Documente Academic
Documente Profesional
Documente Cultură
Acolyte
Beast
Blood
Children
Gods
Hand
Jewels
Plague
Servant
Song
10
Wind
13
Master
Prophecy
Shadow
Paths
Queen
Sign
Sword
11
Whisper
14
12
Vengeance
15
16
17
18
19
20
2.
of Chaos
of Darkness
of Death
of Doom
of Eternity
of Midnight
of the Night
of Silence
of Sorcery
of Sorrow
of the Boreas
of the Deeps
of the Ice
of the Lost
of the Moon
of the Mountain
of the Necropolis
of the Stars
of the Tomb
of the Wastes
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
3.
Cursed by a god
Geased by a sorcerer
Lost or shipwrecked
Made a wager
Ordered by superior
Overheard conversation
Repaying a debt
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
4.
Angry ghost
Bandit chieftain
Brutal warlord
Corrupt official
Cult leader
Cunning madman
Debauched noble
Demonized wretch
Depraved monk
Deranged alchemist
Evil sorcerer
Fanatical priest
Greedy merchant
King of thieves
Obsessed scholar
Pirate captain
Ruthless slaver
Sadistic torturer
Sardonic harlequin
Sinister revenant
Complication
Aspiring student or apprentice pesters a PC
Astronomical alignment favors black magic
Disguised sorcerer curses PC
5.
Armed guards
Assassins
Bandits or pirates
Adventure locale is a Potemkin village and supposed mission assigned to PCs is a sinister experiment
Antagonist is a PC from another time or reality
Antagonist is an ally or friend in disguise
Antagonist is actually the puppet of another (roll on Antagonist table to determine actual Antagonist)
Apparently mundane is actually supernatural
Original mission is actually a red herring (roll on Mission table to determine actual mission)
Original mission is actually a trap and actual mission is to survive and escape
Original mission is actually a wild goose chase, and new mission is revenge on perpetrator
Portion of adventure is a wild goose chase
6.
Reward
Clue to another adventure
Desirable lover
Loyal henchman
Roll three times on this table (reroll any result over 15)
Roll four times on this table (reroll any result over 15)
Roll five times on this table (reroll any result over 15)
Nothing but their miserable hides
EXAMPLE #1
The rolls are: 18 (Vengeance), 11 (of the Boreas), 15 (Recover), 1 (Bottle), 9 (Had a dream or vision), 16 (Pirate captain),
11 (Rival of antagonist), 10 (Local laws are bizarre and restrictive), 10 (Lack of supplies), 8 (Betrayal by supposed ally or
friend), and 6 (Gold).
The adventure is entitled Vengeance of the Boreas. The players are approached by Menander, the elderly head of a
monastic order known as the Silver Silence. Writing on a slate, the mute Menander explains that he was guided to the PCs by
a vision; only they can help, so say the gods. He needs them to recover a bottle of sacred Boreas wine that was stolen from
his monastery. For this deed they will be richly rewarded.
The stolen wine has fallen into the hands of a ruthless Viking pirate, Captain Erik the Red-Handed, who is planning to
auction it to the highest bidder among the most corrupt and jaded folk of the city. Meantime, down at the docks is Amazon
pirate queen, Black Elena, a bitter rival of Erik. She might be convinced to help steal the wine in order to spite him (after
which she will of course betray the players and attempt to take the wine for herself).
Local law prohibits openly carrying weapons on the docks, so the players will either have to flout the law or rely on small
arms that can be concealed. Getting to the site of the auction wont be easy, since Eriks ship is moored two miles off shore,
and no small craft are currently available; the players will likely have to improvise a raft or steal a boatunless they have an
alliance with the treacherous Black Elena.
Once on board the pirate ship, the players must find some way to acquire the Boreas wine, whether through stealth,
deception, or forcewithout breaking the fragile bottle, of course! If the players return the sacred bottle to the Monastery
of the Silver Silence, Menander will load them with golda substance the monks have in plenty but value not at all.
7.
The characters in B&B are assumed to be drifters, wandering from one town to
the next, seeking employment, adventure or perhaps, avoiding the law. They
are assumed to travel mainly in wild out of the way places; over the prairie, in
the mountains or across the desert. The states they will pass through will be
Arizona, California, Colorado, Idaho, Montana, Nevada, New Mexico, Oregon,
Texas, Utah, Washington and Wyoming. Mostly they will be hitting small
lawless townships where their reputation hasnt reached and where the chance
of a violent death is high.
Wilderness Encounters
Unless the actual journey is important to the adventure (perhaps youve got an
ambush set up, or they get lost in the wilderness, or they are attacked by a wild
bear, or there is an avalanche in a mountain pass or the characters meet
someone on the trail who they can trade with or knows something or becomes
an enemy etc.), simply state to them that after several days on the trail, you
ride wearily into the next town
However, if you are short of ideas and youd like to play out some part of the
characters travels, here are a few ideas for encounters on the trail. Use the
tables as a guide - be prepared to change the result to suit the situation, perhaps
rolling again or adjusting the subject or the numbers.
Roll a d6 once in the morning, once in the afternoon and once at night. A 6
means that the PCs have had an encounter. Roll a d6 again, to see which table
to check:
- 27 -
1
1
2
3
4
5
6
2
1
2
3
4
5
6
3-4
1
2
3
4
5
6
Bear, Black
Bear, Grizzly
Cougar
Rattler
Wolf
Wolf Pack (2d6)
5-6
1
2
3
4
5
6
- 28 -
Coming to Town
There were many towns in the Old West that dont exist today; long forgotten
mining camps, rail stops, stage stops, post offices, farming communities,
logging camps, army forts and trading posts.
To see what type of town or community the characters have arrived at, roll on
the following table:
Table 16: Settlement Type
Roll 2d6
2
3
4-5
6-7
8-9
10-11
12
Settlement Type
Rail Stop*
Ferry Point*
Logging Camp
Mining Camp
Farming Community
Trading Post
Military Post/Fort
Finding Adventure
Western themes include duty, freedom, law versus chaos, the individual versus
the large corporation, and honor versus efficiency. Some common western
characters are sheriffs, drunkards, gamblers, card sharks, mysterious strangers,
rustlers, horse thieves, Indians, prostitutes (with or without hearts of gold),
gunslingers, mountain men, gold miners, doctors, school teachers, saloon
keepers, piano players, and barefoot children. Some common events are:
Fights (brawls or gunfights) in a
saloon
corral
gambling hall
top of a stagecoach
top of a train
desert, while on horseback
Gathering up or opposing a
posse
lynching party
massacre (e.g., of or by Indians)
new cattle ranch
new railroad
Escape from a
jail
Indian tribe
Texas Ranger
Pinkerton
lynching party
Once the characters have entered a settlement, the Referee must give them
something to do. There are various ways to do this; the characters could seek
out the adventure or the adventure could come to the characters.
The following tables help the Referee to decide some of the basics of the
adventure. Roll a d6 for which table to use:
(Use the tables as a guide - be prepared to change the result to suit the situation,
perhaps rolling again or adjusting the subject or the numbers).
- 31 -
1-2
1
2
3
4
5
6
The township is having problems with a gang of outlaws and will pay the
PCs to protect their village. They dont have much money for the PCs
There is a bank robbery going on as the PCs hit town. The town marshal
is trying to prevent hem getting away with the banks money
The local ranch owner/mine boss comes to town in force (2x the number
of PCs) to check out the new arrivals in town and to lay down the rules
The saloon owner has been treating his girls badly and one of them seeks
help from the PCs
A young boy asks the PC if he can borrow his gun to shoot a snake he
actually wants to kill the man that killed his Pa
When the travelling acting troupe leaves town, it is discovered that a lot
of things have gone missing (including things belonging to the PCs)
3-4
1
2
3
4
5
6
The local newspaperman wants to interview the PCs about their recent
exploits for his newssheet
A wanted poster on the wall outside the saloon looks like one of the PCs
and the local lawman ()and deputy?) comes into the saloon to arrest him
An old prospector is found stabbed to death just before he had staked his
claim. He had been telling everyone in the saloon hed found gold
Two local gangs (about 4 or 5 on each side) are shooting it out down by
the corral and the town has no lawman
The local lawman is seen taking bungs from the evil ranch owner, after
one of the saloon gals is found dead (strangled)
Local businesses are being forced to pay insurance to the local gang,
or else they are beaten up or their businesses burnt down
5-6
1
2
3
4
5
2:
A
thing
that
reveals
the
true
intent
of
a
person
Weapon
7:
A
thing
that
can
grant
one
wish
Relic
6:
A
thing
that
allows
its
possessor
access
to
supernatural
powers
Body Part
An idea
A
person
A
precious
resource
A place
Container
5:
A
thing
that
is
a
nearly
limitless
source
of
energy
3:
A
thing
that
can
trap
an
enemy
in
a
pocket
universe
Natural
Item
4:
A
thing
that
inspires
good
among
all
in
its
presence
MacGun
Age
2:
Dawn
of
creaTon
3:
Age
of
myths
4:
<10
generaTons
5:
<2
generaTons
6:Modern
7:
Tomorrow
8:
Out
of
Tme
Source: h*p://intwischa.com/2012/07/the-macgun-generator
mythos tales
Mythos Tales
At the heart of Realms of Cthulhu are the tales
of mystery and horror the players investigators
encounter. In the pages that follow, we guide you
through the steps needed to create compelling stories, and include a few example adventures.
Lynchpin
The lynchpin is the central focus of the entire
tale, though it may never make an appearance at all.
Generally, the plot type determines the lynchpins
role in the storyline. Roll on this table and then go
to the appropriate sub-table (on page 78).
1-3
Person
4-5
Entity
6
Object
Hook
1
2
3
4
5
6
Location
Caught Up in Events
Mistaken Identity
Motivation
Supporting Cast (Friend)
Rumor
Supporting Cast (Foe/Rival)
1
2
3
4
5
6
7
8
9
10
Residence/Lair
Castle/Mansion
Ruin/Lost City/Temple
Urban Center
Wilderness
Exotic
Important Building/Landmark
Asylum
Library
Museum
73
realms of cthulhu
Ruin/Lost City/Temple: Whether a crumbling
stone circle in the woods, a hidden city in the Himalayas, or a fiery temple in the Amazon, these places
often hold artifacts that aid or abet great evils.
Urban Center: A stadium, an opera house or
even a local park or campus, evil lurks in the most
commonplace environments.
Wilderness: Woods, forests, cave systems, and
mountain ranges are all encompassed here.
Exotic: Unusual wilderness locales, such as an
active volcano, an Arctic base, or the Marianas
Trench.
Important Building/Landmark: Ranging
from Stonehenge to Easter Island to Time Square,
these places are all instantly recognizable and well
known (at least to the locals, if not worldwide).
Asylum: A home to madmen, lunatics, and
others seeking respite from nightmare.
Library: Repositories of knowledge, be they
public libraries, private collections, or collegiate in
nature.
Museum: Collections of past achievements, art,
and technology, museums may be public, collegiate,
or private.
12
13
14
15
16
17
18
19
20
Note: Descriptions of
75.
Plot Complication
1
2
3
4
5
6
7
8
9
10
Local
Regional
Global
Plot Type
1
2
3
4
5
6
7
8
9
10
11
Proximity
1-2
4-5
6
Maturation
Love
Forbidden Love
Sacrifice
Discovery
Wretched Excess
Ascension
Descension
Roll twice and combine
plot types begin on page
Quest
Adventure
Pursuit
Rescue
Escape
Revenge
Mystery
Rivalry
Temptation
Metamorphosis
Transformation
74
mythos tales
Discovery: The investigators discover someone
or something is not what it seems and this knowledge forces them to reconsider what has proceeded
beforehand.
Plot Type
Quest: The investigators are seeking after the
lynchpin and should go through a number of
locations, each with its own complication before
reaching it (if at all). Investigation and intellectual
challenges with plenty of opportunities for roleplay
are common hallmarks of the quest. The Keeper
should challenge the investigators to question their
beliefs. Globe-trotting is often the watchword with
the investigators travelling to many distant locales
before finding themselves homeward bound once
again.
Adventure: Loaded with action, the adventure
thrusts the investigators quickly into the storyline.
The plot hook comes quickly, followed by a number
of complications over the course of play. While the
quest frequently shifts between many locales, an
adventure can vary wildly from being quite similar
to a quest in its location changes (though loaded
with more physical challenges than mental) or can
take place with few place changes, if any, such as
beginning in a city, journeying to a remote temple
after a lost artifact, and back again.
Pursuit: The investigators must either evade or
capture the lynchpin, as appropriate. For example,
if the lynchpin is an item, they may be trying to
get it before it falls into the wrong hands. If it
is a creature, they may be trying to evade it until
the sun rises and it returns to its slumber. In this
scenario, the investigators are either the hunter or
the hunted, and the roles can often change over the
course of play as power shifts hands, and things are
not always what they seem.
Rescue: The investigators have to rescue the
lynchpin (or, in the case of an entity, rescue the
potential victims of the entity) from someone or
something (this can be determined with another
random roll) at the Keepers discretion. A priceless
artifact, for example, could have been stolen from
the local museum, and the investigators must get it
back before it falls into the hands of a cult.
Escape: Someone or some thing has captured
the investigators and they must escape. The state
could have sent them to a local asylum for observa-
Allies
One or more supporting cast members generally
pop up over the course of the adventure to aid the
investigators. Roll on the Supporting Cast table to
see precisely who it may be.
1-4
Antiquarian
5-8
Archaeologist
9-11
Artist
12-14
Athlete
15-18
Author
19-22
Clergyman
23-25
Criminal
26-28
Dilettante
29-31
Doctor of Medicine
32-34
Drifter
35-37
Engineer
38-41
Entertainer
42-44
Farmer
45-48
Journalist
49-52
Lawyer
53-55
Military Officer
56-59
Missionary
61-63
Parapsychologist
64-66
Pilot
67-68
Police Detective
69-71
Policeman
71-75
Psychotherapist
76-78
Private Investigator
79-82
Professor/Scientist
83-86
Retired Adventurer
87-90
Soldier
91-94
Woodsman
95-98
Child*
99-100
Corrupted**
*Add Youth to the type and roll again, ignoring
further results of Child.
75
realms of cthulhu
tion, a cult could send out creatures to trap them on
an estate, or they could be trying to somehow rid
themselves of a cursed item that keeps returning,
despite their best efforts.
Revenge: While someone or some thing is out
to get payback, the lynchpin is at the center of it all.
If it were an invention, for example, a rival inventor
could be driven over the brink and open a strange
gate, sending something altogether alien to finish
off the adversary.
Mystery: Part and parcel of the Mythos, the
mystery requires foresight and deliberation, and
is a difficult plot type to run off the cuff. The
Keeper posits some riddle to the investigators
and they must set forth to solve it. Who (or what)
killed Atlas Jones? The lynchpin of the scenario
can serve in whatever function the Keeper desires,
but is ultimately the root cause of the mystery.
This scenario requires critical thinking and often
regular interactions with any number of NPCs.
Multiple clues should be made available to drive
the story forward with a regular mix of complications that can send the investigators down various
trails. The key is not to send them too far afield.
It is essential for the Keeper to bring the narrative
back on point should the investigators deviate too
wildly. The mystery often leads to deeper undercurrents and understandings of the world, and may
be intermingled with a more action oriented plot
type, depending upon the atmosphere the Keeper
is ultimately trying to evoke.
Rivalry: An interesting plot type, a rivalry pits two
(or more) factions against one another. Depending
upon the lynchpin, hook, and locale, the investigators can find themselves either upon one side of the
rivalry (helping to find the missing Arctic expedition
before Calliope Wilsons team does), allying themselves with one side of the rivalry (joining Wilsons
team), or somewhere between the two factions (the
Mi-Go and the Tcho-Tcho are warring over some
discovered artifacts amidst crumbling ruins).
Temptation: The lynchpin holds the promise of
something: be it great knowledge, power, or wealth
in exchange for transgressing normal societal mores
or the boundaries of good sense. This is something
the investigators often face in any Mythos Tale, but
here it is far more pronounced and the temptation
is far greater and someone may have already succumbed to it. For example, Wizard Keeley, an old
antiquarian, may call in the investigators to help
76
mythos tales
Forbidden Love: Coupling these two words
together should immediately cause every Keepers
mind to bubble with thoughts. Does Maxwell Silver
offer up his daughter to Glaaki as a corpse bride?
Is Jane Jameson, accountant, secretly in love with
Nails, the Ghoulish gravedigger from Dark Harbor?
You can turn it around as well. What if one of
the Serpent Folk fell in love with an explorer and
returned to civilization? If love is dark in a Mythos
context, forbidden love is darker yet.
Sacrifice: Dont immediately run for the big
kitchen knives. Sacrifice does not have to be literal
(though it certainly can be). The plot revolves around
someone or some thing giving something up. This
tends to be the investigators, but may well be one
of the supporting cast members. The investigators
may have a battered copy of The Necronomicon that
they must exchange to rescue one of their allies
from a cult, for example. Coupling the sacrifice
with the lynchpin provides multiple ways for the
Keeper to go. If you come up dry, then you can go
for the old stand-by: big stone altar, cultists, and
that shiny, curved blade.
Discovery: In this plot type, the investigators
do what they do best: they set out to uncover facts
and knowledge about the lynchpin that ultimately
reveals greater truths. Does the Statue of Thulhu
lead them to Professor Atwood in London and then
to the remote estate of Kenneth Smythe, Esquire
who has been obsessively compiling notes on the
Black Cult of Knives, a cult the investigators have
already encountered once or twice? Does a bit of
leathery wing in Las Vegas lead the investigators to
discover a secret clutch of Mi-Go in the Hollywood
Hills?
Wretched Excess: In this plot, someone has
long ago succumbed to temptation and has become
the very embodiment of sin and vice. Their moral
compass points strictly south and they are mentally
unstable and unbound by any societal mores. This
could likely be in the pursuit of knowledge or from
prolonged contact with Mythos entities, depending
upon the lynchpin. The investigators will either
need to stop the madman or save him. Through
encounters and narrative, the Keeper should be
certain to use the madman as a dark mirror to the
investigators of what they may become should they
steep themselves too deeply in the black waters of
lost lore.
77
realms of cthulhu
Artifact: Some ancient relic of the past, be it
statue, stone, or broken tablet.
Invention: Some technological device that could
have either been created by a madman a week ago,
or Mi-Go a millennia ago.
Art Object: Something of questionable beauty,
either inspired by the Mythos or reflecting a darker
truth.
Weapon: An item made for war: it can be of
terrestrial origin or forged by the very gods themselves.
Relic: An item that some religion or cult considers holy.
Book/Knowledge: Whether a bound book, a
tattered pamphlet, or the scribbles of a madman
on an asylum wall, there is a tantalizing bit of secret
lore for those who seek it.
Person
The lynchpin is always considered a Wild Card.
Determine exactly who they are on the Supporting
Cast table.
1-2
Supporting Cast (Friendly)
3
Supporting Cast (Foe/Rival)
4
Supporting Cast (Tainted)
5
Cultist
6
Organization / Cult
Supporting Cast (Friendly): This individual
is someone who begins with a positive reaction to
the investigators, or has existing connections with
them.
Supporting Cast (Foe/Rival): This individual
is someone who begins with a negative reaction to
the investigators, and wants to best them in some
way. They may have been past acquaintances or colleagues who have had a falling out.
Supporting Cast (Tainted): This individual has
been darkly tainted by contact with Mythos forces.
See what they started out as on the Supporting Cast
table and use it as the base type when rolling on the
Creature Generator tables (on page 81).
Cultist: This individual is a ranking member in
a cult. Select the cult of worship or roll it randomly
on the Gods table of your choice.
Organization: This can be either a dark cult or
a more mainstream organization. If its the latter,
roll on the Supporting Cast table to extrapolate the
central focus of the organization. The exact size is
up to the Keeper.
Servitors
1
Byahkee
2
Dark Young
3
Deep Ones
4
Fire Vampires
5
Formless Spawn
6
Servants of Glaaki
7
Hunting Horrors
8
Nightgaunts
9
Rat-Things
10
Sand-Dwellers
11
Servitors of the Outer Gods
12
Star-Spawn of Cthulhu
13
Shoggoths
14
Shantaks
15
Tcho-Tchos
16-20 Tainted Human
Entity
1
2
3
4
5
6
Servitor
Independent Race
Something New
Elder God
Great Old One
Outer God
Independent Races
1
2
3
4
5
6
7
8
9
10
Object
1
2
3
4
5
6
Artifact
Invention
Art Object
Weapon
Relic
Book/Knowledge
78
Chthonians
Colours Out of Space
Dimensional Shambler
Elder Things
Flying Polyps
Ghasts
Ghouls
Gnoph-Keh
Great Race of Yith
Gugs
mythos tales
11
12
13
14
15
16
17
18
19
20
Hounds of Tindalos
Leng Spiders
Lloigor
Mi-Go
Serpent People
Insects from Shaggai
Star Vampires
Unnamed
Voormis
Xiclotlans
Creature Generator
The tables following serve several purposes:
they are in the spirit of the genre, they keep the
players off balance, and they provide fun inspirations for the Keeper. Since the Mythos is all about
things that are unknown, and many players already
come to a game of Cthulhu with a certain degree
of expectation, it never hurts to be able to throw
them a curve ball.
Elder Gods
1
2
3-5
6
Bast
Hypnos
Nodens
Other (pick or create one)
Atlach-Nacha
Bokrug
Chaugnar Faugn
Cthugha
Cthulhu
Cyaegha
Eihort
Ghatanothoa
Glaaki
Hastur
Ithaqua
Nyogtha
Quachil Uttaus
Rhan-Tegoth
Shudde Mell
Tsathoggua
Ygolonac
Yig
Zhar
Zoth-Ommog
Basic Type
First off, you need to determine the basic type
of creature youre dealing with, be it human or
otherwise.
1-3
Tainted
4-5
Servitor
6
Independent Race
Tainted: These humans have fallen under the
corrupting influence of the Mythos and seek to
expand out the power of their masters.
Outer Gods
1
2
3
4
5
6
7
8
9
10
Dark Master
Abhoth
Azathoth
Daoloth
Lesser Other Gods
Nyarlathotep
Shub-Niggurath
Tulzscha
Ubbo Sathla
Yibb-Tstll
Yog-Sothoth
79
Quest Contact:
1. A Spirit, Ghost, or Demon: A spirit in some form visits one of the party members and
pleads (or threatens) them, looking for help in a task related to the spirits past life.
2. A Guild: A guild of some kind seeks a group of adventurers to complete a task for them.
3. Blacksmith: The aged local blacksmith is far too busy to complete a task and asks the party
to a complete the task for him.
4. Friend or Family: A family member sends a message to their relative in the party asking
for help with a task.
5. Gang of Bandits: A dangerous group of bandits and thieves have a job that needs doing.
6. Royalty: One of the local royal family approaches the party asks for their assistance in a
secret matter.
7. Happenstance: There is no contact. Perhaps the players wander into the quest or are
drawn in by outside forces. Roll again on this table or Innocents to determine who.
8. Local Hero: A local hero or legend with too much on his plate already tasks the party with
an adventure connected to the local heros adventure.
9. Local Temple: The Gods are watching and priests have divined that the party would take
the journey the priests are about to deliver to them.
10. Rumor: Whether in a tavern or listening to chattering villages, a rumor is heard by the
party and the opportunity is too much to resist.
11. A Mercenary Group: A nearby mercenary group has posted several jobs. They are willing
to pay anyone who completes them.
12. Roll twice: The two are related somehow for a common goal.
The Location:
1. Bandit Territory: In or out of the cities, theres a place that everyone tells travelers not to
go, and this is it. Bandits, thieves, and gangs roam these areas and youll be lucky to make it
out with your coin purse and an un-slit throat.
2. Mansion or Estate: These large buildings are, or used to be, the homes of the lands most
wealthy people.
3. Swamp/Flooded area: When you can smell the stink of rot and decay you know youre
near a swamp or somewhere heavy flooding has taken over. These places are treacherous
and may require a guide.
4. Island: In the seas they appear randomly and many have never been properly cataloged.
Undiscovered islands yield many unknown threats and unexpected surprises.
5. A Fortress: Whether still occupied or not, several military fortresses litter the land from
wars past. Unoccupied fortresses rarely stay that way for long when bandits or monsters
looking for a lair chance upon them.
6. Scalding Desert: Life fights to hang on everyday in these boiling hot deserts and your
adventurers will have no easier time. By day the sun bakes the land to incredible heat. By
night the cold sinks well below the coldest of winters.
7. An Overgrown Forest: Whether a tropical rain forest or a peaceful woodland, the forests
of the land are home to magical beasts, fierce wildlife, and natives who dont like intruders.
8. Urban: The group doesnt have to stray far from the comforts of town and city living.
9. Mountains/Caves: Towering high above the valleys and forests below, the jagged
mountains of the land shoot high into the air. Deadly cliffs, savage cave dwellers, and
tumbling rocks make climbing the mountains a difficult task. But the mysteries the caves
contain may be worth the risk.
10. Jail/Detention Camp: Prisoners go in and they rarely come out. The jails and detention
camps of the land house the lawbreakers judged to serve out a sentence for a crime.
11. Ocean: The deep blue sea holds many secrets both above and below. But hiring a boat to
take you where you need to go might be a challenge all by itself.
12. Underground: Natural caves, shafts, or minestheyre all great places to hide something
you dont want found by every Average Joe. But the dark has secrets and will protect them
with traps, ancient magic, and the living rock itself if it has to.
The Antagonists:
1. Bounty Hunter: Theyre in it for the gold and may not necessarily be evil; they may be
working for the law.
2. Con Man: Someone is pretending to be someone they arent (Roll on the Innocents table to
find out who) and theyre working some elaborate scheme. Once theyre found out or close
to being found out theyll likely change their plans to the misfortune of the players.
3. Guild or Horde: A group of people with one common belief or oath of brotherhood. Their
numbers are great and their intimidation mighty.
4. Royalty: Theyre the rich of the rich, make the laws, and are never questioned. But not
every royal has the best intentions of their subjects at heart.
5. Crime Lord: Someone notorious has been regularly up to no good and this adventure
smells of their influence.
6. Magic User: Some say magic can only lead to madness, but some people welcome
madness if it makes them immortal.
7. Wanted Villain: They have a reputation and theyre here to make sure you remember it.
8. Mercenaries: A rag-tag group of hired swords. If someone is paying them well enough
theyll work any job.
9. Priest or Cult: Theyve got the favor of some deity and theyre doing the bidding of
something greater than them.
10. Magical Beasts: Whether theyre undead, demons, or some wizards experiment gone wild,
something completely strange is at work.
11. Rampaging Monster: Its big. REALLY big. And its wrecking things. Nuff said.
12. Assassins: Theyre professionally trained, fearless, and masters of trickery and stealth.
Generator Layout
concept by
James R. Grim Cone
2009
d4
1
2
3
4
d6
d10
d8
PCs meet in a
Bathhouse
Temple
Market
Tavern
d20
PCs must go to
1-3
haunted ruins
4
misty forest
5
hidden valley
6
ancient caves
7
mystic shrine
8
remote island
9
unholy realm
10
dark fortress
11
lost monastery
12
secret pass
13
demon temple
14
mountain lake
15
forbidden city
16
cursed village
17
spooky marsh
18
lawless port
19
barren desert
20
deserted town
d12
and
consult sage
solve puzzle
capture foe
act as escort
storm place
win contest
find item
with mentor/patron
1-3 Village Elder
4
Sensei
5
Shugenja
6
Samurai
who speaks of
1
Rebellion
2
Theft
3
Siege
4
Kidnap
5
War
6
Plague
7
Evacuation
8
Murder
9-10
Mystery
possibly caused by
1
Monsters
2-3
a Sorcerer
4-5
a Monster
6
Yakuza
7
Rival Samurai
8
Ninja
1-3
4-5
6
7
8
9
10-12
EXIT
-john
Happy Dungeoneering!
If you give the generator a try please let me
know what you think. You can drop me a
line at:
tabletopdiversions.blogspot.com
No Budget No Frills
Pencil and Paper
Dungeon Generator
Ver. 3.0
2
or
3
or
Notes
Stairs up or Exit
( player choice
or roll, roll 1D6
1-3=Stairs,
4-6=Exit)
Stairs down or
Exit (player
choice or roll,
roll 1D6
1-3 = Stairs
4-6=Exit)
EXIT
Roll Dungeonmorph
You hold in your hands a simple random
1
dungeon generator. Does the world need
or
another one? Probably not, but here it is
anyway!
Straight hallway
*
4- way
intersection*
10
Turn right*
11
Turn left*
12
T-intersection*
*On Hallways/Intersections/Turns
length = 1d10 squares
Straight
7
Hallway*
w/Covered pit or
other trap (roll
1d6,
8
1-3 pit trap,
4-6 other )
E
T
M
Empty
room.
**
Trapped
room**
Monster
Room**
Dead
end or
Re-roll.
** On Creating rooms:
Roll 1d4-1 additional exits.
Dimensions: 1d10 by 1d10 squares
Doors of Destiny
1d12 Door conditioned
could roll f or whole level f or convenience or get crappier deeper levels
1 Freshly installed by kobolds 1in6 still smells f resh or of wet paint
2-3 Good condition well maintained very quiet
4-6 Serviceable condition well used
7-9 Old battered creaky and rusty but f unctional
10-11 Aged, noisy, decrepit and crumbling
12 Ancient, Crumbling surf ace, damaged every opening, very loud
d12 Door decor
1 Graf f iti mostly crude abusive or sexual
2 Crude primitive art or signs
3 Sign with f unction or occupant named
4 Painted with religious art
5 Calender record marked
6 Occult symbols
7 Dungeon f action graf f iti
8 A brass knocker possibly a f ace
9 Engraved with relief scenes of past
10 Aggressive warning sign or pictograph
11 Spyhole or trapdoor with bars
12 Roll 1d3+1 times with d10
1d12 Door status
1 No door missing or never was one
2 Door broken and non f unctional3 Open Ajar4-6 Closed but not locked
7-11 Locked, barred, jammed, stuck f ast or sealed
12 Roll 1d3 times on Door Def ences
8 1d6 crew in murder holes in ceiling with missile weapons and caltrops
9 1d6 crew in murder holes in ceiling with missile weapons and 2d6 rocks
10 1d6 crew in murder holes in ceiling with missile weapons and live snakes or scorpions
11 1d6 crew in murder holes in ceiling with missile weapons and boiling lead 4d6 or half with DEX save
12 roll 1d3+1 times a d10 on this table
Mighty T hresholds
Doors of destiny
T his is f or your primary dungeon doors and levels that need to be mighty and memorable. T hese are great
doors intended f or special f eatures - entry ways, between levels, sealing lost sections that deserve note.
