Last time we started our look at Alchemy Labs by outlining some archaic tables, that really are kind of meaningless without some other backup tables and information. I mean really, “Gaining Knowledge of Physical World” as an experiment, using an “Outer Technique to affect Inner Transformation”, or “Separation” to affect “Observation” doesn’t mean much to us. Of course I’ll be working through these tables and make them a little more accessible to the common layperson (well, me actually).

Continue reading Alchemy Lab: Ingredients

So the other day while riding through the mad twisting corridors of the blogosphere, I got pointed to the Random Wizard Tower Generator. And well, I fixated on one simple fact that just was a burr in my saddle. A room option of course is an Alchemy Lab, but we don’t know what is going on in the Lab!

Fear that fact! And We will have a set of tables coming out that will help us solve this problem. According to www.spiritalchemy.com there are 12 (well, 14) goals of alchemy:

1d12 Experiment Goal
1 Elixir of Immortality
2 Philosopher’s Stone
3 Preservation/Transmission of Ancient Hermetic
4 Production of Healing Substances
5 Healing influence through relationships
6 Perfection of Nature
7 Production of Precious Metals
8 Transformation of Mineral Substances
9 Transformation of Plant Substances
10 Knowledge of Physical World
11 Knowledge of Inner Worlds
12 Perfection of Human Being


Then by using one of the following 8 Outer Transformations:

1d8 Transformation MethodExplanation
1 Skillful Application of Heat Adding Heat
2 Calcination process involves heating a substance in a crucible or over an open flame until it is reduced to ashes.
3 Dissolution is the dissolving the ashes from Calcination in water.
4 Coagulation is the precipitation or sublimation of the purified Ferment from Distillation.
5 Separation is the isolation of the components of Dissolution by filtration and then discarding any ungenuine or unworthy material.
6 Mortification a two-stepped process that begins with the Putrefaction of the hermaphroditic “child” from the Conjunction resulting in its death and resurrection to a new level of being.
7 Sublimation is the process of transformation directly from the solid phase to the gaseous phase without passing through an intermediate liquid phase.
8 Conjuction is the recombination of the saved elements from Separation into a new substance.

We start to see what’s really happening in our lab. But don’t worry, our Experiment isn’t over year, we still need to choose which of the Inner Transformations we will be using:

1d6 Transformation Method
1 Prayer
2 Patience
3 Observation
4 Rhythm and Timing
5 Meditation and Visualization
6 Spell Casting

Then we need to figure out the which of the four methods we will be using to get this Experiment done!

1d4 Transformation Method
1 Outer Technique to affect Inner Transformation
2 Inner Technique to affect Outer Transformation
3 Inner Work proven and fulfilled through Outer Manifestation
4 Outer Work proven and fulfilled through Inner Manifestation

Of course there’s a lot more to Alchemical Experiments and we’ll return to those in a later episode.

P.S. – As a side note, I’m excited to announce that all of these tables are dynamic from our backend SQL Server which means they could change at any time! Hahaha! But what it really means is that it becomes immensely easier for me to write some entries about an idea, and then turn that idea later into a generator!


Comments:

1


Pingbacks:

1

A picture of a horseContinuing our progress through the conformation of our horse and gathering more information about the horse itself, this week I present to you the Body Conformation Table.

Explanations of horse parts: Withers, they are the top of the shoulder where the neck joins the body. Back, is the section between the Withers to the Loins. Loins unsurprisingly are the southern end of the back, right as it transitions into the hips and Rump of the horse. Croup is the area that starts at the highest point of the hindquarters to the top of the tail, it includes the ‘Rump’ of the horse. Tail, is the whippy part at the back-side of the horse. And the Ribcage is on the bottom side of the body running from the chest to the waist.

Continue reading Horse Conformation, II

Our Horse exercise continues as we develop our noble riding steed. First we began with the simple parts, examining the colors of horses and the types of horses that fit into our fantasy settings.  Then we discovered that there were ways for us to continue to paint our horses and make them unique with some markings.

As we continue to dig into what goes into making a horse it’s a good time to remind you were this fits into your game and campaigns. The most obvious place is with the Paladin. So much time is spent on talking about their great companions, but no one has dared delve into the deep dark depths of horse culture. Or if you are playing some sort of Al-Qadim, or Arabian Knights, or Mongol’ish campaign. Horses are the corner-stone. And yet stats or templates are developed for them? It’s because, the Horse culture is fearsome, and scary. Well I have delved there, and hopefully I survive! But it’s become a quest of mine to boil down the multiple parts of the horse and present them to you.

