Nentir Vale Hex Crawl

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RANDOM HEX GENERATION

1. Roll for the contents of a hex.


2. Determine the specific level of the feature by rolling on the feature level modifier table and applying the result to the
general level of the area.
3. Roll on the feature sub-table.
4. Roll to determine the contents of a hex.
5. Spice to flavour
Contents of Hex Feature Level
6.
1d00 Feature Roll (1d20) Level Modifier
01-75 Nothing 1 -2
76-80 Terrain Feature 2-3 -1
81-85 Resource/Settlement 4-11 +0
86-90 Ruins 12-15 +1
91-95 Lair 16-17 +2
96-99 Dungeon 18-19 +3
00 Special 20 +4

Contents
Content % Chance
Artefact 00
Gate 81-00
Map 76-00
Monster 26-00
Traps 51-00
Tricks 51-00
Something Strange 34-00
PLAINS
TERRAIN FEATURES
1d20 Feature
1 A small bog. The water is poisonous; animal skeletons abound. Source of necrotic energy.
2 Strange mile-long, rune-carved ruts in the ground; from the air, they form a magic circle. Determine type
randomly.
3 Massive tree on a small raised mound. Small hidden space beneath offers a convinient bolt-hole; 50%
chance occupied by gnomes.
4 Sinkhole. Kruthik caverns run beneath the ground. 50% chance of active kruthik hive.
5 Giant skeleton of unidentified, snake-like creature with all-too-human skull running along the ridgeline.
6 Tall grass (5' high) grows here.
7 Singing grass. If tread upon, it shrieks, triggering wandering monster roll.
8 Grab grass (see DMG pg 68).
9 Corpse grass (see Open Grave pg 171).
10 Large dolmens raised in a semi-circle, half-finished. Covered in grafitti.
11 Stone monolith with image of frowning human face. 50% can speak.
12 Violet fog covering the area, motionless even in the face of strong winds.
13 Forest of rotting wooden posts standing upright.
14 Ground covered in broken black-steel, rune-carved weapons. Skeletons of not-quite-human
creatures poke through the ground.
15 Iron cage with crow-pecked skeleton inside. Clutched in his bony hand is a personal letter; 50% chance
of directions to buried treasure hidden in message.
16 Pikes with impaled human heads on them, blood still warm.
17 Dry, dusty ground razed of vegetation. The air seems to suck moisture from the body.
18 Free-standing iron rune-carved door. Only visible from one direction.
19 Graveyard ringed by large marble blocks; an active undead ward is carved on the blocks. Undead are visible trapped
inside.
20 Mound of sun-bleached elven skulls.
HILLS
1d20 Feature
1 Cliff faced carved with images of unknown gods.
2 Unnaturally smooth tunnels criss-crossing through hill; images of snakes and human sacrifice
engraved on walls and entrance.
3 Steps carved into the stone leading nowhere, each step carved with faded religious prayers and
spells. 50% chance of portal at the top.
4 Ever-present rainbow leading just beyond the next hill. 10% chance of
pot of gold; 90% chance of something horrible.
5 Natural rock pillar rising above the hills. Secret door leads to stairs climbing
the pillar.
6 Poisonous fog settles in the valley.
7 Bones poking through the earth; excavation reveals the hills are held up by giant rib cage, with
hollow space inside.
8 Black stone square on top of hill, actually top of ziggurat.
9 Mouth in side of cliff; devours whatever comes in reach of its grasping tongue.
10 Cultivated grapes naturally growing in even rows on top of hill. Wine made from them
produces mad dreams and visions. Resting place of corrupted
immortal dedicated to nature and agriculture.
11 Tiefling and dragonborn skeletons along with broken weapons and banners.
50% chance of devil still bound here.
12 Valuable gems in the rock; when removed from the area, they turn to normal stone.
13 Vein of copper/silver/gold running through the hills.
14 Large cave in top of hill that overlooks the area.
15 Bridge over dry streambed. 50% chance of trolls.
16 Stone way marker pointing to lost city in forgotten language.
17 Strong gusts of wind bellowing through the valley; the boundary between the world and the
elemental chaos is weak here.
18 Circle of white stones; shines for miles during a full moon. Characters
resting here during a full moon are stricken with moon fever.
19 Stairs that descend into a bottomless crevasse into the underdark.
20 Mushroom ring that teleports those standing within to random adjacent hex.
FOREST
1d20 Feature
1 Great tree. Really massive. You wouldn't believe it.
2 Vines hang from the canopy and strangle those who walk through them.
3 Deep crater. In the middle is a hunk of meteoric rock. It pulses with evil
intelligence.
4 Skeletal trees ravaged by forest fire. 50% chance of animal spirits fleeing the
fire. If a fire is started here (in camp or during combat), a ghost attacks the
starter of the fire.
5 Two trees wedded together form a portal to the feywild. On the other side, two
eladrin skeletons lie on a bed of roses. A dagger and an empty vial
lie at their side.
6 Paved blocks poking through the undergrowth, remnants of an ancient road.
7 Air thick with blood-sucking insects; travel through here requires a check (DC Moderate) or
lose a healing surge. Any rest is impossible.
8 Stone fountain with images of dancing elves. Wine still flows.
9 Hobgoblin corpses hanging from the trees.
10 Moving trees that conspire to lead PCs who follow game trails to nearest monster (wandering
monster check).
11 Stone altar on grassy lawn engraved with images of earthly delight.

