Showing posts with label 6-Pack. Show all posts
Showing posts with label 6-Pack. Show all posts

Six-Pack - Ogres



1d6
Ogres
1
Azug - Stereotypical Ogre the other ogres look up to him. He has been known to head butt the shields of others  as he works himself into a frenzy prior to battle, this often results in a face covered in blood which adds to his fearsome visage. 
2
Badezug - Female Ogre. Nobody taunts her except fellow Ogres. She was beautiful, by Ogre standards, once. She will settle for respected and feared now. Her band enjoys talking Orcs, who generally take her for another Orc, into various challenges that will lead to a fight. 
3
Blerot - Claims he has the ability to change into a wolf. Everyone believes it is because of a wolfpelt he wears but it is not. He's not a werewolf or a Druid or anything but is totally insane.
4
Drekeg Strawdeath -  Extra violent, almost deranged while in a frenzy. Got the nickname because he fears nobody can kill him in battle and he’ll end up dying in bed. 
5
Giruk Crackjaw - Broken jaw never healed fight giving him an unbalanced appearance.
6
Gogruk the Goader - Known for provoking others into fighting. Most of his band are aware of his games and won't be provoked. 

Names generated using the fantasy name generators.


Six-Pack - More Goblins


1d6
More Goblins
1
Beardung Halfman -  Female Goblin who dresses and acts like a man. Looks a lot like one as well, but then thats her goal. Taunted by crew occasionally. 
2
Beetle Goatsnore - Very popular but nobody wants to sleep near her. 
3
Bon Dragonbreath - Infamous for her bad breath and body odor.  
4
Burti Woadface -  Applies captured woad as war paint prior to battle. The woad is not-magical but she's been convinced it is.
5
Gun the Scrounger - Able to procure just about anything, anywhere, either through theft or barter.  
6
Louse Rockswimmer - Because of a curse she sinks like a stone in water, even without armor. Naturally she never goes in deep.  

Names generated using the fantasy name generators.

Six-Pack - Goblins


1d6
Goblins
1
Bagdo Chewshield - Not a berserker (obviously) but he very badly wants to be. He chews his shield rim prior to battle trying to work himself into a battle frenzy but usually ends up with splinters in his lips.   
2
Cab The Younger - Younger brother of Chewshield. X has yet to earn a nickname. 
3
Jichik Cowhead - Saved a band member by wrestling a bull to the ground. Was thanked by the gift of a helmet with the bulls horns attached. Most of the crew think the helmet looks silly but the Goblin wrestled an angry bull to the ground so nobody is going to say anything. 
4
Murkknuckle the Reader -  His father taught him to read and write in three languages and now he is forced to translate everything and deal with the playful taunting each time from the mostly illiterate Horde. 
5
Peon Hollowleg - Famous for consuming massive amounts of ale. Drinking champion of the band winning head-to-head challenges three times in a row.
6
Piggab the Kettlepot - Cook who can turn anything into a stew.  

Names generated using the fantasy name generators.

Six-Pack - More Hobgoblins




    1d6
    More Hobgoblins
    1
    Koldrak Longstory - Famous for retelling the same story and for embellishing and lengthening the most basic tale.  
    2
    Mendrarg Flare - Youngest daughter of the famous Warboss Agnodeg. Not a particularly good warrior but her father really, really, appreciates the effort and has thrown fairly lavish parties for the band whenever they return and guaranteed they are provisioned properly.  Despite not being a great maurader she tries and the band respects him for that. 
    3
    Rhakerod Pisspants - Nicknamed because she often has a wet spot on her groin after urinating. Acts extra brave hoping to earn a new nickname.  
    4
    Rolvran Four Lives - Took a sword wound in the belly that everyone thought was mortal and yet he recovered in time. He also went underwater for longer than anyone thought possible and when dragged back to the surface expelled the water and recovered. Lastly he caught some type of disease and was left in the wilderness, three months he returned alive and fully recovered. Considered blessed by the gods.  
    5
    Shaknud Hogsbelly -The big Ale drinker in the band her knickname is a play on the term a hogshead of beer. She is starting to get barrel shaped around the middle but Hobgoblins like that. Rarely sober, even in the morning or in the hours before battle.  
    6
    Valvrec Sunshine - Dour and gloomy girl who rarely drinks or jokes around with the rest of the band. It’s not that she's actually dour or gloomy, she just doesn't get their humor. Not at all. But she can't say that lest she be the butt of jokes.  