Some may have a simple bypass f or locals:
d100 Entrance location
1 Mountain pass doorway
2 Connected to city sewer or drain
3 Built inside an old mine
4 Cave entrance
5 Sinkhole collapses into brick tunnels
6 Wizards magical gateway arch
7 Inside a wardrobe
8 Found on building site
9 Under a wizard tower
10 T hrough a magic mirror
11 Inside an old cleared out well documented dungeon
12 Trapdoor under rug under characters bed
13 In old wine cellar
14 Door in wall wasnt there yesterday
15 Found in cleaned out septic tank
16 Underneath abandoned monster carnival grounds
17 Under castle dungeon through newly f ound secret secret door
18 In crumbling old crypt in graveyard
19 In a brick yard or clay pit
20 Under an abandoned old house
21 In an abandoned quarry
22 Hole by roadside
23 Huge statue with mouth as entrance
24 Under empty barn or animal pen
25 In a tavern f ull of drinking adventurers
26 Under a military camp watching the dungeon
27 Door appeared in warehouse or f actory
28 Door under huge old tree in wilds or town park
29 Under abattoir in city
30 Door under a bridge
31 Under a shop or guildhall in marketplace
32 Under a latrine pit
33 In bottom of old chest in ruin
34 Concealed under garbage heap on vacant land
35 Under garden hedge
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
17 Bronze clad door with relief art, statues are monsters like gargoyles or golems
18 Burnished brass clad door with relief art, ornamental bowl with elemental guardian
19 Semi precious stone studded in metal clad door with relief art, undead guards in ancient dress
20 Iron clad door with relief art, strong chains hold doors with gigantic padlock
21 Huge portcullis gates with second set, both trap intruders within
22 Rusty portcullis gates with drawbridge over water/lava/pit of spikes/chasm
23 Mighty portcullis gates with monster trapped between gates
24 Frightening portcullis gates with murderholes with boiling oil or lead, guardhouse above
25 Spiked portcullis gates with arrow slits and guards cover entry way gauntlet
26 Brooding portcullis gates with guardhouse and kennels, savage guard dogs or beasts
27 Black portcullis gates with hidden assassin team of hand to hand experts in hidey holes
28 Dark portcullis gates with hidden assassin snipers up high in holes with poison arrows
29 Menacing portcullis gates with hidden assassins or creature drops f rom roof
30 Nightmare portcullis gates with gargoyle statues which are really guardians
31 Huge bronze solid metal doors with swinging pendulum trap
32 Bleak Iron doors with spiked pit trap and humanoid archers
33 Daunting Brass doors with burning f ire trap and salamanders
34 Frightening Iron doors with alarm
35 Strange stone doors with repeating dart trap
36 Strange green stone doors with wards cause aversion if f ail WIS save
37 Volcanic glass doors explosive f ire spell
38 Slime encrusted stone doors cause stinking cloud and alarm
39 Worn iron doors cause paralysis and alarm if touched
40 Gleaming copper doors with electrif ied runes
41 Wizard lord processional ceremonial doorway magically held requires magic to open
42 Outre processional ceremonial doorway other planar guardians require test or f ight
43 Majestic processional ceremonial doorway stone statues of men and beasts animate
44 Martial processional ceremonial doorway weapons and/or armour animate and attack
45 Religious processional ceremonial doorway beings step f rom artwork to def end
46 Royal processional ceremonial doorway with throne seating a magical guardian humanoid
47 Tribute processional ceremonial doorway great piles of treasure really a monsters
48 Palatial processional ceremonial doorway illusions try to drive party away
49 Great processional ceremonial doorway great magical f ace appears to challenge party
50 Ancient ruined processional ceremonial doorway a strange magical beast dwells here as guard
51 Spectacular staircase with great doors seems to transf orm into huge mouth and tongue
52 Dark staircase with great doors surrounded by vegetation of f ungus and creatures hidden waiting
53 Granite staircase with great doors a statue at each step is some kind of golem
54 Haunted staircase with great doors a cof f in or sarcophagi each step with undead
55 Slime coated staircase with great doors urns containing slime or liquid monster
56 Sinister staircase with great doors duplicates of party without magic items appears
57 Gloomy staircase with great doors, spirits beings f rom statues attack
58 Basalt staircase with great doors magical weapons shoot at intruders
59 Crystal staircase with great doors magical f orce wall
60 Blank wall with secret door with lock
61 Engraved wall with secret door with puzzle
62 Moss covered wall with secret door with poison trap
63 Cyclopean wall with secret door with shoggoth f illed wells
64 Scared ancient wall with secret door requires special item to open
65 Haunted wall with secret door hidden in relief art
66 Weathered wall with artwork really a dimensional gateway
67 Nameless wall with bricked over requires smashing down which acts as an alarm
68 Crumbling wall with rotating wall section with hidden trigger switched
69 Frozen wall with rotating wall section when hidden trigger switched plus pit trap
70 Crumbling wall with rotating wall section when hidden trigger switched, spiked wall strikes
71 Flooded grotto with f rozen chunks of ice and ice monster behind waterf all
72 Stinking grotto with cloud of slow acting poisonous vapour
73 Fetid grotto f illed with garbage and of f al covering hidden entrance
74 Foul grotto with undead and corpse f illed black pool connected to entrance
75 A grotto with strange hallucinatory mists enjoyed by guardian magicians
76 A crystal grotto with strange magical surf aces providing visions, gates and evil clones
77 A grotto of volcanic rock with boiling lava pools sacred home of f ire beasts and beings
78 A grotto of ice with f rozen creatures trapped in ice released by magic on intruders
79 A grotto of bubbling mutagens and weird mists f requent home of mutants
80 A grotto of bubbling mud and regular geysers requiring timing to pass
81 A grotto dedicated to a cult with shrine and f ierce idols and guardian spirit or beast or cult
82 A black basalt grotto of mineral springs, weathered pre human glyphs and a strange beast
83 A misty grotto with witches or shamen lair, many strange things and pets to be f ound
84 A f laming grotto of burning natural gas and coal seam block entry f atal f or most lif e
85 An otherworldly grotto where deadly ethereal jellyf ish f rom beyond f loat around serenely
86 A grotto with lush greenery and some light source, overgrown with deadly animate plants
87 A gateway beneath a ruined evil f ort with sturdy doors and humanoid camp
88 A gateway beneath ancient tomb of noble with f anatic warriors of a tribe or order or cult
89 A gateway beneath ancient tomb f or wizard with magical guardian constructs or summoned entities
90 A gateway beneath ancient tomb f or priest lord with holy guardian constructs or servitors or beasts of the
cult
91 A crumbling necropolis with cursed gate in mausoleum with undead lord and minions
92 A cyclopean prehuman ruin guarded by cultist or servitor horror of elder evil hides gate
93 Crumbling prehuman site of cosmic wars af ter creation, remnant wards or guardian lef t tp protect gate
94 Crumbling prehuman ruins with inhuman mummif ied corpses in thousands, gate and other strange magic or
entities hidden in depths
95 Burned out old ruined structure with no identif iable marks, gateway deep inside in unstable area, possibly
haunted
96 Strange elder ruins moulded f rom living stone by pre metal era wizards, gat guarded by undead or demonic
megaf auna of iceage
97 Shattered glass ruins f orm razor sharp invisible maze around portal, sliced up bodies throughout
98 Crumbling half buried wooden structure inside a portal is guarded by angels f rom ancient post creation
calamity
99 Field of strange auraras hide entry protected by krononovore time elemental and willow the wisps
100 Rusted metal wreck of star chariot of the gods with strange relics and golems guarding gate
Elevator is trapped, self sealing 1d4 1=gas 2=spikes 3=crushing walls 4=drops in monster/s
Elevator with strange operator
Sinkhole into winding cave
Old mine connects to lower level
Fireman pole, a bit too greasy to climb up
huge chasm with f lying f ox
66 huge chasm with f lying f ox with huge goods like logs, stone blocks or crates
67 Rope with knots down rat f illed shaf t
68 Monsters digestive tract, 3in6 chance is asleep
69 Demonic being mouth entry winds down to lower levels in gremlin f illed f lesh tunnels
70 A pit with iron rungs with several traps
71 Winding staircase f illed with goblin squatters and shanty town
72 Staircase f illed with kobolds working on maintenance with f amilies in camps, possible extending
73 Stairs with a sphynx or two guardians demand answer to riddle
74 A demon or angel guards stairs demands a sacrif ice f or passage
75 Stairs lined with crypts and sealed sarcophagi 1in4 undead attack intruders
76 Huge stairs f or some larger than human beings, squashed f lat kobolds by entry
77 Stairs f illed with cobwebs and a spider colony
78 Stairway with statues actually guard monsters
79 Elemental guarded stairs let those who make right command pass
80 Stones in steps of stairs occasionally replaced with snapping turtles or mimics
81 Stairs with monster colony on ceiling of trappers or cave f ishers
82 Invisible creature stalks stairs murdering visitors
83 Slime creatures crawl over ceiling dropping on unwary
84 Holes in walls have monsters snap at passers through narrow staircase
85 Murder holes in ceiling drop d4 1=burning oil 2= caltrops 3=molten lead 4=arrows
86 Arrow slit posts with guards in stairwell
87 Stairs f eature secret doors hiding assassins who attempt backstabs
88 Stair well with desperate starving adventurers turned into mad cannibals
89 Cult of f anatics guard stairs f rom intruders with secret shrine hidden in stair well
90 Shadows in stairs haunt cracks ready to slay intruders
91 Strange elder cyclopean stairs older than most of dungeon, tentacle things corpses clutter passage
92 Stairs actually remains of pre human city, shoggoths sleep in vaults and awake if disturbed
93 A shrine to good in stair well 1d4 1=healing potion 2=holy water 3=blessing 4=advice
94 Stairs actually a conf using maze with willow wisp or minotaur
95 Wide stairs with high ceiling with high walkway overlooking stairs, goblin archers band live here
96 Stairs with raw sewerage f lowing over, creatures f eeding here might like meat too
97 Slime covered shaf t slides to depths, walls of f lesh spasm as slide by
98 Flowing knee deep water in sloping cave tunnel with dangerous f ish or aquatic beast
99 Illusions cover stairwell with monsters, f ire, maidens or other distractions
100 Elder ruined staircase with odd angles, things slip in and out f rom odd angles
Old-School Gazette
Number 10: January 10, 2007
Contributors: Joseph Browning, Matthew Finch, Stuart Marshall
Welcome to the tenth Old-School Gazette! In thanks for continued support of the line, number 10 is a free product
available for downloading at no cost! This Old-School Gazette gives you 200 items found in a wizards laboratory,
a short article on the use of wandering monsters, and four more tricks and traps to test your players wits. So enjoy
the tenth Old-School Gazette and look forward to many more!
d100
51
Jar of sulfur
52
1-6 candles
53
54
55
56
57
58
59
Magnet
60
Magnifying glass
10
Animal skulls
61
11
Apron
62
12
63
Mushrooms, edible
13
64
Mushrooms, poisonous
14
65
Notebook of experiments
15
Book on alchemy
66
Nutshells
16
67
Phosphorescent moss
17
68
18
69
19
Brazier
70
20
71
Potters wheel
21
72
22
73
Powdered peas
23
74
24
75
25
Collection of butterflies
76
26
77
27
78
28
79
29
80
30
81
Silk shawl
31
Desk or cabinet
82
Silver dagger
32
83
Skin dye
33
Embalming notes
84
34
85
35
86
36
87
Spirit gum
37
88
38
89
Springs of wolvesbane
39
Glass tubing
90
Stuffed animal
40
91
Sturdy gloves
41
Gloves of snakeskin
92
Tarot deck
42
Glue
93
43
94
Tongs
44
95
Trapped container
45
Half-eaten meal
96
46
97
47
Holy/unholy water
98
Unfinished potion
48
Human skull
99
49
Humanoid blood
100
50
d100
Uncommon Items
50
Glass cone
51
52
53
54
55
56
57
58
A dragon scale
59
10
60
11
61
Ki-rin skin
12
62
13
63
Lodestone or magnet
14
64
15
Ball of rubber
65
Map to a treasure
16
66
17
Book on astronomy
67
18
68
19
69
20
70
21
71
22
72
23
73
24
74
25
75
26
76
27
77
28
78
29
79
30
80
31
81
32
82
33
83
Rune stones
34
84
35
85
36
86
Secret compartment
37
87
38
Cursed scroll
88
Sleeping potion
39
89
40
90
41
91
42
92
Spyglass
43
93
44
94
45
95
Unholy candle
46
96
47
97
Vial of mercury
48
98
Vial of smoke
49
99
100
8.2
MOSTROTRON
Monsters and Creatures Generator
Interesting creatures and opponents can improve your game. This generator is
for when a Referee feels the need for a special combat or encounter and cant
just take a decision.
Start by deciding the level, setting it at the level of the relevant Holding if
you are not sure. Then, based on the level, find the number of abilities on
the Special Abilities per Tier Table and then roll 1d6 of the Type Table to
find armour and type. If the creature has special abilities, the first one is
related to the creature type, rolled on the Type Ability Table. For each other
ability, you need to roll 2d6 separately and consult the General Ability Table.
When you are done, create some flu for your new creation, so players can
talk about dragons instead of giant flying fire-breathing monsters.
All undead and bugs have Nightvision. You might want to give extra abilities
to creatures, or to expand the tables.
Special Abilities per Tier
Tier
1
2
3
Special abilities 1d6-4 1d6-3 2d6-6
1d6
Armour
Type
1d6
Humanoid
Animal
Undead
Monster
Bug
Weird
1
none
Humanoid
Type Table
3
Light
Animal Undead
2
4
3d6-9
4
5
Medium
Monster Bug
Type Ability
3
4
Caster
Fighter
Nightvision Flying Sneaky Swimming
Immune
Draining
Breath Weapon
Giant
Deadly
Giant
Flying
Quick Burrowing
Eldritch
Psychic Sturdy
Protean
1
6
Heavy
Weird
5
6
Bad-Ass
Giant
Burrowing
Jumping
Deadly
Sturdy
Immune
Jumping
Armoured
Immune
Bad-Ass
86
1d6 - 1d6
1
2
3
4
5
6
General Abilities
3
4
5
6
roll an additional Type Ability
Flying
Jumping Burrowing Swimming Breath Weapon
Caster Fighter Psychic
Quick
Giant
Nightvision
Protean
Eldritch
Bad-Ass
Immune
Sneaky
Draining
Deadly
Armoured
Trained
Sturdy
... and Friends
1
... and Friends: the creature has 1d6 minions of level equal to the
creatures Tier.
Armoured: the creatures protection is increased by one.
Bad-Ass: the creatures level is increased by 3. The number of abilities
might increase as a result.
Breath Weapon: the creature can breathe a cloud of fire, ice, acid, or
poisonous gas once every 1d6 rounds. Damage is 1d6 per Tier and can
be halved with the appropriate Alertness or Toughness Save.
Burrowing, Flying, Jumping, Swimming: the creature can move in an
unusual way.
Caster: the creature is a Caster of the same level or half of its level (50%
chance each).
Deadly: the creature can dispatch adventurers in a really fast and dangerous way. Determine the delivery mode first and then the attack type.
The delivery mode is either a physical attack (must hit in melee and
deal at least 1 damage) or, on a 5MORE, its a gaze attack (attacking
1d6 random opponents looking at it every round). The victim needs a
Toughness Save to avoid the eects of the attack.
To determine the attack type, roll 1d6; 1: disintegration, destroying the
character and all their equipment; 2: petrification, turning the character
and all their equipment to stone; 3: instant death; 4: paralysis for 1d6
turns; 5-6: poison for 1d6 damage per Tier, onset 1d6 rounds.
Draining: the creature, when dealing at least 1 damage in melee, drains
life energy. Inflict an additional 1d6 Hits that are added to the creatures
current and maximum Hits. The creature cant have more than the
maximum hits rollable at their level.
Eldritch: the creature has 1d6 additional special powers.
Fighter: the creature is a Fighter of the same level or half of its level
(50% chance each).
Giant: the creature is oversized; roll an additional d6 when determining
melee damage and ignores shields used by smaller creatures.
Immune: the creature is immune to a type of attack. Roll 1d6; 1:
maximum 1 damage from non-magical weapons; 2-3: immune to magic;
4: immune to fire; 5: immune to frost; 6: all Saves are successful.
Nightvision: the creature can see in complete darkness.
Protean: the creature can transform into either another creature or a
swarm of other creatures or something very hard to harm (like a statue
or a shadow).
Psychic: the creature can cause madness and despair. Determine the
delivery mode first and then the attack type. The victim needs a Stubbornness Save or suer the eects of the attack for 1d6 rounds.
The delivery mode is either a physical attack (must hit in melee and
deal at least 1 damage) or, on a 5MORE, its an aura (aecting the 1d6
closest opponents every round).
Roll 1d6; 1-2: terror, the creature routes; 3-4: mind control; 5: hallucinations; 6: paralysis.
Quick: the creatures movement speed is increased by 50%.
Sneaky: the creature is hard to notice; +2 to 5MORE Stealth rolls.
Sturdy: the creature recovers 1 Hit per round.
Trained: the creature has 1d6 Additional Hits.
elephant antelope
goat
crow
hyena
crab
mosquito anteater
bactrian
camel
rat
pig
sheep
hippo
draft
horse
capybara
catish
jackal
macaw
ostrich
tapir
naked
mole rat
golden
eagle
spider
moray eel
monkey
octopus
giraffe
lobster
goose
owl
poodle
gecko
buffalo
tarantula
lion
house cat
turtle
fox
orb
weaver
badger
rabbit
butterly
platypus
dragon
coyote
dung
beetle
locust
gorilla
hornet
emu
chicken
grizzly
bear
panda
bear
mallard crocodile
python
sea lion
yak
sloth
march
hare
bass
african
fruit bat
swallow
seahorse dolphin
ox
tiger
shark
cthulhu
tree frog
starnosed
mole
zebra
mussel
cow
gila
monster
boll
weevil
mata
mata
penguin
spanish
ly
sunish
crawish squirrel
great blue
european
echidna
gray wolf gibbon
heron
swallow
mantis
walrus
stag
trout
bull
roll 1d6 for special attacks: 1. physical, 2. magical, 3. psionic, 4. 2 & 3, 5. 1 & 3, 6. invisible
d4 = head d6 = torso d8 = forelimbs d10 = hind limbs d12 = tail d20 = sounds like or attacks as
Making
Monsters
Mysterious
Page 378
Descriptions
Never describe a monster using a specific noun (e.g., goblin or orc). Always describe a monster using physical
characteristics (e.g., a four-foot-tall man-like creature with
green skin and pointed ears). Let players learn the capabilities and characteristics of monsters through experience.
They can name these creatures as they see fitbut they
should name them, not you.
Certain monster descriptors have specific meaning to adventurers (and fantasy role-players), but are very generic
terms for peasants. For example, a village elder describes
every monster as a demon. He may know of a water-demon that inhabits a nearby lake, and man-demons that live
in the forest, and a spider-demon that his second cousin
heard was seen in the cliffs to the north. Theyre all demons to him.
Local Variations
Just as the men of one nation may be smarter, hardier, or
more dangerous than their neighbors, monsters may have
local variations, as well. As your characters travel to new
places, vary the monsters. Let them become faster, stronger,
safer, and deadlierlet there be constant variation.
Monster Names
Intelligent monsters need not even be the orc, the giant, or the unicorn. Rather, they may have proper nouns,
which they use to refer to themselves and which local peasants use as well. For certain classes of monsters, the world
may have no generic term. There is no minotaurthere is
only Mornoth the Bull-Head.
Descriptive Encounters
Although the monster statistics that follow present standardized varieties for many classic humanoids, we strongly encourage you to alter them in three ways.
1 Rarity is the very essence of fantasy. Which of these encounters sounds more interesting?
Variety in Humanoids
The stock inhabitants of low-level adventures are the classic humanoid archetypes of kobold, goblin, orc, gnoll, bugbear, and ogre. We highly recommend modifying these
humanoids to instill wonder in your game. Some simple
changes, such as skin color or appearance, can make a big
difference in game play.
The author strongly recommends James Raggis excellent
sourcebook Random Esoteric Creature Generator for comprehensive inspiration in the realm of monster design. This
book is available wherever Goodman Games products are
sold. Expanding on Raggis concept, we offer the following
tables for investing mystery in the
humanoids in your adventures.
For any given stock humanoid, such as a goblin or orc, we
recommend rolling once on each
of the following tables to give it a
degree of mystery in your game.
Many of these variations could result in statistical changes, should
you deem it necessary, or could
simply be visual flavor.
Page 379
Chalky white
2 Albino
3
Pitch black
Dark gray
Light gray
Sky blue
Navy blue
Crimson red
Bright red
10 Yellow
11 Orange
12 Green
13 Brown
14 Purple
15 Translucent
16 Completely transparent
17 Human skin tone
18 Torso different than limbs; roll
again twice, once for torso and
once for limbs
19 Head different from body; roll
again twice, once for head and
once for body
20 As per typical specimen of that
type
Javelins (6 each)
Page 380
Variety in Un-dead
Pre-genre fantasy literature presents a number of un-dead creatures that do not resemble the stock monsters of modern
role playing. Un-dead can mean back from the grave, but it can also mean without a soul, eternal or undying, and
surviving only by force of will alone. Furthermore, the qualities of an un-dead creature are often linked to its nature and
traits when it was alive. Not all skeletons are the same!
The author suggests consideration of this variety when populating your dungeons. Consider determining an un-dead
creatures game statistics (Hit Dice, attack, etc.) independent of its physical form, based on its nature during life, and then
applying the appropriate physical appearance and abilities to match the games theme or mood. For example, a great
sorcerer preserved in un-death by sheer force of will may have a decaying zombie-like body, while a soulless faerie king
who lives eternally is surrounded by chilled air.
Furthermore, assign powers to un-dead based on their traits in life. Peasants become mundane skeletons. But the corpse
of a wizard, brought back to life as a skeleton, could retain some ability to cast spells. A hulking zombie may in fact remember the great warrior skills it once possessed.
Remember: no monster is more frightening than the one that is unknown. Ten skeletons are frightening. Ten perfectlypreserved maidens, their voluptuous forms now encased in cold white skin and blank eyes are even more frightening.
Skeletal
Mummified
Wrapped in chains
Chill aura (all within 100 take 1d4 damage; immune to fire spells)
Flight
Page 381
Primal Servants
of Chaos and Law
Elsewhere in the cosmos beyond the ken of man, the armies
of Law and Chaos do battle. On the material plane, where
dwells man, agents of the cosmic powers infiltrate our daily affairs. Deployed to earth from the nether dimensions
in the war of Law and Chaos, these progenitors spawn diluted descendants that lack the pure energy of the primes
but still retain some spark of the beyond.
There is a 1% chance that any lawful or chaotic creature is an
exemplar of the eternal struggle, and as such, demonstrates
traits native to its original cosmic incarnation from beyond
the material plane. These creatures are known as primes.
For example, a prime basilisk would exhibit characteristics
of the basilisk as it first arrived from the planes beyond.
Elders
Mortal creatures who originated on the material plane
come from purebred specimens that dwell in remote valleys ringed by impassible peaks. Known as elders, these
antecedents of all known monsters are wise, patient, and
immortal. In rare cases, they may venture into mundane
realms, where they review the progress of their descendents.
There is a 1% chance that any mortal creature is an elder
specimen. Elders have a higher Intelligence and Personality and often evince the specialized wisdom of their race.
Primes have 50% or more hit dice than usual, are bigger
and stronger, are more intelligent, and generally have a
number of magical abilities. They can often step between
their original plane and the material plane. Chaos primes
tend to be wildly mutated, while lawful primes are pure
incarnations that seem ageless.
Elders know great secrets of the past and are versed in the
origins of their own kind. They know the origins of intraracial disputes and remember the very Beginning.
Page 382
Fallible Fiends
Demons have personality quirks, too. There is a 5%
chance that any given monster has an unusual trait.
Here are 12 ideas:
Sneezes constantly
Strange warts
Bad halitosis
Flatulent
Loquacious
10 Toothless
11 Whistles incessantly
12 Two left feet
Death Throes
Extraordinary creatures can remain extraordinary in death.
Allow some creatures last moments to carry on their mystery by randomly generating death throes on the table below.
These are especially appropriate for wizards and priests, demons, extraplanar monsters, and strange spellcasters.
Page 383
Travel to distant realms, sometimes with specific conditions: only the realms of the dead, only the lands of the
angels, only the elemental planes, etc.; but generally
with flawless accuracy and at-will
Skin blackens
Page 384
Abilities
Level I
Level II
Level III
Level IV
Level V
Level VI
Prince
1 2 3 4 5 6
2 - - - - 3 2 - - - 3 2 2 - - 3 3 2 1 - 3 3 2 2 1 3 3 3 2 2 1
1-6 powers of each level, but never less in any
category than a Level VI demon, nor more
powers of a higher level than a lesser. Also has
a 50% chance of an Artifact.
Level 1
1 Detect Hidden and Invisible
Enemies
2 Darkness 5 radius
3 Poison Bite or Sting
4 Detect Magic
5 Fly at will
6 1-3 Magic Missile/day
7 Mirror Image 1-3/day
8 Charm (if gaze met)
9 Speak with animals
10 Ventriloquism
11 Pyrotechnics
12 Telekinesis as per Level
(see EW)
Level 4
1 Suggestion 1-3/day
2 Projected Image
3 One Non-Fatal Symbol
4 Magic Jar 1-3/day
5 Wall of Fire (Ice)
1-3/day
6 Clairvoy. with Clairaud.
3 times/day
7 Create Food*
8 Repulsion 1-3/day
9 Gaseous Form
10 Once Ice Storm
(Fire Storm)/day
11 Maze 1-3/day
12 +5% magic resistance
anyway you like to come up with the most hideous appearance possible.
If the creatures have any special abilities, the demon gains these too
(abilities of men, like additional MU spells, Thief abilities, Fighter
strength bonuses, etc will NOT be gained). Level V and VI demons
must have one roll considered human (no special-abilities) or Basic
Animal (outdoor encounter table), as giving them a chance for the special abilities of two monsters types makes them too powerful. ((One
playtest demon was a Vampire with a Beholder head NO WAY!))
EXAMPLE: Putting it all together, I shall now create Nasthrapur,
a 6th level demon. Assume the following rolls: LI 2,6,6; LII 1,1,10;
LIII 10,12,12; LIV 10,12; LV 4,10; LVI 5. Since a roll for MU level
came up 3, the demon has the MU capabilities of a 12th Level
MU/Cleric.
LEVEL I:
Darkness 5 radius.
Magic Missiles (from 2-6 per day possible. Assume
4.)
LEVEL II:
Fear, twice the normal range (of wand). -2 on saving throws. Read magic.
LEVEL III: Hypnotise as Illusionist.
Regenerate (2-6 pts per melee round. Assume 5
points)
LEVEL IV:
Firestorm, l/day. (Since whether the demon has
fire or ice powers has not been determined, this was
decided randomly.)
Magic Resistance raised to 80%.
LEVEL V:
Fireball of 12 dice.
Magic Resistance raised to 90%.
LEVEL VI:
Mass Charm
In addition, he receives the normal benefits of being a 6th Level
demon: eight 10-sided hit dice, a 70% chance of gating in a Level 3 or 4
demon, and can be hit by magic weapons only.
Assume his appearance is a cross between a Red Dragon and Wild
Cattle. Such a creature might have a bulls head and hooves, but a scaly
body and leathery wings. A dragons taloned forelegs take the place of
arms. This combination will give the demon the following special abilities: bite/butt/claw attacks, flight, and a breath weapon of fire usable
three times per day that does 24 points of damage (assuming the dragon
maturity roll was a 2).
All in all, someone you dont want to meet in a back alley!
Level 3
Level 2
1 Illusion
1 Fear
2 Polymorph Self
2 Levitate
3 Darkness 10 rad. 3 Slow l/day
4 Haste l/day
4 Read Language
5 Sleep 1-3/day
5 Web 1-3/day
6 Blink as Blink Dog 6 ESP 1-3/day
7 Growth of plants
7 Speak with dead*
8 Growth of Animals
8 Dimension Door
9 Sticks to Snakes*
9 Snake Charm*
10 Hypnotise
10 Read Magic
11 Mind Blank 1 /day 11 Dispell Magic*
12 Regenerate 1-3 pts/
12 Produce Flame
(as Druid)
round
Level 5
Level 6
1 Drain 1 energy level 1 Power Word
2 Two Symbols
2 Shape Change
3 Rotting Disease
3 Telepathy
4 Fireball (Cold Cone)*
Touch (see EW)
5 Lightning Bolt*
4 Feeblemind
5 Mass Charm
6 Cloudkill
6 One Time Stop/day
7 Passwall
8 Animate Objects* 7 Control Weather
8 Death Spell
9 Animate Dead*
10 Grant Limited Wish 9 Polymorph Object
l/day
(1/day)
11 Elemental Form** 10 Grant Wish 1/day
11 Conjure Animal
12 +10% magic
l/day
resistance
12 Aging Touch 10-40
yrs.
March, 1979
APPEARANCE TABLE:
Overall Visage
Head Adornment
Head
RANDOM
GENERATION OF
CREATURES FROM
THE LOWER PLANES
1.
2.
3.
4.
5.
6.
7.
8.
antlers
crest or peak
horns (1-4)
knobs
ridge(s)
ruff
spines
none
1.
2.
3.
4.
5.
6.
7.
8.
bat-like
bird-like*
crocodilian
horse-like
human-like
monkey-like
snake-like
weasel-like
1.
2.
3.
4.
5.
6.
dog-like
elephant-like
human, tiny
human, huge
trumpet-like
none
1.
2.
3.
4.
5.
6.
1.
2.
3.
4.
5.
6.
(if necessary)
flat, misshapen
huge, bulbous
slits only
snouted
tiny
trunk-like
1.
2.
3.
4.
5.
6.
Mouth
(d6,l = tiny, 2-3 = average,
5-6 = huge)
fanged
mandibled**
sucker-like**
toothed, small or ridged
toothed, large
tusked
Ears
1.
2.
3.
4.
5.
6.
gibbering-drooling
glaring-menacing
rotting
skeletal
twitching-moving
wrinkled-seamed
Eyes
by Gary Gygax
When I read Gregory Rihns Demonology Made Easy in TD 20 it got
me to thinking, and I immediately re-read Jon Pickens article on random demons (TD 13). Population of the many planes of AD&D will be
a problem in the future; most of the monsters now available are designed for the Prime Material world, and when play moves to the various planes, DMs are going to be very busy trying to come up with the
creatures who inhabit these strange places. As some start has been
made on the lower planes, I thought it would be most helpful to offer a
system to aid in the development of more such monsters, for that would
help round out those areas rather than sketch in small parts of others.
What follows is the current official approach, and what you read here
will be included in the forth coming DUNGEON MASTERS GUIDE. My
thanks to both Greg and Jon!
Nose
BODY ATTRIBUTES
1.
2.
3.
4.
5.
6.
ape-like
bear-like
bird-like
human-like
pig-like
rat-like
1.
2.
3.
4.
5.
7.
8.
15
amoeba-like
bison-like
crab-like
horse-like
insect-like
serpent-like or reptilian
spider-like
1.
2.
3.
4.
fat
long
short
thin
5.
6.
7.
8.
broad
muscled
narrow
rubbery
Back
1.
2.
3.
4.
1.
2.
3.
4.
humped-hunched
maned
normal
spiked-spined-ridged
bat-like
bird-like
insect-like
membranous or fan-like
Skin
Predominate Color
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
bald-smooth
furred
hairy-bristled
leathery-leprous
scaled
slimed
warted-bumpy
wrinkled-folded
feathered
transluscent
blackish
bluish
brownish
grayish-whitish
greenish
orangy
pinkish
purplish
reddish
yellowish-tannish
1.
2.
3.
4.
5.
6.
7.
8.
barbed**
dog-like
goat-like
horse-like
lion-like
pig-like
prehensile
stingered**
Body Odor
1.
2.
3.
4.
5.
6.
7.
