Friday, July 14, 2017

Vaults of Vyzor, session #8

ROSTER

  • Sigismund von Flegelschnecke, gnome fighter/illusionist (Alexei McDonald)
    Moar Lût
  • Gary Oldman Badger, badger (NPC pet)
  • Yohey the Carpenter, LotFP specialist (Anthony Fournier)
  • Harold the Adequate, fighter (Adam Thornton)
  • Moar Lût, chalicothere pack ape (NPC)
  • Rose Royce, halfling (Kiel Chenier)
I was really stoked about this session as Anthony Fournier and Alexei McDonald had been cool guys to play with in previous sessions and I knew Kiel Chenier (vote for Blood in the Chocolate for Best Adventure) was a cool cat.  And Adam Thornton's Harold the Adequate is a survivor of my two previous online game outings.  I knew I had a stellar bunch and, sure enough, we had a good ol' time.  I am super pleased that Adam was able to bring both Harold and his prehistoric pack ape to the Vaults of Vyzor.

Furthermore, Kiel's PC Rose is the first PC in my campaign to be run under the brand new random halfling advancement rules, just posted yesterday.  Rose got result 59-61:
You may befriend any one monster of animal level intelligence.  It must be solitary when encountered and you must have some tasty treat to offer it.  No dice rolls are necessary, you simply make a new friend who will follow you and be loyal as long as you treat it well.    You may only use this ability once.  Reroll if you get this result again.
This turned out pretty darn great for the party when they opted to explore the vaults below the Verdant Scriptorium.  They explored the northern door in the chamber of the Bargain Wolves, which was surprisingly wolf free this session.  This northern door has been omitted from at least one map of the Verdant Vaults, leading me to suspect that I failed to mention its existence at least one time.  Beyond this door they found a series of small chambers.  One of which is an elevator room that seems to lead as far down as the sixth level, though the party was unwilling to actually exit the elevator and see what was beyond.

Rose Royce
They also found a giant porcupine trapped in a small room by forces unknown (spoiler: it was those dang orcs).  The sound must have cut out a bit as I described the critter, because Kiel had thought that he had befriend a normal porcupine.  It was only much later that he discovered it has 6 hit dice, more hit points than any other party member, and will fuck your shit up.  Seriously, if you've got a first edition Monster Manual, check out how wicked this thing's attacks are.  Warning to FLAILSNAILers: Do not mess with Rose Royce if her pet Pokey is in the room.

They also found in the porcupine room this little stone frog vessel holding a few hundred silver pieces.  Rose declared it the most adorable treasure chest she had ever seen and made sure to haul it out with her when the party exited the dungeon.

The party did a pretty darn good job exploring and mapping out some more of the first level of the Verdant Vaults.  The wandering monsters were just not showing up, much to my disappointment.  This meant that they had free reign of the Great Hallway and adjacent regions, though they steered well clear of the area suspected to be the abode of the giant killer bees.  In one spot they listened through a door and heard a couple-three orcs arguing and searching for something, but what it is that they seek remains unknown.

They also discovered the upper entrance to a pair of dungeon granaries.  One was empty, revealing the access doors at least one level down.  The other had a bunch of grain in it, as well as a dangerous amount of grain dust in the air.  The original key called for an automatic dust explosion in the presence of an open flame, such as the two torches the party were using.  But I decided there should be a small chance the dust doesn't ignite immediately.  That die roll plus the party quickly recognizing the hazard saved their skins.

But we would have had such fun!
But the most interesting discovery by the party was a corridor connecting the first level of the Verdant Vault with part of the dungeon under the previously-inaccessible dungeons below the Azure Tower!  Here they slew a minotaur in bondage gear, who was apparently working as the jailer for a couple of Type V demonesses shackled to a wall with cold iron chains.  After some debate, and a stern talking-to by party old man Harold, they opted not to free the mariliths.  When asked why they were chained to the wall, one replied "because the King of the Elves is a douchebag!"