75% chance of succubus bound to altar.


12 Tree growing through the skull of a giant. Excavation reveals magical
weapon, giant-sized.
13 Statues of men made of twigs and sticks dot a well-trod path.
14 Large tree with man's face in it.
15 Waterfall and cave, well-hidden.
16 A single golden apple hangs from a tree covered in poisonous snakes.
17 Closer inspection reveals that the thick forest canopy is covered in spiderwebs.
18 Trees that whisper secrets into the wind.
19 5' tall mushrooms grow in a ring.
20 Stairs leading into a hole in the ground, descending deep into the underdark.
MOUNTAIN
1d20 Feature
1 Giant-sized statues of ancient rulers, untouched by time.
2 Lamentation of a Dwarven Slave carved into the stone.
3 Half-formed dwarf waiting to be birthed. 50% insane.
4 Roaring waterfall that pours into bottomless chasm.
5 Ancient dwarven-built bridge crossing a gorge.
6 Rope bridge crossing a gorge.
7 Ancient lighthouse on top of peak.
8 Stone altar on top of peak.
9 Strange skeletal steel tower, vaguely man-shaped.
10 Howling wind that cries a requiem in supernal.
11 Rune-carved door in side of mountain. Has not been opened in thousands of
years.
12 Thick fogs and mists continually shroud the mountains. Vision is reduced to
10'.
13 Dwarven ghosts trying to build a wall; each night they die horribly, killed by unseen
assailants.
14 Blood seeping from the stone.
15 Ancient amphitheatre with giant-sized seats.
16 Life-sized statue of petrified angel.
17 Gargantuan copper colossus carved in the likeness of a forgotten god, now covered in verdigris.
18 Well-carved stairs climbing mountain to gazebo on peak. The gazebo has
two magic arrows protruding from it.
19 Two giant serpents, one with five heads, carved along the ridge of the mountain; on further
examination, they are skeletons. Lightning and
thunder constantly rain upon the peak.
20 Caves entrances carved in the classical style line the walls of a well- secluded valley.
SWAMP
1d20 Feature
1 Partially decomposed dragon protruding from the marsh. 50% chance of
scavengers picking apart the corpse, possibly elementally-tainted.
2 Strange lights in the distance (corpse lights) portending doom. They
recede if approached.
3 Abandoned house on stilts. Inside there is a stew cooking over a fire, still warm.
4 Quicksand.
5 Violet plants bloom here. They exude a hallucinogenic pollen.
6 Stone pillar with images of snakes and human sacrifice carved onto it.
7 Head of a dinosaur on a pike, still buzzing with flies.
8 Massive black stone obelisk.
9 Swarms of blood-sucking insects. No rest is possible.
10 A winding trail through 10' tall reeds. The reeds sing the traveller's name as
he passes along the trail.
11 A pyramid composed of wriggling 3' long maggots with man-like faces, all trying to climb upon
each other to the peak.
12 A stream of tarry black water oozing from the ground.
13 Large, delicious-looking fruit hanging from the trees. The meat inside is
composed of wriggling vermin.
14 Bones lashed together and set in a circle, each with a man's head impaled on the end. Far-too-
large flies buzz around the heads and maggots crawl out the orifices. In the middle of the ring is
a copper cauldron bubbling over smoking coals. The thick, reddish-brown brew exudes a
slightly mettalic sickly-sweet odour.
15 A dark mere with hundreds of corpses resting uneasily just beneath the surface.
16 A large willow with foul intent.
17 A neatly-stacked pile of lizardman skulls.
18 Bubbling tar pit with strange half-snake half-human skeletons clawing at the sky.
19 Vermin dropping from an empty space 10' in the air.
20 Pool infested with massive leeches, hungry for blood and memories. MOOR
1d20 Feature
1 Smooth stone blocks neatly formed into an arrow.
2 Evenly-spaced hedgerows along an embankment, always trimmed.
3 Rats with human faces and hands building stone cairns.
4 Raised stones in a circle on the top of a mound. A black stone altar sits in
the middle, stained with blood.
5 White flowers that hold the memories of the dead.
6 Thick fogs, always cold and wet, seemingly promising rest and peace.
7 Large black stone cross festooned with spiked chains.
8 Paved stone road leading through moor, overgrown with weeds, each paving stone engraved
with a grinning skull.
9 An eerie wind that sounds like the cries of a child.
10 Great cairns built with massive blocks.
11 Sweet-smelling blood-red heather covering the land.
12 A multitude of campfires in the distance, every night, that recede upon approach.
13 On a full moon, a trail of fire winds its way across the moor.
14 Sharp rocks and scree, drinking the blood of those who cut themselves.
15 Flensed skin festooned on rotting wooden posts, hanging from silver chains.
16 Pool of clear water that waxes and wanes with the moon.
17 Skeletal hands grasping weapons reaching up from the rocky soil.
18 Caves ringing a depression, all blocked with heavy stone slabs.
19 Hundreds of stele with epitaphs in long-forgotten languages.
20 Giant-sized throne made of stone, carved with images of death and glory. DESERT
1d20 Feature
1 A long road to nowhere made of glass.
2 Skin-tearing whirlwinds, blood eaten by the hungry desert sands.
3 Oasis with clear green water.
4 Animal skeletons lining a depression.
5 Rocky canyons that capriciously fill and empty themselves of sand.
6 Sinkhole dropping into subterranean river.
7 Mirage of rust-red towers on the horizon, greedily welcoming those with no blood on their
hands.
8 Pink sands.
9 Strange stars and planets in the sky, not visible elsewhere.
10 An ancient dragon's skeletal remains on the ridge covered with leather tarps that provide
shelter within.
11 Blood-stained sands.
12 Hundreds of black stone eggs waiting to be hatched.
13 Unseen poison in the air that warps man and beast.
14 A skeleton resting beneath a dead tree.
15 The shell of a great dragon turtle on a salt pan.
16 A tower made of steel and glass reflecting the sun, entrances buried by sand and time.
17 Spire of stone rising high into the clear blue sky with artificial platforms covering its
sides.
18 Floating pillars of stone, water cascading from them into a deep tear in the ground.
19 Smooth stone tower with no entrance, the smell of water rich in the air.
20 A forest constructed of bone. COAST
1d20 Feature
1 Half-submerged lighthouse, still providing light.
2 Island with 50' sheer cliffs around entire perimeter.
3 Stone road leading into the sea.
4 Network of limestone caves.
5 The skeleton of a boat made of steel, rusting on the shore.
6 A copper statue covered in verdigris, half-buried on the beach.
7 A haunting song heard in the crashing of the breakers, tempting with bittersweet
promises.
8 Stone posts reaching above the waves, going on for miles.
9 A smooth, round white island, actually the top of a skull.
10 The top of a farmhouse, 100' off the shore.
11 Dikes ringing the coast, each stone engraved with a screaming face.
12 Faces and shapes in thick fogs and mists.
13 A wall of water held back by rune-carved stone, 20' below sea level.
14 Blood-red foam.
15 Two skeletons lashed to a rusting steel rod in the sea, wrapped in an eternal embrace.
16 Plaintive weeping every day at dusk.
17 Strange lights moving beneath the sea.
18 Three unnatural-seeming islands with sheer cliffs, each topped with a circle of stones.
19 Reef made of bones.
20 A woman in bedclothes standing on the bluffs, seen only on the night of the full moon; if
approached, she jumps to her doom.
RESOURCE / SETTLEMENT
Rol Terrain
l
1d6 Plains/Scrub Moor/Rough Forest Hills Mountains Swamp/Mars Desert Coast
1 Farm Ranch Lumber Ranch Mine h
Fish Mine Fish
2 Farm Ranch Lumber Quarry Mine Fish Spice Fish
3 Ranch Herbs Lumber Quarry Mine Herbs Spice Fish
4 Ranch Herbs Game Mine Mine Herbs Spice Docks
5 Herbs Quarry Game Mine Quarry Poison Quarry Docks
6 Spice Quarry Herbs Mine Quarry Spice Quarry Docks

