Showing posts with label d20 table. Show all posts
Showing posts with label d20 table. Show all posts

Sunday, August 5, 2018

DIY 30 #5: Slaves of the Star Beasts

(This post was written several months ago concerning a development in my Greyhame Game in which Star Beasts were descending to terrorize the land; the trouble has since been dealt with, but I haven't written about my Greyhame Game here for a while because the number of games--two per week--got to be too many ... anyway, I'm posting it as DIY 30 to save a bit of time!)

My players ignored the descent of the Black Ships of the Star Monsters three times (session 30, 31, and 32 of the Greyhame Game, none of which really appear on this blog), other than to send hirelings off-screen to aid with the defense (and/or to die, killed by bizarre star-things). In a kind of Blackmoorian fit, they continued to delve into the dungeon, ignoring the crisis in the realm of men, and so a great number of the people of Brakeridge and its nearby towns have now been captured and carried away to the stars as slaves of inhuman monsters ... Well, such is player agency! I figured I'd post this, now that the Star Thing has generally been settled, and there's little chance of encountering them again for some time.

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The Star Beasts are re-worked Moon Beasts from Pathfinder and from Matt Finch's Swords & Wizardry version of them in the Cyclopean Deeps and its sequel. Likewise their associates, the Denizens of Leng ...



They dwell as parasites on the vast Star-Things that carry the Star Elves here and there across the cosmos, following Solar Winds and Star Seeds, and whatever else may be "Out There". In the way that humans and cats dwell one by another, neither quite subduing the other, never quite communicating, yet nevertheless associated, so the Star Beasts and the Star Elves dwell ... and which is which in the terrestrial analogy??

Regardless, where the Star Elves are content to travel and Sing among the Stars, the Star Beasts descend and take slaves wherever they may, and sell them on the next terrestrial or jovian world, OR across dimensions in some other Place unknown to the ken of those not well versed in the secrets of the universe ...

These Star Beasts descend in Black Ships, preceded by a silvery mist, upon which their black shape may be seen against the starry night; then their slave-contingents and their crew of Beasts and Leng-Denizens descend to round up the next batch of slaves ...

---

Each Black Ship of the Star Beasts carries 1-3 contingents of slaves (d20 roll for each contingent):

1
18 P'wek, tripedal and three-armed creatures from a distant world. They each wield 2 spears with wickedly barbed blades (1-6 damage) and carry a shield; they advance with the shield in front and thrust over it with their spears.
AC 4 / HD 2+2 / THAC0 17 / MV 120' / ATK 1-6/1-6 / Save as Fighter 2 (SF2) / M 8

2
20 Tachii, reptillian creatures with finned heads and without tails. Once per day they can spit up to 10', and the target must save v. breath weapons or be blinded (-4 to attack, +4 to AC) for 1-3 rounds.
AC 6 / HD 1* / THAC0 19 / MV 180' / ATK 1-6 / S F1 / M 7

3
24 Klackons, insectoids with armored carapaces like plate armor and armed with spears. They need never check morale, as they are united in purpose by shared pheromones and consider any individual's life worth only what it offers to the greater good.
AC 3 / HD 1 / THAC0 19 / MV 120' / ATK 1-6 / S F1 / M 12
(source: Master of Orion and Master of Magic games)


4
24 Humans, from another world, pallid and miserable. They speak no known tongue. Four of them are armed with laser wands, which when directed against someone, force the target to save v. death rays or take 2-12 damage, half of which is radiation damage.
AC 7 / HD 1-6 hp / THAC0 20 / MV 120' / ATK 1-6 / S Normal Man / M 6 (8 with leader)

5
24 Sectoids, small humanoids with grey skin, bulbous heads, no nose, and large black eyes. They are armed with light crossbows (1-6 damage); 2 are psionic, and 1/day may mind control (as charm person) or cause panic (as cause fear), and may use ESP within 60' at will.
AC 8 / HD 1-1 / THAC0 20 / MV 120' / ATK 1-6 or psionics / S NM / M 6 (8 with leader)
(source: X-Com games)

