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On an Evil Night

Croonstreet
What day is it?

Well, most of the time, it doesn't matter, even if you keep a calendar. That makes it very easy to make tonight (or any night soon) an evil night in your game. This is just like adding a holiday or festival except instead of never doing it because it adds work, you can easily do it because it adds adventure.

Every so often, the town knows an evil night occurs. What happens on this evil night?


  1. Every object inside every house animates and seeks to punish or protect those who have cared or abused them. The only place to stay is in a blessed dwelling, that remains uninhabited for the rest of the year.
  2. Ghosts of ancestors return and traverse the streets, wailing the deeds of the living and begging to hold them accountable. They cannot enter houses, unless some enormity large enough has driven them into a frenzy. Many who listen on that night will hear things they wish they could unhear.
  3. Beastboon. Everyone is taken over by their inner animal nature and transform into half-man half-animals. They spend the night fucking, fighting, and feasting. Not all survive.
  4. The goblin council. This night, each goblin becomes 10, each xvart 100, all of the same mind. A peace takes over their minds and they visit human communities united. Hordes and thongs of them. They cannot damage property, but woe unto anyone who discovers that they are outside. For they have little interest in quickly killing their prey
  5. Gates to hell quietly open at night fall and devils party in the street. Braver people leave their homes. Some may survive with their souls intact, though few do.
  6. A fog comes over each person at nightfall as the realm of dream crosses over with reality for but a night. Each person lives their own waking nightmare or fantasy for the night. Few awake the next day unchanged.
  7. Beastrise. Each animal, bird, and reptile in the village grows into a humanoid shape the size of an ogre. Many take what they wish and redress grievances during this time. Others, loyal to kind masters prevent them from any wrongdoing. 
  8. Bells toll at dusk, and everyone splits into two halves, one containing a certain set of skills and the other containing the rest. What happens between people this night is beyond the rule of law.
  9. At night, all the people in the town fall into furious torrid lovemaking until dawn. Few of them desire it (though there are always some that don't mind), but it's forced upon them due to a curse from a nearby wizard in a tower who seeks more female concubines for his harem.
  10. A god descends from heaven. Which one is always unclear. Some may choose to petition her, but the gods are fickle and prone to violence. 


Hack & Slash 

On Reader Mail, Random Generation

Mr. Cole writes:

I'm seeking some major input on a Convention game I plan on running next month. My goal is to run an old school crawl 100% randomly, complete with characters (we're using the LotFP generator on "Save vs Party Kill" website), traps, encounters by dungeon level, and treasure.
I'm hoping to find an effective way to just sit down, roll some dice, and move forward with minimal GM-Side table clutter, and likewise minimal page-flipping to get to the goods. 
So my questions! I'm right now picking and cutting individual pages from your "Tricks" and "Treasures" pdfs, to assemble a GM screen. My hope is to not have to use anything aside from that custom GM screen, a rules reference book, and a monster book. Maybe you know some useful shortcuts and tips from your experience with this subject?
Oh boy.

One of my former players (only former because he moved away from our face to face game by going to a state far to the north) had a fantasy of a complete random campaign generator that takes input and drills it down to whatever level of specificity you need to run a game*. I maintain the same opinion now that I did then.

On-the-fly random generation for a group doesn't work.

I'm saying that as a human being who has played solo Dungeons and Dragons with my wife using Ruins of the Undercity, an excellent book specifically designed to create a certain campaign style setting using random generation. It's fun to do solo, but not for a group of players.

Explicitly the tables in most of my books are designed for preparatory work. This is evidenced by their design. Zak S. of D&D with Porn Stars fame noted that you could take all the room entries and place them in a single d100 table, which makes it more useful for in media res use, because it reduces the dice rolls from two to one.

All hope is not lost!

Part of the problem with random generation is that, well, it's random, and ergo meaningless. This means, that for most players it's unengaging. Unintentionally, wizards of the coast proved this exact point in a video ad in an attempt to be funny.

The inability to obscure what's random (and therefore without meaning) and what's off the top of your head (and therefore not impartial) combines in the course of an entirely randomly generated session to remove agency from the players. 

