | very rare |
| Wyvern (Beast) extreme | very rare |
| Gloom (shadow) (Anomaly) dangerous | legendary |

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@ -0,0 +1,39 @@
#+TITLE: Denizens of a Shadowfen / Marsh or Swamp
| Marsh Rat (Animal) troublesome | common |
| Boar (Animal) dangerous | uncommon |
| Common Folk (Ironlander) troublesome | uncommon |
| Hunter (Ironlander) dangerous | uncommon |
| Warrior (Ironlander) dangerous | uncommon |
| Bladewing (Animal) dangerous | uncommon |
| Broken (Ironlander) troublesome | uncommon |
| Giant Crawdad (Beast) | uncommon |
| Harrow Spider (Beast) dangerous | uncommon |
| Mystic (Ironlander) dangerous | uncommon |
| Nightmare Spider (Animal) dangerous | uncommon |
| Troll (Firstborn) formidable | uncommon |
| Blood Thorn (Anomaly) dangerous | rare |
| Bog Rot (zombie) (Horror) dangerous | rare |
| Bonewalker (skeleton) (Horror) dangerous | rare |
| Briar Rose (Horror) | rare |
| Chimera (zombie) (Horror) extreme | rare |
| Elder Beast (Beast) extreme | rare |
| Giant Eagle (Beast) dangerous | rare |
| Haunt (ghost) (Horror) formidable | rare |
| Hollow (poltergeist) (Horror) extreme | rare |
| Husk (Lich) (Delve 110) (Horror) formidable | rare |
| Iron Revenant (Horror) extreme | rare |
| Iron-Wracked Beast (Beast) formidable | rare |
| Nightspawn (corrupted animal)(Beast) formidable | rare |
| Sodden (Horror) formidable | rare |
| Thrall (possessed person) (Horror) dangerous | rare |
| Wight (revenant) (Horror) formidable | rare |
| Zealot (Ironlander) troublesome | rare |
| Blighthound (Horror) formidable | very rare |
| Bonehorde (Delve 130) (Horror) extreme | very rare |
| Circle of Stones (Anomaly) dangerous | very rare |
| Gaunt (Animal) dangerous | very rare |
| Gloom (shadow) (Anomaly) dangerous | very rare |
| Gnarl (Ents) (Beast) extreme | very rare |
| Wyvern (Beast) extreme | very rare |
| Glimmer / God (Anomaly) dangerous | legendary |

View file

@ -54,3 +54,105 @@ Unnatural
Unstable
Unusual
Veiled
Malignant
Dense
Tainted
Cursed
Frigid
Forsaken
Overwhelming
Lifeless
Fetid
Remote
Untamed
Tangled
Eerie
Bloodstained
Pale
Jagged
Trembling
Hypnotic
Tumultuous
Corrupted
Jinxed
Dire
Buried
Unpredictable
Cavernous
Quaking
Entombed
Haunted
Unforgiving
Lightless
Necrotic
Arcane
Ashen
Hollow
Alien
Defiled
Decrepit
Stifling
Labyrinthine
Fractured
Otherworldly
Intimidating
Precarious
Oppressive
Sinister
Rotted
Barren
Devastated
Enigmatic
Grisly
Chilling
Monstrous
Translucent
Dreadful
Scorched
Loathsome
Savage
Sorrowful
Intricate
Bleak
Shrouded
Impenetrable
Silent
Forbidden
Eldritch
Thunderous
Imposing
Bewitched
Awful
Powerful
Suffocating
Ominous
Radiant
Contaminated
Grim
Protected
Condemned
Ethereal
Supernatural
Grotesque
Ravenous
Rugged
Derelict
Dark
Wicked
Perilous
Putrid
Threatening
Blighted
Cryptic
Desolate
Unnerving
Lost
Fearsome
Horrid
Tormented
Lethal
Skeletal
Limited
Volatile

View file

@ -54,3 +54,105 @@ Trigger
Valuables
Water
Weapon
Vision
Nightmare
Nexus
Omen
Incantation
Avatar
Danger
Blade
Monstrosity
Illusion
Pit
Energy
Altar
Defense
Gargoyle
Essence
Shield
Sanctuary
Enemy
Monolith
Runes
Bane
Firstborn
Knowledge
Wraith
Nest
Pillar
Trance
Fog
Monument
Mirage
Leviathan
Lock
Tempest
Phantasm
Apparition
Key
Chest
Statue
Banner
Anomaly
Whisper
Catacomb
Grimace
Tome
Lore
Enigma
Crypt
Protection
Mechanism
Tools
Symbol
Quagmire
Specter
Vortex
Labyrinth
Wasteland
Fear
Haze
Beast
Vestige
Remnant
Reflection
Book
Guardian
Effigy
Map
Undertow
Glyph
Unrest
Ghost
Riddle
Relic
Conduit
Horror
Corpse
Judgment
Necropolis
Mystery
Tomb
Banshee
Armor
Cult
Delusion
Haunt
Echo
Cache
Retreat
Abyss
Oracle
Icon
Treasure
Vulnerability
Occult
Opposition
Magic
Legacy
Curse
Ritual
Ambush

View file

@ -0,0 +1,15 @@
- arguing
- negotiating
- attacking
- defending
- charming or flirting
- sneaking
- hiding
- taunting
- surveying
- studying
- climbing [a rope/a wall/]
- running
- jumping
- swimming

View file

@ -0,0 +1,11 @@
something has been stolen
someone has been taken
an offence must be punished
a plague must be cured
a curse must be broken
a bounty is on offer
a sentence must be commuted
a prophecy has been spoken
an oath has been sworn
a debt is owed