(Thanks to Skerples at Coins and Scrolls, one of the PCs carried out the biggest hunk of minotaur meat they could manage.  That blog rules.)

The party didn't make it very far into the Azure Vault--the inhuman screams of agony sorta dampened the mood--but thanks to finding the back way in as well as the elevator down, the Vaults are now officially unlocked for higher level characters.  FLAILSNAILS penalties will no longer be applied to PCs above 6th level.

The party safely returned to the surface with all members plus one giant porcupine.  A couple PCs caroused, with Rose borrowing money from Harold the Adequate to do so.  Harold didn't carouse.  In my first online campaign he failed carouse rolls, leading to his marriage to the local alewife, her cuckolding him, and Harold burning down a church or a village or something.  I'm more than half convinced that Harold the Adequate used to adventure for fame and riches, but now he keeps going back because he has a death wish.  Anyway, Rose failed her carouse check and ended up with a bad tattoo for her troubles,  All agreed it had to be a type V demoness with the motto "The King of Elves is a Douche."

Thursday, July 13, 2017

Random BX Halfling advancement

HALFLING
A first level Halfling works just as Jesus and Tom Moldvay intended.  Each time you go up a level roll hit points as normal, but otherwise you only gain the abilities indicated from two rolls on the following chart:
01-03 You get nothing.  Sucks to be you.
04-22 +1 on all attacks
23-35  +2 on all missile and thrown attacks
36-43  +1 on all saving throws
44-47  +2 on one category of saving throw.  If you are a FLAILSNAILer, pick both an old school category like Death Ray and one of the Reflex/Endurance/Will trio.  If you end up in a single saving throw  game, this only counts as +1.
50-51 Gain d4 hit points
52-54 Once per session you may gluttonously devour a week’s worth of rations in one turn.  You heal d6 hit points.  Pigging out does not heal any special or critical effects, only abstract hit points.  Reroll if you get this result again.
55-56  You are an expert at cowering under human-sized shields.  If you take no other action, the shield becomes +4 AC instead of the usual bonus and it grants you damage reduction of 10 points for a wooden shield and 15 points for metal ones.  Any single attack doing double the damage reduction amount shatters the shield.  Reroll if you get this result again.
57-58 In melee you can spend a round to climb on any foe that is  larger than man-sized.  On following rounds you may backstab as a thief.  Use your current level as the guideline for the backstab bonus but it does not advance further as you level up.   In order to buck you off, the monster must sacrifice d3 melee attacks, either all in the same round or consecutively.  You will take 1d6 damage when that happens.  Reroll if you get this result again.
59-61 You may befriend any one monster of animal level intelligence.  It must be solitary when encountered and you must have some tasty treat to offer it.  No dice rolls are necessary, you simply make a new friend who will follow you and be loyal as long as you treat it well.    You may only use this ability once.  Reroll if you get this result again.
62-63  You must have some Tallfellows in your family tree.  Roll on the Elf chart. If you get a result like "Gain a spell slot as usual" you are now in the magic business. Generate a 1st level spellbook that you find on a dusty shelf in your library.
64-65  You must have some Stoors in your family tree.  Roll on the Dwarf chart.
66-68 You’ve gotten really good at blowing smoke rings with your pipe.  Once per battle you can use this power to distract any one creature within 30’ for d3 rounds by directing the smoke to its face.  This is really good for ruining the spellcasting of enemy magic-user types, but melee types still get to attack at -2.  If rolled a second time you can fill an entire 10’ cube with copious smoke, distracting all within.  This can really help with making a quick getaway.  Reroll if this result comes up a third time.
