Friday, April 3, 2026

Spark Tables for Visions

Roll a D6, D10, D12 and D20 at once, and consult the tables for inspiration:

Three ghostly women standing upon a mountain surrounded by fire
Arthur Rackham

What message is imparted? (D6)

  1. A warning
  2. A rebuke
  3. A request
  4. An instruction
  5. A question
  6. Nothing Clear 

Where are you? (D20)

  1. A hill
  2. A mountain 
  3. A lake
  4. A battlefield
  5. Ruins
  6. A graveyard
  7. A tomb
  8. A castle
  9. A tower
  10. A forest
  11. An island
  12. A beach
  13. A cave
  14. A desert
  15. A swamp
  16. A bridge 
  17. Your birthplace
  18. A grove
  19. A fountain
  20. A ring of standing stones

Location Descriptor (D10)

  1. Misty
  2. Dark
  3. Moonlit 
  4. Putrid
  5. Ancient
  6. Snowy
  7. Rainy
  8. Frozen
  9. Ethereal
  10. Gleaming 

Who else is there? (D12)

  1. A pack of creatures
  2. A great noble beast
  3. An army
  4. A shrouded figure
  5. A fallen one
  6. One you know
  7. A great power
  8. A magical being
  9. A warrior
  10. A trickster
  11. A monarch
  12. No one

Monday, March 23, 2026

The Spy Action RPG

This is a game inspired by Conqueror of Kamelia, and the Bourne Movies.

Rules:

  • Characters have no traditional attribute stats.  Only year of birth, backstory, passports (name and country), and equipment (each can carry 1 pistol without being noticed in urban environments)
  • All fights are 1-on-1 even if they aren't.
    • A fight between 1 PC and 20 enemies is resolved as a series of 1-1 fights. 
  • The cooler character always wins in a fight.
    • Coolness is determined by consensus based on the following in order of importance:
      • The character with more unique attributes is cooler. 
      • The character with more unique training is cooler. 
      • If two characters are equally cool, the older/more experienced character is cooler.
    • If two characters who are equally cool fight, the one with more wounds at the start of the fight wins but begins slowly dying after the fight. 
  • Slowly dying takes 10 minutes in real time and while slowly dying a character may not be killed by anything.
    • If a character falls into a body of water while slowly dying they automatically live but may not return within the same session.  
      • After this they appear a month later in a location determined by throwing a dart at a world map.  
  • Wounds can be physical or emotional but always slow a character down slightly and make them more noticeable in a crowd.
  • Player characters know the language of every country they have a passport in and speak as a native.
  • If a character points a gun at another character within arm's reach the gun may be disarmed and taken without any risk.

Characters start with a backstory, 2D4 passports and associated aliases, a pistol or switchblade, a sniper rifle in a duffel bag or 3 burner phones, and 3D100 Euros in cash.

Friday, March 6, 2026

Spark Tables for Bandit Companies

Roll a D4, D6, D8, D20, and consult the tables.

An image of robin hood stealing papers from a sleeping man
Louis Rhead

How many are there? (1D4)

  1. Three
  2. Half a dozen
  3. A Dozen
  4. A Horde (10 + Add up all dice rolled)
Where is their hideout? (1D6)
  1. A cave
  2. A ruined fortress
  3. A small wooden keep
  4. A rocky overpass above a trail
  5. A cliffside grotto
  6. A river island
Background (1D8)
  1. Dispossessed nobles
  2. Runaway children
  3. Deserters
  4. Born outlaws
  5. Escapees
  6. Political dissidents
  7. Angry peasants
  8. Religious folk

Descriptor (1D20) 

  1. Mangy
  2. Cruel
  3. Kindly
  4. Merry
  5. Musical
  6. Just
  7. Destitute
  8. Wise
  9. Dangerous
  10. Well-Regarded
  11. Foolish
  12. Notorious
  13. Nocturnal
  14. Cowardly
  15. Lazy
  16. Dolorous
  17. Silent
  18. Putrid
  19. Unknown
  20. Reckless

Saturday, February 28, 2026

Idiosyncratic Knight NPCs

This is inspired by Zelda-Style NPC Personalities.  I am a big fan of using a variety of NPC generation tools in a single campaign to keep things fresh for myself and players.  I am not using this generator for every knight in my setting, but sprinkling them in as seasoning.  