Each settlement has a population and a small village, hamlet, or town. The
population in the settlement centre is 1d10x10+50.

SETTLEMENT THEMES
1d30 Theme
1 Built among the ruins of an ancient city
2 Under seige
3 Mostly evil
4 Mostly lawful
5 Mostly chaotic
6 Controlled by an outside force
7 Cannibals
8 One sex/class wears concealing veils
9 Toiling for religious beliefs
10 Strange ritual prevents destruction
11 Money is considered worthless
12 Fatalistic
13 Friendly to outsiders
14 Run by wage-slaves
15 Magical pool
16 Obsessed with strange status
17 Insane wizard
18 Fighting arena
19 Demon/devil trapped beneath
20 Plague
21 Barbarian meeting ground
22 Guild-controlled
23 Cursed!
24 Under construction
25 Boom town
26 Built around big temple
27 Lycanthropes
28 Undead
29 Ghost town
30 Roll twice
LAIRS

Roll Terrain
1d6 Plains Hills Forest Mount. Swamp Moor Desert
1 Human Human Human Human Human Human Human
2 Human Human Human Dwarf Haflling Human Dragonborn
3 Human Dwarf Elf Humanoid Humanoid Humanoid Humanoid
4 Humanoid Humanoid Humanoid Humanoid Lizard Humanoid Humanoid
5 Humanoid Humanoid Humanoid Monster Monster Monster Monster
6 Monster Monster Monster Monster Monster Monster Monster