6
18 Mutant Humans, taken from a Tomb World from across the stars. 6 have useful mutations (d12): (1) spit acid 20', 2-12 damage (save v. breath for half); (2) third arm, gain second attack; (3) acid blood, causes 1-3 damage to opponent when struck in melee; (4) immune to fire, even fireball-type sells; (5) poisonous bite, 1-3 damage and save v. poison or die in 1 turn; (6) horned skin, AC 5; (7) defensive vomit 1/day, all within melee save v. poison or at -2 to attack for the rest of the melee; (8) psionic, may use ESP 30' at will; (9) third eye, able to see invisible; (10) redundant organs, take only half damage from all attacks; (11) stinking sweat, all in melee save v. poison or nauseated and at -2 to hit and damage; (12) super-chameleonic skin, able to become invisible at will
AC 7 / HD 1 / THAC0 19 / MV 120' / ATK 1-6 / S F1 / M 8

7
8 Kzinti, ferocious bipedal cat-men with naked rat-tails, ears like naked bat-wings, and who only speak the Heroes' Tongue. Each is armed with a wtsai short sword with which he can deal 3-8 damage, in addition to a claw and a bite attack.
AC 6 / HD 3+3 / THAC0 16 / MV 210' / ATK 3-8(wtsai)/2-5(claw)/2-7(bite) / S F4 / M 10
(source: Larry Niven's Known Space stories)


8
24 Alkari, bird/pterasaur men from a low-gravity world. Because of their keen eyesight, they are at +2 to hit with their light crossbows (1-6 damage). They cannot fly in normal gravity.
AC 7 / HD 1-1 / THAC0 18 (ranged) / MV 180' / ATK 1-6 / S NM / M 8
(source: Master of Orion games)

9
12 Synths, synthetic humanoids that are immune to charm person, sleep, illusions, poison, or cold (and maybe some other effects, appropriate to androids). They strike with their fists, each dealing 1-6 damage.
AC 5 / HD 2+2 / THAC0 17 / MV 180' / ATK 1-6/1-6 / S F3 / M 10

10
18 Kuo-Toa, amphibious fish-men ancient enough to evolve in parallel on other worlds. They suffer a -1 "to hit" in direct sunlight, but due to their slippery skin, they are only grappled or affected by a web 25% of the time.
AC 4 / HD 2 / THAC0 18 / MV 90' / ATK 1-6 / S F2 / M 9

11
18 Slug Men, disgusting and slimy slugs with arms that leave trails of slime wherever they go. They have a decent armor class because of the secretions from their skin, and take only half damage from blunt or piercing weapons because of their rubbery make-up.
AC 5 / HD 2 / THAC0 18 / MV 90' / ATK 1-6 / S F2 / M 8

12
Green Men of Mars, genetically modified for normal gravity--so, 10' tall and with four arms. They disdain shields, but may fight with up to 4 weapons or 2 two-handed weapons (or 2 normal and 1 two-handed).
AC 7 / HD 3+3 / THAC0 16 / MV 120' / ATK (by weapon) 1-6/1-6/1-6/1-6 / S F3 / M 9
(source: Edgar Rice Burroughs' Barsoom stories)



13
18 Hlaka, grey-furred creatures with 2 leathery wings and 3 eyes on their flattish face. They have a tail with a poison sting (save v. poison or die in 1 turn), and may attack with it (2-in-6 chance) or their weapons (4-in-6).
AC 5 / HD 2 / THAC0 18 / MV 150'/fly 300' / ATK 1-6 or 1-4 plus poison / S F2 / M 6
(source: MAR Barker's Empire of the Petal Throne RPG; same for entries 14, 15, and 16)

14
12 Hlyss, vaguely insectoid creatures with 4 segmented legs, 2 arms, and a chitinous exoskeleton. They have a tail that stings (save v. paralysis or paralyzed for 1 turn). They may attack with both their weapon and sting in the same round.
AC 4 / HD 2 / THAC0 18 / MV 90' / ATK 1-6/paralysis / S F2 / M 9

15
18 Pe Choi, creatures vaguely like man-sized walking sticks with black chitin that provides an armor class like plate+shield. Their broad senses of hearing and vision (which extends beyond the spectrum humans can sense) allows them to see invisible within 200' with a 60% success rate. Furthermore, they are surprised only on a 1 in 10 chance because of their natural ESP.
AC 2 / HD 1+3* / THAC0 18 / MV 120' / ATK 1-6 / S MU2 / M 8



