Genie binder

Image by Henry Justice Ford (source)

Image by Henry Justice Ford (source)

I was just recently glancing through the D&D Classics PDF of Arabian Adventures, and thus reminded about the sha’ir class, which is a wizard that consorts with genies. Conceptually, the sha’ir shares space with the warlock as a class that derives magic from powerful, but probably sub-divine, entities. As written in Arabian Adventures, genies bring the sha’ir spells, which can then be cast. While the concept is great, the second edition mechanics leave something to be desired, so here is a simpler take on a similar idea.

A formatted PDF version of this class is available.


Genie binder class

  • Hit dice, saves, and combat as magic-user
  • Genie consultation (see below)

I do not generally do weapon or armor restrictions, but if I did the list would be dagger, staff, scimitar, and light (leather) armor.

Unlike most sorcerers, genie binders do not use magic directly. Instead, they study the cosmic bureaucracy and compel services from minor genies. These minor genies have an aspect which determines the nature of their magical powers. Sample genie aspects include fire, time, desire, storms, and so forth (appropriate aspects should be less general and more specific).

Between downtimes, a genie binder may compel a number of genie services equal to class level. Thus, a third level binder may compel three services. Bound genies are not generally helpful types, and delight in following commands to the letter and twisting meaning where possible.

Services include commanding the genie to:

  • Perform a complex task
  • Retrieve a magic spell from another dimension
  • Engage in combat for an encounter

The material form of a bound genie becomes more impressive as the genie binder gains experience levels. At first level, bound genies are small, usually humanoid, creatures of between one and two feet tall with otherwise unique (but fixed) characteristics that reflect a genie’s particular cosmic aspect. They maintain their general form but increase in size and power as the binder’s experience level increases. Bound genie hit dice and combat stats while in material form are as a magic-user of one level lower than the binder (and thus as a zero level person for first level binders) with an armor class bonus equal to genie binder level. Slain genies are not fully destroyed, but merely banished to genie-land, and can be summoned back as a downtime action.

Bound genies have the ability to fly and to inhabit a specially prepared talisman (such as a lamp, jar, or other solid container which is equivalent to at least one encumbrance slot).

A genie binder may only ever have one bound genie in service, but may dismiss that genie at any time and summon another (as a downtime action). Binding a new genie only has a 3 in 6 chance of success, however, so previously bound genies are not generally dismissed lightly, though dismissal is the only way for a genier binder to gain access to a genie with a different aspect.

Retrieving magic spells

Bound genies may be sent to retrieve magic spells. Any spells sought must be related to the genie aspect (by referee ruling). For example, a genie of desire aspect would be able to retrieve charm person, but not fireball. Spells from any spell list may be used with referee permission. The maximum spell level of retrieved spells is equal to binder level divided by two, rounded up and a genie can hold only one spell at a time (the spell must be used before another spell can be retrieved). Fetching a spell takes one exploration turn per spell level.

OD&D reprint

I was undecided and leaning against picking up the recent Original Dungeons & Dragons reprint until recently. Before buying this set, of the OD&D booklets, I only owned the original 3 little brown books (the OCE set) in print, so getting access to physical copies of the supplements at a somewhat reasonable price was a big draw, and in the end I decided to go for it while it was still available, given that OD&D is one of my favorite RPG frameworks.

Though I do not consider myself a collector, nonetheless a big part of the enjoyment of an RPG product for me is the physical artifact itself. As such, most of this review will regard the presentation of the product rather than the contents, which at this point I do not think need much review (go read Philotomy’s Musings if you want an intelligent discussion of how OD&D works). At the bottom of this post, I have included some photos comparing the premium reprint with the OCE set I picked up on Ebay a few years back.

Compared to a standard, cardboard game box the wooden case that this set comes in is quite solid, and though it is not of the highest quality wood, it is well-constructed and the etching is attractive. The bottom is covered with some felt-like material, making it sit nicely on hard surfaces. The external design is classy and understated, with simple carved borders, a large dragon-styled ampersand on the top, and the words “Dungeons & Dragons” in a traditional font on the side. I would love to see future D&D products with this aesthetic. It has far more presence compared to the standard, loud fantasy art that most in-print RPGs use. That said, the art on the interior of the lid is only okay, and the cardboard “frame” could better have been omitted (though note that this does not impact the external appearance at all).