HUMA LAIRS
Roll
1d8 Plains Hills Forest Mount. Terrain
Swamp Moor Desert Coast
1 Barb Barb Barb Barb Barb Barb Barb Brigand
2
3 Cultist
Cultist Brigand
Cavemen Brigand
Brigand Brigand
Cavemen Brigand
Brigand Brigand
Cavemen Brigand
Brigand Cultist
Outlaw
4 Dervish Cultist Cultist Cultist Cultist Cultist Cultist Pirate
5
6 Dervish
Baron Cultist
Outlaw Cultist
Outlaw Cultist
Outlaw Cultist
Cultist Cultist
Outlaw Dervish
Outlaw Pirate
Pirate
7 Baron Outlaw Outlaw Outlaw Outlaw Outlaw Outlaw Pirate
8 Slaver Baron Baron Baron Outlaw Baron Baron Baron
9 Slaver Slaver Slaver Slaver Slaver Slaver Slaver Slaver
HUMANOID LAIRS
Roll Terrain
1d16
1 Plains Hills
Goblin Goblin Forest
Goblin Mount.
Goblin Swamp
Goblin Moor
Goblin Desert
Goblin Coast
Goblin
2 Goblin Goblin Bullywug Goblin Bullywug Goblin Goblin Goblin
3
4 Goblin Kobold
Goblin Kobold Goblin
Goblin Goblin
Kobold Bullywug
Bullywug Kobold
Kobold Goblin
Kobold Kobold
Kobold
5 Kobold Orc Kobold Kobold Kobold Orc Kobold Orc
6
7 Kobold
Orc Orc
Lycan Kobold
Kenku Kobold
Orc Kobold
Wererat Orc
Lycan Orc
Orc Orc
Lycan
8 Orc Duergar Orc Orc Lizardmen Duergar Orc Lizardmen
9
10 Orc
Lycan Gnoll
Gnoll Orc
Orc Lycan
Duergar Lizardmen
Lizardmen Gnoll
Gnoll Lycan
Duergar Lizardmen
Sahuagin
11 Gnoll Trog Lycan Trog Lizardmen Trog Gnoll Sahuagin
12
13 Gnoll
Gnoll Ogre
Oni Lizard
Lizard Ogre
Ogre Lizardmen
Trog Ogre
Oni Gnoll
Gnoll Sahuagin
Sahuagin
14 Gnoll Troll Ogre Oni Ogre Troll Gnoll Ogre
15 Ogre Ettin Oni Ettin Troll Ettin Ogre Oni
16 Oni Giant Troll Giant Yuan-Ti Giant Oni Kuo-Toa
WANDERING MONSTER TABLES

When a wandering monster is indicated or required, roll on the appropriate table to determine the
monster type. To determine the encounter level, use the level of the
area and modify it by rolling on the Random Level table.

