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Hexcrawl

Release 18
Copyright © 2021 Luke Kennedy
Editing and Formatting: Todd Lyons

Adventures
Proofing: Alan Vetter, James Lemon, Kihu
All Rights Reserved
Distributed under the terms of the Open
By Luke Kennedy Game License version 1.0a
A Basic Fantasy Role-Playing Supplement
Basic Fantasy Website: basicfantasy.org
INTRODUCTION
The purpose of this supplement is to provide a baseline set of procedures for a GM to create and referee
hexcrawl-style adventures with the Basic Fantasy RPG Core Rules, with little to no advance preparation.
It does not preclude the GM from pre-planning story-lines if desired – a default list of objectives for a
party to work towards is included in this guide – but in any case the GM retains the ability to watch the
world unfold alongside the players. This fluidity also allows for an “open table” style of play where
players can come and go from week to week with little detriment to the overall game. The campaign
can go on endlessly as characters clear wilderness land, build strongholds, found towns, grow in
experience, retire, die, and are replaced, which in turn produces more 1st level adventurers, ever
exploring new hexes and adding more pages to the “Map of the Known World”. Experience can be
gained through exploration, combat, or loot, in any combination. Supplementary tables are included in
this guide, with page references to those found in the Core Rules as required. Armed with the random
tables within this supplement, one will find this style of play lends itself well to solo play as well (one
person alone playing as the GM as well as the players).
It should be mentioned that if you play this by strictly adhering to these procedures and not fudging any
random monsters, you can expect to have many a gratuitous (albeit sometimes hilarious) character
deaths, especially at lower levels. But, if you have the stomach to play it out you will find the pay-off
comes in character and story development as survivors start to really build a history. It can be quite
enjoyable to have each player play 2 characters to start out so if/when one dies they can continue
playing uninterrupted.

“What’s My Motivation?” “hexcrawl-sandbox” style game then it can be


assumed the PCs are simply seeking fame and
The party can begin their quest in any setting. A fortune and have nothing to lose, allowing you to
secluded city or town in the center of a blank hex jump right into play and explore some wilderness.
map is a good choice. This leaves a blank canvas See the table below for a reward system that
of a world yet unexplored but full of forgotten supports and encourages the ‘hexcrawl” style of
civilizations and their treasure. And assuming you play.
are reading this because you want to run a

Table 1: Activities and Outcomes:


Experience XP (to each PC) Stronghold Grant

Explore and map the wilderness (for the Crown, town council, 25 XP per hex -
etc.)

Explore and map caves/dungeons 25 XP per room -

Clear a wilderness hex of monsters 100 XP -

Donate money to the poor/church/Crown/guild 1 XP per 1 gp -

Clear 6 hexes surrounding the town to stop frequent monster Additional 600 XP +5% cost match
attacks/sightings

Clear 12 hexes surrounding the town Additional 1200 XP +5% cost match

Find and clear a hex path to exploitable natural resources +1% per hex cleared
A BASIC FANTASY SUPPLEMENT HEXCRAWL ADVENTURES

Table 1: Activities and Outcomes:


Find and clear or reclaim historical ruins/dungeons 500 XP per level of +1% per level of
dungeon dungeon
Clear a hex path to historical ruins/dungeons +1% per hex cleared

Find and clear hex path to other towns for trade partnership +1% per hex cleared

Build a stronghold in the wilderness to maintain “Cleared Hex”


status in a 2-hex radius (and expand civilization for future
generations of PCs or NPCs!)

Mitigate a negative Domain Event 10 XP x Families

Death of a Player Character (see note below) 100 XP x Level

Stronghold Grant: A stronghold grant is a price matching percentage that the Crown (or another
employer) gives to each player character involved in the successful completion of particular objectives.
The grants are cumulative. If a Fighter has acquired a 50% stronghold grant for his or her mighty deeds,
when he or she decides to build a stronghold, the crown will pay an additional 50% of what the Fighter
spends towards the stronghold construction. Thus, if the Fighter spends 600 gp towards building his
castle, the crown will give an additional 300 gp towards the construction.

Death: When a PC dies it affects the surviving party members greatly. Each survivor receives the above
listed XP bonus as lessons are learned from the tragedy once they return safely back to town. However,
the experience comes with lingering mental trauma. Each survivor must make a Saving Throw vs.
Paralysis or acquire a fear of the monster, trap, or situation that caused the death. If a PC acquires a
fear, any time the subject of the fear is encountered again, the PC must make a save vs. Paralysis on the
spot or “freeze up” for 1 round (as if surprised). Alternatively, if a “situational fear”, the victim suffers -2
(or -10%) to any activity rolls while facing the situation. Multiple fears of the same
monster/trap/situation can stack! Each level of fear causes the PC to “freeze up” for an additional round
(or take multiple -2 penalties). A PC can work through and deal with their fear (permanently remove it)
by spending gold pieces frivolously in town (drinking, partying, gambling, praying, tithing etc.). The
amount required to remove the fear is equal to the amount of XP gained. Experience cannot be gained
in this way from hireling deaths.

Example: Ruddiger the Red, the 4th level Fighter, has unwittingly fallen into a pit trap to his death. The
rest of the party is mortified, but steel themselves for the remainder of the adventure. Once back in
town, as they reflect on their adventure and each gain 400 XP due to the death of Ruddiger, each party
member rolls save vs. Paralysis. Brahm the Blue Mage fails his save and acquires a fear of pit traps.
He does not have the wealth to “deal with” his fear so has to live with it for now. On the next adventure,
Brahm finds himself having to jump over a similar pit trap that the party Thief successfully detected this
time. The party must jump over the trap, so Brahm must face his fear! Brahm rolls to save vs. Paralysis
and fails. He suffers a -2 on the task of jumping the pit trap due to his fear.

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HEXCRAWL ADVENTURES A BASIC FANTASY SUPPLEMENT

Where to Explore Next Table 2: Terrain

As the party ventures outward into new hexes, the Terrain Roll 1d12
GM (or, optionally, a player) can roll to determine Current Hex: New Hex:
the nature of the new location. One hex is equal Mountains 1-6: Mountains
to a six mile area, and may contain a point of 7-10: Hills
interest and/or a wandering monster in addition to
11: Plains
the terrain type. Players should fill in the map as
they go, and you as the GM should keep a 12: Swamp
separate copy, noting any hexes you wish to keep Hills 1-4: Mountains
pre-determined and/or secret. See page 38 of the 5-8: Hills
Core Rules for movement speeds. 9-11: Plains
12: Swamp
The first step when entering a blank hex is to
determine the Terrain being traversed. This will Plains 1: Mountains
dictate movement speeds, nature of certain Point 2-3: Hills
of Interest details and what manner of Wandering 4-9: Plains
Monsters may be encountered. 10-12: Swamp
Each hex has 3 components: it’s Terrain type, Swamp 1: Mountains
Vegetation type and Water (if present). 2: Hills
3-8: Plains
When beginning a campaign, choose (or roll for) a
9-12: Swamp
Terrain, Vegetation and Water type for the hex
containing the Town/city the game will start from. Table 3: Vegetation
Towns are usually built on rivers/lakes. From here
Vegetation Roll 1d12
you can determine adjacent hexes as they are
Current Hex: New Hex:
explored.
Dense Forest/Jungle 1-6: Dense Forest
When entering a new hex, roll on each of the 7-10: Light Forest
following 3 tables. On each table find the entry
11: Grassland
matching your Current Hex, and roll a d12 to
12: Barren
determine what the newly entered hex contains. If
a River is present in a hex, roll a d6 to determine Light Forest 1-4: Dense Forest
what side of the hex the river flows out of. 5-8: Light Forest
9-11: Grassland
The random determining of
12: Barren
Terrain/Vegetation/Water can be fun for the
players to roll to enhance the sense of Grassland 1: Dense Forest/Jungle
“exploration” so feel free to let them roll it. 2-3: Light forest
4-9: Grassland
10-12: Barren
Barren 1: Dense Forest/Jungle
2: Light Forest
3-6: Grassland
7-12: Barren

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A BASIC FANTASY SUPPLEMENT HEXCRAWL ADVENTURES

Table 6: Settlement Size (Optional)


Table 4: Water Roll Chan Type Population Base
(Optional) 3d6 ce Value
3 0.5% Large 10,001–25,000 40,000 gp
Water Roll 1d12 city
Current Hex: New Hex: 4 1% Large 2,001–5,000 3,000 gp
Lake 1: Lake town
2-4: River 5-9 35% Thorp Fewer than 21 50 gp
5-12: None 10-13 46% Hamlet 21–60 200 gp
River 1: Lake 14-15 11% Village 61–200 500 gp
2-10: River 16 3% Small 201–2,000 1,000 gp
11-12: None town
None 1: Lake 17 1% Small city 5,001–10,000 15,000 gp
2-3: River 18 0.5% Metropoli More than 100,000 gp
4-12: None s 25,000

Nothing to See Here


With the general terrain now established in the
new hex, roll 1d8. A 1 indicates a point of interest.
Roll d20 to determine the specific type. If the roll
indicates a settlement, you may optionally roll
again on a second table to determine the
settlement size.
Table 5: Point of Interest
Point Roll 1d20
of
Interes
t
1-3 Ruins (above ground)
4-7 Caves (see Table 8)
8-9 Tomb
10-11 Lair
12-14 Natural Resource (Iron bog, lake, metals,
gemstone, lush grapevines, High Mana,
quarry stone, etc.)
15-16 Settlement (50% chance of human,
otherwise roll random monster type)
(Option: roll for size; see Table 6)
17-18 Mine (abandoned)
19-20 Ruins (dungeon) (see Table 9)

Here There Be Monsters Rules). Finally, roll for surprise. Optionally, when
rolling for wandering monster “number
With the general terrain and possible Point-of- appearing”, use a maximum value of the distance
interest now established, we will now determine if in hexes from nearest town. Apply this rule for up
a Monster was encountered in the wilderness hex. to 4 hexes from town. Beyond that roll normally.
Roll 1d6, a 1 indicates a random Monster This rule should never effect number of monsters
encounter. Roll for the type of monster (see page in a discovered lair.
145 of Core Rules) and the number appearing
(according to the monster description). Next, roll While the players are determining a strategy.
on the monster reaction table (see page 43 of Core Beginning with two complete sets of dice (ignoring

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HEXCRAWL ADVENTURES A BASIC FANTASY SUPPLEMENT

d%), drop the dice to determine the encounter tracking roll (d6) to detect tracks of monsters in
scenery. This literally means to drop the indicated the area and follow them back to their lair.
dice onto the tabletop and use the random
Humans are successful on a 1. Elves and Halflings
location they come to rest as an approximation of
are successful on a 1-2. Rangers and Hunters can
the layout of your encounter map. The dice in your
roll against their “Tracking” ability. Dwarves
hand are terrain features such as as boulders,
cannot track.
trees, and bushes and their number value is the
If tracking is successful, roll for Monster type.
size of that feature. That’s not a d4 your about to
Remember when rolling for Number Appearing to
drop, it’s a tree the fighter is going to hide behind
use the Lair value. Once all monsters in a lair are
before ambushing that party of orcs!
destroyed, the hex is deemed “Cleared” and can
Wilderness encounter scenes do not require overly be highlighted with a green border. This hex is
busy or descriptive terrain details. You just want now safer to traverse. A cleared hex has a
to know what could be used as cover, obstacles or wandering monster encounter on a roll of 1 on a
rough terrain. The location of the dice indicate the d12 instead of 1d6. And a hex that is surrounded
location and width of the terrain feature. by cleared hexes will not contain any wandering
monsters. Any hex containing an existing town is
considered cleared.