Though the box is attractive, it would be a bit unwieldy to use it to actually transport game materials, and it seems designed more to sit on a shelf and look pretty. Hinges and a latch would have been appreciated to make sure that contents would not fall out when carrying it around. It is also a bit larger than it really needs to be, as about a third of the interior volume is dedicated to (high-quality) foam inserts used to hold the dice. And on the topic of the dice, they are quite nice (though there should really be three six-siders, not four). The decorative work is intricate, but readability does not suffer. Despite some minor quibbles, within the context of other game boxes, the housing is nice.

The covers of the reprint booklets have a nice texture but are definitely not as thick or sturdy as the originals. They feel like high quality paper rather than card stock. The supplement language has been replaced with a strict booklet numbering (for example, Supplement I: Greyhawk has become Book IV: Greyhawk). Given that many people online reference the supplements by the original numbering, this has the potential to be confusing to a newcomer, though this is a minor issue at most. I have also read complaints that the contents do not include Chainmail (and even that the Outdoor Survival map should have been part of the set). (Regarding OD&D and Outdoor Survival, see here, here, and here.) From my perspective, those things are not needed to play the game and are really more historical curiosities, so I do not mind their omission.

The booklet covers also have new art, and though there is definitely some charm to the original covers (I particularly like the beholder’s strange expression on the cover of the original Greyhawk), I do not mind the new covers. I actually quite like the summoner on the cover of Eldritch Wizardry (which can be seen in the photos below). The interiors seem mostly unchanged, though I think they use new layouts rather than imaged reproductions.

Overall, though it is not exactly as I would have done it, in general I am pleased, and I am glad that the original books are back in print in some form. Ideally, there would also be PDFs and a collected, well-bound hardcover edition. While the second of those wishes does not seem likely (if for no other reason than it would require a new layout, which would be a nontrivial amount of work), it seems like PDFs at some point are within the realm of possibility. While I am considering what I might have done differently, I also think that some separate book explaining a bit of the context might have been good. WotC could have even looked into including a copy of Philotomy’s Musings (would that not have been fantastic?). Finally, I can see myself actually using this thing at the table, which is, in the end, what really matters for a game.

I normally would not mention the vendor I used, but in this case the service was particularly good, so I would like to give them a shout-out. I ordered my copy from Barnes & Noble on february third, it shipped on the fifth, and it arrived on the eleventh with no import duties required (this can sometimes be an issue living in Canada). Their price was good, too, relatively speaking (subtotal: $107.99, shipping: $6.48, tax: $5.40, total: $119.87).

IMG_6919 copy IMG_6920 copy IMG_6921 copy IMG_6922 copy IMG_6923 copy IMG_6924 copy IMG_6925 copy IMG_6926 copy IMG_6927 copy IMG_6928 copy

Eight enchanted objects

Seed of the sanctuary flower

Mondrian - Amaryllis (source)

Mondrian – Amaryllis (cropped, source)

This acorn-sized seed has a green and orange swirled pattern and is warm to the touch. If planted and watered in any soil, a small plant will grow rapidly until it is the height of a human and a magnificent flower will bloom (this process takes one exploration turn). When in full bloom, the petals shed a deep red light which illuminates with the radius of a torch. No creature with violent intent toward the planter or the flower may come near the flower or attack, either directly or indirectly, the planter or the flower. The flower will bloom for a year and a day, though will die within a turn if removed from the place of planting. Some ancient texts report that creatures of elemental earth sometimes carry these seeds in their bodies. Their true origin is unknown.

Bangle of earth

This heavy bracelet is made of dark brown stone. The crafting is superb, but several large gashes mar its otherwise smooth surface. It seems slightly too large to fit a human wrist, but mysteriously adjusts in size when worn. By concentrating for a full exploration turn, the wearer may cause a stone surface to soften temporarily and become plastic, almost as gummy mud. On each use, there is a 1 in 6 chance of the bangle itself dissolving into mud and thus being destroyed.