69 Some halflings still know a bit of nature magic.  Gain a random 1st level druid spell as a daily power.  If rolled again, you get a second level spell, etc.
70-72 You are an expert at parlor games, cards, board games, and other frivolous pastimes.  Whenever such things come up, the DM must give you some clear advantage when determining the winner.  This does not include gambling dice, which are unseemly, but does include both poker and chess.  Reroll if you get this result again.
73-74 You’ve got it deep down where it counts.  Once per session you may stay up all night, force march 24 hours, or exhibit some other feat of tremendous endurance with no ill effect.  After the adventure is over you’ll need a week at home with tea, good books, and fuzzy blankets.  Reroll if you get this result again.
75 You’ve gone native.  You can wear shoes or boots and only hate yourself a little.  -2 reactions from
other halfings if they catch you so indecently attired.  Reroll if you get this result again.
76-77 When armed with a single dagger and no shield you get an extra melee attack each round.  Reroll if you get this result again.
78-80 You are just as sneaky in studded leather and ring mail as you are in leather or no armor.  If rolled again, add chainmail to the list.  Reroll the third and subsequent rolls of this entry.
81-83  Party Mascot: It is good luck just to have you around.  Once per session you can grant another party member a reroll on any die throw after the results of the dice are known.  You must be within 60’ of the party member who rolled and you cannot use this power on yourself.  Additionally, if anyone (friend or foe) ever uses a wand of wonder in your presence, you get the choice of two rolls as to the effect.  Subsequent rolls of this entry grant you additional rerolls for party members, but no additional wand of wonder effect.
84-85 You get a Wisdom check before you put anything deadly or nasty into your mouth.  Useful with poison potions as well as the kind of DM who likes to trick PCs into acts of cannibalism.
86-88 You can throw small stones just as effectively (range and damage) as if you had a sling.  Furthermore, if you roll max damage you can bean the foe on the forehead and stun them, knock an item from someone’s hands, or some other cool trick. Reroll if you get this result again.
89 You are preternaturally effective with a thread and needle.  Given d6 turns work you can re-size any magic article of clothing to fit anyone from a sprite to a hill giant. Reroll if you get this result again.
90 Once per session when you get lost your nose will lead you to the nearest source of good food or drink. Reroll if you get this result again.
91-93 Evasive little bugger: Any time you would normally save for half damage, you take only ¼ damage if you save.  If you roll this item again a save for half roll becomes a save for no damage situation.  On a third roll you take half damage if you don’t save, no damage if you do.  If you roll this a fourth time you get nothing.  Do not roll again.
94 Riddle Master: You can challenge dragons, giants, and other fairy tale monsters to a riddle contest  You may not win, but you will delay them at least 1d6 rounds. Reroll if you get this result again.
95 Mr. Filch: Once per session you may pocket any reasonably small item, so long as no one is looking.  Even stuff you can’t reach or that should set off an alarm or trap or something.  You’re not even sure what exactly you did. Reroll if you get this result again.
96-98 You get your choice of two rolls when using a Potions Miscibility Chart.  If your DM does not use a random chart for potion miscibility, send them to me for a stern talking-to. Reroll if you get this result again.