Table 7: Wilderness Encounter Terrain Optional Movement System


Die Result To find out how far the party can move through
d4 (2) Trees (trunks) the wilderness in a single day consult page 38 of
the Core rules to find the Miles per day value for
d6 (2) Brush the slowest member of the party. This is how
many Movement Points the party has each day.
d8 (2) Rock
Depending on the terrain/vegetation of the hex
d10 (2) Boulder being traversed, use the table below to calculate
daily movement. Take the highest value of a hex’s
d12 (2) Rock outcrop/ridge
terrain and vegetation. Example: to traverse a
d20 (2) densely Forested Mountain side it would cost 18
Terrain Change: 1-5: Trees & Brush Movement Points, or 9 if on a paved road through
the densely forested mountains.
6-10: Water (or land if in swamp)
Terrain or Vegetation Movement
11- 15: Elevation change (down) Points Cost
16-20: Elevation change (up) Jungle, Dense Forest, Mountain, 18
Swamp
Continuing to Explore Desert, Forest, Hills 9
As the PCs enter the new hexes, note their Clear, Plains, Trail (any terrain) 6
movement speed modified by the terrain type they
have traversed. They may explore any number of Road (Paved) 1 step lower
hexes in a day up to their movement rate (see (minimum 6
Core rules page 38). Once the party has traversed MP cost)
their maximum daily movement distance they
must make camp for the night. When camped, roll
Optional: If a character with the Tracking ability
for encounters once per night. Optionally, use the
exists in the party, a successful Tracking roll can
rules on page 145 of the Core Rules for more
add 3 Movement Points to the days travel as the
frequent encounters.
tracker manages to find and follow well used
animal trails such as goat paths over mountain
Clearing the Hexes ranges and deer trails through dense thicket etc..
If the Tracking roll fails, then party loses 3
To clear a wilderness hex. the PCs must track and
Movement Points for the day.
kill all monsterlairs in the hex. Make a simple

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A BASIC FANTASY SUPPLEMENT HEXCRAWL ADVENTURES

Generating Dungeons and Caves Random Natural Caves


When the party discovers a To generate a cave, again begin with two
Dungeon/Mine/Cave/Ruin, they will probably want complete sets of dice (ignoring d%). That is 2d4,
to explore it sooner or later. When the players 2d6, 2d8, 2d10, 2d12, 2d20. Drop the dice all at
decide to explore a dungeon. The dungeon can be once to determine the cavern/room scenery. The
generated on the fly. Drop the below detailed rolled number on each die tells the feature and the
groups of dice (depending on dungeon or cave) to type of die describes that feature according to the
determine the layout of a section or Area of the table below. Interpret all features according to the
dungeon. As the party explores each room the die that rolled it. Example: a 1 indicates a
layout/contents of that room can be generated on passage. If the 1 came up on a d4 then the
the fly as well, similar to how a wilderness passage might be quite small (crawl space). If the
encounter scene is generated. Imagining dice as 1 was rolled the d20 then it may be a huge
rocks and trees probably felt strange that first passage way. You can drop the dice to generate
time, but these procedures serve as a means to each room as they are explored. Optional: any
quickly generate the encounter scenes or rooms number rolled not on list can be used as ceiling
as they are explored. Using the dice drop method, heights.
it is fairly easy to extrapolate and interpret
abstract room layouts and shape or wilderness Table 8: Random Caves
scenes into some very unique locations with a little Die Roll Feature
practice.
1 Another passage or hole leaving
Generally speaking, when interpreting the dice as the current room
scene features, take into account the die’s side
count, its proximity to other features, and the 2 Stalagmite or full pillar
“cool factor” of potential ideas that occur to you in
the moment, when describing the details of the 3 Chasm
scene. For example, a 3 rolled on a d20 in a 4 Raised area
Natural Cave scene may indicate an extremely
deep chasm in the middle of room, possibly 5 Water: pool, stream, or river
leading down to next level or beyond, while a 3 on
the d4 may just be a small 5 foot pit. But, perhaps 20 Monster!
you imagine that the 5 foot pit is human (or Any maximum Monster!
creature) made, and turn it into a pit trap, a die result
foxhole, a storage hideaway, or the entrance to an
underground lair. Let your imagination run with it.
Never be afraid to disregard any or all of the dice if Any maximum die roll also indicates a life form is
they give you a “cool” idea which contradicts the present (d4: Vegetation; d6 to d20: Monster).
die’s actual roll. You can even drop the dice out in There can be several monsters present (these
front of the players and let them help interpret the could be all same type or different, up to GM). Roll
scene—with the right group of players, that is. on the Random Dungeon encounter table (Core
This works great for solo gaming as well. Book page 144) according to current cavern level.
For best results drop all the dice at once, possibly The movement rate in caves is the party combat
into a rolling tray. Mini dice work great for this as movement x3, in feet per turn (see Core Rules,
they are quiet and take up less space, allowing page 36). A torch lasts for 1d4+4 turns.
you to generate scenes behind the GM screen The GM should keep a map of cavern areas as
(which is recommended). It is possible to become they are created and explored. The PCs must as
fast enough at generating scenes randomly that well.
players may not even realize you are making it up
as you go, but instead assuming you had each
scene planned all along and are just referring to Dungeon Rooms
your meticulous notes.
Generating dungeons on the fly is a 2 step
Speaking of notes: All Cave and Dungeon maps process. First drop the dice to determine the
created should obviously be given their own map, overall room placement of a section of the
on a separate piece of graph or hex paper. dungeon (Dungeon Area). This will also dictate

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HEXCRAWL ADVENTURES A BASIC FANTASY SUPPLEMENT

which room types are where and where monster 4 Latrine/Garbage-pit


lairs exist. Then as each room is explored,
furniture/features placement can be generated. 5 Food-stores/Winery

To generate a random Dungeon Area on the fly, 6 Kitchen/Mess Hall


drop the dice indicated for Dungeon Area (Table
7 Cistern/Well
9), optionally into a dice tray or onto graph paper.
Each die represents a room. For each die dropped, 8 Meeting Hall/Auditorium
consult the table for it’s room type (e.g. bedroom).
Note that the room type indicated can be 9 Tools/Equipment/Armory
structures original intended room type, or, what 10 Kennel/Stable
function it serves now (GM’s option).
11 Laboratory
To make each dungeon area more unique, roll
2d20 and consult the Common Area Feature 12 Archive/Library
modified by the Feature Modifier table. For
example, a roll of 9 and a roll of 12 on Table 10 13 Tomb/Crypt
indicate “Shrines/Monoliths” with the detail
14 Prison/Torture chamber
“Strange Gas”. This might be interpreted as “A
large ominous black monolith stands in the corner 15 Statuary/Gallery/Throne room
of every room in this area. They seem to exude a
foul odor”. This is a good time to ask what the 16 Mining/Smithy/Forge/Refinery/Power-
characters think (or fear) about these features and Generation
details. You may choose to make those 17 Shrine/Altar/Chapel/Temple
impressions come true, or prolong the illusion until
they determine (or you dream up) the true nature 18 Fountain/Pool//Stream/River/Lake
of the area.
19 Mechanical Clock/Portcullis/puzzle (or control
Leave the dice as they lay as the PCs explore room for something elsewhere)
by room. As each room is entered, you can
describe the space using the Random Room 20 Vault/Treasure room (see Unguarded Treasure
Contents (Table 11). Once again, drop the table)
indicated dice and consult the table for the item
each die represents, and where they are located in Table 10: Area Features
the room. The outer perimeter of the fallen dice
hints at the room’s shape and size. Consult back 1d20 Common Area Feature Modifier
to your previously dropped Dungeon Area dice to Feature (optional)
remember what type of room this was 1 Doorways/Arches/ Mist/Fog
(hallway/passage/stairs, bedroom, latrine, Monster Stairs
lair etc.). 2 Hallways/ Bone
Passageways
3 Walls Acid (damaging?)
Table 9: Dungeon Area 4 Construction style Fur/Hide/Skin/Flesh
(different (living?)
1d20 Drop 2d4, 2d6, 2d8, 2d10, 2d12, 2d20 (and an
builders?)
additional d20 on Common Area Feature table)
5 Doorways/Arches/ Eyes (moving/living?)
Any maximum die roll indicates a monster lair! Stairs
1 Area change 6 Floor/Tiles Stone (granite, marble,
limestone, odd coloration,
A gateway or passage to another dungeon gemstones)
area on the same level. A roll of 1 on a d8, d12 7 Ceilings Crawling/Shifting/Sliding/
or d20 indicates this room die is a stairway Spinning
down to the next level.
8 Vents/Shafts/ Cold/Frost/Ice (damaging?)
2 Bedroom/Bunks Drains (Large
Singular or
3 Common/Sitting room scattered
throughout)

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A BASIC FANTASY SUPPLEMENT HEXCRAWL ADVENTURES

9 Shrines/Monoliths Hot/Flaming/Burning/ 10 Small Furnishing (according to room type)


(Large Singular or Electrical (damaging?)
scattered 11 Large Furnishing (according to room type)
throughout)
12 Small Furnishing (according to room type)
10 Statues/Busts Smell/Stench
(Large Singular or 13 Water/slime/Vegetation (slippery terrain)
scattered
throughout) 14 Tapestry/Mat/Rug
11 Tapestries/Murals/ Bright light (or well lit) 15 Body/Carcus/Vermin
Paintings (Large
Singular or 16 Partially collapsed (a crumbling still!)
scattered
throughout) 17 Trap (see Traps table below)
12 Bell (Large Singular Strange Gas (Methane, 18 Secret Passage
or scattered Chlorine, Hydrogen)
throughout) (damaging?) 19 Secret Compartment (see Unguarded Treasure
13 Hallways/ Slime covered (slippery) on page 131 of the Core Rules)
Passageways
20 Box/Chest (see Unguarded Treasure on page
14 Elevation changes Water (dripping, running, 131 of the Core Rules)
(sunken/raised pouring)
floor)
15 Furniture/ Crumbling/Cracks/
Furnishings Chasms/Streams (bridges?) Table 12: Traps
16 Monsters/ Carvings 3d6 Trap type (See Core Rules page 159 for trap
Inhabitants (Runes/Hieroglyphs) details)
17 Pillars Mold/Moss/Fungus/ 3 Monster-Attracting Spray (double chance of
Vegetation (Poisonous, Wandering Monster for 1d6 hours)
thorny, luminescent)
4 Chute (Save vs. Death Ray +Dexterity bonus
18 Walls Wooden (possibly odd or be dropped into next lower dungeon level)
coloration)
5 Flashing Light (Save vs. Spell or be blinded for
19 Floor/Tiles Metal (iron, bronze, 1d8 turns)
copper, adamantine,
6 Oil Slick (Save vs. Death Ray + Dexterity
mitrhel, gold, silver etc.)
bonus or fall prone)
20 Ceilings Sounds/Noise (ominous,
7 Poison Dart (AB +1, 1d4 damage, Save vs.
deafening, maddening)
Poison or die)
8 Falling Stones/Bricks (Save vs. Paralysis +
Table 11: Random Room Contents Dexterity bonus or take 1d10 damage)
1d20 Drop 1d4, 1d6, 1d8, 1d10, 1d12, 1d20 9 Arrow (AB +1, 1d6+1 damage)
10 Pit Trap (Save vs. Death Ray + Dexterity
Any max die roll is a Monster in room! bonus, or fall in. Roll twice to determine depth
and contents on the Pit Traps Table, below)
1 Trash/Debris/Ruins (rough terrain)
11 Blade
2 Lighting (Cresset/Brazier/Sconce/Chandelier) 12 Poison Needle (Save vs. Poison or die)
3 Pillar 13 Poison Gas (All in area must save vs. Poison or
die)
4 Small Furnishing (according to room type) 14 Alarm (all within 30ft radius must save vs.
Spell or be deafened for 1d8 turns. Check for
5 Large Furnishing (according to room type) Wandering Monster who will arrive in 2d10
6 Small Furnishing (according to room type) Turns)
15 Rolling Boulder (Save vs. Death Ray +
7 Large Furnishing (according to room type) Dexterity bonus or take 2d6 damage)
16 Portcullis (Save vs. Death Ray or take 3d6
8 Small Furnishing (according to room type)
damage. The way is also blocked now)
9 Large Furnishing (according to room type) 17- Spell (Roll for random spell. Save as per spell)
18

