Tome of Adventure Design

June 26, 2018 | Author: Rukia Sereitei | Category: Sabotage, Espionage, Negotiation, Top Down And Bottom Up Design, Creativity
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A comprehensive adventure-creation sourcebook for Swords & Wizardry and the Pathfinder Roleplaying Game.By Matthew J. Finch The answer to life, the universe and everything. Developers Matt Finch and Bill Webb Producers Bill Webb & Charles A. Wright Editing Russell Cone Cover Art Rowena Aitken Interior Art David Day, Brian LeBlanc, Veronica Jones, Erik Lofgren, Jim Nelson, Mark Smylie, Tyler Walpole, UDON Studios Layout and Graphic Design Charles A. Wright Calligraphy and Cartography Matt Finch Special Thanks To my wife Madison, my kids Tessa, Thomas, and Atticus, to the forum fans at swordsandwizardry. com, to Scot Hoover, as another inveterate tablecreator, and to the old-school warriors at knightsn-knaves.com. And also to the various authors of sword & sorcery fiction to whom these tables owe their fundamental inspirations: Michael Moorcock, Jack Vance, Clark Ashton Smith, H.P. Lovecraft, R.E. Howard, Fritz Leiber and many others. www.talesofthefroggod.com www.swordsandwizardry.com Copyright 2009-2011, Matthew J. Finch, all rights reserved. Copyrights to artwork are held by the respective artists or by Frog God Games. “Mythmere” and “Mythmere Games” are trademarks of Matthew J. Finch; “Frog God Games” and “FGG” are trademarks of Frog God Games. Books One and Two were previously published by Black Blade Publishing, 2009. 2 TABLE OF CONTENTS Table of Contents Introduction..................................... 4 Creativity........................................ 4 Book Three: Dungeon Design Introduction to Book Three...................................126 The Creative Process.............................................127 Part One: Basic Elements of Adventure Design...129 Part Two: Designing a Dungeon Adventure.........135 Mysteries and Clues..........................................135 The Map............................................................149 Tricks................................................................186 Traps..................................................................217 Dungeon Dressing.............................................231 Miscellaneous Useful Tables............................236 List of Tables (Book Three)..................................258 Book One: Principles and Starting Points Introduction to Book One.........................................5 Adventure Design: General Principles......................6 Locations...................................................................8 Missions..................................................................15 The Villain’s Plan....................................................27 Concluding Remarks...............................................53 List of Tables (Book One).......................................53 Book One Index......................................................53 Book Two: Monsters Introduction to Book Two.......................................54 Part One: Monster Types.........................................55 Part Two: General Monster Tables........................105 List of Tables (Book Two)....................................124 Book Two Index....................................................125 Book Four: Non-Dungeon Adventure Design Introduction to Book Four....................................260 Aerial Adventures.................................................261 Castles and Ruins..................................................264 Cities and Settlements...........................................267 Planar and Alternate Worlds.................................283 Underwater Adventures........................................287 Waterborne Adventures.........................................288 Wilderness Adventures.........................................290 General Wilderness Tables................................290 Desert Adventures.............................................295 Forest Adventures.............................................297 Hill and Mountain Adventures..........................298 Swamp Adventures...........................................300 Complete List of Tables........................................301 Consolidated Index...............................................304 3 INTRODUCTION Introduction A fantasy adventure game, at its very heart, is about developing an open-ended “story” of the characters. The referee is in charge of the fantasy world, and the players direct the actions of their characters in that fantasy world. Neither the referee nor the group of players has complete control over what’s going to happen, and the result is an evolving set of surprises for both the referee and the players. Unlike the players, as the referee and creator of the game world, most of your “work” is done ahead of time. To some degree or other, you have to create the groundwork for the adventure before the game starts. Even though no battle plan survives contact with the enemy – and if you’re an experienced referee you know exactly what I mean – the game has to start … with a starting point. This might just be a vague set of ideas, or it might be as complex as a set of maps with a detailed key and well thought-out encounters for the players to run into. The Ultimate Book of Adventure Design is organized as a series of “books,” each one providing resources at every step of the way. The vast majority of the content of each book is made up of random generation tables that I’ve created over a quarter of a century (sigh) for my own use. I should say up front that these are tables for deep design – in other words, most of them are too long, and contain too many unusual or contradictory entries, for use on the spot at the gaming table. There are already many excellent books of tables for use on the fly; the tables in these books are different. They work best as a tool for preparation beforehand, providing relatively vast creative resources for browsing and gathering, rather than quick-use tables designed to provide broad, fast brushstrokes. My shorter tables tend to deliver cryptic results designed to shock the reader’s creativity into filling in the gaps, whereas my longer tables are unusably vast for easy random generation, being designed to shock the reader’s creativity into operation by presenting a sea of possibilities. Creativity Creativity is the ultimate heart of adventure design; producing a masterpiece adventure involves many interlocking skills and talents, but the foremost talent of all is the ability to tap into the depths of the fantastic imagination and draw forth something startling and unexpected. Creativity is not an easy skill to teach, but if you’re reading this book it’s a fair assumption that you’re not in the ranks of those who truly have difficulties with creative thought. You don’t need to learn the basics, and you might not even need much help with the highest reaches of the art. Either way, you know what I mean when I say that there’s a mindset, a condition of openness, in which you’re on fire – and when it’s not there, you’re basically screwed. How do you get into that mindset, where you can grab ideas from thin air and whisk them together with seeming effortlessness? Virtually every prominent adventure author I’ve talked with about this question has answered it in the same way. A creative adventure begins with a visual image of some kind. It might be dreamlike or hazy; it might seem, at first, to be nothing of consequence; or it might leap forth, demanding to be drawn into writing. But it’s quite clear that a visual image is the most common form of “first inspiration” for an adventure. In my conversations with Rob Kuntz (one of the foundational authors of Dungeons & Dragons) about creativity, Rob was quite definite that visual imagery is key to his own first inspirations. Harley Stroh, author of a number of modules for the Dungeon Crawl Classics line by Goodman Games, agrees. In an interview with Bruce Cordell (Return to the Tomb of Horrors, Sunless Citadel) on montecook.com, Bruce was asked about his inspiration for the key monster in one of his modules. The answer? “There was this old horror movie I saw years ago….” So, how do we achieve these visual images – “the force that through the green fuse drives the flower,” as Dylan Thomas might say? And it’s a question cutting to the whole value of this book itself. After all, if visual imagery is the key to creativity, isn’t the ideal creative tool going to be a book of images and pictures rather than a book of random generation tables? In other words, if I may put my own spin on Einstein’s famous quote, one visual image doesn’t lead directly to another visual image except through some other process. The key to creating unique visual images is to tap that other process – and that other process is the manipulation and recombination of concepts. Let’s look at another quote from Einstein: “The physical entities which seem to serve as elements in thought are certain signs and more-or-less clear images which can be ‘voluntarily’ reproduced and combined. The above-mentioned elements are, in my case, of visual and some of muscular type.” – Albert Einstein Again, we’ve got visual images mentioned in the creative mix Einstein describes; but notice that the key factor is the combination of “signs” and “images.” Deep creativity is a cloud-realm of diverse symbols and images; combining and diverging, seeking the unforeseen. And so, in fact, we reach the driving force of this book. To the fullest extent possible, the tables in the Ultimate Book of Adventure Design are designed to simulate the cloud-realm of deep creativity; to provide an entry into the disembodied mix of symbols, portents and images that populate the subconscious mind; to jar the reader – quite artificially – into the creative cloud. And thereby to create a pathway so that the mind may follow more easily into this strange realm. It’s no accident that the first cover illustration for this volume focuses upon opening a doorway. With all that said, how does one best use this book to enter the realm of deep creativity? Here’s my advice. First off, whatever results you roll with your dice, treat the results not as words, but as pictures, abstracts, concepts, symbols, or meanings. Treat each result as a half-formed idea, ready for combination with others – leave it to drift in your mind while you’re accumulating more random results. And then, once something starts to coalesce – stop rolling dice! Daydream for a minute, waiting to see if you’ve got something, and if it isn’t there yet, then start browsing through the tables looking for whatever “second part” of that idea is going to click it into shape. No. “Problems cannot be solved at the same level of consciousness that created them.” – Albert Einstein Drift, and find. 4 BOOK ONE: Principles and Starting Points Table of Contents Introduction to Book One......................................................................................................... 6 Adventure Design: General Principles...................................................................................... 6 Locations................................................................................................................................... 8 Missions.................................................................................................................................. 15 The Villain’s Plan.................................................................................................................... 27 Concluding Remarks............................................................................................................... 53 List of Tables........................................................................................................................... 53 Index....................................................................................................................................... 53 5 BOOK ONE: PRINCIPLES AND STARTING POINTS Introduction to Book One This first book is about the topmost level of adventure design: a cardinal rule, the elements of a good adventure, the location, the villain’s plan, and the adventurers’ mission. These all provide context – the framework upon which the details hang. Oddly – and I’ve had this confirmed to me by several brilliant adventure authors – the context is often not the starting point for creating an adventure. In many cases, such as Rob Kuntz’s Maure Castle, the “spark” came from a detail rather than from the context. Rob has written that Maure Castle originated with imagery from a Conan story: the visual pictures of iron gates and an iron golem. The castle’s history and villains (other than the golem) developed from those flashes of imagery, not the other way around. There’s no way of knowing whether your creativity will happen to be working from top-down or from bottomup, so keep that in mind. If the tables in this book aren’t working for you, try approaching it in the other direction using tables from later books. In particular, I often use the Monster Tables (planned as the next book in the series) as an independent starting point for generating adventure ideas. Adventure Design: General Principles The Cardinal Rule of Adventure Design A good adventure should maximize meaningful player decisions. An adventure is the setting in which players make decisions for their characters. It doesn’t matter whether you’re running a science fiction roleplaying game, an old west roleplaying game, or a fantasy roleplaying game. Players making decisions is what it’s all about. From your perspective as the adventure designer, there are lots of tricks you can use to make a good adventure into a great adventure, but if you ignore the importance of player decisions you risk making an otherwise good adventure into a failed gaming experience both for you and for your players. Thus, the cardinal rule of adventure design: seek to maximize the number of meaningful, potentially-informed decisions the players can make during the course of the adventure. By “meaningful,” I mean that the decisions aren’t just trivial options with no real influence on what’s going to happen. And by “potentiallyinformed,” I mean that the players should have enough information – or the potential to have gotten that information – to make a good decision rather than an arbitrary selection between options. If bad informationgathering or failure to interpret clues is the reason why the players don’t have all the information they need, then that’s their problem – it’s a matter of player skill, and they goofed. But on the other hand, if they play a smart game, brilliantly gathering information and interpreting clues, they should encounter your adventure as a series of choices in which (for the most part) they can use the information to improve their chances of success as they proceed. Virtually every “trick” of good adventure design hangs on this single rule. Maximize meaningful player decisions. Creating an Adventure: The Elements of a Masterpiece There are a few distinct components of a good adventure; even the simplest, most bare-bones adventure should contain all of these parts. If you’re an experienced game master, at some point you’ve created tiny little scenarios that somehow managed to be the most memorable adventures of all time for your group. And on the other hand, you’ve seen some of your great creations fall flat. What was the difference? Why did a scrap of an idea work out so much better than the well-planned masterpiece? One very good possibility is this: the scrap of idea happened to contain all of the right components (listed below), and the masterpiece somehow left out one or more of them. In fact, this is one of the great perils of the well-constructed adventure. When you’re creating on the fly, at the gaming table, you dream up new stuff when you see that something isn’t working right. If you’re working from an adventure you created ahead of time, you can still fix the problem during the game, but let’s face it: the whole reason you wrote your material ahead of time was so you didn’t need to fix things on the fly. Necessary Elements of a Masterpiece Adventure 1) Backstory 2) Location 3) Opposition 4) Variation of Challenge 5) Exploration 6) Race Against Time 7) Resource Management 8) Milestones and Conclusions 9) Continuation Options 6 The current occupants of the adventure location might or might not be related to the backstory. It leaves a sense of dissatisfaction and incompleteness. In one sense those potions are just treasure. I don’t have any good guidelines for it other than to say: don’t get too creative with this unless you’re already an experienced adventure-writer. and negotiations. the risk of running out of torches adds excitement and urgency. In fact. Deliberately writing a significant element of resource management into an adventure is probably the riskiest trick in the adventure designer’s toolbox. if you overdo the resource management side of an adventure. either: having the “normal” ones will highlight the interest of the unusual ones. Defeating a “boss” monster is one example of a conclusion. Here’s an example: a couple of healing potions given to a low-level party as a partial “up front” payment for a mission. These might be places where they learn a chunk of information about the BACKSTORY. and you won’t go far wrong. If the backstory is too complicated to be fully discovered or understood. Related to the RACE AGAINST TIME. making the decision to fight with or to negotiate with a dragon adds an important dimension to the game. Something about the MYSTERY. when it’s done right. either. But you can easily throw off the pace by creating annoying bookkeeping. But you’ve also added a new dimension to the game: the decision of when to use them. from the players’ perspective. but some gaming groups might find it tedious. LOCATION. it won’t measure up for use in a roleplaying game. Not all monster encounters must be wildly unusual. and monsters moved in. but don’t make all your adventures follow the pattern of “fight + fight + fight + defeat boss monster = conclusion. Of all the adventure components listed here. and what the players enjoy. and options. With some gaming groups. traps to detect and avoid. and in another sense they’re a way to give the party an added bit of strength for confronting monsters that are a bit more interesting than the run of the mill low level monsters. Know your group. Race Against Time Resource Management Location Opposition Variation of Challenge Milestones and Conclusions Exploration Continuation Options 7 . and the players will need to create a map of this place in order to return alive. and he died. It’s a matter of variety. it adds a lot to the adventure. or OPPOSITION gives the adventurers a new direction they might follow.” The same pattern of milestones and conclusions shouldn’t be repeated too often. The place in which the adventure occurs has to be an interesting locale. leaving exploration out will destroy the feel of the adventure. strange tricks to figure out. Backstory creates the MYSTERY of the location. Avoid creating situations where the players have no choice about their next course of action. having a resource to manage can create a whole new dimension for player decisions. Instead. With others. Okay. possibly without even thinking about it very much. Getting lost is a serious risk. with unusual tactical opportunities and possibly a theme of some kind. In general. Having some backstory – purely for the purpose of giving the players something to discover – is actually one of the few tricks of adventure design that doesn’t come from the cardinal rule of maximizing player decisions. varied combat terrain. You’ve done it many times before. just rely upon whatever resource management challenges are already built into the game’s rules. you risk bogging things down into nothing more than a bookkeeping session. and an adventure feels incomplete. Part of the magic of adventuring is the sense of exploring a strange place. because the management of hit points and spells is built into the game system itself. Challenges also include getting lost (EXPLORATION) and managing limited resources (RACE AGAINST TIME). provide them with possibilities.BOOK ONE: PRINCIPLES AND STARTING POINTS The backstory is the answer to a question: what happened to change this location from a normal place into a dangerous place of adventure. hints. A race against time is what causes the players to have to MANAGE RESOURCES. then it’s too complicated for an adventure. some aspect of the adventure must create a race against time – even if it’s just that the party is running low on money to pay their bill at the local inn. clues. The adventure should contain one or more locations where they can clearly see that they have achieved a victory against the adventure. monsters need not all be unusual. Indeed. exploration is the only one that isn’t necessarily universal. In many cases. Frankly. and also use those normal monsters in an interesting way from time to time. The map should be evaluated as follows: is it a good game board for tactical movement? If the map doesn’t measure up as a game board. It can be as simple as: “A wizard once lived here. This aspect of an adventure (especially creating the map directly at the table) is very powerful for putting the players directly into the atmosphere. For very low-level adventurers. A related point is that obstacles should have variation of solution. resource management is an important factor in virtually all adventures. and a memorable adventure. but every adventure should contain some sort of unique monster. Nobody’s forced to do anything. It depends on what you want to emphasize. If you’re relatively inexperienced. you’re driving in the wrong gear. Players enjoy adventures in which the nature of the challenges they face are varied. this is an art rather than a science. Don’t place challenges that can only be solved in one way – for the players. you don’t have to make any sort of deliberate attempt to write it into your adventure. or they might be mission objectives identified in advance. such as rescuing prisoners or finding a particular object. But if you try to focus on torches when the characters are high level. the backstory just explains why the place has become a good place for monsters to inhabit. A good adventure will include combats. A treasure chest containing a map is the classic example of a continuation option. with treasures and monsters? Players love to discover the answer to this question. Backstory Whether it’s a major or a minor component of the adventure. so that’s the risk of overdoing resource management. When it’s done well. or it gets stale.” But an adventure with absolutely no backstory for the players to discover is like a play where something isn’t explained by the final curtain. as well. On the other hand. putting it in will be seen as a disastrous waste of time. but the link to another adventure is made clearly available. Maps work the same way in both types of games. if it ends without this loose end being tied up. or you might accidentally hand out a resource that can blast away all the adventure’s challenges. they might be places where an obviously significant monster dwells. or that once gave the location its name.BOOK ONE: PRINCIPLES AND STARTING POINTS — LOCATIONS Locations Approach No. but is not necessarily still there. Table 1-1A: Locations (Overview) Die Roll 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 Structure’s Description (1d100) Adamantine Aerial Amphibious Ancient Arachnid Astrological Asymmetrical Bizarre Black Bleak Blue Bronze Buried Celestial Circuitous Circular Clay Coiled Collapsing Concealed Contaminated Convoluted Corroded Criminal Crimson Crooked Crude Crumbling Crystalline Curious Cursed Cyclopean Decaying Deceptive Decomposing Defiled Structure (1d100) Abbey of the Aerie of the Asylum of the Aviary of the Barracks of the Bastion of the Bazaar of the Bluffs of the Brewery of the Bridge of the Cairn of the Canyon of the Carnival of the Castle of the Cathedral of the Cellars of the Chapel of the Chapterhouse of the Church of the City of the Cliffs of the Cloister of the Cocoon of the Coliseum of the Contrivance of the Cottage of the Court of the Crags of the Craters of the Crypt of the Demi-plane of the Dens of the Dimension of the Domain of the Dome of the Dungeons of the Feature first word (1d100) AntApeBaboonBatBeetleBitter Blood BoneBrain Broken Bronze Burned Cabalistic Carnal CaterpillarCentipedeChanging ChaosCloudCockroachCrimson Crippled CrocodileDark DeathDecayed Deceitful Deluded DinosaurDiseased DragonflyDread Elemental ElephantFeathered Fiery Feature second word (1d100) Abbot Actor Alchemist Altar Apparition Apprentice Assassin Beast Behemoth Binder Bishop Breeder Brood Brotherhood Burrower Caller Captive Ceremony Chalice Changeling Chanter Circlet Clan Collector Combiner Congregation Coronet Crafter Crawler Creator Creature Crown Cult Cultists Daughter Demon 8 . and something/ someone that either currently occupies the location -. 1: Overview Approach Tables 1-1A and 1-1B are simply alternates for each other: they provide an overall description of the location. BOOK ONE: PRINCIPLES AND STARTING POINTS — LOCATIONS Table 1-1A: Locations (Overview) Continued Die Roll 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 Structure’s Description (1d100) Demolished Demonic Desolate Destroyed Devious Diamond Dilapidated Disorienting Divided Dormant Double DreamEarthen Ebony Eldritch Elliptical Enchanted Enclosed Entombed Eroding Ethereal Fertile Fortified FortressGlittering Grey Hidden High Invulnerable Isolated Labyrinthine Living Moaning MudOctagonal Painted Pearly PodPoisoned Quaking Remade Ruined RuneSea-swept Silent Spiraling StarStructure (1d100) Dwelling of the Edifice of the Fane of the Farm of the Forest of the Forge of the Fortress of the Foundry of the Galleon of the Galleries of the Garden of the Garrison of the Generator of the Glade of the Globe of the Grotto of the Hall of the Halls of the Harbor of the Hatcheries of the Haven of the Hill of the Hive of the Holt of the House of the Hut of the Island of the Isles of the Jungle of the Keep of the Kennels of the Labyrinth of the Lair of the Lighthouse of the Lodgings of the Manse of the Mansion of the Marsh of the Maze of the Megalith of the Mill of the Mines of the Monastery of the Monolith of the Mounds of the Necropolis of the Nest of the Feature first word (1d100) Flame Flying Ghostly Gluttonous Gnarled Half-breed HeartHive Hollow Horned Howling Hunchback HyenaIce Immoral Immortal Imprisoned Insane Insatiable Iron JackalJade Jewel LeechLegendary LeopardLesser LionLoathsome Lunar Mad MammothMan-eating MantisMany-legged MistMonkeyMothMutant Ooze Outlawed Polluted RatReawakened Resurrected Sabertooth Scarlet Feature second word (1d100) Device Dreamer Druid Egg Emissary Emperor Executioner Exile Experimenter Eye Father Gatherer God Goddess Golem Grail Guardian Head Horde Hunter Hunters Hybrid Idol Jailer Keeper Killer King Knight Lich Lord Mage Magician Maker Master Monks Mother People Priest Priesthood Prince Princess Puppet Reaver Resurrectionist Scholar Seed Shaper 9 . BOOK ONE: PRINCIPLES AND STARTING POINTS — LOCATIONS Table 1-1A: Locations (Overview) Continued Die Roll 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 Structure’s Description (1d100) Storm-tossed SubSunken Tall Temporal Three-Part Titanic Towering Toxic TreasureTriangular Unearthed Unfinished Unnatural Urban Watery Wooden Structure (1d100) Obelisk of the Outpost of the Pagoda of the Palace of the Pavilion of the Pits of the Prison of the Pyramid of the Rift of the Sanctuary of the Sanctum of the Shrine of the Spire of the Stockades of the Stronghold of the Tower of the Zeppelin of the Feature first word (1d100) Scorched Secret Shadow Shattered Skeletal Slave SlimeSlugSnailSnakeTwisted Undead Unholy Unseen WaspWormZombie Feature second word (1d100) Sisterhood Slitherer Society Son Sorcerer Sorceress Spawn Star Statue Surgeon Tree Tribe Walker Warlord Weaver Whisperer Wizard Table 1-1B: Locations (Overview) Die Roll 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 Structure’s Description (1d100) Airborne Aromatic Azure Belowground Black Blue BoneBreathing Brooding Bubbling Calcified CliffCoastal Concealed Conquered ContemplationCrimson Cruel Cryptic Cunning Dank Dark Deadly Deadly DeathStructure (1d100) Abbey of the Aerie of the Asylum of the Aviary of the Barracks of the Bastion of the Bazaar of the Bluffs of the Bridge of the Cairn of the Canyon of the Carnival of the Castle of the Cathedral of the Cellars of the Chapel of the Church of the City of the Cliffs of the Cloister of the Cocoon of the Coliseum of the Contrivance of the Cottage of the Court of the Feature First Word (1d100) AntArmored Army of the Artificial Bandit Bear BoneBrainBreeding Bronze CentipedeClan of the Cloned CloudConjoined CrocodileCursed Dark Decayed Deceitful Demonic Deranged Diseased Elemental Enchanted Feature -Second Word (1d100) (Put Preference on the Singular) Artifact Assassin Automaton Basilisk Bat(s) Beast Behemoth Berserker(s) Cannibal Centaur Chieftain of Goblins Chimera Cleric Cockatrice Colossus Creature Cyclops Demigod Demon Displacer Djinni Doppelganger Dragon Druid Efreet 10 . BOOK ONE: PRINCIPLES AND STARTING POINTS — LOCATIONS Table 1-1B: Locations (Overview) Continued Die Roll 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 Structure’s Description (1d100) Dimensional Diseased Drilling Emerald Erratic FabricationFactoryFearFeeding FleshFossilized Frightful GasGranite Green Grey HarvestHeliotropic Hidden Horned Horrid Hunting Hydroponic Industrial Intermittent Intriguing Inverted LethargyLevitating Limestone Midnight Monastic Mosaic Mountain MurderNestObsidian Offshore OrbPerilous Philosophical Platform Poorly-built Pulsing Putrid Ramshackle Structure (1d100) Cradle of the Crags of the Craters of the Crypt of the Dens of the Dimension of the Domains of the Dome of the Dungeons of the Dwelling of the Edifice of the Fane of the Farm of the Forest of the Forge of the Fortress of the Foundry of the Galleon of the Galleries of the Garden of the Garrison of the Generator of the Glade of the Globe of the Grotto of the Hall of the Halls of the Harbor of the Hatcheries of the Haven of the Hill of the Hive of the Holt of the House of the Hut of the Island of the Isles of the Jungle of the Keep of the Kennels of the Labyrinth of the Lair of the Lighthouse of the Lodgings of the Manse of the Mansion of the Feature First Word (1d100) Enslaved Feral FlameFlying Forest Frost Genius Giant Grotesque Guardian Half-breed Hallucinogenic Hellish Horde of the Horned Horrific Howling Hybrid Ice Imprisoned Insane Insidious Iron Iron Jade Lava Leeching LeopardLunar Mad Mammoth Many-legged Massive Master Mastermind Mechanical Mental Mind Minions of the MistMonkeyMoonMothMutant Narcotic Poisonous Feature -Second Word (1d100) (Put Preference on the Singular) Eyeball Frog Fungus Gargoyle(s) Genie Ghost(s) Ghouls Giant(s) God Golem Griffon Hag Harpies Hornet(s) Horror Hound(s) Hydra Idol Infiltrator Insect Larva Lich Lycanthrope Mage Magician Manticore Master Medusa Minotaur(s) Monster Mummy Mushroom Naga Nomads Octopus Ogre(s) Ooze(s) Pirate(s) Priest(s) Princess Pudding(s) Puppet Rakshasa Rat(s) Salamander Satyr 11 . BOOK ONE: PRINCIPLES AND STARTING POINTS — LOCATIONS Table 1-1B: Locations (Overview) Continued Die Roll 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 Structure’s Description (1d100) Red Reversible Sacrificial Sapphire Scarlet SeaweedSentient SexShadowShipShunned Singular Sinister SlayingStarTemporary TreasureTumbled Twilight Unsealed Unstable Unthinkable Vertical Vile Wailing Walled Waterborne Weird White Structure (1d100) Marsh of the Maze of the Megalith of the Mill of the Mines of the Monastery of the Monolith of the Mounds of the Necropolis of the Nest of the Obelisk of the Outpost of the Pagoda of the Palace of the Pavilion of the Pits of the Plane of the Prison of the Pyramid of the Rift of the Sanctuary of the Sanctum of the Shrine of the Spire of the Stockades of the Stronghold of the Tower of the Webs of the Zeppelin of the Feature First Word (1d100) Polluted Predatory RaiderReaver Reawakened Resurrected Sabertoothed SandScarlet Scheming SeaShadow Skeletal SlimeSlugSmoke SnailSnakeSpellSummoned Tribe of the Undead Unholy Vampiric Villainous Water Winged Wounded WraithFeature -Second Word (1d100) (Put Preference on the Singular) Scorpion Serpent Shaman Shaman of the Orcs Simulacrum Skeletons Slime(s) Spawn Sphinx Spider(s) Spirits Statue Titan Toad Tree Troglodytes Troll(s) Tyrant Warlord of the Orcs Wasp(s) Witch Wizard Wolves Worg(s) Worm Wyrm Wyvern Yeti Zombies Example results from the tables above might include things like “The Twilight House of the Vampiric Wolves. But that’s the nature of the creative process. been arranged. to start putting your mind into gear. and been polished. enough.” These are good starting points for the development of an adventure. You might end up with a location that’s completely different from your initial starting point once all the pieces have fallen into place. 12 .” or “The Temporal Sanctum of the Insatiable Knight. Getting it started is often the hardest step. at least. because many results will be quite bizarre at first glance. The table is focused more on the purpose of the location than upon its past or present occupants. without strange conjunctions. it is an alternative approach to generating seeds for an adventure location. This table requires much more creative thinking than Table 1-1A or 1-1B. 1: Purpose Approach Table 1-2 below is not used in conjunction with Table 1-1A or 1-1B. tables don’t yield creative results. Table 1-2: Locations Die Roll 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 Location Contents Word One (1d100) Ancestral AwakeningBattleBetrayalBindingBirthingBlack BoneBrainBreedingBridal Burial Cannibal Confessional Confluent CryptCurseDark Death DemonDimensional DiscordDissection DrainingDreamEarthEctoplasmic Egg Entropy EntryEyeFeeding FeverFilthFireFleshFocusFossilFurnaceGateGhoulLocation Contents Word Two (1d100) Altar Barge Beacon Bowl Boxes Cages Cairn Camp Catalyst Caverns Cells Channel Chasm Chimney Circle Cocoons Compactor Compass Connector Coops Crown Dancer Device Disk Docks Dome Factory Farm Flowers Forge Fountain Frame Gallery Game Garden Globe Grounds Harbor Harvester Hatchery Hive Die Roll 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 Location Contents Word One (1d100) GrowthGuardHarmonic IceIllusionInfestingKillingLiftingLightningMadnessMalformationMaterialization Meat MemoryMindMinionMistMoonMummification MurderMutation MutationNecromantic ObedienceOracleOuter Paradoxical Pattern PerfumePlaguePleasure PrayerPrisonPuzzleReactionRearrangement Sacrificial SandScreamingShadowShapingLocation Contents Word Two (1d100) Houses Incubator Jars Kennels Keys Kiln Laboratories Lantern Lens Machine Mandala Mirror Moat Nets Orb Organs Ovens Pendulum Pens Perches Pillars Pipes Pits Pools Portal Preserver Priests Prism Quarters Rafts Rods Rooms Rune Sanctum Separator Ship Sphere Spiral Spire Spouts Stage 13 . This is deliberate.BOOK ONE: PRINCIPLES AND STARTING POINTS — LOCATIONS Approach No. more specific tables for generating locations in that terrain type.BOOK ONE: PRINCIPLES AND STARTING POINTS — LOCATIONS Table 1-2: Locations Continued Die Roll 83 84 85 86 87 88 89 90 91 Location Contents Word One (1d100) Simulacrum Skeleton Skin SlimeSpellSpider StormTeleportation TentacleLocation Contents Word Two (1d100) Statue Steps Swamp Theater Throne Token Tomb Tower Traps Die Roll 92 93 94 95 96 97 98 99 100 Location Contents Word One (1d100) TimeTransformational TuningUnrealityVisionWarWinter WitchWitchingLocation Contents Word Two (1d100) Trees Tubes Vats Vines Vortex Wards Webs Well Wheel Most of the chapters (in later books of the series) dealing with specific adventure locales also contain shorter. 14 . Players don’t like their characters to be “forced” into a particular adventure – which means you’ve got to offer a reason to choose one adventure over another. this section also contains tables for generating patrons. Since many mission-based adventures involve an employer. Once you come up with a combination of mission + patron. pet.BOOK ONE: PRINCIPLES AND STARTING POINTS — MISSIONS Another starting approach to adventure design is to start with the mission facing the players. mascot. etc) Table 1-3: Types of Missions Die Roll 01-25 26-50 51-75 76-00 Type of Mission (d100) Individual (Table 1-4) Item (Table 1-5) Location (Table 1-6) Event (Table 1-7) Table 1-4: Individual-Based Missions Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 Mission (d100) Bribe or negotiate with Bring message to location of Capture or arrest Conceal/smuggle Deliver/transport Discover identity of Distract. the Mission tables. Rather. or the Villain’s Motivation tables. and see what interesting ideas crop up about locations or villains. Finally. What might happen if the party chooses to double-cross the patron? To side with the villain? To go after the adventure. other ideas about the adventure will probably start springing to mind. etc. it’s a way to jump-start your creativity into coming up with a more complex adventure scenario the players might approach in a multitude of different ways. there’s a table of possible motivations for the players/ characters themselves. This table of motivations is quite useful no matter whether your initial creative spark comes from the Locations tables. prize cow. Missions Die Roll 71-75 76-80 81-85 86-90 91-95 96-00 Mission (d100) Kill/assassinate Rescue Sabotage efforts of Spy upon Steal item from Waylay Individual Subject of Mission (d100) Roll on Table 1-8: Patrons & Targets Roll on Table 1-8: Patrons & Targets Roll on Table 1-8: Patrons & Targets Roll on Table 1-8: Patrons & Targets Roll on Table 1-8: Patrons & Targets Roll on Table 1-8: Patrons & Targets Table 1-5: Item-Based Missions Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 Mission (d100) Attack to obtain Conceal Defend Deliver or transport Destroy Fake existence of Find or locate Guard or protect Hide Hijack Prevent delivery of Prevent sabotage of Raid to obtain Retake or repossess Sabotage Salvage from dangerous place Smuggle Steal from within location Steal while in transit Swap fake imitation Item Subject of Mission (d100) Body or corpse Cargo Cattle or livestock Clue Evidence of crime Evidence of innocence Gold or jewelry Magic item Map Message or lette Monster Mysterious sealed container Ownership documents Religious item Ship Statue or idol (portable) Symbol of authority Unusual animal (familiar. decoy.) Vehicles with cargo Weapon (siege engine. famous sword. This table isn’t about generating missions the characters are forced to undertake in a particular way. but with a different mission in mind? To look for other patrons who might have different motivations? Most of the results you’ll generate with these tables can be expanded considerably from the basic seed-ideas. or deceive Entrap or sting Extort from Find missing Get help from Guard/protect Incriminate or frame Kidnap Individual Subject of Mission (d100) Adventurer(s) Agent or diplomat Cleric or religious leader Criminal/outlaw Intelligent monster Local noble Magic-user Messenger Saboteur Secret agent or spy Roll on Table 1-8: Patrons & Targets Roll on Table 1-8: Patrons & Targets Roll on Table 1-8: Patrons & Targets Roll on Table 1-8: Patrons & Targets 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 15 . stealthy raid Military assault Murder or attempted murder Natural disaster Swindle Theft Trailblazing attempt into new area Treason and aftermath 16 .BOOK ONE: PRINCIPLES AND STARTING POINTS — MISSIONS Table 1-6: Location-Based Missions Die Roll 01-04 05-08 09-12 13-16 17-20 21-24 25-28 29-32 33-36 37-40 41-44 45-48 49-52 53-56 57-60 61-64 65-68 69-72 73-76 77-80 81-84 85-88 89-92 93-96 97-00 Mission (d100) Assault Assault Break siege of Capture and hold Defend from attack Defend from attack Destroy Escape from Explore Find or locate Get supplies to Infiltrate and control Infiltrate and spy upon Liberate Locate intruder/spy Loot Loot Protect from infiltration Reinforce Rescue hostages from Rescue hostages from Retake Secretly return something to Stage raid upon Stage raid upon Location Subject of Mission (d100) Archaeological dig Caravan Castle Caves Cottage Dungeon Encampment Extra-planar area Flying Structure Flying Vehicle Forest Fort Fortified building or manor Grove Oasis Prison Ruins Ship Stockade Swamp Tavern Temple Village Warehouse Wharfs or Docks Table 1-7: Event-Based Missions Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Mission (d100) Destroy results of Escape from Solve bizarre mystery arising from Expose someone involved in Expose someone involved in Hide evidence of what really happened in a recent Infiltrate group involved in Infiltrate group involved in Investigate events of a recent Investigate events of an ancient Lead or coordinate Plan and execute Prevent Prevent Protect someone involved in Protect someone involved in Sabotage Survive or overcome Survive or overcome Take leadership in Event Subject of Mission (d100) Archaeological dig Arena or gladiatorial battle Arrest or trial Assassination Cattle drive through a dangerous area Coronation or transfer of power Coup d’etat or rebellion Criminal conspiracy Disruption of ceremony Duel Execution or imprisonment Exploration/mapping expedition Furtive. process) Baker Bandit (highwayman) Bandit (leader) Bandit (lone) Die Roll 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 Patron or Target (d1000) Bandit (popular hero) Bandit (with stolen treasure) Barbarian Barber Bard (on mission) Bard (traveling minstrel) Baron (poor) Baron (rich) Baroness (beautiful) Baroness (cruel) Baroness (ugly) Bazaar owner Beadle (major temple) Beadle (minor temple) Beadle (of heretical temple) Beggar (crippled) Beggar (normal) Beggar (secret identity) Beggar (thief) Beggar (witness) Bird catcher (fabulous and magical birds) Bird catcher (falcons) Bird catcher (game birds) Bird catcher (songbirds) Blackmailer (highly successful) Blackmailer (knows of crime) Blackmailer (of evil target) Blackmailer (political secret) Blackmailer (sexual information) Blackmailer (temple secret) Blacksmith Blasphemer Blind man Bodyguard (failed) Bodyguard (working) Bookseller Bounty hunter (congenial) Bounty hunter (debtors) Bounty hunter (escaped slaves) Bounty hunter (killer of criminals) Bounty hunter (unlicensed) Brigand (highwayman) Brigand (leader) Brigand (local hero) Brigand (seeking vengeance) Brigand (unjustly accused) 17 . if desired) Actor (famous) Actor (leader of troupe) Actor (minor) Addict (alcohol) Addict (drugs) Addict (gambling) Addict (love) Addict (music) Addict (opium or hashish) Addict (other) Adulterer Adulterer (suspected) Adventurer (cleric) Adventurer (fighter) Adventurer (magic-user) Adventurer (thief) Agent (of deity) Agent (of demon) Agent (of fate) Agent (of guild) Agent (of merchant house) Agent (of mercy) Agent (of sultan) Agent (of the king) Agent (secret diplomat) Agent (secret police) Agent (spy) Alchemist Alchemist (with secret formula) Almoner (collecting alms) Almoner (dispensing alms) Almoner (embezzlement suspect) Ambassador (commercial or mercantile) Ambassador (local political) Ambassador (major political) Anarchist (at work) Anarchist (scheming) Anarchist (suspected) Anarcho-syndicalist peasant Die Roll 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 Patron or Target (d1000) Animal trainer (normal animals) Animal trainer (unusual animals) Anonymous wretch Apothecary (illegal or unlicensed) Apothecary (legal) Apprentice (mundane craft) Apprentice (thief or assassin) Apprentice (wizard or alchemist) Architect (any) Architect (castle) Architect (dungeons or prison) Architect (palace) Archivist (births and deaths) Archivist (city or town history) Archivist (criminal records) Archivist (heraldry and lineage) Archivist (land rights) Archivist (noble family) Archivist (temple) Arena owner Armorer (famous) Armorer (skilled) Artificer (lenses and glass) Artificer (siege engines) Artificer (water power or aqueducts) Artisan (any) Artisan (glass) Assassin (currently employed) Assassin (not employed) Assistant or supporter (unauthorized) Astrologer (charlatan) Astrologer (in hiding) Astrologer (skillful) Auction-house owner Author (lascivious verse) Author (philosophical) Author (satirical) Author (spell book or magic tome) Bailiff (courtroom) Bailiff (sheriff’s official serving writs.BOOK ONE: PRINCIPLES AND STARTING POINTS — MISSIONS Table 1-8: Patrons and Targets Die Roll 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 Patron or Target (d1000) Abbot (Asian-style monk) Abbot (heretic) Abbot (European-style) Accused person (guilty) Accused person (innocent) Accuser killer (roll a second time for victim’s identity. demons. etc) Commander (city guard) Commander (secret police) Connoisseur (dangerous experiences) Connoisseur (meat) Connoisseur (men) Connoisseur (music) Connoisseur (scents and perfumes) Connoisseur (wine) Connoisseur (women) Conservative Contest loser Contest winner Cook Cooper Counselor (attorney) Counselor (political) Counterfeiter Courier (documents) Courier (gems) Courier (illegal substances) Courier (political messages) Courier (stolen goods) Courtesan (high class) Courtesan (low class) Courtesan (noble) Courtesan (witness or has secret) Cousin of someone Craftsman (general) Craftsman (glassblower) Craftsman (magical materials) Crime boss (cursed) Crime boss (second in command) Crime boss (taking care ofbusiness) Die Roll 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 Patron or Target (d1000) Crime boss (with personal problems) Crime boss (worried) Crippled man Cutpurse Damsel (beautiful and noble) Damsel (commoner) Damsel (conniving and deceitful) Damsel (distressed) Damsel (noble birth) Damsel (only a disguise) Damsel (shockingly ugly) Damsel (unchaste) Damsel (very intelligent.BOOK ONE: PRINCIPLES AND STARTING POINTS — MISSIONS Table 1-8: Patrons and Targets Continued Die Roll 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 Patron or Target (d1000) Broker (gems) Broker (land) Broker (loans) Broker (ship cargoes) Broker (slaves) Brothel owner Bureaucratic official (cunning) Bureaucratic official (diligent) Bureaucratic official (loyal) Bureaucratic official (pompous) Burglar (retired) Burglar (working) Burned man Butcher (poor) Butcher (rich) Butcher (sinister) Butterfly woman Buyer (of something) Buyer (prospective) Captain (barge) Captain (fishing boat) Captain (infantry) Captain (mercenary) Captain (pirate) Captain (secret police) Captain (ship) Cartographer (skilled) Cartographer (with vital map) Cattle breeder Cattle owner Cattle thief Celebrity figure (artistic) Celebrity figure (foreign) Celebrity figure (genius) Celebrity figure (in hiding or disguise) Celebrity figure (local) Celebrity figure (magic-related) Celebrity figure (sport or contest) Challenge recipient (cheating) Challenge recipient (hiding) Chef (skilled) Chef (trying hard) Circus owner Cleric (evil or chaotic) Cleric (good or lawful) Cleric (rebel or heretic) Die Roll 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 Patron or Target (d1000) Clone or simulacrum Clown (entertaining) Clown (evil) Collector (animals) Collector (books) Collector (insects) Collector (magic items) Collector (minerals) Collector (mundane items) Collector (plants) Collector (unusual: souls. auras. with a mission) Dancer (famous) Dancer (salacious) Dancer (supernatural capability) Deaf-mute Defender (of moral virtue) Defender (of the peace) Defender (of the poor) Deity (very minor) in disguise Demigod (cursed) Demigod (imprisoned) Demigod (incorporeal) Demonologist Dentist Dentist (insane) Dentist (sinister) Deserter (army) Deserter (criminal gang) Diplomat (any) Diplomat (commercial) Diplomat (political) Disembodied voice Doctor (charlatan) Doctor (general practice) Doctor (mystical) Doctor (sinister) Doctor (specialist) Druid Drummer Emissary (affairs of the heart) Emissary (commercial) Emissary (false) Emissary (political) 18 . BOOK ONE: PRINCIPLES AND STARTING POINTS — MISSIONS Table 1-8: Patrons and Targets Continued Die Roll 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 Patron or Target (d1000) Emissary (religious) Emissary (secret) Enchanter Enchanter (evil) Enchanter (insane) Enchanter (non-human) Enchanter (senile) Enchanter (very young) Enchantress (beautiful) Enchantress (in love) Enchantress (non-human) Enchantress (reborn) Enchantress (villainous) Engineer (aqueducts and water) Engineer (castles and temples) Engineer (dungeon excavation) Engineer (sieges) Escapee (monster’s lair) Escapee (prison) Escapee (slave camp) Escapee (wizard’s lab) Executioner Executioner (disgraced) Executioner (famous) Executioner (retired) Expert (code breaker) Expert (gems) Expert (investigator) Expert (magical substances) Expert (planting rumors) Expert (runes) Expert (weapons) Expert (wilderness tracking) Explorer Explorer (well known) Explorer (with secret knowledge) Extortionist (blackmailer) Extortionist (for something other than money) Extortionist (magical threats) Extortionist (violent) Falconer Falconer (unusual birds) Farmer (poor) Farmer (rich) Farmer (with three daughters) Father or mother Die Roll 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 Patron or Target (d1000) Felon (innocent) Felon (oppressed) Ferryman Ferryman (hunchback) Filthy peasant Fire marshal Fisherman (owns boat) Fisherman (poor) Flower arranger (possibly a monk?) Flower-bedecked woman Fool (cursed) Fool (insane) Fool (professional) Foreigner (beautiful noblewoman) Foreigner (other plane of existence) Foreigner (sinister) Foreigner (spy) Foreigner (stranded) Foreigner (with outrageous accent) Forester (acorn-grubbing peasant) Forester (forest protector) Forger (artworks) Forger (documents) Fortune-teller (annoying doomprophet) Fortune-teller (crone) Fortune-teller (fraud) Fortune-teller (gypsy) Fugitive Gambler (deadly games) Gambler (notorious cheat) Gambler (recent big losses) Gambler (recent big winnings) Gambler (with lucky charm) Gambling den owner Ghost (dangerous) Ghost (female) Ghost (harmless apparition) Ghost (unquiet spirit) Gladiator (famous) Gladiator (slave) Gladiatorial trainer Glassblower Goldsmith (cursed) Goldsmith (general) Die Roll 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 Patron or Target (d1000) Goldsmith (impoverished) Goldsmith (rich) Goldsmith (skilled) Goldsmith (threatened) Goldsmith (with rival) Governor Governor (benevolent) Governor (cursed) Governor (local) Governor (oppressive) Governor (with personal problem) Grave robber (accused) Grave robber (avaricious) Grave robber (necromantic purposes) Grave robber (terrified) Grave robber (with curse therefrom) Grim reaper (yep. no kidding) Guardian (archives) Guardian (bodyguard) Guardian (criminal evidence) Guardian (holy book or relic) Guardian (of child) Guardian (of idea or concept) Guardian (of magical item) Guardian (of place) Guardian (other) Guardsman Guildman (high ranking) Guildmaster (assassin) Guildmaster (craft) Guildmaster (merchants) Guildmaster (profession) Guildmaster (thieves) Guildsman (loyal and hardworking) Guildsman (secret freelancer) Gypsy (adventurer) Gypsy (beautiful) Gypsy (crone) Half-breed Hangman (loves his job) Hangman (retired) Hangman (working in his official capacity) Harem keeper (cruel) Harem keeper (dishonest) 19 . BOOK ONE: PRINCIPLES AND STARTING POINTS — MISSIONS Table 1-8: Patrons and Targets Continued Die Roll 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 Patron or Target (d1000) Harem keeper (dutiful) Harem keeper (in his official capacity) Harem keeper (justifiably grumpy eunuch) Harem keeper (kind) Harem owner Heir (if someone dies) Heir (to a barony) Heir (to a fortune) Heir (to something interesting) Heir (to the throne) Heiress (lovable) Heiress (of curse) Heiress (of hereditary powers) Heiress (secret) Heiress (sinister) Herbalist (with secret knowledge) Heretic Hester (with political influence) Hidden witness Historian (ancients and demigods) Historian (kings and kingdoms) Historian (magic and wizards) Historian (of a region) Historian (of a single famous person) Holy man (fake) Holy man (genuine) Huntsman (mythical beasts) Huntsman (noble) Huntsman (people) Huntsman (stag and pheasant) Illusionist Infidel Inquisitor (any sort) Inquisitor (government) Inquisitor (illegal) Inquisitor (of powerful temple) Investigator (curious amateur) Investigator (guild quality standards) Investigator (knows too much) Investigator (legitimate) Investor (lost money) Investor (needs information) Investor (suspects funny business) Jailor (prison official) Die Roll 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 Patron or Target (d1000) Jailor simple turnkey) Jester (on the run) Jester (sinister) Jester (with magical powers) Jeweler (working on a commission) Journalist Judge (from a past trial) Judge (local) Judge (of a contest) Judge (of a tournament) Judge (religious court) Kidnapper (accused but innocent) Kidnapper (no longer has victim) Kidnapper (still has victim) Killer (justified) King (dead) King (dethroned) King (disguised) King (distant foreign realm) King (in hiding) King (in official capacity) King (insane) King (missing) King (of something strange) King’s body part Knave (inconstant in affairs of finance) Knave (inconstant in affairs of the heart) Knave (inconstant in matters of secrecy) Knave (inconstant in matters of truthfulness) Knight (cursed) Knight (disgraced) Knight (evil) Knight (paladin) Knight (renowned) Knight (wandering) Lady in waiting (dishonored) Lady in waiting (faithful to her lady) Lady in waiting (knows terrible secret) Lady in waiting (treacherous) Landlord (greedy) Landlord (under threat of death) Die Roll 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 Patron or Target (d1000) Landlord (with property problems) Lawyer Lawyer (carrying out terms of a will) Lawyer (for the defense) Lawyer (for the prosecution) Lawyer (in a civil suit) Leader of mob or riots) Leader of prayer group Leader of sting or entrapment operation Leader of the autonomous commune Leader of the glorious uprising Leader of the pack Leader of the posse Legislator (corrupt) Legislator (getting too close to the truth) Legislator (kidnapped) Legislator (moral) Legislator (radical) Legislator (suspicious) Legislator (traditionalist) Leper (contagious) Leper (fake) Leper (real) Locksmith (accused of crime) Locksmith (magical locks) Locksmith (skilled) Lord Lord (of the dance) Lord (of the manor) Lord (of the skies) Lord (of yon great castle) Lottery winner Love doctor Loyal friend of someone Madman Madman (cyclical madness) Madman (dangerous) Madman (obsessed) Maid Maid of honor Maiden (abandoned) Maiden (chaste) Maiden (poor) 20 . talking. in sandalwood box Necromancer Noble (cursed) Noble (debtor) Noble (dishonored) Noble (impoverished) Noble (in hiding) Noble (rich) Noble (with disease) Noble (with personal problem) Noblewoman (lovely) Noblewoman (protecting husband) Noblewoman (shrewish) Nomad (barbarian wanderer) Nomad (religious dervish) Nomad (savage tribesman) Die Roll 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 Patron or Target (d1000) Nomad (seeking lost homeland) Nomad (semi-civilized herdsman) Obvious suspect Oddly familiar person Operator (gambling den) Operator (public baths) Operator (scams) Opium den owner Orchard owner Organizer (coronation) Organizer (festival) Organizer (important wedding) Organizer (labor) Organizer (political) Organizer (religious) Outlaw (hunted) Outlaw (repentant) Outlaw (secret) Outlaw (suspected) Outlaw (violated taboo) Outlaw (working in his job capacity) Outraged father Outraged purchaser Owner of dangerous property Owner of magic item Panderer (discreet servant of the nobility) Panderer (outlandish garb and manner) Panderer (slave owner) Pardoner (fake political pardons) Pardoner (fraud) Pardoner (pardons have actual effect) Pardoner (real criminal pardons for sale) Partner (in crime) Partner (in love) Partner in a business Patron (of arts) Patron (of temple) Peasant (farmer) Peasant (oppressed) Peasant (revolting) Peasant (shepherd) Peasant (wealthy) Performer (biting satire) 21 .BOOK ONE: PRINCIPLES AND STARTING POINTS — MISSIONS Table 1-8: Patrons and Targets Continued Die Roll 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 Patron or Target (d1000) Maiden (rich) Maiden (seeking to change that status) Majordomo (for wizard) Majordomo (great manor) Majordomo (large castle or fortress) Majordomo (of nobleman’s city residence) Majordomo (small castle) Majordomo (small manor) Man in strange mask Man with red or glowing eyes Man with unusual capability Man with unusual legs Man with unusual pet Man with unusual skin Man with wooden leg Medicine man Member of secret police Mercenary (leader) Mercenary (soldier) Mercenary (wounded) Merchant (addictive substances) Merchant (caravan member) Merchant (caravan owner) Merchant (fleet owner) Merchant (great) Merchant (minor) Merchant (ship owner) Merchant (silks) Merchant (sinister items) Merchant (spices) Merchant (strange items) Merchant (sundry vices) Merchant (wine) Messenger (commercial) Messenger (for military leader) Messenger (for wizard) Messenger (love affair) Messenger (of death) Messenger (of deity) Messenger (of noble) Messenger (of religious leader) Messenger (with message for characters) Military leader (betrayed) Military leader (defeated) Die Roll 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 Patron or Target (d1000) Military leader (victorious) Miller Miller (grinds strange or magical substances) Miller (with three sons) Miller (with unusual cat) Mine owner Miner (crippled) Miner (with secret) Minister of defense Minister of justice Minister of pomp and circumstance Minister of the treasury Minstrel (poor) Minstrel (rich) Minstrel (with attendant fans and followers) Minstrel (with magic powers or instrument) Miser Moneylender (victim of a swindle) Moneylender (victim of theft) Moneylender (with an outstanding debt) Monk (European friar) Monk (hermit) Monk (seeks to avenge dead master) Monk (vow of silence) Monk’s severed head. political) Preacher (new cult) Preacher (pro-government) Preacher (return to old ways) Preacher (sees visions) Preacher (social reformer) Priest (defrocked) Priest (general) Priest (self-sacrificing) Priest (sinful) Priest (with secret past) Priestess (accessible) Priestess (inaccessible) Priestess (oracle) Priestess (saintly) Prince (deposed) Prince (evil) Prince (foolish) Prince (general) Prince (minor) Prince (unworthy) Prince (younger son) Princess (has lost important item) Princess (imprisoned) Princess (intriguing for power) Princess (kidnapped for marriage) Princess (kidnapped for ransom) Princess (threatened with death) Prisoner (guilty) Prisoner (innocent) Prisoner (secretlyheld) Die Roll 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 Patron or Target (d1000) Prodigal son (greedy) Prodigal son (repentant) Professor Prophet (accurate) Prophet (dangerous) Prophet (deranged) Prophet (false) Prophet (heretical) Prostitute (cultist) Prostitute (larcenous) Prostitute (vengeful) Prostitute (with heart of gold) Racketeer (extortion) Racketeer (high finance) Racketeer (shipping) Ranger Ratcatcher Rebel (against criminal organization) Rebel (political) Rebel (religious) Rebel (without a particular cause) Recipient of strangechallenge Reeve Refugee (from bad event) Refugee (from combat) Reluctant witness Revolutionary Rival (bidder) Rival (guild) Rival (in love affair) Rival (merchant) Rival (noble) Rival (of the party) Rival (poet or artist) Rival (wizards) Royalist Rumormonger Rumormonger (punished) Rumormonger (suspected) Rune-scriber Sage (astrology) Sage (history) Sage (magic) Sage (mathematics and science) Sage (nature) Sage (philosophy) 22 .BOOK ONE: PRINCIPLES AND STARTING POINTS — MISSIONS Table 1-8: Patrons and Targets Continued Die Roll 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 Patron or Target (d1000) Performer (deadly stunts) Performer (feats of memory and observation) Perfumer (discredited) Perfumer (rich) Perfumer (with rival) Perfumer (with secret) Person of ancient ancestry Person of evil ancestry Person pure of blood Person who changes size Person who countedvotes for an election Person who hears a voice Person who returned from a mysterious journey Person who returned from the dead Person with no apparent face Pickpocket Pikeman (city guard) Pikeman (mercenary) Pikeman (unemployed) Pilgrim (disguised) Pilgrim (false) Pilgrim (seeking absolution) Pilgrim (seeking better luck) Pilgrim (seeking vengeance) Pirate (aerial) Pirate (captain) Pirate (first mate) Pirate (in hiding) Pirate (sailor) Plowman Poacher (noble huntsman) Poacher (starving peasant) Poet (heroic verse) Poet (impoverished) Poet (insane) Poet (lovelorn) Poet (satire) Poisoner (amateur) Poisoner (unemployed) Poisoner (working) Police authority (guild’s police) Police authority (illegal police) Police authority (informal police) Police authority (military police) Die Roll 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 Patron or Target (d1000) Police authority (public police) Police authority (vigilantes) Polluter (food) Polluter (water) Poseur (as celebrity) Poseur (as guild official) Poseur (as military leader) Poseur (as political personage) Poseur (as religious personage) Possessed person Potential witness Potential witness (financial crime) Potential witness (political) Potential witness (religious) Potion maker Preacher (anti-establishment. BOOK ONE: PRINCIPLES AND STARTING POINTS — MISSIONS Table 1-8: Patrons and Targets Continued Die Roll 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 Patron or Target (d1000) Sage (religious lore) Sailor Savage (curious) Savage (dangerous) Scholar (history) Scholar (magic) Scholar (natural phenomena) Scholar (religious lore) Scribe Servant (in tavern of inn) Servant (of assassin) Servant (of merchant) Servant (of military leader) Servant (of noble) Servant (of priest) Servant (of sage) Servant (of wizard) Shepherd Sheriff (corrupt) Sheriff (dutiful) Sheriff (rural) Sheriff (sinister) Sheriff (with personal problems) Shoemaker (poor) Shoemaker (rich) Sin eater Singer (any sort) Singer (cursed) Singer (famous) Slave (escaped) Slave (in general) Slaver (specific females) Slaver (specific professionals) Slaver (specific race) Slaver (works on commission) Son or daughter Sorcerer (demagicked) Sorcerer (political aspirations) Sorcerer (power in amulet) Sorcerer (power in familiar) Sorcerer (power in fingernails) Sorcerer (power in hair) Sorcerer (powerful) Sorcerer (transformed) Sorcerer (weak) Speaker for the ancients Speaker of foreign language Die Roll 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 Patron or Target (d1000) Speaker of the dead Speaker of the gods Speaker of the king Spy (for criminal network) Spy (for guild or merchant) Spy (for noble) Spy (for suspicious spouse) Spy (for the man) Spy (for the priesthood) Spy (for wizard) Squire (for haughty knight) Squire (for missing or kidnapped knight) Squire (for poor knight) Squire (of dead knight) Steward (for a wizard) Steward (great manor) Steward (large castle) Steward (noble’s city residence) Steward (small castle) Steward (small manor) Stonemason (general) Stonemason (knows where something is hidden in the walls) Strumpet (married to noble) Strumpet (tavern wench) Strumpet (thieves’ wench) Student Subject of a recent prophesy Subject of an ancient prophesy (apparently) Subject of the inquisition Subterranean citizen Survivor (assassination attempt) Survivor (dungeon expedition) Survivor (wilderness expedition) Survivor (with dangerous secret) Suspected witness Swindler (accused) Swindler (suspected) Swindler (working on scam) Swordsman Swordsman (duelist) Swordsman (legendary) Swordsman (mercenary) Swordsman (old) Swordsmith (discredited) Die Roll 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 Patron or Target (d1000) Swordsmith (famous) Swordsmith (skilled) Swordsmith (with a family problem) Tailor (poor) Tailor (to the nobility) Tavern owner Tax collector (embezzler) Tax collector (oppressive bully) Tax collector (working at his job) Taxidermist (strange beasts) Teamster (camel driver) Teamster (caravan leader) Teamster (regular wagon driver) Teamster (strange beasts of burden) Teamster (strange wagons) The half-a-man Theater owner Thief (convicted) Thief (freelance) Thief (guild member) Thief (guildmaster) Thief (retired) Thief (strange series of items) Toll bridge owner Toll road operator Town drunk Trader (cattle) Trader (furs) Trader (horses) Trader (scrolls and books) Trader (strange items and oddments) Traditionalist Traitor (religious) Traitor (secret society) Traitor (to city) Traitor (to guild) Trapper (furs) Trapper (live animals) Traveler (normal) Traveler (of planes and strange dimensions) Traveler (stranded) Traveler (with rumors or news) Trustee (building) Trustee (item) 23 . BOOK ONE: PRINCIPLES AND STARTING POINTS — MISSIONS Table 1-8: Patrons and Targets Continued Die Roll 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 Patron or Target (d1000) Trustee (land) Trustee (money) Twin Two-headed man Unbelievably lucky person Unbelievably unlucky person Uncle or Aunt of (roll again) Undertaker Unknown victim Unwilling witness Usurper (criminal) Usurper (guild) Usurper (political) Usurper (religious) Vampire Vandal (unintentional) Veiled woman Vendor (elixirs) Vendor (food) Vendor (religious charms) Vendor (shrunken heads) Vengeful eunuch Victim (assault) Victim (counterfeit) Die Roll 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 Patron or Target (d1000) Victim (kidnap) Victim (murder) Victim (of rumors) Victim (of slander) Victim (of theft) Vigilante (against crime) Vigilante (political faction) Vigilante (religious) Viking Vintner (awful wine) Vintner (fine wines) Voodoo priest or practitioner Wagoner Wanderer Warden (prisoner has escaped) Warden (with prisoner) Warlock (dead) Warlock (disembodied) Warlock (suspicious) Warlock (with rival) Warlock (with secret agenda) Weaver (oppressed) Weaver (rich) Widow or widower of (roll again) Die Roll 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 Patron or Target (d1000) Wife or husband of (roll again) Witch (accused) Witch (crone) Witch (working on a task) Witch (young and beautiful) Witch doctor Wizard (cursed) Wizard (engaged in research) Wizard (enslaved) Wizard (flamboyant) Wizard (powerful) Wizard (sinister) Wizard (weak or defeated) Wizard (with personal crisis) Wizard (working on a commissioned task) Woman in feathery cloak Woman with dancing bear Woman with snake eyes Woodcutter Zealot (political) Zealot (religious) Zoo owner 24 . or one who asks too many questions Employer Former compatriot Former employee Friend Guild or business association Die Roll 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Motivation (d100) Protect wealth of (or from) Reconciliation with Regain favor with Regain honor stolen by Removal of (by death) Removal of (kidnapping) Rescue Revenge upon (or on behalf of) Self-protection from Steal from Object or Obstacle (d100) Offspring Parent Political compatriot Political leader Political or justice official Religious compatriot Spiritual leader Spouse Temple official Temple or religious society 25 .BOOK ONE: PRINCIPLES AND STARTING POINTS — MISSIONS Table 1-9: Patron Motivations Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 Motivation (d100) Cause dishonor for Defeat Escape from Friendship with Gain knowledge about (or on behalf of) Gain status over Gain status with Lust for Protect livelihood of (or from) Protect reputation of (or from) Object or Obstacle (d100) Ancestral enemy Business partner Business rival Concubine Detective. investigator. etc) Permit travel (required documents.BOOK ONE: PRINCIPLES AND STARTING POINTS — MISSIONS Table 1-10: Hooks and Motivations Die Roll 01-04 05-08 09-12 13-16 17-20 21-24 25-28 29-32 33-36 37-40 41-44 45-48 49-52 53-56 57-60 61-64 65-68 69-72 73-76 77-80 81-84 85-88 89-92 93-96 97-00 What Might Motivate Players to Choose this Adventure (d100) Ability to move inconspicuously in certain groups or places Additional form of movement: swim or breathe water. teleport. relative. etc) Increased strength or other ability score Learn additional language Money Noble status or improved social status Permit travel (casting of teleport. or mentor of a character informs party of the opportunity Inquiries in taverns lead to a rumor of this potential opportunity Inquiries in taverns lead to a rumor of this potential opportunity Inquiries in taverns lead to a rumor of this potential opportunity Legend or prophesy suggests the opportunity Letter or message is intercepted by characters (possibly due to mistaken identity. safe-passage. possibly overheard) Letter or message is sent to characters Potential employer contacts party to offer the opportunity Potential employer contacts party to offer the opportunity Potential employer contacts party to offer the opportunity Potential employer contacts party to offer the opportunity Potential employer contacts party to offer the opportunity Potential employer contacts party to offer the opportunity Potential employer contacts party to offer the opportunity Potential employer contacts party to offer the opportunity Potential employer contacts party to offer the opportunity Potential employer has posted signs with some details of the opportunity Potential employer has posted signs with some d etails of the opportunity Recently arrived people bring back word of the opportunity Rumors are floating around with some details of the opportunity Rumors are floating around with some details of the opportunity Sent dream suggests the opportunity in clear terms. creation of planar gate. opening of dimensional gateway. picking locks. fly. rate of attacks or speed of actions Improvement in movement rate Improvement or bonus to class ability (turning undead. etc Better equipment (possibly magical) Bonuses to saving throws under certain circumstances Cure disease Enhanced ability to cast spells Enhanced ability to see or hear Gain experience points or levels Gain forgiveness or pardons for prior actions Gain hit points Improve physical appearance Improve initiative. but without revealing who sent the dream or why 26 . etc) Provide needed equipment Receive useful information Remove a curse (or other problem lingering from a prior adventure) Reverse aging To-hit or damage bonus in certain circumstances How Characters Learn About the Opportunity (d100) A person offers to trade information about the opportunity in exchange for money A person offers to trade information about the opportunity in exchange for money Dream or vision suggests the opportunity in symbols and metaphors Friend. to conceal his past acts. Destroy Good-Aligned Group – the villain seeks to destroy a good-aligned group. Note that this section has a master table (1-11). The plan need not be immediately obvious at the start of the adventure. either as an invincible villain or as a good person (which would be an infiltration tactic) Subversion to the Villain’s Purposes – the villain is trying to mislead people into supporting his nefarious enterprises Support Evil Groups Secretly – the villain is working behind the scenes to help other evil groups. conceal evidence. He might be trying to impress his boss. which involves using them without changing their minds) Desecration – the villain seeks to desecrate a location. or the first step in some other plan. ranging from annoyance to following the orders of a greater villain. or otherwise irreparably damage a particular community (possibly a sub-community or organization). a monster. starting with some details about the villain’s plan. Basic subsistence is the primary goal of many lesser villains. Master Table of Villainous Plans Table 1-11: Master Table of Villainous Plans Die Roll 01-06 Type of Villainous Plan (d100) Concealment – the villain is trying to conceal himself. etc. or political disaster.BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN The Villain’s Plan The following tables can be used to get ideas for an adventure. or an event (desecration could be targeted on religion or against a tradition) Destroy Community – the villain is trying to kill. or showing someone that he’s worthy of employment as a minion. magical. an item. etc. conceal his organization. useful information. which directs the reader to one of tables 1-12 through 1-34. or as the first step in a larger plan Economic Power – the villain is working on gaining wealth. Political Power – the villain seeks to gain direct or indirect political power at some level of government. This might be an end in itself. either as an end in itself or to fund the next step in a larger plan Evoke Catastrophic Event – the villain is trying to set off a natural. Table 1-35 (Minions) stands alone. Die Roll 51-57 Type of Villainous Plan (d100) Food – the villain seeks to get food for himself. trying to gain an ally. while reliable food sources for minions can be the objective of more powerful leaders Gain Favor of Another Villain – the villain wants to impress someone. since it can apply to virtually all of the other tables. economically destroy. This might include gaining levels of experience. Conversion – the villain is trying to convert others to his way of thinking (as opposed to subversion. and might not even be discovered until the very end. psychic. Increase Personal Capability – the villain is trying to increase his inherent personal power. 07-13 58-64 14-21 65-71 22-29 72-78 79-81 82-89 30-36 37-43 90-95 96-00 44-50 27 . or for his organization. He could have various motives. either because their morals offend him. magic items. Random Acts – the villain acts randomly in villainous ways Reputation – the villain is trying to enhance his own reputation. Organization (secret). we are all circus performers!) or it might be a way of recruiting unsuspecting locals to join. present. The villain is creating a secret organization of minions. This is not a strategy limited to shape-changing villains. The villain is framing another person (or monster) for a crime he committed himself. these aren’t always the same. this is only the first step in his grand scheme. and that he has written off. To determine the organization’s secret agenda. a plan to overthrow the government. He might be taking several actions at once: killing his own minions that were involved. etc. this table gives some details about a villain whose highest priority at the moment is to simply to hide himself (itself) or the evidence of another plan (past. Remember also: from the villain’s perspective. Lair-Building (urban or village). see below for comments. an innocent bystander the villain dislikes. This could be a secret cult. The table is primarily for intelligent mastermindtypes. Foreign authorities or military Former victim Lair-Building (rural). or it might be part of the thought-out plan of a relatively intelligent mastermind. or the unification of wererat tribes in the sewer tunnels of a large city. The villain is creating an organization of innocent-looking minions in plain sight. Assassinations might be the last resort when a villainous plot is already starting to fall apart. assume that it’s building a hidden lair of some sort or roll on the Food-Related Activities table. stealing documents and other evidence. Most likely. the villain might be trying to conceal himself or his activities. Again. but with a secret agenda for the group. Organization (façade). Most crimes leave evidence behind. anyone can pretend to be someone from far away. He might have forged documents. The Villain is targeting anyone who could identify him from a past identity he wants to keep secret. the enemy of his adventurers enemy is not his friend – he’s a potential fall guy.. or where the merchant hid the key to his treasure room. This could be the activity of a mindless monster (in which case column 1 is irrelevant). but still worried that his plot could be uncovered. or a ghoul making tunnels under a cemetery) or might be the first step in a mastermind’s plan (e. if you’ve already got an unintelligent monster in mind. or a monster such as a nearby dragon (dragons being excellent fall-guys for arsonists). but it might be a clean-up operation from a different plan that has just finished for good or ill. The target Bounty hunters or might be a minion. that the king was a vegetarian. even if the operation is run by a minion with lower intelligence. if things have gone badly and the villain is concealing his tracks. or is killing those who know about his plans. for example. and is building up a new identity for himself. The villain has replaced a human in the community. The organization might be a cover story for existing minions (yes. His plan might include recruiting people away from the local community to a rural “temple” or “lodge.” or the organization’s base might be located right in the middle of the community (for example. 01-10 Another villain 11-20 Another villain’s minions 21-30 Eliminating Evidence (mopping up). A villain engaged in secret activities might be completely certain he can’t be identified. The villain is building a hidden lair within a civilized community. In this sort of operation. Table 1-12: Villainous Concealment Die Roll From Whom How He’s Concealing It Assassination. Secret Identity (learning). or an altered body form. In other words. Note that this sort of plan is almost certainly the agenda of an intelligent villain. meeting in secret with no cover story for their activities. or future). The villain is eliminating evidence of a plan or crime that has succeeded – covering his tracks. Secret identity (establishing). he might need adventurers to change some historical records that could reveal the usurper’s non-noble pedigree. too. The villain might be making some blunders as he impersonates the dead or absent target – he might not know. Eliminating Evidence (damage control). The villain is building a concealed lair to hide himself and his activities from the group indicated in column 1. Frame-up. the villain has created a new identity – if he has taken someone’s place. and is learning the details of his new identity. killing witnesses.BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN Concealment Used as a creative tool to generate the start of an adventure. 31-40 41-50 51-60 61-70 Group of former allies 71-80 Local authorities or militia 81-90 Local authorities or militia 91-00 Local authorities or militia 28 . Or. The villain is disguised within the human population. in other words. he might still need to kill the minion or dupe who poisoned the true king. the villain is primarily trying to conceal the organization’s secret operations rather than to conceal himself. he might even be a prominent citizen of the town or village where the organization is being created. The villain’s minions might be his targets. Secret societies can take many forms if you’re creative. an innocent-looking store that actually fences stolen goods brought in by caravan from the nearby city). you might want to roll again on the Master Table. In this case.g. The villain is trying to eliminate evidence of a plan or crime that failed. an evil priest digging a secret basement-complex). this could be the instinctive action of an unintelligent beast (such as a giant spider nesting in an attic. If he up a usurper on the throne (to choose one Bounty hunters or example). The villain is using peoples’ open-ended promises and oaths as a means of getting evil actions done. or some other powerful person. Magic. The villain might be giving insidious advice to the population at large (by preaching war. and falls into the villain’s (or the demon’s) clutches as a helpless pawn. the minions might be slightly incompetent. Obligations of Honor. favor in the future. The effect might only work from long-term exposure to the item. The villain’s minions persuade people into a religious or moral conversion to evil (or Chaos. The villain has a minion who is a feudal lord. The villain’s minions are charming people to get them to perform evil actions. probably) to change the alignment of his victims. Debts. The villain remains one step removed from the dirty work. The villain gives “gifts” of a demon’s assistance. The villain takes hostages. or might be intelligent enough to have their own agenda. The villain’s minions pay people to undertake evil actions. might be taking over the operations of existing suppliers by force or guile. keep in mind that the minion might have his own secret agenda. This is only different from “subversion” in that the actions are presumably heinous enough to cause a possible change in alignment. but it might be that the villain himself doesn’t have the magical capability to enchant people.” and the distinction is that a conversion plot is designed to change the moral alignment of the target. but performed by the villain’s minions instead of by the villain himself. 06-10 61-65 11-15 66-70 16-20 71-75 21-25 26-30 76-80 31-35 36-40 81-85 41-45 86-90 46-50 51-55 96-00 29 . This might be the same as “Enchantment” above. or he might be in the position of an adviser to a noble. and the villain isn’t. The villain uses magical means (using an item. etc). Minions Use Obligations of Honor. you need to do it yourself. but the villain’s minions are blackmailing people into performing evil actions rather than the villain himself. or who holds some other station in which people make open-ended promises to him. possibly more anonymous than someone in a position to be giving advice. The plan is basically the same as “Bad Advice” above. or might be blackmailing people (assuming the drugs are illegal). and possibly souls of the villain’s targets. The “evil vizier” of Arabian folklore is a prime example of this sort of villain. The villain’s minions hold hostages to compel evil actions from the hostage’s friends or kin. The villain is a moneylender or has control of money (a local exchequer or military quartermaster. 91-95 56-60 Die Roll Conversion Method (d100) Minions Give Bad Advice. the minion is able to take advantage of these openended promises to extort actions people would never directly have agreed to. depending upon the campaign). Minions Use Money. The minions might be supplying people with addictive substances. Minions Use Addictions. then persuading or ordering them to commit evil actions. the villain can force people to undertake tasks they wouldn’t have agreed to ahead of time if they had known what would be required of them. working from some position of authority he has already obtained (e. the villain has the minion doing the job because the villain lacks the charisma (or the human appearance) to pull it off. but the minions are the ones on the front line. unspecified. a city alderman. a prosecutor. a good priest. or it might be instantaneous. The villain’s minions use peoples’ addictions to get them to take evil actions. Blackmail. The villain is magically charming people. Minions Use Magic. The villain is blackmailing people into committing evil actions. Marlowe and Goethe’s versions of the Doctor Faustus story. the victim becomes reliant or even addicted to such help. depending in how you use alignment in your game. Demonic Gifts. a military leader. Enchantment. The villain uses peoples’ addictions to get them to take evil actions Bad Advice. whereas a subversion plot can succeed perfectly well if the target never changes at all – as long as the target keeps unknowingly working on the villain’s behalf. perhaps) and is using peoples’ debts to force them into undertaking evil actions.g. the weakness in the plan is that if you want something done right. This is like the “Hostages” entry above. The fictionalized mafia of the Godfather movies is an excellent example: by doing a favor in exchange for another.) Money. This is the “tempter” type of villain common in European morality tales (eve and the serpent. The silver-tongued devil is able to convert people to his cause by words alone. a guildmaster. As always. compelling their kin or the hostages themselves to perform evil actions in exchange for freedom or good treatment. As with all minion-type plans. or by persuading people to take specifically evil actions. Minions Use Enchantment. Table 1-13: Conversion Die Roll 01-05 Conversion Method (d100) Addiction. minds. etc. Similar to the “Blackmail” plot. Most likely. The villain simply pays people to take evil actions. The villain advises people to engage in evil actions. The villain’s minions are directly changing peoples’ moral alignment with the use of magic – whether this is an inherent capability or by the use of a powerful magic item (or even an artifact). Eventually. This might be through religious conversions. Persuasion.. These actions might or might not actually change their alignments. Minions Take Hostages. There is another similar table later on called “Subversion. Minions Use Persuasion. Hostages.BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN Conversion Conversion-type plans are designed to win over the hearts. At the villain’s request or command. If the villain’s minion is able to use such magic. a crime boss. for example). Minions Use Blackmail. The villain’s minions advise evil actions from positions of authority. substituting something in plain sight with a duplicate). Target the Priesthood (Subvert). or using some other implement of physical destruction other than a frontal assault. exploding it. Target the Priesthood (Stealth). using a frontal attack. perhaps he might bury the body of a hanged murderer under the altar. The villain plans to desecrate the temple or holy site by causing some unholy action to take place there. The villain plans to subvert the priesthood to evil. and Tables 1-15 and 1-16 are used if the target is an event (50% chance). Nullification From Afar. Table 1-14 is used when the villain intends to desecrate a location (50% chance). The villain plans to eliminate the servants of a holy site by stealthy means. The villain plans to physically destroy a temple or holy site using an earthquake. This is a good plot to introduce two levels of villain – the one who is supposed to arrange the actual theft. He might even keep the site open for business afterwards! This sort of plot might include assassinations. Target the Priesthood (Guile). allowing him to occupy. the speaking of ancient or blasphemous words. Most such plots would require someone to get into the site. you might want to take a look at the “Conversion” and “Subversion” tables (Table 1-13 and Table 1-32) Unholy Event. kidnappings. Target the Congregation. The villain plans to subvert or convert the temple’s congregation into attacking the priests or otherwise destroying the temple or holy site. A nearby “natural” disaster might also be used as the decoy. desecrate. or man other kinds of nefarious doings. Possibilities for this are pretty vast. or summoning clouds to hang permanently over a sun temple. Examples might include such things as building a dark mirror-image location as a counteracting force. Stealing the Relics. and a more powerful master who plans to use or destroy the relic. The villain plans to desecrate the temple or holy site by planting an unholy object on the premises. and use them to desecrate the temple. disguised replacements for the missing priests. or the help of a traitor. He might replace the eye of an idol with the eye of a demon. or perhaps a stone soaked in the cursed waters of La’aashoon might be used to replace a flagstone. Examples might include a human sacrifice. or a formal rededication of the temple to an evil deity. or he might plan just to hide it away. perhaps.BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN Desecration In a desecration-type plot. For ideas about his methods. Table 1-14: Desecration Plots (Location) Die Roll 01-10 11-20 21-30 Intended Desecration Method (Location) (d100) Conquest. subvert. the villain seeks to destroy. infiltration. He might be planning to replace it with a worthless forgery. or render meaningless an important location (usually a religious site) or an event (not always religious). Raze it to the Ground. then occupy. probably in a hidden place (but also. The villain plans to counteract the power of a holy site with activities he can perform in another location. The villain plans to steal or modify the specific holy item that gives a temple or a holy site its power or significance. Seed of Evil. or destroy the site at leisure. or destroy the site. 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Table 1-15: Desecration Methods (Event) Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Intended Desecration Method (Event) (d100) Attack with violence Discredit Beforehand (legal or political) Discredit Beforehand (religious authority) Disrupt with violence Interrupt with Objection (legal or political) Interrupt with Objection (religious authority) Kidnap Required Officials Kidnap Required Participants Steal Traditional Items Subvert with counterfeit items or people 30 . although it might not need to be the villain himself. He might do so by impersonating a messenger from the high priesthood calling the priests away to an emergency conclave. burning it. Villain plans to conquer and occupy the holy site by military assault. desecrate. summoning a demon within the precincts. The villain plans to eliminate or remove the servants of a holy site by trickery. possibly. BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN Table 1-16: Type of Ceremony Villain Plans to Desecrate (Event) Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 Type of Ceremony (d100) Religious or Secular: Celebration of a secular event such as the end of a great war or the end of a famine. Religious or Secular: Harvest’s beginning or end Religious: Anniversary of event in history of the religion (battle victory, writing of a religious text, appearance of an avatar, etc) Religious: Anniversary of event in life of deity Religious: Anniversary of event in life of hero/saint Religious: Astrological Conjunctions Religious: Commemoration of a local religious event such as the founding of the local temple or even the conversion of the baron’s grandfather to the sect. Religious: Eclipse Possible Key Features of Ceremony (d100) Animal sacrifice (particular animal, chosen ahead of time, fitting certain criteria) Bringing a particular object to a particular place and installing it there Building and maintaining a temporary structure for a period of time Creation of a Particular Sound Crowning or other rites focusing on a particular a person (person chosen ahead of time, must be that person). This would be something like the “Queen of the May,” or the local baron, or some other person who can’t simply be replaced. Day of Fasting Handing out some sort of food, from free beer to sacks of grain, to a blessed piece of fruit. The food might or might not be prepared or consumed during the ceremony itself. Human sacrifice is part of the ceremony (if chaos/evil cult), or animal sacrifice (if sect is lawful/good). Ceremony requires a particular sacrificial victim, chosen ahead of time, fitting certain criteria. Opening and entering an underground area normally kept sealed Planting of seeds Reading of a particular prayer Reading of omens, from the shape of clouds to the entrails of a sacrificial beast, to the release of birds to read the future in the pattern of their flight. Recitation of articles of authority Re-enactment of an event from the past 36-40 41-45 46-50 51-55 56-60 61-65 66-70 Religious: End/beginning of year Religious: Equinox Religious: Full or new moon Religious: Lunar Solstice Religious: Particular day ordained by the deity or a sacred text Religious: Planting season (often involving some sort of fertility rite, either sexual or involving blood if ancient religions are used as the model). Religious: Scriptural progression. If the religion’s scripture tracks through the year, the end of one chapter or book and the beginning of another might be a significant date. For example, a temple might read from the Book of Autumn, the Book of Summer, the Book of Spring and the Book of Winter. The changeover from one to the next might involve unusual ceremonies or a festival. Religious: Solstice (closest and farthest point from sun) Secular or Religious: rites of passage or coming-of-age ceremonies. Following the model of ancient religions, these are almost always different ceremonies for males and females, and might be on different dates. Secular: Coronation or other transference of power (at a guild or in town government, for example). Secular: The opening of a market fair, or a tournament (assuming that these are wrapped up in enough tradition to be considered something that could be “desecrated”). 71-75 Re-enactment of an event from the religion’s mythology 76-80 Rite of passage is part of the ceremony. Requires presence of the candidates at the very least. Sexual activity; most common at fertility rites or rites of passage, but possible in any context depending on the culture or the religion as established in the campaign Traditional dance (the quality of it, or its adherence to particular standards, might be read as an omen). Wild festival in which the normal rules of society are relaxed (this might be a difficult one for a villain to figure out how to desecrate). 81-85 86-90 91-95 96-00 Secular: Celebration of the local lord’s birthday or anniversary. Submersion in water, or other use of water in a ceremony 31 BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN Destroy Community The villain is targeting a community for destruction. Tables follow for the intended method, the villain’s reason for wanting to destroy the community, and a subtable to provide additional detail if the reason is vengeance. Table 1-17: Intended Method of Destruction Die Roll Intended Method of Destruction (d100) 01-05 06-10 11-15 16-20 21-25 Anger the Protector. The plan is to cause the community’s destruction by getting a significant protector of the village to depart, leaving the community at the mercy of predators (including the villain). The protector might be a knight, a powerful cleric, or some other person. The methods might include framing this protector for crimes, spreading rumors about him, or impersonating him while committing crimes. Virtually any sort of activity designed to besmirch a person’s reputation might be used. Arson. The villain plans to burn everything to the ground, either directly or with the help of a firebug minion. Attack! The villain has enough military resources to attack and destroy the community – possibly missing just one key factor. Eviction. The villain is (legally) evicting members of the community by using his influence with the legal system, influence with rulers, false facts, framed evidence of crimes, diverting taxes from reaching tax collectors, etc. This is the “evil landlord” type of villain who makes an appearance in many of the Brothers Grimm fairy tales. Harbor the Menace. The villain plans to (or has already started to) provide a safe lair for a predatory killer, monster, murderer, trapper, arsonist, etc. The dangerous inhabitant might have been brought in, found and adopted, or actually created by the villain. Interdiction or Siege. This sort of plot could include any sort of interdiction of supply or demand. The “standard” use of this plot as an adventure device is a military blockade or siege; bandits cutting off the road to a village, or the siege of a fortification. However, there are many subtler ways to use this sort of plot as well. Blessings or information might be the “commodity” that’s being cut off rather than the more obvious food and trade. The villain might, for example, have manipulated the local high priest into refusing to perform religious ceremonies, or might have captured him. The interdiction might be limited to a particular commodity, such as the iron needed for a blacksmithing operation in a local castle. Causing the iron to rust while it’s in transit is an example of interdiction bearing no resemblance to a straightforward siege. Let your mind roam free for possibilities – this is a plot with lots of scope for GM creativity. Murder. The villain (or a deadly minion) is killing the community one at a time, the old fashioned way. This could be a straightforward psycho killer or other human-hater on the loose, or it could be a much more intricate plot: watch Tim Burton’s film version of the Legend of Sleepy Hollow (the one with Johnny Depp) for a really complex example. Plague. The villain plans to spread a plague, or is somehow maintaining an existing plague. This might be done with mundane means such as putting rotting meat into a water supply, it might be a magical plague maintained with the help of a god of disease, or it might be a magic-user casting uniquely-crafted spells. Poison. The villain is poisoning something: water, food, air, animals, crops, clothing, etc. Prepare for Battle. The villain is hiring or assembling troops (possibly monstrous) for a direct military assault. The troops might not yet be well enough trained, or might not be numerous enough for the invasion to begin. Provoke Invasion by Impersonation. The villain seeks to provoke someone else into invading the community. He is doing so by impersonating members of the community while committing crimes, treason, immoral acts, etc. This could be as large-scale as committing raids against one baron’s villages under the flag of another baron. Provoke Invasion by Lies. The villain seeks to provoke an invasion by spreading rumors and lies about the community (e.g., the village is a hideout for bandits, a guild is plotting the overthrow of the king, a village is harboring a traitor, etc.). Remove Skilled Leader. The villain wants to remove a killed leader – not a protector, but someone whose services are vital to the community. Examples might include a well-known swordsmith, a druid who blesses the crops, or someone who gives wise counsel. The means of removal might include violence, provoking the community to exile the leader, or poisoning the leader’s opinion of the community. Remove/Destroy Protective Item. The villain’s target is some item that protects the community; he plans to steal it, destroy it, or nullify its effects. Sabotage Source of Income. The villain has a cunning plan to destroy the market for the community’s product. He might plan to poison the product, sabotage its quality, spread rumors about it, etc. Sabotage the Food Source. The villain is eliminating domestic animals or crops, possibly by poison, possibly by slaughter, or perhaps by theft. He might be calling in predators using some magical capability. Smuggle in Beasts. The villain is in the process of enticing, luring, or importing monsters into the area. This could be a plot involving changelings, shape-shifters, or some other subtlety – or it might be that the villain’s making a dragon-calling whistle. Spread Dissention. The villain plans to set members of the community violently against each other by spreading lies and rumors. This is the Iago-type villain of Shakespeare’s Othello, who puts the right word in the right ear, spreading hatred and distrust where there was originally friendship and mutual alliance. Traps. The villain is setting traps around or in the community. His intention might be to kidnap, or the traps might be lethal. Wild West Chaos. The villain is engaging in widespread robbery and burglary, probably with the help of minions. Here, the villain’s goal is either to take control of the community when law and order break down, or simply to bleed it dry in an orgy of violence and theft. 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 32 BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN Table 1-18: Reason for Destroying this Particular Community Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Reason (d100) Community has something the villain wants; total destruction might be overkill, but the villain doesn’t want to (or can’t, for some reason) get what he wants through a stealthier approach Community has upset the villain’s deity by its actions Community irritates the villain because it is aligned with goodness or law Community irritates the villain because it is free and spreading concepts of liberty Community irritates the villain because it is too happy and cheerful Community is owned or ruled by the villain’s rival Community is too close to the villain’s secret lair Community is too close to the villain’s well-known lair Community knows something about the villain’s past Community knows something about the villain’s weakness or weak spot Community offers economic competition to the villain’s own operations Omens have told the villain to destroy the community Revenge (see table below) The community is harboring one of the villain’s enemies or rivals Villain seeks to bring about the pre-requisites of a prophesy, and one pre-requisite seems to require the destruction of this community Villain seeks to send a message to others about his power, or to turn this community into an example Villain wants the bodies of the dead Villain wants the location, and all inhabitants need to be gone Villain’s racial hatreds Villain’s religious hatreds 33 BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN Table 1-19: Reason for Seeking Vengeance/Revenge Die Roll 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 Reason for Vengeance (d100) Animals from the community frequently trespass on the villain’s (or patron’s) property Boss executed for crime he committed Boss executed for crime he did not commit Boss imprisoned for crime he committed Community deliberately foiled villain’s (or patron’s) last plan Community harbors potential witness against villain (or patron) Kinsman contracted food poisoning in the community Kinsman mutilated for crime Kinsman was beaten for beliefs or teachings Kinsman was beaten for disrespect to leaders Kinsman was beaten for obnoxiousness to commoner Kinsman was executed for beliefs or teachings Kinsman was executed for crime Kinsman was fined for a crime he committed Kinsman was imprisoned for beliefs or teachings Kinsman was imprisoned for crime Kinsman was imprisoned for crime villain (or patron) committed Member of community foiled villain’s (or patron’s) last plan Member of community is relative of one of villain’s (or patron’s) rivals Member of community once attacked villain (or patron) elsewhere Member of community once foiled one of villain’s (or patron’s) plans elsewhere Members of the community frequently trespass on the villain’s (or patron’s) property Members of the community frequently visit the villain (or patron) and annoy him Minion beaten for beliefs or teachings Minion beaten for disrespect to community leaders Minion beaten for obnoxiousness to commoner Minion executed for beliefs or teachings Minion executed for crime he committed Minion executed for crime he did not commit Minion imprisoned for beliefs or teachings Minion imprisoned for crime he committed Minion mutilated for crime Minion was fined for a crime he committed Mocked by adults for poverty or social station Mocked by adults over appearance Mocked by children over appearance Mocked by leaders for his proposed plans Mocked by leaders over abilities Mocked by literati for his writings or theories Die Roll 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 Reason for Vengeance (d100) Mocked by opposite sex for amorous advances Mocked for beliefs or teachings One of villain’s (or patron’s) rivals lives in the community Pet or trained monster was killed by community The community misdirected villain (or patron) as a joke The community produces an annoying smell The community produces annoying sounds The community’s color scheme grates on the villain’s (or patron’s) sensibilities The community’s food preferences disgust the villain (or patron) The community’s mode of speech grates on the villain’s (or patron’s) sensibilities The villain (or patron) was robbed in the community The villain’s (or patron’s) boss was robbed in the community The villain’s (or patron’s) kinsman was attacked by a local per or domestic animal The villain’s (or patron’s) minion was attacked by a local pet or domestic animal The villain’s (or patron’s) minion was robbed in the community (possibly it was the villain’s (or patron’s) money) Villain (or patron) beaten for beliefs or teachings Villain (or patron) beaten for obnoxiousness to commoner Villain (or patron) caught a crippling disease while in the community Villain (or patron) caught a social disease in the community Villain (or patron) caught bad cough while visiting community Villain (or patron) contracted food poisoning in the community Villain (or patron) encountered prolonged bad luck there, considers the place unlucky, and is acting upon that belief Villain (or patron) escaped a duel of honor Villain (or patron) escaped lynching for beliefs or teachings Villain (or patron) lost court case for damages there (justly) Villain (or patron) lost court case for damages there (unjustly) Villain (or patron) lost heavily at gambling there Villain (or patron) narrowly escaped execution for beliefs or teachings Villain (or patron) narrowly escaped lynching for a crime he did not commit Villain (or patron) narrowly escaped lynching for crime he committed Villain (or patron) received bad service there (tavern, guild goods, brothel, etc) 34 BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN Table 1-19: Reason for Seeking Vengeance/Revenge Continued Die Roll 71 72 73 74 75 76 77 78 79 80 81 Reason for Vengeance (d100) Villain (or patron) slipped in excrement and was soiled thereby Villain (or patron) was bitten by someone’s pet Villain (or patron) was bruised and embarrassed by an accident with a person Villain (or patron) was cheated by a merchant or shopkeeper of the community Villain (or patron) was embarrassed by being exposed as a charlatan Villain (or patron) was exiled for beliefs or teachings Villain (or patron) was exposed as a cheater (cards, dice, etc) Villain (or patron) was exposed as a commoner rather than a nobleman (or whatever secret identity he was trying to maintain failed) Villain (or patron) was fined for a crime he committed Villain (or patron) was imprisoned for crime he committed Villain (or patron) was imprisoned for crime he did not commit Die Roll 82 83 84 85 86 87 88 89 90 91 92-00 Reason for Vengeance (d100) Villain (or patron) was imprisoned for his beliefs or teachings Villain (or patron) was mistakenly overtaxed or overcharged Villain (or patron) was mutilated for crime he committed Villain (or patron) was not paid for his shoddy work Villain (or patron) was not paid or rewarded for services performed there (c.f., Pied Piper) Villain (or patron) was overtaxed or overcharged (as far as he is concerned) Villain (or patron) was raised in the community and bears a grudge Villain (or patron) was soiled by a chamber pot or a load of garbage that was being dumped Villain (or patron) was trampled or injured by horses owned by the community Villain (or patron) was treated rudely by serviceman or merchant Community accidentally foiled villain’s (or patron’s) last plan 35 BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN Destroy Good-Aligned Group(s) The villain seeks to destroy a particular association of good-aligned people. Roll on each column. Commoner methods are repeated more than once in the “Method” column. Table 1-20: Destruction of Good-Aligned Groups Die Roll Good-Aligned Group to be Targeted (d100) Intended Method of Destruction (d100) Alter effects of the group’s activities, turning the results into something deleterious instead of beneficial (poisoning new wells, appointing cruel masters to run the new orphanage, etc.). Less creative villains might just be sabotaging the projects once finished (burning the orphanage instead of turning it into an evil training ground, for example). Animal or non-summoned monster trained (or otherwise prepared by magic, or breeding) to hunt down the targeted members of the community Arson directed at a building, holy site, or meeting place of the community (likely part of a larger pattern of intimidation) Arson directed at the residences of members of the community. 01-05 All followers and worshippers of a particular deity 06-10 11-15 16-20 All good-aligned individuals in a particular area All powerful good-aligned individuals in a particular area An association dominated by leaders of good alignment (ranging from a charitable brotherhood to a guild of merchants whose leaders are staunchly good) Anyone disregarding a particular evil-oriented law (or decree of an evil temple not actually part of the government) such as a requirement to wear an evil symbol or worship an evil idol, refusal to contribute to the army of an evil warlord, etc. Anyone returning from a pilgrimage to a particular holy site Anyone supporting a good-aligned leader during a time of evil rebellion and riots Anyone who was present at a particular religious ritual held in the recent past Apprentices or henchmen of a powerful good-aligned individual such as a good wizard. To make this unclear at the outset, the initial targets might be the apprentices of the original apprentices. Descendants of those who attended a particular religious event in the forgotten or even ancient past 21-25 26-30 31-35 Cause diseases (infection or supernatural) Economic sabotage Giving dangerous gifts that do something more than what they appear to do. Snakes hidden in gifts are a very simple example. Indirect murders by poison or traps. Generally this will involve enticing community members to a particular location, or targeting a place where the members meet. Infiltration and dissention. The villain has a way to join (or have one of his minions join) the community, who will then spread lies that will break the community apart. Faked evidence might be involved. Kidnapping and brainwashing 36-40 41-45 46-50 51-55 56-60 61-65 66-70 Outside slander. Instead of spreading lies within the community, Followers of a good-aligned prophet’s teachings (possibly being the villain spreads lies about the community to everyone else. identified because they wear a particular holy symbol or amulet) The objective is to cause mob violence or legal oppression that will break or kill the members of the community. Jury or judge that convicted an evil leader Members of a race known to be predominantly of good alignment (dwarves, for instance) Members of an underground freedom movement in a tyrannical government (villain might be a member of the secret police or the inquisition) Members of underground religious movement in an evil theocratic region or an area in which an evil religion holds considerable authority Military order affiliated with good alignment but no particular faith Military order attached to a particular faith Military order attached to a particular good-aligned temple Only the priests and higher followers of a particular deity Poverty-stricken people of good alignment in a certain area Overt attacks on members by villain himself Overt attacks on members of community by villain’s minions Overt attacks on members of community by villain’s minions Serial robberies (can include robberies of the group’s caravans, homes, or places of business as well as direct robberies such as muggings). Stealthy murders by villain himself Stealthy murders by villain himself Stealthy murders by villain’s minions Stealthy murders by villain’s minions Summoned monster (a demon, spectral thing, or extraplanar horror) ordered to hunt down and slay members of the community 71-75 76-80 81-85 86-90 91-95 96-00 36 counterfeiting. for his own minions. his own boss. magical counterfeiting. Table 1-21: Quest for Economic Power Die Roll 01-25 Economic Motive (d100) Wealth in and of itself Method (d100) Villain has a legitimate business. Roll on each column. selling nonexisting real estate. they can be masterminds who happen to be in the money-raising phase of a plan. shapechanging. and raising money is his assignment 51-75 Involves murders 76-00 Involves magic such as spells. or mental domination 37 . extortion. or the minions of his boss) Other Factor (d100) Involves non-lethal force. etc) Villain is selling dangerously flawed merchandise Villain is selling stolen merchandise (possibly fencing for another villain. or they could be one part of a larger scheme.BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN Villainous Quest for Economic Power Economic villains can be those who are simply cruel and oppressive of the weak. but is destroying his rivals by nefarious means (use the Destroy Community table for ideas) Villain’s business is to run scams (rigged gambling. or other intimidation Involves minions who have infiltrated the legal system or governing body of the community 26-50 Funding for another evil plot not yet started Funding for another evil plot that’s already in the works (the economic connection may often be the clue that leads to a party’s discovery of the other plot) Villain is the minion of another villain. etc) Road Specific individual and his vicinity Swamp Temple Town Village Required for Completion (d100) Engineering. Enough human sacrifices Sacrifices Sacrifices Spatial Alignment. nobles. Engineering Engineering Engineering Mystic Object. Generally adventures focused on this sort of villain will involve discovery of the plot and an attempt to prevent the catastrophe. the nature of the villain’s plot might not be known ahead of time – in other words. The prayers and entreaties of enough evil (or subverted) worshippers to gain the attention of an evil deity. Mystic Object Prayers for Intercession. poor quarter. Enough blood or other particular substance for a sacrifice or for an engineering project Substance Substance Substance The Right Time. The prayers and entreaties of enough evil (or subverted) worshippers to summon a power from beyond. Sacrifices. Creation of an object that can magically bring about the catastrophe. The prophesy-appointed time has not arrived. the table focuses mainly on the missing element the villain hasn’t yet completed. etc) Political region Religious commune (monastery. The Right Time 38 . Since in most cases the catastrophe hasn’t yet taken place. undermining a building. etc. All that’s needed is for the time to be right. Table 1-22: Evoke Catastrophic Event Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Target of Catastrophe (d100) Bridge Building City Desert area Farm Forest Fortification Hill Holy site Lake or oasis Members of a particular bloodline or race Part of city (temple quarter. but the ritual is relatively simple. usually). Putting mystic objects into the proper alignment with each other Spatial Alignment Substance. This could include construction of a building to the exact proportions needed. the party might discover the villain’s plot after attacking his stronghold for a different reason (treasure.BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN Evoke Catastrophic Event Evoking catastrophic events is a common theme for villains. who will wreak the catastrophe. Prayers for Intercession Prayers for Summoning. In some cases. Mundane engineering is needed to complete preparations for the catastrophe. BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN Find Food Minions and villains have to eat. or even emotions such as jealously. The villain/monster feeds on people by attacking them when they leave the boundaries of civilization. The villain/monster feeds on people who are given as a sacrifice or tribute by a reluctant community. The villain/monster is growing or raising something dangerous as a crop or livestock outside of civilization. or a disguised non-human with enough of a bipedal shape to pass for human after dark. but not directly. The food source could be souls. just like everyone else. The villain/monster feeds on people who are given as a sacrifice or tribute by willing minions who run the community. ability scores. but it works even for the subtlest masterminds. Table 1-23: Food-Related Activities Die Roll 01-05 06-10 11-15 Food-Related Activity (d100) The villain/monster feeds on people from within civilization. The “processing” is an extra step in the cycle. taking legal action. The villain/monster has taken over an entire community for use as a food source The villain/monster has created a community (probably through kidnapping or taking human tribute) as a food source The villain/monster is inherently dangerous (possibly an unintelligent monster) and sneaks into community to eat crops. They might be creating “accidental” deaths first. The villain/monster feeds on people in a way that leaves them alive for future feedings (e. The villain/monster feeds on people or livestock by making stealthy attacks from outside civilization. The villain/monster has a dangerous food source inside civilization (grows poison mushrooms or raises giant rats. etc. parasite or other). for example) The villain/monster alters a crop or livestock within civilization to make it usable for his consumption (and probably not for anyone else’s). or livestock by means of luring them away or kidnapping them. He (or they) steals people. morale. but might) The villain/monster has allies nearby that need to be fed. This sort of approach is taken by a wide variety of creatures ranging from will-o-the-wisps to cattle rustlers. etc) The villain/monster gets tributes of normal food by using threats of violence. The villain/monster lures people away from civilization to feed at leisure.g. using a secret identity for cover. The villain/monster feeds on people in a way that leaves them alive for future feedings. The villain/monster feeds on people from a hidden place in civilization (does not need to resemble a human. blood.. using hostages. and retrieving the bodies after or just before burial The villain/monster’s food processing operation outside a community is causing environmental-type damage in the community (fouled water. clouds of poison gas. 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 39 . (This is virtually the default scenario of a monster lurking in the wilderness). too. etc. livestock. vegetables and grain. This is the best table to use if you’ve already decided that your key monster is nonintelligent or really stupid. poisoned grass. the villain must process the vital essences before eating them. This sort of villain might be a shape-shifter. In addition. or garbage The villain/monster lures away livestock or steals crops from civilized area The villain/monster or minions eats carrion – stealing bodies. a cannibal. or could even be the relationship of a leader to his followers. especially if the leader relies on popularity to remain in his dominant position. or wants to be. for instance. Table 1-24: Gain Favor of Another Villain (or Villainous Organization) Die Roll Method of Gaining Approval of Other Villain (d100) Relationship of first villain to second villain (d100) Disgraced follower performing a task set by the more powerful villain as a means of re-admittance to favor Disgraced follower seeking to regain favor on own initiative Initiation to a higher. the second villain might automatically have to perform the favor if the first villain completes the task. improved abilities. or one powerful follower Prospective minion (initiation or introduction) The Method of gaining favor must be performed on an ongoing basis. often when the second villain is a supernatural creature. ability to animate dead. formalized level within the second villain’s organization (becoming a captain of thieves. etc) Item that increases villain’s ability scores (or equivalent Item that increases villain’s hit dice (or equivalent) Item that will bring villain new minions (legendary item. or a fully ordained priest of an evil cult) Minion acting on own initiative to curry favor Minion following orders but going the extra mile (possibly going beyond the scope of his authority or allotted task. Offspring or younger sibling of a more powerful villain Powerful villain maintaining popularity with his followers. In some cases. the first villain has considerable power over the second villain. In this case. etc) Kidnap a person who knows how to create or Item that will increase villain’s ability to spy on things (crystal ball. tap into … divination. might be the relationship of a prospective minion to a leader. who depends upon the first villain to keep performing the requisite task. etc) Kidnap person who knows location of … Petition demon or other such being for … Research how to activate or use to best advantage … Research how to make … Steal from person who has … Items that will increase villain’s movement rate or movement capabilities Magic item Money New source of minions Spells or spell book 40 . 01-10 Bring it back to life 11-20 Bring its minions back to life 21-30 Offer it economic power Offer it something that 31-40 increases its personal capabilities 41-50 Providing food 51-60 Providing slaves 61-70 Rescue it from prison Rescue its minions from 71-80 prison 81-90 91-00 Summon it from another plane of existence Take political power on its behalf Increase Personal Capability Many villainous plots are designed to make the villain personally more powerful. item that enchants people. too) Obtaining a specific task or favor from the second villain. This relationship might be that of a minion to a leader.BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN Gain Favor of Another Villain The villain is either involved with some other villain. invisibility. Table 1-25: Increase Personal Capabilities Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Method of Increasing Personal Capability (d100) Activate source of power for … Complete a ritual that brings forth … Complete terms of a prophesy that grants … Infiltrate a group to steal… Objective (d100) Divine source of personal power (summoned minions. and the second villain can’t do it alone. rather than focusing specifically on destruction. and is planning to assassinate the leader by creating an accident. Villain seeks to replace the political leader or a rival for power with a simulacrum he controls. Behind the Throne – Minion Shapechanger. for instance). Villain plans to gain control of the food supply by stashing food stocks and then contamination everyone else’s. The villain threatens (subtly or not) that if the leader does not accede to the villain’s demands. Table 1-26: Scope of Political Power Sought Die Roll 01-08 09-16 17-24 25-32 33-40 41-48 49-56 57-65 66-74 75-83 84-92 93-00 Scope of Political Power Sought (d100) Barbarian tribe Barony City Extra-planar area Guild Humanoid tribe Kingdom Local region of civilization Local region of wilderness (with needed resources) Military unit Town Village Table 1-27: Method of Gaining Political Power Die Roll 01 02 03 04 05 06 07 08 09 10 11 12 13 14 Method (d100) Assassinate Leader with Accident. Villain seeks to blackmail a rival with true facts. keep in mind that weak villains (a) might be overreaching their capabilities. Villain is a leader’s direct heir or is the second in command of a hierarchy. Villain is a leader’s direct heir or second in command of a hierarchy. Build up Favors. Villain seeks to blackmail a rival with trumped-up facts. or (c) might be working for a more powerful mastermind. Behind the Throne – Criminal Power. Assassinate Leader with Assassins. and is planning to hire assassins to remove the annoying impediment. or even the leader of the organization. Villain has enough forces to influence the leader’s policies already. If the tables indicate a plot of huge scope for a weak villain (an orcish shaman trying to take over a kingdom. Control Food Supply – Contamination. Villain is planning to dominate the organization’s king or boss using magic. Note: almost all organizations have some sort of legal system for resolving disputes – this plot works for guilds and other organizations as well as cities and baronies. so that when he makes his move for power they will support him. Control Legal System – Bribes. Blackmail Rival – Lies. then imposing dietary restrictions on other kinds of food using religion. He is using this power to make various powerful people indebted to him. Control Legal System – Intimidate Judges. but can be used for any size or type of political organization. the villain will use his troops to usurp authority. law. Villain is preparing to charm the leader using magic (as opposed to utterly dominating his will). Villain is building up a criminal organization to take over effective control of the targeted political organization. (b) might be setting the groundwork for later. Villain is in control of the police or has the power to prosecute crimes. Behind the Throne – Military. Behind the Throne – Simulacrum. This works well for a villain who is the leader of a criminal underground. Villain is trying to take control of the legal system in the target area by bribing judges. Control Food Supply – Dietary Restrictions. Villain plans to gain control of the food supply by creating a hidden stash of a particular type of food. Behind the Throne – Magical Friendship. Behind the Throne – Magical Domination. turning him into a puppet leader. or heavy taxes. Villain’s minion is using shapechanging of some sort to impersonate a kidnapped rival. Blackmail Rival – Truth. and is directing the organization’s activities behind the scenes to his own advantage. Villain is trying to take control of the legal system in the target area by blackmailing or threatening judges. 15 41 . turning the existing source of authority into a mere figurehead.BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN Gain Political Power These tables indicate the scope and nature of a villain’s political machinations. Eliminate Current Commander – Frame-up for Cowardice. Discredit Superior Officer – Information. Villain is not yet an heir or second in command. Discredit Superior Officer – False Accusations. but is working his way up the chain (if he has been committing crimes to do so this might be a reason why the party is getting involved). Villain plans to spread a rumor to the public at large (or to troops. Eliminate Advisor with Frame-up – Crime.BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN Table 1-27: Method of Gaining Political Power Continued Die Roll 16 Method (d100) Control Legal System – Replace Judges. He plans to eliminate his current commander by framing him for cowardice. He plans to eliminate his current commander by framing him for adultery. Villain is trying to take control of the legal system in the target area by replacing independent judges with his own minions. for instance. Current method for eliminating the next adviser is to frame him for cowardice. but he expects that his position will be significantly advanced by the leader’s removal. The villain is setting up an event that will have a tremendously powerful magical or mental effect. as his junior. Control Work Assignments. Villain plans to set his superior officer up for failure by creating and inciting particular situations the superior officer is supposed to prevent from happening. He plans to eliminate his current commander by framing him for a crime the villain has already committed. Eliminate Advisor with Assassins. He is not necessarily the heir to power. Current method for eliminating the next adviser is to frame him for lying to the top leader (or some other serious lie) Eliminate Advisor with Frame-up – Cowardice. or a labor leader. rigged elections. The villain is preparing to charm a rival into becoming his friend and ally. but is working his way up the chain (if he has been committing crimes to do so this might be a reason why the party is getting involved). Villain is creating a trap that will kill much of the leadership (collapsing the town hall. The villain is an advisor to the leader (not second in command). Villain is planning a coup d’etat from the inside. with the help of allies in the community or organization. Villain is not yet an heir or second in command.Lying. Discredit Superior Officer – False Accusations to followers. This sort of plot could affect jobs in areas as large as a kingdom or as small as a village. indicating that his leader is involved in treachery. The villain is using an addictive substance (or an addictive event or experience) to bring members of the population under his thrall. or other followers) that his superior officer is engaged in unsuitable behavior. causing him to advance the villain in the hierarchy. 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 42 . The villain is planning to magically dominate a rival. Eliminate Rival – Magical Friendship. He will likely need to use several methods in order to conceal the fact that lots of judges are suddenly stepping down or disappearing under strange circumstances. Discredit Superior Officer – Inciting. The villain is somehow causing insanity in the leader so he can shake up the hierarchy to his own advantage. This will allow the leader’s enemies or rivals to continually outwit and outperform the leader (until the villain. The villain is an advisor to the leader (not second in command). assassination. Villain seeks to control the assignment of jobs. and is eliminating other advisers. and is eliminating other advisers. Create Power Vacuum – Trap. Villain plans to spread a rumor to his own leader’s superior. and is eliminating other advisers. and the nature of the organization could range from royal courts to thieves guilds to religious organizations. The villain is an advisor to the leader (not second in command). Eliminate Current Commander – Frame-up for Crime. and is eliminating other advisers. causing him to resign. This works well for a villain who is already in a position of some power – a guildmaster. Coup d’Etat. turning him into a fall guy. a treasurer. and let him take charge when there is no one else offering effective leadership. for example). Villain plans to set his superior officer up for failure by giving away vital information about the superior officer’s operations and plans. and is eliminating other advisers. Eliminate Current Commander – Frame-up for Dishonor. Eliminate Current Leader – Insanity. The villain is an advisor to the leader (not second in command). He plans to eliminate his current commander by framing him for some dishonorable act – lying. Dominate Population – Mental Domination. although the villain does not have enough power to completely dominate the rival. Villain is not yet an heir or second in command. Discredit Superior Officer – Sabotage. Dominate population – Addictions. for instance. Current method for eliminating the next adviser is to frame him for committing adultery (possibly with the top leader’s wife) Eliminate Advisor with Frame-up . or subverting/ recruiting the existing judges. Eliminate Advisor with Frame-up – Adultery. Eliminate Rival – Magical Domination. The villain is an advisor to the leader (not second in command). but is working his way up the chain (if he has been committing crimes to do so this might be a reason why the party is getting involved). etc. Villain plans to set his superior officer up for failure by sabotaging his operations. Villain is not yet an heir or second in command. His methods could include impeachment. Eliminate Current Commander – Frame-up for Adultery. is asked to take the post). but is working his way up the chain (if he has been committing crimes to do so this might be a reason why the party is getting involved). giving them only to his supporters. rendering everyone in the vicinity malleable to the villain’s will. Current method for eliminating the next adviser is to have him assassinated. Current method for eliminating the next adviser is to frame him for a crime actually committed by the villain. Impersonation – Shapechanging. get the hostage to write letters that help the villain. He hopes to gain the leader’s gratitude from the successful defense. but also he gets the fraudulently obtained cash. Financial Scheme – Debt and Foreclosure. The villain will stage an attack on a superior officer’s home community while the leader is away. His goal is to use them as the shock troops for some sort of coup attempt. Villain plans to establish a false (or perhaps even real) claim to power based on the villain’s family tree. hypnosis. or even the top leader in the chain of command. etc. The villain plans to pose as a lost or missing heir (possibly one that became lost or missing through the villain’s efforts). False Claim – Dynastic Succession. etc) and is delivering “orders” to the leader. monsters. as applicable) by using charm. The villain plans to seduce the top leader’s daughter (or son. Marry Heir – Magical Domination. Foreclosure or gaining influence through the threat of foreclosure might be the leverage he plans to achieve. etc) and is delivering “orders” to the leader. Infiltration – Mental. The villain is using shapechanging of some kind to impersonate a kidnapped rival. The villain plans to put a rival into monetary debt to the villain. Marry Heir – Seduction. False Claim – Family Succession. Note that these are not necessarily magical miracles – they might be military “victories” against the villain’s own forces. the rightful leader. The villain seeks to kidnap a rival. The villain is trying to create a financial disaster for one of his rivals. Villain is in control of guards or other military force. etc. The villain is posing as the representative of a higher authority (religious. the only hope. forged documents. This could be done by a combination of financial scams and with the help of moneylenders who are a front for the villain. False Defense – Leader’s Base. Infiltration – Takeover. thereby earning the superior officer’s gratitude. This part of the plot may already have occurred. or even the leader of the organization. The villain plans to manipulate omens to suggest that he (or his minion) is the best choice for something. such as an equal rival. etc. unbelievable charisma. while villain’s real or purported ancestor actually had the right by primogeniture. This is probably done with forged documents “proving” ancestry or with a last testament and will.BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN Table 1-27: Method of Gaining Political Power Continued Die Roll 39 Method (d100) Fake Miracles. etc. love potions. into the community where the organization is based. The villain is (or has been) infiltrating troops. forged documents. The villain will stage an attack on a superior officer’s base of power. Infiltration – Purge. into the community where the organization is based. monsters. Villain plans to establish a false (or perhaps even real) claim to power based on the leader’s family tree (as opposed to the villain’s). and be in the right place at the right time to “defend” the family from the attack. staged attacks. The villain is using traditional means to do so (presumably this is a villain with tremendous charisma). The villain will stage an attack on a superior officer’s family. or might be real). The villain is trying to create a financial disaster for one of his rivals by targeting them directly with financial scams. Manipulate Omens for Self. feudal. The villain plans to manipulate omens to suggest that his rival is evil or unsuitable for command.). Kidnap Rival. Financial Scheme – Theft. Villain’s purported ancestors were overthrown by the current leader’s ancestors. for instance. or sheer bravado. of course. The imposture could be accomplished with shapechanging. too. and be in the right place at the right time to “defend” it from his own attack (the fight might be staged. He might also be buying the rival’s debts from moneylenders. planning for a sudden and coordinated takeover of key locations. Villain’s minion is posing as the representative of a higher authority (religious. etc. The goal is to get information. False Identity – Higher Authority (villain). and thereby earn his superior officer’s gratitude. hypnotism. Or vice versa. Financial Scheme – Scams. Supposedly. This is probably done with forged documents. The villain is trying to create a financial disaster for one of his rivals by stealing the rival’s money. Financial Scheme – Identity Theft. feudal. His method is to use the opponent’s identity to borrow money and incur debts in the opponent’s name. staged healing. leader’s ancestor was adopted and named as the heir. or sheer bravado. The villain is (or has been) infiltrating troops. planning for a sudden and coordinated purge of his rivals. Manipulate Omens Against Rival. Impersonation – Heir. False Defense – Leader’s Home Community. The villain is fooling people into believing that he is performing wonders (these are actually staged events. False Identity – Higher Authority (minion). etc. The imposture could be accomplished with shapechanging. benefits twice: he not only eliminates his rival. The villain. putting the player characters into the position of having to stop the marriage or otherwise foil the plot. The villain plans to gain the position of heir to political power by marrying one of the leader’s children. 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 43 . False Defense – Leader’s Family. Probably the villain is trying to pocket the money from the scams. etc. Kidnap Rival’s Family. The villain seeks to take a rival’s family or friends hostage to influence the rival’s actions. a superior officer. placing himself in the right place at the right time to “defend” it from his own attack. and is corrupting their minds with charm. The “villain” is the good guy. but this is not clear at the outset of the adventure. planning to reach the point where his military power is enough to allow him to influence policy. but is working on weakening the defenses of the target. Pied Piper Strategy – Marry Heir. The villain will only remove the curse if the leader steps down in favor of the villain. Note: in addition to controlling a government. As the foundation for an adventure. The villain offers to get rid of them if he is given control (he probably won’t reveal that he started the problem in the first place). If he is not acting with a secret identity. The minion could possibly be a supernatural creature. such as a succubus. or it might be. who is now his only impediment to absolute power. Military Takeover – Stealing Key. the characters might have been hired as security for the event. using thieves. Pied Piper Strategy – Heirship. this could include digging a secret tunnel beneath the walls. the password that lets people into the area where the catapults are located (so that they can be sabotaged just before the attack). Military Interdiction. the villain is whipping the population into a frenzy. The villain has military power and is ready to attack. bandits. The villain has military power. one of the leader’s main followers. vulnerable location for a single. His immediate method is to steal a key or password that gives him access to the defensive item.BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN Table 1-27: Method of Gaining Political Power Continued Die Roll 62 Method (d100) Military Conquest. The villain offers to get rid of them if he is made the leader’s heir (he probably won’t reveal that he started the problem in the first place). The villain has military power. The villain controls monsters or predators that are attacking everywhere in the general population. the chancellor of the exchequer. or might stumble onto the plot before the strike takes place. or a member of the leader’s family. as a bodyguard. master of the revels. The villain is building up a military force inside or outside the organization/community. preparing to mount a popular takeover in a series of riots. judge. thus reducing their numbers. etc. In the case of a fortification. By sheer force of charisma. The villain is working on assembling all of his rivals into a specific. The villain offers to get rid of them if he is given a particular position of authority (he probably won’t reveal that he started the problem in the first place). 