So here we go, this table here is a ‘Conformation’ table. Here’s what we’ve learned about this part of our series:  There is an IDEAL of Horse.  But few specimens actually meet this Ideal.  Let me more specific, there is an Ideal for each breed and an Ideal for each sport/hobby/job that horses take part in.  So we compare our horse against Horse.  What gives us so much pleasure in developing this series is that now we can create stat modifiers based on these ‘Conformations’ so that we can develop these noble beasts into their own unique stat block!

Continue reading Our Random Horse Conforms to Ideal!


Start

Discussion


Pingbacks:

1
Visual Representation of Horse Facial Markings

Facial Markings Explained

The Markings on a horse are like a fingerprint: Unique. No two horses have the same markings. But there are a couple of regions and types of markings that we can use to develop that fingerprint, and perhaps give them more meaning to the players and the world at large.

First we need to describe the most important markings that are going to be found on our horse, the facial markings.  A horse may have multiple facial markings.

Each marking can be considered ‘normal’ or may have on of the 4 modifiers added on to it to describe it even further.  It should be noted that a ‘star’ result is merely a placement description and does not designate a shape of a star.  One should roll on the shape chart to find the exact shape of the star marking.

 

Continue reading Marking those horses up


Start

Discussion


Pingbacks:

2

Every great adventurer at some time requires the services of a great steed. And yet, in most game systems this creature is sorely overlooked as the unique and powerful creature that it is, this month RandomDm is going to take a look at this noble companion that can be more trustworthy and useful then those sneaky rogues, or the smartass mages. They may not be that faithful war dog that leaps to sacrifice it’s life for you, but they are a part of the glorious adventure.

The varied characteristics of horses gives each horse a unique stamp that makes it perfect for randominzed tables. Domestication and breeding programs have been going on for generations creating a mindnumbing large set of criteria to rate, categorize, and define a horse. According to the wikipedia entry on horses there are a couple of interesting items that we can use to build our steed tables. These include but are not limited too: Life Span and Life Stages, Colors and Markings, Temperament, Training, and Pedigree.

Continue reading Dapple Grey Destriers of Randomness!


Comments:

2


Pingbacks:

1

Every Paladin has sworn one, most monks and priest eventually will. And there you find yourself searching for what motivates that guy who has a code of honor, and has sworn a vow of some sort. Well here’s a start to your vow-machinations:






(OATH MODIFIER) (OATH TYPE)
EITHER (SUBJECT) OR (ACTION)
ALWAYS PICK (TARGET), SOMETIMES PICK (EVENT)
1d8 Oath Types
1d12 Oath Modifier
1 oath   1 blood
2 vow   2 blessed
3 pledge   3 consecrated
4 bond   4 holy
5 affirmation   5 sacred
6 declaration   6 sworn
7 covenant   7 solemn
8 devote   8 dignified
      9 sober
      10 portentous
      11 devotional
      12 hallowed
         
2d8-1 Subject
2d8-1 Actions
1 wreck havoc upon   1 Avenge
2 steal from   2 Celebrate
3 lie too   3 Defend
4 consume the blood of   4 Honor
5 praise the actions of the   5 Love
6 abuse and harrass the   6 Obey
7 create angry sentiment towards   7 Pity
8 encourage the efforts of   8 Protect
9 continuously slander   9 Contain
10 refuse to help   10 Destroy
11 draw the blood   11 Expell
12 destroy the will of   12 Kill
13 work for the better good of   13 Teach
14 serve the   14 Preach
15 enslave the   15 Control
         
         
2d12-1 Targets
1d8 Event
1 innocent   1 holy days
2 just   2 when women are present
3 pure   3 during the full moon
4 poor   4 whilst the sun shines
5 sincere   5 during a blue moon
6 sickly   6 when a sword is drawn
7 simpletons   7 at dawn/dusk/noon
8 war-stricken   8 during a quest
9 weak      
10 wronged      
11 RANDOM RACE      
12 evil      
13 enemy      
14 faithless      
15 greedy      
16 hateful      
17 impulsive      
18 malicious      
19 silver-tongues      
20 sinister      
21 tricksters      
22 wicked      
23 chaos-bred      

… or Random Bard Songs. 

If you have an Inn and a bard you are in definite need of some sort of bard song.  Add a little more flavor to those nights at the inn and build a little back story for your world.  This is based on a Tablesmith table I created, over at the Yahoo Group.   Note that there is a section for an Adjective where I didn’t really want to make a 100 entry adjective table.