View file

@ -4,7 +4,7 @@
#+DATE: 2021-12-09 December
#+TAGS: rpg, ironsworn
Roll on Table: d100
Roll on Table: d300
| 1 | Fleet |
| 2 | Sargassum |
| 3 | Flotsam |
@ -22,3 +22,37 @@ Roll on Table: d100
| 71-85 | Island |
| 86-99 | Open Water |
| 100 | Anomaly |
| 101 | Breeding Waters |
| 102 | Thermal Vents |
| 103 | Sea Cave |
| 104 | Lighthouse |
| 105 | Solitary Dock |
| 16-110 | Wetlands |
| 111-115 | Port |
| 116-123 | Barge |
| 124-130 | River Delta |
| 131-138 | White Cliffs |
| 139-146 | Sandy Beach |
| 147-154 | Inlet |
| 155-162 | Atoll |
| 163-170 | Iceberg |
| 171-185 | Ice Floe |
| 186-199 | Glacier |
| 200 | Anomaly |
| 201 | Fishing Village |
| 202 | Pirate Camp |
| 203 | Jetsam |
| 204 | Lava Flow |
| 205 | Coral Reef |
| 26-210 | Barrier Reef |
| 211-215 | Glacial Wall |
| 216-223 | Derelict |
| 224-230 | Storm Debris |
| 231-238 | Peninsula |
| 239-246 | Archipelago |
| 247-254 | Rocky Beach |
| 255-262 | Island Chain |
| 263-270 | Natural Arches |
| 271-285 | Stacks |
| 286-299 | Sand Bars |
| 300 | Anomaly |

View file

@ -4,54 +4,153 @@
#+DATE: 2021-12-09 December
#+TAGS: rpg, ironsworn
Roll on Table: d100
| 1-2 | High |
| 3-4 | Remote |
| 5-6 | Exposed |
| 7-8 | Small |
| 9-10 | Broken |
| 11-12 | Diverse |
| 13-14 | Rough |
| 15-16 | Dark |
| 17-18 | Shadowy |
| 19-20 | Contested |
| 21-22 | Grim |
| 23-24 | Wild |
| 25-26 | Fertile |
| 27-28 | Blocked |
| 29-30 | Ancient |
| 31-32 | Perilous |
| 33-34 | Hidden |
| 35-36 | Occupied |
| 37-38 | Rich |
| 39-40 | Big |
| 41-42 | Savage |
| 43-44 | Defended |
| 45-46 | Withered |
| 47-48 | Mystical |
| 49-50 | Inaccessible |
| 51-52 | Protected |
| 53-54 | Abandoned |
| 55-56 | Wide |
| 57-58 | Foul |
| 59-60 | Dead |
| 61-62 | Ruined |
| 63-64 | Barren |
| 65-66 | Cold |
| 67-68 | Blighted |
| 69-70 | Low |
| 71-72 | Beautiful |
| 73-74 | Abundant |
| 75-76 | Lush |
| 77-78 | Flooded |
| 79-80 | Empty |
| 81-82 | Strange |
| 83-84 | Corrupted |
| 85-86 | Peaceful |
| 87-88 | Forgotten |
| 89-90 | Expansive |
| 91-92 | Settled |
| 93-94 | Dense |
| 95-96 | Civilized |
| 97-98 | Desolate |
| 99-00 | Isolated |
High
Remote
Exposed
Small
Broken
Diverse
Rough
Dark
Shadowy
Contested
Grim
Wild
Fertile
Blocked
Ancient
Perilous
Hidden
Occupied
Rich
Big
Savage
Defended
Withered
Mystical
Inaccessible
Protected
Abandoned
Wide
Foul
Dead
Ruined
Barren
Cold
Blighted
Low
Beautiful
Abundant
Lush
Flooded
Empty
Strange
Corrupted
Peaceful
Forgotten
Expansive
Settled
Dense
Civilized
Desolate
Isolated
Bustling
Compact
Fantastic
Huge
Strategic
Hazardous
Dangerous
Exotic
Crumbling
Dilapidated
Decayed
Unsafe
Secret
Tropical
Frozen
Mysterious
Undesirable
Poor
Vibrant
Bright
Tamed
Depleted
Guarded
Thin
Lively
Eerie
Warm
Narrow
Windy
Calm
Creepy
Crowded
Deserted
Dry
Wet
Enchanted
Majestic
Spacious
Tranquil
Natural
Noisy
Quiet
Stormy
Unique
Traditional
Lonely
Smooth
Colossal
Giant
Tiny
Chilly
Chilling
Unnerving
Horrifying
Crooked
Dim
Filthy
Dirty
Dingy
Harsh
Elderly
Old
Young
Sharp
Steep
Terrible
Overgrown
Bountiful
Crude
Primitive
Odd
Endangered
Hostile
Neglected
Pristine
Toxic
Treacherous
Unsavory
Cluttered
Bleak
Somber
Gloomy
Uninhabited
Disgusting
Nightmarish
Haunted
Turbulent
Ugly
Grand
Enigmatic
Complex
Sacred
Hospitable
Shoddy
Timeless
Untouched
Vulnerable
Open
Closed
Violent

