Wednesday, August 30, 2017

Redcap's Universal Table For Almost Everything

Longtime players of D&D will most certainly remember the original "Reaction Table", which was also used in the first edition of Gamma World, by the way. This table utilized the simplified mechanic of rolling two standard 6-sided dice, adding the total, and comparing to the chart. The beauty and simplicity of this minor table was never lost on me, and followed me throughout 39 years of gaming. Even when playing other game systems that didn't use a similar device, or have rules governing a particular circumstance, I would default to grabbing two dice and wing it. Not only has this kept the action moving along without interruption, but has kept my behind-the-screen decision making fairly consistent. Players can often sense when dice rolls are arbitrarily random, which does much to breed mistrust.

Back in July, I wrote an article on using Decision Dice ("Using The Dice to Improvise"), that touched on the subject of using random dice rolls during games, but only gave generic guidelines. The primary focus of that article was on showcasing Decision Dice. This article covers my personally preferred approach, using only two normal dice.

I prefer this method because rolling two dice allows for 36 random combinations, for 11 possible unmodified results, which I then further break down into 5 categories of severity. While this might appear very math intensive, it's actually quite simple in practice. The odds and percentages have only been included for those who are interested in how the system is derived.

2d6 Odds and Probabilities















My system uses five successive levels of possible outcome, ranging from the worst to best possible results. The Game Master may apply any bonuses or penalties depending on situational conditions, precautions being taken, quality of materials being used, a particularly favorable (or unfavorable) character trait the character might possess, etc.


2d6
Outcome
Probability
2
Unfavorable, Complication
3%
3-5
Unfavorable
25%
6-8
Neutral
44%
9-11
Favorable
25%
12
Favorable, Beneficial
3%
  • 2 - Unfavorable, Complication - Not only don't things look good, but this result will further complicate the situation.
  • 3-5 - Unfavorable - Things don't go well, but aren't overly complicated by further misfortune.
  • 7-9 - Neutral - The situation is neither favorable, nor unfavorable.
  • 10-11 - Favorable - Things fall into place in favor of the situation.
  • 12 - Favorable, Beneficial - Not only are things good, but are further beneficial to the situation

Here are a few examples of possible outcomes, depending on the situation being determined:

Encounter Reaction:
  • Attacks immediately
  • Hostile, will probably attack unless the situation changes
  • Uncertain, guarded behavior, but willing to parley
  • Not hostile, possibly friendly
  • Peaceful, makes overtures of friendship in good faith
Daily Weather
  • The worst possible type of extreme weather for the climate, season, and region, be it a typhoon, massive blizzard, sand storm, whatever!
  • Bad weather, possibly dangerous depending on prevailing climate
  • Typical weather conditions
  • Favorable weather conditions
  • Best possible weather conditions
Character Attempting An Action:
  • Not only has the action failed, but the proverbial Fickle Middle Finger of Fate makes an appearance!
  • The action fails, possibly resulting in further problems (alarm goes off, etc)
  • The character succeeds, but only just
  • Clear success, fortune smiles upon the character
  • Outstanding! Not only does the character succeed, but gains an advantage or added benefit doing so
Success of A Project: (for example -  crafting a magic item)
  • Dismal failure! Not only are all materials ruined and wasted, but research notes may have been compromised (accidentally set on fire, etc)
  • Failure. Only the natural results of failing may occur as a result
  • Success. The item is crafted and functional
  • Well done. The item is well crafted as though by a master craftsman
  • Eureka! The item is an exceptional specimen of its kind, possibly with an unforeseen benefit

Optional Rule - Rolling Doubles:

Rolling doubles results in hard preset results that supersede any modifiers that may have been applied to the dice roll. This is done to ensure nothing is guaranteed to be an automatic success or failure.


2d6
Outcome
Odds
1,1
The Jolly Roger!
1 in 36
2,2
Consequences
1 in 36
3,3
Automatic Failure
1 in 36
4,4
Automatic Success
1 in 36
5,5
Beneficial
1 in 36
6,6
Outstanding!
1 in 36

  • The Jolly Roger! - Named after a particular set of dice I had that replaced the 1 with a skull and crossbones.
  • Consequences - Unfavorable outcome, resulting in possible consequences (alarms, broken equipment, etc)
  • Automatic Failure - Despite your best efforts, you just fall short. You may attempt a re-do
  • Automatic Success - Yes! Well done
  • Beneficial/Excellent - You make this $@#! look good
  • Bonus! - You succeed beyond expectations, and may enjoy an additional unexpected bonus

Monday, August 28, 2017

Adventure Seed: The Village of Nusquam (Updated)


Article Updated August 27, 2026
New artwork, expanded article


Every campaign needs a solid jumping-off point—a place far enough from the seat of imperial power that trouble can brew unchecked, but well-equipped enough that low-level adventurers can patch their wounds, sharpen their steel, and spend their hard-won coin.

Tucked just off a secondary trade road lies Nusquam (pronounced Nus-kom or Nus-ka, derived from the old tongue meaning "nowhere"). It is a working settlement surrounded by untamed wilderness, making it an ideal base of operations for characters cutting their teeth from levels 1 through 4.

The settlement is presented intentionally semi-modular and un-keyed, giving the Game Master total freedom to match buildings to the map, drop in traveling merchants, or expand the outskirts as the campaign evolves.

