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 ----------------------------------------------------------------- gopher://quux.org/ conversion by John Goerzen of http://communication.ucsd.edu/A-News/ This Usenet Oldnews Archive article may be copied and distributed freely, provided: 1. There is no money collected for the text(s) of the articles. 2. The following notice remains appended to each copy: The Usenet Oldnews Archive: Compilation Copyright (C) 1981, 1996 Bruce Jones, Henry Spencer, David Wiseman.