99-00 Roll on the advancement chart for Zak’s Alice class.

Wednesday, July 12, 2017

Random BX Dwarf Advancement

The normal BX (or whatever) Dwarf-as-Class rules apply at first level.  When you level up you get more hit points but attacks, saves, etc. do not advance.  Instead, roll twice on this chart:

DWARF
1-39 You gain +1 to-hit.
40-48 You gain +1 to all saves.
49-52 You gain d4 more hit points.
53-54 Roll on Zak’s Fighter chart.
55 You have a nose for gold.  Once per day you can smell the largest pile of gold in the vicinity,similar to locate object in range and duration (120’ feet, 6 turns).  This power does not function when troglodytes, ghasts, dungeon skunks, large piles of dung, etc. are within range.  Reroll if you get this result a second time.
56-59 You can really hold a grudge.  Pick any type of monster you encountered in the previous session.
 You are now +2 to-hit that type of being.  Alternately, chose a single individual and you are +4 to-hit them and do double damage dice.  You can roll this multiple times, but you must pick someone different each time.  Also, the group and individual bonuses do not stack.  If you pick orcs on one roll and the Orc King of Bloodsplatter Gulch on another, you are still only +4 to hit the Orc King.
60-62 Your strength, endurance, and packing skills are so finely attuned that normal treasure and equipment only costs you half encumbrance.  Huge objects are still a bother, though.  Reroll if you get this result a second time.
63-64 You are an expert on thin dungeon walls, the kind that are only a pencil tip wide on the map.  You can detect such walls when searching for stuff and you can listen through them as easily as a standard dungeon door.  If rolled a second time, you gain the ability to punch a dwarf-sized hole through such walls with only a single pickaxe blow and a successful Open Doors roll.  Reroll if you get this result a third time.
65-66 Your clan has long standing good relation with the gnomes.  You speak Gnomish (if you needed this ability before now those gnomes obviously spoke a different dialect) and get +1 reaction rolls from gnomes.  If rolled again you can also speak to burrowing mammals, but only possess bad tourist level vocabulary.  If rolled a third time, re-roll.
67-68  The dwarves have been recording their memories in song going back to before the making of the world, and you have memorized a metric crapton of them.  Once per session you can sing a song to remember a clue related to any ancient mystery.  The DM must provide something useful, but they also get to make an immediate check for wandering monsters.  Reroll if you get this result a second time.
69-71 Dang, you are getting good with that crossbow.  You are +2 to-hit and the die size for damage bumps up a category.  You can reroll this as many times as your DM lets you get away with.
72-73 Your clan used to do business with the folks of the Deep Down.  You speak Undercommon and get +1 reactions when dealing with troglodytes, drow, svirfneblin, abholeth, kuo-toa, etc. but NOT those damn duergar. Reroll if you get this result a second time.
74 You once got a glimpse at a partial copy of the Ultimate Treasure Map of the Dwarven Kings (a.k.a. the Worlogog), the original of which purportedly shows every hidden treasure in the entire multiverse.   You know the location of whatever crazy MacGuffin you seek or simply a spot where a Type H treasure lies.  It is no more than 4 sessions away.  You must have a fair shot at it--like any other treasure, but there's no guarantee you will get it. If you don't get it by the fourth session you can keep trying or let it go and roll again on this table. However if you choose to roll again and then you do get the thing somehow anyway, you lose whatever gimmick you rolled. The DM must think up some clever reason why.

