Saturday, 27 December 2025

The why of travelling carnivals

Life in a small fantasy town is pretty dull when you're not being menaced by monsters. Harvest the turnips, tend the sheep, laugh at Old Hob getting drunk and falling off a stump... but when the travelling carnival comes to town, there's some relief from all that.

The carnival offers spectacle and regrettable snacks, but peer behind the tent flaps and there's also intrigue, danger, mysticism and adventure to be found. (By PCs, that is. Those turnips won't wait.)

The first thing you notice is (1d6):

  1. colourful silk bunting.
  2. a tall tent.
  3. whimsical music.
  4. strolling performers.
  5. big animals.
  6. garish pasteboard signs.

Wandering the grounds you might bump into a:

  1. clown performing pratfalls.
  2. stilt walker.
  3. juggler tossing pins.
  4. fire eater blowing fireballs above his head.
  5. barker calling customers to an attraction.
  6. roustabout carrying armloads of equipment.

On the stage you could see:

  1. acrobats.
  2. knife throwers.
  3. sharpshooters.
  4. strongmen.
  5. a stage magician.
  6. dancers in risqué costumes. 

You could pay to ride:

  1. a mechanical bull operated with pulleys and cranks.
  2. ponies.
  3. camels or other exotic animals.
  4. well-fed (but muzzled) monstrous creatures.
  5. a horse cart with seats that go up and down as the wheels turn.
  6. a wooden ferris wheel powered by a donkey.

If you're hungry, there are:

  1. honeyed apples.
  2. sausages.
  3. spiced buns.
  4. salted pease with pepper and vinegar.
  5. fried pickles.
  6. dried fruit and nuts.

This carnival's pride is its:

  1. menagerie.
  2. calliope.
  3. retired adventurer who tells the tale of his greatest venture with help from actors in monster costumes.
  4. alchemical fireworks.
  5. trapeze artists.
  6. dwarven-made mechanical dragon.
Prepare to get cheated at a contest of:
  1. arm-wrestling.
  2. pitching axes.
  3. target-shooting.
  4. ducking a fool.
  5. ring-tossing.
  6. jousting with padded lances on wobbly carts.
inside this tent is a:
  1. fortune teller.
  2. freak show starring exotic humanoids pretending to be savage.
  3. magical item rare enough to impress the yokels.
  4. wizard's apprentice earning money for their studies.
  5. burlesque performance.
  6. medicine show.
The carnival's misfortune is:
  1. a crowd-pulling act that quit recently
  2. an apprentice that died in a training accident
  3. a big booking that fell through
  4. a new law that restricts travelling entertainments
  5. illness among the draft animals
  6. a debt they can't pay

and their secret is:

  1. the ringmaster and other managers are doppelgangers.
  2. one of the trapeze artists is the runaway child of nobility.
  3. they're spies.
  4. their monstrous humanoids are polymorphed people they kidnapped along the way.
  5. they're revolutionaries against a tyrannical authority.
  6. they're retired adventurers, but a good enough score might tempt them to take up arms and race the PCs to the prize.




(Thanks to Spwack of the Slight Adjustments blog for the generator code.)

Saturday, 20 December 2025

The why of festivals

You're approaching a town and you can hear music and laughter coming from around the bend. You've had the good luck of stumbling onto a local festival in progress.

Your pockets are jingling with coins - or else maybe you're broken and need to check the notice board for tavern keepers who want someone to kill the rats in their cellar. Either way, everyone's having a good time so you may as well join in.

It's a (1d6):

  1. harvest festival.
  2. commemoration of a famous historical event.
  3. religious holiday.
  4. trade fair.
  5. guild day.
  6. seasonal celebration.

You can smell the:

  1. pork pies
  2. sausages
  3. pastries
  4. raisin buns
  5. candied fruits
  6. peaches in sweet syrup

and there's flowing:

  1. beer.
  2. mulled ale.
  3. black stout.
  4. wine.
  5. cider.
  6. applejack.

The crowd are being entertained by:

  1. wandering stilt-walkers
  2. capering clowns
  3. jugglers
  4. performing minstrels
  5. story-tellers
  6. tumblers
and:

  1. a game of ring-toss.
  2. a wife-carrying race.
  3. wrestling.
  4. bobbing for apples.
  5. a gurning contest (pulling grotesque faces).
  6. a slippery pole race.

Beyond that is a stage where:

  1. the mayor or headman is giving a speech
  2. a priest is offering a blessing for all present
  3. a history is being recited
  4. a traditional song is being sung
  5. children are reciting a teaching poem
  6. an ancestral hero's armour and weapons are on display

but afterwards:

  1. contest winners will be announced.
  2. play actors will put on a performance.
  3. a band will set up.
  4. an effigy will be burned on a bonfire.
  5. there will be dancing.
  6. there's a scavenger hunt.



(Thanks to Spwack of the Slight Adjustments blog for the generator code.)

Saturday, 13 December 2025

The Why of Armed Companies

Wander a fantasy landscape long enough and you're bound to come across an armed force on their way to or from inflicting violence. They may be a scrappy but brave force of irregulars defending their homeland. They may be raiders and slavers out to enrich themselves. They may be hideous monsters who want sacrifices for their dark gods.

The only thing all armies have in common is that they're probably not at all nervous about bumping into the PCs.

This company of soldiers is formed of:

  1. a single folk, common in this area
  2. several races, all local
  3. a range of folks, including some flyers and some that don't speak Common
  4. a mix of uncommon races from far countries
  5. creatures unrecognised by locals
  6. monstrous races and magical constructs

For the purpose of:

  1. waging war.
  2. patrolling a contested border.
  3. suppressing a rebellious population.
  4. suppressing banditry and putting down hostile monsters.
  5. raiding neighbouring settlements and capturing slaves.
  6. confiscating civilian property.

They're:

  1. a ragtag militia
  2. green recruits
  3. experienced troops
  4. veteran fighters
  5. an elite force
  6. trained to fight exotic threats like monsters or magic

And their equipment:

  1. is a hasty assemblage of shoddy and mismatched armour and weapons.
  2. is cheap and poor quality.
  3. is serviceable and well-maintained.
  4. is good quality and carefully looked after.
  5. is expensively decorated with gems and company badges, and includes magic items.
  6. includes esoteric weapons and defences for fighting unconventional enemies.

They're here because:

  1. they're marching to battle.
  2. they're making an orderly retreat.
  3. they're returning from battle laden with loot and prisoners.
  4. they mutinied against joining a hopeless battle.
  5. they're pursuing a fleeing enemy.
  6. they deserted to form a mercenary company.

They want:

  1. good foraging opportunities
  2. a guide to show them a shortcut
  3. advance knowledge of the settlements they'll pass through
  4. to conscript new recruits
  5. to recruit spies
  6. a hot meal and somewhere safe to rest

But they don't want:

  1. witnesses to report on their travels.
  2. to stop for civilian problems.
  3. their supply train to lag behind.
  4. to split into smaller bands.
  5. dissent in the ranks.
  6. to offend the local religion.

Their main problem is:

  1. shortage of supplies
  2. delay caused by weather
  3. navigating unfamiliar terrain
  4. misguided orders that place them in unnecessary danger
  5. their planned route is cut off
  6. intelligence on the enemy is completely wrong

and their hidden problem is:

  1. disease spreading in the ranks.
  2. a spy among the officers.
  3. a host of enraged undead following them.
  4. their leader is cursed.
  5. they've made an enemy of a powerful third party.
  6. they died in battle and they don't know it.




(Thanks to Spwack of the Slight Adjustments blog for the generator code.)