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HEXCRAWL ADVENTURES A BASIC FANTASY SUPPLEMENT

Legends & Rumors


Table 13: Pit Trap Type
These procedures can be used when the PCs are
1d6 Pit Depth Pit Contents looking for a quest, when an NPC offers them a
(damage) quest, or when a “map to a treasure” is found.
1 10ft (1d6) Empty Can also be used when PCs are looking for specific
2 10ft (1d6) Water (half way down) answers to a mystery discovered (possibly while
3 15ft (1d6) Vermin (Rats) exploring a randomly generated dungeon). Once
per week, all PCs may attempt to learn of a legend
4 20ft (2d6) Poisonous Vermin (Snakes,
Scorpions) or rumor from any of the following locations:
5 30ft (3d6) Spiked (Roll to hit for spikes with
AB +1, if hit then Fall Damage x2) Table 14: Knowledge Inquiries
6 50 (5d6) Acid
Location PC Class Success Check
Exploring the Dungeon Tavern Any PC Roll against Charisma

Temple or Cleric only Roll against Wisdom


The movement rate in the dungeon is the party
Chapel
combat movement x3 in feet per turn (see Core
Rules, page 36). To search for Secret doors or Thieves Guild Thief only Roll against Charisma
Hidden Compartments see page 37 of core
rules. A torch lasts for 1d4+4 turns. Militia Barracks Fighter only Roll against Charisma

If the Players declare they are searching a room, Library or Magic-user Roll against
roll to “Find secret doors” (Core Rules, page 47) if Archives only Intelligence
there is a secret passage or a hidden
compartment. Optionally, feel free to let them roll.
Most wooden doors can be assumed to be Stuck The PCs must make an Ability Roll (see page 153
(see page 37 of core rules). All doors leading to of Core Rules) by rolling 1d20 over the indicated
“important” room types (Throne room, Vault, target number for their level, plus the bonus for
Prison) may be iron doors and locked. the appropriate ability score (page 8, Core Rules).
The base target number for a level 1 PC is 17. This
The GM should check for wandering monsters assumes that open-ended inquiries are being
every 3 turns (Core Rules, page 173) and should made. PCs can inquire about specific information
keep a map of areas as they are created and or rumors at a -4 penalty.
explored. The PCs must as well.
For every 2 points over the success target, give an
additional piece of information in the following
Getting Help order, depending on location:

Hirelings & Henchmen


Brand new PCs are out of luck, unless they chance
upon a friendly and honest NPC. Adventurers can
only retain followers at 2nd level and above (see
page 39 of the Core Rules).
For those who qualify, once a hireling has been
found and agrees to join, a character sheet can be
quickly rolled up for the hireling, if desired. A
player may take on a hireling as their main
character at any time. This is especially useful if
their PC dies, or if the PC wants to take a break or
retire from adventuring altogether

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A BASIC FANTASY SUPPLEMENT HEXCRAWL ADVENTURES

Table 15: Knowledge Received location, or during the travel leading to it. It
cannot be used in combat, but can be used against
Location Order of Information traps or surprise rolls. May also use the +4 on
Tavern Treasure, Point of Interest type, rolls to find the location.
Monster, Clue, Location (getting
quality information from intoxicated Once party arrives in the rumor location hex, they
strangers is difficult) must actually find the subject of the information.

Temple or Point of Interest type, Location, Make an Ability Roll (see page 153 of Core rules)
Chapel Monster, Clue, Treasure (usually for the PC who is leading. Add to the Target
involves a temple to be number the location’s distance in hexes from
reclaimed/consecrated) town, divided by 2 (rounded down). The PC may
add their Wisdom bonus to the roll. A Ranger may
Thieves Guild Location, Treasure, Monster, Point of also add half their level (rounded down).
Interest type, Clue
If the roll fails, the party fails to locate the site that
Militia Monster, Treasure, Location, Point of day and must try again the next day with a +1 to
Barracks Interest Type, Clue their roll (it gets easier to find with time). Roll for
Wandering Monster each day spent searching hex.
Library or Location, Point of Interest Type, Clue,
Also roll each night as usual.
Archives Treasure, Monster
Example of searching for location: The party has
learned of a legend concerning a Ring of Invisibility
If the success target is exceeded by 10, for every 2 buried in a the tomb of a long dead noble. They
points another Clue is revealed. Randomly venture out into the wilderness to the supposed
generate each piece of information as follows: location 8 hexes away from town (48 miles). Once
in the location hex their 3rd level Ranger Character
with Wisdom +1 makes an attempt to locate the
Point of Interest: Roll for a Point of Interest using site. His target number is 20. He rolls a d20 and
Table 5. adds +2 to his roll. If he fails, they can try again
the following day with an additional +1 to the roll
Location: Using your wilderness hex map, giving him a +3 total. And each day spent
randomly determine a direction and distance away searching for the lost tomb would grant an
from town. For instance, if the town is in the additional +1 until the party either finds the tomb,
middle of a 20 x 20 hex map, determine a random starves, or die at the hands of Wandering
location as follows: Monsters.
• Roll 2d20 and picture the map with an X, Y
coordinate system with the town at Stronghold & Dominion Events
“10,10”
Sooner or later a character will acquire enough
• The first d20 determines the location along wealth and power to build a stronghold. This can
the X axis be done in any cleared hex on the wilderness hex
• The second d20 determines the location map (see Core rules page 161 for details and
along the Y axis prices).
Monster: Roll for type on the random encounter A stronghold will attract peasants and generate
table (page 145 of Core Rules). You can even roll tax money, all depending on the Population
on the giant Monster Index supplement for truly Sentiment towards the rulers.
vast assortment of potential monsters. When a stronghold is built, determine how many
Treasure: There is a 50% chance the rumor families take up residence nearby by rolling a
reveals the existence of coinage treasure, and 1d10 x 10. This is the starting population
50% the rumor is concerns a magic item. Roll (measured in families of approx. 4 people). The
randomly on the appropriate random treasure population starts off with an Indifferent rating on
tables in the Core Rules. the Population Sentiment scale. At the end of
each month the population will grow or shrink
Clue: This is a meta game device to give the party according to the Population Sentiment table below,
a +4 situational bonus on a single roll anytime, and generate 1gp per family, paid directly to the
anywhere in the dungeon or cavern of the rumor ruler. Each month a Domain Event may occur

10
HEXCRAWL ADVENTURES A BASIC FANTASY SUPPLEMENT

which will affect Population Sentiment. Roll on the Population Sentiment


Domain Events table at the start of the month. Sentiment Monthly Change
The ruler has 1 month to nullify any negative
effects it may have on the population at the end of Patriotic Population grows by 4d6(%)
the month. If not dealt with (a quest perhaps?) the
Happy Population grows by 1d10(%)
listed effect is applied to the Population Sentiment
monthly change roll at the end of the month. Indifferent Population grows by 1d4(%)
The Nature of the Domain Event can be Unhappy Population loses 1d10(%)
determined by roll on the Nature of Event table
and interpreting it according to the previously Rebellious Population loses 4d6(%)
rolled Domain Event Event Type.
Example 1: Sir Winston’s stronghold has a Domain Events
“Happy” Population Sentiment at the start of the 2d6 Event Effect on Population
month. An 8 is rolled on the Domain Events table, Type Sentiment
indicating a “Neutral” event is unfolding this 2-3 Very Bad Population Sentiment worsens by
month. We then roll a 10 on the Nature of Event 1 step AND halve tax income this
table and get “Change in Foreign Trade Routes”. month
We will interpret that as Sir Winston hears of a 4-5 Bad Population Sentiment worsens by
possible trade increase in a neighboring town. 1 step
Great he can go adventuring or go about his own 6-8 Neutral No change to Population
business this month without the population Sentiment
suffering negatively. At the end of the month his 9-10 Good Population Sentiment improves
population will remain “Happy” and he’ll gain his by 1 step
1d10(%) population increase. 11-12 Very Good Population Sentiment improves
Example 2: On the second month, Sir Winston’s by 1 step AND double tax income
Population is still “Happy”, but at the start of the this month
month he rolls a Domain Event of 3 indicating a
“Very Bad” event will occur. He rolls on the Nature of Event
Nature of Event table to find out it involves 1d12 Description of Change
“Historical/Holy Relic”. Perhaps the local historical Interpret this according to rolled “Domain
artifact named the “Horn of Plenty” which is Event” (Good, Bad, Neutral etc.)
blasted each year to kick-off the fall harvest feast 1 Change in Monster activity in surrounding
has been stolen. Since it is a “Very Bad” event we wilderness
have to up the anti and also say that the keeper of 2 Change in Crime rates and criminal activity
the artifact’s entire family was slain during the (Bandits?)
theft and now the entire domain is disheartened at 3 Change in sickness/plague rates (a Curse?)
the loss and afraid to volunteer to be the next 4 Change in Crop Yields (Feast of Famine) (a
keepers of the artifact. If Sir Winston can take up curse?)
the quest and recover the artifact and bring the 5 Change in Weather (if Very Bad event type
culprits to justice before the end of the month the was rolled, it’s a natural Disaster such as
effects of the “Very Bad” Domain Event on the Flood, Fire, Earthquake, etc.)
Population Sentiment will be nullified.
6 Death of important figure
7 New Social Movement
Tables 16-18: Stronghold Effects 8 War Declared (ie. If Neutral Event type then
another town declared war against a third
party. If Very Bad Event Type rolled, then war
declared on this stronghold, etc.)
9 Change in Natural Resources (resource
exhausted, new resource found etc.)
10 Change in Foreign Trade or Trade Routes
11 Change Festival or Holiday event
12 Historical/Holy Relic (Lost or found)

11
Appendix
Fate Check Modifiers Detail Check Table
ODDS ROLL MODIFIER -4 ANGER
50/50 OR UNSURE NONE 5 SADNESS
LIKELY / UNLIKELY +2 / -2 6 FEAR
VERY LIKELY / VERY UNLIKELY +4 / -4 7 DISFAVORS THREAD
SURE THING / NO WAY +6 / -6 8 DISFAVORS PC
HAS TO BE / IMPOSSIBLE +8 / -8 9 FOCUS NPC
CHAOS FACTOR 10 FAVORS NPC
11 FOCUS PC
CF 3 -/+2 TOWARD
FAVORABLE 12 DISFAVORS NPC
CF 4-5 0 13 FOCUS THREAD
CF 6 -/+2 TOWARD 14 FAVORS PC
UNFAVORABLE 15 FAVOR THREAD
16 COURAGE
17 HAPPINESS
Fate Check Chaos Results 18+ CALM
WHEN THE CHAOS DIE IS THE FATE CHECK
ROLLED WITHIN THE RESULT INCLUDES ... Detail Check Modifiers
CHAOS FACTOR AND
THE FATE DICE ... CHAOS FACTOR ROLL MODIFIER
NUMBERS ARE BOTH ODD EXCEPTIONAL 3 +2
NUMBERS ARE BOTH EVEN RANDOM EVENT 4-5 0
NUMBERS ARE THE SAME EXCEPTIONAL AND 6 -2
RANDOM EVENT