Time net of the time god

This gladiator’s net is woven with hair of a god of time, from whom it was stolen by a mortal hero in ages past. Anyone tangled in the net (reach melee attach versus unarmored AC), is frozen in time statically until the net is removed. When so used, the thrower must save versus magic or be flung into the future 1d6 turns. The original creator of the net will offer a great reward for its return.

Mergolder’s panoply

This old, heavily worn suit of heavy armor crafted from dragon scales was once fine but is now so battle scarred that it is almost more gap than armor and only protects as medium armor. The visored helm is in the form of a dragon, and when the visor is lowered, the wearer is transformed into elder wyrm. There is a 1 in 6 chance on each transformation that wearer’s personality is overwhelmed by draconic nature and becomes a dragon in mind as well as body. This process is irreversible. Otherwise, the transformation lasts 1d6 exploration turns, and leaves the wearer exhausted afterwards. It is said that the ancient wizard Mergolder created many similar suits of armor to transform his soldiers into an invincible army.

Scepter of Gremoras

The Scepter of Gremoras is a dull cast iron wand far heavier than its size would indicate. It is graven deeply with forbidden names. The wand may be used to command a demon (a saving throw applies, only one demon may be controlled at any given time, and the user must not take other actions while maintaining the effect). Even if the saving throw is successful, the wand’s user is protected from the wrath of the targeted demon by an effect similar to protection from evil, though this ends if the wand is used on another demon. Demons once touched by the wand’s power will always be able to sense the location of its holder.

Zephyrian sphere

This is a fist sized opalescent globe of unknown material that cannot be submerged in liquid no matter the force applied. When concentrated upon, the globe levitates to the user’s chest height, and electricity plays back and forth between the globe and the hands of the user. By means of stroking and gesturing the air around the globe, small winds and vortexes of air may be created anywhere within sight. The user may not otherwise move when using this power. These air currents are enough to hazard a flying creature or keep a heavy cloak aloft indefinitely, but not enough to knock a grown human prone. There is a 1 in 20 chance on each use that the globe will be sucked into a parallel dimension (creating a loud pop noise as atmospheres renormalize).

Ephebian mask

An ancient dynast was greatly saddened when the many men and women of his harem that he loved grew old. He commanded his city-state’s council of high magi to find a way to restore their youth, and in pursuit of this end the masks were created. Each mask is of white porcelain with high, dramatic cheekbones and striking, red painted brows. Many were made before the secret of their manufacture was lost, and though most were used in the distant past, some still remain. If worn, the wearer’s body ages backwards (or forwards) to that of late adolescence with all strangeness of body (including injuries, lost limbs, and birth oddities) normalized. In the process of working its magic, the mask fuses with the face of the wearer and loses enchantment (maintaining the consistency of porcelain while gaining enough flexibility around the eyes and mouth for moderate expression). After use, mask wearers continue to age normally, but their faces will forever be unlined masks.

Naberithim’s Crown

Naberithim’s Crown is an iron circlet set with 10 large emeralds that each emit pale green light and produce continuous trails of odorless, phosphorescent green smoke. The jewels are so perfectly formed that as abodes they are like paradise for earth spirits, and an earth spirit resides happily in each emerald. Given a boulder or other large stone nearby, one of the spirits may be released, but this shatters the emerald. Released spirits will perform one service, but are bound only by cosmic custom and will not look kindly on extended servitude. Damaging the iron circlet or removing the jewels will banish the spirits to the outer darkness, where they will drift eternally and undying without form or geometry.

Skeleton class

Most skeletons are mindless automatons, but a select few have free will and autonomy, and find themselves on the path of adventure. Small flames hover in a skeleton’s eye sockets, and their voices have a strange character, either high and shrill or dull and seeming to echo from a great distance.

  • XP progression, armor, weapons, attacks, and saves as fighter
  • Max level 4
  • Natural AC as light armor if unarmored
  • Fourth level skeletons are known as skeleton heroes

The general creepiness of talking to an obviously undead creature gives skeletons a -2 reaction roll penalty in polite society.