8.
bloody
fishy
fecal
gangrenous
moldy
sweaty
urine
vomit
Arms
March, 1979
Legs and Feet
(as applicable)
1. clawed
2. hooved
3. human-like
4. insect-like
5. snake-like
6. suctioned
7. taloned
8. webbed (all swimmers)
*1. duck-like
2. hawk-like
3. owl-like
4. pelican-like
5. stork-like
6. turkey-like
**Optionally poisoned (or 4 in 6)
1. +1 on save
2. normal
3. -1 on save
4. -2 on save
5. insanity for 1-4 rounds
6. weakness, 1 point per hit permanently lost
A bit of imaginative creation is helpful in using the tables above. For
example, if the creatures body is amoeba-like, you might well decide to
give it scores of tiny, bubbling sucker mouths over its entire body, and
omit any mouth on the head; of course, body covering would have to
be adjusted accordingly, and appendages selected to suit the monster.
Likewise, you should feel at ease adding to or amending the tables as
you desire in order to arrive at still more diverse and unexpected lower
planes creatures. (Df. THE DRAGON. Vol. III, No. 6, whole number
20: "Demonology Made Easy. Gregory Rihn. This excellent article
gives some interesting thoughts on variant creatures of the lawful evil
planes!) When you have the form and appearance of the creature, determine strength, if necessary, and then attack capabilities.
Strength
To Hit
Damage
01-25 = 17
+1
+1
26-45 = 18
+1
+2
45 - 60 = 18 (01-50)
+1
+3
61-70 = 18 (51-75)
+2
+3
71- 80 = 18 (76-90)
+2
+4
81- 90 = 18 (91-99)
+2
+5
91- 95 = 18 (00)
+6
+3
96-98 = 19
+3
+7
99-00 = 20
+3
+8
ATTACK TABLE
1. ability drain
2. energy drain (cold)
3. gaseous discharge or missile discharge
4. heat generation
5. life level drain
6. spell-like abilities
7. spell use
8. summon/gate
Spell-like and spell use abilities should be based upon intelligence
level and relative strength in hit dice. Compare daemons, demons, devils, and night hags, From 1-2 spells and a like number of spell-like
abilities is sufficient for lesser creatures, while the more powerful and
intelligent will get a total of 2-5 of each, some being of higher level
(telekinesis, teleportation, etc.).
SPECIAL DEFENSES (1-4)
1.
2.
3.
4.
5.
17
acid immunity
cold immunity
electrical immunity
fire immunity
gas immunity
6.
7.
8.
9.
10.
metal immunity
poison immunity
regeneration
spell immunity
weapon immunity
1. audial superiority
2. surprise capability
3. visual superiority
Audial or visual superiority will tend to negate surprise and enable
detection of creatures through sound or vision. Surprise capability relates to special movement ability and possibly other factors. Visual
superiority refers to infravisual and ultravisual capabilities.
To avoid having nothing more than different mixtures of the same
old ingredients, be certain that you put a bit of personal creativity into
each monster. A list of new and different factors should be started,
perhaps in the margin, and then fresh ideas added as they come. When
a monster is devised, cross off the unique features from the marginal list.
18
Age.
roll 1d8
1. Very Young. 1 hit point per die.
2. Young. 2 hit points per die.
3. Sub-adult. 3 hit points per die.
4. Young adult. 4 hit points per die.
5. Adult. 5 hit points per die.
6. Old. 6 hit points per die.
7. Very old. 7 hit points per die.
8. Ancient. 8 hit points per die.
Size.
roll 1d6. The size list is very general, it is open to interpretation by the DM.
1. S (smaller than man-size, up to 140 lbs)
2. M (man-size, up to 300 lbs)
3. L (larger than man-size, up to 12 feet, 1000 lbs)
4. H (huge, up to 20 feet, 2000 lbs)
5. G (giant, up to 35 feet, 3500 lbs)
6. E (enormous, up to 55 feet, 5000 lbs)
Armor Class.
roll 1d8
1. Ac 8
2. Ac 6
3. Ac 4
4. Ac 2
5. Ac 0
6. Ac -1
7. Ac -2
8. Ac -3
Hit Dice.
roll 1d8
1. 4-6 hit dice
2. 5-7 hit dice
3. 6-8 hit dice
4. 7-9 hit dice
5. 8-10 hit dice
6. 9-12 hit dice
7. 10-13 hit dice
8. 11-14 hit dice
Move: On the ground/flying
roll 1d6
1. 6/18
2. 10/10
3. 12/24
4. 9/24
5. 9/30
6. 12/30
Number of attacks per round.
roll 1d6
1. 1 APR
2. 2 APR
3. 2 APR
4. 3 APR
5. 3 APR
6. 4 APR
Damage per attack.
roll 1d6 (Roll as many times as indicated by # of attacks per round)
1. 1-4
2. 1-6
3. 1-8
4. 1-10
5. 1-12
6. 2-12
Breath Weapon.
roll 1d8
1. No breath weapon
2. Fire. (as red dragon)
3. Cold. (as white dragon)
4. Acid. (as black dragon)
5. Poison Gas. (as green dragon)
6. Lightening. (as blue dragon)
7-8. Unique breath weapon. (roll on Unique Breath Weapon table)
Unique Breath Weapon.
Roll 1d10
1. Spittle ball causes random polymorph to those hit.
2. Laughing gas, save vs dragon breath or be rendered defenseless due to convulsions of
laughter. (gas attack has same dimensions as green dragon toxic gas breath weapon)
3. Roar/cone of sound, does 1-8 points of damage per hit die, and causes permanent
deafness to those failing save.
4. Dragon vomits forth a gusher of stinging insects. 1-4 points of damage per hit die, plus
save vs poison or be immobilized with pain for a number of rounds equal to the dragons hit
dice.
5. Breath becomes "Web" as per the spell.
6. A gust of "Sleep" fumes as per the spell.
7. A glob of protoplasm which transforms into a random monster under the dragons control.
8. Breath disintegrates metal. Only magic items may attempt to save.
9. Giant wad of phlegm which will glue victims to surfaces or to each other. The dragon will
direct it at the highest concentration of foes. Alcohol will dissolve the phlegm in three
rounds.
10. Hurricane force wind. Failure to save results in targets being dashed against closest
obstruction. Calculate as falling damage.
Special Defenses. ( 2 in 6, or 35% chance of possessing.)
roll 1d10
1. Only hit by magic weapons.
2. Anti-magic field, 5' radius.
3. Chameleon, treat as elven cloak.
4. Constantly sheds caltrop-like scales. Unless characters have a dexterity greater than 14,
they have a 20% chance per round of stepping on a shed scale and taking 2 points of
damage when within twenty feet of the dragon.
5. Dragon is perpetually enveloped in fire. Coming within melee range causes 1-4 points of
damage per round.
6. Miasmal fog surrounds the dragon. Anyone closing to melee range must save or contract
random disease.
7. Dragon regenerates as does a troll.
8. Dragon is constantly coated in frost. Immune to cold-based attacks and anyone coming
withing melee range must save or be frost-bitten for 1-4 points of damage a single time.
9. Dragon blinks as does a Blink Dog.
10. Dragons blood is poisonous. If wounded by an edged weapon, the attacker must save vs
poison.
Special Attacks. ( 2 in 6, or 35% chance of possessing.)
roll 1d10
1. Dragon has claws of sharpness. On a natural twenty, the victim of the dragons claw attack
will have a random limb severed.
2. Dragon Speech. Those hearing the dragon speak must save or be charmed and become
the dragons staunch supporters.
3. Frog tongue. The dragon can attack as would a Cave Fisher.
4. Tail spines as a Manticore.
5. Gaze weapon causes diametric alignment shift. Treat as a Medusas gaze attack.
6. Dragon sprays caustic urine causing 2-12 points of damage and painful blistering.
7. A slap of the dragons tongue will cause madness. Target must save or be stricken with a
random mental illness.
8. Dragons wings are edged with bony serrations. It may slash for 1-8 points of damage at
targets twice as far away as normal melee range.
9. Dragon may speak a minor curse once per day. Example; "May you never wield a sword
again!" The curse will hold until lifted by a cleric.
10. Dragons tail ends in a bone club. When stuck against the ground, or other hard surface,
the bone club will shatter, hurling shrapnel in all directions. Those struck will take 1-6 points
of damage. The club regrows within a day.
Special Abilities. ( 2 in 6, or 35% chance of possessing.)
roll 1d10
1. Dragon burrows as a Bullette
2. Dragon travels distances greater than 100 feet via natural Dimension Door.
3. Dragon possesses lernaean regeneration abilities. If it loses a head, or limb, it will regrow
two to replace it within 1-4 rounds if the stump is not burned with fire.
4. The dragon may climb surfaces as would a giant gecko.
5. The dragon sprays a musk which will attract wandering monsters until removed by
rubbing with pumpkin flesh. Every subsequent wandering monster check will result in an
encounter.
6. The dragon is an oracle and may foretell events if persuaded.
7. As a displacer beast, the dragon always appears to be 3 feet from its actual position. This
adds two points to its saving throws, and subtracts 2 points from opponents attack rolls.
8. The dragon has the ability to mimic the form of anyone it has recently observed. Treat as a
doppleganger.
9. The dragon can see and strike ethereal and astral creatures, and those using magic to
transport themselves to those planes.
10. Undead must obey the dragon. It cannot create, or summon them, but any encountered
must heed its commands.
General Characteristics.
The dragons dominate features are generally:
roll 1d8
1. Mammalian. Bare flesh, or fur. The dragon exhibits qualities which are, cat-like, bearish,
wolf-like, etc...
2. Reptilian. Scaled or pebbled hide. The dragon is serpent-like, crocodilian or dinosaurian.
3. Amphibian. Smooth and slimy skin. The dragon is salamander-like, or frogish.
4. Avian. Feathered and/or beaked and taloned. The dragon is somewhat bird-like.
5. Unnaturally monstrous. The dragon may not be native to this plane. Its form may be
difficult to discern, or may not be set. The dragon may be only partially material.
6. Construct. The dragon is a made thing. It may be like a flesh golum or built of unliving
materials.
7. Humanoid dragon. The general form of the dragons body is similar to that of a man. Or, it
may have human-like features, eyes, hands, a human like mouth, etc...
8. Amalgamation. Roll twice on this table and combine results to make a dragon which is
truly bizarre.
General Form.
roll 1d20
1. Serpentine, no limbs.
2. Serpentine, winged
3. Serpentine, forelimbs only.
4. Serpentine, forelimbs and wings.
5. Serpentine, four legs only.
6. Serpentine, four legs and wings.
7. Serpentine, bipedal rear legs only.
8. Serpentine, bipedal rear legs and wings.
9. Serpentine, bipedal rear legs and fore arms.
10. Serpentine, bipedal rear legs, fore arms, and wings
11. Traditional heavy bodied dragon with four limbs and wings.
12. Bipedal, carnosaur-like.
13. Bipedal, carnosaur-like with wings.
14. Traditional heavy bodied dragon, four limbs only.
15. Multi-legged, six limbs or more.
16. Multi-legged, six limbs or more and winged
17. Multi-legged, one hundred limbs or more.
18. The dragons form changes after each encounter. Re-roll for beginning form.
19. The dragon lacks limbs. paws, claws, or hands attach directly to the body.
20. Head and body as one, no neck. Bipedal, long tail, no fore arms or wings.
Primary and Secondary colors.
Roll 1d8 twice for colors, Choose scheme or pattern as you like. (Spots, stripes, blotches,
solids, etc...)
1. Black
2. White.
3. Red.
4. Green.
5. Blue.
6. Yellow.
7. Brown.
8. Grey.
% in lair.
roll 1d6.
1. 10%
2. 20%
3. 30%
4. 40%
5. 50%
6. 60%
Chance of Speaking/Magic-use/Sleeping
roll 1d6
1. 30%/10%/50%
2. 60%/30%/30%
3. 30%/30%/50%
4. 45%/40%/40%
5. 75%/40%/20%
6. 100%/100%/5%
Purpose or Obsession.
The thing which drives the dragons actions.
roll 1d12
1. Arcanovore. The dragon devours magic items, spell books, and spell casters.
2. The dragon lusts to accumulate treasure.
3. The dragon must eat sentient creatures.
4. The dragon loves music and collects musicians who must play for its enjoyment until
they die.
5. Bibliophile. The dragon hoards knowledge. If it captures books which it cannot itself, read,
it will search for persons who can be forced to read to it.
6. The dragon exists to foul pure wells and water sources.
7. The dragon collects maidens. It may or may not eat them.
8. The dragon destroys temples and priests regardless of alignment.
9. The dragon is obsessed with colorful fish.
10. The dragon always seeks to expand its personal desolation.
11. The dragon is zealously attempting to found its own religion, centered on the worship of
itself.
12. Fighting is the dragons raison detre. It always seeks to match itself to the greatest
possible foes.
Allies or Minions.
There is only a 25% chance the dragon will have either.
If so, roll 1d10
1. A second, lesser dragon of a standard type.
2. A second, lesser Randomly generated dragon.
3. A thrall monster. (roll on appropriate random wilderness encounter table.)
4. A non-dragon mate. The Random Unique Dragon is a Monster and capable of breeding
with any other creature.
5. The dragon functions as the Local Lord. Roll for a group of fighters of the dominate area
race.
6. The dragon is venerated by the locals. It will be defended by its Zealots who will sacrifice
offenders to their "god".
7. The Local Lord placates the dragon by regular human sacrifices. He will prevent anyone
upsetting the arrangement.
8. The dragons actions serve the purposes of a minor infernal power. There is a 20% chance
that it may send demonic assistance if the dragon is hard pressed.
9. A famous dragon-slayer opposes any who would attempt to destroy the dragon before
him.
10. The dragon is in-fact, an agent of, or controlled by, a neighboring power of the lands it is
despoiling. Destroying it may upset plans the PCs know nothing about, and gain them the
attention of powers of which they are unaware.
Random Villages
AQuick&EasyGeneratorbyJohnM.Stater
Stockingdozensoflarge,sandboxstylehexmapsismuch
easier when random tables come into play. The following
tables are designed to produce an interesting village
quicklyandeasy,withoutdetailsyoumightnotneed,and
can easily fill in yourself if the village becomes a central
settingforyourcampaign.
A.Howmanyliveinthevillage?
B.Whatdothevillagersdo?(Roll1d6)
1.Fishermen
1.Eels
2.Fish
3.Shellfish
4.Whales
2.Herdsmen
1.Camels
2.Cattle
3.Geese
4.Goats
5.Sheep
6.Swine
3.Hunters(orTrappers)
4.Miners
12.CommonStone
34.CommonMetals
5.PreciousStones
6.PreciousMetals
5.Peasants(Rolltwiceforcrops)
1.Grains
2.Herbs
3.LinenorSilk
4.Orchards
5.Pulses&Roots
6.Vegetables
6.Woodsmen(1in6chanceofexotichardwoods)
C.Whatarethevillagerslike?(Roll1d30)
1.Ragged
16.Hardworking
2.Foppish
17.Thrifty
3.Swarthy
18.Lazy
4.Fairskinned
19.Honest
5.Chaotic
20.Deceitful
6.Lawful
21.Illtempered
7.Jovial
22.Loutish
8.Somber
9.Militant
10.Peaceful
11.Licentious
12. Pious
13.Lanky
14.Stout
15.Dour
23.Friendly
24.Rude
25.Diplomatic
26.Literate
27.Cowardly
28.Bombastic
29.Wrathful
30.Meek
Note:Ifyoudonotownad30,simpleroll1d3forthetens
digitand1d10fortheonesdigit.
D.Inwhatdothevillagerslive?(Roll1d10)
13.Huts
45.Houses
67.Longhouses
89.Cottages
10.Special
13.Domes
46.Towers
E.Ofwhatarethedwellingconstructed?(Roll1d8)
1.Adobe
2.Bricks
3.Stones
4.Straworwicker
5.Timberorlogs
6.Wattle&daub
7.Decorativestone,i.e.marble,porphyry(1in6chance,
otherwisererollonthistablewith1d6)
8.Metal,i.e.iron,bronze(1in6chance,otherwisereroll
onthistablewith1d6)
F.Whatprotectsthevillagefrominvasion?(Roll1d6)
1.Thicket
2.Earthenrampart
3.Woodenpalisade
4.Stonewall
5.Metalwall(1in10chance,otherwisererollonthis
tablewith1d4)
6.Geodesicdome(1in20chance,otherwisererollon
thistablewith1d4)
76
G.Wheredothevillagersgettheirwater?(Roll1d4)
1.Streamorriver
2.Well
3.Cisterns
4.Aqueductorreservoir
H.Whorulesthevillage?(Roll1d6)
1.Councilofelders
2.Mayorandealdormen
3.Noble
4.Reeveofthenearestroyalty
5.NPCwithclasslevels(1in6chance,otherwisereroll
onthistablewith1d4)
6.Monster(1in10chance,otherwisererollonthistable
with1d4)
I.Doesthevillagehaveaspecialist?(Roll1d10)
1.Alchemist
2.ArmorerorBowyer
3.Denofassassinsorhighwaymen
4.Guide
5.Healer
6.Sage
7.Templewithadept(seeWiseWomen&Cunning
Meninthisissue)
8.Tavern
9.Inn
10.Nospecialist
J.Whatarethevillagersfamousfor?(Roll1d6and1d6)
11.Theirfinebeer/ale
12.Theirfinewine
13.Theirlegendarylivestock
14.Theirbeauty
15.Theircunning
16.Theirbrawn
21.Theirvigor
22.Theirmagicalabilities
23.Theirfineorchards
24.Theirskillatweaving
25.Theirskillatstoneworking
26.Theirskillatwoodworking
31.Theirskillatsmithcraft
32.Theirdomesticatedmonsters
33.Theirstrangecustoms
34.Theiroutlandishcostumes
35.Theirthickaccents
36.Theirimpenetrablekeep
41.Theirvampireproblem
42.Theirmelodiousvoices
43.Theirlycanthropeproblem
44.Theirathleticism
45.Theirloveofgambling
46.Theirhauntedmanor
51.Theirsuspiciouslackofcrime
52.Theguardianspiritthatprotectsthevillage
53.Thefriendlyneighborhooddruid
54.Theirfeyallies
55.Theirfeytormentors
56.Theirawfulweather
61.Theirrareherbs
62.Theiroutstandingbreadsandpastries
63.Theirloveofagoodbrawl
64.Theirextremexenophobia
65.Theirvisitationsfrombeyond
66.Theirdarksecrets
Welleran:ASampleVillage
Rolling on the tables above to create a village called
Welleran,Igetthefollowinganswers:
A.200people
B.Fishermen(shellfish)
C.Cowardly
DE.Brickhuts
F.Thicket
G.Cisterns
H.Councilofelders
I.Denofassassinsorhighwaymen
J.Theirdarksecrets
Welleranisasmallvillageof200fishermenontheshores
of the Sea of Terror. They live simply, in a collection of
small brick huts surrounded by a picket of sharpened
stakes. A tall cistern made of brick and filled by the
frequent rains that sweep over the coast from the sea
suppliesWelleranwithfreshwater.Thevillageisruledbya
councilofelders,wisemenandwomenwhoknowwellthe
loreofthesea.ButallisnotwellinWelleran.Morethana
year ago, when their collection of crabs and cockles had
grownverypoorandstarvationloomed,themenandtheir
wiseeldersmadeadealwithLongTomTorq,anotorious
highwayman.Inexchangeforacut,LongTomandhismen
use Welleran as their base of operation, and hold the
cowardlyfishermenintheirpower.
77
SEX
d4
ODD
Male
d4
1-2
3-4
EVEN
Female
Rowdy
Calm
Drunken
Modest
Depressed
Happy
Tired
Jittery
Irritable
Blissful
Friendly
Obnoxious
Intimidating
Irritating
Rude
Coy
Oblivious
Intense
10
Perturbed
Silent
11
Eloquent
Dense
12
Mysterious
Plain
13
Evasive
Predictable
AGE
RACE
d6
1-2
Teenager
3-5
Adult
Middle Aged
Halfling
2-4
Human
Dwarf
Senior
Elf
Elderly
d8
d20
d10
Halfling
Human
Dwarf
Elf
Criminal
Criminal
Artisan
Criminal
Merchant
Merchant
Traveller
Artisan
Traveller
Commoner
Faithful
Merchant
Commoner
Commoner
Warrior
Traveller
14
Nosy
Unimpressed
Commoner
Artisan
Warrior
Traveller
15
Suspicious
Gullible
Traveller
Warrior
Warrior
Traveller
16
Greedy
Thrifty
Artisan
Faithful
Warrior
Warrior
17
Selfish
Gracious
Adventurer
Warrior
Merchant
Warrior
Adventurer
Traveller
Adventurer
Adventurer
18
Righteous
Irreverent
10
Adventurer
Adventurer
Adventurer
Adventurer
19
Pompous
Sober
20
Distracted
Focused
Warrior
Artisan
Traveller
Veteran
Sculptor
Fugitive
Carpenter
Exile
Wheelwright
Refugee
Mercenary
Mason
Pirate
Spearman
Blacksmith
Wanderer
Axeman
Butcher
Foreigner
Cook
Trapper
Weaver
Hunter
Miller
Bounty Hunter
Painter
Sight-Seer
Criminal
Merchant
Beggar
Fence
Bookseller
Rat Catcher
Pickpocket
Tailor
Citizen
Informant
Loan Shark
Gem-Cutter
Chaplain
Guru
Bookie
Jeweler
Gambler
Spice Trader
Rake/Wench
Gypsy
Counterfeiter
Junk
Swordsman
Prophet/Oracle
Axeman
10
12
Spy
Pilgrim
11
Vendor
Farmer
7
8
Mugger
Laborer
d12
Zealot
City Guard
3
4
Faithful
Peasant
Bandit
Trinkets
Guru
Thief
Counterfeiter
Cultist
Berzerker
Brewer
Hedge Wizard/
Witch
Assasin
Exotics Trader
Cleric
Fighter
Bard
Mage/Sorcoress
gorgonmilks
Community Project: d20 Table of Weird Drafts
(aka Drafts on Tap at the Sign of the Wrinkled Tit)
What can I tell you about the Wrinkled Tit? Its in a sleazy section o town. Not close enough to the whore
houses to be interesting, and not far enough from the shadowy Foreign Temple district for comfort. Only
the hardcore losers, snuff-peddlers, and out-of-work roughs come herewhich is how they like it. The
Teat (as it is often called) is owned by Fultch Blestow, slum-lord extraordinaire and general social parasite.
Its list o barkeeps is sordid and lengthy, going back several hundred years and featuring an astonishing
number o miscreants, blackmail artists, and petty dealers in contraband. Whats even more surprising is
the array o intoxicants on tap.
d20 Table of Weird Drafts
(Descriptions Follow; Beer Labels Included!)
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20.
Death Shake
Old Molochian
Mushroom Ale
Dregs n Such
Twisted Manticore
Gargle
Old Number 7
Miasmimosa
Myklns Hard Pomegranate Cider
Orcuss Brew
Fizzy Meh
Groot
Dreegnog
Twee
Hueuershiffel
Schipperfutz
Dayingue Tranuke
The Green Faerie
Spore-Fortiied Necro-Schnapps
Gnomish Giant Bee Mead
1. Death Shake
A surprisingly sweet and fruity drink made from
the milk o the Catoblepas. Drinkers must make a
constitution roll for each pint consumed or lose
their sense o smell for 1d6 days.
2. Old Molochian
A strong pale ale with black and gold lecks in its
head and a sweetly sulphurous taste, it imparts an
increasing thirst. Each pint after the irst forces a
Save vs. Poison or encourages the drinker to drink
any liquid set before them. Those who resist this
temptation will gain a raging hangover (1 to all
actions for the next day).
3. Mushroom Ale
Not well known for their brews and for good
reason, elvish mushroom ale is a sour ale that is
only for the true connoisseurs. This style o ale
ranges in color from amber to dark wine red
depending on when, where and what was put in it
while it was brewed. Elves brew mushroom ale in
an open kettle allowing it to be exposed to the
elements.
The main ingredient is the violet dreamer trufle,
which gives the ale its unique lavor. Each brewery
uses a different blend o yeasts, herbs, and spices,
but all mushroom ale tastes the same: sour and
earthy. Elves claim they taste the difference
between each brewers style, but no one else has
been able to discern the subtle distinctions.
Use the normal rules for imbibing alcohol, except
every time a new bottle is opened or barrel is
tapped there is a 2% chance that the ale is deadly
and the drinker must make a Save vs. Death after
each sip. Violet dreamer trufles are extremely
similar to Plutos fruit trufles, which are
poisonous. Theres a small chance a brewer could
have confused violet dreamer with Plutos fruit
during the brewing process.
4. Dregs n Such
The dregs, afterwash and remains from the kegs,
casks, and bottles o other equally low life
establishments in the area. Bought at a discount by
Blestow, these remainders are mixed together and
fortiied with other elements like turpentine or
lamp oil for color, age, and taste.
Most customers o The Teat know what they are
buying when they order the dregs, but the 3
copper price is too good to pass up.
5. Twisted Manticore
A light, airy pale ale with a lemongrass aftertaste.
One drink costs 5 gp, and packs a wallop o a
personal costa permanent 1 loss to CON.
However, anyone brave enough to down a draught
will also be granted the gift o prophecy for 1d4
days (only applies to the irst drink). They will also
be illed with an overwhelming sense o sorrow
and openly weep without stopping for the entire
period o effect.
The primary lavoring ingredient is pus from a
manticores infected paw. Willard the Barkeep
brews this on premises (he keeps a young
manticore chained and muzzled in the cellar,
shoving splinters into its paws to keep its wounds
oozing).
6. Gargle
The label says its a handcrafted ale brewed from a
secret recipe handed down by the Hopsthwhistle
family for generations that uses the choicest
ingredients in a twelve-step fermentation process.
Its actually the pungent expelled remains o
whatever Doctor Hoptense had his patients gargle
to kill throat itch.
Drinking a tankard is not advised, and any effect is
at the DMs whim.
7. Old Number 7
No one knows exactly what this is, because no one
has ordered it for decades. The casks label is worn
and faded, and only the letter L is barely visible.
On the bottom o the cask is stamped the word
seven in dwarven runes, from which this draught
gets its name.
The brew itsel is a brackish amber that rises a
black-brown crown o foam and smells a bit like
moldy violets.
Anyone drinking Old Number 7 must Save vs.
Poison, or be struck with a case o bloodrash for
1d6+1 days.
8. Miasmimosa
This bittersweet brew is made by the monks o the
Order o the Fist at their monastery in Northern
Kirlangan. Once the brew has fermented, the casks
are lovingly fortiied with a thick liqueur distilled
from fermented ripe jackfruit bulbs mixed with an
equal portion o heavy water pulled from the
Sparkling Springs. The casks are allowed to age in
the monastery cellar for three months, and then
shipped to inns around the realm.
When a cask is newly tapped or the tap is opened
to pull a draught, the ale gives of a noxious orange
mist that may quickly overpower anyone within 5
feeteveryone must make a Save vs. Breath
Weapon or be paralyzed for 1d6 rounds.
A tankard o the ale gives of a slight noxious smell
that inlicts an automatic 1 HP per tankard on the
customer as the ale is swallowed. However, once
the ale has been digested, the character earns a
temporary +3 to CHA for 2d8 rounds. This bonus
does not accumulate across multiple tankards. I
more than 3 tankards are consumed, the bonus
becomes a penalty.
I a full tankard o Miasmimosa is allowed to sit
untouched in front o a character for more than
one round, the character will soon become
disoriented from the fumes, and must make a Save
vs. Poison or collapse unconscious for 1d8 rounds.
14. Twee
Made from fermented auroch milk solids and ant
honey, this thickly pungent beverage is famous for
its ability to make the comeliest o maids a raging
beauty. Seriously. Any female drinking a pint o
Twee gains a +7 to CHA and a +4 to INT for 1d4
days.
12. Groot
This frothy, amber-colored brew tastes strongly o
blackberries and despair. Drinking more than a
pint will result in the drinker curling up in a ball
and endlessly weeping and wailing about the
uselessness o life and the cruelty o the gods for
1d4 days. After this duration, the drinker suffers a
2 to ALL stats for 1 day.
13. Dreegnog
This hardy stout is black as blackest night with an
aftertaste o treacle mixed with plums (to some) or
(to others) pears. When a tankard is set near an
open lame, Dreegnog sucks in the light, and
transmutes it into nourishment, healing 5 HP per
pint downed.
Unfortunately, Dreegnog packs a punchanyone
consuming more than 3 pints in one sitting will
experience 20 HP o hangover damage, and suffer a
crippling headache and blurred vision for 1d6 days.
Cost: 5 sp per pint.
15. Hueuershiel
Served boiling hot, this thick, malty beer cures
what ails you (curing up to 30% o missing HP
with a pint) but causes a rash on the tongue and
throat that takes away speech for 1d12 days.
16. Schipperfutz
A frothy mixture o scummy pond water, almond
extract, and grapefruit trimmings fermented for
300 days in a charred whiskey cask on the third
level o the dungeon beneath the Castle o the
Archmage.