46
Appendix

MEANING TABLES: DESCRIPTIONS


DESCRIPTOR 1
1: Abnormally 21: Curiously 41: Fully 61: Kookily 81: Peacefully
2: Adventurously 22: Daintily 42: Generously 62: Lazily 82: Perfectly
3: Aggressively 23: Dangerously 43: Gently 63: Lightly 83: Playfully
4: Angrily 24: Defiantly 44: Gladly 64: Loosely 84: Politely
5: Anxiously 25: Deliberately 45: Gracefully 65: Loudly 85: Positively
6: Awkwardly 26: Delightfully 46: Gratefully 66: Lovingly 86: Powerfully
7: Beautifully 27: Dimly 47: Happily 67: Loyally 87: Quaintly
8: Bleakly 28: Efficiently 48: Hastily 68: Majestically 88: Quarrelsomely
9: Boldly 29: Energetically 49: Healthily 69: Meaningfully 89: Quietly
10: Bravely 30: Enormously 50: Helpfully 70: Mechanically 90: Roughly
11: Busily 31: Enthusiastically 51: Helplessly 71: Miserably 91: Rudely
12: Calmly 32: Excitedly 52: Hopelessly 72: Mockingly 92: Ruthlessly
13: Carefully 33: Fearfully 53: Innocently 73: Mysteriously 93: Slowly
14: Carelessly 34: Ferociously 54: Intensely 74: Naturally 94: Softly
15: Cautiously 35: Fiercely 55: Interestingly 75: Neatly 95: Swiftly
16: Ceaselessly 36: Foolishly 56: Irritatingly 76: Nicely 96: Threateningly
17: Cheerfully 37: Fortunately 57: Jovially 77: Oddly 97: Very
18: Combatively 38: Frantically 58: Joyfully 78: Offensively 98: Violently
19: Coolly 39: Freely 59: Judgementally 79: Officially 99: Wildly
20: Crazily 40: Frighteningly 60: Kindly 80: Partially 100: Yieldingly

DESCRIPTOR 2
1: Abandoned 21: Disagreeable 41: Graceful 61: Magnificent 81: Remarkable
2: Abnormal 22: Disgusting 42: Hard 62: Masculine 82: Rotten
3: Amusing 23: Drab 43: Harsh 63: Mature 83: Rough
4: Ancient 24: Dry 44: Healthy 64: Messy 84: Ruined
5: Aromatic 25: Dull 45: Heavy 65: Mighty 85: Rustic
6: Average 26: Empty 46: Historical 66: Military 86: Scary
7: Beautiful 27: Enormous 47: Horrible 67: Modern 87: Simple
8: Bizarre 28: Exotic 48: Important 68: Extravagant 88: Small
9: Classy 29: Faded 49: Interesting 69: Mundane 89: Smelly
10: Clean 30: Familiar 50: Juvenile 70: Mysterious 90: Smooth
11: Cold 31: Fancy 51: Lacking 71: Natural 91: Soft
12: Colorful 32: Fat 52: Lame 72: Nondescript 92: Strong
13: Creepy 33: Feeble 53: Large 73: Odd 93: Tranquil
14: Cute 34: Feminine 54: Lavish 74: Pale 94: Ugly
15: Damaged 35: Festive 55: Lean 75: Petite 95: Valuable
16: Dark 36: Flawless 56: Less 76: Poor 96: Warlike
17: Defeated 37: Fresh 57: Lethal 77: Powerful 97: Warm
18: Delicate 38: Full 58: Lonely 78: Quaint 98: Watery
19: Delightful 39: Glorious 59: Lovely 79: Rare 99: Weak
20: Dirty 40: Good 60: Macabre 80: Reassuring 100: Young

50
Appendix

MEANING TABLES: ACTIONS


ACTION 1
1: Attainment 21: Release 41: Expose 61: Oppress 81: Excitement
2: Starting 22: Befriend 42: Haggle 62: Inspect 82: Activity
3: Neglect 23: Judge 43: Imprison 63: Ambush 83: Assist
4: Fight 24: Desert 44: Release 64: Spy 84: Care
5: Recruit 25: Dominate 45: Celebrate 65: Attach 85: Negligence
6: Triumph 26: Procrastinate 46: Develop 66: Carry 86: Passion
7: Violate 27: Praise 47: Travel 67: Open 87: Work
8: Oppose 28: Separate 48: Block 68: Carelessness 88: Control
9: Malice 29: Take 49: Harm 69: Ruin 89: Attract
10: Communicate 30: Break 50: Debase 70: Extravagance 90: Failure
11: Persecute 31: Heal 51: Overindulge 71: Trick 91: Pursue
12: Increase 32: Delay 52: Adjourn 72: Arrive 92: Vengeance
13: Decrease 33: Stop 53: Adversity 73: Propose 93: Proceedings
14: Abandon 34: Lie 54: Kill 74: Divide 94: Dispute
15: Gratify 35: Return 55: Disrupt 75: Refuse 95: Punish
16: Inquire 36: Imitate 56: Usurp 76: Mistrust 96: Guide
17: Antagonize 37: Struggle 57: Create 77: Deceive 97: Transform
18: Move 38: Inform 58: Betray 78: Cruelty 98: Overthrow
19: Waste 39: Bestow 59: Agree 79: Intolerance 99: Oppress
20: Truce 40: Postpone 60: Abuse 80: Trust 100: Change

ACTION 2
1: Goals 21: Messages 41: Advice 61: Death 81: Victory
2: Dreams 22: Energy 42: Plot 62: Disruption 82: Dispute
3: Environment 23: Balance 43: Competition 63: Power 83: Riches
4: Outside 24: Tension 44: Prison 64: Burden 84: Normal
5: Inside 25: Friendship 45: Illness 65: Intrigues 85: Technology
6: Reality 26: Physical 46: Food 66: Fears 86: Hope
7: Allies 27: Project 47: Attention 67: Ambush 87: Magic
8: Enemies 28: Pleasures 48: Success 68: Rumor 88: Illusions
9: Evil 29: Pain 49: Failure 69: Wounds 89: Portals
10: Good 30: Possessions 50: Travel 70: Extravagance 90: Danger
11: Emotions 31: Benefits 51: Jealousy 71: Representative 91: Weapons
12: Opposition 32: Plans 52: Dispute 72: Adversities 92: Animals
13: War 33: Lies 53: Home 73: Opulence 93: Weather
14: Peace 34: Expectations 54: Investment 74: Liberty 94: Elements
15: Innocent 35: Legal 55: Suffering 75: Military 95: Nature
16: Love 36: Bureaucracy 56: Wishes 76: Mundane 96: Masses
17: Spirit 37: Business 57: Tactics 77: Trials 97: Leadership
18: Intellect 38: Path 58: Stalemate 78: Masses 98: Fame
19: Ideas 39: News 59: Randomness 79: Vehicle 99: Anger
20: Joy 40: Exterior 60: Misfortune 80: Art 100: Information

51
NPC Association Emulator
NPC Response Module
The NPC Response Module is used in circumstances where the NPC has the ability to say “yes” or
“no.” Questions are best because most of the time you will get either an affirmative response (i.e.,
question answered mostly truthfully) or a negative response (i.e., no answer or a lie). Statements of
motivation and fact are also good if the NPC can react definitively. The Response Module does not work
as well with more ambiguous questions (Where is the ring?) or statements of feeling (Road kill makes me
sad). The NPC Response Module can also be used in making sweeping generalizations of whether an
NPC will be helpful or not.

1. Determine the NPC Relationship to the speaking character. This is the long term variable in this
emulator. It should rarely change from use to use unless major in-game effects occur between the NPC
and the speaker. That is not to say an NPC cannot go from neutral to hostile in the course of the scene;
only that this change should be strongly justified in game.

2. Determine the NPC Conversation Mood to the speaking character. This is the short term variable in
this emulator. This can change from sentence to sentence or scene to scene.

3. Get the Binary Speech Response. Roll 1d100 and reference Chart 6 below. The numbers are split
between affirmative and negative responses (usually an affirmative response is not a lie). An affirmative
response will be the middle number or lower; while a negative response will be higher than the middle
number. A very affirmative response will be the left number or lower, and a very negative response will be
greater than the right most number. For instance, if the NPC Relationship was “distrustful” but the NPC
Conversation Mood at the moment was “helpful,” the numbers would read 14/67/93. A very affirmative
response would be 14 or lower. An affirmative response would be 15-67. A negative response would be
68-93, and a very negative response would be 94-100.

Chart 6: NPC Binary Response


loved 5/30/87 9/45/90 12/60/93 15/75/95 18/81/96 21/88/97 25/95/99
NPC Relationship

friendly 4/25/85 8/38/88 10/51/91 13/64/93 16/73/94 19/82/96 23/91/98


peaceful 4/21/83 7/33/86 9/45/89 11/56/91 14/65/93 17/76/95 21/87/98
neutral 3/17/81 6/28/84 8/39/87 10/50/90 13/61/92 16/72/94 19/83/97
distrustful 2/13/79 5/24/83 7/35/86 9/44/89 11/55/91 14/67/93 17/79/96
hostile 2/9/77 4/18/81 6/27/84 7/36/87 9/49/90 12/62/92 15/75/96
hated 1/5/75 3/12/79 4/19/82 5/25/85 7/40/88 10/55/91 13/70/95
withdrawn guarded cautious neutral sociable helpful forthcoming
NPC Conversation Mood

NPC Discussion Module


This emulator should be used when you have no idea what the NPC will want to talk about. In a
story almost every actor has a purpose. This emulator can be used to help figure out why the NPC
appeared, or what purpose that NPC will bring. Instead of dealing with binary responses using the NPC
Response Module, you can use the NPC Discussion Module to quickly focus the conversational aspect of
the NPC.

1. Determine the NPC Bearing. The NPC Bearing is how the NPC regards the focus of the discussion.
If there are enough facts to do so, choose the demeanor of the NPC from the top of Chart 7. Otherwise
roll a d100 or d8 to determine the demeanor. After a demeanor has been determined, roll a d10 or d100
to find the NPC Bearing using Chart 7.

10
Chart 7: NPC Bearing
scheming insane friendly hostile
1-12 (1) 13-24 (2) 25-36 (3) 37-49 (4)
1-10 (1) intent madness alliance death
11-20 (2) bargain fear comfort capture
21-30 (3) means accident gratitude judgment
31-40 (4) proposition chaos shelter combat
41-50 (5) plan idiocy happiness surrender
51-60 (6) compromise illusion support rage
61-70 (7) agenda turmoil promise resentment
71-80 (8) arrangement confusion delight submission
81-90 (9) negotiation façade aid injury
91-100 (10) plot bewilderment celebration destruction
inquisitive knowing mysterious prejudiced
50-62 (5) 63-75 (6) 76-88 (7) 89-100 (8)
1-10 (1) questions report rumor reputation
11-20 (2) investigation effects uncertainty doubt
21-30 (3) interest examination secrets bias
31-40 (4) demand records misdirection dislike
41-50 (5) suspicion account whispers partiality
51-60 (6) request news lies belief
61-70 (7) curiosity history shadows view
71-80 (8) skepticism telling enigma discrimination
81-90 (9) command discourse obscurity assessment
91-100 (10) petition speech conundrum difference

2. Determine the NPC Focus. Roll d100 to find the NPC focus of the conversation using Chart 8. If
possible the NPC Focus should be regarded as pertaining to the PC of the player rolling, the PC that will
be speaking, or the party members in general. It may be helpful to put the word “PC’s” or “your” in front
of the NPC Focus if there is a question. It is also helpful to narrow the NPC Focus. If “last story” was
rolled figure out what the last story was. What happened during the last story that made this NPC want
to discuss it?