Wandering monsters carry no treasure. Random

Level Modifier
d20 HILLS FOREST
1 -2 1d00 Encounter 1d00 Encounter
2-3 -1 01-02 Ants 01-02 Bats
4-11 +0 03-04 Bats 03 Basilisk
12-15 +1 05-06 Bears 04-05 Bear
16-17 +2 07-08 Beetles 06-07 Beetle
18-19 +3 09-10 Behemoth 08-09 Boar
20 +4 11-12 Bulette 10-11 Centipede
13-14 Cambion 12 Deva
PLAINS 15 Chimera 13 Devil
1d00 Encounter 16 Cyclops 14-15 Displacer Beast
01-04 Ankheg 17-18 Dark One 16 Doppelganger
05-08 Ants 19 Demon 17 Dragon
09 Basilisk 20 Deva 18-20 Drake
10-12 Behemoth 21 Devil 21 Drider
13-15 Bulette 22-23 Doppelganger 22-23 Drow
16-18 Cambion 24 Dragon 24-25 Dryad
19 Demon 25-26 Dragonborn 26-27 Eladrin
20 Deva 27-29 Drake 28-30 Elf
21 Devil 30-33 Dwarf 31-32 Ettercap
22-24 Doppelganger 34-35 Duergar 33 Firbolg
25-27 Dragonborn 36 Ettin 34-35 Gnome
28 Dragon 37 Galeb Duhr 36-40 Goblin
29-33 Drake 38-39 Gargoyle 41-42 Hag
34-39 Gnoll 40-41 Giant 43-45 Half-Elf
40-44 Goblin 42-45 Gnoll 46 Half-Orc
45 Gorgon 46-50 Goblin 47-48 Hawk
46 Grey Render 51-53 Griffon 49-51 Human
47 Griffon 54 Half-Elf 52-55 Kobold
48-50 Halfling 55-57 Half-Orc 56-57 Krenshar
51-53 Half-Elf 58-59 Harpy 58 Lamia
54-56 Half-Orc 60-64 Human 59-60 Lycanthrope
57-59 Hawk 65-66 Kenku 61 Oni
60-62 Horse 67-70 Kobold 62-64 Orc
63-69 Human 71-72 Krenshar 65-66 Owlbear
70-72 Hyena 73 Manticore 67-69 Panther
73-76 Kobold 74-75 Minotaur 70 Quickling
77-78 Krenshar 76-78 Ogre 71-72 Rat
79-81 Ogre 79-80 Oni 73-74 Satyr
83-84 Oni 81-85 Orc 75 Shambling Mound
85-89 Orc 86-87 Rat 76-78 Snake
90-92 Rat 88-89 Stirge 79-81 Spider
93-94 Tiefling 90-91 Tiefling 82-83 Spriggan
95-00 Wolf 92-93 Troglodyte 84-85 Tiger
94-95 Troll 86 Treant
96-00 Wolf 87-88 Troll
89 Unicorn
90-94 Vine
95-99 Wolf
00 Wood Woad
MOUNTAINS
1d00 Encounter SWAMP MOOR
01-02 Bats 1d00 Encounter 1d00 Encounter
03-05 Bear 01-03 Basilisk 01 Ankheg
06-07 Beetle 04-08 Beetle 02 Ants
08-09 Cambion 09-11 Behemoth 03 Basilisk
10 Cyclops 12-17 Bullywug 04-06 Bats
11-12 Dark One 18-19 Cambion 07 Bear
13 Demon 20-24 Centipede 08-09 Beetle
14 Deva 25-29 Crocodile 10 Behemoth
15 Devil 30 Demon 11 Bulette
16-17 Doppelganger 31 Devil 12-13 Cambion
18 Dragon 32 Dragon 14 Centipede
19-20 Dragonborn 33 Dragonborn 15 Chimera
21-25 Drake 34-39 Drake 16 Cockatrice
26-29 Dwarf 40-41 Ghoul 17-19 Dark One
30-32 Duergar 42-44 Goblin 20 Demon
33-34 Elemental 45-46 Hag 21 Deva
35-36 Ettin 47-49 Halfling 22 Devil
37-38 Galeb Duhr 50 Hafl-Orc 23-24 Doppelganger
39-40 Gargoyle 51-52 Hydra 25 Dragon
41-42 Giant 53-55 Kobold 26 Dragonborn
43-48 Goblin 56-62 Lizardfolk 27-29 Ghost
49-50 Goliath 63-64 Oni 30-32 Ghoul
51-52 Half-Elf 65-67 Orc 33-35 Gnoll
53-54 Half-orc 68-72 Rat 36 Gnome
55-56 Harpy 73-77 Snake 37-39 Goblin
57-58 Hawk 78-82 Spider 40 Halfing
59-61 Human 83 Tiefling 41 Half-Elf
62-66 Kobold 84-85 Troglodyte 42 Half-Orc
67-68 Manticore 86-87 Troll 43 Hawk
69-70 Minotaur 88-92 Vines 44-46 Human
71-73 Ogre 93-94 Will-o’-Wisp 47 Kenku
74-75 Oni 95-96 Wolf 48-50 Kobold
76-81 Orc 97-99 Yuan-Ti 51-52 Lycanthrope
82-84 Rat 00 Cockatrice 53-54 Ogre
85 Roc 55-56 Oni
86-88 Stirge 57-59 Orc
89-90 Tiefling 60 Owlbear
91-92 Troglodyte 61 Rakshasa
92-93 Troll 62-64 Rat
94-98 Wolf 65-66 Scorpion
99-00 Wyvern 67-69 Shadar-Kai
70-73 Skeleton
74-75 Skull Lord
76-77 Spectre
78-79 Spider
80 Spriggan
81 Sprite
82 Stirge
83-84 Tiefling
85-86 Troll
87-88 Vampire
89-91 Wight
92-94 Wolf
95-97 Wraith
98-00 Zombie
DESERT 16-17 Doppelganger
1d00 Encounter 18 Dragon
01-03 Ants 19-23 Dragonborn
04-06 Bats 24-25 Drake
07-09 Beetle 26-27 Elemental
10-11 Behemoth 28-32 Ghost
12 Behir 33-34 Ghoul
13-15 Bulette 35-39 Goblin
16-18 Cambion 40-42 Half-Elf DUNGEON
19 Demon 43-44 Half-Orc 1d32 Encounter
20 Deva 45-47 Harpy (1d4+1d8)
21 Devil 48-49 Hawk 1.1 Ants
22 Doppelganger 50-54 Human 1.2 Beetles
23 Dragon 55-59 Kobold 1.3 Beholders
24-28 Dragonborn 60-69 Kuo-Toa 1.4 Carrion
29-33 Drake 70-71 Oni Crawlers
34-35 Elemental 72-76 Orc 1.5 Centipedes
36-37 Ghoul 77-79 Rat 1.6 Chaos
38-47 Gnoll 80-89 Sahuagin shards
48-52 Goblin 90-92 Shark 1.7 Chokers
53-54 Half-Elf 93-97 Tiefling 1.8 Cockatrice
55-56 Half-Orc 98-00 Wolf 2.1 Darkmantles
57-58 Hawk 2.2 Destrachan
59-63 Human UNDERDARK 2.3 Dimensional
64-66 Hyenas 1d00 Encounter Marauders
67-69 Kobold 2.4 Ettercaps
70-71 Ogre 2.5 Fell taints
72-73 Oni 2.6 Foulspawn
74-78 Orc 2.7 Grells
79-80 Rakshasa 2.8 Gricks
81-82 Rat 3.1 Grue
84-86 Scorpion 3.2 Myconids
87-89 Snake 3.3 Oozes
90-92 Spider 3.4 Otyugh
93-94 Stirge 3.5 Owlbears
95-99 Tiefling 3.6 Rats
00 Wolf 3.7 Rust
Monsters
COAST 3.8 Scorpions
1d00 Encounter 4.1 Shambling
01 Beetle Mounds
02-03 Behemoth 4.2 Slaad
04-06 Cambion 4.3 Slimes
07-09 Chuul 4.4 Spiders
10-12 Crocodile 4.5 Stirges
13 Demon 4.6 Troglodytes
14 Deva 4.7 Vine Horror
15 Devil 4.8 Xorns
ENCOUNTERS

