GM Crucible

Mix:
With:

Season Generation

Spring:

Summer:

Fall:

Winter:

Exploration Generation

Building:

Settlement:

Sites:

Dangers:

Curiosities:

Barriers:

Factions:

Heritage Generator

Area:
Descriptor:
Denizens:

Bard Crucibles

“Remember this, son, if you forget everything else. A poet is a musician who can't sing. Words have to find a man's mind before they can touch his heart, and some men's minds are woeful small targets. Music touches their hearts directly no matter how small or stubborn the mind of the man who listens.”
- Patrick Rothfuss, The Name of the Wind
Style:
How you feel when you're singing the song.
Tune:
A familiar form that anyone can recognize.
Impact:
How you want the song to make them feel.
Narrative:
Bardic Instrument:
Your instrument or instruments are an important part of what makes you a bard.

Roll Tables

Berserker Crucibles

"He was like a tiger among baboons as he leaped, side-stepped and spun, offering an ever-moving target, while his ax wove a shining wheel of death about him."
- Robert E Howard

Frenzy Source:

Scars:

Roll Tables

Cleric Crucibles

"Judge them for what they wished to be,” he begged the Father of Gods, “not what the world made of them.”
- Nicholas Eames, Kings of the Wyld
Below is a custom crucible for generating a god not from the grimwild core books.

Name:

Disposition:

Domain:

You Worship:

Choose One:

BLESSING
Description: Enhance with buffs, provide utility, and bring good fortune.
Tenets: Pick up the weak and vulnerable. Create happiness when none exists.
Magic: Bless a battlehammer. Walk on water. Fill the forlorn duke's heart with hope.

DIVINATION
Description: Unveil secrets, provide foresight, and commune with spirits.
Tenets: Uncover and share hidden truths. Respect and act on divine signs.
Magic: Find a safe path. Reveal where the thief is hiding. Know tomorrow's weather.

DOMINION
Description: Influence, command, and control sentient creatures.
Tenets: Enforce peace and stability. Inspire others through your actions.
Magic: Convince someone to help you. Make someone forget something. Calm an angry mob.

HEALING
Description: Heal wounds, cure diseases, and wash away mental anguish.
Tenets: Bring healing to those truly in need. Comfort the distressed.
Magic: Heal a broken bone. Relieve someone of stress. Stop the bleeding.

RADIANCE
Description: Dispel darkness with light and purge evil with holy fire.
Tenets: Burn out corruption at its source. Point out the error in someone's ways.
Magic: Cauterize a wound. Destroy a skeleton. Reveal an invisible enemy.

WARDING
Description: Provide protection and defense for those in need.
Tenets: Protect those who cannot defend themselves & strengthen communities.
Magic: Shield an ally from harm. Block a doorway. Create sentries.

WRATH
Description: Inflict damage and curses upon those deserving.
Tenets: Deliver punishment to those deserving it, keeping your mercy for the rare few worth saving.
Magic: Shatter the killer's weapon. Blind a traitor. Curse a thief with misfortune.

Druid Crucibles

"A society grows great when old men plant trees whose shade they know they shall never sit in."
- Ancient Greek Provrb

Druid Tells:

Druid Herb Touchstone:

Roll Tables

Fighter Crucibles

“Fafhrd stopped, again wiped right hand on robe, and held it out. "Name's Fafhrd. Ef ay ef aitch ar dee."
- Fafhrd Just Faf-erd

Fighter Weapon Origin 1:

Fighter Weapon Origin 2:

The Weapons Origin:

Monk Crucibles

"Learn the form, but seek the formless. Hear the soundless. Learn it all, then forget it all. Learn The Way, then find your own way."
- Silent Monk The Forbidden Kingdom

The Concept:

Stances and Moves:

Weapons:

Paladin Crucibles

"Blade with whom I have lived, blade with whom I now die, serve right and justice one last time, seek one last heart of evil, still one last life of pain. Cut well, old friend, and then farewell."
- Sir Orin Neville Smythe

I Bring:

For the:

Because of:

My Oath:

Ranger Crucibles

"Allow me to begin again." Drizzt said. “Greetings, Akar Kessell.” He bowed low. “I am Drizzt Do’Urden, ranger of Gwaeron Windstrom, guardian of Icewind Dale. I have come to kill you.”
- Drizzt Do'Urden