Chart 8: NPC Focus


1-3 current scene 4-6 last story 7-9 equipment
10-12 parents 13-15 history 16-18 retainers
19-21 wealth 22-24 relics 25-27 last action
28-30 skills 31-33 superiors 34-36 fame
37-39 campaign 40-42 future action 43-45 friends
46-48 allies 49-51 last scene 52-54 contacts
55-57 flaws 58-60 antagonist 61-63 rewards
64-66 experience 67-69 knowledge 70-72 recent scene
73-75 community 76-78 treasure 79-81 the character
82-84 current story 85-87 family 88-90 power
91-93 weapons 94-96 previous scene 97-100 enemy

3. Combine the NPC Bearing and NPC Focus to determine the basis of the NPC Discussion. The
words should be combined as in a simple sentence; for example, “the insane NPC speaks of madness
regarding the PC’s allies.” That sentence will be the substance of what the NPC will want to discuss.

11
General Oracles
Yes or No? The “But” is related to...
Likelihood No No, But Yes, But Yes 1d6 Complication
Almost Impossible 1-17 18 19 20 1 A twist to the relationship between people in the situation.
Very Unlikely 1-14 15-16 17-18 19-20 2 An adjustment to the physical environment.
Unlikely 1-10 11-14 15-17 18-20
3 An error in an assumption some NPC is making.
Unknown 1-5 6-10 11-15 16-20
4 A fact the hero thinks they know is actually wrong.
Likely 1-3 4-6 7-10 11-20
Very Likely 1-2 3-4 5-6 7-20 5 The failure of a piece of gear, either for the hero or an NPC.
Almost Certain 1 2 3 4-20 6 Sublimely bad or good timing by a sudden event.

How Far Away Is A Thing? What’s the Weather Like?


2d4 For The Same Place For Distant Things 2d4 Wet Season Dry Season
2 Close enough to touch The same building 2 Cloudless skies Steady rain
3 Within melee range The same neighborhood 3 Cloudy but no rain Cloudy skies
4 A few paces away The same community 4 A light drizzle Clear and windy
5 The other side of the room Within a day’s ride 5 Steady rain Clear, still, and humid
6 In the next room Within a week’s ride 6 A heavy rain Hot and damp
7 A few rooms away Within a month’s journey 7 Concealing downpour Hot, windy, and dry
8 In the same structure Far, far away 8 Blinding deluge Sizzling and bone-dry

Oracular Adjectives and Motivations


1d20 1-4 5-8 9-12 13-16 17-20
1 Abuse Desire Habit Love Shame
2 Accident Despair Hatred Loyalty Skillfulness
3 Addiction Disease Hidden connection Madness Sorcery
4 Aging Disowning Hierarchy Mistake Speed
5 Alertness Dominance History Mystery Strength
6 Anger Duty Honor Naiveté Struggle
7 Avarice Enamourment Hunger Offense Stupidity
8 Beauty Erudition Ignorance Panic Submission
9 Blindness Escape Illegality Perversion Tardiness
10 Broken object Exhaustion Illusion Planning Temperance
11 Capture Experience Imprisonment Poison Thoughtlessness
12 Charity Exploration Incest Pride Tradition
13 Chastity Fear Incompetence Promise Treachery
14 Coins Foolishness Inheritance Rapacity Trickery
15 Compassion Foresight Innocence Recklessness Truth
16 Confusion Forgery Jewels Regret Ugliness
17 Courage Forgetfulness Journeying Rot Vengeance
18 Debauchery Forgiveness Kinship Secrets Weakness
19 Debt Fury Knowledge Seizure Wealth
20 Delusion Guilt Longing Servitude Wisdom

115
Urban Adventure Scenes
By default, each scene requires that your hero succeed on a trait check based on whatever kind of situation they are attempting to master. The
difficulty for the check is 9 plus half the Threat of the adventure, rounded down. If you succeed, you win the scene and gain a Victory point. If
you fail, your opponent receives a Victory point. If you succeed at a Investigation scene, you also get a Clue. If you succeed at a Conflict scene,
your enemy’s Victory point total decreases by one. If you succeed at an Action scene, you get two Victory points instead of one, but you need
to spend a Clue to attempt such a scene.
Some scenes require Fights instead of checks. Roll or pick a type of combatant from the opposite table and roll for the fight’s difficulty. For the
Fight Difficulty table, roll 1d8 and add half the Threat value of the adventure, rounded down. When multiple antagonists are needed, just let
the foe type indicate the most capable or characteristic enemy, and fill out the rest as fitting.

Investigation Scenes Conflict Scenes Action Scenes


1d10 Scene 1d10 Scene 1d10 Scene
Hunt up an Actor whom you Convince an Actor ally of the foe
Waylay a minion of the foe. Face
1 have reason to suspect can give 1 1 to betray them. On a failure, face
a Fight instead of a check.
you a Clue. a Fight.
Infiltrate a Location where the Intimidate or put social pressure
2 activities relate to a Clue. On a 2 Despoil or ruin a sanctum or
on an associate of the foe. safehouse belonging to the foe.
check failure, face a Fight. 2
Support an Actor who's working Roll a die; on an odd result, face
Tail an Actor who might have a a Fight as well as the check.
3 Clue. On a check failure, face a against the foe for their own
Fight. 3 reasons. Roll a die; on an odd
Pass an incriminating or
result, face a Fight instead of a
Search a Location related to disgraceful Clue to an Actor who
check. 3
past events where a Clue can can make sure important people
4 be found. Roll a die; on an odd Sabotage or steal the foe's learn of the evidence.
result, you face a Fight whether possessions that are important
4 to the plot. Roll a die; on an odd Face the foe's best warrior- or
or not you succeed on the check.
result, face a Fight as well as a the foe himself if this is a
Stake out an Actor or Location. 4 climactic battle and they're fit
check.
Whether or not you win the for combat. Face a Fight instead
5
check, your opponent gains a Fight through an ambush ar- of a check.
Victory point due to delay. 5 ranged by the foe at a Location.
Plunder resources necessary
Ambush a dangerous Actor Face a Fight instead of a check.
to the foe's plan. Either make a
6 who holds a Clue. Face a Fight 5
check at +2 difficulty or face a
instead of a check. Discredit or frame an Actor ally Fight instead of a check.
6
Trick an Actor into revealing a of the foe.
Destroy proof, evidence, or
Clue. Roll a die; on an odd result
7 Suffer betrayal by an Actor; face information necessary to the
you face a Fight whether or not 6
7 a Fight as you try to escape or foe's plan. On a failure, face a
you succeed on the check.
avenge yourself. Fight.
An allied Actor can get you a
Clue at personal risk. Roll a die; Rally an Actor and their
7
on an even number make a skill Outmaneuver a local official comrades to oppose the foe.
8 suborned or bribed by the foe.
check to help them succeed. On 8
an odd number, Fight to protect Roll a die; on an odd result, add Guide the Target or another
them. 1 Heat to the community. important Actor out of the foe's
reach for at least a temporary
Bribe an Actor to give you a 8
Do a friendly Actor a favor period. Roll a die; on an odd
Clue. Roll a die; on an odd, result, face a Fight to protect
immediately face a Conflict that will advance them into a
9 position to help you. Roll a die; them as well as the check.
9 scene with them or on their
behalf and win it to succeed. On on an odd result, face a Fight as
Bring in an outside authority or
an even, pay a reasonable bribe the foe tries to stop you. 9
useful Actor to oppose the foe.
or fail the challenge.
Eliminate an outside Actor Sabotage a tool, evidence, or ally
Be waylaid by a hostile Actor
10 brought in to aid the foe. Face a 10 of the foe so that it betrays their
10 with a Clue. Face a Fight instead
Fight instead of a check. attempted use of it.
of a check.

120
Potential Foes Urban Locations
d8 d10 Type d20 Public Locations Slum Locations Elite Locations
1 Cruel footpad 1 Bazaar Abandoned building Daifu's country retreat
2 Dark cultist 2 Blacksmithy Brothel Discreet rendezvous
3 Drunken brawler 3 Cemetery Dark alleyway Discreet sanitarium
C
4 Gutter mage r 4 Guardpost Decrepit shrine Elite dueling academy
i
5 Pit fighter m 5 Guild hall Drug den Exclusive cult shrine
1-2 i
6 Ruthless assassin n 6 Inn Fence's shop Exclusive tea house
a
7 Scruffy tough l 7 Local monument Fetid waterway Exotic brothel
s
8 Tong hatchet man 8 Moneychanger Fighting pit Gilded shrine
9 Treacherous harlot 9 Physician's home Filthy streetcorner Government office
10 Vicious madman 10 Public plaza Forbidden market Guarded treasure house
1 Aged veteran 11 Public well Hidden opulent lair Hidden love nest
2 Angry mob 12 Respectable home Impoverished hospice Merchant's palace
3 Armed bystander 13 School of arts Makeshift hovel Rich mausoleum
C
4 Burly laborer o 14 Slave or labor market Prison Ruler's court
m
5 Disguised warrior m 15 Tannery Reeking sweatshop School of magic
3-4 o
6 Mistaken local n 16 Tavern Sewer passage Sealed familial tower
e
7 Paid guardsman r 17 Tea house Sinister tavern Social club
s
8 Scarred bouncer 18 Temple Tattered market Splendid garden
9 Vigilant bodyguard 19 Warehouse Tenement Stately public ritual
10 Watchful neighbor 20 Wharf Tong hall Urban palace
1 City guard
2 Cult inquisitor
Fight Difficulty
d8 Foe d8 Foe
3 Indentured mage
O 1 1d6 Vermin 7 1 Sorcerer + 1d6+T Vermin
4 Military scout f
f 2-3 1d4+T Rabble 8 1 Brute + 1d4+T Thugs
5 Noble scion i
5-6 c 4 1d4+T Rabble +1 Veteran 9 1 Tank + 1d4+T Thugs
6 Noble's guard i
a 5 1d4+T Soldiers 10 1 Swarm
7 Secret agent l
s 6 1d6+T Thugs + 1 Veteran 11+ 1 Elite Slayer
8 Tax collector
9 Trained soldier Foe Statistics
10 Watch sorcerer Type HD AC +Hit Dmg Morale +Skill Move
1 Beast trainer Vermin 1 9 +0 1d4 7 +0 20’
2 Expert assassin Rabble 1 9 +1 1d4 8 +1 30’
3 Fanatical guard Thug 1 8 +1 1d6 8 +1 30’
4 Grizzled veteran Soldier 1 6 +1 1d6 8 +1 20’
E
l
5 Inhuman thing i
Veteran 2 5 +2 1d8 9 +1 20’
7-8 t
6 Mad zealot e Brute T+2 6 +T+2 1d10 10 +2 20’
s
7 Priest of war Sorcerer T 8 +T 1d4 9 +2 30’
8 Skilled sorcerer Tank T+1 3 +T+1 1d8 10 +2 20’
9 Violent alchemist Swarm 2xT 9 +T 1d6 9 +0 30’
10 Warrior monk Elite Slayer T+3 5 +T+4 1d8+2 11 +3 30’

121
Wilderness Terrain and Features
Wilderness features might be a ruin, a natural formation, an abandoned structure, or an active settlement. Some rolls will lead to obvious
conclusions about a place’s form and function, but the details table below can be used to flesh out a site of interest with more local color. It’s
assumed that full-fledged cities and market towns are unlikely to be discovered in the wilderness, but small enclaves of humanity- or other
creatures- might be located. Such places can produce a quick Urban Adventure interlude if the hero becomes involved in their affairs.