16
12 Shen, black-scaled, dragon-like humanoids with beak-like snouts and glittering crests along their skulls. Their tails have a knobbed, bony appendage with which they strike on a 2-in-6 chance, while they have a 4-in-6 chance of striking with their weapon.
AC 2 / HD 3 / THAC0 17 / MV 90' / ATK 1-6 weapon or 1-4 tail / S F3 / M 9

17
8 Mutons, buff humanoids skinned with green cybernetic and nano-reactive armor. Their muscles are similarly enhanced, and their organs are doubled in order to be redundant, and they take only half damage from any physical attack (even magic weapons). But for all that, they have no mind to themselves and are extra susceptible to mind-influencing effects, saving at -4 vs. charm person, suggestion, illusions, etc.
AC 3 / HD 4+1* / THAC0 15 / MV 210' / ATK 2-7 / S F5 / M 11
(X-Com)

18
12 Silicoids, creatures whose structure is silicon-based. They are essentially rock-men; their outer hides are tougher than plate armor, they are immune to poisons, and any type of fire-damage heals them for a number of hit points equal to the damage that would have been dealt (by a fireball, for instance). And yet, their silicon nature makes them slow so that they automatically lose initiative ...
AC 1 / HD 3+3 / THAC0 16 / MV 30' / ATK 1-8 / S Dwarf 5 / M 9
(Master of Orion games)


19
8 Tentaculats, otherworldly things which resemble nothing so much as brains with a single beak, held up by a fringe of a dozen tentacles. They float through the air rather than supporting themselves upright, and may attack with 4 tentacles, each of which forces a save against paralysis or the target is paralyzed 1-4 rounds, plus 1 bite attack for 1-8 damage.
AC 7 / HD 3 / THAC0 17 / MV 120' / ATK x4 paralysis/bite 1-8 / S MU3 / M 8
(X-Com 2: Terror from the Deep)

20
18 Taxxons, ever-hungry, sapient, centipede-beings. Their soft flesh is easy to cut, but their voracious mouths deal 1-4 damage and may bite twice, and if they strike with both bites, they may seize a character to deal 3-12 damage per round automatically until thrown off some how; moreover, given their hunger, their morale is almost unbreakable as they seek to devour the next creature (unless strongly commanded not to by their masters).
AC 8 / HD 2+2 / THAC0 17 / MV 180' / ATK 1-4/1-4 plus seize 3-12 / S F3 / M 11
(K. A. Applegate's Animorphs series)



Friday, March 23, 2018

Travelling in the Wilderness: 20 Wilderness Traps

There's no text to quote concerning this topic that I know off the top of my head.

I'm chewing on another means of running wilderness exploration than the venerable hexcrawl. Not like there couldn't be tricks and traps in a hex or in a traditional hexcrawl, but I've been thinking of "dungeonizing" the wilderness, if I can. We'll see what happens.

But I'm stumbling. The utter freedom of the wilderness is too much, and populating any area in my map is like, "Is this a grove of trees? A boulder field? A ridgeline? A cliff-face? An area with knucker-holes? etc. etc." So I'm paralyzed by possibility, and I wanted to try to focus myself with a table of discreet ideas. Ideas for traps at the moment. So here goes.

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20 Wilderness Traps (these are a little "conservative" in scope, but they're just the beginning of what could be out there ...)

1) Tree fall -- 1 in 6 chance that a dead tree falls on 1-3 randomly selected characters. They may save v. paralysis (or using DEX) or take 4-24 damage

2) Poison ivy -- or other rash-causing plant; characters moving through the area are automatically affected by an itching rash that incurs a penalty of -1 on "to hit", damage, and saving rolls because of discomfort for 2-7 days. Characters looking out for the plants are only affected on a 2 in 6 chance.

3) Stonefish -- or other venomous animal, e.g. vipers or scorpions; characters moving through the area have a 2 in 6 chance of being stung. Those stung must make a save v. death/poison (or CON) or die in 1-3 days.

4) Rock fall -- like a tree fall, except it happens where boulder are and causes 5-30 damage. Sorry for the overlap

5) Glue-resin -- characters moving through the area have a 3 in 6 chance of contacting glue-like resin and being thus bound to the resin-tree. The resin binds quickly, but may be loosed by liberal application of alcohol ... otherwise, the character remains bound to the resin for 1-3 days and wandering monster checks ensue ... (strength based options to remove them are of course optional)

6) Strangle-bracken -- the bracken in the area reacts to movement through it by tightening; characters moving through the area must make a save v. paralysis or be stuck. One day without movement is required before the bracken "relaxes" enough to allow a character to struggle back out the way they entered (or to the nearest clearing).