A BARDS TALE:
The bard plays a (DARK), (LENGTH), (TEMPO)
It is played on a (INSTRUMENT) in (NOTE)
The song is about (ADVERB) (SUBJECT)
 



2d8-1 LENGTH
1d50 MOOD
1 exhaustive   1 dark
2 short   2 happy
3 long   3 energetic
4 brief   4 depressive
5 quick   5 silly
6 drawn-out   6 light
7 intricate   7 bouncy
8 meticulous   8 black
9 specific   9 bleak
10 thorough   10 daunting
11 abridged   11 dejecting
12 succinct   12 depressive
13 abbreviated   13 discouraging
14 boiled down   14 disheartening
15 concise   15 dismal
      16 dispiriting
2d6-1 INSTRUMENT
17 distressing
1 pan-pipes   18 dreary
2 dulcimer   19 gloomy
3 jew’s Harp   20 heartbreaking
4 harp   21 hopeless
5 lute   22 joyless
6 flute   23 melancholic
7 drums   24 mournful
8 lyre   25 oppressive
9 mandolin   26 sad
10 zither   27 saddening
11 finger symbols   28 somber
      29 upsetting
1d6 NOTE
30 animated
1 C   31 blithe
2 C-Sharp   32 bouncy
3 E   33 cheerful
4 E-Sharp   34 cheery
5 D   35 effervescent
6 D-Sharp   36 elastic
      37 fanciful
2d4-1 TEMPO
38 flippant
1 strathspey*   39 frolicsome
2 reel   40 gay
3 march   41 graceful
4 ballad   42 high-spirited
5 lament   43 jaunty
6 jog   44 light-hearted
7 ditty   45 lively
      46 merry
      47 nonchalant
      48 sprightly
      49 volatile
      50 whimsical
         
1d6 SUBJECT

ADJECTIVE
1 Love     Get a Dictionary!
2 Despair      
3 Tragedy      
4 War      
5 Heroism      
6 Defeat      
         
         
  *(a slow Scottish dance in quadruple meter)
Categories: Bard,Class Related,Inns
Tags: ,

Playing a monk, or need a quick monastery for that little castle of solitude. Well here you go:

SIZE  
1, very small 1d3 times for buildings
2, small 1d4 times for buildings
3, medium 2d4 times for buildings
4, large 2d6 times for buildings
5, huge 2d8 times for buildings
6, enormous 3d6 times for Buildings
   
Types of Buildings (Re-Roll Duplicates)  
1, Dormitory  
2, Dining Hall,  
3, Training Arena,  
4, Great Hall  
5, Meditation Building  
6, Classrooms  
7, A visitors cell block  
8, Smithy  
9,Armory,  
10 ,Stables  
11, Conservatory  
12, Greenhouse  
13, Aviary  
14, Meeting Hall  
15, Prayer shack  
16, Infirmary  
17, Cloister  
18, Scribe Office  
19, A temple  
20, Brewery  
   
   
WALLS  
1,no walls  
2, simple fence around the compound  
3, low stone wall around the compound  
4, small wooden fortification around the compound  
5, large wooden fortification around the compound  
6, stone fortification around the compound  
   
Water Features Pond
1, there are not any water features in the compound 1, Koi Pond
2, there is one small water feature, it is a 2, Meditation Pond
3, there is a medium water feature, it is a 3, Creek
4, there is a large water feature, it is a 4, Lily Pond
5, there is a small and medium water feature, they are; (Roll twice) 5, Fountain
6, there is a small and large water feature, they are; (Roll twice) 6, Gurgling Pond
  7, Babbling Brook
  8, Sitting Pond
   
Gardens Garden
1, are no gardens 1, Rose Garden
2, is one small garden, it is a 2, Cherry Orchard
3, is a medium garden, it is a 3, Oak grove
4, is a large garden, it is a 4, Herb Garden
5, are a small and medium garden, they are; (Roll Twice) 5, Vegetable Garden
6, are small and large garden, they are; (Roll Twice) 6, Rock Garden
7, are medium and large garden, they are; (Roll Twice) 7, Hedge Maze
8, are two small gardens, they are; (Roll Twice) 8, Tulip Garden
9, are two medium gardens, they are; (Roll Twice)  
   
   
Library
1, can’t afford a library  
2, maintains a very small library  
3, has a small library  
4, has built a medium library  
5, has built a large collection of books for their large library  
6, has an outstanding huge library