Terrain Types Types of Features


d10 Tropical Temperate Cold Dry d8 1-2 3-4 5-6 7-8
1 Jungle Plains Plains Plains d10 Ruin Natural Structure Settlement
2 Jungle hills Plains Tundra Desert 1 City Box canyon Bridge Ethnic enclave
3 Swamp Swamp Cold marsh Desert 2 Estate Cave Cemetery Farm village
4 Heavy forest Light forest Light taiga Scrub 3 Fortress Crevasse Estate Heretic refuge
5 Plains Heavy forest Heavy taiga Light forest 4 Hideout Lake Mine Hunting camp
6 Forest hills Forest hills Taiga hills Hills 5 Monastery Minerals Monument Mining camp
7 Hills Hills Scrub hills Scrub hills 6 Temple Natural fort Plantation Ruin dwellers
8 Mountains Mountains Mountains Mountains 7 Town River ford Road inn Shrine hamlet
9 The terrain is the same as the largest contiguous terrain type 8 Village Spring Trade post Slave hideout
10 near this hex. If inapplicable, reroll on 1d8. 9 Roll on the Dungeon Types table in the next section. Such
10 a location is discovered in this hex.

Feature Details
d12 Feature Builder Reason To Build Great Past Event Current State Contents?
1 Ancient Humans Common dwelling Massacre of locals Broken and ruined A dungeon trap
2 Cultists Cultural or artistic Landslide Choked by vegetation Corpses of inhabitants
3 Cultural Purists Forge or crafting Earthquake Partially buried Empty for ages
4 Dwarves Meeting place Plague Partially destroyed Encounter + Trove H2
5 Elves Occult purpose Outside conquest Rebuilt elsewise Encounter + Trove H5
6 Exiles Prison Decadent collapse Rebuilt by someone Filthy animal leavings
7 Lizardfolk Ruler's dwelling Hideous rites Riddled with burrows Roll 2 Encounters
8 Modern Humans School Locals died out Scorched by fire Roll an Encounter
9 Prehuman Race Show of wealth Mysterious vanishing Subsurface collapse Signs of recent use
10 Rebels Storehouse Monsters overran it Surface is in ruins Trove type C1
11 Refugees Stronghold Civil strife destroyed it Surprisingly well-kept Trove type C1
12 Shou Worship site Locals fled something Maintained, if long ago Trove type C4
d10 Walls Towers Wall Adornments Other Features Favored Colors
1 Clay bricks Extremely slender Elaborate paintings Bridges twixt buildings Bright jewel hues
2 Dressed stones Interconnected Featureless surface Concealed entrances Cold blue colors
3 Earth-cored stone Inverted delvings Geometric carvings Hearths and fire pots Delicate pastels
4 Earthen berms Pagoda-style Hideous gargoyles Interconnected cellars Greens and floral shade
5 Glass or stranger Round-walled Numerous lamps Much flowing water Hot red hues
6 Monolithic slabs Skewed and tilted Numerous windows No ground windows Monochromes
7 Mortared stones Square Statue niches Frail partitions Muted earth-tones
8 Only ceremonial Strange substance Tapestries or hangings Planters and greenery Only natural hues
9 Rough stones Twisted in a helix Vast bas-reliefs Roofless rooms Shades of a single color
10 Wooden palisades Gigantic monoliths Windowless Thick rugs or carpets Vivid unnatural neons

123
Wilderness Events
Events in the wilderness can make a long journey dangerous for even the boldest hero. Event rolls are meant mainly for exploratory expedi-
tions rather than relatively mundane journeys between places. If an Event occurs, roll 1d6 and use a Weather event if odd, and a Terrain event
if even. Heroes may use their magic or skills to evade or negate the setback, if applicable. The usual difficulty of a skill check or saving throw is
9 plus half the Threat of the adventure, rounded down, as venturing into more hazardous lands is apt to produce greater perils for a hero.

Weather Events
d12 Wet Season Dry Season Cold Season
1 2d6 days food has rotted 1d6 days food has spoiled Avalanche; take Td6 damage, lose mount
2 Blinding rain; can't move today A mount or pack beast has died Avoid thin ice; next move must be back
3 Flooded way; lose a mount or pack beast An Encounter needs water badly Fall through ice; take Td6 damage
4 Foot fungus; no move for 1d4 days Escape disaster narrowly; no effect Meet an Encounter seeking food
5 Get lost; next move is random direction Get lost; next movement is random Mount or pack beast dies of cold
6 Impassable mud; no move for 1d4 days Heat exhaustion; can't move 1d4 days No firewood; forage or suffer Td6 cold
7 Lose 1d6 days food to spoilage Meet an Encounter of a hungry beast Non-magic item of gear breaks in use
8 Meet an Encounter stranded in the mud Out of water; forage or suffer thirst Slip on ice; lose one non-magic item
9 Mudslide; lose important non-magic item Rest 1d4 days or lose a mount Slow going; no movement today
10 Raging torrent- must move back next turn Storm-blown fall does Td6 damage Snow ambush by an Encounter
11 Tree falls on you; take Td6 damage Turned around; next move is back Snow blind; can't see for one day
12 Vermin infestation; lose 1d8 days of food Vermin eat 1d6 days food Snowstorm; can't move 1d4 days

Terrain Events
d12 Deserts/Arid Forest/Jungle Plains
1 All water lost; forage at -2 or suffer thirst Ambush by an Encounter in the trees A friendly Encounter in a hunting camp
2 Desert ambush by an Encounter Dangerous beast; Encounter if you move A non-magic piece of gear breaks in use
3 Feverish; can't move for 1d4 days Deadfall falls for Td6 damage to you Ambush from a hunting Encounter
4 Got lost; next 1d4 moves are random Feverish; can't move for 1d4 days Grass fire; take Td6 damage as you flee
5 Leaks in the casks; lose half your water Got lost; next move is random Hidden pit; lose one mount or pack beast
6 Mirage leads astray; next move is random Mount / pack beast eats toxic root, dies Narrowly avoid danger; no effect
7 Piece of non-magic gear ruined by sand Non-magic gear item breaks or rots away No water; forage or suffer from thirst
8 Sand makes 1d4 days food inedible Poisonous vermin bite; Td4 damage Sunstruck; can't move for 1d4 days
9 Sandslide buries a mount or pack beast Thick foliage; can't move today Toxic vermin bite; can't move today
10 Sandstorm; Td6 damage and can't move Toxic pollen; can't move for 1d4 days Trap in the grass does Td6 damage
11 Sun-blind; can't move today Trackless waste; next 1d4 moves random Turned around; next move is back
12 Torrid heat does Td4 damage Vermin eat 1d4 days of food Vermin spoil 1d6 days of food
Hills/Mountains Seas/Lakes Swamp
1 Rockslide; take Td6 damage Strong currents; next move is random 2d6 days food lost to fungus and rot
2 Ambush from mountain Encounter Water fouled; lose half of water supplies An Encounter springs from the mud
3 Mount or pack animal falls to its death Rats: 5% of cargo is ruined by vermin Bad water; save or helpless for 1d4 days
4 Non-magic gear item breaks during use Borers do Td6 damage dice to ship hull Bogs swallow a mount or pack animal
5 No water; forage at -1 or suffer thirst An Encounter rises from the depths Floating hummock; next move is random
6 Blind canyon; next move must be back Becalmed; no sail move for 1d6 days Lost in the swamp; next move is random
7 Lost; next 1d4 moves are random Rocks; check or take Td6 hull damage Mold ruins 1d6 days food
8 Twisted ankle; can't move today Bad omen; any crew suffer -1 Morale Rot claims a non-magic gear item
9 Slip and fall for Td8 damage Troublemaker; pacify or suffer -2 Morale Rotten tree falls on you for Td6 damage
10 Exposed to weather; take Td4 damage Cracked mast; repairs take 1d4 days Swamp fever; save or stuck for 1d6 days
11 An Encounter traps you in a canyon An Encounter with pirates or the like Toxic mold; save or sick for 1d4 days
12 A winding tunnel leads to a Dungeon A savage storm inflicts Td6 hull damage Twisting paths; lost for 1d4 days

124
Dungeon Types, Sizes, and Inhabitants

Dungeon Types and Sizes


1d10 1-2 3-4 5-6 7-8 9-10
1d12 Cavern Habitation Fortress Temple Academy Size
1 Abandoned mine Bandit camp Abandoned army camp Alien place of worship Cabal of infernalists 1d6 locations
2 Bandit hideout Crumbling villa Brigand stronghold Cursed temple Demon-ruled school 2d6 locations
3 Beast lair Dwarven clanhold Broken keep Forgotten fane Fortified academy 3d6 locations
4 Cave village Escaped slave camp Crumbling watchtower Fortified abbey Foul breeding pit 1d10+10 locations
5 Geomantic nexus Exile hamlet Decaying toll keep Heretic hideout Inhuman wizard lair 1d10+5 locations
6 Hermit's haven Farming village Defensible tower Holy natural feature Lost library Two parts of 3d6 locations
7 Massacre site Hunter's camp Fortified manor Isolated monastery Mad wizard's lab 1d20 locations
8 Prehistoric dwelling Nonhuman settlement Natural fortress Pilgrimage temple Necromancer cell 2d12 locations
9 Prehuman shrine Pillaged village Prehuman fort Prehuman shrine Plagued research lab 1d6 parts each of 1d20 places
10 Refugee shelter Prehuman habitation Remnant dungeon Ruined nunnery Prison for mages 1d12+10 locations
11 Shou refuge Ruined manor Ruined caravanserai Sacred tomb Ruined mage school 2d20 locations
12 Unquiet grave Sacked town Shattered outpost Sectarian stronghold Wizard tower 1d100 locations

Common Dungeon Inhabitants


1d20 Basic Type Minion Elite Boss Mage Civilian
1 Bandits Brigand ruffian Bandit scout Brutal chieftain Renegade mage Hostage/camp follower
2 Deserters Spearman Thuggish sergeant Deserter officer Craven mage Camp follower/slave
3 Dwarf Repenters Repenter warrior Scarred zealot High priest Torturer-priest Dwarf victim/slave
4 Massacre Hungry ghost Ghoul Jiangshi master Ghoul mage Confused ghost
5 Shou Shou spearman Grizzled warrior Shou chieftain Witch-priestess Woman/child/slave
6 Elf zealots Elven swordsman Creed fanatic Mage-swordsman Philosopher-mage Mates/prisoners/pupils
7 Lizardfolk Lizardman Hunting leader Tribal chief Scaled shaman Mates/edible prisoners
8 Ogres Slave wretch Ogre warrior Ogre chieftain Ogre sorcerer Victims/slave laborers
9 Wild beasts Wolves Dire wolf Wolf tinh Tainted wolf Pups or whelps
10 Tidespawn Creeper Wormwalker White Chanter Red Apostle Untransformed victim
11 Tide Cult Deluded wretch Twisted cultist Cult priest Mad sorcerer Sacrificial victim
12 Centipede Women Charmed slave Centipede woman Elder poisoner Many-legged mage Enthralled slaves/hosts
13 Necromancers Skeleton Ghoul slaves Necromancer Necromancer pupil Components-to-be
14 Infernalists Hell cultist Red Jade Templar Hell Cult Priest Underpriests Sacrifices and slaves
15 Rebels Peasant warrior Renegade soldier Wild demagogue Idealistic mage Spouses/children/believers
16 Heretics Armed acolyte Temple champion Heresiarch Sorcerer-priest Believer/Slave/Prisoner
17 Looters Novice adventurer Skilled freebooter Expedition leader Voracious mage Porter/servant
18 Supremacists Bitter purist Hardened warrior Ethnarch Traditional mage Family member
19 Abominations Crawling vermin Misshapen hulk Living weapon Beast-warper Tenders/Lab victims
20 Degenerates Savage cannibal Huge man-eater Cannibal chief Unholy sorcerer Prisoners/Meals-to-be