7) Loose scree -- characters in leather or lighter armor may move nimbly enough not to fall, but those in metal armor (scale, mail, splint, banded, or plate) who move over scree have a 2 in 6 chance of falling 20 to 120 feet (1-6 damage per 10 feet fallen).

8) Razorgrass -- characters moving through the area without any armor take 1-6 damage per mile traveled. Those in armor are allowed a save against paralysis, +0 for leather, +1 for mail, +3 for plate armor, those who fail take damage as if unarmored, those who succeed take no damage.

9) Sandflies (diseased) -- the biting insects in the area carry a disease. Unless some means of repellent is used, characters passing through must save v. poison or contract a disease. If no other specific disease is used, it will cause -1 CON and 1-6 fewer hit points until cured.

10) Tick-nest -- the foliage in this area is thick with ticks. Characters who pass through have a 2 in 6 chance of getting bitten by ticks, which causes -1 CON and 1-4 fewer hit points until dealt with. Furthermore, 1 in 20 ticks are diseased and the character must save v. poison or contract a disease that will be fatal in 1-6 weeks.

11) Geyserhole -- entering the superheated water causes 4-32 damage, but who would do that? More importantly, there is a 1 in 6 chance that the geyser "goes off" and causes 2-16 damage to all those nearby.

12) Sleep-river -- like the stream in Mirkwood, the water of this river causes a magical sleep to all who touch it

13) Black-water -- worse than the stream in Mirkwood, the water of this river is rife with negative energy; all who touch it are drained of one life-energy level per round of contact with the water. Those who are reduced to 0 levels are killed and rise as hostile wraiths in 1-4 rounds thereafter. Such wraiths must remain within 1 mile of the body whence they sprang, so if borne downriver, downriver the wraith must go ...

14) Labyrinth-root -- a particularly pernicious kind of tree with excessive root-systems that magicall compel people who come across them to trace them like a labyrinth, save v. spell to resist; the labyrinth will take 1-3 days to complete, incurring wandering monster checks as usual (though non-flyers might also become caught in the magical labyrinth?)

15) Drawstone -- a kind of super-powerful magnetic rock formation; metal-armored characters that pass too close (1 chance in 6 when passing through its area) cannot move farther away; those who fail a save v. paralysis must move closer. Shedding armor takes enough time to allow a wandering monster check

16) Corpseflower -- flowers that smell like rotting flesh and always draw the attention of monsters that would eat such. Passing through the area incurs an extra wandering monster check; coming into contact with the flowers (3 in 6 chance unless explicitly avoiding them) continues to draw one extra monster check per day for 1-4 days

17) Hotspring slime -- it's a green or grey slime, but bigger; OR a brown mold colony that makes the hot spring just a spring, but touching the mold causes the normal 4-32 cold damage

18) Social insect colony -- stepping into an underground wasp colony is a nightmare of mine, and the characters just did it! Save v. poison or take 3-18 damage from the stinging insects, save at +1 in leather armor, +2 in mail, or +4 in plate. There are 1-3 swarms; they might pursue for a bit if the reaction roll is particularly bad, but only do 1-6 damage after that first round

19) Yellow mold (always a favorite) -- it's a wild yellow mold colony; 50% chance that the characters nearest it save v. death or die in 6 rounds as they choke to death on the spores. Outdoors, these colonies could get huge

20) Wormrose -- wildflowers with a magical worm that dwells within them; 3 in 6 chance that a character comes into contact with one if wormrose is in the area, and such a character must save v. breath weapon or fall into a coma for 1-4 days and be a hassle for their party to haul around unconscious ... it's difficult to harvest wormrose, but many magic-users, sages, etc. will pay a good price for intact flowers with the worms inside if they can be brought back safely ...








