I don't know what sort of dungeon set-up facilitates this kind of arrangement. Maybe each skeleton knows a few things about the dungeon, offering terse advice. Maybe it's just a matter of "trading up" to find the least awful skeleton. I'll think on it.
Either roll one d12 and take the whole row, or roll 4 d12, I guess.
d12
|
Name
|
Epithet
|
Physical Feature
|
Weapon
|
1
|
Gerald Gerald
|
The keen
|
Ceramic armor
|
Boning knife
|
2
|
Gary
|
The cook
|
Preskeleton*
|
Wooden spoon
|
3
|
Inkulkard
|
The incurious
|
Rose corsage
|
Grey scythe
|
4
|
Argulio
|
The gleeful
|
Black robe
|
rapier
|
5
|
Rosette
|
The tricker
|
Trench art carvings
|
Trusty bone-dog
|
6
|
Bedrubldor
|
The polished
|
Strong mint scent
|
Thin bow
|
7
|
Gerard
|
Von Spük
|
Neck ruff
|
cutlass
|
8
|
[no name given]
|
, psychopomp
|
Motley patchwork
|
Staff with fossils in it
|
9
|
Wrencast
|
The final
|
Squirrel nest in chest
|
Small flail
|
10
|
Phuto
|
The tired
|
2d4 stick grenades
| |
11
|
Zuk Fendryl
|
Mr./Ms. Scary
|
Painted neon colors
|
tetradent
|
12
|
Jeremy
|
The lizard
|
Large feathered cap
|
Bare phalanges
|
*Preskeletons are skeletons that haven't shed yet, i.e. living humans. Morbid thirty-yard stare, live on very little food, careless but not malicious, propensity to cackle.
*Shed* now that's a horrifying term for it
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