T hese are of f ers mostly made in tavers, dark alleyways and black markets. T hese are easily available especialy
in redlight or criminal gettos. Next epiosode will cover big deals f or the rich, nobles, kings.
d10 version
1 Drug dealers
2 Pimp and sex workers
3 Small illegal goods
4 large illegal goods
5 Illicit services
6 Documents
7 Cults
8 Entertainment
9 Potion
10 Magic
d100 Petty shonky deals in Shadelport (d100 gp)
01 Black lotus resin puts you in stupor and receive dark occult visions, smoked or eaten
02 Dream Poppy puts you in stupor f orget lif e the more consumed, anesthetic, therapeutic, addictive. Mixed
with wine or smoking or eating, drug is state monopoly and unauthorized sales a crime
03 Blue Lotus f lower gives mythic visions of past and workings of the cosmos or just a buzz if small, mixed
with wine and drunk dose, rare and must be f resh or need 10x amount if powdered
04 Soma provides with vision of gods and f eeling godlike power, eater is f earless and overconf ident cannot be
harmed, used by warriors, priests and kings, holy and legal only f or elites and holy
05 Moon Dust wild swinging moods, with high and lows, causes madness long term, snorted -2 WIS saves
while high
06 Demon Dust if snorted gives f eeling of unrestrained power slowly turns you evil +1HP while high
07 Devil weed if smoked in pipe or cigar or hooka provides a mild buzzto new users (+1 initiative f or f irst 1d10
hits) until addicted then require to f eel normal and slowly gets diseased organs reduces lif espan 3d10% if
habit -1d10% if quit, can be used as wound sterilizer f or herbalists, legal but persecuted and restricted supply
08 Devil Dust a ref ined devil weed is snorted and has added f eature of rotting away the nose in 1d10 years of
use, many rich thrill seekers f launt it, Barron orders are to cut noses of f users caught
09 Leng Dust if snorted gives visions of times and places signif iucant to the prehuman elder gods, banned by
state, tends to drive user 1d3 1mad (chaotic) 2evil or 3both and 1d4 insanities
10 Plutonian Drug provides visions of the past increasingly large doses see the dawn time and daemons come
to take them away f or having f orbidden knowledge
11 A shaven dwarf in exotic underwear under f ur coat
12 A seedy goblin with bucket of yoghurt and goat with pretty eyes
13 A pimp specializing in half lings dressed as human children
14 Kobold twins with makeup and bugbear pimp (c'mon every guy dreamed of twins)
15 A slave elf promised by orc pimp and gang who will take you to orc inn (elf slaves illegal in city)
16 Doppelganger prostitute looks just like your dream love has bed nearby
17 Kobold selling rude shaped turnips f or a laugh or any use or even eating
18 Dark elf lovely with hobgoblin pimp, charms guests in her gang compound
19 Ugly old person with glamour to look pretty of f ers value services, works with a magician pimp
20 Gang of f er attractive youth in private apartment, actually cannibal cultists
21 A dagger with a poison well
22 A dagger that poisons hand if held without disarming
23 A vial of mild poison 1d4 1=blade venom 2=ingested 3=contact 4=gas
24 A discount trinket or item stolen f rom wealthy person 1in6 under investigation
25 Elf body part lucky charms (Barron hands those convicted to elves d2 1=dark elves 2=bright elves)
26 Fake unicorn horn or supposed healing unicorn dung in packets (death sentence)
27 Dwarf beards f or novelty or f ashion use, makes dwarf s f urious especially if ever shaven
28 Holy mans relic like f ingernail, hair or skin (1in10 real)
29 Cursed f ishman gold that monsters will try to reclaim every f ull moon
30 Elf undergarments f inest quality 1in2 have grubby human or orc f ingerprints
31 Non human corpse d4 1=elf 2=dwarf 3=half ling 4=gnome 5=Ogres head 6=Tako
32 Barrel of cheap beer with orc head and f ormaldehyde, some like it that way
33 Keg of black powder stolen f rom Barron's armoury or Pirate crew
34 Illegal carcass of protected Barron's deer or bundle of pheasants
35 Animal f or sale cheap but stolen d4 1= Horse (death) 2=cow 3=donkey 4=hound
36 Cat piano f or sale just needs some f resh cats and tuning to work
37 Mummif ied horrible "mermaid" 1in6 evil undead monster awakens if wet or rains
38 Suit of armour and weapons all stolen but cheap with coat of arms stamp
39 Frozen limbless "dead" troll packed in crate with straw and ice
40 Fine statue (actually a real person turned to stone)
41 Wizard of f ers cheap animated zombie workers
42 Old hitman good f or one last job
43 Smuggler of f ering crossing into dif f erent part of city
44 A f orger of f ering documents
45 A theif of f ering lock picking and second story entry
46 A kidnapper of f ering work
47 Grave robbing apprentices of f er discount corpses
48 Hobo of f ers small f ee to stab or punch him
49 Children f or sale f rom kidnapper
50 Necromancer of f ers to speak to dead f or a price
51 Traders docket to collect d100 bottles of rum (1in6 stolen f rom Barron otherwise f ake)
52 Treasure map of small island or in ruined part of city or abandoned house
53 Crumbling magic book 1in6 real with a spell
54 Pamplet published by emperors agents mocking Barron or proclaiming revolt
55 Deed to abandoned house 1in6 real
56 Passport and entry papers f or most gates and bridges f or f ree travel - death sentance to have
57 Ownership details of f ishing boat 1d3 1=f ake 2=real but owe docking f ees 3=occupied by pirates
58 T heatre Tickets of sold out hot show
59 Orgy invitation (1in6real and 1in6 real run by monsters like vampire, demon or succubi)
60 Brochure of cult or secret society promising secret knowledge
61 Of f er to come join a sacred orgy with secret illegal cult
62 Of f er of f ree powers and black f orbidden lore to join secret cult of the prehuman monster dynasty
63 Of f er to join secret police of Barron 1in6 real other wise assassin brainwashing cult
64 Of f er to gain one time to sorcerers cult of drug abuse and sex f or a donation
65 Of f er to impregnate temple maiden of cult, bloodline needed to make monsters
66 Cult of f er f ree grog and possibly sex, actually f ish men in human skins
67 Cult of f er exotic beauty and relaxation spa in secret temple disguised as classy inn
68 Mad hobo warns of secret cults in city everywhere of f ers to point out one f or cash
69 Invited to f ree f east! d4 1=cannibals 2=werewolves 3=undead 4=press ganged by pirates
70 Forbidden book of f ered cheap, persued by cult
71 Cockf ighting
72 Dog f ighting
73 Bear versus goblin f ight
74 Kobold cage match
75 Half ling vs gnome f ight
76 Women f ighting match
77 Live donkey dancer 1in6 say it is a unicorn and elf with bad costume
78 Erotic necromancer perf ormance no kids alowed
79 Giant spider vs goblin f ight
80 Knif e or bear knuckle f ighters
81 f ake medicine 1d4 1=adictive 2=poison 3=stolen 4=useless
82 Werewolf blood reputed healing potion but poison, if save second save or get lycanthropy
83 Weight reduction tonic reduce height by 1d6 inches permanantly
84 Healing potion 1d4 1=1hp 2=1d6 3=nothing 4=poison 1in6 stolen
85 Baldness cure sprout 2d6 f oot long ginger hair
86 Beauty potion extracted f rom young innocents blood turns user evil and vain wanting more
87 Vampire Blood +1 CHA -d6HP f or one hour, addictive and makes vampires hate you
88 Unholy water sold as holy water
89 Potion of vigor actually addictive stimulant +1 Initiative f or hour -1d6 HP
90 Cure f or alcoholics made f rom addictive dream poppies
91 Broken golem in a box on sale cheap, owner wants back
92 Undead wizard head in a box, sometimes makes sense
93 Cursed magic weapon
94 Cursed magic item
95 Inteligent item with annoying personality wont shut up
96 A cheap f amiliar being, owner killed, responds to f eeding and care as possible f ollower
97 Bloodstone sold cheap, WIS save or become obsessed with keeping, become paranoid and eventually evil
98 Werewolf cloak or ointment, inf ects with lycanthropy
99 Hand of glory candle made f rom severed criminal hand1d3 1=cast one sleep spell 2=cast invisibility 3=both
one use having one makes you grave robber and thief to law
100 Broken f ragment of cursed relic with great destiny
76 Invited to meet the Barron one minute per 1000gp usually in box seat at games or dinner or ball
77 Church of f er you to preside at great f estival as a temporary king f or week of f easting ond sex and drugs
78 Of f ered rights to a chariot racing or gladiator team
79 Of f ered ownership of a theatre or f ighting pit or school
80 Of f ered to buy a library of richman desperate f or cash 25 volumes per 1000gp and building f ree
81 Potion of youth expedition to monster island (1% chance of success per 1000gp 1dose per 10%)
82 Alchemist of f ers to create a monster f or you needs a giant beaker and some other stuf f
83 Alchemist of f ers to make a golem servant type depending on donation of cash
84 Alcheimist close to secret of gold! needs donation (1in6 pays back double)
85 Alchemist wants to make huge batch of heroism pills needs investment, get one f or every 5000gp and 10%
of f af ter that (1in6 explodes city f ines all business partners their investment again)
86 Alchemist wants to f orge many +1 weapons investors get one per 1000gp (1in6 seized by barron and
alchemist imprisoned in Barron's weapon f oundries
87 Witches of f er to brew up f og, storms and other phenomena f or yearly retainer
88 Druids of f er to breed you a species of enhanced animal with extra body parts in 2d4 years
89 Alchemist stone up f or auction various quality depending on f inal cost but various angy f ailed bidders
90 Priests of f er to brew colossal vat of healing potions 1d6 per bottle per 100gp
91 Ancient crown with magical properties
92 Weapon f amously used by some hero in past
93 Holy symbol or holy relic valued by some church with some powers
94 Ring of an ancient wizard said to enable casting of great spells actually a magic soul storage f or evil wizard
95 Magical vehicle such as a sky chariot 75 000, submarine 50 000 self powerered ship 30 000 or mechanical
chariot 20 000 or wagon 10 000, quality and self powered movement depend on price
96 Gateway mirror to other dimension f or sale
97 Dragon egg f or sale
98 A wizard of f ers to clone you and store in a stasis bubble till needed
99 A wizard of f ers to improve a stat by 1d3 points with experiment (works 1in6 and makes a cosmetic change
like hair or eyes or skin colour)
100 Druid of f ers to change your race f or a f ee (1in6 kills and reincarnates you instead till get it right)
============================31=
POPULl\TING
5l\NeTUl\RY1001M~k~"P'~
BUSINESS GENERATION
These tables have been designed 10 allow the gamemaster
to populate Sanctuary with businesses easily vet maintain the
In
3. If the Inlual rolt does not indicate a business, record this result and repeal the process for the next building.
4. II the millal roll requires a second roU on the Business Genatmg tables, VlIl,X, an actual business occupies the building.
The business type can be determined by a percentile roll and
by consulting the indicated table. (Most shopkeepers will live
above their shops with their families, although wealthy mer
chants might maintain, a separate residence. I
Sa, At this time the gamernaster may consult any code letters,
if desired, and move the business 10 the nearest appropriate
building which conforms with those code letters. If the business
is moved to a new building, repeat step 6 below as needed in
the new neighborhood. Once done with step 6 for that type of
business, the GM can return to his original neighborhood and
continue populating.
one
EXAMPLE
GoIdlmitltl Mw." Bmli u..nc. to re-our, ."d rhe AI'N T.tJM Ii,e
Alley o( GoIrbmirh, .., ~ o( m. ,tTfttf III ~ftI.-y. The,..,.....
m.m hal ten PfJPt,II.o/19 rhe Wi~ W.y lind fI.., fIOr y., popul.tfId
m. AlIf1y. KftM the fIOIdlmlrh;, rolled. rhe ~~r p I _ mi, buli.
_
ill ~ o( rite bulldingu/Oflg 1M Alley lind marla off ~ goIthmirll
(om rhe total, columll o( rhe Suli_ a-r.,iflg fabIa. HfI m- ,oil,
(or re-ocr:v~. HIt roll,. 72$-d1. buliflftl will ffl-Our. T""'(~
,.. cOllon. . popul.oflg rhe Alley. uli/19 1M roll, (rom the IPPropri.~
A,.. T~. unril rhe roll CMI, (or. _
roll (rom the Bu,lfIftI G.~,.,.
iflg r.bIft (Vf/I. IX. 0' Xl. At m.t rimt1. illltelld o( m.killg d1. indie.,.
J roll ()fI tKW o( m- r/UN t.lblf!I. 1Ht pl.et1$ lHlorll.r goIthmlm In
building ....d m.,k, off ""orM,'rom me totals column. H. rhell repNts
th. ~ u ~ roll. Thi, rim. fl. must roll btl/ow 4QS fBmli121 (or d1.
nBJtt bu,lfIftI '0 .,.;n btl II goIdrmidl. H. roll, II 28 nother goIdunith.
At btI(an. fHI m.ka m. inirilll ,oil ()fI the AtN Tilbl. ulltll. bu,iMl$ i,
ClIlhtd lornd insteM! p/aetn tIIIoth., goIdrmith; once . n checking
off II goldsmith (rom the totll, column. This ti/1l6 th. f'&-OCCUffJI'Ic. roll
is OIIly 2011 ....d fl. roll,. 34. Now h. CtIII rflftlrn to Wide Way and continu. popul.,illg til usulll. H. CtIII 'inish POPUI.tiflg rIl. Alley whlJn it
Comft up in hi, otltl,lIIl/Utlflm o( populariflg.
M'I
m.
SUGGESTIONS
SANCTUARY CUT-AWAY
In this somp/e cut-away drawing, the lI;ewer looles west along GotJemor's Walk. An early waft of SQnClUory 's
frequent fog passes QCross the sun. The man (Uld his banmuz-laden cart mop#! I!QSt along the street.
To the nghl is a crOSS$I!ction of the pa/Ilce wall. Workplaces and storage rooms actuoJly occupy much of the
interior side o{ the wolf. An armorer works in Ihe uppermost room. To the furthest right is shown part of one afthe
structures built in the tee of the wall for JJQn"OU$ purposes. All of them originoJly would lulve hod {ire-proof roofs.
Yurl
,k Chodak
A.n D1ch~misl studia strange mlCl;ons in the buildinl to the Jefl a/Governor's WtJik. The outside ofII buildint is
shown /0 demonsfrtlte the upo~dbeom style of construction and thot all ...'indows in StmctllOry (at l~t all of
those throulh which no "isiton come) an ~.
Below, armed men approoch the a/chemist's cellar through II runnel. Their mission is unknown.
(This drawing does nol portray any parficular pkJce In StmctuDry.)
=J4
=============================---,
AREA TABLES
l.
JEWELER'S QUARTER
SPECIAL AREAS
'Of" Business
A. Already-Named Streets
1.
Jeweler's Alley
2.
8. 1D,00
01-30
31-50
Street of Goldsmiths
~uiJding Type
EmptY
Residence. other than those listed on
5185
86-95
Table VIII
Table IX
Table X (use judgment on businesses
marked "0")
II.
structu,..,.;nn
The Iwg8
the wall.,. {Mfm.wnt
buildings, the othttn . . boothL. (R.".,,_, do not
incJut* booths in tIw running trbI of ~
nwr:IMnu ""Y mMnUlin both booth ~ fflf/UIw
PROCESSIONAL
B. 7D UX)
01-35
36-50
5185
86-95
96-00
Ill.
THE BAZAAR
WeMler's Way
Building Type
Empty
Restdence. other ttl., those Irsted on
Tables VIII, IX. or X
Table IX
Table X
Table V III
WESTSIDE
A. Alrudy-Named Streets for Business
1.
2.
3.
4.
B. '0'00
01-30
31-50
51-75
76-97
Bulding Type
Empty
Residences and Tenements
Table X
Table IX
98-00
Table XIII
.....J
101(}()
0110
1125
26-50
51-72
13-92
93-00
VI.
MOlt
10100
0110
11-30
3160
61-80
81-90
Pawnshop/Moneylendtr
Brothel (80% "nellt buliness is the ~e" rolll
Gambling Hall (60% chance "next business is
the same" rolll
T_X
9191
Tab6eIX
98-00
TabteVl!1
VII. DOWNWIND
10100
0150
5185
98-95
96-98
99-00
PAGE 35
FOOTNOTES
FOR
CODE LETTERS
Booth Typtl
Empty
Wine Of' A"
Prepared Food: includes Sweets (candy.
confections. etcl. areads land/or pestriesl.
Sausages lather meats). and any other prepared food appropriate to the culture
Table IX
TatHe X
TatHe VIII-ignore rolls indicating residences
BUl7ding T'fptl
EmptY
Residence or Tenement
Tal*! X
Table IX
Table VIII
===========================15=
. . bottom of". 34 for coM Inw .JtP~
.~
TABLE VIlI
BUSINESS GENERATING TABLES
Tv". (I'/O_J.
'0'00
01-03
04-10
11-12
13-16
11-24
25-33
B...,
AJcnemist
Artist
34-38
39-40
41-50
h:t,
h~
'!
~.
!.
h'I:~'/#'"
~~
Residence,
Naoigator
~I
10
10
77-80
Chandler
Gotdsmith 1M)
Jeweklr 1M)
80
80
ResKltnce, Geo&ogist
BJ-BS
Residence, InterPreter
Rnidenct. Linguist
--
Miller (W or Al
MusK: Shop
Physician
10
40
40
6
6
3
2
B
Bl-B2
R8IidIncI. MdMrMtici...
Rnidenol. SchoI"
Public s.th
h~
.?t.\~
6PtD.~'
~ ~
8<Iwyff/fletcher fM)
15-18
e.too<_
10
80
10
80
19-20
21-22
23-24
25-26
40
00
E"",...,
Glassblower
Cabinet Maker
40
40
40
27-29
80
3
3
2
4
3
00
40
BO
40-41
42-46
Twem IA)
ResidMa. Ac:hitKt
R.......... B _
Residtnc:. Engineer
36-39
S_IO....'
7
2
01-02
30-31
32-35
--
20
20
00
11-14
82-88
67-12
80
'0'00
09-10
.....,
Sitvenrnith
,\" 10
TABLE IX
BUSINESS GENERATING TABLES
03-08
51-56
5758
"
80
TABLE X
6
3
6
2
40
10
73-74
75-7B
87-90
91-92
BJ-9B
Il9-OO
47-SO
51-52
53-57
58-59
Bl>62
B3-65
~
70-73
74-79
80-81
B2-B8
89-00
91-93
94-95
3
6
9B-9B
Il9-OO
itt,Jt
."~
,{!II2"
~3
5
2
2
4
1
1
1
1
1
2
2
1
3
1
~~
40
/;
Outfin.r
"
/;
........
20
40
10
Public Bath
Residence. Ship's Capuin
Scribe
Ship Builder. Office (A)
Silk Men:hlnt (M)
Smith
10
2
4
4
40
2
3
_101
St~IA.O)
Tailor
T...m
Veterin..i...
Weepons M.ker (MI
WheellClrtWrigt!t
Wineshop
W-..
10
80
10
10
00
10
10
B
3
B
80
40
10
40
3
6
3
2
3
&4i_ T'ype
01-03
Baker
Barber
Barrel M8ker
04-05
O&{)B
09-13
14-15
16-17
18-20
2124
25-28
29-30
31-33
34-38
39-4'
42-43
44-45
I_I
Butcher (01
Brewery (O,W)
Brothel
c.ndte/lamp M_er
CMpenter
Cobbler
Distiller {Ol
Dyer (O,M)
Fishmonger (D)
Fortuneteller
Fuller (D,W)
Gambling H.II
. 10
10
40
10
40
10
10
40
60
40
80
10
10
40
10
2
3
6
2
2
3
4
4
2
4
6
3
2
2
"
/I
....7
46-61
52-55
LlUndry
M-.
M....,_
10
10
00
2
4
4
56-00
61-62
B3-65
66-70
1114
15-16
11-18
P8WilShop
P"nter. Buiklingli II M8rine
P,,*lnk M8kef
60
Pon. (W)
R _ M..... lAl
SaillTl8ker (A)
80
79-BO
BI-83
""-""'
.....
-.;-
10
10
10
10
10
10
3
6
4
2
2
2
4
Spinner
80
10
10
89-95
S_IA.O,
Stonecutter (AI
T.nner (O.W,M)
80
9600
T...m
10
B4-B6
87-88
Modified
-doros
-edoros
-idoros
-odoros
For example: Eunike, daughter of Alekto, would be Eunike Alektodoros. Argyros, son of Alexandra, would be Argyros Alexandoros.
Hypatia, daughter of Theodosia, would be Hypatia Theodosidoros.
Amazonian Personal Names Female (d%)
0102. Adrasteia
2122. Althaia
0304. Aella
2324. Ambrosia
0506. Agathe
2526. Andromeda
0708. Agaue
2728. Aristomache
0910. Aglaia
2930. Artemisia
1112. Akantha
3132. Astraia
1314. Alekto
3334. Athanasia
1516. Alexandra
3536. Athanais
1718. Alexia
3738. Demetria
1920. Alkippe
3940. Demostrate
4142. Eudoxia
4344. Eugeneia
4546. Eulalia
4748. Eunike
4950. Euphemia
5152. Euphrasia
5354. Eupraxia
5556. Eutropia
5758. Gaiane
5960. Galene
6162. Helene
6364. Hypatia
6566. Iphigeneia
6768. Kallisto
6970. Kallistrate
7172. Kleio
7374. Lysistrate
7576. Pelagia
7778. Pherenike
7980. Phoibe
8182. Photine
8384. Ptolemais
8586. Sophia
8788. Sostrate
8990. Theodora
9192. Theodosia
9394. Xanthe
9596. Xanthippe
9798. Zenais
9900. Zosime
4142. Eirenaios
4344. Epaphroditos
4546. Euaristos
4748. Euphranor
4950. Euthymios
5152. Galenos
5354. Hesperos
5556. Hilarion
5758. Hyakinthos
5960. Hyginos
6162. Kallias
6364. Kallistos
6566. Karpos
6768. Linos
6970. Lysandros
7172. Myron
7374. Neophytos
7576. Phaidros
7778. Philon
7980. Phoibos
8182. Photios
8384. Polykarpos
8586. Simonides
8788. Thales
8990. Theodosios
9192. Tryphon
9394. Zenobios
9596. Zenon
9798. Zephyros
9900. Zosimos
ATLANTEAN NAMES
Atlantean Clan Names: Rather than use the normal Hellenic patronymics and matronymics, Atlanteans use the names of their clans, all
based on ancient sea gods, as their surnames.
Atlantean Clan Names (d12)
1. Amphitrite
4. Kymopoleia
2. Eurybia
5. Nereos
3. Glaukos
6. Okeanos
7. Phorkys
8. Pontos
9. Poseidon
10. Proteos
11. Thalassa
12. Triton
For example: Pamphilos of the Nereos clan would introduce himself as Pamphilos Nereos.
Atlantean Personal Names Female 1 (d6, 13; d20)
1. Agape
5. Aphrodisia
9. Demostrate
2. Agathe
6. Apollonia
10. Elpis
3. Alexandra
7. Aristomache
11. Eudokia
4. Ambrosia
8. Aspasia
12. Eudoxia
13. Eulalia
14. Eumelia
15. Euphemia
16. Euphrasia
17. Euthymia
18. Eutropia
19. Galene
20. Helene
13. Ptolemais
14. Sophia
15. Sostrate
16. Timo
17. Tryphosa
18. Tycho
19. Xanthe
20. Xenia
9. Anatolios
10. Androkles
11. Andronikos
12. Aniketos
13. Aphrodisios
14. Apollonios
15. Archelaos
16. Archimedes
17. Argyros
18. Aristarchos
19. Aristeides
20. Aristodemos
9. Demosthenes
10. Epaphroditos
11. Epiktetos
12. Euaristos
13. Euphemios
14. Euripides
15. Eusebios
16. Eustathios
17. Euthymios
18. Eutropios
19. Galenos
20. Gennadios
9. Iason
10. Kallikrates
11. Kleisthenes
12. Kleon
13. Lysandros
14. Lysimachos
15. Pamphilos
16. Pankratios
17. Paramonos
18. Pelagios
19. Phaidros
20. Philon
9. Sophokles
10. Sophos
11. Sosigenes
12. Straton
13. Themistokles
14. Theron
15. Timaios
16. Timon
17. Tryphon
18. Tychon
19. Zephyros
20. Zotiko
COMMON NAMES
The names of common men are incredibly varied, often mixing influences from multiple cultures. It would not be unusual, for example,
for the son of a Keltic mother and Viking father to possess a name such as Ciaran Snorrason. Mix this up a few generations, so someone
is a Krimmean-Kelt-Pictish mix, and you could have a name such as Rhsos Macc Segovax.
In some locations, such as Khromarium, the cultural melting pot has been so extensive for such a long period of time that common
names have developed into their own forms, and bear little resemblance to the cultures that contributed to them. For such names, use
the following generators.
Number of Elements in Name
1d10 Number of
Result Elements
1-5
1
6-10
2
Common Personal Names Male: Determine the number of elements randomly above. Roll for each element and combine in order if
there is more than one. Extra consonants may be dropped if desired, or kept if no more than doubled.
For example: A roll of 40 for a single-element male name gives the name Qill. Rolls of 59 and 27 give Samm and Marr which can be
combined as Sammarr, Sammar, Samarr, or Samar.
Common Personal Names Female: Female personal names are determined the same way as male ones, but are then modified by
adding a, -esta, or ia to the end as desired.
For example: The female version of Samarr could be Samarra, Samaresta, or Samarria.
Common Family Names: Most common surnames developed over time are family names, handed down across generations. These are
typically male ancestral names, and are generated just like common personal names above. In some locations, such as Khromarium, the
ancestral male name is modified by adding os, tos, or tose to the end, all of which mean, Of the Family.
For example: In Khromarium, Qill, of the Samarr family, would be called Qill Samarros.
Common Name Elements (d%)
01. Cai
21. Kamm
02. Cair
22. Kell
03. Conn
23. Koll
04. Dai
24. Konn
05. Dail
25. Korr
06. Dain
26. Kull
07. Dall
27. Marr
08. Darr
28. Morr
09. Denn
29. Nai
10. Dill
30. Nain
11. Dunn
31. Nall
12. Fell
32. Narr
13. Fenn
33. Nill
14. Gann
34. Pai
15. Garr
35. Parr
16. Gill
36. Penn
17. Goll
37. Qann
18. Gunn
38. Qarr
19. Kai
39. Qell
20. Kain
40. Qill
41. Qull
42. Rai
43. Rall
44. Ramm
45. Rann
46. Rell
47. Renn
48. Rhai
49. Rhal
50. Rhan
51. Rhel
52. Rhen
53. Rhil
54. Rhul
55. Rhun
56. Rill
57. Rull
58. Sai
59. Samm
60. Sarr
61. Tai
62. Tain
63. Tair
64. Tann
65. Tarr
66. Tenn
67. Torr
68. Tull
69. Vai
70. Vair
71. Vall
72. Vann
73. Varr
74. Vell
75. Venn
76. Vill
77. Voll
78. Vonn
79. Vorr
80. Vull
81. Vunn
82. Xai
83. Xall
84. Xann
85. Xarr
86. Xell
87. Xenn
88. Xill
89. Xonn
90. Xull
91. Yann
92. Zai
93. Zall
94. Zann
95. Zarr
96. Zell
97. Zenn
98. Zill
99. Zonn
00. Zull
ESQUIMAUX NAMES
Esquimaux names are genderless, reflecting their original cult belief as all being equally unworthy in the eyes of Kthulhu.
Esquimaux Personal Names (d%)
0102. Aguta
2122. Kakortok
0304. Akiak
2324. Karpok
0506. Arjalinerk
2526. Kesuk
0708. Arrluk
2728. Kinaktok
0910. Assiminik
2930. Kinapak
1112. Aukaneck
3132. Krernertok
1314. Chulyin
3334. Kussuyok
1516. Cikuq
2536. Maguyuk
1718. Iluq
3738. Maniitok
1920. Issumatar
3940. Nauja
4142. Ningakpok
4344. Nukilik
4546. Olikpok
4748. Piktaungitok
4950. Pukulria
5152. Qigiq
5354. Saghani
5556. Salaksartok
5758. Sangilak
5960. Saomik
6162. Shila
6364. Siku
6566. Sirmiq
6768. Sitiyok
6970. Sos
7172. Suka
7374. Taliriktug
7576. Taqukaq
7778. Tartok
7980. Tiglikte
8182. Tikaani
8384. Tonrar
8586. Tornuaq
8788. Tulugaq
8990. Tulukaruk
9192. Tungulria
9394. Tuluwaq
9596. Tuwawi
9798. Ulva
9900. Yakone
HYPERBOREAN NAMES
Despite their use of the Hellenic tongue, Hyperboreans use personal and family names that are distinct to those of the other races, a point
of pride in the eyes of these haughty people.
Hyperborean Personal Names: Hyperborean personal names follow a strict pattern of Element-vowel-Element, with the connecting
vowels being restricted to a, i, o, and u. Female names are differentiated solely by adding the prefix Sha- to the start of the name,
meaning Female.
For example: The elements Mor and Kol can be combined to give the names Morakol, Morikol, Morokol, or Morukol. For a
Hyperborean woman, the names would be Shamorakol, Shamorikol, etc.
Hyperborean Elements 1 (d6, 12; d20)
1. Dar
5. Gan
2. Dor
6. Gar
3. Dun
7. Gol
4. Gal
8. Gon
9. Gor
10. Gul
11. Kal
12. Kar
13. Kil
14. Kol
15. Kon
16. Kor
17. Kul
18. Kur
19. Mal
20. Mar
9. Vil
10. Vir
11. Vol
12. Von
13. Vor
14. Vul
15. Vun
16. Vur
17. Xal
18. Xan
19. Xar
20. Xil
9. Zal
10. Zan
11. Zar
12. Zil
13. Zin
14. Zir
15. Zol
16. Zon
17. Zor
18. Zul
19. Zun
20. Zur
3. -o4. -u-
Hyperborean Family Names: Of the great Hyperborean families of antiquity, only sixteen remain, hotbeds of intrigue and rivalry
tenuously united only by their sense of superiority to the sub-men.
Hyperborean Family Names 1 (d6, 13; d8)
1. Druun
3. Graax
2. Ghuul
4. Kloon
5. Phaaz
6. Ploon
7. Qaan
8. Rhaan
5. Vheez
6. Xhoon
7. Zhaan
8. Zhuu
IXIAN NAMES
Ixian Patronymics Female: Ixian girls and women follow their personal name with a patronymic based on the name of their father (if
unmarried) or husband (if married). They do not use their fathers or husbands patronymic as part of their name.
gun: wife of
thugatr: daughter of
For example: Storan thugatrGaos is Storan, daughter of Gaos, but when she marries her betrothed, the merchant Abragos Siranos,
she becomes Storan gunAbragos.
Ixian Patronymics Male: Male Ixians simply use their fathers unmodified name as a patronymic. This name does not change upon
marriage.
For example: Abragos, the husband of Storan, is the son of Siranos, so his name is Abragos Siranos.
Ixian Racial Identification: Many Ixians show their racial allegiance and pride by appending the following to their name in greeting.
Ixs: of the Ixians (male)
For example: Abragos Siranos might introduce himself to outsiders as Abragos Siranos Ixs, while his wife could introduce herself
as Storan gunAbragos Ixis.
Ixian Personal Names Female (d10)
1. Alda
3. Arit
2. Amag
4. Leimei
5. Mada
6. Maisara
7. Saruk
8. Storan
9. Tamura
10. Tirgata
4142. Aunamos
4344. Aurazakos
4546. Azarin
4748. Azos
4950. Aziagos
5152. Badagos
5354. Badaks
5556. Bagdochos
5758. Bagios
5960. Baioraspos
6162. Baiormaios
6364. Bastakas
6566. Baxagos
6768. Bists
6970. Brakos
7172. Boraspos
7374. Bropsazos
7576. Bradakos
7778. Chanaks
7980. Chodainos
8182. Chdarzos
8384. Chodekios
8586. Choziakos
8788. Chodios
8990. Chdonakos
9192. Dadagos
9394. Danarasmakos
9596. Dandaxarthos
9798. Didumoxarthos
9900. Dosumoxarthos
4142. Kopharnos
4344. Kossas
4546. Kouzaios
4748. Madakos
4950. Madis
5152. Maiakos
5354. Maipharnos
5556. Maiss
5758. Maniagos
5960. Mardauos
6162. Masas
6364. Mastas
6566. Medosaccos
6768. Mthakos
6970. Mordos
7172. Mourdagos
7374. Nabazos
7576. Namgnos
7778. Olgasos
7980. Omrasmakos
8182. Orsiomichos
8384. Ochziakos
8586. Ouaras
8788. Ouarazakos
8990. Ouarzbalos
9192. Ouastobalos
9394. Ourbazos
9596. Ourgios
9798. Ousigasos
9900. Ousigos
4142. Pourthaios
4344. Radmos
4546. Rapaks
4748. Rassogos
4950. Saitapharns
5152. Sanagos
5354. Sarakos
5556. Saratos
5758. Saraxazos
5960. Sasas
6162. Sattin
6364. Snkas
6566. Simachos
6768. Siranos
6970. Schoubazos
7172. Sorchakos
7374. Spakos
7576. Spadakos
7778. Sparophotos
7980. Spithams
8182. Stosarakos
8384. Sturanos
8586. Xarthanos
8788. Xgodis
8990. Xiamphkanos
9192. Xobas
9394. Zabagios
9596. Zabandos
9798. Zabargos
9900. Zosins
KELTIC NAMES
Keltic Patronymics: Kelts use their fathers or grandfathers name as a patronymic, preceeding it with Macc (son) or Inghean (daughter)
depending on gender.