Monday, January 22, 2018

Encounters in Chult -- Non-Monster Encounters

In Tomb of Annihilation, "While characters are exploring or camping in the wilderness, roll a d20 three times per day of game time, checking for encounters each morning, afternoon, and evening or night. An encounter occurs on a roll of 16 or higher." (Tomb of Annihilation, pg. 193)

On the result of an encounter (16-20), one is then directed to roll percentile dice on the "Wilderness Encounters" table on the next pages (194-5), which includes columns for different terrain types, including Beach, several types of Jungle, Mountains, Rivers, Ruins, Swamp, and Wasteland. These different terrains have different values for the various creatures that haunt Chult and its environs--but almost every entry is a creature of some kind, implying combat (6 out of 90 entries are with non-creatures, while at least half a dozen more are with neutral or friendly NPCs).

There follows a description of each encounter in pages 196-203, of the number of creatures or the nature of the non-creature thing found. These are generally good entries, though I find it irritating how many of them coyly resolve into non-encounters if the players don't provoke the creatures, e.g. of the dinosaurs, the Ankylosaurus, Brontosaurus, Hadrosaurus, Pteranodon, Stegosaurus, and Triceratops all ignore the characters unless attacked, touched, or bothered. And these aren't the only entries like that. Which is to say, if I roll an 18 on my d20 and then a triceratops encounter, inform the players, and then they walk away, nothing happens ... over the course of hundreds of hexes of travel this will become dozens of dice rolls to nothing, sapping my time and my players' interest.

All of which is a longwinded way of saying, these wilderness encounters need sprucing up!

First, because it seems to me that travel should involve a variety of mishaps/encounters not necessarily all of which involve creatures, I'd like to rewrite a table of non-monster wilderness occurrences that I use for wilderness travel in my homebrew game. (other blog-entries may include creating more specific wilderness terrains and resulting encounter tables, and/or nesting the results on the ToA tables with greater random variety)

"I hope we don't run into any mouth dragons out here ..."

So, per the rules, per day that the characters spend in the wilderness, roll three d20s. A result of a 16-20 indicates an encounter; the first and last such rolls indicate an encounter on the "Wilderness Encounters" table from the book, but the second/middle roll indicates a further roll on this table:

------

Non-Monster Wilderness Encounters

1-3 -- Bad weather -- half movement for the next 1-6 days

4-5 -- Lamed mule/Sprained ankle -- cannot move forward until the injury is healed, either by magic or by 1-3 days of rest

6-7 -- Spoiled rations -- 1-2 weeks of rations are spoiled by mold, maggots, etc.

8 -- Lost supplies -- the party loses ... 1) 50' rope, 2) 100-600 gp, 3) 1 week of rations,
4) tinderbox, 5) lantern and 1-4 flasks of oil OR 2-12 torches, 6) 50' rope and roll again ((or one useful item at random))

9-10 -- Heatstroke -- a character at random is incapacitated and cannot act until they take a full day of rest

11-12 -- Wrong turn -- not lost per se, but no movement for the day as all "progress" must be retraced back in the proper direction

13 -- Venomous bite -- a character at random must save against poison or using CON, or die; neutralize poison or other such spells would naturally be handy in such a situation

14 -- Diseased bite -- a character at random must save against poison or using CON, or become infected with a debilitating disease; the character loses 1 STR per day of travel, and a week of full rest is required to overcome the disease; during the "crisis" another save v. poison or with CON is required, and failure indicates that 1 point of CON is permanently lost

15-16 -- Good foraging/hunting -- no rations are needed for the day due to plentiful game/forage

17-18 -- Bad water -- 1-3 characters must save against poison or using CON, or contract a debilitating disease per (14)

19-20 -- Physical Barrier -- the party has hiked into a box canyon, cul de sac, bog, mire, etc. etc., and must backtrack; no movement unless a thief with ropes climbs a way through, or a druid demonstrates a path, or some other rule or narrative is invoked by the player characters to pass through




Wednesday, November 1, 2017

On the Road Again ... Encounters

In my regular (non-Greyhame Dungeon game), I've had the party move areas a couple times, first relocating them down south for the winter to deal with the return of Sakatha the Lizard-King (module I2), and then of course moving them back north to the original town of Calpurnia where they started. I've now also got half the party continuing even farther north to go help the halflings of Hopshire.

For these travels, I came up with a d20 table of Encounters on the Road from which I roll one item for every week of travel, rather than rolling on the wilderness encounter table day by day by day. This speeds long distance travel up significantly, without necessarily just "jump-cutting", so that the travel itself retains some interest and impact; and it is to my mind justified, because the particular journeys being made by my group are not wilderness exploration, but rather along major thoroughfares within civilization, so rolling constantly on the wilderness encounter tables just doesn't make much sense.

