Saturday, 3 September 2016

Equipment Lists: Dashing Garments

I like to use a system of "spend gold to gain XP" in my campaigns, so burgeoning lists of expensive / flashy / silly things for PCs to spend money on are always desirable.

I started work on a list of funny, flamboyant clothing a while back and have just finished it up. What adventurer could resist a wyrm-scaled cashmere codpiece!? (A mere 1,015gp.)



1d40Clothing

1Item (# of coins)Material (type of coin)Embellishments (cost)
2Ball gown (100)Angora (gold)Beading (+25gp)
3Bell bottoms (10)Beaver fur (silver)Bejewelled (+1,000 to +10,000gp)
4Braces (5)Cashmere (gold)Bells (+25gp)
5Britches (7)Cheese cloth (copper)Buckles (+10gp)
6Cape (8)Chiffon (gold)Coat of arms (+20gp)
7Chaps (7)Chunky knit (silver)Down-stuffed (+15gp)
8Chastity belt (10)Cotton (copper)Emblem (+15gp)
9Chemise (10)Crocheted (gold)Embroidered (+50gp)
10Cloak (12)Denim (copper)Enchanted: dazzling (+1,000gp, stun all within 15' for one round, once per day)
11Codpiece (15)Ermine (platinum)Enchanted: fireproof (+500gp, +2 to saves vs fire)
12Corset (20)Felt (silver)Enchanted: glowing (+500gp, light spell once per day)
13Cumberband (15)Fishnet (silver)Enchanted: insect repellant (+250gp)
14Doublet (15)Flannel (copper)Enchanted: invisibility (+1,000gp, once per week, per the spell)
15Garter (6)Goatskin (copper)Enchanted: protective (+1,500gp, +1 AC bonus)
16Girdle (5)Hemp (copper)Enchanted: shadow-wreathed (+1,000gp, 3-in-6 hide in shadows)
17Habit (8)Herringbone (silver)Enchanted: silenced (+1,000gp, 3-in-6 move silently)
18Hose (7)Houndstooth (silver)Enchanted: spell-reflection (+5,000gp, reflects 10 levels of spells)
19Jerkin (10)Lace (gold)Enchanted: waterproof (+250gp)
20Jockstrap (10)Lambswool (silver)Feathers (+20gp to +200gp)
21Jodhpurs (12)Leather (silver)Fringe (+5gp)
22Kaftan (10)Leopardskin (platinum)Fur trim (+20gp to +200gp)
23Kilt (10)Oilskin (silver)Fur-lined (+50gp to +500gp)
24Knickers (4)Paisley (gold)Glitter (+10gp)
25Leggings (6)Patent leather (gold)Gold studs (+100gp)
26Leotard (12)Plaid (silver)Gold thread (+50gp)
27Loin cloth (5)Quilting (silver)Padded (+5gp)
28Negligee (20)Rubber (gold)Plated (+10gp)
29Nightgown (9)Satin (gold)Ribbed (+10gp)
30Pantaloons (9)Scratchy wool (copper)Ribonned (+3gp)
31Petticoats (14)Silk (gold)Ruffles (+10gp)
32Poncho (8)Snakeskin (gold)Runes or sigils (+20gp)
33Robe (12)Spandex (gold)Sequins (+15gp)
34Sou'wester (15)Starched linen (silver)Silver studs (+40gp)
35Thong (8)Suede (silver)Silver thread (+20gp)
36Toga (8)Tartan (silver)Spiked (+10gp)
37Tunic (10)Tweed (silver)Studded (+5gp)
38Tutu (13)Velvet (gold)Tassles (+5gp)
39Vest (7)Wolfskin (gold)Tie-dyed (+4gp)
40Waistcoat (15)Wormskin (platinum)Wyrm-scales (+1,000gp)

(This may appear in Wormskin, at some point, along with similar tables for footwear, hats, accessories, etc.)

Dolmenwood Travel Events

I've been talking a lot about random encounters in Dolmenwood lately. The various creatures and people that one might meet when on the road or wandering in the woods is only half of the story, however. Another very important and interesting aspect of travel is the places and hazards one may come across.

In my thought on the subject, so far, I've classified the following types of happenings while travelling in the wilderness:
  • The weather changes. Roll on the weather table for the season. This result lasts, more or less, until another "weather changes" result occurs. (Allotting a fixed chance of a change in the weather each day seems like a nice simplification, in place of making an additional roll on a weather table each day.)
  • A mishap or accident occurs.
  • A hazard or natural obstacle is encountered.
  • The spoor of a monster is discovered.
  • An encounter happens.
  • An interesting location is discovered.
(Note that getting lost is not included in the list of possible happenings, at the moment. I might try to integrate it as well, in a future iteration.)
So I'm conceiving a 1d12 roll four times per day. The results of the roll depend on the activity of the party and the terrain they are exploring. Something like this...