For example: Morann Macc Bran indicates that Morann is the son or grandson of Bran. Mrag Inghean Neasn is the daughter or
granddaughter of Neasn.
Keltic Personal Names Female (d%)
0102. ine
2122. Echna
0304. Ana
2324. Eithne
0506. Banbha
2526. tan
0708. Brianag
2728. Fionir
0910. Brghid
2930. Geilis
1112. Ceana
3132. Grinne
1314. Ceara
3334. Laoise
1516. Ciar
3536. Ladan
1718. Dirine
3738. Liamhain
1920. Ealadha
3940. Lobhan
4142. Luiseach
4344. Malamhn
4546. Meadhbh
4748. Meall
4950. Mr
5152. Mrag
5354. Mordag
5556. Muireall
5758. Muireann
5960. Muirn
6162. Mirne
6364. Neacht
6566. Neasa
6768. Niamh
6970. rlaith
7172. Osnait
7374. Rona
7576. Rinseach
7778. Risn
7980. Rs
8182. Saraid
8384. Scoth
8586. Searc
8788. Sidheag
8990. Somha
9192. Slinte
9394. Sorcha
9596. Treasa
9798. Tuathla
9900. na
41. Dghall
42. Dghlas
43. Eadan
44. Eghan
45. Faolan
46. Fearghas
47. Finnean
48. Fionn
49. Fionnbharr
50. Fionnghal
51. Fionnlagh
52. Flann
53. Gobn
54. Grdan
55. Gormal
56. Labrs
57. Lachlann
58. Lachtnn
59. Lasair
60. Leannn
61. Lomn
62. Lonn
63. Lorcn
64. Machar
65. Macrath
66. Maoln
67. Maon
68. Marcn
69. Mealln
70. Mochta
71. Moireach
72. Morann
73. Muireach
74. Murch
75. Neasn
76. Niall
77. gn
78. Olcn
79. Onch
80. Orthanach
81. Osn
82. Roghn
83. Rordn
84. Rnan
85. Ross
86. Radhn
87. Ruaidhr
88. Ruarc
89. Srn
90. Scannal
91. Scannln
92. Scthach
93. Seann
94. Sionn
95. Taran
96. Tla
97. Torcn
98. Uallas
99. Ultn
00. Urard
KIMMERIAN NAMES
The Kimmerians of the steppes came to use the Hellenic tongue as their own over time, and with it the use of Hellenic names in place
of those traditional to their people. Believing that people stand on their own merits, they do not use patronymics or matronymics, but do
use appropriate epithets as marks of distinction.
Kimmerian Personal Names Female 1 (d6, 13; d20)
1. Agape
5. Aspasia
9. Elpis
2. Agathe
6. Athanasia
10. Euanthe
3. Alexandra
7. Chrysanthe
11. Eudokia
4. Aristomache
8. Demostrate
12. Eudoxia
13. Eulalia
14. Eunike
15. Euphemia
16. Euphrasia
17. Euthalia
18. Euthymia
19. Eutropia
20. Galene
13. Sophia
14. Sostrate
15. Syntyche
16. Timo
17. Tryphosa
18. Xenia
19. Xeno
20. Zosime
13. Archippos
14. Argyros
15. Aristarchos
16. Aristeides
17. Aristokles
18. Ariston
19. Aristophanes
20. Arsenios
13. Herodotos
14. Heron
15. Hippokrates
16. Hippolytos
17. Hyginos
18. Hypatos
19. Iason
20. Kleisthenes
13. Nikostratos
14. Pankratios
15. Pantaleon
16. Pantheras
17. Paramonos
18. Phaidros
19. Philokrates
20. Phoibos
13. Themistokles
14. Theron
15. Timaios
16. Tychon
17. Xenokrates
18. Zephyros
19. Zosimos
20. Zotikos
5. Mokasokos
6. Rhaskusucu
7. Surasokos
8. Tarusucu
10. Dizazelmis
11. Drenis
12. Eptakenthos
10. Mukapaibes
11. Mukaporis
12. Mukapuis
10. Zils
11. Zipaibes
12. Zipyros
PICTISH NAMES
Pictish Patronymics Male: Although Pictish inheritance is traced through the mothers line, Pictish men traditionally use a patronymic
based on their oldest uncle. Female Picts do not use a patronymic.
nepos: nephew of
The uncles name is modified in the patronym based on its ending, as follows:
Ending
-ex
-is
-ix
-os
Modified
-egis
-is
-igis
-i
For example: Cunovindos, nephew of Lugotorix, would introduce himself as Cunovindos nepos Lugotorigis. Tancorix, nephew of
Caranacos, would introduce himself as Tancorix nepos Caranaci.
Pictish Personal Names Female (d8)
1. Barita
3. Cartimandua
2. Bodicca
4. Cunoarda
5. Cunovinda
6. Huctia
7. Verctissa
8. Verica
9. Caratacos
10. Cassivellaunos
11. Catavignos
12. Ceanatis
13. Cingetorix
14. Cintugnatos
15. Cintusmos
16. Cistumucos
17. Cogidubnos
18. Commios
19. Crotos
20. Cunittos
9. Enemnogenos
10. Enestinos
11. Ivomagos
12. Litugenos
13. Lugotorix
14. Mandubracios
15. Maslorios
16. Matugenos
17. Melisos
18. Morirex
19. Motios
20. Nectovelios
9. Tamesubugos
10. Tancorix
11. Tasciovanos
12. Taximagulos
13. Tincommios
14. Togodumnos
15. Uepogenos
16. Vellocatos
17. Venutios
18. Vindex
19. Vindomorucios
20. Virssuccios
13. Kon
14. Kox
15. Look
16. Sx
17. Seek
18. Shaa
19. Shisgi
20. Sit
13. Xeitl
14. Xk
15. Xxchi
16. Xots
17. aaw
18. aa
19. Yik
20. Yi
VIKING NAMES
Viking Patronymics: Both male and female vikings use a patronymic based on their fathers name, adding son (son) or dttir
(daughter) respectively. The fathers name is modified slightly, however, depending on its ending as follows:
Ending
-bjrn
-dr
-i
-ir
Change To
-biarnar
-ar
-a
-is
Ending
-ll
-nn
-rr
-r
Change To
-ls
-ns
-rs
-s
For example: Einarr, son of Hallr, would be Einarr Hallsson. strdr, daughter of Kvgbjrn, would be strdr Kvgbiarnardttir.
Hergrmr, son of Geirmundr, would be Hergrmr Geirmunarson.
Note that all Viking personal names that begin with Ull (honoring Ullr) should be replaced with Thor when creating an outcast
Viking from the Isles of Thur; e.g., Ullunn would become Thorunn, Ullormr would become Thorormr.
Viking Personal Names Female (d%)
01. lfhildr
21. Geira
02. Arnbjrg
22. Geirbjrg
03. Arnds
23. Geirhildr
04. Arnfridr
24. Geirlaug
05. Arngerdr
25. Geirrdr
06. Arngunnr
26. Gslaug
07. Arnlaug
27. Gra
08. sbjrg
28. Gunna
09. sfrdr
29. Gunnfrdr
10. sgerdr
30. Gunnheidr
11. sgunnr
31. Gunnhildr
12. sn
32. Gunnlaug
13. strdr
33. Gunnvr
14. Ds
34. Gyda
15. Eybjrg
35. Halla
16. Eyds
36. Hallbera
17. Freyds
37. Hallbjrg
18. Freygerdr
38. Hallds
19. Freygunnr
39. Hallfrdr
20. Frda
40. Hallgerdr
41. Hallthra
42. Hallveig
43. Heimlaug
44. Helga
45. Herds
46. Herfrdr
47. Hergerdr
48. Hergunnr
49. Herthrdr
50. Hildibjrg
51. Hildigerdr
52. Hildigunnr
53. Hildr
54. Hlf
55. Hlfhildr
56. Hlmfrdr
57. Hlmgerdr
58. Hlmlaug
59. Hrefna
60. Inga
61. Ingibjrg
62. Ingigerdr
63. Ingileif
64. Ingirdr
65. Jfrdr
66. Jrunn
67. Ketillaug
68. Ketilrdr
69. Mr
70. Magnhildr
71. Mundgerdr
72. Oddbjrg
73. Oddfridr
74. Oddn
75. Ragnbjrg
76. Ragnfrdr
77. Ragnhildr
78. Rannveig
79. Sigbjrg
80. Sign
81. Sigrdr
82. Sigrn
83. Sigthrdr
84. Snlaug
85. Steinbjrg
86. Steinfrdr
87. Thrdr
88. Thyri
89. lfhildr
90. Ulla
91. Ullgerdr
92. Ullgunnr
93. Ullhildr
94. Ullunn
95. Ullv
96. Ullvr
97. Unna
98. Unnr
99. Vfrdr
00. Vgerdr
41. Audvaldr
42. Audvidr
43. Baggi
44. Balli
45. Brdr
46. Bergr
47. Bergthrr
48. Bergulfr
49. Bersi
50. Birgir
51. Bjartr
52. Bjrn
53. Bjrnkell
54. Bjrnulfr
55. Bjrr
56. Bleikr
57. Brandr
58. Brandulfr
59. Broddr
60. Brnkell
61. Bi
62. Dagr
63. Dagvidr
64. Einarr
65. Eirkr
66. Eldgrmr
67. Erlingr
68. Eybjrn
69. Eygeirr
70. Eyleifr
71. Eymundr
72. Eysteinn
73. Eyvindr
74. Fastbjrn
75. Fastgeirr
76. Fastmundr
77. Fastulfr
78. Fjlmdr
79. Fthradr
80. Frakki
81. Freybjrn
82. Freygeirr
83. Freyrikr
84. Freysteinn
85. Freyvidr
86. Fridbjrn
87. Fridgeirr
88. Fridleifr
89. Fridmundr
90. Fridulfr
91. Frdi
92. Gedda
93. Geirbjrn
94. Geirfastr
95. Geirhvatr
96. Geirleifr
97. Geirleikr
98. Geirmodr
99. Geirmundr
00. Geirr
AS&SH Character Name Generator | 9.
41. Hergrmr
42. Herleifr
43. Hermundr
44. Hersteinn
45. Hildulfr
46. Hjlmarr
47. Hjlmr
48. Hlfsteinn
49. Hlmbjrn
50. Hlmfastr
51. Hlmgeirr
52. Hlmkell
53. Hlmsteinn
54. Hrafn
55. Hraldr
56. Hrdbjrn
57. Hrdgeirr
58. Hrdgsl
59. Hrdmundr
60. Hrdsteinn
61. Hrdulfr
62. Hrdvaldr
63. Hrlfr
64. Hrtr
65. gulbjrn
66. gulfastr
67. gull
68. Ingi
69. Ingibjrn
70. Ingifastr
71. Ingigeirr
72. Ingimrr
73. Ingimundr
74. Ingivaldr
75. Ingilfr
76. varr
77. Jarr
78. Jfurbjrn
79. Jfurr
80. Jfursteinn
81. Jrkell
82. Jrulfr
83. Kri
84. Krr
85. Ketilbjrn
86. Ketilfastr
87. Ketill
88. Ketilmundr
89. Kntr
90. Kolbjrn
91. Kolbrandr
92. Kolgrmr
93. Kvgbjrn
94. Kvgulfr
95. Leifr
96. Lknbjrn
97. Lknmundr
98. Lodinn
99. Lodmundr
00. Mni
41. Sigurdr
42. Snbjrn
43. Snulfr
44. Snorri
45. Slvi
46. Steinbjrn
47. Steinfastr
48. Steingsl
49. Steingrmr
50. Steinkell
51. Steinn
52. Steinulfr
53. Stigr
54. Styrbjrn
55. Styrfastr
56. Styrr
57. Sunnulfr
58. Sunnvidr
59. Sveinbjrn
60. Sveingeirr
61. Sveinn
62. Thjdgeirr
63. Thjdmarr
64. Thjdulfr
65. lfgeirr
66. lfkell
67. lfr
68. lfvaldr
69. Ullkr
70. Ullalfr
71. Ullbjrn
72. Ullbrandr
73. Ulldr
74. Ulleifr
75. Ullfastr
76. Ullfredr
77. Ullgeirr
78. Ullgsl
79. Ullgnr
80. Ullgrmr
81. Ullhallr
82. Ullir
83. Ullkell
84. Ullmodr
85. Ullmundr
86. Ulloddr
87. Ullormr
88. Ullsteinn
89. Ullulfr
90. Ullvaldr
91. Vedr
92. Vidbjrn
93. Vidfastr
94. Vgbjrn
95. Vgfastr
96. Vgleikr
97. Vgmadr
98. Vgmundr
99. Vgulfr
00. Vilhjlmr
Astonishing Swordsmen & Sorcerers of Hyperborea, AS&SH, and all other North Wind Adventures product names
and their respective logos are trademarks of North Wind Adventures, LLC in the USA and other countries. This product
is a work of fiction. Any similarity to actual people, organizations, places, or events included herein is purely coincidental.
SWORDSMEN-AND-SORCERERS.COM
Result
Eye Colour
Result
Eye Colour
0123
Brown, Dark
0125
Hazel, Dark
2446
Brown, Light
2650
Hazel, Light
47
Amber, Dark
5175
Blue, Dark
48
Amber, Light
7600
Blue, Light
4953
Hazel, Dark
5458
Hazel, Light
5971
Blue, Dark
Result
Hair Colour
7284
Blue, Light
0125
Black
8586
Green, Light
2645
Brown, Dark
8788
Green, Dark
4660
Brown, Medium
8994
Gray, Dark
6165
Brown, Light
9500
Gray, Light
6685
Auburn, Dark
8695
Auburn, Medium
9600
Auburn, Light
Hair Colour
0120
Black
2130
Brown, Dark
Result
Eye Colour
3140
Brown, Medium
0150
Gray, Light
4150
Brown, Light
5175
Yellow, Dark
5153
Auburn, Dark
7600
Yellow, Light
5456
Auburn, Medium
5759
Auburn, Light
6061
Red, Dark
Result
Hair Colour
6263
Red, Medium
0150
Black
6465
Red, Light
5175
Blond, Medium
6675
Blond, Dark
7600
Blond, Light
7685
Blond, Medium
8695
Blond, Light
9600
White
1.
Masks by Colin Radioactive Ape Chapman. Astonishing Swordsmen & Sorcerers of Hyperborea, AS&SH, and all other North Wind
Adventures product names and their respective logos are trademarks of North Wind Adventures, LLC in the USA and other countries.
Result
Eye Colour
Result
Eye Colour
0139
Brown, Dark
0115
Hazel, Dark
4078
Brown, Light
1630
Hazel, Light
79
Amber, Dark
3155
Blue, Dark
80
Amber, Light
5680
Blue, Light
8190
Hazel, Dark
8190
Green, Light
9100
Hazel, Light
9100
Green, Dark
Result
Hair Colour
Result
Hair Colour
0155
Black
0134
Brown, Light
5680
Brown, Dark
3550
Auburn, Medium
8190
Brown, Medium
5165
Auburn, Light
9100
Brown, Light
6676
Red, Dark
7788
Red, Medium
8900
Red, Light
Eye Colour
0150
Violet, Dark
5100
Violet, Light
Result
Hair Colour
Result
Eye Colour
0148
Golden, Pale
0110
Hazel, Dark
4996
Golden, Rich
1120
Hazel, Light
9700
Silvery White
2135
Blue, Dark
3650
Blue, Light
5160
Green, Light
Result
Hair Colour
6170
Green, Dark
0105
Blue-Black
7185
Gray, Dark
0650
Golden, Pale
8600
Gray, Light
5195
Golden, Rich
9600
Silvery White
Hair Colour
0175
Black
7680
Brown, Dark
8184
Brown, Medium
8588
Auburn, Dark
8992
Auburn, Medium
9396
Red, Dark
9700
Red, Medium
2.
Masks by Colin Radioactive Ape Chapman. Astonishing Swordsmen & Sorcerers of Hyperborea, AS&SH, and all other North Wind
Adventures product names and their respective logos are trademarks of North Wind Adventures, LLC in the USA and other countries.
Result
Eye Colour
Result
Eye Colour
0110
Blue, Dark
0125
Hazel, Dark
1120
Blue, Light
2650
Hazel, Light
2160
Green, Light
5175
Blue, Dark
6100
Green, Dark
7600
Blue, Light
Result
Hair Colour
Result
Hair Colour
0105
Auburn, Medium
0110
Red, Dark
0610
Auburn, Light
1125
Red, Medium
1140
Red-Orange, Dark
2645
Red, Light
4170
Red-Orange, Medium
4655
Blond, Dark
7100
Red-Orange, Light
5670
Blond, Medium
7195
Blond, Light
9600
White
Eye Colour
0125
Brown, Dark
2650
Brown, Light
51
Amber, Dark
52
Amber, Light
5376
Hazel, Dark
7700
Hazel, Light
3.
Masks by Colin Radioactive Ape Chapman. Astonishing Swordsmen & Sorcerers of Hyperborea, AS&SH, and all other North Wind
Adventures product names and their respective logos are trademarks of North Wind Adventures, LLC in the USA and other countries.
10
Lisp
Roll
Feature
11
Missing Finger
12
Missing Teeth
13
Piggish Nose
Diastema (Gap-Toothed)
14
Pockmarked
Distinctive Birthmark
15
16
Facial Mole
17
18
Stutter
Freckled
19
20
Choose One
10
11
Mallen Streak
12
Nondescript
Roll
Feature
13
Broad-Chested / Bosomy
14
Piercing, Facial
15
Prematurely Graying
Clear Eyes
16
17
Dazzling Teeth
18
Defined Muscletone
19
Distinguished Features
20
Choose One
Full Lips
10
Good Posture
Roll
Feature
11
Big Ears
12
Healthy Complexion
Big Nose
13
Honest Face
Bow-legged
14
Bushy Eyebrows
15
Lilting Voice
16
Lustrous Hair
17
18
Youthful Countenance
Facial Tic
19
20
Choose One
4.
Masks by Colin Radioactive Ape Chapman. Astonishing Swordsmen & Sorcerers of Hyperborea, AS&SH, and all other North Wind
Adventures product names and their respective logos are trademarks of North Wind Adventures, LLC in the USA and other countries.
Comprehensive
for AS&SH
Characters
By Colin Chapman
The rules for Astonishing Swordsmen & Sorcerers of Hyperborea provide the means to randomly generate a characters build, height, and
weight. However, those rules do not account for how strength and muscle mass (largely represented by the strength attribute) can impact build,
height, and weight. The following rules attempt to augment and expand the default system whilst recognizing that the men and women of
Hyperborea are notably taller and sturdier on the whole than their historical counterparts.
Of course, players and referees should feel free to simply choose results, too, as height and weight seldom have any significant impact on play.
The builds are only guidelines; other descriptors may be used instead. Broad may be barrel-chested or curvaceous, small may be petite or elfin,
slim may be slender or svelte, tall may be statuesque, and so on.
Height
59+2d6
63+2d6
60+2d6
56+2d6
76+2d4
71+2d4
66+2d6
62+2d6
60+2d6
56+2d6
63+2d6
59+2d6
66+2d6
62+2d6
1.
Weight
130+2d10 lbs.
150+2d10 lbs.
160+2d10 lbs.
130+2d10 lbs.
190+2d10 lbs.
140+2d10 lbs.
160+2d10 lbs.
130+2d10 lbs.
150+2d10 lbs.
120+2d10 lbs.
160+2d10 lbs.
130+2d10 lbs.
170+2d10 lbs.
140+2d10 lbs.
Standard Build
Result
1 or less
24
59
1011
1213
14 or more
Build
small
slim
average
broad
large
huge
Modifiers
height 10%; weight 30%
weight 20%
none
weight + 20%
height + 10%; weight + 50%
height + 20%; weight + 100%
Build
small
slim
average
tall
Modifiers
height 10%; weight 20%
weight 10%
none
height + 10%; weight + 20%
Hyperborean Build
Result
4 or less
56
79
10 or more
Example 1: Rell Tannos, a common man and cleric of Xathoqqua, has no modifiers for strength. The player rolls Rells Baseline Height and
Weight, getting 71 (511) and 162 lbs. The player then rolls for Rells build, getting a result of 10; Rell is broad. This modifies the baseline
weight by 20%, adding 32 lbs for a total weight of 194 lbs. Rell Tannos a stocky fellow, a whisker above average height for Khromarium.
Example 2: Snorri Brandsson, a male Viking fighter, has an impressive +2 strength modifier, doubled to +4 for purposes of the characters
build roll. The player rolls Snorris Baseline Height and Weight of 72 (6) and 180 lbs. The player then rolls for Snorris build, adding the
doubled strength modifier of +4, for a final total of 12: large. He increases Snorris height by 10% to 67 and his weight by 50% to 270 lbs.
Snorri Brandsson is a tall, highly impressive individual.
Example 3: Shamoravor Traal, the Hyperborean legerdemainist, has a 1 strength modifier. This translates as a 2 modifier on her build roll.
The player rolls baselines of 75 (63) and 148 lbs. She rolls for build, subtracting 2, and gets a final number of 4: small. Shamoravors height
is reduced by 10% to 58, and her weight is reduced by 20% to 120 lbs. Shamoravor Traal is notably elfin for a Hyperborean.
Astonishing Swordsmen & Sorcerers of Hyperborea, AS&SH, and all other North Wind Adventures product
names and their respective logos are trademarks of North Wind Adventures, LLC in the USA and other countries.
2013 North Wind Adventures, LLC
2.
33 Family home has many hidden corpses and rumours of phantoms in estate
34 Ancestor made pact with f orces of evil to maintain the clan
35 Family really broke on edge of complete ruin
36 Family f amous misers
37 Ancestor served f orces of darkness as right hand man
38 Famous ancestor late with message triggered disaster
39 Famous traitor ancestor joined other side in war at crucial moment
40 Ancestor f amous sexual pervert people tell stories of to scare children
41 Ancestor ruled a dungeon terrorising locals f or a generation
42 Ancestor was cursed by gods f or blasphemy, curse still carried by clan head
43 Ancestor murdered children to attain control of clan
44 Ancestor was a f amous poisoner
45 Ancestor disappeared in cave with important documents of kingdom
46 Ancestor f amous amateur torturer, victims bodies still f ound in f amily home
47 Cats hate f amily and go crazy when near
48 Dogs hate f amily and go crazy when near
49 Horses hate f amily and go crazy when near
50 Birds hate f amily and go crazy when near
51 Family exterminated another f amily to get land
52 Family usurped title and lad in base act of treachery with original clan
53 Ancestor a notorious grave robber
54 Ancestor a necromancer was was killed f or crimes af ter public trial
55 Ancestors were well known as witches
56 Ancestor witch was hunted and killed by mob, swore vengeance on whole village
57 Ancestor a f amous thief of long lost goods owners still want
58 Ancestor lived in now haunted tower or house that locals have sealed up and shunned
59 Ancestor f amous slanderer whose malicious lies about other clans still believed today
60 Family home built on a pagan burial ground or temple site
61 Many believe under f amily home are catacombs with horrible secrets
62 Ancestor linked to unpopular religion, strange pilgrims always visiting
63 Ancestor a f amous slaver who killed hundreds cruelly
64 Ancestor a f amous drug f iend who ruined other clans with vice
65 Ancestor a f amous rake and seducer, hated by many other clans
66 Ancestor a f amous popular harlot who was murdered by persons unknown
67 Ancestor rumored to have had other worldly evil lover
68 Clan f amed f or being thieving lying money grabbers
69 Family stalked by unknown murderers f or generations
70 Family mentioned in evil prophecy so changed name in past
71 Family f ull of rakes and harlots, f ull of bastard children
72 Everyone thinks f amily has hidden treasure stash of gold
73 A doomed immortal of clan assumes identity of descendants f or legal reasons
74 Family has taint of orc or goblinoid blood, f amous brutes
75 Ancestor f amously went into f orest f or secret rites with nonhumans
76 A f amous clumsy idiot of clan caused a huge disaster people still not over
77 Ancestor f amed necrophiliac burned at the stake
78 A f amous cruel hell rake ancestor partied with cults, brigands and drug f iends
79 A f amous spouse murderer had 3d4+3 partners bef ore killed by enemies
80 A f amous ancestor slandered the crown who, king killed most of the clan
81 A f amous ancestor collected f orbidden books and ancestors then disappeared
82 A f amous cruel sea captain was marooned by crew somewhere
83 A f amous knight kidnapped and killed local maidens, rumored to serve devils
84 A ancestor was rumored to have been to hell and back somehow
85 Family have a horrible evil motto most think disgracef ul today
86 Famous ancestor last seen riding into hole in hill with demons, a stone slab in place today
87 Ancestor had royal af f air and was horribly murdered by rivals and enemies
88 Ancestor started a cult which was stamped out by state af ter their death
89 At a certain night ghosts appear at clan home to condemn all f or villainy
90 Ancestor rumored to have illicit sex with animals, f amily maintain just enemy slander
91 Ancestor built a strange f olly which locals avoid and f ear
92 Ancestor known as decadent f iend, last seen at party where demons dragged them away
93 Ancestor collected f unds f or church then drunk and gambled and whored f unds away
94 Started a doomed crusade that resulted in thousands dead and bitter international resentment
95 Famous inquisitor or witch hunter killed hundreds bef ore executed by own f ollowers
96 Brief ly an ancestor held top position in kingdom bef ore being murdered by rivals
97 Ancestor rumored to have been evil wizard, torn apart by invisible demons in market square
98 Ancestor rumored to have been demon cultist or of f spring, killed by animals in village
99 Ancestor f amous magician, crackpots harass clan f or magic hidden secrets
100 Ancestors true parent a demon, devil, beast lord or elemental lord
Using a f ew things of f that list to f oreshadow one of thee gangs in the dungeon would add extra exitement to
those random generic murder holes we call dungeons.
If it does not specif y they are good or evil consider giving party a curveball with alignment variations f or these
parties. Many greedy and willing to kill son good not so common. Misunderstandings occur also.
D100 rival dungeon parties
01 A band of local sherif f s, bailif f s, posse recruits out f or revenge, rescue and a buck
02 A band of f earless vikings with some slave labour out to methodically kill everything
03 A band of barbarians and beast companions looking f or heroic trophies and experience
04 A band of knights and squires looking f or deeds of daring do to earn f ame
05 A holy band or priests, holy knights and zealous warriors out to kill evil
06 A band of mercenary soldiers out f or a buck, dirty, brutal and cruel
07 A squad of prof essional soldiers with auxiliaries on a mission f rom authorities
08 A band of yeomen killing everything they can methodically, pref erably f rom a distance
09 A gang of bandits f rom roads or countryside looking f or a lair or loot
10 A gang of thieves looking f or anything to kill and rob, quiet and ambush rather than direct
61 Good changelings in human f orm adventuring, possible mixed band (1in6), some romantic (1in6)
62 Wily octopus f olk f rom f ar of f lands seeking, adventure, cash and good stories
63 Chaos cultist octopus f olk f rom f ar of f lands seeking location and sacrif ice f or depraved rituals
64 A mob of young giants and ogres and trolls looking f or a home or f ood, constant in f ighting
65 A cult of psionics lurk looking f or lay lines or crystals to enhance powers
66 Escaped convict gang have f led in here to kill everybody who sees them till f ar f rom prison
67 Special f orces with guns f rom other plane her to loot and vivisect and gather intelligence
68 Magician with golem or demon and other f ollowers using heavy hitter to seize dungeon
69 Teenagers f rom local area looking to make a quick buck and leave this backward area
70 Dwarves greedy f or gold kill any who hold out on what is rightf ully theirs
71 Rangers exploring dungeon looking f or f uture threats to area stability and monster population
72 Fishmen with shoggoth to f ight and carry loot exploring f or lost gold and elder god artif acts
73 Wizard with assorted hybrid animal monsters looking f or breeding stock and training beasts
74 A band of ogres moved in to take over and just want sacks of loot and dinner
75 Slavers have moved in and recruiting monsters f or guards and kidnappers
76 Swine men devil worshipers moved in and set selves up as lazy overlords over other creatures
77 Someone chopped up a troll and scattered all over dungeon, now roaming teen troll gangs
78 Ant men looking to build a royal hatchery and start a colony f or their pregnant queen
79 Cockroach men scuttling about looking f or horrible f ood, hate any who bring light into the dark
80 Hyena men war band looking f or victims and f ood, will skirmish stronger f oes or wait till weak
81 Rat men here to spread disease f or the plague god with pet bear rats and common black rat swarms
82 Badger men here looking f or loot and new territory, f eel competitive with humans
83 Chaos war band of mutant demon worshipers are here looking f or f ights and sacrif ices and f ood
84 Cave men with pet cave bears or lions moving in and seek hunting trophies to prove virility
85 Kobold commando squad with group of suicide bombers and a kobold magician of some kind
86 Kobold trappers f itting in deathtraps willing to skirmish and use their cunning and ordinance
87 Kobold construction crew and beasts of burden (carrion crawlers?) f inishing new work
88 Goblin warband seek revenge against human f or past deeds, sound the drums and let loose horde
89 Goblin wizards and guards looking f or magical treats, demand spell books and magic
90 Goblin gardeners spreading dung, spores, baby monster grubs and eggs
91 Goblin beast rider clan, with giant bats, dire wolves or other creatures as mounts f or skirmishers
92 Hobgoblins troops marching about looking f or enemies of goblins to kill and rob
93 Hobgoblins led by a dark elf f rom underlands, seeks alliances with monsters and evil doers
94 Hobgoblin f olk looking working f or f ood and loot, easily of f ended by humans and enraged
95 Bugbear assassins lurk here looking f or intruders to dungeon, solo or big ambushes used
96 Bugbear troops prowling in gangs looking f or loot and f ood and hunting outsiders
97 Bugbear mercenaries hired by other monster to kill intruder adventurers, very prof essional
98 A rival adventurer party state they have claim, tell claim jumpers to piss of or be killed
99 A rival adventurer party hear someone been beating them to best stuf f and want compensation
100 A rival party of old f amily enemies, escaped boss monsters and other party enemies or their kin
DRAMATIC PERSONAE
d6
(red,
blk)
Character
type
11
12
13
14
15
16
21
22
23
24
25
26
31
32
33
34
35
36
41
42
43
44
45
46
51
52
53
54
55
56
61
62
63
64
65
66
Ranger
Druid
Hermit
Barbarian
High Elf
Low Elf
Peasant
Herder
Monster
Thief
Laborer
Sailor
Maiden
Youth
Trader
Goodwife
Priest
Mercenary
Witch
Guard
Prostitute
Beggar
Dwarf
Servant
Bureaucrat
Trickster
Knight
Performer
Constable
Villain
Scholar
Wizard
Artist
Merchant
Noble
Ruler
1.
2.
3.
4.