Encounter Level XP Range


1 500 - 624
2 625 - 749
3 750 - 874
4 875 - 999
5 1000 - 1249
6 1250 - 1499
7 1500 - 1749
8 1750 – 1999
9 2000 – 2499
10 2500 – 2999
DUNGEONS
Step 1. Roll for Dungeon Theme.
Step 2. Generate the dungeon level map. Handy resources:
http://www.velvet-edge.com/RisusMonkeyMap.html
http://www.1km1kt.net/geomorph/
http://blog.microdungeons.com/
Step 3. Figure out what's going on in there.
Step 4. Populate each dungeon room using the following steps:
a. Roll on the dungeon room features table.
b. Roll on the dungeon contents table. Step 5. Give it
colour and flavour. Spice it up.

DUNGEON ROOM CONTENTS


Content % Chance
Artifact 00
Gate 81-00
Map 76-00
Monster 76-00
Traps 71-00
Tricks 71-00
Treasure 76-00
Something Strange 34-00
Level Access 81-00

DUNGEON ROOM FEATURES


1d60 Feature
1.1 Arena pit with blood-stained sand and 1d6 pit traps. Hidden balconies
overlook the area.
1.2 3-tiered black basalt ziggurat with blood-stained altar on top.
1.3 Stone pillars hold up the room, carved with images of people in chains.
1.4 A chasm spans the room. A narrow bridge crosses it.
1.5 A massive brzone statue of a long-forgotten god stands in the center of the room.
1.6 A heavy fog obscures vision.
1.7 The stone floor ripples and waves like water.
1.8 The room is filled with rusting iron cages holding skeletons.
1.9 A twisted tree made up of writhing, pulsating purple vines grows in the centre of the room.
The tree bears strange fruit.
1.10 Stone pillars line the room, each with a strange rune-carved throne on top.
1.11 Rings made of rusting, barbed iron chains float in mid-air throughout the room.
1.12 Vines grow from the cieling. Each ends in a human appendage or organ.
1.13 A pool of sparkling water stands in the centre of the room.
1.14 A heavy wind gusts through the room. Voices can be heard in the wind.
1.15 The walls of the room are covered in molds, spores, and fungi.
1.16 The walls of the room are made of flesh and bone.
1.17 Rusting iron pipes run along the walls and cieling. The pipes are filled with
oozing flesh.
1.18 Blood-filled veins criss-cross the walls.
1.19 A well with a golden bucket lies in the centre of the room.
1.20 A fountain spewing flesh, blood, and pus stands in the centre of the room.
2.1 The walls of the room are covered in blasphemous etchings.
2.2 A great demon's head covers one wall, its mouth boiling with lava and fire.
2.3 A window in one wall reveals a strange, blasted landscape.
2.4 The room is lined with crucifixes.
2.5 A greedy tree made of bones with fleshy leaves grows in the room.
2.6 The room is covered in snow and ice.
2.7 The room is a miniature amphitheatre. Crows line the seats, and one crow, its
wings clipped, stands in the centre.
2.8 The walls are carved in the images of dwarves. The dwarves cry tears of ore.
2.9 The walls are honeycombed with small holes and crevices.
2.10 The room is filled with thick webs that do not burn.
2.11 Small violet flowers carpet the room. If disturbed they sing a song in
Supernal.
2.12 A strange server room circa 1970, its tape drives made of skin.
2.13 The diary of a fallen dwarf, carved onto pages made of paper-thin stone.
2.14 The walls of the room are covered in faces, carved in endless screams into the stone.
2.15 Strange geometries exist in the room. Corners are dangerous.
2.16 A massive inky-black pit writhes with tentacles.
2.17 The floor is covered in 3 feet of writhing snakes, beetles, or rats.
2.18 A stone slab lies in the centre of the room, ringed by torches in tall iron sconces. On
the slab rests the melted flesh of hundreds of creatures.
2.19 A man is trapped in an alcove covered in a web of branches and roots.
The roots have grown into the man, becoming a part of him.
2.20 A waterfall crashes down from above.
3.1 The room contains a graveyard, each tombstone made of bones. The graves
appear fresh.
3.2 A rusting wrought-iron spiral staircase is in the middle of the room, the top and bottom both
blocked with stone.
3.3 The room is made of skulls closely packed together, mortared with flesh.
3.4 Innocent-seeming dolls line the walls.
3.5 A field of rich, ruby-red roses grows in the room.
3.6 The walls of the room are carved with images of naked women.
3.7 Two braziers burn with purple light, fed by strange coals. Between the
braziers lies a magic circle.
3.8 All colours in the room are inverted.
3.9 A pit full of writhing flesh lies in the middle of the room. The flesh
has dozens of ill-formed mouths, eyes, and ears, and it wails hungrily.
3.10 A narrow stone beam crosses the room, an inch above the dark, still waters that fill the
room.
3.11 Dozens of glass jars filled with organs line the walls of the room.
3.12 Heads dangle on spiked chains in the room.
3.13 Mirrors line the walls, showing grotesque images - and anything invisible.
3.14 Thick clouds of spores fill the room.
3.15 A narrow beam of moonlight fills the room.
3.16 The exits from the room are all carved to represent fanged demon's mouths.
3.17 A pit in the middle of the room belches strange vapours.
