View Full Version : Kobold Quarterly Your Whispering Homunculus: A Plethora of d12 Tables (Part 3 of 4)

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02-29-2012, 11:12 AM
Originally posted on Wednesday 02-29-2012 12:10 PM at koboldquarterly.com (http://www.koboldquarterly.com)

http://www.koboldquarterly.com/k/wp-content/uploads/2010/04/Homunculus1-232x300.jpg (http://www.koboldquarterly.com/k/wp-content/uploads/2010/04/Homunculus1.jpg)Master Pett’sYour Whispering Homunculus*presents only the finest in British gaming. Indeed, you are not likely to find a more comprehensive assortment of miscellany anywhere.

(So much more than just another bloke in a dress.)

[previously (http://www.koboldquarterly.com/k/front-page11813.php)]

Twelve NPC Moods

Occasionally, it’s interesting to spice up some checks with the odd unusual modifier due to peculiar circumstances. The way an NPC feels is one option for you to consider using occasionally. The number in brackets indicated is the optional modifier to attempts made to use a Diplomacy check on that NPC. You might also consider that moods are a changeable thing to have, which might be changed by appealing to an NPC’s interest in music, giving a simple gift, or perhaps by even things such as weather.

1. Furious (–2)

2. Unhappy (–1)

3. Grumpy (–1)

4. Annoyed (–1)

5. Tired (–1)

6. Bored

7. Lethargic

8. Indifferent

9. Energetic (+1)

10. Cheerful (+1)

11. Happy (+1)

12. Joyful (+2)

A Dozen Monster Scars and Blemishes

The number in brackets represents a suggested reduction (or in one case increase) in the percentage of the creature’s hit points because of its injury.

1. Massive head scar, signs of attack by bladed weapons, and multiple arrow wounds (–30%)

2. One limb severed (–25% and modify attacks accordingly)

3. One limb withered or broken (–25% and modify attacks accordingly)

4. One limb clearly previously broken and badly healed (–20%, reduce move by 10 ft. if leg and any natural attacks by –2 as appropriate)

5. Serious head injury that seems to have healed ([–5%] when entering combat. make a Will save [DC 10] or be confused for a round; make a further saving throw the round after to end the confusion effect. Once the save is made, no further save need be made for 24 hours)

6. Major cut, which despite scar tissues still exposes bone (–10%)

7. Blinded in one eye (–5% and adjust Perception by –2)

8. Slight burns (–5%)

9. Missing 1d3 digits

10. Ugly blemish, possibly the remains of disease such as mummy rot or filth fever

11. Shows signs of severe poisoning (discoloration, wheezing when inhaling)

12. Lots of scars from battles (+10%)

Inside a Dozen Pit Traps

1. Richly decorated with bas-reliefs of figures making good their escape from a pit trap only to be torn to pieces when they emerge at the top by biting mouths on tentacled limbs

2. Is painted blue

3. Has frescoes of cackling gargoyles pointing at the base

4. Is wreathed in images of conflagration and fire

5. Is signed by the creator Fabian Quart

6. Is liberally scattered with cat remains

7. Features smiling demonic faces

8. Has a warning written in common; do not imbibe the yellow liquid

9. Triggers a magic mouth spell that laughs unsettlingly

10. Has a second, deeper pit trap at its base

11. Is so full of bodies that the corpses cushion the fall (halving the damage) but burst in a cloud of filth fever

12. Has a set of iron rungs nailed into the wall to allow escape

Twelve Doors

1. A carved wooden door with a large grinning maw in the centre

2. Has countless long nails sticking through

3. Is covered in meaningless fake magic runes

4. Has been put in upside down

5. Hinges at the top, not the side

6. Has a cover of beaten bronze with seven circles in it, each with a picture of a kobold in the middle

7. Has a dead mummy nailed to it

8. Has a brass knocker depicting a griffon eating an ochre jelly

9. Has a mosaic of a howling man stuck to it

10. Is made of balsa wood (Hardness 0, 2 hit points, break DC 4)

11. Is very badly scorched

12. Has a dozen full metal helms nailed to it

A Dozen Obscure Rooms

1. Gelatinery: Room for the raising and care of young gelatinous cubes

2. Spawning Ponds: Room for the breeding of dire toads or giant frogs

3. Slugery: Chamber used to encourage the retention and growth of giant slugs

4. Slime Vats: Large deep vats for the production of green slime and others

5. Oozery: Usually well-sealed chamber created to breed oozes and jellies

6. Smellery: Goblin chamber used to collect revolting smells within

7. Mould Larder: Often shelved or otherwise subdivided room within which dangerous molds are fed and nurtured

8. Incubating Vats: Room incorporating ovens, heating areas, and other incubation enhancing devices; room to incubate monster young; or room filled with broody and otherwise very dangerous female monsters sitting on eggs

9. Perch: High and often narrow shelf, not always natural, used as a perch for harpies, gargoyles, and other winged, intelligent creatures

10. Communicatory: Chamber for the direct communication with god(s)

11. Nursery Punishment Pit: Open pit within a goblin nursery area, often with occupying wolverines and so on, used to encourage strength and competition amongst goblin infants

12. Sanctum: Either a chamber used by master torturers to relax away from the screams of their victims or an inner chamber within a mastermind/main villain’s chambers where he can relax without the usual accoutrements of skulls, flayed flesh, boiling victims, and so on

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