View file

@ -4,7 +4,7 @@
#+DATE: 2021-12-09 December
#+TAGS: rpg, ironsworn
Roll on Table: d100
Roll on Table: d300
| 1 | Hideout |
| 2 | Ruin |
| 3 | Mine |
@ -55,4 +55,106 @@ Roll on Table: d100
| 84-88 | Hill |
| 89-93 | Mountain |
| 94-99 | Woods |
| 100 | Anomoly |
| 100 | Anomaly |
| 101 | Watch Tower |
| 102 | Cabin |
| 103 | Large Crystal |
| 104 | Encampment |
| 105 | Tower |
| 106 | Longhouse |
| 107 | Crypt |
| 108 | Rope Bridge |
| 109 | Forest Fire |
| 110 | Landslide |
| 111 | Flash Flood |
| 112 | Lean-To |
| 113 | Yurt |
| 114 | Mud Hut |
| 115 | Fire Pit |
| 116 | Orchard |
| 117-118 | Island |
| 119-120 | Escarpment |
| 121-122 | Crop Field |
| 123-124 | Mounds |
| 125-126 | Tiered Farmland |
| 127-128 | Stone Wall |
| 129-130 | Scorched Earth |
| 131-132 | Cavern System |
| 133-134 | Desert |
| 135-136 | Canyon |
| 137-138 | Beach |
| 139-140 | Tundra |
| 141-142 | Salt Flats |
| 143-144 | Large Rock Formations |
| 145-146 | Mesa |
| 147-148 | Butte |
| 149-150 | Game Trail |
| 151-152 | Wild Berry Patch |
| 153-154 | Alluvial Fan |
| 155-156 | Wildflower Field |
| 157-158 | Underground River |
| 159-160 | Crystal Cave |
| 161-162 | Glacier |
| 163-164 | Painted Hills |
| 165-166 | Basin |
| 167-168 | Ice Cave |
| 169-170 | Underground Lake Entrance |
| 171-172 | Steppe |
| 173-175 | Mount |
| 176-179 | Overhang |
| 180-183 | Hunting Grounds |
| 184-188 | Sparse Woods |
| 189-193 | Thick Undergrowth |
| 194-199 | Canopied Forest |
| 200 | Anomaly |
| 201 | Hut |
| 202 | Farm |
| 203 | Standing Stones |
| 204 | Homestead |
| 205 | Tunnel |
| 206 | Shrine |
| 207 | Stone Pillar |
| 208 | Iron Pillar |
| 209 | Volcano |
| 210 | Monastery |
| 211 | Oasis |
| 212 | Dunes |
| 213 | Mausoleum |
| 214 | Stronghold |
| 215 | Sacred Place |
| 216 | Giant Boulders |
| 217-218 | River Rapids |
| 219-220 | Lava Tube |
| 221-222 | Monument |
| 223-224 | Ledge |
| 225-226 | Savannah |
| 227-228 | Sinkhole |
| 229-230 | Pasture |
| 231-232 | Pit |
| 233-234 | Gravel Incline |
| 235-236 | Rock Incline |
| 237-238 | Summit |
| 239-240 | Peak |
| 241-242 | Plateau |
| 243-244 | Gorge |
| 245-246 | Chasm |
| 247-248 | Stone Bridge |
| 249-250 | Rock Spires |
| 251-252 | Dry Riverbed |
| 253-254 | Cavern |
| 255-256 | Hot Springs |
| 257-258 | Hollow |
| 259-260 | Bog |
| 261-262 | Switch Backs |
| 263-264 | Quicksand |
| 265-266 | Tar Pit |
| 267-268 | Deciduous Forest |
| 269-270 | Hilltop |
| 271-272 | Jungle |
| 273-275 | Conifer Forest |
| 276-279 | Field |
| 280-283 | Clearing |
| 284-288 | Scrubland |
| 289-293 | Stream |
| 294-299 | Grassland |
| 300 | Anomaly |

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@ -0,0 +1,43 @@
#+title: Abilities of a Monstrosity
Roll on Table: d100
| 1-4 | Keen senses |
| 5-8 | Intimidating vocalization |
| 9-12 | Climber |
| 13-16 | Intelligent |
| 17-20 | Swift |
| 21-24 | Powerful bite |
| 25-28 | Stealthy / ambusher |
| 29-32 | Horrid visage |
| 33-36 | Strong |
| 37-40 | Camouflaged |
| 41-43 | Flier / glider |
| 44-46 | Poisonous |
| 47-49 | Semiaquatic / swimmer |
| 50-52 | Grappler / entangler |
| 53-55 | Leaper |
| 56-58 | Crusher / constrictor |
| 59-61 | Armored |
| 62-64 | Burrower |
| 65-67 | Noxious smell |
| 68-69 | Trap-setter |
| 70-71 | Parasitic |
| 72-73 | Vibration sense |
| 74-75 | Breath weapon / toxic spew |
| 76-77 | Mimicry |
| 78-79 | Shapeshifting |
| 80-81 | Control lesser creatures |
| 82-83 | Echolocation |
| 84-85 | Electric shock |
| 86-87 | Acidic |
| 88-89 | Symbiotic |
| 90-91 | Shoot projectiles |
| 92 | Paralyzing |
| 93 | Immune to iron |
| 94 | Feels no pain |
| 95 | Enact rituals |
| 96 | Create illusions |
| 97 | Mind control / telepathy |
| 98 | Move between realities |
| 99 | Wield weapons |
| 100 | Control elements |

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@ -0,0 +1,31 @@
#+title: Characteristics of a Monstrosity
Roll on Table: d100
| 1-5 | Extra limbs |
| 6-10 | Fangs / rows of sharp teeth |
| 11-15 | Claws / talons |
| 16-20 | Strange color / markings |
| 21-25 | Horns / tusks |
| 26-30 | Oversized mouth |
| 31-35 | Spikes / spines |
| 36-40 | Tail |
| 41-45 | Multi-segmented body |
| 46-50 | Wings |
| 51-54 | Stinger / barbs |
| 55-58 | Many-eyed |
| 59-62 | Distinctive sound |
| 63-66 | Tentacles / tendrils |
| 67-69 | Mandibles / pincers |
| 70-72 | Luminescent |
| 73-75 | Antennae / sensory organs |
| 76-78 | Proboscis / inner jaw |
| 79-81 | Exoskeleton / shell |
| 82-84 | Bony protuberances |
| 85-87 | Corrupted flesh |
| 88-90 | Semi-transparent |
| 91-93 | Scarred / injured |
| 94-95 | Egg sac / carried offspring |
| 96-97 | Rotting / skeletal |
| 98 | Mummified / desiccated |
| 99 | Multi-headedtched with mystic runes |
| 100 | E |

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@ -0,0 +1,21 @@
#+title: Primary Form of a Monstrosity
Roll on Table: d100
| 1-15 | Beast / mammal |
| 16-25 | Humanoid |
| 26-31 | Bird |
| 32-37 | Spider |
| 38-43 | Snake |
| 44-49 | Worm / slug |
| 50-55 | Lizard |
| 56-61 | Insect |
| 67-69 | Crustacean |
| 70-71 | Fish |
| 72-73 | Octopoid |
| 74-75 | Amphibian |
| 76-77 | Plant |
| 78 | Incorporeal |
| 79 | Mineral |
| 80 | Elemental |
| 62-66 | Amorphous |
| 81-00 | Hybrid: <<monstrosity/form>> / <<monstosity/form>> |

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@ -0,0 +1,9 @@
#+title: Size of a Monstrosity
Roll on Table: d100
| 1-5 | Tiny (rodent-sized) |
| 6-30 | Small (hound-sized) |
| 31-65 | Medium (person-sized) |
| 66-94 | Large (giant-sized) |
| 95-99 | Huge (whale-sized) |
| 100 | Titanic (incomprehensible) |

View file

@ -204,3 +204,503 @@ Vigo
Wena
Yorath
Yuda
Segura
Gethin
Bataar
Basira
Joa
Glynn
Toran
Arasen
Kuron
Griff
Owena
Adda
Euros
Kova
Kara
Morgan
Nanda
Tamara
Asha
Delos
Torgan
Makari
Selva
Kimura
Rhian
Tristan
Siorra
Sayer
Cortina
Vesna
Kataka
Keyshia
Mila
Lili
Vigo
Sadia
Malik
Dag
Kuno
Reva
Kai
Kalina
Jihan
Hennion
Abram
Aida
Myrtle
Nekun
Menna
Tahir
Sarria
Nakura
Akiya
Talan
Mattick
Okoth
Khulan
Verena
Beltran
Del
Ranna
Alina
Muna
Mura
Torrens
Yuda
Nazmi
Ghalen
Sarda
Shona
Kalidas
Wena
Sendra
Kori
Setara
Lucia
Maya
Reema
Yorath
Rhoddri
Shekhar
Servan
Reese
Kenrick
Indirra
Giliana
Jebran
Kotama
Fara
Katrin
Namba
Lona
Taylah
Kato
Esra
Eleri
Irsia
Kayu
Bevan
Chandra
Rafe
Eydis
Snorri
Orvar
Ragnheidr
Tarben
Dagrun
Bragi
Hakonr
Guiscard
Esko
Alvar
Turid
Gulla
Gudrun
Gunnhildr
Aki
Skuld
Gustavo
Loke
Vidar
Gudlaug
Hroaldr
Asgeirr
Svea
Trygve
Tora
Audhild
Liva
Tyra
Haldor
Magnhildr
Esbjorn
Stigr
Steinarr
Ingrid
Embla
Ingebjorg
Hallr
Hallbjorn
Brynhildr
Solveig
Oddvarr
Astridr
Randi
Dagmar
Indridi
Idunn
Hildr
Olli
Ingvar
Adalsteinn
Borghild
Hjalmar
Laila
Oili
Hege
Torhild
Siegfried
Esben
Leifr
Halvor
Espen
Hilda
Viskrhordr
Piret
Ulfr
Inge
Hjordis
Sorley
Baard
Sven
Skadi
Leif
Felagi
Hugleikr
Herleif
Asbjorn
Karr
Bjarni
Aric
Endre
Tasgall
Hrafnhildr
Torben
Birkir
Rollo
Olavi
Hagen
Steinnunnr
Inguna
Havardr
Birgitta
Elva
Erlingr
Erlendur
Regin
Erik
Ivor
Finnr
Heimir
Arvid
Sassa
Arnbjorg
Gjord
Elwes
Oline
Haakon
Askr
Gota
Edda
Yngvarr
Ari
Birgir
Frodr
Oswald
Heidrun
Gudini
Jorun
Nanna
Alf
Sigrun
Folki
Oddr
Aslaug
Sigrid
Nerthus
Herta
Ove
Keld
Kerr
Magni
Aleifr
Torunn
Eskil
Eir
Tordis
Elof
Bjork
Eivind
Freyr
Olga
Ealdwine
Olafur
Erkki
Uilliam
Geirr
Stigandr
Flaemingr
Hallsteinn
Hrolfr
Helga
Mundr
Halfdan
Gulbrandr
Hrafn
Torleif
Gunnbjorg
Gyda
Donar
Gustaaf
Sigmundr
Tallak
Elvar
Bjornar
Ritta
Ketil
Hughard
Knut
Alvis
Trym
Lauge
Oleg
Gytha
Ingemar
Dasa
Elli
Gunnvor
Kasen
Volha
Sigrsteinn
Alfvin
Bui
Gudfridr
Reidar
Njord
Oskari
Sindri
Gudbrand
Pirjo
Bjartr
Asketill
Ranulf
Kori
Egill
Sundri
Terje
Hroarr
Ingulfr
Gustave
Hroderich
Valdis
Gunvaldr
Kare
Kirkja
Alfarr
Arnfinnr
Noll
Runar
Randi
Torgny
Oddbjorn
Birgit
Torsten
Reginfridr
Runi
Ragnar
Osten
Oszkar
Sondre
Unnr
Stian
Andor
Ralf
Eysteinn
Iivari
Gudridur
Bergljot
Guusje
Svein
Knud
Tova
Inkeri
Jalmari
Torgeir
Osku
Selby
Hlif
Idony
Dagmara
Guus
Radulfr
Gustav
Somhairle
Erland
Toril
Asdis
Algautr
Audr
Tyr
Eerikki
Arild
Iomhar
Erna
Gustav
Jari
Roald
Alfhild
Yngvi
Fridjofr
Holger
Bothildr
Vidarr
Astrid
Jordis
Tollak
Cason
Randolf
Kustaa
Sigurd
Randall
Ragnfridr
Ragna
Asvaldr
Tormod
Einarr
Erich
Ylva
Brennan
Gunars
Agnarr
Sverre
Vetlidi
Gudleifr
Gaute
Halldora
Somerled
Eero
Rayner
Dagr
Hallvard
Gleb
Olivia
Oydis
Gardr
Keir
Svana
Ivar
Balder
Rune
Hemingr
Aile
Jarl
Gunther
Woden
Pirkko
Ingvildr
Dagny
Gandralfr
Trond
Adalbjorg
Oden
Grimhildr
Idonea
Oliwier
Groa
Hella
Kriemhild
Evander
Soini
Amund
Svanhildr
Dagnija
Ebbe
Oskar
Arne
Olaug
Torbjorn
Kjellfrid
Inka
Oystein
Jorunnr
Gudleif
Frej
Piritta
Halle
Solvej
Runa
Saga
Brand
Katla
Vigdis
Frida
Brant
Fritjof
Elwin
Steingrimr
Dagfinnr
Bodil
Magnus
Tygo
Bjorn
Ingegerd
Haraldr
Raghnaid
Tofi
Vegard
Asta
Gerd
Gautstafr
Torvald
Olaf
Amhlaidh
Osmond
Gunnr
Eyvindr
Saldis
Igor
Danr
Tonje
Gote
Kjeld
Jorsteinn
Torkel
Eira
Baggi
Iver
Ragnbjorg
Asa
Wotan
Eindride
Eberhard
Gudmundr
Ragnhild
Osborn
Kalfr
Grid
Asmund
Reidun
Helka
Jerrik
Vigi
Steen
Sif
Ruarc
Ase
Hama
Ragnvald
Knutr
Oyvind