    Names generated using the fantasy name generators.

      Six-Pack - Hobgoblins


      1d6
      Hobgoblins
      1
      Agnodeg Flail - Known for his long and bushy nosehairs. He also has hairy ears.  
      2
      Glondurz Flatnose - Goblins are known for large noses but not Glondurz. Desperately tries to be funny, but unfortunately he is not, which usually makes the crew laugh anyway. Joined the crew to prove he was a man and enjoyed the respect he got when he returned so he has continued to viking. Still, he wants to actually be funny.  
      3
      Glorbed Brawl - First out of the boat and into combat. He only survives because the others are usually right behind him scaring the pants off everyone. 
      4
      Klokorg the Limp - An old leg wound causes him to limp. He cannot run, but he still manages to fight well enough and has become a nice shot throwing his spear prior to closing.  
      5
      Kralvenud Blacksmith -  His father is blacksmith, he is learning to be a weaponsmith and does the bulk of the weapon sharpening, cleaning, and repairs for his band.  
      6
      Nag Six Wives - Literally has had six wives already and he's still young. Females fall in love with him quickly and it seems fall out of love with him just as quick and demand a separation. He has been with his sixth wife for nearly two years because he spends so much of his time out marauding. 

      Names generated using the fantasy name generators.



      Six-Pack - A Third Helping of Orcs


      1d6
      Even More Orcs
      1
      Bretravik Godsmacked -  Ever since he took a blow to the head he's not been right in the head. He stares into the distance a lot and is unable to concentrate at times. Of course he still knows his friends and enjoys a good fight so he gets along well. 
      2
      Doktaarg the Fists - The band's brawler, he is a scrawny little Orc who is often goaded into brawls by the rest of the band and beaten when he loses. It has gotten so that he rarely loses now. 
      3
      Gnovirill Off-time - For some reason he simply can't keep proper rhythm on a march when the band is singing or banging a drum to keep time. It's gotten so bad that is often given the position of whipmaster, a position he's very happy to have. 
      4
      Gobull Goldenlips -  Worst singer ever but when drunk he feels compelled to sing. Has led to being beaten at times. 
      5
      Krakunva Sheepfriend - The lady's man of the band. Handsome and strong he has little trouble attracting the Orc ladies. The nickname was a crude attempt to change that but it hasn't hurt his romantic life at all.  
      6
      Zenveg the Shallow -  The shallow refers to his refusal to enter water more than waist deep. He doesn't even bathe even though he reeks something terrible.

      Names generated using the fantasy name generators.


        Six-Pack - More Orcs

        Now some female orcs.

        1d6
        More Orcs
        1
        Agrob Dungmouth -  Known for stretching the truth, all the time, even when she doesn't have to, even in front of witnesses who know the truth. When called on her crap she generally smiles rather than arguing. 
        2
        Atub the Stitch - A headbutt split open her forehead, now she has a large scar that she wears with pride. 
        3
        Bula Beavertooth - Large buck tooth (one fell out) and an aw-shucks grin that shows them off far to often. She is goofy looking but a stalwart fighter in battle.  
        4
        Dulug the Flamehair - During one raid the fur fringe one her leather helmet caught on fire and a nickname was born. Considering her ears and neck were hideously burned she's not thrilled the nickname reminders her. She generally wears hats and covers her ears and neck. 
        5
        Grazob Fireskin - Fair skinned Orc who sunburns ridiculously easy and religiously avoids going out in the sun, even more so than normal Orcs.
        6
        Urog the Mariner - The nickname is a mocking tribute to the fact that she gets seasick taking a bath. Beyond that she's a solid member of any band. 

        Names generated using the fantasy name generators.

        Six-Pack - Orcs

        Sometimes you need some personality, or a name for an encounter.


