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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.
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
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 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
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:
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.
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.
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.
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
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
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.
WEapOnS Dagger Scimitar hand axe Spear Trident Battle axe ROLL 2D6 2. 3-4. 5-9. 10-11. 12.
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.*
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.
ROLL 1D6 1. 2. 3. 4. 5. 6.
TOME cOnTEnTS (OpTIOnaL) Treasure Map ancient Legends natural Guide & Recipes Romantic poetry 1d4 cleric prayers 1d4 arcane Spells
* 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 EFFEcT poison healing Refreshing hallucinations for 1d6 hours Shrink by 5d20 percent for 1d6 days polymorph into random animal
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.
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.
MaSOnRy Mud Bricks Stone Bricks Marble Blocks plaster Wattle Stone Blocks
EDIFIcE carved cliff Sculptured mound colossal Statue palace Mill calendar Stone
DIScaRDS Leather Scraps papyrus Scraps handle Shield Boss pole Linen Scraps
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
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.
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
ROLL 1D6 1. 2. 3. 4. 5. 6.
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.
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.
aRTIFacT TypE WEapOn EnTERTaInMEnT pROTEcTIvE DEvIcE OFFEnSIvE DEvIcE InFORMaTIvE DEvIcE LEaDERShIp DEvIcE pROTEcTIvE DEvIcE Machine Staff vial Garment Talisman armor
EnTERTaInMEnT animated Musical Dancing Serving Intensifying Dreaming LEaDERShIp DEvIcE Ring Gem Throne Rod Sword Scepter
ROLL 1D6 1. 2. 3. 4. 5. 6.
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
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
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
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
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
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%
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
**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.
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
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
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
1 1 1 1
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.
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
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
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
SIMILaR TO: high Mountains north Dakota Wisconsin Illinois Tennessee Georgia Louisiana Florida
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
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.
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
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% 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%
10% 40% 40% 20% 30% 10% 25% 20% 30% 10%
hF hF Lh hF hF cB hF Lh hF hF
30% Lh
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%
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
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%
30% 20% 20% 30% 10% 20% 20% 20% 30% 20%
LB LB Lh Mh hh hcB Lh Mh Lh Lh Lh Mh hh
hh Mh Mh hh
LF hF aF pK
Short Bow composite Bow Long Bow crossbow heavy crossbow catapult
*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
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.
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
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
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
TaBLE 16 Odawara Ogakl Oka OkayaMa Okazaki Osaka Osu parks pasion peckforton pele pembroke
TaBLE 17 pendennis percy perrot pevensey playford pleshy plinth penlelract posterns prudhoe Queenborough aaby
TaBLE 18 Raglan aennes aestormal Rhuddlan alchmond Rochester Rockingham Sacki St. Briavels Saga Sakura Salisbury
TaBLE 19 Saltwood Scarborough Scrope Seals Sendal Shibata Shimabara Shinoyama Shirburn Skenfrith Sonobc Southampton
TaBLE 20 Sponle Springal Stallard Stokesay Stuleville Sumpa Takada Takamalsu Takasakl Tamwolth Tanabe Tiltebayash
TaBLE 21 Tattershall Thombury Tickhill Tokushima Topeliffe Tottori Toyama Toyahashi Trebuchet Trematon Tsu Tsuchiura
TaBLE 22 Tsuyama Tutbury ueda umfraville usuki uwajima valturian vaux vere vesel Wakamatsu Wskayama
TaBLE 23 Wallingford Wallmer Wallon Warrenne Wark Warkworth WarwIck Wells White Whickham Winchester Windsor
TaBLE 24 Winford Winfield Wingfield Wintingham Worchester xentilth yevele yonago yenenlna york zircon zocci
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
*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.
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
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
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
MOaT Temple in Fortress Temple is a Fortress unDEaD animated Furniture TRapS Walls of Fire ROLL 1D6 1. 2. 3. 4. 5. 6.
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.
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
DEMOnS Succubus Rank I Rank II Rank III Rank Iv 75% Rank v, 25% Rank vI
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.
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
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
charms non-believers Magnetic animated absorbs Magic Sacrificial Stone hurls Random clerical Spells
RELIc OF DEITy
ROLL 1D6 1. 2. 3. 4. 5. 6.
underground Lake River cavern Lava pit Mud pool Inside Rock
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
* 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
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
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.
*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
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.
ROLL 1D6 1. 2. 3. 4. 5. 6.
DIE ROLL 1. 2. 3. 4. 5. 6.
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)
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.
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
TEchnOLOGIcaL LEvEL anaRchy DEMOcRaTIc TRIBaL aGRaRIan RELIGIOuS TRIBuTaRy OLIGaRchy REpuBLIc aRISTOcRacy FEuDaL DIcTaTORShIp RE-ROLL
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
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
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
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
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
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)
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)
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
on the right.
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
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
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)