View file

@ -30,3 +30,53 @@ Vrusk
Snuffle
Leech
Herk
Snarl
Gurgle
Sniffle
Wuffle
Mudgo
Stomp
Bash
Crush
Snaggle
Burp
Stamp
Foots
Wart
Guts
Gnarl
Smash
Bump
Thump
Blig
Blongo
Screrk
Blarg
Scarg
Scroak
Vrig
Vrar
Vrugle
Wump
Snigger
Gas
Lash
Spike
Pointy
Sharp
Stig
Scrak
Hatch
Slerk
Slatch
Grak
Crongo
Groongo
Moad
Slurgle
Scroad
Charl
Sturgle
Scrongo
Stutch
Charak

View file

@ -32,3 +32,55 @@
- Wolf
- Wood
- Yellow
- North
- South
- East
- West
- Summer
- Winter
- Fall
- Spring
- Iron
- Sweet
- Wind
- Eagle
- Bear
- Ash
- Pine
- Oak
- Timber
- Gold
- Silver
- Hill
- Hawk
- Hound
- Lion
- Wyrm
- Vintner
- Little
- Fox
- Dry
- Moss
- Brittle
- Bitter
- Boulder
- Dawn
- Stag
- Sleet
- Wilde
- Elder
- Potters
- Rain
- Elk
- Boar
- Fleet
- Mead
- Bridge
- Snow
- Crow
- Owl
- Hammer
- Wrath
- Cliff
- Good
- Rook

View file

@ -30,3 +30,53 @@
- home
- wick
- dale
vale
ton
don
ville
thorpe
stage
rest
fold
crest
tun
bourne
gap
valley
peak
lake
nest
tree
kirk
bay
henge
horn
ness
willow
beck
thwaite
brekkr
borough
dalr
by
sham
well
crossing
steinn
smith
grave
keld
wen
grove
ham
nock
worth
holm
haugr
fell
gate
mon
dore
torp
loft
vik