This isn't true of localized randomness. A random magical item is exciting, as is a random encounter—because the tables themselves aren't random, but meaningful selections from a larger whole, when then adds a sense of discovery for all players (including the Dungeon Master) to the game.

That is the importance of randomness in combat, encounters, personalities and treasure in a game. It turns it from a boardgame, into a method to auger the actual reality of a foreign realm for entertainment. Who knows what will happen? Not even the Dungeon Master! That's a large part of the charm.

How to make In Media Res Random Generation useful

So what do you do?

Generating what's actually down a hallway and what's in each room is very time and attention consuming, removing your ability to play. There are several different pieces of advice and options that I can suggest.
  • Avoid using multi-roll tables. Have tables that are die drop, roll all the dice, or single roll tables for use during play.
    • If you've ever actually generated a "random dungeon" using 1e style generation, it's very time consuming, which is not fun for the players at the table. 
    • Part of what I mean by this is instead of using treasure and taking 14 rolls to generate an art object, try rolling on a table like 50 Interesting Pieces of Treasure, which in one roll, will give you something unique. 
  • If the point in randomness is for you to explore the environment at the same time as the players, you can use the most excellent resource Wizarddawn to randomly generate a hex and then randomly generate all the sites within the hex. (World Adventure, under Basic Dungeons and Dragons is what you are looking for)
  • Otherwise, you should spend your time creating meaningful random tables. What this means is not a table of what's behind that door, but a table of different dungeon modules with a theme that fits together and various options for how the players could interact with the modules as the explore the dungeon. 
    • Design the tables with an eye towards a meaningful unit. Hallway width and door type are not that. Complete descriptions of single rooms may be. A large part of how this plays out is kind of dependent on the real reason you want to try a complete random campaign. 
I hope some of the above suggestions address what you're looking for in randomness from games, and maybe make the convention experience a bit more fun. Feel free to talk with me on G+ about your ideas and let me know how the campaign game goes!

* He, of course, imagined a computer, but that type of randomness was already done, in Elderscrolls Daggerfall and Arena. It's massive, samey and in general, meaningless.


Hack & Slash 
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On Old Posts, Dungeon Entrances Revisited

A fantastic landscape by Elderscroller
I've gotten a lot of followers since the early days, so I'm going back through my back catalog, updating and drawing some attention to older overlooked posts. The following is my second post, made on August 4, 2010, at 9:57 PM. I'm expanding this entry to 100 options.

Just a quick introduction. I'm currently running a 'hex-crawl' or wilderness mega-dungeon. This was inspired by the 'west marches' over at ars ludi. It would be a west marches game, but my player base is small and consistent, so it ends up just being a sandbox.

One of the challenges of an environment like this is that you need a bunch of places for dungeons to be. So here's a list of where you might find dungeon entrances.

