Notable Visitors to the Keep: Difference between revisions

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'Visitors of Note to  Farkeep’s Guest (Fencing) Hall' <br />  
'''Visitors of Note to  Farkeep’s Guest (Fencing) Hall''' <br />  


The steward of Farkeep is proud of the Keep’s tradition of hospitality, opening its guest hall to any peaceful traveller. But he pays careful attention to the identity of visitors, in case some warrant the Castellan’s notice. On ordinary nights (excepting fairs and festivals) the Fencing Hall might have a smattering of farmers, vagrants, herders. But some guests are more notable. To identify the most attention-worthy guest over a particular time period , roll:
The steward of Farkeep is proud of the Keep’s tradition of hospitality, opening its guest hall to any peaceful traveller. But he pays careful attention to the identity of visitors, in case some warrant the Castellan’s notice. On ordinary nights (excepting fairs and festivals) the Fencing Hall might have a smattering of farmers, vagrants, herders. But some guests are more notable. To identify the most attention-worthy guest over a particular time period , roll:
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For a month: 1d6 <br />  
For a month: 1d6 <br />  
<br />  
<br />  
'Results:' <br />  
'''Results:''' <br />  
The most notable guess have been: <br />  
The most notable guess have been: <br />  
1 or 2-none in particular, there have been few guests overall  <br />  
1 or 2-none in particular, there have been few guests overall  <br />  
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<br />  
<br />  


'Farkeeper Guests'  (numbers follow in parentheses) <br />  
'''Farkeeper Guests'''  (numbers follow in parentheses) <br />  
1-Local s fleeing monsters (2d6).  <br />  
1-Local s fleeing monsters (2d6).  <br />  
2-Local petitioners of the Castellan (aid, reform ) (1d2) <br />  
2-Local petitioners of the Castellan (aid, reform ) (1d2) <br />  
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6-Local non humans (1d3 for goblins, satyrs, pixies) on business (1d3)<br />  
6-Local non humans (1d3 for goblins, satyrs, pixies) on business (1d3)<br />  
<br />  
<br />  
Guildtowners (numbers  follow in parentheses)
'''Guildtowners''' (numbers  follow in parentheses)<br />
1-Red cudgel thief, river pirate or road bandit (undercover as 2) (1d6)
1-Red cudgel thief, river pirate or road bandit (undercover as 2) (1d6)<br />
2-Guildtown 1d3 for beggars, peddlars, or buskers (1d3)  
2-Guildtown 1d3 for beggars, peddlars, or buskers (1d3) <br />
3-Lizardfolk ex-guild mercenaries (1d6)
3-Lizardfolk ex-guild mercenaries (1d6)<br />
4-Guildtown merchants (1d3) perhaps with bodyguard (1d3)
4-Guildtown merchants (1d3) perhaps with bodyguard (1d3)<br />
5-Guildtown petitioners (1d3)
5-Guildtown petitioners (1d3)<br />
6-Guildtown officials (1d2)  
6-Guildtown officials (1d2) <br /> <br />
Wanderers(numbers  follow in parentheses)
 
Wandering visitors
'''Wanderers'''(numbers  follow in parentheses)<br />
1-fugitive (1d3 for runaway serf, debtor, fool, thief, bandit, murderer)  (1d2)  
1-fugitive (1d3 for runaway serf, debtor, fool, thief, bandit, murderer)  (1d2) <br />
1-Vagrants (1d3 for beggars, poor labourers , Green Star trouble refugees) (1d6)  
2-Vagrants (1d3 for beggars, poor labourers , Green Star trouble refugees) (1d6) <br />
2-barbarians (1d6, 6=5 plus one Walker) trading, seeking protection or offering service
3-barbarians (1d6, 6=5 plus one Walker) trading, seeking protection or offering service <br />
3-Knights errant on quest or seeking service (1d2)
4-Knights errant on quest or seeking service (1d2) <br />
4-mercs  seeking work (1d6)
5-holy folk (1d3 for pilgrims, wandering friars or undead slayers) (1d6) <br />
5-holy folk (1d3 for pilgrims, wandering friars or undead slayers) (1d6)
6-lone adventurer (1d6 for wizard, rogue, paladin, troubadour, forester, cleric) (1)  <br /> <br />
6-lone adventurer (1d6 for wizard, rogue, paladin, troubadour, forester, cleric) (1)   
'''Strange Guests''' (numbers  follow in parentheses)<br />
Strange Guests (numbers  follow in parentheses)
1-disguised fiend  (1d3 for doppelganger, demon, black dragon) (1) <br />
Exotic visitors
2-human form lycanthrope  (1d3 for werewolf, wererat, werebear)  (1) <br />
1-disguised fiend  (1d3 for doppelganger, demon, black dragon) (1)
3-traveller from distant land (1d6 for turban mystic, turban merchant, turban mercenary)  (1d2) <br />
2-human form lycanthrope  (1d3 for werewolf, wererat, werebear)  (1)  
4-great and good (1d6 for royal inspector, Assembly witch, Knight Champion, Bishop, Abbot or Mage) (1d3 with retinue) <br />
3-traveller from distant land (1d6 for turban mystic, turban merchant, turban mercenary)  (1d2)
5-non-human mercenaries (1d3 for lizardfolk, ogre, centaurs) (1d6) <br />
4-great and good (1d6 for royal inspector, Assembly witch, Knight Champion, Bishop, Abbot or Mage) (1d3 with retinue)  
6-disguised holy  (1d3 for saint, angel, silver dragon)  (1) <br />
5-non-human mercenaries (1d3 for lizardfolk, ogre, centaurs) (1d6)  
6-disguised holy  (1d3 for saint, angel, silver dragon)  (1)

