Aucf-cs.529
net.games.frp
utzoo!decvax!duke!ucf-cs!bratman
Sun Apr 25 13:06:26 1982
Here are some more special DM tables

       Here are some more tables people have asked me about:

       They seem to pick up the game somewhat.



       TABLE FOR DOOR ENCOUNTER


01-75   Ordinary door
76-95   Door has one ability from next table
96-00   Door has 1d4+1 abilities from next table


       DOOR ABILITIES

1-9     Intelligent door(alignment: 1=lawful good, 2=neutral,
       3=chaotic evil, 4=other (chaotic good, lawful evil, etc.))
10-17   Door is wizard locked
18-22   There is a trap or trap trigger on or behind door
23-26   Door is an illusion
27-29   Door is actually a polymorphed monster which reverts to normal
       form when door is touched
30-31   Same as 27-29, but a phantasmal force
32-35   Upon hitting/touching door, it turns to mud/sand
36-40   A siren goes off if door is touched
41-45   Doorknob casts fear spell if touched
46-49   Doorknob falls off if touched
50-54   Door is thiefproof
55-59   Door contains treasure
60-64   Door is twice as hard to bash open
65-68   Door falls off hinges when touched
69-71   Door is rotten and falls apart when touched
72-74   Door has a knocker
75-76   Pit behind/under door
77-78   Door has multiple locks
79-80   Door jamb on other side of door
81-82   Open pit behind door
83-84   There is a window in door, 30% chance it gives a false image.
85-86   Stakes, caltrops, and/or set spears waiting behind door,
       1 in 6 they are poisoned
87-88   Stakes set in door so that it can't be bashed open, 10%
       chance they are invisible
89-90   Door swings open just before it is bashed
91-92   After being opened, the door swings back FAST
93      Has doorbell
94      Is hinged on top
95      Explodes if bashed
96      Save vs. spells or paralyzed when door is touched
97      Instant-setting contact glue on surface of door
98-00   Doorknob casts miscellaneous spell when touched


       TABLE OF QUIRKS, MINOR CURSES, AND MAJOR CURSES

               QUIRKS (Use this first)

1       Eyes turn red and glow in dark. Vision unaffected.
2       Dogs, cats, and small children fear you. Dogs growl at you,
       then yelp and run away if you look at them. Cats hiss, then
       squawl, spit, and run away if you look at them. Small children
       cry when you enter the room or come near them, then scream
       hysterically and try to climb up into the arms of the nearest
       adult if you look at them.
3       Touch kills green plants.
4       Character cannot enter temple or holy ground of a randomly
       chosen alignment.
5       Teenagers hero-worship or develop crushes on you and follow
       you everywhere. 10% chance per teenager. Parents will be very upset,
       and will probably have considerable influence if their kid had
       the leisure to meet you.
6       All normal fires within a 10' radius sputter and go out.
7       Skin color turns bright green.
8       Aversion to bathing. -2 Charisma, -6 Beauty.
9       Grow light fur all over, same color as body hair. Obtain 1 saving
       throw vs. fire and 1 saving throw vs. cold.
10      People always mistake you for someone else when they first meet you.
11      You never recognize celebrities the first time you meet them.
12      1% chance that persons of the same sex become infatuated with you.
13      Touch rots small wooden objects in 1-6 days. Up to normal door in size.
14      Encounter foot problems such as blisters. Speed reduced by 2"
15      Becomes gullible. Reduce save vs. mental attack by 2.
16      Viscious temper. -2 Charisma. Often provokes unnecessary fights.
17      All liquids within 5' radius of you become undrinkable.
18      Referee's imagination.
19      Roll twice, ignoring 19 and 20
20      Roll on MINOR CURSE table.


       MINOR CURSE TABLE

1       Random Xenophobia (DMG)
2       Random Xenophilia (DMG)
3       Develop highly unpopular sexual perversion (hung if caught)
4       Develop socially unacceptable sexual perversion (Charisma
       reduced by 3 if you are discovered. HINT: It has to do with
       graveyards.)
5       Particular species of animal hates you (DM's discretion whether
       or not it attacks you on sight) includes lycanthropes of
       that species.
6       You stutter at inconvenient times (DM's discretion)
7       You get allergic to horses.
8       Reduce randomly chosen prime requisite by 3 for duration of
       adventure.
9       Same as 8, only saving throw.
10      Satyriasis
11      Claustrophobia
12      Become a particular species of lycanthrope during full moon.
13      Must eat and drink 6 times normal due to increased metabolism.
       Also will age twice as fast as normal. +2 to Dexterity (to 19).
14      Character becomes homosexual unless character is already
       is, or is bisexual, in which case character goes straight.
15      Severe drinking problem.
16      Compulsive gambler.
17      Nearsighted. Cannot use missle weapons, -1 in melee unless wearing
       glasses. (DM should have fun creating sages specializing in
       optometry, situations dealing with broken glasses, etc.)
18      Referee's imagination.
19      Roll twice, ignoring 19 and 20.
20      Roll on CURSE table.


       CURSE TABLE

1       Armor makes you itch uncontrollably.
2       Extremely sadistic, as if anti-paladin.
3       Reduce all prime requisited by 3.
4       Same as 3, except saving throws.
5       Lycanthropy at inconvenient times (DM)
6       Reverse alignment or sex, depending on which will cause the most
       problems.
7       Beserk during melee.Only 50% chance per melee round after melee
       of calming down, or will attack friends.
8       Healing spells cast on character are -2 per die. Regeneration
       never works.
9       Minus 15% on all resurrection and system shock rolls.
10      Absolute fear of a particular race of monster (DM). Will always
       run away in panic.
11      Virulent carrier of a random lethal disease. Does not affect self.
12      -2 on all damage done by you, healing spells you cast, etc. (to 1)
13      Missle weapons always hit friends.
14      Enemies and monsters are never surprised, but YOU always are.
15      Becomes devout coward.
16      Overwhelming desire for human flesh. Must have it once per week,
       or -1 from each prime requisite for each meal missed. DM's
       discretion as to what happens to you when you're discovered.
       Possible alignment change.
17      Extreme paranoia.
18      Referee's imagination.
19      Roll twice, ignoring 19 and 20.
20      Roll once on each table, ignoring 19 and 20.



Example: Blork the Barbarian has a problem. He recently acquired two magic
items with severe drawbacks when he caught a thief picking his pocket. The
thief was overly quick to surrender and offer Bork his magic dagger and
Elven Boots if he would let him go. Blork does not yet realize why the
thief was so clumsy as to let himself get caught.
        Blork already had a magic item that made him turn into a werewolf
during full moons. The dagger has a curse that will make him absolutely
terrified of all lycathropes and the DM will have to decide how Blork will
react to his own lycanthropy. The Elven Boots have two defects. They make
the wearer's eyes glow red in the dark, and they spoil all booze within
a 5' radius. Blork is about to lose what few friends he has........



I still have a large table for magic fountains, and one for critical hits
for animals. If anyone is interested, I will post them in a week after
final exams.


                                       Steve

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