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 44 . and the leader is the bad guy. Military Takeover – War of Attrition. Rig Election for Minion. He is using this power to eliminate his rivals. His first step is to remove a few key people of power who represent a military threat to him. Prepared Purge. Replace Key Leaders. but his real project is to circumvent the target’s defenses. Prosecute Rivals. Military Intimidation. Villain threatens to kill people in the general population one day at a time until the leader surrenders control. in other cases. The villain has (or is building) enough military power (outside the community) to make a direct military conquest. The villain controls monsters or predators that are attacking everywhere in the general population. Military Takeover – Removing Key People. Military Takeover – Circumventing Defenses. The villain is in control of the police. hire a traitor to open the gates. say. The villain controls monsters or predators that are attacking everywhere in the general population. this plot could also be applied to the takeover of a guild by means of a purge – the strongest guild members and their adventurer friends might be the targets of the purge. The villain is replacing key members of the population with shapeshifting minions who will support him when he makes his bid for power. Pied Piper Strategy – Position of Authority. In a more abstract sense. The villain is using military power to cut off supplies or exports – this is the classic brigand-villain who starves his enemies into submission and is given power when they surrender. The villain has a minion or an ally who is seducing the heir. decisive strike. The villain has military power of his own. a sinister merchant could use a financial version of this scheme against a guild or another merchant. Rig Election for Self. Mob Charisma. The villain controls monsters or predators that are attacking everywhere in the general population. he likely has a hidden stronghold to protect himself from attempts to stop him. The villain is rigging an election to get a friend or ally elected into a position of power. Minion Seduces Heir. or has the power to prosecute crimes. Unless he is acting with a secret identity. The position might be a village alderman. The villain is married to the leader already. Villain has cursed the leader. this plot could be used as a back story to explain why the characters have just entered a community thrown into chaos by a successful purge. the villain is either very powerful or very insane to think he can hold onto power after taking it this way – but perhaps he’s right. The item might be magical. Murder Own Powerful Spouse. it could be a preparation to poison or incapacitate defenders. This is fairly straightforward. etc. Pied Piper Strategy – Total Control. Murder Threats. but is working on weakening the defenses of his target by ambushing enemy soldiers or guards before the actual assault. Conversely. Rig Election for Ally. The villain is rigging an election to get himself elected into a position of power. Party Misdirected. investigating them or charging them with crimes. The villain offers to get rid of them if he is allowed to marry the leader’s heir (he probably won’t reveal that he started the problem in the first place). Everyone knows that the villain created the curse. Overt Curse for Control. The villain is rigging an election to get one of his minions elected to a position of power. and pirates to stop their exports and trade. Player characters might get hired as the dupes… Weaken Rival – Destroy Base. The method used might be a magic item. The villain has set things up (and must be able to prove it) so that he can unleash a catastrophe. Secret Curse for Heirship. The villain has cursed the leader. whereupon he will simply demand that the current leader surrender power. or possibly influencing dreams in one of the villain’s own inherent powers. 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 45 . Seize Key Location and Interdict. The villain has cursed the leader. etc) that actually conveys the authority he seeks. the villain will cause the catastrophe to take place. Note that the villain can reverse the appearance of this plot. one of the leader’s main followers. too. and threatens to cut it off if he is not granted a position of authority. This might be a tradition that has expired. The villain has cursed the leader. but the villain will offer to remove the curse if he is acclaimed as the new leader (this is unlikely to work if the target is a governmental organization but might work very well in a financial organization such as a guild). The villain plans to seize a stronghold that controls supply or access to the targeted area. scepter. As an example: “Whosoever holds the Sword of Karnak is the rightful king of Karnakland…” Threat to Unleash Catastrophe. For example. a minion with this supernatural ability. It will make the rival ineligible to hold his current office. The villain is trying to destroy a community that forms the base of his rival’s economic or political power. one of the leader’s main followers. but which could still be a big problem for the existing leader. The villain has the ability to influence another person’s dreams. and is broadcasting them to suggest that he or his minion should be in charge. require that the office holder has never been arrested for drunkenness. Use Fall Guys. etc. Take Symbol of Authority. or that he is incompetent. The villain controls the area’s food supply. or possibly influencing dreams in one of the villain’s own inherent powers. This is a preparation for a Military Interdiction. Secret Curse to Marry Heir. A survivor would pose a serious problem for the villain if the survivor knows of the villain’s involvement. The villain is rigging a vote in favor of a law that will create problems for a rival if the law is passed – it will create oppressive taxes on the rival’s (but not the villain’s) main source of income. It is not known who created the curse. Villain is in enough of a position of economic power that he can cause a guild or group of laborers to go on strike unless the villain is granted more power. Threaten Food Shortage. It is not known who created the curse. Unless the leader surrenders control by a specific time. The villain is insinuating himself into the leader’s confidence by setting up dupes to oppose the leader – then giving information about their activities to him. Undermine Leader’s Credibility. Send Pro-Villain Dreams.BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN Table 1-27: Method of Gaining Political Power Continued Die Roll 85 Method (d100) Rig Vote Against Rival – Financial. The villain is rigging a vote in favor of a law that will create problems for a rival if the law is passed. although the key feature is to improve that gambit with possession of the stronghold. Villain is trying to undermine the leader’s credibility by spreading rumors and lies indicating that the leader is not the legitimate ruler. or a member of the leader’s family. by creating a situation where the strike looks inevitable unless the villain steps in to solve it. or a member of the leader’s family. It is not known who created the curse. This is very similar to the Pied Piper strategy. and is broadcasting them to suggest that his rival is a bad person or otherwise unsuitable. or a member of the leader’s family. The fall guys are either set up anonymously. as one example. Note that this might be a permissible and legal threat if the villain is a baron who supplies a town with food – or it might be completely illegal if the villain is an orcish chief who has conquered the nearby countryside. Rig Vote Against Rival – Status and Standing. one of the leader’s main followers. Threaten Labor Shortage. The villain has the ability to influence another person’s dreams. a minion with this supernatural ability. but the villain will offer to remove the curse if he is allowed to marry the heiress. The villain is trying to take control of a particular symbol of authority (a crown. Examples include votes that discriminate on the basis of race or gender. the villain has a way of stepping into power if the leader is removed. the villain might be targeting the rivals fief or fiefdoms. or a member of the leader’s family. or they were hired directly by the villain – in which case they have to die in order for the villain’s plan to remain under cover. if the rival is a feudal baron. Presumably. but the villain will offer to remove the curse if he is granted a position of authority (possibly a very minor one). Secret Curse for Position of Authority. Sends Anti-Rival Dreams. Secret Curse for Total Control. one of the leader’s main followers. but the villain will offer to remove the curse if he is declared the rightful heir to power. The method used might be a magic item. It is not known who created the curse. require minimum financial resources. The villain has cursed the leader. Roll on Table 1-29: Time Cycles. Year of the Horse. also the first day of Spring) and September 23 (the Autumnal Equinox). The Chinese Calendar. in order to have closer and farther points in the orbit. Scorpio. a highwayman. It would become a sort of celestial retro-virus. Leo. A cycle might be derived from the operation of a device that divides time into a regular or irregular pattern. Year of the Goat. Year of the Rooster. The villain might be leaving clues along with the jokes. treating different years much as Western culture interpreted the zodiacal segments of a single year. The zodiac is linked to the solar year. and collective memory while the comet is away. Gemini. Cometcycles can be a great adventure-generating device because of the long intervals between the comet’s appearances. candles. the lycanthropic disease might be transmitted far and wide while dormant. or casts different magical effects on a certain timetable. he might be a demented jester. societies. If the candles were scrupulously measured to be identical. follows a cycle of the Year of the Rat. the Grey Mouser’s thefts of candles and carpets in Fritz Leiber’s short stories). each called a “house. The zodiac is a division of the sky into twelve regions. Year of the Rabbit.BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN Random Acts Some villains don’t have a pattern of behavior or a coherent plan for anything. Obviously. and many other mechanical arrangements. meteors move around with apogees and perigees. Table 1-29: Time Cycles (generally used as a sub-table of Table 1-28) The Time Cycles table below is different from most of my tables – roll only once on the Cycle or Trigger Event column. Cancer. The equinoxes occur at approximately March 21 (the Vernal Equinox. Year of the Monkey. Table 1-29 is a subtable for use if the villain’s activity follows a timetable.” The regions are: Aries. These occur at approximately June 22 (the summer solstice) and December 22 (the winter solstice). an ambusher. Roll on Table 1-29: Time Cycles. or a violent kleptomaniac) Villain evinces. or other) 06-10 Calendar Cycles 11-15 Celestial Cycles 16-20 Comet Cycles 21-25 Device-Driven Cycle 31-35 Equinox and Solstice (solar cycle) 46 . and Apogee is the farthest point. gears. 01-05 Apogee and Perigee (solar. not the lunar year. Comet cycles are based on apogees and perigees. or in particular places. Summer solstice is the shortest night of the year. not circular. designed for some inscrutable burpose… Many cultures group years into a repeating cycle. or a different method of interpreting the movements of the stars. lunar. Devices to measure out time could involve dripping water. Destruction of property. and/or use of a particular and unusual method of theft (c. The appearance of certain predictable comets in the night sky is often given mystical significance. Virgo.. and Pisces. Year of the Snake. Note that Autumn and Spring are reversed for the northern and southern hemispheres of the earth. at random times. and Year of the Boar. For example: if some form of lycanthropy is linked to the appearance of a comet rather than a full moon. Keep in mind that this near-far relationship could exist between all kinds of celestial objects. Sagittarius. Taurus. Die Roll Cycle or Trigger Event (d100) Comments Perigee is the closest point in the orbit of two celestial objects. or perhaps the magical objects are huge metal blocks placed in the sky by some forgotten.f. or moon-madness. Libra. Certain characteristics are attributed to people born in the different years.g. hourglasses. or in particular places (when he finds himself in such a place). or Randomness Thereof (d100) Dangerous practical jokes. A fantasy world might have different zodiacal signs. Year of the Dog. not just suns and moons. ancient race. Lots of unpredictable things can happen to places. the second column is commentary on the result. water wheels. for example. They engage in destructive activities based on other stimuli. and winter solstice is the longest night. Year of the Dragon. vampirism. Aquarius. Unplanned assaults committed when the opportunity arises (e. Examples include lycanthropy. Year of the Tiger. the cycle would be irregular. villain is a serial killer. then suddenly appear all over the place when the comet appears in the sky. the candle-driven cycle would be regular. Jekyll/Hyde transformations. if the cycle is determined by the burning of candles without regard to the length of the candle. or might just be possessed of a grisly sense of humor. by such means as arson or mere vandalism Identical but otherwise trivial thefts of a particular sort of object. including mere whimsy. Magical objects on the earth might activate only when a sun or moon is close. A solstice is one of the two times of year when the sun is farthest off the celestial equator. at random times.. and even magical structures could have such a relationship to each other. the orbit has to be elliptical. Each house is associated with behaviors and with a particular metaphorical emblem. Capricorn. or from a particular type of person. produces. Table 1-28: Random Acts Die Roll 01-10 11-40 41-50 51-80 81-90 91-00 Nature of Actions. For instance. Year of the Ox. Villain’s nature changes on a certain timetable. The equinox is when the sun crosses the equator and days and nights are of closest to equal length. BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN Table 1-29: Time Cycles (generally used as a sub-table of Table 1-28) Continued Die Roll Cycle or Trigger Event (d100) Comments The types of clothes and the jewelry people wear comes into and out of fashion periodically, as do haircuts, luxury commodities, philosophies, and religious practices. Magical effects like planar gates could easily be influenced by fashions in behavior or religion. It might be, for example, that a planar gate opens only when a local god has a minimum number of worshippers present at a significant ritual. When it becomes more fashionable for people to worship that god, the chance of the gate opening would suddenly increase. A particular cycle for a villain’s activities, or the opening of some sort of portal or dungeon entrance, could be linked to the seasonal freezing and thawing of a barrier that blocks the portal, or of a mechanism that controls it. The builder might have intended the cycle of freezing and thawing, or the seasons might have changed since the original construction. Freezing and thawing also affect the volume of water moving in rivers, and patterns of migration by animals. This is a time cycle that can be used to drive a wide variety of adventures and monsters. Earth’s lunar cycle from new moon to new moon is 29.5 days, and is called the Synodic Lunar Cycle. Measuring the lunar cycle based on when the moon arrives in the same place in the sky (regardless of phase) is called the Sidereal Cycle and is 27.1 days in length. For gaming purposes, the “average” lunar cycle of 28 days is probably close enough unless the adventure is deeply involved in astrology. The phases of the moon are: new moon, crescent moon, first quarter moon, waxing gibbous moon, full moon, waning gibbous moon, last quarter moon, crescent moon, and then new moon again. The cycle of lunar eclipses is also an excellent fantasy theme, although the cycle of an eclipse is much longer than the cycle of the lunar phases. Some creatures have a life cycle in which their form changes radically; butterflies begin as caterpillars, frogs begin as tadpoles, many insects go through a pupae or larval stage. Although this is related to the reproductive cycle of the species, the radical morphological changes allow these creatures to have the right body-form for the right purpose at the right time. The caterpillar form, for example, is well adapted to eating huge quantities of food, whereas the mobility of the butterfly stage allows for finding stronger mates more easily. Intelligent creatures with morphological cycles might open and close portals (or be able to, based on their current phase). For example, a gate might remain closed while eggs gestate in some bizarre inter-dimensional space, or be opened when the creatures are in a predatory body-form and then close again. Only the strong and well fed predators would make it back to the gate, and would then be all together within the gate for the mating cycle to begin. The possible variations on this pattern are quite numerous. If a villain is acting according to such a life cycle, it’s not necessarily because the villain is one of the morphologically shifting creatures. It might be that the villain knows how to take advantage of the changing life forms of the creatures, or that he’s allied to them but can only take advantage of the alliance when the creatures are in an intelligent form, a dangerous form, a magically powerful form, or what have you. Again, the possibilities are vast. Just as a particular life form may go through radical morphological changes in order to link up form with function in a series of steps, it is also possible for a species to generate a sequence of life forms, only one of which is the breeder. As an example, envision a life form whose “queen” and “drone” eggs stay dormant for a long period of time, and need to be shifted from a hot incubation environment to a colder hatching environment. One “generation” of workers is a hot-weather creature that cares for the eggs during the incubation phase. As the incubation phase ends, the worker mate among themselves, producing an entirely different form – a flying form well suited for migration. The flying forms transport the eggs to a colder climate in a migration, breed again to create a cold-weather worker caste, and then die. The cold-weather caste hatches rapidly in the cold, and these workers care for the queen and drone eggs. The queens and drones fly back to the hot-weather area to breed and lay eggs of three kinds: queens, drones, and more hot-weather workers. The hot-weather workers hatch quickly to care for the new queen and drone eggs, and the cycle begins again. At some point in such a cycle, it might be that the door to underground hatching chambers must be unsealed, or the migration might take place across different planes of existence, requiring the temporary opening of planar gates. A villain’s motivation in all this could be of many different kinds: he might be intercepting the migrations, stealing eggs, using the unique capabilities of one of the life forms in an alliance, etc. The proximity of particular planets to the Earth, or their location within a region of the sky (particularly a zodiacal region) can be a usable cycle for the purposes of a fantasy world, possibly having effects on magic, on different kinds of magic, villain motivations, and the opening or closing of planar gates or dungeon entrances. The average human menstrual cycle is 28 days. If the villainess is non-human, the cycle might not be a menstrual cycle, but a cycle of being “in heat” or “in season.” This same pattern might apply to unusual monsters as well as non-human animals. Female dogs stay in heat for about 21-28 days depending on breed (as one example of a heat cycle). Note: the cycle of a male villain’s activity might be linked to someone else’s reproductive cycle. The purpose of a dungeon or planar gate that opens and seals based on the reproductive cycle of a tribe or being is fairly obvious, and could (ahem) give birth to interesting adventure scenarios. 36-40 Fashion Cycles 41-45 Freezing/Thawing Cycle 46-50 Lunar Cycle 51-55 Morphological Life Cycle (one creature) 56-60 Morphological Life Cycle (series of creatures) 66-70 Planetary Cycles 71-75 Reproductive Cycle 47 BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN Table 1-29: Time Cycles (generally used as a sub-table of Table 1-28) Continued Die Roll Cycle or Trigger Event (d100) Comments The lunar, menstrual, and solar cycles are all associated with the rise and fall of magical capabilities, but a fantasy world may have an independent cycle of rising a falling magical power, not marked by these factors. Fluctuations in magic power might be druidic (some fluctuation in the earth’s spiritual nature), might be related to arcane magic (a fluctuation in the eldritch energy that can be tapped by spells) or might be related to a fluctuation in divine power (possibly related to planar “distance, a period of dormancy, or divine battles that occupy the attention of the gods from time to time). A wizard’s personal capability might be linked to the concept of “mana,” personal reserves of magical power that might shift with the tides of time. Monsters might also feel the effects of magical change. In Judaism, the Torah (that’s the five books of Moses, in case you’re not familiar) is divided into parshas (segments) one of which is read and studied each seven days. The parshas correspond to the Jewish lunar calendar, so that the same parsha is read at the same lunar date every year. The point of completion of the reading, when the Torah scroll is rolled back to the beginning is a major holiday, as is the middle of the Torah (the day of atonement) and the reading on the new year (which precedes the day of atonement by a week). A religious scripture in a fantasy world might also follow a cycle not related to the calendar – planar gates or subterranean chambers might be opened (or open of their own accord) in a cycle driven by the reading of scriptures instead of a calendar cycle. The reading itself might trigger these events, rather than merely corresponding to them. Any of the various cycles listed in this table might be the cause of some other secondary effect that normally (but does not always) result from the primary cycle. For instance, the hatching patterns of locusts often (but does not always) cause famines. The focus of your adventure might not be the locust hatching, but the resulting famine. The periodic flooding of the Nile river was necessary to good harvests in Ancient Egypt; when that cycle failed due to low rainfall in the African interior, famines and food shortages resulted in Egypt. Adventures premised upon the secondary effects of a primary cycle might focus on the times when the expected result (the flooding of the Nile, or a locust plague) doesn’t take place. Why didn’t it? The answer might be valuable, crucial, or financially rewarding. Variations in temperature can cause all sorts of varying human behaviors, cause changes in economic factors, and can also trigger certain events in the animal and plant kingdoms. Consider such things as a locust-like insect with eggs that lie dormant until particularly hot temperatures arrive. In a completely different sort of example, consider than a villain’s opportunities for villainy might be considerably enhanced if the local community is snowbound, huddled up in cottages instead of wandering about the village with prying eyes that might see what he’s doing… Individuals who have suffered traumatic stress may re-live the event or its emotional impact, and this often happens on or around the anniversary of the event. The cycle could also be based on any cycle of events that either symbolize or reproduce the conditions and setting of the traumatic event. A fantasy world might have an analogue, in other words, to the way many War veterans react to the sound of helicopters and/or fireworks. 76-80 Rising and Falling Magical Power 81-85 Scriptural Cycle 86-90 Secondary Effect Cycle 91-95 Temperature Cycles 96-00 Traumatic Stress Cycle Reputation The villain is trying to manipulate his own or another person’s reputation, either as an invincible villain or as a good person (which would be an infiltration tactic). Table 1-30 determines whose reputation is to be improved or faked, and Table 1-31 indicates the nature and method of the manipulation. Table 1-30: Whose Reputation is to be Manipulated Die Roll 01-25 26-50 51-75 76-00 Whose Reputation is to be Manipulated (d100) The villain’s own reputation The reputation of the villain’s boss or master The reputation of one of the villain’s minions The reputation of one of the villain’s allies or partners in crime 48 BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN Table 1-31: What Reputation is Being Sought Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-00 Reputation for Evil – by bullying the weak Reputation for Evil – by carrying off an evil plot – basically any of the plots and plans listed in these tables – but in a spectacular and theatrical fashion. Reputation for Evil – by claiming responsibility for crimes Reputation for Evil – by insidious preaching Reputation for Evil – by laying waste the nearby countryside as an example Reputation for Evil – by shows of force (minions marching through streets or displays of magical power) Reputation for Evil – by speaking against (or threatening to destroy) powerful good-aligned individuals … who are probably not present to deny allegations or smite the villain. Reputation for Evil – by telling lies about exploits elsewhere (which he may or may not actually have performed) Reputation for Goodness – by faking the elimination of a community’s enemies Reputation for Goodness – by shows of force (marching minions would need to be disguised as good guys – but disguising your minions as good guys is also an excellent infiltration tactic as long as they don’t screw up the imposture). Reputation for Goodness – by telling lies about exploits elsewhere Reputation for Goodness – by using the false or stolen identity of a person with a good reputation Reputation for Goodness – through charitable acts (painful for villains, but necessary in this case) Reputation for Goodness – through sanctimonious preaching or lecturing Reputation for Goodness – using stolen or forged credentials, letters of reference, medals, etc. Reputation Being Sought (d100) Reputation for Evil – by attacking civilized regions from a nearby lair (banditry or raiding) Subversion to Evil Unlike conversion to evil, which requires actual persuasion or supernatural manipulation of some kind, subversion to evil is a matter of getting people to do evil things without persuading them – usually by threats or subterfuge. Table 1-32: Nature of Subversion to Evil Die Roll 01-08 09-16 17-24 25-32 33-40 41-48 49-56 57-65 66-74 75-83 84-92 93-00 Nature of Subversion to Evil (d100) Encouraging charitable donations to a good or neutral seeming temple that actually supports the worship of an evil deity Encouraging charitable donations to an organization whose leaders are secretly engaged in evil tasks Encouraging charitable donations to a group that supports a foolish idea (such as a heavy tax on merchants’ cargo, or on holy symbols, rebellion from royal authority, or the expulsion of foreigners, as examples). Encouraging membership in a crusade that will weaken the area’s defenses Encouraging attendance at a good or neutral seeming temple that actually supports the worship of an evil deity Encouraging membership in a new guild run secretly by evil individuals Encouraging charitable donations to a good-aligned group, but pocketing the proceeds, or a portion of them, for nefarious purposes Encouraging sacrifices to an evil deity that masquerades as a benevolent one Using magic to charm individuals into performing crimes or other evil actions Using bribes as a temptation to lure individuals into performing crimes or other evil acts Using physical threats to force individuals into performing crimes or other evil acts Using blackmail or hostages to force individuals into performing crimes or other evil acts. 49 BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN Support Evil Groups Secretly These tables are best applied to a mastermind villain, although the party might run into the minions or the other organization first. Discovering a mastermind who has been secretly assisting a just-defeated evil group is a good way to create a follow-on adventure. Table 1-33: Group Being Supported Die Roll 01-04 05-08 09-12 13-16 17-20 21-24 25-28 29-32 33-36 37-40 41-44 45-48 49-52 53-56 57-60 61-64 65-68 69-72 73-76 77-80 81-84 85-88 89-92 93-96 97-00 Group(s) to Which Assistance is Rendered (d100) All evil-aligned individuals in a particular area All followers and worshippers of a particular deity All powerful evil-aligned individuals in a particular area An association dominated by leaders of evil alignment (ranging from a secret society to a guild of merchants whose leaders are malicious and base of character) Anyone disregarding a particular good-oriented law (or decree of a good temple not actually part of the government) such as a requirement to wear a good-aligned symbol or worship an good deity, refusal to contribute to the army of a good king, etc. Anyone returning from a pilgrimage to a particular evil site Anyone supporting an evil-aligned warlord during a time of uprisings Anyone who was present at a particular unholy ritual held in the recent past Bandits operating outside the boundaries of civilization Criminal organization predominantly of evil alignment Cultists seeking to bring about a natural catastrophe Descendants of those who attended a particular unholy event in the forgotten or even ancient past Evil tribes or humanoids operating outside the boundaries of civilization Followers of an evil-aligned prophet’s teachings Jury or judge that convicted a good-aligned leader Members of a race known to be predominantly of evil alignment (goblins, for instance) Members of underground religious movement in a good-aligned theocratic region or an area in which a good-aligned religion holds considerable authority Military order affiliated with evil alignment but no particular faith Military order attached to a particular evil faith Military order attached to an evil-aligned temple Only the priests and higher followers of a particular evil deity Secret society dedicated to overthrowing a benevolent government Secret society dedicated to subverting people to evil goals Slavers Wealthy people (or perhaps poor people) of evil alignment in a certain area 50 BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN Table 1-34: Nature of Assistance Being Rendered Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Arrests or sues the group’s enemies Assassinates the group’s enemies Brings victims or prisoners at the request of the top echelons of the group, who know villain’s identity Brings victims or prisoners, anonymously Brings victims or prisoners; the top echelons of the group know the villain’s identity, but there is no interaction other than the villain’s gifts Provides advice Provides healing and/or alchemical potions when needed Provides hideouts and secret identities for members of the group Provides information from the villain’s spy network (advance warning if the group’s headquarters are about to be raided, for example, or maps into their targeted locations) Provides legal assistance (pardons or favorable verdicts) from a position of power, or pays bribes if not in a position of power Provides magical assistance such as charm spells when needed for the group’s plans Provides money (secret benefactor) Provides money: top echelons of the group know the villain’s identity and ask for money or loans when necessary Provides monsters as allies when violence breaks ou Provides weapons and armor Seeks recruits for the group using his own channels of power Speaks on behalf of the evil group Villain acts as agent for the group, but wears mask when meeting with them or acts through intermediaries – the group does not know the identity of the agent. An example would be acting as a fence or a negotiator. Villain supports the group with propaganda and rumors, but members of the group do not know who he is Nature of Assistance (d100) Acts as agent for the group when his help is requested (his identity is known to the higher echelons of the group). 51 BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN Unusual Minions and Lieutenants Many of the above tables involve a villain’s minions. An adventure is usually improved by having some of these minions be unusual in some respect. In particular, if the villain has an interesting minion, the nature of the minion can generate some interesting ideas about the villain’s plot. This might seem backward, but creating an adventure isn’t always a linear process. Ideas about “later” parts, or little details, can sometimes generate fantastic ideas for the adventure’s overall structure. Table 1-35: Human Minions Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Nature of Minion (d100) Animal trainer or monster wrangler Assassin Barbaric military leader with troops (intelligent) Barbaric military leader with troops (stupid) Expert on local area, brilliant mastermind Intelligent peasant (possibly one of several minions) Knight Magic-user Nobleman, merchant, guild official, or city official (intelligent) Nobleman, merchant, guild official, or city official (stupid) Powerful warrior (barbaric) Powerful warrior, civilized Priest Soldier Sorceress Stupid peasant (possibly one of many such minions) Suave military leader with troops (cruel and silky) Thief Thug Witch doctor, witch, or druid Unusual Characteristic (d100) An excellent spy or information gatherer Badly scarred Blind or deaf Crippled or maimed Demon-possessed Distinguished by a particular piece of clothing the minion always wears Distinguished by a particular sigil or badge that the minion always wears Distinguished by a strange tattoo or birthmark Has a relatively powerful magic item Highly religious Highly superstitious Insane (megalomaniac) Insane (schizophrenic) More powerful than the villain, but follows villain’s orders (see next column to determine a reason) People routinely forget the minion’s face Very charismatic compared to the villain Very concerned with personal appearance Very honorable (by some particular code, possibly a very warped sense of honor) Very rude and arrogant compared to the villain Well known in the local area Reason Why in Villain’s Service (d100) Addicted to substance provided by villain Advisor (privy to villain’s plots and has input into his plans) Believes villain is his only true friend Charmed or enchanted by villain Convinced that villain’s brilliant plans will succeed and that he will be rewarded for helping Deceived as to the real nature of the villain’s activities Grateful retainer (saved from something by villain) In love with villain Loyal henchman (enjoys working with villain) Loyal retainer (pledged by honor) Loyal slave (purchased by villain) Receives food and shelter Receives payment Receives share of treasure Unwilling minion (villain can ruin his reputation or bankrupt him at will) Unwilling minion (villain holds loved ones hostage) Using villain for his own purposes Villain has control of minion’s soul in some fashion, or holds it captive Villain’s loyal kinsman Worships villain as a god, messenger of a god, or holy person 52 . Later books will provide the meat and potatoes for referees who prefer to build outward from evocative details........... 38 1-23: Food-Related Activities.............. 26 1-11: Master Table of Villainous Plans.. 32 List of Tables (Book One) Table............................................................................................... 39 1-24: Gain Favor of Another Villain (or Villainous Organization) ............................ 17 1-9: Patron Motivations................. It’s more like a jigsaw puzzle – there’s no predicting which parts of the puzzle will start coming together until you start........................................................................................... Never be afraid to go back and change even the fundamental premises of an adventure if your later ideas cause it to evolve in a new direction........................................................................... Writing an adventure is not a linear process...... 33 1-19: Reason for Seeking Vengeance/Revenge.......................... 51 1-35: Human Minions...... 25 1-10: Hooks and Motivations............................................................. 30 1-15: Desecration Methods (Event) ............. 49 1-32: Nature of Subversion to Evil........... 46 1-29: Time Cycles................................................... 15 1-6: Location-Based Missions........................................................................ 15 1-4: Individual-Based Missions................. the tables in this book are for top-down adventure creation.......................................................................................................................... 13 1-3: Types of Missions............................................................................ 46 1-30: Whose Reputation is to be Manipulated................................................................................................................................................... 29 1-14: Desecration Plots (Location) .......................................... 50 1-34: Nature of Assistance Being Rendered...................................................... 16 1-7: Event-Based Missions................ 40 1-25: Increase Personal Capabilities.................................. for referees who prefer to have the adventure’s backbone in place before messing about with the details...................................................................................................................................................................... 34 1-20: Destruction of Good-Aligned Groups....... 31 1-17: Intended Method of Destruction................. 27 1-12: Villainous Concealment.............................. 28 1-13: Conversion.......................................................... 16 1-8: Patrons and Targets.......................................................................................................................................................................................... 41 1-28: Random Acts..........................................................................BOOK ONE: PRINCIPLES AND STARTING POINTS — THE VILLAIN’S PLAN Concluding Remarks to Book One As mentioned in the Introduction.... 49 1-33: Group Being Supported......... 40 1-26: Scope of Political Power Sought................. and creativity is not an orderly process................. Page 1-18: Reason for Destroying this Particular Community.................... 52 53 ................................................................................................................................................ fitting the backbone into the details rather than vice versa........................ 48 1-31: What Reputation is Being Sought......................................................................... 8 1-1B: Locations (Overview).............. 15 1-5: Item-Based Missions.. 10 1-2: Locations (Purpose) ........................ Page 1-1A: Locations (Overview)................ 30 1-16: Type of Ceremony Villain Plans to Desecrate (Event) ....................................................................................... 36 1-21: Quest for Economic Power.............................. 37 1-22: Evoke Catastrophic Event................... Table..... 41 1-27: Method of Gaining Political Power..................... .................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................55 Part One: Monster Types..67 Fey........................................................55 Beast......................................................................83 Planar..........................................................................................................................................................95 Undead.................75 Humanoid..........................94 Plant.....................................................69 Giant...................................................................................................................................................................................................................................................................................................................................................................99 Verminous............................................................................62 Elemental...........................................................................................81 Ooze...........103 Part Two: General Monster Tables......................................................................................................................................................................105 List of Tables (Book Two)..............................................................................................................................................55 Construct.................................89 Traveler..........86 Dark Angel......................................BOOK TWO: Monsters Table of Contents Introduction to Book Two.....................................................................................................................................................................................60 Draconic.............................................................92 Visitation.........................................................................................................................................................................................................77 Mist..........................................................124 54 .............................................................86 Demonic..........................................88 Summoned...........................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................73 Horror............................................................................................................................................................ One possibility is to say that you’ve got a cat-like predator with a beetle’s exoskeleton that has bright. Sometimes the details are interesting enough to warrant changing the whole concept retroactively to fit them. although it might be unusually cunning. the objective is not to provide on-the-fly tables for quick use. it works best ahead of time. Let’s say that you started with a Cheetah’s body form. Step 3: Fill in the Details. what you need to create a monster (especially if it is supposed to inspire an adventure) is some other detail besides or in addition to the monster’s combat profile. canary-like coloration. The book can be used for on-the-fly ideas. Monster Types Table 2-1: Monster Categories* Die Roll 01-07 08-14 15-21 22-28 29-35 36-42 43-49 50-56 57-63 64-70 71-77 78-84 85-91 92-00 Monster Category Beast Construct Draconic Elemental Fey Giant Horror Humanoid Mist Creature Oozes and Macrobiotes Planar Plant Undead Verminous Beasts A beast is a monster that lives in the fantasy world’s natural ecosystem. This Book is divided into two main parts: (1) generating monsters by specific type (undead. or treat the results as new features to add into the monster’s description.). or combination of monsters. your choice). Most of the details generated from the monster type tables will refer the designer to one or more of the general tables in the second section. 55 . If that happens. but sometimes they are the primary and driving force behind the creation of an adventure. I can think of many of my own adventures that were sparked by monsters. Roll for Special Attacks (Tables 2-78 and 2-79). You’re not locked into this body form. but this method calls for slightly larger creative leaps than starting with the type. or an infestation of bizarre creatures. giving rise to the location or the mission instead of vice versa. And if you’re lucky enough to get the sudden inspiration for a brand new monster. etc. Good monsters are more than just an agglomeration of statistics and abilities thrown together. often the adventure will write itself from there almost without further effort. There are other monster-generation books which already do this quite well. Roll twice on the Creature Attributes Table (2-2). this book is designed to tap a deeper creative wellspring – which can be hard when you’re under time pressure with players tossing potato chips at you and asking if you’re ready to start. Monsters Generally One of the best ways to come up with the idea for an adventure is to start with a monster. so you will probably need to discard the results from Table 2-79 or 2-82 unless they happen to generate something excellent. so to speak. Instead. Roll on the Creature Attributes Table (2-2) for a basic body form. but to use it at full power. It’s a doubly powerful tool when used in conjunction with the first book of the series.BOOK TWO: MONSTERS — MONSTER TYPES Introduction to Book Two This second book of the series focuses on monsters – mainly on creating new ones for use in an adventure. like locations and missions. this is probably the category you’ll want to use as a starting point to generate some ideas. and (2) a set of general tables. Step 1: Get a Starter Image of the Body Form. Like the first book in this series. Monsters aren’t quite the “top level” of adventure design. Tie those results into the Creature Attributes you’ve already generated. those additional details can define a combat profile much better than the brute-force method of generating trial-and-error combinations over and over again. but I have always found it easiest to come up with interesting details when I’ve got a vague picture of the monster already in mind. Take an attribute from the first creature (any attribute. The general tables can also be used as a starting point. It probably isn’t more intelligent than a regular animal. but it absolutely isn’t necessary to have the first book in order to use this one. Step 2: Mix Attributes of Two Creatures. Giant ants and griffons are both examples of this sort of monster. A third possibility is to discard the cheetah (that was just a starting point) and create a beetle that sings sweetly to draw its prey close for the kill (presumably with a saving throw to avoid the effects of the song). *The definition of each type is contained at the beginning of each section. and work from there. and then rolled 12 (Beetle) and 16 (Canary). and when I’m beginning the adventure creation process I often look for ideas by paging through monster books. Beast monsters are usually pretty simple. Another possibility is to say that you’ve got a giant beetle that chases down its prey like a cheetah and kills it with a sharp beak (canary). In many cases. beginning with the monster’s Combat Profile. I consider it a perfect result. In many cases. If your adventure requires an interesting roving predator. Special Defenses and Abilities (Table 2-82) and Distinctive Attributes (Table 2-83). your choice) and mix it with an attribute from the second creatures (again. multi-segmented body. lays eggs Eel body form. sonic echolocation. hooked beak. makes pearls. tusks. may use electrical shock. antennae. dangles lure to attract prey. reproduces by fission Ant body form. glistening skin. bug legs. filled with acid. dislikes water. flies. builds underwater lodge. breathes underwater. six legs. opposable thumbs. tail. quadruped. soft inside. predator 56 . large mouth. long sticky tongue. sheathed wings Boar/pig body form. paws. large claws. mandibles. engulfs prey. plays with prey. insect. flat tail. might have armor plates Dog body form. mandible-like things on tail. exoskeleton. retractable claws Centipede body form. snake-like shape. scaled skin. digs prey from ground. canine. holds breath for a long time. digs into sand Crocodile body form. barracuda Creature and Attributes Amoeba body form (formless). breathes underwater. swims. dives on prey. reptile. omnivore. thick hide. used as pet. climbs trees. pack-hunter. baboon face. extends pseudopods. jointed legs. spits to stun prey. gills Fish body form. stinger. spits. flies. segmented body Anteater body form. many jointed legs. burrows. chases prey Chicken body form. caste system. cuts down trees. travels in bands led by an alpha male Badger body form. lurks below surface. swims Bee body form. caste organization. lays eggs. crested head. egg-laying queen. glides on air currents. lives in desert Bird body form. scales. omnivore. suck blood. swims. wings. travels in groups. hive organization. angler Fish. bat wings. huge. aquatic mammal. human-like eyes. lives in deep water. wild Bull/cow Camel Canary Cat Centipede Cheetah Chicken Clam/oyster Crab Crocodile Dinosaur Dog Dolphin Dragonfly Eagle Earwig Eel Elephant Fish. nocturnal. eats fruit. hibernates. exoskeleton. strong tail. covered in hair. fins and tail. human-like face. lays eggs underwater Elephant body form. large ears. bears live young. produces honey. flies. primate. tusks. flightless bird. fins. hangs upside down in caves to sleep Bear body form. lays eggs. omnivore. lays eggs. cat eyes. charges to attack. primate. quadruped. swims. very fast. gills. segmented. large faceted eyes. might have back plates. collects pollen. gills. flaps into air to attack Clam body form. pincer claws. hoofs. opposable thumbs. hibernates. filled with liquid. bright color. friendly to humans Dragonfly body form. makes nests Cat body form. goes for a long time without water. tramples. exoskeleton. eats grain and seeds. fish. lays eggs. mandibles. bioluminescent. lives underwater Crab body form. bears live young. has bristles. mammal. black Bear. teeth. large claws. cat eyes. feline. loyal. swings from trees. archer Fish. long fur Ape body form. often flies. elephant feet. sleeps while standing. builds dams. sharp teeth. pincers. might have elephant feet. swims. long dragonfly wings. mammal. fish-like body. multiple legs. hoofs. two legs. fish tail. spotted fur. eats seeds. lays eggs underwater. stays with cubs Beaver body form. used for hunting Dolphin body form. bears live young Fish body form. breathes underwater Fish body form. underwater mammal. makes nests in high places. four legs. baggy skin. quadruped Bovine body form. travel in bands with alpha male organization Baboon body form. tail. burrows with claws. long and toothy mouth. use feet to grip. lays eggs. might have clubbed or spiked tail. two legs. herd animal. eats bugs. faceted eyes. avian. short side-mounted legs. wings.BOOK TWO: MONSTERS — MONSTER TYPES Table 2-2: Creature Attributes Die Roll 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17-18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 Animal (d100) Amoeba Ant Anteater Ape Baboon Badger Bat Bear. chisel-teeth. eyestalks. quadruped Camel body form. sucks prey through long mouth. armored hide Dinosaur body form. small. stays with cubs Bear body form. quadruped. outer shell opens. lives in deep darkness. large. quadruped. lays eggs. swims. carapace. insect. feathers. feline. talons Earwig body form. faceted eyes Beetle body form. horns. lays eggs. black and white coloring. has humps. lays eggs. floats in liquids. caste-specific body type. dies after stinging. brown Beaver Bee Beetle Boar. hard carapace. bears live young Bat body form. multiple legs Eagle body form. often venomous Cat body form. hunts on land and in water. large claws. charges into combat. uses sonar/echolocation. might have long neck. sings. has beak. leaps. talks. mammal Praying mantis body form. flies. female eats male after mating. eats from treetops Goat body form. poor vision. mammal. insect. sucks blood. quadruped. swims. four legs. quadruped. used as steed. lives in cold regions Prairie dog body form. jumps from treetops Lion body form. females suck blood. fins. rodent. long ears. gills. lays eggs. quadruped. thick hide. streamlined fur. bird. bird. herd animal. flies. charges into combat Roach body form. eats dead flesh Mammoth body form. cat eyes. pounces. long legs. swims. eats virtually anything. wings. bird. biped. some live in mountains with long hair. lays eggs Bird body form. scavenger. long legs. flies. feathers. eats insects. lays eggs. makes eerie laughing sound. insect. quadruped. exoskeleton. fins. antennae Rabbit body form. jungle predator. resembles lizard. scavenger. voracious predator Frog body form. digs burrows. cat. herbivore Monkey body form. eat wool. amphibian. good vision. travels in schools. camouflage. hoofs. equine. mimics. human-looking face Mosquito body form. flightless. quadruped. carapace. breathes underwater. plow animal. flies. flightless bird. breathes underwater. lays eggs. eggs laid in food source for larvae to eat Seal body form. swims. tusk-like teeth. huge back legs. lays eggs. lays eggs. long pointed ears. swings from trees. resplendent tail plumage. horns. hairless tail. swallows prey whole. ink cloud Ostrich body form. larval stage develops into beetle. drink nectar Octopus body form. eats young under conditions of overcrowding Raven body form. scavenger. insect. eyestalks. crustacean. sharp beak. sucks blood. herbivore. strips prey down to the bones. good hearing Leech body form. suckers on tentacles. builds nests. long back legs Rat body form. lays eggs underwater. no internal skeleton. rears up to attack with fore-legs Hyena body form. used as draft animal. talons. piranha Fish. quadruped. scales. quadruped. rabbit tail. can’t stop swimming or it dies. curled horns. burrows. smells with tongue Lobster body form. fish tail. one horn. eight tentacles. mane. burrows. black. mane. feathers. elephant body form. exoskeleton Moth body form. larval stage of flying creature. hops. sure-footed Hawk body form. hoofs. attaches to prey. segmented exoskeleton with overlapping plates. claws Lizard body form. lives underwater Leopard body form. general Fish. attacks in large groups. tail. dives on prey. vermin. climbs. larva. long neck. used for hunting. lays eggs. side-mounted legs. travels in groups. forked tongue. sea-creature. prehensile tail. elephant feet. bears litters of live young. bear live young 57 . small Fish body form. lays eggs. cephalopod. draft animal. bird. hairy. jointed legs Saber-tooth tiger body form. scales.BOOK TWO: MONSTERS — MONSTER TYPES Table 2-2: Creature Attributes Continued Die Roll 36-37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55-56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75-76 Animal (d100) Fish. travels in schools Fish body form. bird. sheathed wing. hops. proboscis. lays eggs. eats fish. flippers. insect. three hearts. gills. fish tail. breathes underwater. tusks. canine. dorsal fin. grows from caterpillar cocoon. jointed legs. lays eggs underwater Maggot body form. horse tail. sounds like a cat Penguin body form. spotted fur Jackal body form. strikes swiftly Giraffe body form. tramples. lay eggs underwater. cat. piercing beak. grabs prey with long. scales. pounces. hairy. scaled skin. barbed arms. retractable claws Beetle body form. bird Rhinoceros body form. spotted fur. gills. lives in large communal warrens. rough skin. spotted hair. flies. bears live young. tall. starts as tadpole and transforms to new shape Gecko body form. wings. faceted eyes. feathers Peacock body form. runs fast. horns on head or thorax. carries disease. hoofs Parrot body form. very long tusks. good vision. lays eggs. flies. carrion eater. lays eggs. exoskeleton. spreading tail plumage Ox body form. gills. vermin. attacks with head butt. breathe underwater. sharp beak. rodent. shark Frog Gecko Giraffe Goat Hawk Heron Horse Hyena Jackal Leech Leopard Lion Lizard Lobster Maggot Mammoth Monkey Mosquito Moth Octopus Ostrich Ox Parrot Peacock Penguin Prairie dog/ meerkat Praying mantis Rabbit Rat Raven/crow Rhinoceros Roach Saber-tooth tiger Scarab beetle Seal Creature and Attributes Fish body form. tall. bright colors. feathers Horse body form. attracted to light. adhesive pads on toes. roars. injects venom. jointed bug legs. (Sleipnir type. insect. hooded head Snake body form. fast runner. thorax. carrion eater Walrus body form. flippers. insect. jet propulsion. slithers. scales. swims. hard shell. changes color to match surroundings. quadruped. ink cloud Squirrel body form. There’s room here for a human head. eyestalks. fangs. beast body. (Naga type) Human head. lays eggs. Human head or face. snake eyes. stinger. predator. wormlike. thin. batrachian. slithers. herd animal. tusks Wasp body form. sea-mammal. teeth Whale body form. poison. long jointed legs. parasite. carapace. exoskeleton Toad body form. lays eggs in water. roars. sea-mammal. paper-like wings. snake eyes. must surface periodically to breathe. fangs. drinks blood. blunt head. predator Beetle body form. several multi-armed giants). exoskeleton. viper Spider Squid Squirrel Stag Stick insect Stink bug Tapeworm Tick Toad Virus Vulture Walrus Warthog Wasp Whale. deep-water Wolf body form. hypnotic eyes. cephalopod. flies Whale body form. two legs. must surface periodically to breathe. eye stalks. and upper torso. amphibian. five hearts. lays eggs. reptile. bulging eyes Virus body form. hoofs. makes paper hives. lives inside host organisms Tick body form. hypnotic eyes Snake body form. wings and/or fore-body of third beast (griffon or hippogriff-type) Headless. howls. fangs. slithers. herbivore Stick insect body form. injects host with RNA that begins replicating viruses inside host’s body. general Snake. teeth on lower jaw. killer Whale. poison. cobra Snake. cold-blooded. stores food. snake eyes. at least) Snail body form. flippers. bird. lays eggs. (Satyr type) Human head. eats only occasionally and remains torpid in between large meals Snake body form. carries disease. lurks underwater. Shape Adaptation Animal head and legs. forequarters of one beast. large. sonic echolocation. lays eggs. abdomen.BOOK TWO: MONSTERS — MONSTER TYPES Table 2-2: Creature Attributes Continued Die Roll 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 Animal (d100) Slug Snail Snake. slithers. regenerates Table 2-3: Folkloric Shape-Adaptations The folkloric shape-adaptation is a quick list of ways in which myths and legends have changed the shape of normal animals into mythological and folkloric monsters. second torso of beast (Centaur-type). predator. mammal. thick layer of fat. but sometimes it can be helpful as a quick-reference tool. lays eggs. large. sonic echolocation. flies. bushy tail Deer body form. but I don’t have a folkloric example for that one. snake eyes. swims. spindly legs. awful smell when carapace is broken. slimy and formless body. spins webs. lays eggs. predator. segmented. bears live young. wings of a second beast. lays eggs. microbial Vulture body form. beast lower torso and legs. flippers. flukes. tusks Warthog body form. moves by rippling muscles. predator. constrictor Snake. flukes. constricts. cocoons prey in silk. flat. sea-mammal. ten tentacles. constricts prey. (Minotaur and wolfman type). mammal. or head in wrong place. hypnotic eyes Spider body form. leaps. I think it’s very restrictive if used as a random generation table. reptile. (Manticore or sphinx type). quadruped Worm body form. body of second beast. rodent. regeneration (of the eyestalks. Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Double or triple heads (Cerberus or hydra-type) Flying disembodied head type (Penalangg-type) Head and torso of human. lurks in trees. long. talons. sucks blood Squid body form. hermaphroditic. ugly face. antlers. resembles a stick. eight legs. burrows. sperm Wolf Worm Creature and Attributes Slug body form. reproductive organs located in head Snake body form. body of one beast. feathers. human torso and arms. slimy. More arms or legs than normal. bears live young. reptile. gathers nuts. 58 . arms. house-like shell. mollusk. hunts in packs. hindquarters of a second beast. stinger. antennae Tapeworm body form. spreads disease. reptile. canine. gastropod. Head of one beast. serpent. lays eggs. (Headless horseman type). BOOK TWO: MONSTERS — MONSTER TYPES Table 2-4: Method of Obtaining Food Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-95 96-00 Ambush Predator Carnivore Dangerous Herbivore Hunts and processes food Omnivore (probably with a preference for human flesh) Predominantly Carrion-eater Predominantly Scavenger Stalking Predator Stores food of various types Grows or cultivates food in some way Eats Abstract Food (See Table 2-5) Food-Methods Table 2-6: Reproductive Strategy Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Reproductive Strategy Bears live young Bears live young Bears live young. eats them) Experience (levels) Experience (points) Hatred Heat or cold Intelligence Joy Luck Magic Pain Philosophy or knowledge Sanity Souls Sound or music Spell casting capability Strength Wisdom Youth Abstract Food (d100) 59 . keeps in pouch until older Lays eggs in host creature Lays eggs on land (whether or not creature lives in water) Lays eggs underwater (whether or not creature lives on land) Reproduces by splitting – fission Reproduces by transformation of prey Reproduces using airborne spores or seeds Reproduces using planted seeds Table 2-5: Abstract Food Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Charisma Dexterity Diseases (yes. they are still in anyone’s service at all once the adventurers encounter them). machine. or structure as the force that animates it. This includes the classic man-shaped golem. On the more complex side of the spectrum might be a huge lobster-shaped battle robot powered by magical pistons and gears. and probably can also move. The imprisoned/ bound creature provides the object with whatever intelligence or cunning it possesses. but as monsters these types can be quite different – some of them are animated by a spirit. indeed. Obviously. tables. common one. After getting a general picture of the construct’s physical threat. and if the construct is more than just a physical monster. catapults. This is either a machine with some sort of artificial brain. and some of them might have some sort of machine-intelligence. Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Primary Physical Danger Crushing limb or smash Enfold and suffocate Grab and process Liquid spray and process Pierce and process Piercing appendage Pincers Swallow and process Trample Whirling blades or slicing limbs 60 . If you don’t get a good mental picture just from Table 2-79. use Table 2-78 for an idea about how the Special Attack might be employed. A basic example is an iron cobra with no inner mechanisms – it is an object specifically designed to be animated. A spirit could be imprisoned in a garbage pile.BOOK TWO: MONSTERS — MONSTER TYPES Constructs Constructs are man-made objects that have at least rudimentary intelligence. these different origins will tend to fit into radically different types of adventure settings and in the service of radically different villains (if. roll on the large table of special attacks (Table 2-79). 41-60 Magically Augmented Machine 61-80 81-00 Spirit-animated substance. 01-20 21-40 Magically animated object Animated chairs. in a prepared shape True Machine Table 2-8: Physical Danger Posed by Construct It’s easiest to start creating a construct by focusing on what sort of risk it poses to the adventurers. This list of physical dangers constructs can cause is more focused than the larger tables of physical attacks (Table 2-72). and may be a better starting point. in its natural shape A machine that doesn’t operate purely by means of technology. some of them have magically-implanted intelligence. and may not include any mechanical components at all other than hinges and bolts. Table 2-7: Type of Construct Die Roll Type of Construct Elementalanimated or spirit-animated machine or object Comments An elemental creature or a creature from the spirit-world has been bound into the object. As such. It’s worth mentioning that the folkloric theme of a created monster getting out of control is a very. or a machine with no intelligence whatsoever. they share enough characteristics that it makes sense to lump them together for creative ideas. some might only follow orders. but could be any shape. very. and then you’d have an animated garbage-pile. but with no magic animating the mechanisms driven by those pistons and gears. etc. especially where the primary threat might not be physical damage. and then build out ideas for its purposes and attacks. reptile. I don’t use this table much for generating a construct directly. minotaur. and let your subconscious take over from there. insect. Die Roll 01-03 04-06 07-09 10-12 13-15 16-18 19-21 22-24 25-27 28-30 31-33 34-36 37-39 40-42 43-45 46-48 49-51 52-54 55-57 58-60 61-63 64-66 67-69 70-72 73-75 76-78 79-82 83-85 86-88 89-91 92-94 95-97 98-00 Automobile Bathysphere Blender or food processor Bulldozer Centrifuge Combine harvester Crane Dishwasher Disk drive (memory holder) Drier Eggbeater Electrical outlet Elevator Flamethrower Forklift Garbage disposal Garden hose Heart monitor Injection mold Intercom system Jackhammer Lawnmower Oil refining or distilling Oven Power drill Refrigerator or cold storage Roomba Steam cleaner Steamroller Stove Trash compactor Truck Windmill Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Reminiscent of Animal (mammal. griffon. Die Roll 01-08 09-16 17-24 25-32 33-40 41-48 49-56 57-65 66-74 75-83 84-92 93-00 Construct’s Intended Purpose Boosts magic powers of creator Build structures Dig Finder/hunter Guardian Instrument of revenge Life support system or exoskeleton for creator Manufacture items Navigate Produce food Servant Warrior Table 2-11: Construct’s Physical Resemblance Yet another way to generate ideas for constructs is to get a mental picture of it.BOOK TWO: MONSTERS — MONSTER TYPES Table 2-9: Modern Analogues for Fantasy Devices Another way of getting ideas for constructs is to let your mind wander through the realm of existing modern machines. and then thinking about the construct as being a component of that room or the room’s purpose. Take note that the table heading says “reminiscent of. This table is my favorite way to get ideas for the more unusual constructs. etc) Bizarre machine Bug (beetle. but it has worked very well if I think of this as the room where a construct is located. etc) Modern Machine Table 2-10: Reason for Creating Construct The creator’s purpose for building the construct can give you ideas for what the construct does. bird. or arachnid) Doll or puppet Large human Mannequin (possibly very lifelike) Plant Scarecrow. 61 .” It’s best to create only a blurry mental picture for dreaming these up. amphibian. jury-rigged appearance. poor construction Sphere or other uncomplicated shape Well-known monster (dragon. lines. scaled skin 62 . used for leaping and pouncing Body: iridescent. Consider Walt Disney’s The Sorcerer’s Apprentice and Mary Shelley’s Frankenstein as examples. a single unusual ability (with a sub-table for breath weapons). no front legs Body: bone plates instead of smaller scales Body: chameleon-like coloring allows it to blend into surroundings Body: color pattern of spots. possibly with other crab-like features such as pincers Body: mangy appearance due to constant shedding of scales (or even molting) Body: manticore-like tail allows spike-throwing Body: mantis-like front legs. probably used in a hypnotic type of special attack Body: has mane of hair. In general. or similar. Hoof-like feet are also an option for this. whorls. glistening or glittering. Not every construct should be subject to loss of control. this theme is more applicable to constructs that are animated by an imprisoned or summoned spirit rather than those which are purely mechanisms or magically-augmented medieval technology. probably used as special defense in some way as a distraction Body: extremely long claws used for burrowing in stone (extra damage. displaced. crab-like carapace. Body: dragon is bioluminescent or has a bioluminescent “lure” to attract prey (like anglerfish) Body: dragon’s form is blurred. smooth. Body: highly flexible. mold. Many versions of the original golem folktale (in which the golem is created by a Cabbalist rabbi to protect the Jews of Prague from a pogrom) also include the golem’s attempt to remain “alive” once its purpose is served. or additional set of mantislegs Body: marsupial-like pouches for carrying eggs Body: more frog-like than catlike. Table 2-13: Dragon’s Unusual Physical Feature Die Roll 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 Feature Body: back legs only. and the dragon’s mentality. possibly running the full length of the body and tail. probably) Body: fan along back like a Dimitrodon (also called a “sail”) Body: fins and webbed feet. you start to get something that isn’t really a dragon any more. slimy skin Body: more than four legs and/or claws Body: more toad-like than catlike. Body: crablike pincers instead of front claws Body: dragon has elephant-like feet instead of claws. these tables focus on three components of a dragon or draconic monster: a single unusual physical feature. or shifting Body: expandable plume or brush of feathers at end of tail (like peacock fan). alternatively. etc. and might be able to trample. but wyverns and other dragon-like beasts. The difficulty with generating unusual body forms for dragons is that if you get too far away from the basic lizard-like reptile with bat wings. Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 Type of Loss of Control Base percentage chance checked during each combat round (but not increasing) Base percentage chance that depends on the construct’s age (would differ for each individual monster but not change during the encounter) Base percentage chance under certain circumstances Base percentage chance when confused in some way Base percentage chance when given a command Base percentage chance when hit with particular magic Construct begins as inactive (out of control) but automatically “activates” into control based on certain actions it observes Construct begins as inactive (out of control) but has cumulative increasing chance of “activating” into control under certain circumstances Construct’s loss of control (by whatever method) results in the escape of its activating spirit to possess a person Cumulative increasing chance during combat 71-80 81-90 91-00 Draconic Draconic creatures include not only dragons. possibly adhesive Die Roll 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 Feature Body: gems or other valuable substance grow or are found in the scales or skin Body: glittering scales. always shadowed or “reverse-glitters” with spots of darkness Body: jointed carapace like lobster Body: large “pores” visible as gaps in scale pattern Body: large. Therefore. eel-like tail Body: forked tail (long) used to disarm opponents Body: frog-like feet. or the theme becomes a bit overused. almost as if boneless Body: huge back legs like a frog’s. might be involved in a special defense or ability of some kind Body: covered in plant growth.BOOK TWO: MONSTERS — MONSTER TYPES Table 2-12: Construct’s Loss of Control One feature of constructs in folklore is the potential for them to go out of the creator’s control. like horse. used for attacks Tail: forked. stone.BOOK TWO: MONSTERS — MONSTER TYPES Table 2-13: Dragon’s Unusual Physical Feature Continued Die Roll 32 33 34 35 36 Feature Body: multiple armored segments like centipede (probably with multiple legs) Body: naturally very fat (with whatever consequences seem fitting. with spindly legs (still covered with scales. drops of water. toad-like eyes Head: large. metal. or invisible in normal state Body: turtle-like shell Body: vestigial wings. used for attacks Head: ant-like mandibles around mouth (extra damage. used for attacks and/or throwing opponents Head: long. stalagmites. or all have huge white eyes) and uses sound or other senses extremely well (possibly with bonuses in particular situations). positive or negative) Body: no usable claws. Body: spiked Body: spore-sacs or other bulbous growth Body: ten or more legs. cutting scales Body: short. stumpy legs. etc. or twigs Body: secondary creature or parasite is always attached to the body Body: segmented like worm. whip-like tongue. a distinctive bracelet or other item of jewelry. armored Body: series of insect-like segments. not scaly Body: slight “elemental” effect such as wisps of steam. probably) Head: armored bone plate behind head. Body: resembles rock or stone rather than scaly Body: resembles water when dragon is lying down and not moving Body: round and spiderlike. used for attacks Tail: spiked. bulging. used for attacks and/or for throwing opponents Head: two heads Head: unnaturally ugly face. Body: scales on dragon’s back grow into oddly shaped extrusions resembling coral. causes extra damage on bite and/ or can be used to throw opponents Head: tusks like elephant or mammoth. or scales on underside Body: sharp. etc. Might be bubbles from a sea-dragon. like lizard Head: large fan/ruff around neck. no legs or vestigial legs only Body: sharp ridges. scaly skin Body: serpentine. and dragon will seek to face that part against opponents) Body: relationship with another race or with older members of dragon’s own race causes dragons to only be seen wearing a distinctive accoutrement such as a collar. used to grab opponents Head: massive head and ability to swallow opponents Head: multiple eyes or additional eye Head: no teeth – bony ridge in mouth is used for biting Head: prominent crest on head. heat-shimmers. a rune. adhesive Head: long. or missing a feature such as eyes or even a mouth Head: antler-like horns used for defensive parrying of some kind Head: antler-like horns. Head: expandable “hood” of skin like hooded cobra Head: large expandable sac under jaw for swallowing and holding opponent. whip-like tongue used to lash opponents Head: long. used for attacks Head: teeth like saber-tooth tiger (probably extra damage on bite) Head: three heads Head: tusks like boar. used for attacks Tail: stinger. used for attacks Wings: disproportionately large or narrow wings Wings: feathered or insect-like Wings: glides like flying squirrel on membrane between legs rather than having true wings Wings: no wings 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 63 . like triceratops Die Roll 64 Feature Head: Catfish-like “whiskers.” possibly used as adjunct to normal senses Head: dragon is blind (possibly none of this type have eyes. frog-like tongue. possibly causing fear-type or other effect Tail: earwig-like pincer Tail: ends in club like an Ankylosaurus. like rooster or cockatiel (likely of large scales rather than feathers) Head: resembles that of a beaked dinosaur Head: resembles that of a cat (with scales) Head: resembles that of a crocodile Head: resembles that of a ram or goat (with scales) Head: resembles that of a serpent Head: rhinoceros horn. semi invisible. digits are froglike or fingerlike Body: oozes globules of some kind Body: part of body (top or front most likely) is much more heavily armored than the rest. like Australian frilled lizard Head: large. etc. probably less muscular than normal dragon legs Body: translucent. spines. dropping dust. multi-faceted eyes (probably with a gaze attack) Head: long horns like bull. probably less useful in combat than normal (like an alligator’s) Body: skin resembles a frog’s. though) Body: scales interspersed with chunks of other substance such as glass. might levitate or leap Body: vulnerable underside much less armored than back Head: almost completely featureless face. used for attacks Tail: spiked. high intelligence. active spells. spell memorization. trilling. etc. Alternatively. small. patterns. etc. casts spells more powerfully than expected. which is designed to focus on sparking the designer’s higher creativity. but continues to expand for several combat rounds before dissipating. and/or other. Table 2-15: Dragon’s Unusual Breath Weapon Die Roll 01-04 05-08 09-12 13-16 Breath Weapon’s Effect (d100) Magic drain: items. but in a different way than normal. smell. etc) Theme: Venom Theme: Weapon-user Theme: Movement Theme: Undeath Theme: Plants Theme: Oozes and molds Theme: Mists and vapors Theme: Elemental or planar Theme: Fey Theme: Constructs Theme: Hypnotic. The dragon casts spells. on ceilings. In general. or other downside to using physical attacks). Theme: Spellcaster. Theme: Perceptive. However. camouflage itself. or to use some sort of magical mind domination. don’t roll on the first column – just roll on the second. Unusual breath weapon Unusual breath weapon 29-32 33-36 37-40 41-44 45-48 49-52 53-56 57-60 61-64 65-68 69-72 73-76 77-80 81-84 85-88 89-92 93-96 97-00 Unusual Breath Weapon Unusual breath weapons don’t figure prominently in the unusual abilities table above. The actual mechanism could include ESP. or hallucinations. or uses communication to do so (song. acid. etc) Theme: Don’t hurt it (acidic blood. etc. possibly due to emotional reaction Implants eggs or reproductive substance (mold. Theme: Hidden. etc). Sucks blood. illusions. mental telepathy. Theme: Summoner (wraiths of past victims. it will either be able to predict how it’s going to be attacked (defensive) or find weaknesses in the opponents (leading to some sort of attack bonus). or hide in unexpected places for an ambush (under water. in walls. persuasion. etc). corrosive surface. Theme: Illusion. a variant breath weapon is often all that’s needed – breath weapons. Insanity. Might have fish-like features such as extra fins Sings beautifully (and probably dangerously). Cloud. The dragon has unusual powers of perception that give it an advantage in combat. The dragon can conceal itself. might have other bat-like features including echolocation Lives underwater as easily as on land. wider than a “line” but more oval-shaped than circular Cone shape from dragon’s mouth (blast-like or spray-like) 64 . for ideas about the ooze form) Theme: don’t touch it. Breath Weapon’s Delivery (d100) Cloud. wider than a “line” but more oval-shaped than circular possibly due to pain. or being healed by certain types of attacks. or precognition. or casts a wider variety of spells than one might expect. The dragon either has a physical feature that hypnotizes opponents (gaze.) Poison. for a dragon that’s simply a slight deviation from the norm. possibly magical. This could also include reflecting spells. This is similar to the “don’t touch it” theme. colors. or it might be trilling or whistling. The dragon can change the perceptions of its opponents. soothing voice. leaving an ooze-like form in the material plane (refer to Table 2-40. electricity (lightning). are probably the most defining feature of dragons. poison gas. but the effect only kicks in if the dragon is physically damaged. after all. for ideas about the ooze form) Can shift partially into another reality.BOOK TWO: MONSTERS — MONSTER TYPES Table 2-14: Dragon’s Unusual Ability Die Roll 01-04 05-08 09-12 13-16 17-20 21-24 25-28 Ability Can transform at will into an ooze-like form (refer to Table 2-41. The dragon’s skin is adhesive or corrosive. transferring damage to another. beauty. This might be in a human-type voice. The nature of the perception might give the dragon other benefits for things like avoiding being taken by surprise. or frost. If you want your dragon to breathe fire. in shadows. the dragon might simply have an array of natural abilities that mimic spells. The source might be to magically produce visual illusions. lethal Cloud. or roar. but an effect that surrounds the dragon at all times. Usually targeted at a single individual. Breath Weapon’s Delivery (d100) Cone shape from dragon’s mouth (blast-like or spray-like) Cone shape from dragon’s mouth (blast-like or spray-like) Curling wisps. Narrow line. wood. or similar. or mentally influences Transforms. or levitates. glob. fear.BOOK TWO: MONSTERS — MONSTER TYPES Table 2-15: Dragon’s Unusual Breath Weapon Continued Die Roll 17-20 21-24 25-28 29-32 33-36 37-40 41-44 45-48 49-52 Breath Weapon’s Effect (d100) Dessicates. affecting area in front of dragon Smaller cloud. Nausea Paralysis Imprisons (dimensional. flames. Vomited liquid. and/or leather Commands. basically) Not a breath weapon at all. cloud. Drains experience or lower effective level of ability. non-lethal Emotional reaction or impulses: rage. Sleep or lethargy Disease Pushes. confuses. or other substance aimed at single opponent (spit. bugs. possibly enveloping dragon as well (dragon is immune. affecting area in front of dragon Spits out a grenade-like solid. but a “sound” weapon produced by the dragon’s voice. basically) Narrow line. sorrow. possibly striking several opponents in a front rank (but with a short range in terms of the distance it travels from the dragon). or all senses. stone-forming. magical. Probably no more than 5 to 10ft wide. Slow-moving floating globule. Adhesive (glue-like) Hypnotic Temporarily lowers attribute score: strength. as applicable. due to smell. probably a short cone-shape Wide linear blast of breath. This might be a mental blast. dancing. pulls. Not a breath weapon at all. Roll twice: breath weapon has a double-whammy effect. of course) Large cloud. follow opponents until successful at delivering the attack Large cloud. glob. with whatever length seems appropriate. Alternatively. renders open to suggestion. it adheres or lingers in such a way that it gets several chances to cause a failed saving throw or otherwise affect those who escaped its effects when it first manifested. or sweat (like a dog shakes off water). effect is caused by dragon’s concentration upon an opponent or an area. or changes state of matter (into liquid or into stone. charms. etc) 69-72 73-76 77-80 81-84 85-88 89-92 93-96 97-00 65 . of course) Long wisp forms into a line perpendicular to the direction in which it was exhaled. or other substance aimed at single opponent (spit. or might be accomplished by shaking out dust. it causes “malfunctions” or imperfections with these senses. which explodes to deliver the special effect in a radius. maggots. disintegrates. The effect might be defined. changes size. tiny eggs. shape-changes. or bubble. ice forming. or withers Vermin: insects. quick-setting resin. Poison. hearing. intelligence. etc). or convulsions. song. Smaller cloud. Roll again to determine the shape or delivery of the breath weapon. Not a breath weapon at all. etc. (determine range and possibly shape – probably a cone – as you choose) Not a breath weapon at all. but a blast from the dragon itself in all directions up to a certain range. 53-56 Affects memory 57-60 61-64 65-68 Corrosive to metal. possibly enveloping dragon as well (dragon is immune. vermin on skin. teleports. filling a narrow but rectangular area in front of the dragon (affects all within) Wide linear blast of breath. cloud. or the effects might simply be whatever the rules define for the lower attribute score. raises. moves. filling a narrow but rectangular area in front of the dragon (affects all within). Twitching. but whatever effect it inflicts. for example) Removes one or more senses: blindness. but a gaze weapon (or even “rays” from the dragon’s eyes). Might or might not have perfect aim. Not a breath weapon at all. joy. etc. On the other hand. This dragon is even greedier than most. monsters or humans? Foreigner. Secrets and Wisdom. and killing wildlife. Demonic. the dragon seeks to turn the area around its lair into a wasteland. Hide. Pretty standard. rather than eating (too many) humans or destroying crops. for this purpose. to respond in certain ways to certain stimuli. and it defines “powerful” basically as those who wear heavy armor. enchanted by. etc. Whether or not the dragon is a good spell caster. required to grant a wish if defeated in combat. it knows a great deal of useful arcane lore it has accumulated over the years. Some of these might be relatively innocuous. either because it has a nomadic personality or because it was chased out. such as musical instruments. to members of a particular order of knights. This might be due to caution. This sort of dragon would be considerably more sinister than a regular dragon. Connoisseur. and (2) with whom is the dragon negotiating. either because the exit isn’t large enough. The dragon is in some way confined to an area. Not likely. As with many Christian dragon-stories of the middle ages. Assembling Followers. For a folkloric type of dragon. 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 66 . Being relatively stupid. or sworn to another being. The dragon knows a great deal of useful information. The dragon seeks to be well known as a threat. being easily bribed and unable to resist theft. Kill Knights (reputation). Of course. required to hunt down a particular individual. The dragon hoards a particular type of item. the dragon might be able to summon lesser demons of some kind into its service. It spends time fouling water. The dragon seeks to have human slaves and influence over civilized areas. This could be virtually anything ranging from a wide category like “magic-users. but not necessarily much more intelligent. or might just be due to cowardice. Constrained to Action. though. Dragons that are a form of demon might have a demon master nearby. subdued by. Intense Greed.BOOK TWO: MONSTERS — MONSTER TYPES Table 2-16: Individual Dragon’s Mentalities. and Status Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 Mentality. Motivation. The questions to be resolved are: (1) on whose behalf is the dragon negotiating. The dragon is exploring or negotiating on behalf of some other villain elsewhere. Envoy or Scout. who seek to gain the bits of knowledge it occasionally provides to them. Wounded or Crippled.” to a single individual. include a set of young or baby dragons. might be a younger dragon’s strategy for getting older and bigger. The dragon comes from a different place. or because it is scared to leave. The dragon is forced. race. or because it is under a mental or magical compulsion. either through its nature or due to magic. required to guard a certain object. or religion. or an army of mercenaries. and other such useful tidbits can be gained from talking to this dragon rather than killing it. maps of a dungeon area. or a group of fanatical worshippers. Motivations. it might be in love with a human maiden or controlled by some other creature weaker than the dragon itself. The dragon might be blind or missing a limb from a past accident or battle. Political Power. The dragon is virtually obsessed with keeping itself hidden from human notice (or perhaps from the notice of a stronger dragon. Followers. or Status Arcane. It might even have human magic-user followers. Alternatively. etc. Damsel-Kidnapper. conversation might not be possible unless the dragon is suitably terrified. Vendetta. The dragon seeks to be well known as a threat. If the dragon didn’t win that combat. The dragon constantly seeks a supply of something with a particular taste or quality. This is the best explanation I can invent for the classic stereotype. Note that for survival reasons. a dragon who collects human skulls is possibly a big problem. Enslaved. Examples of this include: not being able to tell a lie. it is likely consumed with a desire for vengeance. but unlike the knight-killer it approaches the project in an intelligent and possibly even devious manner. or one that can be summoned. Land-Destroyer. Collector. the dragon is actually the servant of a supernatural evil power rather than just a preternatural creature. to a specific village. or other enemy or threat). This dragon might even protect its serfs in time of danger. this is already a fairly dim bulb of a dragon. Imprisoned. At whatever speed possible. It is likely working on establishing a new lair. legends about magic items. or even something stranger like a collection of trained slimes or a trained pack of giant lizards. Infamy (reputation). this dragon is focused upon killing powerful humans. This might range from maidens to fine wines. Some event in the dragon’s past has caused it to swear vengeance against a group. The dragon is subservient to. destroying trees and crops. since the famous ones don’t live long. water. as theorized by European alchemists. The idea that elemental creatures are hierarchical comes from these stories. and can be bound to service in various ways.BOOK TWO: MONSTERS — MONSTER TYPES Elementals Elementals are creatures associated with a fundamental “element” of nature. Note also that if you want to generate something truly unusual. Not only are genies closely associated with fire and air. living in some “other” place but capable of being summoned into normal reality – or perhaps sneaking in from time to time. The first explicit use of the elemental creature concept is in Michael Moorcock’s Elric stories. earth. The primary elements are the first four entries. or it’s based on an unusual element. earth. Table 2-19: Elemental Plane of Origin Inventing an elemental creature can go along one of two creative avenues: either it’s a new and innovative use of one of the four basic elements (fire.g. and air. so if you want a “traditional” elemental you can roll a d4 and move forward. in which Elric summons the lord of the Earth elementals and the lord of the Water elementals. pillar of fire instead of legs) 67 . roll twice and consider that your element might be from the intersection of the two indicated elements. Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Plane of Origin Air Earth Fire Water Death Sound Electricity Light/dark Shadow Poison Acid Smoke Ice Steam Lava Life Sand Probability or entropy Plant life Thought or cognition Table 2-17: Social Strata of Elementals Die Roll 01-40 41-70 71-95 96-00 Social Stratum Mindless (normal elemental) Servitors (normal elementals and weak djinn) Nobility (powerful djinn) Quasi-deity or elemental lord Table 2-18: Elemental Body Forms The “animal appearance” result from this table can be rolled on the Creature Attributes Table (Table 2-2).. These tables reflect the concept that there is an entire sub-world of creatures associated with each element of nature. and air). Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-00 Elemental’s Basic Shape Animal appearance (amphibian) Animal appearance (bird) Animal appearance (mammal) Animal appearance (reptilian) Aquatic creature appearance Cone or pyramid of elemental substance Formless cloud or mass of elemental substance Horror-type form Incorporated into item (e.g. were fire.. lamp) Insectoid appearance Pillar of elemental substance Plant appearance Serpentine or spiral-shape of elemental substance Used/incorporated into construct Used/incorporated into structure for innate qualities Used/incorporated into structure for movement/ sentience Human appearance with elemental features and attributes (e. but it’s left vague here to allow your own imagination to grab an idea and run with it at this point. water. but Arabian folklore also ascribed to them the same kind of bargaining and binding that characterized Moorcock’s elementals in the Elric stories. The creatures of these sub-worlds (presumably treated as a separate plane of existence) are organized into social strata. These elements. and fantasy gaming further developed the idea of elemental social strata by drafting djinn and efreet into the role of nobles. superstitious Highly traditional. and the elemental might or might not choose to accept the bargain Genealogy/ancestry. etc. City of intelligent and semi-intelligent elementals Decadent Highly religious. nobles. particularly in the case of the more intelligent elementals such as genies. handles all interactions with material plane on that basis Prison Underwater-like (free-swimming elementals analogous to undersea creatures) War-torn region 68 . is that they can be bound to the service of powerful masters. probably requires specific research for non-traditional elementals Spoken words. ability to control this type of elemental was granted to a bloodline in the distant past as a bargain or reward Knowledge of elemental’s language. Table 2-21: Conditions in Elemental Region Although it’s really more of an adventure-generating idea than a monster-creating idea. elemental poses a riddle of some kind (see Book 3) Sacrifice. possibly hard to use or pronounce Knowledge of the elemental’s true name Possession of Item. Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Method (1d100) Bargaining. etc). a specific ritual which probably needs research is used to bind the elemental. some particular sacrifice is required to control the elemental Specific ritual. Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Conditions in Elemental Region Castle with hounds. possibly one owned by the elemental. from genies to summoned elementals. possibly something like a token granted by the elemental’s overlord Riddle answer. bound by traditions and agreements Infested with vermin Plots against old enemies. gems. This doesn’t mean the conditions of the entire elemental plane – merely the part of that plane whence the creature comes. possibly a specific wand. Specific spell. research being required. there is a specific means by which the elemental can be controlled (and serious risks if you get it wrong). knights. In many cases. servants. you can get some good ideas about elementals by thinking about what conditions are like in the elemental region whence the creature comes. possibly a pleasing haiku. possibly a command word. a sacrifice is offered (souls.BOOK TWO: MONSTERS — MONSTER TYPES Table 2-20: Method of Binding the Elemental Creature One of the key features of elementals of all kinds. etc. BOOK TWO: MONSTERS — MONSTER TYPES Fey Creatures The concept of a fey creature is a gamer-created mishmash of virtually all folkloric creatures that don’t eat humans. but these are generally helpful to humans in most folklore. Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Fey Contracts Bargaining. etc. Scotland. 69 . Helpful talking animals appear frequently in the troubadour tales of the proto-renaissance of the Twelfth Century and in the Germanic folklore recorded by the Brothers Grimm. there is a general set of folkloric characteristics attributed to the traditional creatures of the “fey” category: 1 — They are associated with nature and the wilderness. but vulnerable to trickery due to their extreme pride or greed (generally for food or gold). A major exception to the general rule: talking animals seem to have been adopted into this category. usually) Mist form Incorporated into natural feature such as a rock or plant Biped or shapeshifter. ability to control this type of fey creature was granted to a bloodline in the distant past as a bargain or reward Knowledge of the creature’s language. bird Table 2-23: Fey Contracts It is a constantly recurring theme in folklore that the wee folk and other nature spirits can be forced to serve or to give up treasure if the right bargain is struck or the right commands invoked. even if the bargain was made under duress. etc). the fey creature poses a riddle of some kind Gift. are corporeal. 3 — Most are extremely cunning. These tables essentially retro-engineer the artificial category of “Fey” by returning to the folkloric sources of the creatures commonly labeled as being in the category. 5 — They are corporeal. research being required. probably requires specific research for nontraditional fey creatures Spoken words. and the fey creature might or might not choose to accept the bargain Genealogy/ancestry. possibly a pleasing limerick. almost universally. a gift is offered (souls. This isn’t a universal constant among folkloric creatures. The gamer model of fey creatures relies most heavily on the sidhe (Ireland) and the wee folk (Ireland. aren’t of godlike power. 7 — They are frequently associated with transformations of themselves or those who anger them. and are basically of a human body type. rather than compassionless. gems.” can vanish away if not physically held. possibly a command word. Table 2-22: Form of Fey Creature Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Basic Form Biped with animal (mammal) head Biped with animal (mammal) head and legs Biped with horns and animal legs Biped shapeshifter (appears human but unusual) Small human-like creature Animal form shapeshifter (mammal) Animal form with unusual feature (size. the fey folk are much like genies and elementals (and the following table is accordingly similar to Table 2-20). possibly a specific wand. but it is a common theme nonetheless. and often tied to a specific place in the wilderness such as a tree or river. a specific ritual which probably needs research is used to bind the creature to service Specific spell. possibly hard to use or pronounce Knowledge of the creature’s true name Possession of Item. aren’t significantly larger than humans. 6 — They are frequently (but not always) associated with magical items. drawing out resemblances and common features. possibly something like a token granted by the creature’s overlord Riddle answer. 4 — They show virtually no compassion for human beings. Wales. Final note about the tables: since the concept of fey is a bastardized catch-all type of category. the monster-designer should feel free to break as many of these general rules as may be necessary to create a good monster. or can become invisible. possibly one owned by the creature. some particular gift is required to obtain the creature’s assistance Specific ritual. A second exception: the Irish sidhe (pronounced “shee”) and some Arthurian fey-types are associated with unnatural passage of time in their realms and with taking slaves or captives. Bretagne) mixed in with corporeal nature-spirits from numerous other cultures (the nymphs and dryads of Ancient Greek mythology being a prime example). 2 — They are difficult to find when sought – often because they inhabit a sort of magically hidden “otherworld. with the exception of Victorian England’s tiny fairies with their butterfly wings and flower-dwellings. absolutely forced to honor bargains to which they have agreed. That being said. In this way. 8 — They are. etc. or saving throws) Petrifaction Polymorph to animal Reduces/impairs one random sense (sight. or water. with combat benefits (most likely after suffering some degree of damage. Age or become younger Always hungry Always thirsty Causes bodily odor (bad or perfume) Causes disease Causes protective adoration for object in hand or next object picked up. nose or mouth Speech forms bubbles. or other anger-evoking stimulus) Control of animals (usually of a specific type or species) Immobilization of opponents using natural substances or body part Melding into stone. etc. Die Roll Unusual Transformation 01-03 04-06 07-09 10-12 13-15 16-18 19-21 22-24 25-27 28-30 31-33 34-36 37-39 40-42 43-45 46-48 49-51 Add tail. etc. damage rolls. enthrall. whiskers. and even enslave opponents Berserk rage or sudden growth. etc) Removes one random sense (blind. probably larger and more intelligent than a normal example of the species) Shape-shifting Transformation of enemies (see Table 2-25 below) Uses a characteristic magical item (possibly only usable by this sort of fey creature) to affect opponents. trees. can’t be heard until bubble pops Subject glows like light source Tattoos patterns onto skin Turned to wood Vulnerable to suggestion from other humans 70 .BOOK TWO: MONSTERS — MONSTER TYPES Table 2-24: Magical Abilities of Fey Creature Virtually all fey creatures have some characteristic magical power. Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Magical Property or Ability Ability to charm. tentacles. hearing. Causes rage or depression Change form of feet or hands Cleans people/items of dirt Confusion (directionally impaired) Confusion (per spell) Cures disease Enlarge or shrink Geas Gender Grants next wish Die Roll Unusual Transformation 52-54 55-57 58-60 61-63 64-66 67-69 70-72 73-75 76-78 79-82 83-85 86-88 89-91 92-94 95-97 98-00 Grow facial hair Hair color (often to white or grey) Heightens one random sense (sight.) Reverse two randomly determined ability scores Smoke wisps from ears. seeing damage to animal companion. (see Table 2-26 below) Vanishing/teleporting when not physically touched or held Table 2-25: Fey Transformation of Enemies Another characteristic of many fey creatures is that they can cause a specific transformation in their victims. and possibly moving while inside the natural feature Powerful animal companion (a bear or lion. for example. having a spell cast upon it.) Laugh or cry uncontrollably in next stressful situation Luck (adds temporary bonus or penalty to attack rolls. deaf. teleport. or jewelry. these are just examples that match up well with the folklore of fey creatures. non-magic weapons. entangling legs and arms Spell-like ability (gestures and so forth) causes enemies’ legs to become rooted to the ground or paralyzed Spell-like ability (gestures. might even be magical enough to “blow” spell effects back at caster Summon winds that raise opponents into air. etc). to push opponents back. turn around. etc) makes enemies so clumsy that they cannot stand or use weapons Summon insects (or bats. or illusionary misdirection) Change location of opponents (rearrange locations. Disorient or confuse opponents (including symptoms of drunkenness or intoxication) Curse opponents (often the curse is for bad luck) Protect fey creature from a particular weapon type. control or geas) Allow fey creature to escape (teleport. Longer lists of general possibilities for magical items (both form and function) are included elsewhere in this compendium. or allies of its own kind Create aging effects. etc) whose swarming has the effect of keeping enemies from taking actions Summon mists that coalesce or reach out Summon winds that keep opponents at bay. but trying to work everything in reverse would cause incredible clumsiness. Summoning animals. and anything else other than the fey creature. Combs. Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Effect of Magical Item Charm opponents (friendship. a type of spell. undetectability. Cause enemies to begin dancing helplessly Cause enemies to follow a glowing light or summoned animal. or a particular type of metal. each other. which freezes using cold temperature or simply paralyzes opponents magically Cause all of enemies’ actions to take the opposite effect (raising arm actually lowers it. This might be overcome. etc). away from the fey creature or into peril Cause enemies to listen to a particular sound. spinning them around until they are unbelievably dizzy 71 . blow backwards. spells. hats. and pipes are common examples. Transform opponents (see Table 2-25 above) Table 2-27: Fey Methods of Immobilization (twenty examples) Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Method of Immobilization Affect ground or rock. rings. enraptured Cause metal or leather armor (one or the other) to constrict and bind the wearer Fear effect that immobilizes those affected Grow and animate existing vegetation to grab and hold (anything from trees to grass to vines) Magically flowing hair reaches out to entangle one or several opponents Produce mists that immobilize (as opposed to summoning mists from nowhere) Produce plant matter (probably vines) to grab and hold Spell-like ability (gestures and so forth) causes enemies’ hair to grow and animate. Cause enemies to become so enraged that they hack away at the ground. a step forward takes a step back. causing it to grab or even entomb enemies Breathe out magic breath. temporary or permanent Creates a water effect.BOOK TWO: MONSTERS — MONSTER TYPES Table 2-26: Characteristic Fey Magic Items Fey magic items are generally musical instruments. drown them. items of clothing. influence. of hold them at bay. or birds. etc) and can be called in virtually any way if the summoner has possession of this item. The right combination of a place (ring of mushrooms. a particular spoken charm or magic word could be sufficient to call the creature Creature’s Name. particularly if there is a little rhyme. and the fey creature is likely to do whatever it can (later on) to make sure the recital isn’t passed on or used a second time. Recital of an ancient promise of assistance is another way to summon a fey creature. etc) might summon forth this sort of fey creature. Creature’s Possession. Musical Tune. Body Part. Since lots of these methods involve some kind of speech. Insults and Place. the right words. Cooking a certain combination of (strange) ingredients might summon the fey creature just from a smell the creature finds irresistible. etc) might be an irresistible temptation for this sort of fey creature’s greed or curiosity. some kind of bargain needs to be struck. but the bargain could potentially already exist. sticks of wood. if played absolutely perfectly and without error. Near the creature’s home. or in some other specified place like a circle of toadstools. dance. a series of biting insults might call the creature forth … but not necessarily in a good mood. magic word. but these are generally difficult to discover. singing. etc). movement of feet seems to be much more associated with the fey than movement of arms or hands). (For some reason. Time. It might be possible to summon the fey creature when there is a particular combination of the time (autumn. and Speech. Knowing the creature’s name might be enough to summon it. In order to keep this method from being used over and over again. midnight. Place. which might influence the success of the summoning/calling. midsummer. near the creature’s home. stone circle. sparkly stones. it might be a tune that backfires dangerously if not played correctly. Creating the right pattern of crystals. dancing. Pattern. cooking bacon. If the summoner has a lock of the fey creature’s hair (or some other body part). the required speech might include the offered terms of the bargain. Smells. hat. or pattern of steps to go along with speaking the name. might summon the fey creature. branches of fir.BOOK TWO: MONSTERS — MONSTER TYPES Table 2-28: Summoning Fey Creatures Many fey creatures are subject to being summoned or called from their homes to assist the summoner. and the right place (often a crossroads or a forest glade). 72 . Certain tunes. lunar phase. etc) and an activity (lighting a fire with pine cones. or have been negotiated ahead of time. Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Method of Summoning Ancient Promise. Place and Activity. Some fey creatures are linked to a particular possession (pipes. In general. and are members of distinct races (fire and frost). Boots are common. but they are also highly associated with the spirit world and older folklore doesn’t always portray the Oni in this way (people can be possessed by oni. bridge. road. but to the point of being clichéd for use in an adventure. Table 2-29: Giant’s Possession (or related activity) Giants in many cultures either guard something specific or own a unique item with magical powers. Avoid. but they all have brothers (usually in groups of three). Ancient Greek giants (as opposed to the semi-divine titans) were almost always deformed in some way. hundred-handed giants and the one-eyed Cyclops are examples. Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Guards a prison or incarcerates victims Guards a ruin. Japanese giants often guard isolated temples. but for no particular reason other than territoriality (this is a common theme in Arthurian folklore). Norse giants are powerful enough to stand toe-to-toe with the gods themselves. at least. Maintains a herd or collection of magical. how they behave. since giants often have kindly human wives with questionable loyalty to their violent husbands. with peasants and perhaps even villages slaving to pay him tribute and taxes. the fairy-tale sequence of the giant and his brothers. This isn’t the case in folklore.BOOK TWO: MONSTERS — MONSTER TYPES Giants There are Norse giants. marvelous. Or. Guards magical location (unwillingly) Guards magical location (willingly) Guards magical location that doesn’t want him to do so Has magical beard or hair Has magical pet or animal captive Keeps heads or trophies from victims Keeps one or more maidens. where giants tend to be quite solitary and have unique powers. The precise dynamic of these relationships is often left rather unclear in children’s fairy tales. Owns a very valuable piece of art or jewelry stolen long ago from a kings or noble Slaver (raider) Slaver (trades life of important victims for slaves) Steals and keeps ability to sleep from victims Possession or Related Activity Giant’s soul is held in an item. or temple. Ancient Greek giants. What’s useful to the adventure-creator is that these giants are not at all the same in terms of what they look like. though. these ladies start as maidens – some of them apparently marry the giants later on. The Japanese Oni have taken on a giant or ogre-like standard appearance. for example). There is a lot of room in creative adventure design to take the folkloric model of the solitary giant with unique powers and/or possessions and use it to craft an excellent adventure. It is an unfortunate result of the early adventure modules Steading of the Hill Giant Chief. Arthurian/Provencal giants do not seem to be members of a race at all. or prize-winning animals Owns a castle and acts as a feudal lord. and what their powers are – with one exception being that they are almost universally pretty stupid. Japanese giants (if that’s how you class the Oni). Celtic giants tend to be more intelligent than the giants of other cultures. and he can’t be permanently killed without destroying the item 73 . even tricky in some cases. it’s too repetitious – I’ve tried it. Glacial Rift of the Frost Giant Jarl. etcetera and etcetera. and Hall of the Fire Giant Chief that giants are often portrayed in role-playing games as tribal creatures. Celtic giants. not because it is a magical location. Keeps polymorphed victims in cages Keeps souls (trapped in bottles or in animal shape) Magic item (sapient) is slave Magical item gives the giant some sort of unusual power. Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Armored hide/plates Baggy Fur Hairy Lumpy Pimpled Scarred (battle) Scarred (ritual) Stretched tight Warty Description of Skin Bald Claws Elephantine Feature Long hair Misshapen body Misshapen face Multiple eyes Odd skin color Roll beast-type attribute on Table 2-2 Tusks Other Features Table 2-31: Giant’s Magical Abilities A giant’s unique magical ability.BOOK TWO: MONSTERS — MONSTER TYPES Table 2-30: Giant’s Physical Appearance Giants are (almost) never handsome. may already have been suggested from the Giant’s Possession Table (Table 2-29). probably with some control over fire or metal Hurl rocks Imprison souls in a particular form or item or in the body of a particular type of animal Prodigious fisherman. Many of these have. for instance. but if not. possibly by means of charms that can be used against the giant’s enemies as well Shapeshift into some form of animal Shrink to human size and form when desired Summon animal allies (probably some evil or feral sort of animal) Special Ability 74 . red and blue. if any. or if you didn’t care to use that table. already been used in standard rulebooks. Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 A spell-like delivery of a special attack (Table 2-79) Affect weather Animate objects or plants Blacksmith giant. Asian giants often have strangely colored skin: jet-black. and in most folktales they have some sort of deformity or completely inhuman feature. yellow. admittedly. the following can give you some ideas for unique giant-like abilities. represented by phasing. Table 2-32: Type of Horror Die Roll 01-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Nature of the Horror Horror out of the dark subterranean reaches where water drips in fetid pools of darkness and where mankind is not meant to delve Ancient horror that yet survives from the primordial times before the dawn of man. in the realms of dreams. with things inside (organs or parasites) Other Feature (d100) Fluid-sucking organisms Half chitin. Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Basic Form (d100) Ant Beetle Bipedal Blob Centipede/scorpion Cone/cube Crab/lobster Fish Fly Frog/toad Leech/slug Mantis/stick beetle Moth Octopus/squid Ooze Plant Snake/eel Sphere Spider/longlegs Wasp Attributes of: (d100) Amphibians Bacteria/virus Bat Beetle Burrowing creatures Cat Crab/lobster Fish Fungus Human (body form) Human (mental) Leech/slug Moth or butterfly Octopus/squid Ooze Ooze Plant Snake/eel Spider/longlegs Skin/exterior (d100) Baggy skin Bubbly or even effervescent Carapace/single shell Chitin plates Diseased skin Dry membrane Feathers. or in the distant past (or future). teleportation. focusing much less on mammalian life forms. and may have spell-like abilities Barely intelligent – can be trained by powerful creatures or brute force over time Table 2-33: Physical Form of the Horror Roll separately for each column of the table. and may have spell-like abilities Extremely intelligent – can act as a mastermind. the dawn of history. half skin 75 . or incorporeality Multiple eyes Multiple mouths Partially mechanical Phases or moves in and out of reality Shaped like a wreath or in a circle Transparent. in horrid and alien dimensions. the sight of it might cause insanity or revulsion Levitates or floats Long tail Moves in and out of dimensions. possibly patchy Hairy Pulsing tubes and veins Rock or gravel adhering to outer surface Scales Segmented armor plates Sleek fur Slime coated membrane Spikes Spongy Tightly stretched skin Vermin or worm covered Warty skin Blow-holes Eats abstract food (Table 2-5) Entire creature is disembodied head of some animal type with other bizarre features (possibly huge) Even longer tentacles Even more tentacles Exposed brain or thinking organ Eyestalks Fungus blooms on exterior Has tremendous mental powers Huge mouth Invisible. and the dawn of sanity Horror called forth by blasphemous incantations in dark places Horror out of a mad wizard’s lab (an “oopsie. and may have spell-like abilities Barely intelligent – can be trained by powerful creatures or brute force over time Extremely intelligent – can act as a mastermind. in the dark depths of space. The table for generating them is an abbreviated and selected version of the Creature Attributes table. Virtually all horrors will have one or more sorts of Special Attacks (Tables 2-78 and 2-79) and one or more Special Defenses (Table 2-82). dwelling deep beneath the ground. Some terms are deliberately repeated – don’t let it throw you.” most likely) Horror out of the freezing depths of space Horror out of the realms of nightmare and dreams Horror out of the strange dimensions beyond reality Horror out of time (either immune to time or with powers over time) Intellect of the Horror Completely non-intelligent – acts on instinct Barely intelligent – can be trained by powerful creatures or brute force over time Average intelligence – roughly the same as a human being Extremely intelligent – can act as a mastermind.BOOK TWO: MONSTERS — MONSTER TYPES Horrors Horrors are monsters utterly alien to the surface world. color of chitin becomes iridescent as a result Flexible but as hard as normal chitin/armor Highly regular pattern of protrusions (bumps or small pyramidal shapes) which looks almost factory-generated Irregular patterns or patches of stiff hair grows from carapace Pitted. irregular grooves and cuts Ridged (possibly sharp) Smooth Spiked (long spikes) Spiked (short spikes) Sticky Very smooth (but not to the point of iridescence) Wavy surface texture Waxy. almost patterns Chitin Texture 76 . different for back One color for top. Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Black Blue Brown Diamond pattern Green Grey Moving patterns One color for front. another for bottom Orange Pink Purple Red Reflective Splotchy pattern Spotted Striped White Whorled patterns Yellow Chitin Color or Pattern Barbed Basically smooth Bumpy Coral-like protrusions Curved. not nearly as tough as it looks Whorled texture. Carapace. This table gives ideas for what the horror’s armor looks like. Roll independently for each column. thorn-like protrusions Engraved with blasphemous runes Extremely smooth. and Armor Plates Many of the results on Table 2-33 involve chitin. a carapace. or armor plating.BOOK TWO: MONSTERS — MONSTER TYPES Table 2-34: Descriptions for Chitin. Generally assist other races and act in coordination with them. and make the result bipedal with arms and opposable thumbs Roll once on Table 2-2.BOOK TWO: MONSTERS — MONSTER TYPES Humanoids This section isn’t just about goblinoids. monsters that are not particularly hard to find. and make the result bipedal with arms and opposable thumbs Roll once on Table 2-2. serving other races and possibly with some degree of assimilation into the different cultures of their employers Would-be conquerors. be related to the underlying animal type that has been mixed with human attributes to create the humanoid race. Contains a sub-race which is larger than the norm. mix up the attributes of those two animals. Trading with the creatures might be a dangerous venture. 81-90 91-00 *Alliance with related beast-type. social organization. Unusual leader-type or Unusual Ability in all members of the race**** (50% chance each) Relation to Other Humanoid Races. possibly (but definitely not necessarily) a mastermind race.” Humanoid races are characterized by their physical structure. is that the weapon should have some effect that makes tactical combat interesting. that doesn’t necessarily give the broadest picture – rolling a second time on Column 2 might get you an interesting picture of how a mastermind race functions. Table 2-35: Humanoid Physical Structure Die Roll 01-20 21-40 41-60 61-80 81-00 Animal Characteristics Roll once on Table 2-2. and any unusual or characteristic cultural behaviors. or honor might factor in. and make the result bipedal with arms and opposable thumbs Give it a human head Give it a human upper body (but not head) Give it a human-like body except for the head Give it a human-like head that has animal characteristics mixed in as well Roll again on Table 2-2. for example). and make the result bipedal with arms and opposable thumbs Roll once on Table 2-2. and make the result bipedal with arms and opposable thumbs Roll twice on Table 2-2. poison. See Table 2-82 for ideas. The race manufactures and/or uses some weapon that other races can’t use well. Go for it. provided that the other race is working toward goals that agree with those of the race (or of the leader-types). Human Modification Table 2-36: Humanoid Racial Overview Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 Description . though. Put a bookmark at Table 2-2 while using these tables. or might be capable of interbreeding with the normal members of the species. since the “Fey” category tends to exclude monsters that have non-mammalian characteristics. 77 . or the ability to drag opponents under the water. **** Unusual Abilities will be related to the underlying animal type. creatures with these attributes might fall into the category of “humanoids. a race of wolf-like creatures that live with wolves. Crab-men would be able to breathe under water. or weaken opponents. cause disease. This would be a race that works from longrange plans. interactions with other races.Roll twice (d100) Alliance with related beast-type* Interesting weapon** Minor special attack (all creatures in race)*** See Tables 2-78 and 2-79 for ideas. the animal alliance will be with the same creature whose attributes are shared with the humanoid race. The weapon might have a chance to disarm. and monsters that eat humans. hamper. tyrants. for example. if you want to play around with Table 2-37) Unusual Reproductive Cycle (See Morphological Changes and Phases Table 2-84) Minor Special Defense (all creatures in the race). diplomats. A race of four-armed warriors might use a very heavy flail using all four hands. or might just deal greater-than-normal damage in the hands of one of the members of the humanoid species. The key here. a mastermind race) Willing mercenaries. because they refer back to it several times. *** Minor special attacks will also. ***** Even though Mastermind Race is listed as a relationship to other races. or overlords. Crab-men might have pincers. using this second roll to determine a bunch of weird modifications to the basic biped you created from the first roll. generally. generally at war with anyone or everyone Minion race that tends to serve more powerful overlords Raiders (also possibly slavers) Mastermind race (see Tables 2-38 and 2-39 below)***** Slavers (not necessarily raiders – slaves might also be from another humanoid race or monster type rather than humans) Most relations are trade-oriented. animal alliances. Unusual ability (all creatures in race)**** Unusual leader-types Contains spell-casters that are not necessarily unusual leader-types (but could be. For example. and infiltrators (this might be. etc. Make sure you roll independently for each column on the table. For instance. In general. and is either more or less intelligent than the normal members of the species. it’s about any race of bipedal creatures without powerful magical abilities except in unusual members of the species. but the race may have strange approaches to trade (violence. Examples might include a race of crab-men that command or live with giant crabs. **Interesting Weapon. immobilize. including humans (d100) Aloof and isolated Manipulators. as a very simple example. but isn’t necessarily. The sub-race might be sterile. rituals. your bipedal fish-man now gets some attributes of a badger. If the underlying animal has armor and the lesser members of the race don’t have it. or magical movement such as teleportation. 2 extra arms 11-20 21-30 Different and more powerful special attack based on the abilities Has one more characteristic of the underlying animal than the lesser of the underlying animal. dangerous to nonShape-changing. either generalized leader riders. Increased ability to move. priests. using strong legs/wings. if the result on the next column indicates a smaller leader type) Secondary Characteristic of Leader-Type Larger head and/or very high intelligence compared to other members of the species. or larger and more intelligent than a type of mount or as a form of lycanthropy used by normal members of the race. (see members of the race Special Attacks Tables 2-78 and 2-79 for ideas).” meaning one of the animal types used to generate the humanoid race on Table 2-2.BOOK TWO: MONSTERS — MONSTER TYPES Table 2-37: Unusual Humanoid Leader-Types This table makes lots of references to the “underlying creature.) Larger than normal (or can simply absorb more damage. drink. 61-70 71-80 81-90 Can ride an extremely powerful type of mount. then give the leader-type the armor of the underlying creature. Intrinsic magical ability (see Table 2-25 for Transformations) Has aspects of a fey creature (Table 2-22 or 2-24) Is less like the underlying animals and more like a human than the lesser members of the race. This may be a substance produced by normal members of the species (especially in the case of insectile humanoids) 31-40 41-50 51-60 Has aspects of a giant (Tables 2-29 to 2-31) Has stronger armor or thicker hide than normal. If you didn’t use Table 2-2. otherwise. Smaller and more graceful than normal members of the species 91-00 78 . etc. medicinemen. such as increased ferocity or bravery when close to a leadertype. Has a different reproductive strategy from other members of the race. Has a Special Defense (See Table 2-82 for ideas). Additional Limb(s) as suggested by any special attack. which influences the activities of the groups they lead Is subject to a Time Cycle (Table 1-29) which influences the activities of the groups they lead Requires a special food. Die Roll 01-10 Primary Characteristic of Leader-Type Spell-casters (shamans. etc. Can cause a relatively powerful effect on lesser members of the race. just pick whatever animal the humanoid race is most similar to. or drug in order to maintain the physical or mental characteristics of a leader type. dimensional travel. shattering. cycles. agreements. memory. The table below offers various thematic groupings of ideas that can work together for the “signature” element of a mastermind humanoid race. damp. drowning. slavery. memory. runes. mechanisms. reality-pockets. invisibility. slowness Lightning. electricity. mutating. advice. moons Summoning. seasons. sarcophagi. steam Property. gems. depths. psionics. oil. breeding. decoys. and the race may make a recurring appearance in more than one adventure. sliminess. crystal Mist. forgetting. misdirection. delicacy. cold. unseen growth Winds. warding. levitation Theme or Association Brains. writing. glowing Honor. heat. melting. dominating. flying. power. and the themes are vague and open-ended. entrapment Symbols. dark Changing. rituals Rituals. A race of masterminds will travel in smaller groups instead of tribes. They are intended to spark thought processes. volcanic. planets. holism Thunder. records. clouds. waves. light. politics.BOOK TWO: MONSTERS — MONSTER TYPES Table 2-38: Thematic Ideas for Mastermind Humanoid Races If the entire race is considerably more intelligent than humankind. reversal Diplomacy. thinking. contests. fragments. Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Caverns. vassalhood. ancestors. formalism. frost. not to provide a closed and complete list. loyalty. moebius shapes. symbols. cold. slavery Ice. lore. melding. ancestors. folding. flames. pledges. hatred Water. movement. voids. forgetting Dimensions. minds. charming. stars. protection. abstracts. hearts. manners Fire. creativity. minerals. absolutism. corpses. cracking. mud. formalism. death. misdirection. air. music Vengeance. individuals may have minions from another race. pictures. absolutism Space. lightlessness. airless places. documents and deeds. flashes. dogma. rot. sigils. clouds. teleportation. vacuum. shaking. lava. hybridization. The items in each theme are sometimes contradictory. snow. tyranny. calling. ceremony. geysers. sound. sonics. shape-shifting. the concept probably requires more detail. connections. misdirection Death. intuition 79 . murder. memory. If the physical characteristics of the race were determined using Table 2-2. subject to the same influences at the same times – they may be out of synch with division into powerful leaders and lesser each other. but it has become more or less pronounced than earlier. and (if they didn’t) a 50% chance in the second stage and a 100% chance in the third stage. There is a 50% chance that the race became masterminds during the first stage. world. or two hostile sub-races) columns 1 or 2. they lose their flying capabilities during the Second Stage (next column) 80 . subterranean realms. the animal is probably the underlying animal used to generate the race’s physical characteristics. Extinction of a more powerful race allowed this race to grab power and magic. 21-30 Evolved on a distant moon or planet 31-40 Created or bred by a deity.. weaker. 41-50 Evolved underground 51-60 Evolved aboveground 61-70 Evolved in water Arrived at present location (world. Use the table below to generate a sequential history of the race. Die Roll 01-10 11-20 First Stage of Development Unevolved form was enslaved and “improved” by a more powerful race Evolved in another dimension Second Stage of Development Became twisted by a catastrophe that affected most members of the race Some sort of interaction with a god or other major power changed the race (or split the race into two groups) Needed to escape into another dimension. and/or less intelligent. probably either a rare plant or humans Became expert breeders of a monster type (or new hybrid) that accompanies most members of the race. disease. etc) via a migration to avoid a natural or magical catastrophe in their original location 71-80 Created or bred by a more powerful race (now extinct) to fulfill a specific function in the society of that race – food. but were then decimated by war. chased into and adapted to a subterranean environment) Became powerful and ruled a large area. They hate other members of their own race. and has given you ideas about the mastermind race. This would be due to events in followers. moon. which bred them or magically changed them Encountered lost knowledge. The separated gender is polygamous (or polyandrous). Developed a caste structure with different abilities for the different castes (this can include entering into corporeal bodies of different types) 81-90 Began as a race of incorporeal spiritbeings. Seek revenge or have a particular racial hatred (not necessarily against humanity – it might even be a monster type) Require a particular kind of food. except when humankind pisses them off Consider humans to be nothing more than slaves or even food Became fragmented into small groups and individuals due to the risk of disease Became fragmented into small groups and individuals because ego and pride make it impossible for them to work together.BOOK TWO: MONSTERS — MONSTER TYPES Table 2-39: Racial History of Mastermind Races In the case of mastermind races. slaves. but unless you want them to retain flight. or other major power. gaining bodies as a result of the events in the second stage (next column) Entire race is now subject to a Time Cycle (Table 1-29). which changed them and made them more powerful and intelligent Final Stage of Development Generally get along with humankind. which led to higher intelligence Each member of the race accumulates knowledge or unusual items that make each individual member of the species relatively unique in its capabilities. and the other gender is probably smaller. demigod. Once this thought-exercise is finished.g. or rebelling slaves Enslaved by a more powerful race. accountants. although not all Rebellion within the society caused a split members of the race are necessarily within the race (a multiple caste structure. 91-00 Evolved as flying creatures. or environment (e. etc. Reproductive competition separates the males or females from each other. feel free to discard the details of the history – a racial history isn’t needed at all to have a good monster race. spell-casters. adding some sort of background in addition to the themes of Table 2-38 may help to define how the members of the race think. but they inflict reduced damage Can be damaged only with a particular item linked to the creature. acting on instinct. controller. or to activate the other object) To feed Strengthens self in terms of attacks Strengthens self in terms of hit points (regeneration or growth) No reason. or parent) Stores the stolen power and delivers it elsewhere (to its offspring. to its client. or to activate the other object) To feed Strengthens self in terms of attacks Strengthens self in terms of hit points (regeneration or growth) No reason.BOOK TWO: MONSTERS — MONSTER TYPES Mist Creatures Mist creatures are normally unintelligent. or parent) Stores the stolen power and delivers it elsewhere (to its offspring. etc). effect just happens Stores the stolen power and delivers it elsewhere (to creator. or to use in building something) Siphons the stolen power into another object (for storage. and often function in the nature of a localized hazard. The table below offers two other suggestions: mist-monsters created by a machine. In addition to being a naturally-occurring phenomenon. or to use in building something) Siphons the stolen power into another object (for storage. to its client. controller. They can normally be damaged in only a few ways. blessed. or parent) Stores the stolen power and delivers it elsewhere (to its offspring. or by magical accidents. Central organ is solid or liquid and can be damaged Killed by destroying the machine or item from which mist emerges Disperse the vapor with wind 49-52 Sucks away Joy Kill monster that created mist 53-56 57-60 61-64 65-68 69-72 73-76 Sucks away Luck Sucks away Magic Sucks away Philosophy or knowledge Sucks away Souls Sucks away Sound Sucks away Spell casting capability Can be killed with weapons. blessed. Table 2-40: Profile of a Mist Creature Die Roll 01-04 05-08 09-12 13-16 17-20 What Mist Does Sucks blood Sucks away fluid Suffocates Causes insanity (no further damage) Sucks away Charisma To feed Strengthens self in terms of attacks Strengthens self in terms of hit points (regeneration or growth) No reason. to its client. controller. but they inflict reduced damage Can be damaged only with a particular item linked to the creature. Can be damaged only with spells Can be damaged only with magic weapons Can be damaged only by specifically prepared weapons (coated with potion. by the prayers or invocations of a large number of people. or to use in building something) Reason How to Damage Central organ is solid or liquid and can be damaged Killed by destroying the machine or item from which mist emerges Disperse the vapor with wind Kill monster that created mist Can be killed with weapons. 21-24 Sucks away Dexterity 25-28 29-32 33-36 37-40 41-44 45-48 Sucks away Diseases (cures them!) Sucks away Experience (levels) Sucks away Experience (xp) Causes rage Sucks away Heat or cold Sucks away Intelligence Can be damaged only with spells Can be damaged only with magic weapons Can be damaged only by specifically prepared weapons (coated with potion. effect just happens Stores the stolen power and delivers it elsewhere (to creator. effect just happens Stores the stolen power and delivers it elsewhere (to creator. and mist-monsters created by another monster-type. they might also be created by divine (or demonic) vengeance. etc). Central organ is solid or liquid and can be damaged 77-80 Sucks away Strength Killed by destroying the machine or item from which mist emerges 81 . by a dimensional rift. Can be damaged only with spells 82 . but they inflict reduced damage Can be damaged only with a particular item linked to the creature.BOOK TWO: MONSTERS — MONSTER TYPES Table 2-40: Profile of a Mist Creature Continued Die Roll 81-84 85-88 89-92 93-96 97-00 What Mist Does Sucks away Wisdom Sucks away Youth Special attack using electricity Special Attack using mental control such as charm or confusion Special attack using hallucinations Reason Siphons the stolen power into another object (for storage. or to activate the other object) To feed Strengthens self in terms of attacks Strengthens self in terms of hit points (regeneration or growth) To feed How to Damage Disperse the vapor with wind Kill monster that created mist Can be killed with weapons. oozes have been described as based on the concept of really big single-celled creatures. Oozes Table 2-41: Ooze Form Die Roll 01-12 13-25 26-38 39-51 52-64 65-77 78-90 91-00 Body Shape Amorphous lump or glob Amorphous puddle Cone Cube Pillar or column Sphere Tube or serpent Mimics other objects. so I’ve added the concept of a macro-biote into the mix. Macro-biotes are (like oozes) based on the concept of really big single-celled creatures. puddings. jellies.BOOK TWO: MONSTERS — MONSTER TYPES Oozes and Macro-Biotes Oozes (including slimes. or chameleonic Table 2-42: Ooze Immunities and Special Attacks Oozes almost always have a special immunity and a special attack.(roll for effect on Special Attacks Table 2-79) Ooze changes color or makes some other alteration to its appearance which functions like a gaze attack against onlookers (roll for effect on Special Attacks Table 2-79) Ooze emits a smell (roll for effect on Special Attacks Table 2-79) Ooze hurls globules of itself as missile weapons (roll for effect on Special Attacks Table 2-79) 31-40 41-50 51-60 Acid Magical force Blunt weapons Edged and piercing weapons Non-magical weapons Spells under a certain level All spells 61-70 71-80 81-90 91-00 83 . and other such icky things) are a staple of fantasy gaming. In some cases.possibly due to a gas it produces (roll for effect on Special Attacks Table 2-79) Pseudopod lashes out (roll for effect on Special Attacks Table 2-79) Direct contact (creature blobs and oozes itself into contact rather than using a pseudopod) . Die Roll 01-10 11-20 21-30 Fire Cold Immunity Electricity Degree of Immunity Complete immunity Complete immunity Gains hit points or divides into two when the attack is used Gains hit points or divides into two when the attack is used Half damage Half damage Percentage chance of not being affected Percentage chance of not being affected Reduce each die of damage by 1 or more Reduce each die of damage by 1 or more Special Attack Pseudopod lashes out (roll for effect on Special Attacks Table 2-79) Exhalation or gas (possibly only when damaged) (roll for effect on Special Attacks Table 2-79) Spray or spit (roll for effect on Special Attacks Table 2-79) Mental power or effect surrounding creature at all times . but they aren’t necessarily oozy in form. molds.(roll for effect on Special Attacks Table 2-79) Direct contact (creature blobs and oozes itself into contact rather than using a pseudopod) . Die Roll 01-02 03-04 05-06 07-08 09-10 11-12 13-14 15-16 17-18 19-20 21-22 23-24 25-26 27-28 29-30 31-32 33-34 35-36 37-38 39-40 41-42 43-44 45-46 47-48 49-50 First Part of Name Azure Babbling Beige Belching Blue Bronze Brown Bubbling Coruscating Crimson Devouring Diamond Emerald Engulfing Gelatinous Gobbling Golden Grasping Green Grey Gulping Indigo Leopard Marble Mucoid Second Part of Name Agglomeration Algae Amoeboid Blob Butter Carpet Chowder Chunk Clot Coagulate Coalescence Cone Corpuscle Creeper Cube Curd Curdle Filth Flood Fluid Glob Globule Gobbet Heap Jelly Die Roll 51-52 53-54 55-56 57-58 59-60 61-62 63-64 65-66 67-68 69-70 71-72 73-74 75-76 77-78 79-80 81-82 83-84 85-86 87-88 89-90 91-92 93-94 95-96 97-98 99-00 First Part of Name Mustard Muttering Ochre Orange Red Rippling Rotting Ruby Ruinous Sapphire Scarlet Seething Serpentine Shimmering Shrieking Silver Slurping Speckled Spotted Striated Striped Tiger Umber Violet Yellow Second Part of Name Larvae Lichen Liquescence Lump Mass Mold Mound Muck Mucus Ooze Pool Pudding Puddle Pustule Pyramid Scum Slime Sludge Soup Sponge Stew Viscoid Vomit Whey Worm Macro-Biotes Table 2-44: Macro-Biote Form By itself. Things don’t get interesting until you combine these results with the ideas in Table 2-44.BOOK TWO: MONSTERS — MONSTER TYPES Table 2-43: Ooze Name/Description This is semi-humorous. globule Worm-like Form Amorphous None None Extrudes limbs Jointed legs Long tentacles Moves using suckers Pincers Short tentacles or cilia Squishy stumps Whip-like limbs Limbs 84 . Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Cone Cube Flat or almost flat Multi-dimensional shape Sperm-like Spheroid Squid-like Water balloon-like. but so were the original names of most slimes and oozes. this table differs from the Ooze table mainly because it adds the possibility of limbs. Results can be individualized by rolling Special Attacks and Defenses on tables in Part Two (Table 2-70 and Table 2-82). forming into long chains of independent but connected organisms (particularly the silicate-walled diatoms) Some organisms have rudimentary tentacles Splits to reproduce Swimming-tail or swimming-whip Tendrils are plant-equivalent of tentacles Uses osmosis to suck in water Vacuoles in cells store needed materials (taking captives. It may provide you with some interesting ideas for “big microbe” types of monsters. Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Amoeba engulf prey Diatoms have a cell wall made of glass-like silicate Fungus cells have chitin covering Internal cell structures such as nucleus Internal electrical conductivity Jet-propelled movement by sucking in and jetting out Many microscopic organisms (particularly bacteria) exhale oxygen – in a macro-biote the quantity might be enough to create flammable air surrounding the organism Mitochondria in cells store electrical energy Plant cells with thick cell wall (possibly leaving husk after death) Pseudopods are extruded tentacles Rotifers (a multicellular creature with only about 1000 cells) has a crown of cilia that directs food into a mouth at the top Some microscopic organisms carry eggs with them Some microscopic organisms remain in contact after cell division. actually) to transform into a virus-making factory Attribute or Fact about a Microbe 85 . just listing various attributes of some microorganisms. perhaps?) Viruses inject host with DNA (RNA.BOOK TWO: MONSTERS — MONSTER TYPES Table 2-45: Ideas for Macro-Biotes This is an idea-generation table. Cast like a spell (area effect) – roll for effect on Table 2-79 Special Attack Type Cast like a spell (one target) – roll for effect on Table 2-79 Special Attack Type Cast like a spell (radius around monster) – roll for effect on Table 2-79 Special Attack Type Constant effect (radius) – roll for effect on Table 2-79 Special Attack Type Exhaled cloud – roll for effect on Table 2-79 Special Attack Type Exhaled cone – roll for effect on Table 2-79 Special Attack Type Exhaled line – roll for effect on Table 2-79 Special Attack Type Gaze – roll for effect on Table 2-79 Special Attack Type Mental power (affects number of hit dice) – roll for effect on Table 2-79 Special Attack Type Mental power (area effect) – roll for effect on Table 2-79 Special Attack Type Mental power (burst in radius around monster) – roll for effect on Table 2-79 Special Attack Type Mental power (one target) – roll for effect on Table 2-79 Special Attack Type Smell (radius) – roll for effect on Table 2-79 Special Attack Type Smell (squirted. Special Attack Form Appearance (changes to dangerous appearance) – roll for effect on Special Attacks Table 2-79. speech echoes almost imperceptibly. Table 2-47: Demonic Hints for Dark Angels Die Roll 01-04 05-08 09-12 13-16 17-20 21-24 25-28 29-32 33-36 37-40 41-44 45-48 49-52 53-56 57-60 61-64 65-68 69-72 Demonic Hint Backward leg joints. eyes without pupils. it will likely do its best to conceal or downplay the demonic hint. or hums slightly in the close vicinity of the creature Hunched. hoofs instead of feet. Cast like a spell (affects number of hit dice) – roll for effect on Special Attacks Table 2-79.BOOK TWO: MONSTERS — MONSTER TYPES Planar Creatures Planar creatures are monsters having their origin or home in another dimension. but with one or more demonic hints. If the Dark Angel is engaged in infiltrating human society or tempting people into evil deeds. since we’re focusing on monsters to fight during the course of an adventure). or iron. or other type of matter resonates. metal. Speaks with hiss. or plane of existence. reality. etc. Table 2-46: Categories of Planar Creatures Die Roll 01-20 21-40 41-60 61-80 81-00 Type of Planar Creature Dark Angel Demonic Creature Summoned Traveler Visitation Dark Angel (Planar Creature Type) Dark angels are the tempters and plotters of demonic and fiendish realms. vibrates. Extraordinarily long fingernails or fingers Extreme sensitivity to light other than firelight Fangs or sharp teeth Forked tongue Frightens animals. predatory posture Makes people feel uncomfortable for no identifiable reason Radiates slight cold Radiates slight heat Small horns Smells of brimstone. Appearance (normal appearance is dangerous) – roll for effect on Special Attacks Table 2-79. eyes without iris. single target) – roll for effect on Table 2-79 Special Attack Type 86 . or strangely colored eyes Elongated facial features or strange facial bone structure. or a particular type of animal such as dogs or cats Glass. cone) – roll for effect on Table 2-79 Special Attack Type Smell (squirted. There are five basic divisions of planar creatures (angels aren’t really covered. or other strange form of speech Strange hands or feet: claws instead of fingernails. etc. like rabbit or deer Birthmark or marks on skin Cat/serpent eyes. They have a basically human appearance. red. Strange skin texture (rough or smooth) Tail (small and discrete for concealment) Unnatural beauty Unnaturally fat Unnaturally tall Small wings lie closely against back – might be capable of growing into functional wings at will Special Attack Form Sound (clicks. or it might be quite noticeable. etc) (radius around monster) – roll for effect on Table 2-79 Special Attack Type Speech (in radius from monster) – roll for effect on Table 2-79 Special Attacks Spit (glob. etc. This might just be a tinge of color. single target) – roll for effect on Table 2-79 Special Attack Type Spit (line) – roll for effect on Table 2-79 Special Attacks Spray (cone) – roll for effect on Table 2-79 Special Attacks Spray (line) – roll for effect on Table 2-79 Special Attacks Touch – roll for effect on Table 2-79 Special Attack Type 87 .BOOK TWO: MONSTERS — MONSTER TYPES Table 2-47: Demonic Hints for Dark Angels Continued Die Roll 73-76 77-80 81-84 85-88 89-92 93-96 97-00 Demonic Hint Strange skin color (jet black.). when hit. but if the caster loses control the results will usually be violent and messy. snakes. wings. etc) Chitin. Demonic Attribute Additional arms (probably human) or legs (probably beast-type) 88 . and Demonic Attribute (make it bipedal unless it has a sinuous body like a centipede or snake) Human head and torso with tail. adding one additional Demonic Attribute to the resulting form (Table 2-49) Table 2-49: Demonic Attributes Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Body appears scorched or damaged Body is deformed in some way (hunchback. snails. and Demonic Attribute (Table 2-49) Human head. Table 2-48: Basic Form of Demonic Creature Die Roll 01-12 13-25 26-38 39-51 52-64 65-77 78-89 90-00 Basic Form Animal head (Table 2-2). Stands taller than 10ft at the head Surrounded by dangerous gases Surrounded by flame or heat Tremendously long tongue Two heads (01-90) or three heads (91-00) Unnaturally long arms (if any. and Demonic Attribute (Table 2-49) Human head and torso with tail. scaly. one arm larger than the other. animal legs (Table 2-2). although they might be extremely intelligent in their tactics and methods (they might. and Demonic Attribute (Table 2-49 below) Physical body of a Horror (see Table 2-33) but with a human face (don’t roll for a Demonic Attribute) Resembles a large version of a normal animal (Table 2-2). wings. roll again if not) Unnaturally skinny or emaciated Unusual armor or weapon (made of bone or flame. armored. but with a Demonic Attribute (Table 2-49) Re-roll on this table for the basic body form. animal body (roll on Table 2-2). a whip or hook of some kind. a human body with a tail. for example. These sorts of demons can be more easily controlled when they are summoned to a chaotic or evil caster’s service. leeches. assemble an army of minions). and a Demonic Attribute (Table 2-49 below). wings. or thick hide skin Covered in sores or boils Crawling with insects. beast arms and legs. Beast head. or slime with strange effect Eyes of flame Grossly fat Incorporeal or mist-like form Long tail with stinger Parts of it mutate from one form to another (at will. body of a different kind of beast.BOOK TWO: MONSTERS — MONSTER TYPES Demonic Creatures (Planar Creature Type) Demonic creatures are not in the business of tempting or persuading anyone. Roll for however many Special Attacks (Tables 2-78 and 2-79) and Special Defenses (Table 2-82) as are needed – and add any physical features suggested by those results. etc). etc). every few rounds or minutes. or worms Dripping with poison. in cycles. wings. wings. they are destructive and feral. It sounds silly to have a stone statue swimming underwater. but add wings Serpentine or spiral-shape of mist-like. wings. or from a non-demonic plane of existence. the summoned creature will be weaker than normal. it works best to get an idea about what it’s summoned to do (Table 2-50) before generating information about the creature’s body type– this helps to adjust the monster’s physical appearance when you roll on Table 2-51. beast legs (Table 2-2) Human head. Beast head (Table 2-2). I decide that it is normally summoned by tribesmen (and that’s either to catch some sort of big fish. we find that if the summons is done incorrectly. Make it bipedal unless it has a sinuous body like a centipede or snake. and a tail.P. and tail Human head and torso with tail. shaping the fungi into a massive man-shaped thing with the head of an octopus. and discover that the normal reason for summoning our creature is to use it as a food harvester. body of a different kind of beast (Table 2-2). but if you want to get completely random results. the shape rising from the fungi will be misshapen. They don’t ordinarily cross over into the material plane. a list of animals and their attributes. a human body. We roll a 60 on Table 2-2. and a Demonic Attribute (Table 2-49) Human head and torso with tail. other-planar substance Ooze or slime (see Table 2-41 for ideas) Resembles a normal animal with a Demonic Attribute (Table 2-49) Beast (Table 2-2) + Unusual Material Composition (Table 2-52) Cone or pyramid of Unusual Material Composition (Table 2-52 below) Human + Unusual Material Composition (Table 2-52 below) Pillar of Unusual Material Composition (Table 2-52 below) Sentient plant + Unusual Material Composition (Table 2-52 below) Aquatic creature (browse through Table 2-2) + Unusual Material Composition (Table 2-52 below) Appearance of a normal aquatic creature (browse Table 2-2) Beast (Table 2-2) + unusual skin color Beast head (Table 2-2). we roll a result of 41 on Table 2-50. human body. alchemical assistant. One immediate idea coming from these random results is that the creature is used to harvest food underwater. I would bookmark Table 2-2 before starting to roll the dice. probably because the thing sounds so much like Cthulhu. which suggests that our creature has the head of an octopus. since it has the head of an octopus. Table 2-50: Normal Purpose of Summoned Monster Note: This table is used to suggest physical appearance and powers – a particular summoner in a particular adventure might be using the creature for a completely different reason than the normal one. We roll on Table 2-52 to see what it’s made of. Next. or dive for pearls). which harvests pearls at the dead of night in deep waters. learning that the creature has the head of a beast. 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 89 . beast arms and legs (Table 2-2). and weaker than normal … or perhaps diseased. From my experiences with using the following tables. instead of being made of stone. and are usually called forth for some specific purpose.BOOK TWO: MONSTERS — MONSTER TYPES Summoned Creatures (Planar Creature Type) Summoned creatures are those that aren’t demonic in nature. let’s generate a summoned creature. First. H. and (rolling a 98 on the first column of that table) we discover that our creature is made of green-flecked stone. etc) Warrior Table 2-51: Physical Form of Summoned Creature Note: This table makes frequent references to Table 2-2. beast body (Table 2-2) Combination of two animals (Table 2-2) Sample Generation of a Summoned Creature As one example of how to use these tables. From somewhere. we roll a result of 78 on Table 2-51. and a Demonic Attribute (Table 2-49). If the summons is not made correctly. Die Roll 01-08 09-16 17-24 25-32 33-40 41-48 49-56 57-65 66-74 75-83 84-92 93-00 Purpose Boosts summoner’s magical power (usually for a specific task) Build structures (usually strongholds) Dig for some prodigious task (often dungeons) Finder. alternate reality. Lovecraft would adore it. hunter. or deformed. or assassin Guardian Harvest or plant food Instrument of revenge Manufacture items Navigate Produce food Servant (domestic servant. wings. but come from some other dimension. Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 Physical Form of Summoned Creature Human + unusual skin color Plant appearance Roll again for a result on this table. Sometimes it’s easier to just come up with animal types on the fly while using this table. other reality. rolling a 29 on Table 2-53. So now we have a creature that rises from a growth of fungus when summoned. so browsing through the tables I decide that it’s a fungus. And finally. tree made of fungus or mold) Seething liquid Spongy with or without holes Squishy organs Stone. translucent or colored Pearl or mother-of-pearl Plant matter wrong for shape (e. stem-like Plant matter. silver. Pyramid. fungus Plant matter. carved Jade Light or darkness Malachite Multiple insects Pearl or mother-of-pearl Plant matter. chalk Stone. or Pillar) Bone Bronze Bubbles or foam (durable or fragile) Clay Congealed mist or smoke Coral Covered with skin Dust Earth or air Fibers Filaments Fire or water Gel globules Gold. wood-like Seething liquid Spongy with or without holes Squishy organs Stone. obsidian Stone. with green flecks Bone Bronze Bubbles or foam (durable or fragile) Clay Congealed mist or smoke Coral Dust Earth or air Fibers Filaments Fire or water Gel globules Hair Human-like flesh Ice Iron Ivory. chalk Stone. obsidian Stone. mold Plant matter. very hot or very cold Stone.BOOK TWO: MONSTERS — MONSTER TYPES Table 2-52: Unusual Material Compositions for Summoned Creatures Die Roll 01-03 04-06 07-09 10-12 13-15 16-18 19-21 22-24 25-27 28-30 31-33 34-36 37-39 40-42 43-45 46-48 49-51 52-54 55-57 58-60 61-63 64-66 67-69 70-72 73-75 76-78 79-82 83-85 86-88 89-91 92-94 95-97 98-00 Unusual Composition (Beasts and Aquatic body-forms) Bone Brass spheres Bronze Bronze. with green flecks Unusual Composition (Cone. carved Jade Light or darkness Malachite Multiple insects Pearl or mother-of-pearl Plant matter. jointed Bubbles or foam (durable or fragile) Clay Congealed mist or smoke Coral Dust Earth or air Fibers Filaments Fire or water Gel globules Hair Ice Iron Iron links or rings Ivory. fungus Plant matter. very hot or very cold Stone. obsidian Stone. carved Jade Light or darkness Malachite Multiple insects Ooze. or copper Hair Human-like flesh Ice Iron Ivory.g. chalk Stone. very hot or very cold Stone. with green flecks Unusual Composition (Plant body-forms) 90 . wood-like Seething liquid Spongy with or without holes Squishy organs Stone.. glob. etc. etc. low hit dice.BOOK TWO: MONSTERS — MONSTER TYPES Table 2-53: Problems With Summoned Creatures Most summoned creatures have … issues … with the fact that they have been summoned. etc. etc. poison gas. Bad casting leaves an open gate (possibly allowing intrusion of non-planar conditions such as disease. deformed.) Bad casting summons it in a different form (uncontrolled) Bad casting summons it in a useless form (puddle.) Bad casting summons it in a damaged or weaker form (small. temperature. Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Issues with Summoned Creature Bad casting allows intrusion of non-planar conditions such as disease.) Bad casting summons other uncontrolled creatures Becomes uncontrolled under certain circumstances Can engage in battle of wills with summoner for control Demands considerable sacrifices in exchange for its services Disappears (returns to home plane) under certain triggering circumstances 91 . temperature. poison gas. injured. from the standpoint of designing an adventure. Large eyes or single eye on stalk. If not bipedal. beast arms and legs (Table 2-2). Surrounded by bodyguard minions of a lesser race/type. Long fingers or fingernails (if bipedal). Uses staff as weapon if bipedal. garment. Large head (if bipedal) or some sort of visible brain-type organ if not. Table 2-54: Physical Form of Planar Traveler Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 Physical Form (d100) Human + unusual skin color Plant appearance (see Table 2-59) Roll again for a result on this table. often far above the human norm. it is carried on a platform or in a palanquin by unintelligent buglike creatures with whom it communicates mentally. this includes the oozes). Large head (if bipedal) or some sort of visible brain-type organ if not. attachment or mechanism that carries complex devices. then it wears some sort of harness. it is carried on a platform or in a palanquin by unintelligent buglike creatures with whom it communicates mentally. or it might be an internal organ inside a transparent creature. What is their motivation for shifting from plane to plane. These need not be planar creatures.BOOK TWO: MONSTERS — MONSTER TYPES Travelers (Planar Creature Type) Travelers are trans-planar creatures that move across planes of existence on their own accord (as opposed to summoned creatures). and tail Human head and torso with tail. whichever fits best with the creature’s physical form. wings. Surrounded by bodyguard minions of a lesser race/type. Predatory travelers should generally be treated as Horrors or Demonic Creatures (see above) rather than generated under the tables below. Rides monstrous steed if bipedal. Wears twisty. These might be connected to the creature by filaments or tubes. or from alternate world to alternate world? Obviously. Smokes a hookah or pipe (yes. Very attractive appearance if it has a humanoid form. Beast head (Table 2-2). Uses staff as weapon if bipedal. then it wears some sort of harness. visible brain. The brain might be in the right place but exposed to the air or cased in a transparent medium. they might be assembled from available local humanoids. If not bipedal. Levitates and probably moves by levitation as well. they might be assembled from available local humanoids. baroque. beast body (Table 2-2) Combination of two animals (Table 2-2) Additional Feature (d100) Large eyes or single eye on stalk. Make it bipedal unless it has a sinuous body like a centipede or snake. and a Demonic Attribute (Table 2-49). human body. Crawls with small symbiotic creatures that assist it in some way – either as a life support system or servants. garment. Aquatic creature (browse through Table 2-2) + Unusual Material Composition (Table 2-52) Appearance of a normal aquatic creature (browse Table 2-2) Beast (Table 2-2) + unusual skin color Beast head (Table 2-2). which are designed to generate creatures with more complex motivations than mere feeding. most of these creatures are intelligent. but add wings Serpentine or spiral-shape of mist-like. If not bipedal. If not bipedal it uses mental power or magical levitation powers to manipulate objects instead of using actual hands. Levitates and probably moves by levitation as well. If not bipedal it uses mental power or magical levitation powers to manipulate objects instead of using actual hands. complicated jewelry. 76-80 81-85 86-90 91-95 96-00 92 . Long fingers or fingernails (if bipedal). whichever fits best with the creature’s physical form. is why they do so. it speaks by using a mechanism or arcane apparatus. Perhaps the most important feature of these monsters. attachment or mechanism that carries complex devices. body of a different kind of beast (Table 2-2). These might be connected to the creature by filaments or tubes. it speaks by using a mechanism or arcane apparatus. Otherwise. Has a big. beast legs (Table 2-2) Human head. These need not be planar creatures. otherplanar substance Ooze or slime (see Table 2-41 for ideas) Resembles a normal animal (Table 2-2) with a Demonic Attribute (Table 2-49) Beast (Table 2-2) + Unusual Material Composition (Table 2-52) Cone or pyramid of Unusual Material Composition (Table 2-52) Human + Unusual Material Composition (Table 2-52) Pillar of Unusual Material Composition (Table 2-52) Resembles a human but with a Demonic Hint (Table 2-47) and also with an attribute of a normal animal (Table 2-2). and a Demonic Attribute (Table 2-49) Human head and torso with tail. If not bipedal. Rides monstrous steed if bipedal. Otherwise. Very attractive appearance if it has a humanoid form. wings. Information Land Magic items Magical food Mercenary service Potions Scrolls Slaves Souls Worthless (?) items Youth Die Roll 01-08 09-16 17-24 25-32 33-40 41-48 49-56 57-65 66-74 75-83 84-92 93-00 Table 2-57: Vehicles and Bodily Organs for Planar Travel This table is highly fanciful.BOOK TWO: MONSTERS — MONSTER TYPES Table 2-55: Planar Trading/Commodities Many planar travelers do their traveling to trade things. brains. Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Trades this … (d100) Armor Artworks Dreams Drugs Food Gems Gold Information Longevity Magic items Magical food Maps Mercenary service Potions Prophesies Scrolls Slaves Souls Spell-casting Transportation For This (d100) A simple errand … Artworks Cattle Dreams Drugs Food Gems Gold Heads. This could be according to a Time Cycle (see Table 1-29 in Book One) Locating and using existing magical gates Using a bodily organ (Try out Table 2-57) Using a particular magic item Using magical gates it (they) calls into existence 93 . Roll on either Column 2 or Column 3 for the second part of the travel mode’s name. Roll once for Column 1 for the first part of the travel mode. with invented words. it generates Vancian names for modes of planar travel. The combination of items on this table generates the sort of odd exchanges that a planar race (or lone traveler) might be interested in (or obsessed with). Unless your adventure has a whimsical feel to it. Column 1 (First Part of Name) Disconjunctive Metacorporeal Paracontradictory Paralocative Paratransitive Raider’s Relocationary Transapparitional Transitive Transitorial Xenolocational Xenotransitive Column 2 (Second part of Vehicle Name) Collar Cupboard Device Flitter Galleon Galley Gate Orb Platform Portal Torc Yacht Column 3 (Second Part of Bodily Organ Name) Appendix Conceiver Emotionum Epilepsy Gland Kidney Node Plumage Talent Thyrum Whisk Wings Table 2-56: Mode of Planar Travel They’ve got to do their traveling somehow… Die Roll 01-12 13-25 26-38 39-51 52-64 65-77 78-90 91-00 Mode of Travel By use of mental powers By use of strange and unknown spells By use of vehicle or item (try out Table 2-57) Involuntary. hearts. you might want to skip this table. etc. patterns. or dimensional “waterfall” Echo of an event on another plane of existence Forms as the byproduct of a sensory organ or device from another reality. magical. “Something” might be an entrance. Something that created a sapient echo in the material plane would be a very significant extra-planar event indeed. of an unexplained nature 94 . sigils. being a manifestation or echo of something happening in another plane rather than creatures in their own right. overlapping with elementals and undead but best treated. or structures Is the “waste product” of a bizarre process that is operating nearby. it is the attenuation of material matter which causes the visitation Created as an abstract “artwork” or decoration by (or for) powerful or magical individuals Echo of a planar.BOOK TWO: MONSTERS — MONSTER TYPES Visitations (Planar Creature Type) Visitations are (usually) non-intelligent manifestations of energy. or might have no intelligence whatsoever. An intelligent visitation would be possible. abandoned. etc. or at least relatively so Nexus or entrance to the base of a dimensional whirlpool Phenomenon linked to a place due to past magical activity Remnant of a failed or renounced oath Remnant or after-effect of the destruction of an artifact or relic Remnant. Wells up from a deep underground source. Intersection of the ripple effects of two stationary artifacts. Caused by the attenuation of the aether. but unusual. for purposes of creating monsters. or planes of existence Caused by a grievous renunciation or violation of authority or tradition in a nearby. or being – where the influence of their connection is the weakest Represents the nexus of a powerful being’s thoughts or emotions Result of strange religious practices Source of visitation is imprisoned in an object that has been left. as a separate category. or astral substance at a particular point. Table 2-58: Form and Causation of a Visitation Die Roll 01-04 05-08 09-12 13-16 17-20 21-24 25-28 29-32 33-36 37-40 41-44 45-48 49-52 53-56 57-60 61-64 65-68 69-72 73-76 77-80 81-84 85-88 89-92 93-96 97-00 Form/Type Associated with pure energy: fire Associated with pure energy: cold Associated with pure energy: electricity Associated with pure energy: magical force Associated with pure energy: gravity Associated with pure energy: dimensional changes and phasing Associated with pure emotion: fear Associated with pure emotion: joy Associated with pure emotion: hatred Associated with pure emotion: lust Associated with pure emotion: greed Associated with pure emotion: sadness or despair Associated with pure emotion: vengeance Associated with pure intellect: sanity Associated with pure intellect: knowledge Associated with pure intellect: comprehension Associated with pure energy: sonic Associated with pure intellect: music Associated with pure energy: death or life Associated with pure energy: loss of experience Associated with pure energy: age Associated with pure energy: spells and magical energy Associated with time and/or memory Associated with light or darkness Extrusion from other dimension Causation After-effect of a single magical event After-effect of the removal of a piece of reality (and by whom. soul. like the wake of a periscope. by the manipulation of strange forces. a world. or which might just be waiting for later retrieval Summoned or created as a guardian for something. an item. relic. They are presumed to be acting on instinct. a crypt. divine. stored. phlogiston. or spirit of a dead godling or demigod Represents the “pre-effect” of something that is going to happen Represents the mid-point between two halves of a powerful artifact. one asks) After-effect or remnant of a single instance of divine vengeance Byproduct of the creation of an artifact or relic Byproduct of the intersection of two dimensions. Alternatively. related location. it has a Physical Distance Attack (Table 2-62) AND an Augmenting Attack (Table 2-62). Limbs or body part moves. it has a pulling attack from Table 2-61. but it has a Physical Distance Attack (see Table 2-62). both from Table 2-61 The plant is entirely immobile. In addition to fighting with mobile limbs (see Table 2-74 Limb Attacks). it does not have a melee attack of any kind. palm 76-80 Tree. turning into a seed-carrier for the plant. In addition to fighting with mobile limbs (see Limb Attacks Table). (Roll on Table 2-74: Limb Attacks) Limbs or body part moves. so they don’t offer much of a tactical challenge. In addition to fighting with mobile limbs (see Table 2-74 Limb Attacks). It has a melee attack (see Table 2-74 Limb Attacks). In addition to fighting with mobile limbs (see Limb Attacks Table). It is purely a melee fighter. smells. Table 2-59: Basic Form of Plant Monster Die Roll Basic Form (d100) Specific Type of Form (d100) Limbs or body-part moves. turning into a plant-creature controlled by the plant. and secondly. In addition to fighting with mobile limbs (Table 2-74 Limb Attacks). there just aren’t many real-world predatory plants to work from as a starting point. but it delivers a poisonous or transformational substance into its near vicinity. However. In addition to fighting with mobile limbs (see Table 2-74 Limb Attacks). Delivery mechanisms include: spores. it has a pulling attack AND an augmenting attack. but also has a special attack to augment damage from the limbs. or even picking opponents up. it has a Physical Distance Attack from Table 2-62. The plant is mobile (see Table 2-60 for ideas about mobility methods). The plant uses a special attack to augment damage from the limbs: roll on the Limb Attacks Table (2-74) to get ideas for the limbs. The Physical Distance Attack causes general damage (hit points or equivalent). most of them don’t move. The plant not only uses a special “pulling” attack to draw prey towards it. They’ve not only got to be pretty creative. The Physical Distance Attack causes general damage (hit points or equivalent). The result of falling prey to these substances include turning into a similar plant. using its movement ability solely to get into close enough range for hand-to-branch combat. Roll on the Limb Attacks Table (2-74) to get ideas for how it attacks. The Physical Distance Attack causes general damage (hit points or equivalent). and roll on Table 2-61 to get ideas for the nature of the special pulling attack. Limbs or a body part of the plant move (roll on Table 2-74 for ideas). These probably include the telekinetic ability to damage opponents using nearby rocks or equipment. The Physical Distance Attack causes general damage (hit points or equivalent). short 86-90 Tree.BOOK TWO: MONSTERS — MONSTER TYPES Plant Creatures Good plant monsters are really hard to design. but the rest of the plant is immobile (rooted). blown leaves. The Physical Distance Attack has a Special Effect (Table 2-62). The plant is mobile (see Table 2-60 for ideas about mobility methods). The plant is mobile (see Table 2-60 for ideas about mobility types). The plant is mobile (see Table 2-60 for ideas about mobility methods). Keep in mind that creatures killed for fertilizer might also be caused to rot faster than normal after dying. spiked seed-pods on the ground. a pulling attack (Table 2-61). it has a Physical Distance Attack (Table 2-61) AND an Augmenting Attack (Table 2-62). No part of the plant moves. The plant moves (Table 2-60) and has a Physical Distance Attack (Table 2-62) with a special effect. and gases. but it has a Physical Distance Attack (see Table 2-62). The Physical Distance Attack causes general damage (hit points or equivalent). 01-05 Bamboo 06-10 Broad leaves 11-15 Bush or shrub 16-20 Cone 21-25 Coral-type growth 26-30 Fern 31-35 Grass-like stalks 36-40 Hanging moss 41-45 Ivy 46-50 Lump 51-55 Mold 56-60 Mushroom 61-65 Sphere 66-70 Thorn-bush 71-75 Tree. The plant is mobile (see Table 2-60 for ideas about mobility methods). The plant is mobile (see Table 2-60 for ideas about mobility methods). tall 95 . it has an augmenting attack from Table 2-61. The plant is purely a melee fighter. No part of the plant moves. or just dying to create fertilizer. and a Distance Attack with a Special Effect. Other possibilities include mental powers that mimic enchantment-type magic – the plant can dominate someone’s mind to create an ally (who will later be used to fetch fertilizing carcasses to the plant’s roots). Roll on both columns of Table 2-61 to determine the nature of the pulling and augmenting special attacks. but the rest of the plant is immobile. but the rest of the plant is immobile. The plant is mobile (see Table 2-59 for ideas about mobility methods). it has a Physical Distance Attack from Table 2-62. but the rest of the plant is immobile. The plant is mobile (see Table 2-60 for ideas about mobility types). The plant is entirely immobile. In addition to fighting with mobile limbs (see Table 2-74 Limb Attacks). but super-charged with weaponry. and roll on Table 2-61 to get ideas for the nature of the augmenting attack. The plant uses a special “pulling” attack to draw prey to the limbs: roll on the Limb Attacks Table (2-74) to get ideas for the limbs. The plant is rooted to the ground. but you’ve also got to work within several constraints: firstly. pine 81-85 Tree. but it has mental powers. It has a Pulling Attack (Table 2-61). It has a Physical Distance Attack.” 91-95 Underground bulbs 96-00 Vines Table 2-60: Movement Forms for Mobile Plants Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-00 Method of Locomotion Glides or flies using wing-like growths Jet propulsion in water Levitates Pulls self along with short tendrils Pulls self along with vines Rippling movements like snail or slug Slithers like snake Turns ground to liquid or mud for movement Walks on legs 96 . Do not trifle with this plant: it will turn you into seeds and fertilizer faster than you can say. The plant is a botanical war machine. pass me one of the torches.BOOK TWO: MONSTERS — MONSTER TYPES Table 2-59: Basic Form of Plant Monster Continued Die Roll Basic Form (d100) Specific Type of Form (d100) The plant is rooted to the ground. and it has a second Physical Distance Attack with a special effect (Table 2-62). “It’s just a plant. It has a limb attack (Table 2-74). and the Physical Distance Attack has a Special Effect (Table 2-62). It moves (Table 2-60). It has an Augmenting Attack (Table 2-62). It has one Physical Distance Attack that causes damage (Table 2-62). squeezing. and takes no other actions. For an interesting twist. the central plant pumps nutrients into it. cold. causing victims to move. This sort of attack makes for a good tactical encounter. If one of these roots manages to catch up with prey. 97 . no fertilizer. which or otherwise helpless (go limp from pleasurable narcotic. turn rigid from a poisonous substance. Confusion. electricity. Those affected by the attack will move toward the plant. letting it thicken to the width of a rope that can haul the victim back by the ankles. or part of the plant might open up to reveal it during combat. He progressively turns into a “plant zombie” with seeds attached to him. but it’s a possibility – especially if the plant is rooted to the ground. A mouth with a sludgy interior might slop the victim with digestive juices. The plant has an organ (possibly even a human-looking eye) that functions as a gaze attack. or smell causes victim to see the plant as something attractive that he wants to touch. or progressively damaging). since an escaping poison victim won’t die near the roots. or even attack. changing them to plant matter or lacing them through with tiny digestive tendrils that aren’t easily removed. That’s pretty darn weird. The mouth is the main source of damage: it might crush its victims. progressively lethal. 21-30 The plant uses a rudimentary form of magic to enchant its prey. randomly. since the rootlets can grow around corners and the party might have to divide its efforts between attacking the plant’s central body or hacking at little rootlets. The plant has motile vines or tendrils that inflict an unusual type of additional damage. The plant can grow thin roots (about the width of twine) that crawl out very quickly from the plant’s central body. and starts traveling around while shedding the seeds (this is how the plant reproduces). The plant has a rudimentary teleportation ability. spores. 01-10 11-20 The plant can animate other nearby plants (probably symbiotes) so that they entangle and pull prey toward it. with lethal poison on its limb attack. They proceed to walk zombie-like into the plant’s clutches. hypnotizing or charming them. The plant enfolds its victims and begins to digest them using acidic sap or other digestive substances. A substance on the plant’s motile limbs acts like a drug. The plant uses a rudimentary form of magic to enchant its prey. The plant’s motile limbs stun a victim for short periods of time when they hit (a saving throw might or might not apply). acid. If the limbs cause cutting or piercing type damage.causes victims to forget what they are doing and move toward the plant. The plant has a substance (coated with sap or slime) or an injector (thorns) on its body. it will need some sort of motile grabbing limb to get its victims into the mouth. 91-00 The plant is a dangerous one. The substance causes a transformation in the victim. 31-40 41-50 The plant’s motile limbs can cause the victim to become paralyzed The plant issues a highly attractive narcotic smell. usually automatic and progressive if the tendrils manage to grab and hold the victim. and thorns. Motile limbs grab victims and carry them to the body so that these short-range weapons can be used. Unless the plant is mobile and fast. but first it will try to pull nearby creatures (other characters) toward the plant. trically stunned. then the stunning is caused by a weak poison in the creature’s sap. or it might have the plant equivalent of teeth. The victim will eventually be eaten. The following are ideas for such damage: poison (instantly lethal. Special Pulling Attacks Hallucinogenic dust. The plant enfolds its victims and begins to incorporate them into its own body. The organ might always be visible. using internal thorns or spines. etc). The victim walks toward the plant. be elec. try having teleportation be the result of a failed saving throw against a Physical Distance Attack on Table 2-61. Roll on table 2-61 to get ideas about how the plant delivers the substance. Slow poison. which could include splitting a large part of itself open (like a Venus Flytrap) or even splitting its whole body open. heat.BOOK TWO: MONSTERS — MONSTER TYPES Table 2-61: Pull/Augment Special Attack Types for Plants Die Roll Augmenting Attacks The plant has the equivalent of a mouth. The poison might not be instantly lethal. although the specific nature of your adventure might suggest other ideas. If the limbs cause clubbing-type damage. the stunning is simply caused by the force of the blow. An attractive member of the opposite sex or piles of treasure are good examples. 51-60 61-70 71-80 The plant zaps potential victims with a magical ray. Non-lethal poison causes mental-type paralysis (renders victim utterly blissful. Heat. causes victim not to care about movement. These could cause a multitude of effects: fear. Lethal poison with rapid or immediate onset of death. thorns or spikes Ray (uses eyelike organ. The substance delivered by the physical distance attack allows the victim to perceive mind-waves emanating from the plant. Disease causing a transformation in the victim. ooze. attempts to damage oneself.. or sap) Special Effect of Distance Attack (If Applicable) Acid (damage for a series of rounds. and he follows its commands. He progressively turns into a “plant zombie” with seeds attached to him. where it can attack him. or gas-bulbs. I can’t figure out how this would fit into a plant’s life cycle. spore-sacs. or sap) Spray (line of liquid. 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Spores (cone) Spores (launches a “bag” that explodes) Spores (line toward single opponent) Spores (radial “burst”) Spray (cone of liquid. Some sort of chemical reaction is intended to cook the plant’s food. single target) Spit (line of liquid. The victim gets an uncontrollable hunger to eat fruit from the plant. fires. Not only does this bring him close to the plant. eyestalks.g. Mental control by plant. ooze. Uncontrolled emotion. and explodes or otherwise dies. or some similar effect. etc). Non-lethal poison causing lethargy or slowness of action. randomly. isn’t it? Confusion. he might get the interesting result of hearing the commands but not feeling compelled to follow them. but they also have a burst radius. For the life of me. ooze. but it’s an interesting thought. Powerful versions of this might cause metal armor to inflict damage for more than one combat round. The effect of the substance on humans is an uncontrolled emotion such as berserker rage. but hits anyone in the area) Hurls. Disease causing slow but progressive onset of paralysis (not lethal. or spits: needles. or even attack. not days). Hallucinations.BOOK TWO: MONSTERS — MONSTER TYPES Table 2-62: Physical Distance Attacks for Plants Die Roll 01-05 Physical Distance Attack Bomb or grenade-type attack. Disease causing victim to carry spores or seeds. Exhaled cloud (gas or mist) Exhaled cone (gas or mist) Gas or mist (radial release in all directions) Gas or mist: exhaled stream at single opponent Horrid. vomit-eruption of liquid or goo (short range. or other noneyelike organ) Smell (directed squirt at a single target) Smell (in a directed cone) Smell (radius) Spit (glob or liquid. but the effects might last for days). Disease with slow onset of death (measured in several melee rounds. etc. The substance is like a drug. They might hit the target directly or not. if he manages to eat it. Lethal poison with slow onset (but probably causing immediate and progressive weakness). fits of uncontrolled laughter. causing victims to move. Non-lethal poison causing fear (flight or disorganized retreat). Some sort of chemical reaction in the substance of the distance attack makes it cause damaging cold. Non-lethal poison causing physical paralysis. Non-lethal poison causing effective paralysis: e. or sap aimed at single opponent) Squirt liquid (single target) 98 . causes paralyzing fear. There should be a physical sign of the condition so the players know that they need to get the character cured before he dies. but the fruit does something very unpleasant as well. This is how the plant spreads its seeds. and stronger acids might damage equipment) Cold. and starts traveling around while shedding the seeds (this is how the plant reproduces). incapacitating sorrow. If he makes a saving throw. nausea or seizures. Disease causing a transformation in the victim: turns into one of these plant creatures (in a matter of days). Double-whammy. In a matter of days. he turns into a “bag” of spores or seeds. The plant hurls big seed-pods. massive. confused and unpredictable actions. it grabs birds and small animals such as rabbits and chipmunks. 61-80 81-00 Undead In folklore. not with the tables. non-reproductive Semi-corporeal. The seeds become tadpole-like creatures (animal or vegetable. contagious Undeath Semi-corporeal. In cases where it isn’t. genius. non-intelligent. semi-intelligent.BOOK TWO: MONSTERS — MONSTER TYPES Table 2-63: Sample Unusual Reproduction Methods for Plants In many cases. non-reproductive Non-human. at or before death (willingly) Prepared self for Undeath. which then begins to produce more “phase one” seeds. They die. non-intelligent. non-intelligent. contagious Undeath Non-human. non-reproductive Non-human. The insects fly about for a while. non-intelligent. reproduces through prey Incorporeal. reproduces through prey Incorporeal. corporeal. if your “explanation” of the undead creature generates a fantastic idea that doesn’t mesh with the type. non-reproductive Non-human. contagious Undeath Non-human. non-reproductive Semi-corporeal. Some ceremony wasn’t performed – often burial or last rites. non-intelligent. semi-intelligent. intelligent. non-reproductive Incorporeal. semi-intelligent. die. When the seeds sprout. intelligent. It injects these creatures with seed-larva. non-intelligent. at or before death (unwillingly) Prepared by others for Undeath. The mobile plant proceeds to scatter “phase two” seeds as it travels. semi-intelligent. non-reproductive Incorporeal. which carry them away to put into nests. corporeal. almost all undead creatures arise from some sort of break in the normal life cycle as that culture defines the life cycle (and that’s not always the same in all cultures). corporeal. non-intelligent. reproduces through prey Semi-corporeal. contagious Undeath Non-human. genius. corporeal. and germinate into new plants. non-reproductive Corporeal. reproduces through prey Semi-corporeal. it doesn’t matter). The plant produces a shiny. Note that the primary reproductive strategy for plants is a matter of making seeds travel as far as possible from the parent-plant. semi-intelligent. genius. non-intelligent. which you might generate with the later tables. semi-intelligent. incorporeal. The tadpoles swim to new locations using their whip-like tails. The phase one seed grows into a small. reproduces through prey Corporeal. and the internal seed-matter beings to grow as a new plant. reproduces through prey Table 2-65: Causes of Intelligent Undeath Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Cause of Intelligent Undeath Cursed by enemy Cursed by gods Disease such as vampirism Prepared by others for Undeath. fall to the ground. reproduces through prey Corporeal. they send out little vines that feed upon eggs. The plant drops a “phase one” seed into the ground. mobile plant that scurries away. this short table offers a couple of unusual modes of plant reproduction to spark your creativity. semi-intelligent. Die Roll 01-20 21-40 41-60 Reproductive Cycle The plant injects or drops seeds into the water. genius. By whatever means the plant might also grab hold of adventurers. Table 2-64: Basic Types of Undead Creatures Die Roll 01-04 05-08 09-12 13-16 17-20 21-24 25-28 29-32 33-36 37-40 41-44 45-48 49-52 53-56 57-60 61-64 65-68 69-72 73-76 77-80 81-84 85-88 89-92 93-96 97-00 Undead Type Corporeal. non-reproductive Incorporeal. non-reproductive Corporeal. non-reproductive Semi-corporeal. Then it releases the small creature. non-reproductive Corporeal. genius. or some action taken by the undead person during his life represented a breach of the natural order of things. gem-like seed. Obviously. during life Rejected from underworld for some reason Returned partially by actions of others Returned to gain vengeance for own killing Returned to guard location or item important to self during life 99 . and when you want to add a bit of weirdness to the plant’s overall nature. although first there’s a comprehensive list of undead “types” to help you focus on the explanation. stick with your imagination. reproduces through prey Non-human corporeal. reproduces through prey Incorporeal. semi-intelligent. The tables below focus on this aspect of Undeath. a plant-monster’s attack method is involved with the plant’s reproductive cycle. corporeal. genius. These are picked up by birds. The “phase two” seeds grow into the original plant form. The plant doesn’t just produce seeds – it produces flying insects (whether these are true animals or plant-insects doesn’t matter). which carries along on its merry way until the larva eat it from within and germinate in its dead carcass. intelligent. Other preparations described on this table would be the activity of someone else. with or without the consent of the person being prepared. Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Preparation Actions are taken to ensure that a god will curse the soul with intelligent undeath Corpse/body is preserved/prepared in such a way that the soul (or life force) cannot depart Living body parts incorporated into corpse keep it “alive” New soul brought into dead body Pact with gods/powers of afterlife to reject soul Physical preparation raises body with echo of former intelligence Physical preparation raises body with full former intelligence Ritual binds soul to a place Soul captured by ritual. Die Roll 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 Nature of the Break (d100) Deliberately cursed at death by others for actions during lifetime Died after committing crime: Arson Died after committing crime: Assault Died after committing crime: Bankruptcy Died after committing crime: Battery Died after committing crime: Begging Died after committing crime: Blackmail Died after committing crime: Blasphemy Died after committing crime: Breach of contract Died after committing crime: Breach of financial duty Died after committing crime: Breaking and entering Died after committing crime: Bribery Died after committing crime: Burglary Died after committing crime: Cattle theft or rustling Died after committing crime: Consorting with demons Died after committing crime: Counterfeiting Died after committing crime: Cowardice or desertion Died after committing crime: Demonic possession Died after committing crime: Desecration Died after committing crime: Disrespect to clergy Died after committing crime: Disrespect to nobility Died after committing crime: Drug possession Died after committing crime: Drug smuggling Died after committing crime: Drunkenness Died after committing crime: Embezzlement Died after committing crime: Escaped slave Died after committing crime: Extortion Died after committing crime: False imprisonment Died after committing crime: Fleeing crime scene Die Roll 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 Nature of the Break (d100) Died after committing crime: Forgery Died after committing crime: Forsaking an oath Died after committing crime: Gambling Died after committing crime: Grave robbery Died after committing crime: Harboring a criminal Died after committing crime: Harboring a slave Died after committing crime: Heresy Died after committing crime: Horse theft Died after committing crime: Incest Died after committing crime: Inciting to riot Died after committing crime: Insanity Died after committing crime: Kidnapping Died after committing crime: Lewdness. kept in the wrong plane of existence Soul captured in item to prevent completion of the death cycle Table 2-67: Breaks in the Life Cycle As mentioned above. most Undeath traditionally results from a break in the natural order of the victim’s life cycle. public Died after committing crime: Libel Died after committing crime: Manslaughter Died after committing crime: Misuse of public funds Died after committing crime: Murder Died after committing crime: Mutiny Died after committing crime: Necromancy Died after committing crime: Participating in forbidden meeting Died after committing crime: Perjury Died after committing crime: Pickpocket Died after committing crime: Piracy Died after committing crime: Poisoning Died after committing crime: Possession of forbidden weapon Died after committing crime: Prison escape Died after committing crime: Prostitution 100 .BOOK TWO: MONSTERS — MONSTER TYPES Table 2-66: Preparations for Intelligent Undeath Note that some of these preparations might be voluntary on the part of the person being prepared for intelligent Undeath. Looking through the following wide assortment of such “breaks” may give you some good ideas for specific details about your undead creature. private Died after committing crime: Lewdness. but it sounds good) Died without fulfilling contract Died without fulfilling oath Died without honor (marriage or parenthood) Died without honor (traitor) Died without manhood/womanhood rites Died without marrying Died without proper preparations for death Died without properly honoring ancestors Died without tribal initiation Eaten after death Not buried/burned Not given proper death ceremonies Not given proper preparations for afterlife Table 2-68: Manner of Death The manner in which an undead creature might have died can give rise to good ideas about the nature of the creature’s abilities. and motivations (if it is an intelligent form of undead). appearance. Die Roll 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 Burned in fire Burned in lava Cooked and eaten Crushed Defeated in dishonorable combat Defeated in honorable combat Died during a storm Died during harvest time Died during peacetime Died in a swamp Died in particular ancient ruins Died in the hills Died in the mountains Died near particular type of flower Died near particular type of tree Died of disease Died of fright Died of natural causes Died of thirst Died while carrying particular weapon Manner of Death Die Roll 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 Manner of Death Died while carrying stolen goods Died while wearing particular garment Died while wearing particular piece of jewelry Drowned Executed by asphyxiation Executed by cold Executed by drowning Executed by exposure to elements Executed by fire Executed by hanging Executed by live burial Executed by starvation Executed by strangulation Executed by thirst Executed despite having been pardoned Fell from great height Frozen/hypothermia Heart failure In the saddle Killed by a creature that injects eggs 101 .BOOK TWO: MONSTERS — MONSTER TYPES Table 2-67: Breaks in the Life Cycle Continued Die Roll 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 Nature of the Break (d100) Died after committing crime: Public recklessness Died after committing crime: Racketeering Died after committing crime: Rape Died after committing crime: Receiving stolen goods (fencing) Died after committing crime: Robbery Died after committing crime: Sabotage Died after committing crime: Sale of shoddy goods Died after committing crime: Sedition Died after committing crime: Slander Died after committing crime: Smuggling Died after committing crime: Soliciting Died after committing crime: Swindling Died after committing crime: Theft Died after committing crime: Treason Died after committing crime: Trespass Died after committing crime: Using false measures Died after committing crime: Witchcraft Died after violating taboo: dietary Died after violating taboo: loyalty Died after violating taboo: marriage Died after violating taboo: sexual Die Roll 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 Nature of the Break (d100) Died as a glutton Died as a miser Died as coward Died deliberately Died unloved and unmourned Died while a slave Died while owning slaves Died without children Died without dying (I don’t know. BOOK TWO: MONSTERS — MONSTER TYPES Table 2-68: Manner of Death Continued Die Roll 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 Manner of Death Killed by a deception Killed by a jealous spouse Killed by a jester Killed by a lover Killed by a lynch mob Killed by a traitor Killed by a trap Killed by accident Killed by ancient curse Killed by birds Killed by blood poisoning Killed by demon Killed by dogs/jackals Killed by gluttony Killed by insect(s) Killed by inter-dimensional creature Killed by magic Killed by magic weapon Killed by metal Killed by mistake Killed by own child Killed by own parent Killed by particular type of person Killed by poisonous fungus Killed by poisonous plant Killed by pride Killed by priest Killed by relative Killed by soldiers during battle Killed by some particular monster Killed by strange aliens Die Roll 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 Killed by undead Killed by wine or drunkenness Killed by wooden object Killed for a particular reason Killed in a castle Killed in a particular place Killed in a tavern Killed in particular ritual Killed in tournament or joust Killed near a particular thing Killed on particular day of year Killed under a particular zodiacal sign (i.e., a particular month or time) Killed under moonlight Killed underground Killed while exploring Killed while fishing Killed while fleeing Killed while hunting Killed while leading others badly Killed while leading others well Murdered Sacrificed to a demon Sacrificed to a god Sacrificed to ancient horror Starved to death Strangled Struck by lightning Struck down by gods Tortured to death Manner of Death 102 BOOK TWO: MONSTERS — MONSTER TYPES Verminous Creatures Verminous creatures are often relatively small, and are usually the “trash-collectors” of a dungeon or other area. In some cases, you might want to have larger verminous creatures (a mutant or something), and these tables will work fine for the larger specimens as well. However, oozes also serve well for this type of monster, and so do the “macrobiotes.” Table 2-69: Basic Profile of Verminous Creature Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Part One of Combination Blood-sucking Burrowing Disease-bearing Floor-licking Flying Paralysis-inducing Rot-causing Sleep-inducing Slightly venomous Substance-dissolving Beetles Bird-like things Crustaceans Fish-like things Little gooey things (jellyfish or ooze-like) Roaches Rodents (cat size) Rodents (larger than cats) Worms Part Two of Combination Bat-like things Table 2-70: Special Features of a Verminous Creature-Type Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Special Feature Can be frightened away (or at least kept at bay) with fire, loud noise, or other stimulus Stalks prey over a long distance, waiting for the right time to attack The little ones are sometimes accompanied by a much bigger one Fast moving; more difficult to hit than one would expect Unusual response or immunity to spells, or to spells of a particular type. Acts as if unusually intelligent, due to instinct or a hive mind. Implants eggs into victims – but since these are generally weaker creatures, the incubation time should be very long, or it should be hard to get infected, or it should be easy to get cured. Amphibious; they generally live and nest in the water, where it’s hard to find or kill them, but they hunt on land. Roll on Special Attacks Table 2-78 Roll on Special Defenses and Abilities Table 2-82 103 BOOK TWO: MONSTERS — MONSTER TYPES Vermin Movement-Systems Vermin are generally a “filler” type of monster, and unusual vermin are usually inspired by the pre-existing nature of the adventure’s location. However, if you’re taking the interesting approach of getting adventure inspiration from a type of vermin, here is one way to go about it. The following table addresses some different ways in which vermin might move around through the adventure area. The table is probably more useful in the context of a specific adventure scenario than for the generation of a particular species of vermin, but since it pertains to a specific class of monster it is included here. Table 2-71: Vermin Movement-Systems Die Roll Mode of Movement Delivery and Retrieval. Some mechanism or process in the adventure area delivers the vermin to a location and then retrieves them (or lets them die). This is an analogy to the use of “scrubbing bubbles,” or nano-technology. It doesn’t need to be high-tech or even well explained. Perhaps a chute simply delivers green slime or rats to a particular location, and then spouts corrosive gas into the area when the vermin are assumed to have eaten whatever needs to be eaten. Or perhaps a big suction-hose gathers them up after a period of time. Dimensional movement or lairs. Whether or not the vermin have any dimensional powers that manifest in combat, they live and/or move about through some other dimension (not another plane of existence – just another dimension). This might be a feature of the vermin themselves, or it might be an odd feature of the adventure area. Elemental association. The vermin move through an elemental plane of some kind. In this case, they are probably elemental creatures of some kind, or a hybrid of “pure” elemental matter and normal “mixed” material. Through tunnels burrowed in the walls, ceiling, or floors. The standard, in other words. Vermin infest moving monsters. Perhaps the vermin are parasites, or perhaps their larvae are dropped from the movement of some other kind of monster (a golem?). This would keep the vermin population moving around. 01-20 21-40 41-60 61-80 81-00 104 BOOK TWO: MONSTERS — GENERAL MONSTER TABLES Overall Combat Profile Part Two: General Monster Tables Physical and Special Attacks (d100) Head attack only (2-73), no special attack Limb attack only (2-74), no special attack Body attack only (2-75), no special attack Tail attack only (2-76), no special attack Head (2-73) and limb (2-74) attacks, no special attack Head (2-73) and body (2-75) attacks, no special attack Head (2-73) and tail (2-76) attacks, no special attack Limb (2-74) and body (2-75) attacks, no special attack Limb (2-74) and tail (2-76) attacks, no special attack Body (2-75) and tail (2-76) attacks, no special attack Head (2-73), limb (2-74), and body (2-75) attacks, no special attack Head (2-73), limb (2-74), and tail (2-76) attacks, no special attack Limb (2-74), body (2-75), and tail (2-76) attacks, no special attack Head attack only (2-73), 1 special attack Limb attack only (2-74), 1 special attack Body attack only (2-75), 1 special attack Tail attack only (2-76), 1 special attack Head (2-73) and limb (2-74) attacks, 1 special attack Head (2-73) and body (2-75) attacks, 1 special attack Head (2-73) and tail (2-76) attacks, 1 special attack Limb (2-74) and body (2-75) attacks, 1 special attack Limb (2-74) and tail (2-76) attacks, 1 special attack Body (2-75) and tail (2-76) attacks, 1 special attack Head (2-73), limb (2-74), and body (2-75) attacks, 1 special attack Head (2-73), limb (2-74), and tail (2-76) attacks, 1 special attack Limb (2-74), body (2-75), and tail (2-76) attacks, 1 special attack Head attack only (2-73), 2 special attacks Limb attack only (2-74), 2 special attacks Body attack only (2-75), 2 special attacks Tail attack only (2-76), 2 special attacks Head (2-73) and limb (2-74) attacks, 2 special attacks Special Defenses (d100) No Special Defense, one Distinctive Attribute One Special Defense, one Distinctive Attribute One Special Defense, one Distinctive Attribute Two Special Defenses, one Distinctive Attribute Two Special Defenses, one Distinctive Attribute Three Special Defenses, one Distinctive Attribut No Special Defense, two Distinctive Attributes One Special Defense, two Distinctive Attributes One Special Defense, two Distinctive Attribute Two Special Defenses, two Distinctive Attributes Two Special Defenses, two Distinctive Attributes Three Special Defenses, two Distinctive Attributes No Special Defense, one Distinctive Attribute One Special Defense, one Distinctive Attribute One Special Defense, one Distinctive Attribute Two Special Defenses, one Distinctive Attribute Two Special Defenses, one Distinctive Attribute Three Special Defenses, one Distinctive Attribute No Special Defense, two Distinctive Attributes One Special Defense, two Distinctive Attributes One Special Defense, two Distinctive Attribute Two Special Defenses, two Distinctive Attributes Two Special Defenses, two Distinctive Attributes Three Special Defenses, two Distinctive Attributes No Special Defense, one Distinctive Attribute One Special Defense, one Distinctive Attribute One Special Defense, one Distinctive Attribute Two Special Defenses, one Distinctive Attribute Two Special Defenses, one Distinctive Attribute Three Special Defenses, one Distinctive Attribute No Special Defense, two Distinctive Attributes This table generates an overall combat profile for a monster, regardless of type. The first column addresses the monster’s attack profile by identifying the body parts used for physical attacks (each body type leading to a specific subtable), and the number of special attacks the monster uses (generated on Special Attack subtables). The second column (which contains only a small number of actual entries) sets the number of special defenses the monster uses. In addition to special defenses, the second column sets the monster’s number of Distinctive Attributes. Distinctive Attributes can be skipped in favor of moving on to the specific monster types after generating a combat profile. Table 2-72: Monster’s Overall Combat Profile Die Roll 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 105 BOOK TWO: MONSTERS — GENERAL MONSTER TABLES Table 2-72: Monster’s Overall Combat Profile Continued Die Roll 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 Physical and Special Attacks (d100) Head (2-73) and body (2-75) attacks, 2 special attacks Head (2-73) and tail (2-76) attacks, 2 special attacks Limb (2-74) and body (2-75) attacks, 2 special attacks Limb (2-74) and tail (2-76) attacks, 2 special attacks Body (2-75) and tail (2-76) attacks, 2 special attacks Head (2-73), limb (2-74), and body (2-75) attacks, 2 special attacks Head (2-73), limb (2-74), and tail (2-76) attacks, 2 special attacks Limb (2-74), body (2-75), and tail (2-76) attacks, 2 special attacks Head attack only (2-73), no special attack Limb attack only (2-74), no special attack Body attack only (2-75), no special attack Tail attack only (2-76), no special attack Head (2-73) and limb (2-74) attacks, no special attack Head (2-73) and body (2-75) attacks, no special attack Head (2-73) and tail (2-76) attacks, no special attack Limb (2-74) and body (2-75) attacks, no special attack Limb (2-74) and tail (2-76) attacks, no special attack Body (2-75) and tail (2-76) attacks, no special attack Head (2-73), limb (2-74), and body (2-75) attacks, no special attack Head (2-73), limb (2-74), and tail (2-76) attacks, no special attack Limb (2-74), body (2-75), and tail (2-76) attacks, no special attack Head attack only (2-73), 1 special attack Limb attack only (2-74), 1 special attack Body attack only (2-75), 1 special attack Tail attack only (2-76), 1 special attack Head (2-73) and limb (2-74) attacks, 1 special attack Head (2-73) and body (2-75) attacks, 1 special attack Head (2-73) and tail (2-76) attacks, 1 special attack Limb (2-74) and body (2-75) attacks, 1 special attack Limb (2-74) and tail (2-76) attacks, 1 special attack Body (2-75) and tail (2-76) attacks, 1 special attack Head (2-73), limb (2-74), and body (2-75) attacks, 1 special attack Head (2-73), limb (2-74), and tail (2-76) attacks, 1 special attack Limb (2-74), body (2-75), and tail (2-76) attacks, 1 special attack Head attack only (2-73), 2 special attacks Limb attack only (2-74), 2 special attacks Body attack only (2-75), 2 special attacks Tail attack only (2-76), 2 special attacks Head (2-73) and limb (2-74) attacks, 2 special attacks Head (2-73) and body (2-75) attacks, 2 special attacks Head (2-73) and tail (2-76) attacks, 2 special attacks Limb (2-74) and body (2-75) attacks, 2 special attacks, Limb (2-74) and tail (2-76) attacks, 2 special attacks Body (2-75) and tail (2-76) attacks, 2 special attacks Head (2-73), limb (2-74), and body (2-75) attacks, 2 special attacks Head (2-73), limb (2-74), and tail (2-76) attacks, 2 special attacks Limb (2-74), body (2-75), and tail (2-76) attacks, 2 special attacks Special Defenses (d100) One Special Defense, two Distinctive Attributes One Special Defense, two Distinctive Attribute Two Special Defenses, two Distinctive Attributes Two Special Defenses, two Distinctive Attributes Three Special Defenses, two Distinctive Attributes No Special Defense, one Distinctive Attribute One Special Defense, one Distinctive Attribute One Special Defense, one Distinctive Attribute Two Special Defenses, one Distinctive Attribute Two Special Defenses, one Distinctive Attribute Three Special Defenses, one Distinctive Attribute No Special Defense, two Distinctive Attributes One Special Defense, two Distinctive Attributes One Special Defense, two Distinctive Attribute Two Special Defenses, two Distinctive Attributes Two Special Defenses, two Distinctive Attributes Three Special Defenses, two Distinctive Attributes No Special Defense, one Distinctive Attribute One Special Defense, one Distinctive Attribute One Special Defense, one Distinctive Attribute Two Special Defenses, one Distinctive Attribute Two Special Defenses, one Distinctive Attribute Three Special Defenses, one Distinctive Attribute No Special Defense, two Distinctive Attributes One Special Defense, two Distinctive Attributes One Special Defense, two Distinctive Attribute Two Special Defenses, two Distinctive Attributes Two Special Defenses, two Distinctive Attributes Three Special Defenses, two Distinctive Attributes No Special Defense, one Distinctive Attribute One Special Defense, one Distinctive Attribute One Special Defense, one Distinctive Attribute Two Special Defenses, one Distinctive Attribute Two Special Defenses, one Distinctive Attribute Three Special Defenses, one Distinctive Attribute No Special Defense, two Distinctive Attributes One Special Defense, two Distinctive Attributes One Special Defense, two Distinctive Attribute Two Special Defenses, two Distinctive Attributes Two Special Defenses, two Distinctive Attributes Three Special Defenses, two Distinctive Attributes No Special Defense, one Distinctive Attribute One Special Defense, one Distinctive Attribute One Special Defense, one Distinctive Attribute Two Special Defenses, one Distinctive Attribute Two Special Defenses, one Distinctive Attribute Three Special Defenses, one Distinctive Attribute 106 BOOK TWO: MONSTERS — GENERAL MONSTER TABLES Table 2-72: Monster’s Overall Combat Profile Continued Die Roll 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 Physical and Special Attacks (d100) Head attack only (2-73), no special attack Limb attack only (2-74), no special attack Head (2-73) and limb (2-74) attacks, no special attack Head (2-73) and tail (2-76) attacks, no special attack Limb (2-74) and tail (2-76) attacks, no special attack Head attack only (2-73), 1 special attack Limb attack only (2-74), 1 special attack Head (2-73) and limb (2-74) attacks, 1 special attack Head (2-73) and tail (2-76) attacks, 1 special attack Limb (2-74) and tail (2-76) attacks, 1 special attack Head attack only (2-73), 1 special attack Limb attack only (2-74), 1 special attack Head (2-73) and limb (2-74) attacks, 1 special attack Head (2-73) and tail (2-76) attacks, 1 special attack Limb (2-74) and tail (2-76) attacks, 1 special attack Head (2-73) attack only, 2 special attacks Limb attack only (2-74), 2 special attacks Head attack only (2-73), 3 special attacks Limb attack only (2-74), 3 special attacks Body attack only (2-75), 2 special attacks Body attack only (2-75), 2 special attacks Head (2-73) and body (2-75) attacks, 2 special attacks Special Defenses (d100) No Special Defense, two Distinctive Attributes One Special Defense, two Distinctive Attributes One Special Defense, two Distinctive Attribute Two Special Defenses, two Distinctive Attributes Two Special Defenses, two Distinctive Attributes Three Special Defenses, two Distinctive Attributes No Special Defense, one Distinctive Attribute One Special Defense, one Distinctive Attribute One Special Defense, one Distinctive Attribute Two Special Defenses, one Distinctive Attribute Two Special Defenses, one Distinctive Attribute Three Special Defenses, one Distinctive Attribute No Special Defense, two Distinctive Attributes One Special Defense, two Distinctive Attributes One Special Defense, two Distinctive Attribute Two Special Defenses, two Distinctive Attributes Two Special Defenses, two Distinctive Attributes Three Special Defenses, two Distinctive Attributes One Special Defense, two Distinctive Attributes One Special Defense, two Distinctive Attribute Two Special Defenses, two Distinctive Attributes Two Special Defenses, two Distinctive Attributes Table 2-73: Head Attacks Note: Many head attacks are the sort that can inject toxins, but this possibility shows up on the special attack tables when the delivery method is “touch,” so it’s not specifically listed on this table. Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Head Attack Antenna (whip or grab) Antennae (piercing) Antennae (slashing) Antlers Facial tentacles (cutting) Facial tentacles (grabbing) Facial tentacles (piercing) Head butt Head butt (cutting) Head butt (spiked) Mouth bite (beak) Mouth bite (giant swallowing-mouth) Mouth bite (grinding plates) Mouth bite (mandibles) Mouth bite (teeth or fangs) One horn Mouth bite (teeth or fangs) Tongue (2-77) Tongue (2-77) Two horns 107 column 1 gives a head. First we roll results for the head and the tail attacks. Furthermore. Rolling on Table 2-78 (we roll a 61). perhaps). Table 2-76: Tail Attacks Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Club-ended Constricts and crushes Constricts and permits extra attacks Cutting ridges Fires missile(s) Pierces Spike-ended Stinger Uses weapon Whips/lashes Tail Attack 108 . It doesn’t need to be arctic at all – instead. tail. we roll two special defenses on Table 2-82 and a Distinctive Attribute on Table 2-83. we find that the creature causes cold damage by using this clicking noise. can summon animal allies. and a special attack. subterranean fish. The table suggests that this eyeless cave fish with its goring attack. Odd but very interesting. and you’ve got a neat. Let’s say the results are a 45 and a 79 for the Special Defenses. and the immunity to magic just seems like too much. Finally. but I basically decide to discard the immunity to magic and the deathcurse. almost mythological creature. The 52 rolled on column 2 says that the monster has two Special Defenses and one Distinctive Attribute. furry. and a tail that crushes and constricts. The first image was a white. Suddenly it occurred to me. These results indicate that we have a monster with a horned head (one horn). not a tail. the monster has a special attack. which I dismissed as stupid. Developing the idea: We’ve got a monster with one horn. give it an eel-type body with a long tail. Neither of these is exactly what the table describes. So.BOOK TWO: MONSTERS — GENERAL MONSTER TABLES Table 2-74: Limb Attacks Die Roll 01-08 09-16 17-24 25-32 33-40 41-48 49-56 57-65 66-74 75-83 84-92 93-00 Claws Pincer arm(s) Tentacles Pseudopods Wing buffet Trample Talons Clubbing limb Cutting/scything limb Piercing limb Whip-limb Uses weapon Limb Attack Table 2-77: Tongue Attacks Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Mode of Tongue Attack Grabs and adheres Grabs and crushes Grabs and encircles Grabs and pulls Grabs and rasps Grabs and strangles Holds and acidic Holds and poison Pierces Pierces and injects acid or poison Table 2-75: Body Attacks Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Body slam (crushing) Body slam (spiked) Constricts and crushes Constricts and digests Constricts and permits extra attacks Enfolds and crushes Enfolds and dissolves/digests Enfolds and suffocates Engulfs and digests Body Attack Adheres and dissolves/digests Example Results Let’s say you want to create a monster using the method in Part Two. that the tadpole idea actually works pretty well if this is an aquatic monster. though. These results tell us that the monster is immune to transmutation-type magic. with a special-attack type of effect. We roll a 76 on Table 2-73 (for the head attack) and a 17 on Table 2-76 (for the tail attack). a constricting tail. which starts with Table 2-72. The death-curse simply doesn’t fit unless this is a really high level. tail attack. but it should give you an idea of how the tables can be used to generate a monster. which basically gave me two initial ideas. not the table. and a 64 for the Distinctive Attribute. and the yeti-monster would probably be getting some limb attacks that the table doesn’t call for. since a tadpole-thing would technically be crushing with its body. and a cold-based attack. That’s not a problem: go with the visualization. Rolling on Table 2-79 (let’s say we roll a 23). Take the head of a swordfish. and that its death can curse or damage the killer. and the second idea was a white yetiape monster with a long whip-tail. Let’s say that the results are a 20 on column 1 (for the Physical and Special Attacks) and a 52 on column 2 (for the Special Defenses). it has a special attack that causes cold damage underwater. The first step is to roll on Table 2-72. Obviously this example is just one way of approaching Part Two. nasty. we discover that the creature emits some sort of clicking noise. and cold-damage clicking attack can also summon animal allies (more of its own kind. I’ll go with that. tadpole-like thing. the saving throw functions as a to-hit roll and if it is successful the attack missed. Progressive damage over several rounds (with attendant problems caused by pain) and the high likelihood of damaged equipment are the hallmarks of fantasy acid. The special attack makes things stick to other things. eyestalks. The attack causes acidic damage to the target. cause the ground to grab people. saving throw. such an ability could also be used to give the monster extra mobility (if it slides). etc) he takes some action in response to or as a result of the acid (usually either due to panic or pain). chilling it to deadly low temperatures. In other words. collapse walls. but possibly a set number of rounds with declining damage each time – it’s up to you). changing its physical properties. permanent scarring. but might also create penalties on saving throws. shaping it at will. or as part of a characteristic trap the monster sets.). Affect Ground or Rock. Adhesiveness and Friction. Acid Damage (hit or miss). but there’s also a special effect involved – if the victim fails some sort of check (morale. to attach dangerous things to other things. This can include causing the metal to animate.BOOK TWO: MONSTERS — GENERAL MONSTER TABLES Table 2-78: Special Attack Delivery Method This table offers a higher percentage chance that the Special Attack will be delivered by touch. or some combination thereof. the acid has a chance to put the victim into a particular combat condition – blindness being the most obvious. The obvious use of this power is to stick people in place. etc. items spattered with the acid may be ruined. items and equipment spattered with the acid are at great risk of damage (this is one of the signature features of acid as an attack form). If the attack hits. The most likely candidates for involuntary responses to acid are panic (running). In addition to normal damage and collateral damage the attack causes to equipment. making it brittle. but a successful saving throw means that the target incurs no damage. items he carries are also at risk of being destroyed by the acid. The continuing damage would almost certainly prevent spell casting. Another way of handling this is to require an attack roll for the attack itself (and then don’t allow a saving throw). Affect Metal. Acid Damage (save for half damage). Also. The attack causes electrical damage. since the physical attack tables (with the exception of Tongue Attacks) do not provide for the possibility of a physical attack delivering poison. or it might be that the monster spits glue or oil. cone) Smell (squirted. acid attacks are highly dangerous to items (even more so than fire attacks) and the effect lingers for more than a single combat round. to haul opponents around (if the glue is at the end of a rope or tentacle). dropping items. prevent them from moving. etc) (radius around monster) Speech (in radius from monster) Spit (glob. Other possibilities for such “special” acids might include: damaged sight resulting in combat penalties (but not complete blindness). affecting it as a magnet. Also. causing it to constrict. or some other chemical reaction (perhaps this sort of acid turns re-grown skin blue. the monster might be able to open cracks in the floor but not collapse walls. for example. This special attack can be used to open holes in the ground. Die Roll 01-03 04-06 07-09 10-12 13-15 16-18 19-21 22-24 25-27 28-30 31-33 34-36 37-39 40-42 Delivery Method for Special Attack Appearance (changes to dangerous appearance) Appearance (normal appearance is dangerous) Cast like a spell (affects number of hit dice) Cast like a spell (area effect) Cast like a spell (one target) Cast like a spell (radius around monster) Constant effect (radius) Exhaled cloud Exhaled cone Exhaled line Gaze Gives off gas Mental power (affects number of hit dice) Mental power (area effect) Die Roll 43-45 46-48 49-51 52-54 55-57 58-60 61-63 64-66 67-69 70-72 73-75 76-78 79-82 83-00 Delivery Method for Special Attack Mental power (burst in radius around monster) Mental power (one target) Ray (eye. Acid Damage (progressive). only one particular kind of effect will be possible. etc. a mental power. acid. Turning rock into mud (and back) is one interpretation of this sort of ability. Acid Damage (causes condition). or makes them slippery. making it rust. Generally. attack rolls. This could be a magical power. The victim takes acid damage. for example). The target takes half damage if he makes a successful saving throw. whether it’s permanent or temporary. or make them drop (or unable to release) weapons. percentile chance. However. losing actions (getting acid off your skin). The monster can control metal (probably one specific type). a loss of charisma points. but continues to take damage in later combat rounds (probably a random number of rounds. 02 03 04 05 06 07 08 109 . and so is the use of a terrible roar to collapse ceilings. causing it to conduct electricity. In many cases. and/or movement rate. or other organ) Smell (radius) Smell (squirted. single target) Spit (line) Spray (cone) Spray (line) Squirt liquid (single target) Touch Table 2-79: Special Attack Type Die Roll 01 Special Attack Acid Damage (affecting action). heating it up. or something similar. single target) Sound (clicks. acid attacks often cause damage for more than one round. etc) depending upon whether it seems to fit well with the concept. If the attack is delivered at a range (by a gaze attack. Animate Objects. cause it to animate. Possible substances for a burial-type attack might include slime. and a third possibility is that restoring the lost points becomes harder – what might have returned naturally is now a permanent condition requiring spells or divine intervention to reverse. or some other kind of gas in a whirlwind of power. Consider a few of the following ideas: perhaps the monster makes a specific object and has these around for use – indeed. Cloud Vortex. (Yes. gravel. This special attack can sever. intelligent beetle’s special attack might cause an aversion to beetles or bugs. A table of Aversions is also contained in a later book. Ongoing damage is probably for a random number of rounds. shape it at will. This special attack infests the victim’s body with a plant or animal growth. The special attack creates an aversion to something. digs him down into the ground. Another possibility is that the victim just dies. made during a certain time period. a giant. magical nature of bite/claw. or a chemical change that doesn’t affect the entire body. Note that the drain might be temporary or permanent – this is up to you as a matter of how powerful you want the monster to be. the monster will have a single. there are a few possibilities: (1) the damage cannot be cured by magical healing and must be regained by normal rest. ashes. The attacker may or may not gain a benefit from the drain (additional hit points. by surrounding the victim with dust or smoke. it may be that the creature can only animate a specific type of pre-prepared object. Death is not immediate. but possibly for other reasons such as caustic materials) or causes damage that doesn’t heal in the normal fashion. a number of rounds related to the victim’s level. hardening resin. or made by a certain race. although some more powerful monsters might have a generalized ability to animate and control wood. sand. A list of possibilities: bleeding caused by jagged wound. Affect Wood. but the distinguishing feature is the effect of the substance being used for the vortex. heat/cool it. or possibly just remaining in one place as a potential obstacle during the rest of the combat. Some monsters might also be restricted to animating objects made of a certain substance. The victim takes some damage from being hurled around. Similar to the “Elemental” and “Energy” Vortex attacks. smoke. or could have any number of other properties. cause it to conduct electricity.” problematic. 10 11 12 13 14 15 16 17 18 19 110 . rolling damage again each round. plaster. by suffocating the victim. fog. might dispel magic. might be hot. and the period of time required for the victim to die can be measured out in several ways: a set number of combat rounds.” Vermin and fungi are the obvious candidates for this sort of attack. The monster can control living and/or dead wood. The cloud probably lingers more than one combat round. one of several things might happen: the victim might die and become a creature similar to the attacker. The monster can animate nearby objects to serve as allies. This sort of special attack either causes ongoing damage (probably from bleeding or bloodsucking. this is an attack in which the monster calls forth mist. a number of combat rounds related to the victim’s constitution score. chemical reaction continues until the catalyst is used up (like acid). by removing the victim’s memory of how to breathe. The attack buries the victim in some sort of substance. This is likely a form of rapid corrosion. and a variety of other possibilities. or some combination thereof. cause it to act like a vampiric bloodsucker. for example). or otherwise use it to damage people. whichever seems appropriate to the monster’s nature. if the beetle is a subterranean creature. to-hit bonuses. often an aversion to animals related to the monster. might be cold. and even water.BOOK TWO: MONSTERS — GENERAL MONSTER TABLES Table 2-79: Special Attack Type Continued Die Roll 09 Special Attack Affect Stone or Wood. The result might be extremely minor: “you have fleas. affect it like a magnet. This special attack removes or reduces the target’s ability to breathe. a random number of combat rounds. Conditions that worsen as time goes on work well with this sort of attack. If the special attack causes damage that doesn’t heal normally. or other “grabbing” type of attack (attacks that sever limbs should be left to the really dangerous and rare monsters). whip. It might be poisonous. by choking the victim’s neck. remove curse. or a series of saving throws until the victim finally succumbs. this is probably a tentacle. shape it. Aversion. “flea bites are distracting you and causing you to attack at –1. Bury. Bleeding and Healing. not to simulate exactly how long a person can hold his breath. rock. I know the last two are technically the same thing). Charisma Loss. or to situations involving the monster’s normal surroundings. cursed nature of bite/claw. might conduct electricity. Body Infestation. might be choking. The attack drains one or more points of charisma from the victim. bleeding caused by blood-thinning chemical. possibly trapping its victims within. a partial flesh-to-stone. (2) the damage can only be cured by magical healing. or immobilize one of the victim’s limbs. chill it. this might represent partial paralysis. mild poison in bite/ claw/stinger. Asphyxiation. but this sort of attack would also include undead worms. It could be by pulling the victim underwater. destroy. vapor. the special attack might cause an aversion to darkness. In many cases. or a variety of other methods. If the special attack is delivered by touch. or hauls up dirt and stone to cover him. (3) the damage cannot be cured without a specific spell to neutralize poison. Affect Use of a Limb. but it could also be the ability to cause tremors in the substance. Or. specific thing it can do. or a substance continues burning or producing energy until it is used up. possibly moving from one victim to another. warp it. For example. steam. or dispel magic. “an enormous flea is growing inside you: each round you attack at a cumulative –1 to hit. heat it up. by filling the victim’s lungs with fluid. Don’t worry if the character seems to be able to hold his breath for an incredibly long time – just assume that he manages to catch a gasp of air somehow during the process – the important thing is to make the attack work well as part of the game. and on round 10 you die unless cured.” or quite deadly. If the victim reaches a charisma score of 0 as a result of successive attacks. growths that are contagious if the character gets too close to the other characters. or might remain alive as the attacker’s mental slave. Unlike fire. Dangerous Barriers. The special attack uses death magic or poison to cause instant death if the target fails a saving throw. the special attack’s power can easily be negated. nausea. mental domination. reptiles. to-hit bonuses. Here are lists of possible types of barriers and possible types of composition. and/or saving throws. cause the character to lose a level or a particular number of experience points (9) remove or restrict spell casting ability. fear). A few possibilities include: metal is chilled and causes damage for more than one round. curse. Animal-controlling monsters. walls of fire. daggers. The special attack brings into being an abstract shape of pure coldness (serpentine. Another possibility is that the victim just dies. water. banks of whirling blades. (5) give the character a small chance of sudden death when attempting certain actions like running. If the victim reaches a constitution score of 0 as a result of successive attacks. a long nose (perhaps it grows when you tell a lie!). etc) or might have a particular type of animal they breed. a penalty to armor class. greed. attacking. when the curse is triggered by a bad die roll or other triggering event. Cold damage can include such things as blasting particles of ice. Other tactical curses can include transformations such as polymorph or other spell-like effects such as a charm. Strategic curses are long-term curses that don’t necessarily have much immediate effect in a combat. fear. Cold Damage (all or none). Cold Damage (manifestation). stingers. thorns. screams. cold damage doesn’t usually risk much collateral damage to items and equipment. (10) reduce the character’s movement. and/or the chance to drop any items he is holding. spiral. In some cases. A “curse” can be almost anything. The monster can command nearby plants or animals to serve as his allies. etc). mental force. animal or plant controllers (especially the ones with a specific type of ally) can turn their victims into that kind of plant or animal. either by teleportation or by uncontrollable or random movement. inability or reduction in spell casting. it may have a specific type of slave-plant (possibly a weaker monster-type with different abilities) that it can command or animate.BOOK TWO: MONSTERS — GENERAL MONSTER TABLES Table 2-79: Special Attack Type Continued Die Roll Special Attack Clumsiness. unless this is a super-powered curse of some kind. or it might be an attack for which the attacker needs to make a to-hit roll. sound. singing. rage. spears. The monster can create barriers such as walls of thorns. cloud. A “curse” can be almost anything. etc. because they’re a bit unexpected. (4) cause a penalty to attack rolls. gas. etc). short fence. but what distinguishes it is that it responds to particular spells that remove … curses. claws. control. Other strategic curses are those which restrict decision-making in between combats if they aren’t dealt with. Cold attacks causing an unusual type of collateral damage are thus quite memorable. Cold Damage (unusual collateral damage). but have repercussions in the game outside the realm of combat. damage rolls. torch fire freezes. magical force. A more powerful monster might be a general plant-lord type. Constitution Loss. or disease. 20 21 22 23 24 25 26 27 28 29 30 111 . casting a spell. A blast of cold either hits or misses the target – this can be governed by an all-or-nothing saving throw. shrinking circle. The attack drains one or more points of constitution from the victim. the aftereffects of an electrical shock. rope. one of several things might happen: the victim might die and become a creature similar to the attacker. Note that the drain might be temporary or permanent – this is up to you as a matter of how powerful you want the monster to be. A blast of cold inflicts hit-point damage. or live in symbiosis with. frost. and would be reflected only in the role-playing environment: a change in skin color. potions or other liquids freeze with some sort of random or unexpected effect. hate. cold. bubbles of temporary levitation. or might remain alive as the attacker’s mental slave. (3) cause a specific sort of action. etc. Cold temperature normally doesn’t affect items or substances – at least. or perhaps it can command any sort of fungus but not other types of plants. If the party happens to have a “remove curse” spell handy. Victim suffers one or more of the following: a penalty to hit. disease. etc (see the preceding list). leather has a risk of turning brittle and breaking. If the monster is a plant-monster. walking into the light. or whatever. ice. thread. Death (magic or poison). but what distinguishes it is that it responds to particular spells that remove … curses. not in the traditional “save for half damage” type of attack. Types: wall. pincers. for example). (6) cause a small amount of hit point damage whenever the character undertakes a particular action such as running. Some of these are purely cosmetic. unless this is a super-powered curse of some kind. or visibility-obscuring snow. the special attack’s power can easily be negated. Cold temperature normally wouldn’t cause much collateral damage to items or equipment unless it is an unusually magical type of cold (perhaps affecting metal more than other substances. Curse (strategic). If the party happens to have a “remove curse” spell handy. and a third possibility is that restoring the lost points becomes harder – what might have returned naturally is now a permanent condition requiring spells or divine intervention to reverse. an alchemical reaction (mysterious chemicals in the creature’s spittle). The duration could range from only a couple of combat rounds to days in length.” Curse (tactical). Examples of this type of curse include a “quest to obtain the grail. insanity. A “tactical” curse is one that focuses on the basic die rolls and mechanisms of the game – “strategic” curses focus more on flavor or other aspects of the game outside the combat rules. song. or a very weak poison. blades.” or “give half your treasure to the evil cult. (8) cause a chance of paralysis or sleep when the character undertakes a particular action (see the preceding list). Tactical curses will generally accomplish one or more of the following: (1) lower an ability score. moving wall. The attacker may or may not gain a benefit from the drain (additional hit points. (7) change the character’s location when certain events take place. aversion. targets with a minimum number of levels or hit dice might be immune to the attack. Composition: fire. swords. Cold Damage (save for half damage). circle. Actual dexterity score is not necessarily affected. mist. Alternatively. as with plant-controllers. cube. might be limited to specific types of animals (mammals. etc) depending upon whether it seems to fit well with the concept. a change in gender – all of these are excellent curses even though they don’t affect the game itself. such as attacking allies or sleeping. possibly triggered by a low attack roll or with a risk of onset when the character attempts a particular action. poison. The manifestation causes cold damage (or makes a separate attack) each round for a set duration. half if the target makes a saving throw or similar avoidance check. Command Plants or Animals. confusion. The way in which the attack causes clumsiness could include overloading one of the victim’s emotions (joy. (2) cause random actions (running. earth. all kinds of actions are credible here – it’s a much broader set of possibilities than what a fire attack might make someone do. This type of attack imprisons the victim – to some degree – in another dimension or reality. dexterity. undead creatures. saving throw. the victim cannot hold an object in his hands without dropping it. then there might still be a “folkloric” antidote – an action that negates the attack for no scientific reason. although it might also involve moving through solid substances (or even being able to move faster through solids than through air). it can be removed. percentile chance. The effect is most likely some sort of randomization of the victim’s movement. go for it. but actually pretty cool if you’re the fighter and some of the enemies aren’t immune to electricity). Less obvious examples might include stopping to drink lots of water. If it is none of the above. but bear with me a moment. Desiccate. Disease. loss of bodily coordination (reflected with combat penalties). intelligence. Symptoms could include losing the ability to cast spells. Dimensional (phasing). divesting oneself of all metal objects. likely sucking away a set number of experience points rather than a level). A monster with this sort of level drain should be associated with life (death) force in some way if it is not undead. etc. the result is likely to be death. (6) perhaps the fluid is being replaced with something else like eggs or control-fluid. there is a chance that the victim will also have a “condition” lingering after the electrical shock. etc) are no longer working in time with each other. but there’s also a special effect involved – if the victim fails some sort of check (morale. mental disorientation (affecting spell casting and possibly even in some really cool ways like making the character risk casting the wrong spell). though. (3) hit points don’t need to be the “measure” of the damage. The attack causes electrical damage to the target. A third possibility. If the target fails a saving throw. if it is a form of disease it can be cured. or charisma) periodically until the score reaches zero and death results. The process can be stopped in different ways depending on the nature of the attack. Possibilities include: random actions for some number of rounds. Electrical Damage (causes condition). this is either an undead creature or a creature that can affect the victim’s memory. etc) he takes some action in response to or as a result of the shock. Dehydrate. twitching. In addition to the damage caused by the attack. divesting oneself of all metal objects. Possibilities include: the victim has a static charge built up that will cause damage to the next person he touches (not good if you’re the cleric. Brain-creatures. it can be removed. the following ideas: (1) a “ranged” attack of this nature might be pulling bodily fluids out into a mist for the monster to collect later. Consider. related to memory. This type of special attack taps other dimensions of time and space to screw around with the opposition’s movement. etc. The special attack causes the victim to lose one (or possibly two) levels of experience. if it is a form of disease it can be cured. leech-creatures. but a bit weird when dexterity is the attribute score being drained). (2) a failed saving throw might mean that the ongoing damage continues until either the attacker or the defender dies. a penalty on saving throws or attack rolls. If it is none of the above. The special attack causes the victim to lose experience points. If the victim reaches a dexterity of 0. or knocked out from the electric shock. then there might still be a “folkloric” antidote – an action that negates the attack for no scientific reason. Suck Fluids. Folkloric antidotes might completely stop the draining process or they might just hold it in abeyance. Most likely. This special attack sucks blood or dehydrates the victim (possibly all the way into powder). or whatever). and dimensional creatures thus tend to be the prime candidates for this sort of power. a coating of dimensional frictionlessness. Drain Experience (level). the opening of a synchronicity with the eighth dimension. This is generally a feature of undead creatures that suck away the victim’s life energy (as opposed to creatures who affect memory. one of several things might happen: the victim might die and become a creature similar to the attacker (this is common with undead. etc. or whatever other interesting conditions you can dream up. is a creature with some ability to manipulate time or aging. If you’ve got a good idea that falls outside those prime candidates. The most obvious example of a folkloric antidote is to kill the attacker before the draining process is complete. Since electricity affects the brain. If it is a curse. it might be the character’s constitution score or some other number that’s used for the measurement. Less obvious examples might include stopping to drink lots of water. Dexterity Loss. and can cause all kinds of different symptoms while the disease runs its course. Perhaps the imprisonment’s only effect is to slow the victim’s movement rate (your feet are mired in one dimension. (5) if the attack involves a tube or some other physical connection. Perhaps the imprisonment leaves an incorporeal echo on the material plane – and it might still be able to use spells or mental powers. Perhaps suspended animation or catatonia can be caused by some sort of dimensional disjunction. For “standard” bloodsucking. 31 32 33 34 35 36 37 38 39 40 41 112 . can be quick-onset or slow-onset.BOOK TWO: MONSTERS — GENERAL MONSTER TABLES Table 2-79: Special Attack Type Continued Die Roll Special Attack Death (progressive attribute score loss). you might want to consider this as an opportunity to add some interesting tactics to the battle – perhaps the tube has hit points and an armor class to allow the connection to be severed quickly. etc. The victim is affected with some type of dimensional movement (whether because of a disease. constitution. This is similar to electrical damage that causes an action. the victim is stunned. Folkloric antidotes might completely stop the draining process or they might just hold it in abeyance. to-hit bonuses. wisdom. temporary paralysis. though. If it is a curse. The attacker may or may not gain a benefit from the drain (additional hit points. The victim loses a point of some particular attribute score (strength. If the target fails a saving throw. etc) depending upon whether it seems to fit well with the concept. the process starts only with a successful to hit roll and then the attacker causes automatic damage thereafter without rolling to hit. Diseases can be fatal or non-fatal. The victim loses a point of dexterity periodically until dexterity reaches zero and death results. the result is likely to be death. Electrical Damage (affects action). Dimensional (imprisonment). The attack drains one or more points of dexterity from the victim. Drain Experience (experience points). a curse. The special attack causes a disease. The most obvious example of a folkloric antidote is to kill the attacker before the draining process is complete. This can be interpreted a number of different ways. The process can be stopped in different ways depending on the nature of the attack. Death (progressive dexterity loss). (4) the “vampire” might gain strength (probably hit points) from draining a victim’s fluids. a poison. if it is a form of poison it can be neutralized. but the rest of you is still free…). One explanation for death at 0 dexterity is that the body’s internal systems (circulatory. if it is a form of poison it can be neutralized. (5) those who are particularly close to the monster (or the locus of the fear-effect) have a penalty on the saving throw. the electricity involved in the special attack isn’t normal electricity – it’s more of a special effect for something else. (6) the fear effect begins as a very low chance but increases as the combat progresses (a series of saving throws or some other “check” with increasing penalties). It would almost certainly prevent spell casting. moving the target a long way. everyone beyond a certain distance gets a bonus. Electrical attacks are often made unique by the way the electricity moves around. the saving throw functions as a to-hit roll and if it is successful the attack missed. (6) character risks dropping dead from melancholy. In other words. reduced by half with a successful saving throw. (4) anyone with intelligence less than a certain number might be automatically affected or might be immune. (2) the victim tries to assist and protect the monster. or. creating the details of the special attack is a two-step process concerning (1) who is affected and (2) what happens when someone is affected. following enemy orders. The attack causes electrical damage. and/or movement rate. (5) character blames someone else for his miserable condition. This special attack induces the emotion of love or happiness in the victim – probably directed toward the monster using the special attack. Another way of handling this is to require an attack roll for the attack itself (and then don’t allow a saving throw). The victim takes electrical damage. speak poetry to. conversely. (5) those who are particularly close to the monster (or the locus of the emotion-effect) have a penalty on the saving throw. Possible effects include: lowering an ability score. everyone beyond a certain distance gets a bonus. (2) anyone under a certain number of hit dice is automatically affected and those of higher level are affected if they fail a saving throw. Emotion (fear). One interesting idea is that if the character escapes from this effect. The attack causes electrical damage. Electrical Damage (progressive). (6) the effect begins as a very low chance but increases as the combat progresses (a series of saving throws or some other “check” with increasing penalties). conversely. everyone beyond a certain distance gets a bonus. but a successful saving throw means that the target incurs no damage. the possibility of it reflecting off a wall or other surface. attack rolls. (2) those affected act randomly according to a table you prepare. functioning as a lower-level character. or. fire would cause additional fire damage. fire. in terms of the attack’s effect. losing the ability to cast spells. The special attack creates (or animates) a whirlwind of air. In this case. In each case. consider the following: (1) an ability score is vastly reduced until the fear goes away.BOOK TWO: MONSTERS — GENERAL MONSTER TABLES Table 2-79: Special Attack Type Continued Die Roll 42 Special Attack Electrical Damage (hit or miss). or ennui. Thus. (6) those affected function as a lower-level character. More powerful monsters might create vortices with more interesting results including collateral damage to equipment. floating up into the air. (2) anyone under a certain number of hit dice is automatically affected and those of higher level are affected if they fail a saving throw. pulling the target down beneath the water or air. mentally induces fear. or has some other way of causing fear. (6) the effect begins as a very low chance but increases as the combat progresses (a series of saving throws or some other “check” with increasing penalties). but might also create penalties on saving throws. acting randomly. and there are also a number of different ways to determine who is vulnerable to the attack. they’re not generally as severe. Fear can be portrayed in a number of different ways. Elemental Vortex. water might drown the victim. or praise the monster (or some other focus including other characters or shiny objects). Emotion (love or happiness). and suffering from a heightened emotion such as rage or sorrow. Just as magical fires can do all sorts of things rather than just burn. (3) the victim changes sides and follows the monster’s orders. As a list of ideas for the effect of despondency. (2) all die rolls are made with a penalty. (7) running away (8) chance of death from fear. the attack causes damage from a combination of smashing into the target plus the inherent properties of the element being used. pulling the target into the elemental plane itself. Here are some ideas about who might or might not be vulnerable: (1) anyone under a certain number of hit dice is automatically affected but those of higher level are at no risk. lightning or electrical attacks don’t have the same sort of “save or burn” collateral damage as fire attacks – or at least. consider the following: (1) the victim drops everything to grovel before. As a list of ideas for the effect of love/happiness. (3) character departs to go and repair his miserable life. a strike of magical lightning or a bolt of power can be the “visual candy” for a multitude of different sorts of attacks completely unrelated to real-world electricity. etc. suffering saving throw penalties. (5) those who are particularly close to the monster (or the locus of the emotion-effect) have a penalty on the saving throw. (5) those affected are paralyzed with fear. or. causing the target to drop items. 43 44 45 46 47 48 49 113 . Emotion (despondency or sorrow). In general. suffering combat penalties. water. (3) members of certain races or classes may be immune or might be particularly vulnerable. Here are some ideas about who might or might not be vulnerable: (1) anyone under a certain number of hit dice is automatically affected but those of higher level are at no risk. (2) anyone under a certain number of hit dice is automatically affected and those of higher level are affected if they fail a saving throw. Players adore it when a special attack gets turned around into a bonus for them. As is the case with all special attacks involving emotion. regret. grief. Here are some ideas about who might or might not be vulnerable: (1) anyone under a certain number of hit dice is automatically affected but those of higher level are at no risk. (4) anyone with intelligence less than a certain number might be automatically affected or might be immune. suffering hallucinations. or earth. (4) anyone with intelligence less than a certain number might be automatically affected or might be immune. stunning the target for some period of time. and attacks them instead of the monster. and earth could possibly suffocate the victim but is more likely just going to do more damage with the churning impact. in revenge. (3) members of certain races or classes may be immune or might be particularly vulnerable. The monster has a horrific appearance. he might be granted a bonus to attack the monster. creating the details of the special attack is a two-step process concerning (1) who is affected and (2) what happens when someone is affected. but continues to take damage in later combat rounds until the series of electrical shocks has run its course. losing the ability to act. As is the case with all special attacks involving emotion. consider the following: (1) immobilized with sorrow. Electricity (special). conversely. As a list of ideas for the effect of fear. and rolls an attack against himself. air might pick the victim up and move him around. running away. (3) members of certain races or classes may be immune or might be particularly vulnerable. (4) character decides to end it all. Electrical Damage (save for half damage). (4) those affected follow orders given by the source of fear. This special attack induces intense despondency or sorrow in the victim. changes into a horrific appearance. Exactly what effect the continuing damage will have is up to you. but possibly as a way of immobilizing the target. Consider the possibility of the electricity jumping from one target to another. (3) those affected suffer combat penalties to hit and/or on damage. Possible effects include: lowering an ability score. In this case. In addition to the combat-type basic illusions. etc. The easiest way to come up with basic illusion/hallucination attacks is to determine first what they do. (3) suffering combat penalties to hit. Fire Damage (save for half damage). though. or temporary insanity. (2) the rage is a distraction. depending on how “strong” you want the attack to be. The attack causes fire damage. The attack is most likely made with a burning substance as opposed to a burst of flame – the monster spat burning oil. (2) decide that certain items such as cloth will automatically – no saving throw – smolder (and cause damage to the wearer) unless time is spent extinguishing them. (3) members of certain races or classes may be immune or might be particularly vulnerable. the saving throw functions as a to-hit roll and if it is successful the attack missed. Magical fires can do all sorts of things rather than just burn. (3) take into account that metal retains heat and build in some process to handle “hot” armor and weapons. This special attack induces rage. suffering saving throw penalties. saving throw.” including electricity. Another way of handling this is to require an attack roll for the attack itself (and then don’t allow a saving throw). but the distinguishing feature of this sort of attack is either that the victim is picked up and moved by the attack or is trapped inside it until he escapes or the duration expires (duration might be as long as the monster concentrates on maintaining the effect. floating up into the air. As a list of ideas for the effect of rage. Greek fire. magical force. (2) anyone under a certain number of hit dice is automatically affected and those of higher level are affected if they fail a saving throw. conversely. Hallucinations or Illusions (basic). following enemy orders. In other words. As is the case with all special attacks involving emotion. Exactly what effect the continuing damage will have is up to you. causing combat penalties and restricting spell casting. suffering hallucinations.BOOK TWO: MONSTERS — GENERAL MONSTER TABLES Table 2-79: Special Attack Type Continued Die Roll Special Attack Emotion (rage). and then figure out what sort of illusion might create that effect. or. functioning as a lower-level character. reduced by half with a successful saving throw. there is another category of basic “camouflage-type” illusions used by ambush-monsters – these illusions don’t necessarily create any sort of combat modifier. running away. but they make the monster seem innocuous until it is ready to attack or lead the party toward some attractive-looking goal where the monster has an advantage. Items in the area may take collateral damage (a saving throw or a “hot” effect). (6) the rage effect begins as a very low chance but increases as the combat progresses (a series of saving throws or some other “check” with increasing penalties). it might be a benefit with no particular downside. (4) anyone with intelligence less than a certain number might be automatically affected or might be immune. The attack causes fire damage to the target. Similar to the “Elemental Vortex. It is the continued burning of the substance that causes the ongoing damage. or whatever – what’s important isn’t the exact nature of the illusion but the effect it has on general combat (more complicated illusions are treated in a different category). the whole “fire” thing might be little more than a special effect for an attack that’s really all about floating the opponent helplessly into the air. either: it might cause members of the party to attack each other. Fire Damage (progressive). or (8) suffering saving throw penalties. These could include: fleeing for a couple of combat rounds. or it might be an “attack” that’s used to strengthen the monster’s minions and allies (in which case. inability to retreat. mental manipulation. monsters that can make themselves look like stone walls or statues. (4) the rage is so fierce that the victim is actually paralyzed by it. (2) acting randomly according to some table of actions. inability to do anything more subtle than a frontal assault. suffering combat penalties. Fire Damage (hit or miss). but a successful saving throw means that the target incurs no damage. like a to-hit bonus). It is possible that the “rage” is not automatically going to be directed at the monster using the special attack.” this is an attack in which the monster calls forth a whirlwind of some kind of “energy. perhaps) but there is a more dangerous penalty associated with it as well. and suffering from a heightened emotion such as rage or sorrow. The attack causes fire damage. percentile chance. The illusions might be bright colors. Possible results of a basic hallucination are as follows: (1) lowering an ability score while the hallucination is operating. everyone beyond a certain distance gets a bonus. consider the following: (1) victim attacks with melee weapons and cannot voluntarily retreat. and/or movement rate. (5) those who are particularly near the monster (or the locus of the rage-effect) have a penalty on the saving throw. for instance. etc) he reflexively takes some action in response to the fire. which is not good for the victim). The fire doesn’t have to be magical – it could just be that this particular monster’s fire-breath causes people to flee. losing the ability to act. confusion. creating the details of the special attack is a two-step process concerning (1) who is affected and (2) what happens when someone is affected. or writhing in pain. The victim takes fire damage. things that appear to be changing form. As a basic example of thinking up the illusion based on the result: a hallucination which causes an attack penalty of –2 might be an illusion which blurs the outlines of the character’s sight or shifts his vision slightly to the side of where things actually are. but continues to take damage in later combat rounds until the fire has run its course. or lots of burning coals – or some sort of magically lingering fire. 50 51 52 53 54 55 56 57 114 . etc. (4) following enemy orders or orders generated randomly by a sound-hallucination. the fire involved in the special attack isn’t normal fire – it’s more of a special effect for something else. Fire may also cause collateral damage to items. either by taunting. The special attack causes hallucinations or illusions for those who are affected. but might also create penalties on saving throws. (3) the rage gives a bonus on one hand (damage rolls. but only if the target failed the saving throw – because if the target makes the saving throw. losing the ability to cast spells. attack rolls. the items were presumably not exposed to the fire in the first place. nausea. napalm. It would almost certainly prevent spell casting. such as a penalty on saving throws. acting randomly. Energy Vortex. (7) running away or moving randomly in response to the hallucinated reality. or mental force. (5) losing the ability to take any actions due to fascination. but there’s also a special effect involved – if the victim fails some sort of check (morale. These would include monsters that are invisible. If the fire causes collateral damage. On the other hand. The basic form of a fire attack. trying to put out the fire. is simply to require a saving throw for vulnerable items – whether or not the target took half damage because he made a saving throw. Fire Damage (affects action). Fire (special). a monster that can make people think it’s a treasure chest. etc. phosphorus. (6) functioning as a lower-level character as a general way of reflecting that the character is distracted. so this is a very broad category. Here are some ideas about who might be vulnerable: (1) anyone under a certain number of hit dice is automatically affected but those of higher level are at no risk. The victim would suffer damage. you could reflect this in a variety of ways: (1) require flammable items to make a saving throw or be ruined (or ignite). attack rolls. confusion. etc. a “check” against intelligence or wisdom. laughing. create illusionary dangers (the appearance of a spell being cast. you might choose not to follow the “official” method for handling illusions. Dark. or a chance of instant death from hypothermia all being possibilities. floating. vomiting. or shadow as a special attack. Thirdly. Light. and Shadow. Intelligence Loss. the trigger – it might be that a successful hit automatically begins the process. There are several possible variables to work with when designing this sort of special attack. The special attack drives the victim temporarily or permanently insane. or a disease. This sort of attack is partially about the cold temperature. or it might be that the “egg-laying” effect only happens when the victim is dead. ongoing damage. An illusion of mirror images (giving the monster’s opponents the chance to be attacking the “wrong” monster) is one example. or some other type of illusionary assault). The attacker may or may not gain a benefit from the drain (additional hit points. This sort of attack isn’t all about the temperature. it might be that each hit has a percentage chance of causing the effect. nausea. holding one’s breath. 58 59 60 61 62 63 64 65 66 67 115 . It might be creation of a block of ice (“it froze the air itself!”). the effects during gestation – perhaps the victim remains unconscious or in suspended animation until the eggs hatch (or his body alters. Such effects could include: knocking the target backward. to-hit bonuses. Here is a series of activities which could cause a character to be effectively immobilized: dancing. or in some way makes him into a host for the attacker’s reproduction – which can include a magical transformation into the same sort of creature (possibly independent. it might be that there is a saving throw required after each hit. the gestation period – it might run from only a couple of combat rounds to more than a week in duration (giving the adventurers much more time to find a remedy back in the civilized world). Ice (blasting). or perhaps you can think of one or two “stages” of the process in which the victim becomes weaker or changes as a result of being used as a host organism. which causes victims to act according to a random table. as opposed to “tactical” insanity. Secondly. Luck. Fourthly. for example) and one that can create all kinds of illusions in response to the circumstances. these fall into the following categories: illusions that create false enemies. The question is: what sort of bad luck? Is it just a curse that makes you inflict less damage. jumping. darkness. but the main feature of the attack is that it uses frozen water to immobilize the target. aversions. and you might want to think of its abilities in terms of spells rather than a general ability to create illusions. including saving throws. a curse. perhaps he can wake up and function normally until his sudden demise as a character. This special attack implants the victim with eggs or larvae. Insanity (strategic). which attacks once brought into being. Ice (immobilizing). The latter type of monster is very powerful. arguing. knocked unconscious. or chunk. begging for mercy. or whatever). but there’s a “blasting” component to it as well. talking.BOOK TWO: MONSTERS — GENERAL MONSTER TABLES Table 2-79: Special Attack Type Continued Die Roll Special Attack Hallucinations or Illusions (complex). and meditating. another example is a hallucination that might cause damage to the victim. Examples include various phobias. obscure or change the appearance of the enemies. In general. or is it a wide-ranging effect that doesn’t just make you miss opponents but also means you always get a fly in your beer at the local tavern? In addition to whatever specific die roll modifier this attack causes. or whatever). The attack drains one or more points of intelligence from the victim. the ice might have other dangerous properties – suffocation. possibly a slave of the attacker). or simply telling the player what the character sees and leaving it to the player to respond. the remedy – the process would be counteracted differently depending on whether the “eggs” are considered a poison. Exactly how these are handled is up to you – if the illusion is unusual. one of several things might happen: the victim might die and become a creature similar to the attacker or become a mindless host for the attacker’s larval offspring (mind-leeches. (3) blasts of damaging light. thinking. and a third example is a hallucination that creates the image of a deep pit between the monster and the victim. in other cases. This special attack gives the victim bad luck (reflected with die roll penalties). The special attack causes a hallucination or illusion that is too complex to be characterized with a modifier to die rolls or a table of random actions. this entry addresses immobilization-type attacks as a group. fake attacks. is a form of insanity in which the effects aren’t bundled up in the game rules. (4) the monster can compress and concentrate light or darkness to make some interesting form of attack. Another possibility is that the victim just dies. or rendered helpless by the attack. it will probably cause some hit point damage. knocking the target prone. create illusionary obstacles. Insanity and Confusion (tactical). Feel free to let your imagination roam: what sort of illusion might you create if you were a monster? One last point: there is a big difference between a monster that creates one specific illusion (mirror images. (2) creates darkness to effectively blind the enemy. wall. the earth-elemental type monster might deliver bad luck involving gemstones. Note that the drain might be temporary or permanent – this is up to you as a matter of how powerful you want the monster to be. Consider some of the following: (1) a floating weapon or dangerous coalescence of light or darkness. scratching. the way to handle it will be obvious. or it might be a matter of breathing a storm of ice particles that create a block. the same illusion treated differently might as well be a different kind of special attack. The characteristic example of this sort of attack is confusion. If the victim reaches an intelligence of 0 as a result of successive attacks. twitching. Implant Eggs or Young. There is a wide variety of interesting ways to handle illusions. Although many of the special attacks listed here would have the effect of immobilizing the victim. The monster uses light. Immobilize (by an activity). if your game has one. Hysterical blindness is another good example – a condition that can suddenly appear when the character is under stress. and a third possibility is that restoring the lost points becomes harder – what might have returned naturally is now a permanent condition requiring spells or divine intervention to reverse. depending on the illusion. “Strategic” insanity. hiding. and manias. or otherwise prevent the victim from getting true information about the tactical situation. some monsters might deliver bad luck in very specific categories: the beautiful woman type monster might deliver a curse of bad luck with the opposite gender. or involving wooden items. or the implanted creature eats its way out. blowing items out of the target’s hands. the dryad-like creature might give bad luck outdoors. In some cases. If the monster is very powerful or highly magical. First. etc) depending upon whether it seems to fit well with the concept. but are reflected in the roleplaying and in the non-combat side of the game. Memory-draining special attacks are generally targeted at the victim’s level or experience points. Magic or Mental Force (slam). clothing becoming brittle or cumbersome. Lethal poisons cause death. Some sort of very weak binding or entangling inhibits the victim’s movements. etc. More powerful versions of this attack might do one or more of the following: push back the victim. and they can also be drained in a way that gives them a chance to fail when used as opposed to being completely “dead. knock the victim unconscious. stripping away spells or spell casting abilities but leaving combat and other skills unaffected.. the virally-controlled undead. bred to fight wizards. The attack would either remove (temporarily or permanently. thickened air. it might be able to come out and attack you simultaneously from two different places (of course. But what about bodies animated or controlled by a plant – is this technically an undead zombie? Will it necessarily work in exactly the same way as an undead zombie just because it’s a moving human corpse? If your answer is “no. Items can be drained temporarily or permanently. or feeds specifically on magic power. created in a wizard’s lab. a spell caster’s ability to cast spells. to some degree or other. make the victim drop items in hand. Even a fairly mundane little mole-like critter becomes interesting if it can burrow into the tenth dimension and come out behind you.g.” Magic Drain (spells). or animated vines or tentacles. Poison (lethal). Poison (non-lethal). or create a chance of failure when the caster tries to cast a spell. Movement Prevented (external). giving it extra hit dice. the stones of the floor grabbing his ankles. it might remove particular spells. The special attack uses magical force or telekinesis to smash the victim into something.. Victim suffers one or more of the following: a penalty to hit. it might remove all spells. stun the victim. Raise. Memory Drain (experience). or a combat bonus. the mechanically-controlled undead. The special attack causes paralysis for a random number of combat rounds.g. It is also possible for a memory-affecting special attack to target only the magically related memories of a target. hurl back the victim. If a planar gate is used to summon allies (again. 69 70 71 72 73 74 75 76 77 78 79 116 . or smash something into the victim. More importantly. A very powerful monster might cause permanent paralysis as a form of curse. and/or reduction in spell casting ability (perhaps only “easy” spells. but combat bonuses or other advantages could be targeted by such an attack. poison. is a parasite of divine power. minutes. vacuum power or wind. for example. This could be an escape mechanism. Undead monsters aren’t the only ones who can use undead monsters as allies or minions. or it might simply cause a progressive weakness that isn’t reflected in terms of the game’s numbers… until the character drops dead. it might remove spells of a certain level or higher (or lower). or Summon Undead. Some sort of binding or entangling prevents the victim from moving. In the case of extremely powerful monsters. This special attack allows the monster to use some ability or skill known by the target. could be “stolen” if it is more favorable than the monster’s normal target number. a coagulated blob of magical glue. whatever spell was drained might actually go to the monster and give it the ability to cast that spell. a natural adhesive. In the case of powerful monsters. Open Planar Gate.. Indeed. not all undead must necessarily be undead – a statement which obviously requires clarification. say. depending on how you decide to design it) one or two levels of experience or a set number of experience points. Even the victim’s target number for saving throws. the attack might cause all the caster’s spells to function sub-normally. if it can open a gate through time. The nature of the binding force can include: filaments of magical energy. etc). Paralysis. Animated bodies need not be the result of black magic (which is the case for. or becoming unconscious). draining spell power from a caster might also strengthen the monster. a relation to divine or unholy power (e.BOOK TWO: MONSTERS — GENERAL MONSTER TABLES Table 2-79: Special Attack Type Continued Die Roll 68 Special Attack Magic Drain (items). a spider web. The most obvious example of this is casting a spell. perhaps an increase in casting time). etc). This includes hitting the victim with magic force alone (i. the psionically-controlled undead … all kinds of creepy minions and transformations that can be used to develop monsters and their abilities. then it would disappear for a few moments since it used itself as a special attack a few moments earlier…). The monster can open a gate into some other reality. The severity of the attack can range from complete helplessness to merely being held in one place (but otherwise able to take actions). Create. A slow-onset poison might cause some sort of debilitating effects during the onset period (such as the victim being incapacitated with pain.e. The special attack removes. or disease. The nature of the binding force can include: filaments of magical energy. the standard zombie). There is probably also some reduction in the victim’s movement rate. or even have a chance to kill the victim outright. This more specific type of memory attack would generally be found in creatures with some relation to wizardly magic (e. the monster is a remnant of some ancient divine retribution. perhaps it’s possible for the adventurers to follow the monster into some strange and alien realm where it makes its home – and possibly has a different bodily form. keep in mind that even minor monsters – like a planar ant – might be able to summon more of their own kind). The attack might remove a single spell from the caster’s mental inventory. Memory (steal ability). or it might lower the caster’s effective level of experience. a way of summoning allies. but death is not necessarily immediate. hit points. The special attack drains magic items of their power (and might or might not give the monster additional power as a result). If the gate is an escape mechanism. Movement Inhibited (external).” then you’ve just opened up the realm of the plant-undead. or a way of blasting the area with weirdness from the other plane. swarms of infinitesimal spirits holding the victim in place. and the defender might or might not have the chance to avoid the blow with a saving throw or other means of lessening the damage. or hours. no actual object). perhaps a chance of spell failure. This is a broad category: the attacker might or might not need to make a to-hit roll. Alternatively. Non-lethal poisons can have a variety of effects: some might be temporary effects until the effects of the poison have worn off. but others might be permanent debilities until some sort of magic has been used to reverse the damage caused by the poison. thickened air. a penalty to armor class. speech. The five senses are sight. degrees of mental control include: (1) victim follows all commands like a puppet. but possibly only in terms of movement or attack speed – it depends on how the monster does it. normal sleep. but in other cases the control might be established irrevocably. it removes the sense of touch. Sound Damage (save for half damage). catatonia. At all costs. Size and Density. Manipulating density and weight is a bit more open ended. it might be related to manipulation of time or other dimensions. hearing. taste or smell from the target (or negates feeling. and each of them could be overstimulated by a monster by means of a special attack. Since there is a wide variety of possibly “effects” stemming from sensory overstimulation. greed. Many folkloric monsters use sound to control others – whether by means of song. It may be that the sound itself is so discordant or so beautiful that it creates the distraction. Slow. probably to half speed at everything. taste. touch. (3) suffering combat penalties. (4) anyone with intelligence less than a certain number might be automatically affected or might be immune. or. and it’s easy to generate a set of modifiers as required. etc. depending on the nature of the sound/persuasion being used. or confusion. I don’t necessarily mean that the monster is hideously ugly. because the monster can’t fine-tune anything. fear. touch. Growing and shrinking allies and enemies respectively is a fairly obvious use of this sort of ability. For example. so I’ve just lumped them all together into one entry on this table. or suspended animation. This isn’t control by the monster. (2) victim sees the controller as his friend but will not put himself into mortal danger. or adoration. (10) suffering hallucinations – or a combination of more than one of the above. these could include joy. In some cases. everyone beyond a certain distance gets a bonus. hearing. or it might be that the monster produces an external cause like glue or webs that slow people down. all smells might become so powerful that the victim falls prey to nausea. running away. Powerful sleep-type attacks might induce this “sleepy” condition even if the victim makes a successful saving throw. particular dreams. fascination. preventing spell casting. 80 81 82 83 84 85 86 87 88 117 . What’s meant here is that the monster affects one of the victim’s senses to make it too powerful for effective use. but other actions don’t fall within the scope of the magic – for example. In terms of ways to determine if a target is affected. (3) controller can only command the victim to perform certain actions. (6) losing the ability to cast spells. or song to distract or immobilize its enemies. but every once in a while it works (particularly with monsters based on real-world animals that use echolocation or are known for producing a characteristic sound. Sound (distraction). Can the monster make people weightless so they can levitate or be levitated? How about too heavy to move? Perhaps the effect only works on metal or some other substance. taste or smells within the area of effect). and many ways to determine whether a person is affected. but can’t order the victim to attack its enemies. To run through these variables: if the sound or speech evokes an emotion. For example. The effects of such sound attacks could include: (1) temporarily lowering an ability score. Sound (control). (6) running away or moving randomly. avoid thinking of sound damage in terms of vibration and frequency. rage.BOOK TWO: MONSTERS — GENERAL MONSTER TABLES Table 2-79: Special Attack Type Continued Die Roll Special Attack Senses (overstimulate). In some cases the effect might be automatic against targets with a lower number of hit dice (or levels). the victim might be overcome by light sensitivity or have vision so microscopic that he can’t perceive what’s happening around him. or it could be that the sound evokes such a strong emotional response that the victim acts strangely or fights poorly. Sonic damage ordinarily wouldn’t cause collateral damage to items or equipment. feels awful. This is even true if the monster is from the “voids between the stars” or from an alternate high-tech universe. It could also affect only those with intelligence or wisdom lower than a target number. but glass is a natural candidate for being damaged in this way. or dreams sent by the attacker. tastes awful or smells awful. the control might end as soon as the sound ends. and start thinking of it in terms of song and screech – or you’ll make a serious misstep in terms of the “feel” of a fantasy game. Senses (remove capability). but it would also be possible that there’s an intermediate. or it might permit a saving throw. becoming paralyzed. (8) dropping any items held in hand. and smell. If the attack affects sight. hate. (9) suffering saving throw penalties. The special attack causes blindness (or makes lots of things invisible). might be an important part of the attack in addition to putting the victim to sleep. attacking. (5) functioning as a lower-level character. although if one of those trips off an inspiration. (2) acting randomly. conversely. Examples include: approaching the monster. Onset is probably immediate. I recommend avoiding the concept of sonic damage – sound works much better for mental control. (2) anyone under a certain number of hit dice is automatically affected and those of higher level are affected if they fail a saving throw. then run with it. This sort of special attack slows down the victim. There are many ways to represent different degrees of mental control. a monster that can “call” the victim to a certain place. Sleep and Catatonia. The duration of sound-control attacks is another factor that can be used to create different types of challenges: in some cases. here is another list of possibilities: (1) anyone under a certain number of hit dice is automatically affected but those of higher level are at no risk. The five senses are sight. Sonic damage is a little hokey. combat penalties. sound. The monster uses speech. The monster speaks or makes sounds that compel certain actions in the unfortunate listener. or spell. and smell. “sleepy” phase in which the victim is still functioning with combat penalties before actually falling into the magical sleep. (8) running away. (4) following enemy orders. The effect might just be magic which slows down opponents. Only sight and hearing have much effect in game terms. but in many ways the effect is the same. sounds awful. (4) losing the ability to act due to nausea. The special attack changes the size or density of the victim (and a beneficial form of it might also be usable to help allies if the monster is a leader-type). (7) suffering saving throw penalties. (5) anyone within hearing gets a saving throw. Sound (action-causing). (7) functioning as a lower-level character. (3) members of certain races or classes may be immune or might be particularly vulnerable. taste. if the special attack affects the victim’s sense of smell. (5) losing the ability to act. removing armor. The special attack causes magical sleep. here is a quick list of possibilities to get the mind working: (1) temporarily lowering an ability score (or all ability scores). or affect only a certain total number of hit dice within an area. (2) acting randomly. (6) those who are particularly close to the sound have a penalty on the saving throw. hiding. and other such special effects than it does with the concept of taking actual hit point damage. or it causes deafness (or keeps sound from functioning in the are) – alternatively. (3) suffering combat penalties. an alchemical reaction (mysterious chemicals in the creature’s spittle). best when all the abilities are obviously related to something about the monster. Different monsters of the same type might have a different “selection” of spells. Unlike true spells. etc. medical symptoms (hemophilia). This sort of attack could also lead to combat penalties: inability to use both a weapon and a shield at the same time. and can turn people into wolves. or disease. but a weak version of this sort of attack might only prevent casting “harder” spells – or all spell casting might be subject to a chance of failure. create gases. suck energy out of the air. makes it multiply. gases that might be given off. The monster has a set group of abilities that function as spells. 