Fey Mood Chart

Fey Mood Rules

First of all as a DM either choose an individual to be struck with a mood or somehow determine randomly. Then roll on the Mood Table for the type of mood.

Mood Table

1

<dwarf> is taken by a fey mood!           (Fey mood)

2

<dwarf> withdraws from society…         (Secretive Mood)

3

<dwarf> has been possessed!              (possession)

4

<dwarf> looses a roaring laughter, fell and terrible!   (Fell Mood)

Moods

Moods are random, extreme bouts of inspiration or madness that allow people, usually Dwarves, to produce artifacts of unparalleled quality at the risk of their own sanity.  All created artifacts are invincible objects that still retain the original materials properties. For example an artifact chair made of wood might burn but it will never be damaged by the fire. Artifacts may not inherently possess magical properties but they are ideal components for enchantment however the random nature of the object means not all artifacts are especially useful. For example a toy, mug or quill.

Fey Mood

The individual is overcome with inspiration and claims a workshop and tools appropriate to the associated craft, from that point on they will constantly shout what they need to complete their passion project.. Roll on the Fey/Secretive/Possession Claim Chart or choose based on profession. Then roll on the Base Object Table

Secretive Mood

Similar to a Fey mood but the individual will draw pictures of what they want. Rather than shout. 

Possession. 

The individual will mumble vague riddles or descriptions of the necessary materials and will mutter the name of the resulting artefact under their breath all day. 

Fell Mood 

The individual will always claim either a cooks utensils/kitchen or a leather workers tools/workshop. Determine the workshop 50/50 by flipping a coin or choosing odds or evens on a dice. Once a workshop or tools is claimed the individual will run to the nearest character and murder them, drag their corpse back to the relevant workshop and use their bones and skin to make the artefact. For cooks utensils simply roll on any of the other base object tables at random, dwarves are amazing at bonecraft.

Fey/Secretive/Possession Claim Table

The shorthand is used on other tables, be sure to refer back to here if unsure. 

D

Workshops

Shorthand

1

Carpenter’s tools/workshop                

CA

2

Cobbler’s tools/workshop                    

CO

3

Glassblower’s tools/workshop

GL

4

Jeweler’s tools/workshop

JE

5

Leatherworker’s tools/workshop

LE

6

Mason’s tools/workshop

MA

7

Painter’s supplies

PA

8

Potter’s tools/workshop

PO

9

Smith’s tools/workshop

SM

10

Tinker's tools/workshop

TI

11

Weaver’s tools/workshop

WE

12

Woodcarver’s tools/workshop

WO

                                      Base Object Table

Roll 1d12 then relevant dice for column. Chart continued on next page.

D

1 CA

2 CO

3GL

4JE

5LE

6MA

7PA

8PO

1

Barrel

Boots

Bookcase

Amulet

Armor

Armor Stand

Landscape 

Colliander

2

Bed

Heels

Book Binding

Bracelet

Backpack

Bookcase

Portrait

Furnace

3

Cabinet

Sandals

Bowl

Crown

Bag

Cabinet

Jug

4

Cage

Shoes

Beaker

Chain

Bowler Hat

Coffer

Kiln

5

Chest

Cage

Earring

Coat

Coffin

Mug

6

Coffin

Chest

Figurine

Cloak

Desk

Plate

7

Door

Dice

Necklace

Gloves

Door

Pot

8

Hive

Forks

Ring

Instrument

Floodgate

Statue

9

Instrument

Goblet

Leash

Fountain

Urn

10

Jug

Instrument

Quiver

Grail

Worktop

11

Minecart

Jar

Top Hat

Grate

12

Mask

Jug

Waterskin

Hive

13

Pipe

Knife

Instrument

14

Spear

Needle

Jug

15

Spike

Pipe

Millstone

16

Throne

Spike

Pot

17

Trap

Spoon

Quern

18

Wheelbarrow

Toy

Statue

19

Weapon Rack

Vial

Table

20

Wheel

Window

Throne

                           Base Object Table Continuation

D

9SM

10TI

11WE

12WO

1

Armor

Abacus

Bonnet

Amulet

2

Arrow

Beaker

Boxers

Bracelet

3

Battle Axe

Clasp

Cloak

Broach

4

Barrel

Gear

Coat

Card

5

Ball and Chain

Globe

Dress

Crown

6

Chain

Harness

Gloves

Cup

7

Crown

Key

Gown 

Dice

8

Flail

Lever

Jacket

Doll

9

Glaive

Quill

Jumper

Earring

10

Halberd

Soap

Keikogi

Figurine

11

Instrument

Tools (PH)