Revision as of 17:57, 18 March 2014

Back to the Campaign: Time of the Green Star
Back to Random Tables: Fun Random Tables




Visitors of Note to Farkeep’s Guest (Fencing) Hall

The steward of Farkeep is proud of the Keep’s tradition of hospitality, opening its guest hall to any peaceful traveller. But he pays careful attention to the identity of visitors, in case some warrant the Castellan’s notice. On ordinary nights (excepting fairs and festivals) the Fencing Hall might have a smattering of farmers, vagrants, herders. But some guests are more notable. To identify the most attention-worthy guest over a particular time period , roll:
For one night : 2d6, taking the lower die and subtracting 2
For a week: 2d6, taking the lower die
For a month: 1d6

Results:
The most notable guess have been:
1 or 2-none in particular, there have been few guests overall
3-Farkeepers (consult Farkeeper table for details)
4-Guildtowners ( consult Guildtowner table for details)
5-Wanderers ( consult table below for details)
6- Strange Guests (consult table below for details)

Farkeeper Guests (numbers follow in parentheses)
1-Local s fleeing monsters (2d6).
2-Local petitioners of the Castellan (aid, reform ) (1d2)
3-Local petitioners of the Castellan (justice, judgement ) (1d6; if >3 one is prisoner defendant)
4- Outlying (1d3 for woodsfolk, farmers or lakefolk) with excellent gifts or produce (2d6)
5-local youth who comes of age to offer service (1)
6-Local non humans (1d3 for goblins, satyrs, pixies) on business (1d3)

Guildtowners (numbers follow in parentheses)
1-Red cudgel thief, river pirate or road bandit (undercover as 2) (1d6)
2-Guildtown 1d3 for beggars, peddlars, or buskers (1d3)
3-Lizardfolk ex-guild mercenaries (1d6)
4-Guildtown merchants (1d3) perhaps with bodyguard (1d3)
5-Guildtown petitioners (1d3)
6-Guildtown officials (1d2)

Wanderers(numbers follow in parentheses)
1-fugitive (1d3 for runaway serf, debtor, fool, thief, bandit, murderer) (1d2)
2-Vagrants (1d3 for beggars, poor labourers , Green Star trouble refugees) (1d6)
3-barbarians (1d6, 6=5 plus one Walker) trading, seeking protection or offering service
4-Knights errant on quest or seeking service (1d2)
5-holy folk (1d3 for pilgrims, wandering friars or undead slayers) (1d6)
6-lone adventurer (1d6 for wizard, rogue, paladin, troubadour, forester, cleric) (1)

Strange Guests (numbers follow in parentheses)
1-disguised fiend (1d3 for doppelganger, demon, black dragon) (1)
2-human form lycanthrope (1d3 for werewolf, wererat, werebear) (1)
3-traveller from distant land (1d6 for turban mystic, turban merchant, turban mercenary) (1d2)
4-great and good (1d6 for royal inspector, Assembly witch, Knight Champion, Bishop, Abbot or Mage) (1d3 with retinue)
5-non-human mercenaries (1d3 for lizardfolk, ogre, centaurs) (1d6)
6-disguised holy (1d3 for saint, angel, silver dragon) (1)