89 90 91 92 93 94 95 96 97 98 99 118 . or change it into another form (iron to rust. and (interestingly) it is the non-fire abilities that will tend to make it stand out in the players’ minds. paper. while other monsters might only have the ability to turn people specifically into frogs. because a “chemical reaction” can explain any result whatsoever. The special attack releases or creates a chemical that affects non-living substances. it may be that all monsters of this type have exactly the same spelllike abilities and can’t change them from day to day (to my mind. or changes it into something else – and the interesting part might be the side effect of the reaction. following enemy orders. (See Table 2-81) Weakness. Stun. probably with a limited number of castings per day.” On the other hand. Victim suffers one or more of the following: a penalty to hit. functioning as a lower-level character. it’s to muddle things together for maximum creative boost). Actual strength score is not necessarily affected. This is a huge category of possibilities. The attack drains one or more points of strength from the victim. the aftereffects of an electrical shock. rage. or a very weak poison. The duration of the transformation is fairly important – does it end when the attacker is killed. hallucinations. If a fire-genie has several fire abilities but can also use mind-control. or a very weak poison. an alchemical reaction (mysterious chemicals in the creature’s spittle). density. if the monster controls all wolves. air. the aftereffects of an electrical shock. The special attack turns the victim into an animal or some other form (such as an object). The chemical reaction either destroys the substance. The victim does not actually lose points of intelligence or wisdom. might just die. rage. some sort of mental numbing. especially if you throw in words like “enzymes. Transformation (basic substance). per hour. The attack creates a chemical reaction of some kind – either the chemical is sprayed onto the victim or the attacker’s gaze causes chemicals in the victim’s body to change. Possibilities include noise. and suffering from a heightened emotion such as rage or sorrow. suffering hallucinations. sapping away the thoughts themselves. one of several things might happen: the victim might die and become a creature similar to the attacker. The way in which the attack causes stupidity could include distraction by overloading one of the victim’s emotions (joy. Stronger. smarter. a floating symbol. and the old standby … a powerful physical impact. this is what distinguishes “spell-like” from “spell. The attack uses some kind of “special effect” to stun its victims. leather to powder. Note that the drain might be temporary or permanent – this is up to you as a matter of how powerful you want the monster to be.BOOK TWO: MONSTERS — GENERAL MONSTER TABLES Table 2-79: Special Attack Type Continued Die Roll Special Attack Spell-like Abilities. mystical rays. losing the ability to act. the attack might be part of a one-two punch. light. Strength Loss. losing the ability to cast spells. But if it has too many non fire-related abilities. Most likely. or disease.” and even more especially if the monster is from another plane of existence. but a brain-munchkin might teleport a specific distance at random intervals with no ability to teleport an enemy at all. too. Spell like abilities are normally. per minute. the chemical reaction will change the liquid/gas/solid composition of a substance. wood to stone. magical ink. or whatever. suffering saving throw penalties. or release of energy. adhesion. hair – the choices are pretty wideranging. Strange Chemical (affects person). Spells. but not necessarily. curse. but his thinking is impaired enough to cause penalties on various actions. greed. a penalty to damage. Telekinesis and Teleportation. and/or the chance to drop any items he is holding. Many chemical reactions give off energy. hate. or might just lose the ability to naturally restore the lost strength points. powerful emotions. potions. etc) depending upon whether it seems to fit well with the concept. and factors such as weight. traditionally folkloric monsters like griffons or dragons shouldn’t have quasi-scientific explanations for what they do – use magic. The duration could range from only a couple of combat rounds to days in length. Spell casting is probably prevented entirely. floating up into the air. perhaps a to-hit penalty. The way in which the attack causes weakness could include overloading one of the victim’s emotions (joy. If the victim reaches a strength score of 0 as a result of successive attacks. visions of the future.” but what’s important here isn’t to create clean categories. Transformation (basic polymorph). water. that’s very distinctive. a brain-lord might be able to choose how far and when he wants to teleport himself of a target. In some cases. running away. Quasi-science is best for weirder monsters. greed. metal. it may fail to be memorable. and do all kinds of strange things. or more magical creatures might have the ability to choose what form they will polymorph victims into. hate. or is it permanent? Another consideration is whether the victim retains his own mind (and the player if left controlling a rabbit) or whether the change is more than just a change in outer form. fear). or from the “voids between the worlds. Possibilities for strange chemical reactions include: lowering an ability score. the attack can be used to turn enemies into allies – giving the other party members the dilemma of whether to attack their polymorphed-and-controlled ally. to-hit bonuses. A monster from the elemental plane of fire should have mostly fire type abilities. does it end after a set duration. fear). This special attack changes one substance into another or changes the state of matter. fires. friction. These special attacks are used to move enemies into bad places and smack them with things. leather. etc). Strange Chemical (affects items). The affected substance might be wood. curse. an ugly appearance. another time. The monster uses spells. Powerful monsters will be able to use the power more flexibly: for example. electric shock. Stupidity. Another way of looking at it is to think in terms of transformations: these could include skin turning into metal (or getting crusted with metal). The duration could range from only a couple of combat rounds to days in length. suffering combat penalties. acting randomly. or can use its special attack to deliver spells from a list identical to a magic-user of some defined level. or whatever. The attacker may or may not gain a benefit from the drain (additional hit points. sapping of willpower. to-hit bonuses. and a third possibility is that restoring the lost points becomes harder – what might have returned naturally is now a permanent condition requiring spells or divine intervention to reverse. 100 Table 2-80: Fear Effects Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Victim changes sides Victim dies or has a chance of dying Victim drops all items in hand Victim flees Victim is completely paralyzed Victim is not paralyzed but cannot flee or advance Victim obeys Victim screams uncontrollably Victim surrenders Effect of Fear Victim cannot take aggressive actions Table 2-81: Transformations Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Transforms From: All metals Steel or iron Wood Leather Flesh Parchment Cloth Gold Magic potions Rock Transforms Into: Liquid or solid Gas or liquid Iron Wood Glass Gem-like material Bone Dust Lead. The attack drains one or more points of wisdom from the victim. one of several things might happen: the victim might die and become a creature similar to the attacker. The attacker may or may not gain a benefit from the drain (additional hit points.BOOK TWO: MONSTERS — GENERAL MONSTER TABLES Table 2-79: Special Attack Type Continued Die Roll Special Attack Wisdom Loss. Note that the drain might be temporary or permanent – this is up to you as a matter of how powerful you want the monster to be. Another possibility is that the victim just dies. or might remain alive as the attacker’s mental slave. copper. or bronze Mud 119 . If the victim reaches a wisdom score of 0 as a result of successive attacks. etc) depending upon whether it seems to fit well with the concept. etc) Secondary attack possible after creature hits with its primary attack Secondary or rear claws Shifts planes Splits or fissions when attacked by bladed weapons Splits or fissions when attacked by fire Stalks before attacking Summons or calls animal allies Summons or calls more of its own type Swims Swings from branches/ceilings Teleports Thick hide Three heads Time stop/slow of some kind Transforms self to energy form: acid 120 . takes time to create another one Percentile magic resistance Pulls itself on strands it fires/throws Reflects all spells Reflects spells of particular type Regenerates Regenerates damage Rises from dead unless killed by particular substance (holy water. underneath mud. radial symmetry) Cannot be damaged by metal Casts one or more defensive spells as natural attribute Catches or deflects missiles Chitin Climbs Creates illusionary doubles Creates shield or walls using a type of energy such as electricity. or water Armor plates Burrows Camouflage Cannot be attacked from behind (multiple eyes. acid. silver weapon. Damaged only by magic or silver weapons Different armor class in different places on body Dispels magic Fast moving Flies Four or more attacks Grows or shrinks Half damage from blunt weapons Half damage from cold Half damage from cutting weapons Half damage from fire Half damage from non-magical weapons Half damage from piercing weapons Hard to hit until it attacks Has an internal organ that can be used in making potions or creating magic items Has an unusual gland that creates energy of some kind: light. fire. fire. etc. air. plant. Has different degrees of spell resistance/physical defense when in different body forms Has signature body part: gem Has signature body part: magic horn Has signature body part: magical eye Heals self Illusions distract attackers or divert attacks Immune to acid Immune to blunt weapons Immune to certain spells: acid Immune to certain spells: charm/sleep/mental control Immune to certain spells: cold Immune to certain spells: electrical Die Roll 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 Special Defense or Ability Immune to certain spells: fire Immune to certain spells: transmutations Immune to cold Immune to fire Immune to piercing weapons Immune to sharp weapons Immune to slashing weapons Improved/restored by cold attacks Improved/restored by electrical attacks Improved/restored by fire attacks Incorporeal travel/phases Ink-cloud type escape Its eggs are very valuable Jet propulsion like squid Leaps Leaps to attack Levitates/floats Minimum intelligence attribute required to inflict spell damage Minimum strength attribute required to cause physical damage Owns a signature item: amulet Owns a signature item: orb Owns an item it created internally then spat out or secreted. sound. water. acid. magical force. air. or magical force. mental.BOOK TWO: MONSTERS — GENERAL MONSTER TABLES Table 2-82: Special Defenses and Abilities Die Roll 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 Special Defense or Ability Alters own form: changed version of the normal shape Alters own form: complete polymorph Ambushes from above Ambushes from burrow. fire. or clay Builds strange and complex houses. or is often found with them. Is associated with fire (enjoys heat. earth. or nests Builds traps Can become berserk during battle Can change shape Can communicate with dead. or because a necessary sort of prey lives in wet areas. zealous. etc). or draw wisdom or strength from ancestors. or stone Does not leave its immediate area because it is subservient to another “mother” creature (possibly of the same form. possibly of a radically different form) Does not leave its immediate area because it relies on a particular plant for continued life Easily persuaded with promises of treasure Die Roll 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 Distinctive Attribute Eats heart or brain of victims Engages in ritualized hunting for sport Extraordinarily good hearing Extraordinarily good sense of smell Fights in highly organized units (whether from intelligence or from instinct) Fishes for food. lieutenant-type leaders. Has a traditional. fire. lairs. or spiritual Highly territorial in a particular area Hive mind Hunts in packs Is associated with a particular type of gem (can detect them. or can craft them into magic items. either for physical reasons (keeping moist). takes revenge on enemies. air. Can see through solid objects Cannibalistic within its own species Caste society Caste society with different body forms for castes Collects gems and shiny objects Collects grisly trophies Continues attacking for a short time after death Cooks its food Does not leave its immediate area because it is spiritually linked with a particular tree. or reproduces in fire. nightmares. pool. any special powers may derive from this relationship Associates with similar or related animal type Attempts to depart with prey after a kill or capture Blind Brings live victims as food for its young Builds a signature type of house Builds nests from sticks. all with more hit dice than the normal specimen Has some association with dreams. water. etc). bones. mud.BOOK TWO: MONSTERS — GENERAL MONSTER TABLES Table 2-82: Special Defenses and Abilities Continued Die Roll 88 89 90 91 92 93 94 Special Defense or Ability Transforms self to energy form: air vortex Transforms self to energy form: electric Transforms self to energy form: fire/lava/heat Transforms self to energy form: ice/snow/pure cold Transforms self to energy form: magical force Transforms self to energy form: water vortex Turns incorporeal Die Roll 95 96 97 98 99 100 Two heads Uses signature type of steed Uses signature type of vehicle Victims cannot be raised from dead Weakness: additional damage from energy form: acid. Hangs up dead food to “age” Has a distinctive smell (flowers. visions. hated enemy Has sergeant-type leaders. or uses unusual fire-based weapon. burned leaves. or hallucinations Herd animal Highly religious. created as a revenge. etc). and captains. Is extremely cowardly 121 . possibly in an unusual manner Flying creature Flying creature Flying creature Flying creature Flying creature Gains strength from death or damage to opponents Generally inhabit wet areas. reproductive reasons. etc). magical force Special Defense or Ability Turns into another type of animal/monster for combat Table 2-83: Distinctive Attributes Die Roll 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 Distinctive Attribute Associated in some way with bandits and brigands Associated in some way with pirates Associated in some way with tribal peoples Associated in some way with wizards who perform experiments Associated with a particular sort of cult: death or disease Associated with a particular sort of cult: healing Associated with a particular sort of cult: regeneration or resurrection Associated with spirit world. etc. branches. Is associated with revenge (used for revenge. Has a particular animal it prefers or even craves as food Has a racial enemy or opposing species Has a strong sense of honor (if sapient) or can be trained as a mount or battle-ally (if non-sapient). etc). or herbs for strength Uses materials or surroundings to camouflage itself Very long reproductive cycle Vulnerable to sunlight or moonlight Washes prey before eating it Table 2-84: Morphological Changes & Phases (Reproductive Cycles) Die Roll 01-10 Nature of Cycle Egg-laying mating type transforms into warriors or workers in an ongoing. here. First phase is egg-layer. Second half of the clutch hatches into more hermaphrodite egg-layers. warriors. depleting the supply of rats. neuter workers and a hermaphrodite warrior-mating form. then cocoons or transforms into the mating form. high caves. this might include spoiling the air. Eggs are laid on land by predominantly aquatic creature. These warriors probably fight a lot. second phase is made up of three separate morphological forms: food finders. Hermaphrodite form lays eggs and then dies. etc. second phase combines foodfinder. which could be a nice adventure hook. eggs hatch into food-finder. warriors. Migratory Mimics voices or sounds Originally created by magic or breeding Part of species hibernates while another does not Produces unusual art (possibly valuable) Recovers hit points or is otherwise strengthened from contact with particular substances or energy sources Reproduces by fission Requires very hot or very cold temperature to survive Requires very wet or very dry environment to survive 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 Die Roll 81 Distinctive Attribute Rides a particular type of mount in battle Spoils areas in which it lives. since otherwise a hermaphrodite form would create lots of population. second phase cocoons or otherwise transforms into the egg-layer type. non-seasonal cycle. First phase is the egg-layer. plumage. potion. 71-80 11-20 21-30 31-40 81-90 41-50 51-60 61-70 122 . or herbs for magical powers Uses drug. hatch into a feeding-type that lives on land until it transforms into a predominantly aquatic creature that mates in water but lays the eggs on land. and mating form of one gender. providing the other gender for the mating form to compete over. and mating form. It happens all the time so that there is a constant supply of eggs. warrior. and has to move on from time to time because of the damage it causes (in underground areas. second phase is made up of two morphological types. but hunts on land Lives only in extremely wet places Makes a distinctive sound (a hyena’s laugh is one example of a creature with a distinctive sound) Marks off its territory in a distinctive manner: foulsmelling musk. half the eggs hatch into a traveler-defender form that goes out to build nests for the other half of the eggs. and workers at all times. Steals souls Symbiotic with a particular type of flying creature (bird. cavern balconies. skulls on posts.BOOK TWO: MONSTERS — GENERAL MONSTER TABLES Table 2-83: Distinctive Attributes Continued Die Roll 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 Distinctive Attribute Is primarily a scavenger Is tethered to stronger “mother” creature with lifeline Its death can cause damage or curse an opponent in some way Kept as pets or slaves by a more powerful sort of monster Limited or random teleportation ability Lives in high places (mountaintops. Mating form lays eggs and dies. and it cocoons or transforms into a traveler-mating form that lays eggs. 91-00 Die Roll Nature of Cycle First phase is the egg-layer. fighting ability. which cocoons or transforms into a land-based hunter or grazer which mates and lays eggs (in water). Genders might look utterly different. telepathic warnings. potion. sense of fear. egg-layers. eggs hatch into a traveler-defender form which goes out to build new nests or hives. or monster) Symbiotic with a particular type of insect (possibly giant) or animal Symbiotic with a particular type of plant Takes prisoners for breeding Takes prisoners for later meals Takes prisoners for slaves Telepathic among its own kind (and possibly with other beings) Tracks its prey to wait for weakness Tracks potential victims until they are weak Traditional allies with a more powerful sort of creature Tribal Uses drug. First phase is a larval eater. Lives in or spends time in water. First phase is a swimmer form. bat. food-finder transforms into mating form (traveler and possibly fighter for mates). mating form transforms into egg-layer. One gender probably builds nests. etc). Warriors transform into egg-layers in the right season. treetops. too. and the other gender probably picks nice nests and fights over them in competition (health. A failure of this fighting cycle could lead to a horde forming. etc). First phase is egg-layer. Perhaps the hordes are periodic. This can be gender-reversed. is the rightful leader Morphocracy – Largest creature is the rightful leader Other – some other creature (wolves. Beta males remain in group as followers.).BOOK TWO: MONSTERS — GENERAL MONSTER TABLES Table 2-85: Social Organization of Sapient Monsters Die Roll Mode of Organization Alpha Male clan – strongest male in group is leader by virtue of combats or contests and assigns breeding rights. etc. arms. Tribal – elected leader Tribal – hereditary chief Tribal – leader selected by omens Tribal – religious leaders Tribal – trial by combat for leader Table 2-86: Common Identifying Features of Highly-Intelligent Creatures Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Large eyes Large head Levitates Long fingers or fingernails Rides monstrous steed Surrounded by army of minions Uses staff as weapon Very attractive appearance Visible brain Wears jewelry Feature 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 123 . oozes. etc. Sometimes there might also be a chief who handles non-spiritual leadership during peacetime. members of special tribe) choose the leader Patriarchal – oldest capable male in family leads Tribal – divided leadership between a spiritual leader and a war leader. Meritocracy – those who can solve a particular puzzle or survive a particular challenge are the leaders Monarchy – hereditary leader Monarchy – leader chosen by nobles Morphocracy – Creature with longest legs. Democracy – group decision making based on vote or consensus Gerontocracy – oldest living creature is top ruler. Harem-type breeding for alpha males. speaking skills. although that’s not common except when females are larger than males. probably with other elders helping at lower levels Gynarchy – females lead Magocracy – most powerful spell caster is the leader Matriarchy – oldest capable female in family leads Meritocracy – leaders are a council or other ruling body selected based on their intelligence or another measure of merit (strength. tentacles. ...................................................................... and Status................................................ 97 Table 2-62 Physical Distance Attacks for Plants............................................. 59 Table 2-6 Reproductive Strategy........................................................................................................................ 70 Table 2-28 Summoning Fey Creatures.. 99 Table 2-66 Preparations for Intelligent Undeath........................................... 94 Table 2-59 Basic Form of Plant Monster........................................................................... 70 Table 2-25 Fey Transformation of Enemies........................................ 55 Table 2-2 Creature Attributes...................................................... 121 Table 2-84 Morphological Changes & Phases (Reproductive Cycles)............................................................................................... 88 Table 2-49 Demonic Attributes.......................................... 86 Table 2-48 Basic Form of Demonic Creature........................................... 109 Table 2-80 Fear Effects.......................... 103 Table 2-70 Special Features of a Verminous Creature-Type........................................................ 61 Table 2-12 Construct’s Loss of Control........................................................................ 75 Table 2-33 Physical Form of the Horror........................... 62 Table 2-13 Dragon’s Unusual Physical Feature................................... 89 Table 2-52 Unusual Material Compositions for Summoned Creatures.......... 100 Table 2-68 Manner of Death......... 59 Table 2-7 Type of Construct..... 108 Table 2-75 Body Attacks............ 93 Table 2-56 Mode of Planar Travel...................................................................... 81 Table 2-41 Ooze Form.............. 69 Table 2-23 Fey Contracts.......................... 67 Table 2-18 Elemental Body Forms................ 103 Table 2-71 Vermin Movement-Systems.................................... 107 Table 2-74 Limb Attacks.................... 105 Table 2-73 Head Attacks.. 101 Table 2-69 Basic Profile of Verminous Creature. 95 Table 2-60 Movement Forms for Mobile Plants........................... 60 Table 2-9 Modern Analogues for Fantasy Devices................ 123 124 ............................................................................................. 84 Table 2-44 Macro-Biote Form.................................................... 99 Table 2-64 Basic Types of Undead Creatures......................................................................90 Table 2-53 Problems With Summoned Creatures...................... 91 Table 2-54 Physical Form of Planar Traveler..... 86 Table 2-47 Demonic Hints for Dark Angels........BOOK TWO: MONSTERS — LIST OF TABLES List of Tables (Book Two) Table............................................................................................... 61 Table 2-11 Construct’s Physical Resemblance................................................................ 93 Table 2-57 Vehicles and Bodily Organs for Planar Travel................................................................. 74 Table 2-31 Giant’s Magical Abilities........................................................................................................................................................ 72 Table 2-29 Giant’s Possession (or related activity)............... 104 Table 2-72 Monster’s Overall Combat Profile......... 67 Table 2-20 Method of Binding the Elemental Creature................. 92 Table 2-55 Planar Trading/Commodities..................................Page Table 2-45 Ideas for Macro-Biotes.... 85 Table 2-46 Categories of Planar Creatures. 77 Table 2-36 Humanoid Racial Overview.................................................................................................................................................................................................................................. 78 Table 2-38 Thematic Ideas for Mastermind Humanoid Races........................... 98 Table 2-63 Sample Unusual Reproduction Methods for Plants.................................................................... 64 Table 2-15 Dragon’s Unusual Breath Weapon......... 109 Table 2-79 Special Attack Type....... 70 Table 2-27 Fey Methods of Immobilization................................................................. 79 Table 2-39 Racial History of Mastermind Races.............................. 68 Table 2-22 Form of Fey Creature..................................................................... 62 Table 2-14 Dragon’s Unusual Ability......................... 70 Table 2-26 Characteristic Fey Magic Items..............................................................................................................................................................................................................................Page Table 2-1 Monster Categories..... 76 Table 2-35 Humanoid Physical Structure..... 108 Table 2-77 Tongue Attacks..... 74 Table 2-32 Type of Horror. 122 Table 2-85 Social Organization of Sapient Monsters.......... 100 Table 2-67 Breaks in the Life Cycle............... 99 Table 2-65 Causes of Intelligent Undeath.. 59 Table 2-5 Abstract Food..................................... 84 Table........... 64 Table 2-16 Individual Dragon’s Mentalities..................................................... 56 Table 2-3 Folkloric Shape-Adaptations.............................. 77 Table 2-37 Unusual Humanoid Leader-Types..... 108 Table 2-76 Tail Attacks......................................................................................... 68 Table 2-21 Conditions in Elemental Region.... 80 Table 2-40 Profile of a Mist Creature... 119 Table 2-81 Transformations....................................................................................................................... 93 Table 2-58 Form and Causation of a Visitation............................................................................................................................................. 60 Table 2-8 Physical Danger Posed by Construct................. 123 Table 2-86 Common Identifying Features of Highly-Intelligent Creatures.......................... Motivations............................................ 88 Table 2-50 Normal Purpose of Summoned Monster.... and Armor Plates.......................................................... 108 Table 2-78 Special Attack Delivery Method............................ 61 Table 2-10 Reason for Creating Construct................................................................................................... 69 Table 2-24 Magical Abilities of Fey Creature...................................... 67 Table 2-19 Elemental Plane of Origin................. 73 Table 2-30 Giant’s Physical Appearance............ 82 Table 2-43 Ooze Name/Description................................................................................................... 119 Table 2-82 Special Defenses and Abilities..... 120 Table 2-83 Distinctive Attributes..............................66 Table 2-17 Social Strata of Elementals..................... Carapace......................... 58 Table 2-4 Method of Obtaining Food..... 89 Table 2-51 Physical Form of Summoned Creature.............. 82 Table 2-42 Ooze Immunities and Special Attacks.............................................. 75 Table 2-34 Descriptions for Chitin.......................................... 96 Table 2-61 Pull/Augment Special Attack Types for Plants.............................................. BOOK TWO: MONSTERS — INDEX 125 . .................231 Miscellaneous Useful Tables.....186 Traps..................................................................................................................................................................................................................................................................................................BOOK THREE: Dungeon Design Table of Contents Introduction to Book Three.............129 Part Two: Designing a Dungeon Adventure..........................................................................................................................................................................................135 Mysteries and Clues..........................................258 126 ............................................................................................149 Tricks...........................................135 The Map.......................................................................................................................................................217 Dungeon Dressing.....................................127 The Creative Process...........................................................127 Part One: Elements of the Adventure.................................236 List of Tables (Book Three)............................................................................................................................................................................................ and the remainder of the book is specifically about adventures in the dark depths of the earth. Creative Overload Sculpting In the third. Creative overload is often mentally uncomfortable. or some other way of writing down ideas where everyone in the group can see them. and the trap isn’t about the physical throne. Ambiguity is your volleyball: toss it around before you spike it into the court. The borogoves are in a state of mimsiness. it pushes beyond the normal limits of what the mind can easily hold at one time. tossing a multiplicity of ideas into the mix without any particular rhyme or reason. especially when your brain starts to hurt. Somewhere in your life you have probably encountered the institution of the “Brainstorming Session. on the other hand. the initial mishmash of the first stanza gets resolved into a thread of purpose and action – even a bit more geography. little connections between some elements of the “there are no stupid ideas” Synthesis 127 . No idea is too far-fetched. but it’s useful not to go into the process completely blind. but most of the adjectives are vague or even ambiguous. but not much. though. There are one or more jubjub birds. threats to their well-being have surfaced to disturb this otherwise brillig place. each individual in the group starts to gather strange threads of ideas. and you’re ready to rock along a completely different direction. fourth. Don’t try to follow them as a checklist. it’s about the book. Mome raths are outgrabing. the synthesis phase isn’t a group experience. we know. The reader is in a state of confusion. two points define a line. subterranean or not. How we suffer for our art. a part of that level with yet another name. This phase of a brainstorming session corresponds to the overload of stories. and there’s a mishmash of undefined activity – slithy toves are gyring and gimbling all over the place. and starts taking ideas. a theme begins to develop. This part of the poem corresponds to creative overload. although the exact location of the tumtum tree relative to the wabe is … vague at best.” because you’ve already got what you need. a wandering bandersnatch. Creative Synthesis In the next stanza of the Jabberwocky. apparently independent of all the action at the wabe. and above all. This book provides the equivalent of the creative team. Here. No wonder the borogoves mimse. easel. Not only that. A particular annoyance is that there might even be two separate adventures floating around in your head at this point. and it’s a bit more comfortable than the process of deliberately overloading your mind with a babble of concepts and images. no idea is stupid. sound stupid. It’s brillig. and pile upon each other in an excess of details. just as I do in this book. nonsense words crowd upon the reader to form inchoate images. wouldn’t you? The Creative Process There are four general steps in the creative process of designing a dungeon adventure using this book. not at this point. do a bit of uffish thought.” The idea of a brainstorming session is to get several people together with a chalkboard. This third book. As an adventure designer. This is the next step in the creative process. When you start using the tables in this book you will immediately encounter “overload. and concepts generated by using the tables in this book. possibly elsewhere. Zar’s effort to imitate a throne he’d seen described in an ancient book? Hey. describe a storehouse full of trap components the characters can use against monsters. This is actually a vital step in the creative process. no idea is impractical – at least. not an item? Maybe it’s part of the backstory. or at least in the wabe. maybe it’s a red book. Here’s the problem: you’ve got a massive pile of adjectives to describe things. This is the point where you have a dungeon with one name. Still. the Jabberwocky.” everything is unformed. mishmash on the chalkboard or easel or whatever. Here’s a different take on the throne. and notice that certain elements of the mix contain interesting themes. This is the point in the adventure-design process where you will start to get flashes of visual imagery. two different interpretations of the soup of ideas. and we are on to the next phase. The steps are: Sculpting Now you begin the process of working your way back into the mental comfort zone by chopping out what doesn’t connect with the themes that began appearing as you synthesized and assimilated the original welter of ideas. plus a load of items and architectural elements with long strings of adjectives attached to each and every one. Zar is the wizard responsible for this bad-idea piece of home furnishing. so the geometricians will be comfortable even if the cartographers remain deeply unsatisfied. a son. Snicker-snack.BOOK THREE: DUNGEON DESIGN Introduction to Book Three The previous two books of this series contain tables that are designed to spark ideas: the first book addressed missions and villainous plans. Scrap “inimitable. at last. What if it was a project. a level of the dungeon with another name. and provides a vast array of tables designed for this specific type of adventure.” and it’s got a trap that disintegrates (into “nothingness”) anyone who sits in it. Position yourself at a point on that line (don’t use a tumtum tree – it’s been done). “Zar’s Inimitable Red Throne of Nothingness and Traps” gets snipped into “The Red Throne. In the traditional brainstorming session. Because I designed them that way. The leader of the group poses whatever problem or objective the group is supposed to handle. and fifth stanzas of the Jabberwocky. is the solution: begin changing the vague “names” of things into mere descriptions. names. and the second book focuses on monsters. you don’t have a creative team to sit down and generate a host of ideas – you have to do it alone. Put some of Zar’s journals into the dungeon for the players to find. and Lewis Carroll is doing it on purpose. adjectives.” a ridiculous mishmash of adjectives and concepts that contradict each other. Here’s the tool: themes and visual images have started to appear in your creative mind … although some of them may be mutually exclusive. And a line gives you a direction. takes for granted that you have already chosen the starting point of a subterranean setting. There is a father. and then it’s time to take your vorpal sword and begin cutting out what doesn’t belong. Part One addresses certain general elements that are key to any adventure. Creative Overload At the beginning of Lewis Carroll’s “Jabberwocky. and the reader can figure them out. since our task here is more open-ended. In retrospect. For instance. or through which you can galumph toward a well-defined objective. a son who’s triumphant enough to do a bit of galumphing. Now you are in the most comfortable and productive mental space. you’re working on something that’s structurally a bit different from a poem. The poem is finished. firing on all cylinders. “The DM will have to respond to superior play by extending himself or herself to pose bigger and better problems for the party to solve. like a partially completed jigsaw puzzle.BOOK THREE: DUNGEON DESIGN Building Now that you have pared things down from the Cthulhuesque welter of ultimate chaos. all told. you’ll start getting some very clear. precise ideas about how to fill in the gaps. From your perspective as an adventure designer. But at this point. this book is an immense Jabberwockatorium. now. sparked by the initial chaos but completely novel. the nonsense all makes sense. The choice is yours. bringing order out of chaos. The nonsense words fit. and.” Building In the final stanza of the “Jabberwocky. you will find that an adventure is beginning to take shape in your mind. The creative process is opened up! Suddenly – and I promise this – you will find that you are coming up with great ideas of your own. 1978 128 . you’ve opened up some gaps. By culling out the parts that didn’t fit. there might be a conspiracy of drow behind the slithy tove incursion … -Gary Gygax.” Lewis Carroll wraps it all up. in which you can choose to gimble about in one or more specific parts. You’ve got a gleeful father. it’s a pretty damn frabjous day. You’re in the zone. From the perspective of the reader. the poem now sculpts itself backward into a story. To summarize. and the treasure hoards come together to create a low level of time pressure that keeps things moving without building tension to a high level. neat. Every delay to check for secret doors or inspect areas for potential traps increases the risk that the adventurers will be attacked and weakened by wandering monsters before they can find one of the dungeon’s treasure hoards. Most adventures focus more heavily on some elements than others. possibly a major factor. in practice. and use them as a checklist after you’re done. possibly a minor factor The Motivational Element: what makes the players choose this adventure The Information Element: what do the players start out knowing. and if one of them is lacking. possibly a minor factor 2) The Motivational Element: what makes the players choose this adventure 3) The Information Element: what do the players start out knowing. what do they learn while adventuring that can help them.” so it has a different set of factors. possibly a major factor. down here all the way in Book Three. However. and how can the players use these to their advantage The Monstrous Element: who or what is actively fighting back? The Movement Element: is your map well designed as a game board? The Miscellaneous Element: other types of challenges Elements of the Adventure The Book One Approach 1) Backstory 2) Location 3) Opposition 4) Variation of Challenge 5) Exploration 6) Race Against Time 7) Resource Management 8) Milestones and Conclusions 9) Continuation Options The Book Three Approach 1) The Time Element: some sort of race against time. the secret doors. and the different emphasis of one element over another can create highly distinct adventures. In a lair-type adventure. categories once the process is finished and the results are polished up. even from an adventure that is dominated by another element. creating a sort of checklist (see the Side Box). you have missed an opportunity. all mixed up together when it comes to creating them. All these elements.” not “what to end up with. The Book Three approach reflects the fact that all the elements described in Book One are actually. the traps. Keep these in mind while designing the adventure. Both methods of structuring the pace of an adventure can 129 . what do they learn while adventuring that can help them. An adventure that focuses on an extremely creative new monster will still suffer if it takes place on a boring map. each element is a dimension that should not be entirely omitted. although the degree to which the race against time is a feature of the adventure can vary quite a bit. They only resolve themselves into nice. a pressing race against time can be used to prevent the adventure from dragging. On the other hand. and what previously unknown thing have they learned at the end 4) The Tactical Element: what sorts of physical features are the memorable “standouts” in the adventure.BOOK THREE: DUNGEON DESIGN .BASIC ELEMENTS OF ADVENTURE DESIGN Part One: Basic Elements Of Adventure Design Book One has already introduced a series of broadly stated elements for a masterpiece adventure. and how can the players use these to their advantage 5) The Monstrous Element: who or what is actively fighting back? 6) The Movement Element: is your map well designed as a game board? 7) The Miscellaneous Element: other types of challenges The Time Element: Racing Against Time The most important feature of any adventure is the race against time. but the pressure of a rescue or a villain’s plan coming to fruition isn’t used to create any further time constraint. Overview of the Basic Adventure Elements Certain elements appear in every good adventure. This section. hit points and spells. and what previously unknown thing have they learned at the end The Tactical Element: what sorts of physical features are the memorable “standouts” in the adventure. the wandering monsters. in a mega-dungeon where player choice is at its maximum. the race against time might be little more than limitations on food and light. an adventure designed to be a high-tension race against time will still suffer if the combats don’t contain interesting tactical elements. For example. is about “how to build. because some degree of attention should be paid to each of these factors: The Time Element: some sort of race against time. Virtually all good adventures contain some sort of race against time. or the rain of fire starting. reward. a magic staff) or a protective spell loses power as time passes A villainous plot will come to fruition shortly unless the players can stop it from happening (the volcano erupting. or avalanche will prevent access to adventure location after a particular time Specific valuable treasure will be destroyed at a specific time (sacrificed. but possibly something like a siege engine that must be taken out) Monsters or opponents receive reinforcements as adventure proceeds Monsters will change to more powerful form at a certain time Monsters will receive large reinforcements at a certain time One of the characters or an NPC working with the party suffers from a disease. The party’s patron suffers from a condition that will kill him.BOOK THREE: DUNGEON DESIGN . In this case. or make him unable to pay the party if too much time passes Treasure is something that deteriorates or drops in value over time 81-84 85-88 89-92 93-96 45-48 97-00 49-52 130 .g. as examples) Another group of adventurers is racing for the same prize. it is the monsters. rather than the players. poison.. sandstorm. Avoiding lycanthropy. transform him. who are faced with the adventure’s underlying race against time. and other such situations are good examples. more smoke. Prisoner may be executed by justice system Die Roll 53-56 57-60 61-64 65-68 69-72 73-76 77-80 Nature of Race Prisoner may be killed by kidnappers Ransom is being increased for prisoner or kidnap victim over time Reward is predicated on success by a certain time Reward is reduced with every day spent Snowfall. or curse that takes hold or has an increased effect as time passes. getting to a cleric before a body is too long dead to be raised.BASIC ELEMENTS OF ADVENTURE DESIGN create an enjoyable gaming session. water rising. for example) The ability to enter and leave the dungeon or adventure area will become more difficult after a certain time period elapses (as opposed to closing entirely) The characters have an ally or information source who will be discovered or shut down after a certain period of time (a traitor in the bandit stronghold who will certainly be discovered soon. for example) The characters will be discovered or identified in a certain (probably unknown) period of time and they must work quickly to obtain their objectives before this happens The characters’ basic provisions (or their air) will run out – desert adventures where water supplies are limited are a classic example. etc) Income tax on the characters’ prospective treasure increases (as a percentage) over time Living expenses are very high Monsters are building or creating a powerful weapon (probably magical. It is worth noting that one adventure type reverses the “race against time” concept. Table 3-1: Types of Races Against Time Die Roll 01-04 05-08 09-12 13-16 17-20 21-24 25-28 29-32 33-36 37-40 41-44 Nature of Race An item held by the party (e. and that is the “hold out for reinforcements” type of adventure in which the characters are under a siege of some kind but can expect help if they can hold out long enough. or achievement as the party Crops will fail if solution is not found Environmental conditions in the area are becoming more dangerous as time passes (hotter. etc) Die Roll 52-54 55-57 58-60 61-63 64-66 67-69 70-72 73-75 76-78 79-82 83-85 86-88 89-91 92-94 95-97 98-00 Enticement Offered by Adventure Increased strength or other ability score Learn additional language Money payment(s) from patron Permit travel (casting of teleport. the entry “close” on the table might be used as the solution for a minor trick. Your adventures should be posed as opportunities. but that doesn’t mean you can’t dangle the carrot in front of them to nudge them toward the adventures you’ve planned. Unless you want your campaign to be an endless series of situations in which the characters are forced into adventure after adventure dint of blackmail. every rule is made to be broken from time to time. or a mental challenge. or to the desire for fame or moral achievement. etc) Provide needed equipment Receive useful information Remove a curse Remove or reverse aging To-hit or damage bonuses in certain circumstances Treasure: ancient hoard Treasure: famous gem(s) or jewelry Treasure: magic items known to be present Treasure: legendary magic item or artifact Treasure: deeds or documents of ownership Treasure: fabulous furnishings The Information Element A good adventure begins with snippets of information the players can use. and buckets of gold for their characters. an adventure should contain at least one area where pure skill on the part of the players has a huge effect on the outcome of a combat there. Good refereeing is a matter of letting the players choose their courses of action. but these aren’t necessarily tactical.BOOK THREE: DUNGEON DESIGN . 3-7. and conclude with (or develop as the adventure progresses) some sort of “revelation” that most people don’t know. The table below can be used for minor challenges (similar to solving a trap or trick) but they can also be used to get ideas for the sorts of large challenges that define a mission. but this isn’t necessary and can actually begin to feel formulaic if the “new adventure hook” becomes a standard feature of each and every one of your adventures. creation of planar gate. interesting good time. etc) Better equipment Bonuses to saving throws under certain circumstances Cure disease Enhance alertness Enhanced ability to cast spells Enhanced ability to hear Enhanced ability to see Gain experience points or levels Gain forgiveness or pardons for prior actions Gain hit points Improve physical appearance Improve rate of attacks or speed of actions Improvement in combat initiative Improvement in movement rate Improvement or bonus to class ability (turning undead. For instance. which are the underlying forces of motivation embodied in the game rules.BASIC ELEMENTS OF ADVENTURE DESIGN The Motivational Element: “Selling” the Adventure to the Party Another very important factor in all adventures is making the players want to undertake the adventure. should provide both useful and useless clues in the middle of the adventure. etc) Permit travel (required documents. Make sure that the players can see and perceive the adventure as an opportunity to gain fame. fly. or it might spark the idea of closing a planar gate that has been unfortunately or untimely opened. picking locks. They’ll take the bait every time. safe-passage. Even if it’s not one of the showcase locations. the revelation is either why the area became dangerous (see Tables 3-6. the revelation of this underlying mystery may be the starter knowledge for another adventure if the players decide to act upon it. fortune. Every adventure should have at least a couple of real showcase locations. you will need to entice the players into choosing the “prepared” adventure of their own free will. it could be as simple as the fact that the monsters came into this area because there is a famine in their normal hunting grounds. teleport. or a really interesting “boss” monster. Of course. though. opening of dimensional gateway. which might or might not be important factors to your individual players. Table 3-2: Enticements to Peril Die Roll 01-03 04-06 07-09 10-12 13-15 16-18 19-21 22-24 25-27 28-30 31-33 34-36 37-39 40-42 43-45 46-48 49-51 Enticement Offered by Adventure Ability to move inconspicuously in certain groups Additional form of movement: swim or breathe water. Table 3-2 lists several “carrots” that can be offered by the adventure – or unusual awards that might be gained whether or not they were revealed as possibilities to the players before the start of the adventure. They might be something that’s just visually striking. In many cases. 131 . not necessities. and (2) you should play to the ever-present player motivations of experience and gold. 3-8 and 3-9 for ideas) or the fact that the monsters are actually in the service of some greater threat. whether wilderness or subterranean. high-handed kings. The Tactical Element Certain types of challenges are common to all adventures. session after session. but in general you should think about two things: (1) the players should see – and you have to communicate – the opportunity for a dramatic. In many cases. The revelation doesn’t have to be anything earth-shattering. and other “railroading” devices. This sort of tactical goal allows the players to make significant decisions that can affect the outcome in unusual ways.BASIC ELEMENTS OF ADVENTURE DESIGN Table 3-3: Topographical and/or Tactical Challenges Die Roll 01-03 04-06 07-09 10-12 13-15 16-18 19-21 22-24 25-27 28-30 31-33 34-36 37-39 40-42 43-45 46-48 49-51 52-54 55-57 58-60 61-63 64-66 67-69 70-72 73-75 76-78 79-82 83-85 86-88 89-91 92-94 95-97 98-00 Nature of Topographical/Tactical Challenge Attach properly Balance upon Break (out. 43-45 46-48 49-51 Table 3-4: Specific Tactical Situations Die Roll 01-03 04-06 07-09 Nature of Tactical Setup High ground advantage: certain points are more defensible because of a higher altitude High ground advantage: certain points are the best vantage for attack because of a higher altitude Balconies: flight and falling objects come into play as tactical features 52-54 55-57 58-60 61-63 132 . for example). If you’re willing to run the gauntlet. etc. actual shields. down. you can reap the rewards if you survive intact enough to do so. wooden partitions. tides. for example) Areas in which potential shields rise and lower (walls. because the platform or whatever will sink back down again. Getting to it first would provide a major advantage. Once again. or teleporting from disk to disk would be examples. Areas in which shifting visual partitions close off line of sight: mists and fog banks would be an example. usually an odd one. but provides a significant short cut to movement or to a tactically beneficial location. or the characters might have lost their normal weapons and are forced to improvise. Areas which rise and sink in a predictable fashion: being in the right place at the right time gives you the advantage of the high ground – but not forever. etc). should they take the risk. Areas in which standard abilities are altered (underwater. predictable intervals Major hazard at a particular point. surrounded by area of high risk and reward: this might include a “brainstone” that requires anyone within ten feet to make a saving throw or fall into babbling idiocy for several hours – but anyone making the saving throw gains a major bonus on to-hit rolls. or small teleportation errors. however. too. or through) Chase after or race against Choose between Climb down to Climb up to Close Detach properly Drop into Duck beneath Find something Fish out Go across Go through Go under Jump over Listen to Look at Make a noise with Make something from available elements Move something Open Pit strength against Reach into Ride Smell or taste Squeeze through Swing from Talk to Worry about breaking Worry about falling from Worry about something moving 40-42 34-36 37-39 31-33 25-27 28-30 22-24 19-21 16-18 Table 3-4: Specific Tactical Situations Continued Die Roll 10-12 Nature of Tactical Setup Balconies and stairs: flight and falling objects come into play as tactical features. or a curse might make it impossible to use all non-clay weapons. and other features allowing 3-D combat tactics 13-15 Tactical Situations Tactical situations are built mainly upon the premise of getting yourself into the best position to gain an advantage. Players love chain reactions from explosions.BOOK THREE: DUNGEON DESIGN . Forcing the enemy into a particular location is not well represented in most rules. or not? Major hazard at a particular point is surrounded by area of high risk. but also to push the enemy into a position of disadvantage. tactics is all about maximizing player decision-making Areas in which standard abilities do not function: dead magic. Situations where unusual vehicles or modes of movement must be used: hang-gliding using huge leaves. Areas where slippery floors affect movement and/or fighting Areas with obvious traps that could be used tactically Areas with lots of stairs. Situations where explosives can be set off (rooms with scattered barrels of flammable oil. etc. along with controlling the access to these areas Periodic (random) hazards at predictable places: lava fountains or rising spikes make certain areas dangerous at random intervals Periodic (predictable) hazards at predictable places: lava fountains or rising spikes make certain areas dangerous at exact. Areas in which standard abilities are weakened: ability scores. Situations where the effect of movement is partially random (affected by gusting winds. Particular weapon required. for example). platforms. This might be in a “death arena. or can “see” what the enemy is doing through their own eyes for several hours. A more subtle use of tactics is not only to place yourself to best advantage.” or a monster might have a particular vulnerability. from the perspective of the players. magic masks with no eyeholes. and illusions are all examples. you should be able to create a “flow” that maximizes the map’s tactical and adventuring qualities. if you consider them to be a collective “villain” and roll on the tables for villainous motivations in Book 1. it is a good idea to have one combat that’s abnormal. mist. will want some diversity in the type of challenge their characters encounter. etc. horses. or rotating environment (balconies and walls in a rotating environment work well for changing the tactical value of the fixtures). cinematic. Situation in which a particular code of conduct must be followed (subdue opponents only. traps or tricks might have a random element involved after player skill has failed. But your players. somehow.” and it also means that as a game board you have created a choke point for tactical movement. Shifting gravity. so that it has highs and lows. As with most things involving the monstrous element. An adventure in which one combat after another is against the same type of foe. 89-91 92-94 95-97 98-00 The Monstrous Element The actual creation of monsters is covered in Book 2. different rock formations. for example) Area where “normal” vehicle must be used.” or “advance to go. because the map is. I’ve received many of them from other people: 1) A map should not be a linear pathway through the adventure. not the rule or the main dish. corridors of different widths. Sometimes. and it is not necessary to have a single monster act as the “climax” of an adventure. A few “standard” encounters will make the unusual encounters more memorable. different plants or animals. physical features can be varied with different colors of rock. wagons and mine carts being other examples Low gravity or no-gravity area Area where life support is required. and even areas with odd features like high ceilings or areas where there is flooding. etc. some in large bands. ability scores. It might be tempting from your perspective as the referee to create an “all traps” challenge. If everything is The Miscellaneous Element: Challenges to the Character Sheet Virtually all challenges having to do with the overall adventure should be a challenge to the intelligence and creativity of the players at the table. Sometimes. Vary the number and type of monsters in different encounters. is much less compelling than one in which there are several types of monsters of varying levels of power. In dungeon adventuring this means having rooms of different sizes and shape. effectively. the major thing about structuring monsters into the adventure is diversity of challenge. it’s my opinion that an adventure should contain some completely mundane. However. those character sheets don’t mean much. If you keep these five tips in mind while creating a map. This gives the players the psychological reward of getting “into a new area. 5) Vary the physical features in various parts of the map. If you survey your finished adventure and find that all the encounters are roughly of the same difficulty. but then. It’s purely psychological. The Movement Element: Designing the Map Creating a good map is one of the most important features of designing an adventure. The entrances and exits to areas become significant places on the board where enemies can be bottled up or pathways can be blocked off. magical blindness. and the like. nothing is special. change-ups are required to vary the pace and the nature of challenges. unless they’re an unusual group. the game board for all tactical movement in the game. and it has no “circular” paths allowing different ways through. collect 200gp. with up and down movement somewhere on the map.). Evaluate whether your map would be fun to use in a game where dice are rolled for movement and you do what it says on the various squares. Alternatively. accept surrenders. tests of the character sheet are the exception and the spice. As with all things in an adventure. Treated as a structural element in an adventure. boats and rafts being the best example. Other than the fact that there should be a monstrous element. Always return to the fundamental question: does this map work as a game board? Because this ultimately is the measure of a map: it is the way it will be tested. Tips on Map Design I can’t claim credit for all these tips. Are there several different pathways through this map? 4) Use the third dimension.BOOK THREE: DUNGEON DESIGN . 3) Try thinking of the map literally as a game board with some squares labeled things like “go back two spaces. as is their motivation. As a matter of pacing the adventure. average encounters. however. areas with varying degree of gravity. Again: the primary sort of challenge is a test of player intelligence and skill. as with most structural elements of an adventure. for example. Here’s an odd tip – take it or leave it.BASIC ELEMENTS OF ADVENTURE DESIGN Table 3-4: Specific Tactical Situations Continued Die Roll 64-66 67-69 70-72 73-75 76-78 79-82 83-85 86-88 Nature of Tactical Setup Area containing a “victory” point. with various effects Areas where spells have unusual effects. In wilderness adventures. depending on the situation) Area containing things that can heal or strengthen you Area containing cool weaponry in hard-to-reach places Areas with levers to pull and buttons to push. nothing is cinematic. Single-themed adventures can get very boring very quickly. the key is to provide meaningful decisions for the players to make. If everything is special. the occasional test of the character sheet gives the players a particular type of challenge: how to avoid being tested. It is not necessary to have one “boss” monster running the show. If your map is viewed as a flow chart. or how to cope when something goes wrong. re-envision your map as a flow chart if that’s the way you think.” Fill your mind with all the labels you’ve ever seen for game boards. underwater or in airless environment. hallucinations. 2) The map should be roughly divisible into areas with only one or two ways into each area. and the way in which the players will interact with it. you win (or escape. more difficult. areas of darkness. we’re once again talking about variety and diversity. success in a challenge depends on the character sheet’s numbers: saving throws. or take place in nondescript rooms. then you may want to build in more choices. think about adding some more spice to whichever combat has the most potential. For whatever reason. or that none of them involves an interesting tactical feature. you get there. However. or against a single foe. These standard-issue combats have the same purpose as comedic breaks in a horror movie: they re-set the tension level so that the next “big” thing has more impact. A showcase. the most important “rule” is that every adventure should contain some combat elements. or otherwise more memorable than normal. some alone. possibly weapons or movement also (underwater. Area where things of tactical value appear or disappear Areas where vision is unreliable. 133 . so is most of adventure design.” or “you can buy this property. Otherwise. or an adventure pitting the characters against the elements. if you will. saving throws do. Tying knots in a rope to climb a wall just isn’t the sort of thing that needs a random factor injected into it. or choose which hand a coin is in. or which player will play. the test of player skill is whether or not to take that chance in the first place (and how to improve the odds with gadgetry or other innovations). intelligence checks should not be used – it is the player’s intelligence that should solve problems. is where the exercise in player skill comes up. a saving throw is difficult to make. Saving Throw: Whereas ability checks are only linked to the physical characteristics of a regular person. The random factor is used to determine when the bridge falls. deciding whether or not to play the game. obviously. Flat chance: These sorts of challenges aren’t affected by the character sheet or anything else. dexterity and constitution. There’s just a specific chance per person that the effect will happen: whether the chance is 1 in 6 or a percentage is up to you as the referee. are generally the best scores to use for “ability checks.BASIC ELEMENTS OF ADVENTURE DESIGN Table 3-5: Challenges to the Character Sheet Die Roll Nature of Challenge Ability Checks: A situation requires the player to roll a d20 and score equal or lower than his character’s appropriate ability score. These sorts of challenges are often used when the players are deciding whether or not to risk something like walking over a rickety bridge. NOTE: in general. Keep in mind that at lower levels. curtain #2. but challenges like this add spice to the game. Strength. Sometimes.” Avoid using ability checks when a situation isn’t high tension or difficult. Ability checks don’t take the character’s level into account. 01-25 26-50 51-75 76-00 134 . play a game of blackjack or a game of craps. So. or curtain #3? There’s no skill involved here. some challenges are challenges to the character’s experience. Do you pick what’s behind curtain #1. Random Selection: having the player pick a card from a set of five.BOOK THREE: DUNGEON DESIGN . the physical attributes of the character. the flat chance die roll isn’t the test of player skill. Even the best-designed adventure in the world will fail on a critical level if the players finish the adventure with no sense of ever having understood what the hell was going on. MYSTERIES AND CLUES The Concept of Mystery in a Dungeon Adventure As a starting point for the discussion of dungeon design. and Important. But an adventure doesn’t just develop in terms of area explored or monsters killed. what their names were. however. Distinction: Lairs as Opposed to Megadungeons Underlying Truth: The Backstory A backstory is the history of events that have taken place.BOOK THREE: DUNGEON DESIGN . so when the designer is struggling for inspiration in a particular area he can dip into the specific section or sections that seem to be the closest to what he’s looking for. and the tables in this section are all alternatives for each other – it doesn’t work to combine the results from more than one table in this particular section. Dungeon designing is such a vast topic that I’ve organized these conceptual clouds into topics. and the huge dungeons designed for an almost infinite number of game sessions (which I call a “megadungeon. This mode of organization loses a bit of the lightningstrike power of joining together utterly dissociated concepts. it might seem strange to begin with the concept of mysteries and how to evolve what the players know about the dungeon. because you’ll need something for these clues and rumors to be about. what happened to them. 135 . it also develops in terms of the players gaining more and more information about the situation and the location. For many designers. There are several approaches to creating a backstory. and why the megadungeon eventually became the province of deadly monsters instead of the original creators and delvers. my objective is to provide creative sparks for adventure design by pressing lots of concepts and elements into the reader’s mind so that the creative subconscious can make sudden. you should keep in mind that anything in here relating to the extent and size of the dungeon may generate an area that is too large and too empty for a faster paced. but make no mistake – it is intensely satisfying to the players if they gain more understanding about things. new combinations of them. There are basically two types of dungeon adventures: the short ones where a mission can be accomplished and finished within a small dungeon (which I call a “lair”). A First. mission-oriented type of adventure.” Most of the tables in this book are applicable to both types of dungeon adventures. both significant and trivial. but I think it ultimately makes the book more usable.DESIGNING A DUNGEON ADVENRTURE Part Two: Designing a Dungeon Adventure Introduction to Part Two In keeping with the rest of this series. Backstories are necessary in order to generate clues and rumors about the dungeon. it is highly rewarding to the players if they get scraps of information about who lived in the place. if you are designing a mission-oriented lair adventure. Even in a megadungeon type of adventure. Sometimes this knowledge has no practical application in game terms. knowing the backstory of an area is also a strong spur to creativity. with effaced murals of the Azons.BOOK THREE: DUNGEON DESIGN . definitely the idea that religious powers might be involved. the same backstory elements could be Examples of Item-based Backstories used to build a dungeon history in which an individual is trying to claim that he is a member of a powerful family. just to illustrate how flexible this table can be. with the additional factor of family identity. possibly some sort of theological dispute. one might get a result of: “A statue or idol was introduced in order to cause a problem. is that the thing was introduced into the dungeon. he should do it by boat. is to look at these results from a completely different direction than the examples above. and there is some sort of convocation called in which the idol is called upon to resolve the question. broken statues. or a murderer. and another family challenges this ancient tradition. and the only matter to resolve is what sort of problem a statue might cause for family identity. but an ancient statue in the dungeons shows an older Zaun standing next to a younger Zeon. Clearly. etc. Argos Azon was born before Zaun Zeon. As a more major element.DESIGNING A DUNGEON ADVENTURE Big-Picture Backstories Table 3-6: Why an Adventure Location Became Dangerous Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Why the Adventure Location Became Dangerous . So in this case. and a few scraps of paper about which son was older. the backstory can directly give you an idea not just about the dungeon’s history. you might decide that the benevolent and kindly Azon family was displaced by the evil and sinister Zeons. someone provided the statue in order to cause problems. Since there is an old statue of some family member who looks almost exactly like the roguish newcomer.I f you aren’t Looking for a Specific Timeframe (d100) 1000 years ago 100 years ago 100 years ago 100 years ago 100 years ago 100 years ago 10 years ago 10 years ago 10 years ago 10 years ago 10 years ago 1 year ago 1 year ago 1 year ago 1 year ago 1 year ago 1 month ago 1 month ago 1 month ago 1 month ago Inhabitants mentally and physically altered In connection with magical research Using Table 3-7. perhaps he launches a recovery mission – and if he’s a pirate. Perhaps the priesthood in a deep subterranean community (possibly not even human) is hereditary. On the other hand. According to the Azon branch. There are various possibilities that can be generated solely from that one entry: The title to ownership of a castle (with the dungeons underneath) was contested between two members of a family.Factor Number Two (d100) In connection with an ancient curse In connection with savages In connection with rampaging non-human tribes In connection with a dispute between powerful monsters/ individuals In connection with something unexpected being unearthed In connection with forbidden knowledge In connection with unexpected facts being discovered In connection with a disease In connection with a strange belief In connection with promises made by a powerful being In connection with the use of strange substances In connection with the discovery of valuable substances After contact with sinister beings After a religious or philosophical dispute After strange omens In connection with excessive pride and hubris In connection with the theft of an important item In connection with black magic In connection with a war When . the Azon branch and the Zeon branch.” The question is how to dream that into the history of a dungeon (or any other sort of adventure you might be planning). Here you’ve got an idea about what the mysterious statue does. An idol in the dungeon gives out oracles and signs. As minor elements. since we’ve got the tried-and-true dungeon standby of the statue. The easiest assumption.Factor Number One (d100) Inhabitants were changed Inhabitants defeated Inhabitants massacred Inhabitants abandoned place Inhabitants physically altered Construction (recent or ancient) was done Inhabitants changed beliefs Inhabitants mentally altered Original inhabitants departed the place The place became hostile to civilization The place became filled with traps or deadly barriers The place was shut off from the world The original inhabitants became decadent The inhabitants broke into two groups A cataclysm or natural disaster took place Poisons were used Deadly beings were made Leaders were slain or imprisoned Raiding began Why the Adventure Location Became Dangerous . The family cannot allow this because the person is a pirate. but some inspiration about the map itself! A third possibility. the family arranges to have the statue hidden away in the depths of a dungeon beneath their castle. right? That immediately gives you the idea of a river running through the dungeon map. you might introduce evidence of the battle into the dungeon. and all sorts of other possibilities… 136 . Since the outsider is a pirate. debt. murder. Was used in a rescue. or purchaser Was supposed to have been delivered here by thieves The Other Factor Involved (d100) A long-standing hatred or feud A new plan or change in direction A person with a false identity A physical accident An accident involving the timing of events An invasion. kidnapping. creator. needed to complete an important project here Was supposed to be created here. etc) 1 month 1 month 1 month 137 . showing off.DESIGNING A DUNGEON ADVENTURE Capsule Backstories Capsule backstories aren’t the story of a whole adventure location: they are smaller things that happened in parts of the adventure area. or by the verdict of one who judges. liberation. or showing power (possibly catastrophically) Calling in a favor. or reconciliation Rightful inheritance Was/were destroyed here Was/were stored here but now gone Preservation of tradition or status quo 1 month Sickness Unquestioning loyalty to a person or a cause 1 year 81-85 86-90 91-95 96-00 Symbol of authority Unusual animal (familiar. but the attempt failed or was interrupted Was supposed to have been delivered here by owner.BOOK THREE: DUNGEON DESIGN . intrusion. or against laws Was created here and remains here Was created here but is now gone Was introduced in order to cause a problem Was once. existing. Use one or the other of the two tables below – they generate similar results. Most likely. infestation. prize cow. or preservation). immortality. Table 3-7: Item-Based Backstories Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 Item (d100) Body or corpse Cargo Cattle or livestock Clue Evidence of crime Evidence of innocence Gold or jewelry Magic item Map Message or letter Monster Mysterious sealed container Ownership papers Religious item Ship or unusual means of travel Relationship to Location (d100) Allowed something to happen that never should have happened Arrived mysteriously Caused a tragic course of events here Could have changed the tragic course of events here Disappeared mysteriously Is/are stored here Prevented a terrible mistake at the last minute Was brought here against orders. Love affair When (d100) 1000 yrs 100 yrs 100 yrs 100 yrs 100 yrs 100 yrs 10 yrs 10 yrs 10 yrs 10 yrs 10 yrs 1 year 1 year 1 year 1 year 76-80 Statue or idol Was used here as the evidence (whether true or false) causing a person to No honor among thieves be killed by a mob. but use different methods for generating the results. the interesting tidbits that might or might not be usable by an adventuring party. by followers. incursion. or is now. healing. by associates. Undeath. or agreement Family identity Forgery Inability to act Insanity Living. or unwanted guest An unexpected transformation Bragging.) Vehicle (possibly with cargo) Weapon (siege engine. mascot. one of the tables will connect with your subconscious better than the other. release. against tradition. etc. sword. pet. or surviving longer than normal (longevity. Was used here for a crime such as arson. cheating. familiar. multiple forms. or multiple identities. or situation that is very dangerous to intruders The outcome is generally known and perhaps is even legendary. possibly macabre One who interprets laws of some kind. One with a sense of humor. or was the victim of one Gambling Lovers’ tryst Justice was served in an ironic fashion A Pyrrhic victory (victory that leaves the victor catastrophically damaged in some way) A Hobson’s choice (neither option is desirable) The outcome was absolutely the opposite of what one would have expected or could have anticipated The outcome left an unusual but valuable treasure behind The outcome created an item that is magical. location. significant. or where personal power was originally gained Place where person’s identity or appearance changes or was changed Place of guilt Place where the evidence of person’s secret is stored. or a rigged event The fuel for an event 10 yrs 10 yrs 10 yrs 56-60 1 year 61-65 Secret murderer or assassin Place where something (possi. ally. or might be very unusual or specific.DESIGNING A DUNGEON ADVENTURE Table 3-8: Person Based Backstories Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 Person Involved with Location (d100) Adventurer(s) Agent or diplomat Cleric or religious leader such as shaman Criminal/outlaw Intelligent monster Noble or leader Relationship of Location to Person (d100) Hideout Place of burial Prison Place of delivery Place of training Secret hiding place for possession(s) Place of auguries or receiving advice. pet. or to return things to normal The event was cunningly orchestrated by a third party The event was accidental and unintended 1 year 71-75 Place for friend. or an attempt to use it. Place where things are processed or changed Normal place of residence Place where things are grown Place where things are destroyed or deconstructed Last Important Event Involved Here (d100) Food. or known in legends or songs) One with control over the physical surroundings One who is known to help others. drink. 31-35 Magic-user (relatively weak) Gladiatorial type of contest 10 yrs 36-40 41-45 51-55 Messenger Saboteur Demon or similar creature Horrible thing Execution Singing or an unusual sound Treachery. Note: the advice could be quite mundane. resonance. steed. creation.BOOK THREE: DUNGEON DESIGN . concealed. such as financial advice. or otherwise very useful to a band of adventurers The outcome created an item. but exacts a heavy price One with a changeable nature. or something being eaten Music Murder Optional Additional Factor (d100) Someone or something knew more than it was expected to know An accident of timing Something had become impure or tainted When (d100) 1000 yrs 100 yrs 100 yrs 100 yrs 100 yrs 100 yrs Theatrical performance The person engineered a doubleor a faked event cross. but no one knew where it happened … until now. or cannot be removed Place where there is a source 1 year 76-80 1 year 81-85 1 month 86-90 1 month 91-95 1 month 96-00 A discovery The event involved secret knowledge 1 month or secret power – either an attempt to gain it. 138 . possibly a secret law One whose power resides in being believed by others Place whence communication is possible The escape of something or someone: History tries to repeat itself in this maybe the person. for some reason maybe someone (thing) else. or companion Place of birth. An assassination attempt An argument The completion of a promise or obligation Rendering of a judgment Long-awaited revenge The event was intended by someone to affect the person’s superior The event was intended by someone to establish the person’s power The event was intended to erase the effect of something.A surprising document bly the person) manifests itself (or other message) 1 year 66-70 Magic-user (powerful. this guy is probably either non-human or is in hiding. or other humanoids (violent. possibly a very unique one A giant. Table 3-9: Most Recent Use Backstories Die Roll Purpose of Area (d100) Created or Converted by Whom (d100) A Casanova or sex-addict. evil A wizard. or trophy room 11-12 Audience-chamber 13-14 Aviary 15-16 Banquet hall Lounge or common A wizard. evil A wizard. display 09-10 area. human or otherwise An ancient race of humans or a “superior” subspecies of humanity An ancient race of humans or a “superior” subspecies of humanity 59-60 Offices Offices or adminis61-62 tration 63-64 65-66 Oracle or divination Pantries or food storage 67-68 Prison 69-70 Privies Proximity to elemen71-72 tal substance: fire or lava 17-18 Barracks 19-20 Bath houses 21-22 Bedrooms 25-26 Casino 27-28 Chantry 29-30 Chapel 31-32 Cistern or well Closets. 33-34 small storage Proximity to el73-74 emental substance: An artificer of machines unusual air or gases Proximity to elemen75-76 tal substance: unusual An artificer of machines earth or gems Proximity to An intelligent “Lord” of a type of 77-78 elemental substance: vermin unusual water 79-80 Robing rooms 81-82 Scriptorium 83-84 Shrine 85-86 Smithies or forges 87-88 Stables 89-90 Study 91-92 Torture chambers 93-94 Training rooms 95-96 Waiting rooms Workroom for 97-98 wizard or other magic-using being 99-00 Workrooms for craftsmen An intelligent “Lord” of a type of vermin Ancient. this guy is probably either non-human or is in hiding. possibly with slaves of some type (you could roll again to see what sort of slaves) A giant. sinister. and this is a stronghold area or part of one. or evil) A demigod A demigod A demonic creature. forgers. or other non-violent crimes Criminal organization: thieves. In a dungeon. human or otherwise An alchemist. demi-humans. arsonists. and then to find out what it was converted into by later inhabitants. not evil An alchemist. not evil A wizard. Other possibility is that he owns the land above. sinister. or storage area 47-48 Kennels 49-50 Kitchen area 51-52 Laboratories 53-54 Library 139 . human or otherwise A Casanova or sex-addict. possibly a very unique one A group of traders A major political figure such as a king or prince. human or otherwise A collector of objects or animals A collector of objects or animals A constructed entity similar to an intelligent golem A cult or sect of humans. waxworks. A major political figure such as a king or prince. evil room Meditation chambers A wizard. horrific creatures that are best forgotten and hopefully aren’t still there Ancient. demihumans. demihumans. lockers. or evil) A cult or sect of humans. Other possibility is that he owns the land above. since it suggests a lot about the map. and this is a stronghold area or part of one. arsonists. not evil A wizard. or other humanoids (peaceful) A cult or sect of humans. forgers. demi-humans. or other humanoids (violent. not evil A wizard. In a dungeon.BOOK THREE: DUNGEON DESIGN .DESIGNING A DUNGEON ADVENTURE Original Purpose or “Most Recent Use” Backstories This table can be used twice: once to determine an area’s original purpose. evil Die Roll 55-56 57-58 Purpose of Area (d100) Created or Converted by Whom (d100) 01-02 Antechamber 03-04 Archives 05-06 Arena 07-08 Armory Art gallery. orchids or other) Granary. horrific creatures that are best forgotten and hopefully aren’t still there Band of powerful (relative to the dungeon level) adventurers Band of powerful (relative to the dungeon level) adventurers Criminal organization: murderous or violent Criminal organization: murderous or violent Criminal organization: thieves. This is the table I use most frequently for quick ideas. A notorious poisoner A notorious poisoner A powerful undead creature A powerful undead creature A shapeshifter or lycanthrope A shapeshifter or lycanthrope A wizard. or other humanoids (peaceful) A cult or sect of humans. or other non-violent crimes Intelligent vermin Intelligent vermin 35-36 Conjuring or summoning 37-38 Courtrooms 39-40 Crypts 41-42 Dormitories 43-44 Garden (fungus. ware45-46 house. or family Information about a major monster: how to avoid it Information about a significant monster: how to negotiate with it or keep it from attacking Information about a significant monster: what it is Information about backstory: what happened to make the place dangerous Information about backstory: who built the place Information about backstory: who lived here Information about backstory: why the place was originally built Location of a key Clues Clues are bits and pieces of incomplete information that the players (characters) perceive directly and must interpret. Location of a secret door Location of a trap Location of a treasure Table 3-11: Coded and Deliberate Messages Die Roll From Whom (d100) To Whom (d100) An enemy Content of Interest to Adventurers (d100) How to avoid or disarm a trap One who is 71-75 afraid for his life 76-80 A fugitive 81-85 Performer or artist Controller or powerful 01-05 figure in the location 06-10 Slave One who is 86-90 sick or on the A wanton hussy verge of death 91-95 An architect or engineer involved in construction How to find another important piece of Patron elsewhere information (such as a map or a diary) A friend How to open a trick door or secret door A person seeking Part of a map vengeance 11-15 Monster One who has been cursed 96-00 or influenced by spell A spy Why an unusual room is built the way it is 140 . 26-30 Religious leader 31-35 An Adventurer An employer 36-40 Second in command Another member of same racial group One who is believed dead One who provides supplies of some kind Protector in 41-45 adventure area One who is 46-50 hidden or guarded 51-55 Table 3-10: Types of Clues Die Roll 01-12 13-25 26-38 39-51 52-64 65-77 78-90 91-00 Type of Clue (d100) Coded message for a particular recipient (Table 3-11) A deliberately placed message left behind for any recipient (Table 3-11) A deliberate misdirection (Table 3-12) A direct vision or memory imparted to someone Evidence of a mechanism or the use of one Journals. It is best to make their solutions fairly obvious. the privy. or other personal records (Tables 3-18. It’s also obvious. or embroidered) 3) Written Information: clues and rumors that are recorded in some form Die Roll From Whom (d100) To Whom (d100) Content of Interest to Adventurers (d100) How to operate a piece of machinery (an elevator to another level. that the difficulty of the clue should correspond to the usefulness of the information it reveals. but most clues should be quite simple. 16-20 Prisoner An ally 21-25 Insane person A potential rescuHow to work a particuer (not necessarily lar trick most benefia rescuer of the cially person writing) Relative. and 3-20) Something that is an inherent part of the general decoration. clan member. you also rob the players of the same feeling of accomplishment – it’s fine to provide some hard clues that conceal really useful information. the potionbrewing machine. There are three ways the players in their guise as characters might encounter information: 1) Clues: things the characters see and must interpret 2) Rumors: things communicated directly to the characters (whether true.” And don’t do that! Die rolls used to substitute for players thinking and deduction will rob the players of the feeling of joy and accomplishment when they figure something out. I think. etc).DESIGNING A DUNGEON ADVENTURE Types of Information The following tables about information are not just for generating adventure ideas. it’s much more difficult to figure things out from the player side than one might think. they are for use throughout the adventure design process. or atmosphere The remnants of an event Someone held A historian or for ransom sage One who is 56-60 believed dead One who cannot write. diaries. the ghoul vats. if the clues are too difficult. etc). 3-19. the library. But on the other hand. environment.BOOK THREE: DUNGEON DESIGN . especially when you aren’t paving the way for them with things like “an intelligence check. a scribe was involved A person who was cheated A war leader 61-65 A skilled negotiator or possible intermediary A devoutly religious person or zealot A thief or thieves’ guild A wizard A healer 66-70 Location of a level change Location of a particular room being sought (the prison. the lava channels. architecture. incomplete. false. might be an interesting additional detail to develop Intended to throw off pursuers. Intended to protect someone’s reputation – either that of the person leaving the fake clue. the library. Intended to throw off pursuers. but the evidence points to the wrong direction unless a more subtle clue is found that clarifies things Not actually a deliberate misdirection. friend. etc). such as a journal Intended to hide other clues that reveal the truth. The nature of the pursuers and the pursued. might be an interesting additional detail to develop Not actually a deliberate misdirection. the lava channels. Intended to protect a stash of treasure that was left somewhere temporarily – and might or might not still be there (probably it should still be there. the rest false 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 141 .BOOK THREE: DUNGEON DESIGN . or that of a relative. as a matter of good gaming). Intended to protect someone’s reputation – either that of the person leaving the fake clue. such as a journal Intended to hide physical evidence of a crime or moral iniquity Intended to protect a stash of treasure that was left somewhere temporarily – and might or might not still be there (probably it should still be there. etc. or that of a relative. the privy. Location of a secret door Location of a trap Location of a treasure Part of a map Why an unusual room is built the way it is Nature of the Misdirection (d100) Created as part of a defense in preparation for a fight that was expected to take place (and might have already taken place) Created as part of a defense in preparation for a fight that was expected to take place (and might have already taken place) Created out of sheer malice Created out of sheer malice Intended to conceal a crime perpetrated by the person leaving the fake clue (the clue might even be altered evidence at the crime scene) Intended to conceal a crime perpetrated by the person leaving the fake clue (the clue might even be altered evidence at the crime scene) Intended to conceal a crime perpetrated by the person leaving the fake clue (the clue might even be altered evidence at the crime scene) Intended to hide other clues that reveal the truth. one leading to the right conclusion. and the reason for the pursuit. the ghoul vats. the potion-brewing machine. friend. etc). etc. but the evidence points to the wrong direction unless a more subtle clue is found that clarifies things One of several clues. and the reason for the pursuit. as a matter of good gaming). one leading to the right conclusion.DESIGNING A DUNGEON ADVENTURE Table 3-12: Deliberate Misdirections Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 Message Appears to Divulge (d100) How to avoid or disarm a trap How to find another important piece of information (such as a map or a diary) How to open a trick door or secret door How to operate a piece of machinery (an elevator to another level. The nature of the pursuers and the pursued. How to work a particular trick most beneficially Information about a significant monster: how to avoid it Information about a significant monster: how to negotiate with it or keep it from attacking Information about a significant monster: what it is Information about backstory: what happened to make the place dangerous Information about backstory: who built the place Information about backstory: who lived here Information about backstory: why the place was originally built Location of a key Location of a level change Location of a particular room being sought (the prison. the rest false One of several clues. to the surprise of his compatriots. the potion-brewing machine. Entire party simultaneously has a sudden vision in which they observe events but are not part of them – like the proverbial fly on the wall Entire party simultaneously has a sudden vision in which they observe events but are not part of them – like the proverbial fly on the wall Entire party simultaneously has a sudden vision in which they observe events but are not part of them – like the proverbial fly on the wall The character’s mind comes into contact with that of another living being. the ghoul vats. who can impart information but not answer questions The character’s mind comes into contact with that of another living being. from the perspective of one of the “characters” in the events remembered. The character cannot interact with the person in the vision Character has a sudden vision of a person telling another person about the events Entire party has a sudden vision in which events are symbolically represented. For example. but speaking and interacting with the dream is not under the player’s control – it is like being in the play Character has a dream in which he observes events but is not part of them – like the proverbial fly on the wall Character has a sudden memory “implanted” in his mind. For example.DESIGNING A DUNGEON ADVENTURE Nature and Information Content of Direct Visions and Memories Table 3-13: Content and Perspective of Direct Visions Die Roll 01-05 06-10 11-15 Information Content (d100) How to avoid or disarm a trap How to find another important piece of information (such as a map or a diary) How to open a trick door or secret door How to operate a piece of machinery (an elevator to another level. the lava channels. Location of a secret door Location of a trap Location of a treasure Part of a map Why an unusual room is built the way it is Nature and Perspective (d100) Character has a dream in which events are symbolically represented. with the nature of the animals indicating the inner nature of the people Character has a sudden vision in which he is one of the “characters” in the events shown. animals or objects might play out a drama that actually occurred between people. who can impart information and answer limited questions 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 142 . speaking and interacting under the player’s control during the vision. as if seen by an outside observer of the events (possibly this is the memory of an eavesdropper or spy) Character has a sudden memory “implanted” in his mind. animals or objects might play out a drama that actually occurred between people. etc). the library. etc).BOOK THREE: DUNGEON DESIGN . with the nature of the animals indicating the inner nature of the people Character has a dream in which he is one of the “characters” in the events shown. animals or objects might play out a drama that actually occurred between people. but speaking and interacting with the dream is not under the player’s control – it is like being in the play Character has a sudden vision in which he observes events but is not part of them – like the proverbial fly on the wall Character has a sudden vision of a person “telling” him about something. For example. How to work a particular trick most beneficially Information about a significant monster: how to avoid it Information about a significant monster: how to negotiate with it or keep it from attacking Information about a significant monster: what it is Information about backstory: what happened to make the place dangerous Information about backstory: who built the place Information about backstory: who lived here Information about backstory: why the place was originally built Location of a key Location of a level change Location of a particular room being sought (the prison. Character has a sudden vision in which events are symbolically represented. He might act out these actions in real life. the privy. with the nature of the animals indicating the inner nature of the people Entire party has a sudden vision perceived as if they are “characters” in the events shown. Character has a sudden vision in which he is one of the “characters” in the events shown. Each sees the events from the perspective of different people in the vision. The character can interact with the person in the vision and ask questions (probably a limited number. or the type of question is restricted for some reason) Character has a sudden vision of a person “telling” him about something. speaking and interacting under the player’s control during the dream Character has a dream in which he is one of the “characters” in the events shown. Betrayal: visual evidence of a betrayal is a bit hard to manage. Execution: there’s a dead body. or (depending on the adventure) the clue might be something like an opened entryway that was supposed to keep enemies out. Why did it happen? That’s not necessarily part of this clue. or some other sign that an execution took place. Operating machinery: whether the machine is a water channel or a piece of incomprehensible complexity. and probably an intention to stay. 31-40 41-50 51-60 61-70 143 . experiments. or the presence of a gas trap. Indicates presence of water nearby. but if it’s just a random piece of “dungeon dressing. 61-70 71-80 81-90 91-00 Part of Decorations Sometimes. unless a mirror or some other magical device recorded the event for posterity. Recent painting or carving: some sort of decoration has been added. big chair”). fish bones.” then you’ve missed a good chance to convey information to the players for future use (or further knowledge about the location and events there). boats. Fire: why was there a fire? An execution. and who is responsible? Does it indicate that the ceiling above the party’s heads is unstable. or other such evidence. or diving equipment. or it has been cleaned out and a lot of rock is missing. or a stake with scorch marks around it. and might be the lair of some small monster Pockmarks or corrosion on wall or floor: can indicate monsters that use acid. or a skeleton hanging from a noose. Beware. They can be faucets for gas. Other written evidence can be a letter in which the agreement is mentioned or is obvious. or there are signs that it once was. arson. and in some cases the evidence of spell casting. trapdoors.BOOK THREE: DUNGEON DESIGN . They indicate borders and boundaries. broken boats. Cave-in: either the area is completely blocked. and may disclose the nature of the creatures that put up the sign. a statue (“that sword in his hand looks like the one we found earlier”). presence of a secret door. Remnants of an Event Table 3-15: Type of Event Leaving the Clue Die Roll 01-10 11-20 21-30 Type of Event (d100) Agreement or treaty: the obvious evidence of a treaty or agreement is the document itself. Keep in mind that paint might be covering or concealing something. if it was the sort of agreement one writes down. or fire fighting? Perhaps there is a secret door at the waterline used for access to the sea or an underground lake. Possibly an aquatic monster once lived here. fishhooks. evidence of a fire-using monster? Does it reveal the location of a trap. unfortunately. Why did the area cave in. Aquatic tools: this includes fishing nets. buoys. if it’s operating then someone turned it on and maintains it. Putting clues into decorations just doesn’t really translate into a random generation table. and chairs can be trapped. A letter is one way of accomplishing this kind of clue. Possibly the ceiling is about to open and flood the chamber while the adventurers are looking around. They might also indicate clues about who is being warned away. or might be as primitive as a skull on a post. what might it hide. Battle: battles and combats are usually evidenced by the presence of broken arrows. Warning signs: these might be painted “Keep out” signs. might function as a keyhole or contain buttons. does it show that combustibles were stored here. This could include a waterline stain. really. Furnishings and carpets: if an ancient area has new carpeting. seashells in a dry area. someone is nearby. information can be gained by looking at a portrait (“hey. presence of oozes. or does it reveal something else? Flooding: an area is full of water. does it indicate that the enemies around the corner have rigged explosives. Carpets can conceal other clues. and even furniture (“that is a really. or counterweights. might be vents for the functioning of a trap. Scratches on walls or floor: can evidence presence of the moving parts of a trap. and you have a good clue.DESIGNING A DUNGEON ADVENTURE Evidence of Mechanism or Use Table 3-14: Evidence of Mechanism or Use Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 Type of Evidence (d100) Cleaned room: evidences recent use. Note that wooden structures can also collapse. A corollary question is why this particular sort of decoration was chosen and whether it indicates the type of creature that chose it. isn’t that a map she’s holding?”). possibly bloodstains. and statues can also be used to conceal doors. or removal of evidence Presence of tools: indicates recent use and possibly presence of something the tools are intended to be used on (this thing might be hidden). or something that has been dragged from one place to another Holes in walls or floor: these might be marks from impact (possibly from a trap or portcullis). and holes in the floor. This obviously indicates recent use of the area. Why was the area underwater? To kill people? To store water for drinking. or does it mean that earth elementals are rampaging in the area? Add some details. BOOK THREE: DUNGEON DESIGN . Diary. An alchemist’s notes to self will be very different from a sergeant’s or a jailer’s. the privy. etc). Table 3-18: Nature of the Writing Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 Nature of Written Clue (d100) Accounts and financial records Book. Or. such as a love letter. the lava channels. the potion-brewing machine. etc) Recent observations by curious people Someone who slept with prior adventurer in the area Table 3-17: Information Content of Rumors Continued Die Roll 71-75 76-80 81-85 86-90 91-95 96-00 What is Disclosed? (d100) Location of a particular room being sought (the prison. and it could include scratches left on the wall by a prisoner. or Written Account The nature of a written clue often determines the sort of information content it might provide. and rumors aren’t necessarily always found on a conveniently dropped piece of parchment. for example) you’ll have to get a bit creative about what it might reveal. Imprisonment: evidence of imprisonment could include a skeleton chained to a wall or in a cell. we’re probably talking dead bodies. Location of a secret door Location of a trap Location of a treasure Part of a map Why an unusual room is built the way it is Written Information Written clues. instead of the sort of markings left by a mechanical device. religious tract Dossier of information about someone Family tree and/or genealogical records Graffiti Inscription on goblet. with clues such as a coded love letter. How to work a particular trick most beneficially Information about a significant monster: how to avoid it Information about a significant monster: how to negotiate with it or keep it from attacking Information about a major monster: what it is Information about backstory: what happened to make the place dangerous Information about backstory: who built the place Information about backstory: who lived here Information about backstory: why the place was originally built Location of a key Location of a level change Journal. the writing is purely for the writer’s use (recipes or notes to self. the ghoul vats.DESIGNING A DUNGEON ADVENTURE Table 3-15: Type of Event Leaving the Clue Continued Die Roll 71-80 81-90 91-00 Type of Event (d100) Functioning of a trap: this is also covered in evidence of mechanism or use. on the other hand. it could include written records of a jailer. or the smell of a distinctive perfume somewhere it isn’t supposed to be. The identities of the lovers might not be apparent until this clue is connected with another clue. If. These are just a few of the more obvious examples. Table 3-17: Information Content of Rumors Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 What is Disclosed? (d100) How to avoid or disarm a trap How to find another important piece of information (such as a map or a diary) How to open a trick door or secret door How to operate a piece of machinery (an elevator to another level. reference Book. Recipes can reveal a lot. or a rumpled and recently vacated bed. Here. or other item Journal Legal documents concerning a dispute Letter 144 . or it might be relatively subtle. jewelry. If the writing is some sort of correspondence. Lovers’ tryst: evidence of a lover’s tryst might be quite blatant. Take a look at the section on written tricks for some ideas about unusual writing surfaces and writing methods. Table 3-7 (Coded and Deliberate Messages) can be used to generate some details. Rumors Table 3-16: Relation of Source to Rumor Die Roll 01-08 09-16 17-24 25-32 33-40 41-48 49-56 57-65 66-74 75-83 84-92 93-00 Source or Nature of Rumor (d100) Account of ancient expedition contained in book or archives Ancient riddle Ancient warning Area is taboo or forbidden Generally known legend or story Generally known prophesy Hireling with previous group of adventurers Minstrel who spoke with prior adventurers People who heard prior adventurers bragging in tavern Recent events (strange deaths. vice versa if you’re starting with a piece of information you want to convey to the players. warnings. etc). since they may mention supply sources or contain instructions for where to get ingredients. the library. issuance of a noble title. most likely) 69-70 Membership in a guild or organization 71-72 73-74 Partnership in a seafaring ship 75-76 Partnership in a smithy 77-78 Partnership in a tavern 79-80 Partnership in proceeds from an unusual cargo 81-82 Partnership in proceeds of a cargo about to set sail 83-84 Patents of nobility. issued by some criminal organization. or to mine in that area Exclusive rights to rent collected from a particular building for a particular length of time. to commit a 01-02 particular crime once. and/or proselytize in a particular area 57-58 Exclusive rights to trade in a particular commodity 59-60 61-62 Fishing rights 63-64 Hunting rights 65-66 IOU: any bearer can collect the debt after a certain date 67-68 IOU: only the named bearer can collect the debt after a certain date Partnership in a dungeon exploration (division of loot and basic plans. issued by a noble or legal authority. or papers of citizenship in a town or city (or even in a dungeon. to commit and organize a particular sort of crime Table 3-19: Letter Contents Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Contents of Letter (d100) Birth or death announcement Demand for performance of a bargain Demand for repayment of money or a past favor Demand for surrender Financial information Gift of ownership documents Invitations Love letter Military situation Plea for help Request for information about an item or event Response to a plea for help Response to a status report or demand Response to a threat Scholarly question Secret information about enemy weakness Secret orders Status report from an inferior or superior Threatening litigation Updates on recent events in family 47-48 Exclusive rights to a bounty hunt 49-50 Exclusive rights to create a canal 51-52 Exclusive rights to grow a particular type of crop 53-54 55-56 Exclusive rights to minerals taken from particular area.DESIGNING A DUNGEON ADVENTURE Table 3-18: Nature of Writing Continued Die Roll 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Maps Military plans and orders Notes to self Ownership papers Receipts Recipes or instructions Stitched into cloth Treaty documents Troop movements Wall carving Nature of Written Clue (d100) Table 3-20: Ownership Papers Continued Die Roll Type of Ownership Conveyed (d100) 17-18 Deed to hilly area 19-20 Deed to house in city 21-22 Deed to house in town 23-24 Deed to isolated cottage 25-26 Deed to junkyard 27-28 Deed to manor house 29-30 Deed to mine 31-32 Deed to ranch 33-34 Deed to swamp area 35-36 Deed to tavern 37-38 Deed to toll bridge 39-40 Deed to toll road 41-42 Deed to warehouse and contents 43-44 Dungeon exploration rights 45-46 Exclusive right.BOOK THREE: DUNGEON DESIGN . perhaps) Table 3-20: Ownership Papers Die Roll Type of Ownership Conveyed (d100) A license. Exclusive rights to undertake religious activity. without prosecution 03-04 Deed to a building currently being used as a temple 05-06 Deed to castle 07-08 Deed to cottage in village 09-10 Deed to desert area 11-12 Deed to dungeon 13-14 Deed to farm 15-16 Deed to forested area 85-86 Title to a fishing boat 87-88 Title to a gem 89-90 Title to a piece of jewelry 91-92 Title to a ship 93-94 Title to a slave 95-96 Title to contents of a warehouse 97-98 Transfer of ownership of certain rooms in a dungeon 99-00 Wilderness exploration rights 145 . operate a temple. but by adding slightly more pressure the line will widen. not letters. The first trick is to alter the “normal” line lengths involved in drawing a capital letter of the alphabet – i. to the left or right 11-20 21-30 31-40 41-50 51-60 Put a dot above or below it Put a horizontal. E. 7. human stick figure. If they resemble letters too much. =. diagonal. Turn upside down. roll once on each column. the proportions of the letter.DESIGNING A DUNGEON ADVENTURE Generating Magical Symbols From time to time. The more ink your tool can deliver to the paper. square. directly below or next to the existing figure. 8. pointing left or right Put a second Basic Form below it. (2) human stick figure. Stretch normal dimensions and add curlicues if your rune is still looking too recognizable. An experienced artist would use a larger nib pen or a brush for this. lines of cross extending beTurn on side. 5.BOOK THREE: DUNGEON DESIGN . on top of. touching P. just to get a bigger final picture. or (6) arrow Shape (1d6): Eye. but can generate crappy-looking results until you get the hang of it. connect two random points in the basic form with a curved line No further modification 91-00 No further modification Keep in mind that the capital letters of the alphabet referred to in this table are meant to identify a set of basic line shapes. you may need to draw the picture of a rune or glyph that’s found on a dungeon door or stitched into a mysterious tapestry. making some lines thicker than others. T. One experiment for varying line widths can be done by going to an art supply store or a craft store and getting hold of an artist’s “crow quill” pen. 6 Letter of the Alphabet (capital) (1d6): A. Z. not letters. and draw a spiraling line starting from that point Put a wavy horizontal line beneath the figure or a wavy vertical line to its left or right 61-70 Letter of the Alphabet (capital) (1d6) M. but a crow quill is easier for a beginner because the small nib makes it easier to control ink flow. or curved line above or below it Attach a small circle to the top. tree. touching. Turn on side. flower. but it also makes it much easier to screw up. hand. W. upside down. connect two random points in the basic form with a straight line Add squiggly tail to one corner or edge at bottom. starting with the basic shape of the rune in column 1 and modifying it as described in columns 2 and 3. 4. lines of cross extending beyond diamond’s edge. These are basic starter-shapes. upside down Then: (d100) Put a dot next to it. This table allows you to create mystic sigils. counterclockwise yond edges of circle. (4) circle with cross superimposed. U. with a very narrow nib. (2) star. N. (3) +. upside down. the line is extremely thin. your rune is going to look too modern and the elements of it will be too obvious. 3. Put identical figure next to it. or side of the figure Place a small circle next to. touching Put identical figure below it. When you are drawing a normal line. the cooler you can make your results. tower. or leaf. not touching Duplicate the figure. 146 . C. I. H. circle. A crow quill is a pen you dip in ink. There are some tricks to help you overcome this difficulty. diamond. K. if this results in no change. (6) hourglass shape Simple picture (1d8): Sun. L. or. Put a second Basic Form next to it. or triangle Letter of the Alphabet (capital) or number (1d6): Y. if this results in no change. (5) diamond with cross superimposed. (5) <. or. Q. Letter of the Alphabet (capital) (1d6) S. (3) crescent. Table 3-21: Generating Magical Symbols Die Roll 01-10 Basic Form of Symbol (d100) Symbol or number (1d6): *.. R. J. clockwise 71-80 81-90 Complex shape (1d6): (1) Star 5 point. D. or below the figure. The second trick is to draw the capital letter partly using straight lines and partly using curved lines. V. The third trick is to vary line widths in the rune.e. Start from one of the figure’s points or ends. Letter of the Alphabet (capital) (1d6) G. I definitely recommend starting with a crow quill – and they also have the advantage of being cheap. 9. This third trick generates more artistic and magical-looking runes. or F. touching. X. (4) >. crescent moon. bottom. or : Shape or symbol (1d6): (1) Devil face (very simplified). O. Change it in this fashion (d100) Mirror image. B. 6 point. pointing left or right Add squiggly tail to one corner or edge at top. DESIGNING A DUNGEON ADVENTURE Codes and Ciphers Codes and ciphers can be a great tool in an adventure. too.” “B” might be assigned to the number “1. and can be transliterated by anyone knowing that alphabet. 50. 2) A more complex form of cipher is to assign a number to each letter of the alphabet. the key would probably be necessary for players to be able to break the code – although it might be workable if (a) the players enjoy puzzles like codebreaking and (b) they know from somewhere that the nature of the code is to use words at intervals. or lose patience. but is relatively easy for the players to figure out if you label several innocuous rooms with the alphabet before presenting the players with an important piece of information.” and so forth. but if they are too difficult they can cause a big problem. 3) Letters can be substituted for other letters according to a key. B=2. 15. requiring the players only to figure out the transliteration. If the writer wanted to write AC in this cipher. From the standpoint of writing an adventure. In general. Table 3-22: Sample Alternate Alphabets English FutharkBased GreekBased EnochianBased English FutharkBased GreekBased EnochianBased A B C D E F G H I J K L M N A B C D E F G H I J K L M N a b c d e f g h i j k l m n A B C D E F G H I J K L M N O P Q R S T U V W X Y Z O P Q R S T U v w x y z o p q r s t u v w x y z O P Q R S T U V W X Y Z 147 .” A more complicated formula would not use the same interval.” and the rest of the letters would also be given numbers to represent them. this sort of cipher would be really annoying to the players because it’s simply too hard or too time-consuming to break without the key. 4) A message can be embodied in an innocuous communication using a formula like this one: “every tenth word is a word of the real message.BOOK THREE: DUNGEON DESIGN . The simplest version of this cipher would be to assign the numbers as A=1.” A stronger code might have a key to show the letter-to-number relation. these codes are extremely difficult to break without having a copy of the key. remember that what looks easy to the referee is probably a lot harder for the players to figure out. he would write CE. Tolkien fans or scholars of Norse might also be able to transliterate the Futhark-based runes of the first column. avoid ciphers that will take too much time to break. etc. Keep codes very. Some usable alphabets are shown below. 1) Shuffle the letters of the alphabet forward or backward by a specific number (this is called the “Julius Caesar Cipher”). Four different types of codes/ciphers are described below. 30. and provide the key somewhere in case the players can’t figure it out. If you don’t have the key easily available somewhere for the players to find. 41.” which is 2 letters forward in the alphabet. Each method can be used to generate a variety of actual codes. very simple if the players are actually supposed to decode them. Ignore all other words. C=3. “ABC” in this code would be written as “123.” In this case. “A” might be assigned arbitrarily to the number “5. Note that the second column is (pretty much) the Greek alphabet. then the letter “A” would be written as “C. Alternate Alphabets as Easy Codes An additional form of code is simply to use a different alphabet for normal writing. This approach adds mystery into the dungeon. Example: if the shufflenumber is 2. Such a key might read as follows: “the words of the message are words number 10. The letter “C” would be written as “E. Hebrew. Thus. it’s worth mentioning that the best description of how to write archaic riddles can be found at http://catb. It’s not necessary. has four legs.” And its iron-shod feet make sparks when they strike stone. Hieroglyph fonts.html.BOOK THREE: DUNGEON DESIGN . a mane. and pictograms are also good if you don’t want to provide any clues by using letters with similarities to their modern equivalents. man’s throne. but the impact is far better. 148 . This is a brainstorming step. such as.” Making the letter “e” recognizable will go a long way toward making an alphabet code easier to decipher. carries a rider.DESIGNING A DUNGEON ADVENTURE There are a vast number of fantasy fonts available on the Internet that can serve as a code alphabet. “The Dancing Men. for example. If the site is still on the Internet. “Land strider. a horse is a land-strider. Many player will be aware that “e” is the most commonly used letter in the English language. A horse. The easiest way to create a riddle is to follow the steps below: Start with the answer you want.” Jot down the distinctive characteristics of the thing you’ve chosen as the riddle’s answer. The Autorealm Phoenician font used in the above table is one of these. org/esr/riddle-poems. sparks fly when I step to stone. remember that what looks easy from behind the referee’s screen is actually a lot harder for the players to figure out. has hoofs. For example. and NEVER make solving a riddle the only way for the players to proceed all the way through an adventure. It is good planning to have the solution available somewhere else in the adventure. taken from the Autorealm mapping site. a tail. so I don’t recommend these. Consider ways of describing these characteristics in a vague or poetic manner. Script fonts that connect letters are much harder to decipher. Because a person sits on it. etc. “horse. Generating Riddles Just as with codes and ciphers.” Take a shot at putting a rhyme or two into the riddle. it can be “man’s throne. since this knowledge was well disseminated in the Sherlock Holmes story. since the players won’t know where one letter ends and another begins. write down everything you can think of. on the other hand. because you will probably be writing notes about each circle and line before you move on to creating a real map. in which the designer has a bit more influence over the process as it develops. and go directly to Table 3-23 to generate ideas for the transition into a new area. it would be better to provide some connection between the elements instead of presenting them in isolation. but they are actually intended to be used separately. Table 3-37 generates the general layout of a set of rooms and chambers. The dungeon is divided into areas. Table 3-79. At its best. There are a couple of quick ways to get ideas for “what comes next. Perhaps as importantly. Once that’s done. is designed to direct you back into the tables – it is like a master table for jumping randomly into the tables. In other 149 . The Concept of Dungeon Areas A dungeon “area” is a set of rooms (or chambers. Even if the designer is initially looking for an isolated element. the players themselves gain a sense of excitement when they realize they have discovered a new area of the dungeon. dividing the dungeon map into such segments allows you. undifferentiated whole. a somewhat better way of creating a dungeon map. it allows you as the dungeon designer to integrate your own creative processes more easily into the overall pattern of random results as that pattern develops. go to Table 3-37 to see what’s on the other side of the transition area. and Table 3-79 is for use if you want to treat this whole section as a grabbag of tables instead of a step-by-step process. the connections themselves might serve as an independent source of inspiration. In other words. and note that all down next to the line. Table 3-78 offers general ideas for what might come next in a dungeon. Transitions Between Dungeon Areas (The Connecting Lines) Each line on the dungeon’s chart of areas is a “transition. and it can certainly provide you with flashes of inspiration.” Starting wherever you need some inspiration (the edge of your existing map). There is. Roll for each transition line on your chart. or caverns) that are separated from other groups by only one or two connections. the dungeon map is “granular. rather than being a single. without many references to the tables.” made up of distinct pieces.” Roll for the arrangement of the areas on the chart below. Table 3-78 is for use if you’re feeling pretty creative. Holistic Dungeon Generation Every method I have seen for generating random dungeon maps is a linear “walk” through the dungeon’s passageways.” that can be as simple as a door or as bizarre as a teleportation device. The third alternative is just to browse through the tables until something catches your eye as an interesting idea. and each area is connected to others by a “transition. Another possibility is to jump all the way down to Tables 3-78 and 3-79 and see which one of them you like best (these two tables are similar but alternate methods). it’s a bit irritating to be faced with an entire dungeon-generation system. and can be used to generate the shape and sizes of those areas. determine if there is a trick associated with it.BOOK THREE: DUNGEON DESIGN . and I decided that as a creative tool. and because the areas are segmented. with the dice generating whatever comes next beyond the last element you generated. the square box is the starting area. words. however.THE MAP The Map Introduction The various sections of this part of the book are organized in the context of a random dungeon generator. This sort of method isn’t completely horrible if you’re pressed for time. as the designer. It is much easier to work several different ideas into a dungeon level when there are naturally existing borders to separate one idea from the next. Dungeon Areas Arranging the Areas The first step in designing a dungeon holistically is to create the arrangement of the areas (groups of rooms) and their connections. when you are looking for a bit of specific inspiration about some feature in a dungeon you aren’t generating randomly. It is a good idea to sketch the resulting diagram (or one you create) onto a full sized sheet of paper. The dungeon level has regions. this means you won’t have to erase big parts of the map as often as you do when using a linear generator. There are several reasons for constructing a dungeon map in this fashion: the small number of connections makes each one tactically important for escape route and ambushes. Q uick Inspiration If what you’re looking for is just a quick inspiration for “what comes next” in an existing dungeon. to apply your different creative inspirations in small bites. The lines are the transition areas. The other possible way of organizing them was alphabetically. and the circles are areas found beyond the starting area. At the very least. or zigzags Pillars in random locations Carvings on walls Mosaic or patterned floor Die Roll 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Unusual Features of Corridor (d100) High ceiling Large grates in floor Strong air drafts or even wind Dips through short underwater area Unusual temperature (hot/cold) Holes in walls Blocking line of thin pillars or bars 2ft apart blocks carts. ** Hazard tricks are found in Table 3-92 *** Determine nature of trick on Table 3-81 Table 3-24: Corridor. roll to see if there is a more complex trick involved in the transition*** (d100) 5% 5% 5% 5% 5% 5% 5% 5% 5% 5% 0% 5% 5% 10% 5% 0% Die Roll 01-10 11-20 21-30 31-40 41-44 45-48 49-52 53-56 57-60 61-65 66-75 76-80 81-82 83-85 86-90 91-00 Corridor. well-finished Naturally occurring (cavern) Same as connected area 10ft 10ft 20ft or more Same as connected area Height (d100) Crawlway Unusual Features (d100) None None Roll once Roll once Roll twice Table 3-25: Corridor. normal Door. with turns or curves Door or archway. concealed. secret. 50% chance to dead end after 1d3 turns/curves. the chance of a simple trick is 75%. straight (or almost straight) Corridor. For all other results for transitions to a seventh area. short Nature of Transition* (d100) Corridor.THE MAP Table 3-23: Transitions Between Dungeon Areas Chance of Hazard Trick Added to This Type of Transition** (d100) 20% 20% 10% 0% 0% 0% 0% 0% 10% 10% 5% 10% 25% 0% 10% 0% If there is no Hazard Trick. turns. add +20 to the die roll. concealed. and 50% chance to terminate in a room after 1d2 turns/curves Bridge over river or chasm Door. If the result is a normal door (including secret and concealed normal doors) then there is a 100% chance of a complex trick being associated with it. secret.BOOK THREE: DUNGEON DESIGN . normal Door. unusual mechanism Door. long. and if there is no simple trick then the chance of a Complex Trick is 100%. treating any result over 100 as an architectural trick. large objects Tube or pipe rather than corridor Trap Monster lair in corridor 150 . Unusual Features of Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 Unusual Features of Corridor (d100) Pillars down center Half-pillars in side walls Crumbling or unstable Murals or mosaics on walls Alcoves Slopes up or down Several short twists. long. rough hewn Excavated. mules. Basic Description of Die Roll 01-20 21-40 41-60 61-80 81-00 5ft 10ft 10ft 10ft 20ft Corridor Width (d100) Construction (d100) Same as connected area Excavated. long. normal Door. unusual mechanism Waterway connection Partially submerged corridor Teleportation System of corridors in which some go under others (or just a corridor that goes under part of an existing area to reach the new area) Architectural Trick (see Table 3-84 or Table 3-85) * If the Transition is to a special seventh area. unusual mechanism Corridor. with 1d4 side passages. these might actually be hard to squeeze through. or person. Table 3-28: Archway. Distinctive Elements Die Roll 01-10 11-20 21-30 31-40 Carved (d100) Abstract shapes Animals Gargoyles Glyphs (see Table 3-21) Plants Draped (d100) Cloth curtain (regular cloth) Hide or leather curtain Large (d100) 15ft at top 20ft at top Multiple (d100) Double arch (pillar at middle) Double arch (pillar at middle) Double arch (pillar at middle) Triple arch. Archway is a circular opening in the wall Triangle-topped arch White Green Strands of beads form 20ft at top curtain Bells 20ft at top 41-50 Twine or ropes form curtain (possibly with 20ft at top weights or bells at the ends) Cloth curtain. or grate Blocked by bars (horizontal or vertical). Double arch (pillar at middle) Triple arch. Yellow 61-70 71-80 Skulls Faces Bones tied together in 30ft at top strands form a curtain One or more skulls 30ft at top hang from top of arch String or leather thong crosses the archway horizontally. embroidered or velvet Half-octagon Red 51-60 Flowers 30ft at top Quadruple arch (three pillars). If the hallway is Wider than it is tall of normal width. portcullis. central arch shorter than side arches (two pillars) Archway is an oval-shaped opening in wall Archway is triangular opening in wall Opening in the wall is shaped in the outline of an animal. there is presumably some sort of archway. portcullis. so when an “archway” appears on a table or gets marked on a map it’s because there is something unusual. or turtle shells are connected into strands to form curtain Brown Purple Representation (roll on the carvings column to see what is painted) Repeating shapes or a pattern 81-90 Monsters 40ft at top Double arch (pillar at middle) 91-00 Message in words 40ft at top Double arch (pillar at middle) Extremely narrow 151 . Archways Roll on whichever column of Table 3-28 was indicated by the roll on Table 3-27. central arch taller than side arches (two pillars) Odd Shape (d100) Gothic (or rounded if most of the arches are gothic) Painted (d100) Blue Short arch has less than 5ft clearance Black at top. equal heights (two pillars) Triple arch. or distinctive about it. secured by eyehooks at waist height Multiple animal pelts. shells.THE MAP Table 3-26: Bridges Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Bridge Material (d100) Stone Rope and wood Wood Glass Iron Bronze Floating disks Stepping stones Tree or log Vines (possibly living) Unusual Feature (d100) Invisible Slippery and/or sloped downward Tilting Broken Crumbling or dilapidated Statues or carvings Sways or flexes Illusion involved Upward sloping Rotates Table 3-27: Archway Master Table Roll 1d8 for archways within an area Roll 1d12 for archways connecting two significant areas of the dungeon Die Roll 1 2 3 4 5 6 7 8 9 10 11 12 Carved Draped opening Large Multiple arches Oddly shaped Painted Architectural trick Trapped (simple trap) Architectural trick and one other feature (roll 1d6) Trap (simple trap) and one other feature (roll 1d6) Blocked by bars (horizontal or vertical). monster. Opening touches the floor and is large enough to walk or crawl through. noticeable.BOOK THREE: DUNGEON DESIGN . or grate and one other feature (roll 1d6) Archway Doors and Archways Whenever a tunnel or corridor leads out of a room. but has an oddity (see appropriate column on Table 3-30) The door is like most other doors in the dungeon. Basic Description of Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Doors within a Dungeon Area (d100) The door is like most other doors in the dungeon. The door is like most other doors in the dungeon.BOOK THREE: DUNGEON DESIGN . doesn’t mean it can’t be unique. The door is like most other doors in the dungeon..e. The door is like most other doors in the dungeon. with no particular distinguishing features. with no particular distinguishing features. with no particular distinguishing features. The door is like most other doors in the dungeon. but is painted an unusual color (see appropriate column on Table 3-30) The door is like most other doors in the dungeon. or opened by means of a complicated method.” i. The door is normal. but has an oddity (see appropriate column on Table 3-30) The door is like most other doors in the dungeon. with no particular distinguishing features.. but has an Oddity from Table 3-30. not concealed. 152 . Doors Connecting Dungeon Areas (i. but is painted an unusual color (see appropriate column on Table 3-30) Roll for the door’s material and color on Table 3-30 Roll for the door’s Material and how it opens on Table 3-30 Roll for the door’s material and for an Oddity on Table 3-30 Roll on each column of Table 3-30 to get the description of a very unusual door The door has an unusual mechanism (Roll on Table 3-32) The door is a large double door (1d6 x10ft high). but is painted an unusual color (see appropriate column on Table 3-30) The door is like most other doors in the dungeon.THE MAP Doors Just because a door is “normal.e. This is especially true of doors that connect two major “areas” within a dungeon. The door is like most other doors in the dungeon. Normal Doors Table 3-29: Normal Door. The door has an unusual shape. with no particular distinguishing features. determined by rolling on Table 3-31. more significant) (d100) The door is like most other doors in the dungeon. with no particular distinguishing features. with no particular distinguishing features. secret. Roll for its Material on Table 3-30. The door is like most other doors in the dungeon. Unusual Shapes of Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Half circle Octagonal Oval shaped (75% taller than it is wide. possibly the door is quite high in the wall) Square Triangular (and might have to open on an angle if one side is not perpendicular to floor) Very tall and very narrow Wider than it is tall Unusual Shape (d100) Circular (part of one side would have to be straight in order to accommodate hinges) 153 . nose. bottom slides down Divides down middle. unless you have part of the dungeon level set somewhat deeper than the rest of the dungeon) Reached by steps upward (possibly only a couple. gauze.THE MAP Table 3-30: Normal Door. hinged top and bottom Divides at middle. 25% wider than it is tall) Reached by steps down (probably only a couple. hinges on both sides Drops into slot Hinged at bottom Hinged at top Iris valve Pulls Pulls Pulls Pulls Pushes Pushes Pushes Pushes Raises Revolves Slides Slides Turnstile Divides down middle. or mouth Unusual mechanism (roll on Table 3-32) Unusual mechanism (roll on Table 3-32) Table 3-31: Normal Door. hinges on both sides Dissolves Hinged at bottom Hinged at top Pushes Oddities (d100) Bells attached Bloodied Brand new Broken Creaks Dented Dog door Door knocker Doormat or sign Glows Glyphs Graffiti Hacked at Illusion Multiple locks Peephole Recently painted or wet paint Scorched Strange shape Trap Face imprinted upon Written trick Eyes.BOOK THREE: DUNGEON DESIGN . Unusual Features of Die Roll 01-04 05-08 09-12 13-16 17-20 21-24 25-28 29-32 33-36 37-40 41-44 45-48 49-52 53-56 57-60 61-64 65-68 69-72 73-76 77-80 81-84 85-88 89-92 93-96 97-00 Material (d100) Bronze Bronze Bronze Clay Copper Curtain (beads) Curtain (cloth) Flesh Iron Iron Paper. or lace Quartz Stone Stone Straw Thorns Tiles (mosaic) Tiles (movable) Wicker Wires or mesh Wood Wood Wood Wood Wood Color (d100) Black Blue Diamond pattern Green Grey Natural color Natural color Natural color Natural color Natural color Natural color Natural color Orange Purple Red Stripes Swirls Transparent White Yellow Natural color Natural color Checkerboard Splotches Pink Opens (d100) Divides at middle. top slides up. ” Just after the chime sounds Until the real door opens Then jump back Then run like hell But pull your hand back quickly Until the floor opens As hard as you can Until it aligns with the other side Until it lines up with the yellow marker – NOT the red marker To get it into the other socket To make it match the other side While the eye of the statue is closed In complete darkness From a distance Using a mental command Which is in the other room Out in the hallway Until the water-tubes connect Until the electrical arcs have started Then back away Then cover your eyes Until blood flows Until you have heard two clicks When it glows While standing on the pressure plate Until the other one makes a clicking noise Until the ticking noise stops To start the process Until the tubes fill with liquid In complete silence Very gently Until the illusion disappears And wait for three hours And then roll on this column (d100) 154 .BOOK THREE: DUNGEON DESIGN .THE MAP Table 3-32: Normal Door. Unusual Mechanisms for Die Roll 01-02 03-04 05-06 07-08 09-10 11-12 13-14 15-16 17-18 19-20 21-22 23-24 25-26 27-28 29-30 31-32 33-34 35-36 37-38 39-40 41-42 43-44 45-46 47-48 49-50 51-52 53-54 55-56 57-58 59-60 61-62 63-64 65-66 67-68 69-70 71-72 73-74 75-76 77-78 79-80 81-82 83-84 85-86 87-88 89-90 91-92 93-94 Roll on this column (d100) Rotate (clockwise) Rotate (counterclockwise) Lift up Push in Push up Push down Push left Push right Slide up Slide down Slide Pull Pull down on Pull up on Turn Turn around Remove Use water on Apply heat to Squeeze Close Open Replace Take weight off Put weight on Shake Twist Lower Cover up Shine bright light on Pry out Use a wrench on Use electric shock on Press on Apply pressure to Move Unfasten Lift and turn Press and then turn Disconnect Reconnect Hit Crank Don’t touch Touch Take pressure off Strike And then this column (d100) The Falcon head The King’s crown The Second button Each knob The shortest lever The entire keyhole The large flagstone The handle The serpent’s tongue The curtain rod The disk under the latch The hidden lever The doorknob The glass pane The carving on the bottom The gargoyle’s buttocks The middle face The rope The torch sconce The skull The statue The eye of the idol The blue stone The spiral thingy The knob The numbered dial The red pin The water valve The large gear The twisted wire The other door The floorboard The tripwire-looking thing The hook The eyeball The bell-pull The chain The triangular piece The faucet The carved hand The eye of the tiger The gem The loop The talking part The fig leaf The wheel The bolt Three times Forcefully Hard Slowly Quickly Carefully Until it clicks Until the keyhole appears Until the latch appears Until the latch opens Until the button pops up While the other door is closed At the indicated time While saying the word “Ni. Continued Die Roll 95-96 97-98 99-00 Roll on this column (d100) Uncover Rotate Spin And then this column (d100) The bladed apparatus The coupling The decorative wing-nut And then roll on this column (d100) To remove the magnetic force To make the stone rise To keep that obviously very bad contingency from occurring Waterways Table 3-33: Waterway Connections. ridden down.BOOK THREE: DUNGEON DESIGN . with numerous aquatic plants Water. muddy Water.THE MAP Table 3-32: Normal Door. or traversed in order to reach the new area Waterway (d8) Table 3-34: Waterway Connections. The pipe might be horizontal or vertical River blocks corridor or room. or broken through to reach connected area A tunnel or corridor is approximately waist-deep in water or other liquid River or other moving body of water powers a water-wheel or other apparatus which must be climbed. Unusual Mechanisms for . Nature of Liquid Die Roll 01-30 31-40 41-50 51-70 71-90 91-92 93-94 95-96 97-98 99 100 Description of Liquid (d100) Water. normal Water. destroyed. Waterfall must be crossed. with numerous fish or other marine life Water. crystal clear Sewage Goop of some kind Unnaturally hot or cold liquid (probably water) Liquid of strange color (possibly only water) Liquid of unusual smell (possibly toxic) Poison 155 . but there is a ford or causeway Lake must be crossed. Basic Description Die Roll 1 2 3 4 5 6 7 8 River blocks a corridor or room. deactivated. possibly broken or decayed if the dungeon is ancient) River runs through a pipe or tunnel with little or no airspace above the liquid. 