        1d6
        Orcs
        1
        Darfu - Darfu is a good leader, a decent fighter, and a loyal friend. He also holds a grudge like there is no tomorrow.
        2
        Gnadug - Gnadug is one hell of a fighter but he has some serious flatulence issues.
        3
        Jughog - Still hasn't proved his metal as he gets wounded early and often before combat really gets underway. Nobody questions his bravery, just his luck. 
        4
        Kagan the Bowlegged - Not actually bowlegged, at  least no more than  normal orc. The name is a crude joke of Kagan having been abused by his previous warboss. Only close friends dare call him that or inquire further.   
        5
        Ougha the Goat - Known for eating anything. 
        6
        Urag the Silent  -  A psychotic who often chuckles to his own private jokes. Generally left alone to sharpen his weapons and most hope that if they must lose someone in battle that the Silent will be the one. 

        Names generated using the fantasy name generators.



        Six-Pack - At the Dungeon Entrance

        Perhaps we aren't the first ones to find this dungeon...

        1d6
        At the Dungeon Entrance
        1
        Rocky fort - Someone has cleared the high ground and built a one and a half yard tall drystone wall around the a perfect base camp sized area. There is also a primitive lean-to big enough to keep people and supplies out of the rain. There are no footprints and by all signs this rocky fort hasn't been used in some time.
        2
        Wooden Palisade - A wooden palisade has been built on the high ground. It looks like a wild west fort with one side torn open but repairable. Inside there are two wooden buildings that lack roofs. It looks like someone used this place for some long term exploring before they were killed or the place as abandoned.
        3
        Primitive Moat - Someone built a dam in the stream which backed up the river making the area  swampy and difficult to cross. On a small island in this morass is a small wooden platform.
        4
        Wooden Tower - A broad wooden tower was built not far from the opening. The bottom floor is big enough for a wagon and horses. It is also covered in dried horse dung but there are primitive bunks on the second floor (accessed by a ladder).
        5
        Tree Fort - A small platform was built up in a tree. It is big enough for two people and some supplies but certainly not for horses. 
        6
        Ruins - The remains of a basecamp are clear but it's been destroyed. Burned out and torn down. Blood and bone are everywhere. Torn up tents are on the ground but everything worthwhile is gone. At GM option a single survivor might be around somewhere to tell the tale. 




        Six-Pack - What happened to the bags we dropped?

        Dropped your stuff prior to battle, or because you ran away and now you've returned... This one had to be 2d6 as I wanted slightly better odds that nothing happened.

        2d6
        What happened to the packs?
        2
        Missing - The packs are gone. 
        3
        Opened and Scattered - Something sorted through the contents and spread them about. They did a rush job of it. 50% chance 1d6 rations are gone.
        4
        Vermin - The packs are covered in vermin. The packs don't appear damaged but a close inspection might find coins leaking out or something. Possibly a few vermin stow-aways if the packs aren't closely checked.
        5-10
        Nothing happened - Packs are just where you dropped them.
        11
        Trod upon up - Someone stepped on the bags and kicked them around as if they didn't really see them there or they were in the way. It'll take a short rest to set things right again. 50% chance water jugs were damaged and 1d6 meals worth of fresh water were lost.
        12
        Soiled - Either dung or blood & gore covers the packs. They can be cleaned, somewhat, during a short rest 50% of the rations can't be salvaged.  A Halfling might still be able to salvage half the spoiled food and a Half Orc won't mind care about the spoilage.


        Six-Pack - Different Rations


        1d6
        Rations
        1
        Iron Rations - Salted meat, jerky, and nuts for three days. Lasts a month. When survival and cost is more important than taste. Elves won't eat the meat so this won't work for them. This pack will survive getting wet but is worthless if you hope to distract a hungry beast chasing you.
        2
        Dwarven Rations - Prepared by Halfling chefs of course. Sausage, bread, and cheese for one person for three days. Lasts a week although the sausage will only last three days in warm climates. Even Elves will get enough nourishment from this tasty pack (except the sausage of course). Costs twice the normal price, bread may be ruined if wet. Nearly 100% success when thrown down to distract hungry carnivores.
        3
        Elf Rations - A vegetable sauce contained in a bread bowl (more of a thermos shape). Veggie rations so tasty that even Dwarves will eat them. Half Orcs won't however. Stays fresh for a month. Don't get it wet. Normal chance a beast will stop to eat this meal if thrown down as a distraction. 
        4
        Wood Elf Bread - Thin bread that stays fresh for a month. Great for eating on the move. Not super-tasty but filling. Will feed one person for a week. Never goes bad. Don't get it wet and don't expect hungry carnivores to be distracted.
        5
        Halfing Rations - Combine the Elf and Dwarven rations and you'll have some idea. Twice the ENC. Enough for one Halfling (or two non-halflings) for a week. 
        6
        Half Orc Rations - Typically a Half Orc can live off the land, eating Orcs, Goblins or other beasts that have been killed. Usually they make a jerky, or a stew so that nobody recognizes bits of an old companion. 