View file

@ -50,3 +50,93 @@
- Vengeful outcast
- Wrathful haunt
- Corrupted by dark magic
- Mystic power surges uncontrollably
- Authoritarian leader
- Forced labor camps
- Contest of arms gone wrong
- Mine collapse
- Protection racket
- Incoming swarm
- Mystical blight
- Resources depleted
- Consequences of a forsaken vow
- Water source dried up
- Important object broken
- Mystic declares a dark prophecy
- Trade route plagued by bandits
- Trade caravan being ambushed right now
- Mob hunts a mystic
- Storm damaged structures
- Dark cult has control
- Harvest lost
- Forest fire
- Rock formation collapse
- Lack of iron
- Winter is early
- New settlement discovered
- Blizzard catches them unprepared
- Vengeful mystic's curse
- Sacred object is lost
- Religious leader in conflict with overseer
- Zealots in control
- Town bully
- Residents too infirm to care for themselves
- Sacrifices demanded
- Turning a blind eye
- Allies abandon a cause
- Political schism
- Ironsworn rejected
- Many here have forsaken vows
- Area slowly flooding
- Treaty signing interrupted
- Reckless upstart
- Series of kidnapping
- Firstborn take offense
- Mystic ceremony interrupted
- Horrors roam the night
- Herds being hunted
- Rebuilding from a recent battle
- Citizen who was lost returns but can't speak
- Pack of hunting animals
- Grief-stricken over significant loss
- Untrustworthy criminal seeks redemption
- Settlement's chief defender has died
- Sinkhole damages settlement
- Surge of refugees
- Sickness hits livestock
- Stampede
- Vermin infestation
- Water source poisoned
- Crops are ablaze
- Dueling mystics
- Forced to quarter bandits
- Leader has been poisoned
- Assassination attempt on leader
- Smithing forge destroyed
- Beacon fires go out
- Need impartial judge for a trial
- Territory dispute
- Supplies stolen
- Falling star lands explosively
- Large creature burrows under structures
- Epic beast on the move
- Bounty hunter seeks an innocent
- Strange formation carved in the hillside
- Local graveyard has been desecrated
- Celestial event causes hysteria
- Game hunters injured
- Cavern of creatures unearthed
- Inexplicable deaths
- Need to create safe trade route
- Truce threatened
- Elaborate hoax
- Collapsed bridge
- Ancestral weapon lost
- Pillar of iron discovered
- Rune-covered monolith has appeared
- Permafrost spreading
- Livestock on the loose
- Citizens trapped in the wilderness
- Animal traps have been destroyed
- Mystic trapped in the throes of a ritual
- All the children have disappeared

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@ -0,0 +1,23 @@
#+TITLE: Dangers in an Ancient Location
Roll on Table: d30
| 1-5 | Ancient trap |
| 6-10 | Hazardous architecture or terrain |
| 11-12 | Blocked or broken path |
| 13-14 | Denizen protects an ancient secret |
| 15-16 | Denizen reveres an ancient power |
| 17-18 | Living relics of a lost age |
| 19-20 | Ancient evil resurgent |
| 21-22 | Dire warnings of a long-buried danger |
| 23-24 | Ancient disease or contamination |
| 25-26 | Artifact of terrible meaning or power |
| 27-28 | Disturbing evidence of ancient wrongs |
| 29-30 | Others seek power or knowledge |
#+TITLE: Dangers in a Barrow
- Denizen guards this area
- Trap
- Death makes its presence known
- Crumbling architecture
- Grave goods with hidden dangers

View file

@ -0,0 +1,23 @@
#+TITLE: Dangers in an Ancient Location
Roll on Table: d30
| 1-5 | Ancient trap |
| 6-10 | Hazardous architecture or terrain |
| 11-12 | Blocked or broken path |
| 13-14 | Denizen protects an ancient secret |
| 15-16 | Denizen reveres an ancient power |
| 17-18 | Living relics of a lost age |
| 19-20 | Ancient evil resurgent |
| 21-22 | Dire warnings of a long-buried danger |
| 23-24 | Ancient disease or contamination |
| 25-26 | Artifact of terrible meaning or power |
| 27-28 | Disturbing evidence of ancient wrongs |
| 29-30 | Others seek power or knowledge |
#+TITLE: Dangers in a Barrow
- Denizen lairs here
- Cave-in
- Flooding
- Perilous climb or descent
- Fissure or sinkhole

View file

@ -0,0 +1,23 @@
#+TITLE: Dangers in an Ancient Location
Roll on Table: d30
| 1-5 | Ancient trap |
| 6-10 | Hazardous architecture or terrain |
| 11-12 | Blocked or broken path |
| 13-14 | Denizen protects an ancient secret |
| 15-16 | Denizen reveres an ancient power |
| 17-18 | Living relics of a lost age |
| 19-20 | Ancient evil resurgent |
| 21-22 | Dire warnings of a long-buried danger |
| 23-24 | Ancient disease or contamination |
| 25-26 | Artifact of terrible meaning or power |
| 27-28 | Disturbing evidence of ancient wrongs |
| 29-30 | Others seek power or knowledge |
#+TITLE: Dangers in a Frozen Cavern
- Denizen lairs here
- Fracturing ice
- Crumbling chasm
- Bitter chill
- Disorienting reflections

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@ -0,0 +1,23 @@
#+TITLE: Dangers in an Ancient Location
Roll on Table: d30
| 1-5 | Ancient trap |
| 6-10 | Hazardous architecture or terrain |
| 11-12 | Blocked or broken path |
| 13-14 | Denizen protects an ancient secret |
| 15-16 | Denizen reveres an ancient power |
| 17-18 | Living relics of a lost age |
| 19-20 | Ancient evil resurgent |
| 21-22 | Dire warnings of a long-buried danger |
| 23-24 | Ancient disease or contamination |
| 25-26 | Artifact of terrible meaning or power |
| 27-28 | Disturbing evidence of ancient wrongs |
| 29-30 | Others seek power or knowledge |
#+TITLE: Dangers on an Icereach
- Denizen hunts
- Fragile ice above watery depths
- Perilous climb or descent
- Avalanche or icefall
- Foul weather