Automatic reconstitution

When reduced to zero HP, a skeleton falls apart (no save is allowed). However, if the bones are not scattered or smashed into powder, the skeleton will reassemble after one exploration turn passes. If the referee is uncertain, intelligent enemies have a base 2 in 6 chance to destroy skeleton remains following a battle where the skeleton’s remains are left behind.

Special defenses

Additionally, skeletons are not easily damaged by all attacks. When hit, the damage taken depends upon the type of weapon, and is:

  • 1 damage from piercing weapons
  • Half damage (round down) from slashing weapons (includes claws)
  • Full damage from bludgeoning or crushing attacks (included bites)

Skeletons do not require sustenance, do not need to breathe, and are immune to sleep and charm magic.

Vulnerabilities

Like all undead, skeletons are vulnerable to being turned or commanded (as an undead of HD equal to their level). However, PC skeletons have exceptional power of will, and are thus additionally permitted a saving throw versus any turn effects. Skeletons may reconstitute as described above following D (“destroyed”) results.


Le triomphe de la mort (source)

Le triomphe de la mort (source)

Rethel - Horse final death (cropped, source)

Rethel – Horse final death (cropped, source)

Thanks to Jason Z. and Roger G. S. for suggestions regarding appropriate images.


2014-06-14: mods for skeleton without level limits:

  • Class: choose fighter or magician
  • HP: divide by two, round up (after mods) to represent fragility
  • No save at zero HP or negative HP (skeleton just falls apart)
  • Reconstitute after one turn with chance 5 in 6 (ignore stuff about smashing bones)

So there is a 1 in 6 chance of final death any time you are reduced to 0 HP and otherwise you come back after 1 turn.

Overloading the encounter die

Uccello - 24 hours clock (source)

Uccello – 24 hours clock (source)

The nature of the random encounter check is that of a timer. While it is not a literal countdown (since random results are mathematically independent), it simulates one. It is the danger clock, always ticking, giving meaning to the decision to search (or not), investigate just one more room (or not), or engage in any other potentially fruitful exploration activity.

There are a number of dynamics within the game that seem structurally similar to the periodic encounter check. Randomizing when light sources expire has also been suggested in several different places. Many systems as written specify that PCs should rest every sixth turn (though I have never once seen this in practice). Torchbearer imposes conditions on characters as turns pass to represent exhaustion and the abstract effects of other dungeon hazards. John B. suggests sometimes interpreting a random encounter as a monster spoor rather than an actual encounter.

Why not put all these things together systematically? Consider the following rule:

When the party moves into a new area or spends time on an exploration activity, roll the encounter die and interpret the results as follows.

  1. Encounter
  2. Percept (clue, spoor)
  3. Locality (context-dependent timer)
  4. Exhaustion (rest or take penalties)
  5. Lantern
  6. Torch

One might object: does this not lead to absurd results such as torches going out on the first turn or PCs needing to rest on the second turn? Well, yes, but you are an intelligent human, so ignore results that do not make sense. A result should be interpreted as not “X happens,” but rather as a prompt. A result can be deferred, but only so many times. The weight will naturally build up in the back of your mind as events proceed. As a guideline, ignore results above 3 for the first 6 or so turns.

You could have a general “light source” entry and just pick one light source randomly each time (this has the advantage of not having all torches go out at once), but I prefer to distinguish between the two main types of light sources given their differentiation on the equipment list. Conceptually, I think it helps to have different spaces in your short term memory for each, as you can have the sense that 5 has come up several times already and know that is relevant for lanterns. Torches should probably go out almost every time a 6 six comes up and lanterns should deplete approximately every third or fourth result of 5.

“Locality” is meant to be used for area-specific state that should be kept separate from standard random encounters. Examples: water rising, the stalker drawing nearer, a prisoner loosing an appendage to the torturer, doors locking behind PCs, and so forth. The possibilities are limitless and make every location potentially mechanically different in a way that is player-salient.

