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RANDOM SWORD & SORCERY ADVENTURE GENERATOR

Written by Ben Ball


Cover Illustration by Gustave Dor (18321883)
(Inferno, Canto 33)
Sometimes you need an adventure fast, but you dont have much time to prepare, or you just need some inspiration
to get the creative juices flowing. Roll or choose one item from each table to create an adventure outline, then
use your imagination to fill in the details. Results should always be tailored to suit a particular campaign.

Table I.: Title (Part 1)

d20 Result Title (Part 1)


1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Acolyte
Beast

Blood

Children

Table II.: Title (Part 2)

Gods

d20 Result Title (Part 2)

Hand

Jewels

Plague

Servant

Song

10

Wind

13

Master

Prophecy

Shadow

Paths

Queen

Sign

Sword

11

Whisper

14

12

Vengeance

15
16
17
18
19
20

2.

of Chaos

of Darkness
of Death

of Doom

of Eternity

of Midnight

of the Night
of Silence

of Sorcery
of Sorrow

of the Boreas
of the Deeps
of the Ice

of the Lost

of the Moon

of the Mountain

of the Necropolis
of the Stars

of the Tomb

of the Wastes

Table III.: Mission


d20 Result Mission
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Attack (roll place to be attacked)

Decipher (roll thing to be deciphered)


Destroy (roll thing to be destroyed)
Elude (roll person to be eluded)

Escape (roll place to be escaped)

Escort (roll person to be escorted)

Explore (roll place to be explored)


Find (roll thing to be found)

Guard (roll thing to be guarded)

Kidnap (roll person to be kidnapped)


Kill (roll person to be killed)

Locate (roll person to be located)

Protect (roll person to be protected)

Question (roll person to be questioned)

Table IV.: Person / Place / Thing


d20 Result Person / Place / Thing

Recover (roll thing to be recovered)

Rescue (roll person to be rescued)

Seek (roll place to be sought)

Steal (roll thing to be stolen)

Transport (roll thing to be transported)

Watch (roll place to be watched)

6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

3.

Artist / Abyss / Bottle

Assassin / Bazaar / Chest


Beggar / Brothel / Cloak

Craftsman / Catacombs / Crown


Dancer / Cavern / Crystal

Eunuch / Fortress / Dagger


Foreigner / Garden / Helm
Harlot / Island / Idol

Merchant / Mansion / Jewel


Noble / Mountain / Lens
Peasant / Oasis / Mask

Pirate / Palace / Meteorite


Poet / Pool / Ring

Priest / Prison / Sarcophagus


Scholar / Sanctuary / Scroll
Servant / Shrine / Seal

Slave / Storehouse / Skull


Sorcerer / Tomb / Sword
Thief / Tower / Tablet

Warrior / Valley / Tome

Table V.: Hook


d20 Result Hook
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Ambushed and left for dead

Arrested and pressed into service


Asked as a favor
Blackmailed

Cursed by a god

Dared or had courage questioned


Found old map

Geased by a sorcerer

Had a dream or vision


Heard a prophecy

Heard a song or poem


Hired

Lost or shipwrecked

Table VI.: Antagonist

Made a wager

d20 Result Antagonist

Ordered by superior

Overheard conversation

Read ancient scroll or tablet

Repaying a debt

Stumbled into situation

Wronged and seeking revenge

6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

4.

Angry ghost

Bandit chieftain
Brutal warlord

Corrupt official
Cult leader

Cunning madman
Debauched noble

Demonized wretch
Depraved monk

Deranged alchemist
Evil sorcerer

Fanatical priest

Greedy merchant
King of thieves

Obsessed scholar
Pirate captain

Ruthless slaver

Sadistic torturer

Sardonic harlequin
Sinister revenant

Table VII.: Potential Ally


d20 Result Potential Ally
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Aged warrior seeking one last battle


Charismatic leader of a slave revolt

Demon seeking the soul of antagonist


Disgruntled servant of antagonist
Escaped prisoner
Friendly witch

Honorable captain of the guard

Local ruler whose throne was usurped


Nave and virtuous young warrior
Priest who speaks for the gods
Rival of antagonist

Rogue adventurer seeking the same goal


Strangely intelligent animal
Streetwise urchin

Sybil with an important prophecy

Unworldly scholar with vital information


Vengeful spirit

Victim of antagonist seeking revenge


Villain who wants to be redeemed
Wise sage with useful lore

Table VIII.: Complication


d20 Result
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Complication
Aspiring student or apprentice pesters a PC
Astronomical alignment favors black magic
Disguised sorcerer curses PC

Eclipse or comet provokes outburst of superstitious fear


Escaped slave boy or wench begs refuge

Forgotten crime comes back to haunt a PC


Important NPC under a spell

Invasion or occupation by foreigners

Local festival creates atmosphere of riot and license


Local laws are bizarre and restrictive

Locale suffering from recent earthquake or flood


Money lender comes to collect from a PC
Old rival of a PC becomes involved

PC falsely accused of a capital crime


PC mistaken for someone else

Phobia or taboo of a PC is violated


Plague is spreading in the vicinity

Rebels are plotting to overthrow the government


Spurned lover of a PC looks for revenge
Unwanted suitor falls in love with a PC

5.

Table IX.: Obstacle


d20 Result Obstacle
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Armed guards
Assassins

Bandits or pirates

Concealment, deception, or secrecy


Curse (real or imaginary)
Deadly environment

Dishonesty and greed of populace


Great distance

Inscription that needs translated


Lack of supplies
Limited time

Looming natural or unnatural disaster


Magical wards or guards
Monster

Native cannibals or headhunters


Physical barrier

Riddle that must be solved


Roaming savage beasts
Thieves

Wrong or misleading information

Table X.: Twist


d20 Result Twist
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Adventure locale is a Potemkin village and supposed mission assigned to PCs is a sinister experiment
Antagonist is a PC from another time or reality
Antagonist is an ally or friend in disguise

Antagonist is actually pursuing a worthy goal

Antagonist is actually the puppet of another (roll on Antagonist table to determine actual Antagonist)
Apparently mundane is actually supernatural

Apparently supernatural is actually mundane


Betrayal by supposed ally or friend

Distortion of time or space in adventure locale

Entire adventure is actually a delusion or dream

Entire adventure is actually the jest of a mad god


Forced to ally with enemy or rival

Goals and motivations of important NPCs have been misrepresented

Important NPC has a twin brother or sister, leading to mass confusion

Original mission is actually a red herring (roll on Mission table to determine actual mission)
Original mission is actually a trap and actual mission is to survive and escape

Original mission is actually a wild goose chase, and new mission is revenge on perpetrator
Portion of adventure is a wild goose chase

Portion of adventure is actually a delusion or dream

Success in mission leads to unexpected and dire consequences

6.

Table XI.: Reward


d20 Result
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Reward
Clue to another adventure
Desirable lover

Exotic spices or lotuses


Favor of a cult or deity

Favor of powerful NPC


Gold

Loyal henchman

Magical armour, shield, or weapon


Pardon for crimes

Potion or alchemical preparation


Precious jewels

Rare and wondrous steed


Rare furs or silks

Scroll of spells, magic ring, magic wand, or other magic item


Wench or manservant

Roll twice on this table (reroll any result over 15)

Roll three times on this table (reroll any result over 15)
Roll four times on this table (reroll any result over 15)
Roll five times on this table (reroll any result over 15)
Nothing but their miserable hides
EXAMPLE #1

The rolls are: 18 (Vengeance), 11 (of the Boreas), 15 (Recover), 1 (Bottle), 9 (Had a dream or vision), 16 (Pirate captain),
11 (Rival of antagonist), 10 (Local laws are bizarre and restrictive), 10 (Lack of supplies), 8 (Betrayal by supposed ally or
friend), and 6 (Gold).

The adventure is entitled Vengeance of the Boreas. The players are approached by Menander, the elderly head of a
monastic order known as the Silver Silence. Writing on a slate, the mute Menander explains that he was guided to the PCs by
a vision; only they can help, so say the gods. He needs them to recover a bottle of sacred Boreas wine that was stolen from
his monastery. For this deed they will be richly rewarded.
The stolen wine has fallen into the hands of a ruthless Viking pirate, Captain Erik the Red-Handed, who is planning to
auction it to the highest bidder among the most corrupt and jaded folk of the city. Meantime, down at the docks is Amazon
pirate queen, Black Elena, a bitter rival of Erik. She might be convinced to help steal the wine in order to spite him (after
which she will of course betray the players and attempt to take the wine for herself).
Local law prohibits openly carrying weapons on the docks, so the players will either have to flout the law or rely on small
arms that can be concealed. Getting to the site of the auction wont be easy, since Eriks ship is moored two miles off shore,
and no small craft are currently available; the players will likely have to improvise a raft or steal a boatunless they have an
alliance with the treacherous Black Elena.

Once on board the pirate ship, the players must find some way to acquire the Boreas wine, whether through stealth,
deception, or forcewithout breaking the fragile bottle, of course! If the players return the sacred bottle to the Monastery
of the Silver Silence, Menander will load them with golda substance the monks have in plenty but value not at all.

7.

Chapter 7: On the Trail

The characters in B&B are assumed to be drifters, wandering from one town to
the next, seeking employment, adventure or perhaps, avoiding the law. They
are assumed to travel mainly in wild out of the way places; over the prairie, in
the mountains or across the desert. The states they will pass through will be
Arizona, California, Colorado, Idaho, Montana, Nevada, New Mexico, Oregon,
Texas, Utah, Washington and Wyoming. Mostly they will be hitting small
lawless townships where their reputation hasnt reached and where the chance
of a violent death is high.
Wilderness Encounters
Unless the actual journey is important to the adventure (perhaps youve got an
ambush set up, or they get lost in the wilderness, or they are attacked by a wild
bear, or there is an avalanche in a mountain pass or the characters meet
someone on the trail who they can trade with or knows something or becomes
an enemy etc.), simply state to them that after several days on the trail, you
ride wearily into the next town
However, if you are short of ideas and youd like to play out some part of the
characters travels, here are a few ideas for encounters on the trail. Use the
tables as a guide - be prepared to change the result to suit the situation, perhaps
rolling again or adjusting the subject or the numbers.
Roll a d6 once in the morning, once in the afternoon and once at night. A 6
means that the PCs have had an encounter. Roll a d6 again, to see which table
to check:
- 27 -

1
1
2
3
4
5
6

There is a landslide (DEX ST allowed)


A PC accidentally steps on a bear trap (DEX ST allowed)
There is a bison stampede heading toward the PCs
PCs see a runaway coach or wagon with passengers in danger
PCs come across bandits/Indians attacking homesteaders/train/coach
A Travelling Salesman may try to sell to/rip off the PCs

2
1
2
3
4
5
6

An Indian scout/ homesteader/mountain man/bear caught in a bear trap


A posse (1d6+4 rowdies, led by a gunslinger) hunting outlaws perhaps
they mistake them for the PCs
Smoke in the distance over treetops (burning farmstead? campfire?)
A bounty hunter bringing in an outlaw that one of the PCs recognizes
Cattle rustlers (1 per PC +1) with a small herd of a two dozen longhorns
A young lady rushes out of the underbrush all disheveled she has been
attacked by a well-known outlaw who has headed into the nearest town

3-4
1
2
3
4
5
6

Bear, Black
Bear, Grizzly
Cougar
Rattler
Wolf
Wolf Pack (2d6)

5-6
1
2
3
4
5
6

Indian Raiding Party (2d6 Braves)


Indian Hunting Party (d6 Scouts)
Outlaws (1 per PC + d6)
Gunfighter
Prospectors (d6)
Rowdies (d6+2)

- 28 -

Will be keen to attack


Wont necessarily attack
Will attempt to rob PCs
Might have heard of PC
Suspicious of PCs
Looking for trouble

Coming to Town
There were many towns in the Old West that dont exist today; long forgotten
mining camps, rail stops, stage stops, post offices, farming communities,
logging camps, army forts and trading posts.
To see what type of town or community the characters have arrived at, roll on
the following table:
Table 16: Settlement Type
Roll 2d6
2
3
4-5
6-7
8-9
10-11
12

Settlement Type
Rail Stop*
Ferry Point*
Logging Camp
Mining Camp
Farming Community
Trading Post
Military Post/Fort

*These might change around if your campaign is set in a later period


Note: Some towns fulfill two or more functions, so a rail stop might also be a
mining camp and an important trading post. However, the result tells you why
the settlement was established or what its primary function is.
Women are few in these townships; those that do live in the mining camps tend
to be soiled doves; earning their keep by entertaining the men, possibly even
travelling from camp to camp.
Rail Stop: A rail stop is either on a railroad track or at the end of a railroad
track. It might just stop here for water or sand (or refreshment for the train
driver) before continuing on its way, but more than likely it stops here because
there is a nearby community or a settlement has built up around it. The
telegraph often follows the railroads, so larger stations will have a telegraph
office.
Ferry Point: A ferry point is established
because it is on a main route to or from
somewhere where people want to get to. It can
be a simple raft that is fixed to a length of rope
directly across the other side of the river and
pulled across using the rope. This type of
crossing would suggest either a single
- 29 -

homesteader who doubles as a ferryman or a small community. Or it can be a


larger boat that perhaps ferries people up or down the river a short way, maybe
to serve the workers from some of the camps in the area, to take them into the
nearest town when they have some free recreation time.
Logging Camp: These settlements often simply consist of a cookhouse,
bunkhouses, shower/latrine and little else. Logging camps are found in the
heavily wooded mountain regions. They will use the rivers or rail to get the
lumber down to the sawmills. Lumberjacks were often German or Scandinavian
immigrants. Their camps are rough places; the life is hard, so they play hard.
Mining Camp: The lure of gold in the Old West beckons thousands of hungry
settlers eager to stake a claim. Unfortunately, the gold and silver veins are
elusive and apt to dry up with little notice. Miners and prospectors are forced to
move often in search of the next big lode. They leave behind them hundreds of
empty or near-empty mining camps and townships.
Trading Post: A trading post might
be a simple shack where mountain
men and Native Americans come
to sell their furs and trinkets and to
buy ammunition and other goods.
It might include a washhouse and
basic dining facilities. Or it might
be a fort. A settlement might have
grown up around it but it is
certainly somewhere where people
gather at least for short periods. It could be pretty empty most of the time.
Farming Community: Homesteaders and ranchers need a central point to
gather; for church, schooling and even just to socialize. These places often go
on to become larger townships as more and more people arrive to cater to the
local community. These places are often the least lawless of the types of
townships that are found in the Old West as they are family and community
oriented.
Military Post/Fort: Forts are established to serve the local community to protect
them from Native American raids or to serve as a base to strike out against
Native American uprisings. They also serve to provide a central point for the
local community for trade or communications (post or telegraph). Military
posts are smaller and established by a fort for a specific purpose, maybe to
guard a well used trade route or to protect a valuable mine or settlement that is
some way away from the main fort.
- 30 -

Finding Adventure
Western themes include duty, freedom, law versus chaos, the individual versus
the large corporation, and honor versus efficiency. Some common western
characters are sheriffs, drunkards, gamblers, card sharks, mysterious strangers,
rustlers, horse thieves, Indians, prostitutes (with or without hearts of gold),
gunslingers, mountain men, gold miners, doctors, school teachers, saloon
keepers, piano players, and barefoot children. Some common events are:
Fights (brawls or gunfights) in a
saloon
corral
gambling hall
top of a stagecoach
top of a train
desert, while on horseback
Gathering up or opposing a
posse
lynching party
massacre (e.g., of or by Indians)
new cattle ranch
new railroad
Escape from a
jail
Indian tribe
Texas Ranger
Pinkerton
lynching party
Once the characters have entered a settlement, the Referee must give them
something to do. There are various ways to do this; the characters could seek
out the adventure or the adventure could come to the characters.
The following tables help the Referee to decide some of the basics of the
adventure. Roll a d6 for which table to use:
(Use the tables as a guide - be prepared to change the result to suit the situation,
perhaps rolling again or adjusting the subject or the numbers).

- 31 -

1-2
1
2
3
4
5
6

The township is having problems with a gang of outlaws and will pay the
PCs to protect their village. They dont have much money for the PCs
There is a bank robbery going on as the PCs hit town. The town marshal
is trying to prevent hem getting away with the banks money
The local ranch owner/mine boss comes to town in force (2x the number
of PCs) to check out the new arrivals in town and to lay down the rules
The saloon owner has been treating his girls badly and one of them seeks
help from the PCs
A young boy asks the PC if he can borrow his gun to shoot a snake he
actually wants to kill the man that killed his Pa
When the travelling acting troupe leaves town, it is discovered that a lot
of things have gone missing (including things belonging to the PCs)

3-4
1
2
3
4
5
6

The local newspaperman wants to interview the PCs about their recent
exploits for his newssheet
A wanted poster on the wall outside the saloon looks like one of the PCs
and the local lawman ()and deputy?) comes into the saloon to arrest him
An old prospector is found stabbed to death just before he had staked his
claim. He had been telling everyone in the saloon hed found gold
Two local gangs (about 4 or 5 on each side) are shooting it out down by
the corral and the town has no lawman
The local lawman is seen taking bungs from the evil ranch owner, after
one of the saloon gals is found dead (strangled)
Local businesses are being forced to pay insurance to the local gang,
or else they are beaten up or their businesses burnt down

5-6
1
2
3
4
5

PCs hear that a renowned gunslinger is in town (looking for them?).


Make the shootist at least 2-3 levels higher than the PCs
d6+6 Rowdies from the local ranch/mines/railroad turn up in town
shooting, hollerin and generally causing trouble
A posse is being gathered to go into the hills to bring in a large gang of
outlaws that have been seen in the area
A lynch mob has got the wrong man (supposedly for horse theft)
PCs get caught up in a range war/mine war between two powerful
wealthy landowners/mine owners each wanting to get the PCs to join
their cause
A soiled dove falls for one of the PCs and wont leave him alone
- 32 -

Intwischa Press Presents:


The MacGun Generator
1: A thing of
pure evil
8: A thing that
solves the
world's most
signicant
problem

2: A thing that
reveals the true
intent of a
person

Weapon

7: A thing that
can grant one
wish

Relic

6: A thing that
allows its
possessor access
to supernatural
powers

Body Part

An idea

A
person

A
precious
resource

A place

Container
5: A thing that is
a nearly limitless
source of energy

Instruc(ons: Grab 2d4 of dierent colors.


One represents size, the other type. The
size die determines whether a thing is Tny
(closer to the center of the chart) or huge (closer to
the outside). The type die determines the type of MacGun
according to what it lands on. If the type die lands on a border, feel
free to combine the ideas if possible. The sum total of the two dice
reveals the age of the MacGun. Finally, follow the line formed by the
two dice from the direcTon of size to type. This determine what
your MacGun does according to the outer (red) ring.

3: A thing that
can trap an
enemy in a
pocket universe

Natural
Item

4: A thing that
inspires good
among all in its
presence

MacGun Age
2: Dawn of creaTon
3: Age of myths
4: <10 generaTons
5: <2 generaTons
6:Modern
7: Tomorrow
8: Out of Tme

Source: h*p://intwischa.com/2012/07/the-macgun-generator

mythos tales

Mythos Tales
At the heart of Realms of Cthulhu are the tales
of mystery and horror the players investigators
encounter. In the pages that follow, we guide you
through the steps needed to create compelling stories, and include a few example adventures.

Supporting Cast (Friend): Someone familiar


and friendly with one or more of the investigators
asks them to look into the state of affairs revolving
around the lynchpin.
Rumor: Through the grapevine or words on the
wind, the investigators curiosity is aroused.
Supporting Cast (Foe/Rival): Someone who
holds the investigators in disdain come to them to
investigate the matter concerning the lynchpin.

Mythos Tale Generator


The following tables aid the Keeper in coming
up with a rough outline to create a Mythos Tale for
immediate use. Remember, the more time you put
into developing your scenarios the better, and it is
thus recommended that the diligent Keeper roll a
few of these ahead of time, flesh them out a bit,
and keep them up his sleeve just in case. Doing so
also allows him the opportunity to lay the groundwork of one in the next, creating a creepy tangle of
madness for the investigators.

Lynchpin
The lynchpin is the central focus of the entire
tale, though it may never make an appearance at all.
Generally, the plot type determines the lynchpins
role in the storyline. Roll on this table and then go
to the appropriate sub-table (on page 78).
1-3
Person
4-5
Entity
6
Object

Hook
1
2
3
4
5
6

Location

Caught Up in Events
Mistaken Identity
Motivation
Supporting Cast (Friend)
Rumor
Supporting Cast (Foe/Rival)

1
2
3
4
5
6
7
8
9
10

Caught up in Events: The investigators find


themselves in the middle of the plot whether they
like it or not.
Mistaken Identity: One or more of the investigators has been wrongly identified or contacted
regarding the lynchpin.

Residence/Lair
Castle/Mansion
Ruin/Lost City/Temple
Urban Center
Wilderness
Exotic
Important Building/Landmark
Asylum
Library
Museum

Residence/Lair: A home to a creature,


madman, or beast.
Castle/Mansion: Ranging from grandiose to
crumbling decrepitude, the castle or mansion often
holds dark secrets.

Motivation: The Keeper drives the story forward


through the use of one or more of the investigators Hindrances such as loyalty, greed, or heroism.

73

realms of cthulhu
Ruin/Lost City/Temple: Whether a crumbling
stone circle in the woods, a hidden city in the Himalayas, or a fiery temple in the Amazon, these places
often hold artifacts that aid or abet great evils.
Urban Center: A stadium, an opera house or
even a local park or campus, evil lurks in the most
commonplace environments.
Wilderness: Woods, forests, cave systems, and
mountain ranges are all encompassed here.
Exotic: Unusual wilderness locales, such as an
active volcano, an Arctic base, or the Marianas
Trench.
Important Building/Landmark: Ranging
from Stonehenge to Easter Island to Time Square,
these places are all instantly recognizable and well
known (at least to the locals, if not worldwide).
Asylum: A home to madmen, lunatics, and
others seeking respite from nightmare.
Library: Repositories of knowledge, be they
public libraries, private collections, or collegiate in
nature.
Museum: Collections of past achievements, art,
and technology, museums may be public, collegiate,
or private.

12
13
14
15
16
17
18
19
20
Note: Descriptions of
75.

Plot Complication
1
2
3
4
5
6
7
8
9
10

Local
Regional
Global

Local: Within an hour or two of travel.


Regional: Within a day or two of travel.
Global: Anywhere in the world that the Keeper
deems interesting.

Plot Type
1
2
3
4
5
6
7
8
9
10
11

Entity (Roll on Entity Table)


Person (Roll on Supporting Cast)
Betrayal
Trap/Ambush
Rescue Supporting Cast
Chase
Natural Hazard
Shock/Revelation
Discovery
Anomaly

Entity: Something seeks to obstruct the investigators path to their success.


Person: Someone causes problems for the
investigators.
Betrayal: Someone close to the investigators
turns on them at a critical moment.
Trap/Ambush: Someone or something poses a
very real threat to the investigators survival.
Rescue Supporting Cast: An associate of the
investigators gets into deep trouble and requires the
investigators to set aside other matters to aid them.
Chase: During the course of the investigation, the investigators find themselves engaged
in a chase. Whether they are the pursuers or the
pursued depends upon the type of story they find
themselves in.
Natural Hazard: A physical obstacle presents
itself to the investigators and they must surmount
it to proceed further.
Shock/Revelation: The investigators learn
something that shakes them to their very foundations.

Proximity
1-2
4-5
6

Maturation
Love
Forbidden Love
Sacrifice
Discovery
Wretched Excess
Ascension
Descension
Roll twice and combine
plot types begin on page

Quest
Adventure
Pursuit
Rescue
Escape
Revenge
Mystery
Rivalry
Temptation
Metamorphosis
Transformation

74

mythos tales
Discovery: The investigators discover someone
or something is not what it seems and this knowledge forces them to reconsider what has proceeded
beforehand.

**Add Corrupted to type and roll again. A second


result of Corrupted indicates the supporting cast
member is instead Tainted. Roll a third time, ignoring further results of Corrupted.

Anomaly: The investigators encounter some


strangeness that may not pertain directly to the
current adventure, but may have ramifications all
its own.

Plot Type
Quest: The investigators are seeking after the
lynchpin and should go through a number of
locations, each with its own complication before
reaching it (if at all). Investigation and intellectual
challenges with plenty of opportunities for roleplay
are common hallmarks of the quest. The Keeper
should challenge the investigators to question their
beliefs. Globe-trotting is often the watchword with
the investigators travelling to many distant locales
before finding themselves homeward bound once
again.
Adventure: Loaded with action, the adventure
thrusts the investigators quickly into the storyline.
The plot hook comes quickly, followed by a number
of complications over the course of play. While the
quest frequently shifts between many locales, an
adventure can vary wildly from being quite similar
to a quest in its location changes (though loaded
with more physical challenges than mental) or can
take place with few place changes, if any, such as
beginning in a city, journeying to a remote temple
after a lost artifact, and back again.
Pursuit: The investigators must either evade or
capture the lynchpin, as appropriate. For example,
if the lynchpin is an item, they may be trying to
get it before it falls into the wrong hands. If it
is a creature, they may be trying to evade it until
the sun rises and it returns to its slumber. In this
scenario, the investigators are either the hunter or
the hunted, and the roles can often change over the
course of play as power shifts hands, and things are
not always what they seem.
Rescue: The investigators have to rescue the
lynchpin (or, in the case of an entity, rescue the
potential victims of the entity) from someone or
something (this can be determined with another
random roll) at the Keepers discretion. A priceless
artifact, for example, could have been stolen from
the local museum, and the investigators must get it
back before it falls into the hands of a cult.
Escape: Someone or some thing has captured
the investigators and they must escape. The state
could have sent them to a local asylum for observa-

Allies
One or more supporting cast members generally
pop up over the course of the adventure to aid the
investigators. Roll on the Supporting Cast table to
see precisely who it may be.
1-4
Antiquarian
5-8
Archaeologist
9-11
Artist
12-14
Athlete
15-18
Author
19-22
Clergyman
23-25
Criminal
26-28
Dilettante
29-31
Doctor of Medicine
32-34
Drifter
35-37
Engineer
38-41
Entertainer
42-44
Farmer
45-48
Journalist
49-52
Lawyer
53-55
Military Officer
56-59
Missionary
61-63
Parapsychologist
64-66
Pilot
67-68
Police Detective
69-71
Policeman
71-75
Psychotherapist
76-78
Private Investigator
79-82
Professor/Scientist
83-86
Retired Adventurer
87-90
Soldier
91-94
Woodsman
95-98
Child*
99-100
Corrupted**
*Add Youth to the type and roll again, ignoring
further results of Child.

75

realms of cthulhu
tion, a cult could send out creatures to trap them on
an estate, or they could be trying to somehow rid
themselves of a cursed item that keeps returning,
despite their best efforts.
Revenge: While someone or some thing is out
to get payback, the lynchpin is at the center of it all.
If it were an invention, for example, a rival inventor
could be driven over the brink and open a strange
gate, sending something altogether alien to finish
off the adversary.
Mystery: Part and parcel of the Mythos, the
mystery requires foresight and deliberation, and
is a difficult plot type to run off the cuff. The
Keeper posits some riddle to the investigators
and they must set forth to solve it. Who (or what)
killed Atlas Jones? The lynchpin of the scenario
can serve in whatever function the Keeper desires,
but is ultimately the root cause of the mystery.
This scenario requires critical thinking and often
regular interactions with any number of NPCs.
Multiple clues should be made available to drive
the story forward with a regular mix of complications that can send the investigators down various
trails. The key is not to send them too far afield.
It is essential for the Keeper to bring the narrative
back on point should the investigators deviate too
wildly. The mystery often leads to deeper undercurrents and understandings of the world, and may
be intermingled with a more action oriented plot
type, depending upon the atmosphere the Keeper
is ultimately trying to evoke.
Rivalry: An interesting plot type, a rivalry pits two
(or more) factions against one another. Depending
upon the lynchpin, hook, and locale, the investigators can find themselves either upon one side of the
rivalry (helping to find the missing Arctic expedition
before Calliope Wilsons team does), allying themselves with one side of the rivalry (joining Wilsons
team), or somewhere between the two factions (the
Mi-Go and the Tcho-Tcho are warring over some
discovered artifacts amidst crumbling ruins).
Temptation: The lynchpin holds the promise of
something: be it great knowledge, power, or wealth
in exchange for transgressing normal societal mores
or the boundaries of good sense. This is something
the investigators often face in any Mythos Tale, but
here it is far more pronounced and the temptation
is far greater and someone may have already succumbed to it. For example, Wizard Keeley, an old
antiquarian, may call in the investigators to help

him out because, you see, he made a deal to slay


someone before midnight of the full moon or be
slain himself in an unsavory exchange with a dark
force.
Metamorphosis: This plot type is about physical change. The mind boggles when one thinks
how that can be handled in a Mythos context: an
art collector may have purchased the lynchpin (an
art object in this case) and it is turning him into
something altogether alien. Can the investigators
save this old rival before it is too late?
Transformation: The lynchpin serves to provide
a finer edge to one or more investigators, offering
them greater insight into their own character and
the world around them. A difficult one to pull off, it
can be supremely gratifying to impact the investigators relationships with their world and others within
it, and provides robust roleplaying challenges. How
well do the investigators know their attorney, Mr.
Peabody? Would it surprise them to know he is an
upstanding church member as well as a serial killer?
The impact of such a plot usually has ripple effects
in subsequent campaign play, so deliberate on how
great a transformation you want to put into play.
Maturation: Someone or something is growing
up. In some stories that could be a joyous thing. Not
so, dear Keeper, in ours. Think of what could be
out there in the woods, waiting to reach full growth
before ravening the landscape. What of little Billy
(who some said was touched by something awful
when he was a kid, see that weird star-shaped
scar on his left cheek)? Even an object sitting in
a museum case may have needed time to draw in
enough cosmic energy before it could fulfill its long
dead masters purpose.
Love: The lynchpin determines the type of love:
is it obsession (as with an object), eros (as with a
person), or does it enter some stranger territories
(with a creature as the focus)? The investigators
enter the story and have to sort out all the details.
The Keeper should definitely keep an eye out for a
sinister aspect and a way to turn the tale into one
bone-chillingly macabre. Alternately, one of the
investigators themselves could become the focus of
anothers attention (and this other could certainly
use any and all means at their disposal to see that
their love is requited).

76

mythos tales
Forbidden Love: Coupling these two words
together should immediately cause every Keepers
mind to bubble with thoughts. Does Maxwell Silver
offer up his daughter to Glaaki as a corpse bride?
Is Jane Jameson, accountant, secretly in love with
Nails, the Ghoulish gravedigger from Dark Harbor?
You can turn it around as well. What if one of
the Serpent Folk fell in love with an explorer and
returned to civilization? If love is dark in a Mythos
context, forbidden love is darker yet.
Sacrifice: Dont immediately run for the big
kitchen knives. Sacrifice does not have to be literal
(though it certainly can be). The plot revolves around
someone or some thing giving something up. This
tends to be the investigators, but may well be one
of the supporting cast members. The investigators
may have a battered copy of The Necronomicon that
they must exchange to rescue one of their allies
from a cult, for example. Coupling the sacrifice
with the lynchpin provides multiple ways for the
Keeper to go. If you come up dry, then you can go
for the old stand-by: big stone altar, cultists, and
that shiny, curved blade.
Discovery: In this plot type, the investigators
do what they do best: they set out to uncover facts
and knowledge about the lynchpin that ultimately
reveals greater truths. Does the Statue of Thulhu
lead them to Professor Atwood in London and then
to the remote estate of Kenneth Smythe, Esquire
who has been obsessively compiling notes on the
Black Cult of Knives, a cult the investigators have
already encountered once or twice? Does a bit of
leathery wing in Las Vegas lead the investigators to
discover a secret clutch of Mi-Go in the Hollywood
Hills?
Wretched Excess: In this plot, someone has
long ago succumbed to temptation and has become
the very embodiment of sin and vice. Their moral
compass points strictly south and they are mentally
unstable and unbound by any societal mores. This
could likely be in the pursuit of knowledge or from
prolonged contact with Mythos entities, depending
upon the lynchpin. The investigators will either
need to stop the madman or save him. Through
encounters and narrative, the Keeper should be
certain to use the madman as a dark mirror to the
investigators of what they may become should they
steep themselves too deeply in the black waters of
lost lore.

Ascension: This plot focuses on the rise to


power and can be gradually interwoven amidst
other tales. Does a certain item, lets say the Amulet
of the Starlit Path, something the investigators
failed to recover in the past, allow the Temple of
the Seven Planes to grow in strength even while the
heroes battle their minions? Alternately, the Keeper
can deal directly with ascension, such as when a
creature is the lynchpin, and the investigators must
seek to prevent the rising of Rlyeh and the inevitable wrath of Cthulhu.
Descension: The spiral downward is a plot type
that is easily visited by the Keeper. The lynchpin can
be a path of destruction that is causing madness
and decay, ruin and death, all around it. Perhaps a
seemingly well-to-do professor could be corrupting his students with dark words, a 14th century
fencing foil could cause its owner to perform dark
deeds, or a Deep One could have captured weak
minds along the coastline to serve it well. Alternately, descension can deal with a fall from grace,
such as when a former stalwart colleague begins a
slide into madness.

77

realms of cthulhu
Artifact: Some ancient relic of the past, be it
statue, stone, or broken tablet.
Invention: Some technological device that could
have either been created by a madman a week ago,
or Mi-Go a millennia ago.
Art Object: Something of questionable beauty,
either inspired by the Mythos or reflecting a darker
truth.
Weapon: An item made for war: it can be of
terrestrial origin or forged by the very gods themselves.
Relic: An item that some religion or cult considers holy.
Book/Knowledge: Whether a bound book, a
tattered pamphlet, or the scribbles of a madman
on an asylum wall, there is a tantalizing bit of secret
lore for those who seek it.

Person
The lynchpin is always considered a Wild Card.
Determine exactly who they are on the Supporting
Cast table.
1-2
Supporting Cast (Friendly)
3
Supporting Cast (Foe/Rival)
4
Supporting Cast (Tainted)
5
Cultist
6
Organization / Cult
Supporting Cast (Friendly): This individual
is someone who begins with a positive reaction to
the investigators, or has existing connections with
them.
Supporting Cast (Foe/Rival): This individual
is someone who begins with a negative reaction to
the investigators, and wants to best them in some
way. They may have been past acquaintances or colleagues who have had a falling out.
Supporting Cast (Tainted): This individual has
been darkly tainted by contact with Mythos forces.
See what they started out as on the Supporting Cast
table and use it as the base type when rolling on the
Creature Generator tables (on page 81).
Cultist: This individual is a ranking member in
a cult. Select the cult of worship or roll it randomly
on the Gods table of your choice.
Organization: This can be either a dark cult or
a more mainstream organization. If its the latter,
roll on the Supporting Cast table to extrapolate the
central focus of the organization. The exact size is
up to the Keeper.

Servitors
1
Byahkee
2
Dark Young
3
Deep Ones
4
Fire Vampires
5
Formless Spawn
6
Servants of Glaaki
7
Hunting Horrors
8
Nightgaunts
9
Rat-Things
10
Sand-Dwellers
11
Servitors of the Outer Gods
12
Star-Spawn of Cthulhu
13
Shoggoths
14
Shantaks
15
Tcho-Tchos
16-20 Tainted Human

Entity
1
2
3
4
5
6

Servitor
Independent Race
Something New
Elder God
Great Old One
Outer God

Roll on the Creature Generator tables

Independent Races
1
2
3
4
5
6
7
8
9
10

Object
1
2
3
4
5
6

Artifact
Invention
Art Object
Weapon
Relic
Book/Knowledge

78

Chthonians
Colours Out of Space
Dimensional Shambler
Elder Things
Flying Polyps
Ghasts
Ghouls
Gnoph-Keh
Great Race of Yith
Gugs

mythos tales
11
12
13
14
15
16
17
18
19
20

Hounds of Tindalos
Leng Spiders
Lloigor
Mi-Go
Serpent People
Insects from Shaggai
Star Vampires
Unnamed
Voormis
Xiclotlans

Creature Generator
The tables following serve several purposes:
they are in the spirit of the genre, they keep the
players off balance, and they provide fun inspirations for the Keeper. Since the Mythos is all about
things that are unknown, and many players already
come to a game of Cthulhu with a certain degree
of expectation, it never hurts to be able to throw
them a curve ball.

Elder Gods
1
2
3-5
6

Thats not to say it needs to be done all the time.


Just every once in a while is enough to get them to
proceed with caution. There are other times when
youre at an impasse and want to do something a
bit differentyou want to expand the Mythos out
and give it your own spin. While these generators
provide you with a mechanical framework, its still
up to you to round them out and determine how
they integrate into your campaign world. Grab your
dice and get ready to create!

Bast
Hypnos
Nodens
Other (pick or create one)

Great Old Ones


1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Atlach-Nacha
Bokrug
Chaugnar Faugn
Cthugha
Cthulhu
Cyaegha
Eihort
Ghatanothoa
Glaaki
Hastur
Ithaqua
Nyogtha
Quachil Uttaus
Rhan-Tegoth
Shudde Mell
Tsathoggua
Ygolonac
Yig
Zhar
Zoth-Ommog

Remember you can always opt to select an entry


rather than roll, or reroll as often as you like until
you get something that strikes your fancy.

Basic Type
First off, you need to determine the basic type
of creature youre dealing with, be it human or
otherwise.
1-3
Tainted
4-5
Servitor
6
Independent Race
Tainted: These humans have fallen under the
corrupting influence of the Mythos and seek to
expand out the power of their masters.

Outer Gods
1
2
3
4
5
6
7
8
9
10

Dark Master

Abhoth
Azathoth
Daoloth
Lesser Other Gods
Nyarlathotep
Shub-Niggurath
Tulzscha
Ubbo Sathla
Yibb-Tstll
Yog-Sothoth

The entity to which the Tainted Human pays


homage is determined by rolling on this table and
then consulting the appropriate table in the Mythos
Tale Generator, beginning on page 73.
1
Servitor
2
Independent Race
3-5
Great Old Ones
6
Outer Gods

79

Random Adventure Generator


By OFTHEHILLPEOPLE
Roll 1d12 for as much or as little information you need to
create a unique adventure every time

Quest Contact:
1. A Spirit, Ghost, or Demon: A spirit in some form visits one of the party members and
pleads (or threatens) them, looking for help in a task related to the spirits past life.
2. A Guild: A guild of some kind seeks a group of adventurers to complete a task for them.
3. Blacksmith: The aged local blacksmith is far too busy to complete a task and asks the party
to a complete the task for him.
4. Friend or Family: A family member sends a message to their relative in the party asking
for help with a task.
5. Gang of Bandits: A dangerous group of bandits and thieves have a job that needs doing.
6. Royalty: One of the local royal family approaches the party asks for their assistance in a
secret matter.
7. Happenstance: There is no contact. Perhaps the players wander into the quest or are
drawn in by outside forces. Roll again on this table or Innocents to determine who.
8. Local Hero: A local hero or legend with too much on his plate already tasks the party with
an adventure connected to the local heros adventure.
9. Local Temple: The Gods are watching and priests have divined that the party would take
the journey the priests are about to deliver to them.
10. Rumor: Whether in a tavern or listening to chattering villages, a rumor is heard by the
party and the opportunity is too much to resist.
11. A Mercenary Group: A nearby mercenary group has posted several jobs. They are willing
to pay anyone who completes them.
12. Roll twice: The two are related somehow for a common goal.

The Adventure: *Roll twice if you want a twist in your adventure


1. Escape/Survival: The players have been transported to some strange place full of danger
that they must escape either with or because of the person rolled on the first table.
2. Find Someone or Something: Someone or something has gone missing. Whoever did
the hiding may have some special counter-measures for those on their trail.
3. Harm or Kill Someone: Someone has rubbed someone else the wrong way and theyre
hiring you to get a little payback. This person will have some sort of protection making it
difficult to reach them. For an easy person roll on the Innocents table.
4. Kidnap or Capture Someone: You need to catch someone who doesnt want to be
caught. Whether its the legal capture of a law breaker or the kidnapping of a lawful citizen
is in the details.
5. Prevent Something: Something is going to happen unless you interfere and youre the
only chance of preventing it.
6. Protect Someone or Something: The players must protect someone or something from
an outside force who wants them/it. If its a person they can make very stupid and selfdestructive choices the players must deal with.
7. Reconnaissance/Surveillance: Not every adventure is about dealing out the pain. This
time the party is tasked with observing a target without being detected.
8. Rescue Someone: Someone has gotten themselves in danger and need to be rescued, and
the party is just the group to do it. Whether they have to do it undetected is another matter.
9. Solve a Mystery: Something has happened and you have to figure out who did it, why they
did it, and how. Perhaps a crime of some kind or uncovering some secret that wasnt meant
to be revealed where the culprit will have attempted to destroy evidence and there is bound
to be red herrings and dead ends.
10. Steal (or Destroy) Something: The party is asked to get something or get close to
something to destroy it. Whatever it is, the owner will have incredible security and the
location may be secret.
11. Transport Something or Someone: The party is asked to transport either a person or
an object from one place to another. Sometimes its as simple as getting from one place to
another, or its a race against time to arrive at the destination. Either way, the cargo has
something troublesome about it. Roll on the Location table to determine where its going.
12. Discovery: Some explorers have found an ancient dungeon but are too chicken to explore
it, so theyve hired you to go in, disable any traps, slay any monsters, and provide an
accurate map for them to use when you return.
2

The Location:
1. Bandit Territory: In or out of the cities, theres a place that everyone tells travelers not to
go, and this is it. Bandits, thieves, and gangs roam these areas and youll be lucky to make it
out with your coin purse and an un-slit throat.
2. Mansion or Estate: These large buildings are, or used to be, the homes of the lands most
wealthy people.
3. Swamp/Flooded area: When you can smell the stink of rot and decay you know youre
near a swamp or somewhere heavy flooding has taken over. These places are treacherous
and may require a guide.
4. Island: In the seas they appear randomly and many have never been properly cataloged.
Undiscovered islands yield many unknown threats and unexpected surprises.
5. A Fortress: Whether still occupied or not, several military fortresses litter the land from
wars past. Unoccupied fortresses rarely stay that way for long when bandits or monsters
looking for a lair chance upon them.
6. Scalding Desert: Life fights to hang on everyday in these boiling hot deserts and your
adventurers will have no easier time. By day the sun bakes the land to incredible heat. By
night the cold sinks well below the coldest of winters.
7. An Overgrown Forest: Whether a tropical rain forest or a peaceful woodland, the forests
of the land are home to magical beasts, fierce wildlife, and natives who dont like intruders.
8. Urban: The group doesnt have to stray far from the comforts of town and city living.
9. Mountains/Caves: Towering high above the valleys and forests below, the jagged
mountains of the land shoot high into the air. Deadly cliffs, savage cave dwellers, and
tumbling rocks make climbing the mountains a difficult task. But the mysteries the caves
contain may be worth the risk.
10. Jail/Detention Camp: Prisoners go in and they rarely come out. The jails and detention
camps of the land house the lawbreakers judged to serve out a sentence for a crime.
11. Ocean: The deep blue sea holds many secrets both above and below. But hiring a boat to
take you where you need to go might be a challenge all by itself.
12. Underground: Natural caves, shafts, or minestheyre all great places to hide something
you dont want found by every Average Joe. But the dark has secrets and will protect them
with traps, ancient magic, and the living rock itself if it has to.

The MacGuffin:*If your story involves Something, roll this table.


1. Gold/Valuables: It makes the world turn. Pure wealth.
2. Information: It could be a secret or a great truth threatened by someone else, either way
its important to someone. A discovery, a governments money books, or an inspired bards
new play perhaps.
3. Endangered/Dangerous Species: A living thing both rare and valuable to the right
people. Keeping it alive will certainly make someone rich.
4. Magical experiments: Some magic users get a little too much time on their hands and
when they do wondrous things come from their experiments.
5. Key: Magical or not, its not very valuable all by itself, but it does provide access to
something that is valuable. It could be a physical key, a combination device, or cryptic
instructions.
6. Land: Its not as exciting as a chest full of gold but to own land means you have control over
everything hidden there.
7. Medicine: Whether youre treating the common cold or the latest plague, medicine is
precious.
8. Person: The object is a person. Roll on the Innocents to find out whom.
9. Possession/Item: An item that belongs to someone and is worth a lot. By itself it might
not be worth something but to the owner its worth plenty.
10. Secret: Something hidden, which somebody wants to keep hidden. Kingdoms and royalty
have plenty of secrets they want nobody to find out about, and people are always willing to
pay for those secrets.
11. Technology: Its the next catapult or the next dart trap, either way its something useful
that could give someone an advantage.
12. Treasure: Something that can be turned into quick gold. It is valuable all by itself but may
have to be sold to the highest bidder first.

The Innocents:*If someone needs rescuing, roll here


1. Royalty: A King, Queen, or a member of the royal family has found themselves in big
trouble.
2. Child: A kid who should be too young to get mixed up in business like this. Whatever is
happening, theyre not the ones responsible.
3. Family or Friend: Someone you know is mixed up in some bad business. It just got
personal.
4. A Local Hero: The local hero has bitten off a little more than they can chew, and now
theyre calling in the cavalry.
5. Wizard: They might be masters of the arcane, but even they find themselves in hot water.
6. Refugees: Driven from their home by war, poverty, or some kind of disaster, theyre now at
the mercy of something they cant run from.
7. Scavenger/Pauper: They may not have a home or much money but sometimes they find
something interesting that turns out to be important.
8. A Beast: Sometimes the intelligent beasts of the land strive for more than just savagery,
they just need a chance.
9. Explorers: Adventurers who wander the land in search of information about the old
kingdoms. Perhaps they dug up something that got them into trouble.
10. Witness: Someone saw something they werent supposed to and now someone is erasing
them.
11. A Ghost or Spirit: A Soul is trapped for some reason and cant pass on without someone
releasing it.
12. Dragon: Not all of them are out to roast and eat everything in the land.

The Antagonists:
1. Bounty Hunter: Theyre in it for the gold and may not necessarily be evil; they may be
working for the law.
2. Con Man: Someone is pretending to be someone they arent (Roll on the Innocents table to
find out who) and theyre working some elaborate scheme. Once theyre found out or close
to being found out theyll likely change their plans to the misfortune of the players.
3. Guild or Horde: A group of people with one common belief or oath of brotherhood. Their
numbers are great and their intimidation mighty.
4. Royalty: Theyre the rich of the rich, make the laws, and are never questioned. But not
every royal has the best intentions of their subjects at heart.
5. Crime Lord: Someone notorious has been regularly up to no good and this adventure
smells of their influence.
6. Magic User: Some say magic can only lead to madness, but some people welcome
madness if it makes them immortal.
7. Wanted Villain: They have a reputation and theyre here to make sure you remember it.
8. Mercenaries: A rag-tag group of hired swords. If someone is paying them well enough
theyll work any job.
9. Priest or Cult: Theyve got the favor of some deity and theyre doing the bidding of
something greater than them.
10. Magical Beasts: Whether theyre undead, demons, or some wizards experiment gone wild,
something completely strange is at work.
11. Rampaging Monster: Its big. REALLY big. And its wrecking things. Nuff said.
12. Assassins: Theyre professionally trained, fearless, and masters of trickery and stealth.

The Twists and Complications:


*Roll more than once for more complications to the adventure
1. Ally with the Enemy: At some point the party will wind up on the same side as their
adversary whether through treachery on their own side, a simple misunderstanding, or some
peril that neither could survive alone.
2. Betrayed by Contact: The contact has turned against them. It might mean theyve lied to
them somehow about the details of their adventure in a way that puts them in danger or
theyre simply out to kill them.
3. Disaster: Something big and bad happens while the adventure is happening. The players
did not cause it but they are going to have to deal with the consequences.
4. Diversion: The whole adventure is a diversion for some other plan. The contact probably
doesnt much care if they succeed or not and any reward offered may not exist.
5. Dodgy Ally: For the adventure to be a success the players will need outside help. This
person may have their own agenda, want all the treasure, or could be a spy for the enemy.
6. False Flag: The person who hired the adventurers was an imposter! The plan may be part
of some larger scheme or the contact had to mislead the adventurers to convince them to go
on the adventure.
7. Technology: There are many thinking minds in the land creating new inventions but it
looks like this time the enemy got their hands on it first, and the adventurers are completely
unprepared for it.
8. Old Enemy: The adversary is somebody that one of the players knows. Theyre familiar
with their methods but the enemy knows the player as well.
9. Old Friend: One of the adversaries is someone that the player knows and believes is an
ally. Will the players turn against them?
10. Third Force: Theres another faction that becomes involved in the adventure who is not
allied with the adversary or the players. Their goals may be the same as the players or
against them or even something entirely different. Roll the Antagonist table to see who it is.
11. Time Limit: Theres a deadline and the adventure need to finish by a certain time or
something happens.
12. Trap: The entire adventure is an elaborate trap. It may be against the players themselves or
designed to trap the gullible.

The Dramatic Conflict:


1. Destruction: Completing this mission will cause a lot of destruction. People may get killed
or perhaps legendary buildings or artifacts will be ruined. How much damage are the
players willing to cause?
2. Economic Harm: Because of the players actions a lot of people will be poorer. People may
lose their kingdom, their land, or the very crops that support their fragile existence.
3. Environmental Damage: The adventure will harm the land in some incredible way.
Either through magical means or natural effect of some grand scheme, land may become
uninhabitable or impossible to grow crops.
4. Family/Friend: Someone the players know will be harmed by completing this job. Is the
cause worthy enough for their sacrifice?
5. Honor: The players gave their words and now they have to go back on it. This time it isnt
about deceit or treachery, they just have to betray someone they trust.
6. Innocents: Someone who isnt involved in the adventure is going to be hurt if you succeed.
Maybe a secret people werent meant to know will be revealed, or after this adventure their
lives will be in danger.
7. Justice: It isnt about the law, its about justice. Someone will escape the law or perhaps get
blamed for something they didnt do.
8. Loyalty: A player owes an allegiance to someone or something and this adventure will come
into conflict with those loyalties. Perhaps its a debt the player owes or simply that their
patriotism will come into question if they dont stand up for what is happening.
9. Morality: To complete the adventure the players are going to have to do something
morally wrong. Torture, slavery, or even murder; it must be done for the greater good.
10. Reputation: Whether the players are well known or not this adventure will certainly put a
mark on them with the people of the land, and not for good.
11. Truth: Ultimately the players will have to suppress some great truth, or find a way to tell
everyone about some great lie. Either way theyre on the side of deception.
12. Wealth: As it turns out the players are not only going to not be paid for this adventure but
theyre going to end up poorer than before. Either they have to give a large amount of gold
as payment or the effects of some event will wipe out any chance of getting money.

RANDOM RUINS & RONIN


SCENARIO STARTS
GENERATOR

Generator Layout
concept by
James R. Grim Cone
2009

by Sean Wills a.k.a. Geordie Racer

This quick and easy generator will create a


variety of Scenario Starts

A creative catalyst for


a GM to run an
adventure in a quasiOriental setting.

ROLL ALL THE DICE!


(1d4, 1d6, 1d8, 1d10, 1d12 & 1d20)

d4
1
2
3
4

d6

d10

d8

PCs meet in a
Bathhouse
Temple
Market
Tavern

d20

PCs must go to
1-3
haunted ruins
4
misty forest
5
hidden valley
6
ancient caves
7
mystic shrine
8
remote island
9
unholy realm
10
dark fortress
11
lost monastery
12
secret pass
13
demon temple
14
mountain lake
15
forbidden city
16
cursed village
17
spooky marsh
18
lawless port
19
barren desert
20
deserted town

d12

and
consult sage
solve puzzle
capture foe
act as escort
storm place
win contest
find item

with mentor/patron
1-3 Village Elder
4
Sensei
5
Shugenja
6
Samurai
who speaks of
1
Rebellion
2
Theft
3
Siege
4
Kidnap
5
War
6
Plague
7
Evacuation
8
Murder
9-10
Mystery
possibly caused by
1
Monsters
2-3
a Sorcerer
4-5
a Monster
6
Yakuza
7
Rival Samurai
8
Ninja

1-3
4-5
6
7
8
9
10-12

By John Yorio, 2012


Creative Commons AttributionNonCommercial-ShareAlike 3.0
Unported License

Actual result of using previous table.


Excited yet?

EXIT
-john
Happy Dungeoneering!
If you give the generator a try please let me
know what you think. You can drop me a
line at:
tabletopdiversions.blogspot.com

No Budget No Frills
Pencil and Paper
Dungeon Generator
Ver. 3.0

I've intentionally left the dungeon


unpopulated, beyond the indication of traps
(T), empty rooms (E) and rooms with
monsters (M). I am sure you can come up
with something suitable if you want to use
the sample.

You'll Need: d12, d10, d6, d4. Graph paper


and pen/pencil or electronic equivalents.

2
or

Instructions: Draw the starting point


( room, hallway, whatever you like), roll
d12. Check the table, add what's shown to
your map, repeat.
On Secret Doors: When corridors (or
rooms) abut without means of passing
between them, check for secret door: Roll
1d6, 1=Secret door. Roll again:1 One
way, direction you're going, 2-5 Both
directions 6 One way, against your
direction.
On Stairways/Exits: Don't resist multiple
stairways or exits! They give players
choices!

3
or

Notes
Stairs up or Exit
( player choice
or roll, roll 1D6
1-3=Stairs,
4-6=Exit)
Stairs down or
Exit (player
choice or roll,
roll 1D6
1-3 = Stairs
4-6=Exit)

Roll Dungeonmorph Notes

EXIT

Roll Dungeonmorph
You hold in your hands a simple random
1
dungeon generator. Does the world need
or
another one? Probably not, but here it is
anyway!

Roll Dungeonmorph Notes

Straight hallway
*

4- way
intersection*

10

Turn right*

11

Turn left*

12

T-intersection*

*On Hallways/Intersections/Turns
length = 1d10 squares

Straight
7
Hallway*
w/Covered pit or
other trap (roll
1d6,
8
1-3 pit trap,
4-6 other )

E
T
M

Empty
room.
**
Trapped
room**

Monster
Room**

Dead
end or
Re-roll.