Mantle

Goblet

12

Lance

Vice

Noose

Instrument

13

Longsword

Surcoat

Idol

14

Pike

Socks

Jar

15

Pipe

Tabard

Key

16

Rapier

Trousers

Ladle

17

Sheath

Tunic

Pestle and Mortar

18

Short Sword

Turban

Rod

19

Table

Underpants

Spoon

20

Throne

Waistcoat

Whisk

                                

 Specific Objects

In most cases you should flavour the base object to be relevant to your setting, history, fort or individual. For example a painting might be a depiction of a historical figure, a loved one, a landscape or building. A toy might be of a soldier from a specific faction or a tiny wooden replica of a tool the inspired individual wants their child to grow accustomed to. As DM you can use your creativity to add flavour to it. For instruments however you can use this table.

                          Instrument Table

D

Wood

Glass

Leather

Stone

Metal

1

Bassoon

Cello

Accordion

Drum

Chimes

2

Clarinet

Chimes

Bagpipes

Harp

Cymbals

3

Drum

Harmonica

Drum

Organ

Triangle

4

Flute

Flute

Tambourine

Piano

Glockenspiel

5

Harp

Harp

Organ

6

Horn

Violin

Trombone

7

Oboe

Trumpet

8

Piano

Tuba

9

Piccolo

10

Violin

11

Viola

12

Xylophone

Decorations

The individual will feel compelled to decorate their masterwork, sometimes impossibly detailed given the size of the base object. Roll 1d8 to determine how many decorations the individual will adorn their artifact with. Then roll that many times on the following table. Wherever it says ________ is the material the decoration needs to be made of. Anything in brackets requires relevant flavour. 

D

Description

1

It is encircled with bands of ________

2

It is decorated with round  ________ cabochons 

3

It menaces with spikes of ________

4

It is decorated with ________

5

It is decorated with hanging rings of ________

6

On the item is an image of the founding of this settlement in ________

7

On the item is an image of (local threat) in ________

8

On the item is an image of (local figure) in ________, he is making a (relevant) gesture

Materials and Madness

Once you have determined the nature of the base object and it’s decorations you must also determine the materials it is made of. Remember that in order for the individual to create the object they must gain access to ALL the materials necessary to create it including those of the decorations. The individual will go mad in 2d10+10 days if they cannot gain access to all the required materials. Mood Madness is permanent unless removed by Wish however to determine the nature of the madness roll on the Short Term Madness table in the DMG. . 

The individual will always sniff out and attempt to acquire any relevant materials needed to complete the artifact within a mile radius of the workstation regardless of personal safety. Once all the materials are in place they will feverishly begin work and will not be done for 2d10+10 days. The necessary base component is usually obvious (except perhaps in the case of the Tinkerer’s) but the decorations can be made out of anything. Roll on the Random Materials Table for each separate decoration. 

Take note! Any subtype of the correct raw material can be used by the individual, for example if they need “metal” for a sword they might make it out of a bar of zinc or tin if no iron or steel is available. Players can deliberately give the individual desired materials or wrestle bad materials out of their hands in favour of better ones. 

Random Materials Table

1

Wood

2

Metal

3

Leather

4

Cloth

5

Silk

6

Shell

7

Stone

8

Bone

When the artifact is complete hte invividual will instantly become a master in the associated craft. Therefore if you successfully finish a masterwork Glass Violin the creator is now a master as Glassworking and Glassblowing. 

Optional Rule; Given the astounding quality and invincibility of the item you may wish to give artifact armor or weapons the qualities of a +1 magical item or some other benefit. After all top quality armor and weapons that are incapable of breaking should be mechanically superior to standard gear. 

Example Artifact

An example mood artifact I have rolled up is as follows. Randomised elements are in bold and elements that required setting specific DM creativity are highlighted

‘Urist Mc Crazypants has been possessed! He takes over a Leatherworker’s Workshop. He’s going to make a Backpack with 4 decorations. (I roll 6,1,8,8 for the decorations and 6,5,7,1 for the materials)

Exampleifact

The artifact is a leather Backpack, all craftsdwarfship is of the highest quality. On the item is an image of the founding of this settlement in Shell. The object is encircled with bands of Silk, On the item is an image of Cacame Awemedinade Monopolothi in stone, he is making a triumphant gesture. On the item is an image of Sankis in Wood, he is making a violent gesture.’

In ConclusionMake a worker or settler have a Strange Mood whenever nothing interesting is happening, whenever the players need a cool new toy or whenever you think it might be amusing.

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