A knight riding in the snow while bandits look at him

Knight Behaviours (Flip a coin and roll a D6 and D8)

Heads: This knight will always... 
(1. bow 2. fall in love 3. speak in the third person 4. offer aid 5. pray 6. drink from a wooden flask)
when... 
(1. meeting a stranger 2. challenged to a duel 3. threatened 4. asked for help 5. insulted 6. entering a settlement 7. slaying an enemy 8. the sun rises)

Tails: This knight never... 
(1. removes their helmet 2. reveals their true name 3. speaks outside of riddles 4. kills 5. accepts coin 6. puts down their sword)
...
(1. until the enemy is slain 2. unless it is past dusk 3. other than on full moons 4. until the quest is completed 5. except when asked politely to 6. except during rain or snow 7. while watched by any flying creature 8. except on holy days)

Traits (Roll 1D10, write another based on prior prompts)

  1. Haughty
  2. Beautiful
  3. Woeful
  4. Fearless
  5. Vengeful
  6. Peaceful
  7. Ominous
  8. Aged
  9. Violent
  10. Naive 

The Knight Always Challenges (Roll a D12)

  1. Foreign warriors
  2. Anyone with a larger sword
  3. Mages
  4. Druids
  5. Those perceived as disrespectful
  6. Knights wearing a crest with a predatory animal
  7. Warriors with a more beautiful horse
  8. Warriors who do not bow first
  9. Oath Breakers
  10. Boastful knights
  11. Thieves
  12. Nobility

Garb and Armor (Roll a D20)

  1. Crimson
  2. Blue
  3. Green
  4. Black
  5. Yellow
  6. Wintry
  7. Tarnished armor
  8. Ancient 
  9. Ragged
  10. Cape is too long
  11. Cape is too short
  12. Woolen boots
  13. Roman
  14. Celtic patterns
  15. Holy
  16. Enchanted with minor magic
  17. Unarmored
  18. Fractured Armor
  19. Jeweled
  20. Shining

Tuesday, February 24, 2026

Lockpicking Minigame

Here is a random lockpicking minigame idea I had:

Lockpicking is guessing.  Each lock has a number from 1 to 10.  Without any skill you have a 1-in-10 chance of picking the lock.  For every point in dexterity you may roll D10 and determine if the lock's number is greater than, less than, or equal to the roll.  Those trained in lock-picking may manipulate their rolls by up to 3 in either direction.  After making all rolls the guess must be made.  If the guess is incorrect the lockpick is broken.  If the guess is off by 4 or more the lock is jammed.   

Lesser locks have more than 1 consecutive number. 

Wednesday, February 11, 2026

The Slumbering Castle Devlog 5: Paths

Mapping the Kingdom

My work to map out the Slumbering Castle continues.  I will be running my first test of this dungeon at Total Con 40 in about 10 days with a simple map and bullet point keys.  

Draft map 1 - I already want to change things but I'll probably use this version for the playtest

More Brainstorming Locations 

  • Whipping post where two sleepers are tied (a proclamation reads that they spoke treasonously of the Princeling)
  • Rotting wheelbarrow
  • Large rock with a adventuring sleeper on top
  • Field of standing stones
  • Cats (kitten dreams)
  • Bridge over a narrow valley
  • Ritual fire pit

After brainstorming some more locations, I made a cleaned up version of the earlier rough draft map of the kingdom.  There's already things I'd like to change about this map, including the specifics of the castle itself but I'm going to focus on keying locations for now.  

Another goal for designing the kingdom map was to create somewhat natural paths through the space with very minimal use of actual "roads."  Paths will be hugely important to the success of this as a viable adventuring location.  With the incredibly thick fog, constant threat of endless sleep, and waist high thorns growing nearly everywhere, there can be no intelligent exploration inside the kingdom without constantly accounting for where you are and how you got to that location.  

Material Paths

  • The Castle Road (From exterior through areas 8,7,6, to 5)
  • The Yarn Path (From exterior through areas 1, to 5)
  • The Bread Crumbs (From exterior to 3)
  • The Brook (From exterior to 2)
  • Standing Stone Avenue (From the Law Stone in area 1 to the temple and barrow in area 4)
  • Catacombs/Ancient caverns beneath the castle (connect to the castle well, undercroft, dungeons in area 5, alcove in area 1, and cave entrance in area 2)
  • Line of trees planted from seeds by a wizard to have an easy path (Not sure about this one but it seems like a fun idea and would give PCs plenty of ideas to utilize the latent plant growth spell effect)

Informational Paths 

  • Horse's dreams (Stables in area 6, through areas 7,5 to the orchard in area 1)
  • Farmer's note (Farm in area 3 to fox hole in area 6 south of the rock pile)
  • Fox's dreams (Fox hole in area 3 to chicken coop in area 6 and alcove in area 1)
  • Adventurer graffiti and markings (Various places)
  • Sacred Texts (Reveals entrances to the ancient caverns of the Goddess, relative locations of the Lawstone and Temple)

Keying Tables

I have begun the work of keying locations in the castle.  I created some tables for inspiration for keying what may be dozens to hundreds of tiny little nooks inside the cursed kingdom.  I won't consider myself bound by results rolled, (and may add to or change the tables entirely later) but plan to use them as a guide for now for distributing things when I have no other ideas.  I am intentionally leaving out certain things which I am adding in a more bespoke manner.  Large adventuring parties and their paths through the kingdom are something I want to write very deliberately so that I have a chance to include fun moments of continuity.  