** On Creating rooms:
Roll 1d4-1 additional exits.
Dimensions: 1d10 by 1d10 squares

e lf m aidsando ct o pi.blo gspo t .co m .au


http://elfmaidsando cto pi.blo gspo t.co m.au/2014/03/d100-mighty-thresho lds-do o rs-o f-destiny.html

d100 Mighty Thresholds & Doors of Destiny

Doors of Destiny
1d12 Door conditioned
could roll f or whole level f or convenience or get crappier deeper levels
1 Freshly installed by kobolds 1in6 still smells f resh or of wet paint
2-3 Good condition well maintained very quiet
4-6 Serviceable condition well used
7-9 Old battered creaky and rusty but f unctional
10-11 Aged, noisy, decrepit and crumbling
12 Ancient, Crumbling surf ace, damaged every opening, very loud
d12 Door decor
1 Graf f iti mostly crude abusive or sexual
2 Crude primitive art or signs
3 Sign with f unction or occupant named
4 Painted with religious art
5 Calender record marked
6 Occult symbols
7 Dungeon f action graf f iti
8 A brass knocker possibly a f ace
9 Engraved with relief scenes of past
10 Aggressive warning sign or pictograph
11 Spyhole or trapdoor with bars
12 Roll 1d3+1 times with d10
1d12 Door status
1 No door missing or never was one
2 Door broken and non f unctional3 Open Ajar4-6 Closed but not locked
7-11 Locked, barred, jammed, stuck f ast or sealed
12 Roll 1d3 times on Door Def ences

1d12 Door Material Type


1 Crude improvised door AC+0 HP5
2 Pine Door AC+2 HP10
3 Hard wood door AC+4 HP20
4 Oak Door AC+6 HP30
5 Heavy Oak Door AC+8 HP40
6 Bronze reinf orced Oak Door AC+10 HP50
7 Iron reinf orced Oak Door AC+12 HP60
8 Steel reinf orced Oak door AC +14 HP70

9 Bronze Door AC +16 HP80


10 Iron Door AC+18 HP90
11 Steel Door AC+20 HP100
12 Exotic Material sub table

d12 Exotic Door Materials


1 Holy Rowan Wood Door, supernatural cannot pass without save AC+12 HP60
2 Elder Wood Door, sigils that curse on any who damage it AC+12 HP60
3 Demon Wood Door, releases demon if broken +16 HP80
4 Wizard Door teleports if password not given to pass or damage AC+8 HP40
5 Ash and iron bound rune door, cancels any active spells that pass through it AC+8 HP40
6 Duplication Door creates evil phantom double f or any who enter if passed or damaged without key AC+8
HP40
7 Weeping Willow Door ghost in door tries to possess you if passed or damaged without key AC+8 HP40
8 Adamant door locked and sealed with wish, spell proof , nigh unbreakable AC+20 HP1000
9 Crystal door all within released f rom stasis if crystal lock broken Steel Door AC+20 HP100
10 Ornichalcum door sparks strike any who damage it 2d6 damage per blow AC+20 HP200
11 Eldritch door living horror carved f rom darkspawn tree, attacks with tentacles AC +14 HP70
12 Other world metal a gateway to other zone or world if passed or damage without key Steel Door AC+20
HP100

1d12 Door def ence


50% doors have some def ense on average
Better to choose one to suit door or while level but ...
1in6 doors sliding bolt extra (could be all outside a city or f ort or actual dungeon) +2AC door
if so roll again 1in6 has a beam or bar that lowers to barricade the door +4AC x2HP door
roll 1in6 peephole/viewport or 3in6 if has bar
Either must have been deployed by some one inside
1-3 Locks, see lock tables
4-5 Alarm, see alarm tables
6-7 Trap, see trap tables
8-9 Manned, see manned tables
10 Secret door pus half roll extra d8 on this table
11 Roll 1d8 twice
12 Roll 1d3+1 times on table 1d8

d12 Lock Type Subtable


1 Crude wood easy lock
2-3 Crude bronze or brass lock
4-6 Iron lock
7-9 Steel lock
10-11 Combination or puzzle precision lock
12 Exotic Lock Subtable
d12 Exotic Lock Subtable
1 Silver lock untouchable by undead, lycanthropes, devils and other beings
2 Gold Jewelled lock def ended by lethal magic trap

3 Mithril Lock cannot be opened by outer planes beings


4 Ornichalcum lock hard to break magically explodes if broken
5 Adamant lock unbreakable without wish
6 Demon lock demands innocent blood sacrif ice to open
7 Living Wood or f ungus lock requires living key
8 Flesh lock with possible eye or teeth to bite intruders without true key
9 Insectoid lock is a lock like insectoid that bite lock pickers (1in6 poison arachnid)
10 Elemental lock destroys lock pits or non magical treated key
11 Skeleton lock possibly a skull opens f or bone skeleton key
12 Complex puzzle lock requiring f ield unusual knowledge to solve
d12 Alarm Subtable
1 Sets of f screaming creature like an alarm f ungus or goose or gremlin
2 Activates silent alarm at dungeon f action guard post or guardpost
3 Leaves clue an intruder present f or regular user
4 Deadf all of bells, cans, pots, symbols
5 Bell made f rom brass or wood or ceramic rings
6 Firecrackers set of f
7 A gremlin uses instrument, rattle or noise maker
8 Monkey or baboon with drum 1in6 have wings, 1in6 smoking
9 A giant cricket in a cage
10 A zombie or skeleton with a cowbell hidden with a spyhole
11 Spell with magical alarm possibly signals local magician
12 Silent alarm in monster lair sends hungry beast running
d12 Common door traps
Or use any other trap table
1 Doorway is a Guillotine 4d8 or DEX save f or half AC+8 HP40
2 Door is explosive if broken 4d6 or DEX save
3 Poison needle in lock or handle
4 Poison gas
5 Pit Trap
6 Deadf all
7 Releases captive beast
8 Missile launcher like crossbow, dart or gun
9 Mechanism trap like pendulum or scythe
10 Release captive swarm
11 Door one way seals victims inside
12 Explosive magic or gunpowder
1d12 Manned Door Defence
1 Guard post with chained beast
2
3
4
5
6
7

1d3 humanoids in guard post niches


2d6 humanoids in guard post with barricade
1d3 humanoids behind walls with arrow slits
2d6 humanoids behind with arrow slits
1d6 crew in murder holes in ceiling with missile weapons
1d6 crew in murder holes in ceiling with missile weapons and 2d4 burning oil

8 1d6 crew in murder holes in ceiling with missile weapons and caltrops
9 1d6 crew in murder holes in ceiling with missile weapons and 2d6 rocks
10 1d6 crew in murder holes in ceiling with missile weapons and live snakes or scorpions
11 1d6 crew in murder holes in ceiling with missile weapons and boiling lead 4d6 or half with DEX save
12 roll 1d3+1 times a d10 on this table

Mighty T hresholds
Doors of destiny
T his is f or your primary dungeon doors and levels that need to be mighty and memorable. T hese are great
doors intended f or special f eatures - entry ways, between levels, sealing lost sections that deserve note.
Some may have a simple bypass f or locals:
d100 Entrance location
1 Mountain pass doorway
2 Connected to city sewer or drain
3 Built inside an old mine
4 Cave entrance
5 Sinkhole collapses into brick tunnels
6 Wizards magical gateway arch
7 Inside a wardrobe
8 Found on building site
9 Under a wizard tower
10 T hrough a magic mirror
11 Inside an old cleared out well documented dungeon
12 Trapdoor under rug under characters bed
13 In old wine cellar
14 Door in wall wasnt there yesterday
15 Found in cleaned out septic tank
16 Underneath abandoned monster carnival grounds
17 Under castle dungeon through newly f ound secret secret door
18 In crumbling old crypt in graveyard
19 In a brick yard or clay pit
20 Under an abandoned old house
21 In an abandoned quarry
22 Hole by roadside
23 Huge statue with mouth as entrance
24 Under empty barn or animal pen
25 In a tavern f ull of drinking adventurers
26 Under a military camp watching the dungeon
27 Door appeared in warehouse or f actory
28 Door under huge old tree in wilds or town park
29 Under abattoir in city
30 Door under a bridge
31 Under a shop or guildhall in marketplace
32 Under a latrine pit
33 In bottom of old chest in ruin
34 Concealed under garbage heap on vacant land
35 Under garden hedge

36
37
38
39
40
41
42
43
44
45
46
47
48
49
50

Mysterious smoking crater


Under an old boat shed
In an old garden shed
Bottom of empty grave
In old ship hulk wrecked on shore
In old abandoned light house
Huge pit of toxic waste
Former lair of f amous weapon
Two guardian statues guard carved clif f entry
Under an old temple or monastery
Under burnt old tree stump
In drain f or a city f ountain
Door appeared on building site
Under local ruins
In lime covered mass grave pit near city

1d12 Special Alternate Entry Method


T hese used by inhabitants or secret methods used by adventurers. Dungeon might have several, especially if
guarded by dif f erent f action to inhabitants. Dungeons of ten built on bad locations or attract strange f orces to
protect.
1 Secret passage or panel
2 Special key bypasses the gateway
3 Inhabitants inside will open f or secret knock or signal
4 1d3 language texts must be read aloud at same time
5 Teleporter pad requires tattoo or medallion
6 Prayer required to correct god
7 Sacrif ice of f ood and wine to local gods
8 Blood sacrif ice to open or pass
9 Door visible and usable only with detect magic
10 Path through unf riendly stronghold or lair or crypt
11 Aquatic passageway require hold your breath
12 Know a puzzle or riddle or password
d100 mighty thresholds
01 Frighting cave cave mouth with f ireplace camps of humanoids
02 Dark cave mouth with monster lair with monster dung heaps
03 Gaping cave mouth with waterf all and wading pool and monster lair
04 Stinking cave mouth with bloody altar with hidden doors underneath and nearby guards
05 Vile cave mouth with stinking pit entryway and nearby guards
06 Awf ul cave mouth with bubbling lava pool with bridge and nearby guards
07 Ancient cave mouth with huge pit with f limsy wood and rope bridge and nearby guards
08 Frozen cave mouth with gigantic altar with priest and cultists nearby
09 Slimy cave mouth blocked by boulder with huge monster doorman
10 Damp cave mouth with monster chained in entrance
11 Mighty carved wooden doors in rock wall with spyhole and f orce of guards
12 Huge carved wooden doors in rock wall with locks and barred f rom inside
13 Massive carved wooden doors in rock wall with guarded by pair of monsters
14 Embossed carved wooden doors in rock wall with huge scale trap like a dead f all
15 Battered carved wooden doors in rock wall with dozens of arrow and pit traps
16 Polished metal clad door with relief art, cursed by a god idol near doorway

17 Bronze clad door with relief art, statues are monsters like gargoyles or golems
18 Burnished brass clad door with relief art, ornamental bowl with elemental guardian
19 Semi precious stone studded in metal clad door with relief art, undead guards in ancient dress
20 Iron clad door with relief art, strong chains hold doors with gigantic padlock
21 Huge portcullis gates with second set, both trap intruders within
22 Rusty portcullis gates with drawbridge over water/lava/pit of spikes/chasm
23 Mighty portcullis gates with monster trapped between gates
24 Frightening portcullis gates with murderholes with boiling oil or lead, guardhouse above
25 Spiked portcullis gates with arrow slits and guards cover entry way gauntlet
26 Brooding portcullis gates with guardhouse and kennels, savage guard dogs or beasts
27 Black portcullis gates with hidden assassin team of hand to hand experts in hidey holes
28 Dark portcullis gates with hidden assassin snipers up high in holes with poison arrows
29 Menacing portcullis gates with hidden assassins or creature drops f rom roof
30 Nightmare portcullis gates with gargoyle statues which are really guardians
31 Huge bronze solid metal doors with swinging pendulum trap
32 Bleak Iron doors with spiked pit trap and humanoid archers
33 Daunting Brass doors with burning f ire trap and salamanders
34 Frightening Iron doors with alarm
35 Strange stone doors with repeating dart trap
36 Strange green stone doors with wards cause aversion if f ail WIS save
37 Volcanic glass doors explosive f ire spell
38 Slime encrusted stone doors cause stinking cloud and alarm
39 Worn iron doors cause paralysis and alarm if touched
40 Gleaming copper doors with electrif ied runes
41 Wizard lord processional ceremonial doorway magically held requires magic to open
42 Outre processional ceremonial doorway other planar guardians require test or f ight
43 Majestic processional ceremonial doorway stone statues of men and beasts animate
44 Martial processional ceremonial doorway weapons and/or armour animate and attack
45 Religious processional ceremonial doorway beings step f rom artwork to def end
46 Royal processional ceremonial doorway with throne seating a magical guardian humanoid
47 Tribute processional ceremonial doorway great piles of treasure really a monsters
48 Palatial processional ceremonial doorway illusions try to drive party away
49 Great processional ceremonial doorway great magical f ace appears to challenge party
50 Ancient ruined processional ceremonial doorway a strange magical beast dwells here as guard
51 Spectacular staircase with great doors seems to transf orm into huge mouth and tongue
52 Dark staircase with great doors surrounded by vegetation of f ungus and creatures hidden waiting
53 Granite staircase with great doors a statue at each step is some kind of golem
54 Haunted staircase with great doors a cof f in or sarcophagi each step with undead
55 Slime coated staircase with great doors urns containing slime or liquid monster
56 Sinister staircase with great doors duplicates of party without magic items appears
57 Gloomy staircase with great doors, spirits beings f rom statues attack
58 Basalt staircase with great doors magical weapons shoot at intruders
59 Crystal staircase with great doors magical f orce wall
60 Blank wall with secret door with lock
61 Engraved wall with secret door with puzzle
62 Moss covered wall with secret door with poison trap
63 Cyclopean wall with secret door with shoggoth f illed wells
64 Scared ancient wall with secret door requires special item to open
65 Haunted wall with secret door hidden in relief art
66 Weathered wall with artwork really a dimensional gateway

67 Nameless wall with bricked over requires smashing down which acts as an alarm
68 Crumbling wall with rotating wall section with hidden trigger switched
69 Frozen wall with rotating wall section when hidden trigger switched plus pit trap
70 Crumbling wall with rotating wall section when hidden trigger switched, spiked wall strikes
71 Flooded grotto with f rozen chunks of ice and ice monster behind waterf all
72 Stinking grotto with cloud of slow acting poisonous vapour
73 Fetid grotto f illed with garbage and of f al covering hidden entrance
74 Foul grotto with undead and corpse f illed black pool connected to entrance
75 A grotto with strange hallucinatory mists enjoyed by guardian magicians
76 A crystal grotto with strange magical surf aces providing visions, gates and evil clones
77 A grotto of volcanic rock with boiling lava pools sacred home of f ire beasts and beings
78 A grotto of ice with f rozen creatures trapped in ice released by magic on intruders
79 A grotto of bubbling mutagens and weird mists f requent home of mutants
80 A grotto of bubbling mud and regular geysers requiring timing to pass
81 A grotto dedicated to a cult with shrine and f ierce idols and guardian spirit or beast or cult
82 A black basalt grotto of mineral springs, weathered pre human glyphs and a strange beast
83 A misty grotto with witches or shamen lair, many strange things and pets to be f ound
84 A f laming grotto of burning natural gas and coal seam block entry f atal f or most lif e
85 An otherworldly grotto where deadly ethereal jellyf ish f rom beyond f loat around serenely
86 A grotto with lush greenery and some light source, overgrown with deadly animate plants
87 A gateway beneath a ruined evil f ort with sturdy doors and humanoid camp
88 A gateway beneath ancient tomb of noble with f anatic warriors of a tribe or order or cult
89 A gateway beneath ancient tomb f or wizard with magical guardian constructs or summoned entities
90 A gateway beneath ancient tomb f or priest lord with holy guardian constructs or servitors or beasts of the
cult
91 A crumbling necropolis with cursed gate in mausoleum with undead lord and minions
92 A cyclopean prehuman ruin guarded by cultist or servitor horror of elder evil hides gate
93 Crumbling prehuman site of cosmic wars af ter creation, remnant wards or guardian lef t tp protect gate
94 Crumbling prehuman ruins with inhuman mummif ied corpses in thousands, gate and other strange magic or
entities hidden in depths
95 Burned out old ruined structure with no identif iable marks, gateway deep inside in unstable area, possibly
haunted
96 Strange elder ruins moulded f rom living stone by pre metal era wizards, gat guarded by undead or demonic
megaf auna of iceage
97 Shattered glass ruins f orm razor sharp invisible maze around portal, sliced up bodies throughout
98 Crumbling half buried wooden structure inside a portal is guarded by angels f rom ancient post creation
calamity
99 Field of strange auraras hide entry protected by krononovore time elemental and willow the wisps
100 Rusted metal wreck of star chariot of the gods with strange relics and golems guarding gate

e lf m aidsando ct o pi.blo gspo t .co m .au


http://elfmaidsando cto pi.blo gspo t.co m.au/2014/03/up-and-do wn-in-redbrick-dungeo n-d100.html

Up and Down in the Redbrick Dungeon d100 Stairs

d12 Feature Size


1 1' wide cramped staircase
2 2' wide cramped staircase
3-4 5' wide cramped staircase
5-8 10' Grand Staircase
9-11 20' Wide Processional Stairs
12 30 Wide colossal stairs
d12 Common Hazard (roll 1d4-1)
1 Overlaping other plane with occasional inhabitants crossing over
2 Alarmed, attracts guards or monsters
3 Vapours or mist f rom depths 1d4 1=f og 2=mild poison 3=mild hallucinations 4=stench
4 Guard post of a f action d4 1=murder holes 2=arrow slits 3=guard post 4=assassin hidey holes
5 Monsters have made into a lair
6 Crawling with vermin or monster pests (bats, stirges. f lies, rats)
7 Overgrown with f ungi, slime, mould or other gunk
8 Mad explorers f rom surf ace trapped down here
9 Unstable f loor collapses into sinkhole or lower level
10 Monster summoned if ward not deactivated
11 Cursed wards inf lict on those who step over
12 Portculis gates each end (1in6 locked - most heavy)
d12 Common Traps (roll 1d4-1)
1 Mechanical Scythe
2 Deadf all f rom above
3 Poison caltrops scattered about
4 Poison dart launcher
5 Heavy bolt caster
6 Net dropper and alarm
7 Pit trap 1d4 1=corpses in bottom 2=spikes 3=lid locks af ter trapping victims 4=monster
8 Slide to lower level
9 Boulder rolls down f rom top to bottom
10 Pendulum blade
11 Teleported deeper than intended
12 Magical explosive runes or f ireball etc
d12 Feature type
1-2 Straight stairs
3-4 Winding stairs
5-6 Spiral stairs
7 Slide roll 1d6 f or type disguised as stairs
8 Elevator f or goods or persons 1d6 1=mechanical 2=muscle 3= magic 4=living 5=boiler 6=monster 2in6

broken needs work to operate possibly dangerous 2in6 trapped


9-11 A pit 1d6 1=rope ladder 2=slide pole 3=iron rungs 4=water f illed 5=concealed trappdoor 6= roll twice;
12 Roll on d100 table
1d100 Sample Up and Down features
1 Magic Gateway
2 Flowing smooth stone steps f ormed naturally
3 Geometric steps f ormed geologically
4 Crystalline steps grown naturally in cave
5 Crude carved stairs hewn f rom rock
6 Worn smooth with use f or thousands of years
7 Featureless stone stairwell
8 Ornamental marble stairs
9 Featureless metal spiral stairs
10 Grand ornate staircase with iron work
11 Wrought iron wobbly and noisy f ire escape
12 Stairs but convert to slide trap part way
13 Magical escalator
14 Monster worm tunnel
15 Animal powered elevator 1d4 1=escaped 2=dead 3=wants f ood 4=needs proper orders
16 Machine powered elevator may require f uel or power to start mechanism under bottom of shaf t
17 Magical elevator
18 Narrow air shaf ts awkward but climbable tight f it possibly critters
19 Ladder and cursed trapdoor
20 Laundry Chute f or goods
21 Well water f eature to be swum through
22 Well water f eature to be swum through with dangerous rapids
23 Well water f eature to be swum through with dangerous creature
24 Burning pit with a trick to get through saf eley
25 Dumbwaiter f or goods
26 Muscle powered elevator 1d4 1=slaves 2=donkey 3=goblins 4=unmanned
27 Z ombie powered elevator
28 Old sewer system entrance
29 Collapsed f loor hole to lower level
30 Tiny little train through tunnel system like roller-coaster ride
31 A f leshy tunnel like some giant gross monster innards
32 Teleporter pad
33 Conveyor belt
34 Carved relief mythic art in luxury staircase
35 Historic scene carved in staircase
56 T hin windy dark passage
57 Giant hourglass pit f ull of sand
58 Underground stream worn smooth covered in slime
59 Elevator crashes too bottom af ter starting
60
61
62
63
64
65

Elevator is trapped, self sealing 1d4 1=gas 2=spikes 3=crushing walls 4=drops in monster/s
Elevator with strange operator
Sinkhole into winding cave
Old mine connects to lower level
Fireman pole, a bit too greasy to climb up
huge chasm with f lying f ox

66 huge chasm with f lying f ox with huge goods like logs, stone blocks or crates
67 Rope with knots down rat f illed shaf t
68 Monsters digestive tract, 3in6 chance is asleep
69 Demonic being mouth entry winds down to lower levels in gremlin f illed f lesh tunnels
70 A pit with iron rungs with several traps
71 Winding staircase f illed with goblin squatters and shanty town
72 Staircase f illed with kobolds working on maintenance with f amilies in camps, possible extending
73 Stairs with a sphynx or two guardians demand answer to riddle
74 A demon or angel guards stairs demands a sacrif ice f or passage
75 Stairs lined with crypts and sealed sarcophagi 1in4 undead attack intruders
76 Huge stairs f or some larger than human beings, squashed f lat kobolds by entry
77 Stairs f illed with cobwebs and a spider colony
78 Stairway with statues actually guard monsters
79 Elemental guarded stairs let those who make right command pass
80 Stones in steps of stairs occasionally replaced with snapping turtles or mimics
81 Stairs with monster colony on ceiling of trappers or cave f ishers
82 Invisible creature stalks stairs murdering visitors
83 Slime creatures crawl over ceiling dropping on unwary
84 Holes in walls have monsters snap at passers through narrow staircase
85 Murder holes in ceiling drop d4 1=burning oil 2= caltrops 3=molten lead 4=arrows
86 Arrow slit posts with guards in stairwell
87 Stairs f eature secret doors hiding assassins who attempt backstabs
88 Stair well with desperate starving adventurers turned into mad cannibals
89 Cult of f anatics guard stairs f rom intruders with secret shrine hidden in stair well
90 Shadows in stairs haunt cracks ready to slay intruders
91 Strange elder cyclopean stairs older than most of dungeon, tentacle things corpses clutter passage
92 Stairs actually remains of pre human city, shoggoths sleep in vaults and awake if disturbed
93 A shrine to good in stair well 1d4 1=healing potion 2=holy water 3=blessing 4=advice
94 Stairs actually a conf using maze with willow wisp or minotaur
95 Wide stairs with high ceiling with high walkway overlooking stairs, goblin archers band live here
96 Stairs with raw sewerage f lowing over, creatures f eeding here might like meat too
97 Slime covered shaf t slides to depths, walls of f lesh spasm as slide by
98 Flowing knee deep water in sloping cave tunnel with dangerous f ish or aquatic beast
99 Illusions cover stairwell with monsters, f ire, maidens or other distractions
100 Elder ruined staircase with odd angles, things slip in and out f rom odd angles

Old-School Gazette
Number 10: January 10, 2007
Contributors: Joseph Browning, Matthew Finch, Stuart Marshall

Welcome to the tenth Old-School Gazette! In thanks for continued support of the line, number 10 is a free product
available for downloading at no cost! This Old-School Gazette gives you 200 items found in a wizards laboratory,
a short article on the use of wandering monsters, and four more tricks and traps to test your players wits. So enjoy
the tenth Old-School Gazette and look forward to many more!

The below two paragraphs are a legal disclaimer thats


not only important, but contains useful information for
a change, so dont skip reading it just because of the
legalese:
This product uses the OSRICTM System (Oldschool System
Reference and Index CompilationTM). The OSRICTM
system text may be found at http://www.knights-nknaves.com/osric.

Some of you may be unaware of OSRICTM. Go and


download the product from the above link and then
come back. As you can see from the above, OSRICTM
is a freely available, OGL role-playing system that pays
homage to the style of role-playing games we grew up
playing. The Old-School Gazette is designed to support
the OSRICTM system by releasing compatible material,
not only to players and Game Masters, but to other
publishers as well.

The OSRICTM text is copyright of Stuart Marshall.


OSRICTM and Old School Reference and Index
CompilationTM, are trademarks of Stuart Marshall and
Matthew Finch and may be used only in accordance
with the OSRICTM license. This product is not affiliated
with Wizards of the Coast.

We plan on featuring monsters, magic items, spells,


and anything else you can think of relating to oldschool gaming via the OSRIC system in future OldSchool Gazettes. Have any ideas? Send an e-mail to
josephbrowning@gmail.com and let us know! And yes,
its a paying gig. *smile*

Dungeon Dressing: The Wizards Laboratory


The wizards laboratory is a place of wonder! Packed
nooks and crooks of odd items and gewgaws, a
discovered laboratory is often a conundrum for a GM.
Well you find, you find. you find some papers and
some powders. No longer will GMs face the daunting
task of filling a laboratory with interesting discoveries, a
simple roll on the tables below will stock the standard
wizards lab with up to 200 objects ranging from the
common to the bizarre. This is the first in the dungeon
dressing series, so come back for more help in dressing
your dungeons!
We suggest that you first determine which table youd
like to use: either the common items or the uncommon
items. Generally, common items have little value while
uncommon ones have values up to 200gp. There are
exceptions and GMs are cautioned to always exercise
their good judgment, but enjoy your percentage rolls
and discover just whats in that wizards lab after all.
Now, where did I leave my pet box turtle? I swear she
was here just a split second ago

d100

Common Item Found

51

Jar of sulfur

1-6 arrows with silver heads

52

Leather bag of dried and cracked clay

1-6 candles

53

Leather bag of moist clay

1-6 silver pins

54

Leather pouch of course salt

1-10 squares of beeswax (1 sp each)

55

Leather pouch of ground bone

3-inch nails and a small hammer

56

Live herbs in a pot

A box turtle and some grass, in a drawer

57

Lump of alum in a vial of vinegar

Anatomy sketches, animal or humanoid

58

Magical beast (hippogriff) fur

Animal fur, teeth, or claws

59

Magnet

Animal skeleton, assembled with metal pins

60

Magnifying glass

10

Animal skulls

61

Mortar and pestle

11

Apron

62

Mouse in a small cage

12

Bag of glass marbles

63

Mushrooms, edible

13

Blank partchments, loose or tied in bundle

64

Mushrooms, poisonous

14

Black spell books or empty scroll case

65

Notebook of experiments

15

Book on alchemy

66

Nutshells

16

Book on plants and herbs

67

Phosphorescent moss

17

Book on spell theory

68

Pipe with pouch of tobacco

18

Box of rotten eggs

69

Poison in an amber vial

19

Brazier

70

Poisonous plant in a pot

20

Broken mirror pieces in a thick leather pouch

71

Potters wheel

21

Bucket with fresh water

72

Pouch of elf ears

22

Bug repellent oil (rosemary and geranium extract)

73

Powdered peas

23

Charcoal sticks in an ivory box

74

Purified water from a sacred place

24

Coal and bin

75

Quartz stones, powered

25

Collection of butterflies

76

Quills and inks

26

Colored silk thread

77

Read leather pouch of sawdust

27

Corks, with and without holes in centers

78

Scale and weights

28

Cosmetics for rituals

79

Seeds, folded in a parchment

29

Creature hooves, whole or powered

80

Shiny rocks in a leather pouch

30

Cutting block and knife

81

Silk shawl

31

Desk or cabinet

82

Silver dagger

32

Dried herbs in a ceramic jar

83

Skin dye

33

Embalming notes

84

Small pouch of snake scales

34

Feather on leather necklace

85

Small pouch of fish scales

35

Fresh herbs hung by a string

86

Soil from a distant land in a silk pouch

36

Fresh poison ivy in an oilskin pouch

87

Spirit gum

37

Glass jar of empty cocoons

88

Sprigs of mistletoe in an ivory jar

38

Glass prism hung by a string

89

Springs of wolvesbane

39

Glass tubing

90

Stuffed animal

40

Glass vials and flasks

91

Sturdy gloves

41

Gloves of snakeskin

92

Tarot deck

42

Glue

93

Tiny bell on a fine silver wire

43

Hair and nail clippings in a small jar

94

Tongs

44

Hair or clothing dye

95

Trapped container

45

Half-eaten meal

96

Traveling alchemy lab case

46

Hollow glass balls hung from a string

97

Tree sap spread between to strips of wood

47

Holy/unholy water

98

Unfinished potion

48

Human skull

99

Vial of green fuzz

49

Humanoid blood

100

Wand with no charges

50

Jar of dead flies

d100

Uncommon Items

50

Glass cone

1-6 arrows with phosphorescent liquid tips

51

Glass jar filled with exotic candied ginger

1-6 coral pieces (10-200 gp worth)

52

Gold holy symbol of the god of craftsmen (50 gp)

1-6 glass lenses (10-200 gp worth)

53

Healing kit (full of bandages, wraps, etc.)

1-6 arrows of quality (1/2 chance to break)

54

Incense (10-200 gp worth)

1-6 twigs that glow like a candle (50 gp each)

55

Ink, rare (10-200 gp worth)

1-6 vials of acid (1-4 damage each)

56

Ink, readable under moonlight only

1-10 gems (10 gp each)

57

Jar of aboleth slime

1-10 thin sheets of precious metal (10-200 gp worth)

58

Jar of giant snake venom

A dragon scale

59

Jar of goldwashed rose petals (10 gp)

10

Apron made from red dragon hide

60

Jar filled with orange marmalade

11

Assembled bugbear skeleton

61

Ki-rin skin

12

Assembled gnoll skeleton

62

Leather pouch with ten basilisk eyelashes

13

Assembled human skeleton

63

Lodestone or magnet

14

Assembled kobold skeleton

64

Lost piece of art (1,000 gp)

15

Ball of rubber

65

Map to a treasure

16

Blackmail letter to owner of lab

66

Magical beast (hippogriff) blood

17

Book on astronomy

67

Magical beast (griffin) blood

18

Book of magical runes (incomplete)

68

Magical beast (unicorn) blood

19

Book on pentagrams and summoning

69

Mithral filings (10-200 gp worth)

20

Box filled with elven trail-bread

70

Notes on creating magic potions

21

Box filled with fine oil paints

71

Notes on creating magic rings

22

Box filled with teak wood planks

72

Notes on creating magic wands

23

Box filled with ultra-fine sand

73

Notes on spell creation/ or new spell

24

Burial shroud over 200 years old

74

Parchment of finest quality

25

Carnivorous plant, dried and preserved

75

Parchment with words beltat and anthanae written upon

26

Carnivorous plant, live and potted

76

Parchment torn from famous lost work on necromancy

27

Carved sticks wrapped in silk (10-200 gp worth)

77

Perfume in colored glass vial

28

Chain of precious metal (10-200 gp worth)

78

Powdered gem in clear glass vial (10-200 gp worth)

29

Clay pot filled with grave earth

79

Powdered gem in clay pot (10-200 gp worth)

30

Clay pot filled with holy clarified butter

80

Precious gem lens (10-200 gp worth)

31

Colored glass vials (10-200 gp worth)

81

Raw ore of precious metal (10-200 gp worth)

32

Compromising letter from local noble lady

82

Religious artifact, non-magical

33

Contract for magic item creation

83

Rune stones

34

Crate full of dried chili peppers

84

Rune stones on semi-precious stone (200 gp)

35

Crystal ball, non-magical (10-200 gp worth)

85

Scrap of paper with 102012 written upon it

36

Crystal rod (10-200 gp worth)

86

Secret compartment

37

Cursed potion in a black glass vial

87

Skin of a human baby

38

Cursed scroll

88

Sleeping potion

39

Diagram of a ship (cog)

89

Small vial of spores, harmful

40

Disguise kit full of makeup

90

Small vial of spores, harmless

41

Drow dagger in a wax sealed wooden box

91

Small vial of will-o-wisp essence, labeled

42

Elemental planer air in vial

92

Spyglass

43

Elemental planer earth in vial

93

Strip of leather from a bullete

44

Elemental planer water in vial

94

Tarot deck inked with gold

45

Expensive bottle of wine (50 gp)

95

Unholy candle

46

Explosive experiment in progress (1d6 damage if


disturbed)

96

Vial of green slime

47

Famous heros non-magical shield

97

Vial of mercury

48

Fine calf-skin gloves

98

Vial of smoke

49

Flask of dragons blood, labeled with dragons name only

99

Waterclock (1,000 gp)

100

Wire of precious metal (5-50 gp worth)

8.2. MOSTROTRON: MONSTERS AND CREATURES GENERATOR 85

8.2

MOSTROTRON
Monsters and Creatures Generator

Interesting creatures and opponents can improve your game. This generator is
for when a Referee feels the need for a special combat or encounter and cant
just take a decision.
Start by deciding the level, setting it at the level of the relevant Holding if
you are not sure. Then, based on the level, find the number of abilities on
the Special Abilities per Tier Table and then roll 1d6 of the Type Table to
find armour and type. If the creature has special abilities, the first one is
related to the creature type, rolled on the Type Ability Table. For each other
ability, you need to roll 2d6 separately and consult the General Ability Table.
When you are done, create some flu for your new creation, so players can
talk about dragons instead of giant flying fire-breathing monsters.
All undead and bugs have Nightvision. You might want to give extra abilities
to creatures, or to expand the tables.
Special Abilities per Tier
Tier
1
2
3
Special abilities 1d6-4 1d6-3 2d6-6

1d6
Armour
Type

1d6
Humanoid
Animal
Undead
Monster
Bug
Weird

1
none
Humanoid

Type Table
3
Light
Animal Undead
2

4
3d6-9

4
5
Medium
Monster Bug

Type Ability
3
4
Caster
Fighter
Nightvision Flying Sneaky Swimming
Immune
Draining
Breath Weapon
Giant
Deadly
Giant
Flying
Quick Burrowing
Eldritch
Psychic Sturdy
Protean
1

6
Heavy
Weird

5
6
Bad-Ass
Giant
Burrowing
Jumping
Deadly
Sturdy
Immune
Jumping
Armoured
Immune
Bad-Ass

86

CHAPTER 8. HOLDINGS, MONSTERS & TREASURE

1d6 - 1d6
1
2
3
4
5
6

General Abilities
3
4
5
6
roll an additional Type Ability
Flying
Jumping Burrowing Swimming Breath Weapon
Caster Fighter Psychic
Quick
Giant
Nightvision
Protean
Eldritch
Bad-Ass
Immune
Sneaky
Draining
Deadly
Armoured
Trained
Sturdy
... and Friends
1

... and Friends: the creature has 1d6 minions of level equal to the
creatures Tier.
Armoured: the creatures protection is increased by one.
Bad-Ass: the creatures level is increased by 3. The number of abilities
might increase as a result.
Breath Weapon: the creature can breathe a cloud of fire, ice, acid, or
poisonous gas once every 1d6 rounds. Damage is 1d6 per Tier and can
be halved with the appropriate Alertness or Toughness Save.
Burrowing, Flying, Jumping, Swimming: the creature can move in an
unusual way.
Caster: the creature is a Caster of the same level or half of its level (50%
chance each).
Deadly: the creature can dispatch adventurers in a really fast and dangerous way. Determine the delivery mode first and then the attack type.
The delivery mode is either a physical attack (must hit in melee and
deal at least 1 damage) or, on a 5MORE, its a gaze attack (attacking
1d6 random opponents looking at it every round). The victim needs a
Toughness Save to avoid the eects of the attack.
To determine the attack type, roll 1d6; 1: disintegration, destroying the
character and all their equipment; 2: petrification, turning the character
and all their equipment to stone; 3: instant death; 4: paralysis for 1d6
turns; 5-6: poison for 1d6 damage per Tier, onset 1d6 rounds.
Draining: the creature, when dealing at least 1 damage in melee, drains
life energy. Inflict an additional 1d6 Hits that are added to the creatures
current and maximum Hits. The creature cant have more than the
maximum hits rollable at their level.
Eldritch: the creature has 1d6 additional special powers.

8.2. MOSTROTRON: MONSTERS AND CREATURES GENERATOR 87

Fighter: the creature is a Fighter of the same level or half of its level
(50% chance each).
Giant: the creature is oversized; roll an additional d6 when determining
melee damage and ignores shields used by smaller creatures.
Immune: the creature is immune to a type of attack. Roll 1d6; 1:
maximum 1 damage from non-magical weapons; 2-3: immune to magic;
4: immune to fire; 5: immune to frost; 6: all Saves are successful.
Nightvision: the creature can see in complete darkness.
Protean: the creature can transform into either another creature or a
swarm of other creatures or something very hard to harm (like a statue
or a shadow).
Psychic: the creature can cause madness and despair. Determine the
delivery mode first and then the attack type. The victim needs a Stubbornness Save or suer the eects of the attack for 1d6 rounds.
The delivery mode is either a physical attack (must hit in melee and
deal at least 1 damage) or, on a 5MORE, its an aura (aecting the 1d6
closest opponents every round).
Roll 1d6; 1-2: terror, the creature routes; 3-4: mind control; 5: hallucinations; 6: paralysis.
Quick: the creatures movement speed is increased by 50%.
Sneaky: the creature is hard to notice; +2 to 5MORE Stealth rolls.
Sturdy: the creature recovers 1 Hit per round.
Trained: the creature has 1d6 Additional Hits.

a rended press joint


http://rendedpress.blogspot.com

elephant antelope

goat

crow

hyena

crab

mosquito anteater

bactrian
camel

rat

pig

sheep

hippo

draft
horse

capybara

catish

jackal

macaw

ostrich

tapir

naked
mole rat

golden
eagle

spider
moray eel
monkey

octopus

giraffe

lobster

goose

owl

poodle

gecko

buffalo

tarantula

lion

house cat

turtle

fox

orb
weaver

badger

rabbit

butterly

platypus

dragon

coyote

dung
beetle

locust

gorilla

hornet

emu

chicken

grizzly
bear

army ant narwhal

panda
bear

mallard crocodile

godzilla bald eagle

a dice drop table


because Telecanter asked for it

Quick-n-Dirty Creature Creation! v1.1

python

sea lion

yak

opossum piranha dachsund

sloth

march
hare

bass

african
fruit bat
swallow

seahorse dolphin

ox

tiger

shark

cthulhu

tree frog

starnosed
mole

zebra
mussel

cow

gila
monster

boll
weevil

mata
mata

penguin

spanish
ly

sunish

crawish squirrel

stingray kangaroo tamarin

great blue
european
echidna
gray wolf gibbon
heron
swallow

mantis

walrus

stag

trout

bull

roll 1d6 for special attacks: 1. physical, 2. magical, 3. psionic, 4. 2 & 3, 5. 1 & 3, 6. invisible
d4 = head d6 = torso d8 = forelimbs d10 = hind limbs d12 = tail d20 = sounds like or attacks as

he Dungeon Crawl Classics Role Playing Game


dispenses with traditional monster assumptions.
There are no generic monsters. The orcs that
live in one region may differ from those in another region,
and all monster statistics presented here are local variations. This is a world where more is learned from word of
mouth than the written word, and accurate knowledge is
a rare and valuable thing. Thus, both judge and players
know the creatures of their town and surrounding valleys,
but what monsters lurk in the next mountain pass remains
a thing of mystery.

Making
Monsters
Mysterious

key element of player experience in the Dungeon


Crawl Classics Role Playing Game is a sense of
wonderment. Your job as judge is to convey the
sense of the unknown that was so easy to achieve when
we were children who did not know all the rules. One way
to achieve this is to make monsters mysterious. The less
the players are able to predict about the specifics of an encounter, and the more they depend on role-played hearsay,
legends, and lore, the more exciting their encounters will
beregardless of monster statistics.
There is a historical basis for this sense of the unknown.
The availability of information in a medieval feudal society
was severely restricted. In your game world, there is no internet. Pens and paper are expensive, there are no printing
presses, and it takes a scribe almost a year to manufacture
a single book. Most people are illiterate; there is no mechanized transportation, no long-range communication, and
no photography.
The flow of information in a medieval fiefdom is no faster
or more accurate than what can be communicated verbally,
without illustration, over many slightly-varied repetitions,
at the speed of a man walking, or at most on horseback.
In other words: information is rare and usually inaccurate.
Remember playing the telephone game when you were a
child? Except for what your player character has personally
experienced, every single scrap of information available to
him is communicated in that manner.
This thought experiment defines the boundaries of a serfs
knowledge of monsters. Common peopleincluding player charactersknow almost nothing about most monsters.
When a monster is encountered, the peasants flee rather
than fight, so they do not know what combat capabilities a
monster possesses.
If you want your fantasy adventure game to be fantastic,
you must remember this: monsters must be mysterious.

Page 378

Descriptions
Never describe a monster using a specific noun (e.g., goblin or orc). Always describe a monster using physical
characteristics (e.g., a four-foot-tall man-like creature with
green skin and pointed ears). Let players learn the capabilities and characteristics of monsters through experience.
They can name these creatures as they see fitbut they
should name them, not you.
Certain monster descriptors have specific meaning to adventurers (and fantasy role-players), but are very generic
terms for peasants. For example, a village elder describes
every monster as a demon. He may know of a water-demon that inhabits a nearby lake, and man-demons that live
in the forest, and a spider-demon that his second cousin
heard was seen in the cliffs to the north. Theyre all demons to him.

Local Variations
Just as the men of one nation may be smarter, hardier, or
more dangerous than their neighbors, monsters may have
local variations, as well. As your characters travel to new
places, vary the monsters. Let them become faster, stronger,
safer, and deadlierlet there be constant variation.

The Monster vs.


A Monster
Is there more than one minotaur in your game world? Is
there more than one unicorn or more than one chimera? To
a provincial farmer with a ten-mile-wide worldview, does
it really matter? You can make monsters more special by
referring to them as the monster (minotaur, unicorn, chimera, etc.) rather than a monster. Whether it is you as the
judge describing the creature or an NPC speaking to the
player characters, remind yourself that the in-game pointof-view is often from a perspective of limited knowledge.
To any serf with a fearful view of monsters, the minotaur
is the only minotaur in the world. Describe it as such, and its
importance will grow in the mind of your players. They
will be left wondering if there really is only one minotaur.

Monster Names
Intelligent monsters need not even be the orc, the giant, or the unicorn. Rather, they may have proper nouns,
which they use to refer to themselves and which local peasants use as well. For certain classes of monsters, the world
may have no generic term. There is no minotaurthere is
only Mornoth the Bull-Head.

Descriptive Encounters
Although the monster statistics that follow present standardized varieties for many classic humanoids, we strongly encourage you to alter them in three ways.
1 Rarity is the very essence of fantasy. Which of these encounters sounds more interesting?

The caravan was raided by twenty goblins.


The caravan was raided by many dirty brigands in leather
armor, led by a short red-skinned creature in a dark cloak.
The game statistics for each encounter could be identical, but the latter is more fantastic. Make humanoids
rare. Have them lead parties of dangerous men or
dwell in magical places.
2 Visualization brings fear. Use visual descriptions to alter encounters even when game statistics are the same.
Which of these encounters sounds more interesting?
The cave is occupied by six goblins throwing dice to pass the
time.
Several shapes step forward from the dark shadows of the
cave, revealing scrawny, orange-skinned man-creatures
with sharp fangs and glowing eyes.
3 Adventure is defined by the unknown. Although visual descriptors may accurately predict if an opponent
is strong or smart or handsome, they should never
fully reveal the monsters power level. Just as humans
can have class levels, so too can humanoids. The meek
kobolds could be led by a level 6 kobold wizard who
looks just like his fellows. Let the players never be sure
whether the humanoid they face is weak or mighty.

Variety in Humanoids
The stock inhabitants of low-level adventures are the classic humanoid archetypes of kobold, goblin, orc, gnoll, bugbear, and ogre. We highly recommend modifying these
humanoids to instill wonder in your game. Some simple
changes, such as skin color or appearance, can make a big
difference in game play.
The author strongly recommends James Raggis excellent
sourcebook Random Esoteric Creature Generator for comprehensive inspiration in the realm of monster design. This
book is available wherever Goodman Games products are
sold. Expanding on Raggis concept, we offer the following
tables for investing mystery in the
humanoids in your adventures.
For any given stock humanoid, such as a goblin or orc, we
recommend rolling once on each
of the following tables to give it a
degree of mystery in your game.
Many of these variations could result in statistical changes, should
you deem it necessary, or could
simply be visual flavor.

Page 379

Table 9-1: Humanoid


Skin Color
D20
1

Chalky white

2 Albino
3

Pitch black

Dark gray

Light gray

Sky blue

Navy blue

Crimson red

Bright red

10 Yellow
11 Orange
12 Green
13 Brown
14 Purple
15 Translucent
16 Completely transparent
17 Human skin tone
18 Torso different than limbs; roll
again twice, once for torso and
once for limbs
19 Head different from body; roll
again twice, once for head and
once for body
20 As per typical specimen of that
type

Table 9-2: Weaponry


d8
1

Unintelligent; can do little more


than hurl stones

Net and spear

Fights with two weapons (long


sword and dagger)

Bow and dagger

Sling and club

Sword and shield, with metal


armor and heraldry, as a knighted order of humanoids

Javelins (6 each)

Two-handed battleaxes and


swords

Page 380

Table 9-3: Appearance


2d20
2 Dots or spots (as a giraffe)
3 No hair whatsoever
4 Hair in topknot
5 Thick, bushy beard
6 Bald head
7 Long mustache
8 Unusual facial hair: (1) handlebar
mustache, (2) Fu Manchu mustache, (3) sideburns, (4) goatee
9 Glowing eyes
10 Three eyes
11 Blind: (1) white eyes, (2) eyes
overgrown with skin, (3) ceremonial patches, (4) eye sockets empty
with a 90% chance of sight
through alternate source: (1) echolocation, (2) acute sense of smell,
(3) heat sense, (4) ESP
12 Cyclops
13 Large, unblinking fish-like eyes
14 Glowing aura
15 No ears
16 Elephantine ears
17 Gills on neck and webbed appendages, with amphibious
capability
18 Extra digit on hands and feet
19 Enormous claws on hands and feet
20 Extra joint in arms
21 Short and stocky
22 Corpulent
23 Well-muscled
24 Thick fur or long hair
25 Skinny
26 Fanged
27 Tusks
28 Horns: (1) as a bull, (2) as a ram,
(3) as a goat, (4) as a demon
29 Unusual legs: (1) backward-bending, (2) only one leg (hops), (3)
four legs, (4) very long
30 Long snout
31 Neanderthal
physique
(slouched,
pronounced
brow, knuckles drag on
ground, etc.)
32 Monkey-like
posture, face,
and tail; able
to climb walls
33 Giganticdouble
normal size
(8-tall goblins!)

34 Unusual hair color: (1) blonde, (2)


red, (3) brown, (4) green
35 Shy and furtive
36 Sickly: boils, feverish, weak
37 Stripes (as a zebra)
38 Skin covered in suckers (as an
octopus)
39 Feathered
40 Cloven hooves

Table 9-4: Unusual


Properties or Behaviors
d14
1

Wears strange animal skins not


from this world

Refuses to fight back

Are always encountered herding


a domesticated animal (goat, pig,
chicken, sheep, etc.)

Rides bareback on giant steer,


bears, frogs, lizards, snakes, deer,
etc.

Forces slaves to fight for them

Would rather barter than fight

Fascinated with jewels, metal


weapons, helmets, leatherworking,
shoes, etc.

Prophesied a great hero to rescue them from bondagewho


resembles a player character

Speaks a racial language other


than their own (e.g., goblins that
speak the kobold language)

10 Scared of the dark (or light)


11 Speak only in whispers
12 Never surrenders
13 Psychic
14 Chants in a strange rhythm as they
work or fight

Variety in Un-dead
Pre-genre fantasy literature presents a number of un-dead creatures that do not resemble the stock monsters of modern
role playing. Un-dead can mean back from the grave, but it can also mean without a soul, eternal or undying, and
surviving only by force of will alone. Furthermore, the qualities of an un-dead creature are often linked to its nature and
traits when it was alive. Not all skeletons are the same!
The author suggests consideration of this variety when populating your dungeons. Consider determining an un-dead
creatures game statistics (Hit Dice, attack, etc.) independent of its physical form, based on its nature during life, and then
applying the appropriate physical appearance and abilities to match the games theme or mood. For example, a great
sorcerer preserved in un-death by sheer force of will may have a decaying zombie-like body, while a soulless faerie king
who lives eternally is surrounded by chilled air.
Furthermore, assign powers to un-dead based on their traits in life. Peasants become mundane skeletons. But the corpse
of a wizard, brought back to life as a skeleton, could retain some ability to cast spells. A hulking zombie may in fact remember the great warrior skills it once possessed.
Remember: no monster is more frightening than the one that is unknown. Ten skeletons are frightening. Ten perfectlypreserved maidens, their voluptuous forms now encased in cold white skin and blank eyes are even more frightening.

Table 9-5: Physical Appearance


of Un-dead
d20

Table 9-6: Traits or Properties


of Un-dead
d20

Skeletal

Mummified

Emaciated, old, withered

Decayed and corpse-like; zombie

Partially preserved, partially decayed

Ashen-skinned and gray-eyed

Misty and translucent

Wrapped in chains

Retains appearance at moment of death (bloody


wounds, terrified face, gasping for air, eternally
drowning, etc.)

10 A trapped soul; ghost-like


11 A dark, polluted soul; a shadow form
12 Pieces and parts
13 Visible only in bright
light or perfect darkness
14 Crazed and insane-looking
15 Perfectly preserved but
ice-cold to the touch
16 Excoriated; muscular
17 Disemboweled
18 Appears normal but
radiates an unholy air;
dogs bark, horses jump,
etc.
19 Vampiric fangs, stark
skin, etc.
20 Bestial

Energy-draining touch (ability score damage; Will


save resists)

Level-draining touch (lose XP; Will save resists)

Searing gaze (1d6 damage with a look)

Touch of cold (1d4 damage; immune to fire spells)

Chill aura (all within 100 take 1d4 damage; immune to fire spells)

Blood drain (causes 1d4 damage + 1 Stamina point


each round)

Flight

Transformation (rat, cat, bat, wolf, worm; or mist,


dust, spirit; etc.)

Extraordinary strength (Str 22+)

10 Swift (2 actions per round)


11 Slow (1 action every 2 rounds)
12 Immune to non-magical weapons
13 Immune to non-silvered weapons
14 Resistant to spells (50% chance of any spell not affecting it)
15 Cannot be killed without special ritual (stake
through heart, exorcism, destruction of phylactery,
form burned in fire, etc.)
16 Paralysis with touch (Will save to resist)
17 Translucent/transparent/invisible
18 Issues a curse with every strike (see Appendix C)
19 Casts spells as wizard of level 1d4+1
20 Continues to worship a dark god in undeath; casts
spells as cleric of level 1d4+1; can turn living as a
cleric turns unholy

Page 381

Primal Servants
of Chaos and Law
Elsewhere in the cosmos beyond the ken of man, the armies
of Law and Chaos do battle. On the material plane, where
dwells man, agents of the cosmic powers infiltrate our daily affairs. Deployed to earth from the nether dimensions
in the war of Law and Chaos, these progenitors spawn diluted descendants that lack the pure energy of the primes
but still retain some spark of the beyond.
There is a 1% chance that any lawful or chaotic creature is an
exemplar of the eternal struggle, and as such, demonstrates
traits native to its original cosmic incarnation from beyond
the material plane. These creatures are known as primes.
For example, a prime basilisk would exhibit characteristics
of the basilisk as it first arrived from the planes beyond.

Elders
Mortal creatures who originated on the material plane
come from purebred specimens that dwell in remote valleys ringed by impassible peaks. Known as elders, these
antecedents of all known monsters are wise, patient, and
immortal. In rare cases, they may venture into mundane
realms, where they review the progress of their descendents.
There is a 1% chance that any mortal creature is an elder
specimen. Elders have a higher Intelligence and Personality and often evince the specialized wisdom of their race.

Primes have 50% or more hit dice than usual, are bigger
and stronger, are more intelligent, and generally have a
number of magical abilities. They can often step between
their original plane and the material plane. Chaos primes
tend to be wildly mutated, while lawful primes are pure
incarnations that seem ageless.

For example, an elder orc may be a great weapons-master


who wields the mace with a skill not found in any living
orc. Despite his frailty and age, the elder orc receives a +10
bonus to attack rolls with the weapon and fights with such
strength and skill that orcs around the world seek to train
with him. As another example, an elder manticore may
have creaking joints and painful rheumatism, but when
he takes flight he maneuvers with such grace that he can
dodge arrows and missiles (treat as +10 AC when flying)
and no living manticore can out-fly him.

Be imaginative in your use of primes, and treat them as a


chance to introduce even more fantastic encounters to your
players.

Elders know great secrets of the past and are versed in the
origins of their own kind. They know the origins of intraracial disputes and remember the very Beginning.

Page 382

Fallible Fiends
Demons have personality quirks, too. There is a 5%
chance that any given monster has an unusual trait.
Here are 12 ideas:

Table 9-7: Unusual Traits


d12
1

Sneezes constantly

Smells like butter

Strange warts

Incredibly ugly the ugliest example of that


creature the heroes have ever seen

Bad halitosis

Alopecia (And yes, before you ask, there is such


a thing as a self-conscious pit fiend with a combover)

A bad flu coughing, sneezing, runny nose

Flatulent

Loquacious

10 Toothless
11 Whistles incessantly
12 Two left feet

Monsters Dont Play


By the Rules
Why should they? Conan never knew what manner of foul
beast he would face or whether his sword would overcome
its sorcery. He feared no creature of flesh, but was justifiably terrified by the supernatural. Monsters and magic are
not bound by the same laws that govern mortals. The creatures that follow demonstrate examples of this fact; and you
should heed it in your own creature and encounter designs.
Spellcasters in particular, whether human or monstrous in
nature, should have powers that are unavailable to the players. This does not mean fully defined spells of the same sort
learned by the characters. This means a unique power of
some kind that would provide a plot hook, leading the player
characters to seek out the wizard character and attempt to enlist his services, either as a an ally, hireling, or hostage. On the
next page is a table of inspiration, but note that these powers should not be spells. The NPC should be able to use these
powers with predictability and accuracy in a way that player
characters cannot. It is left up to you to flesh out these ideas,
which can apply to any wizard, sorcerer, shaman, witch, warlock, acolyte, priest, cult leader, or other such figure.

Death Throes
Extraordinary creatures can remain extraordinary in death.
Allow some creatures last moments to carry on their mystery by randomly generating death throes on the table below.
These are especially appropriate for wizards and priests, demons, extraplanar monsters, and strange spellcasters.

Page 383

Table 9-8: Unique Powers


d12
1

Heal any wounds or a specific kind of injury (i.e.,


restore sight to the blind, let the lame walk again, bind
the bloodiest of wounds, etc.)

See the future, either completely or a particular slice


(i.e., see a characters doom, his future love, his descendents, his last breath, etc.), through some specific
method (read palms, tea leaves, entrails, etc.), or simply
via a third eye

Grant life to an unliving thing (i.e., allow the creation of


Pinocchio-type creatures, animate a golem, etc.)

Restore life to a dead creature (either permanently or


temporarily, and not always with completely desirable
results; i.e., the wounds of the dead creature may not be
healed in the process)

Speak with the dead, sometimes with conditions: only


bodies occupied by the characters same soul, only
ghosts that still walk the earth, only ancestors of the
character, only if the body is present, only those dead
that are now un-dead, only souls that have never been
resurrected, etc.

Travel to distant realms, sometimes with specific conditions: only the realms of the dead, only the lands of the
angels, only the elemental planes, etc.; but generally
with flawless accuracy and at-will

Tame animals, monsters, un-dead, etc.

Cancel curses, restore good fortune, or end bad luck

Control the weather, in ways either small or large

10 Know the past of a person or item or animal by touching


it or simply by description (i.e., reciting the complete history of a persons life story, or the provenance of an item
including all owners since it was created, etc.)
11 Locate missing people
12 Summon monsters from beyond

Table 9-9: Death Throes


d12
1

Corpse dissolves into oily stain

Skin blackens

Skin withers and desiccates

Corpse dissolves into puddle of water

Skin turns deep red or yellow

Creature turns to ashen mold of its living shape; when


touched, ash collapses into pile of dust

Flash of heat causing sunburn to nearby characters,


then creatures dissolves into mist

Body vanishes with no trace

Puff of smoke then body is gone

10 Ghost of fallen creature rises, incorporeal and angry,


then is painfully sucked into the ground, clearly destined for some subterranean hell
11 Earth opens to swallow body, then re-seals to conceal it
12 Shadowy simulacrum of creature rises into sky to disappear

Page 384

D&D OPTION: DEMON GENERATION


by Jon Pickens
There is no reason why demons in D&D must be limited to the
types described in Eldritch Wizardry. If those nasties only whetted your
appetite for more, the following guidelines can be used to generate an
unlimited variety of new demons to plague your players.
All demons have the following properties:
a)
b)
c)
d)

Hit dice and Gate Ability appropriate to their level.


Vunerability to normal weapons at Level III or less, but magical weapons only at higher levels.
Magic Resistance of 50% at Level I, which increases by 5%
for each additional level of the demon.
Special abilities as determined on the tables below. Note that
no demon may have both fire and ice powers.

Abilities
Level I
Level II
Level III
Level IV
Level V
Level VI
Prince

1 2 3 4 5 6
2 - - - - 3 2 - - - 3 2 2 - - 3 3 2 1 - 3 3 2 2 1 3 3 3 2 2 1
1-6 powers of each level, but never less in any
category than a Level VI demon, nor more
powers of a higher level than a lesser. Also has
a 50% chance of an Artifact.

Level 1
1 Detect Hidden and Invisible
Enemies
2 Darkness 5 radius
3 Poison Bite or Sting
4 Detect Magic
5 Fly at will
6 1-3 Magic Missile/day
7 Mirror Image 1-3/day
8 Charm (if gaze met)
9 Speak with animals
10 Ventriloquism
11 Pyrotechnics
12 Telekinesis as per Level
(see EW)
Level 4
1 Suggestion 1-3/day
2 Projected Image
3 One Non-Fatal Symbol
4 Magic Jar 1-3/day
5 Wall of Fire (Ice)
1-3/day
6 Clairvoy. with Clairaud.
3 times/day
7 Create Food*
8 Repulsion 1-3/day
9 Gaseous Form
10 Once Ice Storm
(Fire Storm)/day
11 Maze 1-3/day
12 +5% magic resistance

anyway you like to come up with the most hideous appearance possible.
If the creatures have any special abilities, the demon gains these too
(abilities of men, like additional MU spells, Thief abilities, Fighter
strength bonuses, etc will NOT be gained). Level V and VI demons
must have one roll considered human (no special-abilities) or Basic
Animal (outdoor encounter table), as giving them a chance for the special abilities of two monsters types makes them too powerful. ((One
playtest demon was a Vampire with a Beholder head NO WAY!))
EXAMPLE: Putting it all together, I shall now create Nasthrapur,
a 6th level demon. Assume the following rolls: LI 2,6,6; LII 1,1,10;
LIII 10,12,12; LIV 10,12; LV 4,10; LVI 5. Since a roll for MU level
came up 3, the demon has the MU capabilities of a 12th Level
MU/Cleric.
LEVEL I:
Darkness 5 radius.
Magic Missiles (from 2-6 per day possible. Assume
4.)
LEVEL II:
Fear, twice the normal range (of wand). -2 on saving throws. Read magic.
LEVEL III: Hypnotise as Illusionist.
Regenerate (2-6 pts per melee round. Assume 5
points)
LEVEL IV:
Firestorm, l/day. (Since whether the demon has
fire or ice powers has not been determined, this was
decided randomly.)
Magic Resistance raised to 80%.
LEVEL V:
Fireball of 12 dice.
Magic Resistance raised to 90%.
LEVEL VI:
Mass Charm
In addition, he receives the normal benefits of being a 6th Level
demon: eight 10-sided hit dice, a 70% chance of gating in a Level 3 or 4
demon, and can be hit by magic weapons only.
Assume his appearance is a cross between a Red Dragon and Wild
Cattle. Such a creature might have a bulls head and hooves, but a scaly
body and leathery wings. A dragons taloned forelegs take the place of
arms. This combination will give the demon the following special abilities: bite/butt/claw attacks, flight, and a breath weapon of fire usable
three times per day that does 24 points of damage (assuming the dragon
maturity roll was a 2).
All in all, someone you dont want to meet in a back alley!

Level 3
Level 2
1 Illusion
1 Fear
2 Polymorph Self
2 Levitate
3 Darkness 10 rad. 3 Slow l/day
4 Haste l/day
4 Read Language
5 Sleep 1-3/day
5 Web 1-3/day
6 Blink as Blink Dog 6 ESP 1-3/day
7 Growth of plants
7 Speak with dead*
8 Growth of Animals
8 Dimension Door
9 Sticks to Snakes*
9 Snake Charm*
10 Hypnotise
10 Read Magic
11 Mind Blank 1 /day 11 Dispell Magic*
12 Regenerate 1-3 pts/
12 Produce Flame
(as Druid)

round

Level 5
Level 6
1 Drain 1 energy level 1 Power Word
2 Two Symbols
2 Shape Change
3 Rotting Disease
3 Telepathy
4 Fireball (Cold Cone)*
Touch (see EW)
5 Lightning Bolt*
4 Feeblemind
5 Mass Charm
6 Cloudkill
6 One Time Stop/day
7 Passwall
8 Animate Objects* 7 Control Weather
8 Death Spell
9 Animate Dead*
10 Grant Limited Wish 9 Polymorph Object
l/day
(1/day)
11 Elemental Form** 10 Grant Wish 1/day
11 Conjure Animal
12 +10% magic
l/day
resistance
12 Aging Touch 10-40
yrs.

*Multiply Demons level by 2 (1-3) or 3 (4-6) to determine the


equivalent MU/Cleric level of capability. Princes always have the capabilities of 19th Level MUs or clerics.
**Elemental form allows the demon to take on the form of a specified elemental with appropriate augmentation of its fighting abilities.
For example, a demon with Fire Elemental form would immolate as a
Balrog, while one with an Air Elemental form could turn into a Whirlwind at will. Only one form is gained for each time the ability is indicated.
In order to determine exactly what the demon looks like, roll two
dice on the dungeon encounter table of the proper level. Mix the results
9

March, 1979
APPEARANCE TABLE:
Overall Visage
Head Adornment

Head

RANDOM
GENERATION OF
CREATURES FROM
THE LOWER PLANES

1.
2.
3.
4.
5.
6.
7.
8.

antlers
crest or peak
horns (1-4)
knobs
ridge(s)
ruff
spines
none

1.
2.
3.
4.
5.
6.
7.
8.

bat-like
bird-like*
crocodilian
horse-like
human-like
monkey-like
snake-like
weasel-like

1.
2.
3.
4.
5.
6.

dog-like
elephant-like
human, tiny
human, huge
trumpet-like
none

1.
2.
3.
4.
5.
6.

(d6, 1 + 1, 2-4 = 2, 5-6 = 3-4)


Eye Color
small, multi-faceted 1. amber
small, slitted
2. black
swivel-socketed
3. blue
stalked
4. green
huge, flat
5. metallic
huge, protruding 6. orange-red

1.
2.
3.
4.
5.
6.

(if necessary)
flat, misshapen
huge, bulbous
slits only
snouted
tiny
trunk-like

1.
2.
3.
4.
5.
6.

Mouth
(d6,l = tiny, 2-3 = average,
5-6 = huge)
fanged
mandibled**
sucker-like**
toothed, small or ridged
toothed, large
tusked

Ears

1.
2.
3.
4.
5.
6.

gibbering-drooling
glaring-menacing
rotting
skeletal
twitching-moving
wrinkled-seamed

Eyes

by Gary Gygax
When I read Gregory Rihns Demonology Made Easy in TD 20 it got
me to thinking, and I immediately re-read Jon Pickens article on random demons (TD 13). Population of the many planes of AD&D will be
a problem in the future; most of the monsters now available are designed for the Prime Material world, and when play moves to the various planes, DMs are going to be very busy trying to come up with the
creatures who inhabit these strange places. As some start has been
made on the lower planes, I thought it would be most helpful to offer a
system to aid in the development of more such monsters, for that would
help round out those areas rather than sketch in small parts of others.
What follows is the current official approach, and what you read here
will be included in the forth coming DUNGEON MASTERS GUIDE. My
thanks to both Greg and Jon!

Nose

At times it might be useful to have an unrecognizable creature of evil


from the planes of the Abyss, Tarterus, Hades, Gehenna, or Hell. It is no
great matter to sit down and design a fairly interesting one given an hour
or so, but time or desire lacking, the following will enable you to create
one or several such monsters in but a few minutes. The format is straight
from the AD&D MONSTER MANUAL for ease of recording and handling the creature(s) developed.
Common, uncommon, or rare (d6= 1,2-3, 4-6)
FREQUENCY:
1 to 2-8 (circumstances must dictate)
NO. APPEARING:
ARMOR CLASS:
0 to -3 (d4)
MOVE: 6, 9, 12, 15, or 18 (d8,6-8 = roll d4 for move and
creature also has swimming or flying ability; roll d6, 1-2 = swimming,
3-6 = flying, and as a rule these speeds will be greater than land move
speed add 1-4 3 increments as you see fit or by random determination using d4)
7 to 10 (d4 + 6, roll a second d4, and on a 4 the creature
HIT DICE:
has 1-4 additional hit points per hit die, as determined by another roll of
the d4)
(circumstances must dictate)
% IN LAIR:
low value if any (circumstances must dictate)
TREASURE TYPE:
NO. OF ATTACKS
See APPEARANCE TABLE below
See ATTACK TABLE below
DAMAGE/ATTACK:
See SPECIAL ATTACKS TABLE below
SPECIAL ATTACKS:
See SPEClAL DEFENSES TABLE below
SPECIAL DEFENSES:
5% per hit die (to vary use d6,1= -5%, 2
MAGIC RESISTANCE:
= -10%, 3 = +5%, 4 = +10%, 5 = +15%, and 6 = STANDARD
magic resistance)
INTELLIGENCE:
Low, average, very, or high (d4)
ALIGNMENT: According to plane of origin
SIZE: S, M, or L (d8, 1 = S, 2-4 = M, 5-8 = L)
Nil (90%) or 96 - 115 (d20 + 95)
PSIONIC ABILITY:
Attack/Defense Modes: A-D (d4)/F-H (d6,1-2 = F, 3-4 = F and G, etc.)

BODY ATTRIBUTES

(d6, 1-4 = bipedal, 5-6 = quadrapedal etal)


Bipedal Torso

1.
2.
3.
4.
5.
6.

ape-like
bear-like
bird-like
human-like
pig-like
rat-like

Quadrapedal or Other Torso

1.
2.
3.
4.
5.
7.
8.
15

amoeba-like
bison-like
crab-like
horse-like
insect-like
serpent-like or reptilian
spider-like

Vol. III No. 9


General characteristics

1.
2.
3.
4.

fat
long
short
thin

Tail (d6, 1-4 = tail)

5.
6.
7.
8.

broad
muscled
narrow
rubbery

Back

Wings, (if Any)

1.
2.
3.
4.

1.
2.
3.
4.

humped-hunched
maned
normal
spiked-spined-ridged

bat-like
bird-like
insect-like
membranous or fan-like

Skin

Predominate Color

1.
2.
3.
4.
5.
6.
7.
8.
9.
10.

1.
2.
3.
4.
5.
6.
7.
8.
9.
10.

bald-smooth
furred
hairy-bristled
leathery-leprous
scaled
slimed
warted-bumpy
wrinkled-folded
feathered
transluscent

blackish
bluish
brownish
grayish-whitish
greenish
orangy
pinkish
purplish
reddish
yellowish-tannish

1.
2.
3.
4.
5.
6.
7.
8.

barbed**
dog-like
goat-like
horse-like
lion-like
pig-like
prehensile
stingered**

Body Odor

1.
2.
3.
4.
5.
6.
7.
8.

bloody
fishy
fecal
gangrenous
moldy
sweaty
urine
vomit

Arms

(2 or 4 if bipedal; 2,4, or 6 if otherwise)


1. animal-like
2. human-like
3. insect-like
4. tentacles
Hands

(d6, 1-3 = all alike, 4-6 = different)


1. clawed
2. human nailed
3. pincered
4. taloned
5. tentacle fingered
6. withered and boney

March, 1979
Legs and Feet

(as applicable)
1. clawed
2. hooved
3. human-like
4. insect-like
5. snake-like
6. suctioned
7. taloned
8. webbed (all swimmers)
*1. duck-like
2. hawk-like
3. owl-like
4. pelican-like
5. stork-like
6. turkey-like
**Optionally poisoned (or 4 in 6)
1. +1 on save
2. normal
3. -1 on save
4. -2 on save
5. insanity for 1-4 rounds
6. weakness, 1 point per hit permanently lost
A bit of imaginative creation is helpful in using the tables above. For
example, if the creatures body is amoeba-like, you might well decide to
give it scores of tiny, bubbling sucker mouths over its entire body, and
omit any mouth on the head; of course, body covering would have to
be adjusted accordingly, and appendages selected to suit the monster.
Likewise, you should feel at ease adding to or amending the tables as
you desire in order to arrive at still more diverse and unexpected lower
planes creatures. (Df. THE DRAGON. Vol. III, No. 6, whole number
20: "Demonology Made Easy. Gregory Rihn. This excellent article
gives some interesting thoughts on variant creatures of the lawful evil
planes!) When you have the form and appearance of the creature, determine strength, if necessary, and then attack capabilities.
Strength
To Hit
Damage
01-25 = 17
+1
+1
26-45 = 18
+1
+2
45 - 60 = 18 (01-50)
+1
+3
61-70 = 18 (51-75)
+2
+3
71- 80 = 18 (76-90)
+2
+4
81- 90 = 18 (91-99)
+2
+5
91- 95 = 18 (00)
+6
+3
96-98 = 19
+3
+7
99-00 = 20
+3
+8

ATTACK TABLE

antlers or horns = 1 attack each, damage 1-2 to 2-8


mouth = 1 attack each, damage from 1 to 3-12
tail = special attacks only, damage from 1 to 1-6
hands = 1 attack each possible if no weapon use, strength bonus
applicable if used as clubbing weapon, damage from base 1-2 to 2-12
feet = 1 attack each if applicable (flyer, leaper, etc.), damage from 1-2
to 3-12
Damage amount is determined by overall size of creature, with
strength bonuses where applicable, and the size and type of body
weaponry, i.e., a huge creature with clawed hands would get damage
ratings of at least 2-8 per hit. Constriction or hugging damage would be
commensurate with a kept creature of the same approximate size. Incidental spine-type damage is best kept relatively low 1-3, 1-4, or 1-6
range.
Special effects from these attack forms poison, energy drain,
heat, cold, electrical discharge, paralysis, or whatevershould be kept
to a minimum.
Special attacks and special defenses cant be dealt with in as much
detail as would be desirable in a work of unlimited length. The tables
below will suggest various magical attack/defense forms, and the DM is
urged to add others of his own creation as appropriate to the plane and
the creature.
SPECIAL ATTACKS (1-3)

1. ability drain
2. energy drain (cold)
3. gaseous discharge or missile discharge
4. heat generation
5. life level drain
6. spell-like abilities
7. spell use
8. summon/gate
Spell-like and spell use abilities should be based upon intelligence
level and relative strength in hit dice. Compare daemons, demons, devils, and night hags, From 1-2 spells and a like number of spell-like
abilities is sufficient for lesser creatures, while the more powerful and
intelligent will get a total of 2-5 of each, some being of higher level
(telekinesis, teleportation, etc.).
SPECIAL DEFENSES (1-4)

1.
2.
3.
4.
5.
17

acid immunity
cold immunity
electrical immunity
fire immunity
gas immunity

6.
7.
8.
9.
10.

metal immunity
poison immunity
regeneration
spell immunity
weapon immunity

Vol. III No. 9


Immunities above four are possible only if the general class (demons, devils, etc.) has more. Metal immunity can pertain to iron, silver,
steel, or any other, including combinations, but excluding magical
weaponry. Regeneration base is 1 hit point per turn, with exceptional
creatures having a maximum of 1 per round. Spell immunity must be
limited to 1-4 pre-determined spells. Weapon immunity refers to creatures hit only by magical weapons of a certain value, i.e. + 1, +2, etc.
OTHER ABILITIES (Optional)

1. audial superiority
2. surprise capability
3. visual superiority
Audial or visual superiority will tend to negate surprise and enable
detection of creatures through sound or vision. Surprise capability relates to special movement ability and possibly other factors. Visual
superiority refers to infravisual and ultravisual capabilities.
To avoid having nothing more than different mixtures of the same
old ingredients, be certain that you put a bit of personal creativity into
each monster. A list of new and different factors should be started,
perhaps in the margin, and then fresh ideas added as they come. When
a monster is devised, cross off the unique features from the marginal list.

Convention Schedule 1979


Mon Con III (March 30 - April 1) at Morgantown WV. Science Fiction. Fantasy. Comix. Movies. Games. Star Trek. Contact: Mon Con III, Conference
Center, West Virginia University, Morgantown, WV 26506.
Spring Revel (March 31- April 1) at American Legion Hall, 735 Henry Street,
Lake Geneva, WI 53147. Dungeons and Dragons. Miniatures. Boardgames.
FITS. Rail Baron. The whole TSR crowd will be there. Registration Fee $2.00.
No game fees. Contact Joe Orlowski, Spring Revel, P.O.B. 110, Lake Geneva,
WI 53147.
Tri-State Con (April 20-22) Cincinnati OH, Contact the Queen City Gamers
for further information. Eric Franz, Secretary.
Tippacanoe (and Fantasy Too) Game Convention. (May 4-6) Guest
Speakers include Gene McCoy (Wargamers Digest), Duke Siegfried (Heritage),
Tom Shaw & Don Greenwood (Avalon Hill), Bob Blake (Winner of the 1st D&D
Masters Tournament), Lou. Zocchi (Designer of Luftwaffe, and Battle of Britain).
Contact: John Hill, P.O.B. 2071, W. Layfayette, IN 47906.
The Great Canadian Games Adventure (May 18-21) at Ottawa University,
King Edward Street, Ottawa Ontario, CANADA. Tournaments. Seminars.
Games from Europe, England, and Canada (as well as the U.S.). Dealers.
Films. Auctions. 100 rooms on campus, costing from $6.00 to $12.00 a night.
Room reservations must be made before May 1. Registration fees are $8.00 before April 1 and $10.00 thereafter. Phone (613) 745-2073 for details or write:
CANGAMES 79,201-360 Dundas St., Vanier Ontario, CANADA, K1L 7W7.
MichiCon VIII (June 1-3) sponsored by the Metro Detroit Gamers at Oakland
University, Rochester, MI (Just North of Detroit). Over 25 board game tournaments, 10 role-playing game tournaments, over 60 miniatures tournaments and

demonstrations, seminars/panels/workshops, auctions, flea markets and over


50 exhibit booths. For more information and pre-registration flier send a SASE to
Metro Detroit Gamers, MichiCon VIII, P.O.B. 787, Troy, MI 48099. Pre-

registration deadline is May 10, 1979.


GLASCON IV (June 15-17) sponsored by CSUN Simulation Gamers Association. $3.00 Pre-registration Fee. $5.00 at the door. For more information write
CSUN-S A, 7133 Reseda Blvd., Reseda, CA 91335.
Origins 79 (June 22-24) at Widener College, Chester, PA. For more information write: Origins 79, P.O.B. 282, Radnor, PA 19087.
GENCON XII (August 16-19) at University of Wisconsin-Parkside, Wood Rd.,
Kenosha, WI 53140. This could be THE convention of 1979. Over 20 dealers.
Over a hundred tournaments. Not to mention seminars, open gaming, and
workshops. Pre-registration before July 25 $10.00. At door $15.00. Special GENCON XII Information Packet available in April. Contact Joe Orlowski,
GENCON XII Coordinator, POB 756, Lake Geneva, WI 53147.

WRITE FOR THE DRAGON . . .


become rich & famous

18

Random Unique Dragon Generator.


Intelligence.
roll 1d6
1. Animal
2. Low
3. Average *
4. Very
5. Highly
6. Genius
* If intelligence is greater than Average, there is a 20% chance of some form of madness. If
so, roll on Mental Disorder Sub-table.
Alignment.
There is only a 20% chance the dragons alignment will be any form of Good. Roll 2d10 first,
and then roll 1d8. Only if indicated by the percentile roll, can the dragons alignment be a
Good one.
1. Lawful Good
2. Lawful Evil
3. Neutral Good
4. Neutral
5. Neutral Evil
6. Chaotic Good
7. Chaotic Evil
8. Alignment subject to change. Re-roll per encounter

Age.
roll 1d8
1. Very Young. 1 hit point per die.
2. Young. 2 hit points per die.
3. Sub-adult. 3 hit points per die.
4. Young adult. 4 hit points per die.
5. Adult. 5 hit points per die.
6. Old. 6 hit points per die.
7. Very old. 7 hit points per die.
8. Ancient. 8 hit points per die.
Size.
roll 1d6. The size list is very general, it is open to interpretation by the DM.
1. S (smaller than man-size, up to 140 lbs)
2. M (man-size, up to 300 lbs)
3. L (larger than man-size, up to 12 feet, 1000 lbs)
4. H (huge, up to 20 feet, 2000 lbs)
5. G (giant, up to 35 feet, 3500 lbs)
6. E (enormous, up to 55 feet, 5000 lbs)

Armor Class.
roll 1d8
1. Ac 8
2. Ac 6
3. Ac 4
4. Ac 2
5. Ac 0
6. Ac -1
7. Ac -2
8. Ac -3

Hit Dice.
roll 1d8
1. 4-6 hit dice
2. 5-7 hit dice
3. 6-8 hit dice
4. 7-9 hit dice
5. 8-10 hit dice
6. 9-12 hit dice
7. 10-13 hit dice
8. 11-14 hit dice
Move: On the ground/flying
roll 1d6
1. 6/18
2. 10/10
3. 12/24
4. 9/24
5. 9/30
6. 12/30
Number of attacks per round.
roll 1d6
1. 1 APR
2. 2 APR
3. 2 APR
4. 3 APR
5. 3 APR
6. 4 APR
Damage per attack.
roll 1d6 (Roll as many times as indicated by # of attacks per round)
1. 1-4

2. 1-6
3. 1-8
4. 1-10
5. 1-12
6. 2-12
Breath Weapon.
roll 1d8
1. No breath weapon
2. Fire. (as red dragon)
3. Cold. (as white dragon)
4. Acid. (as black dragon)
5. Poison Gas. (as green dragon)
6. Lightening. (as blue dragon)
7-8. Unique breath weapon. (roll on Unique Breath Weapon table)
Unique Breath Weapon.
Roll 1d10
1. Spittle ball causes random polymorph to those hit.
2. Laughing gas, save vs dragon breath or be rendered defenseless due to convulsions of
laughter. (gas attack has same dimensions as green dragon toxic gas breath weapon)
3. Roar/cone of sound, does 1-8 points of damage per hit die, and causes permanent
deafness to those failing save.
4. Dragon vomits forth a gusher of stinging insects. 1-4 points of damage per hit die, plus
save vs poison or be immobilized with pain for a number of rounds equal to the dragons hit
dice.
5. Breath becomes "Web" as per the spell.
6. A gust of "Sleep" fumes as per the spell.
7. A glob of protoplasm which transforms into a random monster under the dragons control.
8. Breath disintegrates metal. Only magic items may attempt to save.
9. Giant wad of phlegm which will glue victims to surfaces or to each other. The dragon will
direct it at the highest concentration of foes. Alcohol will dissolve the phlegm in three
rounds.
10. Hurricane force wind. Failure to save results in targets being dashed against closest
obstruction. Calculate as falling damage.
Special Defenses. ( 2 in 6, or 35% chance of possessing.)
roll 1d10
1. Only hit by magic weapons.
2. Anti-magic field, 5' radius.
3. Chameleon, treat as elven cloak.
4. Constantly sheds caltrop-like scales. Unless characters have a dexterity greater than 14,
they have a 20% chance per round of stepping on a shed scale and taking 2 points of
damage when within twenty feet of the dragon.
5. Dragon is perpetually enveloped in fire. Coming within melee range causes 1-4 points of
damage per round.

6. Miasmal fog surrounds the dragon. Anyone closing to melee range must save or contract
random disease.
7. Dragon regenerates as does a troll.
8. Dragon is constantly coated in frost. Immune to cold-based attacks and anyone coming
withing melee range must save or be frost-bitten for 1-4 points of damage a single time.
9. Dragon blinks as does a Blink Dog.
10. Dragons blood is poisonous. If wounded by an edged weapon, the attacker must save vs
poison.
Special Attacks. ( 2 in 6, or 35% chance of possessing.)
roll 1d10
1. Dragon has claws of sharpness. On a natural twenty, the victim of the dragons claw attack
will have a random limb severed.
2. Dragon Speech. Those hearing the dragon speak must save or be charmed and become
the dragons staunch supporters.
3. Frog tongue. The dragon can attack as would a Cave Fisher.
4. Tail spines as a Manticore.
5. Gaze weapon causes diametric alignment shift. Treat as a Medusas gaze attack.
6. Dragon sprays caustic urine causing 2-12 points of damage and painful blistering.
7. A slap of the dragons tongue will cause madness. Target must save or be stricken with a
random mental illness.
8. Dragons wings are edged with bony serrations. It may slash for 1-8 points of damage at
targets twice as far away as normal melee range.
9. Dragon may speak a minor curse once per day. Example; "May you never wield a sword
again!" The curse will hold until lifted by a cleric.
10. Dragons tail ends in a bone club. When stuck against the ground, or other hard surface,
the bone club will shatter, hurling shrapnel in all directions. Those struck will take 1-6 points
of damage. The club regrows within a day.
Special Abilities. ( 2 in 6, or 35% chance of possessing.)
roll 1d10
1. Dragon burrows as a Bullette
2. Dragon travels distances greater than 100 feet via natural Dimension Door.
3. Dragon possesses lernaean regeneration abilities. If it loses a head, or limb, it will regrow
two to replace it within 1-4 rounds if the stump is not burned with fire.
4. The dragon may climb surfaces as would a giant gecko.
5. The dragon sprays a musk which will attract wandering monsters until removed by
rubbing with pumpkin flesh. Every subsequent wandering monster check will result in an
encounter.
6. The dragon is an oracle and may foretell events if persuaded.
7. As a displacer beast, the dragon always appears to be 3 feet from its actual position. This
adds two points to its saving throws, and subtracts 2 points from opponents attack rolls.
8. The dragon has the ability to mimic the form of anyone it has recently observed. Treat as a
doppleganger.
9. The dragon can see and strike ethereal and astral creatures, and those using magic to
transport themselves to those planes.

10. Undead must obey the dragon. It cannot create, or summon them, but any encountered
must heed its commands.
General Characteristics.
The dragons dominate features are generally:
roll 1d8
1. Mammalian. Bare flesh, or fur. The dragon exhibits qualities which are, cat-like, bearish,
wolf-like, etc...
2. Reptilian. Scaled or pebbled hide. The dragon is serpent-like, crocodilian or dinosaurian.
3. Amphibian. Smooth and slimy skin. The dragon is salamander-like, or frogish.
4. Avian. Feathered and/or beaked and taloned. The dragon is somewhat bird-like.
5. Unnaturally monstrous. The dragon may not be native to this plane. Its form may be
difficult to discern, or may not be set. The dragon may be only partially material.
6. Construct. The dragon is a made thing. It may be like a flesh golum or built of unliving
materials.
7. Humanoid dragon. The general form of the dragons body is similar to that of a man. Or, it
may have human-like features, eyes, hands, a human like mouth, etc...
8. Amalgamation. Roll twice on this table and combine results to make a dragon which is
truly bizarre.
General Form.
roll 1d20
1. Serpentine, no limbs.
2. Serpentine, winged
3. Serpentine, forelimbs only.
4. Serpentine, forelimbs and wings.
5. Serpentine, four legs only.
6. Serpentine, four legs and wings.
7. Serpentine, bipedal rear legs only.
8. Serpentine, bipedal rear legs and wings.
9. Serpentine, bipedal rear legs and fore arms.
10. Serpentine, bipedal rear legs, fore arms, and wings
11. Traditional heavy bodied dragon with four limbs and wings.
12. Bipedal, carnosaur-like.
13. Bipedal, carnosaur-like with wings.
14. Traditional heavy bodied dragon, four limbs only.
15. Multi-legged, six limbs or more.
16. Multi-legged, six limbs or more and winged
17. Multi-legged, one hundred limbs or more.
18. The dragons form changes after each encounter. Re-roll for beginning form.
19. The dragon lacks limbs. paws, claws, or hands attach directly to the body.
20. Head and body as one, no neck. Bipedal, long tail, no fore arms or wings.
Primary and Secondary colors.
Roll 1d8 twice for colors, Choose scheme or pattern as you like. (Spots, stripes, blotches,
solids, etc...)

1. Black
2. White.
3. Red.
4. Green.
5. Blue.
6. Yellow.
7. Brown.
8. Grey.
% in lair.
roll 1d6.
1. 10%
2. 20%
3. 30%
4. 40%
5. 50%
6. 60%
Chance of Speaking/Magic-use/Sleeping
roll 1d6
1. 30%/10%/50%
2. 60%/30%/30%
3. 30%/30%/50%
4. 45%/40%/40%
5. 75%/40%/20%
6. 100%/100%/5%
Purpose or Obsession.
The thing which drives the dragons actions.
roll 1d12
1. Arcanovore. The dragon devours magic items, spell books, and spell casters.
2. The dragon lusts to accumulate treasure.
3. The dragon must eat sentient creatures.
4. The dragon loves music and collects musicians who must play for its enjoyment until
they die.
5. Bibliophile. The dragon hoards knowledge. If it captures books which it cannot itself, read,
it will search for persons who can be forced to read to it.
6. The dragon exists to foul pure wells and water sources.
7. The dragon collects maidens. It may or may not eat them.
8. The dragon destroys temples and priests regardless of alignment.
9. The dragon is obsessed with colorful fish.
10. The dragon always seeks to expand its personal desolation.
11. The dragon is zealously attempting to found its own religion, centered on the worship of
itself.
12. Fighting is the dragons raison detre. It always seeks to match itself to the greatest
possible foes.

Allies or Minions.
There is only a 25% chance the dragon will have either.
If so, roll 1d10
1. A second, lesser dragon of a standard type.
2. A second, lesser Randomly generated dragon.
3. A thrall monster. (roll on appropriate random wilderness encounter table.)
4. A non-dragon mate. The Random Unique Dragon is a Monster and capable of breeding
with any other creature.
5. The dragon functions as the Local Lord. Roll for a group of fighters of the dominate area
race.
6. The dragon is venerated by the locals. It will be defended by its Zealots who will sacrifice
offenders to their "god".
7. The Local Lord placates the dragon by regular human sacrifices. He will prevent anyone
upsetting the arrangement.
8. The dragons actions serve the purposes of a minor infernal power. There is a 20% chance
that it may send demonic assistance if the dragon is hard pressed.
9. A famous dragon-slayer opposes any who would attempt to destroy the dragon before
him.
10. The dragon is in-fact, an agent of, or controlled by, a neighboring power of the lands it is
despoiling. Destroying it may upset plans the PCs know nothing about, and gain them the
attention of powers of which they are unaware.

Random Villages
AQuick&EasyGeneratorbyJohnM.Stater
Stockingdozensoflarge,sandboxstylehexmapsismuch
easier when random tables come into play. The following
tables are designed to produce an interesting village
quicklyandeasy,withoutdetailsyoumightnotneed,and
can easily fill in yourself if the village becomes a central
settingforyourcampaign.

A.Howmanyliveinthevillage?

Roll 1d6 x 100 to find the population of your village.


Morethan600people,andyouareheadingintomarket
townterritory.

B.Whatdothevillagersdo?(Roll1d6)

1.Fishermen
1.Eels
2.Fish
3.Shellfish
4.Whales
2.Herdsmen
1.Camels
2.Cattle
3.Geese
4.Goats
5.Sheep
6.Swine
3.Hunters(orTrappers)
4.Miners
12.CommonStone
34.CommonMetals
5.PreciousStones
6.PreciousMetals
5.Peasants(Rolltwiceforcrops)
1.Grains
2.Herbs
3.LinenorSilk
4.Orchards
5.Pulses&Roots
6.Vegetables
6.Woodsmen(1in6chanceofexotichardwoods)

C.Whatarethevillagerslike?(Roll1d30)

1.Ragged
16.Hardworking
2.Foppish
17.Thrifty
3.Swarthy
18.Lazy
4.Fairskinned
19.Honest
5.Chaotic
20.Deceitful
6.Lawful
21.Illtempered
7.Jovial
22.Loutish

8.Somber
9.Militant
10.Peaceful
11.Licentious
12. Pious
13.Lanky
14.Stout
15.Dour

23.Friendly
24.Rude
25.Diplomatic
26.Literate
27.Cowardly
28.Bombastic
29.Wrathful
30.Meek

Note:Ifyoudonotownad30,simpleroll1d3forthetens
digitand1d10fortheonesdigit.

D.Inwhatdothevillagerslive?(Roll1d10)

13.Huts
45.Houses
67.Longhouses
89.Cottages
10.Special
13.Domes
46.Towers

E.Ofwhatarethedwellingconstructed?(Roll1d8)

1.Adobe
2.Bricks
3.Stones
4.Straworwicker
5.Timberorlogs
6.Wattle&daub
7.Decorativestone,i.e.marble,porphyry(1in6chance,
otherwisererollonthistablewith1d6)
8.Metal,i.e.iron,bronze(1in6chance,otherwisereroll
onthistablewith1d6)

F.Whatprotectsthevillagefrominvasion?(Roll1d6)

1.Thicket
2.Earthenrampart
3.Woodenpalisade
4.Stonewall
5.Metalwall(1in10chance,otherwisererollonthis
tablewith1d4)
6.Geodesicdome(1in20chance,otherwisererollon
thistablewith1d4)

Note: There is a 1 in 6 chance of moat, 1 in 6 chance of


watchtowers)

76

G.Wheredothevillagersgettheirwater?(Roll1d4)

1.Streamorriver
2.Well
3.Cisterns
4.Aqueductorreservoir

H.Whorulesthevillage?(Roll1d6)

1.Councilofelders
2.Mayorandealdormen
3.Noble
4.Reeveofthenearestroyalty
5.NPCwithclasslevels(1in6chance,otherwisereroll
onthistablewith1d4)
6.Monster(1in10chance,otherwisererollonthistable
with1d4)

I.Doesthevillagehaveaspecialist?(Roll1d10)

1.Alchemist
2.ArmorerorBowyer
3.Denofassassinsorhighwaymen
4.Guide
5.Healer
6.Sage
7.Templewithadept(seeWiseWomen&Cunning
Meninthisissue)
8.Tavern
9.Inn
10.Nospecialist

J.Whatarethevillagersfamousfor?(Roll1d6and1d6)

11.Theirfinebeer/ale
12.Theirfinewine
13.Theirlegendarylivestock
14.Theirbeauty
15.Theircunning
16.Theirbrawn

21.Theirvigor
22.Theirmagicalabilities
23.Theirfineorchards
24.Theirskillatweaving
25.Theirskillatstoneworking
26.Theirskillatwoodworking

31.Theirskillatsmithcraft
32.Theirdomesticatedmonsters
33.Theirstrangecustoms
34.Theiroutlandishcostumes
35.Theirthickaccents
36.Theirimpenetrablekeep

41.Theirvampireproblem
42.Theirmelodiousvoices
43.Theirlycanthropeproblem

44.Theirathleticism
45.Theirloveofgambling
46.Theirhauntedmanor

51.Theirsuspiciouslackofcrime
52.Theguardianspiritthatprotectsthevillage
53.Thefriendlyneighborhooddruid
54.Theirfeyallies
55.Theirfeytormentors
56.Theirawfulweather

61.Theirrareherbs
62.Theiroutstandingbreadsandpastries
63.Theirloveofagoodbrawl
64.Theirextremexenophobia
65.Theirvisitationsfrombeyond
66.Theirdarksecrets

Welleran:ASampleVillage
Rolling on the tables above to create a village called
Welleran,Igetthefollowinganswers:

A.200people
B.Fishermen(shellfish)
C.Cowardly
DE.Brickhuts
F.Thicket
G.Cisterns
H.Councilofelders
I.Denofassassinsorhighwaymen
J.Theirdarksecrets

With these questions answered, I am ready to put the


elementstogetherandcreateacoherentencountersite.

Welleranisasmallvillageof200fishermenontheshores
of the Sea of Terror. They live simply, in a collection of
small brick huts surrounded by a picket of sharpened
stakes. A tall cistern made of brick and filled by the
frequent rains that sweep over the coast from the sea
suppliesWelleranwithfreshwater.Thevillageisruledbya
councilofelders,wisemenandwomenwhoknowwellthe
loreofthesea.ButallisnotwellinWelleran.Morethana
year ago, when their collection of crabs and cockles had
grownverypoorandstarvationloomed,themenandtheir
wiseeldersmadeadealwithLongTomTorq,anotorious
highwayman.Inexchangeforacut,LongTomandhismen
use Welleran as their base of operation, and hold the
cowardlyfishermenintheirpower.

77

Random Tavern Patron Generator


for Swords & Wizardry
ROLL ALL THE DICE!
(1d4, 1d6, 1d8, 1d10, 1d12 & 1d20)
DEMEANOR

SEX

d4

ODD

Male

d4

1-2

3-4

EVEN

Female

Rowdy

Calm

Drunken

Modest

Depressed

Happy

Tired

Jittery

Irritable

Blissful

Friendly

Obnoxious

Intimidating

Irritating

Rude

Coy

Oblivious

Intense

10

Perturbed

Silent

11

Eloquent

Dense

12

Mysterious

Plain

13

Evasive

Predictable

AGE

RACE

d6

1-2

Teenager

3-5

Adult

Middle Aged

Halfling

2-4

Human

Dwarf

Senior

Elf

Elderly

d8

d20

AT FIRST GLANCE ...

d10

Halfling

Human

Dwarf

Elf

Criminal

Criminal

Artisan

Criminal

Merchant

Merchant

Traveller

Artisan

Traveller

Commoner

Faithful

Merchant

Commoner

Commoner

Warrior

Traveller

14

Nosy

Unimpressed

Commoner

Artisan

Warrior

Traveller

15

Suspicious

Gullible

Traveller

Warrior

Warrior

Traveller

16

Greedy

Thrifty

Artisan

Faithful

Warrior

Warrior

17

Selfish

Gracious

Adventurer

Warrior

Merchant

Warrior

Adventurer

Traveller

Adventurer

Adventurer

18

Righteous

Irreverent

10

Adventurer

Adventurer

Adventurer

Adventurer

19

Pompous

Sober

20

Distracted

Focused

Warrior

Artisan

Traveller

Veteran

Sculptor

Fugitive

Carpenter

Exile

Wheelwright

Refugee

Mercenary

Mason

Pirate

Spearman

Blacksmith

Wanderer

Axeman

Butcher

Foreigner

Cook

Trapper

Weaver

Hunter

Miller

Bounty Hunter

Painter

Sight-Seer

* For Adventurers roll on the NPC Generator.


UPON CLOSER INSPECTION
Commoner

Criminal

Merchant

Beggar

Fence

Bookseller

Rat Catcher

Pickpocket

Tailor

Citizen

Informant

Loan Shark

Gem-Cutter

Chaplain

Guru
Bookie

Jeweler

Gambler

Spice Trader

Rake/Wench

Gypsy

Counterfeiter

Junk

Swordsman

Prophet/Oracle
Axeman

10

12

Spy

Pilgrim

11

Vendor

Farmer

7
8

Mugger
Laborer

d12

Zealot
City Guard

3
4

Faithful

Peasant

Bandit

Trinkets

Guru

Thief

Counterfeiter

Cultist

Berzerker

Brewer

Hedge Wizard/
Witch

Assasin

Exotics Trader

Cleric

Fighter

Bard

Mage/Sorcoress

James R. Grim Cone 2009

gorgonmilks
Community Project: d20 Table of Weird Drafts
(aka Drafts on Tap at the Sign of the Wrinkled Tit)

What can I tell you about the Wrinkled Tit? Its in a sleazy section o town. Not close enough to the whore
houses to be interesting, and not far enough from the shadowy Foreign Temple district for comfort. Only
the hardcore losers, snuff-peddlers, and out-of-work roughs come herewhich is how they like it. The
Teat (as it is often called) is owned by Fultch Blestow, slum-lord extraordinaire and general social parasite.
Its list o barkeeps is sordid and lengthy, going back several hundred years and featuring an astonishing
number o miscreants, blackmail artists, and petty dealers in contraband. Whats even more surprising is
the array o intoxicants on tap.
d20 Table of Weird Drafts
(Descriptions Follow; Beer Labels Included!)
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20.

Death Shake
Old Molochian
Mushroom Ale
Dregs n Such
Twisted Manticore
Gargle
Old Number 7
Miasmimosa
Myklns Hard Pomegranate Cider
Orcuss Brew
Fizzy Meh
Groot
Dreegnog
Twee
Hueuershiffel
Schipperfutz
Dayingue Tranuke
The Green Faerie
Spore-Fortiied Necro-Schnapps
Gnomish Giant Bee Mead

1. Death Shake
A surprisingly sweet and fruity drink made from
the milk o the Catoblepas. Drinkers must make a
constitution roll for each pint consumed or lose
their sense o smell for 1d6 days.
2. Old Molochian
A strong pale ale with black and gold lecks in its
head and a sweetly sulphurous taste, it imparts an
increasing thirst. Each pint after the irst forces a
Save vs. Poison or encourages the drinker to drink
any liquid set before them. Those who resist this
temptation will gain a raging hangover (1 to all
actions for the next day).
3. Mushroom Ale
Not well known for their brews and for good
reason, elvish mushroom ale is a sour ale that is
only for the true connoisseurs. This style o ale
ranges in color from amber to dark wine red
depending on when, where and what was put in it
while it was brewed. Elves brew mushroom ale in
an open kettle allowing it to be exposed to the
elements.
The main ingredient is the violet dreamer trufle,
which gives the ale its unique lavor. Each brewery
uses a different blend o yeasts, herbs, and spices,
but all mushroom ale tastes the same: sour and
earthy. Elves claim they taste the difference
between each brewers style, but no one else has
been able to discern the subtle distinctions.
Use the normal rules for imbibing alcohol, except
every time a new bottle is opened or barrel is
tapped there is a 2% chance that the ale is deadly
and the drinker must make a Save vs. Death after
each sip. Violet dreamer trufles are extremely
similar to Plutos fruit trufles, which are
poisonous. Theres a small chance a brewer could
have confused violet dreamer with Plutos fruit
during the brewing process.

4. Dregs n Such
The dregs, afterwash and remains from the kegs,
casks, and bottles o other equally low life
establishments in the area. Bought at a discount by
Blestow, these remainders are mixed together and
fortiied with other elements like turpentine or
lamp oil for color, age, and taste.
Most customers o The Teat know what they are
buying when they order the dregs, but the 3
copper price is too good to pass up.
5. Twisted Manticore
A light, airy pale ale with a lemongrass aftertaste.
One drink costs 5 gp, and packs a wallop o a
personal costa permanent 1 loss to CON.
However, anyone brave enough to down a draught
will also be granted the gift o prophecy for 1d4
days (only applies to the irst drink). They will also
be illed with an overwhelming sense o sorrow
and openly weep without stopping for the entire
period o effect.
The primary lavoring ingredient is pus from a
manticores infected paw. Willard the Barkeep
brews this on premises (he keeps a young
manticore chained and muzzled in the cellar,
shoving splinters into its paws to keep its wounds
oozing).
6. Gargle
The label says its a handcrafted ale brewed from a
secret recipe handed down by the Hopsthwhistle
family for generations that uses the choicest
ingredients in a twelve-step fermentation process.
Its actually the pungent expelled remains o
whatever Doctor Hoptense had his patients gargle
to kill throat itch.
Drinking a tankard is not advised, and any effect is
at the DMs whim.

7. Old Number 7
No one knows exactly what this is, because no one
has ordered it for decades. The casks label is worn
and faded, and only the letter L is barely visible.
On the bottom o the cask is stamped the word
seven in dwarven runes, from which this draught
gets its name.
The brew itsel is a brackish amber that rises a
black-brown crown o foam and smells a bit like
moldy violets.
Anyone drinking Old Number 7 must Save vs.
Poison, or be struck with a case o bloodrash for
1d6+1 days.
8. Miasmimosa
This bittersweet brew is made by the monks o the
Order o the Fist at their monastery in Northern
Kirlangan. Once the brew has fermented, the casks
are lovingly fortiied with a thick liqueur distilled
from fermented ripe jackfruit bulbs mixed with an
equal portion o heavy water pulled from the
Sparkling Springs. The casks are allowed to age in
the monastery cellar for three months, and then
shipped to inns around the realm.
When a cask is newly tapped or the tap is opened
to pull a draught, the ale gives of a noxious orange
mist that may quickly overpower anyone within 5
feeteveryone must make a Save vs. Breath
Weapon or be paralyzed for 1d6 rounds.
A tankard o the ale gives of a slight noxious smell
that inlicts an automatic 1 HP per tankard on the
customer as the ale is swallowed. However, once
the ale has been digested, the character earns a
temporary +3 to CHA for 2d8 rounds. This bonus
does not accumulate across multiple tankards. I
more than 3 tankards are consumed, the bonus
becomes a penalty.
I a full tankard o Miasmimosa is allowed to sit
untouched in front o a character for more than
one round, the character will soon become
disoriented from the fumes, and must make a Save
vs. Poison or collapse unconscious for 1d8 rounds.

9. Myklns Hard Pomegranate Cider


The cheapest brew in all the land at 1cp a pint,
because its nasty as hell to drink.
Words cant describe how terrible it is, but perhaps
Ramplix the Bard came close when he declared
that this brew tastes like feet bathed in skunk
musk for a month. But since its so cheap, the riffraf keeps ordering it. It packs a wallop o a 5 to
STR for 1d4 days after 3 cps worth has been
downed.
No one knows how long the casks been opened. In
fact, Willard the Barkeep has never ordered
another cask, and cant even remember when this
one showed up behind the bar. The barrel itsel is
an Everlowing Cask (which unfortunately only
lows with this particular liquid), stashed in the
Wrinkled Tit by a long-dead rogue named
Fearbeard Dwimmlenobbin. His bastard son
Tunom has heard rumors o its existence, but since
hes currently irst mate on the Bloody Nipple, a
pirate frigate plundering the Inner Sea, he hasnt
had a chance to investigate.
10. Orcuss Brew
Made from the strange fermented fungus that
grows from the dream haunted crypts o Yin. This
brew is made by the forgotten necromancer o this
strange city & aged under the strange radiations o
their underground vaults. The alcohol is tinged
with a drop o negative planar energy for that
extra kick.
Those who consume it are rumored to have
nightmares o Hell itsel & the churning hordes
which await them. Those who consume it once
seem to want to repeat the experience. The bottles
o the stuf are made from remains o dead giant
insects & it can sell for as much as 20 gold pieces a
bottle. Strangely, each bottle is numbered with
piece o shale shaped like a tomb stone. The
number is made with a rude crayon with traces o
blood mixed into the wax.
Each glass is 3 gold pieces & tastes o a strangely
pleasant beer with a hint o mint & ashes.
It is said that Orcus himsel has the occasional
brew & that those who drink, drink with him as
well.

11. Fizzy Meh


Its a girly drink, to be sure, and no stout-hearted
adventurer or three-ingered rogue would be
caught dead drinking it. Its a favorite o the
whores and hags who frequent The Teat, as it
offers a delightful orangey-lemon taste and a slight
buzz with nary a hint o a hangover to come. You
can drink and drink without ever worrying about
getting drunk or suffering other ill effects.

14. Twee
Made from fermented auroch milk solids and ant
honey, this thickly pungent beverage is famous for
its ability to make the comeliest o maids a raging
beauty. Seriously. Any female drinking a pint o
Twee gains a +7 to CHA and a +4 to INT for 1d4
days.

But demi-humans (especially gnomes) know that


Fizzy Meh is best served lat and set ablaze, and
then downed quickly once the lame begins to
smoke. When imbibed in this manner, Fizzy Meh
offers a +2 to CON and gives the drinker enhanced
infravision, allowing an additional 20 foot range.
These effects last for 1d4 days.

Cost: 5 gp per pint, because beauty aint cheap.

12. Groot
This frothy, amber-colored brew tastes strongly o
blackberries and despair. Drinking more than a
pint will result in the drinker curling up in a ball
and endlessly weeping and wailing about the
uselessness o life and the cruelty o the gods for
1d4 days. After this duration, the drinker suffers a
2 to ALL stats for 1 day.

Cost: 12 sp per pint.

A Bless spell cast by a cleric o at least twice the


affected characters level will immediately cure all
ill effects.

Its used mostly to rinse of altars after human


sacriices, but it also has a nice tangy aftertaste.
Other than that, its really nothing to write home
about.

13. Dreegnog
This hardy stout is black as blackest night with an
aftertaste o treacle mixed with plums (to some) or
(to others) pears. When a tankard is set near an
open lame, Dreegnog sucks in the light, and
transmutes it into nourishment, healing 5 HP per
pint downed.
Unfortunately, Dreegnog packs a punchanyone
consuming more than 3 pints in one sitting will
experience 20 HP o hangover damage, and suffer a
crippling headache and blurred vision for 1d6 days.
Cost: 5 sp per pint.

It has no effect on males or eunuchs.

15. Hueuershiel
Served boiling hot, this thick, malty beer cures
what ails you (curing up to 30% o missing HP
with a pint) but causes a rash on the tongue and
throat that takes away speech for 1d12 days.

16. Schipperfutz
A frothy mixture o scummy pond water, almond
extract, and grapefruit trimmings fermented for
300 days in a charred whiskey cask on the third
level o the dungeon beneath the Castle o the
Archmage.

Cost: 1/2 cp per pint.


17. Dayingue Tranuke
Blackblood ale brewed by orcs. Tastes like owlbear
dung with a trace o lime. Orcs love it. Nuf said.
Provides up to +2 to STR for 2 days, but only for
orcs and half-orcs. Everyone else must Save vs.
Poison or be struck with a case o the mofuglies
(12 to CHA) for 1d12+1 days.
Cost: 5 cp per pint.

18. e Green Faerie


A liqeur lavored with essence o wormwood
which is the alchemical tincture o the larval stage
o a faerie. These larvae appear to the imbiber as
small, pale green, luminescent and winged pixiethings, but theyre invisible to others not magically
aided. Its use enhances creativity, and may lead to
clairvoyance or clairaudience in a chance which
increases with dose (10-40% on irst try, with
chance increasing by 5% for every week o 4 or
more days use. Similar intervals without use lower
the chance).
With long term use, it allows the user to perceive
astral beings, but also causes hallucinations, so
telling the two apart is nontrivial. This gives way
to paranoia, and possible convulsions i use is
heavy and prolonged.
19. Spore-Fortied Necro-Schnapps
Lovingly distilled from various fruit-lavored
brandies that just did not make the grade, mixed
into a vat with cut-up sections o various rare
subterranean fungi that are gathered by hand
under the careful supervision o a obscure sect o
undead monks. The fungi needs to be just on the
verge o spore-release, and because o the generally
toxic side-effects, they tend to be gathered by
reanimated skeletons (no need to breathe, easy to
clean of afterwards). The mixture is allowed to
simmer for about one week on very low heat in
order for the spores to fully infuse the solution and
to break-down the fungal tissues. Then it is all
strained through a mesh o horse rib-cages
salvaged from various battleields and re-distilled
to bring out the delicate translucent lesh-tone
coloration and spicy bouquet for which this
liqueur is known.
Drinking this requires a Save in order to minimize
the necromantic after-effects (hal duration),
which include a heightened resistance to energydraining attacks (gain a Save or a bonus o +2 to
any you already get a Save against), cannot be
raised as mindless undead for 1d4 weeks after
imbibing even a single shot o this stuff, and the
drinker is now magically aware (detect undead) o
any undead within 120, and yes, those same
undead are quite aware o the drinker as well.

Cost: 2d4 cp per shot, depending on availability.


Double cost in spring-time. Do not mix with
Absinthe or else the Detect Undead effect may
become more long-lasting (up to months . . . ). I
mixed with lagers or stouts, the Necro-Schnapps
provides an immunity to fungal spores and such
(like, say, yellow mold) for 1d4 hours, but only i
the bartender knows how to properly mix the
drink . . . i they botch the job, it becomes toxic and
causes 2d4 damage with a Save vs. Poison at 2.
Failed saves leave victims scarred with yellow
spore-pox across up to a third o their bodies (1
CHA). Spore-Pox Scars can be cured by a Heal
spell, but only at double the normal cost.
20. Gnomish Giant Bee Mead
Gnomish bartenders like to pull this one, also
known as Wait-a-While, on annoying customers.
O course, almost everyone taller than a dwar is
annoying in their eyes . . .
When imbibed, it tastes really sweet and seems to
be devoid o alcohol, and has no intoxicating effect
on the drinker, whatsoever. The drinker
themselves seems to be more eloquent with words,
even, and gets a +2 bonus on his CHA per drink.
1d6 minutes after no more mead has been
consumed (and normally after a lot o generous
reills) the CHA bonus vanishes, and all the normal
effects o having downed a lot o glasses o heavy,
sweet mead go into effect. . . .
Credits:
1. Kelvin Green o Brighton & Hove Role Players
2. satyre o Fame & Fortune
3. Nate o Bad Idea Gaming
4. arcadian o No Signal!
59. Matthew o Rended Press
10. Needles o Sword & Stitchery
1117. Matthew o Rended Press
18. Trey of From the Sorcerers Skull
19. Jim of Hereticwerks
20. rorschachhamster o Rorschachhamster
yellow beer texture by psdgraphics
beer labels by Matthew o Rended Press
Compiled, copyedited, and converted to PDF from the original
posts by Matthew @ Rended Press. Hes sure there are still some
stupid typos he missed somewhere in here.

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d100 Shonky deals in Shadelport pt1

T hese are of f ers mostly made in tavers, dark alleyways and black markets. T hese are easily available especialy
in redlight or criminal gettos. Next epiosode will cover big deals f or the rich, nobles, kings.
d10 version
1 Drug dealers
2 Pimp and sex workers
3 Small illegal goods
4 large illegal goods
5 Illicit services
6 Documents
7 Cults
8 Entertainment
9 Potion
10 Magic
d100 Petty shonky deals in Shadelport (d100 gp)
01 Black lotus resin puts you in stupor and receive dark occult visions, smoked or eaten
02 Dream Poppy puts you in stupor f orget lif e the more consumed, anesthetic, therapeutic, addictive. Mixed
with wine or smoking or eating, drug is state monopoly and unauthorized sales a crime
03 Blue Lotus f lower gives mythic visions of past and workings of the cosmos or just a buzz if small, mixed
with wine and drunk dose, rare and must be f resh or need 10x amount if powdered
04 Soma provides with vision of gods and f eeling godlike power, eater is f earless and overconf ident cannot be
harmed, used by warriors, priests and kings, holy and legal only f or elites and holy
05 Moon Dust wild swinging moods, with high and lows, causes madness long term, snorted -2 WIS saves
while high
06 Demon Dust if snorted gives f eeling of unrestrained power slowly turns you evil +1HP while high
07 Devil weed if smoked in pipe or cigar or hooka provides a mild buzzto new users (+1 initiative f or f irst 1d10
hits) until addicted then require to f eel normal and slowly gets diseased organs reduces lif espan 3d10% if
habit -1d10% if quit, can be used as wound sterilizer f or herbalists, legal but persecuted and restricted supply
08 Devil Dust a ref ined devil weed is snorted and has added f eature of rotting away the nose in 1d10 years of
use, many rich thrill seekers f launt it, Barron orders are to cut noses of f users caught
09 Leng Dust if snorted gives visions of times and places signif iucant to the prehuman elder gods, banned by
state, tends to drive user 1d3 1mad (chaotic) 2evil or 3both and 1d4 insanities
10 Plutonian Drug provides visions of the past increasingly large doses see the dawn time and daemons come
to take them away f or having f orbidden knowledge
11 A shaven dwarf in exotic underwear under f ur coat
12 A seedy goblin with bucket of yoghurt and goat with pretty eyes
13 A pimp specializing in half lings dressed as human children
14 Kobold twins with makeup and bugbear pimp (c'mon every guy dreamed of twins)
15 A slave elf promised by orc pimp and gang who will take you to orc inn (elf slaves illegal in city)
16 Doppelganger prostitute looks just like your dream love has bed nearby

17 Kobold selling rude shaped turnips f or a laugh or any use or even eating
18 Dark elf lovely with hobgoblin pimp, charms guests in her gang compound
19 Ugly old person with glamour to look pretty of f ers value services, works with a magician pimp
20 Gang of f er attractive youth in private apartment, actually cannibal cultists
21 A dagger with a poison well
22 A dagger that poisons hand if held without disarming
23 A vial of mild poison 1d4 1=blade venom 2=ingested 3=contact 4=gas
24 A discount trinket or item stolen f rom wealthy person 1in6 under investigation
25 Elf body part lucky charms (Barron hands those convicted to elves d2 1=dark elves 2=bright elves)
26 Fake unicorn horn or supposed healing unicorn dung in packets (death sentence)
27 Dwarf beards f or novelty or f ashion use, makes dwarf s f urious especially if ever shaven
28 Holy mans relic like f ingernail, hair or skin (1in10 real)
29 Cursed f ishman gold that monsters will try to reclaim every f ull moon
30 Elf undergarments f inest quality 1in2 have grubby human or orc f ingerprints
31 Non human corpse d4 1=elf 2=dwarf 3=half ling 4=gnome 5=Ogres head 6=Tako
32 Barrel of cheap beer with orc head and f ormaldehyde, some like it that way
33 Keg of black powder stolen f rom Barron's armoury or Pirate crew
34 Illegal carcass of protected Barron's deer or bundle of pheasants
35 Animal f or sale cheap but stolen d4 1= Horse (death) 2=cow 3=donkey 4=hound
36 Cat piano f or sale just needs some f resh cats and tuning to work
37 Mummif ied horrible "mermaid" 1in6 evil undead monster awakens if wet or rains
38 Suit of armour and weapons all stolen but cheap with coat of arms stamp
39 Frozen limbless "dead" troll packed in crate with straw and ice
40 Fine statue (actually a real person turned to stone)
41 Wizard of f ers cheap animated zombie workers
42 Old hitman good f or one last job
43 Smuggler of f ering crossing into dif f erent part of city
44 A f orger of f ering documents
45 A theif of f ering lock picking and second story entry
46 A kidnapper of f ering work
47 Grave robbing apprentices of f er discount corpses
48 Hobo of f ers small f ee to stab or punch him
49 Children f or sale f rom kidnapper
50 Necromancer of f ers to speak to dead f or a price
51 Traders docket to collect d100 bottles of rum (1in6 stolen f rom Barron otherwise f ake)
52 Treasure map of small island or in ruined part of city or abandoned house
53 Crumbling magic book 1in6 real with a spell
54 Pamplet published by emperors agents mocking Barron or proclaiming revolt
55 Deed to abandoned house 1in6 real
56 Passport and entry papers f or most gates and bridges f or f ree travel - death sentance to have
57 Ownership details of f ishing boat 1d3 1=f ake 2=real but owe docking f ees 3=occupied by pirates
58 T heatre Tickets of sold out hot show
59 Orgy invitation (1in6real and 1in6 real run by monsters like vampire, demon or succubi)
60 Brochure of cult or secret society promising secret knowledge
61 Of f er to come join a sacred orgy with secret illegal cult
62 Of f er of f ree powers and black f orbidden lore to join secret cult of the prehuman monster dynasty
63 Of f er to join secret police of Barron 1in6 real other wise assassin brainwashing cult
64 Of f er to gain one time to sorcerers cult of drug abuse and sex f or a donation
65 Of f er to impregnate temple maiden of cult, bloodline needed to make monsters
66 Cult of f er f ree grog and possibly sex, actually f ish men in human skins

67 Cult of f er exotic beauty and relaxation spa in secret temple disguised as classy inn
68 Mad hobo warns of secret cults in city everywhere of f ers to point out one f or cash
69 Invited to f ree f east! d4 1=cannibals 2=werewolves 3=undead 4=press ganged by pirates
70 Forbidden book of f ered cheap, persued by cult
71 Cockf ighting
72 Dog f ighting
73 Bear versus goblin f ight
74 Kobold cage match
75 Half ling vs gnome f ight
76 Women f ighting match
77 Live donkey dancer 1in6 say it is a unicorn and elf with bad costume
78 Erotic necromancer perf ormance no kids alowed
79 Giant spider vs goblin f ight
80 Knif e or bear knuckle f ighters
81 f ake medicine 1d4 1=adictive 2=poison 3=stolen 4=useless
82 Werewolf blood reputed healing potion but poison, if save second save or get lycanthropy
83 Weight reduction tonic reduce height by 1d6 inches permanantly
84 Healing potion 1d4 1=1hp 2=1d6 3=nothing 4=poison 1in6 stolen
85 Baldness cure sprout 2d6 f oot long ginger hair
86 Beauty potion extracted f rom young innocents blood turns user evil and vain wanting more
87 Vampire Blood +1 CHA -d6HP f or one hour, addictive and makes vampires hate you
88 Unholy water sold as holy water
89 Potion of vigor actually addictive stimulant +1 Initiative f or hour -1d6 HP
90 Cure f or alcoholics made f rom addictive dream poppies
91 Broken golem in a box on sale cheap, owner wants back
92 Undead wizard head in a box, sometimes makes sense
93 Cursed magic weapon
94 Cursed magic item
95 Inteligent item with annoying personality wont shut up
96 A cheap f amiliar being, owner killed, responds to f eeding and care as possible f ollower
97 Bloodstone sold cheap, WIS save or become obsessed with keeping, become paranoid and eventually evil
98 Werewolf cloak or ointment, inf ects with lycanthropy
99 Hand of glory candle made f rom severed criminal hand1d3 1=cast one sleep spell 2=cast invisibility 3=both
one use having one makes you grave robber and thief to law
100 Broken f ragment of cursed relic with great destiny

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d100 Big shonky deals in Shadelport pt 2


T hese are f or the rich - royalty, merchants, bankers, wizards and people of name level mostly. Usef ul f or any
weird rich peoples goals or goods or vice really.
Deals are d100 x1000 gp. More cash the better usually
d10 version
1 Drug dealers
2 Pimp and sex workers
3 Small illegal goods
4 large illegal goods
5 Illicit services
6 Documents
7 Cults
8 Entertainment
9 Potion
10 Magic
d100 Big shonky deals in Shadelport
1 Emissary of Black Lotus Emperor of f ers f ortune in lotus resin f or some deed or cash
2 Crystal Lotus powder of f ered can restore 1lv lost spell per dose f or magic users dose/1000
3 Of f ered deal in getting shipload of devil weed through customs (1in6 legit doubles investment)
4 Of f ered deal in drug crop on secret island (1in6 legit doubles investment)
5 Explorer f rom monster island of f ers new drug Jade Lotus that adds a year to your lif espan per dose 1000gp
each
6 Alchemist wants to set up a potion lab f or investment of f ers 10% discount f or 5 years
7 Orc cheif has captured a huge stash of heroism potions and f irst to get cash to his lair gets goods bef ore
hm and mates guzzle it all
8 Wizard of f ers investment in seeking a rumoured drug on monster island (1in6 legit doubles investment)
9 Barbarian chief with of f er of Dream popies grown in mountains at excellent rates
10 Rich lotus addicted wizard knows where a unrecorded dungeon is f rom a past lif e he saw on drugs
11 Exotic brothel secretly staf f ed by gender changing shape shif ters of f ered membership
12 Erotic Elf Unicorn dancers show f or city elites in secret only
13 Membership into secret necromancer and sentient undead orgy
14 Demonologist of f ers a night with a bound succubi includes loan of ring to protect you
15 Enchanter of f ers to make someone love you or make your loved ones love you more
16 Necromancer of f ers you choice f rom stage actors guild graveyard more than one
17 Druid of f ers to change your gender f or a f ee, all proceeds go to preserving the f orest
18 Elves of f er to take you to elf land to see the unearthly beauty of elf king or queen
19 A shipload of slave women f rom a distant land - the lot 3d10+6 can be yours
20 A slave dopelganger on a chain able f or f ill your every f antasy could be yours
21 A magical relic of the necromancer kings
22 A remnant of ancient school of demonologists
23 Magical relic f rom the pre human monster dynasties
24 Minor holy relic or f ragment of a saint

25 Elementalist relic f rom the dawn age and planes seperated


26 Strange magical rod f rom another world with two magazines
28 A magical instrument f rom a f amous bard composer
29 A magical sword of the ancient empire
30 Deed to a whaling station and boats on tiny island
31 Deed f or lot of land and abandoned haunted mansion in country
32 Looting rights f rom emperor f or region of dungeons
33 A huge f amous painting with unknown magical purpose
34 A f amous magical stud ox f athered all the best in the land
35 A discount collection of house slaves f rom bankrupt noble
36 A deed share in a f amous merchant ship
37 A deed f or an apartment on one of the city bridges
38 A deed f or a mine, orchard or other natural resource
39 Chance to monopolize alchemist ingredients 1d4-2 x10% prof it or loss
40 Deed to abandoned imperial light house
41 Of f er of orcs army f or one time special deal 100 per 1000gp
42 T hieves guild looking f or sponsorship deal able to act as agents one per500gp
43 Spy guild of f er f ee f or retainer one per 1000gp
44 Assassin guild of f er f ee f or retainer one per 1000gp
45 Artillery unit with gunsmith and demolition expert
46 War wizard unit with f ireballing wizard and apprentices and guards
47 Mercenary templars keen to battle evil willing to be hired to good person
48 Demonologist willing to summon or ask questions of lords of the screaming abyss
49 Necromancer willing to raise an undead army f or one hundred per 1000gp once
50 A share in a mostly legal casino later f ind Barron is a silent partner
51 Monopoly licence on item f rom a ward of city f or bread or coal or some goods
52 Deed and map to a distant island
53 Incriminating letters about emperors bloodline
54 Magical f ormula f or unheard of mighty spell
55 Spell book of f amous wizard
56 Complete crooked numbers gambling/lottery ring
57 Forged stack of property titles
58 Estimation of how much money Barron siphoned f rom wold over hundreds of years
59 Deed f or the so called Lich house in the old part of town
60 A private prison contracted by city and pirates f or ransom victims, earn a f ortune in bribes
61 Cult of a duke of hell of f er to summon a horde of lesser devils f or silver, one per 1000
62 Cult invite you to join demonic sex cult as council member f or f ee
63 Cult of f er to show you several other planes on short expensive tour
64 Cult of f er to introduce you to trade with underland hidden race
65 Cult of f er to let you speak with their god or whatever they f ollow
66 Cult seek investor to help recover lost temple in the hills
67 Cult of f er you a mate to breed into a gods bloodline
68 Cult of f er sex with high priest/priestess f or high holy day ritual and evoke the gods in ritual
69 Cult of f er books of f orbidden lore and dungeon locations
70 Cult of f er you special unique permanent powers f or lump sum
71 Invited to see dryad and f aun secret f ertility ritual f or scholarly reasons
72 Invited to arena to witness a monster gladiator slaughter d4 1=dragon 2=hydra 3=giant 4=chimera
73 Invited to see over 300 men f ight to deat in week long slaughter and af ter orgy party
74 Invited to see mass execution of criminals by various means up f ront f or several days
75 Invited to week long opera with royalty and richest attending and nightly f east

76 Invited to meet the Barron one minute per 1000gp usually in box seat at games or dinner or ball
77 Church of f er you to preside at great f estival as a temporary king f or week of f easting ond sex and drugs
78 Of f ered rights to a chariot racing or gladiator team
79 Of f ered ownership of a theatre or f ighting pit or school
80 Of f ered to buy a library of richman desperate f or cash 25 volumes per 1000gp and building f ree
81 Potion of youth expedition to monster island (1% chance of success per 1000gp 1dose per 10%)
82 Alchemist of f ers to create a monster f or you needs a giant beaker and some other stuf f
83 Alchemist of f ers to make a golem servant type depending on donation of cash
84 Alcheimist close to secret of gold! needs donation (1in6 pays back double)
85 Alchemist wants to make huge batch of heroism pills needs investment, get one f or every 5000gp and 10%
of f af ter that (1in6 explodes city f ines all business partners their investment again)
86 Alchemist wants to f orge many +1 weapons investors get one per 1000gp (1in6 seized by barron and
alchemist imprisoned in Barron's weapon f oundries
87 Witches of f er to brew up f og, storms and other phenomena f or yearly retainer
88 Druids of f er to breed you a species of enhanced animal with extra body parts in 2d4 years
89 Alchemist stone up f or auction various quality depending on f inal cost but various angy f ailed bidders
90 Priests of f er to brew colossal vat of healing potions 1d6 per bottle per 100gp
91 Ancient crown with magical properties
92 Weapon f amously used by some hero in past
93 Holy symbol or holy relic valued by some church with some powers
94 Ring of an ancient wizard said to enable casting of great spells actually a magic soul storage f or evil wizard
95 Magical vehicle such as a sky chariot 75 000, submarine 50 000 self powerered ship 30 000 or mechanical
chariot 20 000 or wagon 10 000, quality and self powered movement depend on price
96 Gateway mirror to other dimension f or sale
97 Dragon egg f or sale
98 A wizard of f ers to clone you and store in a stasis bubble till needed
99 A wizard of f ers to improve a stat by 1d3 points with experiment (works 1in6 and makes a cosmetic change
like hair or eyes or skin colour)
100 Druid of f ers to change your race f or a f ee (1in6 kills and reincarnates you instead till get it right)

============================31=

POPULl\TING
5l\NeTUl\RY1001M~k~"P'~

BUSINESS GENERATION
These tables have been designed 10 allow the gamemaster
to populate Sanctuary with businesses easily vet maintain the

character of the cit'(. Because businesses and shops were not


placed randomly

In

medieval cities, the table involves rTl()(e

than simply chOOSlO9 one business after another- and placing

them on the map. Use of these tables involves multiple rolls.


In addition. parenthesized code letters nell! to several business
tYpes optionally may be used to provide even more realism for
your city. Since these options require more attention to detail.
they will lengthen the time needed to populate the city. To
use the tables
1. Note which area of the city you are populating. The named
city area boundaries are shown on the Sanctuary map in the
center of the Player's Guide.

2. Each area requires an initial roll on the appropriate Area


Table, I-VI I

3. If the Inlual rolt does not indicate a business, record this result and repeal the process for the next building.
4. II the millal roll requires a second roU on the Business Genatmg tables, VlIl,X, an actual business occupies the building.
The business type can be determined by a percentile roll and
by consulting the indicated table. (Most shopkeepers will live
above their shops with their families, although wealthy mer
chants might maintain, a separate residence. I
Sa, At this time the gamernaster may consult any code letters,
if desired, and move the business 10 the nearest appropriate
building which conforms with those code letters. If the business
is moved to a new building, repeat step 6 below as needed in
the new neighborhood. Once done with step 6 for that type of
business, the GM can return to his original neighborhood and
continue populating.

5b. Before placing any businesses 00 the map, the GM should


check the Area Table to determine if the business rolled belongs on an already-named street. If it is, for example, weaving,
and Weaver's Way has not already been populated, the business
could be moved 10 this street and step 6 carried out for it. It is
up to the GM to decide how many weavers need to be located
Ofl Weaver's Way-not all of them need to be. After carrying
out step 6 for weavers. he can return to his original populating.
6. After each business type in tables VIII-X. there is a number
entry for "re-occurence roll," This is the chance that the next
business rolled 00 the Area Tables for this area will be the
same as the current business rolled. A re-occurence roll is made
immediately aftet'" each business is placed, and decreases by
half each time a buSiness actually re-occurs. See the example.
7. As each business is located on the map, a check should be
placed aher the number in the totals column. This number is
the suggested total number of such businesses in Sanctuary,

excluding the Special Areas IVVIi. Once that number of busi


nesses has been located, further rolls calling for that business
type should be rerolled on tables VIII-X. The initial roll on the
Area Table should not be repeated for that building-this will
prevent an unlikeJy string of random numbers from badly
skewing the businesses. Some businesses appear on more than
one tabie; each table has a sub-total of the number of business
es of this type in Sanctuary. Therefore the totals column on
each table should be used up, not just for
table.

one

EXAMPLE
GoIdlmitltl Mw." Bmli u..nc. to re-our, ."d rhe AI'N T.tJM Ii,e
Alley o( GoIrbmirh, .., ~ o( m. ,tTfttf III ~ftI.-y. The,..,.....
m.m hal ten PfJPt,II.o/19 rhe Wi~ W.y lind fI.., fIOr y., popul.tfId
m. AlIf1y. KftM the fIOIdlmlrh;, rolled. rhe ~~r p I _ mi, buli.
_
ill ~ o( rite bulldingu/Oflg 1M Alley lind marla off ~ goIthmirll
(om rhe total, columll o( rhe Suli_ a-r.,iflg fabIa. HfI m- ,oil,
(or re-ocr:v~. HIt roll,. 72$-d1. buliflftl will ffl-Our. T""'(~
,.. cOllon. . popul.oflg rhe Alley. uli/19 1M roll, (rom the IPPropri.~
A,.. T~. unril rhe roll CMI, (or. _
roll (rom the Bu,lfIftI G.~,.,.
iflg r.bIft (Vf/I. IX. 0' Xl. At m.t rimt1. illltelld o( m.killg d1. indie.,.
J roll ()fI tKW o( m- r/UN t.lblf!I. 1Ht pl.et1$ lHlorll.r goIthmlm In
building ....d m.,k, off ""orM,'rom me totals column. H. rhell repNts
th. ~ u ~ roll. Thi, rim. fl. must roll btl/ow 4QS fBmli121 (or d1.
nBJtt bu,lfIftI '0 .,.;n btl II goIdrmidl. H. roll, II 28 nother goIdunith.
At btI(an. fHI m.ka m. inirilll ,oil ()fI the AtN Tilbl. ulltll. bu,iMl$ i,
ClIlhtd lornd insteM! p/aetn tIIIoth., goIdrmith; once . n checking
off II goldsmith (rom the totll, column. This ti/1l6 th. f'&-OCCUffJI'Ic. roll
is OIIly 2011 ....d fl. roll,. 34. Now h. CtIII rflftlrn to Wide Way and continu. popul.,illg til usulll. H. CtIII 'inish POPUI.tiflg rIl. Alley whlJn it
Comft up in hi, otltl,lIIl/Utlflm o( populariflg.
M'I

m.

SUGGESTIONS

These tables will make a tedious task relatively quick and


easy. yet realistic. But they are only an aid. If a business does
not seem reasonable in a location, move it. If the random num
bers create a ridiculous area, re-roll it, but let the tables do the
majority of your work-your most interesting areas or business
es may come from rationalizing why a certain business is where
it was placed by the table, even if it seems unlikely. Let your
imaginatioo have some fun!
An entire city need not be populated before it is run. A lew
major slreeu may suffice. with the others to be added later. In
a pinch, a quick'lhinking gamemaster could roll up a street
during a game in a five-minute break. If you need a particular
business where it hadn't been before, put it in an empty build
ing, for people start and lose businesses all the time. Because
of this, you should COde your map with letter/number combin.
ations. then rElCOfd the codes. business types and associated
notes in a loose-leaf binder. let your imagination free and
your Sancillary will become an entity with unique character
and flavor.

SANCTUARY CUT-AWAY
In this somp/e cut-away drawing, the lI;ewer looles west along GotJemor's Walk. An early waft of SQnClUory 's
frequent fog passes QCross the sun. The man (Uld his banmuz-laden cart mop#! I!QSt along the street.
To the nghl is a crOSS$I!ction of the pa/Ilce wall. Workplaces and storage rooms actuoJly occupy much of the
interior side o{ the wolf. An armorer works in Ihe uppermost room. To the furthest right is shown part of one afthe
structures built in the tee of the wall for JJQn"OU$ purposes. All of them originoJly would lulve hod {ire-proof roofs.

Yurl

,k Chodak
A.n D1ch~misl studia strange mlCl;ons in the buildinl to the Jefl a/Governor's WtJik. The outside ofII buildint is
shown /0 demonsfrtlte the upo~dbeom style of construction and thot all ...'indows in StmctllOry (at l~t all of
those throulh which no "isiton come) an ~.
Below, armed men approoch the a/chemist's cellar through II runnel. Their mission is unknown.
(This drawing does nol portray any parficular pkJce In StmctuDry.)

1981 ChlIo,i",m Inc.

=J4

=============================---,

AREA TABLES
l.

JEWELER'S QUARTER

SPECIAL AREAS

'Of" Business

(Don't includfJ tfIfte 00,"- in the tom! rally)

A. Already-Named Streets
1.
Jeweler's Alley

2.
8. 1D,00
01-30
31-50

Street of Goldsmiths
~uiJding Type
EmptY
Residence. other than those listed on

5185
86-95

Table VIII
Table IX
Table X (use judgment on businesses
marked "0")

Tables VIII, IX. or X


96-00

IV. THE MAZE


10100
Building TYf
01-60
EmptY (officially. but mav be in use)
61-80
R"idence Of' Tenement
8196
Roll on Table X
Roll on Table IX
96-98
Roll on Tab'e VIII
99-00
V.

II.

structu,..,.;nn

The Iwg8
the wall.,. {Mfm.wnt
buildings, the othttn . . boothL. (R.".,,_, do not
incJut* booths in tIw running trbI of ~
nwr:IMnu ""Y mMnUlin both booth ~ fflf/UIw

PROCESSIONAL

A. Alre8dy-Named Streets for Business


1.
Con"idor of Steel (wellP(ln$l
2.
Slfftt of Arms
3.
Silk Comer
4.
Street of Leatherworken
5.

B. 7D UX)
01-35
36-50

5185
86-95
96-00

Ill.

THE BAZAAR

WeMler's Way

Building Type
Empty
Restdence. other ttl., those Irsted on
Tables VIII, IX. or X
Table IX
Table X
Table V III

WESTSIDE
A. Alrudy-Named Streets for Business

1.

Shamble's Cross lto west are tannen)

2.
3.
4.

Southwest Comer (ch...... houses)


Fidlmarket
Street of Smells (assorted bMt smetling
businesses)

B. '0'00
01-30
31-50
51-75
76-97

Bulding Type
Empty
Residences and Tenements
Table X
Table IX

98-00

Table XIII

.....J
101(}()
0110
1125
26-50

51-72
13-92
93-00

VI.

STREET OF REO lANTERNS

MOlt
10100
0110
11-30
3160
61-80
81-90

M""";nmlt buIi,..,., Mf1 10000ttKI hMe.


Building T'fptl
Empty

Pawnshop/Moneylendtr
Brothel (80% "nellt buliness is the ~e" rolll
Gambling Hall (60% chance "next business is
the same" rolll
T_X

9191

Tab6eIX

98-00

TabteVl!1

VII. DOWNWIND
10100
0150
5185
98-95
96-98
99-00

PAGE 35
FOOTNOTES
FOR
CODE LETTERS

Booth Typtl
Empty
Wine Of' A"
Prepared Food: includes Sweets (candy.
confections. etcl. areads land/or pestriesl.
Sausages lather meats). and any other prepared food appropriate to the culture
Table IX
TatHe X
TatHe VIII-ignore rolls indicating residences

BUl7ding T'fptl
EmptY
Residence or Tenement
Tal*! X
Table IX
Table VIII

A - This busi~ ryp. nftdJ. ''';'/r-l.,,. working .rN, of~ ounidfl.


M - A 'tTNt of thi, rype of bcJlimns i,.,rudy on m. map; ,tNt dN,-..
o - Srrong odor IISSOC;.ttK/ wirh rhi6 ryPfl of businf/!$6; plllCf it on rh. St,..t of Sm.", un,", orh.rwi_lPeCififd.
W - Thi, ryPfl of bu,iness MIfKh 8fU to wltrvr.
""For Nth wccessill'e roJ!, hlt/ll'e rh. probabiliry.

===========================15=
. . bottom of". 34 for coM Inw .JtP~
.~

TABLE VIlI
BUSINESS GENERATING TABLES
Tv". (I'/O_J.

'0'00

01-03
04-10
11-12
13-16
11-24
25-33

B...,
AJcnemist
Artist

34-38
39-40

41-50

h:t,

h~

'!

~.

!.

h'I:~'/#'"
~~

Residence,
Naoigator

~I

10
10

77-80

Chandler

Gotdsmith 1M)
Jeweklr 1M)

80
80

ResKltnce, Geo&ogist

BJ-BS

Residence, InterPreter
Rnidenct. Linguist

--

Miller (W or Al
MusK: Shop
Physician

10
40
40

6
6
3
2
B

Bl-B2

R8IidIncI. MdMrMtici...
Rnidenol. SchoI"
Public s.th

h~

.?t.\~

6PtD.~'
~ ~

8<Iwyff/fletcher fM)

15-18

e.too<_

10
80
10
80

19-20
21-22
23-24
25-26

CarMI Trader IA,O)

40
00

E"",...,
Glassblower
Cabinet Maker

40
40
40

27-29

Carpet/Tapestry Maker 1M)


Coppersmith
Freight Shipper (AI

80

3
3
2
4
3

Horse Trlder (A,O)


Illumin.tor
Luther Worte.erlWeaver (M)

00
40
BO

40-41
42-46

Twem IA)

ResidMa. Ac:hitKt
R.......... B _
Residtnc:. Engineer

Animal Trainet" (A.O)


Armorer 1M)
Baker

36-39

S_IO....'

7
2

01-02

30-31
32-35

--

20
20
00

IIusu- TYI (noted-

11-14

82-88
67-12

80

'0'00

09-10

.....,

Sitvenrnith

,\" 10

TABLE IX
BUSINESS GENERATING TABLES

03-08

51-56

5758

"
80

TABLE X

6
3

6
2

40
10

73-74

75-7B

87-90
91-92

BJ-9B
Il9-OO

47-SO
51-52
53-57

58-59
Bl>62

B3-65
~

70-73

74-79
80-81
B2-B8
89-00

91-93

94-95

3
6

9B-9B
Il9-OO

itt,Jt
."~
,{!II2"
~3

5
2
2
4
1
1
1
1
1
2
2
1

3
1

. . bottom o f " . 3'1 for cO<*""'" explMJiltioM

~~

40

/;

Outfin.r

"

/;

........

20
40
10

Public Bath
Residence. Ship's Capuin
Scribe
Ship Builder. Office (A)
Silk Men:hlnt (M)
Smith

10

2
4
4

40

2
3

_101

St~IA.O)

Tailor
T...m
Veterin..i...
Weepons M.ker (MI
WheellClrtWrigt!t

Wineshop

W-..

10

80

10

10
00
10
10

B
3
B

80
40

10
40

3
6
3
2
3

. . bottom o( P..- 34 (01' eot* t.ttw explMMtiO/Jl

BUSINESS GENERATING TABLES


,OHJO

&4i_ T'ype

01-03

Baker
Barber
Barrel M8ker

04-05
O&{)B

09-13
14-15
16-17
18-20
2124
25-28
29-30

31-33
34-38

39-4'
42-43
44-45

I_I

Butcher (01
Brewery (O,W)
Brothel

c.ndte/lamp M_er
CMpenter
Cobbler
Distiller {Ol
Dyer (O,M)
Fishmonger (D)
Fortuneteller
Fuller (D,W)
Gambling H.II

. 10
10
40
10
40
10
10
40

60
40

80
10
10
40
10

2
3
6
2
2

3
4
4
2
4
6
3
2
2

"

/I

....7
46-61
52-55

LlUndry
M-.
M....,_

10
10
00

2
4
4

56-00
61-62
B3-65
66-70
1114
15-16
11-18

P8WilShop
P"nter. Buiklingli II M8rine
P,,*lnk M8kef

60

Pon. (W)
R _ M..... lAl
SaillTl8ker (A)

80

79-BO
BI-83

""-""'
.....

-.;-

10
10
10
10
10
10

3
6
4
2
2
2
4

Spinner

80
10
10

89-95

S_IA.O,
Stonecutter (AI
T.nner (O.W,M)

80

9600

T...m

10

B4-B6
87-88

AS&SH Character Name Generator


by Colin Chapman
Introduction: Players of an Astonishing Swordsmen & Sorcerers of Hyperborea campaign who wish to furnish their characters
with authentic sounding names need look no further than this fine generator created by Colin Chapman. The AS&SH Character Name
Generator is a handy resource that serves to inject verisimilitude into any Hyperborea campaign, including my own. I hope fellow
AS&SH referees will recognize the utility of Colins work, using it to generate NPC names both notable and otherwise. You see, Colin
has not simply populated a list of names derived from respective real world counterparts; rather, he has examined the setting material
of the AS&SH gamethe histories, cultures, races, religions, etc.and has carefully populated each list with the most appropriate
personal, patronymic, and matronymic names. Of course, any player may simply make up their characters name, or just select one from
one of the following lists, but should the player wish to leave fate to the randomness of dice throws, then he or she may refer to the
applicable chart and start rolling. Jeff Talanian, September 2012
AMAZONIAN NAMES
Although Hellenic, Amazonian names reflect the matriarchal nature of their society. Female names reflecting beauty and flowers are
reduced in use in favor of those based on strength, heroism, and lineage, while male Amazonian names are all but bereft of those
indicating strength, valor, or skill-at-arms.
Amazonian Matronymics: Amazon society uses the name of the mother as a matronymic, modifying it with doros (gift of). The
mothers name is modified in the matronym based on its ending, as follows:
Ending
-dra
-e
-ia
-o

Modified
-doros
-edoros
-idoros
-odoros

For example: Eunike, daughter of Alekto, would be Eunike Alektodoros. Argyros, son of Alexandra, would be Argyros Alexandoros.
Hypatia, daughter of Theodosia, would be Hypatia Theodosidoros.
Amazonian Personal Names Female (d%)
0102. Adrasteia
2122. Althaia
0304. Aella
2324. Ambrosia
0506. Agathe
2526. Andromeda
0708. Agaue
2728. Aristomache
0910. Aglaia
2930. Artemisia
1112. Akantha
3132. Astraia
1314. Alekto
3334. Athanasia
1516. Alexandra
3536. Athanais
1718. Alexia
3738. Demetria
1920. Alkippe
3940. Demostrate

4142. Eudoxia
4344. Eugeneia
4546. Eulalia
4748. Eunike
4950. Euphemia
5152. Euphrasia
5354. Eupraxia
5556. Eutropia
5758. Gaiane
5960. Galene

6162. Helene
6364. Hypatia
6566. Iphigeneia
6768. Kallisto
6970. Kallistrate
7172. Kleio
7374. Lysistrate
7576. Pelagia
7778. Pherenike
7980. Phoibe

8182. Photine
8384. Ptolemais
8586. Sophia
8788. Sostrate
8990. Theodora
9192. Theodosia
9394. Xanthe
9596. Xanthippe
9798. Zenais
9900. Zosime

Amazonian Personal Names Male (d%)


0102. Agapetos
2122. Archippos
0304. Agapios
2324. Argyros
0506. Agathon
2526. Aristophanes
0708. Aischylos
2728. Asklepiades
0910. Ampelios
2930. Bion
1112. Anatolios
3132. Chariton
1314. Antigonos
3334. Chrysanthos
1516. Antipatros
3536. Demetrios
1718. Aphrodisios
3738. Dionysios
1920. Apollonios
3940. Dionysodoros

4142. Eirenaios
4344. Epaphroditos
4546. Euaristos
4748. Euphranor
4950. Euthymios
5152. Galenos
5354. Hesperos
5556. Hilarion
5758. Hyakinthos
5960. Hyginos

6162. Kallias
6364. Kallistos
6566. Karpos
6768. Linos
6970. Lysandros
7172. Myron
7374. Neophytos
7576. Phaidros
7778. Philon
7980. Phoibos

8182. Photios
8384. Polykarpos
8586. Simonides
8788. Thales
8990. Theodosios
9192. Tryphon
9394. Zenobios
9596. Zenon
9798. Zephyros
9900. Zosimos

AS&SH Character Name Generator | 1.

ATLANTEAN NAMES
Atlantean Clan Names: Rather than use the normal Hellenic patronymics and matronymics, Atlanteans use the names of their clans, all
based on ancient sea gods, as their surnames.
Atlantean Clan Names (d12)
1. Amphitrite
4. Kymopoleia
2. Eurybia
5. Nereos
3. Glaukos
6. Okeanos

7. Phorkys
8. Pontos
9. Poseidon

10. Proteos
11. Thalassa
12. Triton

For example: Pamphilos of the Nereos clan would introduce himself as Pamphilos Nereos.
Atlantean Personal Names Female 1 (d6, 13; d20)
1. Agape
5. Aphrodisia
9. Demostrate
2. Agathe
6. Apollonia
10. Elpis
3. Alexandra
7. Aristomache
11. Eudokia
4. Ambrosia
8. Aspasia
12. Eudoxia

13. Eulalia
14. Eumelia
15. Euphemia
16. Euphrasia

17. Euthymia
18. Eutropia
19. Galene
20. Helene

Atlantean Personal Names Female 2 (d6, 46; d20)


1. Hypatia
5. Kleopatra
9. Pelagia
2. Kallisto
6. Korinna
10. Phile
3. Kallistrate
7. Lysandra
11. Phoibe
4. Kleio
8. Lysistrate
12. Photine

13. Ptolemais
14. Sophia
15. Sostrate
16. Timo

17. Tryphosa
18. Tycho
19. Xanthe
20. Xenia

Atlantean Personal Names Male 1 (d4, 1; d20)


1. Agapios
5. Alexios
2. Agathon
6. Alkaios
3. Akakios
7. Ambrosios
4. Alexandros
8. Anakletos

9. Anatolios
10. Androkles
11. Andronikos
12. Aniketos

13. Aphrodisios
14. Apollonios
15. Archelaos
16. Archimedes

17. Argyros
18. Aristarchos
19. Aristeides
20. Aristodemos

Atlantean Personal Names Male 2 (d4, 2; d20)


1. Aristokles
5. Arsenios
2. Ariston
6. Asklepiades
3. Aristophanes
7. Athanasios
4. Arkadios
8. Bion

9. Demosthenes
10. Epaphroditos
11. Epiktetos
12. Euaristos

13. Euphemios
14. Euripides
15. Eusebios
16. Eustathios

17. Euthymios
18. Eutropios
19. Galenos
20. Gennadios

Atlantean Personal Names Male 3 (d4, 3; d20)


1. Heliodoros
5. Hesperos
2. Herodotos
6. Homeros
3. Heron
7. Hyginos
4. Hesiodos
8. Hypatos

9. Iason
10. Kallikrates
11. Kleisthenes
12. Kleon

13. Lysandros
14. Lysimachos
15. Pamphilos
16. Pankratios

17. Paramonos
18. Pelagios
19. Phaidros
20. Philon

Atlantean Personal Names Male 4 (d4, 4; d20)


1. Phoibos
5. Praxiteles
2. Phokas
6. Prokopios
3. Photios
7. Ptolemaios
4. Platon
8. Solon

9. Sophokles
10. Sophos
11. Sosigenes
12. Straton

13. Themistokles
14. Theron
15. Timaios
16. Timon

17. Tryphon
18. Tychon
19. Zephyros
20. Zotiko

2. | AS&SH Character Name Generator

COMMON NAMES
The names of common men are incredibly varied, often mixing influences from multiple cultures. It would not be unusual, for example,
for the son of a Keltic mother and Viking father to possess a name such as Ciaran Snorrason. Mix this up a few generations, so someone
is a Krimmean-Kelt-Pictish mix, and you could have a name such as Rhsos Macc Segovax.
In some locations, such as Khromarium, the cultural melting pot has been so extensive for such a long period of time that common
names have developed into their own forms, and bear little resemblance to the cultures that contributed to them. For such names, use
the following generators.
Number of Elements in Name
1d10 Number of
Result Elements
1-5
1
6-10
2
Common Personal Names Male: Determine the number of elements randomly above. Roll for each element and combine in order if
there is more than one. Extra consonants may be dropped if desired, or kept if no more than doubled.
For example: A roll of 40 for a single-element male name gives the name Qill. Rolls of 59 and 27 give Samm and Marr which can be
combined as Sammarr, Sammar, Samarr, or Samar.
Common Personal Names Female: Female personal names are determined the same way as male ones, but are then modified by
adding a, -esta, or ia to the end as desired.
For example: The female version of Samarr could be Samarra, Samaresta, or Samarria.
Common Family Names: Most common surnames developed over time are family names, handed down across generations. These are
typically male ancestral names, and are generated just like common personal names above. In some locations, such as Khromarium, the
ancestral male name is modified by adding os, tos, or tose to the end, all of which mean, Of the Family.
For example: In Khromarium, Qill, of the Samarr family, would be called Qill Samarros.
Common Name Elements (d%)
01. Cai
21. Kamm
02. Cair
22. Kell
03. Conn
23. Koll
04. Dai
24. Konn
05. Dail
25. Korr
06. Dain
26. Kull
07. Dall
27. Marr
08. Darr
28. Morr
09. Denn
29. Nai
10. Dill
30. Nain
11. Dunn
31. Nall
12. Fell
32. Narr
13. Fenn
33. Nill
14. Gann
34. Pai
15. Garr
35. Parr
16. Gill
36. Penn
17. Goll
37. Qann
18. Gunn
38. Qarr
19. Kai
39. Qell
20. Kain
40. Qill

41. Qull
42. Rai
43. Rall
44. Ramm
45. Rann
46. Rell
47. Renn
48. Rhai
49. Rhal
50. Rhan
51. Rhel
52. Rhen
53. Rhil
54. Rhul
55. Rhun
56. Rill
57. Rull
58. Sai
59. Samm
60. Sarr

61. Tai
62. Tain
63. Tair
64. Tann
65. Tarr
66. Tenn
67. Torr
68. Tull
69. Vai
70. Vair
71. Vall
72. Vann
73. Varr
74. Vell
75. Venn
76. Vill
77. Voll
78. Vonn
79. Vorr
80. Vull

81. Vunn
82. Xai
83. Xall
84. Xann
85. Xarr
86. Xell
87. Xenn
88. Xill
89. Xonn
90. Xull
91. Yann
92. Zai
93. Zall
94. Zann
95. Zarr
96. Zell
97. Zenn
98. Zill
99. Zonn
00. Zull

AS&SH Character Name Generator | 3.

ESQUIMAUX NAMES
Esquimaux names are genderless, reflecting their original cult belief as all being equally unworthy in the eyes of Kthulhu.
Esquimaux Personal Names (d%)
0102. Aguta
2122. Kakortok
0304. Akiak
2324. Karpok
0506. Arjalinerk
2526. Kesuk
0708. Arrluk
2728. Kinaktok
0910. Assiminik
2930. Kinapak
1112. Aukaneck
3132. Krernertok
1314. Chulyin
3334. Kussuyok
1516. Cikuq
2536. Maguyuk
1718. Iluq
3738. Maniitok
1920. Issumatar
3940. Nauja

4142. Ningakpok
4344. Nukilik
4546. Olikpok
4748. Piktaungitok
4950. Pukulria
5152. Qigiq
5354. Saghani
5556. Salaksartok
5758. Sangilak
5960. Saomik

6162. Shila
6364. Siku
6566. Sirmiq
6768. Sitiyok
6970. Sos
7172. Suka
7374. Taliriktug
7576. Taqukaq
7778. Tartok
7980. Tiglikte

8182. Tikaani
8384. Tonrar
8586. Tornuaq
8788. Tulugaq
8990. Tulukaruk
9192. Tungulria
9394. Tuluwaq
9596. Tuwawi
9798. Ulva
9900. Yakone

HYPERBOREAN NAMES
Despite their use of the Hellenic tongue, Hyperboreans use personal and family names that are distinct to those of the other races, a point
of pride in the eyes of these haughty people.
Hyperborean Personal Names: Hyperborean personal names follow a strict pattern of Element-vowel-Element, with the connecting
vowels being restricted to a, i, o, and u. Female names are differentiated solely by adding the prefix Sha- to the start of the name,
meaning Female.
For example: The elements Mor and Kol can be combined to give the names Morakol, Morikol, Morokol, or Morukol. For a
Hyperborean woman, the names would be Shamorakol, Shamorikol, etc.
Hyperborean Elements 1 (d6, 12; d20)
1. Dar
5. Gan
2. Dor
6. Gar
3. Dun
7. Gol
4. Gal
8. Gon

9. Gor
10. Gul
11. Kal
12. Kar

13. Kil
14. Kol
15. Kon
16. Kor

17. Kul
18. Kur
19. Mal
20. Mar

Hyperborean Elements 2 (d6, 34; d20)


1. Mir
5. Pol
2. Mor
6. Val
3. Mur
7. Van
4. Plo
8. Var

9. Vil
10. Vir
11. Vol
12. Von

13. Vor
14. Vul
15. Vun
16. Vur

17. Xal
18. Xan
19. Xar
20. Xil

Hyperborean Elements 3 (d6, 56; d20)


1. Xin
5. Xor
2. Xir
6. Xul
3. Xol
7. Xun
4. Xon
8. Xur

9. Zal
10. Zan
11. Zar
12. Zil

13. Zin
14. Zir
15. Zol
16. Zon

17. Zor
18. Zul
19. Zun
20. Zur

Connecting Vowel (d4)


1. -a2. -i-

3. -o4. -u-

Hyperborean Family Names: Of the great Hyperborean families of antiquity, only sixteen remain, hotbeds of intrigue and rivalry
tenuously united only by their sense of superiority to the sub-men.
Hyperborean Family Names 1 (d6, 13; d8)
1. Druun
3. Graax
2. Ghuul
4. Kloon

5. Phaaz
6. Ploon

7. Qaan
8. Rhaan

Hyperborean Family Names 2 (d6, 46; d8)


1. Shoon
3. Thoon
2. Slaan
4. Traal

5. Vheez
6. Xhoon

7. Zhaan
8. Zhuu

4. | AS&SH Character Name Generator

IXIAN NAMES
Ixian Patronymics Female: Ixian girls and women follow their personal name with a patronymic based on the name of their father (if
unmarried) or husband (if married). They do not use their fathers or husbands patronymic as part of their name.
gun: wife of

thugatr: daughter of

For example: Storan thugatrGaos is Storan, daughter of Gaos, but when she marries her betrothed, the merchant Abragos Siranos,
she becomes Storan gunAbragos.
Ixian Patronymics Male: Male Ixians simply use their fathers unmodified name as a patronymic. This name does not change upon
marriage.
For example: Abragos, the husband of Storan, is the son of Siranos, so his name is Abragos Siranos.
Ixian Racial Identification: Many Ixians show their racial allegiance and pride by appending the following to their name in greeting.
Ixs: of the Ixians (male)

Ixis: of the Ixians (female)

For example: Abragos Siranos might introduce himself to outsiders as Abragos Siranos Ixs, while his wife could introduce herself
as Storan gunAbragos Ixis.
Ixian Personal Names Female (d10)
1. Alda
3. Arit
2. Amag
4. Leimei

5. Mada
6. Maisara

7. Saruk
8. Storan

9. Tamura
10. Tirgata

Ixian Personal Names Male 1 (d6, 12; d%)


0102. Abazin
2122. Ardagdakos
0304. Abdarakos
2324. Ardaros
0506. Abragos
2526. Argamnos
0708. Abrozeos
2728. Aroasios
0910. Akasas
2930. Arsalin
1112. Alexarthos
3132. Arsochos
1314. Amaiakos
3334. Asanos
1516. Amspados
3536. Asaros
1718. Andranakos
3738. Aspakos
1920. Apsachos
3940. Aspamithars

4142. Aunamos
4344. Aurazakos
4546. Azarin
4748. Azos
4950. Aziagos
5152. Badagos
5354. Badaks
5556. Bagdochos
5758. Bagios
5960. Baioraspos

6162. Baiormaios
6364. Bastakas
6566. Baxagos
6768. Bists
6970. Brakos
7172. Boraspos
7374. Bropsazos
7576. Bradakos
7778. Chanaks
7980. Chodainos

8182. Chdarzos
8384. Chodekios
8586. Choziakos
8788. Chodios
8990. Chdonakos
9192. Dadagos
9394. Danarasmakos
9596. Dandaxarthos
9798. Didumoxarthos
9900. Dosumoxarthos

Ixian Personal Names Male 2 (d6, 34; d%)


0102. Gadas
2122. Idesmagos
0304. Gadikios
2324. Iramboustos
0506. Gaos
2526. Irganos
0708. Gdigasos
2728. Kainaxarthos
0910. Gsakos
2930. Kamorsazs
1112. Gosn
3132. Karaxstos
1314. Iaphagos
3334. Karsas
1516. Iazadagos
3536. Karzoazos
1718. Insazagos
3738. Kasagos
1920. Idas
3940. Katokas

4142. Kopharnos
4344. Kossas
4546. Kouzaios
4748. Madakos
4950. Madis
5152. Maiakos
5354. Maipharnos
5556. Maiss
5758. Maniagos
5960. Mardauos

6162. Masas
6364. Mastas
6566. Medosaccos
6768. Mthakos
6970. Mordos
7172. Mourdagos
7374. Nabazos
7576. Namgnos
7778. Olgasos
7980. Omrasmakos

8182. Orsiomichos
8384. Ochziakos
8586. Ouaras
8788. Ouarazakos
8990. Ouarzbalos
9192. Ouastobalos
9394. Ourbazos
9596. Ourgios
9798. Ousigasos
9900. Ousigos

Ixian Personal Names Male 3 (d6, 56; d%)


0102. Oustanos
2122. Pharns
0304. Oxardzis
2324. Pharnoxarthos
0506. Pagos
2526. Phlianos
0708. Parspanakos
2728. Phodakos
0910. Prakos
2930. Phorranos
1112. Phadinamos
3132. Phorgabakos
1314. Phaldaranos
3334. Phoros
1516. Phandarazos
3536. Phosakos
1718. Pharnagos
3738. Phortas
1920. Pharnarnos
3940. Pitopharnaks

4142. Pourthaios
4344. Radmos
4546. Rapaks
4748. Rassogos
4950. Saitapharns
5152. Sanagos
5354. Sarakos
5556. Saratos
5758. Saraxazos
5960. Sasas

6162. Sattin
6364. Snkas
6566. Simachos
6768. Siranos
6970. Schoubazos
7172. Sorchakos
7374. Spakos
7576. Spadakos
7778. Sparophotos
7980. Spithams

8182. Stosarakos
8384. Sturanos
8586. Xarthanos
8788. Xgodis
8990. Xiamphkanos
9192. Xobas
9394. Zabagios
9596. Zabandos
9798. Zabargos
9900. Zosins

AS&SH Character Name Generator | 5.

KELTIC NAMES
Keltic Patronymics: Kelts use their fathers or grandfathers name as a patronymic, preceeding it with Macc (son) or Inghean (daughter)
depending on gender.
For example: Morann Macc Bran indicates that Morann is the son or grandson of Bran. Mrag Inghean Neasn is the daughter or
granddaughter of Neasn.
Keltic Personal Names Female (d%)
0102. ine
2122. Echna
0304. Ana
2324. Eithne
0506. Banbha
2526. tan
0708. Brianag
2728. Fionir
0910. Brghid
2930. Geilis
1112. Ceana
3132. Grinne
1314. Ceara
3334. Laoise
1516. Ciar
3536. Ladan
1718. Dirine
3738. Liamhain
1920. Ealadha
3940. Lobhan

4142. Luiseach
4344. Malamhn
4546. Meadhbh
4748. Meall
4950. Mr
5152. Mrag
5354. Mordag
5556. Muireall
5758. Muireann
5960. Muirn

6162. Mirne
6364. Neacht
6566. Neasa
6768. Niamh
6970. rlaith
7172. Osnait
7374. Rona
7576. Rinseach
7778. Risn
7980. Rs

8182. Saraid
8384. Scoth
8586. Searc
8788. Sidheag
8990. Somha
9192. Slinte
9394. Sorcha
9596. Treasa
9798. Tuathla
9900. na

Keltic Personal Names Male (d%)


01. Ailill
21. Cassn
02. inle
22. Cathal
03. nrothn
23. Cathn
04. Aodh
24. Cian
05. Aodhn
25. Ciaran
06. Aonghus
26. Cillian
07. Artagan
27. Cmhall
08. Artair
28. Cmhan
09. Bardn
29. Conall
10. Bearach
30. Conan
11. Blr
31. Conn
12. Bran
32. Corc
13. Breacn
33. Cormac
14. Breannan
34. Cun
15. Breasal
35. Curnn
16. Brion
36. Deagln
17. Brocc
37. Diarmad
18. Brgn
38. Domhnall
19. Camran
39. Donnan
20. Cassair
40. Dubhagan

41. Dghall
42. Dghlas
43. Eadan
44. Eghan
45. Faolan
46. Fearghas
47. Finnean
48. Fionn
49. Fionnbharr
50. Fionnghal
51. Fionnlagh
52. Flann
53. Gobn
54. Grdan
55. Gormal
56. Labrs
57. Lachlann
58. Lachtnn
59. Lasair
60. Leannn

61. Lomn
62. Lonn
63. Lorcn
64. Machar
65. Macrath
66. Maoln
67. Maon
68. Marcn
69. Mealln
70. Mochta
71. Moireach
72. Morann
73. Muireach
74. Murch
75. Neasn
76. Niall
77. gn
78. Olcn
79. Onch
80. Orthanach

81. Osn
82. Roghn
83. Rordn
84. Rnan
85. Ross
86. Radhn
87. Ruaidhr
88. Ruarc
89. Srn
90. Scannal
91. Scannln
92. Scthach
93. Seann
94. Sionn
95. Taran
96. Tla
97. Torcn
98. Uallas
99. Ultn
00. Urard

KIMMERIAN NAMES
The Kimmerians of the steppes came to use the Hellenic tongue as their own over time, and with it the use of Hellenic names in place
of those traditional to their people. Believing that people stand on their own merits, they do not use patronymics or matronymics, but do
use appropriate epithets as marks of distinction.
Kimmerian Personal Names Female 1 (d6, 13; d20)
1. Agape
5. Aspasia
9. Elpis
2. Agathe
6. Athanasia
10. Euanthe
3. Alexandra
7. Chrysanthe
11. Eudokia
4. Aristomache
8. Demostrate
12. Eudoxia

13. Eulalia
14. Eunike
15. Euphemia
16. Euphrasia

17. Euthalia
18. Euthymia
19. Eutropia
20. Galene

Kimmerian Personal Names Female 2 (d6, 46; d20)


1. Helene
5. Kleopatra
9. Phoibe
2. Hypatia
6. Korinna
10. Photine
3. Kallisto
7. Lysandra
11. Ptolemais
4. Kallistrate
8. Lysistrate
12. Sappho

13. Sophia
14. Sostrate
15. Syntyche
16. Timo

17. Tryphosa
18. Xenia
19. Xeno
20. Zosime

6. | AS&SH Character Name Generator

Kimmerian Personal Names Male 1 (d4, 1; d20)


1. Agathon
5. Amyntas
9. Andronikos
2. Alexandros
6. Anakletos
10. Aniketos
3. Alexios
7. Anatolios
11. Antigonos
4. Alkaios
8. Androkles
12. Archelaos

13. Archippos
14. Argyros
15. Aristarchos
16. Aristeides

17. Aristokles
18. Ariston
19. Aristophanes
20. Arsenios

Kimmerian Personal Names Male 2 (d4, 2; d20)


1. Athanasios
5. Euphemios
9. Galenos
2. Demosthenes
6. Eustathios
10. Heliodoros
3. Drakon
7. Euthymios
11. Herakleides
4. Eukleides
8. Eutropios
12. Herakleios

13. Herodotos
14. Heron
15. Hippokrates
16. Hippolytos

17. Hyginos
18. Hypatos
19. Iason
20. Kleisthenes

Kimmerian Personal Names Male 3 (d4, 3; d20)


1. Kleon
5. Lykos
9. Nikandros
2. Leon
6. Lykourgos
10. Nikephoros
3. Leonidas
7. Lysandros
11. Nikomachos
4. Leontios
8. Miltiades
12. Nikomedes

13. Nikostratos
14. Pankratios
15. Pantaleon
16. Pantheras

17. Paramonos
18. Phaidros
19. Philokrates
20. Phoibos

Kimmerian Personal Names Male 4 (d4, 4; d20)


1. Photios
5. Ptolemaios
9. Sophokles
2. Platon
6. Pyrrhos
10. Sophos
3. Praxiteles
7. Sokrates
11. Sosigenes
4. Prokopios
8. Solon
12. Straton

13. Themistokles
14. Theron
15. Timaios
16. Tychon

17. Xenokrates
18. Zephyros
19. Zosimos
20. Zotikos

KIMMERIAN (Kimmeri-Keltic) NAMES


The majority of Kimmeri-Kelt tribes have long adopted Keltic names, as their traditional tongue fell into disuse everywhere save in the
subterranean realm of Krimmea. A few tribes, however, use Hellenic names much as the steppe-dwelling Kimmerian tribes.
KIMMERIAN (Krimmean) NAMES
The subterranean Kimmerians still use their ancestral names, though by the time the Scythian ancestors of the Ixians had driven them
into the Caucasus Mountains, Hellenic elements had already entered their tongue. Like the Hellenic-named steppe Kimmerians, they
use epithets instead of patronymics.
Krimmean Kimmerian Names Female (d8)
1. Dentusucu
3. Eptsuchis
2. Dizasokos
4. Kerssuchis

5. Mokasokos
6. Rhaskusucu

7. Surasokos
8. Tarusucu

Krimmean Kimmerian Names Male 1 (d6, 12; d12)


1. Bendidros
4. Byzs
7. Diazelmis
2. Brinkazis
5. Dentups
8. Diazenis
3. Bryzos
6. Diaskenthos
9. Dizaps

10. Dizazelmis
11. Drenis
12. Eptakenthos

Krimmean Kimmerian Names Male 2 (d6, 34; d12)


1. Eptaporis
4. Gaidrs
7. Mukaboris
2. Eptens
5. Kerss
8. Mukos
3. Ezbenis
6. Ketriporis
9. Mukakenthos

10. Mukapaibes
11. Mukaporis
12. Mukapuis

Krimmean Kimmerian Names Male 3 (d6, 56; d12)


1. Mukazenis
4. Rhaskuporis
7. Skaris
2. Pytros
5. Rhsos
8. Suratralis
3. Rhaskos
6. Satrs
9. Tarutinos

10. Zils
11. Zipaibes
12. Zipyros

AS&SH Character Name Generator | 7.

PICTISH NAMES
Pictish Patronymics Male: Although Pictish inheritance is traced through the mothers line, Pictish men traditionally use a patronymic
based on their oldest uncle. Female Picts do not use a patronymic.

nepos: nephew of

The uncles name is modified in the patronym based on its ending, as follows:
Ending
-ex
-is
-ix
-os

Modified
-egis
-is
-igis
-i

For example: Cunovindos, nephew of Lugotorix, would introduce himself as Cunovindos nepos Lugotorigis. Tancorix, nephew of
Caranacos, would introduce himself as Tancorix nepos Caranaci.
Pictish Personal Names Female (d8)
1. Barita
3. Cartimandua
2. Bodicca
4. Cunoarda

5. Cunovinda
6. Huctia

7. Verctissa
8. Verica

Pictish Personal Names Male 1 (d6, 12; d20)


1. Adcobrovatos
5. Brigomaglos
2. Argentocoxos
6. Cacumattos
3. Arviragos
7. Calgacos
4. Bodiccios
8. Caranacos

9. Caratacos
10. Cassivellaunos
11. Catavignos
12. Ceanatis

13. Cingetorix
14. Cintugnatos
15. Cintusmos
16. Cistumucos

17. Cogidubnos
18. Commios
19. Crotos
20. Cunittos

Pictish Personal Names Male 2 (d6, 34; d20)


1. Cunobarros
5. Cunovindos
2. Cunobelinos
6. Dubnovellaunos
3. Cunomoros
7. Dumnocoveros
4. Cunopectos
8. Dumnovellaunos

9. Enemnogenos
10. Enestinos
11. Ivomagos
12. Litugenos

13. Lugotorix
14. Mandubracios
15. Maslorios
16. Matugenos

17. Melisos
18. Morirex
19. Motios
20. Nectovelios

Pictish Personal Names Male 3 (d6, 56; d20)


1. Prasutagos
5. Senaculos
2. Rianorix
6. Sennianos
3. Saccios
7. Senorix
4. Segovax
8. Setibogios

9. Tamesubugos
10. Tancorix
11. Tasciovanos
12. Taximagulos

13. Tincommios
14. Togodumnos
15. Uepogenos
16. Vellocatos

17. Venutios
18. Vindex
19. Vindomorucios
20. Virssuccios

PICTISH (Half-Blood) NAMES


Following the Pictish invasion of the Savage Boreal Coast, many cultural identifiers such as personal names were lost to the few
surviving Tlingit. However, as the Half-Bloods started to reject their Pictish masters, they also began to rediscover their Tlingit heritage,
and to take the most apropriate Tlingit house names as personal names. The matrilineal customs of the Tlingit were a strong component
to the Half-Bloods rejecting the paternal ancestry; that and the fact that the pure blooded Picts across the strait frowned upon the halfbreed progeny of the conquerors as something less than themselves. Thus, only a few loyalistic Half-Blood tribes continue to use Pictish
names. The names are considered genderless in Half-Blood society.
Half-Blood Pictish Moeity Names: Half-Blood Picts use only two different surnames, those of their two moieties: G ooch (Wolf) and
Yil (Raven). These matrilineal groups require that marriages must be between opposite moieties, though in most villages both moieties
are common. Both are equally represented, so a given Half-Blood has a 50/50 chance of belonging to either moiety.
Half-Blood Pictish Personal Names 1 (d6, 13; d20)
1. Chak
5. Chxi
9. Gijook
2. Chaal
6. Ds
10. Gooch
3. Chatl
7. Gagaan
11. Gon
4. Cheet
8. Gais
12. Ket

13. Kon
14. Kox
15. Look
16. Sx

17. Seek
18. Shaa
19. Shisgi
20. Sit

Half-Blood Pictish Personal Names 2 (d6, 46; d20)


1. Taan
5. Tsiskw
9. Xaas
2. Tax
6. Tuk
10. Xatl
3. Tleilu
7. Wix
11. Xaay
4. Tos
8. Xaan
12. Xtgu

13. Xeitl
14. Xk
15. Xxchi
16. Xots

17. aaw
18. aa
19. Yik
20. Yi

8. | AS&SH Character Name Generator

VIKING NAMES
Viking Patronymics: Both male and female vikings use a patronymic based on their fathers name, adding son (son) or dttir
(daughter) respectively. The fathers name is modified slightly, however, depending on its ending as follows:
Ending
-bjrn
-dr
-i
-ir

Change To
-biarnar
-ar
-a
-is

Ending
-ll
-nn
-rr
-r

Change To
-ls
-ns
-rs
-s

For example: Einarr, son of Hallr, would be Einarr Hallsson. strdr, daughter of Kvgbjrn, would be strdr Kvgbiarnardttir.
Hergrmr, son of Geirmundr, would be Hergrmr Geirmunarson.
Note that all Viking personal names that begin with Ull (honoring Ullr) should be replaced with Thor when creating an outcast
Viking from the Isles of Thur; e.g., Ullunn would become Thorunn, Ullormr would become Thorormr.
Viking Personal Names Female (d%)
01. lfhildr
21. Geira
02. Arnbjrg
22. Geirbjrg
03. Arnds
23. Geirhildr
04. Arnfridr
24. Geirlaug
05. Arngerdr
25. Geirrdr
06. Arngunnr
26. Gslaug
07. Arnlaug
27. Gra
08. sbjrg
28. Gunna
09. sfrdr
29. Gunnfrdr
10. sgerdr
30. Gunnheidr
11. sgunnr
31. Gunnhildr
12. sn
32. Gunnlaug
13. strdr
33. Gunnvr
14. Ds
34. Gyda
15. Eybjrg
35. Halla
16. Eyds
36. Hallbera
17. Freyds
37. Hallbjrg
18. Freygerdr
38. Hallds
19. Freygunnr
39. Hallfrdr
20. Frda
40. Hallgerdr

41. Hallthra
42. Hallveig
43. Heimlaug
44. Helga
45. Herds
46. Herfrdr
47. Hergerdr
48. Hergunnr
49. Herthrdr
50. Hildibjrg
51. Hildigerdr
52. Hildigunnr
53. Hildr
54. Hlf
55. Hlfhildr
56. Hlmfrdr
57. Hlmgerdr
58. Hlmlaug
59. Hrefna
60. Inga

61. Ingibjrg
62. Ingigerdr
63. Ingileif
64. Ingirdr
65. Jfrdr
66. Jrunn
67. Ketillaug
68. Ketilrdr
69. Mr
70. Magnhildr
71. Mundgerdr
72. Oddbjrg
73. Oddfridr
74. Oddn
75. Ragnbjrg
76. Ragnfrdr
77. Ragnhildr
78. Rannveig
79. Sigbjrg
80. Sign

81. Sigrdr
82. Sigrn
83. Sigthrdr
84. Snlaug
85. Steinbjrg
86. Steinfrdr
87. Thrdr
88. Thyri
89. lfhildr
90. Ulla
91. Ullgerdr
92. Ullgunnr
93. Ullhildr
94. Ullunn
95. Ullv
96. Ullvr
97. Unna
98. Unnr
99. Vfrdr
00. Vgerdr

Viking Personal Names Male 1 (d6, 12; d%)


01. Adalbrandr
21. Arnulfr
02. Adalrdr
22. Arnvidr
03. Adalsteinn
23. sbjrn
04. Aghi
24. sbrandr
05. Agmundr
25. sfastr
06. leifr
26. sgeirr
07. Alfarr
27. sgsl
08. Alfgeirr
28. skell
09. Alfkell
29. smarr
10. lmgeirr
30. srdr
11. Arnbjrn
31. sulfr
12. Arnfastr
32. svaldr
13. Arngeirr
33. Audbjrn
14.Arngrmr
34. Audgeirr
15. Arnhallr
35. Audgsl
16. Arnhvatr
36. Audgrmr
17. Arnkell
37. Audkell
18. Arnoddr
38. Audmundr
19. Arnsteinn
39. Audulfr
20. Arnthrr
40. Audsteinn

41. Audvaldr
42. Audvidr
43. Baggi
44. Balli
45. Brdr
46. Bergr
47. Bergthrr
48. Bergulfr
49. Bersi
50. Birgir
51. Bjartr
52. Bjrn
53. Bjrnkell
54. Bjrnulfr
55. Bjrr
56. Bleikr
57. Brandr
58. Brandulfr
59. Broddr
60. Brnkell

61. Bi
62. Dagr
63. Dagvidr
64. Einarr
65. Eirkr
66. Eldgrmr
67. Erlingr
68. Eybjrn
69. Eygeirr
70. Eyleifr
71. Eymundr
72. Eysteinn
73. Eyvindr
74. Fastbjrn
75. Fastgeirr
76. Fastmundr
77. Fastulfr
78. Fjlmdr
79. Fthradr
80. Frakki

81. Freybjrn
82. Freygeirr
83. Freyrikr
84. Freysteinn
85. Freyvidr
86. Fridbjrn
87. Fridgeirr
88. Fridleifr
89. Fridmundr
90. Fridulfr
91. Frdi
92. Gedda
93. Geirbjrn
94. Geirfastr
95. Geirhvatr
96. Geirleifr
97. Geirleikr
98. Geirmodr
99. Geirmundr
00. Geirr
AS&SH Character Name Generator | 9.

Viking Personal Names Male 2 (d6, 34; d%)


01. Geirradr
21. Hafthrr
02. Geirulfr
22. Haki
03. Geirvidr
23. Hkon
04. Geitir
24. Hallbjrn
05. Gsl
25. Hallgeirr
06. Gsmundr
26. Hallgrmr
07. Grmkell
27. Hallkell
08. Grmr
28. Hallmundr
09. Gunnr
29. Hallr
10. Gunnbjrn
30. Hallsteinn
11. Gunnhvatr
31. Hallthrr
12. Gunnkell
32. Hallvardr
13. Gunnleifr
33. Hardgeirr
14. Gunnmundr
34. Hardgrpr
15. Gunnlfr
35. Hardsteinn
16. Gunnsteinn
36. Haukr
17. Gunnvaldr
37. Helgi
18. Gunnvidr
38. Hemingr
19. Hafr
39. Herbjrn
20. Hafrsteinn
40. Hergeirr

41. Hergrmr
42. Herleifr
43. Hermundr
44. Hersteinn
45. Hildulfr
46. Hjlmarr
47. Hjlmr
48. Hlfsteinn
49. Hlmbjrn
50. Hlmfastr
51. Hlmgeirr
52. Hlmkell
53. Hlmsteinn
54. Hrafn
55. Hraldr
56. Hrdbjrn
57. Hrdgeirr
58. Hrdgsl
59. Hrdmundr
60. Hrdsteinn

61. Hrdulfr
62. Hrdvaldr
63. Hrlfr
64. Hrtr
65. gulbjrn
66. gulfastr
67. gull
68. Ingi
69. Ingibjrn
70. Ingifastr
71. Ingigeirr
72. Ingimrr
73. Ingimundr
74. Ingivaldr
75. Ingilfr
76. varr
77. Jarr
78. Jfurbjrn
79. Jfurr
80. Jfursteinn

81. Jrkell
82. Jrulfr
83. Kri
84. Krr
85. Ketilbjrn
86. Ketilfastr
87. Ketill
88. Ketilmundr
89. Kntr
90. Kolbjrn
91. Kolbrandr
92. Kolgrmr
93. Kvgbjrn
94. Kvgulfr
95. Leifr
96. Lknbjrn
97. Lknmundr
98. Lodinn
99. Lodmundr
00. Mni

Viking Personal Names Male 3 (d6, 56; d%)


01. Nefbjrn
21. Raudbjrn
02. Nefgeirr
22. Raudr
03. Oddbjrn
23. Raudulfr
04. Oddgeirr
24. Refr
05. Oddi
25. Reidr
06. Oddkell
26. Rkulfr
07. Oddleifr
27. Rni
08. Oddr
28. Sbjrn
09. Oddulfr
29. Sgeirr
10. leifr
30. Sgrmr
11. Ormgeirr
31. Sleifr
12. Ormr
32. Smundr
13. Ormulfr
33. Sthrr
14. Orri
34. Sigbjrn
15. Rdlfr
35. Sigfastr
16. Rdvaldr
36. Siggeirr
17. Ragnarr
37. Sigmundr
18. Ragnbjrn
38. Sigulfr
19. Ragnfastr
39. Sigsteinn
20. Ragnvadr
40. Sigtryggr

41. Sigurdr
42. Snbjrn
43. Snulfr
44. Snorri
45. Slvi
46. Steinbjrn
47. Steinfastr
48. Steingsl
49. Steingrmr
50. Steinkell
51. Steinn
52. Steinulfr
53. Stigr
54. Styrbjrn
55. Styrfastr
56. Styrr
57. Sunnulfr
58. Sunnvidr
59. Sveinbjrn
60. Sveingeirr

61. Sveinn
62. Thjdgeirr
63. Thjdmarr
64. Thjdulfr
65. lfgeirr
66. lfkell
67. lfr
68. lfvaldr
69. Ullkr
70. Ullalfr
71. Ullbjrn
72. Ullbrandr
73. Ulldr
74. Ulleifr
75. Ullfastr
76. Ullfredr
77. Ullgeirr
78. Ullgsl
79. Ullgnr
80. Ullgrmr

81. Ullhallr
82. Ullir
83. Ullkell
84. Ullmodr
85. Ullmundr
86. Ulloddr
87. Ullormr
88. Ullsteinn
89. Ullulfr
90. Ullvaldr
91. Vedr
92. Vidbjrn
93. Vidfastr
94. Vgbjrn
95. Vgfastr
96. Vgleikr
97. Vgmadr
98. Vgmundr
99. Vgulfr
00. Vilhjlmr

Astonishing Swordsmen & Sorcerers of Hyperborea, AS&SH, and all other North Wind Adventures product names
and their respective logos are trademarks of North Wind Adventures, LLC in the USA and other countries. This product
is a work of fiction. Any similarity to actual people, organizations, places, or events included herein is purely coincidental.

SWORDSMEN-AND-SORCERERS.COM

2012 North Wind Adventures, LLC

10. | AS&SH Character Name Generator

MASKS RANDOM PHYSICAL FEATURES IN AS&SH


by Colin Chapman
Although many players and referees will simply assign a character whatever appearance they desire, it can
be fun to roll for these elements randomly, especially if inspiration hasnt struck. This article provides the
means to generate hair and eye colour, as well as distinguishing features. Of course, players and referees
may simply choose results, as these characteristics have no real mechanical impact on play.
PART ONE: HAIR AND EYE COLOUR
Roll d% on the following tables to determine a characters eye and hair colour.
Common Man Eye Colour

Amazon Eye Colour

Result

Eye Colour

Result

Eye Colour

0123

Brown, Dark

0125

Hazel, Dark

2446

Brown, Light

2650

Hazel, Light

47

Amber, Dark

5175

Blue, Dark

48

Amber, Light

7600

Blue, Light

4953

Hazel, Dark

5458

Hazel, Light

Amazon Hair Colour

5971

Blue, Dark

Result

Hair Colour

7284

Blue, Light

0125

Black

8586

Green, Light

2645

Brown, Dark

8788

Green, Dark

4660

Brown, Medium

8994

Gray, Dark

6165

Brown, Light

9500

Gray, Light

6685

Auburn, Dark

8695

Auburn, Medium

9600

Auburn, Light

Common Man Hair Colour


Result

Hair Colour

0120

Black

Atlantean Eye Colour

2130

Brown, Dark

Result

Eye Colour

3140

Brown, Medium

0150

Gray, Light

4150

Brown, Light

5175

Yellow, Dark

5153

Auburn, Dark

7600

Yellow, Light

5456

Auburn, Medium

5759

Auburn, Light

Atlantean Hair Colour

6061

Red, Dark

Result

Hair Colour

6263

Red, Medium

0150

Black

6465

Red, Light

5175

Blond, Medium

6675

Blond, Dark

7600

Blond, Light

7685

Blond, Medium

8695

Blond, Light

9600

White

1.
Masks by Colin Radioactive Ape Chapman. Astonishing Swordsmen & Sorcerers of Hyperborea, AS&SH, and all other North Wind
Adventures product names and their respective logos are trademarks of North Wind Adventures, LLC in the USA and other countries.

Esquimaux Eye Colour

Keltic Eye Colour

Result

Eye Colour

Result

Eye Colour

0139

Brown, Dark

0115

Hazel, Dark

4078

Brown, Light

1630

Hazel, Light

79

Amber, Dark

3155

Blue, Dark

80

Amber, Light

5680

Blue, Light

8190

Hazel, Dark

8190

Green, Light

9100

Hazel, Light

9100

Green, Dark

Esquimaux Hair Colour

Keltic Hair Colour

Result

Hair Colour

Result

Hair Colour

0155

Black

0134

Brown, Light

5680

Brown, Dark

3550

Auburn, Medium

8190

Brown, Medium

5165

Auburn, Light

9100

Brown, Light

6676

Red, Dark

7788

Red, Medium

8900

Red, Light

Hyperborean Eye Colour


Result

Eye Colour

0150

Violet, Dark

Kimmerian Eye & Hair Colour

5100

Violet, Light

Kimmerians have black hair and dark gray eyes.

Hyperborean Hair Colour (M)

Kimmeri-Keltic Eye Colour

Result

Hair Colour

Result

Eye Colour

0148

Golden, Pale

0110

Hazel, Dark

4996

Golden, Rich

1120

Hazel, Light

9700

Silvery White

2135

Blue, Dark

3650

Blue, Light

Hyperborean Hair Colour (F)

5160

Green, Light

Result

Hair Colour

6170

Green, Dark

0105

Blue-Black

7185

Gray, Dark

0650

Golden, Pale

8600

Gray, Light

5195

Golden, Rich

9600

Silvery White

Kimmeri-Keltic Hair Colour


Result

Hair Colour

Ixian Eye & Hair Colour

0175

Black

Ixians have black hair; women have emerald


green eyes, men black.

7680

Brown, Dark

8184

Brown, Medium

8588

Auburn, Dark

8992

Auburn, Medium

9396

Red, Dark

9700

Red, Medium

2.
Masks by Colin Radioactive Ape Chapman. Astonishing Swordsmen & Sorcerers of Hyperborea, AS&SH, and all other North Wind
Adventures product names and their respective logos are trademarks of North Wind Adventures, LLC in the USA and other countries.

Pictish Eye Colour

Viking Eye Colour

Result

Eye Colour

Result

Eye Colour

0110

Blue, Dark

0125

Hazel, Dark

1120

Blue, Light

2650

Hazel, Light

2160

Green, Light

5175

Blue, Dark

6100

Green, Dark

7600

Blue, Light

Pictish Hair Colour

Viking Hair Colour

Result

Hair Colour

Result

Hair Colour

0105

Auburn, Medium

0110

Red, Dark

0610

Auburn, Light

1125

Red, Medium

1140

Red-Orange, Dark

2645

Red, Light

4170

Red-Orange, Medium

4655

Blond, Dark

7100

Red-Orange, Light

5670

Blond, Medium

7195

Blond, Light

9600

White

Pictish (Half-Blood) Eye Colour


Result

Eye Colour

0125

Brown, Dark

2650

Brown, Light

51

Amber, Dark

52

Amber, Light

5376

Hazel, Dark

7700

Hazel, Light

Pictish (Half-Blood) Hair Colour


Half-blood Picts have black hair.

3.
Masks by Colin Radioactive Ape Chapman. Astonishing Swordsmen & Sorcerers of Hyperborea, AS&SH, and all other North Wind
Adventures product names and their respective logos are trademarks of North Wind Adventures, LLC in the USA and other countries.

PART TWO: DISTINGUISHING FEATURES


Sometimes, just one or two key physical features are all that is needed to define a characters appearance.
Players should roll 1d20 once (or twice) on the appropriate Features table depending on whether their
character has a negative, positive, or no (neutral) Charisma modifier. Note that too many rolls might create a
comical mien and thus lessen the impact produced by one or two clearly-defined features.
It is also possible to use these tables to generate completely random characteristics separate from Charisma.
Simply roll 1d6 first, and then roll on the appropriate table as follows: 1-2: Negative Distinguishing Features,
3-4: Neutral Distinguishing Features, 5-6: Positive Distinguishing Features.
Neutral Distinguishing Features

10

Lisp

Roll

Feature

11

Missing Finger

Broken Nose / Deviated Septum

12

Missing Teeth

Callused / Washerwoman Hands

13

Piggish Nose

Diastema (Gap-Toothed)

14

Pockmarked

Distinctive Birthmark

15

Pronounced Overbite / Underbite

Eyes Different Colours

16

Shrill / Nasal Voice

Facial Mole

17

Strong Body Odor

Facial Scar, Light to Moderate

18

Stutter

Freckled

19

Torn / Missing Ear

Frown / Laugh Lines

20

Choose One

10

Hirsute (M) / Bushy Hair (F)

11

Mallen Streak

Positive Distinguishing Features

12

Nondescript

Roll

Feature

13

Pale / Waxy Complexion

Broad-Chested / Bosomy

14

Piercing, Facial

Chiseled / Fine Features

15

Prematurely Graying

Clear Eyes

16

Receding / Thin Hair

Commanding / Mesmerizing Gaze

17

Ruddy / Swarthy Complexion

Dazzling Teeth

18

Tattoo, Neck / Facial

Defined Muscletone

19

Weather-Beaten / Heavily Tanned

Distinguished Features

20

Choose One

Facial Scar, Dashing

Full Lips

Negative Distinguishing Features

10

Good Posture

Roll

Feature

11

Heroic / Graceful Jawline

Big Ears

12

Healthy Complexion

Big Nose

13

Honest Face

Bow-legged

14

Husky / Sultry Voice

Bushy Eyebrows

15

Lilting Voice

Croaky / Raspy Voice

16

Lustrous Hair

Facial Mole, Hairy

17

Resonant / Clear Voice

Facial Scar, Disfiguring

18

Youthful Countenance

Facial Tic

19

Winning / Charming Smile

Limp / Damaged Hair

20

Choose One

4.
Masks by Colin Radioactive Ape Chapman. Astonishing Swordsmen & Sorcerers of Hyperborea, AS&SH, and all other North Wind
Adventures product names and their respective logos are trademarks of North Wind Adventures, LLC in the USA and other countries.

Comprehensive

Height and Weight

for AS&SH

Characters

By Colin Chapman

The rules for Astonishing Swordsmen & Sorcerers of Hyperborea provide the means to randomly generate a characters build, height, and
weight. However, those rules do not account for how strength and muscle mass (largely represented by the strength attribute) can impact build,
height, and weight. The following rules attempt to augment and expand the default system whilst recognizing that the men and women of
Hyperborea are notably taller and sturdier on the whole than their historical counterparts.
Of course, players and referees should feel free to simply choose results, too, as height and weight seldom have any significant impact on play.
The builds are only guidelines; other descriptors may be used instead. Broad may be barrel-chested or curvaceous, small may be petite or elfin,
slim may be slender or svelte, tall may be statuesque, and so on.

Step 1: Determine Baseline


Roll for the characters Baseline Height and Weight according to race and gender.
Short: Picts and Half-Blood Picts
Standard: Atlanteans, Common Folk, Kelts, and Kimmeri-Kelts
Tall: Kimmerians and Vikings
Amazons, Esquimaux, Hyperboreans, and Ixians treated individually below.

Baseline Height and Weight


Race
Amazon (m)
Amazon (f )
Esquimaux (m)
Esquimaux (f )
Hyperborean (m)
Hyperborean (f )
Ixian (m)
Ixian (f )
Short (m)
Short (f )
Standard (m)
Standard (f )
Tall (m)
Tall (f )

Height
59+2d6
63+2d6
60+2d6
56+2d6
76+2d4
71+2d4
66+2d6
62+2d6
60+2d6
56+2d6
63+2d6
59+2d6
66+2d6
62+2d6

1.

Weight
130+2d10 lbs.
150+2d10 lbs.
160+2d10 lbs.
130+2d10 lbs.
190+2d10 lbs.
140+2d10 lbs.
160+2d10 lbs.
130+2d10 lbs.
150+2d10 lbs.
120+2d10 lbs.
160+2d10 lbs.
130+2d10 lbs.
170+2d10 lbs.
140+2d10 lbs.

Step 2: Determine Build


Roll 2d6, adding or subtracting twice any modifiers for high or low strength. If the characters build is average, there is no need to modify the
baseline results from Step 1, because the process is finished. Lastly, ignore fractions of pounds and inches when making final calculations.

Standard Build
Result
1 or less
24
59
1011
1213
14 or more

Build
small
slim
average
broad
large
huge

Modifiers
height 10%; weight 30%
weight 20%
none
weight + 20%
height + 10%; weight + 50%
height + 20%; weight + 100%

Build
small
slim
average
tall

Modifiers
height 10%; weight 20%
weight 10%
none
height + 10%; weight + 20%

Hyperborean Build
Result
4 or less
56
79
10 or more

Example 1: Rell Tannos, a common man and cleric of Xathoqqua, has no modifiers for strength. The player rolls Rells Baseline Height and
Weight, getting 71 (511) and 162 lbs. The player then rolls for Rells build, getting a result of 10; Rell is broad. This modifies the baseline
weight by 20%, adding 32 lbs for a total weight of 194 lbs. Rell Tannos a stocky fellow, a whisker above average height for Khromarium.
Example 2: Snorri Brandsson, a male Viking fighter, has an impressive +2 strength modifier, doubled to +4 for purposes of the characters
build roll. The player rolls Snorris Baseline Height and Weight of 72 (6) and 180 lbs. The player then rolls for Snorris build, adding the
doubled strength modifier of +4, for a final total of 12: large. He increases Snorris height by 10% to 67 and his weight by 50% to 270 lbs.
Snorri Brandsson is a tall, highly impressive individual.
Example 3: Shamoravor Traal, the Hyperborean legerdemainist, has a 1 strength modifier. This translates as a 2 modifier on her build roll.
The player rolls baselines of 75 (63) and 148 lbs. She rolls for build, subtracting 2, and gets a final number of 4: small. Shamoravors height
is reduced by 10% to 58, and her weight is reduced by 20% to 120 lbs. Shamoravor Traal is notably elfin for a Hyperborean.

Astonishing Swordsmen & Sorcerers of Hyperborea, AS&SH, and all other North Wind Adventures product
names and their respective logos are trademarks of North Wind Adventures, LLC in the USA and other countries.
2013 North Wind Adventures, LLC

2.

e lf m aidsando ct o pi.blo gspo t .co m .au


http://elfmaidsando cto pi.blo gspo t.co m.au/2014/03/d100-dread-family-secrets.html

d100 Dread Family Secrets


T his could be used f or the clan that built a haunted house or castle, or even f or any wealthy characters. Good
f or NPCs and red herrings too. Higher the status the more horrible secrets. Adventure hooks aplenty. Could
tempt with roll on table f or new characters or of f er them a starting magic item or higher status f or a roll. Some
could be secret shames, others public possibly untrue rumours. Most f amilies in Shadelport have dodgy pasts.
T hat's why many clans moved here f rom empire. Some try to blackmail clans but with most being at least a bit
evil that is a dangerous act.
1 roll f or wealthy gentry or townsf olk clan
1d3 rolls f or landed nobility
1d3+2 rolls f or lesser royal f amily
d100 Dread Family Secrets
01 Parents are siblings, f amily history of incest, your own sibling loves you
02 Lycantropy runs in f amily
03 Necromancer ancestor af ter descendants bodies to be reborn
04 Fish people in distant ancestry
05 Family member is a f amous wanted brigand in secret
06 A demon worshiping cultist in f amily
07 Secret society in f amily
08 A serial killer in the f amily
09 Generations of inter sibling violence
10 Ancestral ghost nags descendants to perf orm horrible acts
11 Ancestral ghost nags descendants to avenge some f orgotten crime
12 Ancestral ghost nags descendants f or libations of wine
13 Ancestral ghost nags descendants to marry into better bloodline
14 Ancestral ghost nags descendants to sacrif ice gold to f amily burial plot
15 Ancestral ghost nags descendants to f ollow their f avorite cult
16 Famous vampire is ancestor
17 Dread lich is ancestor
18 Ancient Mummy is ancestor
19 Ancestor served a god who meddles in f amily af f airs
20 Cannibalism practiced by some members till recently
21 Ancestors stole a relic or artif act which they keep hidden
22 Ancestral blood f eud with other clan over land
23 Ancestral blood f eud with other clan over over runaway missing lovers
24 Ancestral blood f eud with other clan over missing treasure
25 Ancestral blood f eud with other clan over over battlef ield betrayal
26 Ancestral blood f eud with other clan over murder
27 Ancestor a f amous coward
28 Ancestor a f amous murderer
29 Rumored to have f airy f olk in ancestry
30 Rumored to have humanoids in f amily
31 Family keeps many mad members of clan locked in f amily home
32 Family keeps many mutant members of clan locked in f amily home

33 Family home has many hidden corpses and rumours of phantoms in estate
34 Ancestor made pact with f orces of evil to maintain the clan
35 Family really broke on edge of complete ruin
36 Family f amous misers
37 Ancestor served f orces of darkness as right hand man
38 Famous ancestor late with message triggered disaster
39 Famous traitor ancestor joined other side in war at crucial moment
40 Ancestor f amous sexual pervert people tell stories of to scare children
41 Ancestor ruled a dungeon terrorising locals f or a generation
42 Ancestor was cursed by gods f or blasphemy, curse still carried by clan head
43 Ancestor murdered children to attain control of clan
44 Ancestor was a f amous poisoner
45 Ancestor disappeared in cave with important documents of kingdom
46 Ancestor f amous amateur torturer, victims bodies still f ound in f amily home
47 Cats hate f amily and go crazy when near
48 Dogs hate f amily and go crazy when near
49 Horses hate f amily and go crazy when near
50 Birds hate f amily and go crazy when near
51 Family exterminated another f amily to get land
52 Family usurped title and lad in base act of treachery with original clan
53 Ancestor a notorious grave robber
54 Ancestor a necromancer was was killed f or crimes af ter public trial
55 Ancestors were well known as witches
56 Ancestor witch was hunted and killed by mob, swore vengeance on whole village
57 Ancestor a f amous thief of long lost goods owners still want
58 Ancestor lived in now haunted tower or house that locals have sealed up and shunned
59 Ancestor f amous slanderer whose malicious lies about other clans still believed today
60 Family home built on a pagan burial ground or temple site
61 Many believe under f amily home are catacombs with horrible secrets
62 Ancestor linked to unpopular religion, strange pilgrims always visiting
63 Ancestor a f amous slaver who killed hundreds cruelly
64 Ancestor a f amous drug f iend who ruined other clans with vice
65 Ancestor a f amous rake and seducer, hated by many other clans
66 Ancestor a f amous popular harlot who was murdered by persons unknown
67 Ancestor rumored to have had other worldly evil lover
68 Clan f amed f or being thieving lying money grabbers
69 Family stalked by unknown murderers f or generations
70 Family mentioned in evil prophecy so changed name in past
71 Family f ull of rakes and harlots, f ull of bastard children
72 Everyone thinks f amily has hidden treasure stash of gold
73 A doomed immortal of clan assumes identity of descendants f or legal reasons
74 Family has taint of orc or goblinoid blood, f amous brutes
75 Ancestor f amously went into f orest f or secret rites with nonhumans
76 A f amous clumsy idiot of clan caused a huge disaster people still not over
77 Ancestor f amed necrophiliac burned at the stake
78 A f amous cruel hell rake ancestor partied with cults, brigands and drug f iends
79 A f amous spouse murderer had 3d4+3 partners bef ore killed by enemies
80 A f amous ancestor slandered the crown who, king killed most of the clan
81 A f amous ancestor collected f orbidden books and ancestors then disappeared
82 A f amous cruel sea captain was marooned by crew somewhere

83 A f amous knight kidnapped and killed local maidens, rumored to serve devils
84 A ancestor was rumored to have been to hell and back somehow
85 Family have a horrible evil motto most think disgracef ul today
86 Famous ancestor last seen riding into hole in hill with demons, a stone slab in place today
87 Ancestor had royal af f air and was horribly murdered by rivals and enemies
88 Ancestor started a cult which was stamped out by state af ter their death
89 At a certain night ghosts appear at clan home to condemn all f or villainy
90 Ancestor rumored to have illicit sex with animals, f amily maintain just enemy slander
91 Ancestor built a strange f olly which locals avoid and f ear
92 Ancestor known as decadent f iend, last seen at party where demons dragged them away
93 Ancestor collected f unds f or church then drunk and gambled and whored f unds away
94 Started a doomed crusade that resulted in thousands dead and bitter international resentment
95 Famous inquisitor or witch hunter killed hundreds bef ore executed by own f ollowers
96 Brief ly an ancestor held top position in kingdom bef ore being murdered by rivals
97 Ancestor rumored to have been evil wizard, torn apart by invisible demons in market square
98 Ancestor rumored to have been demon cultist or of f spring, killed by animals in village
99 Ancestor f amous magician, crackpots harass clan f or magic hidden secrets
100 Ancestors true parent a demon, devil, beast lord or elemental lord

e lf m aidsando ct o pi.blo gspo t .co m .au


http://elfmaidsando cto pi.blo gspo t.co m.au/2013/12/d100-rival-dungeo n-parties.html

D100 Rival dungeon parties

Using a f ew things of f that list to f oreshadow one of thee gangs in the dungeon would add extra exitement to
those random generic murder holes we call dungeons.
If it does not specif y they are good or evil consider giving party a curveball with alignment variations f or these
parties. Many greedy and willing to kill son good not so common. Misunderstandings occur also.
D100 rival dungeon parties
01 A band of local sherif f s, bailif f s, posse recruits out f or revenge, rescue and a buck
02 A band of f earless vikings with some slave labour out to methodically kill everything
03 A band of barbarians and beast companions looking f or heroic trophies and experience
04 A band of knights and squires looking f or deeds of daring do to earn f ame
05 A holy band or priests, holy knights and zealous warriors out to kill evil
06 A band of mercenary soldiers out f or a buck, dirty, brutal and cruel
07 A squad of prof essional soldiers with auxiliaries on a mission f rom authorities
08 A band of yeomen killing everything they can methodically, pref erably f rom a distance
09 A gang of bandits f rom roads or countryside looking f or a lair or loot
10 A gang of thieves looking f or anything to kill and rob, quiet and ambush rather than direct

11 A cult looking f or relic or a new place of worship or f or sacrif ices


12 A party of templar warrior priests out to destroy evil in name of good or law
13 A party of templar warrior priests out to control dungeon in name of chaos or evil
14 A group of priest, guards and villagers hunting undead or cultists
15 A group of witches looking f or relics or magical components with cult body guards
16 A group of holy hermits of city and wilderness on pilgrimage to perf orm miracles
17 A group of Druids seeking of f ense to the cosmic balance and the middle path with bets and guards
18 A gang of prof essional killers stalking down here f or training or seeking a hideout
19 A gang of bounty hunter scum taking scalps and looking f or wanted adventurers gone bad
20 A wizard and his students and some guardians on f ield trip looking f or magic stuf f
21 A wizard looking f or relic or evil minions to recruit, wants to set up shop with gang here
22 An order of monks looking f or relics and enemies to practice their technique on
23 An order of monks come here to establish a secret monastery and take over
24 A gang of martial artists are here to catch victims f or gladiatorial cage matches, want to settle here
25 A gang of martial artists out to be best and baddest moving in to show how tough they are
26 A bunch of drunken masters pretending to be harmless hobos using selves as bait to to hunt
27 A dark druid sect of blood druids or black robe necromancers are settling in to be new lords
28 Druids here f or combat trials and ordeals in gangs, of ten bare chested or even naked
29 A summoner and his gang of misf its creatures seeks a new head quaters or just loot
30 A elementalist and his students and bets is here to f ind new pets or treasure
31 A group of musical bards and heroes looking f or adventure
32 A group of curious bards trying to survive dungeon with power of song (well mostly)
33 A mixed adventurer party led by a bard looking f or ancient treasures of song and music
34 Bards seeking artistic inspiration and gloomy dungeon places to romanticize
35 Sorcerer and cultists looking f or drugs or exotic luxuries or magical items
36 Sorcerers looking f or evils stuf f to build a power base with to ruin local area to please demons
37 Elder god cultists with mask or wearing hoods, thugs and magicians and murderers
38 Evil cult or mob f rom local area here to deal with monsters as per usual cannot have witnesses
39 Imperial sorcerers with guards seeking magic treasure f or the empire
40 Sorcerer cult called here by voices f rom beyond, now await next orders
41 A band of Dwarves seeking glory, relics, lost tech, magic or other loot here to f ight
42 Dwarf berserker psychopaths killing all intruders into their realm
43 Dwarf alchemists f ield trip f or materials and weapon testing, bombs, guns, golems and guards
44 Dark Elves here to assert evil inf luence over dungeon with silver and magic f ungus
45 Bright elves here to cleanse ancient evils they f eel partly responsible f or f rom the dawn time
46 Gnomish explorers seeking metal and gems, with pets and a spellcaster
47 Wicked redcap gnomes that may grow huge at will with bloody halberds
48 Hairless gnomes of the deep with white eyes looking f or vital magic f or their survival
49 Ugly grey gnomes with steam and magic automatons and gunpowder weapons
50 Black hat gnomes with poison daggers and blowpipes and spears riding giant bats
51 Half ling explorers, doughy tough little guys who are pretty smug they can kill f oes with rocks
52 Half ling teens out having an adventure sneaking about in dark looking f or trinkets or pocketmoney
53 Furious goatmen with witch and a chaos war champion declare this property of a demon lord
54 Degenerate mongrel men have had enough being cattle and are revolting against all pure bloods
55 Snakeman magician with reptile men troops seeking lost lore or hidden sleepers of their f olk
56 Horrible albino cavemen have been lead here by tribal magician
57 Ape man and carnivorous ape f amily exploring f or meat and possible home
58 Stag men hunting and killing enemies with wood f olk and animals f riends, possibly a druid
59 Insect men looking f or nesting ground and prisoners f or larvae
60 Evil changelings seeking hierarchies to inf iltrate f or takeover

61 Good changelings in human f orm adventuring, possible mixed band (1in6), some romantic (1in6)
62 Wily octopus f olk f rom f ar of f lands seeking, adventure, cash and good stories
63 Chaos cultist octopus f olk f rom f ar of f lands seeking location and sacrif ice f or depraved rituals
64 A mob of young giants and ogres and trolls looking f or a home or f ood, constant in f ighting
65 A cult of psionics lurk looking f or lay lines or crystals to enhance powers
66 Escaped convict gang have f led in here to kill everybody who sees them till f ar f rom prison
67 Special f orces with guns f rom other plane her to loot and vivisect and gather intelligence
68 Magician with golem or demon and other f ollowers using heavy hitter to seize dungeon
69 Teenagers f rom local area looking to make a quick buck and leave this backward area
70 Dwarves greedy f or gold kill any who hold out on what is rightf ully theirs
71 Rangers exploring dungeon looking f or f uture threats to area stability and monster population
72 Fishmen with shoggoth to f ight and carry loot exploring f or lost gold and elder god artif acts
73 Wizard with assorted hybrid animal monsters looking f or breeding stock and training beasts
74 A band of ogres moved in to take over and just want sacks of loot and dinner
75 Slavers have moved in and recruiting monsters f or guards and kidnappers
76 Swine men devil worshipers moved in and set selves up as lazy overlords over other creatures
77 Someone chopped up a troll and scattered all over dungeon, now roaming teen troll gangs
78 Ant men looking to build a royal hatchery and start a colony f or their pregnant queen
79 Cockroach men scuttling about looking f or horrible f ood, hate any who bring light into the dark
80 Hyena men war band looking f or victims and f ood, will skirmish stronger f oes or wait till weak
81 Rat men here to spread disease f or the plague god with pet bear rats and common black rat swarms
82 Badger men here looking f or loot and new territory, f eel competitive with humans
83 Chaos war band of mutant demon worshipers are here looking f or f ights and sacrif ices and f ood
84 Cave men with pet cave bears or lions moving in and seek hunting trophies to prove virility
85 Kobold commando squad with group of suicide bombers and a kobold magician of some kind
86 Kobold trappers f itting in deathtraps willing to skirmish and use their cunning and ordinance
87 Kobold construction crew and beasts of burden (carrion crawlers?) f inishing new work
88 Goblin warband seek revenge against human f or past deeds, sound the drums and let loose horde
89 Goblin wizards and guards looking f or magical treats, demand spell books and magic
90 Goblin gardeners spreading dung, spores, baby monster grubs and eggs
91 Goblin beast rider clan, with giant bats, dire wolves or other creatures as mounts f or skirmishers
92 Hobgoblins troops marching about looking f or enemies of goblins to kill and rob
93 Hobgoblins led by a dark elf f rom underlands, seeks alliances with monsters and evil doers
94 Hobgoblin f olk looking working f or f ood and loot, easily of f ended by humans and enraged
95 Bugbear assassins lurk here looking f or intruders to dungeon, solo or big ambushes used
96 Bugbear troops prowling in gangs looking f or loot and f ood and hunting outsiders
97 Bugbear mercenaries hired by other monster to kill intruder adventurers, very prof essional
98 A rival adventurer party state they have claim, tell claim jumpers to piss of or be killed
99 A rival adventurer party hear someone been beating them to best stuf f and want compensation
100 A rival party of old f amily enemies, escaped boss monsters and other party enemies or their kin

DRAMATIC PERSONAE
d6
(red,
blk)

Character
type

11
12
13
14
15
16
21
22
23
24
25
26
31
32
33
34
35
36
41
42
43
44
45
46
51
52
53
54
55
56
61
62
63
64
65
66

Ranger
Druid
Hermit
Barbarian
High Elf
Low Elf
Peasant
Herder
Monster
Thief
Laborer
Sailor
Maiden
Youth
Trader
Goodwife
Priest
Mercenary
Witch
Guard
Prostitute
Beggar
Dwarf
Servant
Bureaucrat
Trickster
Knight
Performer
Constable
Villain
Scholar
Wizard
Artist
Merchant
Noble
Ruler

1.

2.

3.
4.

Roger SG Sorolla 2011

1: Enemy
Intimacy
Civilization
Temptation
Sorcery
Mortality
Confinement
Novelty
Theft
Humanity
The law
Superiors
Bad luck
Cruelty
Injustice
Money losses
Neighbors
Heresy
Ideals
Religion
Foreigners
Opposite sex
Hunger
Ridicule
Punishment
Disorder
Boredom
Defeat
Failure
Crime
The weak
Reality
Ignorance
Convention
Surprises
Shame
Assassination

2: Desire
Freedom
Nature
Solitude
Pleasure
Experiences
Amusement
Food
Respect
Killing
Wealth
Rest
Adventure
Love
Sex
Friendship
Peace
God(s)
Danger
To be feared
Obedience
Admiration
Pity
Alcohol
Security
Idleness
To humiliate
Glory
Fame
Justice
Power
Knowledge
Magic
Beauty
Possessions
Status
Prosperity

3: Good
Temperate
Calm
Helpful
Tough
Gentle
Joyful
Humble
Generous
Sensitive
Daring
Honest
Hearty
Modest
Optimistic
Polite
Sympathetic
Reverent
Brave
Insightful
Stalwart
Heart of gold
Observant
Boisterous
Discreet
Meticulous
Charming
Chivalrous
Cheerful
Righteous
Tragic
Learned
Ambitious
Creative
Cautious
Idealistic
Dignified

4: Neutral
Silent
Raving
Ascetic
Impulsive
Distant
Mischievous
Gullible
Proud
Reclusive
Braggart
Energetic
Eccentric
Innocent
Enthusiastic
Argumentative
Talkative
Prudish
Cynical
Scheming
Stubborn
Saucy
Suspicious
Frank
Obsequious
Lazy
Glib
Tenacious
Sentimental
Logical
Lustful
Inquisitive
Unusual
Flamboyant
Vain
Refined
Careworn

5: Bad
on d6
Restless
1-2
Callous
1-2
Irascible
1
Aggressive
1-2
Inscrutable 1-3
Contrary
1-3
Intolerant
1-3
Vengeful
1-2
Devious
1-2
Cruel
1-3
Bullying
1
Depraved
1
Fearful
1-6
Careless
1
Dishonest
1-3
Sarcastic
1-6
Gluttonous 1-2
Uncaring
1
Spiteful
1-5
Corrupt
1
Miserable
1-5
Rude
1-2
Clannish
1-2
Ineffective
1-3
Difficult
1
Evasive
1-3
Fanatical
1
Clownish
1-3
Tyrannical 1
Amoral
1-2
Impractical 1-2
Insane
1-2
Rebellious
1-2
Stingy
1-2
Haughty
1-3
Egomaniac 1-2

Row: To determine which type of character is being generated, roll a red d6 and black d6, or just choose the
character type you wish. Higher red die numbers are more appropriate for civilized areas, so you may want
to roll 2 red dice and take the higher in a large city, or the lower if in the wilds.
Column: Roll 3d6 for three traits. If you roll doubles or triples, take the trait from that numbers column,
then roll one (doubles) or two (triples) distinctive traits (step 4). If you roll 6es, each of these is also a
distinctive trait. All other numbers, take the trait from that numbers column. Enemy is what the character
fears or hates.
Female? Roll a d6, a score within that range means the character is female. You may want to adjust these
probabilities for the assumptions of your world.
Distinctive traits: If step 2 requires you to roll distinctive traits, first roll a red d6 and a black d6 to determine
the row from which you are stealing another types traits, then roll 1d6 for column. If you roll a 6 for
column, either invent something thats not on the chart, or use column 4.

DRAMATIC PERSONAE

Roger SG Sorolla 2011

Character Subtypes. If another type appears in parentheses, roll one die for traits on the column of
that type instead of the base type.
Ranger: Hunter (Herder), Tracker (Mercenary)
Druid: Shaman (Barbarian), Witch Doctor (Barbarian)
Hermit: Oracle (Wizard, female)
Barbarian: Berserker (Mercenary), Savage (Druid), Wild Man (Ranger)
High Elf: Dark Elf (Villain), Sea Elf (Sailor)
Low Elf: Pixie (Performer), Sprite, Leprechaun, Wood Elf (High Elf)
Peasant: Farmer, Villager, Fisher (Sailor), Bully (Thief), Halfling (Low Elf)
Herder: Animal Trainer (Ranger), Desert Warrior (Barbarian), Shepherd (Youth), Shepherdess (Maiden)
Monster: (Use a row from an appropriate type; thus, Barbarian for a Werewolf; Trickster for a Were-rat...)
Thief: Bandit (Mercenary), Burglar, Gangster (Guard), Pirate (Sailor), Raider (Barbarian)
Laborer: Woodcutter, Miner (Beggar), Stevedore (Sailor), Teamster (Herder), Bearer (Servant)
Sailor: Ferryman (Trader), Gondolier (Performer), Captain (Merchant), Pirate Captain (Thief)
Maiden: Vestal (Priest), Coquette (Prostitute)
Youth: Acolyte (Priest), Apprentice (Wizard), Student (Scholar), Linkboy (Servant)
Trader: Armorer, Bartender (Goodwife), Blacksmith (Laborer), Craftsman (Artist), Innkeeper
Goodwife: Barmaid (Prostitute), Mother-in-law, Wise Woman (Witch)
Priest: Healer (Hermit); Martial Monk (Hermit, Constable), Friar (Hermit, Scholar), Inquisitor (Constable)
Mercenary: Assassin (Villain), Bodyguard (Guard), Bounty-hunter (Constable), Gladiator (Performer)
Witch: Fortune Teller (Wizard), Hoodoo Man (Druid, male)
Guard: Executioner (Monster), Jailer, Slaver (Villain), Soldier (Mercenary)
Prostitute: Courtesan (Noble), Pleasure Slave (Servant), Wench (Goodwife), Slattern (Beggar), Catamite (male)
Beggar: Vagrant (Ranger), Madman (Artist), Prisoner (Peasant)
Dwarf: Gnome (Low Elf)
Servant: Butler (Bureaucrat), Cook (Trader), Maid (Goodwife), Slave (Laborer)
Bureaucrat: Accountant (Servant), Scribe (Scholar), Tax Collector (Guard)
Trickster: Rake (Noble), Swindler (Thief), Gambler, Duelist (Mercenary), Pimp (Villain), Urchin (Youth)
Knight: Temple Guard (Guard), Cavalier (Noble), Paladin (Hermit)
Performer: Actor (Artist), Exotic Dancer (Prostitute), Jester (Trickster), Juggler, Bard (Ranger), Singer
Constable: Thief-taker (Mercenary), Rat Catcher (Beggar)
Villain: Cultist (Priest), Murderer (Monster), Torturer (Constable)
Scholar: Academic, Librarian (Bureaucrat), Teacher (Trader), Sage (Wizard), Theologian (Priest)
Wizard: Alchemist (Scholar), Necromancer (Villain), Illusionist (Trickster, Performer)
Artist: Painter, Sculptor, Decorator, Architect (Scholar)
Merchant: Caravan Master (Herder), Smuggler (Trickster), Banker (Trader)
Noble: Aristocrat, Fop (Performer), Heiress (Maiden)
Ruler: If ruler of a specific class or guild, roll one die on that row.

Example characters:
Random 1: red 2 black 1 (Peasant). 3d6: 1,3,4. The gender roll is 4, so male. Gump is a stereotypical,
humble peasant who is suspicious of strangers (hates novelty) and is very gullible.
Random 2: red 4 black 1 (Witch). 3d6: 2, 2, 6. The gender roll is 1, so female. The Witch has one
typical trait (column 2, wants to be feared) and rolls two unusual traits, one for the doubles and one for
the 6. The first trait is on the row, red 3 black 6 (mercenary), a further d6 gives 5, she is uncaring. The
second trait is on red 4 black 5 (Dwarf!), a further d6 gives a GMs choice or the 4 column result
(frank). GMs choice: Cathrax is a human only as tall as a Dwarf, explaining her need to be feared.
Stock character: I want a torturer for my game, a subtype of Villain with 2 dice from Villain and 1 from
Constable. I roll triple 5, and 6 for gender, so male. Already he is amoral (from Villain) and tyrannical
(from Constable, using the second 5). A third die is free; rerolling, I get red 1 black 3, Hermit, with the
die 1 ... fears Temptation. Thinking a bit, I decide that this represents a kind of repression in the
torturer Henbane which leads to his pathology.

Random NPC Generator for Swords & Wizardry


This quick and easy generator will create a variety of NPCs from levels 1 to 4. The Age range is probably best used for Humans
since lifespans for demi-humans may vary between campaigns. If you need to determine full stats, assume they have achieved
the Prime Requisite for their class and roll the rest with 3d6 in order.

ROLL ALL THE DICE!


(1d4, 1d6, 1d8, 1d10, 1d12 & 1d20)
CLASS (from d8 table)

SEX

d4

ODD

Male

1-2

Elf (1)

Magic User(8)

EVEN

Female

3-4

Necromancer(1)

Paladin (8)

ALIGNMENT

d6

1 or 6

Chaos

3 or 5

Neutral

2 or 4

Good

AGE
1

10 + d20 result

2-3

31 + d10 result

4-5

41 + d8 result

50 + d20 result

CLASS
1

d8

Elf or Necromancer

2-3

Cleric

4-5

Fighter

Dwarf

Halfling

(d4 odd or even)

8
Magic User or Paladin (d4 odd or even)
For Necromancer and Paladin classes see Knockspell #1
LEVEL

d10

d12

1-5

Level 1

6-7

Level 2

8-9

Level 3

10

Level 4

1
2
3
4
5
6
7
8
9
10
11
12

FEATURES
Twitchy
Lazy Eye
Stutterer
Gap Toothed
Limps
Tattooed
Earrings
Sunken Eyed
Thin Lipped
Big Eared
Pointy Nosed
Square Jawed

d20

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

NATURE
Smiling
Sullen
Affable
Excitable
Squeamish
Rude
Oblivious
Cowardly
Helpful
Lazy
Trustworthy
Shady
Scurrilous
Adept
Intuitive
Curious
Bored
Energetic
Clumsy
Nervous

James R. Cone 2009

Labyrinth Minions

Finding hirelings, men at arms, and henchmen


Attempting to employ hirelings for labyrinth exploration consists of two parts: 1) Finding adventurous types willing
to enter the mythical underworld for pay, and 2) Determining what sort of duties theyre able to perform.

Locating Potential Hirelings:


Each day in an urban environment, characters may attempt to locate hirelings. This undertaking consists of speaking
with barkeepers, serving wenches, local barflies, and the like as well as posting notices and/or hiring a crier or agent.
Generally speaking, characters can spend 5gp in each tavern/inn frequented by adventurous types plus one
additional effort which represents the street. For example, in a town with a tavern and an inn, three attempts
totaling 15gp expense may be made, one for each of the two establishments and a third for the rest of the town in
general. The game master may rule that no hirelings are available, especially in small villages and the like.
Each attempt locates 1d6-2 potential hirelings. Medium cities get a +1 modifier. Very large cities get a +2 modifier.

Potential Recruit Types:


Once the number of interested parties is
determined, the type of each applicant must
be determined. For each, roll 1d12 and
consult Table 1:

Table 1. Recruit Types

Roll
1-4
5-11
12

Type
Non-Combatant
Man-at-Arms
Adventurer

Explanation
Porter, torch bearer, cook, etc.
0-level fighting man
Classed NPC

Non-Combatants:
These are willing to enter dungeons as part of an expedition but will not fight except to defend themselves. They will
usually have 1d4+1 hit points and will be armed with a dagger or a club.
Men-at-Arms:
These swords for hire are the most common type of dungeon hireling and will fight for their employers granted they
are treated fairly and not given any overly-risky duties. Normal morale and loyalty rules apply at all times. All menat-arms have a dagger.
Roll 1d4, 1d6, and 1d8, then consult Table 2 to determine each man-at-arms hit points and gear:
Table 2. Man-at-Arms Hit Points and Gear

Roll
1
2
3
4
5
6
7
8

(d4)
Hit Points
3
4
5
6
-----

(d6)
Armor
None
Leather
Studded
Scale
Scale
Chain
---

(d8)
Weapon/Shield
Hand Axe + Shield
Short Sword and Mace
Long Sword + Shield
Short Sword and Spear
Short Sword and Spear + Shield
Short Sword and Short Bow
Long Sword and Axe + Shield
Long Sword and Short Bow

Adventurers:
These are NPCs with a character class. They will generally be first-level, but second- or maybe even third- level
characters may be possible if the game master allows. Adventurers of higher than third level will almost never be
encountered as potential hirelings. Adventurers are available to be hired as employees or can be recruited as
henchman/retainers. The game master must determine the class, level, and equipment of adventurers.
Normal rules for wages, reaction checks, and loyalty apply for all hirelings.

IdioSynCraCies In 010 1
by Randy Cox
Paul Jaquays
Tamara Wieland

,~
o
_

..

I..]!:;(Y:.. "" .
.... .....
ft.J.......
"'--./~

J ,---

\ 'I.....

\
1\

31-35
36-40
41-45
46-50
51-64

It is often said that it takes all kinds of people


to makea world,sowhyshould D&D make an exception?
A tendency exists in the game to make all rolled char
acters fearless ubermenschen that fear no evil, fail no
task and have no weaknesses; thus ending up with an
overabundance of James Bondish, Conansque, super
manic, Blaise hero types. To alleviate the number of
these shallow characters and create some really unique
personalities, some basic assumptions can be made.
First it would be unreasonable to assume that the average character might have anything but a relatively normal personality. On the other hand, it's rather difficult to imagine that anyone could live through the conditions encountered in dungeons, etc. could still remain completely normal. (Can we define what is normal though?) In fact, in some cases the mental stability
of some might be impaired. Such stress could bring
minor to severe psychological and phsiological alterations in a character. Henceforth they (these strange
aberations) shall be known as idiosyncracies. They can
be both a hindrance and a blessing.
As a note to DM's, we have tried to give some
ideas and outlines for idiosyncracies in this text, byt
we encourage you to use your imagination in applying
them to your monsters, characters and non-player
characters. How about a hypochondriac dragon, or
practical joking orcs, an EHP that stutters or an absentminded wizard? The above are just a random sampling
of the zany and unexpected things you can throw at
the group to tresspass your hallowed halls or virgin
forests. An occurance rate for Idiosyncracies migh~
be anywhere from 5-30% depending on your tastes in
running a game. I hope eve~one enjoys these charts
and realizes the fun that may be had (and thecharacters
that may get had, but that is to be seen.)

1
2
3
4
5
6
7
8

01-05
06-10
I I-I 5
16-20
21-25
26-30

Hiccupping
Stuttering
Felix Unger
Slob
Practical Joker
Political Activist

Phobias I (re-roll below)

1-2
3-4
5-6
7-8
9-10

Acrophobia
Agorophobia
Claustrophobia
Nyctophobia
Magiophobia

70-79

Phobias II (reroll below)

1-2
3-4
5-6
7-8
9-10

Insectoids
Rodents
Specific monster type
Flying Animals
Undead

80-97

Allergies (re-roll below)

98-99
00

25

Manic Depressive
Hypochondriac
Pyromaniac
Paranoid
Hyperactive
Hypoactive
Split Personality
Kleptomaniac

65-69

I
2
3
4
5
6
7
8

Idiosyncracies Chart

Bigot
Vandal
Pack Rat
Absent Minded
Special Mental Disorder
re-roll below

Fur
Dust
Insect bite/stings
Food type
Medicine type
Magic
Two of the above
Three of the above
Roll again twice
Roll again three times

Paranoid - Always on the lookout because everyone


and everything is out after him personally. He will alternately switch from the front of the group to the
back, depending on whether he distrusts his companions
or the monsters more at the time. Impulsive - runs
about attacking shadows, noises, and dark comers.
When any mistrust begins in the group he over-reats.
Not easily surprised - only on 2 consccutive rolls or a
1 or a 2 on a D6.
Hyperactive - Constantly exploring, running, jumping
and talking. Tends to be in the front of the group. Has
endless enthusiasm that tends to wear on your nerves.
Welcomes dares and will do almost anything. Very
impulsive. + I0" on all movement factors and + I on
initiative. Usually always has the first strike.
Hypoactive - Constantly nagging to stop and rest. Tends
to follow the group at as slow a pace as possible. Will
do nothing willingly or without encouragement. Moves
as little as possible. Basically lazy. Has -10" on all
movement factors. -Ion initiative rolls. Usually will
strike 2nd in melee.
Split Personality - At least 2 different personalities
will be evident in this idiosyncracy. Usually they will
be opposite, but not necessarily. Use imagination and
set up a change cycle. Reroll on chart to determine the
idiosyncracies of each personality. Slob - Felix Unger
types, Male-Female, Agorophobic-Claustrophobic, etc.
are just a few of the possible combinations.
Kleptomaniac - Enjoys being in the obscure comers
of the group, often close behind the most wealthy
members. Definitely not to be trusted with the treasure. Will compulsively swipe something out of every
room entered whether valuable or not. Has +20% on
pickpocketing ability.
Phobias - In each of these phobias-50% chance of victim going berserk until restrained and 50% chance of
passively withdrawing, that is going into shock, til the
situation is removed.
Acrophobia - Will go no closer than 10' to an unrailed
drop of 20' or greater. Avoids ladders, rope climbing,
swinging bridges, rooftops, and mountains. Poses a
serious problem to levitating MUs and high climbing
thieves.
Agorophobia - Fear of open spaces, like wide prairies,
open cavernous rooms or anything over 75' wide.
Monsters often have the worst cases while in more
intelligent creatures it is less pronounced.
Claustrophobia - Fear of confined spaces. Refuses to
enter passages smaller than 5' wide or room smaller
than 10' square. Will go into immediate panic if a
door is shut and locked behind them.
Nyctophobia - A fear of the dark. He will proceed nowhere willingly without a lit torch or someone to hold
his hand, he is paranoid of dark places, shadows, and
noises. Gets along well with practicing pyros and can
more easily identify sources of light in the darkness.
Magiophobia - Fear of magic use. Will not have dealings
with MUs. Will go into a fear state if magic is used
nearby. Can identify a MU on sight.

Hiccuping - Usually occurs in stress situations but can


be constant. A quest might be in order for some temporary cure. Is usually severely distracting and annoying to player for 1-10 melee rounds. Dex. -2, Hit prob.
-5, AC -I, -10" on all movement rates while hiccupping.
Stuttering - Not a good leader because he is hard to
understand. However, he is a good listener and has an
excellent memory, plus Charisma is -5 while talking.
Felix Unger - Compulsively neat. Alignment always
lawful. Often found cleaning dungeon rooms, sharpening swords, or rearanging backpack during rest periods.
His weapons are always in excellen t shape, giving him
a + I hit probability in the Ist two rounds of melee. He
dislikes dirty jobs and is a meticulous mapper. Makes
a good group leader if tolerated and often has a high
Charisma (13 to 18). (A n example would be J. Mark
Hendricks. ex-roomate of ye editor emeritus.)
Slob - Ancient ancestor of Dungeoneer editor (known
for perfecting the verticle piling system.) Alignment
is usually neutral or chaotic. Unconcerned with dirty
work or personal hygeine, master of the verticle piling
system - has an affinity toward finding valuables
in junk piles. Requires an extra melee round to retrieve
anything from back pack.
Practical Joker - Incessantly tricks and teases members
of group, carries material for tricks and traps and identifies them at +1 or +2. Goes about kicking dead bodies,
changing signs on doors, exploding stink bombs and
rusting chain mail. Enjoys making others look very
foolish, often found missing, takes lots of independent
action.
Political Activist - Definite revolutionary. Anti-establishment (remember that word?) 'fends to cause trouble
for group leaders. Caries many scrolls and posters,
occasionally carves slogans on dungeon walls. Great
ability at talking people and monsters into doing things
and generally rabble rousing. Voice has an effect equal
to chamling. Victim i,as +5 to saving throw as against
magic. Activist has +2 added to his charisma.
Bigot - despiese Elves, Dwarves, Hobbits, Humans, halfbreeds, MUs, Clerics, nobility, thieves, fighters, etc.,
anything unlike his own race and/or sex or Social status.
Verbally he will discredit, antagonize and attack his
victims. When provoked, he will physically attack but
stop short of fatally wounding hos victim. Will defend
only himself in melee. Tends to divide group and spread
mistrust. Usually has very few friends.
Vandal - Heavy into destruction of property, leaves
a trail of graffiti and broken objects. Alignment is
usually chaotic. He cannot leave a room undistrubed,
goes around breaking magic mirrors, disturbing insect
nests, and setting off traps. Does not get along with
Felix Unger types or Little Old Ladies in Tennis Shoes.
Packrat - Picks up anything shiny, interesting or possibly
useful within the next 100 years. Always seems to have
just what is needed. Will not throw anything out, even
if something more valuable is found. Feels a certain
kinship with friendly dragons andspeaksdragon fluently.

26

Absentminded - Spends much time looking for personal


belon'gings because he is constantly misplacing them.
Often 'found staring blankly at walls and is in constant
mental debate. Because of this he has +1 added to his
intelligence. However, 20% of all thing laid down or
misplaced or hidden by him will be pennanently lost.
MUs have a -20% chance of remembering a certain
spell in a crisis situation.
Manic-Depressive - Goes in cycles that altennate from
optimism to pessimism. Roll for length of cycles from
4 hrs. (24 turns) to a week, Makes a poor leader because he altennates from gung-ho to give-up. And his
followers tend to become disenchanted with him. Optomist is + I on all melee rolls and has + I on his AC.
Pessimist is -Ion all melee rolls and has a -3 Charisma,
Pyromanic - Is channed by large fIres and would enjoy
nothing more than burning the dungeon out. Can only
be an expert in the use of fIre-bombs and torches. With
an IQ of 13+ he may refIne his own high-eombustible
oiL He is +2 in all attacks with rue and + I on his saving
throw against any kind of fIre.
Hypochondriac - Developes symptoms of any possibly
available disease, even when his race is not susceptible.
Complains often about dampness and musty dungeons,
but stays too healthy to get sick. Carries large fIrst aid
kit with numerous medicines and cures. +10% against
actual diseases. ~20% faster healing time, +2constitution.
Phobias - In any phobia related to aninlals or undead,
the player will react by partly losing rationality, and
taking the nearest means of escape. When fleeing is
impossible, he will turn and fight, but his fear will
affect his performance:
-10" Movement
-Ion saving thorw against that monster
+ I on damage recieved
-I to constitu tion
10% chance of hysteria for 1-10 melee turns.
MUs: -20% of remembering spells in a time of crisis.
Note: Some of the above phobias can be based on a
related allergy, i.e. Allergy to bee stings would cause
a fear of bees and wasps.
Allergies - After exposure to substance ofr 1-10 melee
rounds victim will become subject to the following:
Light Reaction: eye watering and sneezing up to 2
full turns after removal of source.
-I hit probability.
Medium:
Above plus asthmatic reaction. -3 hit
probility, -2 Annor Class.
Heavy:
Above plus skin rash and fever. As
above but 30% chance of balcking out
1-2 rounds every round.
Very Heavy:
Victim Catatonic. Cure light wounds
necessary to revive or help of a healer.
Fur - Induces sneezing at up to 20 ft. distant. 60% light
reaction, 30% medium, 10% heavy.
Oust - Tends to be a problem in dry places in dungeons
(crypts, mummies, undead) 60% light reaction, 40%
medium.
Insect Bites/Stings - 40% light reaction, 25% medium,
25% heavy, 10% very heavy. Also double damage.

Magic - Allergy to all kinds of magic, inclUding spells


and items.
.
Light Reaction: Withing 5' ofa magic item or MU casting 1-2 level spells.
Medium: Light contact with magic item. Within 10' of
a MU casting 3-5 level spells, recipient of 1-2 level spells.
Within 5' of a powerful staff or artifact.
Heavy: Grasping a magical item, ~ithin 10' of a MU
casting 6+ spells, recipient of 3-5 level spell, light contact with staff or artifact.
Very Heavy: Recipient of 6-7 level spell, grasping a
staff or artifact, use of a magic item.
Death - 50% upon recieving an 8th level spell, 100%
upon recieving a 9th+ level spell. 60% upon using a
powerful staff or artifact.
A Note about Allergies - Low constitutions (less than
6) will move to the next category of allergic reactions.
i.e. from light to medium or heavy to very heavy. Treat
from very heavy to a 60% chance of death.
As one might see above, we have only outlined
the possibilities for idiosyncracies. Other possible
ideas: Albinism, Atheism, Optomism, Pessimism, fear
of Light, fear of the Opposite Sex, other various phobias,
schizoids, narcotics, etc.
Sexual aberrations have not been overlooked,
they have been purposely left out. If you have any additional suggestions for the above list, work them out
and send the material to us and we'll try to make a
supplement to this article.

orton
TI,ese are an aromatic spice leaf that will double the
healing power of a Paladin when used. This also in27 cludes Rangers.

Old School Heretics


Motivational Dysfunctions
Theyre nothing but a bunch of rag-tag ruans, drifters, and cast-os from the
dregs of society whove been conscripted and sent o on a suicide mission for
some megalomaniacal despot who disavows all knowledge of their very existence.
The group is its own worst enemy.In-party squabbling wrecks everythingfeuds,
grudges, even outright contracts to dispose of each other.But why? Because
everyone is motivated by something and everyone is dysfunctional as hell.
A Note on Usage:
These motivational dysfunctions were designed for one-o convention-type
sessions made up mostly of strangers, although they have also worked out
prettywell for coming up with a few o-the-wall NPCs every now and then.
During character creation, each player roles 1d20 on this table. Its okay if more
than one player gets the same dysfunction; in fact it could get truly bizarre and
quite entertaining if everyone had the same Dysfunction as everyone else. These
particular dysfunctions are completely voluntary, but have proven helpful in
quickly fleshing-out a characters motivations and personality on the spot, which
can be helpful when using pre-generated characters.

d20 List of Motivational Dysfunctions


1. Abducted(?)
You believe that you are a diplomatic envoy in service to a powerful entity named
Tharaphandra. You think that you remember being abducted in the course of a
particularly dicult and sensitive diplomatic mission that may have failed because
of your absence, bringing about a violent war between those serving your master
and his despicable, dishonorable enemies. Roll to select one of your party members
as being one of the enemy. How many of these people are in cahoots with your
enemies, and whom can you trust?
2. Down and Out of Luck
You have no money left and a huge number of debt-collectors, loan sharks and
money-lenders are looking for you to collect against various gambling debts, fines,
interest payments, etc. If you dont get enough money together soon, theyll send
worse than collectors after you. Roll to select one (maybe more . . .) of the party as
a suspected (or actual) collector or snitch.
3. Mole
You belong to a secret society that serves a powerful entity (roll for random being)
and you must not let anyone learn of your ultra-secret sympathies. Your most
recent orders are to find a way to sabotage the group and prevent it from
achieving its latest mission without them suspecting anything. The master will be
severely displeased should you fail and that will bring horrific consequences down
upon you and everyone around you, so do not fail.
4. Eliminator
You were grievously wounded in prior fighting against (roll for a creature type) and
as a result you have the ability to sense these creatures. You have devoted yourself
to the eradication and elimination of these creatures and gain a +1 to hit them
over and above any other bonuses. Sadly, you also draw all such creatures as
attackers who head directly towards you as their favored target.

5. Hate Them
You have a deep and violent aversion to all things (Roll creature type: note that this
could possibly evenbe your own type). Your loathing of these horrid creatures
prevents you from trusting them, accepting healing from them, orfrom healing
them as well. You need to roll a Will save in order to not freak out, flee in fear or
become incapacitated with nausea or revulsion when confronted by such creatures
in close quarters. Prolonged exposure to these creatures will potentially trigger an
over-compensating and inappropriate response, perhaps poisoning them secretly,
or framing them for something that you did. You are convinced that you need to do
something about them, but what? You are not the sort to go berserk, nor do you
gain any bonuses for acting out upon your unreasoning fear, but you still have to
do something . . . maybe something sneaky, dastardly and behind-the-back.But
keep in mind that getting caught is almost as bad as not doing anything about
these hatefulthings.You know that they are mocking you even as they are
planning your demiseits you against them and one or the other will have to go,
sooner or later. Make sure its them.
6. Confirmed Phobic
You tend to get uneasy when confronted with anything vaguely resembling specific
creatures or individuals (roll/DM choice), and around large specimens of large
numbers of vermin you must make a Will save or go berserk, smashing or attacking
the vile, detestable things for all youre worth . . . no matter the circumstances.
Long ago, in your past, you were captured and tormented by a group of these
creatures. They remind you of bad things. Long suppressed memories surge to the
surface and you recall the terrible things that they did to you and you want
revenge. One of your fellow party-members seems uncomfortably familiar to you,
especially the more you recall of your past. (Roll randomly to select the partymember.) Perhaps they know something of your past, possibly they were present at
your torture as a fellow victim . . . or they might even have been involved. Paranoia
is a way of life you have long learned to accept and run withlike a blind man
running with scissors down a dilapidated stairway during an earthquake.

7. Out for Revenge


You are certain as certain can be that one of your party resembles one of the
beings who destroyed your childhood village and who just happened to have killed
your parents and siblings. Roll to determine which party-member it is that you feel
is this person. If any of your party happens to be your favored enemy (should you
be a ranger) they are automatically it.
8. Contracted Nemesis
You have been hired to arrange for an accident of the fatal and permanent variety
to befall a member of your partyin fact thats how you were captured; right when
you were about to spring your previously arranged ingenious trap, you were
caught. Roll to determine who is your target.
9. Actual Rogue
You are a drunkard, liar and petty thiefhow else do you think you wound up in
this outfit? Roll Will save 4 against compulsion to lie, steal, or drink to excess. You
are also a hopeless hypochondriac, certain that youve acquired some malignant
disease from all the unsanitary things youve been forced to touch or expose
yourself to over the years. Unfortunately you are incredibly healthy, but you wont
believe that, so feel free to whine, complain and exaggerate symptoms wildly and
often.
10. Unfortunate Illiterate
Any written form of magick is not only inaccessible to you whenever you so much
as look at a scroll, etc. there is a chance it spontaneously discharges or goes null
because of you. Spellbooks go blank after 1d20 minutes in your hands, your
presence causes spell casters minor irritation and headaches, you torment
scholarly-types by your existence and anything you manage to learn about writing,
runes, etc., gets twisted both in your mind and on the page or substrate it is
inscribed upon, ruining, discharging or voiding any such symbols you spend time
looking at. If you somehow managed to become a spellcaster, you are an intuitive,
psychic spellcaster or a tribal shaman.

11. Haunted
At certain times of distress you make a Will save or the ghost of a former colleague
whom you murdered or failed to save appears and tries to return the favor.
Incorporeal undead seek you out for you have a necromantic mark upon your soul.
The restless spirits of this sort will often seek to interrogate you rather than
attack, unless provoked past their tolerance. How good are you at blung?
12. You Hear Voices
Sometimes quiet and calm, other times frenetic and powerfully overwhelming.
Sometimes you can ignore them, other times you find yourself helpless to do
anything but what they tell you. (Will save or obey the compulsion to the best of
your ability for 14 rounds). The voices tell you that you are special, that you were
chosen to serve them, and that you will be richly rewarded and that they will grant
you great power and revenge over your enemies. But who are these voices?
13. Excommunicated
You have been kicked out of the religion of the cleric in your group. You get no
clerical healing, in fact any attempt to heal you by the cleric results in harm until
you recant, undergo a trial of purification and receive absolution from the deity or
its representativehowever if you con the party-member into believing that you
are willing to do this they immediately forfeit their clerical status and are cast out
as apostates. You may also harbor inappropriate(?) thoughts of getting the clerical
members of your party killed by seemingly innocent accident. After all, you
probably have a few potions or a healer along, right? Your touch defiles holy
symbols, your presence desecrates shrines and you have been known to soil a few
altars in your day.
14. Shoe Collector
You are so obsessed with amassing the greatest and most diverse collection of
footwear possible that it occupies practically every waking thought. You carry
along a special, secret bag of holding only for shoesno one must ever see the bag
or you may lose it and your collectionand that would be very, very bad for you.

The bag acts almost as though it were a familiar to you and losing the bag means
suering the same eects as losing a familiar, even if youre not a spellcaster.
15. Rot Gnawer
You are a connoisseur of all things rotten and decayed, in fact you are so crazed for
such foul fare that you are immune to food poisoning, receive a +5 bonus to all
poison-related attacks, saves, etc. You thrive on polluted waters, gangrenous flesh,
and worse things. To you, maggots are a special treat. You can eat practically
anything as long as it is rotten, decayed, or putrescent. By the same token, clean
water and fresh food make you nauseous and violently ill.
16. Corpulent Glutton
You are seriously overweight for your size/build. Add 5d20 to your weight, 1 from
CON. You are almost always out of breath when you need to exert yourself, unless
it is to eat more of whatever you can get your hands on. You will compulsively
sneak water, wine, food, or anything else consumable from anyone else in the
group whom you can bribe, beg, steal, or otherwise get things from. You always try
to drink potions immediately upon finding them and want to eat first, fight later.
You dislike to share, tend to be greedy and hold a grudge when it comes to food or
drink, neither of which you can ever get enough of, ever. Also keep in mind your
compulsion has absolutely nothing to do with nutrition, nor your abilityor inability
to actually taste, digest, or benefit in any way from the things you consume.
17. Bigoted Bully
You have a distinct hatred and distrust for those kindyou know, one of the other
party members (roll randomly). You will distance yourself from this character,
reject their help, and otherwise seek to allow them to come to harm through
negligence or withholding of resources or assistance. You would love dearly to beat
them up, but not if anyone is lookingafter all youre not sure that the others
would understand.

18. Egregiously Unsanitary


You never wash, accumulate filth, and tend to spread disease with your touch,
including any melee attacks you make with or without a weapon. Gods forbid you
should ever bite anyone. Your stench is oensive to troglodytes, even more so if
you are one. You are considered to be in the permanent center of eect of a threefoot diameter stinking cloud spell.
19. Overwhelming Timidity
You are the first to run away, withdraw or retreat in any confrontation. In fact you
tend to fade out of sight under the initial shock of a violent attack, ambush or
sudden loud noise. Any time you suer a loss of more than half your hit points a
personality shift is triggered that causes you to become recklessly brave, until
again reduced to less than half your hits when you switch again. Oddly enough,
and for completely unexplained reasons you regain full hit points, spells, etc. upon
switching personalities as though you started out fresh for a new day, each and
every time.
Please note: there are attacks that will drop you by half your hit points and on the
second attack kill you, rather than triggering the switchyou need to have a
minimum of 1 hit point per hit die to be able to make the switch; go under that
threshold and youre out of luck.
20. Hemaphobic Aversion
Make a Will save or you faint at the merest sight of blood.

Compiled, copyedited, and converted to PDF from the original post by Matthew W. Schmeer @
Rended Press. Hes sure there are still some stupid typos he missed somewhere in here.

e lf m aidsando ct o pi.blo gspo t .co m .au


http://elfmaidsando cto pi.blo gspo t.co m.au/2014/03/salty-seamen-o f-shadel-po rt.html

Salty Seamen of Shadel Port


Salty Seamen of Shadel Port
Most are male, some f emale or women in disguise which is a great dramatic moment reveal.
non human sailors possible later table. Some had more exiting or more horrible earlier careers which shaped
them.
d12 How did you become a sailor?
1-3 shanghaied against will by ship or navy
4-5 that or prison a f ugitive
6-7 that or be killed f ugitive
8 orphaned and adopted by crew
9 exiled f rom homeland f or crimes or dishonour
10 bought as slave or f rom prison
11 broke desperate f or cash, possibly debt sold to ship
12 looking f or long lost sibling or lover or revenge
d20 Quick Weird Seamen
T he city still is the greatest pirate stronghold in world and site of a f amous university with remnants of all the
prehuman races present so Exile island seamen is weirder than the continents. Will do bigger one later. About 1
in 50 sailors could use this.
1 young giant
2 lycanthrope
3 sailor f rom seas of hell or the underworld in human f orm
4 a sea dwarf
5 part elf
6 a sea elf
7 saintly descent
8 tako octopus f airy f olk
9 sea gnome
10 half ling
11 beastman
12 shapeshif ter
13 orc
14 goblin
15 hobgoblin
16 kobold
17 bugbear
18 ogre
19 troll
20 Undead
d20 Quick Slightly Weird Seamen
Most sea men are just mooks but a f ew could roll here f or extra sparkle. Probably one in six
with additional f eatures if you can roll on one again up to three times.

1 Tattooed
2 Drunk
3 Smokes
4 Pervert
5 Drug addict
6 Tells crazy sounding stories
7 Superstitious
8 Really a woman in disguise
9 Really under aged
10 Really older
11 Cursed
12 Sightly elvish
13 Sightly orcish
14 Slightly f ish man
15 Cultist
16 Criminal
17 Spy
18 Has encountered strange sea phenomena
19 Has a tragic story
20 Talks about lost treasure
1d12 Seamen Supplies
1 Islander sailor with loincloth, beads, tatoos, barbed javelins, shortbow and spiked club
2 Arctic sailor with f acial tatoos, bear tooth, thick f urs, harpoon, spear and blubber cutting pole arm
3 Ancient Empire Sailor with loin cloth, sandals, trident, net
4 Ancient Empire Marine with toga, short sword, two javelins, small shield
5 Old Empire Sailor with shirt, trousers, boots, hatchet or machete, dagger
6 Old empire Marine with scale armour, sabre, round shield, helmet and spear
7 New Empire Sailor shirt, trousers, boots, club, dagger, sabre8 New Empire Marine with shirt, trousers, helm,
breast plate, sabre, musket or halberd9 Pirate Sailor with shirt, trousers, boots, sabre, dagger, hatchet
10 Pirate Elite Deathwatch with shirt, trousers, boots, sabre, dagger, grenade or pistol
11 Just press ganged with loincloth, shirt, club
12 Old deckhand with shirt, trousers, boots, sabre, dagger, cargo hook, chain

d100 Salty Seamen of Shadel Port


Use f or some colourf ul sailors or use as crew on a ship all at once if needed or just in a dockside pub
01 Corky Barnacles a chubby white haired whaler who enjoys cooking and hacking blubber
02 Marny Downs a sealer f rom Bloodsand, mean especially to women, kills casually
03 Eric Sandbottom ,ex shipwrecked gone mad and f eral but a survivor, doesn't talk of ten
04 Barnibald Rumtrigger a good explorer, jolly f riendly swashbuckler always up f or a caper
05 Sarius Jule a explorer f or merchant cartels just out f or a quick buck and a con job
06 Ralia Dunard a criminal explorer rakehell up f or power and conquest by any means
07 Kerabus Chorizzo the chaos cult explorer seeks new f orms of chaos to revitalize f aith
08 Malhale Denad explorer f or the empire but dishonoured, hopes to restore position
09 Talzar Menrab f ormer agent of the balance currently glum and f atalistic and over struggle
10 Abe Stargaze able helmsman and has excellent instincts, f riendly to new crew
11 Garzer Codf inger a f isherman who lost all in tsunami and gone to sea, humble, practical

12 Seb Drooper ex impirial f leet sailor still holds high standards, bosses others around
13 Laden Karse ex merchant sailor, well dressed, tells stories of many f oreign ports
14 Douglas Black smuggler of dodgy goods and shif ty, always panhandling unsavoury goods
15 Klaus Kuntzman serial killer of prostitutes now gettib old f ound being a sailor perf ect cover
16 Raman Drous old story teller whith a story about everything in the old days
17 Z abu a f unny guy who likes jokes, f unny songs and is usually popular, nobody crosses him
18 Makana Trag a crazy incomprehensible story teller whose senile accounts could be right
19 Dan of the Deep is plug ugly but can swim and dive better than anyone, like a f ish!
20 Dick Drake a rum drunk sod hho manages to do everything roaring drunk
21 Stabbs Mc Shank a angry man prone to knif ing new recruits and uppity women
22 Caleb Crowseye expert climber and spotter, cheeky has a pet monkey
23 Z argran Felcher a creepy pervert up to strange sexual practices on ship or anywhere
24 Harrigan Mar covered in pornographic tatoos and loves to put on show f or a drink
25 Pelban Gull a tatooed carny man f rom circus with many exotic skills and vices
26 Menik Jarz a tatoo artist who of f ers to mark anybody anytime f or some grog
27 Pravit Pinsk a tatooed gangster f rom city gang, obligated by code to be lazy and exploiter
28 Marny Glum a paranoid bitter old f uck who grumbles about the worst all the time
29 Liraz Jarz a singer and bard taken to the sea to learn new songs with captive audience
30 Talia Razzu a woman in disguise as a man seems f riendly but quiet likes to f ight
31 Jimmy Hops a jolly old timer who is a secret transvestite on shore leave
32 Kazzer Tranz kind ships mate who tries best to keep crew a happy loyal team
33 Mars Hezzar a reliable ships mate a bit impatient and shouty but not a bully
34 Munarbo a tough but f air ships mate who keeps f loggings and keelhauling to a minimum
35 Varjan Syn a tyrant ships mate who uses his club with little provocation
36 Tarndak is the sadist ships mate, years of loneliness and death has made him mean
37 Carman Vaz a secret mutant seaman keeps his f reak def ormities hidden, very private
38 Rarz a hairy savage f rom strange land with poor language but great drinking skills
39 Vars Greeman a duelist and swashbucler who pref ers to rob and humiliate than kill
40 Z arja Doon a wagonless nomad banished f rom tribe f or murder, surly but loves knives
41 Kajuk a polar savage hunter f atalistic about lif e but longs to escape home to f amily
42 Ranan a barbarian f rom the continent who's tribe were exterminated by emperor
43 A sea barbarian dragonboat raider, f ierce, prone to beserk f its but loyal and honorable
44 Nako a horse nomad who's tribe have gone sof t by assimilating into conquered people
45 Wild savage of the druid king's tribes, snake worshiper of the f orests, boastf ul but short
46 Rildran Tor a continental f armer kidnapped and now a sailor, glum but still alive
47 Kodra ex slave f reeman became sailor as desperate f or cash, ship reminds him of home
48 Preda an ex slave escaped f rom empire when f reed by pirates, loves f reedom
49 Henny Barx a galley man got into sailing when pirates of f ered him better jpb or die
50 Kribbix T harg a gladiator who earned f reedom, got in debt and now in this crap hole
51 Malanzo Dorn a crazy treasure hunter and dreamer into get rich quick schemes
52 Hamardo Coraz a treasure hunting psycho who will murder his mother f or a gold tooth
53 Hedly Draz a treasure hunting greedy bully always spying on others and robbing them
54 Codran Tarrm rope master who can do amazing tricks with ropes
55 Doc a grumpy old sawbones who hares everyone, enjoys amputation and his f ilthy tools
56 Cookie, a butterball who can make anything into gruel, likes to catch birds and rats
57 Hradgar a depraved letch sea barbarian, delights in ruining decent men in red light area
58 Jindra Dan an innocent new young cabin boy the delight of all the crew who protect him
59 Donny Skaz a bitter out to survive cabin boy who has been abused and is suspicious
60 Randal Cod a bullied battered abused cabin boy, on his way to becoming a savage bully
61 Rigby dan a scrim-shore artist who spends time on valuable artworks and smoking

62 Praad Gar af raid of ghosts and superstitious, anything bad sets him of f on curse theories
63 Greer Turn returned f rom f ar east with unusual skills and outlook
64 Barag returned f rom f ar west with tatoos and jade lip plug and love of the blood goddess
65 Returned f rom empire drug adict and wanted criminal, cant return to f amily
66 Kraw an asian warrior f rom east with exotic f ighting styles but secretive, longs to return
67 Umbuta a lion worshiper f rom great grazelands of the south a f earless f ighter
68 Matu a islander kidnapped and now enmeshed in new lif e, dreams of return
69 Kabudda a cannibal islander kidnapped but cannibal ancestor rituals not noticed yet
70 Noh a monk f rom east amused by f unny sailor ways, very clean and patient
71 Amak pirate druggy f rom east, was agent of a cult but he lef t years ago but still hooked
72 Ma-leng strange man with turban f rom mysterious plateau in east, cultist and cannibal
73 Karak Tan a drug dealer who supplies grog, drugs and credit to ship mates, gang links
74 Z adan Trad a mysterious f oriegner reputed to have strange powers and tatoos
75 Tyrell Miurg a magician in disguise considered old but really is ancient sea wizard
76 Codor Mran sea druid searching f or wisdom but keeps quiet, speaks out f or nature
77 Prebiel Trarg rebel knight of empire on the run, hopes to return to seize estate
78 Kazder Jorne a empire agent spying on everything he sees f or the emperors spies
79 Germag Blarnes barons secret police in disguise, ruthless sadistic killer if needed
80 Gnorri Targ a scarred war vet, pessimistic, tough and very experienced f ighter
81 Pietr Pegleg a grumpy vet sailor who hates everyone and has a secret hidden in his leg
82 Old Patch a one eyed senior sailor with no time f or nobody, a master with a sword
83 Hooky a grumpy old hand likes f ighting, drinking and tormenting new shipmates
84 Phillipe a young n pretty new sailor f ancied by many horrible old pervs, others protect him
85 Gax a wild man of the poison jungle a savage who takes of f ence easily
86 Choppy the butcher loves his clever and stinking stained apron, he is always happy
87 Catous T haander a sloppy screw up who leaves a mess everywhere, others get blamed
88 Cesarre Rodan a crazy clown f orced into sailors lif e, horrible greasepaint over stubble
89 Meran Drox gun and black powder crazy, cannon expert carries lit f uses in beard
90 Xarg Hranx a savage beserker always f irst in f ight, good with heavy jobs and drinking
91 Kerraga Drawg a mean assasin trying to escape empire bounty hunters, hates strangers
92 Margus Trarg a cut throat thug always willing to take dirty jobs and f inish a f ight
93 Tredran a street theif turned sailor to escape gang lif e and travel, runs crooked gambling
94 Starrian Vrill a handsome youth longs f or home and girl, moody and mopes over love
95 Kegmax a gangbanger street brawler who likes to keep crew f ighting f it with ambushes
96 Terrian Mox a mercenary trying to get away f rom company and enjoys the lif e at sea
97 Z ebran Aman a lif elong pirate since a wee cabin boy, vicious killer but charming
98 Pilitus Frinif erus impirial citizen gone bad with noble money on the run but runs gambling
99 Warban T hrug a supersticious af raid of witches and sea monsters old f ool
100 Cernibrax a priest of the old sea gods in disguise, lays low keeps a secret
Every ship needs a lucky octopus. A Tako crewman knows things about sea and can speak to aquatic races and
to even the lords of the deep. T he empire has not discovered this yet and believe the slander f rom f ishermen
who f eud with octopi over many reasons. Not all Tako seduce f ishwives. Mostly. T he Barron has welcomed
them on condition they leave Bloodsand the sealing whaling town alone. Shadelport has banned eating of Tako
since allegiance ratif ied but country f ishermen love to bash and chop them.

Table 1-A.
Magical gems and sundry marvels
found in the eye-sockets of particular animated revenants
One-in-thirty animated skeletons are equipped with 1d2 magical gems or objects that have been carefully fastened
into their vacant eye-sockets. Roll on the table below to determine type(s).

(1) Copper Coin


One coin gives the skeleton the ability to come back from destruction at 1 hp the round afterwards (does not
work with destruction by turning).
Two coins give the skeleton this ability three times, and even works with destruction by turning.
rorschachhamster

(2) Rusted Metal Spheres (pair)


A pair of rusted metal spheres. The skull is packed with black powder and the revenant always carries a torch.
If successfully turned it tries to eat the torch.
One-in-twenty pairs are enchanted to bestow the curse of undeath on anyone they hit once the black powder
is ignited (or 1d6 negative levels, or similar).
fadedearth

(3) Tear of Turjan


Pale rose in colour, these large, tear-shaped gems softly call out to the living and the undead alike, somehow
singing an irresistibly beautiful song to charm any living creature with an eye socket big enough to hold it.
Any living creature within 12 feet of a loose Tear (and with an eye socket large enough to accommodate
it), must make a save vs Spell or fall under the gem's thrall and attempt to insert it into their eye.*
Those charmed will scramble to fight over possession of itthe winner placing it in their (un)empty eye
socketand immediately begin to gain control any nearby lesser undead** in a 360 yard radius of the
wearer of the socketed gem. Those undead creatures that fail their Spell save will then obey simple, one-word
commands given them by the gem's possessor.
Any undead creature may also attempt to possess the gem. If they successfully do so, they may influence a
number of undead (1d12 x their HD) to follow them, as long as they are of equal or lesser HD to the
controller.
If an actual tear that falls from the eye of a living victim to the earth is then mingled with a drop of blood from
the first kill of that gem's newest possessor, this then forms the seed for another pale rose gem in one month's
time.
Any enterprising necromancer privy to the written works of Eris the Ever-Living, might then dig these "seeds"
up and conduct the ritual to fashion them into more Tears of Turjan.
The curse of a Tear on a living creature may be removed only by a goodly healer of high level and in an
elaborate ceremony of great cost.
*A Good aligned creature is granted a +2 to their Will save vs. the effect of the gem.
**Lesser undead are considered to be animated skeletons, zombies, and ghouls; they are allowed a save vs Spell +2 if the new controller is of a Good (Lawful) alignment.

biopunk
DelusionCauses the user to think he has undergone the effect of any of the other potions on this list, whichever he seems to desire. In actuality,
nothing happens to him.
From Dungeons & Dragons (1978) by John Eric Holmes

(4) Eye of the Navigator


These thrice-damned jewels are found within the skull of their last owner and shine with an unholy light when
discovered. Three instances per day (for up to 1d6 turns at a time) an Eye may be used to peer into nearby
planes and dimensions. (The owner is invisible to extraplanar entities during these scryings.) Inconveniently,
in order to access the Eye's sensory apparatus it must be surgically implanted into a vacant eye-socket.
Though their authorship remains unknown, it is clear that the Eyes were originally used in pan-dimensional
navigation between planes.
Additionally, once per day the Eye can summon a temporary gateway into the Darkness Betweena sort of
hyper-dimensional short cut that runs betwixt the fabric of the planes. The owner of the eyes is undetectable
to the dangerous inhabitants of this quasi-plane but not companions.
The Eye may also distill one minor secret per day from those around it and will audibly whisper secrets to its
owner regardless if of their opinion on the matter. All Eyes are incredible gossips and are likely to know many
embarrassing tales of the gods and demon-lords. They are given to babbling on at inopportune moments.
Eyes may cast one or two clerical spells per day. They receive these indulgments from certain gods in
exchange for their silence on topics of especial sensitivity.
Needles

(5) Peacock Pearl of Pargethast


An iridescent blue-black pearl the size of an eyeball, usually set in the left eye socket of a skeleton. The pearl's
magic imbues the revenant with a tidal life-force. At high-tide, the undead is fully healed and attacks
ferociously (+2 to hit). At low-tide the skeleton will fall inert, becoming immune to clerical influence. Between
these extremes, the skeleton serves the last command of the one who set the pearl in the socket.
satyre

(6) Refracted Plight


Your hammer shatters through the skeleton's ribcage, snapping its spine. It collapses to the floor, staring at the ceiling, its rotten jaw falls
slack with the far-off sound of dry leaves. Barely visible purple light seems to emanate from the black gemstone bulging from its eyesocket. Then a hammer falls across your outstretched hand, crushing bones against the stone floor.
A ring of distorted doppelgngers closes around you, hazy purpled reflections of your hate on their faces as their hammers raise high.
Upon the destruction of the revenant bearing them, each Refracted Plight gemstone conjures 1d20 copies of
that which caused its demise. In the case of physical beings, they inherit the abilities of the original, but a
single attack will rend them asunder in chunks of flesh, flashes of dark light escaping in the wake of your
blade. But within 1d4 rounds the pieces flow back together on rivers of dark purple ooze to coalesce back
into a working form, until the gems themselves are shattered.
Physical forms are easy, if you pushed the skeleton down a chasm you're going to have a whole other set of
problems.
Logan Knight
The central roomit seemed to occupy the entire pyramidcontained a black stone altar behind which sat a small golden statue about four feet high. On
closer inspection it appeared to be humanoida robed, cowled figure seated in a vaguely distorted crosslegged position. The face beneath the cowl was
not clear and seemed fish-like.
From The Maze of Peril by John Eric Holmes

(7) Oracle of Remorse


The eye sockets of this skull are filled with a pair of large amethysts and a simple gold circlet mounts its brow.
The Oracle of Remorse is used as a temple guardian by the Matriarchs of Fate. The Matriarchs bring the skull
to life by placing a sacred candle within, causing its gemstones to project their light.
Anyone bathed in the purple light of the Oracle's eyes must make a saving throw vs spells each round. Failure
means that the Oracle has reached into their mind. The skull will take on the appearance of the head of the
person that the victim has disappointed the most.
The victim will be trapped in place, held by crushing guilt while the Oracle berates him or her with every
incident where the victim failed the person whose guise the Oracle now wears. These words and images are
projected into the victims' minds.
The Oracle can hold multiple victims and will appear differently to each victim. Once under the spell the
victim is held until the purple light of the skull no longer shines on them.
In a final twist of cruelty, anyone holding the skull may cause it to recite out loud the accusations of failure
that it has heaped on any past victims.
Tom

(8) Sharded Jale


Pulling out this gem results in a 1-in-10 chance of an aspect of the Jale God manifesting within 20 feet. He
will demand the return of the gem to its rightful eye socket upon pain of an impossible Quest (save vs Spell
-4). The gem itself is worthless to any possible buyer or trader, and if the gem is given away, it will find its way
back into the PC's possession within an hour.
However, if the PC gouges out his own eye and replaces it with the Sharded Jale, he will receive the gift of
hindsight, being able to simultaneous see what is behind him and in front of him at the same time; his brain
will automatically adapt to this new vision system with no ill effect. Once the gem is inserted into the eye
socket, it is bonded to the PC's flesh until death.
Matthew Schmeer

(9) Amber Stone of Lahrissima


It is believed that upon defeating and imprisoning Lahrissima, the Mistress of Dormant Hatred and Familial
Murder, the thirteen gemstones used to fuel her powers were extracted from her body and sold to anonymous
collectors; no one knows, however, where they are now, and only a few would realise what immense power
they are capable of holding. Each of these gems grant an extra spell per day (without limiting of which level
the spell must be) as long as they are in the possession of a Magic-User. If such a gem is surgically installed to
the body of a female spell caster, she may choose a single spell of level 3 or less and gains the ability to cast
that spell 3 times per day, in addition to memorised spells.
The operation, however, is not without risks; a failed save vs Death results in the following (roll 1d4):
(1) The caster's body starts to rot slowly; her STR, DEX, and CON scores are drained 1 point per week permanently, unless she regularly tastes the flesh of children.
(2) The caster's skin, nails, and teeth become amber-coloured, her fingers grow unnaturally long,and touch petrifies food and water.
(3) The caster's menstrual blood, as if some strange ooze, escapes during the night and finds shelter somewhere away from the sunlight (abandoned well, sewers,
dungeons, etc.), where it slowly grows into a Lesser Blood Elemental.
(4) The caster dies; her body immediately rises as an Amber Wraith (it is also the standard outcome of the surgery with male patients).

Ynas Midgard

(10)

Hastur's Tooth

This pale, dull trillion-cut topaz is the size of a dwarf's thumb knuckle and radiates a thin, sickly yellow pulse
of light that is invisible unless in the darkest of rooms. All who lay eyes upon Hastur's Tooth must save vs
Insanity or be overcome with madness for 1d6 rounds and run away screaming and spouting gibberish.
Those who fall under the gem's effects will see horrible visions of cities beyond the rifts of time and space,
filled with the spectacle of the Old Gods feasting on the liquified fear of their conquered subjects. These
feverish dreams will occur for several nights, perhaps even enough to interrupt spell preparation.
Those who make their save against seeing the tooth must then make a save vs Death Ray every 4 rounds
they are within the presence of the gem or take 1d12 radiation damage for each failed save. Anyone
touching the gem with bare flesh must make this save every 2 rounds.
The gem may be safely handled only by those wearing Gloves of Dwarvenkind.
The gem grants the possessor the ability to Speak to Elder Gods once per month with a 50% chance of
success, at the cost of permanently losing two points of INT each time this is attempted (whether successful or
not).
Matthew Schmeer

(11)

Gastrolith of the Bugbear Worm God

This perfectly 1-inch diameter sphere of highly polished purple fluorite came from the gizzard of a purple
worm which had been worshipped by a bugbear warren for generations.
The worm itself was killed by a band of intrepid retired adventurers now working as interior designers when
they were completing a makeover of Danny the Lich's 384 room, six-level dungeon in Lancashire. They
accidentally broke into the warren when moving a wall and were immediately confronted by a tribe of angry
bugbears and the largest purple worm ever recorded in the district. With a bit of quick thinking and the use of
several +2 wallpaper paste trowels, they quickly dispatched the bugbears and subdued and gutted the worm,
finding in its gizzard thousands of small stones bubbling and slowly dissolving in the worm's acidic fluids. This
stone alone was untouched by the worm's acids.
The Gastrolith normally glows with a subtle flow of pale purple light which grows bright as the sun if bugbears
are present. Any bugbear seeing the stone will immediately begin vomiting uncontrollably and go to its knees
in supplication. If the stone is touched to a bugbear's forehead, it will be polymorphed into an owl bear and
be under the control of the stone's holder. No one knows where the stone come from or who created it,
although ancient bugbear tales speak of a mighty Owlbear Army raised in this way by Gagleeon the Foul, the
bugbear warrior-shaman of legendDhuur daan tuukaan dan duulaal duun daan maal or Duul'daakhaar ac kuun, maan dan
khruun ghuugaan ac a dec khruur akelaan ac ol ac or khruur akelaan a rhaar tuul rhaakluugaan an.
Anyone holding this stone may also summon and control 1d6 smaller purple worms or 1 gargantuan purple
wormincluding the animated skeleton.
Matthew Schmeer

(12)

The Akin'e

A scratched and clouded gemstone, faintly blue in hue. Colours any landscape viewed through it in tones of
the viewer's greatest happiness, but riven now with strife and threat: in an idealised version of the current
scene, populated with loved ones past and present, friends are swift to turn on friends, and murderously so. A
first-time viewer must save vs. death or be cursed to view again every 2d12 hours for 1d100 minutes each
time. For each such viewing, a further save must be made; if failed, the gem merges gradually and
inseparably with an eye over the course of the viewing. Thus grows the madness.
Porky

(13)

Cyclamen Orb of Inhuman Voracity

Skeletons enhanced with this gem are capable of detecting life forms from 120'; they also gain an extra bite
attack, dealing 1d6 damage. A living creature carrying an Orb feels insatiable hunger all the time, which
ultimately results in the consumption of completely inedible materials and objects (roll a save vs Spells to
resist such a strong urge for 1d4 days). The upside is that the character also gains the extra bite attack and the
ability to detect life within 120'.
Ynas Midgard

(14)

Eye Teeth of the Mouthless Tongues

These are two small children's teeth, highly polished and engraved with intricate carvings of The Mouthless
One and her minions.
Removing these precious jewels from the skeleton will summon 10d1000 mouthless tongues, which will
attempt to retrieve the gems. PCs must make a save vs Insanity based on their CON. Failure means the PC is
violently, nauseously ill and suffers a -3 penalty to any and all rolls for 1d4 rounds.
Successfully retaining the Eye Teeth of the Mouthless Tongues grants the possessor the ability to speak and
understand all languages at will, but only if one tooth is shoved deep into each ear. Additionally, there is a
30% chance that once a year The Mouthless One will send her minions to attempt the gems' retrieval.
Matthew Schmeer

(15)

Sapphire of Atonement

Weighing roughly 5gp, this oval-shaped uncut green sapphire causes any flesh that touches it to wither and
rot without any hope of recovery except for a Resurrection spell cast by a same-aligned cleric of twice the
suffer's level. Virgins are immune to this effect.
Matthew Schmeer

(16)

Eye of Homenth

This enchanted diamond will be found embedded in the back of a skull. If viewed in low light it will glow
faintly, even after being removed from the skull. If the diamond is pressed against the back of someone's
head, it will graft itself to their skull. This process is exceptionally painful and will inflict 2d8 damage
immediately. Save vs Magic Item for half damage.
If the new host survives the process they will find that they can see through the diamond, now having a
magical eye in the back of their head. Getting used to the new eye will take 3d6 weeks during which time the
player will be at -4 to all rolls. Completely covering the eye will remove this penalty, but will prolong the time
required to adjust accordingly.
Once the bearer has adjusted to their new vision, it will not be possible to sneak up behind him or her unless
the eye is covered.
The jewel cannot be removed without damaging the bearer's skull, save through the use of a Wish spell.
Tom

(17)

Celautine's Xoriodite (Singing Bones)

These crystals are harvested from asteroids that fell to earth during the last cataclysmic event of your
choosing. They emanate a strange yellow light that cascades from the eye-socket like a mist would, but
behaves like light in every other aspect (in that wind wouldn't move it and fingers going through it would cast
a shadow, etc.) It's radiation changes the property of bones, giving it a glass like quality, but far more robust
and dense. When the skeleton is moving, the bones will vibrate and start singing in faint and varying eerie
tunes (imagine a mix between a musical saw and a jaw harp). Hitting a skeleton with this stone in its eyesocket is like hitting a sound box. It will produce a sound so vile as to do half the damage dealt to it to
everyone within a 10-foot radius (save vs Death Ray negates). Most hits won't harm the skeleton, but if 20
points of damage (or more) are dealt to it in a single round, it'll burst into thousands of splinters with a shrill
and nasty bang, dealing 2d10 damage to everyone within 5 feet and 1d10 to everyone within 10 feet (save
vs Wands for half damage). It won't destroy the Xoriodite, though.
Exposure to the radiation of those stones will alter the bone structure of a living being within 1d6 weeks. The
effects will be the same as described for the skeleton above, the damage mostly being inner damage, with
those hitting the victim only hearing a strange and faint noise. Those with the altered bone structure certainly
will feel the bones vibrating (which in itself could drive a person crazy...) If they're dealt 20 points of damage
or more, it will get very gory, but the damage to those standing within 5 feet of the victim will only be 1d10
(save vs Wands for half damage) and those further away will only get dirty.*
To the right buyer those stones will each sell for 1d10 x 1000 gp.
*It is believed that the wizard Celautine (the first to research the strange properties of those strange stones from outer space) met, much to his surprise, exactly this fate while
falling down some stairs in the tower he lived in...

JD

(18)

Bezoar of the Jackal

This polished green stone is actually a mass of calcified fur retrieved from the stomach of a jackal that once
belonged to the first high priest of the God of Thieving Lies. Unlike most magical bezoars which protect
against poison, this stone has the ability to turn any liquid it touches into a poison so deadly that it is said that
one drop is enough to kill a tarrasque (this has not been confirmed). However, if the liquid contains but a
trace of vanilla, the bezoar will not be able to transform the liquid to poison.
Rumor has it that if the bezoar is dissolved in a solution of sugar, citrus oils, cinnamon, vanilla, and
phosphoric acid mixed in roughly equal parts (the exact recipe is unknown), the stone will dissolve and from
the gelatin-like fibrous mass a wizard may attempt to resurrect the jackal with a 25% chance of success. If
successful, the jackal will appear similar to a giant hellhound and will do the wizard's bidding.
Matthew Schmeer

(19)

Plain Opal

This translucent opal looks perfectly worthless. And it is. Unless you happen to be a male one-legged,
bearded thief-acrobat assassin. If you are, then you are in luck, as this opal will regenerate your missing leg
and improve your dexterity to a natural 18but only if you slice open your scrotum and replace one of your
testicles with the opal.
Matthew Schmeer

(20)

Eye of the Beholder

This large white pearl has a hypnotic blue-black swirl radiating from its center to the outside of the stone. The
gem is rumored to be a fossilized Beholder eye, but this rumor is only partly true; it is a fossilized tear duct
from a Beholders eye stalk.
Anyone who stares at the pearl for more than 15 seconds will find themselves at the mercy of one of two
effects. Roll 1d6:
On any result other than a 1, the PC finds himself open to a Suggestion spell that lasts up to 1d6 turns (no
save).
Anyone under the Suggestion spell will immediately carry out any off-hand remark or suggestion as if it was a
command; anything from I wouldnt do that if I were you to Go stick your head up your arse to Cover
me! will result in the PC attempting to carry out the literal meaning of the remark. This effect cannot be
dispelled by magical means.
On a roll of 1, the pearl emits a Finger of Death; the PC must make a save vs Death Ray. If the PC fails the
save, he dies and is immediately reduced to a pile of ash and bone fragments. If the PC succeeds the Save,
he takes 3d6+13 points of damage.
Both of these effects are possible during combat with the animated skeleton in which the gem is housed.
Matthew Schmeer
If a character, fearing to contact some harmful magic item, has a hireling or non-player character flunkie try out a newly found piece of equipment, the
Dungeon Master must take stringent measures against the character. The morale of those in the character's employ will plummet if they learn of such
conduct. The person made to act as guinea pig by testing the magic item will, of course, demand to keep it if it proves to be beneficial, or if it is a
harmful item the person putting it on will seek revenge on the character who had him try the item out.
From Dungeons & Dragons (1978) by John Eric Holmes

(21)

Umber Diamond

Removing these causes the skeleton to transform into (roll 1d6):


(1) Ghoul
(2) Ghast
(3) Vampire
(4) Mummy
(5) Zombie
(6) Wight

The transformed skeleton will have all the stats and abilities of the creature whose shape it takes, but upon
defeat will crumple into a pile of broken, dusty bone fragments. This effect can be repeated by placing the
Umber Diamond in the eye socket of another (humanoid) skeleton, ad infinitum.
The gem itself is worth a mighty price to the right buyer; several wizards would kill for it.
Matthew Schmeer

(22)

Silver Crystals of the Gnomish Giants (pair)

These pair of ice-blue spinels, one slightly larger than the other, are magically imbued with the ability to make
the possessor grow or shrink three times his size. To grow larger, the larger crystal must be held in the right
hand and the smaller crystal held in the right; to shrink, the crystals must be held in the opposite
configuration. Upon the utterance of the command phrase "Uckfay isthay, iyay'may outyay ofyay erehay!", the PC will
change size. To return to normal size, the PC must drop one of the crystals.
Alas, despite these crystals' name, they cannot be used by gnomes.
Matthew Schmeer

(23)

Eye of Chaotic Power

One into whose eye socket this gem of swirling colours is implanted has access to a random ability, changing
each time the creature makes a successful attack or suffers the effects of one (roll 1d6):
(1) See invisible creatures and objects
(2) Petrifying gaze (saving throw negates)
(3) Darkvision (120')
(4) Mistake friends for enemies and vice versa
(5) Gain the ability to shoot heat rays from eyes that deal 2d6 fire damage (save vs Wands for half damage)
(6) Confusing gaze (save vs Wands or as per Confuse)

Ynas Midgard
There is a possibility the animals will do some service for the cleric, and they will not attack his party.
From Dungeons & Dragons (1978) by John Eric Holmes

(24)

Ovum of Ne'rak

This sparking agate cabochon is engraved with a cameo of Ner'ak, Reemhik goddess of desire. An ancient
stone, created before craftsmen developed the ability to facet-cut precious gems, the Ovum is a supreme
example of relief carving, featuring a voluptuous and seductively posed nude Ner'ak glancing backward over
her shoulder.
If a character rubs the cameo thirteen times, there is a 1-in-6 chance that Ner'ak will manifest and demand
one of three things from the PC that rubbed the cameo (roll 1d3):

10

(Ovum of Ne'rak cont.)


(1) The PC must make love to her. There is a 25% chance that this results in PC death (no save).
(2) The PC must pick another character to make love to Ner'ak. There is a 30% chance this results in PC death (save vs Death Ray; if successful, take 2d12 damage).
(3) The PC must immediately leave the party and become the concubine of Ner'ak's high priest/priestess. After serving 1d4 days in this role, the PC will be returned to
the party.

Submitting to any of these demands results in a permanent +7 to Charisma.


On the un-engraved side of the stone is a message written in ancient Reemhik runes. Translated, it says "I am
not worthy to kiss Her hem." This is a Reemhik euphemism for a particular sexual act. If the PC making love
to Ner'ak performs this act, Ner'ak will grant the PC a reasonable boon.
Finally, if the Ovum is placed in a bowl of goat's milk, it will imbue the milk with a powerful aphrodisiac;
anyone who drinks this liquid lust will be immediately attracted to the person who gave them the drink and
will act as if Charmed by that personbut will still make any and every attempt to seduce the target of their
affection, too. A Cure Disease spell cast by at least a 11th level caster can remove this effect.
Matthew Schmeer

(25)

Gall of Blackwood

This black lump of unfinished coal contains an uncut diamond worth 7,500gp. Good luck getting it out,
though, as this lump of coal has been cursed by Starblack Blackstaff of Blackwood, the legendary vivimancer
supreme.
The skeleton in which the Gall is lodged has all the abilities of a 7th level Vivimancer, and will attack with all
the strange and disturbing spells it has available, including summoning spells. The skeleton itself is a quasimagical construct having no inherent intelligence; it has been imbued with a shard of Blackstaff's own soul
which directs its actions from beyond the veils of death. The Gall can only be retrieved by destroying the
shard of Blackstaff's soulwhich requires at least a +2 silver weapon and a Holy Word spell or scroll.
If the Gall is retrieved and the diamond removed from the coal, the unfinished gem will act as a Lens of
Sublime Refraction when held against the right eye, and as a Gem of Seeing if held against the right. Placing
the gem in the mouth will allow the PC to polymorph at will into any creature with equal or lesser hit dice.
Swallowing the gem when polymorphed will cause the polymorph to be permanent, even if the gem is
retrieved via purging or passing.
But remember, the gem is cursed. Each time the gem is used in any of the above manners, the PC
permanently loses 2 hit points. Additionally, anyone who claims ownership of the gem becomes the target of
a band of bounty hunting trolls bound by Blackstaff for all eternity to seek the re-interment of the gem in a
skeleton's skullpreferably the PC's.
Matthew Schmeer

(26)

Tear of Blue Chalcedony

The moment a skeleton with this gem is destroyed, it will appear to its destroyer in the seeming of a beloved
one (mother, father, sibling, or lover) that just was killed by him. Save against magic or feel crushing despair
and remorse for 1d6 rounds. No actions apart from weeping and moving at half speed.
rorschachhamster

11

(27)

Seed of the Eternal Forest

Revenants enhanced with these brown oval seeds are very territorial in nature and furiously defend their
surroundings (+2 to-hit and damage); it also appears that their bones are covered in brownish bark (AC
improved by 2), which is very much like a living tree (double damage from axes and fire). When one of these
seeds touches the ground, a Guardian of the Eternal Forest grows there within 1d3 turns.
Ynas Midgard

(28)

The Turquoise Teat

This longish, highly polished turquoise stone was originally part of a small statuette of Curdle, the Petty
Goddess of Blind Milkmaids. If the stone is stroked in a manner similar to that of milking a cow, a thick, inkyblack, milk-like substance will burst forth from the stone in thick, sticky ropes. This gel-like substance writhes
in the air as if alive, twisting and smoking but not bursting into flame. Anyone touching this "milk" will
experience 2d6 points of burning damage. Any character attempting to drink this fluid before it hits the
ground must make a save vs Sanity. Failure means the character removes all armor and weapons and runs
away screaming gibberish for 1d6 rounds (which might attract nearby monsters).
Should the character make a successful save while attempting to drink this liquid, the black milk will allow the
PC to go 1d8 days without rations and also allows them to heal at twice the normal rate during that time
period.
Matthew Schmeer

(29)

The Heart of Net'al Ya'al

This black-red blood diamond burns with the agony of a million tortured souls. Created in one of the lower
rings of the Hell Planes, this was once the crown jewel in a demon-lord's coronet and was lost to the ages
during the fabled Firlith Incursion of the fifteenth ring and the resulting schism of the demonic order. It was
lost for ages before being found in a Hellwraith's temple in the Golarion Mountains several centuries ago,
when it was stolen by a troupe of nomadic acrobat assassins.
The gem will melt the bare flesh of any human, dwarf, or halfling, causing 2d20 fire damage. Additionally,
merely possessing the diamond causes incessant nightmares regardless of alignment; clerics and magic-users
will find they cannot rest if they own the gem. The nightmares are so intense that they cause 1d12 psionic
damage for each night the gem is in a PC's possession.
Elves are unaffected by these effects, as they have no souls.
If the gem remains in a PC's possession for more than a week, there is a 2-in-6 chance that a prince of Hell
will appear to reclaim the gem.
The gem is an ultra rare item. The referee can assign value accordingly.
Matthew Schmeer

(30)

Obsidian Dice (pair)

A pair of six sided dice carved from smooth obsidian. These dice are extremely lucky thus giving the revenant
an edge any time there is such a question of fate. If plucked from the skeletons sockets the wielder receives
the same fortune. Used for gambling the dice always roll a win for the owner no matter the type of game.
Every time a such a game is won, the dice have a 1-in-6 chance to take the life of a close NPC or player
character. The method and time of the death is up the the referee.
Zachary Zahringer

12

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d100 Necromancer Relics

d12 Corruption conditions


Corruption takes time usually or has some conditions
01 At f irst sunset af ter f irst use
02 Af ter 3 uses of power
04 Af ter 7 uses of power
05 If carried 24 hours
06 If carried 7 days
07 If carried next f ull moon
08 If used to cause death
09 When wielder takes more than half damage
10 If the item touches blood
11 If the wielder touches a dead person
12 If carried lunar month (28) days
d100 Corruption effects
01 Inadvertently act as servant to revive dead necromancer, guided by dreams
02 Will attempt possession when weak, might even argue it would save wielder
03 Starts to talk and dress like creator, WIS save or one step alignment shif t
04 Small animals and plants nearby die to f uel the items power
05 Item requires a sacrif ice, WIS save to snap out of doing it monthly
06 Only aroused by dead things and death, cant get interested in living beings
07 Can't stand being near the living, depend more on isolation and dead servants
08 Sleep in only cof f ins, crypts, sarcophagi or buried in a grave
09 Body crawling with worms, become immortal worm colony in 24 months
10 Grow increasingly hideous, CHA save monthly or lose stat point, at zero are undead
11 Death stalks you, sometimes making you loose cool in stress moments
12 Spirit of the relic can talk to you of f ers biased horrible advice on everything
d100 Necromancer Relics
01 Black Finger of Ankron, long black f inger with long nail drains 1d6 HP if victim f ails CON save, wielder gets
one HP healed, more than one and have been used by several f amous wielders
02 Circlet of the Skeleton, silver circlet with skull symbol and gens f or eyes, can call a skeleton f rom earth one
per level in a single day, separate or all at one use, gif t to the Doomlords of Kraan
03 Ring of Krakanjezzrad, simple gold ring with crossed sythe patterns, casts hold person and hold undead
once per day, didn't trust even his dead subjects
04 Sickle of Korg, +2 sickle that increases all undead summoning and creation spells by 10% more HD of
creatures if a sacrif ice is made, black and silver with seal of underworld goddess on hilt
05 Harp of Ganath the Cruel, +2 Quality Harp can be used to cast charm person and charm undead once per
day if instrument is played well, used to enslave his enemies
06 Skullcap of Zeos, +1 INT and provides knowledge to learn and cast 1d4 necromancy spells, made f rom
wizards own skull by apprentices
07 Witches Heart, a mummif ied heart pierced by thorns in a small plane box, if a blood dropped on has a day

with -1 to save vs spells


08 Necklace of Skulls, made f rom shrunken or tiny humanoid skulls with jade beads and f angs in between, can
talk to dead as spell once per day
09 Zaarban's Wand, allows conversion of memorised or spell energy levels to animate skeletons 1HD per spell
level, a elegant bone wand with silver necromancer script
10 Gormanigar's Dagger, can heal 1hp damage per good person sacrif iced, silver blade with demonhide
bindings and magic runes appear on blade when wet with innocent blood
11 Hrothgars Mill, a bone mill made f rom magic cold iron, spend one hour grinding a skeleton to dust and
powder usable f or any skeleton raising magic as a instant skeleton 2lb each
12 Bat cape of Galron, made f rom demon bat wings, allows necromancer to f ly by f or one hour at night only,
has inscribed map on inside of the wizards tomb
13 Medallion of Carnax, if worn allows wearer to heal 1hp f or eating a meal of human f lesh up to 3 uses a day.
A skull medallion f rom iron and lacquer
14 Rod of Vraldar, a black iron rod may strike as a +2 club and anyone killed is raised as a f ree willed cannibal
zombie the next night. Covered in skeletal engravings
15 Mralgar's Boots, these pointy boots allow wearer to walk on blood, +1 kick damage and can sense decaying
buried corpses up to 6 f oot under (not on skeletons)
16 Delarad's Bloody Decanter, a small ruby glass bottle bound in steel which can release one gallon of blood
per day f or rituals, drinking or just decorating
17 Vrondmar's Staff , a bronze skull on the end, up to 1d6 times a day can drain 1d8 damage and give to wielder
or another who touches the staf f , can be used in a f ight to add to damage
18 Krondmar's Mantle, a black short cape of shiny silk, If worn wielder is detected as undead by skeletons or
zombies and mostly lef t alone
19 Mirgan's Ring, a black metal ring that can detect awakening undead or undead being created within 100
yards, used by wizard to catch out apprentices
20 Zlotmar's Staff, may conjure a skeletal ladder 10 high per wielder level up to twice a day, carved f rom leg
bone of a mammoth or giant the necromancer f ound
21 Heragmarg's Mantle, a black robe which allows the wielder to attach corpse parts f or a buf f er of 2d6 HP
once per day, parts may smell and look disgusting
22 Kramtherg's Girdle, a massive belt of black leather and f ur f rom a demon with silver skull studs and belt
buckles. Gives a wizard 18 strength f or 1d4 hours if a warriors heart eaten once a day
23 Zagradan's Circlet, a black metal circlet with tiny skulls stamped in able to sense any deaths within 100
yards, f eels joyous rush each time, slightly adictive
24 Rodrahn's Ring, a steel ring with spinal cord design, shoots 1d4+1 bone dart like a magic missile with
2d10+10 charges, can recharge with a human sacrif ice max of 100
25 Crianna's Girdle, a black woman's leather belt with roses and skeletons embossed, can make a mind link with
one skeleton or ghoul or zombie per day, undead seems very attractive and if a ghoul touch does not harm
26 Hralzar's cloak pin, a silver broach like pin depicting a graveyard, makes wearer invisible to undead 1 turn/lv
once a day, undead with better HD than wielders lv get a save to detect
27 Maggarya's Lamp, a spectral eerie green glowing skull lanterns, cast a phantom light three times a day, has
a haunted f eel may scare some beings
28 Vorlacks Scalpel, looks unof f ensive but as a dagger +1 +4 vs magical creatures, bone handle small elegant
blade cuts like a duelist f ighting dagger
29 Werlam Ornstoms Black Sphere, spirit inside answers 3 Y/N questions a day that the spirit could know of or
investigate quickly, had questions take qd12 hours
30 Varagasan's Claw, a black mummif ied black bird claw with a leather handle is able as a rod, can heal undead
1d4 hp once per day per undead with a touch
31 Tolrud's Stylus, a black demon f eather can write dictation on request, if requested it will write several (1d4)
necromancer spells lost aeons ago
32 Mirband's Ring of Darkness, can eat soul of a dying person and heal 1d4 damage once per level per day,

black other planar metal always detects as evil and magic


33 Trollgug's decanter, if f illed with blood turns into a 1d6 healing potion in one hour, works 3 times a day. black
glass with a relief moulded skull design and and a cork stopper
34 Dulrun's Ring of Death, cast f eign death three times a day, actualy he used spells on his lovers, plain silver
ring with underworld cof f in scene
35 Tritharm's Silver Dagger, can harm any undead normally requiring magic. Also stops undead regenerating
damage til next sundown, ivy and skeletons engraved on blade
36 Maakran the Magnificents Scepter, silver regal skeletal theme designs with a violet crystal the size of a f ist
on the end, wielder can see in darkness, identif y undead and +4 CHA dealing with undead
37 Ravernarn's Ring, a blue metal zigzag pattern, any zombies wearer creates move as f ast as ghouls f or
movement and initiative, zombies are more animated and disintegrate in a month
38 Dolkoth's Staff, a black wood stave with a silver death rune, Inf licts 2d4 damage and can harm any undead,
or inscribe the silver rune on any skeleton or zombie you command
39 Zaella's Charm, a medallion shoots 1d4+1 missile per round of darkness, d100 charges when f ound,
recharge with a sacrif icial ritual one lif e per charge with max of 100
40 Rugor's Wand, a silver slender specimen can be used to detect level draining undead and protects wielder
f rom 1 level of energy draining which annoys the cheated undead
41 Quandar's Wand, a slender ritual wand if used to create skeletons they appear as they did in lif e f or the
hour of sunset or sunrise, he used this to scare villagers he preyed on
42 Rutarmor's Ring, a green jade ring, skeletons created glow green and have green f laming skulls, skeletons
also get +1 HP and seem to talk to each other
42 Palagmars's Staff, red lacquered staf f +1 damage vs living f rom blood drain and the wielder is immune to
necromancy magic of up to third level
43 Zragdara's Talisman, +2AC vs undead and bare hands can harm any undead as if with magic weapons,
blood red jewel in centre with evil runes around it
44 Herandu's Medallion, able to cast haste on skeletons or zombies 3 times a day, undead glow while under
ef f ect, grinning skull f ace design with ruby eyes
45 Kellad's Necklace, allows wielder to see invisible undead, depicts underworld f erryman, used to f ind
hauntings an hidden spectral beings or ghost possessions
46 Zordara's Couldron can render a man into essential f ats and able to carry as a 2lb jar that can be animated
as a zombie, takes one day per corpse and f uel f or f ire
47 Nekkardra's Darts, sprout a skeleton each hit, come in bundles of 3d6, black with bone point and f ins, lef t
many bundles in many places
48 Deryoriv's Kettle, brews a tea that heals any undead 1HP a day, need tea and a cup also to use, of ten f ound
in a set, rotting dancing bodies illustrated in relief
49 Waffyoggen's Staff, a violet staf f with a black crystal provides protection f rom good if wielded by an evil
person, inf amously used to kill his sons who stories say stalk wielders as spirits
50 Morgaran's Ring, turns into a dagger at will which returns to the wielders hand at end of round. Can cast
charm undead once per day, blue metal with skull motif
51 Xothasta's Candelabra, black f lames f rom corpse tallow candles burnt in this cause all sound in 30 f eet to
be nullif ies even af f ecting some spell casting
52 Hrothgar's Bindings, rope any tied up appears as f eign death spell and does not require air to live while
bound, starvation is the biggest threat while under
53 Mirgan's Harp, a black ivory harp f rom evil unicorn horn, +2 on Harp skill and can cast charm undead 3 times
a day
54 Gorgak's Spade, a black wooden handle with silver can diga 6 f oot deep grave onece per level per day or f ill
in a grave, also used to quickly rob corpses, dig trenches or toilets
55 Kindra's Lamp, burns with black f lame reveals any disturbed graves or crypts or f ormerly sanctif ied burials
or sites that have been disturbed and estimation of how long, years or days
56 Zirria's Horn, If blown next to one skeleton per level once per day, skeleton develops ethereal f lesh and its

hand turn into claws that cant use weapons but can make 2 1d6 attacks
57 Shayzanna's Skullcap, a smooth silver skullcap, as long wearer eats some of a new human corpse f or
breakf ast get +1d3 CHA that lasts till midnight that applies only to evil or undead beings
58 Piryam's Cloth, a black altar cloth that is placed over a zombie and chanted over, the zombie grows a single
horn and eyes merge and it grows crab pincers f or hands. inf licts 1d6 horn and two 1d3 attacks with claws,
Piryam's zombies are mostly naked and disinterrate in sunlight
59 Natangor's Staff, set with shark teeth and f ish skeleton designs, can turn a sack of dead f ish into a hopping
undead 1HD swarm, 1HD per level per day uses, 2d4 damage vs aquatic undead
60 Plastor's Band, a gold arm band that inf uses a single skeleton with dark powers f or one day and can do this
once per week, the skeleton gets +1HD, can f ly at 3 MV and shoot two 1d4 black rays f rom it's eye sockets
and is smart enough f or recon and assassinations
61 Raggorna's Gloves, opera style black elbow length that turn into d4 silver claws at will, the gloves are as
ef f ective as steel gauntlets vs harm, and always clean, great f or surgery
62 Rorgan's Veil of Decay, a veil which if worn gives thermographic vision in darkness that can detect most
undead and living beings
63 Zorbadan's Wand, a black spiny wand that can turn into a staf f f or f ighting and can jolt undead f or an extra
d3 damage on a strike. He enjoyed f ighting and beating f ailed undead
64 Crenran's Black Sphere of the Crypt, a onyx sphere can contain and store one undead humanoid under your
control f or later use, undead made pocket portable
65 Pakara's sickle of despair, a silver sicle with obsidian and demon ivory can destroy a 1 or 2 HD undead who
f ails a magic save if hit by the weapon, burn in black f lame if f ail save
66 Cape of Mabgerrzas, a black half length cape provides +1 MV and +2AC in darkness or night as wearer
blends in, made f rom underland shroom leather with violet runes
67 Vestments of Cysroth, smells of spicy incence and wearer neverr gets soiled or smells bad things, also can
store a 1st level spell is a secret word is known, old f ationed f uneral ceremonial undertaker dress
68 Boots of Cysroth, leave no trail even if walk through gore pile, and our silent exept if turned by a priest
wearer f lees as if undead, will not step over holy symbols, items or artworks. Actually made f rom "live" f eet of
undead
69 Ring of Cysroth, a green metal band with a jackal head, once a week can brand a skeleton and see through
it's eyes at will over next 24 hours, sign of Cysroth visible on f orehead
70 Wand of Cysroth, scarlet enamel with a vulture toe claw on end ans some black f eathers, can cast hold
undead 3 times a day if secret word known
71 Xrull's lichfinger wand, a long bony f inger with part of hand one end with a ring on one end, Lich is looking
f or it, -1 victims save vs necromatic spells and can ask lich a question once a week while in trance
72 Bowl of the Pharaohs, can see through eyes of a mummy, usually the closest one, once a week can ask
nearest mummy a question even if they are long asleep
73 Dagger of Hebunas, an ancient stone dagger, any undead struck must save vs magic or be slowed f or 1d6
rounds, dagger can hit any undead normally weapon proof
74 Obsidian Blade of Ancient Ones, black glassy unbreakable blade +2, cuts made scarif y, great f or body art
and decorating zombies or f leshy undead without harming them
75 Sickle of the Ancient Ones, black glassy unbreakable blade +1 +3vs living f oes that bleed, can be used to
cripple beings that usually regenerate if used to mutilate them
76 Ring of Kirthix, large green crystal ring can hurl 1d4 green f lame with a hit roll or start f ire at will, af ter d100
uses require burning a victim to regain a d100 new uses
77 Eyglass or Eraznax, a large magnif ying manacle held by a chain necklace, +2 to any roll requiring f ine motor
manipulation, can also start a f ire outdoors in 1d6 rounds in good sunlight
78 Black Book of Eragalzarg, spellbook with 2d4 1st level spells and 1d4 2nd level spells and room f or more,
spell bites f or a d4 any who try to open without naming its makers name. If then f ed meat the book will bond to
new owner
79 Deathmasters Manual f or necromancer lords of ancient evil empire, 1d3 spells of 1st to 3rd level, the book

is poison and ungloved readers make a poison save every consultation or spell read
80 Wand of the Deathmasters f or necromancer lords of ancient evil empire, makes a under 1HD humanoids
burst apart apart into a skeleton if animate dead cast on them and they f ail a save vs magic, one person
person per level per occasion, silver wand with onyx bead tip
81 Scythe of the Deathmasters f or necromancer lords of ancient evil empire, can harm any undead, can reap
grain crops twice as f ast, blade can retract and appear as a staf f
82 Crown of the Deathmasters, a black iron crown, can communicate with other crown wearers around the world
and they will of f er their advice, worn by local rulers world wide
83 Ring of the Death Masters, drains lif e of a sacrif iced body and sends it to deathlords temple thought
destroyed 10 000 years ago, victim gets a save to get to proper af terlif e
84 Ring of Nimrath the Destroyer, wearer +3 vs f ear and might be possessed by the wizards soul in the ring,
can inhabit and use normally unconscious body of wearer or control hem if they f ail a magic save. First save
f ail lasts 1 turn, one turn longer each turn. Ring is cursed and weilder must save to take of f and again to leave
it alone
85 Torc of the Doom lords, made f rom gold with three skulls with jewel eyes, each eye can store 3HP which
comes f rom wearer f irst time they try it, which the wearer can use to heal himself later
86 Staff of the Doomlords, made f rom dragon f angs, inf lict 2d4 with a strike strikes beings requiring magic to hit
as if +3, dragons hate you on sight
87 Book of the Black Lodge, f our f irst level spells and instructions on scribing scrolls technique printed
f or beginners of legendary school of evil magic, some have secret notes or maps hidden inside
88 Book of Dural the Insane, has notes to recreate 1d3 spells with research, but reader makes a WIS save vs
insanity, becomes obsessed with Durals Destroy World Spell among other craziness
89 Scrolls of Mondra the Grim, may cast undead creating spells and undead get +1HP af ter studying, WIS save
or alignment becomes evil and hair turns white
90 Chalice of the Dark Godess, stolen f rom dark elves long ago, wine placed in becomes blood suitable f or
rituals, f rom the goddes in the underworld, whoever holds it attracts undue attention f rom many evil cults
91 Glorgan's Bloodletter, surgeons tools f or bleeding, 1d4 hp blood can be drained and made into a healing
potion that treats 1hp. If a person donates more than once a month lose CON points instead, vampires can
live of f these potions
92 Zamagars claws, set of arm bands, turn f orearms into horrible undead claws, 1d6 damage with two attacks,
used to tear out hearts in his birthday ritual
93 Zamagars skullcap, a iron cap with runes of death, head surrounded by aurara of f lame and can make a
extra headbutt or bite attack 1d6 per round, used in his coronation thousands of years ago
94 Skins of the horned man, a collection of pictograms on hide which could be used to recover a long lost 4th
level spell, and possibly other secrets like a underworld enterance
95 Hand of Gornax, obeys commands, has 8HP, AC+6, MV18 can carry or use tools like a dagger of hammer,
can point to other magical parts of Gornax, writes treasure maps and notes
96 Eye of Trasveran, eyeball of otherworldly vision, if put in socket will see magic, perceive live f rom undead
and the wizard sees everything you do. Once a week can contact other plane by entering a trance
97 Girbra's Book, diary of a young girl necromancer and her journey to adulthood and serving her master Sythe.
Research one spell of each level one to three, WIS or develop unhealthy obsessions of a tween goth girl
(undead ponies, kissing zombies, sitting on a lich's lap to get spells)
98 Nekkra's Scepter, skull on one end can detect holy water and sanctif ied ground or a priest turning, +1 level
on necromancer spells, can commune with the Demon Prince of Undead once per week
99 Wand of the Black School, student wand f rom the f amous f orbidden school of olden times, can detect
corpses and estimate ages, Adds +1 Lv to ef f ects of 1st-3rd necromancer spells
100 Staff of the Black School, masters staf f f rom the f amous f orbidden school of olden times, can detect
undead and Adds +1 Lv to ef f ects of 4th-5th Lv necromancer spells and can store a 1st level spell cast on it
f or later use

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d100 Strange Things in the Graveyard


T his can be rolled f or any graveyards f rom necropolis to country church.
A f ew rolls will make any graveyard more memorable or interesting.
Some things revealed by locals and might be just local gossip.
d100 Strange T hings in the Graveyard
01 A statue of a crying angel, tears of blood may be seen some nights when evil af oot
02 Sounds of rattling bones are heard f rom underground at night
03 Occasionally graves are f ound opened and def iled with corpses half eaten
04 Occasionally graves are f ound burst open f rom the inside
05 Robbers come here to steal corpses and grave goods leaving a horrid mess
06 Locals remark someone leaves f resh f lowers every night but are never seen
07 T he ground is f illed with chunks of old bone f ragments making the soil partly white
08 Ravens gather around visitors cawing, sometimes they seem to say your name
09 When it rains or is damp or bef ore dawn, thousands of worms crawl to surf ace
10 Something in graveyard howls at f ull moon, locals lock their doors and stay in
11 Hear scratching and scuttling noises f rom underground
12 Strange lights seen at night dancing around graveyard
13 Ever since hidden treasure stash f ound in yard, looters have been drawn here
14 Dead half eaten corpses of robbers have been f ound here
15 Older graves with strange ancient markings have been f ound when digging new ones
16 An ancient monolith in the yard f rom some lost civilization
17 A huge oak tree in the yard bleeds if cut and locals leave alone
18 A dog sits on the grave of it's master wasting away
19 A ghost dog is seen occasionally on a old grave at night
20 Sobbing is heard in the yard but no source is ever seen
21 A necromancer and his students come here to steal bodies but nobody sees them
22 If you pour blood on the right grave a devil appears to trade your soul f or gold
23 Some of the small animals seen by night are witch f amiliars
24 If you leave a coin on crypt of miser Kelly by night, a bony hand reaches out to snatch it
25 A black goat is seen in yard at night, those who chase it are wounded in nasty f alls
26 Long ago a necromancer came and took the dead, his f ootprints can still be seen
27 A rich man buried was taken by a devil, a hoof print is on his sarcophagi lid
28 Youths coming to f ool around in yard are attacked by angry hungry dead
29 Many graves encased in iron bars to prevent robbers or necromancers
30 Unmarked graves outside of sanctif ied yard have been disturbed of late
31 Graf f iti in lost script of the necromancer kings of old appears on walls and gates
32 Someone has stolen heads of f many statues and a reward is on of f er
33 A toothless old crone sells f lowers by the gate as long as anyone remembers
34 A witch f lies in f rom south to steal corpses f or stews since yard f ounded
35 A cannibal sect in area def ile graves on monthly basis
36 Locals suspicious of strangers interests in the yard and spy on them constantly
37 A huge cat roams the yard chasing children away who play near walls
38 A silent monk spectre stands by the the gate some evenings as if awaiting someone
39 Some f orce in the yard blows out candles, lanterns and other light sources

40 Once a statue came to lif e and killed f our grave robbers


41 Strange f luid bubbles up f rom one of the graves
42 A revenant dwells in the yard who seeks his murderer, but any in yard at night will do
43 Some say there are coded scripts on the headstones leading to a lost treasure
44 A vampire was once active in the area but it sleeps mostly now
45 Witches scour the soil f or bits of bone to cast spells and make charms
46 A coven meet near the yard to call out spirits by night
47 A strange visitor at local inn at night is seen shouting and cracking a whip
48 A strange visitor at local inn at night comes to call spirits in his search f or treasure
49 If you slip a coin in the charity box by the gate evil in the yard by night will avoid you
50 A warrior ghost in the yard appears to challenge any who draw their sword on his grave
51 Mandrake grows outside the yard on the graves of executed, magicians come to gather it
52 A man ate odd mushrooms in the yard and could hear and see angry dread spirits
53 A tomb was opened once f or repairs and hundreds of bugs and lizards swarmed out
54 A f amily keep trying to move their dead kinsman executed f or crimes into the yard
55 If you sleep on grave of widow Z atara, you will have f orbidden erotic dreams
56 Strange gurgling noises are head day and night by many witnesses
57 Pools of water in the yard sometimes are seen dimly glowing in dark
58 Some say a holy saint relic was interred here to protect it f rom a tyrant
59 Ghastly smelling holes are sometimes f ound in the yard and are promptly buried
60 If you hear a ghastly scream in the night run as f ast as you can
61 A jackal has been seen in the yard and watches visitors curiously
62 A group of owls meet here hooting to another as if debating something
63 Half chewed rats are f ound around the yard and cats never enter at night
64 If you bring a dog here it will not enter and will howl in terror
65 Some graves have unnatural deposits of f rost in the morning
66 If you cook bacon near graveyard some of the dead will cry out f or some
67 Death head moths are common in yard, sometimes swarming around a grave
68 Patches of dead grass like f ootprints are f ound some mornings
69 Eggs brought into yard all go of f , birds never nest here
70 Snakes are common in the yard, some seen dozens pour f rom crack in a crypt
71 Some of the rats in the yard are actually undead, several have been badly bitten
72 Speaking ill of the dead here attracts a plague spirit
73 Somewhere in the yard is a secret keyhole which opens a door to hidden tunnels
74 Attractive men in the yard sometimes f eel as though being touched by spectral hands
75 A spirit in the yard sometimes blows wind up skirts of ladies but never at f unerals
76 A skeleton arises and collects all the dead f lowers and burns them once a month
77 A gore covered weasel has been seen crawling through cracks in crypts
78 A rat has been seen carrying copper pieces, he must have quire a stash by now
79 A f ew months ago a drunk saw a grave burst open and a giant moth crawl f rom a corpse
80 Maggots have been seen swarming with purpose and a strange robed man with them
81 Ghostly monks chanting are seen whenever a new king crowned and other occasions
82 Ghostly candles appear on some f amily crypts when a f amily member is about to die
83 If you give a coin to toad in the yard you will have wonderf ul night of lovemaking
84 Any child conceived in the yard is pale, cold and quiet and will be a necromancer
85 Anyone who climbs the walls at night will be struck sterile by guardian spirit
86 T he walls were built to keep dead in not living out
87 Walls predate modern yard, an ancient ruin was said to lie here, stones were re-used
88 A grave robber was f ound dead at the gates with his skull crushed by a stone
89 If a girl dances on the grave of Sedraz Manrad, his ghost will give her a copper

90 Women entering the yard must cover their hair or the dead will be tempted by them
91 A man who tried to use yard as a toilet had a skeletal hand tear of f his manhood
92 Local children enjoyed company of a strange f riend near here, now they are f orbidden
93 An ancient rock or hill is said to be doorway to elf land where ancient dead live as elves
94 A local gypsy woman may speak with dead f or gold but priest does not approve
95 An old grave keeper used to whittle wooden toys and sometimes children f ind new ones
96 A great poet buried here attracts pilgrims but his angry ghost chased bad poets away
97 A section of the yard is older than the village and headstones in a strange language
98 An artist came here to take rubbings of historic graves and died yet people still see him
99 A creepy old man of f ers strangers a drink but he is the ghost of a poisoner
100 One of the crypts is a gate to the underworld and dancing dead are seen emerging

a rended press joint


http://rendedpress.blogspot.com

spleen

left wrist

right ear

crown o
head

stomach

right
shoulder

liver

any inger
right
on left
middle toe
hand

neck

left big toe

chin

gall
bladder

left
right
forearm hamstring

right
buttock

left pinky
inger

right
Achilles
tendon

DM's
CHOICE

lung

anus

left eye

testicles
(females
roll again)

right
cheek

right ring
right thigh
left 4th toe right eye
inger

left middle
right ankle
inger

throat

left middle
toe

pancreas

right
thumb

DM's
CHOICE

left
shoulder

right palm left kidney

right big
left ankle right bicep
toe

DM's
CHOICE

non-fatal
heart
bruise

right
large
sole o left left ring
lower
right knee
middle toe intestine
foot
inger front teeth

right
middle
inger

brow

hair

right
pinky
inger

any toe on
right foot

left
buttock

left pinky
toe

right
breast

any inger
on right
hand

left
upper
Achilles
front teeth
tendon

left ear

left elbow left thigh

left breast

small
general left index
intestine groin area inger

bladder

spine

colon

DM's
sole o left middle
CHOICE right foot
toe

left index
toe

left shin

right 4th
toe

jaw

right shin left knee

mons
pubis
DM's any toe on
right
left
right
left palm
(males roll CHOICE left foot forearm hamstring
pinky toe
again)
right
kidney

a dice drop table


because Telecanter asked for it

Quick-n-Dirty Body Locations!

DM's
right
appendix
left cheek
CHOICE
index toe

right
index
inger

DM's
CHOICE

right
elbow

tongue

nose

left bicep left thumb

right wrist

penis or
vagina

drop a die to determine damage locations, tentacle mutation location, tattoo location (on your spleen!?!), etc.

March, 1979

Damage Permanency
or
How Hrothgar One-Ear
Got His Name.
James M. Ward

The concept of hit points is almost universal in all types of role


playing games. They are often used as a measure of how much damage
any given being can take in any given situation. In the case of a sword
duel with two high level (and thus, high hit point) players, it is easily
possible to see that thirty hits at 1-8 hit points per strike could happen on
each side. Logically, thirty such actual cuts would easily kill any real life
being in the same situation. It must therefore be assumed that many of
these lost hit points represent fatigue, damaged armor, the battle situation itself, or the weapons used. With this being the case there should be
some method of determining the physical damage that finally occurs in
any given battle.*
When a person takes a great deal of physical damage in whatever
manner, it is highly possible that the effects will become permanent. It is
conceivable that a sword could sever a toe or finger causing a drop in
dexterity or a ray gun could puncture a lung, causing a drop in constitution. The following charts will help judges curb the more active tendencies of their players. They are used when any given player is reduced to
one or two hit points.
PERCENTILE
1-50 no permanent damage after healing
51-70 being requires magical aid in healing correctly
71-100% being is maimed unless wish or 5th level or better clerical
healing spell is used or device is employed.
AREA OF THE BODY DAMAGED PERMANENTLY
Head
1-14
Trunk
15-49
Arms
50-74
Legs
75-79
Hands
80-94
95-100
Feet
HEAD DAMAGE
1-12
13-24
25-36
37-48
49-60
61-72
73-88
89-100

Hearing Loss
Sight Loss
Speech Impaired
Charisma Impaired
Intelligence Impaired
Wisdom Impaired
Fighting Ability Impaired
Spell Ability Impaired

LEG DAMAGE
1-25
26-50
51-75
76-100

Speed Decreased
Strength Impaired
Dexterity Impaired
Fighting Ability Impaired
19

HAND DAMAGE
1-20
21-40
41-60
61-80
81-100

Dexterity Impaired
Fighting Ability Impaired
Magical Ability Impaired
Strength Impaired
Weapons Ability Impaired

TRUNK DAMAGE
Constitution Impaired
1-25
Fighting Ability Impaired
26-50
Resistance to Poison Changed
51-75
Speed Decreased
76-100
ARM DAMAGE
Fighting Ability Impaired
1-25
Magical Ability Impaired
26-50
Dexterity Impaired
51-75
76-100
Strength Impaired
FEET DAMAGE
1-33
34-66
67-100

Speed Impaired
Fighting Ability Impaired
Dexterity Impaired

*ED. Note: While this statement is true for the majority of role-playing
games, it is not true for D&D and AD&D and poses some contradictions.
The system holds true for games such as MA and GW, because
their systems use a set nuimber of hit points which are determined by
the number of hit dice the character is endowed with at his (the characters) paper birth. Normally, this maximum potential is seldom reached.
Game systems that set no upper limit on the number of hit dice
cannot accept this rationale. It is patently absurd to think that a fighter,
when advancing a level, is somehow enhanced: more muscles, more
mass, more blood. Were that rationale used, we must assume that first
level types all look like Herve Villechaize (Tattoo on Fantasy Island),
gradually acquiring the stature assuming survival and advancement,
of course! of Arnold Schwarzenegger (former Mr. Universe purported to be playing Conan in the proposed movie).
In AD&D, the rationale behind the concept of hit points is decidely
different. Basically, hit points represent the ability/facility to evade a
fatal blow/injury. It is an abstraction that includes such considerations as
fatigue, armor durability, fighting technique, fighting tricks learned,
and so forth.

Vol. III No. 9


Legs
When legs are indicated a percentile roll shows the judge what
happens to the player.
1-25%* Speed Decreased; indicates a loss of 10 yards per melee
turn, per occasion and a 10% reduction in thief hiding abilities per occasion.
26-50%.
Strength Impaired; indicates the being loses the ability to
carry weight by a factor of 300 gold pieces per occasion.
51-75%
Dexterity Impaired; indicates a loss of one dexterity point
per occurrence and thieves lose the ability to climb walls.
76-100%
Fighting Ability Impaired; indicates a -2 chance to hit per
occasion, that accumulates, with each occurrence.
Hands
When hands are indicated, a percentile roll shows the judge what
happens to the player.
1-20%
Dexterity Impaired; indicates a loss of one dexterity point
per occurrence and thieves lose their extra abilities by 10% wherever
their hands are needed.
Fighting Ability Impaired; indicates a loss of one level of
21-40%
fighting ability per occurrence.
Magical Ability Impaired; indicates a loss of one level of
41-60%
magical ability if the being has or attains a magical ability, per occurrence.
Strength Impaired indicates a loss of one strength point
61-80%
per occurrence.
81-100%
Weapons Ability Impaired; indicates the decreased use
of certain types of weapons (-1 in hitting per occasion) The areas are as
follows.

When the head area is affected, a roll of percentile dice will tell the
judge what has happened to the being.
1-12*
Hearing Loss; indicates that the being will now be surprised
on a roll of 1-3, with a point being added on the surprise die for every
new occasion. Thieves will lose their ability to hear behind doors.
13-24%
Sight Loss; indicates the level of combat efficiency drops
by one with every occurrence and bright light, in the form of spells of full
daylight, blinds this being for 1-4 melee turns.
25-36%
Speech Impaired; indicates that a drop in charisma of one
point occurs at every occurrence.
37-48%
Charisma Impaired; indicates a drop in charisma of one
point at every occurrence.
49-60%
Intelligence Impaired; indicates a drop in general intelligence at every occurrence and a -1 on the Saving Throw on all spells
involving control and illusion used on that being that is also increased by
-1 at every occurrence.
61-72%
Wisdom Impaired; indicates a drop of one at every occurrence.
73-88%
Fighting Ability Impaired; indicates that the being loses
one level of fighting experience at every occurrence.
89-100%
Spell Ability Impaired; indicates that if the being used
spells, that being loses one level of spell usage per occurrence. Not the
spells of a level, but the additional spells given the being at their level of
experience. Hence a 3rd level Magic User would have the spells of only
a 2nd Level Magic User.
Trunk
When the trunk area is indicated, a percentile roll will tell the judge
what happens to the player.
1-25%
Constitution Impaired; indicates that one point is lost with
any possible hit point loss included per occasion.
26-50%
Fighting Ability Impaired; indicates that the being loses
one level of fighting experience at every occurrence.
51-75%
Resistance to Poison Changed; indicates that all saves are
made at a -2 (to the detriment of the being); this situation multiplies itself
at every occurrence.
76-100%
Speed Decreased; indicates that the being is slowed
down by 10 yards per melee turn, per occasion.
Arms
When the arm area is indicated, a percentile roll will tell the judge
what happens to the player.
1-25%
Fighting Ability Impaired; indicates that the being loses one
level of fighting experience at every occurrence.
Magical Ability Impaired; indicates a loss of one level of
25-50%
experience per occasion if that being has or attains any magical ability.
Dexterity Impaired; indicates a loss of one dexterity point
51-75%
per occurrence and thieves lose the ability to climb walls.
Strength Impaired; indicates that one point of strength is
76-100%
lost per occasion.

1-10%
11-20%
21-40%
41-60%
61-95%
96-100%

All Bows
All Crossbows
Lances/Spears/Pole Arms
Bludgeon Type Weapons
Sword Type Weapons
Fist Action

When reduced to from ten to two hit points left, depending on how
many they started with, a person is suffering greatly from fatigue and
pain and is also reduced in abilities according to the area. This is
changed by clerical healing spell, magical devices, etc. for an instant
cure.
1-14%
Head, indicates a drop of one spell per level if the being is a
magic user or priest, a drop of one level of fighting ability if the being is
only a fighter, and a drop of 10% in all abilities in any of the other
character classes.
Trunk, indicates a drop in speed by 20 yards a melee turn
15-49%
and a drop of strength by ,a point.
50-74%
Arms, indicates a drop of 2 strength points, a drop by a
weight of 300 g.p. the carrying ability of a player, and a drop by 20% in
all thieving abilities.
75-79%
Legs, indicates a drop of speed by 20 yards per melee
turn, a drop of carrying ability by 600 gold pieces, and extra ability
characters lose by a factor of 20% in all abilities, using legs.
80-94%
Hands, indicates the inability to fight if a roll of 1-2-3 is
rolled with a 6 sided die (with the normal weapon hand). I will leave it to
the referee to figure out what drops in fighting power as a result of using
the wrong hand in battle.
95-100%
Feet, indicates a 50% drop in the ability to move and
carry things.
In using this material, a little good sense should prevail. It is in the
realm of possibility that a tenth fighter could have 10 hit points so I
wouldnt want the pain loss to apply after only one hit. I do think it is
logical to use this with beings over 20 hit points to start with.
In making up this material, I have tried to throw in several different
concepts so that readers would realize that it fits in many different types
of role playing games. I want you to throw in a lot of other things in the
charts so that your players are kept guessing. You could make your
Bards lose the ability to sing on a head shot. You could make your
robots function illogically or lose lifting capacity.
20

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d100 Monster death scenes

d100 Monster death scenes


01 Corpse decays into nothing 1d4 1=1d4rounds, 2=1d4turns 3=1d4hours 4=1d4days
02 Corpse decays into rancid semi decayed corpse
03 Corpse decays into putrescant slime, CON save or stinking cloud nausea
04 Corpse dries up into crumbling mumif ied body
05 Corpse turns into skeleton
06 Bursts into f lame burning f or 10 minutes into charred mess or ash
07 Violent f ireball explosion 1d6/HD and 1" radius, DEX save halves
08 Bursts into f lames, runs around screaming f or 1d10 rounds
09 Burns with glowing light f or 1d4 rounds getting brighter then explosion 1d6/HD and 1" radius, DEX save
halves
10 Burning body f alls and screaming burning skull spirit f lies out and shrinks to spark then nothing
11 Corpse withers into skeleton gets up and attacks instantly
12 Corpse withers into mummy gets up and attacks in 1d3 rounds as only part of spirit departs
13 Corpse reanimates into zombie gets up and attacks 1d4 rounds af ter death
14 Corpse crackles to lif e with unholy energy as a wight
15 Corps ages into rotting visage then springs to lif e as a screaming ghoul
16 Part of spirit in shadow animates as strength draining undead
17 Phantom f orms f rom part of soul on spot and attacks with f ear powers
18 Corpse animated by evil underworld being returns as vampire next night
19 Corpse vomits up critters then bursts open scurrying with d4 1=bugs 2=lizards 3=rodents 4=all
20 Imp or lesser evil being bursts f rom corpse
21 Collapses into jigsaw pieces 1in6 ref orms slowly if lef t
22 Departing spirit allows several lesser evil beings to enter this world
23 Collapses into 1d1000 cp
24 Collapses into 1d1000 sp
25 Collapses into semi precious stones 1d1000 value
26 Collapses into mixed coins of many currencies 1d1000 gp value
27 Withers to pile of bones partially golden skeleton worth 1d1000
28 Withers to pile of bones embedded with gems worth 1d1000
29 Single crystal f orms on f orehead as body turns to dust woth 1d1000
30 Out of body crawls neotant f etal f orm of other monster type
31 Fog cloud obscures area in acrid impenetrable blinding f og
32 Holy symbol on head glows cursing all who attacked it at end
33 Huge poisonous gas cloud expands f rom corpse
34 Fountain of unholy water erupts till exorcism
35 Fountain of acid burns everything in area lv/HD=1HP=per round
36 Huge cloud erupts f rom body with laughing evil spirit being f or 1d6 rounds
37 In death throws it calls it's divine parent who sends a mid rank being of vengence
38 In death throws it calls it's divine parent who curses party
39 In death throws it calls it's divine parent who alerts cult to slay murderers
40 Monster's immediate loved one receives vision of the murder

41 Blood keeps f lowing, f looding area under 3d12 inches if blood


42 Monster explodes with rancid intestines spattering killers in rancid f lesh and f eces
43 Body bursts spattering unholy water everywhere, tainting all with evil
44 Spectacular departing soul energy opens gate to underworld attracting a horror
45 Spectacular departing soul energy, a great divine looks down f rom heavens scaring all
46 Spirit appears dismembers body turning 2d4 dif f erent parts into new monsters
47 Garb or skin slough of f and f orm a ambushing sheet phantom
48 A f lash of light and beast turns into beautif ul prince/princess, eligible but cursed
49 Beast turns into a dying gasping person who might blurt out a tragic story
50 Beast turns to stone trapping any edged weapons used to slay it
51 Beast corpse turns into duplicate of person known by characters that causes trouble or f ear
52 Beast crumbles into heap of magical narcotics craved by sorcerers
53 Beast melts into divine ambrosia if quick might gather a f ew doses -1d6 years +1 CHA
54 Beast melts into magic potion if quick might gather a f ew doses
55 Beast melts into poison but might gather a f ew doses 1d4 1=touch 2=ingested 3=blade 4 all
56 Beast has 1d4 organs may grant unusual abilities and new liability or enemy
57 Blast of chilling air lv/HD=1d3=1" radius those kill solid corpsicles, CON save halves
58 Electric Arc 1d6 nearest persons struck by 2d8 bolts
59 Prismatic rainbow auraras f low f rom corpse striking everyone on 30" with a varied magical ef f ect
60 Fireworks burst f rom dead, WIS save or stunned 1d4 rounds, may ignite som f lamables 30y radius per lv
61 Swarm of cheeping birds drown all sound and prevent spell casting in area f or 3d10 rounds
62 Worms burst f rom earth drag beneath ground as bursts open with more worms and 1d6 rot grubs
63 Vomits up or turns into Green slime with HD=to original creature
64 Body bursts open
65 Fiends come to take away body and prepared to f ight 1d4 1=demon/devil 2=undead 3=elemental beast
4=cultists
66 Breaks down into grey ooze
67 Teleports away thanks to outside f orces to f ight again
68 Plague cloud spreads mummy rot to all in 10" per HD/Lv
69 Gremlins scuttle f rom area to curse land f or ever more
70 Giant scorpions, spiders or arachnids grow f rom blood of equal HD
71 Strange warriors grow f rom remains of equal HD
72 Dies and decomposes into yellow mould or some other type
73 Reincarnated due to f avour of a greater being, possibly instantly as per spell and hostile
74 Turns into crumbling shards of pottery or statue
75 Turns inty 2-d artwork on surf ace depicting corpse
76 Turns to f oul liquid worse than a skunk and more corpse like
77 Swarm f rom mouth attacks f or 1d3 rounds per HD/lv
78 Humanoid children burst f rom corpse crying
79 Turns to strange f eatured dangerous animals like horned wolves or winged boars
80 Turns into a larvae, horrible human headed maggot soul used to create monsters in underworld
81 A vampire and skeletons f rom underworld come to claim the body of the f allen
82 A demon or devil and zombies f rom underworld come to claim the body of the f allen
83 Turns into a were beast when killed
84 Restored by divine being in 24 hours back to lif e
85 Turns into molten d4 1=iron 2=lead 3=bronze 4=d1000 go in silver might start a f ire
86 A quake shakes ground and earth swallows up body
87 Body smoulders into burned ash with soul medallion with alignment symbols
88 Rotten f estering diseased liquid inf estion spreads f rom here f orever more
89 Local plants die and never grow back

90 A monster tree grows here


91 A baby appearing normal struggles to escape corpse
92 Corpse attracts random monster every minute f or 1d10 turns (10 min each)
93 Dissolves into smoke an old wizard appears looks conf used
94 A shimmering gateway to a cult temple appears in vapours of f uming corpse
95 Pink bubbles f roth f rom mouth f illing huge area in revolting biological f oam that spreads disease
96 Melts into ground f orming a haunted well
97 A spectre or ghost arises f rom the corpse
98 Dissolves into bubbling slime sprouts tentacles and eyes
99 A spirit arises f rom corpse and tries to possess whomever slew beast
100 A gate opens and a great being grunts and sends some minions through and closes portal

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d100 Doom of the kingdom


Anonymous comment suggested this. T hanks f or request. Good f or plots af oot in kingdom to stop or history.
could apply to city or other things. A bit less dramatic than my prior world crushing versions. Ruin Your
Campaign World 1 and 2 also handy.

1d10 Quick Fall of the kingdom


1 Succession crisis
2 Invasion
3 Corruption
4 Cataclysmic disaster
5 Climate Disaster
6 Bad Custom
7 Economic
8 T he gods did it
9 Magical disaster
10 Stars were right
d100 Fall of the kingdom
1 King dies, heirs and kin f ight over next ruler, civil war ravages land with armies, burning, looting
2 King dies and while kingdom in crisis enemies attack
3 Assassin kills ruler, without killer being known heirs f ight till kingdom a ruin
4 A new claim to throne with evidence splits country into civil war
5 King becomes mad drives kingdom to ruination and despair
6 King is decadent and irresponsible making hungry peasants revolt and cities burn
7 King f euds with nobles causing civil war that destroys everything
8 King outrages the gods who curse the kingdom
9 King long ago killed most rivals but a survivor kills him and civil war does the rest
10 King is cursed by evil and shadow of darkness ruins kingdom
11 Orc invasion instigated by evil overlord secret breeding program swept away kingdom
12 Goblinoid hordes f rom under the earth came and carried away everybody and all of value
13 Elves irritated by hubris of kingdom destroyed it in a single night, sweeping the land over with f orest
14 Dwarves outraged by human misuse of their secrets and thef t of their wealth destroy kingdom
15 Barbarian raiders damage kingdom and decide to stay, run kingdom into ground
16 Nomad hordes destroy cities, destroy walls, take slaves and reduce kingdom to rubble
17 Pirates horde destroy f rom coast, then rivers then strip kingdom bare
18 Undead hordes arose over night killing and eating pretty much everyone
19 Demons poured f rom primordial gates under monoliths killing everyone
20 Kingdoms next door invaded destroying inf rastructure of rivals, carried away survivors as slaves
21 Evil insidious drug cult corrupted nobility weakened rulers and kingdom crumbled to enemies
22 Organised crime sucked wealth f rom kingdom and corrupted of f icials till kingdom crumbled
23 Chaos cult drove rulers mad, increasing disorder as citizens riot and burn institutions
24 Demonic cult corrupts institutions and begin mass execution, revolt destroys kingdom
25 Assassin secret order murders leaders of all f actions till incapable of operating
26 Diabolic young cruel nobles seize power institute cruelty and raise taxes, party while cities burn
27 Prehuman hybrid race take over and return ancient regime of murder till mob arises and destroy all

28 Murderous hobo cult terrorise countryside ruining trade, collapsing markets and collapsing order
29 Evil wizards tried to seize kingdom with magical spies and agents who caused chaos
30 A hidden race under the earth ruined kingdom secretly t f urther their long term goals
31 A mountain grew destroying heart of kingdom most prosperous regions
32 Quakes destroyed buildings, moved mountain passages, rivers harbours, buried towns
32 Volcano eruption buried under lava, ash and burned rest down
33 Terrible f ires swept over kingdom burning great cities and f orests f ollowing a lack of rain
34 Tsunami of water f looded and destroyed everything washed away everything
35 A plague of creatures grew out of control and destroyed f ood stocks, spread disease and are just gross
36 Creatures rain f rom sky biting everyone with venomous or diseased bites
37 Huge sinkholes opened swallowing towns and cities overnight
38 Stones f rom sky f all destroying buildings, drive away birds, animals and game , leaving smoking craters
39 Great geysers erupt and boiling mud oozes up in wells and inhabited places covering land in f og
40 Firestorms sweeps over land burning everything in a single night
41 Sourland took over, poison water, dead crops and livestock, f orests, all awasteland
42 Severe climate change heat or cold or humidity destroyed economic f oundations and f ood production
43 Famine stopped all f ood production, strange weather, exhausted soils, livestock diseased
44 Salt tainted water and soil destroying everything living
45 Years of darkness destroyed crops, everyone went mad with hunger destroyed everything
46 A great toxic cloud rolled over land or f rom a crack, spreading sickness and destroying crops
47 Severe weather land with snap f reeze burying all under ice and snow
48 Cyclonic storms and weather destroyed settlements and f armland, driving away survivors
49 Land sinks into swamp
50 Hallucinations f rom f ungus in grain and f eed spread madness and discord through land
51 Nobility duels ruin aristocracy decimate ruling classes weakening nation f rom other crisis
52 Human sacrif ice managed by state cult causes rebellions, riots and burning of great cities
53 Rulers abuse youths and eventually people have enough and destroy depraved overlords and kingdom
54 Insane cult dominated land, locals revolted and neighbors invaded
55 Ruling caste become decadent and f launt wealth and torture poor f or f un until mob arise
56 Rulers strip traditional rights of lower castes rendering them slaves, eventually they revolt
57 Religious elites torment and persecute a minority then broaden hunt till mania destroys kingdom
58 State cult torment minority, populace end up pref erring them to rulers, riots destroy cities and churches
59 Elites sacrif ice maidens to titanic beast, adventurers rescue them and monster destroys kingdom
60 Evil magician takes control then sacrif iced kingdom f or merit with beings of evil
61 Cabal manipulate market to grab land instead violence breaks out, markets collapse
62 All coins turned into a swarm creatures terrorizing and hastening the bankrupt lands last days
63 Kidnappings and ransoms destroyed economy and ruined country attracting invaders to destroy
64 Central authority collapses replaced by f euding warlords who battled till only ruins lef t
65 Bandits destroy trade then sack weakened starving populations till kingdom sucked dead
66 A cult suck money f rom kingdom and weaken nobility, bef ore leaving with loot and collapsing the state
67 Quacks sell healing potions and other f ormulas ruining everyone then leaving broke kingdom to die
68 Drugs spread by insidious cult ruin youth, corrupt nobles, suck abroad gold, leave weak to enemies
69 Decadent cult spread craze f or indolence, luxury, vice and made kingdom useless in struggle
70 Peasant revolt destroys kingdom, f ree serf f lee to better land leaving useless homeless nobility
71 T he gods are of f ended by the kingdoms sin and indolence and a f iery comet f rom the sky destroyed all
73 T he gods f eel too many humans and send a f lood to depopulate the noisy ungratef ul wretches
74 T he gods angered and mortals don't respond to warnings, plague star calls horrendous disease
75 T he gods send monsters to punish the kingdom and overrun everything
76 T he gods took away their blessings leaving evil to overrun def enseless people
77 T he gods inf ighting caused human sects to exterminate each other in civil war

78 A evil god plotted ruination and corruption of kingdom to personally attack a god
79 A evil champion laid waste to kingdom supported by hordes of monsters
80 A great monster arose and destroyed all, driving people f rom the land
81 Curse of undeath on land till dead outnumbered and ate living, then went dormant
82 Fire cult try to take kingdom but when plans f ail open gates to elementals who burn kingdom to ash
83 Water elemental cult try to take land so open gates to elementals who drown kingdom to sodden mess
84 Earth elemental cult try to seieze throne by f ail so open gates to elementals who crush cities to rubble
85 Air elementalist cult try to take power but goof so open gates to elementals who destroy land with storms
86 Witch cult curse rulers and f ate of land till civilization brought to ruination and dispair
87 Alchemists ruin value of currency then run away with worthless currency as kingdom burns in riots
89 Demonologists unleash horde of evil on world to please masters but good paladins cleanse land of lif e
90 Mutants break out af ter shooting star or alchemical waste or a curse or chaos, normal people f lee
91 Mad god awoken f rom crypt by adventurers driven land insane and all killed by adjacent kingdoms
92 Ancient monolith uncovered restoring prehuman cult of nightmare past best f orgotten that destroys land
93 Elder city of the primordial ones rises f rom sea, minions destroy lif e then city vanishes af ter harvest
94 Mummies awake f rom pre human ruins and destroy current peoples on their land the return to rest
95 Kingdom exterminated minor inhuman race then their angry god destroys the kingdom in revenge
96 A great cult summoning in the capitol destroyed the city and drove survivors insane with murder
97 A non human race inf iltrated population till all hybrids who lef t f or secret kingdom under the sea or earth
98 Humans all sleepwalked away in single night through gateways never to be seen again
99 Wizards developed soul sucking necromantic spells and consumed people bef ore becoming liches
100 A strange star passed overhead and bloodless corpses f ound sent people into panic who f led the land

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d100 Vehicles, transport, and steeds


First table f or a variety of transport, second set f or my f antasy setting and third f or Psychon.
T hanks to suggestion f rom
JDJarvis.
d100 Simple Version
1 Basic animals
2 Animal powered vehicles
3 Exotic pre modern vehicles
4 Aquatic vehicles
5 Unusual earth mounts - giant and prehistoric
6 Strange Creatures
7 Strange Vehicles
8 Arcane Tech - magical transport
9 Modern Tech - steam, jet, rocket, diesel, atomic
10 Futuristic tech - space age sf tech

d100 Vehicles, transport, and steeds


Roll d100 on gonzo world f ine
Roll d50 f or a more straight pre modern table
Or pick f irst digit to suit and roll second number as d10
01 Bareback wild ass
02 Oxen
03 Pack dogs
04 Pack Donkey
05 Pack goat or lama
06 Miniature pack pony
07 Riding Pony
08 Riding horse
09 War horse or draf t horse
10 Camel 1d3 1=dromedary 2=bactrian 3=hybrid
11 Battle ass wagon or battle donkey cart
12 Ox wagon or sled
13 Deer Sled
14 Goat wagon or deer sled
15 Donkey or pony cart
16 Light Chariot and two horses
17 Heavy Chariot and f our horses
18 Wagon with 1d2 horses
19 Coach with 1d6 horses
20 Elephant with howdah or palanquin
21 Slave pulled wagon
22 Slave carried palanquin

22 Slave carried palanquin


23 Tethered kite f or observation
24 Crude hot air balloon f or observation
25 Crude hang glider f or suicidal thrill seekers
26 Wagon on wooden rails
27 Barge on aqueduct or canal
28 Flying f ox or crude elevator or swinging on vines
29 War Wagon (Korean Style)
30 Primitive submarine
31 Raf t f or the desperate or improvised
32 Canoe f or scouting or exploring
33 Rowboat f or local travel
34 Sailboat f or coastal travel
35 Long ship f or trade and war
36 Sailing galley with oars and sails
37 Small sail ship f or mostly coastal trade
38 Cargo sailing ship
39 Transport ship
40 War galleon
41 Riding or pack f lightless bird like ostrich, moa or Pleistocene terror bird
42 Riding bird or bat or f lying dinosaur
43 Riding or pack lizard, many types f rom goanna like to crock or chameleon
44 Riding or pack Insect like a stag beetle, mantis, grass hopper, moth, bee, ant
45 Riding or pack mammal like hyena, dire wolf , sabre tooth tiger, bear, mammoth, wooly rhino
46 Riding or pack dinosaur, small and f ast or lumbering behemoth with tiny siege f ort on back
47 Swimming beast like a dolphin, whale, dinosaur, prehistoric penguin, lobster, trilobite
48 Riding or pack amphibian like a newt, f rog, salamander or prehistoric creature
49 Riding or pack arachnid and other invertebrates like spider, scorpion, centipede
50 Riding or pack mollusc such as slug, snail, squid, octopus, nautilus, ammonites
51 Winged version of normally ground creature like horse, lizard or wolf
52 Walking amphibious version of normally aquatic creature like a land shark
53 Grif f on or hippogrif f like hybrid animal d2+1 recognizable creatures
54 Chimera, evil monster hybrid beast of d6+1 creatures
55 A magical version of a normal animal but with magic powers
56 A supernatural version of normal animal with planar powers
57 Alien creature of other world ecology, drastically dif f erent lif e cycle
58 Slimy horror like a jellyf ish, shoggoth, giant unicellular creature
59 A mobile plant like a trif f id or tree monster used as riding beast
60 Creature but sentient (1in6 cast spells)
61 A humanoid like a giant or possibly quadruped f ormer human
62 A creature with artif icial or modif ied body parts like a cyborg or magical
63 A dangerous creature like a demon, bound and obligated to obey f or now...
64 A huge f lying being stops to rest, users predict it and use to ride (1in6 of f world)
65 A f loating Island actually a huge creature which might eat passengers if disturbed
66 Beings travels between worlds and other beings await to f ollow through portal
67 Plant of f ungus being has magic spores that transports users, somehow, a bit unclear
68 A being is known to teleport intruders elsewhere, locals abuse f or f ree ride
69 A great sky beast if reached can be used to get a ride to other lands
70 A magical divine servant transports the worthy who please the cult
71 Flying boat with balloon, wings or just magic
72 Ornithopter in shape of winged beast that f lies by f lapping

73 Golem like construct carries owner on back, humanoid or beast


74 Golems with palanquin
75 Magical f lying domestic object like rug, chair or kettle, possibly larger than normal
76 Huge magical behemoth with building on top or under or inside, either f ly or swim or walk
77 A pocket dimension with a mobile gateway point that teleports or f lies
78 Teleporter platf orm f ully automated or wizard operated stations (1in6 inter planar)
79 Flying castle, magic cloud or mobile island
80 A superior being of other planes carries you, perhaps in hand or in stomach
81 A bicycle or motorbike
82 A car or tractor or van or truck
83 A train on tracks
84 A submarine
85 A small plane, gyrocopter or helicopter
86 A transport plane
87 A Ironclad ship
88 A speedboat or wetbike
89 A armored car or tank
90 A airship or zeplin
91 A jetpack
92 A aircar or skycycle
93 Transmat array station
94 Levitating transport platf orm
95 A space shuttle or spacecraf t or dropship
96 A f lying saucer or mole machine
97 A hyper velocity vacuum tube subtrain or beanstalk tethered asteroid with elevator
98 A a sentient robotic vehicle f or transport in all environments even to moon
99 A giant robot, mecha or cybergolem
100 A mighty land leviathan, gun covered f ortress on tracks

d100 Fantasy Mounts of Exile Island


f irst lower dice range f or more boring situations, d20 most common
made f or land based adventurer bias
only aristocrats can ride horses on my island or non humans, same in the empire
HD1+1 (HP) D4 (Damage) AC+2 (AC) MV 18 (move in range inches) OB (modif ier to ride rolls)
OB rolls based on Riding but a CHA bonus f or long serving horse who love masters
Follower mounts get +1hp/level they have been owned f or
I didnt stat all up - just variants of horses
01 Hill pony HD1+1 D4 AC+2 MV 18 OB-1 common red pony still wild and tamed by locals
02 Mountain Pony HD2 D6 AC+3 MV 16 OB-3 used by distant tribes of nameless mountain barbarians, black or
dark grey
03 Common Pony HD1+1 D4 AC+2 MV 21 OB-0 used in cities, f arms or rich kids pets,brown or piebald with
white patches
04 Dwarf Miniature Pit Pony HD1 D3 AC+9 MV 16 OB-2 used in mines by dwarf s who are mean to them, dark
grey
05 Easterner Pony HD1 D4 AC+2 MV 24 OB-4 used f or f ighting and racing sports, black
06 Highlander Pony HD1 D6 AC+3 MV 18 OB-2 f amous f or shaggy red hair and f eisty nature
07 Goblin Pony HD1+1 D4 AC+3 MV 14 OB-4 unhappy, def ormed, may jump f rom a great height
08 Orc Pony HD1+1 D6/d4/d4 AC+3 MV 20 OB+4 ugly brutes are mean and savage, part something else and