View file

@ -0,0 +1,23 @@
#+TITLE: Dangers in an Ancient Location
Roll on Table: d30
| 1-5 | Ancient trap |
| 6-10 | Hazardous architecture or terrain |
| 11-12 | Blocked or broken path |
| 13-14 | Denizen protects an ancient secret |
| 15-16 | Denizen reveres an ancient power |
| 17-18 | Living relics of a lost age |
| 19-20 | Ancient evil resurgent |
| 21-22 | Dire warnings of a long-buried danger |
| 23-24 | Ancient disease or contamination |
| 25-26 | Artifact of terrible meaning or power |
| 27-28 | Disturbing evidence of ancient wrongs |
| 29-30 | Others seek power or knowledge |
#+TITLE: Dangers in a Mine
- Cave-in
- Flooding
- Unstable platforms or architecture
- Hazardous gas pocket
- Weakened terrain

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@ -0,0 +1,23 @@
#+TITLE: Dangers in an Ancient Location
Roll on Table: d30
| 1-5 | Ancient trap |
| 6-10 | Hazardous architecture or terrain |
| 11-12 | Blocked or broken path |
| 13-14 | Denizen protects an ancient secret |
| 15-16 | Denizen reveres an ancient power |
| 17-18 | Living relics of a lost age |
| 19-20 | Ancient evil resurgent |
| 21-22 | Dire warnings of a long-buried danger |
| 23-24 | Ancient disease or contamination |
| 25-26 | Artifact of terrible meaning or power |
| 27-28 | Disturbing evidence of ancient wrongs |
| 29-30 | Others seek power or knowledge |
#+TITLE: Dangers of a Pass
- Denizen lairs here
- Denizen hunts
- Perilous climb or descent
- Avalanche or rockslide
- Foul weather

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@ -0,0 +1,30 @@
#+TITLE: Dangers in an Ancient Ruin
Roll on Table: d100
| 1-5 | Ancient trap |
| 6-10 | Hazardous architecture or terrain |
| 11-12 | Blocked or broken path |
| 13-14 | Denizen protects an ancient secret |
| 15-16 | Denizen reveres an ancient power |
| 17-18 | Living relics of a lost age |
| 19-20 | Ancient evil resurgent |
| 21-22 | Dire warnings of a long-buried danger |
| 23-24 | Ancient disease or contamination |
| 25-26 | Artifact of terrible meaning or power |
| 27-28 | Disturbing evidence of ancient wrongs |
| 29-30 | Others seek power or knowledge |
| 31-33 | Ancient mechanism or trap |
| 34-36 | Collapsing wall or ceiling |
| 36-39 | Blocked or broken passage |
| 40-42 | Unstable floor above a new danger |
| 43-45 | Ancient secrets best left buried |
| 46-57 | You encounter a hostile denizen. |
| 58-68 | You face an environmental or architectural hazard. |
| 69-76 | A discovery undermines or complicates your quest. |
| 77-79 | You confront a harrowing situation or sensation. |
| 80-82 | You face the consequences of an earlier choice or approach. |
| 83-85 | Your way is blocked or trapped. |
| 86-88 | A resource is diminished, broken, or lost. |
| 89-91 | You face a perplexing mystery or tough choice. |
| 92-94 | You lose your way or are delayed. |
| 95-00 | Roll twice more on this table. Both results occur. |

View file

@ -0,0 +1,23 @@
#+TITLE: Dangers in an Ancient Location
Roll on Table: d30
| 1-5 | Ancient trap |
| 6-10 | Hazardous architecture or terrain |
| 11-12 | Blocked or broken path |
| 13-14 | Denizen protects an ancient secret |
| 15-16 | Denizen reveres an ancient power |
| 17-18 | Living relics of a lost age |
| 19-20 | Ancient evil resurgent |
| 21-22 | Dire warnings of a long-buried danger |
| 23-24 | Ancient disease or contamination |
| 25-26 | Artifact of terrible meaning or power |
| 27-28 | Disturbing evidence of ancient wrongs |
| 29-30 | Others seek power or knowledge |
#+TITLE: Dangers of a Sea Cave
- Denizen strikes without warning
- Denizen lurks below
- Flooding
- Rushing current
- Claustrophobic squeeze

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#+TITLE: Dangers in an Ancient Location
Roll on Table: d30
| 1-5 | Ancient trap |
| 6-10 | Hazardous architecture or terrain |
| 11-12 | Blocked or broken path |
| 13-14 | Denizen protects an ancient secret |
| 15-16 | Denizen reveres an ancient power |
| 17-18 | Living relics of a lost age |
| 19-20 | Ancient evil resurgent |
| 21-22 | Dire warnings of a long-buried danger |
| 23-24 | Ancient disease or contamination |
| 25-26 | Artifact of terrible meaning or power |
| 27-28 | Disturbing evidence of ancient wrongs |
| 29-30 | Others seek power or knowledge |
#+TITLE: Dangers in a Shadowfen
- Denizen hunts
- Deep water blocks the path
- Toxic environment
- Concealing or disorienting mist
- Hidden quagmire

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#+TITLE: Dangers in an Ancient Location
Roll on Table: d30
| 1-5 | Ancient trap |
| 6-10 | Hazardous architecture or terrain |
| 11-12 | Blocked or broken path |
| 13-14 | Denizen protects an ancient secret |
| 15-16 | Denizen reveres an ancient power |
| 17-18 | Living relics of a lost age |
| 19-20 | Ancient evil resurgent |
| 21-22 | Dire warnings of a long-buried danger |
| 23-24 | Ancient disease or contamination |
| 25-26 | Artifact of terrible meaning or power |
| 27-28 | Disturbing evidence of ancient wrongs |
| 29-30 | Others seek power or knowledge |
#+TITLE: Dangers in a Stronghold
- Blocked or guarded path
- Caught in the open
- Chokepoint
- Trap
- Alarm trigger