3.18 Large vats with half-formed curious creatures sleeping inside.
3.19 The walls of the room are carved with leering faces.
3.20 Beautiful women imbedded into the walls by rusting iron spikes and chains that grow into them.
SPECIAL FEATURES
1d20 Special Feature
1 Two trees, their trunks twisted together like snakes, forming a portal to the Feywild. On the
other side lies a vast expanse of poisonous heather known as the Field of Waking Nightmare.
The nearby area is crawling with small venomous snakes, and a Naga guards
the area.
2 A hole in the ground belching deadly sulfurous fumes. Iron chains lie near
the entrance; the stone is blood-stained and claw-torn. The hole descends
into a pit of gore; within this lair is a gate to the Abyss, opened only by foul ritual and the
surrender of secrets.
3 A black steel door carved with images of death. Ravens abound here; the place is strong with
necrotic energy. If the wards and seals on the door are
broken, it leads into the Shadowfell.
4 A pool ringed with tall basalt stone pillars, carved with images of tortured souls. A
narrow stone pathway leads into the middle of the pool, where a rune-carved stone archway
stands. Through the archway one can see a blasted landscape of glass and red
sand, tall iron towers, and winged devils blotting out a red sun.
5 A strange temple made of glass and steel. A stone altar stands in the middle.
On the altar there is an ivory bowl and a stack of parchments, contracts with the
traveller's name already inscribed, waiting to be signed.
6 A heart made of bronze, some 10' wide, still beating, pumping steam into the air.
7 A crashed airship, its bound elementals freed upon the world.
8 A heart of gold buried in the ground, shedding tears of blood.
9 A hangman's noose hanging from a tree, alive in its own way, aching to be wrapped around a
slender neck.
10 A face made of stone that knows all the ages of the world.
11 A ladder climbing into the heavens.
12 The buried bones of a fallen god.
13 A dessicated corpse slumped up against a tree, fresh rose in his breast pocket, pistols with
ivory handles slung low on his hips.
14 A pile of corpses, hundreds in all, the Standard of Eternal Battle grasped in the hand of
the one on top.
15 A pit sinking deep into the earth, full of foul spiders, guarding a link in the Rod of Seven Parts.
16 The Adamantine Horse of Xarn leading a herd of warhorses, trampling all that do not prove
worthy.
17 A hole in a large, flat stone, bored naturally. Stepping through the hole
leads to the Feywild.
18 A large dead tree standing on a small mound. Ravens nest in the skeletal branches. The ground
nearby is dead. A wound in the tree leads into the Shadowfell.
19 Runes carved into the stone forming a circle. With the correct commands, those
standing in the circle are teleported to a secret lab under Stormwatch, belonging to the tiefling
wizard Sargon of Yeth.
20 A stash of treasure... an artefact... an ancient relic...
RUINS
RUIN TYPES RUIN AGE
1d6 Type 1d10 Age
1 Monuments 19
2 Relics 20
3 Settlements
4 Technology
5 Buildings
6 Unexplainable

MONUMENTS
1d20

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

RELICS
1d20 Relic 1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
1 Dawn of the
World
2 Creation of
Servant Races
3 Meddling of the
Gods
4 The Dawn War
5 The Gods Rejoice
6 The Golden Age
7 The Age of
Empires
8 Recent History
9 Current
10 Beyond Time or
DM’s Choice
SETTLEMENTS
1d20 Settlement 1
2
3
4
5 The burnt-out shell of a round keep, a vulture on top watching all who approach.
6 An abandoned farmstead. A fire still burns in the fireplace, and the food that's been
served is still warm.
7 A skeletal tower made of glass and steel, half-buried in the ground.
8 An old fort infested with rot grubs.
9 A large hollowed-out mushroom, rotting away from the inside out.
10 Three towers of white marble standing empty, windows shaped like the crescent moon.
11 A ruined Greek-style temple, stone guardians still standing vigil, a large, shining golden statue
of a forgotten god still standing inside.
12 A pleasant farming village, overgrown with spiderwebs glistening in the daylight.
13 A western-style town, the main street now a wound in the earth, a coal fire burning below.
14 An old, cruelly slouching farmhouse and barn, withered scarecrow in the fields.
15 A keep of dwarven construction, its stones pulled out and cast aside by pairs of giant
hands.
16 A grey structure poking out of the side of the hill, its artificial stone walls rounded,
covered in pockmarks.
17 A town built around a graveyard, a headless statue in the middle.
18 Sturdy stone houses covered in a violet mist.
19 A village surrounded by a large artificial wall with no entrance. A
strange sign, made of faded-yellow with three black blades set around a black circle, is
painted on the wall in many places.
20 A rich city with paved streets, stone houses, cobbled roofs, towers made of glass and still
shining in the light; surrounded by five tall rune-carved pillars of a curious black steel.