Table for Keying Minor Points of Interest

  1. Extremely Hazardous Rot
  2. Rot, Decay, or Collapse
  3. Small Place of Dreaming (glimpses of a dream)
  4. Sleeper
  5. Sleeper in a place they aren't supposed to be
  6. Wildly grown plant
  7. Roll 1x on Stash Table (I have a d100 table I normally use for "non-treasure treasure")
  8. Note or clue referencing another location and hinting how to arrive there

Table 1 for Keying Huts

  1. Tool of profession
  2. Tool for cooking
  3. Cache of coin (1D4 silver, 1D20 copper)
  4. Instrument
  5. Clothing item
  6. Keepsake or charm
  7. Roll on Stash Table 
  8. Roll on Stash Table

Table 2 for Keying Huts

  1. 1D4 Candles
  2. Woolen blanket or animal fur
  3. Rotting firewood
  4. Simple weapon (dagger, club, staff, etc)
  5. Rotting foodstuff or mead
  6. Historical clue (letter, idol, drawing, simple tapestry etc)

The Slumbering Castle Devlogs: 1, 2, 3, 4

Wednesday, January 28, 2026

The Slumbering Castle Devlog 4: The Dragon and Secrets

The Dragon

Since the "clock" of stamina is tracked by players, there is hopefully a bit of mental bandwidth budget to determine where the dragon is and track it's movement when characters are delving through the castle's cursed lands.  Event rolls happen roughly every 20 minutes in real time or whenever characters move between areas.  Roll a 1D4 and 1D6 at the same time.  

Event Rolls:

  1. Characters lose 1 Stamina
  2. Characters lose 1D6 Stamina
  3. The Dragon flies in a random direction (1-6 Directions)
  4. The Dragon flies to a random area (1-6 Areas)

A sketch of the kingdom divided into areas

Behavioral Absolutes: The Dragon never leaves the kingdom.  The Dragon does not retreat from battle.  The Dragon attacks all non-sleeping outsiders, and will attempt to tire them out or kill them.  The Dragon does not kill any Sleepers.  The Dragon avoids destroying any part of the Castle.  The Dragon finds human flesh distasteful and avoids biting or eating unless he is extremely desperate.  

Rough flowchart of Dragon actions

Dragon Behaviors
Tracking - The Dragon begins tracking the character's movements. I'm still tinkering with different ways to have this background function run once it starts.  
Trapping - The Dragon flies around the perimeter of the kingdom looking for signs of entry or any sort of path left by characters.  If he finds this he lies in wait for their return, if not he flies to the Castle and lies in wait there.
Fighting - The Dragon immediately flies into the air where he cannot be hit with melee attacks and most projectiles will be deflected by his beating wings.  The Dragon spams fire if there is no wooden structures nearby.  If characters are out in the open (a field of thorns) he will spend 2 rounds drawing a large ring of flames around them to trap them in.  If a character deals more than 15 damage to the Dragon in a single round, the Dragon will single them out, attempting to grab them and hold them to his mouth while he spits flame.  This does enough damage to instantly kill any mortals.  When fighting a group he knows to be dangerous he may begin the battle by dropping a tree or boulder upon them as a surprise attack.  The Dragon learns the patterns of how groups navigate through the castle the more times they have been and will always adapt to these patterns.  The Dragon can be tricked by refusing to abide by past patterns (leaving a yarn path behind you but leaving through a different way, etc.)

Secrets of the Slumbering Castle

Skip this part if you care at all about spoilers.

The Law Stone - The Law Stone describes the laws of the nameless kingdom including the succession of monarchs.  The heir to a monarch is their eldest child by default but can become anyone who defeats them in combat initiated or agreed to by the heir.  
The Goddess - She is a goddess of sleep, protection, witchery and the home and the former patron of this kingdom.  The locals of nearby villages still worship her, though with great fear of her wrath.  Her name is rarely spoken in these villages.
The Witch-Priest - The King's eldest child was the high priest of the Goddess.  They were challenged to a duel by their younger brother who defeated them, taking the title of heir.  The Princeling then manipulated their aging father to lock them up in the dungeons beneath the Castle.  During the night of a great feast the Witch-Priest escaped the dungeon, quietly killing two guards and under cloak of invisibility made their way to the treasury, taking enough gold to make a large sacrifice to the Goddess.  The enchantments were then made.
The Princeling - The Witch-priest's final curse was placed upon the Princeling and new heir to the kingdom.  The Princeling is the Dragon, cursed by an invocation which targets whoever the current heir is.  Killing the Princeling causes the title of Heir to pass to the slayer.  

The Slumbering Castle Devlogs: 1, 2, 3, 4