        Six-Pack - More Weird Wizards


        1d6
        More Wizards
        1
        Regs Ordstaff  - Said to be the first Necromancer. Little is known of him except that his name is attached to spell names and some ancient relics (possibly incorrectly). Regs Oldstaff is also said to be the first vampire as his original research pushed him across a line he was unable (or unwilling) to recross. 
        2
        Teves Shonender - Currently a half-Litch who owns Yar Yurnet's left hand and eye. Teves is nearly a thousand years old and well connected to the network of vampires that infest most major cities in the region. He's human but looks like a skeleton wrapped in skin. He's at a couple hundred years old and obsessed with research. 
        3
        Bagot of Abertossing - Changeling believed to have Fey heritage. Metal armour has no effect on his spellcasting. The changeling dresses and acts like a soldier and frequently acts as an outrider and messenger. He currently owns three trade ships (with his business partner, a merchant). 
        4
        Char Halldiriwell - Also known as the Snowdog because of the white wolf cloak he wears. The cloak allows him to shape shift. Char is somewhat of a warrior as far as sorcerers go having extensive practice with spear, axe and bow. He is a hairy beast of a man with burned beard who spends most of his time in the wild.
        5
        Lenjel & Laup Quayjas - Identical twins are able to cast as if using Team spell. These two beautiful women often travel and do missions on behalf of the Cult of Lustria. They are men haters but their contact with the cult has soften them somewhat. They were said to have avenged their parents death by killing and bringing the killers back to serve them. They primarily act as well paid assassins. 
        6
        Leim Churaley - Leim was born the Seventh son of a Seventh Son and thus gets double power to all detection spells. Leim is a high ranking guard in the King's personal guard. He is the son a prolific but minor noble and has risen quickly thanks to his abilities, and his wisdom in hiding his magical skills from the Clerics of Lough.

        Six-Pack - Weird Wizards

        Some time ago I bought the game Battle Wizards and fell in love with the cards. I've never played the game but at the time started sketching out less vanilla wizards. These folks are mostly in the background, legends and magic item names, and occasionally a name on the map. I never gave them proper stats.

        1d6
        Wizards
        1
        Jack Steveson - Has a double advantage when casting in proximity to Vortexes. Nearly a century old, not super-powerful. Not much is known about this Warlock except that his name is spoken of with a bit of fear by other Warlocks and his name is attached to a number of spells.
        2
        Jep Ferenf - Two century old creepy-well preserved because he spent a century of that time being tortured by a daemon and didn't age in the meantime. He's also a bit insane. Spends his time looking for ancient artifacts. He will occasionally hire adventurers, he will often lead them. A true rat bastard with a pleasant smile.
        3
        Reven Sperrit - An ancient Sorcerer who developed a number of powerful spells before he was captured by a Daemon he failed to contain. Lore suggests he'll be held for a thousand years, a time which in all stories corresponds to now. A very powerful, and insane, sorcerer with a Daemon tentacle for a hand and a freakish Deamon eye. He hunts for his own eye and hand. He floats two inches above the ground and moves in a very creepy way.
        4
        Yar Yurnet - Daemonspawn, believed to have daemon bloodlines. Daemon familiar (absorbs a lot). Yar Yurnet was once a Cleric of Lough who studied a captured spell book until he slipped into insanity. The Cult of Lough has tried to find him and kill him for decades without success. Yar Yurnet doesn't hide, he just kills those that might try to tell on him.
        5
        Dava Graemis - Necro-birth, her mother died before birth so she does not appear in detection spells. This crone has been sacrificing newborns hoping to restore her youth. She is a drunk and sloppy Witch who is afraid to take the risks required to be great. Dava earns money speaking to the dead on behalf of mourning people and putting souls to rest as well as pumping the dead for information that might lead to wealth.
        6
        Priest Rickley - Ritual Birth. Birth was planned by Chaos Cultists. Uneffected by Holy Ground. He is actively planning the Ragnorak, in order to do so he sends out adventurers looking to find/steal different arcane objects he will need.