1: Enemy
Intimacy
Civilization
Temptation
Sorcery
Mortality
Confinement
Novelty
Theft
Humanity
The law
Superiors
Bad luck
Cruelty
Injustice
Money losses
Neighbors
Heresy
Ideals
Religion
Foreigners
Opposite sex
Hunger
Ridicule
Punishment
Disorder
Boredom
Defeat
Failure
Crime
The weak
Reality
Ignorance
Convention
Surprises
Shame
Assassination
2: Desire
Freedom
Nature
Solitude
Pleasure
Experiences
Amusement
Food
Respect
Killing
Wealth
Rest
Adventure
Love
Sex
Friendship
Peace
God(s)
Danger
To be feared
Obedience
Admiration
Pity
Alcohol
Security
Idleness
To humiliate
Glory
Fame
Justice
Power
Knowledge
Magic
Beauty
Possessions
Status
Prosperity
3: Good
Temperate
Calm
Helpful
Tough
Gentle
Joyful
Humble
Generous
Sensitive
Daring
Honest
Hearty
Modest
Optimistic
Polite
Sympathetic
Reverent
Brave
Insightful
Stalwart
Heart of gold
Observant
Boisterous
Discreet
Meticulous
Charming
Chivalrous
Cheerful
Righteous
Tragic
Learned
Ambitious
Creative
Cautious
Idealistic
Dignified
4: Neutral
Silent
Raving
Ascetic
Impulsive
Distant
Mischievous
Gullible
Proud
Reclusive
Braggart
Energetic
Eccentric
Innocent
Enthusiastic
Argumentative
Talkative
Prudish
Cynical
Scheming
Stubborn
Saucy
Suspicious
Frank
Obsequious
Lazy
Glib
Tenacious
Sentimental
Logical
Lustful
Inquisitive
Unusual
Flamboyant
Vain
Refined
Careworn
5: Bad
on d6
Restless
1-2
Callous
1-2
Irascible
1
Aggressive
1-2
Inscrutable 1-3
Contrary
1-3
Intolerant
1-3
Vengeful
1-2
Devious
1-2
Cruel
1-3
Bullying
1
Depraved
1
Fearful
1-6
Careless
1
Dishonest
1-3
Sarcastic
1-6
Gluttonous 1-2
Uncaring
1
Spiteful
1-5
Corrupt
1
Miserable
1-5
Rude
1-2
Clannish
1-2
Ineffective
1-3
Difficult
1
Evasive
1-3
Fanatical
1
Clownish
1-3
Tyrannical 1
Amoral
1-2
Impractical 1-2
Insane
1-2
Rebellious
1-2
Stingy
1-2
Haughty
1-3
Egomaniac 1-2
Row: To determine which type of character is being generated, roll a red d6 and black d6, or just choose the
character type you wish. Higher red die numbers are more appropriate for civilized areas, so you may want
to roll 2 red dice and take the higher in a large city, or the lower if in the wilds.
Column: Roll 3d6 for three traits. If you roll doubles or triples, take the trait from that numbers column,
then roll one (doubles) or two (triples) distinctive traits (step 4). If you roll 6es, each of these is also a
distinctive trait. All other numbers, take the trait from that numbers column. Enemy is what the character
fears or hates.
Female? Roll a d6, a score within that range means the character is female. You may want to adjust these
probabilities for the assumptions of your world.
Distinctive traits: If step 2 requires you to roll distinctive traits, first roll a red d6 and a black d6 to determine
the row from which you are stealing another types traits, then roll 1d6 for column. If you roll a 6 for
column, either invent something thats not on the chart, or use column 4.
DRAMATIC PERSONAE
Character Subtypes. If another type appears in parentheses, roll one die for traits on the column of
that type instead of the base type.
Ranger: Hunter (Herder), Tracker (Mercenary)
Druid: Shaman (Barbarian), Witch Doctor (Barbarian)
Hermit: Oracle (Wizard, female)
Barbarian: Berserker (Mercenary), Savage (Druid), Wild Man (Ranger)
High Elf: Dark Elf (Villain), Sea Elf (Sailor)
Low Elf: Pixie (Performer), Sprite, Leprechaun, Wood Elf (High Elf)
Peasant: Farmer, Villager, Fisher (Sailor), Bully (Thief), Halfling (Low Elf)
Herder: Animal Trainer (Ranger), Desert Warrior (Barbarian), Shepherd (Youth), Shepherdess (Maiden)
Monster: (Use a row from an appropriate type; thus, Barbarian for a Werewolf; Trickster for a Were-rat...)
Thief: Bandit (Mercenary), Burglar, Gangster (Guard), Pirate (Sailor), Raider (Barbarian)
Laborer: Woodcutter, Miner (Beggar), Stevedore (Sailor), Teamster (Herder), Bearer (Servant)
Sailor: Ferryman (Trader), Gondolier (Performer), Captain (Merchant), Pirate Captain (Thief)
Maiden: Vestal (Priest), Coquette (Prostitute)
Youth: Acolyte (Priest), Apprentice (Wizard), Student (Scholar), Linkboy (Servant)
Trader: Armorer, Bartender (Goodwife), Blacksmith (Laborer), Craftsman (Artist), Innkeeper
Goodwife: Barmaid (Prostitute), Mother-in-law, Wise Woman (Witch)
Priest: Healer (Hermit); Martial Monk (Hermit, Constable), Friar (Hermit, Scholar), Inquisitor (Constable)
Mercenary: Assassin (Villain), Bodyguard (Guard), Bounty-hunter (Constable), Gladiator (Performer)
Witch: Fortune Teller (Wizard), Hoodoo Man (Druid, male)
Guard: Executioner (Monster), Jailer, Slaver (Villain), Soldier (Mercenary)
Prostitute: Courtesan (Noble), Pleasure Slave (Servant), Wench (Goodwife), Slattern (Beggar), Catamite (male)
Beggar: Vagrant (Ranger), Madman (Artist), Prisoner (Peasant)
Dwarf: Gnome (Low Elf)
Servant: Butler (Bureaucrat), Cook (Trader), Maid (Goodwife), Slave (Laborer)
Bureaucrat: Accountant (Servant), Scribe (Scholar), Tax Collector (Guard)
Trickster: Rake (Noble), Swindler (Thief), Gambler, Duelist (Mercenary), Pimp (Villain), Urchin (Youth)
Knight: Temple Guard (Guard), Cavalier (Noble), Paladin (Hermit)
Performer: Actor (Artist), Exotic Dancer (Prostitute), Jester (Trickster), Juggler, Bard (Ranger), Singer
Constable: Thief-taker (Mercenary), Rat Catcher (Beggar)
Villain: Cultist (Priest), Murderer (Monster), Torturer (Constable)
Scholar: Academic, Librarian (Bureaucrat), Teacher (Trader), Sage (Wizard), Theologian (Priest)
Wizard: Alchemist (Scholar), Necromancer (Villain), Illusionist (Trickster, Performer)
Artist: Painter, Sculptor, Decorator, Architect (Scholar)
Merchant: Caravan Master (Herder), Smuggler (Trickster), Banker (Trader)
Noble: Aristocrat, Fop (Performer), Heiress (Maiden)
Ruler: If ruler of a specific class or guild, roll one die on that row.
Example characters:
Random 1: red 2 black 1 (Peasant). 3d6: 1,3,4. The gender roll is 4, so male. Gump is a stereotypical,
humble peasant who is suspicious of strangers (hates novelty) and is very gullible.
Random 2: red 4 black 1 (Witch). 3d6: 2, 2, 6. The gender roll is 1, so female. The Witch has one
typical trait (column 2, wants to be feared) and rolls two unusual traits, one for the doubles and one for
the 6. The first trait is on the row, red 3 black 6 (mercenary), a further d6 gives 5, she is uncaring. The
second trait is on red 4 black 5 (Dwarf!), a further d6 gives a GMs choice or the 4 column result
(frank). GMs choice: Cathrax is a human only as tall as a Dwarf, explaining her need to be feared.
Stock character: I want a torturer for my game, a subtype of Villain with 2 dice from Villain and 1 from
Constable. I roll triple 5, and 6 for gender, so male. Already he is amoral (from Villain) and tyrannical
(from Constable, using the second 5). A third die is free; rerolling, I get red 1 black 3, Hermit, with the
die 1 ... fears Temptation. Thinking a bit, I decide that this represents a kind of repression in the
torturer Henbane which leads to his pathology.
SEX
d4
ODD
Male
1-2
Elf (1)
Magic User(8)
EVEN
Female
3-4
Necromancer(1)
Paladin (8)
ALIGNMENT
d6
1 or 6
Chaos
3 or 5
Neutral
2 or 4
Good
AGE
1
10 + d20 result
2-3
31 + d10 result
4-5
41 + d8 result
50 + d20 result
CLASS
1
d8
Elf or Necromancer
2-3
Cleric
4-5
Fighter
Dwarf
Halfling
8
Magic User or Paladin (d4 odd or even)
For Necromancer and Paladin classes see Knockspell #1
LEVEL
d10
d12
1-5
Level 1
6-7
Level 2
8-9
Level 3
10
Level 4
1
2
3
4
5
6
7
8
9
10
11
12
FEATURES
Twitchy
Lazy Eye
Stutterer
Gap Toothed
Limps
Tattooed
Earrings
Sunken Eyed
Thin Lipped
Big Eared
Pointy Nosed
Square Jawed
d20
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
NATURE
Smiling
Sullen
Affable
Excitable
Squeamish
Rude
Oblivious
Cowardly
Helpful
Lazy
Trustworthy
Shady
Scurrilous
Adept
Intuitive
Curious
Bored
Energetic
Clumsy
Nervous
Labyrinth Minions
Roll
1-4
5-11
12
Type
Non-Combatant
Man-at-Arms
Adventurer
Explanation
Porter, torch bearer, cook, etc.
0-level fighting man
Classed NPC
Non-Combatants:
These are willing to enter dungeons as part of an expedition but will not fight except to defend themselves. They will
usually have 1d4+1 hit points and will be armed with a dagger or a club.
Men-at-Arms:
These swords for hire are the most common type of dungeon hireling and will fight for their employers granted they
are treated fairly and not given any overly-risky duties. Normal morale and loyalty rules apply at all times. All menat-arms have a dagger.
Roll 1d4, 1d6, and 1d8, then consult Table 2 to determine each man-at-arms hit points and gear:
Table 2. Man-at-Arms Hit Points and Gear
Roll
1
2
3
4
5
6
7
8
(d4)
Hit Points
3
4
5
6
-----
(d6)
Armor
None
Leather
Studded
Scale
Scale
Chain
---
(d8)
Weapon/Shield
Hand Axe + Shield
Short Sword and Mace
Long Sword + Shield
Short Sword and Spear
Short Sword and Spear + Shield
Short Sword and Short Bow
Long Sword and Axe + Shield
Long Sword and Short Bow
Adventurers:
These are NPCs with a character class. They will generally be first-level, but second- or maybe even third- level
characters may be possible if the game master allows. Adventurers of higher than third level will almost never be
encountered as potential hirelings. Adventurers are available to be hired as employees or can be recruited as
henchman/retainers. The game master must determine the class, level, and equipment of adventurers.
Normal rules for wages, reaction checks, and loyalty apply for all hirelings.
IdioSynCraCies In 010 1
by Randy Cox
Paul Jaquays
Tamara Wieland
,~
o
_
..
I..]!:;(Y:.. "" .
.... .....
ft.J.......
"'--./~
J ,---
\ 'I.....
\
1\
31-35
36-40
41-45
46-50
51-64
1
2
3
4
5
6
7
8
01-05
06-10
I I-I 5
16-20
21-25
26-30
Hiccupping
Stuttering
Felix Unger
Slob
Practical Joker
Political Activist
1-2
3-4
5-6
7-8
9-10
Acrophobia
Agorophobia
Claustrophobia
Nyctophobia
Magiophobia
70-79
1-2
3-4
5-6
7-8
9-10
Insectoids
Rodents
Specific monster type
Flying Animals
Undead
80-97
98-99
00
25
Manic Depressive
Hypochondriac
Pyromaniac
Paranoid
Hyperactive
Hypoactive
Split Personality
Kleptomaniac
65-69
I
2
3
4
5
6
7
8
Idiosyncracies Chart
Bigot
Vandal
Pack Rat
Absent Minded
Special Mental Disorder
re-roll below
Fur
Dust
Insect bite/stings
Food type
Medicine type
Magic
Two of the above
Three of the above
Roll again twice
Roll again three times
26
orton
TI,ese are an aromatic spice leaf that will double the
healing power of a Paladin when used. This also in27 cludes Rangers.
5. Hate Them
You have a deep and violent aversion to all things (Roll creature type: note that this
could possibly evenbe your own type). Your loathing of these horrid creatures
prevents you from trusting them, accepting healing from them, orfrom healing
them as well. You need to roll a Will save in order to not freak out, flee in fear or
become incapacitated with nausea or revulsion when confronted by such creatures
in close quarters. Prolonged exposure to these creatures will potentially trigger an
over-compensating and inappropriate response, perhaps poisoning them secretly,
or framing them for something that you did. You are convinced that you need to do
something about them, but what? You are not the sort to go berserk, nor do you
gain any bonuses for acting out upon your unreasoning fear, but you still have to
do something . . . maybe something sneaky, dastardly and behind-the-back.But
keep in mind that getting caught is almost as bad as not doing anything about
these hatefulthings.You know that they are mocking you even as they are
planning your demiseits you against them and one or the other will have to go,
sooner or later. Make sure its them.
6. Confirmed Phobic
You tend to get uneasy when confronted with anything vaguely resembling specific
creatures or individuals (roll/DM choice), and around large specimens of large
numbers of vermin you must make a Will save or go berserk, smashing or attacking
the vile, detestable things for all youre worth . . . no matter the circumstances.
Long ago, in your past, you were captured and tormented by a group of these
creatures. They remind you of bad things. Long suppressed memories surge to the
surface and you recall the terrible things that they did to you and you want
revenge. One of your fellow party-members seems uncomfortably familiar to you,
especially the more you recall of your past. (Roll randomly to select the partymember.) Perhaps they know something of your past, possibly they were present at
your torture as a fellow victim . . . or they might even have been involved. Paranoia
is a way of life you have long learned to accept and run withlike a blind man
running with scissors down a dilapidated stairway during an earthquake.
11. Haunted
At certain times of distress you make a Will save or the ghost of a former colleague
whom you murdered or failed to save appears and tries to return the favor.
Incorporeal undead seek you out for you have a necromantic mark upon your soul.
The restless spirits of this sort will often seek to interrogate you rather than
attack, unless provoked past their tolerance. How good are you at blung?
12. You Hear Voices
Sometimes quiet and calm, other times frenetic and powerfully overwhelming.
Sometimes you can ignore them, other times you find yourself helpless to do
anything but what they tell you. (Will save or obey the compulsion to the best of
your ability for 14 rounds). The voices tell you that you are special, that you were
chosen to serve them, and that you will be richly rewarded and that they will grant
you great power and revenge over your enemies. But who are these voices?
13. Excommunicated
You have been kicked out of the religion of the cleric in your group. You get no
clerical healing, in fact any attempt to heal you by the cleric results in harm until
you recant, undergo a trial of purification and receive absolution from the deity or
its representativehowever if you con the party-member into believing that you
are willing to do this they immediately forfeit their clerical status and are cast out
as apostates. You may also harbor inappropriate(?) thoughts of getting the clerical
members of your party killed by seemingly innocent accident. After all, you
probably have a few potions or a healer along, right? Your touch defiles holy
symbols, your presence desecrates shrines and you have been known to soil a few
altars in your day.
14. Shoe Collector
You are so obsessed with amassing the greatest and most diverse collection of
footwear possible that it occupies practically every waking thought. You carry
along a special, secret bag of holding only for shoesno one must ever see the bag
or you may lose it and your collectionand that would be very, very bad for you.
The bag acts almost as though it were a familiar to you and losing the bag means
suering the same eects as losing a familiar, even if youre not a spellcaster.
15. Rot Gnawer
You are a connoisseur of all things rotten and decayed, in fact you are so crazed for
such foul fare that you are immune to food poisoning, receive a +5 bonus to all
poison-related attacks, saves, etc. You thrive on polluted waters, gangrenous flesh,
and worse things. To you, maggots are a special treat. You can eat practically
anything as long as it is rotten, decayed, or putrescent. By the same token, clean
water and fresh food make you nauseous and violently ill.
16. Corpulent Glutton
You are seriously overweight for your size/build. Add 5d20 to your weight, 1 from
CON. You are almost always out of breath when you need to exert yourself, unless
it is to eat more of whatever you can get your hands on. You will compulsively
sneak water, wine, food, or anything else consumable from anyone else in the
group whom you can bribe, beg, steal, or otherwise get things from. You always try
to drink potions immediately upon finding them and want to eat first, fight later.
You dislike to share, tend to be greedy and hold a grudge when it comes to food or
drink, neither of which you can ever get enough of, ever. Also keep in mind your
compulsion has absolutely nothing to do with nutrition, nor your abilityor inability
to actually taste, digest, or benefit in any way from the things you consume.
17. Bigoted Bully
You have a distinct hatred and distrust for those kindyou know, one of the other
party members (roll randomly). You will distance yourself from this character,
reject their help, and otherwise seek to allow them to come to harm through
negligence or withholding of resources or assistance. You would love dearly to beat
them up, but not if anyone is lookingafter all youre not sure that the others
would understand.
Compiled, copyedited, and converted to PDF from the original post by Matthew W. Schmeer @
Rended Press. Hes sure there are still some stupid typos he missed somewhere in here.
1 Tattooed
2 Drunk
3 Smokes
4 Pervert
5 Drug addict
6 Tells crazy sounding stories
7 Superstitious
8 Really a woman in disguise
9 Really under aged
10 Really older
11 Cursed
12 Sightly elvish
13 Sightly orcish
14 Slightly f ish man
15 Cultist
16 Criminal
17 Spy
18 Has encountered strange sea phenomena
19 Has a tragic story
20 Talks about lost treasure
1d12 Seamen Supplies
1 Islander sailor with loincloth, beads, tatoos, barbed javelins, shortbow and spiked club
2 Arctic sailor with f acial tatoos, bear tooth, thick f urs, harpoon, spear and blubber cutting pole arm
3 Ancient Empire Sailor with loin cloth, sandals, trident, net
4 Ancient Empire Marine with toga, short sword, two javelins, small shield
5 Old Empire Sailor with shirt, trousers, boots, hatchet or machete, dagger
6 Old empire Marine with scale armour, sabre, round shield, helmet and spear
7 New Empire Sailor shirt, trousers, boots, club, dagger, sabre8 New Empire Marine with shirt, trousers, helm,
breast plate, sabre, musket or halberd9 Pirate Sailor with shirt, trousers, boots, sabre, dagger, hatchet
10 Pirate Elite Deathwatch with shirt, trousers, boots, sabre, dagger, grenade or pistol
11 Just press ganged with loincloth, shirt, club
12 Old deckhand with shirt, trousers, boots, sabre, dagger, cargo hook, chain
12 Seb Drooper ex impirial f leet sailor still holds high standards, bosses others around
13 Laden Karse ex merchant sailor, well dressed, tells stories of many f oreign ports
14 Douglas Black smuggler of dodgy goods and shif ty, always panhandling unsavoury goods
15 Klaus Kuntzman serial killer of prostitutes now gettib old f ound being a sailor perf ect cover
16 Raman Drous old story teller whith a story about everything in the old days
17 Z abu a f unny guy who likes jokes, f unny songs and is usually popular, nobody crosses him
18 Makana Trag a crazy incomprehensible story teller whose senile accounts could be right
19 Dan of the Deep is plug ugly but can swim and dive better than anyone, like a f ish!
20 Dick Drake a rum drunk sod hho manages to do everything roaring drunk
21 Stabbs Mc Shank a angry man prone to knif ing new recruits and uppity women
22 Caleb Crowseye expert climber and spotter, cheeky has a pet monkey
23 Z argran Felcher a creepy pervert up to strange sexual practices on ship or anywhere
24 Harrigan Mar covered in pornographic tatoos and loves to put on show f or a drink
25 Pelban Gull a tatooed carny man f rom circus with many exotic skills and vices
26 Menik Jarz a tatoo artist who of f ers to mark anybody anytime f or some grog
27 Pravit Pinsk a tatooed gangster f rom city gang, obligated by code to be lazy and exploiter
28 Marny Glum a paranoid bitter old f uck who grumbles about the worst all the time
29 Liraz Jarz a singer and bard taken to the sea to learn new songs with captive audience
30 Talia Razzu a woman in disguise as a man seems f riendly but quiet likes to f ight
31 Jimmy Hops a jolly old timer who is a secret transvestite on shore leave
32 Kazzer Tranz kind ships mate who tries best to keep crew a happy loyal team
33 Mars Hezzar a reliable ships mate a bit impatient and shouty but not a bully
34 Munarbo a tough but f air ships mate who keeps f loggings and keelhauling to a minimum
35 Varjan Syn a tyrant ships mate who uses his club with little provocation
36 Tarndak is the sadist ships mate, years of loneliness and death has made him mean
37 Carman Vaz a secret mutant seaman keeps his f reak def ormities hidden, very private
38 Rarz a hairy savage f rom strange land with poor language but great drinking skills
39 Vars Greeman a duelist and swashbucler who pref ers to rob and humiliate than kill
40 Z arja Doon a wagonless nomad banished f rom tribe f or murder, surly but loves knives
41 Kajuk a polar savage hunter f atalistic about lif e but longs to escape home to f amily
42 Ranan a barbarian f rom the continent who's tribe were exterminated by emperor
43 A sea barbarian dragonboat raider, f ierce, prone to beserk f its but loyal and honorable
44 Nako a horse nomad who's tribe have gone sof t by assimilating into conquered people
45 Wild savage of the druid king's tribes, snake worshiper of the f orests, boastf ul but short
46 Rildran Tor a continental f armer kidnapped and now a sailor, glum but still alive
47 Kodra ex slave f reeman became sailor as desperate f or cash, ship reminds him of home
48 Preda an ex slave escaped f rom empire when f reed by pirates, loves f reedom
49 Henny Barx a galley man got into sailing when pirates of f ered him better jpb or die
50 Kribbix T harg a gladiator who earned f reedom, got in debt and now in this crap hole
51 Malanzo Dorn a crazy treasure hunter and dreamer into get rich quick schemes
52 Hamardo Coraz a treasure hunting psycho who will murder his mother f or a gold tooth
53 Hedly Draz a treasure hunting greedy bully always spying on others and robbing them
54 Codran Tarrm rope master who can do amazing tricks with ropes
55 Doc a grumpy old sawbones who hares everyone, enjoys amputation and his f ilthy tools
56 Cookie, a butterball who can make anything into gruel, likes to catch birds and rats
57 Hradgar a depraved letch sea barbarian, delights in ruining decent men in red light area
58 Jindra Dan an innocent new young cabin boy the delight of all the crew who protect him
59 Donny Skaz a bitter out to survive cabin boy who has been abused and is suspicious
60 Randal Cod a bullied battered abused cabin boy, on his way to becoming a savage bully
61 Rigby dan a scrim-shore artist who spends time on valuable artworks and smoking
62 Praad Gar af raid of ghosts and superstitious, anything bad sets him of f on curse theories
63 Greer Turn returned f rom f ar east with unusual skills and outlook
64 Barag returned f rom f ar west with tatoos and jade lip plug and love of the blood goddess
65 Returned f rom empire drug adict and wanted criminal, cant return to f amily
66 Kraw an asian warrior f rom east with exotic f ighting styles but secretive, longs to return
67 Umbuta a lion worshiper f rom great grazelands of the south a f earless f ighter
68 Matu a islander kidnapped and now enmeshed in new lif e, dreams of return
69 Kabudda a cannibal islander kidnapped but cannibal ancestor rituals not noticed yet
70 Noh a monk f rom east amused by f unny sailor ways, very clean and patient
71 Amak pirate druggy f rom east, was agent of a cult but he lef t years ago but still hooked
72 Ma-leng strange man with turban f rom mysterious plateau in east, cultist and cannibal
73 Karak Tan a drug dealer who supplies grog, drugs and credit to ship mates, gang links
74 Z adan Trad a mysterious f oriegner reputed to have strange powers and tatoos
75 Tyrell Miurg a magician in disguise considered old but really is ancient sea wizard
76 Codor Mran sea druid searching f or wisdom but keeps quiet, speaks out f or nature
77 Prebiel Trarg rebel knight of empire on the run, hopes to return to seize estate
78 Kazder Jorne a empire agent spying on everything he sees f or the emperors spies
79 Germag Blarnes barons secret police in disguise, ruthless sadistic killer if needed
80 Gnorri Targ a scarred war vet, pessimistic, tough and very experienced f ighter
81 Pietr Pegleg a grumpy vet sailor who hates everyone and has a secret hidden in his leg
82 Old Patch a one eyed senior sailor with no time f or nobody, a master with a sword
83 Hooky a grumpy old hand likes f ighting, drinking and tormenting new shipmates
84 Phillipe a young n pretty new sailor f ancied by many horrible old pervs, others protect him
85 Gax a wild man of the poison jungle a savage who takes of f ence easily
86 Choppy the butcher loves his clever and stinking stained apron, he is always happy
87 Catous T haander a sloppy screw up who leaves a mess everywhere, others get blamed
88 Cesarre Rodan a crazy clown f orced into sailors lif e, horrible greasepaint over stubble
89 Meran Drox gun and black powder crazy, cannon expert carries lit f uses in beard
90 Xarg Hranx a savage beserker always f irst in f ight, good with heavy jobs and drinking
91 Kerraga Drawg a mean assasin trying to escape empire bounty hunters, hates strangers
92 Margus Trarg a cut throat thug always willing to take dirty jobs and f inish a f ight
93 Tredran a street theif turned sailor to escape gang lif e and travel, runs crooked gambling
94 Starrian Vrill a handsome youth longs f or home and girl, moody and mopes over love
95 Kegmax a gangbanger street brawler who likes to keep crew f ighting f it with ambushes
96 Terrian Mox a mercenary trying to get away f rom company and enjoys the lif e at sea
97 Z ebran Aman a lif elong pirate since a wee cabin boy, vicious killer but charming
98 Pilitus Frinif erus impirial citizen gone bad with noble money on the run but runs gambling
99 Warban T hrug a supersticious af raid of witches and sea monsters old f ool
100 Cernibrax a priest of the old sea gods in disguise, lays low keeps a secret
Every ship needs a lucky octopus. A Tako crewman knows things about sea and can speak to aquatic races and
to even the lords of the deep. T he empire has not discovered this yet and believe the slander f rom f ishermen
who f eud with octopi over many reasons. Not all Tako seduce f ishwives. Mostly. T he Barron has welcomed
them on condition they leave Bloodsand the sealing whaling town alone. Shadelport has banned eating of Tako
since allegiance ratif ied but country f ishermen love to bash and chop them.
Table 1-A.
Magical gems and sundry marvels
found in the eye-sockets of particular animated revenants
One-in-thirty animated skeletons are equipped with 1d2 magical gems or objects that have been carefully fastened
into their vacant eye-sockets. Roll on the table below to determine type(s).
biopunk
DelusionCauses the user to think he has undergone the effect of any of the other potions on this list, whichever he seems to desire. In actuality,
nothing happens to him.
From Dungeons & Dragons (1978) by John Eric Holmes
Ynas Midgard
(10)
Hastur's Tooth
This pale, dull trillion-cut topaz is the size of a dwarf's thumb knuckle and radiates a thin, sickly yellow pulse
of light that is invisible unless in the darkest of rooms. All who lay eyes upon Hastur's Tooth must save vs
Insanity or be overcome with madness for 1d6 rounds and run away screaming and spouting gibberish.
Those who fall under the gem's effects will see horrible visions of cities beyond the rifts of time and space,
filled with the spectacle of the Old Gods feasting on the liquified fear of their conquered subjects. These
feverish dreams will occur for several nights, perhaps even enough to interrupt spell preparation.
Those who make their save against seeing the tooth must then make a save vs Death Ray every 4 rounds
they are within the presence of the gem or take 1d12 radiation damage for each failed save. Anyone
touching the gem with bare flesh must make this save every 2 rounds.
The gem may be safely handled only by those wearing Gloves of Dwarvenkind.
The gem grants the possessor the ability to Speak to Elder Gods once per month with a 50% chance of
success, at the cost of permanently losing two points of INT each time this is attempted (whether successful or
not).
Matthew Schmeer
(11)
This perfectly 1-inch diameter sphere of highly polished purple fluorite came from the gizzard of a purple
worm which had been worshipped by a bugbear warren for generations.
The worm itself was killed by a band of intrepid retired adventurers now working as interior designers when
they were completing a makeover of Danny the Lich's 384 room, six-level dungeon in Lancashire. They
accidentally broke into the warren when moving a wall and were immediately confronted by a tribe of angry
bugbears and the largest purple worm ever recorded in the district. With a bit of quick thinking and the use of
several +2 wallpaper paste trowels, they quickly dispatched the bugbears and subdued and gutted the worm,
finding in its gizzard thousands of small stones bubbling and slowly dissolving in the worm's acidic fluids. This
stone alone was untouched by the worm's acids.
The Gastrolith normally glows with a subtle flow of pale purple light which grows bright as the sun if bugbears
are present. Any bugbear seeing the stone will immediately begin vomiting uncontrollably and go to its knees
in supplication. If the stone is touched to a bugbear's forehead, it will be polymorphed into an owl bear and
be under the control of the stone's holder. No one knows where the stone come from or who created it,
although ancient bugbear tales speak of a mighty Owlbear Army raised in this way by Gagleeon the Foul, the
bugbear warrior-shaman of legendDhuur daan tuukaan dan duulaal duun daan maal or Duul'daakhaar ac kuun, maan dan
khruun ghuugaan ac a dec khruur akelaan ac ol ac or khruur akelaan a rhaar tuul rhaakluugaan an.
Anyone holding this stone may also summon and control 1d6 smaller purple worms or 1 gargantuan purple
wormincluding the animated skeleton.
Matthew Schmeer
(12)
The Akin'e
A scratched and clouded gemstone, faintly blue in hue. Colours any landscape viewed through it in tones of
the viewer's greatest happiness, but riven now with strife and threat: in an idealised version of the current
scene, populated with loved ones past and present, friends are swift to turn on friends, and murderously so. A
first-time viewer must save vs. death or be cursed to view again every 2d12 hours for 1d100 minutes each
time. For each such viewing, a further save must be made; if failed, the gem merges gradually and
inseparably with an eye over the course of the viewing. Thus grows the madness.
Porky
(13)
Skeletons enhanced with this gem are capable of detecting life forms from 120'; they also gain an extra bite
attack, dealing 1d6 damage. A living creature carrying an Orb feels insatiable hunger all the time, which
ultimately results in the consumption of completely inedible materials and objects (roll a save vs Spells to
resist such a strong urge for 1d4 days). The upside is that the character also gains the extra bite attack and the
ability to detect life within 120'.
Ynas Midgard
(14)
These are two small children's teeth, highly polished and engraved with intricate carvings of The Mouthless
One and her minions.
Removing these precious jewels from the skeleton will summon 10d1000 mouthless tongues, which will
attempt to retrieve the gems. PCs must make a save vs Insanity based on their CON. Failure means the PC is
violently, nauseously ill and suffers a -3 penalty to any and all rolls for 1d4 rounds.
Successfully retaining the Eye Teeth of the Mouthless Tongues grants the possessor the ability to speak and
understand all languages at will, but only if one tooth is shoved deep into each ear. Additionally, there is a
30% chance that once a year The Mouthless One will send her minions to attempt the gems' retrieval.
Matthew Schmeer
(15)
Sapphire of Atonement
Weighing roughly 5gp, this oval-shaped uncut green sapphire causes any flesh that touches it to wither and
rot without any hope of recovery except for a Resurrection spell cast by a same-aligned cleric of twice the
suffer's level. Virgins are immune to this effect.
Matthew Schmeer
(16)
Eye of Homenth
This enchanted diamond will be found embedded in the back of a skull. If viewed in low light it will glow
faintly, even after being removed from the skull. If the diamond is pressed against the back of someone's
head, it will graft itself to their skull. This process is exceptionally painful and will inflict 2d8 damage
immediately. Save vs Magic Item for half damage.