1 - Down a well
2 - Down a sink hole
3 - At the bottom of a cesspit
4 - Beneath a logan (a stone that pivots)
5 - In a vaulted crypt
6 - Down a staircase (any staircase, say perhaps in their own castle)
7 - Beneath a trapdoor in the floor (PC's could fall through)
8 - Through a magic portal (This can be a magic Gate, Arch, or Door)
9 - Teleport
10 - Beneath a sewer grate
11 - Behind a secret door in a cellar
12 - An underwater grotto
13 - A storm/sewer outlet
14 - Beyond a cave mouth
15 - Through a mine entrance
16 - Under a coffin in a grave (or underneath a graveyard, possibly leading to a necropolis)
17 - Down or up a tight chimney shaft
18 - Concealed by a statue
19 - Under a throne
20 - Behind huge doors
21 - Quicksand hides the entrance into the dungeon.
22 - Inside a giant monster shell (or inside a monster)
23 - Entrance revealed in certain conditions (light of the moon) or a natural arch (trees, weathered stone, etc) that  becomes a portal only at a certain time or only when the light of the moon or a certain star shines through it,
24 - Behind a waterfall
25 - Across a magic river
26 - A strange building that is not what it appears.
27 - At the top of a mountain
28 - Behind a revolving bookshelf
29 - A pole that leads underground
30 - A ladder standing in the middle of a field going seemingly nowhere, till it is used
31 - A magical painting (there could be a whole gallery)
32 - A small hatch in the ground (differing from a trap door, by the fact that it's probably raised like most hatches)
33 - A ship (marooned on shore, or perhaps in a place far removed from the water)
34 - Inside a hollowed out tree, entrance through hollow knot in a massive tree or perhaps by climbing down the roots
35 - Pitfall in an ornamental labyrinth
36 - A rent in the ground
37 - A magical portal in a field (differing from magic gates and arches by virtue of it being found in an unexpected place)
38 - A sarcophagus (it has a hidden stairwell instead of a body)
39 - A cave entrance underneath an overhanging cliff by the sea
40 - A perfectly round tunnel that has suddenly appeared.
41 - A large stone door that is protected by two massive golem-creatures attached to either side.
42 - A wall with 13 doors, only one of which leads inside the dungeon. Opening a door causes a curse or a trap
43 - Inside a cloud or fog or mist
44 - The door is made of several sigils scattered throughout various places. Once all sigils are collected they can be placed on the wall where the door will appear once every sigil is in it's right spot
45 - Hidden beneath an arena
46 - A normal looking cellar entrance
47 - A path underneath arched vegetation leads underground
48 - An incongruous bronze door in an otherwise ancient, ruined, supposedly haunted city
49 - A magic key, when used in conjunction with any normal door, leads to the dungeon
50 - A book (when read causes the dungeon to appear around the players)
51 - A skylight in a cathedral (either entering from the top or bottom)
51 - A hobo's box
52 - A slide, perhaps with an activation phrase (Such as 'Whee!')
53 - The skull of an ancient giant creature
54 - A puzzle that when completed becomes the entrance
55 - A cave that is only revealed when the tide is out
56 - A building that is partially buried underground, causing you to enter through the ceiling
57 - In a wine barrel
58 - The inside of a forge, kiln or oven
59 - A river that flows into the ground
60 - A mirror
61 - Inside of a safe
62 - An object that when exposed to an element (water, air, fire) creates an entrance.
63 - A ray of light or energy that creates a path into a dungeon
64 - Inside a menagerie or zoo.
65 - A cave in the shape of a skull, or dragon, or dinosaur
66 - A rocky path leading from the shore out into the ocean
67 - Inside a painting
68 - A giant beanstalk (David Brawley)
69 - An alchemical solution that when splashed on a flat surface opens the barrier between this world and the dungeon (David Brawley)
70 - Magic Mushrooms (David Brawley)
71 - A perfectly normal front door to a perfectly normal house (Chris Tregenza)
72 - Inside a bag of holding (Chris Tregenza)
73 - The mouth or anus of a massive creature (Chris Tregenza)
74 - Jumping from the correct window in a tower (Jose Carlos Domínguez)
75 - Across a bridge of moonlight/starlight/sunlight (Luka Rejec)
76 - Through a brass/copper/bone bottle filled with a magical potion (Luka Rejec)
77 - Up a glimmering stairway that rises from an ancient shrine when a virgin orc is sacrificed (Luka Rejec)
78 - A ship that sails along the straight road to the mountains of the dark moon. (Luka Rejec)
79 - A magical feather taken from the tail of the Hawk of Winds opens the gate (Luka Rejec)
80 - A silver ship or chariot ascends into the sky (Luka Rejec)
81 - A dream caused by eating a rare lotus (Luka Rejec)
82 - Through a fiery gate that appears when all seventy-six pages wrapped around the body of Makhteg the Mummified are read in order, while he is helpless, the gate consumes the body and remains open for 76 hours. (Luka Rejec)
83 - Behind a wall of solid rock, accessible via a 'Rock to Mud' spell (James Stuart)
84 - In the mind's eye (James Stuart)
85 - Over the rainbow in a cauldron of copper and electrum(James Stuart)
86 - An entrance drawn with magical chalk (James Stuart)
87 - Through a mouse hole (James Stuart)
88 - Via tornado (James Stuart)
89 - At the bottom of a whirlpool (James Stuart)
90 - Crossing a bridge of crows  (Jose Carlos Domínguez)
91 - A doorframe broken into 1d20 parts  (Jose Carlos Domínguez)
92 - Through any door after being cursed by the hag mother  (James Stuart)
93 - Killing yourself with the Runedagger of the Wandering Heart (Luka Rejec)
94 - By following the accursed wanderer for seven full moons (Luka Rejec)
95 - Through the gears of an ancient machine, long disused (Luka Rejec)
96 - Through the back of a gypsy wagon or tent (Dan Quilty)
97 - When two contentious statues join hands, a portal opens between them (Dan Quilty)
98 - After eating herbs, ritual cleansing and hours of meditation; you awaken near a fountain near the dungeon (Dan Quilty)
99 - Accessible only after a navigator consumes a mystical substance and folds space  (James Stuart)
100 - Inside a Djinn Bottle (Sasha Bilton)