1d6 x10ft across River runs through a tunnel and must be followed to reach the new area (50% chance of boats being docked for this purpose. Boats might or might not be available. but “What Happens When Functioning” is determined on the next column of this table. so don’t roll for that on the Architectural Tricks Table Roll for an Architectural Trick on Table 3-85. two-way Teleportation in groups. target point varies. medium to long “reset” period. and “What is Accessed” is the target of the teleportation. short “reset” period. short “reset” period. one at a time. Stepping into a Marked Area (roll on Table 3-95) Stepping into a Marked Area (roll on Table 3-95) Stepping into a Marked Area (roll on Table 3-95) Special Effect (d100) Apparent explosion. medium to long “reset” period. then vanishes 17-20 Figure leaves a dust shape behind after vanishing. medium to long “reset” period. then vanishes Glows with light. boom. but “What Happens When Functioning” is determined on the next column of this table. which then falls to floor as powder 21-24 25-28 29-32 33-36 Glitters or shimmers. and “What is Accessed” is the target of the teleportation. two-way Teleportation in groups. but “What Happens When Functioning” is determined on the next column of this table. but “What Happens When Functioning” is determined on the next column of this table. target point varies. two-way Perfect teleportation. determined randomly. teleports groups. Nature of Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Description of Teleportation (d100) Imperfect teleportation with error factor. one-way Perfect teleportation in groups. short “reset” period. one-way Perfect teleportation in groups. determined randomly. separates group to one or more target points. Devices and Special Effects for Die Roll 01-04 Teleportation Device (d100) Roll for an Architectural Trick on Table 3-85. one-way Teleportation in groups. teleports groups. teleports groups. then vanishes Horrible smell left behind after figure vanishes Lights flash and glitter in the air throughout a large area as figure vanishes 156 . two-way Perfect teleportation in groups. two-way Perfect teleportation in groups. coin into coin-shaped impression in floor. one-way Perfect teleportation. vanishes.g. and residual smoke 05-08 Earth-shattering Ka-boom 09-12 Figure appears to effervesce. teleports groups. short “reset” period. and “What is Accessed” is the target of the teleportation.. two-way Imperfect teleportation with error factor. one-way Perfect teleportation in groups. one at a time. medium to long “reset” period. two-way Perfect teleportation in groups.BOOK THREE: DUNGEON DESIGN . two-way Imperfect teleportation with error factor. so don’t roll for that on the Architectural Tricks Table Roll for an Architectural Trick on Table 3-85. medium to long “reset” period. medium to long “reset” period. medium to long “reset” period. medium to long “reset” period. and “What is Accessed” is the target of the teleportation. a few bubbles left behind 13-16 Figure distorts. two-way Perfect teleportation in groups. so don’t roll for that on the Architectural Tricks Table Placing a non-key item into a non-keyhole space. separates group to one or more target points. medium to long “reset” period. target point varies. separates group to one or more target points. one-way Perfect teleportation. determined randomly. E. medium to long “reset” period. determined randomly. target point varies. short “reset” period. but “What Happens When Functioning” is determined on the next column of this table. one-way Perfect teleportation in groups. or coin into statue’s mouth. short “reset” period. two-way Teleportation in groups. separates group to one or more target points. one at a time. and “What is Accessed” is the target of the teleportation. with flash. so don’t roll for that on the Architectural Tricks Table Roll for an Architectural Trick on Table 3-85. one-way Imperfect teleportation with error factor. short “reset” period. coin into slot. coin into collection plate. so don’t roll for that on the Architectural Tricks Table Roll for an Architectural Trick on Table 3-85. short “reset” period. short “reset” period. one-way Table 3-36: Teleportation. one at a time.THE MAP Teleportation Table 3-35: Teleportation. short “reset” period. one-way Perfect teleportation. ) Manipulating dials and levers into a particular combination Using a command word in a marked area Pressing a large button or pulling a big lever Stepping into an unmarked area Stepping into an unmarked area Stepping into an unmarked area Any speech in an unmarked area Following spoken instructions that come from thin air. like “take off your weapons. subside afterwards This ends the section on connectors and transitions between dungeon areas Defining and Developing Dungeon Areas This section of the book is about building and detailing small pieces of the dungeon map – whether or not you’re using the “Holistic Dungeon Generator. a statue. there are only three basic types of dungeon topography. or just decide what’s appropriate to the area. Roll for each area.” “pick up the key.” etc. Devices and Special Effects for .Continued Die Roll 37-40 41-44 45-48 49-52 53-56 57-60 61-64 65-68 69-72 73-76 77-80 81-84 85-88 89-92 93-96 97-00 Teleportation Device (d100) Stepping into a Marked Area (roll on Table 3-95) Stepping into a Marked Area (roll on Table 3-95) Arranging particular objects into a pattern (three stones into a triangle. then defining and developing the areas of the dungeon is the next step after generating the transitions between them. For this table. flagstone floors Mix of natural caverns and excavated rooms/chambers Topography (d100) 157 . “Rooms” includes caves and cavern chambers if the topography of the area is natural caverns. just disappears None. Area Details Roll for the number of rooms.BOOK THREE: DUNGEON DESIGN .) Opening a door or container Remaining in a specific area for a particular length of time Using command word in unmarked area Tripping off a trap-like mechanical trigger (see Complicated Trigger column on Table 3-127 for ideas) Use a physical key in a keyhole Special Effect (d100) None. just disappears None. just disappears Puff of smoke Puff of smoke Quiet popping noise Quiet popping noise Shrieking noise Slowly becomes transparent. etc. then vanishes Teleportation causes a strong emotion of some kind Teleportation causes hallucinations for a short period of time afterwards Teleportation causes several small displacements in space before figure actually teleports to the target Teleportation causes spastic movements just before figure vanishes Teleportation causes spinning of the figure as it vanishes The teleportation is painful Winds arise just before teleportation. Table 3-38: Rooms or Chambers in a Dungeon Area Die Roll 01-10 11-15 16-30 31-45 46-60 61-75 76-94 95-00 Total Number of Rooms (d100) 1 2 1d3+2 1d6+2 1d8+2 2d6 2d6+2 3d6+3 Rooms of Unusual Size (do not roll separately) 1 1d2 One (50%) or 1d3-1 (50%) 1d2 1d2 1d3 1d4 1d4+1 Table 3-37: Dungeon Area Topography Die Roll 01-20 21-50 51-90 91-100 Natural caverns Rough hewn through rock Excavated with cut-stone blocks or fieldstone brought in for walls and ceilings. or other source (the instructions could be anything.” “kick the cat. Area Topography Without getting into over-specific categories like the difference between lava tubes and limestone river-caverns. then use the indicated formula for Rooms of Unusual Size.THE MAP Table 3-36: Teleportation.” If you are using the Generator as a tool. 70ft x 70ft Square. 11-20 21-30 158 . 1d4+4 x10ft on each axis (roll twice) Room has a “plus sign” shape: roll twice for Normal Shapes and superimpose them Room has a roughly hourglass shape with “top” and “bottom” having a length of 1d6+3 x10ft Roll for Normal Shape. but remove a chunk 20ft x 30ft Roll for Normal Shape. 100ft x 100ft Rectangle. so all these arrangements can yield very different results (see the diagrams that follow the table). but add 1d2 side areas 20x30ft Roll for Normal Shape. and 1d6+6 x10ft for the length of the rectangle. 1d6x10ft on short axis Roll for Normal Shape. of course. A single connecting corridor has one or more “suites” entering into it. 50ft x 90ft Rectangle. of course. the rest of the rooms in the area are part of the suites. 70ft x 100ft Square. 80ft x 90ft Rectangle. 50ft x 150ft Rectangle. but most rooms will be connected to more than one other room). 60ft x 80ft Rectangle. Fit it so that the shape touches two or more edges of a rectangle with the following dimensions: roll 1d6+6 x10ft for the width of the rectangle. 80ft x 160ft Unusual Shape (d100) Ziggurat Shape 10ft wide at point. 60ft x 100ft Rectangle. Each suite is a self-contained group of interconnected rooms (each room is not. 80ft x 150ft Rectangle. 50ft x 100ft Rectangle.BOOK THREE: DUNGEON DESIGN . but most rooms will be connected to more than one other room). 80ft x 80ft Square. 90ft base Ziggurat Shape 10ft wide at point. Each suite is a self-contained group of interconnected rooms (each room is not. but most rooms will be connected to more than one other room). This table doesn’t specify the length of any interior corridors or which things are directly connected. but remove 2d4 chunks 10ft x 10ft Roll for Normal Shape. but add 1d4 side areas 20x20ft Roll for Normal Shape. 60ft x 60ft Rectangle. connected to all the others. but add 1d4+4 side areas. The rest of the rooms in the area are in suites entering into one of the corridor’s branches. 80ft x 100ft Rectangle. Table 3-40: Rooms of Unusual Size Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Shape (d100) Normal Normal Normal Normal Normal Normal Normal Normal Unusual Unusual Unusual Unusual Unusual Unusual Unusual Unusual Unusual Unusual Unusual Unusual Normal Shape (d100) Square. Roll on the table below to determine the abstract description of how the rooms are arranged. 10ftx10ft Roll for Normal Shape. 70ft base Right Triangle H: 1d4+3 x10ft. but cut one end into a ziggurat with a 1d3 x10ft “point” Arrangement of Rooms/Caverns Within the Area Arranging the elements of a dungeon area is the most difficult part of the process. Each suite is a self-contained group of interconnected rooms (each room is not. connected to all the others. of course. connected to all the others. 50ft x 80ft Rectangle. Table 3-41: Arrangement of Rooms/Caverns Within an Area Die Roll 01-10 Arrangement (d100) A central room has one or more “suites” entering into it.THE MAP Table 3-39: Normal Size Rooms/Caverns Die Roll 01-20 21-40 41-60 61-80 81-00 Shape and Size of Rooms (d100) Rectangle 20 x 30ft Rectangle 20 x 40ft Square 20 x 20ft Rectangle 30 x 40ft Square 30 x 30ft Shape of Caverns (d100) Roughly a regular oval Kidney-shaped Narrows a bit at center Widens a bit at center Narrow oval shape Size of Caverns (d100) Fit the room shape so that it touches two or more edges of a square of 40x40ft Fit the room shape so that it touches two or more edges of a rectangle of 40x60ft Fit the room shape so that it touches two or more edges of a square of 30x30ft Fit the room shape so that it touches two or more edges of a square of 50x50ft Large cavern. 60ft x 70ft Rectangle. but cut one end into a triangle with a base of 30-40ft (right or equilateral as you choose) Circle 1d6+4 x10ft diameter Diamond Shape. the rest of the rooms in the area are part of the suites. 90ft x 90ft Square. 80ft x 110ft Rectangle. A main corridor branches into two (either as a Y or a T shaped junction). B: 1d4+3 x10ft Equilateral Triangle H: 1d3+4 x10ft Circle 1d4+4 x10ft diameter Octagon 2d6+2 x10ft across (regular or irregular) Rectangle 40ft x (1d6x10 +100ft) Pentagon 2d6+2 x10ft across (regular or irregular) Oval 1d6+4 x10ft on long axis. 50ft x 70ft Rectangle. 70ft x 80ft Rectangle. it surrounds an internal area).THE MAP Table 3-41: Arrangement of Rooms/Caverns Within an Area . or rectangle (i. and the other half enter onto the outside wall of the corridor. Rooms may interconnect directly with each other. the table merely suggests the relative relation of the rooms. straight. with a roll of 21 for Arrangement: “A single connecting corridor has one or more “suites” entering into it. having 2 rooms of unusual size. central corridor that makes one or more turns along its length Sample Diagrams of Identical Table Results Each arrangement of rooms described in Table 3-41 affords tremendous flexibility.” Two central rooms are connected to each other by a corridor. circle. About half the rooms are enclosed by the corridor. and the surrounding corridor might make turns along its path before closing the “circle. The internal area need not be completely filled by the rooms.. Connecting corridor forms a square. it surrounds an internal area).. or rectangle (i. 4 examples of areas with the same result: 2d6 rooms (and then a roll of 8 for the number of rooms).BOOK THREE: DUNGEON DESIGN . All rooms are inside the enclosed area. circle. central corridor All rooms enter onto one central room (probably a room of unusual size. if one is present) All rooms enter onto the corridors of a central T-junction or four-way intersection.e. all other rooms enter onto one or the other of the central rooms Arrangement (d100) All rooms enter onto a single. Connecting corridor forms a square. or might not. the rest of the rooms in the area are part of the suites. Each suite is a self-contained group of interconnected rooms” 159 . without much more detail.Continued Die Roll 31-40 41-50 51-60 61-70 71-80 81-90 91-00 All rooms enter onto a single.e. the following tables can be used to come up with interesting and evocative names for a particular part of the level (or possibly for the entire level.Continued Die Roll 71-75 76-80 81-85 86-90 Second Part of Area Name (d100) Bridge Canal(s) Cataract(s) Channel(s) Cisterns Deeps Falls Fountains Island(s) Lake Ponds Pools River Rivulets Springs Tanks Waters Weir Wells Whirlpool 91-95 96-00 First Part of Area Name (d100) The Locked (or Sealed) The Lost The Sinking The Unfinished The Unopened The Watery Second Part of Area Name (d100) Sarcophagus Sepulchers Tomb Tombs Vault Vaults Table 3-42: Area Names Involving Water Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 First Part of Area Name (d100) The Tentacle The [put second part here] of the Aquatic Undead The [put second part here] of the Tarn The Boiling The Breeding The Burial The Echoing The Foggy The Frog The Fuming The High The Mystical The Piranha The Poisonous The Sapphire The Serpent (or serpentine) The Shark The Shifting The Slime (or slimy) The Spiraling Table 3-43B: Areas Involving Tombs (Alternative 2) Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 First Part of Area Name (d100) The Boneyard The Burial Pits The Burial Vault The Catacombs The Catacombs The Charnelhouse The Charnelhouse The Crematorium The Crypt The Crypt The Graveyard The Mausoleum The Mausoleum The Mortuary The Sarcophagi The Sarcophagi The Sepulcher The Tomb The Tomb The Vault Second Part of Area Name (d100) Of the (name of followers of a specific religion or sect) Of the (name of noble family) Of the Ancient Ones Of the Beasts Of the Cultists Of the Cursed Of the Demons (or other powerful type of supernatural monster) Of the Elves (or other specific race) Of the Great One (a wizard. whose name is now forgotten) Of the Heretics (or Unbelievers. etc. if you wish). might occur to you while you are mapping or populating it. etc) Of the Kings Of the Orcs (or similar monster race) Of the Painted Statues (or other architectural feature) Of the Plague-Struck Of the Priests Of the Thieves Of the Unconsecrated Of the Unforgiven Of the Warriors Of the Witches Table 3-43A: Areas Involving Tombs (Alternative 1) Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 First Part of Area Name (d100) The Bronze (or other metal) The Cursed The Defiled The Diseased The Forbidden The Frozen The Ghoul (or other undead) The Green (or other color) The Hypnotic The Inescapable The Jeweled The Lesser The Limestone (or other stone type) Second Part of Area Name (d100) Boneyard Burial Pits Catacomb Catacombs Charnelhouse Charnelhouse Crematorium Crypt Graveyard Mausoleum Mausoleum Mortuary Sarcophagi Table 3-44: Areas Involving Scholarship or Research Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 First Part of Area Name (d100) The Abhorrent The Canonical The Cursed The Death The False The Forgotten The Fragmented The Fungus Second Part of Area Name (d100) Archives Archives Books Books Brain Laboratories Laboratories Libraries The Howling (or other ghostly sound) Crypts 160 . leader. or Infidels. if you want one at all.THE MAP Naming an Area (or level) The name for an area.. if you want some additional ideas at the beginning. Table 3-43A: Areas Involving Tombs (Alternative 1) .BOOK THREE: DUNGEON DESIGN . However. THE MAP Table 3-44: Areas Involving Scholarship or Research .BOOK THREE: DUNGEON DESIGN .Continued Die Roll 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 First Part of Area Name (d100) The Ghoul The Hidden The Incremental The Insane The Lifeless The Metaphysical The Predator’s The Preserved The Slumbering The Theological The Theoretical The Unstable Second Part of Area Name (d100) Library Machines Machines Memory Chambers Scriptorium Scriptorium Scrolls Scrolls Tablets Tablets Workrooms Workshops Table 3-46: Areas Involving Worship Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 First Part of Area Name (d100) The Bloodstained The Bronze The Carven The Childrens’ The Defiled The Demonic The Diseased The Dreaming The Fiend’s The Green The Grisly The Heretics’ The Ivory The Polluted The Resurrection The Screaming The Sealed The Shadow The Unfinished The Water Second Part of Area Name (d100) Abbey Altar Altars Cathedral Chamber Chantry Chapel Chapel Fane Idol Meditation Chambers Pedestals Penitentiary Prayer Cells Sacrificial Chambers Sacristy Sanctuary Shrine Temple Vestry Table 3-45: Areas Involving Imprisonment Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 First Part of Area Name (d100) The Boiling The Broken The Dimensional The Forbidden The Forlorn The Ghostly The Hanging The Heretic The Hidden The Iron The Locked The Malodorous The Memory The Multi-level The Penitentiary The Red The Reformatory The Tentacle The Traitors’ The Water Second Part of Area Name (d100) Cages Cages Cells Cells Incarcerations Incarcerations Jails Jails Jars Jars Oubliette Oubliette Pits Pits Prison Prison Stockades Stockades Suspension Suspension 161 . the dungeon map risks being perceived by the players as an undifferentiated whole. landmarks continue to nail down the map’s geography: without landmarks. Big Things Die Roll 01 02 03 04 05 06 07 Part One (d100) The Great The Strange The Defaced The Mysterious The Odd The Hidden The Two Part Two (d100) Stone Wooden Old Cycles of the Changing Repeating Red Part Three -Use singular form if possible (d100) Face(s) Mouth(s) Rune(s) Hand(s) Sphere(s) Wheel(s) Wall(s) 162 .BOOK THREE: DUNGEON DESIGN .Continued Die Roll 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 Part Two (d100) Blue Green Silver Black White Dragon Serpent Hall(s) of the Crystal Mosaic Salt Rock Fiery Ice Bone Obsidian Purple Speckled Part Three -Use singular form if possible (d100) Stair(s) Carving(s) Painting(s) Tablet(s) Pyramid(s) Dome(s) Statue(s) Dock(s) Bridge(s) Altar(s) Portcullis(es) Chamber(s) Fountain(s) Gate(s) Door(s) Gateway(s) Mural(s) Idol(s) Part One (d100) The Dangerous The Broken The Lost The Invisible The Vanishing The Destroyed The Desecrated The Painted The Stained The Mist-shrouded The Bleached The Bleak The Bloodstained The Branching The Ancient The Colorful The Seven The Mesmerizing Big Things (Landmarks) Table 3-49: Landmarks. Landmarks in general include: Big Things (See Table 3-49) Level Changes (See Table 3-50) Strange Things (See Table 3-53A and Table 3-53B) Special Rooms (See Table 3-54) Water (See Table 3-77) Table 3-49: Landmarks.THE MAP Table 3-47: Areas Involving Bugs Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 First Part of Area Name (d100) The Blue The Bug The Chirping The Chitin The Crawling The Egg The Emerald The Hatching The Jeweled The Larva The Malachite The Mud The Nectar The Pod The Singing The Teeming The Venom The Vermin The Water The Webbing Second Part of Area Name (d100) Altar Cells Cocoons Combs Fortress God’s Fane Hives Horde Mounds Nests Nodules Palace Pits Pools Pyramid Queen’s Lair Tubes Tunnels Wardens Warrens Table 3-48: Areas Involving Plants Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 First Part of Area Name (d100) The Lichen The Moldy The Overgrown The Moss The Green The Flowering The Fungus The Harvest The Fertility The Blossoming The Algae The Leaf(y) The Vine The Thorn The Farm The Wildflower The Planted The Dripping The Mushroom The Budding Second Part of Area Name (d100) Domes Warrens Laboratories Chapel Halls Ponds Gardens Guardian’s Realm Pits Temple Chambers Shambles Glen Domains Tiers Brooks Plantation Lord’s Prison Mounds Topiaries Placing Landmarks Each level in a large dungeon should have landmarks in it. Just as with the fractal-type arrangement of the map into areas and transitions between them. where exploration is a boring process with no meaningful discoveries to be made. Big Things . BOOK THREE: DUNGEON DESIGN .Continued Die Roll 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 Part Two (d100) Reflective Gallery (Galleries) of the Glowing Shifting Striped Lava ShadowGrey Whirling Turning Test(s) of the Game(s) of the Rising Falling Retracting Wizard’s Priest’s Knight’s Demon’s King’s Queen’s Floating Sunken Metal Iron Copper Oak Yellow Steam-powered Hydraulic TimeTemporal Dimensional Zodiac Astrological Granite Marble Erotic PuzzleRiddleIvory Carven Part Three -Use singular form if possible (d100) Throne(s) Mirror(s) Pool(s) Machine(s) Dais Head(s) Pit(s) Astrolabe(s) Pendulum(s) Pedestal(s) Carving(s) Alcove(s) Corridor(s) Tunnel(s) Mine(s) Stone(s) Spiral(s) Circle(s) Tooth (Teeth) Well(s) Cave(s) Archway(s) Hourglass(es) Tree(s) Nexus Disk(s) Ledge(s) Monolith(s) Block(s) Turntable(s) Wheel(s) Astrolabe(s) Chessboard(s) Passage(s) Tube(s) Platform(s) Stage(s) Pillar(s) Portal(s) Bell(s) Oracle(s) Obelisk(s) 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 Table 3-49: Landmarks. Big Things .Continued Die Roll 69 70 71 72 73 74 75 76 77 78 79 80 81 82 Part Two (d100) Spider Backward Remains of the Wreckage of the Demigod’s Interlocking Phasing Two-part Hairy Part Three -Use singular form if possible (d100) Egg(s) Man (men) – a statue Orb(s) Cube(s) Object(s) Crypt(s) Tomb(s) Chapel(s) Meteorite(s) Part One (d100) The Three The Weird The Reversed The Huge The Eerie The Spectacular The Dilapidated The Buried The Mechanical The Insane The Moss-covered The Fearsome The Bizarre The Dark The Labyrinthine The Legendary The Forbidden The Hypnotic The Abnormal The Cursed The Sacred The Forgotten The Shrouded The Perilous The Deadly The Ageless The Gargantuan The Ruined The Infamous The Insidious The Mildewed The Slime-covered The Mythical The Sorcerous The Magical The Hollow The Timeworn The Erratic The Occasionally Functional The Last Working The Wondrous The Encrusted The Baffling Part One (d100) The Decaying The Inverted The Instructions for the The Map to the The Key to the The Stairs to the The Door to the The Passageway to the The Bridge to the The Entryway to the The Portal to the The Trapdoor to the The Cavern Containing the The Dimensional Pocket Containing the The River to the The Tunnel to the The Sub-Level of the The Elephantine The Realm of the The Chute to the The Password to the The Unactivated The Inactive The Activated The Translation Tablets for the The Massive The Cold The Dream-Door to the The Enigmatic The Watery The Exquisite Remnant of the Ladder(s) Face within the Theater(s) ChaosSanctuary (sanctuaries) Gameboard(s) Channel(s) Shrine(s) Polyhedron(s) Golem(s) Sarcophagus (sarcophagi) Vault(s) Mechanism(s) Cocoon(s) Treasure(s) Prism(s) Steps Generator(s) Island(s) Garden(s) Warren(s) Crater(s) Cairn(s) Mill(s) Terrarium(s) Image(s) The Elevator to the Watery Transforming Folding Elemental Chained Spellbound Wheeling Glass Clay Jade Sacrificial Otherworldly DreamUnstable Scintillating Genie’s Zen Golden Sorcerer’s Flooded Toad 163 . Big Things .THE MAP Table 3-49: Landmarks. curving Stairs. with landings Teleportation Trapdoor Trapdoor. spiral Stairs. stone Straight. Stairs sometimes lead up. no landings. as applicable) 61-70 71-80 81-90 91-00 01-10 91-00 81-90 71-80 61-70 51-60 Type of Level Change (d100) 41-50 Banisters Uneven steps Size/height of steps changes mid-way Cracked or crumbled steps Low ceiling Very narrow stairwell Normal condition Normal condition Carvings or paintings Normal condition on stairwell ceiling Mist in stairwell Drains or vents Normal condition Normal condition Table 3-52: Unusual Stairs Die Roll Unusual Aspect of Stairs (d100) Stairwell changes position to lead to different locations (either depth or different locations on a particular level) based on pattern of steps taken by first person descending/ascending the stairs. or sticky Stairs are suspended from cables or ropes rather than being fastened into wall with beams (i. no landings. straight Stairs. but two steps down and one step back causes the stairs to lead to an entirely different location. making the stairwell resemble a chute Stairs are corrosive. tremble.e. Example: normal step-step-step leads to location 1.. Stair steps are invisible. wood Structural Feature (d100) Tall risers (steps) Short risers Wall paint(steps) ings 164 . where there’s one way down to the next level and virtually the entire level needs to be explored to get there. Some of them can be the equivalent of traps. hot. wood Structural Feature (d100) Broad steps Narrow steps Distinctive Features (d100) Lighting Carvings on stair tops Carvings on stair fronts Mosaics Runes or writing on stair tops Condition (d100) Extremely poor condition due to age Poor condition due to damage such as fire or earthquake Normal condition 31-40 Table 3-50: Level Changes Die Roll 01-04 05-08 09-12 13-16 17-20 21-24 25-28 29-32 33-36 37-40 41-44 45-48 49-52 53-56 57-60 61-64 65-68 69-72 73-76 77-80 81-84 85-88 89-92 93-96 97-00 Chasm Chute Cranked platform Elevator room Fireman’s pole Floor. wood Straight with landings. or other hazard Stairs are squishy.BOOK THREE: DUNGEON DESIGN . no landings. making it difficult to maintain footing *If the level change is to be concealed. and some down.” Also keep in mind that not all level changes need to be stairs. water.THE MAP Level Changes (Landmarks) Don’t create dungeon levels like a computer game. sinking Illusionary floor Ladder Levitation shaft (one direction only) Narrow crack Pit Pneumatic tube Shaft Slide Sloping corridor Stairs. or freezing. wood Straight. concealed Well 11-20 21-30 31-40 41-50 51-60 Distinctive Features (d100) Carvings on walls Condition (d100) Normal condition Slightly crumbling (or rotten. taking the adventurers completely unawares! Die Roll 21-30 Type and Material (d100) Spiral. no landings. not a continuous direction all the way to destination. and sometimes lead down – not always perceptible in some cases (unless a dwarf is in the party to notice) Stairs lead nowhere without particular command word or item Stairs lead over lava. flipping Floor. spongy. roll up the details as if it were an Architectural Trick Stairs Table 3-51: Basic Stairs Die Roll 01-10 11-20 Type and Material (d100) Spiral. no landings. no landings. causing slow and progressive damage unless proper precautions are taken Stairs tilt. stone Zigzag. and shift. with landings. stone Straight. wood Curving. stone Zigzag. If you’re using the “holistic Dungeon” method. normal stairs) Stairwell contains some stairs leading up. put in about one level change per two “areas. stone Curving. concealed Stairs. Alternative One .Continued Die Roll 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 Part One (d100) The Line of The Loft of The Machine of The Map of The Mine of The Mirror of The Mist of The Monolith of The Mosaics of The Mural of The Nexus of The Niches of The Paintings of The Pedestal of The Pendulum of The Pillars of The Pits of The Platform of The Pool of The Portal of The Portcullis of The Rock of The Room of The Runes of The Runes of The Scriptorium of The Secret Room of The Sphere of The Spiral of The Spring of The Stairs of The Stake of The Statue of The Statuettes of The Stones of The Stream of The Tablets of The Tapestry of The Teeth of The Threshold of The Throne of The Totemic Pole of The Trapdoor of The Tree of The Tunnel of The Turntable of The Urn of Part Two (d100) Recalling Regrets Relocation Returning Sacrifice Sapphire Silver Sounds Spells Statues Strange Lightning Strange Music Strength Teleportation Terror the Alchemists the Ancestors the Bizarre the Cats the Chronicler the Demons the Elders the First Arrivals the Forgotten One the Gods the Guardian the High Priests the Invader the King the Maker the Octopus the Old Inhabitants the Philosopher the Sage the Symbols the Vortex the Warlock the Watcher the Witch the Wizard Time Trades Transfiguration Travel Understanding Unknown Effect Unpredictability 165 .BOOK THREE: DUNGEON DESIGN .THE MAP Strange Things Table 3-53A: Strange Things. Alternative One Die Roll 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 Part One (d100) The Alcove of The Altar of The Antechamber of The Arch of The Astrolabe of The Balcony of The Block of The Brazier of The Cabinet of The Canal of The Candles of The Carvings of The Cave of The Cavern of The Chamber of The Chasm of The Chessboard of The Circle of The Cistern of The Corridor of The Crevice of The Crystal of The Curtain of The Dais of The Disk of The Dome of The Door of The Face of The Fireplace of The Flame of The Fountain of The Gallery of The Gate of The Globe of The Great Lens of The Halls of The Hands of The Head of The Hidden Chamber of The Hourglass of The Idol of The Kaleidoscope of The Ladder of The Lamps of The Ledges of Part Two (d100) Animals Annihilation Bones Bronze Chances Changes Chronology Confusion Consequences Contradiction Courage Creation Demands Disunity Divinations and Detections Dreams Exchanges Eyes Fear Flames Food and Famine Fortune Good and Bad Fortune Gravitation Hallucinations Hearts Heroes History Ice Illusions Imprisonment Imprisonment Isolation Kindness Knowledge Lamentation Legends Life and Death Memories Mercy Mystery Myth Nightmares Odd Events Questions Table 3-53A: Strange Things. THE MAP Table 3-53A: Strange Things. Alternative Two . Alternative Two Die Roll 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 Part One (d100) The Angelic The Angry The Annoying The Babbling The Backward The Bad-smelling The Balancing The Black (50%) White (50%) The Blank The Blasphemous The Bronze The Canine The Changing The Circle of the The Colossal The Confusion The Cosmic The Cowardice The Crooked The Damaged The Dancing The Dangerous The Demon The Dimensional The Doubling The Eel The Ethereal The Feathery The Fiery The Floating The Fossil The Fungus The Generous Part Two (d100) Altar Bathrooms Beak Blocks Bottle Boxes Bridge Cabinet Canal Carvings Casino Cauldron Chains Chute Circle Closet Cow (50%) Scorpion (50%) Creatures Crown Cubes Disks Dispenser Drums Eggs Epitaph Eye Faces Fingers Fish Forges Fortune-teller Fountain Game 166 .Continued Die Roll 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 Part One (d100) The Giant The Gifting The Glass The Gold-Giving The Green (50%) Blue (50%) The Guarded The HalfThe Hallucinogenic The Harmonic The Helpful The Howling The Ice The Illusory The Impulsive The Inaccessible The Indented The Informative The Interrogating The Jelly The Labyrinth The Lightning The LuckThe Massive The Meandering The Mechanical The Moebius The Mosaic The Moving The Obscene The Octagonal The Oracle of the The Overhead The Pan-Galactic The Pearly The Persuasive The Poetic The Preserved The Rain The Raised The Reappearing The Recombinating The Red (50%) Yellow (50%) The Riddling The Ringing The Sculpted Part Two (d100) Game Machine Gameboard Gates Globes Glyph Godling Grotto Guardian Hands Head Hieroglyphs Idol Jars Kitchen Ladders Lanterns Lens Levers Markings Mirror Monolith Mounds Mouth Musicians Nose Paintings Parrot Pathway Pictograms Pictures Pillar Pipes Pit Plant (50%) Flower (50%) Pool Pools Pots Prism Pyramid Ramp Re-animator Resurrector Rocks Rods Rune Table 3-53B: Strange Things.Continued Die Roll 93 94 95 96 97 98 99 100 Part One (d100) The Vortex of The Wall of The Wall of The Waterfall of The Waters of The Well of The Wheel of The Window of Part Two (d100) Unusual Events Vengeance Wagers Warnings Wealth Wisdom Wishes Wonderment Table 3-53B: Strange Things.BOOK THREE: DUNGEON DESIGN . Alternative One . see Table 3-84 or 3-81. In some cases they might incorporate tricks or traps. Leave many of these rooms to be nothing more than … interesting. Table 3-55: Altars Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 Surface of Altar (d100) Altar cloth Candles Sides of Altar (d100) Glowing moss grows on sides of altar Religious Imagery (Table 3-56) Special Rooms Special Rooms are simply the rooms with more detail to them than just monsters.Continued Die Roll 61-65 66-70 71-75 76-80 81-85 86-95 96-00 Sounds Statue Throne Trap. Alternative Two . Architectural (with dramatic central element). and/or bits of dungeon dressing. one or the other.THE MAP Table 3-53B: Strange Things. and can also be trapped (see Tables 3-126 and following). explosive if exposed to air Glass globes contain phosphorescent liquid Glowing amphibians in glass globes Glowing ferns/flowers Glowing flowers in pots Holes in side revealing altar’s contents Strange lumps of different sizes Fur Scalps No features on sides Indentations Shifting or changing pattern Table 3-54: Contents of Special Rooms Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 Altar Architecture. various (Roll on Table 3-81) Written records Features (Roll Twice) (d100) Altars In addition to the physical appearance of the altar generated in this table.Continued Die Roll 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 Part One (d100) The Shadowy The Singing The Speaking The Spinning The Stone The Sunken The Terracotta The Thorny The Thunder The Tiled The Totally Awesome The Triangular The Triple The Two-Part The Tyrannical The Unreachable The Veiled The Velvet The Viking The Wandering The Wax The Yawning Part Two (d100) Samovar Soldiers Spout Stairs Stalactites Statuary Statue Statues Steps Tablet Tapestries Tavern Theatre Throne Urn Vats Vortex Wall Waterfall Webs Wheel Whirlwind Table 3-54: Contents of Special Rooms . Trick. or the players will eventually assume that every room containing more detail than a broken arrow on the floor is a risk. Complex Trick. They don’t have to be super-dramatic (that’s more the role of Big Things and Strange Things). but they should generally be interactive or provide information. treasure. contained Major mechanism or process NPC Interaction Pillar(s) Plants Features (Roll Twice) (d100) Glowing mist emitted from Gems altar’s top Holy (or unholy) book Horns extend from corners of altar Gold inlay Mosaic tile Written Trick (Table 3-114) or a clue (see the “Information Content” column on Table 3-13 for ideas about what the writing might divulge if properly read or interpreted) Nails or spikes driven into side of altar 66-70 Incense burner 71-75 Massive candles 167 . Closed eyes painted on altar open as proper actions Vines or ivy growing are taken Fire flares at intervals from vent in altar top Font contains glowing water Glass globes contain glowing liquid. many altars also function as Architectural Tricks (see Table 3-84 or 3-85) or Magic Thing Tricks (see Table 3-96 and following).BOOK THREE: DUNGEON DESIGN . but beware – you don’t want to make every interesting room contain something dangerous. dramatic Clue to figure out (roll on Table 3-6) Containers with interesting contents Furniture Game to play Lighting Liquid. high up. Containers Note that all the results here are for unusual containers (they are all either bizarre or have a special feature). statues. If you want to get more specific with architectural features. slopes. wood becomes stone. cold. or painted decorations Location of internal elements such as furniture. Shape (height or degree of slants) Shape or size (to floor plan) Which exits it provides to other places Table 3-56: Religious Imagery Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Depicts (d100) Victory won by deity (battle) Victory won by hero/saint (battle) Manifestation of the deity in material plane Birth of the deity Victory won by deity (trick or politics) Victory won by hero/saint (trick or politics) Death of hero/saint Birth of hero/saint Defeat of the deity (battle) Defeat of a hero/saint (trickery) Marriage of a hero/saint Burial of a hero/saint Hero/saint signing treaty or pact Victory won by avatar of deity Birth of an avatar of the deity Death of an avatar of the deity Sacred animals of the deity Defeat of the deity (battle or trickery) Defeat of a hero/saint (battle or trickery) Holy symbol(s) of the deity or of multiple deities Clues Clues can be generated using Table 3-10. written. or otherwise affected by an illusion Container is in a dangerous location due to a natural feature (extreme heat. just roll a 50-50 chance for large or small containers. low down. wind.THE MAP Table 3-55: Altars . steps. etc) Container is in a dangerous location due to an architectural feature 06-10 Bird’s nest 11-15 Box (jewelry box) Box (spice box) 16-20 168 . or related gases in area change in nature or movement pattern Color (either the colors signify a different effect to a trick. etc. use the “Central Feature” column of Table 3-85 for a list of more specific options. Mode of crossing changes (or the nature of threats to a safe crossing change periodically) Offers different views. or roll a second time) Different faces. balconies. postures. etc).Continued Die Roll 76-80 81-85 86-90 91-95 96-00 Surface of Altar (d100) Religious Imagery (see Table 3-56) Small idol Small indentation holds glowing coals Top of altar glows Veins of glowing rock in altar’s top Sides of Altar (d100) Rotating dial Gargoyle faces Text of a mythical story Bronze plate listing benefactors or patrons Effaced or altered carvings Table 3-58: Changing Architectural Features Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 How it Changes (d100) Air movement related to the dramatic feature changes. or depth Texture Table 3-60: Small Containers Die Roll 01-05 Small Container (d100) Basket. cold. etc. If you’re rolling for a regular container for use in dungeon dressing. for me. Die Roll 01-25 26-50 51-75 76-00 Type of Container (d100) Small Container with special feature Large Container with special feature Bizarre Container Numerous choices of large containers. concealed.) Walls How it is Dramatic (d100) Changes Color Effect on Viewer Size. Die Roll 01-20 21-40 41-60 61-80 81-00 The Dramatic Feature (d100) Ceiling Door or exit Floor Third Dimension Elements (ladders. windows. orientation or information elements of statues. the table works better that way. Dramatic Table 3-57: Dramatic Architecture This table only covers the broad categories of architectural features. or other spying/information. some of which have special features Table 3-59: Type of Container for Special Rooms Architecture. etc) Container is in a dangerous location due to a natural feature (extreme heat. height. high up. Materials used in its construction (stone becomes clay.BOOK THREE: DUNGEON DESIGN . small Special Feature (d100) Container is covered. or carved. low down. wind. width. construction of a gadget. find-the-path trick. Opening. possibly hidden) Container is in a marked area (see Table 3-95) which might or might not be related to a trick or trap Container is in a marked area (see Table 3-95) which might or might not be related to a trick or trap Container is inaccessible but visible. concealed. see Table 3-103) Container is located amidst many duplicates. and there is a race against time (see Table 3-1) to find the right one. etc) Container is in a dangerous location due to an architectural feature Container is in a dangerous location due to an architectural feature Container is in a dangerous location due to traps (possibly obvious. low down. cold. The containers are trapped and the players will know it after the first one. Coping with a succession of traps to get to the contents.BOOK THREE: DUNGEON DESIGN . possibly hidden) Container is in a dangerous location due to traps (possibly obvious. requiring solution of a puzzle. with lid 45-48 Compartment (behind wall shelves. Container is located amidst many duplicates. and there is a race against time (see Table 3-1) to find the right one. find-the-path trick. Opening. Need strength rolls. or contents are stuck. large box. combined strength. This also requires some sort of race against time. This also requires some sort of race against time. Need strength rolls. or other solution to get them open. high up. Container itself is trapped.Continued Die Roll 21-25 26-30 Small Container (d100) Earthenware pot Flower pot Special Feature (d100) Container is in a dangerous location due to an architectural feature Container is in a dangerous location due to traps (possibly obvious. wind. Container is located amidst several other mundane items and must be found 05-08 Bag 31-35 Glass globe 09-12 Barrel 36-40 Goblet Hollow sword hilt/handle 41-45 17-20 Bin (grain. Container is visible but is on the other side of a challenge (a single-rule. construction of a gadget. wind. combined strength. etc) 91-95 Under flagstone 49-52 Crate 96-00 Under floorboard 53-56 Hamper. Container is located amidst several other mundane items and must be found Container is located within another container Container is located within another container. location. Container is located amidst many duplicates. or there’s no challenge. and there is a race against time (see Table 3-1) to find the right one. coal. laundry 169 . or wood) 46-50 Ivory globe 21-24 Box 51-55 Locket 25-28 Cabinet 56-60 Niche Pocket dimensional space Pouch Salt cellar Spice cabinet 61-65 29-32 Cart 66-70 71-75 76-80 33-36 Cask 37-40 Cauldron 81-85 Statue’s throat 41-44 Chest 86-90 Tankard. possibly hidden) Container is in a dangerous location due to traps (possibly obvious. etc) Container is in a dangerous location due to a natural feature (extreme heat. 13-16 Basket (large) Table 3-61: Large Containers Die Roll 01-04 Large Container (d100) Amphora Special Feature (d100) Container is covered. or contents are stuck. Container is visible but is on the other side of a challenge (a single-rule. or victory in a game (see Tables 3-108 to 3-113) to reach it. low down. see Table 3-103) Container is located amidst many duplicates. possibly hidden) Container is in a marked area (see Table 3-95 for ideas) which might or might not be related to a trick or trap Container is in a marked area (see Table 3-95 for ideas) which might or might not be related to a trick or trap Container is inaccessible but visible.THE MAP Table 3-60: Small Containers . possibly locked Container itself is trapped. cold. Coping with a succession of traps to get to the contents. high up. or victory in a game (see Tables 3-108 to 3-113) to reach it. and there is a race against time (see Table 3-1) to find the right one. or there’s no challenge. The containers are trapped and the players will know it after the first one. location. requiring solution of a puzzle. or other solution to get them open. or otherwise affected by an illusion Container is in a dangerous location due to a natural feature (extreme heat. Need strength rolls. location. workbench Unusual Aspect of Furniture (d100) Constructed of magical force Floats or levitates. obviously-randomized action to open container and also determine random contents Strongbox or safe with multiple dials used to open it – different combinations might affect traps or contents of container Vehicle 69-72 Sack 71-80 73-76 Sarcophagus or coffin 81-90 91-00 77-80 Statue. Spin wheel on top. for dog or other pet Bench Chair Chandelier Chest of drawers Couch Desk Display case Easel or writing desk Fire pit Lamp Lectern Lighting sconces Privacy screen Shelves Stool Storage chest Table. Opening. wall. Container itself is trapped. with contents depending on when the container is opened Multiple illusions protect a mundane (small or large) container Multiple openings with different contents depending on which opening is chosen Nested containers each with different challenges and each containing a reward (golden matroshka dolls. pyramid.Continued Die Roll 57-60 61-64 65-68 Large Container (d100) Jar Keg Pot Special Feature (d100) Container is locked in an ordinary fashion Container is located within another container Container itself is trapped. or there’s no challenge. combined strength. series of false bottoms. display Table. etc). The containers are trapped and the players will know it after the first one. location.BOOK THREE: DUNGEON DESIGN . or other character-initiated. or contents are stuck. dining Table. or other solution to get them open. shifts location as convenient Floats or levitates. stationary Folds up Gem encrusted Has bas-relief carvings Has mosaic pattern Has spikes Incorporates statuary Inlaid with semi-precious stone Inlaid with wood Invisible Made of bone Made of bronze or other metal Made of unusual or rare wood Made of unusual stone Shorter than normal Sideways Spins Taller than normal Tilted on slope Uneven surface Unusually large 81-84 Taxidermy (entire animal) 85-88 Trunk or locker 89-92 93-96 97-00 Tub Urn Wardrobe 170 . This also requires some sort of race against time. etc). Coping with a succession of traps to get to the contents.THE MAP Table 3-61: Large Containers . Inside monster Interdimensional portal or pocket dimension Multiple colors or other visible feature. This also requires some sort of race against time. banquet Table. hollow Furniture Table 3-63: Furniture. Need strength rolls. or other solution to get them open. combined strength. or there’s no challenge. or contents are stuck. Container is so large that getting to the opening or to the contents involve climbing or gadget Container is completely sealed and is locked – breaking into it might damage contents or might not Roll for two results Roll for two results Roll for three results Table 3-62: Bizarre Containers Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 Bizarre Container (d100) Force field (globe. Opening. The containers are trapped and the players will know it after the first one. Unusual Die Roll 01-04 05-08 09-12 13-16 17-20 21-24 25-28 29-32 33-36 37-40 41-44 45-48 49-52 53-56 57-60 61-64 65-68 69-72 73-76 77-80 81-84 85-88 89-92 Furniture Type (d100) Armchair Bed Bed. Coping with a succession of traps to get to the contents. Contained Table 3-64: Liquid (Contained) Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Canal Channel Cistern Connected ponds Contained in globes Disk. Unusual . Game to Play Liquid. floating Candles. see Tables 3-104 and 3-105 for ideas.THE MAP Table 3-63: Furniture. waist deep. pyramid.Continued Die Roll 31-40 41-50 51-60 Color (d100) Clear Green Grey Consistency (d100) Oily Sludge Syrupy Appearance (d100) Fumes. cube. in candlesticks Candles. explosive if exposed to air Glass globes contain phosphorescent liquid Glowing ferns/flowers Glowing flowers in pots Glowing mists Table 3-65: Descriptions of Non-Water Liquids Die Roll 01-10 11-20 Color (d100) Black Blue Consistency (d100) Chunky Contains sediment or precipitates Multiple viscosities (layered liquids or floating blobs within) Appearance (d100) Bubbles or effervesces Clouded 21-30 Brown 171 . or sublimates in air Layered colors Opalescent (swirls of color change with light. in chandelier Candles. temporarily Eyes of party members (or anyone else in room) produce beams of light Eyes of statue produce rays of light Fire pit or fireplace Firefly lanterns Fish in bowls glow brightly Floor glows Glass globes contain glowing liquid. incense Charcoal braziers Dripping lava Dripping phosphorescent water Exhaled breath glows brightly. not just an opalescent light effect) Translucent Games are covered in Tables 3-108 to 3-113. or other impossible shape (unless the shape is a container of water) Dripping or streaming from ceiling into multiple containers Drives machinery such as a waterwheel Fills room (ankle deep. neck deep. or to ceiling) Fountain Geyser Moat Natural pond Ordinary containers such as jars (in which case the water is probably unusual in some way) Pipes Pool Sink or basin Underneath flagstone Water tower Type of Contained Liquid (d100) Above ceiling 61-70 71-80 Orange Purple Syrupy Viscous 81-90 91-00 Red White Watery Watery Lighting Table 3-66: Unusual Lighting Die Roll 01-02 03-04 05-06 07-08 09-10 11-12 13-14 15-16 17-18 19-20 21-22 23-24 25-26 27-28 29-30 31-32 33-34 35-36 37-38 39-40 41-42 Colored flecks within 43-44 45-46 47-48 Unusual Lighting (d100) Amphibians in room glow brightly Candles. seethes.Continued Die Roll 93-96 97-00 Furniture Type (d100) Throne Toilet/privy Unusual Aspect of Furniture (d100) Unusually small Upside down Table 3-65: Descriptions of Non-Water Liquids . like a pearl) Phosphorescent (glows) Reflective or metallic Swirls of color (actual color.BOOK THREE: DUNGEON DESIGN . If the characters are themselves located upon a game board. in wall sconces Ceiling glows Characters limned in cold fire when in room Charcoal brazier Charcoal brazier. paint. wall sconces or alcoves Paper lanterns Phosphorescent pool. scaffolding. or Bounty for word. ladders. monster. materls. or illusions.Reward for Rescue. is wearing particular garments. floor-mounted Motes of light No normal light functions – but infrared spectrum is visible No normal light functions. possibly for no particular reason. water.” If you’re only designing the permanent features of the dungeon at this stage. hanging Oil lamps. Gives Information (Roll on Table 3-17 for content of Rumors) Has a key or other physical item that will be useful for getting to a treasure. fountain. wooden walkways. wall sconces Veins of glowing rock in walls Windows Group of humantype creatures 31-40 with a leader who can speak on their behalf Is a spy. but everyone has x-ray vision Oil lamps. possibly changing temperament at the drop of a hat. None. Mercurial or whimsical responses. past an obstacle. with rigs and tanks Mining. Die Roll Nature of NPC (d100) Unusual Lighting (d100) NPC Interaction Although NPC interactions are really more of an encounter type than a feature of the dungeon itself. or other type of being that will eventually 41-50 become inimical to the party. masonry. but treachery will be down the road. or into an otherwise inaccessible area Leads party to a particular location or acts as a guide (probably temporarily) Major Mechanism or Process Table 3-67: Major Mechanisms and Processes Die Roll 1 2 3 4 5 6 Process (d6) Drilling for liquid. table or shelves Oil lamps. flooding.BOOK THREE: DUNGEON DESIGN . infiltrator. etc) Carving or decorating in high area (scaffolding. masonry. Might even be annoying or cause problematic effects elsewhere in the dungeon. tubes. ladders. pipes. Adventuring. 01-10 exploring. balconies) Water channeling (construction materials.THE MAP Table 3-66: Unusual Lighting . Group of human type creatures that Hostile and ready 21-30 to fight are completely disorganized Currently impris11-20 oned Friendly. chutes. etc) Response – whatever it might be – is affected by an enchantment. shapeshifter. drugs. floor Huge lanterns. knows a pass.Continued Die Roll 49-50 51-52 53-54 55-56 57-58 59-60 61-62 63-64 65-66 67-68 69-70 71-72 73-74 75-76 77-78 79-80 81-82 83-84 85-86 87-88 89-90 91-92 93-94 95-96 97-98 99-00 Glowing moss Glowing pebbles in pots Glowing rocks Glowing statues Huge lanterns. or seeking treasure Astonished and happy to see a human face in this godforsaken place. hanging Illuminated globes hang in air Incense torches Invisible fire gives off bright smoke Lava pit Leaping flares of fire Massive candles. with pits. Table 3-68: NPC Interaction Initial Attitude Toward Party (d100) Primary Potential Value to Party (d100) Can remove a specific curse the party is likely to have contracted at this point in the adventure (this is likely coupled with another primary benefit. they are important not to forget as one of the ways to make a room “special. 172 . and carts Excavation (drop-offs. or spring Small chain-lightning Some stones in floor or wall glow Sound waves are visible as illumination Torches. Capture or has a particular appearance (this is likely a guard of some kind). liquid. since the curse was probably involved in getting to the NPC). just roll a different result on Table 3-54. carts) Distillation on a massive scale (tanks. It will likely convey a primary benefit. Is enchanted as 51-60 another sort of being Response depends entirely on whether the party has picked up some item. Just as suspicious as the party members are of him. Either roll (50% chance friendly. maybe guards access to even to the point another location. rescue. pristine Contains fossils Crumbling Hacked at Iron Marble Natural rock formation (possibly cultivated) Partially disintegrated Partially melted into slag Decoration (d100) Carved with faces Carved with runes Carved with sea creatures Carved with serpents Carved with vines Carvings of love and romance (or sex) Carvings. maybe even to the point of paranoia. translator. either for a bounty.Continued Die Roll Nature of NPC (d100) Initial Attitude Toward Party (d100) Primary Potential Value to Party (d100) Pillars Table 3-69: Pillars Die Roll 01-04 05-08 09-12 13-16 17-20 21-24 25-28 29-32 Will grant wish or confer a magical benefit in some way 33-36 37-40 41-44 45-48 49-52 53-56 57-60 Will serve as henchman or hireling indefinitely if paid 61-64 Basic Description (d100) Bone Branches at top like tree or veins Bronze or brass Built of separate blocks Bumpy rock Chipped at Clay (or ceramic) Completely clean.BOOK THREE: DUNGEON DESIGN . 71-80 or something odd (like delivering a message or selling life insurance) 81-90 Lost as hell.THE MAP Table 3-68: NPC Interaction . for example) Very annoyed at their intrusion or arrival 173 . or which might give up its treasure to the party Suspicious. polished One or more animal-type or monster-type creatures that will follow the party under certain 91-00 circumstances (feed the gelatinous cube and it falls helplessly in love with you. Just the party’s behalf as suspicious as with a strong the party members monster who are of him. of paranoia. gargoyle Carvings. Looking for someone else. religious Contains drawers Contains mouths Contains round holes Contains square holes Covered or wrapped with cloth Covered with thick layer of plaster Formed in shape of human Formed in shape of monstrous biped such as minotaur Formed in shape of monstrous non-biped such as dragon Inlaid with mosaic tiles Inlaid with wood Painted with pictures (kings & battles) Painted with pictures (love & romance) Painted with pictures (monsters) Painted with pictures (religious) Painted with pictures (sea creatures) Spikes Is in a very perilous or precarious situation due to 61-70 trap or architecture – probably trapped in place Will act as diplomat. Thinks they are someone else (such as a rescue party or assassins) and reacts as appropriate. 50% chance hostile) or decide in advance who he will think they are. 65-68 69-72 73-76 77-80 Will serve as hireling or henchman out of gratitude for a short period 81-84 85-88 89-92 93-96 97-00 Petrified wood Plant matter (living?) Scorched Scratched (patterns) Scratched (random) Veined with crystal Veined with metal ore Veined with semiprecious stone Wood. Usually this is someone who is expecting a specific guest. or interlocutor on Suspicious. like small venomous snakes) Cause hair growth or other strange (but natural) effect if someone is downwind of the smell Create or are created by mineral deposits Are fleshy or bloated (re-roll if this is also the description of the plant itself) Are invisible Are part of an unusual reproductive strategy Special Effect of Plant Part (d100) Are an ingredient in magic potions 11-15 16-20 21-25 26-30 Elongated.BOOK THREE: DUNGEON DESIGN . spots. even Pods metallic or human. spotted. or from an unusual substance Pods (water lilies on a lava pool. The sound might be an echo or mimicry. Note: if this is the case.THE MAP Plants Table 3-70: Unusual Plants Roll on as many columns as desired. the stranger and more unique the plant will be. Die Roll 01-05 06-10 Apparent Type (d100) Cactus Completely aquatic or grows from underwater to surface Completely normal Completely unusual shape of plant material. shrinks. fluffy Flowers 41-45 Fungus. warty nodules on it. hanging or adhering Is growing in an unusual place. moaning. possibly with other species or even humans) Attract a particular predator into the area as a protective device (possibly a subtle one. such as a cone or sphere Coral-like Fern Floats on liquid (water-lily type) Description (d100) Albino Berries Plant Part with Special Effect (d100) Berries Are an unusual or highly contrasting color Berries Branches Branches Are so beautiful that they are prized as decorations Are so delicious that they can be harvested for good money Are used as a means of communication by the plant (possibly only with other plants. tall. mushroom Has an oddly regular pattern of coloration. The more columns you roll for. tree or not Highly sensitive to nearby movement or sound: curls up. or even sideways from wall. too. Has unusual bark-like covering. for example) Makes a (probably quiet) sound when approached – hissing. toadstools Leaves 51-55 Grass Leaves 56-60 Hedge Glow faintly 61-65 Moss. whorls. Produces a visible mist or gas that is either heavier or lighter than air Resembles bones Roots Roots Have minor healing properties 66-70 Shrubbery Have strange pattern of colors (striped. (beware gravitational effects in such areas. growling. etc) 71-75 76-80 Tall flowers (like sunflowers) Tree Have strangely human (or animal) shape Have unusual odor 174 . o ye brave adventurers!) Has abnormally large plant part (roll on next column) 31-35 Flowering plant Flowers 36-40 Fungus. such as stripes. or changes its appearance when it is alarmed Leaves Gourds 46-50 Fungus. the nodules are likely (50% chance) to be the plant part instead of rolling on the next column. and skinny Emit light or glow Fleshy Fleshy and bloated Flowers Grows upside down from ceiling. or even squares Has strange. BOOK THREE: DUNGEON DESIGN .THE MAP Table 3-70: Unusual Plants .Continued Die Roll Apparent Type (d100) Description (d100) Plant Part with Special Effect (d100) Special Effect of Plant Part (d100) Make a strange noise (not necessarily all the time. consider other stimuli such as the approach of a particular kind of monster). red. etc) alongside normal colorations Trimmed or naturally grows in the shape of an animal or geometric shape (topiary appearance) Stems Stems 96-00 Vines Vines or tendrils 175 . Re-roll if this is also the description of the entire plant from column two. gold. chrome. Release sap with unusual properties Seem to move (or actually move) Slightly change the surrounding temperature 81-85 Tree Short. yellow. etc) Strange metallic colors (blue. and behaves like low ground-cover over large area Roots 86-90 91-95 Tubers Vines Strange color (blue. ignore the first column (material). belching.BOOK THREE: DUNGEON DESIGN . or eructations contra-directional thereto Chanting Clanking Clicking Drumming Explosions. since it will be the same material as whatever it’s carved into – unless the material is an inlay.THE MAP Sounds Table 3-71: Sounds Die Roll 01-04 05-08 09-12 13-16 17-20 21-24 25-28 29-32 33-36 37-40 41-44 45-48 49-52 53-56 57-60 61-64 65-68 69-72 73-76 77-80 81-84 85-88 89-92 93-96 97-00 Sound (d100) Breaking. or thuds Grinding Hissing Howling Popping Rumbling Shrieking or screaming Singing or humming Sloshing or splashing Speech (angry or annoyed) Speech (babbling or nonsensical) Speech (cajoling or sensual) Speech (lecturing or authoritative) String or woodwind instrument Symphonic. cracking. or snapping Burping. Die Roll 01-04 05-08 09-12 13-16 17-20 21-24 25-28 29-32 33-36 37-40 41-44 45-48 49-52 53-56 57-60 61-64 65-68 69-72 73-76 77-80 81-84 85-88 89-92 93-96 97-00 Statue Material (d100) Brass Bronze Clay Clay Copper Flesh Granite Ice Iron Jade Marble Obsidian Quartz Stone Stone Stone Straw Thorns Wax Wicker Wires or mesh Wood Wood Wood Wood Statue’s Condition (d100) Broken Chipped Hacked at Partially melted Scorched Partially disintegrated Painted over Draped with cloth Perfect condition Covered in guano Eroded by water or wind Cracked Parts removed/broken off Covered in graffiti Toppled over Pockmarks or holes Covered in frost or condensation Hot to the touch Half buried Warped Phosphorescent Covered in moss or goo Covered in webs Smashed apart Bisected or decapitated Table 3-73: Type of Statue Die Roll 1 2 3 4 5 6 Type of Statue (d6) Simple Statue: Person Simple Statue: Animal Simple Statue: Monster or Other Simple Statue: Inanimate Complex Statue: Event Complex Statue: Combination of Figures 176 . harmonic. or orchestral Wailing (ghostly or living) Whining Whistling Yelping Statues Table 3-72: Statue Material and Condition If the statue is a bas-relief or other carving that isn’t a free-standing statue. booms. royalty. cookpot. hoops or other mobile etc) Harp or musical instrument Helix or spiral Household item (butter churn. or other symbolic representation of a concept or ideal Cube or cubes Diorama of an outdoor location Table 3-74: Simple Statues . Model of a house or castle Model of a room Mushroom or fungus Representation (possibly prototype) of a machine or mechanism Sculpted pillar Skull or skeletal Sphere or cone Symbol on pedestal Gargoyle Giant Elephant Fish or dolphin (leaping) Hawk Horror Insect or beetle. satyr. or heron Elemental (or genie) Extra-planar A significant purchase Family group (Person) A person (king. 31-35 noble.Continued Die Roll Person (d100) Animal (d100) Snake Monster or Other (d100) Undead creature Unicorn Inanimate (d100) Tree A person 91-95 (builder or engineer) A person 96-00 (owner of premises) A person (reli11-15 Bird gious leader) Wolf Weapon A person 16-20 (scholarly) Table 3-75: Complex and Large Statues Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 Event (d100) A funeral A meal A significant discovery Adulthood rites An assassination An important argument or dispute Battle scene (“bridge”) Battle scene (“victory”) Conferring knighthood or status Conferring ownership Combination of People/ Animals/Objects (d100) Animal and Inanimate Object Animal and Monster Family group (Animal) Group of animals (same) Monster and Inanimate Object Person and Animal Person and Inanimate Object Person and Monster Person and Person Terra-cotta army type arrangement of 2d6 almost-identical statues of a Person Terra-cotta army type arrangement of 2d6 almost-identical statues of an Animal Three “Person” results Totem-pole arrangement of 1d3+2 Animals Totem-pole arrangement of 1d3+2 mix of Monsters and Animals Totem-pole arrangement of 1d3+2 Monsters Two animals (different) Two Inanimate Objects (different) Boar or pig Dragon A person 21-25 (wizard) 26-30 A person (knightly) Cat Crane. giant Manticore or cockatrice Minotaur (or similar) 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Execution Exiling of a rebel or criminal Greeting important guest Marriage One-on-one combat Religious scene (“blessings”) Religious scene (“judgment”) A person 56-60 (“vanquished”) A person 61-65 (seems to be a beggar) A person 66-70 (nondescript or faceless) A person 71-75 (craftsman) A person 76-80 (nondescript commoner) A person (performer 81-85 of music or other) 86-90 A person (artist. etc.THE MAP Table 3-74: Simple Statues Die Roll 01-05 06-10 Person (d100) A person (deity) A person (saint) Animal (d100) Ape Bear Monster or Other (d100) Bat. etc). wings.BOOK THREE: DUNGEON DESIGN . poet.) Horse Horse Naga or serpent Lion or tiger Octopus Ogre Orc or goblin Scene from the dungeon’s specific history Two Monsters (different) or backstory Signing of a treaty or accord Two Monsters (same) Ox or Bull Rat. giant Rooster Sphinx 177 . giant Centaur Demonic Inanimate (d100) Abstract blob form Abstract jumbled form Abstract spheres Balancing scales. or other Dog authority figure) A person (bar36-40 Dog baric warrior) A person (he41-45 roic warrior) A person 46-50 (child or baby) 51-55 A person (“victim”) Duck Fey creature Hanging (dryad. stork. etc) has been removed and replaced. with the seat located. two. or as a gap in the structure Constructed of magical force Contains fossilized remains Crusted with earth. floor. Appears (or actually is) unfinished Appears (or is) extremely fragile Badly damaged Bejeweled Bench Built for easy disassembly Built for extremely large person Built of bits and pieces of other things. Table 3-76: Thrones Die Roll 01 Unusual Structural Detail (d100) A structural element (a leg. Roll on column one to generate a bit of inspiration for a throne that doesn’t do anything in particular. sugar. it might be a work of consummate or even eldritch craftsmanship. shifts location as convenient First Part of Name (d100) The Banquet Throne Second Part of Name (d100) Of Bargaining 02 03 04 05 06 07 08 09 The Blossom Throne The Blue (50%) or Green (50%) Throne The Brain-Throne The Captured Throne The Celebratory Throne The Chaos-Throne The Coiling Throne The Copper (50%) or Bronze (50%) Throne Of Changes Of Choices Of Circumcisions Of Control (50%) or of Lordship (50%) Of Coronations Of Desperation Of Energy Of Executions 10 The Crypt-Throne Of Eyes 11 12 13 14 15 16 17 18 19 20 The Cursed Throne The Dark Throne The Deceitful Throne The Demonic Throne The Disgusting Throne The Dread Throne The Dream-Throne The Drug-Throne The Echoing Throne The Enchanted Throne Of Forgetting Of Funerals Of Harvesting Of Hearts Of Imprisonments and punishments Of Insights Of Isolation Of Judgment or decisions Of Knighthood Of Learning 21 22 23 24 25 26 27 The False Throne The Fanged Throne The Fearsome Throne The Final Throne The Fire Throne The Forbidden Throne The Forgotten Throne Of Liberation Of Lies and Promises Of Manhood (or womanhood) Of Many Gases Of Many Things Of Marriages Of Meditations 178 . or any number of materials that can crystallize Delicate Draped in cloth or a shroud Exquisite Extraordinarily high back Floats on levitating disk Floats or levitates. cobbled together into a throne. or as weird as demonic ichor Connected to a machine Connected to a powerful magical item or artifact Connected to wall. as though recently exhumed Crystalline. This doesn’t necessarily mean that it’s badly done. or other architecture Constructed as a huge head. quartz. depending on whether you roll on one. or studded with crystals that have grown on it This might be salt. or all three columns. as mundane as paint.BOOK THREE: DUNGEON DESIGN . or perhaps a skull. Can recede into floor or rise into ceiling Certain decorations on the throne have been effaced or replaced with different ones Coated with some substance. and roll on all three columns if you need ideas for a throne with a great deal of history or power. with rather poor craftsmanship or with the wrong material Additional materials or decorations have been welded or nailed onto the original throne. Roll on columns one and two (or one and three) for a throne with more history or power. an armrest. probably.THE MAP Thrones The Thrones table can be used to generate increasingly complex ideas for a throne. as valuable as gilt. in the mouth. THE MAP Table 3-76: Thrones . belts. or other “gotcha” devices obviously built into its construction (you might decide to conceal these later. or is entirely made of them Incorporates cones and/or pyramidal shapes Incorporates many circular or disk-like shapes Incorporates many tubes. means dying or running out of fundamental mojo) The Mouth Throne The Mushroom Throne The Narcotic Throne The Nightmare Throne The Obscene Throne The One Throne The Portal Throne The Prison Throne Second Part of Name (d100) Of Memories Of Mists Of Planting or seeding Of Reawakening Of Runes Of Sacrifices Of Sequences Of Shadows Of Shapes Of Slimes and Oozes Of Spawning Of Terror Of the [insert any animal type] King Of the [insert any humanoid monster type] Chieftain Of the Abomination Of the Archmage Of the Assassin Of the Barbarian (50%) or Savage (50%) Chieftain Of the Beast Of the Black Knight Of the Builder Of the Butcher Of the Centipede (50%) or Spider (50%) Of the Chieftain Of the Child (50%) or the Youthful One (50%) Of the Crazed Wizard Of the Demon Of the Dragon Of the Druid Of the Emissary Of the Enslaver Of the Exile Of the Four Elements 179 .BOOK THREE: DUNGEON DESIGN .” as I hope I needn’t say. non-Euclidian geometry Inlaid with semi-precious stone Inlaid with wood Invisible (always or sometimes) Is built under an apparent trap Light sources cause the throne to project shadows onto specific markers that might be significant Made from a living plant (see Table 3-70 for some really unusual ideas about this) Made of bone Made of bronze or other metal Made of Clay or Earth Made of rough-hewn stone Made of straw or incorporates dried grasses and seeds Made of unusual or rare wood Made of unusual stone Made of wicker or leather Many rich cushions Not built for humans First Part of Name (d100) The Frost Throne The Gate-Throne The Glittering Throne The Gnarled Throne The Gold (50%) or Silver (50%) Throne The Grey (50%) or Marble (50%) Throne The Horrific Throne The Inescapable Throne The Insidious Throne The Insubstantial Throne The Iron (50%) or Brass (50%) Throne The Laughing Throne The Legendary Throne The Lesser Throne The Lightless Throne The Lightning Throne The Lunar Throne The Lung-Throne The Mad Throne The Majestic Throne The Mechanical Throne The Merciless Throne The Merry Throne The Mesmerizing Throne The Moribund Throne (“moribund. of course) Has mosaic pattern Has spikes High throne: a long series of steps leads up to the throne’s seat Higher than normal Incorporates a strange or magical light source (see Table 3-66) Incorporates antlers and horns into decoration.Continued Die Roll 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 Unusual Structural Detail (d100) Floats or levitates. stationary Folds up Hangs from ceiling by chains Has bas-relief carvings Has manacles. holes and gaps into design Incorporates squares and cubic shapes Incorporates statuary Incorporates strange. Short and squat Shorter than normal Sideways Six legs Spins or turns Statues of similar material to the throne stand or sit around it (see Table 3-73 for ideas. or a throne with an eagle head and wide wings. fish. etc. almost stilts Original shape got distorted or partially melted by something Painted with pictures appropriate to the theme in column three First Part of Name (d100) The Purple (50%) or Orange (50%) Throne[Author’s Note: an excellent adjective for purple is “Purpure. Shaped like an aquatic creature (Octopus. or other shape.” if you’re a fan of Clark Ashton Smith] The Random Throne The Rebuilt Throne The Red (50%) or Yellow (50%) Throne Second Part of Name (d100) Of the Frog Of the Genie Of the Giant Of the Gladiator Of the Golem Partially buried under some other material The Ritual Throne Relatively shapeless.THE MAP Table 3-76: Thrones .BOOK THREE: DUNGEON DESIGN . etc. steam. or set off by curtains or tapestries Tacky but valuable Taller than normal The construction of the throne includes an attached base. or something similar (See Table 3-63 for ideas) The Throne is shattered. or monster Shaped like an animal (this could be a Cobra-headed throne. and Table 3-72 for ideas about the condition of the throne and statues) Surrounded. circular. cables. The shape of the seat or armrests puts anyone sitting in into an odd or unnatural position The throne appears to be held in place with all manner of safeguards: welding. tables. octagonal. lightning. crab. demon. but casts the shadow of an undamaged throne. The Ruined Throne The Scorched Throne The Second Throne The Secret Throne The Secret Throne The Shining Throne The Shrouded Throne The Shunned Throne The Singular Throne The Sordid Throne The Sorrowful Throne Of the Guildmaster Of the Hag Of the High Marshal Of the High Priest Of the Idol Of the Incarcerated One Of the Jaguar Of the Lady Of the Lost King Of the Magician Of the Monk 78 79 80 81 The Spellbound Throne The Spell-Throne The Spirit Throne The Spying Throne Of the Mutant Of the Necromancer Of the Observer Of the Oracle 82 The Stolen Throne Of the Priestess (or High Priestess) 83 84 The Subterranean Throne The Summoning Throne Of the Red Bishop Of the Sage 85 The Terrible Throne Of the Saurians 86 87 88 The Thorny Throne The Throne The Tilted Throne Of the Sea Of the Shaman Of the Shapeshifter 180 . it may take a few The Rose-Throne moments of observation to realize that the Of the Guardian object is a chair or throne Rolls on wheels Seems (or actually is) poorly constructed Shaped like a large human. etc).Continued Die Roll 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 Unusual Structural Detail (d100) Numerous carvings appropriate to the theme in column three On tall legs. The Throne is built or even wedged into an alcove The throne is flanked by two other pieces of ornate furniture. lesser thrones. such as fire. The Throne is toppled over The throne is wreathed in an element. bolts. or dust. enclosed. chains. tying. BOOK THREE: DUNGEON DESIGN . Triangular Two-seater (equal height) Two-seater (one lower than other) Unbelievable luxurious and comfortablelooking Valuable elements of the throne seem to have been pillaged. Three legs Throne is overgrown with vegetation.Continued Die Roll Unusual Structural Detail (d100) The throne’s surface is made to resemble the skin of an animal – it might have carven scales. a leathery texture. for example.THE MAP Table 3-76: Thrones . or even carved feathers. with motifs on the part of the seat-back over the head of the person sitting in the throne Whatever it’s made of. stolen. removed. or might be quite primitive. Very high-backed. moss. it is giving off the results of a chemical reaction with something else Wider than normal Wooden First Part of Name (d100) Second Part of Name (d100) 89 The Trembling Throne Of the Sorcerer 90 91 92 93 94 95 96 97 The Tripartite Throne The Twisting Throne The Unholy Throne The Unpredictable Throne The Untried Throne The Water-Throne The Wayward Throne The Weeping Throne Of the Summoner Of the Tyrant Of the Victor Of the Zombie Of Thieves Of Tortures Of Transformations Of Undeath 98 99 100 The Whispering Throne The White (50%) or Black (50%) Throne The Winter Throne Of Vines and Flowers Of Visions Of Wonderment 181 . etc. The carving might be highly realistic. or vines. fungi. Which is always cool. or with some sort of weird reflection-based thing you think up. or basins Frogs and Swings 182 .BOOK THREE: DUNGEON DESIGN . Area with unstable floors and/or ceilings Astrolabes and Instruments Authority and Running a Gauntlet Balconies and Runes Big Machine(s) made of wood or iron Bizarre Storage Area Bones and Petrifaction Bridge over Troubled Water Casino Chasm or well Climbing and Slipping Room Colors and Globes Cooking and statues Cranes and Bowls Dimensional Changes Docking Station Doors at Different Heights Electrical Room Embalming Room(s) Eyes and Trackways Fire-Pit Room Fishing or diving Font. probably with docks at some of the places where the dungeon touches upon it Series of deep ponds Severe dripping or running water from ceiling or walls in a particular area Water pouring from hole in ceiling or spouting from wall Water vortex or whirlpool Waterfall Waterwheel or large water-driven mechanism (See Major Mechanisms. Entrance to a sewer system or a system of pipes/channels (that can be entered) running just beneath the dungeon level. Table 3-67. for starting ideas about what the mechanism is for) Table 3-78: What Comes Next (Basic Ideas) Die Roll 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 What Comes Next (d100) Alchemist’s Workshop(s) (see Table 3-162 for ideas) Alcoves and Labels Altar Room(s) Altars and Thrones Aluminum Siding Anti-gravity Area where it’s cold. don’t feel obligated to put in more water landmarks. and mist Area Which Alters Thinking Processes Area with barrels and containers Area with different strange substances on walls Area with explosives Area with mirror or mirrors. If this is the case. and you don’t want to get deep into a whole system for designing a dungeon from the top down. small or medium sized Pumps bringing water up from lower levels River Sea inlet or truly vast lake. or byproducts Area with completely submerged corridors and/or rooms Area with high humidity and lots of condensation Areas with water that is somewhere from ankle deep all the way to chest deep Baths or swimming pools Channeled water: a full-scale canal. See Table 3-18. you certainly have the potential to create a dungeon level that involves quite a bit of water. fountain. an aqueduct. snow. Table 3-77: Water Landmarks Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Type of Water Landmarks (d100) Area where pipes dump water. but if you’ve got waterway transitions. It points you back to the above tables. with slippery ice. The “What Comes Next” Method Sometimes you just want some creative ideas for what comes next in a dungeon you’re already designing. or a series of small ditch-like channels in floor. waste products. icicles.THE MAP Written Records Written Records are covered earlier in this book. The useful content of Written Records can also be generated on Table 3-17. Water Landmarks Some water landmarks may already have been generated as a transition between areas (if you’re going through these tables step by step). but gives you a specific place to start instead of just paging around for an idea. Fountain(s) Geysers or waterspouts Ice area or boiling water area Lake. The following table is easier to use when the problem is just a bit of creative block happening mid-stride. Something Blue Sounds and pits Spiraling corridor leads to something (roll again to see what) Spiraling Room Squares and Guillotines Stairs Up or Down Statue or Idol Room Sundial or Wheel of Fortune Room System of balconies and ladders (or stairs) System of corridors crossing over the top and underneath each other Take the first three children’s toys you think of. meditation.BOOK THREE: DUNGEON DESIGN . Something Borrowed. ladders. glyphs. fungus. Tiles. Something New. Will Robinson!”) Plants and Bubbles Platforms and Slides (or sliding) Pocket dimensional space or teleport room with access to other areas or even the surface Prison Rays and Levitations Rings and Things River Room that turns.THE MAP Table 3-78: What Comes Next . and contemplation Room(s) with plants.Continued Die Roll 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 What Comes Next (d100) Gas and Physics Room Glittering Halls and Room(s) Grate or pit leads to corridors that go under the existing part of the dungeon to something else (roll again to see what) Hallucinogenic Room Heat and monsters Library Mannequin Room Mining or Excavation Area Mist and Mystic Rocks Multiple Archways Multiple Wells or Chimneys Multiple Wooden Walkways Natural Caverns Nicely furnished rooms (“Danger. and put their dungeon-equivalents into one large chamber Tanks (or pools) and Vines The third clear thing you think of after I say. or mold Runes. and Balls Sludge and Poison Something Old. or ropes Vehicles and Cyclicals Vines and Phosphorus Volcanic Area Waterfall Waterfalls and Pools Whatever you remember off the top of your head from high school chemistry Wheel apparatus and religion Wizard’s Workshop(s) (see Table 3-162 for ideas) Zoo 183 . possibly revealing new door or corridor Room with Control Panel Room with Trick (see Table 3-80 or Table 3-81) Room with weird pyramid or dome inside Room(s) of study. “The Flintstones. or symbols Sacrificial Chamber(s) Sarcophagus Room(s) Sewers and Ladders Shadow Pictures Shrinking Room Die Roll 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 What Comes Next (d100) Slots.” Things on stilts Things Under Wrappings Throne Room Totem poles and water Trapped Room Trees and Sounds Up-and-down corridor with steps. but don’t add on any of the additional trick elements) Room is very tall or very deep. Area filled with Unusual Plants (Table 3-70) and also involves a Big Thing (Table 3-49). some of which are safe. but can only be reached using a Topographical Challenge (Table 3-3). but ignore results of “stairs”). Area with a climactic monster (Table 3-179) plus an interesting tactical situation (see Table 3-4) Monsters with an interesting tactical situation (see Table 3-4) An area with a topographical/tactical challenge (see Table 3-3) involving a Hazard Trick (Table 3-92) An area with a topographical/tactical challenge (see Table 3-3) involving several Basic Mechanical Traps (Table 3-126) in an area with one special feature from Table 3-54 (Special Rooms) Unusual decorations (see Table 3-182 for type) that are valuable. Room with a Complex Trap (Table 3-137) involving a Big Thing (Table 3-49).THE MAP Table 3-79: What Comes Next (Using Tables) Die Roll 01-20 21 22 23 24 25 26-30 31 32 33 34 35 36 37 38 39 40 41 42 43-44 What Comes Next (d100) Transition (Table 3-23) Transition (Table 3-23) with a Big Thing Landmark (Table 3-49) Transition (Table 3-23) with a Strange Thing Landmark (50% use Table 3-53A. 50% use Table 3-53B) Room with a Level Change (Table 3-50) Level Change (Table 3-50) involving an Architectural Trick (Table 3-84 or 3-85) Water Landmark (Table 3-77) Special Room (roll twice on Table 3-54 for contents) Long room or corridor with treasure at the end is guarded by a gauntlet of Basic Mechanical Traps (Table 3-126). Waterway Connection (Table 3-33) 74 Die Roll 56 57 What Comes Next (d100) Area or room with a teleporter (Table 3-36) Area with a climactic monster (Table 3-179) and a Water Landmark (Table 3-77) Area with a climactic monster (Table 3-179) with a Complex Trap (Table 3-137) as part of its tactical advantage. Area involving a Substance Trick (Table 3-106) Room with a Choice Game Trick (Table 3-110) Game Room (Table 3-112) Less special room (roll once on Table 3-54 for contents) and a Written Trick (Table 3-114) Room with a regular architectural feature from Table 3-85 but connected to a Basic Mechanical Trap (3-126) Room with a Complicated Mechanical Trap from Table 3-127 (that table also tells you the related architectural feature. Magical Workshop (see Table 3-162 for contents). A climactic monster (Table 3-179) with a prepared ambush (Table 3-184) There is a Hazard (see Table 3-92) and several choices of how to handle it. Change in Dungeon Topography (Table 3-37) Room with an altar (Table 3-55) and a Basic Mechanical Trap (Table 3-126) Room with Dramatic Architecture (Table 3-57) and two items of Dungeon Dressing from Table 3-144. Room with a regular architectural feature from Table 3-85 connected to a Basic Magical Trap from Table 3-135. Room is built to allow for a Monster Ambush (see Table 3-184) Storehouse involving some normal containers and some that are bizarre (see Table 3-59). Tomb (see Table 3-183) A Big Thing Landmark (Table 3-49) coupled with a Hazard (Table 3-92) Room with several statues (see Table 3-73 for starter ideas) each of which confers a magical benefit or curse (see Table 3-121) Room causes a magical weakness (see Table 3-142) caused by either unusual plants (Table 3-70) or a thing of some kind (see Table 3-97 for ideas. Room with a Complex Trap (Table 3-137) involving a Strange Thing (Table 3-53A or Table 3-53B).BOOK THREE: DUNGEON DESIGN . others of which are not (see Table 3-110 for ideas about how these choices might be constructed) Major Mechanism or Process (Table 3-67) plus Unusual Plants (Table 3-70) Major Mechanism or Process (Table 3-67) plus Water Landmark (Table 3-77) Temple involving Religious Imagery (Table 3-56) plus a Backstory (Table 3-9) plus a Big Thing (Table 3-49) 58 59 60 61 62-63 64 65 66 67 68 69 70 71 72 45 46 47 48 49 50 51 52 53 54 55 73 75 76 77 78 184 . A Level Change (Table 3-50) that goes through a Contained Liquid (Table 3-64) in some way. Slightly special room (roll once on Table 3-54 for contents) plus a Bargain and Persuasion Trick (Table 3-86) Slightly special room (roll once on Table 3-54 for contents) plus an Experiment Trick (Table 3-87) Area with Hazard Trick (Table 3-92) Area with a Magic Area Trick (Table 3-93) Room (roll once on Table 3-54 for contents) with a Magic Thing Trick (Table 3-97) Corridor or room with solution or survival of a singleRule Pathway trick (Table 3-103) required to pass through. The trap might be obvious – just a way of blocking off a pathway – or it might be hidden. and travel within it is done by use of one or more Level Changes (see Table 3-50). There is a particular item or piece of architecture that makes the workshop unique: roll for a Strange Thing on Table 3-53A or 3-53B. Area with a Major Mechanism or Process (Table 3-67) that allows a Level Change (Table 3-50. The workshop might belong to a climactic monster (Table 3-179) which might or might not be present. Area with a rigged natural feature from Table 3-134. Area filled with Unusual Plants (Table 3-70) that also involves a change in dungeon topography (Table 3-37). Area appears to be empty 86 87 88-91 92 93 94 95-00 83 84 85 185 . turned off.coupled with a Hazard (Table 3-92) Room of unusual size and shape (see Table 3-40) with a Magic Area Trick (Table 3-93) A Level Change (Table 3-50) that goes through a Hazard (Table 3-92) or a rigged natural feature (Table 3-134). or bypassed. Stairway or door is guarded by a Written Trick (Table 3-114) combined with a Basic Mechanical Trap (Table 3-126).THE MAP Table 3-79: What Comes Next (Using Tables) . or bypassed Vast cavern filled with different balconies and Level Changes of more than one type (Table 3-50) Unusual Corridor (see Table 3-25) plus an unusual Archway at the end (see Table 3-28) Die Roll What Comes Next (d100) Room of unusual size and shape (see Table 3-40) in which characters are attacked by a spell effect (generate using Table 3-172) caused by a Strange Thing (Table 3-53A or 3-53B). persuaded to stop. The object must be appeased. or branching into two staircases partway down. possibly going down more than one level. Big Thing (Table 3-49) that causes a magical weakness (see Table 3-142) until it is appeased. Slightly special room (roll once on Table 3-54 for contents) plus an Architectural Trick (Table 3-84 or 3-85) A Strange Thing (Table 3-53A or Table 3-53B).Continued Die Roll 79 80 81 82 What Comes Next (d100) Room of unusual size and shape (see Table 3-40) plus some sort of Trick (Start at Table 3-81 or Table 3-180) Room of unusual size and shape (see Table 3-40) with unusual pillars (Table 3-69) and a clue (see Table 3-10 for starting ideas) Room with a Complex Trap (Table 3-137) and a clue (see Table 3-10 for starting ideas) Unusual Stairs (Table 3-52) lead to a different dungeon level.BOOK THREE: DUNGEON DESIGN . deactivated. e. or back to safety Risks (d100) Solutions and Interactions (d100) Gambling your money or your life (or your health. so don’t approach these tables as if each category is a formula. a trick is something that requires the players to make meaningful decisions but that isn’t a monster or a trap. so these are gathered together at the end of the section. and Written Tricks. then put them together in any way that your inspiration takes you. Wager and Game Tricks. Hints and Foreshadowings. These tables can be used for all the categories. or not changing) Spoken Hints (Ongoing conversation or multiple questions) Visible Hints: searching or observing the situation may give you valuable information Written Hints Combination of treasure and (roll a d6): (1) access. Run-the-Gauntlet Tricks. etc) 41-60 61-80 Obstacle or Gauntlet Treasure! of Threats Physical 81-00 The trick is a sentient or programmed intelligence Useful Information Wrong Access or Wrong Information Screwing around with stuff (50%) or Movement and Actions (50%) 186 . machines. too. Table 3-80: Wild Card Matrix for Tricks Die Roll Hints (d100) Structure (d100) A bunch of elements to use for the solution (dials. your experience points. and I’m not going to try to define it exactly. Experiment Tricks. Substance Tricks. etc) 01-20 No hints given Curse (Magical) 21-40 Spoken Hints (given once. (3) a magical condition or bonus Gain a Magical Condition or bonus Physical Movement and Actions (i. stepping onto the correct colored tiles on the floor) Negotiation (making a trade or bargain) or Persuasion (fast-talking. your sanity. rewards. pulling levers. An alternative. Method 1: The Wild Card Matrix This table is not for the faint of heart – it’s used to generate the overall profile of a trick with absolutely no rhyme or reason. False Appearance Tricks. Hazard Tricks. vehicles. etc) Architectural Feature (see “Central Feature” column of Table 3-85) Magic Area (see Table 3-93 and following tables) Rewards (d100) Access to a new area. turning dials. so they come first. instead of picking a category and working from there. wearing a disguise. I’ve decided to compile my tables into eleven categories: Architectural Tricks. structure. risks. Bargain and Persuasion Tricks. There is a great deal of crossover between these categories. Certain categories make reference to the same sub-tables. potion ingredients. overall profile of a trick.. and solutions). After literally years of screwing around with it. Magic Thing Tricks. Roll for each component of the trick (hints. lying well. opening containers. In general. your luck. Magic Area Tricks. or debating) Screwing around with stuff (mixing potions. The Separate Categories (each with sub-tables): Architectural Tricks Bargain and Persuasion Tricks Experiment Tricks False Appearance Tricks Hazard Tricks Magic Area Tricks Magic Thing Tricks Run-the-Gauntlet Tricks Substance Tricks Wager and Game Tricks. Tricks can range all the way from a sliding corridor to a riddle written on a scrap of parchment. short-form table used to generate the broad.Tricks The “Trick” is a very broad concept in adventure design. Written Tricks General Subtables. This section is organized as follows: The Wild Card Matrix. ignoring everything else in this section. (2) Mental information. There are about an infinite number of ways to try and break down the broad concept of a dungeon trick into a series of tables. BOOK THREE: DUNGEON DESIGN .TRICKS Method 2: Tricks by Category Table 3-81: Tricks by Category Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Trick Category (d100) Architectural Trick Bargain and Persuasion Trick Experiment Trick Hazard Information Magic Area Magic Thing Run-the-Gauntlet Substance Wager and Game Trick 187 . a mendacity Most of it has been effaced No serious problem.TRICKS Hints and Foreshadowings (for all categories) Table 3-82: Hints and Foreshadowings Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Type of Hint (d100) A vision or sense of danger/opportunity Adventurers might have heard a rumor about this trick from the dungeon’s table of rumors None None None None None Pictorial sign Spoken warning or instructions from trick or something near it (disembodied voice. All the hint offers is the knowledge that the trick exists – not how to solve it. Written sign Problems with Hint (d100) All the hint offers is the knowledge that the trick exists – not how to solve it. See Table 3-83 for more ideas.BOOK THREE: DUNGEON DESIGN . but there is a better and less dangerous solution to the trick. although probably it is slightly vague The hint offers a solution. a falsehood. Coded or in the form of a riddle Damaged by the passage of time Incomplete or garbled It is a lie. Vague 188 . etc). although it might not convey anything else except attitude. Alternatively. The taunts may be helpful. it says something at the end of each part to let the players know something has been completed.” or “hot” as characters get closer to (or farther from) the solution. the trick begins. it’s a pre-programmed hint if the characters are pursuing a predictable course of failure. The personality and the talking clue might be long-time enemies. to a person. Why it Talks (d6) It either died here or is trapped here. or monster either talks or sends mental messages It either died here or is trapped here.TRICKS Table 3-83: Spoken Clues Roll percentile dice to see if the spoken clue is interactive (use Column 3) or static (in which case use Column 4 instead of Column 3) Die Roll What Talks (d6) An actual living being is present. Makes itself known to the party. If the players are negotiating with a personality. Sinister and hostile 4 Energy shape talks or sends mental messages It was simply designed as a built-in part of the challenge Makes compliments as the players are making progress. The voice offers an ongoing commentary to give the players a status report. such as.BOOK THREE: DUNGEON DESIGN . basically introducing them to the next part. or that Jovial there is a challenge available. during the trick itself. Static Spoken Clues . and/or taunting before the trick begins. Somehow. or if they need to know that they have now succeeded. This might include a game of twenty questions. answers one question. human. This includes everything from a talking animal.” Makes a victory or defeat speech at the end of the Eerie or spooky trick. two facets of a being with multiple personalities. challenge. It does not help once benefit. Basically. “Cold. delivering a rhymed couplet. since they only come when the characters are doing something wrong (or when they are indecisive) Progressive hints. depending on whether it likes or dislikes the adventurers 189 . and then falls silent or disappears. depending on whether the party succeeded. Speaks once. poetry or vague instructions each time the players complete some part of the trick. human. etc. or a haiku. or a haiku Attitude (d6) Polite and humble (even taunting can be delivered like this) 1 2 Carved image or statue of a living being (animal. a limerick. or it might only have a limited set of answers. and if the characters solve the trick it will be released Interactive Spoken Clues. 5 Ghostly image of animal.A threat. For example. Egotistical and Superior 3 Disembodied voice or mental communications Makes itself known to the party It is a reminder to the before the trick. to a demon. and then answers builder’s friends or allies limited questions about what they about how to get the will be facing. a limerick. and then answers limited questions while they are trying to solve the trick. delivering a rhymed couplet. and then taunts. it might say. Either nervous or angry. This will certainly indicate that something is about to happen. “Well done. General taunting.50% (d6) It only gives one clue. and if the characters solve the trick it will be released Speaks riddles.” “warm. 6 Part of the trick itself communicates (example: you’ve got to figure out how to get a fireplace to rise away from a passageway – the fireplace itself starts talking or sending mental messages) It was simply designed as a built-in part of the challenge Makes itself known to the party. before the trick starts. or monster) It is a construction or remnant of something that really hates (or hated) the person who constructed the trick. the personality might get very pissed off at the talking clue.50% (d6) Speaks once. if they are inactive. etc) like a rubber band or static charge Has multiple moving parts Pulls things in a particular direction (or pushes. etc) Move through particular area Perform or bring sacrifice What Happens when Functioning (d100) Antigravity Antigravity Breaks apart Breaks apart Component rotates Component rotates Component rotates Component rotates Component slides down Component slides down Component slides down Component slides down Component slides up Component slides up Component slides up Component slides up Component vanishes Component vanishes What is Accessed (d100) Another level Another level Another level Another level Another level Chamber with monsters Chamber with monsters Chamber with monsters Chamber with monsters Chamber with monsters Chamber with monsters Chamber with treasure Chamber with treasure Chamber with treasure Chamber with treasure Chamber with treasure Chamber with treasure Chamber with treasure Delivers a key Delivers a key Delivers a key Place specific object into space Disintegrates provided for it Press button Pressure plate (adding weight) Entire thing rotates Entire thing rotates 190 . or vice versa Moves up or down (probably not detectable) Contains built-up tension of some kind (magical.BOOK THREE: DUNGEON DESIGN . kinetic. for some interesting reason Moves to block party from going back or retracing steps Is concealed Has two entrances or apertures with different results Flips over Transports to different area (teleport or dimensional) Die Roll 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Central Feature (d100) Floor Hallway Hole Passageway Platform Room Stairway Trapdoor or large flagstone Wall Closes Has a slant (probably not detectable without a dwarf) Has a false bottom Distorts space or distance Causes vertical movement to seem horizontal. secret Fire pit Fireplace How it Functions (d100) Activate electricity Chill something Chop something off Command word Connect pipes Counterweights Crank-operated Dial or dials to proper settings Disconnect/reconnect something Electrify or shock something Fill it (or part of it) with water Friction on/off Heat something Intelligent (negotiate) Manipulate specific component (raise its arm. etc) Manipulate specific component (raise its arm. lifts. springy.TRICKS Trick Categories Architectural Tricks Table 3-84: Quick Architectural Tricks Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 Central Feature (d100) Alcove Altar Archway Balcony Built-in container Ceiling Cistern or well Corridor Crawlway Door or doorway What it Does (d100) Snaps to the side Rotates Changes your direction Uses illusion to cause mapping problem and get you lost Is false. etc) What it Does (d100) Bridge or walkway Falls to reveal entrance Table 3-85: Complex Architectural Tricks Die Roll 01-02 03-04 05-06 07-08 09-10 11-12 13-14 15-16 17-18 19-20 21-22 23-24 25-26 27-28 29-30 31-32 33-34 35-36 37-38 39-40 41-42 Central Feature (d100) Alcove Alcove Altar Arch Balcony Bridge Canal Ceiling Ceiling Cistern Container Crawlway/ventilation duct Dais Disk (in floor) Dome Door Door Door Door. closed Floor Floor Floor Force field Fountain Furniture Hole Idol or statue Illusion Machine Niche Passageway Pedestal Pillar Pit Platform Platform Pool Portcullis Room Stairway Walkway (in trench) Walkway (raised) Wall Wall Wall Well Window to other area How it Functions (d100) Pressure plate (adding weight) What Happens when Functioning (d100) Entire thing rotates What is Accessed (d100) Delivers a key Delivers a key Dimensional pocket Dimensional pocket Dimensional pocket Dimensional pocket Dimensional pocket Entry to otherwise inaccessible area Entry to otherwise inaccessible area Entry to otherwise inaccessible area Entry to otherwise inaccessible area Entry to otherwise inaccessible area Entry to otherwise inaccessible area Information (engravings. runes. phrase. runes. etc) Information (engravings. runes.Continued Die Roll 43-44 45-46 47-48 49-50 51-52 53-54 55-56 57-58 59-60 61-62 63-64 65-66 67-68 69-70 71-72 73-74 75-76 77-78 79-80 81-82 83-84 85-86 87-88 89-90 91-92 93-94 95-96 97-98 99-00 Central Feature (d100) Fissure.TRICKS Table 3-85: Complex Architectural Tricks . etc) Permits access to a game stacked in player’s favor Permits access to a game stacked in player’s favor Permits access to a game stacked in player’s favor Permits access to a game stacked in player’s favor Permits access to a game stacked in player’s favor Shortcut Shortcut Shortcut Shortcut Shortcut Shortcut Pressure plate (remove weight) Entire thing rotates Pressure plate (remove weight) Floats Provide darkness Provide light Pry something out Pry something out Pull lever Pull tripwire Put proper chemicals.BOOK THREE: DUNGEON DESIGN . runes. or name Squeeze something Stand in precise locations Strike something Tilt something Touch component Turn dials to correct settings Turn something Turn spigot Unfasten something Un-jam something Untie something Use key in lock Floats Operates normally Operates normally Rises Rises Slides down Slides down Slides down Slides down Slides up Slides up Slides up Slides up Teleports party past obstacle Teleports party past obstacle Tilts down Tilts down Tilts down Tilts down Tilts sideways Tilts sideways Tilts sideways Tilts up Tilts up Tilts up Vanishes from existence 191 . etc) Information (engravings. minerals or elements into the place where they are processed Redirect water channel Riddle Rotate something Shake something Slide something sideways Slide something sideways Speak command word. runes. etc) Information (engravings. etc) Information (engravings. energy. Table 3-86: Bargain and Persuasion Tricks Whom (or what) the Adventurers are Interacting With (d100) A non-intelligent construct. protection from cold or fire. etc. or experience penalty The other party. or experience Treasure (possibly of a particular kind) 192 . such as a golem.” An intelligent being that is possessed by a demon or spirit An intelligent or living being such as a human. A spirit-animated being that is in mental or magical contact with its master. Inability to proceed past a certain obstacle in the dungeon 31-40 For the adventurers to defend it against an imminent attack Magical Curse (see Table 3-118) 41-50 Free it from an enchantment Assistance in a combat Magical Curse (see Table 3-118) 51-60 A spirit-animated or enchanted object or architectural feature (see “Central Feature” column of Table 3-85) that can Fulsome Praise respond to bargains but (possibly) cannot negotiate any different terms. will attack. whatever it is. A spirit-animated being that has intelligence. dragon. It may be able to convey some details about what it “wants. removal of curse. It is preprogrammed to accept only the correct response and possibly to punish unacceptable offers or statements A spell-animated object that is under the control of its master (who is not physically present for the negotiation). a machine or an undead creature. or the Penalty for not Bargaining (d100) Die Roll 01-10 A promise to refrain from some action A beneficial magical condition (see Table 3-118) or the granting of a wish Death 11-20 A quest or task A map Inability to proceed past a certain obstacle in the dungeon 21-30 Food Access to a new area of the dungeon Air. monster. etc. will attack. It may be able to convey some details about what it “wants. whatever it is. an idol inhabited by a demon. agreement to stop killing them. an idol inhabited by a demon.TRICKS Bargain and Persuasion Tricks Bargain and Persuasion tricks involve the characters talking to something. Some kind of hunter or pursuer will be sent after the party 61-70 It holds something cursed or otherwise bad. The other party. energy. 81-90 91-00 Soul. such as a golem.” A spirit-animated or enchanted object or architectural feature (see “Central Feature” column of Table 3-85) that can respond to bargains but (possibly) cannot negotiate any different terms. hoping to gain an advantage – but the other side will usually want something as well. and wants the adventurers to take it in return for a reward. the Penalty for Backing out of the Deal. or experience penalty 71-80 Memory Information about the location and/or operation of tricks and traps.BOOK THREE: DUNGEON DESIGN . or demon Unintelligent monster or animal operating on instinct Curing. Experience points or level Soul. Return of a prisoner or hostage Treasure Soul. or other survival-oriented matters. and acts as the master’s mouthpiece in the bargain What is Being Sought by the Other Bargainer (d100) What the Adventurers Might Get (d100) The Catch. probably an animated item. A spirit-animated being that has intelligence. etc. healing. energy. raising dead. bearing colors or symbols Candles (tiny. and sometimes they are not obvious (they combine themselves). or three levers). spear. mallet. various shapes or sizes Little flags or banners. alcoholic Liquid. mushrooms.BOOK THREE: DUNGEON DESIGN . dye. the other possibility will be very clear. gas Air. roll on the Master Table to see what two types of elements are being combined. Roll for specific results on the appropriate columns of the Table of First Elements and the Table of Second Elements. Die Roll 1 2 3 4 5 6 First Element (d6) Substance Token or Symbol Item Energy Token (50%) or Item (50%) Substance Second Element (d6) Placement Substance Slot Energy Principle or Process Mechanical Controls and Processor Result Type (d6) Transmutation Processing Movements or Access Conditions and Curses Generation or genesis Transmutation Table 3-88: Table of First Elements (Experimental Tricks) Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 Substance (d100) Mineral. To generate an experiment trick. flammable Liquid. or plaster Solvent. pods. or human Model (of ships. butter. or twine Implement or tool Clothing Mirror(s) Stick. catapult. flowers or seeds Rope. Then juggle those elements around with the “Result Type” and see what emerges (the Result Types are explained after the tables). an experiment trick is just the combination of things by the characters. flammable Mineral. hammer. or scepter Hook (a fishhook or improvised wire hook. mist Air. Table 3-87: Master Table of Experiment Tricks Note: If your experiment turns out to look like something that might have both a good result and a bad result. or possibly as big as a grappling hook. wire. roll a second time on the Result Type column to get the alternate possibility. and the results. chain. cleaning fluid. possibly even as big as the hook on a crane) Rolling pin. stones. magical properties. Sometimes. carbonated substance. represents someone or something by its clothing. rocks. varnish. castle. seltzer. etc) Feathers or ribbons Holograms or illusion-figures Tiles or chips. monster. pushing. pole. small. magical or toxic Flour. inscribed Marbles Sticks. stain. cursed item. other: see Table 3-65 for ideas Mineral. paint. steam Liquid. etc) Dice with different number of faces Weapon Container Food Coins Hair Animal Parchment or book Plant Armor Magic item. powder Mineral. wand. or facial features Figurine. rod. water Liquid. medium. person Doll. hitting) Lightning or electricity Fire Magical force or field Acid Wind Sparks Cold Energy (d100) Lightning or electricity 86-90 Heat 91-95 96-00 Gravity Kinetic (movement. magically charged item. door. inscribed or carved Carving. It’s best to decide that after generating the trick. colored wax. pushing. Jewelry or gems Item (d100) Fire Magical force or field Acid Wind Sparks Cold Heat Gravity Kinetic (movement. huge. once you’ve generated the experiment and gotten one result. and what the general type of result is going to be. semiprecious stone Something like jello. or globules Liquid. head(s) Carving. hitting) 193 . acid. Sometimes these tricks are obvious (three bottles and mixing basin. ooze or slime Liquid. eggs or other cooking ingredients Ink. or soap Foam. metals Air. lumps Mineral. animal. etc) Berries. or sponge Token (d100) Miniature figures Disks or chips Pebbles Pictures Tiles. though. or cookie cutter.TRICKS Experiment Tricks In general. gem Mineral. or item with spell cast on it Alchemical-type item (eye of newt. large. colored Cards Tiles. Alcoves or niches. or vacuum generator Conveyor belt and what it does at each step Centrifuge or wind tunnel Flooding. etc) Bowls Crank 31-35 36-40 41-45 46-50 51-55 56-60 Irony (the opposite of what one would expect) Chain reactions and domino effects Slot machine effects (multiple combinations) Random factors involved mid-process Condensation Spinning or turning Chain reactions and domino effects Slot machine effects (multiple combinations) Random results table Mixing or melding of two substances Mixing or melding of two substances Like attracts like (or like affects like) Opposites attract (or affect each other) Magical resonances Windmill Lens Screw Ratchet Pulley Pressure plate Shunt (possibly more than one track) Water pressure 61-65 66-70 71-75 Hidden compartments Holes. suits of armor. series of different shaped holes Hands of gargoyles. drawer. Candlesticks or similar holders Slots. mixers A crane or piece of large machinery Scaffolds. tracks. same Onto series of shapes. wood. like coins into vending machine Principle or Process (d100) Distillations and reduction to basic principles Numerical Series Like attracts like (or like affects like) Opposites attract (or affect each other) One step forward. or shelves Tubes. different Onto circular track Onto branching track Onto linear track Slot (d100) Holes. picture. or cloth Eye sockets (statue. series of identical holes Holes.chamber 26-30 With similar. two steps back (or vice versa) Random results table Mechanical Controls (d100) Dials Buttons Levers Spigot or faucet Counterweight Processor for Mechanical Controls (d100) Oven(s). or slot Appropriate containers or neutralizers Pools of liquid Slides or chutes Mouths (of statues. sinks. etc. in accordance with some organizational scheme Into contact with each other (in various possible combinations) Into contact with each other (in various possible combinations) Tube or pipe outlets Empty pedestals or fitted bases Retracting arm. of characters. etc) Lamps Steam pressure 76-80 Electrical connection Sound-generator 81-85 Magnet Roulette wheel 86-90 Key/lock Vat. matching. or boxes Basins. series of different sized holes Slits through metal. skull. for instance) Onto series of runes or words Into a series of opposite or opposed positions Onto a grid of marked squares Into a shifting matrix of possibilities Into contact with each other (in various possible combinations) Into contact with each other (in various possible combinations) Into contact with each other (in various possible combinations) Into contact with each other (in various possible combinations) Into contact with each other (in various possible combinations) Into contact with each other (in various possible combinations) Higher or lower. platforms.BOOK THREE: DUNGEON DESIGN . pathways or channels Architectural feature (see “Central Feature” column of Table 3-85) Labeler or labeling device Sorting device Crushing device Blender Glass domes or lids Suction. or corresponding locations (denoted by symbol. cauldron. etc) Onto stations on geometric shape (points of a star or hexagon. pipes. or tank Release of magical energy Release of alchemical energies 91-95 Candle burning string 96-00 Indentations Latch 194 . cabinets. shaped or identical word.TRICKS Table 3-89: Table of Second Elements (Experimental Tricks) Die Roll 01-05 06-10 11-15 16-20 21-25 Placement (d100) Onto series of shapes. healed. or crushed. Click. Clickety-clackety. the charcoal you feed into the statue’s mouth might be turned into the key for a door. “woof” or “meow”) Mwahahahaha Omnomnom Pop (or pop-poppety-pop-pop) Splat Sput sput sput brrrrooom Sssssssssss Tick-tock. Click. Utter. diseased. or can be. electrically charged. Processing: Something is developed or manipulated.” “How are we going to carry that?” “How long do I think that’s going to last?” “How much experience is that worth. Generation or Genesis: The combination of the trick’s two elements creates something. Or. There are many possibilities.” “We mark this room on the map.” “Try the other lever. Tinkle. cured. For example. cursed. clickety-clackety… Complete. your condition changes.” “I move to the back of the marching order. it might be a key or other useful item. allows you to get through something.” “I check my stuff. or gives you something you can use to get through something. Creeeeeeeak… Fizzzzzz Ka-boom! Ka-chunk. tick-tock Zorch Zzzzip Sound Made by First Player to Speak after Process is Completed (d100) “Do we still have any blank character sheets?” “Ewwww. so much for him. and this changes something else. Silence.” “That was. Cool.” “I open it.” “That one’s mine.BOOK THREE: DUNGEON DESIGN . it might be a dimensional gateway. This is a two-step process rather than a one-step process. you might get blessed. Crash. but it is indirect.” “Well.” “That was a really stupid thing to do. actually. Much like a transmutation. Movements or Access: Successfully conducting the experiment opens a door. Alternative (and fun) Method for Generating Experiment Tricks Table 3-90: Experimental Trick (machine or alchemical reaction) defined by resulting sound Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Sound Made by Process When Complete (or when failed) (d100) Bingg! Click. So. able to fly. This might be a useful or harmful substance.TRICKS Categories of Different Results (Explanations) Transmutation: Something or someone is. changed as a result of the experiment. because it’s a lot.” “You can have that one.” “Let me try” “Run!” “Seriously?” “Somebody should eat that and see what it does. Conditions and Curses: Instead of actually being changed. For example.” (alternatively.” “I grab it.” 195 . a character might get processed into fuel for something else. Ker-flush “Moo. the trick affects an area when it “activates.. ceiling. a circle of green pebbles – are actually buttons that open a door or work as a stairway). (see Table 3-118 for conditions and curses) 09-12 13-16 17-20 21-24 25-28 29-32 33-36 37-40 26-50 51-75 76-00 196 .g.BOOK THREE: DUNGEON DESIGN . balconies or ledges shift when they are used. Indentation Mural or Mosaic Pattern (wall. and wet are all possibilities) Sound-making objects such as shrieking mushrooms or rigged alarms. or the pathway leads up its side with stairs. vegetation. stepping stones. polished surface. catwalk. Pit blocking path Quicksand River or other body of water blocks path Slime or other nasty substance blocks path or seems to pose a risk (possibly not presenting any actual danger) Slippery slope (ice. usually failing to access the right place or the next segment. This is largely up to you. etc) Vegetation. bats. or grate Chasm. or ceiling) Totally Obvious Trap Multiple Platforms 53-56 57-60 61-64 65-68 69-72 73-76 77-80 81-84 85-88 89-92 93-96 97-00 51-60 Reflection or Dangerous Projected Image Teleporter or something that pops you out elsewhere Corridor Something that traps you inside but if you get out there is a reward in it Control Panel for Something 61-70 71-80 81-90 91-00 Magic Area Tricks Area tricks are those in which an “area” plays a role. etc. or dangerous gases Wall or fence blocks path Table 3-91: False Appearance Tricks Die Roll 01-10 11-20 21-30 31-40 41-50 What it Is (d100) Door Contains something good and something bad Stairway or other Level Change Concealed monster Treasure (or valuable substance) What it Appears to Be (d100) Painting Sarcophagus Pedestal Stone or crystal shape It appears to be what it is. or fault-line blocks or crosses path (possibly with a bridge. natural oil seepage. (see Table 3-118 for conditions and curses) Immediately confers a “curse” effect. (see Table 3-118 for conditions and curses) Randomly confers beneficial magical conditions or curses each time the correct action is taken (probably with a cutoff of some kind on the number of times it can be used). but rolling something up on this table can give you ideas for what kind of deception would work well with the other elements in your dungeon. grease. magically frictionless. extremely steep. a sequence of ledges. portcullis. delay. floor. Table 3-92: Hazard Tricks . or difficulty Crumbling floor. or dangerous fungus growths Venting steam. handholds. loose earth. Strong winds Tall ceiling with overhead risks (falling stalactites. (see Table 3-118 for conditions and curses) Confers a beneficial magical condition if players take the correct action.” or else it’s triggered by entering the area (possibly with the additional requirement of taking an action). but a correct action will remove the effect. thorns. or fires Illusion of another type of obstacle Table 3-93: Magic Area Tricks Master Table Die Roll 01-25 Combination of the Four Elements of an Area Trick (d100) Confers a “curse” effect if the players take a wrong action. Climb over rubble.Continued Die Roll 41-44 45-48 49-52 Roll Once or Twice Depending on Desired Difficulty (d100) Large Mechanism or Process Locked door requiring key or command word Misty area with poor visibility Pathway. building materials. but it is actually in a different place or leads in a different direction. so they are puzzles rather than just a series of surprises. Hazard Tricks Table 3-92: Hazard Tricks Die Roll 01-04 05-08 Roll Once or Twice Depending on Desired Difficulty (d100) Bars across path. bridge. Pattern of stones (e. or walls Door with unusual mechanism (see Table 3-32) Force field or other magical barrier Geysers of hot water or lava Hot area (volcanic or other). bad air. The trick’s actions are described in terms of a combination of four possible elements: Correct Action Wrong Action Beneficial Magical Condition (see Table 3-118) Curse (see Table 3-118) Many area tricks have the area marked off in some way. or might look dangerous) Cliff face or wall requires climbing. although tables are included to give you ideas for marking areas.TRICKS False Appearance Tricks This sort of trick doesn’t lend itself very well to a table. gravel. crack. does nothing otherwise. ladders. or garbage poses a minor threat. which might look safe. and a “beneficial magical condition” if the players take a correct action. undergrowth. such as “the orb of wonder. or some sort of electricity or lightning (including a static charge) Central feature floats in the air Central feature is difficult to approach. such as burning incense Walk a particular pathway through the area Walk through the area in any way other than the incorrect path 51-53 54-56 57-59 60-62 01-50 Table 3-95: Marking off Magic Area . etc. possibly objects are floating in air (as opposed to the central feature itself) Central feature emits heat. the ceiling. or be on an island in a pool of acid.Continued Die Roll 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 Method of Marking off Area (d100) Mist within area Painted line Plants at the border (thorns. construction material Floor. Magic Thing tricks are composed of four basic elements: A Warning (possibly): Table 3-96 A Central Feature: Table 3-97 A Triggering Action: 3-99 Result of Triggering the Trick: Table 3-100 Table 3-96: Warnings Die Roll Warnings (d100) None.” Table 3-95: Marking off Magic Area Die Roll 01-05 06-10 11-15 16-20 21-25 Method of Marking off Area (d100) Bars. if stepping in the right place is important). living objects might flicker in and out of existence. such as “the sword of fear” Enter wearing a particular type of armor (such as “plate mail” or “the plate mail of the palace guard”) Enter wearing a particular type of garment (such as religious raiment) Enter with specific object and speak a command word Enter with specific type of object or animal Manipulate architecture in area. This sort of trick hits the party by surprise. portcullis. Writing on floor at the border of area (glyphs. bluish. stains or coloration 63-65 26-30 31-35 36-40 66-68 197 . such as a strong sense of evil. etc. or fence Candles. blank mind Think of what you want to get Undertake particular action in area. line of Curtain. the walls. or perhaps elation or a more positive emotion Floor. see Architectural Tricks Table 3-85 (or 3-84 for a less complex trick) for ideas Manipulate items that mark off the area (see Table 3-95 for ideas) Member of specific bloodline enters area Member of specific class enters area Member of specific race enters area Pretend (successfully) to be a particular person Speak command word in the area Think of a particular thing or memory Think of nothing at all. see Architectural Tricks Table 3-85 (or 3-84 for a less complex trick) for ideas Manipulate architecture in area. yellowish. This might range from as little as a coat of paint. Feel. glowing globes. be at the top of a long. etc) Raised or sunken floor in area Ribbons Shrunken heads or skulls Signs Spoken warning near border of area (magic mouth. teleport from place to place.TRICKS Table 3-94: Correct Actions for Magic Area Tricks Die Roll 01-04 05-08 09-12 13-16 17-20 21-24 25-28 29-32 33-36 37-40 41-44 45-48 49-52 53-56 57-60 61-64 65-68 69-72 73-76 77-80 81-84 85-88 89-92 93-96 97-00 Correct Actions (Areas) (d100) Cast particular spell in area Correctly answer question(s) posed by disembodied voice Cover the floor. Create noise or music in the area. mystic trees.) Waterfall or water channel (behind a waterfall. laser-type detection beams. ancient markings. beaded Curtains. etc). 91-95 96-00 Magic Thing Tricks Interacting with magical things is one of the staples of a dungeon adventure. a warning. but often surprise-tricks are the more dangerous type – in which the party has to cope with magical results that have already taken effect on them. infrared. pictograms. rays. potted geraniums.” or “the sword of the city guardsmen”) Enter carrying a particular unique object. and it is a broad topic. Antigravity or levitation effect in surrounding area. all the way up to something just dripping with jewels. cold. gates. or just move in ways other than “normal. danger. the items bordering the area. Any movement at all would be unusual in an inanimate object. chessboard pattern – possibly related to how to handle the trick. etc) Statues at border Unusual light within area (reddish. Central feature is in some way decorated far more than one would expect. Sometimes a surprise-trick just means they have to think fast.BOOK THREE: DUNGEON DESIGN . possibly a specific noise or using a particular instrument Enter carrying a particular type of weapon (“a sword. ancient wards. winding ramp. Central feature moves in unexpected ways. as examples. cloth Designs on floor inside area (pictures. etc). since neither the word “magic” nor the word “thing” does much to narrow down the category. on an island. man-eating venus flytraps.” Enter carrying a particular unique weapon. it might be protected by a force field. etc. 87-89 90-91 92-94 95-97 81-90 91-00 Orange Changing colors or multiple colors 98-99 00 Table 3-99: Triggering Actions for Magic Things Table 3-97: Central Feature of Magic Thing Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 Central Feature of Trick (d100) A Level Change A Pillar or series of pillars A Hazard Trick Abstract Special Effect (see Table 3-98. etc. The item is legendary. even if in the game you haven’t mentioned it before. the players will thus have some warning that they should be careful about their subsequent actions. At least one character will have heard about it. but the surroundings themselves indicate that something is unusual: a sense of wrongness. helix. projected pictures or shadows. or a pile of shoes. usually architectural Any speech at all Any speech directed to the trick’s central feature Anyone touches central feature 198 . burns. dimming of torches. theatre. as two quite disparate examples) Item emits a strange noise other than speech before its actual “trick” manifests Item speaks immediately before its actual “trick” manifests. that elicits the “trick” response. if you use one). There is a written warning (or set of instructions) about the Thing located nearby. which was available for the players to learn ahead of time (on the rumor table. Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 Triggering Action (d100) None: the trick is always active None: the trick is always active None: the trick is always active None: the trick is always active Activation of a particular trap Activation of another “step one” trick. scaffolding. excavation.Continued Die Roll 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Central Feature of Trick (d100) Large Mechanism or Process (Drilling rig. One example is chains binding an apparently inanimate statue. The presence of a trick is clear. Lighting effect: the central feature glows. spinning ring. The item/fixture has surroundings that emphasize its importance. armor. The central feature has some anthropomorphic feature (eyes. the more likely that there will be “something else” added to those features. etc). in the same room. it is surrounded by incense burners. is located at the end of a long hallway. for example Form of an animal or monster (or just the face or head) Spiral. in other words. the trick’s central item has several duplicates to prevent it being spotted as the main feature (a hall of huge statues. a carven face. or is wreathed in shadow or darkness Protective measures or restraints upon the trick are in plain view. The item/fixture is not highlighted by its surroundings.Continued Die Roll 69-71 Warnings (d100) Decoys. This can include a marked-off area (see tables above). This might be emphasized with additional magical features such as glowing eyes – the more anthropomorphic the item already is. or even plastered right onto the Thing itself.BOOK THREE: DUNGEON DESIGN . Table 3-97: Central Feature of Magic Thing . or anything worn Entertainment-Related Item or Fixture: Puppet show. etc) Lighting Machine Monster or living being Pipes or plumbing Plants Required materials for a simple betting game (see Table 3-109) or a game trick (see Table 3-108) Statue Vehicle 72-74 75-77 78-80 81-83 84-86 Table 3-98: Abstract Special Effects for Magic Thing Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 Color of Energy (d100) Black White Grey Green Red Blue Yellow Purple Form of Energy (d100) Sphere or globe Appearance of “flames” Beams of light Sparks Face “hologram” or image Wisps of energy Cubic or polygonal shapes Form of an item (or a couple of items) – a glowing hourglass or sword. below) Architectural Element Clothing. a change in temperature. mining. Far from being made obvious. or music Fountain/Pool Furnishings Illusion Item The “triggering action” for an item/fixture type of trick is the action that sets off the trick’s unusual nature. etc. the central feature is not immediately obvious Item is larger than normal size (or shape) There is a rumor about the item.TRICKS Table 3-96: Warnings . In some cases. Giving the wrong answer gets you a curse (3-118). etc. a physical disability. The Thing offers a game. Emits Warning Signal and then offers a Choice (see Table 3-110). Everyone standing in the wrong place gets a curse (Table 3-118). Often. darkness. Giving the right answer gets you a beneficial magical condition (3-118). The benefit might go only to the person who turned off the attack.BOOK THREE: DUNGEON DESIGN . or steals stuff (see Table 3-118 and following tables for ideas). 31-40 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 41-50 Table 3-100: Result of Triggering Action The distinction between a “trick” and a “trap” (at least for the purpose of these tables) is that a trick can confer a benefit if treated properly. Example of this: when the party triggers the trick. When the attack is turned off. might be a riddle. you might be allowed more than one wrong answer before getting hit for it. if the party doesn’t then provide a Correct Response (Table 3-102). This might be a time of day. however. which can be turned off. or otherwise elicit a bad response. However.TRICKS Table 3-99: Triggering Actions for Magic Things . or certain party members) gets to pick something. Emits Warning Signal and then offers to answer questions (or otherwise gives out useful information). This might be the end of the show. or other specific change in the environmental conditions around the trick Proximity (delayed): the trick activates at a predetermined interval after someone comes near Proximity (immediate): the trick “activates” whenever someone is nearby. a rising water level. or might be about a fact somewhere in the dungeon (“What does the giant statue in the lava pool look like?”). Each party member (or a random party member. the result will be a benefit. Note that if the “Warning Signal” was hitting the party with some sort of sucker-punch. you can cut off the supply of ants. it might be after certain “recharging” intervals. maybe the trick spat globs of honey before opening the ant-chute. revealing something written. possibly a specific spell) 51-60 Table 3-100: Result of Triggering Action .” and there’s a table full of rubber duckies. with no other action being necessary Specific action: the trick activates if a character undertakes a specific action such as trying to open a door or drawing a weapon Spell cast nearby (possibly any spell. Instead of paralysis. the sucker-punch is probably a way of making the party (or certain members) more vulnerable to the interesting attack. the Thing confers a curse. for example. However. if the only puzzle or matter of player skill involved is to get the trick to activate. etc. or what the name of the demon in room 17 is. Everyone standing in the right place (however that is determined) gets a beneficial magical condition (Table 3-118). If the Correct Response is not taken (within some period of time). mental disability. In some cases. reverse itself into a curse. making a gesture. it does two things. the advice will be about how to get through an architectural trick to a treasure.Continued Die Roll Result of Triggering Action (d100) Emits Warning Signal and then provides a benefit of some kind. If you’ve got someone who can fight through to the chute and close it. There might be some indication of how many more are left.Continued Die Roll 46-50 51-55 56-60 Triggering Action (d100) Central feature is repaired or healed in some way by a character Combat nearby Command word or specific phrase Cyclical Activation: the trick activates at particular times. and the test of player skill begins once the trick is activated. it might be crucial whether the party follows the advice … if the advice is “take a duck. Therefore. there might also be neutral areas where the trick does nothing. the main benefit of the trick. The advice might be vague. The Thing provides the ingredients for an Experiment Trick (shift over to Experiment Tricks starting with Table 3-87). mental communication. the party might be surprised when the giant axe sweeps through the room at neck level (i. the first is to cast a paralysis spell (which might take down some of the party members) and then open up a chute full of giant ants. There might be a price for answering the questions. 61-70 71-80 01-10 81-90 91-00 11-20 21-30 199 . either by speaking. a statue holding up one finger to indicate the wrong answer. If the Correct Response is made. and the thing might not mention the price ahead of time. It probably gives a clue of some sort about what that action is. Emits Warning Signal and then waits for a Correct Response (Table 3-102). or which of the two doors to take. the thing confers a beneficial magical condition (see Table 3-118 for this. you were supposed to duck your head). Whether or not you get to play might depend on your response to the warning signal or whether you were involved in triggering the trick in the first place. The question might be an interrogation about the party’s intentions. also). On the other hand. or sets a game in motion (shift over to Game Tricks: see Table 3-108 and following tables) The Thing offers advice.e. or it might be at longer intervals such as the changing of the seasons or the anniversary of an event Presence of a particular character class Presence of a particular character race Presence of light. the benefit will be taken away again. If more than one wrong answer is permitted. and waits a moment. etc. Emits Warning Signal. Die Roll Result of Triggering Action (d100) Emits Warning Signal and then activates some sort of interesting attack. or might be given to everyone. The Thing asks a question and waits for the right answer. the trick gives out a benefit of some kind.. might be a riddle. This might be. many Magic Thing tricks are more complex – triggering them is only the first step. a statue putting down one of three fingers to indicate that one of the three wrong answers has been used. might be a poem. IMPORTANT NOTE: Randomizing a trick is a good idea if the party is likely to keep coming back to this location. not to be that specific person. rising. Die Roll 01-10 Warning Signal (d100) Abstract Special Effect. been activated. being teleported places (possibly the whole area is teleported). etc. or reveals a poem (maybe just a rhyming couplet. These tricks are very much like traps. then the nature of the lighting changes (color. The Thing. shifting. or whatever. changing facial expressions are a possibility. Speak command word in the area Think of a particular thing or memory Think of nothing at all. For tricks like this. or to face the characters. Jot down a table in your notes. it means turning. Produces. smelling something. based on clues or indications) Cast particular spell in area or upon the item Choose the correct item out of several possibilities Correctly answer a question Create noise or music in the area. clanks. a different question that it will answer. such as burning incense. The trick hits the party or some of the party with a magical curse.” There are also several places on the internet where you can find a Shakespearian insult-generator. Something about the surrounding architecture changes. Posture Changes. Rescue the thing from a curse. Feel free to add more subtlety in your own creations. For static things like pillars or pools. Everyone has an inner poet. this just means moving. Sounds. but it might be overkill if the party is only ever likely to see the trick do one thing. I’m just saying. Make physical or indirect contact with the thing Mimic the motion of something else that is moving Move the thing from one place to another (it might or might not be significant where it is moved to) Physically manipulate the thing in some way. a different question that it asks. brightness. Randomize the Remainder of the Trick. speaks. or some other part of the Thing.TRICKS Table 3-101: Warning Signals A warning signal is basically a way of alerting the players that the trick’s status has changed. I am definitely a dragon! Allow me to enter!”). Make each warning signal correspond to a different reward or threat. 6 different sounds. These warning signals should probably all be variations on the same type – by which I mean. gotten annoyed. The item says something like. etc. there is usually no further bad consequence that can happen – the worst that can happen is that you’re stuck with the curse. 6 different poems. with 2-6 possible warning signals (more than 6 is probably going overboard). Pretend (successfully) to be a specific person. It has woken up. The name of the game from this point on is to get it to reverse that condition and hopefully get a benefit as well. 91-00 11-20 Table 3-102: Correct Responses to Magical Thing Tricks Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 Correct Response (Magical Things) (d100) Attack or kill an opponent (possibly you have to choose the right one. Alternatively.BOOK THREE: DUNGEON DESIGN . Effect on Adventurers. of course. This is a wide category of strange possibilities – it would include: party members changing position. Sucker-punch. etc. a portcullis might rise. If the area is already lit. For statues or other representations. a disease. something lights up in the surrounding area. possibly a specific noise or using a particular instrument Follow an order or instruction the trick has given (or perhaps the correct action is to ignore the command). or will die from the poison. having sudden flashes of insight. location. seeing visions. but it’s usually best to pick something appropriate based on the type of central feature involved. from danger. many tricks work this way BEFORE the party does anything wrong. etc). received a right answer. etc). sliding. Go for it. direction. or physical harm (including diseases or slow-acting poison). or to be the right type of person (“Yes. by pressing a button. When the party reaches this point in the trick. pulling lever. Light Effect. As an incredibly simple example: if the result of giving the magic statue the wrong answer to its riddle is going to be a bunch of fireballs. produces energy in the form of an Abstract Special Effect (see Table 3-98). A door might appear. Whatever this is. etc. Statues might turn to face one wall. 6 different sucker-punches. it needs to be related to the way the trick delivers its “final blow. you will roll on your table to see what the trick does. standing. If the thing has a face. or something near it. Eyes. then one possible architectural change could be the emergence of cannons from the walls. 