If the new host survives the process they will find that they can see through the diamond, now having a
magical eye in the back of their head. Getting used to the new eye will take 3d6 weeks during which time the
player will be at -4 to all rolls. Completely covering the eye will remove this penalty, but will prolong the time
required to adjust accordingly.
Once the bearer has adjusted to their new vision, it will not be possible to sneak up behind him or her unless
the eye is covered.
The jewel cannot be removed without damaging the bearer's skull, save through the use of a Wish spell.
Tom
(17)
These crystals are harvested from asteroids that fell to earth during the last cataclysmic event of your
choosing. They emanate a strange yellow light that cascades from the eye-socket like a mist would, but
behaves like light in every other aspect (in that wind wouldn't move it and fingers going through it would cast
a shadow, etc.) It's radiation changes the property of bones, giving it a glass like quality, but far more robust
and dense. When the skeleton is moving, the bones will vibrate and start singing in faint and varying eerie
tunes (imagine a mix between a musical saw and a jaw harp). Hitting a skeleton with this stone in its eyesocket is like hitting a sound box. It will produce a sound so vile as to do half the damage dealt to it to
everyone within a 10-foot radius (save vs Death Ray negates). Most hits won't harm the skeleton, but if 20
points of damage (or more) are dealt to it in a single round, it'll burst into thousands of splinters with a shrill
and nasty bang, dealing 2d10 damage to everyone within 5 feet and 1d10 to everyone within 10 feet (save
vs Wands for half damage). It won't destroy the Xoriodite, though.
Exposure to the radiation of those stones will alter the bone structure of a living being within 1d6 weeks. The
effects will be the same as described for the skeleton above, the damage mostly being inner damage, with
those hitting the victim only hearing a strange and faint noise. Those with the altered bone structure certainly
will feel the bones vibrating (which in itself could drive a person crazy...) If they're dealt 20 points of damage
or more, it will get very gory, but the damage to those standing within 5 feet of the victim will only be 1d10
(save vs Wands for half damage) and those further away will only get dirty.*
To the right buyer those stones will each sell for 1d10 x 1000 gp.
*It is believed that the wizard Celautine (the first to research the strange properties of those strange stones from outer space) met, much to his surprise, exactly this fate while
falling down some stairs in the tower he lived in...
JD
(18)
This polished green stone is actually a mass of calcified fur retrieved from the stomach of a jackal that once
belonged to the first high priest of the God of Thieving Lies. Unlike most magical bezoars which protect
against poison, this stone has the ability to turn any liquid it touches into a poison so deadly that it is said that
one drop is enough to kill a tarrasque (this has not been confirmed). However, if the liquid contains but a
trace of vanilla, the bezoar will not be able to transform the liquid to poison.
Rumor has it that if the bezoar is dissolved in a solution of sugar, citrus oils, cinnamon, vanilla, and
phosphoric acid mixed in roughly equal parts (the exact recipe is unknown), the stone will dissolve and from
the gelatin-like fibrous mass a wizard may attempt to resurrect the jackal with a 25% chance of success. If
successful, the jackal will appear similar to a giant hellhound and will do the wizard's bidding.
Matthew Schmeer
(19)
Plain Opal
This translucent opal looks perfectly worthless. And it is. Unless you happen to be a male one-legged,
bearded thief-acrobat assassin. If you are, then you are in luck, as this opal will regenerate your missing leg
and improve your dexterity to a natural 18but only if you slice open your scrotum and replace one of your
testicles with the opal.
Matthew Schmeer
(20)
This large white pearl has a hypnotic blue-black swirl radiating from its center to the outside of the stone. The
gem is rumored to be a fossilized Beholder eye, but this rumor is only partly true; it is a fossilized tear duct
from a Beholders eye stalk.
Anyone who stares at the pearl for more than 15 seconds will find themselves at the mercy of one of two
effects. Roll 1d6:
On any result other than a 1, the PC finds himself open to a Suggestion spell that lasts up to 1d6 turns (no
save).
Anyone under the Suggestion spell will immediately carry out any off-hand remark or suggestion as if it was a
command; anything from I wouldnt do that if I were you to Go stick your head up your arse to Cover
me! will result in the PC attempting to carry out the literal meaning of the remark. This effect cannot be
dispelled by magical means.
On a roll of 1, the pearl emits a Finger of Death; the PC must make a save vs Death Ray. If the PC fails the
save, he dies and is immediately reduced to a pile of ash and bone fragments. If the PC succeeds the Save,
he takes 3d6+13 points of damage.
Both of these effects are possible during combat with the animated skeleton in which the gem is housed.
Matthew Schmeer
If a character, fearing to contact some harmful magic item, has a hireling or non-player character flunkie try out a newly found piece of equipment, the
Dungeon Master must take stringent measures against the character. The morale of those in the character's employ will plummet if they learn of such
conduct. The person made to act as guinea pig by testing the magic item will, of course, demand to keep it if it proves to be beneficial, or if it is a
harmful item the person putting it on will seek revenge on the character who had him try the item out.
From Dungeons & Dragons (1978) by John Eric Holmes
(21)
Umber Diamond
The transformed skeleton will have all the stats and abilities of the creature whose shape it takes, but upon
defeat will crumple into a pile of broken, dusty bone fragments. This effect can be repeated by placing the
Umber Diamond in the eye socket of another (humanoid) skeleton, ad infinitum.
The gem itself is worth a mighty price to the right buyer; several wizards would kill for it.
Matthew Schmeer
(22)
These pair of ice-blue spinels, one slightly larger than the other, are magically imbued with the ability to make
the possessor grow or shrink three times his size. To grow larger, the larger crystal must be held in the right
hand and the smaller crystal held in the right; to shrink, the crystals must be held in the opposite
configuration. Upon the utterance of the command phrase "Uckfay isthay, iyay'may outyay ofyay erehay!", the PC will
change size. To return to normal size, the PC must drop one of the crystals.
Alas, despite these crystals' name, they cannot be used by gnomes.
Matthew Schmeer
(23)
One into whose eye socket this gem of swirling colours is implanted has access to a random ability, changing
each time the creature makes a successful attack or suffers the effects of one (roll 1d6):
(1) See invisible creatures and objects
(2) Petrifying gaze (saving throw negates)
(3) Darkvision (120')
(4) Mistake friends for enemies and vice versa
(5) Gain the ability to shoot heat rays from eyes that deal 2d6 fire damage (save vs Wands for half damage)
(6) Confusing gaze (save vs Wands or as per Confuse)
Ynas Midgard
There is a possibility the animals will do some service for the cleric, and they will not attack his party.
From Dungeons & Dragons (1978) by John Eric Holmes
(24)
Ovum of Ne'rak
This sparking agate cabochon is engraved with a cameo of Ner'ak, Reemhik goddess of desire. An ancient
stone, created before craftsmen developed the ability to facet-cut precious gems, the Ovum is a supreme
example of relief carving, featuring a voluptuous and seductively posed nude Ner'ak glancing backward over
her shoulder.
If a character rubs the cameo thirteen times, there is a 1-in-6 chance that Ner'ak will manifest and demand
one of three things from the PC that rubbed the cameo (roll 1d3):
10
(25)
Gall of Blackwood
This black lump of unfinished coal contains an uncut diamond worth 7,500gp. Good luck getting it out,
though, as this lump of coal has been cursed by Starblack Blackstaff of Blackwood, the legendary vivimancer
supreme.
The skeleton in which the Gall is lodged has all the abilities of a 7th level Vivimancer, and will attack with all
the strange and disturbing spells it has available, including summoning spells. The skeleton itself is a quasimagical construct having no inherent intelligence; it has been imbued with a shard of Blackstaff's own soul
which directs its actions from beyond the veils of death. The Gall can only be retrieved by destroying the
shard of Blackstaff's soulwhich requires at least a +2 silver weapon and a Holy Word spell or scroll.
If the Gall is retrieved and the diamond removed from the coal, the unfinished gem will act as a Lens of
Sublime Refraction when held against the right eye, and as a Gem of Seeing if held against the right. Placing
the gem in the mouth will allow the PC to polymorph at will into any creature with equal or lesser hit dice.
Swallowing the gem when polymorphed will cause the polymorph to be permanent, even if the gem is
retrieved via purging or passing.
But remember, the gem is cursed. Each time the gem is used in any of the above manners, the PC
permanently loses 2 hit points. Additionally, anyone who claims ownership of the gem becomes the target of
a band of bounty hunting trolls bound by Blackstaff for all eternity to seek the re-interment of the gem in a
skeleton's skullpreferably the PC's.
Matthew Schmeer
(26)
The moment a skeleton with this gem is destroyed, it will appear to its destroyer in the seeming of a beloved
one (mother, father, sibling, or lover) that just was killed by him. Save against magic or feel crushing despair
and remorse for 1d6 rounds. No actions apart from weeping and moving at half speed.
rorschachhamster
11
(27)
Revenants enhanced with these brown oval seeds are very territorial in nature and furiously defend their
surroundings (+2 to-hit and damage); it also appears that their bones are covered in brownish bark (AC
improved by 2), which is very much like a living tree (double damage from axes and fire). When one of these
seeds touches the ground, a Guardian of the Eternal Forest grows there within 1d3 turns.
Ynas Midgard
(28)
This longish, highly polished turquoise stone was originally part of a small statuette of Curdle, the Petty
Goddess of Blind Milkmaids. If the stone is stroked in a manner similar to that of milking a cow, a thick, inkyblack, milk-like substance will burst forth from the stone in thick, sticky ropes. This gel-like substance writhes
in the air as if alive, twisting and smoking but not bursting into flame. Anyone touching this "milk" will
experience 2d6 points of burning damage. Any character attempting to drink this fluid before it hits the
ground must make a save vs Sanity. Failure means the character removes all armor and weapons and runs
away screaming gibberish for 1d6 rounds (which might attract nearby monsters).
Should the character make a successful save while attempting to drink this liquid, the black milk will allow the
PC to go 1d8 days without rations and also allows them to heal at twice the normal rate during that time
period.
Matthew Schmeer
(29)
This black-red blood diamond burns with the agony of a million tortured souls. Created in one of the lower
rings of the Hell Planes, this was once the crown jewel in a demon-lord's coronet and was lost to the ages
during the fabled Firlith Incursion of the fifteenth ring and the resulting schism of the demonic order. It was
lost for ages before being found in a Hellwraith's temple in the Golarion Mountains several centuries ago,
when it was stolen by a troupe of nomadic acrobat assassins.
The gem will melt the bare flesh of any human, dwarf, or halfling, causing 2d20 fire damage. Additionally,
merely possessing the diamond causes incessant nightmares regardless of alignment; clerics and magic-users
will find they cannot rest if they own the gem. The nightmares are so intense that they cause 1d12 psionic
damage for each night the gem is in a PC's possession.
Elves are unaffected by these effects, as they have no souls.
If the gem remains in a PC's possession for more than a week, there is a 2-in-6 chance that a prince of Hell
will appear to reclaim the gem.
The gem is an ultra rare item. The referee can assign value accordingly.
Matthew Schmeer
(30)
A pair of six sided dice carved from smooth obsidian. These dice are extremely lucky thus giving the revenant
an edge any time there is such a question of fate. If plucked from the skeletons sockets the wielder receives
the same fortune. Used for gambling the dice always roll a win for the owner no matter the type of game.
Every time a such a game is won, the dice have a 1-in-6 chance to take the life of a close NPC or player
character. The method and time of the death is up the the referee.
Zachary Zahringer
12
hand turn into claws that cant use weapons but can make 2 1d6 attacks
57 Shayzanna's Skullcap, a smooth silver skullcap, as long wearer eats some of a new human corpse f or
breakf ast get +1d3 CHA that lasts till midnight that applies only to evil or undead beings
58 Piryam's Cloth, a black altar cloth that is placed over a zombie and chanted over, the zombie grows a single
horn and eyes merge and it grows crab pincers f or hands. inf licts 1d6 horn and two 1d3 attacks with claws,
Piryam's zombies are mostly naked and disinterrate in sunlight
59 Natangor's Staff, set with shark teeth and f ish skeleton designs, can turn a sack of dead f ish into a hopping
undead 1HD swarm, 1HD per level per day uses, 2d4 damage vs aquatic undead
60 Plastor's Band, a gold arm band that inf uses a single skeleton with dark powers f or one day and can do this
once per week, the skeleton gets +1HD, can f ly at 3 MV and shoot two 1d4 black rays f rom it's eye sockets
and is smart enough f or recon and assassinations
61 Raggorna's Gloves, opera style black elbow length that turn into d4 silver claws at will, the gloves are as
ef f ective as steel gauntlets vs harm, and always clean, great f or surgery
62 Rorgan's Veil of Decay, a veil which if worn gives thermographic vision in darkness that can detect most
undead and living beings
63 Zorbadan's Wand, a black spiny wand that can turn into a staf f f or f ighting and can jolt undead f or an extra
d3 damage on a strike. He enjoyed f ighting and beating f ailed undead
64 Crenran's Black Sphere of the Crypt, a onyx sphere can contain and store one undead humanoid under your
control f or later use, undead made pocket portable
65 Pakara's sickle of despair, a silver sicle with obsidian and demon ivory can destroy a 1 or 2 HD undead who
f ails a magic save if hit by the weapon, burn in black f lame if f ail save
66 Cape of Mabgerrzas, a black half length cape provides +1 MV and +2AC in darkness or night as wearer
blends in, made f rom underland shroom leather with violet runes
67 Vestments of Cysroth, smells of spicy incence and wearer neverr gets soiled or smells bad things, also can
store a 1st level spell is a secret word is known, old f ationed f uneral ceremonial undertaker dress
68 Boots of Cysroth, leave no trail even if walk through gore pile, and our silent exept if turned by a priest
wearer f lees as if undead, will not step over holy symbols, items or artworks. Actually made f rom "live" f eet of
undead
69 Ring of Cysroth, a green metal band with a jackal head, once a week can brand a skeleton and see through
it's eyes at will over next 24 hours, sign of Cysroth visible on f orehead
70 Wand of Cysroth, scarlet enamel with a vulture toe claw on end ans some black f eathers, can cast hold
undead 3 times a day if secret word known
71 Xrull's lichfinger wand, a long bony f inger with part of hand one end with a ring on one end, Lich is looking
f or it, -1 victims save vs necromatic spells and can ask lich a question once a week while in trance
72 Bowl of the Pharaohs, can see through eyes of a mummy, usually the closest one, once a week can ask
nearest mummy a question even if they are long asleep
73 Dagger of Hebunas, an ancient stone dagger, any undead struck must save vs magic or be slowed f or 1d6
rounds, dagger can hit any undead normally weapon proof
74 Obsidian Blade of Ancient Ones, black glassy unbreakable blade +2, cuts made scarif y, great f or body art
and decorating zombies or f leshy undead without harming them
75 Sickle of the Ancient Ones, black glassy unbreakable blade +1 +3vs living f oes that bleed, can be used to
cripple beings that usually regenerate if used to mutilate them
76 Ring of Kirthix, large green crystal ring can hurl 1d4 green f lame with a hit roll or start f ire at will, af ter d100
uses require burning a victim to regain a d100 new uses
77 Eyglass or Eraznax, a large magnif ying manacle held by a chain necklace, +2 to any roll requiring f ine motor
manipulation, can also start a f ire outdoors in 1d6 rounds in good sunlight
78 Black Book of Eragalzarg, spellbook with 2d4 1st level spells and 1d4 2nd level spells and room f or more,
spell bites f or a d4 any who try to open without naming its makers name. If then f ed meat the book will bond to
new owner
79 Deathmasters Manual f or necromancer lords of ancient evil empire, 1d3 spells of 1st to 3rd level, the book
is poison and ungloved readers make a poison save every consultation or spell read
80 Wand of the Deathmasters f or necromancer lords of ancient evil empire, makes a under 1HD humanoids
burst apart apart into a skeleton if animate dead cast on them and they f ail a save vs magic, one person
person per level per occasion, silver wand with onyx bead tip
81 Scythe of the Deathmasters f or necromancer lords of ancient evil empire, can harm any undead, can reap
grain crops twice as f ast, blade can retract and appear as a staf f
82 Crown of the Deathmasters, a black iron crown, can communicate with other crown wearers around the world
and they will of f er their advice, worn by local rulers world wide
83 Ring of the Death Masters, drains lif e of a sacrif iced body and sends it to deathlords temple thought
destroyed 10 000 years ago, victim gets a save to get to proper af terlif e
84 Ring of Nimrath the Destroyer, wearer +3 vs f ear and might be possessed by the wizards soul in the ring,
can inhabit and use normally unconscious body of wearer or control hem if they f ail a magic save. First save
f ail lasts 1 turn, one turn longer each turn. Ring is cursed and weilder must save to take of f and again to leave
it alone
85 Torc of the Doom lords, made f rom gold with three skulls with jewel eyes, each eye can store 3HP which
comes f rom wearer f irst time they try it, which the wearer can use to heal himself later
86 Staff of the Doomlords, made f rom dragon f angs, inf lict 2d4 with a strike strikes beings requiring magic to hit
as if +3, dragons hate you on sight
87 Book of the Black Lodge, f our f irst level spells and instructions on scribing scrolls technique printed
f or beginners of legendary school of evil magic, some have secret notes or maps hidden inside
88 Book of Dural the Insane, has notes to recreate 1d3 spells with research, but reader makes a WIS save vs
insanity, becomes obsessed with Durals Destroy World Spell among other craziness
89 Scrolls of Mondra the Grim, may cast undead creating spells and undead get +1HP af ter studying, WIS save
or alignment becomes evil and hair turns white
90 Chalice of the Dark Godess, stolen f rom dark elves long ago, wine placed in becomes blood suitable f or
rituals, f rom the goddes in the underworld, whoever holds it attracts undue attention f rom many evil cults
91 Glorgan's Bloodletter, surgeons tools f or bleeding, 1d4 hp blood can be drained and made into a healing
potion that treats 1hp. If a person donates more than once a month lose CON points instead, vampires can
live of f these potions
92 Zamagars claws, set of arm bands, turn f orearms into horrible undead claws, 1d6 damage with two attacks,
used to tear out hearts in his birthday ritual
93 Zamagars skullcap, a iron cap with runes of death, head surrounded by aurara of f lame and can make a
extra headbutt or bite attack 1d6 per round, used in his coronation thousands of years ago
94 Skins of the horned man, a collection of pictograms on hide which could be used to recover a long lost 4th
level spell, and possibly other secrets like a underworld enterance
95 Hand of Gornax, obeys commands, has 8HP, AC+6, MV18 can carry or use tools like a dagger of hammer,
can point to other magical parts of Gornax, writes treasure maps and notes
96 Eye of Trasveran, eyeball of otherworldly vision, if put in socket will see magic, perceive live f rom undead
and the wizard sees everything you do. Once a week can contact other plane by entering a trance
97 Girbra's Book, diary of a young girl necromancer and her journey to adulthood and serving her master Sythe.
Research one spell of each level one to three, WIS or develop unhealthy obsessions of a tween goth girl
(undead ponies, kissing zombies, sitting on a lich's lap to get spells)
98 Nekkra's Scepter, skull on one end can detect holy water and sanctif ied ground or a priest turning, +1 level
on necromancer spells, can commune with the Demon Prince of Undead once per week
99 Wand of the Black School, student wand f rom the f amous f orbidden school of olden times, can detect
corpses and estimate ages, Adds +1 Lv to ef f ects of 1st-3rd necromancer spells
100 Staff of the Black School, masters staf f f rom the f amous f orbidden school of olden times, can detect
undead and Adds +1 Lv to ef f ects of 4th-5th Lv necromancer spells and can store a 1st level spell cast on it
f or later use
90 Women entering the yard must cover their hair or the dead will be tempted by them
91 A man who tried to use yard as a toilet had a skeletal hand tear of f his manhood
92 Local children enjoyed company of a strange f riend near here, now they are f orbidden
93 An ancient rock or hill is said to be doorway to elf land where ancient dead live as elves
94 A local gypsy woman may speak with dead f or gold but priest does not approve
95 An old grave keeper used to whittle wooden toys and sometimes children f ind new ones
96 A great poet buried here attracts pilgrims but his angry ghost chased bad poets away
97 A section of the yard is older than the village and headstones in a strange language
98 An artist came here to take rubbings of historic graves and died yet people still see him
99 A creepy old man of f ers strangers a drink but he is the ghost of a poisoner
100 One of the crypts is a gate to the underworld and dancing dead are seen emerging
spleen
left wrist
right ear
crown o
head
stomach
right
shoulder
liver
any inger
right
on left
middle toe
hand
neck
chin
gall
bladder
left
right
forearm hamstring
right
buttock
left pinky
inger
right
Achilles
tendon
DM's
CHOICE
lung
anus
left eye
testicles
(females
roll again)
right
cheek
right ring
right thigh
left 4th toe right eye
inger
left middle
right ankle
inger
throat
left middle
toe
pancreas
right
thumb
DM's
CHOICE
left
shoulder
right big
left ankle right bicep
toe
DM's
CHOICE
non-fatal
heart
bruise
right
large
sole o left left ring
lower
right knee
middle toe intestine
foot
inger front teeth
right
middle
inger
brow
hair
right
pinky
inger
any toe on
right foot
left
buttock
left pinky
toe
right
breast
any inger
on right
hand
left
upper
Achilles
front teeth
tendon
left ear
left breast
small
general left index
intestine groin area inger
bladder
spine
colon
DM's
sole o left middle
CHOICE right foot
toe
left index
toe
left shin
right 4th
toe
jaw
mons
pubis
DM's any toe on
right
left
right
left palm
(males roll CHOICE left foot forearm hamstring
pinky toe
again)
right
kidney
DM's
right
appendix
left cheek
CHOICE
index toe
right
index
inger
DM's
CHOICE
right
elbow
tongue
nose
right wrist
penis or
vagina
drop a die to determine damage locations, tentacle mutation location, tattoo location (on your spleen!?!), etc.
March, 1979
Damage Permanency
or
How Hrothgar One-Ear
Got His Name.
James M. Ward
Hearing Loss
Sight Loss
Speech Impaired
Charisma Impaired
Intelligence Impaired
Wisdom Impaired
Fighting Ability Impaired
Spell Ability Impaired
LEG DAMAGE
1-25
26-50
51-75
76-100
Speed Decreased
Strength Impaired
Dexterity Impaired
Fighting Ability Impaired
19
HAND DAMAGE
1-20
21-40
41-60
61-80
81-100
Dexterity Impaired
Fighting Ability Impaired
Magical Ability Impaired
Strength Impaired
Weapons Ability Impaired
TRUNK DAMAGE
Constitution Impaired
1-25
Fighting Ability Impaired
26-50
Resistance to Poison Changed
51-75
Speed Decreased
76-100
ARM DAMAGE
Fighting Ability Impaired
1-25
Magical Ability Impaired
26-50
Dexterity Impaired
51-75
76-100
Strength Impaired
FEET DAMAGE
1-33
34-66
67-100
Speed Impaired
Fighting Ability Impaired
Dexterity Impaired
*ED. Note: While this statement is true for the majority of role-playing
games, it is not true for D&D and AD&D and poses some contradictions.
The system holds true for games such as MA and GW, because
their systems use a set nuimber of hit points which are determined by
the number of hit dice the character is endowed with at his (the characters) paper birth. Normally, this maximum potential is seldom reached.
Game systems that set no upper limit on the number of hit dice
cannot accept this rationale. It is patently absurd to think that a fighter,
when advancing a level, is somehow enhanced: more muscles, more
mass, more blood. Were that rationale used, we must assume that first
level types all look like Herve Villechaize (Tattoo on Fantasy Island),
gradually acquiring the stature assuming survival and advancement,
of course! of Arnold Schwarzenegger (former Mr. Universe purported to be playing Conan in the proposed movie).
In AD&D, the rationale behind the concept of hit points is decidely
different. Basically, hit points represent the ability/facility to evade a
fatal blow/injury. It is an abstraction that includes such considerations as
fatigue, armor durability, fighting technique, fighting tricks learned,
and so forth.
When the head area is affected, a roll of percentile dice will tell the
judge what has happened to the being.
1-12*
Hearing Loss; indicates that the being will now be surprised
on a roll of 1-3, with a point being added on the surprise die for every
new occasion. Thieves will lose their ability to hear behind doors.
13-24%
Sight Loss; indicates the level of combat efficiency drops
by one with every occurrence and bright light, in the form of spells of full
daylight, blinds this being for 1-4 melee turns.
25-36%
Speech Impaired; indicates that a drop in charisma of one
point occurs at every occurrence.
37-48%
Charisma Impaired; indicates a drop in charisma of one
point at every occurrence.
49-60%
Intelligence Impaired; indicates a drop in general intelligence at every occurrence and a -1 on the Saving Throw on all spells
involving control and illusion used on that being that is also increased by
-1 at every occurrence.
61-72%
Wisdom Impaired; indicates a drop of one at every occurrence.
73-88%
Fighting Ability Impaired; indicates that the being loses
one level of fighting experience at every occurrence.
89-100%
Spell Ability Impaired; indicates that if the being used
spells, that being loses one level of spell usage per occurrence. Not the
spells of a level, but the additional spells given the being at their level of
experience. Hence a 3rd level Magic User would have the spells of only
a 2nd Level Magic User.
Trunk
When the trunk area is indicated, a percentile roll will tell the judge
what happens to the player.
1-25%
Constitution Impaired; indicates that one point is lost with
any possible hit point loss included per occasion.
26-50%
Fighting Ability Impaired; indicates that the being loses
one level of fighting experience at every occurrence.
51-75%
Resistance to Poison Changed; indicates that all saves are
made at a -2 (to the detriment of the being); this situation multiplies itself
at every occurrence.
76-100%
Speed Decreased; indicates that the being is slowed
down by 10 yards per melee turn, per occasion.
Arms
When the arm area is indicated, a percentile roll will tell the judge
what happens to the player.
1-25%
Fighting Ability Impaired; indicates that the being loses one
level of fighting experience at every occurrence.
Magical Ability Impaired; indicates a loss of one level of
25-50%
experience per occasion if that being has or attains any magical ability.
Dexterity Impaired; indicates a loss of one dexterity point
51-75%
per occurrence and thieves lose the ability to climb walls.
Strength Impaired; indicates that one point of strength is
76-100%
lost per occasion.
1-10%
11-20%
21-40%
41-60%
61-95%
96-100%
All Bows
All Crossbows
Lances/Spears/Pole Arms
Bludgeon Type Weapons
Sword Type Weapons
Fist Action
When reduced to from ten to two hit points left, depending on how
many they started with, a person is suffering greatly from fatigue and
pain and is also reduced in abilities according to the area. This is
changed by clerical healing spell, magical devices, etc. for an instant
cure.
1-14%
Head, indicates a drop of one spell per level if the being is a
magic user or priest, a drop of one level of fighting ability if the being is
only a fighter, and a drop of 10% in all abilities in any of the other
character classes.
Trunk, indicates a drop in speed by 20 yards a melee turn
15-49%
and a drop of strength by ,a point.
50-74%
Arms, indicates a drop of 2 strength points, a drop by a
weight of 300 g.p. the carrying ability of a player, and a drop by 20% in
all thieving abilities.
75-79%
Legs, indicates a drop of speed by 20 yards per melee
turn, a drop of carrying ability by 600 gold pieces, and extra ability
characters lose by a factor of 20% in all abilities, using legs.
80-94%
Hands, indicates the inability to fight if a roll of 1-2-3 is
rolled with a 6 sided die (with the normal weapon hand). I will leave it to
the referee to figure out what drops in fighting power as a result of using
the wrong hand in battle.
95-100%
Feet, indicates a 50% drop in the ability to move and
carry things.
In using this material, a little good sense should prevail. It is in the
realm of possibility that a tenth fighter could have 10 hit points so I
wouldnt want the pain loss to apply after only one hit. I do think it is
logical to use this with beings over 20 hit points to start with.
In making up this material, I have tried to throw in several different
concepts so that readers would realize that it fits in many different types
of role playing games. I want you to throw in a lot of other things in the
charts so that your players are kept guessing. You could make your
Bards lose the ability to sing on a head shot. You could make your
robots function illogically or lose lifting capacity.