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#+TITLE: Dangers in an Ancient Location
Roll on Table: d30
| 1-5 | Ancient trap |
| 6-10 | Hazardous architecture or terrain |
| 11-12 | Blocked or broken path |
| 13-14 | Denizen protects an ancient secret |
| 15-16 | Denizen reveres an ancient power |
| 17-18 | Living relics of a lost age |
| 19-20 | Ancient evil resurgent |
| 21-22 | Dire warnings of a long-buried danger |
| 23-24 | Ancient disease or contamination |
| 25-26 | Artifact of terrible meaning or power |
| 27-28 | Disturbing evidence of ancient wrongs |
| 29-30 | Others seek power or knowledge |
#+TITLE: Dangers in a Tangled Wood
- Denizen hunts
- Denizen lairs here
- Trap or snare
- Path leads you astray
- Entangling plant life

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#+TITLE: Dangers in an Ancient Underkeep
Roll on Table: d100
| 1-5 | Ancient trap |
| 6-10 | Hazardous architecture or terrain |
| 11-12 | Blocked or broken path |
| 13-14 | Denizen protects an ancient secret |
| 15-16 | Denizen reveres an ancient power |
| 17-18 | Living relics of a lost age |
| 19-20 | Ancient evil resurgent |
| 21-22 | Dire warnings of a long-buried danger |
| 23-24 | Ancient disease or contamination |
| 25-26 | Artifact of terrible meaning or power |
| 27-28 | Disturbing evidence of ancient wrongs |
| 29-30 | Others seek power or knowledge |
| 31-33 | Ancient mechanism or trap |
| 34-36 | Crumbling architecture |
| 36-39 | Blocked or broken passage |
| 40-42 | Artifact with a hidden danger |
| 43-45 | Denizen lurks in darkness |
| 46-57 | You encounter a hostile denizen. |
| 58-68 | You face an environmental or architectural hazard. |
| 69-76 | A discovery undermines or complicates your quest. |
| 77-79 | You confront a harrowing situation or sensation. |
| 80-82 | You face the consequences of an earlier choice or approach. |
| 83-85 | Your way is blocked or trapped. |
| 86-88 | A resource is diminished, broken, or lost. |
| 89-91 | You face a perplexing mystery or tough choice. |
| 92-94 | You lose your way or are delayed. |
| 95-00 | <<site/danger/ancient/underkeep>> and <<site/danger/ancient/underkeep>>

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#+TITLE: Dangers in a Corrupted Location
Roll on Table: d30
| 1-5 | Denizen spawned from dark magic |
| 6-10 | Denizen controls dark magic |
| 11-12 | Denizen corrupted by dark magic |
| 13-14 | Corruption marks you |
| 15-16 | Innocents held in thrall |
| 17-18 | Revelations of a terrible truth |
| 19-20 | Mystic trap or trigger |
| 21-22 | Mystic barrier or ward |
| 23-24 | Illusions lead you astray |
| 25-26 | Dark ritual in progress |
| 27-28 | Lingering effects of a dark ritual |
| 29-30 | Dread harbingers of a greater magic |
#+TITLE: Dangers in a Barrow
- Denizen guards this area
- Trap
- Death makes its presence known
- Crumbling architecture
- Grave goods with hidden dangers

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#+TITLE: Dangers in a Corrupted Location
Roll on Table: d30
| 1-5 | Denizen spawned from dark magic |
| 6-10 | Denizen controls dark magic |
| 11-12 | Denizen corrupted by dark magic |
| 13-14 | Corruption marks you |
| 15-16 | Innocents held in thrall |
| 17-18 | Revelations of a terrible truth |
| 19-20 | Mystic trap or trigger |
| 21-22 | Mystic barrier or ward |
| 23-24 | Illusions lead you astray |
| 25-26 | Dark ritual in progress |
| 27-28 | Lingering effects of a dark ritual |
| 29-30 | Dread harbingers of a greater magic |
#+TITLE: Dangers in a Barrow
- Denizen lairs here
- Cave-in
- Flooding
- Perilous climb or descent
- Fissure or sinkhole

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#+TITLE: Dangers in a Corrupted Location
Roll on Table: d30
| 1-5 | Denizen spawned from dark magic |
| 6-10 | Denizen controls dark magic |
| 11-12 | Denizen corrupted by dark magic |
| 13-14 | Corruption marks you |
| 15-16 | Innocents held in thrall |
| 17-18 | Revelations of a terrible truth |
| 19-20 | Mystic trap or trigger |
| 21-22 | Mystic barrier or ward |
| 23-24 | Illusions lead you astray |
| 25-26 | Dark ritual in progress |
| 27-28 | Lingering effects of a dark ritual |
| 29-30 | Dread harbingers of a greater magic |
#+TITLE: Dangers in a Frozen Cavern
- Denizen lairs here
- Fracturing ice
- Crumbling chasm
- Bitter chill
- Disorienting reflections

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#+TITLE: Dangers in a Corrupted Location
Roll on Table: d30
| 1-5 | Denizen spawned from dark magic |
| 6-10 | Denizen controls dark magic |
| 11-12 | Denizen corrupted by dark magic |
| 13-14 | Corruption marks you |
| 15-16 | Innocents held in thrall |
| 17-18 | Revelations of a terrible truth |
| 19-20 | Mystic trap or trigger |
| 21-22 | Mystic barrier or ward |
| 23-24 | Illusions lead you astray |
| 25-26 | Dark ritual in progress |
| 27-28 | Lingering effects of a dark ritual |
| 29-30 | Dread harbingers of a greater magic |
#+TITLE: Dangers on an Icereach
- Denizen hunts
- Fragile ice above watery depths
- Perilous climb or descent
- Avalanche or icefall
- Foul weather

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