6 different possible changes in posture. such as an offering plate in front of a giant stone idol. placing gift into bowl. etc. Walk a particular pathway through the area Walk through the area in any way other than the incorrect path 21-30 31-40 41-50 51-60 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 61-70 71-80 200 . turning knob. seeing things closer than they are. “What do you want?” or “That pissed me off. or sitting. Table 3-101: Warning Signals . etc. mental condition. light up. Architectural Change. a curse. if you aren’t feeling Shakespearian enough to whip up a quick sonnet in iambic pentameter). received a wrong answer. for instance). screams.Continued Die Roll 81-90 Warning Signal (d100) Speaks Prose. Speaks Poetry. You could generate a sound randomly on Table 3-71. or having senses of foreboding (or other emotions). or moving contents around (waves or ripples form in the pool. or whatever. Yes. blank mind Think of what you want to get Undertake particular action in area. changed personalities. shifting. etc. or if you use this dungeon over and over again with different players.” whether that’s a benefit. Place some sort of offering into some sort of container – this will usually be obvious. The Thing makes a sound of some kind (sings. Blades. If the trick is a chessboard where the only safe way to move is diagonally. and have to manage to get through the area in that animal (or other) form. or using some other method to limit the amount of decision-time the players have. and (2) Game-board type pathways. walls closing in. A related but more complex type of gauntlet is the one where there is not a single “rule” for solving it. Then they are done. Shrinking or growing would be included here. a modified version of Monopoly. For a single-rule pathway. this will not necessarily be obvious.TRICKS Run-the-Gauntlet and Find-the-Path Tricks Certain tricks offer a series of risks. People are turned into something else. that stay with the character for a certain amount of time. but there is a “rule” that can be followed to get through them safely. The monsters might or might not be “active” at the beginning of the test. on the other hand. the trick is more in the nature of a Game Board Pathway (see below). be turned into obstacles that hinder the rest of the group. that stay with the character until leaving the dungeon. Probably the monsters are themed in some way to the nature of the gauntlet. The trick is to figure out that rule. So. elemental-related. you figure out how to do the whole thing safely. the characters would need to figure out how to activate the “cover. as the adventure designer. They could also. that stay with the character until something particular is done in the dungeon (pushing the eye of the statue.” She is too big to get through the mousehole at her present size. They might all be stone-related. Again. possibly moving about randomly. example of this sort of trick: the rule is to figure out which food/ drink increases/decreases size. if the Rule of Passage is to Move Only at the Right Time.” 41-50 Solve a code which offers the solution 51-60 Take cover behind obstacles (possibly having to identify which things will give adequate cover and which won’t). This can also involve statues tipping but guessing correctly whether the labels are trustworthy is one onto the characters. though. Rays or bursts of magic with different results. obvious. add some element in which the players can affect their movement through the series. Possibly. or at least with minimal damage. undead. a modified version of chess.” For example. and getting through crawlways. but it certainly can be. roll dice. Alice is confronted with a cake that says “Eat me” and a bottle that says “Drink me.BOOK THREE: DUNGEON DESIGN . etc. or stay with the character until the curse is removed normally. Monsters. Don’t overuse this. they are playing a modified version of Chutes & Ladders. and too much high tension can be as bad as too much low tension. a modified version of Candyland. it is largely random whether you land in the safe or dangerous areas – unless you. etc) and face the consequences. in Alice in Wonderland. of course). Possibly whirling. and have gotten through the trick. and the next statue wants rations. whether it is obvious to the players or not. The artistry in creating a trick like this is to find a Rule of Passage and a Nature of Risk that work well together. putting a shield into the hands of a statue causes the statue to block the death rays. This could include 50-50 chances – for example.” as described in the next column. woodland-related. this section offers sets of tables for (1) Single-rule pathways. Table 3-103: Single-Rule Pathways Die Roll 01-10 Rule of Passage (d100) Jungle gym (doesn’t actually look like a jungle gym. Nature of Risk (d100) This is a test of movement through an obstacle course possibly involving slides. the reward is getting through the mousehole. in some way. If someone reaches the other side. In other words. the block of stone might disappear and release the trapped character. For a game-board trick. for example. runestone. for instance. counting slowly to five before a bad thing happens. Characters have to pick one random thing (card. etc. Transformations. possibly responding to actions taken by characters. Curses that can be removed on the other side. Successive failures of the Rule of Passage might. or wrong way. They should “feel” right in combination. The defining characteristic of this type of trick is that there are “safe” and “dangerous” parts of the trick. etc. It is a series of risks in which each step contains some sort of result – like a game board. Maybe there is a floating orb that reacts to movement which continues more than 4 seconds. Random Progression. a character who moves straight might be encased in a block of stone that blocks off his square. and the Risk is “Transformation. or else you fail and do it the stupid. all at once. 201 . Single-Rule Pathways One possibility for gauging reaction time is to give the PLAYERS only a limited amount of time to respond (“you have five minutes to decide”). 11-20 Mental test such as riddles. or whatever). Falling rocks and floors. It is a very high-tension trick. Perhaps the statue doesn’t give back the shield. and the next statue wants money. etc. If the process repeats more than once. keep opening up chutes filled with giant rats. climbing. 21-30 31-40 Figure out which symbol means “safety. There might even be a “trade” of some kind at each place offering potential cover. A new choice of symbols might be presented at each new location. Locations 1. the changing possibility for what’s on the other side of a dimensional door. others are dangerous. Thus the pathway is divided into locations 1-3. 202 .” possibly with stupid actions dropping them backward. 5-8.” Use the results from any board game you have ever played. For a complex version of this. or different actions might allow the party to hop forward more than one “square. the solution might be to shoot an arrow that depresses the button and turns off the machine.Continued Die Roll Rule of Passage (d100) Stand in the right place: certain places are safe and/or profitable. Maybe the risk comes from a bunch of statues which can be de-animated by pulling a rope located somewhere. etc. At each location. by statues grabbing things away. At first glance it appears that the players are being moved through a game board such as Chutes & Ladders. In this case. 61-70 71-80 Use your vehicle properly. different disks. These can be arranged in progressive sets to make sure the party doesn’t keep moving backward too much. 91-00 Game Board Pathways The “Mode of Forward Movement” table is highly abstract. for example. when the yellow ones are illusionary and the green ones safe … this sort of thing. imagine that there are 9 locations. For example. An architectural trick might effectively be one of the squares. 2. At location 4. Table 3-104: Mode of Forward Movement in Game Board Tricks Die Roll 01-25 26-50 Mode of Movement (d100) Actual dice are rolled to see where the party goes as a group Actual dice are rolled to see where individual party members go (in other words. Probably this leads to the affected characters working against the others. but this doesn’t necessarily mean direct combat. different tiers of a pyramid. or standard ones like rowing boats or riding a buffalo. etc. from Monopoly to Chutes (Snakes) & Ladders. for example. coins with different denominations. If the risk is coming from a machine with a red button on it. Charm or mental domination. The starting set of tiles only has the possibility to move to locations 1. odd defenses. Vehicles might have unpredictable controls. or Monopoly. Nature of Risk (d100) Falling. Deactivate the risk. The “squares” can be different rooms. the party draws a tile to see where they go next. This can be done in many ways: as wagers. This category would also include insanity and belief in a hallucination or illusion. the Rule of Passage is probably linked to maintaining one’s balance or not having a support give way beneath them. a true gameboard is only one possibility for a “Game Board Pathway” trick. Possibilities are endless. 51-75 76-00 Generating the “Squares. This probably follows a pattern. there is the possibility of reaching location 9. and 9.BOOK THREE: DUNGEON DESIGN . Eventually the party will thus get to location 4.TRICKS Table 3-103: Single-Rule Pathways . the party gets split up as the game is played) The choice or random uncovering of a symbol moves the party to a location matching that symbol. probably until they are re-united when the “survivors” complete the trick. there is particular action the party must take to move forward. and the release lever is at the far side of the room. Symbols can include anything – runes. you can use other types of tricks inside this one. This would follow a pattern: move only when the light is green. now the available set of tiles runs from 4-8. Loss of equipment or possessions. 81-90 Move only at the right time. Bridges over lava pits blocked by a monster with a big club. 4.that will temporarily separate the party. the party risks having everyone trapped in cages unless they can figure out when and where to move in order to avoid being caged. In locations 5-8. pictorial representations of what is in the various locations. etc. green and yellow disks suspended over space. Vehicles might be very odd ones. and 3 offer a set of tiles between 1 and 4. identified with tiles numbered 1-9. 2. If cages come down to imprison everyone who doesn’t stand in the right place at the right time. The standard example of this would be the task of getting across a chessboard using only the “bishop’s move” of moving diagonally only. In each location along the path. and 3. However. unprofitable. etc.or alternatively a form of imprisonment . playing cards. or subject to the “risk” defined in the next column. by rusting metal. the set of available tiles no longer includes locations 1-3. strange capabilities that must be discovered (“We jump when we hit the red button!”). Candyland. Forward movement might be one “square” at a time. Teleportation or chutes . or seepage is taking place.BOOK THREE: DUNGEON DESIGN . That’s the reward. etc) is – or was – taking place right here. related to the game’s theme. it could be something non-dungeony that corresponds to the internal logic of the game board. or the equivalent Get tokens that can be used to advantage in later “squares. This is ground zero.” Get out of Jail Free card. etc) is – or was – taking place right here.” Whatever makes sense inside the game. In this case. for purposes of designing a game board style trick. There is no treasure. Monster or some sort of combat Get treasure Reward (d100) 11-20 Get to see what happens in some of the future squares (a bit of the map.. The simple “a cage falls on you” is the brute force possibility. or any other traditional dungeon element that moves people around. The substance is the result of a combination. 51-60 61-70 71-80 One or more party members are transformed into a stronger form. One party member must stay behind in this square until the rest of them complete the game’s sequence.” Tokens could include rune-stones or other items that will not be perceived as tokens by the characters. The substance is a by-product from another location where the mining. Alternatively. this might be a place where they lose treasure. and might even be a shorter path. or an area the by-product has accidentally entered. inconvenienced. That’s the only risk. The source activity for the substance (seepage.g. to add 1 Lose a turn (note that this could include things like temporary or 2 to a die roll in order to choose one of three squares instead paralysis if the “board” is merely being used as a design concept of being forced to the square that would otherwise be indicated but won’t be visible as such to the players). 91-00 Substance Tricks In many cases. 76-00 Liquid 203 . research. “You must continue watering the plant until the others can reach a way to carry it out” is another possibility. and returns to the main path later.” Or “move back 1d6 squares. manufacturing. dangerous-looking. there are ways to win it along the path itself. the attendant “risk” is that they cannot proceed without paying what’s effectively a “toll” to move forward.” or other type of backtracking. particularly a slow trap in which the players must figure out how to “turn it off. If the game board does not operate on tokens. mining. but you don’t have to traverse as many “squares” as you would if you followed the main pathway. teleportation. “Your pirate ship is caught in a storm – move back one square. A junction “square” that sends you on a sideline track. This is a dumping area. There should only be one or two of these. This could be done with chutes. A trap. the characters will be faced with the problem of coming into contact with a nasty.” Move back two “squares. 81-90 A shortcut junction. The chemical (or magical) reaction(s) take place here. which will make them more able to succeed in the game’s future “squares. probably disgusting substance. Move forward two squares (or otherwise get an extra move) Get the ability to slightly alter the a future move (e. The pathway forks. This is ground zero. Solve a riddle or be damaged. In other words. the square might be a place where they lose some of the tokens. even though this is how they function.TRICKS Table 3-105: Risk and Reward for Game Board Trick “Squares. It rejoins. a channel for the byproducts. Why the party member must stay behind can be all sorts of reasons. but you have to go through more squares to return than you would if you hadn’t hit this “junction.” Die Roll 01-10 Risk (d100) Fork off to a longer path. Table 3-106: Master Table for Substance Tricks Die Roll 01-25 26-50 51-75 Type of Substance (d100) Earth Energy Gas Source of Substance (d100) Manufacturing Magical Research or other magical activity Mining or Excavation Natural Seepage or Movement Proximity of Source (d100) The source activity for the substance (seepage. for the next move). in an abstract sense. If the game board operates with a store of “tokens” that are used. natural seepage of one substance interacts with the by-products of another activity taking place elsewhere. but the “squares” in the sideline track are more dangerous than the ones on the main path. The sideline returns to the main track. or negatively affected in some way. in other words) 21-30 31-40 41-50 There is no risk. the way to win the game board is not only located at the end of the board. Victory.” The magic would evaporate at the end of the game. mining. illustrating how wide-ranging this type of risk can be. Gas (d6) Strangecolored gas in the entire area Spouts of strangecolored gas Liquid (d6) River.Continued Die Roll 09-12 13-16 What Character Places at Risk in the Game (d100) An ally would die Character hit points (i. periodic fireballs. etc). a game with a small number of options. a slot machine. etc.” or simply who draws the high card. take damage if lose game) Character’s life Coins provided by characters Coins provided by characters Coins provided by characters 3 Dirt or soil Gas lies close to floor and is heavier than air 21-24 Drips from ceiling or oozes from walls 25-28 29-32 33-36 37-40 41-44 4 Ashes Gas lies close to ceiling and is lighter than air Shoots from pipes.e. and Robert is riding a horse at 15 miles per hour in the opposite direction…” Alternatively. or betting on a random result (such as roulette) Pick which item or drawing does not fit with the others in a group. or “hangman” Being able to open something hard to open (stuck. Slot machine.TRICKS Table 3-107: Form of Substance Die Roll Earth (d6) Energy (d6) Sparks interacting with air. Risk and Reward Die Roll 01-04 05-08 What Character Places at Risk in the Game (d100) An ally would be hit with curse or disability An ally would be hit with disease (or infected with eggs or larva. emanation. Gas remains or shootin pillars ing upward or sheets. or drainage tunnels 45-48 Disease risk 49-52 53-56 Geysers from floor. take damage if lose game) Character hit points (i. or answering question about it Gems provided by characters Gems provided by characters 69-72 73-76 77-80 Hit with permanent curse or disability Hit with random curse or disability 204 . etc) Building a gadget or mechanism with available tools and materials Choosing between hidden options to get treasure Dangerous climbs to different treasures Digging for something Diving into liquid to get treasure Fishing something out with a net.BOOK THREE: DUNGEON DESIGN . possibly dangerous Move something from place to place without breaking it One of those horrible math problems starting with “Jane is riding a horse at 20 miles per hour going due north.e. rod. or earth Appearance of flames (might not be hot.e. Ride something that’s difficult to ride Running a gauntlet of risks 1 Dust 2 Gravel Pools or puddles 17-20 Character hit points (i. from an lingering in otherwise place peaceful water source Gas clouds periodically burst out from mid-air Drifting mists or steam Experience points gambled by character Experience points gambled by character Free prisoners or give prisoners Gem provide by character 5 Rocks Globes of energy 57-60 61-64 6 Pebbles Acid... possibly with things that try to knock you off Guessing weight or number of something Jumping over something high or wide. or poison 65-68 Wager and Game Tricks Table 3-108: Basic Game Tricks. such as the card games “blackjack (21). liquid.. or radius around the “Earth” substance. heat. but the actual strange substance is a glow.e. spouts. locked with puzzle lock. stream. though) Arcs of energy either shooting across area or maintaining a constant flow of energy Roll on the “Earth” column. Nature of Game (d100) Accurately hitting something for a prize Accurately repeating something you heard. cold. take damage if lose game) Character hit points (i. Risk and Reward . Get quietly from one place to another without waking something or activating a sound alarm Getting across something that is hard to balance on. take damage if lose game) Nature of Game (d100) Answering riddles. not the earth substance itself.. Alternatively. or channel Table 3-108: Basic Game Tricks. or gears Picking a face-down card or similar object like runestone Rolling ball down moving system of grooves Hit something (ranges from gongs to billiard balls to pressure plates to catapult flippers) 85-88 49-52 Pinball game 89-92 93-96 97-00 Mundane item provided by character (lantern. including prisons. Dive or swim down to or a combination) something Series of Platforms or stepping stones Single lever (one-armed bandit) Slot Machine Swinging ropes Totem poles Move tiles or other small architectural or decorations around Spin something Squeeze something Stack something Remove chosen components of something (house of cards. by a living being. pick-astick. statuettes. Central Feature of Game (d100) Central Feature Affected by (Optional) (d100) 65-68 Series of dials 69-72 73-76 77-80 81-84 85-88 89-92 Series of levers (pick one. probably using random distance) Pushing buttons Smashing. by an automaton. Die Roll 01-04 05-08 09-12 Arena (possibly miniature Pulling levers with tokens) Cards Climbing wall Choosing where to step Shifting positions of characters 13-16 Closed containers. activates. Risk and Reward . the second table is what affects. breaking. crank. possibly to reach into) Racetrack (possibly miniature with tokens on the track) Ring-toss or equivalent Throwing a ring around Reduce size of jackpot objects (double or nothing games on a gift the characters will get when they choose to quit) 57-60 61-64 Table 3-109: Methods of Betting Games Note that the two columns are quite similar. For example.BOOK THREE: DUNGEON DESIGN . and rooms Movement of tokens (random in one direction. or (deliberate.Continued Die Roll 45-48 Central Feature of Game (d100) Monopoly or chutes-andladders board Central Feature Affected by (Optional) (d100) Drinking or spitting something Placing weights onto pressure plates (generally a choice of different amounts of weight. or represents “your turn” in the game taking place in the central feature. alcoves. etc) Turning faucets or opening chutes 93-96 Vehicles (probably strange ones) 17-20 97-00 Water-pouring 21-24 Coin-drop game or pachinko Dice Floor tiles or painted floor areas Fragile globes. Movement of tokens including cages. or where to place it) Turning dials. head. coins. etc) Poison Pool (possibly with floating objects.Continued Die Roll 81-84 What Character Places at Risk in the Game (d100) Hit with temporary curse or disability Magic item provided by character Nature of Game (d100) Running a race against a living being or perhaps a dangerous machine Succeed at making a noise with something (blowing a horn being one good example) Swing across an obstacle Tests of strength (ring the bell with the hammer) 53-56 Table 3-109: Methods of Betting Games . vases. like monopoly or shuffleboard) Movement of tokens (choosing directions rather than length of movement.TRICKS Table 3-108: Basic Game Tricks. body parts. like chess) force-fields as well as mundane items like boxes Closed-off areas. etc) Add lines or elements to something (a patternmaking game) Answer questions posed in writing. or other delicate item Heavy metal balls 25-28 29-32 33-36 37-40 41-44 Living animals or bugs 205 . or snapping things Tossing something toward a target Placing things into holes or slots (tokens. rolling dice might launch a ring-toss with a particular amount of strength behind the ring. The idea is that unless you get a brainstorm from the combination. bars. or by enchanted statue/item. Each option might be good. Choose from a group of non-concealed items. Or perhaps it is just a way to let players decide if their reward for “winning” a trick is going to be cash or potions. You only get to choose only once. or whatever). then another. some are neutral. You can choose as many times as you want. Choose blindly from a group of concealed items (invisible. You can take several tries. Perhaps only one person can pick each category. in containers. some are neutral. a wolf figurine (wolf attacks you) and a bottle (which might turn out to be wine. But to get that benefit you have to answer the riddle on the container. Keep in mind that these could be deceptive. if it is interpreted properly. Choose once. some are neutral. Some items are good. Perhaps it always tells lies. You can continue choosing items until someone picks the non-useful item. the corresponding ball of light fires a blast at you. a potion.” “spells. A cursed item might be neutralized. or whatever). but the sixth one shoots a death ray. You only get to choose only once. bad.” magical items. because the players will try to pick the kind of challenge they can beat most easily rather than focusing on the reward. Of course.” “monsters. Some items are good. from a set of options. should end the game. What you get depends on how the trick is designed. or whatever).” “puzzle. You might have to choose how many bags you’re going to take at one swipe (and you only get the one swipe). and some are dangerous. in containers. etc). rather than a type of reward. or some other type of challenge or task. When you take a bag. or fill the room with sleep gas. but each option comes with a little clue. Here.” “gems. a slightly bigger sword (which turns out to be twelve feet long. Choose blindly from a group of concealed items (invisible. Choose blindly from a group of concealed items (invisible. so there is guesswork involved in the choice. such as “coins. or whatever). There is a reward allocated to each challenge. the “worst” item should either be disguised as something good (so it’s not returned). Choose blindly from a group of concealed items (invisible. in containers. a dog figurine (you get a temporary ally). you run the risk of getting something even worse. up to some maximum number. You only get to choose only once.” and “Zar’s suicidal challenge”). All of the items are useful to some degree. Here’s another possible twist: you might not get to grab one bag. All of the items – except one – are useful to some degree. Example: six bags of treasure sitting on a pedestal. and impossible to lift). taking an item causes you harm (or puts you at risk of taking harm). will let you improve the thing you chose in some way. or it might be cursed (or poisonous.” etc. Perhaps it is set up so that one person must choose a dangerous-sounding category. or whatever). or neutral. This turns the game around a bit.BOOK THREE: DUNGEON DESIGN . However. and some are dangerous. “Zar’s easy challenge. Choose from a group of known categories. and some are dangerous. Some items are good. If you can take the damage. in containers. BUT you can exchange what you got for something else (probably only one exchange is allowed). if you’re willing to take the risks. some are neutral. and the categories are deceptively or incorrectly named. You can’t trade them in or get a second try. or teleport the party away from the game room. The ominous “skull” picture might get you a talking skull who knows where lots of treasure is kept. or affect more people. 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 206 . and you can’t exchange what you got. take all six bags. then another. or should be the only non-returnable item. The non-useful item might just be a token that the game has ended. or alternatively you can see the items but not know what their “powers” are. Perhaps the result is determined by rolling on a table. or just an empty bottle).” and “trial by water”). and you can’t exchange what you got. non-magical. For games of this type. or the challenges might be ordered in terms of increased difficulty for better rewards (choose among. the players have to select a type of challenge. in containers. For example. or whatever). Choose blindly from a group of concealed items (invisible. and some are dangerous. surrounded by six glowing balls of light. Whatever works best. the choice might be among a little sword (you get a magic sword). but some are very useful (magic sword!) and others are pretty disappointing (a pair of socks). Perhaps the reward is the same for each type of challenge (if the choices are something like “combat. or whatever). blindly. a neutral item become valuable. Then the game is finished. Choose blindly from a group of concealed items (invisible. and a good item become better (or last longer. The items are symbolic representations (or vague pictures) of what the real gift is going to be. but some are very useful (magic sword!) and others are pretty disappointing (a pair of socks). Some items are good. if you make an exchange. The clue. in containers. but they don’t know what it will be. or find where “the fire meets the eagle” somewhere in the dungeon. Here’s a possible twist: the pedestal is inscribed with a warning that five of the glowing balls shoot minor bolts.TRICKS Table 3-110: Choice Games Die Roll Structure of the “Choice” Game (d100) Choose a challenge.” “Zar’s difficult challenge. or baths with different effects Room with assorted machines (different effects depending on buttons. The Game of . with varying effects Room with control panels Room with many small alcoves containing statues and other objects of interest Room with materials that can be combined for various different effects (possibly with different types of containers such as pots. . . places to put your hands into alcoves. Storehouse with barrels Waterwheel room with multiple channels (also pipes with stopcocks to release water in different combinations 207 . Conjuring room with accidental and deliberate conjuring of beings available General storage with an assortment of boxes and other containers Mining room where gems or other precious materials can be sought Museum room with “interactive” displays Musical room with instruments having different effects alone and in combination Room in which only a limited number of things may be taken Room where multiple statues can be purposefully or accidentally activated with different results Room with a “diving” area. magical. .) Room with riddle signs or symbols indicating which boxes to open. The Game of . . living opponents. The Game of Arranging the The Game of Avoid the The Game of Balls and The Game of Beat the The Game of Bells and The Game of Boxes and The Game of Cards and The Game of Catapults and The Game of Chutes and The Game of Coins and The Game of Colors and The Game of Curtains and The Game of Find the The Game of Fingers and The Game of Frogs and The Game of Guards and The Game of Guess the The Game of Guesses and The Game of Hourglasses and The Game of Jump the The Game of Knights and The Game of Levers and The Game of Monkeys and The Game of Outsmart the The Game of Points and The Game of Pools and The Game of Race the The Game of Random The Game of Rings and The Game of Seven The Game of Shifting The Game of Skulls and The Game of Sleeping The Game of Stripes and The Game of Swimming for The Game of Swords and The Game of Ten The Game of the Wheel of Second Part of Name (d100) Arrows Barrels Baskets Boxes Candles Catchers Chessmen Chutes Claws Consequences Cups Dice Dragons Fire Fortunes Gargoyles Gemstones Globes Guillotines Hammers Jars Jesters Kings Ladders Ladies Lances Lights Measures Mirrors Mistakes Monsters Moonbeams Mysteries Odd properties Pearls Prisons Ropes Roses Runestones Scales Spiders Squares Stones Sundials 86-90 91-95 96-00 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 11-15 Table 3-111: Names for Games . . The Game of . keys to open glass cases. Die Roll 01-02 03-04 05-06 07-08 09-10 11-12 13-14 15-16 17-18 19-20 21-22 23-24 25-26 27-28 29-30 31-32 33-34 35-36 37-38 39-40 41-42 43-44 45-46 47-48 49-50 51-52 53-54 55-56 57-58 59-60 61-62 63-64 65-66 67-68 69-70 71-72 73-74 75-76 77-78 79-80 81-82 83-84 85-86 87-88 First Part of Name (d100) The Game of . jars. possibly with random or semi-random results Alchemist’s workroom Casino with strange rewards and punishments for winning and losing (magical gambling devices.) Room with carnival games (or the appropriate equivalent) Room with choices of things to eat. . automated. etc. pool with treasure at the bottom. . or remotely controlled traders) where trades can be made. etc.TRICKS Table 3-111: Names for Games This table can be used for inspiration about the “flavor” elements of a game trick. . . etc. or can be used as a starting point for inspiration – whatever seems to be working best for you in terms of concocting an idea. . The Game of . . levers.Continued Die Roll 89-90 91-92 93-94 95-96 97-98 99-00 First Part of Name (d100) The Game of Trap the The Game of Turning The Game of Wandering The Game of Weights and The Game of Wheels and The Game of Whistles and Second Part of Name (d100) Tiles Tokens Tops Trapdoors Treasures Water Table 3-112: Game “Rooms” Die Roll 01-05 06-10 General Description of Room (d100) A market (with living.BOOK THREE: DUNGEON DESIGN . fuel sources. . The Game of . even games where one character plays against another in simple games such as cutting for a high card). fountains. Unlike the above. or they will bore ot her players very quickly. Each time the trick is used. each character should only be allowed to play once. The character might pull a lever and the referee rolls a die to see how far the character’s “man” moves.” A character can only try the trick one time. 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Written Tricks Table 3-114: Writing Surfaces Die Roll 01-12 13-25 26-38 39-51 52-64 65-77 78-90 91-00 Writing Surface (d100) Cloth Metal Paper or parchment Paper or parchment Stone Stone or wood (50-50) Wood Unusual (next column) Unusual Writing Surfaces (d100) Dust/sand Pattern of rocks. if they are about the same scale. As above.” possibly represented by little figures on a track. such as a card game. As above. etc. following the rules of craps (possibly disguised in some way by an innovative referee). unless it costs something to play. The effects are “used up” once they are rolled. there should be some cost to play. be greater. Unlike the above. The player might have choices over what to aim for. from writing on page above) Ink Paint Charcoal or Pencil Metal (d100) Etched Hammered in Melted into or onto Pattern of dents Painted Inlaid wood 01-10 Painted 11-20 Carved 21-30 Inlaid wood 31-40 Mosaic inlay 41-50 Scratched 51-60 Pinpricks Shadow cast 61-70 by other object 71-80 Burned in 81-90 Lichen/moss pattern Mosaic inlay Scratched Inlaid stones Pattern of seams 91-00 Inlaid metal 208 . however. roll a die to determine the effect. and if the same number is re-rolled. scissors. for example). wood pieces. paper. As above. but the ratio of benefits to curses is higher. Failure might incur a backfire – if not.g. This might be a to-hit roll in an attempt to throw a ring over a prize. the result is “no effect. but instead of rolling a single die (a linear probability curve) the referee rolls 3d6 or some other combination of dice and adds the results together. but instead of “using up” the effects. but when an effect is used it is replaced by a (fairly minor) curse that substitutes for the original effect. Water Patterns of light Carcass/body Pattern of insects or living creatures Shapes in smoke. or if the curses are significant and the benefits considerable..BOOK THREE: DUNGEON DESIGN . he gets a benefit. Thus. just like a ring toss. steam. Combinations of various numbers (three threes. The game series might be some other sort of game. tokens. it is possible to get the same effect twice. As above. Unlike the above. Skeleton’s bones Table 3-115: Writing Methods Die Roll Stone or Wood (d100) Cloth (d100) Embroidery Woven into cloth Stained into cloth Pinpricks Beaded Burned or scorched in Mold pattern Paint or ink Embroidery Pencil or charcoal Paper (d100) Ink Paint Stained in Pinpricks Charcoal or pencil Mold pattern Indentations (e. or each character should be limited to only one attempt. certain results are more probable than others.TRICKS Table 3-113: Types of Game Series Die Roll Game Series (d100) Make a list of six or ten beneficial magical conditions (Table 3-118) and curses (also Table 3-118) in a proportion of 60-40 benefits to backfires. Think of various carnival games for ideas on how this might look. The character is allowed to attempt a task similar to some sort of carnival game (other than a straight-up race. depending on the trick) rolls 3d6. These should be extremely short (rock. the game series might be a die roll “race. A second attempt to use the trick results in a curse from Table 3-118. the game series is like a slot machine. There might be a backfire if he loses. The negative effects of the curses might. played in real life between the referee and the player. If the character gets his man to the finish line first. for example) have a certain payoff. etc. For a game series like this. Each number corresponds to a picture (either little cherries or lemons like in a slot machine. the game series is based on a series of die rolls. It is up to the referee to determine whether the curses are minor compared to the benefits. about 80-20. with the more desirable prizes being harder to gain. The referee (or even the player. or tarot card pictures for something more sinister). mist. Then the referee rolls for the other side. as described above). For example. if you read “jump to the left” on a sign. acid. can be frustrating rather than fun. water. the guy with the bad handwriting) and one is false (the guy with the good handwriting is a liar). granting a Personal Benefit to all in the area (same benefit to all) Light shines in area. Curse in Area (d100) A being of some kind manifests. of course. inflicting an Item Backfire to certain items in the area (same backfire to all) Plants grow in area. The written trick gives instructions that must be immediately followed. These tables offer suggestions for designing such results. granting a Personal Benefit to all in the area (same benefit to all) Gas forms in area. inflicting a Personal Backfire (same backfire) to all in area Sound or speech manifests and inflicts a Personal Backfire to all in the area. In general. knowing which set of information should be helpful down the road: they can get major clues when they find future notes written in bad handwriting. Life is unfair. possibly. if the trick is hard to read. it might be a good idea to jump to the left. 61-80 01-10 81-00 11-20 Table 3-117: Unusual Writing Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 In code In riddle form Indented into paper (from page above) Jigsaw puzzle Pattern of cracks Projected from a lens Visible in darkness only Visible in magical light only Visible only in mirror Visible only in moonlight Visible only in sunlight Visible only through glass Visible only to a certain race Visible only to those looking through a particular lens Visible only to those wearing a particular holy symbol or other sigil Visible only when light source is on far side of page Visible only when warmed/hot Visible only when wet or immersed in fire Visible only with infravision/darkvision Unusual Writing (d100) Different content seen by different people 21-30 31-40 41-50 51-60 61-70 71-80 Sound or speech in the Sound or speech in the area manifests and inflicts area grants an Item Benefit an Item Backfire to certain to certain items in the area items in the area Magical force permeates area (lightning. there are exceptions to every rule! Die Roll 01-20 21-40 41-60 Content (d100) Deliberately reading the picture/characters/words causes a magical benefit to the reader (see Table 3-121 for ideas) Simply viewing the picture/characters/words causes a magical benefit to the reader (see Table 3-121 for ideas) The picture/characters/words convey helpful information in the form of a map (10%) or other information (roll on Table 3-17 Information Content for Rumors). fire. In this case. with no way to judge which is which. don’t also make it misinformation. once the party has figured this out.TRICKS Table 3-116: Beneficial Effect of Reading the Written Trick Written tricks with a purely negative effect are basically traps. inflicting a Personal Backfire to all in the area (same backfire to all) Gas forms in area. granting a different Personal Benefit to all in the area Gas forms in area. inflicting a Personal Backfire to all in the area (same backfire to all) Light shines in area.BOOK THREE: DUNGEON DESIGN . following the instructions gains a magical benefit from Table 3-121 (or. Mental state of mind delivers Personal Backfire to all in area. air) and delivers a Personal Backfire to all in the area. Magical force permeates area (lightning. A random mix of truth and lies. inflicting a different Personal Backfire to all in the area Gas forms in area. water. Mental state of mind in area grants Personal Benefit to all in area. providing a Personal Benefit (same benefit) to all in area Sound or speech grants a Personal Benefit to all in the area. allows survival of something nasty that suddenly happens) – ignoring the instructions causes a curse (see Table 3-118 for ideas) or a trap result. earth. acid. And then. fire. The one exception to this rule is when one set of writing is truthful (say. The trick is to decipher or be able to view or interpret the message contained in a form of Unusual Writing (see Table 3-117 below). granting an Item Benefit to a certain number of items in the area (same benefit to all) Light shines in area. Table 3-118: Type of Beneficial Magical Condition or Curse Die Roll 1-2 3-4 5-6 Type of Beneficial Magical Condition or Curse (1d6) Magical Changes to Area Affects Item(s) Affects individual Table 3-119: Magical Changes to Area Die Roll Beneficial Changes in Area (d100) A being of some kind manifests. Curses. perhaps it’s actually a trap and there’s a pit to the left. earth. Magical Conditions And Curses Many of the above tables refer to Beneficial Magical Conditions and their opposite. On the other hand. inflicting an Item Backfire to a certain number of items in the area (same backfire to all) Light shines in area. granting an Item Benefit to certain items in the area (same benefit to all) Plants grow in area. 81-90 91-00 209 . air) and grants a Personal Benefit to all in the area. or it might be a way of countering bad effects likely to have been inflicted elsewhere in the adventure.BOOK THREE: DUNGEON DESIGN . it disenchanted could be something mundane. A lantern might become a useful key. Minor effect: items are cleaned of all dirt Minor effect: multiplication of rations or light sources Multiplication of certain items (potions. coins. etc. Note: if the item One magic weapon is is randomly determined.TRICKS Table 3-120: Beneficial Changes and Curses to Items Die Roll 01-05 06-10 11-15 Beneficial Changes to Item(s) (d100) A new item is created: equipment or treasure A new item is created: vehicle or animal Additional spells written onto scrolls An item (not necessarily one in the possession of a character) animates to the benefit of the party Certain items become immune to fire Duplication of one (probably magical) item Item (non-weapon) becomes enchanted (permanently) Item Curses (d100) Transmutation of Substances: Gold to lead Transmutation of Substances: Flesh to stone Transmutation of Substances: Potions to water Transmutation of Substances: Metal to rust Transmutation of Substances: Parchment to dust Spells removed from scrolls One item vanishes (randomly determined) Table 3-120: Beneficial Changes and Curses to Items . armor. scrolls. etc. invisible objects. such as a backpack. for instance. in the dark.) Transmutation of Substances: Wood to dust or rubber 86-90 16-20 91-95 96-00 21-25 26-30 31-35 Table 3-121: Beneficial Conditions and Curses to Individuals Die Roll Beneficial Magical Condition to Individual (d100) A particular curse or bad magical effect is removed (this would wither be something that came from the trick earlier. gems. etc) The item becomes a source of unknown information or advice: by talking. or it might not. potions. etc) Ability to sleep removed 06 07 Item increases tremendously in weight 61-65 08 Ability to speak improved (temporarily): this might be in terms of languages spoken Ability to speak intelligibly or in terms of “effect. Transmutation of Substances: Certain items to gold Transmutation of Substances: Certain liquids to potions Transmutation of Substances: Rust to Metal One magic item is disenchanted Weapon animates to attack its owner (either fighting as a creature. The item transforms itself into a different and more immediately useful item.” such removed as when attempting to persuade monsters not to attack Ability to speak with dead. piece of fruit. Ability to cast spells increased (temporarily) Ability to hear improved Ability to smell improved Individual Curse (d100) 36-40 Item (non-weapon) becomes enchanted (temporarily). The item might return to its normal shape once used or after a period of time. or with a particular corpse’s spirit Ability to speak removed 09 Chance for item(s) to spontaneously combust Metal item heats to dangerous temperature Transmutation of Substances: metal into plant matter 10 66-70 71-75 76-80 Ability to touch and manipulate is reduced. or 10ft pole. the trick might restore lost levels. Ability to see improved Ability to sleep improved in effect (healing. possibly by Ability to transform into a change to the hands. or making one attack with the potential for large damage) Transmutation of Substances: Cloth to insects 01 Ability to cast spells removed 41-45 46-50 02 03 04 05 Ability to hear reduced Ability to hear removed Ability to see reduced 51-55 56-60 Transmutation of Substances: Potion to poison Ability to see beyond normal parameters is gained (into anAbility to see removed other plane of existence. possibly even possessed Specific types of items disappear (weapons. swords. posparticular animal shape (temsibly by a force field around porary unless the trick was the character. projecting a map. etc) or in terms of the amount required Ability to sleep reduced in effect (healing.Continued Die Roll 81-85 Beneficial Changes to Item(s) (d100) Transmutation of Substances: Stone to Flesh Weapon becomes enchanted with bonus (permanently) Weapon becomes enchanted with bonus (temporarily) Weapon gains special ability (but no bonus) Item Curses (d100) Item changes into a new (probably useless) form such as a farm implement. For example: in an adventure where leveldraining creatures are common. possibly by an very difficult or dangerous) aversion to touching some kind of substances 210 . or cannonball Item becomes cursed. mirror. etc). rations. depending on what makes the best sense in terms of the adventure. a cage.TRICKS Table 3-121: Beneficial Conditions and Curses to Individuals . attracting attention of monsters people to stone. or by document. with no bad side effects. without fighting back Charm-type effect: victim becomes confused and acts randomly 31 Character gains treasure (gems or jewelry) Chance to regain a spell after Attribute score reduced: casting.” Charm-type effect: trick can evoke one of two responses from victim Charm-type effect: trick can give limited set of commands to victim Charm-type effect: trick’s speech or mental commands can give orders to victim Charm-type effect: victim acts in a particular manner when a particular word is spoken Charm-type effect: victim allows trick or associated monster to attack. as applicable) 36 23 37 24 25 38 26 39 40 27 41 28 Character does not need sleep 42 Charm-type effect: victim Character’s equipment is im. permanently (immunity to mummy rot. etc. or cast a known strength spell twice Character becomes able to dig like a badger at very high Attribute score reduced: speed (possibly even through wisdom stone. Character is secretly given some mission to perform (the exact carrot-and-stick is left to the referee) – the other characters/players will not know what this secret task is.Continued Die Roll 11 12 13 14 15 16 17 18 Beneficial Magical Condition to Individual (d100) Ability to turn undead improved (or even temporarily granted) Alertness improved Attribute score increased: charisma Attribute score increased: dexterity Attribute score increased: intelligence Attribute score increased: strength Attribute score increased: wisdom Individual Curse (d100) Ability to use sense (taste. or months Causes random sleeping episodes (narcolepsy or similar) Causes sleep Character becomes a magnet for attacking monsters until the effects of the backfire are removed. or feel) removed Alertness reduced Alertness removed Alignment changed Attribute score reduced: charisma Attribute score reduced: dexterity Attribute score reduced: intelligence 33 Character gains treasure (magic item) 32 30 Table 3-121: Beneficial Conditions and Curses to Individuals . as applicable) Character is in some way isolated from the rest of the party: by a pit. charming. for instance) Character becomes immune to all diseases temporarily Character becomes immune to damage from blunt weapons Character becomes immune to damage from cutting or piercing weapons Character becomes physically more youthful. a wall of glass.becomes friendly to monster proved (repaired or cleaned) or follows suggestions made by the trick 211 . weeks. or by document. attracting attention of monsters Character is attacked by tentacles rising from floor or other created “monster” that focuses on him. many of which are undesirable. by speech. Character is given false information (mentally. a force field. etc. Character gains an ability (breathing fire. for example) but use of the ability is usually not a good idea because of some side effect on the character Character gains an ability (breathing fire. and the character is probably unable to communicate it under the terms of the magic Character’s sense of purpose reduced in some fashion with some “game effect. smell. paralyzing. by vision.BOOK THREE: DUNGEON DESIGN . Character gains rations or supplies Character gains treasure (coins) Character gives off sound. although this might be noisy and slow) Character becomes immune to a particular disease. by vision. Character can command a particular type of animal Character can gain information about things that have happened to objects by touching them Character can see around corners somehow Aversion created (see Table 3-122) Causes Aging to the point of disability Causes Aging with no ill effect (not many years added) Causes fast aging leading to death over a period of days. and is undetectable in this manner.Continued Die Roll 29 Beneficial Magical Condition to Individual (d100) Individual Curse (d100) Character gains a gaze attack (temporarily) such as turning Character gives off smell. for example) but use of the ability is usually not a good idea because the power is uncontrollable or does random things (getting random results from an attempt to use the power. by speech. Character is able to elongate his arms as if they were made of rubber Character is fully healed or gains additional temporary hit points Character is healed of damage Character permanently gains the ability to speak (or read. a dimensional prison. or understand) a new language Character receives a bonus to hit or on damage against a particular type of monster Character receives useful information (mentally. is the classic example) 19 34 Character gives off no noise when he moves 20 21 22 35 Character gives off no scent. the character might have the head of a donkey. at a particular level of experience Gain experience points Gain level 71 Magic resistance 56 57 58 72 Monsters are summoned to assist the character and follow his orders 212 . such as gaining information from dreams or healing at twice normal rate 65 49 Virulent Disease (see Diseases Table 3-125) Effect of food on character: eating food has a particular and unusual effect such as causing small amounts of damage. etc 51 Efficacy of spells increased (temporarily) 70 52 53 54 55 Fighting bonus: against a particular type of foe Fighting bonus: to damage only Fighting bonus: to hit Fighting bonus: to hit and on damage Gain ability to cast spells as a cleric or magic-user. Charm-type effect: victim suffers random emotion (incapacitated) Charm-type effect: victim’s emotions are controlled by the trick Death magic (saving throw) possibly combined with something unpleasant that happens after death (becoming a zombie or a wraith. Physical transformation: a part of the character is transformed into the corresponding part of an animal. etc. temporarily. Effect of sleep on character: sleeping causes a side effect on the character.Continued Die Roll 43 Beneficial Magical Condition to Individual (d100) Character’s equipment is improved (temporary or permanent bonus to arms and/or armor) Individual Curse (d100) Charm-type effect: victim becomes mentally-controlled puppet of the trick Table 3-121: Beneficial Conditions and Curses to Individuals . or (conversely) natural healing does not take place 47 Cures diseases 64 48 Direct vision of deity or other powerful being. or poison Immunity: character becomes immune to charmtype effects Loss or penalty to turning ability Magical healing does not affect character. as the simplest example) 44 Character’s laughter causes a Charm-type effect: victim fear effect (temporarily) flees Character’s skin becomes tougher. the character’s skin might appear to be rotting. conferring improved armor class (probably temporary) Choice of various items to take.Continued Die Roll 59 Beneficial Magical Condition to Individual (d100) Gain magical ally (such as a stone dog that was part of the trick. or feel). such as a bad smell. the arms of a crab. electricity. or an air spirit/ weak elemental) Grants wish Heightened ability to use sense (taste. length of nose. or other lethargies Individual Curse (d100) Hit point damage Intelligibility of speech becomes random Level drain Location: character(s) moved to another location by mechanism (pit opens to another level under a character. Immunity to certain types of spells: sleep. the legs of a frog. or the character might take on the face of whomever he is talking to or looking at.TRICKS Table 3-121: Beneficial Conditions and Curses to Individuals . For example. making the character smell bad. as the simplest example) Physical appearance (boils. making the character unable to sleep. slow. with no indication as to their relative worth or what they do. Efficacy of attacks reduced (damage) Efficacy of spells reduced Failure chance on spells Fighting penalties (against particular race or monster) Fighting penalties (damage only) Fighting penalties (to hit and damage) Fighting penalties (to hit only) 66 Information: character gains Monsters are summoned a map or a vision of what the and focus entirely upon the particular character surrounding area looks like Information: character learns how to reach a particular objective point Information: the command word to activate a helpful effect or bypass a risk Movement rate reduced Movement rate reduced to 0 (paralysis or other effect that is permanent until removed by a spell) 67 50 68 69 Location (beneficial change): Party members given reason character(s) teleported to to distrust each other another location or plane Location (beneficial): character(s) moved to another location by mechanism (stairs open to another level.ported to another location lar temperature (heat or cold) or plane Immunity: character becomes immune to acid. etc) Physical appearance is changed without any underlying game effect. random teleportation during sleep. for instance) Normal Disease (see Diseases Table 3-123) 60 61 45 62 46 63 Location: character(s) teleImmunity: character becomes immune to a particu. or causing others nearby to sleep. He might gain the head of a donkey.BOOK THREE: DUNGEON DESIGN . smell. with information or blessing conferred Effect of food on character: eating food has a particular and unusual effect such as regaining lost hit points (up to some maximum point) Effect of sleep on character (beneficial): sleeping causes a side effect on the character. swinging. bypass a trap. Their equipment (leather. taking damage. or being exposed to sunlight Physical transformation: cyclical or periodic changes into animal or object Physical transformation: into animal 91 Physical transformation: into animal 92 Table 3-121: Beneficial Conditions and Curses to Individuals . or to tell the direction (but not the pathway) to a particular starting point Small effect: character gets fine clothing. feel. magic items) Sanity: permanent insanity of a debilitating type 98 97 82 Temporary access to a treasure trove (as much as you can carry out. a trophy. For example: berserk attacking. wood. jumping abilities Special ability with limitation: character can become invisible but still casts a shadow. or substance may take place under certain conditions such as combat.Continued Die Roll Beneficial Magical Condition to Individual (d100) Individual Curse (d100) Physical transformation: changes into animal. gateway. character gets lost easily 73 Monsters tend to ignore the character (temporary) 89 74 Partial immunity: elemental magic Particular animal becomes loyal to the character as an ally Saving throw bonus against particular type of threat (temporary or permanent depending on difficulty of trick) Saving throw bonus in particular area around the trick or elsewhere Saving throw bonus on all saves (temporary) Sense of direction: character gains ability to tell where north is.TRICKS Table 3-121: Beneficial Conditions and Curses to Individuals . paper. or to determine how deep he is underground. coins. Special ability: breathe water Sanity: temporary insanity 86 The character receives a key that will open a particular door. returning an object to its rightful place. a nice hat. increasing in size. with limited time to grab what you can) 83 84 85 Special ability (probably Sanity: permanent insanity temporary): speak to animals of a mild type Special ability (probably temporary): unusual climbing. or eaten by trick) Sacrifice treasure to overcome obstacle (gems. or other minor gift Special ability (probably temporary): cast a charm effect of some type Special ability (probably temporary): cast a protective spell of some type Special ability (probably temporary): change form Special ability (probably temporary): regeneration 90 75 76 Sense of taste. or smell always yields unpleasant sensation 77 78 Physical transformation: into object Physical transformation: into object Sex of character is changed Speed affected: always strike last Speed affected: half movement and attack rate State of Matter: character turns into a gas or a liquid Style of movement altered by physical transformation (partial): The character gains an ability. metal. portcullis. breathing fire into the nearest melee combat. or is visible by fire or torchlight. etc. one time 87 Saving throws: permanent penalty unless curse/effect removed or dispelled Saving throws: temporary penalty measured in time 99 100 88 213 . a medallion. object. or force field The item will raise one person from the dead. or otherwise assist the characters in their physical progress through the adventure area The item opens an otherwise impassable door. but cannot keep from using it under certain general circumstances (generally combat). potions) Willingness to fight reduced 93 94 Physical transformation: into substance 95 96 Physical transformation: into substance 79 80 81 Rate of attacks reduced Rations or water supply affected (poisoned. The character is cursed (and should somehow know the details) with an effect that will happen if he dies – the classic examples are being immune to raise dead or turning into an undead creature after death. being spoken to. A saving throw might be required to avoid using the ability uncontrollably. This is likely temporary and linked to a particular place in the adventure area where flying or levitation is required in order to bypass a hazard or obstacle Special Ability: produce light at will Special ability: seeing through stone or even being able to pass through stone a certain number of times Speed: additional attacks or actions Speed: character strikes first Speed: increased movement rate Individual Curse (d100) Saving throws: temporary penalty removed once the character takes some particular action such as speaking a command word.Continued Die Roll Beneficial Magical Condition to Individual (d100) Special ability: character cannot be entangled (temporarily). destroyed.BOOK THREE: DUNGEON DESIGN . Probably this is addressed to some sort of entangling hazard nearby that has been blocking progress Special ability: detecting thoughts Special ability: levitation or flying. or leaving the area Sense of direction is affected. or transforming into a bad-smelling gas. give or take 1d4 days 1 month. dogs. flying creatures (bats. black. this table can be a quick way of generating the profile or symptoms of a normal or relatively minor disease. rats. slimy things People with a particular hair color Sharp things (including edged or pointy weapons) Skeletons and bones Small.TRICKS Table 3-122: Aversions Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 Birds Bug Type: scorpions. etc) Specific individual: usually another character Stairs Undead creatures. beetles. First Part of Diagnosis (d100) Weakness of the Fluctuations of the Undulations of the Necrosis of the Stiffness of the Second Part of Diagnosis (d100) Heart Kidneys Organs of Affection Organs of Excretion Lungs Relevant Symptom temporary or permanent depending on severity (d100) Affects damage rolls Affects to-hit rolls Affects to-hit rolls Blindness Can cause complete paralysis (or other inability to act) in stressful situations Causes sneezing or eructations loud enough to attract wandering monsters Causes sneezing or eructations loud enough to attract wandering monsters Chance to fail to make an intended attack Clumsiness/ability to hold items Reduce charisma Reduce constitution Reduce dexterity Reduce intelligence Reduce strength Reduced attack rate Reduced attack rate Reduces movement rate Reduces movement rate Reduces movement rate Natural Recovery Time (d100) 1 month. Carrying things Clothing: a total aversion to clothing can lead to encounters with local law enforcement Combat Common animal: mules.BOOK THREE: DUNGEON DESIGN . birds. give or take 1d4 days 1d10+1 days 1d10+1 days 1d10+1 days Die Roll 01-02 03-04 05-06 07-08 09-10 11-12 Disorder of the Nasal Passages 1d10+1 days 13-14 15-16 17-18 19-20 21-22 23-24 25-26 27-28 29-30 31-32 33-34 35-36 37-38 Exhalations in the Palpitations of the Pimpling of the Bumps upon the Flux of the Shivering in the Tremors of the Discoloration of the Hair growth of the Crystallizations in the Liquefactions in the Worms in the Bleeding in the Tongue Eyeballs Eyelids Head Liver Hands Buttocks Scalp Bones Jaw Teeth Gums Stomach 1d10+1 days 1d10+1 days 1d10+1 days 1d10+1 days 1d10+1 days 1d4 months or until cured by a specific course of treatment 1d4 weeks 1d4 weeks 1d4 weeks or until cured by a specific course of treatment 1d6 days 1d6 days 1d6 days 24 hours 214 . However. Die Roll 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Oozy. etc. The diagnosis might or might not actually correspond to the disease. generally Water Aversion (d100) Light: either artificial or natural light Disease Tables Table 3-123: Physician’s Diagnosis of Normal Diseases Physicians are paid to come up with an authoritative-sounding diagnosis. cats. or another common type of animal Crowds Fire Gems Aversion (d100) A color: green. spiders. blue. etc. horses. give or take 1d4 days 1d10+1 days 1d10+1 days 1d10+1 days 61-62 Gases within the Veins 1d10+1 days 63-64 65-66 67-68 69-70 71-72 73-74 75-76 77-78 79-80 81-82 83-84 85-86 87-88 89-90 91-92 93-94 95-96 97-98 99-00 Maladjustment of the Irruptions within the Morbidity of the Ill-tendencies of the Spasms of the Inflammations of the Growths within the Blossomings of the Excitability of the Hyperactivity of the Misalignments of the Astrological misalignments of the Pustules of the Imbalances of the Irritation of the Depression of the Sinking of the Immoderations of the Irrationality of the Skin Extremities Sinuses Joints Throat Tonsils Appendix Colon Lower extremities Upper extremities Brain Liver Spleen Blood vessels Intestines Stomach Guts Ears Urinary tract 1d10+1 days 1d10+1 days 1d10+1 days 1d10+1 days 1d10+1 days 1d4 months or until cured by a specific course of treatment 1d4 weeks 1d4 weeks 1d4 weeks or until cured by a specific course of treatment 1d6 days 1d6 days 1d6 days 24 hours 24 hours 24 hours Until cured with specific course of treatment Until magically cured Until Midsummer Night Until next phase of moon 215 . give or take 1d4 days 1 month.TRICKS Table 3-123: Physician’s Diagnosis of Normal Diseases .Continued Die Roll 39-40 41-42 43-44 45-46 47-48 49-50 51-52 53-54 55-56 57-58 59-60 First Part of Diagnosis (d100) Eructations of the Interior bruising of the Interior strains of the Overextension of the Distension of the Swelling of the Ingrowth of the Incrustations of the Imbalances of the Overexcitement of the Undue humours in the Second Part of Diagnosis (d100) Guts Tendons Musculature Backbone Hips Chest cavity Liver Spleen Blood vessels Intestines Pancreas Relevant Symptom temporary or permanent depending on severity (d100) Reduces movement rate Requires frequent pit stops Saving throw penalty Saving throw penalty Saving throw penalty Temporary loss of experience points or a level Affects damage rolls Affects to-hit rolls Affects to-hit rolls Blindness Can cause complete paralysis (or other inability to act) in stressful situations Causes sneezing or eructations loud enough to attract wandering monsters Causes sneezing or eructations loud enough to attract wandering monsters Chance to fail to make an intended attack Clumsiness/ability to hold items Reduce charisma Reduce constitution Reduce dexterity Reduce intelligence Reduce strength Reduced attack rate Reduced attack rate Reduces movement rate Reduces movement rate Reduces movement rate Reduces movement rate Requires frequent pit stops Saving throw penalty Saving throw penalty Saving throw penalty Temporary loss of experience points or a level Natural Recovery Time (d100) 24 hours 24 hours Until cured with specific course of treatment Until magically cured Until Midsummer Night Until next phase of moon 1 month.BOOK THREE: DUNGEON DESIGN . TRICKS Table 3-124: Specific Courses of Treatment for Normal Diseases Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 Course of Treatment (d100) Poultices of an expensive and noxious substance (1d4 days) Drinking one dose of a noxious liquid Drink one dose of noxious liquid per day for 1d4 days Course of leeching (each 1d4 days gives a 75% chance of success) Drinking the waters at (or of) a particular location for 1d4 days Submersions in prepared water. etc) Acupuncture for 1d4 days Bloodletting for 1d6 days Prescribed physical exercises for 1d6 days Administration of lice. twisting. large quantities of ale. mineral. stone. once per day for 1d6 days Steam baths from herb-prepared water once per day for 1d3 days Exposure to light of a particular phase of the moon (could require a wait of as much as 24 days for the right phase to come around). etc) Causes progressive levels of paralysis.BOOK THREE: DUNGEON DESIGN . Scourging and prayer for 1d4 days Die Roll 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Course of Treatment (d100) Eating a strict dietary regimen (all meat. or transformation of bones (into crystal. Hope for good weather with no clouds. fear. etc) Growth of plants or seeds within body Transformation of internal body tissue into another substance (plant. with cure expected to follow in 1d4 days Poultices of an expensive and noxious substance (1d4 days) Drinking one dose of a noxious liquid Drink one dose of noxious liquid per day for 1d4 days Course of leeching (each 1d4 days gives a 75% chance of success) Bloodletting for 1d6 days Bloodletting for 1d6 days Table 3-125: Lethal and Virulent Diseases Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 First Part of Disease Name (d100) The Blue The Black The Simmering The Noisome The Yellow The Crimson The Crystal The Dungeon The Watery The Slimy The Oozing The Bovine The Ecstatic The Swelling The Wormy The Twitching The Zombie The King’s (50%) or the Miner’s (50%) The Sapphire The Noxious Second Part of Disease Name (d100) Flux Ague Plague Fever Shivers Tremors Vomits Boils Pimples Paralysis Pustules Death Privates Belches Flux Ague Plague Fever Shivers Tremors Game Effect (d100) Progressive penalties to damage rolls Progressive penalties on to-hit rolls Due to Progressively Increasing… (d100) Asphyxiation (or asphyxiation risk) Blindness (decay of nervous system or other cause) Progressively increasing chance to fail to make Decay of nervous system attack (due to artificial inhibition) Progressively increasing chance to drop any items held Progressive loss of experience points Progressive reductions in charisma Progressive reductions in constitution Progressive reductions in dexterity Progressive reductions in intelligence Progressive reductions in strength Progressive saving throw penalties Progressive reductions in movement rate Causes progressive levels of confusion Causes progressive levels of an emotion (joy. rage. all vegetables. or spreading paralysis Progressive saving throw penalties Progressive saving throw penalties Progressive saving throw penalties Progressive saving throw penalties Progressive saving throw penalties Destroys guts (eventual death) Destroys respiratory system (eventual death) Disintegration of the body into dust (eventual death) Dissolves (eventual death) Hallucinations (decay of nervous system or other) Larva growth within body (eventual death) Liquefies entire body (eventual death) Internal bleeding Levels of fat in body Weakness of bones Bending. etc) Body temperature until eventual combustion Cooling of the body temperature until converting to ice Destruction of muscle tissue Dehydration of the body 216 . concealed. Basic Mechanical Trap (Table 3-126) Basic Mechanical Trap. releases liquid (see Table 3-129) Vent. Generally Traps are divided into basic traps. Too many traps can spoil a dungeon adventure by slowing the characters (and the pace of the adventure) down to a slow and boring crawl. and complex traps. releases very strong wind or gust Vent: releases gas (see Table 3-128) Wall. magical (Table 3-135) Complex Trap (Table 3-137) Table 3-126: Basic Mechanical Traps . walls. fills with sand or gravel Room. pulls up Spiked ball (or other heavy object) swings to hit Squirt-trap fires glue Stairs break Stone block. falls to crush Fire increases Floor rises to meet ceiling Floor. floods with water Scything blade Snare or noose. tilts toward something unpleasant Grate. becomes magnetic Floor. drops Grease or other slippery substance 217 . which usually offer a single type of risk.Traps Traps. spiked. flips over Floor. drop down) Pit trap (see pits table) Portcullis falls Quicksand Rolling ball Room. and all complex traps.Continued Die Roll 37-38 39-40 41-42 43-44 45-46 47-50 51-52 53-54 55-56 57-58 59-60 61-62 63-64 65-66 67-68 69-70 71-72 73-74 75-76 77-78 79-80 81-82 83-84 85-86 87-88 89-90 91-92 93-94 95-96 97-98 99-00 Mechanical Trap Effect (d100) Iron bar swings to hit Ladder rungs break Large object pulled or pushed to crush Log swings to hit Magnetism Missile Trap (see Table 3-130) Net (pull up. basic mechanical traps are the staple form of a “room trap. drops to crush Stone cylinder (huge) rolls into trapped area Surface turns into slide or chute Trapdoor opens Valve. on surfaces Alcove. pulls sideways Snare or noose. which involve more than just the “trigger + result” profile of a basic trap. opens to release monsters Webs Basic Traps Basic Mechanical Traps Table 3-126: Basic Mechanical Traps Die Roll 01-02 03-04 05-06 07-08 09-10 11-12 13-14 15-16 17-18 19-20 21-22 23-24 25-26 27-28 29-30 31-32 33-34 35-36 Mechanical Trap Effect (d100) Adhesive. without any sort of complicated trigger.” Rigged natural features (a basic trap). close in Wall. are the classic “hallway traps. are more unusual – but they can be some of the most memorable parts of a dungeon level as long as they aren’t overused. or ceiling. concealed (Tables 3-126 and 3-127) Basic Mechanical Trap. rigged natural feature (Table 3-134) Basic Trap. releases gas (see Table 3-128) Door. Basic mechanical traps.” When they are concealed in items or have complicated triggers. drops to block passage behind Stone block. releases gas (see Table 3-128) Valve. with complicated trigger (Tables 3-126 and 3-127) Basic Trap. guillotine blade Area temperature change Bear trap or other spring-loaded object Breaking bridge Caltrops Ceiling drops Ceiling lowers Ceiling or floor becomes magnetic Chemical reaction in floor. possibly visible only with unusual type of vision) has a “photoreceptor”: if the beam of light is broken. Shadows cause it to react and activate the trap A coating of grease covers a substance that heats up when exposed to air. the heat of the chemical reaction activates the trap A feather is suspended over a very delicate pressure plate. Nearby flames (such as torches) cause it to react and activate the trap A chemical requires a certain level of heat to remain inactive. trap is activated Beam of light (possibly invisible. activating the trap Latch releases gears to begin moving. Pin (like that of a grenade) hold trap from functioning unless it is pulled from its socket Pin (like that of a grenade) hold trap from functioning unless it is pulled from its socket Pressure plate with weight on it releases when weight removed Pressure plate with weight on it releases when weight removed Pressure plate with weight on it releases when weight removed Pressure plate: when depressed. the trap is activated 11-12 Bed 13-14 15-16 17-18 19-20 21-22 23-24 25-26 27-28 29-30 31-32 33-34 35-36 37-38 39-40 41-42 43-44 45-46 47-48 49-50 51-52 53-54 55-56 57-58 59-60 Book Bookshelves Box or crate Bridge Cabinet Carpet or rug Ceiling hook Chair or throne Chest Corpse Dais. urn Ladder Lamp 218 . which. Flint sparks a trail of flammable powder to the triggering poin Flint sparks a trail of flammable powder to the triggering point Guitar-type string. Same result if the tubing is broken or pierced. A hammer is held suspended by a latch. the light will hit the photoreceptor and activate the trap Beam of light (possibly invisible. That pressure plate HAS to be hit in order to temporarily deactivate another. If it is blown down by air currents.” Something blocks the beam of light. possibly not. when spring snaps. if the latch is accidentally pulled off its holder Piece of tubing contains gas or liquid under pressure. if opened will cause the hammer to strike an obvious pressure plate. If the object is removed. Complicated Triggers Not every mechanical trap will have a complicated trigger: most will operate by pressure plates and tripwires. if plucked. if the grease is smeared. hidden. the light will hit the photoreceptor and activate the trap Blade cuts twine if moved Blade cuts twine if moved Change-up. oils in skin. pot. the pressure is removed and the trap activates. the trap is activated Pressure plate: when depressed. The pressure keeps the trap from functioning. The pressure plate in the floor is the one that activates a trap. Die Roll 01-02 03-04 05-06 07-08 09-10 Trap Concealment (d100) Alcove Altar Aquarium Barrel or cask Bath or basin Complicated Trigger (d100) A chemical requires a certain level of coolness to remain inactive. possibly visible only with unusual type of vision) has a “photoreceptor”: if the beam of light is broken. the trap is activated Beam of light (possibly invisible. establishes a frequency that breaks a little sliver of glass. possibly visible only with unusual type of vision) has a “photoreceptor. possibly not.BOOK THREE: DUNGEON DESIGN . trap is activated Acid container tips onto string. platform or stage Desk Display case Door Door hinges Doorknob or latch Fireplace Flagstone in floor Forge or anvil Fountain Idol or statue Jar. if a stopper is removed (possibly attached to a wire or chain).” Something blocks the beam of light.TRAPS Table 3-127: Mechanical traps – Concealment. here) cause the powder to react and activate the heat sensor or burn through a thread A part of the item can be moved. when spring snaps. the trap is activated Beam of light (possibly invisible. Body heat. but if that item is moved. it will activate the trap when it lands (so would other very light objects) A glass globe (possibly quite small) contains a chemical that is highly reactive when exposed to air. or exhaled carbon dioxide concentrations (three different triggers. and contains a lever that activates the trap Acid container tips onto string. if the latch is accidentally pulled off its holder Latch releases gears to begin moving. If the globe breaks (and is still in the right place) the heat of the chemical reaction activates the trap A hanging object or an object resting on the floor holds down a vertical tripwire. possibly visible only with unusual type of vision) has a “photoreceptor. possibly not. possibly not. the tripwire flies into the ceiling (probably due to a counterweight) and the trap is activated A highly reactive powder is located upon a heat sensor of some kind. but if that item is moved. pressure plate in the floor. if either item is removed. chemical reaction releases trap Table 3-128: Gases Die Roll 01-02 03-04 05-06 07-08 09-10 11-12 13-14 15-16 17-18 19-20 21-22 23-24 25-26 27-28 29-30 Effect (d100) Affects brain (confusion): causes random actions (temporary) Affects brain (language): lose language or speech capability (temporary).TRAPS Table 3-127: Mechanical traps – Concealment. splashes water onto reactive substance. the removal of weight lifts a pin and activates the trap Spring releases trap Spring releases trap Trap is located on a balanced “seesaw” with another counterweight. disperses rapidly Fills a cubic area. if either item is removed. disperses rapidly lls a cubic area. the trap is activated Pull-wire on item releases trap Pull-wire on item releases trap Pull-wire on item releases trap Sliding bolt keeps hidden gears from moving unless the bolt is pulled from its socket Sliding bolt keeps hidden gears from moving unless the bolt is pulled from its socket Sliver of blown glass contains a light beam or a corrosive liquid that activates the trap if the piece of glass is broken Something is delicately balanced upon a button. disperses rapidly Fills a cubic area. the seesaw will press onto a trigger and activate the trap Trap is located on a balanced “seesaw” with another counterweight. if either item is removed. palsy prevents character from being able to hold onto anything (temporary) Affects skin: rash and itching (various effects possible. the seesaw will press onto a trigger and activate the trap Trap is located on a balanced “seesaw” with another counterweight.Continued Die Roll 61-62 63-64 65-66 67-68 69-70 71-72 73-74 75-76 77-78 79-80 81-82 83-84 85-86 87-88 89-90 91-92 93-94 95-96 97-98 99-00 Trap Concealment (d100) Machine Manacles or chains Mirror Oven Pedestal Pews or benches Pillar or column Pool Portcullis Railing Ramp Stairs Stove Sundial Table Tapestry Taxidermy piece Telescope or kaleidoscope Toilets or privy Torch or sconce Complicated Trigger (d100) Pressure plate: when depressed.BOOK THREE: DUNGEON DESIGN . the seesaw will pull up a chain and activate the trap Tripwire activates trap when pulled Tripwire activates trap when pulled Tripwire activates trap when pulled Tripwire activates trap when pulled Water container in trap. if disturbed. disperses rapidly 219 . the trap is activated Pressure plate: when depressed. disperses rapidly Fills a cubic area. to dropping held items long term but not permanent) Behavior (d100) Begins as heavier than airbut becomes lighter and rises Begins as heavier than air but becomes lighter and rises Begins as heavier than air but becomes lighter and rises Begins as heavier than air but becomes lighter and rises Begins as heavier than air but becomes lighter and rises Begins as lighter than air but becomes heavier and sinks Begins as lighter than air but becomes heavier and sinks Begins as lighter than air but becomes heavier and sinks Begins as lighter than air but becomes heavier and sinks Begins as lighter than air but becomes heavier and sinks Fills a cubic area. If it falls. Affects brain (rage): attack comrades (temporary) Affects muscles: can only carry half normal weight (permanent) Affects muscles: can only carry half normal weight (temporary) Affects muscles: causes damage penalty (permanent) Affects muscles: causes damage penalty (temporary) Affects muscles: movement rate reduced by half (permanent) Affects muscles: movement rate reduced by half (temporary) Affects nerves: causes to-hit penalties (permanent) Affects nerves: causes to-hit penalties (temporary) Affects nerves: saving throw penalties (permanent) Affects nerves: saving throw penalties (temporary) Affects nerves. the seesaw will pull up a chain and activate the trap Trap is located on a balanced “seesaw” with another counterweight. if either item is removed. Complicated Triggers . from combat penalties to saving throws to taking off armor. see friends as some sort of enemy (works best if that sort of enemy is waiting for the gas to take effect before attacking) (temporary). disperses rapidly Fills a particular radius. or possibly a loss of experience points or even levels). lingers Rises near ceiling.g. lingers Fills a particular radius. and drains away Turns into liquid after a certain duration. lingers Fills a particular radius. lingers Lies near floor.g. lingers Lies near floor. disperses rapidly Fills a particular radius. disperses rapidly Fills a particular radius. lingers Rises near ceiling.Continued Die Roll 31-32 33-34 35-36 37-38 39-40 41-42 43-44 45-46 47-48 49-50 51-52 53-54 55-56 57-58 59-60 61-62 63-64 65-66 67-68 69-70 71-72 73-74 75-76 77-78 79-80 81-82 83-84 85-86 87-88 89-90 91-92 93-94 95-96 97-98 99-00 Effect (d100) Attacks brain (intelligence): lowers intelligence (permanent) Attacks brain (intelligence): lowers intelligence (temporary) Attacks muscles: lowers strength (permanent) Attacks muscles: lowers strength (temporary) Attacks nerves: lowers dexterity (permanent) Attacks nerves: lowers dexterity (temporary) Attacks respiratory system: causes hit point damage (less with saving throw) Blindness gas Burns skin: reduces charisma (permanent) Burns skin: reduces charisma (temporary) Causes depression and lethargy: affected characters won’t bother going anywhere or fighting (temporary) Damaging gas: more or less hit point damage depending on saving throw. lingers Rises near ceiling. or just subject to combat penalties). and drains away Turns into solid powder after a certain duration Turns into solid powder after a certain duration Turns into solid powder after a certain duration Turns into solid powder after a certain duration Turns into solid powder after a certain duration 220 .. and drains away Turns into liquid after a certain duration.) (permanent) Behavior (d100) Fills a cubic area.. lingers Rises near ceiling. lingers Fills a particular radius. effectively paralyzed. Paralysis (temporary) Poison Poison Poison Poison Poison Poison Removes oxygen from air (affects breathing and flames) Sleep gas Slow gas. disperses rapidly Fills a particular radius. lingers Turns into liquid after a certain duration. Fear gas: combat penalties (temporary) Fear gas: paralyzed (temporary) Fear gas: run (temporary) Flammable Flammable: sticks to clothing and skin for ongoing damage if ignited Forgetfulness gas (possibly just role-played. drop weapons. causing likelihood of unconsciousness Transformation gas: slowly changes victim into a different form established by the particular alchemical properties of the gas (e. lingers Fills a cubic area. and drains away Turns into liquid after a certain duration. lingers Lies near floor. lingers Fills a cubic area. disperses rapidly Fills a particular radius. lingers Fills a cubic area.BOOK THREE: DUNGEON DESIGN . Hunger gas: consume all rations Light sensitivity gas: light causes damage. 50% likelihood of attacking a double image of opponents (temporary) Hallucination gas. lingers Lies near floor. lingers Lies near floor. lingers Fills a particular radius. giant bug gas. lingers Rises near ceiling. etc.TRAPS Table 3-128: Gases . but you still can’t see very well in the dark (some sort of partial blindness) (temporary) Pain gas: victims are incapacitated to some degree (e. and drains away Turns into liquid after a certain duration. flesh-to-stone gas. lycanthropy gas. lingers Fills a cubic area. Hallucination gas. lingers Fills a particular radius. causes all effects of a slow spell (temporary) Tightens throat muscles. locks. saving throw avoids effects completely Damage (lethal quantity): causes hit point damage each minute for a predetermined number of minutes. locks. poison spikes at bottom Closes. with death occurring at 0. electric eels. with death occurring at 0. snakes Uncovered pit. with death occurring at 0. Attribute Erosion (lethal): particular attribute is reduced by 1 point per minute. locks. successful saving throw reduces but does not eliminate damage 03-04 05-06 07-08 09-10 11-12 13-14 15-16 Table 3-131: Pits Die Roll 01-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 Closes and locks Closes. locks. etc. saving throw completely negates effect. successful saving throw reduces but does not eliminate damage Damage (lethal quantity): causes hit point damage each hour for a predetermined number of days. locks. snakes or centipedes inside Closes. contains liquid (see Table 3-129) Closes. or days) equal to a die roll plus his Constitution score. saving throw completely negates effect. spikes at bottom Drops to another level of dungeon Poison spikes at bottom Uncovered pit Uncovered pit. saving throw completely negates effect.Continued Die Roll 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Pit Type (d100) Closes. or days) equal to a die roll plus his level of experience. ooze or slime at bottom Uncovered pit. with death occurring at 0.Optional (d100) Attached to cable or chain for pulling back Coated in acid Disease carrier Explosive Poisoned (lethal) Poisoned (non-lethal) None None None None None None None None None None None None None None Table 3-132: Poison Effects Table (Lethal) Die Roll 01-02 Effect of Lethal Poison (d100) Adjusted by Constitution score: the victim will die in a number of rounds (or hours. successful saving throw means that damage is only inflicted once Damage (lethal quantity): causes hit point damage each minute for a predetermined number of minutes. saving throw avoids effects completely Damage (lethal quantity): causes hit point damage each minute for a predetermined number of hours.TRAPS Table 3-129: Trap Liquids Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Nature of Liquid (d100) Alchemical (saving throw or percentage chance to cause an effect – possibly randomized) Fast-hardening resin or concrete Gasoline/kerosene Greek fire Oil (non-flammable) Plaster Slime Soup or stew Viscous/quasi-gel Water Table 3-131: Pits . Covered pit. sinks down like elevator Closes. walls close to crush Contains piranha. spikes at bottom 21-22 Pit Type (d100) Normal pit (covered) 17-18 19-20 23-24 221 . Adjusted by level: the victim will die in a number of rounds (or hours. saving throw completely negates effect. locks. saving throw avoids effects completely Damage (lethal quantity): causes hit point damage each hour for a predetermined number of days. attribute loss is permanent unless restored by magic Attribute Erosion (lethal): particular attribute is reduced by 1 point per hour.BOOK THREE: DUNGEON DESIGN . spikes at bottom Table 3-130: Missile Traps Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Missile Type (d100) Arrows Arrows Ballista bolt Bladed disk or shuriken Bolts Cannonball Catapult stone Darts Darts Grappling hook Grenade Harpoon Lasso Net Shrapnel Sling bullet Sling stone Spear Spiked cannonball Spiked log Special . then shifts or rotates to be replaced with new (empty) pit Closes. attribute loss is not permanent if poison effects are reversed Damage (lethal quantity): causes hit point damage each hour for a predetermined number of days. attribute loss is not permanent if poison effects are reversed Attribute Erosion (lethal): particular attribute is reduced by 1 point per hour. mutant sea bass. floods Closes. locks. attribute loss is permanent unless restored by magic Attribute Erosion (lethal): particular attribute is reduced by 1 point per minute. and so on. (A stronger poison might have a higher chance of death). Lethal (don’t eat): failed saving throw means the character has a 25% chance of dying every time he eats Lethal (don’t eat): failed saving throw means the character will die the next time he eats food Lethal (don’t sleep): failed saving throw means the character has a 25% chance of dying whenever he sleeps unless the poison is reversed. spell. etc). forever. Lethal (stay out of the sun): failed saving throw means the character takes damage from sunlight (some number of points per hour’s exposure) and those hit points cannot be healed unless the poison itself is removed from the system. stomach lining. he suffers internal damage and has a 10% chance of dying when he next takes damage from a wound. fall. fall. saving throw avoids effects completely Damage (lethal quantity): causes hit point damage each round for a predetermined number of rounds. successful saving throw means that damage is only inflicted once Damage from activity: failed saving throw means the character takes a certain number of hit points damage per hour. but physical exertion (moving.Continued Die Roll 25-26 Effect of Lethal Poison (d100) Damage (lethal quantity): causes hit point damage each minute for a predetermined number of hours. successful saving throw means that damage is only inflicted once Damage (lethal quantity): causes hit point damage each round. stomach lining. The more lethal the poison. spell. delayed: failed saving throw means death in a random number of combat rounds Lethal. delayed by level: failed saving throw means that the character will die in a number of combat rounds equal to his level.Continued Die Roll Effect of Lethal Poison (d100) Internal damage (increasing): if the victim fails a saving throw. fighting. Internal damage (ability score based): if the victim fails a saving throw. Lethal. etc). Each saving throw has a cumulative –1 penalty. successful saving throw reduces but does not eliminate damage Damage (lethal quantity): causes hit point damage each minute for a predetermined number of minutes. forever. Experience points return (at some rate) if the poison is neutralized. successful saving throw means damage but not death 27-28 29-30 31-32 33-34 35-36 37-38 39-40 41-42 63-64 65-66 67-68 43-44 45-46 69-70 47-48 71-72 73-74 49-50 75-76 77-78 79-80 81-82 83-84 85-86 87-88 51-52 53-54 222 .BOOK THREE: DUNGEON DESIGN . fighting. or other source of hit point damage. or other source of hit point damage. Failing the saving throw indicates that the damage caused by the poison causes death (from a weakened artery. spell casting) requires an additional saving throw to avoid instant death. he suffers internal damage and must make a saving throw every time he suffers damage from another source.TRAPS Table 3-132: Poison Effects Table (Lethal) . successful saving throw means that damage is only inflicted once Damage (lethal quantity): causes hit point damage each round for a predetermined number of rounds. stomach lining. Damage from spell casting: failed saving throw means the character takes a certain number of hit points damage per hour (eventually lethal. successful saving throw means that damage is only inflicted once Damage (lethal quantity): causes hit point damage each minute for a predetermined number of hours. None of the damage caused by spell casting can be healed unless the poison is removed from the system. Internal damage (lethal): if the victim fails a saving throw. delayed: failed saving throw means death in a random number of hours Lethal: Instant death. (A stronger poison might have a higher initial chance of death or cumulate at more than 5% per wounding). successful saving throw reduces but does not eliminate damage Damage (lethal quantity): causes hit point damage each round. Experience Point Erosion (lethal): failed saving throw means that character loses a particular number of experience points every hour until reaching 0 (death). delayed by level: failed saving throw means that the character will die in a number of hours equal to his level. 61-62 59-60 57-58 55-56 Table 3-132: Poison Effects Table (Lethal) . he suffers internal damage and has a 10% chance of dying each time he takes damage from a wound. Lethal. he suffers internal damage and must make a saving throw every time he suffers damage from another source. the higher the number of experience points lost each hour. but very slow). The next wound has a 15% chance of killing him. Failing the check (rolling higher than the ability score on a d20) indicates that the damage caused by the poison causes death (from a weakened artery. saving throw avoids effects completely Lethal: Instant death. Lethal (don’t sleep): failed saving throw means the character will succumb to the poison and die when he next sleeps. Failing the saving throw indicates that the damage caused by the poison causes death (from a weakened artery. Internal damage (saving throw/level based . saving throw avoids effects completely Damage (lethal quantity): causes hit point damage each round. forever. The more lethal the poison.progressive): if the victim fails a saving throw. the higher the number of experience points lost each hour. the next wound a 20% chance. he suffers internal damage and must make a “check” against his constitution score every time he suffers damage from another source. Damage from activity: failed saving throw means the character takes a certain number of hit points damage per hour. Internal damage (saving throw/level based): if the victim fails a saving throw. Experience Point Erosion (lethal): failed saving throw means that character loses a particular number of experience points every hour until reaching 0 (death). etc). Lethal. spell casting) causes additional damage per combat round. successful saving throw reduces but does not eliminate damage Damage (lethal quantity): causes hit point damage each round for a predetermined number of rounds. delayed: failed saving throw means death in a certain number of hours Lethal. but also takes hit point damage whenever he casts a spell (probably dependent on the power of the spell). delayed: failed saving throw means death in a certain number of combat rounds Lethal. Experience point loss is permanent unless restored. but physical exertion (moving. Level loss is permanent unless the levels are restored. Saving throw checks (eroding): a failed saving throw means the character starts the process of dying. a cumulative –1 penalty is added to that die roll. so you don’t accidentally blend all your types of threats together. Levels are regained (at some rate) if the poison is neutralized.Continued Die Roll Effect of Lethal Poison (d100) Level Erosion (lethal): failed saving throw means that the character loses a level and continues to lose more levels (perhaps one per day) until reaching 0 (death). he must make a check every subsequent hour.” etc. “disease. the character must make a saving throw or die instantly. or other such supernatural forces. he has a 10% chance of dying immediately. you have removed the unique nature of “poison” vs. or the side effect of making a saving throw against a very strong poison) or long term (probably the result of failing a save – long term effects as an automatic minimum result of poison would indicate a poison of quasi-mythical potency and will understandably tick off your players). When all types of threats can result in all types of consequences. etc. Example: if the victim fails a saving throw.TRAPS Table 3-132: Poison Effects Table (Lethal) . Table 3-133: Poison Effects (Non-Lethal) . the character must make a saving throw or die instantly. but can stave it off for a while – each hour. “curse. if he survives. but can stave it off for a while – each hour. which is much more linked with magic than poisons are – a “poison” is something that works non-magically.BOOK THREE: DUNGEON DESIGN . Magical poisons should be thought of as potions. the second check at 20%.Continued Note that “mental” effects of poisons are short term – that would indicate insanity. Saving throw checks: a failed saving throw means the character starts the process of dying. Also. Note: levels tend to be associated with life force. The percentile chance increases each hour. the victim has a percentage chance of dying instantly (the percentile chance corresponding to the strength of the poison). the victim has a percentage chance of dying instantly (the percentile chance corresponding to the strength of the poison). and dreamed up using that kind of mental framework. Percentile chance of death (eroding): Each hour. Mere loss of memory would be better addressed with a poison that erodes experience points rather than experience levels Level Erosion (lethal): failed saving throw means that the character loses a level and continues to lose more levels (perhaps one per day) until reaching 0 (death). with the first check at 15%. Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Non-Lethal Poison Effect (d100) Affects ability score(s) (short or long term) Affects saving throws across the board (short or long term) Blindness (short or long term) Catatonia (long or short term) Confusion (short term) Deafness (short or long term) Incapacitated by pain Paralysis or catatonia (long or short term) Rage or berserking (short term) Reduced ability to resist disease (penalty to saving throw) (short or long term) 89-90 91-92 93-94 95-96 97-98 99-00 223 . so this sort of poison would likely be associated with the undead. planes of shadow. Physical effects can generally be short term (very weak poisons. each hour.” vs. Percentile chance of death: Each hour. roiling gas.TRAPS Basic Traps (Rigged Natural Features) The above trap tables are great for generating a huge variety of mechanical traps. Basic Traps (Magical) Magical traps are those with a non-mechanical effect or a non-mechanical trigger. there will often be some sort of special effect that goes with it (See Table 3-136). or dangerous fungus growths Venting steam. hordes of rats. roll on the following table (which is a repeat of one of the trick tables. effective level. but sometimes a trap is constructed by taking advantage of an already existing. or other feature can “see” intruders and has enough intelligence to discern friend or foe (possibly it could be fooled by disguises. or characterclass detector Area is being scryed (by crystal ball or similar device) and the trap can be manually activated by the creature monitoring the area Beams of light activate trap when broken Carving. etc) Something reaches out from within it It is used as a missile-fire ambush Some device. spell.BOOK THREE: DUNGEON DESIGN . to make damage more likely. sense of sight. magical charm) Something slides you into it Something lifts you into it Something shakes you into it (loss of footing. In addition to the trap’s actual effect. etc).. saving throws. or to prolong exposure to damage A “safe” path only works for the first couple of people. Table 3-135: Basic Traps (Magical) Die Roll 01-10 Profile of Trap (d100) Complicated Mechanical Trigger (roll on Table 127) Magical Effect (roll on column 3) Magical Trigger (Column 2) Mechanical Effect (Roll on Table 126) Magical Trigger (Column 2) Mechanical Effect (Roll on Table 126) Magical Trigger (Column 2) Mechanical Effect (Roll on Table 126) Magical Trap Trigger (d100) Alignment-detector. species-detector. probably) Something guides you into it Something makes you abnormally reckless Something reduces your ability to cope with the risk (affecting ability scores. For traps like these. undergrowth. or construction has been used to make it harder to get out of the danger zone once involved Something rotates or shifts to make the obstacle more dangerous Something affects sense of direction. after which it becomes dangerous or impassable Another danger acts to herd the party into the natural danger zone (lightning strikes. bad air. gem. inherently dangerous feature of the terrain – and making it more dangerous for people who don’t know the right way to handle it. or physical balance in or near the danger zone. but used differently): Table 3-134: Basic Traps (Rigged Natural Features) Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Dangerous Feature that has been “Rigged” (d100) Chasm blocking path Cliff face or wall requires climbing Crumbling ceiling or walls Crumbling floor Dangerous-looking bridge over chasm or river Force field or other magical barrier Geysers of hot water or lava Hot area (volcanic or other) Illusion of another type of obstacle Misty area with poor visibility Pathway/walkway leads up the side of a cliff face Pit blocking path Quicksand River blocks path Rivulet or water channel crosses path Slippery slope Tall ceiling with overhead risks Thorns. or dangerous gases Wall or fence blocks path Method of Rigging the Obstacle (d100) Something pushes you into it Something collapses you into it Something pulls you into it There is a fake “safe” path that isn’t the safe path There is a monster placed in a strategic location There is a mechanical trap placed in a strategic location Something compels you into it (e.g. depending on what it has been told to watch for) Magical Trap Effect (d100) Anti-gravity or levitation 11-20 21-30 Confuses Curses (see Table 3-118) 31-40 Elemental damage 224 . or glass ball Involves a mouth making sound. spider webs. There are some less-common variations on this: in some cases the trap might only activate if a specific wrong response is given. river.Continued Die Roll 41-50 Profile of Trap (d100) Magical Trigger (Column 2) Magical Effect (Column 3) Magical Trap Trigger (d100) Clouds or curtains of mist activate trap when agitated Magical speech requests password and activates trap if the proper response is not given. or tentacles Sleet or hail Sparks Takes effect slowly and can be avoided with the proper actions Thorns or needles Thunderclap Unwittingly gives clue or revelation as a side effect Uses fear in the trap’s functioning or effects Uses rage or anger in the trap’s functioning or effects Special Effect (d100) 225 . or carpet Involves a mirror. or another obvious source of sound such as a musical instrument Involves a pattern on the walls or ceiling Involves a snake. possibly glowing. shadows.TRAPS Table 3-135: Basic Traps (Magical) . cloak. tock…) Involves disorientation in space Die Roll 51-52 53-54 55-56 57-58 59-60 61-62 63-64 65-66 67-68 69-70 71-72 73-74 75-76 77-78 79-80 81-82 83-84 85-86 87-88 89-90 91-92 93-94 95-96 97-98 99-00 Involves eyes Involves memory Involves movement up or down in some way Involves paper or parchment Involves pictures on the walls or floor Involves plant matter (probably growing suddenly from nowhere) Involves runes. or animal Floating motes of light Frost or ice Glowing metal Involves a gem (possibly implanted) Involves a glass or metal bottle in some way Involves a large piece of cloth such as a tapestry. powder. or other timekeeping device (tick. sundial. or intense illumination Dreams or visions Fire (oddly colored) Floating image or a person. or pool Involves an hourglass. or it might require both a password and possession of a specific object. lens. serpentine movement. window. such as tripwire) Magical Effect (roll on column 3) Temperature alterations (including body heat) activate trap Table 3-136: Magical Trap Special Effects Die Roll 01-02 03-04 05-06 07-08 09-10 11-12 13-14 15-16 17-18 19-20 21-22 23-24 25-26 27-28 29-30 31-32 33-34 35-36 37-38 39-40 41-42 43-44 45-46 47-48 49-50 Special Effect (d100) A change in mental processes A change to the skin A sphere of elemental substance: earth. possibly part of the trap’s trigger Involves the forward or backward movement of time Involves the movement of several disks Involves the movement of stone Involves the movement or sand.BOOK THREE: DUNGEON DESIGN . Object “sends a message” that activates a trap when the object is picked up. tendrils. air or water A sphere of force or light Affects internal organs or brain Can be avoided with the use of certain words Certain people are unaware of the trap having functioned Chiming sound Darkness. or a twisting path Involves a water source such as a fountain. etc. or dirt Involves the sudden appearance of an animal Involves wine Involves wood Light beams Light glow (strangely colored) Rope. Presence of intelligence activates trap Magical Trap Effect (d100) Enchants 51-60 Magical Trigger (Column 2) Magical Effect (Column 3) Imprisons 61-70 71-80 81-90 91-00 Magical Trigger (Column 2) Magical Effect (Column 3) Magical Trigger (Column 2) Magical Effect (Column 3) Lethal Paralysis Teleports Transforms Mechanical trigger (simple) with concealPresence of life activates trap ment (Roll on Table 127) Mechanical Trigger (simple. monster. fire. opened. The Kill Mechanism (1d6) Progressive gas effect Fourth Stage . The Kill-switch: The fourth element. Table 3-137: Overall Profile for Complex Trap Die Roll 1-2 First Stage .TRAPS Complex Traps Complex traps are traps with four or even five elements. or magical attacks 5-6 Some (or all) of party immobilized Automatic Timer and Reset Table 3-138: Trap Draws (Physical Draws) Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Form of Trickery (d100) Charm or enchanted singing pulls party members toward trapped area Gravitational or magnetic effect pulls or pushes party or certain members Harmless gas or illusionary peril tries to herd party into trapped area High wind or vacuum blows party into trapped area (50%) or an interesting vehicle the party has been riding suddenly heads for this area (50%) Pit opens Pit opens Ropes. etc) Paralyzing Grabbing (bear traps. an element that holds the characters in place or in a particular location. or dimensional gateway or device. plants. The Kill Mechanism: The third stage is an element that kills them slowly in that location. monster. Trap Immobilizes Party Members (d100) Entangling (webs. etc) Transformation-type attack (stone to flesh beams. or ejected webs catch party members and pull them Slide or chute opens. it is a mechanism that brings the party into the area where the trap can take effect and/ or triggers the trap.The Draw (1d6) Physical or Magical Draw (See Table 3-138) Greed (the promise or appearance of treasure either brings the party into the area or attempting to get it triggers the trap) None Second Stage . Damage is possible. or gaps in floor open Walls move to divide up the area Thorns or plants grow in the trap area to divide party and possibly immobilize some of them by entangling Fire or ice forms to physically divide the party from each other. forms behind the party Trap Divides Party (d100) Chasms. tentacles. etc) 25-32 226 . which is virtually always present in a slow-kill trap. vines. or a body of water. magical arms. is a distraction or complication. The Prison: The second stage is virtually always present. or wind. cracks. ice. or architectural feature turns into a slide or chute Slide or chute opens. The Complication: The fifth element. or gaps in floor open behind party Wall(s) moves to block exit Thorns or plants grow or move to block exit Wall of fire. which will not always be present. The Draw: This first stage might or might not be present. ropes. is a kill switch or mechanism of escape. tentacles.BOOK THREE: DUNGEON DESIGN .KillSwitch or Escape Hatch (1d6) Mechanical escape hatch Kill-switch or magical escape Fifth Stage . tentacles. cracks. chains.Complication (1d6) Monsters or progressive physical immobilization Progressive magicallyinduced weakness or immobilization Backup third-stage kill (roll a second time on column three) 3-4 Party physically divided Slow-moving mechanifrom each other cal Repeated mechanical. transports party Table 3-139: Trap Prisons Die Roll 01-08 09-16 17-24 Trap Blocks Exit (d100) Chasm. or architectural feature turns into a slide or chute Teleportation.The Prison (1d6) Whole party blocked from retreat Third Stage . hardening mud. the floor is quicksand or some other substance that people sink into. Includes slowly advancing steamrollers. probably low) Slow-Moving Mechanical (d100) Closing walls or other means of shrinking the enclosure until everyone is crushed.Continued Die Roll 33-40 41-48 Trap Blocks Exit (d100) Trap Divides Party (d100) Trap Immobilizes Party Members (d100) Adhesives Cage(s) fall. It’s possible but highly unlikely the party can beat them. insects. etc. etc. glass. rapidly-solidifying stone or resin is used in an attempt to immobilize some or all party members Bars. just put the party into the cells. The other possibility is a virtually unbeatable horde of lesser monsters that also don’t actually attack. elementals. they are serving as a wall. and are the equivalent of an electrical fence if touched (paralysis or damage being the most obvious results. Lucite. globes. or even animal). physical blow. then leave. caught in other dimensions (although still visible).g. or monster appear behind fall in a pattern intended to separate party party to block off exit members from each other Bars. fear) is directed at party 75-83 Frictionless or greased surfaces make escape very hard (probably a slope or cliff is involved as well) Party is swallowed by something (architectural. plaster. or stasis fields separate the party. some dimensional effect causes a fake distance effect between them Powerful monsters emerge and push the party members into cells (or something equivalent). 84-92 Stunning by loud noise. with decline happening upon failed attribute check or saving throw Periodical random drops in experience (death at 0. 93-00 Sleep or magical enchantment Table 3-140: Trap Kill-Mechanisms Die Roll 01-10 Progressive Gas Effect . Note: if the party is separated. Alternatively.. Bars.while exposed (d100) Periodical unavoidable loss of hit points (a set number. too. or the thing they are written upon is physically moved behind party 66-74 Force field forms behind party Mental inability to move (confusion. this isn’t as unfair as it sounds – remember.TRAPS Table 3-139: Trap Prisons . and walls are essentially invulnerable. or stasis fields separate the party. caught in other dimensions (although still visible). or portcullises emerge or Snakes. Repeated Attacks (d100) Missile traps fire periodically into area 11-20 Periodical unmodified saving throws (until failure) Rocks or heavy objects fall periodically into area 21-30 Declining ability score (death at 0). horrid sight. into area biting bugs or very weak poison gas) Cutting or slicing implements move slowly across area (top to bottom or side to side) Swinging arms (or similar. either. Party is turned into gas and sucked through small opening (probably reconstituting on the other side) Certain party members are trapped in different time-speeds. effects temporary if survived) Area fills with something that causes slight Monsters are periodically released but progressively increasing damage (e. They might respond if pushed. this could also involve lowering them into something at random rates. amber. but the monsters don’t actually attack. powerful monsters (or even invulnerable ones) that don’t attack (probably constructs. grates. although the field is open for weirder beams) Party members shrink in size and are now separated by great distances. etc) Beams or rays of magical power separate the party. Force fields separate party members (walls. rise. grates. Alternatively. etc. Alternatively. or portcullises emerge or fall in a pattern intended to separate party members from each other 49-56 57-65 Dangerous glyphs form behind party. such as wrecking balls) make periodical attacks 31-40 227 . Undead or constructed monsters work best for this. rage. attempting to capture individuals Pits open to catch individual party members Ice. or undead) move to guard the exit. Area slowly fills with water or other liquid. or form. demonic. grates.BOOK THREE: DUNGEON DESIGN . or portcullises trap the entire Ropes or chains emerge to separate party party in an area members Party is shifted into a dimensional pocket Certain party members are trapped in different time-speeds. different times. (2) becoming temporarily blind. but only in parts of the area – if you’re standing in the right place at that time. In slow-killing traps.Continued Die Roll 03-04 Magically-Induced Weakness (d100) Adhesiveness and Friction. Affect Wood. Walls.” each associated with a greater level of inability to act (e. respectively). Animate Objects. player draws a card each round until getting a spade. Whether it is because of extreme cold. Objects are pushed into room one at a time. Magical adhesiveness or slipperiness is involved with the trap as a secondary feature.while exposed (d100) Periodical unmodified “attribute checks” (until failure) Periodical saving throws with cumulative penalty added each time Slow-Moving Mechanical (d100) Slowly increasing heat or cold Repeated Attacks (d100) Area-effect spells go off in the area periodically (very weak fireballs. Affect Metal. slime. 13-14 01-02 15-16 228 .. Affects the Use of Limbs. A series of “steps.Continued Die Roll 41-50 Progressive Gas Effect . this might create a serious race against time. This can add a lot of spice to a tense situation. chilling it to deadly low temperatures. to intense cold. affecting it as a magnet. or some combination thereof. The trap can animate wooden items. changing its physical properties. a spell. The trap’s properties. to confusion. Really dangerous monster (like a demon) slowly begins to coalesce in the area 71-80 81-90 91-00 Table 3-141: Kill-Switches and Escape Hatches A kill-switch is a way of turning off a trap. Characters move to the next step based on periodical saving throws. random number each time Area slowly fills with deadly poison gas that is either heavier or lighter than air (keep your head high or low. or fall. and it becomes more difficult as time passes. it is difficult to use one’s limbs while trapped. Magical properties of the trap are affecting metal while the characters try to escape. Rock might be turning to mud (or changing back). ceiling. for example) Area-effect spells go off. causing it to conduct electricity. Affect Ground or Rock. making it brittle. laughter causing lower ability to mess with the escape hatch). either before it springs or once it is already in operation. Die Roll 01-25 26-50 51-75 76-99 Working the Kill-switch (d100) Use the Architectural Trick tables (Table 3-84 or 3-85) Use the Unusual Mechanism table (Table 3-32) Treat the kill-switch as a Wager Trick (Table 3-108) There is a Magical Thing trick in the area where the characters are trapped. causing it to constrict. to twitching movements. causing them to attack the party. heating it up. or ability checks. making it rust. Periodical loss of hit points. 05-06 07-08 09-10 00 11-12 Table 3-142: Progressive Magically-Induced Weaknesses Die Roll Magically-Induced Weakness (d100) Acid Damage Magical acid is involved with the trap as a secondary feature or complication. or any other method you can dream up. or floor suddenly contract. Table 3-142: Progressive Magically-Induced Weaknesses . saving throw. or might actually be lethal if you’re in the wrong place at the wrong time. and it has a way to let them out (Table 3-97 and following tables) Unusual Method: Flip coin each round until “tails” comes up. or experience points down toward death.g. An obviously deadly mechanism in the middle of the area is counting down until it operates – as shown by an hourglass or some other way of communicating the slow building-up of the threat.TRAPS Table 3-140: Trap Kill-Mechanisms . shaping it at will. magical or alchemical) affect wood in such a way as to make it brittle or bend it. or some other magical means. Eventually there won’t be more room. etc) squirt or pour into certain parts of the area at random intervals. you’re safe. rise. Affect Wood. or some other magical effect is working upon the stone in the area while the characters try to escape. If the victim fails some sort of check (morale. and anyone inside will be crushed as more objects are forced in. If the means of escaping the trap involve something made of wood. This could be due to anything from a clumsiness curse. hit points. (3) having his equipment damaged. This might only cause damage. but only in certain areas. player draws card each round until the results total 50. electricity. percentile chance. The trap includes some objects that animate and attack the party. Dangerous liquids (boiling water. percentile chances. they allow people to exit before being killed or harmed. or blasts of frost shoot into random areas at random intervals Spears or very long spikes stick out into the area at random 51-60 Air is slowly sucked out of the area 61-70 Loss of hit points each time a periodical saving throw fails (a random or set number of hit points each time) Series of flat percentile chances to die or be affected by other measurement such as drop in ability score. This could include causing the metal to animate. game of rack/paper/scissors. it can be a matter of life or death to figure out how the kill-switch operates (or where it is).BOOK THREE: DUNGEON DESIGN . Flames. or (4) taking normal damage. but instead of turning off the trap. Escape hatches usually have to be figured out or found as well. etc) he may be subject to such things as (1) becoming unable to act due to pain. The trap includes a sound-causing feature that tries to magically compel the characters to do something. or some other kind of gas moves in a powerful whirlwind or series of gusts. the effects of tiny but continual electrical shocks. rage. the trap is trying to inject eggs or larva into the characters. The trap infests the victim’s body with a plant or animal growth Burial. and/or the chance to drop any items they are holding. causing damage. It might not necessarily fill the entire area where the characters are trapped. steam. the characters in the trap suffer one or more of the following effects: a penalty to hit. 49-50 Table 3-142: Progressive Magically-Induced Weaknesses . etc. Death is not immediate.Continued Die Roll 43-44 Magically-Induced Weakness (d100) Distracting Sound. Some sort of magical force pushes or pulls the characters while they are trying to deal with the rest of the trap. arguing. Aversion. While everything else is going on. confusion. The trap involves magical light. The trap includes a sound-causing feature that is really distracting. Clumsiness. or if a saving throw fails – possibilities include: random actions for some number of rounds. might be hot. Fear. The trap causes a fast-acting disease that gets progressively worse while in the trap. or writhing in pain. Don’t worry if the character seems to be able to hold his breath for an incredibly long time – just assume that he manages to catch a gasp of air somehow during the process. The trap slowly drains constitution from the victims while they are trying to escape. There may also be an additional result involved after a certain point. might conduct electricity. Dimensional Features. nausea.TRAPS Table 3-142: Progressive Magically-Induced Weaknesses . this could be a nasty “kicker” to the trap’s overall lethality. These could include: panic for a couple of combat rounds. The trap causes magical fear. The magical part of the trap removes or reduces the target’s ability to breathe. The trap includes magically or drug-induced hallucinations. inability or reduction in spell casting. Disease. Hallucinations or Illusions. Light. holding one’s breath. temporary paralysis. or disease. If they “catch” the aversion. The magical part of the trap tries to create an aversion to something that is in the trap with the characters. or to make it more difficult to escape. scratching. Desiccate. Ice.Continued Die Roll Magically-Induced Weakness (d100) Asphyxiation. talking. Fire. but if quick hands or graceful movement is the key to surviving the other features of the trap. jumping. The trap slowly drains intellect from the victims while they are trying to escape. loss of bodily coordination. Insanity. Constitution Loss. but would probably move around in that case. Intelligence Loss. this could be a nasty “kicker” to the trap’s overall lethality. but if constitution is the key to surviving the other features of the trap. Implant Eggs or Larva. trying to put out the fire. this could be a nasty “kicker” to the trap’s overall lethality. Luck. and Shadow. an alchemical reaction (mysterious chemicals in the waters of the trap). etc. Magic Drain (spells). the more difficult it becomes to avoid the compulsion. which will distract them from other parts of the trap. and meditating. or shadow to cause a threat to the trapped characters. etc) he reflexively takes some action in response to the fire. might dispel magic. Dark. which may keep the characters from even attempting to escape if they are affected or exposed long enough. Compelling Sound. or stop doing something. causing problems for the characters as they try to escape. Increasing cold causes progressive damage (or it becomes progressively harder to avoid damage). percentile chance. Magic Force. but a trap is not the place where you want to suddenly become unlucky). greed. and the period of time required for the victim to die can be measured out in several ways (see Table 3-143 (Measuring out Life) or Table 3-128 (Effects of Gas). The trap progressively drains away spell power. Despondency. either immobilizing. Electrical Damage. it will make it more difficult to handle the rest of the trap. If it is not already a feature of the trap. hiding. or small repeated electrical attacks. dark. curse. or a very weak poison. Body Infestation. mental disorientation. a penalty to armor class. the trap keeps trying to bury the characters in some substance as they try to escape. The characters in the trap become progressively more unlucky (probably a temporary effect. Magical Vortex. vomiting. hate. The longer they are exposed. Some magical feature of the trap sucks blood or dehydrates the victim (possibly all the way into powder). The effect is probably temporary. The trap slowly drains dexterity from the victims while they are trying to escape. or being slippery. The trap includes a magical fire feature – if the victim fails some sort of check (morale. The effect is probably temporary. Dehydrate. The trap causes intense despondency or lethargy. fear). twitching. It might be that the “check” becomes more difficult as time passes. but if intelligence is the key to surviving the other features of the trap. The effect is probably temporary. Magical immobilization might include dancing. floating. laughing. Magical ice plays a role in the trap. smoke. paralyzing or keeping the affected character from acting (to some degree). Cold Damage. might be cold. This type of magical trap feature taps other dimensions of time and space to screw around with the movement or other abilities of the trapped characters. Mist. thinking. or could have any number of other properties. The trap causes progressive electrical damage to the target. fog. vapor. The trap includes a progressive risk of magically induced insanity. Dexterity Loss. The way in which the trap causes clumsiness could include overloading one of the victim’s emotions (joy. fight. Suck Fluids. The substance might be poisonous.BOOK THREE: DUNGEON DESIGN . 17-18 45-46 19-20 47-48 21-22 23-24 51-52 53-54 25-26 55-56 27-28 57-58 29-30 59-60 61-62 31-32 63-64 33-34 65-66 35-36 67-68 69-70 37-38 39-40 71-72 41-42 229 . Immobilization. saving throw. might be choking. Actual dexterity score is not necessarily affected. If affected. begging for mercy. The trap progressively drains away memory. The trap progressively slows down the trapped characters.Continued Die Roll 73-74 75-76 Magically-Induced Weakness (d100) Memory Drain or Wisdom Loss. Paralysis. or there is some other magical feature of the trap that causes ongoing damage while the characters are trying to escape. The trap causes rage. moving. and it might be getting more powerful (or progressively weakening the characters’ ability to fight it off. Something about the trap can stun victims if they fail periodical saving throws against the effect. just determines the time frame) By declining points of an ability score By hit points By number of the character’s level By number of times character is subsequently wounded thereafter (eg. Some feature of the trap is trying to cause an overload of one or all of the senses. Slow. Ongoing Damage. Rage. Size and Density. Weakness.BOOK THREE: DUNGEON DESIGN . The trap presents an increasing risk of magical sleep or catatonia. Overload Senses. Table 3-143: Measuring out Life Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Mode of Measurement (d100) By a certain number of combat rounds By a certain number of days By a certain number of hours By a number of rounds equal to an ability score (ability score doesn’t decline. acid causes damage to continue to rack up.TRAPS Table 3-142: Progressive Magically-Induced Weaknesses . The size or density of the characters is being slowly changed while they are in the trap. The trap includes a sound-causing feature that causes a low but increasing level of damage. Some part of the trap induces magical weakness. While the characters are in the trap they are also slowly being changed into something else. or some other teleportation or telekinetic effect is used to cause problems. Stun. This might or might not include progressive loss of strength points as well. survives a number of hits or falls. Items are flying or teleporting around the area. with chance reducing each time or with a cumulative penalty added each time. either in a series of steps or determined when a saving throw fails. Sleep or Catatonia. Wounds inflicted in the trap continue to bleed. Until series of saving throws fails (cumulative penalty added each time) 77-78 79-80 81-82 83-84 85-86 87-88 89-90 91-92 93-94 95-96 97-98 99-00 230 . disregarding hit points). It might or might not also cause temporary draining of wisdom points. and getting stronger. etc) Until series of “attribute checks” finally fails Until series of “attribute checks” finally fails (cumulative penalty added each time) Until series of percentile (or other x in y chance) die rolls fails Until series of percentile (or other x in y chance) die rolls fails. Some sort of binding or entangling tries to prevent the trap’s victims from moving. Transformation. By saving throw By series of saving throws (until failure) Experience points decline to 0 Levels decline to 0 Number of times character casts a spell Number of times character sleeps The number of times a specific action is performed (attacking. Progressively Damaging Sound. Movement Inhibitions. Some feature of the trap can cause magical paralysis. Telekinesis and Teleportation. Characters affected by the rage will probably not be much help in escaping the situation.. or humanoid) Bones. wicker Bloodstains Bones (human. metal Box. plate. Table 3-144: General Dungeon Dressing . peasant Corpse. ceiling Dungeon Dressing Item (d100) 231 . adventurer (1d4) Corpse.Dungeon Dressing Dungeon dressing is the creation of little. humanoid Corpse. or silverware (roll for condition) Pouch Prisoner. demi-human.Continued Die Roll 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 Iron bar(s) Iron hook Iron ring(s) set in wall Key Layer of dirt on floor Leaves from tree or plant Lever Looking glass Mice Mirror(s) Mud on floor Mule harness Musical instrument Nails Needle and thread Parchment Peep-hole Pendulum Pieces of leather Pipes Poo Pot. unusual Crank Crate Curtain rod Cushion or pillow (roll for condition) Doorknob or latch Dripping ceiling Drops of wax (candle or sealing) Engraved disk (medal?) Fire pit Fireplace Firewood Hat rack Herbs. animal Bottle or flask Box. dried Hook. unusual details to give a bit of character to empty rooms. wooden Broom or mop Brush Bucket Button or clasp Cauldron Chains Chair (roll for condition) Chamber pot Charm or fetish Cockroaches Corpse. tied up Puddles Reed pipes Rope Rug Rushes or straw on floor Scattered pebbles or gravel Scattered tobacco Scorch marks Scrap of hair or scalp Shield (roll for condition) Skull Smell: cooking Smell: perfume Smell: unpleasant Sound: clanking Sound: hissing Steam Vent Stepladder Dungeon Dressing Item (d100) Table 3-144: General Dungeon Dressing Die Roll 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 Anvil Armor (roll for condition) Arrows (roll for condition) Backpack or bag Basin Basket. rats.Continued Die Roll 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 Sticks Storage locker Stove Table (roll for condition) Torch stub Torture Device Trail marker or chalk mark on wall Trail rations Treasure chest Undergarments Vegetation: ferns Vegetation: molds or lichens Vegetation: mushrooms Walls are whitewashed or painted Weapon (roll for condition) Weapon (roll for condition) Woven fabric Yarn or string. framed area swirls Clothing mannequins Cradle Dart board or shuffleboard Deep coating of ashes on floor Dice Dissected cadaver 232 . painted Circular design on wall. unwound Dungeon Dressing Item (d100) Table 3-146: Corpse Malformations Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Additional arms Additional eyes Additional fingers Dwarfism Elephant-like or lion-like feet Elongated bones (all) Elongated bones (arms) Elongated bones (feet) Elongated bones (hands) Elongated bones (legs) Hunchback Mandibles Massive (thick) bones Oversized skull Pincers Second head Tail Tentacles Undersized skull Vestigial wings Malformation (d100) Table 3-145: Unusual Corpses Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Unusual Corpse (d100) Adventuring party (roll for condition of item and apply result to the bodies) Bear Blob Boar Cockatrice Demon Dog or wolf Dragon (perhaps small. rife with insect life A wall that emanates cold A wall that sighs as people pass by A wall with hundreds of pitons hammered into it Absolutely symmetrical spider webs Animal heads mounted on walls Blank parchment on the wall. stain is human-shaped Bodies arranged in pattern Bucket of guts Candle wax melted to the ceiling Cave paintings Ceiling shows the sky as if seen from the surface Ceramic animal. skeletal foot included A vine covered wall.DUNGEON DRESSING Table 3-144: General Dungeon Dressing . ornately framed Bloodstained rug. perhaps large) Dwarf or elf Giant Giant crab or other crustacean Giant Frog Giant Insect or Beetle Giant lizard Giant Snake Horse or mule Large quantity of normal vermin (worms.BOOK THREE: DUNGEON DESIGN . bugs. etc) Malformed human or humanoid Manticore Stag Table 3-147: Weird Dungeon Dressing Die Roll 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 Weird Dungeon Dressing Item (d100) 1ft tall pile of nearly identical stones A boot. DUNGEON DRESSING Table 3-147: Weird Dungeon Dressing . all backwards Wall of portraits. or projection Hose or tubing Huge snow globe or diorama in glass case Ice sculpture Illusionary pit or chasm Large parts of walls are covered with paper Levitating glob of water. possibly with track Mirror glued to the floor Mosaic forms picture of character or spells character’s name Multiple levers or buttons Multiple spouts Mummified or fossilized body One wall covered entirely in cobwebs. facing a wall where the stone is polished to a sheen Ornately carved staff on the floor. levitating. one reversed Waterwheel Weapons arranged in pattern Wire mesh or cobweb-like wires Wooden ship 233 . or hovering.Continued Die Roll 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 Weird Dungeon Dressing Item (d100) Power outlet. magical. all reversed Wall of portraits. possibly with semi-precious stones Slot machine or carnival game Small statue standing upright on a stool Snow falling Something involving cling-wrap plastic Something moves behind a tapestry Something moves under a blanket Stones of floor seem to be moving in slow spiral pattern Stylistic picture of an eye on all four walls. electric. or some other form of power (probably usable with something else found in the adventure area) Puerile graffiti scrawled on the wall Sarcophagus Sarcophagus. moving Hexagonal markings on floor Hologram. shored up with wood Vehicle. pet Live crow in a bottle Loom with partly-woven patterned cloth Magic mouth in wall or pillar Magnet Mechanical minstrel(s) Mine cart. mutated Live animal. one backwards Wall of portraits. low-flying. unpainted Pond with frogs. motorcycle equivalent Ventriloquism or sound-displacing effect Voice Tube Vomit Wall of eyes Wall of portraits Wall of portraits. and flowers Table 3-147: Weird Dungeon Dressing . and ceiling Tapestry with widely-spaced scorch marks Telephone Booth Telescope/Microscope The shape of a face that seems to be pressing through the wall Thirteen black candles scattered on the floor Tic-tac-toe games scratched on floor or wall Treadmill Twisting column of light Unattended pile of treasure Unstable walls or ceiling. reeds. broken Phonograph Pipe rack Plaster cast of a monster.BOOK THREE: DUNGEON DESIGN . unreliable Vehicle. ghostly image. the floor.Continued Die Roll 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 Weird Dungeon Dressing Item (d100) Enormous roulette-type wheel in floor Exercise Machine Extraordinary change in temperature Feathers Feeling of lassitude or contentment Floor covered in ball-bearings or spheres Floor flagstones are all huge buttons Floor is covered in feathers or down Floor ripples slightly Flowers growing from stone floor or ceiling Four metal balls floating in air or water Fruit hanging by strings from ceiling Ghostly reptile shapes in air. possibly with fish Live animal. for dog or other pet Bench Chair Chandelier Chest of drawers Couch Desk Furniture Type (d100) 234 . free-standing Torches.Continued Die Roll 37-40 41-44 45-48 49-52 53-56 57-60 61-64 65-68 69-72 73-76 77-80 81-84 85-88 89-92 93-96 97-00 Display case Easel or writing desk Fire pit Lamp Lectern Lighting sconces Privacy screen Shelves Stool Storage chest Table. undead) 03-04 05-06 07-08 09-10 11-12 13-14 15-16 17-18 19-20 21-22 23-24 25-26 27-28 29-30 31-32 33-34 35-36 37-38 39-40 41-42 43-44 45-46 47-48 49-50 51-52 53-54 Small Item (d100) Table 3-149: Lighting (normal) Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-100 Normal Lighting (d100) Candles. in chandelier Candles. in candlesticks Candles. table or shelves Oil lamps. small Centipede Coin Comb Dice Dried apricots. wall sconces or alcoves Torches. hanging Oil lamps. etc. Dried flower Earring Egg Fan Feather Finger Flint and steel Fork Gem Ink bottle Jewelry Lock of hair Locket or necklace Lotus blossom Lump of resin or wax Marbles Miniature figurine Mirror Mouse (dead. banquet Table. alive. display Table. prunes. in wall sconces Charcoal brazier Fire pit or fireplace Oil lamps.DUNGEON DRESSING Table 3-148: Condition of Item Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Condition of Item (d100) Perfect condition Dented or damaged Torn or cut Bent or folded Rusted or rotted Burned or scorched Painted or defaced Crusted with residue Crushed or compacted Splintered or shattered Melted or partially burned Charred Worn down Mold growth Toothmarks or weapon damage Undamaged but used Damaged but repaired Soiled Bloodstained Written upon or engraved Table 3-150: Furniture Items . string of Bell. workbench Throne Toilet/privy Furniture Type (d100) Table 3-151: Small Items Die Roll 01-02 Badge Beads.BOOK THREE: DUNGEON DESIGN . wall sconces Table 3-150: Furniture Items Die Roll 01-04 05-08 09-12 13-16 17-20 21-24 25-28 29-32 33-36 Armchair Bed Bed. dining Table. rodent.Continued Die Roll 55-56 57-58 59-60 61-62 63-64 65-66 67-68 69-70 71-72 73-74 75-76 77-78 79-80 81-82 83-84 85-86 87-88 89-90 91-92 93-94 95-96 97-98 99-00 Paint and brush Pebble (possibly glowing) Piece of coal Pieces of gravel Pipe Prism Quill pen Ring Rock or pebble Roll of ribbon Scissors Scraps of paper Seeds Skeleton. or bird Soap Spectacles. small snake. or lens Spool of thread and needle Tobacco Tooth or teeth Tube Twine Vial Whistle Small Item (d100) Table 3-152: Smells Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Alcohol Blood Chlorine Cooking Earthy smell Fish Flowers Fresh bread Lamp oil or kerosene Lye soap Manure or dung Metallic Mold Rot or decay.BOOK THREE: DUNGEON DESIGN .DUNGEON DRESSING Table 3-151: Small Items . animal Rot or decay. plant Smoke Sulphur Sweat Urine Wet dog Smell Description (d100) Sounds (See Table 3-71) 235 . monocle. ) No binding – loose pages Leather – painted Leather – scarred or scratched Cloth covers Transparent or invisible covers Ceramic covers Shifting pattern/picture on cover Skin with pulsing veins as cover Slime-like cover Other Unusual Feature (d100) Lock Trap (mechanical) Lock and Trap Chained to shelves Pages glued together Incorporeal pages – how do you turn them? Hypnotic pattern on cover Poison on pages or cover Gem-encrusted Unusual writing (see Written Tricks) Metal pages (thin) Pages out of order (possibly deliberate) Unusual illustrations Invisible pages Strange color ink Content of pages changes (randomly. or based on outside stimulus such as reader’s alignment or identity) Virtually weightless or inexplicably heavy Written in code Table 3-155: Hallucinogen Name Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 First Word Part One (d100) Qua Khe Lo Tul Hia Ixi Thul Shia Ala Bha Ya Jini My Ola Pa Qui Ul Man Kree Gia First Word Part Two (d100) tus gora gira mu ka kanu par tara shi jo x ya gis qua min sin gola teer ra th Second Word (d100) Blossom Mushroom Leaf Fungus Seed Stalk Root Flower Vine Grub Larva Toad/Frog Worm Fish Eggs Wasp Crab Octopus/squid Pod Bean 81-85 86-90 236 .Misc. stone Table 3-154: Unusual Book Bindings . Useful Tables Altars (see Table 3-55 and sequential) Books Table 3-153: Book Types Die Roll 01-20 21-40 41-60 61-80 81-00 Book Type (d100) Bound book. Table 3-154: Unusual Book Bindings Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 Binding (d100) Leather – human skin Leather – dragon skin Leather – snake or crocodile skin Leather – orc or goblin skin Leather – gnoll skin Leather – troll skin Metal covers Wood covers Stone covers (obsidian. A more complex hallucinogen would grant an actual gamebenefit to the character such as insights or strength. clay Tablets. normal Bound book. coupled with addiction. it might be of temporary advantage to the character to actually maintain the addiction (with both its positive and increasingly negative effects) until it becomes cost-effective to pay for the curing (or the party’s cleric gains enough levels to cast the spell). unusual binding Scrolls Tablets. or might be encountered in the dungeon as a very subtle feature combining the effects of a potion and a poison. etc. but would have increasingly negative side effects as time went on. A simple hallucinogen simply gives the character pleasure (with no particular game effect). cyclically. If a powerful spell were required to end the addiction.Continued Die Roll 91-95 96-00 Binding (d100) No cover or scroll In box Other Unusual Feature (d100) Trap (magical) Metal inlay on cover (filigree or possibly larger inlays) Hallucinogens Hallucinogens might be encountered in the campaign at large. hand. Attribute Gain: while the character is under the influence of the drug. possibly to the point where a spell caster cannot always succeed at casting a spell. That “not even gold. and nonsensical later in the course of the addiction Occasional hallucinations even while not under the influence of the drug Constant thirst Constant hunger Occasional memory gaps for names. for example) present” possibility could make a character repeatedly drink from a supply of “potions” that are actually an addictive hallucinogen. black. yellow. green. green. Die Roll 01 02 03 04 05 06 07 08 09 10 11 12 13 Abscess root Acacia gum (gum arabic) Aconite (monk’s hood. grey. or green Table 3-157: Effects of Hallucinogens Die Roll “Beneficial” Effect (d100) Progressive Deteriorations (d100) 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 01-25 Double-loss of the “beneficial effect. Speech occasionally becomes slurred. bluish or brownish color Urine shows strange colors Constant need to spit. and served as a tea Administered (d100) Table 3-158: Physical Signs of Hallucinogen Use Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 Signs of Addiction to. starting the process of getting penalties to attack rolls. Berserk attacks or a “danger sense” that gives the character some sort of benefit in combat – some of these might also have a negative effect: berserk attacking usually makes the character easier to hit as well as being able to hit more effectively. or neck. One leg tends to begin dragging slightly when walking One hand becomes less able to grip items firmly User experiences a long period of disorientation after waking from sleep User experiences frequent nightmares Dizziness when standing up Hair begins to turn white or grey Hair begins to show unusual color tone: red. Narcotic (d100) Irises of the eye turn strange color: red. wolfsbane) Acorn. or Use of. and saliva shows strange color tinge such as blue. he or she is capable of taking more damage than normal. blue. or orange Teeth begin to change color to red. the hallucinogen functions as a low-powered is not under the influence. 