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<blockquote data-quote="MattW" data-source="post: 8320758" data-attributes="member: 7029432"><p>Hurrah! This is one of the very few books that survived my numerous moves. Let's use some random tables for the sake of nostalgia.</p><p></p><p>Table 1 (location) roll=15 = small village</p><p>Table 2 (condition) roll=4 = Occupied (which makes sense, I suppose). This gives 1 roll on the "ruins" table and 2 rolls each on both the "alterations " and the "additions" tables</p><p>Table 3 (ruins) roll = 9 = Executive Officers Quarters floor collapsed (this is next door to the commander's quarters)</p><p>Table 4 (alterations) roll=11 = wall built down centre length of barracks</p><p> roll = 1 = Escape Tunnel dug from crypt 2</p><p>Table 5 (additions) roll = 5 = Drawbridge in front of gate</p><p> roll= 8 = Caltrops sown around walls</p><p>Table 6 (principal creature/leader) roll = 12 = Dwarf</p><p>Table 7 (random location) roll = 13 = storeroom (in other words, this dwarf has converted one of the storerooms to private quarters. Which makes some sense; the area is bigger than the specified "commander's quarters" and maybe the floor is unsafe in that part of the fort)</p><p>Table 8 (alignment) roll = 63% = Lawful Neutral</p><p>Table 9 (Leader Level) roll = 60% = level 8 with 3 henchmen and 1 hireling</p><p>Table 10 (leader vocation) roll = 7 = Thief (not what I was expecting! But let's roll with it)</p><p></p><p>Now we look at the henchmen (there are random tables for this too)</p><p>#1 roll = 13 = "tumbler" (some sort of gymnast? Maybe a specialist thief?)</p><p>#2 roll = 3 = "chamberlain" (Ah. This is obviously the chap who looks after the local taxes and admin)</p><p>#3 roll = 8 = "groom" (Presumably, they have horses or some sort of riding animal)</p><p></p><p>Hireling</p><p>roll = 11 = light cavalry bowman (there's the need for a groom?)</p><p></p><p>SO.... This gives a DM something to work with. </p><p></p><p>CONTEST: How would you explain the above? What backstory has resulted in a level 8 Dwarf thief taking over a small village's fort and collecting an odd group of associates?</p></blockquote><p></p>
[QUOTE="MattW, post: 8320758, member: 7029432"] Hurrah! This is one of the very few books that survived my numerous moves. Let's use some random tables for the sake of nostalgia. Table 1 (location) roll=15 = small village Table 2 (condition) roll=4 = Occupied (which makes sense, I suppose). This gives 1 roll on the "ruins" table and 2 rolls each on both the "alterations " and the "additions" tables Table 3 (ruins) roll = 9 = Executive Officers Quarters floor collapsed (this is next door to the commander's quarters) Table 4 (alterations) roll=11 = wall built down centre length of barracks roll = 1 = Escape Tunnel dug from crypt 2 Table 5 (additions) roll = 5 = Drawbridge in front of gate roll= 8 = Caltrops sown around walls Table 6 (principal creature/leader) roll = 12 = Dwarf Table 7 (random location) roll = 13 = storeroom (in other words, this dwarf has converted one of the storerooms to private quarters. Which makes some sense; the area is bigger than the specified "commander's quarters" and maybe the floor is unsafe in that part of the fort) Table 8 (alignment) roll = 63% = Lawful Neutral Table 9 (Leader Level) roll = 60% = level 8 with 3 henchmen and 1 hireling Table 10 (leader vocation) roll = 7 = Thief (not what I was expecting! But let's roll with it) Now we look at the henchmen (there are random tables for this too) #1 roll = 13 = "tumbler" (some sort of gymnast? Maybe a specialist thief?) #2 roll = 3 = "chamberlain" (Ah. This is obviously the chap who looks after the local taxes and admin) #3 roll = 8 = "groom" (Presumably, they have horses or some sort of riding animal) Hireling roll = 11 = light cavalry bowman (there's the need for a groom?) SO.... This gives a DM something to work with. CONTEST: How would you explain the above? What backstory has resulted in a level 8 Dwarf thief taking over a small village's fort and collecting an odd group of associates? [/QUOTE]
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