On the Road

  1. Uneventful
  2. Uneventful
  3. Weather change
  4. Weather change
  5. Mishap / Hazard
  6. Spoor
  7. Spoor
  8. Encounter
  9. Encounter
  10. Encounter
  11. Encounter
  12. Location
Off-Road (Normal Terrain)
  1. Uneventful
  2. Uneventful
  3. Weather change
  4. Weather change
  5. Mishap / Hazard
  6. Spoor
  7. Encounter
  8. Encounter
  9. Encounter
  10. Location
  11. Location
  12. Location
Off-Road (Difficult Terrain)
  1. Uneventful
  2. Uneventful
  3. Weather change
  4. Weather change
  5. Mishap / Hazard
  6. Mishap / Hazard
  7. Mishap / Hazard
  8. Spoor
  9. Encounter
  10. Encounter
  11. Location
  12. Location
Camping
  1. Uneventful
  2. Uneventful
  3. Uneventful
  4. Uneventful
  5. Uneventful
  6. Uneventful
  7. Weather change
  8. Weather change
  9. Spoor
  10. Spoor
  11. Encounter
  12. Encounter

Thursday, 1 September 2016

Dolmenwood Encounter Tables: Combined Master Tables (Nighttime)

Continuing from the previous post, here are the nighttime tables.


d100Nighttime, campfire
1Giant boar
2Giant centipedes
3Giant leech
4Giant rats
5Giant toad
6Sentient badger
7Sentient fox
8Sentient owl
9Barrow bogies
10Barrow bogies
11Changeling
12Changeling
13Crepuscular gnome
14Crepuscular gnome
15Dryad
16Elves
17Elves
18Elves
19Elves - wild hunt
20Glegg
21Glegg
22Grimalkin, wilder
23Grimalkin, wilder
24Hob
25Hob
26Nymph
27Nymph
28Redcap
29Redcap
30Redcap
31Scrabey
32Scrabey
33Tomfools
34Tomfools
35Unicorn (black)
36Unicorn (noble)
37Will o’ the wisp
38Will o’ the wisp
39Will o’ the wisp
40Will o’ the wisp
41Woodgrue
42Woodgrue
43Woodgrue
44Woodgrue
45Antler wraith
46Bog zombies
47Centaur (deformed)
48Devil goat
49Evil tree
50Evil wolves
51Gelatinous hulk
52Ghost
53Giant spider
54Giant spider (spell-weaver)
55Gloam
56Goatmen, wild
57Groaning spirit
58Lycanthrope
59Nightgaunt
60Nightworms
61Ogre, horned
62Sodder/grasper
63Witch owls
64Wyrm
65Adventurers
66Adventurers
67Adventurers
68Adventurers
69Bandits/highwaymen
70Bandits/highwaymen
71Bandits/highwaymen
72Bandits/highwaymen
73Bandits/highwaymen
74Bandits/highwaymen
75Beggar
76Drune
77Drune
78Drune
79Drune
80Drune
81Drune
82Explorers
83Fortune teller
84Hermit
85Hunters/woodsmen/trappers/anglers
86Hunters/woodsmen/trappers/anglers
87Hunters/woodsmen/trappers/anglers
88Messengers
89Nobles
90Pedlar
91Pilgrim/friar (travelling to random shrine)
92Refugees / the lost / exiles
93Refugees / the lost / exiles
94Soldiers
95Villager
96Villager
97Witch
98Witch
99Witch
100Witch


d100Nighttime, dark or wandering
1Bog salamander
2Flying horse
3Giant boar
4Giant centipedes
5Giant leech
6Giant rats
7Giant snail
8Giant snail (psionic)
9Giant stag
10Giant toad
11Giant weasel
12Moon doe
13Sentient badger
14Sentient fox
15Sentient owl
16Shaggy mammoth
17Shambling mound
18Translucent ape
19Barrow bogies
20Barrow bogies
21Changeling
22Changeling
23Crepuscular gnome
24Crepuscular gnome
25Dryad
26Dryad
27Elves
28Elves
29Elves - wild hunt
30Elves - wild hunt
31Glegg
32Glegg
33Grimalkin, wilder
34Grimalkin, wilder
35Hob
36Hob
37Nymph
38Nymph
39Nymph
40Nymph
41Redcap
42Redcap
43Scrabey
44Scrabey
45Tomfools
46Tomfools
47Unicorn (black)
48Unicorn (black)
49Unicorn (noble)
50Unicorn (noble)
51Will o’ the wisp
52Will o’ the wisp
53Will o’ the wisp
54Will o’ the wisp
55Will o’ the wisp
56Woodgrue
57Woodgrue
58Woodgrue
59Woodgrue
60Antler wraith
61Antler wraith
62Bog zombies
63Centaur (deformed)
64Devil goat
65Evil tree
66Evil tree
67Evil wolves
68Gelatinous hulk
69Ghost
70Giant spider
71Giant spider
72Giant spider (spell-weaver)
73Gloam
74Gloam
75Goatmen, wild
76Goatmen, wild
77Goatmen, wild
78Groaning spirit
79Groaning spirit
80Lycanthrope
81Lycanthrope
82Nightgaunt
83Nightworms
84Nightworms
85Ogre, horned
86Ogre, horned
87Sodder/grasper
88Sodder/grasper
89Witch owls
90Wyrm
91Wyrm
92Adventurers
93Bandits/highwaymen
94Bandits/highwaymen
95Drune
96Drune
97Hermit
98Refugees / the lost / exiles
99Witch
100Wizard