In addition to streamlining gameplay and decreasing intrasession bookkeeping, such a procedure also decreases null (“whiff”) results. Almost every turn result means something. This may or may not always be a good thing. Maybe there is something to be said for not having something happen on every roll. However, given how dungeon exploration tends to play out in real (player) time, I suspect this is about right.

The results table could be replaced with a custom one for a given location, but the above spread seems like a reasonable default to me.

See also: a method of play.

Alternative LotFP bonus regime

In by the book LotFP, only fighters get an increasing attack bonus. While this is appropriate for some games, others may wish to grant non-fighter classes some greater degree of combat effectiveness.

Gus L. suggested on G+ that maybe specialists could gain an increasing bonus to missile attacks and that clerics could gain an increasing bonus to melee attacks. I like that division, and it inspired the slightly more nuanced structure below.

  • Cleric: as fighter against unholy foes (undead, demons, etc)
  • Dwarf: as fighter, but only for melee attacks
  • Elf: as fighter but only with elven weapons (see * below)
  • Fighter: unchanged (increasing attack bonus for everything)
  • Halfling: as fighter for small thrown missiles
  • Magic-user: unchanged (no increasing attack bonus)
  • Specialist: +1 melee or missile attack each level (pick), trap-making (see ** below)
LotFP Rules & Magic cover (source)

LotFP Rules & Magic cover (source)

Each of these rules alludes to mythological or thematic inspirations for the class in question. The halfing, for example, is reminiscent of David and Goliath. The specialist rule plays on the idea of discretionary focus (this allows you to make, for example, a thug specialist that is just as competent as a fighter, but only in melee). And so forth. They are also less boring than the more common approach of just giving smaller bonuses to the non-fighter classes (most commonly, I have seen +1 every other level proposed for the semi-martial classes). They also stay within the niche design of LotFP, allowing most classes to be competent combatants, but only in specific ways.

* Elven weapons. This goes to the otherworldly nature of elves (and also, perhaps, their comedy value if you want to play up the snobbishness aspect). Exactly how you operationalize what it means to be an elf weapon will drastically affect the power of this rule. I would suggest not iron and not steel are clear criteria, and probably quality. For a simple rule of thumb, you could make elven weapons cost ten times as much and only be available in Elven strongholds.

** Trap-making. This allows specialists to create makeshift traps given basic supplies and a turn of prep time. The trap attacks as a fighter of the specialist’s level (or in the context of the above discussion, the specialist’s attack bonus is that of a fighter when expressed in prepared traps).

Optimal Number of Tables

Working through Seclusium, each game entity tends to draw from multiple random tables. The number of input tables can get rather large. For example, a single magical item requires around 20 tables. I think this is part of what makes using Seclusium feel somewhat cumbersome in practice, despite the large number of interesting juxtapositions.

This leads me to a hypothesis: the optimal number of tables needed to create a complex, unique game entity is around 7, probably at least 5, and almost certainly less than 10. Beyond 10, I suspect there will be diminishing returns from the the extra degrees of freedom. Less than 5 inputs, though perhaps useful for many things, seems to offer more room for elaboration (given that you are trying to create something that will play a large role and thus should have a decent amount of detail). It is probably not a coincidence that this seems related to the magic number seven.

What constitutes a single table is somewhat mutable, as two d6 tables could be combined into a single d66 table (36 entries), thus “number of tables” here is really a proxy for some other category relating to complexity, so you cannot take this “rule” too literally. That said, such combination of tables can be a technique in and of itself, as it allows the author to potentially do more work for the end referee at the cost of using slightly more storage (two d6 tables require 12 entries, while one d66 table requires 36 entries).

In general, I think this comes down more to an issue of layouts than anything else, but it is still worth considering the various tradeoffs when creating a tool. Compare the somewhat pre-integrated d100 tables of Vornheim to the many small tables required by Seclusium, for example. Another related technique is tables with multiple columns that can either be used with one roll (just read across all columns) or multiple rolls (one per column), as can also be seen in the Vornheim table below.