2d6 Dungeon Threat Adjustment


2 Roll 1d4 twice, subtracting the second die from the first. Add that to the PC’s level to find the Threat, down to a minimum of 1.
3 Talk of its dangers is overblown; the Threat is equal to the PC’s level minus 1, to a minimum of 1.
4 A dangerous power lurks within. The Threat is equal to the PC’s level, but after half the rooms are explored, it jumps by 1d4.
5 They’ll send for help. Your first expedition is at a Threat equal to the PC’s level. Any further expeditions are at Threat + 1d4.
6-10 The danger is roughly as anticipated. The Threat is equal to the PC’s level.
11-12 It’s much worse than you expected in there; the threat is equal to the PC’s level plus 1d4+2

126
Dungeon Places, Loot, and Dangers
Locations Within A Dungeon
d20 Caverns Habitations Fortresses Temples Academies
1 Caved-in cavern Bathing room Archery range Acolyte's cells Laboratory
2 Circular chamber Cellar Armory Altar hall Occult library
3 Crumbling dry cave Courtyard Barracks Bathing room Apprentice rooms
4 Dead end Dining room Cemetery Cemetery Master bedroom
5 Domed cavern Garden Cistern Garden Summoning room
6 Flowing water Great hall Commissary Guardpost Divination room
7 Narrow crevasse Kennel or stable Family quarters Kitchen Storeroom
8 Natural bridge Kitchen Gatehouse Library Kitchen
9 Pit ledge Library Guardpost Meditation room Study hall
10 Sloping gallery Master bedroom Kitchen Minor shrine Dining hall
11 Spiral tunnel Pantry Map and file room Pilgrim quarters Vault
12 Stalactite maze Salon Mess hall Prayer hall Secure cell
13 Strata pocket Scullery Officer's quarters Priest's quarters Servant's chambers
14 Stream bank Servant's rooms Prison cell Relic chamber Crafter's workroom
15 Tunnel intersection Shrine Sickroom Ritual chamber Academy archives
16 Twisted tunnel Solar Smithy Sickroom Memorial hall
17 Underground pool Stairwell Stables Storeroom Monument
18 Vertical shaft Storeroom Storeroom Vault Courtyard garden
19 Water-smoothed cave Study Training hall Vestry Stables
20 Wide gallery Vault Vault Workroom Lecture hall

Location Contents 3d6 Encounter Found


1d10 1 2 3 4 5 6 7 8 9 10 3 Minion or Civilian actually willing to help the hero.
Encounter? - - - - - - - Y Y Y 4-5 Unusual foe; roll on a Bestiary chapter encounter table.
If an encounter is present, add +3 to the treasure roll. 1d4+T hit dice worth of foes numbering several
6-8
Treasure? - - - - - - - H H Y Minions or Civilians and possibly an Elite.
“H” is hidden. If treasure but no encounter, add +3 to hazard roll. 9-12 2d4+T hit dice worth of Minions and Elites.
Hazard? - - - - - - - - - Y 1d6 + T hit dice worth of Minions and Elites, with a
13-15
If no encounter, treasure, or hazard, add +1 to the Feature roll. 50% chance of T hit dice worth of guard beasts or allies.
Feature? - - - - - - - - Y Y 2d4 hit dice of Minions plus 2 * T hit dice worth of
16-17
Elites, Mages, or Boss enemies.
A Boss with T+3 hit dice, with a 50% chance of a guard
3d6 Treasure Found 18
of 3d6 hit dice worth of Minions, Elites, and Mages.
It only looks like a treasure, but is actually a Hazard. When necessary, roll for novel foes on the Bestiary encounter
3
Roll to determine its type. tables on p. 78, or choose an enemy that fits the circumstances.
4-5 Trove type M1 worth of coins, furnishings, or items
6-8 No encounter treasure, but M2 worth of room contents. 1d8 Hazard Found
Standard treasure trove for whatever encounter is 1 Entry trap. As you enter, save or take Td4 damage.
9-12 2 Environmental danger. Save or take Td4 damage.
present. If no encounter, trove M1 in room contents.
13-15 One tenth of the C-type trove appropriate to the place. 3 Decrepit structure. Save or Td6 damage and leave room.
4 Triggered danger. If Encounter there, save or Td6 dmg.
One quarter of the C-type trove that fits the dungeon
16-17 5 Dangerous object. Save or take Td6 damage.
type. If no encounter present, check for one again.
A full C-type trove is present appropriate to the type of 6 Trapped container. If Treasure, save or take Td6 damage.
18 dungeon. It will require 1d6 turns to fully catalogue and 7 Trapped feature. If Feature, save or take Td6 damage.
collect it from its repository, risking wandering foes. 8 Lethal trap or environmental quality. Save or perish.

127
Dungeon Features
Use these tables to formulate interesting features for dungeon rooms. Roll once on the Nature table to find out the basic type of feature and
once more on the quality or motivation table as needed. You can use the Oracle tables or the specific features table for more detail as desired.

1d8 Nature of the Feature d4 d10 Example Specific Features


1 A noncombatant inhabitant of the dungeon. 1 A once-glorious furnishing now scarred and rotten
2 An architectural feature of the original structure. 2 A furnishing infested with noxious vermin
3 An unusual piece of movable furnishing. 3 Fire pit with cinders of once-valuable furnishings
4 A prisoner or victim of the dungeon inhabitants. 4 Corpse adorning a table; tortured or half-eaten
5 A dangerous intruder or beast who has entered the site. 5 Furnishing cherished by dungeon inhabitants
6 An object stolen by the dungeon inhabitants. 1
6 Elaborate lighting apparatus, possibly still working
7 A piece of artwork; even odds of original or stolen
7 Furnishings made of parts of human prey
8 An item of information, whether book, note, or talk
8 Furnishings from the original site’s creators
9 Obscenely defaced furniture
1d20 Inanimate Feature Quality
10 Chest. Room gets additional Treasure check roll.
1 Forces a reconsideration of the dungeon’s real nature
2 Forewarns. Free surprise on next Boss encounter 1 Fountain or flowing liquid source
3 Endangers investigator. Roll for it as a Hazard 2 Bath or large pool, perhaps enchanted
4 Load-bearing. Destroy it and 1d6 locations collapse 3 Check to find a secret door to a random new room
5 Triggers a spell on investigator. Roll spell randomly 4 Water-weakened floor. Check to avoid it or Td4 dmg
6 Poisonous to investigators. Save or perish 5 Large bed of mold or plant life growing here
2
7 Map clue. Find treasure automatically in next room 6 Roots or growth that block a path
8 Hiding place. A fitting Minion or beast lairs in it 7 Deep crevasse; route to a new underground place
9 Blocks an exit. Destroying it takes 1d4 turns of noise 8 Drains that have been made vermin burrows
10 Simply beautiful to behold. Valuable if portable 9 Signs of recent attempts at repair and furnishing
11 Worth Td6 x 100 gp. 50% chance it’s really worthless 10 Scorch marks of recent destruction
12 Contains a terrible truth about an important NPC 1 Elaborately-illustrated book
13 Hindering. Snares the PC here for 1d4 turns 2 Scrolls of something relevant to nearest community
14 Manipulate to open a secret door; check to open 3 Incongruously beautiful artwork, original or stolen
15 Atrociously ugly or disturbing to look upon 4 Note revealing location of a treasure
16 Religious in iconography or purpose 5 Ragged journal speaking of what happens here
17 Worth Td6 x 100 gp, but will encumber you 3
6 Ancient scroll; 10% chance of being magical
18 Known to be wanted by a local noble 7 Unusually well-drawn erotica of local denizens
19 An object of pious devotion by the locals
8 Note recording a dark secret of the denizens’ leader
20 Despoiled by or a relic of the locals’ atrocities
9 Book written by the site’s original creators
10 Half-burnt note; check to use it to find a treasure
1d10 Creature Motivation
1 A cowering resident from the nearest community
1 Get out of the dungeon alive.
2 A traitor from the nearest village
2 Kill a Boss. Cumulative 10% chance/room of locating.
3 Feed on the inhabitants or simply kill them. 3 A hapless civilian being held for ransom or sacrifice
4 Rescue another person within the site. 4 A crippled, youthful, or elderly site inhabitant
5 Retrieve a stolen treasure- possibly taken by PC. 5 A dangerous pet of the inhabitants
4
6 Scout the site for an outside power. 6 The corpse of an outsider, freshly killed
7 Sabotage a vital feature 1d4 locations away. 7 A hideously tormented victim of the inhabitants
8 Reclaim a seeming trifle of actual great importance. 8 An inhabitant being held for later punishment
9 Negotiate with the leader of the dungeon. 9 An outsider made a crippled slave by the denizens
10 Roll again, but they’ve been badly hurt in the process. 10 An intruder seeking something among the locals

128
Dungeon Inhabitant Details
You can use any or all of these tables to elaborate on a dungeon encounter. Either roll or pick something appropriate for the occasion. If you
want more specific answers about a group of inhabitants, roll for inspiration on the Oracle table, or ask useful yes-or-no questions about them.

d4 Their Allegiance d12 If Facing Disaster, They...


1 Willingly obedient to the ruling inhabitants of the place. 1 Flee blindly, offering the hero a free attack as they turn
2 Grudgingly submissive to the location’s rulers. 2 Try to bribe the hero with the location of a Treasure
3 Neutrals who may or may not cooperate with the rulers. 3 Try to bribe the hero with the secret of the next Trap
4 A rebel or hostile group opposed to the location’s rulers. 4 Try to sound an alarm to bring an Encounter to help
5 Turn on each other as they settle scores in the chaos
d6 Statistics for Unique or Unstatted Foes 6 Fall back in a disciplined way, seeking defensible ground
1 Vermin: HD 1, AC 7, Atk +1, Dmg 1d4, MV 30’, ML 7 7 Offer 100 x T gp in treasure to buy their lives
2 Minion: HD 1, AC 7, Atk +1, Dmg 1d6, MV 30’, ML 8 8 Offer slavish obedience for being spared- possibly sincere
3 Beast: HD T, AC 6, Atk +T, Dmg 1d6/1d6, MV 40, ML 8
9 Offer prisoners or slaves as payment for being spared
4 Elite: HD T, AC 5, Atk +T, Dmg 1d10, MV 30, ML 10
10 Let a few sacrifice as rear guard while the others flee
5 Mage: HD T, other stats as Minion, casts 1d4+1 spells
11 Wildly hurl themselves into doomed battle
6 Boss: HD T+3, Atk +T+3, Dmg 2d8, otherwise as Elite.
12 Think the hero’s a better ruler than the one they have now
Unique creatures or novel foes have a 1 in 6 chance of 1d6-2 special
abilities from the table to the right. You might choose to give such
an ability to a more common enemy to make it more interesting. d20 Sample Monstrous Special Abilities
1 Hits hard. +1 step to its damage die size.
d8 Combat Style Quirks of a Foe 2 Multiple attacks. +1 attack/round for each 4 HD, round up
1 Hates to attack a prepared foe; vastly prefers ambushes. 3 Poisoned weapons or bite. Save or die on first hit of fight.
2 Will seek to flee if injured by an enemy.
4 Has a spell-like special ability it can use once per fight.
3 Blood-crazed; never checks morale against a wounded foe.
5 Dies hard. First time it hits 0 hit dice, it regains 1.
4 Slow-witted; always effectively surprised in combat.
6 Magic resistant. Can reroll failed saves versus magic.
5 Blindingly fast; even heroes must roll initiative.
7 Can masquerade as a human or harmless thing.
6 Will use special abilities even if tactically unsound.
8 Can turn invisible or hide amazingly well.
7 Prefers to lure foes into snares or dangerous terrain.
9 Spreads disease. If touches or hits, save or die in 3d6 days.
8 Always sends underlings or minions in before engaging
10 Undead. Morale 12 and immune to living concerns.
11 Unholy. Can use one spell gifted it by its infernal masters.
d10 Their First Round of Action in a Fight
12 Ruinous. Once a fight, save or ruin PC’s weapon or armor
1 Bewildered confusion; they lose the first round’s action.
2 All-out attack, charging in heedlessly 13 Lingering hurt. Its hits do 1d6 damage next round, too.
3 Maneuver to a better position or more cohesive group 14 Armored. Its AC is 2 points better than usual.
4 Fall back to a more defensible location 15 Impervious. The creature applies a -2 penalty to Fray dice
5 Fight individually, neglecting to coordinate with others 16 Frenzied. Gains bonus to hit equal to HD it has lost.
6 Unleash special abilities of any are had; if not, charge
17 Gilded. Crusted with 100 x T gp worth of precious matter.
7 Half maneuver to encircle, the others attack directly
18 Vanishing. Can teleport 1/round to twice normal move.
8 Activate trap or environmental hazard; if none, charge
9 Half leap to attack, while the others mill in confusion 19 Warded. Immune to non-magical weapons, but not Fray.