75 You find a back door out of here.  The next time you are in a dungeon and your goose is cooked, you discover a secret door leading to safety BUT only 1d6 people may pass through it.  You are guaranteed the #1 spot, but your friends may have to dice for who survives and who is left behind. Also, the DM totally decides where your escape tunnel leads.  You may get another Get Out of Jail Free card on gaining a further level if the next time you roll this you have already expended the previous one.  Otherwise, you lose both opportunities and do not get to reroll.
76-78  You have an extraordinary memory for lineages and family history, even for a dwarf.  Every time you encounter another dwarf you can recite the history of the great alliance of their clan and yours for +2 reactions, include morale for henchmen and such.  Or, you can recite why their clan sucks and yours rules, gaining +2 morale bonus to hit the poor bugger.  Finally, any time you fight alongside another dwarf PC against traditional dwarf foes (orcs, goblins, etc.) you can both gain +2 to hit as you recite the history of your clans' joint efforts to wipe out those jerks.
79-80  Shields shall be splintered and you’re just the fucker to do it.  Any time you roll max damage on a melee attack versus an armored opponent they lose d3 points of Armor Class, starting with their shield.  Yes, you can totally game this by taking a weapon with a smaller damage range, but be a mensch and stick with a d4 warhammer or handaxe, for Moradin’s sake.  Reroll if you get this result a second time.
81-83  People who build monsters out of stone or metal make you laugh.  You never need magic weapons to do damage to golems, robots, or other constructs made of stone, metal, crystal, etc.  Also, if you do employ a magic weapon you can crit the bastards like normal, scoring things like bleeding results even though it makes no damn sense.  Reroll if you get this result a second time.
84-85 You really know how to get the most from rocks.  Given two fistfuls of dungeon rubble, you can fashion any standard dungeon equipment (a 50’ rope, a days worth of iron rations, a single torch, whatever).  It works just as normal--though the rations taste terrible--until used or the end of the session.  You may use this talent once per session.  Reroll if you get this result a second time.
86  Too tough to die.  You may escape any one death that is narratively plausible--e.g. this won’t help you if you’re beheaded--but the DM may delay your reappearance as long as deemed dramatically necessary.  You may get another free life on gaining a further level if the next time you roll this you have already expended the previous one.  Otherwise, you lose both mans and do not get to reroll.
87-91  You’ve decided it’s time to grow that mohawk.  Immediately roll on Zak’s Barbarian chart.
 From now on, every time you level up, roll once here and once on the Barbarian chart.  If you ever lose your mohawk, you lose all your barbarian abilities (including to-hits and such) until you get it back.  Obviously, you stop wearing helms. Every time this result comes up again just make another throw on the barbarian chart.
92-93 You have an ear for metal, my righteous bro.  You are +1 to any Listen attempt that could involve metallic sounds, such as orcish swords and armor on the other side of the door.  Furthermore, if you roll a 1 to Listen the DM must give you some further information about the nature of the metallic sound.   Reroll if you get this result a second time.
94 Flame eater: you are perfectly happy walking around a dungeon with a mouth full of Greek fire.  When you spit it out make a normal flaming oil attack at +2 due to the surprising nature of it.  Note that you do not need any mechanism to light the stuff.  Maybe it’s the beard?  Iron teeth?  I dunno.  The downside is that your PC cannot speak while loaded.  Reroll if you get this result a second time.
95-97  Discerning greed: Whenever there are otherwise identical gems or jewels to split up (like 5 gems worth 100gp each) try to get the first pick of them when splitting the treasure.  If you get the first pick, your item is worth 50% more than advertised.  You must be greedy and secretive about this fact.  You keep the bonus gold value and xp to yourself or else in the ensuing argument you drop the item and it shatters.  Reroll if you get this result a second time.
98-99  Oh, man, your beard is getting way effing long, even for a dwarf.  Thanks to your sweet beard-fu once per combat you may attempt a bonus trip attack in addition to your normal melee attack.  The downside is that all friendlies in melee range (including yourself) also trip and falls on any to-hit roll of ‘1’, in addition to any other fumbles rules in play.  If you roll this a second time, you get better at controlling your beard, eliminating the fumble effect.  If rolled a third time, re-roll.

100  You have an eye for obscure dwarvish magic items.  Unless the DM has already specified the origin of an item, you may declare any found magic item of less than artifact status to be Dwarven Made™.  This applies even if it is not normally usable by dwarves.  Now it is.  Furthermore, it has additional powers ONLY usable by dwarves.  The DM should roll on the same chart that lists the item or the nearest equivalent.  (BX-based example: Not only is that Wand of Illusion now usable by dwarves, but in their grubby little hands it now also functions as a dwarves-only Staff of Power!  Holy shit!)  You may use this ability just once.  You may roll this result again, but if you have not used the previous roll, you lose both opportunities.

Tuesday, July 11, 2017

Meet the all-new, all-weird Elf

A problem in old school D&D that has been intuited by nearly everyone but only occasionally spoken out loud is that sometimes you can go up a level and it's a dud.  Reaching 2nd level as a fighter is pretty exciting the first time, because you have the opportunity to double your hit points.  But third level is just more of the same.  Sure you get better to hits (slowly) and multiple attacks (even more slowly).  Meanwhile the spellcasters get more spell slots every level and new spell levels are even more exciting.  Even the lowly, crappy thief gets incremental increases in percentage skills (plus things like reading languages and magic, better back stabs).

Meanwhile, all players and many DMs agree that going up a level should be awesome.  That's how we ended up going down the road of WotC D&D with its feats and whatnot.  Their solution is more and more ways of defining your character via selecting from various menus of options.  Maximized customizability might be what I'd call it, even though I'm not sure right now whether or not "customizability" is a word.