20
28 Murderous hobo cult terrorise countryside ruining trade, collapsing markets and collapsing order
29 Evil wizards tried to seize kingdom with magical spies and agents who caused chaos
30 A hidden race under the earth ruined kingdom secretly t f urther their long term goals
31 A mountain grew destroying heart of kingdom most prosperous regions
32 Quakes destroyed buildings, moved mountain passages, rivers harbours, buried towns
32 Volcano eruption buried under lava, ash and burned rest down
33 Terrible f ires swept over kingdom burning great cities and f orests f ollowing a lack of rain
34 Tsunami of water f looded and destroyed everything washed away everything
35 A plague of creatures grew out of control and destroyed f ood stocks, spread disease and are just gross
36 Creatures rain f rom sky biting everyone with venomous or diseased bites
37 Huge sinkholes opened swallowing towns and cities overnight
38 Stones f rom sky f all destroying buildings, drive away birds, animals and game , leaving smoking craters
39 Great geysers erupt and boiling mud oozes up in wells and inhabited places covering land in f og
40 Firestorms sweeps over land burning everything in a single night
41 Sourland took over, poison water, dead crops and livestock, f orests, all awasteland
42 Severe climate change heat or cold or humidity destroyed economic f oundations and f ood production
43 Famine stopped all f ood production, strange weather, exhausted soils, livestock diseased
44 Salt tainted water and soil destroying everything living
45 Years of darkness destroyed crops, everyone went mad with hunger destroyed everything
46 A great toxic cloud rolled over land or f rom a crack, spreading sickness and destroying crops
47 Severe weather land with snap f reeze burying all under ice and snow
48 Cyclonic storms and weather destroyed settlements and f armland, driving away survivors
49 Land sinks into swamp
50 Hallucinations f rom f ungus in grain and f eed spread madness and discord through land
51 Nobility duels ruin aristocracy decimate ruling classes weakening nation f rom other crisis
52 Human sacrif ice managed by state cult causes rebellions, riots and burning of great cities
53 Rulers abuse youths and eventually people have enough and destroy depraved overlords and kingdom
54 Insane cult dominated land, locals revolted and neighbors invaded
55 Ruling caste become decadent and f launt wealth and torture poor f or f un until mob arise
56 Rulers strip traditional rights of lower castes rendering them slaves, eventually they revolt
57 Religious elites torment and persecute a minority then broaden hunt till mania destroys kingdom
58 State cult torment minority, populace end up pref erring them to rulers, riots destroy cities and churches
59 Elites sacrif ice maidens to titanic beast, adventurers rescue them and monster destroys kingdom
60 Evil magician takes control then sacrif iced kingdom f or merit with beings of evil
61 Cabal manipulate market to grab land instead violence breaks out, markets collapse
62 All coins turned into a swarm creatures terrorizing and hastening the bankrupt lands last days
63 Kidnappings and ransoms destroyed economy and ruined country attracting invaders to destroy
64 Central authority collapses replaced by f euding warlords who battled till only ruins lef t
65 Bandits destroy trade then sack weakened starving populations till kingdom sucked dead
66 A cult suck money f rom kingdom and weaken nobility, bef ore leaving with loot and collapsing the state
67 Quacks sell healing potions and other f ormulas ruining everyone then leaving broke kingdom to die
68 Drugs spread by insidious cult ruin youth, corrupt nobles, suck abroad gold, leave weak to enemies
69 Decadent cult spread craze f or indolence, luxury, vice and made kingdom useless in struggle
70 Peasant revolt destroys kingdom, f ree serf f lee to better land leaving useless homeless nobility
71 T he gods are of f ended by the kingdoms sin and indolence and a f iery comet f rom the sky destroyed all
73 T he gods f eel too many humans and send a f lood to depopulate the noisy ungratef ul wretches
74 T he gods angered and mortals don't respond to warnings, plague star calls horrendous disease
75 T he gods send monsters to punish the kingdom and overrun everything
76 T he gods took away their blessings leaving evil to overrun def enseless people
77 T he gods inf ighting caused human sects to exterminate each other in civil war
78 A evil god plotted ruination and corruption of kingdom to personally attack a god
79 A evil champion laid waste to kingdom supported by hordes of monsters
80 A great monster arose and destroyed all, driving people f rom the land
81 Curse of undeath on land till dead outnumbered and ate living, then went dormant
82 Fire cult try to take kingdom but when plans f ail open gates to elementals who burn kingdom to ash
83 Water elemental cult try to take land so open gates to elementals who drown kingdom to sodden mess
84 Earth elemental cult try to seieze throne by f ail so open gates to elementals who crush cities to rubble
85 Air elementalist cult try to take power but goof so open gates to elementals who destroy land with storms
86 Witch cult curse rulers and f ate of land till civilization brought to ruination and dispair
87 Alchemists ruin value of currency then run away with worthless currency as kingdom burns in riots
89 Demonologists unleash horde of evil on world to please masters but good paladins cleanse land of lif e
90 Mutants break out af ter shooting star or alchemical waste or a curse or chaos, normal people f lee
91 Mad god awoken f rom crypt by adventurers driven land insane and all killed by adjacent kingdoms
92 Ancient monolith uncovered restoring prehuman cult of nightmare past best f orgotten that destroys land
93 Elder city of the primordial ones rises f rom sea, minions destroy lif e then city vanishes af ter harvest
94 Mummies awake f rom pre human ruins and destroy current peoples on their land the return to rest
95 Kingdom exterminated minor inhuman race then their angry god destroys the kingdom in revenge
96 A great cult summoning in the capitol destroyed the city and drove survivors insane with murder
97 A non human race inf iltrated population till all hybrids who lef t f or secret kingdom under the sea or earth
98 Humans all sleepwalked away in single night through gateways never to be seen again
99 Wizards developed soul sucking necromantic spells and consumed people bef ore becoming liches
100 A strange star passed overhead and bloodless corpses f ound sent people into panic who f led the land
08 Orc Pony HD1+1 D6/d4/d4 AC+3 MV 20 OB+4 ugly brutes are mean and savage, part something else and
scaly
09 Bright Elf Pony HD1+6 D6 AC+3 MV 36 OB-3 f astest of all ponies but occasionally do weird things, light
green tint grey f ur
10 Dark Elf pony HD2+1 D6/d4/d4 AC+2 MV 18 OB+1 angry ponies, loyal and like night f ighting with a violet tint
to black
11 Old Nag HD2 D6 AC+1 MV 12 OB+3 a run down horse on last legs or retired, f it f or slaughter
12 Farm Horse HD2+1 D6 AC+2 MV 18 OB+2 typical peasant cheap horse not trained to ride x1/2 ride skill,
brown and white piebald
13 Empire Courier Horse HD2 D6 AC+2 MV 24 OB+4 well trained and f ast, popular breed, yellow f ur
14 Shadowbreed Horse HD2+4 D6/d4/d4 AC+3 MV 18 OB-2 wild horses in black f orest some trained, deep back
15 Eastern Riding Horse HD2+2 D6 AC+3 MV 18 OB+2, dark grey
16 Sindarian Steed Horse HD2+1 D6/d4/d4 AC+2 MV 25 OB-1 wild horses of f ar of f desert continent, yellow
17 Skeleton Horse HD2 D6 AC+3 MV 16 OB+4 sold by necromancers, no f ood, silent
18 Z ombie Horse HD3 D8 AC+1 MV 12 OB+4 sold by necromancers, no f ood, silent
19 Dark Elf Riding Horse HD2+2 D8 AC+3 MV 26 OB-1mean, angry and impatient but loyal to similar
temperament master, violet grey f ur
20 Bright Elf Riding Horse HD2 D6 AC+3 MV 30 OB+1 commonly sold but tend to run away back to elf land,
white with green tint
21 Nomad prairie horse HD2+2 D8 AC+3 MV 24 OB-2 red and white piebald, dif f icult to train
22 Eastern plains horse HD2+4 D6/d4/d4 AC+3 MV 22 OB-3 bristly, hard to train, bad tempered, a bit short with
dun coat and black mane
23
24 Common Rouncey HD2 D6 AC+2 MV 22 OB+1all round good horse common brown used by urban bottom
rung nobility without land
25 Empire Rouncey HD2+1 D8 AC+2 MV 24 OB-0 all round common horse f or upper ranks of empire, white
26 Eastern Courser HD2+3 D6/d4/d4 AC+3 MV 26 OB-0 black f amous f ast horse f or racing and nobles
27 Empire Palf rey HD2 D8 AC+2 MV 24 OB+2 a gentle smooth riding horse f or nobility and ladies but good f or
a f ight too, golden
28 Noble Palf rey HD2+1 D8 AC+2 MV 21 OB+1 common horse f or knights and ladies, red
29 Dark Elf Palf rey HD2+3 D6/d4/d4 AC+3 MV 24 OB+1 a smooth ride but like to rub on f ences and bite
children or goblinoids, dark grey
30 Bright Elf Palf rey HD2 D6/d4/d4 AC+3 MV 27 OB+3 a gentle smooth horse highly intuitive and well mannered,
green
31 Knights destrier warhorse HD3 D8/d6/d6 AC+4 MV 18 OB+1 a huge f ighting horse, well mannered and
behaved in peace or battle, grey
32 Nothmen war horse HD3+1 D8/d6/d6 AC+3 MV 16 OB-2 a tall white horse f ierce and intolerant of bad riders
who they throw and trample
33 Empire warhorse HD3 D8/d6/d6 AC+3 MV 20 OB+0 golden cavalry horse of the empire cavalry men
34 Eastern warhorse HD3 D8/d6/d6 AC+3 MV 21 OB-2 a great black beast dif f icult to tame then very loyal
35 Shadow steed warhorse HD3+2 D8/d6/d6 AC+4 MV 18 OB-3 a jet black part demon horse, quiet and sneaky,
hard to tame
36 Barbarian warhorse HD3+4 D8/d6/d6 AC+4 MV 16 OB-1 a great chestnut horse, ill tempered loves to f ight
and moody
37 Crusader warhorse HD3+2 D8/d6/d6 AC+4 MV 18 OB-0 a great grey-white beast angered if smells f oreign
enemies
38 Orc warhorse HD3+2 D8/d6/d6 AC+4 MV 18 OB-2 a vicious ill tempered beast will f ight without a rider and
occasionally kill grooms, partly scaly, dark iron grey
39 Bright elf warhorse HD3 D8/d6/d6 AC+4 MV 21 OB-0 a beautif ul, elegant proud horse with strange spiral
markings and colour tints
40 Dark elf warhorse HD3+1 D8/d6/d6 AC+4 MV 19 OB-1 pref er to f ight by night, excellent night vision,
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
Riding bear
Riding goanna
Riding raptor
Riding triceratops
Riding mammoth
Riding wyvern
Riding ape
Riding rabbit
Riding spider
Riding centipede
Riding scorpion
Riding trilobite
Riding slug
Land shark
Flying dolphin
Flying seahorse
Riding snail
Riding rhino beetle
Riding ant
Riding mantis
Riding bee
Riding weasel
Riding quadruped human
Riding goat
Riding turkey (see gamma gobblers)
Riding goose
Riding rooster
Riding rat
Riding guinea pig
Riding rabbit
Riding tortoise
Riding iguana
Riding chameleon
Riding wasp
Riding beaver
Riding skunk
Riding tiger
Riding possum
Riding platypus
Riding Tasmanian devil
Riding mudskipper
Riding newt
Riding grasshopper
Riding plant
Riding f ungus
Riding otter
Riding elephant
Riding wooly rhino
Riding rhino or hippo
Riding f rill necked lizard
Riding thorny devil
71 Riding blowf ly
72 Riding land octopus
73 Riding land squid
74 Aerial jellyf ish
75 Pterodactyl
76 Riding owl
77 Riding hawk
78 Riding vulture
79 Riding raven
80 Riding parrot
81 Riding dragonf ly
82 Riding worm
83 Riding amoeba
84 Riding snake
85 Riding ant eater
86 Riding aardvark
87 Riding dragon
88 Riding shoggoth
89 Riding f ormless spawn
90 Riding space polyp
91 Riding cockroach
92 Riding f lea
93 Riding bat
94 Riding sheep
95 Riding rust monster
96 Riding earwig
97 Riding mole
98 Riding cactus
99 Riding walrus
100 Riding lion
d12 Gonzofication hybrid table
1 Undead
2 Cyborg
3 Psionic
4 Robotic or android
5 Golem magic construct
6 Magician
7 Mutant
8 Planar taint - elemental, demon, angelic
9 Giant or dwarf
10 Sentient and can speak
11 Roll extra species f or hybrid chimera
12 Roll extra species f or shapeshif ter f orms
d4
d6
d8
d10
d12
d20
HEX
6 and/or 7
Dungeon
Hoard
Buried
Lost
Whirlpool
Geyser
Sinkhole
Rock Slide
Lair
Quicksand
Cave
Cliff
Swamp
Spring
Pond
River
Tunnel
Waterfall
Dunes
Grasslands
Moors
Forest
Swamp
Marshes
Thicket
Mesa
Valley
Desert
Hermit
Monastery
Obelisk
Statue
Fountain
Crossroads
Ruins
Village
Quarry
Shrine
Tower
Oracle
Plains
Crater
Jungle
Cemetery
Battlefield
Road
Port
Castle
Stream
Trail
Wreckage
Boulder
Trail
Canyon
Volcano
Fungus
Lair
Boulder
Fissure
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
5
7
Temple
Use the die results to create a map with each result providing a landmark, obstacle, or destination on the map.
The Treasure is always located in Hex 1 (X marks the spot.) Distances between results can be determined any way you choose.
If the d10 roll is 1-5, fill Hex 6, if the result is 6-10 fill Hex 7. One of them will be blank or you can use the same result for both.
Determine which direction is north using the d6 result and the numbered blue dots.
of f lagellation. Monasteries have dungeons, monk cells have chains, yard have rows of a f rame whipping
posts. Rather actively sexual by most orders standards
20 Black Reapers Order LN Concerned with punishment and act as hangmen, executioners, prison keepers and
even torturers in absolute necessity. T hey pref er prisoner to be convicted f airly to do their duty and run some
prisons f or the state (some prisoners they will not except)
21 Brotherhood of the Iron Skulls LE sponsored by Barron and train his secret police in secret arts of
assassination and espionage, also care f or important political prisoners and hostages
22 Order of the Dragon LE Once f eared terrible servitors of Dragon kings long ago, now subtle Machiavellian
monks who catalog islands, known dragons and seek to share knowledge with them
23 Sisterhood of immaculate heavenly bondage LE operate a ref orm school with strict discipline, run
orphanages, sweatshop workhouses f or wayward girls, obsessed with beatings, punishment, order. Most and
children in care wear chastity belts
24 Brotherhood of the Black Books LE Order of black magicians who accumulate f orbidden books f or
research, teach magic in secret and even have devils as teachers f or secret classes
25 Vulture Lords LE guards of the dead or lords of death, like scythes, daggers, sickles, sabres, keep sacred
pet vultures f or f unerary rituals and bury skeletons, sometimes get carried away and seek to kill as many as
possible in bloody f renzy across world
26 Night Fang Brotherhood/Sisterhood LE are rival sects of killers devoted to killing those in way to age when
brotherhood rules alone, dagger, garrote (scarf ) and sling
27 Order of Ceradun LE care f or mentally ill and disabled by running asylums. Many misguided treatments and
madmen have used order f or own evil purposes. Still do some public service but enjoy use of cruel beating and
drowning therapy
28 Order of the Secret Brotherhood LE a cult with assassins, inf iltrators and masterminds who operate as
secret conquerors, subverting local leaders to their cause or replacing them. Also into crime and exotic torture
of enemies
29 Black Lotus Brotherhood LE distribute lotus resin across the world in service to the black Lhama in a secret
underground kingdom in the east. Cult are killers and very secretive
30 Snake Brothers LE receive secret instructions f om pre human masters of reptilians and seek to aid masters
in return to the world. Bloodlines are very important to sect who recruit those carrying serpent bloodlines
31 Brotherhood of St Ragiman CE a sect of cannibals who kidnap and devour travellers but leave local villagers
alone, have thousands of skeletons under monastary
32 Brotherhood of Fishbach CE a cult of deep one f ish men hybrids usualy near sea or at least a river or water
connected to sea, eat and rape strangers in their midst
33 Order of the Great Unamable CE Worship elder pre human god that dwells in their catacombs and demands
blood sacrif ices. If not sated by ritual the god will destroy the monastery and f ly into space
34 Brotherhood of StOrlak CE a vampire cult led by a vampire abbot his half monster chosen and the rest who
would do anything to share in the taint of immortality
35 Sisterhhood of StBathory CE a bloodthirsty cult of lesbian vampires who constantly admit and kidnap young
girls into order to f eed f rom. Also may admit travellers and men if hungry
36 Brotherhood of the Holy Sarcophagi CE are necromancers who inter local dead and run a mausoleum but
run a zombie sweatshop in basement and study necromantic sciences
37 Order of Z aradam CE a mixed order of monks and nuns who hold secret orgies with demons, locals af raid
but tight lipped, adopt lost children f rom orphanages over the island
38 Brotherhood of StDesada CE an order of sadists and sexual perverts spend days f logging and torturing
kidnapped travellers and youths and getting drunk. Locals af raid f or lives and children
39 Order of the Black Beast CE worship black hairy demons in monastaries built on sites of pre human
monster cults. T hey pretend to be monks to avoid stigma of monster cultists who murder victims on elder
monoliths
40 Order of Chaos CE f ormer monks turned to chaos but will pretend to be another order to get close or
spread corruption and ruin reputations of real orders, like swords, staf f s, daggers, darts, nets, chains. Enjoy
beings that are easily of f ended, create great earth works and burial mounds
58 Spirit Masters LN are civilized spiritualists, modern shamans that perf orm exorcismsand speak to dead
loved ones f or a f ee. Some are f akes and have no real abilities but true masters see spirits and may interact
with them
59 Serpent Mystics LN chanel the spirit serpents in human spine to perf orm wonders of physical f eats and
meditation. T hese holymen teach commoners basics of meditation to set them on path of enlightenment and
seeing through illusions
60 Crimson brotherhood LE evoke ancient beast headed spirits f rom f orgotten empire that rivaled the f irst
emperor, seek to revive empire and old gods, but not the nice ones, stir up natives with f alse relics and
artif acts, seek f orgotten evil relics of power
61 Sages of Enki LN LG scholars who seek and destroy enemies of order, especially chaos wizards and priests
with assassination, trickery and politics, machiavellian, wear f ish robes and use staf f and knif e, many go on to
become wizards
62 Sages of Marduk LN LG LE scholars who support rule of order, civilization, education and war if needed.
Educators of kings and warrior lords and law makers who battle the dragon of chaos, will use spears, bows,
swords and nets
63 Sages of Enlil LN scholars in ways of the earth, middle air and underworld, wise in matters of ruler-ship, law,
demons, weather omens and agriculture. Will use mauls, hammers, axes, spears
64 Sages of Nabu LN are scibes and scholars, many are slave eunuchs with f alse jeweled beards and makeup
if high status but most were just clerks in government administration protected by law, of ten used to help state
collect tax
65 Sages of Tammuz LG LN LE shepherds and f armers experts in agriculture but engage in ritual combat and
have sexual rites and love poetry, like to establish f riendship with nunnery of any goddess, swords, bucklers
and f lails popular weapons, of ten pretend to be poor peasants
66 Sages of Anu LN are devoted to lord f the upper sky and the starry night sky, are astrologers, divination and
magic experts who hunt bad magicians, Staf f , axe, bow and shuriken are main weapons. Distant and cool but
earn well f rom their observatories
67 Sages of Nergal LE the lord of war and death and plague act as documents of deaths, impartial
executioners, military advisers, and doctors specializing in disease and battle wounds, operate huge
necropolises and war schools use any warrior weapon but not guns. While encourage seizing power and
unleashing anarchy and evil they do it to enemies and protect their own f rom those things
68 Sages of Sin LG are scribes specializing in law, trade and diplomacy. Some interest in moral purity and
advancing civilized arts and f amily lif e mostly use staf f or sabre
69 Sages of Shamash LN lords of truth of ten employed as legal witnesses, advisers to leaders. Also keep
extensive legal and court records. Use spear, sword and bow
70 Sages of Ningizzida LN are prophets, healers, teachers and orchard growers, keep pet snakes and grow
long beards they die blu and weave gold into. T hey are also guardians using staf f , sword, spear, javelin and
dagger
71 Sages of Ishtar LG LN LE practice the scholarly arts and craf ts attaining extensive documents of
technology and research. Also use espionage to obtain inf ormation
72 Harlot of Ishtar LN is a prostitute order of skilled sex workers (some are eunuchs) who work redlight
districts, f rom apartments where they wave at parsers by or in holy brothels. Standards vary but bigger the
temple the better the service
73 Sage of Shulgi LN is a aspect of Ishtar the barmaid who of f ers worldly wisdom, sect brew in great Ishtar
temples and work in bars raising capitol and collecting gossip, used club or dagger but some can kill with a
piece of cloth
74 War-maiden of Ishtar LN are an amazon order who f ight f or justice and especially women. T hey recruit
women mistreated by men mostly and sometimes they get carried away in personal vendettas. Use swords and
spears and bows but any weapon ok
75 Virgins of Ishtar LG Are kept pure and specialize in healing and divination but some retire at 30 to another
order as most sold to sect as children. Mostly non violent and avoid harm
76 Blood-maiden of Ishtar LE Savage, brutal killers. In battle they rally troops, covering naked bodies in blood.
Promise sexual f avors to who kills the most and humiliate and torture cowards, highly f eared by own side and
enemies, will use any weapon and arson to kill. Whips and swords and rods are good to use on own men
77 Heart Maidens of Ishtar LG are a benevolent order who spread love, f riendship and peace. Mingle in society
and manipulate people to desirable situations with good intentions. Very f riendly. T hey will f ight in self def ense
with swords and bows and spears but oppose suicide and sacrif ice of lif e as there is always some other way
78 Sages of Nanshe LG Operate f ree medical clinics, f ood and homes f or poor, a popular sect of social
welf are supported with state and donations f rom rich and poor
79 Sages of Erishkigal LN LE Are wise in ways of the great dungeon of the underworld ruled by Ishtars sister.
T herich sects are f unerary and divination sect advising f amily as to how much gold their ancestors need while
poor ones who poison, abortions, back yard medicine, remove abandoned bodies and other taboo chores.
Fight with scythe, sickle, chakra, garrotte, katar, bow, chain, dagger, good at sneaking to murder and poison.
Scary to most by name many look f earsome even using dead body parts in costume or jewelery
80 Sages of Ninhursag the earth goddess, scholars and scribes of agricultural yields, f amily bloodlines,
childbirth, f ertility. Mostly non violent but club, mace, maul, sickle, staf f popular
81 Dragon Fist Order LN Invisible wanderers, secret agents gathering inf ormation f or their libraries, experts in
unarmed attack and f amed arrow catchers
82 Spider Claw Order LE Notorious kidnapping cult practicing blackmail and human sacrif ice and specializing in
dual weapon f ighting, ropes and escapology
83 Moons Agents Order LN Secret vigilante cult of the moon god Vigilante travellers of the night of ten
establish secret identities and def end weak f rom strong in secret, crescent shuriken, sabres, axes, bows,
sickles or any weapon deemed moon like ok
84 Sword Sisters Order LN Queens of the sword cult, def enders of women children and elderly f amed f or groin
strikes and castrating male captives if deemed bad
85 Drunken Frog Order LM Wanderer sect who f eign being useless horrible drunks who secretly train and help
the common f olk resist bandits and corrupt of f icials, improvisational weapons and constantly f alling over are
hallmarks of style
86 Holy Sages Order LN Scholar scribes who serve temples and court sages, many . Cults vary depending in
dress depending on choice god. Wear cult jewellery, masks, makeup and with a staf f or rod
87 Night Jackals LN Order work as f uneral guardians but some sects instead serve necromancer cults as
assassins and thugs, pref er dual sickle f ighting
88 Order of the Onyx Cat LN Are f emale thieves of pretty things they horde do deprive ignorant impure cretins
who do not deserve beauty. Famed f or cat masks use many martial weapons like chain, staf f , daggers, claws,
whips
89 Scarlet Talon Order LE Assassin brotherhood f amed f or seizing gates, winning sieges, overcoming guards
and only killing target. Experts martial artists with staf f and chain
90 Brown Order of Humility LN swear vow of poverty and live with f ew possetions living by begging and helping
poor. Monasteries are f ree clinics. Donations are passed on to poor or building projects. Critical of rich cults
and clergy so disliked by many holy f olk
91 Order of the unbroken circle LN LG LE wear circlets and f ocus on mental psion disciplines to gain knowledge
or inf luence minds of others
92 Vril Masters LN harness inner might to spread order and perf ect physical psion disciplines. Advocate strict
moral and dietary regimen they like to inf lict on others, use sabre or stick or staf f most
93 Astral Knights LE an order of psions who hunt species or abusers using similar powers on humans or
beings f rom other planes. Some have been time traveling and vising other dimensions and are returning looking
wizened and husk like. Fight with silver blades
94 Beastlords LN evoke beast powers and speak to animals. Animal companions are popular with sect who cite
f ounders of each sect as the progenitor and king of each species
95 Mysterions CE torment and test those who get their attention. Inf iltrate and sabotage certain rulers and
agitate stable government while replacing key personnel, plans can seem crazy
96 Dominators LE actually a mutant race so they believe, dedicated to subjugating all ordinary people. Kill
inspiring heroes and leaders who limit them but don't let them have death of martyr or pyrrhic victory, preach
religion to commoners but cynical manipulators
97 Mind Lords LN LG LE Brotherhood of pure thought, believe in superiority of mind and mentalists, seek
converts and students but those without brains or mental powers are expendable
98 Scions of the Emperor LN LG a sect who support the civilization and culture of the Empire. T hey are split
over the civil war but put literacy, knowledge and art f irst
99 Acolytes of the Apocalypse CN CE CG are chaos worshiping monks and nuns with mentalist powers. Focus
on disturbing social order and nihilistic disorder f or sake of absolute f reedom. Some are good and kill less
people
100 Acolytes of the Apocrypha LN LG are Law worshiping monks and nuns with mentalist powers. Focus on
lawmaking and Justice f or the good of all. Some wicked ones dictate over society rather than serve
33 Dark riders patrol the woods, who they are or serve are unknown
34 T he creatures of the woods can smell blood f or miles
35 Necromancer students f rom f ar and wide seek mysteries of the f orest
36 T he woods are as thick with angry spirits as trees
37 Priests warn men to f ear the woods and f orget about it's treasures and secrets
38 Kings of the lost kingdoms were known to have great tombs never f ound
39 Libraries and churches of the lost kingdom must have been swallowed up by the earth
40 T he humanoids of the ghostwood have pallid white f lesh f rom the bones they f eed f rom
41 People have seen strange elves in woods of a type unknown elsewhere
42 Treasure is easy to f ind, everyone exaggerates the stories of death and curses
43 Sometimes you f ind undead f armers toiling as they did bef ore the f all
44 If you sleep in the ghostwood you will have terrible nightmares
45 Sometimes the goblins and ogres are too busy to attack outsides
46 Anyone you meet must be evil so kill everybody you see
47 Some priests of the city make pilgrimages to f orest to teach undead slaying to pupils
48 Some of the ghosts and spirits dont know they are dead
49 Witches meet in the woods f or secret rituals to plot evil
50 Some are cursed to never f ind way out of the woods
1d50 Challenges
1 A f loating skull trap blocks a path
2 Wall of bone blocks the path
3 A skeleton f ence with f ear casting skulls
4 A f ield with buried undead that arise if walked over
5 A rickety bone bridge over a chasm
6 A miasma of illness inducing f og waf ts over area
7 T hick peasoup f og rolls over area reducing visibility to a f ew yards
8 Area covered in buried pits with undead inside
9 Evil squirrels try to steal stuf f
10 Goblins in tree with an arbelast and signal horn
11 A high outcrop of rocks with a ogre and heap of throwing stones
12 Bone caltrops with venom scattered in undergrowth
13 Goblins hiding in piles of bones
14 Phantom curses intruders laughs then vanishes
15 Area surrounded by magical wards
16 Treasure chest with explosive runes
17 Magically locked gate or portcullis
18 Stone bridge bound with supernatural being
19 Chained monster blocks path
20 Ruined wall blocks the pass
21 Ground covers a buried building ready to collapse
22 A slippery rapid stream is in the path
23 A poison well with a shady tree and comf ortable grass by the path
24 Area f illed with goblin traps, f unnel travelers to ambush point
25 A area of gigantic white f ungus, of ten gob;ins here gathering f ood
26 Explosive mushrooms and f ungus planted def ensively by goblins
27 Shrieking ghost mushrooms cry out attracting encounters
28 Goblin trackers with horns f ollow and signal whereabouts of intruders
29 Marshy bog swallows up men who enter it
30 Swamp f illed with undead corpses arise if intruders enter
39 Well with spiders and snakes has something old in the bottom like a chest or door
40 Broken sword of a noted f amily lays on trail
41 Hedges of brambles f orm a wild hedge maze f illed with skeletons hiding something
42 A sinister old house
43 Dead adventurers looted corpses, possibly some known f rom pub
44 Owl hoot excitedly as you approach open area
45 Blood trail leads down into a stinking hole under tree roots
46 Child's doll f ound under tree
47 Flayed human skin neatly laid out in tree branches
48 Message scratched in dirt or tree bark mostly rubbed out
49 Old battered sign post points into dark thicket
50 Goblins playing bone instruments ignore passers by
51 Bones laid out in occult signs in clearing
52 Talking skull wants to make f riends, wont sutup
53 Rotting corpse holding a strange potion bottle
54 Naked madman with long beard chained to rock tries to eat anyone
55 Skeleton horse urges someone to ride him
56 Skeleton wagon of grain being hauled somewhere in f orest
57 Dark elf being dragged of f by ghouls
58 Spiderwebs with occult signs woven into them could be clues to a lost spell
59 Stinking crack in ground leads to darkness
60 Skeleton f isherman with bucket of f ish skeletons by stream
61 Giant skull with necromancer runes carved into it
62 Open pit with dead mule and shovels nearby, opens into a spiral stairwell
63 Goblin children singing about nearby tomb complex
64 See skeleton born f rom grave lumber of f into f orest
65 Flying skull with scroll in mouth carrying message
66 Priest impaled to tree with bone lance tips
67 Opening into hill surrounded by skulls with a bone portcullis
68 Tree hollow with green smokey bottle and note in necromancer language
69 Top half of skeleton with bone key in mouth crawls towards who knows
70 Giant piles of animal dung, twitching remains of zombie holding scroll tube
71 Ivy covered stone monument telling tale of doomed knights quest
72 Crumbled f ragments of statue of an orc king if partly assembled
73 Wizard pouring cauldron into bubbling bog to create orcs
74 Goblin kids painting graf f iti on crumbling wall covering ancient mural
75 Hobgoblin of f icers studying map of adjacent villages
76 Secret police of Shadel Port having secret meeting with necromancers
77 Abandoned treehouse with remains of long dead f amily or goblins
78 Strange f ruit tree with skull shaped f ruit
79 Trees with f aces like human in agony, twisted limbs and roots
80 Crumbling shack with skeletons eating rat stew
81 Goblin girl with sickle skipping and gathering shrooms in a basket
82 Glowing moss or f iref lies make dark patch of f orest a wonderland
83 Skeletons carry crumbling corpse in palanquin in circles
84 Goblins doing laundry by a stream, beg not to be abused by adventurers
85 Hobgoblins marching with crystal cof f in with f rozen woman inside
86 Mysterious bubbling cauldron on a f ire, owner has f led in haste
87 In a stone cof f in a sleeping person f rom lost kingdom who awakens under sunlight
88 Bear traps buried in undergrowth made f rom bone
86 Insane giant black wild boar delights in eating human or demihuman f lesh
87 Black unicorn, any it kills raised as undead, horn drains one level
88 Rust monsters starving f or metal, these ones have mace head tails they use as weapons
89 Boar men hunting band, seek slaves or meat people to take home and roast
90 Men carrying huge spiders on their backs with orc guards, spiders are wizards too
91 Rabid grizzly bear hates humans
92 Witch on sled pulled by wildcats tries to enslave trvellers or turn to stone if they resist
93 Wight knights in shadowy patch of f orest will retreat f rom streams of sunlight
94 Insane f aun beastmen try to drive away outsiders with sticks and stones, skirmish only
95 Centaur necromancer with ghoul f ollowers wants to f eed his pets
96 Pack of sobbing undead children at f irst seem normal till they start swarming and biting
97 Dark centaur hunter with bone bow shoots poison arrows will harry f or days avoiding melee
98 Mysterious ghostwood albino elves assault with arrows and spells then f lee
99 Dark elf traders will try to charm travellers to be slaves, send in undead and f lee if f ails
100 A bone dragon comes to destroy outsiders, his gas breath liquif ies f lesh
d40 Ghostwood Items
1 Bone f emur f lute
2 Bone and human organ bagpipes
3 Bone comb
4 Rib cage lyre
5 Urn of ash, bone f ragments and 1d20 coins
6 Scroll in bone tube, a letter warning about coming disaster f rom lost kingdom
7 Scroll in bone tube, a long lost love letter and poem
8 Scroll in bone tube, a necromancer scroll
9 Scroll in bone tube, cure light wounds spell
10 Scroll in bone tube, necromantic treatise on undead
11 A creepy rag or porcelain doll
12 A bag of f resh eyeballs
13 A bag if opened releases a f lying screaming f laming skull
14 A sealed bottle of strange vapour contains a spitit
15 A sealed bottle of strange vapour contains an imp
16 A bottle of long spoiled wine
17 A bottle of f inest brandy or rum
18 A bone pipe with hash or opium or lotus or other drug resin
19 A snuf f box with dust f rom leng causing maddening hallucinations
20 A scribe set in a bone box
21 A bag of knuckle bones
22 A bag of bone dice
23 A box with a bone and wood chess set with undead characters f or pieces
24 A skull in a box of interest to necromancers, they question skull with spells
25 A book f rom the lost kingdom detailing every day lif e
26 A partial map of the lost kingdom
27 A gold ring houses spirit of necromancer who tries to possess wearer
28 A bag with a set of bone and gold dentures
29 Necklace of skulls carved f rom bone
30 A bag with packed necromancers lunch
31 Bone arrow of unf amiliar design
32 Bag with crying baby goblin, needs milk or keeps screaming once opened
33 A clay jar of honey f rom hallucinogenic plants, causes 12 hour long f evered dreams