TECHNOLOGY
1d20 Technology
1 The steel skeleton of a large, winged creature; within its head sits the skeleton of a man dressed
in a leather cap with goggles.
2 A rusting iron tower. Within, strange creatures float in vats filled with green ooze.
3 The rusted hull of a steel freighter.
4 A farm of giant three-bladed steel windmills.
5 An array of thin black glass, set in a grid pattern on a steel frame, always moving to face the
sun.
6 A few miles of monorail track, raised about 20 feet off the ground.
7 A crumbling stone aqueduct, water spilling off into a muddy pool on the ground.
8 An area where the air is warm. Within this zone there's a rusted metal hatch that
leads down to a massive dynamo, still spinning.
9 A town entombed in a glass dome.
10 A field of oil wells belching smoke and flame.
11 A large factory built for automating human sacrifice.
12 A large mining shaft supported by artificial stone. Within rots all sorts
of strange materials, exuding noxious vapours.
13 A tower made of steel and glass that extends into the heavens. Attached
to the tower is a massive platform. Surrounding the platform, on the ground, are
skeletal steel cranes. The whole thing is reminiscent of a loading bay
in a harbour.
14 A geodesic dome made of gleaming bronze, lifted off the ground via a single thin pillar.
The pillar is inscribed with eldritch runes.
15 A ship made of rusted iron, lying on its side.
16 Tall steel skeletons, connected by thick cables.
17 Long and wide roads, connected in strange ways, made out of one single strip of artificial
stone.
18 A massive dam, its floodgates open.
19 A steel tower, one side shorn off, its skeleton revealed.
20 A reactor powered by a mini black hole.
BUILDINGS
1d20 Building
1 A crumbling stone fort of dwarven make; all defenses are directed towards the inner keep.
2 A long stone wall running for miles.
3 A great pit carved out of the ground. The sides of the pit are lined with
apartments.
4 A tower overgrown with a strange ochre lichen. Emits a sickly-sweet smell.
5 The shell of a burnt-out castle.
6 An elven watch-fort in a single large tree. Skulls hang from the
crossbeams.
7 A squat ziggurat made of blocks carved from green schist. Overgrown with
exotic vegetation not native to the region.
8 20' tall support pillars for a structure long since devoured by time.
The pillars hold images of strangely familiar faces.
9 A ruined communal bathhouse, its waters a pea-soup colour smelling of brimstone.
10 A stone fort of human make, defaced with images of foul gods.
11 The crumbling remains of a great stone labyrinth.
12 Abandoned homes carved into a cliff face. No path or stair leads to their
balconies.
13 A homestead charred from fire. Blood and entrails cover the outer walls.
Broken weapons, shattered shields, and bits of armour are strewn around the site along with
fur, tooth, and claw.
14 The remains of a broken dam.
15 A small stone hut, actually the top of a tower.
16 A ring of marble towers. They do not have an obvious entrance. Each has a
window near the peak shaped in one of the moon's phases.
17 Abandoned wooden apartments stacked precariously upon each other, built in the rib cage of
a fallen monstrosity.
18 An amphitheatre, its seats stained with blood, a great swath of destruction leading out
from the broken stone altar on the stage.
19 A mausoleum carved out of a single block of basalt, the heavy stone blocking the
entrance broken in two from a heavy blow.
20 An abandoned library, its treasures left waiting to damn the foolish with their knowledge.

UNEXPLAINABLE
1d20 What in the...?
1 A garden of flowers with fingers for petals and eyes in the centres.
2 A series of stone archways scattered across the land.
3 A fountain belching forth ooze and pus.
4 A large iron pillar, sending bolts of lightning into the sky.
5 A hollowed-out, giant-sized copper foot.
6 An empty wooden shack and stand with a sign declaring "Relief - 1 GP".
7 An ornate platform raised on two giant-sized marble hands.
8 An abandoned house made of water.
9 A boarded-up well.
10 An abandoned house made of flesh.
11 Rusted iron posts hammered into the ground in a grid-like pattern.
12 A stack of carefully-placed stones reaching 100' into the air.
13 A statue garden, all the statues unfinished.
14 A dock on dry land.
15 A wooden cabin hanging from the sky by a thin cord of silver.
16 A house filled with life-sized dolls.
17 A deep hole in the ground; down the hole lies a farmhouse.
18 A copper bathtub.
19 A free-standing chimney and fireplace; nothing else around it.
20 A small orchard of golden apples, stinking of rot.

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