There's no great need for me to keep this secret from my players--I'll roll what I roll, and they can deal with it!--I thought I'd present it here:

Encounters on the Road -- roll 1d20 per week, roll a random day if you want

1 - Dragon, on a d6 (1-2) basking, (3-4) hunting, (5-6) patrolling. Will accept mere flattery sometimes, demand food if hunting, or demand tribute if patrolling. I either roll up a new dragon and place it in the world near where it was encountered, or have a dragon already placed nearby who can stand in for the enounter

"Why yes, I am quite magnificent. Do go on, mortal,
and I might let you pass without eating your mule."

2 - Zauldron the Sage and Clara Clairvoyant -- for 2000 gp, they can do in 2-5 days what takes a normal sage 1 month (because of the synergy from his encyclopedic memory and her clairvoyance!); OR, Clara can commune with a higher power for the characters (also costs 2000 gp)

3 - Caravan/Free Market -- opportunity to buy/sell/resupply, plus the possibility to get in on some arbitrage/speculative trading of goods

4 - Magic Item Peddler -- buys magic items (500 gp/+ bonus, OR per offer); has 2-7 potions from the list for sale, as well as 1 item from my magic item for sale table; and don't try to rob him, he's got a competent guard of many well-armored fellows, plus a leveled fighting-man, magic-user, or whatever

5 - Storms and/or Bad Weather -- add 2-9 days of to travel time to the party's destination

6 - Castle -- per the rules in the Expert Book, OR just assess some kind of toll on the party, demanded by a party of armored knights on their lord's behalf

7 - Fey Encounter -- the party comes upon a Faerie-knight, a nymph-grotto, a dryad-grove, a nixie/naiad-pool, an oread's mountain, dwarvish underkingdom, etc. etc. Make it weirder than just a combat encounter with a dryad

8 - Wild Animal Peddler -- sells animals per my table of Animals For Sale; like the peddler of magic items, he is well guarded by a party of armed men

9 - Haunted Keep/Shrine -- either some kind of combat encounter with undead, esp if the party comes nigh around dusk; OR come up with a unique way to use turn undead or bless ... I haven't rolled this yet, so I haven't fleshed it out like I wanted to

10 - a Hermit -- on a d6 (1-2) Good saint, (3) Lawful anchorite, (4) Chaotic outlaw, (5-6) Arcane hedge wizard/witch. The saint offers succor and healing; the anchorite can offer sage advice; the outlaw might have a band with him, likely has a bounty on his/her head (200-1200 gp?), but can offer pathfinding, etc., to those who won't snitch; the hedge wizard has 2-5 potions and 1-2 scrolls possibly for sale

You see this fellow hunched under an oak by the tree; being
St. Anthony, he can help you resist the temptations of demons

11 - Fellow Travelers -- 1) arrogant aristocrat and entourage, 2) party of pilgrims, 3) dust-weary villeins, 4) adventurers-errant, 5) muddy-booted men-at-arms, or 6) roll on the MEN wandering monster table

12-13 Wandering Monster per that table

14 - Peasants seeking aid -- when I rolled this, I had peasants seeking aid after some natural disaster, and the group decided to give them I think several hundred gold pieces--naturally, the peasants used some of that wealth to raise a shrine dedicated to the party cleric's goddess/saint in gratitude

15 - roll on the FLYERS wandering monster table

16 - Elf-Pilgrims -- you may carouse with them for the night, according to the carousing rules, but if you fail your save you might just join them and return to the mortal realm some time much later



17 - Ankhegs (I just like ankhegs; obviously, replace this with whatever particular monster you want)

18 - Greater Werewolf and his pack, obviously in the guise of fellow pilgrims/travelers; it's probable that they'll try to eat the party at some inopportune time (these fellows are currently rising in power as Chaos is on the rise in my world; given other circumstances, I would alter the particular creature)

19 - Diseased Inn or Plague Victims -- save v. poison or random members of the party are infected

20 - Doomsaying Prophet or Itinerant Preacher -- maybe he's just a madman mumbling nonsense, maybe he's a man inspired by God or the gods to bring a warning the world, a local city, or even the king; he could even just be a wandering holy man, offering healing to the injured and sick, blessings, and words of advice to those in need