        Six-Pack - Magic Schools and Chantries

        Every Wizard, Sorcerer, or Warlock should have a School or Chantry where they trained. Typically these are hidden affairs to prevent Wizard wars, problems with the Clerics of Law, and endless requests for magical assistance.

        1d6
        Magic Schools and Chantries
        1
        Coven of Lamb the Mad - The coven is a  three story tenement building. The first two floors are actual tenement rentals filled with working folk that have little idea what goes on on the third floor. The third floor has the windows shuttered to hide that they are bricked over to prevent anyone spying inside. The room is filled with shelves of books, the walls are covered in pentagrams and glyphs and the place reeks of sulfur. The coven teaches Demonology and Pyromancy.
        2
        Swinemole Academy - Founded by three mages a decade ago the Swinemole Academy is the largest academy of sorcery in the region. The academy teaches all but the dark arts (Necromancy and Demonology). Swinemole academy is built outside the city proper in a large warehouse and supporting buildings with extensive basements and sub-buildings. The Academy is willing to teach total novices for a price and a number of graduates have gone on to positions of political power. There are currently four  sorcerers on staff and twelve apprentices. 
        3
        Nightshade Chantry - The oldest existing school of magic in the region the Nightshade Chantry has mostly shrunk in size to avoid detection and because the back alley chantry has taken a few of their apprentices. The chantry currently has two teachers and two students.
        4
        Red Powder Alchemy - Shop has picture of a pile of red powder and a vial. Downstairs is full of herbs and spices (mostly cooking) and various hedge Alchemy, that is cheap love potions and trinkets of no real magical power.  Upstairs there is a second shop, where the owner teaches magic to a handful of students. He rarely shows the upstairs to those that he don't know as the local Clerics cause enough trouble over his love potion business they'd likely burn him at the stake if they knew. 
        5
        Back Shop Alchemy - The shop has no sign. It is just a staircase to a shop above a tenement. Easily missed by those unaware of its true nature. The door leads into a barred cage which prevents customers from entering the shop itself without a bit of force or Lady Remic, the owner's permission. Back Alley Alchemy has real potions brewed by a handful of students who spend more time mixing potions than learning spellcasting.
        6
        Flashburn Tavern - Flashburn Tavern is lively and warm with reasonable prices and exceedingly infrequent crime. The place is frequented by Templars (the owner gives them good prices and donates the occasional Healing Balm to the Templars. This is expensive but James considers it the cost of doing business as the good graces of the Templars ensures the nosey Clerics give him a wide berth. From the earliest hours the Tavern serves as a Magic school.

        Six-Pack - Succession Troubles

        Dungeon Dozen is brilliant (and also on a long vacation or something), and I really like the idea of having short lists of options to help a GM creativity. Unfortunately I'm not creative enough to come up with 12 decent ideas each time the way the Dungeon Dozen does. So along those lines I present Six-pack which will be a list of six related items I find useful (or whatever I might be researching at the time). To start with I have Succession Troubles.

        1d6
        Succession Troubles
        1
        No Male Heir - King dies with no male heir. Claimants fight and may also vie for the hand of surviving daughter to give legitimacy to their claim.
        2
        Multiple Male Heirs - King's sons try to take his throne, or just regions of the realm.
        3
        Unacceptable Heir - The rightful heir is of the wrong religion, sect, or other, and isn't accepted by the people/nobles. Other more acceptable claimants arrive to fight for the throne.
        4
        Family Feud - Heir is challenged by a nephew with a better claim. For example King John's son Henry III was challenged by Arthur I the son of his John's older brother Geoffrey who had a better claim.
        5
        Heir is Illegitimate - Heir is declared illegitimate and other family members fight to take the throne. This is the Richard III scenario.
        6
        No Heir - King and Heir die at the same time leaving several claimants fighting for the throne.
        These are all based on history, the male heir could just as easily be a female heir or other requirement in a matriarchal society.

        Morale plus Bloodied and 3 Round Combat

        Still Wanna Fight? I've been working on a setting. It's for 5E but I wanted encounters to have morale rolls like Old School Games. T...