Trap Effect:

Trap Trigger:

Rogue Crucible

"There is no struggle too vast, no odds too overwhelming, for even should we fail - should we fall - we will know that we have lived."
- Steven Erikson

Crime Severity:

Crime Nature:

Crime Reputation:

Sorcerer Generator

"If you won't bow before a sultan, then you will cower before a sorcerer! Genie, my second wish: I wish to be the most powerful sorcerer in the world!"
- Jafar, Aladdin

Surge Effect 1:

Surge Effect 2:

Warlock Patron Generator

"It is the magician's bargain: give up our soul, get power in return. But once our souls, that is, ourselves, have been given up, the power thus conferred will not belong to us. We shall in fact be the slaves and puppets of that to which we have given our souls."
—CS Lewis in The Abolition of Man

Patron's Nature:

Patron's Desire:

Wizard Crucibles

"The senior wizard in a world of magic had the same prospects of long-term employment as a pogo stick tester in a minefield."
― Terry Pratchett, Moving Pictures

Spell Style:

Spell Essence:

Spell Form:

Spell School:

0
0
Results:
Total:

Pool Tracker

Character/Notes Keeper

Loads information from Google docs and embeds it within this page for ease of access during sessions.

Resources

    Adventure Generator

    Theme:
    The overarching concept or focus of the adventure.
    Goal:
    What the players need to accomplish.
    Descriptor:
    An adjective describing the adventure's environment or atmosphere.
    Denizen:
    A significant character or creature the players might encounter.
    Danger:
    A threat or obstacle the players must overcome.
    Location:
    The primary setting of the adventure.
    Fantastical Location:
    A unique or magical place within the primary location.
    Boon:
    A reward or advantage the players might gain during the adventure.

    Adventure Summary

    Location Generator

    Name:
    The name of the location.
    Description:
    A thing about that area.
    Complication:
    A thing about that area.

    Trap Generator

    Mechanism:

    Consequence:

    Tell:

    Difficulty:

    Sense:

    Treasure Map Generator

    Starting Location:
    The initial place on the map.
    Treasure Location:
    The place where the treasure is hidden.
    Is Fantastic Starting Location:
    Is the Starting Location mundane or fantastic.
    Is Fantastic Treasure Location:
    Is the Treasure Location mundane or fantastic.
    Location Detail:
    Details to describe the journey to the treasure.
    Location Descriptor:
    A descriptor to set the scene.
    Directions:
    How to get to the treasure.
    Guardian:
    What guards the treasure.
    Plundered:
    Has the treasure already been found?
    Who Was Here:
    If plundered, who took it?
    What They Took:
    What did they leave behind?
    Where Did They Go:
    Where they were last seen.
    Reward:
    What is the reward.

    Treasure Narrative

    Hireling Generator

    Settlement Hireling Availability:
    Hireling Availability on the base of a settlements size
    Amount of Recruits:
    How many potential recruits within the settlement.
    Health Pool:
    Health dice for a basic hireling.
    Race:
    What the hireling is.
    Profession:
    What the hireling does.
    Equipment and Preparedness:
    Is the hireling prepared.
    Personal Goal:
    The known goal.
    Secret Goal:
    The unknown goal.
    Personality:
    What the hireling is like.
    Loyalty/Morale:
    How loyal they are to the group.
    Physical Features:
    What they generally look like.
    Odd Features:
    What makes them stand out.

    Hireling Summary

    Party Bonds Generator

    Characters Are:
    An idea of the character(s) background. Pick one or both.
    Bound Together By:
    What is the backstory of how the party got together and why?
    Who Are:
    What is the party's main campaign goal?
    And Battle:
    What are the enemy 'factions'? Pick one or more
    Who Are Trying To:
    What are the enemy factions goals?

    Monster/Wildlife Generator

    Type:
    Size:
    Number Appearing:
    Demeanor:
    Number of Limbs:
    Appendages:
    Attack/Defense:
    Markings/Color:
    Odd Features:

    Interpretation

    Path Event Generator

    Event:
    Details:

    Loot Generator

    Loot:
    Details: