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Wilderness Exploration - 1

For a Wilderness hex-crawl, the party should have a blank hex region map, and a starting point hex. (If they are starting in a completely random location, roll 1d8 for the column and row of their starting point, and roll a d6 or choose the terrain type for this starting hex.) Every time they explore a new hex, there are three primary rolls that need to be made. It works well to assign particular players to be responsible for some of these rolls to speed play- however the GM should always be the one to make the encounter roll.

FIRST ROLL: DETERMInE ThE TERRaIn


Roll 1d20 to determine how the new hex changes. the next page. Tables for climates other then temperate are given on

TEMpERaTE
Mid latitudes similar to western Europe: ROLL 1D20: pREvIOuS hEx plains Forest Marsh hills Mountains Water 1-10 pRIMaRy* plains Forest Marsh hills Mountains Water 11-16 SEcOnDaRy Forest plains Water Mountains hills Marsh 17-18 TERTIaRy Marsh hills Forest Water plains Mountains 19 WILDcaRD 1 Mountains Mountains plains Forest Forest plains 20 WILDcaRD 2 Water Marsh hills Marsh Water hills

*hex terrain type remains the same in the new hex.

SEcOnD ROLL: ROLL TO SEE IF ThERE IS a FEaTuRE In ThE hEx.


Roll the following chart to see what is of interest in the hex. is the same type for most of the session. When exploring a region, it generally

If the region is settled, roll 1d6 If the region is borderland, roll a 1d7 (or a d8, re-rolling a result of 8) If the region is Wilderness, roll a 1d8 If the result is a 1, then a feature is present in the hex. Otherwise the party found nothing unusual in their exploration. (If the party wants to search more in this hex, They can roll again to see if they find a feature after a full day searching.) If a feature was found, roll a d12 on the following chart, with the following modifiers: If the region is Settled, add 1 to the roll. (+1) If the region is Wilderness, subtract 1 from the roll. (-1) Borderland regions have no modifier. (0) ROLL 1D12 1-2 3-4 5-6 7-8 9-10 11-12 TypE OF FEaTuRE Ruins & Relics Lurid Lairs Rivers & Roads / Islands* castles & citadels Temples & Shrines villages & Towns

note: For Water hexes, the feature is assumed on be on or near the shoreline closest to the face the party entered from.

* If in a Water hex, roll for an island as the feature.

See the correct Subsection for the feature type rolled.

ThIRD ROLL: RanDOM EncOunTERS


The chance of an encounter depends on the hex type. Roll a d12 and see if an encounter occurs based on the following chart: hEx TypE Easy Moderate Difficult TIME TO ExpLORE 2 hours 3 hours 4 hours hEx TypE EncOunTER OccuRS On: Road 1 plains, Forest, hills, Desert, Thickets, 1,2 Rainforest, Tundra, Savannah Mountains, Marsh, Swamp, Jungle, Dunes, Water, 1,2,3 Glacier,

If an encounter is indicated, roll on the correct encounter chart for that Terrain type. note: if the dice are indicating too many encounters in a day for the party, the GM may substitute a Feature for an encounter at his/her discretion.

2 - Wilderness Exploration
OThER cLIMaTES
The hex terrain types are different if the region being explored is other then temperate:

SuBaRcTIc
northern lands similar to Scandinavia or canada: ROLL 1D20: pREvIOuS hEx plains Forest Glacier hills Mountains Tundra 1-10 pRIMaRy* plains Forest Glacier hills Mountains Tundra 11-16 SEcOnDaRy Forest plains Tundra Mountains hills Glacier 17-18 TERTIaRy Glacier hills Forest Tundra plains Mountains 19 WILDcaRD 1 Mountains Mountains plains Forest Forest plains 20 WILDcaRD 2 Tundra Glacier hills Glacier Tundra hills

TROpIcaL
hot and humid similar to Indonesia: ROLL 1D20: pREvIOuS hEx Jungle Rain Forest Swamp hills Mountains Water 1-10 pRIMaRy* Jungle Rain Forest Swamp hills Mountains Water 11-16 SEcOnDaRy Rain Forest Jungle Water Mountains hills Swamp 17-18 TERTIaRy Swamp hills Rain Forest Water Jungle Mountains 19 WILDcaRD 1 Mountains Mountains Jungle Rain Forest Rain Forest Jungle 20 WILDcaRD 2 Water Swamp hills Swamp Water hills

aRID
Dry desert climate similar to Egypt: ROLL 1D20: pREvIOuS hEx Savannah Thickets Desert hills Mountains Dunes 1-10 pRIMaRy* Savannah Thickets Desert hills Mountains Dunes 11-16 SEcOnDaRy Thickets Savannah Dunes Mountains hills Desert 17-18 TERTIaRy Desert hills Thickets Dunes Savannah Mountains 19 WILDcaRD 1 Mountains Mountains Savannah Thickets Thickets Savannah 20 WILDcaRD 2 Dunes Desert hills Desert Dunes hills

*hex terrain type remains the same in the new hex.

Wilderness Exploration - 3
DEaLInG WITh WITh WaTER hExES
normally, a party on foot cannot cross a water hex, but have to exit an adjacent hex face. In the example on the right, the party (coming from the gray explored hex into the water hex) can then turn and exit the water hex to explore either of the hexes that border an explored land hex. But the party cannot cut directly across to exit the water hex into an unexplored hex while exploring on foot. (Think of it as the party going around the edge of the hex, walking on the shore.) If the party has a small boat or other means to cross water, then the GM can allow them to cut directly across a water hex. ? ? no ? {party} no ?

MaRITIME ExpLORaTIOn
If the party discovers a large coast line of water hexes, and chooses explore it using a ship or other means, the GM can use the following rules for Maritime Exploration. These rules can be used to explore an unexplored hex, if: The party has a ship or some other means to cross a large body of water. none of the hexes adjacent to the unexplored hex have been already determined to contain land. (i.e. the adjacent hexes can only be unexplored, Water, or Sea hexes.) If a hex meets those criteria, use the following roles in place of the normal Wilderness Exploration rules for the hex:

FIRST ROLL: DETERMInE hEx TypE


Every time a new hex is sailed into, roll 1d20. If the result is 2-20, then the hex is a Sea hex. On the result of a 1 a new coast has been reached. Roll 1d6 for hex terrain type, and also roll on the coastal features table in the Islands section. If the party is able to land on the new coast, they may explore on foot. (The Islands section has many relevant tables for shore parties.)

SEcOnD ROLL: DETERMInE IF ThERE IS an ISLanD In ThE hEx.


Roll 1d10, and on the result of a 1 there is an island in the hex. proceed to the ISLanD SuB-TaBLES.

ThIRD ROLL: DETERMInE IF ThERE IS an EncOunTER


Roll 1d12, and on the result of a 1 there was an encounter, and roll on the WaTER/ShORE (OcEan) encounter Table for the encounter type.

additional rules can be used (like wind speed and direction, navigation errors, and switching to a larger scale hex map.) if the party is really exploring a mighty ocean.

nOTE: WaTER hEx vS. SEa hEx


There are two kinds of aquatic hexes. a Water hex is a lake or shallow coastal water. a Sea hex is deep water in a large body of water like an ocean. a Water hex can be adjacent to any kind of hex. But a Sea hex only is adjacent to other aquatic hexes. Thus no one will know if an aquatic hex is a Water hex or a Sea hex, until all of its adjacent hexes have been explored. Both Water hexes and Sea hexes may have an Island as a hex feature.

4 - Wilderness Exploration
On hEx SIzES
Generally hexes are 5 or 6 miles across, face to face. These rules do not require the hexes to be any specific size, but something in that ball park is fairly realistic in terms of how topography changes.

The 5-mile hex is classic, it was the original scale for hex maps. 5 miles per hex makes counting distance over multiple hexes quick and easy.

aDvanTaGES OF a 5-MILE hEx

a 6 mile hex Factors into 60 and 24 well, so time-to-distance calculations come out even numbers. a hex 6 miles across face to face, is almost 7 miles from point to point.

aDvanTaGES OF a 6-MILE hEx

TRavEL TIME
Exploring a hex takes a certain amount time, based on its difficulty, usually about 3-4 hours. Generally there are about 15-18 hours in the day that a party can explore before they need to camp for the night. a party that explores for MORE then 18 hours will suffer a -1 to hit rolls the following day, unless they spend extra time the following day resting. Generally a party can explore 5 moderate or 4 difficult hexes in a single day.

FOOD
Each pc and hireling eats one days rations each day. For each day a party member does not get a full ration, their to hit gets a -1 modifier, and this is cumulative. If the party runs out of stores, they have the following options: Foraging: The party as a whole may roll 1d6 once per day of exploration, and on the result of a 1 they found enough food to feed 1d6 party members for the day. (note: they must state they are foraging at the start of the day.) hunting: If the party chooses they may spend a day hunting- this is the only activity the party can make that day, and cannot explore any new hexes. Each party member who chooses to hunt, can roll 1d6, and on the result of 1 or 2 they caught enough game for 1d6 party members.

Wilderness Exploration - 5
WILDERnESS EncOunTERS (cOnT.)
ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20.

DESERT Beetle, Fire Beetle, Spitting Blink Dog camel cat, Lion Dragon, Blue Dragon, Red Goblin hawk, Giant hobgoblin Lizard, Giant Gecko Lizard, Tuatara Men, nomad Mummy npc party Ogre Scorpion, Giant Snake, pit viper Snake, Giant Rattler Spider, Giant Tarantella

DunES Scorpion, Giant Beetle, Fire Men, Merchant Beetle, Giant carnivorous camel Men, nomad harpy Gray Worm Mummy Lizard, Giant Tuatara Rust Monster Wyvern Wraith ant, Giant Snake, Spitting cobra Fly, Giant carnivorous cockarice Djinni Snake, Giant Rattler Spider, Giant Tarantella

GLacIER Mastodon Bear, polar Dragon, White Men, nomad Gnoll Bugbear neanderthal Giant, Frost Werebear Ferret, Giant chimera cat, Sabre Tooth Tiger vampire hobgoblin npc party Elf Orc Goblin Wight Dire Wolf

Savannah cat, Lion Blink Dog Dragon, Blue Men, nomad Baboon, higher Elephant Rhinoceros Stegosaurs Triceratops pterodactyl phase Tiger Basilisk Lizard, Giant horned chameleon Elf camel Scorpion, Giant Spider, Giant Black Widow Stirge zombie Roc, Small

ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20.

InhaBITED LanDS Dragon, Gold Dwarf Elf Gargoyle Giant, hill Goblin halfling Lycanthrope, Weretiger Men, Brigand Men, Merchant npc party Ogre Orc Rat, Giant Rhagodessa Skeleton Wolf vampire Wight zombie

vILLaGE/TOWn Boar Dwarf Elf Ghoul Giant, hill Gnoll Goblin halfling Lycanthrope, Werewolf Men, Brigand Men, Merchant Morlock npc (any class) npc party Ogre Orc Rat, Giant Spectre vampire zombie

On ThE ROaD (ThREaTS) Men, Brigand Men, Merchant Gnoll Goblin halfling npc (any class) npc party Ogre Wolf Dwarf Elf Giant, hill Boar Bee,Giant Killer Troll Orc Men, Brigand hippogriff hobgoblin Ghoul

On ThE ROaD (hELpFuL) ale Maker Farmers Bricklayer armorer Beggar Gem cutter aged Fighter Fortune Teller peddler caravan Spear Maker Stone cutter Bronze caster animal Trainer Tanner Lute Maker Ox Keeper Fur Trader Black Smith Messenger

note: For Rain Forest & Thickets, roll on Forest chart For Tundra, roll on plains chart For Swamp roll on Marsh chart

6 - Wilderness Exploration
WILDERnESS EncOunTERS
ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. pLaInS ant, Giant Baboon, higher Boar Dragon, Green Fly, Giant carnivorous hill halfling hippogriff horse, Riding (wild) Men, Merchant Men, nomad Ogre Orc Scorpion, Giant Spider, Giant Black Widow Stirge Troll Throghrin Weasel, Giant Wyvern FOREST Bee,Giant Killer Boar Bugbear cat, panther cockatrice Dryad Giant, Dragon, Green Elf Ghoul hobgoblin Lycanthrope, Werewolf Men, Brigands Orc Roc, Small Spider, Giant crab Troll unicorn Wight Wolf Wolf, Dire hILLS Dwarf Giant, hill Dragon, Red Men, Brigand Kobold Ogre Orc Gnoll Goblin cat, Mountain Lion Bugbear Wolf Beetle, Spitting hawk, Giant Troglodyte Rat, Giant Stirge Goblin Owlbear Gnome MOunTaInS Manticore Beetle, Spitting cat, Sabre-Tooth Tiger chimera Dragon, Red Dragon, White Dwarf Giant, hill Giant, Stone Griffon halfling Lycanthrope, Werewolf Men, Brigand Men, Merchant Morlock neanderthal Ogre Orc pterodactyl Roc, Giant

ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20.

MaRSh Basilisk Boar Dragon, Black Ghoul Gnoll Goblin Leech, Giant Lizard, Giant Draco Lizardfolk Medusa Men, Brigand nixie Ogre Orc Rhagodessa Spider, Giant Black Widow Stirge Toad, Giant Troglodyte Troll

WaTER/RIvER (FRESh) Bee, Giant Killer Boar cat, panther crab, Giant crocodile Dragon, Black Dragon, Green Elf Fish, Giant piranha Fly, Giant carnivorous hydra, aquatic Leech, Giant Lizardfolk Merfolk npc party Ogre Rat, Giant Stirge Toad, Giant Troll

WaTER/ShORE (OcEan) crab, Giant crocodile, Giant Dragon, Green Dragon, Sea Dragon Turtle Fly, Giant carnivorous harpy hawk, Giant hydra, aquatic Men, Merchant Men, pirate Merfolk npc party Octopus, Giant Rock, Giant Sea Serpent Shark (any) Snake, Sea Squid, Giant Whale (any)

JunGLE ant, Giant Bugbear cat, panther Dragon, Green Elephant Fly, Giant carnivorous Giant, Fire Gnoll Gray Worm Lizardfolk Lycanthrope, Wereboar Medusa Men, Brigand Men, Merchant neanderthal phase Tiger Rat, Giant Scorpion, Giant Snake, Giant python Troll

Ruins & Relics - 1


RuInS & RELIcS
Roll class of Ruin, condition, covering, State, and Keeper, and then any Ruin class Sub-tables. ROLL 1D10 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. ROLL 1D10 1. 2. 3. 4. 5. 6. 7. 8. 9. 10.

RuIn cLaSS RuInS RELIcS REMaInS vESTIGES REMnanTS REFuSE WREcKS SKELETOnS anTIQuES aRTIFacTS

indicates to roll on related sub-table ROLL 1D10 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. cOvERED By Sand ashes cinders Earth Thicket Mold Slime Rocks Web & dust vines ROLL 1D10 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. STaTE crumbled & decayed Disfigured & defaced Worm-eaten crystallized & petrified corroded & eroded collapsed & Tumbled Mouldy & contaminated Dangerous Operational partially Operational Fully Operational ROLL 1D10 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. KEEpER* Mechanical GIanT TypES DRaGOn-TypES undead-Types Lycanthropes True-Giants animals Insects Trap none

cOnDITIOn partially covered Fully covered above ground Rocky slope Inside cavern In crevice Beneath overhang Large crater partially sunken charred & Burnt

RuInS cLaSS SuB-TaBLES RuInS


ROLL 1D6 1. 2. 3. 4. 5. 6. RuIn TypE ManOR vILLaGE cITy cITaDEL caSTLE TEMpLE ROLL 1D6 1. 2. 3. 4. 5. 6. ManOR hut hovel hall villa cottage palace ROLL 1D6 1. 2. 3. 4. 5. 6. vILLaGE 2d6 huts 4d6 hovels 6d6 cottages 6d6 cottages w/ Ditch 6d6 cottages w/ palisade 6d6 cottages w/ palisade & Moat ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. cITy 7d6 houses & citadel 8d6 houses 9d6 houses & Wall 9d6 houses & Wall with 1d4 citadels 20d6 houses 20d6 houses & 1d4 Temples

ROLL 1D6 1. 2. 3. 4. 5. 6.

cITaDEL Tower Tower & Outer Wall Great Keep Keep & 4 Towers Keep, 4 towers, & Outer wall Keep, 4 towers, Outer wall, & Moat

caSTLE Keep & palisade Keep, palisade, & Moat Keep, palisade, Moat, & Walls Keep, palisade, Moat, Walls & Manor Keep, palisade, Moat, Walls, Manor, & 4 walls Keep, palisade, Moat, Walls, Manor, 4 Towers, & Outer Walls

ROLL 1D6 1. 2. 3. 4. 5. 6.

TEMpLE alter Shrine Sanctuary Oracle pantheon Monastery

*Sub-tables on page castles-5

2 - Ruins & Relics


RELIcS
ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. RELIc TypE TOOLS MachInES TOMBS aRMOR WEapOnS cOnTaInERS TOOLS Ladder plow pick hoe anvil axe MachInES Loom Grinding Wheel clock Balance potters Wheel printing press ROLL 1D6 1. 2. 3. 4. 5. 6. TOMBS Grave Sepulcher Mausoleum catacombs vault crypt

aRMOR Breastplate Greaves Gauntlets helmut chainmail Shield

WEapOnS Dagger Scimitar hand axe Spear Trident Battle axe ROLL 2D6 2. 3-4. 5-9. 10-11. 12.

cOnTaInERS Barrels urns Trunks Jars Bottles Boxes

ROLL 1D6 1. 2. 3. 4. 5. 6.

cOnTaInER cOnTEnTS (OpTIOnaL) nothing Spoiled Food Drink preserved Food General Equipment Item(s) Treasure

aRMOR & WEapOnS QuaLITy Broken Damaged Decent Decent Fine Exceptional

aRMOR & WEapOnS MaGIcaL pROpERTIES cursed Malfunctioning none +1 +1 and Special ability.*

* Swords have 10% chance of intelligence

REMaInS
ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6.

REMaInS TypE uTEnSILS appaREL haRnESS TOyS OpTIcS TOME

uTEnSILS Eating Digging Writing navigating Measuring Musical

appaREL hauberk Boots cloak Tunic Mask Breeches

haRnESS Swimmer Flyer Giant-animal Small-animal Man-Sized colossal

TOyS Doll vehicle Weapon Tool Game house

OpTIcS Monocle Spectacles Spyglass Mirror colored pane periscope

ROLL 1D6 1. 2. 3. 4. 5. 6.

TOMES Lexicon Scroll Manual Tablet Book codex

TOME cOnTEnTS (OpTIOnaL) Treasure Map ancient Legends natural Guide & Recipes Romantic poetry 1d4 cleric prayers 1d4 arcane Spells

Ruins & Relics - 3


vESTIGES
ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. vESTIGES TypE pyRaMID MOunD TOTEM FOunTaIn SEWERS MOnOLITh pyRaMID* Burial Tomb Temple Observatory palace Menagerie alien Base MOunD Sacrificial Burial Treasure Lair Sacred polymorphed TOTEM Mammal human God Monster Bird Snake

* Roll 1d6 - Results of 1-4 indicate a stepped pyramid. 5-6 indicate a sloped side pyramid. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 2D6 2. 3-4. 5-9. 10. 11. 12. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6.

FOunTaIn Giant Statued Miniature Geometric Wishing Spray

FOunTaIn EFFEcT poison healing Refreshing hallucinations for 1d6 hours Shrink by 5d20 percent for 1d6 days polymorph into random animal

SEWERS 1 deep 2 deep 1 high 2 high 4 high 8 high

ditch trench pipe culvert tunnels passages

MOnOLITh column hewn Statue Minaret Obelisk Effigy Monument

REMnanTS
ROLL 1D10 1. 2. 3. 4. 5. 6. 7. 8. 9. 0. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6.

REMnanTS TypE ROaD TOMBSTOnE SIGnpOST channEL MaSOnRy BRIDGE WaLL EDIFIcE WORKS STRucTuRE ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6.

ROaD Track Trail Gravel paved asphalt concrete

TOMBSTOnE plaque cairn Staff Beacon pyre Stone pile ROLL 1D6 1. 2. 3. 4. 5. 6.

SIGnpOST Guide Omen Trade Warning Emblem Boundary Stone ROLL 1D6 1. 2. 3. 4. 5. 6.

channEL Tunnel pipe Well passage canal aqueduct

MaSOnRy Mud Bricks Stone Bricks Marble Blocks plaster Wattle Stone Blocks

BRIDGE Rope Wood Stone Earth natural Brick

WaLL Stockade Barricade Fence Rampart Dike partition

EDIFIcE carved cliff Sculptured mound colossal Statue palace Mill calendar Stone

WORKS arsenal Granary paved plaza viaduct Reservoir cistern

STRucTuRE Stairway Ramp Shaft Spire Roof Tunnel

4 - Ruins & Relics


REFuSE
ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. REFuSE TypE OFFaL SEWaGE paRTS DIScaRDS FOOD FuEL OFFaL viscera Bones Gore Grizzle Fat Talons ROLL 1D6 1. 2. 3. 4. 5. 6. SEWaGE Soap Body Waste Oils Slop chemicals Lint ROLL 1D6 1. 2. 3. 4. 5. 6. paRTS Buckle Lacing crossbar pommels arrowhead Spike ROLL 1D6 1. 2. 3. 4. 5. 6. cOnDITIOn OF DIScaRDS (OpTIOnaL) unusable unusable Disgusting but usable unpleasant but usable usable Good as new

DIScaRDS Leather Scraps papyrus Scraps handle Shield Boss pole Linen Scraps

FOOD Fat Fruit Seeds vegetables Minerals Meat

FuEL Wood coal peat Dried Dung petroleum Wax

WREcKS
ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 2D6 2-4. 5-8. 9. 10. 11. 12. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6.

WREcKS TypE SEa vEhIcLE LanD vEhIcLE aIR vEhIcLE WaR EnGInE SuBMaRInE SuBTERRanEan

cOnDITIOn OF WREcK (OpTIOnaL) nothing but debris & remnants Broken hull, partially looted Overturned half sunk/buried abandoned (stuck or out of fuel) perfect condition, may still have crew. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6.

SEa vEhIcLE pig Bladder canoe Longboat Merchant Ship Man O War unuSuaL

unuSuaL SEa vEhIcLE Imperial Barge chinese Junk Enchanted clipper Speed Boat Tramp Steamer Battleship

LanD vEhIcLE Sledge Wagon Litter carriage chariot unuSuaL

unuSuaL LanD vEhIcLE clockwork horse animated bathtub Motorcycle Motorcar Double-decker bus apc

aIR vEhIcLE Balloon Wings hang-glider Flying Ship Roc carriage unuSuaL

unuSuaL aIR vEhIcLE propeller Driven Jet Re-Entry capsule Space craft Floating castle anti-Gravity Disc ROLL 1D6 1. 2. 3. 4. 5. 6.

WaR EnGInE Onager Screw Ram Tower Springal Trebuchet

SuBMaRInE Dolphin Sled Sea-horse carriage Giant Turtle house Diving bell pocket nuclear

SuBTERRanEan Mole Sled Rock Borer Mine cart Earth Borer Worm Saddle Rat chariot

Ruins & Relics - 5


SKELETOnS
ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. SKELETOn TypE SMaLL Man-SIzED GIanT unuSuaL SKuLLS cOLOSSaL ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. SMaLL Miniscule Fairy Dwarven pixie Gnome Kobold Man-SIzED Man Elven Orc Troll Lizard Man Snake GIanT Ogre hobgoblin True Giant Dinosaur Sea Monster Whale

unuSuaL cubic crystalline Multi-Limbed Multi-headed Winged armor-plated

SKuLLS* SMaLL Man-SIzED GIanT cOLOSSaL Multi-horned Multi-Sockets

ROLL 1D6 1. 2. 3. 4. 5. 6.

cOLOSSaL** humanoid avian Reptilian ursoid amphibian crustacean

SKELETOnS nOTaBLE FEaTuRE (OpTIOnaL) Skeleton fused into single piece Skeleton has treasure with it Skeleton has magic item with it 2d12 skeletons of this type are here Bones are engraved with mystic runes Spirit is bound to bones & can talk.

*Roll on indicated table for Skulls creature type. ** colossal creatures can be estimated to have been 4d6 x10 feet in height/Length.

anTIQuES
ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6.

anTIQuE TypE STaTuES FuRnITuRE EnGRavInGS IDOLS FITTInGS hanDIcRaFT

STaTuES Miniature half-sized Life-sized Giant-sized abstract MaGIc STaTuE ROLL 1D6 1. 2. 3. 4. 5. 6.

FuRnITuRE Throne chest Giant-Sized Miniature Stone Seat Stone Table ROLL 1D6 1. 2. 3. 4. 5. 6.

EnGRavInGS Battle Scene coronation punishment Religious Romantic curse

IDOLS*** Stone plaster Metal Wooden crystal Bone

FITTInGS Faucet Lamp Bell Fresco hinges Knocker

hanDIcRaFTS Basket vase Miniature painting abacus Ships Figurehead Bust

*** Idol size is 1d20 tall.

6 - Ruins & Relics


aRTIFacTS
any artifact should have strange powers, and quite possibly its own intelligence. made apparent to the finder until such point that the artifact chooses. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. none of this may be

aRTIFacT TypE WEapOn EnTERTaInMEnT pROTEcTIvE DEvIcE OFFEnSIvE DEvIcE InFORMaTIvE DEvIcE LEaDERShIp DEvIcE pROTEcTIvE DEvIcE Machine Staff vial Garment Talisman armor

WEapOn Sword Dagger hammer club Battle axe Javelin

EnTERTaInMEnT animated Musical Dancing Serving Intensifying Dreaming LEaDERShIp DEvIcE Ring Gem Throne Rod Sword Scepter

OFFEnSIvE DEvIcE hand vase Eye Box horn vat

ROLL 1D6 1. 2. 3. 4. 5. 6.

InFORMaTIvE DEvIcE Stone Flask Orb Diadem crystal Ball necklace

MaGIc STaTuES
Magic Statues have the following statistics: hit Dice: 1d10 +10 armor class: 0 -1d6 Saves as: Fighter at level 1d4 +1 Move: 1d12 attacks: 1d6/2 (round up) Damage: Roll 1d6: ROLL 1-4. 5. 6. 1d6 damage 1d8 damage 2d6 damage ROLL 1D10 1. 2. 3. 4. 5. 6. 7. 8. 9. 0. STaTuE IS MaDE OF: Stone Marble Ivory Iron Bronze Brass Silver Gold crystal unearthly Metal ROLL 1D10 1. 2. 3. 4. 5. 6. 7. 8. 9. 0. STaTuE DEpIcTS: Knight Sorceress Elf Dwarf high priest Queen King Beast angel Demon

The Statue also has following attribute: Roll 1d8 & 1d12, and consult the following table: 3. caSTS SpELL OF: 2. LOWERS: 4. GIvES ScROLL OF: Strength Sleep Intelligence Fear Wisdom Strength constitution L Bolt/4hD Dexterity Suggestion charisma Geas Level hold person Gambling Skill Raise Dead 1. RaISES: 5. aDvISES 6. aSKS Location name class purpose Origin Riddle poem Directions

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

7. ShapE chanGES InTO: 8. pOLyMORphS pc InTO: Ore Troll Stone Giant Efreet Giant Toad Blink Dog Stone Golem Giant Weasel

9. pOInTS TOWaRD: 11. paRT MISSInG*: 10. GIvES Map TO: 12. caSTS cuRSE aFFEcTInG: Treasure Eye Monster nose village Ear Elf hand Exit Foot Sea arm passage Leg Random Finger

* Finding and restoring missing part of statue causes the following actions: ROLL 1D6 1. 2. 3. 4. 5. 6. acTIOnS Shape changes and serves replacer for 1-20 days attacks replacer casts spell at replacer (go to above table) Gives replacer 1-10 pieces of jewelry Destroys replacer's most precious item Grants replacer one wish

Lurid Lairs - 1
LuRID LaIRS
Lairs are domicile of monsters in the wild. The pcs would have found it, and the monster may or may not be home, (or come back while they are there.) Each Lair type has an encounter table to roll on, if it is occupied. Roll on these tables for Lair type, and if there is an occupant. ROLL 1D8 1. 2. 3. 4. 5. 6. 7. 8. ROLL 1D6 1. 2. 3. 4. 5. 6.

LaIR TypE DunGEOn cavE BuRROWS caMp DWELLInG ShIpWREcK LEDGE cREvIcE

LaIR Lair Lair Lair Lair Lair Lair

OccupaTIOn STaTuS is abandoned (no encounter) is currently empty* is occupied by 1/2 normal population** is occupied by 1/2 normal population** is Fully Occupied is Fully Occupied

* Occupants are out hunting. Each Turn the pcs are in the Lair there is a 10% chance they will return. ** Roll the encounter as normal, but then half the number of monsters, rounding up. Each Turn the pcs are in the Lair there is a 10% chance the other half will return. nOTE: if using aD&D rules, you can also used this section for an encounter where the monster is rolled under its in Lair chance.

DunGEOnS
ROLL 1D20 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6.

DunGEOn EncOunTERS 3d10 Kobolds 2d12 Ghouls 5d8 Goblins 1d6 carrion crawler 1d4+1 Displacer beast 1-3 Ochre Jellies

7. 8. 9. 10. 11. 12.

1 xorn 2d8 Troglodyte 4d10 Orcs 1 Otyugh 1 Gelatinous cube 1d4 Beholders uSE ThIS DIE FOR DunGEOn FEaTuRE ROLL d10 d10 d12 d6 d8 d12

DunGEOn TypE: Giant Size Dwarven Orcish Gnomish catacombs Mine***

paSSaGE SIzE 1d10+20h, 1d10+10W, 90L 5d4h, 5d4W, 60L 1d6+6h, 5d4W, 60L 1d6+4h, 1d6+2W, 30L 1d6+6h, 1d6+2W, 30L 1d4 W, 1d4 h

***alternately roll it as a abandoned Mine under the cave sub-tables.

DunGEOn FEaTuRE ROLL


When mapping the dungeon, keep rolling the indicated die on this table for each time the party explores an unexplored passage. ROLL InDIcaTED DIE: 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12.

DunGEOn FEaTuRE Room (3x as large as passage dimensions) Stairs Down continuing passage (see passage dimensions for length) continuing passage (see passage dimensions for length) Four way intersection with another passage passage ends. (May check for secret passage) Room (4x as large as passage dimensions) Branch (roll 1d6, 1-3 branch is on partys left, 4-6 on partys right.) passage turns corner (roll 1d6, 1-3 turns to the partys left, 4-6 to partys right.) chamber (5x as large as passage dimensions.) continuing passage (see passage dimensions for length) continuing passage (see passage dimensions for length)

2 - Lurid Lairs
cavES
cave Encounters are the primary Occupant of the lair. ROLL 1D12 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. cavE EncOunTERS 1-2 cave Bears 1d8 Giant Spiders 1d4 Black puddings 3d6 piercers 1d4+1 Owl bears 1-3 Ropers 1d8 Minotaur 1d4 umber hulks 1d4 Gorgon 1d10 hill Giants 1d4 Ettin 1d4 Red Dragon

cavE TypE:
First roll 1d20 for type of cave, based on current terrain hex type: pLaInS 1-9 10-14 15 16-17 18-20 FOREST 1-12 13 14 15 16 17 18-20 MaRSh 1-10 11-13 14-15 16 17-18 19-20 hILLS 1-7 8-10 11-12 13-14 15 16-17 18 19-20 MOunTaInS 1-3 4-8 9-10 11-14 15 16 17 18 19-20 WaTER 1-4 5-7 8-13 14 15-17 18 19-20 DESERT 1-7 8-11 12-14 15 16-18 19 20 cavE TypE Limestone cave Talus cave Sea cave Lava Tube Geothermal Stream cut Fold cave Ice cave abandoned Mine

cavE EnTRancE TypE:


next Roll 1d20 and look under the cave type, and see what type of entrance goes with that result. Then look under the result to see how to roll up the dimensions for that entrance. EXAMPLE: if you roll a 14 on the d20 for your Limestone Cave, that means it has a Pit type entrance, and you should roll 1d6x10 for the pit diameter, and 1d8x10 for its depth.
EnTRancE TypE SInKhOLE* LIMESTOnE cavE 1-5 1d4x100 Dia. 3d6x10 Deep 6-12 2d6 Dia. 13-15 1d6x10 Dia. 1d8x10 Deep 16-18 6d6 W 6d6 h 19-20 1d8 W 1d8 h TaLuS cavE 1-20 1d8 W 1d8 h SEa cavE 1-17 1d8x10 W 1d8x10 h 18-20 5d6 W 5d6 h Lava TuBE 1-8 2d6 Dia. 9-10 3d6 Dia. 1d10+10 Deep 11-13 2d6 Dia. 14-20 2d4 W 2d4 h GEOThERMaL STREaM cuT 1-6 2d6 Dia. 7-14 3d6 Dia. 15-18 1d6+2W 1d6+2h 19-20 1d6 W 1d6 h FOLD cavE IcE cavE aBanDOnED MInE 1-6 1d6+2 Sq. 7-9 1d6+2 Sq. 10-16 1d6+2 Sq. 17-20 1d4 W 1d4 h

pOThOLE pIT*

aRch

1-3 3d6 Dia 4-5 1d8x10 Dia 1d8x10 Deep 1-20 6-11 1-20 1d20x10 W 6d6 W 1d8x10 W 2d4x10 h 6d6 h 1d8x10 h 12-20 1d8 W 1d8 h -

BREaKDOWn OF ROcK

*vertical Decent- This type of cave entrance is a shaft, and requires finding a safe path, or existing method (such as ladder or rope) to enter. (There is a 20% per turn spent searching of finding one.) If pcs have enough rope or other method with them, they can of course use that instead.

Lurid Lairs - 3
cavE FEaTuRES
When mapping the cave, keep rolling a d20 on this table for each time the party explores an unexplored passage. Some cave segments have probabilities listed= see footnotes for what those rolls are for.
cavE FEaTuRE 60 OF cOnTInuInG TunnEL* LIMESTOnE cavE TaLuS cavE SEa cavE Lava TuBE GEOThERMaL STREaM cuT FOLD cavE IcE cavE aBanDOnED MInE

1-9
1d20 W 1d20 h

1-15
1d6 W 1d6 h

1-3
5d6 W 1d4x10 h

1-10
2d6 Dia.

1-8
2d4 Dia.

1-14
2d10x10 W 1d6+2x10 h

1-10
6d6 W 5d6 h

1-4
1d6x10 W 1d4+1x10 h

1-9
1d6+2 Sq.

cavERn

10-11
1d4x10 W 1d6x10 L 1d6+6 h

16
1d20+10 W 1d6x10 L 1d6+6 h

4-7
1d4x10 W 1d6x10 L 1d4x10 h

11-14
6d6 W 2d4x10 1d4x5 h

9-10
5d4 Dia. 1d4x10 L

11
1d4x10 W 1d6x10 L 5d4 h

5-7
1d6+2x10 W 3d4x10 L 1d6+1x10 h

10
1d4x10 Sq. 1d6+2 h

vauLT

12
1d20x10 W 1d100x10 L 1d8x10 h

8-12
2d4x10 W 6d4x10 L 1d6+2x10 h

12
1d10x10 W 2d10x10 L 1d6x6 h

8-10
3d4x10 W 3d6x10 L 1d6+2x10 h

pIT**

13
1d12 Dia. 1d4x10 Deep prob 15%

13

15

11

13
2d4 Dia. prob 05%

11
1d6+2 Sq. 1d4x10 Deep prob 10%

1d10 Dia. 1d12 Dia. 1d4 Dia 1d20+10 Deep 1d6x10 Deep 1d20+10 Deep prob 05% prob 10% prob 10%

60 OF unDERGROunD STREaM***

14
2d10 W prob 70%

17
2d10W prob 80%

14
1d4x10 W prob 60%

16
2d8 W prob 30%

12
1d6+1 Dia. prob 60%

14-15
5d6 W prob 60%

11-13
1d6x10 W prob 40%

12
1d6+2 W prob 20%

60 OF unDERGROunD RIvER***

15
6d6 W prob 50%

15
1d6+2x10 W prob 40%

17
1d4x10 W prob 30%

13
1d20+10 W prob 30%

16-17
1d6x10 W prob 40%

14-16
2d6x10 W prob 30%

unDERGROunD LaKE***

16
2d10x10 W 3d10x10 L prob 30%

16
2d10x10 W 3d10x10 L prob 20%

14
3d4x10 W 4d4x10 L prob 20%

15-16
3d10x10 W 4d10x10 L prob 40%

18
3d10x10 W 4d10x10 L prob 30%

17
4d10x10 W 5d10x10 L prob 20%

13
2d6x10 Sq. 3d6 h prob 30%

cROSS anOThER TunnEL

17-19
20% chance of Branch instead

18
60% chance of Branch instead

17
30% chance of Branch instead

18-19
70% chance of Branch instead

15
80% chance of Branch instead

19
40% chance of Branch instead

18
70% chance of Branch instead

14-17
60% chance of Branch instead

TunnEL EnDS

20

19-20

18-20

20

16-20

17-20

20

19-20

18-20

*Roll 1d6 to determine whether the tunnel veers: ROLL 1D6 1. 2. 3-4. 5. 6. TunnEL anGLE veers 60 to pcs veers 30 to pcs Straight forward veers 30 to pcs veers 60 to pcs

Left Left Right Right

**probability shown is the chance that pit leads to another entrance. ***probability shown is chance of finding a dry route. pcs attempting to swim in 50F or colder water must save against hypothermia (roll under their cOn on 1d20.) Failure results in death in 2d6 hours if dry clothes and/or heat source are not found. probability show is that branch tunnel joins, instead of a four-way intersection. Roll random direction for tunnel which may also be explored Tunnel ends, or cavern, vault, or lake has no exit besides pcs original entrance; rivers/streams disappear in slot. Tunnel end can be caused by impassable thicket of surface plants, esp. in tropical areas. 1d100 thick lava seal can block lava tubes, or siphon (i.e. cavern roof descends temporarily to water level. Tunnel ending at this point assumes that cut through obstacle completed, or(or optionally, river disappears underground into limestone cave type.)

4 - Lurid Lairs
BuRROWS
note- many of these encounters are invaders who have taken over another creatures Lair.

ROLL 1D8 BuRROW TypE


1. 2. 3. 4. 5. 6. 7. 8. Giant anthill Giant hive Tunnel hive Worm Tunnels Glow Worm cave Large Burrow very Large Burrow civilized Burrow 2d4 Dia. rough passages. 20% probability of rooms every 20, (5d4 Sq.) numerous cells, 2d4 Dia. Entrance is central pit. 1d6+2 W, 1d6+6 Deep, 1d6+2 tunnel form central shaft, 1d10+10 Long. 1d6+6 Dia. 20% of crossing another tunnel every 120 6d6 W, 6d6 h, Stone cave. passages are 1d6x10 long, leading to 1d4 caves (2d8 sq.) Glow Worms infest the walls, providing light. 1d4+1 Dia. tunnels, 1d3x10 long to room 5d4 Sq. 1d6+2 Dia. tunnels. 1d6+2x10 long to room 1d3x10 Sq. Well appointed hobbit hole. 6 h passages, 1d4+1 W. There are 1d6+1 rooms, 5d4 Sq. 6 high

BuRROW EncOunTERS
ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. anThILL 3d20 Giant ants 1d100 Giant ants 3d6 Giant Beetles 3d4 Fire Beetles 2d12 Giant centipedes 1d4 Giant Scorpions ROLL 1D6 1. 2. 3. 4. 5. 6. hIvE 2d20 Giant Bees 4d20 Giant Bees 2d10 Giant Wasps 6d6 Giant Wasps 3d6 Stirges 2d10 Large Spiders ROLL 1D6 1. 2. 3. 4. 5. 6. TunnEL hIvE 1d8 Giant Spiders 2d6 Giant Spiders 2d12 Giant centipedes 2d4 Giant Leeches 3d4 Giant Beetles 1d4 Giant Scorpions ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. WORM TunnEL 1d6 Giant Snakes 1d6 Giant Slugs 2d4 Giant Leeches 1d6 Bulettes 1 purple Worm 1d6 anhkhes

GLOW WORM cavE 2d8 Giant Frogs 1d6 cockatrice 1d4+1 Owl Bears 2d4 Giant Boar 1d12 Giant Toads 2d12 Giant Rats

ROLL 1D6 1. 2. 3. 4. 5. 6.

LaRGE BuRROW 1d8 Giant Weasels 1d12 huge Spiders 1d4+1 Giant Otter 1-2 Giant Snakes 2d12 Giant Rats 1-2 Rust Monsters

ROLL 1D8 1. 2. 3. 4. 5. 6.

vERy LaRGE BuRROW 1d6 Giant Badgers 1d8 Giant porcupines 1d8 Giant Skunks 3d4 Giant Ticks 1d4 Giant Wolverines 1d4 Green Dragons

cIvILIzED BuRROW 2d8 halflings 2d10 Gnomes 2d20 Kobolds 2d20 Goblins 1d20 Leprechauns 4d4 Brownies

caMp
ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10.

caMp TypE 1d20x10 Bandits 5d6x10 Buccaneers 1d10x10 Berserker 5d6x10 Merchants 3d10x10 nomads 1d10x10 pilgrims 2d6x10 Tribesmen 2d10x10 Elves 4d10x10 Dwarves 3d10x10 halflings

11. 12. 13. 14. 15. 16. 17. 18. 19. 20.

4d10x10 Gnomes 4d10x10 Kobolds 4d10x10 Goblins 6d6 Bugbears 2d10x10 Gnolls 2d10x10 hobgoblins 3d10x10 Orcs 1d4x10 Lizardmen 4d6 centaur 2d10 Ogres

camps are temporary dwellings, and may be at this location for a day, a season, or years, depending on the goals and situation of the occupants.

Roll for occupants ROLL 1D6 1. 2. 3. 4. 5. 6. FIGhTInG FORcE FOR caMp 20% Warriors 40% Warriors 60% Warriors 70% Warriors 80% Warriors 90% Warriors ROLL 1D6 1. 2. 3. 4. 5. 6. LEaDER TypE Warrior priest Magic user Elder Mystic noble ROLL 1D6 1. 2. 3. 4. 5. 6. cuRREnT STaTuS Lax guards alert Sentries Roaming Lookouts Guard Dogs Regular patrols Frequent mounted patrols

ROLL 1D6
1. 2. 3. 4. 5. 6.

DEFEncES
Log palisade Earthworks abandoned citadel Watch Tower no Defences no Defences

note: there is 1 Tent per 10 of population

Lurid Lairs - 5
DWELLInG
In many cases buildings have been abandoned by original owners. Roll Dwelling encounter: ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. DWELLInG EncOunTER TypE 1d20x10 Bandits 1d4x10 Baboons 1d6 Ogre Magi 2d8 Gargoyles 4d10x10 Kobolds 4d10x10 Goblins 6d6 Bugbears 2d10x10 Gnolls 2d10x10 hobgoblins 3d10x10 Orcs

11. 12. 13. 14. 15. 16. 17. 18. 19. 20.

3d10 Skeletons 2d4 Mummy 3d8 zombies 1d4 vampires 2d12 Ghouls 1-3 Medusa 1-2 Guardian naga 1 Gyno-Sphinx 1d4 Rakshasa 1 Lamia

Roll for type:

ROLL 1D4 DWELLInG TypE


1. 2. 3. 4. Manor house hamlet abandoned citadel RuInS 2d10 rooms, 1d10x500 sq. ft. 40% probability of second floor covering 1d10x10% of area. also 1d4-1 towers. 1d4x10 houses Estate with 5d4 buildings (Roll on Ruins Sub-table)

ShIpWREcK
ROLL 1D6 1. 2. 3. 4. 5. 6.

ShIpWREcK EncOunTERS 3d10 buccaneers 2d4 Giant crab 1d12 Trolls 1d8 Giant beavers 2d4 apes 3d10 Skeletons

Roll a 1d6 for what can be found on the ship: ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D10 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. ShIpWREcK cOnTaInS nothing Roll once for a relic Roll twice for relics Roll three times for relics Roll for cargo Roll for cargo

ShIpWREcK caRGO Ore cloth ceramics Grain Decorative Stone / Wine Spices Furniture artwork Treasure

Brick

BaSE vaLuE 1d10 x 100 Gp 1d8 x 1000 Gp 1d6 x 1,000 Gp 1d20 x 100 Gp 1d4 x 1,000 Gp 2d6 x 100 Gp 2d8 x 500 Gp 1d12 x 1,000 Gp 2d10 x 1,000 Gp 1d20 x 1,000 gp

cOnDITIOn MODIFIER 100% 2d20 + 60% 1d100% 3d20 + 40% 1d20 + 80% 3d20 + 40% 3d20 + 40% 3d20 + 40% 4d20 + 20% 2d20 + 60%

Example: A cargo of wine is found in a shipwreck. The GM rolls 7x100 = 700GP base value. But then for the condition, he rolls an 11, 5, & 13, which plus 40% = 69% for the value of the cargo, (i.e. 483GP)

6 - Lurid Lairs
LEDGE
ROLL 1D12 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. LEDGE EncOunTERS 1d20 Giant Eagles 2d4 Giant Rams 1d12 Giant Owls 3d8 Giant Ravens 3d6 pteranodon 1d4 couatl 1d10 pegesai 2d6 harpy 2d6 Griffons 1d4 Manticore 2d4 peryton 1-2 Roc

cREvaSSE
ROLL 1D8 1. 2. 3. 4. 5. 6. 7. 8.

cREvaSSE EncOunTERS 1d100 Giant ants 3d6 Fire Beetles 2d12 Giant centipedes 2d4 Giant Leeches 3d4 Giant Beetles 1d4 Giant Scorpions 1d6 poisonous Snakes 1d6 Giant Slugs

Roll for the following at the bottom of the crevasse lair, using the sub-tables from RuInS & RELIcS: ROLL 1D6 1. 2. 3. 4. 5. 6. cREvaSSE cOnTaInS nothing 1d4 REFuSE Items 1d4 REFuSE Items 1d4 REFuSE Items 1d6 REFuSE Items 1d6 REFuSE Items

plus plus plus plus

1 1 1 1

SKELETOn Item RELIc Item REMaInS Item aRTIFacT Item

Rivers & Roads - 1


River and Roads act differently then other hex features. The assumption is that they are part of a series that connects multiple hexes. Once the first river or road hex is placed, its template will indicate the adjacent hexes it continues into. When those hexes are explored, the GM should roll for its continuation, in addition to the regular hex rolls. however there is no need to roll for orientation, since it connects to the previous hex by default. If there is some ambiguity about how a template connects, the GM should use their judgement, or roll a die. If a template shows a river or road extending into an adjacent hex that has already been explored, then when the party follows the river or road into that hex, roll and add the template to the hex, just like it is being explored, (hexes in the wilderness are wild places, and it would have been easy for the party to have missed a river or road on their first pass through the hex.) a river should flow in one direction (down stream) and never connect back on itself. a road on the other hand can connect with itself, but is assumed to connect with settlements or ruins. (although it would not be unusual to find ancient roads in the wilderness that have outlasted the locations they served.)

hEx TypE & ORIEnTaTIOn


Roll a d12 to find whether a river or a road was found, and which face of the hex the template will be oriented toward.

nORTh
1. 6. River 5. 4. 3. 11. 10. 2. 12. Road 9. 7. 8.

If the party follows the river/road into a new hex, just the template is rolled. (its orientation is determined by how it can connect to the segment the party followed.) some templates can curve left or right, depending on how they are attached. For these the GM can roll a d6 with 1-3 the road veers left from the players pOv, and 4-6 it veers right. If there is an obvious way the road/rive should flow, the GM can skip rolling entirely, and just dictate how the road/river looks for that hex. (i.e. if that road would connect two or more segments from other hexes, is passing near a town or other feature that would logically be connected, etc. If a segment template points back into an already explored hex, the GM can choose to have the road/ river deadend or peter out as it enters that hex. alternately, he can have it continue into that hexwilderness hexes are large and wild, and it is easily possible that the party missed the river/road when they explored it the first time.

2 - Rivers & Roads


RIvERS
Roll 2d6 for the template to use from below. 2. This is to be drawn over the hex terrain type. 3. 4.

Falls 5. 6.

castle 7. 8.

9.

10.

11.

12.

Spring

Ford

Island

ROaDS
Roll 2d6 for the template to use from below. 2. This is to be drawn over the hex terrain type. 3. 4.

village 5. 6. 7. 8.

9.

10.

11.

12.

Ends

Bridge

Lair

Islands - 1
ISLanDS
Islands are less then a mile across and fit in a Water/Sea hex easily. found in rivers. They can also occationally be

ISLanD TypE
Roll 1d20 for the Island Type. Then look to the right, and see how many Island elements are there (Some islands require a roll to see which elements are there.) ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. ROLL ThIS DIE On ThE ISLanD ELEMEnTS TaBLE: has nothing. 1d2 1d3 1d4 1d4 1d4 1d4+1 1d4+1 1d6+1 1d8+1 1d4+2 1d6+2 1d4 1d8+1 1d8+2 1d8+1 1d12 1d8+2 1d8+3 1d8+4 ROLL On ThE TaBLE ThIS Many TIMES: n/a 1 times 2 times 1 times 1d2 times 1d3 times 1d4 times 1d6 times 1d10 times 2d6 times 3 times 4 times 1 times 5 times 1d2 times 1d3 times 1d4 times 1d6 times 1d10 times 2d6 times

ISLanD TypE Barren Rocks Basalt cay Sparse Key Sparse ait Sparse Isle Meager Isle Rugged Isle Sandy Island Terrible Island Monstrous Island Sleepy Island peaceful Island atoll Ring Reef plentiful Island ample Island Rich Island Teeming Island Lush Island Luxuriant paradise

* 1d2 is a coin toss (or an even/odd roll on a d6) ** 1d3 is a 1d6 roll where 1&2=1, 3&4=2, 5&6=3, (if you dont have a cool 3 sided die.) ISLanD ELEMEnT TaBLE ROLL DIE 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. ISLanD ELEMEnT TRap DOMInanT cREaTuRE ISLanD pROvISIOnS MInERaL hill Stream FEaTuRE LanDMaRK Mountain vOLcanO cavE*** haBITaTIOn

***See cave sub-tables in Lurid Lairs.

ISLanD SIzE
Multiply Island Type Roll number by 1d10x100 feet in any direction.

2 - Islands
ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. TRapS Quicksand hidden pit Falling Tree Landslide Rockslide clashing Rocks Lightning attraction Giant lodestone Mirage Distortion cave Spring Trap Deadfall Trap Snare Trap Spider Web Giant clam Tangle vines ambush Gas Fissure Explosive Runes Dazzling Mirror ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. ROLL 1D12 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. DOMInanT cREaTuRES Giant Waterbug Giant Octopus Giant Leeches Giant Slugs Water Spider Water Rat Giant pigs Giant crabs Water naga catoblepas Giant crocodile paleocincus Black Dragon Giant Frog nymph Sea hag Giant Sea Snake Giant Toad Giant Sea Turtle Will-O-Wisp ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. ROLL 1D6 1. 2. 3. 4. 5. 6. 7. ISLanD FEaTuRE* Waterfall pond pool Tarn Lakelet Mare Delta Swamp Lake cove Loch cascade Bog Bank Marsh vale Strand peninsula Bay promontory

ISLanD LanDMaRK Beach Rocky Slope Dell Dense Thicket Boulders Swampy Morass cliff Track Trail hillock Ravine hill cul-de-sac hill crevice Ridge vale Fountain peak Gully cave Entrance

MInERaLS Fools Gold Sulphur Tin copper Iron Quartz amber Jade Malachite Marble agate pREcIOuS MInERaLS

pREcIOuS MInERaLS Silver Gold platinum Orichalcum adamanite Mithril Gems

*For feature size, multiply Feature Roll by 1d100 feet.

Islands - 3
ISLanD pROvISIOnS
For any water sources, there is a % chance given that it is safe to drink. The GM secretly makes the roll, and if it is not safe, rolls on the non-potable water table for its harmful effect when someone first takes a drink from it. ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20.

ISLanD pROvISIOnS Barren Salt Spray Salt potholes poisonous Rivulet hot Spring (50% prob) Warm Spring (60% prob) porous Lava Spring (70% prob) hillside Spring (8O% prob) artesian Spring (90% prob) Limestone Spring (100% prob) Geysers (50% prob) caldera Lake (80% prob) Roots Fruit vegetables nuts GaME WREcK (Ruins) abandoned haBITaTIOn InhaBITED

nOn-pOTaBLE WaTER EFFEcT yellow Fever, (prob 20%) Bitter (nausea 1d6 turns) Orange coloration (2d6 days) protruding Eyes (1d6 days) purple Blotches (1d6 days) Stunned (1d6 turns) Saps 1-6 Strength (1d6 turns) Oil Dysentery, prob 04% Grippe, prob 05% Lose all hair (1d6 months) Lose all Teeth Blind (1d6 turns) Lose hearing (1d6 turns) Sleep (1d6x10 turns) Dehydrate (1d6 turns) poison class 1 poison class 2 poison class 3 poison class 4

ISLanD GaME Duck Mallard Teal pigeon parrot Flamingo Toucan pelican hyena python Raccoon Rodent Goat hare Dog Lizard Tortoise Toad Wart hog Big cat

vOLcanO
ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20.

vOLcanO Shield cinder cone composite cone Dome Fissure Maar crater Shield cinder cone composite cone Dome Fissure Shield cinder cone composite cone Dome Fissure Shield cinder cone composite cone Dome

STaTuS* Extinct Extinct Extinct Extinct Extinct Extinct Dormant Dormant Dormant Dormant Dormant active active active active active Erupting Erupting Erupting Erupting

ERupTIOn** Gentle Outpour pumice cloud Lava Flood ash Flow Thin Flows hot ash cloud Mud Flow cinder Fall Fire-Broken Rock Splatter Block &ash Fount Obsidian Fall Steam Fumaroles Sulphur Fumaroles carbon Dioxide Fumaroles Methane Fumaroles Boiling Rain Lava Fountain pancake Bombs Glowing avalanche

** 10% probability per day of moving to next most active category when island is visited. *** Must make saving throw every turn or suffer damage same as eruption table roll number. Surface will collapse if crossed

4 - Islands
Roll on Shore part Events once per day, that there is a shore party exploring the island. ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. ShORE paRTy EvEnTS Boat Sinks Boat Overturns Boat Swept away MySTERIOuS FInD paSSInG ShIp Lost Lured Into TRap* attacked by Flyers* attacked by animals* Separated Find caSTaWay* Find Shore party Own Ship Is Gone Find REcLuSE* Find InhaBITanTS* Find GaRRISOn* attacked by creatures* Find haBITaTIOnS* Find hIDDEn TREaSuRE* Find pROvISIOnS* cREaTuRE (DOMInanT) Giant Waterbug Giant Octopus Giant Leeches Giant Slugs Water Spider Water Rat Giant pigs Giant crabs Water naga catoblepas Giant crocodile paleocincus Black Dragon Giant Frog nymph Sea hag Giant Sea Snake Giant Toad Giant Sea Turtle Will-O-Wisp MySTERIOuS FInDS** Skeletons Broken Sword Split Shield arrowhead Map Fragment*** Broken Keg Oar Empty chest Empty Wine Skin Giant Tracks Burnt clearing pit crumbled Wall Rusty Knife Leather Thongs Sail Scraps Starving caSTaWay axe Buried pROvISIOnS paSSInG ShIp

* If available. Otherwise Find provisions unless not available also. ** prob. 20% per day, if marooned *** prob. 30% of map leading to hIDDEn TREaSuRE ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. cOSTaL EncOunTERS (aQuaTIc) Sea Lion (1d8+4) Giant Sea horse (1d20) Sharks (3d4) Giant Sharks (1d3) Water Weird (1d3) Giant Sea Turtle (1d3) Giant Squid (1) Giant Sea Snake (1d8) Sea hag (1d4) Manta Ray (1) pungi Ray (1d3) Sting Ray (1d3) Mottled Worm (1d2) Giant Man-O-War (1d10) Giant pike (1d8) Giant Octopus (1d3) nymph (1d4) Water naga (1d4) hippocampus (2d4) Floating Eye (1d12)

ISLanD InhaBITanTS vikings (1d6x10) Merchants (5d6x10) pirates (5d6x10) Lizard Men (1d4x10) Fishermen (1d6x10) Elves (2d10x10) Were Sharks (1d6x10) Were Dolphins (1d6x10) Buccaneers (5d6x10) ha1flings (5d6x10) cavemen (1d10x10) Gnol1s (2d10x10) Goblins (4d10x10) Gnomes (4d10x10) cannibals (1d10x10) unDERWaTER InhaBITanTS GaRRISOn REcLuSE caSTaWay caSTaWayS (1d6)

unDERWaTER InhaBITanTS nixies (2d4x10) Lizard Men (1d4x10) Mermen (2d10x10) Tritons (1d6x10) Sahuagin (2d10x10) Kopoacinth Gargoyles (2d8) Koa1inth hobgoblins (1d6x10) Lacedon Ghouls (1d3x10) Locathah (2d10x10) Ixitxachitl (1d10x10) aquatic Elves (2d10x10) Were Slugs (4d6) Were Turtles (4d6) Were Dolphins (3d6) Were Octopi (2d6) Were Frogs (1d6) Were Squid (1d6) Were crab (1d6) Were Lamprey (1d6) Were Sea horse (1d6)

Islands - 5
ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. haBITaTIOnS cavE cavern Lean-to covered pit hollowed Tree Sail Tent Giant Shell pole house caSTLE TEMpLE RuInS Tower Manor Stone house Log cabin Grass hut Stockade Tree house hovel vILLaGE ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. paSSInG ShIpS cannibal canoes Longship Raft pirate Ship Fishing Boat Slave Galley Sailed Warships Small Galley Large Galley Small Merchant Large Merchant River Boat Buccaneer Ship Longship Damaged Ghost Ship Tribal Outrigger Dolphin Sled Sea horse carriage Mages Sloop Merchant Galley ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. (4D6 SOLDIERS) On GaRRISOn DuTy FOR: naval Station Merchants Trading post pirate Stronghold Temple Monastery Sacred artifact assassins headquarters Ritual Initiation Warning Outpost Messenger Way Station Invasion Gathering point prison Secret laboratory complex punishment Duty Insane Royal Relative Exiled Warlord Forgotten in Transit Deserters Brigands haven Sacred Burial Grounds

ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20.

REcLuSE happy hermit Mourning loss of Fortune Rejected lover Exiled noble Studious Sage hideous Outcast Researching alchemist hiding From Enemy paranoid collector Monk1y vows cursed Extrovert Exiled God1ing prospector artifact hunter Loathes Speech Escaped Slave Insane Wizard Mad Scientist Rotting Disease victim Black plague victim

ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20.

caSTaWayS pirate Buccaneer Engineer alchemist Trainer Sage Ranger Fighter Thief captain Merchant noble amazon Monk assassin Druid Illusionist Mage Bard craftsman

ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20.

hIDDEn TREaSuRE 1d10 Bottles of rum 2d6 bars of silver Barrel with 5d10x100 cp Jade Statue worth 5d20 Gp chest with 1d20x10 Gp Magic Dagger +1 Bag of holding with 3d20 Gp Spell Book Giant emerald worth 1d100x50 Sarcophagus Elvin armor worth 8d10x10 Gp Sack of pearls worth 1d12x100 Magic Staff 3d8 gold bars crystal Ball Magic Shield +1 clockwork Robot holy Relic Magic carpet Magic Sword +2

6 - Islands
Island physical characteristics: annuaL pREcIpITaTIOn* ROLL D% (In InchES) 01-10 0-10 11-30 11-20 31-45 21-30 46-60 31-40 61-70 41-50 71-80 51-60 81-99 61-70 00 71-170 ELEvaTIOn ROLL D% (In FEET) 01-05 0 to -500 06-40 1 to +500 41-60 501 - 1000 61-70 1001 - 2000 71-80 2001 - 5000 81-90 5001 - 10000 91-99 10001 - 20000 00 20000+ GROWInG SEaSOn (In DayS) 1-100 101-120 121-140 141-180 181-200 201-240 241-260 261-360

ROLL D% 01-15 16-25 26-40 41-60 61-70 71-80 81-90 91-00

SIMILaR TO: high Mountains north Dakota Wisconsin Illinois Tennessee Georgia Louisiana Florida

*If within 150 miles of Equator multiply total (x3)

ROLL D% 01-10 11-24 25-48 49-64 65-80 81-90 91-99 00

TEMpERaTuRE ExTREMES (In F) 01 to 20 21-40 41-60 61-80 81-100 101-120 121-140 141-160

TEMpERaTuRE aDJuSTMEnTS
To adjust temperature result by season: WInTER SuBTRacT 30% SpRInG SuBTRacT 20% SuMMER aDD 10% FaLL SuBTRacT 25% also: For every 200 miles north of the Equator SuBTRacT 10 Degrees F For every 1500 FEET in elevation above sea level SuBTRacT 5 Degrees F (If after adjustments, roll indicates a negative temperature in Degrees F, Roll again)

ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20.

ISLanD SOunDS Deathly Silent chirping cawing clipping crunching Whistling Slicking Thumping Moaning Wailing Scream Trilling Splashing Slurping Walking Snap howling Grunt Screech Roar

ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20.

ISLanD WEaThER clear cloudy Overcast Misty Fog Dense Fog Drizzle heavy Rain Downpour Torrent Muggy cloudy heat Lightning Light Breeze Blowing Rain Gale Torrent peeper Frog Fall Sticky Downpour Oily Drizzle

Castles & Citadels - 1


caSTLE cOnDITIOn*
ROLL 1D10 cOnDITIOn OF caSTLE 1. unDER cOnSTRucTIOn 2. BRanD nEW 3. SLIGhTLy aGED 4. WORn 5. aGED 6. ancIEnT 7. cRuMBLInG 8. TuMBLE DOWn 9. RuInS 0. FOunDaTIOnS OnLy

unDER cOnSTRucTIOn
ROLL 1D10 InhaBITanTS 1. construction Workers 2. construction Workers 3. construction Workers 4. construction Workers 5. construction Workers & Garrison 6. construction Workers & Garrison 7. construction Workers & Garrison 8. Garrison 9. Garrison 0. abandoned

ConstruCtion Workers (1d6x100): ROLL 1D10 InhaBITanTS 1. human 2. human 3. Dwarven 4. Dwarven 5. Elves 6. Gnouls 7. Orcs 8. hobgoblins 9. Goblins 0. Giants

BRanD nEW
ROLL 1D10 InhaBITanTS 1. Garrison 2. Garrison 3. Garrison 4. Garrison 5. Garrison 6. Garrison 7. Garrison 8. Invaders 9. Invaders 0. abandoned

SLIGhTLy aGED
ROLL 1D10 InhaBITanTS 1. Garrison 2. Garrison 3. Garrison 4. Garrison 5. Garrison 6. Garrison 7. Invaders 8. Invaders 9. abandoned 0. abandoned

WORn
ROLL 1D10 InhaBITanTS 1. Garrison 2. Garrison 3. Garrison 4. Garrison 5. Garrison 6. Invaders 7. Invaders 8. abandoned 9. abandoned 0. abandoned

aGED
ROLL 1D10 InhaBITanTS 1. Garrison 2. Garrison 3. Garrison 4. Garrison 5. Invaders 6. Invaders 7. Invaders 8. abandoned 9. abandoned 0. abandoned

ancIEnT
ROLL 1D10 InhaBITanTS 1. Garrison 2. Garrison 3. Garrison 4. Invaders 5. Invaders 6. Invaders 7. Invaders 8. abandoned 9. abandoned 0. abandoned

cRuMBLInG
ROLL 1D10 InhaBITanTS 1. Garrison 2. Garrison 3. Invaders 4. Invaders 5. Invaders 6. Invaders 7. Invaders 8. abandoned 9. abandoned 0. abandoned

TuMBLEDOWn
ROLL 1D10 InhaBITanTS 1. Garrison 2. Invaders 3. Invaders 4. Invaders 5. Invaders 6. Invaders 7. abandoned 8. abandoned 9. abandoned 0. abandoned

RuInS
ROLL 1D10 InhaBITanTS 1. Invaders 2. Invaders 3. Invaders 4. Invaders 5. abandoned 6. abandoned 7. abandoned 8. abandoned 9. abandoned 0. abandoned

FOunDaTIOnS OnLy
ROLL 1D10 InhaBITanTS 1. Invaders 2. Invaders 3. abandoned 4. abandoned 5. abandoned 6. abandoned 7. abandoned 8. abandoned 9. abandoned 0. abandoned

*Once you have found the castle condition, roll on the appropriate encounter table.

2 - Castles & Citadels


InvaDER TypE InhaBITanTS:
ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. InvaDER TypE humans Dwarves Elves Gnolls Giant Frogs Ghouls Giant Rats Gnomes Kobolds Skeletons zombies Lizard Men Goblins halfling Giant crocodiles Troglodytes Orcs Giant ants hobgoblins SpEcIaL SpEcIaL RESuLT Ogres Trolls Bugbears apes Ghosts Trolls centaurs Giant Badger Minotaur Mummies hellhounds Wererats Satyrs Giant Snakes Manticore Werewolves Wyvern Gorgon Baboons ExTRaORDInaRy ExTRaORDInaRy RESuLT Rakshassa Golem Demon Titan vampire Dragon Wizard Lich Medusa Dinosaur Efreet Will OWisp Elemental Basilisk Leprechaun Evil high priest Ki-Rin chimera Djinn God

aBanDOnED caSTLE TypE InhaBITanTS:


There is a 40% chance of an abandoned castle having a temporary inhabitant: ROLL 1D10 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. InhaBITanT TypE human Mercenaries Dwarf Fighers Orc War Band Kobold Tribe Gnoll War Band human caravan hobgoblin War Band pilgrims Goblins SpEcIaL SpEcIaL RESuLT Ogres Lost princess Owlbears Traveling Merchant Satyrs Traveling prince Bugbears Fleeing Trolls ExTRaORDInaRy ExTRaORDInaRy RESuLT Illusionist assassin Medusa Dying high priest Mad Wizard vacationing God Injured Magic user criminal paladin polymorphed Ranger Lord Traveling King

Castles & Citadels - 3


GaRRISOn SIzE, TEchnIcaL LEvEL, anD MORaL LEvEL:
ROLL 1D6 1. 2. 3. 4. 5. 6. GaRRISOn SIzE 1d6 x10 1d10 x10 2d10 x10 3d6 x10 4d6 x10 5d6 x10 ROLL 1D6 1. 2. 3. 4. 5. 6. GaRRISOn TEchnIcaL LEvEL LEvIES MILITIa IRREGuLaRS BaRBaRIan REGuLaRS MERcEnaRIES ROLL 1D6 1. 2. 3. 4. 5. 6. GaRRISOn MORaL LEvEL Shakey Green Experienced veteran Elite palace Guard

GaRRISOn cOMpOSITIOn By TEchnIcaL LEvEL


note the percentages represent the portions of the total garrison that are a particular class.

LEvIES
ROLL 1D10 1. 2. 3. 4. 5. 6. 7. 8. 9. 10.

MILITIa
ROLL 1D10 1. 2. 3. 4. 5. 6. 7. 8. 9. 10.

90% 90% 80% 80% 90% 90% 90% 90% 60% 60%

LF LF LF LF LF LF LF LF LF LF

10% 10% 20% 20% 20% 20% 10% 10% 20% 20%

SB cB SB cB hF hF hF hF hF hF

10% 10% 20% 20% 20% 20%

SB cB SB cB SB cB

70% 70% 60% 60% 60% 50% 50% 40% 40% 30%

LF LF LF LF LF LF LF LF LF LF

30% 30% 20% 20% 10% 50% 25% 20% 30% 30%

cB hF hF cB cB Lh hF cB cB hF

20% cB 20% Lh 20% Lh 25% 20% 30% 30% Lh hF Lh cB

20% Lh 10% Lh

IRREGuLaRS
ROLL 1D10 1. 2. 3. 4. 5. 6. 7. 8. 9. 10.

BaRBaRIan
ROLL 1D10 1. 2. 3. 4. 5. 6. 7. 8. 9. 10.

50% 50% 50% 50% 40% 40% 40% 40% 30% 30%

LF LF LF LF LF LF LF LF LF LF

10% 10% 10% 20% 20% 10% 25% 30% 30% 10%

cMB cMB SB cB cB cMB SB cB cB cMB

10% 40% 40% 20% 30% 10% 25% 20% 30% 10%

hF hF Lh hF hF cB hF Lh hF hF

30% Lh

10% 10% 40% 10% 10% 10% 40%

Lh Lh hF Lh Mh Lh Lh 10% Mh

50% 50% 50% 50% 40% 40% 40% 40% 30% 30%

LF LF LF LF LF LF LF LF LF LF

40% 25% 40% 25% 30% 40% 20% 30% 40% 20%

hF hF hF hF hF hF hF hF hF hF

10% 25% 10% 25% 30% 20% 40% 40% 30% 10%

LB LB cMB cB LB cMB cB LF LB cMB 30% Lh 10% Mh

REGuLaRS
ROLL 1D10 1. 2. 3. 4. 5. 6. 7. 8. 9. 10.

MERcEnaRy
ROLL 1D10 1. 2. 3. 4. 5. 6. 7. 8. 9. 10.

60% 60% 50% 50% 40% 40% 30% 30% 20% 20%

LF LF LF LF LF LF LF LF LF LF

20% 10% 20% 20% 20% 20% 20% 20% 20% 30%

hF hF hF hF aF hF aF hF hF hF

10% 10% 10% 10% 10% 10% 20% 20% 20% 10%

LB cB pK aF LB aF pK cB pK aF

10% 20% 10% 10% 20% 20% 20% 20% 10% 10%

Lh Lh LB cB Lh cB cB Lh cB LB

10% 10% 10% 10% 10% 10% 20% 20%

Lh Lh Mh Mh Lh hh Lh 10% Mh Lh 10% Mh

30% 20% 20% 20% 50% 20% 30% 30% 30% 10% SB cMB LB cB hcB cpT

LF LF LF LF LF hF hF hF hF aF

20% 10% 30% 20% 20% 10% 10% 30% 20% 40%

hF hF pK aF aF aF aF pK aF pK

10% 30% 10% 20% 20% 50% 20% 10% 10% 20%

aF pK cB LB hcB pK cMB hcB LB hcB

30% 20% 20% 30% 10% 20% 20% 20% 30% 20%

LB LB Lh Mh hh hcB Lh Mh Lh Lh Lh Mh hh

10% 20% 20% 10%

hh Mh Mh hh

10% 10% 10% 10%

Mh 10% hh cpT hh cpT

unit type abbreviations:

LF hF aF pK

Light Foot heavy Foot armored Foot pikemen

Short Bow composite Bow Long Bow crossbow heavy crossbow catapult

Light horse Medium horse heavy horse

4 - Castles & Citadels


Random Leader chart ROLL D% 01-30 31-40 41-50 51-55 56-60 61-65 66-70 71-75 76-80 81-83 84-86 87-89 90-92 93-96 97-00 LEaDER cLaSS Fighter cleric Magic-user Thief Illusionist Bard Druid Monk paladin Sage assassin alchemist Samurai Ranger SpEcIaL cLaSS ROLL 1D6 SpEcIaL LEaDER cLaSS* 1. Fighter / Magic-user 2. Fighter/cleric 3. Fighter/Magic-user/cleric 4. cleric/Magic-user 5. Thief/Fighter/Magic-user/cleric 6. Man/God

*For Special Leader classes, roll for followers on Each of their class tables. ROLL 1D6 1. 2. 3. 4. 5. 6.

ROLL D% 01-05 06-15 16-25 26-35 36-45 46-60 61-75 76-80 81-83 84-86 87-89 90-91 92-93 94-95 96-00

LEaDER LEvEL 3 4 5 6 7 8 9 10 11 12 13 14 15 16 SpEcIaL LEvEL

SpEcIaL LEaDER LEvEL 2 17 18 19 20 21

ROLL D% 01-40 41-45 46-50 51-55 56-58 59-60 61-65 66-68 69-73 74-77 78-80 81-83 84-89 90-96 97-00

LEaDER TypE Man half-E1f Elf Dwarf halfling half-Orc Ore Goblin Gnome Kobold Gnoll hobgoblin Ogre Troll SpEcIaL TypE

ROLL 1D6 1. 2. 3. 4. 5. 6.

SpEcIaL LEaDER TypE** Ogre Magi GIanT (See Giant Sub-Table) Titan DRaGOn (See Dragon Sub-Table) DEMOn (See Demon Sub-Table) Lich

**For Special Leader Types, roll for followers on the SpEcIaL LEaDERS FOLLOWER chart for their alignment, instead of on their class table.

Castles & Citadels - 5


Leader Type Sub Tables ROLL 1D6 1. 2. 3. 4. 5. 6. GIanT SuB-TaBLE hill Giant Stone Giant Frost Giant Fire Giant cloud Giant Storm Giant ROLL 1D6 1. 2. 3. 4. 5. 6. DRaGOn SuB-TaBLE White Dragon Black Dragon Green Dragon Blue Dragon Red Dragon Golden Dragon ROLL 1D6 1. 2. 3. 4. 5. 6. DEMOn SuB-TaBLE Type I Demon Type II Demon Type III Demon Type Iv Demon Type v Demon Type vI Demon

Leader alignment and Disposition: Roll for either aD&D or D&D alignments, and Leaders disposition modifier. ROLL D% 01-10 11-25 26-75 76-90 91-00 aD&D aLIGnMEnTS Lawful Good chaotic Good neutral Lawful Evil chaotic Evil ROLL D% 1-25 26-75 76-00 D&D aLIGnMEnTS Lawful neutral chaotic ROLL 1D8 1. 2. 3. 4. 5. 6. 7. 8. DISpOSITIOn MODIFIER TO REacTIOn ROLLS angry (-4) Busy (-3) Irritated (-2) hangover (-1) Bored (0) Interested (+1) Sympathetic (+2) amiable (+3)

Random Followers By Leader Type: FIGhTER & SaMuRaI FOLLOWERS 1-4 Magic-users or Illusionists 1-4 clerics 1-4 Thieves 1 assassin 1-2 Bard 1 Sage 2-20 War Dogs 1-10 Dire Wolves 1-4 hill Giants 1~4 Stone Giants 1-4 Frost Giants 1-10 Ogres 1-8 Trolls 1-4 Roes 1-6 Griffons 1 Lammasu 1 Ki-rin 1 Dragon 1 Djinn 2-24 hell hounds 1 pseudo-Dragon 1-12 Lizard Men 1-8 Were Types 1-9 Ogre Magi GOOD cLERIc FOLLOWERS 1-4 Fighters 1-4 clerics 2-20 Blink Dogs 2-20 centaurs 1 Brass Dragon 1-10 Treents 1-8 hippogriffs 1-8 couat1 1 Silver Dragon 1 Golden Dragon 1-4 Ki-rin 1-4 Lanmasu 1-8 pegasi 1-6 Rocs 1-4 Shedu 1-8 unicorns 1-2 Titans 1-2 paL 1-20 Djinni 1 platinum Dragon 1-10 hippocampus 1-2 androsphinxes 1 Sage 1 Monk EvIL cLERIc FOLLOWERS 1-4 Fighters 1-4 clerics 1-4 Thieves or assassins 1-10 Trolls 1-10 Ogres 1-6 vampires 1-20 White apes 1-10 Spectres 1 Ba1or 1-2 8eholders 1 Black Dragon 1 Red Dragon 1-6 Bugbears 1-20 Gargoyles 2-24 Ghouls 2-24 hell hounds 1-4 chimeras 1-4 Manticores 1-4 Rakshasas 1-10 Wights 1 Succubus 3-36 zombies 4-48 Skeletons 1-4 Wyverns

ROLL D% 01-04 05-08 09-12 13-16 17-20 21-24 25-28 29-32 33-36 37 -40 41-44 45-48 49-52 53-56 57-60 61-64 65-68 69-72 73-80 81-84 85-88 89-92 93-96 97-00

ROLL D% 01-04 05-08 09-12 13-16 17-20 21-24 25-28 29-32 33-36 37 -40 41-44 45-48 49-52 53-56 57-60 61-64 65-68 69-72 73-80 81-84 85-88 89-92 93-96 97-00

ROLL D% 01-04 05-08 09-12 13-16 17-20 21-24 25-28 29-32 33-36 37 -40 41-44 45-48 49-52 53-56 57-60 61-64 65-68 69-72 73-80 81-84 85-88 89-92 93-96 97-00

6 - Castles & Citadels


ROLL D% 01-04 05-08 09-12 13-16 17-20 21-24 25-28 29-32 33-36 37 -40 41-44 45-48 49-52 53-56 57-60 61-64 65-68 69-72 73-80 81-84 85-88 89-92 93-96 97-00 MaGIc-uSER & ILLuSIOnIST FOLLOWERS 1-4 Fighters 1-4 Magic-users or Illusionists 1-4 Thieves 1 alchemists 1 homunculus 1-2 clay Golems 1-2 Flesh Golems 1-2 Iron Golems 1-2 Stone Golems 1-2 Dragons 1-2 Balors 1-4 Wyverns 1-4 Basilisks 1-4 chimeras 1-6 Manticoras 1-12 Were Types 2-24 Gargoyles 1-2 Efretti 1-4 Gorgons 1-4 Minotaurs 1-4 1-4 1-6 1-2 naga Mummies phase Spiders Mind F1ayers ROLL D% 01-04 05-08 09-12 13-16 17-20 21-24 25-28 29-32 33-36 37 -40 41-44 45-48 49-52 53-56 57-60 61-64 65-68 69-72 73-80 81-84 85-88 89-92 93-96 97-00 DRuID FOLLOWERS 1-4 Druids 1-4 Fighters 1-10 Treants 1-8 hippogriffs 1-20 White apes 10-40 Baboons 1-20 Bears 1-20 Giant Beavers 1-12 Dryads 1-12 Griffons 1-10 Giant hyena 1-10 Fire lizards 1-12 Lions 1-8 Giant lynxes 1-4 neo-otyugh 1-6 nymphs 1-8 Owlbears 1-8 Satyrs 1-4 Giant Stags 1-4 Sabre-toothed Tigers 1-10 Giant Wasps 1-8 Giant Weasels 1-6 yeti 1-4 hill Giants ROLL D% 01-04 05-08 09-12 13-16 17-20 21-24 25-28 29-32 33-36 37 -40 41-44 45-48 49-52 53-56 57-60 61-64 65-68 69-72 73-80 81-84 85-88 89-92 93-96 97-00 ThIEF OR aSSaSSIn FOLLOWERS 1-4 Thieves or assassins 1-4 Fighters 1-2 Magic-users 1-2 clerics 1-20 Bugbears 1-12 Ogres 1-10 Trolls 1-6 hill Giants 1-4 Stone Giants 1-4 chimeras 1-12 Gargoyles 2-12 hell hounds 1-6 Were Types 1-10 Ogre Magi 1-8 Owlbears 1-8 pegasi 1 Rakshasa 1 criosphinx 1 Gynosphinx 1-6 Wyverns 1-8 carnivorous apes 1-10 Griffons 1 pseudo-Dragon 1-2 Type II Demons

ROLL D% 01-04 05-08 09-12 13-16 17-20 21-24 25-28 29-32 33-36 37 -40 41-44 45-48 49-52 53-56 57-60 61-64 65-68 69-72 73-80 81-84 85-88 89-92 93-96 97-00

BaRD FOLLOWERS 1-4 Fighters 1-4 clerics 1-4 Bards 1-4 Thieves 1-4 Magic-users 1-3 Lammasu 1-6 pegasi 1-4 unicorns 1 Ki-Rin 1-12 Dire Wolves 1 Efreet 1 Djinn 1-10 Blink Dogs 1-10 hell hounds 1-10 Ogres 1-8 Trolls 1-8 Ogre Magi 1-6 hill Giants 1-3 Monks 1-8 Satyrs 1-8 Were Types 1-2 chimeras 1 Succubus 1-2 Mind Flayers

ROLL D% 01-04 05-08 09-12 13-16 17-20 21-24 25-28 29-32 33-36 37 -40 41-44 45-48 49-52 53-56 57-60 61-64 65-68 69-72 73-80 81-84 85-88 89-92 93-96 97-00

MOnK FOLLOWERS 1-4 Monks 1-4 Fighters 1-2 Magic-users 1-2 cleric 2-24 Bugbears 1-20 Ogres 1-120 Ogre Magi 1-8 Trolls 1-4 hill Giants 1-2 Stone Giants 2-20 War Dogs 1-12 hell hounds 1-12 Blink Dogs 1-8 Displacer Beasts 1-6 pegasi 1-6 Griffons 1-4 chimeras 1-4 Were Types 1-4 Wyverns 1-2 Samurai 1 pseudo-Dragon 1-2 Monks 1 Sages 1 Frost Giant

ROLL D% 01-04 05-08 09-12 13-16 17-20 21-24 25-28 29-32 33-36 37 -40 41-44 45-48 49-52 53-56 57-60 61-64 65-68 69-72 73-80 81-84 85-88 89-92 93-96 97-00

paLaDIn FOLLOWERS 1-4 Fighters 1-4 clerics 1 Ranger 1 Bard 1-4 unicorns 1-4 pegasi 1-4 hippogriffs 1-4 Griffons 1 Titan 1 pseudo-Dragon 1-4 Roes 1 andorsphinx 1-4 hill Giants 2-20 War Dogs 1-2 Were Bears 1 Djinn 1 paladin 1 Storm Giant 1 Golden Dragon 1 Silver Dragon 1-4 Ki-Rin 1-4 Lammasu 1-4 Shedu 1-4 couati

Castles & Citadels - 7


ROLL D% 01-04 05-08 09-12 13-16 17-20 21-24 SaGE FOLLOWERS 1-4 Fighters 1-4 Magic-users 1 alchemists 1-4 clerics 1-2 Samurai 1 androsphinx ROLL D% 01-04 05-08 09-12 13-16 17-20 21-24 aLchEMIST FOLLOWERS 1-4 Fighters 1-4 Magic-users 1-4 Thieves 1 Sage 1-2 Samurai 1 Titon ROLL D% 01-04 05-08 09-12 13-16 17-20 21-24 RanGER FOLLOWERS 1-6 Fighters 1-4 Magic-users 1-4 cleric 1-4 Thieves 1-4 Fighters or Magic-users 1-4 Fighters or Magic-users or Thieves 1 Ranger 1 paladin 1-4 Were Bears 1-6 unicorns 1-6 pegasi 1-4 hill Giants 1-4 Stone Giants 1 Golden Dragon 1 Bard 1-4 Ki-Rin 1-4 Lammasu 1-4 Shedu 1 Silver Dragon 1-4 coutai 1 Titan 1 Storm Giant l-4 Rocs 1-2 andorsphinx

25-28 29-32 33-36 37 -40 41-44 45-48 49-52 53-56 57-60 61-64 65-68 69-72 73-80 81-84 85-88 89-92 93-96 97-00

1-4 Griffons 1 Djinn 1 Efreet 1 Titan 1 Storm Giant 1 Golden Dragon 1 Red Dragon 2-24 Gargoyles 1-20 Bugbears 1-12 Ogres 1-10 Ogre Magi 1-8 Trolls 1-4 hill Giants 1-2 Stone Giants 1 Frost Giant 1-2 Beholders 1 Efreet 1-6 yeti

25-28 29-32 33-36 37 -40 41-44 45-48 49-52 53-56 57-60 61-64 65-68 69-72 73-80 81-84 85-88 89-92 93-96 97-00

2-24 Gargoyles 1-20 Bugbears 1-12 Ogres 1-10 Ogre Magi 1-8 Trolls 1-4 hill Giants 1-2 Stone Giants 1-6 Displacer Beasts 1-8 Blink Dogs 1 Beholder 1-4 Were Types 1 Efreet 1 Djinn 1 androsphinx 1 homunculus 1 clay Golem 1 Flesh Golem 1 Stone Go1em

25-28 29-32 33-36 37 -40 41-44 45-48 49-52 53-56 57-60 61-64 65-68 69-72 73-80 81-84 85-88 89-92 93-96 97-00

ROLL D% 01-04 05-08 09-12 13-16 17-20 21-24 25-28 29-32 33-36 37 -40 41-44 45-48 49-52 53-56 57-60 61-64 65-68 69-72 73-80 81-84 85-88 89-92 93-96 97-00

SpEcIaL LEaDER FOLLOWERS (GOOD) 1-6 Fighters or Samurai 1-4 Magic-users or Illusionists 1-2 Monks 1-2 alchemists or Bards 1-2 Good clerics 1-2 Rangers 1-2 paladins 1-8 Were Types 1-6 Treants 1-10 centaurs 2-16 Blink Dogs 1 Golem 1-6 unicorns 1-6 pegasi 1 Djinn 1 hydra 1-6 yeti 1-2 Titans 1-6 Giants 1-4 Ki-Rin 1-6 couat1 1-4 Lanmasu 1-2 androsphinxes 1-4 Dragons

ROLL D% 01-04 05-08 09-12 13-16 17-20 21-24 25-28 29-32 33-36 37 -40 41-44 45-48 49-52 53-56 57-60 61-64 65-68 69-72 73-80 81-84 85-88 89-92 93-96 97-00

SpEcIaL LEaDER FOLLOWERS (nEuTRaL) 1-6 Fighters or Samurai 1-4 Magic-users or Illusionists 1-2 Monks 1-2 alchemists or Bards 1-2 Druids 1-4 Thieves or assassins 1 Dragonne 1 Golem 2-8 Satyrs 1-6 Owlbears 2-20 Lizard Men 1-2 Invisible Stalkers 1 hydra 1-6 yeti 1-6 hippogriffs 1-8 Were Types 1-6 Griffons 1 Efreet 1-4 Eagles 1-6 Giants 1-4 Dragons 1-10 Giant crocodiles 2-20 Locathah 1-2 Gorgons

ROLL D% 01-04 05-08 09-12 13-16 17-20 21-24 25-28 29-32 33-36 37 -40 41-44 45-48 49-52 53-56 57-60 61-64 65-68 69-72 73-80 81-84 85-88 89-92 93-96 97-00

SpEcIaL LEaDER FOLLOWERS (EvIL) 1-6 Fighters or Samurai 1-4 Magic-users or Illusionists 1-2 Monks 1-2 alchemists or Bards 1-2 Evil clerics 1-4 Thieves or assassins 1 Dragonne 1 Golem 1-4 Leucrottas 1-4 Ettins 1-4 chimeras 1-6 yeti 1 Ghost 1-8 Were Types 1-6 Giants 1-8 undead 1-4 Dragons 1-4 Dopplegangers 1 hydra 1-2 Beholders 1-2 Mind Flayers 1-2 Devils 1-4 DEMOnS 1-2 Succubus

8 - Castles & Citadels


caSTLE naMES
Roll 1d24 for the number of the castle name Table to use, and then roll 1d12 for the name itself. If you dont have a d24, roll a d% on this table: ROLL D% 01-04 05-08 09-12 13-16 17-20 21-24 25-28 29-32 33-36 31-40 41-44 45-48 49-52 53-56 57-60 61-64 65-68 69-12 73-76 77-80 81-84 85-88 89-92 93-00 caSTLE naME TaBLE 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24

caSTLE naME TaBLES


1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. TaBLE 1 abinger acton akashi ako albini allington allure alnwlck ardres arundel azuchi Bailey TaBLE 6 Ely Etal Exter Eye Edinburgh Eger Eltz Farnham Fastolf Flint Framlingtom Fukuchiyama 1. 2. 3. 4. 5. 6. 7. 8. TaBLE 2 Bamburgh Samekin Bayeaux Bedford Belsay Berkeley Berkhnsted BitchuMatsuyama 9. Bodiam 10. Bramber 11. Brinklow 12. Burnell TaBLE 7 Fukue Fukui Fukuoka Funai Fushimi Falaise Filarete Garter Glanville Glass Gifu Goodrich 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. TaBLE 3 Bywell Beaufort Beliver Beziers Burghauser Byzantium Borthwick caister caldicott camber cambridge cardiff TaBLE 8 Goryo Guildford Gujo haddon hamamatsu hagi harlech hayes helmingham herbert hereford herland 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. TaBLE 4 carlisle chamboy chaworth chepstow chipchase clinton clun conway corfe calais chinon churburg TaBLE 9 hertford hikone himeji hirosaki hiroshima hopton horne huntingdon hurley Iga-ueno Interdon Inuyama 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. TaBLE 5 coca coucy combourg Deal Dinan Domfort Dover Dunetar Durham Danevirke Doornenburg Eclo TaBLE 10 Jasper Kagoshima Kakegaw8 Kameoka Kamey3lTla Kashima Kawagoe Kenilworth Kidwelly Kirby Kishiwilda Knaresborough

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

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

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

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

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

Castles & Citadels - 9


1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. TaBLE 11 Kochi Kokura Komoro Kubota Kamamotll Lacy Lancaster launceston le pulset lewes Liberale Lincoln 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. TaBLE 12 Lists Llannephen Llantilo Longford ludershall ludlow Lumley Maebashi Maiden Mangonel Manners Manorbier 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. TaBLE 13 Marshall Marugame Maruoka Mason Matsue Matsumine Matsumoto Matsuyama Maystroke Markenfield Merchan Middleham 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. TaBLE 14 Mihara Mito Montfort Morioka MOlle Mural nagoya nakamura naworth neville newark newcastle 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. TaBLE 15 nihonmatsu nijo ninayama norham norwich nunney Oakham Odiham Old Sarum Orrord Oxburgh Oxford

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

TaBLE 16 Odawara Ogakl Oka OkayaMa Okazaki Osaka Osu parks pasion peckforton pele pembroke

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

TaBLE 17 pendennis percy perrot pevensey playford pleshy plinth penlelract posterns prudhoe Queenborough aaby

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

TaBLE 18 Raglan aennes aestormal Rhuddlan alchmond Rochester Rockingham Sacki St. Briavels Saga Sakura Salisbury

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

TaBLE 19 Saltwood Scarborough Scrope Seals Sendal Shibata Shimabara Shinoyama Shirburn Skenfrith Sonobc Southampton

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

TaBLE 20 Sponle Springal Stallard Stokesay Stuleville Sumpa Takada Takamalsu Takasakl Tamwolth Tanabe Tiltebayash

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

TaBLE 21 Tattershall Thombury Tickhill Tokushima Topeliffe Tottori Toyama Toyahashi Trebuchet Trematon Tsu Tsuchiura

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

TaBLE 22 Tsuyama Tutbury ueda umfraville usuki uwajima valturian vaux vere vesel Wakamatsu Wskayama

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

TaBLE 23 Wallingford Wallmer Wallon Warrenne Wark Warkworth WarwIck Wells White Whickham Winchester Windsor

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

TaBLE 24 Winford Winfield Wingfield Wintingham Worchester xentilth yevele yonago yenenlna york zircon zocci

10 - Castles & Citadels


ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. MySTERIOuS FInDS OuTSIDE WaLLS Gauntlet* Broken Lance Torn Banner hidden Trail necklace Leather Tunic clay pot Broken Statue Stone Bench Rusted Dagger Dented Goblet Smoldering campfire Length of Rope* Earring* Split helm Sword hilt Lit Lantern* Fragmented Staff partially Dug Grave Rusty coin ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. paSSInG EncOunTERS ale Maker Farmers Bricklayer armorer Beggar Gem cutter aged Fighter Fortune Teller peddler caravan Spear Maker Stone cutter Bronze caster animal Trainer Tanner Lute Maker Ox Keeper Fur Trader Black Smith Messenger ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. WaLL DEFEncES aerial creatures volcano arrow Traps Magically protected hallucinatory Terrain catapult Greek Fire nets cactus pits cauldrons Quick Sand Mirrors Orange Dart Thrower Trebuchet Open Fissures Spear Traps Tar pits Thorn Bushes

* 20% Magical Qualities

Temples & Shrines - 1


TEMpLES & ShRInES
While small chapels exist in most villages and towns, these charts are for a large religious compound that has a genuine connection with their god(s). They may be encountered in any type of hex. ROLL 1D10 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. TEMpLE cOnFIGuRaTIOn Domed Squared pyramid parallelogram Rectangle Obelisk Round Square hemisphere Geodesic Dome Rhomboid ROLL 1D10 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. ROLL 1D10 1. 2. 3. 4. 5. 6. 7. 8. 9. 10.

SIzE One Story Two Story Three Story 1d6+3 Story 1 underground 1 underground 2 underground 2 underground 3 underground 3 underground

level Level + Story above ground Levels Levels + Story above ground Levels Levels and One Story above ground

cOnDITIOn under construction Brand new Slightly aged Worn aged ancient crumbling Tumbled Down Ruins Foundations Only

TEMpLE BuILT OF adobe Silver Tin Granite Onyx Sod Wood copper Gold Earth

11. 12. 13. 14. 15. 16. 17. 18. 19. 20.

Quartz Sandstone clay Iron platinum Marble Bronze crystal Brass unknown Metal

TEMpLE LOcaTIOn - OpTIOnaL*


ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. LOcaTIOn haMLET vILLaGE TOWn cITy WILDERnESS OThER pLanE

*OPTIONAL: Only roll if a temples location is not already known, such as from rumors or on a treasure map. If its location is known to be in a particular settlement, roll on the appropriate followers charts for that settlement type. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6.

hamlet Followers 1d4 + 1 1d6 + 2 2d4 + 2 2d6 + 3 3d6 + 2 2d6 + 10

village Followers 3d6 2d6 + 8 3d6 + 10 2d6 + 20 3d6 + 25 (1d4+1) x 10

Town Followers 2d10 + 10 1d100 + 10 3d6 + 40 1d6 x 10 + 30 1d4+l x 10 + 30 1d100 + 50

city Followers 1d100 + 20 (1d4 x 10) + 50 1d100 + 100 2d6 x 10 + 150 3d6 x 10 + 200 (1d4+1) x 100

WILDERnESS LOcaTIOn Dense Forest Meadow cavern clifftop Sea coast hidden valley underground Marsh Mountaintop Riverbank

11. 12. 13. 14. 15. 16. 17. 18. 19. 20.

Ruins Island volcano Desert Oasis Sacred Grove Gorge underwater plains crater Floating in Sky

OThER pLanES Elemental plane Elemental plane Elemental plane Elemental plane Ethereal astral

of of of of

Fire Water air Earth

2 - Temples & Shrines


TEMpLE LEaDERShIp
ROLL 1D6 1. 2. 3. 4. 5. 6. TEMpLE LEaDERShIp high priest high priest high priest high priest Dual Leadership Triumvirates

ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20.

LEaDER LEvEL 4th 5th 5th 6th 6th 7th 7th 7th 8th 8th 9th 9th 10th 10th 10th 11th 11th 11th 11th +1d8 11th +1d8

OThER pRIESTS 1d4 2d4 2d6 +4 2d6 2d10 +6 3d10 2d6 20 +2d10 25 +3d6 30 +3d10 20 +5d8 40 +2d10 50 +2d10 10 +1d10 75 +3d10 60 +4d10 15 +2d10 100 +1d6x10 150 +1d100 200 +2d10

LEvEL* 1d3 1d4 1d4 1d4 +1 1d6 -1 1d6 1d4 +2 1d6 1d8 +1 1d8 -1 1d8 1d10 -1 1d10 -1 1d8 +3 1d12 -3 1d10 2d4 +2 1d12 -2 1d12 -2 1d4 +6

*Treat all results of level 0 or less as Level 1.

TEMpLE WEaLTh
ROLL 1D10 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. TEMpLE TREaSuRy Treasury of 1d4 x 100 Gp, each priest carries: 2d6 Gp Treasury of 2d6 x 100 Gp, each priest carries 10 +2d6 Gp Treasury of (1d10 +10) x 100 Gp, each priest carries 20 +3d6 Gp Treasury of 1d4 x 1000 Gp, each priest carries 2d4 x 10 Gp Treasury of 2d4 x 1000 Gp, each priest carries 2d4 x 10 Gp Treasury of 2d10 x 1000 Gp, eacn priest carries 2d6 x 10 Gp Treasury of (2d6 +10) x 1000 Gp, each priest carries 3d6 x 10 +50 Gp Treasury of (2d6 +15) x 1000 Gp, each priest carries 3d6 x 10 +100 Gp Treasury of (3d6 +20) x 1000 Gp, each priest carries (1d4 +1) x 100 Gp Treasury of (1d4 +1) x 10,000 Gp, each priest carries 1d6 x 100 Gp

Temples & Shrines - 3


TEMpLE pROTEcTIOn
ROLL 1D20 1. 2. 3. 4. 5. 6. 7. ROLL 1D6 1. 2. 3. 4. 5. 6. pROTEcTIOn pRIESTS On GuaRD hIRED MERcEnaRIES MaGIcaL DETEcTIOn Dogs Lions Serpents hIGh WaLLS

8. 9. 10. 11. 12. 13. 14.

MOaT Temple in Fortress Temple is a Fortress unDEaD animated Furniture TRapS Walls of Fire ROLL 1D6 1. 2. 3. 4. 5. 6.

15. 16. 17. 18. 19. 20.

Town Militia nearby castle SEnTIEnT TEMpLE ILLuSIOnS MOnSTERS DEMOnS

pRIESTS On GuaRD* 1d4 Level 1 1d6 Level 1 1d4 level 1, 1 level 3 1d6 level 1, 1 level 4 2d4 level 1, 2 level 3, 1 level 5 2d6 level 1, 1d4 level 3, 2 level 5, 1 level 7

hIRED MERcEnaRIES ld6+2 Level:1 [ac:4], 1 Level:2 [ac:2] 2d6 Level:1 [ac:4], l Level:3 [ac:1] 2d10+4 Level:l [ac:4], 2 Level:2 [ac:2], 1 Level:4 [ac:0] 3d6+10 Level:1 [ac:4], 3 Level:2 [ac:2], 2 Level:3 [ac:1], 1 Level:5 [ac:0] 20 + (1d3 x 10) Level:1 [ac:4], 6 Level:2 [ac:2], 4 Level:3 [ac: 1], 2 Level:4 [ac:0], 1 Level:6 [ac:-1] 40 + (1d3 x 10) Level:1 [ac:4], 10 Level:3 [ac:2], 6 Level:3 [ac: 1]. 2 Level:4 [ac:0], 1 Level:5 [ac:0], 1 Level:7 [ac:-2]

*If stated levels do not exist at temple, move up chart until appropriate level is reached. ROLL 1D6 1. 2. 3. 4. 5. 6. MaGIcaL DETEcTIOn* Gets detects Evil/Good ESp of all entering temple Detect Magic in effect, no Magic Weapons or devices allowed in Temple Know alignment in effect, none of opposite alignment allowed in Detect Invisible in effect Gong starts if unauthorized person passed by ROLL 1D6 1. 2. 3. 4. 5. 6. hIGh WaLLS 12' 15' 20' 25' 30' 40' ROLL 1D6 1. 2. 3. 4. 5. 6. MOaT cREaTuRES crocodiles Giant eels Giant Leeches Giant Water Snakes Giant crocodiles 6 Giant crayfish

**Detection done by guards who carry devices giving them the ability or objects which set off an alarm when objective is detected. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6.

unDEaD Skeleton zombie vampire Ghoul Ghost Mummy

TRapS covered pits in courtyard crossbow traps set to cover courtyard Blocks of Stone fall from top of walls Trap Door, 20' pit just inside entrance Snares in courtyard Small poisoned Spikes on top of walls ROLL 1D6 1. 2. 3. 4. 5. 6.

SEnTIEnT TEMpLE Screams while being invaded Warns clerics only Lock 1 door per turn collapses part of ceiling 20% chance per turn. 6d6 damage Electrical discharge from walls per turn Spells as 15th Level cleric

ILLuSIOnS Monsters Demons Guards Walls Doors Temple

MOnSTERS Orcs Bugbears undead Giants Ogres Trolls

DEMOnS Succubus Rank I Rank II Rank III Rank Iv 75% Rank v, 25% Rank vI

4 - Temples & Shrines


TEMpLE cEREMOnIES
ROLL 1D10 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. cEREMOny FREQuEncy 1 per day 2 per day 2 per day 3 per day 3 per day 3 per day 3 per day 4 per day 1 per week 1 per year REGuLaR SERvIcE TIMES Dawn, Dusk, Midnight, or noon Dawn and Dusk noon and Midnight Dawn, noon, and Dusk Dusk, Midnight, and Dawn Midnight, Dawn, and noon noon, Dusk, and Midnight Dusk, Midnight, Dawn and noon

all temples perform regular rituals to appease their god(s), as well as special ceremonies at specific times. Roll the attendees, Offerings, and Devices used separately for regular services and each special ceremony.

SpEcIaL cEREMOnIES (ROLL 1D4 TIMES) Full Moon Equinoxes years End/Beginning 1d8 high holy Days Eclipses Fertility Rites Month of Fasting and prayer Saints Day Day of the Dead Initiation into adulthood Devil's Day Longest Day of year Shortest Day of year harvest Rites Deity's Day of Birth Deity's Day of Death victory of Deity over Enemies Death of high priest creation of World conjunction of planets ROLL 1D10 1. 2. 3. 4. 5. 6. 7. 8. 9. 10.

ROLL 1D10 1. 2. 3. 4. 5. 6. 7. 8. 9. 10.

cEREMOny aTTEnDEES all priests only high priest(s), public all priests, public high priest(s) only Level 6+ priests only Level 6+ priest, public Level 5 or less priests only Level 6 or less priests, public high priest(s), DEMOn all priests, DEMOn

cEREMOnIaL OFFERInGS Burnt Incense copper pieces Silver pieces Electrum pieces Gold pieces platinum pieces Small Gems Large Gems (100 Gp) Jewelry Magic Items Sheep Sacrifice cattle Sacrifice Snake Sacrifice chicken Sacrifice human Blood human heart human head DEMI-huMan Blood DEMI-huMan heart DEMI-huMan head

DEMI-huMan TypE any Orcs Goblin Dwarven Elven halfling Kobold hobgoblin Lizard Men Gnome

ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20.

cEREMOnIaL DEvIcES (ROLL 1D6 TIMES) chants Weapons Stone Idol Medallion Incense heavy Robes Wine Braziers Tapestries Golden Idol Gongs Books Fire Skulls Blood Jewelry Scrolls Music acid candles

Temples & Shrines - 5


TEMpLE ShRInES
The holy center of a Temple is its Shrine. ROLL 1D10 1. 2. 3. 4. 5. 6. 7. 8. 9. 10.

ShRInE TypE hOLy SpRInG aRTIFacT OF DEITy SacRED STOnE aRTIFacT OF ancIEnT hIGh pRIEST hOME OF DEITyS SERvanT RELIc OF DEITy SacRED SpOT ancIEnT WRITInGS holy Statue home of Deity

hOLy SpRInG
ROLL 1D6 1. 2. 3. 4. 5. 6.

aRTIFacT OF DEITy
ROLL 1D6 1. 2. 3. 4. 5. 6.

SacRED STOnE
ROLL 1D6 1. 2. 3. 4. 5. 6.

Water of curing Transmutes copper to Gold Dissolves all Metals allows commune with God Dissolves Flesh Transmutes Gold to copper

Sword helm Shield Staff Ring Mace

charms non-believers Magnetic animated absorbs Magic Sacrificial Stone hurls Random clerical Spells

aRTIFacT OF ancIEnT hIGh pRIEST


ROLL 1D6 1. 2. 3. 4. 5. 6.

hOME OF DEITyS SERvanT


ROLL 1D6 1. 2. 3. 4. 5. 6.

RELIc OF DEITy
ROLL 1D6 1. 2. 3. 4. 5. 6.

Mace Writings Skull (animated) Staff heart Body

underground Lake River cavern Lava pit Mud pool Inside Rock

Skull Leg Bone hand heart Brain Body

SacRED SpOT
ROLL 1D6 1. 2. 3. 4. 5. 6.

ancIEnT WRITInGS
ROLL 1D6 1. 2. 3. 4. 5. 6.

Deity's Triumph Deity's Deity's Deity's Meeting Deity's Birth/creation ascension Return of Deity & Servants Defeat

Of creation Of Deity's Battles By Deity Of Deity's Birth/creation Deity's adventure By Deity's First high priest

6 - Temples & Shrines


Generate Temples Diety (if not already assigned from existing pantheon) ROLL 1D6 1. 2. 3. 4. 5. 6. ROLL 1D6 1. 2. 3. 4. 5. 6. pRIMaRy DEITy aSpEcT aBSTRacT GOD GODDESS MOnSTROuS anIMaL Enigma* aBSTRacT aSpEcT an unknown color a primordial Word a Song of the infinite a Shadow that hungers a Mental State of enlightenment a Mathematical Formula of alien Geometry

* The God has never revealed their aspect, or their followers fear the knowledge of it. ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20.

GOD aSpEcT human human human human human human human Elf Elf Elf Elf Dwarf Dwarf Dwarf Dwarf Dwarf halfling half-Orc centaur Satyr

DEScRIpTIOn Infant young boy Old Man Obese Maimed Malformed Depraved Watchful Indifferent commanding Judgmental Lewd Scheming Spiteful Faithful honorable creative Forgotten Inspiring cadaverous

Blue hair White hair purple hair Flaming hair Mighty beard Glowing Red Eyes completely black Eyes no Eyes Red Skin Sharks teeth Tusks Barbed Tail Lizard Tail Stone-like Skin Goat Legs horns hawk Wings Bat Wings Talons for hands head of anIMaL

GODDESS aSpEcT human human human human human human human Elf Elf Elf Elf Dwarf Dwarf Dwarf Dwarf Dwarf halfling half-Orc centaur harpy

DEScRIpTIOn Infant young girl Old Woman pregnant Obese Disdainful Glorious Sorrowful Joyous Morbid Wrathful nurturing vain Seductive Delusional Bountiful Mysterious Decaying Beautiful alien

Red hair Silver hair Green hair Golden hair Bald Flaming Eyes completely black Eyes no Eyes Blue Skin Fangs antlers Forked Tongue horses Tail Monkey Tail Scales Third Eye Wasp Wings Ravens Wings Skin covered in Writing head of anIMaL

Temples & Shrines - 7


ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. ROLL 1D30 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. MOnSTROuS aSpEcT Dragon Medusa Lizardman Orc Goblin Bugbear hobgoblin Gnoll Demon Devil Ooze angel Djinn Golem Lycanthrope vampire Rakshasa Ghoul naga Lich ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. anIMaL aSpEcT Frog Dog cat Spider Snake Fly Owl Wolf hawk Bull Bear Stag pig Tiger Rat Elephant Monkey crab Goat Scorpion ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. DEITIES MIRacLES anD BOOnS nothing healing all illness and wounds Blessing (+1 to rolls) causes natural disasters Summons and binds beasts Speaks wisdom through oracle creates new life Strike down enemies True form causes madness Devourers anything Bestows forgetfulness Mutates faithful Showers treasure on faithful animates weapons with intelligence Weather control Metes ironic punishment Gives curious potions prophetic visions Reincarnation Eternal Life (of a sort)

DEITyS SphERE OF InFLuEncE Fire Storm Sea Blood Wine Death Fertility harvest Magic plague craft Forest Lies Song Love

16. 17. 18. 19. 20. 21. 22. 23. 24. 25. 26. 27. 28. 29. 30.

night crossroads art Knowledge War Famine The hunt Beauty vengeance Madness Wealth Luck Joy Mercy Roll twice more

ROLL 1D8 1. 2. 3. 4. 5. 6. 7. 8.

DEITyS MIGhT Obscure God petty God petty God petty Minor Minor Major God God God God

ROLL 1D12 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12.

Insane God

naTuRE OF TEMpLES LaRGER RELIGIOn no church - temples are abandoned and (mostly) forgotten Tribal - worshiped only in wild and broken lands proscribed faith - only underground cults, actively hunted by the powers that be. Minor church - popular in out in the sticks crackpot cult - most people find your faith tiresome or hilarious Giving faith - members can never refuse a request for aid. Inquisition - is on a crusade against a perceived dire threat, people, or faith. Depraved cult- behind its temple doors dark appetites are sated. ascetic church - its followers are expected to take vows of poverty and humility. Rich church - its temples are known for their beauty and opulence Major religion- active missionaries travel the lands, large temples in most civilized cities The great work- order keeps no temples, but is instead focused on a world shaking project.

8 - Temples & Shrines


naME OF DEITy
ROLL 1D6 1. 2. 3. 4. 5. 6. Roll a d% for each syllable and consult the syllable chart. arrange in an auspicious and possibly pronounceable order. SyLLaBLES In DEITyS naME 1 Syllable 2 Syllables 2 Syllables 3 Syllables 3 Syllables 4+ Syllables*

*can take 4 or more syllables, but all of them have to be used in the deitys name. Syllables ROLL D% 01. 02. 03. 04. 05. 06. 07. 08. 09. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. a aan al an art ash at ba be bet bura bus can chro deme des di din duk dyo 21. 22. 23. 24. 25. 26. 27. 27. 29. 30. 31. 32. 33. 34. 35. 36. 37. 38. 39. 40. e eo eph ere eury eus fre fu ga gal ha her hit ho hu hur i ish kal ken 41. 42. 43. 44. 45. 46. 47. 48. 49. 50. 51. 52. 53. 54. 55. 56. 57. 58. 59. 60. khe kho kie la las lene lo mar me mes mun mus na ne ner nes nesh ni nome nos 61 62. 63. 64. 65. 66. 67. 68. 69. 70. 71. 72. 73. 74. 75. 76. 77. 78. 79. 80. nu o on p pak per pha phae phi phro pol put r ra res se ses sha sil sin 81. 82. 83. 84. 85. 86. 87. 88. 89. 90. 91. 92. 93. 94. 95. 96. 97. 98. 99. 00. sis stus sus ta tah tar te ter tet th tha the tho tis ty xe xer xes ya z

EFFEcT OF DEFILInG TEMpLE


ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. cuRSE upOn DEFILER primary characteristic reduced by 2 any animals/Elements influenced by Deity always at odds with Defiler pursuit by other members of church One Magic Item of Defiler loses abilities Defiler under geas by Deity to attack some other Temple, perhaps character's own Earthquake destroys Temple while characters still inside Defiler wracked with pain, -4 to hit, no Spells Defiler's sex changed Defiler becomes Dumb Defiler becomes Blind Defiler becomes Deaf Defiler loses 5 points of charisma Defiler's skin slowly changes color Defiler's home struck by plague Defiler has -2 on all saving throws 12th level assassin hired by church Defiler has 10% chance per melee of becoming catatonic for 1d12 rounds Defiler's vision becomes slightly blurred, -1 to hit, cannot find any secret doors, etc. a pair of Devil's horns grow out of Defiler's head Defiler attacked once per day by random creature ROLL 1D6 1. 2. 3. 4. 5. 6. DuRaTIOn OF cuRSE 1d20 hours 1d10 Days 1d8 Weeks 1d6 Months 1d4 years permanent

Villages & Towns - 1


vILLaGES & TOWnS
Roll for the physical characteristics and population of a village, and then the types of shops and services it has. Towns and cities should be custom created by the GM, and only appear in civilized hexes.

nuMBER OF WaLL SEcTIOnS


ROLL 1D6 1 2 3 4 5 6 WaLL SEcTIOnS 2d6 4d6 6d6 8d6 10d6 12d6

WaLL hEIGhT
To determine wall height multiply the number in parenthesis on the Wall Thickness chart by the actual thickness. (i.e. a 8 thick Brick wall would be (4x) taller, or 32.)

Wall length
To determine the length of each wall section multiply the wall thickness by 1d20 feet.

WaLL ThIcKnESS anD TypE


Roll a d6, starting with Earth and then keep rolling if the result says to go to the next higher Wall type table. ROLL 1D6 1. 2. 3. 4. 5. 6. EaRTh (2x) 10' 20' 30' 40' 50' Wood WOOD (4x) 1' 2' 3' 4' 5' BriCk BRIcK (4x) 2' 4' 6' 8' 10' stone STOnE (3x) 4' 8' 12' 16' 20' MArBLe MaRBLE (3x) 2' Latticed 4' 6' 8' 10' GrAte GRaTE* BaR ThIcKnESS 1" dia. Bronze 2" dia. Bronze *For grates, 3" dia. Bronze 1" dia.roll 6d6 for Iron the height in 2" dia. Iron feet. 3" dia. Iron

WaLL chaRacTERISTIcS anD DEFEnSES (ROLL OncE FOR Each)


ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. WaLL chaRacTERISTIcS Secret gate Stained carved Batter 3"-18" Spiked top pointed top castellated arrow slits (1/10') crumbling cantilevered platform parapets (1/30') Glass embedded Overgrown Dry ditch Moat Iron reinforced Magically reinforced Small (postern) gate Gate Tower Tower both ends ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. WaLL DEFEncES none Taboo symbols Multiple crossbow Iron pellets Spear trap arrow trap nets Gas spheres Tar pits Mirrors Watch creatures pits Magically protected Stones catapult Onager Trebuchet Dart Thrower Greek fire cauldrons (1/30')

2 - Villages & Towns


vILLaGE STREETS
Roll for number of streets, then roll a d6, starting with Trail and then keep rolling if the result says to go to the next higher street type table. nuMBER OF STREETS 1d10 1d20 3d8 4d8 4d10 6d10

ROLL 1D6 1. 2. 3. 4. 5. 6.

DIE ROLL 1. 2. 3. 4. 5. 6.

TRaIL 1' 2' 3' 4' DIRT DIRT

DIRT 2' 4' 6' 8' 10' GRavEL

GRavEL 3' 6' 9' 12' 15' WOOD

WOOD 2' 4' 6' 8' 10' BRIcK

BRIcK 5' 10' 15' 20' 25' STOnE

STOnE 10' 20' 30' 40' 50' 60'

Length of Streets: To determine the length of each street roll 2d10 and multiply by 10. village Leader Leader type ROLL 1D6 1. 2. 3-6 vILLaGE RuLE TypE none village council vILLaGE LEaDER ROLL 1D8 1. 2. 3. 4. 5. 6. 7. 8. vILLaGE LEaDER TypE clanhead (Level 0 commoner) Mayor (Level 0 commoner) Reeve (level 0 commoner) Bailiff (level 1 fighter) Knight (level 2 fighter) priest (Level 3 cleric) Bandit chief (Level 3 Thief) OThER ROLL 1D6 1. 2. 3. 4. 5. 6. OThER TypE Sage (Level 4 Mu) Orc war chief Ogre Boss Lizardman vampire young Dragon

nuMBER OF STREETS
ROLL 1D6 1. 2. 3. 4. 5. 6. vILLaGE LEaDERShIp can caLL upOn 1d4 locals (0 level commoners) 2d6 locals (0 level commoners) 1d6 local toughs (1st level fighters) 1d4 guards (2nd level fighters) 1-2 Magic-users (level 1) 1 champion (Level 4 Fighter) ROLL 1D6 1-2 3-4 5-6 LEaDER DISpOSITIOn Friendly (+1 to reaction Roll) ambivalent (0) Suspicious (-1 to reaction Roll)

Villages & Towns - 3


ShOp TypES
To find the types of shops a village will have, note first the number of shops the population will allow (see population chart). Secondly, note the technological level of the village (see vILLaGE TEchnOLOGIcaL chaRT). If a village has a technological level of Tributary with a population of 200, four village shops and two government works buildings should be rolled for.

vILLaGE ShOpS
after locating the technological level, roll a d20 on the chart in the technological level indicated. Roll for no more than one-third of the shops in that category. The remainder shall be rolled for from the lower technological levels.

vILLaGE pOpuLaTIOn anD ShOpS


ROLL D% 01 02 03 04 05-06 07-08 09-10 11-12 13-14 15-17 18-20 21-23 24-26 27-29 30-32 33-36 37-40 41-44 45-49 50-55 pOpuLaTIOn 10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 160 170 180 190 200 nuMBER OF ShOpS 1 1 1 1 2 2 2 2 2 3 3 3 3 3 3 4 4 4 4 4 pOpuLaTIOn 210 220 230 240 250 260 270 280 290 300 310 320 330 340 350 360 370 380 390 400 nuMBER OF ShOpS 5 5 5 5 5 6 6 6 6 6 7 7 7 7 7 8 8 8 8 8

56-60 61-64 65-67 68-70 71-73 74-76 77-79 80-81 82-83 84-85 86-87 88-89 90-91 92-93 94-95 96 97 98 99 00

vILLaGE TEchnOLOGIcaL LEvEL chaRT & aTTITuDE


Roll a 12-sided die to determine the village technological level. a roll of 12 indicates are-roll. The column of numbers next to the technological level indicates the number of government works buildings to be rolled for. Roll 2d6 for village attitude toward the party.

ROLL 1D12 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12.

TEchnOLOGIcaL LEvEL anaRchy DEMOcRaTIc TRIBaL aGRaRIan RELIGIOuS TRIBuTaRy OLIGaRchy REpuBLIc aRISTOcRacy FEuDaL DIcTaTORShIp RE-ROLL

nuMBER OF GOvERnMEnT BuILDInGS 0 1 1 2 2 2 3 3 3 4 4

ROLL 2D6 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12.

vILLaGE aTTITuDE Blissful happiness unabashed curiosity Friendly leader cheerful hospitality Eager to trade polite indifference vague uneasiness Strange behavior air of mystery predatory Outright hostility

4 - Villages & Towns


anaRchy
ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20.

DEMOcRacy
ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20.

ShOp TypE Flint cutter Tanner Stone cutter Tavern Wheel & cart shop Stone Tool Maker plow maker shop (wood) Ox keeper Wise man's den Weaver's shop Basket market Open air market yoke maker Stone weapon maker (axe, knife) Spear maker Smokehouse Shield maker (skins) Jeweler (uncut stones, bones) armorer (Breastplate bone) Rain maker

ShOp TypE horse breaker Bow maker Fortuneteller Stable keeper Mold & pattern maker Raft builders Glove maker Tavern Remedy house axe maker net maker Sandal maker Drum maker Water witch Leader's house Stirrup maker Water wheel maker Bronze caster Water skin maker carver's shop

TRIBaL
ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20.

aGRaRIan
ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20.

ShOp TypE canoe maker Rail splitter Oil shop Miller hunting dog trainer pitch maker Wine maker ale maker Tavern Sword maker Tavern horse keeper coal supplier Sailboat maker Blacksmith hand axe maker Fur trader Spike & wedge maker helmet maker (leather) Shield maker

ShOp TypE Sundial maker Linen shop Robe maker Book maker candle maker Oil lamp maker coppersmith Scribe Tavern Inn carpenter Wagon builder Slate cutter shop pole arm shop Mace maker Tailor pottery shop Sail maker Brick layer horse trader

Villages & Towns - 5


RELIGIOuS
ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20.

TRIBuTaRy
ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20.

ShOp TypE Lantern maker chariot maker hat maker Silversmith Leather armor Master builder Ghost chaser undertaker composite bow maker Locksmith Slaver navigational shop pipe Weed shop Brewery Religious symbol shop Lance & Javelin shop Jail (law enforcement) Trap maker Temple herb & Spice shop

ShOp TypE Screw maker Windmill builder Silk goods Money lender (bank) carpet maker Goldsmith Barding maker (armorer) halberd, morning star, flail maker Glass blower Debter's prison Tax collector Sheep market house of Joy Informant shop Town crier Saddle designer Transport shop Butcher Bureaucrat's office court clerk

OLIGOpOLy
ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20.

REpuBLIc
ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20.

ShOp TypE crossbow maker chain mail (armorer) Trap designer artist poison shop (alchemist) accountant astrologer's shop Mineral sage Botanist (sage) Body snatchers Map maker Feed, seed & dry goods Minstral guild Mason Library Wigs courthouse Money changer Mercenary Service hypnotist

ShOp TypE Shipbuilder hotel Slave market Bathhouse Swine market cattle market clerical aid shop Sculptor Lumber mill Shipyard Bake shop Interpreter Building supplies Stage hire Foundry hourglass shop General store Sage's house Jade shop Gladiator school

6 - Villages & Towns


aRISTOcRacy
ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20.

FEuDaL
ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20.

ShOp TypE plate armor (armorer) Geologist (sage) Rugs & Tapestries Siege tower builder Deed recorder village clerk Leech (doctor) assassin's den Mining engineer Ship captain's guild pottery shop animal trainer Thieves' den Music shop Sailors' hall puppeteer shop Theater Bricklayer Beggars guild court of law

ShOp TypE Rocket builder Road engineer castle engineer Fighter's school Magic school Messenger's Service astronomer (Sage) catapult Builder Execution yard Building inspector actor's guild Spectacle shop Steel factory Ship captain's school Siege tower builder assassin's guild house of the Insane village bookkeeper Military induction center hall of the Great Druid

DIcTaTORShIp
ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20.

ShOp TypE Telescope shop School of Math & Science Gladiator arena Siege engineer Sages guild Monastery Taxidermist Glass shop Sign painter circus Survey shop Sanitation station Woman's foundation shop Orcamitory Laundry service Landscape service Investigator Falcon trainer Glass cutter Rat chaser

Villages & Towns - 7


GOvERnMEnT WORKS: anaRchy:
none

aGRaRIan:
DIE ROLL 1-2 3-4 5-6 7-8 9-10 11-12 13-14 15-16 17-18 19-20 GOvERnMEnT BuILDInG citadel Militia headquarters Town square Tax office Town meeting hall community warehouse Lookout tower Leadership home Jail Temple

DEMOcRacy:
ROLL 1D20 1-5 6-15 16-20 GOvERnMEnT BuILDInG Tax office village meeting hall community warehouse

RELIGIOuS:
ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. GOvERnMEnT BuILDInG Temple Temple Burial grounds prison citadel Militia headquarters public bathhouse Town square Tax office Town meeting hall community warehouse Lookout tower Leadership dwelling Town armory Waterworks Grainery Town stable Large tomb Temple Temple

TRIBuTaRy:
ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. GOvERnMEnT BuILDInG pantheon (several temples) circus (similar to arena) Marketplace Temple Bath house Burial grounds prison citadel Military headquarters Garrison headquarters Town square Tax office village meeting hall Emporium (Royal warehouse) Leadership dwelling Lookout tower Keep Town postal system Military induction center village court

OLIGOpOLy:
ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. GOvERnMEnT BuILDInG Stadium Theater noble's house Sentry station pantheon circus Marketplace village court Temple Bathhouse prison (law enforcement) citadel Tax office village meetinghall Lookout tower postal system Burial ground Sentry house Military school Windmill

REpuBLIc:
ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. GOvERnMEnT BuILDInG Temple Bathhouse prison citadel Military headquarters Town square Tax office village meeting hall Lookout tower Burial grounds village court Military school college village defence walls pantheon Stadium Theater noble's house circus Marketplace

8 - Villages & Towns


aRISTOcRacy:
ROLL D% 1-2 3-6 7-10 11-14 15-18 19-22 23-26 27-30 31-34 35-38 39-42 43-46 47 48 49-52 53-56 57-60 61-64 65-68 69-72 73-75 76-78 79-80 81 82-84 85-87 88-89 90-91 92-93 94-95 96-97 98-99 00

FEuDaL:
GOvERnMEnT BuILDInG Fortress Odeum (music hall) Gladiator school Temple Bathhouse prison citadel Military headquarters Town square Tax office village meeting hall Emporium Lookout tower Keep village coroner system village printing house Military induction building Burial grounds village court Debtors prison Sentry house Military school college capital Guardhouse village defense wall pantheon Stadium Theater noble's dwelling Sentry station circus Marketplace

ROLL D% 1-3 4-7 8-11 12-15 16-19 20-23 24-25 26-27 28-29 30-31 32-35 36-39 40-41 42-43 44-45 46-47 48-49 50-51 52-54 55-57 58-60 61-64 65-68 69-72 73-75 76-78 79-81 82-84 85-87 88-90 91 92 93-94 95-96 97-98 99-00 52 53-55 56-58 59-61 62-64 65-67 68-70 71-73 74-77 78-80 81-83 84-86 87-89 90-92 93-95 96 97 98-99 00

DIcTaTORShIp:

ROLL D% 1-3 4-6 7-9 10-12 13-15 16-18 19-20 21-23 24-26 27-29 30-32 33-35 36-39 40-42 43-45 46-48 49-50 51

GOvERnMEnT BuILDInG castle vassal training center Tomb of the Overlord Fortress Odeum Gladiator school Temple Bathhouse prison (law enforcement) citadel Military headquarters Town square Tax office village meeting hall Emporium Lookout tower Keep village coroner village printing house Military induction center Burial grounds village court Debtors prison Sentry house Military school college capital (temple dedicated to a ruler) Guardhouse village defense wall pantheon (several temples) Stadium Theater noble's dwelling Sentry station circus (similar to arena) Marketplace Guardhouse village defense wall pantheon (several temples) Stadium Theater noble's dwelling Sentry station circus Marketplace prison (law enforcement) citadel Military headquarters Town square Tax office village meeting hall Emporium Lookout tower Keep village courier

GOvERnMEnT BuILDInG naumachial (place to hold mock sea battles) castle vassal training center Tomb of the Overlord Fortress Odeum Gladiator school Temple Bathhouse village printing house Military school Burial grounds village court Debtor's prison Sentry house Military induction building college capital (Temple dedicated to Overlord)

Villages & Towns - 9


vILLaGE naME - paRT 1
Every village name is made up of a prefix and a suffix. First roll 1d24 for the prefix table, and then a 1d20 on that table. (If you dont have a d24, roll 1 d20 for the table. If you get a 20 roll 1d4 and then go to the associated table marked 1a-4a.) DIE ROLL 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20.

1. amble auld acre abbots aber avon axe ash(en) abbey amber apple ant armor arrow alter art azure Bard(s) Barn Big

2. Bright Black Blue Brown Bridge Bronze Brass Birch Berry Bull Burning Brink Bloom Buck Bliss Brick Boon Baron Barren Back

3. Bid Burnt Bond Bryn Barrow Bur Bolt Bald Bleeding Blessed Bee Bear Bell Battle Bath Box Bow Bird Bad Bag

4. Bray Brae crow(s) castle crook carrick carn chip concealed coate covetous charl can cam creake crick crescent cut(ting) cape cold

5. close cave center chapel crystal coral clay clover copper cherry cloud(y) cedar corn candle clear channel Dim Diamond Dry Dark

6. Drowning Deer Day Dover Double Deaf Dead Diver Dole Druid Duck Dripping Damp Dray Dank Don Dart Devil Dour Den

7. Dove Drum Dirty Dragon(s) Dwarf Eden Eye Enchanted Eerie East Edge Emerald Elm Evil Ever Ered Elk Elf Far Fair

8. Flying Fire Fond Free(d) Friend(s) Four Fog Fang Fell Foal Fore Frost Father Flat First Fall Forest Faithful Fruitful Fleet

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

9. Green Gold(en) Glass Garnet Goat Grey Grand Glacier Giants Granite Gas Good Glory Gloss Gruesome Guardian Garth Glen God Great

10. Guild Growling hot high hazel hart hickory honey horn horse hag hook heart hind harbor hazy honor hoop hammer hard

11. hope hog(s) hyde hydra hungry happy harpy huge handy Iron Ice(y) Ivy Ivory Ink Innocent Infidel Infested Infant Javelin Jade

12. Jewels Jealous Joyful Jinx Kennel Knock King(s) Key Lusty Lovelorn Lune Lian Lyn Loose Lovely Lawful Lazy Lame Legion Las(er)

13. Little Left Living Lake Lizard Lion Lance Laurel Long Late Luck Last Lewd Live Light Lime Middle Mount Marble Maple

14. Mate Math Mad Miller Mean May Mine Mynd Mel Mal Maiden Marsh Monk Muddy Murky Mysterious Magic Manor new naked

15. nomad north night near nether noble never nor Old Orange Ox(en) Oak(en) One Open Over Out Odd pack peel pad

16. pleasant pure pen pearl pine pale past placid plaque plow prince Quick Quiet Quarry Queen(s) Rising Rogue(s) Ridge(d) Right Rain(ing)

10 - Villages & Towns

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

17. Rainy Ruby Ram Rush Rich Rare Rubble Running Round Rabid Rake Rebel Red Rye South Sickle Straight Stark Side Stead

18. Silver Slate Soft Swarthy Sun(ny) Satin Scrub Small Sylvan Spider Sleeping Spotted Sand Smoke Saddle Seeker(s) Slave(s) Silent Sea Sugar

19. Sear Shrinking Salt Storming Smite She Sabre Sword Shield Suffering Shadow Swine Sunder Stan Stained Stock Stoke Stow Street Swallow

20.* Bain Bon Briar cliff craig crom Fort Ginger heather Kel Minas Menhir Moon Moose San Severe Skull Tal Tel Tor

21. (1a) Shaft Swan Sincere Strained Stinky Sweet Sacred Saffron Saint(s) Sailor(s) Satyr Savage Temple Tower Trusted Tunnel Trouble Tremble Thrasher Tiger

22. (2a) Trek Time Tame Top Trans Tri Tug Tusk Twin True upper up vine vile vale valley violent valiant vow War

23. (3a) Work White West Wind Walnut Wheat Wet Weasel Wild Worm(s) Wagon Win Wolf Wine Well Winter Wey Wood Wool Wise

24. (4a) Wick Worthy Wondrous Warrant Waddle Were Wand Weapon Watch Wax Wayfarer Wayside Wayward Weasel Wizard Wedge Welcome Wheat yard zealous

* If rolling a d20, roll a d4 on the tables 1a-4a

on the right.

Villages & Towns - 11


vILLaGE naME - paRT 2
For the suffix, first roll a 1d6, and note whether the result was odd or even. correct following chart for the table, and then roll 1d20 aGaIn on that table. ODD DIE ROLL 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 1. ark axe arbor air arches abyss apostle ape argo asp anger alum ague age act acne agon aid agree abbey 2. able ace ate basher breeder breath bad boy bole bas brace body birth bill but burst bridge bay ball bridge 3. bray balky beam balance bull bait boa berg band barrow bear branch bar burgh borne bury brook beach bush bend 4. berry bluff bank bit beck brush brown black borough bere bold blue cote crave cave castle cham creek crossing center 5. clearing circle cock cat chase climb cluster cloth cite cene clone climax cent curtain crew craft claim cate chin coot 6. crown chain comber cherry cap canyon colony cargo comic commune convent cove cooler coral council counter cover court cradle cox 7. coyote crawl crest creature crook core crunch crust cud curl curr current cut curse cyclone cad cypress den don down 8. dingle ding dale ditch dog dell dike drudge dwarf dock disease dip diamond dawn doom dross drew drite dried duct 9. dome dum dry dorf dont dust dile deck drop dasher daze deceit decision decoy defense delight defty desire demand demon 10. dent devil eel en earth elk eyed ebb echo eden edge egg emblem emu eater epic estate ford folk field(s) Then roll a 1d20 on the

ODD (cont.) DIE ROLL 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 11. fish flower fall(s) foot firth fort foil fail frame flow fast form forrest fire force fin foul fowl friend fod 12. fuddle flag fellow fry fox fair fight ground gram glow gy grow gory guess glass gape gar gate grade gando 13. gain grail grove grave(s) glen grey green greave garth guard holt hour hole heat heap harp hot hive hovel hitch 14. hound heart heath halt haven head hill(s) house hollow hen hook heights harbor hart hurst hand helm holm ham horn 15. hall hold hedge hilt ington inn inlet image ilk impala ice idol idyll illusion imprint indian insect iron ivory ivy 16. just jure journ junct jam join jackal jaguar jade jamb jar jaw jig job joy jay jowl joust judge juggler 17. jump kangaroo kan karst ken kennel key kettle kill kindred kindle king klein knife knock knight knot knuckle knowledge krone 18. kid keep kame keel knoll lan lin lon lake land lock low leigh leg lair lark larva leech loose leper 19. load levy leaf lecher lead laugh latch las like lure lack lord late law line lar life lift lene lis 20. lane lund lore lade lick link loon labor lady ladder lamprey language lantern mart market mere mel mouth moor mill

12 - Villages & Towns


EvEn DIE ROLL 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 1. mead man more mont mound mark march mine mist music mate ment meter mass made mode math mend mat milk 2. mirth muck moor mission none nose narrows name nail nature naught neat nectar needle neighbor news nibble night niche nickle 3. nil noise noble nock net neck nob ness nymph over oil orb orgy other ogy one off open ooze oak 4. oar obelisk ocelot ocher ode odor omen opossum oracle order origin orient out owl orchard python pixie puddle perch pod 5. pura pile pha pitch port pocket picket pedal power post pot polk passenger praise pace paddle pall palm pan parade 6. patrol patridge pearl peacock pool pit pond path park point place plains pike patch peak pass pier pack pair pause 7. pol quin que quad quack quake quail qualms quartz queen quick quarry quest quay rew rose red rack rook ring 8. rest ridge rill(s) rapids ral root right rach ram rone rine ron round rite rett rain ruin roll ranger ramp 9. roar reptile race rabble raft rail rank recruit rod realm rash road robe roof room roost reef scale side scar 10. skill shoe strip sley stad sod stone sby say shield springs shine shire stable stream set sea sound stead shore

EvEn (cont.) DIE ROLL 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 11. son sett shade stock sword seed straights(s) square shroud sheriff stead sting soon sun storm sur slant scope site scape 12. scent sin stral stray sphere shaft ship space stork sand stand scream strike swing stage skull size scarred star stalk 13. siege strut scribe swamp town ton tree tower thorn tale tan talk tic trick tight time tee tone trope tint 14. trust tory torch try tringe tracks telle trade tender think token tide tray up user unicorn union usher urn vin 15. vent ver vert volcano vat vast vagabond value valon vanish vault vermin victor vineyard victim vision voice vulture void vern 16. ville von valley vista vale view verse vampire van vanda vanir vanity vanquished vapor varia varna vassal vest venom venture 17. verdict verse vestige vicar viceroy villain vigil vigor villa village viper violet virtue virgins white well wolf wyvern world wing 18. wildcat war worm wash ward watt wife way win wagon wail wort widow weevil woman weed wish wisper whip whole 19. witch watch wick wood worth whistle wool walk water ware well wright wall years yean youth yond yon yas yaw 20. yank yawn yeoman yoke yore yard york yack zan zoan zone zoa zine zote zel zoic zole zodiac zeal zest

Villages & Towns - 13


GEnERaL BuILDInG chaRacTERISTIcS
ROLL 1D8 1. 2. 3. 4. 5. 6. 7. 8. BuILDInG TOWER TypE hut hovel cottage Shop Manor villa hall palace ROLL 1D6 1. 2. 3. 4. 5. 6. TypE OF MaTERIaL Straw Mud or wattle Wood Field stone Fired brick cut stone ROLL 1D6 1. 2. 3. 4. 5. 6. ROOM hEIGhT 4' 8' 12' 16' 20' 24'

nuMBER OF ROOMS, nuMBER OF FLOORS & ROOM TypES.


Roll for number of rooms, and note if there are any additional floors or features. Roll for each room indicated on the Ground Level table, and then for any additional floors if indicated. (i.e. if the number of rooms roll results in Btn+4+uL, you would roll 5 times on the Ground Level chart, and once on the upper Level chart.) ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. ROLL 1D20 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20.

nuMBER OF ROOMS BTn* BTn+1 BTn+2 BTn+4 BTn+8 BTn+1+LL** BTn+2+LL BTn+4+LL BTn+8+LL BTn+1+uL*** BTn+2+uL BTn+4+uL BTn+8+uL BTn+1+LL+uL BTn+2+LL+uL BTn+4+LL+uL BTn+8+LL+uL BTn+2+uL+WG**** BTn+2+LL+WG BTn+2+uL+LL+WG

GROunD LEvEL 5'x10' 10'x10' 10'x15' 15'x15' 10'x20' 15'x20' 20'x20' 10'x30' 15'x30' 20'x30' 30'x30' 5'x15' hall 5'x20' hall 5'x30' hall 10'x10' chapel 20'x20' chapel 10'x20' Stable 20'x30' Stable 5'x10' Secret Room 10'x10' Secret Room

LOWER LEvEL 10'x10' 20'x20' 30'x30' 40'x40' 10' Diameter 20' Diameter 30' Diameter 40' Diameter 10' Octagon 20' Octagon 30' Octagon 40' Octagon Irregular shaped Monster lair Wine cellar cave entrance Well Escape tunnel Tomb Dungeon entrance

uppER LEvEL 10'x10' Tower 10'x20' Tower 10'x30' Tower 10'x40' Tower 10'x10' 10'x10' 10'x20' 20'x20' 30'x30' 40'x40' Stable aviary Garden roof Lighthouse Balcony Observatory Orgon tower Bell tower crow's nest Landing platform

* Building Tower Type ** Lower Level *** upper level **** Walled Garden

Notes
This is a document created in support of my gaming group, and is not intended for sale. It is definitely a work in progress, and so use at your own risk. The philosophy of randomized tables like these, is that the GM is also playing a game, one that requires skill and creativity. creating a narrative out of random results on the fly is what separates the good from the great. But as always, if the dice and tables result in something that is too boring or too brutal for your players, then use your power & creativity as the GM keep things fun. While I created or adapted quite a bit of the content, much of the material and artwork contained within is taken directly from Judges Guild publications, without permission. If you find these tables useful, please go purchase the original publications, since they also contain additional material I didnt utilize or change, as well as dozens pages of useful maps in each one. Judges Guild publications for sale on DriveThruRpG.com: village Book I village Book II castle Book I castle Book II Book of Ruins Temple Book I Island Book I Tegel Manor (Magic Statues) Wilderlands of high Fantasy (Lurid Lairs)

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