10 Try to trap the hero in with them before attacking 20 Enslaving. As action, can force save or mental subjection.

129
Draw the Map

Random Region
When you need to create a new region and need inspiration, roll one up. First, roll
1d12 for the region name template. Then, roll for each component of that template
until you have a complete name. Rewrite or re-roll any result you don’t like.

1d12 Region Name Template 1d12 Region Name Template


..............................................................................................................................................................................

1-4 [Adjective] [Terrain] 9-10 [Noun] [Terrain]


5-6 [Terrain] of (the) [Noun] 11 [Noun]’s [Adjective] [Terrain]
7-8 The [Terrain] [Adjective] 12 [Adjective] [Terrain] of (the) [Noun]

1d100 Terrain Adjective Noun 1d100 Terrain Adjective Noun


..............................................................................................................................................................................


01-02 Bay Ageless [Name]* 51-52 Morass Forgotten Life
03-04 Bluffs Ashen Ash 53-54 Mounds Forsaken Light
05-06 Bog Black Bone 55-56 Mountains Frozen Lord
07-08 Cliffs Blessed Darkness 57-58 Peaks Glittering Mist
09-10 Desert Blighted Dead 59-60 Plains Golden Peril
11-12 Downs Blue Death 61-62 Prairie Green Queen
13-14 Dunes Broken Desolation 63-64 Quagmire Grim Rain
15-16 Expanse Burning Despair 65-66 Range Holy Refuge
17-18 Fells Cold Devil 67-68 Reach Impassable Regret
19-20 Fen Cursed Doom 69-70 Sands Jagged Savior
21-22 Flats Dark Dragon 71-72 Savanna Light Shadow
23-24 Foothills Dead Fate 73-74 Scarps Long Silver
25-26 Forest Deadly Fear 75-76 Sea Misty Skull
27-28 Groves Deep Fire 77-78 Slough Perilous Sky
29-30 Heath Desolate Fury 79-80 Sound Purple Smoke
31-32 Heights Diamond Ghost 81-82 Steppe Red Snake
33-34 Hills Dim Giant 83-84 Swamp Savage Sorrow
35-36 Hollows Dismal God 85-86 Sweep Shadowy Storm
37-38 Jungle Dun Gold 87-88 Teeth Shattered Sun
39-40 Lake Eerie Heaven 89-90 Thicket Shifting Thorn
41-42 Lowland Endless Hell 91-92 Upland Shining Thunder
43-44 March Fallen Honor 93-94 Wall Silver Traitor
45-46 Marsh Far Hope 95-96 Waste White Troll
47-48 Meadows Fell Horror 97-98 Wasteland Wicked Victory
49-50 Moor Flaming King 99-100 Woods Yellow Witch

* Choose a name appropriate to your setting; or, if you have a name list, roll one up.

16
Draw the Map

Random Place
When you need to create a new place and are at a loss, roll one up. First, roll 1d12
for the place name template. Then, roll for each component of that template until
you have a complete name. Rewrite or re-roll any result you don’t like.

1d12 Place Name Template 1d12 Place Name Template


..............................................................................................................................................................................

1-2 The [Place] 7-8 (The) [Noun]’s [Place]


3-4 The [Adjective] [Place] 9-10 [Place] of the [Adjective] [Noun]
5-6 The [Place] of (the) [Noun] 11-12 The [Adjective] [Noun]

1d100 Place Adjective Noun 1d100 Place Adjective Noun


..............................................................................................................................................................................


01-02 Barrier Ancient [Name]* 51-52 Meadow Hidden Heart
03-04 Beach Ashen Arm 53-54 Mountain High Hero
04-06 Bowl Black Ash 55-56 Pit Iron Hope
07-08 Camp Bloody Blood 57-58 Post Jagged King
09-10 Cave Blue Child 59-60 Ridge Lonely Knave
11-12 Circle Bright Cinder 61-62 Ring Lost Knight
13-14 City Broken Corpse 63-64 Rise Low Muck
15-16 Cliff Burning Crystal 65-66 Road Near Mud
17-18 Crater Clouded Dagger 67-68 Rock Petrified Priest
19-20 Crossing Copper Death 69-70 Ruin Red Queen
21-22 Crypt Cracked Demon 71-72 Shrine Screaming Sailor
23-24 Den Dark Devil 73-74 Spire Sharp Silver
25-26 Ditch Dead Doom 75-76 Spring Shattered Skull
27-28 Falls Doomed Eye 77-78 Stone Shifting Smoke
29-30 Fence Endless Fear 79-80 Tangle Shining Souls
31-32 Field Fallen Finger 81-82 Temple Shivering Spear
33-34 Fort Far Fire 83-84 Throne Shrouded Spirit
35-36 Gate Fearsome Foot 85-86 Tomb Silver Stone
37-38 Grove Floating Ghost 87-88 Tower Stalwart Sword
39-40 Hill Forbidden Giant 89-90 Town Stoney Thief
41-42 Hole Frozen Goblin 91-92 Tree Sunken Troll
43-44 Hut Ghostly God 93-94 Vale Thorny Warrior
45-46 Keep Gloomy Gold 95-96 Valley Thundering Water
47-48 Lake Golden Hand 97-98 Village White Witch
49-50 Marsh Grim Head 99-100 Wall Withered Wizard

* Choose a name appropriate to your setting; or, if you have a name list, roll one up.

17
Ask the Fates

Discovery
A Discovery should always be interesting, and it’s on the GM to make it so. The
result of a Discovery roll is a prompt to imagination—not a blunt fact—and
should be interpreted in terms of the local terrain and current state of the fiction.
Roll 1d12 three times, for category, subcategory and specific prompt. You may
need to make further rolls on tables appearing elsewhere, indicated by small-
caps. Tables listed in smallcaps at the end of a given sub-table are suggestions.

1 Unnatural Feature . How does it affect its surroundings?


----------------------------------------- ----------------------------------------- -----------------------------------------
1-9 Arcane 10-11 Planar 12 Divine
...................................................... ...................................................... ......................................................

1-2 residue 1-4 distortion/warp 1-3 mark/sign


3-5 blight 5-8 portal/gate 4-6 cursed place
6-7 alteration/mutation 9-10 rift/tear 7-9 hallowed place
8-10 enchantment 11-12 outpost 10-11 watched place
......................................................
11-12 source/repository 12 presence
...................................................... Alignment, Element ......................................................

Alignment, Magic Type Alignment, Aspect

2-4 Natural Feature . Describe how they notice it and what sets it apart.
----------------------------------------- ----------------------------------------- -----------------------------------------
1-2 Lair 3-4 Obstacle 5-7 Terrain Change
...................................................... ...................................................... ......................................................

1-3 burrow 1-5 difficult ground 1-4 limited area of an


4-7 cave/tunnels (specific to terrain) another Terrain type
8-9 nest/aerie 6-8 cliff/crevasse/chasm 5-6 crevice/hole/pit/cave
10 hive 9-10 ravine/gorge 7-8 altitude change
11-12 ruins (see Structure) 11-12 Oddity 9-10 canyon/valley
......................................................
11-12 rise/peak in distance
Creature responsible,
Visibility
----------------------------------------- ----------------------------------------- -----------------------------------------
8-9 Water Feature 10-11 Landmark 12 Resource
...................................................... ...................................................... ......................................................

1 spring/hotspring 1-3 water-based (water- 1-4 game/fruit/vegetable


2 waterfall/geyser fall, geyser, etc.) 5-6 herb/spice/dye source
3-6 creek/stream/brook 4-6 plant-based (ancient 7-9 timber/stone
7-8 pond/lake tree, giant flowers, etc.) 10-11 ore (copper, iron, etc.)
9-10 river 7-10 earth-based (peak, 12 precious metal/gems
......................................................
11-12 sea/ocean formation, crater, etc.)
Size, Visibility
11-12 Oddity

5-6 Evidence . Consider the implications and be ready for them to take the bait.
----------------------------------------- ----------------------------------------- -----------------------------------------
1-6 Tracks/Spoor 7-10 Remains/Debris 11-12 Stash/Cache
...................................................... ...................................................... ......................................................

1-3 faint/unclear 1-4 bones 1-3 trinkets/coins


4-6 definite/clear 5-7 corpse/carcass 4-5 tools/weapons/armor
7-8 multiple 8-9 site of violence 6-7 map
9-10 signs of violence 10 junk/refuse 8-9 food/supplies
11-12 trail of blood/other 11 lost supplies/cargo 10-12 treasure (p43)
......................................................
12 tools/weapons/armor
Age, Creature responsible ......................................................

Age, Visibility

44
Ask the Fates

7-8 Creature . Not an immediate threat, but might become one. Roll on page 49.
9-12 Structure . Who built it? Is it connected to anything else they made nearby?
----------------------------------------- ----------------------------------------- -----------------------------------------
1 Enigmatic 2-3 Infrastructure 4 Dwelling
...................................................... ...................................................... ......................................................

1-4 earthworks 1-4 track/path 1-3 campsite


5-8 megalith 5-8 road 4-6 hovel/hut
9-11 statue/idol/totem 9-10 bridge/ford 7-8 farm
12 Oddity 11 mine/quarry 9-10 inn/roadhouse
......................................................
12 aqueduct/canal/portal 11-12 tower/keep/estate
Age (1d8+4), Size (1d8+4), ...................................................... ......................................................

Visibility Creature responsible (1d4+4) Creature responsible (1d4+4)


----------------------------------------- ----------------------------------------- -----------------------------------------
5-6 Burial/Religious 7-8 Steading 9-12 Ruin
...................................................... ...................................................... ......................................................

1-2 grave marker/barrow Roll on Steading table 1-2 Infrastructure (1d6+6)


3-4 graveyard/necropolis 3-4 Dwelling (1d8+4)
5-6 tomb/crypt 5-6 Burial/Religious
7-9 shrine (1d8+4)
10-11 temple/retreat 7-8 Steading (1d10+2)
12 great temple 9-12 Dungeon (pp60-61)
...................................................... ......................................................

Creature responsible (1d4+4), Creature responsible (1d4+4),


Alignment, Aspect Age (1d8+4), Ruination,
Visibility

45

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