Saturday, November 10, 2018

More Goblin Names

Continuing from here, another quick d50 table for generating goblin names. Roll twice, and consider adding "-y" or "-er" to the result. Some tests:
  • moon-noggin
  • powdermulch
  • muffin-licker
  • bitterhobble
  • wartpie
  • ruckyfist
Also attaching a combined d100 table for all your goblin-naming needs.

1-2: muffin
3-4: puppy
5-6: cuddle
7-8: midden
9-10: mulch
11-12: wart
13-14: bloat
15-16: pie
17-18: spit
19-20: jug
21-22: comb
23-24: hobble
25-26: shiv
27-28: bitter
29-30: brown
31-32: goat
33-34: moon
35-36: ruck
37-38: pile
39-40: crud
41-42: oil
43-44: fist
45-46: groom
47-48: scape
49-50: jam
51-52: bodkin
53-54: lick
55-56: red
57-58: liver
59-60: bottom
61-62: husk
63-64: wife
65-66: moss
67-68: quag
69-70: powder
71-72: giggle
73-74: brother
75-76: tooth
77-78: cowl
79-80: pip
81-82: squeak
83-84: snot
85-86: little
87-88: boot
89-90: toad
91-92: sister
93-94: noggin
95-96: beetle
97-98: tongue
99-100: speck

Friday, November 2, 2018

Fungal Mutations

Roll d20:
  1. A slimy mass replaces the: Tongue; Eyes; Genitals; Sinuses. It works pretty much the same but everything is a bit more beige. If you get dehydrated it turns into fruiting bodies and blows away in the next stiff breeze.
  2. Anything that bites you or drinks of your blood must save or be subject to hallucinations (as confusion)
  3. As long as you remain well-fed, sweat a honeydew that attracts a colony of ants to crawl about you, almost imperceptibly. They'll swarm anything that grapples you for more than a round, and after a rest you can taste one of them to get a sense of any egregious environmental effects.
  4. Sprout a brilliantly colored toadstool cap around your head. Counts as a shield. Could be mistaken for a very wide hat from a distance or with some paint maybe.
  5. Enter into a symbiotic relationship with a magic item carried. Once per session, you can count holding it as eating. Once per session, you can use it for free.
  6. Grow big fungal mounds on the back and forearms. They are: geometric; wrinkled; gilled; ropy. Together they count as a large item carried, but grants a level's worth of HP.
  7. Hold a type of creature: plant; vermin; humanoid; construct. It gets a save each round. After three failures it is charmed until it's not handled for an hour.
  8. If you would die of thirst, you instead retreat into a husk that can last up to one-hundred times your natural lifespan. When doused, you will emerge into a fugue state until drenched in water (or blood).
  9. If you've eaten a good share of bread or fruit, you pee beer! However, you also burp a lot until it's passed. This could make stealth or negotiations difficult.
  10. If your body lies in the same place for a day, a fairy ring forms around it: Well that's weird; Anyone who sleeps in the ring enters Fairyland; Some minor mischievous fairies enter the world; The Shaggy Man enters the world.
  11. In complete darkness, skin glows pale green, as bright as a candle.
  12. Naked, can eat wood. Something about the size of a door counts as a meal. It takes a rest and is not particularly pleasant to watch.
  13. Once per session, breath a cloud of spores that deal damage based on current HP. Until then they're in the lungs, and the strain counts as carrying a large item.
  14. Purged of one curse and cough up a delicious orange. Everyone who sees it wants to eat the orange. Anyone who does inherits the curse. If nobody does after a day, the orange hatches into a familiar.
  15. Release a cloud of irritating spores when hurt. Those nearby must save or suffer from: sneezing & coughing (stunned); runny eyes (blind); itching (drop held items); an unsightly rash (takes a day to clear up).
  16. Resist the touch of slimes, oozes, and such. Sunlight, however, burns like fire.
  17. The brain turns into a beautiful puffball. You die. A wizard who cracks your head and inhales the spores learns a new spell and rolls on this table.
  18. The flesh becomes spongy and pliable. Half damage from all attacks. Cannot wear armor, and clothes are barely tolerable. Halve speed each day until collapse into sludge and die.
  19. Tiny grey roots grow into anything worn or carried. Clothes and leather armor become painful to remove after a few hours, ruined in a day. Wooden weapons, leather bags, or rations carried quickly rot. Each item ruined counts a ration consumed, though.
  20. When hungry, emit a nauseating, rotting stench. it attracts flies and other flesh-hungry vermin.