Leave it to the internet to take things a step too far towards awesome. Here are even more entrances.

1 - Transported by being buried in a coffin (Sasha Bilton)
2 - At the base of a glacier (Sasha Bilton)
3 - Through the maw of a petrified worm (Sasha Bilton)
4 - A rope that hangs from magical darkness (Sasha Bilton)
5 - A tower that appears to have burrowed in the ground (Sasha Bilton)
6 - Requires drinking a potion of gaseous form (Sasha Bilton)
7 - At the base of a giant mushroom. (Sasha Bilton)
8 - Through a giant beavers nest (Sasha Bilton)
9 - At the end of a covered bridge (Sasha Bilton)
10 - Through the eye of a giants needle (Sasha Bilton)
11 - Underneath the roots of a tree (Scrap Princess)
12 - Through the face of a clock tower (Scrap Princess)
13 - A magic tattoo of a door on a madman's back (Scrap Princess)
14 - Being cooked and eaten by the eternal shaman (Luka Rejec)
15 - On an island that can only be found by those that have been there  (Jose Carlos Domínguez)
16 - A confusing experience or montage my find yourself at the entrance (Richard G)
17 - Flung by a catapult (Richard G)
18 - At a moment of extremis, with the outcome of the dungeon determining the outcome of the event (Richard G)
19 - In an anthill underneath a fig leaf (Richard G)
20 - Stepping outside of a building will lead you in the dungeon (Richard G)
21 - In the clouds (Richard G)
22 - In a trash gyre in the ocean (Richard G)
23 - Through the back of an Iron Maiden (Carmon Clemons)
24 - Underneath a Church Altar (Carmon Clemons)
25 - False door in a bordello closet (Ash Law)
26 - False bottom in a treasure chest  (Ash Law)
27 - Through a portal in the bottom of a tankard  (Ash Law)
28 - Giant unused nautilus shell (Scrap Princess)
29 - A green upright pipe (Scrap Princess)
30 - A bleeding wound in the side of a hill (Scrap Princess)
31 - Secret door concealed inside a painting (Scrap Princess)
32 - In the shadow of a mute orphan (Scrap Princess)
33 - In the shadow of a statue of a ruler of a ruined city (Scrap Princess)
34 - In the shadow of an obscene sculpture (Scrap Princess)
35 - A patch of ground illuminated by a cursed light house (Scrap Princess)
36 - A fairy circle  (David Brawley)
37 - Under a troll bridge, inhabited by a troll  (David Brawley)
38 - Taking a magic red pill
39 - Committing six acts and taking a lock of hair from each partner, mixing it with the blood of a unicorn and anointing a magical statue. The statue then comes to life and has its way with her, and the orgasm of the character opens a portal to the dungeon.  (Luka Rejec)

Just. . . what is that? I don't even. . .