James Raggi solves the problem elegantly in Lamentations of the Flame Princess by insisting that everyone suck equally.  What makes the fighter so friggin' awesome in his system is that it's the only class that ever gets better at to-hits.  This reduces halflings to scouts and dwarves to pack mules, but I'm pretty sure James hates demi-human PCs.

The best solution to the problem of the 'meh' level that I have found is Zak's random advancement scheme.  Check out these cool ass charts for randomly leveling up as a fighter, barbarian, ranger, thief, and magic-user.  There's also this nice crowd-sourced witch variant that you should totally steal for NPC witches even if you don't use any of this other stuff.  (Also, see the Alice for more of this kind of zaniness.  It's probably the best new class concept since James Maliszewski's Stranger.)

I've monkeyed with a similar approach in the past.  My attempt to turn feats into a random ability system got tangled up in my insistence that I follow the feat trees.  And my earlier efforts at BX random advancement charts fell flat because I didn't take the kind of chances Zak is taking with his.  But I'd really like to move to this form of advancement because of three basic principles:
  • Leveling up should come with at least a chance of something really cool happening.
  • Rolling more dice in more situations is usually better.
  • Exiting the dungeon/ending the quest should leave you changed in ways you don't control or even necessarily understand.
So what I'd like to do is complete the set that Zak started, at least for the remaining BX classes (I.e. Elf, dwarf, halfing, and the always problematic cleric.) and maybe a catch-all chart for weirdos of all stripes.  Then when people advance a level in my FLAILSNAILS games they could either play it safe and use the rules in the home system of their PC or shoot the moon by rolling on these charts.

So, without further ado, here's the chart for those darn elves.  It's probably not as daring as if Zak had made it, but I quite like it.

BX ELF

...you start with your normal hit points and saves etc. Write those down. Do everything pretty much the way you would in your system.

However, when you level up:
For each new spell slot you get, roll on this table instead of just filling the slot…
1-59 Gain a spell slot as usual.
60-64 You gain +1 to-hit on all attacks
65-67 All your saving throws improve by +1
68-69 You become more attuned to the secrets of nature.  Instead of an empty slot you fill by memorization, you gain a random druid spell of the same level as a daily power.
70 You learn the ancient elven art of spell-cobblery.  Taking one day and 100gp times spell level in materials, you can create a pair of shoes that will hold a spell you can cast, until used by the wearer or seven days have elapsed.  A second roll of this ability allows 3 uses of the spell before the shoes lose their magic.  A third removes the one week time limit.
71-72  You know how you are immune to ghoul paralysis?  That’s your inner light protecting you.  That light grows stronger.  Now wight level drain won’t affect you either.  If rolled again follow this progression: mummy rot, vampire level drain, all special damage effects of all corporeal undead.
73-75 Spell dilettante: Instead of gaining the spell slot normally indicated, you gain 2 more slots of the next lower level.  If you were rolling for a first level slot, in addition to 2 zero level slots you also gain 2d6 cantrips of your choice to add to your spellbook.  (See the original Unearthed Arcana or some other source of 0-level spells.)
76-77 You get good with a traditional elfy weapon.  Gain +2 to-hit with the weapon indicated by die roll on the d8 chart below:
1-2 Long sword
3-4 Short sword
5-7 Shortbow
8 Spear
Non-standard elves do not use this chart.  Drow always get hand crossbow.  Sea elves always get trident.  Grey elves always get ray pistol.
On subsequent rolls the player may opt to take +2 damage with a weapon they already have +2 to-hit with, or they may re-roll for another +2 to-hit. You may not get better than +2 to-hit/+2 damage with any one weapon.
78 You learned the traditional art of elf baking from your granny.  Taking one day and 1,000gp in materials, you may bake a batch of a dozen cookies, all of which have the properties of a single standard potion type of your choice (i.e. something in the first edition DMG or whatever).  You can only do this once for each time you roll this entry, and it must be a different recipe (potion type) each time.
79-80 Your horns grow.  What, you didn’t know very old and/or powerful elves have horns?  Usually they take the form of spirally ram’s horns or deer antlers.  Your horns grow d6 inches in length (starting at zero unless you've rolled this entry before).  For every 4 inches of horn or fraction thereof, you are +1 charisma when dealing with other elves, fairies of all sorts, most forest creatures, and many goblinoid types (but NOT hobgoblins, those guys fucking suck).  However, you are -1 CHA when dealing with dwarves, halflings, and any human not of druidic faith.  Maximum horn length is 12 inches plus your level. They are not used for combat, you cretin.