08 Orc Pony HD1+1 D6/d4/d4 AC+3 MV 20 OB+4 ugly brutes are mean and savage, part something else and
scaly
09 Bright Elf Pony HD1+6 D6 AC+3 MV 36 OB-3 f astest of all ponies but occasionally do weird things, light
green tint grey f ur
10 Dark Elf pony HD2+1 D6/d4/d4 AC+2 MV 18 OB+1 angry ponies, loyal and like night f ighting with a violet tint
to black
11 Old Nag HD2 D6 AC+1 MV 12 OB+3 a run down horse on last legs or retired, f it f or slaughter
12 Farm Horse HD2+1 D6 AC+2 MV 18 OB+2 typical peasant cheap horse not trained to ride x1/2 ride skill,
brown and white piebald
13 Empire Courier Horse HD2 D6 AC+2 MV 24 OB+4 well trained and f ast, popular breed, yellow f ur
14 Shadowbreed Horse HD2+4 D6/d4/d4 AC+3 MV 18 OB-2 wild horses in black f orest some trained, deep back
15 Eastern Riding Horse HD2+2 D6 AC+3 MV 18 OB+2, dark grey
16 Sindarian Steed Horse HD2+1 D6/d4/d4 AC+2 MV 25 OB-1 wild horses of f ar of f desert continent, yellow
17 Skeleton Horse HD2 D6 AC+3 MV 16 OB+4 sold by necromancers, no f ood, silent
18 Z ombie Horse HD3 D8 AC+1 MV 12 OB+4 sold by necromancers, no f ood, silent
19 Dark Elf Riding Horse HD2+2 D8 AC+3 MV 26 OB-1mean, angry and impatient but loyal to similar
temperament master, violet grey f ur
20 Bright Elf Riding Horse HD2 D6 AC+3 MV 30 OB+1 commonly sold but tend to run away back to elf land,
white with green tint
21 Nomad prairie horse HD2+2 D8 AC+3 MV 24 OB-2 red and white piebald, dif f icult to train
22 Eastern plains horse HD2+4 D6/d4/d4 AC+3 MV 22 OB-3 bristly, hard to train, bad tempered, a bit short with
dun coat and black mane
23
24 Common Rouncey HD2 D6 AC+2 MV 22 OB+1all round good horse common brown used by urban bottom
rung nobility without land
25 Empire Rouncey HD2+1 D8 AC+2 MV 24 OB-0 all round common horse f or upper ranks of empire, white
26 Eastern Courser HD2+3 D6/d4/d4 AC+3 MV 26 OB-0 black f amous f ast horse f or racing and nobles
27 Empire Palf rey HD2 D8 AC+2 MV 24 OB+2 a gentle smooth riding horse f or nobility and ladies but good f or
a f ight too, golden
28 Noble Palf rey HD2+1 D8 AC+2 MV 21 OB+1 common horse f or knights and ladies, red
29 Dark Elf Palf rey HD2+3 D6/d4/d4 AC+3 MV 24 OB+1 a smooth ride but like to rub on f ences and bite
children or goblinoids, dark grey
30 Bright Elf Palf rey HD2 D6/d4/d4 AC+3 MV 27 OB+3 a gentle smooth horse highly intuitive and well mannered,
green
31 Knights destrier warhorse HD3 D8/d6/d6 AC+4 MV 18 OB+1 a huge f ighting horse, well mannered and
behaved in peace or battle, grey
32 Nothmen war horse HD3+1 D8/d6/d6 AC+3 MV 16 OB-2 a tall white horse f ierce and intolerant of bad riders
who they throw and trample
33 Empire warhorse HD3 D8/d6/d6 AC+3 MV 20 OB+0 golden cavalry horse of the empire cavalry men
34 Eastern warhorse HD3 D8/d6/d6 AC+3 MV 21 OB-2 a great black beast dif f icult to tame then very loyal
35 Shadow steed warhorse HD3+2 D8/d6/d6 AC+4 MV 18 OB-3 a jet black part demon horse, quiet and sneaky,
hard to tame
36 Barbarian warhorse HD3+4 D8/d6/d6 AC+4 MV 16 OB-1 a great chestnut horse, ill tempered loves to f ight
and moody
37 Crusader warhorse HD3+2 D8/d6/d6 AC+4 MV 18 OB-0 a great grey-white beast angered if smells f oreign
enemies
38 Orc warhorse HD3+2 D8/d6/d6 AC+4 MV 18 OB-2 a vicious ill tempered beast will f ight without a rider and
occasionally kill grooms, partly scaly, dark iron grey
39 Bright elf warhorse HD3 D8/d6/d6 AC+4 MV 21 OB-0 a beautif ul, elegant proud horse with strange spiral
markings and colour tints
40 Dark elf warhorse HD3+1 D8/d6/d6 AC+4 MV 19 OB-1 pref er to f ight by night, excellent night vision,

enthusiastic at trampling, violet f ur


41 Bactrian camel good f or mountain trade and cold, most popular of camel all year on island
42 Dromedary camel one humped type mostly around summer or city docks
43 Riding Oxen liked by barbarians but not normally ridden but occupational f armer might
44 Llama good f or goods trains mostly but good
45 Dog train or sled good f or ice and mountains
46 A deer train or sled good f or ice and mountains
47 Moa birds huge plodding pack f lightless can be ridden but startle
48 Emu or cassowaries or giant geese mostly f or baggage but can carry
49 Exotic megaf auna f rom abroad like elephant, terror bird, riding ape
50 Donkey or an ass, most too embarrassed to ride them even if legal f or non slaves
51 Donkey or ass wagon or f arm pony cart
52 Oxcart with huge load
53 Palanquin of slaves carrying master (1in6) not human
54 Racing chariot all the rage in city with rich kids and now older dudes
55 Horse and buggy typical 2-4 seated cab ride in the city
56 Rickshaw with slave pulling one or two seated on 2 wheels under coverings
57 Armoured battlewagon with archers inside bulled by oxen
58 War chariot of empire or barbarian style with d4 horse and crew places +1driver
59 War chariot bulled by beasts of a non human race like elf or orc or other
60 Dwarf wagon with a d12 pit ponies pulling piles of crap to market (1in2 blinded)
61 Riding buggy with one horse and room f or two seats
62 Small wagon with one horse, 1in6 covered or with caravan built in
63 two horse wagon with covers or shack used by most traders
64 f our horses Shadel Port coach service doing rounds of island, driver and guard
65 six horses used by nobility and elite in best quality in private coach with guards
66 armored stage coach transporting wealth or VIP with riders
67 Secret police in 6 horse coach with black masked riders
68 Goblin coach carved f rom a pumpkin pulled by 6 sad goblin ponies
69 dark elven stage coach with monsters and orc minions running along side
70 bright elven stage coach with beasts and elvish knights and horse archers
71 Elf riding f allow deer cute spotty dear ridden by youths and smallest elves
72 Elf riding crown deer huge riding deer very aggressive and grunt angrily
73 Elf giant war elk enormous beast with 10m wide horns
74 Elf riding wolf made f rom a hanged human f or smaller elf scout clans of the woods and wilds
75 Centaur allied to half lings, elves and gnomes but ref use to be owned as slaves
76 Half ling riding goat able to f ight, climb and some give milk
77 Half ling riding donkey, a good natured jolly beast who f ollow kind masters anywhere
78 Gnome war ram, a stroppy dif f icult to ride war beast
79 Gnome riding mink a f eisty climbing sof t f urred beast
80 Gnome riding badger a tough burrowing helper
81 kobold riding dog love running in packs and very loyal, love to f ight, gets exited easily
82 Kobold riding stirge, nasty blood sucking needle nosed monster owls, need to treat caref ully
83 Goblin riding bat nasty diseases lice ridden carnivorous killer bats
84 Goblin riding weasel or skunk or possum, mostly horrible climbing biting things
85 Goblin riding wolf or superior scout mount
86 Goblin riding boar aggressive f orest boars
87 Goblin riding rat or miniature cave bear a nasty subterranean climbing mount
88 Hobgoblin riding f rog or lizard or newt or salamander
89 Beastman riding beast, usually a bigger dumber relative such as hyena men with prehistoric mega hyenadon

90 Ogre pulling orc built cart, popular f or goods transports


91 Orc riding Wyvern or giant porker (prehistoric giant killer pigs)
92 Elven riding unicorn or winged horse
93 Hobgoblin riding monster like a basilisk, chimera, troll (quadraped af ter f oot-hand transplant)
94 Bird riders with eagles, geese, hawks, owls, ravens, vultures or cult pref erence
95 Riding sabre toothed tiger or other Pleistocene mammal
96 Lizard man lizard beast like a giant goanna or dinosaur of ten a raptor, but any type possible
97 Dark elf riding spider or moth, some are huge
98 Tako f lying Seahorses or dolphins used buy octopus f olk and beings of the sea
99 Magician with f lying device, possible domestic object looking but may be bigger
100 Dragon rider, everybody run f or your lif e
d12 Mount odd feature
1 Extra stupid
2 Extra clever
3 Knows a f ew unusual tricks
4 Has brands of f ormer owner stolen f rom
5 Is very aggressive, biter
6 Is very placid, dislikes to f ight unless must
7 Like to destroy f ences, gates, bite ropes
8 Has illness will be lame in 2d20 hours or has parasites or contagion
9 Horribly f latulent
10 Fearf ul and alert f or danger
11 Roll 1d10 twice
12 Is an enchanted human, 1in6 remember old lif e
d100 Fantasy Mounts of Planet Psychon
made f or land based adventurer bias
If on psychon roll f or colour and some other mutation or cosmetic tables f or added weirdness to boring old
earth animals.
01 Riding pony
02 Riding horse
03 Huge warhorse
04 Centaur
05 Winged horse
06 Horse with extra human arms
07 Insectoid horse with a dozen legs
08 Riding unicorn
09 Riding camel
10 Riding dog
11 Riding wolf
12 Riding cat
13 Riding f ox
14 Riding boar
15 Riding moose
16 Riding kangaroo
17 Battle lama
18 Riding ostrich
19 Riding wombat
20 Riding bear

20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70

Riding bear
Riding goanna
Riding raptor
Riding triceratops
Riding mammoth
Riding wyvern
Riding ape
Riding rabbit
Riding spider
Riding centipede
Riding scorpion
Riding trilobite
Riding slug
Land shark
Flying dolphin
Flying seahorse
Riding snail
Riding rhino beetle
Riding ant
Riding mantis
Riding bee
Riding weasel
Riding quadruped human
Riding goat
Riding turkey (see gamma gobblers)
Riding goose
Riding rooster
Riding rat
Riding guinea pig
Riding rabbit
Riding tortoise
Riding iguana
Riding chameleon
Riding wasp
Riding beaver
Riding skunk
Riding tiger
Riding possum
Riding platypus
Riding Tasmanian devil
Riding mudskipper
Riding newt
Riding grasshopper
Riding plant
Riding f ungus
Riding otter
Riding elephant
Riding wooly rhino
Riding rhino or hippo
Riding f rill necked lizard
Riding thorny devil

71 Riding blowf ly
72 Riding land octopus
73 Riding land squid
74 Aerial jellyf ish
75 Pterodactyl
76 Riding owl
77 Riding hawk
78 Riding vulture
79 Riding raven
80 Riding parrot
81 Riding dragonf ly
82 Riding worm
83 Riding amoeba
84 Riding snake
85 Riding ant eater
86 Riding aardvark
87 Riding dragon
88 Riding shoggoth
89 Riding f ormless spawn
90 Riding space polyp
91 Riding cockroach
92 Riding f lea
93 Riding bat
94 Riding sheep
95 Riding rust monster
96 Riding earwig
97 Riding mole
98 Riding cactus
99 Riding walrus
100 Riding lion
d12 Gonzofication hybrid table
1 Undead
2 Cyborg
3 Psionic
4 Robotic or android
5 Golem magic construct
6 Magician
7 Mutant
8 Planar taint - elemental, demon, angelic
9 Giant or dwarf
10 Sentient and can speak
11 Roll extra species f or hybrid chimera
12 Roll extra species f or shapeshif ter f orms

Grims All the Dice Treasure Map Generator


DIE

d4

d6

d8

d10

d12

d20

HEX

6 and/or 7

Dungeon
Hoard
Buried
Lost

Whirlpool
Geyser
Sinkhole
Rock Slide
Lair
Quicksand

Cave
Cliff
Swamp
Spring
Pond
River
Tunnel
Waterfall

Dunes
Grasslands
Moors
Forest
Swamp
Marshes
Thicket
Mesa
Valley
Desert

Hermit
Monastery
Obelisk
Statue
Fountain
Crossroads
Ruins
Village
Quarry
Shrine
Tower
Oracle

Plains
Crater
Jungle
Cemetery
Battlefield
Road
Port
Castle
Stream
Trail
Wreckage
Boulder
Trail
Canyon
Volcano
Fungus
Lair
Boulder
Fissure

2
3
4
5
6
7

8
9
10
11

12
13
14
15
16
17
18
19
20

5
7

Temple

Use the die results to create a map with each result providing a landmark, obstacle, or destination on the map.
The Treasure is always located in Hex 1 (X marks the spot.) Distances between results can be determined any way you choose.
If the d10 roll is 1-5, fill Hex 6, if the result is 6-10 fill Hex 7. One of them will be blank or you can use the same result for both.
Determine which direction is north using the d6 result and the numbered blue dots.

J.R. Cone 2009

Rumor Table 1: Accuracy (d%)


01-20: Wildly inaccurate. Numbers are distorted by as much as 100 times, names are
completely wrong, basic facts are inverted.
21-40: Inaccurate. Numbers are distorted by as much as 10 times, names are inverted, basic
facts are distorted.
41-60: Somewhat inaccurate. Numbers are distorted by as much as 3 times, names are
distorted, basic facts are generally correct.
61-80: Accurate. Numbers are distorted by as much as 2 times, names are mostly correct,
basic facts are correct.
81-00: Very accurate. Numbers are correct, names are correct, basic facts are correct,
details are mostly correct.
Rumor Table 2: Distance Modifiers
0-1 mile +15
1-30 miles +10
31-90 miles +5
150-300 miles -5
301-1,000 miles -10
1,000+ miles -15
Rumor Table 3: Time Modifiers
Less than 1 week +10
Less than 1 month +5
More than 3 months -5
More than 6 months -10
More than 1 year -15

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d100 Monasteries & Nunneries


Cymbal mountains are covered in monasteries f rom orders all over the world and man others are across the
island. Some were started by cults to gain respectability others are monsters or have turned wicked. Some
sects are warrior monks (as character class). Others are just cloistered peasants f arming craf ting and preying
in segregated gender mass cult housing (zero level). Some are more like psions or shamen. And of course
some are f rauds pretending to be monks to hide in public.
d12 Size of Institution
A single grotto or cave or monk hut or in a tree or in a hole. one person
A collection of individual monks living grottos or caves or monk huts. 1d10 people
A House being used by monks with some comunal living. 2d10 people
A hall or lodge built f or communal order 4d10 people one f eature
A proper communal order independent f or needs with courtyard,
library, accommodation cells, chapel, workshops, gardens, f arm and livestock possible 1d100+20 persons
d3 f eatures
A large cultural centre, f ortif ied with production ability of a large village or small town, local peasants live on
church land 1d1000+100 persons d4 f eatures
A Huge centre with population of a big town with non order members living and working inside walls
with satellite villages. 1d10 000 +1000 persons d6 f eatures
d20 Features
1 Holy Relic, seasonal pilgrims come to visit
2 Well stocked with f ood and basic supplies f or 10 years
3 Huge stockpile of treasure such as gold, possibly just holding like a bank
4 Huge stockpile of artwork everywhere and built into structure
5 Famous library with f amous books visited by scholars, f amous source of knowledge and skills
6 Blasphemous artif act or books are kept here to keep f rom hands of wrong people
7 Find some old f riend or long lost kinsman among order
8 Famous artisans produce certain item with great renown such as swords or wine
9 Famous person has joined this order with important connections and inf luence
10 Order is inf iltrated by someone or something in disguise
11 Have a f amous guest with retinue and guards here consulting with holy leaders
12 Community f estival where locals gather at the building f or blessings, aid, oaths
13 Well f ortif ied with battlements, gates, murder holes, and arms
14 Has very secure locked doors and special traps protecting certain areas
15 Has a holy phantom spirit that scares away intruders or evil doers
16 A member or several are horribly corrupt murderers
17 Have a secret sub sect with a special mission or purpose and secret meeting room
18 Secret passages all over buildings and escape tunnels and hiding places
19 Expansive catacombs 1in6 with a sealed up dungeon level
20 Have a monster 1d4 1=imprisoned in chains or bars 2=pit in basement possibly buried 3=sealed behind
blessed sign 4=in a hiiden lair with enterance f ar away or hidden
1d10 Simplified random Order
1 LG Orders help people f rom suf f ering and wickedness
2 LN Orders f ollow pure LAW

3 LE Orders interested in power through causing suf f ering


4 CE Orders f ake monks who hide evil
5 Elemental orders of primal cults
6 Shamanic orders deal with spirits
7 Male religious orders of main cults
8 Female religious orders of main cults
9 Martial arts and f ighting orders - f amous f or being f ighters
10 Psion orders either psionic or aspire to be through skill instead
d100 Monasteries & Nunneries
01 Sisterhood of Holy Fire LG hunt and burn evil while upholding superhuman code of virtue most could never
achieve, f amous f or chastising the wicked and leading mobs of pitchf ork wielding mobs
02 T he Sanctif ied Brotherhood LG are masked undead hunting wrestlers who hate necromancy and those who
def ile the dead. Wear masks and earn personalized ones at name level
03 T he white wanderers LG healers travel the world healing and avoiding violence and harm to others, popular
with everyone they even run f ree clinics in hospitals
04 Golden brotherhood LG f ight f or peace and near exterminated by evil every three generations, f ounded by
enlightened immortal who re creates order if all killed
05 T he Green Brothers LG are a outdoor loving sect who keep trade routes open and scout f or enemies. At
times they may become bandits helping poor f rom oppression
06 Order of the Crystal Chalice LG Protect holy relics, places and pilgrims, protect good peasants and heal
good knights. Monasteries and nunneries show a chalice shaped beacon
07 Sisterhood of the Silver Mirror LG are a contemplative order who divine with magic mirrors made by
f ounders thousands of years ago, they will act against f oretold evil if
08 Martyrs of Pure Faith LG perf orm charity, abstain f rom wicked living and popular f estivals. Agitate state over
cruelty in prisons and def end the poor. Banned in some kingdoms and tortured by despots which seems to gain
them more support. Don't abide by standard priest teachings so some churches wary of them also
09 Sisterhood of True Love LG work on diplomacy and match making but only practice carnal love with order
members or one true love (or closest possible). Trusted as chaperons, escorts and dowry negotiators
10 Sisterhood of the Grey Shroud LG protect the dead f rom evil and the living f rom sin. Dour and strict but
ever alert against wickedness. Not much f un but help commoners in need and run strict orphanages
11 Architects of Order LN LE LG A secret society of architects and builders who of ten build roads, bridges and
walls f or common coder and trade. Teach engineering and are of ten advisers on great projects
12 Sacred Librarians LN LG LE Collect and gather documents to f ile, sort and write about. Document everything
also of f er tutors and schools and sponsor research and recovery of lost lore
13 Law's Arrows LN Serve gods of law and order and f ight chaos. Quite martial they seek magic weapons and
relics to win. Use Spears, darts, shuriken, bows, staves and javelins
14 Brotherhood of Modronic reincarnationists LN believe by obeying certain rites they will be reincarnated as
base modrons in the next lif e. T hey f ight f or cosmic law and ordr
15 Hammers of Law LN a order dedicated to protect poor f rom gangsters. Also come to f ight nobles working
with bandits and corruption. Of ten work in secret as authorities don't aprove
16 Inquisitors LN hunt chaos and unlawf ul magicians who prey on public. May be over zealous at times but
well intentioned. Do tend to use torture and killing alot
17 Searchers of the Deeps LN Seek lost relics and history buried under cities, under dungeons and other
dark buried places. Trained to f ight treasure hunters and denizens of the deep dungeons
18 Plague Masters LN wear bizarre cloaks and beaked masks with goggles, they f ollow disease outbreaks or
work in cities to treat sick, organise disposal of bodies and f umigate the contaminated. T hey help
to quarantine the sick by identif ying them f or gate guards
19 Holy Flagellants LN march with whips and f lails, torturing themselves to be rid of sin. Tend to behave more
like a cult than most orders in the country where they attract youth with f estivals

of f lagellation. Monasteries have dungeons, monk cells have chains, yard have rows of a f rame whipping
posts. Rather actively sexual by most orders standards
20 Black Reapers Order LN Concerned with punishment and act as hangmen, executioners, prison keepers and
even torturers in absolute necessity. T hey pref er prisoner to be convicted f airly to do their duty and run some
prisons f or the state (some prisoners they will not except)
21 Brotherhood of the Iron Skulls LE sponsored by Barron and train his secret police in secret arts of
assassination and espionage, also care f or important political prisoners and hostages
22 Order of the Dragon LE Once f eared terrible servitors of Dragon kings long ago, now subtle Machiavellian
monks who catalog islands, known dragons and seek to share knowledge with them
23 Sisterhood of immaculate heavenly bondage LE operate a ref orm school with strict discipline, run
orphanages, sweatshop workhouses f or wayward girls, obsessed with beatings, punishment, order. Most and
children in care wear chastity belts
24 Brotherhood of the Black Books LE Order of black magicians who accumulate f orbidden books f or
research, teach magic in secret and even have devils as teachers f or secret classes
25 Vulture Lords LE guards of the dead or lords of death, like scythes, daggers, sickles, sabres, keep sacred
pet vultures f or f unerary rituals and bury skeletons, sometimes get carried away and seek to kill as many as
possible in bloody f renzy across world
26 Night Fang Brotherhood/Sisterhood LE are rival sects of killers devoted to killing those in way to age when
brotherhood rules alone, dagger, garrote (scarf ) and sling
27 Order of Ceradun LE care f or mentally ill and disabled by running asylums. Many misguided treatments and
madmen have used order f or own evil purposes. Still do some public service but enjoy use of cruel beating and
drowning therapy
28 Order of the Secret Brotherhood LE a cult with assassins, inf iltrators and masterminds who operate as
secret conquerors, subverting local leaders to their cause or replacing them. Also into crime and exotic torture
of enemies
29 Black Lotus Brotherhood LE distribute lotus resin across the world in service to the black Lhama in a secret
underground kingdom in the east. Cult are killers and very secretive
30 Snake Brothers LE receive secret instructions f om pre human masters of reptilians and seek to aid masters
in return to the world. Bloodlines are very important to sect who recruit those carrying serpent bloodlines
31 Brotherhood of St Ragiman CE a sect of cannibals who kidnap and devour travellers but leave local villagers
alone, have thousands of skeletons under monastary
32 Brotherhood of Fishbach CE a cult of deep one f ish men hybrids usualy near sea or at least a river or water
connected to sea, eat and rape strangers in their midst
33 Order of the Great Unamable CE Worship elder pre human god that dwells in their catacombs and demands
blood sacrif ices. If not sated by ritual the god will destroy the monastery and f ly into space
34 Brotherhood of StOrlak CE a vampire cult led by a vampire abbot his half monster chosen and the rest who
would do anything to share in the taint of immortality
35 Sisterhhood of StBathory CE a bloodthirsty cult of lesbian vampires who constantly admit and kidnap young
girls into order to f eed f rom. Also may admit travellers and men if hungry
36 Brotherhood of the Holy Sarcophagi CE are necromancers who inter local dead and run a mausoleum but
run a zombie sweatshop in basement and study necromantic sciences
37 Order of Z aradam CE a mixed order of monks and nuns who hold secret orgies with demons, locals af raid
but tight lipped, adopt lost children f rom orphanages over the island
38 Brotherhood of StDesada CE an order of sadists and sexual perverts spend days f logging and torturing
kidnapped travellers and youths and getting drunk. Locals af raid f or lives and children
39 Order of the Black Beast CE worship black hairy demons in monastaries built on sites of pre human
monster cults. T hey pretend to be monks to avoid stigma of monster cultists who murder victims on elder
monoliths
40 Order of Chaos CE f ormer monks turned to chaos but will pretend to be another order to get close or
spread corruption and ruin reputations of real orders, like swords, staf f s, daggers, darts, nets, chains. Enjoy

self mutilation, tattoos and sadism


41 Fire Order LG LN LE Monks worship sacred f lame and keep sacred f lames pure and f ree of contamination.
Also stare into f lames during meditation and use f ire metaphores f or everything, hope to be reborn as f ire
elementals and teach f ire is the prime element
42 Water Order LG LN LE Monks worship sacred well or f ountain or spring and keep waters pure and f ree of
contamination. Also stare into water during meditation and use aquatic metaphors f or everything, hope to be
reborn as water elementals and teach water is the prime element
43 Earth Order LG LN LE Monks worship sacred earth and keep sacred hillock or pit pure and f ree of
contamination. Also stare into ground during meditation and use geological metaphors f or everything, hope to
be reborn as earth elementals and teach earth is the prime element
44 Air Order LG LN LE Monks worship sacred air and keep sacred sky pure and f ree of contamination. Also
stare into sky during meditation and use aerial metaphors f or everything, hope to be reborn as f ire elementals
and teach f ire is the prime element
45 Ice Order LG LN LE Monks worship sacred ice and keep sacred blue f lames pure and f ree of contamination.
Expose selves to cold and icebaths. Use cold metaphors f or everything, hope to be reborn as ice elementals
and teach cold is the prime element
46 Lightning Order LG LN LE Monks worship sacred lightning, each bolt is a being of great power but lives less
than a second. Stare into lightning in prayer during storms and use electrical metaphor's f or everything. Some
have developed simple uses f or elictricity like electroplating and simple light bulbs. Hope to be reborn as f ire
elementals and teach lightning is the original source element
47 Vapour Order LG LN LE Monks worship sacred mists and keep sacred vapours pure and f ree of
contamination. Also stare into f umes during meditation and use f oggy metaphores f or everything, hope to be
reborn as vapour elementals and teach mist is the prime element
48 Metal Order LG LN LE worship metal with dif erent orders dressing and painting themselves as their choice
metal f or rituals. Act as prospectors, miners, ref iners, teach metal is the source of all power and magic and the
gods. Seek to become living metal relics when they die
49 Crystal Order LG LN LE worship crystals with dif f erent orders dressing and painting themselves as their
choice mineral f or rituals. Act as prospectors, miners, jewellers, teach gems the source of all power and magic
and the gods. Seek to become living jeweled relics when they die
50 Shadow Order LG LN LE worship darkness with dif f erent orders dressing and painting themselves in black
with hoods and capes when not in secret. Act as hit men, spies and agents, teach darkness is the source of all
power and magic and the gods. Seek to become living shadows when they die
51 Lef t Path Masters LN CN act as opposite as possible, washing in dirt, cross dressing and many strange
customs. Appear as weak or crazy but savage sneaky f ighters. Wear exotic makeup split f ace into two colours.
Enemies think them harmless. Commune with many contrary spirits and dreams
52 Death's Blood Sages LN Shamanic order that conduct f unery rites in distant mountains, chop up corpses
and f eed to jackals and vultures then make art f rom corpses, f ight undead and necromancers who def ile living
and dead and warp souls
53 Mountain Sages LN Order of shamanistic healers worship nature and conduct rituals f or hill tribes
marriages, deaths and births. Some wander the world to learn of other ways
54 Beast Sages CN f ollow the ancient beast lords f rom pre human times and hope their souls will be reborn as
animals in the higher realms, some sects f avour one beast, others have ancestral totems. T hey make sure
hunters abide by game limits and treat animals with respect. Some are hunters or butchers. Deal with animal
spirits
55 Night Spirit Masters LN LE NE CE f ollow spirits of death and darkness. Some use to appease and keep
away f rom communities, others actively use them to do evil, mysterious and mostly act in secret. Original tribes
see as a responsibility and necessity rather than a source of power
56 Golden Dragon Masters LN worship ancestors and help cultists know desires of their ancestors and
prepare to be judged in the underworld
57 Earth Spirit masters LN worship land spirits of ground and woods and barns, help f ollowers deal with such

beings that are easily of f ended, create great earth works and burial mounds
58 Spirit Masters LN are civilized spiritualists, modern shamans that perf orm exorcismsand speak to dead
loved ones f or a f ee. Some are f akes and have no real abilities but true masters see spirits and may interact
with them
59 Serpent Mystics LN chanel the spirit serpents in human spine to perf orm wonders of physical f eats and
meditation. T hese holymen teach commoners basics of meditation to set them on path of enlightenment and
seeing through illusions
60 Crimson brotherhood LE evoke ancient beast headed spirits f rom f orgotten empire that rivaled the f irst
emperor, seek to revive empire and old gods, but not the nice ones, stir up natives with f alse relics and
artif acts, seek f orgotten evil relics of power
61 Sages of Enki LN LG scholars who seek and destroy enemies of order, especially chaos wizards and priests
with assassination, trickery and politics, machiavellian, wear f ish robes and use staf f and knif e, many go on to
become wizards
62 Sages of Marduk LN LG LE scholars who support rule of order, civilization, education and war if needed.
Educators of kings and warrior lords and law makers who battle the dragon of chaos, will use spears, bows,
swords and nets
63 Sages of Enlil LN scholars in ways of the earth, middle air and underworld, wise in matters of ruler-ship, law,
demons, weather omens and agriculture. Will use mauls, hammers, axes, spears
64 Sages of Nabu LN are scibes and scholars, many are slave eunuchs with f alse jeweled beards and makeup
if high status but most were just clerks in government administration protected by law, of ten used to help state
collect tax
65 Sages of Tammuz LG LN LE shepherds and f armers experts in agriculture but engage in ritual combat and
have sexual rites and love poetry, like to establish f riendship with nunnery of any goddess, swords, bucklers
and f lails popular weapons, of ten pretend to be poor peasants
66 Sages of Anu LN are devoted to lord f the upper sky and the starry night sky, are astrologers, divination and
magic experts who hunt bad magicians, Staf f , axe, bow and shuriken are main weapons. Distant and cool but
earn well f rom their observatories
67 Sages of Nergal LE the lord of war and death and plague act as documents of deaths, impartial
executioners, military advisers, and doctors specializing in disease and battle wounds, operate huge
necropolises and war schools use any warrior weapon but not guns. While encourage seizing power and
unleashing anarchy and evil they do it to enemies and protect their own f rom those things
68 Sages of Sin LG are scribes specializing in law, trade and diplomacy. Some interest in moral purity and
advancing civilized arts and f amily lif e mostly use staf f or sabre
69 Sages of Shamash LN lords of truth of ten employed as legal witnesses, advisers to leaders. Also keep
extensive legal and court records. Use spear, sword and bow
70 Sages of Ningizzida LN are prophets, healers, teachers and orchard growers, keep pet snakes and grow
long beards they die blu and weave gold into. T hey are also guardians using staf f , sword, spear, javelin and
dagger
71 Sages of Ishtar LG LN LE practice the scholarly arts and craf ts attaining extensive documents of
technology and research. Also use espionage to obtain inf ormation
72 Harlot of Ishtar LN is a prostitute order of skilled sex workers (some are eunuchs) who work redlight
districts, f rom apartments where they wave at parsers by or in holy brothels. Standards vary but bigger the
temple the better the service
73 Sage of Shulgi LN is a aspect of Ishtar the barmaid who of f ers worldly wisdom, sect brew in great Ishtar
temples and work in bars raising capitol and collecting gossip, used club or dagger but some can kill with a
piece of cloth
74 War-maiden of Ishtar LN are an amazon order who f ight f or justice and especially women. T hey recruit
women mistreated by men mostly and sometimes they get carried away in personal vendettas. Use swords and
spears and bows but any weapon ok
75 Virgins of Ishtar LG Are kept pure and specialize in healing and divination but some retire at 30 to another

order as most sold to sect as children. Mostly non violent and avoid harm
76 Blood-maiden of Ishtar LE Savage, brutal killers. In battle they rally troops, covering naked bodies in blood.
Promise sexual f avors to who kills the most and humiliate and torture cowards, highly f eared by own side and
enemies, will use any weapon and arson to kill. Whips and swords and rods are good to use on own men
77 Heart Maidens of Ishtar LG are a benevolent order who spread love, f riendship and peace. Mingle in society
and manipulate people to desirable situations with good intentions. Very f riendly. T hey will f ight in self def ense
with swords and bows and spears but oppose suicide and sacrif ice of lif e as there is always some other way
78 Sages of Nanshe LG Operate f ree medical clinics, f ood and homes f or poor, a popular sect of social
welf are supported with state and donations f rom rich and poor
79 Sages of Erishkigal LN LE Are wise in ways of the great dungeon of the underworld ruled by Ishtars sister.
T herich sects are f unerary and divination sect advising f amily as to how much gold their ancestors need while
poor ones who poison, abortions, back yard medicine, remove abandoned bodies and other taboo chores.
Fight with scythe, sickle, chakra, garrotte, katar, bow, chain, dagger, good at sneaking to murder and poison.
Scary to most by name many look f earsome even using dead body parts in costume or jewelery
80 Sages of Ninhursag the earth goddess, scholars and scribes of agricultural yields, f amily bloodlines,
childbirth, f ertility. Mostly non violent but club, mace, maul, sickle, staf f popular
81 Dragon Fist Order LN Invisible wanderers, secret agents gathering inf ormation f or their libraries, experts in
unarmed attack and f amed arrow catchers
82 Spider Claw Order LE Notorious kidnapping cult practicing blackmail and human sacrif ice and specializing in
dual weapon f ighting, ropes and escapology
83 Moons Agents Order LN Secret vigilante cult of the moon god Vigilante travellers of the night of ten
establish secret identities and def end weak f rom strong in secret, crescent shuriken, sabres, axes, bows,
sickles or any weapon deemed moon like ok
84 Sword Sisters Order LN Queens of the sword cult, def enders of women children and elderly f amed f or groin
strikes and castrating male captives if deemed bad
85 Drunken Frog Order LM Wanderer sect who f eign being useless horrible drunks who secretly train and help
the common f olk resist bandits and corrupt of f icials, improvisational weapons and constantly f alling over are
hallmarks of style
86 Holy Sages Order LN Scholar scribes who serve temples and court sages, many . Cults vary depending in
dress depending on choice god. Wear cult jewellery, masks, makeup and with a staf f or rod
87 Night Jackals LN Order work as f uneral guardians but some sects instead serve necromancer cults as
assassins and thugs, pref er dual sickle f ighting
88 Order of the Onyx Cat LN Are f emale thieves of pretty things they horde do deprive ignorant impure cretins
who do not deserve beauty. Famed f or cat masks use many martial weapons like chain, staf f , daggers, claws,
whips
89 Scarlet Talon Order LE Assassin brotherhood f amed f or seizing gates, winning sieges, overcoming guards
and only killing target. Experts martial artists with staf f and chain
90 Brown Order of Humility LN swear vow of poverty and live with f ew possetions living by begging and helping
poor. Monasteries are f ree clinics. Donations are passed on to poor or building projects. Critical of rich cults
and clergy so disliked by many holy f olk
91 Order of the unbroken circle LN LG LE wear circlets and f ocus on mental psion disciplines to gain knowledge
or inf luence minds of others
92 Vril Masters LN harness inner might to spread order and perf ect physical psion disciplines. Advocate strict
moral and dietary regimen they like to inf lict on others, use sabre or stick or staf f most
93 Astral Knights LE an order of psions who hunt species or abusers using similar powers on humans or
beings f rom other planes. Some have been time traveling and vising other dimensions and are returning looking
wizened and husk like. Fight with silver blades
94 Beastlords LN evoke beast powers and speak to animals. Animal companions are popular with sect who cite
f ounders of each sect as the progenitor and king of each species
95 Mysterions CE torment and test those who get their attention. Inf iltrate and sabotage certain rulers and

agitate stable government while replacing key personnel, plans can seem crazy
96 Dominators LE actually a mutant race so they believe, dedicated to subjugating all ordinary people. Kill
inspiring heroes and leaders who limit them but don't let them have death of martyr or pyrrhic victory, preach
religion to commoners but cynical manipulators
97 Mind Lords LN LG LE Brotherhood of pure thought, believe in superiority of mind and mentalists, seek
converts and students but those without brains or mental powers are expendable
98 Scions of the Emperor LN LG a sect who support the civilization and culture of the Empire. T hey are split
over the civil war but put literacy, knowledge and art f irst
99 Acolytes of the Apocalypse CN CE CG are chaos worshiping monks and nuns with mentalist powers. Focus
on disturbing social order and nihilistic disorder f or sake of absolute f reedom. Some are good and kill less
people
100 Acolytes of the Apocrypha LN LG are Law worshiping monks and nuns with mentalist powers. Focus on
lawmaking and Justice f or the good of all. Some wicked ones dictate over society rather than serve

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Return to the Ghostwood


Ghost Woods (Plague Doomed Lands)
Once a thriving plane of cultivated land, a necrotic plague killed all and the f orest reclaimed it all in a
supernaturally f ast time period.
Remains of old homes, villages, towns and f arms are everywhere, some haunted, some mass graves of
sleeping undead. Goblins are most common living sentient but ogres and hobgoblins do alright too. Lost ruined
villages shrouded by webs f ull of tiny spiders and the occasional magical giant one.
Roumours are possibly true stories heard in taverns
Challenges are obstacles that get in parties way but could be avoided
Mysteries are things that beg the question or add sense of mystery
Encounters are active f oes looking f or trouble
1d50 Rumours
1 A lich with an artif act caused f all of the old kingdom
2 Kingdom was curse by the gods
3 A gateway to the underworld is in the woods
4 T he goblins are reincarnated f rom the original peasants of the lost kingdom
5 Treasure is hidden everywhere if you can f ace the undead
6 Evil presence in the woods can see through the skulls everywhere in the woods
7 T he dead will seem easily destroyed but contaminate you with every touch
8 Under the light of the moon the dead rise and dance in the mist
9 Necromancers roam the woods seeking f orbidden knowledge
10 A relic of the age of necromancers was uncovered caused the f all
11 In the ancient times the necromancer kings had a crypt city under the current f orest
12 Devils and demons are seen in the woods searching f or something
13 Ogres and goblins eat bread made f rom bonemeal
14 Ruined villages and several towns are buried, once a f ree thriving kingdom
15 Few details of the old kingdom remain except the coins and a f ew treasures
16 Goblins will dance f or a f ew coins or a decent meal
17 Goblins and ogres have tunneled all over the f orest
18 Someone is making orcs again to build an army f or no good purpose
19 If ever a evil power were to unite the evils of the f orest nothing could stop them
20 T he f reemen of the lost kingdom opposed the ancient empire
21 Undead you slay will return the next f ull moon
22 Adventurers who get greedy always go to f ar and f ight once too many
23 Coins f rom the ghostwood bear a curse so never touch them
24 Any who die in the ghostwood return as undead
25 T he Barron has a secret deal with the evils behind ghostwood
26 Giants sleep under the f orest awaiting the great curse to be lif ted
27 Hobgoblins with skull helms patrol the woods hunting outsiders
28 Dark elves trade with someone in the woods but they do not share with who
29 Beastmen cavort in the woods, wild celebrations are heard on the f ull moon
30 Bones litter the f orest everywhere picked clean by ravens
31 Men who enter the woods corpses are f ound in trees with theyre eye cut out
32 Bandits chased into the woods are eaten by goblins and ogres

33 Dark riders patrol the woods, who they are or serve are unknown
34 T he creatures of the woods can smell blood f or miles
35 Necromancer students f rom f ar and wide seek mysteries of the f orest
36 T he woods are as thick with angry spirits as trees
37 Priests warn men to f ear the woods and f orget about it's treasures and secrets
38 Kings of the lost kingdoms were known to have great tombs never f ound
39 Libraries and churches of the lost kingdom must have been swallowed up by the earth
40 T he humanoids of the ghostwood have pallid white f lesh f rom the bones they f eed f rom
41 People have seen strange elves in woods of a type unknown elsewhere
42 Treasure is easy to f ind, everyone exaggerates the stories of death and curses
43 Sometimes you f ind undead f armers toiling as they did bef ore the f all
44 If you sleep in the ghostwood you will have terrible nightmares
45 Sometimes the goblins and ogres are too busy to attack outsides
46 Anyone you meet must be evil so kill everybody you see
47 Some priests of the city make pilgrimages to f orest to teach undead slaying to pupils
48 Some of the ghosts and spirits dont know they are dead
49 Witches meet in the woods f or secret rituals to plot evil
50 Some are cursed to never f ind way out of the woods
1d50 Challenges
1 A f loating skull trap blocks a path
2 Wall of bone blocks the path
3 A skeleton f ence with f ear casting skulls
4 A f ield with buried undead that arise if walked over
5 A rickety bone bridge over a chasm
6 A miasma of illness inducing f og waf ts over area
7 T hick peasoup f og rolls over area reducing visibility to a f ew yards
8 Area covered in buried pits with undead inside
9 Evil squirrels try to steal stuf f
10 Goblins in tree with an arbelast and signal horn
11 A high outcrop of rocks with a ogre and heap of throwing stones
12 Bone caltrops with venom scattered in undergrowth
13 Goblins hiding in piles of bones
14 Phantom curses intruders laughs then vanishes
15 Area surrounded by magical wards
16 Treasure chest with explosive runes
17 Magically locked gate or portcullis
18 Stone bridge bound with supernatural being
19 Chained monster blocks path
20 Ruined wall blocks the pass
21 Ground covers a buried building ready to collapse
22 A slippery rapid stream is in the path
23 A poison well with a shady tree and comf ortable grass by the path
24 Area f illed with goblin traps, f unnel travelers to ambush point
25 A area of gigantic white f ungus, of ten gob;ins here gathering f ood
26 Explosive mushrooms and f ungus planted def ensively by goblins
27 Shrieking ghost mushrooms cry out attracting encounters
28 Goblin trackers with horns f ollow and signal whereabouts of intruders
29 Marshy bog swallows up men who enter it
30 Swamp f illed with undead corpses arise if intruders enter

31 Stampede of white deer of ghostwood thunder along trail stopping f or no man


32 Storm suddenly appears driving everyone to ground
33 A goblin market on the path, dozens of goblins and others mostly busy trading
34 A goblin dance party with evil satyrs and beastmen on trail ahead
35 Huge tree has trail pass through trunk, acts as a gatehouse to a monster
36 Tree f ort with undead and goblins and dark elves
37 Monstrous vines grasp at intruders on path
38 Undead f illed quicksand on path
39 Spiderwebs block passage
40 Huge tangled trees with goblins inside with carved murderholes and arrow slits
41 A sprawling overgrown graveyard long ago def iled is on the path
42 A grove of evil tree f olk in tree f orm sleeps on the path
43 A rapid stream has a log over it but some of the rocks are a giant f rog
44 Dancing grounds of beastmen or goblins ahead sacred to inhumans
45 A huge undead eating giant wasp nest in trees will settle f or living f lesh
46 Ogres having a campside sing along bbq in this f avorite area
47 Boiling mud, boiling pools of calcium deposits and regular geyser
48 Bridge over rapid stream home to wicked troll
49 T horn bushes and prickly vegetation over path
50 Forest f ire started by desperate adventurer, undead with buckets swarm in
1d100 Mysteries
1 Empty cottages f rom a f orgotten village
2 Cave in a hill littered in bones
3 Battered old book in trunk f rom the lost kingdom
4 A strange monolith swarming with guard skeletons
5 Gallows with hung outsiders f resh and warm
6 Gibbets in tree with ravens eating eyeballs f rom missing knights
7 Black monolith carved in elder runes
8 Statue of hero or king of lost kingdom
9 Monolith of f used bone with necromancer runes of a spell
10 Mutilated bodies on roadside (might reanimate)
11 Attractive elf maids probably shape shif ting horrors
12 A villager or adventurer you have met really doppelganger
13 Cottage with old woman living inside, claims house warded vs evil
14 Scaf f olding around huge corpse made f rom smaller bodies, incomplete
15 Lightning strikes a tree exposing a cof f in with a map in skeleton hand
16 Black squirrel trying to drag a bejeweled skull
17 A beast man in a bear trap
18 A beast man or werewolf in a pit trap
19 Elvish tea set, scones and picknick blanket spread out ready to use
20 Trail of delicious candy lead to spooky house
21 Lost child possibly innocent or see monster children table
22 Pond f ull of f rogs staring knowingly at you
23 Semi exposed graves with possible entrance to tunnel network
34 Goblin spotted climbing into concealed trapdoor
35 Strange white skinned and haired elf watches f rom a distance then vanishes
36 Empty village square with church, hall and houses, untouched f or hundreds of years
37 Hear bell toll in the distance
38 Find a small lake with ruins visible on bottom

39 Well with spiders and snakes has something old in the bottom like a chest or door
40 Broken sword of a noted f amily lays on trail
41 Hedges of brambles f orm a wild hedge maze f illed with skeletons hiding something
42 A sinister old house
43 Dead adventurers looted corpses, possibly some known f rom pub
44 Owl hoot excitedly as you approach open area
45 Blood trail leads down into a stinking hole under tree roots
46 Child's doll f ound under tree
47 Flayed human skin neatly laid out in tree branches
48 Message scratched in dirt or tree bark mostly rubbed out
49 Old battered sign post points into dark thicket
50 Goblins playing bone instruments ignore passers by
51 Bones laid out in occult signs in clearing
52 Talking skull wants to make f riends, wont sutup
53 Rotting corpse holding a strange potion bottle
54 Naked madman with long beard chained to rock tries to eat anyone
55 Skeleton horse urges someone to ride him
56 Skeleton wagon of grain being hauled somewhere in f orest
57 Dark elf being dragged of f by ghouls
58 Spiderwebs with occult signs woven into them could be clues to a lost spell
59 Stinking crack in ground leads to darkness
60 Skeleton f isherman with bucket of f ish skeletons by stream
61 Giant skull with necromancer runes carved into it
62 Open pit with dead mule and shovels nearby, opens into a spiral stairwell
63 Goblin children singing about nearby tomb complex
64 See skeleton born f rom grave lumber of f into f orest
65 Flying skull with scroll in mouth carrying message
66 Priest impaled to tree with bone lance tips
67 Opening into hill surrounded by skulls with a bone portcullis
68 Tree hollow with green smokey bottle and note in necromancer language
69 Top half of skeleton with bone key in mouth crawls towards who knows
70 Giant piles of animal dung, twitching remains of zombie holding scroll tube
71 Ivy covered stone monument telling tale of doomed knights quest
72 Crumbled f ragments of statue of an orc king if partly assembled
73 Wizard pouring cauldron into bubbling bog to create orcs
74 Goblin kids painting graf f iti on crumbling wall covering ancient mural
75 Hobgoblin of f icers studying map of adjacent villages
76 Secret police of Shadel Port having secret meeting with necromancers
77 Abandoned treehouse with remains of long dead f amily or goblins
78 Strange f ruit tree with skull shaped f ruit
79 Trees with f aces like human in agony, twisted limbs and roots
80 Crumbling shack with skeletons eating rat stew
81 Goblin girl with sickle skipping and gathering shrooms in a basket
82 Glowing moss or f iref lies make dark patch of f orest a wonderland
83 Skeletons carry crumbling corpse in palanquin in circles
84 Goblins doing laundry by a stream, beg not to be abused by adventurers
85 Hobgoblins marching with crystal cof f in with f rozen woman inside
86 Mysterious bubbling cauldron on a f ire, owner has f led in haste
87 In a stone cof f in a sleeping person f rom lost kingdom who awakens under sunlight
88 Bear traps buried in undergrowth made f rom bone

89 Silver toothed wolf traps in area


90 Crumbling bridge over crevice collapses if too much weight
91 Swarm of bats f ly overhead then report to evil masters
92 Funeral wagon pulled by undead oxen or horses with load of cof f ins
93 Skeleton with scythe walking in woods whistling, if sees party nods hello keeps going
94 Bone shack with bone f urniture, inside bone goblin is craf ting f urniture f or sale
95 Skeletons stand around grave, reverse f uneral as undead born f rom grave all cheer
96 Goblin selling bone meal bread f rom a pushcart, 1 cp a loaf
97 Necromancer pimp of f ers magically preserved zombie hookers f rom his tiny hut
98 Wolves gnawing on squealing skeleton trying to escape
99 Skeleton kids skipping merrily through woods with ball and skeleton dog
100 A f ield with 2000 skeletons holding lef t or right hands in air, a necro binary computer, necromancers get
grumpy if computations disturbed, happy to boast about achievement in spell computation
1d100 Ghostwood encounters
1 Pass through graveyard, zombies grab your f eet as they burst through ground
2 Skeletons tending f ields like living peasants f or who knows who
3 Non-corporeal undead in ruined remains of peasant cottage
4 Wights dwelling in a barrow mound tomb of long f orgotten noble
5 Flaming Skulls scream and f lies at you screaming
6 Willow the wisp, will kill you and eat your souls
7 Bone f ence blocks your path, if molested skeletons arise f rom it and attacked
8 T hree old crones of f er to tell your f ortune - actually they curse hero with every prophecy
9 Witch house - pleads she is just old woman, if threatened she is a sorceress
10 Witches pretending to be lost harlots try to enslave and kill party
11 Hideous Witch doing something unspeakable, if harmed her demon lover appears
12 A priest and his acolytes looking f or undead to slay accuse party of being necromancers
13 Necromancer and pupils on a f eild trip
14 Giant cof f in spiders with zombif ied web covered husks of old victims
15 T he remains of an ancient battle, undead soldiers awake to def end their honour
16 Bone goblins roasting a "live" zombie on a spit
17 Bone goblins collecting bones to make buildings, skeletons or ogre bread
18 Ogre grinding bones f or his supper, he really busy but might like some f resh bones
19 A necromancer with their undead lover - doesn't aprove of you perverts disturbing them
20 Swarm of vampire bats
21 Ogre Mage Necromancer wants more magic items, pay or die
22 Wolves digging f or f ood decide f resh meat better - may be Dire wolves
23 Dire Squirrel with a tree f ull of skulls, see him hide with a skull, a magic hat in bottom
24 Young wizard thinks party are necromancers of f ers to be their student
25 Mad man gnawing on bones thinks he is a ghoul
26 Undead band playing haunted death march ignore party
27 Stumble across a broken tomb and swarm of f easting ghouls
28 Skeleton cavalry and skeleton horse archers chase party
29 A creepy wizard or his hunchback of f er you increadible powers if they can experiment on you
30 Undead giant cobbled together f rom normal bodies lumbers af ter party hungrily
31 Black Druids sacrif icing at a sacred stone, set their undead slaves on you
32 Swarm of undead crows, rats, squirrels or other beast molest party
33 Undead wolves chase party, might be directed by a wight hunter
34 Undead prehistoric Elk or moose with rune covered antlers attacks
35 Albino Unicorn - blood red eyes, wounds inf licted bleed 1pt/round till f irst aid or magic

36 Nightmare with skeleton mage demands a lif e f rom the party


37 Night Hag in disguise lures into her cottage decorated with twitching undead adventurers
38 Undead f arm animals arise and try to eat humans who are not vegetarians
39 Undead treeant with zombies in his branches he can use as missiles
40 Lich and his enterage quizes party about current events of the empire, gives 1gp, leaves
41 Phantom horseman chases party, returns every time when they visit f orest again
42 Undead treant hates lif e
43 Hellcat f ollows party to spy on or convert to evil
44 Bonemen warriors attack f leshy men on sight
45 Evil tree men await in treef orm to ambush unwary
46 Goatmen with screaming prisoner try to avoid party
47 Orcs with sheild wall, ranks of spears and archers hunt party
48 Hobgoblins with wargs hunt party
49 Bone goblins on giant vampire bats skirmish with missile f ire, close in if party losing
50 Bonegoblins on wolves f ollow party and wait till just af ter next f ight or sleep to charge
51 Bonegoblins with snorkels on riding f rogs hide under a stream
52 Giant f orest weasels attack f rom trees
53 Stagman druid with his beserker warriors tries to drive outsiders away
54 Forest mimic pretends to be sword in stone or other treasure
55 Forrest trapper lays f lat on ground covered in leaf litter
56 Bone chariot with skeletal horses and undead necromancer attack
57 Skeletal knight of lost lands of f ers joust, of f ers a bone lance and undead horse
58 Devil swine in guise of a jolly sly grogshop or pie seller with enthraled customer-guards
59 Huge white lion roars will attack if threatened
60 Bone goblin princess and entourage of f er gold to any human who impregnates her
61 Undead knight questing f or cause no longer possible to complete questions party
62 Maiden being held down by f rustrated skeletons who dont know what they are doing
63 Pumpkin patch erupts with scarecrows
64 Yellow musk creeper with zombies with yellow musk vegepygmie shaman
65 Necromancer on palanquin with undead entourage demands party hand over all magic
66 Fungus ridden f orest kraken hides in mass of rotten wood covered in shrooms
67 Revenant ranger protector of the f orest hunts and assasinates intruders
68 Hobgoblin halberdiers and heavy armour comanded by hero
69 Witch with goatmen lovers demands party provide a sacrif icial victim
70 Fungus covered zombies lurch to lif e, striking them releases clouds of choking spores
71 Undead priest with improved skeletons in chainmail, tries to turn the living
72 Badger men with evil priest demand all party f ood
73 Evil dark dwarf s demand all metal goods or be killed
74 Nasty half ling gang in trees f ollow party and await worst moment to pelt with rocks
75 Dark rangers with wolf pets and black druid leader summon creatures then attack
76 A pretty pony winks appealingly near a stream inviting you to ride it (kelpie)
77 Killer bunnies swarm f rom undergrowth leaping f erociously
78 Chaos cultists and zombies in disguise as monks try to get close by being
79 Bugbears in skull tabards with huge mauls and garrottes skulk about killin intruders
80 Gremlins f ollow till resting then creep into clothing and belongings
81 Nasty f orest gnomes skirmish then use magic to escape if threatened
82 A gang of half ling pickpockets invite you to eat with them
83 Half ling children savagely pelt rocks f rom saf ety of trees any on this path
84 A wicked Dryad with slave guards and monster pets desires new lovers
85 Huge stampede of wild boars runs down any who startle them

86 Insane giant black wild boar delights in eating human or demihuman f lesh
87 Black unicorn, any it kills raised as undead, horn drains one level
88 Rust monsters starving f or metal, these ones have mace head tails they use as weapons
89 Boar men hunting band, seek slaves or meat people to take home and roast
90 Men carrying huge spiders on their backs with orc guards, spiders are wizards too
91 Rabid grizzly bear hates humans
92 Witch on sled pulled by wildcats tries to enslave trvellers or turn to stone if they resist
93 Wight knights in shadowy patch of f orest will retreat f rom streams of sunlight
94 Insane f aun beastmen try to drive away outsiders with sticks and stones, skirmish only
95 Centaur necromancer with ghoul f ollowers wants to f eed his pets
96 Pack of sobbing undead children at f irst seem normal till they start swarming and biting
97 Dark centaur hunter with bone bow shoots poison arrows will harry f or days avoiding melee
98 Mysterious ghostwood albino elves assault with arrows and spells then f lee
99 Dark elf traders will try to charm travellers to be slaves, send in undead and f lee if f ails
100 A bone dragon comes to destroy outsiders, his gas breath liquif ies f lesh
d40 Ghostwood Items
1 Bone f emur f lute
2 Bone and human organ bagpipes
3 Bone comb
4 Rib cage lyre
5 Urn of ash, bone f ragments and 1d20 coins
6 Scroll in bone tube, a letter warning about coming disaster f rom lost kingdom
7 Scroll in bone tube, a long lost love letter and poem
8 Scroll in bone tube, a necromancer scroll
9 Scroll in bone tube, cure light wounds spell
10 Scroll in bone tube, necromantic treatise on undead
11 A creepy rag or porcelain doll
12 A bag of f resh eyeballs
13 A bag if opened releases a f lying screaming f laming skull
14 A sealed bottle of strange vapour contains a spitit
15 A sealed bottle of strange vapour contains an imp
16 A bottle of long spoiled wine
17 A bottle of f inest brandy or rum
18 A bone pipe with hash or opium or lotus or other drug resin
19 A snuf f box with dust f rom leng causing maddening hallucinations
20 A scribe set in a bone box
21 A bag of knuckle bones
22 A bag of bone dice
23 A box with a bone and wood chess set with undead characters f or pieces
24 A skull in a box of interest to necromancers, they question skull with spells
25 A book f rom the lost kingdom detailing every day lif e
26 A partial map of the lost kingdom
27 A gold ring houses spirit of necromancer who tries to possess wearer
28 A bag with a set of bone and gold dentures
29 Necklace of skulls carved f rom bone
30 A bag with packed necromancers lunch
31 Bone arrow of unf amiliar design
32 Bag with crying baby goblin, needs milk or keeps screaming once opened
33 A clay jar of honey f rom hallucinogenic plants, causes 12 hour long f evered dreams

34 A bag with dried bundle of sweet smelling f lowers


35 A bad with dried heart f ull of thorns or nails
36 A bag with holy water bottle
37 A bag with bottle of weak healing potion
38 A bag of dried hallucinogenic mushrooms
39 A bag of f ish skeletons
40 A box with a bear or wolf cub
41 A bottle of f lammable oil and a lantern
42 A bag of tallow candles made f rom rendered human f at
43 Bag of dried mystery meat
44 A map of tunnels beneath the woods
45 A bag of severed hands
46 A bag of bone meal
47 A bag of delicious boiled sweeties
48 A bag of worm ridden head cheese
49 A clay jar of sour curdled milk
50 A bag of leather cord f illed with knots

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