Part of the Vornheim aristocrats table

Part of the Vornheim aristocrats table, for comparison

Contest winners

NIN Closer video frame

NIN Closer video frame

At the end of last year, I held a contest where the theme was the Nine Inch Nails song “The Becoming.” I got some submissions. Then I took a long time to actually read and evaluate all of them (apologies!), but as of last week the winners were determined and notified. Prizes were ordered and mailed out. If you did not win, thanks in any case for participating.

First place goes to Mark S. for his Black Ziggurat. Mark chose a copy of the 2013 LotFP Rules & Magic hardcover. The Black Ziggurat is a fantasy bronze age dungeon module which is filled with creative hazards and memorable details. The setting itself is a nice change of pace, without being too alien (it could easily be used as a ruin in a more traditional fantasy setting). The traps, even when they are reminiscent of old standbys, are presented with interesting variations (for example, consider The chamber of spears we guard for eternity, which is a great play on the classics of animating skeletons and spear traps). The theme of transformation is also nicely realized through the person of Naaresh the sorcerer, who was changed by his contact with the void (and effects related to this show up in numerous places within the module as well). Overall, an excellent effort that I think would be good for several sessions of play, and all of it fits on 4 letter-sized pages. There are not many ways I can think of to improve this as a module. If I had to pick something, I would say maybe a few more unique monsters would spice it up.

Second place goes to John M. for his Millennial Worm. John chose a copy of the Swords & Wizardry Monstrosities book. This adventure scenario focuses on the final stage of a dimension-hopping worm’s life cycle. The creature itself is also the adventure location. In addition to the concept itself, there are some interesting mechanics presented for how to actually handle adventuring inside a giant creature. This is not a case of just calling room one of the dungeon “the stomach” and leaving it at that, which I appreciate. Each area also has a mechanical “shift effect.” As for potential improvements, though all the encounters are atmosphereic and creative, the dungeon map itself is somewhat simplistic and linear. I do not know if this is really avoidable though, as the design is somewhat constrained by how digestive systems work. Perhaps some map complexity could be introduced by creating a more fantastic anatomy or integrating built structures into the creature’s body. (Note: if you print this one out, you probably only want to print the first nine pages, as everything after that is license legalese.)

Several other entries can be found on other blogs:

Discussion of other submissions will have to wait for a future post, however.

Automating Random Tables

Abulafia, if you are not already familiar with it, is a Wikipedia-like site for automating random tables. It allows you to create tools like this page, which is an automation of Patrick’s excellent experimental complex generator. However, Abulafia is not always a good solution. Specifically, it:

  1. Requires the internet
  2. Is not appropriate for automating tables from books that are not free
  3. Needs a human to activate an account
  4. Has a format that is not as elegant as it could be

This is not to say that it should not be used, but just to point out that there is space for alternative tools. This became particularly salient to me recently when I was using Seclusium, which has a large number of tables for each entity generated, on the order of 10 or 20 tables per thing. Rolling dice and pondering at the same time can be a useful technique for creativity, and I don’t want to discount that process entirely, but when there are this many tables I prefer some automation. For this reason, I hacked together an ugly little Ruby script which would allow me to do this locally with minimal hassle.

I created* my own random table format because I wanted minimal syntax. Why should every item require programming language cruft? That is not very accessible to non-programmers. What is my format? One file per table, one entry per line. This ends up being barely any format at all, which is perfect.

Without further ado, here is the core engine of the script. I will explain below how to use it, and provide an example.

<%-
Dir.foreach('tables') do |item|
  next if item == '.' or item == '..'
  instance_variable_set(
    "@#{item}_table",
    File.readlines('tables/' + item).map(&:chomp)
  )
  define_method("#{item}") do
    instance_variable_get("@#{item}_table").sample
  end
end
-%>
<%- # Place template below this line -%>

Now, that may look like a mess, but you don’t really need to understand it. In english, what it does is read each text file in the tables directory into an array, which is also wrapped with a random accessor function (that’s what the define_method call does).

Just download this example, which is an automation of Telecanter’s magic item spur. You will need to have ruby and erb installed** and be willing to open up a terminal. I use the ‘$’ character to denote a shell prompt.