26-50 Table 3-159: Herbs This is a list of real-world herbs. Increasing episodes of confusion. for example. blue. grey. yellow. or orange Whites of eyes turn a strange color: red. or green. blue. or a fighter cannot reliably make attacks in any particular combat round. etc. leg. details.” Whatever benefit the character gains while under the drug’s influence is reduced below normal while the character Insight. or brown Patterns begin to appear on skin in pink. ground Adder’s tongue (trout-lily. white. mainly good for filling out the details of an alchemist’s storeroom. yellow. eye. detection spell against spe. yellow. dog’s tooth violet) Adderwort Adrue tubers. Deteriorating senses: character is becoming less able to see things clearly.BOOK THREE: DUNGEON DESIGN . arm. orange. sedative Agaric (gilled mushroom) Agrimony Alder-bark All-heal (woundwort) Almond. starting out as very minor or not even (sensing the presence of present. USEFUL TABLES Table 3-156: How Hallucinogen is Administered Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Chewed Cooked and eaten Distilled and injected Dried and eaten Dried and smoked in pipe Dried and smoked in pipe Mixed with alcoholic beverage to release drug Powdered and inhaled Powdered and inhaled Steeped in boiling water or milk. Frequent and increasing need for sleep affects normal performance as a character if it isn’t met.The amount of the negative effect probably increases cific hazard such as traps. milk or powdered nut Aloe Herb (d100) 51-75 76-00 237 . or toward a specific benefit over time. and/or recent events Fingernails and toenails begin to turn strange color: red. green.MISC. yellow. purple. some attribute score is increased to the point where it creates a bonus or other benefit Hit point gain: while the character is under the influence of the drug. or brown Nervous tic develops in a particular (and characteristic) place: cheek. that’s the Latin name Parasol mushroom (Lepiota Procera) Passion-flower Pepper Peppermint Pomegranate Poppy Quince Rose Rose hips Saffron Scaber Stalk mushroom (Leccinum Scaber) Sesame seeds Shaggy Mane (or Inky Cap) mushroom (Coprinus Comatus) Skullcap Root Smearwort Sweetbalm Tarragon Tea Thyme Tree Ear mushroom (Auricularia Polytricha) Trumpet of Death mushroom (Craterellus cornucopioides) Valerian Root Watercress Woodbine (gelsemium) Herb (d100) 238 . USEFUL TABLES Table 3-159: Herbs .Continued Die Roll 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 Hyssop Ipecac Kelp Larkspur (knight’s spur) Leek Lily blossom (or bulb) Lily of the valley Lotus Mace Marigold Mayflower Melon seed Mint Mistletoe Mullein (flowering plant) Mustard Myrrh (dried sap) Nutmeg Old Man of the Woods mushroom (Strobilomyces Confusus Floccopus) – seriously.BOOK THREE: DUNGEON DESIGN . fairy cap) Garlic Gentian Ginger Ginseng Gypsy mushroom (Rozites Caperata) Hartstongue Hawthorn Hedgehog mushroom (Hydnum Repandum) Hellebore Honeysuckle Horehound Horse mushroom (Agaricus Arvensis) Herb (d100) Table 3-159: Herbs . shell-flower) Basil Beet Belladonna (deadly nightshade) Betel nut Birch Birthwort Bittersweet (woody nightshade) Black Truffle Blackberry Bryony Burdock Butterbur Camphor Caraway seed Catnip Chamomile Clamshell mushroom Clover Cloves Comfrey Dandelion Death Cap mushroom (Amanita Phalloides) Eyebright Fennel Feverfew Figwort (throatwort) Foxglove (digitalis.MISC.Continued Die Roll 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 Amaranth Angelica herb Anise oil Asparagus root Balmony (snakehead. tablet. Tiny grains (dustlike) Very large grains (seed or gravel size) 21-30 Brown Multiple viscosities Dung or (layered manure liquids or floating blobs within) Oily Flowers Newlymown grass 71-80 Colored flecks within Purple Smoke 81-90 91-00 Red White Vinegar Wet dog 31-40 Clear Fumes. monsters Star charts Stuffed animal hides Stuffed monster hides Test tubes Furnishing (d100) 41-50 Green Sludge 51-60 Grey Syrupy No smell 61-70 71-80 Orange Purple Syrupy Viscous Rot Smoke 81-90 Red Watery Vinegar 91-00 White Watery Wet dog Table 3-161: Powdered Potions Not all potions are necessarily liquid in form.BOOK THREE: DUNGEON DESIGN . capsule.MISC. not just an opalescent light effect) Translucent Table 3-162: Magical Workrooms (List of Furnishings) Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Animal cages Athanor (oven) Bookshelves Burners and fires Calipers and measuring devices Candles and light sources Desk and papers Distilling apparatus Fireplace and braziers Flasks and beakers Herb-growing pots Lenses and telescopes Magic circles and wardings (floor and possibly elsewhere) Models and anatomical statues Orrery and astrolabe Skeletons of animals.Continued Die Roll 51-60 61-70 Color (d100) Grey Orange Smells Like (d100) No smell Rot Other (d100) Powder is weightless or almost so Remains hotter or colder than room temperature The powder’s smell (other than “no smell”) is very. USEFUL TABLES Potions and Alchemy Table 3-160: Liquid Potions Die Roll 01-10 11-20 Color (d100) Black Blue Consistency (d100) Chunky Contains sediment or precipitates Smells Like (d100) Alcohol Burned Toast Other (d100) Bubbles or effervesces Clouded Table 3-161: Powdered Potions . like a pearl) Phosphorescent (glows) Reflective or metallic Swirls of color (actual color. very strong and can be smelled at a distance. brimstone) Newly-mown grass 239 . Die Roll 01-10 Color (d100) Black Smells Like (d100) Burned Toast Other (d100) Gives off wisps of steam or sublimation Is compressed into a block. or sublimates in air Layered colors Opalescent (swirls of color change with light. chalk-like stick. or sphere Large Grains (like black powder) Powder is extremely heavy Powder is magnetic (try licking a potion off your shield…) 11-20 Blue Dung or manure 21-30 31-40 41-50 Brown Clear Green Flowers Gunpowder (sulphurous. people. although don’t overdo it. seethes. 50% chance (d100) Anteater Ape Baboon Badger Bat Bear Beaver Boar Bull Camel Canary Cat Giant centipede Chicken Cobra Crab Crocodile Dinosaur Dog Dolphin Type B . USEFUL TABLES Alchemical Ingredients Table 3-163: Detailed Alchemical Ingredients Master Table Many of the items created in these tables are so specific that they’d almost function better as a resource for player characters who are creating potions or supplying an alchemist. Roll to see whether you should use Type A or Type B monsters. but part of alchemy is finding something extremely rare. However.MISC. Die Roll 01-02 03-04 05-06 07-08 09-10 11-12 13-14 15-16 17-18 19-20 21-22 23-24 25-26 27-28 29-30 31-32 33-34 35-36 37-38 39-40 Preservation (d100) A Suspension in liquid of the A Suspension in liquid of the A Suspension in liquid of the A Suspension in liquid of the Distilled liquid of the Distilled liquid of the Distilled liquid of the Distilled liquid of the Essence derived from the Essence derived from the Essence derived from the Essence derived from the Oil pressed from the Oil pressed from the Oil pressed from the Oil pressed from the Paste made from the Paste made from the Paste made from the Paste made from the Body Part (d100) Ankle-bone of a(n) Ankle-bone of a(n) Beak/tooth of a(n) Beak/tooth of a(n) Claw of a(n) Claw of a(n) Egg(s) of a(n) Egg(s) of a(n) Entrails of a(n) Eye of a(n) Eye of a(n) Face of a(n) Face of a(n) Foot/hoof/claw of a(n) Foot/hoof/claw of a(n) Gallstones of a(n) Hand of a(n) Hand of a(n) Head of a(n) Head of a(n) Type A . like the beak of a baboon. in order to make the table work properly. you never know when extreme detail will come in handy when you’re creating a dungeon adventure. Note that some of the entries repeat. Die Roll 01-20 21-40 41-60 61-80 81-00 Person part Plant or plant part Small Alchemical Things Substance Type (d100) Animal/Monster part Table 3-164: Animal/Monster Part Some of these combinations don’t make immediate sense.50% chance (d100) Basilisk Bugbear Catoblepas Cockatrice Crow Doppelganger Dove Dragon Dryad Duck Ferret Fire-Drake Ghoul Goblin Griffon Harpy Hippogriff Kobold Land Shark Leopard Other Detail (d100) Removed at Midsummer Removed by the light of a crescent moon Removed during an eclipse Removed during the Solstice Removed in a ritual conducted by a particular savage priesthood Removed in the dark of the New Moon Removed under the light of a full moon Slain (or found) in a forest Slain (or found) underground Slain with spears that were blessed by druids That could speak That died during a rainfall That died from being boiled That died from eating poisonous mushrooms That died from plague That died of old age That died of thirst That froze to death That had a rare spotted pattern of colors on it That had magical properties during life 240 .BOOK THREE: DUNGEON DESIGN . 50% chance (d100) Lizard man Manticore Medusa Merman Minotaur Newt Ogre Panther Pixie Satyr Sea Monster Seagull Shark Snake Spider Squid Stag Swamp thing Toad Troglodyte Unicorn Viper Vulture Walrus Warthog Wereboar Werewolf Whale Wolf Wyvern Other Detail (d100) That had once eaten human flesh That inhabited the shores of a particular island That lived under a curse That was a blue-colored member of the species That was a half-blood with another species That was a perfect specimen of the species That was a perfectly black-colored member of the species That was an albino of the species That was blind That was born at midnight That was born at the full moon That was born dead That was born on Midsummer Night That was cooked in oil immediately after death That was drowned That was fossilized That was killed by a ghost (or wraith. or spirit) That was killed by a predator That was killed by a virgin That was killed by members of its own species That was killed in a cage That was killed in a particular ancient ruin That was killed in a stone circle That was raised in captivity That was sacrificed in a particular location That was sacrificed on Allhallows Eve That was slain by a knight That was slain with a magical dagger That was slain with an arrow With two heads 241 . USEFUL TABLES Table 3-164: Animal/Monster Part .BOOK THREE: DUNGEON DESIGN .50% chance (d100) Eagle Eel Elephant Fish Frog Giraffe Goat Hawk Heron Horse Hyena Jackal Demon Leopard Lion Lizard Mammoth Monkey Octopus Ostrich Ox Parrot Peacock Roc Rabbit Rat Raven Rhinoceros Saber-tooth tiger Seal or baby seal Type B .Continued Die Roll 41-42 43-44 45-46 47-48 49-50 51-52 53-54 55-56 57-58 59-60 61-62 63-64 65-66 67-68 69-70 71-72 73-74 75-76 77-78 79-80 81-82 83-84 85-86 87-88 89-90 91-92 93-94 95-96 97-98 99-00 Preservation (d100) Pickled Pickled Pickled Pickled Powdered Powdered Powdered Powdered The Boiled The Boiled The Boiled The Dried The Dried The Dried The Dried The Mummified The Mummified The Mummified The Mummified The Preserved The Preserved The Preserved The Preserved The Salted The Salted The Salted The Salted The Smoke-cured The Smoke-cured The Smoke-cured Body Part (d100) Heart of a(n) Heart of a(n) Hide of a(n) Horn/antler/hair of a(n) Horn/antler/hair of a(n) Kidney of a(n) Kidney of a(n) Knee-bone of a(n) Knee-bone of a(n) Knucklebones or joints of a(n) Liver of a(n) Liver of a(n) Lungs of a(n) Remnants of a(n) Rib of a(n) Rib of a(n) Shin-bone of a(n) Shin-bone of a(n) Skin or hide of a(n) Skin or hide of a(n) Skull of a(n) Skull of a(n) Stomach of a(n) Stomach of a(n) Teeth of a(n) Teeth of a(n) Tongue of a(n) Tongue of a(n) Tusk/fang/tooth of a(n) Tusk/fang/tooth of a(n) Type A .MISC. MISC.50% chance to use this column (d100) Abbot Accused man Addict Adulterer Albino Alchemist Apothecary Arsonist Artisan Perjurer Assassin Astrologer Baker Bandit Barbarian Barber Baron(ess) Beautiful woman Beggar Black-haired man Blackmailer Blasphemer Blond-haired person Blue-eyed man Bureaucrat Burglar Butcher Cattle Thief Counterfeiter Coward Type of Person Column 2 . USEFUL TABLES Table 3-165: Person Part Note: The “Other Detail” is optional. In most cases. Roll to see which column to use for Type of Person.50% chance to use this column instead (d100) Knight Lawyer Necromancer Oathbreaker Ogre One-legged man Orc Peasant Removed during an eclipse Pickpocket Pirate Poisoner Prisoner Prostitute Rapist Red-haired man Shaman Slanderer Slave Smuggler Swindler Tax Collector Traitor Trespasser Warlock Warrior Witch Damsel Widow Die Roll Preservation (d100) Body Part (d100) Other Detail (d100) Killed in a circle of mushrooms Killed in a circle of stones Prepared and preserved by the crafts of a witch Removed at Midsummer Removed by a demon Removed by the light of a crescent moon Removed by the light of sacred flames Removed by the victim’s brother Removed by a specialized took Removed during the Solstice Removed in the dark of the New Moon Removed under the light of a full moon Removed while the person was living Removed with a bronze knife Sacrificed by druids Who died at a crossroad Who died at midnight Who died by betrayal Who died during a storm Who died from exposure to the elements Who died in exile Who died of poisoning Who died unshriven Who drowned Who froze to death Who had never tasted meat Who had walked in certain sacred precincts Who lived a virtuous life Who was (however distantly) of a traitor’s blood 01-02 03-04 05-06 07-08 09-10 11-12 13-14 15-16 17-18 19-20 21-22 23-24 25-26 27-28 29-30 31-32 33-34 35-36 37-38 39-40 41-42 43-44 45-46 47-48 49-50 51-52 53-54 55-56 57-58 A Suspension of A Suspension of A Suspension of Essence of the Essence of the Essence of the Oil derived from the Oil derived from the Oil derived from the Oil derived from the Paste made from the Paste made from the Paste made from the Paste made from the Powder of the Powder of the Powder of the Powder of the Powdered Powdered Powdered The Boiled The Distilled The Distilled The Distilled The Distilled The Dried The Dried The Dried Ankle-bone of a(n) Bladder of a(n) Blood of a(n) Brain of a(n) Dung of a(n) Ears of a(n) Entrails of a(n) Eye of a(n) Eye of a(n) Face of a(n) Final breath of a(n) Finger-bones of a(n) Fingernail of a(n) Fingernail of a(n) Fingers of a(n) Fingers of a(n) Foot of a(n) Gallstones of a(n) Hair of a(n) Hand of a(n) Hand of a(n) Head of a(n) Head of a(n) Heart of a(n) Heart of a(n) Heart’s blood of a(n) Intestines of a(n) Kidney of a(n) Knee-bone of a(n) 242 .BOOK THREE: DUNGEON DESIGN . alchemical ingredients in a dungeon can be generated just using details of the physical appearance of the substance. Type of Person Column 1 . depending on how much detail you really need. USEFUL TABLES Table 3-165: Person Part .50% chance to use this column instead (d100) Crone Seventh Son Halfling Noble Ferryman Foreigner Forester Fortune-teller Gladiator Knave Leper Outlaw Moneylender Monk Pilgrim Princess Shoemaker Spy Die Roll Preservation (d100) Body Part (d100) Other Detail (d100) Who was (however distantly) of royal blood Who was a miser Who was a virgin Who was an albino Who was evil to the core Who was killed by a ghost Who was killed by a vampire Who was killed by his/ her own child Who was killed by plague Who was killed by wild beasts Who was killed with a silver weapon Who was murdered Who was not given the proper funeral rites Who was not raised by human parents Who was one of two twins Who was sacrificed to a demon or other such Who was strangled Who was tainted by congress or bargains with a demon Who was unjustly executed for crimes not committed Whose body was dug up from the grave Whose body was taken from a gallows 59-60 61-62 63-64 65-66 67-68 69-70 71-72 73-74 75-76 77-78 79-80 81-82 83-84 85-86 87-88 89-90 91-92 93-94 The Dried The Jellied The Jellied The Jellied The Mummified The Mummified The Mummified The Mummified The Pickled The Pickled The Pickled The Preserved The Preserved The Preserved The Preserved The Salted The Salted The Salted Knuckle-bones of a(n) Liver of a(n) Liver of a(n) Lungs of a(n) Rib of a(n) Rib of a(n) Shin-bone of a(n) Shin-bone of a(n) Skin of a(n) Skin of a(n) Skull of a(n) Skull of a(n) Spittle of a(n) Stomach of a(n) Teeth of a(n) Teeth of a(n) Thumbs of a(n) Toenails of a(n) 95-96 97-98 99-00 The Salted The Smoke-cured The Sun-bleached Toes of a(n) Tongue of a(n) Tongue of a(n) Horse thief Judge Kidnapper Weaver Traveler Tailor 243 .Continued Type of Person Column 1 .50% chance to use this column (d100) Desecrator of Tombs Deserter Dishonest Man Druid Drunk Dwarf Elf Embezzler Escaped Slave Eunuch Executioner Extortionist Forger Gambler Goblin Grave Robber Handsome man Heretic Type of Person Column 2 .MISC.BOOK THREE: DUNGEON DESIGN . g. milk or powdered nut Aloe Amaranth Angelica herb Anise oil Asparagus root Balmony (snakehead. shell-flower) Basil Beet Belladonna (deadly nightshade) Betel nut Birch Birthwort Bittersweet (woody nightshade) Black Truffle Blackberry Bryony Burdock Butterbur Camphor Caraway seed Catnip Chamomile Clamshell mushroom Clover Cloves Comfrey Dandelion Death Cap mushroom (Amanita Phalloides) Eyebright Fennel Feverfew Figwort (throatwort) Foxglove (digitalis. greenhouse. sedative Agaric (gilled mushroom) Agrimony Alder-bark All-heal (woundwort) Almond.. ground Adder’s tongue (trout-lily.MISC. USEFUL TABLES Table 3-166: Plant or Plant Part Die Roll 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 Preservation (d100) A Suspension in liquid of A Suspension in liquid of A Suspension in liquid of A Suspension in liquid of Distilled liquid of Distilled liquid of Distilled liquid of Distilled liquid of Essence of Essence of Essence of Essence of Oil of Oil of Oil of Oil of Paste made from Paste made from Paste made from Paste made from Pickled Pickled Pickled Pickled Powdered Powdered Powdered Powdered Dried Dried Dried Dried Dried Dried Dried Powdered Powdered Powdered Powdered Preserved Preserved Preserved Preserved Salted Salted Type of Plant (d100) Acacia gum (gum Arabic) Aconite (monk’s hood.BOOK THREE: DUNGEON DESIGN . fairy cap) Garlic Other Detail (d100) Blessed by a monk before preparation Brought from across the sea Brought from the far west Buried for a year in a crossroads before preparation Collected by a widow Cooked in a rare beer before preparation Cooked in demon-fire before preparation Cut by a man condemned to be beheaded Cut by the wife of a soldier Dug from the ground by a murderer Dusted with crushed mother of pearl Dusted with the powdered teeth of a wolf Fertilized with the manure of wild hippogriffs Fertilized with the rotted meat of an ogre Grown beneath a canopy of spider-webs Grown beneath a lens of amber Grown by dwarves Grown by evil elves in the fastnesses beneath the earth Grown by goblins Grown by witchcraft Grown from the empty eye socket of a skull Grown from the grave-earth of a murderer Grown from the grave-earth of a saint Grown in a cursed glade Grown in a forest where ghosts dwell Grown in a graveyard Grown in a house of glass (e. terrarium. wolfsbane) Acorn. etc. dog’s tooth violet) Adderwort Adrue tubers.) Grown in a nest of vipers Grown in a room of mirrors Grown in a swamp Grown in an ancient battlefield Grown in clay pots made from the earth of a particular place Grown in earth that was kept isolated from all other earth of the world Grown in elemental earth Grown in hanging baskets woven from the hair of a harpy Grown in the high mountains Grown in the nest of a roc Grown in the precincts of a prison Grown in the precincts of a temple Grown in the ruins of a settlement wiped out by plague Grown in the snow and ice Grown in the tidal pools of a particular coastline Grown in waters that have drowned a man Grown near the nests of giant wasps Grown on a particular mountain peak or hill 244 . Nourished with elemental water Passed through the gut of a monkey Prepared after harvesting by use of elemental fire Prepared by a blind man (or woman) Prepared by a dryad Prepared by a gypsy Prepared by a witch Prepared so as to be highly flammable Prepared so as to repel one or more species of magical creature (like wolvesbane or garlic) Prepared so as to sublimate into a poison gas Other Detail (d100) Grown without sunlight 245 . No special feature. this is a standard ingredient. No special feature. No special feature. not a special one. not a special one. this is a standard ingredient. not a special one. this is a standard ingredient. USEFUL TABLES Table 3-166: Plant or Plant Part . this is a standard ingredient. this is a standard ingredient. not a special one. No special feature. this is a standard ingredient. this is a standard ingredient. No special feature. not a special one.Continued Die Roll 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 Preservation (d100) Salted Salted Smoke-cured Smoke-cured Smoke-cured A Suspension in liquid of A Suspension in liquid of A Suspension in liquid of A Suspension in liquid of Distilled liquid of Distilled liquid of Distilled liquid of Distilled liquid of Essence of Essence of Essence of Essence of Oil of Oil of Oil of Oil of Paste made from Paste made from Paste made from Paste made from Pickled Pickled Pickled Pickled Powdered Powdered Powdered Powdered Dried Dried Dried Dried Dried Dried Dried Powdered Powdered Powdered Powdered Ginger Ginseng Gypsy mushroom (Rozites Caperata) Hartstongue Hawthorn Hedgehog mushroom (Hydnum Repandum) Hellebore Honeysuckle Horehound Horse mushroom (Agaricus Arvensis) Hyssop Ipecac Kelp Larkspur (knight’s spur) Leek Lily blossom (or bulb) Lily of the valley Lotus Mace Marigold Mayflower Melon seed Mint Mistletoe Mullein (flowering plant) Mustard Myrrh (dried sap) Nutmeg Old Man of the Woods mushroom Parasol mushroom (Lepiota Procera) Passion-flower Pepper Peppermint Pomegranate Poppy Quince Rose Rose hips Saffron Scaber Stalk mushroom (Leccinum Scaber) Sesame seeds Shaggy Mane (or Inky Cap) mushroom (Coprinus Comatus) Skullcap Root Type of Plant (d100) Gentian Harvested at dawn Harvested at Dusk Harvested at midnight Harvested at Midsummer Harvested at the full moon Harvested at the Winter Solstice Harvested by a child Harvested by a druid Harvested by a traitor Harvested by a virgin Harvested by goblins Harvested by night Harvested by one whose soul is damned Harvested by the alchemist who shall prepare it Harvested during an eclipse Harvested during the new moon Harvested in the teeth of a gale blowing from the north Harvested on Allhallows Eve Harvested under a crescent moon Harvested with a blade that has recently killed Harvested with a copper sickle Harvested with a magical blade Mixed with olives No special feature. No special feature.MISC. No special feature. this is a standard ingredient. not a special one. not a special one. not a special one. this is a standard ingredient. No special feature. this is a standard ingredient.BOOK THREE: DUNGEON DESIGN . not a special one. not a special one. No special feature. buds.Continued Die Roll 90 91 92 93 94 95 96 97 98 99 100 Preservation (d100) Preserved Preserved Preserved Preserved Salted Salted Salted Salted Smoke-cured Smoke-cured Smoke-cured Type of Plant (d100) Smearwort Sweetbalm Tarragon Tea Thyme Tree Ear mushroom (Auricularia Polytricha) Trumpet of Death mushroom (Craterellus cornucopioides) Valerian Root Watercress Willow Woodbine (gelsemium) Other Detail (d100) Scorched in a fire of rare woods before preparation Soaked in the water from a particular (possibly underground) lake Stolen from a druidic grove Stolen from a merchant of evil and dark reputation Taken from the gardens of a (particular) titan That has had dark spells cast upon it That has heard sounds of pure terror That has survived a forest fire That was watered with blood Using rare vinegars and oils in the preparation process Washed with the tears of a damsel Table 3-167: Small Alchemical Things Die Roll 01-02 03-04 05-06 07-08 09-10 11-12 13-14 15-16 17-18 19-20 21-22 23-24 25-26 27-28 29-30 31-32 33-34 35-36 37-38 39-40 41-42 43-44 45-46 47-48 49-50 Preservation (d100) Distilled Distilled Distilled Distilled Distilled Dried Dried Dried Dried Dried Ground-up Ground-up Ground-up Ground-up Ground-up Jellied Jellied Jellied Jellied Jellied Pickled Pickled Pickled Pickled Pickled Bats Bees Beetles Blossoms.BOOK THREE: DUNGEON DESIGN . or flowers Brains Cats Centipedes Crabs Dragonflies Earwigs Eels Eels Feathers Frogs Gallstones Geckos Hornets Horrid things from under the water that should not exist in a sane world Imps Jellyfish Lamprey Leeches Locusts Mice Mold or lichen Type of Small Thing (d100) Die Roll 51-52 53-54 55-56 57-58 59-60 61-62 63-64 65-66 67-68 69-70 71-72 73-74 75-76 77-78 79-80 81-82 83-84 85-86 87-88 89-90 91-92 93-94 95-96 97-98 99-00 Preservation (d100) Powdered Powdered Powdered Powdered Powdered Salt-cured Salt-cured Salt-cured Salt-cured Salt-cured Smoke-cured Smoke-cured Smoke-cured Smoke-cured Smoke-cured Smoked Smoked Smoked Smoked Smoked Stewed Stewed Stewed Stewed Stewed Type of Small Thing (d100) Moths Mushrooms or truffles Newts Octopus-creatures Ooze-globules Piranha Praying Mantises Rats Roaches Scarab beetles Shrews Slugs Snails Snakes Songbirds Spiders Stink bugs Tapeworms Tentacles Ticks Toads Turtles Vines or tendrils Wasps Worms 246 . USEFUL TABLES Table 3-166: Plant or Plant Part .MISC. possibly from a distant or other highly reactive chemical substance moon or alternate world Solidified smoke. nitroglycerin.BOOK THREE: DUNGEON DESIGN . or it might be a trade items with some kind of aerial being 66-70 71-75 76-80 Rocks Sequins Slices 81-85 Small cylinders or sticks Rust 86-90 Strands. congeals. In truth. which is disturbing. the alchemist or a wizard crony might have a way of drawing it down. seeds. sodium.MISC. Mined or obtained by genies or ifreet Mined or obtained by members of a particular cult or sect Mined or obtained from a volcano or the area around the volcanic activity Mined or obtained from the lair of a demon Mined or obtained from the precincts of an elemental power (possibly another plane of existence) Mined or obtained from the rock beneath a holy or unholy site Mined or obtained only from the deepest level of a particular cavern complex. or carapace Coal Emerald. it is something rather more magical and sinister. which might be quite far away Obtained from the eggs of some horrid and bizarre birdlike or reptilian creature the alchemist (or someone nearby) raises Prepared by a wizard (infusions of magic of some kind) The “Type” of substance is only an appearance. hairs. condenses.” or from a strange coral growth Mined or obtained by evil dwarves or by goblins. of course. and doesn’t know why. etc. USEFUL TABLES Table 3-168: Substance Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 Form of Substance (d100) Chips Cubes Disks Flakes Granola-like lumps Granules Gravel Chunks of gummy. or is obtained high in the clouds. he gathers and keeps it. or filaments Salt 91-95 96-00 Wafers Wire The substance is obtained by trading with strange Solidified kerosene.if desired (d100) Found as the waste-product bleeding slowly out from the maintenance of a dimensional gateway somewhere nearby (or maintained on the premises by the alchemist as a production implement) Found in the guts of a leviathan or other large creature Found in the sea bed off a particular coast or island with magical influences Found in the stems. coalesces. jelled. air. or oozy form of the substance Nuggets Pebbles Polyhedrons (assorted) Powder (fine) Powder (regular) Amber Brimstone (sulfur) Bronze or brass Chalcedony or malachite Chitin. The substance forms. gas. or electricity The substance is only a byproduct of whatever the alchemist’s main project is 247 . extra-dimensional creatures. or around the base of a strange and rare plant From the bark of a bizarre underground or underwater “tree. shell. Being an alchemist. The alchemist keeps finding this substance in his lab and on his equipment. The alchemist might or might not be aware of this fact. or sapphire Frozen ichor or blood Frozen potion Gold or silver Incense or other wood (rare or valuable) Iron or steel Normal rock (possibly moon-rock or meteoric) Obsidian or turquoise Opal or jade Pearl or mother-of-pearl Type of Substance (d100) Other Detail . fire. ruby. or other such substitution-type magic Allows wearer to influence a particular type of being more than normal (or even acts as a magic enchantment on such beings) Allows wearer to travel in a particular unusual way Can be commanded to function in two different ways (from this table). and take on magical properties (different types of parts have different effect. elements. or for limited time) Contents that have been kept inside can produce a random magical effect (once or for a limited time) Holds extra capacity of anything Holds extra capacity of specific item Produces ally Produces item. or provides some other warning when a particular item or type of creature is nearby Hides wearer (invisible or hard to see) Hides wearer from particular type of detection (sight. production. or they might be hired to recover some lost item of significance. spells. Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 Container (d100) Bag Basket. sometimes not) 91-95 96-00 Trousers Wig 06-10 Boots 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 Buttons Cap Cloak Fez Gloves Hat Hood Mask Medallion Necklace Sandals Sash Scarf Shirt Shoes 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Canister Earthenware pot Glass globe Goblet Hat Haversack Locket Pocket Pot Pouch Sack Salt cellar Tankard Vase 86-90 Slippers 248 . some of relative insignificance in the grand scheme of things. symbols. small Bird’s nest Bottle Box Cabinet Magical Effect (d100) Allows divination or scrying with correct contents Alters things put inside (random results) Alters things put inside (same each time) Can be hidden. clone of the owner. etc) Increases wearer’s ability to do something associated (or slightly associated) with the type of clothing. etc) Hides wearer from particular type or types of beings (undead. hides contents. or effect – in its best judgment about what its owner needs at the moment (sometimes with considerable errors in this judgment) Produces mist or smoke Produces random contents Produces substance (used for particular application) Produces substance or item (directly harmful to enemies) Produces substance or item (helpful to self) Produces written or pictorial answers. craft. etc) Glows. as reflected in this table. or other dangers Protects wearer or bearer from specific type of damage or danger Talks (sometimes usefully. loosens. but not both at once Disguises wearer as a particular type of being Disguises wearer in general Gives wearer better resistance to a particular type of spell or magic Gives wearer some sort of unusual defense in combat Gives wearer unusual knowledge (of a place. or protects contents from theft Changes location of things put inside Contents that have been inside can produce a specific magical effect (once. ally. changes. dragons. tightens. USEFUL TABLES Magic Items Adventurers can frequently be enticed into a particular mission or exploration if there is a unique magic item at the end of the quest. type of item. The following table can generate interesting magical items – some of great power. sound. scrying.MISC. doing so with helpful intent but not under owner’s direct command) Makes wearer immune to a particular type of spell or magic Parts of item can be removed. hints. and divination. smell. or clues Protects contents from damage. Table 3-170: Magic Clothing Die Roll Clothing Item (d100) Belt Magical Effect (d100) Acts as a temporary body double for the owner. Item can animate and act on its own at wearer’s command Item can animate and act on its own. and take on magical properties (same each time) 01-05 Table 3-169: Magic Containers Magical containers are usually associated with capacity. illusionary substitute for the owner.BOOK THREE: DUNGEON DESIGN . and take on magical properties (random each time) Parts of item can be removed. same each time for that type of part) Parts of item can be removed. Descriptive .MISC.Continued Die Roll 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 Item .choose or roll (d100) Anklet Armor Arrow Axe Bag Ball Bandages Basket Bell Belt Bird’s nest Blocks Book Boots Bottle Box Bracelet Brooch Broom Brush Buttons Cabinet Candle Canister Cap Carpet Cloak Cloth Coin Comb Crossbow Dagger Eyeglass False Beard Fan Fez Fiddle Figurine Flask Flower Flute Gem Globe Descriptive Effect (d100) [chosen item] of Appropriate Knowledge [chosen item] of Best Effects [chosen item] of Binding [chosen item] of Blending [chosen item] of Bonfires [chosen item] of Chances [chosen item] of Choices and Chances [chosen item] of Clay [chosen item] of Coincidental Benefits [chosen item] of Connections [chosen item] of Convenient Sounds [chosen item] of Disconnection [chosen item] of Disguises [chosen item] of Eerie Implications [chosen item] of Escapes [chosen item] of Explosive Action [chosen item] of Favorability [chosen item] of Fear and Trembling [chosen item] of Feverish Action [chosen item] of Five Postures [chosen item] of Flowers [chosen item] of Following [chosen item] of High Esteem [chosen item] of Higher Consciousness [chosen item] of Imitation [chosen item] of Imitations [chosen item] of Inconveniencing Others [chosen item] of Inescapable Conclusions [chosen item] of Introspection [chosen item] of Irritations [chosen item] of Juxtaposition [chosen item] of Knowing [chosen item] of Lamentable Effect [chosen item] of Lucky Accidents [chosen item] of Many Methods [chosen item] of Mayhem and Mischance [chosen item] of Mixable Motives [chosen item] of Mysterious Ways [chosen item] of Needful Action [chosen item] of Odd Visions [chosen item] of Ominous Possibilities [chosen item] of Perfect Performance [chosen item] of Persuasion Table 3-171: Magical Effects. USEFUL TABLES Table 3-171: Magical Effects. Die Roll 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 Item . A sword of unusual capabilities is quite different from a bag of unusual capabilities.BOOK THREE: DUNGEON DESIGN . Descriptive You will find that the descriptive effects listed here will generate very different ideas depending on what sort of item you’ve already chosen. for instance.choose or roll (d100) Gloves Glue Goblet Harp Hat Haversack Hood Horn Incense Lamp Lantern Locket Longbow Mace Mask Medallion Mirror Necklace Oil Pocket Pot Pouch Poultice Purse Pyramid Ring Rope Runestones Sack Salt cellar Sandals Sash Scarf Scissors Scroll Shield Shirt Shoes Sling Slippers Spear Staff Stick Stone Sword Tablet Tankard Descriptive Effect (d100) [chosen item] of Quasi-realism [chosen item] of Second Chances [chosen item] of Sharp Response [chosen item] of Spite [chosen item] of Storage [chosen item] of Suddenness [chosen item] of Summoning [chosen item] of Symbols [chosen item] of Sympath [chosen item] of Temperatures [chosen item] of Ten Possibilities [chosen item] of the Bear [chosen item] of the Corollary Counterpart [chosen item] of the Dwarves [chosen item] of Shifting Positions [chosen item] of the Snake [chosen item] of the Spider [chosen item] of the Titans [chosen item] of the Waters [chosen item] of Three Goats [chosen item] of Transmogrification [chosen item] of Twice Taken [chosen item] of Unexpected Usefulness [chosen item] of Untoward Consequences [chosen item] of Unusual Capabilities [chosen item] of Visions [chosen item] of Volubility [chosen item] of Warding [chosen item] of Warnings [chosen item] of Wealthy Consequences [chosen item] of Weird Whirlings [chosen item] of Whoopass [chosen item] of Winter [chosen item] of Wonder Adventurer’s [chosen item] Boomerang [chosen item] Dimensional [chosen item] Elven [chosen item] Exponential [chosen item] Ferocious [chosen item] Goblin [chosen item] Iridescent [chosen item] Leaping [chosen item] Mutating [chosen item] Octopus [chosen item] Odiferous [chosen item] Reflective [chosen item] 249 . choose or roll (d100) Tome Top Towel Trousers Twine Unguent Vase Wand Wig Yarn Descriptive Effect (d100) Spherical [chosen item] Spitting [chosen item] Three-part [chosen item] Trickster’s [chosen item] Two-colored [chosen item] Ugly [chosen item] Voluble [chosen item] Wandering [chosen item] Warrior’s [chosen item] Willpower [chosen item] Table 3-92: Attack Spells . a unique spell (or a monster with a particular “special effect”) can add lots of spice to an adventure.Continued Die Roll 91 92 93 94 95 96 97 98 99 100 Item . Descriptive .Continued Die Roll 59-60 61-62 63-64 65-66 67-68 69-70 71-72 73-74 75-76 77-78 79-80 81-82 83-84 85-86 87-88 89-90 91-92 Part One (d100) Aging Electrical Soporific Lethal Weakening Soul-sucking Iron Silent Shadowy Mighty Crushing Burrowing Excruciating Mental Freezing Suffocating Narcotic False Dimensional Enervating Dehydrating Part Two (d100) Seeds Encrustation Growths Pustules Mist Smoke Tube Wisps Fixative Shell Sphere Thorns Gesture Insanity Insects Irritant Discomfiture Serpent Prison Breeze Image Magic Spells As with magical items. USEFUL TABLES Table 3-171: Magical Effects. but of any condition that might be caused by a spell) 250 .BOOK THREE: DUNGEON DESIGN . Table 3-172: Attack Spells Die Roll 01-02 03-04 05-06 07-08 09-10 11-12 13-14 15-16 17-18 19-20 21-22 23-24 25-26 27-28 29-30 31-32 33-34 35-36 37-38 39-40 41-42 43-44 45-46 47-48 49-50 51-52 53-54 55-56 57-58 Part One (d100) Fiery Ghostly Terrifying Black Watery Liquid Incorporeal Accurate Corrosive Unexpected Surprising Icy Unearthly Acidic Fearsome Poisonous Phosphorescent Glowing Clutching Grim Piercing Hissing Eviscerating Blasting Paralyzing Binding Shrieking Inescapable Mind-numbing Part Two (d100) Envelope Pincers Skull Face Teeth Claws Tentacles Rain Hail Explosion Coils Pressure Darts Hand Stinger Barbs Spikes Sword Kiss Shock Shadow Net Apparition Summons Evocation Sound Trap Rune Belaborment 93-94 95-96 97-98 99-00 Table 3-173: Generalized Spell Effects Die Roll 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 General Effect of Spell (d100) Acidic effect Affect armor using special effect Affect climbing Affect falling Affect general health for good or ill Affect weapon using special effect Affects animals Affects particular mineral Affects plants Affects vision Alters self (appearance) Alters self (to another set of abilities) Alters state of matter without changing temperature Bravery or removal of fear Brings to life or animates inorganic substance Brings to life or animates organic substance Cause alertness (possibly to the point of causing harm) Cause wound Clairaudience of varying power Clairvoyance of varying power Combustion effect Contagious effect (not necessarily of a disease.MISC. electric. etc) Reduces temperature Restore lost qualities Restricts motion to particular area Send something somewhere Shrinks items or creatures Sckness effect Silence or noise effect Sleep or lethargy caused by special effect Summons element from ground or air (ice. fire. acid) Summons servant from other place Time effect on inorganic substance Time effect on organic substance Unlocks or unfastens Voodoo (caster’s motions cause similar effect elsewhere) Water or moisture effect 251 . earth. air. acid. earth. air. force. incorporeal Creates servant. through.MISC. etc) Creates a blockade from objects nearby or created objects Creates cloud or obfuscation Creates element or force Creates mental binding Creates physical binding Creates servant. action. or spell Creates smell Creates visible illusion Crushing effect using substance Cure wound Cutting effect using substance Death using some special effect Deciphers to greater or lesser degree Delays magical effect until trigger event Delays or prevents particular magical effect Detects ambushes or prevents surprises of some kind Detects particular conditions Detects particular events Detects particular objects Detects particular patterns Disease effect Disharmony effect Dismiss spell effects Dismissal of something that has arrived Dissolves or disintegrates Electrical effect Fear effect Fire effect Frost effect Gain abilities of particular animal Gain attack form of a particular monster Gain spirit-type attributes Grants magical power to someone’s gaze Table 3-173: Generalized Spell Effects . inorganic Creates servant. between. electric. electric. earth. etc) Corrosion effect Creates a blockade from elemental force (ice. or at distance Lengthens particular magical effect (possibly weakening it. dexterity.BOOK THREE: DUNGEON DESIGN . acid) Raises temperature Read or affect thoughts Reduces attribute (strength.Continued Die Roll 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 General Effect of Spell (d100) Grants magical power to someone’s touch Grows items or creatures Harmony effect Heats or cools Improve functioning of one or more senses Increase power of something (magical or physical) Increase range of something (possibly a magical effect) Insanity of some degree caused by special effect Instant travel over. possibly not) Lifts or raises Light or dark effect Opens Pain effect Paralyzes Persuasive speech (either from caster or elsewhere) Premonitions Provide shelter of varying degree Pulls Pushes Rains down element (ice. USEFUL TABLES Table 3-173: Generalized Spell Effects . organic Creates simultaneity of event. dexterity. fire. fire.Continued Die Roll 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 General Effect of Spell (d100) Conveys improved attribute (strength. air. suspended animation. outside.MISC. 3 .BOOK THREE: DUNGEON DESIGN . 2 . etc) Trapped.Other Features (d100) Contains stairs down or other means of descending 41-50 Carvings or pictures of two themes Contains vermin (snakes. not actual body Dimensional space. 3 . Contains undead smoke. 2 . trapped magical being. reeds. or other magical effect contained or constrained within Sarcophagi and their Contents A few points about sarcophagi as they are used in dungeon-adventure design. mechanical (see Table 3-126) Table 3-176: Symbolic/Decorative Themes for Sarcophagi Die Roll 01-02 03-04 05-06 07-08 09-10 11-12 False bottom 13-14 15-16 17-18 19-20 21-22 23-24 25-26 27-28 Symbolic/Decorative Theme . 1 . or there might be “types” that can be identified by some hint in the decorations. or other representation of body (including abstract or symbolic) is inside.structure and substance (d100) Larger than human sized Description Pt. There are some rooms in which opening sarcophagi is like opening a box of chocolates – you never know what you’re going to get. 1 .Other Features (d100) Trapped. effigy. A second type of sarcophagus room contains a couple of highly distinctive ones – there might be some of the “box of chocolate” ones.Continued Die Roll Description Pt. USEFUL TABLES Table 3-174: Command Words and Magic Words Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 First Part (d100) Bara Mira Abara Ocus Dias Lea Ro Sha Za Ul O Oca Re Lo Ba Bo Po Mia Acro A bi ca po coxi sa sixa loba za pana sci miri da paa tsa tua soa mura a mi Second Part (d100) bo lis lune dabra sicus po x nda m n r rix pir la lion xon cto cta sta sto nto 71-80 A single casting of metal Warnings or sigils 61-70 Made of beaten bronze or other metal Carvings or pictures of one theme 51-60 Ending (d100) Table 3-175: Master Sarcophagus Table .Exterior decorations (d100) Mirrored or reflective (inside. or other monster mist.structure and substance (d100) Made of inlaid wood rather than stone Made of wicker or woven from some substance other than stone (could include metal. In rooms like this. Table 3-175: Master Sarcophagus Table Die Roll Description Pt. etc. illusion.Exterior decorations (d100) Carvings or pictures of two symbolic/decorative themes Carvings or pictures of one symbolic/decorative theme Description Pt.) Description Pt. leather. but the central feature is the one or two very unusual ones. or both) Description Pt. most or all of the sarcophagi will be identical. while the ones with blue stone patterns might contain treasure. centipedes.Roll Twice (d100) Antlers or deer head Archer Arrow Axe Boar Bull Castle Centipede or spider Chains Circles Cloaked figure Cloud Comet Crown 01-10 11-20 Much larger than human sized Made of unusualcolored stone Standard: humansized and made of normal stone 21-30 Opens with an unWarnings or sigils usual mechanism (see Table 3-32) External Feature Functions as an architectural trick (see Table 3-85 or 3-84) 31-40 252 . The ones with red stone patterns might contain ghouls. frozen time. magical (see Table 3-135) or opening the sarcophagus is the trigger for a complex trap (see Table 3-137) Statue. 81-90 Standard: humansized and made of normal stone External Feature 91-00 Standard: humansized and made of normal stone Shrouded in cloth. etc. Roll Twice (d100) Dagger Demon face Diamond or spiral Dragon Egg Eye(s) Fish. and Boiling Life-Sucking Monster-Creation Breath-Weapon(s) Frost Egg-Injection Fire Traps and Binding Suffocation and/or Drowning Acid Mind-Attacks Illusions Transmutations Dimensions Teleportations The Deadly Gaze Contagion and Disease Winds and Air Plant Control The Tentacle-Creature of Embalming Table 3-177: External Features for Sarcophagi Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 Big locks or seals Candles High platform beneath sarcophagus Located in a marked area (see Table 3-95 for ideas) Motto. on.Continued Die Roll 29-30 31-32 33-34 35-36 37-38 39-40 41-42 43-44 45-46 47-48 49-50 51-52 53-54 55-56 57-58 59-60 61-62 63-64 65-66 67-68 69-70 71-72 73-74 75-76 77-78 79-80 81-82 83-84 85-86 87-88 89-90 91-92 93-94 95-96 97-98 99-00 Symbolic/Decorative Theme . or leviathan Flame Goblet Grapes (or other fruit) Griffon or hippogriff Hands Heads/faces Heart Helix Helm Hourglass Lion Manticore or unicorn Minotaur or Pegasus Moon Mouse or rat Pyramid Roses Serpent Shield Ship(s) Skull(s) Squares Stars Sun Sword Throne or chair Tree Vines Wreath Table 3-177: External Features for Sarcophagi . USEFUL TABLES Table 3-176: Symbolic/Decorative Themes for Sarcophagi .MISC. or eulogy is inscribed or is in bas-relief on sarcophagus Plants grow around.Continued Die Roll 71-80 81-90 91-00 Statues surround Water or liquid font (possibly in a depression in the sarcophagus lid itself) Window. scripture. peephole.BOOK THREE: DUNGEON DESIGN . or other gap or transparent feature Feature (d100) Table 3-178: Warnings or Sigils for Sarcophagi Die Roll 01-25 26-50 51-75 76-00 Nature of Warning or Sigil (d100) Spoken or sound-alarm warning Cryptic warning written on exterior Large rune or sigil (see Table 3-21 for ideas) Force field or other magical device used to deter people from touching the sarcophagus Table 3-179: Quick Climactic Monster Ideas Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 First Part (d100) The Vampire of The Wizard of The Ooze of The Chief and Sub-humans of The Ghouls of The Insect of The Reptile of The Great Bird of The Moving Statue of The Living Machine of The Water-Creature of The Demon of The Warriors of The Sorceress of The Priest of The Spider of The Beast of The Wraith-Creature of The Amphibian of Second Part (d100) Suppuration. or through sarcophagus Raised on pillars Feature (d100) 253 . air-holes. whale. Seething. Green chalcedony Coral can be carved and polished to create a wide variety of shapes and figures. These can be dramatic when cut open. A red form of chalcedony. usually with a yellowish cast.Continued Die Roll 89-90 91-92 93-94 95-96 97-98 99-00 Jewelry (d100) Platter Ring Ring (signet) Scepter (or crozier) Tiara Torc Table 3-181: Gems and Precious Stones There are considerably more precious stones and gems in the world than the ones listed here. It is also often called Heliotrope. A blue form of beryl. Several other gemstones are forms of chalcedony. Amber occasionally contains insects that were trapped in the resin and fossilized along with it. but the unfamiliarity (and scientific sound) of the rarer types don’t tend to give the same satisfying feeling as a black pearl… Die Roll 01-02 Precious Stone (d100) Agate Notes (Do not roll dice) A form of chalcedony. Green and blue colored apatite are used as gemstones. but impurities can result in diamonds of almost any color – these are rarer than clear diamonds. The stone can occasionally be chatoyant (i. A variety of quartz. Die Roll 01-02 03-04 05-06 07-08 09-10 11-12 13-14 15-16 17-18 19-20 21-22 23-24 25-26 27-28 29-30 31-32 33-34 35-36 37-38 39-40 41-42 43-44 45-46 47-48 49-50 51-52 53-54 55-56 57-58 59-60 61-62 63-64 65-66 67-68 69-70 71-72 73-74 75-76 77-78 79-80 81-82 83-84 85-86 87-88 Jewelry (d100) Anklet Armband Bangle Belt Belt Buckle Bowl Box Bracelet Bracer Brooch Button Candle-holder Choker Circlet Cloak clasp Collar Comb Coronet Crown Cup Dagger Dagger hilt Decanter Ear cuff Earring Ewer False eye Figurine Goblet Hairbrush Hand mirror Hatpin (holds feather) Holy symbol Key Locket Medal Medallion Napkin Holder Navel Pendant Necklace Nose ring Orb Pendant Pin 27-28 Diamond 23-24 25-26 Chrysoprase Coral 17-18 19-20 21-22 Bloodstone Carnelian Chalcedony 15-16 Beryl 07-08 09-10 11-12 13-14 Amethyst (Purple) Amethyst (Yellow) Apatite Aquamarine 05-06 Amber 03-04 Agate Geode Table 3-180: Jewelry .e. agates often show beautiful banding and stripes. Fossilized tree resin. Amber can come in many colors. and is the rarest form. Most diamonds are clear. USEFUL TABLES Table 3-180: Jewelry This table is not limited just to items of personal jewelry – it contains various other items that might be decorated with gems or be worked in precious metals. A yellow form of amethyst. Agate can also be the mineral which forms a fossil. A dark green chalcedony flecked with spots of red jasper. The range of colors covers the entire spectrum. they carved it into cups. these are called striped agate. a cat’s-eye appearance). Blue amber exists. Colored forms of beryl have other names – emeralds and aquamarine are both forms of beryl. and since it was believed by the Romans to prevent drunkenness. and have unremarkable rock on the outside. It can be carved.BOOK THREE: DUNGEON DESIGN . these give it color. when it contains impurities. Pure beryl is transparent. A somewhat translucent gemstone with a waxy-looking surface. When cut. Rock nodules containing agate inside. but since they make a bowl shape when cut. 254 .MISC. they would not ordinarily be used as personal jewelry.. and these would also be relatively rare. A fairly common mineral.” meaning that it looks like there is an eye. A form of feldspar which looks pearl-like and reflects light. peridot has been found in meteorites. Pure topaz is colorless Blue topaz is the rarest color of topaz A semi-precious stone that can be found in almost any color. However. Agate that contains filament-like patterns of other minerals. but the important thing is that they are rarer (more valuable) than normal diamonds. A very common mineral. etc. sapphires are a form of corundum which can be any color other than pink or red (which are considered rubies). vaguely. which doesn’t exist in the real world). The value of a piece of mother-of-pearl would depend almost entirely upon the quality with which it was carved. A particular color of quartz Ruby. so very valuable in a fantasy world. A lot of lapis was used in the jewelry found in Tutankhamen’s tomb. yellow. which is the rarest. There is no such thing as a white sapphire. These result from boron impurities. The stone can be blue. a form of iron oxide. which are already quite valuable.Continued Die Roll 63-64 65-66 67-68 Precious Stone (d100) Obsidian Onyx Opal Notes (Do not roll dice) Volcanic glass.Continued Die Roll 29-30 Precious Stone (d100) Diamond (Black) Diamond (Blue) Emerald Notes (Do not roll dice) Black diamonds don’t exist in the real world. so they are fabulously rare in fantasy worlds Blue diamonds. they do exist in the real world. One of the four true precious stones. Formed in oysters.MISC. and can be carved and polished. Ivory comes from tusks. USEFUL TABLES Table 3-181: Gems and Precious Stones . Opaque chalcedony that has been polished. Egypt and Persia were the first major sources of turquoise. and can be used to make very sharp edges. although the red and black ones are rare. A blue. one type changes from a bluegreen all the way to purple. Lower-quality turquoise is fairly common. Black pearls are very rare. Opals have lots of internal colors all together. a really big piece would have to have come from a giant clam or oyster (rarer). brown. Mollusks other than oysters can produce pearls. and often has veins of color running through it. but there is also a rarer blue type. which is very unusual. green or red. red. Black opals are the rarest kind of opal. but some forms of it are rarer and interesting. Opal ranges widely in color. They still have other colors within the stone. A blue form of jade.BOOK THREE: DUNGEON DESIGN . Pearl-like deposits. so these would be much more valuable than ordinary sapphires. for example. A vibrant green. very common. Powdered hematite dust can be fatal if inhaled. and was used as a trap in an ancient Egyptian tomb. Sea pearls are also rarer than freshwater ones. There is a blue type. predominantly red with internal black colorations. Doesn’t actually exist. and weirdly shaped fantasy mollusks could also create weirdly-shaped pieces of mother-of-pearl. giving the stone the “moss” name. sapphire. to red. emerald. The green form of beryl. The most valuable form of jade (with the exception of black jade. often called Heliodore. and some of these can be quite valuable. They can easily be mistaken for emeralds. Fire opal would be the reverse of a black opal. the rarest combination being black and red. Colors range around red. These look like plant material. Hematite is a metal. and diamond are the four true precious stones. but some forms of it are lustrous and attractive. A form of quartz that is “chatoyant. A form of banded quartz. 31-32 33-34 35-36 Feldspar 71-72 Opal (Fire) 37-38 Garnet 73-74 Pearl 39-40 Golden Beryl 75-76 77-78 79-80 Pearl (Black) Pearl (Purple) A rare color of sea pearl Peridot Quartz (Rose) Quartz (Smoky) Ruby 41-42 Hematite 43-44 45-46 47-48 49-50 Ivory Jade (Black) Jade (Blue) Jade (Green) 81-82 83-84 85-86 51-52 Jasper 87-88 Sapphire 53-54 55-56 57-58 Lapis Lazuli Malachite Moonstone 89-90 Sapphire (White) Tiger’s Eye Topaz (any) Topaz (blue) Tourmaline 91-92 93-94 95-96 97-98 59-60 Moss Agate 61-62 Mother of Pearl 99-00 Turquoise (various colors) 255 . but they are the ones running from pink to dark red. They can have a wide range of rarity based on color and shape. relatively rare semi-precious stone. 69-70 Opal (Black) Table 3-181: Gems and Precious Stones . Obsidian is dark colored. An olive-green gemstone that only occurs in this one color. from inside the stone. and virtually all valuable feldspar would be a form of moonstone. relatively common stone. A particular color of quartz. Emeralds are rare and valuable. Some forms of garnet change color depending on the light. Garnets come in a variety of colors. Rubies are the same mineral as sapphires. A golden yellow form of beryl. not the value of the mother-of-pearl itself. Moonstone is a form of feldspar. yellow. but higher quality specimens can be very valuable indeed. which varies from steel-colored to black. Interestingly. brown and green. including colorless. corpses are not kept intact Encased in transparent preservative substance and left for display or other purpose Glass-topped containers Memorial Feature (d100) Inscription or written record of the deceased’s ancestry or family tree Inscription. in bags. Entire tomb area functions as a Complex Trap (see Table 3-137 for ideas) Entire Tomb area functions as a Magical Area Trick (see Table 3-93 for ideas) 56-60 Metal sarcophagi Notation of mode of death 51-55 Kept under water No individual or other liquid memorials 01-05 06-10 Bones in small wall or floor alcoves Dried flowers or other preserved offering 11-15 Coffin (or container) of nonstandard material such as wicker basketry. holy symbols. Display of weapons or armor Fires. a different mode of access. The table of rigged natural features (Table 3-134) can be a useful source of ideas. etc. insects. Each wing might have a different type of trap-defense. or other light sources of decorative colors. Display of non-statue artworks. demon. caste. no coffin Painted or basrelief pictures 256 . 16-20 Cremation urns 61-65 Mummified and standing or lying. Several “wings” radiate out from a central tomb area. or other heavy machinery is involved in the tomb’s construction.Continued Die Roll Interment (d100) Different body parts placed in specific place in tomb. or statuette denoting profession with no individual name Inscription. dried flowers. picture. possibly involving reflections as well Frescoes or murals Hunting trophies (heads or taxidermy) Mirrors. etc. rank. Holy symbol representing each interred body. crossing a shifting bridge over lava. torches. doors.BOOK THREE: DUNGEON DESIGN . complex models. or floors in tomb area Separate areas of the tomb are separated by constructed hazards. etc. silverware. musical instruments. vines. lifting apparatus. or similar Rotating walls. or ceilings 46-50 41-45 36-40 Hung from hooks. or glass or crystal items Ornate furniture Paintings on walls Plants and flowers.MISC. pools. or other method of suspending something in air In alcoves with locker-like doors In drawer-like containers 31-35 26-30 21-25 Decoration Animal pelts on walls or floor Table 3-183: Tomb Arrangement . USEFUL TABLES Table 3-182: Decorations Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Banners Carpets or rugs Decorative pond. floors. or other water display Display of a collection. Sliding doors or walls in tomb area Table 3-183: Tomb Arrangement Die Roll Interment (d100) Bones in large vaults behind doors Memorial Feature (d100) Death mask (made from body’s face just after death) Other Feature (d100) Bridges or walkways are used prominently in the tomb’s construction Cranes. channels. such as books. or statuette denoting social class with no individual name Lists of dead with separate list for each social class. no individual memoriam Image of patron deity. baskets. gemstones. or profession Mummified totem animal of the deceased No individual memorials Other Feature (d100) Multiple levels in tomb area Multiple trapdoors in floor (and possibly ceilings) of tomb area Multiple traps in tomb area (magical or mechanical: see the Traps section for ideas) Pillars are significant to the tomb’s symbology or defenses Presence of water: fountains. picture. or entire garden Rock garden or similar arrangement Semi-precious stone or decorative stone used in construction Statuary Tapestries Wall carvings Wood paneling. or a different undead type associate with it. ivory. etc. cloth. such as swimming through an underwater tunnel. fountain. or even a human liege lord rather than a representation of the person. such as pottery. flames. or type of damnation/ salvation 76-80 Sacks 61-70 81-85 Stacked and left to rot 71-80 86-90 Small clay models or figurines representing actual appearance of the deceased Stone sarcophagi (figurines representing nobles might be of more valuable material such as ivory) 81-90 Tentacles. last deed. or able to bypass. or otherwise highly monsters to gain a specific combat advantage against the characters 01-10 66-70 Pits of bones Record of last words. or another type of prison that can damage or trap characters 21-30 31-40 41-50 51-60 71-75 Plastered or bricked into walls Representative rune selected in place of actual names Roster of the Dead Rune denotes type of Undeath. Statues of deities and/or demons in tomb area Strange way to get through tomb area (see Table 3-3 for ideas) Tapestries. slide.MISC. or other 11-20 Curtains (of mist. death poem. elevated. for example). or corpses) into different areas of tombs. cages. this tactical impediment Keep(s) characters from reaching the monsters Move(s) around to threaten. or priests. vines. or wall hangings are prominent in the tomb’s decoration Tomb area contains several teleporters that move visitors (or intruders. mode of communication. or ropes 91-00 Wall or walls 91-95 Underneath floor slabs Tomb is a vertical or downward Statue of the spiral following dead (standing or the course of one lying) or more stairways or ramps Written names inscribed or painted Worm-hole like tunnels lead to specific tombs or tomb areas 96-00 Wooden coffins 257 . electricity. cloth. flanking. or disorient characters Rising to allow monsters to make advantageous or surprise attack Sliding into place to allow surprise or advantageous attack Suddenly reveal(s) monsters in a surrounding. menace. or other advantageous tactical situation Work in conjunction with a physical feature or a magical effect making it hard for characters have to keep balance (mental or physical) while fighting Work in conjunction with pits.BOOK THREE: DUNGEON DESIGN . Table 3-184: Profile of Monster Ambush Die Roll Physical Element of Ambush Chute. USEFUL TABLES Table 3-183: Tomb Arrangement . or slippery surface Effect or Second Feature Allow(s) fast-moving. mounted. where monsters can employ an or anything that can interesting weapon obstruct vision) Magical weakness or other effect from a central location One or more platforms or balconies Pillar Reflections System of chains (and possibly platforms) Teleportation zones or places Give the advantage to monsters that are immune to. curtains.Continued Die Roll Interment (d100) Memorial Feature (d100) Other Feature (d100) Some areas have very low ceilings or very narrow corridors (squeeze between two very close pillars or turn sideways to get down a corridor. fire. Channel characters into a place cloth. .... 160 3-43A: Areas Involving Tombs (Alternative 1)............................................................................... 160 3-45: Areas Involving Imprisonment..... 158 3-42: Area Names Involving Water............................................... 170 3-64: Liquid........................... 177 3-75: Complex and Large Statues. 158 3-40: Rooms of Unusual Size.................................................................. 161 List of Tables 3-46: Areas Involving Worship................................. 193 3-88: Table of First Elements (Experimental Tricks)............................... 168 3-57: Dramatic Architecture............. 168 3-60: Small Containers.............................. 178 3-77: Water Landmarks........................................................ 164 3-51: Basic Stairs......................................... Basic Description of....................................... 164 3-53A: Strange Things.................................. 156 3-36: Teleportation...... 141 3-13: Content and Perspective of Direct Visions.................................................... Distinctive Elements.............................................................. 177 3-76: Thrones.............................................................. 147 3-23: Transitions Between Dungeon Areas............. 143 3-16: Relation of Source to Rumor. Basic Description... 168 3-59: Type of Container for Special Rooms................................................. 140 3-12: Deliberate Misdirections............................................................................................................................................................................................................................................................................................................................................. 155 3-35: Teleportation................................................................................ 162 3-48: Areas Involving Plants........................................................ Unusual Features of................................................................................................................................. 170 3-63: Furniture................... 157 3-39: Normal Size Rooms/Caverns................................... 172 3-68: NPC Interaction.................... 172 3-69: Pillars................................... 168 3-58: Changing Architectural Features.......................... Unusual Shapes of.....................................................................BOOK THREE: DUNGEON DESIGN ............. 132 3-5: Challenges to the Character Sheet... 176 3-74: Simple Statues.................................... 162 3-49: Landmarks.................... 161 3-47: Areas Involving Bugs.................................................................................................... 195 258 .............................................. Alternative Two...................................................................................................... 169 3-62: Bizarre Containers.................................................................................................. 155 3-34: Waterway Connections........ 137 3-8: Person Based Backstories.................................... 192 3-87: Master Table of Experiment Tricks............. 132 3-4: Specific Tactical Situations....................... 166 3-54: Contents of Special Rooms............ 190 3-86: Bargain and Persuasion Tricks.......................... 152 3-30: Normal Door............................ 167 3-55: Altars............................ 167 3-56: Religious Imagery....................................................................................... 171 3-66: Unusual Lighting................................ 182 3-78: What Comes Next (Basic Ideas).................................................................................................................. 184 3-80: Wild Card Matrix for Tricks... 139 3-10: Types of Clues.................................................................................................................. 188 3-83: Spoken Clues....................................................................... 130 3-2: Enticements to Peril........... 145 3-20: Ownership Papers....................................... 160 3-44: Areas Involving Scholarship or Research...................................................................................................................................................... 168 3-61: Large Containers................ 182 3-79: What Comes Next (Using Tables)....... 150 3-25: Corridor...................................................................................................Page 3-1: Types of Races Against Time........................... 171 3-65: Descriptions of Non-Water Liquids..................................................................................... 157 3-38: Rooms or Chambers in a Dungeon Area.................................................................................................................................................................. Unusual Mechanisms for......... 187 3-82: Hints and Foreshadowings............ 171 3-67: Major Mechanisms and Processes...................................... Unusual............................................................................................................................. 176 3-72: Statue Material and Condition..................... 194 3-90: Experimental Trick (machine or alchemical reaction)  defined by resulting sound................................................................................................................................ 144 3-19: Letter Contents.......................................... 189 3-84: Quick Architectural Tricks.. 164 3-52: Unusual Stairs....................... 153 3-32: Normal Door.. 151 3-29: Normal Door............................. USEFUL TABLES List of Tables Table........................ 162 3-50: Level Changes........... 131 3-3: Topographical and/or Tactical Challenges........... Contained............................................ 146 3-22: Sample Alternate Alphabets..................................... 142 3-14: Evidence of Mechanism or Use......... 145 3-21: Generating Magical Symbols..................................... 150 3-24: Corridor........................................................................................................................................... 186 3-81: Tricks by Category............................................... 176 3-73: Type of Statue.................................. 140 3-11: Coded and Deliberate Messages....... 165 3-53B: Strange Things.............. 138 3-9: Most Recent Use Backstories....................................... 193 3-89: Table of Second Elements (Experimental Tricks).................................................................................................................. 144 3-17: Information Content of Rumors.................................... 173 3-70: Unusual Plants........................................................................................................................ 143 3-15: Type of Event Leaving the Clue.................................... 174 3-71: Sounds................................... 190 3-85: Complex Architectural Tricks........................... Unusual Features of...................................................... 144 3-18: Nature of the Writing.... Basic Description of........................................................................................................MISC..................... Big Things......................... 150 3-26: Bridges.. Alternative One............................................... 136 3-7: Item-Based Backstories....................... Nature of............. 156 3-37: Dungeon Area Topography......... 154 3-33: Waterway Connections............................................................. Nature of Liquid......................................... 151 3-28: Archway................................................................... Devices and Special Effects for............. 151 3-27: Archway Master Table.......... 153 3-31: Normal Door........................................ 134 3-6: Why an Adventure Location Became Dangerous..................................... 160 3-43B: Areas Involving Tombs (Alternative 2)..................... 158 3-41: Arrangement of Rooms/Caverns Within an Area............................... .................................................................. 252 3-175: Master Sarcophagus Table........... 239 3-162: Magical Workrooms (List of Furnishings).................................................................... Risk and Reward...... 203 3-107: Form of Substance................. 197 3-96: Warnings.......... 239 3-163: Detailed Alchemical Ingredients Master Table..................... Descriptive.......................................................................................... 208 3-116: Beneficial Effect of Reading the Written Trick................................................................................................. 239 3-161: Powdered Potions.......................................................................................... 208 3-115: Writing Methods.......................................................... 240 3-164: Animal/Monster Part.......”.. 208 3-114: Writing Surfaces...................... 232 3-148: Condition of Item................................................................. 226 List of Tables 3-138: Trap Draws (Physical Draws)....................................... 237 3-160: Liquid Potions.................................... 234 3-151: Small Items.................................................................. 204 3-109: Methods of Betting Games.................................... 209 3-118: Type of Beneficial Magical Condition or Curse......................... 232 3-147: Weird Dungeon Dressing.......................BOOK THREE: DUNGEON DESIGN ........................ 257 259 ... 253 3-178: Warnings or Sigils for Sarcophagi.............. 253 3-180: Jewelry........................................................ 234 3-150: Furniture Items..................................................... 202 3-105: Risk and Reward for Game Board Trick “Squares.......................................................................................... 256 3-183: Tomb Arrangement.................................................. 232 3-146: Corpse Malformations........................................................................ 230 3-144: General Dungeon Dressing......................................................................................... 252 3-177: External Features for Sarcophagi... 197 3-97: Central Feature of Magic Thing........ 250 3-174: Command Words and Magic Words........ 246 3-168: Substance............................................................................................................................................................................................................. USEFUL TABLES List of Tables 3-91: False Appearance Tricks................ 198 3-100: Result of Triggering Action........................................................................................ 214 3-124: Specific Courses of Treatment (for Normal Diseases)................................ 244 3-167: Small Alchemical Things................................. 197 3-95: Marking off Magic Area............................................................................................ 234 3-149: Lighting (normal).................................................................. 214 3-123: Physician’s Diagnosis of Normal Diseases....................................................................................................................... 240 3-165: Person Part........................... 249 3-172: Attack Spells............................................................................................................ 216 3-126: Basic Mechanical Traps.... 210 3-122: Aversions............................................................................................................................................. 196 3-93: Magic Area Tricks Master Table........... 210 3-121: Beneficial Conditions and Curses to Individuals.................................................... 236 3-156: How Hallucinogen is Administered............... 254 3-181: Gems and Precious Stones....... 234 3-152: Smells.........................................................................................................................MISC.............................................. 201 3-104: Mode of Forward Movement in Game Board Tricks..................... 204 3-108: Basic Game Tricks................................................................................................................ 235 3-153: Book Types.................................................................................................................................. 236 3-154: Unusual Book Bindings.... 226 3-139: Trap Prisons....................................................................................................................................................... 196 3-92: Hazard Tricks.................................... 228 3-143: Measuring out Life..................... 207 3-112: Game “Rooms”..................... 216 3-125: Lethal and Virulent Diseases....... 199 3-101: Warning Signals..... 236 3-155: Hallucinogen Name................ 252 3-176: Symbolic/Decorative Themes for Sarcophagi................................................................. 237 3-158: Physical Signs of Hallucinogen Use..... 231 3-145: Unusual Corpses................................................................................................................................................................. 225 3-137: Overall Profile for Complex Trap................. 198 3-98: Abstract Special Effects for Magic Thing.. 254 3-182: Decorations......................... 198 3-99: Triggering Actions for Magic Things........................... 248 3-170: Magic Clothing......................................................... 224 3-135: Basic Traps (Magical)............................................................................................................................................................................. Complicated Triggers.............................................................................. 221 3-130: Missile Traps....... 200 3-103: Single-Rule Pathways...................................... 237 3-157: Effects of Hallucinogens..................................................... 221 3-132: Poison Effects Table (Lethal)......................................................................................... 209 3-120: Beneficial Changes and Curses to Items............................................................... 203 3-106: Master Table for Substance Tricks.................................................. 248 3-171: Magical Effects................................ 227 3-141: Kill-Switches and Escape Hatches..................................... 221 3-133: Poison Effects (Non-Lethal)...... 221 3-131: Pits.................................... 242 3-166: Plant or Plant Part........................................................ 205 3-110: Choice Games....... 217 3-127: Mechanical traps – Concealment................. 219 3-129: Trap Liquids........................................................................................................................... 253 3-179: Quick Climactic Monster Ideas.................................................. 250 3-173: Generalized Spell Effects................................................................................. 207 3-113: Types of Game Series......... 237 3-159: Herbs..................................................................... 206 3-111: Names for Games.................................................. 226 3-140: Trap Kill-Mechanisms......... 256 3-184: Profile of Monster Ambush......................................................................................... 196 3-94: Correct Actions for Magic Area Tricks.............................................................................................................................................. 218 3-128: Gases................................. 209 3-119: Magical Changes to Area............................... 224 3-136: Magical Trap Special Effects............................................ 223 3-134: Basic Traps (Rigged Natural Features)................................................................... 247 3-169: Magic Containers............... 228 3-142: Progressive Magically-Induced Weaknesses.. 209 3-117: Unusual Writing............................................................................................................... 200 3-102: Correct Responses to Magical Thing Tricks.................. BOOK FOUR: Non-Dungeon Adventure Design Table of Contents Aerial Adventures.................................................................................................................261 Castles and Ruins..................................................................................................................264 Cities and Settlements...........................................................................................................267 Planar and Alternate Worlds.................................................................................................283 Underwater Adventures........................................................................................................287 Waterborne Adventures.........................................................................................................288 Wilderness Adventures.........................................................................................................290 General Wilderness Tables................................................................................................290 Desert Adventures.............................................................................................................295 Forest Adventures..............................................................................................................297 Hill and Mountain Adventures..........................................................................................298 Swamp Adventures............................................................................................................300 List of Tables (Book Four)....................................................................................................301 260 BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN Introduction to Book Four The previous three books contain tables designed to spark ideas: the first book addressed missions and villainous plans, the second book focuses on monsters, and the third book focuses on constructing a dungeon adventure. This fourth book provides tables for non-dungeon adventures – castles, ruins, forests, other dimensions, and others. Table 4-2: Aerial Adventure Locations/Objectives Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Locale or Adventure Objective (d100) Aerial chase/find, flying group Aerial chase/find, flying individual Aerial portal/gate Aerial vehicle Cliff face Floating island(s) Flying structure High mountain Low-hanging moon Top of high spire/tower Table 4-1: Type of Adventure Die Roll 1 2 3 4 5 6 7-8 Aerial Castles and Ruins Cities and Settlements Planar and Alternate Worlds Underwater Waterborne Wilderness Adventure Type (d8) Table 4-3: Aerial Problems/Mysteries/Missions Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 The “Hook” (d100) Adventure location only accessible by air (mountain or cliff face) Bypass ground-based enemies to reach objective or adventure location Bypass ground-based hazard to reach objective or adventure location Fallen clues from above Fetch something known to be above Guard and defend aerial structure Guard and defend ground structure/area from aerial attack Infiltrate aerial structure Investigate omens of something above Investigate strange lights Investigate strange sounds Locate and destroy aerial predators Locate and rescue prisoner of aerial beings/monster Prophesy of something above Reconnoiter best course for ground travel Reconnoiter enemy position Steal/recover something known to be in aerial structure Stop or engage in bombardment of surface Stop or engage in snatching items by air Stop or engage in snatching people by air The patterns listed here also apply to dungeon adventures, but when designing wilderness or other types of adventures it is often more important than with dungeon adventures to step back and look at the overall structure of what you’re putting together. The reason is that in a dungeon, so many possibilities are hardwired into the map: you can’t go up or down unless the map allows it, your visibility is limited, and there are only a limited number of pathways. In a wilderness or non-dungeon adventure, you have to give some thought to the broader possibilities (both the advantages and disadvantages) involved. Physical reconnaissance followed by an assault. Physical reconnaissance followed by infiltration (with combat likely). Diplomatic reconnaissance followed by assault. Diplomatic reconnaissance followed by infiltration (with combat likely). Set-piece event with direct combat, or with diplomatic or physical reconnaissance followed by combat. Note: in general, the whole reason behind starting with a set-piece event is to create a viciously fastmoving race against time. Exploration (physical reconnaissance) involving multiple encounters (assault, diplomacy, etc) Pattern of Non-Dungeon Adventures Adventure Patterns Aerial Adventures Most aerial adventures contain non-aerial elements, such as a cloud castle or a cliff-side, although this isn’t necessarily always the case. What’s meant by an “aerial adventure” here is that the adventure contains significant elements involving flying or falling. These might include travel-type adventures where much of the adventure is a dangerous flying journey to another location, or adventures where flying is a major tactical element involved in the way the characters must handle a non-aerial feature. An example of the latter might be a tall cliffside with many entrances that have no stairways between them, or, even if the cliff has stairways, there are flying enemies that must be fought off while getting from one place to another on the cliff. Table 4-4: Events in the Air Note: this is not an encounter table – it is for use in designing significant components of an adventure. An encounter table would need to have higher likelihood of “normal” events such as a flock of birds, and lower chances of encountering the weird events such as floating rocks. Die Roll 01-05 06-10 11-15 Air becomes thicker Air elementals or djinn Attacked by missiles from ground Event (d100) 261 BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN Table 4-4: Events in the Air - Continued Die Roll 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Event (d100) Close-swinging moon Clouds moving independently of wind Clouds, normal Dead magic area Floating globes, spheres, bubbles Floating rock or minerals Floating vegetation Flock of birds Flying Structure (See Table 4-7) Flying Vehicle (See Table 4-6) High winds or air vortex to ground (or even below ground) Lightning or chain lightning Pollen or spores in air Rain, snow, or storm Rainbow Sudden brightness in sky Swarm of bugs 41-45 11-15 16-20 21-25 26-30 31-35 36-40 Congealed cloud Dirigible or blimp Disk Floating plant with massive root tangles Large Chariot Rock chunk with internal tunnels Shaped like blob with internal compartments Shaped like crab or lobster, mechanical 06-10 Castle Table 4-6: Types of Flying Vehicles Die Roll 01-05 Vehicle (d100) Bubble/sphere Locomotion (d100) Anchor (claws off) Course is magically defined at time of construction; moves back and forth between two locations without the possibility of changing course or destination. Drawn by ground features (pulled in by concentrations of earth magic, magical lodestones, etc.) Drifts with wind (an air balloon, for example) with no steering Drifts with wind (an air balloon, for example) with no steering Follows planetary/moon movements Follows zodiacal course Great vanes are used for steering Lashing tail propels the craft through the air Mental manipulation of magical propulsion object (someone has to be able to exert this sort of mental control in order to make it work) Magical propulsion (horizontal version of levitation) Magical propulsion (horizontal version of levitation) Magically generated air gusts Oars Propeller Sails Sails Sails Teleportation Wind-rudder Wings Table 4-5: Things Seen from the Air This table serves to integrate Table 4-4 (Events in the Air) with the presence of the ground below; when the flight level will be low to the ground (especially in scouting missions), your adventure will need to take into account the fact that flying characters can cover a lot of distance and have much longer visibility ranges than in most other types of adventures. Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Billowing smoke Bubbles rising Camp Castle Column of smoke Crop circles or patterns Encampment Fleeing person Glittering surfaces Ground battle Hills forming shape of creature Hills forming shape of symbol Lake with island Low-lying fog or mist Remnants of forest fire Small lake Soldiers marching Town Trees moving Village What is Seen (d100) 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-99 00 Ship, fishing vessel Ship, fishing vessel Ship, fishing vessel Ship, galleon Ship, galleon Ship, galleon Ship, metal, cigarshaped Ship, galley Ship, galley Small island Whale-creature with howdah Table 4-7: Types of Flying Structures Note: These are flying structures designed to be the location of an adventure, so they are quite unusual. Die Roll 01-05 06-10 11-15 Structure (d100) City Cottage Cube Foundation (d100) Circular band (torc) Cloth or carpet Cloud Buoyancy (d100) Antigravity field Attracted toward clouds Attracted toward star(s) 262 BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN Table 4-7: Types of Flying Structures - Continued Die Roll 16-20 Structure (d100) Cubes, multiple Foundation (d100) Cloud Buoyancy (d100) Divine curse never to touch ground Levitating construction material Levitating mounting Levitator object within Lighter-thanair material in containers (antiballast) Lighter-thanair material in containers (antiballast) Lighter-thanair material in containers (antiballast) Lighter-than-air mounting Lighter-than-air mounting Lighter-than-air mounting Repelled by ground Repelled by ground Sucked upward by planets or moons Updrafts of air Table 4-8: Owner of Flying Structure - Continued Die Roll 13-16 17-20 21-24 25-28 29-32 33-36 37-40 41-44 45-48 49-52 53-56 57-60 61-64 65-68 69-72 73-76 77-80 81-84 85-88 89-92 93-96 97-00 Demonic Djinni Draconic Efreeti Extra-planar merchant Extra-planar monsters Flying serpentine monster Ghost(s) (abandoned structures) Ghostly leader with minions Incorporeal force linked to emotion or souls Intelligent undead with minions Mist or cloud creature Powerful religious leader (human) Powerful religious leader (non-human) Rider of flying mount and minions Rider of levitating mount and minions Solitary giant flier Solitary giant levitator Storm giant Titan Winged humanoid king/prince Owner (d100) Deity, demigod, or quasi-deity 21-25 26-30 31-35 Farm Great castle Keep Cloud Cone, inverted Cone, point up 36-40 Manor house Congealed air 41-45 Polyhedron Disk, concave 46-50 Polyhedrons, multiple Disk, convex Great beast (probably formless) Iceberg Mass of dirt Metal flakes Multiple platforms Mysterious vapor 51-55 56-60 61-65 66-70 71-75 76-80 Dome Castle Treehouses Small town Sphere Spheres, multiple Table 4-9: Purpose of Flying Structure Die Roll 01-02 03-04 05-06 07-08 09-10 11-12 13-14 15-16 17-18 19-20 21-22 23-24 25-26 27-28 29-30 31-32 33-34 35-36 37-38 39-40 41-42 Purpose (d100) Comfortable and isolated residence: powerful being Houses a society: knights who protect Houses a society: magic-users guild Houses a society: monastery Isolates its content: dead god or other powerful being Isolates its content: deadly artifact Isolates its content: disease colony Isolates its content: forbidden temple Isolates its content: hermitage Isolates its content: library Isolates its content: magical research Isolates its content: prison Isolates its content: religious relic Isolates its content: tombs Isolates its content: treasure rooms Mercantile and Military: to dominate the local ground trade Mercantile: headquarters for a merchant family Mercantile: headquarters for a monster-type merchant Mercantile: headquarters for a planar merchant Mercantile: inn/way-station for airborne travelers Mercantile: trading post 81-85 Tiered structures, multiple founda- Rock chunk tions Structure is suspended from mounting (roll again to determine mounting) Vines & plants 86-90 Tower Weightless construction material Weightless mounting 91-95 96-00 Towers, multiple Village Wooden platform Wings Table 4-8: Owner of Flying Structure Die Roll 01-04 05-08 09-12 Owner (d100) Abandoned to chaos, neglect, occupied by flying and non-flying vermin Abandoned to chaos, neglect, occupied by non-fliers Cloud giant 263 BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN Table 4-9: Purpose of Flying Structure - Continued Die Roll 43-44 45-46 47-48 49-50 51-52 53-54 55-56 Purpose (d100) Military and Mercantile: slave-takers Military: to pillage airborne trade Military: to pillage ground trade Military: to pillage nearby settlements Military: spying and reconnaissance Observatory, astrological Planar as well as Flying Structure (see Tables 2-46 through 2-58 if you need ideas for creating a new planar monster or planar monster type) Political and Military: to dominate local ground politics Political: Headquarters for a leader in sky-based politics or government of a particular airborne race Political: seat of local government (probably within ladder-reach of ground most of the time) Political: seat of rival government/rebels Prestige residence: local mercantile leaders Prestige residence: nobles Prestige residence: the “awakened” (whatever it might suggest to you) Productive: to breed flying creatures Productive: factories (probably wind-powered) Productive: farming Productive: to gather valuable materials in sky (From clouds? From sun? All is possible) Productive: herds airborne “cattle” or creatures Productive: mining (travels to ground, contains mining and processing facilities) Religious and Military: to dominate ground religion (internal faction) Religious and Military: to dominate ground religion (stamp out opposing sects or heretics, most likely) Religious: to avoid ground contact Religious: to be close to sky Religious: to be close to specific planet/moon Religious: to be closer to stars Religious: to be in contact with clouds Religious: to enter storms Religious: to follow course of wind Castles and Ruins Castles and ruins will generally be used quite differently from each other in adventures, since castles are occupied (political or assault-onoccupied-location types of adventures) and ruins are mainly abandoned (explore-and-loot types of adventures). However, for purposes of getting ideas, castles and ruins are very similar. Both involve open-air adventuring with a possible aerial component, and the background and physical design of the adventure locale is a very similar process – since ruins are usually the broken and abandoned form of a castle-like settlement. Ruins Table 4-10: Condition of Ruin Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Condition of Ruin (d100) Crumbling Fully covered or buried In cliff face In large crater Inside cavern Partially burned Partially collapsed Partially covered or buried Partially crystallized Partially melted Dir Force fields Fungi Glass dome Rock fall Sand Swamp Under water (lake, sea, river, etc) Vines and plants Volcanic ash Covering or Burial if indicated (d100) 57-58 59-60 61-62 63-64 65-66 67-68 69-70 71-72 73-74 75-76 77-78 79-80 81-82 83-84 85-86 87-88 89-90 91-92 93-94 95-96 97-98 99-00 Table 4-11: Type of Ruin Die Roll 1 2 3 4 5 6 Castle Manor Temple Town Village Unusual Purpose (see Table 4-12, below) Basic Type of Ruin (d6) Table 4-12: Unusual Purpose Ruins Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Unusual (original) Purpose of Ruins (d100) Academy, school, or university Energy Source Forges or manufactory Huge vehicle(s) Library or archive Mines, quarry, archaeological dig, drilling Museum or observatory Prison Wizard’s stronghold Zoo or animal training 264 BOOK FOUR: DUNGEON DESIGN - NON-DUNGEON ADVENTURE DESIGN Table 4-13: Current Purpose of Ruins Die Roll 01-20 21-30 Current Purpose (d100) Unusual Purpose: Roll on Table 4-12 for ideas A large monster has taken the ruin as a lair, since it offers convenient shelter for sleeping (and perhaps breeding). Adopted as holy site and temple for a sect that needs to remain secret or in the wilderness An adventuring party has taken possession of the ruins in order to search for treasure. Possibly there is a dungeon entrance, possibly the ruins are complex enough that searching is required even on the surface. Assassins, thieves, or some other stealthy group (possibly including rangers, smugglers, bootleggers, drug dealers, counterfeiters, or druids) have taken up residence in the ruins. Headquarters and hideout for a military group (that has not started operations yet) Headquarters and hideout for raiding group Infested with giant beetles, wasps, and/or other large vermin as a convenient nest with shady places. Whoever or whatever caused the ruination of the site is still present, picking over the remains and possibly covering their tracks. Perhaps they are raising the original inhabitants as undead creatures. Table 4-14: Structures of Ruins (by Basic Type) - Continued Die Roll Castle (d100) Manor (d100) Temple (d100) Pyramid or ziggurat Temple with necropolis Town (d100) Above plus 1d100 houses Village (d100) Above plus wooden wall 31-40 41-50 Stone Motte and house 61-70 bailey, no and 1d6 outbuildkeep ings Shell Keep 71-80 (stone bailey) Single large 81-90 tower (donjon) 91-00 Unusual Villa Above Above plus plus 1d10 second cottages gatehouse Above plus 1d100 houses Above plus Temple Above plus 1d3 wooden towers Above plus 1d10 cottages 51-60 Villa Spire 61-70 71-80 81-90 91-00 Unusual Cathedral Temple Castles Table 4-15: Type of Castle Die Roll 01-12 13-25 26-38 Keep Keep and Bailey with Gatehouse Keep and Bailey with towers, and Gatehouse Keep, inner bailey, outer bailey and Gatehouse Motte and bailey, no keep Shell Keep (stone bailey) Single large tower (donjon) Type of Castle (d100) Concentric castle (two surrounding outer baileys) Table 4-14: Structures of Ruins (by Basic Type) Die Roll Castle (d100) Manor (d100) Temple (d100) Town (d100) Village (d100) 39-51 52-64 65-77 78-90 91-00 Concentric castle (two 01-10 surrounding outer baileys) 11-20 Keep Hall Shrine 10d10 houses 1d6 cottages Hall Chapel Temple with 1d6 outbuilding Fortified Temple Above plus Donjon citadel Above plus wooden walls Above plus 1d10 cottages Above plus 1d10 cottages Table 4-16: Unusual Castles and Manors Die Roll Unusual Castle (d100) A castle where the only entrance is underground, through caverns or even underground water channels that might require a boat. Built of bones Carvings or gargoyles that are part of structure can be animated to defend the place Cloud castle ruins Includes dimensional defenses Unusual Manor (d100) 21-30 Keep Longhouse 01-10 Bubble on tall spire Keep and LongBailey 31-40 house with Gatehouse Keep and Bailey with 41-50 Mansion towers, and Gatehouse Keep, inner bailey, 51-60 Palace outer bailey and Gatehouse Above Above plus stone plus a manor walls 11-20 Built for giant-scale inhabitants Built into cliff face Crashed vehicle (possibly flying vehicle) being used for house Glass dome 21-30 Above Acropoplus gatelis-temple house Above plus concentric walls around donjon Above plus 1d10 cottages 31-40 41-50 51-60 Standing stones Above plus an inn building Habitrail-type structure Involves levitating towers, with connecting tubes or fire-platforms, or entrances passages 265 In charge of the wagons. Responsible for the castle’s lighting needs. only access is underground Wizard’s flying house/ saucer 91-00 Table 4-17: People in a Castle The list below is useful because it gives a picture of the castle as a self-contained community. they were also involved in maintaining earthworks and keeping the physical surroundings of the castle ready to defend against sieges. and all transportation. Unusual Manor (d100) Larger inside than outside Spiral structure or tube 46-50 51-55 56-60 61-65 Table 4-17: People in a Castle . these same jobs are likely to exist. Responsible for keeping track of who enters and leaves the fortification. mainly the provision and storage of beer (large barrels are “butts”). Often a peasant promoted to this administrative rank. which (as fortresses) they tend to be. feeding everyone from servants to soldiers to nobles. grooms. This is the person you have to convince. In non-medieval cultures. Carters and a head groom report to this officer. more than one person was normally needed for this task. door-less. 66-70 Cook and kitchen staff 71-75 Gardener 76-80 81-85 Jester Keeper of the Wardrobe 06-10 Apothecary 86-90 Marshall 11-15 Armorer 91-95 Lord 16-20 Bailiff 96-00 Porter 21-25 26-30 31-35 Barber Blacksmith Butler 36-40 Candlemaker 41-45 Carpenter 266 . The head cook of a castle is responsible for a very large daily production. and your “castle” is actually a Pagoda or a clay-brick hill fortress in a Mesopotamian-type region. like coral formation Made of living plants. Gardeners were not just employed to keep vegetable and herb gardens. if you’re trying to sneak in disguised as a group of merchants.NON-DUNGEON ADVENTURE DESIGN Table 4-16: Unusual Castles and Manors . nobles don’t take this job. Although the actual “ownership” of a castle can vary (emperors and kings have several castles they own directly). Cuts hair and does bloodletting. and in charge of laundresses and one or more tailors. etc. some noble will reside in most castles either as a vassal or as the direct owner. as well as writing. Will not be present in a castle without a village. assigning jobs to the peasants including work on the lord’s land and repairing village structures. 81-90 Numerous possible entrances. serving double duty as a physician as well. including thorns.Continued Die Roll Castle Inhabitant/ Officer (d100) Castellan or Constable Chancellor Chaplain Clerk Notes (do not roll separately) The person ultimately responsible for the functioning of the castle. A personal secretary to a noble. horses. the “right” ture entrance might even change magically Windowless. only present in castles with a village present Larger castles may have an apothecary in the service of the lord and lady. Even if your campaign isn’t based on the medieval period. Die Roll 01-05 Castle Inhabitant/ Officer (d100) Almoner Notes (do not roll separately) In charge of distributing alms to the poor. and for granting access. many castles would keep one on staff Blacksmiths handle regular tasks such as shoeing horses. trees.Continued Die Roll 61-70 71-80 Unusual Castle (d100) Irregular. The local comic relief Responsible for the important clothes. although not normally part of the actual guard. a scribe. and even so would probably live in the village.” Most castles could employ a full time carpenter to handle everything from structural repair to furniture. including noncandle lighting such as torches or dipped “rushlights. Usually stationed in the gatehouse. with many of them trapped Tree-house type of structo kill attackers.BOOK FOUR: DUNGEON DESIGN . A skilled blacksmith with the training and ability to make weapons and armor In charge of a village. just with different names. The castle’s religious counselor Responsible for keeping accounts and doing math. In charge of the cellars. the boss. Depending on the adventure and where it might lead. find information. just dip into the tables for whatever you need at the time. you will need not only the low-detail city map used in a shopping trip. For a mission adventure. with descriptions of the people passing by … when all they want is to replace a broken longsword and get back to adventuring. tactical information is far less important than knowing which people have the important information and how the party might track it down. In the informationgathering phase. the tables in this section aren’t organized as a step-bystep procedure.g. or for two places in a “series. To prepare for an exploration adventure. at least. but still: always slowly enough for the players to remember! There aren’t sharp distinctions between the three types of adventures listed here – many city adventures are in the gray areas between these categories. museum. Before trying to design a city adventure.e. take advantage of the features that are unique and special to city adventures: balconies. then you’re only getting in the way if you try to turn it into an adventure. the players decide to wander randomly through the city to see what they find. it is usually best to avoid creating pre-planned maps of anything. you will bog everything down if you try to make the players listen to the details of every shop and residence they see. If the adventure is a mere shopping trip. Shopping trip type adventures aren’t really adventures at all. it’s a good idea to stop and think about why the characters are in the city. then it’s important to brand something memorable about the city onto the players’ minds. get healing. Rather than inundating them with details to filter. As a general rule. just as one would for a mission adventure. on a personal level. not at the beginning. and what level of detail you’re going to need to handle that sort of adventure. The players begin this sort of adventure when they want to buy equipment. or. multi-story buildings.) Local livestock Local meats Local music Local political leaders or political system Local tea Local temple(s) Manners or skill of town watch Masonry The Three Types of City Adventures 267 . go ahead and smack them with what’s really memorable right at the beginning. or library) A local “wonder of the world” (a statue) A local “wonder of the world” (a structure) A local “wonder of the world” (animal or beast) A local “wonder of the world” (plant or tree) A local recipe/dish (e. As you design your adventure. however.BOOK FOUR: DUNGEON DESIGN . at least until the players have it drilled into their heads. As things get more complicated – which happens because you offer a “hook” to something more complex. Most of the time. Another tool for running this sort of adventure is to sketch out one or two little locationmaps. rooftops. it’s usually enough to give the players the “capsule information” about the city. of course. “Our town is the cleanest in all the land…” Die Roll 01-02 03-04 05-06 07-08 09-10 11-12 13-14 15-16 17-18 19-20 21-22 23-24 25-26 27-28 29-30 31-32 33-34 35-36 37-38 39-40 41-42 43-44 45-46 47-48 49-50 51-52 Pride of the Town (d100) A local “wonder of the world” (a collection.” in which the second location is a place the characters will only reach if they are “succeeding” in the adventure. and making contact with dangerous people (a thieves guild or assassins guild for example). In this sort of adventure. but to keep them in reserve for use wherever and whenever combat actually takes place (these are often called “geomorphs”). you will usually need to have a very small-scale tactical map of where the combat will take place.NON-DUNGEON ADVENTURE DESIGN Cities and Settlements City adventures are perhaps the most complicated type of adventure to create. or undertake some other mundane. Mission Adventures. Missions normally have two phases: an information-gathering phase and a combat phase. a city should almost be a caricature of itself – focus really. Sometimes. or because the players decide to interfere more and more in the city’s business – the adventure will tend to slide closer and closer down the scale toward the exploration type (see below). performing that work (usually a mission). but also these little pinpoint locations. and bystanders. and to rely on random generation tables for most of the events. and perhaps a sketch map of the major streets with the important shops and temples marked. representing two alternative places where a fight might break out. If the players aren’t trying to gather information or do anything other than buy things. Mission adventures can include any of the following: looking for work. and one simple detail about how the city is risky or gives a significant benefit to the characters themselves. It is almost impossible to plan for an adventure of this type. really hard on the city’s central characteristic. For this sort of visit to a city. when the mission turns into combat.. non-adventuring type of activity. the characters are venturing into the city with a mission. If this is the first time you have used this city (i. etc. Exploration Adventures. Running this type of adventure requires so much creative mental activity on your part that a random generation tool is often the only way to keep things moving at a brisk pace. When creating such a map. Shopping Trips. On the other hand. pursuing a manhunt into the Preparing for a City Adventure city. The tables in this book can be very useful for generating the walk-through of a city map. street by street. it’s not a feature that has recurred several times in your campaign already). Silverport-style fried rat) A local strongman Beauty of the women Cleanliness of the people Cleanliness of the town Comfortable beds Elaborate or constant insults Flamboyance of local clothing Good manners Hospitality to foreigners Local bread Local cats Local entertainers (juggling. Once they “know” the city. The “Capsule Details” Table 4-18: Pride of the Town This is the sort of thing like. This “capsule” detail about the city should cover two things: a visual image of the city. Ideas for the sorts of quirky things that can make a city memorable are listed in Tables 4-18 to 4-22. the possibility of using the open sky above. since there is so much activity going on around the characters at all times. Tables 1-3 through 1-9 can be very useful if the characters are looking for work. Players do not remember details – they think about things in terms of one or two major features. it’s possible that you’ll need more than one such map. you can introduce more details. you should almost hand-wave this sort of trip into a city. Because these three types of city adventures tend to mix and blend in with each other. the mutation might be chitin armor. or it might simply have a random connotation for the people of this culture. positively has to be there next week). All members of one particular guild. etc) of a particular color or pattern Feathers (probably but not necessarily from a particular type of flying creature) Flowers Gloves. it might be that each of several religions sports a different identifying mode of dress. All members of a particular profession (this would probably extend to visitors). etc). whales. such as wizards. All People who are not members of one of the city’s official guilds. Pride of the Town (d100) Table 4-19: Unusual Domestic Animals Used . horns. and thieves. This might be a sign that the religion is despised. or codpiece 268 .Continued Die Roll 53-54 55-56 57-58 59-60 61-62 63-64 65-66 67-68 69-70 71-72 73-74 75-76 77-78 79-80 81-82 83-84 85-86 87-88 89-90 91-92 93-94 95-96 97-98 99-00 Metalwork Obedience of slaves Odd physical feature such as overbite or large eyes Quality of glassblowing products Quality of local food or cooking Quality of pottery or ceramics Quality of sailors (If city/town is a port) Quality of teeth Remarkable fatness or thinness of locals Remarkable height of citizens Security of local prison Severity of laws Size of local fair Size or taste of the local vegetables Skill at a game (chess. All members of a particular race or species. Alternatively. Go with the more interesting professions: this is just extraneous detail if it doesn’t apply to at least one party member. Giant walking air-breathing fish (sharks. though. etc). maybe hauling barges) 36-40 31-35 26-30 Draft or Riding Animal (d100) 21-25 Bells. discus-throwing. dogs or any of the “giant” possibilities listed on the table. etc) Hippopotamus (good for river travel. horns. Rhinoceros (or Pleistocene-era giant wooly rhinoceros) Yaks Table 4-20: Odd Customs of Dress Die Roll To Whom it Applies (d100) Strange Mode of Dress (d100) A box or other small container. fighters. A particular item of clothing. also of a particular color Badge. As with horses. This might be for documents. for instance) Giant dogs or cats (or wolves) Giant goats (mountain goats would be great for mountainous regions) Giant lizards Giant ostriches Giant peacocks (perfect for the local imperial city) Giant rodent (or different types of rodents for different purposes) Giant serpents Giant turtles (when it absolutely.BOOK FOUR: DUNGEON DESIGN . Also. henna. roll a 50% chance to see if it’s a different mode for married males and females.Continued Die Roll 76-80 81-85 86-90 91-95 96-00 Draft or Riding Animal (d100) Massive insects (for flying) or beetles (for riding and pulling carts) Mutant horses (chitin armor. 01-05 All Females. massive size. but could also be a city-wide token of pride for the dominant religion. embroidered or sewn with the relevant identifications or symbolic markings Table 4-19: Unusual Domestic Animals Used Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 Aurochs Dinosaurs (biped) Dinosaurs (quadruped) Elephants (or mammoths) Floating fungus (big levitating mushroom-caps you ride on. This is likely the most prestigious guild. or a guild whose members are despised. tights. All members of a particular religion. etc) Skill of animal breeders Skill of local merchants Skill of local soldiers Skill of locals at trading and haggling Statues Taverns/beer Textiles Wine Woodcarving 16-20 11-15 06-10 All Males. Big palanquins or wagons could be mounted on one. of any size ranging from jingling little bells up to a cowbell around the neck Facial marking (paint. All married people.NON-DUNGEON ADVENTURE DESIGN Table 4-18: Pride of the Town . Mutated giant animal (such as cats. roll a 50% chance to see if it’s a different mode for unmarried males and females. Focused on the community rather than the individual. There is a 50% chance that a second strange mode of dress is used by one subgroup: roll again to find this subgroup. These are cultural behaviors that the entire city (or a subgroup) uses.NON-DUNGEON ADVENTURE DESIGN Table 4-20: Odd Customs of Dress . not just distinctive mannerisms of a single individual. whistle then tap nose. two points for a third class. for example). bracelet. over heart. This includes both residents and visitors. This might be a high class. All who are parents. smack fist to heart then shake head. etc. Criminals of a particular type (e. or would have to acquire.) Two-part gesture for greeting: for example. Members of each social class have a distinctive article of dress. or other specific for example. scholarship. if the next column indicates a “pointed hat. poetry. All visitors. the players will definitely remember the city.g. When this works. Also.BOOK FOUR: DUNGEON DESIGN .” item of footwear use a one-pointed hat for one class. Each odd-numbered visitor. It might be that if the characters don’t undertake this Pointed hat (50% chance to require 1d3+1 points) ritual they will have some difficulties due to lack of respect. or some other random selection process that makes some party members wear the garment and others not be allowed to. or they won’t make much of an impression on the players. Members of a certain political faction. Visitors would be given.Continued Die Roll To Whom it Applies (d100) All People. a vest) Table 4-20: Odd Customs of Dress . attitude.” Mask or veil Metal collar. Also. religious belief. hat with no brim.g. ignoring results of “All Residents” or “All People. Pointed shoes (including boots or slippers) 81-90 91-00 71-75 Table 4-22: Unusual Cultural Center of Gravity Ribbons (whether or not of a particular color) Die Roll 01-10 11-20 21-30 Culture is Focused on Actual worship of ruling class Dedication to stamping out some type of art. Strange Mode of Dress (d100) Item of silverware. foot. It might be that such a person is only allowed to eat with this particular implement.” Members of each political faction have a certain identifying mode of dress. Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 Bow constantly Distinctive swear word or expostulation (invented specifically for this city) Nod throughout another’s speech Refer to oneself only in the third person Snap fingers when agreeing (or perhaps when disagreeing). and use different Wooden shoes. a non-pointed hat for a second class. or other non-decorative piece of metal Nose ring or earring(s) Overlong sleeves or no sleeves (e. etc. Wave hand in particular Wiggle earlobes or nose with fingers Odd Behavior (d100) Avoid all eye contact 51-55 All unmarried people. 56-60 61-65 66-70 Anyone who has passed some sort of test or challenge (a manhood/womanhood ritual. however. Roll only once on the next column. clap hands then bow. depending on how it operates) Obsessively focused on a “living god” in the community Obsessively focused on cleanliness Obsessively focused on physical health Obsessively focused on religion Obsessively focused upon a particular statue in the community Obsessively focused upon sex Rigid adherence to dictates left by the community’s founder 76-80 81-85 Specific type of relict from your family 86-90 Tattoo or ritual scarring 31-40 41-50 51-60 61-70 71-80 81-90 91-00 91-95 Wide-brimmed hat. or it might be symbolic of a past event. or lifestyle. or specific hood 269 . such as a spoon of a specific type. the proper article of dress before being allowed to enter. varieties of the same result: sandals. Table 4-21: Odd Behavior Odd behaviors have to be something that the Referee can mimic while the adventurers are talking to people in the city/settlement. In some cases the ritual might merely be expensive... Members of a particular social class. or it might be a shunned class such as Hindu “untouchables. high boots. Tap self when agreeing (on head.Continued Die Roll To Whom it Applies (d100) Strange Mode of Dress (d100) 41-45 96-00 46-50 All Residents. or in some cases it might potentially be lethal. people live for the benefit of the community (this might appear fascistic or communist. One historical example would be the “green” and “blue” factions in ancient Constantinople. roll a 50% chance to see if it’s a different mode for fathers and mothers. a so on. the “Scarlet Letter” worn by adulterers in puritan New England). and you’re good to go. business types (for shops). the world’s oldest profession is often segregated into a specific neighborhood Slaughterhouse District: Many cities isolated businesses that produced bad smells. Thieves’ Quarter: Few cities would have a quarter specifically devoted to the profession of larceny. gravitating to the same neighborhoods out of choice. in window gardens.) Limited access street: guards request certain credentials in order to permit passage Predominant color of paint (blue. or narrower than is normal in the rest of the city. stables. and a couple of cross streets so the city map isn’t just one large hub. and to assume that this says a great deal about the city’s personality. theaters were often also found in such districts. or it might simply be that members of the culture/race/religion prefer to self-segregate. streamers. Bridges might also span the road from balcony to balcony. real or fake heads. villas. A city with its central area and culture based on a huge graveyard is a very different place from a city that centers on a gladiatorial arena. Such districts might also contain the residences of the city’s poorer inhabitants Table 4-26: Businesses Die Roll 01 02 03 04 05 06 07 08 09 10 11 12 13 Alchemist Animal trainer: birds Animal trainer: horses (beyond town walls) Animal trainer: unusual animals (lions. but some poorer quarters might be dominated by organized crime and become known for it. etc. etc) Similar businesses clustered together (see Table 4-26 for ideas) Statues. or at the very least a couple of private guardsmen. and sometimes the guilds will cooperate to hire private watchmen and guards for this area Merchants’ Quarter Poor Quarter/Slums Red Light District: Whether it’s geisha houses or dilapidated brothels. Table 4-25: Open Areas Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Open Area (d100) Arena (racing or gladiatorial) Executions plaza and stocks General market square Graveyard Holy ground or planar gate Parade grounds Political forum Public park or gardens Slave market Training grounds Table 4-24: City Districts Die Roll City Districts (d100) Ghetto: not necessarily indicating poverty. Flower gardens (either in front of buildings. 71-80 Table 4-23: Interesting Streets Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Interesting Aspect of Street (d100) Buildings taller. Then draw a couple of main streets leading to the city gates from the central area. etc) Apothecary Architect Armorer Artist Assassin or poisoner Astronomer Attorney: civil Attorney: criminal Baker Type of Business (d100) 01-10 11-20 21-30 31-40 41-50 51-60 270 . This open area will be large. theme. banners. foreigners who speak a different language than the predominant one will frequently congregate in one area.Continued Die Roll 61-70 City Districts (d100) Temple District: An area dominated by temples and the housing of priests. Hanging decorations (dead animals. Wealthy or Nobles’ District: such districts will contain partially fortified houses and even small estates. weapons.BOOK FOUR: DUNGEON DESIGN . and cattle pens. or compounds comprising several buildings. Many of the families living in these areas will have troops or retainers.NON-DUNGEON ADVENTURE DESIGN City Map Generator Author’s Favorite Method The author’s favorite method for inventing a city is to begin by rolling for the identity of the town’s central open area (Table 4-25). Connected balconies from building to building create two “walkway streets” on the sides of the road. slaughterhouses. Table 4-24: City Districts . and religious areas. such as tanneries. centrally located. Such quarters often form where part of the city is self-governed or subject to less onerous laws. Wharfs/Docks: Fishermen and sailors. or material Street is on a very steep slope. or on a median down the middle of the street). together with businesses catering to them. red. civic areas. Interestingly. In particular. wider. which is in turn different from a city built around a sacred flower-garden. shorter. a ghetto is an area where members of a specific race or religion are concentrated. and it will play a large part in the city’s culture. either with or without a predominant type. Guild Quarter: Craftsmen often gather together in particular areas. up or down Street on a bridge (many medieval city-bridges were quite built up with houses and shops). 81-90 91-00 Locations in a City Locations are listed by type: open areas. Laws in particularly oppressive cities might require this sort of segregation. Continued Die Roll 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 Bathhouse Blacksmith Boatwright Bowyer or fletcher Brewery Bronze worker (brazier) Brothel Butcher Cabinetmaker/joiner Candlemaker Caravanserai (beyond town walls) Carpet merchant Carpet weavers Cartographer Cartographer Casino Chandler (ship outfitter) Cheese merchant Cobbler Coffin maker Doctor or physician Dyer of cloth Engineer (building) Engineer (siege) Engravings Fishmonger Fortune teller Furrier Gem merchant General merchandise Glassblower Goldsmith Grain merchant Guildhall (any) Herbalist Hostel Illuminator Inn Interpreter Jeweler Land broker Landlord or slumlord Laundry Type of Business (d100) Barber and bloodletter Table 4-26: Businesses . copper) Wine merchant Wood carver Type of Business (d100) 271 .Continued Die Roll 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 Leatherworker Limner (sign painter) Locksmith Mathematician Miller (outside town walls.NON-DUNGEON ADVENTURE DESIGN Table 4-26: Businesses . probably) Money lender Musical instrument maker Navigator Parchment maker Pawnshop Perfumer Pet store Plantation owner Potter Rope maker Sage: botany Sage: general Sage: history Sage: theology Sailmaker Scribe Sculptor Silversmith Slave merchant Slave trader Spice merchant Stables Stonemason Tailor Tanner (outside town walls) Tavern Tea merchant Tea shop or restaurant Teamsters Tinker Undertaker Veterinarian Wagon maker Warehouse Weaponsmith Whitesmith (silver.BOOK FOUR: DUNGEON DESIGN . conditions. or large number of bandits/foes are arriving in the nearby countryside Religious zealotry is reaching the point of violence and inquisition at some temple or other religious authority Series of bizarre thefts Series of kidnappings has been taking place in an area of the city Strangers are lurking in disguise within the city The city guard are investigating a crime. areas. with strange terms. Events in City Table 4-29: Latest News (possibly untrue) Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 News or Rumor (d100) A faction war has broken out (see Table 4-30 for ideas) A famous criminal is to be executed A major religious festival is being prepared A surge of conversions to some deity is taking place A war between nearby nobles outside the city has just broken out An election or other sort of selection (including by lottery) might be rigged. and exclusions Table 4-28: Religious Areas* Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Holy ground Hospital Monastery Ramshackle temple Rich temple School Scriptorium or archive Shrine University Religious Location (d100) Hermitage (outside town walls) 96-00 Table 4-30: Faction Wars Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Type of Faction War (d100) Criminal group against criminal group Guild against guild Merchant against merchant Mob leadership against municipal leaders Mob leadership against wizard(s) Noble house against noble house Noble house against powerful merchant Noble house against temple Noble house against wizard Nobles against criminal group Nobles against guilds Nobles against municipal leaders Nobles against religious leadership Nobles against workers (revolution or anti-revolutionary) Race against race Religious leadership against criminal group Religious leadership against municipal leaders Temple against powerful merchant Usurper against nobles Workers against guild leadership * The sequence of tables beginning with Table 4-35 contains numerous resources for adding detail to religious buildings. and things are beginning to turn ugly Arrival of important potentate or ambassador from afar Buildings keep falling down or suffering structural damage Certain types of magic use are about to be forbidden by law. but will not disclose the details of it There will be a new tax.Continued Die Roll 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 News or Rumor (d100) Outbreak of Undeath in nearby community or even within city Plague has broken out in some area of city Potential attack on city.NON-DUNGEON ADVENTURE DESIGN Table 4-27: Civic Buildings Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Citadel City Administration Courts of law Executions plaza Hospital Jail Orphanage Public Baths Town watch barracks University Civic Location (d100) Table 4-29: Latest News (possibly untrue) . and practices.BOOK FOUR: DUNGEON DESIGN . for unknown reasons Foreigners are being rounded up and questioned by the city guard for unknown reasons Members of a particular race or profession are being rounded up by the city guard 272 . Type of Encounter (d100) Complication Involves or is Based Upon (d100) A person who is present or whose influence affects the action of the individuals in the encounter Beliefs.Continued Die Roll 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 Type of Crime or Criminal Charges (d100) Cattle theft or rustling Causing a disturbance Coin clipping Consorting with demons Counterfeiting Cowardice or desertion Demonic possession Desecration Disrespect to clergy Disrespect to nobility Drug possession Drug smuggling Drunk and disorderly Drunkenness Embezzlement Escaped slave Escaping serfdom Extortion False imprisonment Fleeing crime scene Forgery Forsaking an oath Gambling Grave robbery Harboring a criminal Harboring a slave Heresy Horse theft Impersonating an officer of the law Incest Inciting to riot Insanity Kidnapping Lewdness.NON-DUNGEON ADVENTURE DESIGN Table 4-31: Abstract City-Encounter Generator This generator is much too open-ended for use at the gaming table. etc. tradespeople. or politics Table 4-32: Crimes . which can then be fleshed out. private Lewdness. The table defines the basic outline of the encounter in broad parameters. guild members. Farmers or merchants Carrying something interesting Having dangerous encounter with other people nearby Having mundane (but possibly interesting) encounter with other people nearby Wants to interact with party 21-40 41-60 Item 61-80 Monster or criminal Past event 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 81-00 Performer or street vendor Unexpected event (that happened just now) Law and Order Table 4-32: Crimes Die Roll 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 Type of Crime or Criminal Charges (d100) Accessory to another crime (roll again to determine) Adultery Aiding and abetting (criminals or enemies) Arson Assault Bankruptcy Battery Bearing improper armaments Begging Blackmail Blasphemy Breach of contract Breach of financial duty Breaking and entering Bribery Burglary 273 . if that’s the way you want to handle running your city.BOOK FOUR: DUNGEON DESIGN . religion. public Libel Manslaughter Misuse of public funds Murder Mutiny Necromancy Ownership of vicious animal Participating in forbidden meeting Peddling Perjury Pickpocket Piracy Die Roll Complication (d100) 01-20 Acting strangely Adventurers or or having an armed bands uncharacteris(including city tic response to guard and nobility) things Craftsmen. but it can be useful for designing your own city encounter tables. Continued Die Roll 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 Type of Crime or Criminal Charges (d100) Poisoning Possession of forbidden weapon Possession of stolen goods Prison escape Prostitution Public nuisance Public recklessness Racketeering Rape Receiving stolen goods (fencing) Resisting arrest Robbery Sabotage Sale of shoddy goods Sedition Selling goods without license Selling unlicensed goods Shoplifting Slander Smuggling Soliciting Swindling Tax evasion Theft Treason Trespass Using false measures Violation of guild rules Violation of local taboo: forbidden speech Violation of local taboo: required article of clothing Violation of local taboo: required obeisance Violation of local taboo: required religious item Watering wine or putting additives into food Wearing improper badges of office Wearing improper clothing Wearing improper signatures of nobility Witchcraft 41-42 39-40 Table 4-33: Prisons Die Roll 01-02 03-04 05-06 07-08 09-10 11-12 13-14 15-16 17-18 19-20 21-22 23-24 25-26 27-28 29-30 31-32 33-34 35-36 37-38 Prison (d100) Cell in high tower. with locked grate. Prisoners are all placed into a many-roomed dungeon with only the one entry/exit. volcanic crater. penalty for leaving is a death sentence. alone Locked underground dungeon room with other prisoners Magical “shock collar” causes damage if prisoner leaves a particular area. with locked grate. or is encased in rock. or other obstacle to rescue. resin. and returned magically at the end of the sentence (which might not be as long in “real time” as it is in terms of subjective time spent in the other time). deep water. with locked grate. in a prison building or courtyard Deep hole in the ground. The body is secured in a locked room. Comfy room and the promise not to leave. guarded.BOOK FOUR: DUNGEON DESIGN . possibly tattooed with a magical tracing sigil. at which time he is reconstituted by adding water. talking statue. or plaster. Large underground complex with monsters that can’t get into the “prisoner” section Locked underground dungeon cell. (Old West style). Guards outside the door. an underground burial vault.NON-DUNGEON ADVENTURE DESIGN Table 4-32: Crimes . 43-44 45-46 47-48 49-50 51-52 274 . Prisoner is placed in magical suspended animation for the duration of the sentence. unguarded. unguarded. unguarded. the body just waits wherever it is stored until the sentence is completed. statue stops talking only during mealtimes. Prisoner is turned into a powder and kept in a bottle until the sentence is finished. a village market square. in public place such as a city plaza or a castle’s great hall Fortress-prison built on a cloud Ground-floor gaol with all prisoners together in large room with a single cage-door. in public place such as a city plaza or a castle’s great hall Deep hole in the ground. with locked grate. possibly it’s really awful. Prisoner is polymorphed into a statuette or other inanimate object for the duration of the sentence. Prisoner’s mind or soul is moved by magic or science into a container. Prisoner is kept in a glass bubble hanging over a chasm. Prisoner is kept in an iron cage in a city street. possibly the food is nice. but the interior of the dungeon is not patrolled or supervised by the guards. and dug back out when the sentence is finished Prisoner is kept in a cage hanging high above a welltraveled area such as a city plaza or a castle courtyard. Prisoner is shifted forward or backward in time. Kept entranced in a room by the voice of a magical. guarded Deep hole in the ground. not much other supervision or guarding Magnetic bracelets hold prisoner to a metal wall (probably in an open-air plaza or courtyard) Prisoner is buried alive with food and water in a stone chamber. Deep hole in the ground. in a prison building or courtyard Deep hole in the ground. with barred window Comfy room and the promise not to leave. or a castle courtyard. but a hireling gets captured and interrogated. Prisoners are kept on a long chain to a post in the ground (possibly a collar. or weekly depends on the prison). or a castle courtyard … or inside a guarded prison area. bizarre cell-like creature that disgorges them again upon command (or after a certain period of time) Prisoners are kept individually in small wooden shacks on platforms in the prison area. possibly manacles) Prisoners are kept on a ship designed for use as a prison Prisoners are kept on an island (probably small) but not otherwise constrained Prisoners are levitated into the air in sight of the guards. then spills any beans that can be spilled NPC holds out for 1 week. check in with guards periodically. and follow certain rules. water. cooperative surrender of all known information. but prisoners aren’t closely watched or individually chained Windowless cell with locked door in high tower. 31-40 51-60 61-70 81-90 89-90 91-00 91-92 93-94 95-96 97-98 99-00 275 . and air-refills. then 1 more point every second day Lose 1 point of dexterity per day Lose one point of dexterity immediately. together with a number of lies that incriminate anyone the NPC thinks the torturer wants to be incriminated NPC holds out for 1d6 hours. but otherwise outdoors and open to the elements. next day at +3. Prisoners are placed into a pocket dimension with strange physical laws and no escape except a re-opening of the conduit between the dimensions Prisoners are shrunken down by magic and kept in little cages somewhere Prisoners are welded into an iron box with a grate for food and water. then 1 more point every second dayd Saving throw against insanity on first day at +5.NON-DUNGEON ADVENTURE DESIGN Table 4-33: Prisons . but lead in the wrong direction (takes 1d100 hours) NPC dies instantly of fright. Walled enclosure houses several prisoners. does not spill the beans NPC gives out half-truths that can be verified. How does your loyal follower react? The table also contains some ideas for how badly the city’s inquisitors might damage a recalcitrant witness. Prisoners aren’t closely watched. even willing to undertake a mission as an infiltrator 11-20 Lose one point of charisma immediately. but not otherwise closely watched (they are probably counted every once in a while. Game Effect of the Inquisition (this is only worth the bother if it’s a PC or a henchman) (d100) Lose 1 point of charisma per day 55-56 57-58 59-60 61-62 63-64 65-66 67-68 69-70 71-72 73-74 75-76 77-78 79-80 81-82 83-84 85-86 87-88 Die Roll NPC’s Cooperation (d100) Immediate. a village market square. and left there until the sentence is finished (food and water are handed up on poles). etc. next day at +4. then becomes the loyal toady of the inquisitors. but are otherwise unsupervised Prisoners are fed to a huge. Lose 1 point of constitution per day Lose one point of constitution immediately. with a guard at the door 71-80 41-50 21-30 01-10 Table 4-34: Inquisition Effects on Hirelings and NPCs Sometimes the characters get away. or as large as a city block) Upon sentencing. walls are guarded. Prisoners occupy common rooms in windowless tower Tower prison with no windows and only an underground entrance Underwater prison: an air-filled dome underwater Underwater prison: prisoner kept in air-filled glass bubble on a chain. cooperative surrender of all known information Immediate. then 1 more point every second day Lose 1 point of strength per day Lose one point of strength immediately. prisoners are chained to each other. then 1 more point every second day Saving throw against insanity on first day at +5. then spills any beans that can be spilled NPC holds out for 1d4 days. and the box is kept in a city street. no information given NPC holds out for 1d4 days. then spills any beans that can be spilled NPC holds out for 1d2 days. etc. next day at +3. prisoners are fed a poison that requires administration of a temporary antidote every few hours to avoid death.Continued Die Roll 53-54 Prison (d100) Prisoners are enchanted to remain within a particular area. open air prison area.BOOK FOUR: DUNGEON DESIGN . with a metal grate as a roof. next day at +4. Upon release. he holds out another 1d2 days before spilling the beans NPC continues to make up lies indefinitely. unguarded Windowless cell with locked door in high tower. then tells lots of lies. Prisoners are magically paralyzed and stacked in a guarded. but whether that’s hourly. if these aren’t believed. Prisoners are kept inside a ring of fire or electricity. daily. which is drawn back up to the surface periodically for food. Prisoners are magically paralyzed and kept in locked. Walled enclosure houses several prisoners. Underwater prison: prisoners are kept in the air pockets (which might be as small as a cell. high above the ground. the prisoner gets the permanent antidote. prisoners are chained to each other and the chain is also fixed to the ground or into the walls. Walled enclosure houses several prisoners. coffin-like boxes for the duration of the sentence. but might be counted from time to time. part 2 (d100) in Darkness in the Eye of the Mind in the High Tower in the Pathways Below of Battle of Bells of Bitterness of Destiny of Fate of Fear of Judgment of Lust of Memory of Men of Mercy of Nightmares of Revenge of Sin of Sorrow of Souls of Summer of the Abyss of the Ancestors of the Ancient Ones of the Dead of the Deep of the Forgotten of the Full Moon of the Giants of the Midnight Dark of the Proud of the Sands of the Seas of the Seasons of the Stars of the Titans of the Underworld of the Water of Thieves of War of Winter of Wrath who Awakens who is Blind 276 .part 2 (d100) Title .BOOK FOUR: DUNGEON DESIGN .part 1 (d100) The Angel The Arbitrator The Caller The Child The Devourer The Dragon The Dreamer The Eater The Echo The Finder The Fire The Forgiver The Guardian The Hawk The Herald The Hunter The Judge The Keeper The Lifter The Lord The Master The Messenger The Mother The Musician The Overlord The Prince The Queen The Redeemer The Rider The Saint The Serpent The Servant The Servitor The Singer The Sister The Slayer The Slayer The Speaker The Summoner The Sword The Taster The Thief The Watcher The Watchman Title .NON-DUNGEON ADVENTURE DESIGN Religious Influence in Cities and Communities Religions Table 4-35: Generating Minor Gods Die Roll 01-02 03-04 05-06 07-08 09-10 11-12 13-14 15-16 17-18 19-20 21-22 23-24 25-26 27-28 29-30 31-32 33-34 35-36 37-38 39-40 41-42 43-44 45-46 47-48 49-50 51-52 53-54 55-56 57-58 59-60 61-62 63-64 65-66 67-68 69-70 71-72 73-74 75-76 77-78 79-80 81-82 83-84 85-86 87-88 A Ankh Ar Ath Bar Bel Dham Dir Gil Had Heph Her Herak Hul Isht Jen Ka Ka-S Kir Kirh Kla Krak Lun M Mitr Mol Ny O Orh Ptosh Qua-Qu Quar RaRav Sam Shal Sl Thar Tholz Tol Tra Ts Tsat Va Name .part 1 (d100) ‘ao ‘uo a-at agor ak akhar akles an ang a-Pheth asha ashta atem atep da daya eer eesh ela ena engg eph ptar es esh esha eshtua eus hoggos i’ir imai iraj on onor onos oog or-Tua oshtu oteph oth ta taka tala tara Name . part 1 (d100) The Weaver The Widow The Wind The Wolf The Word The Worm Title . or rebirth of deity Induction of new converts into the sect or religion Marks anniversary of the death of a particular leader or saint. like beads. large paper mache head (human or animal). skull. etc) Helmet Hood Horns or antlers Mask (full face) Mask (half-face) Scars or wounds (possibly real. bird head. etc) Veil Sound Made (d100) Animal sounds Bells ringing Chanting Clashing Cymbals Drums Hissing Humming on one note Keening Pipes Quiet prayers Recitations of mantra Screaming Singing Trumpets or fanfares Utter silence Reason for Procession or Ceremony (d100) About to pick a fight with another religion or group Beginning of a new astrological phase Beginning of a particular phase of the moon Blessing of the local community Celebrating or performing manhood or womanhood rite of passage Celebration of a new religious leader Celebration of members who have achieved a new level in the religion Equinox Funeral Harvest time Holy day commemorating a deed or act of the deity Holy day commemorating birth. bells.NON-DUNGEON ADVENTURE DESIGN Table 4-35: Generating Minor Gods . etc) Fruit or grain Heads.part 2 (d100) who is Hidden who is Hooded who Sleeps who Slithers in the Night who Waits who Weeps Table 4-36: Religious Processions and Ceremonies Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 What is Carried (d100) Banners Bells Birds Birds of prey Branches Candles Certain people or person Cymbals Drums Effigies Feather fans or pinwheels Flowers (lotus. or other falsely exaggerated body part Gloves or gauntlets Headdress (feathers) Headdress (symbolic such as tiger head. cylindrical. possibly) On their way to a dangerous ritual that will probably involve deaths and might involve human sacrifice Requesting intercession by the deity for some specific problem that exists at the moment Seeking atonement for sins Solstice 81-85 Animal pelts Armor. or ancestral relics Incense burners Rune-stones Statue draped in cloth Torches Weapons What is Worn (d100) Nothing: nudity Nothing: nudity Nothing: nudity Normal clothing Nothing: nudity Nothing: nudity Nothing: nudity Nothing: nudity Nothing: nudity Nothing: nudity Robes Robes Robes Robes Togas Togas Accessory (d100) Bracelets with prayers engraved Chains or manacles Cloak with holy color or holy symbols Collar with holy symbols Face and/or body paints False fangs or tusks.part 1 (d100) toa tomb tya za zoa zoad Name .BOOK FOUR: DUNGEON DESIGN . scalps. spherical.Continued Die Roll 89-90 91-92 93-94 95-96 97-98 99-00 Wu Y Yol Ysh Zi Zul Name . roses. skulls. bones. etc) Headdress (with something hanging from it.part 2 (d100) Title . possibly painted) Strings of beads Tall hats (conical. or a deed of that person Marriage (or divorce. because fighting may be involved Loincloths Wailing 86-90 91-95 War cries Weeping 277 . charms. death. It has a 40% chance to be built on Holy Ground. although there might be a small structure build to protect whatever constitutes the shrine. People gather there for festivals or on certain dates unless the place is isolated or in the wilderness. It has a 75% chance to 09-12 Boulder. and/or trees Carved (incised or etched) with whorls and patterns Carved (raised basrelief) with a representation of the event from column 1 Carved (raised bas-relief) with holy symbols 05-08 Holy Ground Only: A piece of land (possibly extremely small) is known for an event that happened there (possibly it actually did. possibly it is only local legend). there is a 20% chance that the chapel has an Administrative Function in addition to its purely religious function – see the tables below to determine what that function is. Totem Pole or Boulder. but it would not have a natural feature in addition to the shrine. with the parish priest coming to hold private services for the noble family. If there is a full-time priest at the chapel. whether there is a full-time priest or not. Any chapel. probably related Vest to a myth. a 95% chance to house a relic. the deity. Shrine: A shrine is a man-made place of worship that has no buildings or dedicated priesthood (although priests might stop by. if indicated (d100) Die Roll 01-04 Altar (see Table Attached chains or 3-55 and Table manacles 3-56 for ideas) Boulder Bloodstained Carved (incised or etched) with a representation of the event from column 1 Carved (incised or etched) with holy symbols Carved (incised or etched) with vines. 