Showing posts with label Table. Show all posts
Showing posts with label Table. Show all posts

Wednesday, June 28, 2017

Vymrrys Building Generator (WIP)

The following table can be used to quickly generate the vertical structure and connectivity of any building for which the DM might need more information. Individual floor layouts would have to be created separately. This is a work in progress and will be updated on and off. 

To start:

  1. Roll a D4+1 (for a regular building) or D10 (for a tall tower, taking only results over 5) to determine how many floors tall the building will be. 
  2. Roll a D6-1 to determine how many connections this building will have to nearby buildings via bridges. 
  3. Roll on the below tables to determine what occupies the floors of the building, the shape of the building, and any interesting features. 
or
  1. Pick and choose to suit your tastes or the where in the city the building is constructed.



D100
What’s On That Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46-50
51 - 100
Tavern
Tannery
Armorer
Weaponsmith
Alchemist
General Store
Jeweler
Baker
Butcher
Hidden Brewery
Weaver
Schoolhouse
Furrier
Bookbinder
Printer
Tailor
Orphanage
Drug Den
Hidden Winery
Locksmith
Stone-carver
Mason
Curiosity Shop
Gambling Hall
Brothel
Theater
Lawyer
Barber
Candle-maker
Produce Store
Sign-maker
Bookstore
Exotic Animal Bazaar
Minor Church
Major Church
Woodworker
Granary
Architect
Painter
Aviary
Observatory
Fortune Teller
Library
Botanist
Cult meeting place
Wealthy Residence
Residence
D6
Building Shape
1
2
3
4
5
6
Building is narrow but deep, has entrances on 2 parallel streets.
Building is wide but shallow, takes up half of the current street.
Building is identically wide and deep.
Building twists, with each floor offset, doesn’t seem stable but is.
Building has a flat backside, but rounded front.
Building is wide and deep, but an interior courtyard takes up most of the space.
D8
Architectural Feature
1-4
5
6
7
8
Building is made from sandstone blocks without any real flourishes.
Building is made from sandstone blocks, but includes twisting veins of orbicular diorite.
Building is made from interlocking sandstone and lapis lazuli bricks.
Building is made from sandstone blocks, but with wooden pegs driven partway into the walls for ivy to grow up.
Building is made from sunbaked bricks that are slowly crumbling.

Monday, June 5, 2017

Bacchanalia of the Otter-People

DIONYSUS: Would you like to see their revels on the mountains?
PENTHEUS: I would pay a great sum to see that sight.

-The Bacchae, Euripedes

------------------------------------------

In the southwest of Vymrrys, near where the boiling sea flows in through the western gate-locks to cool, a small enclave of otter-people make their homes. Some live scattered throughout the city, but most choose to live among their own. 

While they have coexisted among the humans, elves, and dwarfs of the city for as long as most can remember, speculation as to their origins remains. Some believe they came to the city from an island in the Boiling Sea (before it was boiling, of course) while others believe they migrated down the rocky cost from the tidal pools of the Eucalyptine Graves. Regardless of their origins, the Otter-people of Vymrrys have become a part of the rich tapestry of culture woven between the city's walls. 

One of the most talked-about cultural practices of the Vymrrysian Otter-people are their twice-yearly bacchanalia, to which very few outsiders are ever allowed to attend. Rumors of what transpires can be heard across the city when word gets out that one is soon to occur, though many of these are unfounded. 

Below are some sights, sounds, and encounters that PCs might experience if they are able to attend the Bacchanalia of the Otter-People. 

D20 Bacchanalia Encounters

  1. A small band of D10 Otter-people parade over a small bridge shouting in ecstasy, swinging fresh fish carcasses on poles.
  2. D4 otter-people thrash around in an alleyway by torchlight, for purposes unknown. 
  3. A burly otter-woman accosts the group, her face-fur painted in white designs. She writhes among them and disappears, leaving them smelling of fish. 
  4. D20 otter-men splash around in a small tidal pool, chanting the names of Otter-gods under elaborate silken canopies. 
  5. A gang of D6 otter-cultists in horned masks rushes a gathering of D12 ecstatic bacchic revelers with sharpened fish knives!
  6. An otter-elder approaches the group and warns them of the dangers of the Bacchanalia, before shrieks and splashes can be heard from a nearby alley.
  7. D6 (minimum of 2) otter-people carry a palanquin made of bone through a shallow tidal pool. It bears a juvenile otter-person wearing a fresh shark-maw mask. 
  8. Fish blood bubbles and overflows from a cistern atop a rock in a courtyard as D20 otter-women twirl in circles. 
  9. The group hears slapping noises from far off, as if a wet fish was being smacked against a rock. 
  10. D4 unfortunate elves slumped against a wall in a drugged stupor. They smell of clams. Cracking and hammering sounds can be heard from nearby. If rescued and revived, they reveal themselves to be treasure hunters looking for the Labyrinth of Yal'Sin.
  11. A shark carcass is gleefully carved into by D6 otter-people juveniles as they laugh joyously.
  12. D8 otter-people dye silks in luminous colors, occasionally whipping the dye to splatter fellow bacchanalians. 
  13. D4 nearby otter-people inhale whiffs of an etherial green substance, and offer some to the group as they pass by. (Drug is an opiate-like substance that grants D10 temporary HP for 2 hours, at a cost of -2 to hit)
  14. D6 otter-thieves spring from a tidal pool wrapped in shark leathers, taking advantage of the revelry to strike at the interlopers!
  15. An otter-priest in shark leathers challenges one of the party members to a duel with swordfish spears as revelers roll around on silk sheets near an altar piled high with fish.
  16. A drunken dwarf slings fish guts at the party. If approached, in his drunken haze he reveals to the party that he is the son of a wealthy aristocrat waging a shadow war with the snake-man House of Zell. 
  17. A parade of D100 otter-warriors in pufferfish helmets holding sea-anemone flails and swordfish lances stride down the street. Nearby bacchanalians shower them with luminescent dye and fresh clams. If approached, a soldier informs the group of their recent campaign against the Crab Men of the Seething Tidepools. 
  18. Shouting and carousing can be heard from behind a nearby doorway. If opened, several otter-people are chasing each other around the room and smearing each other with golden paste. A subtle green haze fills the air. (Drug that if inhaled for more than a minute, acts as a stimulant. Affected PCs take D6 psychic damage but gain +1 to hit for 2 hours)
  19. D4 otter-people sing joyously from a raised platform in a nearby pool as a crowd cheers and showers them with dried kelp. 
  20. A crowd of D100 bacchanalians dance through a tightly packed alleyway as the sound of drums and horns can be heard. This group all have brightly painted fur, but are not wearing silks.