The Settlement at a Glance


  • Population: ~250 permanent residents (mostly human, with a small diaspora of demi-humans).

  • Government: An informal council of village elders advised by local tradesfolk and the resident sage.

  • Defense: A modest muster of local militia (farmers, woodcutters, and apprentices with spears and leather jacks). When real trouble knocks, they look to capable travelers or the old wizard down the lane.

  • Economy: Timber, grain milling, wool, and trade goods passing through between major settlements.

Key Personalities & Locations




1. Grisvaldor the Sage

Role: Wizard, Scholar, and Campaign Anchor

Grisvaldor resides in a slightly crooked, ivy-draped cottage near the edge of town. A retired adventurer of eccentric habits, he acts as an informal advisor to the village elders and a reliable patron for hungry sellswords. While he has occasionally stepped up with fiery arcane force to defend Nusquam from border raids, he prefers to dispatch eager adventurers to gather rare reagents, investigate ancient ruins, or resolve peculiar disturbances.

2. Throdan’s Forge

Role: Blacksmith, Armorer, and Weapon Smith

A stout dwarven smith with an eye for quality iron and an uncanny ability to appraise common magical arms and armor (though cursed gear easily slips past his appraisal). Throdan married a human woman years ago; their daughters take after their mother—tall, buxom, and notoriously flirtatious. To keep young rakes and wandering sellswords from getting too bold around his daughters, Throdan challenges suitors to lift his massive shop anvil. Unknown to the locals, the anvil is secured to the bedrock beneath the floorboards by a concealed mechanical locking pin.

3. The Chapel of the Hearth & Brother Timmer

Role: Spiritual Care and Divine Magic

Brother Timmer is a plain-faced, deeply charismatic parish priest who tends to the spiritual needs of the hamlet. Capable of channeling low-tier divine blessings and healing spells, Timmer is well-liked by the villagers. Behind his pious exterior, he maintains a quiet fascination with the old ways and druidic lore, and rumors persist that he occasionally dons mask and hood to slip away into the woods during seasonal solstice celebrations.

4. The Willow & Root Apothecary (Bernadette)

Role: Herbalist, Healer, and Spell Component Supplier

Vivacious, sharp-witted, and of indeterminate middle age, Bernadette provides the village with poultices, salves, and basic curative magic. Mages can purchase common low-level spell components from her shop (she keeps enough on hand to supply two to three castings per week, but will gladly take custom orders). Bernadette shares an amicable rivalry with Brother Timmer over the townsfolk’s welfare—though frequent evening strolls and quiet tea shared between the two suggest a much warmer connection than either admits.

5. Binks’ Mill & Tinkery

Role: Grist Mill, Mechanical Repairs, and Specialty Gear

Affectionately known as "Binksy," this diminutive artisan is often mistaken for a short human, but carries distinct gnomish blood. He maintains the village water wheel, repairs complex machinery, and can fabricate or source delicate specialty tools (such as lockpicks and spring mechanisms). While Binksy lives an honest life and disdains common thievery, he knows how illicit locks operate and maintains old underworld contacts in the provincial capital for adventurers who need discrete introductions.

6. The Drunken Anchor (Dargo’s Tavern)

Role: Inn, Tavern, and Rumor Mill

A former corsair who won the establishment fair and square in a late-night game of cards, Dargo is a scarred, boisterous host who runs a clean and orderly taproom. He knows how to handle rowdy brawlers and appreciates reliable muscle. Dargo offers free lodging in the common room to adventuring parties willing to keep the peace, break up tavern scraps, and keep highwaymen off his supply wagons.

D6 Rumors & Adventure Hooks

d6Rumor / Hook
1Barrow Lights: Strange blue lanterns have been spotted dancing across the old burial mounds two leagues north. Grisvaldor is offering gold for soil samples taken from the mound summits.
2The Stolen Wagon: A shipment of high-grade bog iron bound for Throdan’s forge was ambushed along the river trail. Footprints suggest goblins, but the tracks lead suspiciously toward an abandoned limestone quarry.
3Masks in the Mist: Villagers whisper of hooded figures gathering at the standing stones at midnight. Brother Timmer claims it is harmless folk tradition, but Bernadette has been brewing extra burn salves in secret.
4Missing Cogs: Binksy’s master set of jeweler's files and a heavy brass gear from the mill were pinched overnight. He suspects a traveling peddler who fled south before sunrise.
5The Old Captain's Debt: A rough-looking crew of river rogues arrived at Dargo’s taproom, demanding payment on a debt Dargo claims was settled twenty years ago at sea. Bloodshed is brewing if cooler heads don't step in.
6Foul Water: The stream feeding the grist mill has run foul and bitter with black sediment, threatening the autumn milling. Something has stirred or taken up residence inside the upstream cavern system.

GM Advice for Running Nusquam

  • Keep the Map Un-Keyed: Place houses, barns, and shops where they best serve your campaign's immediate pacing.

  • Leave Room for Expansion: Keep four or five outlying farmsteads and cottages unassigned so you can drop in visiting alchemists, tax collectors, exiled nobility, or rival adventuring parties as the narrative demands.

  • Make It Home: Give the players a stake in the village early on—whether a loft above the barn, an abandoned storehouse to renovate, or simple respect earned by protecting the harvest. When danger threatens Nusquam later, the defense becomes personal.



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