1d4+1 acolytes. stone. (See table below). The temple will have 1d2 priests and 1d4 acolytes. a 30% chance to house a relic (see table). and/or trees decorated Multiple standing stones. when noble families would often have private chapels in their castles or manor houses. as a threat or possibly to gain new converts Temples Table 4-37: Temple Types See definitions after the table for discussion of the results Die Roll 1 2 3 4 5 6 Type of Temple (d6) Holy Ground (no building) Shrine (altar. Table 4-38: Reason why Ground is Holy Event at this Place (d100) Avatar of deity manifests itself occasionally Birth of an avatar of the deity Birth of hero/ saint Burial of a hero/saint Death of an avatar of the deity Death of hero/ saint Defeat of a hero/saint (battle) Defeat of a hero/saint (trickery) Defeat of the deity (battle) Natural Feature (d100) Decoration of Standing Stone. randomly placed. ranrelief) with whorls domly placed. and patterns natural Multiple standCarved (raised or ing stones. Chapel: A chapel is a building (or room) for small worship services. and will have 1d2 Administrative Functions. natural. stylized depictions of unknown people (possibly with unusual proportions or body structures such as wings) 37-40 Defeat of the deity (trickery) 41-44 Ghost of saint/ hero manifests itself occasionally 278 . and a 30% chance to have an Administrative Function. a 60% chance to house a relic. or statue) Chapel Small Temple Large Temple Major Temple (Cathedral-type) be built on Holy Ground. There is a 50% chance that the site has a natural feature. flowers. representing fish or reptile (including dragons). and 1d6+6 acolytes.Continued Die Roll What is Carried (d100) What is Worn (d100) Armor of scales. it is quite possible for chapels to be completely separate from other buildings (which is the assumption here). or the event being celebrated or mourned Accessory (d100) Sound Made (d100) Reason for Procession or Ceremony (d100) 96-00 Whips Whistling To demonstrate the power and number of the sect’s following to others. and a 10% chance to house a relic (see table). decorated Cairn (pile of smaller rocks and boulders) Garden tended by visitors Geyser or steam vent 13-16 17-20 21-24 25-28 Grove of trees 29-32 Hot springs 33-36 Multiple standCarved (raised basing stones. A historical example of chapels comes from the middle ages. The shrine is likely a statue of some kind. randomly placed. has a 30% chance to be built on Holy Ground.NON-DUNGEON ADVENTURE DESIGN Table 4-36: Religious Processions and Ceremonies . Small Temple: A small temple is a Temple Structure containing quarters for priests and a worship area. Major Temple: A major temple is a Temple Structure containing quarters for 1d6+6 priests. a priest from some other location comes to officiate at services. and will have 1d2+2 Administrative Functions. It has a 60% chance to be built on Holy Ground. quarried Carved with ancient. or maintain the shrine from some other location). However. A shrine has a 25% chance to be built on Holy Ground (see table below). bas-relief) with vines. If not.BOOK FOUR: DUNGEON DESIGN . Large Temple: A large temple is a Temple Structure containing quarters for 1d4+1 priests. flowers. In some cases (50%) the chapel will have a full-time priest in attendance. stylized depictions of Standing stone. wooden. stone. cave painting) Standing stone. seems larger on inside than outside.g. people. decorated Multiple standing stones. deco. some with Carved with faces. decorated Totem pole(s). and quarried monsters (e. Die Roll 01-10 Main Building or Sanctuary (d100) Unusual (d100) 69-72 Standing stone.Continued Event at this Place (d100) Healing magic (for deity’s followers only) is very strong here Natural Feature (d100) Decoration of Standing Stone. Painted with pictures quarried. Totem Pole or Boulder. natural semi-precious Standing stone. quarried.depicting the event from column 1 rated 73-76 Acropolis-type building with pillars and much open Bubble atop ancient spire space Building(s) surrounds courtyard Building with outer wall (possibly fortified) and courtyard Domed circular building Domed square building or rectangular building partially domed or with multiple domes Built upon stilts or stone piers/pillars.g. if indicated (d100) Table 4-39: Administrative Functions of Larger Temples Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Administrative Function (d100) Administers fiefs held by the temple or the sect Administrates priests and maintenance of 1d4 smaller temples. or areas of Holy Ground Almshouse Animal training Archives Asylum Canon or ecclesiastical court Couriers or way station (stables and lodging) Headquarters of military order Headquarters of secret society Herbal gardens Hospital Inquisition Library Prison School (academic) School (theological) Scriptorium Spying and intelligence gathering for the sect Storehouses Die Roll 45-48 Multiple standing stones. decorated Wildflowers Painted with whorls and patterns Veined with ore 41-50 89-92 51-60 Pyramid or ziggurat 93-96 97-00 Veined with semiprecious stone 61-70 Spire 71-80 Tall structure with multiple Rooms all within interior spires of colossal statue 279 . Stonehenge). Inlaid or inset stones.BOOK FOUR: DUNGEON DESIGN ... tions of mythological beasts quarried. with ladders or stairs for entry Carved into cliff face Entirely underground with fortified entrance Levitates or floats with ladders or stairs for entry (or levitation platforms if it is too high for stairs) Mist solidifies into stairs and rooms within. shrines. chapels. natural.. ran. river. quarried Multiple standing stones. Stonehenge). animals. location of rooms shifts Partially underwater or completely underwater (probably a sea. some with Carved with faces. decoPainted one color rated Painted with ancient.Carved with depicdomly placed. slabs resting animal or monstrous across the tops (e. not precious 49-52 Hero/saint signed a treaty or pact 53-56 Holy symbol of the deity manifests occasionally here 57-60 61-64 65-68 Manifestation of the deity in material plane Marriage of a hero/saint Oracular powers are very strong here Reputed birthplace of the deity Sacred animals gather/live/ breed here Sacred animals of the deity Victory won by an avatar of the deity Table 4-40: Temple Structure Roll on Column 2 if indicated by Column 1. or water god) 11-20 77-80 21-30 31-40 81-84 85-88 Statue or idol Victory won by (see Table 3-72 Painted with symbols through Table deity (battle) 3-75 for ideas) Victory won by deity (trick or politics) Victory won by hero/saint (battle) Victory won by hero/saint (trick or politics) Totem pole(s).g.NON-DUNGEON ADVENTURE DESIGN Table 4-38: Reason why Ground is Holy . slabs resting across the tops human (e. decorated Natural spring Sacred plants Sacred tree Chipped or hacked at Fossils Inlaid or inset stones. deity lives on other plane. respectively Holy Fountain. deadly. Falsely identified as being holy Forbidden to lay eyes upon Heals at touch Raises dead (sometimes) Removes curses Removes diseases Item Blessed by Deity (d100) Amulet Black velvet painting or tapestry Chariot Goblet Helmet Holy symbol Lantern or lamp Ring Staff 91-00 Mask Shows other places Speaks – oracle Statuette 280 . mummified Dark secret. mummified Dark secret. left body behind Body is husk. gem.BOOK FOUR: DUNGEON DESIGN . etc. defenses. suspended animation Deity resides here. left body behind Body is husk. direct from other plane of existence Poisonous to most who drink – used as test Raises dead (sometimes) Removes curses Removes diseases Holy Stone or Statue (d100) Animates or changes shape Blessed by saint or deity Carved from meteorite. and strict.Continued Die Roll 81-90 91-00 Main Building or Sanctuary (d100) Tower Unusual (roll on next column) Unusual (d100) Small building with interior larger than exterior Tree house(s) in huge trees with walkways Table 4-41: Nature of Relics Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Deity’s body Holy fountain. left body behind Dark secret.NON-DUNGEON ADVENTURE DESIGN Table 4-40: Temple Structure . wood of sacred tree. Font. and punishments are more spectacular. or Spring (d100) Blessed by saint or deity Falsely identified as being holy Gives visions to those who drink Heals Non-material source of water. font. or spring Holy stone or statue Item blessed by deity Item owned by hero/saint Part of deity’s body Remnants of hero/saint’s body Weapon or armor of hero/saint Writings Nature of Relic (d100) Clothes of hero/saint Table 4-42A: Details of Relics A Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 Clothes of Hero/saint (d100) Robe Shoes Belt Hat Codpiece Glove Shirt Chains Cloak Deity’s Body (d100) Body is husk. still lives Imprisoned Insane Not actual body: divine attention is highly focused here: rewards. deity lives on other plane. deity lives on other plane. ham. There is an influx of foreigners from foreign wars or famines. a city may be undergoing some fundamental change in its society. etc. satirically offensive to the nobility.BOOK FOUR: DUNGEON DESIGN .Continued Die Roll 71-80 Type of Cultural Change (d100) Technological changes cause or threaten widespread unemployment (introduction of new farming techniques. Table 4-43: Cultural Changes in City . organized crime. or dangerous to the established social order. A secular belief begins to spread. that slavery might be immoral (or perhaps moral). This table can give you starting ideas for this rather mundane task. 81-90 11-20 21-30 91-00 31-40 Table 4-44: The Bill of Fare Sometimes you may want to mention the “specialty of the house” for an inn or tavern. from movement of nomadic people. Existing. scandalous. and fried potatoes Boiled lamb with cabbage Curried mincemeat pie Upper Class or Banquet (d100) Baked sailfish filets with parsley and fried beets Battered puffer fish stuffed with minced clams Bear steak with cherry glaze 41-50 51-60 61-70 06-10 11-15 281 . possibly to the point of new political factions and widespread violence. The “natives” perceive economic and social risks from the foreigners. causing strife and intense debate. the rapid development of a caste system. cursed. or sculpture is considered obscene. A religious sect is rising rapidly in popularity. Die Roll 01-10 Type of Cultural Change (d100) A fashion in behavior or dress becomes prevalent. if this is the case. and tensions increase. Die Roll 01-05 Lower Class (d100) Barley soup/ stew Bread and broth Cat-meat pasties with peas Middle Class (d100) Boiled eggs. owning a pet jaguar is spiritually enlightening. that the common people should have rights (or that they shouldn’t). irreligious. Another possibility is simply that rural peasants are moving into a city because there are more jobs (or vice versa). or that certain animals are dangerous. New form of music.NON-DUNGEON ADVENTURE DESIGN Table 4-42B: Details of Relics B Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Item Owned by Hero/ saint (d100) Amulet Crown or coronet Goblet Helmet Holy symbol Lantern or lamp Plate Ring Staff Statuette Part of Deity’s Body (d100) Arm Eye Finger Foot Hair Hand Head Heart Leg Tooth (or tusk. Perhaps a particular type of fur is a must-have. the nobility in general. like magical sewing needles). Social change causes widespread unemployment – an influx of slaves. or from new trade routes opening up. art. Trade and crafts generate more money than farming. biting a dwarf and surviving is a status symbol. the belief that certain forms of work are demeaning or immoral.) Remnants of Hero/ saint’s Body (d100) A few bones or teeth Ashes Brain Hair Mummified body Mummified hand Mummified mistress Mummified steed Skeleton Skull Weapon or Armor of Hero/saint (d100) Bow Chain mail Gauntlets Hammer or mace Helmet Leather armor Plate mail Shield Spear Sword Writings (d100) Clay tablets Evil. more efficient looms for weaving. etc). entrenched temples are forced to respond with changing approaches and they may try to discredit or outlaw the popular movement. or even something more fantastic. and/or taboo texts kept guarded and secret Forbidden texts kept guarded and secret Holy writ that for some reason can’t be copied Journal of hero/saint Letters of hero/saint Map to sacred location Map to tombs Secret scriptures for initiates only Stone tablets Table 4-43: Cultural Changes in City In many cases. New literature or lyric forms are rediscovered by translators or imported from a foreign country. or demagogues. Examples might include the belief that a minority group is inherently superior or inferior. This might be a militant temple. with the result that trade guilds and merchants begin pushing their way into the upper classes. These are considered dangerous by traditionalists and those entrenched in power based on tradition. Traditional nobility may respond with laws or even violence against the “upstarts.” This is also the sort of conflict that leads to the establishment of new political factions. poetry. followers of a particular noble. etc. Political power vacuum allows a militaristic faction to increase its power without being checked by the normal safeguards of society. the ferment and underlying violence involved with such a conflict might be an excellent way to provide the backstory or the specific missions involved in a city adventure. mammoth. acting as leaders in the ranks 21-25 26-30 31-35 36-40 Octopus and clams (somewhat fresh) Old cheese with rooster broth Mussels and beets. such as an elephant. considerably more powerful than the average tribe member Elite unit of larger warriors with better armor than average. dinosaur. the more likely it is to have more of these elements. or chicken Sausage and cheese Simmered stingray with cream sauce 61-70 71-80 81-90 91-00 51-55 56-60 61-65 66-70 71-75 76-80 Table 4-46: Appearances of Primitive Villages and/or Encampments Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Interesting Factor (d100) Animal spirits visible. and they might even give good advice! Fires burn in a strange. Sub-chiefs. Some warriors using unusual weapons that immobilize opponents. for example. One or more spellcasters.BOOK FOUR: DUNGEON DESIGN . in sauce 41-45 Pork chops 51-60 46-50 Purpleworm steak with Onion and cabmushroom bage stew gravy and wild greens Pigeon pie Pork (?) sausage Porridge Porridge with flecks of meat (slumgullion) Rat on a stick Stew.Continued Die Roll Lower Class (d100) Dog sausage and roasted potatoes Fish stew (not entirely fresh) Horse and parsnip shish kabobs Kidney pie Middle Class (d100) Fresh octopus and clams in light broth with herbs Hearty stew Huge steamed mushrooms Meat pasties and wild greens Upper Class or Banquet (d100) Braised doves in orange sauce with walnuts Caviar with sautéed strips of venison Escargots. Possibly these are consulted for advice. crusty bread 282 . served on a bed of stewed snails and candied oranges Frog legs and salmon pastries. with a selection of cheeses and meat pastries Filets of giant python with thinly sliced potatoes and horseradish cream sauce Fish. or the result of using strange wood or other fuel) Heads staked out or enemies hung in trees (the Gauls actually historically did this) Strange air patterns: the air in the campsite is always still. such as flowers or incense Unusual domesticated animals (see Table 4-19 for ideas) 81-85 86-90 Tripe and beans Turnip soup Turnip tarts 91-95 96-00 Spiced lobster in the Spicy turnip shell. capon. Mounted troops. etc. spiritual color (either the result of magic. These might include some flying creatures such as eagles. or they are opponents for a prospective mass combat. etc. such as a medicine man. A cursed village might even always have high winds when the rest of the area is calm. used either as shock troops or as the bodyguard for a chieftain. such as nets or mancatchers. Tribes associated with a particular animal might even have a shock unit of were-creatures. possibly riding unusual mounts. These might even be of another. A unit of troops using missile weapons and staying away from hand to hand combat if possible Animal allies such as wolves or bears that can fight without direct orders. with roasted peppers Jellied eels with roast cucumbers and sauce Peacock tongues with peppers and liver Peppered beef with truffles Roast goose with suet pudding and raisins Roast pheasant with tarts Roast pig with apples Roast venison and spinach pasties Roasted ortolans (songbird) in cream sauce with wild onions Spiced lamb with pomegranate chutney Tribes and Nomads Tribes generally come into the game as the equivalent of a settlement. 16-20 Table 4-45: Battle Composition of a Tribe The larger the tribe. more powerful than the average tribe member. move around the village/camp Death masks or fetish masks all over the place. seethed in wine and herbs. Chieftain. larger race – giants or ogres working with an orc tribe. Die Roll 01-10 11-20 21-30 31-40 41-50 Battle Element (d100) A battle standard and standard bearer.NON-DUNGEON ADVENTURE DESIGN Table 4-44: The Bill of Fare . possibly including armored mounts. ancient horror. of questionable contents Stewed eels Rabbit pie Roast beef and potatoes Roast mutton (sheep) Roast pork and fried mushrooms Roasted eggs with sausage Roasted squab. possibly giving some sort of bonus to nearby troops A behemoth creature of some kind. shaman. Taboo areas where outsiders may not pass Tents made from leather that is from armored beasts and still has the armor Totem poles Unexpected smell for a barbarian camp. or there is always a light breeze. mercenary from the civilized lands. with saffron fritters with stewed chicken rice and almonds Steak-andKidney Pie Turtle soup with fresh. However. and limitations are. water.NON-DUNGEON ADVENTURE DESIGN Planar Adventures Notes on Planar Adventures Planar adventures are difficult to design. This could range from potions of fire resistance in an elemental plane.e. using saving throws and damage). Supernatural Planes (ghostly and wraithlike). The adventure needs to be (a) highly creative in terms of these changes.. faster or slower preparation time) Varying the limitation of movement in 3 dimensions – add a fourth or a fifth Weapon functioning (changed effectiveness of metal. or at least in the area where the adventure takes place. but alignments are shifted around Control of world by extra-planar or alien race Control of world by single empire Different or new dominant race Magical laws slightly different from normal Physical laws slightly different from normal (gravity. Risks to reliable player control of characters (Confusion. but on a different map Alternate history: different or new dominant culture Alternate history: different or new dominant religion Alternate history: disasters and cataclysms Alternate history: higher incidence of Undeath Alternate history: higher technologies developed Alternate magic: higher or lower incidence of magic. casting time. the whole situation will seem random and contrived. etc) Saving throw numbers and/or bonuses Spell functioning (result. regeneration. Cthonic Planes (utterly alien and generally sanity-destroying). After you’ve decided what will be “new” in the planar environment. or substitute basic necessities (as opposed to the standard air. you’ll get ideas for consistent (but weird) physical rules that might apply across the board in the new plane. What unusual resources do the characters need in this plane/dimension. If the players can’t quickly grasp what their characters’ new capabilities and restrictions are. but the world they live in is utterly different). etc) Political boundaries different from normal Races differ from normal Temperatures and climates radically different Time travel into future Time travel into past Table 4-47: Things to Vary on Another Plane of Existence Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 What’s Different on this Plane? (d100) Attribute scores (functioning. to something like Zo-Tcha eggs that you make up as a truly unique resource. wild magic. charm. Does your planar adventure only challenge the character sheet (i. fewer spells. of blades. Dimensional Planes. but they can produce some of the most exciting peak moments in a long-running campaign. food. and Dream Realms. effectiveness. of blunt weapons. dead magic. or perhaps the change only affects particular types of spells) Spell preparation (more spells. and will allow you to convey more easily to the players what their new capabilities. 3) It’s a game of tactics – have you used the planar/dimensional setting to create unusual tactical challenges with odd combat/spell effects? 4) It’s a game of challenging the players’ skill. shelter) New attribute scores required – re-roll attributes as they operate in this plane 283 .. to air supply in an airless pocket dimension. Beware the tendency to make other planes of existence into a single type of terrain with little variation and few landmarks. Table 4-48: Alternate Worlds or Realities Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Varied Factor in Alternate World (d100) Alternate geography and history affecting a population identical to the normal world’s population (i. Alternate geography: cultures and politics have remained the same. They often represent the culmination of some sort of effort. 2) It’s a game of exploration. which means a lot of pre-planning by the Referee to make these changes work well as part of an adventure. and they are in many ways the “badge” of an experienced adventuring party. damage amounts) Human/bipedal body form of the characters Movement rates or movement type Need for other. risks. By using these tables.) Types of Planar Adventures The tables here are divided up into different types of other planes of existence: Alternate Worlds/Realities. Hells and Demonic Regions. you know all the people. a good way to make sure it will be a fun setting is to review some of the basic tenets of the game – if your planar setting takes advantage of these elements.Continued Die Roll 66-70 71-75 76-80 81-85 86-90 91-95 96-00 What’s Different on this Plane? (d100) Plane involves the use of a new attribute score such as “innate teleportation accuracy”: each character must roll up this new ability. etc. and how are these used up? One possible factor in a good planar adventure is an unusual (or possibly bizarre) resource that the players must decide when to use and when to conserve.e. then you are probably on track: 1) It’s a game of resource management. or different functioning of magic Alternate religions: the gods of the normal world are replaced by different religions As per normal world. additional. what makes a planar adventure distinct from other adventures is also what makes it difficult to design – some of the ground rules of normal reality are changed. or are you also using the setting to create challenges that can only be solved by smart thinking? Table 4-47: Things to Vary on Another Plane of Existence . Spirit Planes (as in. sleep. not the ghosts of dead people).BOOK FOUR: DUNGEON DESIGN . effect) Changed functioning of magic items Changed initiative method Changed method of acquiring experience points Dependable belief in what the characters see or hear Dependable communications Dependable sanity of characters Effect of food and water Hit point functioning (healing. living animal and totem spirits. effect of missile weapons. Having the idea established as a “rule” will help you to build more ideas from it. but also (b) still playable. Risk of becoming possessed – although possession is often associated with demons. one can reach into or across the planar barrier into the material plane.” causing danger to those who are caught up in the echo – which. etc. Visitors dying in the plane will have their souls trapped there Table 4-50: Dimensional Planes . probably with a small random factor) Phasing: random incorporeality Phasing: teleportation-type spell effects are altered or don’t function Probability: divinatory magic becomes uncertain Spell Effect Location: spell effects manifest other than where intended unless the caster makes some sort of success check (against intelligence. Material plane is visible. or distance from it grows Material plane is visible. but there is a constant risk of becoming separated from it (either a flat probability checked at intervals. rage. if unlucky. but re-grown flesh is monstrous or demonic 26-30 31-35 36-40 41-45 284 . Action possible might include lifting things. would effectively be truly happening. to some degree or other. or actions create a risk of separation to some increasing degree) Places may have “echo” powers – one of the main concepts of a supernatural plane is ghostliness. a totem plant) Vision: normal vision is tremendously enhanced or restricted 71-80 01-20 81-90 21-40 41-60 61-80 81-00 91-00 Table 4-50: Dimensional Planes Die Roll 01-05 06-10 11-15 16-20 21-25 Varied Factor(s) in a Dimension-related Plane (d100) Bodily Dimensions: Limbs. the animals might be helpful. or a to-hit roll). it’s a good ghostly risk as well. since their morality is so alien to the plane Despair. but connection to it erodes. Or small frogs. Thinking up some unusual characteristic of ghostly possession would add a great deal of spice to the “flavor” of the plane. whether hot or cold. under the control of the other creature. Time: Alteration to initiative method Time: haste/slow effects. Light/dark: invisibility becomes a random effect Light/dark: light and vision magic altered Light/dark: vision length altered Material plane is visible. possibly automatic success). or other mental state creeps up on characters if they fail periodic saving throws Fire or cold spells do not function properly. but there is a constant risk of becoming separated from it (either a flat probability checked at intervals. hostile. living species that one would not expect to find here. making noises heard. or are more powerful than normal Temperature: temperatures. a wraith world where normal. head. greed. hitting and lasting randomly Time: healing rates affected Time: move in time as well as space (example: disappear for 3 rounds. Despair. living wolves are found. The characters might have an item that lets them do the same thing. with failure indicating that the loser has come. and places exert compelling powers in many ghost stories. there could be a flat chance for spells to go off in the location intended. then appear and take 3 full round actions all at once) Time: random aging and reverse-aging Time: spell effects manifest slowly or randomly 21-30 66-70 31-40 71-75 76-80 81-85 86-90 91-95 96-00 41-50 51-60 61-70 Table 4-51: Spirit Planes Die Roll Varied Factor in Spirit Plane (d100) Action into Material Plane: by concentration or some other effort (possibly measured by a success roll of some kind. Any possibility is a bit spooky. those powers might be weakened in the other plane of existence. Alternatively. are so extreme as to be dangerous Wounds regenerate. If the plane’s ghostly powers are antithetical to certain religious powers. shrink. and torso may elongate. or actions create a risk of separation to some increasing degree) Movement: movement rate changed Movement: movement rate is more or less affected by the amount of equipment carried than normal Movement: speed or movement rate is random 21-40 41-60 61-80 81-00 Table 4-52: Hells and Demonic Regions Die Roll 01-20 Varied Factor in the Hell (d100) Altered form: “visitors” may manifest with demonic physical attributes – or possibly appear angelic.NON-DUNGEON ADVENTURE DESIGN Table 4-49: Supernatural Planes Die Roll 01-10 11-20 Varied Factor in Supernatural Plane (d100) Certain terrible events might “replay themselves. or a saving throw. Presence of an undead type that is not ordinarily found in material planes (see Tables 2-64 through 2-68 for ideas) Presence of one normal.Continued Die Roll 46-50 51-55 56-60 61-65 Varied Factor(s) in a Dimension-related Plane (d100) Movement: teleportation is the only possible form of movement (probably mentally controlled. too – building up an army of ghouls as they approach the King Wraith’s vast castle… Effect on healing or other beneficial clerical-type spells.BOOK FOUR: DUNGEON DESIGN . to them. For instance. greed. or just part of the weirdness of the scenery. ESP: anyone can hear nearby thoughts Movement: movement rates are much larger than normal Shapeshifting into a particular totem animal (or. rage. or other mental state creeps up on characters if they fail periodic saving throws Each encounter with beings in the plane involves a test of wills. or expand at random intervals. or random intervals where consciousness returns to the sleeping body for an unpredictable period Hit points.NON-DUNGEON ADVENTURE DESIGN Table 4-53: Cthonic Planes Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 Varied Factor in Cthonic Region (d100) Altered Form: “visitors” have alternate form on plane. magical benefits or curses). and possibly hostile or friendly Like jello Move around Riddled with tunnels 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Table 4-55: Rivers and Lakes in Other Planes (particularly in Cthonic areas or dream-realms) Die Roll 01-05 06-10 11-15 16-20 Nature of River/Lake (d100) Air movement Chunky liquid Dirt. rocks Fire 285 . or different in unpredictable ways Memories of prior events take shape in the dream realm. shape may shift periodically Magical “high technology” in use for bizarre and inexplicable purposes Mutating terrain. or possibly as a way of conveying information about the realm Pieces of equipment periodically disappear or return. able to communicate. Points in time are “saved.BOOK FOUR: DUNGEON DESIGN . possibly in dangerous forms. possibly with sanity problems. whether or familiar or alien species Terrain involves constant or repeated falling Table 4-56: Mountains in Other Planes (particularly in Cthonic areas or dream-realms) Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Odd Feature of Mountains (d100) Affect distances and travel within their area Alive. to a different body. from animals to monsters. or the ruins are the only thing that is normal amidst the weirdness Thoughts of powerful beings are “projected” and heard by lesser beings Winds cause geographical changes Winds cause sanity problems or horror as they change Winds cause shapeshifting as they change Table 4-55: Rivers and Lakes in Other Planes (particularly in Cthonic areas or dream-realms) . as tentacled monsters. stronger. either with strange effects (sanity.Continued Die Roll 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Nature of River/Lake (d100) Illusions or dreams Invisible water Liquid aging Liquid forgetfulness Liquid light or darkness Liquid madness Liquid smell/scent/stench Liquid sound Liquid taste Moving globules Moving ice River of abstract color River of gas or mist River of worms or other creatures Seething liquid Viscous liquid 61-70 71-80 81-90 91-00 Table 4-54: Dream-Realms Die Roll 01-10 Varied Factor in Dream Realm (d100) Altered Form: characters are not in their own bodies.” and can be returned to (but with risks) Roll on dimensional table Ruins of prior civilization are apparent everywhere. generally at least one thing is missing Roll on Cthonic Planes. attributes. disturbances. horror. earth. but the form taken could be virtually anything. but ignore insanity risks (unless it is a serious nightmare type of realm) Roll on Dimensional table Roll on Spirit Planes Talking animals or plants. making characters weaker. with internal organs Carved into statues or with runes on a grand scale Generate monsters they control Have a tactical (rules-changing) effect unique to the mountain terrain Infinitely tall Intelligent. to a different character’s body Flickering between the dream realm and the real world based on depth of sleep in the real world. and abilities shift at random intervals. etc. forests periodically change to swamps. hills rise. travel to the other plane is accomplished mentally or by use of a spell. a mirror. etc. the characters might even “feel” themselves slowly changing their plane of reality. a particular incense. determines the physical form or abilities the characters will have on the other side. or an item. No particular other aspect of the gateway. Travel is accomplished in a vehicle of some kind. either on this plane or on the other. as in Michael Moorcock’s Sailor on the Seas of Fate. Excellent for stealthy operations. 31-40 41-50 51-60 61-70 Planar relocations are the by-product of some process that is taking place. or other such. or similar spoken ritual. the item might only have enough of a “charge” to allow a certain period of time in the other plane. Use of the gateway creates a physical effect (all the way from a little alarm bell up to possibly a massive earthquake) somewhere in one of the two planes. incantation. awakens and banishes the party into the realm of ghosts… Consuming some item. The physical body might or might not be left behind. For an interesting twist. Tables 2-56 and 2-57 can be useful for generating ideas for planar travel. an ancient statue. after which the wearer would be pulled back into the original plane of existence until the item has recharged and can be used again. often a ship. In this sort of circumstance. 01-10 11-20 21-30 Being perceived by a particular thing. 71-80 81-90 91-00 286 . such as a lotus blossom No physical aspect. No particular other aspect of the gateway. whether this is a divine beThe gateway leads to a very remote place in the other plane ing. No particular other aspect of the gateway. Performing a series of acts. No particular other aspect of the gateway. “Cosmic DrillNo particular other aspect of the gateway.BOOK FOUR: DUNGEON DESIGN . for example. normally with particular physical components such as a flint blade. ing” in an elemental plane might have the side effect of opening a way into the area where the drilling is taking place. Preferably they picked the “Dragon” gate and not the “Mouse” gate. Venturing into a divine grove (whatever that means in terms of the physical laws of the other might be perfectly safe unless the ancient tree of skulls actually plane). a monster. The manner in which the gateway is used actually creates the other plane rather than simply “reaching” it. Die Roll Physical Form of Gateway (d100) An item that is worn allows a person to shift into a different plane. Touching a physical item such as a magical tree. Perhaps there is a “slave” gate and a “master” gate – hopefully the players picked the right one! Having used this particular gate.NON-DUNGEON ADVENTURE DESIGN Table 4-57: Planar Gateways In addition to this table. as opposed to another. and Table 3-35 offers a variety of options for the way teleportation might work. Archway or other architectural feature that the traveler walks through Other Aspect of Gateway (d100) Having used this particular gate as opposed to another leaves a visible mark or aura on the characters in the other plane. Remaining in a particular place for a certain length of time. etc. or undertow Mental call or communication from water-giant. possibly with a symbiotic organism not affected by the other inhabitants Giant octopoid Giant squid Giant worm or annelid Inhabitants (d100) Table 4-63: Underwater Vehicles Die Roll 01-05 06-10 11-15 16-20 21-25 Underwater Vehicle (d100) Abstract spiraling shape of tubes magically traps bubble of air in center Amoeboid ship (living or dead) with internal cellular organs used as housing for passengers Bubble/sphere (opaque and solid) Bubble/sphere (transparent and possibly porous) Castle-like submersible 287 . Reason for Sinking) Die Roll 1-19 20-38 39-57 58-76 77-94 95-00 Type of Ship (d100) Bireme Caravel Coaster Galleon Galley Unusual Reason for Sinking (d100) Rocks/torn hull Battle damage/catapult Crushing damage/tentacles Burned Wind/capsize None apparent Table 4-61: Inhabitants of Shipwrecks Die Roll 01-05 06-10 11-15 16-20 21-25 Crab/lobster Dangerous seaweed or anemones. mer-lord. kraken. or flowers. and attack anything that threatens the larger growths Table 4-60: Shipwrecks (Type. possibly with controller Schools of predatory fish Sea giant Sea serpent Sharks or large predatory fish Traps (to be emptied by monster later) Undead crew and captain Underwater horror – amoeboid or ooze Underwater horror – huge hybrid of two underwater monsters Underwater humanoid-type (mermen. in vicinity or in huge bubbles Deep taproots bring minerals to surface. creating seeds made of strange and possibly valuable minerals Growth harbors a symbiotic (and protective) type of underwater animal Huge pods that can be floated upward Large growths are sapient Large growths can move. titan. or both.NON-DUNGEON ADVENTURE DESIGN Underwater Adventures Table 4-58: Events Underwater Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Event (d100) Arrival of intelligent aquatic raiders Arrival of unintelligent aquatic predators Current. can move through water as if swimming. etc). probably) Whale or other harmless (unless provoked) creature. built into the ship itself before sinking Multiple swimming snakes. etc. tritons. Underwater hill or cliff Volcanic fissure releasing heated water Feature (d100) Chunks of suspended ice or underwater glacier Table 4-62: Unusual Seaweeds Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Odd Feature of the Seaweed (d100) Creates breathable air. in clouds that may be dangerous (anti-magic. Table 4-61: Inhabitants of Shipwrecks . fish-men. similar to large shambling mound or tree shepherd Mental domination powers at a distance. jet-stream. Water elemental or water djinn Water spider(s) Whale (possibly intelligent) Inhabitants (d100) Table 4-59: Ocean Floor Features Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Coral reef Huge predatory anemones Ocean floor recedes to deeper waters Seaweed forest Shipwrecks Spires or flat mesas Underwater castle or dwelling for giant. oxygen-sucking. or other powerful being Sand cloud from surface Schools of fish or jellyfish Strange particles or objects suspended in water Underwater vehicle Vortex (upward. Small growths. or hypnotic colors Most of the weed can retract itself beneath the surface if threatened Releases the underwater equivalent of spores.Continued Die Roll 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Jellyfish monster Moving mechanisms. traps.BOOK FOUR: DUNGEON DESIGN . or pulled by water elementals Carpet of seaweed with structures on it Paddlewheel ship (various sources of energy. ethereal plane. merchant: One mast. one deck Galley. including living beings. mechanical Shaped like puffer fish or angler fish. no masts (or 1-3 short masts that can be unstepped for ramming) Table 4-66: Ship Reputations Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 Fast ship Good navigator Has ghostly presence on board. or other huge undersea creature with glass howdah Table 4-65: Unusual Ships Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Type of Ship (d100) Bubble/sphere (half-submerged or skimming surface) Castle (mounted on floatation device. war: No masts (or perhaps one very short mast that can be unstepped for ramming). mechanical Shaped like dragonfly (or other flying insect). passenger compartment inside Shaped like snake or alligator. mechanical Shaped like fish or whale.BOOK FOUR: DUNGEON DESIGN .Continued Die Roll 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Underwater Vehicle (d100) Couch. astral plane. horses that walk on water. magically propelled Ghost shipwreck (mobile) crewed by zombies or ghouls. etc. possibly with dungeons below waterline) Floating plant with roots used as propulsion Huge iron or stone ship with internal passages and rooms Rock chunk with internal tunnels Small floating island Amoeboid ship (living or dead) with internal cellular organs used as housing for passengers Shaped like crab or lobster. two rowing decks with fore and aft castles Bireme. could be used to power the paddlewheels) Ship or platform traveling in a tornado or waterspout as locomotion Ship drawn by flying creatures for locomotion Invisible ship Ship shifts between different alternate realities. mechanical Ship or chariot drawn by seahorses or larger sea creatures such as squid or whales Undead giant crab carapace Underwater paddle-wheeler type of vessel Underwater plant with roots used as propulsion Whale. perhaps a pagodapalace Ship or building mounted on back of huge sea turtle Ghost ship crewed by zombies or ghouls. four decks Galley.NON-DUNGEON ADVENTURE DESIGN Table 4-63: Underwater Vehicles . merchant: Two masts. or throne. believed to be lucky or unlucky Heathen captain Heathen crew or crewmembers Horrible or terrible event once took place on board ship Lucky ship Not seaworthy Obsessed captain Once discovered strange place and treasure Possible pirate Possible smuggler Reliable captain Rowdy crew Slow ship Supernatural bargain involved in ship’s history Reputation or Rumors (d100) Disappearances or crew or passengers in past 288 . swims with wings. possibly an aft castle Coaster (fishing boat): Two masts. possibly made of bone Jellyfish ship Ship drawn by seahorses. chair. Waterborne Adventures Table 4-64: Chart of Common Ship Types Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Type of Ship (d100) Bireme. mechanical or magical. triangular sails Galleon: Three masts. possibly made of bone Hot-air balloon or zeppelin arrangement Massive “Sandcrawler” type vehicle (sea-floor only) Massive mobile platform with wooden buildings. one deck Longship: One deck. one mast Rowboat or coracle: No deck or mast Trireme: Three decks. perhaps a pagoda-palace Shaped like crab or lobster. two decks with fore and aft castles Caravel: Two or three masts. mechanical. mechanical Massive raft with wooden buildings. passenger compartment in head (or on back if passengers are water-breathers) Shaped like fish or whale. war: No masts. sea-serpent. orcs.NON-DUNGEON ADVENTURE DESIGN Table 4-66: Ship Reputations . etc) Pirates with unusual mutation (additional arms. etc) Human or humanoid pirates with spell-casting leader Human pirates with monstrous leader such as an intelligent turtle dragon.BOOK FOUR: DUNGEON DESIGN . or hurricane Unusual ship Waterspout Whirlpool Event (d100) 289 . whales. a sea giant. Large humanoid pirates such as ogres Pirates are hybrid with a sea-creature such as crabs. Floating seaweed beds Flocks of unusual birds Hail or sleet Heavy rain Island Lightning storm Merchant vessel or convoy Meteor shower Phosphorescent algae in water Pirates (obviously) School of flying fish Tsunami. see Tables 4-79 and 4-80. with zombies or skeletons Table 4-67: Ship Cargo For cargoes that are arranged by cultural region. knives. a patron demon. etc) Undead pirates such as ghouls. shellplating. parsnips Water or salted ice Wine Wood Woolen cloth Ship Cargo (d100) Baskets and woven reed items Table 4-69: Events on Water Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Borealis lights in sky Changing temperature Complete calming of wind Coral reef or sudden decrease in water depth Dolphins. smelted Nuts (almonds) Nuts (hazelnuts) Nuts (walnuts) Pottery Reed mats and tatamis Rice Rice wine Sesame seeds Tapestries (cheap) Turnips. lobsters. fins. bowls. potatoes. a mutation. tornado. octopus. Die Roll 01-02 03-04 05-06 07-08 09-20 21-22 23-28 29-30 31-32 33-34 35-36 37-38 39-50 51-52 53-54 55-56 57-58 59-60 61-62 63-64 65-66 67-68 69-70 71-72 73-74 75-76 77-78 79-80 81-82 83-84 85-96 97-98 99-00 Beer Bronze or tin implements (lamps. fish. For unusual cargoes. etc. etc) Carpets (cheap) Cattle Fish (pickled) Fish and meat (dried) Fruit (apples) Fruit (figs. dates) Fruit (oranges) Fruit (pomegranates) Goats Grain Honey Iron or tin Leather and hides Light cloth Metal ore Metal. a potion. etc.Continued Die Roll 86-90 91-95 96-00 Reputation or Rumors (d100) Unlucky ship Very seaworthy Well protected Table 4-68: Unusual Pirates Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Unusual Pirates (d100) Human or humanoid pirates with special ability such as teleportation or water-breathing (could come from a device. sharks. see Caravan Cargoes. or similar Human pirates with swimming allies Human pirates with unusual ship Humanoid pirates such as goblins. Table 4-77. a kraken. eels. nonhuman Pirates. permanent settlement Pirates. unusual Powerful religious leader (human) Powerful religious leader (non-human) Sea giant or storm giant Sea merchants Sea serpent Solitary giant swimmer Titan Water djinni Owner of the Island (d100) Deity. squat trees Very slender but very tall trees Whispering trees Table 4-71: Owner of the Island Die Roll 01-04 05-08 09-12 13-16 17-20 21-24 25-28 29-32 33-36 37-40 41-44 45-48 49-52 53-56 57-60 61-64 65-68 69-72 73-76 77-80 81-84 85-88 89-92 93-96 97-00 Demon Dragon or turtle dragon Extra-planar monsters Ghostly leader with minions Ghosts in abandoned structures Horror of the deep. temporary encampment Pirates. Animals. or phosphorescent bark or berries Trees with ground-dragging fronds Trees with long. and any tunnels probably lead to internal organs Shrouded in mist or darkness Tip of an enormous man-made structure or wrecked vessel Transparent or translucent stone Vegetation on the island is intelligent and dangerous Wilderness Adventures Part One: General Wilderness Tables General Plant Life. or quasi-deity Table 4-73: Unusual Plants Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 Plant Part (d100) Berries Berries Berries Branches Branches Branches Flowers Odd Attribute (d100) Are an ingredient in magic potions Are an unusual color Are fleshy or bloated Are invisible Are part of an unusual reproductive strategy Are so beautiful that they are prized as decorations Are so delicious that they can be harvested for good money Are used as a means of communication by the plant (possibly only with other plants.NON-DUNGEON ADVENTURE DESIGN Table 4-70: Unusual Islands Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Unusual Island (d100) Central volcano or volcanoes Cyclopean statues Fauna (all of it) on the island is intelligent and dangerous Island is a graveyard for huge sea creatures Island is a graveyard for ships Island is a living creature. and Terrain Table 4-72: Unusual Trees Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Nature of Unusual Tree (d100) Coral-like trees with mineral encrustations Levitating seed-pods that float on the wind Mushroom trees Pod-trees Prehistoric-type fern-trees Trees petrified into stone Trees riddled with mysterious holes (Inhabited? Related to seeds? Disease? There are many possibilities) Trees that have eyes (or seem to) Trees that meld together at the branches or roots Trees that swarm with a symbiotic vermin Trees that use buoyant root-systems to float in water Trees with faces or arms Trees with fleshy blossoms that have different magical or natural effects Trees with glowing motes in bark or seeds. whiplash roots Trees with snake-skin bark Very fat. demigod. nocturnal feeding ground Incorporeal force Intelligent undead Island itself is a living entity Leader of aquatic humanoid tribe Mist or cloud creature Occupied solely by flying and non-flying vermin Pirates.BOOK FOUR: DUNGEON DESIGN . possibly with other species or even humans) 36-40 Flowers 290 . or other The Weird Feature (d100) Balanced or precarious Bizarre coloration. not just a boring old “rock looks like person”) Impossible geometry or obvious dimensional strangeness Inexplicably but only mildly repulsive. or crystalline attributes Gelatinous or viscous Hard to look upon for some reason. and some strange behavior Made of rock or earth Metallic color (e. Die Roll 01-05 06-10 11-15 16-20 Underlying Feature Type (d100) Flame Flame Fungus. thornbush. wonder. and others who wrote in this vein.Continued Die Roll 41-45 Plant Part (d100) Flowers Odd Attribute (d100) Attract a particular predator into the area as a protective device (possibly a subtle one.Continued Die Roll 93-96 97-00 Unusual Feature (d100) Wings of bat or bird Wounded (see Table 4-75) 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Leaves Leaves Leaves Pods Pods Pods Roots Roots Roots Stems Stems Table 4-75: Animal Wounds This table is for use with the animal lists in various terrain categories Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Type of Wound or Mutilation (d100) Arrow(s) Burned. metal. or moss Fungus. necklace. rabid. mushroom. (possibly even supernaturally vivid) Crystalline. shrub. etc. like small venomous snakes) Cause hair growth or other strange (but natural) effect if someone is downwind of the smell Create or are created by mineral deposits Glow faintly Have minor healing properties Have strange pattern of colors (striped. or leg(s) hurt or broken Missing foot or feet Missing leg(s) Partially flayed or skinned Raking cuts or slashed Suspended animation or frozen Turned to stone. or bark Dead. shrub. or other sign of ownership 41-45 Rock formation 36-40 Reptile/amphibian 31-35 Reptile/amphibian 26-30 Plant. consider other stimuli such as the approach of a particular kind of monster) Release sap with unusual properties Seem to move (or actually move) Slightly change the surrounding temperature Table 4-74: Unusual Feature of Animal . crab claws. or other 21-25 Unusual Feature (d100) Elements from this table can be used in any terrain to add the weirder sword & sorcery flavor of Clark Ashton Smith. spotted. mentally or by instinct. or teleportation Odd blue or red color Odd yellow or green color Scales or fur.NON-DUNGEON ADVENTURE DESIGN Table 4-73: Unusual Plants . grass. or moss Plant. bush. or melted Disemboweled Limps. or crystal Table 4-76: Weird Terrain Features Table 4-74: Unusual Feature of Animal This table is for use with the animal lists in various terrain categories Die Roll 01-04 05-08 09-12 13-16 17-20 21-24 25-28 29-32 33-36 37-40 41-44 45-48 49-52 53-56 57-60 61-64 65-68 69-72 73-76 77-80 81-84 85-88 89-92 Albino Covered in moss. jewelry. poison gas. somehow. scorched. or chitin Translucent or invisible Two heads Undead Wears collar. insanity. or diseased Spirit animal (or appears to be) Tentacles. mushroom.BOOK FOUR: DUNGEON DESIGN . and possibly dangerous to do so: revulsion. whichever is abnormal to the animal type Sick. possibly mutilated (see Table XXX) Double normal size Eating carrion or corpse (particularly disturbing if the animal is an herbivore) Extra legs Follows or leads party Human-like face Lots of them. Lovecraft. tendrils. or odd smell 291 . wood. or vivid color. either visually or. bush. shell.g.. thornbush. smoke. Human-like shape (would often be only a vague similarity. fear. Is a source of mist. silvery) Motes of light surround the animal Moves almost like a shift in space. etc) Have strangely human (or animal) shape Have unusual odor Make a strange noise (not necessarily all the time. Continued Die Roll Contents (d100) Organization (d100) Mode of Transport (d100) 61-65 Sand. opalescent. ominous. or possibly huge wagons drawn by giant yaks Caravans and Cargo Caravans are such a staple feature of wilderness fantasy gaming that these tables are included in the general category. or translucent Pyramidal Runes or glyphs involved Seems to keep reappearing. they just own wagons for use by their clients) The traveling household of a landless knight provides protection and wagons to merchants for a fee Two merchant companies. possibly with some mules. possibly sub-human in some way 11-20 21-30 Three regular cargos and one small cargo Flightless birds pull wagons 292 . or mud Strange flesh or fleshy Strange flesh or fleshy Tree Three regular cargos and one small cargo Two regular cargos and two small cargos Levitating platforms towed by ogres or other large creatures 86-90 Tree Two regular cargos and three small cargos Mules or horses as pack animals 91-95 Water body or shape 71-80 96-00 Water body or shape Three regular cargos and three small cargoes Ox-drawn wagons.Continued Die Roll 46-50 51-55 56-60 Underlying Feature Type (d100) Rock formation Rock/boulder Rock/boulder The Weird Feature (d100) Pearly. such as land-sharks. supplies.NON-DUNGEON ADVENTURE DESIGN Table 4-76: Weird Terrain Features . the table also indicates additional passengers (usually suggesting that the passengers are in some way different from the normal run of the mill). earth. massive. Shifts. cryptic. Slave bearers. drawing characters to it. earth. etc. or even affecting their course of movement back toward it.BOOK FOUR: DUNGEON DESIGN . or vines Surrounded by strange insects or small creatures that are not insects and might even be otherworldly Twisting or spiral 61-70 51-60 31-40 Two regular cargos and one small cargo Table 4-77: Contents of a Caravan . tentacles. or mud One merchant clan (members of an extended family with Horse-drawn wagons junior members serving as guards or even porters) Lone merchant with employees Members of a merchant guild. moves. and guards Mode of Transport (d100) Camels Dinosaurs or lizards as pack animals 91-00 One regular cargo and two small cargos Single. highly suspicious of each other Hot air balloons 41-50 66-70 71-75 76-80 81-85 Sand. with the rest of the caravan being employees of the guild Religious leader and merchant followers of various ranks Merchants traveling under protection of nomad caravan (the nomads themselves don’t do much trading. pustules. and/or distorts Speaks or makes sounds (generally disturbing. almost castlelike wagon with crenellated top and heavily armored beasts pulling it. or long extrusions like tendrils. giant beetles. Most caravans will have some passengers. 81-90 One regular cargo and one small cargo Table 4-77: Contents of a Caravan Die Roll 01-10 Contents (d100) One regular cargo Two regular cargos and one small cargo Organization (d100) One merchant company or partnership One merchant family with employees Individual merchants who have hired a caravan master to arrange for supply vehicles. gems. or prophetic) Spherical or spherical elements Spire or very tall Studded with odd feature such as eyes. raisins. bowls. bowls. ribbons. oranges. etc) Mercenary company in transit Metal ore Metal. pipes. in. etc) Carpets and rugs (cheap) Carpets or rugs (high quality) Cattle Coconuts or palm nuts Dyes Fish and meat (dried) Fruit (figs. in particular) Religious passengers (pilgrimage) Rope Salt Carpets or rugs Cattle Ceramics and porcelain (more likely) or glassware (less likely) Coal Cotton cloth Dyes Fish (pickled) Fish and meat (dried) Fruit (mangoes. etc) Dyes Fish (pickled) Fish and meat (dried) Flour Fruit (apples) Glassware Goats.NON-DUNGEON ADVENTURE DESIGN Table 4-78: Regular Cargo Die Roll 01-02 Regular Cargo . plums. paper.Asian (d100) Armor (mainly leather. knives. etc) als. possibly crusaders) Rope Salt Sheep Baskets and woven reed items Batch of general trade goods (a mix of low-quality crafted goods of various materi. or other livestock Grain (barley) Grain (wheat) Hallucinogens or narcotics Herbs (common) Horses (or other type of mount) Iron or tin Leather and hides Meat.BOOK FOUR: DUNGEON DESIGN .Desert/Middle Eastern (d100) Armor (mainly leather) Regular Cargo . etc) Beans Bronze or tin implements (lamps. clay lamps. or other tropical woods) Reed mats and tatamis Religious passengers (pilgrimage) Rice (long grain or wild) Rice (short grain or white) Rice paper or papyrus 09-10 11-12 13-14 15-16 17-18 19-20 21-22 25-26 27-28 29-30 31-32 33-34 35-36 37-38 39-40 41-42 43-44 45-46 47-48 49-50 51-52 53-54 55-56 57-58 59-60 61-62 63-64 65-66 67-68 69-70 71-72 73-74 75-76 293 . or prunes Hashish or other drug Herbs (common) Honey Incense Leather and hides Light cloth Lotus flowers Mercenary company in transit Metal (ore or smelted) Nuts (almonds) Oil (olive oil or flammable oil) Parchment or papyrus Pottery Prisoners Rare wood (cedar and sandalwood. dates) Fruit (pomegranates) Glassware Goats Grain (millet) Grain (wheat) Grapes.Bronze or tin implements (lamps.) Fruit (oranges) Goats Government cortege: diplomatic or moving to new assignment Grain (millet) Grain (wheat) Herbs (common) Honey Incense Leather and hides Light cloth Lotus flowers Metal ore Metal. etc) Beans Beer Bronze or tin implements (lamps.European Cultures (d100) Armor (mainly leather) Regular Cargo . bacon. caravan pipes. candles. clay lamps. ribbons.Bandits who already have control of the cluding such things as trinkets. brandy. knives. holy symbols. pigs. and less likely than in Middle Eastern or European-type caravans) Baskets and woven straw items Beans 03-04 05-06 07-08 Batch of general trade goods (a mix of lowquality crafted goods of various materials. smelted Nuts (almonds) Opium Pottery Prisoners Prisoners or convicts Rare wood (mahogany. etc) Carpets or rugs (generally low quality) Cattle (including oxen) Coal Corn Distilled liquor (rum. etc. or papyrus Pottery Prisoners Religious passengers (pilgrimage. smelted Nuts (hazelnuts or walnuts) Nuts (walnuts) Parchment. salted (pork. bowls. holy symbols. knives. including such things as trinkets. teak. Continued Die Roll 77-78 79-80 81-82 83-84 85-86 87-88 89-90 91-92 93-94 95-96 97-98 99-00 Regular Cargo . etc. potatoes. magical runes. Mineral with unusual propensities Monolith with magical properties. possibly quiescent Magical Cargo (d100) Alchemical Glassware 294 . in cages (delicacy or pet) Bones.Asian (d100) Rice wine Table 4-79: Small Cargo Die Roll 01-04 05-08 09-12 13-16 17-20 21-24 25-28 29-32 33-36 37-40 41-44 45-48 49-52 53-56 57-60 61-64 65-68 69-72 73-76 77-80 81-84 85-88 89-92 93-96 97-00 Small Cargo (d100) Archaeological finds Birds. bugs.BOOK FOUR: DUNGEON DESIGN . lattice.Desert/Middle Eastern (d100) Sesame seeds Silk Slaves Sugar or sugar plants (cane or beet) Tea Tobacco Water or salted ice Weapons (common) Wine Wood Wood (not necessarily high quality. Sedated large monster (dragon.NON-DUNGEON ADVENTURE DESIGN Table 4-78: Regular Cargo . parsnips Weapons (common) Wine Wood Wool Woolen cloth Regular Cargo . minotaur. since in desert areas all wood could be a trade commodity) Wool. etc. where their possession was controlled more strictly than in Western cultures Wood Regular Cargo . valuable dung Spices Unusual feathers Valuable dyes Worthless decoy cargo Table 4-80: Magical Cargo Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Chemicals Entire wizard’s laboratory Large and fragile framework.European Cultures (d100) Slaves Sugar or sugar plants (cane or beet) Tapestries (cheap) Tea leaves (mainly herbal) Textiles (high quality wool. etc) Seeds (or silk) Silver Special. in cages (delicacy or pet. supposedly of saints Books Bugs. could also include silkworms) Circus animals Explosives or material with explosive properties Gems/jewelry Gold Lenses or kaleidoscopes Live fish in aquarium(s) Live plants Magical Cargo Pelts or furs Perfumes Poison Gas Poisonous snakes. possibly some silk) Tobacco Turnips. etc Partially completed construct. such as a golem’s body or other large item for future enchantments Plants with unusual properties Slime Undead. or goat or camel hair Rope Salt Sesame seeds Silk Slaves Sugar or sugar plants (cane or beet) Tea Tobacco Villagers (being relocated) Weapons (common) Note: private cargoes of weaponry would be unusual in many Asian regions. Ripples can be as large as small dunes. The soils are not usually very good. There are several different types of deserts. However. making expeditions into the desert a worthwhile venture. Temperatures in midlatitude deserts vary considerably with the season. Many of these form because there is a more durable rock at the top. 15-22 Dust Devils Ephemeral Stream 23-30 01-14 31-37 Exotic River 15-28 Midlatitude Desert 38-44 Lakes 45-52 Loess 29-42 Monsoon Desert Montaine Desert 43-56 53-60 Mineral Deposits 57-70 Polar Desert 71-84 Rain Shadow Desert Trade Wind Desert 61-68 Oasis 85-100 Table 4-82: Desert Map Features Die Roll Desert Feature Description Arid areas with high clay content eroded by wind or water are called badlands. Cyclonic storms of very small particles.Continued Die Roll Desert Feature Description Dunes can form from snow in polar deserts. often as deep as 20-30 meters. with one deposit 355 meters deep. In particular. The Tengger Desert in China. and crop growth in areas where precipitation alone would not permit crop growth. or copper deposits. Usually crusted with salt or clay as a result of the lake’s presence. Boring. Caused by extreme temperature differentials in close areas.BOOK FOUR: DUNGEON DESIGN .NON-DUNGEON ADVENTURE DESIGN Part Two: Desert Wilderness Tables Deserts are actually a lot more interesting than the featureless seas of sand many people think of. gullies. though. They have a number of unique geographical features including canyons. The Sahara is an example of this type of desert. but often saline. The Tibetan plateau contains a significant area of Montaine Desert. Desert lakes can form when there is sufficient runoff from nearby mountains. deserts have unusual mineral deposits caused by evaporation. there can be incidence of snow dunes. rather than being tremendously hot all the time. During torrential desert rain. and hoodoos. Runoff from nearby mountains can cause short-lived rivers or streams in a desert Most deserts are watersheds which receive little moisture (the moisture all goes to the adjoining watersheds). reaching as high as one kilometer. Deserts contain metals no less than temperate regions. but don’t necessarily have the gentle slope/ steep slope formation of a true dune. but this is what covers about 40% of deserts. and the Sonoran Desert in Mexico are examples of this sort of desert. such as the Nile or the Colorado River. A tall mountain range blocks clouds from moving into the desert region. and are watersheds which receive little rainfall. it would be possible to have an oasis where the soil was incredibly fertile – it’s just not likely under real-world terrestrial conditions. moves through a desert. 69-76 Playa 77-84 Ripples 85-92 01-07 Badlands (clay-rich area) Flat sand. An oasis is an area where underground springs or seepage can create small lakes. in some cases a river with a very strong source. The Tian Shan Desert in China is an example of a Rain Shadow Desert Predominant wind currents heat up and dissipate cloud cover. A hoodoo is a tall spire of rock left behind after the surrounding area is eroded away. Flat area caused by the existence of a dry desert lakebed. Montaine deserts are high-altitude areas far from any significant body of water. Silt deposits. so it is possible to find valuable gold. they are high in organic content. but little precipitation. Monsoon deserts are areas where seasonal storms run out of moisture before reaching the desert area. Wadi Dry streambeds left by flash flooding or ephemeral streams. and they are populated with an extraordinary variety of plant and animal life (although more sparsely than the more hospitable terrain types). 93-100 295 . However. They have a gentle slope on one side and a steeper slope on the lee side (where the blown-over sand causes avalanches). silver. tree growth. Such deserts often experience ground-covering fog. One particular thing to keep in mind about deserts is that sand moves constantly as a result of wind currents – you can always use the adventure hook of something interesting that has recently been uncovered by the winds. Deserts in polar regions are generally plains of gravel or plain bedrock rather than sand. They are shallow and broad. and wind can actually cause the lake to move from one place to another. but unusual salts and other minerals might be used in magical potions. 08-14 Dunes Table 4-81: Types of Deserts Die Roll Desert Type Coastal Desert Description Coastal deserts are created because of cold ocean currents running parallel to the coastline. The reason why dunes don’t Sand Sheet form is because the sand particles in a sand sheet are too large for significant wind movement. In polar deserts where precipitation occurs. Areas located far from oceans. Table 4-82: Desert Map Features . acting as a “cap” to protect the lower portion of the spire from the elements. Not all of these would be particularly interesting in a fantasy campaign. causing more sun to hit the area. and from sand in hotter deserts. as opposed to areas with dunes. these can be extremely dangerous. fig. or removes ability to perceive thirst or hunger Magical effect – charms Magical effect – hallucinations Melted into solid. or date trees Reeds Sand Water 296 . possibly even runes Extremely cold Filled with odd desert vegetation Gravel area Human faces form in the sand. staked out in sand Spring or small oasis Stand of large cacti Standing stones (possibly toppled and half buried) Statue half-buried in sand Tracks (camel or other mammal) Tracks (large snake or other reptile) Unusual Sands (see Table 4-86 for ideas) Wadi (dry stream-bed resulting from flash floods) Weapon (probably broken) Table 4-84: Build an Interesting Oasis Although this is a short table.) Skeleton. emits light. or perhaps something unusual like ground birds) Contains shifting patterns. meerkats. jumping rats. reptiles. or offers some other unusual minor benefit Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Feature (d100) Birds Fish Frogs Fruits Grasses Mud Palm. or physical change Contains extended burrows of small creatures (rodents. it seems to produce some really great results.BOOK FOUR: DUNGEON DESIGN . glassy surface Patterns of color/striated Quicksand Reflective/searing hot Ripples without apparent cause Sand is edible.NON-DUNGEON ADVENTURE DESIGN Table 4-83: Desert Legends Roll on this table (both columns) to generate the name of a legend about the desert Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 First Part (d100) The Ancient The Battle of the Green The Cave of the The Crimson The Curse of the The DervishThe Djinni of the The Dreaming The Eyes of the The GhostThe Jewel of the The Lizard The Lost The Magic Palm Trees of the The Sacrificial The SaltThe Secret of the Red The Servants of the The Slaves of the The Vulture Second Part (d100) Canyon Caravan Ceremony City Dunes God Maiden Nomads Oasis Pharaoh Processional Pyramid Sands Scimitar Serpent Sorcerer Storm Sultan Wanderer Ziggurat Table 4-85: Desert Dressing Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Dressing (d100) Bones of large animal Broken shards of pottery Evidence of a natural catastrophe. either ancient or recent Evidence of an abandoned nomad campsite Large fossil or fossil bed exposed by wind Mirage Patches of desert grass or scrub trees (usually indicates subterranean water) Remains of a destroyed caravan (might be recent. and very consistently. changing constantly Intelligent and malicious Magical effect – causes thirst or hunger. etc. jackrabbits. Interesting Aspect of Feature (d100) Act like potion when eaten Black Blue Charms – to fight Charms – to remain Conceal treasure Creates illusions Intelligent Produces valuable substance Sacred Owner of Oasis (d100) Bandits Djinn Efreet Idol of a god or demigod Merchants Militant religious zealots Nomads None Religious exiles Water creature Table 4-86: Unusual Sands Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 Unusual Sand Type (d100 Area scattered with huge boulders Causes risk of mutation. shapeshifting. might just be bones) Rock with carved runes Rodent warren (prairie dogs. relieves thirst. For smaller details. it is a list of ideas for the kind of larger features that go onto the map before details start getting filled in. prairie dogs) Small snake Vulture Animal (d100) Part Three: Forest Wilderness Tables Table 4-88: Forest Mapping Features One can use this table for building maps. some of it quite high up Broken arrows and weapons Broken woodsman’s axe Burrow entrance Child’s doll Dead animal (probably partially eaten. Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Map Feature (d100) Area with destruction Area with heavy. sacrifices) Isolated ruins. creeks. almost impassable undergrowth Area with unusual trees (see Table 4-72) Areas with heavy fungal growths Areas with unusual plants (see Table 4-73) Deliberately cleared area Evidence of druidic activity (standing stones. small. use Forest Dressing Table 4-89.Continued Die Roll 91-95 96-00 Unusual Sand Type (d100 Sand is made of a valuable or semi-valuable mineral Wind-blown or wind-sculpted Table 4-89: Forest Dressing Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Forest Dressing (d100) Area where lots of bark has been scraped off trees. Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 First Part (d100) The Ancient The Dark The Emerald The Followers of the The Gold of the The LeafThe Lost The Oracle of the The RuneThe Secret of the The Shadowy The Slaying of the The Slumbering The Stone of the The Symbol of the The Token of the The Trees of the The Vengeance of the The Warded The WolfSecond Part (d100) Children Circle Druids Dryad Foresters Gatherer Glade Hunter Knight Miser Monolith Path Pools Priesthood Reeds Remembrance Six Stag Trail Witch 297 .NON-DUNGEON ADVENTURE DESIGN Table 4-86: Unusual Sands . but perhaps not) Heavy spiderwebs Human sacrifice left to the elements Isolated unusual tree Lightning-struck tree Line of ants or other insects … going to or from something Massive fallen tree Moss hanging from tree branches Nails driven into trees Pattern of stones set on forest floor Piles of bones Pond Small stream Trail markers carved into trees Wicker basket Table 4-87: Desert Animals This table is pretty mundane by itself – use it in tandem with Table 4-74 to create unusual encounters or situations Die Roll 01-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-00 Camel Cougar or lynx Jackrabbit Lizard (medium) such as iguana Lizard (small) Quail or pheasant Small bird Small burrowing rodents (e.BOOK FOUR: DUNGEON DESIGN . such as ancient statues Natural clearings Rivers.g. brooks Table 4-90: Forest Legends Roll on this table (both columns) to generate the name of a legend about the forest. crane. egret. or heron Turtle Vulture Wolf Animal (d100) Alligator or crocodile Table 4-94: Hill or Mountain Dressing Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Abandoned camp Animal tracks Blood Broken wagon wheel Carved rocks Corpse or bones (animal) Corpse or bones (humanoid or monster) Fallen boulder Fallen trees Feathers Footprints Grave Gravel Pattern of rocks Shrine Signs of underground river (vegetation following course) Skull on pole Standing stone Tar pit Trail signs Hill Dressing (d100) 298 . this is pretty mundane by itself – use it in tandem with Table 4-74 to create unusual encounters or situations. or lynx Turtle Vulture or owl Wolf Animal (d100) Part Four: Hills/Mountains Wilderness Tables Table 4-93: Hill and Mountain Map Features Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Barren area Canyon or crevice Cave entrance(s) Cliff Cuts (areas where cliffs break. wasps. and can be climbed easily) Grazing areas Long ridges Overgrown/unused trail Pool River Stream Trees: following riverbed or streambed Trees: forested area Trees: grove or wood Trees: stunted or unusual Tribal markers or territorial borders Unstable rock or avalanche risks Vale. valley. panther. or basin Waterfalls Winding trail Map Features (d100) Table 4-92: Jungle/Rainforest Animals Use this table in tandem with Table 4-74 to create unusual encounters or situations Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Baboon Bear or similar Bees. Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Badger Bear Bees Boar Crow or other medium-sized bird Doe Frog Larger snake Quail or pheasant Rabbit Skunk Sloth Small snake Sparrow or other small bird Squirrel Stag Tiger. cougar.BOOK FOUR: DUNGEON DESIGN .NON-DUNGEON ADVENTURE DESIGN Table 4-91: Forest Animals As with the other “animals” tables. or hornets Boar Burrowing rodent Chameleon Frog Gorilla or large ape Large lizard (iguana or even komodo dragon) Monkey Panther or leopard Parrot or macaw Sloth Snake Songbird or bird of paradise Stork. unexpectedly spindly Eyes. possibly small): abstract patterns such as spirals or circles Paintings (possibly large. elephant size Mammal. human size Table 4-96: Unusual Cliffsides . or valuable mineral visible in cliff face Waterfall (could be small. horse size Mammal. thick and powerful Body shape. or other flora Covered with growths of wildflowers Cracked by earthquake Dried-up waterfalls have created several climbing pathways to the top. flower garlands. fungi. disproportionately large Head. small Odd Feature (d100) None Armor plating Body shape. unusual snakes. some of which may be more dangerous than others Glitters with reflective mineral deposits Home for enormous number of flying creatures (birds. gold. human size Amphibian. human size Plant.Continued Die Roll 86-90 91-95 96-00 Unusual Feature of Cliffside (d100) Unusual color of stone. horse size Reptile.NON-DUNGEON ADVENTURE DESIGN Table 4-95: Hill or Mountain Legends Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 First Part (d100) The Cold The Curse of the The Disappearance of the The Divine The Eye of the The Guardian of the The Harp of the The Ice The Lost The Mysterious Marks of the The Murderous The Prospector’s The Ram of the The Red The Salt The Serpentine The Stone (or Silver) The Tragic The Vision of the The Winter Second Part (d100) Bandits Cave Climbers Flower Grove Hill-druids Idol Jewel Mist Oracle Pool Priestess Rocks Runestone Sacrifice Stream Trees Valley (or vale) Warrior Witches 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Fish. small Amphibian. bats. Hung with strange trophies (skulls. etc). small Plant. one set disproportionately large Limbs. horse size Fish. horse size Plant. Veins of gemstone. some in very hard-to-reach places Massive statues or bas-relief carved into cliffside Paintings (possibly large. possibly small): people and animals Partially supported by pillars or ancient masonry Pockmarked with holes that create whistling and moaning in breezes and winds Pockmarked with numerous caves or grottos 299 . small Reptile. elephant size Reptile.) Home for enormous numbers of burrowing creatures such as rodents. more or fewer than normal Mandibles Serpentine shape Spines Squid-like or octopuslike features Sting(s) Tentacle(s) Wings Table 4-96: Unusual Cliffsides Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 Unusual Feature of Cliffside (d100) Carved with ladders or steps Cliffside is sapient. resembling different type of creature Hybrid creature Legs. etc). human size Reptile. horse size Amphibian. human size Mammal. elephant size Plant. elephant size 26-30 Fish. etc. small Mammal. and might be more than one) Table 4-97: Fossils Die Roll 01-05 06-10 11-15 16-20 21-25 Basic Resemblance (d100) Amphibian. etc. green. elephant size Fish. disproportionately large Eyes. and can speak through mouthshaped cave Contains layers of fossils Covered in moss. or striated with unusual colors of stone (orange. more or fewer than normal (including none at all) Fossilized with nest/ cache of eggs Fossilized with skin intact Head.BOOK FOUR: DUNGEON DESIGN . BOOK FOUR: DUNGEON DESIGN . very clear Pan pipes or reed flute Reeds.NON-DUNGEON ADVENTURE DESIGN Part Five: Swamp Wilderness Tables Table 4-98: Swamp Map Features Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Swamp Feature (d100) Algae growth covers water surface Birds flying from cover when startled Changes in water color Changing depths from hip-deep to neck-deep Changing depths from marshy to ankle-deep Creatures’ backs used as bridge Deep pits or channels under water Flowers Hanging vines from trees to ground Houses (or even castle) on stilts Leeches in water or trees Long. height. unusual (color. marshy islands Overhanging trees Rocky hill-island Sandbar Schools of small fish Sulfuric bubbles from underwater Sunken tower or castle Swarms of biting insects Water lilies and lily pads conceal water surface Table 4-100: Swamp Dressing Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Bones Bubbles rising from water or mud Carcasses on poles Decorated poles or totemic arrangements Derelict shack or cottage Fish. etc) Rock outcropping Sandbar Smell of rot Strange lights (marshlights or fireflies) Sulfur spring Swamp gas – causes visions or hallucinations Swamp gas – causes weakness or nausea Very thick hanging moss growing from trees like curtains Waterfowl Wooden ladder built into tree Item or Feature (d100) Boat (damaged or whole) Table 4-99: Swamp Legends Die Roll 01-05 06-10 11-15 16-20 21-25 26-30 31-35 36-40 41-45 46-50 51-55 56-60 61-65 66-70 71-75 76-80 81-85 86-90 91-95 96-00 Legend of the … (d100) Ancient Bone Crocodile Cursed Dragonfly Drowning Fertility Fungus Lost Lurking Moss Murderous Poison Primordial Slaughtered Stalker Sunken Toad Voodoo Water City Father Ferryman Fish Fisherman Hunter Magic Ones Pool Queen Serpent Shaman Shambler Spires Temple Totems Tree Village Vines Witch Noun (d100) 300 . possibly phosphorescent Fresh-water pool. ....................................287 4-63: Underwater Vehicles....................................................................................................................297 4-90: Forest Legends....................................................272 4-31: Abstract City-Encounter Generator............................................................................290 4-72: Unusual Trees.......262 4-8: Owner of Flying Structure..........282 4-47: Things to Vary on Another Plane of Existence............................................................279 4-40: Temple Structure....................................283 4-48: Alternate Worlds or Realities.....................280 4-42B: Details of Relics B......................263 4-9: Purpose of Flying Structure..................................................................................................................................290 4-74: Unusual Feature of Animal................................................................................................................................................261 4-2: Aerial Adventure Locations/Objectives......................................................................................................268 4-21: Odd Behavior.......................................278 4-38: Reason why Ground is Holy...............................................................................................................273 4-32: Crimes............................................................................................................................................................289 4-70: Unusual Islands......................................................................................................270 4-27: Civic Buildings.....................264 4-13: Current Purpose of Ruins............274 4-34: Inquisition Effects on Hirelings and NPCs.........................................................................................................................296 4-85: Desert Dressing..........................273 4-33: Prisons............................................268 4-20: Odd Customs of Dress.......................................299 4-97: Fossils.281 4-44: The Bill of Fare..............................................261 4-5: Things Seen from the Air..................261 4-4: Events in the Air...........................................................................................................................296 4-87: Desert Animals...................................................................292 4-78: Regular Cargo....................................265 4-14: Structures of Ruins (by Basic Type)..................................296 4-86: Unusual Sands...................................................................285 4-57: Planar Gateways......................................................278 4-39: Administrative Functions of Larger Temples......................266 4-18: Pride of the Town........................296 4-84: Build an Interesting Oasis................285 4-54: Dream-Realms.............................284 4-51: Spirit Planes......................................................................................................................................................................................................................................................................................... Page 4-50: Dimensional Planes.....................................................................299 4-98: Swamp Map Features.294 4-81: Types of Deserts.300 301 .................................................................291 4-75: Animal Wounds...................................................................................................................................267 4-19: Unusual Domestic Animals Used.............................287 4-62: Unusual Seaweeds.................................................................................................281 4-43: Cultural Changes in City............270 4-26: Businesses...............265 4-16: Unusual Castles and Manors............................................................................................................................................................................................................275 4-35: Generating Minor Gods..........................................................272 4-29: Latest News (possibly untrue).........279 4-41: Nature of Relics.....................................................................................................277 4-37: Temple Types....................................................................................... Reason for Sinking)............297 4-91: Forest Animals...287 4-64: Chart of Common Ship Types..............................................................283 4-49: Supernatural Planes..................263 4-10: Condition of Ruin.........................................262 4-7: Types of Flying Structures..................................................295 4-83: Desert Legends......................................281 4-45: Battle Composition of a Tribe........................284 4-52: Hells and Demonic Regions..........................265 4-17: People in a Castle........261 4-3: Aerial Problems/Mysteries/Missions.276 4-36: Religious Processions and Ceremonies...................................................................................................................................................................................................BOOK FOUR: DUNGEON DESIGN ...........................................................................291 4-76: Weird Terrain Features......................284 4-53: Cthonic Planes..................270 4-24: City Districts.........285 4-56: Mountains in Other Planes................................................................................................286 4-58: Events Underwater.....................................................................................................................................................................................................298 4-93: Hill and Mountain Map Features....293 4-79: Small Cargo................................................................................269 4-23: Interesting Streets...............................280 4-42A: Details of Relics A......................................................................................................................................................................................................................................................................................................................................................................299 4-96: Unusual Cliffsides..........264 4-12: Unusual Purpose Ruins.........272 4-28: Religious Areas............................................................................................................................................................................300 4-100: Swamp Dressing.........................................284 Table...................................................................................................................................................................................................270 4-25: Open Areas.................................................................................................................................................................................................................297 4-89: Forest Dressing.298 4-92: Jungle/Rainforest Animals....................................................................................................................................................................NON-DUNGEON ADVENTURE DESIGN List of Tables Table.........................................................288 4-67: Ship Cargo..................................290 4-73: Unusual Plants...............295 4-82: Desert Map Features.........262 4-6: Types of Flying Vehicles...287 4-59: Ocean Floor Features....................288 4-65: Unusual Ships..............................................................................................................287 4-60: Shipwrecks (Type..........287 4-61: Inhabitants of Shipwrecks......................................................................................................Page 4-1: Type of Adventure....................................289 4-69: Events on Water.......................................300 4-99: Swamp Legends.......298 4-94: Hill or Mountain Dressing................................................................................................................290 4-71: Owner of the Island.......................297 4-88: Forest Mapping Features.........289 4-68: Unusual Pirates.....................................................................................................................................................269 4-22: Unusual Cultural Center of Gravity.................................................294 4-80: Magical Cargo..............298 4-95: Hill or Mountain Legends......291 4-77: Contents of a Caravan.......................................................................................285 4-55: Rivers and Lakes in Other Planes..................................264 4-11: Type of Ruin..282 4-46: Appearances of Primitive Villages and/or Encampments.272 4-30: Faction Wars............................................................................................................265 4-15: Type of Castle............... .................................................................................................. 40 1-25: Increase Personal Capabilities.... 108 2-77: Tongue Attacks..................................... 31 1-17: Intended Method of Destruction......................................................................................... 46 1-29: Time Cycles........... 30 1-15: Desecration Methods (Event) ........................................................ 86 2-47: Demonic Hints for Dark Angels................ 92 2-55: Planar Trading/Commodities... 93 2-56: Mode of Planar Travel...................................... 69 2-23: Fey Contracts..................................................................................................... 49 1-32: Nature of Subversion to Evil........ 70 2-25: Fey Transformation of Enemies................................. 40 1-26: Scope of Political Power Sought....... 77 2-36: Humanoid Racial Overview.................................... 122 2-85: Social Organization of Sapient Monsters.......................................................................................................... and Status....................................... 132 3-5: Challenges to the Character Sheet.......................................................... 13 1-3: Types of Missions.................................................................................................................................. 37 1-22: Evoke Catastrophic Event. 108 2-78: Special Attack Delivery Method............. 119 2-81: Transformations................................................................ 39 1-24: Gain Favor of Another Villain (or Villainous Organization) ... 60 2-8: Physical Danger Posed by Construct................................... 100 2-67: Breaks in the Life Cycle.......... 123 3-1: Types of Races Against Time..... 109 2-80: Fear Effects............................ 27 1-12: Villainous Concealment................................................................................... 80 2-40: Profile of a Mist Creature....................... 15 1-6: Location-Based Missions............................................................ 108 2-76: Tail Attacks........90 2-53: Problems With Summoned Creatures..................................................................................................Complete List of Tables Table.............................................................. 52 2-1: Monster Categories............................................................................................................................. 61 2-10: Reason for Creating Construct...... 103 2-70: Special Features of a Verminous Creature-Type............................... 82 2-42: Ooze Immunities and Special Attacks........................................................................................................ 137 3-8: Person Based Backstories.......... 104 2-72: Monster’s Overall Combat Profile.............................. 36 1-21: Quest for Economic Power........................................................................................ 67 2-19: Elemental Plane of Origin.................... 28 1-13: Conversion.......................................... 99 2-65: Causes of Intelligent Undeath............................. 56 2-3: Folkloric Shape-Adaptations........ 86 2-48: Basic Form of Demonic Creature..... 136 3-7: Item-Based Backstories...... 55 2-2: Creature Attributes.......................................................... Page 2-31: Giant’s Magical Abilities................................. Motivations........................ 10 1-2: Locations (Purpose) ............................................................................... 78 2-38: Thematic Ideas for Mastermind Humanoid Races........................................................................... 15 1-4: Individual-Based Missions........................... 84 2-44: Macro-Biote Form.................................................................................................................................................................................................. 99 2-64: Basic Types of Undead Creatures. 132 3-4: Specific Tactical Situations................ 81 2-41: Ooze Form........................................................................................................................... 134 3-6: Why an Adventure Location Became Dangerous............................. 120 2-83: Distinctive Attributes.............................. 59 2-7: Type of Construct................ 25 1-10: Hooks and Motivations..................................... 82 2-43: Ooze Name/Description........... 60 2-9: Modern Analogues for Fantasy Devices... 64 2-15: Dragon’s Unusual Breath Weapon....... 41 1-27: Method of Gaining Political Power........................ 29 1-14: Desecration Plots (Location) .......................................................... 33 1-19: Reason for Seeking Vengeance/Revenge............................................................................................. 59 2-6: Reproductive Strategy.......................... 69 2-24: Magical Abilities of Fey Creature..... 100 2-68: Manner of Death............................................................................ 49 1-33: Group Being Supported..... 85 2-46: Categories of Planar Creatures.............................................................. 75 2-33: Physical Form of the Horror.................................................................................................................................................................................................................................. 62 2-14: Dragon’s Unusual Ability............................................................................................................................................................................................................................................................. 73 2-30: Giant’s Physical Appearance.................................................................................... 74 2-32: Type of Horror.......................................................................................................................................................................... 38 1-23: Food-Related Activities.......................... 109 2-79: Special Attack Type................... 101 2-69: Basic Profile of Verminous Creature................. 59 2-5: Abstract Food........................................... 98 2-63: Sample Unusual Reproduction Methods for Plants................................................................................................................................. 89 2-52: Unusual Material Compositions for Summoned Creatures................................................... 103 2-71: Vermin Movement-Systems.............................. 64 2-16: Individual Dragon’s Mentalities.......................... 46 1-30: Whose Reputation is to be Manipulated............................................................................................... 121 2-84: Morphological Changes & Phases (Reproductive Cycles)............................ 51 1-35: Human Minions................................................. 32 1-18: Reason for Destroying this Particular Community.................................... 68 2-22: Form of Fey Creature.............................. 30 1-16: Type of Ceremony Villain Plans to Desecrate (Event) .................................... 61 2-11: Construct’s Physical Resemblance......................................................................................................................... 16 1-8: Patrons and Targets................................................................................................................................................... 88 2-49: Demonic Attributes............................................................................................. and Armor Plates............ 70 2-28: Summoning Fey Creatures............................................................. 75 2-34: Descriptions for Chitin................................................................................... 138 3-9: Most Recent Use Backstories.......................................................... 108 2-75: Body Attacks............ 88 2-50: Normal Purpose of Summoned Monster............... 119 2-82: Special Defenses and Abilities........ Page 1-1A: Locations (Overview).......................................... 58 2-4: Method of Obtaining Food........................................ 67 2-20: Method of Binding the Elemental Creature................................................. 17 1-9: Patron Motivations....................................................... 84 2-45: Ideas for Macro-Biotes..................................................................................................... 41 1-28: Random Acts................... 93 2-58: Form and Causation of a Visitation............... 131 3-3: Topographical and/or Tactical Challenges....................... 74 Table............................................................................................................... 72 2-29: Giant’s Possession (or related activity)............................................................................................................................................................................. 67 2-18: Elemental Body Forms............................................................ 107 2-74: Limb Attacks....................................................................................................................................... 62 2-13: Dragon’s Unusual Physical Feature................ 76 2-35: Humanoid Physical Structure.................................................. 70 2-27: Fey Methods of Immobilization............................................................. 130 3-2: Enticements to Peril............................................................................................................................................................................................................................................ 68 2-21: Conditions in Elemental Region................................... 48 1-31: What Reputation is Being Sought........... 50 1-34: Nature of Assistance Being Rendered............................................................ 97 2-62: Physical Distance Attacks for Plants. Carapace............... 61 2-12: Construct’s Loss of Control............................................. 16 1-7: Event-Based Missions.......... 79 2-39: Racial History of Mastermind Races..................................... 93 2-57: Vehicles and Bodily Organs for Planar Travel........................................................................................ 94 2-59: Basic Form of Plant Monster......................................... 95 2-60: Movement Forms for Mobile Plants........................ 77 2-37: Unusual Humanoid Leader-Types...... 89 2-51: Physical Form of Summoned Creature............................ 15 1-5: Item-Based Missions................................... 70 2-26: Characteristic Fey Magic Items............ 139 302 ....................................................................................................................................... 91 2-54: Physical Form of Planar Traveler.................................66 2-17: Social Strata of Elementals........... 8 1-1B: Locations (Overview).......... 26 1-11: Master Table of Villainous Plans.................... 34 1-20: Destruction of Good-Aligned Groups......................... 99 2-66: Preparations for Intelligent Undeath............................................................. 96 2-61: Pull/Augment Special Attack Types for Plants................................................................................................. 123 2-86: Common Identifying Features of    Highly-Intelligent Creatures........ 105 2-73: Head Attacks... ........... 177 3-76: Thrones............................................................................................................................................... Alternative One...... 195 3-91: False Appearance Tricks...................... 186 3-81: Tricks by Category.................................. 209 3-120: Beneficial Changes and Curses to Items.................................................... 201 3-104: Mode of Forward Movement in Game Board Tricks............ 209 3-117: Unusual Writing............................... 165 3-53B: Strange Things..................... 196 3-94: Correct Actions for Magic Area Tricks........................................................................... 152 3-30: Normal Door...................... 167 3-56: Religious Imagery......... 160 3-43B: Areas Involving Tombs (Alternative 2)....... 196 3-92: Hazard Tricks........ 207 3-112: Game “Rooms”........................................................................................................... 151 3-29: Normal Door......... 174 3-71: Sounds................................................................ Unusual Features of.................................................. 145 3-21: Generating Magical Symbols.................................................................................... 197 3-95: Marking off Magic Area....... 197 3-97: Central Feature of Magic Thing.......................................... 157 3-39: Normal Size Rooms/Caverns................................................................. 188 3-83: Spoken Clues............................... Unusual Shapes of.......................................... 200 3-103: Single-Rule Pathways........................ 158 3-41: Arrangement of Rooms/Caverns Within an Area........................................................................................ 150 3-24: Corridor............ 176 3-73: Type of Statue.... 197 3-96: Warnings.......................................... 221 3-133: Poison Effects (Non-Lethal).. Unusual Mechanisms for.................................................................................. 198 3-98: Abstract Special Effects for Magic Thing.......................................................... Big Things.......................... 204 3-108: Basic Game Tricks... 184 3-80: Wild Card Matrix for Tricks........................................... 182 3-78: What Comes Next (Basic Ideas)................................................................................................................ 161 3-46: Areas Involving Worship......... 168 3-60: Small Containers................. 190 3-86: Bargain and Persuasion Tricks............................................................................... 210 3-121: Beneficial Conditions and Curses to Individuals......... 168 3-58: Changing Architectural Features................................................................ 176 3-72: Statue Material and Condition................”......... Basic Description of.......... 172 3-68: NPC Interaction.................................... 166 3-54: Contents of Special Rooms............................................................ 147 3-23: Transitions Between Dungeon Areas..................... 164 3-52: Unusual Stairs...................................................................................................................................................................... 194 3-90: Experimental Trick (machine or alchemical reaction)  defined by resulting sound........................... 221 3-131: Pits..................................... 214 3-123: Physician’s Diagnosis of Normal Diseases........................................................ 164 3-53A: Strange Things. 157 3-38: Rooms or Chambers in a Dungeon Area....................................... 207 3-113: Types of Game Series................................................. 214 3-124: Specific Courses of Treatment (for Normal Diseases)........................... 196 3-93: Magic Area Tricks Master Table.......................... 143 3-15: Type of Event Leaving the Clue....................................................................................... 154 3-33: Waterway Connections....................................................... 140 3-12: Deliberate Misdirections............................ 208 3-116: Beneficial Effect of Reading the Written Trick................................................................ 151 3-27: Archway Master Table......................... Unusual......................................................................................................................................... Distinctive Elements............ 200 3-102: Correct Responses to Magical Thing Tricks............................................................................................................... 168 3-59: Type of Container for Special Rooms..... 176 Table............................................... 144 3-18: Nature of the Writing......................................................................................................................................................................................................................................................................... 216 3-126: Basic Mechanical Traps............................................................................................................................................................ 162 3-50: Level Changes.. 221 3-130: Missile Traps............................... 224 3-135: Basic Traps (Magical).... 204 3-109: Methods of Betting Games............. 198 3-100: Result of Triggering Action.............. 160 3-45: Areas Involving Imprisonment.............. 198 3-99: Triggering Actions for Magic Things...................................... 150 3-25: Corridor.. 156 3-36: Teleportation.......... 172 3-69: Pillars....... 160 3-43A: Areas Involving Tombs (Alternative 1)......................... 177 3-75: Complex and Large Statues.................................................................... 182 3-79: What Comes Next (Using Tables)................................. 150 3-26: Bridges................................... 155 3-34: Waterway Connections.............................................................................................................. 156 3-37: Dungeon Area Topography............ 171 3-65: Descriptions of Non-Water Liquids................................................................................................................. 190 3-85: Complex Architectural Tricks........................................ 171 3-66: Unusual Lighting.................... 151 3-28: Archway........................ 173 3-70: Unusual Plants..................... 155 3-35: Teleportation.......................................................... 223 3-134: Basic Traps (Rigged Natural Features)..................................... Nature of Liquid............................................................................Complete List of Tables Table..................... 160 3-44: Areas Involving Scholarship or Research.............. Basic Description of....................... 217 3-127: Mechanical traps – Concealment................ 146 3-22: Sample Alternate Alphabets................................................................................................................. 153 3-32: Normal Door............................................................................. 144 3-19: Letter Contents........ 141 3-13: Content and Perspective of Direct Visions.............. 192 3-87: Master Table of Experiment Tricks............................. 189 3-84: Quick Architectural Tricks............................................................ 169 3-62: Bizarre Containers........ Basic Description.......................... Unusual Features of........................................................................................................................................ 178 3-77: Water Landmarks....................................................... 224 3-136: Magical Trap Special Effects...................................................................................................... 193 3-88: Table of First Elements (Experimental Tricks).............................................. 170 3-63: Furniture........ 208 3-114: Writing Surfaces.......................................... 218 3-128: Gases........... 208 3-115: Writing Methods.. 193 3-89: Table of Second Elements (Experimental Tricks)................ 170 3-64: Liquid...... 203 3-107: Form of Substance.......................... 225 3-137: Overall Profile for Complex Trap.................... 202 3-105: Risk and Reward for Game Board Trick “Squares............................................................. Contained.......................................................................................................................... 199 3-101: Warning Signals. 143 3-16: Relation of Source to Rumor............................................................ 226 303 .................................................................... 209 3-119: Magical Changes to Area........................................... 145 3-20: Ownership Papers............................................................................................................. Alternative Two............................................................ 210 3-122: Aversions............................... 142 3-14: Evidence of Mechanism or Use........................................................................................................................................................ Risk and Reward............................................................. 171 3-67: Major Mechanisms and Processes.......... 187 3-82: Hints and Foreshadowings......... 144 3-17: Information Content of Rumors................... 162 3-49: Landmarks..................................... Devices and Special Effects for.................................................................................................................... 206 3-111: Names for Games........ 158 3-42: Area Names Involving Water... 167 3-55: Altars....................... Nature of....................................... 216 3-125: Lethal and Virulent Diseases.................................................................................................................................... 158 3-40: Rooms of Unusual Size..... 153 3-31: Normal Door. 203 3-106: Master Table for Substance Tricks. 161 3-47: Areas Involving Bugs.. 162 3-48: Areas Involving Plants................................................................................. 168 3-61: Large Containers......Page 3-74: Simple Statues............................................................................................................................................................................................ 205 3-110: Choice Games.................................. 219 3-129: Trap Liquids...............................................Page 3-10: Types of Clues.............. Complicated Triggers.................................................................. 221 3-132: Poison Effects Table (Lethal)...................... 140 3-11: Coded and Deliberate Messages. 168 3-57: Dramatic Architecture...................................................................................................................................................................................................................................................................................... 164 3-51: Basic Stairs................................................................................................................................................. 209 3-118: Type of Beneficial Magical Condition or Curse.............................................................................................. 226 3-138: Trap Draws (Physical Draws)............................................... ....................... 234 3-149: Lighting (normal).......................................................................................... 287 4-59: Ocean Floor Features.. 295 4-83: Desert Legends......................................................................................... 250 3-173: Generalized Spell Effects.............................................. 256 3-184: Profile of Monster Ambush........................................................................................ 273 4-32: Crimes....................................................................................................... 281 4-45: Battle Composition of a Tribe........................................................................................................................ 244 3-167: Small Alchemical Things................. 288 4-65: Unusual Ships........................................... 280 4-42B: Details of Relics B...................................................................................... 285 4-54: Dream-Realms.....................Page 3-139: Trap Prisons........................................... 286 4-58: Events Underwater.............................................. 264 4-11: Type of Ruin................................................................................................................................................................. 228 3-143: Measuring out Life..................... 294 4-81: Types of Deserts...............................................................................................Page 4-21: Odd Behavior...................................................................................................................................................................... 273 4-33: Prisons......................... 276 4-36: Religious Processions and Ceremonies................................................. 236 3-154: Unusual Book Bindings...................................................................... 264 4-13: Current Purpose of Ruins....................... 226 3-140: Trap Kill-Mechanisms............ 236 3-156: How Hallucinogen is Administered................................ 268 Table................. 265 4-16: Unusual Castles and Manors.............................. 290 4-71: Owner of the Island...................................................................................................................................................................................................... 290 4-73: Unusual Plants.................................................................... 262 4-7: Types of Flying Structures........................................................................ 265 4-15: Type of Castle.............................................................................. 291 4-75: Animal Wounds........................................................................ 227 3-141: Kill-Switches and Escape Hatches.................................................. 236 3-155: Hallucinogen Name............... 270 4-24: City Districts.................................................... 287 4-60: Shipwrecks (Type.................................................................................................................... 291 4-76: Weird Terrain Features..................................... 261 4-3: Aerial Problems/Mysteries/Missions.......................................................................................................................... 252 3-175: Master Sarcophagus Table.. 278 4-38: Reason why Ground is Holy.......................................................................................... Reason for Sinking)............................................................. 270 4-27: Civic Buildings.................................................... 268 4-20: Odd Customs of Dress.. 279 4-41: Nature of Relics...... 261 4-2: Aerial Adventure Locations/Objectives......................................... 289 4-69: Events on Water.................................. 254 3-182: Decorations.... 262 4-8: Owner of Flying Structure......................................................................................................................... 246 3-168: Substance................................................................................ 232 3-146: Corpse Malformations...... 269 4-22: Unusual Cultural Center of Gravity................................................................................................. 262 4-6: Types of Flying Vehicles....................................................................................... 270 4-25: Open Areas................................................................. 240 3-164: Animal/Monster Part.............................. 254 3-181: Gems and Precious Stones....... 284 4-53: Cthonic Planes......................................... 280 4-42A: Details of Relics A.. Descriptive........ 294 4-80: Magical Cargo............... 296 4-86: Unusual Sands...................................... 291 4-77: Contents of a Caravan................................................................................................................................................................................................................................................................................... 231 3-145: Unusual Corpses............................... 257 4-1: Type of Adventure.............. 232 3-148: Condition of Item......... 234 3-152: Smells.............................. 272 4-30: Faction Wars......................................................... 261 4-4: Events in the Air............................................. 296 4-85: Desert Dressing........ 287 4-63: Underwater Vehicles.......................................................................... 237 3-160: Liquid Potions.................................................................................... 287 4-61: Inhabitants of Shipwrecks.............................................................................................................................................................................. 266 4-18: Pride of the Town................................................................................. 287 4-62: Unusual Seaweeds............................................................................................................................... 265 4-17: People in a Castle...................................................................................... 234 3-150: Furniture Items....................................................................................................................................................... 283 4-49: Supernatural Planes.................................................................................................................................... 240 3-165: Person Part............................................................... 252 3-176: Symbolic/Decorative Themes for Sarcophagi.................................... 281 4-44: The Bill of Fare................. 277 4-37: Temple Types.......... 265 4-14: Structures of Ruins (by Basic Type)................................................... 269 4-23: Interesting Streets...................................................................................................................................................................................................................................................................................................... 275 4-35: Generating Minor Gods.......... 249 3-172: Attack Spells.......................... 278 4-39: Administrative Functions of Larger Temples...... 237 3-157: Effects of Hallucinogens............................................................................................................................................................................. 248 3-171: Magical Effects........... 279 4-40: Temple Structure......... 282 4-46: Appearances of Primitive Villages and/or Encampments....................... 270 4-26: Businesses................................................................................................ 285 4-57: Planar Gateways....................................................................................... 296 304 ................... 293 4-79: Small Cargo................................................................................................................................................................................................. 261 4-5: Things Seen from the Air........... 237 3-158: Physical Signs of Hallucinogen Use.......................... 284 4-50: Dimensional Planes......................................... 239 3-163: Detailed Alchemical Ingredients Master Table.............................. 239 3-162: Magical Workrooms (List of Furnishings)....................................................Complete List of Tables Table................................ 234 3-151: Small Items............................ 282 4-47: Things to Vary on Another Plane of Existence............. 285 4-55: Rivers and Lakes in Other Planes....................................................................................................... 288 4-67: Ship Cargo...... 295 4-82: Desert Map Features.............................................................................................................. 292 4-78: Regular Cargo........................ 263 4-9: Purpose of Flying Structure............................................ 230 3-144: General Dungeon Dressing................................................................... 267 4-19: Unusual Domestic Animals Used.................................................................................. 289 4-70: Unusual Islands................. 290 4-72: Unusual Trees........................................................................................ 284 4-52: Hells and Demonic Regions.......................................... 232 3-147: Weird Dungeon Dressing.............................. 272 4-31: Abstract City-Encounter Generator........................................................................................................................................................................................................ 250 3-174: Command Words and Magic Words.................................................................................................. 281 4-43: Cultural Changes in City...................................................... 263 4-10: Condition of Ruin......................................................... 242 3-166: Plant or Plant Part.................................................................. 253 3-180: Jewelry............................................. 235 3-153: Book Types................................................................................................. 247 3-169: Magic Containers.......................... 289 4-68: Unusual Pirates...................................................................................... 287 4-64: Chart of Common Ship Types........... 285 4-56: Mountains in Other Planes................................... 252 3-177: External Features for Sarcophagi........................................................................................................................ 253 3-178: Warnings or Sigils for Sarcophagi......................... 264 4-12: Unusual Purpose Ruins........ 272 4-29: Latest News (possibly untrue)................................................... 228 3-142: Progressive Magically-Induced Weaknesses....... 248 3-170: Magic Clothing............................................... 272 4-28: Religious Areas.................. 237 3-159: Herbs............................................................................................................................ 284 4-51: Spirit Planes............................................................................................................................ 256 3-183: Tomb Arrangement........ 239 3-161: Powdered Potions........................................................................................... 290 4-74: Unusual Feature of Animal............................................................................ 296 4-84: Build an Interesting Oasis................ 253 3-179: Quick Climactic Monster Ideas... 283 4-48: Alternate Worlds or Realities......... 274 4-34: Inquisition Effects on Hirelings and NPCs................................ .............. 100-101 (breaks in life cycle)......... 299 4-97: Fossils............................... 298 Table.................... 277 Challenges....Page 4-94: Hill or Mountain Dressing.... Abstract 59 Food...... 299 4-98: Swamp Map Features... 295-297 (wilderness adventures in) Dimensions (of dungeon areas and rooms) 158 Dimensions (plane of existence) 75-76 (horrors from other dimensions)........... 115...... 268...... 199 (as result of triggering action).. 86-87 Dark Angel) Demonic Hints 87 (see related 88 Demonic Attributes) Demons 86-87 (Dark Angel type).......... Dark 86-87 Animals: 56-58.............. 228-230 (magically induced weaknesses) Customs 268-269 (of dress) Cycles 46-48 (of time).... 292-294 Castles 255-256 Catastrophes 38 Caverns 158-159 Central Feature of Magic Thing 198 Ceremonies 31..... 278 Alternate Worlds 283 Ambush 257 Angels. 122 (reproductive cycle) Dark Angel 86-87 (see related 88 Demonic Creature) Death.. and also see related 287-288 on underwater adventures for elemental plane of water Escape 133 (as element of tactical situation). 300 4-100: Swamp Dressing.......... 127-128............... see related 145 (ownership papers) Carapace 76 Cargo 289 (ships)......... 135 Crimes 100 (as break in life/death/undeath cycle)......................................................... 297 4-89: Forest Dressing............................ to the Character Sheet 133-134 Challenges................. 208-209 (written tricks) and 250-252 (spells) Bridges 151 (types).................................. see “Clues” Experiments 193-195 (in the context of tricks)........................ 256-256 (arrangement in tomb) Corridors 150 Creativity 4..... 298 4-92: Jungle/Rainforest Animals...... cardinal rule of 6 Adventure Hooks 26 Aerial Adventures 261-264 Alchemy 239-247 Altars 30... Magical 209-213 Constructs 60-62 Containers 168-170 Conversion (as villainous plot) 29 Corpses 232 (unusual)..... Item-Based 137 Backstory... 88 (Demonic Creatures)................ 297.... 232 (malformations).......Page 4-87: Desert Animals. 298 4-93: Hill and Mountain Map Features................................. 138 and 139 (as involved in backstories).......... 150 (as transition area)........ 214-216 (specific treatment of topic)....... 59 (methods) Forest 297-298 Fossils 299. Most Recent Use Method 139 Backstory................. 204-206 (as result of wager).............. 167-168.... 137 and 139 (relationship to backstory).... 77 (humanoids)..... 196 (as part of an area-trick)......... on Water 289 Evidence....... 299 4-96: Unusual Cliffsides. 195. 135............ 140-144 Codes 147-148 Combat Profile...... 279 (Temples) Businesses 37 (economic plots of villains)........ in City 270-272 Doors 146 (symbols upon)................... see also 230 on Measuring out Life Districts.. 298 Architecture 168 (Dramatic Architecture) 190-191 (Architectural Tricks) Archways 151 Area.......................... Measuring out Life 230 Demonic Attributes.... Person-Based 138 Betting 204-208 Books 236 (specific treatment of topic).. also see 112............ 284 (Demonic Planes) Desecrate.. Effects of 119 Fey Creatures 69-72 Food.. 297 4-90: Forest Legends........................... 297 4-91: Forest Animals............ 190 (as architectural trap) Buildings 264 (Ruins)... 151-155 (specific treatment of topic)....... see also 230 (measuring out life) Death.................... see “Tricks” Areas. 85 (macro-biotes)....... 297 4-88: Forest Mapping Features................................................................ 268-269 Clues 131. 300 Consolidated Index Aberrations....... Big Picture 136 Backstory...... 75 (aberrations and horrors).... 121122 (for monsters) Aversions 214 Backstory 135-139 Backstory............................ 273-274 (types of) Curses 111 (as special attack by monster.......... 118 on this topic)...Complete List of Tables Table... possibly also see “Corpses......... 226 and 228 (killswitches for traps and also trap-prisons).. 112 and 116 (special attacks using dimensions) Diseases 210-212 (as magical condition).................. 86-94 (creatures from other dimensions).... 53........ 161... also see related 147-148 (codes and ciphers)................... 141 (misdirection regarding)............... 209213 (specific treatment of topic)........... see “Rooms” Chitin 76 Cities 267-282 Cliffs 299 Clothing 248...... Magic................ Plots to 30-31 Deserts 293-294 (caravan cargos in)..................... see “Horrors” Adventure Design................ 157-162 Attributes (Demonic) see “Demonic Hints” Attributes (of Creatures) 56-58 (animals and beasts)............ of Monsters 105-107 (followed by numerous sub-tables) Commodities..... 192 (as appearing in bargain and persuasion tricks)............... 6....... see related 274-275 (prisons) Events... Method of Obtaining 39 (as plot).. 270-271 (in a city)................... 298 4-95: Hill or Mountain Legends...................................... see also related pages 140-144 for clues that may exist about doors Dragons 62-66 Dungeon Dressing 231-235 and see related about special rooms on pp167-182 Elementals 67-68 (specific treatment of topic) and see related 283-285 on planar adventures (does not specifically cover elemental planes)...... Manner of 101-102......” above Furniture 170-171 305 ............................ 88 (demonic)...................... 291. 116.......... 272 (Civic).. also see “Alchemy” index entry Fear. 300 4-99: Swamp Legends..... see “Demonic Hints” Demonic Creature 88 (see related......................... Planar 93 Condition. Topographical and/or Tactical 132-133 Chambers..................... Dungeon 149-150.. see also “Backstory” Letters. Natural Features. 201 (multiple mentions in tables for single-rule pathway tricks). Dungeon 149 and also see 164 (level changes) Lighting 171-172 Liquid 155 and see related “Alchemy” Locations 8-14 (specific treatment of adventure locations). of Monsters 120-121 and see related 109-119 (special attacks of monsters) Special Rooms 167-182. and see related 60-62 (constructed monsters) Streets 270 (unusual streets) and see related 270-272 (city locations) Substances 76 (chitin). Event-Based 16 Missions. see also “Clues. complex statues table). 240-246 (alchemical ingredients). see “Reproductive Cycles” Reproductive Cycles 99 (in plant monsters). 270 (in a city) Macro-Biotes 83-85 Magic Thing Tricks 197 Magical Symbols. and also see related 132-133 (tactical situations) Ruins 264-265 Rumors 26 (characters learning about available adventures). Hooks. Aerial 261 Missions. 200 and also see related “Hints and Foreshadowings. 296 and see related “Deserts” above Oozes 83-85 Outsiders. see “Generating Magical Symbols” Manors. Dungeon p149 is the starting point. and see related 109-119 (special attacks of monsters). 300 (legends about swamps) Sands. even though that table is for sarcophagi Jungle see “Forest” Kill-Switches.” and for generating a prophesy. see “Deserts” Sarcophagi 252-253 (specific treatment of topic). 289 Pits 221 Planar Creatures 86-94 (specific treatment of topic) and see related 75-76 (horrors from other dimensions) and 283-286 (planar adventures) Planes of Existence 283-286 and “Planar Creatures” above Plant Monsters 95-99 Plants 95-99 (plant monsters). 299 (about hills and mountains). 300 (about swamps). also see related 160 (naming areas involving tombs) and 256-257 (arrangement of tombs) Seaweed 287. also see “Reproductive Cycles. and also see “Rooms. 158-159 (arrangement within specific dungeon area). 261 (aerial). see “Betting” Games 204-208 Gas or gases 204 (forms of). Religious 168 and see related “Generating Magical Symbols” Islands 290 Items. 34-35 (specific treatment of topic) Rooms 139 (room purposes and types). 93 (modes of planar travel). Individual-Based 15 Missions. Topographical and/or Tactical” Hells 284 (specific treatment of topic) and related 286 (gates).” Herbs 237-238 (specific treatment of topic) with related 244-246 (plant parts in alchemy) and related 290-291 (unusual trees and plants) and related 95-99 (plant monsters) Hills 298-299 Hints and Foreshadowings 188 (specific treatment of topic). see related 95-99 (plant monsters) Shipwrecks 287 Signals. 288-289 (about ships). 144 (specific treatment of topic). 237-238 (herbs). 274-275 (specific treatment of incarceration). 193 (in experiment tricks). Location-Based 16 Missions. 160-162 (dungeon levels and areas). 164 (specific treatment of topic). see “Planar Creatures” Patrons 17-25 Pirates 288. which can be relevant) Reproductive Strategies 59. and see also 236-237 (hallucinogens) and the “Gas or Gases” entry. above Potions See “Alchemy” Prisons 228 (trap-prisons). see also 30 (desecration of relics) Religious Processions see “Processions” Reproduction. of Monsters.Consolidated Index Gambling. Warning. 122 (specific treatment of topic). 207 (for games and game tricks). see “Jungle” Random Generation. 297 (about forests).” above. Reasons for 25 (as patron motivation).” above Stairs 132 (as third dimension in tactical situations). Hallucinogens 236-237 Hazards 196 (tricks). 72 (methods of summoning fey creatures). 247 (specific treatment of topic) Summoned Monsters 67-68 (elementals). 90 (unusual composition of summoned creatures).” above Smells 235 Sounds 176 (in dungeon). 89-91 (specific treatment of topic) 306 . 280-281 (specific treatment of topic). see related 278-281 (temples). 299 (legends about hills and mountains). Item-Based 15 Missions. 297 (legends about forests). 236-237 (hallucinogens). also see related: 296 (legends about deserts). 167-182 (special rooms). and also see 46-48 (time cycles. 278 (in temples). 224 (rigged natural features) also see “Gas or Gases. try using the backstory generation tables (see “Backstory”) and simply putting the result in the future tense instead of the past tense. Dungeon 162-182 (initial table is on 162) Legends 296 (about deserts). Rigged 224. Types of 15 Mist Creatures 81-82 Monster Categories 55 Mountains 298-299 Names and Naming 84 (slimes and oozes). continuing for all of Book 3 Relics 277 (in religious processions). 276-277 (minor gods). 177 (simple statues table. 290-291 (unusual trees and plants) Poison 221-223. 86-94 (planar creatures). and 200 (warning signals). see related topic. Spells 250-252. Adventure 26 Horrors (monster type) 75-76 Humanoids 77-80 Imagery. see “Castles” Masterminds 79-80 and see related the entire section on Villainous Plots starting at p27 Minions 52 Missions. also see 196 (Hazard Tricks) News. 226 and 228 and also see related topic “Escape” Landmarks. also see 8-14 in which several place names and villain names are incidentally created in the location tables. Also consider using the monster tables starting from Table 2-1 and then turning the resulting creature into a super-powered being. Condition of 234 (specific treatment of topic) and see related 164 (condition of stairs) and 176 (condition of statues) Jewelry 254 and take a look at Table 3-176 for decorative themes on jewelry. 196 (as hazard-type trick).” above Revenge.” and “Challenges. types of). 217 (in traps) 219-220 (specific treatment of topic) and see related 221-223 (poisons) and 236-237 (hallucinogens) Gems 254-255 Generating Magical Symbols 146 Giants 73-74 Gods 276-277 (generating). 171 (liquids). and see related 164 (level changes in dungeon) for alternatives to stairs Statues 176 (material and condition. 210 (various transmutations of). 158 (room size). 204 (gases). “Demons. Other potential cross-references are “Alchemy” and “Books. 221-223 (poisons). see related 273-274 (crimes) Processions 277-278 see also 31 (ceremonies) Races Against Time 129-130 and related 201-202 (run-the-gauntlet tricks) Rainforest. see “Rumors” Oasis. 200 (warning signals) Special Defenses. see “Writing” Levels. 287-289 (underwater and waterborne adventures) Water Landmarks see “Water” Waterway. 224-225 (for magical traps) see related 228 (trap kill-switches) Undead 99-102 (tables for creating undead monsters) and see related 160 (naming areas involving tombs). see “Alternate Worlds” Writing 146 (magical symbols). Concealment of 28 Villain. 91 (events triggering problems with summoned creatures). 156-157 (specific treatment of topic) Temples 161 (dungeon areas involving worship). Warning. Plans of 27 (master table) Visions 142 Visitations 94 Warnings see “Signals. 268 (unusual draft animals). Dungeon 132-133 (topographical and/or tactical challenges). see also 146 (magical symbols) and 147 (codes and ciphers) Worlds. and features of) Teleportation 118 (as special attack for monsters). 147 (codes and ciphers). 208-209 (written tricks) 307 . 262 (flying).” above Water 155 (waterways). see “Water” Weakness. and see related 276-277 (generating minor gods) Thrones 178-181 Time Cycles 46-48 (specific treatment of topic). 256-257 (specific treatment of topic). Alternate. 198-199 (for Magic Thing tricks). Magic 252. 283-286 (planar adventures) Trees 290-291 (unusual trees and plants). 218-219 (specific treatment of mechanical triggers for traps). 292 (caravans and cargo) Vermin 103-104 Villages see 267-282 (cities and settlements) Villain. also see related 252-253 (sarcophagi) and 99-102 (undead monsters) Topography. and see related 100101 (breaks in life cycle). 265 (ruined). Magically Induced 228-230 (specific discussion). 278-281 (specific treatment of topic).Consolidated Index Swamps 300 (maps. and 252-253 (sarcophagi) Vehicles 93 (planar). see related 190-216 (tricks) Travel. 287288 (underwater). 122 (reproductive cycle) Tombs 160 (naming areas involving tombs). see related 95-99 (plant monsters) and 237-238 (herbs) Tribes 123 (social organization of sapient monsters). 182 (water landmarks). see also 230 (measuring out life) Words. 288-289 (ships). Planar 93 (specific treatment of topic). 282 (specific treatment of topic) Tricks 190-216 and see related 217-230 (traps) Triggers 46-48 (triggering events for time cycles or random behaviors). legends about. 256-257 (tombs). 157 (specific treatment of topic) Towns see 267-282 (cities and settlements) Traps 217-230. 272 (religious areas in city). $42.00 . The group is heading over to game in 2 hours. The Tome of Adventure Design by Matt Finch presents advice and tables on topics ranging from villainous motives to monster design to dungeon creation.It’s Friday night. Whether you’re a veteran game master or a total beginner at the fine art of creating adventures. you will find that the Tome of Adventure Design is an invaluable resource when it’s time to prepare for the game. Whatever you need for your adventure. 6 p. What do you do? Frog God Games is proud to present to you a comprehensive guidebook for designing your own fantasy adventures. You’re on your own with the snacks. you’ll find ideas and tables for it in this book. You haven’t prepared an adventure and you still need to get to the store and buy snacks.m.


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