81-82 The arcane arts of the elves encompass spells beyond the reach of  mere mortals.  Add to your spellbook a spell from a supplement or edition not normally used at your table.  Its level can be no higher than the highest you can cast.  However, you only have 24 hours of real time to research and select your new spell.  If you do not email your DM with the complete text of the new spell before the time elapses, you lose this opportunity.
83 You remember a bit of the ancient elven art of making living toys.  Pick any monster in the core book that is both small size and possessing no more than half your hit dice.  You now have a wooden version of the same as a henchman.
84-85  You grow d12 inches taller.  At each whole foot of height above 5’, you gain +1 Str but lose -1 Con as you become a spindly mofo.  At Con 2 you must retire from the World of Men, cross the sea, and enter a special home for elvish invalids.  If you reach 8’ you can use ogre sized weapons.  At 10’ you can start using smaller giant weapons.  If you have not previously determined your height, assume you start at 5’6”.    
86 You gain a mount or pet.
1 Cooshee (elven dog)
2 Giant Owl
3 Giant Lynx
4 Hippogriff
5 Unicorn
6 Griffon
If you roll this again, you can only get a second of the same type of pet if the first one is still alive.  Otherwise, the stink of death is upon you and that kind of monster will never associate with you willingly.  The second of the same type with be the other half of a breeding pair and subsequent rolls of the same type will be young (half hit dice, half damage).
87-88  You shrink d12 inches.  For each whole foot below 6’, you gain +1 Dex but lose -1 Str.  At Str 2 you must retire from the World of Men, cross the sea, and enter a special home for elvish invalids.  If you reach 3’6” halfling weapon restrictions apply.  At 2’ you can only use daggers and pixie, sprite and certain kobold weapons.  At 0 inches tall you shrink out of this plane of existence altogether.  If you have not previously determined your height, assume you start at 5’6”.
89-91 The elements possess less dominion over your material body.  You now take half damage from a random damage type:
1 Fire
2 Electricity
3 Cold
4 Esoteric magical energies such as magic missiles and prismatic walls
However, you also gain a vulnerability, cold iron and blessed/holy weapons do double damage to you.  Reroll if this entry comes up a second time.
92-93 Your ears grow improbably long, even for an elf.  Gain +1 listen at doors, etc.  If rolled a second time, +1 more to
listen and halve surprise chances but disguising your elven nature becomes nigh impossible.  Reroll all subsequent rolls of this entry.
94  Fear rarely touches elves the same way it does other races.  Gain +4 saves versus all fear effects.  If you roll this again, you become completely immune to fear, but you also become so inured to death that you lose the ability to ever again acquire new hit points via level advancement. Reroll the third and subsequent rolls of this entry.
95-96  Roll on the crowd-sourced Witch Table curated by Zak
97-98  Roll on Zak’s Ranger Table
99  Once per session when you spend at least 6 hours doing that creepy meditation thing that elves do instead of sleep, you can query the elf hivemind/social media/akashic record.  The DM must answer one question, provided that any elf in the past or present would have access to the answer BUT that answer is filtered through the perceptions of the individual knower(s) (i.e. it may not be 100% completely and objectively correct).  If rolled again, the number of questions increases by 1, but the number of times per session does not.  I.e. a second roll allows a follow-up question in the same meditative trip on one subject.
100  You’ve become so attuned to the elven hive memory that you no longer need to use a spellbook.  However, you may only select one spell of each level from among the spells you know, the rest are generated randomly from the complete official elf/MU spell list for the edition you are using.  If rolled again two spells of each level may be selected from the spells you know, etc.