$ unzip telecanter_magic_item_spur-2014-01-20.zip
$ cd telecanter_magic_item_spur-2014-01-20
$ ls tables/
descriptor
noun
power
range
type
verb
$ make open

The “make open” command will generate random results, write them to a datestamped file, and then open that file in your default browser. You should see output like this:

  1. bright clothing that animates shadow of power level 4 (out of 10) with range touch
  2. wondrous/weird clothing that deludes space of power level 6 (out of 10) with range area effect
  3. scarred armor that dispels demi-humans of power level 1 (out of 10) with range area effect
  4. ornamented clothing that evokes earth of power level 8 (out of 10) with range area effect
  5. mundane weapon that conjures animal of power level 3 (out of 10) with range wielder
  6. scarred weapon that shields fire of power level 8 (out of 10) with range touch
  7. bright uncommon item that deludes monsters of power level 9 (out of 10) with range wielder
  8. ornamented armor that conjures mineral of power level 3 (out of 10) with range wielder
  9. ancient clothing that distorts animal of power level 3 (out of 10) with range distance
  10. dark clothing that divines mineral of power level 10 (out of 10) with range wielder

You can also delete all generated files by running “make clean” within the directory (but don’t do that unless you actually want to remove the result files).

To create your own generator:

  1. Copy the zip file to a new file and then uncompress it
  2. Rename the resulting directory to whatever makes sense for your new generator
  3. Create the new random table files within the tables directory
  4. Rewrite the random_table.erb template to reflect the output you want
  5. Zip that new directory if you want to store it as a single file or share it

The template is standard ERB format (you can google that), but the core of what you need to know is that to generate a random value, use:

<%= tablename =>

Hopefully it should be clear from the example random_table.erb file. The full generator-specific code for Telecanter’s magic item spur is, ignoring the loop:

<%= descriptor %> <%= type %> that <%= verb %> <%= noun %>
of power level <%= power %> with range <%= range %>

Given that this is ERB, you also have the full power of Ruby at your disposal if you want to do something complicated.

Remember, there’s nothing special about the random table files. They are just text files with one entry per line. Given that the template generates HTML output, the format of the resulting output can be customized using HTML however you like. You can see in the magic item spur example that it uses an ordered list.

Unfortunately, making this work on Windows is beyond the scope of this post, and for that I apologize. I suspect that all you would need to do is install Ruby though. Similar code in JavaScript would be more portable, but for various reasons the table file format would not be able to be as simple (because of browser security models not allowing direct access to filesystems), and I’m not really interested either in writing JavaScript data structures directly for the tables or in writing a converter.

I also know this is pretty janky beta-level code, and there are probably many ways to break it, but it has been really useful to me so I thought I would share it in any case.

One known issue: don’t include strange characters in the ERB file directly, as Ruby has some Unicode issues. Strange characters should be fine in the random table files, but may look ugly. You have been warned.


* “The nice thing about standards is that there are so many of them to choose from.” — Andrew S. Tanenbaum

** This should be true on all Macs with a relatively recent OS, I think.

Thanks to Josh Symonds for answering a few Ruby questions.

Orphone’s magical item generator

Image from LotFP store

Image from LotFP store

The Seclusium of Orphone of the Three Visions (from hereon, “Seclusium”) is a set of tools and procedures to help referees create a wizard’s stronghold.

As the first part of what will probably be a collection of posts on this book amounting to a review of sorts, here’s an example of using chapter 8, which is a magical item generator. The chapter is approximately 15 A5 pages that consist almost entirely of tables and lists. All of these results are interpreted in the light of previously determined facts about the wizard, the stronghold itself, and the circumstances that led to the disappearance of the wizard. I chose to focus on the creation of a magic item first, because I think it shows one of the strengths of the book, which is how the individual components can be used by a referee to help jumpstart content creation.

I’m working on a seclusium that is a collection of islands on a placid expanse of sea that is all columned verandas, richly carved wood, and fluttering silk curtains. Notes in parentheses are my own musings and ideas as I work through the results of the generator, making sense of the juxtapositions.