40 - Inside a snow globe (Stefan Poag)
41 - A comfortable chair or bed that you fall asleep in and wake somewhere else (Stefan Poag)
42 - In the bottom of a barrel (Stefan Poag)
43 - In the inside of an ant burrow (Stefan Poag)
44 - Inside the walls of a giant's house (Stefan Poag)
45 - Jump into the silver flames that engulf the ghost of a tragic zepplin as it crashes burning into the ground. It repeats every year on the anniversary of the disaster. (Patrick Stuart)
46 - Beat a deadly creature in single combat. Flay it. Tattoo a door on its skin. The hit dice of the creature are the number of people that may enter the dungeon (Patrick Stuart)
47 - Grow a maze of golden grain. At the height of summer, go to the center, set fire to the grain. If you can escape the labyrinth without burning to death, then you escape into the dungeon. (Patrick Stuart)
48 - Go back in time to find the artist of a famous painting which shows adventurers about to enter a fictional dungeon. Persuade him to use you as the models. Return to your own time. The first time you lock eyes with your representation in the painting you are transported inside and must beat the dungeon to escape. (Patrick Stuart)
49 - The dungeon is the city, but when you wear a badge you are no longer acknowledged by anyone and have to navigate between the unspace between the parts of an familiar town.  (Patrick Stuart)
50 - Inside a magical monster cage. (Richard G)


On the Contents of Cells in Prison

On a list of what you might find in a prison cell!

From Empty Rooms, Tricks & Basic Trap Design, a prison cell is a room or chamber designed for the purpose of confining people awaiting trial or sentencing. The contents of a cell that is 'empty' can include: a pallet, bed, desk, quill, paper, scrolls, books, bench, privy, straw, cot, stool, waste, stale or urine odor, blood, skeletons, manacles, wall cressets, trash/refuse, jug, plate, fork, spoon, file, barred window

What kind of interesting things can be found in a cell? Look below!

1. A window to the outside or surface.
2. A skeleton with basic gear
3. Rats or other vermin eating scraps of remaining meals
4. A monster, such as a dungeon inhabitant or spy.
5. A wild animal.
6. A small tool or key hidden under a mattress.
7. A baby.
8. A secret hidey-hole, filled with food, or the start of a tunnel to freedom (perhaps even completed!)
9. Coins or a small piece of jewelry.
10. A stash of porn, perhaps monster-girls?
11. Makeshift weapons, such as a shank.
12. A prisoner, ripe for recruitment or to replace a player character!

On the Most Useful Tool

Why isn't Abulafia bigger than it is?

(What's Abulafia, you say)

It's a wiki, filled with random generators for RPG's.

So you can go there, and click a link like Taverns, and BAM. You instantly have a tavern.

What's that? Not quite interesting enough for you? Maybe you have a table you like better? WELL IT'S A WIKI, so get on it and start adding.

There are several obnoxious hurdles to getting started. Here, today we are going to cover them all.

HOW TO USE ABULAFIA FAQ, FOR SMART PEOPLE WHO WANT THEIR GAMES TO BE MORE AWESOME.

  • Spam problems require e-mailing the owner Dave Younce to open an account. He says "If you need to contact me directly, I am on G+ or you can email me on gmail using my first and last name with a . inbetween."
  • You create a new page by searching for the title of the page! It will bring up mentions of the phrase, and a red link that you can click to create the page.
  • You can edit current tables to make them more interesting by just editing the wiki.
  • An Example:
    • [main]
    • ;main
    • 1,you find 8 swords
    • 1,you find 8 bows
  • You create new tables using the tag [main]. Iterations ("X") is the number of times the table runs. 
  • [main] links to the table, listed below within the tags as ";main" without the quotes.
  • Brackets link to subtables.
  • The numbers in the tables are relative percentages.
  • Subtables can be from any page on the site, or further down on the same page! You could find 8 [items] and create an ;items table with the options, bows, swords, rats, shields etc.
  • What's really useful about this?

    You are probably gaming on a computer or with a tablet at the table. You can create your own user page, where you have links to all the tables.

    Then while you are gaming, you can simply click the link to the table to randomly generate results instead of having to roll dice or reference tables!

    Here's a sample of some of the gold that's on the site!

    Someone else converted my Armor Generation table from my posts about Armor I and II!
    Holy crap, look at these 1e DMG tables!
    Automated Megadungeon Zone Names? From my blog? Don't mind if you do!
    You know the Endless Bag of Tricks from Roger GS? Here it is, automated!

    Now who's going to start turning the Dungeon Dozen into tables?

    That's right, YOU!