  • Physical object
  • Occurring here naturally or by some unknown process
  • The wizard has put it into its appointed and proper place
  • It is a magical tool, changes the way an adventuring rule applies: searching
  • The item protects the seclusium from outside magic
  • Its use introduces a minor irritation into the user’s life
  • Its use attracts the attention of others beyond the wizard’s control
  • To bring its power to bear or to come into contact with its power, the item is to be: displayed
  • (Something naturally produced at some place on one of the islands)
  • Gives a penalty to the searching rules (some sort of camouflage?)
  • It caresses and flatters your plasmic self, like an intimate or treacherous friend
  • (Waters of invisibility, “displayed” means washed in, if drunk something else happens)

Okay, what can we do with this? My first thought from “occurring naturally” was that it was some sort of spring that naturally produced a potion. Protecting the seclusium led to a variation on the potion of invisibility (which also fit with a penalty to searching). From previous work, I know that the wizard also has imprisoned enemies within the seclusium, so perhaps an enemy trapped in the spring is the source of the magic. That is enough info to start nailing things down.


There is a spring on one of the islands, within which is trapped Iakkend the Obscure, a wounded and bound sorcerer, and one of the many enemies of Foriophere. The pool is deep but clear, and an observer that peers into it carefully can see an indistinct struggling form chained in the depths. The blood of Iakkend, who is a master of illusion and misdirection, has suffused the spring and granted it magical powers. Any object washed in the waters will become invisible for one day as long as it remains near the sea (slowly fading back into sight over the next several hours). Foriophere has also learned a technique to make the effect last semi-permanently (and this is the source of the invisible structures on the islands), though such use will not be available to PCs unless they discover the required procedure and additional ingredients elsewhere.

The potency of the spring water is limited though, and there is only enough magic for 1d6 applications (which can be either bottling or direct immersion). The water glitters with an opalescent sheen when it is empowered. The magic will slowly seep back into the water Iakkend bleeds (another 1d6 doses will become available after a day passes). Bottled potions of concealment have a limited lifetime, and any older than a few weeks has a 1 in 6 chance of not working.

If the water is drunk rather than used as a wash, the drinker must save versus magic or become a vessel for Iakkend. While so possessed, Iakkend has access to the drinker’s senses, and can speak using the drinkers voice. Further, he may compell the drinker to take actions, though each such attempt allows the drinker another saving throw, and a successful saving throw causes violent retching (expelling the potion) and the termination of all influence from and access by Iakkend. Drinkers also gain the ability to see any concealed, hidden, or invisible objects for the duration of Iakkend’s influence. Thus, though Foriophere uses the power of the spring to hide certain aspects of the seclusium, it also offers a potential foothold for Iakkend to influence the world again, and so is a danger.


This process certainly led to a unique item that I likely would not have come up with on my own or if using a different generator. The result is more involved (in a good way), and situated in the context of the fictional location. It was also, however, not quick, and required time and deliberation to use. It is one of the better magical item generators that I have used, and I will definitely return to it for future inspiration, even outside of creating a wizard’s stronghold. As should be clear from the list above, the many degrees of freedom will likely result in a wide variety of qualities, and there are also many subtables related to magical entities which did not come up here at all because they were not relevant to this particular item.

In addition to tables that help you create magical items, the way Seclusium presents special abilities is interesting. The point of magic is that it lets you break the rules. That is the role of magic within the game; the ESP spell, for example, in OD&D, is presented as basically a super-reliable way to listen at doors. It is worth keeping this in mind when designing magical items. What part of the rules does the item interact with? You will recall that the generator result told me that the item modified how the character interacted with the searching rules, and applied a penalty (which I interpreted liberally). Thinking about rules interface directly in this way guarantees that the item will have relevance to adventuring.

The book is not without its flaws, which I will touch on more in future posts, but hopefully this should give some idea about the style and potential value of Seclusium. The hardcopy can be purchased from the LotFP store, and the PDF is also available (sans watermarks, happily) from RPGNow.